# A-level Computing/AQA/Paper 1/Skeleton program/2019

This is for the AQA A-level Computer Science Specification.

This is where suggestions can be made about what some of the questions might be and how we can solve them.

Please be respectful and do not vandalise or tamper with this page, as this would affect students' preparation for their exams!

## Possible Section Questions

### Section C Predictions

Theory Questions on Skeleton Code:

• The Skeleton Program loads the game data from a binary file. State two reasons why a binary file might have been chosen for use with the Skeleton Program instead of a text file. [2 mark]

The GetIndexOfItem subroutine is used to find the position of an item in Items. The item to find can be specified using either its name or its ID

1. Explain what it means if a value of -1 is returned by GetIndexOfItem. [1 mark]
2. How does the subroutine GetIndexOfItem know if it should try to find the item using the name or the ID passed to it as parameters? [1 mark]
3. What is the time complexity of the algorithm used to find an item in the GetIndexOfItem subroutine? [1 mark]
4. There is an error in the code for the Skeleton Program that does not cause a problem when using the data in the game files provided but could cause a problem with alternative game files. Under what circumstances will the GetIndexOfItem subroutine return the index of an item that was not the item being searched for? [2 marks]
5. If the Skeleton Program had been designed to use a hash table to store the items it is likely that it would be able to find the position of an item, when given its ID, in less time than the algorithm currently used in the subroutine GetIndexOfItem. [3 marks]
6. Explain the steps involved in finding an item in the hash table. You should assume that all the items available in the game have already been successfully added into the hash table. [4 marks]
7. Give one reason why a hash table is not a suitable choice to store the items in the Skeleton Program. [1 mark]

A set is an unordered collection of values in which each value occurs at most once. The items in the game can be described using sets.

• The set A contains all the items in the game.
• The set B contains all the items that have “use” in their Commands.
• The set C contains all the items that have “gettable” in their Status.
• The set D contains all the items in the player’s inventory.
• The set E contains all the items which have a Location equal to the CurrentLocation of the player and that have “usable” in their Status.
• The set F contains all the items which have a Location equal to the CurrentLocation.

Four operations that can be performed on sets are union, difference, intersection and membership.

1. Explain how the operations can be used with some of the sets A–F to produce the set of items that the player can use in the current game state. [3 marks]
2. The set described in the above bullet point is a proper subset of some of the sets A–F. List all of the sets (A–F) that it is a proper subset of. [1 mark]
3. Explain why the intersection of sets F and C does not contain all the items that the player can currently get. [1 mark]
4. Explain the difference between a subset and a proper subset. [1 mark]

### Section D Predictions

Programming Questions on Skeleton Program

• The 2018 paper 1 contained one 2 mark question, a 5 mark question, two 9 mark questions, and one 12 mark question - these marks include the screen capture(s). In contrast, the 2017 paper 1 contained a 5 mark question, three 6 mark questions, and one 12 mark question.
• The 2019 paper 1 will contain 4 questions: a 5 mark, an 8 mark question, a 9 mark question and one 13 mark question - these marks include the screen capture(s), so the likely marks for the coding will be 1-2 marks lower.

This list was created based on analysis of the flag files, ZigZag Education suggestions, and suggestions contained on this Wikibooks page. Please add to this list if you can establish any other likely section D questions.

Most likely predictions:

Note that these mark suggestions include marks for screen capture(s).

• Help command (2 marks)
• Allow file name with/without extension (2 marks)
• Examine room (2+ marks)
• Look into next room for a room description if the door is open (5 marks)
• Have to move rug before being able to open the trapdoor (5 marks)
• Drop item (5 marks)
• Fight the guard using the truncheon (use truncheon command) (5 marks)
• Eat command (5 marks - including regenerating health could be 9 marks)
• Save game using save command (5 marks)
• Player has HP + eating regenerates health (9 marks)
• Filling/drinking from containers - eg. the flask and barrel (9 marks)
• Movement history (9+ marks)
• Go command automatically unlocks and opens doors if you have the key (9+ marks)
• Limit inventory space by item size - tiny, small, and medium items (9+ marks)

### Other Ideas

Ideas waiting to be programmed

• Open and close all doors in the current location
• Create a new location/room
• give an item to the guard i.e. red dice
• add water to the barrel which can then be put in the flask
• Give an option to pick the lock of a door based on percentage chance, if it fails the guard arrests you
• Add benefits to sleeping i.e. higher chance of winning dice
• Save game
• when "use chair" is executed, it states it can't be done, however the file says the guard won't let you sit on his lap. need a fix?

Unlikely, the .gme file has the incorrect instruction attached to the use function of the chair.

The gme file should have "say,The guard won't let you sit on his lap" not "use,The guard won't let you sit on his lap"

its likely this is just a left over piece of data, no surprise as the code is of questionable quality.

r/iamverysmart

r/ihavereddit

r/computerscience

## History Stack

Taken from ZigZag's example questions.

History uses a stack, to allow players to go to previous locations by typing 'go back' or to display previous locations by typing 'history'. You need 2 subroutines: Push, to add a new visited location, and Pop, to remove to last location from the stack and return it. If the stack is empty this should return -1.

Java:

//This class is the stack class that deals with
//all of the pushing and popping.
class History{
int pointer = -1;
int pastPlaces[] = new int[5];

void push(int newLocation)
{
if(pointer == 4)
{
for(int i = 0; i < 4; i++)
{
pastPlaces[i] = pastPlaces[i+1];
}
pastPlaces[4] = newLocation;
}
else
{
pastPlaces[pointer + 1] = newLocation;
pointer++;
}
}

int pop()
{
if(pointer == -1)
{
return-1;
}
else
{
int poppedValue = pastPlaces[pointer];
pastPlaces[pointer] = 0;
pointer--;
return poppedValue;
}
}
}

//These changes to 'playGame' allow for the
//use of the history stack
void playGame(ArrayList<Character> characters, ArrayList<Item> items, ArrayList<Place> places) {
History history = new History();
...
case "go":
moved = go(characters.get(0), instruction, places.get(characters.get(0).currentLocation - 1), history);
break;
...
}

//These changes to go add the past places to the history stack,
//and allow the user to travel 'back'
boolean go(Character you, String direction, Place currentPlace, History history) {
boolean moved = true;
switch (direction)
{
case "north":
if (currentPlace.north == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.north;
}
break;
case "east":
if (currentPlace.east == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.east;
}
break;
case "south":
if (currentPlace.south == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.south;
}
break;
case "west":
if (currentPlace.west == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.west;
}
break;
case "up":
if (currentPlace.up == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.up;
}
break;
case "down":
if (currentPlace.down == 0) {
moved = false;
} else {
history.push(you.currentLocation);
you.currentLocation = currentPlace.down;
}
break;
case "back":
int newLocation = history.pop();
if(newLocation == -1)
{
moved = false;
}
else
{
you.currentLocation = newLocation;
}
break;
default:
moved = false;
}
if (!moved) {
Console.writeLine("You are not able to go in that direction.");
}
return moved;
}

C#:

//sc & ig olilcook
//create this class
public class History
{
public int pointer = -1;
public int[] pastPlaces = new int[5];
}
//create these two subroutines
private static void push(int newLocation, History history)
{
if (history.pointer == 4)
{
for (int i = 0; i < 4; i++)
{
history.pastPlaces[i] = history.pastPlaces[i + 1];
}
history.pastPlaces[4] = newLocation;
}
else
{
history.pastPlaces[history.pointer + 1] = newLocation;
history.pointer++;
}
}
public static int peek(int position, History history)
{
return history.pastPlaces[position];
}
//add this at the top of playgame
History history = new History();
//add this inside the while loop in playgame
if (moved)
{
push(places[characters[0].CurrentLocation -1].id, history);
Console.WriteLine();
Console.WriteLine();
Console.WriteLine(places[characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(items, characters[0].CurrentLocation);
moved = false;
}
//add this as a case in playgame
case "history":
int count = 6;

for (int i = 0; i < count - 1; i++)
{
int position = peek(i, history);
Console.WriteLine(decideHistoryRoom(position) + "\n");
}
break;
//create this subroutine
public static string decideHistoryRoom(int position)
{
string strtoreturn = "";
switch (position)
{
case 1:
strtoreturn = "Blue Room";
break;
case 2:
strtoreturn = "Cupboard";
break;
case 3:
strtoreturn = "Attic";
break;
case 4:
strtoreturn = "Corridoor";
break;
case 5:
strtoreturn = "Guardroom";
break;
case 6:
strtoreturn = "Gold Prison Cell";
break;
case 7:
strtoreturn = "Silver Prison Cell";
break;
case 8:
strtoreturn = "Cellar";
break;
default:
break;
}
return strtoreturn;
}
//once this has all completed, when the user types history it will display the last 5 locations that the character has been in. Hope this helped :)

VB.NET:

Pascal/Delphi:

unit History;
interface
Type THistoryStack = Class
private
Pointer: Integer;
Locations: Array[0..4] of Integer;
const MaxSize = 4;
public
Constructor Initialise;
procedure Push(Value:Integer);
function Pop: Integer;
End;

implementation
Constructor THistoryStack.Initialise;
begin
Pointer := -1;
Locations[0] := 0;
Locations[1] := 0;
Locations[2] := 0;
Locations[3] := 0;
Locations[4] := 0;
end;

procedure THistoryStack.Push(Value: Integer);
var
Counter: Integer;
begin
if(Pointer = MaxSize) then
begin
for Counter := 0 to MaxSize-1 do
begin
Locations[Counter] := Locations[Counter+1];
end;

Locations[MaxSize] := Value;
end
else
begin
Pointer := Pointer +1;
Locations[Pointer] := Value;
end;
end;

function THistoryStack.Pop: Integer;
begin
if Pointer >=0 then
begin
Pointer := Pointer -1;
Pop := Locations[Pointer+1];
end
else
Pop := -1;
end;
end.

//Update PlayGame so that it starts with:
procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray);
var
StopGame: boolean;
Instruction: string;
Command: string;
Moved: boolean;
ResultOfOpenClose: integer;
LocationStack: THistoryStack;
begin
StopGame := false;
Moved := true;
LocationStack := THistoryStack.Initialise;

//And update Go so that it is now:
function Go(var You: TCharacter; Direction: string; CurrentPlace: TPlace; var LocationStack: THistoryStack): boolean;
var
Moved: boolean;
Back: boolean;
PreviousLocation: Integer;
begin
Moved := true;
PreviousLocation := You.CurrentLocation;
Back := False;

if Direction = 'north' then
if CurrentPlace.North = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.North
else if Direction = 'east' then
if CurrentPlace.East = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.East
else if Direction = 'south' then
if CurrentPlace.South = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.South
else if Direction = 'west' then
if CurrentPlace.West = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.West
else if Direction = 'up' then
if CurrentPlace.Up = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.Up
else if Direction = 'down' then
if CurrentPlace.Down = 0 then
Moved := false
else
You.CurrentLocation := CurrentPlace.Down
else if Direction = 'back' then
begin
Back := True;

PreviousLocation := LocationStack.Pop();
if(PreviousLocation <> -1) then
You.CurrentLocation := PreviousLocation
else
Moved := False;

end
else
Moved := false;
if not Moved then
writeln('You are not able to go in that direction.');

if((Moved) and (not Back)) then
LocationStack.Push(PreviousLocation);

Go := Moved
end;

Python:

class History():
def __init__(self):
self.Pointer=-1
self.Locations=[0,0,0,0,0]

def Push(self, NewLocation):
if self.Pointer==5:
self.Locations.pop(0)
self.Locations.append(NewLocation)
else:
self.Locations[self.Pointer]=NewLocation
self.Pointer+=1
def Pop(self):
if self.Pointer==-1:
return -1
else:
self.Pointer+=-1
return self.Locations[self.Pointer]

# add line to play game
past=History() #This instance needs to be passed into Go if the commad is 'go'

# indicates added or changed lines
def Go(You, Direction, CurrentPlace, past):#
pointer =-2#
Moved = True
if Direction == "north":
if CurrentPlace.North == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.North
elif Direction == "east":
if CurrentPlace.East == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.East
elif Direction == "south":
if CurrentPlace.South == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.South
elif Direction == "west":
if CurrentPlace.West == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.West
elif Direction == "up":
if CurrentPlace.Up == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.Up
elif Direction == "down":
if CurrentPlace.Down == 0:
Moved = False
else:
past.Push(You.CurrentLocation)#
You.CurrentLocation = CurrentPlace.Down
elif Direction=="back":#
pointer=past.Pop()#
if pointer == -1:#
print "You cannot go back"#
elif pointer != -2:#
You.CurrentLocation = pointer#
else:
Moved = False

if not Moved:
print "You are not able to go in that direction."
return You, Moved

## Automatically unlock and open doors

SM HGS, Difficulty: New Game +

C#:

private static void ChangeStatusOfDoor(List<Item> items, int currentLocation, int indexOfItemToLockUnlock, int indexOfOtherSideItemToLockUnlock, List<Place> places)
{
if (currentLocation == items[indexOfItemToLockUnlock].Location || currentLocation == items[indexOfOtherSideItemToLockUnlock].Location)
{
if (items[indexOfItemToLockUnlock].Status == "locked")
{
ChangeStatusOfItem(items, indexOfItemToLockUnlock, "close");
ChangeStatusOfItem(items, indexOfOtherSideItemToLockUnlock, "close");
Say(items[indexOfItemToLockUnlock].Name + " now unlocked.");
OpenClose(true, items, places, items[indexOfItemToLockUnlock].Name, currentLocation);
}

VB.NET:

If Items(IndexOfItemToLockUnlock).Status = "locked" Then
ChangeStatusOfItem(Items, IndexOfItemToLockUnlock, "close")
ChangeStatusOfItem(Items, IndexOfOtherSideItemToLockUnlock, "close")
Say(Items(IndexOfItemToLockUnlock).Name & " now unlocked.")
OpenClose(True, Items, Places, Items(IndexOfItemsToLockUnlock).Name, CurrentLocation)

Pascal/Delphi:

Python:

##Oscar - WPS

Oscar from WPS why would this be in the exam?

def AutoUnlockOpenDoor(Items,Places,Characters,CurrentLocation):
Usables = list()
for Thing in Items:
if "key" in Thing.Name and Thing.Location == INVENTORY:
Usables.append(Thing)
for Thing in Usables:
ItemToUse = Thing.Name
try:
StopGame, Items = UseItem(Items, ItemToUse,CurrentLocation, Places)
except Exception as e:
print e

for door in Items:
if "door" in door.Name:
ToOpen = door.Name
try:
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, ToOpen,CurrentLocation)
except Exception as e:
print e
return Items,Places,Characters
##In PlayGame
elif Command == "go":
Items , Places, Characters = AutoUnlockOpenDoor(Items,Places,Characters,Characters[0].CurrentLocation)
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])

#Less complicated way

def UnlockDoors(Items, CurrentLocation):
HasGoldKey = False
HasSilverKey = False
for Item in Items:
if "gold key" in Item.Name and Item.Location == INVENTORY:
HasGoldKey = True
elif "silver key" in Item.Name and Item.Location == INVENTORY:
HasSilverKey = True

if CurrentLocation == 5:
if HasGoldKey:
IndexOfGoldDoor = GetIndexOfItem("gold door", -1, Items)
Items = ChangeStatusOfItem(Items, IndexOfGoldDoor, "unlocked")
elif HasSilverKey:
IndexOfSilverDoor = GetIndexOfItem("silver door", -1, Items)
Items = ChangeStatusOfItem(Items, IndexOfSilverDoor, "unlocked")
return Items
# In PlayGame
elif Command == "open":
Items = UnlockDoors(Items, Characters[0].CurrentLocation)
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction,
Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)

Java:

//This function checks the list of items and finds and any doors blocking the direction specified by the user in the 'go' method. If it identifies a door, it checks if it is locked. If so, it checks the list of items to see if the user has a suitable key for the door (If a key is suitable for the door, the id of the door will be in the 'results' of the key). If the user has such a key, it will then unlock and subsequently open the door.
void checkDoor(int currentLocation, String direction, ArrayList<Item> items, ArrayList<Place> places)
{
for(Item item : items)
{
if(item.location == currentLocation && item.results.contains(direction))
{
if(item.status.equals("locked"))
{
for(Item otherItem : items)
{
if(otherItem.location == INVENTORY  && otherItem.results.contains(Integer.toString(item.id)))
{
int indexOfItemToLockUnlock, indexOfOtherSideItemToLockUnlock;
indexOfItemToLockUnlock = getIndexOfItem("", item.id, items);
indexOfOtherSideItemToLockUnlock = getIndexOfItem("", item.id + ID_DIFFERENCE_FOR_OBJECT_IN_TWO_LOCATIONS, items);
changeStatusOfDoor(items, currentLocation, indexOfItemToLockUnlock, indexOfOtherSideItemToLockUnlock);
}
}
}
if(item.status.equals("close"))
{
openClose(true, items, places, item.name, currentLocation);
}
}
}
}

//Add to the start of 'go'
checkDoor(you.currentLocation, direction, items, places);

//Add the required parameters to the go case in 'playGame'
case "go":
moved = go(characters.get(0), instruction, places.get(characters.get(0).currentLocation - 1), items, places);
break;

## Allow file name with/without extension

Modify the source code to allow for the file name to be entered with/without the file extension (".gme").

C#:

static void Main(string[] args)
{
string filename;
List<Place> places = new List<Place>();
List<Item> items = new List<Item>();
List<Character> characters = new List<Character>();
Console.Write("Enter filename> ");
if (!filename.EndsWith(".gme")) {
// you could also use .contains but do note that would mean file.gmejk would not append .gme to the end.
// learn both methods in case one is better suited for full marks?
filename = filename + ".gme";
}

{
PlayGame(characters, items, places);
}
else
{
}
}

VB.NET:

'Programmed by Samuel from Poole Grammar school.
Sub Main()
Dim Filename As String
Dim Items, Characters, Places As New ArrayList
Console.Write("Enter filename> ") 'Validate file name
'---------------------------------------------------------------------------
If Not Filename.EndsWith(".gme") Then
Filename = Filename & ".gme"
End If
'---------------------------------------------------------------------------
Console.WriteLine()
If LoadGame(Filename, Characters, Items, Places) Then
PlayGame(Characters, Items, Places)
Else
End If
End Sub

Pascal/Delphi:

...
procedure Main;
...
write('Enter filename> ');
if not Filename.EndsWith('.gme') then Filename := Filename + '.gme';
writeln;
...

Python:

##Rahmed HGS
##Inline conditional statements are the new (old) hip thing to do nowadays, and it's free!
def Main():
Items = []
Characters = []
Places = []
Filename =  input("Enter filename> ")
Filename = Filename if Filename.endswith('.gme') else Filename + '.gme'
print()
...

Java:

//Programmed by ya boy Arek from Kennet
if (!filename.contains(".gme")){
filename = filename + ".gme";
}

## Are you sure you want to quit?

Modify the source code to ask the user whether they are sure they want to quit the game.

VB.NET:

'Programmed by Samuel from Poole Grammar school.

Edit the PlayGame subroutine under case "quit":

Case "quit"
'---------------------------------------------------------------------------
Console.WriteLine("Are you sure?") 'Are you sure quit
Say("You decide to give up, try again another time.")
StopGame = True
Else
Say("Keep going then...")
StopGame = False
End If
'---------------------------------------------------------------------------
Case Else
Console.WriteLine("Sorry, you don't know how to " & Command & ".")
End Select
End While

Pascal/Delphi:

// Programmed by Liam Ray PSC
procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray);
...
else if Command = 'quit' then
begin
writeln('Are you sure (y/n)?');
valid = getInstruction;
if (valid = 'y') or (valid = 'yes') then
begin
Say('You decide to give up, try again another time');
StopGame := true;
end;
end;
...

Python:

##Rahmed HGS
##Modify PlayGame subroutine
def PlayGame(Characters, Items, Places):
...
elif Command == "quit":
Say('Are you sure? (y/n)')
response = GetInstruction()
if response == 'y' or ask == 'yes':
Say("You decide to give up, try again another time.")
StopGame = True

Java:

//Programmed by ya boy Arek from Kennet
case "quit":
say("Are you sure you want to quit?");
if ((input.equals("y")) || (input.equals("yes"))){
say("You decide to give up, try again another time.");
stopGame = true;
} else {
say("You decide to carry on.");
}
break;

C#:

//Big J messed this up how are you gonna be using ||(or) and not and && deffo btec it
case "quit":
Say("Are you sure you want to stop this game? (Y/N)");
{
Say("You decide to give up, try again another time.");
stopGame = true;
}
{
stopGame = false;
}

break;

## If just 'help' is typed, a list of existing commands appear

Create 'help <instruction>' which lists details about individual instruction,

If just 'help' is typed, a list of existing commands appear.

C#:

// Created By Dan
static void HeNeedSomeHelp(string itemToHelp)
{

IDictionary<string, string> helpDict = new Dictionary<string, string>();
helpDict.Add("get", "Allows the user to pick up an object.\nExample use: get torch");
helpDict.Add("use", "Allows the user to use an object.\nExample use: use torch");
helpDict.Add("go", "User can move in a specified direction.\nValid movements are:\n  North\n  South\n  East\n  West\n  Up\n  Down\nExample use: go north");
helpDict.Add("read", "Displays contents of readable objects. Valid if the item is either in the same location as the user or in their inventory.\nExample use: read book");
helpDict.Add("examine", "Provides the user with a detailed description of the specified item. Valid if the item is either in the same location as the user or in their inventory.\nExample use: examine torch");
helpDict.Add("open", "Allows the user to open an openable object.\nExample use: open window");
helpDict.Add("close", "Allows the user to close a closeable object.\nExample use: close window");
helpDict.Add("move", "User can move the specified object. Object must be in the same location as the user.\nExample use: move bed");
helpDict.Add("say", "The user will speak the input.\nExample use: say hello : returns 'hello'");
helpDict.Add("playdice", "Allows the user to play a dice game with another character\nShould the user win, they can select an item to obtain from the character.\nShould they lose, a random item is taken from your inventory.\nCommand needs to be followed by the name of the character to play with. They must be in the same location as the user and both must have a die to play with.\nExample use: playdice guard");

bool found = false;

if (itemToHelp == "help")
{
found = true;
Console.Write("\nAvailable commands:\n");
foreach (KeyValuePair<string, string> item in helpDict)
{
Console.Write("{0}, ", item.Key);
}
}
else
{
foreach (KeyValuePair<string, string> item in helpDict)
{
if (itemToHelp == item.Key)
{
Console.Write("\nHelp for '{0}'\n{1}", itemToHelp, item.Value);
}
}
}
}

Delphi/Pascal:

//insert this into the playgame procedure
else if Command = 'help' then
begin
Writeln('Instructions help:');
Write('Get: Allows the player to pick up an object that is in the same location as they are. The get command needs to be followed by the name of the object that the player wants to get. If the object can be got then it is added to the player’s inventory and is');
Writeln(' no longer in its original location.');
Writeln;
Write('Use: Allows the player to use an object that is in their location or their inventory. The use command needs to be followed by the name of the object that the player wants to use. The effect of using an object depends on which object is being used, e.g.');
Writeln('using a key in a room with a locked door will unlock the door (if it is the right key for that door).');
Writeln;
Writeln('Go: Moves the player from one location to another. The go command needs to be followed by one of the six valid directions: north, south, east, west, up, down.');
Writeln;
Writeln('Read: Will display the text of objects that can be read e.g. books, notes, signs.');
Writeln;
Write('Examine: Provides the player with a more detailed description of an object or character in the same location as they are or an object in their inventory. The examine command needs to be followed by the name of the object or character that the player');
Writeln(' wants to examine. Examine inventory will display a list of the items the player is currently carrying.');
Writeln;
Writeln('Open: Allows the player to open an openable item that is in the same location as they are. The open command needs to be followed by the name of the item to open. This command is often used to open a door that is in-between two locations.');
Writeln;
Writeln('Close: Allows the player to close a closable item that is in the same location as they are. The close command needs to be followed by the name of the item to close.');
Writeln;
Write('Move: Allows the player to move an object that is in the same location as they are. The move command needs to be followed by the name of the object that the player wants to move. If the object can be moved then the result of moving the object will be');
Writeln(' displayed on the screen.');
Writeln;
Writeln('Say: The player will speak, saying the text that follows the say command.');
Writeln;
Write('Playdice: The player will play a dice game with another character. If the player wins then a list of the items that the losing character is carrying is displayed and the user chooses an item to take; if the player loses, the other character takes a');
Writeln(' random item from the player’s inventory. The playdice command needs to be followed by the name of a character to play the dice game with. The character and the player need to be in the same location and both need to have a die.');
Writeln;
Writeln('Quit: Ends the game, quitting the program.');
end

Java:

//By Harington Student
private String[] commandList =
{ "COMMAND(S)					EFFECT(S)",   //Complete with custom commands. The odd spacings keep everything formatted in a readable way, may be different for different systems
"go:  	  					direction, up or down",
"get; take:  	  				any gettable item",
"use:    					usable item",
"examine:  	  				item, object, inventory or room",
"inventory:	    				displays inventory",
"search:	    					displays room",
"say:    					string",
"quit; exit:   	 				leaves the game",
"move:    					any movable object in the room",
"open:    					door, trapdoor, chest etc.",
"close:    					door, trapdoor, chest, etc.",
"playdice; play dice; play dice with:		entity. You cannot choose which dice you use if you have more than one",
"help:    					displays this list" };
//Within the playGame() function add in a new switch case:
case "help":
for (int i = 0; i < commandList.length; i++)
Console.println(commandList[i]);
break;

Python:

elif Command == 'help':
print('Commands:')
for i in cmds:
print(i)

# Previous answers didn't really do what the question asked in terms of only
# printing out all the instructions if the user only types help. Here's a couple
# of solutions I came up with, sorry I was too lazy to do all the commands:
# (I changed the indentation so that the code is actually readable)

# In the PlayGame function
elif Command == "help":
PrintHelp(Instruction)

# For the PrintHelp routine, you can either use a dictionary or an array,
# in my opinion the dictionary is more pythonic.

def PrintHelp(Instruction):
CommandDict = {
"get": "gets an item in the current location",
"use": "uses an item in the player's inventory",
"go": "moves the player in a given direction"
}
if Instruction == "help":
for Command in CommandDict:
print(Command, ": ", CommandDict[Command])
else:
try:
print(CommandDict[Instruction])
except KeyError:
print(Instruction, " is not in the list of commands")

def PrintHelp(Instruction):
Commands = ["use", "get", "go"]
Results = ["uses an item in the player's inventory",
"gets an item in the current location",
"moves the player in a given direction"]
if Instruction == "help":
for Command, Result in zip(Commands, Results):
print(Command, ": ", Result)
else:
for Command, Result in zip(Commands, Results):
if Command == Instruction:
print(Result)
break
else:
print(Instruction, " is not in the list of commands")

VB.NET:

Case "help"
Help(Instruction)

Sub Help(ByVal Instruction As String)
'Created by student from Folkestone School for Girls
Select Case Instruction
Case "help"
Console.WriteLine("The Commands are: Go, Get, Use, Examine, Say, Quit, Read, Move, Open, Close, PlayDice")
Case "go"
Console.WriteLine("Moves the player from one location to another. The go command needs to be followed by one of the six valid directions: north, south, east, west, up, down.")
Case "get"
Console.WriteLine("Allows the player to pick up an object that is in the same location as they are. The get command needs to be followed by the name of the object that the player wants to get. If the object can be got then it is added to the player’s inventory and is no longer in its original location.")
Case "use"
Console.WriteLine("Allows the player to use an object that is in their location or their inventory. The use command needs to be followed by the name of the object that the player wants to use. The effect of using an object depends on which object is being used, e.g. using a key in a room with a locked door will unlock the door (if it is the right key for that door).")
Case "examine"
Console.WriteLine("Provides the player with a more detailed description of an object or character in the same location as they are or an object in their inventory. The examine command needs to be followed by the name of the object or character that the player wants to examine. Examine inventory will display a list of the items the player is currently carrying.")
Case "say"
Console.WriteLine("The player will speak, saying the text that follows the say command.")
Case "quit"
Console.WriteLine("Ends the game, quitting the program.")
Console.WriteLine("Will display the text of objects that can be read e.g. books, notes, signs.")
Case "move"
Console.WriteLine("Allows the player to move an object that is in the same location as they are. The move command needs to be followed by the name of the object that the player wants to move. If the object can be moved then the result of moving the object will be displayed on the screen.")
Case "open"
Console.WriteLine("Allows the player to open an openable item that is in the same location as they are. The open command needs to be followed by the name of the item to open. This command is often used to open a door that is in-between two locations.")
Case "close"
Console.WriteLine("Allows the player to close a closable item that is in the same location as they are. The close command needs to be followed by the name of the item to close.")
Case "playdice"
Console.WriteLine("The player will play a dice game with another character. If the player wins then a list of the items that the losing character is carrying is displayed and the user chooses an item to take; if the player loses, the other character takes a random item from the player’s inventory. The playdice command needs to be followed by the name of a character to play the dice game with. The character and the player need to be in the same location and both need to have a die.")

Case Else
Console.WriteLine("Command Unknown.")
End Select

End Sub

## Create 'teleport <location>' command

Create 'teleport <location>' command. Useful for testing game..

C#:

case "teleport":
moved = Teleport(ref characters, int.Parse(instruction));
break;

static bool Teleport(ref List<Character> You, int NewPlace)
{
bool Moved = true;
if (NewPlace >= 0 && NewPlace <= 8)
{
You[0].CurrentLocation = NewPlace;
}
else
{
Console.WriteLine("Cannot Teleport Here");
Moved = false;
}
return Moved;
}

SOLUTION BY YUNGEN

Delphi/Pascal:

function Teleport(var You: TCharacter; CurrentPlace: integer): boolean;
var
Teleported, Moved : boolean;
TeleportToLocation : integer;
begin
writeln('Where do you want to go?' +
' 1 = Blue room,' +
' 2 = Store cupboard,' +
' 3 = Bare bed room,' +
' 4 = Empty corridor,' +
' 5 = Guardroom,' +
' 6 = Flag Jail cell,' +
' 7 = Skeleton Jail cell,' +
' 8 = Cellar');
You.CurrentLocation := TeleportToLocation;
Teleport := True;
end;

//In the PlayGame procedure:
else if Command = 'teleport' then
Moved := Teleport(Characters[0], Characters[0].CurrentLocation)

Java:

case "teleport":
teleport(instruction, characters);
break;

//New function

private void teleport(String instruction, ArrayList<Character> characters) {
try{
characters.get(0).currentLocation = Integer.parseInt(instruction);
}catch(Exception e){
System.out.println("Location ID " + instruction + " does not exist.");
}

}

Python:

def Teleport(You,Location):
You.CurrentLocation = int(Location)
return You, True

elif Command == "teleport":
Characters[0], Moved = Teleport(Characters[0],Instruction)

Python method 2:

#in play game function

elif Command == "teleport":
Teleport(Characters, Items, Places)

#in teleport function

def Teleport(Characters, Items, Places):
cont=False
while cont == False:
userinput=input("where do you want to go?\n(type a number or C to cancel teleportation)\n1:blue walls room\n2:store cupboard\n3:bare bed room\n4:empty corridor\n5:guardroom\n6:flag jail cell\n7:skeleton jail cell\n8:cellar\n>")
try:
userval=int(userinput)
if Characters[0].CurrentLocation == userval:
else:
if userval<0 or userval>8:
print("invalid interval")
else:
Characters[0].CurrentLocation = userval
cont=True
except:
if userinput.upper()=="C":
cont=True
else:
print("invalid character")
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
print([Characters[0].CurrentLocation])

VB.NET:

Add the following to Playgame case statement:
Case "teleport"
Moved = Teleport(Characters(0), Instruction)

Function Teleport(ByRef You As Character, ByVal NewPlace As Integer) As Boolean
'Created by teacher from Folkestone School for Girls
Dim Moved As Boolean = True

If NewPlace >= 0 And NewPlace <= 8 Then
You.CurrentLocation = NewPlace
Else
Console.WriteLine("You are unable to teleport to this location")
Moved = False
End If

Return Moved
End Function

## Create 'save <filename>' command

Create 'save <filename>' command. Saves the current status of game.

C#:

case "Save":
Save(characters, items, places);
break;

Private static Void Save( list<Characters> characters, list<items> items, list<places> places)
{
string filename;
Console.WriteLine("please enter the filename you want to save");

//empty all the space in the file name
filename = filename.Replace(" ", String.Empty);

try
{
//this writes and saves a new binary file
BinaryWriter writer = new BinaryWriter(File.Open(filename, FileMode.Create));

//this saves the number of characters and saves all of their attributes
writer.write(characters.Count);
foreach(character in characters)
{
writer.write(character.ID);
writer.write(character.Name);
writer.write(character.);
writer.write(character.ID);
}

//this saves the number of items and saves all of their attributes
writer.write(items.Count);
foreach (Item in items)
{
writer.write(Item.ID);
writer.write(Item.Description);
writer.write(Item.Status);
writer.write(Item.Location);
writer.write(Item.Name);
writer.write(Item.Commands);
writer.write(Item.Results);
}

//this saves the number of places and saves all of their attributes
writer.write(places.Count);
foreach (Place in Places)
{
writer.write(Place.ID);
writer.write(Place.Description);
writer.write(Place.North);
writer.write(Place.East);
writer.write(Place.South);
writer.write(Place.West);
writer.write(Place.Up);
writer.write(Place.Down);
}

//this will tell the user that their file has been saved
Console.WriteLine("saved " + filename);
}
catch
{
//this will tell the user that the file couldn't be saved
Console.WriteLine("unable to save " + filename);
}
}

Delphi/Pascal:

else if Command = 'save' then
begin
Save(Characters, Items, Places,Instruction);
end

//add this section anywhere else in the program
procedure WriteInteger32(Value: Integer; var Source: File);
begin
blockwrite(Source,Value,sizeof(Value));
end;

procedure WriteString(Value: string; var Source: File);
var
Counter: Integer;
Character: Char;
begin
WriteInteger32(length(Value),Source);
for Counter := 1 to length(Value) do
begin
blockwrite(Source, Value[Counter],1);
end;
end;

procedure Save(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray; Instruction: String);
var
Writer: File;
Counter: Integer;
TempCharacter: TCharacter;
TempItem: TItem;
TempPlace: TPlace;
begin
Assign(Writer,Instruction+'.gme');
Rewrite(Writer, 1);

WriteInteger32(length(Characters),Writer);
for TempCharacter in Characters do
begin
WriteInteger32(TempCharacter.ID,Writer);
WriteString(TempCharacter.Name,Writer);
WriteString(TempCharacter.Description,Writer);
WriteInteger32(TempCharacter.CurrentLocation,Writer);
end;

WriteInteger32(length(Places),Writer);
for TempPlace in Places do
begin
WriteInteger32(TempPlace.ID,Writer);
WriteString(TempPlace.Description,Writer);
WriteInteger32(TempPlace.North,Writer);
WriteInteger32(TempPlace.East,Writer);
WriteInteger32(TempPlace.South,Writer);
WriteInteger32(TempPlace.West,Writer);
WriteInteger32(TempPlace.Up,Writer);
WriteInteger32(TempPlace.Down,Writer);
end;

WriteInteger32(length(Items),Writer);
for TempItem in Items do
begin
WriteInteger32(TempItem.ID,Writer);
WriteString(TempItem.Description,Writer);
WriteString(TempItem.Status,Writer);
WriteInteger32(TempItem.Location,Writer);
WriteString(TempItem.Name,Writer);
WriteString(TempItem.Commands,Writer);
WriteString(TempItem.Results,Writer);
end;

close(Writer);
Writeln('File saved');
end;

Java:

case "save":
String filename = instruction+".gme";
say("saving to "+instruction+".gme");
say("Saving game...");
saveGame(filename, characters,items,places);
break;

//create as new method
boolean saveGame(String filename, ArrayList<Character> characters, ArrayList<Item> items, ArrayList<Place> places)
{
int noOfCharacters = characters.size(),
noOfPlaces = places.size(),
count,
noOfItems = items.size();
Character tempCharacter;
Place tempPlace;
Item tempItem;
try
{
FileOutputStream binaryWriter = new FileOutputStream(filename);
DataOutputStream writer = new DataOutputStream(binaryWriter);
writer.writeInt(noOfCharacters);
for (count = 0; count < noOfCharacters; count++)
{
writer.writeInt(characters.get(count).id);
writer.writeUTF(characters.get(count).name);
writer.writeUTF(characters.get(count).description);
writer.writeInt(characters.get(count).currentLocation);
}
writer.writeInt(noOfPlaces);
for (count = 0; count < noOfPlaces; count++)
{
writer.writeInt(places.get(count).id);
writer.writeUTF(places.get(count).description);
writer.writeInt(places.get(count).north);
writer.writeInt(places.get(count).east);
writer.writeInt(places.get(count).south);
writer.writeInt(places.get(count).west);
writer.writeInt(places.get(count).up);
writer.writeInt(places.get(count).down);
}
writer.writeInt(noOfItems);
for (count = 0; count < noOfItems; count++)
{
writer.writeInt(items.get(count).id);
writer.writeUTF(items.get(count).description);
writer.writeUTF(items.get(count).status);
writer.writeInt(items.get(count).location);
writer.writeUTF(items.beansget(count).name);
writer.writeUTF(items.get(count).commands);
writer.writeUTF(items.get(count).results);
}
Console.write("Saved!");
return true;
}
catch (Exception e)
{
Console.write("Error Saving File");
return false;
}
}

Python:

def Save(Characters,Items,Places):
print("What would you like to save the file as?")
filename = input("> ")
f = open(filename+".gme","wb")
pickle.dump(len(Characters),f)
for Character in Characters:
pickle.dump(Character.ID,f)
pickle.dump(Character.Name,f)
pickle.dump(Character.Description,f)
pickle.dump(Character.CurrentLocation,f)
pickle.dump(len(Places),f)
for Place in Places:
pickle.dump(Place.ID,f)
pickle.dump(Place.Description,f)
pickle.dump(Place.North,f)
pickle.dump(Place.East,f)
pickle.dump(Place.South,f)
pickle.dump(Place.West,f)
pickle.dump(Place.Up,f)
pickle.dump(Place.Down,f)
pickle.dump(len(Items),f)
for Item in Items:
pickle.dump(Item.ID,f)
pickle.dump(Item.Description,f)
pickle.dump(Item.Status,f)
pickle.dump(Item.Location,f)
pickle.dump(Item.Name,f)
pickle.dump(Item.Commands,f)
pickle.dump(Item.Results,f)
f.close()

elif Command == "save":
Save(Characters,Items,Places)

VB.NET:

Add the following to Playgame case statement:

Case "save"
Save(Instruction, Characters, Items, Places)

Add new subroutine (error trapping code omitted for simplicity):

Sub Save(ByVal Filename As String, ByVal Characters As ArrayList, ByVal Items As ArrayList, ByVal Places As ArrayList)
'Created by teacher from Folkestone School for Girls

Try
Using Writer As BinaryWriter = New BinaryWriter(File.Open(Filename, FileMode.Create))

Writer.Write(Characters.Count)
For Each Character In Characters
Writer.Write(Character.ID)
Writer.Write(Character.Name)
Writer.Write(Character.Description)
Writer.Write(Character.CurrentLocation)
Next

Writer.Write(Places.Count)
For Each Place In Places
Writer.Write(Place.ID)
Writer.Write(Place.Description)
Writer.Write(Place.North)
Writer.Write(Place.East)
Writer.Write(Place.South)
Writer.Write(Place.West)
Writer.Write(Place.Up)
Writer.Write(Place.Down)
Next

Writer.Write(Items.Count)
For Each Item In Items

Writer.Write(Item.ID)
Writer.Write(Item.Description)
Writer.Write(Item.Status)
Writer.Write(Item.Location)
Writer.Write(Item.Name)
Writer.Write(Item.Commands)
Writer.Write(Item.Results)

Next
End Using
Console.WriteLine("Save Successful")

Catch
Console.WriteLine("Unable to Save")
End Try

End Sub

C#:

Add the following to Playgame case statement:

break;

static void AddCharacter(ref List <Character>characters, ref List <Place>places)
{
Character TempCharacter = new Character();

Console.WriteLine("Please enter the details the character called " + characters);
Console.Write("ID (eg 1003):");
Console.Write("Name:");
Console.Write("Description:");
Console.Write("Initial Location (eg 1-8):");
Console.Write("Room Description (how it describes your character found in room):");

// Adds the characters details to arraylist

Place TempPlace = new Place();
int counter = 0;
// You need to add a description to the room that the character is in or you will not know about it.
// You need to locate where the room details are stored in the array so that you update the room description.
foreach (Place place in places)
{
if (place.id == TempCharacter.CurrentLocation)
break;
counter++;
}

TempPlace.id = places[counter].id;
TempPlace.Description = places[counter].Description + " " + RoomDescription;
TempPlace.North = places[counter].North;
TempPlace.East = places[counter].East;
TempPlace.South = places[counter].South;
TempPlace.West = places[counter].West;
TempPlace.Up = places[counter].Up;
TempPlace.Down = places[counter].Down;

places[counter] = TempPlace;
}

Delphi/Pascal:

function NewCharacterFunc(var Characters: TCharacterArray): TCharacterArray;
var
NewCharacter : TCharacter;
LengthOfCharacters:integer;
begin
writeln('Please write the new character''s name');
writeln('Please write the new character''s description');
LengthOfCharacters := length(Characters);
NewCharacter.ID := (LengthOfCharacters+1001);
writeln('Please input the new character''s location');
setlength(Characters,(LengthOfCharacters+1));
LengthOfCharacters := length(Characters);
Characters[(LengthOfCharacters)] := NewCharacter;
NewCharacterFunc := Characters
end;

//Insert in PlayGame:

else if Command = 'newcharacter' then
NewCharacterFunc(Characters)

Java:

// Addition to the switch statement
switch (command)
{
break;

Console.print("What would you like his name to be?");

Console.print("His description?");

Console.println(name + " has been added!");

}

Python:

TempCharacter = Character()
TempCharacter.Name = input("Input the name of the character: ")
TempCharacter.Description = input("Input the description of the character: ")
TempCharacter.ID = int(input("Input the ID of the character: "))
TempCharacter.CurrentLocation = int(input("Input the current location of the character: "))
return TempCharacter

VB.NET:

Add the following to Playgame case statement:

Sub AddCharacter(ByVal Character As String, ByVal Characters As ArrayList, ByVal Places As ArrayList)
' Created by teacher from Folkestone School for Girls
' Error trapping omitted to keep the code simple/short

Dim TempCharacter As Character
Dim TempPlace As Place
Dim Counter As Integer = 0
Dim RoomDescription As String

' Get details for new character including a description of character when room is described
Console.WriteLine("Please enter the details the character called " & Character)
Console.Write("ID (eg 1003):")
Console.Write("Name:")
Console.Write("Description:")
Console.Write("Initial Location (eg 1-8):")
Console.Write("Room Description (how it describes your character found in room):")

' Adds the characters details to arraylist

' You need to add a description to the room that the character is in or you will not know about it.
' You need to locate where the room details are stored in the array so that you update the room description.
For Each Place In Places
If Place.ID = TempCharacter.CurrentLocation Then
Exit For
End If
Counter += 1
Next

TempPlace.ID = Places(Counter).ID
TempPlace.Description = Places(Counter).Description + " " + RoomDescription
TempPlace.North = Places(Counter).North
TempPlace.East = Places(Counter).East
TempPlace.South = Places(Counter).South
TempPlace.West = Places(Counter).West
TempPlace.Up = Places(Counter).Up
TempPlace.Down = Places(Counter).Down

Places(Counter) = TempPlace

End Sub

## Add 'examine room' option to view details of room again

Add 'examine room' option to view details of room again. Fairly simple but a useful option when developing 'addcharacter' or 'additem'.

C#:

private static void Examine(List<Item> items, List<Character> characters, string itemToExamine, int currentLocation, List<Place> places)
{
int Count = 0;
if (itemToExamine == "inventory")
{
DisplayInventory(items);
}
if (itemToExamine == "room")
{
Console.Write(places[characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(items, characters[0].CurrentLocation);
}

Delphi/Pascal:

//replace the start of examine with this, and add places as a parameter when calling examine
procedure Examine(Items: TItemArray; Characters: TCharacterArray; ItemToExamine: string;
CurrentLocation: integer;Places: TPlaceArray);
var
Count: integer;
IndexOfItem: integer;
begin
if ItemToExamine = 'inventory' then
DisplayInventory(Items)

else if ItemToExamine = 'room' then
begin
writeln(Places[Characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation);
//As DisplayGettableItemsInLocation is defined lower down in the file, to not cause errors it has to be moved above Examine
end

Java:

void examine(ArrayList<Item> items, ArrayList<Character> characters, String itemToExamine, int currentLocation, ArrayList<Place> places) {
int count = 0;
if (itemToExamine.equals("inventory")) {
displayInventory(items);
} else if (itemToExamine.equals("room")){
Console.writeLine(places.get(characters.get(0).currentLocation - 1).description);
displayGettableItemsInLocation(items, characters.get(0).currentLocation);
} else {
int indexOfItem = getIndexOfItem(itemToExamine, -1, items);
if (indexOfItem != -1) {
if (items.get(indexOfItem).name.equals(itemToExamine) && (items.get(indexOfItem).location == INVENTORY || items.get(indexOfItem).location == currentLocation)) {
Console.writeLine(items.get(indexOfItem).description);
if (items.get(indexOfItem).name.contains("door")) {
displayDoorStatus(items.get(indexOfItem).status);
}
if(items.get(indexOfItem).status.contains("container")) {
displayContentsOfContainerItem(items, items.get(indexOfItem).id);
}
return;
}
}
while (count < characters.size()) {
if (characters.get(count).name.equals(itemToExamine) && characters.get(count).currentLocation == currentLocation) {
Console.writeLine(characters.get(count).description);
return;
}
count++;
}
Console.writeLine("You cannot find " + itemToExamine + " to look at.");
}
}

void playGame(ArrayList<Character> characters, ArrayList<Item> items, ArrayList<Place> places) {
boolean stopGame = false, moved = true;
String instruction, command;
int resultOfOpenClose;
while (!stopGame) {
if (moved) {
Console.writeLine();
Console.writeLine();
Console.writeLine(places.get(characters.get(0).currentLocation - 1).description);
displayGettableItemsInLocation(items, characters.get(0).currentLocation);
moved = false;
}
instruction = getInstruction();
String[] returnStrings = extractCommand(instruction);
command = returnStrings[0];
instruction = returnStrings[1];
switch (command)
{
case "get":
stopGame = getItem(items, instruction, characters.get(0).currentLocation);
break;
case "use":
useItem(items, instruction, characters.get(0).currentLocation, places);
break;
case "go":
moved = go(characters.get(0), instruction, places.get(characters.get(0).currentLocation - 1));
break;
break;
case "examine":
examine(items, characters, instruction, characters.get(0).currentLocation, places);
break;
case "open":
resultOfOpenClose = openClose(true, items, places, instruction, characters.get(0).currentLocation);
displayOpenCloseMessage(resultOfOpenClose, true);
break;
case "close":
resultOfOpenClose = openClose(false, items, places, instruction, characters.get(0).currentLocation);
displayOpenCloseMessage(resultOfOpenClose, false);
break;
case "move":
moveItem(items, instruction, characters.get(0).currentLocation);
break;
case "say":
say(instruction);
break;
case "playdice":
playDiceGame(characters, items, instruction);
break;
case "quit":
say("You decide to give up, try again another time.");
stopGame = true;
break;
default:
Console.writeLine("Sorry, you don't know how to " + command + ".");
}
}
}

Python:

Answer 1 - Alter Examine function to take in Places as well.

def Examine(Items, Characters, ItemToExamine, CurrentLocation, Places):
Count = 0
if ItemToExamine == "inventory":
DisplayInventory(Items)
elif ItemToExamine == "room":
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
else:
IndexOfItem = GetIndexOfItem...

Answer 2 - alter the selection statement in PlayGame

elif Command == "examine":
if Instruction == "room":
Moved = True
else:
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation, Places)

VB.NET:

Adjust case statement within Playgame subroutine:

Case "examine"
If Instruction = "room" Then
Moved = True
Else
Examine(Items, Characters, Instruction, Characters(0).CurrentLocation)
End If

## Create new items for the game via an 'additem <name>'

Create new items for the game via an 'additem <name>' command. Useful once you have created 'save <filename>' option.

C#:

Delphi/Pascal:

Java:

Python:

#Mahtab Miah Aktar HA

print(Items)
TempItem = Item()
TempItem.ID = input("ID: ")
TempItem.Description = input("Description: ")
TempItem.Status = input("Status: ")
TempItem.Location = input("Location: ")
TempItem.Name = input("Name: ")
TempItem.Commands = input("Commands: ")
TempItem.Results = input("Results: ")
Items.append(TempItem)
print(Items)

# in playgame()

VB.NET:

the command is used as such
additem <Name> <Description> <ID> <location> <status> <commands> <result>
Sub AddItem(ByRef items As ArrayList, ByVal command As String)
'NOTE I find it very unlikely such a complex question would be asked BUT while identifying statuses, there are a few unused ones which may come of use?
'Syntax for ITEMS
'Commands – comma separates commands, results will correspond To positions
'Example “move,get”
'Description – a String that will be said When the item Is examined
'ID – a unique ID For the item
'Status – currently questionable use, contains properties referring To the item itself, need To test whether this affects anything, most likely doors And useable items.
'Location – the ID Of the location the item Is currently In
'Name – the name Of the item
'Results – correspond With reactions To given commands formatted With semicolons separating the commands And commas representing the response command And parameters.
'e.g. say,This is too heavy;say,you cant pick this up

'Statuses:
'Gettable – the item can be picked up
'Useable – the item can be used
'Large – the item Is too large To pick up
'Edible,Weapon - ???
'Open/ close – whether the item Is open Or closed
'Locked/ Unlocked – whether the item Is locked Or unlocked
'more exist that need to be researched

'also a useful location is your inventory which is ID 1001, though I wouldn't put imoveable objects in there
Dim newItem As New Item
Dim count, cursor As Integer
Dim parameter As String = ""
Dim ParameterStart As Integer
count = 0
cursor = 7
While count = 0 'name
If command(cursor) = "_" Then
parameter &= " "
cursor += 1
ElseIf command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = 7 Then
Console.WriteLine("Incorrect syntax at <name>")
Exit Sub
Else

newItem.Name = parameter
cursor += 1
count += 1
End If

End While
parameter = ""
ParameterStart = cursor
While count = 1 And command(cursor) <> "-" ' Description
If command(cursor) = "_" Then
parameter &= " "
cursor += 1
ElseIf command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <description>")
Exit Sub
Else
newItem.Description = parameter
cursor += 1
count += 1
End If
End While
parameter = ""
ParameterStart = cursor
While count = 2 And command(cursor) <> "-" 'ID

If command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <ID>")
Exit Sub
Else
newItem.ID = CInt(parameter)
cursor += 1
count += 1
End If
End While
parameter = ""
ParameterStart = cursor
While count = 3 And command(cursor) <> "-" 'Location

If command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <Location>")
Exit Sub
Else
newItem.Location = CInt(parameter)
cursor += 1
count += 1
End If
End While
parameter = ""
ParameterStart = cursor
While count = 4 And command(cursor) <> "-" 'Status
If command(cursor) = "_" Then
parameter &= " "
cursor += 1
ElseIf command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <Status>")
Exit Sub
Else
newItem.Status = parameter
cursor += 1
count += 1
End If
End While
parameter = ""
ParameterStart = cursor
While count = 5 And command(cursor) <> "-" 'Command
If command(cursor) = "_" Then
parameter &= " "
cursor += 1
ElseIf command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <Command>")
Exit Sub
Else
newItem.Commands = parameter
cursor += 1
count += 1
End If
End While
parameter = ""
ParameterStart = cursor
While count = 5 And command(cursor) <> "-" 'Result
If command(cursor) = "_" Then
parameter &= " "
cursor += 1
ElseIf command(cursor) <> " " Then
parameter &= command(cursor)
cursor += 1
ElseIf cursor = ParameterStart Then
Console.WriteLine("Incorrect syntax at <Result>")
Exit Sub
Else
newItem.Results = parameter
cursor += 1
count += 1
End If
End While
If GetIndexOfItem(newItem.Name, newItem.ID, items) = -1 And ((newItem.Commands = "" And newItem.Results = "") Or (newItem.Commands <> "" And newItem.Results <> "")) Then
Try
Using Writer As BinaryWriter = New BinaryWriter(File.Open(Filename, FileMode.Create))
Writer.Write(items.Count)
For Each Item In items

Writer.Write(Item.ID)
Writer.Write(Item.Description)
Writer.Write(Item.Status)
Writer.Write(Item.Location)
Writer.Write(Item.Name)
Writer.Write(Item.Commands)
Writer.Write(Item.Results)

Next
End Using
Console.WriteLine("{0} was successfully created", newItem.Name)
Catch ex As FileNotFoundException
End Try
Else
Console.WriteLine("Syntax error")
End If
'created by student from Epsom College
End Sub

Filename will need to be made global as such (in sub main())
Dim Filename As String
Sub Main()

Dim Items, Characters, Places As New ArrayList
Console.Write("Enter filename> ")
Console.WriteLine()
If LoadGame(Filename, Characters, Items, Places) Then
PlayGame(Characters, Items, Places)
Else
End If
End Sub
The following edit will need to be made to the select case in playgame

## Create a new 'drop <item>' command.

Create 'drop <item>' command that drops the item selected from the user's Inventory

C#:

// Created by Ahmed Rahi
private static void Drop(List<Item> items,string itemtodrop,int currentlocation)
{
int pos = currentlocation;
int indexofitem = GetIndexOfItem(itemtodrop, -1, items);
if(items[indexofitem].Location!=Inventory)
{
Console.WriteLine("cant drop");
} else if (items[indexofitem].Location==Inventory)
{
pos = GetPositionOfCommand(items[indexofitem].Commands, "drop");
ChangeLocationOfItem(items, indexofitem, currentlocation);
Console.WriteLine("Dropped!");
}
}

//Add this into the playgame routine
case "drop":
Drop(items, instruction, characters[0].CurrentLocation);
break;

Delphi/Pascal:

...
else if Command = 'drop' then
DropItem(Items, Instruction, Characters[0].CurrentLocation)
...

// add this anywhere in the file above PlayGame and below ChangeLocationOfItem (under GetItem is recommended)
procedure DropItem(Items: TItemArray; ItemToDrop: string; CurrentLocation: integer);
var
IndexOfItem: integer;
begin
IndexOfItem := GetIndexOfItem(ItemToDrop, -1, Items);
if IndexOfItem = -1 then                               // Doesn't exist
writeln('You don''t have ', ItemToDrop, '.')
else if Items[IndexOfItem].Location <> Inventory then     // Not in your inv.
writeln('You have don''t have that!')
else
begin
ChangeLocationOfItem(Items, IndexOfItem, CurrentLocation);
writeln('You have dropped the', Items[IndexOfItem].Name, '.');
end;
end;

Java:

//Created by Harington School Student
case "drop":
drop(instruction,items,characters.get(0).currentLocation);
break;

//create as new method
void drop (String itemToDrop, ArrayList<Item> items, int currentLocation)
{
int indexOfItem = getIndexOfItem(itemToDrop, -1, items);
if (indexOfItem == -1)
{
Console.writeLine("You can't find " + itemToDrop + ".");
}
else if (items.get(indexOfItem).location == INVENTORY)
{
Console.writeLine("You dropped " + itemToDrop);
changeLocationOfItem(items, indexOfItem, currentLocation);
}
else if (items.get(indexOfItem).location != INVENTORY)
{
Console.writeLine("You cannot find that in your inventory.");
}
}

Python:

def dropItem(ItemToRemove, Items, PlayerLocation):
for item in Items:
if item.Location == INVENTORY and item.Name == ItemToRemove:
item.Location = PlayerLocation
print("Dropped " + item.Name)
break
print("Cannot find " + ItemToRemove + " in your inventory")
return Items

elif Command == "drop":
Items = dropItem(Instruction, Items, Characters[0].CurrentLocation)
def Drop(Items, Characters, ItemToDrop, CurrentLocation):
Count = 0
IndexOfItem = GetIndexOfItem(ItemToDrop, -1, Items)
if IndexOfItem != -1:
if Items[IndexOfItem].Name == ItemToDrop and Items[IndexOfItem].Location == INVENTORY:
print(Items[IndexOfItem].Name+" was dropped")
Items[IndexOfItem].Location = CurrentLocation
return Items
print("You cannot find " + ItemToDrop + " to drop.")
return Items

elif Command == "drop":
Items = Drop(Items,Characters,Instruction,Characters[0].CurrentLocation)
def Drop(Items, Characters, ItemToDrop, CurrentLocation):
Count = 0
IndexOfItem = GetIndexOfItem(ItemToDrop, -1, Items)
if IndexOfItem != -1:
if Items[IndexOfItem].Name == ItemToDrop and Items[IndexOfItem].Location == INVENTORY:
print(Items[IndexOfItem].Name+" was dropped")
Items[IndexOfItem].Location = CurrentLocation
return Items
else:
print("You cannot find " + Items[IndexOfItem].Name + " to drop.")
else:
Say('This item does not exist, sorry try again')
return Items

elif Command == "drop":
Items = DropItem(Items, Instruction, Characters[0].CurrentLocation)
def Drop(Items, Characters, Instruction):
itemExist = False
for item in Items:
if item.Name == Instruction and item.Location == INVENTORY:
itemExist = True
item.Location = Characters[0].CurrentLocation
print("You have droppped: " + item.Name)
if itemExist == False:
print("You can't find that item in your inventory")
elif Command == "drop":
Drop(Items, Characters, Instruction)

VB.NET:

Case "drop"
DropItem(Items, Instruction, Characters(0).CurrentLocation)

Sub DropItem(ByVal Items As ArrayList, ByVal ItemToDrop As String, ByVal CurrentLocation As Integer)
Dim CanDrop As Boolean = False
Dim IndexOfItem As Integer

IndexOfItem = GetIndexOfItem(ItemToDrop, -1, Items)

If Items(IndexOfItem).Location = Inventory Then
CanDrop = True
Else
Console.WriteLine(ItemToDrop & " is not in your inventory")
End If

If CanDrop Then
ChangeLocationOfItem(Items, IndexOfItem, CurrentLocation)
Console.WriteLine("You have dropped " & ItemToDrop & ".")
End If
End Sub

## Count the number of moves a player makes / Save a high score

Display the number of moves a player has made. Used to determine a high score once the flag has been found. High score can be compared to a stored high score, and updated if current high score is higher.

C#:

// by using a generic class the UI can accept any type of input string/int etc
class GenerateUI<T>
{
T information;

public GenerateUI(T input)
{
information = input;
DisplayInfo();
}

public void DisplayInfo()
{
Console.WriteLine("Moves: " + Convert.ToString(information) + "\n");
}
}
...
int numMoves = -1;       // -1 means the beginning of the game
while (!stopGame)
{
if (moved)
{
Console.WriteLine();
Console.WriteLine();
// new code here
numMoves++;
GenerateUI<int> movesUI = new GenerateUI<int>(numMoves);
Console.WriteLine(places[characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(items, characters[0].CurrentLocation);
moved = false;
}
...

Delphi/Pascal:

//Make changes to GetItem
procedure GetItem(Items: TItemArray; ItemToGet: string; CurrentLocation: integer; NumOfTurns: integer;
SavedScore : string; var StopGame : boolean);
var
ResultForCommand: string;
SubCommand: string;
SubCommandParameter: string;
IndexOfItem: integer;
Position: integer;
CanGet: boolean;
strNumOfTurns : string;
Score : TextFile;
begin
SubCommand := '';
SubCommandParameter := '';
CanGet := false;
IndexOfItem := GetIndexOfItem(ItemToGet, -1, Items);
if IndexOfItem = -1 then
writeln('You can''t find ', ItemToGet, '.')
else if Items[IndexOfItem].Location = Inventory then
else if pos('get', Items[IndexOfItem].Commands) = 0 then
writeln('You can''t get ', ItemToGet, '.')
else if (Items[IndexOfItem].Location >= MinimumIDForItem) and (Items[GetIndexOfItem('', Items[
IndexOfItem].Location, Items)].Location <> CurrentLocation) then
writeln('You can''t find ', ItemToGet, '.')
else if (Items[IndexOfItem].Location < MinimumIDForItem) and (Items[IndexOfItem].Location <>
CurrentLocation) then
writeln('You can''t find ', ItemToGet, '.')
else
CanGet := true;
if CanGet then
begin
Position := GetPositionOfCommand(Items[IndexOfItem].Commands, 'get');
ResultForCommand := GetResultForCommand(Items[IndexOfItem].Results, Position);
ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand);
if SubCommand = 'say' then
Say(SubCommandParameter)
else if SubCommand = 'win' then
begin
say('You have won the game');
strNumOfTurns := inttostr(NumOfTurns);
StopGame := true;
if NumOfTurns < integer(SavedScore) then
begin
assignfile(Score,'score.txt');
rewrite(Score);
writeln(Score,NumOfTurns);
closefile(Score);
end;
exit;
end;
if pos('gettable', Items[IndexOfItem].Status) <> 0 then
begin
ChangeLocationOfItem(Items, IndexOfItem, Inventory);
writeln('You have got that now.');
end;
end;
end;

//Make changes to PlayGame
procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray; NumOfTurns : integer);
var
StopGame: boolean;
Instruction: string;
Command: string;
SavedScore : string;
strNumOfTurns : string;
Moved: boolean;
ResultOfOpenClose : integer;
Score : Textfile;
begin
AssignFile(Score,'score.txt');
Reset(Score);
if Not EoF(Score) then
begin
writeln('The current High Score is '+SavedScore);
CloseFile(Score);
end;
StopGame := false;
Moved := true;
NumOfTurns := 0;
while not StopGame do
begin
if Moved then
begin
writeln;
writeln;
writeln(Places[Characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation);
Moved := false;
end;
strNumOfTurns := inttostr(NumOfTurns);
writeln('Turns = '+strNumOfTurns);
Instruction := GetInstruction;
Command := ExtractCommand(Instruction);
if Command = 'get' then
begin
GetItem(Items, Instruction, Characters[0].CurrentLocation, NumOfTurns, SavedScore, StopGame);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'use' then
begin
UseItem(Items, Instruction, Characters[0].CurrentLocation, StopGame, Places);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'go' then
begin
Moved := Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1]);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'read' then
begin
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'examine' then
begin
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'open' then
begin
ResultOfOpenClose := OpenClose(true, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, true);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'close' then
begin
ResultOfOpenClose := OpenClose(false, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, false);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'move' then
begin
MoveItem(Items, Instruction, Characters[0].CurrentLocation);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'say' then
begin
Say(Instruction);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'playdice' then
begin
PlayDiceGame(Characters, Items, Instruction);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'teleport' then
begin
Moved := Teleport(Characters[0], Characters[0].CurrentLocation);
NumOfTurns := NumOfTurns + 1;
end
else if Command = 'quit' then
begin
Say('You decide to give up, try again another time');
StopGame := true;
end
else
begin
writeln('Sorry, you don''t know how to ', Command, '.');
end;
end;
end;

//Make changes to Main
procedure Main;
var
Filename: string;
Items: TItemArray;
Characters: TCharacterArray;
Places: TPlaceArray;
NumOfTurns : integer;
begin
write('Enter filename> ');
Filename := Filename + '.gme';
writeln;
if LoadGame(Filename, Characters, Items, Places) then
PlayGame(Characters, Items, Places, NumOfTurns)
else
begin
end;
end;

begin
randomize;
Main;
end.

Java:

class GenerateUI<Integer>{
Integer information;

public GenerateUI(Integer input) {
information = input;
DisplayInfo();
}

public void DisplayInfo(){
Console.writeLine("Moves: " + information.toString() + System.lineSeparator());
}
}

Integer numMoves = 0;
while (!stopGame) {
if (moved) {
Console.writeLine();
Console.writeLine();
numMoves++;
GenerateUI<Integer> movesUI = new GenerateUI<Integer>(numMoves);
Console.writeLine(places.get(characters.get(0).currentLocation - 1).description);
displayGettableItemsInLocation(items, characters.get(0).currentLocation);
moved = false;
}

Python:

#MS Maqsud HGS (edited by OGI)
#Please note that you will need to create a "score" text file beforehand
#with just the number 0 in it.

def PlayGame(Characters, Items, Places):
line = 12
StopGame = False
Moved = True
NumOfTurns = 0
print()
Score = open("score.txt", "r+")
for line in Score:
HScore = line
print("The current highscore is: ", HScore)
while not StopGame:
print(NumOfTurns)
if Moved:
print()
print()
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
Moved = False
Instruction = GetInstruction()
Command, Instruction = ExtractCommand(Instruction)
if Command == "get":
StopGame, Items = GetItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "use":
StopGame, Items = UseItem(Items, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "go":
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
elif Command == "examine":
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation)
elif Command == "open":
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
elif Command == "close":
ResultOfOpenClose, Items, Places = OpenClose(False, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
elif Command == "move":
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "say":
Say(Instruction)
elif Command == "playdice":
Items = PlayDiceGame(Characters, Items, Instruction)
elif Command == "quit":
Say("You decide to give up, try again another time.")
StopGame = True
else:
print("Sorry, you don't know how to " + Command + ".")
NumOfTurns -= 1
NumOfTurns += 1
if NumOfTurns > int(HScore):
Score = open("score.txt", "w")
Score.write(str(NumOfTurns))
Score.close()
input()

# No need to create a text file, checks to see if one is there, if not games is played and one is made
def PlayGame(Characters, Items, Places):
try:
score = open("HighScore.txt")
except:
movesTaken = 0
StopGame = False
Moved = True

while not StopGame:
if Moved:
print()
print()

print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
Moved = False
Instruction = GetInstruction()
Command, Instruction = ExtractCommand(Instruction)
if Command == "get":
StopGame, Items = GetItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "use":
if Instruction == "torch":
StopGame, Items = UseItem(Items, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "go":
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
elif Command == "examine":
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "open":
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction,
Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
elif Command == "close":
ResultOfOpenClose, Items, Places = OpenClose(False, Items, Places, Instruction,
Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
elif Command == "move":
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "say":
Say(Instruction)
elif Command == "playdice":
Items = PlayDiceGame(Characters, Items, Instruction)
elif Command == "quit":
movesTaken -= 1
Say("You decide to give up, try again another time.")
StopGame = True
elif Command == "eat":
Items = eat(Instruction, Items)
else:
movesTaken -= 1
print("Sorry, you don't know how to " + Command + ".")
movesTaken += 1
print("moves taken", str(movesTaken))
score = open("HighScore.txt", "w")
score.write(str(movesTaken))
score.close()
input()

VB.NET:

This version counts all the commands even if they were not completed, for example, go north when the you can't go in that direction will still add to your number of moves.

Modify the PlayGame Sub

Dim NoOfMoves As Integer = -1
Modify the while loop in PlayGame Sub
NoOfMoves += 1
Modify the case statement
Case Else
Console.WriteLine("Sorry, you don't know how to " & Command & ".")
NoOfMoves -= 1
Modify GetItem Sub

Sub GetItem(ByVal Items As ArrayList, ByVal ItemToGet As String, ByVal CurrentLocation As Integer, ByRef StopGame As Boolean, ByVal NoOfMoves As Integer)

ElseIf SubCommand = "win" Then
Say("You have won the game in " & NoOfMoves & " moves.")
StopGame = True
Exit Sub
End If
'created by a student from Epsom College

## Prevent guard from taking the dice if you lose

Prevent guard from taking the dice if you lose. Alternatively restart game.

C#:

private static void TakeRandomItemFromPlayer(List<Item> items, int otherCharacterID)
{
List<int> listOfIndicesOfItemsInInventory = new List<int>();
int count = 0;
while (count < items.Count)
{
// Modify the take random item sub so that it doesnt add die to the items in inventory array.
if (items[count].Location == Inventory && items[count].Name.Contains("die") == false)
{
}
count++;
}
// Add exception handling so if they only have a dice the guard just wont take anything
if (listOfIndicesOfItemsInInventory.Count < 1)
Console.WriteLine("The guard takes pity on you and doesnt take anything.");
else
{
int rNo = GetRandomNumber(0, listOfIndicesOfItemsInInventory.Count - 1);
Console.WriteLine("They have taken your " + items[Convert.ToInt32(listOfIndicesOfItemsInInventory[rNo])].Name + ".");
ChangeLocationOfItem(items, Convert.ToInt32(listOfIndicesOfItemsInInventory[rNo]), otherCharacterID);
}
}

Delphi/Pascal:

//this requires StrUtils being included, so change the uses section to
uses
SysUtils,StrUtils;

//replace the current TakeRandomItemFromPlayer procedure with this
procedure TakeRandomItemFromPlayer(Items: TItemArray; OtherCharacterID: integer);
var
ListOfIndicesOfItemsInInventory: array of integer;
Count: integer;
rno: integer;
ArrayLength: integer;
begin
ArrayLength := 0;
Count := 0;
while Count < length(Items) do
begin
if Items[Count].Location = Inventory then
begin
if (not(ContainsText(Items[Count].Name,'die'))) then
begin
inc(ArrayLength);
SetLength(ListOfIndicesOfItemsInInventory, ArrayLength);
ListOfIndicesOfItemsInInventory[ArrayLength - 1] := Count;
end;
end;
inc(Count);
end;
if(length(ListOfIndicesOfItemsInInventory) > 0) then
begin
rno := GetRandomNumber(0, length(ListOfIndicesOfItemsInInventory) - 1);
writeln('They have taken your ', Items[ListOfIndicesOfItemsInInventory[rno]].Name, '.');
ChangeLocationOfItem(Items, ListOfIndicesOfItemsInInventory[rno], OtherCharacterID);
end
else
Writeln('You have no items for the guard to take');
end;

Java:

void takeRandomItemFromPlayer(ArrayList<Item> items, int otherCharacterID) {
ArrayList<Integer> listofIndicesOfItemsInInventory = new ArrayList<>();
int count = 0;
while (count < items.size()) {
if (items.get(count).location == INVENTORY && !items.get(count).name.contains("die")) {
}
count++;
}
int rno = getRandomNumber(0, listofIndicesOfItemsInInventory.size() - 1);
Console.writeLine("They have taken your " + items.get(listofIndicesOfItemsInInventory.get(rno)).name + ".");
changeLocationOfItem(items, listofIndicesOfItemsInInventory.get(rno), otherCharacterID);

}

Python:

#by OllyGoodyIndustries
def TakeRandomItemFromPlayer(Items, OtherCharacterID):
ListOfIndicesOfItemsInInventory = []
Count = 0
while Count < len(Items):
if Items[Count].Location == INVENTORY and Items[Count].Name.find("die") == -1:
ListOfIndicesOfItemsInInventory.append(Count)
Count += 1
if (len(ListOfIndicesOfItemsInInventory) < 1):
print("The guard takes pity on you and doesn't take anything.")
else:
rno = GetRandomNumber(0, len(ListOfIndicesOfItemsInInventory) - 1)
print("They have taken your " + Items[ListOfIndicesOfItemsInInventory[rno]].Name + ".")
Items = ChangeLocationOfItem(Items, ListOfIndicesOfItemsInInventory[rno], OtherCharacterID)
return Items

VB.NET:

'Created by student of Riddlesdown Collegiate Joshua
'Edit the take random item sub so that it doesnt add die to the items in inventory array.
Sub TakeRandomItemFromPlayer(ByVal Items As ArrayList, ByVal OtherCharacterID As Integer)
Dim ListofIndicesOfItemsInInventory As New ArrayList
Dim Count As Integer = 0
While Count < Items.Count
If Items(Count).Location = Inventory And Items(Count).Name.contains("die") = False Then
End If
Count += 1
End While
'Add exception handling so if they only have a dice the guard just wont take anything
If ListofIndicesOfItemsInInventory.Count < 1 Then
Console.WriteLine("The guard takes pity on you and doesnt take anything.")
Else
Dim rno As Integer = GetRandomNumber(0, ListofIndicesOfItemsInInventory.Count - 1)
Console.WriteLine("They have taken your " & Items(ListofIndicesOfItemsInInventory(rno)).Name & ".")
ChangeLocationOfItem(Items, ListofIndicesOfItemsInInventory(rno), OtherCharacterID)
End If
End Sub

## Create 'time' command.

Create 'time' command. It should tell you how many minutes you have been playing. Alternative add the time (eg how many mins) you have been in the game each time you move from room to room - Note: I doubt that they would ask you to do this as it is trivial in some languages and more difficult in others. More realistically it may ask you to count the number of instructions the player has typed throughout the game.

C#:

System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
sw.Start();
//add the time and change the get cases switch
case "time":
Console.WriteLine("Time elapsed: {0:hh\\:mm\\:ss}", sw.Elapsed);
break;
case "get":
GetItem(items, instruction, characters[0].CurrentLocation, ref stopGame, sw);
break;
//could edit the get command
private static void GetItem(List<Item> items, string itemToGet, int currentLocation, ref bool stopGame, System.Diagnostics.Stopwatch stopwatch) //editing this
{
string resultForCommand, subCommand = "", subCommandParameter = "";
int indexOfItem, position;
bool canGet = false;
indexOfItem = GetIndexOfItem(itemToGet, -1, items);
if (indexOfItem == -1)
{
Console.WriteLine("You can't find " + itemToGet + ".");
}
else if (items[indexOfItem].Location == Inventory)
{
}
else if (!items[indexOfItem].Commands.Contains("get"))
{
Console.WriteLine("You can't get " + itemToGet + ".");
}
else if (items[indexOfItem].Location >= MinimumIDForItem && items[GetIndexOfItem("", items[indexOfItem].Location, items)].Location != currentLocation)
{
Console.WriteLine("You can't find " + itemToGet + ".");
}
else if (items[indexOfItem].Location < MinimumIDForItem && items[indexOfItem].Location != currentLocation)
{
Console.WriteLine("You can't find " + itemToGet + ".");
}
else
{
canGet = true;
}
if (canGet)
{
position = GetPositionOfCommand(items[indexOfItem].Commands, "get");
resultForCommand = GetResultForCommand(items[indexOfItem].Results, position);
ExtractResultForCommand(ref subCommand, ref subCommandParameter, resultForCommand);
if (subCommand == "say")
{
Say(subCommandParameter);
}
else if (subCommand == "win")
{
Console.WriteLine("You have won the game in {0:hh\\:mm\\:ss}", stopwatch.Elapsed); //and changing this
stopGame = true;
return;
}
if (items[indexOfItem].Status.Contains("gettable"))
{
ChangeLocationOfItem(items, indexOfItem, Inventory);

Console.WriteLine("You have got that now.");
}
}
}

//code was made by RSFC gang

Delphi/Pascal:

procedure DisplayTime(Start:TDateTime);
var
Total :TDateTime;
begin
Total := TDateTime(Now) - Start;
writeln('Game Time: ' , TimeToStr(Total));
end;

procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray);
var
StopGame: boolean;
Instruction: string;
Command: string;
Moved: boolean;
ResultOfOpenClose: integer;
Start:Tdatetime;
begin
Start:= tdatetime(now);
StopGame := false;
Moved := true;
while not StopGame do
begin
if Moved then
begin
writeln;
writeln;
writeln(Places[Characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation);
Moved := false;
end;
Instruction := GetInstruction;
Command := ExtractCommand(Instruction);
if Command = 'get' then
GetItem(Items, Instruction, Characters[0].CurrentLocation, StopGame,Start)
else if Command = 'use' then
UseItem(Items, Instruction, Characters[0].CurrentLocation, StopGame, Places)
else if Command = 'go' then
Moved := Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1],start)
else if Command = 'read' then
else if Command = 'examine' then
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation,Places)
else if Command = 'open' then
begin
ResultOfOpenClose := OpenClose(true, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, true);
end
else if Command = 'close' then
begin
ResultOfOpenClose := OpenClose(false, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, false);
end
else if Command = 'move' then
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
else if Command = 'say' then
Say(Instruction)
else if Command = 'playdice' then
PlayDiceGame(Characters, Items, Instruction)
else if Command = 'quit' then
begin
Say('You decide to give up, try again another time');
StopGame := true;
DisplayTime(Start);
end
else
begin
writeln('Sorry, you don''t know how to ', Command, '.')
end;
end;
end;
// for it to work in Delphi 7 you need to put the DisplayTime procedure abit further up the page.

Java:

Python:

import time

def PlayGame(Characters, Items, Places, StartTime):
StopGame = False
Moved = True
while not StopGame:
if Moved:
print()
print()
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
Moved = False
Instruction = GetInstruction()
Command, Instruction = ExtractCommand(Instruction)
if Command == "get":
StopGame, Items = GetItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "use":
StopGame, Items = UseItem(Items, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "go":
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
elif Command == "examine":
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation)
elif Command == "open":
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
elif Command == "close":
ResultOfOpenClose, Items, Places = OpenClose(False, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
elif Command == "move":
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "say":
Say(Instruction)
elif Command == "playdice":
Items = PlayDiceGame(Characters, Items, Instruction)
elif Command == "quit":
Say("You decide to give up, try again another time.")
StopGame = True
else:
print("Sorry, you don't know how to " + Command + ".")

EndTime = time.time()
print(time.strftime("You spent %M Minutes, %S Seconds playing.", time.localtime(EndTime - StartTime)))
input()

def Main():
Items = []
Characters = []
Places = []
Filename = input("Enter filename> ") + ".gme"
print()
StartTime = time.time()
PlayGame(Characters, Items, Places, StartTime)
else:
input()

VB.NET:

' Edit the PlayGame sub by adding and starting a stopwatch instance before the game begins playing,
' then display the elapsed time after the user quits or when the user wins in the GetItem sub

Sub PlayGame(ByVal Characters As ArrayList, ByVal Items As ArrayList, ByVal Places As ArrayList)

'...

' create new stopwatch instance
Dim totalTime As Stopwatch = Stopwatch.StartNew()
totalTime.Start() ' starting stopwatch

'...
Select Case Command
Case "get"
GetItem(Items, Instruction, Characters(0).CurrentLocation, StopGame, totalTime)
'...
Case "quit"
Say("You decide to give up, try again another time.")

'tells user how many minutes they've been playing for
Console.WriteLine("That took you a total of {0} Minutes", Math.Round(totalTime.Elapsed.TotalMinutes))

StopGame = True
End Select
End While
End Sub

Sub GetItem(ByVal Items As ArrayList, ByVal ItemToGet As String, ByVal CurrentLocation As Integer, ByRef StopGame As Boolean, ByRef totalTime As Stopwatch)
'...
ElseIf SubCommand = "win" Then
Say("You have won the game")

'tells user how many minutes they've been playing for
Console.WriteLine("That took you a total of {0} Minutes", Math.Round(totalTime.Elapsed.TotalMinutes))

StopGame = True
Exit Sub
End If

End Sub

## Limit Inventory Size by Item Count

Limit the number of items that can be added to the inventory SM HGS, Difficulty: Veteran

C#:

//Create new subroutine
private static int LimitInvSpace(List<Item> items)
{
int InvSpace = 0;
foreach (var thing in items)
{
if (thing.Location == Inventory)
{
InvSpace++;
}
}
return InvSpace;
}
//In GetItem subroutine, add new variable:
int InvSpace = LimitInvSpace(items);

//In GetItem subroutine, add else if statement:
else if (InvSpace >= 3)
{
Console.WriteLine("You can't carry " + itemToGet);
Console.WriteLine("Drop an item to create space");
}

Delphi/Pascal:

const
Inventory: Integer = 1001;
MaxInventorySize: Integer = 6;
MinimumIDForItem: Integer = 2001;
IDDifferenceForObjectInTwoLocations: Integer = 10000;

//replace the GetItem procedure with this
procedure GetItem(Items: TItemArray; ItemToGet: string; CurrentLocation: integer; var StopGame:
boolean);
var
ResultForCommand: string;
SubCommand: string;
SubCommandParameter: string;
IndexOfItem: integer;
Position: integer;
CanGet: boolean;
NoOfItems: Integer;
TempItem: TItem;
begin
NoOfItems := 0;
for TempItem in Items do
begin
If(TempItem.Location = Inventory) then
NoOfItems := NoOfItems+1;
end;

if(NoOfItems < MaxInventorySize)then
begin

SubCommand := '';
SubCommandParameter := '';
CanGet := false;
IndexOfItem := GetIndexOfItem(ItemToGet, -1, Items);
if IndexOfItem = -1 then
writeln('You can''t find ', ItemToGet, '.')
else if Items[IndexOfItem].Location = Inventory then
else if pos('get', Items[IndexOfItem].Commands) = 0 then
writeln('You can''t get ', ItemToGet, '.')
else if (Items[IndexOfItem].Location >= MinimumIDForItem) and (Items[GetIndexOfItem('', Items[
IndexOfItem].Location, Items)].Location <> CurrentLocation) then
writeln('You can''t find ', ItemToGet, '.')
else if (Items[IndexOfItem].Location < MinimumIDForItem) and (Items[IndexOfItem].Location <>
CurrentLocation) then
writeln('You can''t find ', ItemToGet, '.')
else
CanGet := true;
if CanGet then
begin
Position := GetPositionOfCommand(Items[IndexOfItem].Commands, 'get');
ResultForCommand := GetResultForCommand(Items[IndexOfItem].Results, Position);
ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand);
if SubCommand = 'say' then
Say(SubCommandParameter)
else if SubCommand = 'win' then
begin
say('You have won the game');
StopGame := true;
exit;
end;
if pos('gettable', Items[IndexOfItem].Status) <> 0 then
begin
ChangeLocationOfItem(Items, IndexOfItem, Inventory);
writeln('You have got that now.');
end;
end;
end
else
Writeln('You are carrying too many items');
end;

Java:

Python:

#create const at top of script
INVENTORYLIMIT = 5

def LookForSpaceInInventory(Items):
spaceInInventory = INVENTORYLIMIT
for item in Items:
if item.Location == INVENTORY:
spaceInInventory -= 1
return spaceInInventory

#call function in GetItemFunction
elif LookForSpaceInInventory(Items) == 0:
CanGet = False

VB.NET:

done by richie
man lyk richie
'Added Constant at top of script
Const InventoryLimit As Integer = 7

'Edited DisplayInventory Sub
Dim Count As Integer
Console.WriteLine()
Console.WriteLine("You are currently carrying the following items:")
For Each Thing In Items
If Thing.Location = Inventory Then
Console.WriteLine(Thing.Name)
Count += 1
End If
Next
Console.WriteLine("You have " & Count & " items in your inventory. You can have a maximum of " & InventoryLimit & ".")
Console.WriteLine()

'Edited GetItem Sub
ElseIf Items(IndexOfItem).Location < MinimumIDForItem And Items(IndexOfItem).Location <> CurrentLocation Then
Console.WriteLine("You can't find " & ItemToGet & ".")
ElseIf CanRetrieveItem(Items) = False Then
Console.WriteLine("You cannot carry that item, your inventory is full.")
Else
CanGet = True
End If

'Created CanRetrieveItems Function
Function CanRetrieveItem(ByVal Items As ArrayList)

Dim Count As Integer
For Each Thing In Items
If Thing.Location = Inventory Then
Count += 1
End If
Next

If Count < InventoryLimit Then
Return True
Else
Return False
End If

End Function

## Limit Inventory Size by Item Weight

All gettable items are either 'tiny, 'small' or 'medium'. Introduce a weighInventory sub-routine. Tiny = weight of 1, Small = weight of 2 and medium = weight of 3. Only allow an item to be collected if it won't take the inventory weight over 7.

C#:

//Create new WeighInventoryItems Subroutine.
private static int WeighInventoryItems(List<Item> items)
{
int InventoryCount = 0;

for (int i = 0; i < items.Count; i++)
{
if (items[i].Location == Inventory && items[i].Status.Contains("tiny"))
{
InventoryCount += 1;
}
else if (items[i].Location == Inventory && items[i].Status.Contains("small"))
{
InventoryCount += 2;
}
else if (items[i].Location == Inventory && items[i].Status.Contains("medium"))
{
InventoryCount += 3;
}
}

return InventoryCount;
}

//Call WeighInventoryItems in GetItems routine
//Add new 'else if' to GetItem routine
else if (inventoryCount > 7)
{
Console.WriteLine("Inventory is too full to carry " + itemToGet + ".");
}

//Solution by Josh~Kb

Delphi/Pascal:

//---------------------- Inv. Size Mod Start ----------------------
function getItemWeight(Item: TItem): integer;
begin
if Item.Status.Contains('tiny') then getItemSize := 1
else if Item.Status.Contains('small') then getItemSize := 2
else if Item.Status.Contains('medium') then getItemSize := 3
else if Item.Status.Contains('large') then getItemSize := 5
else getItemSize := 0;
end;

function weighInventory(Items: TItemArray):boolean;
var
Item: TItem;
begin
result := 0;
for Item in Items do
if Item.Location = Inventory then
inc(result, getItemSize(Item));
end;
//---------------------- Inv. Size Mod End ----------------------

procedure GetItem(Items: TItemArray; ItemToGet: string; CurrentLocation: integer; var StopGame:
boolean);
...
else if (Items[IndexOfItem].Location < MinimumIDForItem) and (Items[IndexOfItem].Location <>
CurrentLocation) then
writeln('You can''t find ', ItemToGet, '.')
//---------------------- Inv. Size Mod Start ----------------------
else if (weighInventory(Items) + getItemSize(Items[IndexOfItem]) > MaxInventoryCapacity) then
//---------------------- Inv. Size Mod End ----------------------
else
CanGet := true;
...

Java:

//This method takes an item and returns its weight
int itemWeight(Item item)
{
int weight = 0;
if(item.status.contains("tiny"))
{
weight = 1;
}
else if(item.status.contains("small"))
{
weight = 2;
}
else if(item.status.contains("medium"))
{
weight = 3;
}
else
{
weight = 4;
}
return weight;
}

//Iterates through the list of items, incrementing a weight variable each time an item in the inventory is found
boolean checkInventoryWeight(ArrayList<Item> items, Item thisItem)
{
int inventoryWeight = 0;

for(Item item : items)
{
if(item.location == INVENTORY)
{
inventoryWeight += itemWeight(item);
}
}

int itemWeight = itemWeight(thisItem);

//Checks if adding the new item to the inventory would raise the weight over the limit. 10 has been used rather than the 7 stated in the question since the initial weight of the inventory in the flag2 game is 10
if(itemWeight + inventoryWeight <= 10)
{
return true;
}
else
{
say("You can't take that item, your inventory is too heavy.");
return false;
}
}

//Alter the 'else' statement in 'getItem'
boolean getItem(ArrayList<Item> items, String itemToGet, int currentLocation) {
...
else
{
canGet = checkInventoryWeight(items, thisItem);
}
....
}

//Alter 'takeItemFromOtherCharacter' so that, if the dice game is won, an item can only be taken if the inventory has space
void takeItemFromOtherCharacter(ArrayList<Item> items, int otherCharacterID) {
...
if (listOfNamesOfItemsInInventory.contains(chosenItem)) {
int pos = listOfNamesOfItemsInInventory.indexOf(chosenItem);
boolean canGet = checkInventoryWeight(items,items.get(listOfIndicesOfItemsInInventory.get(pos)));
if(canGet)
{
changeLocationOfItem(items, listOfIndicesOfItemsInInventory.get(pos), INVENTORY);
Console.writeLine("You have that now.");
}
} else {
Console.writeLine("They don't have that item, so you don't take anything this time.");
}
}

Python:

def GetWeight(Item):
Weights = {"tiny": 1, "small": 2, "medium": 3}

Weight = 0

for attribute in item.Status.split(","):
Weight += Weights[attribute] if attribute in Weights else 0

return Weight

def WeighInventory(Items):
InventoryWeight = 0

for item in Items:
if item.Location == INVENTORY:
InventoryWeight += GetWeight(item)

return InventoryWeight

def GetItem(Items, ItemToGet, CurrentLocation):
SubCommand = ""
SubCommandParameter = ""
CanGet = False
IndexOfItem = GetIndexOfItem(ItemToGet, -1, Items)
if IndexOfItem == -1:
print("You can't find " + ItemToGet + ".")
elif Items[IndexOfItem].Location == INVENTORY:
elif not "get" in Items[IndexOfItem].Commands:
print("You can't get " + ItemToGet + ".")
elif Items[IndexOfItem].Location >= MINIMUM_ID_FOR_ITEM and Items[GetIndexOfItem("", Items[IndexOfItem].Location, Items)].Location != CurrentLocation:
print("You can't find " + ItemToGet + ".")
elif Items[IndexOfItem].Location < MINIMUM_ID_FOR_ITEM and Items[IndexOfItem].Location != CurrentLocation:
print("You can't find " + ItemToGet + ".")
elif WeightInventory(Items) + GetWeight(Items[IndexOfItem]) > 7:
print("Inventory is too full to carry {}.".format(ItemToGet))
else:
CanGet = True
if CanGet:
Position = GetPositionOfCommand(Items[IndexOfItem].Commands, "get")
ResultForCommand = GetResultForCommand(Items[IndexOfItem].Results, Position)
SubCommand, SubCommandParameter = ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand)
if SubCommand == "say":
Say(SubCommandParameter)
elif SubCommand == "win":
Say("You have won the game")
return True, Items
if "gettable" in Items[IndexOfItem].Status:
Items = ChangeLocationOfItem(Items, IndexOfItem, INVENTORY)
print("You have got that now.")
return False, Items

VB.NET:

## Hit the guard with a weapon

Hit the guard(or any character in the room) with an object with weapon status and then take an item from them.

C#:

#in the PlayGame function
case "hit":
UseWeapon(characters, items, instruction);
break;

#new UseWeapon function
private static void UseWeapon(List<Character> characters, List<Item> items, string CharacterToAttack)
{
bool PlayerHasWeapon = false;
bool PlayersInSameRoom = false;
int IndexOfPlayerWeapon = -1;
foreach (var Thing in items)
{
if ((Thing.Location == Inventory) && ( true == Thing.Status.Contains("weapon")))
{
PlayerHasWeapon = true;
IndexOfPlayerWeapon = GetIndexOfItem("", Thing.ID, items);
}
}
int count = 1;
while ((count < characters.Count) && (!PlayersInSameRoom))
{
if ((characters[0].CurrentLocation == characters[count].CurrentLocation) && (characters[count].Name == CharacterToAttack))
{
PlayersInSameRoom = true;
count++;
}
}
int indexOfOtherCharacter = 0;
count = 0;
while (count < characters.Count)
{
if (characters[count].Name == CharacterToAttack)
{
indexOfOtherCharacter = count;
}
count++;
}
if ((PlayerHasWeapon == true) && (PlayersInSameRoom == true))
{
Console.WriteLine("You hit " + CharacterToAttack);
TakeItemFromOtherCharacter(items, characters[indexOfOtherCharacter].ID);
}
else
{
Console.WriteLine("You can't hit");
}
}

Delphi/Pascal:

function CheckIfAttackPossible(Items: TItemArray; Characters: TCharacterArray; var
IndexOfPlayerWeapon: integer; var IndexOfOtherCharacter: integer;
OtherCharacterName: string): boolean;
var
PlayerHasWeapon: boolean;
PlayersInSameRoom: boolean;
Count: Integer;
Thing: TItem;
begin
PlayerHasWeapon := false;
PlayersInSameRoom := false;
for Thing in Items do
begin
if (Thing.Location = Inventory) and (pos('weapon', Thing.Status) <> 0) then
begin
PlayerHasWeapon := true;
IndexOfPlayerWeapon := GetIndexOfItem('', Thing.ID, Items);
end;
end;
Count := 1;
while (Count < length(Characters)) and (not PlayersInSameRoom) do
begin
if (Characters[0].CurrentLocation = Characters[Count].CurrentLocation) and (Characters[Count].Name = OtherCharacterName) then
begin
PlayersInSameRoom := true;
IndexOfOtherCharacter := Count;
end;
inc(Count);
end;
CheckIfAttackPossible := (PlayerHasWeapon and PlayersInSameRoom);
end;

procedure Hit(Characters: TCharacterArray; Items: TItemArray; OtherCharacterName: string);
var
IndexOfPlayerWeapon: integer;
IndexOfOtherCharacter: integer;
AttackPossible: boolean;
begin
AttackPossible := CheckIfAttackPossible(Items, Characters, IndexOfPlayerWeapon,
IndexOfOtherCharacter, OtherCharacterName);
if not AttackPossible then
writeln('You can''t hit anyone.')
else
begin
writeln('You hit ' + OtherCharacterName + '!');
TakeItemFromOtherCharacter(Items, Characters[IndexOfOtherCharacter].ID);
end;
end;

...
// In PlayGame
else if Command = 'hit' then
Hit(Characters, Items, Instruction)

Java:

void hitPlayer(ArrayList<Item> items, ArrayList<Character> characters, String victimName, int currentLocation)
{
boolean inSameRoom = false, hasWeapon = false;
Character victim = new Character();
Item weapon = new Item();

//Checks if the character you want to hit is in the same room as you
for(Character character: characters)
{
if(character.name.equals(victimName) && character.currentLocation == currentLocation)
{
inSameRoom = true;
victim = character;
}
}

if(inSameRoom)
{
for(Item item:items)
{
//Checks if you have a weapon in your inventory
if(item.status.contains("weapon") && item.location == INVENTORY)
{
hasWeapon = true;
weapon = item;
}
}

//If you have a weapon, you hit the victim and take an item from them
if(hasWeapon)
{
say("You have hit " + victimName + " with the " + weapon.name);
takeItemFromOtherCharacter(items, victim.id);
}
else
{
say("You don't have anything to hit " + victimName + " with.");
}
}
}

//Adds hit to the list of commands
void playGame(ArrayList<Character> characters, ArrayList<Item> items, ArrayList<Place> places) {
...
case "hit":
hitPlayer(items, characters, instruction, characters.get(0).currentLocation);
break;
...
}

Python:

#in the PlayGame function
elif Command == "hit":
Items = UseWeapon(Characters,Items,Instruction)

def UseWeapon(Characters, Items, CharacterToAttack):
AttackPossible,IndexOfPlayerWeapon,IndexOfOtherCharacter = CheckIfAttackPossible(Items, Characters, CharacterToAttack)
if not AttackPossible:
print("You can't hit.")
else:
Items = TakeItemFromOtherCharacter(Items,Characters[IndexOfOtherCharacter].ID)
return Items

def CheckIfAttackPossible(Items,Characters, CharacterToAttack):
PlayerHasWeapon = False
PlayersInSameRoom = False
IndexOfOtherCharacter = -1
IndexOfPlayerWeapon = -1
for Thing in Items:
if Thing.Location == INVENTORY and "weapon" in Thing.Status:
PlayerHasWeapon = True
IndexOfPlayerWeapon = GetIndexOfItem("",Thing.ID,Items)
count = 1
while count < len(Characters) and not PlayersInSameRoom:
if Characters[0].CurrentLocation == Characters[count].CurrentLocation and Characters[count].Name == CharacterToAttack:
PlayersInSameRoom = True
count += 1
return (PlayerHasWeapon and PlayersInSameRoom),IndexOfPlayerWeapon,IndexOfOtherCharacter

#the truncheon is the only existing weapon. if you added further weapons the command could be HIT CHARACTERNAME WEAPONNAME and you'd pass that into the ExtractCommand function to separate weapon and player then pass both of these into the CheckIfAttackPossible function to check the user has the named weapon in their inventory.

VB.NET:

'New sub for using a weapon to take out another character
'using playdice sub as a template
Sub Attack(ByVal Characters As ArrayList, ByVal items As ArrayList, ByVal OtherCharacterName As String)
Dim IndexOfPlayerWeapon, IndexOfOtherCharacter, IndexOfOtherCharacterWeapon As Integer
Dim AttackPossible As Boolean = CheckIfAttackPossible(items, Characters, IndexOfPlayerWeapon, IndexOfOtherCharacter, IndexOfOtherCharacterWeapon, OtherCharacterName)

Dim Count As Integer = 1
While Count < Characters.Count
If Characters(0).CurrentLocation = Characters(Count).CurrentLocation And Characters(Count).Name = OtherCharacterName Then
IndexOfOtherCharacter = Count
End If
Count += 1
End While
If AttackPossible = True Then
Dim NewStatus As String = "unconscious"
ChangeStatusOfCharacter(Characters, IndexOfOtherCharacter, NewStatus)
Say("You knock the guard out!")
For Thing = 0 To items.Count - 1
If items(Thing).Location = Characters(IndexOfOtherCharacter).ID Then
ChangeLocationOfItem(items, Thing, Characters(IndexOfOtherCharacter).Currentlocation)
End If
Next
DisplayGettableItemsInLocation(items, Characters(0).CurrentLocation)
End If
End Sub

'Create this copy of change status of item then change all the variables to apply for characters instead
'This is because it doesnt like you changing single variables of objects once they are "made"
Sub ChangeStatusOfCharacter(ByVal Characters As ArrayList, ByVal IndexOfCharacter As Integer, ByVal NewStatus As String)
Dim ThisCharacter As Character = Characters(IndexOfCharacter)
ThisCharacter.Status = NewStatus
Characters(IndexOfCharacter) = ThisCharacter
End Sub

Function CheckIfAttackPossible(ByVal Items As ArrayList, ByVal Characters As ArrayList, ByRef IndexOfPlayerWeapon As Integer, ByRef IndexOfOtherCharacter As Integer, ByRef IndexOfOtherCharacterWeapon As Integer, ByVal OtherCharacterName As String) As Boolean
Dim PlayerHasWeapon As Boolean = False
Dim PlayersInSameRoom As Boolean = False
Dim OtherCharacterIsDefenceless As Boolean = True
For Each Thing In Items
If Thing.Location = Inventory And Thing.status.contains("weapon") Then
PlayerHasWeapon = True
IndexOfPlayerWeapon = GetIndexOfItem("", Thing.ID, Items)
End If
Next
Dim Count As Integer = 1
While Count < Characters.Count And Not PlayersInSameRoom
'Also need to add the check if the other character is unconscious to other subs so that it isnt possible to do all other things to an unconscious character
If Characters(0).CurrentLocation = Characters(Count).CurrentLocation And Characters(Count).Name = OtherCharacterName And Characters(Count).Status.contains("unconsious") = False Then
PlayersInSameRoom = True
For Each Thing In Items
If Thing.Location = Characters(Count).ID And Thing.status.contains("weapon") Then
OtherCharacterIsDefenceless = False
IndexOfOtherCharacterWeapon = GetIndexOfItem("", Thing.ID, Items)
IndexOfOtherCharacter = Count
End If
Next
End If
Count += 1
End While
'Adding specific messages or what is wrong if one of the conditions is false
If PlayersInSameRoom = False Then
Say("There is nobody to attack.")
ElseIf PlayerHasWeapon = False Then
Say("You dont have a weapon to attack them with.")
ElseIf OtherCharacterIsDefenceless = False Then
Say("They dont look like they'll go down without a fight...")
End If

Return PlayerHasWeapon And PlayersInSameRoom And OtherCharacterIsDefenceless
End Function
'Obviously this section also needs to be added to the playgame sub so attack can be called
'Attack command
Case "attack"
Attack(Characters, Items, Instruction)

'Changes to other subs so unconscious characters cant play dice etc.
Function CheckIfDiceGamePossible(ByVal Items As ArrayList, ByVal Characters As ArrayList, ByRef IndexOfPlayerDie As Integer, ByRef IndexOfOtherCharacter As Integer, ByRef IndexOfOtherCharacterDie As Integer, ByVal OtherCharacterName As String) As Boolean
Dim PlayerHasDie As Boolean = False
Dim PlayersInSameRoom As Boolean = False
Dim OtherCharacterHasDie As Boolean = False
For Each Thing In Items
If Thing.Location = Inventory And Thing.name.contains("die") Then
PlayerHasDie = True
IndexOfPlayerDie = GetIndexOfItem("", Thing.ID, Items)
End If
Next
Dim Count As Integer = 1
While Count < Characters.Count And Not PlayersInSameRoom
'added to check if guard is unconsious so they cant play dice with an unconsious guard lol
If Characters(0).CurrentLocation = Characters(Count).CurrentLocation And Characters(Count).Name = OtherCharacterName And Characters(Count).Status.contains("unconscious") = False Then
PlayersInSameRoom = True
For Each Thing In Items
If Thing.Location = Characters(Count).ID And Thing.name.contains("die") Then
OtherCharacterHasDie = True
IndexOfOtherCharacterDie = GetIndexOfItem("", Thing.ID, Items)
IndexOfOtherCharacter = Count
End If
Next
End If
Count += 1
End While
Return PlayerHasDie And PlayersInSameRoom And OtherCharacterHasDie
End Function

Sub Examine(ByVal Items As ArrayList, ByVal Places As ArrayList, ByVal Characters As ArrayList, ByVal ItemToExamine As String, ByVal CurrentLocation As Integer)
Dim Count As Integer = 0
If ItemToExamine = "inventory" Then
DisplayInventory(Items)
'not cleanest solution but will print a description of the room.
'didnt like using "moved" as they havent got moved and that would put code in playgame sub
ElseIf ItemToExamine = "room" Then
Console.WriteLine()
Console.WriteLine()
Console.WriteLine(Places(Characters(0).CurrentLocation - 1).Description)
DisplayGettableItemsInLocation(Items, Characters(0).CurrentLocation)
Else
Dim IndexOfItem As Integer = GetIndexOfItem(ItemToExamine, -1, Items)
If IndexOfItem <> -1 Then
If Items(IndexOfItem).Name = ItemToExamine And (Items(IndexOfItem).Location = Inventory Or Items(IndexOfItem).Location = CurrentLocation) Then
Console.WriteLine(Items(IndexOfItem).Description)
If Items(IndexOfItem).Name.Contains("door") Then
DisplayDoorStatus(Items(IndexOfItem).Status)
End If
If Items(IndexOfItem).Status.Contains("container") Then
DisplayContentsOfContainerItem(Items, Items(IndexOfItem).ID)
End If
Exit Sub
End If
End If
While Count < Characters.Count
If Characters(Count).Name = ItemToExamine And Characters(Count).CurrentLocation = CurrentLocation Then
Console.WriteLine(Characters(Count).Description)
'Adds flavour text / help text if the guard is unconsious
If Characters(Count).Status.contains("unconscious") = True Then
Console.WriteLine("The " & Characters(Count).name & " is unconscious")
End If
Exit Sub
End If
Count += 1
End While
Console.WriteLine("You cannot find " & ItemToExamine & " to look at.")
End If
End Sub

## Create Attack System with Health

Add a 'health' attribute to characters that can be changed in the code (or a command could be added for the user to change it).

Create an attacking system that gives a percentage chance to the player and character that takes one from their health if hit.

If the player dies, the game ends. If the other character dies, their items are dropped in the room that the fight occurs in.

C#:

Delphi/Pascal:

Java:

Python:

# New subroutines

def Attack(Characters, Items, CharacterToHit):
StopGame = False
CharacterCanAttack = True
print()
AttackPossible = CheckIfAttackPossible(Items, Characters, CharacterToHit)
if not AttackPossible:
print("Maybe you can try another time...")
print()
if AttackPossible:
for Character in Characters:
if Character.Name == CharacterToHit:
CharacterToHit = Character
RandomNumber = GetRandomNumber(0, 10)
if RandomNumber <= 5:
CharacterToHit.Health -= 1
print("You hit the", CharacterToHit.Name, "and they lost 1 health!")
print("They now have", CharacterToHit.Health, "health")
if CharacterToHit.Health == 0:
CharacterCanAttack = False
print("You killed them!")
print("All their items scatter across the floor...")
Items, Characters = DeadCharacter(Items, Characters, Character)
else:
print("You missed!")
if CharacterCanAttack:
RandomNumber = GetRandomNumber(0, 10)
if RandomNumber <= 5:
Characters[0].Health -= 1
print("They hit you and you lost 1 health!")
print("You now have", Characters[0].Health, "health")
if Characters[0].Health == 0:
print("They killed you! So much for an easy game...")
print("Press enter to end the game")
StopGame = True
else:
print("They missed!")
return StopGame, Items, Characters

def CheckIfAttackPossible(Items, Characters, CharacterToHit):
PlayerHasWeapon = False
CharactersInSameRoom = False
for Item in Items:
if Item.Location == INVENTORY and "weapon" in Item.Status:
PlayerHasWeapon = True
Count = 1
while Count < len(Characters) and not CharactersInSameRoom:
if Characters[0].CurrentLocation == Characters[Count].CurrentLocation and Characters[Count].Name == CharacterToHit:
CharactersInSameRoom = True
Count += 1
if not PlayerHasWeapon:
print("You don't have a weapon to use!")
if not CharactersInSameRoom:
print("You're not even in the same room!")
return (PlayerHasWeapon and CharactersInSameRoom)

for Item in Items:
Item.Location = Characters[0].CurrentLocation
return Items, Characters

elif Command == "hit":
StopGame, Items, Characters = Attack(Characters, Items, Instruction)

TempCharacter.Health = 3
Characters.append(TempCharacter)

VB.NET:

== Create a Dynamic Map == way to hecking hard surely Create a map which displays the users location and where they have been in relation to their position.

C#:

Delphi/Pascal:

Java:

Can anyone say why loading the .gme file in Java calls an error?  Can't find the file?
-->You need to use the absolute path of the .gme file, without ".gme" at the end.

Python:

#need these two global variables
PLACESVISITED = []
MAP = {}

def Go(You, Direction, CurrentPlace):
ParentRoom = CurrentPlace.ID
...
if Moved and You.CurrentLocation not in PLACESVISITED:
PLACESVISITED.append(You.CurrentLocation)
buildMap(You.CurrentLocation, Direction, ParentRoom)

def createRoom(printOrder):
#how each room is printed.
placeHolder = "%-2s"
line1 = ""
line2 = ""
line3 = ""
line4 = ""
line5 = ""
for room in printOrder:
if room == 0:
line1 = line1+"       "
line2 = line2+"       "
line3 = line3+"       "
line4 = line4+"       "
line5 = line5+"       "
else:
line1 = line1+" _____ "
line2 = line2+" |   | "
line3 = line3+" | "+ placeHolder % (str(room)) +"| "
line4 = line4+" |   | "
line5 = line5+" ̅̅̅̅̅ "  #this is a bar across - something wrong with wikibooks?

print(line1)
print(line2)
print(line3)
print(line4)
print(line5)

def showMap():
#how the map is printed.
#Finds out how far east/west and north/south the user has gone.
smallesty = 0
smallestx = 0
largesty = 0
largestx = 0
for key in MAP:
if MAP[key][4] < smallesty:
smallesty = MAP[key][4]
if MAP[key][3] < smallestx:
smallestx = MAP[key][3]
if MAP[key][4] > largesty:
largesty = MAP[key][4]
if MAP[key][3] > largestx:
largestx = MAP[key][3]
#adds each room in order from the top left most corner to the bottom right most corner.
for i in range(smallesty,largesty+1):
printOrder = []
for j in range(smallestx,largestx+1):
foundRoom = 0 #starts as 0 which will print nothing, but will also print a space.
for key in MAP:
if MAP[key][3] == j and MAP[key][4] == i:
foundRoom = key
break
printOrder.append(foundRoom)
createRoom(printOrder)

print("\n")

def buildMap(currentPlace, directionFromParentRoom, ParentRoom):
#function finds out what way the person travelled, then gives the new room as a coordinate from the room you started in.
xoffset = 0
yoffset = 0
if ParentRoom != "null":
parentRoomx = MAP[ParentRoom][3]
parentRoomy = MAP[ParentRoom][4]
if directionFromParentRoom == "west":
yoffset = parentRoomy
xoffset = parentRoomx - 1
if directionFromParentRoom == "east":
yoffset = parentRoomy
xoffset = parentRoomx + 1
if directionFromParentRoom == "north":
xoffset = parentRoomx
yoffset = parentRoomy - 1
if directionFromParentRoom == "south":
xoffset = parentRoomx
yoffset = parentRoomy + 1
MAP[currentPlace] = [currentPlace, directionFromParentRoom, ParentRoom, xoffset, yoffset] #adds each new room to MAP dictionary, with all directions

def PlayGame(Characters, Items, Places):
buildMap(Places[Characters[0].CurrentLocation-1].ID, "null", "null")
...
while not StopGame:
if Places[Characters[0].CurrentLocation-1].ID not in PLACESVISITED:
PLACESVISITED.append(Places[Characters[0].CurrentLocation-1].ID)
...
elif Command == "showmap":
showMap()

VB.NET:

At start of game the character is carrying an apple. Allow them to eat it. Perhaps introduce an energy property so they must eat it to continue (this seems less probable as it wouldn't make sense to alter the record structures as the files may not work).

C#:

case "eat":
EatItem(items, instruction, characters[0].CurrentLocation);
break;

private static void EatItem(List<Item> items, string itemToEat, int currentLocation)
{
int indexOfItem = GetIndexOfItem(itemToEat, -1, items);

if (indexOfItem == -1)
{
Console.WriteLine("You can't find " + itemToEat + " to eat.");
}
else if (items[indexOfItem].Location == Inventory && items[indexOfItem].Status.Contains("edible"))
{
currentLocation = GetPositionOfCommand(items[indexOfItem].Commands, "eat");
items.RemoveAt(indexOfItem);
Console.WriteLine("The item has been eaten");
}
else
{
Console.WriteLine("You cannot eat " + itemToEat);
}
}

Java:

//Add a health attribute to the character class, so eating has a purpose
class Character {
String name, description;
int id, currentLocation, '''health = 10''';
}

void eatItem(ArrayList<Item> items,ArrayList<Character> characters, String itemToEat) {
int indexOfItem;
indexOfItem = getIndexOfItem(itemToEat, -1, items);
if (indexOfItem != -1) {
//If the user has an edible item, i.e. the apple, in their inventory, they eat it.
//If the player had less than full health, they regained full health.
if (items.get(indexOfItem).location == INVENTORY && items.get(indexOfItem).status.contains("edible"))
{
say("You have eaten the " + itemToEat + " and regained your health.");
characters.get(0).health = 10;
items.remove(indexOfItem);
}
else
{
say("You don't have that item to eat");
}
}
else
{
say("You don't have that item to eat");
}
}

void playGame(ArrayList<Character> characters, ArrayList<Item> items, ArrayList<Place> places) {
...
case "eat":
eatItem(items, characters, instruction);
break;
...
}

Delphi/Pascal:

procedure EatItem(Items: TItemArray; ItemToEat: string);
var
IndexOfItem: integer;
Item: TItem;
begin
IndexOfItem := getIndexOfItem(ItemToEat, -1, Items);
if IndexOfItem = -1 then
writeln('You don''t have ', ItemToEat, '.')
else if Items[IndexOfItem].Location <> Inventory then     // Not in inv.
writeln('You have don''t have that!')
else if not Items[IndexOfItem].Status.Contains('edible') then
writeln('You can''t eat that!')
else
begin
Items[IndexOfItem].Location := 0;
writeln('Eaten '+ItemToEat);
end;
end;
...
else if Command = 'eat' then
EatItem(Items, Instruction)

Python:

def EatItem(Items,ItemToUse, CurrentLocation,Places):
IndexOfItem = GetIndexOfItem(ItemToUse, -1, Items)
if IndexOfItem != -1:
if Items[IndexOfItem].Location == INVENTORY and "edible" in Items[IndexOfItem].Status:
Items = ChangeLocationOfItem(Items,IndexOfItem, 0)
# the item needs to be completely discarded so moving it to location ID 0 is a guess as no other rooms are currently using this ID number
print("You ate the " + Items[IndexOfItem].Name)
#rather than printing this generic message, it could be specific to each item using
#the say command in the results for property the item but this would require eat to be a command
#that can be used by the item in it's commands property so you'd have to change the data already stored in the pickle file
#or add it directly to the property
return Items
print("You can't eat that")
return Items

#in PlayGame Function
elif Command == "eat":
Items = EatItem(Items, Instruction, Characters[0].CurrentLocation,Places)

VB.NET:

'Add to play game under "Select Case Command"

Case "eat"
Console.WriteLine(Eat(Items, Instruction))

'New Function:

Function Eat(ByVal Items, ByVal ItemToEat)
Dim Edible As Boolean
Dim IndexOfItem As Integer

IndexOfItem = GetIndexOfItem(ItemToEat, -1, Items)
If IndexOfItem = -1 Then
Return ("You cant find the " + ItemToEat + " to eat!")
Edible = False
End If
If Items(IndexOfItem).Status.Contains("edible") Then
Edible = True
Else
Edible = False
End If

If Items(IndexOfItem).Location = Inventory And Edible = True Then
ChangeLocationOfItem(Items, IndexOfItem, 0)
Return ("You have eaten your " + ItemToEat)
ElseIf Items(IndexOfItem).Location = Inventory And Edible = False Then
Return ("You cant eat the " + ItemToEat)
Else
Return ("You can't eat what you don't have!")
End If
End Function

At start of game the character is carrying a flask. There is a barrel of water. Allow them to drink from the barrel.

C#:

Delphi/Pascal:

else if Command = 'drink' then
Drink(Instruction, Items, Characters[0])

//add this above the PlayGame procedure
procedure Drink(Instruction: string; Items: TItemArray; You: TCharacter);
var
Counter : Integer;
Drunk: Boolean;
Found : Boolean;
begin
Drunk := False;
Found := False;

for Counter := 0 to length(Items)-1 do
begin
if (lowercase(Items[Counter].Name) = Instruction) then
begin
if ((Items[Counter].Location = Inventory) or (Items[Counter].Location = You.CurrentLocation)) then
begin
Found := True;
if((Instruction = 'flask') or (Instruction = 'barrel')) then
Drunk := True;
end;
end;
end;

if(Drunk) then
Writeln('You drunk from the ', Instruction)
else if (Found) then
Writeln('You can''t drink from the ', Instruction)
else
Writeln('You couldn''t find the ', Instruction,' to drink from');
end;

Java:

Python:

# add this in the PlayGame() subroutine
elif Command == "drink":
drinkFromBarrel(Characters, Items, Instruction)

# Only thing that can be drank from
def drinkFromBarrel(Characters, Items, ItemToDrink):
canDrink = checkIfCanDrink(Characters, Items)
if canDrink:
# We should be dead now
print("You drank cholera infested water you fool!")
else:
print("Cannot drink " + ItemToDrink)

# now to check if it is possible to drink
def checkIfCanDrink(Characters, Items):
playerIsInSameRoom = False
# firstly check to see if the user has a flask in the inventory
for item in Items:
if item.Location == INVENTORY and "container" in item.Status:
# The barrel is only in location 8, cannot be moved at all
if Characters[0].CurrentLocation == 8:
playerIsInSameRoom = True
# both have to be true to drink

Python [with 'Fill <item>' command]:

# The second Drink subroutine.
# Use this only if my Fill subroutine has been implemented
# Written by maxmontygom

# New subroutine
def Drink(Characters, Items, Places, ItemToDrink):
if ItemToDrink == "barrel":
if Characters[0].CurrentLocation == 8:
print("You drank from the barrel")
else:
print("You aren't near a barrel to drink from from.")
else:
PlayerHasItem = False
for Item in Items:
if Item.Name == ItemToDrink and "of water" in Item.Name and Item.Location == INVENTORY:
print("You drank from the", ItemToDrink)
Item.Name = ItemToDrink.replace(" of water", "")
PlayerHasItem = True
if PlayerHasItem == False:
print("You cannot drink from", ItemToDrink)
return Items

elif Command == "drink":
Drink(Characters, Items, Places, Instruction)

VB.NET:

Allows you to fill the flask with water.

Only possible to fill empty containers, you have to have the item and be in the cellar to fill it.

C#:

//first alter the ChangeStatusOfItem subroutine slightly
private static void ChangeStatusOfItem(List<Item> items, int indexOfItem, string newStatus)
{
Item thisItem = items[indexOfItem];
//change this line to add the new status of the item after you fill it
thisItem.Status = thisItem.Status + "," + newStatus;
items[indexOfItem] = thisItem;
}

private static void FillItem(List<Item> items, string itemToFill, int currentLocation)
{
int indexOfItem = GetIndexOfItem(itemToFill, -1, items);
if (indexOfItem != -1)
{
if (items[indexOfItem].Location == Inventory)
{
if (items[indexOfItem].Status.Contains("container"))
{
if (!items[indexOfItem].Status.Contains("filled"))
{
if (currentLocation == 8)
{
ChangeStatusOfItem(items, indexOfItem, "filled");
Console.WriteLine("Your {0} is now filled.", itemToFill);
}
else
{
Console.WriteLine("You can't find anything to fill the {0} with.", itemToFill);
}
}
else
{
}
}
else
{
Console.WriteLine("You can't fill the {0}.", itemToFill);
}
}
else
{
Console.WriteLine("You don't have {0} to fill.", itemToFill);
}
}
else
{
Console.WriteLine("You can't find {0} to fill.", itemToFill);
}
}

//add a new case to the PlayGame subroutine
case "fill":
FillItem(items, instruction, characters[0].CurrentLocation);
break;

//Kacper Wojdyla

Delphi/Pascal:

Java:

// Method to fill the flask

boolean fillFlask (Character you, ArrayList<Item> items) {

return false;
} else {

return true;
}

} else {

return false;
}
}

// Addition to the switch statement

switch (command)
{
case "fill":

if(filledOrNot == true) {

} else {
}

break;

Python:

# If using this subroutine, use the Drink subroutine I created in the section above.
# It adds functionality to filled items

# New subroutine
def FillVessel(Characters, Items, Places, Vessel):
PlayerHasItem = False
PlayerIsInSameRoom = False
PlayerHasContainer = False
for Item in Items:
if Item.Name == Vessel:
PlayerHasItem = True
if Item.Location == INVENTORY and "container" in Item.Status:
PlayerHasContainer = True
if Characters[0].CurrentLocation == 8:
PlayerIsInSameRoom = True
if PlayerHasContainer and PlayerIsInSameRoom:
if "of water" in Vessel:
else:
print("You have filled the", Vessel)
for Count in range(len(Items)):
if Items[Count].Name == Vessel:
Items[Count].Name += " of water"
else:
if PlayerHasItem == False:
print("You do not have this item")
elif PlayerHasContainer == False:
print(Vessel, "cannot hold water")
elif PlayerIsInSameRoom == False:
print("You cannot fill the", Vessel, "in here.")
return Items

elif Command == "fill":
FillVessel(Characters, Items, Places, Instruction)

VB.NET:

## If you are in the cellar you must be carrying a torch to see items

C#:

/*The following function contains a boolean statement determining if they are in the basement without a torch. If this is the case, it returns true. If this is not the case (either they are in there with the torch or they are in another room), it returns false;*/

private static bool basementValidation(int currentLocation, List<Item> items)
{
return currentLocation == 8 && items[GetIndexOfItem("torch", 2020, items)].Location != Inventory ? true : false;
}

/*For the purpose of this specific task, it needs only to be called in the 'DisplayContentsOfContainerItem(List<Item> items, int containerID)' procedure, however it can also be put in the 'DisplayGettableItemsInLocation(List<Item> items, int currentLocation)' procedure, in the event any items are placed on the floor in there. it's put in by placing a validating if statement around the original contents of the procedure;*/

if (basementValidation(currentLocation, items) == false)
{
//... original content goes here ...
}
else
{
Console.WriteLine("It is too dark to see any items");
}

/*Unfortunately I was unable to make it so that the torch had to be on for you to see, the trouble being I couldn't get the code to recognise if the torch status contained "off". If someone has a version that can do this, then by all means add it on. :-)*/

//JKW, Aquinas College

Delphi/Pascal:

//replace the start of PlayGame with this
procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray);
var
StopGame: boolean;
Instruction: string;
Command: string;
Moved: boolean;
ResultOfOpenClose: integer;
HasTorch: Boolean;
Counter: Integer;
begin
StopGame := false;
Moved := true;
while not StopGame do
begin
if Moved then
begin
writeln;
writeln;

HasTorch := False;
for Counter := 0 to length(Items)-1 do
begin
if((Items[Counter].Name = 'torch') and (Items[Counter].Location = Inventory)) then
HasTorch := True;
end;

if((Places[Characters[0].CurrentLocation-1].ID <> 8) or (HasTorch)) then
begin
writeln(Places[Characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation);
end
else
Writeln('It is too dark to see anything. Try getting a torch first');
Moved := false;
end;

//replace Examine with this
procedure Examine(Items: TItemArray; Characters: TCharacterArray; ItemToExamine: string;
CurrentLocation: integer);
var
Count: integer;
IndexOfItem: integer;
HasTorch : Boolean;
begin
HasTorch := False;
for Count := 0 to length(Items)-1 do
begin
if((Items[Count].Name = 'torch') and (Items[Count].Location = Inventory)) then
HasTorch := True;
end;

if((Characters[0].CurrentLocation = 8) and not(HasTorch)) then
Writeln('It is too dark to examine that')
else
begin

if ItemToExamine = 'inventory' then
DisplayInventory(Items)
else
begin
IndexOfItem := GetIndexOfItem(ItemToExamine, -1, Items);
if IndexOfItem <> -1 then
begin
if (Items[IndexOfItem].Location =
Inventory) or (Items[IndexOfItem].Location = CurrentLocation) then
begin
writeln(Items[IndexOfItem].Description);
if pos('door', Items[IndexOfItem].Name) <> 0 then
DisplayDoorStatus(Items[IndexOfItem].Status);
if pos('container', Items[IndexOfItem].Status) <> 0 then
DisplayContentsOfContainerItem(Items, Items[IndexOfItem].ID);
Exit
end;
end;
Count := 0;
while Count < length(Characters) do
begin
if (Characters[Count].Name = ItemToExamine) and (Characters[Count].CurrentLocation =
CurrentLocation) then
begin
writeln(Characters[Count].Description);
exit;
end;
inc(Count);
end;
writeln('You cannot find ' + ItemToExamine + ' to look at.');
end
end;
end;

Java:

// Method to determine whether the location is cellar and whether the user has a torch or not.
boolean torchOrNot(int location, ArrayList<Item> items) {

int indexOfTorch = getIndexOfItem("torch", -1, items);

if (location == 8 && !(indexOfTorch < 2000 && indexOfTorch > 1000)) {

System.out.println("You cannot see any items without a torch!");
return false;
} else {
return true;
}
}

void displayGettableItemsInLocation(ArrayList<Item> items, int currentLocation) {
boolean containsGettableItems = false;

// If statement to determine whether the user is in the cellar with a torch or not, if user is in cellar with no torch it returns the method so nothing is printed.
if (torchOrNot(currentLocation, items) == false) {

return;
}

String listOfItems = "On the floor there is: ";
for (Item thing : items) {
if (thing.location == currentLocation && thing.status.contains("gettable")) {
if (containsGettableItems) {
listOfItems += ", ";
}
listOfItems += thing.name;
containsGettableItems = true;
}
}
if (containsGettableItems) {
Console.writeLine(listOfItems + ".");
}
}

Python:

def PlayGame(Characters, Items, Places):
StopGame = False
Moved = True
while not StopGame:
if Moved:
print()
print()
hasTorch = False
for item in Items:
if item.Location == INVENTORY and item.Name == "torch":
hasTorch = True
if Places[Characters[0].CurrentLocation - 1].Description.find("cellar") != -1 and not hasTorch:
print("You cannot see anything in the dark, maybe a torch would help...")
else:
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
Moved = False
Instruction = GetInstruction()
Command, Instruction = ExtractCommand(Instruction)
if Command == "get":
StopGame, Items = GetItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "use":
StopGame, Items = UseItem(Items, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "go":
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
elif Command == "examine":
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation)
elif Command == "open":
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
elif Command == "close":
ResultOfOpenClose, Items, Places = OpenClose(False, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
elif Command == "move":
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "say":
Say(Instruction)
elif Command == "playdice":
Items = PlayDiceGame(Characters, Items, Instruction)
elif Command == "quit":
Say("You decide to give up, try again another time.")
StopGame = True
else:
print("Sorry, you don't know how to " + Command + ".")
input()

VB.NET:

'All the additions I used to hide items in the cellar
'Created by Joshua, Riddlesdown Collegiate
Sub Examine(ByVal Items As ArrayList, ByVal Characters As ArrayList, ByVal ItemToExamine As String, ByVal CurrentLocation As Integer)
Dim Count As Integer = 0
If ItemToExamine = "inventory" Then
DisplayInventory(Items)
Else
Dim IndexOfItem As Integer = GetIndexOfItem(ItemToExamine, -1, Items)
If IndexOfItem <> -1 Then
If Items(IndexOfItem).Name = ItemToExamine And (Items(IndexOfItem).Location = Inventory Or Items(IndexOfItem).Location = CurrentLocation) Then
Console.WriteLine(Items(IndexOfItem).Description)
If Items(IndexOfItem).Name.Contains("door") Then
DisplayDoorStatus(Items(IndexOfItem).Status)
End If
'This section needs to be added so containers are obscured in the cellar
If Items(IndexOfItem).Status.Contains("container") Then
If Characters(0).currentlocation = 8 Then
If CheckForTorch(Items) = True Then
DisplayContentsOfContainerItem(Items, Items(IndexOfItem).ID)
Else
Console.WriteLine("It is too dark to see anything.")
End If
Else
DisplayContentsOfContainerItem(Items, Items(IndexOfItem).ID)
End If
'
End If
Exit Sub
End If
End If
While Count < Characters.Count
If Characters(Count).Name = ItemToExamine And Characters(Count).CurrentLocation = CurrentLocation Then
Console.WriteLine(Characters(Count).Description)
Exit Sub
End If
Count += 1
End While
Console.WriteLine("You cannot find " & ItemToExamine & " to look at.")
End If
End Sub

Sub PlayGame(ByVal Characters As ArrayList, ByVal Items As ArrayList, ByVal Places As ArrayList)
Dim StopGame As Boolean = False
Dim Instruction, Command As String
Dim Moved As Boolean = True
Dim ResultOfOpenClose As Integer
Randomize()
While Not StopGame
If Moved Then
Console.WriteLine()
Console.WriteLine()
Console.WriteLine(Places(Characters(0).CurrentLocation - 1).Description)
'This section isnt really necessary but it will hide loose items in the cellar
'If any Then are dropped there for example
If Characters(0).currentlocation = 8 Then
If CheckForTorch(Items) = True Then
DisplayGettableItemsInLocation(Items, Characters(0).CurrentLocation)
Else
Console.WriteLine("It is too dark to see anything.")
End If
Else
DisplayGettableItemsInLocation(Items, Characters(0).CurrentLocation)
End If
Moved = False
End If
Instruction = GetInstruction()
Command = ExtractCommand(Instruction)
Select Case Command
Case "get"
GetItem(Items, Instruction, Characters(0).CurrentLocation, StopGame)
Case "use"
UseItem(Items, Instruction, Characters(0).CurrentLocation, StopGame, Places)
Case "go"
Moved = Go(Characters(0), Instruction, Places(Characters(0).CurrentLocation - 1))
Case "examine"
Examine(Items, Characters, Instruction, Characters(0).CurrentLocation)
Case "open"
ResultOfOpenClose = OpenClose(True, Items, Places, Instruction, Characters(0).CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
Case "close"
ResultOfOpenClose = OpenClose(False, Items, Places, Instruction, Characters(0).CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
Case "move"
MoveItem(Items, Instruction, Characters(0).CurrentLocation)
Case "say"
Say(Instruction)
Case "playdice"
PlayDiceGame(Characters, Items, Instruction)
Case "quit"
Say("You decide to give up, try again another time.")
StopGame = True
Case Else
Console.WriteLine("Sorry, you don't know how to " & Command & ".")
End Select
End While
End Sub

Function CheckForTorch(ByVal Items As ArrayList)
For Each thing In Items
If thing.location = Inventory And thing.name.contains("torch") Then
Return True
End If
Next
Return False
End Function

## If dice game is lost, allow last words

If user says certain thing for their last words they win instantly. Difficulty = Insane

Python:

def PlayDiceGame(Characters, Items, OtherCharacterName):
PlayerScore = 0
OtherCharacterScore = 0
DiceGamePossible, IndexOfPlayerDie, IndexOfOtherCharacter, IndexOfOtherCharacterDie = CheckIfDiceGamePossible(Items, Characters, OtherCharacterName)
if not DiceGamePossible:
print("You can't play a dice game.")
else:
Position = GetPositionOfCommand(Items[IndexOfPlayerDie].Commands, "use")
ResultForCommand = GetResultForCommand(Items[IndexOfPlayerDie].Results, Position)
PlayerScore = RollDie(ResultForCommand[5], ResultForCommand[7])
print("You rolled a " + str(PlayerScore) + ".")
Position = GetPositionOfCommand(Items[IndexOfOtherCharacterDie].Commands, "use")
ResultForCommand = GetResultForCommand(Items[IndexOfOtherCharacterDie].Results, Position)
OtherCharacterScore = RollDie(ResultForCommand[5], ResultForCommand[7])
print("They rolled a " + str(OtherCharacterScore) + ".")
if PlayerScore > OtherCharacterScore:
print("You win!")
Items = TakeItemFromOtherCharacter(Items, Characters[IndexOfOtherCharacter].ID)
elif PlayerScore < OtherCharacterScore:
print("You lose!")
pip = input("Hi")
if pip == "Hello":
print("Bye")
exit()
Items = TakeRandomItemFromPlayer(Items, Characters[IndexOfOtherCharacter].ID)
else:
print("Draw!")
return Items

Delphi/Pascal:

Java:

C#:

VB.NET:

'made by LUCAS BUTLER, HUSNAIN KHAWAJA, ROSHAN JHANGIANI, EUAN HUGHES, JUSTIN MENDON, NATHANIEL MACLEAN, LUKE CARUANA, JOSHUA FERRIMAN AND LASTLY MATTHEW HARMAN - JAMES HULATT HAS NO PARTICIPATION.  from Riddlesdown Collegiate, CR81EX (posh tots)
'in the TakeRandomItemFromPlayer sub

If ListofIndicesOfItemsInInventory.Count < 1 Then
Console.WriteLine("The guard takes pity on you and doesnt take anything")

Else
Dim rno As Integer = GetRandomNumber(0, ListofIndicesOfItemsInInventory.Count - 1)
Console.WriteLine("They have taken your " & Items(ListofIndicesOfItemsInInventory(rno)).Name & ".")
ChangeLocationOfItem(Items, ListofIndicesOfItemsInInventory(rno), OtherCharacterID)
Dim lastWords As String = Console.ReadLine
If lastWords = "Difficulty=Easy" Then
Console.WriteLine("You win the game")
End

End If
End If

## Container items can be used, Items can be added and removed from containers

Modify the program such that containers, such as the barrel and the jar, can have items placed inside them. EDIT: THE PYTHON CODE FOR THIS DOES NOT WORK! SOMEONE PLEASE FIX.

For example, use barrel would trigger the program to prompt for an item to be put into the barrel.

C#:

case "fill":
FillContainer(items, instruction);
break;
case "empty":
EmptyContainer(items, instruction);
break;
//whip
private static void EmptyContainer(List<Item> items, string container)
{
string nameOfItemToMove;
int indexOfItemToMove;
Item containerItem;
int indexOfContainer = GetIndexOfItem(container, -1, items);
if (indexOfContainer != -1)
{
containerItem = items[indexOfContainer];
if (containerItem.Status.Contains("container"))
{
Say("What item would you like to remove from the " + containerItem.Name + "?");
indexOfItemToMove = GetIndexOfItem(nameOfItemToMove, -1, items);
if (indexOfItemToMove != -1)
{
if (items[indexOfItemToMove].Location == containerItem.ID)
{
ChangeLocationOfItem(items, indexOfItemToMove, Inventory);
Say("The " + nameOfItemToMove + " has been placed in your inventory");
}
else
{
Say("Not in the " + container);
}
}
else
{
Say("You can't do that");
}
}
else
{
Say("Not a container");
}
}
else
{
Say("You can't do that");
}
}

private static void FillContainer(List<Item> items, string container)
{
string nameOfItemToMove;
int indexOfItemToMove;
Item containerItem;
int indexOfContainer = GetIndexOfItem(container, -1, items);
if (indexOfContainer != -1)
{
containerItem = items[indexOfContainer];
if (containerItem.Status.Contains("container"))
{
Say("What item would you like to place inside of the " + containerItem.Name + "?");
indexOfItemToMove = GetIndexOfItem(nameOfItemToMove, -1, items);
if (indexOfItemToMove != -1)
{
if (!items[indexOfItemToMove].Status.Contains("container"))
{
if (items[indexOfItemToMove].Location == Inventory)
{
ChangeLocationOfItem(items, indexOfItemToMove, containerItem.ID);
Say("The " + nameOfItemToMove + " has been placed in the " + containerItem.Name);
}
else
{
}
}
else
{
Say("Cannot place a container inside of a container");
}
}
else
{
Say("You can't do that");
}
}
else
{
Say("Not a container");
}
}
else
{
Say("You can't do that");
}
}

Delphi/Pascal:

Java:

//Add a section to 'useItem' that checks if the item being used is a container
void useItem(ArrayList<Item> items, String itemToUse, int currentLocation, ArrayList<Place> places) {
...
if (indexOfItem != -1) {
if((items.get(indexOfItem).location == INVENTORY ||items.get(indexOfItem).location == currentLocation) && items.get(indexOfItem).status.contains("container"))
{
fillItem(items, items.get(indexOfItem));
return;
}
...
}

//New method for filling and emptying containers
void fillItem(ArrayList<Item> items, Item container)
{
say("Would you like to fill (f) or empty (e) the " + container.name + "?");
if(response.equals("f"))
{
say("What item would you like to put inside of the " + container.name +"?");
int indexOfItemToMove = getIndexOfItem(itemToMove, -1, items);

//Checks that the user has the item they want to move into the container
//And that they are not trying to put the container inside of itself
if(items.get(indexOfItemToMove).location == INVENTORY && !itemToMove.equals(container.name))
{
//Changes the location of the selected item from the inventory
//to the position defined by the ID of the container.
changeLocationOfItem(items, indexOfItemToMove, container.id);
say("The " + itemToMove + " has been placed in the " + container.name);
}
else if(itemToMove.equals(container.name))
{
say("You can't put an item inside itself");
}
else
{
say("You dont have that item");
}
}
else if(response.equals("e"))
{
say("What item would you like to remove from the " + container.name +"?");
int indexOfItemToRemove = getIndexOfItem(itemToRemove, -1, items);

//Checks if the selected item is inside the container
if(items.get(indexOfItemToRemove).location == container.id)
{
//Changes the location of the selected item from the
//container to the players inventory.
changeLocationOfItem(items, indexOfItemToRemove, INVENTORY);
say("The " + itemToRemove + " has been placed in your inventory");
}
else
{
say("That item is not in the container");
}
}
else
{
say("You can't do that");
}
}

Python:

def GetItem(Items, ItemToGet, CurrentLocation):
SubCommand = ""
SubCommandParameter = ""
CanGet = True
IndexOfItem = GetIndexOfItem(ItemToGet, -1, Items)
if IndexOfItem == -1: #if item is not valid
print("You can't find " + ItemToGet + ".")
CanGet = False
elif Items[IndexOfItem].Location == INVENTORY:#if item is in inventory
CanGet = False
elif Items[IndexOfItem].Location == CurrentLocation and "container" in Items[IndexOfItem].Status: #ADDED TO TAKE FROM CONTAINER ==STM==
ItemToTake = input("Enter the item you wish to remove from the container")
ItemToTakeIndex = GetIndexOfItem(ItemToTake, -1, Items)
if Items[ItemToTakeIndex].Location == Items[IndexOfItem].ID:
Items = ChangeLocationOfItem(Items, ItemToTakeIndex, INVENTORY)
print ("The item has been placed in your inventory")
return False,Items
if Items[ItemToTakeIndex].Location != Items[IndexOfItem].ID:
print ("This Item is not inside this container")
return False,Items

elif not "get" in Items[IndexOfItem].Commands:#if an item cannot be picked up
print("You can't get " + ItemToGet + ".")
CanGet = False
elif Items[IndexOfItem].Location >= MINIMUM_ID_FOR_ITEM and Items[GetIndexOfItem("", Items[IndexOfItem].Location, Items)].Location != CurrentLocation:#if item is not in current location
print("You can't find " + ItemToGet + ".")
CanGet = False
elif Items[IndexOfItem].Location < MINIMUM_ID_FOR_ITEM and Items[IndexOfItem].Location != CurrentLocation:
print("You can't find " + ItemToGet + ".")
CanGet = False
if CanGet:#gets item
Position = GetPositionOfCommand(Items[IndexOfItem].Commands, "get")
ResultForCommand = GetResultForCommand(Items[IndexOfItem].Results, Position)
SubCommand, SubCommandParameter = ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand)
if SubCommand == "say":
Say(SubCommandParameter)
elif SubCommand == "win":#if item is grabbed is flag then the game is won
Say("You have won the game")
return True, Items
if "gettable" in Items[IndexOfItem].Status:
Items = ChangeLocationOfItem(Items, IndexOfItem, INVENTORY)
print("You have got that now.")
return False, Items

def UseItem(Items, ItemToUse, CurrentLocation, Places): #uses item in the given area
StopGame = False
SubCommand = ""
SubCommandParameter = ""
IndexOfItem = GetIndexOfItem(ItemToUse, -1, Items)
if IndexOfItem != -1: #ensures index is valid
if Items[IndexOfItem].Location == INVENTORY or (Items[IndexOfItem].Location == CurrentLocation and "usable" in Items[IndexOfItem].Status):#ensures item is in inventory or the room and is useable
Position = GetPositionOfCommand(Items[IndexOfItem].Commands, "use")
ResultForCommand = GetResultForCommand(Items[IndexOfItem].Results, Position)#gets what the command did
SubCommand, SubCommandParameter = ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand)
if SubCommand == "say": #prints the say
Say(SubCommandParameter)
elif SubCommand == "lockunlock":#door commands
IndexOfItemToLockUnlock = GetIndexOfItem("", int(SubCommandParameter), Items)
IndexOfOtherSideItemToLockUnlock = GetIndexOfItem("", int(SubCommandParameter) + ID_DIFFERENCE_FOR_OBJECT_IN_TWO_LOCATIONS, Items)
Items = ChangeStatusOfDoor(Items, CurrentLocation, IndexOfItemToLockUnlock, IndexOfOtherSideItemToLockUnlock)
elif SubCommand == "roll":#rolls the dice during playdice
Say("You have rolled a " + str(RollDie(ResultForCommand[5], ResultForCommand[7])))
return StopGame, Items
if Items[IndexOfItem].Location == CurrentLocation and "container" in Items[IndexOfItem].Status: #USED TO ADD AN ITEM INTO A CONTAINER ==STM==
#print ("Container Found")
StoredItem = input("Enter the item you want to store in the container ")
StoredItem = GetIndexOfItem(StoredItem,-1,Items)
if Items[StoredItem].Location == INVENTORY:
Items = ChangeLocationOfItem(Items, StoredItem, Items[IndexOfItem].ID)
print ("You have stored the item in the container!")
return StopGame, Items

print("You can't use that!")#for if an item cannot be used
return StopGame, Items

#AW :)

#########################   alternative   #####################################################

def UseItem(Items, ItemToUse, CurrentLocation, Places):
StopGame = False
SubCommand = ""
SubCommandParameter = ""
IndexOfItem = GetIndexOfItem(ItemToUse, -1, Items)
if "container" in Items[IndexOfItem].Status:  # add this if statement to UseItem
FillItem(Items, ItemToUse, CurrentLocation)
else:
if IndexOfItem != -1:
if Items[IndexOfItem].Location == INVENTORY or (Items[IndexOfItem].Location == CurrentLocation and "usable" in Items[IndexOfItem].Status):
Position = GetPositionOfCommand(Items[IndexOfItem].Commands, "use")
ResultForCommand = GetResultForCommand(Items[IndexOfItem].Results, Position)
SubCommand, SubCommandParameter = ExtractResultForCommand(SubCommand, SubCommandParameter, ResultForCommand)
if SubCommand == "say":
Say(SubCommandParameter)
elif SubCommand == "lockunlock":
IndexOfItemToLockUnlock = GetIndexOfItem("", int(SubCommandParameter), Items)
IndexOfOtherSideItemToLockUnlock = GetIndexOfItem("", int(SubCommandParameter) + ID_DIFFERENCE_FOR_OBJECT_IN_TWO_LOCATIONS, Items)
Items = ChangeStatusOfDoor(Items, CurrentLocation, IndexOfItemToLockUnlock, IndexOfOtherSideItemToLockUnlock)
elif SubCommand == "roll":
Say("You have rolled a " + str(RollDie(ResultForCommand[5], ResultForCommand[7])))
return StopGame, Items
print("You can't use that!")
return StopGame, Items

#create two new functions, FillItem and PutItem

def FillItem(Items, ItemToFill, CurrentLocation):
SubCommand = ""
SubCommandParameter = ""
IndexOfItem = GetIndexOfItem(ItemToFill, -1, Items)
if Items[IndexOfItem].Location == CurrentLocation or Items[IndexOfItem].Location == INVENTORY and "container" in Items[IndexOfItem].Status:
FillerItem = input("What do you want to fill with? > ")
PutItem(Items, FillerItem, CurrentLocation, IndexOfItem, ItemToFill)
else:
print("you can't fill", ItemToFill)
return False, Items

def PutItem(Items, FillerItem, CurrentLocation, IndexOfItem, ItemToFill):
IndexOfFillerItem = GetIndexOfItem(FillerItem, -1, Items)
if Items[IndexOfFillerItem].Location == CurrentLocation or Items[IndexOfFillerItem].Location == INVENTORY:
Items[IndexOfFillerItem].Location = Items[IndexOfItem].Location
print(FillerItem, "is now inside", ItemToFill)
else:
print("you cant put", FillerItem, "inside", ItemToFill)
return False, Items

#############################################

## Make Torch A Container

Make the torch a container and create batteries. The torch can only be turned on 'used' when it is powered. It is only powered when the batteries are in there. SM HGS, Difficulty: Berserk

C#:

Delphi/Pascal:

Java:

VB.NET:

Python:

#in useItem()
if ItemToUse == "torch":
if "powered" in Items[IndexOfItem].Status:
Items[IndexOfItem].Status = Items[IndexOfItem].Status.replace("off","on")
else:
print("The torch is not powered. Please insert batteries")
return StopGame, Items

if SubCommand == "power":
for items in Items:
if (items.Name == "torch") and (("powered" in items.Status) == False) and (items.Location == INVENTORY or items.Location == CurrentLocation):
items.Status += ",powered"
Items[IndexOfItem].Location = items.ID
print("Batteries inserted to the torch")
return StopGame, Items
#in playGame()

#sets the torch as a container and removes powered from it's statuses so it is initially unpowered.
for item in Items:
if item.ID == 2020:
item.Status = "gettable,off,lightable,small,container"

#creates batteries item
TempItem = Item()
TempItem.ID = 2028
TempItem.Description = "A collection of batteries"
TempItem.Status = "gettable,small,usable"
TempItem.Location = 1
TempItem.Name = "batteries"
TempItem.Commands = "get,use"
TempItem.Results = ";power"
Items.append(TempItem)

## Create 'teleport item' command

Create a function to teleport any item to your location, even if it is another characters inventory SM HGS, Difficulty: Raging Terror

C#:

case "teleportitem":
teleportitem(items, instruction, characters[0].CurrentLocation);
break;
private static void teleportitem(List<Item> items, string itemToTeleport, int currentLocation)
{
int position = currentLocation, indexOfItem;
indexOfItem = GetIndexOfItem(itemToTeleport, -1, items);
if (indexOfItem == -1)
{
Console.WriteLine("cannot find " + itemToTeleport+ " to teleport");
}
else
{
Console.WriteLine(itemToTeleport +" teleported to your location");
position = GetPositionOfCommand(items[indexOfItem].Commands, "teleportitem");
ChangeLocationOfItem(items, indexOfItem, currentLocation);
}
}

Delphi/Pascal:

Python:

def TeleportItem(Items, ItemToTeleport, CurrentLocation):
IndexOfItem = GetIndexOfItem(ItemToTeleport, -1, Items)
if IndexOfItem == -1:
print("Cannot find {} in the game.".format(ItemToTeleport))
else:
ChangeLocationOfItem(Items, IndexOfItem, CurrentLocation)
print("Successfully teleported {} to your location.".format(ItemToTeleport))

def PlayGame(Characters, Items, Places):
StopGame = False
Moved = True
while not StopGame:
if Moved:
print()
print()
print(Places[Characters[0].CurrentLocation - 1].Description)
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation)
Moved = False
Instruction = GetInstruction()
Command, Instruction = ExtractCommand(Instruction)
if Command == "get":
StopGame, Items = GetItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "use":
StopGame, Items = UseItem(Items, Instruction, Characters[0].CurrentLocation, Places)
elif Command == "go":
Characters[0], Moved = Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
elif Command == "examine":
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation)
elif Command == "open":
ResultOfOpenClose, Items, Places = OpenClose(True, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, True)
elif Command == "close":
ResultOfOpenClose, Items, Places = OpenClose(False, Items, Places, Instruction, Characters[0].CurrentLocation)
DisplayOpenCloseMessage(ResultOfOpenClose, False)
elif Command == "move":
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "say":
Say(Instruction)
elif Command == "playdice":
Items = PlayDiceGame(Characters, Items, Instruction)
elif Command == "teleportitem":
TeleportItem(Items, Instruction, Characters[0].CurrentLocation)
elif Command == "quit":
Say("You decide to give up, try again another time.")
StopGame = True
else:
print("Sorry, you don't know how to " + Command + ".")
input()

VB. NET:

'PlayGame sub
Case "tpitem"
tpItem(Items, Instruction, Characters(0).CurrentLocation)
'New subroutine
Sub tpItem(ByVal items As ArrayList, ByVal itemTp As String, ByVal currentLocation As Integer)
Dim position As String = currentLocation, indexOfItem
indexOfItem = GetIndexOfItem(itemTp, -1, items)
If indexOfItem = -1 Then

Console.WriteLine(itemTp + " can't be found")

Else

Console.WriteLine(itemTp + " was teleported to you")
position = GetPositionOfCommand(items(indexOfItem).Commands, "tpitem")
ChangeLocationOfItem(items, indexOfItem, currentLocation)
End If
End Sub

## Create a 'move counter' and 'command history list'

SM HGS, Difficulty: Nightmare

Python:

Create a function to count the number of moves the user has made and display a history of those commands when requested.<syntaxhighlight lang="python3">
// global variables
moveCount = 0
commands = []

def GetInstruction():
global moveCount
global commands
print(os.linesep)
Instruction = input("> ").lower()
commands.append(Instruction)
moveCount +=1
return Instruction

// add to play game function
elif Command == "history":
print(commands)

Delphi/Pascal:

procedure History(CommandHistory: Array of String);
Var
Counter: Integer;
begin
Writeln('Command history:');
for Counter := 0 to length(CommandHistory)-1 do
begin
Writeln(CommandHistory[Counter]);
end;
end;

procedure PlayGame(Characters: TCharacterArray; Items: TItemArray; Places: TPlaceArray);
var
StopGame: boolean;
Instruction: string;
Command: string;
Moved: boolean;
ResultOfOpenClose: integer;
CommandCounter: integer;
CommandHistory: Array of String;
ValidCommand: boolean;
begin
StopGame := false;
Moved := true;

CommandCounter:= 0;
SetLength(CommandHistory,0);

while not StopGame do
begin
ValidCommand := True;

if Moved then
begin
writeln;
writeln;
writeln(Places[Characters[0].CurrentLocation - 1].Description);
DisplayGettableItemsInLocation(Items, Characters[0].CurrentLocation);
Moved := false;
end;
Instruction := GetInstruction;
Command := ExtractCommand(Instruction);
if Command = 'get' then
GetItem(Items, Instruction, Characters[0].CurrentLocation, StopGame)
else if Command = 'use' then
UseItem(Items, Instruction, Characters[0].CurrentLocation, StopGame, Places)
else if Command = 'go' then
Moved := Go(Characters[0], Instruction, Places[Characters[0].CurrentLocation - 1])
else if Command = 'read' then
else if Command = 'examine' then
Examine(Items, Characters, Instruction, Characters[0].CurrentLocation)
else if Command = 'open' then
begin
ResultOfOpenClose := OpenClose(true, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, true);
end
else if Command = 'close' then
begin
ResultOfOpenClose := OpenClose(false, Items, Places, Instruction, Characters[0].CurrentLocation);
DisplayOpenCloseMessage(ResultOfOpenClose, false);
end
else if Command = 'move' then
MoveItem(Items, Instruction, Characters[0].CurrentLocation)
else if Command = 'say' then
Say(Instruction)
else if Command = 'playdice' then
PlayDiceGame(Characters, Items, Instruction)
else if Command = 'history' then
History(CommandHistory)
else if Command = 'quit' then
begin
Say('You decide to give up, try again another time');
ValidCommand := False;
StopGame := true;
end
else
begin
writeln('Sorry, you don''t know how to ', Command, '.');
ValidCommand := False;
end;

if(ValidCommand) then
begin
CommandCounter := CommandCounter +1;
SetLength(CommandHistory,CommandCounter);

CommandHistory[CommandCounter-1] := Command;
end;
end;