1 ! ==============================================================================
2 ! PARSER: Front end to parser.
4 ! Supplied for use with Inform 6 -- Release 6.12.4 -- Serial number 200718
6 ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2020
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 ! In your game file, Include three library files in this order:
23 ! ------------------------------------------------------------------------------
24 ! Inclusion of "linklpa" (which defines properties and attributes)
25 ! Global variables, constants and arrays
26 ! 1: outside of the parser
27 ! 2: used within the parser
28 ! Inclusion of natural language definition file
29 ! (which creates a compass and direction-objects)
30 ! Darkness and player objects
31 ! Definition of grammar token numbering system used by Inform
33 ! The InformParser object
35 ! level 0: outer shell, conversation, errors
39 ! 4: scope and ambiguity resolving
40 ! 5: object comparisons
42 ! 7: reading words and moving tables about
45 ! The InformLibrary object
48 ! end of turn sequence
49 ! scope looping, before/after sequence, sending messages out
50 ! timers, daemons, time of day, score notification
52 ! changing player personality
53 ! tracing code (only present if DEBUG is set)
55 ! Status line printing, menu display
56 ! Printing object names with articles
57 ! Miscellaneous utility routines
58 ! Game banner, "version" verb, run-time errors
59 ! ==============================================================================
63 #Ifndef LIBRARY_STAGE; ! This file is the first one to define LIBRARY_STAGE.
64 ! "This file already included" <=> "LIBRARY_STAGE exists"
66 ! ------------------------------------------------------------------------------
69 Message fatalerror "*** Library 6.12.3 needs Inform v6.33 or later to work ***";
74 Constant BEFORE_PARSER 10;
75 Constant AFTER_PARSER 20;
76 Constant AFTER_VERBLIB 30;
77 Constant AFTER_GRAMMAR 40;
79 Constant LIBRARY_STAGE = BEFORE_PARSER;
81 Default COMMENT_CHARACTER '*';
87 #Ifndef WORDSIZE; ! compiling with Z-code only compiler
88 Default TARGET_ZCODE 0;
92 #Ifdef TARGET_ZCODE; ! offsets into Z-machine header
94 Constant HDR_ZCODEVERSION $00; ! byte
95 Constant HDR_TERPFLAGS $01; ! byte
96 Constant HDR_GAMERELEASE $02; ! word
97 Constant HDR_HIGHMEMORY $04; ! word
98 Constant HDR_INITIALPC $06; ! word
99 Constant HDR_DICTIONARY $08; ! word
100 Constant HDR_OBJECTS $0A; ! word
101 Constant HDR_GLOBALS $0C; ! word
102 Constant HDR_STATICMEMORY $0E; ! word
103 Constant HDR_GAMEFLAGS $10; ! word
104 Constant HDR_GAMESERIAL $12; ! six ASCII characters
105 Constant HDR_ABBREVIATIONS $18; ! word
106 Constant HDR_FILELENGTH $1A; ! word
107 Constant HDR_CHECKSUM $1C; ! word
108 Constant HDR_TERPNUMBER $1E; ! byte
109 Constant HDR_TERPVERSION $1F; ! byte
110 Constant HDR_SCREENHLINES $20; ! byte
111 Constant HDR_SCREENWCHARS $21; ! byte
112 Constant HDR_SCREENWUNITS $22; ! word
113 Constant HDR_SCREENHUNITS $24; ! word
114 Constant HDR_FONTWUNITS $26; ! byte
115 Constant HDR_FONTHUNITS $27; ! byte
116 Constant HDR_ROUTINEOFFSET $28; ! word
117 Constant HDR_STRINGOFFSET $2A; ! word
118 Constant HDR_BGCOLOUR $2C; ! byte
119 Constant HDR_FGCOLOUR $2D; ! byte
120 Constant HDR_TERMCHARS $2E; ! word
121 Constant HDR_PIXELSTO3 $30; ! word
122 Constant HDR_TERPSTANDARD $32; ! two bytes
123 Constant HDR_ALPHABET $34; ! word
124 Constant HDR_EXTENSION $36; ! word
125 Constant HDR_UNUSED $38; ! two words
126 Constant HDR_INFORMVERSION $3C; ! four ASCII characters
128 #Ifnot; ! TARGET_GLULX ! offsets into Glulx header and start of ROM
130 Constant HDR_MAGICNUMBER $00; ! long word
131 Constant HDR_GLULXVERSION $04; ! long word
132 Constant HDR_RAMSTART $08; ! long word
133 Constant HDR_EXTSTART $0C; ! long word
134 Constant HDR_ENDMEM $10; ! long word
135 Constant HDR_STACKSIZE $14; ! long word
136 Constant HDR_STARTFUNC $18; ! long word
137 Constant HDR_DECODINGTBL $1C; ! long word
138 Constant HDR_CHECKSUM $20; ! long word
139 Constant ROM_INFO $24; ! four ASCII characters
140 Constant ROM_MEMORYLAYOUT $28; ! long word
141 Constant ROM_INFORMVERSION $2C; ! four ASCII characters
142 Constant ROM_COMPVERSION $30; ! four ASCII characters
143 Constant ROM_GAMERELEASE $34; ! short word
144 Constant ROM_GAMESERIAL $36; ! six ASCII characters
154 Fake_Action ThrownAt;
157 Fake_Action PluralFound;
158 Fake_Action ListMiscellany;
159 Fake_Action Miscellany;
160 Fake_Action RunTimeError;
162 Fake_Action NotUnderstood;
170 ! ------------------------------------------------------------------------------
172 [ Main; InformLibrary.play(); ];
174 ! ------------------------------------------------------------------------------
186 ! ------------------------------------------------------------------------------
187 ! Global variables and their associated Constant and Array declarations
188 ! ------------------------------------------------------------------------------
190 Global location = InformLibrary; ! Must be first global defined
191 Global sline1; ! Must be second
192 Global sline2; ! Must be third
193 ! (for status line display)
195 ! ------------------------------------------------------------------------------
196 ! Z-Machine and interpreter issues
197 ! ------------------------------------------------------------------------------
200 Global top_object; ! Largest valid number of any tree object
201 ! ### these globals are not meaningful... well, maybe standard_interpreter,
202 ! but I'll decide that later (AP).
203 Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant
205 #Endif; ! TARGET_ZCODE
207 Global standard_interpreter; ! The version number of the Z-Machine Standard which the
208 ! interpreter claims to support, in form (upper byte).(lower)
210 Global undo_flag; ! Can the interpreter provide "undo"?
211 Global just_undone; ! Can't have two successive UNDOs
213 Global transcript_mode; ! true when game scripting is on
216 Global xcommsdir; ! true if command recording is on
217 #Endif; ! TARGET_ZCODE
220 Constant GG_MAINWIN_ROCK 201;
221 Constant GG_STATUSWIN_ROCK 202;
222 Constant GG_QUOTEWIN_ROCK 203;
223 Constant GG_SAVESTR_ROCK 301;
224 Constant GG_SCRIPTSTR_ROCK 302;
225 Constant GG_COMMANDWSTR_ROCK 303;
226 Constant GG_COMMANDRSTR_ROCK 304;
227 Constant GG_SCRIPTFREF_ROCK 401;
228 Array gg_event --> 4;
230 Array gg_arguments buffer 28;
232 Array gg_arguments --> 8;
234 Global gg_mainwin = 0;
235 Global gg_statuswin = 0;
236 Global gg_quotewin = 0;
237 Global gg_scriptfref = 0;
238 Global gg_scriptstr = 0;
239 Global gg_savestr = 0;
240 Global gg_commandstr = 0;
241 Global gg_command_reading = 0; ! true if gg_commandstr is being replayed
242 #Endif; ! TARGET_GLULX
244 Global gg_statuswin_cursize = 0;
245 Global gg_statuswin_size = 1;
247 ! ------------------------------------------------------------------------------
249 ! (for linkage reasons, the task_* arrays are created not here but in verblib.h)
250 ! ------------------------------------------------------------------------------
252 #Ifndef sys_statusline_flag;
253 Global sys_statusline_flag = 0; ! non-zero if status line displays time
257 Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform
260 Global turns = START_MOVE; ! Number of turns of play so far
261 Global the_time = NULL; ! Current time (in minutes since midnight)
262 Global time_rate = 1; ! How often time is updated
263 Global time_step; ! By how much
266 Constant MAX_TIMERS 32; ! Max number timers/daemons active at once
268 Array the_timers --> MAX_TIMERS;
269 Global active_timers; ! Number of timers/daemons actives
271 Global score; ! The current score
272 Global last_score; ! Score last turn (for testing for changes)
273 Global notify_mode = true; ! Score notification
274 Global places_score; ! Contribution to score made by visiting
275 Global things_score; ! Contribution made by acquisition
277 ! ------------------------------------------------------------------------------
279 ! ------------------------------------------------------------------------------
281 Global player; ! Which object the human is playing through
282 Global deadflag; ! Normally 0, or false; 1 for dead
283 ! 2 for victorious, and higher numbers
284 ! represent exotic forms of death
286 ! ------------------------------------------------------------------------------
287 ! Light and room descriptions
288 ! ------------------------------------------------------------------------------
290 Global lightflag = true; ! Is there currently light to see by?
291 Global real_location; ! When in darkness, location = thedark
292 ! and this holds the real location
293 Global prev_location; ! The previous value of real_location
294 Global visibility_ceiling; ! Highest object in tree visible from the
295 ! player's point of view (usually the room,
296 ! sometimes darkness, sometimes a closed
297 ! non-transparent container).
299 Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief
301 Global print_player_flag; ! If set, print something like "(as Fred)"
302 ! in room descriptions, to reveal whom the
303 ! player is playing through
304 Global lastdesc; ! Value of location at time of most recent
305 ! room description printed out
307 ! ------------------------------------------------------------------------------
308 ! List writing (style bits are defined as Constants in "verblibm.h")
309 ! ------------------------------------------------------------------------------
311 Global c_style; ! Current list-writer style
312 Global lt_value; ! Common value of list_together
313 Global listing_together; ! Object number of one member of a group
314 ! being listed together
315 Global listing_size; ! Size of such a group
316 Global wlf_indent; ! Current level of indentation printed by
319 Global inventory_stage = 1; ! 1 or 2 according to the context in which
320 ! "invent" routines of objects are called
321 Global inventory_style; ! List-writer style currently used while
322 ! printing inventories
324 Global objects_style; ! List-writer style currently used while
325 Global places_style; ! printing objects handled or places visited
327 ! ------------------------------------------------------------------------------
329 ! ------------------------------------------------------------------------------
331 Global pretty_flag = true; ! Use character graphics, or plain text?
332 Global menu_nesting; ! Level of nesting (0 = root menu)
333 Global menu_item; ! These are used in communicating
334 Global item_width = 8; ! with the menu-creating routines
335 Global item_name = "---";
337 Global lm_n; ! Parameters used by LibraryMessages
338 Global lm_o; ! mechanism
342 Constant DEBUG_MESSAGES $0001;
343 Constant DEBUG_ACTIONS $0002;
344 Constant DEBUG_TIMERS $0004;
345 Constant DEBUG_CHANGES $0008;
346 Constant DEBUG_VERBOSE $0080;
347 Global debug_flag; ! Bitmap of flags for tracing actions,
348 ! calls to object routines, etc.
349 Global x_scope_count; ! Used in printing a list of everything
350 #Endif; ! DEBUG ! in scope
352 ! five for colour control
353 ! see http://www.inform-fiction.org/patches/L61007.html
354 ! To enable colour define a constant or Global: COLOR or COLOUR
355 !Global clr_on; ! has colour been enabled by the player?
357 Global clr_fg = 1; ! foreground colour
358 Global clr_bg = 1; ! background colour
359 Global clr_fgstatus = 1; ! foreground colour of statusline
360 Global clr_bgstatus = 1; ! background colour of statusline
362 Global statuswin_current; ! if writing to top window
364 Constant CLR_CURRENT 0;
365 Constant CLR_DEFAULT 1;
366 Constant CLR_BLACK 2;
368 Constant CLR_GREEN 4;
369 Constant CLR_YELLOW 5;
371 Constant CLR_MAGENTA 7;
373 Constant CLR_WHITE 9;
374 Constant CLR_PURPLE 7;
375 Constant CLR_AZURE 8;
378 Array GlulxColourValues
389 #Endif; ! TARGET_GLULX
392 Constant WIN_STATUS 1;
395 ! ------------------------------------------------------------------------------
397 ! ------------------------------------------------------------------------------
399 Global action; ! Action currently being asked to perform
400 Global inp1; ! 0 (nothing), 1 (number) or first noun
401 Global inp2; ! 0 (nothing), 1 (number) or second noun
402 Global noun; ! First noun or numerical value
403 Global second; ! Second noun or numerical value
405 Global keep_silent; ! If true, attempt to perform the action
406 ! silently (e.g. for implicit takes,
407 ! implicit opening of unlocked doors)
409 Global reason_code; ! Reason for calling a "life" rule
410 ! (an action or fake such as ##Kiss)
412 Global receive_action; ! Either ##PutOn or ##Insert, whichever is
413 ! action being tried when an object's
414 ! "before" rule is checking "Receive"
416 Global no_implicit_actions; ! Don't implicitly do things.
418 ! ==============================================================================
419 ! Parser variables: first, for communication to the parser
420 ! ------------------------------------------------------------------------------
422 Global parser_trace = 0; ! Set this to 1 to make the parser trace
424 Global parser_action; ! For the use of the parser when calling
425 Global parser_one; ! user-supplied routines
427 Array inputobjs --> 16; ! For parser to write its results in
428 Global parser_inflection; ! A property (usually "name") to find
430 Global parser_inflection_func; ! Programmer sets this to true when
431 ! parser_infection is a function
433 ! ------------------------------------------------------------------------------
435 ! ------------------------------------------------------------------------------
437 Global actor; ! Person asked to do something
438 Global actors_location; ! Like location, but for the actor
439 Global meta; ! Verb is a meta-command (such as "save")
442 Global infix_verb; ! Verb is an Infix command
445 Array multiple_object --> 64; ! List of multiple parameters
446 Global multiflag; ! Multiple-object flag passed to actions
447 ! Also used to prevent misleading MULTI_PE
448 Global toomany_flag; ! Flag for "multiple match too large"
449 ! (e.g. if "take all" took over 100 things)
451 Global special_word; ! Dictionary address for "special" token
452 Global special_number; ! Number typed for "special" token
453 Global parsed_number; ! For user-supplied parsing routines
454 Global consult_from; ! Word that a "consult" topic starts on
455 Global consult_words; ! ...and number of words in topic
456 Global asking_player; ! True during disambiguation question
458 ! ------------------------------------------------------------------------------
460 ! ------------------------------------------------------------------------------
462 Global notheld_mode; ! To do with implicit taking
463 Global onotheld_mode; ! "old copy of notheld_mode", ditto
464 Global not_holding; ! Object to be automatically taken as an
466 Array kept_results --> 16; ! Delayed command (while the take happens)
468 ! ------------------------------------------------------------------------------
469 ! Error numbers when parsing a grammar line
470 ! ------------------------------------------------------------------------------
472 Global etype; ! Error number on current line
473 Global best_etype; ! Preferred error number so far
474 Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed
476 Constant STUCK_PE = 1;
477 Constant UPTO_PE = 2;
478 Constant NUMBER_PE = 3;
479 Constant CANTSEE_PE = 4;
480 Constant TOOLIT_PE = 5;
481 Constant NOTHELD_PE = 6;
482 Constant MULTI_PE = 7;
483 Constant MMULTI_PE = 8;
484 Constant VAGUE_PE = 9;
485 Constant EXCEPT_PE = 10;
486 Constant ANIMA_PE = 11;
487 Constant VERB_PE = 12;
488 Constant SCENERY_PE = 13;
489 Constant ITGONE_PE = 14;
490 Constant JUNKAFTER_PE = 15;
491 Constant TOOFEW_PE = 16;
492 Constant NOTHING_PE = 17;
493 Constant ASKSCOPE_PE = 18;
495 ! ------------------------------------------------------------------------------
496 ! Pattern-matching against a single grammar line
497 ! ------------------------------------------------------------------------------
499 Array pattern --> 32; ! For the current pattern match
500 Global pcount; ! and a marker within it
501 Array pattern2 --> 32; ! And another, which stores the best match
502 Global pcount2; ! so far
503 Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text
505 Array line_ttype-->32; ! For storing an analysed grammar line
506 Array line_tdata-->32;
507 Array line_token-->32;
509 Global parameters; ! Parameters (objects) entered so far
510 Global nsns; ! Number of special_numbers entered so far
511 Global special_number1; ! First number, if one was typed
512 Global special_number2; ! Second number, if two were typed
514 ! ------------------------------------------------------------------------------
515 ! Inferences and looking ahead
516 ! ------------------------------------------------------------------------------
518 Global params_wanted; ! Number of parameters needed
519 ! (which may change in parsing)
521 Global inferfrom; ! The point from which the rest of the
522 ! command must be inferred
523 Global inferword; ! And the preposition inferred
524 Global dont_infer; ! Another dull flag
525 Global no_infer_message = false; ! Use in ChooseObjects to suppress
526 ! an inference message.
528 Global action_to_be; ! (If the current line were accepted.)
529 Global action_reversed; ! (Parameters would be reversed in order.)
530 Global advance_warning; ! What a later-named thing will be
532 ! ------------------------------------------------------------------------------
533 ! At the level of individual tokens now
534 ! ------------------------------------------------------------------------------
536 Global found_ttype; ! Used to break up tokens into type
537 Global found_tdata; ! and data (by AnalyseToken)
538 Global token_filter; ! For noun filtering by user routines
540 Global length_of_noun; ! Set by NounDomain to no of words in noun
543 Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply
545 #Ifnot; ! TARGET_GLULX
546 Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses
547 ! to REPARSE_CODE for some purposes and
548 ! expects the result to be greater than
549 ! REPARSE_CODE (signed comparison).
550 ! So Glulx Inform is limited to a single
551 ! gigabyte of storage, for the moment.
554 Global lookahead; ! The token after the one now being matched
556 Global multi_mode; ! Multiple mode
557 Global multi_wanted; ! Number of things needed in multitude
558 Global multi_had; ! Number of things actually found
559 Global multi_context; ! What token the multi-obj was accepted for
561 Global indef_mode; ! "Indefinite" mode - ie, "take a brick"
563 Global indef_type; ! Bit-map holding types of specification
564 Global indef_wanted; ! Number of items wanted (100 for all)
565 Global indef_guess_p; ! Plural-guessing flag
566 Global indef_owner; ! Object which must hold these items
567 Global indef_cases; ! Possible gender and numbers of them
568 Global indef_possambig; ! Has a possibly dangerous assumption
569 ! been made about meaning of a descriptor?
570 Global indef_nspec_at; ! Word at which a number like "two" was
571 ! parsed (for backtracking)
572 Global allow_plurals; ! Whether plurals presently allowed or not
574 Global take_all_rule; ! Slightly different rules apply to
575 ! "take all" than other uses of multiple
576 ! objects, to make adjudication produce
577 ! more pragmatically useful results
578 ! (Not a flag: possible values 0, 1, 2)
580 Global dict_flags_of_noun; ! Of the noun currently being parsed
581 ! (a bitmap in #dict_par1 format)
582 Constant DICT_VERB $01;
583 Constant DICT_META $02;
584 Constant DICT_PLUR $04;
585 Constant DICT_PREP $08;
586 Constant DICT_X654 $70;
587 Constant DICT_NOUN $80;
589 Global pronoun_word; ! Records which pronoun ("it", "them", ...)
591 Global pronoun_obj; ! And what obj it was thought to refer to
592 Global pronoun__word; ! Saved value
593 Global pronoun__obj; ! Saved value
595 ! ------------------------------------------------------------------------------
596 ! Searching through scope and parsing "scope=Routine" grammar tokens
597 ! ------------------------------------------------------------------------------
599 Constant PARSING_REASON = 0; ! Possible reasons for searching scope
600 Constant TALKING_REASON = 1;
601 Constant EACH_TURN_REASON = 2;
602 Constant REACT_BEFORE_REASON = 3;
603 Constant REACT_AFTER_REASON = 4;
604 Constant LOOPOVERSCOPE_REASON = 5;
605 Constant TESTSCOPE_REASON = 6;
607 Global scope_reason = PARSING_REASON; ! Current reason for searching scope
609 Global scope_token; ! For "scope=Routine" grammar tokens
611 Global scope_stage; ! 1, 2 then 3
613 Global ats_flag = 0; ! For AddToScope routines
616 Global placed_in_flag; ! To do with PlaceInScope
618 ! ------------------------------------------------------------------------------
619 ! The match list of candidate objects for a given token
620 ! ------------------------------------------------------------------------------
622 Constant MATCH_LIST_SIZE = 64;
623 Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far
624 Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them
625 Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them
626 Global number_matched; ! How many items in it? (0 means none)
627 Global number_of_classes; ! How many equivalence classes?
628 Global match_length; ! How many words long are these matches?
630 Global match_from; ! At what word of the input do they begin?
631 Global bestguess_score; ! What did the best-guess object score?
633 ! ------------------------------------------------------------------------------
634 ! Low level textual manipulation
635 ! ------------------------------------------------------------------------------
639 ! 'buffer' holds the input line as typed by the player
641 ! buffer->0 INPUT_BUFFER_LEN - WORDSIZE
642 ! buffer->1 Number of characters input by player
643 ! buffer->2 ... buffer->121 The actual characters
644 ! buffer->122 Spare byte to allow for 'terp bugs
646 ! 'parse' holds the result of parsing that line into dictionary words
648 ! parse->0 MAX_BUFFER_WORDS
649 ! parse->1 Number of words input by player
651 ! parse-->1 Dictionary addr of first input word
652 ! parse->4 Number of characters in the word
653 ! parse->5 Start position in 'buffer' of the word
655 ! parse-->3 parse->8,9 Same data for second input word
657 ! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word
658 ! parse->62,63,64 Spare bytes (not sure why)
661 Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars
662 Constant MAX_BUFFER_WORDS = 15; ! Limit on input words
664 Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input
665 Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions
666 Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN"
669 Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer'
670 Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2'
672 Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
673 Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
676 #Ifnot; ! TARGET_GLULX
678 ! 'buffer' holds the input line as typed by the player
680 ! buffer-->0 Number of characters input by player
681 ! buffer->4 ... buffer->259 The actual characters
683 ! 'parse' holds the result of parsing that line into dictionary words
685 ! parse-->0 Number of words input by player
687 ! parse-->1 Dictionary addr of first input word
688 ! parse-->2 Number of characters in the word
689 ! parse-->3 Start position in 'buffer' of the word
691 ! parse-->4,5,6 Same data for second input word
693 ! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word
695 Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars
696 Constant MAX_BUFFER_WORDS = 20; ! Limit on input words
699 Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input
700 Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions
701 Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN"
703 Array buffer -> INPUT_BUFFER_LEN;
704 Array buffer2 -> INPUT_BUFFER_LEN;
705 Array buffer3 -> INPUT_BUFFER_LEN;
707 Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer'
708 Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2'
712 Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute
713 ! for commas in parse buffers
715 Global wn; ! Word number within "parse" (from 1)
716 Global num_words; ! Number of words typed
717 Global num_desc; ! Number of descriptors typed
718 Global verb_word; ! Verb word (eg, take in "take all" or
719 ! "dwarf, take all") - address in dict
720 Global verb_wordnum; ! its number in typing order (eg, 1 or 3)
721 Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the
722 ! above if user's routines match multi-word verbs)
724 Global oops_from; ! The "first mistake" word number
725 Global saved_oops; ! Used in working this out
727 Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine
728 Array oops_workspace -> OOPS_WORKSPACE_LEN;
730 Global held_back_mode; ! Flag: is there some input from last time
731 Global hb_wn; ! left over? (And a save value for wn.)
732 ! (Used for full stops and "then".)
734 Global caps_mode; ! Keep track of (The) with 'proper' caps
735 Global print_anything_result; ! Return value from a PrintAny() routine
736 Global initial_lookmode; ! Default, or set in Initialise()
737 Global before_first_turn; ! True until after initial LOOK
739 ! ----------------------------------------------------------------------------
741 Array PowersOfTwo_TB ! Used in converting case numbers to case
742 --> $$100000000000 ! bitmaps
755 ! ============================================================================
756 ! Constants, and one variable, needed for the language definition file
757 ! ----------------------------------------------------------------------------
759 Constant POSSESS_PK = $100;
760 Constant DEFART_PK = $101;
761 Constant INDEFART_PK = $102;
762 Global short_name_case;
765 Global dict_entry_size;
768 ! ----------------------------------------------------------------------------
770 Include "language__"; ! The natural language definition, whose filename is taken from
771 ! the ICL language_name variable
773 ! ----------------------------------------------------------------------------
775 #Ifndef LanguageCases;
776 Constant LanguageCases = 1;
777 #Endif; ! LanguageCases
779 ! ------------------------------------------------------------------------------
780 ! Pronouns support for the cruder (library 6/2 and earlier) version:
781 ! only needed in English
782 ! ------------------------------------------------------------------------------
784 #Ifdef EnglishNaturalLanguage;
785 Global itobj = NULL; ! The object which is currently "it"
786 Global himobj = NULL; ! The object which is currently "him"
787 Global herobj = NULL; ! The object which is currently "her"
789 Global old_itobj = NULL; ! The object which is currently "it"
790 Global old_himobj = NULL; ! The object which is currently "him"
791 Global old_herobj = NULL; ! The object which is currently "her"
792 #Endif; ! EnglishNaturalLanguage
794 ! ============================================================================
795 ! For present and past tenses
796 ! ----------------------------------------------------------------------------
797 Constant PRESENT_TENSE 0;
798 Constant PAST_TENSE 1;
800 ! ============================================================================
801 ! For InformLibrary.actor_act() to control what happens when it aborts.
802 ! ----------------------------------------------------------------------------
803 Constant ACTOR_ACT_OK 0;
804 Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1;
805 Constant ACTOR_ACT_ABORT_ORDER 2;
807 ! ============================================================================
808 ! "Darkness" is not really a place: but it has to be an object so that the
809 ! location-name on the status line can be "Darkness".
810 ! ----------------------------------------------------------------------------
812 Object thedark "(darkness object)"
814 short_name DARKNESS__TX,
815 description [; return L__M(##Miscellany, 17); ];
817 ! If you want to use the third-person of the narrative voice, you will
818 ! need to replace this selfobj with your own.
820 with name ',a' ',b' ',c' ',d' ',e',
821 short_name YOURSELF__TX,
822 description [; return L__M(##Miscellany, 19); ],
836 narrative_tense PRESENT_TENSE,
839 before_implicit [;Take: return 2;],
840 has concealed animate proper transparent;
842 SelfClass selfobj "(self object)";
844 ! ============================================================================
845 ! The definition of the token-numbering system used by Inform.
846 ! ----------------------------------------------------------------------------
848 Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal
849 Constant ELEMENTARY_TT = 1; ! (one of those below)
850 Constant PREPOSITION_TT = 2; ! e.g. 'into'
851 Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature
852 Constant ATTR_FILTER_TT = 4; ! e.g. edible
853 Constant SCOPE_TT = 5; ! e.g. scope=Spells
854 Constant GPR_TT = 6; ! a general parsing routine
856 Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and
857 Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to
858 Constant MULTI_TOKEN = 2; ! encode them
859 Constant MULTIHELD_TOKEN = 3;
860 Constant MULTIEXCEPT_TOKEN = 4;
861 Constant MULTIINSIDE_TOKEN = 5;
862 Constant CREATURE_TOKEN = 6;
863 Constant SPECIAL_TOKEN = 7;
864 Constant NUMBER_TOKEN = 8;
865 Constant TOPIC_TOKEN = 9;
868 Constant GPR_FAIL = -1; ! Return values from General Parsing
869 Constant GPR_PREPOSITION = 0; ! Routines
870 Constant GPR_NUMBER = 1;
871 Constant GPR_MULTIPLE = 2;
872 Constant GPR_REPARSE = REPARSE_CODE;
873 Constant GPR_NOUN = $ff00;
874 Constant GPR_HELD = $ff01;
875 Constant GPR_MULTI = $ff02;
876 Constant GPR_MULTIHELD = $ff03;
877 Constant GPR_MULTIEXCEPT = $ff04;
878 Constant GPR_MULTIINSIDE = $ff05;
879 Constant GPR_CREATURE = $ff06;
881 Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
883 #Iftrue (Grammar__Version == 1);
885 [ AnalyseToken token m;
887 if (token < 0) { found_ttype = ILLEGAL_TT; return; }
888 if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
889 if (token < 15) { found_ttype = ILLEGAL_TT; return; }
890 if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
891 if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
892 found_tdata = token - 16;
895 if (token < 80) { found_ttype = GPR_TT;
896 found_tdata = #preactions_table-->(token-48);
899 if (token < 128) { found_ttype = SCOPE_TT;
900 found_tdata = #preactions_table-->(token-80);
903 if (token < 180) { found_ttype = ATTR_FILTER_TT;
904 found_tdata = token - 128;
908 found_ttype = PREPOSITION_TT;
909 m = #adjectives_table;
911 if (token == m-->1) { found_tdata = m-->0; return; }
914 m = #adjectives_table; RunTimeError(1);
918 [ UnpackGrammarLine line_address i m;
919 for (i=0 : i<32 : i++) {
920 line_token-->i = ENDIT_TOKEN;
921 line_ttype-->i = ELEMENTARY_TT;
922 line_tdata-->i = ENDIT_TOKEN;
924 for (i=0 : i<=5 : i++) {
925 line_token-->i = line_address->(i+1);
926 AnalyseToken(line_token-->i);
927 if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
928 && (m == line_address->0)) {
929 line_token-->i = ENDIT_TOKEN;
932 line_ttype-->i = found_ttype;
933 line_tdata-->i = found_tdata;
934 if (found_ttype ~= PREPOSITION_TT) m++;
936 action_to_be = line_address->7;
937 action_reversed = false;
938 params_wanted = line_address->0;
939 return line_address + 8;
942 #Ifnot; ! Grammar__Version == 2
944 [ AnalyseToken token;
945 if (token == ENDIT_TOKEN) {
946 found_ttype = ELEMENTARY_TT;
947 found_tdata = ENDIT_TOKEN;
950 found_ttype = (token->0) & $$1111;
951 found_tdata = (token+1)-->0;
956 [ UnpackGrammarLine line_address i;
957 for (i=0 : i<32 : i++) {
958 line_token-->i = ENDIT_TOKEN;
959 line_ttype-->i = ELEMENTARY_TT;
960 line_tdata-->i = ENDIT_TOKEN;
962 action_to_be = 256*(line_address->0) + line_address->1;
963 action_reversed = ((action_to_be & $400) ~= 0);
964 action_to_be = action_to_be & $3ff;
968 line_address = line_address + 3;
969 if (line_address->0 == ENDIT_TOKEN) break;
970 line_token-->i = line_address;
971 AnalyseToken(line_address);
972 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
973 line_ttype-->i = found_ttype;
974 line_tdata-->i = found_tdata;
976 return line_address + 1;
979 #Ifnot; ! TARGET_GLULX
981 [ UnpackGrammarLine line_address i;
982 for (i=0 : i<32 : i++) {
983 line_token-->i = ENDIT_TOKEN;
984 line_ttype-->i = ELEMENTARY_TT;
985 line_tdata-->i = ENDIT_TOKEN;
987 @aloads line_address 0 action_to_be;
988 action_reversed = (((line_address->2) & 1) ~= 0);
989 line_address = line_address - 2;
992 line_address = line_address + 5;
993 if (line_address->0 == ENDIT_TOKEN) break;
994 line_token-->i = line_address;
995 AnalyseToken(line_address);
996 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
997 line_ttype-->i = found_ttype;
998 line_tdata-->i = found_tdata;
1000 return line_address + 1;
1004 #Endif; ! Grammar__Version
1006 ! To protect against a bug in early versions of the "Zip" interpreter:
1007 ! Of course, in Glulx, this routine actually performs work.
1009 #Ifdef TARGET_ZCODE;
1011 [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];
1013 #Ifnot; ! TARGET_GLULX
1015 Array gg_tokenbuf -> DICT_WORD_SIZE;
1017 [ GGWordCompare str1 str2 ix jx;
1018 for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
1019 jx = (str1->ix) - (str2->ix);
1020 if (jx ~= 0) return jx;
1025 [ Tokenise__ buf tab
1026 cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
1030 ! First, split the buffer up into words. We use the standard Infocom
1031 ! list of word separators (comma, period, double-quote).
1036 while (cx < len && buf->cx == ' ') cx++;
1037 if (cx >= len) break;
1039 if (buf->cx == '.' or ',' or '"') cx++;
1041 while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
1043 tab-->(numwords*3+2) = (cx-bx);
1044 tab-->(numwords*3+3) = WORDSIZE+bx;
1046 if (numwords >= MAX_BUFFER_WORDS) break;
1050 ! Now we look each word up in the dictionary.
1052 dictlen = #dictionary_table-->0;
1053 entrylen = DICT_WORD_SIZE + 7;
1055 for (wx=0 : wx<numwords : wx++) {
1056 wlen = tab-->(wx*3+2);
1057 wpos = tab-->(wx*3+3);
1059 ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
1060 ! characters and lower case.
1061 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
1062 cx = wpos - WORDSIZE;
1063 for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk_char_to_lower(buf->(cx+ix));
1064 for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;
1066 val = #dictionary_table + WORDSIZE;
1067 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
1068 tab-->(wx*3+1) = res;
1074 ! ============================================================================
1075 ! The InformParser object abstracts the front end of the parser.
1077 ! InformParser.parse_input(results)
1078 ! returns only when a sensible request has been made, and puts into the
1081 ! --> 0 = The action number
1082 ! --> 1 = Number of parameters
1083 ! --> 2, 3, ... = The parameters (object numbers), but
1084 ! 0 means "put the multiple object list here"
1085 ! 1 means "put one of the special numbers here"
1087 ! ----------------------------------------------------------------------------
1089 Object InformParser "(Inform Parser)"
1090 with parse_input [ results; Parser__parse(results); ],
1093 ! ----------------------------------------------------------------------------
1094 ! The Keyboard routine actually receives the player's words,
1095 ! putting the words in "a_buffer" and their dictionary addresses in
1096 ! "a_table". It is assumed that the table is the same one on each
1099 ! It can also be used by miscellaneous routines in the game to ask
1100 ! yes-no questions and the like, without invoking the rest of the parser.
1102 ! Return the number of words typed
1103 ! ----------------------------------------------------------------------------
1105 #Ifdef TARGET_ZCODE;
1107 [ GetNthChar a_buffer n i;
1108 for (i = 0: a_buffer->(2+i) == ' ': i++) {
1109 if (i > a_buffer->(1)) return false;
1111 return a_buffer->(2+i+n);
1114 [ KeyboardPrimitive a_buffer a_table;
1115 read a_buffer a_table;
1117 #Iftrue (#version_number == 6);
1119 @loadb a_buffer 1 -> sp;
1120 @add a_buffer 2 -> sp;
1127 [ KeyCharPrimitive win key;
1128 if (win) @set_window win;
1129 @read_char 1 -> key;
1133 [ KeyTimerInterrupt;
1137 [ KeyDelay tenths key;
1138 @read_char 1 tenths KeyTimerInterrupt -> key;
1142 #Ifnot; ! TARGET_GLULX
1144 [ GetNthChar a_buffer n i;
1145 for (i = 0: a_buffer->(4+i) == ' ': i++) {
1146 if (i > a_buffer->(1)) return false;
1148 return a_buffer->(4+i+n);
1151 [ KeyCharPrimitive win nostat done res ix jx ch;
1152 jx = ch; ! squash compiler warnings
1153 if (win == 0) win = gg_mainwin;
1154 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1156 done = glk_get_line_stream(gg_commandstr, gg_arguments, 31);
1158 glk_stream_close(gg_commandstr, 0);
1160 gg_command_reading = false;
1161 ! fall through to normal user input.
1164 ! Trim the trailing newline
1165 if (gg_arguments->(done-1) == 10) done = done-1;
1166 res = gg_arguments->0;
1169 for (ix=1 : ix<done : ix++) {
1170 ch = gg_arguments->ix;
1171 if (ch >= '0' && ch <= '9') {
1173 res = res + (ch-'0');
1175 else if (ch >= 'a' && ch <= 'f') {
1177 res = res + (ch+10-'a');
1179 else if (ch >= 'A' && ch <= 'F') {
1181 res = res + (ch+10-'A');
1189 glk_request_char_event(win);
1191 glk_select(gg_event);
1192 switch (gg_event-->0) {
1195 glk_cancel_char_event(win);
1201 2: ! evtype_CharInput
1202 if (gg_event-->1 == win) {
1207 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1208 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1210 res = gg_arguments-->0;
1213 else if (ix == -1) {
1217 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1218 if (res < 32 || res >= 256 || (res == '\' or ' ')) {
1219 glk_put_char_stream(gg_commandstr, '\');
1222 for (ix=0 : ix<8 : ix++) {
1226 if (ch ~= 0 || ix == 7) done = 1;
1228 if (ch >= 0 && ch <= 9) ch = ch + '0';
1229 else ch = (ch - 10) + 'A';
1230 glk_put_char_stream(gg_commandstr, ch);
1235 glk_put_char_stream(gg_commandstr, res);
1237 glk_put_char_stream(gg_commandstr, 10);
1243 [ KeyDelay tenths key done ix;
1244 glk_request_char_event(gg_mainwin);
1245 glk_request_timer_events(tenths*100);
1247 glk_select(gg_event);
1248 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1249 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1251 key = gg_arguments-->0;
1254 else if (ix >= 0 && gg_event-->0 == 1 or 2) {
1259 glk_cancel_char_event(gg_mainwin);
1260 glk_request_timer_events(0);
1264 [ KeyboardPrimitive a_buffer a_table done ix;
1265 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1267 done = glk_get_line_stream(gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
1269 glk_stream_close(gg_commandstr, 0);
1271 gg_command_reading = false;
1272 ! L__M(##CommandsRead, 5); would come after prompt
1273 ! fall through to normal user input.
1276 ! Trim the trailing newline
1277 if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
1278 a_buffer-->0 = done;
1279 glk_set_style(style_Input);
1280 glk_put_buffer(a_buffer+WORDSIZE, done);
1281 glk_set_style(style_Normal);
1287 glk_request_line_event(gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0);
1289 glk_select(gg_event);
1290 switch (gg_event-->0) {
1293 3: ! evtype_LineInput
1294 if (gg_event-->1 == gg_mainwin) {
1295 a_buffer-->0 = gg_event-->2;
1298 ix = HandleGlkEvent(gg_event, 0, a_buffer);
1299 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer);
1300 if (ix == 2) done = true;
1301 else if (ix == -1) done = false;
1303 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1306 glk_put_buffer_stream(gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
1307 glk_put_char_stream(gg_commandstr, 10);
1310 Tokenise__(a_buffer,a_table);
1311 ! It's time to close any quote window we've got going.
1313 glk_window_close(gg_quotewin, 0);
1320 [ Keyboard a_buffer a_table nw i w w2 x1 x2;
1325 ! Save the start of the buffer, in case "oops" needs to restore it
1326 ! to the previous time's buffer
1328 for (i=0 : i<OOPS_WORKSPACE_LEN : i++) oops_workspace->i = a_buffer->i;
1330 ! In case of an array entry corruption that shouldn't happen, but would be
1331 ! disastrous if it did:
1333 #Ifdef TARGET_ZCODE;
1334 a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
1335 a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words
1338 ! Print the prompt, and read in the words and dictionary addresses
1341 if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt);
1346 KeyboardPrimitive(a_buffer, a_table);
1347 nw = NumberWords(a_table);
1349 ! If the line was blank, get a fresh line
1351 L__M(##Miscellany, 10);
1355 ! Unless the opening word was "oops", return
1356 ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.
1359 if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;
1361 if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
1362 #Ifdef TARGET_ZCODE;
1363 if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir)
1364 L__M(##Miscellany, 54);
1365 else L__M(##Miscellany, 55);
1366 #Ifnot; ! TARGET_GLULX
1367 if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
1368 else L__M(##Miscellany, 55);
1377 if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
1379 if (i == 0) jump FreshInput;
1381 #Ifdef TARGET_ZCODE;
1383 #Ifnot; ! TARGET_GLULX
1393 if (i == -1) undo_flag = 0;
1394 if (i == 0) undo_flag = 1;
1397 #Ifdef TARGET_ZCODE;
1399 #Ifnot; ! TARGET_GLULX
1400 glk_set_style(style_Subheader);
1402 print (name) location, "^";
1403 #Ifdef TARGET_ZCODE;
1405 #Ifnot; ! TARGET_GLULX
1406 glk_set_style(style_Normal);
1408 L__M(##Miscellany, 13);
1417 if (oops_from == 0) {
1418 L__M(##Miscellany, 14);
1422 L__M(##Miscellany, 15);
1426 L__M(##Miscellany, 16);
1430 ! So now we know: there was a previous mistake, and the player has
1431 ! attempted to correct a single word of it.
1433 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
1434 #Ifdef TARGET_ZCODE;
1435 x1 = a_table->9; ! Start of word following "oops"
1436 x2 = a_table->8; ! Length of word following "oops"
1437 #Ifnot; ! TARGET_GLULX
1438 x1 = a_table-->6; ! Start of word following "oops"
1439 x2 = a_table-->5; ! Length of word following "oops"
1442 ! Repair the buffer to the text that was in it before the "oops"
1445 for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i;
1446 Tokenise__(a_buffer, a_table);
1448 ! Work out the position in the buffer of the word to be corrected:
1450 #Ifdef TARGET_ZCODE;
1451 w = a_table->(4*oops_from + 1); ! Start of word to go
1452 w2 = a_table->(4*oops_from); ! Length of word to go
1453 #Ifnot; ! TARGET_GLULX
1454 w = a_table-->(3*oops_from); ! Start of word to go
1455 w2 = a_table-->(3*oops_from - 1); ! Length of word to go
1460 for (i=0 : i<w2 : i++) for (i=0 : i<w2 : i++) print (char)a_buffer->(i+w);
1464 ! Write spaces over the word to be corrected:
1466 for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
1469 ! If the replacement is longer than the original, move up...
1470 for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
1471 a_buffer->i = a_buffer->(i-x2+w2);
1473 ! ...increasing buffer size accordingly.
1474 SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer);
1477 ! Write the correction in:
1479 for (i=0 : i<x2 : i++) {
1480 a_buffer->(i+w) = buffer2->(i+x1);
1482 print (char) buffer2->(i+x1);
1490 Tokenise__(a_buffer, a_table);
1491 nw=NumberWords(a_table);
1495 ]; ! end of Keyboard
1498 if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; }
1499 if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; }
1500 if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; }
1501 #Ifdef TARGET_ZCODE;
1503 #Ifnot; ! TARGET_GLULX
1507 if (i == 0) { L__M(##Miscellany, 7); return 0; }
1508 L__M(##Miscellany, 1);
1512 ! ==========================
1513 ! Taken from I7's Parser.i6t
1514 ! ==========================
1516 [ DictionaryWordToVerbNum dword verbnum;
1517 #Ifdef TARGET_ZCODE;
1518 verbnum = $ff-(dword->#dict_par2);
1520 dword = dword + #dict_par2 - 1;
1521 @aloads dword 0 verbnum;
1522 verbnum = $ffff-verbnum;
1527 ! ==========================
1530 ! ----------------------------------------------------------------------------
1531 ! To simplify the picture a little, a rough map of the main routine:
1533 ! (A) Get the input, do "oops" and "again"
1534 ! (B) Is it a direction, and so an implicit "go"? If so go to (K)
1535 ! (C) Is anyone being addressed?
1536 ! (D) Get the verb: try all the syntax lines for that verb
1537 ! (E) Break down a syntax line into analysed tokens
1538 ! (F) Look ahead for advance warning for multiexcept/multiinside
1539 ! (G) Parse each token in turn (calling ParseToken to do most of the work)
1540 ! (H) Cheaply parse otherwise unrecognised conversation and return
1541 ! (I) Print best possible error message
1542 ! (J) Retry the whole lot
1543 ! (K) Last thing: check for "then" and further instructions(s), return.
1545 ! The strategic points (A) to (K) are marked in the commentary.
1547 ! Note that there are three different places where a return can happen.
1548 ! ----------------------------------------------------------------------------
1550 [ Parser__parse results syntax line num_lines line_address i j k
1551 token l m line_etype vw;
1553 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1555 ! A: Get the input, do "oops" and "again"
1557 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1559 ! Firstly, in "not held" mode, we still have a command left over from last
1560 ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
1561 ! last time, with "eat biscuit" tucked away until now). So we return that.
1563 if (notheld_mode == 1) {
1564 for (i=0 : i<8 : i++) results-->i = kept_results-->i;
1569 if (held_back_mode ~= 0) {
1571 Tokenise__(buffer, parse);
1577 Keyboard(buffer, parse);
1580 ! An Infix verb is a special kind of meta verb. We mark them here.
1581 if (GetNthChar(buffer, 0) == ';')
1589 parser_inflection = name;
1590 parser_inflection_func = false;
1592 ! Initially assume the command is aimed at the player, and the verb
1595 num_words = NumberWords();
1598 #Ifdef LanguageToInformese;
1599 LanguageToInformese();
1602 Tokenise__(buffer,parse);
1604 #Endif; ! LanguageToInformese
1606 if (BeforeParsing() == false) {
1607 LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass
1608 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
1609 LibraryExtensions.RunWhile(ext_beforeparsing, false);
1610 LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality
1612 num_words = NumberWords();
1616 if (parser_trace >= 2) {
1618 for (i=0 : i<num_words : i++) {
1621 k = WordAddress(i+1);
1622 l = WordLength(i+1);
1623 print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";
1625 if (j == 0) print "?";
1627 #Ifdef TARGET_ZCODE;
1628 if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
1629 UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
1632 #Ifnot; ! TARGET_GLULX
1633 if (j->0 == $60) print (address) j;
1637 if (i ~= num_words-1) print " / ";
1644 actors_location = ScopeCeiling(player);
1645 usual_grammar_after = 0;
1650 action_to_be = NULL;
1652 ! Begin from what we currently think is the verb word
1657 verb_word = NextWordStopped();
1659 ! If there's no input here, we must have something like "person,".
1661 if (verb_word == -1) {
1662 best_etype = STUCK_PE;
1666 ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
1667 ! has previously been typed; simply copy the previous text across
1669 if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
1670 if (verb_word == AGAIN1__WD) {
1671 if (actor ~= player) {
1672 L__M(##Miscellany, 20);
1675 if (GetKeyBufLength(buffer3) == 0) {
1676 L__M(##Miscellany, 21);
1680 if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back
1681 ! splice rest of buffer onto end of buffer3
1682 i = GetKeyBufLength(buffer3);
1683 while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.')
1685 j = i - WordLength(verb_wordnum); ! amount to move buffer up by
1687 for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--)
1688 buffer->m = buffer->(m-j);
1689 SetKeyBufLength(GetKeyBufLength()+j);
1691 for (m=WORDSIZE : m<WORDSIZE+i : m++) buffer->m = buffer3->m;
1692 if (j < 0) for (:m<WORDSIZE+i-j : m++) buffer->m = ' ';
1695 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
1699 ! Save the present input in case of an "again" next time
1701 if (verb_word ~= AGAIN1__WD)
1702 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;
1704 if (usual_grammar_after == 0) {
1706 i = RunRoutines(actor, grammar);
1708 if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
1709 print " [Grammar property returned ", i, "]^";
1712 #Ifdef TARGET_ZCODE;
1713 if ((i ~= 0 or 1) &&
1714 (UnsignedCompare(i, dict_start) < 0 ||
1715 UnsignedCompare(i, dict_end) >= 0 ||
1716 (i - dict_start) % dict_entry_size ~= 0)) {
1717 usual_grammar_after = j;
1721 #Ifnot; ! TARGET_GLULX
1722 if (i < 0) { usual_grammar_after = j; i=-i; }
1726 results-->0 = action;
1727 results-->1 = 0; ! Number of parameters
1729 results-->3 = second;
1730 if (noun) results-->1 = 1;
1731 if (second) results-->1 = 2;
1734 if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
1735 else { wn = verb_wordnum; verb_word = NextWord(); }
1737 else usual_grammar_after = 0;
1739 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1741 ! B: Is it a direction, and so an implicit "go"? If so go to (K)
1743 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1745 #Ifdef LanguageIsVerb;
1746 if (verb_word == 0) {
1747 i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
1750 #Endif; ! LanguageIsVerb
1752 ! If the first word is not listed as a verb, it must be a direction
1753 ! or the name of someone to talk to
1755 if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) {
1757 ! So is the first word an object contained in the special object "Compass"
1758 ! (i.e., a direction)? This needs use of NounDomain, a routine which
1759 ! does the object matching, returning the object number, or 0 if none found,
1760 ! or REPARSE_CODE if it has restructured the parse table so the whole parse
1761 ! must be begun again...
1763 wn = verb_wordnum; indef_mode = false; token_filter = 0;
1764 l = NounDomain(Compass, 0, NOUN_TOKEN);
1765 if (l == REPARSE_CODE) jump ReParse;
1767 ! If it is a direction, send back the results:
1768 ! action=GoSub, no of arguments=1, argument 1=the direction.
1772 action_to_be = ##Go;
1778 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1780 ! C: Is anyone being addressed?
1782 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1784 ! Only check for a comma (a "someone, do something" command) if we are
1785 ! not already in the middle of one. (This simplification stops us from
1786 ! worrying about "robot, wizard, you are an idiot", telling the robot to
1787 ! tell the wizard that she is an idiot.)
1789 if (actor == player) {
1790 for (j=2 : j<=num_words : j++) {
1792 if (i == comma_word) jump Conversation;
1796 verb_word = UnknownVerb(vw);
1797 if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw);
1798 if (verb_word) jump VerbAccepted;
1799 best_etype = VERB_PE;
1802 ! NextWord nudges the word number wn on by one each time, so we've now
1803 ! advanced past a comma. (A comma is a word all on its own in the table.)
1809 L__M(##Miscellany, 22);
1813 ! Use NounDomain (in the context of "animate creature") to see if the
1814 ! words make sense as the name of someone held or nearby
1816 wn = 1; lookahead = HELD_TOKEN;
1817 scope_reason = TALKING_REASON;
1818 l = NounDomain(player,actors_location,CREATURE_TOKEN);
1819 scope_reason = PARSING_REASON;
1820 if (l == REPARSE_CODE) jump ReParse;
1822 L__M(##Miscellany, 23);
1828 ! The object addressed must at least be "talkable" if not actually "animate"
1829 ! (the distinction allows, for instance, a microphone to be spoken to,
1830 ! without the parser thinking that the microphone is human).
1832 if (l hasnt animate && l hasnt talkable) {
1833 L__M(##Miscellany, 24, l);
1837 ! Check that there aren't any mystery words between the end of the person's
1838 ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").
1841 L__M(##Miscellany, 25);
1845 ! The player has now successfully named someone. Adjust "him", "her", "it":
1849 ! Set the global variable "actor", adjust the number of the first word,
1850 ! and begin parsing again from there.
1852 verb_wordnum = j + 1;
1854 ! Stop things like "me, again":
1858 if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
1859 L__M(##Miscellany, 20);
1865 actors_location = ScopeCeiling(l);
1867 if (parser_trace >= 1)
1868 print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
1872 } ! end of first-word-not-a-verb
1874 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1876 ! D: Get the verb: try all the syntax lines for that verb
1878 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1882 ! We now definitely have a verb, not a direction, whether we got here by the
1883 ! "take ..." or "person, take ..." method. Get the meta flag for this verb:
1885 meta = (verb_word->#dict_par1) & DICT_META;
1887 ! You can't order other people to "full score" for you, and so on...
1889 if (meta && actor ~= player) {
1890 best_etype = VERB_PE;
1895 ! Now let i be the corresponding verb number, stored in the dictionary entry
1896 ! (in a peculiar 255-n fashion for traditional Infocom reasons)...
1898 i = DictionaryWordToVerbNum(verb_word);
1900 ! ...then look up the i-th entry in the verb table, whose address is at word
1901 ! 7 in the Z-machine (in the header), so as to get the address of the syntax
1902 ! table for the given verb...
1904 #Ifdef TARGET_ZCODE;
1905 syntax = (HDR_STATICMEMORY-->0)-->i;
1906 #Ifnot; ! TARGET_GLULX
1907 syntax = (#grammar_table)-->(i+1);
1910 ! ...and then see how many lines (ie, different patterns corresponding to the
1911 ! same verb) are stored in the parse table...
1913 num_lines = (syntax->0) - 1;
1915 ! ...and now go through them all, one by one.
1916 ! To prevent pronoun_word 0 being misunderstood,
1918 pronoun_word = NULL; pronoun_obj = NULL;
1921 if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
1924 best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
1925 multiflag = false; saved_oops = 0;
1927 ! "best_etype" is the current failure-to-match error - it is by default
1928 ! the least informative one, "don't understand that sentence".
1929 ! "nextbest_etype" remembers the best alternative to having to ask a
1930 ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
1931 ! multiflag is used here to prevent inappropriate MULTI_PE errors
1932 ! in addition to its unrelated duties passing information to action routines
1934 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1936 ! E: Break down a syntax line into analysed tokens
1938 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1940 line_address = syntax + 1;
1942 for (line=0 : line<=num_lines : line++) {
1944 for (i=0 : i<32 : i++) {
1945 line_token-->i = ENDIT_TOKEN;
1946 line_ttype-->i = ELEMENTARY_TT;
1947 line_tdata-->i = ENDIT_TOKEN;
1950 ! Unpack the syntax line from Inform format into three arrays; ensure that
1951 ! the sequence of tokens ends in an ENDIT_TOKEN.
1953 line_address = UnpackGrammarLine(line_address);
1956 if (parser_trace >= 1) {
1957 if (parser_trace >= 2) new_line;
1958 print "[line ", line; DebugGrammarLine();
1963 ! We aren't in "not holding" or inferring modes, and haven't entered
1964 ! any parameters on the line yet, or any special numbers; the multiple
1965 ! object is still empty.
1971 nsns = 0; special_word = 0; special_number = 0;
1972 multiple_object-->0 = 0;
1974 etype = STUCK_PE; line_etype = 100;
1976 ! Put the word marker back to just after the verb
1978 wn = verb_wordnum+1;
1980 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1982 ! F: Look ahead for advance warning for multiexcept/multiinside
1984 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1986 ! There are two special cases where parsing a token now has to be
1987 ! affected by the result of parsing another token later, and these
1988 ! two cases (multiexcept and multiinside tokens) are helped by a quick
1989 ! look ahead, to work out the future token now. We can only carry this
1990 ! out in the simple (but by far the most common) case:
1992 ! multiexcept <one or more prepositions> noun
1994 ! and similarly for multiinside.
1996 advance_warning = NULL; indef_mode = false;
1997 for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
2000 if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
2002 if (line_ttype-->pcount == ELEMENTARY_TT) {
2003 if (line_tdata-->pcount == MULTI_TOKEN) m = true;
2004 if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) {
2005 ! First non-preposition is "multiexcept" or
2006 ! "multiinside", so look ahead.
2009 if (parser_trace >= 2) print " [Trying look-ahead]^";
2012 ! We need this to be followed by 1 or more prepositions.
2015 if (line_ttype-->pcount == PREPOSITION_TT) {
2016 ! skip ahead to a preposition word in the input
2019 } until ((wn > num_words) ||
2020 (l && (l->#dict_par1) & DICT_PREP ~= 0));
2022 if (wn > num_words) {
2024 if (parser_trace >= 2)
2025 print " [Look-ahead aborted: prepositions missing]^";
2031 if (PrepositionChain(l, pcount) ~= -1) {
2032 ! advance past the chain
2033 if ((line_token-->pcount)->0 & $20 ~= 0) {
2035 while ((line_token-->pcount ~= ENDIT_TOKEN) &&
2036 ((line_token-->pcount)->0 & $10 ~= 0))
2042 ! try to find another preposition word
2045 } until ((wn >= num_words) ||
2046 (l && (l->#dict_par1) & 8 ~= 0));
2048 if (l && (l->#dict_par1) & 8) continue;
2052 if (parser_trace >= 2)
2053 print " [Look-ahead aborted: prepositions don't match]^";
2058 } until (line_ttype-->pcount ~= PREPOSITION_TT);
2061 ! put back the non-preposition we just read
2064 if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {
2065 l = Descriptors(); ! skip past THE etc
2066 if (l~=0) etype=l; ! don't allow multiple objects
2067 l = NounDomain(actors_location, actor, NOUN_TOKEN);
2070 if (parser_trace >= 2) {
2071 print " [Advanced to ~noun~ token: ";
2072 if (l == REPARSE_CODE) print "re-parse request]^";
2073 if (l == 1) print "but multiple found]^";
2074 if (l == 0) print "error ", etype, "]^";
2075 if (l >= 2) print (the) l, "]^";
2078 if (l == REPARSE_CODE) jump ReParse;
2079 if (l >= 2) advance_warning = l;
2087 ! Slightly different line-parsing rules will apply to "take multi", to
2088 ! prevent "take all" behaving correctly but misleadingly when there's
2092 if (m && params_wanted == 1 && action_to_be == ##Take)
2095 ! And now start again, properly, forearmed or not as the case may be.
2096 ! As a precaution, we clear all the variables again (they may have been
2097 ! disturbed by the call to NounDomain, which may have called outside
2098 ! code, which may have done anything!).
2104 nsns = 0; special_word = 0; special_number = 0;
2105 multiple_object-->0 = 0;
2106 etype = STUCK_PE; line_etype = 100;
2107 wn = verb_wordnum+1;
2109 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2111 ! G: Parse each token in turn (calling ParseToken to do most of the work)
2113 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2115 ! "Pattern" gradually accumulates what has been recognised so far,
2116 ! so that it may be reprinted by the parser later on
2118 for (pcount=1 : : pcount++) {
2119 pattern-->pcount = PATTERN_NULL; scope_token = 0;
2121 token = line_token-->(pcount-1);
2122 lookahead = line_token-->pcount;
2125 if (parser_trace >= 2)
2126 print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
2130 if (token ~= ENDIT_TOKEN) {
2131 scope_reason = PARSING_REASON;
2132 parser_inflection = name;
2133 parser_inflection_func = false;
2134 AnalyseToken(token);
2136 if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
2137 found_tdata == TOPIC_TOKEN && line_etype == 100) {
2138 if (actor ~= player) {
2139 best_etype = VERB_PE; jump GiveError;
2147 l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
2148 while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
2149 scope_reason = PARSING_REASON;
2151 if (l == GPR_PREPOSITION) {
2152 if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
2153 found_tdata~=TOPIC_TOKEN)) params_wanted--;
2157 if (l < 0) l = false;
2159 if (l ~= GPR_REPARSE) {
2160 if (l == GPR_NUMBER) {
2161 if (nsns == 0) special_number1 = parsed_number;
2162 else special_number2 = parsed_number;
2165 if (l == GPR_MULTIPLE) l = 0;
2166 results-->(parameters+2) = l;
2168 pattern-->pcount = l;
2173 if (parser_trace >= 3) {
2174 print " [token resulted in ";
2175 if (l == REPARSE_CODE) print "re-parse request]^";
2176 if (l == 0) print "failure with error type ", etype, "]^";
2177 if (l == 1) print "success]^";
2181 if (l == REPARSE_CODE) jump ReParse;
2183 if (etype < line_etype) line_etype = etype;
2184 if (etype == STUCK_PE || wn >= num_words) break;
2189 ! If the player has entered enough already but there's still
2190 ! text to wade through: store the pattern away so as to be able to produce
2191 ! a decent error message if this turns out to be the best we ever manage,
2192 ! and in the mean time give up on this line
2194 ! However, if the superfluous text begins with a comma or "then" then
2195 ! take that to be the start of another instruction
2197 if (line_etype < 100) break;
2198 if (wn <= num_words) {
2200 if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2201 held_back_mode = 1; hb_wn = wn-1;
2204 for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
2211 ! Now, we may need to revise the multiple object because of the single one
2212 ! we now know (but didn't when the list was drawn up).
2214 if (parameters >= 1 && results-->2 == 0) {
2215 l = ReviseMulti(results-->3);
2216 if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
2218 if (parameters >= 2 && results-->3 == 0) {
2219 l = ReviseMulti(results-->2);
2220 if (l ~= 0) { etype = l; break; }
2223 ! To trap the case of "take all" inferring only "yourself" when absolutely
2224 ! nothing else is in the vicinity...
2226 if (take_all_rule == 2 && results-->2 == actor) {
2227 best_etype = NOTHING_PE;
2232 if (parser_trace >= 1) print "[Line successfully parsed]^";
2235 ! The line has successfully matched the text. Declare the input error-free...
2239 ! ...explain any inferences made (using the pattern)...
2241 if (inferfrom ~= 0 && no_infer_message == false) {
2242 print "("; PrintCommand(inferfrom); print ")^";
2244 no_infer_message = false;
2246 ! ...copy the action number, and the number of parameters...
2248 results-->0 = action_to_be;
2249 results-->1 = parameters;
2251 ! ...reverse first and second parameters if need be...
2253 if (action_reversed && parameters == 2) {
2254 i = results-->2; results-->2 = results-->3;
2257 i = special_number1; special_number1 = special_number2;
2258 special_number2 = i;
2262 ! ...and to reset "it"-style objects to the first of these parameters, if
2263 ! there is one (and it really is an object)...
2265 if (parameters > 0 && results-->2 >= 2)
2266 PronounNotice(results-->2);
2268 ! ...and worry about the case where an object was allowed as a parameter
2269 ! even though the player wasn't holding it and should have been: in this
2270 ! event, keep the results for next time round, go into "not holding" mode,
2271 ! and for now tell the player what's happening and return a "take" request
2274 if (not_holding ~= 0 && actor == player) {
2276 i = RunRoutines(not_holding, before_implicit);
2277 ! i = 0: Take the object, tell the player (default)
2278 ! i = 1: Take the object, don't tell the player
2279 ! i = 2: don't Take the object, continue
2280 ! i = 3: don't Take the object, don't continue
2281 if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; }
2282 ! perform the implicit Take
2284 if (i ~= 1) ! and tell the player
2285 L__M(##Miscellany, 26, not_holding);
2287 for (i=0 : i<8 : i++) kept_results-->i = results-->i;
2288 results-->0 = ##Take;
2290 results-->2 = not_holding;
2294 ! (Notice that implicit takes are only generated for the player, and not
2295 ! for other actors. This avoids entirely logical, but misleading, text
2298 ! ...and return from the parser altogether, having successfully matched
2301 if (held_back_mode == 1) {
2307 } ! end of if(token ~= ENDIT_TOKEN) else
2308 } ! end of for(pcount++)
2311 ! The line has failed to match.
2312 ! We continue the outer "for" loop, trying the next line in the grammar.
2314 if (line_etype < 100) etype = line_etype;
2315 if (etype > best_etype) best_etype = etype;
2316 if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;
2318 ! ...unless the line was something like "take all" which failed because
2319 ! nothing matched the "all", in which case we stop and give an error now.
2321 if (take_all_rule == 2 && etype==NOTHING_PE) break;
2323 } ! end of for(line++)
2325 ! The grammar is exhausted: every line has failed to match.
2327 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2329 ! H: Cheaply parse otherwise unrecognised conversation and return
2331 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2337 ! Errors are handled differently depending on who was talking.
2338 ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
2339 ! it is taken as conversation which the parser has no business in disallowing.
2341 if (actor ~= player) {
2342 if (usual_grammar_after ~= 0) {
2343 verb_wordnum = usual_grammar_after;
2347 special_word = NextWord();
2348 if (special_word == comma_word) {
2349 special_word = NextWord();
2352 special_number = TryNumber(verb_wordnum);
2353 results-->0 = ##NotUnderstood;
2355 results-->2 = 1; special_number1 = special_word;
2356 results-->3 = actor;
2357 consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
2361 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2363 ! I: Print best possible error message
2365 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2367 ! If the player was the actor (eg, in "take dfghh") the error must be
2368 ! printed, and fresh input called for. In four cases the oops word
2369 ! must be jiggled (where oops_from is set to something).
2371 if (ParserError(etype)) jump ReType;
2372 if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType;
2373 pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;
2375 if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; }
2376 if (etype == UPTO_PE) { L__M(##Miscellany, 28);
2377 for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
2378 pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
2381 if (etype == NUMBER_PE) L__M(##Miscellany, 29);
2382 if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops;}
2383 if (etype == TOOLIT_PE) L__M(##Miscellany, 31);
2384 if (etype == NOTHELD_PE) {
2385 if (parent(noun) has container)
2386 L__M(##Take, 14, noun);
2388 L__M(##Miscellany, 32, not_holding);
2389 oops_from=saved_oops;
2391 if (etype == MULTI_PE) L__M(##Miscellany, 33);
2392 if (etype == MMULTI_PE) L__M(##Miscellany, 34);
2393 if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word);
2394 if (etype == EXCEPT_PE) L__M(##Miscellany, 36);
2395 if (etype == ANIMA_PE) L__M(##Miscellany, 37);
2396 if (etype == VERB_PE) L__M(##Miscellany, 38);
2397 if (etype == SCENERY_PE) L__M(##Miscellany, 39);
2398 if (etype == ITGONE_PE) {
2399 if (pronoun_obj == NULL)
2400 L__M(##Miscellany, 35, pronoun_word);
2401 else L__M(##Miscellany, 40, pronoun_word, pronoun_obj);
2403 if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41);
2404 if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had);
2405 if (etype == NOTHING_PE) {
2406 if (results-->0 == ##Remove && results-->3 ofclass Object) {
2407 noun = results-->3; ! ensure valid for messages
2408 if (noun has animate) L__M(##Miscellany, 44, verb_word);
2409 else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
2410 else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
2411 else if (children(noun)==0) L__M(##Search, 6, noun);
2412 else results-->0 = 0;
2414 if (results-->0 ~= ##Remove) {
2415 if (multi_wanted == 100) L__M(##Miscellany, 43);
2418 if (take_all_rule == 2) L__M(##Miscellany, 59);
2419 else L__M(##Miscellany, 44, verb_word);
2421 L__M(##Miscellany, 44, verb_word);
2422 #Endif; ! NO_TAKE_ALL
2426 if (etype == ASKSCOPE_PE) {
2428 if (scope_error() == -1) {
2429 best_etype = nextbest_etype;
2434 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2436 ! J: Retry the whole lot
2438 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2440 ! And go (almost) right back to square one...
2444 ! ...being careful not to go all the way back, to avoid infinite repetition
2445 ! of a deferred command causing an error.
2448 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2450 ! K: Last thing: check for "then" and further instructions(s), return.
2452 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2454 ! At this point, the return value is all prepared, and we are only looking
2455 ! to see if there is a "then" followed by subsequent instruction(s).
2459 if (wn > num_words) rtrue;
2462 if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2463 if (wn > num_words) {
2464 held_back_mode = false;
2467 i = WordAddress(verb_wordnum);
2468 j = WordAddress(wn);
2469 for (: i<j : i++) i->0 = ' ';
2471 if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
2472 ! Delete the words "then again" from the again buffer,
2473 ! in which we have just realised that it must occur:
2474 ! prevents an infinite loop on "i. again"
2476 i = WordAddress(wn-2)-buffer;
2477 if (wn > num_words) j = INPUT_BUFFER_LEN-1;
2478 else j = WordAddress(wn)-buffer;
2479 for (: i<j : i++) buffer3->i = ' ';
2481 Tokenise__(buffer,parse);
2482 held_back_mode = true;
2485 best_etype = UPTO_PE;
2488 ]; ! end of Parser__parse
2490 [ ScopeCeiling person act;
2491 act = parent(person);
2492 if (act == 0) return person;
2493 if (person == player && location == thedark) return thedark;
2494 while (parent(act)~=0 && (act has transparent || act has supporter ||
2495 (act has container && act has open)))
2500 ! ----------------------------------------------------------------------------
2503 ! Handles descriptive words like "my", "his", "another" and so on.
2504 ! Skips "the", and leaves wn pointing to the first misunderstood word.
2506 ! Allowed to set up for a plural only if allow_p is set
2508 ! Returns error number, or 0 if no error occurred
2509 ! ----------------------------------------------------------------------------
2511 Constant OTHER_BIT = 1; ! These will be used in Adjudicate()
2512 Constant MY_BIT = 2; ! to disambiguate choices
2513 Constant THAT_BIT = 4;
2514 Constant PLURAL_BIT = 8;
2515 Constant LIT_BIT = 16;
2516 Constant UNLIT_BIT = 32;
2519 indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
2520 indef_possambig = false;
2521 indef_owner = nothing;
2522 indef_cases = $$111111111111;
2526 [ Descriptors allows_multiple o x flag cto type m n;
2528 if (wn > num_words) return 0;
2530 for (flag=true : flag :) {
2531 o = NextWordStopped(); flag = false;
2532 for (x=1 : x<=LanguageDescriptors-->0 : x=x+4)
2533 if (o == LanguageDescriptors-->x) {
2535 type = LanguageDescriptors-->(x+2);
2536 if (type ~= DEFART_PK) indef_mode = true;
2537 indef_possambig = true;
2538 indef_cases = indef_cases & (LanguageDescriptors-->(x+1));
2539 if (type == POSSESS_PK) {
2540 cto = LanguageDescriptors-->(x+3);
2542 0: indef_type = indef_type | MY_BIT;
2543 1: indef_type = indef_type | THAT_BIT;
2545 indef_owner = PronounValue(cto);
2546 if (indef_owner == NULL) indef_owner = InformParser;
2549 if (type == light) indef_type = indef_type | LIT_BIT;
2550 if (type == -light) indef_type = indef_type | UNLIT_BIT;
2552 if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
2553 indef_mode = 1; flag = 1;
2554 indef_type = indef_type | OTHER_BIT;
2556 if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
2557 indef_mode = 1; flag = 1; indef_wanted = 100;
2558 if (take_all_rule == 1) take_all_rule = 2;
2559 indef_type = indef_type | PLURAL_BIT;
2561 if (allow_plurals && allows_multiple) {
2562 n = TryNumber(wn-1);
2563 if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; }
2566 indef_mode = 1; flag = 1; indef_wanted = n;
2567 indef_nspec_at = wn-1;
2568 indef_type = indef_type | PLURAL_BIT;
2571 if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
2572 wn--; ! Skip 'of' after these
2579 ! ----------------------------------------------------------------------------
2580 ! CreatureTest: Will this person do for a "creature" token?
2581 ! ----------------------------------------------------------------------------
2584 if (actor ~= player) rtrue;
2585 if (obj has animate) rtrue;
2586 if (obj hasnt talkable) rfalse;
2587 if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue;
2591 [ PrepositionChain wd index;
2592 if (line_tdata-->index == wd) return wd;
2593 if ((line_token-->index)->0 & $20 == 0) return -1;
2595 if (line_tdata-->index == wd) return wd;
2597 } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
2601 ! ----------------------------------------------------------------------------
2602 ! ParseToken(type, data):
2603 ! Parses the given token, from the current word number wn, with exactly
2604 ! the specification of a general parsing routine.
2605 ! (Except that for "topic" tokens and prepositions, you need to supply
2606 ! a position in a valid grammar line as third argument.)
2609 ! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
2610 ! GPR_PREPOSITION for "token accepted with no result"
2611 ! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
2612 ! 0 for "token accepted, result is the multiple object list"
2613 ! 1 for "token accepted, result is the number in parsed_number"
2614 ! object num for "token accepted with this object as result"
2615 ! -1 for "token rejected"
2617 ! (A) Analyse the token; handle all tokens not involving
2618 ! object lists and break down others into elementary tokens
2619 ! (B) Begin parsing an object list
2620 ! (C) Parse descriptors (articles, pronouns, etc.) in the list
2621 ! (D) Parse an object name
2622 ! (E) Parse connectives ("and", "but", etc.) and go back to (C)
2623 ! (F) Return the conclusion of parsing an object list
2624 ! ----------------------------------------------------------------------------
2626 [ ParseToken given_ttype given_tdata token_n x y;
2627 x = lookahead; lookahead = NOUN_TOKEN;
2628 y = ParseToken__(given_ttype,given_tdata,token_n);
2629 if (y == GPR_REPARSE) Tokenise__(buffer,parse);
2630 lookahead = x; return y;
2633 [ ParseToken__ given_ttype given_tdata token_n
2634 token l o i j k and_parity single_object desc_wn many_flag
2635 token_allows_multiple prev_indef_wanted;
2637 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2639 ! A: Analyse token; handle all not involving object lists, break down others
2641 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2645 switch (given_ttype) {
2647 switch (given_tdata) {
2650 special_word = NextWord();
2653 if (parser_trace >= 3) print " [Read special as the number ", l, "]^";
2657 if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^";
2661 parsed_number = l; return GPR_NUMBER;
2665 if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
2667 if (parser_trace>=3) print " [Read number as ", l, "]^";
2669 parsed_number = l; return GPR_NUMBER;
2672 if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell)
2673 scope_reason = TALKING_REASON;
2677 if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
2678 (line_token-->(token_n+1) ~= ENDIT_TOKEN))
2680 do o = NextWordStopped();
2681 until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
2683 consult_words = wn-consult_from;
2684 if (consult_words == 0) return GPR_FAIL;
2685 if (action_to_be == ##Ask or ##Answer or ##Tell) {
2686 o = wn; wn = consult_from; parsed_number = NextWord();
2687 #Ifdef EnglishNaturalLanguage;
2688 if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
2689 #Endif; ! EnglishNaturalLanguage
2692 if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
2693 return GPR_FAIL; ! don't infer if required preposition is absent
2694 return GPR_PREPOSITION;
2698 #Iffalse (Grammar__Version == 1);
2699 ! Is it an unnecessary alternative preposition, when a previous choice
2700 ! has already been matched?
2701 if ((token->0) & $10) return GPR_PREPOSITION;
2702 #Endif; ! Grammar__Version
2704 ! If we've run out of the player's input, but still have parameters to
2705 ! specify, we go into "infer" mode, remembering where we are and the
2706 ! preposition we are inferring...
2708 if (wn > num_words) {
2709 if (inferfrom==0 && parameters<params_wanted) {
2710 inferfrom = pcount; inferword = token;
2711 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2714 ! If we are not inferring, then the line is wrong...
2716 if (inferfrom == 0) return -1;
2718 ! If not, then the line is right but we mark in the preposition...
2720 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2721 return GPR_PREPOSITION;
2726 pattern-->pcount = REPARSE_CODE + Dword__No(o);
2728 ! Whereas, if the player has typed something here, see if it is the
2729 ! required preposition... if it's wrong, the line must be wrong,
2730 ! but if it's right, the token is passed (jump to finish this token).
2732 if (o == given_tdata) return GPR_PREPOSITION;
2733 #Iffalse (Grammar__Version == 1);
2734 if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
2735 #Endif; ! Grammar__Version
2741 if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^";
2746 scope_token = given_tdata;
2750 if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^";
2752 if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
2755 token_filter = 1 + given_tdata;
2756 given_tdata = NOUN_TOKEN;
2759 token_filter = given_tdata;
2760 given_tdata = NOUN_TOKEN;
2762 } ! end of switch(given_ttype)
2764 token = given_tdata;
2766 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2768 ! B: Begin parsing an object list
2770 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2772 ! There are now three possible ways we can be here:
2773 ! parsing an elementary token other than "special" or "number";
2774 ! parsing a scope token;
2775 ! parsing a noun-filter token (either by routine or attribute).
2777 ! In each case, token holds the type of elementary parse to
2778 ! perform in matching one or more objects, and
2779 ! token_filter is 0 (default), an attribute + 1 for an attribute filter
2780 ! or a routine address for a routine filter.
2782 token_allows_multiple = false;
2783 if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
2784 token_allows_multiple = true;
2786 many_flag = false; and_parity = true; dont_infer = false;
2788 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2790 ! C: Parse descriptors (articles, pronouns, etc.) in the list
2792 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2794 ! We expect to find a list of objects next in what the player's typed.
2799 if (parser_trace >= 3) print " [Object list from word ", wn, "]^";
2802 ! Take an advance look at the next word: if it's "it" or "them", and these
2803 ! are unset, set the appropriate error number and give up on the line
2804 ! (if not, these are still parsed in the usual way - it is not assumed
2805 ! that they still refer to something in scope)
2807 o = NextWord(); wn--;
2809 pronoun_word = NULL; pronoun_obj = NULL;
2810 l = PronounValue(o);
2812 pronoun_word = o; pronoun_obj = l;
2814 ! Don't assume this is a use of an unset pronoun until the
2815 ! descriptors have been checked, because it might be an
2816 ! article (or some such) instead
2818 for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
2819 if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
2820 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
2821 etype = VAGUE_PE; return GPR_FAIL;
2827 if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }
2829 allow_plurals = true;
2834 ! First, we parse any descriptive words (like "the", "five" or "every"):
2835 l = Descriptors(token_allows_multiple);
2836 if (l ~= 0) { etype = l; return GPR_FAIL; }
2840 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2842 ! D: Parse an object name
2844 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2846 ! This is an actual specified object, and is therefore where a typing error
2847 ! is most likely to occur, so we set:
2851 ! So, two cases. Case 1: token not equal to "held"
2852 ! but we may well be dealing with multiple objects
2854 ! In either case below we use NounDomain, giving it the token number as
2855 ! context, and two places to look: among the actor's possessions, and in the
2856 ! present location. (Note that the order depends on which is likeliest.)
2857 if (token ~= HELD_TOKEN) {
2858 i = multiple_object-->0;
2860 if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^";
2862 l = NounDomain(actors_location, actor, token);
2863 if (l == REPARSE_CODE) return l; ! Reparse after Q&A
2864 if ((metaclass(l) == Class || metaclass(l) == Object) && l ~= 1 && l notin actor && token == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
2865 if (ImplicitTake(l)) {
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 noun = l; ! Allow the noun to be mentioned by the *_PE error messages.
3075 if (allow_plurals && indef_guess_p == 1) {
3077 if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^";
3079 prev_indef_wanted = indef_wanted;
3080 allow_plurals = false;
3085 if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;
3089 ]; ! end of ParseToken__
3091 ! ----------------------------------------------------------------------------
3092 ! NounDomain does the most substantial part of parsing an object name.
3094 ! It is given two "domains" - usually a location and then the actor who is
3095 ! looking - and a context (i.e. token type), and returns:
3097 ! 0 if no match at all could be made,
3098 ! 1 if a multiple object was made,
3099 ! k if object k was the one decided upon,
3100 ! REPARSE_CODE if it asked a question of the player and consequently rewrote
3101 ! the player's input, so that the whole parser should start again
3102 ! on the rewritten input.
3104 ! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
3105 ! length_of_noun to the number of words in the input text matched to the
3107 ! In the case k=1, the multiple objects are added to multiple_object by
3108 ! hand (not by MultiAdd, because we want to allow duplicates).
3109 ! ----------------------------------------------------------------------------
3111 [ NounDomain domain1 domain2 context first_word i j k l
3114 if (parser_trace >= 4) {
3115 print " [NounDomain called at word ", wn, "]^";
3118 print "seeking indefinite object: ";
3119 if (indef_type & OTHER_BIT) print "other ";
3120 if (indef_type & MY_BIT) print "my ";
3121 if (indef_type & THAT_BIT) print "that ";
3122 if (indef_type & PLURAL_BIT) print "plural ";
3123 if (indef_type & LIT_BIT) print "lit ";
3124 if (indef_type & UNLIT_BIT) print "unlit ";
3125 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3127 print " number wanted: ";
3128 if (indef_wanted == 100) print "all"; else print indef_wanted;
3130 print " most likely GNAs of names: ", indef_cases, "^";
3132 else print "seeking definite object^";
3136 match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;
3138 SearchScope(domain1, domain2, context);
3141 if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^";
3144 wn = match_from+match_length;
3146 ! If nothing worked at all, leave with the word marker skipped past the
3147 ! first unmatched word...
3149 if (number_matched == 0) { wn++; rfalse; }
3151 ! Suppose that there really were some words being parsed (i.e., we did
3152 ! not just infer). If so, and if there was only one match, it must be
3153 ! right and we return it...
3154 if (match_from <= num_words) {
3155 if (number_matched == 1) {
3158 if ((indef_type & LIT_BIT) && i hasnt light) rfalse;
3159 if ((indef_type & UNLIT_BIT) && i has light) rfalse;
3164 ! ...now suppose that there was more typing to come, i.e. suppose that
3165 ! the user entered something beyond this noun. If nothing ought to follow,
3166 ! then there must be a mistake, (unless what does follow is just a full
3167 ! stop, and or comma)
3169 if (wn <= num_words) {
3170 i = NextWord(); wn--;
3171 if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
3172 or THEN1__WD or THEN2__WD or THEN3__WD
3173 or BUT1__WD or BUT2__WD or BUT3__WD) {
3174 if (lookahead == ENDIT_TOKEN) rfalse;
3179 ! Now look for a good choice, if there's more than one choice...
3181 number_of_classes = 0;
3183 if (match_length == 0 && indef_mode && indef_wanted > 0 && indef_wanted < 100)
3184 number_matched = 0; ! ask question for 'take three'
3185 if (number_matched == 1) i = match_list-->0;
3186 if (number_matched > 1) {
3187 i = Adjudicate(context);
3188 if (i == -1) rfalse;
3189 if (i == 1) rtrue; ! Adjudicate has made a multiple
3190 ! object, and we pass it on
3193 ! If i is non-zero here, one of two things is happening: either
3194 ! (a) an inference has been successfully made that object i is
3195 ! the intended one from the user's specification, or
3196 ! (b) the user finished typing some time ago, but we've decided
3197 ! on i because it's the only possible choice.
3198 ! In either case we have to keep the pattern up to date,
3199 ! note that an inference has been made and return.
3200 ! (Except, we don't note which of a pile of identical objects.)
3203 if (dont_infer) return i;
3204 if (inferfrom == 0) inferfrom=pcount;
3205 pattern-->pcount = i;
3209 ! If we get here, there was no obvious choice of object to make. If in
3210 ! fact we've already gone past the end of the player's typing (which
3211 ! means the match list must contain every object in scope, regardless
3212 ! of its name), then it's foolish to give an enormous list to choose
3213 ! from - instead we go and ask a more suitable question...
3215 if (match_from > num_words) jump Incomplete;
3216 return AskPlayer(context);
3218 ! Now we come to the question asked when the input has run out
3219 ! and can't easily be guessed (eg, the player typed "take" and there
3220 ! were plenty of things which might have been meant).
3224 if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed
3225 if (context == CREATURE_TOKEN) L__M(##Miscellany, 48, actor);
3226 else L__M(##Miscellany, 49, actor);
3228 #Ifdef TARGET_ZCODE;
3229 for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3230 #Endif; ! TARGET_ZCODE
3231 answer_words = Keyboard(buffer2, parse2);
3233 first_word = WordValue(1, parse2);
3234 #Ifdef LanguageIsVerb;
3235 if (first_word == 0) {
3236 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3238 #Endif; ! LanguageIsVerb
3240 ! Once again, if the reply looks like a command, give it to the
3241 ! parser to get on with and forget about the question...
3243 ! Once again, if the reply looks like a command
3244 ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get
3245 ! on with and forget about the question...
3248 if ((first_word->#dict_par1) & DICT_VERB) {
3249 CopyBuffer(buffer, buffer2);
3250 return REPARSE_CODE;
3252 if (NumberWords(parse2) > 2) {
3253 j = WordValue(2, parse2);
3254 k = WordValue(3, parse2);
3255 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3256 CopyBuffer(buffer, buffer2);
3257 return REPARSE_CODE;
3262 ! ...but if we have a genuine answer, then:
3264 ! (1) we must glue in text suitable for anything that's been inferred.
3266 if (inferfrom ~= 0) {
3267 for (j=inferfrom : j<pcount : j++) {
3268 if (pattern-->j == PATTERN_NULL) continue;
3269 i = WORDSIZE + GetKeyBufLength();
3270 SetKeyBufLength(i-WORDSIZE + 1);
3271 buffer->(i++) = ' ';
3274 if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
3277 ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
3281 ! An inferred object. Best we can do is glue in a pronoun.
3282 ! (This is imperfect, but it's very seldom needed anyway.)
3284 if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
3285 ! was the inference made from some noun words?
3286 ! In which case, we can infer again.
3287 if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue;
3288 PronounNotice(pattern-->j);
3289 for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
3290 if (pattern-->j == LanguagePronouns-->(k+2)) {
3291 parse2-->1 = LanguagePronouns-->k;
3293 if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
3299 ! An inferred preposition.
3300 parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
3302 if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
3306 ! parse2-->1 now holds the dictionary address of the word to glue in.
3308 if (parse2-->1 ~= 0) {
3310 #Ifdef TARGET_ZCODE;
3312 print (address) parse2-->1;
3315 for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
3316 #Ifnot; ! TARGET_GLULX
3317 k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
3318 l=l; ! suppress compiler warning
3320 i = i + k; SetKeyBufLength(i-WORDSIZE);
3325 ! (2) we must glue the newly-typed text onto the end.
3327 i = WORDSIZE + GetKeyBufLength();
3328 buffer->(i++) = ' ';
3329 SetKeyBufLength(GetKeyBufLength()+1);
3330 for (j=0 : j<GetKeyBufLength(buffer2) : i++,j++) {
3331 buffer->i = buffer2->(j+WORDSIZE);
3332 SetKeyBufLength(GetKeyBufLength()+1);
3333 if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break;
3336 ! (3) we fill up the buffer with spaces, which is unnecessary, but may
3337 ! help incorrectly-written interpreters to cope.
3339 #Ifdef TARGET_ZCODE;
3340 for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
3341 #Endif; ! TARGET_ZCODE
3343 return REPARSE_CODE;
3345 ]; ! end of NounDomain
3348 [ AskPlayer context i j k l first_word answer_words marker;
3349 ! Now we print up the question, using the equivalence classes as worked
3350 ! out by Adjudicate() so as not to repeat ourselves on plural objects...
3352 asking_player = true;
3353 if (context == CREATURE_TOKEN) L__M(##Miscellany, 45);
3354 else L__M(##Miscellany, 46);
3356 j = number_of_classes; marker = 0;
3357 for (i=1 : i<=number_of_classes : i++) {
3358 while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
3359 k = match_list-->marker;
3361 if (match_classes-->marker > 0) print (the) k; else print (a) k;
3363 if (i < j-1) print (string) COMMA__TX;
3364 if (i == j-1) print (SerialComma) j, (string) OR__TX;
3366 L__M(##Miscellany, 57);
3368 ! ...and get an answer:
3371 #Ifdef TARGET_ZCODE;
3372 for (i=WORDSIZE : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3373 #Endif; ! TARGET_ZCODE
3374 answer_words = Keyboard(buffer2, parse2);
3376 first_word = WordValue(1, parse2);
3377 asking_player = false;
3379 ! Take care of "all", because that does something too clever here to do
3382 if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
3383 if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3384 l = multiple_object-->0;
3385 for (i=0 : i<number_matched && l+i<63 : i++) {
3387 multiple_object-->(i+1+l) = k;
3389 multiple_object-->0 = i+l;
3392 L__M(##Miscellany, 47);
3396 ! If the first word of the reply can be interpreted as a verb, then
3397 ! assume that the player has ignored the question and given a new
3398 ! command altogether.
3399 ! (This is one time when it's convenient that the directions are
3400 ! not themselves verbs - thus, "north" as a reply to "Which, the north
3401 ! or south door" is not treated as a fresh command but as an answer.)
3403 #Ifdef LanguageIsVerb;
3404 if (first_word == 0) {
3405 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3407 #Endif; ! LanguageIsVerb
3409 if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) {
3410 CopyBuffer(buffer, buffer2);
3411 return REPARSE_CODE;
3413 if (NumberWords(parse2) > 2) {
3414 j = WordValue(2, parse2);
3415 k = WordValue(3, parse2);
3416 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3417 CopyBuffer(buffer, buffer2);
3418 return REPARSE_CODE;
3423 ! Now we insert the answer into the original typed command, as
3424 ! words additionally describing the same object
3425 ! (eg, > take red button
3428 ! becomes "take music red button". The parser will thus have three
3429 ! words to work from next time, not two.)
3431 k = WordAddress(match_from) - buffer;
3432 l = GetKeyBufLength(buffer2) +1;
3433 for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l);
3434 for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
3435 buffer->(k+l-1) = ' ';
3436 SetKeyBufLength(GetKeyBufLength() + l);
3438 ! Having reconstructed the input, we warn the parser accordingly
3441 return REPARSE_CODE;
3445 ! ----------------------------------------------------------------------------
3446 ! The Adjudicate routine tries to see if there is an obvious choice, when
3447 ! faced with a list of objects (the match_list) each of which matches the
3448 ! player's specification equally well.
3450 ! To do this it makes use of the context (the token type being worked on).
3451 ! It counts up the number of obvious choices for the given context
3452 ! (all to do with where a candidate is, except for 6 (animate) which is to
3453 ! do with whether it is animate or not);
3455 ! if only one obvious choice is found, that is returned;
3457 ! if we are in indefinite mode (don't care which) one of the obvious choices
3458 ! is returned, or if there is no obvious choice then an unobvious one is
3461 ! at this stage, we work out whether the objects are distinguishable from
3462 ! each other or not: if they are all indistinguishable from each other,
3463 ! then choose one, it doesn't matter which;
3465 ! otherwise, 0 (meaning, unable to decide) is returned (but remember that
3466 ! the equivalence classes we've just worked out will be needed by other
3467 ! routines to clear up this mess, so we can't economise on working them
3470 ! Returns -1 if an error occurred
3471 ! ----------------------------------------------------------------------------
3473 Constant SCORE__CHOOSEOBJ = 1000;
3474 Constant SCORE__IFGOOD = 500;
3475 Constant SCORE__UNCONCEALED = 100;
3476 Constant SCORE__BESTLOC = 60;
3477 Constant SCORE__NEXTBESTLOC = 40;
3478 Constant SCORE__NOTCOMPASS = 20;
3479 Constant SCORE__NOTSCENERY = 10;
3480 Constant SCORE__NOTACTOR = 5;
3481 Constant SCORE__GNA = 1;
3482 Constant SCORE__DIVISOR = 20;
3484 [ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
3486 if (parser_trace >= 4) {
3487 print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^";
3490 print "indefinite type: ";
3491 if (indef_type & OTHER_BIT) print "other ";
3492 if (indef_type & MY_BIT) print "my ";
3493 if (indef_type & THAT_BIT) print "that ";
3494 if (indef_type & PLURAL_BIT) print "plural ";
3495 if (indef_type & LIT_BIT) print "lit ";
3496 if (indef_type & UNLIT_BIT) print "unlit ";
3497 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3499 print " number wanted: ";
3500 if (indef_wanted == 100) print "all"; else print indef_wanted;
3502 print " most likely GNAs of names: ", indef_cases, "^";
3504 else print "definite object^";
3508 j = number_matched-1; good_ones = 0; last = match_list-->0;
3509 for (i=0 : i<=j : i++) {
3511 match_scores-->i = 0;
3516 HELD_TOKEN, MULTIHELD_TOKEN:
3517 if (parent(n) == actor) good_flag = true;
3519 if (advance_warning == -1) {
3523 if (n ~= advance_warning) good_flag = true;
3526 if (advance_warning == -1) {
3527 if (parent(n) ~= actor) good_flag = true;
3530 if (n in advance_warning) good_flag = true;
3533 if (CreatureTest(n) == 1) good_flag = true;
3539 match_scores-->i = SCORE__IFGOOD;
3540 good_ones++; last = n;
3543 if (good_ones == 1) return last;
3545 ! If there is ambiguity about what was typed, but it definitely wasn't
3546 ! animate as required, then return anything; higher up in the parser
3547 ! a suitable error will be given. (This prevents a question being asked.)
3549 if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;
3551 if (indef_mode == 0) indef_type=0;
3553 ScoreMatchL(context);
3554 if (number_matched == 0) return -1;
3556 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3557 if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
3558 or MULTIINSIDE_TOKEN) {
3562 i = 0; offset = multiple_object-->0; sovert = -1;
3563 for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
3565 if (j has concealed or worn) flag = 0;
3566 if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
3568 if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
3571 if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
3573 #Ifdef TRADITIONAL_TAKE_ALL;
3574 if (action_to_be == ##Take or ##Remove && parent(j) == actor)
3577 if (action_to_be == ##Take or ##Remove &&
3578 (j has animate or scenery or static || parent(j) == actor))
3580 #Endif; ! TRADITIONAL_TAKE_ALL
3582 if (take_all_rule == 2 && match_length == 0) flag = 0;
3583 #Endif; ! NO_TAKE_ALL
3584 n = ChooseObjects(j, flag);
3585 if (n == 0) n = LibraryExtensions.RunWhile(ext_chooseobjects, 0, j, flag);
3587 2: flag = 0; ! forcing rejection
3588 1: flag = 1; ! forcing acceptance
3589 !0: ! going with parser's decision
3592 i++; multiple_object-->(i+offset) = j;
3594 if (parser_trace >= 4) print " Accepting it^";
3600 if (parser_trace >= 4) print " Rejecting it^";
3604 if (i < indef_wanted && indef_wanted < 100) {
3605 etype = TOOFEW_PE; multi_wanted = indef_wanted;
3609 multiple_object-->0 = i+offset;
3610 multi_context = context;
3612 if (parser_trace >= 4)
3613 print " Made multiple object of size ", i, "]^";
3618 for (i=0 : i<number_matched : i++) match_classes-->i = 0;
3621 for (i=0 : i<number_matched : i++)
3622 if (match_classes-->i == 0) {
3623 match_classes-->i = n++; flag = 0;
3624 for (j=i+1 : j<number_matched : j++)
3625 if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
3627 match_classes-->j = match_classes-->i;
3629 if (flag == 1) match_classes-->i = 1-n;
3631 n--; number_of_classes = n;
3634 if (parser_trace >= 4) {
3635 print " Grouped into ", n, " possibilities by name:^";
3636 for (i=0 : i<number_matched : i++)
3637 if (match_classes-->i > 0)
3638 print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ",
3639 match_classes-->i, "^";
3642 if (n == 1) dont_infer = true;
3644 if (indef_mode == 0) {
3645 ! Is there now a single highest-scoring object?
3646 i = SingleBestGuess();
3650 if (parser_trace >= 4) print " Single best-scoring object returned.]^";
3656 if (indef_mode == 0) {
3659 for (i=0 : i<number_matched : i++) {
3660 if (match_scores-->i > k) {
3661 k = match_scores-->i;
3662 j = match_classes-->i; j = j*j;
3666 if (match_scores-->i == k) {
3667 if ((match_classes-->i) * (match_classes-->i) ~= j)
3674 if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^";
3679 if (parser_trace >= 4) print " Best choices are all from the same group.^";
3684 ! When the player is really vague, or there's a single collection of
3685 ! indistinguishable objects to choose from, choose the one the player
3686 ! most recently acquired, or if the player has none of them, then
3687 ! the one most recently put where it is.
3693 ! ----------------------------------------------------------------------------
3694 ! ReviseMulti revises the multiple object which already exists, in the
3695 ! light of information which has come along since then (i.e., the second
3696 ! parameter). It returns a parser error number, or else 0 if all is well.
3697 ! This only ever throws things out, never adds new ones.
3698 ! ----------------------------------------------------------------------------
3700 [ ReviseMulti second_p i low;
3702 if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0,
3703 " with 2nd ", (name) second_p, "^";
3706 if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3707 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3708 if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
3709 (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
3711 multiple_object-->low = multiple_object-->i;
3714 multiple_object-->0 = low;
3717 if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
3718 for (i=1,low=0 : i<=multiple_object-->0 : i++)
3719 if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
3721 if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^";
3723 if (take_all_rule == 2 || low > 0) {
3724 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3725 if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
3727 multiple_object-->low = multiple_object-->i;
3730 multiple_object-->0 = low;
3734 i = multiple_object-->0;
3736 if (parser_trace >= 4) print " Done: new size ", i, "^";
3738 if (i == 0) return NOTHING_PE;
3742 ! ----------------------------------------------------------------------------
3743 ! ScoreMatchL scores the match list for quality in terms of what the
3744 ! player has vaguely asked for. Points are awarded for conforming with
3745 ! requirements like "my", and so on. Remove from the match list any
3746 ! entries which fail the basic requirements of the descriptors.
3747 ! ----------------------------------------------------------------------------
3749 [ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
3750 ! if (indef_type & OTHER_BIT ~= 0) threshold++;
3751 if (indef_type & MY_BIT ~= 0) threshold++;
3752 if (indef_type & THAT_BIT ~= 0) threshold++;
3753 if (indef_type & LIT_BIT ~= 0) threshold++;
3754 if (indef_type & UNLIT_BIT ~= 0) threshold++;
3755 if (indef_owner ~= nothing) threshold++;
3758 if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ",
3759 indef_type, ", satisfying ", threshold, " requirements:^";
3762 if (action_to_be ~= ##Take)
3763 a_s = SCORE__NEXTBESTLOC;
3764 l_s = SCORE__BESTLOC;
3765 if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
3766 a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
3769 for (i=0 : i<number_matched : i++) {
3770 obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;
3772 ! if (indef_type & OTHER_BIT ~= 0
3773 ! && obj ~= itobj or himobj or herobj) met++;
3774 if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
3775 if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
3776 if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
3777 if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
3778 if (indef_owner ~= 0 && its_owner == indef_owner) met++;
3780 if (met < threshold) {
3782 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ",
3783 (the) its_owner, " is rejected (doesn't match descriptors)^";
3785 match_list-->i = -1;
3789 if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;
3791 if (its_owner == actor) its_score = its_score + a_s;
3793 if (its_owner == actors_location) its_score = its_score + l_s;
3795 #Ifdef TRADITIONAL_TAKE_ALL;
3796 if (its_owner ~= Compass) its_score = its_score + SCORE__NOTCOMPASS;
3798 if (its_owner ~= Compass)
3799 if (take_all_rule && its_owner &&
3800 its_owner has static or scenery &&
3801 (its_owner has supporter ||
3802 (its_owner has container && its_owner has open)))
3803 its_score = its_score + l_s;
3805 its_score = its_score + SCORE__NOTCOMPASS;
3806 #Endif; ! TRADITIONAL_TAKE_ALL
3808 j = ChooseObjects(obj, 2);
3809 if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2);
3810 its_score = its_score + SCORE__CHOOSEOBJ * j;
3812 if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
3813 if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;
3815 ! A small bonus for having the correct GNA,
3816 ! for sorting out ambiguous articles and the like.
3818 if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
3819 its_score = its_score + SCORE__GNA;
3821 match_scores-->i = match_scores-->i + its_score;
3823 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i,
3824 ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
3829 for (i=0 : i<number_matched : i++) {
3830 while (match_list-->i == -1) {
3831 if (i == number_matched-1) { number_matched--; break; }
3832 for (j=i : j<number_matched-1 : j++) {
3833 match_list-->j = match_list-->(j+1);
3834 match_scores-->j = match_scores-->(j+1);
3841 ! ----------------------------------------------------------------------------
3842 ! BestGuess makes the best guess it can out of the match list, assuming that
3843 ! everything in the match list is textually as good as everything else;
3844 ! however it ignores items marked as -1, and so marks anything it chooses.
3845 ! It returns -1 if there are no possible choices.
3846 ! ----------------------------------------------------------------------------
3848 [ BestGuess earliest its_score best i;
3849 earliest = 0; best = -1;
3850 for (i=0 : i<number_matched : i++) {
3851 if (match_list-->i >= 0) {
3852 its_score = match_scores-->i;
3853 if (its_score > best) { best = its_score; earliest = i; }
3857 if (parser_trace >= 4)
3858 if (best < 0) print " Best guess ran out of choices^";
3859 else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
3861 if (best < 0) return -1;
3862 i = match_list-->earliest;
3863 match_list-->earliest = -1;
3864 bestguess_score = best;
3868 ! ----------------------------------------------------------------------------
3869 ! SingleBestGuess returns the highest-scoring object in the match list
3870 ! if it is the clear winner, or returns -1 if there is no clear winner
3871 ! ----------------------------------------------------------------------------
3873 [ SingleBestGuess earliest its_score best i;
3874 earliest = -1; best = -1000;
3875 for (i=0 : i<number_matched : i++) {
3876 its_score = match_scores-->i;
3877 if (its_score == best) earliest = -1;
3878 if (its_score > best) { best = its_score; earliest = match_list-->i; }
3880 bestguess_score = best;
3884 ! ----------------------------------------------------------------------------
3885 ! Identical decides whether or not two objects can be distinguished from
3886 ! each other by anything the player can type. If not, it returns true.
3887 ! ----------------------------------------------------------------------------
3889 [ Identical o1 o2 p1 p2 n1 n2 i j flag;
3890 if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side
3891 if (o1 == 0 || o2 == 0) rfalse; ! Similarly
3892 if (parent(o1) == Compass || parent(o2) == Compass) rfalse; ! Saves time
3894 ! What complicates things is that o1 or o2 might have a parsing routine,
3895 ! so the parser can't know from here whether they are or aren't the same.
3896 ! If they have different parsing routines, we simply assume they're
3897 ! different. If they have the same routine (which they probably got from
3898 ! a class definition) then the decision process is as follows:
3900 ! the routine is called (with self being o1, not that it matters)
3901 ! with noun and second being set to o1 and o2, and action being set
3902 ! to the fake action TheSame. If it returns -1, they are found
3903 ! identical; if -2, different; and if >=0, then the usual method
3906 if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
3907 if (o1.parse_name ~= o2.parse_name) rfalse;
3908 parser_action = ##TheSame; parser_one = o1; parser_two = o2;
3909 j = wn; i = RunRoutines(o1,parse_name); wn = j;
3911 if (i == -2) rfalse;
3914 ! This is the default algorithm: do they have the same words in their
3915 ! "name" (i.e. property no. 1) properties. (Note that the following allows
3916 ! for repeated words and words in different orders.)
3918 p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
3919 p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;
3921 ! for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
3922 ! for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;
3924 for (i=0 : i<n1 : i++) {
3926 for (j=0 : j<n2 : j++)
3927 if (p1-->i == p2-->j) flag = 1;
3928 if (flag == 0) rfalse;
3931 for (j=0 : j<n2 : j++) {
3933 for (i=0 : i<n1 : i++)
3934 if (p1-->i == p2-->j) flag = 1;
3935 if (flag == 0) rfalse;
3938 ! print "Which are identical!^";
3942 ! ----------------------------------------------------------------------------
3943 ! PrintCommand reconstructs the command as it presently reads, from
3944 ! the pattern which has been built up
3946 ! If from is 0, it starts with the verb: then it goes through the pattern.
3947 ! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
3948 ! if 1, it goes up to pcount-1.
3950 ! Note that verbs and prepositions are printed out of the dictionary:
3951 ! and that since the dictionary may only preserve the first six characters
3952 ! of a word (in a V3 game), we have to hand-code the longer words needed.
3954 ! (Recall that pattern entries are 0 for "multiple object", 1 for "special
3955 ! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
3957 ! ----------------------------------------------------------------------------
3959 [ PrintCommand from i k spacing_flag;
3960 #Ifdef LanguageCommand;
3961 LanguageCommand(from);
3962 i = k = spacing_flag = 0; ! suppress warning
3966 if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0)
3968 from++; spacing_flag = true;
3971 for (k=from : k<pcount : k++) {
3973 if (i == PATTERN_NULL) continue;
3974 if (spacing_flag) print (char) ' ';
3975 if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; }
3976 if (i == 1) { print (string) THAT__TX; jump TokenPrinted; }
3977 if (i >= REPARSE_CODE)
3978 print (address) No__Dword(i-REPARSE_CODE);
3980 if (i in Compass && LanguageVerbLikesAdverb(verb_word))
3981 LanguageDirection (i.door_dir); ! the direction name as adverb
3985 spacing_flag = true;
3987 #Endif; ! LanguageCommand
3990 ! ----------------------------------------------------------------------------
3991 ! The CantSee routine returns a good error number for the situation where
3992 ! the last word looked at didn't seem to refer to any object in context.
3994 ! The idea is that: if the actor is in a location (but not inside something
3995 ! like, for instance, a tank which is in that location) then an attempt to
3996 ! refer to one of the words listed as meaningful-but-irrelevant there
3997 ! will cause "you don't need to refer to that in this game" rather than
3998 ! "no such thing" or "what's 'it'?".
3999 ! (The advantage of not having looked at "irrelevant" local nouns until now
4000 ! is that it stops them from clogging up the ambiguity-resolving process.
4001 ! Thus game objects always triumph over scenery.)
4002 ! ----------------------------------------------------------------------------
4005 if (scope_token ~= 0) {
4006 scope_error = scope_token;
4010 wn--; w = NextWord();
4012 if (w == pronoun_word) {
4013 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
4016 i = actor; while (parent(i) ~= 0) i = parent(i);
4019 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4021 Descriptors(); ! skip past THE etc
4022 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4026 saved_oops = num_desc + match_from + saved_ml;
4028 saved_oops = num_desc + match_from + match_length;
4034 ! ----------------------------------------------------------------------------
4035 ! The MultiAdd routine adds object "o" to the multiple-object-list.
4037 ! This is only allowed to hold 63 objects at most, at which point it ignores
4038 ! any new entries (and sets a global flag so that a warning may later be
4039 ! printed if need be).
4040 ! ----------------------------------------------------------------------------
4043 i = multiple_object-->0;
4044 if (i == 63) { toomany_flag = 1; rtrue; }
4045 for (j=1 : j<=i : j++)
4046 if (o == multiple_object-->j) rtrue;
4048 multiple_object-->i = o;
4049 multiple_object-->0 = i;
4052 ! ----------------------------------------------------------------------------
4053 ! The MultiSub routine deletes object "o" from the multiple-object-list.
4055 ! It returns 0 if the object was there in the first place, and 9 (because
4056 ! this is the appropriate error number in Parser()) if it wasn't.
4057 ! ----------------------------------------------------------------------------
4059 [ MultiSub o i j k et;
4060 i = multiple_object-->0; et = 0;
4061 for (j=1 : j<=i : j++)
4062 if (o == multiple_object-->j) {
4063 for (k=j : k<=i : k++)
4064 multiple_object-->k = multiple_object-->(k+1);
4065 multiple_object-->0 = --i;
4071 ! ----------------------------------------------------------------------------
4072 ! The MultiFilter routine goes through the multiple-object-list and throws
4073 ! out anything without the given attribute "attr" set.
4074 ! ----------------------------------------------------------------------------
4076 [ MultiFilter attr i j o;
4080 i = multiple_object-->0;
4081 for (j=1 : j<=i : j++) {
4082 o = multiple_object-->j;
4090 ! ----------------------------------------------------------------------------
4091 ! The UserFilter routine consults the user's filter (or checks on attribute)
4092 ! to see what already-accepted nouns are acceptable
4093 ! ----------------------------------------------------------------------------
4096 if (token_filter > 0 && token_filter < 49) {
4097 if (obj has (token_filter-1)) rtrue;
4101 return token_filter();
4104 ! ----------------------------------------------------------------------------
4105 ! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
4106 ! (the main parse buffer)
4107 ! ----------------------------------------------------------------------------
4109 #Ifdef TARGET_ZCODE;
4111 [ MoveWord at1 b2 at2 x y;
4112 x = at1*2-1; y = at2*2-1;
4113 parse-->x++ = b2-->y++;
4117 #Ifnot; ! TARGET_GLULX
4119 [ MoveWord at1 b2 at2 x y;
4120 x = at1*3-2; y = at2*3-2;
4121 parse-->x++ = b2-->y++;
4122 parse-->x++ = b2-->y++;
4128 ! ----------------------------------------------------------------------------
4129 ! SearchScope domain1 domain2 context
4131 ! Works out what objects are in scope (possibly asking an outside routine),
4132 ! but does not look at anything the player has typed.
4133 ! ----------------------------------------------------------------------------
4135 [ SearchScope domain1 domain2 context i is;
4137 ! Everything is in scope to the debugging commands
4140 if (scope_reason == PARSING_REASON
4141 && LanguageVerbIsDebugging(verb_word)) {
4143 #Ifdef TARGET_ZCODE;
4144 for (i=selfobj : i<=top_object : i++)
4145 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4147 #Ifnot; ! TARGET_GLULX
4149 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4156 ! First, a scope token gets priority here:
4158 if (scope_token ~= 0) {
4160 if (scope_token()) rtrue;
4163 ! Pick up everything in the location except the actor's possessions;
4164 ! then go through those. (This ensures the actor's possessions are in
4165 ! scope even in Darkness.)
4167 if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) {
4168 if (IsSeeThrough(advance_warning) == 1)
4169 ScopeWithin(advance_warning, 0, context);
4172 ! Next, call any user-supplied routine adding things to the scope,
4173 ! which may circumvent the usual routines altogether
4174 ! if they return true:
4176 if (actor == domain1 or domain2) {
4177 is = InScope(actor);
4178 if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor);
4182 if (domain1 ~= 0 && domain1 has supporter or container)
4183 ScopeWithin_O(domain1, domain1, context);
4184 ScopeWithin(domain1, domain2, context);
4185 if (domain2 ~= 0 && domain2 has supporter or container)
4186 ScopeWithin_O(domain2, domain2, context);
4187 ScopeWithin(domain2, 0, context);
4190 ! A special rule applies:
4191 ! in Darkness as in light, the actor is always in scope to himself.
4193 if (thedark == domain1 or domain2) {
4194 ScopeWithin_O(actor, actor, context);
4195 if (parent(actor) has supporter or container)
4196 ScopeWithin_O(parent(actor), parent(actor), context);
4200 ! ----------------------------------------------------------------------------
4201 ! IsSeeThrough is used at various places: roughly speaking, it determines
4202 ! whether o being in scope means that the contents of o are in scope.
4203 ! ----------------------------------------------------------------------------
4206 if (o has supporter or transparent ||
4207 (o has container && o has open))
4212 ! ----------------------------------------------------------------------------
4213 ! PlaceInScope is provided for routines outside the library, and is not
4214 ! called within the parser (except for debugging purposes).
4215 ! ----------------------------------------------------------------------------
4217 [ PlaceInScope thing;
4218 if (scope_reason~=PARSING_REASON or TALKING_REASON) {
4219 DoScopeAction(thing); rtrue;
4221 wn = match_from; TryGivenObject(thing); placed_in_flag = 1;
4224 ! ----------------------------------------------------------------------------
4226 ! ----------------------------------------------------------------------------
4228 [ DoScopeAction thing s p1;
4229 s = scope_reason; p1 = parser_one;
4231 if (parser_trace >= 6)
4232 print "[DSA on ", (the) thing, " with reason = ", scope_reason,
4233 " p1 = ", parser_one, " p2 = ", parser_two, "]^";
4235 switch (scope_reason) {
4236 REACT_BEFORE_REASON:
4237 if (thing.react_before == 0 or NULL) return;
4239 if (parser_trace >= 2)
4240 print "[Considering react_before for ", (the) thing, "]^";
4242 if (parser_one == 0) parser_one = RunRoutines(thing, react_before);
4244 if (thing.react_after == 0 or NULL) return;
4246 if (parser_trace >= 2)
4247 print "[Considering react_after for ", (the) thing, "]^";
4249 if (parser_one == 0) parser_one = RunRoutines(thing, react_after);
4251 if (thing.each_turn == 0) return;
4253 if (parser_trace >= 2)
4254 print "[Considering each_turn for ", (the) thing, "]^";
4256 PrintOrRun(thing, each_turn);
4258 if (thing == parser_one) parser_two = 1;
4259 LOOPOVERSCOPE_REASON:
4266 ! ----------------------------------------------------------------------------
4267 ! ScopeWithin looks for objects in the domain which make textual sense
4268 ! and puts them in the match list. (However, it does not recurse through
4269 ! the second argument.)
4270 ! ----------------------------------------------------------------------------
4272 [ ScopeWithin domain nosearch context x y;
4273 if (domain == 0) rtrue;
4275 ! Special rule: the directions (interpreted as the 12 walls of a room) are
4276 ! always in context. (So, e.g., "examine north wall" is always legal.)
4277 ! (Unless we're parsing something like "all", because it would just slow
4278 ! things down then, or unless the context is "creature".)
4280 if (indef_mode==0 && domain==actors_location
4281 && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN)
4282 ScopeWithin(Compass);
4284 ! Look through the objects in the domain, avoiding "objectloop" in case
4285 ! movements occur, e.g. when trying each_turn.
4290 ScopeWithin_O(x, nosearch, context);
4295 [ ScopeWithin_O domain nosearch context i ad n;
4297 ! If the scope reason is unusual, don't parse.
4299 if (scope_reason ~= PARSING_REASON or TALKING_REASON) {
4300 DoScopeAction(domain);
4304 ! "it" or "them" matches to the it-object only. (Note that (1) this means
4305 ! that "it" will only be understood if the object in question is still
4306 ! in context, and (2) only one match can ever be made in this case.)
4308 if (match_from <= num_words) { ! If there's any text to match, that is
4311 if (i == 1 && player == domain) MakeMatch(domain, 1);
4312 if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1);
4315 ! Construing the current word as the start of a noun, can it refer to the
4319 if (TryGivenObject(domain) > 0)
4320 if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) {
4321 ! This case arises if the player has typed a number in
4322 ! which is hypothetically an indefinite descriptor:
4323 ! e.g. "take two clubs". We have just checked the object
4324 ! against the word "clubs", in the hope of eventually finding
4325 ! two such objects. But we also backtrack and check it
4326 ! against the words "two clubs", in case it turns out to
4327 ! be the 2 of Clubs from a pack of cards, say. If it does
4328 ! match against "two clubs", we tear up our original
4329 ! assumption about the meaning of "two" and lapse back into
4332 wn = indef_nspec_at;
4333 if (TryGivenObject(domain) > 0) {
4334 match_from = indef_nspec_at;
4342 ! Shall we consider the possessions of the current object, as well?
4343 ! Only if it's a container (so, for instance, if a dwarf carries a
4344 ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword"
4346 ! Also, only if there are such possessions.
4348 ! Notice that the parser can see "into" anything flagged as
4349 ! transparent - such as a dwarf whose sword you can get at.
4351 if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1)
4352 ScopeWithin(domain,nosearch,context);
4354 ! Drag any extras into context
4356 ad = domain.&add_to_scope;
4359 ! Test if the property value is not an object.
4360 #Ifdef TARGET_ZCODE;
4361 i = (UnsignedCompare(ad-->0, top_object) > 0);
4362 #Ifnot; ! TARGET_GLULX
4363 i = (((ad-->0)->0) ~= $70);
4367 ats_flag = 2+context;
4368 RunRoutines(domain, add_to_scope);
4372 n = domain.#add_to_scope;
4373 for (i=0 : (WORDSIZE*i)<n : i++)
4375 ScopeWithin_O(ad-->i, 0, context);
4382 ScopeWithin_O(obj, 0, ats_flag-2);
4383 if (ats_flag == 1) {
4384 if (HasLightSource(obj)==1) ats_hls = 1;
4388 ! ----------------------------------------------------------------------------
4389 ! MakeMatch looks at how good a match is. If it's the best so far, then
4390 ! wipe out all the previous matches and start a new list with this one.
4391 ! If it's only as good as the best so far, add it to the list.
4392 ! If it's worse, ignore it altogether.
4394 ! The idea is that "red panic button" is better than "red button" or "panic".
4396 ! number_matched (the number of words matched) is set to the current level
4399 ! We never match anything twice, and keep at most 64 equally good items.
4400 ! ----------------------------------------------------------------------------
4402 [ MakeMatch obj quality i;
4404 if (parser_trace >= 6) print " Match with quality ",quality,"^";
4406 if (token_filter ~= 0 && UserFilter(obj) == 0) {
4408 if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^";
4412 if (quality < match_length) rtrue;
4413 if (quality > match_length) { match_length = quality; number_matched = 0; }
4415 if (number_matched >= MATCH_LIST_SIZE) rtrue;
4416 for (i=0 : i<number_matched : i++)
4417 if (match_list-->i == obj) rtrue;
4419 match_list-->number_matched++ = obj;
4421 if (parser_trace >= 6) print " Match added to list^";
4425 ! ----------------------------------------------------------------------------
4426 ! TryGivenObject tries to match as many words as possible in what has been
4427 ! typed to the given object, obj. If it manages any words matched at all,
4428 ! it calls MakeMatch to say so, then returns the number of words (or 1
4429 ! if it was a match because of inadequate input).
4430 ! ----------------------------------------------------------------------------
4432 [ TryGivenObject obj threshold k w j;
4434 if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^";
4437 dict_flags_of_noun = 0;
4439 ! If input has run out then always match, with only quality 0 (this saves
4442 if (wn > num_words) {
4443 if (indef_mode ~= 0)
4444 dict_flags_of_noun = DICT_X654; ! Reject "plural" bit
4447 if (parser_trace >= 5) print " Matched (0)^";
4452 ! Ask the object to parse itself if necessary, sitting up and taking notice
4453 ! if it says the plural was used:
4455 if (obj.parse_name~=0) {
4456 parser_action = NULL; j=wn;
4457 k = RunRoutines(obj,parse_name);
4463 if (parser_action == ##PluralFound)
4464 dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR;
4466 if (dict_flags_of_noun & DICT_PLUR) {
4467 if (~~allow_plurals) k = 0;
4469 if (indef_mode == 0) {
4470 indef_mode = 1; indef_type = 0; indef_wanted = 0;
4472 indef_type = indef_type | PLURAL_BIT;
4473 if (indef_wanted == 0) indef_wanted = 100;
4478 if (parser_trace >= 5) print " Matched (", k, ")^";
4483 if (k == 0) jump NoWordsMatch;
4487 ! The default algorithm is simply to count up how many words pass the
4490 parser_action = NULL;
4494 if (w == 1 && player == obj) { k=1; jump MMbyPN; }
4496 if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; }
4499 threshold = ParseNoun(obj);
4500 if (threshold == -1) {
4501 LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to
4502 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
4503 threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj);
4504 LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality
4507 if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^";
4509 if (threshold < 0) wn++;
4510 if (threshold > 0) { k = threshold; jump MMbyPN; }
4512 if (threshold == 0 || Refers(obj,wn-1) == 0) {
4514 if (indef_mode ~= 0) {
4515 k = 0; parser_action = NULL;
4521 if (threshold < 0) {
4523 dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100;
4525 while (Refers(obj, wn-1)) {
4528 dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR));
4537 ! ----------------------------------------------------------------------------
4538 ! Refers works out whether the word at number wnum can refer to the object
4539 ! obj, returning true or false. The standard method is to see if the
4540 ! word is listed under "name" for the object, but this is more complex
4541 ! in languages other than English.
4542 ! ----------------------------------------------------------------------------
4544 [ Refers obj wnum wd k l m;
4545 if (obj == 0 || wnum <= 0) rfalse;
4547 #Ifdef LanguageRefers;
4548 k = LanguageRefers(obj,wnum); if (k >= 0) return k;
4549 #Endif; ! LanguageRefers
4551 k = wn; wn = wnum; wd = NextWordStopped(); wn = k;
4553 if (parser_inflection_func) {
4554 k = parser_inflection(obj, wd);
4555 if (k >= 0) return k;
4559 m = parser_inflection;
4561 k = obj.&m; l = (obj.#m)/WORDSIZE-1;
4562 for (m=0 : m<=l : m++)
4563 if (wd == k-->m) rtrue;
4567 [ WordInProperty wd obj prop k l m;
4568 k = obj.∝ l = (obj.#prop)/WORDSIZE-1;
4569 for (m=0 : m<=l : m++)
4570 if (wd == k-->m) rtrue;
4574 [ DictionaryLookup b l i;
4575 for (i=0 : i<l : i++) buffer2->(WORDSIZE+i) = b->i;
4576 SetKeyBufLength(l, buffer2);
4577 Tokenise__(buffer2, parse2);
4581 ! ----------------------------------------------------------------------------
4582 ! NounWord (which takes no arguments) returns:
4584 ! 0 if the next word is unrecognised or does not carry the "noun" bit in
4585 ! its dictionary entry,
4586 ! 1 if a word meaning "me",
4587 ! the index in the pronoun table (plus 2) of the value field of a pronoun,
4588 ! if the word is a pronoun,
4589 ! the address in the dictionary if it is a recognised noun.
4591 ! The "current word" marker moves on one.
4592 ! ----------------------------------------------------------------------------
4597 if (i == ME1__WD or ME2__WD or ME3__WD) return 1;
4598 s = LanguagePronouns-->0;
4599 for (j=1 : j<=s : j=j+3)
4600 if (i == LanguagePronouns-->j)
4602 if ((i->#dict_par1) & DICT_NOUN == 0) rfalse;
4606 ! ----------------------------------------------------------------------------
4607 ! NextWord (which takes no arguments) returns:
4609 ! 0 if the next word is unrecognised,
4610 ! comma_word if a comma
4611 ! THEN1__WD if a full stop
4612 ! or the dictionary address if it is recognised.
4613 ! The "current word" marker is moved on.
4615 ! NextWordStopped does the same, but returns -1 when input has run out
4616 ! ----------------------------------------------------------------------------
4618 #Ifdef TARGET_ZCODE;
4621 if (wn <= 0 || wn > parse->1) { wn++; rfalse; }
4624 if (j == ',//') j = comma_word;
4625 if (j == './/') j = THEN1__WD;
4630 if (wn > parse->1) { wn++; return -1; }
4634 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4637 return b + p->(wordnum*4+1);
4640 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4642 return p->(wordnum*4);
4645 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4647 return p-->(wordnum*2-1);
4650 [ NumberWords p; ! Number of parsed strings in buffer
4655 [ GetKeyBufLength b; ! Number of typed chars in buffer
4660 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4662 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4666 #Ifnot; ! TARGET_GLULX
4669 if (wn <= 0 || wn > parse-->0) { wn++; rfalse; }
4672 if (j == ',//') j=comma_word;
4673 if (j == './/') j=THEN1__WD;
4678 if (wn > parse-->0) {
4685 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4688 return b + p-->(wordnum*3);
4691 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4693 return p-->(wordnum*3-1);
4696 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4698 return p-->(wordnum*3-2);
4701 [ NumberWords p; ! Number of parsed strings in buffer
4706 [ GetKeyBufLength b; ! Number of typed chars in buffer
4711 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4713 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4719 ! ----------------------------------------------------------------------------
4720 ! TryNumber is the only routine which really does any character-level
4721 ! parsing, since that's normally left to the Z-machine.
4722 ! It takes word number "wordnum" and tries to parse it as an (unsigned)
4723 ! decimal number, returning
4725 ! -1000 if it is not a number
4726 ! the number if it has between 1 and 4 digits
4727 ! 10000 if it has 5 or more digits.
4729 ! (The danger of allowing 5 digits is that Z-machine integers are only
4730 ! 16 bits long, and anyway this isn't meant to be perfect.)
4732 ! Using NumberWord, it also catches "one" up to "twenty".
4734 ! Note that a game can provide a ParseNumber routine which takes priority,
4735 ! to enable parsing of odder numbers ("x45y12", say).
4736 ! ----------------------------------------------------------------------------
4738 [ TryNumber wordnum i j c num len mul tot d digit;
4739 i = wn; wn = wordnum; j = NextWord(); wn = i;
4741 if (j >= 1) return j;
4743 num = WordAddress(wordnum); len = WordLength(wordnum);
4745 tot = ParseNumber(num, len);
4746 if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len);
4748 if (tot ~= 0) return tot;
4750 if (len >= 4) mul=1000;
4751 if (len == 3) mul=100;
4752 if (len == 2) mul=10;
4753 if (len == 1) mul=1;
4757 for (c = 0 : c < len : c++) {
4759 if (digit == '0') { d = 0; jump digok; }
4760 if (digit == '1') { d = 1; jump digok; }
4761 if (digit == '2') { d = 2; jump digok; }
4762 if (digit == '3') { d = 3; jump digok; }
4763 if (digit == '4') { d = 4; jump digok; }
4764 if (digit == '5') { d = 5; jump digok; }
4765 if (digit == '6') { d = 6; jump digok; }
4766 if (digit == '7') { d = 7; jump digok; }
4767 if (digit == '8') { d = 8; jump digok; }
4768 if (digit == '9') { d = 9; jump digok; }
4771 tot = tot+mul*d; mul = mul/10;
4773 if (len > 4) tot=10000;
4777 ! ----------------------------------------------------------------------------
4778 ! AnyNumber is a general parsing routine which accepts binary, hexadecimal
4779 ! and decimal numbers up to the full Zcode/Glulx ranges.
4780 ! ----------------------------------------------------------------------------
4782 #Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767
4783 Constant MAX_DECIMAL_SIZE 5;
4784 Constant MAX_DECIMAL_BASE 3276;
4785 #Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647
4786 Constant MAX_DECIMAL_SIZE 10;
4787 Constant MAX_DECIMAL_BASE 214748364;
4791 wa we sign base digit digit_count num;
4793 wa = WordAddress(wn); we = wa + WordLength(wn);
4794 sign = 1; base = 10;
4795 if (wa->0 == '-') { sign = -1; wa++; }
4797 if (wa->0 == '$') { base = 16; wa++; }
4798 if (wa->0 == '$') { base = 2; wa++; }
4800 if (wa >= we) return GPR_FAIL; ! no digits after -/$
4801 while (wa->0 == '0') wa++; ! skip leading zeros
4802 for (num=0,digit_count=1 : wa<we : wa++,digit_count++) {
4804 '0' to '9': digit = wa->0 - '0';
4805 'A' to 'F': digit = wa->0 - 'A' + 10;
4806 'a' to 'f': digit = wa->0 - 'a' + 10;
4807 default: return GPR_FAIL;
4809 if (digit >= base) return GPR_FAIL;
4811 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL;
4812 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL;
4814 if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL;
4815 if (digit_count == MAX_DECIMAL_SIZE) {
4816 if (num > MAX_DECIMAL_BASE) return GPR_FAIL;
4817 if (num == MAX_DECIMAL_BASE) {
4818 if (sign == 1 && digit > 7) return GPR_FAIL;
4819 if (sign == -1 && digit > 8) return GPR_FAIL;
4823 num = base*num + digit;
4825 parsed_number = num * sign;
4830 ! ----------------------------------------------------------------------------
4831 ! GetGender returns 0 if the given animate object is female, and 1 if male
4832 ! (not all games will want such a simple decision function!)
4833 ! ----------------------------------------------------------------------------
4836 if (person hasnt female) rtrue;
4840 [ GetGNAOfObject obj case gender;
4841 if (obj hasnt animate) case = 6;
4842 if (obj has male) gender = male;
4843 if (obj has female) gender = female;
4844 if (obj has neuter) gender = neuter;
4846 if (case == 0) gender = LanguageAnimateGender;
4847 else gender = LanguageInanimateGender;
4849 if (gender == female) case = case + 1;
4850 if (gender == neuter) case = case + 2;
4851 if (obj has pluralname) case = case + 3;
4855 ! ----------------------------------------------------------------------------
4856 ! Converting between dictionary addresses and entry numbers
4857 ! ----------------------------------------------------------------------------
4859 #Ifdef TARGET_ZCODE;
4861 [ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ];
4862 [ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ];
4864 #Ifnot; ! TARGET_GLULX
4866 ! In Glulx, dictionary entries *are* addresses.
4867 [ Dword__No w; return w; ];
4868 [ No__Dword n; return n; ];
4872 ! ----------------------------------------------------------------------------
4873 ! For copying buffers
4874 ! ----------------------------------------------------------------------------
4876 #Ifdef TARGET_ZCODE;
4878 [ CopyBuffer bto bfrom i size;
4880 for (i=1 : i<=size : i++) bto->i = bfrom->i;
4883 #Ifnot; ! TARGET_GLULX
4885 [ CopyBuffer bto bfrom i;
4886 for (i=0 : i<INPUT_BUFFER_LEN : i++) bto->i = bfrom->i;
4891 ! ----------------------------------------------------------------------------
4892 ! Provided for use by language definition files
4893 ! ----------------------------------------------------------------------------
4895 #Ifdef TARGET_ZCODE;
4897 [ LTI_Insert i ch b y;
4899 ! Protect us from strict mode, as this isn't an array in quite the
4903 ! Insert character ch into buffer at point i.
4904 ! Being careful not to let the buffer possibly overflow:
4906 if (y > b->0) y = b->0;
4908 ! Move the subsequent text along one character:
4909 for (y=y+2 : y>i : y--) b->y = b->(y-1);
4912 ! And the text is now one character longer:
4913 if (b->1 < b->0) (b->1)++;
4916 #Ifnot; ! TARGET_GLULX
4918 [ LTI_Insert i ch b y;
4920 ! Protect us from strict mode, as this isn't an array in quite the
4924 ! Insert character ch into buffer at point i.
4925 ! Being careful not to let the buffer possibly overflow:
4927 if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN;
4929 ! Move the subsequent text along one character:
4930 for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1);
4933 ! And the text is now one character longer:
4934 if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++;
4939 ! ============================================================================
4941 [ PronounsSub x y c d;
4942 L__M(##Pronouns, 1);
4944 c = (LanguagePronouns-->0)/3;
4945 if (player ~= selfobj) c++;
4947 if (c == 0) return L__M(##Pronouns, 4);
4949 for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) {
4950 print "~", (address) LanguagePronouns-->x, "~ ";
4951 y = LanguagePronouns-->(x+2);
4952 if (y == NULL) L__M(##Pronouns, 3);
4954 L__M(##Pronouns, 2);
4958 if (d < c-1) print (string) COMMA__TX;
4959 if (d == c-1) print (SerialComma) c, (string) AND__TX;
4961 if (player ~= selfobj) {
4962 print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2);
4963 c = player; player = selfobj;
4964 print (the) c; player = c;
4966 L__M(##Pronouns, 5);
4969 [ SetPronoun dword value x;
4970 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4971 if (LanguagePronouns-->x == dword) {
4972 LanguagePronouns-->(x+2) = value; return;
4977 [ PronounValue dword x;
4978 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4979 if (LanguagePronouns-->x == dword)
4980 return LanguagePronouns-->(x+2);
4984 [ ResetVagueWords obj; PronounNotice(obj); ];
4986 #Ifdef EnglishNaturalLanguage;
4988 [ PronounOldEnglish;
4989 if (itobj ~= old_itobj) SetPronoun('it', itobj);
4990 if (himobj ~= old_himobj) SetPronoun('him', himobj);
4991 if (herobj ~= old_herobj) SetPronoun('her', herobj);
4992 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
4995 #Endif; !EnglishNaturalLanguage
4997 [ PronounNotice obj x bm;
4998 if (obj == player) return;
5000 #Ifdef EnglishNaturalLanguage;
5001 PronounOldEnglish();
5002 #Endif; ! EnglishNaturalLanguage
5004 bm = PowersOfTwo_TB-->(GetGNAOfObject(obj));
5006 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
5007 if (bm & (LanguagePronouns-->(x+1)) ~= 0)
5008 LanguagePronouns-->(x+2) = obj;
5010 #Ifdef EnglishNaturalLanguage;
5011 itobj = PronounValue('it'); old_itobj = itobj;
5012 himobj = PronounValue('him'); old_himobj = himobj;
5013 herobj = PronounValue('her'); old_herobj = herobj;
5014 #Endif; ! EnglishNaturalLanguage
5017 ! ============================================================================
5018 ! End of the parser proper: the remaining routines are its front end.
5019 ! ----------------------------------------------------------------------------
5021 Object InformLibrary "(Inform Library)"
5022 with play [ i j k l;
5024 #Ifdef TARGET_ZCODE;
5026 #Ifnot; ! TARGET_GLULX
5031 while (~~deadflag) { ! everything happens in this loop
5033 #Ifdef EnglishNaturalLanguage;
5034 PronounOldEnglish();
5035 old_itobj = PronounValue('it');
5036 old_himobj = PronounValue('him');
5037 old_herobj = PronounValue('her');
5038 #Endif; ! EnglishNaturalLanguage
5042 if (score ~= last_score) {
5043 if (notify_mode == 1) NotifyTheScore();
5049 inputobjs-->0 = 0; inputobjs-->1 = 0;
5050 inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false;
5052 ! The Parser writes its results into inputobjs and meta,
5053 ! a flag indicating a "meta-verb". This can only be set for
5054 ! commands by the player, not for orders to others.
5056 InformParser.parse_input(inputobjs);
5058 action = inputobjs-->0;
5060 ! --------------------------------------------------------------
5062 ! Reverse "give fred biscuit" into "give biscuit to fred"
5064 if (action == ##GiveR or ##ShowR) {
5065 i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i;
5066 if (action == ##GiveR) action = ##Give; else action = ##Show;
5069 ! Convert "P, tell me about X" to "ask P about X"
5071 if (action == ##Tell && inputobjs-->2 == player && actor ~= player) {
5072 inputobjs-->2 = actor; actor = player; action = ##Ask;
5075 ! Convert "ask P for X" to "P, give X to me"
5077 if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) {
5078 actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3;
5079 inputobjs-->3 = player; action = ##Give;
5082 ! For old, obsolete code: special_word contains the topic word
5085 if (action == ##Ask or ##Tell or ##Answer)
5086 special_word = special_number1;
5088 ! --------------------------------------------------------------
5090 multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false;
5091 ! For implicit taking and multiple object detection
5094 inp1 = 0; inp2 = 0; i = inputobjs-->1;
5095 if (i >= 1) inp1 = inputobjs-->2;
5096 if (i >= 2) inp2 = inputobjs-->3;
5098 ! inp1 and inp2 hold: object numbers, or 0 for "multiple object",
5099 ! or 1 for "a number or dictionary address"
5101 if (inp1 == 1) noun = special_number1; else noun = inp1;
5103 if (inp1 == 1) second = special_number2;
5104 else second = special_number1;
5108 ! -------------------------------------------------------------
5110 !print "inp1: ", (name) inp1, "^";
5111 !print "inp2: ", (name) inp2, "^";
5112 !print "inputobjs-->1: ", (name) inputobjs-->1, "^";
5113 !print "inputobjs-->2: ", (name) inputobjs-->2, "^";
5114 !print "inputobjs-->3: ", (name) inputobjs-->3, "^";
5115 !print "noun: ", (name) noun, "^";
5116 !print "second: ", (name) second, "^";
5117 !print "actor: ", (name) actor, "^";
5120 ! --------------------------------------------------------------
5121 ! Generate the action...
5124 (i == 1 && inp1 ~= 0) ||
5125 (i == 2 && inp1 ~= 0 && inp2 ~= 0)) {
5127 if (actor ~= player) {
5128 switch (self.actor_act(actor, action, noun, second)) {
5129 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5130 default: jump turn__end;
5136 self.begin_action(action, noun, second, 0);
5140 ! ...unless a multiple object must be substituted. First:
5141 ! (a) check the multiple list isn't empty;
5142 ! (b) warn the player if it has been cut short because too long;
5143 ! (c) generate a sequence of actions from the list
5144 ! (stopping in the event of death or movement away).
5147 j = multiple_object-->0;
5149 L__M(##Miscellany, 2);
5153 toomany_flag = false;
5154 L__M(##Miscellany, 1);
5157 for (k=1 : k<=j : k++) {
5158 if (deadflag) break;
5159 if (location ~= i) {
5160 L__M(##Miscellany, 51);
5163 l = multiple_object-->k;
5165 print (name) l, (string) COLON__TX, " ";
5168 switch (self.actor_act(actor, action, l, second)) {
5169 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5170 ACTOR_ACT_ABORT_ORDER: jump turn__end;
5176 if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
5182 ! --------------------------------------------------------------
5186 ! No time passes if either (i) the verb was meta, or
5187 ! (ii) we've only had the implicit take before the "real"
5190 if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; }
5192 if (~~deadflag) self.end_turn_sequence();
5193 else if (START_MOVE ~= 1) turns++;
5196 if (deadflag ~= 2 && AfterLife() == false)
5197 LibraryExtensions.RunAll(ext_afterlife);
5198 if (deadflag == 0) jump very__late__error;
5200 ], ! end of 'play' property
5202 end_turn_sequence [;
5203 AdvanceWorldClock(); if (deadflag) return;
5204 RunTimersAndDaemons(); if (deadflag) return;
5205 RunEachTurnProperties(); if (deadflag) return;
5206 if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses);
5207 if (deadflag) return;
5208 AdjustLight(); if (deadflag) return;
5209 NoteObjectAcquisitions();
5212 ! The first time we call self.actor_act(), set the fifth
5213 ! parameter to true. Details can be seen in
5214 ! 1d95759b1bd6674509d6cf9161e6db3da3831f10 and in Issues #23 and
5215 ! #30 (Mantis 1813 and 1885)
5216 actor_act [ p a n s ft j sp sa sn ss;
5217 sp = actor; actor = p;
5219 ! The player's "orders" property can refuse to allow
5220 ! conversation here, by returning true. If not, the order is
5221 ! sent to the other person's "orders" property. If that also
5222 ! returns false, then: if it was a misunderstood command
5223 ! anyway, it is converted to an Answer action (thus
5224 ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a
5225 ! good command, it is finally offered to the Order: part of
5226 ! the other person's "life" property, the old-fashioned
5227 ! way of dealing with conversation.
5229 sa = action; sn = noun; ss = second;
5230 action = a; noun = n; second = s;
5231 j = RunRoutines(player, orders);
5233 j = RunRoutines(actor, orders);
5235 if (action == ##NotUnderstood) {
5236 inputobjs-->3 = actor; actor = player; action = ##Answer;
5237 ! abort, not resetting action globals
5238 return ACTOR_ACT_ABORT_NOTUNDERSTOOD;
5240 if (RunLife(actor, ##Order) == 0) {
5241 L__M(##Order, 1, actor);
5243 return ACTOR_ACT_ABORT_ORDER;
5247 action = sa; noun = sn; second = ss;
5249 return ACTOR_ACT_ABORT_ORDER;
5253 self.begin_action(a, n, s, 0);
5256 return ACTOR_ACT_OK;
5259 begin_action [ a n s source sa sn ss;
5260 sa = action; sn = noun; ss = second;
5261 action = a; noun = n; second = s;
5263 if (debug_flag & DEBUG_ACTIONS) TraceAction(source);
5268 #Iftrue (Grammar__Version == 1);
5269 if ((meta || BeforeRoutines() == false) && action < 256) {
5272 if (BeforeRoutines() == false)
5274 } else ActionPrimitive();
5280 if ((meta || BeforeRoutines() == false) && action < 4096) {
5283 if (BeforeRoutines() == false)
5285 } else ActionPrimitive();
5290 #Endif; ! Grammar__Version
5291 action = sa; noun = sn; second = ss;
5295 ! ----------------------------------------------------------------------------
5296 ! Routines called before and after main 'play' loop
5299 before_first_turn = true;
5300 for (i=1 : i<=100 : i++) j = random(i);
5302 ChangeDefault(cant_go, CANTGO__TX);
5304 real_location = thedark;
5305 player = selfobj; actor = player;
5306 selfobj.capacity = MAX_CARRIED; ! ### change?
5308 #Ifdef LanguageInitialise;
5309 LanguageInitialise();
5310 #Endif; ! LanguageInitialise
5312 #Ifdef EnglishNaturalLanguage;
5313 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
5314 #Endif;! EnglishNaturalLanguage
5317 LibraryExtensions.RunAll(ext_initialise);
5320 initial_lookmode = lookmode;
5322 objectloop (i in player) give i moved ~concealed;
5323 move player to location;
5324 while (parent(location)) location = parent(location);
5325 real_location = location;
5326 MoveFloatingObjects();
5328 actor = player; ! resync, because player may have been changed in Initialise()
5329 actors_location = location;
5331 lightflag = OffersLight(parent(player));
5332 if (lightflag == 0) location = thedark;
5334 if (j ~= 2) Banner();
5335 #Ifndef NOINITIAL_LOOK;
5338 before_first_turn = false;
5342 if (score ~= last_score) {
5343 if (notify_mode == 1) NotifyTheScore();
5347 #Ifdef TARGET_ZCODE;
5348 #IfV5; style bold; #Endif; ! V5
5349 #Ifnot; ! TARGET_GLULX
5350 glk_set_style(style_Alert);
5354 1: L__M(##Miscellany, 3);
5355 2: L__M(##Miscellany, 4);
5357 if (DeathMessage() == false)
5358 LibraryExtensions.RunAll(ext_deathmessage);
5362 #Ifdef TARGET_ZCODE;
5363 #IfV5; style roman; #Endif; ! V5
5364 #Ifnot; ! TARGET_GLULX
5365 glk_set_style(style_Normal);
5377 ! ----------------------------------------------------------------------------
5378 ! Routines called at end of each turn
5380 [ AdvanceWorldClock;
5382 if (the_time ~= NULL) {
5383 if (time_rate >= 0) the_time=the_time+time_rate;
5386 if (time_step == 0) {
5388 time_step = -time_rate;
5391 the_time = the_time % 1440;
5395 [ RunTimersAndDaemons i j;
5397 if (debug_flag & DEBUG_TIMERS) {
5398 for (i=0 : i<active_timers : i++) {
5401 print (name) (j&~WORD_HIGHBIT), ": ";
5402 if (j & WORD_HIGHBIT) print "daemon";
5404 print "timer with ", j.time_left, " turns to go";
5411 for (i=0 : i<active_timers : i++) {
5412 if (deadflag) return;
5415 if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon);
5417 if (j.time_left == 0) {
5419 RunRoutines(j, time_out);
5422 j.time_left = j.time_left-1;
5428 [ RunEachTurnProperties;
5429 scope_reason = EACH_TURN_REASON; verb_word = 0;
5430 DoScopeAction(location);
5431 SearchScope(ScopeCeiling(player), player, 0);
5432 scope_reason = PARSING_REASON;
5435 ! ----------------------------------------------------------------------------
5437 #Ifdef TARGET_ZCODE;
5439 [ ActionPrimitive; (#actions_table-->action)(); ];
5441 #Ifnot; ! TARGET_GLULX
5443 [ ActionPrimitive; (#actions_table-->(action+1))(); ];
5447 [ AfterGameOver i amus_ret;
5451 L__M(##Miscellany,5);
5456 #Ifdef TARGET_ZCODE;
5457 #IfV3; read buffer parse; #Endif; ! V3
5459 #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5
5460 #Ifnot; ! TARGET_GLULX
5461 KeyboardPrimitive(buffer, parse);
5464 if (i == QUIT1__WD or QUIT2__WD) {
5465 #Ifdef TARGET_ZCODE;
5467 #Ifnot; ! TARGET_GLULX
5471 if (i == RESTART__WD) {
5472 #Ifdef TARGET_ZCODE;
5474 #Ifnot; ! TARGET_GLULX
5478 if (i == RESTORE__WD) {
5482 if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) {
5483 new_line; FullScoreSub();
5486 if (deadflag == 2 && i == AMUSING__WD) {
5488 if (AMUSING_PROVIDED == 0) {
5490 amus_ret = Amusing();
5492 if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing);
5496 if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) {
5498 if (i == 0) jump RRQPL;
5501 L__M(##Miscellany, 8);
5505 [ NoteObjectAcquisitions i;
5506 objectloop (i in player)
5507 if (i hasnt moved) {
5510 score = score + OBJECT_SCORE;
5511 things_score = things_score + OBJECT_SCORE;
5516 ! ----------------------------------------------------------------------------
5517 ! R_Process is invoked by the <...> and <<...>> statements, whose syntax is:
5518 ! <action [noun] [second]> ! traditional
5519 ! <action [noun] [second], actor> ! introduced at compiler 6.33
5523 s1 = inp1; s2 = inp2; s3 = actor;
5524 inp1 = n; inp2 = s; if (p) actor = p; else actor = player;
5525 InformLibrary.begin_action(a, n, s, 1);
5526 inp1 = s1; inp2 = s2; actor = s3;
5529 ! ----------------------------------------------------------------------------
5531 [ TestScope obj act a al sr x y;
5532 x = parser_one; y = parser_two;
5533 parser_one = obj; parser_two = 0; a = actor; al = actors_location;
5534 sr = scope_reason; scope_reason = TESTSCOPE_REASON;
5535 if (act == 0) actor = player; else actor = act;
5536 actors_location = ScopeCeiling(actor);
5537 SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a;
5538 actors_location = al; parser_one = x; x = parser_two; parser_two = y;
5542 [ LoopOverScope routine act x y a al;
5543 x = parser_one; y = scope_reason; a = actor; al = actors_location;
5544 parser_one = routine;
5545 if (act == 0) actor = player; else actor = act;
5546 actors_location = ScopeCeiling(actor);
5547 scope_reason = LOOPOVERSCOPE_REASON;
5548 SearchScope(actors_location, actor, 0);
5549 parser_one = x; scope_reason = y; actor = a; actors_location = al;
5552 [ BeforeRoutines rv;
5553 if (GamePreRoutine()) rtrue;
5554 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0);
5556 if (RunRoutines(player, orders)) rtrue;
5557 scope_reason = REACT_BEFORE_REASON; parser_one = 0;
5558 SearchScope(ScopeCeiling(player), player, 0);
5559 scope_reason = PARSING_REASON;
5560 if (parser_one) rtrue;
5561 if (location && RunRoutines(location, before)) rtrue;
5562 if (inp1 > 1 && RunRoutines(inp1, before)) rtrue;
5567 scope_reason = REACT_AFTER_REASON; parser_one = 0;
5568 SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON;
5569 if (parser_one) rtrue;
5570 if (location && RunRoutines(location, after)) rtrue;
5571 if (inp1 > 1 && RunRoutines(inp1, after)) rtrue;
5572 rv = GamePostRoutine();
5573 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false);
5579 if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j);
5581 reason_code = j; return RunRoutines(a,life);
5585 switch (metaclass(addr)) { ! Left over from Inform 5
5587 Object, Class: return 1;
5593 [ PrintOrRun obj prop flag;
5594 if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop);
5595 if (obj.prop == NULL) rfalse;
5596 switch (metaclass(obj.prop)) {
5597 Class, Object, nothing:
5598 return RunTimeError(2,obj,prop);
5600 print (string) obj.prop;
5601 if (flag == 0) new_line;
5604 return RunRoutines(obj, prop);
5608 [ PrintOrRunVar var flag;
5609 switch (metaclass(var)) {
5614 if (flag == 0) new_line;
5618 print (char) '(', var, (char) ')';
5623 [ ValueOrRun obj prop;
5624 !### this is entirely unlikely to work. Does anyone care? (AP)
5625 ! Well, it's certainly used three times in verblibm.h (RF)
5626 ! Update: now not used (RF)
5627 if (obj.prop < 256) return obj.prop;
5628 return RunRoutines(obj, prop);
5631 [ RunRoutines obj prop;
5632 if (obj == thedark && prop ~= initial or short_name or description) obj = real_location;
5633 if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse;
5637 #Ifdef TARGET_ZCODE;
5639 [ ChangeDefault prop val a b;
5640 ! Use assembly-language here because -S compilation won't allow this:
5646 #Ifnot; ! TARGET_GLULX
5648 [ ChangeDefault prop val;
5649 ! Use assembly-language here because -S compilation won't allow this:
5650 ! #cpv__start-->prop = val;
5651 @astore #cpv__start prop val;
5656 ! ----------------------------------------------------------------------------
5658 [ StartTimer obj timer i;
5659 for (i=0 : i<active_timers : i++)
5660 if (the_timers-->i == obj) rfalse;
5661 for (i=0 : i<active_timers : i++)
5662 if (the_timers-->i == 0) jump FoundTSlot;
5663 i = active_timers++;
5664 if (i >= MAX_TIMERS) { RunTimeError(4); return; }
5666 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5667 the_timers-->i = obj; obj.time_left = timer;
5671 for (i=0 : i<active_timers : i++)
5672 if (the_timers-->i == obj) jump FoundTSlot2;
5675 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5676 the_timers-->i = 0; obj.time_left = 0;
5679 [ StartDaemon obj i;
5680 for (i=0 : i<active_timers : i++)
5681 if (the_timers-->i == WORD_HIGHBIT + obj) rfalse;
5682 for (i=0 : i<active_timers : i++)
5683 if (the_timers-->i == 0) jump FoundTSlot3;
5684 i = active_timers++;
5685 if (i >= MAX_TIMERS) RunTimeError(4);
5687 the_timers-->i = WORD_HIGHBIT + obj;
5691 for (i=0 : i<active_timers : i++)
5692 if (the_timers-->i == WORD_HIGHBIT + obj) jump FoundTSlot4;
5698 ! ----------------------------------------------------------------------------
5701 if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; }
5702 else { sline1 = the_time/60; sline2 = the_time%60;}
5706 the_time = t; time_rate = s; time_step = 0;
5707 if (s < 0) time_step = 0-s;
5711 #Ifdef TARGET_GLULX;
5712 glk_set_style(style_Note);
5713 #Endif; ! TARGET_GLULX
5714 print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^";
5715 #Ifdef TARGET_GLULX;
5716 glk_set_style(style_Normal);
5717 #Endif; ! TARGET_GLULX
5720 ! ----------------------------------------------------------------------------
5722 [ AdjustLight flag i;
5724 lightflag = OffersLight(parent(player));
5726 if (i == 0 && lightflag == 1) {
5727 location = real_location;
5728 if (flag == 0) <Look>;
5731 if (i == 1 && lightflag == 0) {
5732 real_location = location; location = thedark;
5735 return L__M(##Miscellany, 9);
5738 if (i == 0 && lightflag == 0) location = thedark;
5743 if (i has light) rtrue;
5745 if (HasLightSource(j) == 1) rtrue;
5746 if (i has container) {
5747 if (i has open || i has transparent)
5748 return OffersLight(parent(i));
5751 if (i has enterable || i has transparent || i has supporter)
5752 return OffersLight(parent(i));
5757 [ HidesLightSource obj;
5758 if (obj == player) rfalse;
5759 if (obj has transparent or supporter) rfalse;
5760 if (obj has container) return (obj hasnt open);
5761 return (obj hasnt enterable);
5764 [ HasLightSource i j ad;
5766 if (i has light) rtrue;
5767 if (i has enterable || IsSeeThrough(i) == 1)
5768 if (~~(HidesLightSource(i)))
5770 if (HasLightSource(j) == 1) rtrue;
5771 ad = i.&add_to_scope;
5772 if (parent(i) ~= 0 && ad ~= 0) {
5773 if (metaclass(ad-->0) == Routine) {
5774 ats_hls = 0; ats_flag = 1;
5775 RunRoutines(i, add_to_scope);
5776 ats_flag = 0; if (ats_hls == 1) rtrue;
5779 for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)
5780 if (HasLightSource(ad-->j) == 1) rtrue;
5786 [ ChangePlayer obj flag i;
5787 ! if (obj.&number == 0) return RunTimeError(7, obj);
5789 if (obj == nothing) obj = selfobj;
5790 if (actor == player) actor=obj;
5791 give player ~transparent ~concealed;
5792 i = obj; while (parent(i) ~= 0) {
5793 if (i has animate) give i transparent;
5796 if (player == selfobj && player provides nameless && player.nameless == true) {
5797 if (player provides narrative_voice) {
5798 if (player.narrative_voice == 1) {
5799 player.short_name = MYFORMER__TX;
5800 (player.&name)-->0 = 'my';
5801 (player.&name)-->1 = 'former';
5802 (player.&name)-->2 = 'self';
5803 } else if (player.narrative_voice == 2) {
5804 player.short_name = FORMER__TX;
5805 (player.&name)-->0 = 'my';
5806 (player.&name)-->1 = 'former';
5807 (player.&name)-->2 = 'self';
5815 give player transparent concealed animate;
5816 i = player; while (parent(i) ~= 0) i = parent(i);
5817 location = i; real_location = location;
5818 if (parent(player) == 0) return RunTimeError(10);
5819 MoveFloatingObjects();
5820 lightflag = OffersLight(parent(player));
5821 if (lightflag == 0) location = thedark;
5822 print_player_flag = flag;
5825 ! ----------------------------------------------------------------------------
5829 #Ifdef TARGET_ZCODE;
5833 if (w >= 1 && w <= top_object) print " (", (name) w, ")";
5834 if (UnsignedCompare(w, dict_start) >= 0 &&
5835 UnsignedCompare(w, dict_end) < 0 &&
5836 (w - dict_start) % dict_entry_size == 0)
5837 print " ('", (address) w, "')";
5840 [ DebugAction a anames;
5841 #Iftrue (Grammar__Version == 1);
5842 if (a >= 256) { print "<fake action ", a-256, ">"; return; }
5844 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5845 #Endif; ! Grammar__Version
5846 anames = #identifiers_table;
5847 anames = anames + 2*(anames-->0) + 2*48;
5848 print (string) anames-->a;
5851 [ DebugAttribute a anames;
5852 if (a < 0 || a >= 48) print "<invalid attribute ", a, ">";
5854 anames = #identifiers_table; anames = anames + 2*(anames-->0);
5855 print (string) anames-->a;
5859 #Ifnot; ! TARGET_GLULX
5861 [ DebugParameter w endmem;
5864 if (w >= 1 && w < endmem) {
5865 if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")";
5866 if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')";
5870 [ DebugAction a str;
5871 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5872 if (a < 0 || a >= #identifiers_table-->7) print "<invalid action ", a, ">";
5874 str = #identifiers_table-->6;
5876 if (str) print (string) str; else print "<unnamed action ", a, ">";
5880 [ DebugAttribute a str;
5881 if (a < 0 || a >= NUM_ATTR_BYTES*8) print "<invalid attribute ", a, ">";
5883 str = #identifiers_table-->4;
5885 if (str) print (string) str; else print "<unnamed attribute ", a, ">";
5891 [ TraceAction source ar;
5892 if (source < 2) print "[ Action ", (DebugAction) action;
5895 print "[ Order to ", (name) actor, ": ", (DebugAction) action;
5897 print "[ Life rule ", (DebugAction) ar;
5899 if (noun ~= 0) print " with noun ", (DebugParameter) noun;
5900 if (second ~= 0) print " and second ", (DebugParameter) second;
5901 if (source == 0) print " ";
5902 if (source == 1) print " (from < > statement) ";
5907 AnalyseToken(token);
5908 switch (found_ttype) {
5910 print "<illegal token number ", token, ">";
5912 switch (found_tdata) {
5913 NOUN_TOKEN: print "noun";
5914 HELD_TOKEN: print "held";
5915 MULTI_TOKEN: print "multi";
5916 MULTIHELD_TOKEN: print "multiheld";
5917 MULTIEXCEPT_TOKEN: print "multiexcept";
5918 MULTIINSIDE_TOKEN: print "multiinside";
5919 CREATURE_TOKEN: print "creature";
5920 SPECIAL_TOKEN: print "special";
5921 NUMBER_TOKEN: print "number";
5922 TOPIC_TOKEN: print "topic";
5923 ENDIT_TOKEN: print "END";
5926 print "'", (address) found_tdata, "'";
5929 print "noun=", (InfixPrintPA) found_tdata;
5931 print "noun=Routine(", found_tdata, ")";
5934 print (DebugAttribute) found_tdata;
5937 print "scope=", (InfixPrintPA) found_tdata;
5939 print "scope=Routine(", found_tdata, ")";
5943 print (InfixPrintPA) found_tdata;
5945 print "Routine(", found_tdata, ")";
5950 [ DebugGrammarLine pcount;
5952 for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
5953 if ((line_token-->pcount)->0 & $10) print "/ ";
5954 print (DebugToken) line_token-->pcount, " ";
5956 print "-> ", (DebugAction) action_to_be;
5957 if (action_reversed) print " reverse";
5960 #Ifdef TARGET_ZCODE;
5962 [ ShowVerbSub grammar lines j;
5963 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
5964 "Try typing ~showverb~ and then the name of a verb.";
5966 if ((noun->#dict_par1) & DICT_META) print " meta";
5967 for (j=dict_start : j<dict_end : j=j+dict_entry_size)
5968 if (j->#dict_par2 == noun->#dict_par2)
5969 print " '", (address) j, "'";
5971 grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2));
5974 if (lines == 0) "has no grammar lines.";
5975 for (: lines>0 : lines--) {
5976 grammar = UnpackGrammarLine(grammar);
5977 print " "; DebugGrammarLine(); new_line;
5981 #Ifnot; ! TARGET_GLULX
5983 [ ShowVerbSub grammar lines i j wd dictlen entrylen;
5984 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
5985 "Try typing ~showverb~ and then the name of a verb.";
5987 if ((noun->#dict_par1) & DICT_META) print " meta";
5988 dictlen = #dictionary_table-->0;
5989 entrylen = DICT_WORD_SIZE + 7;
5990 for (j=0 : j<dictlen : j++) {
5991 wd = #dictionary_table + WORDSIZE + entrylen*j;
5992 if (wd->#dict_par2 == noun->#dict_par2)
5993 print " '", (address) wd, "'";
5996 i = DictionaryWordToVerbNum(noun);
5997 grammar = (#grammar_table)-->(i+1);
6000 if (lines == 0) "has no grammar lines.";
6001 for (: lines>0 : lines--) {
6002 grammar = UnpackGrammarLine(grammar);
6003 print " "; DebugGrammarLine(); new_line;
6009 [ ShowObjSub c f l a n x numattr;
6010 if (noun == 0) noun = location;
6011 objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; }
6012 if (f == 1) print (name) l, " ~"; else print "Object ~";
6013 print (name) noun, "~ (", noun, ")";
6014 if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")";
6018 objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " ";
6021 #Ifdef TARGET_ZCODE;
6023 #Ifnot; ! TARGET_GLULX
6024 numattr = NUM_ATTR_BYTES * 8;
6026 for (a=0,f=0 : a<numattr : a++) if (noun has a) f=1;
6029 for (a=0 : a<numattr : a++) if (noun has a) print (DebugAttribute) a, " ";
6032 if (noun ofclass Class) return;
6035 #Ifdef TARGET_ZCODE;
6036 l = #identifiers_table-->0;
6037 #Ifnot; ! TARGET_GLULX
6038 l = INDIV_PROP_START + #identifiers_table-->3;
6040 for (a=1 : a<=l : a++) {
6041 if ((a ~= 2 or 3) && noun.&a) {
6042 if (f == 0) { print " with "; f=1; }
6045 for (c=0 : WORDSIZE*c<n : c++) {
6048 if (a == name) print "'", (address) x, "'";
6050 if (a == number or capacity or time_left) print x;
6057 switch (metaclass(x)) {
6061 print "~", (string) x, "~";
6073 ! if (f==1) new_line;
6076 [ ShowDictSub_helper x; print (address) x; ];
6080 #Ifdef TARGET_ZCODE;
6081 dp = HDR_DICTIONARY-->0; ! start of dictionary
6082 dp = dp + dp->0 + 1; ! skip over word-separators table
6083 el = dp->0; dp = dp + 1; ! entry length
6084 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6085 #Ifnot; ! TARGET_GLULX;
6086 dp = #dictionary_table; ! start of dictionary
6087 el = DICT_WORD_SIZE + 7; ! entry length
6088 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6090 ! dp now at first entry
6091 wn = 2; x = NextWordStopped();
6094 "That word isn't in the dictionary.";
6096 ; ! show all entries
6098 dp = './/'; ne = 1; ! show '.'
6100 dp = ',//'; ne = 1; ! show ','
6102 dp = x; ne = 1; f = true; ! show specified entry, plus associated objects
6104 for ( : ne-- : dp=dp+el) {
6105 print (address) dp, " --> ";
6106 x = dp->#dict_par1; ! flag bits
6107 y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE;
6108 for (z=WORDSIZE : z<y : z++) {
6109 !if (x & DICT_NOUN) StorageForShortName->z = UpperCase(StorageForShortName->z);
6110 if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000;
6111 print (char) StorageForShortName->z;
6117 !if (x & $0040) print " BIT_6";
6118 !if (x & $0020) print " BIT_5";
6119 !if (x & $0010) print " BIT_4";
6120 if (x & $8000) print " UNTYPEABLE";
6121 if (x & DICT_NOUN) print " noun";
6122 if (x & DICT_PLUR) print "+plural";
6123 if (x & DICT_VERB) print " verb";
6124 if (x & DICT_META) print "+meta";
6125 if (x & DICT_PREP) print " preposition";
6126 if (f && (x & DICT_NOUN)) {
6127 print " --> refers to these objects:";
6129 if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")";
6138 ! ----------------------------------------------------------------------------
6139 ! Miscellaneous display routines used by DrawStatusLine and available for
6140 ! user. Most of these vary according to which machine is being compiled to
6141 ! ----------------------------------------------------------------------------
6143 #Ifdef TARGET_ZCODE;
6145 [ ClearScreen window;
6147 WIN_ALL: @erase_window -1;
6148 WIN_STATUS: @erase_window 1;
6149 WIN_MAIN: @erase_window 0;
6153 #Iftrue (#version_number == 6);
6154 [ MoveCursorV6 line column charw; ! 1-based postion on text grid
6155 @get_wind_prop 1 13 -> charw; ! font size
6156 charw = charw & $FF;
6157 line = 1 + charw*(line-1);
6158 column = 1 + charw*(column-1);
6159 @set_cursor line column;
6164 [ MoveCursor line column; ! 1-based postion on text grid
6165 if (~~statuswin_current) {
6168 if (clr_on && clr_bgstatus > 1)
6169 @set_colour clr_fgstatus clr_bgstatus;
6174 if (line == 0) { line = 1; column = 1; }
6175 #Iftrue (#version_number == 6);
6176 MoveCursorV6(line, column);
6178 @set_cursor line column;
6180 statuswin_current = true;
6185 if (statuswin_current) {
6187 if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg;
6193 statuswin_current = false;
6196 #Iftrue (#version_number == 6);
6197 [ ScreenWidth width charw;
6198 @get_wind_prop 1 3 -> width;
6199 @get_wind_prop 1 13 -> charw;
6200 charw = charw & $FF;
6201 if (charw == 0) return width;
6202 return (width+charw-1) / charw;
6206 return (HDR_SCREENWCHARS->0);
6211 return (HDR_SCREENHLINES->0);
6214 #Iftrue (#version_number == 6);
6215 [ StatusLineHeight height wx wy x y charh;
6216 ! Split the window. Standard 1.0 interpreters should keep the window 0
6217 ! cursor in the same absolute position, but older interpreters,
6218 ! including Infocom's don't - they keep the window 0 cursor in the
6219 ! same position relative to its origin. We therefore compensate
6221 @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx;
6222 @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh;
6223 @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x;
6224 height = height * charh;
6225 @split_window height;
6226 y = y - height + wy - 1;
6230 gg_statuswin_cursize = height;
6233 [ StatusLineHeight height;
6234 if (gg_statuswin_cursize ~= height)
6235 @split_window height;
6236 gg_statuswin_cursize = height;
6241 [ SetColour f b window;
6242 if (window == 0) { ! if setting both together, set reverse
6250 if (window == 0 or 2) {
6255 if (statuswin_current)
6256 @set_colour clr_fgstatus clr_bgstatus;
6258 @set_colour clr_fg clr_bg;
6264 #Ifnot; ! TARGET_GLULX
6266 [ ClearScreen window;
6267 if (window == WIN_ALL or WIN_MAIN) {
6268 glk_window_clear(gg_mainwin);
6270 glk_window_close(gg_quotewin, 0);
6274 if (gg_statuswin && window == WIN_ALL or WIN_STATUS)
6275 glk_window_clear(gg_statuswin);
6278 [ MoveCursor line column; ! 0-based postion on text grid
6280 glk_set_window(gg_statuswin);
6282 if (line == 0) { line = 1; column = 1; }
6283 glk_window_move_cursor(gg_statuswin, column-1, line-1);
6284 statuswin_current=1;
6288 glk_set_window(gg_mainwin);
6289 statuswin_current=0;
6293 if (c > 9) return c;
6295 return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0);
6300 if (gg_statuswin && statuswin_current) id = gg_statuswin;
6301 glk_window_get_size(id, gg_arguments, 0);
6302 return gg_arguments-->0;
6306 glk_window_get_size(gg_mainwin, 0, gg_arguments);
6307 return gg_arguments-->0;
6311 [ SetColour f b window;
6312 if (window == 0) { ! if setting both together, set reverse
6320 if (window == 0 or 2) {
6325 if (glk_gestalt(gestalt_GarglkText, 0)) {
6326 if (f >= 0 && f < 10) {
6327 f = GlulxColourValues-->f;
6332 if (b >= 0 && b < 10) {
6333 b = GlulxColourValues-->b;
6338 garglk_set_zcolors(f, b);
6346 [ SetColour f b window doclear;
6347 f = b = window = doclear = 0;
6352 SetColour (f, b, w);
6355 [ RestoreColours; ! L61007, L61113
6356 gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight()
6358 if (clr_on) { ! check colour has been used
6359 SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored
6360 SetColour(clr_fgstatus, clr_bgstatus, 1, true);
6364 #Ifdef TARGET_ZCODE;
6365 #Iftrue (#version_number == 6); ! request screen update
6366 (0-->8) = (0-->8) | $$00000100;
6371 ! ----------------------------------------------------------------------------
6372 ! Except in Version 3, the DrawStatusLine routine does just that: this is
6373 ! provided explicitly so that it can be Replace'd to change the style, and
6374 ! as written it emulates the ordinary Standard game status line, which is
6376 ! ----------------------------------------------------------------------------
6378 #Ifdef TARGET_ZCODE;
6382 #Iftrue (#version_number == 6);
6383 [ DrawStatusLine width x charw scw mvw;
6384 HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004;
6386 StatusLineHeight(gg_statuswin_size);
6387 ! Now clear the window. This isn't totally trivial. Our approach is to
6388 ! select the fixed space font, measure its width, and print an appropriate
6389 ! number of spaces. We round up if the screen isn't a whole number of
6390 ! characters wide, and rely on window 1 being set to clip by default.
6393 width = ScreenWidth();
6395 ! Back to standard font for the display. We use output_stream 3 to
6396 ! measure the space required, the aim being to get 50 characters
6397 ! worth of space for the location name.
6400 if (location == thedark)
6401 print (name) location;
6403 FindVisibilityLevels();
6404 if (visibility_ceiling == location) print (name) location;
6405 else print (The) visibility_ceiling;
6407 @get_wind_prop 1 3 -> width;
6408 @get_wind_prop 1 13 -> charw;
6409 charw = charw & $FF;
6410 @output_stream 3 StorageForShortName;
6411 print (string) SCORE__TX, "00000";
6412 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6413 @output_stream 3 StorageForShortName;
6414 print (string) MOVES__TX, "00000";
6415 @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw;
6416 if (width - scw - mvw >= 50*charw) {
6417 x = 1+width-scw-mvw;
6418 @set_cursor 1 x; print (string) SCORE__TX, sline1;
6420 @set_cursor 1 x; print (string) MOVES__TX, sline2;
6423 @output_stream 3 StorageForShortName;
6424 print "00000/00000";
6425 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6426 if (width - scw >= 50*charw) {
6428 @set_cursor 1 x; print sline1, "/", sline2;
6431 ! Reselect roman, as Infocom's interpreters interpreters go funny
6432 ! if reverse is selected twice.
6436 #Endif; ! #version_number == 6
6440 #Endif; ! TARGET_ZCODE
6442 #Ifndef DrawStatusLine;
6443 [ DrawStatusLine width posa posb posc;
6444 #Ifdef TARGET_GLULX;
6445 ! If we have no status window, we must not try to redraw it.
6446 if (gg_statuswin == 0)
6450 ! If there is no player location, we shouldn't try to draw status window
6451 if (location == nothing || parent(player) == nothing)
6454 StatusLineHeight(gg_statuswin_size);
6457 width = ScreenWidth();
6464 if (location == thedark) {
6465 print (name) location;
6468 FindVisibilityLevels();
6469 if (visibility_ceiling == location)
6470 print (name) location;
6472 print (The) visibility_ceiling;
6475 if (sys_statusline_flag && width > 53) {
6476 MoveCursor(1, posa);
6477 print (string) TIME__TX;
6478 LanguageTimeOfDay(sline1, sline2);
6483 MoveCursor(1, posa);
6484 print (string) SCORE__TX, sline1;
6486 MoveCursor(1, posb);
6487 print (string) MOVES__TX, sline2;
6489 if (width > 53 && width <= 66) {
6490 MoveCursor(1, posb);
6492 print (string) MOVES__TX, sline2;
6494 print sline1, "/", sline2;
6498 MoveCursor(1, posc);
6500 print (string) MOVES_S__TX, sline2;
6502 print sline1, "/", sline2;
6507 MainWindow(); ! set_window
6511 #Ifdef TARGET_GLULX;
6513 [ StatusLineHeight hgt parwin;
6514 if (gg_statuswin == 0) return;
6515 if (hgt == gg_statuswin_cursize) return;
6516 parwin = glk_window_get_parent(gg_statuswin);
6517 glk_window_set_arrangement(parwin, $12, hgt, 0);
6518 gg_statuswin_cursize = hgt;
6521 [ Box__Routine maxwid arr ix lines lastnl parwin;
6522 maxwid = 0; ! squash compiler warning
6525 if (gg_quotewin == 0) {
6526 gg_arguments-->0 = lines;
6527 ix = InitGlkWindow(GG_QUOTEWIN_ROCK);
6528 if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK);
6530 gg_quotewin = glk_window_open(gg_mainwin, $12, lines, 3,
6531 GG_QUOTEWIN_ROCK); ! window_open
6534 parwin = glk_window_get_parent(gg_quotewin);
6535 glk_window_set_arrangement(parwin, $12, lines, 0);
6540 glk_window_clear(gg_quotewin);
6541 glk_set_window(gg_quotewin);
6545 ! If gg_quotewin is zero here, the quote just appears in the story window.
6547 glk_set_style(style_BlockQuote);
6548 for (ix=0 : ix<lines : ix++) {
6549 print (string) arr-->(ix+1);
6550 if (ix < lines-1 || lastnl) new_line;
6552 glk_set_style(style_Normal);
6555 glk_set_window(gg_mainwin);
6559 #Endif; ! TARGET_GLULX
6562 #Ifdef TARGET_ZCODE;
6565 standard_interpreter = HDR_TERPSTANDARD-->0;
6566 transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001);
6567 sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2;
6568 top_object = #largest_object-255;
6570 dict_start = HDR_DICTIONARY-->0;
6571 dict_entry_size = dict_start->(dict_start->0 + 1);
6572 dict_start = dict_start + dict_start->0 + 4;
6573 dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size;
6575 if (dict_start > 0 && dict_end < 0 &&
6576 ((-dict_start) - dict_end) % dict_entry_size == 0)
6577 print "** Warning: grammar properties might not work correctly **^";
6580 buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
6581 buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE;
6582 buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE;
6583 parse->0 = MAX_BUFFER_WORDS;
6584 parse2->0 = MAX_BUFFER_WORDS;
6587 #Ifnot; ! TARGET_GLULX;
6590 @gestalt 4 2 res; ! Test if this interpreter has Glk.
6592 ! Without Glk, we're entirely screwed.
6595 ! Set the VM's I/O system to be Glk.
6598 ! First, we must go through all the Glk objects that exist, and see
6599 ! if we created any of them. One might think this strange, since the
6600 ! program has just started running, but remember that the player might
6601 ! have just typed "restart".
6604 res = InitGlkWindow(0);
6605 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0);
6608 ! Now, gg_mainwin and gg_storywin might already be set. If not, set them.
6610 if (gg_mainwin == 0) {
6611 ! Open the story window.
6612 res = InitGlkWindow(GG_MAINWIN_ROCK);
6613 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK);
6615 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6616 if (gg_mainwin == 0) {
6617 ! If we can't even open one window, there's no point in going on.
6622 ! There was already a story window. We should erase it.
6623 glk_window_clear(gg_mainwin);
6626 if (gg_statuswin == 0) {
6627 res = InitGlkWindow(GG_STATUSWIN_ROCK);
6628 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK);
6630 gg_statuswin_cursize = gg_statuswin_size;
6631 gg_statuswin = glk_window_open(gg_mainwin, $12,
6632 gg_statuswin_cursize, 4, GG_STATUSWIN_ROCK);
6635 ! It's possible that the status window couldn't be opened, in which case
6636 ! gg_statuswin is now zero. We must allow for that later on.
6638 glk_set_window(gg_mainwin);
6640 if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1);
6643 [ GGRecoverObjects id;
6644 ! If GGRecoverObjects() has been called, all these stored IDs are
6645 ! invalid, so we start by clearing them all out.
6646 ! (In fact, after a restoreundo, some of them may still be good.
6647 ! For simplicity, though, we assume the general case.)
6654 gg_statuswin_cursize = 0;
6656 gg_command_reading = false;
6657 ! Also tell the game to clear its object references.
6658 if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0);
6660 id = glk_stream_iterate(0, gg_arguments);
6662 switch (gg_arguments-->0) {
6663 GG_SAVESTR_ROCK: gg_savestr = id;
6664 GG_SCRIPTSTR_ROCK: gg_scriptstr = id;
6665 GG_COMMANDWSTR_ROCK: gg_commandstr = id;
6666 gg_command_reading = false;
6667 GG_COMMANDRSTR_ROCK: gg_commandstr = id;
6668 gg_command_reading = true;
6669 default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false)
6670 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0);
6672 id = glk_stream_iterate(id, gg_arguments);
6675 id = glk_window_iterate(0, gg_arguments);
6677 switch (gg_arguments-->0) {
6678 GG_MAINWIN_ROCK: gg_mainwin = id;
6679 GG_STATUSWIN_ROCK: gg_statuswin = id;
6680 GG_QUOTEWIN_ROCK: gg_quotewin = id;
6681 default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false)
6682 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0);
6684 id = glk_window_iterate(id, gg_arguments);
6687 id = glk_fileref_iterate(0, gg_arguments);
6689 switch (gg_arguments-->0) {
6690 GG_SCRIPTFREF_ROCK: gg_scriptfref = id;
6691 default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false)
6692 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0);
6694 id = glk_fileref_iterate(id, gg_arguments);
6697 ! Tell the game to tie up any loose ends.
6698 if (IdentifyGlkObject(2) == false)
6699 LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2);
6702 ! This somewhat obfuscated function will print anything.
6703 ! It handles strings, functions (with optional arguments), objects,
6704 ! object properties (with optional arguments), and dictionary words.
6705 ! It does *not* handle plain integers, but you can use
6706 ! DecimalNumber or EnglishNumber to handle that case.
6708 ! Calling: Is equivalent to:
6709 ! ------- ----------------
6710 ! PrintAnything() <nothing printed>
6711 ! PrintAnything(0) <nothing printed>
6712 ! PrintAnything("string"); print (string) "string";
6713 ! PrintAnything('word') print (address) 'word';
6714 ! PrintAnything(obj) print (name) obj;
6715 ! PrintAnything(obj, prop) obj.prop();
6716 ! PrintAnything(obj, prop, args...) obj.prop(args...);
6717 ! PrintAnything(func) func();
6718 ! PrintAnything(func, args...) func(args...);
6720 [ PrintAnything _vararg_count obj mclass;
6721 print_anything_result = 0;
6722 if (_vararg_count == 0) return;
6725 if (obj == 0) return;
6727 if (obj->0 == $60) {
6728 ! Dictionary word. Metaclass() can't catch this case, so we do
6730 print (address) obj;
6734 mclass = metaclass(obj);
6742 ! Call the function with all the arguments which are already
6744 @call obj _vararg_count print_anything_result;
6747 if (_vararg_count == 0) {
6751 ! Push the object back onto the stack, and call the
6752 ! veneer routine that handles obj.prop() calls.
6755 @call CA__Pr _vararg_count print_anything_result;
6761 ! This does the same as PrintAnything, but the output is sent to a
6762 ! byte array in memory. The first two arguments must be the array
6763 ! address and length; the following arguments are interpreted as
6764 ! for PrintAnything. The return value is the number of characters
6766 ! If the output is longer than the array length given, the extra
6767 ! characters are discarded, so the array does not overflow.
6768 ! (However, the return value is the total length of the output,
6769 ! including discarded characters.)
6771 [ PrintAnyToArray _vararg_count arr arrlen str oldstr len;
6774 _vararg_count = _vararg_count - 2;
6776 oldstr = glk_stream_get_current(); ! stream_get_current
6777 str = glk_stream_open_memory(arr, arrlen, 1, 0);
6778 if (str == 0) return 0;
6780 glk_stream_set_current(str);
6782 @call PrintAnything _vararg_count 0;
6784 glk_stream_set_current(oldstr);
6794 ! And this calls PrintAnyToArray on a particular array, jiggering
6795 ! the result to be a Glulx C-style ($E0) string.
6797 Constant GG_ANYTOSTRING_LEN 66;
6798 Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1;
6800 [ ChangeAnyToCString _vararg_count ix len;
6801 ix = GG_ANYTOSTRING_LEN-2;
6805 ix = _vararg_count+2;
6806 @call PrintAnyToArray ix len;
6807 AnyToStrArr->0 = $E0;
6808 if (len >= GG_ANYTOSTRING_LEN)
6809 len = GG_ANYTOSTRING_LEN-1;
6810 AnyToStrArr->(len+1) = 0;
6816 ! This is a trivial function which just prints a number, in decimal
6817 ! digits. It may be useful as a stub to pass to PrintAnything.
6819 [ DecimalNumber num; print num; ];
6821 #Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately,
6822 Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent
6827 Array StorageForShortName buffer SHORTNAMEBUF_LEN;
6829 Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN;
6834 #Ifdef TARGET_ZCODE;
6836 ! Platform-independent way of printing strings, routines and properties
6837 ! to a buffer (defined as length word followed by byte characters).
6839 [ PrintToBuffer buf len a b c d e;
6840 print_anything_result = 0;
6841 @output_stream 3 buf;
6842 switch (metaclass(a)) {
6846 print_anything_result = a(b, c, d, e);
6849 print_anything_result = PrintOrRun(a, b, true);
6854 if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()");
6858 #Ifnot; ! TARGET_GLULX
6860 [ PrintToBuffer buf len a b c d e;
6862 if (metaclass(a) == Object && a.#b == WORDSIZE
6863 && metaclass(a.b) == String)
6864 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b);
6866 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e);
6869 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a);
6870 if (buf-->0 > len) buf-->0 = len;
6876 ! Print contents of buffer (defined as length word followed by byte characters).
6877 ! no_break == 1: omit trailing newline.
6878 ! set_case == 1: capitalise first letter;
6879 ! == 2: capitalise first letter, remainder lower case;
6880 ! == 3: all lower case;
6881 ! == 4: all upper case.
6882 ! centred == 1: add leading spaces.
6884 [ PrintFromBuffer buf no_break set_case centred
6887 if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline
6889 k = (ScreenWidth() - j) / 2;
6892 for (i=0 : i<j : i++) {
6893 k = buf->(WORDSIZE+i);
6896 1: if (i) set_case = 0;
6897 else k = UpperCase(k);
6898 2: if (i) k = LowerCase(k);
6899 else k = UpperCase(k);
6900 3: k = LowerCase(k);
6901 4: k = UpperCase(k);
6905 if (no_break == false) new_line;
6909 ! None of the following functions should be called for zcode if the
6910 ! output exceeds the size of the buffer.
6912 [ StringSize a b c d e;
6913 PrintToBuffer(StorageForShortName, 160, a, b, c, d, e);
6914 return StorageForShortName-->0;
6917 [ PrintCapitalised a b no_break no_caps centred;
6918 if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String)
6919 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b);
6921 if (a.b == NULL) rfalse;
6922 else return RunTimeError(2, a, b);
6923 if (no_caps == 0 or 1) no_caps = ~~no_caps;
6924 PrintFromBuffer(StorageForShortName, no_break, no_caps, centred);
6925 return print_anything_result;
6929 PrintCapitalised(a, b, false, true, true);
6933 if (no_caps) print (string) str;
6934 else PrintCapitalised(str,0,true);
6937 [ PrefaceByArticle o acode pluralise capitalise i artform findout artval;
6938 if (o provides articles) {
6939 artval=(o.&articles)-->(acode+short_name_case*LanguageCases);
6943 print (string) artval;
6944 if (pluralise) return;
6945 print (PSN__) o; return;
6948 i = GetGNAOfObject(o);
6950 if (i < 3 || (i >= 6 && i < 9)) i = i + 3;
6952 i = LanguageGNAsToArticles-->i;
6954 artform = LanguageArticles
6955 + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases);
6957 #Iftrue (LanguageContractionForms == 2);
6958 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6959 #Endif; ! LanguageContractionForms
6960 #Iftrue (LanguageContractionForms == 3);
6961 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6962 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6963 #Endif; ! LanguageContractionForms
6964 #Iftrue (LanguageContractionForms == 4);
6965 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6966 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6967 if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true;
6968 #Endif; ! LanguageContractionForms
6969 #Iftrue (LanguageContractionForms > 4);
6971 #Endif; ! LanguageContractionForms
6973 #Ifdef TARGET_ZCODE;
6974 if (standard_interpreter && findout) {
6975 StorageForShortName-->0 = SHORTNAMEBUF_LEN;
6976 @output_stream 3 StorageForShortName;
6977 if (pluralise) print (number) pluralise; else print (PSN__) o;
6979 acode = acode + 3*LanguageContraction(StorageForShortName + 2);
6981 #Ifnot; ! TARGET_GLULX
6984 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise);
6986 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
6987 acode = acode + 3*LanguageContraction(StorageForShortName);
6991 Cap (artform-->acode, ~~capitalise); ! print article
6992 if (pluralise) return;
6997 if (o == 0) { print (string) NOTHING__TX; rtrue; }
6998 switch (metaclass(o)) {
6999 Routine: print "<routine ", o, ">"; rtrue;
7000 String: print "<string ~", (string) o, "~>"; rtrue;
7001 nothing: print "<illegal object number ", o, ">"; rtrue;
7003 #Ifdef LanguagePrintShortName;
7004 if (LanguagePrintShortName(o)) rtrue;
7005 #Endif; ! LanguagePrintShortName
7006 if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue;
7007 if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue;
7011 [ Indefart o saveIndef;
7012 saveIndef = indef_mode; indef_mode = true; caps_mode = false;
7016 indef_mode = saveIndef;
7020 if (o provides article) {
7021 PrintOrRun(o, article, 1);
7022 print " ", (PSN__) o;
7023 indef_mode = saveIndef;
7026 PrefaceByArticle(o, 2);
7027 indef_mode = saveIndef;
7030 [ CInDefArt o saveIndef saveCaps;
7031 saveIndef = indef_mode; indef_mode = true;
7032 saveCaps = caps_mode; caps_mode = true;
7036 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7037 PrintFromBuffer(StorageForShortName, true, caps_mode);
7038 caps_mode = saveCaps;
7042 if (o provides article) {
7043 PrintCapitalised(o, article, true);
7044 print " ", (PSN__) o;
7045 indef_mode = saveIndef;
7046 caps_mode = saveCaps;
7049 PrefaceByArticle(o, 2, 0, 1);
7050 caps_mode = saveCaps;
7051 indef_mode = saveIndef;
7054 [ Defart o saveIndef;
7055 saveIndef = indef_mode;
7058 if ((~~o ofclass Object) || o has proper) {
7061 if (player provides narrative_voice) {
7062 switch (player.narrative_voice) {
7063 1: print (string) MYSELF__TX;
7064 2: print (string) YOURSELF__TX;
7066 default: RunTimeError(16, player.narrative_voice);
7069 else ThatOrThose(player);
7073 indef_mode = saveIndef;
7076 PrefaceByArticle(o, 1);
7077 indef_mode = saveIndef;
7080 [ CDefart o saveIndef saveCaps;
7081 saveIndef = indef_mode; indef_mode = false;
7082 saveCaps = caps_mode; caps_mode = true;
7083 if (~~o ofclass Object) {
7084 indef_mode = NULL; print (PSN__) o;
7089 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7090 PrintFromBuffer(StorageForShortName, true, caps_mode);
7093 PrefaceByArticle(o, 0);
7094 indef_mode = saveIndef; caps_mode = saveCaps;
7097 [ PrintShortName o saveIndef;
7098 saveIndef = indef_mode; indef_mode = NULL;
7099 PSN__(o); indef_mode = saveIndef;
7102 [ EnglishNumber n; LanguageNumber(n); ];
7105 #Ifdef SERIAL_COMMAS;
7108 n=0; ! quell unused n variable warning
7112 n = LanguageNumbers-->0;
7113 for (i=1 : i<=n : i=i+2)
7114 if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1);
7119 if (tab-->0 == 0) return RunTimeError(8);
7120 return tab-->(random(tab-->0));
7123 ! ----------------------------------------------------------------------------
7124 ! Useful routine: unsigned comparison (for addresses in Z-machine)
7125 ! Returns 1 if x>y, 0 if x=y, -1 if x<y
7126 ! ----------------------------------------------------------------------------
7128 [ UnsignedCompare x y u v;
7129 if (x == y) return 0;
7130 if (x < 0 && y >= 0) return 1;
7131 if (x >= 0 && y < 0) return -1;
7132 u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT;
7133 if (u > v) return 1;
7137 ! ==============================================================================
7139 #Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson
7140 #Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too,
7141 ! but I'm not going to try to make this work
7142 ! given #Ifdef funniness.
7144 Array magic_array --> ! This is so nitfol can do typo correction /
7145 ! automapping / debugging on Glulx games
7146 $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length
7147 Magic_Global_Dispatch__
7148 DI__check_word ! DI__check_word(buf, length)
7150 WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x)
7151 RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop
7152 OP__Pr OC__Cl ! obj provides prop; obj ofclass class
7154 OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these
7157 [ OB__Parent__ obj; return parent(obj); ];
7159 [ OB__Child__ obj; return child(obj); ];
7161 [ OB__Sibling__ obj; return sibling(obj); ];
7163 [ Magic_Global_Dispatch__ glbl;
7166 if (location == TheDark) return real_location; return location;
7170 return CompassDirection::number; ! Silliness to make exist RA__Sc
7171 ! Should never be called.
7173 return magic_array; ! Silences a warning.
7176 [ DI__check_word buf wlen ix val res dictlen entrylen;
7177 ! Just like in Tokenise__. In fact, Tokenise__ could call this if
7178 ! it wanted, instead of doing this itself.
7179 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
7180 for (ix=0 : ix<wlen : ix++) {
7181 gg_tokenbuf->ix = glk_char_to_lower(buf->ix);
7183 for (: ix<DICT_WORD_SIZE : ix++) {
7184 gg_tokenbuf->ix = 0;
7186 val = #dictionary_table + WORDSIZE;
7187 entrylen = DICT_WORD_SIZE + 7;
7188 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
7193 #Endif; ! NITFOL_HOOKS
7195 ! ==============================================================================
7197 Object LibraryExtensions "(Library Extensions)"
7198 with RunAll [ prop a1 a2 a3
7200 objectloop (obj in self)
7201 if (obj provides prop && obj.prop ofclass Routine) {
7202 rval = obj.prop(a1, a2, a3);
7203 if (rval > max) max = rval;
7204 if (self.BetweenCalls) self.BetweenCalls();
7208 RunUntil [ prop exitval a1 a2 a3
7210 objectloop (obj in self)
7211 if (obj provides prop && obj.prop ofclass Routine) {
7212 rval = obj.prop(a1, a2, a3);
7213 if (rval == exitval) return rval;
7214 if (self.BetweenCalls) self.BetweenCalls();
7218 RunWhile [ prop exitval a1 a2 a3
7220 objectloop (obj in self)
7221 if (obj provides prop && obj.prop ofclass Routine) {
7222 rval = obj.prop(a1, a2, a3);
7223 if (rval ~= exitval) return rval;
7224 if (self.BetweenCalls) self.BetweenCalls();
7229 ext_number_1 0, ! general temporary workspace
7231 ! can be set to a function (e.g. RestoreWN) meant for execution
7232 ! after non-terminating calls to extension objects
7233 ! (via RunUntil/While/All)
7235 RestoreWN [; wn = self.ext_number_1; ],
7237 ! Special interception points
7238 ext_messages 0, ! Called if LibraryMessages.before()
7240 ! Extensions run while they return false
7242 ! Cross-platform entry points
7244 ext_afterlife 0, ! [C2/R1]
7245 ext_afterprompt 0, ! [C2/R1]
7246 ext_amusing 0, ! [C2/R1]
7247 ext_beforeparsing 0, ! [C2/R2]
7248 ext_chooseobjects 0, ! [C2/R2]
7249 ext_darktodark 0, ! [C2/R1]
7250 ext_deathmessage 0, ! [C2/R1]
7251 ext_gamepostroutine 0, ! [C2/R2]
7252 ext_gamepreroutine 0, ! [C2/R2]
7253 ext_initialise 0, ! [C1/R1]
7254 ext_inscope 0, ! [C2/R2]
7255 ext_lookroutine 0, ! [C2/R1]
7256 ext_newroom 0, ! [C2/R1]
7257 ext_objectdoesnotfit 0, ! [C2/R2]
7258 ext_parsenoun 0, ! [C3/R3]
7259 ext_parsenumber 0, ! [C2/R2]
7260 ext_parsererror 0, ! [C2/R2]
7261 ext_printrank 0, ! [C2/R1]
7262 ext_printtaskname 0, ! [C2/R1]
7263 ext_printverb 0, ! [C2/R2]
7264 ext_timepasses 0, ! [C2/R1]
7265 ext_unknownverb 0, ! [C2/R2]
7266 ext_aftersave 0, ! [C2/R2]
7267 ext_afterrestore 0, ! [C2/R2]
7268 ! [C1] = Called in all cases
7269 ! [C2] = Called if EP is undefined, or returns false
7270 ! [C3] = called if EP is undefined, or returns -1
7271 ! [R1] = All extensions run
7272 ! [R2] = Extensions run while they return false
7273 ! [R3] = Extensions run while they return -1
7275 #Ifdef TARGET_GLULX;
7276 ! Glulx entry points
7278 ext_handleglkevent 0, ! if EP undefined while extensions return false
7279 ext_identifyglkobject 0, ! if EP undefined while extensions return false
7280 ext_initglkwindow 0, ! if EP undefined while extensions return false
7281 #Endif; ! TARGET_GLULX;
7285 ! ==============================================================================
7287 Undef LIBRARY_STAGE; Constant LIBRARY_STAGE = AFTER_PARSER;
7290 Message "Warning: 'parser' included twice; ignoring second inclusion. (Ignore this if this is on purpose.)";
7292 ! ==============================================================================