1 ! ==============================================================================
2 ! PARSER: Front end to parser.
4 ! Supplied for use with Inform 6 -- Release 6.12.5 -- Serial number 210605
6 ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2021
8 ! This file is free software: you can redistribute it and/or modify
9 ! it under the terms of the GNU Affero General Public License as
10 ! published by the Free Software Foundation, either version 3 of the
11 ! License, or (at your option) any later version.
13 ! This file is distributed in the hope that it will be useful, but
14 ! WITHOUT ANY WARRANTY; without even the implied warranty of
15 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 ! Affero General Public License for more details.
18 ! You should have received a copy of the GNU Affero General Public
19 ! License along with this program. If not, see
20 ! https://gnu.org/licenses/
22 ! In your game file, Include three library files in this order:
27 ! ------------------------------------------------------------------------------
28 ! Inclusion of "linklpa" (which defines properties and attributes)
29 ! Global variables, constants and arrays
30 ! 1: outside of the parser
31 ! 2: used within the parser
32 ! Inclusion of natural language definition file
33 ! (which creates a compass and direction-objects)
34 ! Darkness and player objects
35 ! Definition of grammar token numbering system used by Inform
37 ! The InformParser object
39 ! level 0: outer shell, conversation, errors
43 ! 4: scope and ambiguity resolving
44 ! 5: object comparisons
46 ! 7: reading words and moving tables about
49 ! The InformLibrary object
52 ! end of turn sequence
53 ! scope looping, before/after sequence, sending messages out
54 ! timers, daemons, time of day, score notification
56 ! changing player personality
57 ! tracing code (only present if DEBUG is set)
59 ! Status line printing, menu display
60 ! Printing object names with articles
61 ! Miscellaneous utility routines
62 ! Game banner, "version" verb, run-time errors
63 ! ==============================================================================
67 #Ifndef LIBRARY_STAGE; ! This file is the first one to define LIBRARY_STAGE.
68 ! "This file already included" <=> "LIBRARY_STAGE exists"
70 ! ------------------------------------------------------------------------------
73 Message fatalerror "*** Library 6.12.x needs Inform v6.33 or later to work ***";
78 Constant BEFORE_PARSER 10;
79 Constant AFTER_PARSER 20;
80 Constant AFTER_VERBLIB 30;
81 Constant AFTER_GRAMMAR 40;
83 Constant LIBRARY_STAGE = BEFORE_PARSER;
85 Default COMMENT_CHARACTER '*';
91 #Ifndef WORDSIZE; ! compiling with Z-code only compiler
92 Default TARGET_ZCODE 0;
96 #Ifdef TARGET_ZCODE; ! offsets into Z-machine header
98 Constant HDR_ZCODEVERSION $00; ! byte
99 Constant HDR_TERPFLAGS $01; ! byte
100 Constant HDR_GAMERELEASE $02; ! word
101 Constant HDR_HIGHMEMORY $04; ! word
102 Constant HDR_INITIALPC $06; ! word
103 Constant HDR_DICTIONARY $08; ! word
104 Constant HDR_OBJECTS $0A; ! word
105 Constant HDR_GLOBALS $0C; ! word
106 Constant HDR_STATICMEMORY $0E; ! word
107 Constant HDR_GAMEFLAGS $10; ! word
108 Constant HDR_GAMESERIAL $12; ! six ASCII characters
109 Constant HDR_ABBREVIATIONS $18; ! word
110 Constant HDR_FILELENGTH $1A; ! word
111 Constant HDR_CHECKSUM $1C; ! word
112 Constant HDR_TERPNUMBER $1E; ! byte
113 Constant HDR_TERPVERSION $1F; ! byte
114 Constant HDR_SCREENHLINES $20; ! byte
115 Constant HDR_SCREENWCHARS $21; ! byte
116 Constant HDR_SCREENWUNITS $22; ! word
117 Constant HDR_SCREENHUNITS $24; ! word
118 Constant HDR_FONTWUNITS $26; ! byte
119 Constant HDR_FONTHUNITS $27; ! byte
120 Constant HDR_ROUTINEOFFSET $28; ! word
121 Constant HDR_STRINGOFFSET $2A; ! word
122 Constant HDR_BGCOLOUR $2C; ! byte
123 Constant HDR_FGCOLOUR $2D; ! byte
124 Constant HDR_TERMCHARS $2E; ! word
125 Constant HDR_PIXELSTO3 $30; ! word
126 Constant HDR_TERPSTANDARD $32; ! two bytes
127 Constant HDR_ALPHABET $34; ! word
128 Constant HDR_EXTENSION $36; ! word
129 Constant HDR_UNUSED $38; ! two words
130 Constant HDR_INFORMVERSION $3C; ! four ASCII characters
132 #Ifnot; ! TARGET_GLULX ! offsets into Glulx header and start of ROM
134 Constant HDR_MAGICNUMBER $00; ! long word
135 Constant HDR_GLULXVERSION $04; ! long word
136 Constant HDR_RAMSTART $08; ! long word
137 Constant HDR_EXTSTART $0C; ! long word
138 Constant HDR_ENDMEM $10; ! long word
139 Constant HDR_STACKSIZE $14; ! long word
140 Constant HDR_STARTFUNC $18; ! long word
141 Constant HDR_DECODINGTBL $1C; ! long word
142 Constant HDR_CHECKSUM $20; ! long word
143 Constant ROM_INFO $24; ! four ASCII characters
144 Constant ROM_MEMORYLAYOUT $28; ! long word
145 Constant ROM_INFORMVERSION $2C; ! four ASCII characters
146 Constant ROM_COMPVERSION $30; ! four ASCII characters
147 Constant ROM_GAMERELEASE $34; ! short word
148 Constant ROM_GAMESERIAL $36; ! six ASCII characters
158 Fake_Action ThrownAt;
161 Fake_Action PluralFound;
162 Fake_Action ListMiscellany;
163 Fake_Action Miscellany;
164 Fake_Action RunTimeError;
166 Fake_Action NotUnderstood;
174 ! ------------------------------------------------------------------------------
176 [ Main; InformLibrary.play(); ];
178 ! ------------------------------------------------------------------------------
190 ! ------------------------------------------------------------------------------
191 ! Global variables and their associated Constant and Array declarations
192 ! ------------------------------------------------------------------------------
194 Global location = InformLibrary; ! Must be first global defined
195 Global sline1; ! Must be second
196 Global sline2; ! Must be third
197 ! (for status line display)
199 ! ------------------------------------------------------------------------------
200 ! Z-Machine and interpreter issues
201 ! ------------------------------------------------------------------------------
204 Global top_object; ! Largest valid number of any tree object
205 ! ### these globals are not meaningful... well, maybe standard_interpreter,
206 ! but I'll decide that later (AP).
207 Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant
209 #Endif; ! TARGET_ZCODE
211 Global standard_interpreter; ! The version number of the Z-Machine Standard which the
212 ! interpreter claims to support, in form (upper byte).(lower)
214 Global undo_flag; ! Can the interpreter provide "undo"?
215 Global just_undone; ! Can't have two successive UNDOs
217 Global transcript_mode; ! true when game scripting is on
220 Global xcommsdir; ! true if command recording is on
221 #Endif; ! TARGET_ZCODE
224 Constant GG_MAINWIN_ROCK 201;
225 Constant GG_STATUSWIN_ROCK 202;
226 Constant GG_QUOTEWIN_ROCK 203;
227 Constant GG_SAVESTR_ROCK 301;
228 Constant GG_SCRIPTSTR_ROCK 302;
229 Constant GG_COMMANDWSTR_ROCK 303;
230 Constant GG_COMMANDRSTR_ROCK 304;
231 Constant GG_SCRIPTFREF_ROCK 401;
232 Array gg_event --> 4;
234 Array gg_arguments buffer 28;
236 Array gg_arguments --> 8;
238 Global gg_mainwin = 0;
239 Global gg_statuswin = 0;
240 Global gg_quotewin = 0;
241 Global gg_scriptfref = 0;
242 Global gg_scriptstr = 0;
243 Global gg_savestr = 0;
244 Global gg_commandstr = 0;
245 Global gg_command_reading = 0; ! true if gg_commandstr is being replayed
246 #Endif; ! TARGET_GLULX
248 Global gg_statuswin_cursize = 0;
249 Global gg_statuswin_size = 1;
251 ! ------------------------------------------------------------------------------
253 ! (for linkage reasons, the task_* arrays are created not here but in verblib.h)
254 ! ------------------------------------------------------------------------------
256 #Ifndef sys_statusline_flag;
257 Global sys_statusline_flag = 0; ! non-zero if status line displays time
261 Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform
264 Global turns = START_MOVE; ! Number of turns of play so far
265 Global the_time = NULL; ! Current time (in minutes since midnight)
266 Global time_rate = 1; ! How often time is updated
267 Global time_step; ! By how much
270 Constant MAX_TIMERS 32; ! Max number timers/daemons active at once
272 Array the_timers --> MAX_TIMERS;
273 Global active_timers; ! Number of timers/daemons actives
275 Global score; ! The current score
276 Global last_score; ! Score last turn (for testing for changes)
277 Global notify_mode = true; ! Score notification
278 Global places_score; ! Contribution to score made by visiting
279 Global things_score; ! Contribution made by acquisition
281 ! ------------------------------------------------------------------------------
283 ! ------------------------------------------------------------------------------
285 Global player; ! Which object the human is playing through
286 Global deadflag; ! Normally 0, or false; 1 for dead
287 ! 2 for victorious, and higher numbers
288 ! represent exotic forms of death
290 ! ------------------------------------------------------------------------------
291 ! Light and room descriptions
292 ! ------------------------------------------------------------------------------
294 Global lightflag = true; ! Is there currently light to see by?
295 Global real_location; ! When in darkness, location = thedark
296 ! and this holds the real location
297 Global prev_location; ! The previous value of real_location
298 Global visibility_ceiling; ! Highest object in tree visible from the
299 ! player's point of view (usually the room,
300 ! sometimes darkness, sometimes a closed
301 ! non-transparent container).
303 Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief
305 Global print_player_flag; ! If set, print something like "(as Fred)"
306 ! in room descriptions, to reveal whom the
307 ! player is playing through
308 Global lastdesc; ! Value of location at time of most recent
309 ! room description printed out
311 ! ------------------------------------------------------------------------------
312 ! List writing (style bits are defined as Constants in "verblibm.h")
313 ! ------------------------------------------------------------------------------
315 Global c_style; ! Current list-writer style
316 Global lt_value; ! Common value of list_together
317 Global listing_together; ! Object number of one member of a group
318 ! being listed together
319 Global listing_size; ! Size of such a group
320 Global wlf_indent; ! Current level of indentation printed by
323 Global inventory_stage = 1; ! 1 or 2 according to the context in which
324 ! "invent" routines of objects are called
325 Global inventory_style; ! List-writer style currently used while
326 ! printing inventories
328 Global objects_style; ! List-writer style currently used while
329 Global places_style; ! printing objects handled or places visited
331 ! ------------------------------------------------------------------------------
333 ! ------------------------------------------------------------------------------
335 Global pretty_flag = true; ! Use character graphics, or plain text?
336 Global menu_nesting; ! Level of nesting (0 = root menu)
337 Global menu_item; ! These are used in communicating
338 Global item_width = 8; ! with the menu-creating routines
339 Global item_name = "---";
341 Global lm_n; ! Parameters used by LibraryMessages
342 Global lm_o; ! mechanism
346 Constant DEBUG_MESSAGES $0001;
347 Constant DEBUG_ACTIONS $0002;
348 Constant DEBUG_TIMERS $0004;
349 Constant DEBUG_CHANGES $0008;
350 Constant DEBUG_VERBOSE $0080;
351 Global debug_flag; ! Bitmap of flags for tracing actions,
352 ! calls to object routines, etc.
353 Global x_scope_count; ! Used in printing a list of everything
354 #Endif; ! DEBUG ! in scope
356 ! five for colour control
357 ! see http://www.inform-fiction.org/patches/L61007.html
358 ! To enable colour define a constant or Global: COLOR or COLOUR
359 !Global clr_on; ! has colour been enabled by the player?
361 Global clr_fg = 1; ! foreground colour
362 Global clr_bg = 1; ! background colour
363 Global clr_fgstatus = 1; ! foreground colour of statusline
364 Global clr_bgstatus = 1; ! background colour of statusline
366 Global statuswin_current; ! if writing to top window
368 Constant CLR_CURRENT 0;
369 Constant CLR_DEFAULT 1;
370 Constant CLR_BLACK 2;
372 Constant CLR_GREEN 4;
373 Constant CLR_YELLOW 5;
375 Constant CLR_MAGENTA 7;
377 Constant CLR_WHITE 9;
378 Constant CLR_PURPLE 7;
379 Constant CLR_AZURE 8;
382 Array GlulxColourValues
393 #Endif; ! TARGET_GLULX
396 Constant WIN_STATUS 1;
399 ! ------------------------------------------------------------------------------
401 ! ------------------------------------------------------------------------------
403 Global action; ! Action currently being asked to perform
404 Global inp1; ! 0 (nothing), 1 (number) or first noun
405 Global inp2; ! 0 (nothing), 1 (number) or second noun
406 Global noun; ! First noun or numerical value
407 Global second; ! Second noun or numerical value
409 Global keep_silent; ! If true, attempt to perform the action
410 ! silently (e.g. for implicit takes,
411 ! implicit opening of unlocked doors)
413 Global reason_code; ! Reason for calling a "life" rule
414 ! (an action or fake such as ##Kiss)
416 Global receive_action; ! Either ##PutOn or ##Insert, whichever is
417 ! action being tried when an object's
418 ! "before" rule is checking "Receive"
420 Global no_implicit_actions; ! Don't implicitly do things.
422 ! ==============================================================================
423 ! Parser variables: first, for communication to the parser
424 ! ------------------------------------------------------------------------------
426 Global parser_trace = 0; ! Set this to 1 to make the parser trace
428 Global parser_action; ! For the use of the parser when calling
429 Global parser_one; ! user-supplied routines
431 Array inputobjs --> 16; ! For parser to write its results in
432 Global parser_inflection; ! A property (usually "name") to find
434 Global parser_inflection_func; ! Programmer sets this to true when
435 ! parser_infection is a function
437 ! ------------------------------------------------------------------------------
439 ! ------------------------------------------------------------------------------
441 Global actor; ! Person asked to do something
442 Global actors_location; ! Like location, but for the actor
443 Global meta; ! Verb is a meta-command (such as "save")
446 Global infix_verb; ! Verb is an Infix command
449 Array multiple_object --> 64; ! List of multiple parameters
450 Global multiflag; ! Multiple-object flag passed to actions
451 ! Also used to prevent misleading MULTI_PE
452 Global toomany_flag; ! Flag for "multiple match too large"
453 ! (e.g. if "take all" took over 100 things)
455 Global special_word; ! Dictionary address for "special" token
456 Global special_number; ! Number typed for "special" token
457 Global parsed_number; ! For user-supplied parsing routines
458 Global consult_from; ! Word that a "consult" topic starts on
459 Global consult_words; ! ...and number of words in topic
460 Global asking_player; ! True during disambiguation question
462 ! ------------------------------------------------------------------------------
464 ! ------------------------------------------------------------------------------
466 Global notheld_mode; ! To do with implicit taking
467 Global onotheld_mode; ! "old copy of notheld_mode", ditto
468 Global not_holding; ! Object to be automatically taken as an
470 Array kept_results --> 16; ! Delayed command (while the take happens)
472 ! ------------------------------------------------------------------------------
473 ! Error numbers when parsing a grammar line
474 ! ------------------------------------------------------------------------------
476 Global etype; ! Error number on current line
477 Global best_etype; ! Preferred error number so far
478 Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed
480 Constant STUCK_PE = 1;
481 Constant UPTO_PE = 2;
482 Constant NUMBER_PE = 3;
483 Constant CANTSEE_PE = 4;
484 Constant TOOLIT_PE = 5;
485 Constant NOTHELD_PE = 6;
486 Constant MULTI_PE = 7;
487 Constant MMULTI_PE = 8;
488 Constant VAGUE_PE = 9;
489 Constant EXCEPT_PE = 10;
490 Constant ANIMA_PE = 11;
491 Constant VERB_PE = 12;
492 Constant SCENERY_PE = 13;
493 Constant ITGONE_PE = 14;
494 Constant JUNKAFTER_PE = 15;
495 Constant TOOFEW_PE = 16;
496 Constant NOTHING_PE = 17;
497 Constant ASKSCOPE_PE = 18;
499 ! ------------------------------------------------------------------------------
500 ! Pattern-matching against a single grammar line
501 ! ------------------------------------------------------------------------------
503 Array pattern --> 32; ! For the current pattern match
504 Global pcount; ! and a marker within it
505 Array pattern2 --> 32; ! And another, which stores the best match
506 Global pcount2; ! so far
507 Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text
509 Array line_ttype-->32; ! For storing an analysed grammar line
510 Array line_tdata-->32;
511 Array line_token-->32;
513 Global parameters; ! Parameters (objects) entered so far
514 Global nsns; ! Number of special_numbers entered so far
515 Global special_number1; ! First number, if one was typed
516 Global special_number2; ! Second number, if two were typed
518 ! ------------------------------------------------------------------------------
519 ! Inferences and looking ahead
520 ! ------------------------------------------------------------------------------
522 Global params_wanted; ! Number of parameters needed
523 ! (which may change in parsing)
525 Global inferfrom; ! The point from which the rest of the
526 ! command must be inferred
527 Global inferword; ! And the preposition inferred
528 Global dont_infer; ! Another dull flag
529 Global no_infer_message = false; ! Use in ChooseObjects to suppress
530 ! an inference message.
532 Global action_to_be; ! (If the current line were accepted.)
533 Global action_reversed; ! (Parameters would be reversed in order.)
534 Global advance_warning; ! What a later-named thing will be
536 ! ------------------------------------------------------------------------------
537 ! At the level of individual tokens now
538 ! ------------------------------------------------------------------------------
540 Global found_ttype; ! Used to break up tokens into type
541 Global found_tdata; ! and data (by AnalyseToken)
542 Global token_filter; ! For noun filtering by user routines
544 Global length_of_noun; ! Set by NounDomain to no of words in noun
547 Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply
549 #Ifnot; ! TARGET_GLULX
550 Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses
551 ! to REPARSE_CODE for some purposes and
552 ! expects the result to be greater than
553 ! REPARSE_CODE (signed comparison).
554 ! So Glulx Inform is limited to a single
555 ! gigabyte of storage, for the moment.
558 Global lookahead; ! The token after the one now being matched
560 Global multi_mode; ! Multiple mode
561 Global multi_wanted; ! Number of things needed in multitude
562 Global multi_had; ! Number of things actually found
563 Global multi_context; ! What token the multi-obj was accepted for
565 Global indef_mode; ! "Indefinite" mode - ie, "take a brick"
567 Global indef_type; ! Bit-map holding types of specification
568 Global indef_wanted; ! Number of items wanted (100 for all)
569 Global indef_guess_p; ! Plural-guessing flag
570 Global indef_owner; ! Object which must hold these items
571 Global indef_cases; ! Possible gender and numbers of them
572 Global indef_possambig; ! Has a possibly dangerous assumption
573 ! been made about meaning of a descriptor?
574 Global indef_nspec_at; ! Word at which a number like "two" was
575 ! parsed (for backtracking)
576 Global allow_plurals; ! Whether plurals presently allowed or not
578 Global take_all_rule; ! Slightly different rules apply to
579 ! "take all" than other uses of multiple
580 ! objects, to make adjudication produce
581 ! more pragmatically useful results
582 ! (Not a flag: possible values 0, 1, 2)
584 Global dict_flags_of_noun; ! Of the noun currently being parsed
585 ! (a bitmap in #dict_par1 format)
586 Constant DICT_VERB $01;
587 Constant DICT_META $02;
588 Constant DICT_PLUR $04;
589 Constant DICT_PREP $08;
590 Constant DICT_X654 $70;
591 Constant DICT_NOUN $80;
593 Global pronoun_word; ! Records which pronoun ("it", "them", ...)
595 Global pronoun_obj; ! And what obj it was thought to refer to
596 Global pronoun__word; ! Saved value
597 Global pronoun__obj; ! Saved value
599 ! ------------------------------------------------------------------------------
600 ! Searching through scope and parsing "scope=Routine" grammar tokens
601 ! ------------------------------------------------------------------------------
603 Constant PARSING_REASON = 0; ! Possible reasons for searching scope
604 Constant TALKING_REASON = 1;
605 Constant EACH_TURN_REASON = 2;
606 Constant REACT_BEFORE_REASON = 3;
607 Constant REACT_AFTER_REASON = 4;
608 Constant LOOPOVERSCOPE_REASON = 5;
609 Constant TESTSCOPE_REASON = 6;
611 Global scope_reason = PARSING_REASON; ! Current reason for searching scope
613 Global scope_token; ! For "scope=Routine" grammar tokens
615 Global scope_stage; ! 1, 2 then 3
617 Global ats_flag = 0; ! For AddToScope routines
620 Global placed_in_flag; ! To do with PlaceInScope
622 ! ------------------------------------------------------------------------------
623 ! The match list of candidate objects for a given token
624 ! ------------------------------------------------------------------------------
626 Constant MATCH_LIST_SIZE = 64;
627 Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far
628 Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them
629 Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them
630 Global number_matched; ! How many items in it? (0 means none)
631 Global number_of_classes; ! How many equivalence classes?
632 Global match_length; ! How many words long are these matches?
634 Global match_from; ! At what word of the input do they begin?
635 Global bestguess_score; ! What did the best-guess object score?
637 ! ------------------------------------------------------------------------------
638 ! Low level textual manipulation
639 ! ------------------------------------------------------------------------------
643 ! 'buffer' holds the input line as typed by the player
645 ! buffer->0 INPUT_BUFFER_LEN - WORDSIZE
646 ! buffer->1 Number of characters input by player
647 ! buffer->2 ... buffer->121 The actual characters
648 ! buffer->122 Spare byte to allow for 'terp bugs
650 ! 'parse' holds the result of parsing that line into dictionary words
652 ! parse->0 MAX_BUFFER_WORDS
653 ! parse->1 Number of words input by player
655 ! parse-->1 Dictionary addr of first input word
656 ! parse->4 Number of characters in the word
657 ! parse->5 Start position in 'buffer' of the word
659 ! parse-->3 parse->8,9 Same data for second input word
661 ! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word
662 ! parse->62,63,64 Spare bytes (not sure why)
665 Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars
666 Constant MAX_BUFFER_WORDS = 15; ! Limit on input words
668 Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input
669 Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions
670 Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN"
673 Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer'
674 Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2'
676 Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
677 Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
680 #Ifnot; ! TARGET_GLULX
682 ! 'buffer' holds the input line as typed by the player
684 ! buffer-->0 Number of characters input by player
685 ! buffer->4 ... buffer->259 The actual characters
687 ! 'parse' holds the result of parsing that line into dictionary words
689 ! parse-->0 Number of words input by player
691 ! parse-->1 Dictionary addr of first input word
692 ! parse-->2 Number of characters in the word
693 ! parse-->3 Start position in 'buffer' of the word
695 ! parse-->4,5,6 Same data for second input word
697 ! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word
699 Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars
700 Constant MAX_BUFFER_WORDS = 20; ! Limit on input words
703 Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input
704 Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions
705 Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN"
707 Array buffer -> INPUT_BUFFER_LEN;
708 Array buffer2 -> INPUT_BUFFER_LEN;
709 Array buffer3 -> INPUT_BUFFER_LEN;
711 Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer'
712 Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2'
716 Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute
717 ! for commas in parse buffers
719 Global wn; ! Word number within "parse" (from 1)
720 Global num_words; ! Number of words typed
721 Global num_desc; ! Number of descriptors typed
722 Global verb_word; ! Verb word (eg, take in "take all" or
723 ! "dwarf, take all") - address in dict
724 Global verb_wordnum; ! its number in typing order (eg, 1 or 3)
725 Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the
726 ! above if user's routines match multi-word verbs)
728 Global oops_from; ! The "first mistake" word number
729 Global saved_oops; ! Used in working this out
731 Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine
732 Array oops_workspace -> OOPS_WORKSPACE_LEN;
734 Global held_back_mode; ! Flag: is there some input from last time
735 Global hb_wn; ! left over? (And a save value for wn.)
736 ! (Used for full stops and "then".)
738 Global caps_mode; ! Keep track of (The) with 'proper' caps
739 Global print_anything_result; ! Return value from a PrintAny() routine
740 Global initial_lookmode; ! Default, or set in Initialise()
741 Global before_first_turn; ! True until after initial LOOK
743 ! ----------------------------------------------------------------------------
745 Array PowersOfTwo_TB ! Used in converting case numbers to case
746 --> $$100000000000 ! bitmaps
759 ! ============================================================================
760 ! Constants, and one variable, needed for the language definition file
761 ! ----------------------------------------------------------------------------
763 Constant POSSESS_PK = $100;
764 Constant DEFART_PK = $101;
765 Constant INDEFART_PK = $102;
766 Global short_name_case;
769 Global dict_entry_size;
772 ! ----------------------------------------------------------------------------
774 Include "language__"; ! The natural language definition, whose filename is taken from
775 ! the ICL language_name variable
777 ! ----------------------------------------------------------------------------
779 #Ifndef LanguageCases;
780 Constant LanguageCases = 1;
781 #Endif; ! LanguageCases
783 ! ------------------------------------------------------------------------------
784 ! Pronouns support for the cruder (library 6/2 and earlier) version:
785 ! only needed in English
786 ! ------------------------------------------------------------------------------
788 #Ifdef EnglishNaturalLanguage;
789 Global itobj = NULL; ! The object which is currently "it"
790 Global himobj = NULL; ! The object which is currently "him"
791 Global herobj = NULL; ! The object which is currently "her"
793 Global old_itobj = NULL; ! The object which is currently "it"
794 Global old_himobj = NULL; ! The object which is currently "him"
795 Global old_herobj = NULL; ! The object which is currently "her"
796 #Endif; ! EnglishNaturalLanguage
798 ! ============================================================================
799 ! For present and past tenses
800 ! ----------------------------------------------------------------------------
801 Constant PRESENT_TENSE 0;
802 Constant PAST_TENSE 1;
804 ! ============================================================================
805 ! For InformLibrary.actor_act() to control what happens when it aborts.
806 ! ----------------------------------------------------------------------------
807 Constant ACTOR_ACT_OK 0;
808 Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1;
809 Constant ACTOR_ACT_ABORT_ORDER 2;
811 ! ============================================================================
812 ! "Darkness" is not really a place: but it has to be an object so that the
813 ! location-name on the status line can be "Darkness".
814 ! ----------------------------------------------------------------------------
816 Object thedark "(darkness object)"
818 short_name DARKNESS__TX,
819 description [; return L__M(##Miscellany, 17); ];
821 ! If you want to use the third-person of the narrative voice, you will
822 ! need to replace this selfobj with your own.
824 with name ',a' ',b' ',c' ',d' ',e',
825 short_name YOURSELF__TX,
826 description [; return L__M(##Miscellany, 19); ],
840 narrative_tense PRESENT_TENSE,
843 before_implicit [;Take: return 2;],
844 has concealed animate proper transparent;
846 SelfClass selfobj "(self object)";
848 ! ============================================================================
849 ! The definition of the token-numbering system used by Inform.
850 ! ----------------------------------------------------------------------------
852 Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal
853 Constant ELEMENTARY_TT = 1; ! (one of those below)
854 Constant PREPOSITION_TT = 2; ! e.g. 'into'
855 Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature
856 Constant ATTR_FILTER_TT = 4; ! e.g. edible
857 Constant SCOPE_TT = 5; ! e.g. scope=Spells
858 Constant GPR_TT = 6; ! a general parsing routine
860 Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and
861 Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to
862 Constant MULTI_TOKEN = 2; ! encode them
863 Constant MULTIHELD_TOKEN = 3;
864 Constant MULTIEXCEPT_TOKEN = 4;
865 Constant MULTIINSIDE_TOKEN = 5;
866 Constant CREATURE_TOKEN = 6;
867 Constant SPECIAL_TOKEN = 7;
868 Constant NUMBER_TOKEN = 8;
869 Constant TOPIC_TOKEN = 9;
872 Constant GPR_FAIL = -1; ! Return values from General Parsing
873 Constant GPR_PREPOSITION = 0; ! Routines
874 Constant GPR_NUMBER = 1;
875 Constant GPR_MULTIPLE = 2;
876 Constant GPR_REPARSE = REPARSE_CODE;
877 Constant GPR_NOUN = $ff00;
878 Constant GPR_HELD = $ff01;
879 Constant GPR_MULTI = $ff02;
880 Constant GPR_MULTIHELD = $ff03;
881 Constant GPR_MULTIEXCEPT = $ff04;
882 Constant GPR_MULTIINSIDE = $ff05;
883 Constant GPR_CREATURE = $ff06;
885 Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
887 #Iftrue (Grammar__Version == 1);
889 [ AnalyseToken token m;
891 if (token < 0) { found_ttype = ILLEGAL_TT; return; }
892 if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
893 if (token < 15) { found_ttype = ILLEGAL_TT; return; }
894 if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
895 if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
896 found_tdata = token - 16;
899 if (token < 80) { found_ttype = GPR_TT;
900 found_tdata = #preactions_table-->(token-48);
903 if (token < 128) { found_ttype = SCOPE_TT;
904 found_tdata = #preactions_table-->(token-80);
907 if (token < 180) { found_ttype = ATTR_FILTER_TT;
908 found_tdata = token - 128;
912 found_ttype = PREPOSITION_TT;
913 m = #adjectives_table;
915 if (token == m-->1) { found_tdata = m-->0; return; }
918 m = #adjectives_table; RunTimeError(1);
922 [ UnpackGrammarLine line_address i m;
923 for (i=0 : i<32 : i++) {
924 line_token-->i = ENDIT_TOKEN;
925 line_ttype-->i = ELEMENTARY_TT;
926 line_tdata-->i = ENDIT_TOKEN;
928 for (i=0 : i<=5 : i++) {
929 line_token-->i = line_address->(i+1);
930 AnalyseToken(line_token-->i);
931 if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
932 && (m == line_address->0)) {
933 line_token-->i = ENDIT_TOKEN;
936 line_ttype-->i = found_ttype;
937 line_tdata-->i = found_tdata;
938 if (found_ttype ~= PREPOSITION_TT) m++;
940 action_to_be = line_address->7;
941 action_reversed = false;
942 params_wanted = line_address->0;
943 return line_address + 8;
946 #Ifnot; ! Grammar__Version == 2
948 [ AnalyseToken token;
949 if (token == ENDIT_TOKEN) {
950 found_ttype = ELEMENTARY_TT;
951 found_tdata = ENDIT_TOKEN;
954 found_ttype = (token->0) & $$1111;
955 found_tdata = (token+1)-->0;
960 [ UnpackGrammarLine line_address i;
961 for (i=0 : i<32 : i++) {
962 line_token-->i = ENDIT_TOKEN;
963 line_ttype-->i = ELEMENTARY_TT;
964 line_tdata-->i = ENDIT_TOKEN;
966 action_to_be = 256*(line_address->0) + line_address->1;
967 action_reversed = ((action_to_be & $400) ~= 0);
968 action_to_be = action_to_be & $3ff;
972 line_address = line_address + 3;
973 if (line_address->0 == ENDIT_TOKEN) break;
974 line_token-->i = line_address;
975 AnalyseToken(line_address);
976 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
977 line_ttype-->i = found_ttype;
978 line_tdata-->i = found_tdata;
980 return line_address + 1;
983 #Ifnot; ! TARGET_GLULX
985 [ UnpackGrammarLine line_address i;
986 for (i=0 : i<32 : i++) {
987 line_token-->i = ENDIT_TOKEN;
988 line_ttype-->i = ELEMENTARY_TT;
989 line_tdata-->i = ENDIT_TOKEN;
991 @aloads line_address 0 action_to_be;
992 action_reversed = (((line_address->2) & 1) ~= 0);
993 line_address = line_address - 2;
996 line_address = line_address + 5;
997 if (line_address->0 == ENDIT_TOKEN) break;
998 line_token-->i = line_address;
999 AnalyseToken(line_address);
1000 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
1001 line_ttype-->i = found_ttype;
1002 line_tdata-->i = found_tdata;
1004 return line_address + 1;
1008 #Endif; ! Grammar__Version
1010 ! To protect against a bug in early versions of the "Zip" interpreter:
1011 ! Of course, in Glulx, this routine actually performs work.
1013 #Ifdef TARGET_ZCODE;
1015 [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];
1017 #Ifnot; ! TARGET_GLULX
1019 Array gg_tokenbuf -> DICT_WORD_SIZE;
1021 [ GGWordCompare str1 str2 ix jx;
1022 for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
1023 jx = (str1->ix) - (str2->ix);
1024 if (jx ~= 0) return jx;
1029 [ Tokenise__ buf tab
1030 cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
1034 ! First, split the buffer up into words. We use the standard Infocom
1035 ! list of word separators (comma, period, double-quote).
1040 while (cx < len && buf->cx == ' ') cx++;
1041 if (cx >= len) break;
1043 if (buf->cx == '.' or ',' or '"') cx++;
1045 while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
1047 tab-->(numwords*3+2) = (cx-bx);
1048 tab-->(numwords*3+3) = WORDSIZE+bx;
1050 if (numwords >= MAX_BUFFER_WORDS) break;
1054 ! Now we look each word up in the dictionary.
1056 dictlen = #dictionary_table-->0;
1057 entrylen = DICT_WORD_SIZE + 7;
1059 for (wx=0 : wx<numwords : wx++) {
1060 wlen = tab-->(wx*3+2);
1061 wpos = tab-->(wx*3+3);
1063 ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
1064 ! characters and lower case.
1065 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
1066 cx = wpos - WORDSIZE;
1067 for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk_char_to_lower(buf->(cx+ix));
1068 for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;
1070 val = #dictionary_table + WORDSIZE;
1071 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
1072 tab-->(wx*3+1) = res;
1078 ! ============================================================================
1079 ! The InformParser object abstracts the front end of the parser.
1081 ! InformParser.parse_input(results)
1082 ! returns only when a sensible request has been made, and puts into the
1085 ! --> 0 = The action number
1086 ! --> 1 = Number of parameters
1087 ! --> 2, 3, ... = The parameters (object numbers), but
1088 ! 0 means "put the multiple object list here"
1089 ! 1 means "put one of the special numbers here"
1091 ! ----------------------------------------------------------------------------
1093 Object InformParser "(Inform Parser)"
1094 with parse_input [ results; Parser__parse(results); ],
1097 ! ----------------------------------------------------------------------------
1098 ! The Keyboard routine actually receives the player's words,
1099 ! putting the words in "a_buffer" and their dictionary addresses in
1100 ! "a_table". It is assumed that the table is the same one on each
1103 ! It can also be used by miscellaneous routines in the game to ask
1104 ! yes-no questions and the like, without invoking the rest of the parser.
1106 ! Return the number of words typed
1107 ! ----------------------------------------------------------------------------
1109 #Ifdef TARGET_ZCODE;
1111 [ GetNthChar a_buffer n i;
1112 for (i = 0: a_buffer->(2+i) == ' ': i++) {
1113 if (i > a_buffer->(1)) return false;
1115 return a_buffer->(2+i+n);
1118 [ KeyboardPrimitive a_buffer a_table;
1119 read a_buffer a_table;
1121 #Iftrue (#version_number == 6);
1123 @loadb a_buffer 1 -> sp;
1124 @add a_buffer 2 -> sp;
1131 [ KeyCharPrimitive win key;
1132 if (win) @set_window win;
1133 @read_char 1 -> key;
1137 [ KeyTimerInterrupt;
1141 [ KeyDelay tenths key;
1142 @read_char 1 tenths KeyTimerInterrupt -> key;
1146 #Ifnot; ! TARGET_GLULX
1148 [ GetNthChar a_buffer n i;
1149 for (i = 0: a_buffer->(4+i) == ' ': i++) {
1150 if (i > a_buffer->(1)) return false;
1152 return a_buffer->(4+i+n);
1155 [ KeyCharPrimitive win nostat done res ix jx ch;
1156 jx = ch; ! squash compiler warnings
1157 if (win == 0) win = gg_mainwin;
1158 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1160 done = glk_get_line_stream(gg_commandstr, gg_arguments, 31);
1162 glk_stream_close(gg_commandstr, 0);
1164 gg_command_reading = false;
1165 ! fall through to normal user input.
1168 ! Trim the trailing newline
1169 if (gg_arguments->(done-1) == 10) done = done-1;
1170 res = gg_arguments->0;
1173 for (ix=1 : ix<done : ix++) {
1174 ch = gg_arguments->ix;
1175 if (ch >= '0' && ch <= '9') {
1177 res = res + (ch-'0');
1179 else if (ch >= 'a' && ch <= 'f') {
1181 res = res + (ch+10-'a');
1183 else if (ch >= 'A' && ch <= 'F') {
1185 res = res + (ch+10-'A');
1193 glk_request_char_event(win);
1195 glk_select(gg_event);
1196 switch (gg_event-->0) {
1199 glk_cancel_char_event(win);
1205 2: ! evtype_CharInput
1206 if (gg_event-->1 == win) {
1211 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1212 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1214 res = gg_arguments-->0;
1217 else if (ix == -1) {
1221 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1222 if (res < 32 || res >= 256 || (res == '\' or ' ')) {
1223 glk_put_char_stream(gg_commandstr, '\');
1226 for (ix=0 : ix<8 : ix++) {
1230 if (ch ~= 0 || ix == 7) done = 1;
1232 if (ch >= 0 && ch <= 9) ch = ch + '0';
1233 else ch = (ch - 10) + 'A';
1234 glk_put_char_stream(gg_commandstr, ch);
1239 glk_put_char_stream(gg_commandstr, res);
1241 glk_put_char_stream(gg_commandstr, 10);
1247 [ KeyDelay tenths key done ix;
1248 glk_request_char_event(gg_mainwin);
1249 glk_request_timer_events(tenths*100);
1251 glk_select(gg_event);
1252 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1253 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1255 key = gg_arguments-->0;
1258 else if (ix >= 0 && gg_event-->0 == 1 or 2) {
1263 glk_cancel_char_event(gg_mainwin);
1264 glk_request_timer_events(0);
1268 [ KeyboardPrimitive a_buffer a_table done ix;
1269 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1271 done = glk_get_line_stream(gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
1273 glk_stream_close(gg_commandstr, 0);
1275 gg_command_reading = false;
1276 ! L__M(##CommandsRead, 5); would come after prompt
1277 ! fall through to normal user input.
1280 ! Trim the trailing newline
1281 if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
1282 a_buffer-->0 = done;
1283 glk_set_style(style_Input);
1284 glk_put_buffer(a_buffer+WORDSIZE, done);
1285 glk_set_style(style_Normal);
1291 glk_request_line_event(gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0);
1293 glk_select(gg_event);
1294 switch (gg_event-->0) {
1297 3: ! evtype_LineInput
1298 if (gg_event-->1 == gg_mainwin) {
1299 a_buffer-->0 = gg_event-->2;
1302 ix = HandleGlkEvent(gg_event, 0, a_buffer);
1303 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer);
1304 if (ix == 2) done = true;
1305 else if (ix == -1) done = false;
1307 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1310 glk_put_buffer_stream(gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
1311 glk_put_char_stream(gg_commandstr, 10);
1314 Tokenise__(a_buffer,a_table);
1315 ! It's time to close any quote window we've got going.
1317 glk_window_close(gg_quotewin, 0);
1324 [ Keyboard a_buffer a_table nw i w w2 x1 x2;
1329 ! Save the start of the buffer, in case "oops" needs to restore it
1330 ! to the previous time's buffer
1332 for (i=0 : i<OOPS_WORKSPACE_LEN : i++) oops_workspace->i = a_buffer->i;
1334 ! In case of an array entry corruption that shouldn't happen, but would be
1335 ! disastrous if it did:
1337 #Ifdef TARGET_ZCODE;
1338 a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
1339 a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words
1342 ! Print the prompt, and read in the words and dictionary addresses
1345 if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt);
1350 KeyboardPrimitive(a_buffer, a_table);
1351 nw = NumberWords(a_table);
1353 ! If the line was blank, get a fresh line
1355 L__M(##Miscellany, 10);
1359 ! Unless the opening word was "oops", return
1360 ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.
1363 if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;
1365 if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
1366 #Ifdef TARGET_ZCODE;
1367 if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir)
1368 L__M(##Miscellany, 54);
1369 else L__M(##Miscellany, 55);
1370 #Ifnot; ! TARGET_GLULX
1371 if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
1372 else L__M(##Miscellany, 55);
1381 if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
1383 if (i == 0) jump FreshInput;
1385 #Ifdef TARGET_ZCODE;
1387 #Ifnot; ! TARGET_GLULX
1397 if (i == -1) undo_flag = 0;
1398 if (i == 0) undo_flag = 1;
1401 #Ifdef TARGET_ZCODE;
1403 #Ifnot; ! TARGET_GLULX
1404 glk_set_style(style_Subheader);
1406 print (name) location, "^";
1407 #Ifdef TARGET_ZCODE;
1409 #Ifnot; ! TARGET_GLULX
1410 glk_set_style(style_Normal);
1412 L__M(##Miscellany, 13);
1421 if (oops_from == 0) {
1422 L__M(##Miscellany, 14);
1426 L__M(##Miscellany, 15);
1430 L__M(##Miscellany, 16);
1434 ! So now we know: there was a previous mistake, and the player has
1435 ! attempted to correct a single word of it.
1437 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
1438 #Ifdef TARGET_ZCODE;
1439 x1 = a_table->9; ! Start of word following "oops"
1440 x2 = a_table->8; ! Length of word following "oops"
1441 #Ifnot; ! TARGET_GLULX
1442 x1 = a_table-->6; ! Start of word following "oops"
1443 x2 = a_table-->5; ! Length of word following "oops"
1446 ! Repair the buffer to the text that was in it before the "oops"
1449 for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i;
1450 Tokenise__(a_buffer, a_table);
1452 ! Work out the position in the buffer of the word to be corrected:
1454 #Ifdef TARGET_ZCODE;
1455 w = a_table->(4*oops_from + 1); ! Start of word to go
1456 w2 = a_table->(4*oops_from); ! Length of word to go
1457 #Ifnot; ! TARGET_GLULX
1458 w = a_table-->(3*oops_from); ! Start of word to go
1459 w2 = a_table-->(3*oops_from - 1); ! Length of word to go
1464 for (i=0 : i<w2 : i++) for (i=0 : i<w2 : i++) print (char)a_buffer->(i+w);
1468 ! Write spaces over the word to be corrected:
1470 for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
1473 ! If the replacement is longer than the original, move up...
1474 for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
1475 a_buffer->i = a_buffer->(i-x2+w2);
1477 ! ...increasing buffer size accordingly.
1478 SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer);
1481 ! Write the correction in:
1483 for (i=0 : i<x2 : i++) {
1484 a_buffer->(i+w) = buffer2->(i+x1);
1486 print (char) buffer2->(i+x1);
1494 Tokenise__(a_buffer, a_table);
1495 nw=NumberWords(a_table);
1499 ]; ! end of Keyboard
1502 if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; }
1503 if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; }
1504 if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; }
1505 #Ifdef TARGET_ZCODE;
1507 #Ifnot; ! TARGET_GLULX
1511 if (i == 0) { L__M(##Miscellany, 7); return 0; }
1512 L__M(##Miscellany, 6);
1516 ! ==========================
1517 ! Taken from I7's Parser.i6t
1518 ! ==========================
1520 [ DictionaryWordToVerbNum dword verbnum;
1521 #Ifdef TARGET_ZCODE;
1522 verbnum = $ff-(dword->#dict_par2);
1524 dword = dword + #dict_par2 - 1;
1525 @aloads dword 0 verbnum;
1526 verbnum = $ffff-verbnum;
1531 ! ==========================
1534 ! ----------------------------------------------------------------------------
1535 ! To simplify the picture a little, a rough map of the main routine:
1537 ! (A) Get the input, do "oops" and "again"
1538 ! (B) Is it a direction, and so an implicit "go"? If so go to (K)
1539 ! (C) Is anyone being addressed?
1540 ! (D) Get the verb: try all the syntax lines for that verb
1541 ! (E) Break down a syntax line into analysed tokens
1542 ! (F) Look ahead for advance warning for multiexcept/multiinside
1543 ! (G) Parse each token in turn (calling ParseToken to do most of the work)
1544 ! (H) Cheaply parse otherwise unrecognised conversation and return
1545 ! (I) Print best possible error message
1546 ! (J) Retry the whole lot
1547 ! (K) Last thing: check for "then" and further instructions(s), return.
1549 ! The strategic points (A) to (K) are marked in the commentary.
1551 ! Note that there are three different places where a return can happen.
1552 ! ----------------------------------------------------------------------------
1554 [ Parser__parse results syntax line num_lines line_address i j k
1555 token l m line_etype vw;
1557 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1559 ! A: Get the input, do "oops" and "again"
1561 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1563 ! Firstly, in "not held" mode, we still have a command left over from last
1564 ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
1565 ! last time, with "eat biscuit" tucked away until now). So we return that.
1567 if (notheld_mode == 1) {
1568 for (i=0 : i<8 : i++) results-->i = kept_results-->i;
1573 if (held_back_mode ~= 0) {
1575 Tokenise__(buffer, parse);
1581 Keyboard(buffer, parse);
1584 ! An Infix verb is a special kind of meta verb. We mark them here.
1585 if (GetNthChar(buffer, 0) == ';')
1593 parser_inflection = name;
1594 parser_inflection_func = false;
1596 ! Initially assume the command is aimed at the player, and the verb
1599 num_words = NumberWords();
1602 #Ifdef LanguageToInformese;
1603 LanguageToInformese();
1606 Tokenise__(buffer,parse);
1608 #Endif; ! LanguageToInformese
1610 if (BeforeParsing() == false) {
1611 LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass
1612 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
1613 LibraryExtensions.RunWhile(ext_beforeparsing, false);
1614 LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality
1616 num_words = NumberWords();
1620 if (parser_trace >= 2) {
1622 for (i=0 : i<num_words : i++) {
1625 k = WordAddress(i+1);
1626 l = WordLength(i+1);
1627 print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";
1629 if (j == 0) print "?";
1631 #Ifdef TARGET_ZCODE;
1632 if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
1633 UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
1636 #Ifnot; ! TARGET_GLULX
1637 if (j->0 == $60) print (address) j;
1641 if (i ~= num_words-1) print " / ";
1648 actors_location = ScopeCeiling(player);
1649 usual_grammar_after = 0;
1654 action_to_be = NULL;
1656 ! Begin from what we currently think is the verb word
1661 verb_word = NextWordStopped();
1663 ! If there's no input here, we must have something like "person,".
1665 if (verb_word == -1) {
1666 best_etype = STUCK_PE;
1670 ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
1671 ! has previously been typed; simply copy the previous text across
1673 if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
1674 if (verb_word == AGAIN1__WD) {
1675 if (actor ~= player) {
1676 L__M(##Miscellany, 20);
1679 if (GetKeyBufLength(buffer3) == 0) {
1680 L__M(##Miscellany, 21);
1684 if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back
1685 ! splice rest of buffer onto end of buffer3
1686 i = GetKeyBufLength(buffer3);
1687 while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.')
1689 j = i - WordLength(verb_wordnum); ! amount to move buffer up by
1691 for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--)
1692 buffer->m = buffer->(m-j);
1693 SetKeyBufLength(GetKeyBufLength()+j);
1695 for (m=WORDSIZE : m<WORDSIZE+i : m++) buffer->m = buffer3->m;
1696 if (j < 0) for (:m<WORDSIZE+i-j : m++) buffer->m = ' ';
1699 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
1703 ! Save the present input in case of an "again" next time
1705 if (verb_word ~= AGAIN1__WD)
1706 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;
1708 if (usual_grammar_after == 0) {
1710 i = RunRoutines(actor, grammar);
1712 if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
1713 print " [Grammar property returned ", i, "]^";
1716 #Ifdef TARGET_ZCODE;
1717 if ((i ~= 0 or 1) &&
1718 (UnsignedCompare(i, dict_start) < 0 ||
1719 UnsignedCompare(i, dict_end) >= 0 ||
1720 (i - dict_start) % dict_entry_size ~= 0)) {
1721 usual_grammar_after = j;
1725 #Ifnot; ! TARGET_GLULX
1726 if (i < 0) { usual_grammar_after = j; i=-i; }
1730 results-->0 = action;
1731 results-->1 = 0; ! Number of parameters
1733 results-->3 = second;
1734 if (noun) results-->1 = 1;
1735 if (second) results-->1 = 2;
1738 if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
1739 else { wn = verb_wordnum; verb_word = NextWord(); }
1741 else usual_grammar_after = 0;
1743 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1745 ! B: Is it a direction, and so an implicit "go"? If so go to (K)
1747 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1749 #Ifdef LanguageIsVerb;
1750 if (verb_word == 0) {
1751 i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
1754 #Endif; ! LanguageIsVerb
1756 ! If the first word is not listed as a verb, it must be a direction
1757 ! or the name of someone to talk to
1759 if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) {
1761 ! So is the first word an object contained in the special object "Compass"
1762 ! (i.e., a direction)? This needs use of NounDomain, a routine which
1763 ! does the object matching, returning the object number, or 0 if none found,
1764 ! or REPARSE_CODE if it has restructured the parse table so the whole parse
1765 ! must be begun again...
1767 wn = verb_wordnum; indef_mode = false; token_filter = 0;
1768 l = NounDomain(Compass, 0, NOUN_TOKEN);
1769 if (l == REPARSE_CODE) jump ReParse;
1771 ! If it is a direction, send back the results:
1772 ! action=GoSub, no of arguments=1, argument 1=the direction.
1776 action_to_be = ##Go;
1782 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1784 ! C: Is anyone being addressed?
1786 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1788 ! Only check for a comma (a "someone, do something" command) if we are
1789 ! not already in the middle of one. (This simplification stops us from
1790 ! worrying about "robot, wizard, you are an idiot", telling the robot to
1791 ! tell the wizard that she is an idiot.)
1793 if (actor == player) {
1794 for (j=2 : j<=num_words : j++) {
1796 if (i == comma_word) jump Conversation;
1800 verb_word = UnknownVerb(vw);
1801 if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw);
1802 if (verb_word) jump VerbAccepted;
1803 best_etype = VERB_PE;
1806 ! NextWord nudges the word number wn on by one each time, so we've now
1807 ! advanced past a comma. (A comma is a word all on its own in the table.)
1813 L__M(##Miscellany, 22);
1817 ! Use NounDomain (in the context of "animate creature") to see if the
1818 ! words make sense as the name of someone held or nearby
1820 wn = 1; lookahead = HELD_TOKEN;
1821 scope_reason = TALKING_REASON;
1822 l = NounDomain(player,actors_location,CREATURE_TOKEN);
1823 scope_reason = PARSING_REASON;
1824 if (l == REPARSE_CODE) jump ReParse;
1826 L__M(##Miscellany, 23);
1832 ! The object addressed must at least be "talkable" if not actually "animate"
1833 ! (the distinction allows, for instance, a microphone to be spoken to,
1834 ! without the parser thinking that the microphone is human).
1836 if (l hasnt animate && l hasnt talkable) {
1837 L__M(##Miscellany, 24, l);
1841 ! Check that there aren't any mystery words between the end of the person's
1842 ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").
1845 L__M(##Miscellany, 25);
1849 ! The player has now successfully named someone. Adjust "him", "her", "it":
1853 ! Set the global variable "actor", adjust the number of the first word,
1854 ! and begin parsing again from there.
1856 verb_wordnum = j + 1;
1858 ! Stop things like "me, again":
1862 if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
1863 L__M(##Miscellany, 20);
1869 actors_location = ScopeCeiling(l);
1871 if (parser_trace >= 1)
1872 print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
1876 } ! end of first-word-not-a-verb
1878 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1880 ! D: Get the verb: try all the syntax lines for that verb
1882 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1886 ! We now definitely have a verb, not a direction, whether we got here by the
1887 ! "take ..." or "person, take ..." method. Get the meta flag for this verb:
1889 meta = (verb_word->#dict_par1) & DICT_META;
1891 ! You can't order other people to "full score" for you, and so on...
1893 if (meta && actor ~= player) {
1894 best_etype = VERB_PE;
1899 ! Now let i be the corresponding verb number, stored in the dictionary entry
1900 ! (in a peculiar 255-n fashion for traditional Infocom reasons)...
1902 i = DictionaryWordToVerbNum(verb_word);
1904 ! ...then look up the i-th entry in the verb table, whose address is at word
1905 ! 7 in the Z-machine (in the header), so as to get the address of the syntax
1906 ! table for the given verb...
1908 #Ifdef TARGET_ZCODE;
1909 syntax = (HDR_STATICMEMORY-->0)-->i;
1910 #Ifnot; ! TARGET_GLULX
1911 syntax = (#grammar_table)-->(i+1);
1914 ! ...and then see how many lines (ie, different patterns corresponding to the
1915 ! same verb) are stored in the parse table...
1917 num_lines = (syntax->0) - 1;
1919 ! ...and now go through them all, one by one.
1920 ! To prevent pronoun_word 0 being misunderstood,
1922 pronoun_word = NULL; pronoun_obj = NULL;
1925 if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
1928 best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
1929 multiflag = false; saved_oops = 0;
1931 ! "best_etype" is the current failure-to-match error - it is by default
1932 ! the least informative one, "don't understand that sentence".
1933 ! "nextbest_etype" remembers the best alternative to having to ask a
1934 ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
1935 ! multiflag is used here to prevent inappropriate MULTI_PE errors
1936 ! in addition to its unrelated duties passing information to action routines
1938 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1940 ! E: Break down a syntax line into analysed tokens
1942 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1944 line_address = syntax + 1;
1946 for (line=0 : line<=num_lines : line++) {
1948 for (i=0 : i<32 : i++) {
1949 line_token-->i = ENDIT_TOKEN;
1950 line_ttype-->i = ELEMENTARY_TT;
1951 line_tdata-->i = ENDIT_TOKEN;
1954 ! Unpack the syntax line from Inform format into three arrays; ensure that
1955 ! the sequence of tokens ends in an ENDIT_TOKEN.
1957 line_address = UnpackGrammarLine(line_address);
1960 if (parser_trace >= 1) {
1961 if (parser_trace >= 2) new_line;
1962 print "[line ", line; DebugGrammarLine();
1967 ! We aren't in "not holding" or inferring modes, and haven't entered
1968 ! any parameters on the line yet, or any special numbers; the multiple
1969 ! object is still empty.
1975 nsns = 0; special_word = 0; special_number = 0;
1976 multiple_object-->0 = 0;
1978 etype = STUCK_PE; line_etype = 100;
1980 ! Put the word marker back to just after the verb
1982 wn = verb_wordnum+1;
1984 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1986 ! F: Look ahead for advance warning for multiexcept/multiinside
1988 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1990 ! There are two special cases where parsing a token now has to be
1991 ! affected by the result of parsing another token later, and these
1992 ! two cases (multiexcept and multiinside tokens) are helped by a quick
1993 ! look ahead, to work out the future token now. We can only carry this
1994 ! out in the simple (but by far the most common) case:
1996 ! multiexcept <one or more prepositions> noun
1998 ! and similarly for multiinside.
2000 advance_warning = NULL; indef_mode = false;
2001 for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
2004 if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
2006 if (line_ttype-->pcount == ELEMENTARY_TT) {
2007 if (line_tdata-->pcount == MULTI_TOKEN) m = true;
2008 if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) {
2009 ! First non-preposition is "multiexcept" or
2010 ! "multiinside", so look ahead.
2013 if (parser_trace >= 2) print " [Trying look-ahead]^";
2016 ! We need this to be followed by 1 or more prepositions.
2019 if (line_ttype-->pcount == PREPOSITION_TT) {
2020 ! skip ahead to a preposition word in the input
2023 } until ((wn > num_words) ||
2024 (l && (l->#dict_par1) & DICT_PREP ~= 0));
2026 if (wn > num_words) {
2028 if (parser_trace >= 2)
2029 print " [Look-ahead aborted: prepositions missing]^";
2035 if (PrepositionChain(l, pcount) ~= -1) {
2036 ! advance past the chain
2037 if ((line_token-->pcount)->0 & $20 ~= 0) {
2039 while ((line_token-->pcount ~= ENDIT_TOKEN) &&
2040 ((line_token-->pcount)->0 & $10 ~= 0))
2046 ! try to find another preposition word
2049 } until ((wn >= num_words) ||
2050 (l && (l->#dict_par1) & 8 ~= 0));
2052 if (l && (l->#dict_par1) & 8) continue;
2056 if (parser_trace >= 2)
2057 print " [Look-ahead aborted: prepositions don't match]^";
2062 } until (line_ttype-->pcount ~= PREPOSITION_TT);
2065 ! put back the non-preposition we just read
2068 if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {
2069 l = Descriptors(); ! skip past THE etc
2070 if (l~=0) etype=l; ! don't allow multiple objects
2071 l = NounDomain(actors_location, actor, NOUN_TOKEN);
2074 if (parser_trace >= 2) {
2075 print " [Advanced to ~noun~ token: ";
2076 if (l == REPARSE_CODE) print "re-parse request]^";
2077 if (l == 1) print "but multiple found]^";
2078 if (l == 0) print "error ", etype, "]^";
2079 if (l >= 2) print (the) l, "]^";
2082 if (l == REPARSE_CODE) jump ReParse;
2083 if (l >= 2) advance_warning = l;
2091 ! Slightly different line-parsing rules will apply to "take multi", to
2092 ! prevent "take all" behaving correctly but misleadingly when there's
2096 if (m && params_wanted == 1 && action_to_be == ##Take)
2099 ! And now start again, properly, forearmed or not as the case may be.
2100 ! As a precaution, we clear all the variables again (they may have been
2101 ! disturbed by the call to NounDomain, which may have called outside
2102 ! code, which may have done anything!).
2108 nsns = 0; special_word = 0; special_number = 0;
2109 multiple_object-->0 = 0;
2110 etype = STUCK_PE; line_etype = 100;
2111 wn = verb_wordnum+1;
2113 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2115 ! G: Parse each token in turn (calling ParseToken to do most of the work)
2117 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2119 ! "Pattern" gradually accumulates what has been recognised so far,
2120 ! so that it may be reprinted by the parser later on
2122 for (pcount=1 : : pcount++) {
2123 pattern-->pcount = PATTERN_NULL; scope_token = 0;
2125 token = line_token-->(pcount-1);
2126 lookahead = line_token-->pcount;
2129 if (parser_trace >= 2)
2130 print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
2134 if (token ~= ENDIT_TOKEN) {
2135 scope_reason = PARSING_REASON;
2136 parser_inflection = name;
2137 parser_inflection_func = false;
2138 AnalyseToken(token);
2140 if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
2141 found_tdata == TOPIC_TOKEN && line_etype == 100) {
2142 if (actor ~= player) {
2143 best_etype = VERB_PE; jump GiveError;
2151 l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
2152 while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
2153 scope_reason = PARSING_REASON;
2155 if (l == GPR_PREPOSITION) {
2156 if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
2157 found_tdata~=TOPIC_TOKEN)) params_wanted--;
2161 if (l < 0) l = false;
2163 if (l ~= GPR_REPARSE) {
2164 if (l == GPR_NUMBER) {
2165 if (nsns == 0) special_number1 = parsed_number;
2166 else special_number2 = parsed_number;
2169 if (l == GPR_MULTIPLE) l = 0;
2170 results-->(parameters+2) = l;
2172 pattern-->pcount = l;
2177 if (parser_trace >= 3) {
2178 print " [token resulted in ";
2179 if (l == REPARSE_CODE) print "re-parse request]^";
2180 if (l == 0) print "failure with error type ", etype, "]^";
2181 if (l == 1) print "success]^";
2185 if (l == REPARSE_CODE) jump ReParse;
2187 if (etype < line_etype) line_etype = etype;
2188 if (etype == STUCK_PE || wn >= num_words) break;
2193 ! If the player has entered enough already but there's still
2194 ! text to wade through: store the pattern away so as to be able to produce
2195 ! a decent error message if this turns out to be the best we ever manage,
2196 ! and in the mean time give up on this line
2198 ! However, if the superfluous text begins with a comma or "then" then
2199 ! take that to be the start of another instruction
2201 if (line_etype < 100) break;
2202 if (wn <= num_words) {
2204 if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2205 held_back_mode = 1; hb_wn = wn-1;
2208 for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
2215 ! Now, we may need to revise the multiple object because of the single one
2216 ! we now know (but didn't when the list was drawn up).
2218 if (parameters >= 1 && results-->2 == 0) {
2219 l = ReviseMulti(results-->3);
2220 if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
2222 if (parameters >= 2 && results-->3 == 0) {
2223 l = ReviseMulti(results-->2);
2224 if (l ~= 0) { etype = l; break; }
2227 ! To trap the case of "take all" inferring only "yourself" when absolutely
2228 ! nothing else is in the vicinity...
2230 if (take_all_rule == 2 && results-->2 == actor) {
2231 best_etype = NOTHING_PE;
2236 if (parser_trace >= 1) print "[Line successfully parsed]^";
2239 ! The line has successfully matched the text. Declare the input error-free...
2243 ! ...explain any inferences made (using the pattern)...
2244 ! This is where the parser replies (the sword) if things aren't clear.
2245 if (inferfrom ~= 0 && no_infer_message == false) {
2246 print "("; PrintCommand(inferfrom); print ")^";
2248 no_infer_message = false;
2250 ! ...copy the action number, and the number of parameters...
2252 results-->0 = action_to_be;
2253 results-->1 = parameters;
2255 ! ...reverse first and second parameters if need be...
2257 if (action_reversed && parameters == 2) {
2258 i = results-->2; results-->2 = results-->3;
2261 i = special_number1; special_number1 = special_number2;
2262 special_number2 = i;
2266 ! ...and to reset "it"-style objects to the first of these parameters, if
2267 ! there is one (and it really is an object)...
2269 if (parameters > 0 && results-->2 >= 2)
2270 PronounNotice(results-->2);
2272 ! ...and worry about the case where an object was allowed as a parameter
2273 ! even though the player wasn't holding it and should have been: in this
2274 ! event, keep the results for next time round, go into "not holding" mode,
2275 ! and for now tell the player what's happening and return a "take" request
2278 if (not_holding ~= 0 && actor == player) {
2280 i = RunRoutines(not_holding, before_implicit);
2281 ! i = 0: Take the object, tell the player (default)
2282 ! i = 1: Take the object, don't tell the player
2283 ! i = 2: don't Take the object, continue
2284 ! i = 3: don't Take the object, don't continue
2285 if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; }
2286 ! perform the implicit Take
2288 if (i ~= 1) ! and tell the player
2289 L__M(##Miscellany, 26, not_holding);
2291 for (i=0 : i<8 : i++) kept_results-->i = results-->i;
2292 results-->0 = ##Take;
2294 results-->2 = not_holding;
2298 ! (Notice that implicit takes are only generated for the player, and not
2299 ! for other actors. This avoids entirely logical, but misleading, text
2302 ! ...and return from the parser altogether, having successfully matched
2305 if (held_back_mode == 1) {
2311 } ! end of if(token ~= ENDIT_TOKEN) else
2312 } ! end of for(pcount++)
2315 ! The line has failed to match.
2316 ! We continue the outer "for" loop, trying the next line in the grammar.
2318 if (line_etype < 100) etype = line_etype;
2319 if (etype > best_etype) best_etype = etype;
2320 if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;
2322 ! ...unless the line was something like "take all" which failed because
2323 ! nothing matched the "all", in which case we stop and give an error now.
2325 if (take_all_rule == 2 && etype==NOTHING_PE) break;
2327 } ! end of for(line++)
2329 ! The grammar is exhausted: every line has failed to match.
2331 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2333 ! H: Cheaply parse otherwise unrecognised conversation and return
2335 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2341 ! Errors are handled differently depending on who was talking.
2342 ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
2343 ! it is taken as conversation which the parser has no business in disallowing.
2345 if (actor ~= player) {
2346 if (usual_grammar_after ~= 0) {
2347 verb_wordnum = usual_grammar_after;
2351 special_word = NextWord();
2352 if (special_word == comma_word) {
2353 special_word = NextWord();
2356 special_number = TryNumber(verb_wordnum);
2357 results-->0 = ##NotUnderstood;
2359 results-->2 = 1; special_number1 = special_word;
2360 results-->3 = actor;
2361 consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
2365 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2367 ! I: Print best possible error message
2369 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2371 ! If the player was the actor (eg, in "take dfghh") the error must be
2372 ! printed, and fresh input called for. In four cases the oops word
2373 ! must be jiggled (where oops_from is set to something).
2375 if (ParserError(etype)) jump ReType;
2376 if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType;
2377 pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;
2379 if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; }
2380 if (etype == UPTO_PE) { L__M(##Miscellany, 28);
2381 for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
2382 pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
2385 if (etype == NUMBER_PE) L__M(##Miscellany, 29);
2386 if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops;}
2387 if (etype == TOOLIT_PE) L__M(##Miscellany, 31);
2388 if (etype == NOTHELD_PE) { L__M(##Miscellany, 32, not_holding); oops_from=saved_oops; }
2389 if (etype == MULTI_PE) L__M(##Miscellany, 33);
2390 if (etype == MMULTI_PE) L__M(##Miscellany, 34);
2391 if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word);
2392 if (etype == EXCEPT_PE) L__M(##Miscellany, 36);
2393 if (etype == ANIMA_PE) L__M(##Miscellany, 37);
2394 if (etype == VERB_PE) L__M(##Miscellany, 38);
2395 if (etype == SCENERY_PE) L__M(##Miscellany, 39);
2396 if (etype == ITGONE_PE) {
2397 if (pronoun_obj == NULL)
2398 L__M(##Miscellany, 35, pronoun_word);
2399 else L__M(##Miscellany, 40, pronoun_word, pronoun_obj);
2401 if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41);
2402 if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had);
2403 if (etype == NOTHING_PE) {
2404 if (results-->0 == ##Remove && results-->3 ofclass Object) {
2405 noun = results-->3; ! ensure valid for messages
2406 if (noun has animate) L__M(##Miscellany, 44, verb_word);
2407 else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
2408 else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
2409 else if (children(noun)==0) L__M(##Search, 6, noun);
2410 else results-->0 = 0;
2412 if (results-->0 ~= ##Remove) {
2413 if (multi_wanted == 100) L__M(##Miscellany, 43);
2416 if (take_all_rule == 2) L__M(##Miscellany, 59);
2417 else L__M(##Miscellany, 44, verb_word);
2419 L__M(##Miscellany, 44, verb_word);
2420 #Endif; ! NO_TAKE_ALL
2424 if (etype == ASKSCOPE_PE) {
2426 if (scope_error() == -1) {
2427 best_etype = nextbest_etype;
2432 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2434 ! J: Retry the whole lot
2436 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2438 ! And go (almost) right back to square one...
2442 ! ...being careful not to go all the way back, to avoid infinite repetition
2443 ! of a deferred command causing an error.
2446 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2448 ! K: Last thing: check for "then" and further instructions(s), return.
2450 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2452 ! At this point, the return value is all prepared, and we are only looking
2453 ! to see if there is a "then" followed by subsequent instruction(s).
2457 if (wn > num_words) rtrue;
2460 if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2461 if (wn > num_words) {
2462 held_back_mode = false;
2465 i = WordAddress(verb_wordnum);
2466 j = WordAddress(wn);
2467 for (: i<j : i++) i->0 = ' ';
2469 if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
2470 ! Delete the words "then again" from the again buffer,
2471 ! in which we have just realised that it must occur:
2472 ! prevents an infinite loop on "i. again"
2474 i = WordAddress(wn-2)-buffer;
2475 if (wn > num_words) j = INPUT_BUFFER_LEN-1;
2476 else j = WordAddress(wn)-buffer;
2477 for (: i<j : i++) buffer3->i = ' ';
2479 Tokenise__(buffer,parse);
2480 held_back_mode = true;
2483 best_etype = UPTO_PE;
2486 ]; ! end of Parser__parse
2488 [ ScopeCeiling person act;
2489 act = parent(person);
2490 if (act == 0) return person;
2491 if (person == player && location == thedark) return thedark;
2492 while (parent(act)~=0 && (act has transparent || act has supporter ||
2493 (act has container && act has open)))
2498 ! ----------------------------------------------------------------------------
2501 ! Handles descriptive words like "my", "his", "another" and so on.
2502 ! Skips "the", and leaves wn pointing to the first misunderstood word.
2504 ! Allowed to set up for a plural only if allow_p is set
2506 ! Returns error number, or 0 if no error occurred
2507 ! ----------------------------------------------------------------------------
2509 Constant OTHER_BIT = 1; ! These will be used in Adjudicate()
2510 Constant MY_BIT = 2; ! to disambiguate choices
2511 Constant THAT_BIT = 4;
2512 Constant PLURAL_BIT = 8;
2513 Constant LIT_BIT = 16;
2514 Constant UNLIT_BIT = 32;
2517 indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
2518 indef_possambig = false;
2519 indef_owner = nothing;
2520 indef_cases = $$111111111111;
2524 [ Descriptors allows_multiple o x y flag cto type m n;
2526 if (wn > num_words) return 0;
2528 for (flag=true : flag :) {
2529 o = NextWordStopped(); flag = false;
2530 for (x=1 : x<=LanguageDescriptors-->0 : x=x+4) {
2531 if (o == LanguageDescriptors-->x) {
2532 ! Attempt to compensate for her-her confusion.
2533 for (y = 1 : y<=LanguagePronouns-->0 : y=y+2) {
2534 if (o == LanguagePronouns-->y)
2535 jump PersonalPronoun;
2538 type = LanguageDescriptors-->(x+2);
2539 if (type ~= DEFART_PK) indef_mode = true;
2540 indef_possambig = true;
2541 indef_cases = indef_cases & (LanguageDescriptors-->(x+1));
2542 if (type == POSSESS_PK) {
2543 cto = LanguageDescriptors-->(x+3);
2545 0: indef_type = indef_type | MY_BIT;
2546 1: indef_type = indef_type | THAT_BIT;
2548 indef_owner = PronounValue(cto);
2549 if (indef_owner == NULL) indef_owner = InformParser;
2552 if (type == light) indef_type = indef_type | LIT_BIT;
2553 if (type == -light) indef_type = indef_type | UNLIT_BIT;
2558 if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
2559 indef_mode = 1; flag = 1;
2560 indef_type = indef_type | OTHER_BIT;
2562 if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
2563 indef_mode = 1; flag = 1; indef_wanted = 100;
2564 if (take_all_rule == 1) take_all_rule = 2;
2565 indef_type = indef_type | PLURAL_BIT;
2567 if (allow_plurals && allows_multiple) {
2568 n = TryNumber(wn-1);
2569 if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; }
2572 indef_mode = 1; flag = 1; indef_wanted = n;
2573 indef_nspec_at = wn-1;
2574 indef_type = indef_type | PLURAL_BIT;
2577 if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
2578 wn--; ! Skip 'of' after these
2585 ! ----------------------------------------------------------------------------
2586 ! CreatureTest: Will this person do for a "creature" token?
2587 ! ----------------------------------------------------------------------------
2590 if (actor ~= player) rtrue;
2591 if (obj has animate) rtrue;
2592 if (obj hasnt talkable) rfalse;
2593 if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor or ##AskTo) rtrue;
2597 [ PrepositionChain wd index;
2598 if (line_tdata-->index == wd) return wd;
2599 if ((line_token-->index)->0 & $20 == 0) return -1;
2601 if (line_tdata-->index == wd) return wd;
2603 } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
2607 ! ----------------------------------------------------------------------------
2608 ! ParseToken(type, data):
2609 ! Parses the given token, from the current word number wn, with exactly
2610 ! the specification of a general parsing routine.
2611 ! (Except that for "topic" tokens and prepositions, you need to supply
2612 ! a position in a valid grammar line as third argument.)
2615 ! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
2616 ! GPR_PREPOSITION for "token accepted with no result"
2617 ! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
2618 ! 0 for "token accepted, result is the multiple object list"
2619 ! 1 for "token accepted, result is the number in parsed_number"
2620 ! object num for "token accepted with this object as result"
2621 ! -1 for "token rejected"
2623 ! (A) Analyse the token; handle all tokens not involving
2624 ! object lists and break down others into elementary tokens
2625 ! (B) Begin parsing an object list
2626 ! (C) Parse descriptors (articles, pronouns, etc.) in the list
2627 ! (D) Parse an object name
2628 ! (E) Parse connectives ("and", "but", etc.) and go back to (C)
2629 ! (F) Return the conclusion of parsing an object list
2630 ! ----------------------------------------------------------------------------
2632 [ ParseToken given_ttype given_tdata token_n x y;
2633 x = lookahead; lookahead = NOUN_TOKEN;
2634 y = ParseToken__(given_ttype,given_tdata,token_n);
2635 if (y == GPR_REPARSE) Tokenise__(buffer,parse);
2636 lookahead = x; return y;
2639 [ ParseToken__ given_ttype given_tdata token_n
2640 token l o i j k and_parity single_object desc_wn many_flag
2641 token_allows_multiple prev_indef_wanted;
2643 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2645 ! A: Analyse token; handle all not involving object lists, break down others
2647 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2651 switch (given_ttype) {
2653 switch (given_tdata) {
2656 special_word = NextWord();
2659 if (parser_trace >= 3) print " [Read special as the number ", l, "]^";
2663 if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^";
2667 parsed_number = l; return GPR_NUMBER;
2671 if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
2673 if (parser_trace>=3) print " [Read number as ", l, "]^";
2675 parsed_number = l; return GPR_NUMBER;
2678 if (action_to_be == ##Answer or ##Ask or ##AskFor or ##AskTo or ##Tell)
2679 scope_reason = TALKING_REASON;
2683 if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
2684 (line_token-->(token_n+1) ~= ENDIT_TOKEN))
2686 do o = NextWordStopped();
2687 until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
2689 consult_words = wn-consult_from;
2690 if (consult_words == 0) return GPR_FAIL;
2691 if (action_to_be == ##Ask or ##Answer or ##Tell) {
2692 o = wn; wn = consult_from; parsed_number = NextWord();
2693 #Ifdef EnglishNaturalLanguage;
2694 if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
2695 #Endif; ! EnglishNaturalLanguage
2698 if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
2699 return GPR_FAIL; ! don't infer if required preposition is absent
2700 return GPR_PREPOSITION;
2704 #Iffalse (Grammar__Version == 1);
2705 ! Is it an unnecessary alternative preposition, when a previous choice
2706 ! has already been matched?
2707 if ((token->0) & $10) return GPR_PREPOSITION;
2708 #Endif; ! Grammar__Version
2710 ! If we've run out of the player's input, but still have parameters to
2711 ! specify, we go into "infer" mode, remembering where we are and the
2712 ! preposition we are inferring...
2714 if (wn > num_words) {
2715 if (inferfrom==0 && parameters<params_wanted) {
2716 inferfrom = pcount; inferword = token;
2717 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2720 ! If we are not inferring, then the line is wrong...
2722 if (inferfrom == 0) return -1;
2724 ! If not, then the line is right but we mark in the preposition...
2726 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2727 return GPR_PREPOSITION;
2732 pattern-->pcount = REPARSE_CODE + Dword__No(o);
2734 ! Whereas, if the player has typed something here, see if it is the
2735 ! required preposition... if it's wrong, the line must be wrong,
2736 ! but if it's right, the token is passed (jump to finish this token).
2738 if (o == given_tdata) return GPR_PREPOSITION;
2739 #Iffalse (Grammar__Version == 1);
2740 if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
2741 #Endif; ! Grammar__Version
2747 if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^";
2752 scope_token = given_tdata;
2756 if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^";
2758 if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
2761 token_filter = 1 + given_tdata;
2762 given_tdata = NOUN_TOKEN;
2765 token_filter = given_tdata;
2766 given_tdata = NOUN_TOKEN;
2768 } ! end of switch(given_ttype)
2770 token = given_tdata;
2772 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2774 ! B: Begin parsing an object list
2776 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2778 ! There are now three possible ways we can be here:
2779 ! parsing an elementary token other than "special" or "number";
2780 ! parsing a scope token;
2781 ! parsing a noun-filter token (either by routine or attribute).
2783 ! In each case, token holds the type of elementary parse to
2784 ! perform in matching one or more objects, and
2785 ! token_filter is 0 (default), an attribute + 1 for an attribute filter
2786 ! or a routine address for a routine filter.
2788 token_allows_multiple = false;
2789 if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
2790 token_allows_multiple = true;
2792 many_flag = false; and_parity = true; dont_infer = false;
2794 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2796 ! C: Parse descriptors (articles, pronouns, etc.) in the list
2798 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2800 ! We expect to find a list of objects next in what the player's typed.
2805 if (parser_trace >= 3) print " [Object list from word ", wn, "]^";
2808 ! Take an advance look at the next word: if it's "it" or "them", and these
2809 ! are unset, set the appropriate error number and give up on the line
2810 ! (if not, these are still parsed in the usual way - it is not assumed
2811 ! that they still refer to something in scope)
2813 o = NextWord(); wn--;
2815 pronoun_word = NULL; pronoun_obj = NULL;
2816 l = PronounValue(o);
2818 pronoun_word = o; pronoun_obj = l;
2820 ! Don't assume this is a use of an unset pronoun until the
2821 ! descriptors have been checked, because it might be an
2822 ! article (or some such) instead
2824 for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
2825 if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
2826 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
2827 etype = VAGUE_PE; return GPR_FAIL;
2833 if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }
2835 allow_plurals = true;
2840 ! First, we parse any descriptive words (like "the", "five" or "every"):
2841 l = Descriptors(token_allows_multiple);
2842 if (l ~= 0) { etype = l; return GPR_FAIL; }
2846 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2848 ! D: Parse an object name
2850 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2852 ! This is an actual specified object, and is therefore where a typing error
2853 ! is most likely to occur, so we set:
2857 ! So, two cases. Case 1: token not equal to "held"
2858 ! but we may well be dealing with multiple objects
2860 ! In either case below we use NounDomain, giving it the token number as
2861 ! context, and two places to look: among the actor's possessions, and in the
2862 ! present location. (Note that the order depends on which is likeliest.)
2863 if (token ~= HELD_TOKEN) {
2864 i = multiple_object-->0;
2866 if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^";
2868 l = NounDomain(actors_location, actor, token);
2869 if (l == REPARSE_CODE) return l; ! Reparse after Q&A
2871 if (indef_wanted == 100 && l == 0 && number_matched == 0)
2872 l = 1; ! ReviseMulti if TAKE ALL FROM empty container
2874 if (token_allows_multiple && ~~multiflag) {
2875 if (best_etype==MULTI_PE) best_etype=STUCK_PE;
2879 if (indef_possambig) {
2880 saved_ml = match_length;
2885 if ((etype ~=TOOFEW_PE && etype ~= VAGUE_PE) && (multiflag || etype ~= MULTI_PE))
2888 } ! Choose best error
2891 if (parser_trace >= 3) {
2892 if (l > 1) print " [NounDomain returned ", (the) l, "]^";
2894 print " [NounDomain appended to the multiple object list:^";
2895 k = multiple_object-->0;
2896 for (j=i+1 : j<=k : j++)
2897 print " Entry ", j, ": ", (The) multiple_object-->j,
2898 " (", multiple_object-->j, ")^";
2899 print " List now has size ", k, "]^";
2905 if (~~many_flag) many_flag = true;
2906 else { ! Merge with earlier ones
2907 k = multiple_object-->0; ! (with either parity)
2908 multiple_object-->0 = i;
2909 for (j=i+1 : j<=k : j++) {
2910 if (and_parity) MultiAdd(multiple_object-->j);
2911 else MultiSub(multiple_object-->j);
2914 if (parser_trace >= 3) print " [Merging ", k-i, " new objects to the ", i, " old ones]^";
2919 ! A single object was indeed found
2921 if (match_length == 0 && indef_possambig) {
2922 ! So the answer had to be inferred from no textual data,
2923 ! and we know that there was an ambiguity in the descriptor
2924 ! stage (such as a word which could be a pronoun being
2925 ! parsed as an article or possessive). It's worth having
2933 if (token == CREATURE_TOKEN && CreatureTest(l) == 0) {
2936 } ! Animation is required
2938 if (~~many_flag) single_object = l;
2940 if (and_parity) MultiAdd(l); else MultiSub(l);
2942 if (parser_trace >= 3) print " [Combining ", (the) l, " with list]^";
2948 ! Case 2: token is "held" (which fortunately can't take multiple objects)
2949 ! and may generate an implicit take
2950 l = NounDomain(actor,actors_location,token); ! Same as above...
2951 if (l == REPARSE_CODE) return GPR_REPARSE;
2953 if (indef_possambig) {
2958 etype = CantSee(); jump FailToken; ! Choose best error
2961 ! ...until it produces something not held by the actor. Then an implicit
2962 ! take must be tried. If this is already happening anyway, things are too
2963 ! confused and we have to give up (but saving the oops marker so as to get
2964 ! it on the right word afterwards).
2965 ! The point of this last rule is that a sequence like
2968 ! (taking the newspaper first)
2969 ! The dwarf unexpectedly prevents you from taking the newspaper!
2971 ! should not be allowed to go into an infinite repeat - read becomes
2972 ! take then read, but take has no effect, so read becomes take then read...
2973 ! Anyway for now all we do is record the number of the object to take.
2978 if (notheld_mode == 1) {
2979 saved_oops = oops_from;
2985 if (parser_trace >= 3) print " [Allowing object ", (the) l, " for now]^";
2989 } ! end of if (token ~= HELD_TOKEN) else
2991 ! The following moves the word marker to just past the named object...
2993 wn = oops_from + match_length;
2995 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2997 ! E: Parse connectives ("and", "but", etc.) and go back to (C)
2999 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3001 ! Object(s) specified now: is that the end of the list, or have we reached
3002 ! "and", "but" and so on? If so, create a multiple-object list if we
3003 ! haven't already (and are allowed to).
3009 if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) {
3012 if (parser_trace >= 3) print " [Read connective '", (address) o, "']^";
3016 if (k ~= AND1__WD) wn--; ! allow Serial commas in input
3017 if (k > 0 && (k->#dict_par1) & (DICT_NOUN+DICT_VERB) == DICT_VERB) {
3018 wn--; ! player meant 'THEN'
3021 if (~~token_allows_multiple) {
3022 if (multiflag) jump PassToken; ! give UPTO_PE error
3027 if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity;
3030 multiple_object-->0 = 1;
3031 multiple_object-->1 = single_object;
3034 if (parser_trace >= 3) print " [Making new list from ", (the) single_object, "]^";
3037 dont_infer = true; inferfrom=0; ! Don't print (inferences)
3038 jump ObjectList; ! And back around
3041 wn--; ! Word marker back to first not-understood word
3043 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3045 ! F: Return the conclusion of parsing an object list
3047 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3049 ! Happy or unhappy endings:
3054 single_object = GPR_MULTIPLE;
3055 multi_context = token;
3058 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3059 if (indef_wanted < 100 && indef_wanted > 1) {
3060 multi_had = 1; multi_wanted = indef_wanted;
3066 return single_object;
3070 ! If we were only guessing about it being a plural, try again but only
3071 ! allowing singulars (so that words like "six" are not swallowed up as
3074 if (allow_plurals && indef_guess_p == 1) {
3076 if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^";
3078 prev_indef_wanted = indef_wanted;
3079 allow_plurals = false;
3084 if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;
3088 ]; ! end of ParseToken__
3090 ! ----------------------------------------------------------------------------
3091 ! NounDomain does the most substantial part of parsing an object name.
3093 ! It is given two "domains" - usually a location and then the actor who is
3094 ! looking - and a context (i.e. token type), and returns:
3096 ! 0 if no match at all could be made,
3097 ! 1 if a multiple object was made,
3098 ! k if object k was the one decided upon,
3099 ! REPARSE_CODE if it asked a question of the player and consequently rewrote
3100 ! the player's input, so that the whole parser should start again
3101 ! on the rewritten input.
3103 ! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
3104 ! length_of_noun to the number of words in the input text matched to the
3106 ! In the case k=1, the multiple objects are added to multiple_object by
3107 ! hand (not by MultiAdd, because we want to allow duplicates).
3108 ! ----------------------------------------------------------------------------
3110 [ NounDomain domain1 domain2 context first_word i j k l
3113 if (parser_trace >= 4) {
3114 print " [NounDomain called at word ", wn, "]^";
3117 print "seeking indefinite object: ";
3118 if (indef_type & OTHER_BIT) print "other ";
3119 if (indef_type & MY_BIT) print "my ";
3120 if (indef_type & THAT_BIT) print "that ";
3121 if (indef_type & PLURAL_BIT) print "plural ";
3122 if (indef_type & LIT_BIT) print "lit ";
3123 if (indef_type & UNLIT_BIT) print "unlit ";
3124 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3126 print " number wanted: ";
3127 if (indef_wanted == 100) print "all"; else print indef_wanted;
3129 print " most likely GNAs of names: ", indef_cases, "^";
3131 else print "seeking definite object^";
3135 match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;
3137 SearchScope(domain1, domain2, context);
3140 if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^";
3143 wn = match_from+match_length;
3145 ! If nothing worked at all, leave with the word marker skipped past the
3146 ! first unmatched word...
3148 if (number_matched == 0) { wn++; rfalse; }
3150 ! Suppose that there really were some words being parsed (i.e., we did
3151 ! not just infer). If so, and if there was only one match, it must be
3152 ! right and we return it...
3153 if (match_from <= num_words) {
3154 if (number_matched == 1) {
3157 if ((indef_type & LIT_BIT) && i hasnt light) rfalse;
3158 if ((indef_type & UNLIT_BIT) && i has light) rfalse;
3163 ! ...now suppose that there was more typing to come, i.e. suppose that
3164 ! the user entered something beyond this noun. If nothing ought to follow,
3165 ! then there must be a mistake, (unless what does follow is just a full
3166 ! stop, and or comma)
3168 if (wn <= num_words) {
3169 i = NextWord(); wn--;
3170 if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
3171 or THEN1__WD or THEN2__WD or THEN3__WD
3172 or BUT1__WD or BUT2__WD or BUT3__WD) {
3173 if (lookahead == ENDIT_TOKEN) rfalse;
3178 ! Now look for a good choice, if there's more than one choice...
3180 number_of_classes = 0;
3182 if (match_length == 0 && indef_mode && indef_wanted > 0 && indef_wanted < 100)
3183 number_matched = 0; ! ask question for 'take three'
3184 if (number_matched == 1) i = match_list-->0;
3185 if (number_matched > 1) {
3186 i = Adjudicate(context);
3187 if (i == -1) rfalse;
3188 if (i == 1) rtrue; ! Adjudicate has made a multiple
3189 ! object, and we pass it on
3192 ! If i is non-zero here, one of two things is happening: either
3193 ! (a) an inference has been successfully made that object i is
3194 ! the intended one from the user's specification, or
3195 ! (b) the user finished typing some time ago, but we've decided
3196 ! on i because it's the only possible choice.
3197 ! In either case we have to keep the pattern up to date,
3198 ! note that an inference has been made and return.
3199 ! (Except, we don't note which of a pile of identical objects.)
3202 if (dont_infer) return i;
3203 if (inferfrom == 0) inferfrom=pcount;
3204 pattern-->pcount = i;
3208 ! If we get here, there was no obvious choice of object to make. If in
3209 ! fact we've already gone past the end of the player's typing (which
3210 ! means the match list must contain every object in scope, regardless
3211 ! of its name), then it's foolish to give an enormous list to choose
3212 ! from - instead we go and ask a more suitable question...
3214 if (match_from > num_words) jump Incomplete;
3215 return AskPlayer(context);
3217 ! Now we come to the question asked when the input has run out
3218 ! and can't easily be guessed (eg, the player typed "take" and there
3219 ! were plenty of things which might have been meant).
3223 if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed
3224 if (context == CREATURE_TOKEN) L__M(##Miscellany, 48, actor);
3225 else L__M(##Miscellany, 49, actor);
3227 #Ifdef TARGET_ZCODE;
3228 for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3229 #Endif; ! TARGET_ZCODE
3230 answer_words = Keyboard(buffer2, parse2);
3232 first_word = WordValue(1, parse2);
3233 #Ifdef LanguageIsVerb;
3234 if (first_word == 0) {
3235 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3237 #Endif; ! LanguageIsVerb
3239 ! Once again, if the reply looks like a command, give it to the
3240 ! parser to get on with and forget about the question...
3242 ! Once again, if the reply looks like a command
3243 ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get
3244 ! on with and forget about the question...
3247 if ((first_word->#dict_par1) & DICT_VERB) {
3248 CopyBuffer(buffer, buffer2);
3249 return REPARSE_CODE;
3251 if (NumberWords(parse2) > 2) {
3252 j = WordValue(2, parse2);
3253 k = WordValue(3, parse2);
3254 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3255 CopyBuffer(buffer, buffer2);
3256 return REPARSE_CODE;
3261 ! ...but if we have a genuine answer, then:
3263 ! (1) we must glue in text suitable for anything that's been inferred.
3265 if (inferfrom ~= 0) {
3266 for (j=inferfrom : j<pcount : j++) {
3267 if (pattern-->j == PATTERN_NULL) continue;
3268 i = WORDSIZE + GetKeyBufLength();
3269 SetKeyBufLength(i-WORDSIZE + 1);
3270 buffer->(i++) = ' ';
3273 if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
3276 ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
3280 ! An inferred object. Best we can do is glue in a pronoun.
3281 ! (This is imperfect, but it's very seldom needed anyway.)
3283 if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
3284 ! was the inference made from some noun words?
3285 ! In which case, we can infer again.
3286 if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue;
3287 PronounNotice(pattern-->j);
3288 for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
3289 if (pattern-->j == LanguagePronouns-->(k+2)) {
3290 parse2-->1 = LanguagePronouns-->k;
3292 if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
3298 ! An inferred preposition.
3299 parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
3301 if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
3305 ! parse2-->1 now holds the dictionary address of the word to glue in.
3307 if (parse2-->1 ~= 0) {
3309 #Ifdef TARGET_ZCODE;
3311 print (address) parse2-->1;
3314 for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
3315 #Ifnot; ! TARGET_GLULX
3316 k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
3317 l=l; ! suppress compiler warning
3319 i = i + k; SetKeyBufLength(i-WORDSIZE);
3324 ! (2) we must glue the newly-typed text onto the end.
3326 i = WORDSIZE + GetKeyBufLength();
3327 buffer->(i++) = ' ';
3328 SetKeyBufLength(GetKeyBufLength()+1);
3329 for (j=0 : j<GetKeyBufLength(buffer2) : i++,j++) {
3330 buffer->i = buffer2->(j+WORDSIZE);
3331 SetKeyBufLength(GetKeyBufLength()+1);
3332 if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break;
3335 ! (3) we fill up the buffer with spaces, which is unnecessary, but may
3336 ! help incorrectly-written interpreters to cope.
3338 #Ifdef TARGET_ZCODE;
3339 for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
3340 #Endif; ! TARGET_ZCODE
3342 return REPARSE_CODE;
3344 ]; ! end of NounDomain
3347 [ AskPlayer context i j k l first_word answer_words marker;
3348 ! Now we print up the question, using the equivalence classes as worked
3349 ! out by Adjudicate() so as not to repeat ourselves on plural objects...
3351 asking_player = true;
3352 if (context == CREATURE_TOKEN) L__M(##Miscellany, 45);
3353 else L__M(##Miscellany, 46);
3355 j = number_of_classes; marker = 0;
3356 for (i=1 : i<=number_of_classes : i++) {
3357 while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
3358 k = match_list-->marker;
3360 if (match_classes-->marker > 0) print (the) k; else print (a) k;
3362 if (i < j-1) print (string) COMMA__TX;
3363 if (i == j-1) print (SerialComma) j, (string) OR__TX;
3365 L__M(##Miscellany, 57);
3367 ! ...and get an answer:
3370 #Ifdef TARGET_ZCODE;
3371 for (i=WORDSIZE : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3372 #Endif; ! TARGET_ZCODE
3373 answer_words = Keyboard(buffer2, parse2);
3375 first_word = WordValue(1, parse2);
3376 asking_player = false;
3378 ! Take care of "all", because that does something too clever here to do
3381 if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
3382 if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3383 l = multiple_object-->0;
3384 for (i=0 : i<number_matched && l+i<63 : i++) {
3386 multiple_object-->(i+1+l) = k;
3388 multiple_object-->0 = i+l;
3391 L__M(##Miscellany, 47);
3395 ! If the first word of the reply can be interpreted as a verb, then
3396 ! assume that the player has ignored the question and given a new
3397 ! command altogether.
3398 ! (This is one time when it's convenient that the directions are
3399 ! not themselves verbs - thus, "north" as a reply to "Which, the north
3400 ! or south door" is not treated as a fresh command but as an answer.)
3402 #Ifdef LanguageIsVerb;
3403 if (first_word == 0) {
3404 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3406 #Endif; ! LanguageIsVerb
3408 if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) {
3409 CopyBuffer(buffer, buffer2);
3410 return REPARSE_CODE;
3412 if (NumberWords(parse2) > 2) {
3413 j = WordValue(2, parse2);
3414 k = WordValue(3, parse2);
3415 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3416 CopyBuffer(buffer, buffer2);
3417 return REPARSE_CODE;
3422 ! Now we insert the answer into the original typed command, as
3423 ! words additionally describing the same object
3424 ! (eg, > take red button
3427 ! becomes "take music red button". The parser will thus have three
3428 ! words to work from next time, not two.)
3430 k = WordAddress(match_from) - buffer;
3431 l = GetKeyBufLength(buffer2) +1;
3432 for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l);
3433 for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
3434 buffer->(k+l-1) = ' ';
3435 SetKeyBufLength(GetKeyBufLength() + l);
3437 ! Having reconstructed the input, we warn the parser accordingly
3440 return REPARSE_CODE;
3444 ! ----------------------------------------------------------------------------
3445 ! The Adjudicate routine tries to see if there is an obvious choice, when
3446 ! faced with a list of objects (the match_list) each of which matches the
3447 ! player's specification equally well.
3449 ! To do this it makes use of the context (the token type being worked on).
3450 ! It counts up the number of obvious choices for the given context
3451 ! (all to do with where a candidate is, except for 6 (animate) which is to
3452 ! do with whether it is animate or not);
3454 ! if only one obvious choice is found, that is returned;
3456 ! if we are in indefinite mode (don't care which) one of the obvious choices
3457 ! is returned, or if there is no obvious choice then an unobvious one is
3460 ! at this stage, we work out whether the objects are distinguishable from
3461 ! each other or not: if they are all indistinguishable from each other,
3462 ! then choose one, it doesn't matter which;
3464 ! otherwise, 0 (meaning, unable to decide) is returned (but remember that
3465 ! the equivalence classes we've just worked out will be needed by other
3466 ! routines to clear up this mess, so we can't economise on working them
3469 ! Returns -1 if an error occurred
3470 ! ----------------------------------------------------------------------------
3472 Constant SCORE__CHOOSEOBJ = 1000;
3473 Constant SCORE__IFGOOD = 500;
3474 Constant SCORE__UNCONCEALED = 100;
3475 Constant SCORE__BESTLOC = 60;
3476 Constant SCORE__NEXTBESTLOC = 40;
3477 Constant SCORE__NOTCOMPASS = 20;
3478 Constant SCORE__NOTSCENERY = 10;
3479 Constant SCORE__NOTACTOR = 5;
3480 Constant SCORE__GNA = 1;
3481 Constant SCORE__DIVISOR = 20;
3483 [ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
3485 if (parser_trace >= 4) {
3486 print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^";
3489 print "indefinite type: ";
3490 if (indef_type & OTHER_BIT) print "other ";
3491 if (indef_type & MY_BIT) print "my ";
3492 if (indef_type & THAT_BIT) print "that ";
3493 if (indef_type & PLURAL_BIT) print "plural ";
3494 if (indef_type & LIT_BIT) print "lit ";
3495 if (indef_type & UNLIT_BIT) print "unlit ";
3496 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3498 print " number wanted: ";
3499 if (indef_wanted == 100) print "all"; else print indef_wanted;
3501 print " most likely GNAs of names: ", indef_cases, "^";
3503 else print "definite object^";
3507 j = number_matched-1; good_ones = 0; last = match_list-->0;
3508 for (i=0 : i<=j : i++) {
3510 match_scores-->i = 0;
3515 HELD_TOKEN, MULTIHELD_TOKEN:
3516 if (parent(n) == actor) good_flag = true;
3518 if (advance_warning == -1) {
3522 if (n ~= advance_warning) good_flag = true;
3525 if (advance_warning == -1) {
3526 if (parent(n) ~= actor) good_flag = true;
3529 if (n in advance_warning) good_flag = true;
3532 if (CreatureTest(n) == 1) good_flag = true;
3538 match_scores-->i = SCORE__IFGOOD;
3539 good_ones++; last = n;
3542 if (good_ones == 1) return last;
3544 ! If there is ambiguity about what was typed, but it definitely wasn't
3545 ! animate as required, then return anything; higher up in the parser
3546 ! a suitable error will be given. (This prevents a question being asked.)
3548 if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;
3550 if (indef_mode == 0) indef_type=0;
3552 ScoreMatchL(context);
3553 if (number_matched == 0) return -1;
3555 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3556 if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
3557 or MULTIINSIDE_TOKEN) {
3561 i = 0; offset = multiple_object-->0; sovert = -1;
3562 for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
3564 if (j has concealed or worn) flag = 0;
3565 if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
3567 if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
3570 if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
3572 #Ifdef TRADITIONAL_TAKE_ALL;
3573 if (action_to_be == ##Take or ##Remove && parent(j) == actor)
3576 if (action_to_be == ##Take or ##Remove &&
3577 (j has animate or scenery or static || parent(j) == actor))
3579 #Endif; ! TRADITIONAL_TAKE_ALL
3581 if (take_all_rule == 2 && match_length == 0) flag = 0;
3582 #Endif; ! NO_TAKE_ALL
3583 n = ChooseObjects(j, flag);
3584 if (n == 0) n = LibraryExtensions.RunWhile(ext_chooseobjects, 0, j, flag);
3586 2: flag = 0; ! forcing rejection
3587 1: flag = 1; ! forcing acceptance
3588 !0: ! going with parser's decision
3591 i++; multiple_object-->(i+offset) = j;
3593 if (parser_trace >= 4) print " Accepting it^";
3599 if (parser_trace >= 4) print " Rejecting it^";
3603 if (i < indef_wanted && indef_wanted < 100) {
3604 etype = TOOFEW_PE; multi_wanted = indef_wanted;
3608 multiple_object-->0 = i+offset;
3609 multi_context = context;
3611 if (parser_trace >= 4)
3612 print " Made multiple object of size ", i, "]^";
3617 for (i=0 : i<number_matched : i++) match_classes-->i = 0;
3620 for (i=0 : i<number_matched : i++)
3621 if (match_classes-->i == 0) {
3622 match_classes-->i = n++; flag = 0;
3623 for (j=i+1 : j<number_matched : j++)
3624 if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
3626 match_classes-->j = match_classes-->i;
3628 if (flag == 1) match_classes-->i = 1-n;
3630 n--; number_of_classes = n;
3633 if (parser_trace >= 4) {
3634 print " Grouped into ", n, " possibilities by name:^";
3635 for (i=0 : i<number_matched : i++)
3636 if (match_classes-->i > 0)
3637 print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ",
3638 match_classes-->i, "^";
3641 if (n == 1) dont_infer = true;
3643 if (indef_mode == 0) {
3644 ! Is there now a single highest-scoring object?
3645 i = SingleBestGuess();
3649 if (parser_trace >= 4) print " Single best-scoring object returned.]^";
3655 if (indef_mode == 0) {
3658 for (i=0 : i<number_matched : i++) {
3659 if (match_scores-->i > k) {
3660 k = match_scores-->i;
3661 j = match_classes-->i; j = j*j;
3665 if (match_scores-->i == k) {
3666 if ((match_classes-->i) * (match_classes-->i) ~= j)
3672 if(match_length == 1) {
3674 for (i=1 : i<=number_of_classes : i++) {
3675 while ((match_classes-->k) ~= i or -i) k++;
3678 if(MatchWord(j, match_from)) {
3679 no_infer_message = true;
3685 if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^";
3690 if (parser_trace >= 4) print " Best choices are all from the same group.^";
3695 ! When the player is really vague, or there's a single collection of
3696 ! indistinguishable objects to choose from, choose the one the player
3697 ! most recently acquired, or if the player has none of them, then
3698 ! the one most recently put where it is.
3704 ! ----------------------------------------------------------------------------
3705 ! ReviseMulti revises the multiple object which already exists, in the
3706 ! light of information which has come along since then (i.e., the second
3707 ! parameter). It returns a parser error number, or else 0 if all is well.
3708 ! This only ever throws things out, never adds new ones.
3709 ! ----------------------------------------------------------------------------
3711 [ ReviseMulti second_p i low;
3713 if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0,
3714 " with 2nd ", (name) second_p, "^";
3717 if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3718 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3719 if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
3720 (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
3722 multiple_object-->low = multiple_object-->i;
3725 multiple_object-->0 = low;
3728 if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
3729 for (i=1,low=0 : i<=multiple_object-->0 : i++)
3730 if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
3732 if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^";
3734 if (take_all_rule == 2 || low > 0) {
3735 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3736 if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
3738 multiple_object-->low = multiple_object-->i;
3741 multiple_object-->0 = low;
3745 i = multiple_object-->0;
3747 if (parser_trace >= 4) print " Done: new size ", i, "^";
3749 if (i == 0) return NOTHING_PE;
3753 ! ----------------------------------------------------------------------------
3754 ! ScoreMatchL scores the match list for quality in terms of what the
3755 ! player has vaguely asked for. Points are awarded for conforming with
3756 ! requirements like "my", and so on. Remove from the match list any
3757 ! entries which fail the basic requirements of the descriptors.
3758 ! ----------------------------------------------------------------------------
3760 [ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
3761 ! if (indef_type & OTHER_BIT ~= 0) threshold++;
3762 if (indef_type & MY_BIT ~= 0) threshold++;
3763 if (indef_type & THAT_BIT ~= 0) threshold++;
3764 if (indef_type & LIT_BIT ~= 0) threshold++;
3765 if (indef_type & UNLIT_BIT ~= 0) threshold++;
3766 if (indef_owner ~= nothing) threshold++;
3769 if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ",
3770 indef_type, ", satisfying ", threshold, " requirements:^";
3773 if (action_to_be ~= ##Take)
3774 a_s = SCORE__NEXTBESTLOC;
3775 l_s = SCORE__BESTLOC;
3776 if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
3777 a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
3780 for (i=0 : i<number_matched : i++) {
3781 obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;
3783 ! if (indef_type & OTHER_BIT ~= 0
3784 ! && obj ~= itobj or himobj or herobj) met++;
3785 if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
3786 if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
3787 if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
3788 if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
3789 if (indef_owner ~= 0 && its_owner == indef_owner) met++;
3791 if (met < threshold) {
3793 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ",
3794 (the) its_owner, " is rejected (doesn't match descriptors)^";
3796 match_list-->i = -1;
3800 if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;
3802 if (its_owner == actor) its_score = its_score + a_s;
3804 if (its_owner == actors_location) its_score = its_score + l_s;
3806 #Ifdef TRADITIONAL_TAKE_ALL;
3807 if (its_owner ~= Compass) its_score = its_score + SCORE__NOTCOMPASS;
3809 if (its_owner ~= Compass)
3810 if (take_all_rule && its_owner &&
3811 its_owner has static or scenery &&
3812 (its_owner has supporter ||
3813 (its_owner has container && its_owner has open)))
3814 its_score = its_score + l_s;
3816 its_score = its_score + SCORE__NOTCOMPASS;
3817 #Endif; ! TRADITIONAL_TAKE_ALL
3819 j = ChooseObjects(obj, 2);
3820 if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2);
3821 its_score = its_score + SCORE__CHOOSEOBJ * j;
3823 if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
3824 if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;
3826 ! A small bonus for having the correct GNA,
3827 ! for sorting out ambiguous articles and the like.
3829 if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
3830 its_score = its_score + SCORE__GNA;
3832 match_scores-->i = match_scores-->i + its_score;
3834 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i,
3835 ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
3840 for (i=0 : i<number_matched : i++) {
3841 while (match_list-->i == -1) {
3842 if (i == number_matched-1) { number_matched--; break; }
3843 for (j=i : j<number_matched-1 : j++) {
3844 match_list-->j = match_list-->(j+1);
3845 match_scores-->j = match_scores-->(j+1);
3852 ! ----------------------------------------------------------------------------
3853 ! BestGuess makes the best guess it can out of the match list, assuming that
3854 ! everything in the match list is textually as good as everything else;
3855 ! however it ignores items marked as -1, and so marks anything it chooses.
3856 ! It returns -1 if there are no possible choices.
3857 ! ----------------------------------------------------------------------------
3859 [ BestGuess earliest its_score best i;
3860 earliest = 0; best = -1;
3861 for (i=0 : i<number_matched : i++) {
3862 if (match_list-->i >= 0) {
3863 its_score = match_scores-->i;
3864 if (its_score > best) { best = its_score; earliest = i; }
3868 if (parser_trace >= 4)
3869 if (best < 0) print " Best guess ran out of choices^";
3870 else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
3872 if (best < 0) return -1;
3873 i = match_list-->earliest;
3874 match_list-->earliest = -1;
3875 bestguess_score = best;
3879 ! ----------------------------------------------------------------------------
3880 ! SingleBestGuess returns the highest-scoring object in the match list
3881 ! if it is the clear winner, or returns -1 if there is no clear winner
3882 ! ----------------------------------------------------------------------------
3884 [ SingleBestGuess earliest its_score best i;
3885 earliest = -1; best = -1000;
3886 for (i=0 : i<number_matched : i++) {
3887 its_score = match_scores-->i;
3888 if (its_score == best) earliest = -1;
3889 if (its_score > best) { best = its_score; earliest = match_list-->i; }
3891 bestguess_score = best;
3895 ! ----------------------------------------------------------------------------
3896 ! Identical decides whether or not two objects can be distinguished from
3897 ! each other by anything the player can type. If not, it returns true.
3898 ! ----------------------------------------------------------------------------
3900 [ Identical o1 o2 p1 p2 n1 n2 i j flag;
3901 if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side
3902 if (o1 == 0 || o2 == 0) rfalse; ! Similarly
3903 if (parent(o1) == Compass || parent(o2) == Compass) rfalse; ! Saves time
3905 ! What complicates things is that o1 or o2 might have a parsing routine,
3906 ! so the parser can't know from here whether they are or aren't the same.
3907 ! If they have different parsing routines, we simply assume they're
3908 ! different. If they have the same routine (which they probably got from
3909 ! a class definition) then the decision process is as follows:
3911 ! the routine is called (with self being o1, not that it matters)
3912 ! with noun and second being set to o1 and o2, and action being set
3913 ! to the fake action TheSame. If it returns -1, they are found
3914 ! identical; if -2, different; and if >=0, then the usual method
3917 if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
3918 if (o1.parse_name ~= o2.parse_name) rfalse;
3919 parser_action = ##TheSame; parser_one = o1; parser_two = o2;
3920 j = wn; i = RunRoutines(o1,parse_name); wn = j;
3922 if (i == -2) rfalse;
3925 ! This is the default algorithm: do they have the same words in their
3926 ! "name" (i.e. property no. 1) properties. (Note that the following allows
3927 ! for repeated words and words in different orders.)
3929 p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
3930 p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;
3932 ! for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
3933 ! for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;
3935 for (i=0 : i<n1 : i++) {
3937 for (j=0 : j<n2 : j++)
3938 if (p1-->i == p2-->j) flag = 1;
3939 if (flag == 0) rfalse;
3942 for (j=0 : j<n2 : j++) {
3944 for (i=0 : i<n1 : i++)
3945 if (p1-->i == p2-->j) flag = 1;
3946 if (flag == 0) rfalse;
3949 ! print "Which are identical!^";
3954 ! ----------------------------------------------------------------------------
3955 ! MatchWord matches a word to the name of an object. This is used to assume
3956 ! that an object simply named "key" is meant when the player types TAKE KEY
3957 ! rather than TAKE BRASS KEY.
3958 ! ----------------------------------------------------------------------------
3960 [ MatchWord p_obj p_word_no len_name len_input start_input i;
3964 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, p_obj);
3965 len_name = StorageForShortName --> 0;
3968 for(i = 9 : i < len_name : i++)
3969 if(StorageForShortName -> (WORDSIZE + i) == 32) rfalse;
3973 #Ifdef TARGET_ZCODE;
3974 start_input = (parse + 2) -> (4 * p_word_no + 3);
3975 len_input = (parse + 2) -> (4 * p_word_no + 2);
3976 if(len_input > 9) len_input = 9;
3977 if(len_name ~= len_input) rfalse;
3978 for(i = 0 : i < len_name : i++) {
3979 if(StorageForShortName -> (WORDSIZE + i) ~= buffer -> (start_input + i))
3982 #Ifnot; ! TARGET_GLULX
3983 start_input = parse --> (((p_word_no+1) * 3)) - 2;
3984 len_input = parse --> ((p_word_no+1) * 3 - 1);
3985 if(len_input > 9) len_input = 9;
3986 if(len_name ~= len_input) rfalse;
3987 for(i = 0 : i < len_name : i++) {
3988 if(StorageForShortName -> (WORDSIZE + i) ~= buffer -> (start_input + i + 2))
3997 ! ----------------------------------------------------------------------------
3998 ! PrintCommand reconstructs the command as it presently reads, from
3999 ! the pattern which has been built up
4001 ! If from is 0, it starts with the verb: then it goes through the pattern.
4002 ! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
4003 ! if 1, it goes up to pcount-1.
4005 ! Note that verbs and prepositions are printed out of the dictionary:
4006 ! and that since the dictionary may only preserve the first six characters
4007 ! of a word (in a V3 game), we have to hand-code the longer words needed.
4009 ! (Recall that pattern entries are 0 for "multiple object", 1 for "special
4010 ! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
4012 ! ----------------------------------------------------------------------------
4014 [ PrintCommand from i k spacing_flag;
4015 #Ifdef LanguageCommand;
4016 LanguageCommand(from);
4017 i = k = spacing_flag = 0; ! suppress warning
4021 if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0)
4023 from++; spacing_flag = true;
4026 for (k=from : k<pcount : k++) {
4028 if (i == PATTERN_NULL) continue;
4029 if (spacing_flag) print (char) ' ';
4030 if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; }
4031 if (i == 1) { print (string) THAT__TX; jump TokenPrinted; }
4032 if (i >= REPARSE_CODE)
4033 print (address) No__Dword(i-REPARSE_CODE);
4035 if (i in Compass && LanguageVerbLikesAdverb(verb_word))
4036 LanguageDirection (i.door_dir); ! the direction name as adverb
4040 spacing_flag = true;
4042 #Endif; ! LanguageCommand
4045 ! ----------------------------------------------------------------------------
4046 ! The CantSee routine returns a good error number for the situation where
4047 ! the last word looked at didn't seem to refer to any object in context.
4049 ! The idea is that: if the actor is in a location (but not inside something
4050 ! like, for instance, a tank which is in that location) then an attempt to
4051 ! refer to one of the words listed as meaningful-but-irrelevant there
4052 ! will cause "you don't need to refer to that in this game" rather than
4053 ! "no such thing" or "what's 'it'?".
4054 ! (The advantage of not having looked at "irrelevant" local nouns until now
4055 ! is that it stops them from clogging up the ambiguity-resolving process.
4056 ! Thus game objects always triumph over scenery.)
4057 ! ----------------------------------------------------------------------------
4060 if (scope_token ~= 0) {
4061 scope_error = scope_token;
4065 wn--; w = NextWord();
4067 if (w == pronoun_word) {
4068 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
4071 i = actor; while (parent(i) ~= 0) i = parent(i);
4074 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4076 Descriptors(); ! skip past THE etc
4077 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4081 saved_oops = num_desc + match_from + saved_ml;
4083 saved_oops = num_desc + match_from + match_length;
4089 ! ----------------------------------------------------------------------------
4090 ! The MultiAdd routine adds object "o" to the multiple-object-list.
4092 ! This is only allowed to hold 63 objects at most, at which point it ignores
4093 ! any new entries (and sets a global flag so that a warning may later be
4094 ! printed if need be).
4095 ! ----------------------------------------------------------------------------
4098 i = multiple_object-->0;
4099 if (i == 63) { toomany_flag = 1; rtrue; }
4100 for (j=1 : j<=i : j++)
4101 if (o == multiple_object-->j) rtrue;
4103 multiple_object-->i = o;
4104 multiple_object-->0 = i;
4107 ! ----------------------------------------------------------------------------
4108 ! The MultiSub routine deletes object "o" from the multiple-object-list.
4110 ! It returns 0 if the object was there in the first place, and 9 (because
4111 ! this is the appropriate error number in Parser()) if it wasn't.
4112 ! ----------------------------------------------------------------------------
4114 [ MultiSub o i j k et;
4115 i = multiple_object-->0; et = 0;
4116 for (j=1 : j<=i : j++)
4117 if (o == multiple_object-->j) {
4118 for (k=j : k<=i : k++)
4119 multiple_object-->k = multiple_object-->(k+1);
4120 multiple_object-->0 = --i;
4126 ! ----------------------------------------------------------------------------
4127 ! The MultiFilter routine goes through the multiple-object-list and throws
4128 ! out anything without the given attribute "attr" set.
4129 ! ----------------------------------------------------------------------------
4131 [ MultiFilter attr i j o;
4135 i = multiple_object-->0;
4136 for (j=1 : j<=i : j++) {
4137 o = multiple_object-->j;
4145 ! ----------------------------------------------------------------------------
4146 ! The UserFilter routine consults the user's filter (or checks on attribute)
4147 ! to see what already-accepted nouns are acceptable
4148 ! ----------------------------------------------------------------------------
4151 if (token_filter > 0 && token_filter < 49) {
4152 if (obj has (token_filter-1)) rtrue;
4156 return token_filter();
4159 ! ----------------------------------------------------------------------------
4160 ! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
4161 ! (the main parse buffer)
4162 ! ----------------------------------------------------------------------------
4164 #Ifdef TARGET_ZCODE;
4166 [ MoveWord at1 b2 at2 x y;
4167 x = at1*2-1; y = at2*2-1;
4168 parse-->x++ = b2-->y++;
4172 #Ifnot; ! TARGET_GLULX
4174 [ MoveWord at1 b2 at2 x y;
4175 x = at1*3-2; y = at2*3-2;
4176 parse-->x++ = b2-->y++;
4177 parse-->x++ = b2-->y++;
4183 ! ----------------------------------------------------------------------------
4184 ! SearchScope domain1 domain2 context
4186 ! Works out what objects are in scope (possibly asking an outside routine),
4187 ! but does not look at anything the player has typed.
4188 ! ----------------------------------------------------------------------------
4190 [ SearchScope domain1 domain2 context i is;
4192 ! Everything is in scope to the debugging commands
4195 if (scope_reason == PARSING_REASON
4196 && LanguageVerbIsDebugging(verb_word)) {
4198 #Ifdef TARGET_ZCODE;
4199 for (i=selfobj : i<=top_object : i++)
4200 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4202 #Ifnot; ! TARGET_GLULX
4204 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4211 ! First, a scope token gets priority here:
4213 if (scope_token ~= 0) {
4215 if (scope_token()) rtrue;
4218 ! Pick up everything in the location except the actor's possessions;
4219 ! then go through those. (This ensures the actor's possessions are in
4220 ! scope even in Darkness.)
4222 if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) {
4223 if (IsSeeThrough(advance_warning) == 1)
4224 ScopeWithin(advance_warning, 0, context);
4227 ! Next, call any user-supplied routine adding things to the scope,
4228 ! which may circumvent the usual routines altogether
4229 ! if they return true:
4231 if (actor == domain1 or domain2) {
4232 is = InScope(actor);
4233 if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor);
4237 if (domain1 ~= 0 && domain1 has supporter or container)
4238 ScopeWithin_O(domain1, domain1, context);
4239 ScopeWithin(domain1, domain2, context);
4240 if (domain2 ~= 0 && domain2 has supporter or container)
4241 ScopeWithin_O(domain2, domain2, context);
4242 ScopeWithin(domain2, 0, context);
4245 ! A special rule applies:
4246 ! in Darkness as in light, the actor is always in scope to himself.
4248 if (thedark == domain1 or domain2) {
4249 ScopeWithin_O(actor, actor, context);
4250 if (parent(actor) has supporter or container)
4251 ScopeWithin_O(parent(actor), parent(actor), context);
4255 ! ----------------------------------------------------------------------------
4256 ! IsSeeThrough is used at various places: roughly speaking, it determines
4257 ! whether o being in scope means that the contents of o are in scope.
4258 ! ----------------------------------------------------------------------------
4261 if (o has supporter or transparent ||
4262 (o has container && o has open))
4267 ! ----------------------------------------------------------------------------
4268 ! PlaceInScope is provided for routines outside the library, and is not
4269 ! called within the parser (except for debugging purposes).
4270 ! ----------------------------------------------------------------------------
4272 [ PlaceInScope thing;
4273 if (scope_reason~=PARSING_REASON or TALKING_REASON) {
4274 DoScopeAction(thing); rtrue;
4276 wn = match_from; TryGivenObject(thing); placed_in_flag = 1;
4279 ! ----------------------------------------------------------------------------
4281 ! ----------------------------------------------------------------------------
4283 [ DoScopeAction thing s p1;
4284 s = scope_reason; p1 = parser_one;
4286 if (parser_trace >= 6)
4287 print "[DSA on ", (the) thing, " with reason = ", scope_reason,
4288 " p1 = ", parser_one, " p2 = ", parser_two, "]^";
4290 switch (scope_reason) {
4291 REACT_BEFORE_REASON:
4292 if (thing.react_before == 0 or NULL) return;
4294 if (parser_trace >= 2)
4295 print "[Considering react_before for ", (the) thing, "]^";
4297 if (parser_one == 0) parser_one = RunRoutines(thing, react_before);
4299 if (thing.react_after == 0 or NULL) return;
4301 if (parser_trace >= 2)
4302 print "[Considering react_after for ", (the) thing, "]^";
4304 if (parser_one == 0) parser_one = RunRoutines(thing, react_after);
4306 if (thing.each_turn == 0) return;
4308 if (parser_trace >= 2)
4309 print "[Considering each_turn for ", (the) thing, "]^";
4311 PrintOrRun(thing, each_turn);
4313 if (thing == parser_one) parser_two = 1;
4314 LOOPOVERSCOPE_REASON:
4321 ! ----------------------------------------------------------------------------
4322 ! ScopeWithin looks for objects in the domain which make textual sense
4323 ! and puts them in the match list. (However, it does not recurse through
4324 ! the second argument.)
4325 ! ----------------------------------------------------------------------------
4327 [ ScopeWithin domain nosearch context x y;
4328 if (domain == 0) rtrue;
4330 ! Special rule: the directions (interpreted as the 12 walls of a room) are
4331 ! always in context. (So, e.g., "examine north wall" is always legal.)
4332 ! (Unless we're parsing something like "all", because it would just slow
4333 ! things down then, or unless the context is "creature".)
4335 if (indef_mode==0 && domain==actors_location
4336 && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN)
4337 ScopeWithin(Compass);
4339 ! Look through the objects in the domain, avoiding "objectloop" in case
4340 ! movements occur, e.g. when trying each_turn.
4345 ScopeWithin_O(x, nosearch, context);
4350 [ ScopeWithin_O domain nosearch context i ad n;
4352 ! If the scope reason is unusual, don't parse.
4354 if (scope_reason ~= PARSING_REASON or TALKING_REASON) {
4355 DoScopeAction(domain);
4359 ! "it" or "them" matches to the it-object only. (Note that (1) this means
4360 ! that "it" will only be understood if the object in question is still
4361 ! in context, and (2) only one match can ever be made in this case.)
4363 if (match_from <= num_words) { ! If there's any text to match, that is
4366 if (i == 1 && player == domain) MakeMatch(domain, 1);
4367 if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1);
4370 ! Construing the current word as the start of a noun, can it refer to the
4374 if (TryGivenObject(domain) > 0)
4375 if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) {
4376 ! This case arises if the player has typed a number in
4377 ! which is hypothetically an indefinite descriptor:
4378 ! e.g. "take two clubs". We have just checked the object
4379 ! against the word "clubs", in the hope of eventually finding
4380 ! two such objects. But we also backtrack and check it
4381 ! against the words "two clubs", in case it turns out to
4382 ! be the 2 of Clubs from a pack of cards, say. If it does
4383 ! match against "two clubs", we tear up our original
4384 ! assumption about the meaning of "two" and lapse back into
4387 wn = indef_nspec_at;
4388 if (TryGivenObject(domain) > 0) {
4389 match_from = indef_nspec_at;
4397 ! Shall we consider the possessions of the current object, as well?
4398 ! Only if it's a container (so, for instance, if a dwarf carries a
4399 ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword"
4401 ! Also, only if there are such possessions.
4403 ! Notice that the parser can see "into" anything flagged as
4404 ! transparent - such as a dwarf whose sword you can get at.
4406 if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1)
4407 ScopeWithin(domain,nosearch,context);
4409 ! Drag any extras into context
4411 ad = domain.&add_to_scope;
4414 ! Test if the property value is not an object.
4415 #Ifdef TARGET_ZCODE;
4416 i = (UnsignedCompare(ad-->0, top_object) > 0);
4417 #Ifnot; ! TARGET_GLULX
4418 i = (((ad-->0)->0) ~= $70);
4422 ats_flag = 2+context;
4423 RunRoutines(domain, add_to_scope);
4427 n = domain.#add_to_scope;
4428 for (i=0 : (WORDSIZE*i)<n : i++)
4430 ScopeWithin_O(ad-->i, 0, context);
4437 ScopeWithin_O(obj, 0, ats_flag-2);
4438 if (ats_flag == 1) {
4439 if (HasLightSource(obj)==1) ats_hls = 1;
4443 ! ----------------------------------------------------------------------------
4444 ! MakeMatch looks at how good a match is. If it's the best so far, then
4445 ! wipe out all the previous matches and start a new list with this one.
4446 ! If it's only as good as the best so far, add it to the list.
4447 ! If it's worse, ignore it altogether.
4449 ! The idea is that "red panic button" is better than "red button" or "panic".
4451 ! number_matched (the number of words matched) is set to the current level
4454 ! We never match anything twice, and keep at most 64 equally good items.
4455 ! ----------------------------------------------------------------------------
4457 [ MakeMatch obj quality i;
4459 if (parser_trace >= 6) print " Match with quality ",quality,"^";
4461 if (token_filter ~= 0 && UserFilter(obj) == 0) {
4463 if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^";
4467 if (quality < match_length) rtrue;
4468 if (quality > match_length) { match_length = quality; number_matched = 0; }
4470 if (number_matched >= MATCH_LIST_SIZE) rtrue;
4471 for (i=0 : i<number_matched : i++)
4472 if (match_list-->i == obj) rtrue;
4474 match_list-->number_matched++ = obj;
4476 if (parser_trace >= 6) print " Match added to list^";
4480 ! ----------------------------------------------------------------------------
4481 ! TryGivenObject tries to match as many words as possible in what has been
4482 ! typed to the given object, obj. If it manages any words matched at all,
4483 ! it calls MakeMatch to say so, then returns the number of words (or 1
4484 ! if it was a match because of inadequate input).
4485 ! ----------------------------------------------------------------------------
4487 [ TryGivenObject obj threshold k w j;
4489 if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^";
4492 dict_flags_of_noun = 0;
4494 ! If input has run out then always match, with only quality 0 (this saves
4497 if (wn > num_words) {
4498 if (indef_mode ~= 0)
4499 dict_flags_of_noun = DICT_X654; ! Reject "plural" bit
4502 if (parser_trace >= 5) print " Matched (0)^";
4507 ! Ask the object to parse itself if necessary, sitting up and taking notice
4508 ! if it says the plural was used:
4510 if (obj.parse_name~=0) {
4511 parser_action = NULL; j=wn;
4512 k = RunRoutines(obj,parse_name);
4518 if (parser_action == ##PluralFound)
4519 dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR;
4521 if (dict_flags_of_noun & DICT_PLUR) {
4522 if (~~allow_plurals) k = 0;
4524 if (indef_mode == 0) {
4525 indef_mode = 1; indef_type = 0; indef_wanted = 0;
4527 indef_type = indef_type | PLURAL_BIT;
4528 if (indef_wanted == 0) indef_wanted = 100;
4533 if (parser_trace >= 5) print " Matched (", k, ")^";
4538 if (k == 0) jump NoWordsMatch;
4542 ! The default algorithm is simply to count up how many words pass the
4545 parser_action = NULL;
4549 if (w == 1 && player == obj) { k=1; jump MMbyPN; }
4551 if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; }
4554 threshold = ParseNoun(obj);
4555 if (threshold == -1) {
4556 LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to
4557 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
4558 threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj);
4559 LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality
4562 if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^";
4564 if (threshold < 0) wn++;
4565 if (threshold > 0) { k = threshold; jump MMbyPN; }
4567 if (threshold == 0 || Refers(obj,wn-1) == 0) {
4569 if (indef_mode ~= 0) {
4570 k = 0; parser_action = NULL;
4576 if (threshold < 0) {
4578 dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100;
4580 while (Refers(obj, wn-1)) {
4583 dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR));
4592 ! ----------------------------------------------------------------------------
4593 ! Refers works out whether the word at number wnum can refer to the object
4594 ! obj, returning true or false. The standard method is to see if the
4595 ! word is listed under "name" for the object, but this is more complex
4596 ! in languages other than English.
4597 ! ----------------------------------------------------------------------------
4599 [ Refers obj wnum wd k l m;
4600 if (obj == 0 || wnum <= 0) rfalse;
4602 #Ifdef LanguageRefers;
4603 k = LanguageRefers(obj,wnum); if (k >= 0) return k;
4604 #Endif; ! LanguageRefers
4606 k = wn; wn = wnum; wd = NextWordStopped(); wn = k;
4608 if (parser_inflection_func) {
4609 k = parser_inflection(obj, wd);
4610 if (k >= 0) return k;
4614 m = parser_inflection;
4616 k = obj.&m; l = (obj.#m)/WORDSIZE-1;
4617 for (m=0 : m<=l : m++)
4618 if (wd == k-->m) rtrue;
4622 [ WordInProperty wd obj prop k l m;
4623 k = obj.∝ l = (obj.#prop)/WORDSIZE-1;
4624 for (m=0 : m<=l : m++)
4625 if (wd == k-->m) rtrue;
4629 [ DictionaryLookup b l i;
4630 for (i=0 : i<l : i++) buffer2->(WORDSIZE+i) = b->i;
4631 SetKeyBufLength(l, buffer2);
4632 Tokenise__(buffer2, parse2);
4636 ! ----------------------------------------------------------------------------
4637 ! NounWord (which takes no arguments) returns:
4639 ! 0 if the next word is unrecognised or does not carry the "noun" bit in
4640 ! its dictionary entry,
4641 ! 1 if a word meaning "me",
4642 ! the index in the pronoun table (plus 2) of the value field of a pronoun,
4643 ! if the word is a pronoun,
4644 ! the address in the dictionary if it is a recognised noun.
4646 ! The "current word" marker moves on one.
4647 ! ----------------------------------------------------------------------------
4652 if (i == ME1__WD or ME2__WD or ME3__WD) return 1;
4653 s = LanguagePronouns-->0;
4654 for (j=1 : j<=s : j=j+3)
4655 if (i == LanguagePronouns-->j)
4657 if ((i->#dict_par1) & DICT_NOUN == 0) rfalse;
4661 ! ----------------------------------------------------------------------------
4662 ! NextWord (which takes no arguments) returns:
4664 ! 0 if the next word is unrecognised,
4665 ! comma_word if a comma
4666 ! THEN1__WD if a full stop
4667 ! or the dictionary address if it is recognised.
4668 ! The "current word" marker is moved on.
4670 ! NextWordStopped does the same, but returns -1 when input has run out
4671 ! ----------------------------------------------------------------------------
4673 #Ifdef TARGET_ZCODE;
4676 if (wn <= 0 || wn > parse->1) { wn++; rfalse; }
4679 if (j == ',//') j = comma_word;
4680 if (j == './/') j = THEN1__WD;
4685 if (wn > parse->1) { wn++; return -1; }
4689 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4692 return b + p->(wordnum*4+1);
4695 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4697 return p->(wordnum*4);
4700 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4702 return p-->(wordnum*2-1);
4705 [ NumberWords p; ! Number of parsed strings in buffer
4710 [ GetKeyBufLength b; ! Number of typed chars in buffer
4715 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4717 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4721 #Ifnot; ! TARGET_GLULX
4724 if (wn <= 0 || wn > parse-->0) { wn++; rfalse; }
4727 if (j == ',//') j=comma_word;
4728 if (j == './/') j=THEN1__WD;
4733 if (wn > parse-->0) {
4740 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4743 return b + p-->(wordnum*3);
4746 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4748 return p-->(wordnum*3-1);
4751 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4753 return p-->(wordnum*3-2);
4756 [ NumberWords p; ! Number of parsed strings in buffer
4761 [ GetKeyBufLength b; ! Number of typed chars in buffer
4766 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4768 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4774 ! ----------------------------------------------------------------------------
4775 ! TryNumber is the only routine which really does any character-level
4776 ! parsing, since that's normally left to the Z-machine.
4777 ! It takes word number "wordnum" and tries to parse it as an (unsigned)
4778 ! decimal number, returning
4780 ! -1000 if it is not a number
4781 ! the number if it has between 1 and 4 digits
4782 ! 10000 if it has 5 or more digits.
4784 ! (The danger of allowing 5 digits is that Z-machine integers are only
4785 ! 16 bits long, and anyway this isn't meant to be perfect.)
4787 ! Using NumberWord, it also catches "one" up to "twenty".
4789 ! Note that a game can provide a ParseNumber routine which takes priority,
4790 ! to enable parsing of odder numbers ("x45y12", say).
4791 ! ----------------------------------------------------------------------------
4793 [ TryNumber wordnum i j c num len mul tot d digit;
4794 i = wn; wn = wordnum; j = NextWord(); wn = i;
4796 if (j >= 1) return j;
4798 num = WordAddress(wordnum); len = WordLength(wordnum);
4800 tot = ParseNumber(num, len);
4801 if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len);
4803 if (tot ~= 0) return tot;
4805 if (len >= 4) mul=1000;
4806 if (len == 3) mul=100;
4807 if (len == 2) mul=10;
4808 if (len == 1) mul=1;
4812 for (c = 0 : c < len : c++) {
4814 if (digit == '0') { d = 0; jump digok; }
4815 if (digit == '1') { d = 1; jump digok; }
4816 if (digit == '2') { d = 2; jump digok; }
4817 if (digit == '3') { d = 3; jump digok; }
4818 if (digit == '4') { d = 4; jump digok; }
4819 if (digit == '5') { d = 5; jump digok; }
4820 if (digit == '6') { d = 6; jump digok; }
4821 if (digit == '7') { d = 7; jump digok; }
4822 if (digit == '8') { d = 8; jump digok; }
4823 if (digit == '9') { d = 9; jump digok; }
4826 tot = tot+mul*d; mul = mul/10;
4828 if (len > 4) tot=10000;
4832 ! ----------------------------------------------------------------------------
4833 ! AnyNumber is a general parsing routine which accepts binary, hexadecimal
4834 ! and decimal numbers up to the full Zcode/Glulx ranges.
4835 ! ----------------------------------------------------------------------------
4837 #Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767
4838 Constant MAX_DECIMAL_SIZE 5;
4839 Constant MAX_DECIMAL_BASE 3276;
4840 #Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647
4841 Constant MAX_DECIMAL_SIZE 10;
4842 Constant MAX_DECIMAL_BASE 214748364;
4846 wa we sign base digit digit_count num;
4848 wa = WordAddress(wn); we = wa + WordLength(wn);
4849 sign = 1; base = 10;
4850 if (wa->0 == '-') { sign = -1; wa++; }
4852 if (wa->0 == '$') { base = 16; wa++; }
4853 if (wa->0 == '$') { base = 2; wa++; }
4855 if (wa >= we) return GPR_FAIL; ! no digits after -/$
4856 while (wa->0 == '0') wa++; ! skip leading zeros
4857 for (num=0,digit_count=1 : wa<we : wa++,digit_count++) {
4859 '0' to '9': digit = wa->0 - '0';
4860 'A' to 'F': digit = wa->0 - 'A' + 10;
4861 'a' to 'f': digit = wa->0 - 'a' + 10;
4862 default: return GPR_FAIL;
4864 if (digit >= base) return GPR_FAIL;
4866 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL;
4867 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL;
4869 if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL;
4870 if (digit_count == MAX_DECIMAL_SIZE) {
4871 if (num > MAX_DECIMAL_BASE) return GPR_FAIL;
4872 if (num == MAX_DECIMAL_BASE) {
4873 if (sign == 1 && digit > 7) return GPR_FAIL;
4874 if (sign == -1 && digit > 8) return GPR_FAIL;
4878 num = base*num + digit;
4880 parsed_number = num * sign;
4885 ! ----------------------------------------------------------------------------
4886 ! GetGender returns 0 if the given animate object is female, and 1 if male
4887 ! (not all games will want such a simple decision function!)
4888 ! ----------------------------------------------------------------------------
4891 if (person hasnt female) rtrue;
4895 [ GetGNAOfObject obj case gender;
4896 if (obj hasnt animate) case = 6;
4897 if (obj has male) gender = male;
4898 if (obj has female) gender = female;
4899 if (obj has neuter) gender = neuter;
4901 if (case == 0) gender = LanguageAnimateGender;
4902 else gender = LanguageInanimateGender;
4904 if (gender == female) case = case + 1;
4905 if (gender == neuter) case = case + 2;
4906 if (obj has pluralname) case = case + 3;
4910 ! ----------------------------------------------------------------------------
4911 ! Converting between dictionary addresses and entry numbers
4912 ! ----------------------------------------------------------------------------
4914 #Ifdef TARGET_ZCODE;
4916 [ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ];
4917 [ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ];
4919 #Ifnot; ! TARGET_GLULX
4921 ! In Glulx, dictionary entries *are* addresses.
4922 [ Dword__No w; return w; ];
4923 [ No__Dword n; return n; ];
4927 ! ----------------------------------------------------------------------------
4928 ! For copying buffers
4929 ! ----------------------------------------------------------------------------
4931 #Ifdef TARGET_ZCODE;
4933 [ CopyBuffer bto bfrom i size;
4935 for (i=1 : i<=size : i++) bto->i = bfrom->i;
4938 #Ifnot; ! TARGET_GLULX
4940 [ CopyBuffer bto bfrom i;
4941 for (i=0 : i<INPUT_BUFFER_LEN : i++) bto->i = bfrom->i;
4946 ! ----------------------------------------------------------------------------
4947 ! Provided for use by language definition files
4948 ! ----------------------------------------------------------------------------
4950 #Ifdef TARGET_ZCODE;
4952 [ LTI_Insert i ch b y;
4954 ! Protect us from strict mode, as this isn't an array in quite the
4958 ! Insert character ch into buffer at point i.
4959 ! Being careful not to let the buffer possibly overflow:
4961 if (y > b->0) y = b->0;
4963 ! Move the subsequent text along one character:
4964 for (y=y+2 : y>i : y--) b->y = b->(y-1);
4967 ! And the text is now one character longer:
4968 if (b->1 < b->0) (b->1)++;
4971 #Ifnot; ! TARGET_GLULX
4973 [ LTI_Insert i ch b y;
4975 ! Protect us from strict mode, as this isn't an array in quite the
4979 ! Insert character ch into buffer at point i.
4980 ! Being careful not to let the buffer possibly overflow:
4982 if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN;
4984 ! Move the subsequent text along one character:
4985 for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1);
4988 ! And the text is now one character longer:
4989 if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++;
4994 ! ============================================================================
4996 [ PronounsSub x y c d;
4997 L__M(##Pronouns, 1);
4999 c = (LanguagePronouns-->0)/3;
5000 if (player ~= selfobj) c++;
5002 if (c == 0) return L__M(##Pronouns, 4);
5004 for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) {
5005 print "~", (address) LanguagePronouns-->x, "~ ";
5006 y = LanguagePronouns-->(x+2);
5007 if (y == NULL) L__M(##Pronouns, 3);
5009 L__M(##Pronouns, 2);
5013 if (d < c-1) print (string) COMMA__TX;
5014 if (d == c-1) print (SerialComma) c, (string) AND__TX;
5016 if (player ~= selfobj) {
5017 print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2);
5018 c = player; player = selfobj;
5019 print (the) c; player = c;
5021 L__M(##Pronouns, 5);
5024 [ SetPronoun dword value x;
5025 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
5026 if (LanguagePronouns-->x == dword) {
5027 LanguagePronouns-->(x+2) = value; return;
5032 [ PronounValue dword x;
5033 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
5034 if (LanguagePronouns-->x == dword)
5035 return LanguagePronouns-->(x+2);
5039 [ ResetVagueWords obj; PronounNotice(obj); ];
5041 #Ifdef EnglishNaturalLanguage;
5043 [ PronounOldEnglish;
5044 if (itobj ~= old_itobj) SetPronoun('it', itobj);
5045 if (himobj ~= old_himobj) SetPronoun('him', himobj);
5046 if (herobj ~= old_herobj) SetPronoun('her', herobj);
5047 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
5050 #Endif; !EnglishNaturalLanguage
5052 [ PronounNotice obj x bm;
5053 if (obj == player) return;
5055 #Ifdef EnglishNaturalLanguage;
5056 PronounOldEnglish();
5057 #Endif; ! EnglishNaturalLanguage
5059 bm = PowersOfTwo_TB-->(GetGNAOfObject(obj));
5061 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
5062 if (bm & (LanguagePronouns-->(x+1)) ~= 0)
5063 LanguagePronouns-->(x+2) = obj;
5065 #Ifdef EnglishNaturalLanguage;
5066 itobj = PronounValue('it'); old_itobj = itobj;
5067 himobj = PronounValue('him'); old_himobj = himobj;
5068 herobj = PronounValue('her'); old_herobj = herobj;
5069 #Endif; ! EnglishNaturalLanguage
5072 ! ============================================================================
5073 ! End of the parser proper: the remaining routines are its front end.
5074 ! ----------------------------------------------------------------------------
5076 Object InformLibrary "(Inform Library)"
5077 with play [ i j k l;
5079 #Ifdef TARGET_ZCODE;
5081 #Ifnot; ! TARGET_GLULX
5086 while (~~deadflag) { ! everything happens in this loop
5088 #Ifdef EnglishNaturalLanguage;
5089 PronounOldEnglish();
5090 old_itobj = PronounValue('it');
5091 old_himobj = PronounValue('him');
5092 old_herobj = PronounValue('her');
5093 #Endif; ! EnglishNaturalLanguage
5097 if (score ~= last_score) {
5098 if (notify_mode == 1) NotifyTheScore();
5104 inputobjs-->0 = 0; inputobjs-->1 = 0;
5105 inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false;
5107 ! The Parser writes its results into inputobjs and meta,
5108 ! a flag indicating a "meta-verb". This can only be set for
5109 ! commands by the player, not for orders to others.
5111 InformParser.parse_input(inputobjs);
5113 action = inputobjs-->0;
5115 ! --------------------------------------------------------------
5117 ! Reverse "give fred biscuit" into "give biscuit to fred"
5119 if (action == ##GiveR or ##ShowR) {
5120 i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i;
5121 if (action == ##GiveR) action = ##Give; else action = ##Show;
5124 ! Convert "P, tell me about X" to "ask P about X"
5126 if (action == ##Tell && inputobjs-->2 == player && actor ~= player) {
5127 inputobjs-->2 = actor; actor = player; action = ##Ask;
5130 ! Convert "ask P for X" to "P, give X to me"
5132 if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) {
5133 actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3;
5134 inputobjs-->3 = player; action = ##Give;
5137 ! For old, obsolete code: special_word contains the topic word
5140 if (action == ##Ask or ##Tell or ##Answer)
5141 special_word = special_number1;
5143 ! --------------------------------------------------------------
5145 multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false;
5146 ! For implicit taking and multiple object detection
5149 inp1 = 0; inp2 = 0; i = inputobjs-->1;
5150 if (i >= 1) inp1 = inputobjs-->2;
5151 if (i >= 2) inp2 = inputobjs-->3;
5153 ! inp1 and inp2 hold: object numbers, or 0 for "multiple object",
5154 ! or 1 for "a number or dictionary address"
5156 if (inp1 == 1) noun = special_number1; else noun = inp1;
5158 if (inp1 == 1) second = special_number2;
5159 else second = special_number1;
5163 ! -------------------------------------------------------------
5165 !print "inp1: ", (name) inp1, "^";
5166 !print "inp2: ", (name) inp2, "^";
5167 !print "inputobjs-->1: ", (name) inputobjs-->1, "^";
5168 !print "inputobjs-->2: ", (name) inputobjs-->2, "^";
5169 !print "inputobjs-->3: ", (name) inputobjs-->3, "^";
5170 !print "noun: ", (name) noun, "^";
5171 !print "second: ", (name) second, "^";
5172 !print "actor: ", (name) actor, "^";
5175 ! --------------------------------------------------------------
5176 ! Generate the action...
5179 (i == 1 && inp1 ~= 0) ||
5180 (i == 2 && inp1 ~= 0 && inp2 ~= 0)) {
5182 if (actor ~= player) {
5183 switch (self.actor_act(actor, action, noun, second)) {
5184 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5185 default: jump turn__end;
5191 self.begin_action(action, noun, second, 0);
5195 ! ...unless a multiple object must be substituted. First:
5196 ! (a) check the multiple list isn't empty;
5197 ! (b) warn the player if it has been cut short because too long;
5198 ! (c) generate a sequence of actions from the list
5199 ! (stopping in the event of death or movement away).
5202 j = multiple_object-->0;
5204 L__M(##Miscellany, 2);
5208 toomany_flag = false;
5209 L__M(##Miscellany, 1);
5212 for (k=1 : k<=j : k++) {
5213 if (deadflag) break;
5214 if (location ~= i) {
5215 L__M(##Miscellany, 51);
5218 l = multiple_object-->k;
5220 print (name) l, (string) COLON__TX, " ";
5223 switch (self.actor_act(actor, action, l, second)) {
5224 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5225 ACTOR_ACT_ABORT_ORDER: jump turn__end;
5231 if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
5237 ! --------------------------------------------------------------
5241 ! No time passes if either (i) the verb was meta, or
5242 ! (ii) we've only had the implicit take before the "real"
5245 if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; }
5247 if (~~deadflag) self.end_turn_sequence();
5248 else if (START_MOVE ~= 1) turns++;
5251 if (deadflag ~= 2 && AfterLife() == false)
5252 LibraryExtensions.RunAll(ext_afterlife);
5253 if (deadflag == 0) jump very__late__error;
5255 ], ! end of 'play' property
5257 end_turn_sequence [;
5258 AdvanceWorldClock(); if (deadflag) return;
5259 RunTimersAndDaemons(); if (deadflag) return;
5260 RunEachTurnProperties(); if (deadflag) return;
5261 if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses);
5262 if (deadflag) return;
5263 AdjustLight(); if (deadflag) return;
5264 NoteObjectAcquisitions();
5267 ! The first time we call self.actor_act(), set the fifth
5268 ! parameter to true. Details can be seen in
5269 ! 1d95759b1bd6674509d6cf9161e6db3da3831f10 and in Issues #23 and
5270 ! #30 (Mantis 1813 and 1885)
5271 actor_act [ p a n s ft j sp sa sn ss;
5272 sp = actor; actor = p;
5274 ! The player's "orders" property can refuse to allow
5275 ! conversation here, by returning true. If not, the order is
5276 ! sent to the other person's "orders" property. If that also
5277 ! returns false, then: if it was a misunderstood command
5278 ! anyway, it is converted to an Answer action (thus
5279 ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a
5280 ! good command, it is finally offered to the Order: part of
5281 ! the other person's "life" property, the old-fashioned
5282 ! way of dealing with conversation.
5284 sa = action; sn = noun; ss = second;
5285 action = a; noun = n; second = s;
5286 j = RunRoutines(player, orders);
5288 j = RunRoutines(actor, orders);
5290 if (action == ##NotUnderstood) {
5291 inputobjs-->3 = actor; actor = player; action = ##Answer;
5292 ! abort, not resetting action globals
5293 return ACTOR_ACT_ABORT_NOTUNDERSTOOD;
5295 if (RunLife(actor, ##Order) == 0) {
5296 L__M(##Order, 1, actor);
5298 return ACTOR_ACT_ABORT_ORDER;
5302 action = sa; noun = sn; second = ss;
5304 return ACTOR_ACT_ABORT_ORDER;
5308 self.begin_action(a, n, s, 0);
5311 return ACTOR_ACT_OK;
5314 begin_action [ a n s source sa sn ss;
5315 sa = action; sn = noun; ss = second;
5316 action = a; noun = n; second = s;
5318 if (debug_flag & DEBUG_ACTIONS) TraceAction(source);
5323 #Iftrue (Grammar__Version == 1);
5324 if ((meta || BeforeRoutines() == false) && action < 256) {
5327 if (BeforeRoutines() == false)
5329 } else ActionPrimitive();
5335 if ((meta || BeforeRoutines() == false) && action < 4096) {
5338 if (BeforeRoutines() == false)
5340 } else ActionPrimitive();
5345 #Endif; ! Grammar__Version
5346 action = sa; noun = sn; second = ss;
5350 ! ----------------------------------------------------------------------------
5351 ! Routines called before and after main 'play' loop
5354 before_first_turn = true;
5355 for (i=1 : i<=100 : i++) j = random(i);
5357 ChangeDefault(cant_go, CANTGO__TX);
5359 real_location = thedark;
5360 player = selfobj; actor = player;
5361 selfobj.capacity = MAX_CARRIED; ! ### change?
5363 #Ifdef LanguageInitialise;
5364 LanguageInitialise();
5365 #Endif; ! LanguageInitialise
5367 #Ifdef EnglishNaturalLanguage;
5368 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
5369 #Endif;! EnglishNaturalLanguage
5372 LibraryExtensions.RunAll(ext_initialise);
5375 initial_lookmode = lookmode;
5377 objectloop (i in player) give i moved ~concealed;
5378 move player to location;
5379 while (parent(location)) location = parent(location);
5380 real_location = location;
5381 MoveFloatingObjects();
5383 actor = player; ! resync, because player may have been changed in Initialise()
5384 actors_location = location;
5386 lightflag = OffersLight(parent(player));
5387 if (lightflag == 0) location = thedark;
5389 if (j ~= 2) Banner();
5390 #Ifndef NOINITIAL_LOOK;
5393 before_first_turn = false;
5397 if (score ~= last_score) {
5398 if (notify_mode == 1) NotifyTheScore();
5402 #Ifdef TARGET_ZCODE;
5403 #IfV5; style bold; #Endif; ! V5
5404 #Ifnot; ! TARGET_GLULX
5405 glk_set_style(style_Alert);
5409 1: L__M(##Miscellany, 3);
5410 2: L__M(##Miscellany, 4);
5412 if (DeathMessage() == false)
5413 LibraryExtensions.RunAll(ext_deathmessage);
5417 #Ifdef TARGET_ZCODE;
5418 #IfV5; style roman; #Endif; ! V5
5419 #Ifnot; ! TARGET_GLULX
5420 glk_set_style(style_Normal);
5432 ! ----------------------------------------------------------------------------
5433 ! Routines called at end of each turn
5435 [ AdvanceWorldClock;
5437 if (the_time ~= NULL) {
5438 if (time_rate >= 0) the_time=the_time+time_rate;
5441 if (time_step == 0) {
5443 time_step = -time_rate;
5446 the_time = the_time % 1440;
5450 [ RunTimersAndDaemons i j;
5452 if (debug_flag & DEBUG_TIMERS) {
5453 for (i=0 : i<active_timers : i++) {
5456 print (name) (j&~WORD_HIGHBIT), ": ";
5457 if (j & WORD_HIGHBIT) print "daemon";
5459 print "timer with ", j.time_left, " turns to go";
5466 for (i=0 : i<active_timers : i++) {
5467 if (deadflag) return;
5470 if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon);
5472 if (j.time_left == 0) {
5474 RunRoutines(j, time_out);
5477 j.time_left = j.time_left-1;
5483 [ RunEachTurnProperties;
5484 scope_reason = EACH_TURN_REASON; verb_word = 0;
5485 DoScopeAction(location);
5486 SearchScope(ScopeCeiling(player), player, 0);
5487 scope_reason = PARSING_REASON;
5490 ! ----------------------------------------------------------------------------
5492 #Ifdef TARGET_ZCODE;
5494 [ ActionPrimitive; (#actions_table-->action)(); ];
5496 #Ifnot; ! TARGET_GLULX
5498 [ ActionPrimitive; (#actions_table-->(action+1))(); ];
5502 [ AfterGameOver i amus_ret;
5506 L__M(##Miscellany,5);
5511 #Ifdef TARGET_ZCODE;
5512 #IfV3; read buffer parse; #Endif; ! V3
5514 #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5
5515 #Ifnot; ! TARGET_GLULX
5516 KeyboardPrimitive(buffer, parse);
5519 if (i == QUIT1__WD or QUIT2__WD) {
5520 #Ifdef TARGET_ZCODE;
5522 #Ifnot; ! TARGET_GLULX
5526 if (i == RESTART__WD) {
5527 #Ifdef TARGET_ZCODE;
5529 #Ifnot; ! TARGET_GLULX
5533 if (i == RESTORE__WD) {
5537 if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) {
5538 new_line; FullScoreSub();
5541 if (deadflag == 2 && i == AMUSING__WD) {
5543 if (AMUSING_PROVIDED == 0) {
5545 amus_ret = Amusing();
5547 if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing);
5551 if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) {
5553 if (i == 0) jump RRQPL;
5556 L__M(##Miscellany, 8);
5560 [ NoteObjectAcquisitions i;
5561 objectloop (i in player)
5562 if (i hasnt moved) {
5565 score = score + OBJECT_SCORE;
5566 things_score = things_score + OBJECT_SCORE;
5571 ! ----------------------------------------------------------------------------
5572 ! R_Process is invoked by the <...> and <<...>> statements, whose syntax is:
5573 ! <action [noun] [second]> ! traditional
5574 ! <action [noun] [second], actor> ! introduced at compiler 6.33
5578 s1 = inp1; s2 = inp2; s3 = actor;
5579 inp1 = n; inp2 = s; if (p) actor = p; else actor = player;
5580 InformLibrary.begin_action(a, n, s, 1);
5581 inp1 = s1; inp2 = s2; actor = s3;
5584 ! ----------------------------------------------------------------------------
5586 [ TestScope obj act a al sr x y;
5587 x = parser_one; y = parser_two;
5588 parser_one = obj; parser_two = 0; a = actor; al = actors_location;
5589 sr = scope_reason; scope_reason = TESTSCOPE_REASON;
5590 if (act == 0) actor = player; else actor = act;
5591 actors_location = ScopeCeiling(actor);
5592 SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a;
5593 actors_location = al; parser_one = x; x = parser_two; parser_two = y;
5597 [ LoopOverScope routine act x y a al;
5598 x = parser_one; y = scope_reason; a = actor; al = actors_location;
5599 parser_one = routine;
5600 if (act == 0) actor = player; else actor = act;
5601 actors_location = ScopeCeiling(actor);
5602 scope_reason = LOOPOVERSCOPE_REASON;
5603 SearchScope(actors_location, actor, 0);
5604 parser_one = x; scope_reason = y; actor = a; actors_location = al;
5607 [ BeforeRoutines rv;
5608 if (GamePreRoutine()) rtrue;
5609 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0);
5611 if (RunRoutines(player, orders)) rtrue;
5612 scope_reason = REACT_BEFORE_REASON; parser_one = 0;
5613 SearchScope(ScopeCeiling(player), player, 0);
5614 scope_reason = PARSING_REASON;
5615 if (parser_one) rtrue;
5616 if (location && RunRoutines(location, before)) rtrue;
5617 if (inp1 > 1 && RunRoutines(inp1, before)) rtrue;
5622 scope_reason = REACT_AFTER_REASON; parser_one = 0;
5623 SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON;
5624 if (parser_one) rtrue;
5625 if (location && RunRoutines(location, after)) rtrue;
5626 if (inp1 > 1 && RunRoutines(inp1, after)) rtrue;
5627 rv = GamePostRoutine();
5628 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false);
5634 if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j);
5636 reason_code = j; return RunRoutines(a,life);
5640 switch (metaclass(addr)) { ! Left over from Inform 5
5642 Object, Class: return 1;
5648 [ PrintOrRun obj prop flag;
5649 if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop);
5650 if (obj.prop == NULL) rfalse;
5651 switch (metaclass(obj.prop)) {
5652 Class, Object, nothing:
5653 return RunTimeError(2,obj,prop);
5655 print (string) obj.prop;
5656 if (flag == 0) new_line;
5659 return RunRoutines(obj, prop);
5663 [ PrintOrRunVar var flag;
5664 switch (metaclass(var)) {
5669 if (flag == 0) new_line;
5673 print (char) '(', var, (char) ')';
5678 [ ValueOrRun obj prop;
5679 !### this is entirely unlikely to work. Does anyone care? (AP)
5680 ! Well, it's certainly used three times in verblibm.h (RF)
5681 ! Update: now not used (RF)
5682 if (obj.prop < 256) return obj.prop;
5683 return RunRoutines(obj, prop);
5686 [ RunRoutines obj prop;
5687 if (obj == thedark && prop ~= initial or short_name or description) obj = real_location;
5688 if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse;
5692 #Ifdef TARGET_ZCODE;
5694 [ ChangeDefault prop val a b;
5695 ! Use assembly-language here because -S compilation won't allow this:
5701 #Ifnot; ! TARGET_GLULX
5703 [ ChangeDefault prop val;
5704 ! Use assembly-language here because -S compilation won't allow this:
5705 ! #cpv__start-->prop = val;
5706 @astore #cpv__start prop val;
5711 ! ----------------------------------------------------------------------------
5713 [ StartTimer obj timer i;
5714 for (i=0 : i<active_timers : i++)
5715 if (the_timers-->i == obj) rfalse;
5716 for (i=0 : i<active_timers : i++)
5717 if (the_timers-->i == 0) jump FoundTSlot;
5718 i = active_timers++;
5719 if (i >= MAX_TIMERS) { RunTimeError(4); return; }
5721 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5722 the_timers-->i = obj; obj.time_left = timer;
5726 for (i=0 : i<active_timers : i++)
5727 if (the_timers-->i == obj) jump FoundTSlot2;
5730 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5731 the_timers-->i = 0; obj.time_left = 0;
5734 [ StartDaemon obj i;
5735 for (i=0 : i<active_timers : i++)
5736 if (the_timers-->i == WORD_HIGHBIT + obj) rfalse;
5737 for (i=0 : i<active_timers : i++)
5738 if (the_timers-->i == 0) jump FoundTSlot3;
5739 i = active_timers++;
5740 if (i >= MAX_TIMERS) RunTimeError(4);
5742 the_timers-->i = WORD_HIGHBIT + obj;
5746 for (i=0 : i<active_timers : i++)
5747 if (the_timers-->i == WORD_HIGHBIT + obj) jump FoundTSlot4;
5753 ! ----------------------------------------------------------------------------
5756 if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; }
5757 else { sline1 = the_time/60; sline2 = the_time%60;}
5761 the_time = t; time_rate = s; time_step = 0;
5762 if (s < 0) time_step = 0-s;
5766 #Ifdef TARGET_GLULX;
5767 glk_set_style(style_Note);
5768 #Endif; ! TARGET_GLULX
5769 print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^";
5770 #Ifdef TARGET_GLULX;
5771 glk_set_style(style_Normal);
5772 #Endif; ! TARGET_GLULX
5775 ! ----------------------------------------------------------------------------
5777 [ AdjustLight flag i;
5779 lightflag = OffersLight(parent(player));
5781 if (i == 0 && lightflag == 1) {
5782 location = real_location;
5783 if (flag == 0) <Look>;
5786 if (i == 1 && lightflag == 0) {
5787 real_location = location; location = thedark;
5790 return L__M(##Miscellany, 9);
5793 if (i == 0 && lightflag == 0) location = thedark;
5798 if (i has light) rtrue;
5800 if (HasLightSource(j) == 1) rtrue;
5801 if (i has container) {
5802 if (i has open || i has transparent)
5803 return OffersLight(parent(i));
5806 if (i has enterable || i has transparent || i has supporter)
5807 return OffersLight(parent(i));
5812 [ HidesLightSource obj;
5813 if (obj == player) rfalse;
5814 if (obj has transparent or supporter) rfalse;
5815 if (obj has container) return (obj hasnt open);
5816 return (obj hasnt enterable);
5819 [ HasLightSource i j ad;
5821 if (i has light) rtrue;
5822 if (i has enterable || IsSeeThrough(i) == 1)
5823 if (~~(HidesLightSource(i)))
5825 if (HasLightSource(j) == 1) rtrue;
5826 ad = i.&add_to_scope;
5827 if (parent(i) ~= 0 && ad ~= 0) {
5828 if (metaclass(ad-->0) == Routine) {
5829 ats_hls = 0; ats_flag = 1;
5830 RunRoutines(i, add_to_scope);
5831 ats_flag = 0; if (ats_hls == 1) rtrue;
5834 for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)
5835 if (HasLightSource(ad-->j) == 1) rtrue;
5841 [ ChangePlayer obj flag i;
5842 ! if (obj.&number == 0) return RunTimeError(7, obj);
5844 if (obj == nothing) obj = selfobj;
5845 if (actor == player) actor=obj;
5846 give player ~transparent ~concealed;
5847 i = obj; while (parent(i) ~= 0) {
5848 if (i has animate) give i transparent;
5851 if (player == selfobj && player provides nameless && player.nameless == true) {
5852 if (player provides narrative_voice) {
5853 if (player.narrative_voice == 1) {
5854 player.short_name = MYFORMER__TX;
5855 (player.&name)-->0 = 'my';
5856 (player.&name)-->1 = 'former';
5857 (player.&name)-->2 = 'self';
5858 } else if (player.narrative_voice == 2) {
5859 player.short_name = FORMER__TX;
5860 (player.&name)-->0 = 'my';
5861 (player.&name)-->1 = 'former';
5862 (player.&name)-->2 = 'self';
5870 give player transparent concealed animate;
5871 i = player; while (parent(i) ~= 0) i = parent(i);
5872 location = i; real_location = location;
5873 if (parent(player) == 0) return RunTimeError(10);
5874 MoveFloatingObjects();
5875 lightflag = OffersLight(parent(player));
5876 if (lightflag == 0) location = thedark;
5877 print_player_flag = flag;
5880 ! ----------------------------------------------------------------------------
5884 #Ifdef TARGET_ZCODE;
5888 if (w >= 1 && w <= top_object) print " (", (name) w, ")";
5889 if (UnsignedCompare(w, dict_start) >= 0 &&
5890 UnsignedCompare(w, dict_end) < 0 &&
5891 (w - dict_start) % dict_entry_size == 0)
5892 print " ('", (address) w, "')";
5895 [ DebugAction a anames;
5896 #Iftrue (Grammar__Version == 1);
5897 if (a >= 256) { print "<fake action ", a-256, ">"; return; }
5899 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5900 #Endif; ! Grammar__Version
5901 anames = #identifiers_table;
5902 anames = anames + 2*(anames-->0) + 2*48;
5903 print (string) anames-->a;
5906 [ DebugAttribute a anames;
5907 if (a < 0 || a >= 48) print "<invalid attribute ", a, ">";
5909 anames = #identifiers_table; anames = anames + 2*(anames-->0);
5910 print (string) anames-->a;
5914 #Ifnot; ! TARGET_GLULX
5916 [ DebugParameter w endmem;
5919 if (w >= 1 && w < endmem) {
5920 if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")";
5921 if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')";
5925 [ DebugAction a str;
5926 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5927 if (a < 0 || a >= #identifiers_table-->7) print "<invalid action ", a, ">";
5929 str = #identifiers_table-->6;
5931 if (str) print (string) str; else print "<unnamed action ", a, ">";
5935 [ DebugAttribute a str;
5936 if (a < 0 || a >= NUM_ATTR_BYTES*8) print "<invalid attribute ", a, ">";
5938 str = #identifiers_table-->4;
5940 if (str) print (string) str; else print "<unnamed attribute ", a, ">";
5946 [ TraceAction source ar;
5947 if (source < 2) print "[ Action ", (DebugAction) action;
5950 print "[ Order to ", (name) actor, ": ", (DebugAction) action;
5952 print "[ Life rule ", (DebugAction) ar;
5954 if (noun ~= 0) print " with noun ", (DebugParameter) noun;
5955 if (second ~= 0) print " and second ", (DebugParameter) second;
5956 if (source == 0) print " ";
5957 if (source == 1) print " (from < > statement) ";
5962 AnalyseToken(token);
5963 switch (found_ttype) {
5965 print "<illegal token number ", token, ">";
5967 switch (found_tdata) {
5968 NOUN_TOKEN: print "noun";
5969 HELD_TOKEN: print "held";
5970 MULTI_TOKEN: print "multi";
5971 MULTIHELD_TOKEN: print "multiheld";
5972 MULTIEXCEPT_TOKEN: print "multiexcept";
5973 MULTIINSIDE_TOKEN: print "multiinside";
5974 CREATURE_TOKEN: print "creature";
5975 SPECIAL_TOKEN: print "special";
5976 NUMBER_TOKEN: print "number";
5977 TOPIC_TOKEN: print "topic";
5978 ENDIT_TOKEN: print "END";
5981 print "'", (address) found_tdata, "'";
5984 print "noun=", (InfixPrintPA) found_tdata;
5986 print "noun=Routine(", found_tdata, ")";
5989 print (DebugAttribute) found_tdata;
5992 print "scope=", (InfixPrintPA) found_tdata;
5994 print "scope=Routine(", found_tdata, ")";
5998 print (InfixPrintPA) found_tdata;
6000 print "Routine(", found_tdata, ")";
6005 [ DebugGrammarLine pcount;
6007 for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
6008 if ((line_token-->pcount)->0 & $10) print "/ ";
6009 print (DebugToken) line_token-->pcount, " ";
6011 print "-> ", (DebugAction) action_to_be;
6012 if (action_reversed) print " reverse";
6015 #Ifdef TARGET_ZCODE;
6017 [ ShowVerbSub grammar lines j;
6018 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
6019 "Try typing ~showverb~ and then the name of a verb.";
6021 if ((noun->#dict_par1) & DICT_META) print " meta";
6022 for (j=dict_start : j<dict_end : j=j+dict_entry_size)
6023 if (j->#dict_par2 == noun->#dict_par2)
6024 print " '", (address) j, "'";
6026 grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2));
6029 if (lines == 0) "has no grammar lines.";
6030 for (: lines>0 : lines--) {
6031 grammar = UnpackGrammarLine(grammar);
6032 print " "; DebugGrammarLine(); new_line;
6036 #Ifnot; ! TARGET_GLULX
6038 [ ShowVerbSub grammar lines i j wd dictlen entrylen;
6039 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
6040 "Try typing ~showverb~ and then the name of a verb.";
6042 if ((noun->#dict_par1) & DICT_META) print " meta";
6043 dictlen = #dictionary_table-->0;
6044 entrylen = DICT_WORD_SIZE + 7;
6045 for (j=0 : j<dictlen : j++) {
6046 wd = #dictionary_table + WORDSIZE + entrylen*j;
6047 if (wd->#dict_par2 == noun->#dict_par2)
6048 print " '", (address) wd, "'";
6051 i = DictionaryWordToVerbNum(noun);
6052 grammar = (#grammar_table)-->(i+1);
6055 if (lines == 0) "has no grammar lines.";
6056 for (: lines>0 : lines--) {
6057 grammar = UnpackGrammarLine(grammar);
6058 print " "; DebugGrammarLine(); new_line;
6064 [ ShowObjSub c f l a n x numattr;
6065 if (noun == 0) noun = location;
6066 objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; }
6067 if (f == 1) print (name) l, " ~"; else print "Object ~";
6068 print (name) noun, "~ (", noun, ")";
6069 if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")";
6073 objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " ";
6076 #Ifdef TARGET_ZCODE;
6078 #Ifnot; ! TARGET_GLULX
6079 numattr = NUM_ATTR_BYTES * 8;
6081 for (a=0,f=0 : a<numattr : a++) if (noun has a) f=1;
6084 for (a=0 : a<numattr : a++) if (noun has a) print (DebugAttribute) a, " ";
6087 if (noun ofclass Class) return;
6090 #Ifdef TARGET_ZCODE;
6091 l = #identifiers_table-->0;
6092 #Ifnot; ! TARGET_GLULX
6093 l = INDIV_PROP_START + #identifiers_table-->3;
6095 for (a=1 : a<=l : a++) {
6096 if ((a ~= 2 or 3) && noun.&a) {
6097 if (f == 0) { print " with "; f=1; }
6100 for (c=0 : WORDSIZE*c<n : c++) {
6103 if (a == name) print "'", (address) x, "'";
6105 if (a == number or capacity or time_left) print x;
6112 switch (metaclass(x)) {
6116 print "~", (string) x, "~";
6128 ! if (f==1) new_line;
6131 [ ShowDictSub_helper x; print (address) x; ];
6135 #Ifdef TARGET_ZCODE;
6136 dp = HDR_DICTIONARY-->0; ! start of dictionary
6137 dp = dp + dp->0 + 1; ! skip over word-separators table
6138 el = dp->0; dp = dp + 1; ! entry length
6139 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6140 #Ifnot; ! TARGET_GLULX;
6141 dp = #dictionary_table; ! start of dictionary
6142 el = DICT_WORD_SIZE + 7; ! entry length
6143 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6145 ! dp now at first entry
6146 wn = 2; x = NextWordStopped();
6149 "That word isn't in the dictionary.";
6151 ; ! show all entries
6153 dp = './/'; ne = 1; ! show '.'
6155 dp = ',//'; ne = 1; ! show ','
6157 dp = x; ne = 1; f = true; ! show specified entry, plus associated objects
6159 for ( : ne-- : dp=dp+el) {
6160 print (address) dp, " --> ";
6161 x = dp->#dict_par1; ! flag bits
6162 y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE;
6163 for (z=WORDSIZE : z<y : z++) {
6164 !if (x & DICT_NOUN) StorageForShortName->z = UpperCase(StorageForShortName->z);
6165 if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000;
6166 print (char) StorageForShortName->z;
6172 !if (x & $0040) print " BIT_6";
6173 !if (x & $0020) print " BIT_5";
6174 !if (x & $0010) print " BIT_4";
6175 if (x & $8000) print " UNTYPEABLE";
6176 if (x & DICT_NOUN) print " noun";
6177 if (x & DICT_PLUR) print "+plural";
6178 if (x & DICT_VERB) print " verb";
6179 if (x & DICT_META) print "+meta";
6180 if (x & DICT_PREP) print " preposition";
6181 if (f && (x & DICT_NOUN)) {
6182 print " --> refers to these objects:";
6184 if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")";
6193 ! ----------------------------------------------------------------------------
6194 ! Miscellaneous display routines used by DrawStatusLine and available for
6195 ! user. Most of these vary according to which machine is being compiled to
6196 ! ----------------------------------------------------------------------------
6198 #Ifdef TARGET_ZCODE;
6200 [ ClearScreen window;
6202 WIN_ALL: @erase_window -1;
6203 WIN_STATUS: @erase_window 1;
6204 WIN_MAIN: @erase_window 0;
6208 #Iftrue (#version_number == 6);
6209 [ MoveCursorV6 line column charw; ! 1-based postion on text grid
6210 @get_wind_prop 1 13 -> charw; ! font size
6211 charw = charw & $FF;
6212 line = 1 + charw*(line-1);
6213 column = 1 + charw*(column-1);
6214 @set_cursor line column;
6219 [ MoveCursor line column; ! 1-based postion on text grid
6220 if (~~statuswin_current) {
6223 if (clr_on && clr_bgstatus > 1)
6224 @set_colour clr_fgstatus clr_bgstatus;
6229 if (line == 0) { line = 1; column = 1; }
6230 #Iftrue (#version_number == 6);
6231 MoveCursorV6(line, column);
6233 @set_cursor line column;
6235 statuswin_current = true;
6240 if (statuswin_current) {
6242 if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg;
6248 statuswin_current = false;
6251 #Iftrue (#version_number == 6);
6252 [ ScreenWidth width charw;
6253 @get_wind_prop 1 3 -> width;
6254 @get_wind_prop 1 13 -> charw;
6255 charw = charw & $FF;
6256 if (charw == 0) return width;
6257 return (width+charw-1) / charw;
6261 return (HDR_SCREENWCHARS->0);
6266 return (HDR_SCREENHLINES->0);
6269 #Iftrue (#version_number == 6);
6270 [ StatusLineHeight height wx wy x y charh;
6271 ! Split the window. Standard 1.0 interpreters should keep the window 0
6272 ! cursor in the same absolute position, but older interpreters,
6273 ! including Infocom's don't - they keep the window 0 cursor in the
6274 ! same position relative to its origin. We therefore compensate
6276 @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx;
6277 @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh;
6278 @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x;
6279 height = height * charh;
6280 @split_window height;
6281 y = y - height + wy - 1;
6285 gg_statuswin_cursize = height;
6288 [ StatusLineHeight height;
6289 if (gg_statuswin_cursize ~= height)
6290 @split_window height;
6291 gg_statuswin_cursize = height;
6296 [ SetColour f b window;
6297 if (window == 0) { ! if setting both together, set reverse
6305 if (window == 0 or 2) {
6310 if (statuswin_current)
6311 @set_colour clr_fgstatus clr_bgstatus;
6313 @set_colour clr_fg clr_bg;
6319 #Ifnot; ! TARGET_GLULX
6321 [ ClearScreen window;
6322 if (window == WIN_ALL or WIN_MAIN) {
6323 glk_window_clear(gg_mainwin);
6325 glk_window_close(gg_quotewin, 0);
6329 if (gg_statuswin && window == WIN_ALL or WIN_STATUS)
6330 glk_window_clear(gg_statuswin);
6333 [ MoveCursor line column; ! 0-based postion on text grid
6335 glk_set_window(gg_statuswin);
6337 if (line == 0) { line = 1; column = 1; }
6338 glk_window_move_cursor(gg_statuswin, column-1, line-1);
6339 statuswin_current=1;
6343 glk_set_window(gg_mainwin);
6344 statuswin_current=0;
6348 if (c > 9) return c;
6350 return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0);
6355 if (gg_statuswin && statuswin_current) id = gg_statuswin;
6356 glk_window_get_size(id, gg_arguments, 0);
6357 return gg_arguments-->0;
6361 glk_window_get_size(gg_mainwin, 0, gg_arguments);
6362 return gg_arguments-->0;
6366 [ SetColour f b window;
6367 if (window == 0) { ! if setting both together, set reverse
6375 if (window == 0 or 2) {
6380 if (glk_gestalt(gestalt_GarglkText, 0)) {
6381 if (f >= 0 && f < 10) {
6382 f = GlulxColourValues-->f;
6387 if (b >= 0 && b < 10) {
6388 b = GlulxColourValues-->b;
6393 garglk_set_zcolors(f, b);
6401 [ SetColour f b window doclear;
6402 f = b = window = doclear = 0;
6407 SetColour (f, b, w);
6410 [ RestoreColours; ! L61007, L61113
6411 gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight()
6413 if (clr_on) { ! check colour has been used
6414 SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored
6415 SetColour(clr_fgstatus, clr_bgstatus, 1, true);
6419 #Ifdef TARGET_ZCODE;
6420 #Iftrue (#version_number == 6); ! request screen update
6421 (0-->8) = (0-->8) | $$00000100;
6426 ! ----------------------------------------------------------------------------
6427 ! Except in Version 3, the DrawStatusLine routine does just that: this is
6428 ! provided explicitly so that it can be Replace'd to change the style, and
6429 ! as written it emulates the ordinary Standard game status line, which is
6431 ! ----------------------------------------------------------------------------
6433 #Ifdef TARGET_ZCODE;
6437 #Iftrue (#version_number == 6);
6438 [ DrawStatusLine width x charw scw mvw;
6439 HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004;
6441 StatusLineHeight(gg_statuswin_size);
6442 ! Now clear the window. This isn't totally trivial. Our approach is to
6443 ! select the fixed space font, measure its width, and print an appropriate
6444 ! number of spaces. We round up if the screen isn't a whole number of
6445 ! characters wide, and rely on window 1 being set to clip by default.
6448 width = ScreenWidth();
6450 ! Back to standard font for the display. We use output_stream 3 to
6451 ! measure the space required, the aim being to get 50 characters
6452 ! worth of space for the location name.
6455 if (location == thedark)
6456 print (name) location;
6458 FindVisibilityLevels();
6459 if (visibility_ceiling == location) print (name) location;
6460 else print (The) visibility_ceiling;
6462 @get_wind_prop 1 3 -> width;
6463 @get_wind_prop 1 13 -> charw;
6464 charw = charw & $FF;
6465 @output_stream 3 StorageForShortName;
6466 print (string) SCORE__TX, "00000";
6467 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6468 @output_stream 3 StorageForShortName;
6469 print (string) MOVES__TX, "00000";
6470 @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw;
6471 if (width - scw - mvw >= 50*charw) {
6472 x = 1+width-scw-mvw;
6473 @set_cursor 1 x; print (string) SCORE__TX, sline1;
6475 @set_cursor 1 x; print (string) MOVES__TX, sline2;
6478 @output_stream 3 StorageForShortName;
6479 print "00000/00000";
6480 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6481 if (width - scw >= 50*charw) {
6483 @set_cursor 1 x; print sline1, "/", sline2;
6486 ! Reselect roman, as Infocom's interpreters interpreters go funny
6487 ! if reverse is selected twice.
6491 #Endif; ! #version_number == 6
6495 #Endif; ! TARGET_ZCODE
6497 #Ifndef DrawStatusLine;
6498 [ DrawStatusLine width posa posb posc;
6499 #Ifdef TARGET_GLULX;
6500 ! If we have no status window, we must not try to redraw it.
6501 if (gg_statuswin == 0)
6505 ! If there is no player location, we shouldn't try to draw status window
6506 if (location == nothing || parent(player) == nothing)
6509 StatusLineHeight(gg_statuswin_size);
6512 width = ScreenWidth();
6519 if (location == thedark) {
6520 print (name) location;
6523 FindVisibilityLevels();
6524 if (visibility_ceiling == location)
6525 print (name) location;
6527 print (The) visibility_ceiling;
6530 if (sys_statusline_flag && width > 53) {
6531 MoveCursor(1, posa);
6532 print (string) TIME__TX;
6533 LanguageTimeOfDay(sline1, sline2);
6538 MoveCursor(1, posa);
6539 print (string) SCORE__TX, sline1;
6541 MoveCursor(1, posb);
6542 print (string) MOVES__TX, sline2;
6544 if (width > 53 && width <= 66) {
6545 MoveCursor(1, posb);
6547 print (string) MOVES__TX, sline2;
6549 print sline1, "/", sline2;
6553 MoveCursor(1, posc);
6555 print (string) MOVES_S__TX, sline2;
6557 print sline1, "/", sline2;
6562 MainWindow(); ! set_window
6566 #Ifdef TARGET_GLULX;
6568 [ StatusLineHeight hgt parwin;
6569 if (gg_statuswin == 0) return;
6570 if (hgt == gg_statuswin_cursize) return;
6571 parwin = glk_window_get_parent(gg_statuswin);
6572 glk_window_set_arrangement(parwin, $12, hgt, 0);
6573 gg_statuswin_cursize = hgt;
6576 [ Box__Routine maxwid arr ix lines lastnl parwin;
6577 maxwid = 0; ! squash compiler warning
6580 if (gg_quotewin == 0) {
6581 gg_arguments-->0 = lines;
6582 ix = InitGlkWindow(GG_QUOTEWIN_ROCK);
6583 if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK);
6585 gg_quotewin = glk_window_open(gg_mainwin, $12, lines, 3,
6586 GG_QUOTEWIN_ROCK); ! window_open
6589 parwin = glk_window_get_parent(gg_quotewin);
6590 glk_window_set_arrangement(parwin, $12, lines, 0);
6595 glk_window_clear(gg_quotewin);
6596 glk_set_window(gg_quotewin);
6600 ! If gg_quotewin is zero here, the quote just appears in the story window.
6602 glk_set_style(style_BlockQuote);
6603 for (ix=0 : ix<lines : ix++) {
6604 print (string) arr-->(ix+1);
6605 if (ix < lines-1 || lastnl) new_line;
6607 glk_set_style(style_Normal);
6610 glk_set_window(gg_mainwin);
6614 #Endif; ! TARGET_GLULX
6617 #Ifdef TARGET_ZCODE;
6620 standard_interpreter = HDR_TERPSTANDARD-->0;
6621 transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001);
6622 sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2;
6623 top_object = #largest_object-255;
6625 dict_start = HDR_DICTIONARY-->0;
6626 dict_entry_size = dict_start->(dict_start->0 + 1);
6627 dict_start = dict_start + dict_start->0 + 4;
6628 dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size;
6630 if (dict_start > 0 && dict_end < 0 &&
6631 ((-dict_start) - dict_end) % dict_entry_size == 0)
6632 print "** Warning: grammar properties might not work correctly **^";
6635 buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
6636 buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE;
6637 buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE;
6638 parse->0 = MAX_BUFFER_WORDS;
6639 parse2->0 = MAX_BUFFER_WORDS;
6642 #Ifnot; ! TARGET_GLULX;
6645 @gestalt 4 2 res; ! Test if this interpreter has Glk.
6647 ! Without Glk, we're entirely screwed.
6650 ! Set the VM's I/O system to be Glk.
6653 ! First, we must go through all the Glk objects that exist, and see
6654 ! if we created any of them. One might think this strange, since the
6655 ! program has just started running, but remember that the player might
6656 ! have just typed "restart".
6659 res = InitGlkWindow(0);
6660 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0);
6663 ! Now, gg_mainwin and gg_storywin might already be set. If not, set them.
6665 if (gg_mainwin == 0) {
6666 ! Open the story window.
6667 res = InitGlkWindow(GG_MAINWIN_ROCK);
6668 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK);
6670 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6671 if (gg_mainwin == 0) {
6672 ! If we can't even open one window, there's no point in going on.
6677 ! There was already a story window. We should erase it.
6678 glk_window_clear(gg_mainwin);
6681 if (gg_statuswin == 0) {
6682 res = InitGlkWindow(GG_STATUSWIN_ROCK);
6683 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK);
6685 gg_statuswin_cursize = gg_statuswin_size;
6686 gg_statuswin = glk_window_open(gg_mainwin, $12,
6687 gg_statuswin_cursize, 4, GG_STATUSWIN_ROCK);
6690 ! It's possible that the status window couldn't be opened, in which case
6691 ! gg_statuswin is now zero. We must allow for that later on.
6693 glk_set_window(gg_mainwin);
6695 if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1);
6698 [ GGRecoverObjects id;
6699 ! If GGRecoverObjects() has been called, all these stored IDs are
6700 ! invalid, so we start by clearing them all out.
6701 ! (In fact, after a restoreundo, some of them may still be good.
6702 ! For simplicity, though, we assume the general case.)
6709 gg_statuswin_cursize = 0;
6711 gg_command_reading = false;
6712 ! Also tell the game to clear its object references.
6713 if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0);
6715 id = glk_stream_iterate(0, gg_arguments);
6717 switch (gg_arguments-->0) {
6718 GG_SAVESTR_ROCK: gg_savestr = id;
6719 GG_SCRIPTSTR_ROCK: gg_scriptstr = id;
6720 GG_COMMANDWSTR_ROCK: gg_commandstr = id;
6721 gg_command_reading = false;
6722 GG_COMMANDRSTR_ROCK: gg_commandstr = id;
6723 gg_command_reading = true;
6724 default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false)
6725 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0);
6727 id = glk_stream_iterate(id, gg_arguments);
6730 id = glk_window_iterate(0, gg_arguments);
6732 switch (gg_arguments-->0) {
6733 GG_MAINWIN_ROCK: gg_mainwin = id;
6734 GG_STATUSWIN_ROCK: gg_statuswin = id;
6735 GG_QUOTEWIN_ROCK: gg_quotewin = id;
6736 default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false)
6737 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0);
6739 id = glk_window_iterate(id, gg_arguments);
6742 id = glk_fileref_iterate(0, gg_arguments);
6744 switch (gg_arguments-->0) {
6745 GG_SCRIPTFREF_ROCK: gg_scriptfref = id;
6746 default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false)
6747 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0);
6749 id = glk_fileref_iterate(id, gg_arguments);
6752 ! Tell the game to tie up any loose ends.
6753 if (IdentifyGlkObject(2) == false)
6754 LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2);
6757 ! This somewhat obfuscated function will print anything.
6758 ! It handles strings, functions (with optional arguments), objects,
6759 ! object properties (with optional arguments), and dictionary words.
6760 ! It does *not* handle plain integers, but you can use
6761 ! DecimalNumber or EnglishNumber to handle that case.
6763 ! Calling: Is equivalent to:
6764 ! ------- ----------------
6765 ! PrintAnything() <nothing printed>
6766 ! PrintAnything(0) <nothing printed>
6767 ! PrintAnything("string"); print (string) "string";
6768 ! PrintAnything('word') print (address) 'word';
6769 ! PrintAnything(obj) print (name) obj;
6770 ! PrintAnything(obj, prop) obj.prop();
6771 ! PrintAnything(obj, prop, args...) obj.prop(args...);
6772 ! PrintAnything(func) func();
6773 ! PrintAnything(func, args...) func(args...);
6775 [ PrintAnything _vararg_count obj mclass;
6776 print_anything_result = 0;
6777 if (_vararg_count == 0) return;
6780 if (obj == 0) return;
6782 if (obj->0 == $60) {
6783 ! Dictionary word. Metaclass() can't catch this case, so we do
6785 print (address) obj;
6789 mclass = metaclass(obj);
6797 ! Call the function with all the arguments which are already
6799 @call obj _vararg_count print_anything_result;
6802 if (_vararg_count == 0) {
6806 ! Push the object back onto the stack, and call the
6807 ! veneer routine that handles obj.prop() calls.
6810 @call CA__Pr _vararg_count print_anything_result;
6816 ! This does the same as PrintAnything, but the output is sent to a
6817 ! byte array in memory. The first two arguments must be the array
6818 ! address and length; the following arguments are interpreted as
6819 ! for PrintAnything. The return value is the number of characters
6821 ! If the output is longer than the array length given, the extra
6822 ! characters are discarded, so the array does not overflow.
6823 ! (However, the return value is the total length of the output,
6824 ! including discarded characters.)
6826 [ PrintAnyToArray _vararg_count arr arrlen str oldstr len;
6829 _vararg_count = _vararg_count - 2;
6831 oldstr = glk_stream_get_current(); ! stream_get_current
6832 str = glk_stream_open_memory(arr, arrlen, 1, 0);
6833 if (str == 0) return 0;
6835 glk_stream_set_current(str);
6837 @call PrintAnything _vararg_count 0;
6839 glk_stream_set_current(oldstr);
6849 ! And this calls PrintAnyToArray on a particular array, jiggering
6850 ! the result to be a Glulx C-style ($E0) string.
6852 Constant GG_ANYTOSTRING_LEN 66;
6853 Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1;
6855 [ ChangeAnyToCString _vararg_count ix len;
6856 ix = GG_ANYTOSTRING_LEN-2;
6860 ix = _vararg_count+2;
6861 @call PrintAnyToArray ix len;
6862 AnyToStrArr->0 = $E0;
6863 if (len >= GG_ANYTOSTRING_LEN)
6864 len = GG_ANYTOSTRING_LEN-1;
6865 AnyToStrArr->(len+1) = 0;
6871 ! This is a trivial function which just prints a number, in decimal
6872 ! digits. It may be useful as a stub to pass to PrintAnything.
6874 [ DecimalNumber num; print num; ];
6876 #Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately,
6877 Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent
6882 Array StorageForShortName buffer SHORTNAMEBUF_LEN;
6884 Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN;
6889 #Ifdef TARGET_ZCODE;
6891 ! Platform-independent way of printing strings, routines and properties
6892 ! to a buffer (defined as length word followed by byte characters).
6894 [ PrintToBuffer buf len a b c d e;
6895 print_anything_result = 0;
6896 @output_stream 3 buf;
6897 switch (metaclass(a)) {
6901 print_anything_result = a(b, c, d, e);
6904 print_anything_result = PrintOrRun(a, b, true);
6909 if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()");
6913 #Ifnot; ! TARGET_GLULX
6915 [ PrintToBuffer buf len a b c d e;
6917 if (metaclass(a) == Object && a.#b == WORDSIZE
6918 && metaclass(a.b) == String)
6919 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b);
6921 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e);
6924 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a);
6925 if (buf-->0 > len) buf-->0 = len;
6931 ! Print contents of buffer (defined as length word followed by byte characters).
6932 ! no_break == 1: omit trailing newline.
6933 ! set_case == 1: capitalise first letter;
6934 ! == 2: capitalise first letter, remainder lower case;
6935 ! == 3: all lower case;
6936 ! == 4: all upper case.
6937 ! centred == 1: add leading spaces.
6939 [ PrintFromBuffer buf no_break set_case centred
6942 if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline
6944 k = (ScreenWidth() - j) / 2;
6947 for (i=0 : i<j : i++) {
6948 k = buf->(WORDSIZE+i);
6951 1: if (i) set_case = 0;
6952 else k = UpperCase(k);
6953 2: if (i) k = LowerCase(k);
6954 else k = UpperCase(k);
6955 3: k = LowerCase(k);
6956 4: k = UpperCase(k);
6960 if (no_break == false) new_line;
6964 ! None of the following functions should be called for zcode if the
6965 ! output exceeds the size of the buffer.
6967 [ StringSize a b c d e;
6968 PrintToBuffer(StorageForShortName, 160, a, b, c, d, e);
6969 return StorageForShortName-->0;
6972 [ PrintCapitalised a b no_break no_caps centred;
6973 if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String)
6974 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b);
6976 if (a.b == NULL) rfalse;
6977 else return RunTimeError(2, a, b);
6978 if (no_caps == 0 or 1) no_caps = ~~no_caps;
6979 PrintFromBuffer(StorageForShortName, no_break, no_caps, centred);
6980 return print_anything_result;
6984 PrintCapitalised(a, b, false, true, true);
6988 if (no_caps) print (string) str;
6989 else PrintCapitalised(str,0,true);
6992 [ PrefaceByArticle o acode pluralise capitalise i artform findout artval;
6993 if (o provides articles) {
6994 artval=(o.&articles)-->(acode+short_name_case*LanguageCases);
6998 print (string) artval;
6999 if (pluralise) return;
7000 print (PSN__) o; return;
7003 i = GetGNAOfObject(o);
7005 if (i < 3 || (i >= 6 && i < 9)) i = i + 3;
7007 i = LanguageGNAsToArticles-->i;
7009 artform = LanguageArticles
7010 + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases);
7012 #Iftrue (LanguageContractionForms == 2);
7013 if (artform-->acode ~= artform-->(acode+3)) findout = true;
7014 #Endif; ! LanguageContractionForms
7015 #Iftrue (LanguageContractionForms == 3);
7016 if (artform-->acode ~= artform-->(acode+3)) findout = true;
7017 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
7018 #Endif; ! LanguageContractionForms
7019 #Iftrue (LanguageContractionForms == 4);
7020 if (artform-->acode ~= artform-->(acode+3)) findout = true;
7021 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
7022 if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true;
7023 #Endif; ! LanguageContractionForms
7024 #Iftrue (LanguageContractionForms > 4);
7026 #Endif; ! LanguageContractionForms
7028 #Ifdef TARGET_ZCODE;
7029 if (standard_interpreter && findout) {
7030 StorageForShortName-->0 = SHORTNAMEBUF_LEN;
7031 @output_stream 3 StorageForShortName;
7032 if (pluralise) print (number) pluralise; else print (PSN__) o;
7034 acode = acode + 3*LanguageContraction(StorageForShortName + 2);
7036 #Ifnot; ! TARGET_GLULX
7039 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise);
7041 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7042 acode = acode + 3*LanguageContraction(StorageForShortName);
7046 Cap (artform-->acode, ~~capitalise); ! print article
7047 if (pluralise) return;
7052 if (o == 0) { print (string) NOTHING__TX; rtrue; }
7053 switch (metaclass(o)) {
7054 Routine: print "<routine ", o, ">"; rtrue;
7055 String: print "<string ~", (string) o, "~>"; rtrue;
7056 nothing: print "<illegal object number ", o, ">"; rtrue;
7058 #Ifdef LanguagePrintShortName;
7059 if (LanguagePrintShortName(o)) rtrue;
7060 #Endif; ! LanguagePrintShortName
7061 if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue;
7062 if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue;
7066 [ Indefart o saveIndef;
7067 saveIndef = indef_mode; indef_mode = true; caps_mode = false;
7071 indef_mode = saveIndef;
7075 if (o provides article) {
7076 PrintOrRun(o, article, 1);
7077 print " ", (PSN__) o;
7078 indef_mode = saveIndef;
7081 PrefaceByArticle(o, 2);
7082 indef_mode = saveIndef;
7085 [ CInDefArt o saveIndef saveCaps;
7086 saveIndef = indef_mode; indef_mode = true;
7087 saveCaps = caps_mode; caps_mode = true;
7091 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7092 PrintFromBuffer(StorageForShortName, true, caps_mode);
7093 caps_mode = saveCaps;
7097 if (o provides article) {
7098 PrintCapitalised(o, article, true);
7099 print " ", (PSN__) o;
7100 indef_mode = saveIndef;
7101 caps_mode = saveCaps;
7104 PrefaceByArticle(o, 2, 0, 1);
7105 caps_mode = saveCaps;
7106 indef_mode = saveIndef;
7109 [ Defart o saveIndef;
7110 saveIndef = indef_mode;
7113 if ((~~o ofclass Object) || o has proper) {
7116 if (player provides narrative_voice) {
7117 switch (player.narrative_voice) {
7118 1: print (string) MYSELF__TX;
7119 2: print (string) YOURSELF__TX;
7121 default: RunTimeError(16, player.narrative_voice);
7124 else ThatOrThose(player);
7128 indef_mode = saveIndef;
7131 PrefaceByArticle(o, 1);
7132 indef_mode = saveIndef;
7135 [ CDefart o saveIndef saveCaps;
7136 saveIndef = indef_mode; indef_mode = false;
7137 saveCaps = caps_mode; caps_mode = true;
7138 if (~~o ofclass Object) {
7139 indef_mode = NULL; print (PSN__) o;
7144 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7145 PrintFromBuffer(StorageForShortName, true, caps_mode);
7148 PrefaceByArticle(o, 0);
7149 indef_mode = saveIndef; caps_mode = saveCaps;
7152 [ PrintShortName o saveIndef;
7153 saveIndef = indef_mode; indef_mode = NULL;
7154 PSN__(o); indef_mode = saveIndef;
7157 [ EnglishNumber n; LanguageNumber(n); ];
7160 #Ifdef SERIAL_COMMAS;
7163 n=0; ! quell unused n variable warning
7167 n = LanguageNumbers-->0;
7168 for (i=1 : i<=n : i=i+2)
7169 if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1);
7174 if (tab-->0 == 0) return RunTimeError(8);
7175 return tab-->(random(tab-->0));
7178 ! ----------------------------------------------------------------------------
7179 ! Useful routine: unsigned comparison (for addresses in Z-machine)
7180 ! Returns 1 if x>y, 0 if x=y, -1 if x<y
7181 ! ----------------------------------------------------------------------------
7183 [ UnsignedCompare x y u v;
7184 if (x == y) return 0;
7185 if (x < 0 && y >= 0) return 1;
7186 if (x >= 0 && y < 0) return -1;
7187 u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT;
7188 if (u > v) return 1;
7192 ! ==============================================================================
7194 #Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson
7195 #Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too,
7196 ! but I'm not going to try to make this work
7197 ! given #Ifdef funniness.
7199 Array magic_array --> ! This is so nitfol can do typo correction /
7200 ! automapping / debugging on Glulx games
7201 $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length
7202 Magic_Global_Dispatch__
7203 DI__check_word ! DI__check_word(buf, length)
7205 WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x)
7206 RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop
7207 OP__Pr OC__Cl ! obj provides prop; obj ofclass class
7209 OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these
7212 [ OB__Parent__ obj; return parent(obj); ];
7214 [ OB__Child__ obj; return child(obj); ];
7216 [ OB__Sibling__ obj; return sibling(obj); ];
7218 [ Magic_Global_Dispatch__ glbl;
7221 if (location == TheDark) return real_location; return location;
7225 return CompassDirection::number; ! Silliness to make exist RA__Sc
7226 ! Should never be called.
7228 return magic_array; ! Silences a warning.
7231 [ DI__check_word buf wlen ix val res dictlen entrylen;
7232 ! Just like in Tokenise__. In fact, Tokenise__ could call this if
7233 ! it wanted, instead of doing this itself.
7234 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
7235 for (ix=0 : ix<wlen : ix++) {
7236 gg_tokenbuf->ix = glk_char_to_lower(buf->ix);
7238 for (: ix<DICT_WORD_SIZE : ix++) {
7239 gg_tokenbuf->ix = 0;
7241 val = #dictionary_table + WORDSIZE;
7242 entrylen = DICT_WORD_SIZE + 7;
7243 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
7248 #Endif; ! NITFOL_HOOKS
7250 ! ==============================================================================
7252 Object LibraryExtensions "(Library Extensions)"
7253 with RunAll [ prop a1 a2 a3
7255 objectloop (obj in self)
7256 if (obj provides prop && obj.prop ofclass Routine) {
7257 rval = obj.prop(a1, a2, a3);
7258 if (rval > max) max = rval;
7259 if (self.BetweenCalls) self.BetweenCalls();
7263 RunUntil [ prop exitval a1 a2 a3
7265 objectloop (obj in self)
7266 if (obj provides prop && obj.prop ofclass Routine) {
7267 rval = obj.prop(a1, a2, a3);
7268 if (rval == exitval) return rval;
7269 if (self.BetweenCalls) self.BetweenCalls();
7273 RunWhile [ prop exitval a1 a2 a3
7275 objectloop (obj in self)
7276 if (obj provides prop && obj.prop ofclass Routine) {
7277 rval = obj.prop(a1, a2, a3);
7278 if (rval ~= exitval) return rval;
7279 if (self.BetweenCalls) self.BetweenCalls();
7284 ext_number_1 0, ! general temporary workspace
7286 ! can be set to a function (e.g. RestoreWN) meant for execution
7287 ! after non-terminating calls to extension objects
7288 ! (via RunUntil/While/All)
7290 RestoreWN [; wn = self.ext_number_1; ],
7292 ! Special interception points
7293 ext_messages 0, ! Called if LibraryMessages.before()
7295 ! Extensions run while they return false
7297 ! Cross-platform entry points
7299 ext_afterlife 0, ! [C2/R1]
7300 ext_afterprompt 0, ! [C2/R1]
7301 ext_amusing 0, ! [C2/R1]
7302 ext_beforeparsing 0, ! [C2/R2]
7303 ext_chooseobjects 0, ! [C2/R2]
7304 ext_darktodark 0, ! [C2/R1]
7305 ext_deathmessage 0, ! [C2/R1]
7306 ext_gamepostroutine 0, ! [C2/R2]
7307 ext_gamepreroutine 0, ! [C2/R2]
7308 ext_initialise 0, ! [C1/R1]
7309 ext_inscope 0, ! [C2/R2]
7310 ext_lookroutine 0, ! [C2/R1]
7311 ext_newroom 0, ! [C2/R1]
7312 ext_objectdoesnotfit 0, ! [C2/R2]
7313 ext_parsenoun 0, ! [C3/R3]
7314 ext_parsenumber 0, ! [C2/R2]
7315 ext_parsererror 0, ! [C2/R2]
7316 ext_printrank 0, ! [C2/R1]
7317 ext_printtaskname 0, ! [C2/R1]
7318 ext_printverb 0, ! [C2/R2]
7319 ext_timepasses 0, ! [C2/R1]
7320 ext_unknownverb 0, ! [C2/R2]
7321 ext_aftersave 0, ! [C2/R2]
7322 ext_afterrestore 0, ! [C2/R2]
7323 ! [C1] = Called in all cases
7324 ! [C2] = Called if EP is undefined, or returns false
7325 ! [C3] = called if EP is undefined, or returns -1
7326 ! [R1] = All extensions run
7327 ! [R2] = Extensions run while they return false
7328 ! [R3] = Extensions run while they return -1
7330 #Ifdef TARGET_GLULX;
7331 ! Glulx entry points
7333 ext_handleglkevent 0, ! if EP undefined while extensions return false
7334 ext_identifyglkobject 0, ! if EP undefined while extensions return false
7335 ext_initglkwindow 0, ! if EP undefined while extensions return false
7336 #Endif; ! TARGET_GLULX;
7340 ! ==============================================================================
7342 Undef LIBRARY_STAGE; Constant LIBRARY_STAGE = AFTER_PARSER;
7345 Message "Warning: 'parser' included twice; ignoring second inclusion. (Ignore this if this is on purpose.)";
7347 ! ==============================================================================