Inform - Resources - Examples

Back to List

Inventory
Complete

Backward
Forward

Plain
Coloured
Gaudy

This code
in plain text

Browsing Balances.inf

2. Now the whole spell-casting system (lines 165-464)

0165  Attribute known_about;                 ! Player has seen this spell somewhere
0166  Attribute reversed;                    ! Effect of this known spell reversed
0167   
0168  Attribute is_spell;
0169  Class  Spell
0170    with name "spell" "spells", article "the",
0171         number 0,
0172         word_name
0173         [;  print (address) (self.&name)-->0;
0174         ],
0175         short_name
0176         [;  self.word_name(); print " spell"; give self known_about; rtrue;
0177         ],
0178         specification
0179         [;  self.short_name();
0180             print ": ", (string) self.purpose;
0181         ],
0182         before
0183         [;  Examine: self.specification(); ".";
0184         ],
0185    has  is_spell;
0186   
0187  Object memory
0188    with capacity 5,
0189         number_known 1,
0190         describe_contents
0191         [ i j k;
0192             objectloop (i in self) if (i.number==100) j++;
0193             if (j>0)
0194             {   print "The ";
0195                 objectloop (i in self)
0196                     if (i.number==100)
0197                     {   k++; i.word_name();
0198                         if (k==j-1) print " and ";
0199                         if (k<j-1) print ", ";
0200                     }
0201                 if (j==1) print " spell is"; else print " spells are";
0202                 print " yours forever.  Other than that, y";
0203             }
0204             else print "Y";
0205             print "ou have ";
0206             j=0; k=0;
0207             objectloop (i in self) if (i.number<100) j++;
0208             if (j>0)
0209             {   print "the ";
0210                 objectloop (i in self)
0211                     if (i.number<100)
0212                     {   k++;
0213                         print (name) i;
0214                         if (i.number==2) print " (twice)";
0215                         if (i.number==3) print " (thrice)";
0216                         if (i.number==4) print " (four times)";
0217                         if (i.number>=5) print " (many times)";
0218                         if (k==j-1) print " and ";
0219                         if (k<j-1) print ", ";
0220                     }
0221             }
0222             else print "no spells";
0223             " memorised.";
0224         ],
0225         learn_spell
0226         [ sp;
0227             if (sp.number==100) "You always know that spell.";
0228             print "Using your best study habits, you commit the ";
0229             sp.word_name();
0230             print " spell to memory";
0231             if (sp notin self) sp.number=0;
0232             move sp to self;
0233             self.number_known++;
0234             sp.number++;
0235             if (sp.number==1) print ".";
0236             if (sp.number==2) print " once again.";
0237             if (sp.number==3) print " a third time.";
0238             if (sp.number>3) print " yet another time.";
0239             if (self.number_known <= self.capacity) { new_line; rtrue; }
0240             self.forget_spell(sibling(child(self)));
0241             "  You have so much buzzing around in your head, though,
0242                that it's likely something may have been forgotten
0243                in the shuffle.";
0244         ],
0245         forget_spell
0246         [ sp;
0247             if (sp notin self || sp.number==100) rtrue;
0248             self.number_known--;
0249             sp.number--;
0250             if (sp.number==0) remove sp;
0251             rtrue;
0252         ];
0253   
0254  Spell -> gnusto_spell
0255    with name "gnusto",
0256         purpose "copy a scroll into your spell book",
0257         number 100,
0258         magic
0259         [ i a_book;
0260              if (second ofclass SpellBook)
0261                 "Unlike scrolls, spell books are magically guarded against
0262                  the 'theft' of their lore.";
0263              if (second==0 || ~~(second ofclass Scroll))
0264                 "Your spell fizzles vaguely out.";
0265              if (second notin player)
0266                  "A gnusto spell would require close scrutiny of the scroll
0267                   it is to copy: which you do not seem to be holding.";
0268              objectloop (i in player)
0269                  if (i ofclass SpellBook) a_book=i;
0270              if (a_book==0)
0271                  "Your spell fails, as you have no spell book.";
0272              i=child(second);
0273              if (i==0 || ~~(i ofclass Spell))
0274              {   print_ret "Your spell fails, as ", (the) second,
0275                     " is illegible.";
0276              }
0277              a_book.learn_spell(i); remove second;
0278              print_ret
0279                 "Your spell book begins to glow softly.  Slowly, ornately,
0280                  the words of ", (the) i, " are inscribed,
0281                  glowing even more brightly then the book itself. 
0282                  The book's brightness fades, but the spell remains! 
0283                  However, the scroll on which it was written vanishes as
0284                  the last word is copied.";
0285         ];
0286   
0287  Class SpellBook
0288    with array_of_spells 0 0 0 0  0 0 0 0  0 0 0 0  0 0 0 0,
0289         capacity 16,
0290         learn_spell
0291         [ sp p i;
0292                p = self.&array_of_spells;
0293                for (i=0:i<self.capacity && (p-->i)~=0:i++) ;
0294                if (i==self.capacity) rtrue;
0295                p-->i = sp;
0296         ],
0297         before
0298         [; Open, Close:
0299                print_ret
0300                (The) self, " is always open to the right place, but it
0301                is also always closed. This eliminates tedious leafing and
0302                hunting for spells.  Many lives have been saved by this
0303                magical innovation.";
0304            Attack:
0305                print_ret "When you are done, ", (the) self, " remains unmarred.";
0306         ],
0307         after
0308         [ p i j; Examine:
0309                p = self.&array_of_spells;
0310                for (i=0:i<self.capacity && (p-->i)~=0:i++)
0311                {   j=p-->i; <Examine j>;
0312                }
0313                rtrue;
0314         ];
0315   
0316  Class Scroll
0317    with parse_name
0318         [ i j k; j=-1;
0319                if (self has general)
0320                {   if (child(self)~=0 && child(self) ofclass Spell)
0321                        j=(child(self).&name)-->0; else j='illegible';
0322                }
0323                for (::)
0324                {   k=NextWord();
0325                    if (k=='scrolls') parser_action=##PluralFound;
0326                    if ((k=='scrolls' or 'scroll' or j) || k==(self.&name)-->0)
0327                        i++;
0328                    else return i;
0329                }
0330         ],
0331         before
0332         [ i; Examine:
0333              i=child(self);
0334              give self general;
0335              if (i==0 || ~~(i ofclass Spell))
0336                  "The scroll has faded, and you cannot read it.";
0337              print "The scroll reads ~"; i.specification(); "~.";
0338         ],
0339         invent
0340         [;   if (inventory_stage==2 && self has general)
0341              {   if (child(self)==0 || ~~(child(self) ofclass Spell))
0342                      print " (which is illegible)";
0343                  else
0344                  {   print " (of ", (the) child(self), ")"; }
0345              }
0346         ];
0347   
0348  [ ReadableSpell i j k;
0349    if (scope_stage==1)
0350    {   if (action_to_be==##Examine) rfalse;
0351        rtrue;
0352    }
0353    if (scope_stage==2)
0354    {   objectloop (i in player)
0355            if (i ofclass SpellBook)
0356            {   for (k=0:k<i.capacity && (i.&array_of_spells)-->k~=0:k++)
0357                {   j=(i.&array_of_spells)-->k; PlaceInScope(j);
0358                }
0359            }
0360        rtrue;
0361    }
0362    ! No need for scope_stage 3 (the error stage), because our
0363    ! ParserError routine handles that case instead
0364  ];
0365   
0366  [ CopyableSpell i j k;
0367    if (scope_stage==1) return 1;
0368    if (scope_stage==2)
0369    {   objectloop (i in player)
0370            if (i ofclass SpellBook)
0371            {   for (k=0:k<i.capacity && (i.&array_of_spells)-->k~=0:k++)
0372                {   j=(i.&array_of_spells)-->k; PlaceInScope(j);
0373                }
0374            }
0375        rfalse;
0376    }
0377    ! No need for scope_stage 3 (the error stage), because our
0378    ! ParserError routine handles that case instead
0379  ];
0380   
0381  [ SpellsSub; memory.describe_contents(); ];
0382   
0383  [ LearnSub; if (location==thedark)
0384                  print "(The magic writing of the spells casts enough light
0385                          that you can read them.)^";
0386              memory.learn_spell(noun);
0387  ];
0388   
0389  Global the_spell_was = gnusto_spell;
0390   
0391  [ CastOneSub; <Cast the_spell_was noun>; ];
0392   
0393  [ CastSub;
0394    the_spell_was = noun; memory.forget_spell(noun);
0395   
0396    if (noun has reversed)
0397    {   give noun ~reversed;
0398        if (noun.unmagic() ~= 0) return;
0399        "Nothing happens.";
0400    }
0401   
0402    if (second ~= 0)
0403    {   ResetVagueWords(second);                     ! Set "it", "him", "her"
0404        if (second provides before
0405            && second.before() ~= 0) return;         ! Run before routine(s)
0406    }
0407    if (noun.magic() ~= 0) return;
0408    "Nothing happens.";
0409  ];
0410   
0411  [ InScope i;
0412    if (verb_word=='c,cast' or 'cast')
0413        objectloop (i in memory) PlaceInScope(i);
0414    rfalse;
0415  ];
0416   
0417  [ ParserError x i flag vb;
0418    if (etype==VERB_PE or ASKSCOPE_PE)
0419    {   if (etype==ASKSCOPE_PE)
0420        {   if (verb_word=='cast') vb=1;
0421            if (verb_word=='learn' or 'memorise' or 'memorize') vb=2;
0422            if (verb_word=='copy') vb=3;
0423            if (vb==0) { etype=CANTSEE_PE; rfalse; }
0424        }
0425        wn=verb_wordnum; if (vb~=0) wn++;
0426        x=NextWordStopped();
0427        for (i=player+1:i<=top_object:i++)
0428            if (i ofclass Spell && Refers(i,x)==1
0429                && i has known_about) flag=1;
0430        if (flag==1)
0431        {   if (vb==0 or 1)
0432               "You haven't got that spell committed to memory.  [Type ~spells~
0433                to see what you do remember.]";
0434            if (vb==2)
0435               "Your training is such that you can only memorise such a spell
0436                with the aid of a spell book containing it.";
0437            if (vb==3)
0438               "You have no text of that spell to copy.";
0439        }
0440        if (vb==1)
0441           "You haven't learned that spell, if indeed it is a spell.";
0442        if (vb==2 or 3)
0443           "You haven't access to that spell, if indeed it is a spell.";
0444    }
0445    rfalse;
0446  ];
0447   
0448  [ ChooseObjects obj code;
0449    if (code<2) rfalse;
0450    if (action_to_be==##WriteOn && obj in player) return 9;
0451    return 0;
0452  ];
0453   
0454  [ UnknownVerb word i;
0455    objectloop (i in memory)
0456        if (word==(i.&name)-->0) { the_spell_was = i; return 'c,cast'; }
0457    rfalse;
0458  ];
0459   
0460  [ PrintVerb v;
0461    if (v=='c,cast') { print "cast a spell at"; rtrue; }
0462    rfalse;
0463  ];
0464   


Last updated 23 June 2004. This site is no longer supported; information may be out of date.
Maintained as a historical archive by the Interactive Fiction Technology Foundation. Copyright 1993-2018 IFTF, CC-BY-SA unless otherwise noted.
This page was originally managed by Graham Nelson (graham@gnelson.demon.co.uk) assisted by C Knight.