Cloak of Darkness is a simple game commonly used to compare different Interactive Fiction authoring systems. For an explanation and specification of the game, see Roger Firth's IF Pages.
The source code below for the adv3Lite version of Cloak of Darkness can be compared with the standard TADS 3 version by Steve Breslin (which follows a TADS 2 Version by Dan Shiovitz on the same page). If you compare the two (or if you're already familiar with the standard TADS 3 adv3 library) you'll probably find them very similar. But even in this small listing there are a few differences to watch out for (the links take you to examples in the source code):
In one respect this list is a little misleading, in that it doesn't really exhibit the many ways in which adv3Lite differs from adv3; but in another sense it gives quite an accurate impression of how a lot of programming in adv3Lite is actually very similar to achieving the equivalent tasks in adv3. One would, however, need to look at a rather more complex game than Cloak of Darkness to appreciate all the differences. (Further samples of adv3Lite code can in effect be found in the adv3Lite Tutorial).
#charset "us-ascii" /* * We include the main headers for the standard TADS 3 system headera and for * the adv3Lite library *. */ #include <tads.h> #include "advlite.h" /* * In the following, we provide information about our game credits and version * information. It is not necessary to provide this information, but it is * normal and "good form." * * Like almost all Tads-3 code, the information here is encapsulated in an * "object," which we here call "versionInfo." This being the first object * definition in this demonstration, let's take a brief moment to introduce * the code structure of Tads-3: * * Objects define some properties and processes themselves, and inherit other * properties and processes from parent objects or "classes." The first line * of this definition indicates that this versionInfo object inherits from the * class GameID. The rest of this object definition sets some of the object's * properties equal to some values. */ versionInfo: GameID IFID = 'c7faf368-85d4-422d-a3e6-5b9b213a9e2b' name = 'Cloak of Darkness' byline = 'by Eric Eve' htmlByline = 'by <a href="mailto:eric.eve@hmc.ox.ac.uk">Eric Eve</a>' version = '1' authorEmail = 'Eric Eve <eric.eve@hmc.ox.ac.uk>' desc = 'This is a demonstration of adv3Lite code, towards the purpose of comparison with implementations of this game on other IF development platforms. It is based on Steve Breslin\'s adv3 version of Cloak of Darkness.' htmlDesc = 'This is a demonstration of adv3Lite code, towards the purpose of comparison with implementations of this game on other IF development platforms. It is based on Steve Breslin\'s adv3 version of Cloak of Darkness.' showAbout = "<<desc>>" showCredit = "This version of <<name>> is closely based on the original TADS 3 version by Steve Breslin, which is in turn based on Roger Firth's specification. " ; // a semicolon closes the object definition. /* * The "gameMain" object lets us set the initial player character and * control the game's startup procedure. * * This definition sets the property initialPlayerChar equal to another * object, me, defined below; also we define a process or "method" -- a * function defined by the object -- called showIntro. The showIntro * method prints the introductory text of the game. */ gameMain: GameMainDef /* the initial player character is 'me' */ initialPlayerChar = me /* This is the introductory text printed before the first "look * around" at the beginning of the game. */ showIntro() { "Hurrying through the rainswept November night, you're glad to see the bright lights of the Opera House. It's surprising that there aren't more people about but, hey, what do you expect in a cheap demo game...? <p><b>Cloak of Darkness</b>\n A basic IF demonstration.\n Version <<versionInfo.version>> <\p>"; } ; /* * The preceding two objects are abstract programmatic objects. The * next object, on the other hand, is our first game object. It * represents a room in the game, which happens to be the player * character's initial location. * * Room objects define two strings: (1) the 'name' of the room, and * (2) the "description" of the room. * * We could define these properties explicitly, but instead we use the * Room template for convenience (so we can just type out the strings * in the correct order, which are then automatically associated with * the corresponding properties -- for easy convenience). */ foyer: Room 'Foyer of the Opera House' "You are standing in a spacious hall, splendidly decorated in red and gold, with glittering chandeliers overhead. The entrance from the street is to the north, and there are doorways south and west. " /* We make the south and west properties point to the bar and * cloakRoom respectively. This allows normal movement from this * room to the other two. */ south = bar west = cloakRoom /* * We make the 'north' property point to a method, which means that when * the player attempts to go this way, this method is executed instead; in * this case it just displays an explanation of why the movement is not * permitted. */ north { "You've only just arrived, and besides, the weather outside seems to be getting worse. "; } ; /* * Next we define the player character, in this case the actor under player's * control (as determined by the gameMain object, above). We'll call it by the * fanciful name "me", since it's the object that sort of represents the * player in the game. * * We use the '+' character to indicate that this object is initially located * in the object defined immediately above. We do this instead of explicitly * defining its 'location' property, as a shorthand convenience. * * This demonstration assumes the canonical flat PC, which the Tads-3 library * provides as the default -- so this is a very simple definition: we don't * need to customize any properties or methods at all. */ + me: Player ; /* * Now we define the cloak object. This object is a child of the Wearable * class, which means that it can be worn and removed. * * Wearable is a child of Thing, the base class for all game objects. Thus it * defines twostrings: (1) the 'vocab' for this object define the language * that the player can use when referring to this object, together with the * 'name' of this object. The name of the object like the room name above, is * used in messages generated by the game when referring to this object; (2) * the "description" of the object is printed when the player examines the * object. Here we use the Thing template for a more concise definition of * these common properties. * * We use two '+' characters to indicate that it is to be initially located in * the object defined immediately above; also, we indicate that it is * initially being worn and is owned by the "me" object. * * The remainder of the definition customizes the behavior of the object when * used in combination with the verb "drop". * * The 'name' of the object is the part of the vocab string that precedes the * first semicolon. We follow the semicolon with other adjectives that can be * used to refer to the cloak. */ ++ cloak: Wearable 'velvet cloak; handsome dark black satin' "A handsome cloak, of velvet trimmed with satin, and slightly spattered with raindrops. Its blackness is so deep that it almost seems to suck light from the room. " /* The "me" object is initially wearing the cloak. */ wornBy = me /* This is a simple cosmetic touch, which allows the player to * refer to the cloak as "my cloak" even when it is not located in * the player character. */ owner = me /* dobjFor(Verb) defines this object's behavior when it is the * direct object of that verb in a command. The following defines * how this object behaves when it is the dobj of the verb "drop". * * Basically, we don't allow the cloak to be dropped outside of the * cloakRoom. */ dobjFor(Drop) { /* There are several stages of action process, all useful in * different ways. Here we customize the check() phase of the * process. */ check() { /* * In keeping with good habit, we call the overridden default * check() routine, to allow our superclasses (Wearable, Thing, * etc.) a chance to disallow dropping the cloak. * * inherited() simply calls this same method in our parent class. */ inherited(); /* * If the cloak is not in the cloakRoom, we disallow the action, * first printing an explanation and then exiting the action * process. */ if (!isIn(cloakRoom)) { /* * A double-quoted strings is a shorthand for printing text to * the screen. (This is why descriptions are double-quoted for * example.) If a check method displays any text the action is * disallowed. */ "This isn't the best place to leave a smart cloak lying around. "; } } } ; /* * Another Room-class object, the cloakRoom. */ cloakRoom: Room 'Cloakroom' "The walls of this small room were clearly once lined with hooks, though now only one remains. The exit is a door to the east. " east = foyer ; /* * Next we define the hook object, upon which the cloak may be hung. * * The hook inherits from two classes, Surface (so things can be put on * it) and Fixture (so that it cannot be moved around by the player). * * Because other objects have no need to refer to this object, this * object doesn't need to be named. We could have written... * *. +hook: Fixture, Surface // etc. * * ...but instead we leave off the name because the object isn't going * to need one. */ +Fixture, Surface /* * This is the vocab property. 'small brass hook' is the name of the * object. Following the first semicolon we can add any additionas * adjectives we wish to allow the player to use to refer to this object * (here there are none) and after the second semicolon we add any * additional nouns (here 'peg' and 'hanger') the player can use; "small" * and "brass" are adjectives and "hook" "peg" and "hanger" are nouns. The * player can refer to this object by any normal combination of these * words. */ 'small brass hook;;peg hanger' /* This is the description of the object; this is printed to the * screen when the player examines or looks at this object. * * We vary the description of the hook depending on whether the * cloak is hung on it. We use a couple shorthands here: the * material enclosed in <<>> is evaluated and the value is printed * within the larger string of text; the (x?y:z) structure is like * "if(x) y; else z;" in short form. */ "It's just a small brass hook, <<cloak.location == self ? 'with a cloak hanging on it' : 'screwed to the wall'>>. " /* Because we have added special listing of the cloak in the * description, we want to suppress the default automatic contents * listing upon examine, which would be redundant. We do not, * however, want to suppress the normal contents listing: the cloak * should be shown on the hook when the player looks around the * room. */ contentsListedInExamine = nil contentsListed = true /* * Before an object (say, the cloak) is moved, the library calls a few * methods on the objects participating in the move. * * These methods normally don't do anything, but they are perfect for * triggering consequences of the move. In this case, we want to increase * the player's score when the cloak is moved to the hook. * * The notifyInsert() method takes one arguments: the object being moved. * Thus we have notifyInsert(obj) * * We could just as easily customize iobjFor(PutOn), but in principle, * objects can be moved by a number of actions or verbs, and * notifyInsert() is sure to catch all cases. */ notifyInsert(obj) { /* In keeping with good habit, we inherit the normal behavior. */ inherited(obj); /* If the object being moved is the cloak, we call upon the * hookScore object to award the points. If we wanted to * increase the score over and over again, each time the cloak * is hung on the hook, we would call awardPoints(), but * instead we just awardPointsOnce(). */ if (obj == cloak) hookScore.awardPointsOnce(); } /* The hookScore property points to an anonymous object, for which * we give a nested definition. * * The Achievement is a simple programmatic object for registering * a score, in this case for hanging the cloak on the hook. It is * not necessary to bother with a separate Achievement object for * scoring, but it's a nice feature. * * Again we define the object using a template, which fills in the * object's "points" and "desc" properties. (The desc is used for * displaying a complete account of the player's score. This is * rather unnecessary in the case of this demonstration, but in * normal games this is the nicest technique.) */ hookScore: Achievement { +1 "hanging the cloak on the hook" } ; /* * Our final room of three: the bar. * * This one is interesting for its handling of light, and for its * refusal to allow the player to do anything while the room is dark. */ bar: Room 'Bar' "The bar, much rougher than you'd have guessed after the opulence of the foyer to the north, is completely empty. There seems to be some sort of message scrawled in the sawdust on the floor. " north = foyer /* * All "game objects" have a property isLit that indicates whether they're * producing any light. * * By default, Room objects are lit, which means that they illuminate * their area, but in this case we want the room to be dark when the cloak * is in it, and bright otherwise. */ isLit = !cloak.isIn(self) /* If the room is dark, we want to interrupt the action unless the * player is simply leaving the room. * * roomBeforeAction() is automatically called every time an action * is attempted in the room. This normally does nothing, but is * designed for precisely this sort of situation, where we want * the room to interfere with or interrupt actions. */ roomBeforeAction() { /* * We will not interrupt the action if the room is lit. Instead we * will return without further process. */ if(isLit) return; /* * We'll allow a TravelViaAction, which is the lower-level action for * all travel commands, in case the player might be heading north. * Other directional commands will be caught below, by the * gAction.dirMatch.dir check. */ if(gAction.ofKind(TravelAction)) return; /* We also allow "system actions", such as SAVE or ABOUT. */ if(gAction.ofKind(SystemAction)) return; /* * It might make sense to allow the player to try actions that take no * objects, such as 'look', but to conform with the design * specifications of this project we omit this consideration. We could * do this for example by: if(!gDobj) return; */ else { /* * The action was not a directional command, so we print a * different message. */ "In the dark? You could easily disturb something! "; /* Then we increase our blunder counter by one. */ ++blunderCount; /* And finally we exit, effectively interrupting the action. */ exit; } } /* * If the player character attempts to travel in the dark via a direction * where there is no visible exit (or no exit at all), we execute the * cannotGoThatWayInDark(dir) method, where dir is the direction of the * attempted travel. */ cannotGoThatWayInDark(dir) { /* * The player is trying to travel in a non-existent direction in the * dark, so we print: */ "Blundering around in the dark isn't a good idea! "; /* * Attempting impossible travel in the dark increases the blunderCount * by one extra. */ ++blunderCount; } /* We introduce a new property to keep track of how many times the * player has blundered around in the dark. This will determine the * outcome of the game. (See the "message" object, below.) * * This is initially set to zero: at the beginning of the game, the * player has not blundered around at all. */ blunderCount = 0 ; /* * Finally, there's a message on the floor of the bar. * * The description varies depending on how much the player blundered * around while the bar was dark. The game ends upon printing this * description. * * We make this object a Fixture, so that it cannot be moved around. */ +Fixture /* * We complicate the vocab of this object a bit, to allow for such * phrasings as "read the message scrawled in sawdust". */ 'scrawled message; in[prep]; sawdust' /* We make a method of the desc, which is normally a property, so * that we can vary the description based on how much blundering * the player did. */ desc() { /* If the player blundered around too much, the message says * that the player lost the game. */ if (bar.blunderCount > 2) { "The message has been carelessly trampled, making it difficult to read. You can just distinguish the words..."; /* We call finishGameMsg(), which finishes the game by * printing a message and providing some options for the * player. The first argument is the parting message, and * the second argument is a list of any additional options * we want to provide the player. We want to allow players * to check their "full score", so we include this option * in the list. */ finishGameMsg('You have lost', [finishOptionFullScore]); } /* If the player didn't blunder around in the bar too much, * the message reads differently. */ else { /* The message is undisturbed, so we award a point for * winning the game, print a message and end the game. */ messageScore.awardPoints(); "The message, neatly marked in the sawdust, reads..."; finishGameMsg('You have won', [finishOptionFullScore]); } } messageScore: Achievement { +1 "winning the game" } /* * We want the player to be able to READ the message as well as EXAMINE * it. To make something readable we give it a readDesc. Since in this * case we want READ and EXAMINE to have the same effect, we set the * readDesc to the same as the desc. */ readDesc = desc ; /* * And last, we define a new verb to handle the command "hang x on y". * * We make it a TIAction, which means it takes two objects (x and y), * and we define its grammar rule, action, and verbPhrase, which is * used in automatically generated messages (disambiguation questions * and implicit action messages). */ DefineTIAction(HangOn); VerbRule(HangOn) 'hang' singleDobj ('on' | 'upon') singleIobj : VerbProduction action = HangOn verbPhrase = 'hang/hanging (what) (on what)' missingQ = 'what do you want to hang (on it);what do you want to hang it on' iobjReply = onSingleNoun ; /* * We modify Thing so that HangOn works the same way as PutOn, whether * the object is being used as the direct object or the indirect object. * * We could instead have made the HangOn VerbRule point to the * PutOnAction rather than the HangOnAction, but this is perhaps a bit * clearer, and allows a minor demonstration of action remapping. */ modify Thing dobjFor(HangOn) asDobjFor(PutOn) iobjFor(HangOn) asIobjFor(PutOn) ; /* * Though we've erred on the side of elaboration in the comments, we * hope you've found that the code itself is fairly compact. With the * comments removed, it is, for comparison, about the length of the * corresponding Inform version of this demonstration -- a little over * 100 lines. */