From: David Griffith Date: Sat, 16 Apr 2016 05:34:02 +0000 (-0700) Subject: Added chapter 13. X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=cf98f7cf8835499b46e3c6317861e7af8feb1166;p=ibg.git Added chapter 13. --- diff --git a/chapters/13.rst b/chapters/13.rst new file mode 100644 index 0000000..f068c97 --- /dev/null +++ b/chapters/13.rst @@ -0,0 +1,912 @@ +=========================== +Captain Fate: the final cut +=========================== + +.. epigraph:: + + | *Y was a youth, that did not love school;* + | *Z was a zany, a poor harmless fool.* + +.. only:: html + + .. image:: /images/picY.png + :align: left + +.. raw:: latex + + \dropcap{y} + +ou'll probably be pleased to hear that Captain Fate has almost run his +allotted span. There are some minor objects still to be defined -- the +toilet, our hero’s clothes, the all-important costume -- but first we +need to decorate the café a little more. + +Additional catering garnish +=========================== + +We must not forget a couple of tiny details in the café room: + +.. code-block:: inform6 + + Object food "Benny's snacks" cafe + with name 'food' 'pastry' 'pastries' 'sandwich' 'sandwiches' 'snack' + before [; "There is no time for FOOD right now."; ], + has scenery proper; + + Object menu "menu" cafe + with name 'informative' 'menu' 'board' 'picture' 'writing', + description + "The menu board lists Benny's food and drinks, along with their + prices. Too bad you've never learnt how to read, but luckily + there is a picture of a big cup of coffee among the + incomprehensible writing.", + before [; + Take: + "The board is mounted on the wall behind Benny. Besides, it's + useless WRITING."; + ], + has scenery; + +And a not-so-trivial object: + +.. code-block:: inform6 + + Object coffee "cup of coffee" benny + with name 'cup' 'of' 'coffee' 'steaming' 'cappuccino' + 'cappucino' 'capuccino' 'capucino', + description [; + if (self in benny) + "The picture on the menu board SURE looks good."; + else + "It smells delicious."; + ], + before [; + Take,Drink,Taste: + if (self in benny) "You should ask Benny for one first."; + else { + move self to benny; + print "You pick up the cup and swallow a mouthful. Benny's + WORLDWIDE REPUTATION is well deserved. Just as you + finish, Benny takes away the empty cup."; + if (benny.coffee_not_paid == true) + " ~That will be one quidbuck, sir.~"; + else + ""; + } + Buy: + if (coin in player) <>; + else "You have no money."; + Smell: + "If your HYPERACTIVE pituitary glands are to be trusted, + it's Colombian."; + ]; + +There's nothing really new in this object (other than that the ``name`` +property caters for orthographically challenged players), but notice how +we don't ``remove`` it after the player drinks it. In an apparently +absurd whim, the coffee returns to Benny magically (although this is not +information that the player needs to know). Why? After you remove an +object from the game, if the player attempts, say, to EXAMINE it, the +interpreter will impertinently state that "You can't see any such +thing". Moreover, if the player asks Benny for a second coffee, once the +first one has been removed, Benny will complain "I don’t think that’s on +the menu, sir" -- a blatant lie -- which was the default in Benny’s +orders property. Since the removed coffee object does not belong to +Benny, it's not a noun that the player can ASK Benny FOR. By making it a +child of the barman (who has the ``transparent`` attribute set), the +coffee is still an object that players can refer to. We ensure that they +don't get more cups thanks to Benny's ``coffee_asked_for property``, +which will remain ``true`` after the first time. + +We also ensure that Benny doesn't ask for money from players who have +already paid, by first printing a "You pick up the cup..." message and +then testing Benny's ``coffee_not_paid`` property. If its value is +``true``, we can finish the message with the "quidbuck" print-and-return +statement. If its value is ``false``, the player has previously paid, +and so there's nothing else to say. However, we still need to terminate +the incomplete message with a newline, and to return ``true`` from the +property routine; we *could* have used the statements ``{ print "^"; +return true; }``, but an empty ``""`` statement does the same thing more +neatly. + + +Toilet or dressing room? +======================== + +Rather more of the latter, actually, since it's the only place away from +curious eyes where our hero will be able to metamorphose from weakling +into the bane of all evildoers. And we *really* don't want to become, +erm, bogged down with details of the room's function or plumbing. + +There's not a lot about the toilet room and its contents, though there +will be some tricky side effects: + +.. code-block:: inform6 + + Room toilet "Unisex toilet" + with description + "A surprisingly CLEAN square room covered with glazed-ceramic + tiles, featuring little more than a lavatory and a light switch. + The only exit is south, through the door and into the cafe.", + s_to toilet_door, + has ~light scored; + + Appliance lavatory "lavatory" toilet + with name 'lavatory' 'wc' 'toilet' 'loo' 'bowl' 'can' 'john' 'bog', + before [; + Examine,Search,LookUnder: + if (coin in self) { + move coin to parent(self); + "The latest user CIVILLY flushed it after use, but failed to + pick up the VALUABLE coin that fell from his pants."; + } + Receive: + "While any other MORTALS might unwittingly throw just about + ANYTHING into ", (the) self, ", you remember the WISE teachings + of your mentor, Duke ELEGANT, about elderly plumbing and rising + waters."; + ]; + + Object coin "valuable coin" lavatory + with name 'valuable' 'coin' 'silver' 'quidbuck', + description "It's a genuine SILVER QUIDBUCK.", + before [; + Drop: + if (self notin player) return false; + "Such a valuable coin? Har, har! This must be a demonstration of + your ULTRA-FLIPPANT jesting!"; + ], + after [; + Take: + "You crouch into the SLEEPING DRAGON position and deftly, with + PARAMOUNT STEALTH, you pocket the lost coin."; + ], + has scored; + +We initially place the coin as a child of the lavatory (just so that we +can easily make the ``if (coin in self)`` one-time test). Since the +lavatory does not have the ``transparent`` attribute set, the coin will +be invisible to players until they try to inspect the lavatory, an +action that will move the coin into the toilet room. Once taken, the +coin will remain in the inventory until the player gives it to Benny, +because we trap any ``Drop`` actions to help the player to Do the Right +Thing. + +The lavatory object includes a load of helpful synonyms in its name +property, including our favourite word ``'toilet'`` . That won't be a +problem: the other objects here which may have TOILET in their names -- +the key and the door -- both use the ``pname`` property to turn their +use of ``'toilet'`` into a lower-priority adjective. + +See that here we have the only two ``scored`` attributes of the game. +The player will be awarded one point for entering the toilet room, and +another for finding and picking up the coin. + +You might have noticed that we are forcefully clearing the ``light`` +attribute, inherited from the ``Room`` class. This will be a windowless +space and, to add a touch of realism, we'll make the room a dark one, +which will enable us to tell you about Inform's default behaviour when +there's no light to see by. However, let's define first the light switch +mentioned in the room's description to aid players in their dressing +duties. + +.. code-block:: inform6 + + Appliance light_switch "light switch" toilet + with name 'light' 'switch', + description + "A notorious ACHIEVEMENT of technological SCIENCE, elegant yet + EASY to use.", + before [; + Push: + if (self has on) <>; + else <>; + ], + after [; + SwitchOn: + give self light; + "You turn on the light in the toilet."; + SwitchOff: + give self ~light; + "You turn off the light in the toilet."; + ], + has switchable ~on; + +Please notice the appearance of new attributes ``switchable`` and +``on``. switchable enables the object to be turned on and off, and is +typical of lanterns, computers, television sets, radios, and so on. The +library automatically extends the description of these objects by +indicating if they are currently on or off:: + + > X LIGHT SWITCH + A notorious ACHIEVEMENT of technological SCIENCE, elegant yet EASY to use. + The light switch is currently switched on. + +Two new actions are ready to use, ``SwitchOn`` and ``SwitchOff``. Left +to themselves, they toggle the object's state between ON and OFF and +display a message like:: + + You switch the brass lantern on. + +They also take care of checking if the player fumbled and tried to turn +on (or off) an object which was already on (or off). How does the +library know the state of the object? This is thanks to the ``on`` +attribute, which is set or cleared automatically as needed. You can, of +course, set or clear it manually like any other attribute, with the +``give`` statement: + +.. code-block:: inform6 + + give self on; + + give self ~on; + +and check if a ``switchable`` object is on or off with the test: + +.. code-block:: inform6 + + if (light_switch has on) ... + + if (light_switch hasnt on) ... + +A ``switchable`` object is OFF by default. However, you’ll notice that +the has line of the object definition includes ``~on`` : + +.. code-block:: inform6 + + has switchable ~on; + +Surely that’s saying "not-on"? Surely that's what would have happened +anyway if the line hadn't mentioned the attribute at all? + +.. code-block:: inform6 + + has switchable; + +Absolutely true. Adding that ``~on`` attribute has no effect whatsoever +on the game -- but nevertheless it's a good idea. It's an aide-mémoire, +a way of reminding ourselves that we start with the attribute clear, and +that at some point we'll be setting it for some purpose. Trust us: it's +worthwhile taking tiny opportunities like this to help yourself. + +Let’s see how our light switch works. We trap the ``SwitchOn`` and +``SwitchOff`` actions in the ``after`` property (when the switching has +successfully taken place) and use them to give ``light`` to the light +switch. + +Uh, wait. To the light switch? Why not to the toilet room? Well, there's +a reason and we'll see it in a minute. For now, just remember that, in +order for players to see their surroundings, you need only one object in +a room with the ``light`` attribute set. It doesn't have to be the room +itself (though this is usually convenient). + +After setting the ``light`` attribute, we display a customised message, +to avoid the default:: + + You switch the light switch on. + +which, given the name of the object, doesn't read very elegantly. We +foresee that players might try to PUSH SWITCH, so we trap this attempt +in a ``before`` property and redirect it to ``SwitchOn`` and +``SwitchOff`` actions, checking first which one is needed by testing the +``on`` attribute. Finally, we have made the switch a member of the class +``Appliance``, so that the player doesn't walk away with it. + +.. note:: + + remember what we said about class inheritance? No matter what you + define in the class, the object’s definition has priority. The class + ``Appliance`` defines a response for the ``Push`` action, but we + override it here with a new behaviour. + + +And there was light +=================== + +So the player walks into the toilet and + +.. code-block:: transcript + + Darkness + It is pitch dark, and you can't see a thing. + +Oops! No toilet description, no mention of the light switch, nothing. It +is reasonable to think that if we have opened the toilet door to access +the toilet, some light coming from the café room will illuminate our +surroundings -- at least until the player decides to close the door. So +perhaps it would be a good idea to append a little code to the door +object to account for this. A couple of lines in the after property will +suffice: + +.. code-block:: inform6 + + after [ ks; + Unlock: + if (self has locked) return false; + print "You unlock ", (the) self, " and open it.^"; + ks = keep_silent; keep_silent = true; + ; keep_silent = ks; + return true; + Open: + give toilet light; + Close: + give toilet ~light; + + ], + +And this is the reason why the light switch didn't set the ``light`` +attribute of the toilet room, but did it to itself. We avoid running +into trouble if we let the open/closed states of the door control the +light of the room object, and the on/off states of the switch control +the light of the switch. So it is one shiny light switch. Fortunately, +players are never aware of this glowing artefact. + +.. note:: + + now, could they? Well, if players could TAKE the light switch (which + we have forbidden) and then did INVENTORY, the trick would be given + away, because all objects with the ``light`` attribute set are listed + as ``(providing light)`` . + +So the player walks into the toilet and + +.. code-block:: transcript + + Unisex toilet + A surprisingly CLEAN square room covered with glazed-ceramic tiles, featuring + little more than a lavatory and a light switch. The only exit is south, through + the door and into the cafe. + + [Your score has just gone up by one point.] + +Better. Now, suppose the player closes the door. + +.. code-block:: transcript + + >CLOSE DOOR + You close the door to the cafe. + + It is now pitch dark in here! + +The player might try then to LOOK: + +Well, no problem. We have mentioned that there is a light switch. Surely +the player will now try to: + +.. code-block:: transcript + + >TURN ON LIGHT SWITCH + You can't see any such thing. + +Oops! Things are getting nasty here in the dark. It's probably time to +leave this place and try another approach: + +.. code-block:: transcript + + >OPEN DOOR + You can't see any such thing. + +And this illustrates one of the terrible things about darkness in a +game. You can't see anything; you can do very little indeed. All objects +except those in your inventory are out of scope, unreachable, as if +non-existent. Worse, if you DROP one of the objects you are carrying, it +will be swallowed by the dark, never to be found until there is light to +see by. + +The player, who is doubtless immersed in the fantasy of the game, will +now be a little annoyed. "I am in a small bathroom and I can't even +reach the door I have just closed?" The player's right, of +course [#dark]_. Darkened rooms are one cliché of traditional games. +Usually you move in one direction while looking for treasure in some +underground cave, and suddenly arrive at a pitch black place. It's good +behaviour of the game to disallow exploration of unknown dark territory, +and it's a convention to bar passage to players until they return with a +light source. However, if the scenario of the game features, say, the +player character's home, a little apartment with two rooms, and there’s +no light in the kitchen, we could expect the owner of the house to know +how to move around a little, perhaps groping for the light switch or +even going to the refrigerator in the dark. + +We are in a similar situation. The inner logic of the game demands that +blind players should be able to open the door and probably operate the +light switch they've just encountered. We have been telling you that an +object is in scope when it’s in the same room as the player. Darkness +changes that rule. All objects not directly carried by the player become +out of scope. + +One of the advantages of an advanced design system like Inform is the +flexibility to change all default behaviours to suit your particular +needs. Scope problems are no different. There is a set of routines and +functions to tamper with what's in scope when. We'll see just a tiny +example to fix our particular problem. In the section "``Entry point +routines``" of our game -- after the ``Initialise`` routine, for +instance -- include the following lines: + +.. code-block:: inform6 + + [ InScope person; + if (person == player && location == thedark && real_location == toilet) { + PlaceInScope(light_switch); + PlaceInScope(toilet_door); + } + return false; + ]; + +``InScope(actor_obj_id)`` is an entry point routine that can tamper with +the scope rules for the given ``actor_obj_id`` (either the player +character or a NPC). We define it with one variable (which we name as we +please; it's also a good idea to name variables in an intuitive way to +remind us of what they represent), ``person`` , and then we make a +complex test to see if the player is actually in the toilet and in the +dark. + +We have told you that the library variable ``location`` holds the +current +room that the player is in. However, when there is no light, the +variable location gets assigned to the value of the special library +object thedark . It doesn't matter if we have ten dark rooms in our +game; location will be equal to thedark in all of them. There is yet +another variable, called ``real_location``, which holds the room the +player is in *even when there is no light to see by*. + +So the test: + +.. code-block:: inform6 + + if (person == player && location == thedark && real_location == toilet) ... + +is stating: if the specified actor is the ``player`` character *and* he +finds himself in the dark *and* he actually happens to be in the +toilet... + +Then we make a call to one of the library routines, +``PlaceInScope(obj_id)``, which has a very descriptive name: it places +in scope the given object. In our case, we want both the door and the +light switch to be within reach of the player, hence both additional +lines. Finally, we must ``return false``, because we want the normal +scope rules for the defined actor -- the player -- to apply to the rest +of the objects of the game (if we returned ``true``, players would find +that they are able to interact with very little indeed). Now we get a +friendlier and more logical response: + +.. code-block:: transcript + + Darkness + It is pitch dark, and you can't see a thing. + + >TURN ON SWITCH + You turn on the light in the toilet. + + Unisex toilet + A surprisingly CLEAN square room covered with glazed-ceramic tiles, featuring + little more than a lavatory and a light switch. The only exit is south, through + the door and into the cafe. + +And the same would happen with the door. Notice how the room description +gets displayed after we pass from dark to light; this is the normal +library behaviour. + +There is still one final problem which, admittedly, might originate from +an improbable course of action; however, it could be a nuisance. Suppose +that the player enters the toilet, locks the door -- which is possible +in the dark now that the door is in scope -- and then drops the key. +There's no way to exit the toilet -- because the door is locked and the +key has disappeared, engulfed by the darkness -- unless the player +thinks to turn on the light switch, thereby placing the key in scope +once more. + +Why don't we add a ``PlaceInScope(toilet_key)`` to the above routine? +Well, for starters, the key can be moved around (as opposed to the door +or the light switch, which are fixed items in the toilet room). Suppose +the player opens the door of the toilet, but drops the key in the café, +then enters the toilet and closes the door. The condition is met and the +key is placed in scope, when it's in another room. Second, this is a +simple game with just a few objects, so you can define a rule for each +of them; but in any large game, you might like to be able to refer to +objects in bunches, and make general rules that apply to all (or some) +of them. + +We need to add code to the ``InScope`` routine, telling the game to +place in scope all objects that we drop in the dark, so that we might +recover them (maybe going on all fours and groping a little, but it’s a +possible action). We don’t want the player to have other objects in +scope (like the coin, for instance), so it might be good to have a way +of testing if the objects have been touched and carried by the player. +The attribute ``moved`` is perfect for this. The library sets it for +every object that the player has picked up at one time in the game; +``scenery`` and ``static`` objects, and those we have not yet seen don't +have ``moved``. Here is the reworked ``InScope`` routine. There are a +couple of new concepts to look at: + +.. code-block:: inform6 + + [ InScope person item; + if (person == player && location == thedark && real_location == toilet) { + PlaceInScope(light_switch); + PlaceInScope(toilet_door); + } + if (person == player && location == thedark) + objectloop (item in parent(player)) + if (item has moved) PlaceInScope(item); + return false; + ]; + +We have added one more local variable to the routine, ``item`` -- again, +this is a variable we have created and named on our own; it is not part +of the library. We make now a new test: if the actor is the player and +the location is any dark room, then perform a certain action. We don't +need to specify the toilet, because we want this rule to apply to all +dark rooms (well, the only dark room in the game *is* the toilet, but we +are trying to provide a general rule). + +.. todo:: + + Lots of italicized typewriter stuff here... + +.. code-block:: inform6 + + objectloop (variable) statement; + +is a loop statement, one of the four defined in Inform. A loop statement +is a construct that allows you to run several times through a statement +(or a statement block). ``objectloop`` performs the ``statement`` once +for every object defined in the (``variable``) . If we were to code: + +.. code-block:: inform6 + + objectloop (item) statement; + +then the ``statement`` would be executed once for each object in the +game. However, we want to perform the statement only for those objects +whose parent object is the same as the player's parent object: that is, +for objects in the same room as the player, so we instead code: + +.. code-block:: inform6 + + objectloop (item in parent(player)) statement; + +What is the actual ``statement`` that we'll repeatedly execute? + +.. code-block:: inform6 + + if (item has moved) + PlaceInScope(item); + +The test: ``if (item has moved)`` ensures that ``PlaceInScope(item)`` +deals only with objects with the ``moved`` attribute set. So: if the +player is in the dark, let’s go through the objects which are in the +same room, one at a time. For each of them, check if it's an item that +the player has at some time carried, in which case, place it in scope. +All dropped objects within the room were carried at one time, so we let +players recollect them even if they can’t see them. + +As you see, darkness has its delicate side. If you plan to have dark +rooms galore in your games, bear in mind that you are in for some +elaborate code (unless you let the library carry on with default rules, +in which case there won't be much for your players to do). + + +Amazing techicolour dreamcoats +============================== + +This leaves us the clothing items themselves, which will require a few +tailored actions. Let's see first the ordinary garments of John Covarth: + +.. code-block:: inform6 + + Object clothes "your clothes" + with name 'ordinary' 'street' 'clothes' 'clothing', + description + "Perfectly ORDINARY-LOOKING street clothes for a NOBODY like + John Covarth.", + before [; + Wear: + if (self has worn) + "You are already dressed as John Covarth."; + else + "The town NEEDS the power of Captain FATE, not the anonymity + of John Covarth."; + Change,Disrobe: + if (self hasnt worn) + "Your KEEN eye detects that you're no longer wearing them."; + switch (location) { + street: + if (player in booth) + "Lacking Superman's super-speed, you realise that it + would be awkward to change in plain view of the passing + pedestrians."; + else + "In the middle of the street? That would be a PUBLIC + SCANDAL, to say nothing of revealing your secret + identity."; + cafe: + "Benny allows no monkey business in his establishment."; + toilet: + if (toilet_door has open) + "The door to the bar stands OPEN at tens of curious eyes. + You'd be forced to arrest yourself for LEWD conduct."; + print "You quickly remove your street clothes and bundle them + up together into an INFRA MINUSCULE pack ready for easy + transportation. "; + if (toilet_door has locked) { + give clothes ~worn; give costume worn; + "Then you unfold your INVULNERABLE-COTTON costume and + turn into Captain FATE, defender of free will, adversary + of tyranny!"; + } + else { + deadflag = 3; + "Just as you are slipping into Captain FATE's costume, + the door opens and a young woman enters. She looks at + you and starts screaming, ~RAPIST! NAKED RAPIST IN THE + TOILET!!!~^^ + Everybody in the cafe quickly comes to the rescue, only + to find you ridiculously jumping on one leg while trying + to get dressed. Their laughter brings a QUICK END to + your crime-fighting career!"; + } + thedark: + "Last time you changed in the dark, you wore the suit inside + out!"; + default: ! this _should_ never happen... + "There must be better places to change your clothes!"; + } + ], + clothing proper pluralname; + +See how the object deals only with ``Wear``, ``Disrobe`` and ``Change``. +``Wear`` and ``Disrobe`` are standard library actions already defined in +Inform, but we'll have to make a new verb to allow for CHANGE CLOTHES. +In this game, ``Disrobe`` and ``Change`` are considered synonymous for +all purposes; we'll deal with them first. + +The goal of the game is for players to change their clothes, so we might +expect them to try this almost anywhere; but first of all we have to +check that the ``clothes`` object is actually being worn. If not, we +display a message reminding the player that this action has become +irrelevant. What we do with the ``switch`` statement is to offer a +variety of responses according to the ``location`` variable. The street +(in or out of the booth) and the café all display refusals of some kind, +until the player character manages to enter the toilet, where we +additionally require that he locks the door before taking off his +clothes. If the door is closed but not locked, he is interrupted in his +naked state by a nervous woman who starts shouting, and the game is lost +(this is not as unfair as it seems, because the player may always revert +to the previous state with UNDO). If the door is locked, he succeeds in +his transformation (we take away the ``worn`` attribute from the +``clothes`` and give it to the ``costume`` instead). We add a special +refusal to change in the dark, forcing players to turn on the light and +then, we hope, to find the coin. And finally we code a ``default`` +entry; you'll remember that, in a ``switch`` statement, this is supposed +to cater for any value not explicitly listed for the expression under +control -- in this case, for the variable ``location``. Since we have +already gone through all the possible locations of the game, this entry +appears only as a defensive measure, just in case something unexpected +happens (for instance, we might extend the game with another room and +forget about this ``switch`` statement). In normal and controlled +conditions, it should never be reached, but it doesn't hurt one bit to +have it there. + +The ``Wear`` action just checks if these clothes are already being worn, +to offer two different rejection responses: the goal of the game is to +change into the hero's suit, after which we'll prevent a change back +into ordinary clothes. So now we are dealing with a Captain Fate in full +costume: + +.. code-block:: inform6 + + Object costume "your costume" + with name 'captain' 'captain^s' 'fate' 'fate^s' 'costume' 'suit', + description + "STATE OF THE ART manufacture, from chemically reinforced 100% + COTTON-lastic(tm).", + before [; + Wear: + if (self has worn) + "You are already dressed as Captain FATE."; + else + "First you'd have to take off your commonplace unassuming + John Covarth INCOGNITO street clothes."; + Change,Disrobe: + if (self has worn) + "You need to wear your costume to FIGHT crime!"; + else + "But you're not yet wearing it!"; + Drop: + "Your UNIQUE Captain FATE multi-coloured costume? The most + coveted clothing ITEM in the whole city? Certainly NOT!"; + ], + has clothing proper; + +Note that we intercept the action WEAR COSTUME and hint that players +should try TAKE OFF CLOTHES instead. We don't let them take off the +costume once it’s being worn, and we certainly don't let them misplace +it anywhere, by refusing to accept a ``Drop`` action. + + +It's a wrap +=========== + +Nearly there; just a few minor odds and ends to round things off. + +.. rubric:: Initialise routine + +All the objects of our game are defined. Now we must add a couple of +lines to the ``Initialise`` routine to make sure that the player does +not start the game naked: + + + + +.. rubric:: Footnotes + +.. [#dark] + + We're alluding here to the Classical concept of mimesis. In an + oft-quoted essay from 1996, Roger Giner-Sorolla wrote: "I see + successful fiction as an imitation or 'mimesis' of reality, be it + this world's or an alternate world's. Well-written fiction leads the + reader to temporarily enter and believe in the reality of that world. + A crime against mimesis is any aspect of an IF game that breaks the + coherence of its fictional world as a representation of reality." + +.. code-block:: inform6 + + [ Initialise; + #Ifdef DEBUG; pname_verify(); #Endif; ! suggested by pname.h + location = street; + move costume to player; + move clothes to play; give clothes worn; + lookmode = 2; + "^^Impersonating mild mannered John Covarth, assistant help boy at an + insignificant drugstore, you suddenly STOP when your acute hearing + deciphers a stray radio call from the POLICE. There's some MADMAN + attacking the population in Granary Park! You must change into your + Captain FATE costume fast...!^^"; + ]; + +Remember that we included a disambiguation package, ``pname.h``? There +were some additional comments in the accompanying text file that should +be taken in consideration: + + pname.h provides a pname_verify routine. When DEBUG is defined, you + may call pname_verify() in your Initialise() routine to verify the pname + properties in your objects. + +The designer of the package has made a debugging tool (a routine) to +check for errors when using his library, and he tells us how to use it. +So we include the suggested lines into our ``Initialise`` routine: + +.. code-block:: inform6 + + #Ifdef DEBUG; pname_verify(); #Endif; + +As the text explains, what this does is: first check whether the game is +being compiled in Debug mode; if this is the case, run the +``pname_verify`` routine, so that it tests all ``pname`` properties to +see if they are written correctly. + +.. rubric:: Demise of our hero + +We have made three possible endings: + +#. The player attempts to change in the toilet with an unlocked door. + +#. The player tries to attack Benny while wearing the costume. + +#. The player manages to exit the café dressed as Captain Fate. + +(1) and (2) lose the game, (3) wins it. The library defaults for these +two states display, respectively, + +.. code-block:: transcript + + *** You have died *** + + *** You have won *** + +These states correspond to the values of the ``deadflag`` variable: 1 +for losing, 2 for winning. However, we have made up different messages, +because our hero does not really die -- ours suffers a FATE worse than +death -- and because we want to give him a more descriptive winning +line. Therefore, we must define a ``DeathMessage`` routine as we did in +"William Tell", to write our customised messages and assign them to +``deadflag`` values greater than 2. + +.. code-block:: inform6 + + [ DeathMessage; + if (deadflag == 3) print "Your secret identity has been revealed"; + if (deadflag == 4) print "You have been SHAMEFULLY defeated"; + if (deadflag == 5) print "You fly away to SAVE the DAY"; + ]; + +.. rubric:: Grammar + +Finally, we need to extend the existing grammar, to allow for a couple +of things. We have already seen that we need a verb CHANGE. We'll make +it really simple: + +.. code-block:: inform6 + + [ ChangeSub; + if (noun has pluralname) print "They're"; + else print "That's"; + " not something you must change to save the day."; + ]; + + Verb 'change' 'exchange' 'swap' 'swop' + * noun -> Change; + +Just notice how the verb handler checks whether the noun given is plural +or singular, to display a suitable pronoun. + +A further detail: when players are in the café, they might ask Benny for +the coffee (as we intend and heavily hint), for a sandwich or a pastry +(both mentioned in the café description), for food or a snack (mentioned +here and there, and we have provided for those); but what if they try a +meat pie? Or scrambled eggs? There’s just so much decoration one can +reasonably insert in a game, and loading the dictionary with Benny’s +full menu would be overdoing it a bit. + +One might reasonably imagine that the ``default`` line at the end of the +``Give`` action in the orders property handles every input not already +specified: + +.. code-block:: inform6 + + orders [; + Give: + switch (noun) { + toilet_key: ! code for the key... + coffee: ! code for the coffee... + food: ! code for the food... + menu: ! code for the menu... + default: + "~I don't + } + ], + +Not so. The library grammar that deals with ASK BENNY FOR... is this +(specifically, the last line): + +.. code-block:: inform6 + + Verb 'ask' + * creature 'about' topic -> Ask + * creature 'for' noun -> AskFor + +You'll see the ``noun`` token, which means that whatever the player asks +him for must be a real game object, visible at that moment. Assuming +that the player mentions such an object, the interpreter finds it in the +dictionary and places its internal ID in the ``noun`` variable, where +our ``switch`` statement can handle it. So, ASK BENNY FOR KEY assigns +the ``toilet_key`` object to the noun variable, and Benny responds. ASK +BENNY FOR CUSTOMERS also works; the ``default`` case picks that one up. +But, ASK BENNY FOR SPAGHETTI BOLOGNESE won't work: we have no object for +Spaghetti Bolognese (or any other delicacy from Benny's kitchen) -- the +words ``'spaghetti'`` and ``'bolognese'`` simply aren't in the +dictionary. This is perhaps not a major deficiency in our game, but it +takes very little to allow Benny to use his default line for *any* +undefined input from the player. We need to extend the existing ASK +grammar: + +.. code-block:: inform6 + + Extend 'ask' + * creature 'for' topic -> AskFor; + +This line will be added to the end of the existing grammar for Ask, so +it doesn’t override the conventional noun-matching line. ``topic`` is a +token that roughly means “any input at all”; the value of noun isn't +important, because it'll be handled by the default case. Now players may +ask Benny for a tuna sandwich or a good time; they'll get: "I don’t +think that’s on the menu, sir", which makes Benny a barman with +attitude. + +And that's it; on the slightly surreal note of ASK BENNY FOR A GOOD TIME +we've taken "Captain Fate" as far as we intend to. The guide is nearly +done. All that's left is to recap some of the more important issues, +talk a little more about compilation and debugging, and send you off +into the big wide world of IF authorship. + diff --git a/images/picY.png b/images/picY.png new file mode 100644 index 0000000..71ee142 Binary files /dev/null and b/images/picY.png differ