Third Edition

JACL Interpreter v2.0
http://sourceforge.net/projects/jacl

JACL Interpreter copyright 1992-2008 Stuart Allen
Please send any bugs or feature requests to stuart@animats.net

Preprocessor code copyright 2001-2002 Andreas Matthias

Internationalisation by Niels Haedecke

Glk libraries by Andrew Plotkin, David Kinder and Tor Andersson.

Special thanks to Robert Osztolykan, Parham Doustdar, Jose Lacal and Eric Forgeot for their testing and editing.

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

# Contents

1. Introduction
2. Typographical Conventions
3. Installation
   1. Compilation
   2. Playing the Sample Games
4. Playing Interactive Fiction
   1. Moving Around
   2. Manipulating Objects
   3. Interacting with Characters
   4. Meta Commands
5. Tutorial Game
   1. Language Syntax
   2. Program Structure
   3. Getting Started
   4. Locations
   5. The Player
   6. Some Introductory Text
   7. Objects
   8. Verbs and Functions
   9. Overriding Functions
   10. Doors
   11. Non-player Characters
   12. The Passing of Time
   13. Winning and Losing the Game
6. Testing, Debugging and Releasing
   1. The WALKTHRU Command
   2. The DEBUG Command
   3. The INSPECT Command
   4. The Verb VALUEOF
   5. The Verb FETCH
   6. Releasing Your Game
7. Screen Display
   1. The WRITE Command
      1. Special Characters
      2. Printing the Value of Variables
      3. Printing the Value of Item Elements
      4. Printing the Names and descriptions of Objects
      5. Sentences Referring to Varying Objects
      6. Printing the Value of String Constants
   2. The PRINT Command
   3. The LOOK Command
   4. The MORE Command
8. Glk and Multimedia
   1. Blorb Files and BLC
   2. The IMAGE Command
   3. The SOUND Command
   4. The VOLUME Command
   5. The STOP Command
   6. The TIMER Command
   7. The STYLE Command
   8. The Status Window
   9. The UPDATESTATUS Command
9. Flow Control
   1. The IF, IFALL, ENDIF and ENDALL Commands
   2. The IFSTRING Command
   3. The IFEXECUTE Command
   4. The ELSE Command
   5. The LOOP and ENDLOOP Commands
   6. The REPEAT and UNTIL Commands
   7. The WHILE and ENDWHILE Commands
   8. The RETURN Command
10. Changing Data
    1. The SET Command
    2. Type Casting
    3. The SETSTRING and ADDSTRING Commands
    4. The PADSTRING Command
11. Movement
    1. The MOVE Command
    2. The TRAVEL Command
    3. Moving Non-player Characters
    4. The DIR_TO and NPC_TO Commands
12. Special-Purpose Commands
    1. The POINTS Command
    2. The PROXY Command
    3. Trigonometry
       1. The POSITION Command
       2. The BEARING Command
       3. The DISTANCE Command
    4. The ASKNUMBER and GETNUMBER Commands
    5. The GETSTRING Command
    6. The GETYESORNO Command
    7. The SAVEGAME and RESTOREGAME Commands
    8. The ENDGAME Command
    9. The TERMINATE Command
    10. The UNDOMOVE Command
13. Attributes
    1. The ENSURE Command
    2. Object Attributes
    3. Location Attributes
    4. User Attributes
14. Functions
    1. The EXECUTE and CALL Commands
       1. Passing Arguments to a Function
    2. The function-call count
    3. The RETURN Command
    4. Responding to the Player's Moves
    5. Special Functions
    6. Utility Functions
15. Creating New Verbs
16. Pointers
    1. Object Pointers
    2. Location Pointers
17. Object Resolution
    1. Object Naming
    2. Disambiguation
18. Definitions in Detail
    1. Objects
    2. Locations
    3. Integer Variables
       1. Internal Integer Variables
    4. String Variables
    5. Arrays
    6. Constants
    7. Synonyms
    8. Filters
    9. Grammar Statements
    10. User Attributes
19. Internals
    1. Constants and Random
    2. Internal Commands
20. The Menu Library
21. Appendix A: JACL Attributes
22. Appendix B: Library Verb Functions
23. Appendix C: Tutorial Game Source Code
24. Glossary

# Introduction

JACL is a language for writing interactive fiction, also known as text adventure games. It is easy to learn and comes with an extensive library of game verbs that will allow you to create the beginnings of your first game quickly and easily. The tutorial chapter of this guide walks you through the creation of a simple, but complete text adventure game and demonstrates all the main principles of the JACL language.

JACL is an interpreted language, so once you have written your games they can be run without modification on any platform that has a JACL interpreter. The JACL interpreter uses the Glk API to talk to its user interface which allows it to be compiled with many different Glk implementations on many different operating systems. Although interactive fiction is primarily a text-based medium, many of these Glk interfaces allow you to also fill your games with pictures and sound.

The latest version of JACL can be found at http://sourceforge.net/projects/jacl/ while the JACL forum is at http://jacl.game-host.org:8080/punbb/viewforum.php?id=2.

I would also like to take this opportunity to thank some of the people who have contributed to this system: Robert Osztolykan and Parham Doustdar for their invaluable beta testing, editing and suggestions; Andreas Matthias for contributing the preprocessor code; David Fisher for contributing the route-finding code; Niels Haedecke for his work on translation and internationalisation; Andrew Plotkin, David Kinder and Tor Andersson for their Glk libraries.

Stuart Allen Sydney, Australia July 2008 stuart@animats.net

# Typographical Conventions

The use of bold indicates that this word is used verbatim in the appropriate manner.

The use of italics indicates text that should be substituted with the appropriate value.

The use of `typewriter` font indicates code segments, typed commands or transcripts.

Underlined text is occasionally used for emphasis.

Text enclosed in square brackets, [such as this], indicates an optional parameter.

| The warning graphic indicates a potential area for error. Special care should be taken when working in these areas.
| The information graphic indicates advanced, non-essential information that may confuse the novice author. These may be safely skipped until you have a greater level of experience.

# Installation

The latest version of JACL can be found at http://jacl.sourceforge.net/download.html. JACL is available as a zip file for Microsoft Windows and tar file for Unix operating systems. Once you have extracted the appropriate archive you will have a directory called jacl-2.x with several subdirectories. You will find the executable files in the bin subdirectory. In Microsoft Windows distributions you will find three interpreters jacl, winjacl and garjacl. The first uses GlkTerm by Andrew Plotkin, the second WindowsGlk by David Kinder and the third uses Gargoyle by Tor Andersson. You will also find the program bjorb, a small utility (based on blc by Ross Raszewski) for creating the Blorb resource files that will contain any images and sounds you wish to use in your games. In Linux distributions you will find the two interpreters jacl and garjacl. The first uses GlkTerm by Andrew Plotkin while the second uses Gargoyle by Tor Andersson. You will also find the same bjorb utility as in the Windows version.

## Compilation

The src directory contains the C source code to the JACL interpreter. Also included is the source to glkterm a Glk implementation by Andrew Plotkin based on ncurses, and the bjorb utility .

Interpreter | Required Libraries
--- | ---
jacl | GlkTerm by Andrew Plotkin (included) and Ncurses, available from http://ftp.gnu.org/pub/gnu/ncurses/.
jacl | GlkTerm by Andrew Plotkin and PDCurses (source included).
winjacl | WindowsGlk by David Kinder (included as a DLL).
garjacl | Gargoyle by Tor Andersson (included as a DLL and .so shared library).

To compile the relevant JACL interpreters and the bjorb utility you will need to first copy the Makfiles appropriate for your system (either Unix or Microsoft). To do this, change to the src subdirectory and type the following commands:

    cp Makefile.<Unix/Microsoft> Makefile
    cp glkterm/Makefile.<Unix/Microsoft> glkterm/Makefile
    make install

This will compile all the relevant programs and copy the executable binaries into the bin subdirectory. If you are compiling for Microsoft Windows, you will need the MinGW version of gcc.

All the extra DLLs required for Microsoft Windows are included in the bin directory. In Linux distributions, only the core Gargoyle share library is included. This is file libgarglk.so in the src/Gargoyle directory and should be copied to the directory /usr/local/lib. Other required libraries should be installed using your operating systems packaging system. Below is the output of ldd to showing the complete list of libraries required:

    libgarglk.so           libjpeg.so.62
    linux-gate.so.1        libm.so.6
    libc.so.6              ld-linux.so.2
    libfreetype.so.6       libz.so.1
    libgtk-1.2.so.0        libgdk-1.2.so.0
    libXi.so.6             libXext.so.6
    libX11.so.6            libglib-1.2.so.0
    libpng12.so.0          libSDL_mixer-1.2.so.0
    libSDL-1.2.so.0        libgmodule-1.2.so.0
    libdl.so.2             libXau.so.6
    libxcb-xlib.so.0       libxcb.so.1
    libasound.so.2         libdirectfb-1.0.so.0
    libfusion-1.0.so.0     libdirect-1.0.so.0
    libpthread.so.0        libXdmcp.so.6

In the games directory you will find several JACL games. A JACL game consists of one or more .jacl files and an optional .blorb file that contains multimedia resources used by the game. If a JACL game consists of more than one .jacl file, the other file will be one of the library files from the include directory.

Inside the games directory you will also find a temp directory. This is the directory where the interpreter will create the .j2 files. A .j2 file is a concatenation of a main game file and all other files included from that file. They are created by the interpreter when the game is first run and are encrypted by default.

| Under Unix, the user the JACL interpreter is run as must have write permissions to the temp directory.

The include directory is found inside the games directory. In the include directory you will find verbs.library, the main interactive fiction library and frame.jacl, a skeleton program used as a starting point when writing a new piece of interactive fiction.

In the guide directory you will find this documentation.

## Playing the Sample Games

Once you have compiled versions of the JACL interpreters, try running one of the provided games by changing to the bin directory and typing the command:

    ./garjacl ../games/grail.jacl

When you do so, you should see something like the screen below:

# Playing Interactive Fiction

Interactive fiction involves the reader in a way that static stories do not. Rather than reading sequentially from beginning to end, you control the actions of the main character by typing commands in the form of simple English sentences. Before setting out on your adventure there are a few concepts that must be explained in order for you to interact successfully with the virtual world created by the author.

## Moving Around

The physical space that you will be exploring is divided up into discrete units called locations. Locations may be travelled between using the following commands:

Command | Direction
--- | ---
n | North
s | South
e | East
w | West
ne | Northeast
nw | Northwest
se | Southeast
sw | Southwest
u | Up
d | Down
in | In
out | Out

The description of each location will tell you the directions in which you can travel from it. Be aware, however, that some exits may only be available under certain circumstances such as while a door is open or a bridge lowered.

## Manipulating Objects

Within these locations you will find many objects that you can interact with. These objects may be referred to by as few or as many of their names as is required to uniquely identify it. For example, if the story informs you that "There is a silver key resting here." Then it may be referred to as either silver, key or silver key. If your reference is ambiguous, such as using key when there is both a silver and a gold key in the current location then you will be prompted to be more specific.

The next thing to learn about interactive fiction is the way in which you interact with these objects.

The basic sentence structures understood by the game are:

Command Structure | Example command
--- | ---
action | scream
action object | take book
action object preposition object | unlock door with key

An action does not necessarily have to be a single word. For instance, "examine rock through magnifying glass", an example of the last syntax, may also be expressed as "look at rock through magnifying glass". Following is a list of some of the other actions that can be used to interact with the objects you find:

turn | read | pull | push | eat | cut
lock | unlock | rub | attack | taste | drink
break | smell | listen | pour | move | light
play | blow | throw | wear | open | close
take | drop | insert | remove

Where an object is expected, the words it, them, him and her can be used to indicate the last appropriate object referred to in one of your commands. With some commands it is possible to supply more than one object. Multiple objects can be specified in a multitude of ways. The words all or everything will tell the interpreter that you wish to perform the action on all the objects in the appropriate scope. For example, with the command drop all, the interpreter will perform the drop action for every object you are currently carrying.

Any object reference can be qualified by using the word from. Although this can be used at any time, it is most useful in conjunction with all to construct commands such as take all from chest. This command will perform the take action for every object that is currrently inside the chest.

The word except can be used once per list of objects, with any object to the right of the word except being removed from list of objects to the left. An example of this is the command take all from chest except the gem. The important thing to be aware of with the word except is that any objects supplied after the word except are objects the action is not to be performed on. With this in mind you can see how the two commands below have very different results.

    >take sword and all from chest except gem
    >take all from chest except gem and sword

With the first command the sword will be taken, with the second command it will not. So in summary, any list of objects may use the word from many times, but except only once at most. Individual objects can be separated by the word and or a comma (,) while the word then or a period (.) is used to separate completely different commands. Below is a legal command that uses all of the forementioned functionality:

    >take sword, shield, all from chest and all from shelf except gem then go north

When playing interactive fiction, it is important to have a general feeling for how much can be achieved with a single command. A task such as defusing a bomb would generally not be performed by typing defuse bomb. The following is a sample transcript to give you a better feel for how a task such as this might be achieved:

    >examine bomb
    The bomb is about a foot square and has a small panel in its upper
    surface. The panel is currently closed.

    >listen to bomb
    The bomb is making an ominous ticking sound.

    >open panel
    You open the panel to reveal a red wire, a green wire, a blue wire,
    a clock and some dynamite.

    >i
    You are carrying a bomb manual, an insurance policy and some wire
    cutters.

    >read manual
    Leafing through the book you come to the page on diffusing. Seems
    straight forward enough, just cut the blue wire then the red one.

    >cut blue wire with cutters
    Reaching carefully in to the bomb's casing you cut the blue wire. So
    far so good.

    >cut red wire with cutters
    Holding your breath you snip the red wire.

    >listen to bomb
    The bomb, thankfully, is now silent.

As you can see, each task you wish to achieve must be broken down into its component actions.

## Interacting with Characters

During the course of the story you may encounter other computer controlled characters. These characters may be interacted with using the following commands:

| talk to character
| give object to character
| show object to character
| ask character for object
| ask character about object
| tell character about object

## Meta Commands

There are also some special commands for interacting with the JACL interpreter rather than the game world it is currently running:

Command | Action
--- | ---
verbose | Always describe locations when visited.
brief | Only describe locations when being visited for the first time.
restart | Restart the game from the beginning.
script | Start recording a complete transcript of your game session.
unscript | Stop recording a started transcript.
score | Display your current score.
look | Display the description for the current location.
save | Save the current game state.
restore | Restore a saved game state.
i | Display a horizontal list of possessions.
inv | Display a vertical list of possessions.
oops NewWord | Replace the erroneous word in the last command with the supplied new word.
undo | Take back the last command issued.
again | Repeat the last command issued.
info | Display interpreter version information.
about | Display game version information.

You are now ready to embark on your first adventure into the world of interactive fiction. Remember to make a map as you go and read everything carefully as vital clues may be hidden in the descriptions of the locations and objects you come across. Examining every object you can refer to is a good idea, as is saving your position often. Well, good luck, and above all have fun!

# Tutorial Game

JACL is a language for writing interactive fiction. By providing short definitions for objects and locations you will rapidly build your virtual world. By associating small amounts of simple code with these objects and locations you will bring your world to life. During the course of this tutorial you will see the construction of a small text-only game from beginning to end. The full source code for this tutorial game is included in Appendix D and in the games subdirectory of your JACL distribution.

## Language Syntax

JACL is an interpreted language. This means that the interpreter directly reads your program source code and executes it without the need for it to be compiled first. Each JACL command or definition must be on a line of its own and no single line may not exceed 1024 characters in length. Any single parameter that includes spaces, commas, colons or tabs must be contained within double quotes, as these are all considered to be white space. If a command accepts parameters, each parameter must be separated by white space.

Any text that appears between a hash (#) or a semicolon (;) and the end of the line is considered a comment and has no affect on the program's execution. Comments are useful to explain the purpose of your code to other authors or to refresh your own memory when returning to old code.

One special use of comments is to tell the command shell the location of the interpreter that can execute your program. The first line of most JACL programs will be something like:

    #!../bin/jacl

If a JACL program has a first line similar to this, when it is executed directly the shell will pass the name of the program as an argument to the interpreter specified after the #!. This means that the following shell command:

    ./grail.jacl

becomes the equivalent to the following command:

    ../bin/jacl grail.jacl

This line presumes that all games are run from the games directory of your JACL distribution and that you are currently in that directory. To remove this restriction change the first line of your game to indicate the full absolute path to your JACL interpreter of choice. For example:

    #!/usr/local/bin/garjacl

| In order for this to work on Microsoft Windows, you must be running a Unix shell under Cygwin. To work under Unix, the JACL program must be set to executable using a command such as:
    chmod 755 grail.jacl

## Program Structure

A JACL program consists of two fundamental components: data and code. Data is provided in the form of definitions, code in the form of functions. There are nine types of definition, their keywords being location, object, synonym, filter, integer, constant, string, attribute and grammar. A function begins with a left curly brace ({) followed directly by its name, and ends with a right curly brace (}) on a line on its own. Any text that appears on the lines between the two curly braces is considered to be the code body of that function. Other than comments, the only text that can appear outside a function is one of the nine definitions. While definitions are read once at the start of the game then stored in memory, functions are executed from the game file as required during play.

## Getting Started

To begin writing your first adventure game using JACL you will need to copy the file frame.jacl from the directory jacl-2.x/games/include to a file called game.jacl in the directory jacl-2.x/games. This new file is the one you will edit to create your game.

The file frame.jacl is a skeleton program that provides a good starting point when writing a piece of interactive fiction from scratch. The file verbs.library, is also included from the last line of frame.jacl. While the code in frame.jacl should be modified to suit your game, the code in verbs.library should never be modified. This allows new versions of verbs.library to be installed without adversely affecting your game. Verbs.library contains a extensive set of verbs for use by the player during the game.

Now open game.jacl, the beginnings of our tutorial game, with your favourite text editor. The name game.jacl has been chosen for the purpose of this tutorial, your game file can be given any name you like.

At the top of this file you will find four constants. These constants are used to store bibliographical information about your game that can be directly read by cataloguing tools. For this reason the names of these constants, including the case, must be left unchanged which their values changed as appropriate. For information visit The Treaty of Babel.

## Locations

In text adventure games, a location represents a discrete physical space that the player and other objects can be in, such as a room in a house. Although objects can also be placed inside other objects, the player can only be in a location. We will now begin to define the first location of this tutorial game. To do this, insert the following line of code below the bibliographical constants:

    location bedroom: master bedroom

This line states that we wish to define a location with the label bedroom. This label is the name by which we will refer to this location within our code. For those of you with previous programming experience, you can think of this label much in the same way as a variable name. Following the location's label is a space-delimited list of names by which the player can refer to this location during game play. All locations must have at least one name, and may have as many as can fit into a single line of code. In this example, the location has two names: master and bedroom. If you do not supply any names, the location's label will become its one and only name.

All the locations and objects you define have associated properties. When you define an object or location it is possible to set the initial value of these properties. For the new location bedroom we are going to set the initial value of two properties: short and west. This is done by adding two more lines to the location definition so it looks like this:

    location bedroom: master bedroom
      short       a "master bedroom"
      west        bathroom

short is a two-value property used to supply a short description of the location. This description is used by the library code when referring to the location in a sentence. The first parameter after the keyword short is its indefinite article, the second is its description. The supplied indefinite article is used to prefix the description when the {list} macro is used. This would normally be a or an.

The {list} macro is used as a parameter of a write command as a way of outputing text that refers to an object. It is normally used when referring to an object or location in a list of several objects or locations. The most common example of this is a list of objects that are inside another object or held by another object, such as a desk drawer or the player's inventory. Below is an example of the {list} macro:

    write "The house you are in has " bedroom{list} ".^"

When executed, this line of code will display:

    The house you are in has a master bedroom.

The write command above uses this macro by specifying the label of the location bedroom followed by {list}, the name of a macro. The other point of note with the above write command is the use of the caret character (^). The caret character is used to indicate where a new line on the screen should be started. The end of a write command does not automatically mean the end of a line of text.

The {list} macro is more commonly used with objects than locations, as only objects can be taken or placed inside other objects. It is more common for locations to be referred to using the {the} macro. This macro displays the object's definite article (the word the by default) followed by the object or locations short description text. For example:

    write "You are in " bedroom{the} ".^"

will display:

    You are in the master bedroom.

"Why not just write You are in the master bedroom directly?" I hear you ask. Given the above two lines of code, you could. The {list} and {the} macros are normally used, however, with an integer variable, not an object label. All objects and locations are assigned a unique number starting at one and numbered sequentially as they appear in your program. Using this numbering system, an integer variable can be used to refer to an object or location. The most common integer variable used as an object pointer is noun1. This variable represents the first object referred to in any given command typed by the player. For example:

    write "There is nothing special about " noun1{the} ".^"

If the player was to type the command examine bedroom, the above code would produce the output:

    There is nothing special about the master bedroom.

There is also one special purpose indefinite article: name. If name is specified as an object's article, the short description text will not be prefixed with anything whether displayed using noun1{the} or noun1{list}. This would normally be used when the description text is a proper noun. For more information on macros, see the section on Printing the Names and Descriptions of Objects.

The third line of our location definition states that if the player travels west from this location, then they should be moved to a yet-to-be-coded location with the label bathroom. You will learn more about this soon.

The next thing we will do is give the location its long description. This is the text that the player will see when they are in this location. We do this by associating a function called look with the location definition.

A function can be associated with an object, a location or be global. Functions are defined by starting a line with an opening curly brace ({) followed directly by the function's name. Any function whose name does not begin with a plus sign is automatically associated with the last object or location defined above it in the game file. Any function whose name does begin with a plus sign is said to be global. A global function is in no way associated with a particular object or location. A function definition is finished by placing a closing curly brace (}) on a line of its own. More information about functions and how they are associated with items is provided in the chapter on Functions.

Below is the code for the look function to be added directly beneath the definition for the location bedroom. This function simply outputs plain text and therefore makes use of the print command instead of the write command we used earlier. This command takes no parameters and starts outputing all text from the following line until it reaches a line that has a period (.) as its first non-whitespace character.

    {look
    print:
       You are in your bedroom. There is a
       large, soft bed in the centre of the room
       while a doorway to the west leads into the
       bathroom.^
    .
    }

The colon after the print command is only an optional whitespace character used for presentation purposes. When using the print command, any following line of text that does not end with a caret (^), will have an implicit space added to the end before printing the following line. To prevent this space from being added, finish the line with a backslash (\) character. For more information see the chapter on Screen Display.

As discussed earlier, the definition of the location bedroom refers to a second location called bathroom, located to its west. We will now add this second location to the game. The code for this new location should be placed after the look function that is associated with the bedroom:

    location bathroom: bathroom
      short        the "bathroom"
      east         bedroom
      out          bedroom

    {look
    print:
       You are in the bathroom. The only
       exit from here is back east to the bedroom.
    .
    }

    {movement
    if compass = east : compass = out
       write "You bang your head as you walk "
       write "through the doorway.^"
       return false
    endif
    write "The only exit from here is to the "
    write "east.^"
    }

There are two points of note with this new location definition. Firstly, it demonstrates that it is quite valid (and in some cases highly desirable), to have more than one direction lead to the same location. In this case, if the player travels east or out from this location, they will be moved to the location with the label of bedroom. This completes the logical two-way connection of the bedroom to the bathroom, and the bathroom to the bedroom.

Secondly, it has a movement function associated with it. This function is called automatically by the interpreter whenever the player moves, or attempts to move, out of this location. If this function does not exist or returns false, the move will continue as normal. If the function returns true, the move will be prevented from taking place. Any function that reaches its closing brace will terminate as though it had issued a return true command. For move information on movement functions, see the section on Movement. The if statement in the movement function says that if variable compass equals east or out, then the code up until the matching endif command should be executed. The variable compass is set to the direction the player is attempting to move in by the interpreter before the movement function is called. For more information on the if command, see the section on Flow Control.

| east and out are constants predefined in the interpreter to represent static numerical values. All the directions that can be travelled in from a location are stored in a 12 element array. These numerical values correspond to the index of the array element that stores the destination for that direction.

## The Player

Now that we have our small, two-location world, we need a player to explore it. There is a definition for an object with the label kryten in frame.jacl. This object has been made with the specific purpose of representing the player and looks as follows:

    object kryten: myself self me
     short      name "yourself"
     has        ANIMATE; FEMALE
     capacity   42
     parent     ;SPECIFY STARTING LOCATION HERE
     player

| The label kryten was chosen for the object representing the player after playing Infocom's Zork I with Frotz's -o option. This shows the object representing the player as having the name cretin. Being both an Infocom fan and a Red Dwarf fan, the choice was obvious.

The first line of this definition starts with the keyword object. This tells the interpreter that we want to define a new object with the label kryten. The words following this label are a list of names for the object. This, as you will have noticed, is the same format as defining a new location.

| In JACL, a colon is treated as white space (as is a comma and tab). I simply use a colon in preference to a space in certain places to make the code more readable.

The second line contains a short keyword. This has the same purpose as the short keyword associated with bedroom above. In the case of our object kryten, however, the word name appears as the indefinite article. When using a {list} or {the} macro, anything other than the word name is printed verbatim. When name is specified, the JACL interpreter will not prefix the short description text with anything. For example, when noun1 points to the object kryten, the following code:

    write "You can't take " noun1{the} .^
    write "You can't take " noun1{list} .^

will produce the output:

    You can't take yourself.
    You can't take yourself.

The third line of the object definition starts with the keyword has followed by the attribute ANIMATE. Both objects and locations may have as many or as few of the available attributes as required. Attributes are simply boolean flags that can be given to and taken from objects and locations at any stage during the game. They are frequently tested for by code in verbs.library. For example, the standard function to open an object will first check that it doesn't have the attribute LOCKED before taking away the attribute CLOSED, thus resulting in it becoming open. The attribute ANIMATE is tested for by functions associated with actions such as talking. If the player attempts to talk to an object that does not have the attribute ANIMATE, they are informed that the action is not logically possible. For a more information, see the chapter on Attributes.

Following the attribute ANIMATE, you will see a semicolon then the attribute FEMALE. A semicolon (or hash symbol) signifies that all text following it, until the end of the line, is a comment. Comments have no effect on a game, they are only there to serve as notes for the author's benefit. In this case, deleting the semicolon will mean that the extra attribute will no longer be ignored. This will cause the player to be referred to in the feminine by all code in verbs.library.

The fourth line, beginning with the keyword capacity, indicates how many mass units the object can hold. In the case of an object with the attribute ANIMATE (such as this object representing the player), it indicates how much they can carry. In the case of an object with the attribute CONTAINER, it indicates how much can be placed inside it, while in the case of an object with the attribute SURFACE, it indicates how much can be placed on top of it.

The fifth line, beginning with the keyword parent, is followed by the label of another object or location. This indicates where the object is to be when the game starts. In this game, the player is to start in the location bedroom, so we must modify this line to read:

    parent    bedroom

If an object doesn't have a parent property explicitly defined it will start the game with its parent property set to the nearest location defined above it in the game file.

The final line has the keyword player. This keyword tells the interpreter to set the interger variable player to point to the object kryten before the game begins. Only one object should have the keyword player defined, although the object pointer player can be changed to point to another object at any stage during the game if desired.

The properties that are associated with an object definition may be placed in any order. There are other properties that can be associated with an object that we have not set here, as the defaults used when they are absent are valid for our purposes. All of the possible properties are discussed in the chapter Definitions in Detail.

## Some Introductory Text

When a game is started or restarted, the function +intro is executed. The main purpose of this function is to display the game's title, the author's name and some text introducing the game. Any other commands required to set the initial state of the game-world can also be placed in +intro. Below is the +intro function for the tutorial game. This is simply the +intro function already present in your skeleton game file with an extra print block added after the title and the author of the game are written to the screen:

    {+intro
    style bold
    write "^^" GAME_TITLE
    style normal
    write " by " GAME_AUTHOR "^^^"

    print:
       Your alarm rings and you climb out
       of bed. Monday morning again so soon. Oh well,
       at least your house doesn't have a front door
       so you have a good excuse for not going to
       work.^^
    .

    if here hasnt OUTDOORS
       move north_wall to here
       move south_wall to here
       move east_wall to here
       move west_wall to here
    endall

    move ground to here

    look
    }

This function begins by using the style command to set the font to bold and then printing the value of the string constant GAME_TITLE. This will be whatever string you set it to at the top of your game file. Next the font style is set back to normal and the value of the string constant GAME_AUTHOR is output. The author's name is followed by three newline character to insert two blank lines. For more information on these commands see the chapter on Screen Display.

After the title header, a game-specific print block outputs the introductory text for this game. This is the text that should set the scene for the player and introduce them to the game character they are playing.

The next block of code moves all the wall objects to the current location if the current location doesn't have the attribute OUTDOORS. These objects are defined in the file frame.jacl and should be moved to the current location each time the player moves to a location that doesn't have the attribute OUTDOORS. This is done using a similar block of code placed in the global function +movement. When the function +intro is executed, the current location will always be the starting location. For this reason, the if statement is not strictly necessary, but it is a good safeguard none the less.

The final line of the function contains a look command. This command prints the description of the current location and objects that are in this location.

Below is the default content of the function +movement that is executed each time the player attempts to move out of the current location:

    {+movement
    ifall destination != nowhere : destination hasnt OUTDOORS
       move north_wall to destination
       move south_wall to destination
       move east_wall to destination
       move west_wall to destination
    endif
    return false
    }

## Objects

You can now try playing the beginnings of this game by first typing the command from within the games subdirectory:

    ../bin/garjacl game.jacl

When you do so, you should see something like the screen below:

Once playing, the following commands should give you the responses shown:

    >w
    You are in the bathroom. The only exit from
    here is back east into the bedroom.

    >i
    You are empty-handed.

    >smell
    Nothing strikes you as out of the ordinary.

    >listen
    You don't hear anything out of the ordinary.

    >sit
    You plonk yourself down for a moments rest.

    >examine north wall
    There is nothing special about the north wall.

As you can see, at this stage there is very little for the player to interact with in this game. Therefore, the next thing we will do is add another object: a small wooden box. We add the small wooden box by inserting the following object definition after the bathroom's look function:

    object box: small wooden box
     has        CLOSABLE CONTAINER CLOSED
     short      a "small wooden box"
     long       "There is a small wooden box here."
     mass       25
     capacity   20

The first line says that we are defining an object and that it should have the label box. It then goes on to say that it can be referred to by the player with any combination of the names small, wooden and box.

The second line states that it should have the attributes CLOSABLE, CONTAINER and CLOSED. These attributes tell the appropriate verbs in the library that this object may be opened and closed, have things placed inside it and that it should be closed when the game begins.

The third line, as with the short statement for the object kryten, indicates the text to appear when either the object's {list} or {the} macro is used. In this case, however, rather than name, the article is set to a. Therefore, when noun1 is set to box:

    write noun1{list}

will display "a small wooden box", while

    write noun1{the}

will display "the small wooden box".

The fourth line, beginning with the keyword long, details the text to be displayed when this object is in the current location. If an object has a mass of scenery, the long text will not be displayed. This is because a mass of scenery indicates that the object cannot be taken and should therefore be described in its parent location's look function instead, if at all.

| Internally, scenery is a constant with a value of 100 while heavy has a value of 99. An object that has its mass set to heavy will have its long text displayed when the object is in the current location, but can't be taken by the player. It is good to keep this in mind when choosing a mass value for each object.

The fifth line sets this object to have a mass of 25. When the player takes an object, the value of the object's mass property is subtracted from the player's capacity property. This indicates that the player's capacity property must currently be 25 or greater for him or her to be able to take the box. Any other container object the player attempts to put the box in or on must also have a capacity property that is currently 25 or greater.

The final line, a capacity property, indicates how many mass units the box can hold. In this case it is set to 20. This means that other objects may be placed inside this object (due to it having the CONTAINER attribute) until the total of their mass properties equals 20.

As this new object has no parent property, it will start the game in the bathroom. This is because the bathroom is the nearest location defined above it in the game file. Any objects with no parent property will begin in the nearest location above it regardless of the number of object or function definitions inbetween.

Before we play the game again, we will add a second object by putting the following code beneath the definition for the box.

    object note: orange note
     short    an "orange note"
     long     "An orange note rests on the ground."
     parent   box
     mass     5

As you can see, the note's parent property is followed by the label of the box object. This indicates that the note is to start the game inside the box. If this parent property where to be omitted, the note would begin in the bathroom along with the box, as this is the last location defined above it in the game file.

If the box object had the attribute SURFACE rather than CONTAINER, the note would start the game on top of it. If the box object had the attribute ANIMATE, the note would start the game being carried by it.

## Verbs and Functions

Now if you restart the game, you can walk west into the bathroom and find the small wooden box. You can take it, open it, look in it, close it, and apply a whole range of other standard verbs present in verbs.library to it. When it is open, you will also be able to take the orange note out of it.

To explain a little bit about how verbs work, lets take a closer look at the verb read. The grammar definition and the global function for the verb read can be found in verbs.library and are reproduced here:

    grammar read *present >read

    {+read
    if +important<noun1 = true
       return true
    endif
    if +darkness = true
       return true
    endif
    write "There is nothing on " noun1{the} " to read.^"
    }

This grammar definition states that if the player types a command of the format "read ObjectThatIsPresent" during the game, then certain functions with the base name read should be executed.

When the player makes a move, the JACL interpreter will set the integer variables noun1 and noun2 to point to the objects referred to in the command. They will be set based on the order the objects appear in the move. For example, if the player types the command give sword to troll the +give_to function would be called with noun1 being set to the sword and noun2 being set to the troll.

Returning to our read example, upon identifying the player's command as matching this grammar definition, the JACL interpreter will first attempt to execute a function called read that is associated with the object that the player is attempting to read. If this does not exist, it will try to execute the same function name only prefixed with a plus sign. This is a global function and can be thought of as the default action that occurs for that verb if no object-specific one is provided.

Since we have not associated a read function with our note object, when the player attempts to read it the global function +read will be executed. If you try this you will see that the default action for the read verb is very simple, but appropriate for most objects. The default function +read is not an appropriate, however, for our note object. We will therefore replace it by adding a function called read that is associated with the object note. This function is even simpler:

    {read
    write "Welcome to Jamaica and have a nice day.^"
    }

We associate this function with the note object by typing it directly after the note object's definition. For clarity, you can of course leave a blank line or two in between the note definition and read function. This local read function will now be executed in place of +read whenever the player types the command read note, provided the note is visible to the player.

| The read function above should really be given two names. This is done by placing the second name after the first, such as {read : examine. This means that both reading and examining the note will lead to the same code being executed. Any function may have as many names as can fit in a single line of JACL code.

## Overriding Functions

Compared to +read, the +close function is quite long. Although the default +close function is perfectly suitable for our needs, we will use it to demonstrate overriding the default outcome of a function. The +close function is reproduced here:

    {+close
    if +important<noun1 = true
       return true
    endif
    if +darkness = true
       return true
    endif
    if +reach<noun1 = true
       return true
    endif
    if noun1 hasnt CLOSABLE
      write "You can't close " noun1{the} .^
      set time = false
      return
    endif
    if noun1 has CLOSED
      write  noun1{The} noun1{is} " already closed.^"
      set time = false
      return
    endif
    override
    write "You close " noun1{the} .^
    ensure noun1 has CLOSED
    }

During the course of the +close function, several tests are performed to determine the appropriate outcome. At the point in the function where it is decided that the command should be successful there is an override command. This command tells the JACL interpreter to look for a function called close_override that is associated with the object that the player is attempting to close. If this exists it will be executed in place of anything beyond the override command. If this does not exist, then execution of the +close function continues as normal from the line following the override command.

The reason for the override command is that a close function that is associated with any object will get called straight away, completely replacing all the code in the default function +close. This means that any test, such as whether the object is already closed, will have to be repeated manually in the new, local function. This is not so much of a problem with a simple verb like read, as no tests are performed, but with some other verbs this can be a considerable amount of code. The override command therefore provides an opportunity to override only the outcome, not the entire function.

To demonstrate, we will override the normal outcome of closing the box. This is done by associating the following function with the object box:

    {close_override
    write "The lid creaks as you push it closed.^"
    ensure box has CLOSED
    }

When the box is closed by the player, all the tests before the override command in the +close function will be executed. If all the tests pass, the code in close_override will be executed in place of any code after the override command.

| It is important to be careful that you use an override function (or perform the tests manually) whenever a verb has several possible outcomes. If the above function was to be called close, as opposed to close_override, then the box could be closed over and over again - clearly a bug.

## Doors

We will now add a third and final location. This location will be a living room and will be placed south of the bedroom. We are also going to place a door between the bedroom and living room. Doors are common in interactive fiction, implemented using a regular object, and yet in some ways odd and out of the ordinary. The thing that makes a doors different to most of the other objects in your game is that they live between two locations, rather than inside one, and need to be accessible from both locations.

Before we move onto the door itself, add the following location definition beneath the close_override function that is associated with the box:

    location living_room: living room
      short        the "living room"
      north        nowhere

    {look
    if here has VISITED
       print:
          You have returned to the living
          room.^
       .
    else
       print:
          You are in the living room. There
          is a small television perched on a low-lying
          table in front of a sofa.^
       .
    endif
    }

The look function associated with the living room is slightly more complex than those associated with the other locations. After the player enters a location for the first time, it is automatically given the attribute VISITED by the JACL interpreter. This latest look function tests the current location for this attribute and displays a shorter, more appropriate description if it has it. Feel free at this stage to go back and add this test to the look functions for the bedroom and bathroom. The north direction is specified as leading to nowhere as the game will start with the door closed. As nowhere is the default for an unspecified direction, we could have simply omitted it. I prefer to specify nowhere for directions that only currently lead nowhere, but will change during the course of the game.

As you may have guessed, I would also add this line to the bedroom giving the complete definition of:

    location bedroom: master bedroom
      west        bathroom
      south       nowhere

As you will see later, we will make the door accessible from two locations by moving it around, so it does not really matter when you define its object. As the player begins the game in the bedroom, and this is where they will first encounter the door, beneath the bedroom definition is as good a place as any for the door's definition:

    object door : bedroom door
     short      the "bedroom door"
     has        CLOSABLE CLOSED

    {open_override
    set bedroom(south) = living_room
    set living_room(north) = bedroom
    return false
    }

    {close_override
    set bedroom(south) = nowhere
    set living_room(north) = nowhere
    return false
    }

The above code defines an object for the door that has the attributes CLOSABLE and CLOSED. These attributes allow the verbs in the library to manipulate the door appropriately. Like the box, the outcome of the close verb is overriden, as is the outcome of the open verb. Unlike the box, the override functions for the door both end with a return false command.

As discussed above, when the interpreter encounters the override command in the global function +close, it will look for the function close_override that is associated with the object being closed. If this function does not exist, or returns false, execution will continue from the first line after the override command. As we have defined an associated close_override function, it will be executed at this point. It is possible, however, for the override function to issue a return false after a test has determined that the default outcome is sufficient in a particular instance. If this happens, the close_override function simply provides some code to execute in addition to the default outcome. In other words, the default outcome will occur as if the override function did not exist at all if the override function returns false.

Now it is time to move the door between the bedroom and living room so that it is accessible from both locations. As with most programming challenges, there are many ways the desired effect could be achieved. One option is to create two doors, one in the bedroom and one in the living room, then keeping these two doors synchronised. In this case we are going to add two eachturn functions: one associated with the bedroom and one with the living room. These two functions move the door to the current location and each have a single line of identical code:

    {eachturn
    move door to here
    }

It is possible to give a function more than one name by supplying a list of names separated by white space. This is a very common technique for making several possible moves by the player cause the same outcome. For example, in The Unholy Grail, the message for examining the rod for opening and closing the blinds is exactly the same as the one for attemting to take it:

    {examine : take
    print:
       The plastic rod is attached to the blinds and
       can be turned in order to open and close them.^
    .
    }

Internally, when a function is associated with an object, the function's name is stored as the supplied name followed by an underscore, then the label of the object it is associated with. This means that the above function would have two full internal names being examine_rod and take_rod. As the two eachturn functions in this tutorial game have identical content it would be good to use a similar technique to avoid the duplication. The difference between the eachturn functions and the examine and take functions is that with the eachturn functions, it is the same action for two different objects (in this case, locations) rather than two different actions for the same object. It is possible to overcome this problem by prefixing one of the function's names with an asterisk (*), and then supplying a full internal name manually. The asterisk will not become part of the full internal name (unlike the plus sign at the start of a global function), it simply tells the interpreter that you are going to handle the association manually and that it should not automatically add the label of the object above it in the source file as a suffix.

Using this technique we are able to write a single eachturn function and associate it with both the bedroom and the living room by adding the following code somewhere below the definition for the living room:

    {eachturn : *eachturn_bedroom
    move door to here
    }

This will create a function that has two names. The full internal version of these two names will be eachturn_living_room and eachturn_bedroom. The first association is done automatically while the second is done manually by using the asterisk prefix. Don't worry if this doesn't make complete sense to you right now, it is not an essential technique for writing JACL games, particularly with functions as short as this eachturn function. More information on creating a function name using the asterisk prefix can be found in the chapter on Functions.

Regardless of whether you use this technique, or associate an identical eachturn function with the bedroom and the living room in the usual manner, you will now have a functioning door. The door is handled correctly by the library verbs open and close due to having the CLOSABLE attribute and it is always accessible from the bedroom and living room thanks to the eachturn functions. Finally, the extra code supplied in the open_override and close_override functions create and destroy the extra links between the bedroom and living room as appropriate.

| It is also possible to have moved the door from location to location using movement functions that are associated with bedroom and living room. These functions would need to test which way the player is travelling, and move the door to that location if it is into the bedroom or living room. Although this requires slightly more complicated code, it is more efficient as the move is only done once when required, not every turn that the player then spends in that location. With a small game like this, however, simplicity is of greater concern than performance.

## Non-player Characters

Most games will include at least one character other than the player, and this small tutorial game is no exception. The character we will add is the player's son who will be sitting in the living room watching television. Fortunately for us, simulating the responsiveness of a teenager watching television is not hard.

We will begin by adding the following two object definitions and their associated examine functions beneath the definition for the living room:

    attribute EXAMINED

    object television: television tv tele
     short    a "television"
     mass     scenery

    {examine
    if self has EXAMINED
       write "It's Rick who is the TV addict, not you.^"
       return
    endif
    write "There is currently a cartoon showing on the "
    write "television.^"
    ensure self has EXAMINED
    }

    object rick: son boy teenager rick
     has     ANIMATE
     short   name "Rick"
     long    "Rick is here, watching television."
     mass    heavy

    {examine
    if @ = 1
       print:
          Rick is staring blankly at the television screen.^
       .
    else
       print:
          Rick is still gazing into the television's screen.^
       .
    endif
    }

Before the object definitions is the definition of a user attribute called EXAMINED. Up to 32 user attributes can be defined, and like the system attributes CLOSABLE and CLOSED, they don't have a value, they are simply flags that an object either has or hasn't. The examine function for the television makes use of this attribute to test if the television has already been examined before. Unlike defining a constant as a synonym for one of an object's integer properties (see the section on The Passing of Time below), user attributes are not synonyms for system attributes, they are an entirely separate set of 32 attributes.

The examine function for Rick achieves a similar result using an entirely different mechanism. When the JACL interpreter executes a function it automatically creates and increments a counter that records how many times that function has been called. This counter is referred to in code as an at sign (@) followed by the name of the function. For example, the number of times the function called when examining Rick has been called can be checked from any other code by examining the contents of the container @examine_rick. When an at sign is referred to on its own, such as in the example above, it is taken to refer to the call count of function that is currently running.

To make both Rick and the television respond to the player's commands, we will be required to associate more functions with each of them. This process of creating objects and associating functions with them is the essence of writing text adventure games using JACL.

The first action we will cater for is talking to Rick. The grammar statement that matches the command talk to rick calls the function talk_to. Therefore, in order to give a custom response to this command, we must associate a talk_to function with the object rick. This function should look as follows:

    {talk_to
    print:
       ~Uh, yeah, I'll do it in a minute,~
       Rick mumbles with out looking up. You have
       quite a strong suspicion that he didn't
       really hear a word you said.^
    .
    }

The above talk_to function is associated with Rick in the same way that the read function was associated with the note earlier. For a complete list of all the grammar statements defined in the library and the names of the functions they call, see APPENDIX B: Library Verb Functions.

| As double quotes are used to enclose any command parameter that contains spaces, attempting to print a double quote directly to the screen will not give the desired results. Wherever you want to print a double quote put a tilde character (~) and the interpreter will print a double quote in its place.

To code a response to the player asking Rick about something in particular, you need to associate a function that has a compound name with the object rick. The grammar definition for the command ask noun1 about noun2 calls the function ask_about, so this is the beginning of the function name. You specify which object is being asked about by appending an underscore and then the label of the object to the function name. For example, the following function (when associated with the object rick) will be called if the player types the command ask rick about note:

    object rick: son boy teenager rick
     ...

    {ask_about_note
    print:
       ~I don't know nothing about no note,~ Rick says
       looking at your blankly.^
    .
    }

This gives a custom response when the player asks Rick about the note, but what if we want to give the same custom response no matter what object Rick is asked about? The hard way would be to associate a function for each and every object that prints your required response. The easy way is to write a +default_ask_about function and test whether the person being asked is Rick. Any +default function can be thought of as a replacement for the code that comes after the override command. If you search through the verbs.library for override commands you will see that they occur at the point in a verb's global function where it has been decided that the verb should be successful. This allows a +default function to override the default outcome of a verb without needing to repeat all the preliminary checks. The global default function for any given action is called when an override command is reached and a specific override function for the object or objects in question does not exist. The order that functions are called in and the precedence they have over each other is fully detailed in the chapter on Functions.

This is +default function is a global function (as indicated by the leading plus sign), so it doesn't matter where you put it in the code. Here is the code to create a default response for whenever Rick is asked about an object:

    {+default_ask_about
    if noun1 = rick
       print:
          Rick blinks several times then
          pokes out his bottom lip. This, you have
          figured out over the years, translates to,
          ~Not a clue.~^
       .
       return
    endif
    return false
    }

| If both this function and the specific ask_about_note function exist, the ask_about_note function will be executed if player types ask rick about note in preference over this function.

The first thing this function does is test the current value of noun1. As disscussed above, noun1 and noun2 are object pointers that point to the first and second objects referred to in the player's move. If this is currently set to rick, our new default message will be displayed. If noun1 is not set to rick, a return false command is executed. This command causes the interpreter to do whatever it would have normally done had this function not existed at all. In this case, the result would be to perform the original default action specified in the library.

## The Passing of Time

In many games actions will occur based on the passing of time rather than the direct actions of the player. If the player was to do nothing other than type wait, people would still come and go, the song playing on a nearby radio would change and the sun would set. All these events would be coded for within an eachturn function. There can be an eachturn function associated with each location and a single global one.

The variable time is automatically set to true before the player types each of their moves. If the player's move is not possible, this variable should be set to false. If, when the command has been fully processed, time is still set to true, the appropriate eachturn functions are executed. The first function executed, if it exists, is the eachturn function that is associated with the location the player is currently in. When this has finished, the global function +eachturn is executed. Once +eachturn has finished executing, the processing of the player's command is complete.

To demonstrate, we will make Rick take a sip from his drink every five turns, regardless of what the player does. As this would happen regardless of whether the player is in the room or not, we will put the code to handle this in the global eachturn function:

    constant turns_since_last_sip      5

    {+eachturn
    set rick(turns_since_last_sip) + 1
    if rick(turns_since_last_sip) = 5
       if here = living_room
          write "Rick takes a sip from his drink.^"
       endif
       set rick(turns_since_last_sip) = 0
    endif
    }

Each object has sixteen integer properties that can be set and tested. The properties parent, capacity and mass are three of these integer properties that you have already seen. For a complete listing, see the chapter Definitions in Detail. These sixteen properties are stored in an array, with parent, capacity and mass being the first three integers, stored in the order starting at index 0. This means that the following code will print the number 25 twice:

    object cube : timber cube
     short	a "timber cube"
     mass		25

    {+some_function
    ...
    write cube(mass) ^
    write cube(2) ^
    ...
    }

As the parent property is an integer property, only the index of the parent object is stored. When objects are defined in your game, there are given a sequential integer index starting with 1. As objects and location are both stored internally as objects, this numbering system makes no distinction between the two. This means that if a location representing a forest is the first object or location defined in the game, setting any other objects parent property to 1 will place it in the forest. Although potentially dangerous if you rearrange your game code, this also allows you to test if the player is in a certain section of your game world by testing if the value of here (an internally defined synonym for player(parent)) is within a certain range of values.

The status property of an object is set and tested in the same way as the parent property. The status property, however, has no pre-determined use so we are free to use it as our counter. In order to make our code more readable and self-commenting, before the +eachturn definition, is a constant definition with the name turns_since_last_sip with a value of 5. The status property is the sixth integer property and therefore has an index of 5. By creating this constant we are able to use an object's status property through a more appropriate synonym. The code in the +eachturn function increments this property by one after each successful move made. When it equals 5 a message is displayed (if the player is in the living room) and it is set back to zero. The process will then loop over and over again.

## Winning and Losing the Game

Our mini game is not much good unless it can be won. For this to happen, the player must have a goal and be awarded points for each obstacle they overcome along the way. The goal for this game is going to be to find the television guide and give it to Rick. To make this game a fiendishly-clever all-time classic we are going to hide the guide under the bed.

Before we do this, however, we are going to introduce an element of danger by adding some code to cater for switching the television off. We already have an object for the television, so all we need to do now is associate a turn_off function with it. This should look like the following:

    {turn_off
    print:
       As you reach over and switch off the
       television, you get quite a shock to see Rick
       rapidly growing a coat of hair and foaming at
       the mouth. The shock of this is only surpassed
       by that of him sinking his newly
       acquired fangs into your throat.^^
    .
    execute "+game_over"
    }

Okay, so killing the player without any real warning is grossly unfair, but is serves as a demonstration of how to handle the player dying. The last line of the above function is an execute command that calls another function with the name +game_over. This function is included in the file frame.jacl and looks like this:

    {+game_over
    write "^"
    execute "+score"
    endgame
    }

This function uses another execute command to call a function that displays the player's score. It then uses the endgame command to signify that the game has ended and that the player should be presented with the option to restore a previously saved game, undo the last move, restart or quit.

Before we move on to winning the game, it is worth mentioning that the default response for turning an object on is to say that this cannot be done. In the case of the television, it would be important to add a turn_on function stating that the television is already on.

Now, on to the television guide. To implement this puzzle we are going to need two more objects: the guide itself and the bed to hide it under. Begin by defining an object for the bed somewhere beneath the definition for the bedroom (but before that for the bathroom). Beneath that, add a definition for the television guide. The television guide must have its parent property set to limbo until the player has discovered it. The location limbo is defined in the library and is used exclusively for situations such as this where we need somewhere to temporarily store objects that the player should not have access to. Finally, we must associate a look_under function with the bed that moves the guide to the bedroom and awards the appropriate points. Here is the complete code for all of this:

    object bed: bed
     short       a "bed"
     mass        scenery

    {look_under
    if guide(parent) = limbo
       print:
          Hidden under the bed you
          find this week's television guide.^
       .
       set guide(parent) = here
       points 50
       return
    endif
    write "You don't find anything else.^"
    }

    object guide: television tv tele guide
     short     a "television guide"
     long      "The television guide is here."
     parent    limbo
     mass      5

    {examine : read : look_in
    write "It contains a listing of this "
    write "week's programmes.^"
    }

| It is important with objects that share names, such as the television and the television guide to be aware of which object has the most names. If only shared names are used, the object with the lowest number of names will be selected. For more information, see the chapter on Object Resolution.

Now, when the player looks under the bed, the guide will be moved from its initial location, limbo, to the bedroom. Once this has been done, the player will be able to take it. The points command will increase the player's score by 50%. The if statement in this function ensures that this can only be done once.

We will now associate a give_to_rick function with the guide. This will be the winning move and should look like this:

    {give_to_rick
    print:
       ~Cool!~ Rick exclaims as he
       snatches the guide from your hands.^^
       Satisfied that you have achieved
       at least one thing today, you decide to
       go back to bed.^
    .
    points 50
    execute +game_over
    }

And so the game is won. The extra 50 points give the player a total of 100, and the function +game_over is executed.

In order to make this tutorial game more complete, other moves the player is likely to try would need to have custom responses added by associating the appropriate functions with the appropriate objects. The more obvious of these include: showing the guide to Rick, telling Rick about the guide and sleeping on the bed. In fact, the more moves you can give custom responses to, the more depth and character the game will have. Also, anything prominent that is mentioned in a location's description, such as the table and sofa in the living room, should also be defined as objects. This enables the player to refer to them, even if they aren't important to solving the game.

If you have an object that logically needs to be in your game as a part of the scenery, but don't want players to waste their time on it as it has no real purpose, you can give it the attribute NOT_IMPORTANT. This attribute causes all the verbs in the library to give a special response that tells the player there is no need to worry about interacting with this object. By giving a minimal implementation of objects this way, you avoid the player receiving a "You can't see any such thing." message, without the object being perceived as a red herring. For example, this could be used with the sofa in living room using the following minimal code:

    object sofa : sofa
       short    a "sofa"
       has      NOT_IMPORTANT

No anytime the player attempts to refer to the sofa they will receive the message:

    The sofa is not important, you don't need to worry about that.

Although not a large or complex game, this tutorial game does demonstrate most of the elements of JACL that you will need to create a more complete piece of interactive fiction. The rest of this guide contains a complete reference description of every feature of the JACL language and interpreters. It is recommended that you at least skim through these chapters in order to gain an awareness of the features at your disposal.

# Testing, Debugging and Releasing

After you have finished writing your game it is important to test it thoroughly before it is released. In a game of any real size, many bugs exist and will only be discovered through extensive beta testing. This chapter covers some tools and techniques for debugging a piece of interactive fiction written using JACL.

The most immediate indication you will get of a problem with your game is an error message while trying to load the game. Errors with the definition of data (such as objects and variables) that are detected while loading your game will specify the line number the error occurred on. The line numbers specified are those from the .j2 file created in the temp directory. If the only files you include in your game (using the #include directive) are at the very end, the line numbers specified in the error messages will be equivalent to the lines in your original .jacl source file. If you include files at various points before the end of your game, the line numbers specified will not be equivalent. In order to investigate the offending line of code in this situation you will need to look directly at the processed .j2 file.

## The WALKTHRU Command

The walkthru command allows you to specify the name of a text file that contains a list of moves to process as though they were typed by the player. The text file must contain one command per line and may contain as many commands as you would like. The default name for a walkthru file is GameName.walkthru. It is common for this default file to issue all the commands required to get from the beginning of the game to end. This can vary from the most direct path using the minimum commands to the most thorough path visiting every part of the game along the way. Other shorter walkthru files may also be created that take the player from one specific point in the game to another.

Walkthru files have two advantages over saved game files. The first is that as soon as you add or remove an object or variable to a game, saved game files made using a previous version of the game can no longer be loaded. This means that without the use of a walkthru file, play testing the end of the game would involve tediously playing the beginning of the game over and over again as it grows. The second advantage is that a walkthru file shows all the output from every command rather than just instantly teleporting you to a future (or past) point in the game. This makes walkthru files useful for regression testing. By running through a walkthru file after changing some code in your game, you are able to test that everything that previously works still works as expected by quickly scanning the transcript.

When a walkthru script is running, no [MORE] prompts will be displayed, including those explicitly displayed by a more command. Below is a sample of a walkthru file, being the top ten lines from grail.walkthru:

    w
    n
    turn off lights
    close blinds
    examine screen
    s
    s
    take gps
    n
    w

As you can see, walkthru files are of a simple format that can be created with any text editor.

## Transcripts

The JACL interpreter provides a mechanism for recording a transcript of a game while it is being played. Recording is started by using the script command then entering a filename to save the transcript to.

As well as being interesting records to keep of your playing, transcripts are an enormously useful way of receiving feedback from people who beta test your games. While recording a transcript it is possible to insert a comment by typing an asterisk as the first character at the command prompt then following it with the comment you would like to add. For example, the in-game command:

    >*It is possible to open the door even when it is locked.

will appear in the currently active transcript with only the following response:

    Comment ignored.

You stop a transcript from being recorded by using the command unscript.

# The Debug Library

The library debug.library contains a set of JACL verbs that are useful for testing your game during development. This library should be included using the #debug directive so that it is not included in the release version of your game (see below).

## The INSPECT Command

The inspect command displays the label, attribute and element values of the object passed as a parameter. Two special verbs in debug.library allows an object to be inspected while playing a game, these are inspect and inspectobj. Below is some sample output of the inspect verb from The Unholy Grail:

    >inspect drawer
    label: compartment
    has object attributes: CLOSED CLOSABLE CONTAINER
    has user attributes:
    parent: device (112)
    capacity: 6
    mass: 100
    bearing: 0
    velocity: 0
    next: 0
    previous: 0
    child: 0
    index: 0
    status: 0
    counter: 0
    points: 0
    class: 0
    x: 0
    y: 0

The above output is a dump of the current values of all of the object's properties, including attributes. The object chosen by the inspect verb is determined using the standard rules for object resolution based on the names provided. In this case, the single name drawer has uniquely identified an object with the label compartment.

It is also possible to use the command inspectobj to give the same details as above for whichever object an expression resolves to. For example, the follow two commands will show the detail of the player's current location:

    >inspectobj player(parent)
    >inspectobj here

## The Verb VALUEOF

The valueof verb is a way of displaying the current integer value of any resolveable container. This includes an object label, an object element and an integer variable or constant. Below is an example of the valueof command being used while playing The Unholy Grail:

    >valueof report(parent)
    report(parent) = 44

## The Verb FETCH

Where the verb inspect is a way of accessing the JACL command inspect during game play, fetch is simply a convenience verb to move an object to the current location and remove the attribute OUT_OF_REACH from that object should it have it. The verb is handy when you need to test a puzzle that involves the use or one or move objects that are time consuming to obtain manually.

For thorough testing it is preferable to use the walkthru verb to test all the steps normally taken to obtain the object or objects, but fetch can still be of use when testing small parts of your game in isolation.

# Releasing Your Game

Once you have completed your game and all known bugs are fixed you will want to release it to the public to be played. Although it is possible to simply distribute the .jacl file you have been working on (presuming only standard JACL libraries are used), it is often preferable to distribute the .j2 file. This file is created in the temp subdirectory when the game is run. This file can be thought of a statically-linked version of your game, with all #included files appended to the game file. In addition to appending all the required library files, unnecessary whitespace is removed from the beginning of each line to reduce file size and improve run-time performance.

Although a .j2 file is created each time your game is run, it is possible to use the -release argument when running jacl to produce a file more suitable for distribution. The argument will cause the .j2 to be encrypted (mildly), and to only contain files included with the #include directive, not the #debug directive.

If you wish to create a .j2 file that does not include the #debug files, but is not encrypted, you can supply the arguments -release -noencrypt.

# Screen Display

Interactive fiction is primarily a text-based medium and this chapter discusses all the features of JACL that relate to the output of text. Depending on the Glk library used, JACL interpreters may also provide the ability to add graphics and sound to your games. The use of these features is covered in the following chapter, Glk and Multimedia.

## The WRITE Command

The write command is the most flexible method of outputting text. It takes one or more parameters, each separated by a whitespace, and prints the result to the screen. A parameter can either be plain text, a string or integer variable, a string or integer constant or an object macro.

For example, the following command:

    write Hello, world!

contains two separate parameters, the string Hello and the string world! (the comma after hello is considered to be white space.) When executed it will produce the following output:

    Helloworld!

This is obviously not the desired result. The correct way to print this familiar greeting is:

    write "Hello, world!"

The reason for this demonstration of how not to print text is that it demonstrates how the write command operates. Each of the parameters supplied to the write command is printed directly after the one before it. In the second example a single parameter containing both a space and comma is printed.

| As with all other JACL commands, any single parameter that contains spaces must be enclosed in quotes. Failing to do this is a common cause of error.

### Special Characters

When printing text, the write command recognises the following special characters:

Character | Output
--- | ---
^ | A caret will be translated into a newline.
~ | A tilde will be translated into a double quote.

To print the first two special characters (^ and ~) literally, the words caret and tilde should be used as parameters of a write command.

Below is an example of the use of the above special characters:

    write "~Hello,~ said the boy.^"
    write "~Hello,~ said the girl in reply.^"

Each of these write commands prints a single parameter enclosed in quotes and together will display:

    "Hello," said the boy.

    "Hello," said the girl in reply.

### Printing the Value of Variables

If the value of a variable is to be printed, as opposed to verbatim text, the name of the variable must be entered as a separate parameter that is not enclosed in double quotes. For example, consider the following line from the +score function of the standard library, a write command with five parameters:

    write "Your score is " score "% in " total_moves " moves.^"

The output of this five parameter command will vary depending on the current value of the two variables being printed. Typed as the very first command of the game it would display:

    Your score is 0% in 0 moves.

### Printing the Value of Item Elements

The current value of object and location elements may also be printed using a write command. This is done by enclosing the name of the element in brackets directly after the object or location label. For example:

    write "The dial is set to " dial(status) "Mhz.^"

The elements of each object and location are stored in a sixteen element array (0-15). A number between 0 and 15 can be used between the brackets as an index to the object element rather than it's name. For a mapping of default element names to index numbers, see the chapter Definitions in Detail. Constants can also be defined as a way of renaming any given element to a name that more clearly indicates its purpose. For example:

    constant fuel_left	2

    {+show_status
    set submarine(fuel_left) = 42
    write "FUEL: " submarine(fuel_left) ^
    }

This code defines fuel_left as the constant 2, then sets the second element of the object submarine to equal 42. Finally, it uses a write statement to output the current value of submarine(2) by using the constant fuel_left to improve the readability of the code. This results in the following output:

    FUEL: 42

### Printing the Names and Descriptions of Objects

As you can see in the file verbs.library, it is a common need to print the short description of the object or objects that the player referred to in his or her last move. This is done using the integer variables noun1 and noun2. When used as parameters of a write command, these variables may be followed by either a {the} or a {list} macro to display the object's short description. Given the following object:

    object wooden_box : small wooden box
      has          CONTAINER CLOSED CLOSABLE
      short        a "small wooden box"

if the player refers to this box as the first object in their command, then the write command:

    write noun1{list}

would display, "a small wooden box", while

    write noun1{the}

would display, "the small wooden box".

If you require the output to be capitalised when using these macros, use {The} or {List} instead. For example, with noun1 still set to the box object:

    write noun1{The} " is no good to eat.^"

will display, "The small wooden box is no good to eat."

### Sentences Referring to Varying Objects

There are several other macros that may be used with the write command to assist in constructing sentences that refer to different objects at different times. They are designed to simplify the process of displaying the correct text for objects based on whether they have the attributes PLURAL, ANIMATE or FEMALE. They are:

Macro | Output
--- | ---
object_label{long} | Prints the objects long description.
object_label{that} | Prints either the word them if the object has the attribute PLURAL, him if the object has the attribute ANIMATE, her if the object has the attributes ANIMATE and FEMALE, or the word that if the object doesn't have any of these attributes.
object_label{it} | Prints either the word they if the object has the attribute PLURAL, he if the object has the attribute ANIMATE, she if the object has the attributes ANIMATE and FEMALE, or the word it if the object doesn't have any of these attributes.
object_label{does} | Prints the word do if the object has the attribute PLURAL, or the word does if the object doesn't have the attribute PLURAL.
object_label{doesnt} | Prints the word don't if the object has the attribute PLURAL, or the word doesn't if the object doesn't have the attribute PLURAL.
object_label{is} | Prints the word are if the object has the attribute PLURAL, or the word is if the object doesn't have the attribute PLURAL.
object_label{isnt} | Prints the word aren't if the object has the attribute PLURAL, or the word isn't if the object doesn't have the attribute PLURAL.
object_label{s} | Prints the letter s if the object hasn't got the attribute PLURAL, or nothing if the object does have the attribute PLURAL.
object_label{sub} | Prints the word he if the object has the attribute ANIMATE, she if the object has both the ANIMATE and the FEMALE attribute, it if the object has neither the ANIMATE nor the FEMALE attribute or the word they if the object being refered to has the attribute PLURAL.
object_label{obj} | Prints the word him if the object has the attribute ANIMATE, her if the object has both the ANIMATE and the FEMALE attribute, it if the object has neither the ANIMATE nor the FEMALE attribute or the word them if the object being refered to has the attribute PLURAL.

### Printing the Value of Strings

If the value of a string is to be printed, as opposed to verbatim text, the name of the string variable or string constant must be entered as a separate parameter that is not enclosed in quotes. For example:

    constant game_title  "Tutorial Game"
    constant game_author "I. F. Author"

    {+intro
    write "Welcome to " game_title " by " game_author ".^"
    }

The output of the +intro function will be:

    Welcome to Tutorial Game by I. F. Author.

## The PRINT Command

The print command is the primary way to output plain text. Unlike the write command, the values of variables, macros or string constants cannot be displayed. In fact the only thing that can be displayed by a print command is plain literal text. A print command has no parameters. On executing a print command the interpreter will begin printing all the text from the following line onwards until it encounters a line with a period (.) as the first non-whitespace character. The lines of text will be displayed verbatim with the following considerations:

1. if a line does not end with a caret (^), an implicit space will be printed after the line and the following line of text will continue straight after it, following the usual word wrapping rules;
2. if a line ends with a backslash (\) or a caret (^), no implicit space will be added to the line;
3. a vertical bar will be translated into a space to allow formatting such as paragraph indenting to be done.

Below is an example of the print command in action (note that the colon after the word print is optional whitespace):

    {+intro
    clear
    print:
       This text will be printed to the screen and
       word wrapped in the appropriate places.
       The backslash at the end of this line will prev\
       ent an implicit space being printed as will
       the caret at the end of this line.^
       ||These two vertical bars will allow this line
       to be indented two spaces.^
    .
    }

## The LOOK Command

The look command will print the long description of the current location and any visible objects that are in the current location. A look command is executed implicitly by the JACL interpreter whenever a description of the player's current location is required. This is at times such as when then player moves into a location for the first time or restores a saved game.

| If the player has set the game to verbose mode (DISPLAY_MODE = 1), locations will not be given the attribute VISITED.

The very first thing the look command will do is remove the attribute VISITED from the current location. It will then execute the global function +before_look. If this function exists, and returns true, nothing more is done. If it does not exist, or returns false, the function +title will be executed. This function is an opportunity to print extra information that is potentially relevant to all locations. For example, the +title function in frame.jacl tests if the player is currently sitting down and displays the text "(sitting)". It is also common to add the following line to the top of +title to give each location description a title:

    write here{The} ^

Next the look function associated with the current location is executed. After this has finished, the interpreter will display the text supplied by the long property for each object that is in the current location and doesn't have a mass of scenery.

If the long property of an object is set to function, that function will be executed. This is useful for descriptions that are either too long to fit in a single line of code or change during the course of the game. If the long property is not set to function, the property text is displayed verbatim.

The final step in the process is that the global function +after_look is executed.

It is a convention to have a look command at the end of the +intro function so the player can see where they are and what objects are nearby when the game begins.

## The MORE Command

The more command will print a message and then wait for the player to press a key before continuing. The message to print is passed as the only parameter of a more command. If no message is provided, the message [MORE] is used as a default. Below is an example of using the more command with a custom message:

    more "Hit any key to continue"

# Glk and Multimedia

Glk is a portable application programming interface (API) for applications, like JACL, with a predominantly text-based user interface. By communicating with this API, JACL is able to work with a variety of user interfaces implemented by third parties for a variety of platforms. The Glk specification was written by Andrew Plotkin, and many thanks to him for having done so. Of equal importance are the various implementations of the Glk specification.

So what does all this mean? The Glk specification defines a set of multimedia functionality that the native console version of JACL does not provide. Currently JACL can be compiled using WindowsGlk by David Kinder and Gargoyle by Tor Andersson. Many thanks to both these gentlemen for writing their libraries and assisting in the porting of JACL to use them. The commands detailed below are available for use by a JACL interpreter that is compiled with either WindowsGlk or Gargoyle. In the standard Unix distribution, the JACL interpreter is also compiled with GlkTerm. GlkTerm is a Glk library written by Andrew Plotkin using ncurses. GlkTerm does not support graphics or sound. The multimedia commands detailed in this chapter will be ignored without error by interpreters that do not support multimedia.

If you would like to have your game behave differently is certain Glk features are support by the interpreter, you can test whether the integer constants graphics_supported, sound_supported and timer_supported are set to true or false.

Graphics, sounds and timers can also be turned off from within your game by setting the integer variables graphics_enabled, sound_enabled and timer_enabled to false.

Some of the text for this chapter has been cheerfully stolen from the Glk specification. The full Glk Specification can be read at http://www.eblong.com/zarf/glk/.

## Blorb Files and the bjorb Utility

All sound and image files are made available to a Glk interpreter by placing them in a Blorb file with the same base name as the game. For example, the game grail.jacl will look in the file grail.blorb for any sounds or images required.

Blorb is a second specification written by Andrew Plotkin specification for a common format for storing resources associated with interactive fiction games. There are many tools available for creating Blorb files. A program called bjorb is included in the JACL package that is a slightly modified version of the utility blc. blc is part of the iBlorb suite developed by Ross Raszewski. Many thanks to Ross for both his original development effort and the permission to include this program in the JACL package. Information about iBlorb can be found at http://www.trenchcoatsoft.com/projects.html. The full Blorb Specification can be read at http://www.eblong.com/zarf/blorb/.

The utility bjorb creates a blorb file with the help of a .blc control file. This control file is a plain text file that specifies the sounds and images to include in the blorb file. Each line in a .blc control file describes one chunk of the Blorb file, and has the following format:

    Use IndexNumber Type File

Use is the usage of the resource and can either be Pict or Snd.

IndexNumber is the number you will use to refer to this resource in your program.

Type is the resource type. This can be either JPEG, PNG, FORM (Aiff), OGGV or MOD.

File is the name of the file to be included as this resource.

Below is an example .blc file called example.blc:

    Pict 1 PNG /images/title.png
    Snd 3 MOD /music/theme.mod
    Snd 4 OGGV /sounds/explosion.ogg
    Pict 2 JPEG /images/car.jpg

To create a Blorb file from this .blc file, use the bjorb utility in the following manner:

    bjorb example.blc example.blorb

This command will create the Blorb file example.blorb that will be automatically read by the game example.jacl. When the bjorb utility runs, it will output some JACL code that will create a constant for each image or sound. If you find these convenient you can cut and paste this code into your game.

For example, when reading this .blc file:

    Pict 1 PNG images/blackjack.png
    Pict 2 PNG images/chip25.png
    Pict 3 PNG images/chip50.png
    Pict 4 PNG images/chip100.png
    Pict 5 PNG images/club.png
    Pict 6 PNG images/diamond.png
    Pict 7 PNG images/spade.png
    Pict 8 PNG images/heart.png

bjorb will produce the following output:

    bjorb 1.0 (Apr 30 2008) by Stuart Allen, based on
    Blorb Packager Version .5b by L. Ross Raszewski

    # CONSTANTS FOR RESOURCES IN BLORB FILE
    constant IMAGE_blackjack 1
    constant IMAGE_chip25 2
    constant IMAGE_chip50 3
    constant IMAGE_chip100 4
    constant IMAGE_club 5
    constant IMAGE_diamond 6
    constant IMAGE_spade 7
    constant IMAGE_heart 8

If you pass only a single command-line argument to bjorb, that argument will be used as the base name for both the .blc control file and the .blorb output file. As an example, the following two commands are equivalent:

    bjorb example

    bjorb example.blc example.blorb

## The IMAGE Command

The image command is used to display one of the images stored in the game's blorb file. The image to display is specified using its index in the blorb file. The index can be supplied either as a literal integer or any JACL container that resolves to an integer. The index of the image can optionally be followed by an alignment. The possible alignments are:

Alignment | Description
--- | ---
up | The image appears at the current point in the text, sticking up. That is, the bottom edge of the image is aligned with the baseline of the line of text.
down | The image appears at the current point, and the top edge is aligned with the top of the line of text.
centre | The image appears at the current point, and it is centered between the top and baseline of the line of text. If the image is taller than the line of text, it will stick up and down equally.
left | The image appears in the left margin. Subsequent text will be displayed to the right of the image, and will flow around it -- that is, it will be left-indented for as many lines as it takes to pass the image.
right | The image appears in the right margin, and subsequent text will flow around it on the left.

The two "margin" alignments require some care. To allow proper positioning, images using left and right must be placed at the beginning of a line. That is, you may only call image (with these two alignments) if you have just printed a newline, or if the screen is entirely empty. If you margin-align an image in a line where text has already be printed, no image will appear at all.

The following code demonstrates the image command:

    constant IMAGE_house 4

    {+display_image
    # DISPLAY IMAGE 4 WITH THE TOP OF IMAGE LEVEL WITH TOP OF THE TEXT
    image IMAGE_house

    # DISPLAY IMAGE 6 WITH THE BOTTOM OF IMAGE LEVEL WITH TOP OF THE TEXT
    image 6 up
    }

## The SOUND Command

The sound command is used to play one of the sounds stored in the game's blorb file. The sound to play is specified using its index in the blorb file. The index can be supplied either as a literal integer or any JACL container that resolves to an integer.

The index of the sound can optionally be followed by a channel to play the sound on. There are four available channels: 0, 1, 2 and 3. If no channel is specified, channel 0 is used as the default.

If a channel is specified, it can be followed by the number of times to repeat the sound. If -1 is specified as the number of times to repeat the sound, the sound will keep playing until it is manually stopped using the stop command. If no number of times to repeat the sound is specified it is played once.

The following code demonstrates the sound command:

    constant SOUND_rain    6
    constant SOUND_thunder 7
    integer  AUDIO_CHANNEL 2

    {+play_sound
    # PLAY SOUND 7 ON CHANNEL 0 ONCE ONLY
    sound SOUND_thunder

    # PLAY SOUND 6 ON CHANNEL 2 ONCE ONLY
    sound SOUND_rain AUDIO_CHANNEL

    # PLAY SOUND 6 ON CHANNEL 3 FOUR TIMES
    sound 6 3 4

    # PLAY SOUND 6 ON CHANNEL 3 INDEFINITELY
    sound SOUND_rain 3 -1
    }

## The VOLUME Command

The volume command is used to set the volume of a sound channel. The volume is specified as an integer between 0 and 100. A second, optional parameter can be used with the volume command specifying which sound channel to set the volume for. If this parameter is omitted the volume is set for channel 0.

The following code demonstrates the volume command:

    {+set_volume
    # SET CHANNEL 0 TO FULL VOLUME
    volume 100

    # SET CHANNEL 2 TO HALF VOLUME
    volume 50 2
    }

## The STOP Command

The stop command simply stops the sound being played on the specified sound channel. The channel to stop is specified as an integer between 0 and 3. If no channel is specified channel 0 is stopped by default.

The following code demonstrates the stop command:

    {+stop_sound
    # STOP THE SOUND PLAYING ON CHANNEL 0
    stop

    # STOP THE SOUND PLAYING ON CHANNEL 2
    stop 2
    }

## The TIMER Command

The timer command tells the interpreter to call the function +timer every so many milliseconds, regardless of whether the player types a command or not. The number of milliseconds to wait between each function call is specified as the timer command's only parameter. If you specify a time of 0 to a timer command, the timer will be turned off.

| It is important to be aware that not all interpreters will support the timer command, so no processing essential to the game should be performed within the +timer function. Periodically playing sound effects that are not essential to the game is an example of valid use of this functionality.

Below is an example of the timer command being used:

    {+intro
    ...
    # SET THE TIMER TO EVERY TEN SECONDS
    timer 10000
    ...
    }

    {+timer
    if here has OUTDOORS
       # PLAY THE THUNDER SOUND ON CHANNEL 3 SO
       # IT DOESN'T INTERFERE WITH OTHER SOUNDS
       play SOUND_thunder 3
    endif
    }

## The STYLE Command

The style command is used to output either ANSI terminal codes or set Glk styles depending on the interpreter being used. The style command accepts a single string containing the name of the style to set. Here is an example of using the style command to output some bold text:

    style bold
    write "This is bold.^"
    style normal

Below is a table showing styles available in JACL and the Glk styles they map to:

JACL Style | Glk Style
--- | ---
bold | style_Emphasized
note | style_Note
input | style_Input
header | style_Header
subheader | style_Subheader
reverse | style_Note
pre | style_Preformatted
normal | style_Normal

## The Status Window

The status window at the top of the screen is implemented as a Glk window, and is therefore covered here. It is possible to have no status window at all, use the built-in, default status window or design a custom one yourself. The vertical height of the status window in rows is defined by using the constant status_window. If the constant status_window is set to 0, no status window will be created. For example, to create a status window that is three rows tall, define the following constant:

    constant status_window 3

The status window is always created using a fixed-width font and its current dimensions can be read at any time using the values of status_width and status_height. Although status_height will most often be equal to status_window (unless status_window exceeded the available space), status_width will change as the player's resizes the game window.

If a status window is created, the interpreter will attempt to call the global function +update_status_window. If this function exists, it will be executed and must contain code to draw the contents of the status window. If this function doesn't exist, the interpreter will use internal code to generate a standard interactive fiction status line. This consists of a single line with the name of the current location against the left side and the number of moves and current score against the right.

If the function +update_status_window does exist, the current Glk stream is set to that window before it is called so all write or print commands will output to it. The window is also first cleared of all previous contents and the cursor is positioned in the top left corner.

The location at which to start printing text within the status window is changed using the cursor command. The cursor command is passed two integer parameters, the row and column to move the cursor to. Counting starts in the top left corner at 0, 0. For example, to move the cursor to the far right hand column of the second row, use the command:

    cursor status_width 1

Often when positioning text it is important to know the length of the string you are going to print. This is determined using the length command. The length command requires two parameters: the container to hold the length of the string and the string itself. For example, the following command determines the length of the string constant game_title and stores the result in the variable index:

    length index game_title

Putting this all together, it is possible to display the title of the game centred in a single-line status window using the following code:

    constant game_title "The Unholy Grail"

    constant status_window 1

    integer index
    integer offset

    {+update_status_window
    set offset = status_width
    length index game_title
    set offset - index
    set offset / 2
    cursor offset 0
    write game_title
    }

Status windows are often displayed using reverse text to make it clearly stand out from the main window. This is achieved using the following command:

    style reverse

This command, however, will only reverse the text output, not the whole window. In order to achieve the effect of an entirely reversed window, blank spaces will need to be printed wherever there isn't any other text. The easiest way to do this is to print entire rows of blank spaces then move the cursor back to print over the top. The padstring command exists to help with this process. The padstring command takes three parameters. The label of the string to fill, the text to fill the string with and an integer specifying the number of times to copy the text into the string. To print a blank line in the status window, the text that will by copied is a single space in quotes (" ") and it will be copied status_width times. The code below is an expanded version of the above function that prints the title of the game centred in an inverse status window:

    constant game_title "The Lovely Test Game"
    string status_text

    integer index
    integer offset

    constant status_window 1

    {+update_status_window
    style reverse
    padstring status_text " " status_width
    write status_text
    set offset = status_width
    length index game_title
    set offset - index
    set offset / 2
    cursor offset 0
    write game_title
    }

As a final example of a +update_status_window function, below is the JACL code to replicate the internal status line produced if no custom function is provided:

    string status_text

    integer index

    constant status_window 1

    {+update_status_window
    style reverse
    padstring status_text " " status_width
    write status_text
    cursor 1 0
    write here{The}
    setstring status_text "Score: " score " Moves: " total_moves
    set offset = status_width
    length index status_text
    set offset - index
    set offset - 1
    cursor offset 0
    write status_text
    }

## The UPDATESTATUS Command

The interpreter will call the +update_status_window function after each of the player's moves and when the game window is resized. If you require the status window to be updated at other times such as in a loop or from the +timer function, use the updatestatus command. The updatestatus command takes no parameters. It sets the current output stream to the status window and clears the status window before calling the function +update_status_window. When +update_status_window has finished executing the current output stream is set back to the main window.

| It is not possible to call the +update_status_window directly. It will be called by the interpreter automatically after each of the player's moves or when the window is resized. If you do require the window to be updated at other times use the updatestatus command. If you call +update_status_window directly the current output stream will not be set to the correct window.

# Flow Control

## The IF, IFALL and ENDIF Commands

An if command tests whether an expression is true or false for the purpose of selectively executing code. If the expression is true, execution will continue from the next line. If the expression is false, execution will continue from the line after the matching endif or else command. If no endif command is found by the end of the function, the function will terminate normally with an implicit return true. An if command must be of the format:

    if LeftValue test RightValue [LeftValue Test RightValue]...

In an if command, each set of three parameters (two values and a test), is called an expression. Each expression is evaluated to equal either true or false. If more than one expression is supplied, the entire statement is considered be true if any one of the expressions is true — a logical OR. The ifall command has the same format as an if command except the entire statement is only considered to be true if all of the expressions are true — a logical AND.

The following table lists the possible tests that can be used with an if or ifall command when the left and right values are both either an integer, an integer constant, an object or the word random. For more information on constants and random see the chapter on Internals.

| Each object defined is assigned a unique number when the game is loaded. In a set, if or ifall command, an object's label is substituted for this number. Objects are numbered in the order they appear in the game file starting at one.

Test | Description
--- | ---
= or == | This tests if the left value is equal to the right value.
> | This tests if the left value is greater than the right value.
< | This tests if the left value is less than the right value.
>= or => | This tests if the left value is equal to or greater than the right value.
<= or =< | This tests if the left value is equal to or less than the right value.
!= or <> | This tests if the left value is not equal to the right value.

The following are the possible tests that can be used with an if command when the left and right values are both set to an object:

Test | Description
--- | ---
grandof | This tests if the left object is the grand parent of the right object.
!grandof | This tests if the left object is not the grand parent of the right object.

When an object is placed inside another object, which is then placed inside yet another object, the last object is said to be the grand parent of the first. This is the case no matter how many intermediate objects there are.

The following are the possible tests that can be used with an if command when the left value is a location and the right value is an object:

Test | Description
--- | ---
locationof | This tests if the left value is the location of the right object.
!locationof | This tests if the left value is not the location of the right object.

The difference between grandof and locationof is that, for example, if a key is put on a keyring, which is put in a box, which is put into a bag, and the bag is in a room called "beach", 'locationof key' would refer to the beach, but 'grandof key' would refer to the bag.

The following are the possible tests that can be used with an if command when the left value is an object and the right value is an attribute. For more information see the chapter on Attributes.

Test | Description
--- | ---
has | This tests if the object has the specified attribute set
hasnt | This tests if the object hasn't the specified attribute set

The following are the possible tests that can be used with an if command when the left value is an object and the right value is one of the words *here, *held, *present or *anywhere. These words have the same meanings when used in an if statement as in a grammar statement. For more information see the section on Grammar Statements.

Test | Description
--- | ---
is | This tests if the object is in the specified scope.
isnt | This tests if the object isnt in the specified scope.

To help clarify, here are some examples of the various types of if commands:

    if beach locationof bucket
    if sand grandof bucket
    if TOTAL_MOVES >= 42
    if glove has WORN
    if guard isnt *present : id_card has WORN
    if noun1 = sword : noun1 = knife
    if sword(parent) = field

It is possible to nest if statements. Nesting involves placing a second if command before the matching endif command of a first. The end result of this is that the code between the second if command and its matching endif command will only be executed if both statements are true — a logical AND.

## The IFSTRING Command

An ifstring command is used to compare two strings of text. If the string of text is to contain any spaces, it must be enclosed in double quotes. An ifstring command must use the following format:

    ifstring text test String [text Test String]...

Below is a list of the possible tests:

Test | Description
--- | ---
== or = | This tests if the first string equals the second string
!= or <> | This tests if the first string doesn't equal the second string
contains | This tests if the first string contains the second string
!contains | This tests if the first string doesn't contain the second string

Below are some examples of the ifstring command being used.

    ifstring string_arg[0] contains "help"
    ifstring command[0] == "take"

## The IFEXECUTE Command

The ifexecute command works in a similar manner to the call command (see the chapter on Functions of more information.) If the function specified after the ifexecute command exists and does not return false, executing will continue from the line after the ifexecute command. If the function being called does not exist or returns false executing will continue from after the matching endif or else command.

This command is normally only used by library code to test if the game author has provided some specific associated function and to perform some sort of default action if not. For example:

    ifexecute "here.look"
       # ASSOCIATED FUNCTION PROVIDED, DO NOTHING
    else
       # NO ASSOCIATED FUNCTION, PERFORM DEFAULT
       execute "+look"
    endif

If the ifexecute command is true, in other words, a look function associated with the player's current location exists and does not return false, the block of code below it will be executed. As the associated look function has already performed any required action, this block contains only a comment. If this function did not exist or returned false the function +look would be executed.

## The ELSE Command

The code following an else command is executed only if the matching if command was false. If the matching if command was true, execution will continue from the line after the matching endif command. For example:

    if mulder has DEAD
       write "Clamminess on your lips.^"
    else
       write "He looks quite surprised to say the least.^"
    endif

Nested if commands may also make use of the else command. This is demonstrated in the following section of code taken from the +take_all function:

    loop
       if noun3 childof noun1
          if noun3(mass) < heavy
             if noun3 hasnt LIQUID
                if noun3(mass) <= player(info)
                   if TURN_WORKED = true
                      set TOTAL_MOVES + 1
                      execute "+eachturn"
                   endif
                   execute "+take_routine"
                   set INDEX + 1
                else
                   write "You are carrying too much to take "
                   write noun3{the} .^
                   set INDEX + 1
                endif
             else
                write noun3{The} " run" noun3{s} " through "
                write "your fingers.^"
                set INDEX + 1
       endall
    endloop

In the above code, the block of code after the first else command is executed if the matching if command above it:

    if noun3(mass) <= player(info)

is false. This line of code will not get executed, however, if the line:

    if noun3 hasnt LIQUID

is false as execution will have already jumped to after the second else command.

## The LOOP and ENDLOOP Commands

The loop command is used to iterate through all the objects (and locations) defined in the game. The loop command takes a single argument being the integer variable to use as a pointer to the current object during iteration. If a loop command is executed with no parameters, noun3 is used as the default variable. When the loop command is executed, iteration starts with the variable being set to 1 (the first object or location in the game file). When the matching endloop command is executed the variable is incremented to point to the next object or location and execution continues from the first line after the original loop command. The loop will end when the endloop command is executed with the iteration variable already pointing to the last object or location. When the loop ends, execution continues from the first line after the endloop command. For example, the following code will output the short description of each object and location as a list:

    {+print_objects
    loop
       write noun3{List} ^
    endloop
    }

As another example, this function will output all the children of the object passed as an argument to it, using the variable POINTER as the iteration variable:

    integer POINTER

    {+print_children
    write "Children of " arg[0]{the} ":^"
    loop POINTER
      if POINTER(parent) = arg[0]
         write "  " POINTER{the} ^
      endif
    endloop
    }

It is not legal to nest loops unless the inner loop is within a function that is called from within the outer loop. To return out of a loop early you can either return from the currently executing function or set the iteration variable to point to the last object or location manually. For example, to return out of a loop after the fifth object, use the constant objects like this:

    loop
     write noun3{The} ^
     if noun3 = 5
        # SET THE CONTAINER noun3 TO POINT TO THE
        # LAST OBJECT OR LOCATION SO THAT THE
        # LOOP WILL STOP ITERATING
        set noun3 = objects
     endif
    endloop

The index of the last object or location (which is also the number of object and locations in the game) is stored in the constant objects.

## The REPEAT and UNTIL Commands

A repeat... until loop allows you to repeat a section of code until a specified condition is true. The expression or expressions to be tested should follow the until statement, using the same syntax as an if statement.

The following is an example of a repeat... until loop:

    set INDEX = 10
    repeat
      write "DON'T PANIC! "
      set INDEX - 1
    until INDEX = 0

| loop...endloop loops and repeat...until loops cannot be nested within a single function. It is legal, however, to place a second loop within a function that is called from within the first loop. For example:
    {+print_objects
    set INDEX = 10
    loop noun3
      write noun3{the} ^
      execute "+print_children"
    endloop
    }

    {+print_children
    loop noun4
      if noun3 grandof noun4
         write "   " noun4{the} ^
      endif
    endloop
    }
Note that it is legal, however, to nest a repeat loop inside an object loop or vice versa.

## The WHILE and ENDWHILE Commands

As a repeat loop will always happen at least once, if there is any chance that a loop should happen zero times, a while loop must be used. A while loop performs its test first, then executes the code following the expression if it evaluates to true. On reaching an endwhile command it will return to the matching while command and re-evaluate the expression. When the expression eventually evaluates to false, execution will continue from the line after the endwhile command. For example, the following function will output the value of the passed arguments:

    {+arg_values
    set INDEX = 0
    while INDEX != @arg
      write "Argument" INDEX " = " arg[INDEX] ".^"
      set INDEX + 1
    endwhile
    }

## The RETURN Command

return or return true
The command return will stop execution of the current function and return to the next line after the corresponding execute command in the calling function. If the function containing the return command was called internally by the JACL interpreter, processing will continue, eventually returning to the command prompt for the player's next move.

return false
The command return false will stop execution of the current function just like a return command. When it returns, the JACL interpreter will behave as though the function it returned from did not exist, and was therefore not executed at all. This will, in the case of calls originating from grammar statements, cause the default action to occur.

The following is a demonstration of the use of return false:

    object bond: james bond

    {ask_about_bomb
    if bomb(parent) = limbo
       return false ;The function +ask_about will now be
                   ; executed as though this function did
                   ; not exist.
    endif
    write "~I'm glad you asked...~^"
    }

This is a common technique in JACL games. Once the player has typed a command that refers to an object, the interpreter will attempt to execute the appropriate function that is associated with that object. For example, if the player was to type ask bond about the bomb, the interpreter would attempt to execute the function ask_about_bomb that is associated with the object bond (the function above). If this function does not exist, the function +ask_about will be called instead. When a return false command executed, the interpreter will behave as though the local function containing the return false does not exist. In essence, this allows a function to override the default result of a verb under some conditions and accept it under others.

# Changing Data

It is often desireable to change the value of data that is defined when the game is first loaded. This is achieved using the set command for integers, objects and locations (see Typecasting below), and the setstring command for text.

## The SET Command

Any set command must be of the following format:

    set container operator value [ operator value...]

The set command enables you to modify the current value of the specified container. A container is either an object element (see the chapter Definitions in Detail for more information), a variable or an item pointer such as noun1 or here. The value can be an integer, integer constant or any other container whose value you wish to copy.

The following is a list of operators that can be used with the set command:

Operator | Description
--- | ---
= | Set the value of the specified container to the specified value.
+ | Add the specified value to the current value of the specified container.
- | Subtract the specified value from the current value of the specified container.
/ | Divide the current value of the specified container by the specified value.
* | Multiply the current value of the specified container by the specified value.
% | The modulo operator calculates the remainder value of the specified container when divided by the specified value.

The following example demonstrates how to add 7 and 8 then divide the result by 5:

    integer TEMP

    {+maths
    set TEMP = 7 + 8 / 5
    }

This line of code can be read as a container to apply the operations to followed by groups of two parameters: an operator and a value. In this case the three operations are:

1. make TEMP equal to 7
2. add 8 to TEMP
3. divided TEMP by 5

| Although all JACL commands require whitespace between each parameter, it is especially easy to forget the space between the container and the operator or the operator and the value. It is, of course, valid to have a command such as:
    set BANK_BALANCE = -42

| The set command also has the ability to use the current value of a string as the name of the container or value being referred to. For example, if an integer variable called counter was defined, its value could be set to 1 using the following code:
    integer counter 0

    {+modify
    setstring indirection "counter"
    set indirection = 1
    }
This technique can be particularly useful when the need arises to pass a reference to an array as a function argument.

## Type Casting

The JACL language allows the definition of complex types such as objects and locations at load time, but once the game is running, the only types that can be modified are integers and strings. When objects and locations are created they are assigned an integer value. The first object or location defined is given the number one, the remainder are numbered sequentially in the order they appear in the source file. For the purposes of numbering there is no distinction between objects and locations. Because of this, it is possible to use an integer variable wherever an object label is expected. For example:

    integer VARIABLE

    {+code
    set VARIABLE = small_frog
    set noun4 = VARIABLE
    set noun4 + 1 ; NOTE: noun4 will now equal the item defined
                  ; directly after small_frog in the game file.
    set lantern(status) = noun1(parent)
    set max_rand = objects
    set sword(parent) = random
    }

This code sets an integer variable to the index of the object small_frog. It then sets the internal object pointer (another integer variable) noun4 to that value. This pointer is then incremented to point to the object or location that is definied directly after the small_frog. After that, the current parent of the object pointed to by noun1 is stored in the status element of the object lantern. Finally, max_rand is set to the constant objects (the number of objects and locations in the game), and the parent of the object sword is randomly set to one of the object or locations from in the game.

As you can see, all these variables, object elements, object labels, object pointers and constants simply resolve into integers and can be used interchangeably.

| The only real potential danger in the above examples it that of setting one of the object pointers to a value less than one, or greater than the internal number of the last object. The index of the last object or location (which is also the number of object and locations in the game) is stored in the constant objects.

## The SETSTRING and ADDSTRING Commands

The setstring command is in many ways similar to the write command. Where a write command can take a list of parameters and will output the result to the screen, the setstring command can take an identical list of parameters and store the result in a string. The first parameter of a setstring command is a string to store the resulting output in. All other parameters constitute the text to be stored. Any previous contents in a string are overwritten by a setstring command. Below is an example of the setstring command in action:

    string buffer "empty"

    {+some_function
    setstring buffer "You are currently in " here{the} " on turn " total_moves ".^"
    }

The addstring command works in a similar way except it does not erase the current contents of the string being written to.

## The PADSTRING Command

The padstring command takes three parameters. The label of the string to fill, the text to fill the string with and an integer specifying the number of times to copy the text into the string. This command primarily exists to assist with presentation within the status window. For example, to print a blank line in the status window, the text that will by copied is a single space in quotes (" ") and it will be copied status_width times. The code below demonstrates creating a string called status_text that contains enough spaces to fill a line in the status window:

    string status_text

    {+update_status_window
    padstring status_text " " status_width
    }

# Movement

## The MOVE Command

The move command is used to transport an object within your game world and uses the format:

    move object to destination

The object can be any object label, object pointer or the integer index of an object, while the destination can be any item label, item pointer or the integer index of an item. In essence, the move command will set the parent element of the object to be equal to the destination. In addition to this, it performs several functions relating to the mass of the object that is being moved. For example, the command:

    move note to box

will, in addition to moving the note to be a child of the box, automatically increase the capacity property of the object (if any) that the note was in before the move command, and decrease the capacity property of the box. This reflects the decreased burden on note's previous parent and an increase in the box's contents in accordance with the note's mass. The following code is equivalent to the above move command:

    set noun4 = note(parent)
    set note(parent) = box
    set noun4(capacity) + note(mass)
    set box(capacity) - note(mass)

As you can see, the move command is by far the easier option.

| If the capacity property of the destination object ends up a negative number, the move command will still successfully complete. It is therefore wise to test for this before issuing a move command. Below is an example of this from the library function +insert_in:
    if noun2(capacity) < noun1(mass)
       write "There is not enough room in " noun2{the}
       write " for " noun1{the} .^
       set TIME = false
       return
    endif

## The TRAVEL Command

A travel command must be of the format:

    travel direction

The travel command is used to move the player from one location to another. It simulates the player moving in the specified direction under their own steam. The player can also be moved to a different location by directly setting their parent to equal the new location. This, however, does not in perform any tests as to whether this movement is physically possible. The travel command is normally only ever used by the direction verbs in the library. One of the directions north, south, east, west, up, down, in, out, northeast, northwest, southeast or southwest must be specified as its single parameter.

Before the move actually occurs, two functions are executed. If either of these functions exists, and does not return false, the move will be prevented from occurring. The first of these functions is the movement function associated with the location the player is attempting to move out of. The second, executed if this first function does not exist or issues a return false command, is the global function +movement. Before either of these functions are called the integer variable compass is set to the direction the player is travelling in and the integer variable destination is set to the location the player is travelling into.

For example, if the player was in a location called hut and typed the command go north, the integer variable destination would be set to the location they are attempting to move into, say clearing, and the integer variable compass would be set to the direction he or she is attempting to move in, in this case north. Both of these variables would be set before the function movement that is associated with the location hut is called.

Two common uses of the movement function associated with a particular location are to replace the standard, "You can't go that way," message or to add some text describing the journey from one location to another. For example:

    location hut : hut
       short       the "hut"
       north       clearing

    {movement
    if COMPASS != north
       print:
          The only exit from here is the front door
          to the north.^"
       .
       return true
    endif
    print:
       You step out into the sun light, taking a
       moment for your eyes to adjust.^
    .
    return false
    }

Firstly, this function checks if the player is attempting to go in a direction other than this location's only exit. If this is the case, an appropriate message is displayed and a return true command is executed. It is this return command that prevents the normal message from being displayed. If the player is attempting to travel north, a short description of the journey is displayed and a return false is executed. It is this return false command that tells the interpreter that the move should continue as normal.

Another common use of an associated movement function is to simply remind the player of the available exits when they attempt to travel in an invalid direction. For example:

    {movement
    if destination = nowhere
       print:
          The only exit from here is to the south.^
       .
       return true
    endif
    return false
    }

This function would display the message "The only exit from here is to the south." whenever the player attempt to travel in a direction that is currently set to nowhere.

## Moving Non-player Characters

The file utils.library contains several functions to help simulate the natural movement of objects, such as a non-player character walking around. In addition to moving the object, these functions will display the appropriate message required to announce the movement to the player.

The function called from your game to initiate the movement is +push_object. This function is passed two arguments: the object to be moved and the direction to move the object in. The direction passed is one of the following integer constants:

Constant name | Integer value
--- | ---
north | 0
south | 1
east | 2
west | 3
northeast | 4
northwest | 5
southeast | 6
southwest | 7
up | 8
down | 9
in | 10
out | 11

Below is an example of the procedure for making an object move from one location to another:

    execute +push_object<security_guard<north

A message will be displayed to the player informing him or her of the object's movement if the player is in either the location the object is moving out of or the location the object is moving in to. If the location the player is in has the attribute DARKNESS, the message "You hear footsteps nearby." is displayed.

## The DIR_TO and NPC_TO Commands

The dir_to and npc_to commands calculate the first direction to move in when travelling from one location to another. The dir_to command will calculate a route that only passes through locations that have the attribute KNOWN, while the npc_to command will use all locations.

Both commands use the following syntax:

    dir_to <Container> <From Location> <To Location>

When this command runs, it will store the value of the first direction to move in inside the specified container. This container can be an integer variable or an object element. The value stored is one of the direction constants from the table above.

For example, given the map below, the command:

    dir_to INDEX clearing ledge

would put the value north (0), into the variable INDEX as this is the first direction that must be travelled in from the location clearing to get to the location ledge.

If the dir_to command is unable to calculate a route between the two locations, -1 will be placed into the container.

| The dir_to command is not able to determine if an exit is only temporarily blocked. If an exit is set to nowhere due to a door being closed between the two locations specified, -1 will be returned. If you wish to avoid this limitation you will need to temporarily open all doors that can be opened by the player, calculate the route and then return them to their initial state.

# Special-Purpose Commands

## The POINTS Command

The points command is used to award points to the player and must be followed by a single integer indicating the number of points to be awarded. The awarded points will be added to the integer variable score. Below are two examples of the points command being used:

    points 10
    points gold(points)

When the points command is used the following message will be displayed to the player:

    [YOUR SCORE JUST WENT UP BY n POINTS]

## The PROXY Command

The proxy command is used to issue an in-game move as though it was typed by the player and must be of the following syntax:

    proxy Move

The specified Move may consist of multiple parameters, built up from plain text, variables, constants or macros. When the move is issued by the proxy command, all the normal testing will take place and all usual messages will be displayed. The most common use for the proxy command is to translate one command into another similar command. For example, sometimes two different commands can be mapped to the same function:

    grammar put *held in *here     >insert
    grammar insert *held in *here  >insert

With the above two grammar statements only the verb is different so mapping them to the same function is possible. In some situations, however, this is not possible as the nouns appear in a different order. Below is an example of how the proxy command can save the day:

    grammar look at *here through *held >look_at_through

    {+look_at_through

    ;main function code tied to this syntax

    }

    grammar look through *held at *here >look_through_at

    {+look_through_at
    proxy "look at " noun2{names} " through " noun1{names} ; This will cause
                                                           ; the alternate
                                                           ; syntax to be used
    }

When the second syntax is used by the player, the only action is to execute a a proxy command. This issues a command on the player's behalf that matches the first syntax, therefore arriving at the main function with noun1 and noun2 pointing to the correct objects.

The macro {names} is almost exclusively used with the proxy command and outputs all of the names of the object separated by spaces. For example, the following code will issue the command "set safe dial to 42":

    object dial : safe dial
     short		the "safe dial"

    {set
    execute +build_command<this<42
    }

    {+issue_set
    proxy "set " arg[0]{names} " to " arg[1]
    }

| Don't forget to put spaces before and after any macros or variables used in a proxy command.

## Trigonometry

JACL provides a set of trigonometric commands to help model a two dimensional space. Each object in JACL has the integer elements x, y, bearing and velocity. The values of these elements are read and updated by the following three commands.

## The POSITION Command

The position command is used to change an object's x and y elements to simulate it moving on a two-dimensional grid. The movement that occurs depends on the current values for the object's bearing and velocity. A position command is simply followed by the label of the object to be moved:

    set ship_object(bearing) = 180
    set ship_object(velocity) = 100
    set ship_object(x) = 500
    set ship_object(y) = 500

    position ship_object

The above code will set ship_object(x) to equal 500 and ship_object(y) to equal 400.

## The BEARING Command

The bearing command is used to calculate the angle from one object to another based on their current x and y values. A bearing command is followed by a variable to store the calculated angle in, the object to measure the angle from, then the object to measure the angle to. For example:

    bearing INDEX lighthouse ship
    write "Bearing from " lighthouse{the} " to "
    write ship{the} ": " INDEX " degrees.^"

The above code calculates the bearing from the object lighthouse to the object ship in degrees (0 - 359), and stores the result in the variable INDEX. This calculation is based on the current values of lighthouse(x) and lighthouse(y) relative to the current values of ship(x) and ship(y).

## The DISTANCE Command

The distance command is used to calculate the distance between two objects based on their current x and y values. A distance command works in the same manner as a bearing command:

    distance INDEX lighthouse ship
    write "Distance from " lighthouse{the} " to "
    write ship{the} ": " INDEX ^

The above code calculates the distance between the object lighthouse and the object ship and stores the result in the variable INDEX. This calculation is based on the current values of lighthouse(x) and lighthouse(y) relative to the current values of ship(x) and ship(y).

## The ASKNUMBER AND GETNUMBER Commands

The commands asknumber and getnumber prompt the player to input a number between a particular range and wait for a response. The only difference between the two commands is that getnumber will continue to ask the player for a valid response, only returning when a number between the upper and lower limit is entered. Both of these commands use the following syntax:

    asknumber StorageVariable LowerLimit UpperLimit

StorageVariable is the integer variable used to store the number entered by the player. LowerLimit and UpperLimit indicate the inclusive range of numbers that are acceptable. For example, below is some code that prompts the player to enter a number between 1 and 5 (inclusive), and stores the answer in a variable called RESPONSE:

    integer RESPONSE
    integer UPPER       5

    {+ask_player
    ...
    asknumber RESPONSE 1 UPPER
    write "You typed " RESPONSE .^
    }

When using the asknumber command, if the player enters an invalid response, -1 will be placed in the storage variable and the next line of code will be executed.

## The GETSTRING Command

The command getstring will prompt the player to enter an arbitrary string of text. The only parameter of a getstring is the name of the string variable to store the player's response. Below is an example of the use of the getstring command:

    string players_name

    {+intro
    write "What is your name? "
    getstring players_name
    write "Hello " players_name "!^"
    }

## The GETYESORNO Command

The command getyesorno will prompt the player to enter yes or no. It will repeatedly prompt the player to enter a valid response until they do so. The only parameter of a getyesorno command is the integer variable used to store the player's response. If the player types yes (or y), the variable will contain the number 1. If the player types no (or n), the variable will contain the number 0. Below is an example of the getyesorno command in action:

    constant hints		5

    {+ask_player
    write "Would you like hints?^"
    getyesorno player(hints)
    if player(hints) =  1
       write "You typed yes.^"
    else
       write "You typed no.^"
    endif
    }

## The SAVEGAME and RESTOREGAME Commands

These commands can be used to access the internal functionality to save and restore the current game state. Both of these commands require a container to be passed as a parameter. This container is used to store the return code of the command. If the save or restore operation fails, an appropriate error message will be displayed and the supplied container will be set to false. If the save or restore operation is successful, the supplied container will be set to true and no message will be displayed. Both commands accept an optional second parameter that is a string to use as the filename. If this parameter is not supplied the Glk library will prompt the player to select a file. A common use of these commands is to define the functions +save_game and +restore_game to override the internal implementation of this functionality. For example:

    variable ANSWER
    variable RETURN_CODE

    {+restore_game
    write "Are you sure you wish to restore a saved game?^"
    getyesorno ANSWER
    if ANSWER = 0
       write "Returning to game.^"
       return
    endif
    restoregame RETURN_CODE
    if RETURN_CODE = true
       print:
          "You cast the spell of time travel and return to the past...^"
       .
    endif
    }

The ability to supply a filename can be used to either allow the player to supply the filename directly after the save command, or implement a system of auto-saving every tenth move such as this:

    {+eachturn
    set save_timer = total_moves
    set save_timer % 10
    if save_timer = 0
       set save_count + 1
       setstring filename "autosave"
       addstring filename save_count
       addstring filename ".sav"
       savegame RETURN_CODE filename
    endif

## The ENDGAME Command

The endgame command stops the current game and provides the player with the following options:

    Please type S to start again, R to restore, U to undo or Q to quit:

## The TERMINATE Command

The terminate command will directly initiate the termination of the JACL interpreter.

## The UNDOMOVE Command

The undomove command will take the game back to the state it was in prior to the player's last command.

# Attributes

Attributes are a set of qualities that an item either has or hasnt. An item can have none of the possible attributes, all of the possible attributes, or any combination in between. Initial attributes are given to an object in its definition using the keyword has (see the chapter Definitions in Detail), while they are given and taken away during the course of the game using the ensure command. Many of the attributes do not have any pre-determined purpose and may be used by the author at will. The best way to determine the full effect of any given attribute is to search for it in the verbs.library file.

## The ENSURE Command

The ensure command is used to change which attributes an item has and uses the following syntax:

    ensure Item has/hasnt Attribute

There is nothing really tricky about the ensure command. You are either giving an item an attribute with a command like:

    ensure dungeon has DARK

or taking an attribute away from an item with a command like:

    ensure lantern hasnt LUMINOUS

## Object Attributes

Below is a list of the attributes that can be given to an object, and some brief notes on each.

Attribute | Description
--- | ---
CLOSED | If an object has the attribute CLOSED, its contents will not be accessible to the player.
LOCKED | If an object has the attribute LOCKED, it cannot be opened or closed by the player.
DEAD | An object that has the attribute DEAD must also have the attribute ANIMATE. A DEAD object may not be killed, talked to, shown things or given things.
IGNITABLE | An object that has the attribute IGNITABLE may be used to light an object that has the object FLAMMABLE.
WORN | An object that has the attribute WORN will not burden the player with its mass. In order to wear an object it must also have the attribute WEARABLE. While an object has the WORN attribute, the player will not be able to drop it or give it away.
CONCEALING | An object that has the attribute CONCEALING must also have the attribute ANIMATE. This attribute indicates that when the object is examined, the objects that it is carrying should not be listed.
LUMINOUS | When it is present, an object that has the attribute LUMINOUS will allow the player to enter a location that has the attribute DARK.
WEARABLE | The player may wear an object that has the attribute WEARABLE.
CLOSABLE | An object that has the attribute CLOSABLE may be opened and closed by the player.
LOCKABLE | An object that has the attribute LOCKABLE may be locked and unlocked by the player.
ANIMATE | An object that has the attribute ANIMATE may be killed, talked to, shown things or given things.
LIQUID | An object that has the attribute LIQUID must be carried within an object that has the attribute CONTAINER and may be drunk or poured by the player.
CONTAINER | An object that has the attribute CONTAINER may have other objects put inside it. If it also has CLOSABLE it must not have CLOSED for the player to put things in it. A container may hold as many mass units as its capacity element is set to.
SURFACE | An object that has the attribute SURFACE may have things placed on top of it. A surface may hold as many mass units as its capacity element is set to.
PLURAL | If an object is defined with a plural name, it should be given the attribute PLURAL so the library will avoid printing sentences such as "The boulders is too heavy to go throwing around."
FLAMMABLE | An object that has the attribute FLAMMABLE may be lit using an object that has the attribute IGNITABLE.
BURNING | When an object that has the attribute FLAMMABLE is lit, it will be given the attributes BURNING and LUMINOUS.
ON | Free for use by the author.
DAMAGED | Free for use by the author.
FEMALE | This attribute should be given to any object that has the attribute ANIMATE and represents a female character. This will enable the library to refer to the character correctly.
POSSESSIVE | If an object has the attributes ANIMATE and POSSESSIVE the player will not be able to take objects from them or ask them for objects unless specifically coded for.
OUT_OF_REACH | An object that has the attribute OUT_OF_REACH cannot be touched, even when it is in the same location as the player.
TOUCHED | An object that has the attribute TOUCHED has been moved from its starting position by the player. If the object's long property is set to function, this attribute can be tested to give an appropriate description.
SCORED | Free for use by the author.
SITTING | If the player is currently sitting, this attribute should be given, as the function +movement will check if it is set before moving the player.
NO_TAB | This attribute indicates that the object's names should not be included during tab completion. Tab completion is only used by the console interpreter.
NOT_IMPORTANT | This attribute is given to an object that is of no consequence game. It is usually used to implement nouns that are referred to in a location description but are not part of the game world the player needs to interact with. Verbs in the library will respond with You don't need to worry about that. when the player attempts to interact with an object that has this attribute.

## Location Attributes

Below is a list of the attributes that can be given to a location, and some brief notes on each.

Attribute | Description
--- | ---
VISITED MAPPED | When the player enters a location, it is automatically given the attributes VISITED and MAPPED after the lookfunction is run. These attributes may be tested for to provide a shorter description on subsequent visits. When the JACL interpreter is set to verbose mode (the DISPLAY_MODE variable is set to 1), locations will have the attribute VISITED taken away from them before the look function is executed.
DARK | If a location has the attribute DARK, the player must be carrying an object that has the attribute LUMINOUS in order to enter it.
DARKNESS | If the player's current location has the attribute DARK and no object with the attribute LUMINOUS is present, the location will be given the attribute DARKNESS and the player will be prevented from performing any actions that require the ability to see. You should never manually give or take the attribute DARKNESS to or from a location, only the attribute DARK.
ON_WATER | If a location has the attribute ON_WATER, any object dropped will sink out of sight and end up in limbo.
UNDER_WATER | If a location has the attribute UNDER_WATER, nothing may be lit, exposed liquids will dissipate and no talking is possible.
WITHOUT_AIR | If a location has the attribute WITHOUT_AIR, the OXYGEN_LEFT variable will be decremented each turn until it reaches zero and suffocation occurs.
OUTDOORS | If a location has the attribute OUTDOORS, any desired effects of weather should be applied.
MID_AIR | If a location has the attribute MID_AIR, any object dropped will fall out of sight and end up in limbo. Actions such as jumping will not be allowed either.
MID_WATER | If a location has the attribute MID_WATER any object dropped will sink out of sight and end up in limbo.
TIGHT_ROPE | If a location has the attribute TIGHT_ROPE, any object dropped will fall out of sight and end up in limbo.
POLLUTED | Free for use by the author.
SOLVED | Free for use by the author.
LOCATION | All locations have the attribute LOCATION. If this is taken away the location will become an object.
SCORED | Free for use by the author.
NO_TAB | This attribute indicates that the location's names should not be included during tab completion. Tab completion is only used by the console interpreter.
NOT_IMPORTANT | This attribute is given to a location that is of no consequence game. It is usually used to implement nouns that are referred to in a location description but are not part of the game world the player needs to interact with. Verbs in the library will respond with You don't need to worry about that. when the player attempts to interact with an object that has this attribute.

## User Attributes

A common use of attributes is to check if an action has already been performed. This may be useful if it is not logically possible to perform the action twice, or each subsequent attempt would result in a different outcome. Another possibility is that you would like to give a lengthy response the first time, then a short response on all subsequent times. To help facilitate this, and many other types of game-specific behaviour, JACL allows you to define up to 32 user attributes. User attributes are defined using the attribute directive followed by one or more attribute names. Below is a rather minimal example of using user attributes:

    attribute DOOR_OPENED

    {open_override
    ensure door hasnt CLOSED
    if door hasnt DOOR_OPENED
       write "You hold your breath as the door slowly "
       write "creaks open.^"
       ensure door has DOOR_OPENED
       return
    endif
    write "You open the door again.^"
    }

The above code creates a user attributes called DOOR_OPENED and gives the object door that attribute when it is first opened. It also tests whether the door already has this attribute before deciding which message to display.

# Functions

Functions in JACL are similar in principle to functions and procedures in many other programming languages. They act as sub-routines, discrete units of code that can be executed manually from other functions or internally by the interpreter. There are two fundamental types of functions: global and associated. A global function is independent of any object and is designated as such by being given a name beginning with a plus sign. Any function whose name does not begin with a plus sign is automatically associated with the nearest object or location above it in the game file.

| It is illegal to define a non-global function before the first object or location as it will not have an object or location to be associated with.

A function begins with a opening curly brace ({) that is followed directly by the name of the function. It is possible for a function to have multiple names by providing additional names on the same line as the opening curly brace, each separated by whitespace. Below is an example of a function associated with an object:

    object boulder

    {take : push : turn
    write "The boulder is way too heavy to move.^"
    set time = false
    }

This function has three names. As none of the names begin with a plus sign, they are all names associated with the object boulder.

The full internal name of an associated function is constructed by taking the name as it appears in the program, then appending an underscore and the label of the object or location that it is associated with. For example, the above function has the full internal names of: take_boulder, push_boulder and turn_boulder.

If the name of a function begins with a plus sign, it is considered to be a global function and the label of the nearest object is not appended to the supplied name. For example, the function +eachturn has the full internal name of +eachturn.

## The EXECUTE and CALL Commands

All execute and call commands are of the following format:

    execute/call [object.]FunctionName[<arg1<arg2...]

The execute command allows the manual execution of any function by specifying its full internal name. The call command is almost identical except it will not display an error if the function does not exist. This behaviour is required when calling a function that contains some optional, extra code that may or may not exist. When executing functions manually using the execute or call commands, the full internal name must be specified. With global functions, this is simply the name of the function as it appears in the program. For example, the following function:

    {+hello
    write "Hello world!"
    }

would be called with the command:

    execute +hello

The full internal name of an associated function is constructed by taking the name as it appears in the program, then appending an underscore and the label of the object or location that it is associated with. For example, the following function:

    object wheel : steering wheel

    {examine
    write "The steering wheel is covered in black leather.^"
    }

would be called with the command:

    execute examine_wheel

Once a function is executing, the string constant function_name is set to contain the full internal name that was used to call the function. This can be useful if the function has multiple names and you need to modify its behaviour based on which function was used to call it. For example:

    {+intro
    execute "+example"
    }

    {+test : +example : +multi
    write function_name ^
    }

This code will simply output the string +example

An execute command also allows the name of a function be to prefixed with an item label or pointer, followed by a period. This tells the interpreter to execute the specified function that is associated with the specified item. For example, the above command could also be expressed as:

    execute wheel.examine

The advantage of this syntax is that an item pointer or variable can be used in place of the object label wheel. The following code snippet is equivalent to the command above:

    set noun4 = wheel
    execute noun4.examine

When using the syntax of an object pointer or label followed by a period, it is legal to supply a variable, integer constant or object element as the function name. This is useful when you wish to either iterate through a series of functions associated with an object or dynamically map an action to a function at run-time. The name of the function called will be the current integer value of the supplied variable. For example, the code below demonstrates two ways to call the function 1 that is associated with the dial:

    constant	setting 2

    object dial : dial
     short	   a "dial"
     setting   5

    {1
    write "You set the dial to one^"
    }

    set dial(setting) = 1

    execute dial.dial(setting)

    # OR, MORE DIRECTLY...
    execute 1_dial

It is possible to associate a function with more than one object by prefixing the function name with an asterisk (*). When you prefix a function with an asterisk the full internal name of the function will be stored exactly as the name supplied. This allows you to construct a name that mirrors the name that would be created for a normal associated function. For example:

    object redball : red ball

    object blueball : blue ball

    object yellowball : yellow ball

    {kick : *kick_redball : *kick_blueball
    write noun1{The} " sails high in the air.^"
    }

The above function has three names, the first automatically associating it with the yellow ball in the normally fashion with the second two manually associating it with the objects redball and blueball. The order the names are defined in is not important.

| When using the above technique to manually associate a function with an object, the label of the object must not contain an underscore. This is because the supplied function name is parsed from the right, with everything after the first underscore encountered being considered the object label. If a function was to be given the name *kick_blue_ball, the interpreter would attempt to associate the function kick_blue with the object ball.

It is also possible to supply the name of the function to be executed in a string variable or constant. This technique allows strings to be used as function pointers and is used by the menu.library as a way of passing a call-back function to function in the library. See the chapter on the menu.library for an example.

A function will stop executing and return to the function that it was called from when it encounters a return command or arrives at the closing brace. If a function reaches its closing brace, an implicit return true is executed.

### Passing Arguments to a Function

It is possible to pass string and integer arguments to a function when executing it. This is done by following the function name by a less-than symbol (<) followed by the value to pass. Each additional argument is separated by another less-than symbol. When the specified function is executed, the arrays arg and string_arg are populated with the values passed. The array string_arg stores a copy of the string value of every argument passed. If a string variable or constant is supplied as an argument, the value of the string constant is stored, not the name of the constant itself. The array arg stores integer value for every argument that can be resolved to an integer. If an argument can't be resolved to an integer, -1 is stored at that point in the array. The arrays arg and string_arg are always of equal length, being the total number of arguments supplied. Below is an example of a function call that passes seven arguments and a function that displays them:

    string   test   "This is a string constant."

    variable DEPTH  0
    variable INDEX  0

    {+some_function
    ...
    set DEPTH = 99
    execute "+subfunction<This is a literal string.<42<Fred<test<12<DEPTH<13"
    ...
    }

    {+subfunction
    set INDEX = 0
    while INDEX != @arg
      write "arg[" INDEX "]: " arg[INDEX] "  string_arg[" INDEX "]: " string_arg[INDEX] ^
      set INDEX + 1
    endwhile
    }

The above code produces the following output:

    arg[0]: -1   string_arg[0]: This is a literal string.
    arg[1]: 42   string_arg[1]: 42
    arg[2]: -1   string_arg[2]: Fred
    arg[3]: -1   string_arg[3]: This is a string constant.
    arg[4]: 12   string_arg[4]: 12
    arg[5]: 99   string_arg[5]: fuel_left
    arg[6]: 13   string_arg[6]: 13

| The first argument passed to a function is also stored in the object pointer noun3 for historical reasons.

## The function-call count

Every time a function is executed, an internal count of the number of times it has been called is increased by one. The value of this count is obtained by prefixing the full internal name of the function with an at symbol (@). If an at symbol is used on its own, the number of times the current function has executed is returned.

For example, below is the same example used in the section User Attributes, modified to use the function-call count:

    {open_override
    ensure door hasnt CLOSED
    if @ = 1
       write "You hold your breath as the door slowly "
       write "creaks open.^"
       return
    endif
    write "You open the door again.^"
    }

## The RETURN Command

The return command is used to pass a value back to the function that called it, or the interpreter if called internally. A return command with no parameters will return the value 1, which is the same as a function simply reaching its closing bracket. If a value is specified as a parameter to a return command, that value will be returned instead. For example:

    {+some_function
    set RESULT = +adder<16<21<42<75
    write "The result is: " RESULT
    }

    {+adder
    set INDEX = 0
    set COUNTER = 0
    while INDEX != @arg
      set COUNTER + arg[INDEX]
      set INDEX + 1
    endwhile
    return COUNTER
    }

The above function +adder will sum all the values passed as arguments and then return the result to the calling function.

## Responding to the Player's Moves

In this section you will learn more about the function calls made by the interpreter when the player types a move while playing a game. As the first step in processing the player's move, the interpreter attempts to find a grammar statement that matches the command typed. For more information see the section on Grammar Statements. If a match is found, the function after the greater-than symbol at the end of the grammar statement is used as the core name for a series of function calls. This mapping of the player's moves to functions through the use of grammar statements is one of the fundamental principles of writing a JACL game.

Before calling any functions, the interpreter will set two object pointers, noun1 and noun2. These are set to the objects referred to in the move typed by the player in the order they occur. For example, for a move like "insert card in slot", noun1 would be set to the card, and noun2 would be set to the slot. We will start, however, by examining a move that refers to a single object, such as "take wooden pole".

The grammar statement that matches the move "take wooden pole" looks like this:

    grammar take *here >take

This grammar statement says that if a move consisting of the word take followed by an object that is in the current location is typed, execute the function take. In reality there are a number of possible functions that can be called, each having take as a part of their name. For the purpose of the following examples, we will assume that the object "wooden pole" has the label pole.

After the player types the move "take wooden pole", the first function the interpreter will attempt to execute is the global function +before_take. If this function exists, and does not return false, no further processing is performed with regard to this move. Below is an example of what this function might look like:

    {+before_take
    if guard is *here
       write "You decided to leave " noun1{the} " alone "
       write "while the guard is around."
       return
    endif
    return false ;continue as normal
    }

As you can see, the +before_take function is independent of the object being taken. This makes it ideal for situations that affect all objects. If this function returns false, or does not exist at all, the interpreter will next attempt to execute the function take_pole. This function will appear in the game file as a function called take that is associated with the object pole.

If this function exists, it will be executed in place of the default global action for the take verb. If this function does not exist, or returns false, the global function +take will be executed. This function contains the default outcome for the take verb. Below is the +take function from the library:

    {+take
    if +important<noun1 = true
       return true
    endif
    if +darkness = true
       return true
    endif
    if +reach<noun1 = true
       return true
    endif
    if player has SITTING
      write "You will have to stand up first.^"
      set TIME = false
      return
    endif
    if noun1(mass) >= heavy : noun1 has LOCATION
      execute +move_scenery
      return
    endif
    if noun1(mass) > player(capacity)
      write "You are carrying too much to take " noun1{the} .^
      set TIME = false
      return
    endif
    if noun1 has LIQUID
      write noun1{The} " run" noun1{s} " through your fingers.^"
      return
    endif
    override
    write "You take " noun1{the} .^
    move noun1 to player
    ensure noun1 has TOUCHED
    }

This function performs a few simple tests to confirm the move is possible then moves the object being taken to the player. When this function reaches the override command (the fourth line from the end), the interpreter will attempt to execute the function take_override_pole. This will appear in the game file as a function called take_override that is associated with the object pole. If this function exists, it will replace all the code that comes after the override command in the function +take. This allows an object-specific outcome to be coded for, while still taking advantage of all the tests that precede the override command performed. For this reason, an override function is only of use when there is a chance that the player's move may not be possible. This is the case with the take command in situations such as when the player is already carrying too much, the object they are attempting to take is out of reach, or it is a liquid.

If the function take_override_pole does not exist, the interpreter will attempt to execute the function +default_take. This function allows the author to code a default override function that applies to all objects.

| The same effect can be achieved by modifying the code after the override command of the +take function in the library. Putting this code in +default_take, however, allows the library to be upgraded to a newer version at any time without losing your game-specific modifications. This is obviously the preferred method.

If the override command in the function +take is reached, and neither a take_override_pole or +default_take function exists, execution will continue from the line after the override command.

The final function to be called in the processing of the player's move, regardless of the outcome of any preceding it, is +after_take. This function provides the opportunity to display any additional text before the player's move is complete. Below is an example of this:

    {+after_take
    if noun1 = cookie
       if cookie(parent) = player
          if fred is *here
              write "Fred looks a bit upset that you have"
              write "taken the last cookie.^"
              return
          endif
       endif
    endif
    }

It is not important whether an +after function executes a return or return false command, as no further processing is performed.

The above example details the function calls made for a command referring to a single object. The following three lists detail all the functions called for an in-game command containing no objects, one object and two objects respectively.

grammar verb >CoreFunction

1. The interpreter attempts to execute the function +before_CoreFunction. If this function exists and does not return false, execution will skip directly to +after_CoreFunction.
2. If it does not exist, or returns false, an attempt will be made to execute CoreFunction_CurrentLocation. This is a function called CoreFunction that is associated with the current location.
3. If this does not exist, an attempt will be made to execute the global function +CoreFunction.
4. If this function contains an override command, an attempt will be made to execute CoreFunction_override_CurrentLocation. This is a function called CoreFunction_override that is associated with the current location.
5. If it does not exist, or returns false, an attempt will be made to execute the function +default_CoreFunction.
6. If this does not exist, or returns false, execution will continue from the line after the override command.
7. The interpreter attempts to execute the function +after_CoreFunction.

grammar verb *Object1 >CoreFunction

1. The interpreter attempts to execute the function +before_CoreFunction. If this function exists and does not return false, execution will skip directly to +after_CoreFunction.
2. If it does not exist, or returns false, an attempt will be made to execute CoreFunction_Object1. This is a function called CoreFunction that is associated with Object1.
3. If this does not exist, an attempt will be made to execute the global function +CoreFunction.
4. If this function contains an override command, an attempt will be made to execute CoreFunction_override_Object1. This is a function called CoreFunction_override that is associated with the specified object.
5. If it does not exist, or returns false, an attempt will be made to execute the function +default_CoreFunction.
6. If this does not exist, or returns false, execution will continue from the line after the override command.
7. The interpreter attempts to execute the function +after_CoreFunction.

grammar verb *Object1 preposition *Object2 >CoreFunction

1. The interpreter attempts to execute the function +before_CoreFunction. If this function exists and does not return false, execution will skip directly to +after_CoreFunction.
2. If it does not exist, or returns false, an attempt will be made to execute CoreFunction_Object2_Object1. This is a function called CoreFunction_Object2 that is associated with Object1.
3. If this does not exist, or returns false, an attempt will be made to execute the global function +CoreFunction.
4. If this function contains an override command, an attempt will be made to execute CoreFunction_ Object2_override_Object1. This is a function called CoreFunction_Object2_override that is associated with Object1.
5. If it does not exist, an attempt will be made to execute the function +default_CoreFunction.
6. If this does not exist, or returns false, execution will continue from the line after the override command.
7. The interpreter attempts to execute the function +after_CoreFunction.

## Special Functions

The following are some special purpose functions that are called internally by the JACL interpreter:

Function | Description
--- | ---
+intro | This function is executed when a game is first run or restarted. It is used to display introductory text and set the starting values for any variables required.
+header | This function is the very first to be executed before the player's command is processed.
+footer | This function is the very last to be executed after the player's command has been processed.
eachturn_here | If the current location has an eachturn function associated with it, it will be executed directly before, and under the same conditions as, +eachturn.
+eachturn | This function is executed each time a successful command is entered by the player. The interpreter decides on whether or not a command was successful by examining the state of the variable TIME. If it is set to true, the +eachturn function will be executed (and the TOTAL_MOVES variable will be incremented by one), just before +footer is executed.
+system_eachturn | This is the final function to be executed after each successful command is entered by the player. This function is used to execute library code that is not game-specific and must be run after each of the player's commands.
+dark_description | This function is called by the interpreter if a look command is executed in a location that has the attribute DARKNESS.
+object_descriptions | This function is called by the interpreter as the last step in processing a look command. It must display text that indicates the presence of all objects in the current location that don't have a mass of scenery.
+no_light | This function is called by verbs in the library if they are attempted by the player in a location that has the attribute DARKNESS.
+movement | This function is executed each time the player attempts to move to another location. If this function returns false (it does not exist or exited with the command return false), then the player's attempted movement is successful. If it does exist and does not exit with the command return false (reaches the end of the function or executes a return (return true) command), then the player is not moved. In this case, some text explaining why the movement did not occur should be displayed.
movement_here | If the current location has a local movement function associated with it, it will be executed directly before, and under the same conditions as, +movement.
+before_look | This is the first function executed whenever a look command is executed. If it returns true no further processing of the look command occurs.
+title | This function is executed after +before_look, but before the locations associated look function. This function is the place to put any generic code that prints the title of each location, or extra meta information such as whether the player is currently sitting down.
look_here | This function is executed whenever the player types a look command, moves into a new location or restores as saved game.
+object_descriptions | This function is executed after the above look function to output the descriptions of all the objects present in the current location.
+after_look | This is the last function executed whenever a look command is executed.
constructor_item | This function is executed for each item defined straight after the game file is loaded and before +intro is executed.
+save_game +restore_game +restart_game +undo_move +quit_game | These functions may be defined to override the internal implementation of the respective system-level commands. When the player attempts to use one of these commands, the interpreter will first look for the presence of the corresponding global function. If this function exists it will be executed. If it does not exist, the default implementation inside the interpreter will be used.

## Utility Functions

The following are utility functions that are provided by utils.library:

Function | Description
--- | ---
+no_light | This function is called by verbs in the verbs.library if the player attempts to use them in a location that has the attribute DARKNESS.
+details Object | This function displays information about the object that is passed to it as a parameter. This information includes whether the object is open or closed and any other objects that are contained within or being carried by this object.
+contents Object | This function displays a list of any other objects that are contained within or being carried by the object passed to it as a parameter. This function is called by +details.
+spaced_contents Object | This function is similar to +contents except that it starts a new paragraph if there are any objects to list. It is more suited for use after location descriptions.

# Creating New Verbs

Although the implementation of a large number of standard verbs is available in verbs.library, almost all large games will find the need to define custom verbs. New verbs are defined using grammar statements and their default implementation is provided in a global function. This chapter contains information on making your custom verbs as robust and complete as possible.

When adding a new verb, it is important to be sure that you are doing a good thing. Adding a new verb simply to facilitate a guess-the-word type puzzle is definitely a bad thing. On the other hand, having an obvious verb missing is almost as annoying for the player as being made to guess an obscure one. Also consider that adding a new verb doesn't always mean adding a new function. You may find that a required verb is simply a synonym for an existing verb. In this case, simply add a new grammar statement with the synonym and point it to an existing function. In the library file you will find many functions that are mapped to from more than one grammar statement. For example, here is the start of the global function +insert and its matching grammar statements:

    grammar insert *held on *present      >insert_on
    grammar put *held on *present         >insert_on

    {+insert_on
    if +reach<noun2 = true
    return true
    endif
    ...

Another possibility is to define "put" as an actual synonym of "insert". There are potential dangers with this method that are described in the section on Synonyms.

Now for a few general rules. Each verb that involves touching an object should check that the object does not have the attribute OUT_OF_REACH before allowing the player to manipulate it. This, of course, does not apply to verbs that can only be performed on objects that are being held. The following line of code is an example from the top of the +take function:

    {+take
    ...
    if +reach<noun1 = true
       return true
    endif
    ...
    }

These above lines tell the JACL interpreter to return true if the function +reach returns true. In practice, this means that if the object is unreachable by the player, nothing beyond this line will be executed. Below is the content of the +reach function from verbs.library:

    {+reach
    if arg[0] has OUT_OF_REACH
       write  arg[0]{The} " " arg[0]{is} " out of reach.^"
       set time = false
       return true
    endif
    return false
    }

This function simply tests if the specified object has the attribute OUT_OF_REACH. If so, an appropriate message is displayed, the variable time is set to false and the function returns true. If the object does not have the attribute OUT_OF_REACH, the function will return false.

Most verbs will also make a similar call to the function +darkness. This function tests whether the player is currently in darkness or not. Actions that require the player to see should have the lines:

    if +darkness = true
       return true
    endif

Finally, all verbs should contain a code block that calls the function +important. This function tests whether the passed object has the attribute NOT_IMPORTANT and displays a suitable You don't have to worry about that. type message. If the verb you are adding refers to two objects, you may need to call this function twice, one for each object. If one of the objects in the command needs to be an object that is *held, you will only need to call +important for the other object, as objects with the attribute NOT_IMPORTANT can't be taken due to the take verb stopping when it reaches this same test. Below is an example of a call to +important:

    if +important<noun1 = true
       return true
    endif

If your verb causes the object to be moved, such as the take verb, you must also ensure that the object is given the attribute TOUCHED if the move was successful. This will ensure that any tests as to whether the object has been moved from its initial position or not will be accurate. This time an example from the end of the +take function:

    ...
    override
    write "You take " noun1{the} .^
    move noun1 to player
    ensure noun1 has TOUCHED
    }

If the verb performs any tests to check whether the move should be successfully completed under the current circumstances or not, an override command should be added directly before any effects are coded, such as in the example above. This allows override functions to be associated with objects in order to change the default outcome while still taking advantage of the tests you have coded. Below is an example of the types of tests that the default action for a verb should perform. Of course, the exacts tests you will require are specific to the nature of the verb you are coding.

    grammar ask *present for *carried             >ask_for

    {+ask_for
    if here has UNDER_WATER
       write "Talking under water isn't very easy.^"
       set TIME = false
       return
    endif
    if noun1 hasnt ANIMATE
       write noun1{The} " seem" noun1{s} " to be ignoring "
       write "your request.^"
       return
    endif
    if noun1 has DEAD
       write noun1{The} " " noun1{is} " a bit too dead to "
       write "respond.^"
       set TIME = false
       return
    endif
    if noun1 = player
       write "I think it might be time to take a break and "
       write "get a cup of tea.^"
       set TIME = false
       return
    endif

As you will have seen above, it is also important that the variable TIME is set to false if the move typed by the player could not be performed. Setting TIME to false tells the interpreter that the eachturn functions should not be executed. In other words, if the player's move is not possible, time should not pass.

One last thing to keep in mind when adding grammar statements is whether its scope indicators are going to clash with any other existing grammar statements. For example, consider the following two lines:

    grammar give *present grief >hassle

    grammar give *held to *present >give_to

The vocabulary for each game is stored as a tree. The following tree is a representation of the two grammar statements above.

Given the two grammar statements above, the command

    give sword to troll

would produce the message

    You can't use the word "to" in that context.

This is because sword is a match for *present, therefore causing the parser to branch down a path that only allows to word grief to be used next. This is obviously not the desired effect. Using $text in a grammar statement is equally dangerous. As an extreme example, using $text as the first word of the first grammar statement will prevent any others from ever matching. It is therefore important to bare in mind that grammar statements are tested in the order they appear in the game file, starting from the top. To have a grammar statement checked last, add it to your game file after the line including verbs.library.

# Pointers

Wherever an object or a location label can be used, so too can a number of special purpose pointers. When a command referring to a pointer is processed, the pointer will be substituted with the label of the item that it currently points to. This avoids the repetition of code and the associated problems of code-bloat and inconsistency. Below is a function demonstrating the use of pointers:

    {+where_is
    loop noun3
       if noun3 hasnt LOCATION
          noun4 = noun3(parent)
          write noun3{The}
          write " is in " noun4{the} ^
       endif
    endloop
    }

The above function loops through all the objects defined in the game and displays their current whereabouts. The loop command sets the object pointer noun3 to each of the objects in turn, while the pointer noun4 is manually set to each object's parent.

| Internally, an object pointer is nothing more than an integer variable, and any integer variable, constant or element can be set to an object's label and then used anywhere an object is expected.

The two tables below detail each of the internal object and location pointers:

## Object Pointers

Pointer | Description
--- | ---
player | This pointer is set to the object that currently represents the player in the game.
noun1 | This pointer is set to the first object referred to in the player's last move.
noun2 | This pointer is set to the second object referred to in the player's last move.
self or this | This pointer is set to the object that the currently executing function is associated with.

## Location Pointers

Pointer | Description
--- | ---
here | This pointer represents the location that the player is currently in. It is synonymous to the element player(parent).
destination | This represents the location that the player is attempting to move into. The value of destination can be tested in the +movement function before the move is completed. Once the move is complete, destination will equal here until the next move is attempted. This is a read-only pointer and therefore cannot be used as the container parameter of a set command.
self or this | This pointer is set to the location that the currently executing function is associated with.

| Be sure your code never makes use of a pointer in place of an object or location while it does not point to a valid object or location. A pointer is not pointing to a valid object or location if it is set to a number less than one or greater than the number of objects and locations in the game.

# Object Resolution

A large part of playing interactive fiction involves referring to the objects and locations that make up the game's world. The information in this chapter will assist you in coding your game in such a way that the JACL parser will select the object the player intended as often as possible. All references to objects made by the player are parsed for the following possible structure:

    objects [from other objects] [except objects [from other objects]]

The JACL parser will build two lists of objects for any reference made by the player. The first will contain all the objects for inclusion while the second will contain all the objects referred to after the word except for exclusion. Once the two lists have been built, the second list will be subtracted from the first list. Both lists can make multiple use of the word from to refer to objects, however, the word except can not appear more than once.

## Object Naming

When the player refers to an object during the course of the game they may use as many or as few of the object's names as are required to uniquely identify it. For example, consider the following three objects:

    object ball_1: ball
    object ball_2: small red ball
    object ball_3: big red ball

Presuming all these objects were in the current location, if the player referred to ball, then ball_1 would be selected. This is because the JACL interpreter divides the number of names an object has by the number of names supplied to come up with a best match. Although all three objects have the name ball, ball_1 matches 100% while ball_2 and ball_3 only match 33%. If the player referred to red ball, then ball_1 would automatically be excluded, as it does not have the name red. On the other hand, both ball_2 and ball_3 have the names red ball, and both would match 66%. In this case, a message would be displayed stating that the reference was ambiguous. If the player referred to big, then ball_3 would automatically be selected as neither of the other two objects have the name big at all.

It is important to be aware of the number of names that you give each object, and how they relate to each other. It is generally best to have two similar objects have the same number of names, although in some cases you may wish to nominate one to be the default by giving it less names.

For example, in The Unholy Grail there are two objects: beige agar and brown agar. To avoid problems when looking up agar in the encyclopedia, a third object named simply agar was added. This object stays permanently in limbo and therefore does not affect any physical manipulation of the two real agar objects. It does, however, get selected when using commands such as ask_about that accept objects that are *anywhere.

It also possible to define plural names for an object. When the player uses a plural name all the objects that have that plural name will be selected. For example, the above objects could all be given the plural name balls using the following code:

    object ball_1: ball
       plural		balls
    object ball_2: small red ball
       plural		balls
    object ball_3: big red ball
       plural		balls

If during the game the player was to type the command take balls, all of the above objects would be selected and three separate take commands would be issued. It is the use of the plural name that tells the parser that a reference to multiple objects was intended and that the reference is not ambiguous. It is also possible to further qualify a reference to a plural name by using one or more regular name. For example, the command take red balls would result in only the small red ball and the large red ball being taken.

## Disambiguation

It is also possible for each object to have the associated function disambiguate to assist in the process of disambiguation. The parser will attempt to call this function on every object that is a possible result for an ambiguous reference that needs to be resolved to a single object.

When called, this function will be passed a single argument being the context in which the ambiguous reference was made. The possible values for this argument are:

Value | Description
--- | ---
0 | The list of objects for noun1.
1 | The list of objects for noun2.
2 | Exceptions to the list of objects for noun1.
3 | Exceptions to the list of objects for noun2.
4 | The list of objects noun1 should be from.
5 | The list of objects noun2 should be from.
6 | The list of objects noun1's exceptions should be from.
7 | The list of objects noun2's exceptions should be from.

To demonstrate, consider a game that had two objects, a red ball and a red book. The following disambiguate function could be added to the book in order to allow the commands read red and look in red to prefer the book to the ball instead of displaying the usual "ambiguous reference" message:

    object red_book : red book

    {disambiguate
    if arg = 0
       ifstring command = "read"
          return true
       endif
       ifstringall command[0] = "look" : command[1] = "in"
          return true
       endif
    endif
    return false
    }

This function makes use of the command array to look at the words used so far in the player's command. Unfortunately as the command has not been fully processed the single resultant action is not yet known. This function communicates its decision to the parser via its return code. If this function returns false (or doesn't exist), the object will be included in the list of possible objects and processing will continue as normal. If this function returns true this object will be instantly selected as the object the player was referring to. If this function returns -1 this object will be excluded from contention and processing will continue as normal. If all objects exclude themselves from contention the first will be selected.

It is important to keep in mind that this function is only called when an ambiguous reference is made. The command read ball will still attempt to read the ball, it is only a command like read red that results in an ambiguous reference that will cause these functions to be called. It is also advisable to use this facility sparingly as it departs from the regular disambiguation rules and may lead to confusion for the player. Used appropriately, however, it can help to solve a frustrating disambiguation problem that has been identified during play testing.

# Definitions in Detail

A JACL game file consists of two fundamental components: code and data. This chapter focuses on the data and provides a detailed break down of all the possible elements that may be defined. In the case of objects and locations, all their associated properties are also listed.

## Objects

    object Label  : [Name1 Name2 Name3...]
      plural     Name1 [Name2 Name3 Name4...]
      has        Attribute1 [Attribute2 Attribute3...]
      short      IndefiniteArticle ShortDescription
      definite   DefiniteArticle
      long       LongDescription / function
      parent     ItemLabel
      mass       Integer / heavy / scenery
      capacity   Integer
      player
      static

Each object definition begins with the keyword object followed by the object's label. This label is a unique name by which the object will be referred to by any code within the program. The object's label is then followed by a space-delimited list of names. You may specify as many names as you can fit into a single line of JACL code, and if you do not specify any names, the object's label will be set as its one and only name. These are the names the player will use to refer to this object during the course of the game. For more information on object names, see the chapter on Object Resolution.

Following this header are any properties you wish to specify that pertain to the object that you are currently defining. Below is a description of all the possible object properties:

A plural keyword must be followed by a space-delimited list of one or more names that the player can use to refer to this object and others like it as a group.

| Be sure not to confuse this keyword with the attribute PLURAL. The attribute PLURAL is given to any object that, by itself, is considered to be plural. An example of this would be an object that represents a bunch of flowers. Objects that have plural names, on the other hand, may be singular objects, like a coin. If a coin is also given the name coins using the plural keyword, it can then be referred to as a group along with other objects that also have the plural name coins.

If, for example, a game has two coins defined, a silver coin and a gold coin, and the player types take coin, the parser will ask the player which coin they are referring to. If each of the coins was given the plural name coins, and the player typed take coins, the parser would issue the take command for both coins. In a situation where there is more than one gold coin and more than one silver coin, this plural name can also be qualified by one of the object's other names. This is done with a command like take gold coins. This will cause the parser to issue the take command for all the objects present that have the plural name coins and also have the regular name gold. If the player had typed take gold, the parser would have asked the player which gold coin they were referring to, as without a plural name being used it assumes the intent was to refer to a single object.

A has keyword must be followed by a space-delimited list of attributes that the object is to have when the game begins. For more information, see the chapter on Attributes. If this property is omitted the object will start with no attributes.

A short property must be followed by two parameters: the object's indefinite article and short description. The ShortDescription text, prefixed by the specified IndefiniteArticle, is displayed using the object's {list} macro in conjunction with a write command. When using the object's {the} macro, the ShortDescription text will normally be displayed prefixed with the word the or the specified definite article. If the word name is specified as the IndefiniteArticle, the ShortDescription text is not prefixed with anything, such as in the case of a proper noun. This applies to both the {list} and {the} macros. If the ShortDescription text is plural, the object should be given the attribute PLURAL to ensure that it is referred to appropriately by code in the library. If the short property is omitted, the IndefiniteArticle will be set to the and the ShortDescription will be set to the object's label.

A definite property is used to override the default of the that is output when using the object's {the} macro. This is only of use when writing games in languages other than English that have gender for inanimate objects.

A long property is followed by the text to be displayed when the object is in the current location and the player types a look command. If this property is omitted, the object's label is used.

| If the text following a long property is the word function, the function long that is associated with this object will be executed whenever the long description text should be displayed. This provides the ability to have lengthy or dynamic descriptions.

A parent property must be followed by either a location label (indicating that the object begins the game in that location), or an object label (indicating that the object begins the game within, on top of or being carried by that object). If the object's parent is set to here, or the parent keyword is omitted altogether, then the object will start in the nearest location defined above it in the game file.

A mass property indicates the physical bulk of the object. It must be followed by an integer, the word heavy or the word scenery. An integer indicates exactly how much the object encumbers the player or fills a container (see the capacity property below for further information). The word scenery indicates that the object is immovable and that the interpreter should not display its long description after the location description. For this reason, no long property is required for object with a mass of scenery. The word heavy indicates that the object is immovable, but should have the text following its long description printed after the look function that is associated with its parent location is executed. If this property is omitted, the mass for the object is set to scenery.

| Behind the scenes, a mass of heavy translates to 99 and a mass of scenery translates to 100. It is important to keep this in mind if you change the capacity property for the player or create any containers.

A capacity keyword must be followed by an integer, indicating the number of mass units an object with the attribute CONTAINER, SURFACE or ANIMATE can hold. If this property is omitted, the object will have a capacity of zero.

| Due to this property's default, any object that has the attribute CONTAINER, SURFACE or ANIMATE must also have a capacity property that is set to a suitably large value in order to allow an object to accept other objects. The exception to this rule is if the object being given or inserted has a mass of 0, but this value should only be used for insignificantly small objects.

| In the file frame.jacl there is an object with the label kryten that is set up to represent the player. This item has a capacity of 42. If left unchanged, the player can not simultaneously carry objects whose mass properties total more than 42. This figure of 42 should be used as a guide when setting the capacity property of other characters, containers or surfaces and the mass of takeable objects.

A player property has no parameters and indicates that this object is to represent the player in the game. Behind the scenes this sets the object pointer player to point to this object. The value of this pointer can be changed during the course of the game if required.

The properties bearing, velocity, x and y are used by the special-purpose commands position, bearing and distance. See the chapter on Special-Purpose Commands for more information.

The properties next, previous, child, index, status, state, counter, points and class have no pre-determined meaning for objects. You are free to set and test these values as required.

When a command requires a numerical value as a parameter, the following object elements can be referred to:

object_label(parent) | 0 | object_label(index) | 8
object_label(capacity) | 1 | object_label(status) | 9
object_label(mass) | 2 | object_label(state) | 10
object_label(bearing) | 3 | object_label(counter) | 11
object_label(velocity) | 4 | object_label(points) | 12
object_label(next) | 5 | object_label(class) | 13
object_label(previous) | 6 | object_label(x) | 14
object_label(child) | 7 | object_label(y) | 15

These elements can be referred to by name or index number. For example, the following two commands are equivalent:

         set noun4(parent) = chest
         set noun4(10) = chest

         # ...and to iterate through all properties
         set INDEX = 0
         repeat
           write "PROPERTY " INDEX ": " noun4(INDEX)
           set INDEX + 1
         until INDEX = 16

If an object element is to be given a game-specific use, it is often wise to define a constant that describes its use. For example:

         constant fuel_left	11     # 11 is the index of 'counter'

         {+accelerate
            set space_ship(fuel_left) - 1
            ...
         }

These constants can also be used to set the initial state of an object's properties. For example:

         constant fuel_left	11     # 11 is the index of 'counter'

         object space_ship : space ship
           fuel_left    20

This code will set the element space_ship(11) to equal 20.

## Locations

    location Label : [Name1 Name2 Name3...]
      has           Attribute1 [Attribute2 Attribute3...]
      short         IndefiniteArticle ShortDescription
      definite      DefiniteArticle
      north         LocationLabel / nowhere
      northeast     LocationLabel / nowhere
      east          LocationLabel / nowhere
      southeast     LocationLabel / nowhere
      south         LocationLabel / nowhere
      southwest     LocationLabel / nowhere
      west          LocationLabel / nowhere
      northwest     LocationLabel / nowhere
      up            LocationLabel / nowhere
      down          LocationLabel / nowhere
      in            LocationLabel / nowhere
      out           LocationLabel / nowhere
      static

Each location definition begins with the keyword location followed by the location's label. This label is a unique name by which the location will be referred to by any code within the game file. The location's label is then followed by the location's space-delimited list of names. You may specify as many names as you can fit into a single line of JACL code, and if you do not specify any, the location's label will be set as its one and only name. These are the names the player will use to refer to this location during the course of the game. For more information, see the chapter on Object Resolution.

Following this header are any properties you wish to specify that pertain to the location you are currently defining. Below is a description of all the possible location properties:

A has keyword must be followed by a space-delimited list of attributes that the location is to have when the game begins. For more information, see the chapter on Attributes. If this property is omitted, the only attribute the location will have when the game is started is LOCATION.

| Internally, objects and locations are both stored using the same data-structure. In fact, once the game is running, the only difference between the two is that a location has the attribute LOCATION.

A short property must be followed by two parameters: the location's indefinite article and short description. The ShortDescription text, prefixed by the specified IndefiniteArticle, is displayed using the location's {list} macro in conjunction with a write command. When using the location's {the} macro, the ShortDescription text will normally be displayed prefixed with the word the or the specified definite article. If the word name is specified as the IndefiniteArticle, the ShortDescription text is not prefixed with anything, such as in the case of a proper noun. This applies to both the {list} and {the} macros. If the ShortDescription text is plural, the location should be given the attribute PLURAL to ensure the it is referred to appropriately by code in the library. If the short property is omitted, the IndefiniteArticle will be set to the and the ShortDescription will be set to the location's label.

The directions the player can travel in from this location are defined by the properties north, northeast, northwest, south, southeast, southwest, east, west, up, down, in and out. A direction property must be followed by the label of the location that the direction leads to when the game is started. The links between locations may be modified during the course of the game to reflect doors opening etc. The constant nowhere (0), may be used in place of a location label to indicate that the player may not move in that direction. If a direction is not listed, nowhere is the default.

Following each completed location definition should be an associated function called look. This function will be executed every time the description for the location is due to be displayed.

The properties points and class have no pre-determined meaning for locations. You are free to set and test these values as required.

When a command requires a numerical value as a parameter, the following location elements can be referred to:

location_label(north) | 0 | location_label(up) | 8
location_label(south) | 1 | location_label(down) | 9
location_label(east) | 2 | location_label(in) | 10
location_label(west) | 3 | location_label(out) | 11
location_label(northeast) | 4 | location_label(points) | 12
location_label(northwest) | 5 | location_label(class) | 13
location_label(southeast) | 6 | location_label(x) | 14
location_label(southwest) | 7 | location_label(y) | 15

These elements can be referred to by name or number. For example, the following two commands are equivalent:

    set noun4(west) = beach
    set noun4(3) = beach

    # ...or iterating across all directions to trap
    # the player in the current location
    set INDEX = 0
    repeat
      set here(INDEX) = nowhere
      set INDEX + 1
    until INDEX = 12

## Integer Variables

Integer variables are defined using the keyword integer followed by the name of the variable. The starting value for the variable can be set by following the name of the variable with an integer or a previously defined constant. If no value is specified on definition, the variable is initialised with a value of zero.

The following are some examples of variable definitions:

    constant DEFAULT_POWER     42

    integer AIR_LEFT          100
    integer LAGERS_DRUNK      ; Set to zero by default
    integer AIRLOCK_SEALED    true
    integer MOTOR_POWER       DEFAULT_POWER

| Like all other data definitions, variables can not be defined within the body of a function.

## Internal Integer Variables

The following is a list of integer variables defined internally by the JACL interpreter.

Variable | Description
--- | ---
compass | This variable is used to store the direction the player moved in when they travel between locations. This variable may be tested in either of the movement functions allowing you to prevent the move from occurring or displaying some special text as required. The direction travelled is encoded as an integer that can be compared to a set of constants. See the section on Moving Non-player Characters for details.
total_moves | This variable records the number of successful moves entered by the player so far. This variable starts at 0 and is incremented each time a valid command is entered by the player. This is indicated by the value of the variable TIME (see below).
score | This variable indicates how many points the player has scored during the course of the game.
display_mode | This variable indicates whether the interpreter is in verbose or brief mode, with a value of 1 being verbose and 0 being brief. The starting value is 0. In brief mode, each location is given the attribute VISITED when the player enters it, this is not the case when in verbose mode.
internal_version | This variable is set to the major version number of the JACL interpreter that you are using. This can be tested for in the +intro function to ensure compatibility between your game and the version of the interpreter being used to play it.
time | This variable is set to true when the player makes a move. If at no time during the processing of that move it is set to false, two things will happen. Firstly, the variable TOTAL_MOVES will be incremented by one. Secondly, the eachturn functions will be executed if they exist.
max_rand | When the word random is supplied as a parameter to a command expecting an integer value, a random number between one and the current value of max_rand will be generated. The default value is 100.
notify | When set to true the player will be notified of any increase in their score when the points command is used.

## String Variables

String variables are defined using the keyword string in the same format as an integer. For example:

    string menu_title	"Options:"

Once defined, the value of a string can be output by passing the name of the variable as a parameter to a write statement. Strings have a maximum length of 256 bytes.

## Arrays

It is possible to define more than one integer or string with the same name, thereby creating an array of values. Arrays can also be created by supplying more than one value during a single declaration. For example:

    integer FIBONACCI 0 1 1 2 3 5 8 13 21 34 55 89 144
    integer FIBONACCI 233 377 610 987 1597 2584 4181

The above code will create a single array of variables called FIBONACCI that contains 20 values. The number of values held by an array is fixed when the game is first executed and is referenced by using an at symbol (@) followed by the name of the array. Individual elements of an array are accessed by directly following the name of the array with a set of square brackets ([ ]) containing the index of the element. The first element of an array is at index 0. The following code displays the contents of the FIBONACCI array:

    integer INDEX

    {+display_fibonacci
    set INDEX = 0

    repeat
       write FIBONACCI[INDEX] ^
       set INDEX + 1
    until INDEX = @FIBONACCI
    }

| In the above code, @FIBONACCI returns the number of elements in the array, which is one greater than the index of the last element. Take care when using this value to iterate over an array not to access the element ARRAY[@ARRAY].

This same technique can be applied to other data types such as strings. For example, consider the following code from verbs.library:

    string LCNumber zero one two three four five six seven eight nine ten
    string UCNumber Zero One Two Three Four Five Six Seven Eight Nine Ten

    {+number_upper
    if arg[0] < 0 : arg[0] > 10
       write arg[0]
    else
       write UCNumber[arg[0]]
    endif
    }

    {+number_lower
    if arg[0] < 0 : arg[0] > 10
       write arg[0]
    else
       write LCNumber[arg[0]]
    endif
    }

As it is possible to change the value of an integer and a string after they have been created, there is also a shortcut for creating arrays of variables with all elements being loaded with a default value. This is done by using the keywords integer_array or string_array followed by the name of the variable and the number of elements to create. For example, the following line of code will create an array of 10 integer variables called OPTIONS, all with the value 0:

    integer_array OPTIONS 10

It is also possible to specify a custom default value after the size of the array like this:

    integer_array OPTIONS 10 42

This will create ten variable with the name OPTIONS and the value of 42.

## Constants

The basic syntax for a constant statement is:

    constant ConstantName Value

It is possible to define integer and string constants, the type being inferred from the value. If you would like to create a string constant that contains only a number, enclose the number in double quotes: Below is an example of creating constants. This example is taken from the beginning of The Unholy Grail and defines one integer and three string constants that contain the bibliographical information required by the Treaty of Babel:

    constant game_title     "The Unholy Grail"
    constant game_author    "Stuart Allen"
    constant game_version   2
    constant ifid           "JACL-002"

Unlike a variable, the initial value of a constant is not an optional parameter. A value must be specified and this value will remain unchanged for the duration of the game.

| Although a variable can be used wherever a constant can be used, if a value is not to change during the game, there are two advantages to using a constant. The first is that the value cannot be changed by accident using a set command. The second is that constants are not saved each time the player makes a move so for this reason they also provide a performance increase over the use of variables.

## Synonyms

Synonyms are a way of substituting a word in the player's move for another word. They are defined using the keyword synonym followed by the word to be substituted and then the word to be put in its place. Care should be taken when defining synonyms, as duplicate grammar statements are often the better approach. Consider the following examples:

    synonym get          take
    synonym grab         take

With the above synonyms defined, the command 'get note' would be translated to 'take note' before being parsed. With the below grammar statements defined, but no synonyms in place, the command "get note" would be parsed as is, but will still be mapped to the take function.

    grammar take **here   >take
    grammar get **here    >take
    grammar grab **here   >take

The problem with the synonym approach is that if we were then to define the following grammar statement, we would run into trouble:

    grammar get out >exit

With the above synonym defined, the command 'get out' would be translated to 'take out' before being parsed, a sentence that the game would not understand.

There are right and wrong times to use both approaches to broadening your game's vocabulary. Just be sure to take care and consider the potential effects of any synonyms you define.

## Filters

There are a few filters defined in verbs.library, and chances are you will never need to define any of your own. They are defined using the keyword filter followed by the word to be filtered from the player's input before it is parsed.

The following are some examples of filter definitions (taken from verbs.library):

    filter the
    filter quickly

With the above filters defined, if the player typed the command:

    quickly take the coin from the bag

the parser would process:

    take coin from bag

| Filters should be defined very sparingly. They are a designed to give the illusion of the parser understanding more than it really does. Although at times this can be good, at other times it can be very, very bad.

## Grammar Statements

The basic syntax for a grammar statement is:

    grammar MoveSyntax >FunctionName

The keyword grammar defines a move that may be typed by the player and the function that will be executed when this move is made. The MoveSyntax section defines the syntax of the move and consists of one or more parameters that may either be a word to be typed verbatim or one of several special tokens. The last parameter of a grammar statement is a greater-than symbol directly followed by the core name of the function to be executed if a move of this format is typed by the player.

The table below details the tokens that can be used as part of the MoveSyntax:

Token | Description
--- | ---
*here | Indicates that an object in the current location must be supplied at this point in the move.
**here | Indicates that one or more objects in the current location may be supplied at this point in the move.
*held | Indicates that an object held by the player must be supplied at this point in the move.
**held | Indicates that one or more objects held by the player must be supplied at this point in the move.
*present | Indicates that an object either in the current location or held by the player must be specified at this point in the move.
**present | Indicates that one or more objects either in the current location or held by the player must be specified at this point in the move.
*anywhere | Indicates that an object anywhere in the game world must be specified at this point in the move.
**anywhere | Indicates that one or more objects anywhere in the game world must be specified at this point in the move.
*inside | This scope indicator can only be used as the second noun of verbs that have two nouns. It indicates that an object that is a child of the first noun must be specified at this point in the move.
**inside | This scope indicator can only be used as the second noun of verbs that have two nouns. It indicates that multiple objects that are children of the first noun must be specified at this point in the move.
*location | Indicates that a location in the game world must be specified at this point in the move.
$string | Indicates that an arbitrary text string must occur at this point in the move. If this text string is to contain spaces, it must be enclosed in double quotes.
$integer | Indicates that an integer must be supplied at this point in the move.

For example, the following are some valid grammar statements:

    grammar take **here                  >take
    grammar insert **held in *present    >insert_in
    grammar set *held to $integer        >set_to

The first statement says that if the player types the word take, followed by one or more objects that are in the current location, then the function take should be executed. The second states that if the player types the word insert, followed by one or more objects that are being held, followed by the word in, followed by an object that is either being held or is in the current location, then the function insert_in should be executed. The third states that if the word set followed by a single object that is being held, followed by the word to, followed by an integer then execute the function set_to. Feel free to add extra grammar statements that map to library functions into your program. Keeping these extra grammar statements within the game-specific part of your code means that you can upgrade the library at a later date without needing to re-enter your additions. The exact way in which these functions are executed is detailed in the section on Responding to Player's Moves.

| When entering a new grammar definition, be sure not to leave a space between the greater-than symbol (>) and the name of the function to be executed.

## User Attributes

The basic syntax for an attribute statement is:

    attribute AttributeName [AttributeName AttributeName...]

The keyword attribute defines a user attribute that can be used throughout your game for any custom purpose you require. Once a user attribute is defined, it is used in the exact same manner as a system attribute. You can define up to 32 user attributes.

# Internals

## Constants and Random

When using a command that requires you to provide a numerical value, such as if and set, the following constants may be used.

Constant | Value
--- | ---
scenery | 100
heavy | 99
true | 1
false, nowhere or null | 0
status_width | Set to the number of columns the status window is currently displaying.
status_depth | Set to the number of rows the status window is currently displaying.
objects | Set to the number of objects defined in the game.

The word random can be used anywhere the above constants can be. The word random will be substituted for a random number between 1 and the current value of the variable max_rand. By default, max_rand is set to 100.

## Internal Commands

Listed here are the only in-game commands that are internal to the interpreter. All other commands to be interpreted during the course of the game must be defined as a grammar statement in the game code.

Command | Description
--- | ---
restart | Will cause the JACL interpreter to ask the user if they are sure, restarting the game from the beginning if they answer yes, returning to the game if they answer no.
info | Will display the version information of the JACL interpreter that you are running and the maximum number of items it was compiled to handle. This limit may be increased by changing the MAX_OBJECTS define statement in the file jacl.h then re-compiling the interpreter.
oops [ReplacementWord] | Replaces the most likely incorrect word in the player's last command with the supplied replacement word.
script | Will cause the current game session to be recorded to the file specified at the ensuing prompt.
unscript | Stop a previously started transcript.
again | This command repeats the player's last move.
undo | Will cause the game to revert to the state it was in before the previous command.
quit | This will cause the JACL interpreter to ask the user if they are sure, closing the interpreter if they answer yes, returning to the game if they answer no.

# The Menu Library

There are many situations where it is desirable to present the player with a menu of options from which they can select. The menu.library contains a set of functions that assist in the display of menus and this chapter details their use.

There are two fundamental types of menu that can be created using menu.library. The first displays the menu options then returns the player to the normal game prompt. From there, if they type a command that contains only a single integer it is treated as the selection of one of the menu options. The second type of menu directly prompts the player to select an option using the asknumber command and then re-displays the menu options for a further selection. This type of menu can be further customised by setting the variable MENU_MODAL to either true or false. If MENU_MODAL is set to true the menu can only be exited by selecting an explicit option that breaks out of the menu loop. If MENU_MODAL is set to false the menu will exit if the player simply presses enter or types 0.

Both types of menus can be configured to work in one of two modes: proxy or execute. In proxy mode, the string attached to a menu option is treated as a command and is issued as if typed by the player when that option is selected. In execute mode, the string attached to a menu option is treated as the name of a function to execute when that option is selected. The mode of the menu is determined by setting the variable MENU_MODE to either MENU_PROXY or MENU_EXECUTE before displaying the menu.

We will start by demonstrating the creation of a menu that uses the normal game prompt for selecting options. Below is an example function that creates a simple three-option menu:

    {+display_menu
    set MENU_MODE = MENU_PROXY
    execute "+menu_clear_options"
    execute "+menu_add_option<Quietly open the door<open door"
    execute "+menu_add_option<Sneak out the front door<out"
    execute "+menu_add_option<Pick up the book<take book"
    }

The first thing this function does is set the variable MENU_MODE to MENU_PROXY. This indicates that the final argument passed to the function +menu_add_option is a command to be proxied on the player's behalf.

The second line calls the function +menu_clear_options. This function simply erases any previous menu options so a new menu can be build from scratch.

The final three lines add options to the menu by calling the function +menu_add_option. This function takes two arguments: the text to be displayed for the menu option and either the in-game command to issue or the function to execute if this option is selected.

When this function is executed it will display:

    1. Quietly open the door
    2. Sneak out the front door
    3. Pick up the book

    >

Typing 1, 2 or 3 from the command prompt will cause the appropriate command to be issued. This menu is considered active until it is erased by calling the function +menu_clear_options.

A looping menu is created by calling the function +menu_prompt and passing the name of the function that displays the menu options as an argument. For example, the following command will display the same menu as above, only using the asknumber command to prompt for a selection until the menu is exited:

    set MENU_MODAL = false
    execute "+menu_prompt<+display_menu"

Using this approach, the player will not be able to perform any action other than select an option from the menu. The function +menu_prompt calls the function +menu_clear_options before calling the supplied function to build the menu. For this reason the function +menu_clear_options does not need to be called manually before adding options.

With the variable MENU_MODAL set to false, the menu can be exited at any time by simply pressing enter or selecting 0. If the variable MENU_MODAL was to be set to true, only a valid menu option can be selected. If you need to provide a mechanism for the player to exit the menu when MENU_MODAL is set to true, this is done by adding a menu option that sets the variable MENU_IN_LOOP to false when it is selected.

Below is an example of a menu displayed by calling +menu_prompt:

    > menu

    MAIN MENU:

    1. About
    2. Instructions
    3. Restore saved game
    4. Save game in progress
    5. Exit menu

    Type a number between 1 and 5:

# Appendix A: JACL Attributes

BIT | DECIMAL VALUE | OBJECT | LOCATION
1 | 1 | CLOSED | VISITED
2 | 2 | LOCKED | DARK
3 | 4 | DEAD | ON_WATER
4 | 8 | IGNITABLE | UNDER_ WATER
5 | 16 | WORN | WITHOUT_AIR
6 | 32 | CONCEALING | OUTDOORS
7 | 64 | LUMINOUS | MID_AIR
8 | 128 | WEARABLE | TIGHT_ROPE
9 | 256 | CLOSABLE | POLLUTED
10 | 512 | LOCKABLE | SOLVED
11 | 1024 | ANIMATE | MID_WATER
12 | 2048 | LIQUID | DARKNESS
13 | 4096 | CONTAINER | MAPPED
14 | 8192 | SURFACE | KNOWN
15 | 16384 | PLURAL |
16 | 32768 | FLAMMABLE |
17 | 65536 | BURNING |
18 | 131072 | LOCATION | LOCATION
19 | 262144 | ON |
20 | 524288 | DAMAGED |
21 | 1048576 | FEMALE |
22 | 2097152 | POSSESSIVE |
23 | 4194304 | OUT_OF_REACH |
24 | 8388608 | TOUCHED |
25 | 16777216 | SCORED | SCORED
26 | 33554432 | SITTING |
27 | 67108864 | FIRST | FIRST
28 | 134217728 | DONE | DONE
29 | 268435456 | GAS |
30 | 536870912 | NO_TAB | NO_TAB
31 | 1073741824 | NOT_IMPORTANT | NOT_IMPORTANT
32 | 2147483648 | (Sign BIT) | (SignBIT)

# Appendix B: Library Verb Functions

Below is a list of all the functions that are associated with grammar statements in verbs.library. It is not, however, a complete list of all the possible command constructs the player can use. Although each function is only listed here once, in most cases there are many grammar statements mapping to that function. For example, consider the function +cut:

    grammar cut *present  >cut
    grammar chop *present >cut
    grammar stab *present >cut

As you can see, the function cut has three grammar statements that map to it. The list below, however, will only show the first grammar statement that maps to the function. To see all the commands that will cause any one of the below functions to be called, search for the function name in the verbs.library file.

    shake *held                             >shake
    xyzzy                                   >xyzzy
    verbose                                 >verbose
    brief                                   >brief
    help *present                           >help_other
    hint one                                >first_hint
    hint two                                >second_hint
    hint three                              >third_hint
    hint four                               >fourth_hint
    help                                    >help
    help games                              >help_games
    hug *present                            >hug
    kiss *present                           >kiss
    pick *present with *held                >pick_with
    rub *present                            >rub
    rub *held on *present                   >rub_on
    rub *present with *held                 >rub_with
    lick *present                           >lick
    pull *present                           >pull
    cut *present                            >cut
    cut *present with *held                 >cut_with
    break *present                          >break
    clean *present                          >clean
    clean *present with *held               >clean_with
    yell at *present                        >yell_at
    pay *present                            >pay
    order *carried                          >order
    knock on *present                       >knock_on
    play *present                           >play
    take *here with *held                   >take_with
    fill *held from *present                >fill_from
    fill *held with *present                >fill_with
    fill *present                           >fill
    stand                                   >stand
    lie on *present                         >lie_on
    sit                                     >sit
    sit on *here                            >sit_on
    drop *held                              >drop
    take *here                              >take
    insert *held on *present                >insert_on
    insert *held in *present                >insert_in
    ask *present for *carried               >ask_for
    tell *present about *carried            >tell_about
    ask *present about *carried             >ask_about
    give *held to *present                  >give_to
    move *present                           >move
    read *present                           >read
    look down                               >look_down
    look up *anywhere in *present           >look_up_in
    consult *present about *anywhere        >consult
    feel *present                           >feel
    smell                                   >smell
    smell *present                          >sniff
    taste *present                          >taste
    look in *present                        >look_in
    examine *present                        >examine
    i                                       >inventory
    inv                                     >list_inventory
    sorry                                   >sorry
    thanks                                  >thankyou
    score                                   >score
    open *present                           >open
    close *present                          >close
    lock *present                           >lock
    lock *present with *held                >lock_with
    unlock *present                         >unlock
    unlock *present with *held              >unlock_with
    show *held to *present                  >show_to
    untie *present                          >untie
    tie *held                               >tie
    tie *held to *present                   >tie_to
    attack *present                         >attack
    attack *present with *held              >attack_with
    wave                                    >wave
    wave to *present                        >wave_to
    jump on *here                           >jump_on
    jump over *here                         >jump_over
    jump                                    >jump
    yes                                     >yes
    no                                      >no
    why                                     >why?
    blow *held at *here                     >blow_at
    throw *held at *here                    >throw_at
    remove *present from *present           >remove_from
    remove *present                         >remove
    wear *held                              >wear
    talk to *present                        >talk_to
    eat *present                            >eat
    drink from *present                     >drink_from
    drink *present                          >drink
    flick *present                          >flick
    press *present                          >press
    light *present with *held               >light_with
    light *present                          >light
    extinguish *present                     >extinguish
    swim west                               >swim_west
    west                                    >west
    swim east                               >swim_east
    east                                    >east
    swim south                              >swim_south
    south                                   >south
    swim southeast                          >swim_southeast
    southeast                               >southeast
    swim southwest                          >swim_southwest
    southwest                               >southwest
    swim north                              >swim_north
    north                                   >north
    swim northeast                          >swim_northeast
    northeast                               >northeast
    swim northwest                          >swim_northwest
    northwest                               >northwest
    climb up *here                          >climb_up
    climb down *here                        >climb_down
    enter *here                             >enter
    climb *here                             >climb
    swim in                                 >swim_in
    in                                      >in
    swim out                                >swim_out
    out                                     >out
    swim up                                 >swim_up
    up                                      >up
    swim down                               >swim_down
    down                                    >down
    look                                    >look_around
    look under *present                     >look_under
    look behind *present                    >look_behind
    look through *present                   >look_through
    look through *held at *present          >look_through_at
    look at *present through *held          >look_at_through
    wait                                    >wait
    listen                                  >listen
    listen to *present                      >listen_to
    use *present                            >use
    turn *present                           >turn
    turn on *present                        >turn_on
    turn off *present                       >turn_off
    pour *present                           >pour
    tip *present on *present                >pour_on

# Appendix C: Tutorial Game Source Code

    #!../bin/jacl

    constant GAME_VERSION		1
    constant GAME_TITLE			"Tutorial Game"
    constant GAME_AUTHOR		"Stuart Allen"
    constant IFID				"JACL-001"

    string 	 command_prompt		"^What do you want to do now? "

    constant turns_since_last_sip		5

    attribute EXAMINED

    location bedroom : master bedroom
     west		bathroom
     south		nowhere

    {look
    print:
       You are in your bedroom. There is a large, soft bed
       in the centre of the room while a doorway to the
       west leads into the bathroom.
    .
    write "To the south there is "
    if door has CLOSED
       write "closed"
    else
       write "open"
    endif
    write " door.^"
    }

    {movement
    if compass = south
       if destination = nowhere
          write "The bedroom door is closed.^"
          return true
       endif
    endif
    return false
    }

    object bed: bed
      short		a "bed"
      mass		scenery

    {look_under
    if guide(parent) = limbo
       write "Hidden under the bed you find this week's "
       write "television guide.^"
       set guide(parent) = here
       points 50
       return
    endif
    write "You don't find anything else.^"
    }

    object guide: television tv tele guide
      short		a "television guide"
      long		"The television guide is here."
      parent	limbo
      mass		5

    {examine : read
    write "It contains a listing of this week's programmes.^"
    }

    {give_to_rick : show_to_rick
    print:
       ~Cool!~ Rick exclaims as he snatches it from your
       hands.^^
       Satisfied that you have achieved at least one thing
       today, you decide to go back to bed.^
    .
    points 50
    execute "+game_over"
    }

    object door : bedroom door
     short		the "bedroom door"
     has		CLOSABLE CLOSED

    {open_override
    set bedroom(south) = living_room
    set living_room(north) = bedroom
    return false
    }

    {close_override
    set bedroom(south) = nowhere
    set living_room(north) = nowhere
    return false
    }

    location bathroom : bathroom
     east		bedroom

    {look
    print:
       You are in the bathroom. The only exit
       from here is back east into the bedroom.^
    .
    }

    {movement
    if compass = east : compass = out
       write "You bang your head as you walk through the "
       write "doorway.^^"
       return false
    endif
    write "The only exit from here is to the east.^"
    }

    object box: small wooden box
      has		CONTAINER CLOSABLE CLOSED
      short		a "small wooden box"
      long		"There is a small wooden box here."
      mass		25
      quantity	20

    {close_override
    write "The lid creaks as you push it closed.^"
    ensure box has CLOSED
    }

    object note: orange note
      short		an "orange note"
      long		"An orange note rests on the ground."
      parent 	box
      mass		5

    {read : examine
    write "The note reads, ~Welcome to Jamaica and have a nice day.~^"
    }

    location living_room: living room
      short		the "living room"
      north		nowhere

    {look
    if here has VISITED
       write "You have returned to the living room.^"
    else
       print:
          You are in the living room. There is a small
          television perched on a low-lying table in front
          of a sofa.
       .
       write "To the north there is "
       if door has CLOSED
          write "closed"
       else
          write "open"
       endif
       write " door.^"
    endif
    }

    {movement
    if compass = north
       if destination = nowhere
          write "The bedroom door is closed.^"
          return true
       endif
    endif
    return false
    }

    {eachturn : *eachturn_bedroom
    move door to here
    }

    object television: television tv tele
      short		a "television"
      mass		scenery

    {examine
    if self has EXAMINED
       write "It's Rick who is the TV addict, not you.^"
       return
    endif
    write "There is currently a cartoon showing on the "
    write "television.^"
    ensure self has EXAMINED
    }

    {turn_off
    print:
       As you reach over and switch off the television,
       you get quite a shock to see Rick rapidly growing
       a coat of hair and foaming at the mouth. The shock
       of this is only surpassed by that of him sinking
       his newly-acquired fangs into your throat.^
    .
    execute "+game_over"
    }

    {turn_on
    write "The television is already on."
    }

    object rick: son boy teenager rick
      has		ANIMATE
      short		name "Rick"
      long		"Rick is here, watching television."
      mass		heavy

    {examine
    write "Rick is staring blankly at the television screen.^"
    }

    {tell_about_guide
    print:
       ~Oh, you found it, great. Give it to me!~ Rick exclaims.^
    .
    }

    {tell_about_kryten
    print:
       Rick starts to nod off as you tell him all about your early childhood.^
    .
    }

    {ask_about_rick
    print:
       ~My life is all but ruined until you find the TV guide.^
    .
    }

    {ask_about_television
    print:
       ~It could be bigger,~ Rick says with a sigh.^
    .
    }

    {talk_to
    print:
       ~Uh, yeah, I'll do it in a minute,~ Rick mumbles
       with out looking up. You have quite a strong
       suspicion that he didn't really hear a word
       you said.^
    .
    }

    #-----------------------------------------------------------------------------
    # GLOBAL FUNCTIONS
    #-----------------------------------------------------------------------------

    {+eachturn
    set rick(turns_since_last_sip) + 1
    if rick(turns_since_last_sip) = 5
       if here = living_room
          write "Rick takes a sip from his drink.^"
      endif
      set rick(turns_since_last_sip) = 0
    endif
    }

    {+default_ask_about
    if noun1 = rick
       print:
          Rick pokes out his bottom lip then blinks several
          times. This, you have figured out over the
          years, translates to, ~Not a clue.~^
       .
       return
    endif
    return false
    }

    {+intro
    style bold
    write "^^" GAME_TITLE
    style normal
    write " by " GAME_AUTHOR "^^"

    print:
       Your alarm rings and you climb out of bed.
       Monday morning again so soon. Oh well, at least
       your house doesn't have a front door so you have
       a good excuse for not going to work.^^
    .

    if here hasnt OUTDOORS
      set north_wall(parent) = here
      set south_wall(parent) = here
      set east_wall(parent) = here
      set west_wall(parent) = here
    endif
    set ground(parent) = here
    look
    }

    {+game_over
    write "^"
    execute "+score"
    endgame
    }

    object kryten: myself self me
     has		ANIMATE
     short		name "yourself"
     quantity	42
     parent		bedroom
     player

    {examine
    write "As beautiful as ever.^"
    execute "+inventory"
    }

    grammar about >about

    {+about
    write "This is the game from the tutorial section of the JACL Author's Guide."
    write "See the appendix for the full source to this program.^"
    }

    integer OFFSET
    integer INDEX
    string status_text "temp"
    constant status_window 3

    {+update_status_window
    style reverse
    padstring status_text " " status_width
    write status_text
    cursor 0 1
    write status_text
    cursor 0 2
    write status_text
    cursor 1 1
    write here{The}
    setstring status_text "Score: " score " Moves: " total_moves
    set OFFSET = status_width
    length INDEX status_text
    set OFFSET - INDEX
    set OFFSET - 1
    cursor OFFSET 1
    write status_text
    style normal
    }

    object north_wall: north north wall
     has			NO_TAB
     short          the "north wall"

    object south_wall: south southern wall
     has			NO_TAB
     short          the "south wall"

    object east_wall: east eastern wall
     has			NO_TAB
     short          the "east wall"

    object west_wall: west western wall
     has			NO_TAB
     short          the "west wall"

    object ground: ground floor
     has            SURFACE NO_TAB
     short          the "ground"

    #include "verbs.library"

# Glossary

association | A function is said to be associated with the nearest object or location that is defined above it in the game file. An underscore and the label of the item it is associated with is appended to the function name specified in the code to form the function's full internal name.
attribute | An attribute is a boolean value, or flag, that can be set on or off (using the ensure command) for any given item.
child | An object is said to be a child of whichever other item its parent element is currently set to. This indicates that the child object is somehow contained within or possessed by the parent item.
command | A command is one of the basic actions that can be performed within a function.
container | A container is any expression that can have its value set to an integer. These are item elements, item pointers and integer variables.
current location | The current location is whichever location the parent element of the object representing the player is set to. The object that represents the current player is specified by the current value of the object pointer player.
directive | A directive is a setting that may be placed in the interpreter's configuration file.
element | An element is any of the properties of an item that can be set to hold an integer value.
expression | An expression is a group of three parameters that may be used with an if command. All expressions evaluate to either true or false.
filter | A filter is any word that has been specified to be removed from the player's move before it is processed by the interpreter.
full internal name | If a function's name begins with a plus sign, it is global and the name specified in the code will also be its full internal name. If not, the name that appears after a function's opening curly brace, followed by an underscore then the label of the item that the function is associated with will be its full internal name.
grammar | A grammar statement is the definition of a command construct that may be used by the player during the game and the function that should be called when that move is made.
grand parent | The grand parent of an object is the last object in the chain of possession. For example, if a coin is inside a purse that is in turn inside a bag, the bag is said to be the grand parent of the coin, while the purse is its parent.
integer | An integer is a 32 bit signed whole number. It can range between -2147483648 and 2147483647.
item | Item is the group term for objects and locations.
keyword | Keywords are any of the terms that define the nine basic data elements in a game. They are object, location, filter, synonym, variable, grammar, constant, string and parameter.
label | A label is the internal name given to an object, location or variable. No two labels can be the same.
location | A location is an item that the player may be inside. All locations have the attribute LOCATION and are defined using the keyword location.
name | All items must have one or more names. These are the names that the player may use to refer to that item during the course of the game.
object | An object is an item that represents any aspect of the game that the player must be able to refer to, but not be inside.
parameter | The term parameter refers to one of two things. Firstly a parameter is any information that follows a JACL command, keyword or property. If multiple parameters are specified, they must be separated by white space.
parent | An object's parent is the item that it is currently inside or possessed by. The parent of the object that represents the player is the location they are currently in.
pointer | A pointer is a special type of variable that may be used anywhere an item label can be. When used, it will be substituted for the label of the item that it is currently set to.
indefinite article | An indefinite article is used before singular nouns that refer to any member of a group. In English these are a or an. An item's indefinite article is defined using the first parameter of a short property. This article will be displayed when using a {list} macro.
definite article | A definite article is used before singular nouns that refer to a particular member of a group. In English this is the. An item's indefinite article defaults to the unless otherwise specified by supplying a definite property. This article will be displayed when using a {the} macro.
property | A property is one of the elements of an object or location that can be defined at start-up.
scope | Scope describes the position of an object relative to the player. The scope indicators are *present, *here, *held and *anywhere.
statement | A statement is a command, keyword or property along with all of its parameters.
synonym | A synonym is any word that has been specified to be swapped for another word in all moves typed by the player.
value | A value is an integer, or anything that resolves to an integer such as: an object label, an object element, an object pointer, a variable, true (1), false (0), scenery (100), heavy(99), nowhere (0), lines (the number of lines the screen can display) or random. For more information on constants and random see the chapter on Internals.
white space | White space is any tab, space, comma or colon that occurs outside double quotes