1. Problem handling "double nested" player location.
In the game I'm having the player start in their bed, in their room. The opening scenario tells the story:
Your room, lying on the bed
You awaken in your bed after a night of activities which can only be most charitably described as "an orgy of illicit debauchery." [More story details omitted.]
Anyway, since you're awake and not hung over, it probably wouldn't be a bad idea to GET UP and out of bed, and start the routine tasks you have to do when you first get up in the morning.
So far, so good, and the opening is meant to show that the player is not necessarily a nice guy. So perhaps at some point I want to have the player hiding from - or running from - some shadier characters than him.
In front of Curtain's Mortuary
You are standing in front of a business with a sign on the door:
"Curtain's Mortuary
Rod Curtain, Prop."
At that moment your phone signals you that you received an urgent message. You read it.
"You have a problem. Rocco, the head of one of the local crime families, is looking for you (it has to do with what you were doIng last night and your "extracurrIcular activities" with his teenagd daughter.) Seems she took pictures and he saw them. Suggest you lay low or leave town for a while. Here's pix of Rocco's 3 enorcers,
Tom, Dick, and Harry.
Good luck, Ralph."
Now, the three men look somewhat familiar, except one looks very familliar. About a block away, Harry, one of
Rocco's enforcers you saw in the pictures, is coming this way. It might be a good idea to avoid him. Why don't
you GO IN here.
>go in
Mortuary front hall
From here, you can GO UP to the offices, WEST to the viewing room, DOWN to the loading dock, or EAST
to the embalning room.
Oh no! Harry is standin right in front of you, with his back to the window, looking at a large photo of you! If he
turns around, he can't miss you. I suggest you move, before he does. I suggest the embalming room, it has a
back door.
>e
Embalming room
I recommend you find a place to lie down and hide.
The enbalming table is here. Sitting on the enbalming table is a wooden coffin.
>get on table
I meant you needed to hide. While Harry might believe you died, (some of his boss' competitors might also want to see you) he probably won't check for a pulse, just shoot you. But harry is afraid of coffins. So if he doesn't see you, at worst he'd shoot the coffin. It's steel lined, so the wood captures the bullets but the lining would stop them.
Embalming room, on the enbalming table
Sitting on the enbalming table is a wooden coffin.
>get in coffin
You will have to get off of the enbalming table first.
>get off
You get off of the enbalming table.
>get in coffin
You get into the wooden coffin.
Embalming room, in a wooden coffin
The enbalming table is here. Sitting on the enbalming table is a wooden coffin.
>close coffin
Closed.
>get out
The wooden coffin is closed.
>look
Embalming room, in a wooden coffin
The enbalming table is here. Sitting on the enbalming table is a wooden coffin.
First, I can't get in the coffin from the table even when we're both on the table!
Second, the location listing only supports 1 deep. It can say "in room, on table" or "in room, in casket", but it doesn't correctly identify actual locaation as "in room, on table, in casket".
I know where one of the fixes has to go (but not yet exactly how) in routine DoEnter in verblib.h or replace DoEnter in Roodylib, thiis code in verblib:
Code: Select all
elseif player not in location
VMessage(&DoGo, 3) ! "You'll have to get up..."
elseif object is openable, not open
Code: Select all
elseif player not in location
RlibMessage(&DoGo, 1) ! "You'll have to get up..."
elseif object is openable, not open
Code: Select all
elseif ((player not in location) and not (parent(player) = parent(object))/code]I\ll need to set up somr tests to see if this works correctly.
The other thing is [b]DescribePlace[/b], it has a local variable [b]place[/b] so that if the place to be described is not the location, it names the location, then the place. I suspect it nrrfs a place2, so if place's parent is not location it states location, placed in location, then secondary place within place (oh yeah, and correctly identify if in or on the second item (someone needing to put a table on top of a counter, then stand on the counter then stand on the table.
AQlso beed to make the coffin dark when closed. Also need to change error message when trying to exit a closed container, it should say that "you need to open it first."
So I have a few things to think about. Yes, I know some of the jokes are weak. Oh, and i will fix the misspellings; seeing them magnified here is easire to spot than when the game is playing.
I currently use the default run-time library. I wonder, does HugpR support increasing the font size?