GIFT, THE (director: Sam Raimi; screenwriters: Billy Bob Thornton/Tom Epperson; cinematographer: Jamie Anderson; editors: Bob Murawski/Arthur Coburn; cast: Cate Blanchett (Annie Wilson), Giovanni Ribisi (Buddy Cole), Keanu Reeves (Donnie Barksdale), Katie Holmes (Jessica King), Greg Kinnear (Wayne Collins), Hilary Swank (Valerie Barksdale),Chelchie Ross (Kenneth King), Kim Dickens (Linda), Gary Cole (David Duncan), Rosemary Harris (Annie's Granny), J. K. Simmons (Sheriff Pearl Johnson), Michael Jeter (Defense Attorney); Runtime: 112; A Paramount Classics release; 2000)
Reviewed by Dennis Schwartz
The Gift is a supernatural thriller whose motto is: 'always follow your instincts.' I listened as the psychic said that was how she was taught to believe what she sees by her kindly grandmother and by taking that advice I was able to instantly guess who the murderer was, while the film's psychic had lapses of memory and forgot from time to time that handy motto. Unfortunately because of that glitch in the story and the film's gapping holes in logic, I wasn't absorbed by this moody and atmospheric thriller as much as I should have been. When you see how the film will be resolved before the main character does and that person is playing a psychic, then there is something amiss about the story. The suspense always felt tacked on to all the psychic visions that dramatically kept the pot boiling. This ploy always felt contrived and the film never quite felt real.
 Cate Blanchett gives a haunting performance as the psychic Annie Wilson, someone who is both vulnerable and strong in character. The film opens as she is shown reading her special cards to her clients and helping the troubled in her community by offering them sound advice. Her girlfriend Linda (Dickens) wants to know what kind of man is in her future; Valerie Barksdale (Swank) is an abused woman who is afraid to confront her redneck husband Donnie (Reeves) about the regular beatings he administers and is advised by Annie to leave him; and, in town she runs into a mentally disturbed and violent young garage mechanic, with a death wish, Buddy Cole (Ribisi), who is all bottled up about his relationship with his father and she tries to get him to face those bitter childhood memories. Ribisi's portrayal was hammy and particularly uninteresting.
The first half of the film builds up a case against what a wretched monster this Donnie is, how he calls Annie a satanic witch and threatens her and the children if she meddles in his marriage; he even violates her household by sneaking in to use her cards to spell out satan on her bed. The mystery event occurs when an attractive but promiscuous young woman from a prominent family, Jessica King (Holmes), who is engaged to the clean-cut school principal, Wayne Collins (Kinnear), turns up missing. Sheriff Johnson (Simmons) is not a believer in psychics, nevertheless is forced to call on Annie at Mr. King's insistence. Annie dreams that Jessica is dead in a pond, and when the sheriff's men dredge Donnie's pond they find her body there and arrest him.
When the case goes to trial Annie is surprised at who the district attorney (Cole) is, because he was seen the night before the murder by her making love to Jessica in the ladies' room of the rich social club she was visiting with her friend Linda. The trial was poorly filmed and made a mockery of how a trial should be run. Everything about it seemed unbelievable, as there was one scene where Annie is ridiculously attacked by the defense lawyer (Jeter) on a personal basis while the district attorney doesn't even object.
This whodunit had many contrivances and they all sapped strength from the film's already rather weak mystery story. The two things that kept this film watchable were the suspenseful visuals of Annie's dark visions -- eerily recalling things from the dead world, and Cate's gifted performance, that brought more to the story than the script by Billy Bob Thornton and Tom Epperson could provide. This is a return for Mr. Raimi ("The Evil Dead") to his B-film origins, but this time with a Hollywood budget. As a Hollywood film it fails to deliver enough punch to be a box-office hit, but as a B-film it seems easier to overlook the film's lack of punch to its story and accept its ordinary Gothic story as possibly having more to it than presented.
REVIEWED ON 7/26/2001 GRADE: C
Dennis Schwartz: "Ozus' World Movie Reviews"
http://www.sover.net/~ozus
<EMAIL_ADDRESS>© ALL RIGHTS RESERVED DENNIS SCHWARTZ
========== X-RAMR-ID: 28957 X-Language: en X-RT-ReviewID: 240075 X-RT-TitleID: 1103231 X-RT-SourceID: 873 X-RT-AuthorID: 1315 X-RT-RatingText: C
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| standard | professional | enterprise | |
|---|---|---|---|
| Price | $20per month | $30per month | $40per month |
| Storage | 20Gb Storage | 20Gb Storage | 20Gb Storage (remark) |
| Ram | 256Mb | 256Mb | 256Mb |
| Traffic | 500Gb | 500Gb | 500Gb |
| MySQL Support | - | - | - |
| POP3 & SMPT | true | true | true |
| Speed | 100Mb/sec | 100Mb/sec | 100Mb/sec |
| SSH | - | - | - |
| Email Accounts | 100 | 100 | 100 |
| standard | professional | |
|---|---|---|
| Price | $20per month | $30per month |
| Storage | 20Gb Storage (remark) | 20Gb Storage |
| Ram | 256Mb | 256Mb |
| Traffic | 500Gb | 500Gb |
| MySQL Support | - | - |
| POP3 & SMPT | true | true |
| Speed | 100Mb/sec | 100Mb/sec |
| SSH | - | - |
| Email Accounts | 100 | 100 |


An demo eggs, learning environment, and community for front-end web development using HTML, CSS and JavaScript code snippets, projects, and web applications.
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Implementations of {@link com.adaptris.core.Service} relating to JDBC operations that do not interrogate the payload.


public class Path
extends java.lang.Object
CustomShape
| Modifier and Type | Class and Description |
|---|---|
class |
Path.ArcCommand
Command for adding points to the subpath such that the arc described by the circumference of the circle described by the arguments,
starting at the given start angle and ending at the given end angle, going in the given direction (defaulting to clockwise), is added to the path,
connected to the previous point by a straight line.
|
class |
Path.ArcToCommand
Command for adding an arc with the given two position points and radius to the current subpath and connecting it to the previous point by a straight line.
|
class |
Path.BeginPathCommand
Command for beginning a path
|
class |
Path.BezierCurveCommand
Command for adding the given point to the current subpath and connecting to the previous one by a cubic Bezier curve with two given control points.
|
class |
Path.ClosePathCommand
Command for marking the current subpath as closed, and starting a new subpath using the same point as the one for the end of the newly closed subpath.
|
class |
Path.Command
Base class for all path commands
|
static class |
Path.CommandType
The type of a path command
|
class |
Path.LineToCommand
Command for adding the given point to the current subpath and connecting it to the previous one by a straight line.
|
class |
Path.MoveToCommand
Command for creating a new subpath with the given point.
|
class |
Path.QuadraticCurveCommand
Command for adding the given point to the current subpath and connecting to the previous one by a quadratic Bezier curve with one given control point.
|
class |
Path.RectCommand
Command for adding a new closed subpath to the path, representing the given rectangle.
|
| Constructor and Description |
|---|
Path()
Default Ctor.
|
| Modifier and Type | Method and Description |
|---|---|
Path |
arc(Vector2d pos,
double radius,
double startAngle,
double endAngle,
boolean clockwise)
Adds an arc with the given position to the path such that the circumference of the circle described by the arguments,
starting at the given start angle and ending at the given end angle, going in the given direction (defaulting to clockwise),
is added to the path, connected to the previous position by a straight line.
|
Path |
arcTo(Vector2d pos1,
Vector2d pos2,
double radius)
Adds an arc with the given two position points and radius to the current path and connects it to the previous position by a straight line.
|
Path |
beginPath()
Begins a path.
|
Path |
bezierCurveTo(Vector2d pos,
Vector2d cp1,
Vector2d cp2)
Adding the given position to the current path and connects it to the previous one by a quadratic Bezier curve with two given control point.
|
Path |
clear()
Clears the path.
|
Path |
closePath()
Closes a path.
|
java.util.List<Path.Command> |
getCommands()
Retrieve the commands that make up this path.
|
Path |
lineTo(Vector2d pos)
Draws a line to a given position.
|
Path |
moveTo(Vector2d pos)
Moves the current position to a new one (without drawing a line).
|
Path |
quadraticCurveTo(Vector2d pos,
Vector2d cp)
Adding the given position to the current path and connects it to the previous one by a quadratic Bezier curve with one given control point.
|
Path |
rect(Box2d box)
Adds a new closed subpath to the path, representing a given rectangle.
|
java.lang.String |
toSVGPath()
Convert this path into the SVG standard path.
|
public Path beginPath()
public Path clear()
public Path moveTo(Vector2d pos)
pos
- The position to move topublic Path closePath()
public Path lineTo(Vector2d pos)
pos
- The position to draw a line topublic Path quadraticCurveTo(Vector2d pos, Vector2d cp)
pos
- The new position to add to the pathcp
- The single control point for the bezier curvepublic Path bezierCurveTo(Vector2d pos, Vector2d cp1, Vector2d cp2)
pos
- The new position to add to the pathcp1
- The first control pointcp2
- The second control pointpublic Path arcTo(Vector2d pos1, Vector2d pos2, double radius)
pos1
- First position point for the arcpos2
- Second position point for the arcradius
- The arc's radiuspublic Path arc(Vector2d pos, double radius, double startAngle, double endAngle, boolean clockwise)
pos
- Postion for the arcradius
- Radius of the arcstartAngle
- Start angle of the arcendAngle
- End angle for the arcclockwise
- Direction for drawing of the arc. True means clockwise. False means anti-clockwise.public Path rect(Box2d box)
box
- The rectangle to addpublic java.util.List<Path.Command> getCommands()
public java.lang.String toSVGPath()


Tile Images With Numbers Tile Images Only Tile Numbers Only
High Resolution (Will increase generation time)


How to create from the ground up a Debian 9 image for the Raspberry PI 3
This guide explains step by step how to create from the ground up a Debian 9 (stretch) image for the Rasperry PI 3,
using Buildroot and a Linux host system (such as Fedora, Debian or Ubuntu).
Buildroot is used to create a small initramfs bootstrap image.
Althought the Debian image created is minimalist (by choice), you can then add later all the packages you want (for instance, I usually add xfce4).
If you want to skip these steps, and just use the Debian stretch aarch64 root filesystem archive I created,
just jump to here.
The first step is to generate a Debian aarch64 stretch root filesystem image.
There are several methods available. I choose to use multistrap.
Since multistrap only runs on a Debian based system, and since I am using Fedora, I used Debian 9 (netinst) within VirtualBox.
Please note that a Debian based distribution is needed only for this for step of creating the Debian root fileystem.
You can use any Linux distribution for the 2nd step involving Buildroot.
If you are using a Debian based system, you might be able to use it natively without having to use a VM.
Packages to install in your Debian based distribution:
root@test-debian9:/home/osingla# sudo apt-get install multistrap qemu qemu-user-static binfmt-support dpkg-cross
We will use this multistrap configuration, which I created from the one provided under /usr/share/doc/multistrap/examples/full.conf
aarch64-debian-rootfs.conf
Basically, this configuration will create a Debian root filesystem (without the kernel and few other files):
Debian 9 (strech)
aarch64 binaries
With these packages installed: apt systemd init base-passwd passwd iproute2 isc-dhcp-client network-manager kmod
Use these steps to create a basic root filesystem:
osingla@debian9:~$ wget https://raw.githubusercontent.com/osingla/LinuxFromScratch/gh-pages/rpi3/debian_img/aarch64-debian-rootfs.conf
osingla@debian9:~$ multistrap -a arm64 -d debian-rootfs -f aarch64-debian-rootfs.conf
Use these steps to configure the root filesystem (use either su or sudo):
root@debian9:/home/osingla# cp /usr/bin/qemu-aarch64-static debian-rootfs/usr/bin/
root@debian9:/home/osingla# mount -o bind /dev/ debian-rootfs/dev/
root@debian9:/home/osingla# LC_ALL=C LANGUAGE=C LANG=C chroot debian-rootfs dpkg --configure -a
When asked about using dash as default system shell (/bin/sh), say N (you want to use bash instead).
Now setup the root password:
root@debian9:/home/osingla# chroot debian-rootfs passwd
Some clean up:
root@debian9:/home/osingla# umount debian-rootfs/dev
root@debian9:/home/osingla# rm debian-rootfs/usr/bin/qemu-aarch64-static
Create now an archive for the Debian strech aarch64 root filesystem:
root@debian9:/home/osingla# cd debian-rootfs
root@debian9:/home/osingla# tar -j -c -f ../debian-rootfs.tar.bz2 .
root@debian9:/home/osingla# cd ..
The second step is to create an initramfs image using buildroot
The initramfs image we will create will be able to bootstrap Debian:
The kernel is 4.9.x armv8 (64-bits) since the SOC used in RPI3 is a quad A53.
We use uCLibc, and not glibc.
We build only the C toolchain (no need for C++).
We will use a small initramfs image (no need for ssh or any additional package).
Since we are using later switch_root, we are NOT using any init system.
All system files are stored in a single fat32 partition of the uSD card (firmware, DTBs, kernel, initramfs image).
Download first these files (buildroot, configuration file, init script):
If you choose to skip the 1st step and did not built the Debian root fileystem image yourself,
you can download the aarch64 Debian stretch root filesystem archive:
You can then use these steps:
~/lfs/rpi3/small_img$ wget https://raw.githubusercontent.com/osingla/LinuxFromScratch/gh-pages/rpi3/debian_img/rpi3_debian_img_defconfig
~/lfs/rpi3/small_img$ wget https://github.com/osingla/LinuxFromScratch/raw/gh-pages/rpi3/debian_img/rootfs.tar
~/lfs/rpi3/small_img$ wget https://raw.githubusercontent.com/osingla/LinuxFromScratch/gh-pages/rpi3/debian_img/debian-rootfs.tar.bz2
~/lfs/rpi3/small_img$ wget https://raw.githubusercontent.com/osingla/LinuxFromScratch/gh-pages/rpi3/debian_img/create-sdcard.sh
~/lfs/rpi3/small_img$ chmod a+x create-sdcard.sh
~/lfs/rpi3/small_img$ tar -f root.tar -x
~/lfs/rpi3/small_img$ wget https://buildroot.org/downloads/buildroot-2017.11.1.tar.bz2
~/lfs/rpi3/small_img$ tar -f buildroot-2017.11.1.tar.bz2 -x
~/lfs/rpi3/small_img$ cd buildroot-2017.11.1
~/lfs/rpi3/small_img/buildroot-2017.11$ cp ../rpi3_debian_img_defconfig configs/
~/lfs/rpi3/small_img/buildroot-2017.11$ make rpi3_debian_img_defconfig
~/lfs/rpi3/small_img/buildroot-2017.11$ make
It might takes 20 minutes or even more to download all the packages, and build everything.
Once the build is done, you will have the kernel, the Device Tree Blob (DTB), and the root filesystem tar file:
~/lfs/rpi3/debian_img/buildroot-2017.11$ tree --charset unicode -L 2 output/images/
output/images/
|-- bcm2710-rpi-3-b.dtb
|-- Image
|-- rootfs.cpio
|-- rootfs.cpio.gz
|-- rootfs.tar
`-- rpi-firmware
|-- bootcode.bin
|-- cmdline.txt
|-- config.txt
|-- fixup.dat
|-- overlays
`-- start.elf
2 directories, 10 files
If you are curious, here is the init script I am using:
/sbin/init
Now the last step is to create a uSD card. For convenience, I created a basic shell script, which:
create two partitions (fast32, ext4).
copy firmware, kernel, DTBs, initramfs image in fat32 partition.
copy the Debian root filesystem in the ext4 partition.
we also copy the kernel modules in the Debian root filesystem.
Before running this script, please check which device is used for the uSD card.
In my case, it is /dev/sdg, but it might be a different value on your system.
Use then the option --device /dev/XX
To run the script:
~/lfs/rpi3/small_img$ ../create-sdcard.sh
After you boot the uSD card
If everything went well, you should boot Debian and be able to login (root, whatever password you choose).
Ethernet should be up and running.
Run the command "ip a
" to verify you got an IP address.
The first things you might want to do:
run apt_get update
install vi and ssh server: apt_get instal vim openssh-server
Remember that if you want to ssh the unit as root, you need to change the ssh server configuration:
vi /etc/ssh/sshd_config
PermitRootLogin yes
systemctl restart sshd
From there, you have a full Debian 9 64-bits operational on your raspberry PI 3, so the sky is the limit ;-)
I usually install a full Desktop, such as XFCE.
Since the default Debian use a framebuffer (no acceleration), we might want to install an X driver specifically done for the RPI3.
Time permitting, I'd describe how to do this...


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This component allows for classes to be automatically applied to elements. Add the attribute data-auto-class
to any element, specify the selector and classes and this component will cascade down the DOM tree and apply the specified classes the all matched elements. Selectors and classes should be appied in the following format selector{classes}
.

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This keyboard is intended to support all the Bantu languages of Uganda and Tanzania.
This is a Unicode keyboard and works with any Unicode font which has support for extended Latin characters. To find fonts on your computer which support the keyboard, use the Keyman Desktop Font Helper.
SIL International has produced several Unicode font sets that support all the characters in this keyboard. These fonts are:


In J, all file operations are handled by foreigns which are created by the foreign conjunction !: . The foreigns are a grab-bag of functions and you would do well to spend some time glancing over their descriptions in the Dictionary so you'll have an idea what is available. All the foreigns defined to date in J are of the form m!:n with numeric m and n, and they are organized with m identifying the class of the foreign. For example, the foreigns for operations on files have m=1.
File Operations 1!:n; Error Handling
The foreigns 1!:n perform file operations. For ease of use I have given several of them names in jforc.ijs . To see the details of what they do, read the Dictionary.
J's native file operations are file-oriented rather than stream-oriented; that is, they read an entire file at a time, and there is no notion of a 'current file pointer', or a newline character, or a readline verb that returns just one record. Such facilities are easy to write, but it is usually better to work with entire files at a time, just as for ordinary computation J works with whole arrays at a time. Read your file in, split it into records, and work on the list of records.
Monad 1!:1 (ReadFile) has rank 0 . 1!:1 y takes a filename as y and produces a result that is a list of characters containing the text of the file. In our examples, the filename is a boxed character string; y can be a file number but we won't get into that.
s =. 1!:1 <'system\packages\misc\jforc.ijs'
s
NB. File definitions for'J For C Programmers'
NB. Copyright (c) 2002 Henry H. Rich
...
Dyad 1!:2 (WriteFile) has rank _ 0 . x 1!:2 y writes to the file y, using the character string x to provide the contents. Any existing file y is overwritten. y is a boxed character string or a file number.
('Test Data',CR,LF) 1!:2 <'c:\Temp\temp.dat'
Dyad 1!:3 (AppendFile) has rank _ 0 . x 1!:3 y appends the character string x to the of file y (creating the file if it does not exist):
('Line 2',CR,LF) 1!:3 <'c:\Temp\temp.dat'
Monad 1!:55 (EraseFile) has rank 0 . 1!:55 y erases the file y with no prompting. Be careful: the power of J makes it possible for you to delete every file on your system with one sentence.
The special file number 2 sends output to the screen. The verb monad Display in jforc.ijs uses file number 2 to display its operand (which must be a character string) on the screen; you can put Display sentences in a long verb to see intermediate results. In most cases you will prefer to use printf, described below.
There are many other 1!:n foreigns to manage file locks, query directories, handle index read/write, and do other useful things. The Dictionary describes them.
Error Handling: u ::v, 13!:11, and 9!:8
When you deal with files you have to expect errors, which will look something like
s =. 1!:1 <'c:\xxx\yyy.dat'
|file name error
| s=. 1!:1<'c:\xxx\yyy.dat'
indicating that the file was not found.
You can set up your verbs to catch errors instead of interrupting with a message at the console. We will learn one way here and another later when we study control structures for J verbs. The compound u ::v has infinite rank, and can be applied either monadically or dyadically. u ::v executes the verb u first (monad or dyad, as appropriate); if u completes without error, its result becomes the result of u ::v; but if u encounters an error, v is then executed, and its result becomes the result of u ::v :
rerr =: 1!:1 :: (13!:11@(''"_))
rerr y will execute 1!:1 to read y; if that fails it will execute the foreign 13!:11 '' . 13!:11 '' produces as result the error number of the last error encountered. This means that if 1!:1 succeeds, the result of rerr will be a string, while if 1!:1 fails, the result will be a number:
rerr <'system\packages\misc\jforc.ijs'
NB. File definitions for'J For C Programmers'
NB. Copyright (c) 2002 Henry H. Rich
...
rerr <'c:\xxx\yyy.dat'
25
You could use 3!:0 to see whether the result of rerr is a string or a number (2 means string, 1, 4, 8, or 16 means number). If you want to see the error message associated with an error number, there's a foreign 9!:8 to give you the list of errors:
25 { 9!:8 ''
+-----------------+
|file number error|
+-----------------+
Treating a File as a Noun: Mapped Files
Rather than reading a file and assigning the data to a noun, you can leave the data in a file and create a noun that points to the data. The data will be read only when the noun is referred to. This is called mapping the file to a noun.
J's facilities for mapping files are described in the Lab 'Mapped Files'. A quick example of a mapped file is
require 'jmf'
JCHAR map_jmf_ 'text'; 'system\packages\misc\jforc.ijs'
after which the noun text contains the data in the file:
45 {. text
NB. File definitions for'J For C Programmers'
Moreover, if you assign a new value to text, the file will be modified.
If you are dealing with large files, especially read-only files or files that don't change much, mapping the files can give a huge performance improvement because you don't have to read the whole file. You must be very careful, though, if you map files to nouns, because there are unexpected side effects. If we executed
temp =: text
temp =: 'abcdefgh'
we would find that the value of text had changed too! (If you try this, use a file you don't mind losing). The assignment of text to temp did not create a copy of data of text, and when temp was modified, the change was applied to the shared data. If a file is mapped to a noun, you have to make sure that the noun, or any copy made of the noun in any verb you pass the noun to, is not changed unless you are prepared to have some or all of the other copies changed. This topic is examined in greater depth under 'Aliasing of Variables' in the chapter on DLLs.
If the faster execution is enticement enough for you to take that trouble, you can consult the Lab to get all the details.
Format Data For Printing: Monad And Dyad ":
Since J reads and writes all files as character strings, you will need to be able to convert numbers to their character representation. Dyad ": has rank 1 _ . y may be numeric or boxed, of any rank (we will not consider boxed y here). If x is a scalar it is replicated to the length of a 1-cell of y . If y is numeric, each 1-cell of y produces a character-list result, with each atom in the 1-cell of y being converted to a character string as described by the corresponding atom of x and with the results of adjacent 0-cells being run together; the results from all 1-cells are collected into an array using the frame with respect to 1-cells. That sounds like the description of a verb with rank 1; almost so but not quite, because ": looks at the entire y and adds extra spaces as necessary to make all the columns line up neatly.
A field descriptor in x needs two numbers, w and d . These are represented as the real and imaginary parts of a complex number, so that only a single scalar is needed to hold the field descriptor. The real part of the field descriptor is w, and it gives the width of the field in characters. If the result will not fit into the field, the entire field is filled with asterisks; to prevent this you may use a w of 0 which will cause the interpreter to make the field as wide as necessary. The imaginary part of the field descriptor is d, giving the number of digits following the decimal point. If either w or d is less than zero, the result is in exponential form (and the absolute value of w or d gives the corresponding width), otherwise the result is in standard form. Examples:
0 ": i. 4 4
0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15
Note that extra spaces were added to the one-digit values to make them line up. Note also that 'enough space' includes a leading space to keep adjacent results from running together.
1 ": i. 4 4
0123
4567
89**
When you specify a width, you are expected to mean it, and no extra space is added. Here two-digit results would not fit and were replaced with '*'.
0 0j3 0j_3 ": 100 %~ i. 3 3
0 0.010 2.000e_2
0 0.040 5.000e_2
0 0.070 8.000e_2
A complex number has its parts separated by 'j' . Here the first field is an integer, the second has 3 decimal places, and the third is in exponential form.
When dyad ": is applied to an array, the result has the same rank as y . If you need to write that result to a file, you will need to use monad , to convert it to a list, possibly after adding CR or LF characters at the ends of lines.
Monad ":
Monad ": resembles dyad ": with a default x, except that x depends on the value of the corresponding atom of y . The simple description of monad ": is that it formats numbers the way you'd like to see them formatted. The full description is as follows: The precision d is given by a system variable that can be set by the foreign 9!:11 y (and queried by 9!:10 y; initially it is 6) ; as a quick override you may use the fit conjunction ":!.d to specify the value of d for a single use of ": . If an atom of y is an integer, a field descriptor of 0 is applied; if the atom has significance in the first 4 decimal places, a field descriptor of 0jd is applied; otherwise a field descriptor of 0j_3 is applied. Trailing zeros below the decimal point are omitted.
9!:10 ''
6
": 0 0.01 0.001 0.000015 0.12345678 2
0 0.01 0.001 1.5e_5 0.123457 2
In spite of all the detail I gave about the default formatting, in practice you just apply monad ": to any numeric operand and you get a good result. Monad ": accepts character arguments as well and leaves them unchanged:
; ":&.> 'Today ';'is ';2002 1 24
Today is 2002 1 24
We went inside the boxes with &.> and formatted each box's contents with monad ":; this made all the contents strings and we could run them together using monad ; .
Monad ": also converts boxed operands to the character arrays, including boxing characters, that we have seen in the display of boxed nouns.
Format an Array: 8!:n
To format an entire array, perhaps for display using the Grid Control, use the 8!:n family of foreigns. x 8!:0 y formats each atom of y into a boxed character string under control of the format phrases in x :
'3.0,m<$(>p<$>n<)>q< >c14.2' 8!:0 (10 500.32 ,: 22 _123456)
+---+--------------+
| 10| $500.32 |
+---+--------------+
| 22| $(123,456.00)|
+---+--------------+
The format phrases are separated by commas; here there were two, the simple 3.0 and the more advanced m<$(>p<$>n<)>q< >c13.2 . The last thing in a format phrase is the field-width specifier w.d, which means what you expect. If w is 0, a computed width is used for the entire column, while if w. is omitted, the minimum width is used for each number individually.
Preceding the w.d field come the modifiers. They include the single letters c (put commas in the formatted number) and l (left justify), and a number of modifiers, called format strings, that have a character-string value. These are specified as m<string>, m(string), or m[string], where m is the one-character name of a format string--you pick a bracket character <, (, or [ that doesn't occur in your string.
The format-string modifiers replace the default format strings for the column, except for the s modifier described presently. The format strings have the names b, d, m, n, p, q, r, and s. The default values are s='e,.-*', b='0', d=infinity, m=(2{s if n is omitted, '' if n is given), others='' . The s modifier is set differently: it is in the form s[abab...] where each a character is one of the default e,.-* and the following b character replaces that a character in the format string.
A number is classified according to its value; the value is converted to the value string v according to w.d; then the formatted result is created from a combination of the format strings and the value string, based on the value:
Infinite/indeterminate: d (default is _, __, or _. according to value)
Negative: mvn
Zero: b
Positive: pvq
The elements of s give characters to use for exponent, thousands separator, decimal point, minus sign, and insufficient field-width. If the formatted result calculated above is shorter than the field width, the field is first initialized with the r format string, repeated cyclically as necessary, and the formatted value is overlaid on that.
There are three verbs in the 8!:n family. All have infinite rank. 8!:0 produces a box for each atom of y, 8!:1 produces a box for each column of y, and 8!:2 produces an unboxed character array:
'3.0,14.2' 8!:0 (10 500.32 ,: 22 _123456)
+---+--------------+
| 10| 500.32|
+---+--------------+
| 22| -123456.00|
+---+--------------+
'3.0,14.2' 8!:1 (10 500.32 ,: 22 _123456)
+---+--------------+
| 10| 500.32|
| 22| -123456.00|
+---+--------------+
'3.0,14.2' 8!:2 (10 500.32 ,: 22 _123456)
10 500.32
22 -123456.00
Format binary data: 3!:n
If you need to write numbers to files in binary format, you need something that will coerce your numbers into character strings without changing the binary representation. J provides the foreigns 3!:4 and 3!:5 for this purpose. Each is a family of conversions, invoked as a dyad where the left operand selects the conversion to be performed.
2 (3!:4) y converts the numeric list y to a character string, representing each item of y by 4 characters whose values come from the binary values of the low-order 32 bits of y :
16b31424334
826426164
This is an integer whose value is 0x31424344. We can convert it to a character string:
2 (3!:4) 826426164
4CB1
The 4 characters (with values 0x34, 0x43, 0x42, 0x31) correspond to the bits of the number 826426164 in little-endian order.
We can use a. i. to look at the codes for each character in case they are not printable:
a. i. 2 (3!:4) 1000 100000
232 3 0 0 160 134 1 0
232 3 0 0 corresponds to 1000 and 160 134 1 0 to 100000 .
_2 (3!:4) y is the inverse of 2 (3!:4) y, converting a character string to integers:
_2 (3!:4) '4CB15CB1'
826426164 826426165
The other integer conversions are similar. 1 (3!:4) y converts the low-order 16 bits of each item of y to 2 characters, and _1 (3!:4) y converts back to integers, 2 characters per integer. 0 (3!:4) y is like _1 (3!:4) y but the integers are unsigned (i. e. in the range 0-65535).
The floating-point conversions are analogous. 2 (3!:5) y converts each item of y to 8 characters representing long floating-point form, and _2 (3!:5) y converts back; 1 (3!:5) y and _1 (3!:5) y use 4-character short floating-point form.
printf, sprintf, and qprintf
When you need formatted lines for printing you may feel at home using printf and sprintf, which work like their C counterparts. printf displays a line, while sprintf produces a string result:
'The population of %s is %d\n' printf 'Raleigh';240000
The population of Raleigh is 240000
s =. 'The total of %j is %d.\n' sprintf 1 2 3;+/1 2 3
s
The total of 1 2 3 is 6.
You need to execute
load 'printf'
to get the printf verbs defined. J's printf contains a few features beyond C's such as the %j field type seen above. You should run the Lab 'Formatting with printf' for details.
One feature with no analogue in C is qprintf, which produces handy typeout for debugging:
a =. 3 4 5 [ b =. 'abc';'def';5 [ c =: i. 3 3
qprintf 'a b c '
a=3 4 5 b=
+---+---+-+
|abc|def|5|
+---+---+-+
c=
0 1 2
3 4 5
6 7 8
qprintf is described in the 'Formatting with printf' lab.
Convert Character To Numeric: Dyad ".
Dyad ". has infinite rank. x ". y looks for numbers in the words of y, which must be a character array. Words representing valid numbers are converted to numbers; words not representing valid numbers are replaced by x . If 1-cells of y have differing numbers of numbers, x is used to pad short rows. 'Valid numbers' to dyad ". are anything you could type into J as a number, and more: the negative sign may be '-' rather than '_'; numbers may contain commas, which are ignored; and a number may start with a decimal point rather than requiring a digit before the decimal point. With the relaxed rules you can import numbers from a spreadsheet into J, using x&". to convert them to numbers:
999 ". '12 .5 3.6 -4 1,000 x25'
12 0.5 3.6 _4 1000 999
All legal numbers except for 'x25' .
If your character string is a valid J number, either monad ". or dyad ". can be used to convert it, but dyad ". is much faster.


{% extends "account/_base.html" %} {% load i18n %} {% block title_placeholder %}{% trans "Account Inactive" %}{% endblock %} {% block content_placeholder %}
{% trans "This account is inactive." %}
The reasons could be:
For any reason, if you'd like your account to be reactivated, please email us at {{ CONTACT_EMAIL }}.
{% endblock %}


Contact Management (Sample for Several Fundamental Features)
id
name
address
mail
category
Family
ClassMate
Collegue
check
location
Domestic
International
Neightbor
Space
memo
id
person_id
datetime
summary
important
way
kind
description
Direct
Phone
Another
Talk
Meet
Email
id
person_id
startdate
enddate
description


Right from sowing the seed of Entrepreneurship in aspiring hearts, to watering them with workshops and training and then providing them with the manures of Mentoring, the exuberant team of student coordinators at Jadavpur University Entrepreneurship Cell strive hard to make the Start-up journey smooth, enriching and euphoric!
Helping dreams take off at Jadavpur University.
Student Heads |
Faculty Advisors |
Alumni |
Faculty Advisors
The Faculty Advisors of JU ECell include :
- Prof. Chiranjib Bhattacharya Registrar(Acting) and Dean, Faculty of Engineering
- Prof. Sudipto De Professor, Department of Mechanical Engineering
- Prof. Partha Pratim Biswas Professor, Department of Construction Engineering
- Prof. Amitava Gupta Professor, Department of Power Engineering
- Prof. Sayan Chatterjee Professor, Department of Electronics and Telecommunications Engineering
Student Heads
This is the current JU ECell Team. Please reach out to them for any help.
Alumni
Here are our distinguished alumni who were influential in establishing Entrepreneurship Cell, Jadavpur University and took it to greater heights.
-
Syed Sohail
Sohail co-founded the Entrepreneurship Cell at Jadavpur University. A graduate of Construction Engineering, he is currently a Business Technology Analyst at TataCliq, Mumbai. -
Ujjwal Kumar
He was one of the founding members of E-Cell. A graduate of Power Engineering , he is now a Data Analyst at Mu Sigma, Bangalore. -
Debajyoti Sarkar
He graduated in 2016 from the Department of Construction Engineering. After taking two years of industrial experience, he is currently pursuing his PGP course from Indian School of Business (ISB), Hyderabad. -
Ankan Poddar
A graduate from the department of Construction Engineering, he is currently pursuing PGDIM from NITIE, Mumbai. -
Soumyadip Ghosh
Graduated in 2017 from the department of Computer Science and Engineering, Soumyadip is currently working as a Software Development Engineer at dDriven, Gurgaon. -
Shameem Ashraf Syed
He graduated in 2016 from the Department of Construction Engineering. He is currently pursuing his masters from NYU, New York.


×
Rules
Acey deucey is a variant of backgammon. The rules for this particular version come
from my grandfather's time as a marine during the Korean war.
-
Players begin with checkers off the board and attempt to move all their pieces around the board
and off the opposite side.
- During their turn, a player moves at least one checker the number of spaces shown on the dice.
- The numbers on each die consitute separate rolls.
- Checkers may be moved on the board at any time during a player's turn.
-
A player may move a checker to an empty space, a space occupied by their own pieces,
or a space occupied by only one of the opposing player's pieces.
-
If a player moves to a space with one of their opponent's checkers, the opponent's
checker is captured and moves to the bar.
-
If a player has checkers on the bar, they must move those checkers off the bar
before moving any others.
- If a player has no spaces to which they are allowed to move, their turn is over.
- If a player rolls doubles, they may make four moves of that number.
-
If a player rolls an acey deucey (a one and a two), they must use those rolls, but then may
choose doubles of any number and get to roll again.
- A player wins by moving all their pieces off the board.
-
A checker may only be moved off the board when all that player's checkers are in the
last quadrant of the board.
-
A checker may be moved off the board by a roll that is equal to or larger than the
number of spaces required to leave the board.
This is an app by Katherine Thompson.
Source code is available on github.


Provides operations concerning files in your file system like loading and saving ontologies and configurations.
Choose an Ontology file (rdf or owl) from your file system. The described ontology will now be interpreted and displayed by ToloWiz. The ontology file must be written in RDF/XML syntax.
Choose a .tolo file from your file system to open and display an ontology, whose view has already been adjusted with ToloWiz.
Generate a .tolo file in your file system that contains your current ontology as well as all information concerning layout and arrangement of its view. This file can then be shared with others to exchange ontology arrangements.
Generates a png file, showing your whole current ontology like you arranged it with ToloWiz.
Generates a PDF file, showing your whole current ontology like you arranged it with ToloWiz.
Closes the currently displayed ontology and its tab in the program.
Provides operations manipulating the view of your currently opened ontology.
Restores the alignment of all nodes and edges of the graph representing the ontology to the default alignment calculated by ToloWiz. This means that all types and relations are hidden initially, you have to check the according boxes again.
Restores the default view of the ontology. All edges and nodes of the graph will be shown in the ToloWiz default design again. This includes relation styles, type icons, hidden instances and groups.
Loads a configuration saved in the internal ToloWiz database. You can pick one from the file chooser. Displays the ontology with the alignment and view described by the configuration.
Saves the ontology with the current alignment and view in the internal ToloWiz database.
Undoes your latest operation changing the ontology graph.
Redoes the latest undo.
Provides operations to change this program's appearance.
Changes the font size of all elements of the user interface. This does not influence the font size in the graph.
Changes the view of the program to only show the visualization of the current ontology. It is not possible to show a context menu to a selected node anymore, but you can still zoom, pan or drag a node. Leave the presenting mode by clicking "Leave Presenting Mode".
Provides further information about the program.
Shows this help page to explain basic features of the program.
Some bragging about the awesome ToloWiz developers.
Provides quick access to operation from the Menu Bar
This is the main part of the program. Here, all opened ontologies will be displayed in their respective tabs. There is an interactive ontology graph view as well as undo and redo buttons.
Possible interactive operations:
This area displays values and relations of a selected instance. You can show values of an instance by right-clicking it and selecting "Show Values". You can select which values will be shown for which type in the tab "Values" of the Configuration Area.
In this part, you can manipulate visibility and style of types, relations and values.
This area will show warning messages if problems occur during the program execution. You can click on it to get a more detailed description on the errors that occured.


| 065:004 Khan | : |
And those of your women as have passed the age of monthly courses, for them the 'Iddah (prescribed period), if you have doubts (about their periods), is three months, and for those who have no courses [(i.e. they are still immature) their 'Iddah (prescribed period) is three months likewise, except in case of death]. And for those who are pregnant (whether they are divorced or their husbands are dead), their 'Iddah (prescribed period) is until they deliver (their burdens), and whosoever fears Allah and keeps his duty to Him, He will make his matter easy for him. |
| 065:004 Maulana | : |
And those of your women who despair of menstruation, if you have a doubt, their prescribed time is three months, and of those, too, who have not had their courses. And the pregnant women, their prescribed time is that they lay down their burden. And whoever keeps his duty to Allah, He makes his affair easy for him. |
| 065:004 Pickthal | : |
And for such of your women as despair of menstruation, if ye doubt, their period (of waiting) shall be three months, along with those who have it not. And for those with child, their period shall be till they bring forth their burden. And whosoever keepeth his duty to Allah, He maketh his course easy for him. |
| 065:004 Rashad | : |
As for the women who have reached menopause, if you have any doubts, their interim shall be three months. As for those who do not menstruate, and discover that they are pregnant, their interim ends upon giving birth. Anyone who reverences GOD, He makes everything easy for him. |
| 065:004 Sarwar | : |
If you have any doubt whether your wives have reached the stage of menopause, the waiting period will be three months. This will also be the same for those who do not experience menstruation. The end of the waiting period for a pregnant woman is the delivery. God will make the affairs of one who fears Him easy. |
| 065:004 Shakir | : |
And (as for) those of your women who have despaired of menstruation, if you have a doubt, their prescribed time shall be three months, and of those too who have not had their courses; and (as for) the pregnant women, their prescribed time is that they lay down their burden; and whoever is careful of (his duty to) Allah He will make easy for him his affair. |
| 065:004 Sherali | : |
And if you are in doubt as to the prescribed period for such of your women as have despaired of monthly courses, then know that the prescribed period for them is three months, and also for such as do not have their monthly courses yet. And as for those who are with child, their period shall be until they are delivered of their burden. And whoso fears ALLAH, HE will provide facilities for him in his affair. |
| 065:004 Yusufali | : |
Such of your women as have passed the age of monthly courses, for them the prescribed period, if ye have any doubts, is three months, and for those who have no courses (it is the same): for those who carry (life within their wombs), their period is until they deliver their burdens: and for those who fear Allah, He will make their path easy. |
Concepts/Themes Covered: العمل > العمل الصالح > العمل المفضي إلى النجاح Action(Work)> The Good Deeds>Achtion which Leads to Success الإنسان والعلاقات الاجتماعية > الأسرة > الطلاق > الاحكام التى تترتب على الطلاق Man and The Social Relations>The Family>Divorce> Its Rules
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


"I want to learn cool Sh*t"
I like old cars, big dogs and pale ale. I want to build cool Sh*t and learn a tonne!
I'm here to learn and network with talented designers from across different disciplines and have fun along the way.
"I want to exchange as much knowledge as possible, to learn and grow.
I'm here to learn literally as much as possible within my field and in different disciplines from my awesome peers.


|
|
#30305624 11/06/2016 08:36AM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 10:00AM |
[457] TOTAL o49-105
(DALLAS COWBOYS vrs CLEVELAND BROWNS) |
420 |
800 |
|
|
|
NFL |
11/06/2016 01:05PM |
[465] TOTAL o44½-105
(CAROLINA PANTHERS vrs LOS ANGELES RAMS) |
|
|
|
|
#30319649 11/06/2016 11:48AM
|
STRAIGHT BET |
NFL |
11/06/2016 11:54AM |
[2451] 2H JACKSONVILLE JAGUARS +2½+105 |
200 |
210 |
|
|
#30319770 11/06/2016 11:48AM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 11:54AM |
[2451] 2H JACKSONVILLE JAGUARS +2½+110 |
420 |
840 |
|
|
|
NFL |
11/06/2016 01:05PM |
[465] TOTAL o44½-105
(CAROLINA PANTHERS vrs LOS ANGELES RAMS) |
|
|
|
|
#30320137 11/06/2016 11:50AM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 11:55AM |
[2455] 2H PHILADELPHIA EAGLES -2-105 |
420 |
860 |
|
|
|
NFL |
11/06/2016 11:54AM |
[2451] 2H JACKSONVILLE JAGUARS +2½+115 |
|
|
|
|
#30320170 11/06/2016 11:51AM
|
STRAIGHT BET |
NFL |
11/06/2016 11:55AM |
[2455] 2H PHILADELPHIA EAGLES -2-105 |
210 |
200 |
|
|
#30320413 11/06/2016 11:53AM
|
REVERSE ACTION (150.00 USD) (1 of 1) |
NFL |
11/06/2016 11:55AM |
[2455] 2H PHILADELPHIA EAGLES -1½-120 |
360 |
615 |
|
|
|
NFL |
11/06/2016 11:55AM |
[2456] TOTAL u23+105
(2H PHILADELPHIA EAGLES vrs 2H NEW YORK GIANTS) |
|
|
|
|
#30321065 11/06/2016 12:16PM
|
STRAIGHT BET |
NBA |
11/06/2016 12:35PM |
[1503] TOTAL o103-105
(1H PORTLAND TRAIL BLAZERS vrs 1H MEMPHIS GRIZZLIES) |
210 |
200 |
|
|
#30321240 11/06/2016 12:21PM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NBA |
11/06/2016 12:35PM |
[1503] TOTAL o103-105
(1H PORTLAND TRAIL BLAZERS vrs 1H MEMPHIS GRIZZLIES) |
432 |
800 |
|
|
|
NBA |
11/06/2016 03:05PM |
[1506] 1H TORONTO RAPTORS -5½-108 |
|
|
|
|
#30322070 11/06/2016 12:39PM
|
STRAIGHT BET |
NFL |
11/06/2016 01:05PM |
[465] TOTAL o44½-105
(CAROLINA PANTHERS vrs LOS ANGELES RAMS) |
210 |
200 |
|
|
#30322160 11/06/2016 12:40PM
|
STRAIGHT BET |
NFL |
11/06/2016 01:05PM |
[465] CAROLINA PANTHERS -3-105 |
210 |
200 |
|
|
#30322201 11/06/2016 12:41PM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 01:05PM |
[463] NEW ORLEANS SAINTS -5-110 |
440 |
800 |
|
|
|
NFL |
11/06/2016 01:05PM |
[465] CAROLINA PANTHERS -3-105 |
|
|
|
|
#30323318 11/06/2016 12:52PM
|
STRAIGHT BET |
NFL |
11/06/2016 01:25PM |
[469] TOTAL o47½-105
(TENNESSEE TITANS vrs SAN DIEGO CHARGERS) |
210 |
200 |
|
|
#30323319 11/06/2016 12:52PM
|
STRAIGHT BET |
NFL |
11/06/2016 01:25PM |
[1469] TOTAL o23½-115
(1H TENNESSEE TITANS vrs 1H SAN DIEGO CHARGERS) |
230 |
200 |
|
|
#30323420 11/06/2016 12:53PM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 01:25PM |
[1469] TOTAL o23½-115
(1H TENNESSEE TITANS vrs 1H SAN DIEGO CHARGERS) |
464 |
800 |
|
|
|
NFL |
11/06/2016 01:25PM |
[1469] 1H TENNESSEE TITANS +3-116 |
|
|
|
|
#30323586 11/06/2016 12:55PM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 01:25PM |
[469] TOTAL o47½-105
(TENNESSEE TITANS vrs SAN DIEGO CHARGERS) |
420 |
800 |
|
|
|
NFL |
11/06/2016 01:25PM |
[469] TENNESSEE TITANS +3½EV |
|
|
|
|
#30323999 11/06/2016 12:57PM
|
STRAIGHT BET |
NFL |
11/06/2016 01:05PM |
[1463] 1H NEW ORLEANS SAINTS -3-110 |
220 |
200 |
|
|
#30324140 11/06/2016 12:58PM
|
REVERSE ACTION (200.00 USD) (1 of 1) |
NFL |
11/06/2016 01:05PM |
[1463] 1H NEW ORLEANS SAINTS -3-110 |
440 |
800 |
|
|
|
NFL |
11/06/2016 01:05PM |
[1464] TOTAL u26½-102
(1H NEW ORLEANS SAINTS vrs 1H SAN FRANCISCO 49ERS) |
|
|


Saraiki (Arabic) Keyboard Help
Desktop keyboard for typing Saraiki with the Arabic script.
Desktop Keyboard Layout
Default (unshifted)
Shift
CTRL ALT (unshifted)
© 2020 Parvez Qadir


How to program a text adventure in C
by Ruud Helderman
<EMAIL_ADDRESS>Licensed under
MIT License
20. Combat
Since the early classics were influenced by
fantasy,
it is not surprising that many text-based games adopted elements from
RPG games
like
Dungeons & Dragons.
Multi-player games thrive on role play and combat; you see that in every
MUD.
Single-player games on the other hand, typically focus on puzzle solving.
The boundaries are not always that sharp.
In the early days, before the rise of
the internet,
there were plenty of single-player games that featured combat,
though often in a simplified form.
It is easy enough to implement a ‘kill’ command that will dispose of any actors standing in your way.
| guard->health--; /* do this often enough and he's dead */
|
But of course there is a lot more to it.
Some weapons may be more effective than others.
Some opponents may be tougher than others.
Both the player and non-player characters stand a better chance in combat
when being healthy, skilled and well-equiped.
A lot can be learned from
tabletop role-playing games,
where
statistics
determine the chances of survival.
Each stat can be implemented as an attribute in our ‘object’ structure;
this was discussed in chapter 10.
A combat-related command should use these stats
in a ‘damage formula’
that determines the impact of the command on the actors involved.
| guard->health -= calculate_damage(player, guard);
|
Random
Traditionally, some uncertainty is built into a damage formula.
Tabletop games have
dice,
computer games have a
random number generator.
Please note that ‘randomness’ may cause trouble with the
‘roll-forward’ savegame technique proposed in chapter 16.
Roll-forward demands repeatability.
When saving a game, you expect the exact same game state when restoring.
But different random numbers might completely change
the outcome of battles that took place prior to saving.
Fortunately, computers typically use
pseudorandom number generators.
Reproducibility is one of their big advantages.
Just make sure to seed the PRNG with the same fixed number at the start of every game.
If you prefer to have a uniquely random game experience for every new game session
(though I doubt that will be relevant for a text adventure,
where a player is typically dedicated to a single ongoing session),
then at least make sure the seed is stored as part of the savegame.
This applies not only to combat, but to everything that is random,
for example objects positioned randomly on the map,
or NPCs moving randomly between locations.
Real-time vs turn based
When implementing combat in a text adventure,
you will have to choose between
real-time
and
turn-based.
In multi-player games, turn-based only makes sense when playing offline (as in
play-by-mail).
Online players do not want to be kept waiting for other players to respond,
which is why a
MUD
is typically played in real time.
This brings a few coding challenges; in particular
synchronization.
It’s also important to implement some kind of
cooldown,
to prevent things like combat to turn into a
speed typing contest.
Single-player games are typically turn-based.
Computers respond faster than humans,
so a human player will not be frustrated by the time it takes
for a non-player character to respond to the player’s actions.
Turn-based has the advantage of not rushing players,
giving them all the time in the world to think about their next move,
while at the same time offering instant feedback
at every attempt from the player to progress through the game.
Turn-based does not mean there is no notion of time;
it’s just not real time.
Every command from the user is a ‘turn’ in the game.
During that turn, some ‘game time’ passes,
which gives other (non-player) characters an equal opportunity to take action.
For example, after the player has taken a swing at an orc,
it’s the orc’s turn to retaliate.
In its simplest form, every command represents an equal time slice.
But it is also possible to make certain commands ‘consume’ more time than others,
giving the rest of the world more time to do their ‘thing’ in response.
For example, the player may be given the opportunity
to travel from one town to another with a single ‘go’ command,
but that may cost the player so much game time,
that night will fall halfway through,
bringing out nasty night crawlers.
‘Long’ commands may also consume more resources, like
food, water, physical strength, and fuel for a lamp.
At the very least, I would recommend to let ‘supportive’ commands,
for example ‘help’, ‘save’, ‘load’, consume zero game time.
These commands are not part of the storyline;
it would be unfair to penalize the player for using them.
The same thing goes for typos and other input that is rejected by the parser;
this is supposed to be an adventure, not a
spelling bee.
| The orc looks very angry.
--> hit orc
You hit the orc on the head.
The orc is dazed, and for a moment, is defenseless.
--> stabbb orc
I don't know how to 'stabbb'.
The orc recovers and strikes back.
You are dead.
--> *** rage quit ***
|
Please note that in battle, a return action
is not necessarily implied by the player’s last command.
Once enraged, the orc is likely to keep responding with violence,
regardless of what the player’s subsequent commands will be.
| --> hit orc
You hit the orc; orc loses 10 HP.
Orc strikes back; you lose 10 HP.
--> give flowers to orc
Orc accepts your gift and makes a flower basket out of it.
--> mood swings???
|
Therefore, it is best to implement all actions from ‘the rest of the world’
not as part of any user command, but as a separate step in the main loop.
Remember the main loop from chapter 2?
We will just make an additional function call there.
| Sample output |
Welcome to Little Cave Adventure.
You are in an open field.

You are hit by a burly guard with a dagger.
--> quit
Bye!
|
| main.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include <string.h>
- #include "expand.h"
- #include "parsexec.h"
- #include "turn.h"
- static char input[100] = "look around";
- static bool getFromFP(FILE *fp)
- {
- bool ok = fgets(input, sizeof input, fp) != NULL;
- if (ok) input[strcspn(input, "\n")] = '\0';
- return ok;
- }
- static bool getInput(const char *filename)
- {
- static FILE *fp = NULL;
- bool ok;
- if (fp == NULL)
- {
- if (filename != NULL) fp = fopen(filename, "rt");
- if (fp == NULL) fp = stdin;
- }
- else if (fp == stdin && filename != NULL)
- {
- FILE *out = fopen(filename, "at");
- if (out != NULL)
- {
- fprintf(out, "%s\n", input);
- fclose(out);
- }
- }
- printf("\n--> ");
- ok = getFromFP(fp);
- if (fp != stdin)
- {
- if (ok)
- {
- printf("%s\n", input);
- }
- else
- {
- fclose(fp);
- ok = getFromFP(fp = stdin);
- }
- }
- return ok;
- }
- static bool processInput(char *ptr, int size)
- {
- return turn(parseAndExecute(expand(ptr, size)));
- }
- int main(int argc, char *argv[])
- {
- (void)argc;
- printf("Welcome to Little Cave Adventure.\n");
- while (processInput(input, sizeof input) && getInput(argv[1]));
- printf("\nBye!\n");
- return 0;
- }
|
Explanation:
- Line 6:
another new module, shown below.
- Line 54:
directly after calling function parseAndExecute,
we will call a new function named ‘turn’.
The return value of parseAndExecute is passed into turn as a parameter.
Function ‘turn’ implements
everything that is going on around the player.
In a multi-player game, this would include activity of other human players.
A single-player game only has non-player characters,
but of course there could be many other processes.
A typical example is a lamp that is slowly dying.
Every turn with the lamp being on, it will consume oil or battery power.
Once everything is consumed, the light will dim.
Other examples are forces of nature: a storm, a flood, a volcanic eruption.
| turn.h |
- extern bool turn(int time);
|
| turn.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "location.h"
- #include "damage.h"
- static OBJECT *findBestWeaponAround(OBJECT *actor, OBJECT *weapon)
- {
- OBJECT *obj;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (isHolding(actor->location, obj) && obj->impact < weapon->impact)
- {
- weapon = obj;
- }
- }
- return weapon;
- }
- static void actorTakingTurn(OBJECT *actor)
- {
- if (isHolding(player->location, actor) && actor->trust < 0)
- {
- OBJECT *weapon = getOptimalWeapon(actor);
- OBJECT *best = findBestWeaponAround(actor, weapon);
- if (weapon == best)
- {
- dealDamage(actor, weapon, player);
- }
- else
- {
- best->location = actor;
- printf("You see %s pick up %s.\n",
- actor->description, best->description);
- }
- }
- }
- static void depleteLight(OBJECT *obj, int time)
- {
- if ((obj->light -= time) <= 0 &&
- (isHolding(player, obj) || isHolding(player->location, obj)))
- {
- printf("You see %s go out.\n", obj->description);
- }
- }
- bool turn(int time)
- {
- if (time > 0)
- {
- bool originallyLit = isLit(player->location);
- OBJECT *obj, *originalLocation = player->location;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (validObject(obj) && obj->location != NULL)
- {
- if (obj->health > 0) actorTakingTurn(obj);
- if (obj->light > 0) depleteLight(obj, time);
- }
- }
- if (player->health <= 0)
- {
- printf("You rise up to a more peaceful place...\n");
- player->location = heaven;
- player->health = 100;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (obj->location == player) obj->location = field;
- }
- }
- if (originallyLit != isLit(player->location) ||
- originalLocation != player->location)
- {
- executeLookAround();
- }
- }
- return time >= 0;
- }
|
Explanation:
- Line 8-19:
this function gives non-player characters a little bit of
artificial intelligence.
An NPC will pick up a more powerful weapon, if any, before attacking.
This may not be the best tactic
in situations where a swift attack would be beneficial.
To make the NPC more intelligent, improve the function
by making a more complex decision tree involving more attributes.
- Line 23:
non-player characters will only be aggressive
when their ‘trust’ towards the player is negative.
This is a new attribute that is introduced below.
- Line 25:
start off taking the most powerful weapon the NPC is carrying.
- Line 26:
try to find an even more powerful weapon in NPC’s surroundings.
- Line 27:
if findBestWeaponAround is unable to find a better weapon,
then it will simply return the original weapon
(the one passed in as a parameter).
- Line 29:
the NPC is attacking.
- Line 33:
the NPC picks up the new weapon.
This ends NPC’s turn;
NPC will have to wait until the next turn to attack.
- Line 42-46:
each lamp in the game, when lit, will slowly consume its fuel.
Every turn, property light is decreased by an amount
that equals the time passed.
This will happen regardless of where the lamp is.
The player will be notified once all fuel has been consumed,
but this only happens if the lamp is present at player’s location.
Of course, it is also possible to give an early warning, for example
“the lamp flickers” when light drops below 10.
- Line 49, 51, 79:
time, passed in as a parameter, is typically 1 in this game,
meaning a single unit of time has passed.
There are two special values: 0 and -1.
Zero means the player did not take a turn
(for example because no valid command was entered),
so we let the surrounding world skip its turn too.
A negative number (-1) means the user wants to quit the program.
- Line 55-62:
give every object a chance to do its thing.
But only if that object exists,
i.e. its condition function returns true (see chapter 11),
and its location is not NULL (see chapter 12 and 15).
This helps prevent the lamp from burning fuel while it’s off.
- Line 63:
when player’s health hits zero, player dies.
- Line 65-67:
As explained in chapter 2, I like to give the player another chance.
Health is restored, and the player is moved to a ‘respawn point’.
I made a dedicated location for that, named ‘little heaven’.
Your quest does not end there;
I gave heaven a portal that will transport the player back to the field.
This portal is just a straightforward ‘passage’ (see chapter 6).
You can find heaven and portal in object.txt.
- Line 68-71:
Contrary to what the ancient pharaos believed,
you are going to heaven empty-handed.
Here, all your possessions are being moved to the field.
This makes it very easy for the player to reclaim them
after going through the portal.
Of course, we could also move each object back to its original location
(you may want to add an attribute home to OBJECT),
or make it even more challenging by moving them to random locations.
Do be careful with objects that are required to make progress through the game;
moving a key to a location behind the door it unlocks,
could make the quest impossible.
- Line 73-77:
It is possible player’s surroundings change
due to circumstances beyond player’s control.
For example, player may be transported to a different location (line 66),
or it may suddenly become dark (line 45).
That warrants the game automatically giving an updated look around.
Functions dealDamage and getOptimalWeapon
are implemented in the following module.
Separating them from turn.c makes sense,
because we will need the same functionality once again
as we implement an ‘attack’ command
by the end of this chapter.
| damage.h |
- extern void dealDamage(OBJECT *attacker, OBJECT *weapon, OBJECT *victim);
- extern OBJECT *getOptimalWeapon(OBJECT *attacker);
|
| damage.c |
- #include <stdbool.h>
- #include <stdlib.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- static void describeAttack(OBJECT *attacker, OBJECT *victim, OBJECT *weapon)
- {
- const char *weaponDescription = weapon == attacker ? "bare hands"
- : weapon->description;
- if (attacker == player)
- {
- printf("You hit %s with %s.\n", victim->description, weaponDescription);
- }
- else if (victim == player)
- {
- printf("You are hit by %s with %s.\n",
- attacker->description, weaponDescription);
- }
- else
- {
- printf("You see %s hit %s with %s.\n",
- attacker->description, victim->description, weaponDescription);
- }
- }
- static void describeDeath(OBJECT *victim)
- {
- if (victim == player)
- {
- printf("You die.\n");
- }
- else
- {
- printf("You see %s die.\n", victim->description);
- }
- }
- void dealDamage(OBJECT *attacker, OBJECT *weapon, OBJECT *victim)
- {
- int damage = (rand() % 6) * weapon->impact * attacker->health / 100;
- if (damage < 0)
- {
- if (victim->health > 0)
- {
- describeAttack(attacker, victim, weapon);
- victim->health += damage;
- if (victim->health <= 0)
- {
- victim->health = 0;
- describeDeath(victim);
- }
- if (attacker == player)
- {
- victim->trust--;
- }
- }
- else if (attacker == player)
- {
- printf("That will have little effect; %s is already dead.\n",
- victim->description);
- }
- }
- else if (attacker == player)
- {
- printf("You try to hit %s with %s, but you miss.\n",
- victim->description,
- weapon == attacker ? "bare hands" : weapon->description);
- }
- }
- OBJECT *getOptimalWeapon(OBJECT *attacker)
- {
- OBJECT *obj, *weapon = attacker;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (isHolding(attacker, obj) && obj->impact < weapon->impact)
- {
- weapon = obj;
- }
- }
- return weapon;
- }
|
Explanation:
- Line 7-25:
a helper function that generates descriptive text
about attacks taking place during combat.
This covers player attacking NPC (line 12),
NPC attacking player (lines 16-17)
and even NPC attacking NPC (lines 21-22).
The latter could be useful in a game
where the player can team up with friendly NPCs.
- Line 27-37:
another helper function, this time to give descriptive text
about a character dying in combat.
As in the previous function,
attacker and victim can be NPC as well as player.
- Line 41:
this is the ‘damage formula’.
By convention, I will let ‘damage’ be a negative number,
reserving positive numbers for actions
that have a positive effect on a character’s health
(e.g. drinking a healing potion).
- Line 42:
damage has a 1 to 6 chance of being zero;
even more so if attacker and weapon are too weak.
If damage is zero, then execution will continue on line 64,
where we will explain the attack had no effect.
- Line 55:
attacking an NPC has a (negative) effect not only on health,
but also on the NPC’s trust towards the player.
This will have its effect on the NPC’s behavior towards the player.
We already saw an example of this in turn.c.
- Line 64:
we should respond to every command from the player,
but it is not necessary to apologize
for every missed opportunity by a NPC to deal damage.
- Line 77:
you may already have noticed the weapon’s ‘impact’
(another new attribute) as part of the damage formula (line 41).
As explained, we will be using negative numbers.
This explains why there is a ‘less than’ operator here:
the best weapon is the one with the smallest (most negative) impact.
Now that we have given other characters the means to attack the player,
it’s time to let the player return the favor!
| parsexec.c |
- #include <ctype.h>
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "location.h"
- #include "inventory.h"
- #include "inventory2.h"
- #include "openclose.h"
- #include "onoff.h"
- #include "talk.h"
- #include "attack.h"
- typedef struct
- {
- const char *pattern;
- int (*function)(void);
- } COMMAND;
- static int executeQuit(void)
- {
- return -1;
- }
- static int executeNoMatch(void)
- {
- const char *src = *params;
- int len;
- for (len = 0; src[len] != '\0' && !isspace(src[len]); len++);
- if (len > 0) printf("I don't know how to '%.*s'.\n", len, src);
- return 0;
- }
- static int executeWait(void)
- {
- printf("Some time passes...\n");
- return 1;
- }
- int parseAndExecute(const char *input)
- {
- static const COMMAND commands[] =
- {
- { "quit" , executeQuit },
- { "look" , executeLookAround },
- { "look around" , executeLookAround },
- { "look at A" , executeLook },
- { "look A" , executeLook },
- { "examine A" , executeLook },
- { "go to A" , executeGo },
- { "go A" , executeGo },
- { "get A from B" , executeGetFrom },
- { "get A" , executeGet },
- { "put A in B" , executePutIn },
- { "drop A in B" , executePutIn },
- { "drop A" , executeDrop },
- { "ask A from B" , executeAskFrom },
- { "ask A" , executeAsk },
- { "give A to B" , executeGiveTo },
- { "give A" , executeGive },
- { "inventory" , executeInventory },
- { "open A" , executeOpen },
- { "close A" , executeClose },
- { "lock A" , executeLock },
- { "unlock A" , executeUnlock },
- { "turn on A" , executeTurnOn },
- { "turn off A" , executeTurnOff },
- { "turn A on" , executeTurnOn },
- { "turn A off" , executeTurnOff },
- { "talk with B about A" , executeTalkTo },
- { "talk about A with B" , executeTalkTo },
- { "talk about A" , executeTalk },
- { "talk A" , executeTalk },
- { "attack with B" , executeAttack },
- { "attack A with B" , executeAttack },
- { "attack A" , executeAttack },
- { "wait" , executeWait },
- { "A" , executeNoMatch }
- };
- const COMMAND *cmd;
- for (cmd = commands; !matchCommand(input, cmd->pattern); cmd++);
- return (*cmd->function)();
- }
|
Explanation:
- Line 18, 21, 26, 41:
we are changing the return type of the command functions
from bool to int.
This is a sweeping change through a lot of modules
(inventory.c, inventory2.c, location.c,
move.c, onoff.c, openclose.c, talk.c).
Unsurprising; for every command, we need to make up our minds
how many time unit are being consumed by the execution of that command.
- Line 23:
every command function should return the number of time units consumed.
Quit is the exception to the rule: it returns -1,
to signal the main loop that the program should end.
- Line 32:
here you see one of the situations where a command function returns zero.
The command has not been recognized, either because the player made a typo,
or because the game’s vocabulair is too limited.
Neither is considered part of the story; no game time passes.
- Line 35-39, 78:
with the introduction of ‘time’,
there should also be a command that allows the player
to just let time pass without actually doing anything.
This may seem useless, but it can be fun to have a puzzle in the game
that actually relies on the execution of this command.
Patience is a virtue, so why not reward it?
- Line 75-77:
we are introducing a new command ‘attack’, with two arguments:
A represents the victim, B the weapon.
Both are optional; below we will see how this is handled.
Of course, you can register as many synonyms as you like:
hit, kill, stab, slay...
It is time to implement the command ‘attack’.
| attack.h |
- extern int executeAttack(void);
|
| attack.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "noun.h"
- #include "reach.h"
- #include "damage.h"
- static OBJECT *victimHere()
- {
- OBJECT *victim = actorHere();
- if (victim == NULL)
- {
- printf("There is nobody here to attack.\n");
- }
- return victim;
- }
- int executeAttack(void)
- {
- OBJECT *victim =
- *params[0] == '\0' ? victimHere()
- : reachableObject("who to attack", params[0]);
- if (victim != NULL)
- {
- OBJECT *weapon =
- *params[1] == '\0' ? getOptimalWeapon(player)
- : getPossession(player, "wield", params[1]);
- if (weapon != NULL)
- {
- dealDamage(player, weapon, victim);
- return 1;
- }
- }
- return 0;
- }
|
Explanation:
- Lines 10-18, 23:
a little helper function in case the command is given without a victim.
It extends upon function actorHere, which is used
in a similar way for commands ask, give and talk.
- Line 28:
the command can also be given without explicitly specifying a weapon.
In that case, the best weapon at hand will be used.
For this, we use the same function getOptimalWeapon that was
used in turn.c to let non-player characters choose their weapon.
- Line 32:
dealDamage is another function that we were already using
in turn.c to let non-player character make their move.
This time, the player is the attacker rather than the victim.
Finally, here are the new attributes,
the weapons and the respawn location.
| object.txt |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "toggle.h"
- typedef struct object {
- bool (*condition)(void);
- const char *description;
- const char **tags;
- struct object *location;
- struct object *destination;
- struct object *prospect;
- const char *details;
- const char *contents;
- const char *textGo;
- const char *gossip;
- int weight;
- int capacity;
- int health;
- int light;
- int impact;
- int trust;
- void (*open)(void);
- void (*close)(void);
- void (*lock)(void);
- void (*unlock)(void);
- } OBJECT;
- extern OBJECT objs[];
- - heaven
- description "little heaven"
- tags "heaven", "little heaven"
- details "Everything looks so peaceful here."
- gossip "It's where all the good adventurers go."
- capacity 9999
- light 100
- - respawn
- description "a respawn portal"
- tags "portal", "respawn portal"
- location heaven
- destination field
- details "Looks like a gateway into the unknown."
- textGo "A bright flash of light, and you are back in the field."
- open isAlreadyOpen
- - heavenEWNS
- description "nothing but peace and quiet"
- tags "east", "west", "north", "south"
- location heaven
- textGo "In this dimension, there are no directions."
- gossip "It's just a compass direction."
- - field
- description "an open field"
- tags "field"
- details "The field is a nice and quiet place under a clear blue sky."
- gossip "A lot of tourists go there."
- capacity 9999
- light 100
- - cave
- description "a little cave"
- tags "cave"
- details "The cave is just a cold, damp, rocky chamber."
- gossip "It's dark in there; bring a lamp!"
- capacity 9999
- - silver
- description "a silver coin"
- tags "silver", "coin", "silver coin"
- location field
- details "The coin has an eagle on the obverse."
- gossip "Money makes the world go round..."
- weight 1
- - gold
- description "a gold coin"
- tags "gold", "coin", "gold coin"
- location openBox
- details "The shiny coin seems to be a rare and priceless artefact."
- gossip "Money makes the world go round..."
- weight 1
- - guard
- description "a burly guard"
- tags "guard", "burly guard"
- location field
- details "The guard is a really big fellow."
- gossip "Easy to bribe..."
- contents "He has"
- health 100
- impact -1
- capacity 20
- - player
- description "yourself"
- tags "yourself"
- location field
- details "You would need a mirror to look at yourself."
- gossip "You're not from around here, are you?"
- contents "You have"
- health 100
- impact -1
- capacity 20
- - intoCave
- condition { return guard->health == 0 || silver->location == guard; }
- description "a cave entrance to the east"
- tags "east", "entrance"
- location field
- destination cave
- details "The entrance is just a narrow opening in a small outcrop."
- textGo "You walk into the cave."
- open isAlreadyOpen
- - intoCaveBlocked
- condition { return guard->health > 0 && silver->location != guard; }
- description "a cave entrance to the east"
- tags "east", "entrance"
- location field
- prospect cave
- details "The entrance is just a narrow opening in a small outcrop."
- textGo "The guard stops you from walking into the cave."
- open isAlreadyOpen
- - exitCave
- description "an exit to the west"
- tags "west", "exit"
- location cave
- destination field
- details "Sunlight pours in through an opening in the cave's wall."
- textGo "You walk out of the cave."
- open isAlreadyOpen
- - wallField
- description "dense forest all around"
- tags "west", "north", "south", "forest"
- location field
- details "The field is surrounded by trees and undergrowth."
- textGo "Dense forest is blocking the way."
- gossip "You cannot go there, it is impenetrable."
- - wallCave
- description "solid rock all around"
- tags "east", "north", "rock"
- location cave
- details "Carved in stone is a secret password 'abccb'."
- textGo "Solid rock is blocking the way."
- - backroom
- description "a backroom"
- tags "backroom"
- details "The room is dusty and messy."
- gossip "There is something of value to be found there."
- capacity 9999
- - wallBackroom
- description "solid rock all around"
- tags "east", "west", "south", "rock"
- location backroom
- details "Trendy wallpaper covers the rock walls."
- textGo "Solid rock is blocking the way."
- - openDoorToBackroom
- description "an open door to the south"
- tags "south", "door", "doorway"
- destination backroom
- details "The door is open."
- textGo "You walk through the door into a backroom."
- open isAlreadyOpen
- close toggleDoorToBackroom
- - closedDoorToBackroom
- description "a closed door to the south"
- tags "south", "door", "doorway"
- location cave
- prospect backroom
- details "The door is closed."
- textGo "The door is closed."
- open toggleDoorToBackroom
- close isAlreadyClosed
- - openDoorToCave
- description "an open door to the north"
- tags "north", "door", "doorway"
- destination cave
- details "The door is open."
- textGo "You walk through the door into the cave."
- open isAlreadyOpen
- close toggleDoorToCave
- - closedDoorToCave
- description "a closed door to the north"
- tags "north", "door", "doorway"
- location backroom
- prospect cave
- details "The door is closed."
- textGo "The door is closed."
- open toggleDoorToCave
- close isAlreadyClosed
- - openBox
- description "a wooden box"
- tags "box", "wooden box"
- details "The box is open."
- gossip "You need a key to open it."
- weight 5
- capacity 10
- open isAlreadyOpen
- close toggleBox
- lock isStillOpen
- unlock isAlreadyOpen
- - closedBox
- description "a wooden box"
- tags "box", "wooden box"
- details "The box is closed."
- weight 5
- open toggleBox
- close isAlreadyClosed
- lock toggleBoxLock
- unlock isAlreadyUnlocked
- - lockedBox
- description "a wooden box"
- tags "box", "wooden box"
- location backroom
- details "The box is closed."
- weight 5
- open isStillLocked
- close isAlreadyClosed
- lock isAlreadyLocked
- unlock toggleBoxLock
- - keyForBox
- description "a tiny key"
- tags "key", "tiny key"
- location cave
- details "The key is really small and shiny."
- gossip "A small key opens a small lock."
- weight 1
- - lampOff
- description "a lamp"
- tags "lamp"
- location field
- details "The lamp is off."
- gossip "Essential in dark areas."
- weight 5
- - lampOn
- description "a lamp"
- tags "lamp"
- details "The lamp is on."
- weight 5
- light 100
- - club
- description "a wooden club"
- tags "club", "wooden club"
- location field
- details "Two feet of solid wood."
- weight 5
- impact -2
- - dagger
- description "a dagger"
- tags "dagger"
- location field
- details "The dagger is very sharp."
- weight 7
- impact -5
|
Explanation:
- Line 21-22:
the new attributes ‘impact’ and ‘trust’.
- Line 31-46:
‘little heaven’ and its portal leading back to earth.
- Lines 94, 105:
most actors can fight without a weapon.
It basically means the actor is the weapon.
Here we specify the effect of each actor fighting with bare hands.
- Line 260-274:
a collection of weapons.
The new attributes demand a change in object.awk as well.
| object.awk |
- BEGIN {
- count = 0;
- obj = "";
- if (pass == "c2") {
- print "\nstatic bool alwaysTrue(void) { return true; }";
- print "\nOBJECT objs[] = {";
- }
- }
- /^- / {
- outputRecord(",");
- obj = $2;
- prop["condition"] = "alwaysTrue";
- prop["description"] = "NULL";
- prop["tags"] = "";
- prop["location"] = "NULL";
- prop["destination"] = "NULL";
- prop["prospect"] = "";
- prop["details"] = "\"You see nothing special.\"";
- prop["contents"] = "\"You see\"";
- prop["textGo"] = "\"You can't get much closer than this.\"";
- prop["gossip"] = "\"I know nothing about that.\"";
- prop["weight"] = "99";
- prop["capacity"] = "0";
- prop["health"] = "0";
- prop["light"] = "0";
- prop["impact"] = "0";
- prop["trust"] = "0";
- prop["open"] = "cannotBeOpened";
- prop["close"] = "cannotBeClosed";
- prop["lock"] = "cannotBeLocked";
- prop["unlock"] = "cannotBeUnlocked";
- }
- obj && /^[ \t]+[a-z]/ {
- name = $1;
- $1 = "";
- if (name in prop) {
- prop[name] = $0;
- if (/^[ \t]*\{/) {
- prop[name] = name count;
- if (pass == "c1") print "static bool " prop[name] "(void) " $0;
- }
- }
- else if (pass == "c2") {
- print "#error \"" FILENAME " line " NR ": unknown attribute '" name "'\"";
- }
- }
- !obj && pass == (/^#include/ ? "c1" : "h") {
- print;
- }
- END {
- outputRecord("\n};");
- if (pass == "h") {
- print "\n#define endOfObjs\t(objs + " count ")";
- print "\n#define validObject(obj)\t" \
- "((obj) != NULL && (*(obj)->condition)())";
- }
- }
- function outputRecord(separator)
- {
- if (obj) {
- if (pass == "h") {
- print "#define " obj "\t(objs + " count ")";
- }
- else if (pass == "c1") {
- print "static const char *tags" count "[] = {" prop["tags"] ", NULL};";
- }
- else if (pass == "c2") {
- print "\t{\t/* " count " = " obj " */";
- print "\t\t" prop["condition"] ",";
- print "\t\t" prop["description"] ",";
- print "\t\ttags" count ",";
- print "\t\t" prop["location"] ",";
- print "\t\t" prop["destination"] ",";
- print "\t\t" prop[prop["prospect"] ? "prospect" : "destination"] ",";
- print "\t\t" prop["details"] ",";
- print "\t\t" prop["contents"] ",";
- print "\t\t" prop["textGo"] ",";
- print "\t\t" prop["gossip"] ",";
- print "\t\t" prop["weight"] ",";
- print "\t\t" prop["capacity"] ",";
- print "\t\t" prop["health"] ",";
- print "\t\t" prop["light"] ",";
- print "\t\t" prop["impact"] ",";
- print "\t\t" prop["trust"] ",";
- print "\t\t" prop["open"] ",";
- print "\t\t" prop["close"] ",";
- print "\t\t" prop["lock"] ",";
- print "\t\t" prop["unlock"];
- print "\t}" separator;
- delete prop;
- }
- count++;
- }
- }
|
Explanation:
- Line 27-28:
both attributes have a default value of zero.
Trust could also affect commands that are unrelated to combat.
Most notably ask.
| move.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- static int weightOfContents(OBJECT *container)
- {
- int sum = 0;
- OBJECT *obj;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (isHolding(container, obj)) sum += obj->weight;
- }
- return sum;
- }
- static void describeMove(OBJECT *obj, OBJECT *to)
- {
- if (to == player->location)
- {
- printf("You drop %s.\n", obj->description);
- }
- else if (to != player)
- {
- printf(to->health > 0 ? "You give %s to %s.\n" : "You put %s in %s.\n",
- obj->description, to->description);
- }
- else if (obj->location == player->location)
- {
- printf("You pick up %s.\n", obj->description);
- }
- else
- {
- printf("You get %s from %s.\n",
- obj->description, obj->location->description);
- }
- }
- int moveObject(OBJECT *obj, OBJECT *to)
- {
- if (obj == NULL)
- {
- // already handled by getVisible or getPossession
- return 0;
- }
- else if (to == NULL)
- {
- printf("There is nobody here to give that to.\n");
- return 0;
- }
- else if (obj->location != NULL && obj->location != player &&
- obj->location->health > 0 && obj->location->trust <= 0)
- {
- printf("It seems %s feels reluctant to give you anything.\n",
- obj->location->description);
- return 1;
- }
- else if (to->capacity == 0)
- {
- printf(obj == keyForBox && (to == closedBox || to == lockedBox) ?
- "The key seems to fit the lock.\n" :
- "It doesn't seem to fit in.\n");
- return 1;
- }
- else if (obj->weight > to->capacity)
- {
- printf("That is way too heavy.\n");
- return 1;
- }
- else if (obj->weight + weightOfContents(to) > to->capacity)
- {
- printf("That would become too heavy.\n");
- return 1;
- }
- else
- {
- describeMove(obj, to);
- obj->location = to;
- return 1;
- }
- }
|
Explanation:
- Line 51-57:
trying to move an object away from a living actor (health > 0)
will fail if the actor does not trust the player (trust <= 0).
That’s about it as far as game logic goes.
To make it a real game, we need more objects
(locations, actors, items)
and more puzzles.
The latter can be done by
adding custom code to the various modules we have seen so far.
I am still working on extra chapters, covering some technical topics.
Next chapter: 21. Multi-player