In the previous step, we introduced variables. The story is
starting to have branches, but writing them from within a player_choice!
construct is awkward. To resolve this, sequences are introduced.
Sequences are named lists of instructions. They do not have to be defined before being used, but the definition must be found at some point. Since instructions do not return any value, neither do sequences.
Sequences define their own context, meaning that local
variables from outside
the sequence cannot be accessed and, conversely, local
variables from the
sequence cannot be accessed outside of it.
Entering a sequence can be done in two ways:
When in doubt, prefer visiting to jumping, as the latter is mainly intended for optimization purposes.
Sequences can be entered again from themselves, making recursion possible.
Sequences can take parameters.
main.fate:
(fate_version 1)
(global int hero_money 42)
Once upon a time, starting a story with these words wasn't considered a cliche.
Starting in a tavern might also not be seen as very original. Having the main
character be an street orphan, raised by some mysterious sage all to end up as
a mercenary with an uncommonly strong sense of honor probably isn't going to
lead to any praises for novelty either. Maybe you should drink to that.
(newline)
Or maybe you shouldn't. This isn't your first mug. Not your second either.
Drinking to forget that you are a stereotypical hero isn't going to solve
anything. Worse, the alcoholic trait is part of the image.
(newline)
As you contemplate your own pointless description, your gaze leaves what turns
out to be an already empty glass in your hand and finds the barman.
(player_choice!
(option ( Ask the barman for a refill )
(visit! get_a_refill)
)
(option ( Fall asleep )
(jump_to! fall_asleep)
)
)
(define_sequence pay ( (int cost) )
(set! hero_money (- hero_money cost))
)
(define_sequence get_a_refill ()
(local int price_of_booze)
(set! price_of_booze 12)
Staring straight at the barman, you raise your glass and proclaim:
(newline)
"This soon-to-be world savior needs more booze!"
(newline)
The barman's lack of reaction is disappointing, but seeing the beer being
poured does improve your mood.
(newline)
Satisfied, you hand the barman (var price_of_booze) copper coins.
(visit! pay price_of_booze)
)
(define_sequence fall_asleep ()
Deciding to break away from the expected storyline, you promptly fall
asleep.
(newline)
...
(newline)
Upon waking up, your hard-trained reflexes inform you that someone stole all
your money.
(set! hero_money 0)
(newline)
This set-back was more than you could handle. You give up on this barely
coherent story.
(end!)
)
(end!)
(visit! get_a_refill)
makes a visit to the sequence get_a_refill
. Since
that sequence does not take parameters, none need to be provided.(jump_to! fall_asleep)
stops the execution of the main instruction list and
proceeds to using the sequence fall_asleep
instead. Here again, no
arguments are expected by fall_asleep
. Notice how the fall_asleep
sequence
ends with (end!)
: since there is no return from it, the original (end!)
would not be reached and thus a new one is required to end the story.(visit! pay price_of_booze)
makes a visit to the pay
sequence, and the
compiler infers that price_of_booze
is a variable whose value should be
passed as parameter. (visit! pay (var price_of_booze))
would make that explicit.(global int hero_money 42)
has replaced (local int hero_money)
, because
that variable needs to be accessible from within the sequences.(local int price_of_booze)
has been moved to the get_a_refill
sequence,
as there is no reason to have it be defined across the whole story.pay
sequence cannot directly access the price_of_booze
variable, as
it is local
and from another sequence, hence the use of a parameter to
communicate the correct amount.With this, the player_choice!
have become much more readable. However, the
file itself is starting to become hard to read. The solution is then to split
the content into multiple files.