Appendix C: Tutorial Game Source Code

#!../bin/jacl

constant GAME_VERSION		1
constant GAME_TITLE			"Tutorial Game"
constant GAME_AUTHOR		"Stuart Allen"
constant IFID				"JACL-001"

string 	 command_prompt		"^What do you want to do now? "

constant turns_since_last_sip		5

attribute EXAMINED

location bedroom : master bedroom
 west		bathroom
 south		nowhere

{look
print:
   You are in your bedroom. There is a large, soft bed
   in the centre of the room while a doorway to the
   west leads into the bathroom.
.
write "To the south there is " 
if door has CLOSED
   write "closed"
else
   write "open"
endif
write " door.^"
}

{movement
if compass = south
   if destination = nowhere
      write "The bedroom door is closed.^"
      return true
   endif
endif
return false
}

object bed: bed
  short		a "bed"
  mass		scenery

{look_under
if guide(parent) = limbo
   write "Hidden under the bed you find this week's "
   write "television guide.^"
   set guide(parent) = here
   points 50
   return
endif
write "You don't find anything else.^"
}

object guide: television tv tele guide
  short		a "television guide"
  long		"The television guide is here."
  parent	limbo
  mass		5

{examine : read
write "It contains a listing of this week's programmes.^"
}

{give_to_rick : show_to_rick
print:
   ~Cool!~ Rick exclaims as he snatches it from your
   hands.^^
   Satisfied that you have achieved at least one thing
   today, you decide to go back to bed.^
.
points 50
execute "+game_over"
}

object door : bedroom door
 short		the "bedroom door"
 has		CLOSABLE CLOSED

{open_override
set bedroom(south) = living_room
set living_room(north) = bedroom
return false
}

{close_override
set bedroom(south) = nowhere
set living_room(north) = nowhere
return false
}

location bathroom : bathroom
 east		bedroom

{look
print:
   You are in the bathroom. The only exit
   from here is back east into the bedroom.^
.
}

{movement
if compass = east : compass = out
   write "You bang your head as you walk through the "
   write "doorway.^^"
   return false
endif
write "The only exit from here is to the east.^"
}

object box: small wooden box
  has		CONTAINER CLOSABLE CLOSED
  short		a "small wooden box"
  long		"There is a small wooden box here."
  mass		25
  quantity	20

{close_override
write "The lid creaks as you push it closed.^"
ensure box has CLOSED
}

object note: orange note
  short		an "orange note"
  long		"An orange note rests on the ground."
  parent 	box
  mass		5

{read : examine
write "The note reads, ~Welcome to Jamaica and have a nice day.~^"
}

location living_room: living room
  short		the "living room"
  north		nowhere

{look
if here has VISITED
   write "You have returned to the living room.^"
else
   print:
      You are in the living room. There is a small
      television perched on a low-lying table in front
      of a sofa.
   .
   write "To the north there is " 
   if door has CLOSED
      write "closed"
   else
      write "open"
   endif
   write " door.^"
endif
}

{movement
if compass = north
   if destination = nowhere
      write "The bedroom door is closed.^"
      return true
   endif
endif
return false
}

{eachturn : *eachturn_bedroom
move door to here
}

object television: television tv tele
  short		a "television"
  mass		scenery

{examine
if self has EXAMINED
   write "It's Rick who is the TV addict, not you.^"
   return
endif
write "There is currently a cartoon showing on the "
write "television.^"
ensure self has EXAMINED
}

{turn_off
print:
   As you reach over and switch off the television,
   you get quite a shock to see Rick rapidly growing
   a coat of hair and foaming at the mouth. The shock
   of this is only surpassed by that of him sinking
   his newly-acquired fangs into your throat.^
.
execute "+game_over"
}

{turn_on
write "The television is already on."
}

object rick: son boy teenager rick
  has		ANIMATE
  short		name "Rick"
  long		"Rick is here, watching television."
  mass		heavy

{examine
write "Rick is staring blankly at the television screen.^"
}

{tell_about_guide
print:
   ~Oh, you found it, great. Give it to me!~ Rick exclaims.^
.
}

{tell_about_kryten
print:
   Rick starts to nod off as you tell him all about your early childhood.^
.
}

{ask_about_rick
print:
   ~My life is all but ruined until you find the TV guide.^
.
}

{ask_about_television
print:
   ~It could be bigger,~ Rick says with a sigh.^
.
}

{talk_to
print:
   ~Uh, yeah, I'll do it in a minute,~ Rick mumbles
   with out looking up. You have quite a strong
   suspicion that he didn't really hear a word
   you said.^
.
}

#-----------------------------------------------------------------------------
# GLOBAL FUNCTIONS 
#-----------------------------------------------------------------------------

{+eachturn
set rick(turns_since_last_sip) + 1
if rick(turns_since_last_sip) = 5
   if here = living_room
      write "Rick takes a sip from his drink.^"
  endif
  set rick(turns_since_last_sip) = 0
endif
}

{+default_ask_about
if noun1 = rick
   print:
      Rick pokes out his bottom lip then blinks several
      times. This, you have figured out over the
      years, translates to, ~Not a clue.~^
   .
   return
endif
return false
}

{+intro
style bold
write "^^" GAME_TITLE
style normal
write " by " GAME_AUTHOR "^^"

print:
   Your alarm rings and you climb out of bed.
   Monday morning again so soon. Oh well, at least
   your house doesn't have a front door so you have
   a good excuse for not going to work.^^
.

if here hasnt OUTDOORS
  set north_wall(parent) = here
  set south_wall(parent) = here
  set east_wall(parent) = here
  set west_wall(parent) = here
endif
set ground(parent) = here
look
}

{+game_over
write "^"
execute "+score"
endgame
}

object kryten: myself self me
 has		ANIMATE
 short		name "yourself"
 quantity	42
 parent		bedroom
 player

{examine
write "As beautiful as ever.^"
execute "+inventory"
}

grammar about >about

{+about
write "This is the game from the tutorial section of the JACL Author's Guide."
write "See the appendix for the full source to this program.^"
}

integer OFFSET
integer INDEX
string status_text "temp"
constant status_window 3

{+update_status_window
style reverse
padstring status_text " " status_width
write status_text
cursor 0 1
write status_text
cursor 0 2
write status_text
cursor 1 1
write here{The}
setstring status_text "Score: " score " Moves: " total_moves
set OFFSET = status_width
length INDEX status_text
set OFFSET - INDEX
set OFFSET - 1
cursor OFFSET 1
write status_text
style normal
}

object north_wall: north north wall
 has			NO_TAB
 short          the "north wall"

object south_wall: south southern wall
 has			NO_TAB
 short          the "south wall"

object east_wall: east eastern wall
 has			NO_TAB
 short          the "east wall"

object west_wall: west western wall
 has			NO_TAB
 short          the "west wall"

object ground: ground floor
 has            SURFACE NO_TAB
 short          the "ground"

#include "verbs.library"

Back to Contents