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wump(6) [netbsd man page]

WUMP(6) 							 BSD Games Manual							   WUMP(6)

NAME
wump -- hunt the wumpus in an underground cave SYNOPSIS
wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels] DESCRIPTION
The game wump is based on a fantasy game first presented in the pages of People's Computer Company in 1973. In Hunt the Wumpus you are placed in a cave built of many different rooms, all interconnected by tunnels. Your quest is to find and shoot the evil Wumpus that resides elsewhere in the cave without running into any pits or using up your limited supply of arrows. The options are as follows: -a Specifies the number of magic arrows the adventurer gets. The default is five. -b Specifies the number of rooms in the cave which contain bats. The default is three. -h Play the hard version -- more pits, more bats, and a generally more dangerous cave. -p Specifies the number of rooms in the cave which contain bottomless pits. The default is three. -r Specifies the number of rooms in the cave. The default cave size is twenty rooms. -t Specifies the number of tunnels connecting each room in the cave to another room. Beware, too many tunnels in a small cave can eas- ily cause it to collapse! The default cave room has three tunnels to other rooms. While wandering through the cave you'll notice that, while there are tunnels everywhere, there are some mysterious quirks to the cave topol- ogy, including some tunnels that go from one room to another, but not necessarily back! Also, most pesky of all are the rooms that are home to large numbers of bats, which, upon being disturbed, will en masse grab you and move you to another portion of the cave (including those housing bottomless pits, sure death for unwary explorers). Fortunately, you're not going into the cave without any weapons or tools, and in fact your biggest aids are your senses; you can often smell the rather odiferous Wumpus up to two rooms away, and you can always feel the drafts created by the occasional bottomless pit and hear the rustle of the bats in caves they might be sleeping within. To kill the wumpus, you'll need to shoot it with one of your magic arrows. Fortunately, you don't have to be in the same room as the crea- ture, and can instead shoot the arrow from as far as three or four rooms away! When you shoot an arrow, you do so by typing in a list of rooms that you'd like it to travel to. If at any point in its travels it cannot find a tunnel to the room you specify from the room it's in, it will instead randomly fly down one of the tunnels, possibly, if you're real unlucky, even flying back into the room you're in and hitting you! BSD
January 19, 2006 BSD

Check Out this Related Man Page

extend(1)						      General Commands Manual							 extend(1)

NAME
extend -- produce an extended elevation from a .3d file SYNOPSIS
extend [--specfile configuration .espec file] input .3d file [output .3d file] Description Note: The extend program can also work on Compass .plt (as can aven and any other Survex program which reads .3d files). If no specfile is given, extend starts with the highest station marked as an entrance which has at least one underground survey leg attached to it. If there are no such stations, the highest deadend station in the survey (or the highest station if there are no deadends) is used. Extend puts the first station on the left, then folds each leg out individually to the right, breaking loops arbitrarily (usually at junctions). If the output filename is not specified, extend bases the output filename on the input filename, but ending "_extend.3d". For example, extend deep_pit.3d produces an extended elevation called deep_pit_extend.3d. This approach suffices for simple caves or sections of cave, but for more complicated situations human intervention is required. More com- plex sections of cave can be handled with a specfile giving directions to switch the direction of extension between left and right, to explicitly specify the start station, or to break the extension at particular stations or legs. The specfile is in a format similar to cavern's data format: ;This is a comment ; start the elevation at station entrance.a *start entrance.a ;this is a comment after a command ; start extending leftwards from station half-way-down.5 *eleft half-way-down.5 ; change direction of extension at further-down.8 *eswap further-down.8 ; extend right from further-down.junction, but only for ; the leg joining it to very-deep.1, other legs continuing ; as before *eright further-down.junction very-deep.1 ; break the survey at station side-loop.4 *break side-loop.4 ; break survey at station side-loop.junction but only ; for leg going to complex-loop.2 *break side-loop.junction complex-loop.2 This approach requires some trial and error, but gives useful results for many caves. The most complex systems would benefit from an interactive interface to select and view the breaks and switches of direction. See Also 3dtopos(1), aven(1), cad3d(1), cavern(1), diffpos(1), sorterr(1), svxedit(1) extend(1)
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