CODING ★ 16. BREAKDOWN OF WITCH HUNT ★

Writing Adventure Games on the Amstrad - 16 - Breakdown of witch hunt - objects
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OBJECT 0 - THE PLAYER

In AKS the player is considered to be a special type of object. The player object is defined in a similar way to all the other objects although any description statements will never be printed by AKS. The initial position of the player can therefore be defined using the position statement. Witch Hunt starts the player off at location 1, the middle of the village green. Unlike other objects, it makes no sense to start the player object off at a special location (ie. either location 0 — carried, or location -1 : nowhere). The player object may be given names (using the N statement) and suitabilities (using the S statements) to allow reference to the player character in the game. It makes no sense to allow the player to get himself (by 'S.GE,*') or wear himself (by 'S,PO') whereas it may be desirable to allow the player to examine himself (by S,EX,'.description'). Witch Hunt, however, sticks to the more conventional adventure game format and does not implement actions on the player by the player.

11510 DATA O,0
11520 DATA P,1

OBJECT 1 - HAT

The witch's hat can exist in two states depending on the value of the 'hat full of water' flag (flag 8). As far as the hat object is concerned these states are just different descriptions —one for each state of flag 8. The hat starts off at location 23 (position 23 — 'P,23'). The hat is fundamental to completion of Witch Hunt and the player can get an important hint by examining it. Note that the hat may not be put on when full of water ('S,PO,*-F8').

11530 DATA O,1
11540 DATA D,*-FB,a witch's hat.
11550 DATA D,*F8,a Mitch's hat full of water.
11560 DATA P,23
11570 DATA N,hat,*
11580 DATA S,EX,*,It has a label on the inside which says 'A CME Witch's Hat - SIZE 9'. You wonder who wears a size 9 hat!
11590 DATA S,GE,*
11600 DATA S,DR,*—(FB/C6)
11610 DATA S,PO,*—(F0/C6)
11620 DATA S,TO,*

OBJECT 2 - TOAD

The toad has two states, toad and goatherd, implemented in an identical manner those of object 1. When in the goatherd state (flag 3 is T) this object may not be picked up ('S.GE.'-FS'). Names are defined for both states to allow the object to be examined in either state. The description given depends on the state of the object.

11630 DATA O,2
11640 DATA D,*-F3,a small wart-covered toad.
11650 DATA D,*F3,a wet and frightened goat herd.
11660 DATA P,B
11670 DATA S,GE,*-F3
11680 DATA S,DR,*
11690 DATA N,toad,boy,herd,*
11700 DATA S,EX,*-F3,a very human looking toad.
11710 DATA S,EX,*F3,a very toady looking human.

OBJECT 3 - DUCKS

The ducks object can be referenced by the names 'duck' or 'ducks'. It is important not to make a scenario too fussy about small details of the vocabulary. In general a plural object should be made to recognise its singular form.

11720 DATA O,3
11730 DATA D,*,several ducks.
11740 DATA P,7
11750 DATA N,ducks,duck,*
11760 DATA S,EX,*,They seem to be sitting on something.

OBJECT 4 - CHEESE

11770 DATA O,4
11780 DATA D,*,a small piece of cheese.
11790 DATA P,3
11800 DATA N,cheese,*
11810 DATA S,GE,*
11820 DATA S,DR,*
11830 DATA B,EX,*,Looks a bit cheesy!

OBJECT 5 - LOAF

11840 DATA O,5
11830 DATA D,*,a loaf of bread.
11860 DATA P,3
11870 DATA N,loaf,bread,*
11880 DATA S,GE,*
11090 DATA S,DR,*

OBJECT 6 - MOUSE

The mouse object exists in three states:

  1. mouse
  2. mouse and cheese
  3. mouse and cheese in hat

The current state and description of the object is controlled by only one flag, the 'mouse fed' flag (flag 7). If the mouse has not been fed the cheese this flag has the value F and the mouse is in state 1. On feeding the mouse this flag is set to T. After feeding the mouse, but before picking it up ('*F7.-C6), the object is in state 2. Once the object has been picked up ('*F7.C6'), it enters state 3. The sequence of transitions from state to state is fixed as 1-2-3. This object is known by the names cheese or mouse. Another cheese object already exists so a condition must be attached to the recognition of the name. The mouse may not be handled before it has been fed; by which time the real cheese object has been Zapped Out to nowhere. Therefore, when the mouse has been fed (flag 7 is T) it is valid to refer to the mouse object by the cheese name. This is implemented by the 'N,mouse,cheese,*F7' statement.

11900 DATA O,6
11910 DATA D,*-F7,something moving around in the rafters.
11920 DATA D,*F7.-C6,a piece of cheese with a mouse attatched to it.
11930 DATA D,*F7.C6,the mouse and the cheese in the hat.
11940 DATA P,16
11950 DATA N,mouse,cheese,*F7
11960 DATA S,GE,*
11970 DATA S,DR,*

OBJECT 7 — BELL

11960 DATA O,7
11990 DATA D,*,a large brass bell.
12000 DATA P,11
12010 DATA N,bell,*
12020 DATA S,EX,*,a large church bell inscribed with the let ters 'ring me!'.

OBJECT 8 - GOATS

The goats object is a red herring. Examination of the goats will just confirm the genuine disappearance of the goatherd.

12030 DATA O,8
12040 DATA D,*,a lot of goats.
12050 DATA P,5
12060 DATA N,goat,goats,*
12070 DATA S,EX,*,They are tethered to posts. Strange! They seem to have eaten all the good grass they can reach. Pe rhaps they have not been moved -for a while?

OBJECT 9 - PRIEST

The priest may be described as doing one of three things depending on whether the bell has been rung (flag 1) and whether the hat is on the priest's head (flag 2). The sequence of state transitions is 1-2-3-1.

12080 DATA O,9
12090 DATA D,*-(F1/F2),a very small priest blessing the seer et crypt.
12100 DATA D,*F1.-F2,a very agitated priest looking up at th e belfrey.
12110 DATA D,*F2,a priest wearing a black hat over his head and shoulders!
12120 DATA P,12
12130 DATA N,priest,*
12140 DATA S,EX,*,He looks very small to you.

OBJECT 10 - SACK OF FLOUR

Note that the initial position is 'nowhere' (location -1),

12150 DATA O,10
12160 DATA D,*,a sack of flour.
12170 DATA P,-1
12100 DATA N,sack,bag,flour,*
12190 DATA S,GE,*
12200 DATA S,DR,*
12210 DATA S,EX,*,It is labelled 'MegaMill Flour Co.

OBJECT 11 - WOODCUTTER

When the player first encounters the woodcutter (“-V25'), he is given the first description. If the player is also wearing the hat (object 1) on this first encounter ('*-V25.W1') the first two descriptions are given. The first description will appear in the object list, indented as normal. The second description will appear underneath the object list and will not be indented. This is another way implementing an event in AKS. Subsequent descriptions of this object will only give the third description.

12220 DATA O,11
12230 DATA D,*-V25,an out of breath woodcutter resting on his axe.
12240 DATA D,*—V25.W1,Suddenly the woodcutter snatches the h at and trys it on. " I wonder if this will shield me from the sun ?" he says. "Pity. . . not my size." he grumbles and replaces the hat on your head.
12250 DATA D,*V25,the woodcutter hard at work.
12260 DATA P,25
12270 DATA N,woodcutter,*
12280 DATA S,EX,*,A rather hot sweaty woodcutter.

OBJECT 12 - CAT

12290 DATA O,12
12300 DATA D,*F7,a friendly black cat drooling around your ankles.
12310 DATA D,*-F7,a friendly black cat.
12320 DATA P,-1
12330 DATA N,cat,*
12340 DATA S,EX,*,It looks friendly.

OBJECT 16 - BLACKSMITH

The blacksmith object may be in one of two states dependinq on whether he has been put in the stocks or not (ie. flaq 10 is T or F respectively).

12530 DATA O,16
12540 DATA D,*-F10,The blacksmith hard at work.
12550 DATA D,*F10,The blacksmith in the stocks.
12560 DATA P,9
12570 DATA N,blacksmith,smith,*
12580 DATA S,EX,*-F10,He looks rather hot.
12590 DATA S,EX,*F10,He looks stuck.

OBJECT 17 - STOCKS

The stocks have no function other than as something for the player to examine. The description given depends on flag 10 in the same way as object 16.

12600 DATA O,17
12610 DATA D,*,some stocks.
12620 DATA P,4
12630 DATA N,stocks,*
12640 DATA S,EX,*-F10,There Is a brass plaque with 'Made by OXO' engraved on it.
12650 DATA S,EX,*F10,There seems to be a blacksmith in them!

★ YEAR: 1985
★ AUTHORS: Mike Lewis & Simon Price

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.