Showing posts with label SpeakTo. Show all posts
Showing posts with label SpeakTo. Show all posts

Thursday, June 20, 2013

SpeakTo stuff

So, yesterday, I was adapting John Menichelli's Hugozork to Roodylib, just because I'm always curious to see how well Roodylib plays with already-written games. Initially, there was some ParseError replacement code for the Loud Room that I was able to move to Roodylib's PreParseError routine, but I noticed that some of it didn't do the Loud Room's echo behavior quite right so I spent some time fixing that.

While testing that code, I realized that the engine-called SpeakTo was skipping all of my glorious code completely (SpeakTo is called directly both when you give characters commands, like: >CLOWN, HELLO or just when you type an object with no verb, like >ROCK).

I decided that SpeakTo should have to do location and player before checks, to better allow response configurations for situations just like the Loud Room. Here is my current SpeakTo:
replace SpeakTo(char)
{
local a, v, TryOrder, IgnoreResponse, retval, stay, same, different
#ifset USE_CHECKHELD
if verbroutine = &DoDrop_CheckHeld
verbroutine = &DoDrop
elseif verbroutine = &DoPutIn_CheckHeld
verbroutine = &DoPutIn
#endif

#ifset VERBSTUBS
if verbroutine = &DoHelpChar and object = player
{
verbroutine = &DoHelp
object = nothing
}
#endif

#ifset USE_CHECKHELD
ResetCheckHeld
#endif

#ifset DEBUG
if debug_flags & D_PARSE
{
print "\B[Speakto("; char.name;
if (debug_flags & D_OBJNUM)
print " ["; number char; "]";
print ") verbroutine="; number verbroutine;
print ", object="; object.name;
if (debug_flags & D_OBJNUM)
print " ["; number object; "]";
print ", xobject="; xobject.name;
if (debug_flags & D_OBJNUM)
print " ["; number xobject; "]";
print "]\b"
}
#endif

v = verbroutine
a = actor
actor = player
verbroutine = &SpeakTo
retval = player.before
actor = a

if retval
{
#ifset DEBUG
if debug_flags & D_PARSE
{
print "\B["; player.name;
if debug_flags & D_OBJNUM
print " ["; number player; "]";
print ".before returned "; number retval; "]\b"
}
#endif
return retval
}

retval = location.before
if retval
{
#ifset DEBUG
if debug_flags & D_PARSE
{
print "\B["; location.name;
if debug_flags & D_OBJNUM
print " ["; number location; "]";
print "before returned "; number retval; "]\b"
}
#endif
return retval
}

verbroutine = v

if char is not living
{
ParseError(6)  ! "That doesn't make any sense."
return
}

AssignPronoun(char)

! Handle player/typist-related ParseError messages:
if char = player
Message(&Speakto, 1)    ! "Stop talking to yourself..."
elseif not ObjectisKnown(object) and not FindObject(object, location)
ParseError(10, object)
else
   stay = true

if not stay
  {
  speaking = 0
  return
  }

if char is unfriendly
IgnoreResponse = true
else
{
! In the event of:  >CHARACTER, GO NORTH.  GET THE THING.  GO WEST., etc.
if not FindObject(char, location)
{
speaking = char
run char.order_response
return true
}

same = (char = speaking)

select verbroutine
case 0                  ! Just the character name is given,
! so just "X is listening."
{
if not char.order_response
Message(&Speakto, 2, char)
retval = true
}

#ifclear NO_VERBS
case &DoHello           ! Note the ampersands ('&')--or else
{                       ! the routines themselves would run
if not char.order_response
{
if char is not unfriendly
{
! "X nods hello."
Message(&Speakto, 3, char)
retval = true
}
else
{
IgnoreResponse = true
}
}
else
retval = true
}

case &DoAskQuestion
return Perform(&DoAsk, char, object)

case &DoTalk
{
if xobject
ParseError(6)
else
return Perform(&DoAsk, char, object)
}

case &DoTell
{
if object = player
return Perform(&DoAsk, char, xobject)
else
TryOrder = true
}
#endif  ! ifclear NO_VERBS

case else
{

! If the character can respond to a request, this should be dealt with by
! an order_response property routine; order_response--if it exists--should
! return false if there is no response for the given verbroutine

TryOrder = true
}
}

if TryOrder
{
if (not char.order_response)
IgnoreResponse = true
else
retval = true
}

different = (speaking ~= char)

! This same/different local variable stuff allows for certain
! orders to end conversations. If your order_response code clears
! the speaking global, this code prevents it being reset.

if retval and not (same and different)
speaking = char

if IgnoreResponse
{
if not char.ignore_response
Message(&Speakto, 4, char)      ! "X ignores you."
speaking = 0  ! clear the speaking global
}
return retval
}
Now, there are a couple problems. One, currently, both the location and player code have no idea what command the player is trying to order done, as I had to change the verbroutine to &SpeakTo for easy catching. Further complicating things, is that for the player object, I had to change the SpeakTo-determined actor global, too.

Ideally, I'll be able to figure out a way to organize all of these values so authors can have as clear an idea as possible about what was typed, and hopefully I'll be able to do it without the creation of new globals (although that isn't a big deal and I'll probably end up doing it anyway).

Also, let it be said that this new code is very lightly tested so there might be a gaping bug I haven't found yet.

Tuesday, October 16, 2012

more SpeakTo speculation

I've been working again on my update to Christopher Tate's converse.h extension. I forget what the original issue was to get the ball rolling, but somewhere near the beginning was a point where I noticed >CHARACTER, GOODBYE commands (which, in my extension, is a viable way to end a conversation), on their success, was resetting the speaking global to the npc. I updated the extension's (and roodylib's) SpeakTo replacement to use local variables to check for certain changes of the speaking global during the execution of the routine. This is probably a useful-to-only-me feature, but it seems feasible to me that certain successful orders should end conversations (without sending the NPC to another room).

Like the previous paragraph implied, SpeakTo, if you don't remember, handles commands to characters, like >CHARACTER, HELLO. If you just type >CHARACTER_NAME at a prompt, SpeakTo is also called directly.

I noticed another thing, too. The original SpeakTo has:
 if not FindObject(char, location)
 {
  actor = player
  ParseError(11, char)
  return
 }
And then later in the routine:
 ! In the event of:  >CHARACTER, GO NORTH.  GET THE THING.  GO WEST., etc.
 if not FindObject(char, location)
 {
  run char.order_response
  return true
 }
For a while, this tricked me into thinking that the engine, while smart enough to interpret  ">CHARACTER, GO NORTH. GET THE THING. GO WEST., etc.", was *also* smart enough to recognize orders even when the character isn't in scope, which would allow for smart-sounding error messages like "You're trying to command someone who isn't here." Instead, my attempts to replicate this kept on giving me "Better start with a verb."

Eventually I realized it was just a mistake in SpeakTo, so I ended up taking out that first bit of extra code (since hey, we want cool order support right?).

The current state of SpeakTo:
replace SpeakTo(char)
{
    local TryOrder, IgnoreResponse, retval, stay, same, different
#ifset USE_CHECKHELD
    if verbroutine = &DoDrop_CheckHeld
        verbroutine = &DoDrop
    elseif verbroutine = &DoPutIn_CheckHeld
        verbroutine = &DoPutIn
#endif

#ifset VERBSTUBS
    if verbroutine = &DoHelpChar and object = player
    {
        verbroutine = &DoHelp
        object = nothing
    }
#endif

#ifset USE_CHECKHELD
    ResetCheckHeld
#endif

#ifset DEBUG
    if debug_flags & D_PARSE
    {
        print "\B[Speakto("; char.name;
        if (debug_flags & D_OBJNUM)
            print " ["; number char; "]";
        print ") verbroutine="; number verbroutine;
        print ", object="; object.name;
        if (debug_flags & D_OBJNUM)
            print " ["; number object; "]";
        print ", xobject="; xobject.name;
        if (debug_flags & D_OBJNUM)
            print " ["; number xobject; "]";
        print "]\b"
    }
#endif

    if char is not living
    {
        ParseError(6)  ! "That doesn't make any sense."
        return
    }

    AssignPronoun(char)

    ! Handle player/typist-related ParseError messages:
    if char = player
        Message(&Speakto, 1)    ! "Stop talking to yourself..."
    elseif not ObjectisKnown(object) and not FindObject(object, location)
        ParseError(10, object)
    else
        stay = true

    if not stay
       {
       speaking = 0
       return
       }

    if char is unfriendly
        IgnoreResponse = true
    else
    {
        ! In the event of:  >CHARACTER, GO NORTH.  GET THE THING.  GO WEST., etc.
        if not FindObject(char, location)
        {
            speaking = char
            run char.order_response
            return true
        }

        same = (char = speaking)

        select verbroutine
            case 0                  ! Just the character name is given,
                        ! so just "X is listening."
            {
                if not char.order_response
                    Message(&Speakto, 2, char)
                retval = true
            }

#ifclear NO_VERBS
            case &DoHello           ! Note the ampersands ('&')--or else
            {                       ! the routines themselves would run
                if not char.order_response
                {
                    if char is not unfriendly
                        {
                        ! "X nods hello."
                        Message(&Speakto, 3, char)
                        retval = true
                        }
                    else
                    {
                        IgnoreResponse = true
                    }
                }
                else
                    retval = true
            }

            case &DoAskQuestion
                return Perform(&DoAsk, char, object)

            case &DoTalk
            {
                if xobject
                    ParseError(6)
                else
                    return Perform(&DoAsk, char, object)
            }

            case &DoTell
            {
                if object = player
                    return Perform(&DoAsk, char, xobject)
                else
                    TryOrder = true
            }
#endif  ! ifclear NO_VERBS

            case else
            {

    ! If the character can respond to a request, this should be dealt with by
    ! an order_response property routine; order_response--if it exists--should
    ! return false if there is no response for the given verbroutine

                TryOrder = true
            }
    }

    if TryOrder
    {
        if (not char.order_response)
            IgnoreResponse = true
        else
            retval = true
    }

    different = (speaking ~= char)

!    This same/different local variable stuff allows for certain
!    orders to end conversations. If your order_response code clears
!    the speaking global, this code prevents it being reset.

    if retval and not (same and different)
        speaking = char

    if IgnoreResponse
    {
        if not char.ignore_response
            Message(&Speakto, 4, char)      ! "X ignores you."
        speaking = 0  ! clear the speaking global
    }
    return retval
}
Oddly enough, though, the new code wasn't working with my newconverse.h extension. Multi-command orders were getting odd responses for the second action. This prompted me to scrutinize newconverse.h even further. Eventually, I tracked down the problem to my fancy undo shenanigans (where I have the option to show the player which command is being undo'ed). It turns out writing over the word array all willy nilly can have some drawbacks! I changed the code to not clear the word array (which I'm not sure why I did that in the first place).

Then, I thought I had broken this nifty feature where, in some circumstances, it was possible to undo and skip over an entire conversation. In the end, it'd turn out that I had forgotten that the feature only worked under very specific settings, but long before that, my solution was to strip newconverse.h of its undo code, making a standalone "undolib.h" library extension. The extension, besides supporting what's-being-undo'ed reminders, also has the ability to attempt to undo multiple times at once (say, an unwinnable game that can undo back to when it was winnable).

The main disappointment is that I was too lazy to make undolib.h not roodylib-dependent. newconverse.h, while supporting roodylib, doesn't require it. It doesn't require undolib.h, either, but if somebody wants it, they'll have to use roodylib for now.

Another thing wrong with newconverse.h was that I was over-writing several arrays (like, writing six elements to a five-element-array). Hopefully, the experience will make me more aware of the bad code that caused such problems, but it was a good lesson nonetheless. If your game is acting nonsensically wonky, there's a good chance you overwrote an array somewhere!

For a little while, I thought newconverse.h would use my opportune.h extension, too. It's an extension for starting little daemons where a global variable's value dictates special responses to actions. I call them "windows of opportunity."

My opportune.h was kind of limited, though, since it could only handle one opportunity at a time (and it really preferred that those opportunities lasted for one turn). So, I rewrote it to make it property-array-based instead of global-variable-based. I got it working to satisfaction, but in the end, I decided, you know, in this case, I really do just want a fuse. Now, in retrospect, I'm not sure if there's really much call for a multiple-opportunity, multiple-turn opportune.h at all, so I'll probably change it back to its original form.

So yeah, there's a new fuse in newconverse.h. The positive side of all of my tinkering is that newconverse is a lot more consistent overall. Disallowing UNDO and skipping conversations and allowing normal undo works pretty much the same between most newconverse.h-supported conversation menus, whether they're on the top of the screen or at the bottom.

Undolib.h and newconverse.h need a little more polishing before I upload the latest versions, but things are looking good.

Sunday, July 29, 2012

SpeakTo me

Today, I was trying to add some polish to newconverse. At one point, I started trying to modify its SpeakTo replacement so it was more like the one I put in roodylib, as I have become rather fond of most of my roodylib replacements. Eventually, I decided it might be altogether better to just drop the SpeakTo replacement in newconverse and alter newconverse to work with regular old SpeakTo.

This presented some interesting problems. If a player only types <character name> at the prompt, the engine calls SpeakTo directly so there wasn't an obvious way to redirect things with a before property. I ended up putting some code in the parse_rank property (since FindObject is called a couple times before SpeakTo) to change the verbroutine global if need be. Knowing what verbroutines to expect helped me write an order_response for the character class that could interpret things properly.

As if that wasn't all a big enough pain, I wanted to give the player a "You are already speaking." line if you do >TALK TO CHARACTER repeatedly (instead of an endless barrage of "<character> is listening."). While this was easy enough to trap for a regular TALK TO command, this turned out to be a pain for things like CHARACTER, HELLO what with the way that SpeakTo is always clearing or setting the speaking global. I had to change it yet again (hopefully for the last time) so it only clears and sets the speaking global when absolutely necessary (like, it only sets the global after order_response has been run, so your order_response code can correctly gauge whether or not the character was given his first command of the conversation).

Newconverse still has a ways to go before perfection; some of the messages could be tailored for multiple player persons (right now, it's all written in second player person) and just some general polishing, but hey, we're getting there.