13. Captain Fate: the final cut

Y was a youth, that did not love school;
Z was a zany, a poor harmless fool.
../_images/picY.png

ou’ll probably be pleased to hear that Captain Fate has almost run his allotted span. There are some minor objects still to be defined – the toilet, our hero’s clothes, the all-important costume – but first we need to decorate the café a little more.

Additional catering garnish

We must not forget a couple of tiny details in the café room:

--- T Y P E ---

Object   food "Benny's snacks" cafe
  with   name 'food' 'pastry' 'pastries' 'sandwich' 'sandwiches' 'snack'
         before [; "There is no time for FOOD right now."; ],
  has    scenery proper;

Object   menu "menu" cafe
  with   name 'informative' 'menu' 'board' 'picture' 'writing',
         description
             "The menu board lists Benny's food and drinks, along with their
              prices. Too bad you've never learnt how to read, but luckily
              there is a picture of a big cup of coffee among the
              incomprehensible writing.",
         before [;
           Take:
             "The board is mounted on the wall behind Benny. Besides, it's
              useless WRITING.";
         ],
  has    scenery;

And a not-so-trivial object:

--- T Y P E ---

Object  coffee "cup of coffee" benny
  with  name 'cup' 'of' 'coffee' 'steaming' 'cappuccino'
             'cappucino' 'capuccino' 'capucino',
        description [;
            if (self in benny)
                "The picture on the menu board SURE looks good.";
            else
                "It smells delicious.";
        ],
        before [;
          Take,Drink,Taste:
            if (self in benny) "You should ask Benny for one first.";
            else {
                move self to benny;
                print "You pick up the cup and swallow a mouthful. Benny's
                       WORLDWIDE REPUTATION is well deserved. Just as you
                       finish, Benny takes away the empty cup.";
                if (benny.coffee_not_paid == true)
                    " ~That will be one quidbuck, sir.~";
                else
                    "";
            }
          Buy:
            if (coin in player) <<Give coin benny>>;
            else                "You have no money.";
          Smell:
            "If your HYPERACTIVE pituitary glands are to be trusted,
             it's Colombian.";
        ];

There’s nothing really new in this object (other than that the name property caters for orthographically challenged players), but notice how we don’t remove it after the player drinks it. In an apparently absurd whim, the coffee returns to Benny magically (although this is not information that the player needs to know). Why? After you remove an object from the game, if the player attempts, say, to EXAMINE it, the interpreter will impertinently state that “You can’t see any such thing”. Moreover, if the player asks Benny for a second coffee, once the first one has been removed, Benny will complain “I don’t think that’s on the menu, sir” – a blatant lie – which was the default in Benny’s orders property. Since the removed coffee object does not belong to Benny, it’s not a noun that the player can ASK Benny FOR. By making it a child of the barman (who has the transparent attribute set), the coffee is still an object that players can refer to. We ensure that they don’t get more cups thanks to Benny’s coffee_asked_for property, which will remain true after the first time.

We also ensure that Benny doesn’t ask for money from players who have already paid, by first printing a “You pick up the cup...” message and then testing Benny’s coffee_not_paid property. If its value is true, we can finish the message with the “quidbuck” print-and-return statement. If its value is false, the player has previously paid, and so there’s nothing else to say. However, we still need to terminate the incomplete message with a newline, and to return true from the property routine; we could have used the statements { print "^"; return true; }, but an empty "" statement does the same thing more neatly.

Toilet or dressing room?

Rather more of the latter, actually, since it’s the only place away from curious eyes where our hero will be able to metamorphose from weakling into the bane of all evildoers. And we really don’t want to become, erm, bogged down with details of the room’s function or plumbing.

There’s not a lot about the toilet room and its contents, though there will be some tricky side effects:

--- T Y P E ---

Room    toilet "Unisex toilet"
  with  description
            "A surprisingly CLEAN square room covered with glazed-ceramic
             tiles, featuring little more than a lavatory and a light switch.
             The only exit is south, through the door and into the cafe.",
        s_to toilet_door,
  has   ~light scored;

Appliance lavatory "lavatory" toilet
  with name 'lavatory' 'wc' 'toilet' 'loo' 'bowl' 'can' 'john' 'bog',
       before [;
         Examine,Search,LookUnder:
           if (coin in self) {
               move coin to parent(self);
               "The latest user CIVILLY flushed it after use, but failed to
                pick up the VALUABLE coin that fell from his pants.";
           }
         Receive:
           "While any other MORTALS might unwittingly throw just about
            ANYTHING into ", (the) self, ", you remember the WISE teachings
            of your mentor, Duke ELEGANT, about elderly plumbing and rising
            waters.";
       ];

Object  coin "valuable coin" lavatory
  with  name 'valuable' 'coin' 'silver' 'quidbuck',
        description "It's a genuine SILVER QUIDBUCK.",
        before [;
          Drop:
            if (self notin player) return false;
            "Such a valuable coin? Har, har! This must be a demonstration of
             your ULTRA-FLIPPANT jesting!";
        ],
        after [;
          Take:
            "You crouch into the SLEEPING DRAGON position and deftly, with
             PARAMOUNT STEALTH, you pocket the lost coin.";
        ],
  has   scored;

We initially place the coin as a child of the lavatory (just so that we can easily make the if (coin in self) one-time test). Since the lavatory does not have the transparent attribute set, the coin will be invisible to players until they try to inspect the lavatory, an action that will move the coin into the toilet room. Once taken, the coin will remain in the inventory until the player gives it to Benny, because we trap any Drop actions to help the player to Do the Right Thing.

The lavatory object includes a load of helpful synonyms in its name property, including our favourite word 'toilet' . That won’t be a problem: the other objects here which may have TOILET in their names – the key and the door – both use the pname property to turn their use of 'toilet' into a lower-priority adjective.

See that here we have the only two scored attributes of the game. The player will be awarded one point for entering the toilet room, and another for finding and picking up the coin.

You might have noticed that we are forcefully clearing the light attribute, inherited from the Room class. This will be a windowless space and, to add a touch of realism, we’ll make the room a dark one, which will enable us to tell you about Inform’s default behaviour when there’s no light to see by. However, let’s define first the light switch mentioned in the room’s description to aid players in their dressing duties.

--- T Y P E ---

Appliance  light_switch "light switch" toilet
  with     name 'light' 'switch',
           description
               "A notorious ACHIEVEMENT of technological SCIENCE, elegant yet
                EASY to use.",
           before [;
             Push:
               if (self has on) <<SwitchOff self>>;
               else             <<SwitchOn  self>>;
           ],
           after [;
             SwitchOn:
               give self light;
               "You turn on the light in the toilet.";
             SwitchOff:
               give self ~light;
               "You turn off the light in the toilet.";
           ],
  has      switchable ~on;

Please notice the appearance of new attributes switchable and on. switchable enables the object to be turned on and off, and is typical of lanterns, computers, television sets, radios, and so on. The library automatically extends the description of these objects by indicating if they are currently on or off:

> X LIGHT SWITCH
A notorious ACHIEVEMENT of technological SCIENCE, elegant yet EASY to use.
The light switch is currently switched on.

Two new actions are ready to use, SwitchOn and SwitchOff. Left to themselves, they toggle the object’s state between ON and OFF and display a message like:

You switch the brass lantern on.

They also take care of checking if the player fumbled and tried to turn on (or off) an object which was already on (or off). How does the library know the state of the object? This is thanks to the on attribute, which is set or cleared automatically as needed. You can, of course, set or clear it manually like any other attribute, with the give statement:

give self on;

give self ~on;

and check if a switchable object is on or off with the test:

if (light_switch has on) ...

if (light_switch hasnt on) ...

A switchable object is OFF by default. However, you’ll notice that the has line of the object definition includes ~on :

has    switchable ~on;

Surely that’s saying “not-on”? Surely that’s what would have happened anyway if the line hadn’t mentioned the attribute at all?

has    switchable;

Absolutely true. Adding that ~on attribute has no effect whatsoever on the game – but nevertheless it’s a good idea. It’s an aide-mémoire, a way of reminding ourselves that we start with the attribute clear, and that at some point we’ll be setting it for some purpose. Trust us: it’s worthwhile taking tiny opportunities like this to help yourself.

Let’s see how our light switch works. We trap the SwitchOn and SwitchOff actions in the after property (when the switching has successfully taken place) and use them to give light to the light switch.

Uh, wait. To the light switch? Why not to the toilet room? Well, there’s a reason and we’ll see it in a minute. For now, just remember that, in order for players to see their surroundings, you need only one object in a room with the light attribute set. It doesn’t have to be the room itself (though this is usually convenient).

After setting the light attribute, we display a customised message, to avoid the default:

You switch the light switch on.

which, given the name of the object, doesn’t read very elegantly. We foresee that players might try to PUSH SWITCH, so we trap this attempt in a before property and redirect it to SwitchOn and SwitchOff actions, checking first which one is needed by testing the on attribute. Finally, we have made the switch a member of the class Appliance, so that the player doesn’t walk away with it.

Note

Remember what we said about class inheritance? No matter what you define in the class, the object’s definition has priority. The class Appliance defines a response for the Push action, but we override it here with a new behaviour.

And there was light

So the player walks into the toilet and

Darkness
It is pitch dark, and you can't see a thing.

Oops! No toilet description, no mention of the light switch, nothing. It is reasonable to think that if we have opened the toilet door to access the toilet, some light coming from the café room will illuminate our surroundings – at least until the player decides to close the door. So perhaps it would be a good idea to append a little code to the door object to account for this. A couple of lines in the after property will suffice:

--- T Y P E ---

after [ ks;
  Unlock:
    if (self has locked) return false;
    print "You unlock ", (the) self, " and open it.^";
    ks = keep_silent; keep_silent = true;
    <Open self>; keep_silent = ks;
    return true;
  Open:
    give toilet light;
  Close:
    give toilet ~light;

],

And this is the reason why the light switch didn’t set the light attribute of the toilet room, but did it to itself. We avoid running into trouble if we let the open/closed states of the door control the light of the room object, and the on/off states of the switch control the light of the switch. So it is one shiny light switch. Fortunately, players are never aware of this glowing artefact.

Note

Now, could they? Well, if players could TAKE the light switch (which we have forbidden) and then did INVENTORY, the trick would be given away, because all objects with the light attribute set are listed as (providing light) .

So the player walks into the toilet and

Unisex toilet
A surprisingly CLEAN square room covered with glazed-ceramic tiles, featuring
little more than a lavatory and a light switch. The only exit is south, through
the door and into the cafe.

[Your score has just gone up by one point.]

Better. Now, suppose the player closes the door.

>CLOSE DOOR
You close the door to the cafe.

It is now pitch dark in here!

The player might try then to LOOK:

Well, no problem. We have mentioned that there is a light switch. Surely the player will now try to:

>TURN ON LIGHT SWITCH
You can't see any such thing.

Oops! Things are getting nasty here in the dark. It’s probably time to leave this place and try another approach:

>OPEN DOOR
You can't see any such thing.

And this illustrates one of the terrible things about darkness in a game. You can’t see anything; you can do very little indeed. All objects except those in your inventory are out of scope, unreachable, as if non-existent. Worse, if you DROP one of the objects you are carrying, it will be swallowed by the dark, never to be found until there is light to see by.

The player, who is doubtless immersed in the fantasy of the game, will now be a little annoyed. “I am in a small bathroom and I can’t even reach the door I have just closed?” The player’s right, of course [1]. Darkened rooms are one cliché of traditional games. Usually you move in one direction while looking for treasure in some underground cave, and suddenly arrive at a pitch black place. It’s good behaviour of the game to disallow exploration of unknown dark territory, and it’s a convention to bar passage to players until they return with a light source. However, if the scenario of the game features, say, the player character’s home, a little apartment with two rooms, and there’s no light in the kitchen, we could expect the owner of the house to know how to move around a little, perhaps groping for the light switch or even going to the refrigerator in the dark.

We are in a similar situation. The inner logic of the game demands that blind players should be able to open the door and probably operate the light switch they’ve just encountered. We have been telling you that an object is in scope when it’s in the same room as the player. Darkness changes that rule. All objects not directly carried by the player become out of scope.

One of the advantages of an advanced design system like Inform is the flexibility to change all default behaviours to suit your particular needs. Scope problems are no different. There is a set of routines and functions to tamper with what’s in scope when. We’ll see just a tiny example to fix our particular problem. In the section “Entry point routines” of our game – after the Initialise routine, for instance – include the following lines:

[ InScope person;
    if (person == player && location == thedark && real_location == toilet) {
        PlaceInScope(light_switch);
        PlaceInScope(toilet_door);
    }
    return false;
];

InScope(actor_obj_id) is an entry point routine that can tamper with the scope rules for the given actor_obj_id (either the player character or a NPC). We define it with one variable (which we name as we please; it’s also a good idea to name variables in an intuitive way to remind us of what they represent), person , and then we make a complex test to see if the player is actually in the toilet and in the dark.

We have told you that the library variable location holds the current room that the player is in. However, when there is no light, the variable location gets assigned to the value of the special library object thedark . It doesn’t matter if we have ten dark rooms in our game; location will be equal to thedark in all of them. There is yet another variable, called real_location, which holds the room the player is in even when there is no light to see by.

So the test:

if (person == player && location == thedark && real_location == toilet) ...

is stating: if the specified actor is the player character and he finds himself in the dark and he actually happens to be in the toilet...

Then we make a call to one of the library routines, PlaceInScope(obj_id), which has a very descriptive name: it places in scope the given object. In our case, we want both the door and the light switch to be within reach of the player, hence both additional lines. Finally, we must return false, because we want the normal scope rules for the defined actor – the player – to apply to the rest of the objects of the game (if we returned true, players would find that they are able to interact with very little indeed). Now we get a friendlier and more logical response:

Darkness
It is pitch dark, and you can't see a thing.

>TURN ON SWITCH
You turn on the light in the toilet.

Unisex toilet
A surprisingly CLEAN square room covered with glazed-ceramic tiles, featuring
little more than a lavatory and a light switch. The only exit is south, through
the door and into the cafe.

And the same would happen with the door. Notice how the room description gets displayed after we pass from dark to light; this is the normal library behaviour.

There is still one final problem which, admittedly, might originate from an improbable course of action; however, it could be a nuisance. Suppose that the player enters the toilet, locks the door – which is possible in the dark now that the door is in scope – and then drops the key. There’s no way to exit the toilet – because the door is locked and the key has disappeared, engulfed by the darkness – unless the player thinks to turn on the light switch, thereby placing the key in scope once more.

Why don’t we add a PlaceInScope(toilet_key) to the above routine? Well, for starters, the key can be moved around (as opposed to the door or the light switch, which are fixed items in the toilet room). Suppose the player opens the door of the toilet, but drops the key in the café, then enters the toilet and closes the door. The condition is met and the key is placed in scope, when it’s in another room. Second, this is a simple game with just a few objects, so you can define a rule for each of them; but in any large game, you might like to be able to refer to objects in bunches, and make general rules that apply to all (or some) of them.

We need to add code to the InScope routine, telling the game to place in scope all objects that we drop in the dark, so that we might recover them (maybe going on all fours and groping a little, but it’s a possible action). We don’t want the player to have other objects in scope (like the coin, for instance), so it might be good to have a way of testing if the objects have been touched and carried by the player. The attribute moved is perfect for this. The library sets it for every object that the player has picked up at one time in the game; scenery and static objects, and those we have not yet seen don’t have moved. Here is the reworked InScope routine. There are a couple of new concepts to look at:

--- T Y P E ---

[ InScope person item;
    if (person == player && location == thedark && real_location == toilet) {
        PlaceInScope(light_switch);
        PlaceInScope(toilet_door);
    }
    if (person == player && location == thedark)
        objectloop (item in parent(player))
            if (item has moved) PlaceInScope(item);
    return false;
];

We have added one more local variable to the routine, item – again, this is a variable we have created and named on our own; it is not part of the library. We make now a new test: if the actor is the player and the location is any dark room, then perform a certain action. We don’t need to specify the toilet, because we want this rule to apply to all dark rooms (well, the only dark room in the game is the toilet, but we are trying to provide a general rule).

objectloop (variable) statement;

is a loop statement, one of the four defined in Inform. A loop statement is a construct that allows you to run several times through a statement (or a statement block). objectloop performs the statement once for every object defined in the (variable) . If we were to code:

objectloop (item) statement;

then the statement would be executed once for each object in the game. However, we want to perform the statement only for those objects whose parent object is the same as the player’s parent object: that is, for objects in the same room as the player, so we instead code:

objectloop (item in parent(player)) statement;

What is the actual statement that we’ll repeatedly execute?

if (item has moved)
    PlaceInScope(item);

The test: if (item has moved) ensures that PlaceInScope(item) deals only with objects with the moved attribute set. So: if the player is in the dark, let’s go through the objects which are in the same room, one at a time. For each of them, check if it’s an item that the player has at some time carried, in which case, place it in scope. All dropped objects within the room were carried at one time, so we let players recollect them even if they can’t see them.

As you see, darkness has its delicate side. If you plan to have dark rooms galore in your games, bear in mind that you are in for some elaborate code (unless you let the library carry on with default rules, in which case there won’t be much for your players to do).

Amazing techicolour dreamcoats

This leaves us the clothing items themselves, which will require a few tailored actions. Let’s see first the ordinary garments of John Covarth:

--- T Y P E ---

Object  clothes "your clothes"
  with  name 'ordinary' 'street' 'clothes' 'clothing',
        description
            "Perfectly ORDINARY-LOOKING street clothes for a NOBODY like
             John Covarth.",
        before [;
          Wear:
            if (self has worn)
                "You are already dressed as John Covarth.";
            else
                "The town NEEDS the power of Captain FATE, not the anonymity
                 of John Covarth.";
          Change,Disrobe:
            if (self hasnt worn)
               "Your KEEN eye detects that you're no longer wearing them.";
            switch (location) {
              street:
                if (player in booth)
                    "Lacking Superman's super-speed, you realise that it
                     would be awkward to change in plain view of the passing
                     pedestrians.";
                else
                    "In the middle of the street? That would be a PUBLIC
                     SCANDAL, to say nothing of revealing your secret
                     identity.";
              cafe:
                    "Benny allows no monkey business in his establishment.";
              toilet:
                if (toilet_door has open)
                    "The door to the bar stands OPEN at tens of curious eyes.
                     You'd be forced to arrest yourself for LEWD conduct.";
                print "You quickly remove your street clothes and bundle them
                       up together into an INFRA MINUSCULE pack ready for easy
                       transportation. ";
                if (toilet_door has locked) {
                    give clothes ~worn; give costume worn;
                    "Then you unfold your INVULNERABLE-COTTON costume and
                     turn into Captain FATE, defender of free will, adversary
                     of tyranny!";
                }
                else {
                    deadflag = 3;
                    "Just as you are slipping into Captain FATE's costume,
                     the door opens and a young woman enters. She looks at
                     you and starts screaming, ~RAPIST! NAKED RAPIST IN THE
                     TOILET!!!~^^
                     Everybody in the cafe quickly comes to the rescue, only
                     to find you ridiculously jumping on one leg while trying
                     to get dressed. Their laughter brings a QUICK END to
                     your crime-fighting career!";
                }
              thedark:
                "Last time you changed in the dark, you wore the suit inside
                 out!";
              default:                  ! this _should_ never happen...
                "There must be better places to change your clothes!";
            }
        ],
  clothing proper pluralname;

See how the object deals only with Wear, Disrobe and Change. Wear and Disrobe are standard library actions already defined in Inform, but we’ll have to make a new verb to allow for CHANGE CLOTHES. In this game, Disrobe and Change are considered synonymous for all purposes; we’ll deal with them first.

The goal of the game is for players to change their clothes, so we might expect them to try this almost anywhere; but first of all we have to check that the clothes object is actually being worn. If not, we display a message reminding the player that this action has become irrelevant. What we do with the switch statement is to offer a variety of responses according to the location variable. The street (in or out of the booth) and the café all display refusals of some kind, until the player character manages to enter the toilet, where we additionally require that he locks the door before taking off his clothes. If the door is closed but not locked, he is interrupted in his naked state by a nervous woman who starts shouting, and the game is lost (this is not as unfair as it seems, because the player may always revert to the previous state with UNDO). If the door is locked, he succeeds in his transformation (we take away the worn attribute from the clothes and give it to the costume instead). We add a special refusal to change in the dark, forcing players to turn on the light and then, we hope, to find the coin. And finally we code a default entry; you’ll remember that, in a switch statement, this is supposed to cater for any value not explicitly listed for the expression under control – in this case, for the variable location. Since we have already gone through all the possible locations of the game, this entry appears only as a defensive measure, just in case something unexpected happens (for instance, we might extend the game with another room and forget about this switch statement). In normal and controlled conditions, it should never be reached, but it doesn’t hurt one bit to have it there.

The Wear action just checks if these clothes are already being worn, to offer two different rejection responses: the goal of the game is to change into the hero’s suit, after which we’ll prevent a change back into ordinary clothes. So now we are dealing with a Captain Fate in full costume:

--- T Y P E ---

Object   costume "your costume"
  with   name 'captain' 'captain^s' 'fate' 'fate^s' 'costume' 'suit',
         description
             "STATE OF THE ART manufacture, from chemically reinforced 100%
              COTTON-lastic(tm).",
         before [;
           Wear:
             if (self has worn)
                 "You are already dressed as Captain FATE.";
             else
                 "First you'd have to take off your commonplace unassuming
                  John Covarth INCOGNITO street clothes.";
           Change,Disrobe:
             if (self has worn)
                 "You need to wear your costume to FIGHT crime!";
             else
                 "But you're not yet wearing it!";
           Drop:
             "Your UNIQUE Captain FATE multi-coloured costume? The most
              coveted clothing ITEM in the whole city? Certainly NOT!";
         ],
  has    clothing proper;

Note that we intercept the action WEAR COSTUME and hint that players should try TAKE OFF CLOTHES instead. We don’t let them take off the costume once it’s being worn, and we certainly don’t let them misplace it anywhere, by refusing to accept a Drop action.

It’s a wrap

Nearly there; just a few minor odds and ends to round things off.

Initialise routine

All the objects of our game are defined. Now we must add a couple of lines to the Initialise routine to make sure that the player does not start the game naked:

--- T Y P E ---

[ Initialise;
    #Ifdef DEBUG; pname_verify(); #Endif;       ! suggested by pname.h
    location = street;
    move costume to player;
    move clothes to play; give clothes worn;
    lookmode = 2;
    "^^Impersonating mild mannered John Covarth, assistant help boy at an
     insignificant drugstore, you suddenly STOP when your acute hearing
     deciphers a stray radio call from the POLICE. There's some MADMAN
     attacking the population in Granary Park! You must change into your
     Captain FATE costume fast...!^^";
];

Remember that we included a disambiguation package, pname.h? There were some additional comments in the accompanying text file that should be taken in consideration:

pname.h provides a pname_verify routine. When DEBUG is defined, you may call pname_verify() in your Initialise() routine to verify the pname properties in your objects.

The designer of the package has made a debugging tool (a routine) to check for errors when using his library, and he tells us how to use it. So we include the suggested lines into our Initialise routine:

#Ifdef DEBUG; pname_verify(); #Endif;

As the text explains, what this does is: first check whether the game is being compiled in Debug mode; if this is the case, run the pname_verify routine, so that it tests all pname properties to see if they are written correctly.

Demise of our hero

We have made three possible endings:

  1. The player attempts to change in the toilet with an unlocked door.
  2. The player tries to attack Benny while wearing the costume.
  3. The player manages to exit the café dressed as Captain Fate.

(1) and (2) lose the game, (3) wins it. The library defaults for these two states display, respectively,

*** You have died ***

*** You have won ***

These states correspond to the values of the deadflag variable: 1 for losing, 2 for winning. However, we have made up different messages, because our hero does not really die – ours suffers a FATE worse than death – and because we want to give him a more descriptive winning line. Therefore, we must define a DeathMessage routine as we did in “William Tell”, to write our customised messages and assign them to deadflag values greater than 2.

--- T Y P E ---

[ DeathMessage;
    if (deadflag == 3) print "Your secret identity has been revealed";
    if (deadflag == 4) print "You have been SHAMEFULLY defeated";
    if (deadflag == 5) print "You fly away to SAVE the DAY";
];

Grammar

Finally, we need to extend the existing grammar, to allow for a couple of things. We have already seen that we need a verb CHANGE. We’ll make it really simple:

--- T Y P E ---

[ ChangeSub;
    if (noun has pluralname) print "They're";
    else                     print "That's";
    " not something you must change to save the day.";
];

Verb 'change' 'exchange' 'swap' 'swop'
    * noun                     -> Change;

Just notice how the verb handler checks whether the noun given is plural or singular, to display a suitable pronoun.

A further detail: when players are in the café, they might ask Benny for the coffee (as we intend and heavily hint), for a sandwich or a pastry (both mentioned in the café description), for food or a snack (mentioned here and there, and we have provided for those); but what if they try a meat pie? Or scrambled eggs? There’s just so much decoration one can reasonably insert in a game, and loading the dictionary with Benny’s full menu would be overdoing it a bit.

One might reasonably imagine that the default line at the end of the Give action in the orders property handles every input not already specified:

orders [;
  Give:
    switch (noun) {
      toilet_key:  ! code for the key...
      coffee:      ! code for the coffee...
      food:        ! code for the food...
      menu:        ! code for the menu...
      default:
        "~I don't think that's on the menu, sir.~";
    }
],

Not so. The library grammar that deals with ASK BENNY FOR... is this (specifically, the last line):

Verb 'ask'
    * creature 'about' topic    -> Ask
    * creature 'for' noun       -> AskFor

You’ll see the noun token, which means that whatever the player asks him for must be a real game object, visible at that moment. Assuming that the player mentions such an object, the interpreter finds it in the dictionary and places its internal ID in the noun variable, where our switch statement can handle it. So, ASK BENNY FOR KEY assigns the toilet_key object to the noun variable, and Benny responds. ASK BENNY FOR CUSTOMERS also works; the default case picks that one up. But, ASK BENNY FOR SPAGHETTI BOLOGNESE won’t work: we have no object for Spaghetti Bolognese (or any other delicacy from Benny’s kitchen) – the words 'spaghetti' and 'bolognese' simply aren’t in the dictionary. This is perhaps not a major deficiency in our game, but it takes very little to allow Benny to use his default line for any undefined input from the player. We need to extend the existing ASK grammar:

--- T Y P E ---

Extend 'ask'
    * creature 'for' topic    -> AskFor;

This line will be added to the end of the existing grammar for Ask, so it doesn’t override the conventional noun-matching line. topic is a token that roughly means “any input at all”; the value of noun isn’t important, because it’ll be handled by the default case. Now players may ask Benny for a tuna sandwich or a good time; they’ll get: “I don’t think that’s on the menu, sir”, which makes Benny a barman with attitude.

And that’s it; on the slightly surreal note of ASK BENNY FOR A GOOD TIME we’ve taken “Captain Fate” as far as we intend to. The guide is nearly done. All that’s left is to recap some of the more important issues, talk a little more about compilation and debugging, and send you off into the big wide world of IF authorship.

Footnotes

[1]We’re alluding here to the Classical concept of mimesis. In an oft-quoted essay from 1996, Roger Giner-Sorolla wrote: “I see successful fiction as an imitation or ‘mimesis’ of reality, be it this world’s or an alternate world’s. Well-written fiction leads the reader to temporarily enter and believe in the reality of that world. A crime against mimesis is any aspect of an IF game that breaks the coherence of its fictional world as a representation of reality.”