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+ GNU AFFERO GENERAL PUBLIC LICENSE
+ Version 3, 19 November 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+ Preamble
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+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU Affero General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU Affero General Public License for more details.
+
+ You should have received a copy of the GNU Affero General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If your software can interact with users remotely through a computer
+network, you should also make sure that it provides a way for users to
+get its source. For example, if your program is a web application, its
+interface could display a "Source" link that leads users to an archive
+of the code. There are many ways you could offer source, and different
+solutions will be better for different programs; see section 13 for the
+specific requirements.
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU AGPL, see
+<http://www.gnu.org/licenses/>.
--- /dev/null
+#!/usr/bin/perl
+#
+# This file is part of Grue Hunter.
+#
+# Copyright (C) 2013 Jason Self <j@jxself.org>
+#
+# Grue Hunter gives you software freedom; you can copy, modify, convey,
+# and/or redistribute it under the terms of the GNU Affero General Public
+# License as published by the Free Software Foundation; either version 3 of
+# the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful, but WITHOUT
+# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+# FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License
+# for more details.
+#
+# You should have received a copy of the GNU Affero General Public License
+# along with this program in a file called 'AGPLv3.txt'. If not, see
+# http://www.gnu.org/licenses/agpl-3.0-standalone.html or write to the: Free
+# Software Foundation, Inc., 51 Franklin St, Fifth Floor Boston, MA
+# 02110-1301, USA.
+
+use strict;
+use warnings;
+
+my $instructions = <<INSTRUCTIONS;
+\033[2J
+\033[0;0H
+Grue Hunter version 1.0
+Homepage: http://jxself.org/grue-hunter.shtml
+Copyright (C) 2013 Jason Self <j\@jxself.org>
+
+Grue Hunter gives you software freedom; you can copy, modify, convey,
+and/or redistribute it under the terms of the GNU Affero General Public
+License as published by the Free Software Foundation; either version 3 of
+the License, or (at your option) any later version.
+
+You should have received a copy of the GNU Affero General Public License
+along with this program in a file called 'AGPLv3.txt'. If not, see
+http://www.gnu.org/licenses/
+%
+\033[2J
+\033[0;0H
+In this game you are a brave hunter. You are going to enter an underground
+cave system in search of the Grue. If you can capture the Grue and get out
+alive you will win the game.
+%
+Once in the cave system you can move around or shoot an arrow using the
+commands 'move' and 'shoot' and any of the four compass directions. You can
+also shorten the commands to 'm' and 's' and the directions to 'n', 's', 'e',
+and 'w' for brevity. You may enter 'quit' or 'q' to end the game at any time.
+%
+But... There are other things in this cave system. Giant bats can pick you up
+and drop you elsewhere. There are also bottomless pits. If you fall into one
+of these you will never get out. There is also the Grue itself. Though not an
+aggressive creature, it will eat you if you come too close. There are also
+earthquakes that move things around (the bats, the bottomless pits, the Grue,
+and the exit.)
+INSTRUCTIONS
+
+my $space = <<SPACE;
+The room here slopes downward. Old candles are scattered across the floor.
+An old fountain sits in the middle of the room. It is covered in rubble and dirt. A toppled statue lies to the right.
+The walls here are smooth. There is an old anvil here.
+The walls contain claw marks and some sort of graffiti in a language you cannot read. A crack in the ceiling above the middle of the north wall allows a trickle of water to flow down to the floor. The water pools near the base of the wall, and a rivulet runs along the wall and out into the hall. The water smells fresh.
+You push a heavy stone door open, revealing a room with pillars lining the wall. Several square holes have been cut into the walls.
+Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Rusting spikes line the walls.
+This room smells of rotting vegetation. Burning torches in iron sconces line the walls.
+The scent of smoke fills the room. A small hole to your left attracts your attention; but it is too small to be of any concern.
+A stream of oil flows from one side of the room to the other, in a small rut in the floor. There is a mysterious stain on the wall.
+This is the center of a narrow passage that connects other rooms. This room is about average size; but is filled with a pungent aroma that is very nauseating.
+There are cracks in the floor here. It is foggy, making it difficult to see.
+Thick cobwebs fill the corners of this room and wisps of webbing hang from the ceiling, wavering in a wind you can't feel. You notice a light humming sound.
+The floor is damp and looks quite slippery. You will need to be very careful here. A haze of smoke hangs in the air.
+This is a very large room with a large boulder in the center of it. Part of the wall has collapsed into this room.
+Several pieces of rotten fruit are scatted throughout the area. A hole has been dug into the wall. After looking inside you see that it doesn’t go anywhere.
+This room is very dusty, and you see footprints set in the dust. There are spiders on the walls.
+The passageway is very low; but if we crawl we can make it. After coming through the other side you see a stone stairway that goes up to the wall, where it abruptly ends.
+As you enter the room part of the ceiling collapses but you jump out of the way in time to avoid getting hurt. Duck your head in here; as large rock stalactites hang from the ceiling.
+This area is covered in rubble and dirt. There is a puddle and scraps of wood here.
+The floor is covered with sand and pottery shards.
+The walls have been engraved with geometric patterns. Fog gathers and swirls on the floor, concealing it.
+There is a salty, wet smell to this area. A small hole in the ceiling lets light from outside through ... But you would never fit through it.
+There are bones and several piece of rotting wood scattered here.
+It is misty here. Several empty flasks are scattered throughout the area.
+Rats run past you, in the direction you just came from. The floor here is covered in perfect hexagonal tiles.
+There are strange looking yellow stones here. Water drips through the ceiling.
+Your nostrils are overwhelmed by a sulphurous smell. The ceiling here is damp.
+Grime and filth smear this room. This area is filled with stalactites and stalagmites.
+This is a very dirty room; it was partially filled in by the last earthquake that hit. A slight breeze blows through this area.
+A shallow pit sits in the center of the room. The walls here have been engraved with spiral patterns.
+This cavern has a high, domed ceiling. There is a mold growing here.
+A slight, damp breeze blows through this area. This rooms smells of mildew.
+This area is very dusty. A dry well sits in the center of the room.
+As you enter this room some small rocks fall from the ceiling. Several broken arrows are scatted about.
+You are in a small passageway. The walls, ceiling and floor are composed of a smooth black stone. Illuminating your way is a silvery white glow coming from two long grooves midway up each wall that run the length of the passageway.
+You hear an eerie sound. Jagged steel blades project from cracks in the walls.
+Someone has scrawled the drawing of a door on the wall. A haze of dust hangs in the air.
+The walls are covered in slime. There is broken glass on the ground.
+There is a green slime on the floor. This room is very small; but I think we can make it through ok.
+There is a stale smell here. Your steps echo here.
+This large room is illuminated by a low-burning fire pit. There is an iron sconce on the wall, but the torch has been removed.
+A rivulet of water slowly trickles from a hole in the wall. A narrow pit covered by iron bars lies in the center of the room.
+Several empty bottles lie on the floor. Water drips from the ceiling, landing on your head.
+You are in a low depression in the center of a medium-sized room. A flurry of bats suddenly fly past you as you enter. Their screeching fills your ears.
+Someone has left a lighted torch on the wall and it illuminates your passage. A liquid-filled pit sits in the center of the room and is so murky that you can't see its bottom. The room smells sour.
+This area is only a few feet high, but crawling on your stomach you make it through. You notice centipedes crawling along the wall.
+A rattling noise abruptly stops when you enter. Black mold grows on the walls and parts of the floor.
+You are in a small room with rocks and debris scattered everywhere. Part of the here ceiling has collapsed.
+A huge iron cage lies on its side in this room, and its gate rests open on the floor. A broken chain lies on the floor. This room has sour odor, like something rotten or fermented.
+An iron chandelier hangs from the ceiling. A old wooden barrel lies on its side, mostly collapsed.
+SPACE
+
+# Constants
+my $NORTH = 1;
+my $SOUTH = 2;
+my $EAST = 3;
+my $WEST = 4;
+
+# Update this constant to increase the number of rooms in the game.
+my $MAX_ROOMS = 50;
+
+# Update this constant if more room descriptions are added.
+my $MAX_ROOM_DESCRIPTIONS = 50;
+
+my $MAX_LINK_COUNT = 4;
+my $EARTHQUAKE = 3;
+my $EARTHQUAKE_CHANCE = 14;
+my $EVEN_CHANCE = 2;
+my $PIT_CHANCE = 32;
+
+my $SET = 1;
+my $RESET = 0;
+
+my $CLOSED = -1;
+my $GRUE = -2;
+my $EXIT = -3;
+my $BAT1 = -4;
+my $BAT2 = -5;
+my $PIT1 = -6;
+my $PIT2 = -7;
+
+# Game State
+my $grue_location = $CLOSED;
+my $exit_location = $CLOSED;
+my $bat1_location = $CLOSED;
+my $bat2_location = $CLOSED;
+my $pit1_location = $CLOSED;
+my $pit2_location = $CLOSED;
+my $player_location = $CLOSED;
+my $grue_bagged = 0;
+
+# Game Space
+my @rooms = ();
+
+sub randomize_rooms {
+ my @room_descriptions = split(/\n/, $space);
+ my %random_hash = ();
+ my $random_room = 0;
+ my $random_room_description = 0;
+
+ for (my $i = 0; $i < $MAX_ROOMS;) {
+ $random_room = int(rand($MAX_ROOMS));
+ $random_room_description = int(rand($MAX_ROOM_DESCRIPTIONS));
+
+ if (!$random_hash{$random_room}) {
+ $random_hash{$random_room} = 1;
+ my %room = ();
+ $room{'description'} = $room_descriptions[$random_room_description];
+ $room{$NORTH} = $CLOSED;
+ $room{$SOUTH} = $CLOSED;
+ $room{$EAST} = $CLOSED;
+ $room{$WEST} = $CLOSED;
+ $room{'link_count'} = 0;
+ $rooms[$i] = \%room;
+ $i++;
+ }
+ }
+}
+
+sub connect_rooms {
+ my $current_link_count = 0;
+ my $random_link_count = 0;
+ my $rooms_left_to_link = 0;
+ my $room_direction_state = 0;
+ my $next_room = 0;
+
+ for (my $i = 0; $i < $MAX_ROOMS;) {
+
+ # Take into consideration current link count and get random link count.
+ $current_link_count = $rooms[$i] -> {'link_count'};
+ if ($current_link_count < $MAX_LINK_COUNT) {
+ $random_link_count = int(rand($MAX_LINK_COUNT - $current_link_count)) + 1;
+
+ # Check that there are enough rooms left to link. If there are not
+ # then substitute the random link count with the rooms left to link.
+ $rooms_left_to_link = $MAX_ROOMS - $i;
+ if ($random_link_count >= $rooms_left_to_link) {
+ $random_link_count = $rooms_left_to_link;
+ }
+ }
+
+ # If the room is fully linked then set the random link count to 0.
+ else {
+ $random_link_count = 0;
+ }
+
+ # For each room create links upto a random link count by going through
+ # the vacant compass directions.
+ for (my $j = 0; $j < $random_link_count; $j++) {
+ for (my $k = 1; $k < 5; $k++) {
+ if ($i < $MAX_ROOMS) {
+ $room_direction_state = $rooms[$i] -> {$k};
+ if ($room_direction_state == $CLOSED) {
+ $next_room = $i + 1;
+ if ($next_room < $MAX_ROOMS) {
+ $rooms[$i] -> {$k} = $next_room;
+ $rooms[$next_room] -> {opposite($k)} = $i;
+ }
+ $i = $next_room;
+ }
+ }
+ }
+ }
+ }
+}
+
+sub place_directional_object {
+ my $room_number = shift;
+ my $object = shift;
+ my $direction;
+
+ # Get a random direction and set the object in a random room direction.
+ $direction = int(rand(3)) + 1;
+ $rooms[$room_number] -> {$direction} = $object;
+
+ # Update the room's link count
+ ($rooms[$room_number] -> {'link_count'})++;
+
+ if ($object == $GRUE) {
+ $grue_location = $room_number;
+ }
+ elsif ($object == $EXIT) {
+ $exit_location = $room_number;
+ }
+ elsif ($object == $PIT1) {
+ $pit1_location = $room_number;
+ }
+ elsif ($object == $PIT2) {
+ $pit2_location = $room_number;
+ }
+}
+
+sub get_random_rooms {
+ my $number_of_rooms = shift;
+ my $random_num = 0;
+ my %random_hash = ();
+ my @room_numbers = ();
+
+ for (my $i = 0; $i < $number_of_rooms;) {
+ $random_num = int(rand($MAX_ROOMS));
+
+ if (!$random_hash{$random_num}) {
+ $random_hash{$random_num} = 1;
+ $room_numbers[$i] = $random_num;
+ $i++;
+ }
+ }
+ return \@room_numbers;
+}
+
+sub set_state {
+ my $set = shift;
+ my $number_of_rooms;
+ my $room_numbers;
+
+ if ($grue_bagged) {
+ $number_of_rooms = 5;
+ }
+ else {
+ $number_of_rooms = 6;
+ }
+
+ $room_numbers = get_random_rooms($number_of_rooms);
+
+ # Bats are non-directional objects and are placed in rooms. Since they are
+ # non-directional they do not occupy a compass direction and do not add to the
+ # room's link count. They are simply assigned to the Game State variables.
+ $bat1_location = @$room_numbers[0];
+ $bat2_location = @$room_numbers[1];
+
+ # The Grue, Pits and Exit are directional objects, placed in rooms. They
+ # are directional they occupy compass dirctions and are added to the room's
+ # link count. In addition they are assigned to the Game State variables. The
+ # Grue is only placed in a room again if it has not been bagged.
+ place_directional_object(@$room_numbers[2], $PIT1);
+ place_directional_object(@$room_numbers[3], $PIT2);
+ place_directional_object(@$room_numbers[4], $EXIT);
+ if (!$grue_bagged) {
+ place_directional_object(@$room_numbers[5], $GRUE);
+ }
+ # If the game state is being set for the first time, then the player's
+ # location is set to the same location as the Exit.
+ if ($set) {
+ $player_location = @$room_numbers[4];
+ }
+}
+
+sub opposite {
+ my $direction = shift;
+
+ if ($direction == $NORTH) {
+ return $SOUTH;
+ }
+ elsif ($direction == $SOUTH) {
+ return $NORTH;
+ }
+ elsif ($direction == $EAST) {
+ return $WEST;
+ }
+ elsif ($direction == $WEST) {
+ return $EAST;
+ }
+ else {
+ return 0;
+ }
+}
+
+sub action_handler {
+ my ($action, $sub_action) = @_;
+ my $action_success = 0;
+
+ if (defined $action) {
+ $action = lc($action);
+
+ # If the sub action (direction) is defined.
+ if (defined $sub_action) {
+ $sub_action = lc($sub_action);
+
+ # If sub action (direction) is a valid direction.
+ if (is_direction($sub_action)) {
+ if ($sub_action eq 'q' || $action eq 'quit') {
+ quit();
+ }
+ elsif ($action eq 'm' || $action eq 'move') {
+ move_player($sub_action);
+ $action_success = 1;
+ }
+ elsif ($action eq 's' || $action eq 'shoot') {
+ shoot($sub_action);
+ $action_success = 1;
+ }
+ }
+
+ # If the sub action (direction) is not a valid direction.
+ else {
+ print "Enter 'N', 'S', 'E' OR 'W'.\n";
+ if ($action eq 'm' || $action eq 'move') {
+ move_player();
+ }
+ elsif ($action eq 's' || $action eq 'shoot') {
+ shoot();
+ }
+ }
+
+ if ($action_success) {
+ my $random_num = 0;
+ $random_num = int(rand($EARTHQUAKE_CHANCE));
+
+ if ($random_num == $EARTHQUAKE) {
+ print "\n<<<EARTHQUAKE>>>\n\n";
+ randomize_rooms();
+ set_state($RESET);
+ connect_rooms();
+ }
+
+ describe_location();
+ }
+ }
+ # If the sub action (direction) is not defined.
+ else {
+ if ($action eq 'm' || $action eq 'move') {
+ move_player();
+ }
+ elsif ($action eq 's' || $action eq 'shoot') {
+ shoot();
+ }
+ elsif ($action eq 'q' || $action eq 'quit') {
+ quit();
+ }
+ }
+ }
+}
+
+sub display_text {
+ $| = 1;
+ my $text = shift;
+ for my $word (split/%/, $text) {
+ print $word."\n";
+ print 'Press enter when ready to continue: ';
+ <STDIN>;
+ }
+ print "\033[2J";
+ print "\033[0;0H";
+ print "\t\t\t\t".'***********************'."\n";
+ print "\t\t\t\t".'*** ***'."\n";
+ print "\t\t\t\t".'*** GRUE HUNTER ***'."\n";
+ print "\t\t\t\t".'*** ***'."\n";
+ print "\t\t\t\t".'***********************'."\n\n";
+}
+
+sub read_input {
+ my $action;
+ my @actions;
+ $action = <>;
+ @actions = split(/\s+/, $action);
+ return @actions;
+}
+
+sub is_direction {
+ my $direction = shift;
+ if (defined $direction) {
+ return (
+ $direction eq 'n' or
+ $direction eq 'north' or
+ $direction eq 's' or
+ $direction eq 'south' or
+ $direction eq 'e' or
+ $direction eq 'east' or
+ $direction eq 'w' or
+ $direction eq 'west' or
+ $direction eq 'q' or
+ $direction eq 'quit'
+ );
+ }
+ return '';
+}
+
+sub direction {
+ my $direction = shift;
+
+ if ($direction == $NORTH) {
+ return 'north';
+ }
+ elsif ($direction == $SOUTH) {
+ return 'south';
+ }
+ elsif ($direction == $EAST) {
+ return 'east';
+ }
+ elsif ($direction == $WEST) {
+ return 'west';
+ }
+ else {
+ return '';
+ }
+}
+
+sub move_player {
+ my $sub_action = shift;
+ my $direction;
+ my $room_direction;
+
+ if (defined $sub_action) {
+ if ($sub_action eq 'n' || $sub_action eq 'north') {
+ $direction = $NORTH;
+ }
+ elsif ($sub_action eq 's' || $sub_action eq 'south') {
+ $direction = $SOUTH;
+ }
+ elsif ($sub_action eq 'e' || $sub_action eq 'east') {
+ $direction = $EAST;
+ }
+ elsif ($sub_action eq 'w' || $sub_action eq 'west') {
+ $direction = $WEST;
+ }
+
+ $room_direction = $rooms[$player_location] -> {$direction};
+
+ # If the room that the player wants to move to is a room.
+ if ($room_direction > $CLOSED) {
+
+ # Check if the room has a bat.
+ if ($room_direction == $bat1_location || $room_direction == $bat2_location) {
+ print "Bats have you now.\n";
+ print "They're lifting you up.\n";
+ print "Ohhhh, where are we now?\n";
+
+ my $number_of_rooms = 2;
+ my $room_numbers = get_random_rooms($number_of_rooms);
+
+ # Change player location (to where the bat dropped the player).
+ $player_location = @$room_numbers[0];
+
+ # Change location of offending bat.
+ if ($room_direction == $bat1_location) {
+ $bat1_location = @$room_numbers[1];
+ }
+ else {
+ $bat2_location = @$room_numbers[1];
+ }
+ }
+
+ # If free of bats, go ahead and move into the room.
+ else {
+ print "OK...\n";
+ $player_location = $room_direction;
+ }
+ }
+ elsif ($room_direction == $CLOSED) {
+ print "You cannot go that way.\n";
+ }
+ elsif ($room_direction == $GRUE) {
+ print "You bumped into the Grue.\n";
+ print "He ate you before you could move.\n";
+ quit();
+ }
+ elsif ($room_direction == $EXIT) {
+ if ($grue_bagged) {
+ print "You have reached the exit with your Grue.\n";
+ print "Your supper will be filling tonight for sure!\n";
+ }
+ else {
+ print "You have reached the exit without any Grue.\n";
+ print "You are sure to starve.\n";
+ }
+ quit();
+ }
+ elsif ($room_direction < $PIT1) {
+ my $pit_chance = int(rand($PIT_CHANCE));
+ if ($pit_chance) {
+ print "This room contains a bottomless pit. Part of the ground around it gave way when you entered and you almost fell in.\n";
+ print "Be more careful next time!\n";
+ $player_location = $room_direction;
+ }
+ else {
+ print "You fell into a bottomless pit.\n";
+ print "You fell a loooooong way...\n";
+ quit();
+ }
+ }
+ }
+ else {
+ my @actions;
+ print "Move which way?\n";
+ @actions = read_input();
+ action_handler('m', $actions[0]);
+ }
+}
+
+sub shoot {
+ my $sub_action = shift;
+ my $direction;
+ my $room_direction;
+
+ if (defined $sub_action) {
+ if ($sub_action eq 'n' || $sub_action eq 'north') {
+ $direction = $NORTH;
+ }
+ elsif ($sub_action eq 's' || $sub_action eq 'south') {
+ $direction = $SOUTH;
+ }
+ elsif ($sub_action eq 'e' || $sub_action eq 'east') {
+ $direction = $EAST;
+ }
+ elsif ($sub_action eq 'w' || $sub_action eq 'west') {
+ $direction = $WEST;
+ }
+
+ $room_direction = $rooms[$player_location] -> {$direction};
+
+ # If the arrow was shot in a direction without the Grue.
+ if ($room_direction == $CLOSED) {
+ print "Clunk!\n";
+ print "The arrow bounced off the wall.\n";
+ }
+ # If the arrow was shot in a direction of the Grue.
+ elsif ($room_direction == $GRUE) {
+ my $shot = int(rand($EVEN_CHANCE));
+ if ($shot) {
+ print "You caught the Grue!\n";
+ print "Now to find a way out...\n";
+ $grue_bagged++;
+
+ # Remove the Grue from the Room once bagged. Set the Grue
+ # location to an undefined state (the Grue object -2).
+ $rooms[$player_location] -> {$direction} = $CLOSED;
+ ($rooms[$player_location] -> {'link_count'})--;
+ $grue_location = $GRUE;
+ }
+ else {
+ print "The arrow missed the Grue.\n";
+ }
+ }
+ else {
+ print "The arrow missed the Grue.\n";
+ }
+ }
+ else {
+ my @actions;
+ print "Shoot which way?\n";
+ @actions = read_input();
+ action_handler('s', $actions[0]);
+ }
+}
+
+sub describe_location {
+ my $room_direction;
+
+ print $rooms[$player_location] -> {'description'} . "\n";
+# print "Player Location: $player_location\n";
+# print "Grue Location: $grue_location\n";
+# print "Bat 1 Location: $bat1_location\n";
+# print "Bat 2 Location: $bat2_location\n";
+# print "Pit 1 Location: $pit1_location\n";
+# print "Pit 2 Location: $pit2_location\n";
+# print "Exit Location: $exit_location\n";
+
+ print 'I see passages to the ';
+ my @passages;
+ for (my $i = 1; $i < 5; $i++) {
+ $room_direction = $rooms[$player_location] -> {$i};
+ if ($room_direction != $CLOSED) {
+ push(@passages, direction($i));
+ }
+ }
+
+ for (my $i = 0; $i < $#passages + 1; $i++) {
+ if ($i == 0) {
+ print $passages[$i];
+ }
+ elsif ($i < $#passages) {
+ print ', ' . $passages[$i];
+ }
+ elsif ($i == $#passages) {
+ print ' and ' . $passages[$i];
+ }
+ }
+ print ". Choose wisely.\n";
+
+ # If the Grue is in the player's current location.
+ if ($player_location == $grue_location) {
+ print "I smell the Grue!\n";
+ }
+ # If either pit is in the player's current location.
+ elsif ($player_location == $pit1_location || $player_location == $pit2_location) {
+ print "I feel a draft. A bottomless pit must be nearby. Be careful not to fall in.\n";
+ }
+ # If the Exit is in the player's current location, tell the player which
+ # direction the Exit is located.
+ elsif ($player_location == $exit_location) {
+ for (my $i = 1; $i < 5; $i++) {
+ $room_direction = $rooms[$player_location] -> {$i};
+ if ($room_direction == $EXIT) {
+ print 'The exit is to the ' . direction($i) . ".\n";
+ }
+ }
+ }
+ # Check the adjacent rooms for the Exit, Grue, Bats and Pits. Here
+ # check whether the adjacent rooms are equivalent to the game state
+ # variables for the Exit, Grue, Bats and Pits.
+ else {
+ for (my $i = 1; $i < 5; $i++) {
+ $room_direction = $rooms[$player_location] -> {$i};
+ if ($room_direction > $CLOSED) {
+ if ($room_direction == $exit_location) {
+ print "Exit nearby...\n";
+ }
+ elsif ($room_direction == $grue_location) {
+ print "I smell the Grue!\n";
+ }
+ # If the room adjacent contains one of the two bats then warn the player.
+ elsif ($room_direction == $bat1_location || $room_direction == $bat2_location) {
+ print "I hear bats flying around in the distance. Be careful or they may grab you and carry you away.\n";
+ }
+ # If the room adjacent contains one of the two pits then warn the player.
+ elsif ($room_direction == $pit1_location || $room_direction == $pit2_location) {
+ print "I feel a draft. A bottomless pit must be nearby. Be careful not to fall in.\n";
+ }
+ }
+ }
+ }
+}
+
+sub quit {
+ exit;
+}
+
+sub main {
+ my @actions;
+
+ display_text($instructions);
+ randomize_rooms();
+ set_state($SET);
+ connect_rooms();
+ describe_location();
+ while (1) {
+ print "Move or shoot?\n";
+ @actions = read_input();
+ action_handler(@actions);
+ }
+}
+
+main();