summaryrefslogtreecommitdiff
blob: 0829db1e6f150778a7d1ab8daa33f28bfaf429bd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
---
menuTitle: Files
title: "Splitting into Multiple Files"
weight: 5
---
In [the previous step](/learn/sequences), we introduced sequences. This made
branching the story easier, but having many sequences in a file made the flow
difficult to read. To resolve this, the content is going to be split into
multiple files.

By using `(require path_to_file)`, the content of `path_to_file` is explored,
but only if that file has not already been explored.

* Create a new file, `data.fate`, with the following content:

{{< fatecode >}}(fate_version 1)

(global int hero_money 42)
{{< /fatecode >}}

* Create a new file, `actions.fate`, with the following content:

{{< fatecode >}}(fate_version 1)

(require data.fate)

(define_sequence pay ( (int cost) )
   (set! hero_money (- hero_money cost))
)

{{< /fatecode >}}

* Create a new file, `get_a_refill.fate`, with the following content:

{{< fatecode >}}(fate_version 1)

(require actions.fate)

(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 improve your mood.
   (newline)
   Satisfied, you hand the barman (var price_of_booze) copper coins.
   (visit! pay price_of_booze)
)
{{< /fatecode >}}

* Create a new file, `falling_asleep.fate`, with the following content:
{{< fatecode >}}(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 handle. You give up on this barely
   coherent story.
   (end!)
)
{{< /fatecode >}}

**main.fate:**

{{< fatecode >}}(fate_version 1)

(require get_a_refill.fate)
(require falling_asleep.fate)

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!
   (option ( Ask the barman for a refill )
      (visit! get_a_refill)
   )
   (option ( Fall asleep )
      (jump_to! fall_asleep)
   )
)

(end!)
{{< /fatecode >}}

With this, the story is much more easy to follow. Let's continue by looking
at [the actually-not-scary-at-all pointers](/learn/pointers).