A new property is required. |
In order to distinguish between edible and non-edible objects (unless you want your player to eat their own sword!) we need to set up a new array to record whether each object is edible or not. We shall use -1 to mean 'is edible' (-1 evaluates as TRUE in BB4W), and zero to indicate not edible.
Modifying the object data. |
We now need to modify the porcedure that creates objects to that it reads in the new object data. Here you can see that we have set the apple to be edible (-1) and the sword to not be edible (0).
Dealing with the player typing "eat <object>" |
We have added a new procedure - PROC_eatObject() to deal with the player eating an object. It works as follows:
LOOK THROUGH EACH OF THE OBJECTS IN THE GAME
IF THE THING THAT THE PLAYER TYPED IN MATCHES A VALID OBJECT FOUND OBJECT
IF FOUND OBJECT IF PLAYER CURRENT HAS THE OBJECT
IF OBJECT IS EDIBLE
REMOVE OBJECT FROM LIST OBJECTS CARRIED
REMOVE OBJECT FROM THE GAME WORLD
CHANGE PLAYER'S HEALTH POINTS
ELSE
TELL PLAYER THAT OBJECT CANNOT BE EATEN
ELSE
TELL PLAYER THAT THEY DON'T HAVE ONE OF THOSE
ESLE
TELL PLAYER THAT THEY DON'T HAVE ONE OF THOSE
Next time: the apple's grow back!
Source code follows:
REM an adventure game in BB4W
REM by Mr Street
REM version 1.0.0.1 setting up the world
REM version 1.0.0.2 moving around the world
REM version 1.0.0.3 fixing it so you can't walk out of the grid
REM version 1.0.0.4 health decreases each turn (because you get hungry)
REM version 1.0.0.5 set-up some objects for the player to interact with
REM version 1.0.0.6 allowing objects to be picked up
REM version 1.0.0.7 allowing obejcts to be dropped
REM version 1.0.0.8 eating the apple
REM let's set up a 'world'
SIZE% = 3
DIM World$( SIZE%, SIZE% ) : REM creates a 3x3 grid
REM now 'populate' the grid with some space names
PROC_populateWorld
REM now some data about our player
REM player's starting position
x% = 2
y% = 2
REM player's health
health% = 50
REM the objects
numObjects% = 2 : REM start with just a small number of objects
DIM prefix$( numObjects% ) : REM eg "a" or "an" or "the"
DIM object$( numObjects% ) : REM object name, eg "sword"
DIM objectx%( numObjects% ) : REM object x position
DIM objecty%( numObjects% ) : REM object y position
DIM edible%( numObjects% ) : REM set to -1 for an edible object, otherwise is 0
PROC_createObjects
REM a list of objects that the player has
DIM playerObject%( numObjects% )
PROC_main
STOP
DEFPROC_main
LOCAL command$ : REM user's input
REM the main program
REM repeat until the player is dead
REPEAT
REM show the player's current position
PROC_showCurrent
REM show objects here
PROC_showObjects
REM get some input from the player
PRINT : REM a blank line
INPUT "What now? > " command$
REM deal with user's input
PROC_executeCommand( command$ )
UNTIL health% <= 0
REM game over message
PRINT "GAME OVER!"
ENDPROC
DEFPROC_executeCommand( command$ )
REM deals with the users input
LOCAL com$, gridError$
LOCAL ok% : REM checks whether the user's input is acceptable
ok% = TRUE : REM assume user's input makes sense
gridError$ = "You can't go in that direction!" : REM a message for when you move off the grid
com$ = FN_convlc( command$ ) : REM convert to lowercase so it is easier
CASE TRUE OF
WHEN com$ = "n" OR com$ = "north"
IF y%< SIZE% THEN
y% += 1
ELSE
PRINT gridError$
ok% = FALSE
ENDIF
WHEN com$ = "s" OR com$ = "south"
IF y% >1 THEN
y% -= 1
ELSE
PRINT gridError$
ok% = FALSE
ENDIF
WHEN com$ = "e" OR com$ = "east"
IF x%< SIZE% THEN
x% += 1
ELSE
PRINT gridError$
ok% = FALSE
ENDIF
WHEN com$ = "w" OR com$ = "west"
IF x%>1 THEN
x% -= 1
ELSE
PRINT gridError$
ok% = FALSE
ENDIF
WHEN LEFT$(com$,3) = "get"
thisObject$ = RIGHT$(com$, LEN(com$)-4)
PROC_getObject( thisObject$ )
WHEN LEFT$(com$,4) = "drop"
thisObject$ = RIGHT$(com$, LEN(com$)-5)
PROC_dropObject( thisObject$ )
WHEN LEFT$(com$,3) = "eat"
thisObject$ = RIGHT$(com$, LEN(com$)-4)
PROC_eatObject( thisObject$ )
OTHERWISE : REM this MUST be the last statement in the case
PRINT "I don't understand you!"
ok% = FALSE
ENDCASE
REM if the user's input was acceptable, then they have
REM made one 'turn' and should lose one health point
IF ok% THEN
health% -= 1
ENDIF
ENDPROC
DEFPROC_showCurrent
PRINT "----------------------------------"
PRINT "You are at the : "World$(x%, y%)
PRINT "Your health is : "STR$(health%)
ENDPROC
DEFPROC_showObjects
REM look for any objects here
LOCAL n%
REM look through list of objects
FOR n% = 1 TO numObjects%
REM is the player's location the same as the object location?
IF x% = objectx%(n%) AND y% = objecty%(n%) THEN
REM objects is here
PRINT "There is "prefix$(n%)" "object$(n%)" here."
ENDIF
NEXT
ENDPROC
DEFPROC_getObject( this$ )
REM allows player to pick up objects
LOCAL n%, found%, index%
LOCAL objectError$ : objectError$ = "I don't see one of those here!"
WHILE n% <=numObjects% AND NOT found%
IF this$ = object$(n%) THEN
found% = TRUE
index% = n%
ELSE
n% += 1
ENDIF
ENDWHILE
:
IF found% THEN
REM check that the object is at the player's location
IF x% = objectx%(index%) AND y% = objecty%(index%) THEN
REM object is here, so pick it up
playerObject%(index%) = TRUE : REM add to list of player's objects
objectx%(index%) = -1 : REM remove object from the grid
objecty%(index%) = -1 : REM remove object from the grid
PRINT "OK, you take "prefix$(index%)" "object$(index%)
ELSE
PRINT objectError$
ENDIF
ELSE
PRINT objectError$
ENDIF
ENDPROC
DEFPROC_dropObject( this$ )
REM allows player to drop objects
LOCAL n%, found%, index%
LOCAL objectError$ : objectError$ = "You are not carrying one of those!"
WHILE n% <=numObjects% AND NOT found%
IF this$ = object$(n%) THEN
found% = TRUE
index% = n%
ELSE
n% += 1
ENDIF
ENDWHILE
:
IF found% THEN
REM check that the player has the object
IF playerObject%(index%) THEN
REM player has one so can drop it
playerObject%(index%) = FALSE : REM remove from list of player's objects
objectx%(index%) = x% : REM add object to the grid
objecty%(index%) = y% : REM add object to the grid
PRINT "OK, you drop "prefix$(index%)" "object$(index%)
ELSE
PRINT objectError$
ENDIF
ELSE
PRINT objectError$
ENDIF
ENDPROC
DEFPROC_eatObject( this$ )
REM allows player to eat objects
LOCAL n%, found%, index%
LOCAL healthBonus% : healthBonus% = 10 : REM health gained from eating things
LOCAL objectError$ : objectError$ = "You are not carrying one of those!"
WHILE n% <=numObjects% AND NOT found%
IF this$ = object$(n%) THEN
found% = TRUE
index% = n%
ELSE
n% += 1
ENDIF
ENDWHILE
:
IF found% THEN
REM check that the player has the object
IF playerObject%(index%) THEN
REM player has one so can try to eat it
REM check whether the object is edible
IF edible%(index%) THEN
REM object is the apple
playerObject%(index%) = FALSE : REM remove from list of player's objects
objectx%(index%) = -1 : REM remove object from the grid
objecty%(index%) = -1 : REM remove object from the grid
PRINT "OK, you eat "prefix$(index%)" "object$(index%)
health% += healthBonus%
PRINT "You gain "STR$(healthBonus%)" health points!"
ELSE
PRINT "I'm not eating one of those!"
ENDIF
ELSE
PRINT objectError$
ENDIF
ELSE
PRINT objectError$
ENDIF
ENDPROC
DEF FN_convlc(A$)
REM converts to lower case
SYS "CharLowerBuff", !^A$, LEN(A$)
= A$
DEFPROC_populateWorld
REM puts some names of the spaces into the World
LOCAL x%, y%
REM start with the first row
FOR y% = 1 TO 3
FOR x% = 1 TO 3
READ World$(x%,y%)
NEXT
NEXT
ENDPROC
:
REM the data for our 3x3 grid
DATA "Hills", "Mountains", "Forest"
DATA "Castle", "Village", "Fields"
DATA "Woods", "Swamp", "Lake"
DEFPROC_createObjects
REM puts the names of objects into a list
LOCAL n%
FOR n% = 1 TO numObjects%
READ prefix$(n%)
READ object$(n%)
READ objectx%(n%)
READ objecty%(n%)
READ edible%(n%)
NEXT
ENDPROC
DATA "an", "apple", 1, 3, -1
DATA "a", "sword", 3, 3, 0