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2 Appendix C -- "William Tell" story
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5 .. highlight:: transcript
9 .. image:: /images/picW.png
12 |W|\illiam Tell, our second game, is also very straightforward. See
13 :doc:`/chapters/06`, :doc:`/chapters/07`, :doc:`/chapters/08` and
19 .. literalinclude:: /examples/Tell.txt
25 .. literalinclude:: /examples/Tell.inf
28 .. _compile-as-you-go:
33 Your understanding of how the "William Tell" game works will be
34 considerably enhanced if you type in the code for yourself as you read
35 through the guide. However, it takes us four chapters to describe the
36 game, which isn't complete and playable until the end of Chapter 9. Even
37 if you make no mistakes in your typing, the game won't compile without
38 errors before that point, because of references in earlier chapters to
39 objects which aren't presented until later chapters (for example,
40 Chapter 6 mentions the ``bow`` and ``quiver`` objects, but we don't
41 define them until Chapter 7). This is a bit of a nuisance, because as a
42 general rule we advise you to compile frequently -- more or less after
43 every change you make to a game -- in order to detect syntax and
44 spelling mistakes as soon as possible.
46 Fortunately, there's a fairly easy way round the difficulty, though it
47 involves a little bit of cheating. The trick is temporarily to add
48 minimal definitions -- often called "stubs" -- of the objects whose full
49 definitions have yet to be provided.
51 For example, if you try to compile the game in the state that it's
52 reached by the end of Chapter 6, you’ll get this::
54 Tell.inf(16): Warning: Class "Room" declared but not used
55 Tell.inf(19): Warning: Class "Prop" declared but not used
56 Tell.inf(27): Warning: Class "Furniture" declared but not used
57 Tell.inf(44): Error: No such constant as "street"
58 Tell.inf(46): Error: No such constant as "bow"
59 Tell.inf(47): Error: No such constant as "quiver"
60 Compiled with 3 errors and 3 warnings
62 However, by adding these lines to the end of your game file:
64 .. code-block:: inform
66 ! ===============================================================
67 ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 6
73 a compilation should now give only this::
75 Tell.inf(19): Warning: Class "Prop" declared but not used
76 Tell.inf(27): Warning: Class "Furniture" declared but not used
77 Compiled with 2 warnings
79 That's a lot better. It's not worth worrying about those warnings, since
80 it's easy to understand where they come from; anyway, they'll go away
81 shortly. More important, there are no errors, which means that you've
82 probably not made any major typing mistakes. It also means that the
83 compiler has created a story file, so you can try "playing" the game. If
84 you do, though, you'll get this::
87 A simple Inform example
88 by Roger Firth and Sonja Kesserich.
89 Release 3 / Serial number 040804 / Inform v6.30 Library 6/11 SD
92 ** Library error 11 (27,0) **
93 ** The room "(street)" has no "description" property **
96 .. Generated by autoindex
98 pair: description; library property
100 Whoops! We've fallen foul of Inform's rule saying that every room must
101 have a :prop:`description` property, to be displayed by the interpreter when
102 you enter that room. Our ``street`` stub hasn't got a :prop:`description`,
103 so although the game compiles successfully, it still causes an error to
104 be reported at run-time.
106 The best way round this is to extend the definition of our ``Room``
109 .. code-block:: inform
112 with description "UNDER CONSTRUCTION",
115 By doing this, we ensure that *every* room has a description of some
116 form; normally we'd override this default value with something
117 meaningful -- "The narrow street runs north towards the town square..."
118 and so on -- by including a :prop:`description` property in the object's
119 definition. However, in a stub object used only for testing, a default
120 description is sufficient (and less trouble)::
123 A simple Inform example
124 by Roger Firth and Sonja Kesserich.
125 Release 3 / Serial number 040804 / Inform v6.30 Library 6/11 SD
132 a (quiver) (being worn)
136 You can't see any such thing.
140 .. Generated by autoindex
142 pair: name; library property
144 You'll notice a couple of interesting points. Because we didn't supply
145 external names with our ``street`` , ``bow`` and ``quiver`` stubs, the
146 compiler has provided some for us -- ``(street)`` , ``(bow)`` and
147 ``(quiver)`` -- simply by adding parentheses around the internal IDs
148 which we used. And, because our ``bow`` and ``quiver`` stubs have no
149 :prop:`name` properties, we can't actually refer to those objects when
150 playing the game. Neither of these points would be acceptable in a
151 finished game, but for testing purposes at this early stage -- they'll
154 So far, we've seen how the addition of three temporary object
155 definitions enables us to compile the incomplete game, in its state at
156 the end of Chapter 6. But once we reach the end of Chapter 7, things
157 have moved on, and we now need a different set of stub objects. For a
158 test compilation at this point, remove the previous set of stubs, and
159 instead add these -- ``south_square`` and ``apple`` objects, and a dummy
160 action handler to satisfy the ``Talk`` action in Helga’s life property:
162 .. code-block:: inform
164 ! ===============================================================
165 ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 7
172 Similarly, at the end of Chapter 8, replace the previous stubs by these
173 if you wish to check that the game compiles:
175 .. code-block:: inform
177 ! ===============================================================
178 ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 8
187 Finally, by the end of Chapter 9 the game is complete, so you can delete
188 the stubs altogether.
190 Used with care, this technique of creating a few minimal stub objects
191 can be convenient -- it enables you to "sketch" a portion of your game
192 in outline form, and to compile and test the game in that state, without
193 needing to create complete object definitions. However, you've got very
194 little interaction with your stubs, so don't create too many of them.
195 And of course, never forget to flesh out the stubs into full definitions