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423 lines
15 KiB
INI
423 lines
15 KiB
INI
! ------------------------------------------------------------------------------
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! Inform for New Writers
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!
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! The House - Version 4
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!
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! Last Modified: David Cornelson - 22-Jan-1998
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!
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! This work is freely offered to the Public Domain. - DAC 12-12-2015
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!
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! ------------------------------------------------------------------------------
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Constant DEBUG;
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Constant Story "The House";
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Constant Headline
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"^Inform for New Writers^
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The House - Version 4^
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By New Writer (1998) - Last Compiled: 22-Jan-1998^";
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Constant MAX_SCORE 100;
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Serial "980122";
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Release 2;
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Include "Parser";
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Include "VerbLib";
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!-------------------------------------------------------------------------------
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! Initialise
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!
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!-------------------------------------------------------------------------------
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[ Initialise;
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location = Sidewalk;
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];
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[ PrintRank;
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print ", earning you the rank of ";
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if (score >= 100) "the greatest.";
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if (score >= 80) "above average.";
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if (score >= 60) "average.";
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if (score >= 40) "below average.";
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if (score >= 20) "the barely living.";
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"the living dead.";
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];
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! ----------------------------------------------------------------------------
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! Locations
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!
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! In this section we will define our locations. These are "Objects" to Inform.
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!
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! ----------------------------------------------------------------------------
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Object Sidewalk "Sidewalk"
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with description
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"You are standing on the sidewalk in front of a house to the west.",
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w_to Front_Porch,
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has light;
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Object Front_Porch "Front Porch"
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with description
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"This is the front porch of the house. There are two doors
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leading inside. The door on the left leads west and the
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door on the right leads northwest.",
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e_to Sidewalk,
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w_to Left_Front_Door,
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in_to Left_Front_Door,
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nw_to Right_Front_Door,
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has light;
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Object -> Left_Front_Door "left front door"
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with name "left" "front" "door",
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description
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"The left front door is made of brass.",
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when_open "The left front door is open.",
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when_closed "The left front door is closed.",
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door_to Foyer,
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door_dir w_to,
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has static door openable;
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Object Right_Front_Door "right front door"
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with name "right" "front" "door",
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description
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"The right front door is made of wood.",
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when_open "The right front door is open.",
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when_closed "The right front door is closed.",
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door_to [; if (location==Front_Porch) return Den; return Front_Porch; ],
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door_dir [; if (location==Front_Porch) return nw_to; return se_to; ],
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found_in Front_Porch Den,
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with_key right_key,
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has static door openable lockable locked;
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!
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! VERSION 4 - Cause and Effect. Things happen based on what a player does.
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!
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! In this version of The House, we're going to add an object, the rock, and
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! a place where the rock is useful. Unlike version 3 where Inform provides
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! a special 'door' object, we must provide our own logic to 'handle' the rock.
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!
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! To do this, we're going to use what are called 'code blocks'. A code block is a
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! group of statements that combine to handle one particular piece of logic
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!
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! Code blocks contain a decision and/or a loop. A decision is handled by one of two
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! Inform statements, the 'if' statement and the 'switch' statement. We'll talk about
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! the 'switch' statement and 'loops' in later versions of The House.
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!
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! DECISION STATEMENTS
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!
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! THE 'if' STATEMENT
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!
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! The 'if' statement contains a comparison of variables, numbers, and/or text that
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! provides a true or false result. Based on either result (true or false) another
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! code block is written to handle the decision.
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!
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! For example:
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!
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! if (1==1) {
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! print "True";
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! } else {
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! print "False";
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! }
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!
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! In the above example, the word "True" will be printed because the comparison of
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! 1 to 1 is a true statement, 1 certainly does equal 1. If we changed the comparison
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! to:
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!
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! if (1==2) {
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! print "True";
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! } else {
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! print "False";
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! }
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!
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! ...then "False" would be printed because 1 does not equal 2.
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!
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! Here are some more examples of valid 'if' statements...
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!
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! eggs=2;
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! if (eggs<2) {
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! print "You don't have enough eggs!";
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! } else {
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! print "You have enough eggs!";
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! }
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!
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! The above 'if' statement asks if the variable 'eggs' is less than two. If the value
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! is less than two, print "You don't have enough eggs!", otherwise Inform will print
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! "You have two eggs, just enough!" (which is the case since we set the variable 'eggs'
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! to 2 before the 'if' statement).
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!
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! eggs=2;
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! bacon=4;
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! if (eggs<2) {
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! print "You don't have enough eggs!";
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! if (bacon<4) {
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! print "You don't have enough bacon either!";
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! } else {
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! print "You have four strips of bacon though!";
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! }
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! } else {
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! print "You enough eggs!";
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! if (bacon<4) {
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! print "You don't have enough bacon though!";
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! } else {
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! print "You have four strips of bacon too!";
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! }
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! }
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!
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! In the above example, things get more complicated. I'll rewrite it in english so
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! that you can understand what is happening. Many programmers start out writing
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! things in english and they call it 'pseudocode'.
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!
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! set eggs to 2
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! set bacon to 4
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!
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! if there are less than two eggs then
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! print "You don't have enough eggs!"
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! if there are less than four bacon then
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! print "You don't have enough bacon either!"
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! else
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! print "You have four strips of bacon though!"
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! end if
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! else
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! print "You enough eggs!"
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! if there are less than four bacon then
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! print "You don't have enough bacon though!"
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! else
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! print "You have four strips of bacon too!"
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! end if
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! end if
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!
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! Questions: Q: Why is there a double equal sign in the 'if' statement?
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!
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! A: Inform will set variables with one equals sign "=" and compare them
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! when you put two equals signs "==" together. This is important to
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! remember and can cause a lot of 'bugs' in your code. Another exanple
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! explaining this is:
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!
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! if (eggs=2) print "There are two eggs.";
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!
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! This statement will ALWAYS BE TRUE because eggs is being SET to 2, NOT
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! compared.
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!
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! Q: What are the squiggly brackets, '{' and '}', for?
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!
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! A: They signify the beginning and end of an 'if' statement code block.
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! You need them to group more than one statement together. The left
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! squiggly bracket begin the code block and the right squiggly bracket
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! ends the code block.
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!
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! NOTE: You only need the brackets if you have more than one statement
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! in the resulting code block. Another example might be:
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!
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! if (eggs==2) {
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! print "There are a pair of eggs.";
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! bacon=4;
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! }
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! else
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! print "There are ", eggs, " eggs.";
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!
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! In the above example, squiggly brackets were only needed for
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! the 'true' code block because we have two statements where
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! there is only one statement for the 'false' code block.
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!
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! Q: What are the symbols for 'if' statement comparisons?
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!
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! A: They are as follows: ~= not equal
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! == equal
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! < less than
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! <= less than or equal
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! > greater than
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! >= greater than or equal
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! && and
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! || or
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!
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! The '&&' and '||' symbols are used to combine comparisons. For example:
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!
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! if (eggs==2 && bacon==4) print "You have two eggs and four bacon!";
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!
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! if (eggs==2 || bacon==4) print "You have either 2 eggs or 4 bacon!";
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!
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!
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! Okay, now let's apply our knowledge of the 'if' statement and write an embedded function
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! that will handle our rock.
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!
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! We've placed the rock in the den, but we're going to put the action in the backyard
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! which is a location we're adding in this version of The House. Skip down by the kitchen for
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! more...
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!
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Object Den "Den"
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with description
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"You are in the den of the house.",
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se_to Right_Front_Door,
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out_to Right_Front_Door,
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has light;
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!
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! This is our rock object.
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!
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! We've added the property 'before' with the arguments 'PutOn','Insert', and
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! 'ThrowAt:'. When the rock is thrown at or in anything, this function is executed.
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!
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! In this case, the object being thrown, rock or keys, is the value of the Inform
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! variable 'noun'. If noun equals the object 'Rock', then the true code block is
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! executed, otherwise the false code block is executed.
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!
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! Q: Why is the statement 'rtrue' placed at the end of both code blocks?
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!
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! A: Normally, the Inform parser handles the action of an object being thrown at
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! something else. This is the default processing. If you throw the 'right key'
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! around The House or at the pond, you'll see the 'default' Inform processing.
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!
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! Since we wanted special processing for the rock, we handled the actions on
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! our own through our code. But at the end of handling the thrown rock, we have
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! to let the Inform parser know that we took care of everything and not to do
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! anything.
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!
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! If we return true, Inform understands and leaves everything alone.
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! If we return false, Inform will execute the default processing.
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!
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! By the way, rtrue and rfalse are shortcuts to the statements:
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!
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! return true;
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! return false;
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!
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!
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! Q: Why is the variable 'second' being compared to the object name 'Pond'?
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!
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! A: The variable 'second' is an Inform variable set to the second noun of
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! of a players statement. For example:
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!
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! > THROW ROCK AT POND
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!
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! In this statement, 'rock' is the first noun and Inform determines the object
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! value for 'rock' and sets the variable 'noun' to that value. For the noun
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! 'pond', Inform determines the object value and sets this in the variable
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! 'second'.
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!
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! Q: Why is '(the)' before 'second' in the print statement below?
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!
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! A: This is to force Inform to print the article 'the' before the word. In any
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! object, you can define the article property with a value, such as "the",
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! "your", "an", or "some", so that Inform understands how to refer to the
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! object in sentences.
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!
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Object -> Rock "rock"
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with name "rock",
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description
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"It's smooth and flat, perfect for skipping in a pond.",
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before [; Insert,PutOn,ThrowAt:
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if (second==Pond) {
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print "The rock skips across the water several times and sinks.
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Amazingly, after a few moments, the rock washes up at
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your feet. Wow, what an undertow!^";
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move Rock to Backyard;
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rtrue;
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!
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! Replace rock so that player can try it again....
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!
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} else {
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print "You throw the rock at ",(the) second, " and bounces
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back into your stomach. Ouch! That hurt.^";
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rtrue;
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}
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];
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Object Foyer "Foyer"
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with description
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"You are standing in the foyer of the house. It seems as though
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you can go up a staircase, northwest, or back out the front
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door to the east.",
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out_to Front_Porch,
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e_to Front_Porch,
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nw_to Hallway,
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u_to Upper_Hallway,
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has light;
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Object Hallway "Hallway"
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with description
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"You are in the hallway on the first floor of the house. The
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foyer is southeast and the kitchen is west of here.",
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se_to Foyer,
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w_to Kitchen,
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has light;
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!
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! We've added out_to and w_to for a connection to the backyard as well as
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! changing the description to help the player know what's going on.
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!
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Object Kitchen "Kitchen"
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with description
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"This is the kitchen of the house. A hallway can be seen to the
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east and an open doorway to the west leads out to the backyard.",
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e_to Hallway,
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w_to Backyard,
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out_to Backyard,
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has light;
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!
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! This is our new location. Notice we added the name "yard" in case the player
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! abbreviates their commands.
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!
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Object Backyard "Backyard"
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with name "yard",
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description
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"This is the backyard behind the house. There is a pond here.",
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e_to Kitchen,
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in_to Kitchen,
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has light;
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!
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! This is where we plan to use the rock....
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!
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Object -> Pond "pond"
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with name "pond" "water",
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description
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"It's a small pond, but wide enough to skip rocks.",
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has static concealed container open;
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Object Upper_Hallway "Upper Hallway"
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with description
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"This is the second floor hallway. Rooms can be seen north and
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south and a staircase leads down.",
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n_to North_Bedroom,
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s_to South_Bedroom,
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d_to Foyer,
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has light;
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Object North_Bedroom "North Bedroom"
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with description
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"This is a bedroom on the north side of the house.",
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s_to Upper_Hallway,
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has light;
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!
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! Added the article "the"...
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!
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Object -> right_key "right key" with name "right" "key", article "the";
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Object South_Bedroom "South Bedroom"
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with description
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"This is a bedroom on the south side of the house.",
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n_to Upper_Hallway,
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has light;
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! ----------------------------------------------------------------------------
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! Grammar
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!
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! The grammar section includes the file "Grammar" and will later include
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! extensions to the standard grammar library.
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!
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! ----------------------------------------------------------------------------
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Include "Grammar";
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