RCRPG/PureBasic
This version is a more or less direct translation of the version done in Perl (See RCRPG/Perl) with some additional functionality added. Commands include attack, drop, take, equip, alias, name, inventory, and directions. The 'name' command can use a double-quoted string if spaces wanted to be included in the name (i.e. 'name "this room").
An additional command 'ask' was implemented for providing hints in finding the randomly placed Prize Room. The program also allows the stacking of commands if they are separated by a space (i.e. 'take all equip sledge a north n' will perform four actions: take all, equip sledge, [a]ttack north, [n]orth).
A simple outlay of the play strategy is: Take and equip a sledge. Get some gold to ask for hints (from the program) and move a ladder into a room to go up if necessary and attack walls to make exits.
;Here is a description of all of the commands:
;
;north
;south
;east
;west
;up
;down
;
;Move in the direction specified. The player won’t be able to move if there isn’t
;an exit in that direction.
;
;attack (direction)
;
;Attack in the direction specified. (Equip the sledge first.)
;
;drop {all|(item name)}
;
;Drop the item specified. Or drop everything the player is carrying.
;
;take {all|(item name)}
;
;Take the item specified. Or take everything in the room.
;
;inventory
;
;Display everything the player is carrying.
;
;name (name)
;
;The player can rename the room with this command.
;
;equip (item name)
;
;Equip the item in question.
;
;alias (existing command name) (new command name)
;
;Give an existsing command an alias. Starting aliases are n,s,e,w,u,d. i and inv
;are the same as inventory, a is the same as attack.
;
;At the start of the game, only two rooms exist, the Start and the Prize room.
;All other rooms the player creates by moving around. The Prize room is randomly
;located each game. If you need a hint just 'ask'.
;
;To move out of the start room, the player needs to break a hole in a wall,
;ceiling or floor. The sledge is needed to do this.
;
;There are three kinds of items in the different rooms: sledges, gold and
;ladders. A sledge is needed to gain access to rooms the player doesn’t have
;access to. A ladder is needed to move between levels.
;
;Every room, except the prize room, may randomly have gold, a sledge and/or a
;ladder. The player will have to leave the ladder behind when they go up a level,
;so they may have to hunt around a bit for a new ladder.
;
;When the player finds a ladder, they can either move up a level from that room,
;or they can take the ladder and drop it in a room that’s more convenient.
;
;The player can make their way to the Prize Room but there's nothing
;useful there; just gold.
;----------
Structure coord3D
x.i
y.i
z.i
EndStructure
Structure room
location.coord3D
name.s
description.s
List items.i()
exits.i ;bitmapped
EndStructure
Structure player
*curRoomPtr.room
location.coord3D
List inventory.i()
equipped.i
EndStructure
Enumeration ;items
#itm_any = -1
#itm_nothing = 0
#itm_sledge
#itm_ladder
#itm_gold
#itm_count
EndEnumeration
Enumeration ;directions
#dir_Nowhere
#dir_North
#dir_South
#dir_East
#dir_West
#dir_Up
#dir_Down
#dir_count
EndEnumeration
Enumeration ;console colors
#con_Black
#con_Blue
#con_Green
#con_Cyan
#con_Red
#con_Magenta
#con_Brown
#con_Light_Grey
#con_Dark_Grey
#con_Bright_Blue
#con_Bright_Green
#con_Bright_Cyan
#con_Bright_Red
#con_Bright_Magenta
#con_Yellow
#con_White
EndEnumeration
#ConsoleWidth = 79 ;character width of console
Global NewMap *locations.room() ;"xx,yy,zz" hash of locations and their associated room data
Global NewList rooms.room() ;room data
Prototype.s command_prt(cmd.s) ;each command acts on an input string and returns the unused portion
Global NewMap *commands() ;hash of commands and their functions, all use the same prototype
Global quitNow = #False
Global isConsoleAvailable = #False
Global player.player
Global prizeRoom.coord3D
Global hintCount
Global foundPrizeRoom = #False
;==========================
DataSection
dirData:
Data.i #dir_Nowhere: Data.s "nowhere", "nowhere", "to nowhere": Data.i 0, 0, 0
Data.i #dir_North : Data.s "north", "south", "to the north" : Data.i 0, 1, 0
Data.i #dir_South : Data.s "south", "north", "to the south" : Data.i 0, -1, 0
Data.i #dir_East : Data.s "east", "west", "to the east" : Data.i 1, 0, 0
Data.i #dir_West : Data.s "west", "east", "to the west" : Data.i -1, 0, 0
Data.i #dir_Up : Data.s "up", "down", "in the ceiling" : Data.i 0, 0, 1
Data.i #dir_Down : Data.s "down", "up", "in the floor" : Data.i 0, 0, -1
roomDescription:
Data.s "featureless room", "cold dark room", "very stinky room", "small but comfortable room"
Data.s "room with an incredible echo! Yahollaydoo!", "room resembling a window-less jail"
Data.s "green room", "black room", "blue room", "brown sad room", "room which breathes pain"
Data.s "mysterious room", "yellow room", "room with a think layer of dust"
EndDataSection
#count_roomDescriptions = 14 ;count of room Descriptions
Structure dirText
name.s
reverseName.s
exitDesc.s
EndStructure
Global Dim dirText.dirText(#dir_count - 1) ;direction text for each direction index
Global NewMap dirIndex.i(#dir_count - 1) ;index for each name
Global NewMap directions.coord3D() ;coordinate offsets
Define i, x
For i = 0 To #dir_count - 1
Read.i x
Read.s dirText(x)\name
Read.s dirText(x)\reverseName
Read.s dirText(x)\exitDesc
dirIndex(dirText(x)\name) = x
Read.i directions(dirText(x)\name)\x
Read.i directions(dirText(x)\name)\y
Read.i directions(dirText(x)\name)\z
Next
;============================
Global Dim itemName.s(#itm_count - 1) ;item names for each item index
itemName(#itm_nothing) = "nothing"
itemName(#itm_sledge) = "sledge"
itemName(#itm_ladder) = "ladder"
itemName(#itm_gold) = "gold"
;============================
Declare setLocation(*location.coord3D, x, y, z)
*locations("0,0,0") = AddElement(rooms())
rooms()\name = "The Start"
setLocation(rooms()\location, 0, 0, 0)
rooms()\description = "simple room"
AddElement(rooms()\items())
rooms()\items() = #itm_sledge
setLocation(prizeRoom, Random(6) - 3, Random(6) - 3, Random(5) + 2)
*locations(Str(prizeRoom\x) + "," + Str(prizeRoom\y) + "," + Str(prizeRoom\z)) = AddElement(rooms())
rooms()\name = "The Prize Room"
rooms()\location = prizeRoom
rooms()\description = "very bright and shiny metallic room"
For i = 1 To 9
AddElement(rooms()\items())
rooms()\items() = #itm_gold
Next
Procedure setLocation(*location.coord3D, x, y, z)
*location\x = x
*location\y = y
*location\z = z
EndProcedure
Procedure.s shift(cmd.s, count = 1, sep.s = " ")
While count > 0
Protected x = FindString(cmd, sep, 1)
If x
cmd = Right(cmd, Len(cmd) - x)
Else
cmd = ""
EndIf
count - 1
Wend
ProcedureReturn Trim(cmd)
EndProcedure
Procedure display(text.s, textColor = #con_Bright_Cyan, backColor = #con_Black)
Static lastPrintPos = 0
If isConsoleAvailable
Protected lineCount, curLine = 1, lineText.s, maxWidth, wrapPos, outputText.s
ConsoleColor(textColor, backColor)
lineCount = CountString(text, #CR$)
Repeat
lineText = StringField(text, curLine, #CR$)
While (lastPrintPos + Len(lineText)) > #ConsoleWidth
maxWidth = #ConsoleWidth - lastPrintPos
wrapPos = maxWidth - FindString(ReverseString(Left(lineText, maxWidth)), " ", 1) ;wrap at space
outputText = Left(lineText, wrapPos)
If wrapPos <> maxWidth
;find last of a group of spaces
Repeat
wrapPos + 1
Until Mid(lineText, wrapPos + 1, 1) <> " "
ElseIf maxWidth <> #ConsoleWidth And FindString(lineText, " ", 1) <= #ConsoleWidth
wrapPos = 0
outputText = ""
EndIf
PrintN(outputText)
lineText = Mid(lineText, wrapPos + 1)
lastPrintPos = 0
Wend
If lineCount > 0
PrintN(lineText)
lastPrintPos = 0
Else
Print(lineText)
lastPrintPos + Len(lineText)
EndIf
lineCount - 1: curLine + 1
Until lineCount < 0
EndIf
ProcedureReturn lastPrintPos
EndProcedure
Procedure displayN(text.s, textColor = #con_Bright_Cyan, backColor = #con_Black)
ProcedureReturn display(text + #CR$, textColor, backColor)
EndProcedure
Procedure decodeExits(Array dir(1), exits)
Protected i, count
Dim dir(#dir_count - 1)
For i = 1 To #dir_count
If exits & 1
dir(count) = i
count + 1
EndIf
exits >> 1
Next
If count = 0
dir(count) = #dir_Nowhere
count = 1
EndIf
Redim dir(count - 1)
EndProcedure
Procedure parseItem(item.s)
Protected i, type = #itm_nothing
For i = 0 To #itm_count - 1
If itemName(i) = item
type = i
Break
EndIf
Next
ProcedureReturn type
EndProcedure
Procedure greet(*room.room)
display(#CR$ + "You are in room (" + Str(player\location\x) + ", " + Str(player\location\y) + ", " + Str(player\location\z) + "), ", #con_White)
If player\location\x = prizeRoom\x And player\location\y = prizeRoom\y And player\location\z = prizeRoom\z
display(*room\name, #con_Yellow, #con_Bright_Blue)
If Not foundPrizeRoom
display(". It took you " + Str(hintCount) + " hints to find this room. I bet your arms are tired! After you've rested a bit you can start patching up all the holes..", #con_White)
foundPrizeRoom = #True
EndIf
Else
display(*room\name, #con_Black, #con_White)
EndIf
displayN(". It is a " + *room\description + ".", #con_White)
Dim dir_present(0)
decodeExits(dir_present(), *room\exits)
Protected i, count = ArraySize(dir_present()) + 1
Select count
Case 1
If dir_present(0) = #dir_Nowhere
displayN("There are no exits from this room. Perhaps you need to make one?", #con_Yellow)
Else
displayN("There is an exit " + dirText(dir_present(0))\exitDesc, #con_Yellow)
EndIf
Default
display("There are exits ", #con_Yellow)
For i = 0 To count - 3
display(dirText(dir_present(i))\exitDesc + ", ", #con_Yellow)
Next
displayN(dirText(dir_present(count - 2))\exitDesc + " and " + dirText(dir_present(count - 1))\exitDesc + ".", #con_Yellow)
EndSelect
count = ListSize(*room\items())
If count > 0
display("There is a ", #con_Yellow)
FirstElement(*room\items())
Select count
Case 1
display(itemName(*room\items()), #con_Yellow)
Default
For i = 1 To count - 2
display(itemName(*room\items()) + ", ", #con_Yellow)
NextElement(*room\items())
Next
display(itemName(*room\items()) + " and a ", #con_Yellow)
NextElement(*room\items())
display(itemName(*room\items()), #con_Yellow)
EndSelect
displayN(" here.", #con_Yellow)
Else
displayN("There is nothing useful here you can take.", #con_Yellow)
EndIf
EndProcedure
Procedure mainloop()
player\location\x = 0: player\location\y = 0: player\location\z = 0
player\curRoomPtr = *locations(Str(player\location\x) + "," + Str(player\location\y) + "," + Str(player\location\z))
displayN("Welcome to RCRPG, the PureBasic Edition.", #con_Yellow, #con_Bright_Blue)
displayN("The aim is to find 'The Prize Room', good luck!", #con_Yellow)
Repeat
greet(player\curRoomPtr)
displayN(#CR$ + "Try 'help' for help", #con_Bright_Green)
display(#CR$ + ">")
Protected cmd.s = Trim(Input())
While cmd <> "" And quitNow = #False
Protected command.s = StringField(cmd, 1, " ")
If FindMapElement(*commands(), command)
Protected function.command_prt = *commands()
cmd = function(shift(cmd))
Else
displayN("'" + StringField(cmd, 1, " ") + "' didn't make any sense. Try 'help'")
cmd = ""
EndIf
Wend
Until quitNow
EndProcedure
;Return pointer to room at the given coordinates, create it if it doesn't already exist.
Procedure roomcheck(x, y, z)
Protected roomAddr.s = Str(x) + "," + Str(y) + "," + Str(z)
If FindMapElement(*locations(), roomAddr)
ProcedureReturn *locations()
EndIf
*locations(roomAddr) = AddElement(rooms())
With rooms()
\location\x = x: \location\y = y: \location\z = z
\name = "Nameless"
Protected i, newRoomDescript = Random(#count_roomDescriptions - 1)
Restore roomDescription
For i = 0 To newRoomDescript
Read.s \description
Next
;add items
For i = 1 To Random(2)
AddElement(\items())
\items() = Random(#itm_count - 2) + 1
Next
EndWith
ProcedureReturn *locations()
EndProcedure
Procedure isLadderPresent(List items.i())
ForEach items()
If items() = #itm_ladder
ProcedureReturn #True ;ladder present
EndIf
Next
ProcedureReturn #False ;no ladder present
EndProcedure
;check if there is an exit from currentroom in the given direction (vector)
;and move to it if possible
Procedure move(dir.s)
If player\curRoomPtr\exits & (1 << (dirIndex(dir) - 1))
Protected curRoom.coord3D = player\curRoomPtr\location
Protected VECTOR.coord3D = directions(dir)
Protected *toRoom.room = roomcheck(curRoom\x + VECTOR\x, curRoom\y + VECTOR\y, curRoom\z + VECTOR\z)
If dir = "up"
;check for ladder in room
If Not isLadderPresent(player\curRoomPtr\items())
displayN("There needs to be a ladder in the room before you can climb up.")
ProcedureReturn
EndIf
ElseIf dir = "down"
;check for ladder in lower room
If Not isLadderPresent(*toRoom\items())
displayN("There needs to be a ladder in that room before you can climb down.")
ProcedureReturn
EndIf
EndIf
player\curRoomPtr = *toRoom
player\location = player\curRoomPtr\location
Else
displayN("Your way is blocked.")
EndIf
EndProcedure
Procedure.s cmd_north(cmd.s)
move("north")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_south(cmd.s)
move("south")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_east(cmd.s)
move("east")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_west(cmd.s)
move("west")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_up(cmd.s )
move("up")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_down(cmd.s)
move("down")
ProcedureReturn cmd.s
EndProcedure
;connect two existing rooms via a related exit
Procedure link(*fromRoom.room, direction.s)
;calculate coord of toRoom
Protected toPos.coord3D = directions(direction)
toPos\x + *fromRoom\location\x: toPos\y + *fromRoom\location\y : toPos\z + *fromRoom\location\z
;check if toRoom exists, if not create it (roomcheck)
Protected *toRoom.room = roomcheck(toPos\x, toPos\y, toPos\z)
;place exit in fromRoom and corresponding exit direction in toRoom
*fromRoom\exits | (1 << (dirIndex(direction) - 1))
*toRoom\exits | (1 << (dirIndex(dirText(dirIndex(direction))\reverseName) - 1))
EndProcedure
Procedure.s cmd_attack(cmd.s)
Protected direction.s = StringField(cmd, 1, " ")
If direction = "help"
displayN("Usage: attack (direction)", #con_Bright_Green)
ProcedureReturn shift(cmd)
EndIf
If direction <> ""
If Not FindMapElement(directions(), direction)
display("I don't now that direction. Try: ")
Protected output.s
ForEach directions()
output + " " + MapKey(directions()) + ","
Next
displayN(Trim(output, ","))
ProcedureReturn ""
EndIf
Else
displayN("Invalid syntax. Try 'attack (direction)'")
ProcedureReturn ""
EndIf
If player\equipped = parseItem("sledge")
If dirIndex(direction) = #dir_Nowhere
displayN("You destroyed a portion of the " + direction + " and the result is nothing.")
ElseIf player\curRoomPtr\exits & (1 << (dirIndex(direction) - 1))
displayN("You swing your sledge wildly.")
Else
displayN("You bash until the surface crumbles, leaving a hole you can crawl through.")
link(player\curRoomPtr, direction)
EndIf
Else
displayN("You accomplish nothing.")
EndIf
ProcedureReturn shift(cmd)
EndProcedure
Procedure.s cmd_name(cmd.s)
Protected sep.s = " ", shiftCount = 1
If Left(cmd, 1) = #DQUOTE$
sep = #DQUOTE$ : shiftCount = 2
EndIf
Protected newName.s = StringField(cmd, shiftCount, sep)
If newName = "help" Or newName = ""
displayN("Usage: name (New name of room)", #con_Bright_Green)
ProcedureReturn ""
EndIf
Protected *room.room = player\curRoomPtr
*room\name = newName
displayN("Room is now named '" + *room\name + "'.")
ProcedureReturn shift(cmd, shiftCount, sep)
EndProcedure
Procedure.s cmd_equip(cmd.s)
Protected toEquip.s = StringField(cmd, 1, " ")
If toEquip = "help" Or toEquip = ""
displayN("Usage: equip (itemname)", #con_Bright_Green)
ProcedureReturn shift(cmd)
EndIf
;Find it
Protected type = parseItem(toEquip)
If player\equipped = type And type <> #itm_nothing
displayN("You are already equipped with your " + toEquip + ".")
ElseIf type = #itm_nothing
player\equipped = type
displayN("You are now equipped with " + toEquip + ".")
Else
Protected found
;Equip it.
ForEach player\inventory()
If player\inventory() = type
found = 1
player\equipped = type
Break
EndIf
Next
If found
displayN("You equipped your " + toEquip + ". Put it to good use.")
Else
displayN("You don't have one of those. Try 'i' to see what you have.")
EndIf
EndIf
ProcedureReturn shift(cmd)
EndProcedure
Procedure move_items(List fromRef.i(), List toRef.i(), cmd.s)
Protected item.s = StringField(cmd, 1, " ")
Protected moveall, moved, type
If item = "all"
moveall = #True
type = #itm_any
Else
type = parseItem(item)
EndIf
LastElement(toRef())
ForEach fromRef()
If type = #itm_any Or fromRef() = type
AddElement(toRef())
toRef() = fromRef()
DeleteElement(fromRef())
moved + 1
If Not moveall: Break: EndIf
EndIf
Next
ProcedureReturn moved
EndProcedure
Procedure.s cmd_take(cmd.s)
Protected item.s = StringField(cmd, 1, " ")
If item = "help" Or Len(cmd) = 0
displayN("Usage: take {all|(itemname)}", #con_Bright_Green)
ProcedureReturn ""
EndIf
Protected *room.room = player\curRoomPtr
Protected moved = move_items(*room\items(), player\inventory(), cmd)
Select moved
Case 0
displayN("There aren't any of those here.")
Case 1
displayN("You took 1 item.")
Default
displayN("You took " + Str(moved) + " items.")
EndSelect
ProcedureReturn shift(cmd)
EndProcedure
Procedure.s cmd_drop (cmd.s)
Protected item.s = StringField(cmd, 1, " ")
If item = "help" Or item = ""
displayN("Usage: drop {all|(itemname)}", #con_Bright_Green)
ProcedureReturn ""
EndIf
Protected *room.room = player\curRoomPtr
Protected moved = move_items(player\inventory(), *room\items(), cmd)
Select moved
Case 0
displayN("You don't have any of those.")
Case 1
displayN("You dropped 1 item.")
Default
displayN("You dropped " + Str(moved) + " items.")
EndSelect
;Check to see if we dropped our equipped item.
If moved And player\equipped
Protected type = parseItem(item)
Protected droppedEquipped = #True
If type <> #itm_nothing
ForEach player\inventory()
If player\inventory() = player\equipped
droppedEquipped = #False
Break
EndIf
Next
EndIf
If droppedEquipped
displayN("You dropped the item you were using.")
cmd_equip("nothing")
EndIf
EndIf
ProcedureReturn shift(cmd)
EndProcedure
Procedure.s cmd_inventory(cmd.s)
Protected help.s = StringField(cmd, 1, " ")
If help = "help"
displayN("Usage: inventory", #con_Bright_Green)
ProcedureReturn ""
EndIf
Protected count = ListSize(player\inventory())
If count
FirstElement(player\inventory())
display("You have a ")
Select count
Case 1
display(itemName(player\inventory()))
Default
Protected i
For i = 1 To count - 2
display(itemName(player\inventory()) + ", ")
NextElement(player\inventory())
Next
display(itemName(player\inventory()) + " and a ")
NextElement(player\inventory())
display(itemName(player\inventory()))
EndSelect
displayN(".")
Else
displayN("You're not carrying anything. Ask again later.")
EndIf
ProcedureReturn shift(cmd)
EndProcedure
Procedure Max(x, y)
If x < y
ProcedureReturn y
EndIf
ProcedureReturn x
EndProcedure
Procedure.s cmd_hint(cmd.s)
If StringField(cmd, 1, " ")
displayN("Usage: hint", #con_Bright_Green)
ProcedureReturn ""
EndIf
;check for gold
Protected hasGold = #False
ForEach player\inventory()
If player\inventory() = #itm_gold
hasGold = #True
Break
EndIf
Next
;if gold is not present then exit
If Not hasGold
displayN("You can't get a hint, you need gold.")
ProcedureReturn cmd
EndIf
display("Will you pay a gold for a hint (y/n)?")
Protected Answer.s = Input()
displayN("")
If LCase(Left(Answer, 1)) <> "y"
displayN("You must be saving your money for retirement, good luck!")
ProcedureReturn cmd
EndIf
DeleteElement(player\inventory())
hintCount + 1
;calculate vector to prizeroom
Protected VECTOR.coord3D, maxVector.coord3D, max
VECTOR\x = prizeRoom\x - player\location\x
VECTOR\y = prizeRoom\y - player\location\y
VECTOR\z = prizeRoom\z - player\location\z
If Abs(VECTOR\y) >= Max(Abs(VECTOR\x), Abs(VECTOR\z)): max = 1: EndIf
If Abs(VECTOR\z) >= Max(Abs(VECTOR\x), Abs(VECTOR\y)): max = 2: EndIf
Protected *ptrVec.Integer = @VECTOR + max * SizeOf(Integer)
Protected *ptrMaxVec.Integer = @maxVector + max * SizeOf(Integer)
If *ptrVec\i < 0
*ptrMaxVec\i = -1
ElseIf *ptrVec\i > 0
*ptrMaxVec\i = 1
EndIf
ForEach directions()
With directions()
If \x = maxVector\x And \y = maxVector\y And \z = maxVector\z
Protected dir.s = MapKey(directions())
Break
EndIf
EndWith
Next
display("You place the gold into a small slot on the wall. A message appears on the wall in bright letters that says '")
display("Go " + dir, #con_Bright_Blue, #con_Yellow)
displayN("'. After a few moments it fades from view.")
ProcedureReturn cmd.s
EndProcedure
Procedure.s cmd_quit(cmd.s)
Protected help.s = StringField(cmd, 1, " ")
If help = "help"
displayN("Usage: quit", #con_Bright_Green)
ProcedureReturn ""
EndIf
displayN("Goodbye!")
quitNow = #True
ProcedureReturn ""
EndProcedure
Procedure.s cmd_alias(cmd.s)
Protected existing.s = StringField(cmd, 1, " ")
Protected newCommand.s = StringField(cmd, 2, " ")
If existing = "help" Or existing = "" Or newCommand = ""
displayN("Usage: alias (existing command name) (additional name for command)", #con_Bright_Green)
ProcedureReturn ""
EndIf
If FindMapElement(*commands(), newCommand)
displayN( "Can't redefine an existing command!")
ProcedureReturn ""
EndIf
If Not FindMapElement(*commands(), existing)
displayN("The command '" + existing + "' is not currently defined")
Else
Protected function = *commands()
EndIf
*commands(newCommand) = function
displayN("alias '" + newCommand + "' defined.")
ProcedureReturn shift(cmd, 2)
EndProcedure
Procedure.s cmd_help(cmd.s)
Protected command.s = StringField(cmd, 1, " ")
If command = "help"
displayN("Usage: help (command name) ... But you apparently discovered that.", #con_Bright_Green)
ProcedureReturn ""
ElseIf FindMapElement(*commands(), command)
Protected function.command_prt = *commands()
function("help " + command)
Else
displayN("Valid commands are:" + #CR$, #con_Bright_Green)
ResetMap(*commands())
Protected i, count = MapSize(*commands())
For i = count - 1 To 1 Step - 1
NextMapElement(*commands())
display(MapKey(*commands()), #con_Bright_Green)
If i <> 1
display(", ", #con_Bright_Green)
EndIf
Next
displayN(".", #con_Bright_Green)
EndIf
ProcedureReturn ""
EndProcedure
*commands("up") = @cmd_up()
*commands("down") = @cmd_down()
*commands("north") = @cmd_north()
*commands("south") = @cmd_south()
*commands("east") = @cmd_east()
*commands("west") = @cmd_west()
*commands("attack") = @cmd_attack()
*commands("name") = @cmd_name()
*commands("take") = @cmd_take()
*commands("drop") = @cmd_drop()
*commands("equip") = @cmd_equip()
*commands("inventory") = @cmd_inventory()
*commands("ask") = @cmd_hint()
*commands("quit") = @cmd_quit()
*commands("alias") = @cmd_alias()
*commands("help") = @cmd_help()
cmd_alias("north n")
cmd_alias("south s")
cmd_alias("east e")
cmd_alias("west w")
cmd_alias("up u")
cmd_alias("down d")
cmd_alias("attack a")
cmd_alias("inventory i")
cmd_alias("inventory inv")
cmd_alias("quit q")
isConsoleAvailable = OpenConsole()
If isConsoleAvailable
mainloop()
display(#CR$ + #CR$ + "Press ENTER to exit"): Input()
CloseConsole()
EndIf