================= Heidi revisited ================= .. epigraph:: | *I was an innkeeper, who loved to carouse;* | *J was a joiner, and built up a house.* In even the simplest story, there's bound to be scope for the player to attempt activities that you hadn't anticipated. Sometimes there may be alternative ways of approaching a problem: if you can't be sure which approach the player will take, you really ought to allow for all possibilities. Sometimes the objects you create and the descriptions you provide may suggest to the player that doing such-and-such should be possible, and, within reason, you ought to allow for that also. The basic game design is easy: what takes the time, and makes a game large and complex, is taking care of all the *other* things that the player may think of trying. Here, we try to illustrate what this means by addressing a few of the more glaring deficiencies in our first game. Listening to the bird ===================== Here's a fragment of the game being played: .. code-block:: transcript Deep in the forest Through the dense foliage, you glimpse a building to the west. A track heads to the northeast. You can see a baby bird here. >EXAMINE THE BIRD Too young to fly, the nestling tweets helplessly. >LISTEN TO BIRD You hear nothing unexpected. > That's not too smart, is it? Our description specifically calls the player's attention to the sound of the bird -- and then she finds out that we've got nothing special to say about its helpless tweeting. The library has a stock of actions and responses for each of the game's defined verbs, so it can handle most of the player's input with a default, standard behaviour instead of remaining impertinently silent or saying that it doesn't understand what the player intends. "You hear nothing unexpected" is the library's standard LISTEN response, good enough after LISTEN TO NEST or LISTEN TO TREE, but fairly inappropriate here; we really need to substitute a more relevant response after LISTEN TO BIRD. Here's how we do it: .. code-block:: inform6 Object bird "baby bird" forest with description "Too young to fly, the nestling tweets helplessly.", name 'baby' 'bird' 'nestling', before [; Listen: print "It sounds scared and in need of assistance.^"; return true; ], has ; We'll go through this a step at a time: #. We've added a new ``before`` property to our bird object. The interpreter looks at the property *before* attempting to perform any action which is directed specifically at this object:: before [; ... ], #. The value of the property is an embedded routine, containing a label and two statements:: Listen: print "It sounds scared and in need of assistance.^"; return true; #. The label is the name of an action, in this case ``Listen``. What we're telling the interpreter is: if the action that you're about to perform on the bird is a ``Listen``, execute these statements first; if it's any other action, carry on as normal. So, if the player types EXAMINE BIRD, PICK UP BIRD, PUT BIRD IN NEST, HIT BIRD or FONDLE BIRD, then she'll get the standard response. If she types LISTEN TO BIRD, then our two statements get executed before anything else happens. We call this "trapping" or "intercepting" the action of Listening to the bird. #. The two statements that we execute are, first:: print "It sounds scared and in need of assistance.^"; which causes the interpreter to display the string given in double quotes; remember that a ``^`` character in a string appears as a newline. Second, we execute:: return true; which tells the interpreter that it doesn't need to do anything else, because we've handled the ``Listen`` action ourselves. And the game now behaves like this -- perfect: .. code-block:: transcript >LISTEN TO BIRD It sounds scared and in need of assistance. > The use of the ``return true`` statement probably needs a bit more explanation. An object's ``before`` property traps an action aimed at that object right at the start, before the interpreter has started to do anything. That's the point at which the statements in the embedded routine are executed. If the last of those statements is ``return true`` then the interpreter assumes that the action has been dealt with by those statements, and so there's nothing left to do: no action, no message; nothing. On the other hand, if the last of the statements is ``return false`` then the interpreter carries on to perform the default action as though it hadn't been intercepted. Sometimes that's what you want it to do, but not here: if instead we'd written this: .. code-block:: inform6 Object bird "baby bird" forest with description "Too young to fly, the nestling tweets helplessly.", name 'baby' 'bird' 'nestling', before [; Listen: print "It sounds scared and in need of assistance.^"; return false; ], has ; then the interpreter would first have displayed our string, and then carried on with its normal response, which is to display the standard message: .. code-block:: transcript >LISTEN TO BIRD It sounds scared and in need of assistance. You hear nothing unexpected. > This technique -- intercepting an action aimed at a particular object in order to do something appropriate for that object -- is one that we'll use again and again. Entering the cottage ==================== At the start of the game the player character stands "outside a cottage", which might lead her to believe that she can go inside: .. code-block:: transcript In front of a cottage You stand outside a cottage. The forest stretches east. >IN You can't go that way. > Again, that isn't perhaps the most appropriate response, but it's easy to change: .. code-block:: inform6 Object before_cottage "In front of a cottage" with description "You stand outside a cottage. The forest stretches east.", e_to forest, in_to "It's such a lovely day -- much too nice to go inside.", cant_go "The only path lies to the east.", has light; The ``in_to`` property would normally link to another room, in the same way as the ``e_to`` property contain the internal ID of the ``forest`` object. However, if instead you set its value to be a string, the interpreter displays that string when the player tries the IN direction. Other -- unspecified -- directions like NORTH and UP still elicit the standard "You can't go that way" response, but we can change that too, by supplying a ``cant_go`` property whose value is a suitable string. We then get this friendlier behaviour: .. code-block:: transcript In front of a cottage You stand outside a cottage. The forest stretches east. >IN It's such a lovely day -- much too nice to go inside. >NORTH The only path lies to the east. >EAST Deep in the forest ... There's another issue here; since we haven't actually implemented an object to represent the cottage, a perfectly reasonable EXAMINE COTTAGE command receives the obviously nonsensical reply "You can't see any such thing". That's easy to fix; we can add a new ``cottage`` object, making it a piece of ``scenery`` just like the ``tree``: .. code-block:: inform6 Object cottage "tiny cottage" before_cottage with description "It's small and simple, but you're very happy here.", name 'tiny' 'cottage' 'home' 'house' 'hut' 'shed' 'hovel', has scenery; This solves the problem, but promptly gives us another unreasonable response: .. code-block:: transcript In front of a cottage You stand outside a cottage. The forest stretches east. >ENTER COTTAGE That's not something you can enter. > The situation here is similar to our LISTEN TO BIRD problem, and the solution we adopt is similar as well: .. code-block:: inform6 Object cottage "tiny cottage" before_cottage with description "It's small and simple, but you're very happy here.", name 'tiny' 'cottage' 'home' 'house' 'hut' 'shed' 'hovel', before [; Enter: print_ret "It's such a lovely day -- much too nice to go inside."; ], has scenery; We use a ``before`` property to intercept the ``Enter`` action applied to the cottage object, so that we can display a more appropriate message. This time, however, we've done it using one statement rather than two. It turns out that the sequence "``print`` a string which ends with a newline character, and then ``return true``" is so frequently needed that there's a special statement which does it all. That is, this single statement (where you'll note that the string doesn't need to end in ``^``):: print_ret "It's such a lovely day -- much too nice to go inside."; works exactly the same as this pair of statements:: print "It's such a lovely day -- much too nice to go inside.^"; return true; We could have used the shorter form when handling LISTEN TO BIRD, and we *will* use it from now on. Climbing the tree ================= In the clearing, holding the nest and looking at the tree, the player is meant to type UP. Just as likely, though, she'll try CLIMB TREE (which currently gives the completely misleading response "I don't think much is to be achieved by that"). Yet another opportunity to use a ``before`` property, but now with a difference. .. code-block:: inform6 Object tree "tall sycamore tree" clearing with description "Standing proud in the middle of the clearing, the stout tree looks easy to climb.", name 'tall' 'sycamore' 'tree' 'stout' 'proud', before [; Climb: PlayerTo(top_of_tree); return true; ], has scenery; This time, when we intercept the ``Climb`` action applied to the ``tree`` object, it's not in order to display a better message; it's because we want to move the player character to another room, just as if she'd typed UP. Relocating the player character is actually quite a complex business, but fortunately all of that complexity is hidden: there's a standard **library routine** to do the job, not one that we've written, but one that's provided as part of the Inform system. You'll remember that, when we first mentioned routines (see "Standalone routines" on page 57), we used the example of ``Initialise()`` and said that "the routine's name followed by opening and closing parentheses is all that it takes to call a routine". That was true for ``Initialise()``, but not quite the whole story. To move the player character, we've got to specify where we want her to go, and we do that by supplying the internal ID of the destination room within the opening and closing parentheses. That is, instead of just ``PlayerTo()`` we call ``PlayerTo(top_of_tree)``, and we describe ``top_of_tree`` as the routine's **argument**. Although we've moved the player character to another room, we're still in the middle of the intercepted ``Climb`` action. As previously, we need to tell the interpreter that we've dealt with the action, and so we don't want the standard rejection message to be displayed. The ``return true`` statement does that, as usual. Dropping objects from the tree ============================== In a normal room like the ``forest`` or the ``clearing``, the player can DROP something she's carrying and it'll effectively fall to the ground at her feet. Simple, convenient, predictable -- except when the player is at the top of the tree. Should she DROP something from up there, having it land nearby might seem a bit improbable; much more likely that it would fall to the clearing below. It looks like we might want to intercept the ``Drop`` action, but not quite in the way we've been doing up until now. For one thing, we don't want to complicate the definitions of the ``bird`` and the ``nest`` and any other objects we may introduce: much better to find a general solution that will work for all objects. And second, we need to recognise that not all objects are droppable; the player can't, for example, DROP THE BRANCH. The best approach to the second problem is to intercept the ``Drop`` action *after* it has occurred, rather than beforehand. That way, we let the library take care of objects which aren't being held or which can't be dropped, and only become involved once a ``Drop`` has been successful. And the best approach to the first problem is to do this particular interception not on an object-by-object basis, as we have been doing so far, but instead for every ``Drop`` which takes place in our troublesome ``top_of_tree`` room. This is what we have to write: .. code-block:: inform6 Object top_of_tree "At the top of the tree" with description "You cling precariously to the trunk.", d_to clearing, after [; Drop: move noun to clearing; return false; ], has light; Let's again take it a step at a time: #. We've added a new ``after`` property to our ``top_of_tree`` object. The interpreter looks at the property *subsequent to* performing any action in this room:: after [; ... ], #. The value of the property is an embedded routine, containing a label and two statements:: Drop: move noun to clearing; return false; #. The label is the name of an action, in this case ``Drop``. What we're telling the interpreter is: if the action that you've just performed here is a ``Drop``, execute these statements before telling the player what you've done; if it's any other action, carry on as normal. #. The two statements that we execute are first:: move noun to clearing; which takes the object which has just been moved from the ``player`` object to the ``top_of_tree`` object (by the successful ``Drop`` action) and moves it again so that its parent becomes the ``clearing`` object. That ``noun`` is a library variable that always contains the internal ID of the object which is the target of the current action. If the player types DROP NEST, ``noun`` contains the internal ID of the ``nest`` object; if she types DROP NESTLING then ``noun`` contains the internal ID of the ``bird`` object. Second, we execute:: return false; which tells the interpreter that it should now let the player know what's happened. Here's the result of all this: .. code-block:: transcript At the top of the tree You cling precariously to the trunk. You can see a wide firm bough here. >DROP NEST Dropped. >LOOK At the top of the tree You cling precariously to the trunk. You can see a wide firm bough here. >DOWN A forest clearing A tall sycamore stands in the middle of this clearing. The path winds southwest through the trees. You can see a bird's nest (in which is a baby bird) here. > Of course, you might think that the standard message "Dropped" is slightly unhelpful in these non-standard circumstances. If you prefer to hint at what's just happened, you could use this alternative solution: .. code-block:: inform6 Object top_of_tree "At the top of the tree" with description "You cling precariously to the trunk.", d_to clearing, after [; Drop: move noun to clearing; print_ret "Dropped... to the ground far below."; ], has light; The ``print_ret`` statement does two things for us: displays a more informative message, and returns ``true`` to tell the interpreter that there's no need to let the player know what's happened -- we've handled that ourselves. Is the bird in the nest? ======================== The game ends when the player character puts the nest onto the branch. Our assumption here is that the bird is inside the nest, but this might not be so; the player may have first taken up the bird and then gone back for the nest, or vice versa. It would be better not to end the game until we'd checked for the bird actually being in the nest; fortunately, that's easy to do: .. code-block:: inform6 Object branch "wide firm bough" top_of_tree with description "It's flat enough to support a small object.", name 'wide' 'firm' 'flat' 'bough' 'branch', each_turn [; if (bird in nest && nest in branch) deadflag = 2; ], has static supporter; The extended ``if`` statement:: if (bird in nest && nest in branch) deadflag = 2; should now be read as: "Test whether the ``bird`` is currently in (or on) the ``nest``, and whether the ``nest`` is currently on (or in) the ``branch``; if both parts are ``true``, set the value of ``deadflag`` to 2; otherwise, do nothing". Summing up ========== You should by now have some appreciation of the need not only to handle the obvious actions which were at the forefront of your mind when designing the game, but also as many as you can of the other possible ways that a player may choose to interact with the objects presented to her. Some of those ways will be highly intelligent, some downright dumb; in either case you should try to ensure that the game's response is at least sensible, even when you're telling the player "sorry, you can't do that". The new topics that we've encountered here include these: .. rubric:: Object properties Objects can have a ``before`` property -- if there is one, the interpreter looks at it *before* performing an action which in some way involves that object. Similarly, you can provide an ``after`` property, which the interpreter looks at *after* performing an action but before telling the player what's happened. Both ``before`` and ``after`` properties can be used not only with tangible objects like the ``bird``, ``cottage`` and ``tree`` (when they intercept actions aimed at that particular object) but also with rooms (when they intercept actions aimed at any object in that room). The value of each ``before`` and ``after`` property is an embedded routine. If such a routine ends with ``return false``, the interpreter then carries on with the next stage of the action which has been intercepted; if it ends with ``return true``, the interpreter does nothing further for that action. By combining these possibilities, you can supplement the work done by a standard action with statements of your own, or you can replace a standard action completely. Previously, we've seen connection properties used with the internal ID of the room to which they lead. In this chapter, we showed that the value could also be a string (explaining why movement in that direction isn't possible). Here are examples of both, and also of the ``cant_go`` property which provides just such an explanation for *all* connections that aren't explicitly listed:: e_to forest, in_to "It's such a lovely day -- much too nice to go inside.", cant_go "The only path lies to the east.", .. rubric:: Routines and arguments The library includes a number of useful routines, available to perform certain common tasks if you require them; there's a list in "Library routines" on page 264. We used the ``PlayerTo`` routine, which moves the player character from her current room to another one -- not necessarily adjacent to the first room. When calling ``PlayerTo``, we had to tell the library which room is the destination. We did this by supplying that room's internal ID within parentheses, thus:: PlayerTo(clearing); A value given in parentheses like that is called an **argument** of the routine. In fact, a routine can have more than one argument; if so, they're separated by commas. For example, to move the player character to a room *without* displaying that room's description, we could have supplied a second argument:: PlayerTo(clearing,1); In this example, the effect of the ``1`` is to prevent the description being displayed. .. rubric:: Statements We encountered several new statements: ``return true;`` ``return false;`` We used these at the end of embedded routines to control what the interpreter did next. ``print "string";`` ``print_ret "string";`` The ``print`` statement simply displays the string of characters represented here by *string*. The ``print_ret`` statement also does that, then outputs a newline character, and finally executes a ``return true;`` ``if (condition && condition ) ...`` We extended the simple ``if`` statement that we met before. The ``&&`` (to be read as "and") is an operator commonly used when testing for more than one condition at the same time. It means "if this condition is true *and* this condition is also true *and* ..." There's also a ``||`` operator, to be read as "or", and a "not" operator ``~~``, which turns true into false and vice versa. .. note:: In addition, there are ``&``, ``|`` and ``~`` operators, but they do a rather different job and are much less common. Take care not to get them confused. ``move obj_id to parent_obj_id;`` The ``move`` statement rearranges the object tree, by making the first ``obj_id`` a child of the ``parent_obj_id``. .. rubric:: Actions We've talked a lot about intercepting actions like ``Listen``, ``Enter``, ``Climb`` and ``Drop``. An action is a generalised representation of something to be done, determined by the verb which the player types. For example, the verbs HEAR and LISTEN are ways of saying much the same thing, and so both result in the same action: ``Listen``. Similarly, verbs like ENTER, GET INTO, SIT ON and WALK INSIDE all lead to an action of ``Enter``, CLIMB and SCALE lead to Climb, and DISCARD, DROP, PUT DOWN and THROW all lead to ``Drop``. This makes life much easier for the designer; although Inform defines quite a lot of actions, there are many fewer than there are ways of expressing those same actions using English verbs. Each action is represented internally by a number, and the value of the current action is stored in a library variable called, erm, ``action``. Two more variables are also useful here: ``noun`` holds the internal ID of the object which is the focus of the action, and ``second`` holds the internal ID of the secondary object (if there is one). Here are some examples of these: =============================== ====== ======= ======= Player types action noun second ------------------------------- ------ ------- ------- LISTEN Listen nothing nothing LISTEN TO THE BIRD Listen bird nothing PICK UP THE BIRD Take bird nothing PUT BIRD IN NEST Insert bird nest DROP THE NEST Drop nest nothing PUT NEST ON BRANCH PutOn nest branch =============================== ====== ======= ======= The value ``nothing`` is a built-in constant (like ``true`` and ``false``) which means, well, there isn't any object to refer to. There's a list of standard library actions in "Group 1 actions" on page 270, "Group 2 actions" on page 271 and "Group 3 actions" on page 271. We've now reached the end of our first game. In these three chapters we've shown you the basic principles on which almost all games are based, and introduced you to many of the components that you'll need when creating more interesting IF. We suggest that you take one last look at the source code (see "Heidi" story on page 213), and then move on to the next stage.