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AGTMACRO.DOC
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1988-05-22
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ADVENTURE GAME TOOLKIT MACROS 1.0
Copyrighted 1988 by:
David Malmberg
43064 Via Moraga
Mission San Jose, California 94539
All rights reserved by David Malmberg. AGTMACRO may be freely distributed on
BBS's or on SIG and user group disks as long as no fees greater than $8.00 (to
cover the cost of duplication, postage, etc.) are charged for the program and
as long as this notice and the following documentation is also included with
the program.
INTRODUCTION
============
AGTMACRO is a specialized Keyboard Macro Processor similar to SUPERKEY or
PROKEY for IBM or compatible computers. In case you are unfamiliar with
Keyboard Macro Processors, a brief description is appropriate. A Macro
Processor allows the user to define a series of key stokes and assign them to a
particular key (or combination of keys) -- so that whenever that particular key
is pressed, the sequence of key stokes assigned to it will be "played back" as
if they had been entered from the keyboard one at a time. Macros like these
allow the user to easily customize software packages (e.g., make your favorite
word processor work like WordStar or vice versa), redefine keyboards (e.g.,
create a Dvorak layout), create boiler plate passages, and serve many other
useful purposes. AGTMACRO is a special purpose Keyboard Macro Processor in
that it is designed to create templates for frequently used data structures for
the Adventure Game Toolkit or AGT. Specifically, when AGTMACRO is loaded into
memory it stays resident and causes the combination of the <Alt> key with the
number keys 1 through 7 to create the templates for the following common AGT
data structures:
<Alt>1 -- Rooms
<Alt>2 -- Nouns
<Alt>3 -- Creatures
<Alt>4 -- Other common items in the .DAT file, like INTRO
<Alt>5 -- Various DESCRiptions, like SPECIAL, PUSH_DESCR, etc
<Alt>6 -- Meta-commands
<Alt>7 -- Messages
An AGT game developer would normally use AGTMACRO from within his/her favorite
text editor or word processor while creating the various data files that
collectively make up an AGT adventure game.
When the user is all done using AGTMACRO to help create the AGT data
structures, it is possible to "unload" AGTMACRO from memory by hitting the
combination of the <Alt> key and the 0 key.
ROOM TEMPLATES
==============
The specific ROOM templates created by hitting the <Alt>1 key combination are
as follows:
ROOM <n>
<Room Name>
NORTH <n>
SOUTH <n>
EAST <n>
WEST <n>
NORTHEAST <n>
NORTHWEST <n>
SOUTHEAST <n>
SOUTHWEST <n>
UP <n>
DOWN <n>
ENTER <n>
EXIT <n>
SPECIAL <n>
KEY <n>
LIGHT 1
POINTS <n>
LOCKED_DOOR
GAME_END
GAME_WIN
ROOM_SYNONYMS
END_ROOM
ROOM_DESCR <n>
END_ROOM_DESCR
HELP <n>
END_HELP_DESCR
The user would hit the <Alt>1 combination to generate this template, then just
delete the lines that are not desired, and substitute the values appropriate
for the ROOM being defined. For example, here is an example of a ROOM that
could easily be created from the template:
ROOM 32
Top of Cliff
NORTH 33
SOUTH 34
WEST 35
END_ROOM
ROOM_DESCR 32
You are standing near the edge on the top of a tall cliff. To the east is
a sheer drop of several thousand feet. To the north, south and west are
paths that lead down the side of the mountain.
END_ROOM_DESCR
HELP 32
Be careful, don't get too near the edge!
END_HELP_DESCR
Notice that most of the templates' lines are deleted. It is easier to delete
these than to type in all of the other stuff that is needed. Plus, by using
the templates, you can always be assured that your formats are correct for the
various AGT data structures.
NOUN TEMPLATES
==============
The specific NOUN templates created by hitting the <Alt>2 key combination are
as follows:
NOUN <n>
<Name>
<Adjective>
<One-line Description>
SIZE <n>
WEIGHT <n>
UNMOVABLE
LOCATION <n>
READABLE
CLOSABLE
CLOSED
LOCKABLE
LOCKED
KEY <n>
EDIBLE
DRINKABLE
POISONOUS
ON
PUSHABLE
PULLABLE
PLAYABLE
TURNABLE
IS_LIGHT
POINTS <n>
GAME_WIN
CAN_SHOOT
NUM_SHOTS <n>
WEARABLE
POSITION
PLURAL
NOUN_SYNONYMS
END_NOUN
NOUN_DESCR <n>
END_NOUN_DESCR
TEXT <n>
END_TEXT
Most of the characteristics listed above for the NOUN are NOT the normal
default settings. For example, the NOUN template has UNMOVABLE, CLOSABLE and
IS_LIGHT while the normal defaults for a NOUN are MOVABLE, UNCLOSABLE and NOT
IS_LIGHT. To select the default option, just delete the line in the template
that has the non-default option. For example, to make the NOUN MOVABLE and
SINGULAR, just delete the lines that say UNMOVABLE and PLURAL.
As an illustration, below is a NOUN that could be easily created from the above
templates:
NOUN 232
Book
Small
There is a small book here.
SIZE 3
WEIGHT 1
LOCATION 32
READABLE
NOUN_SYNONYMS COVER WRITING TITLE
END_NOUN
NOUN_DESCR 232
The small book is quite thin and has a hard cover. There is writing on
the book's cover.
END_NOUN_DESCR
TEXT 232
The title of the book is "The Wisdom of Ronald Reagan." The pages are
all blank.
END_TEXT
Once again, notice that most of the lines of the templates were deleted to
actually create the specific NOUN.
CREATURE TEMPLATES
==================
The CREATURE templates created by hitting the <Alt>3 key combination are as
follows:
CREATURE <n>
<Name>
<Adjective>
<One-line description>
LOCATION <n>
HOSTILE
WEAPON <n>
THRESHOLD <n>
TIME_THRESH <n>
POINTS <n>
GROUPMEMBER
THING MAN WOMAN
CREATURE_SYNONYMS
END_CREATURE
CREATURE_DESCR <n>
END_CREATURE_DESCR
Like the case with the NOUN template, to select the default value for a
CREATURE just delete the line having the non-default value in the template.
For example, to select the default of a FRIENDLY creature just delete the line
that says HOSTILE. The only exception is for GENDER, where you should delete
the two values you don't want and leave the value you do want. For example,
for a FEMALE creature you would delete THING and MAN, but leave FEMALE on the
line.
OTHER TEMPLATES
===============
The <Alt>4 key combination creates the following miscellaneous items for the
.DAT file:
INTRODUCTION
END_INTRO
STARTING_ROOM <n>
TREASURE_ROOM <n>
VERB
END_VERB
MAXIMUM_SCORE <n>
Obviously, the user would delete lines that are not needed.
DESCR TEMPLATES
===============
The <Alt>5 key combination creates the following miscellaneous descriptions
templates for the .DAT file:
SPECIAL <n>
END_SPECIAL
PLAY_DESCR <n>
END_PLAY_DESCR
PULL_DESCR <n>
END_PULL_DESCR
TURN_DESCR <n>
END_TURN_DESCR
PUSH_DESCR <n>
END_PUSH_DESCR
META-COMMAND TEMPLATE
=====================
The <Alt>6 key combination creates the following meta-command for the .CMD
file:
COMMAND
...
DoneWithTurn
END_COMMAND
MESSAGE TEMPLATE
================
The <Alt>7 key combination creates the following MESSAGE template for the .MSG
file:
MESSAGE <n>
END_MESSAGE
UNLOADING AGTMACRO
==================
When the user is all done using AGTMACRO to help create the AGT data
structures, it is possible to "unload" AGTMACRO from memory by hitting the
combination of the <Alt> key and the 0 key.
LIMITATIONS
===========
AGTMACRO is a very well-behaved TSR program. To the best of my knowledge, the
only program that it will not work with is SIDEKICK, but AGTMACRO is smart
enough to detect the presence of SIDEKICK and will not allow itself to even get
loaded into memory when SIDEKICK is already loaded. So, if you are a SIDEKICK
user, you will have to unload it before being able to load and use AGTMACRO.
ACKNOWLEDGEMENT
===============
AGTMACRO was written in Turbo Pascal 4.0 using the Turbo Professional 4.0
Toolkit from TurboPower Software. This package is truly outstanding and made
writing AGTMACRO ridiculously easy! I can not recommend Turbo Professional
4.0 too highly. It is great! If you are a Turbo Pascal programmer, you can
not afford to be without this package! Get it!