My recent thought was that this year's theme should be ports. Part of the inspiration for this was that Johnny Rivera and I have had our eye on Cardinal Teulbach's Hugo 1.2 games. I know Robb Sherwin has had his eye on some BASIC games, and in general, there are just a vast number of outdated game systems out there with games that could use new life.
So, yesterday, instead of actually waiting for the Hugo Open House to come around, I thought I'd dip my toe in the porting waters to see what it feels like. I started with Cardinal Teulbach's SceptreQuest which in itself is a port. Originally, I was looking at the original BASIC source and thought I'd be writing a new version of DescribePlace (which could be conceivably be used other similar BASIC ports), but when I opened up Teulbach's version, I was reminded that they are two very different games. His game is more of a re-imagining.
Anyhow, I'm mostly done with the reimplementation of it all, but I've been tidying up a couple things before I release it (even to what degree I release it is uncertain since Teulbachs was kind of hardcore about his usage license).
Long story short, in testing some of the various containers and platforms I have in the game, I have paid more attention than usual to the DoEmpty and DoEmptyOrGet routines. It is my current conclusion that they are in dire need of being fixed.
Right now, typing >EMPTY <non-held, non-container-or-platform object> results in that object being picked up.
There's also this bit in DoEmpty:
if not children(object)I have a feeling that in earlier versions, this code may have been switched, as that ParseError message is successfully called in games like Spur and Guilty Bastards. I imagine that DoEmptyOrGet was added and DoEmpty was mixed around in the creation of Future Boy! to solve some problem, but it unwittingly opened some other problems.
{
VMessage(&DoEmpty, 2) ! "It's already empty."
return true
}
if object is not container, platform
{
ParseError(12, object)
return false
}
Of course, sometimes game design relies on player's not doing nonsensical things (like trying to empty or unload average non-container items), but when possible, these kind of holes should be patched.
It'd be nice if I had a better time envisioning the scenario that brought about the code change, but whatever the case, a verb routine such as DoEmpty could possibly be even more robust. For instance, I can imagine some objects that should unload or empty out onto the ground and other objects that should empty out into the player's inventory. Also, possibly there should be a way to quickly disallow emptying of a container or platform without having to write up a before routine to catch it.
This all presents the question, how do we handle all of these scenarios? Right now, I'm leaning towards a global variable used with format masks or possibly just attributes. I am going to think on this. Anyone have any suggestions?
EDIT: Ok, I was just playing with this for a bit. I was trying to do some complicated grammar token stuff, but my routine grammar doesn't play nicely with the "multi" grammar token used by much of the "empty" definitions. I have come to the conclusion that probably the best route to take would be to create object classes with various DoEmpty behaviors from which other objects can inherit from.