Re: Procedures and Parameters

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Ferlin Scarborough wrote:

<snip>

With a typical adventure parser, you typically only need three variables:
verb, noun, and with. Typically, it's the job of the parser to fill in these
values:

   look:
      verb = look
      noun = null
      with = null

   look at the vase
      verb = look
      noun = vase
      with = null

   look at the delicate ming vase
      verb = look
      noun = vase
      with = null

   look at the delicate ming vase with the magnifying glass
      verb = look
      noun = vase
      with = magnifying_glass


I'd just stick the values in global variables.

It's also typically the job of the parser to dis-ambiguify input text. Some
games are really stupid about this. For example, I've played games where
there are no keys in the room, but I can still type:

   > TAKE THE KEY

and the game will respond:

   Which key do you mean, the gold or the silver key?

The over-helpful parser (like the one above) gives away too many clues. Even
worse, there is the parser can't figure out what you mean, even if only one
choice makes sense:

   > OPEN THE DOOR WITH THE KEY
   Which door do you mean, the red or the green door?
   [parser doesn't notice there is only a GREEN door in the room]

   THE GREEN DOOR
   Huh?
   [parser requires full sentance be re-typed]

   > OPEN THE GREEN DOOR WITH THE KEY
   Which key do you mean, the gold or the silver key?
   [parser doesn't notice i only have SILVER key]

   > OPEN THE GREEN DOOR WITH THE SILVER KEY

These sorts of parsers make game playing painful.

-- David Cuny

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