--- /dev/null
+==============================
+ Appendix F -- Inform library
+==============================
+
+.. default-role:: samp
+
+.. only:: html
+
+ .. image:: /images/picL.png
+ :align: left
+
+.. raw:: latex
+
+ \dropcap{l}
+
+ibrary files define Inform's model world, turning a conventional
+programming language into a text adventure development system. Here are
+the library constants, variables and routines, the standard object
+properties and attributes, the verb grammars and actions.
+
+Library objects
+===============
+
+`compass`
+ A `container` object holding the twelve direction objects `d_obj e_obj
+ in_obj n_obj ne_obj nw_obj out_obj s_obj se_obj sw_obj u_obj w_obj`.
+
+`LibraryMessages`
+ If defined (between Includes of `Parser` and `VerbLib`), changes standard
+ library messages:
+
+ | `Object LibraryMessages`
+ | `with before [;`
+ | `{action}: "{string}";`
+ | `{action}: "{string}";`
+ | `{action}: switch (lm_n) {`
+ | `{value}: "{string}";`
+ | `{value}: "{string}",`
+ | `(a) lm_o,".";`
+ | `...`
+ | `}`
+ | `...`
+ | `];`
+
+`selfobj`
+ The default player object. Avoid: use instead the `player` variable,
+ which usually refers to `selfobj`.
+
+`thedark`
+ A pseudo-room which becomes the `location` when there is no light
+ (although the player object is not moved there).
+
+Library constants
+=================
+
+In addition to the standard constants `true` (1), `false` (0) and `nothing`
+(0), the Library defines `NULL` (-1) for an `{action}`, `{property}` or
+`{pronoun}` whose current value is undefined.
+
+`LIBRARY_PARSER`, `LIBRARY_ENGLISH`, `LIBRARY_VERBLIB` and
+`LIBRARY_GRAMMAR` are defined to mark the end of inclusion of `Parser.h`,
+`English.h`, `VerbLib.h` and `Grammar.h` respectively.
+
+User-defined constants
+======================
+
+Some constants control features rather than represent values.
+
+`AMUSING_PROVIDED`
+ Activates the `Amusing` entry point.
+
+`COMMENT_CHARACTER = '{char}'`
+ Introduces a comment line ignored by the parser (default "*").
+
+`DEATH_MENTION_UNDO`
+ Offers "UNDO the last move" at game end.
+
+`DEBUG`
+ Activates the debug commands.
+
+`Headline = "{string}"`
+ **Mandatory**: game style, copyright info, etc.
+
+`MANUAL_PRONOUNS`
+ Pronouns reflect only objects mentioned by the player.
+
+`MAX_CARRIED = {expr}`
+ Limit on direct possessions that the player can carry (default 100).
+
+`MAX_SCORE = {expr}`
+ Maximum game score (default 0).
+
+`MAX_TIMERS = {expr}`
+ Limit on active timers/daemons (default 32).
+
+`NO_PLACES`
+ "`OBJECTS`" and "`PLACES`" verbs are barred.
+
+`NO_SCORE`
+ Game doesn't use scoring.
+
+`NUMBER_TASKS = {expr}`
+ Number of `scored` tasks (default 1).
+
+`OBJECT_SCORE = {expr}`
+ For taking a `scored` object for the first time (default 4).
+
+`ROOM_SCORE = {expr}`
+ For visiting a `scored` room for the first time (default 5).
+
+`SACK_OBJECT = {obj_id}`
+ A `container` object where the game places held objects.
+
+`START_MOVE = {expr}`
+ Initial value of turns counter (default 0).
+
+`Story = "{string}"`
+ **Mandatory**: the name of the story.
+
+`TASKS_PROVIDED`
+ Activates the task scoring system.
+
+`USE_MODULES`
+ Activates linking with pre-compiled library modules.
+
+`WITHOUT_DIRECTIONS`
+ De-activates standard compass directions (bar "`IN`" and "`OUT`"). Place
+ alternative directions in the `compass`.
+
+Library variables
+=================
+
+`action`
+ The current `{action}`.
+
+`actor`
+ The target of an instruction: the player, or an NPC.
+
+`deadflag`
+ Normally 0: 1 indicates a regular death, 2 indicates that the player has
+ won, 3 or more denotes a user-defined end.
+
+`inventory_stage`
+ Used by `invent` and `list_together` properties.
+
+`keep_silent`
+ Normally `false`; `true` makes most group 2 actions silent.
+
+`location`
+ The player's current room; unless that's dark, when it contains
+ `thedark`, `real_location` contains the room.
+
+`notify_mode`
+ Normally `true`: `false` remains silent when score changes.
+
+`noun`
+ The primary focus object for the current action.
+
+`player`
+ The object acting on behalf of the human player.
+
+`real_location`
+ The player's current room when in the dark.
+
+`score`
+ The current score.
+
+`second`
+ The secondary focus object for the current action.
+
+`self`
+ The object which received a message. (Note: a run-time variable, not a
+ compile-time constant.)
+
+`sender`
+ The object which sent a message (or `nothing`).
+
+`task_scores`
+ A byte array holding scores for the task scoring system.
+
+`the_time`
+ The game's clock, in minutes 0..1439 since midnight.
+
+`turns`
+ The game's turn counter.
+
+`wn`
+ The input stream word number, counting from 1.
+
+Library routines
+================
+
+`Achieved({expr})`
+ A scored task has been achieved.
+
+`AfterRoutines()`
+ In a group 2 action, controls output of "after" messages.
+
+`AllowPushDir()`
+ An object can be pushed from one location to another.
+
+`Banner()`
+ Prints the game banner.
+
+`ChangePlayer({obj_id,flag})`
+ Player assumes the persona of the `{obj_id}`. If the optional `{flag}`
+ is `true`, room descriptions include "(as `{object}`)".
+
+`CommonAncestor({obj_id1,obj_id2})`
+ Returns the nearest object which has a parental relationship to both
+ `{obj_ids}`, or `nothing`.
+
+`DictionaryLookup({byte_array,length})`
+ Returns address of word in dictionary, or 0 if not found.
+
+`DrawStatusLine()`
+ Refreshes the status line; happens anyway at end of each turn.
+
+`GetGNAOfObject(obj_id)`
+ Returns gender-number-animation 0..11 of the `{obj_id}`.
+
+`HasLightSource(obj_id)`
+ Returns `true` if the `{obj_id}` has light.
+
+`IndirectlyContains({parnt_obj_id,obj_id})`
+ Returns `true` if `{obj_id}` is currently a child or grand-child or
+ great-grand-child... of the `{parent_object}`.
+
+`IsSeeThrough(obj_id)`
+ Returns `true` if light can pass through the `{obj_id}`.
+
+`Locale({obj_id,"string1","string2"})`
+ Describes the contents of `{obj_id}`, and returns their number. After
+ objects with own paragraphs, the rest are listed preceded by `{string1}`
+ or `{string2}`.
+
+`LoopOverScope({routine_id,actor})`
+ Calls `{routine_id}({obj_id})` for each `{obj_id}` in scope. If the
+ optional `{actor}` is supplied, that defines the scope.
+
+`MoveFloatingObjects()`
+ Adjusts positions of game's `found_in` objects.
+
+`NextWord()`
+ Returns the next dictionary word in the input stream, incrementing `wn`
+ by one. Returns `false` if the word is not in the dictionary, or if the
+ input stream is exhausted.
+
+`NextWordStopped()`
+ Returns the next dictionary word in the input stream, incrementing `wn`
+ by one. Returns `false` if the word is not in the dictionary, -1 if the
+ input stream is exhausted.
+
+`NounDomain({obj_id1,obj_id2,type})`
+ Performs object parsing; see also `ParseToken()`.
+
+`ObjectIsUntouchable({obj_id,flag})`
+ Tests whether there is a barrier - a container object which is not open -
+ between player and `{obj_id}`. Unless the optional `{flag}` is `true`,
+ outputs "You can't because ... is in the way". Returns `true` is a
+ barrier is found, otherwise `false`.
+
+`OffersLight({obj_id})`
+ Returns `true` if the `{obj_id}` offers light.
+
+`ParseToken({type,value})`
+ Performs general parsing; see also `NounDomain()`.
+
+`PlaceInScope({obj_id})`
+ Used in an `add_to_scope` property or `scope=` token to put the
+ `{obj_id}` into scope for the parser.
+
+`PlayerTo({obj_id,flag})`
+ Moves the player to `{obj_id}`. Prints its description unless optional
+ `{flag}` is 1 (no description) or 2 (as if walked in).
+
+`PrintOrRun({obj_id,property,flag})`
+ If `{obj_id.property}` is a string, output it (followed by a newline
+ unless optional `{flag}` is `true`), and return `true`. If it's a
+ routine, run it and return what the routine returns.
+
+`PronounNotice({obj_id})`
+ Associates an appropriate pronoun with the `{obj_id}`.
+
+`PronounValue('{pronoun}')`
+ Returns the object to which '`it`' (or '`him`', '`her`', '`them`')
+ currently refers, or `nothing`.
+
+`ScopeWithin({obj_id})`
+ Used in an `add_to_scope` property or `scope=` token to put the contents
+ of the `{obj_id}` in scope for the parser.
+
+`SetPronoun('{pronoun}',{obj_id})`
+ Defines the `{obj_id}` to which a given pronoun refers.
+
+`SetTime({expr1,expr2})`
+
+ Sets `the_time` to `{expr1}` (in mins 0..1439 since midnight), running at
+ `{expr2}` -
+
+ | +ve: `{expr2}` minutes pass each turn;
+ | -ve: `{-expr2}` turns take one minute;
+ | zero: time stands still.
+
+`StartDaemon({obj_id})`
+ Starts the `{obj_id}`\'s daemon.
+
+`StartTimer({obj_id,expr})`
+ Starts the `{obj_id}`\'s timer, initialising its `time_left` to `{expr}`.
+ The object's `time_out` property will be called after that number of
+ turns have elapsed.
+
+`StopDaemon({obj_id})`
+ Stops the `{obj_id}`\'s daemon.
+
+`StopTimer({obj_id})`
+ Stops the `{obj_id}`\'s timer.
+
+`TestScope({obj_id,actor})`
+ Returns `true` if the `{obj_id}` is in scope, otherwise `false`. If the
+ optional `{actor}` is supplied, that defines the scope.
+
+`TryNumber({expr})`
+ Parses word `{expr}` in the input stream as a number, recognising
+ decimals, also English words one..twenty. Returns the number 1..10000,
+ or -1000 if the parse fails.
+
+`UnsignedCompare({expr1,expr2})`
+ Returns -1 if `{expr1}` is less than `{expr2}`, 0 if `{expr1}` equals
+ `{expr2}`, and 1 if `{expr1}` is greater than `{expr2}`. Both
+ expressions are unsigned, in the range 0..65535.
+
+`WordAddress({expr})`
+ Returns a byte array containing the raw text of word `{expr}` in the
+ input stream.
+
+`WordInProperty({word,obj_id,property})`
+ Returns `true` if the dictionary `{word}` is listed in the `{property}`
+ values for the `{obj_id}`.
+
+`WordLength({expr})`
+ Returns the length of word `{expr}` in the input stream.
+
+`WriteListFrom({obj_id,expr})`
+ Outputs a list of `{obj_id}` and its siblings, in the given style, an
+ `{expr}` formed by adding any of: `ALWAYS_BIT`, `CONCEAL_BIT`,
+ `DEFART_BIT`, `ENGLISH_BIT`, `FULLINV_BIT`, `INDENT_BIT`, `ISARE_BIT`,
+ `NEWLINE_BIT`, `PARTINV_BIT`, `RECURSE_BIT`, `TERSE_BIT`, `WORKFLAG_BIT`.
+
+`YesOrNo()`
+ Returns `true` if the player types "`YES`", `false` for "`NO`".
+
+`ZRegion({arg})`
+ Returns the type of its `{arg}` : 3 for a string address, 2 for a routine
+ address, 1 for an object number, or 0 otherwise.
+
+Object properties
+=================
+
+Where the `value` of a property can be a routine, several formats are
+possible (but remember: embedded "`]`" returns `false`, standalone "`]`"
+returns `true`):
+
+ | `{property} [; {stmt}; {stmt}; ... ]`
+ | `{property} [; return {routine_id}(); ]`
+ | `{property} [; {routine_id}(); ]`
+ | `{property} {routine_id}`
+
+In this appendix, "⊕" marks an additive property. Where a `Class` and an
+`Object` of that class both define the same property, the value specified
+for the `Object` normally overrides the value inherited from the `Class`.
+However, if the property is additive then both values apply, with the
+Object's value being considered first.
+
+`add_to_scope`
+ For an object: additional objects which follow it in and out of scope.
+ The `{value}` can be a space-separated list of `{obj_ids}`, or a routine
+ which invokes `PlaceInScope()` or `ScopeWithin()` to specify objects.
+
+`after` ⊕
+ For an object: receives every `{action}` and `{fake_action}` for which
+ this is the `{noun}`. For a room: receives every `{action}` which occurs
+ here.
+
+ The `{value}` is a routine of structure similar to a `switch` statement,
+ having cases for the appropriate `{actions}` (and an optional `default`
+ as well); it is invoked after the action has happened, but before the
+ player has been informed. The routine should return `false` to continue,
+ telling the player what has happened, or `true` to stop processing the
+ action and produce no further output.
+
+`article`
+ For an object: the object's indefinite article - the default is
+ automatically "a", "an" or "some". The `{value}` can be a string, or a
+ routine which outputs a string.
+
+`articles`
+ For a non-English object: its definite and indefinite articles. The
+ `{value}` is an array of strings.
+
+`before` ⊕
+ For an object: receives every `{action}` and `{fake_action}` for which
+ this is the `{noun}`. For a room: receives every action which occurs
+ here.
+
+ The `{value}` is a routine invoked before the action has happened. See
+ `after`.
+
+`cant_go`
+ For a room: the message when the player attempts an impossible exit. The
+ `{value}` can be a string, or a routine which outputs a string.
+
+`capacity`
+ For a `container` or `supporter` object: the number of objects which can
+ be placed in or on it - the default is 100.
+
+ For the player: the number which can be carried - `selfobj` has an
+ initial capacity of `MAX_CARRIED`.
+
+ The `{value}` can be a number, or a routine which returns a number.
+
+`d_to`
+ For a room: a possible exit. The `{value}` can be
+
+ * `false` (the default): not an exit;
+ * a string: output to explain why this is not an exit;
+ * a `{room}`: the exit leads to this room;
+ * a `door` object: the exit leads through this door;
+ * a routine which should return `false`, a string, a `{room}`, a `door`
+ object, or `true` to signify "not an exit" and produce no further
+ output.
+
+`daemon`
+ The `{value}` is a routine which can be activated by
+ `StartDaemon({obj_id})` and which then runs once each turn until
+ deactivated by `StopDaemon({obj_id})`.
+
+`describe` ⊕
+ For an object: called before the object's description is output. For a
+ room: called before the room's (long) description is output.
+
+ The `{value}` is a routine which should return `false` to continue,
+ outputting the usual description, or `true` to stop processing and
+ produce no further output.
+
+`description`
+ For an object: its description (output by `Examine`).
+
+ For a room: its long description (output by `Look`).
+
+ The `{value}` can be a string, or a routine which outputs a string.
+
+`door_dir`
+ For a `compass` object (`d_obj`, `e_obj`, ...): the direction in which an
+ attempt to move to this object actually leads.
+
+ For a `door` object: the direction in which this door leads.
+
+ The `{value}` can be a directional property (`d_to`, `e_to`, ...), or a
+ routine which returns such a property.
+
+`door_to`
+ For a `door` object: where it leads. The value can be
+
+ * `false` (the default): leads nowhere;
+ * a string: output to explain why door leads nowhere;
+ * a `{room}`: the door leads to this room;
+ * a routine which should return `false`, a string, a `{room}`, or `true`
+ to signify "leads nowhere" without producing any output.
+
+`e_to`
+ See `d_to`.
+
+`each_turn` ⊕
+ Invoked at the end of each turn (after all appropriate daemons and
+ timers) whenever the object is in scope. The `{value}` can be a string,
+ or a routine.
+
+`found_in`
+ For an object: the rooms where this object can be found, unless it has
+ the `absent` attribute. The `{value}` can be
+
+ * a space-separated list of `{rooms}` (where this object can be found) or
+ `{obj_ids}` (whose locations are tracked by this object);
+ * a routine which should return `true` if this object can be found in the
+ current location, otherwise `false`.
+
+`grammar`
+ For an `animate` or `talkable` object: the `{value}` is a routine called
+ when the parser knows that this object is being addressed, but has yet to
+ test the grammar. The routine should return `false` to continue, `true`
+ to indicate that the routine has parsed the entire command, or a
+ dictionary word ('`word`' or -'`word`').
+
+`in_to`
+ See `d_to`.
+
+`initial`
+ For an object: its description before being picked up.
+
+ For a room: its description when the player enters the room.
+
+ The `{value}` can be a string, or a routine which outputs a string.
+
+`inside_description`
+ For an `enterable` object: its description, output as part of the room
+ description when the player is inside the object.
+
+ The `{value}` can be a string, or a routine which outputs a string.
+
+`invent`
+ For an object: the `{value}` is a routine for outputting the object's
+ inventory listing, which is called twice. On the first call nothing has
+ been output; `inventory_stage` has the value 1, and the routine should
+ return `false` to continue, or `true` to stop processing and produce no
+ further output. On the second call the object's indefinite article and
+ short name have been output, but not any subsidiary information;
+ `inventory_stage` has the value 2, and the routine should return `false`
+ to continue, or `true` to stop processing and produce no further output.
+
+`life` ⊕
+ For an `animate` object: receives person-to-person actions (`Answer`,
+ `Ask`, `Attack`, `Give`, `Kiss`, `Order`, `Show`, `Tell`, `ThrowAt` and
+ `WakeOther`) for which this is the `{noun}`. The `{value}` is a routine
+ of structure similar to a `switch` statement, having cases for the
+ appropriate `{actions}` (and an optional default as well). The routine
+ should return `false` to continue, telling the player what has happened,
+ or `true` to stop processing the action and produce no further output.
+
+`list_together`
+
+ For an object: groups related objects when outputting an inventory or
+ room contents list. The `{value}` can be
+
+ * a `{number}`: all objects having this value are grouped;
+ * a `{string}`: all objects having this value are grouped as a count of
+ the string;
+ * a routine which is called twice. On the first call nothing has been
+ output; `inventory_stage` has the value 1, and the routine should
+ return `false` to continue, or `true` to stop processing and produce no
+ further output. On the second call the list has been output;
+ `inventory_stage` has the value 2, and there is no test on the return
+ value.
+
+`n_to`
+ See `d_to`.
+
+`name` ⊕
+ Defines a space-separated list of words which are added to the Inform
+ dictionary. Each word can be supplied in apostrophes '...' or quotes
+ "..."; in all other cases only words in apostrophes update the
+ dictionary.
+
+ For an object: identifies this object.
+
+ For a room: outputs "does not need to be referred to".
+
+`ne_to`
+ See `d_to`.
+
+`number`
+ For an object or room: the `{value}` is a general-purpose variable freely
+ available for use by the program. A `player` object must provide (but
+ not use) this variable.
+
+`nw_to`
+ See `d_to`.
+
+`orders` ⊕
+ For an `animate` or `talkable` object: the `{value}` is a routine called
+ to carry out the player's orders. The routine should return `false` to
+ continue, or `true` to stop processing the action and produce no further
+ output.
+
+`out_to`
+ See `d_to`.
+
+`parse_name`
+ For an object: the `{value}` is a routine called to parse an object's
+ name. The routine should return zero if the text makes no sense, -1 to
+ cause the parser to resume, or the positive number of words matched.
+
+`plural`
+ For an object: its plural form, when in the presence of others like it.
+ The `{value}` can be a string, or a routine which outputs a string.
+
+`react_after`
+ For an object: detects nearby actions - those which take place when this
+ object is in scope. The `{value}` is a routine invoked after the action
+ has happened, but before the player has been informed. See `after`.
+
+`react_before`
+ For an object: detects nearby actions - those which take place when this
+ object is in scope. The `{value}` is a routine invoked before the action
+ has happened. See `after`.
+
+`s_to`
+
+`se_to`
+ See `d_to`.
+
+`short_name`
+ For an object: an alternative or extended short name. The `{value}` can
+ be a string, or a routine which outputs a string. The routine should
+ return `false` to continue by outputting the object's *actual* short name
+ (from the head of the object definition), or `true` to stop processing
+ the action and produce no further output.
+
+`short_name_indef`
+ For a non-English object: the short name when preceded by an indefinite
+ object. The `{value}` can be a string, or a routine which outputs a
+ string.
+
+`sw_to`
+ See `d_to`.
+
+`time_left`
+ For a timer object: the `{value}` is a variable to hold the number of
+ turns left until this object's timer - activated and initialised by
+ `StartTimer({obj_id})` - counts down to zero and invokes the object's
+ `time_out` property.
+
+`time_out`
+ For a timer object: the `{value}` is a routine which is run when the
+ object's `time_left` value - initialised by `StartTimer({obj_id})`, and
+ not in the meantime cancelled by `StopTimer({obj_id})` - counts down to
+ zero.
+
+`u_to`
+
+`w_to`
+ See `d_to`.
+
+`when_closed`
+
+`when_open`
+ For a `container` or `door` object: used when including this object in a
+ room's long description. The `{value}` can be a string, or a routine
+ which outputs a string.
+
+`when_off`
+
+`when_on`
+ For a `switchable` object: used when including this object in a room's
+ long description. The `{value}` can be a string, or a routine which
+ outputs a string.
+
+`with_key`
+ For a `lockable` object: the `{obj_id}` (generally some kind of key)
+ needed to lock and unlock the object, or `nothing` if no key fits.
+
+Object attributes
+=================
+
+`absent`
+ For a floating object (one with a `found_in` property, which can
+ appear in many rooms): is no longer there.
+
+`animate`
+ For an object: is a living creature.
+
+`clothing`
+ For an object: can be worn.
+
+`concealed`
+ For an object: is present but hidden from view.
+
+`container`
+ For an object: other objects can be put in (but not on) it.
+
+`door`
+ For an object: is a door or bridge between rooms.
+
+`edible`
+ For an object: can be eaten.
+
+`enterable`
+ For an object: can be entered.
+
+`female`
+ For an `animate` object: is female.
+
+`general`
+ For an object or room: a general-purpose flag.
+
+`light`
+ For an object or room: is giving off light.
+
+`lockable`
+ For an object: can be locked; see the `with_key` property.
+
+`locked`
+ For an object: can't be opened.
+
+`male`
+ For an `animate` object: is male.
+
+`moved`
+ For an object: is being, or has been, taken by the player.
+
+`neuter`
+ For an `animate` object: is neither male nor female.
+
+`on`
+ For a `switchable` object: is switched on.
+
+`open`
+ For a `container` or door object: is open.
+
+`openable`
+ For a `container` or `door` object: can be opened.
+
+`pluralname`
+ For an object: is plural.
+
+`proper`
+ For an object: the short name is a proper noun, therefore not to be
+ preceded by "The" or "the".
+
+`scenery`
+ For an object: can't be taken; is not listed in a room description.
+
+`scored`
+ For an object: awards `OBJECT_SCORE` points when taken for the first
+ time. For a room: awards `ROOM_SCORE` points when visited for the
+ first time.
+
+`static`
+ For an object: can't be taken.
+
+`supporter`
+ For an object: other objects can be put on (but not in) it.
+
+`switchable`
+ For an object: can be switched off or on.
+
+`talkable`
+ For an object: can be addressed in "object, do this" style.
+
+`transparent`
+ For a `container` object: objects inside it are visible.
+
+`visited`
+ For a room: is being, or has been, visited by the player.
+
+`workflag`
+ Temporary internal flag, also available to the program.
+
+`worn`
+ For a `clothing` object: is being worn.
+
+Optional entry points
+=====================
+
+These routines, if you supply them, are called when shown.
+
+`AfterLife()`
+ Player has died; `deadflag=0` resurrects.
+
+`AfterPrompt()`
+ The ">" prompt has been output.
+
+`Amusing()`
+ Player has won; `AMUSING_PROVIDED` is defined.
+
+`BeforeParsing()`
+ The parser has input some text, set up the buffer and parse tables, and
+ initialised `wn` to 1.
+
+`ChooseObjects({object,flag})`
+ Parser has found "`ALL`" or an ambiguous noun phrase and decided that
+ `{object}` should be excluded (`flag` is 0), or included (`flag` is 1).
+ The routine should return 0 to let this stand, 1 to force inclusion, or 2
+ to force exclusion. If `flag` is 2, parser is undecided; routine should
+ return appropriate score 0..9.
+
+`DarkToDark()`
+ The player has gone from one dark room to another.
+
+`DeathMessage()`
+ The player has died; `deadflag` is 3 or more.
+
+`GamePostRoutine()`
+ Called after all actions.
+
+`GamePreRoutine()`
+ Called before all actions.
+
+`Initialise()`
+ **Mandatory; note British spelling**: called at start. Must set
+ `location`; can return 2 to suppress game banner.
+
+`InScope()`
+ Called during parsing.
+
+`LookRoutine()`
+ Called at the end of every `Look` description.
+
+`NewRoom()`
+ Called when room changes, before description is output.
+
+`ParseNoun({object})`
+ Called to parse the `{object}`\'s name.
+
+`ParseNumber({byte_array,length})`
+ Called to parse a number.
+
+`ParserError({number})`
+ Called to handle an error.
+
+`PrintRank()`
+ Completes the output of the score.
+
+`PrintTaskName({number})`
+ Prints the name of the task.
+
+`PrintVerb({addr})`
+ Called when an unusual verb is printed.
+
+`TimePasses()`
+ Called after every turn.
+
+`UnknownVerb()`
+ Called when an unusual verb is encountered.
+
+Group 1 actions
+===============
+
+Group 1 actions support the 'meta' verbs. These are the standard actions
+and their triggering verbs.
+
+============== =====================================================
+`CommandsOff` "`RECORDING OFF`"
+`CommandsOn` "`RECORDING [ON]`"
+`CommandsRead` "`REPLAY`"
+`FullScore` "`FULLSCORE`", "`FULL [SCORE]`"
+`LMode1` "`BRIEF`", "`NORMAL`"
+`LMode2` "`LONG`", "`VERBOSE`"
+`LMode3` "`SHORT`", "`SUPERBRIEF`"
+`NotifyOff` "`NOTIFY OFF`"
+`NotifyOn` "`NOTIFY [ON]`"
+`Objects` "`OBJECTS`"
+`Places` "`PLACES`"
+`Pronouns` "`[PRO]NOUNS`"
+`Quit` "`DIE`", "`Q[UIT]`"
+`Restart` "`RESTART`"
+`Restore` "`RESTORE`"
+`Save` "`CLOSE`"
+`Score` "`SCORE`"
+`ScriptOff` "`[TRAN]SCRIPT OFF`", "`NOSCRIPT`", "`UNSCRIPT`"
+`ScriptOn` "`[TRAN]SCRIPT [ON]`"
+`Verify` "`VERIFY`"
+`Version` "`VERSION`"
+============== =====================================================
+
+and the debug tools.
+
+=============== ===================================================
+`ActionsOff` "`ACTIONS OFF`"
+`ActionsOn` "`ACTIONS [ON]`"
+`ChangesOff` "`CHANGES OFF`"
+`ChangesOn` "`CHANGES [ON]`"
+`Gonear` "`GONEAR`"
+`Goto` "`GOTO`"
+`Predictable` "`RANDOM`"
+`RoutinesOff` "`MESSAGES OFF`", "`ROUTINES OFF`"
+`RoutinesOn` "`MESSAGES [ON]`", "`ROUTINES [ON]`"
+`Scope` "`SCOPE`"
+`Showobj` "`SHOWOBJ`"
+`Showverb` "`SHOWVERB`"
+`TimersOff` "`DAEMONS OFF`", "`TIMERS OFF`"
+`TimersOn` "`DAEMONS [ON]`", "`TIMERS [ON]`"
+`TraceLevel` "`TRACE number`"
+`TraceOff` "`TRACE OFF`"
+`TraceOn` "`TRACE [ON]`"
+`XAbstract` "`ABSTRACT`"
+`XPurloin` "`PURLOIN`"
+`XTree` "`TREE`"
+=============== ===================================================
+
+Group 2 actions
+===============
+
+Group 2 actions usually work, given the right circumstances.
+
+============= =============================================================
+`Close` "`CLOSE [UP]`", "`COVER [UP]`", "`SHUT [UP]`"
+`Disrobe` "`DISROBE`", "`DOFF`", "`REMOVE`", "`SHED`", "`TAKE OFF`"
+`Drop` "`DISCARD`", "`DROP`", "`PUT DOWN`", "`THROW`"
+`Eat` "`EAT`"
+`Empty` "`EMPTY [OUT]`"
+`EmptyT` "`EMPTY IN|INTO|ON|ONTO|TO`"
+`Enter` "`CROSS`", "`ENTER`", "`GET IN|INTO|ON|ONTO`",
+ "`GO IN|INSIDE|INTO|THROUGH`",
+ "`LEAVE IN|INSIDE|INTO|THROUGH`", "`LIE IN|INSIDE|ON`",
+ "`LIE ON TOP OF`",
+ "`RUN IN|INSIDE|INTO|THROUGH`", "`SIT IN|INSIDE|ON`",
+ "`SIT ON TOP OF`", "`STAND ON`",
+ "`WALK IN|INSIDE|INTO|THROUGH`"
+`Examine` "`CHECK,`" "`DESCRIBE`", "`EXAMINE`",
+ "`L[OOK] AT`", "`READ`", "`WATCH`", "`X`"
+`Exit` "`EXIT`", "`GET OFF|OUT|UP`",
+ "`LEAVE`", "`OUT[SIDE]`", "`STAND [UP]`"
+`GetOff` "`GET OFF`"
+`Give` "`FEED [TO]`", "`GIVE [TO]`", "`OFFER [TO]`", "`PAY [TO]`"
+`Go` "`GO`", "`LEAVE`", "`RUN`", "`WALK`"
+`GoIn` "`CROSS`", "`ENTER`", "`IN[SIDE]`"
+`Insert` "`DISCARD IN|INTO`",
+ "`DROP DOWN|IN|INTO`",
+ "`INSERT IN|INTO`",
+ "`PUT IN|INSIDE|INTO`",
+ "`THROW DOWN|IN|INTO`"
+`Inv` "`I[NV]`", "`INVENTORY`", "`TAKE INVENTORY`"
+`InvTall` "`I[NV] TALL`", "`INVENTORY TALL`"
+`InvWide` "`I[NV] WIDE`", "`INVENTORY WIDE`"
+`Lock` "`LOCK WITH`"
+`Look` "`L[OOK]`"
+`Open` "`OPEN`", "`UNCOVER`", "`UNDO`", "`UNWRAP`"
+`PutOn` "`DISCARD ON|ONTO`",
+ "`DROP ON|ONTO`",
+ "`PUT ON|ONTO`",
+ "`THROW ON|ONTO`"
+`Remove` "`GET FROM`", "`REMOVE FROM`", "`TAKE FROM|OFF`"
+`Search` "`L[OOK] IN|INSIDE|INTO|THROUGH`", "`SEARCH`"
+`Show` "`DISPLAY [TO]`", "`PRESENT [TO]`", "`SHOW [TO]`"
+`SwitchOff` "`CLOSE OFF`", "`SCREW OFF`",
+ "`SWITCH OFF`", "`TURN OFF`",
+ "`TWIST OFF`"
+`SwitchOn` "`SCREW ON`", "`SWITCH ON`",
+ "`TURN ON`", "`TWIST ON`"
+`Take` "`CARRY`", "`GET`", "`HOLD`",
+ "`PEEL [OFF]`", "`PICK UP`",
+ "`REMOVE`", "`TAKE`"
+`Transfer` "`CLEAR TO`", "`MOVE TO`",
+ "`PRESS TO`", "`PUSH TO`",
+ "`SHIFT TO`", "`TRANSFER TO`"
+`Unlock` "`OPEN WITH`", "`UNDO WITH`",
+ "`UNLOCK WITH`"
+`VagueGo` "`GO`", "`LEAVE`", "`RUN`", "`WALK`"
+`Wear` "`DON`", "`PUT ON`", "`WEAR`"
+============= =============================================================
+
+Group 3 actions
+===============
+
+Group 3 actions are by default stubs which output a message and stop at the
+"before" stage (so there is no "after" stage).
+
+============= =============================================================
+`Answer` "`ANSWER TO`", "`SAY TO`",
+ "`SHOUT TO`", "`SPEAK TO`"
+`Ask` "`ASK ABOUT`"
+`AskFor` "`ASK FOR`"
+`Attack` "`ATTACK`", "`BREAK`", "`CRACK`",
+ "`DESTROY`", "`FIGHT`", "`HIT`",
+ "`KILL`", "`MURDER`", "`PUNCH`",
+ "`SMASH`", "`THUMP`", "`TORTURE`",
+ "`WRECK`"
+`Blow` "`BLOW`"
+`Burn` "`BURN [WITH]`", "`LIGHT [WITH]`"
+`Buy` "`BUY`" "`PURCHASE`"
+`Climb` "`CLIMB [OVER|UP]`", "`SCALE`"
+`Consult` "`CONSULT ABOUT|ON`",
+ "`LOOK UP IN`",
+ "`READ ABOUT IN`", "`READ IN`"
+`Cut` "`CHOP,`" "`CUT`", "`PRUNE`", "`SLICE`"
+`Dig` "`DIG [WITH]`"
+`Drink` "`DRINK`", "`SIP`", "`SWALLOW`"
+`Fill` "`FILL`"
+`Jump` "`HOP`", "`JUMP`", "`SKIP`"
+`JumpOver` "`HOP OVER`", "`JUMP OVER`", "`SKIP OVER`"
+`Kiss` "`EMBRACE`", "`HUG`", "`KISS`"
+`Listen` "`HEAR`", "`LISTEN [TO]`"
+`LookUnder` "`LOOK UNDER`"
+`Mild` Various mild swearwords.
+`No` "`NO`"
+`Pray` "`PRAY`"
+`Pull` "`DRAG`" "`PULL`"
+`Push` "`CLEAR`", "`MOVE`", "`PRESS`",
+ "`PUSH`", "`SHIFT`"
+`PushDir` "`CLEAR`", "`MOVE`", "`PRESS`",
+ "`PUSH`", "`SHIFT`"
+`Rub` "`CLEAN`", "`DUST`", "`POLISH`",
+ "`RUB`", "`SCRUB`", "`SHINE`",
+ "`SWEEP`", "`WIPE`"
+`Set` "`ADJUST`", "`SET`"
+`SetTo` "`ADJUST TO`", "`SET TO`"
+`Sing` "`SING`"
+`Sleep` "`NAP`", "`SLEEP`"
+`Smell` "`SMELL`", "`SNIFF`"
+`Sorry` "`SORRY`"
+`Squeeze` "`SQUASH`", "`SQUEEZE`"
+`Strong` Various strong swearwords.
+`Swim` "`DIVE`", "`SWIM`"
+`Swing` "`SWING [ON]`"
+`Taste` "`TASTE`"
+`Tell` "`TELL ABOUT`"
+`Think` "`THINK`"
+`ThrowAt` "`THROW AGAINST|AT|ON|ONTO`"
+`Tie` "`ATTACH [TO]`", "`FASTEN [TO]`",
+ "`FIX [TO]`", "`TIE [TO]`"
+`Touch` "`FEEL,`" "`FONDLE`", "`GROPE`", "`TOUCH`"
+`Turn` "`ROTATE`", "`SCREW`", "`TURN`",
+ "`TWIST`", "`UNSCREW`"
+`Wait` "`WAIT`" "`Z`"
+`Wake` "`AWAKE[N]`", "`WAKE [UP]`"
+`WakeOther` "`AWAKE[N]`", "`WAKE [UP]`"
+`Wave` "`WAVE`"
+`WaveHands` "`WAVE`"
+`Yes` "`Y[ES]`"
+============= =============================================================
+
+Fake actions
+============
+
+Fake actions handle some special cases, or represent "real" actions from
+the viewpoint of the second object.
+
+================ ========================================================
+`LetGo` Generated by `Remove`.
+`ListMiscellany` Outputs a range of inventory messages.
+`Miscellany` Outputs a range of utility messages.
+`NotUnderstood` Generated when parser fails to interpret some `orders`.
+`Order` Receives things not handled by `orders`.
+`PluralFound` Tells the parser that `parse_name()` has identified a
+ plural object.
+`Prompt` Outputs the prompt, normally ">".
+`Receive` Generated by `Insert` and `PutOn`.
+`TheSame` Generated when parser can't distinguish between two
+ objects.
+`ThrownAt` Generated by `ThrowAt`.
+================ ========================================================