| | 1 | #include "adv3.h" |
| | 2 | |
| | 3 | object template "sDesc"; |
| | 4 | object template 'sDescStr'; |
| | 5 | object template 'sDescStr' "lDesc"; |
| | 6 | object template "sDesc" "lDesc"; |
| | 7 | |
| | 8 | /* |
| | 9 | * List group for encyclopedia volumes. We want the listing to come out |
| | 10 | * like this: volumes I, III, and VII of the Encyclopedia Tadsica. Note |
| | 11 | * that we want the volumes in ascending order of volume number. |
| | 12 | */ |
| | 13 | EncycListGroup: ListGroup |
| | 14 | showGroupList(pov, lister, lst, options, indent, infoList) |
| | 15 | { |
| | 16 | /* put the list in sorted order of volume */ |
| | 17 | lst = lst.sort(nil, {a, b: a.volumeNum - b.volumeNum}); |
| | 18 | |
| | 19 | /* check for wide/tall mode */ |
| | 20 | if ((options & LIST_TALL) != 0) |
| | 21 | { |
| | 22 | "<<spellInt(lst.length())>> volumes of the Encyclopedia |
| | 23 | Tadsica\n"; |
| | 24 | showListSimple(pov, lister, lst, options | LIST_GROUP, |
| | 25 | indent + 1, 0, infoList); |
| | 26 | } |
| | 27 | else |
| | 28 | { |
| | 29 | "volumes "; |
| | 30 | showListSimple(pov, lister, lst, options | LIST_GROUP, |
| | 31 | indent + 1, 0, infoList); |
| | 32 | " of the Encyclopedia Tadsica"; |
| | 33 | } |
| | 34 | } |
| | 35 | |
| | 36 | /* |
| | 37 | * because of our phrasing, we don't need to set off our group |
| | 38 | * sublist from items in the enclosing list |
| | 39 | */ |
| | 40 | groupDisplaysSublist = nil |
| | 41 | ; |
| | 42 | |
| | 43 | class EncycVolume: Thing |
| | 44 | /* my volume number, as an integer */ |
| | 45 | volumeNum = 0 |
| | 46 | |
| | 47 | /* list with other volumes */ |
| | 48 | listWith = EncycListGroup |
| | 49 | |
| | 50 | /* use a roman numeral to display my volume number */ |
| | 51 | sDescStr |
| | 52 | { |
| | 53 | return 'Encyclopedia Tadsica volume ' |
| | 54 | + intToRoman(volumeNum).toUpper(); |
| | 55 | } |
| | 56 | |
| | 57 | /* don't display any articles */ |
| | 58 | aDesc { sDesc; } |
| | 59 | theDesc { sDesc; } |
| | 60 | |
| | 61 | /* when I'm listed in a group, just show my volume number */ |
| | 62 | groupListDesc(options, pov, senseInfo) |
| | 63 | { |
| | 64 | say(intToRoman(volumeNum).toUpper()); |
| | 65 | } |
| | 66 | ; |
| | 67 | |
| | 68 | /* |
| | 69 | * Define a group lister for coins. This one's a bit complicated: when |
| | 70 | * we list the group, we want to add up the dollars-and-cents value of |
| | 71 | * the coins, and then we want to sort the coins in descending order of |
| | 72 | * value (more valuable coins first). |
| | 73 | */ |
| | 74 | CoinListGroup: ListGroup |
| | 75 | showGroupList(pov, lister, lst, options, indent, infoList) |
| | 76 | { |
| | 77 | local total; |
| | 78 | |
| | 79 | /* count up the amount of money we have */ |
| | 80 | total = 0; |
| | 81 | foreach (local cur in lst) |
| | 82 | total += cur.value; |
| | 83 | |
| | 84 | /* show the monetary value */ |
| | 85 | if (total < 100) |
| | 86 | { |
| | 87 | /* it's less than a dollar - spell out the number of cents */ |
| | 88 | "<<spellInt(total)>> cents in coins"; |
| | 89 | } |
| | 90 | else |
| | 91 | { |
| | 92 | local cents; |
| | 93 | |
| | 94 | /* it's over a dollar - show like $1.25 */ |
| | 95 | "$<<total/100>>."; |
| | 96 | |
| | 97 | /* get the cents */ |
| | 98 | cents = toString(total % 100); |
| | 99 | |
| | 100 | /* make sure we show a leading zero if it's only one digit */ |
| | 101 | if (cents.length() == 1) |
| | 102 | cents = '0' + cents; |
| | 103 | |
| | 104 | /* show it */ |
| | 105 | "<<cents>> in change"; |
| | 106 | } |
| | 107 | |
| | 108 | /* sort the list by descending monetary value */ |
| | 109 | lst = lst.sort(true, {coin1, coin2: coin1.value - coin2.value}); |
| | 110 | |
| | 111 | /* show the appropriate wide/tall separator */ |
| | 112 | if ((options & LIST_TALL) != 0) "\n"; else " ("; |
| | 113 | |
| | 114 | /* show the sublist */ |
| | 115 | showListSimple(pov, lister, lst, options | LIST_GROUP, indent + 1, |
| | 116 | 0, infoList); |
| | 117 | |
| | 118 | /* end the sublist */ |
| | 119 | if ((options & LIST_TALL) == 0) ")"; |
| | 120 | } |
| | 121 | |
| | 122 | /* we parenthesize our list, so we don't introduce a sublist */ |
| | 123 | groupDisplaysSublist = nil |
| | 124 | ; |
| | 125 | |
| | 126 | class Coin: Thing |
| | 127 | isEquivalent = true |
| | 128 | sDescStr = 'coin' |
| | 129 | listWith = CoinListGroup |
| | 130 | |
| | 131 | /* the monetary value of the coin, in cents */ |
| | 132 | value = 0 |
| | 133 | ; |
| | 134 | |
| | 135 | class DollarCoin: Coin |
| | 136 | sDescStr = 'dollar coin' |
| | 137 | value = 100 |
| | 138 | ; |
| | 139 | |
| | 140 | class QuarterCoin: Coin |
| | 141 | sDescStr = 'quarter' |
| | 142 | value = 25 |
| | 143 | ; |
| | 144 | |
| | 145 | class DimeCoin: Coin |
| | 146 | sDescStr = 'dime' |
| | 147 | value = 10 |
| | 148 | ; |
| | 149 | |
| | 150 | class NickelCoin: Coin |
| | 151 | sDescStr = 'nickel' |
| | 152 | value = 5 |
| | 153 | ; |
| | 154 | |
| | 155 | class PennyCoin: Coin |
| | 156 | sDescStr = 'penny' |
| | 157 | value = 1 |
| | 158 | ; |
| | 159 | |
| | 160 | dirtyGlass: Material |
| | 161 | seeThru = obscured |
| | 162 | hearThru = opaque |
| | 163 | smellThru = opaque |
| | 164 | touchThru = opaque |
| | 165 | ; |
| | 166 | |
| | 167 | window: Connector, Thing 'window' |
| | 168 | locationList = [room1, myCar] |
| | 169 | connectorMaterial = glass |
| | 170 | initDesc = "A window lets you see into a nearby car. " |
| | 171 | ; |
| | 172 | |
| | 173 | dirtyWindow: Connector, Thing 'dirty window' |
| | 174 | locationList = [room1, room3] |
| | 175 | connectorMaterial = dirtyGlass |
| | 176 | ; |
| | 177 | |
| | 178 | room1: DarkRoom "Room A" |
| | 179 | "This room was obviously constructed in a hurry and without much |
| | 180 | forethought: the walls are at odd angles and don't quite meet at |
| | 181 | the seams; pieces of debris are scattered all about; many of the |
| | 182 | nails haven't been pounded down all the way. " |
| | 183 | ; |
| | 184 | |
| | 185 | + Container 'dark glass sphere' |
| | 186 | isOpen = nil |
| | 187 | material = dirtyGlass |
| | 188 | ; |
| | 189 | |
| | 190 | ++ Thing |
| | 191 | sDescStr |
| | 192 | { |
| | 193 | local info; |
| | 194 | |
| | 195 | /* get my visual sense information */ |
| | 196 | info = getVisualSenseInfo(); |
| | 197 | |
| | 198 | /* change the name depending on how well lit we are */ |
| | 199 | if (info == nil || info.ambient < 3) |
| | 200 | return 'shiny object'; |
| | 201 | else |
| | 202 | return 'silver key'; |
| | 203 | } |
| | 204 | ; |
| | 205 | |
| | 206 | + chair: Thing 'chair'; |
| | 207 | |
| | 208 | ++ me: Actor 'me'; |
| | 209 | |
| | 210 | +++ torch: LightSource 'torch' |
| | 211 | isLit = nil |
| | 212 | brightnessOn = 4 |
| | 213 | ; |
| | 214 | |
| | 215 | +++ QuarterCoin; |
| | 216 | +++ quarter3: QuarterCoin; |
| | 217 | +++ quarter4: QuarterCoin; |
| | 218 | +++ QuarterCoin; |
| | 219 | +++ QuarterCoin; |
| | 220 | +++ DimeCoin; |
| | 221 | +++ NickelCoin; |
| | 222 | +++ NickelCoin; |
| | 223 | +++ penny1: PennyCoin; |
| | 224 | +++ penny2: PennyCoin; |
| | 225 | +++ PennyCoin; |
| | 226 | |
| | 227 | +++ candle: LightSource 'candle' |
| | 228 | isLit = nil |
| | 229 | brightnessOn = 2 |
| | 230 | ; |
| | 231 | |
| | 232 | +++ EncycVolume volumeNum = 4; |
| | 233 | |
| | 234 | + quarter1: QuarterCoin; |
| | 235 | + PennyCoin; |
| | 236 | + quarter2: QuarterCoin; |
| | 237 | |
| | 238 | + Surface 'desk'; |
| | 239 | |
| | 240 | ++ EncycVolume volumeNum = 3; |
| | 241 | ++ EncycVolume volumeNum = 7; |
| | 242 | ++ EncycVolume volumeNum = 2; |
| | 243 | ++ EncycVolume volumeNum = 6; |
| | 244 | ++ EncycVolume volumeNum = 5; |
| | 245 | |
| | 246 | + PennyCoin; |
| | 247 | + PennyCoin; |
| | 248 | |
| | 249 | room2: DarkRoom "Room B"; |
| | 250 | |
| | 251 | + myCar: Container 'car' |
| | 252 | isOpen = nil |
| | 253 | ; |
| | 254 | |
| | 255 | ++ seatbelt: Thing 'seatbelt'; |
| | 256 | |
| | 257 | ++ clock: Thing 'LED clock' aDesc = "an LED clock" brightness=1; |
| | 258 | |
| | 259 | + box: OpenableContainer 'box' |
| | 260 | isOpen = true |
| | 261 | ; |
| | 262 | |
| | 263 | ++ book: Thing 'book'; |
| | 264 | |
| | 265 | room3: DarkRoom "Room C"; |
| | 266 | |
| | 267 | + abacus: Thing 'abacus' brightness=1; |
| | 268 | |
| | 269 | + flashlight: LightSource 'flashlight' |
| | 270 | isLit = nil |
| | 271 | ; |
| | 272 | |
| | 273 | + cabinet: Container 'cabinet' |
| | 274 | isOpen = nil |
| | 275 | material = dirtyGlass |
| | 276 | ; |
| | 277 | |
| | 278 | ++ calculator: Thing 'calculator'; |
| | 279 | |
| | 280 | ++ dime: Thing 'dime' seeSize = small; |
| | 281 | |
| | 282 | /* |
| | 283 | * An Achievement object for earning money |
| | 284 | */ |
| | 285 | moneyAchievement: Achievement |
| | 286 | achieve(points, item) |
| | 287 | { |
| | 288 | /* add the item to our money list */ |
| | 289 | moneyList += item; |
| | 290 | |
| | 291 | /* add myself to the score */ |
| | 292 | addToScore(points, self); |
| | 293 | } |
| | 294 | |
| | 295 | lDesc |
| | 296 | { |
| | 297 | "finding "; |
| | 298 | showListAll(plainLister, moneyList, 0, 0); |
| | 299 | } |
| | 300 | |
| | 301 | /* the list of items for which I've been achieved */ |
| | 302 | moneyList = [] |
| | 303 | ; |
| | 304 | |
| | 305 | main(args) |
| | 306 | { |
| | 307 | /* set the player character */ |
| | 308 | setPlayer(me); |
| | 309 | |
| | 310 | "<.roomname>Room Name Test<./roomname>\b"; |
| | 311 | |
| | 312 | /* look around in the dark */ |
| | 313 | room1.lookAround(me, true); |
| | 314 | "\b"; |
| | 315 | |
| | 316 | /* do some point-to-point tests */ |
| | 317 | "me->chair: <<sayTrans(me.senseObj(sight, chair))>>\n"; |
| | 318 | "me->box: <<sayTrans(me.senseObj(sight, box))>>\n"; |
| | 319 | "me->book: <<sayTrans(me.senseObj(sight, book))>>\n"; |
| | 320 | "me->car: <<sayTrans(me.senseObj(sight, myCar))>>\n"; |
| | 321 | "me->seatbelt: <<sayTrans(me.senseObj(sight, seatbelt))>>\n"; |
| | 322 | "me->clock: <<sayTrans(me.senseObj(sight, clock))>>\n"; |
| | 323 | "me->abacus: <<sayTrans(me.senseObj(sight, abacus))>>\n"; |
| | 324 | "me->calculator: <<sayTrans(me.senseObj(sight, calculator))>>\n"; |
| | 325 | "me->dime: <<sayTrans(me.senseObj(sight, dime))>>\n"; |
| | 326 | "abacus->calculator: <<sayTrans(abacus.senseObj(sight, calculator))>>\n"; |
| | 327 | |
| | 328 | "\b"; |
| | 329 | |
| | 330 | /* construct some lists of everything visible from a given point */ |
| | 331 | "visible from me: <<sayList(me.senseList(sight))>>\n"; |
| | 332 | "visible from Room C: <<sayList(room3.senseList(sight))>>\n"; |
| | 333 | "visible from calculator: <<sayList(calculator.senseList(sight))>>\n"; |
| | 334 | |
| | 335 | /* construct a list of everything in scope for me */ |
| | 336 | "in scope for me: <<sayList(me.scopeList())>>\n"; |
| | 337 | |
| | 338 | "\b"; |
| | 339 | |
| | 340 | /* turn on the flashlight and see what we can see */ |
| | 341 | flashlight.isLit = true; |
| | 342 | "After lighting the flashlight:\n |
| | 343 | visible from me: <<sayList(me.senseList(sight))>>\n"; |
| | 344 | |
| | 345 | "\b"; |
| | 346 | |
| | 347 | /* turn on the candle and see what we can see */ |
| | 348 | candle.isLit = true; |
| | 349 | "After lighting the candle:\n |
| | 350 | visible from me: <<sayList(me.senseList(sight))>>\n"; |
| | 351 | |
| | 352 | "\b"; |
| | 353 | |
| | 354 | /* turn off the flashlight and see what we can see */ |
| | 355 | flashlight.isLit = nil; |
| | 356 | "After turning the flashlight off again:\n |
| | 357 | visible from me: <<sayList(me.senseList(sight))>>\n"; |
| | 358 | |
| | 359 | "\b"; |
| | 360 | |
| | 361 | /* show the room description */ |
| | 362 | room1.lookAround(me, true); |
| | 363 | "\b"; |
| | 364 | |
| | 365 | /* show the player character inventory */ |
| | 366 | me.showInventory(nil); |
| | 367 | "\b"; |
| | 368 | |
| | 369 | /* show a tall inventory */ |
| | 370 | me.showInventory(true); |
| | 371 | "\b"; |
| | 372 | |
| | 373 | /* turn on the torch */ |
| | 374 | torch.isLit = true; |
| | 375 | "After lighting the torch:\n"; |
| | 376 | |
| | 377 | /* show the room description */ |
| | 378 | room1.lookAround(me, true); |
| | 379 | "\b"; |
| | 380 | |
| | 381 | /* make the torch brighter */ |
| | 382 | torch.brightnessOn++; |
| | 383 | "After increasing the torch's brightness:\n"; |
| | 384 | |
| | 385 | /* show the room description */ |
| | 386 | room1.lookAround(me, true); |
| | 387 | "\b"; |
| | 388 | |
| | 389 | /* show the score */ |
| | 390 | showFullScore(); |
| | 391 | "\b"; |
| | 392 | |
| | 393 | /* add some points, then show the score again */ |
| | 394 | moneyAchievement.achieve(2, quarter1); |
| | 395 | addToScore(10, 'turning on the flashlight'); |
| | 396 | addToScore(3, 'finding various treasures'); |
| | 397 | addToScore(5, 'climbing the ladder'); |
| | 398 | addToScore(1, 'lighting the torch'); |
| | 399 | addToScore(9, 'finding various treasures'); |
| | 400 | moneyAchievement.achieve(2, quarter2); |
| | 401 | moneyAchievement.achieve(1, penny2); |
| | 402 | |
| | 403 | /* while we're at it, set up a ranking table */ |
| | 404 | libMessages.scoreRankTable = |
| | 405 | [ |
| | 406 | [0, 'a novice adventurer'], |
| | 407 | [30, 'an intermediate adventurer'], |
| | 408 | [70, 'an advanced adventurer'], |
| | 409 | [100, 'a master adventurer'] |
| | 410 | ]; |
| | 411 | |
| | 412 | /* show the full score */ |
| | 413 | showFullScore(); |
| | 414 | "\b"; |
| | 415 | } |
| | 416 | |
| | 417 | sayTrans(trans) |
| | 418 | { |
| | 419 | /* note the transparency level */ |
| | 420 | switch(trans[1]) |
| | 421 | { |
| | 422 | case opaque: |
| | 423 | "opaque"; |
| | 424 | break; |
| | 425 | |
| | 426 | case transparent: |
| | 427 | "transparent"; |
| | 428 | break; |
| | 429 | |
| | 430 | case obscured: |
| | 431 | "obscured"; |
| | 432 | break; |
| | 433 | |
| | 434 | case distant: |
| | 435 | "distant"; |
| | 436 | break; |
| | 437 | |
| | 438 | default: |
| | 439 | "???"; |
| | 440 | break; |
| | 441 | } |
| | 442 | |
| | 443 | /* note the obstructor */ |
| | 444 | if (trans[2] != nil) |
| | 445 | " - obstructed by <<trans[2].sDesc>>"; |
| | 446 | |
| | 447 | if (trans[3] != nil) |
| | 448 | " (light level <<trans[3]>>)"; |
| | 449 | } |
| | 450 | |
| | 451 | sayList(lst) |
| | 452 | { |
| | 453 | local i; |
| | 454 | |
| | 455 | "["; |
| | 456 | i = 0; |
| | 457 | foreach (local cur in lst) |
| | 458 | { |
| | 459 | if (i++ != 0) |
| | 460 | ", "; |
| | 461 | cur.sDesc; |
| | 462 | } |
| | 463 | "]"; |
| | 464 | } |
| | 465 | |