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atlantis / doc / HACKING
==========================
|| PROGRAMMING ATLANTIS ||
==========================

So you want to create your own game worlds? Great! Here's what you need to know:

The Atlantis framework itself is written in Common Lisp, a programming language
with a long history that is nonetheless considered somewhat arcane by many
programmers today. Fortunately, you do not need to know it in order to create a
basic game (though it does help if you want to do more advanced stuff).

The majority of coding for a game is done in a custom language called ATL. This
is a simple descriptive language that should be very easy to pick up, especially
if you have some previous programming experience. Looking at some of the
existing game files (e.g. in the folder ATL/Pooh) will already give you a feel
for the language. The full reference is found below.

This guide is intended to get you started. It is not intended to be a full and
exhaustive reference to the framework - you are still going to have to do some
work on your own. But it should see you on your way to creating your very own
game world. (And if you have questions, don't hesitate to contact me.)


ATL SYNTAX

ATL	is line-oriented, with each line being of the form '<keyword> <value>'.
There must be whitespace between the keyword and the value, and string values
must be enclosed by double quotes. (A "string" in programming jargon is a series
of alphanumeric characters, what you might call a "text".) Strings spanning
multiple lines are concatenated, with leading and trailing whitespace being
trimmed. Comments begin with a semi-colon and continue to the end of the line.

Most ATL code consists of define blocks. These describe one entity of the game,
such as a player, an item or a room (for the full list, see below). A define
block consists of a define command and one to several option commands. It is
structured as follows:

define-<object> "<object name>"
	<option 1> <value 1>
	<option n> <value n>

Note that option commands must be indented. The block is terminated by an empty
line. If the value of a given option is ommitted, it is set to T (the Common
Lisp boolean "true" value). Some options can be passed several times, in which
case each successive value is added to a list that forms the final value. (For
example, a room can have many neighbours.)

The special command "load-file" takes a string argument and will load the
specified file. By default, the file will be treated as another ATL file and
parsed accordingly. However, if the file name ends with ".lisp", it will be
interpreted as a Lisp extension file. This is a powerful feature, as code loaded
in this manner has access to the complete Atlantis engine. One can thus expand
the framework to include custom commands or add special effects to certain game
objects. More on this below.


GAME OBJECTS

The following is a list of all game object types (as given by their define
commands) with the accompanying options and their default values. NIL denotes
the empty list - these options may be passed several times (see above).

(TODO - Describe options)

define-player <name>
	description ""
	strength 0
	dexterity 0
	constitution 0
	intelligence 0
	money 0
	max-health 50
	health 50
	item NIL
	weapon ""
	armour-class 0
	place ""

define-place <name>
	description ""
	neighbour NIL
	item NIL
	hidden NIL
	monster NIL
	npc NIL
	command NIL
	requires ""
	entry-hook ""
	exit-hook ""

define-npc <name>
	description ""
	says NIL
	sells NIL
	buys NIL
	quest ""
	interaction-hook ""

define-monster <name>
	description ""
	health 0
	strength 0
	dexterity 0
	aggression 0
	spawn 0
	item NIL
	weapon ""
	armour-class 0
	attack-hook ""
	death-msg ""

define-item <name>
	description ""
	cost 0
	weapon FALSE
	fixed FALSE
	infinite FALSE
	pickup-hook ""
	drop-hook ""
	command NIL

define-weapon <name>
	description ""
	type ""
	damage 0

define-quest <name>
	name ""
	say-before ""
	say-after ""
	proof-item NIL
	reward-item NIL
	money 0
	experience 0
	infinite FALSE


LISP EXPANSIONS

If you are feeling adventurous and know a little Lisp, feel free to write a Lisp
extension file and integrate it in your game. (You will find an example at
ATL/Pooh/pooh-extensions.lisp.)

The functions you write here may be used as hooks, or as extra commands for
places and items. For this purpose, each function must take at least one
argument, an instance of the current player object. Command functions must also
take an optional string argument for any parameters found in the player input.

As stated above, Lisp code loaded into the game has access to the full Atlantis
framework and can call any function. This means that you can, in theory, modify
anything you like. However, as the code architecture is somewhat complex and is
subject to frequent, I will not give a full documentation here - if you need to
know something, look at the examples and read the code ;-)

However, I will provide a brief overview over the different modules and the most
important functions contained therein. The following files are all to be found
in the 'lisp' folder.

atlantis.lisp - This is the main game module. It codes for the start menu. The
			  only thing that concerns us here is the variable *games*, which is
			  an association list of game names and their respective main ATL
			  file. All new games must be registered here.

creator.lisp - Not of interest to us.

game-objects.lisp - Defines game object types. Most useful functions:
				  set-object-attribute and remove-object-attribute, which deal
				  with the nitty-gritty of manipulating all the different
				  types.

interpreter.lisp - Do not touch!

player.lisp - Deals with the player object. Most useful functions:
			change-player-health, add-player-experience and add-player-money

ui.lisp - Defines the in-game commands. Not interesting except as an example for
		how to implement command functions.

util.lisp - Lots of useful utility functions. Browse at leisure.

world.lisp - Administers the game world instance. Most useful function:
		   get-game-object, a type-agnostic getter function.


Daniel Vedder
Last modified 10/10/2017