512 lines
19 KiB
Org Mode
512 lines
19 KiB
Org Mode
#+title: Zita
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#&summary
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A simple but cumbersome text adventure game
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#&
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#+license: bysa, page
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#+license: gpl 3+, program
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#+license: cc0, Zeqy
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#&toc
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#&img;url=img/zita-logo.png, center, alt='Logo of Zita'
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* Zita
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Zita is a text adventure engine written in Python. Text adventures, also known
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as [[http://en.wikipedia.org/wiki/Interactive_fiction][interactive fiction]] in some cases, challenge the minds of people, using no
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graphics at all. With Zita, it is now possible to write a text adventure in
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normal Python syntax.
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** Installation
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To run Zita, Python must be installed. No other depencies are needed.
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[[zita.tar.gz][Download Zita]].
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To run Zita, run zita.py. If a game directory is specified, Zita will attempt
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to execute the game files in that directory. If no game directory is specified,
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Zita will attempt to run the game Zeqy. Besides zita.py, there is also a file
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named defs.py. This file is executed by zita.py on startup and should not be
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used on its own. It contains functions crucial to Zita.
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*** Hacking
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Zita is released under the GPLv3+. Feel free to improve it.
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** Zeqy
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Zeqy is a very short text adventure developed for Zita and is shipped together
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with the engine. It features a short "story" and proves Zita's simplicity. Zeqy
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is released under the [[http://creativecommons.org/publicdomain/zero/1.0/][Creative Commons Zero 1.0 Universal]] license. This means
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that you're free to do whatever you want to do with Zeqy. There is no owner of
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Zeqy.
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** Loading data
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Games to be run in Zita's engine are saved in text files in a directory. In the
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case of Zeqy, several files reside in the 'zeqy' directory. The files of a game
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directory are loaded when Zita runs. In this section, Zeqy will be used as an
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example of how Zita works.
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A look at the 'zeqy' directory reveals the following files:
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#&pre
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commands.zt functions.zt LICENSE rooms.zt
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defaults.zt items.zt main.zt vars.zt
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#&
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When Zita starts, it first looks for a file named 'prerun' inside the game
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directory. If a file named that is found, Zita will execute any Python code
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inside the file. This allows programmers to change various default
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values. After looking for 'prerun', Zita attempts to find a main file. By
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default, the main file must be named something that starts with 'main', though
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this can be changed in the 'prerun' file. If several files that have names
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starting with 'main' exist, only one of them will be used. If, for example, a
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directory has both a file named 'main', a file named 'main.py' and a file named
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'main.zt', the latter will be loaded (except if the 'prerun' file states
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otherwise). This is because the '.zt' ending is the default suffix.
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Looking at the file list earlier, it is now possible to deduct that the file
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'main.zt' must be the main file for Zeqy. Here it is:
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#+BEGIN_SRC python2
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# Print welcome message
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p('Welcome to Zeqy, a simple (and short) text adventure demonstrating the \
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possibilities of Zita, an even simpler Python text adventure engine. If you\'re \
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completely lost, try asking the engine for help.\n')
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# Include files
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include(['functions', 'rooms', 'items', 'vars', 'commands', 'defaults'])
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# Starting position
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goto('grass1')
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#+END_SRC
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Python code in the main file is executed before Zita starts a game. This means
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that the main file is suitable to use to print a welcome message, though this
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is of course also possible to do in the 'prerun' file.<br /> What should be
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done in the main file and not in the 'prerun' file is including files. The
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=include= function loads and executes both files and files in
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subdirectories. In the above example, only files are imported, as no
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subdirectories exist. If, however, such directories did exist, the include
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command would look for those too.
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*** An example
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We have a game directory with a file named 'stuff' and a directory named
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'stuff' that holds several files. In the main file we write this:
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#++python2
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: include(['stuff'])
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This makes Zita load and execute both the 'stuff' file and the files in the
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'stuff' folder.
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It is possible to make the =include= function accept only either one file, all
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files or files in subdirectories. Refer to the =include= and =getfilenames=
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functions found in defs.py.
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When Zita has succesfully loaded all data that it needs to run a game
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succesfully, it is important to use the =goto= function to create a starting
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position. A starting position can also be defined in another way, but using
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=goto= ensures that a message describing the current location is shown.
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** Data structures
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When the main file has been loaded and executed, an infinite loop is
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started. It runs until the variable =COMPLETELY_DONE= is true. When that
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happens, Zita exits.
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The code inside the loop asks the user for input, which it the processes. Input
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is split with spaces, and the first word is always the command. A command
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cannot exist of more than one word. All characters that come after the command
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are considered part of an object. After the user has pressed Enter, Zita
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searches through several global variables to see if what the user has typed
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matches a stored command and/or an object.
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The 6 important global variables in Zita are:
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+ =room=
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+ =item=
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+ =var=
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+ =command=
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+ =default=
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+ =extra=
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All except =extra= are dictionaries. The =extra= variable is a string that can
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contain Python code.
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*** =>room=
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This variable keeps track of the "rooms" in a game. Rooms are the locations in
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which a player can be. Rooms can hold items and point to other rooms. See the
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commented example below containing the room (taken from Zeqy's 'rooms.zt'):
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#+BEGIN_SRC python2
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room = {
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'grass1': { # We start defining a room with the grass1 id
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'name': 'grassy field', # Its name (names are currently not used by Zita)
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'desc': 'You are standing on a grassy field covered with flowers. The wind \
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almost blows you away.', # This is the description. The description of this
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# room is shown when the user enters it.
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# Items are included in a list containing dictionaries. The 'id' property
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# should point to the id of an item, while the 'desc' property is optional
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# and can be used to describe the relationship between an item and the room
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# it is in.
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'items': [{
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'id': 'redflower',
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'desc': "'To the right is a ' + item[citem]['name'] + '.'"
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}, {
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'id': 'multic_flower',
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'desc': "'To the left is a ' + item[citem]['name'] + '.'"
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}],
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# Rooms includes directions in the 'dir' part. From the code below Zita
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# understands that walking north will take the user to the room with an
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# id of 'grass2', walking west will take the user to a swamp, going up
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# will result in a message telling the user going up is impossible, and
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# trying everything else will result in Zita giving the user a message.
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'dir': {
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'n': 'grass2',
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'w': 'swamp',
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'u': "!p('You can\\'t fly yet!')",
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'&rest': "!p('Going north or west should be possible.')"
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}
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}
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}
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#+END_SRC
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Note that in the above code, the variable =citem= pops up. This is a special
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variable holding the current item id. In the items list above, in the case of
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'redflower', =citem= would be short for 'redflower', and in the case of
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'multic_flower', =citem= would be short for 'multic_flower'. This may seem
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useless, but in some cases it's handy. Read on.
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*** =>item=
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This variable keeps information about items. Items can be carried around in an
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inventory. An item has a name and a series of commands associated with it. An
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item can have two states. Either it's /in/ or it's /out/, i.e. it's either in
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the inventory or in the current room. See below for a commented example (taken
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from Zeqy's 'items.zt'):
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#+BEGIN_SRC python2
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item = {
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'redflower': { # This is the id. Rooms use ids like this.
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'name': 'red flower', # The name
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# Commands associated with the item and the code to execute on activation.
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# Apart from 'cmd', which reacts to an item no matter what state it is in,
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# there is also 'in' and 'out'. These are simply not needed in this case.
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# ┏━┓┏┓╻ ┏━╸╻ ╻┏━┓┏┳┓┏━┓╻ ┏━╸
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# ┣━┫┃┗┫ ┣╸ ┏╋┛┣━┫┃┃┃┣━┛┃ ┣╸ ╹
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# ╹ ╹╹ ╹ ┗━╸╹ ╹╹ ╹╹ ╹╹ ┗━╸┗━╸╹
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# ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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# A user types:
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# > eat red flower
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# Zita finds this item and executes the value of the 'eat' property in the
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# 'cmd' property. If there were no 'cmd' commands that matched the command,
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# Zita would move on to see if any 'in' or 'out' commands, depending on the
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# state of the item, matching the command existed.
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'cmd': {
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'eat': "p('It doesn\\'t seem edible.')",
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'look': "p('It\\'s pretty.')",
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'get': "p('The flower is stuck.')"
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}
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}
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}
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#+END_SRC
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The above example presents only a simple item. It is possible to create much
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more complex ones. A slightly more complex item can be seen below (this one is
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also taken from 'items.zt'):
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#+BEGIN_SRC python2
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item = {
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'multic_flower': {
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'name': 'yellow flower',
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'cmd': {
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'smell':
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# Using Python's multiline indicator (three quotes), one can write code that
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# takes up more than one line. The code below prints a message and changes the
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# color (in the name) of the current item. This happens when the flower is
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# smelled to.
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"""
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flcolor = randelm(var['colors']) # Gets a random color. The 'var' variable is
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# explained later on.
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p('You breathe in the fumes of the ' + item[citem]['name'] + '. In a matter of
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picoseconds the flower changes its color to ' + flcolor + '.')
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item[citem]['name'] = flcolor + ' flower'
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""",
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'look': "p('It\\'s like the sun.')"
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}
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}
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}
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#+END_SRC
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Last, but not least, Zita understands the 'pref' (prefix) property:
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#+BEGIN_SRC python2
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item = {
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'wood': {
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'name': 'dry wood',
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'pref': 'some'
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# If 'some' wasn't specified as a prefix in this case, opening one's
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# inventory would read this:
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# You currently have:
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# A dry wood
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# In this case, however, 'a wood' is not what we want to write. 'some wood'
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# is better. Setting 'pref' to 'some' solves this problem. Now it reads:
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# You currently have:
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# Some dry wood
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}
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}
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#+END_SRC
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If Zita detects more than one item matching the user's input, the user is
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prompted to choose between the available items. This would be the case if a
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room had to books, a red one and a green one, and the user merely states the
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lust to read /a/ book.
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*Tip:* If you get tired of typing long item names, you can choose to only type
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the last part of an item. Instead of typing 'capture magenta-coloured space
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creep', you can choose to simply type 'capture creep' or even 'capture p' (as
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the last letter in 'capture magenta-coloured space creep' is a p).
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*** =>var=
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This variable merely holds variables and their respective values. =var=
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variables can be used to store data. Looking at 'vars.zt' from Zeqy, we see,
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among other stuff, this (commented version):
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#+BEGIN_SRC python2
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var = {
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# 'imposs' does not have to exist, though Zeqy needs it in the default
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# variable.
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'imposs': ['That\'s not an option.', 'I am unable to accomplish that \
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particular feat.', 'That seems out of the question.', 'Are you stupid?', 'I \
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could try, but I don\'t want to.', 'I\'m not doing that!', 'No way.'],
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# 'listoptions' MUST exist. If Zita prompts a user to choose between
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# several items, a list is created using characters from 'listoptions'.
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'listoptions': 'abcdefghijklmnopqrstuvwxyz',
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# Using these list letters would result in multiple-choice scenarios
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# looking like this:
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# > eat python
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# Which python?
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# a. dangerous python
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# b. Monty Python
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# 'which' MUST exist. It holds what to output when multiple items are
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# available. The variable what holds the current
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# object specified by the user. In the above example, what would be python.
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'which': "'Which ' + what + '?'",
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# 'invalidwhich' MUST exist. The value of this variable is output when
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# multiple items are available and the user attempts to get an item that
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# doesn't exist.
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'invalidwhich': "'Not a valid ' + what + '. Try again.'",
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#An example:
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# > c
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# Not a valid python. Try again.
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# 'steps' does not have to exist. It is self-explanatory.
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'steps': 0,
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# 'inventory' MUST exist. Normally it should be an empty list, but it is of
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# course also possible to have the user start with one or more items.
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'inventory': [],
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# 'location' MUST exist, though it isn't completely necessary to have it
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# defined here. Mostly, writing a goto function in the main file is better
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# than defining the room here. Defining the room here means that the user
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# will not see a startup message describing the current location.
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'location': None,
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# 'points' does not necessarily have to exist. Zita doesn't depend on it.
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'points': 0
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}
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#+END_SRC
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Variables are useful.
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*** =>command=
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If Zita is unable to match a user-typed command with a user-typed object, it
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checks if a command independent of items matches. A command can be short ones
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such as:
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#+BEGIN_SRC python2
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command = {
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'steps': "p('You have taken ' + str(var['steps']) + ' steps.')"
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}
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#+END_SRC
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..Though it can also include more complex commands, such as:
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#+BEGIN_SRC python2
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command = {
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'go': # It's the common 'go' command!
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"""
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if len(cmd) == 1: # cmd is a list containing user input split with spaces.
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p('You can\\'t go nowhere.')
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else:
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ltd = long2dir(cmd[1]) # Converts 'north' to 'n', etc.
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if not 'dir' in room[var['location']]:
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p('You are trapped!')
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elif cmd[1] != '&rest' and ltd in room[var['location']]['dir']:
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rname = room[var['location']]['dir'][ltd]
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if rname[0] == '!':
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exec(rname[1:]) # Only execute what's after the exclamation mark.
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else:
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goto(rname) # Use the goto function
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elif '&rest' in room[var['location']]['dir']: # Default action
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rname = room[var['location']]['dir']['&rest']
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if rname[0] == '!':
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exec(rname[1:])
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else:
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goto(rname)
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else: # Converts 'w' to 'west', etc.
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p('It is not possible to go ' + short2dir(txt[len(cmd[0])+1:]) + '.')
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"""
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}
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#+END_SRC
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If no available item has a command named 'go', the above code will be executed
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in the case of a 'go' request. Typing 'go s', 'go west' and other variations
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can, however, end up being annoying (if you're lazy), so adding 's', 'west' and
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similar shortcut commands would easen playing a game. This can be done in the
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following way:
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#+BEGIN_SRC python2
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command = {
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'n': # 'go n' shortcut
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"""
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txt = 'go ' + cmd[0] # Not really needed
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cmd = ['go', cmd[0]] # Fools the 'go' command
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exec(command['go']) # Acts as if the program was the user
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""",
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# Applying more shortcuts are even easier:
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'ne': "exec(command['n'])"
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}
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#+END_SRC
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Item-independent commands can also be used to make people laugh.
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*** =>default=
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The =default= variable contains info on what to do when commands don't seem to
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exist. For example, it's tiresome to insert a 'get' commands in ever item we
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create. By using the default variable, we can create an item definition which
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acts as a shortcut. See below:
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#+BEGIN_SRC python2
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default = {
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'item': { # Default values for items
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'cmd': { # Either 'a', 'an', 'some', etc.
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'look': "p('It\\'s ' + getprefix(citem) + ' ' + item[citem]['name'] +
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'.')", # The exec_proper_command function will find the correct place to look
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# for a command. A hierachy is defined in Zeqy's defs.py.
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'lookat': "exec_proper_command('look', i, i_or_o, citem)",
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# The rest is simple shortcut-shortcuts.
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'examine': "exec(default['item']['cmd']['lookat'])",
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'e': "exec(default['item']['cmd']['lookat'])",
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'l': "exec(default['item']['cmd']['lookat'])"
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},
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'out': {
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'get': # All items should be gettable by default.
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"""
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p('You take the ' + item[citem]['name'] + '.')
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inv(citem) # Adds item to inventory
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""",
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'take': "exec_proper_command('get', i, i_or_o, citem)",
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'g': "exec(default['item']['out']['take'])",
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't': "exec(default['item']['out']['take'])"
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}
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},
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# 'item-substitutes' MUST exist. It is used as a reference to a previous item.
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# This specific property could just as well have been placed in the var
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# variable, but for now it must be in default.
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'item-substitutes': ['it'],
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# Zita will print a random messages of the list when there is no command match.
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'command': "p(randelm(var['imposs']))",
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# Code to execute when a load has been succesfully completed. Not strictly
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# necessary, but quite useful.
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'loaded': "p('Data succesfully loaded.\\n\\n')",
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'room': { # Rooms can have default values too.
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# Will be shown if no room description exists.
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'desc': "'You have reached a ' + croom + '.'",
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# Will be shown if no item description exists.
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'item': "'You see ' + getprefix(citem) + ' ' + item[citem]['name'] + '.'"
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}
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}
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#+END_SRC
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Using defaults thereby make programming text adventures in Zita much easier.
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*** =>extra=
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Let's have another look at the zeqy directory:
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#&pre
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commands.zt&del functions.zt LICENSE rooms.zt&del
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defaults.zt&del items.zt&del main.zt&del vars.zt&del
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#&
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The only file we haven't had a look in is the 'functions.zt' file (LICENSE does
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not include Python code). The functions file contains.. functions. And global
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ones at that.
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#+BEGIN_SRC python2
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def point(p):
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# Adds points
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global var
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var['points'] += p
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#+END_SRC</pre>
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There is no 'extra' file. The job of the =extra= variable is to hold
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information on dynamically created global content. Using the =extra_add=
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function, one can save and execute e.g. a function at the same time. While it
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would be easier to simply define a global function directly, problems would
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arise when saving and loading the progress in a game, as eventual global
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functions would not be saved/loaded. By storing them in the =extra= variable,
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this obstacle is overcome. The problem is that it gets a little messy in that a
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lot of backslashes may be needed to escape quote characters.</p>
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But because functions in 'functions.zt' are defined when Zita loads a game and
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not dynamically, those functions do not have to reside inside =extra=.
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** Saving and loading progress
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Using the built-in =save and =code= functions, it's quite easy to create a command that
|
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keeps track of a player's progress. Saving and loading take place with the
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Python =pickle= module.
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** Footnote
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This short manual might not have covered everything there is to say about
|
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Zita. The best way to get an impression of Zita is to try it out. It's
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recommended to use a pre-existing Zita adventure (like Zeqy) as a base.
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** Prominent languages/engines
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While I haven't actually used it, the [[http://adl.sourceforge.net/][Adventure Definition Language]] (ADL) seems
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to be pretty good. At least it's extensively documented. Other engines
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naturally exist too.
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