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+---
+menuTitle: Pointers
+title: "Addressing Pointers"
+weight: 6
+---
+In [the previous step](/learn/files), we split the story into multiple files
+to make it more readable. Now, we'll see pointers, because they were needed for
+two features that were glossed over in what was presented before:
+* Using sequences as imperative procedures.
+* Prompting the user for content.
+
+A pointer is a value that indicates a location in memory where some
+data is stored. This can be used as a value that will tell some instruction
+where to put data.
+
+Pointers have types. For example, `(ptr int)` is the type corresponding to
+pointers to `int` data.
+
+To compute a pointer to a variable `v`, simply write `(ptr v)`.
+
+Given a pointer `p`, the variable being pointed to can be referred to using
+`(at p)`.
+
+**data.fate:**
+
+ (fate_version 1)
+
+ (global int hero_money)
+ (global string hero_name)
+
+ (set hero_money 42)
+
+**get_a_refill.fate:**
+
+ (fate_version 1)
+
+ (require data.fate)
+ (require actions.fate)
+
+ (define_sequence lower_price_of_booze
+ (
+ ((ptr int) price_pointer)
+ (int decrease)
+ )
+ Great! The price of booze just lowered from (at price_pointer)
+ (set (at price_pointer)
+ (-
+ (at price_pointer)
+ (var decrease)
+ )
+ )
+ to (at price_pointer)!
+ )
+
+ (define_sequence get_a_refill ()
+ (local int price_of_booze)
+
+ (set price_of_booze 12)
+
+ Staring straight at the barman, you raise your glass and proclaim:
+ (newline)
+ "This soon-to-be world savior needs more booze!"
+ (newline)
+ The barman's lack of reaction is disappointing, but seeing the beer
+ being poured does help improve the mood.
+ (newline)
+ Satisfied, you hand the barman (var price_of_booze) copper coins.
+ (visit pay (var price_of_booze))
+ (newline)
+ The barman sighs, then asks:
+ (prompt_string (ptr hero_name) 2 64 What is your name, then, hero?)
+ (var hero_name)?
+ (newline)
+ The barman looks surprised.
+ (newline)
+ (visit lower_price_of_booze (ptr price_of_booze) 4)
+ (newline)
+ "I have heard of you, (var hero_name)," the barman exclaims, "I have
+ a quest for you!"
+ (newline)
+ It's your turn to sigh.
+ (newline)
+ The barman hands you a bag, and says:
+ (newline)
+ "Take this pre-payment and head to the smithy."
+ (newline)
+ )
+
+* `(prompt_string (ptr hero_name) 2 64 What is your name, then, hero?)` prompts
+ the player with `What is your name, then, hero?` and expects a string input
+ with a size between `2` and `64` characters. This input is stored at `(ptr
+ hero_name)`, which means that `hero_name` takes that value.
+* The `lower_price_of_booze` sequence shows how pointers can be used to modify
+ variables outside of a sequence's range.
+* `(var price_of_booze)` is equivalent to `(at (ptr price_of_booze))`.
+
+Our hero, who'll obviously end up being the lost heir of some royal family,
+should already have good equipment. It would be useful to have a character
+sheet, so [let's create one](/learn/structures).
+
+----
+
+## Unchanged Files
+**actions.fate:**
+
+ (fate_version 1)
+
+ (require data.fate)
+
+ (define_sequence pay ( (int cost) )
+ (set hero_money
+ (- (var hero_money) (var cost))
+ )
+ )
+
+**falling_asleep.fate:**
+
+ (fate_version 1)
+
+ (require data.fate)
+
+ (define_sequence fall_asleep ()
+ Deciding to break away from the expected storyline, you promptly
+ fall asleep.
+ (newline)
+ ...
+ (newline)
+ Upon waking up, your hard-trained reflexes inform you that someone
+ stole all your money.
+ (set hero_money 0)
+ (newline)
+ This set-back was more than you could take. You give up on this
+ barely coherent story.
+ (end)
+ )
+
+**main.fate:**
+
+ (fate_version 1)
+
+ Once upon a time, starting a story with these words wasn't considered
+ a cliche. Starting in a tavern might also not be seen as very
+ original. Having the main character be an street orphan, raised by
+ some mysterious sage all to end up as a mercenary with an uncommonly
+ strong sense of honor probably isn't going to lead to any praises for
+ novelty either. Maybe you should drink to that.
+ (newline)
+ Or maybe you shouldn't. This isn't your first mug. Not your second
+ either. Drinking to forget that you are a stereotypical hero isn't
+ going to solve anything. Worse, the alcoholic trait is part of the
+ image.
+ (newline)
+ As you contemplate your own pointless description, your gaze leaves
+ what turns out to be an already empty glass in your hand and finds the
+ barman.
+
+ (player_choice
+ (
+ ( Ask the barman for a refill )
+ (visit get_a_refill)
+ )
+ (
+ ( Fall asleep )
+ (jump_to fall_asleep)
+ )
+ )
+
+ (require get_a_refill.fate)
+ (require falling_asleep.fate)
+
+ (end)