5. Heidi revisited

I was an innkeeper, who loved to carouse;
J was a joiner, and built up a house.
../_images/picI.png

n 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:

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:

--- T Y P E ---

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:

  1. 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 [; ... ],
    
  2. 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;
    
  1. 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.

  2. 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:

    >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:

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:

>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:

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:

--- T Y P E ---

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:

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:

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:

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:

--- T Y P E ---

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.

--- T Y P E ---

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), 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:

--- T Y P E ---

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:

  1. 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 [; ... ],
    
  2. The value of the property is an embedded routine, containing a label and two statements:

    Drop:
      move noun to clearing;
      return false;
    
  3. 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.

  4. 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:

    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:

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:

--- T Y P E ---

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:

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.",

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. 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.

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.

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, Group 2 actions and Group 3 actions.

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 Appendix B – “Heidi” story), and then move on to the next stage.