1 ! ==============================================================================
2 ! PARSER: Front end to parser.
4 ! Supplied for use with Inform 6 -- Release 6.12.3 -- Serial number 190320
6 ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2019
8 ! This file is free software: you can redistribute it and/or modify
9 ! it under the terms of the GNU Affero General Public License as
10 ! published by the Free Software Foundation, either version 3 of the
11 ! License, or (at your option) any later version.
13 ! This file is distributed in the hope that it will be useful, but
14 ! WITHOUT ANY WARRANTY; without even the implied warranty of
15 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 ! Affero General Public License for more details.
18 ! You should have received a copy of the GNU Affero General Public
19 ! License along with this program. If not, see
20 ! https://gnu.org/licenses/
22 ! In your game file, Include three library files in this order:
27 ! ------------------------------------------------------------------------------
28 ! Inclusion of "linklpa" (which defines properties and attributes)
29 ! Global variables, constants and arrays
30 ! 1: outside of the parser
31 ! 2: used within the parser
32 ! Inclusion of natural language definition file
33 ! (which creates a compass and direction-objects)
34 ! Darkness and player objects
35 ! Definition of grammar token numbering system used by Inform
37 ! The InformParser object
39 ! level 0: outer shell, conversation, errors
43 ! 4: scope and ambiguity resolving
44 ! 5: object comparisons
46 ! 7: reading words and moving tables about
49 ! The InformLibrary object
52 ! end of turn sequence
53 ! scope looping, before/after sequence, sending messages out
54 ! timers, daemons, time of day, score notification
56 ! changing player personality
57 ! tracing code (only present if DEBUG is set)
59 ! Status line printing, menu display
60 ! Printing object names with articles
61 ! Miscellaneous utility routines
62 ! Game banner, "version" verb, run-time errors
63 ! ==============================================================================
67 #Ifndef LIBRARY_STAGE; ! This file is the first one to define LIBRARY_STAGE.
68 ! "This file already included" <=> "LIBRARY_STAGE exists"
70 ! ------------------------------------------------------------------------------
73 Message fatalerror "*** Library 6.12.3 needs Inform v6.33 or later to work ***";
76 Constant LibSerial "190320";
77 Constant LibRelease "6.12.3pre";
78 Constant LIBRARY_VERSION 612;
79 Constant Grammar__Version 2;
81 Constant BEFORE_PARSER 10;
82 Constant AFTER_PARSER 20;
83 Constant AFTER_VERBLIB 30;
84 Constant AFTER_GRAMMAR 40;
86 Constant LIBRARY_STAGE = BEFORE_PARSER;
88 Default COMMENT_CHARACTER '*';
94 #Ifndef WORDSIZE; ! compiling with Z-code only compiler
95 Default TARGET_ZCODE 0;
99 #Ifdef TARGET_ZCODE; ! offsets into Z-machine header
101 Constant HDR_ZCODEVERSION $00; ! byte
102 Constant HDR_TERPFLAGS $01; ! byte
103 Constant HDR_GAMERELEASE $02; ! word
104 Constant HDR_HIGHMEMORY $04; ! word
105 Constant HDR_INITIALPC $06; ! word
106 Constant HDR_DICTIONARY $08; ! word
107 Constant HDR_OBJECTS $0A; ! word
108 Constant HDR_GLOBALS $0C; ! word
109 Constant HDR_STATICMEMORY $0E; ! word
110 Constant HDR_GAMEFLAGS $10; ! word
111 Constant HDR_GAMESERIAL $12; ! six ASCII characters
112 Constant HDR_ABBREVIATIONS $18; ! word
113 Constant HDR_FILELENGTH $1A; ! word
114 Constant HDR_CHECKSUM $1C; ! word
115 Constant HDR_TERPNUMBER $1E; ! byte
116 Constant HDR_TERPVERSION $1F; ! byte
117 Constant HDR_SCREENHLINES $20; ! byte
118 Constant HDR_SCREENWCHARS $21; ! byte
119 Constant HDR_SCREENWUNITS $22; ! word
120 Constant HDR_SCREENHUNITS $24; ! word
121 Constant HDR_FONTWUNITS $26; ! byte
122 Constant HDR_FONTHUNITS $27; ! byte
123 Constant HDR_ROUTINEOFFSET $28; ! word
124 Constant HDR_STRINGOFFSET $2A; ! word
125 Constant HDR_BGCOLOUR $2C; ! byte
126 Constant HDR_FGCOLOUR $2D; ! byte
127 Constant HDR_TERMCHARS $2E; ! word
128 Constant HDR_PIXELSTO3 $30; ! word
129 Constant HDR_TERPSTANDARD $32; ! two bytes
130 Constant HDR_ALPHABET $34; ! word
131 Constant HDR_EXTENSION $36; ! word
132 Constant HDR_UNUSED $38; ! two words
133 Constant HDR_INFORMVERSION $3C; ! four ASCII characters
135 #Ifnot; ! TARGET_GLULX ! offsets into Glulx header and start of ROM
137 Constant HDR_MAGICNUMBER $00; ! long word
138 Constant HDR_GLULXVERSION $04; ! long word
139 Constant HDR_RAMSTART $08; ! long word
140 Constant HDR_EXTSTART $0C; ! long word
141 Constant HDR_ENDMEM $10; ! long word
142 Constant HDR_STACKSIZE $14; ! long word
143 Constant HDR_STARTFUNC $18; ! long word
144 Constant HDR_DECODINGTBL $1C; ! long word
145 Constant HDR_CHECKSUM $20; ! long word
146 Constant ROM_INFO $24; ! four ASCII characters
147 Constant ROM_MEMORYLAYOUT $28; ! long word
148 Constant ROM_INFORMVERSION $2C; ! four ASCII characters
149 Constant ROM_COMPVERSION $30; ! four ASCII characters
150 Constant ROM_GAMERELEASE $34; ! short word
151 Constant ROM_GAMESERIAL $36; ! six ASCII characters
161 Fake_Action ThrownAt;
164 Fake_Action PluralFound;
165 Fake_Action ListMiscellany;
166 Fake_Action Miscellany;
168 Fake_Action NotUnderstood;
176 ! ------------------------------------------------------------------------------
178 [ Main; InformLibrary.play(); ];
180 ! ------------------------------------------------------------------------------
192 ! ------------------------------------------------------------------------------
193 ! Global variables and their associated Constant and Array declarations
194 ! ------------------------------------------------------------------------------
196 Global location = InformLibrary; ! Must be first global defined
197 Global sline1; ! Must be second
198 Global sline2; ! Must be third
199 ! (for status line display)
201 ! ------------------------------------------------------------------------------
202 ! Z-Machine and interpreter issues
203 ! ------------------------------------------------------------------------------
206 Global top_object; ! Largest valid number of any tree object
207 ! ### these globals are not meaningful... well, maybe standard_interpreter,
208 ! but I'll decide that later (AP).
209 Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant
211 #Endif; ! TARGET_ZCODE
213 Global standard_interpreter; ! The version number of the Z-Machine Standard which the
214 ! interpreter claims to support, in form (upper byte).(lower)
216 Global undo_flag; ! Can the interpreter provide "undo"?
217 Global just_undone; ! Can't have two successive UNDOs
219 Global transcript_mode; ! true when game scripting is on
222 Global xcommsdir; ! true if command recording is on
223 #Endif; ! TARGET_ZCODE
226 Constant GG_MAINWIN_ROCK 201;
227 Constant GG_STATUSWIN_ROCK 202;
228 Constant GG_QUOTEWIN_ROCK 203;
229 Constant GG_SAVESTR_ROCK 301;
230 Constant GG_SCRIPTSTR_ROCK 302;
231 Constant GG_COMMANDWSTR_ROCK 303;
232 Constant GG_COMMANDRSTR_ROCK 304;
233 Constant GG_SCRIPTFREF_ROCK 401;
234 Array gg_event --> 4;
236 Array gg_arguments buffer 28;
238 Array gg_arguments --> 8;
240 Global gg_mainwin = 0;
241 Global gg_statuswin = 0;
242 Global gg_quotewin = 0;
243 Global gg_scriptfref = 0;
244 Global gg_scriptstr = 0;
245 Global gg_savestr = 0;
246 Global gg_commandstr = 0;
247 Global gg_command_reading = 0; ! true if gg_commandstr is being replayed
248 #Endif; ! TARGET_GLULX
250 Global gg_statuswin_cursize = 0;
251 Global gg_statuswin_size = 1;
253 ! ------------------------------------------------------------------------------
255 ! (for linkage reasons, the task_* arrays are created not here but in verblib.h)
256 ! ------------------------------------------------------------------------------
258 #Ifndef sys_statusline_flag;
259 Global sys_statusline_flag = 0; ! non-zero if status line displays time
263 Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform
266 Global turns = START_MOVE; ! Number of turns of play so far
267 Global the_time = NULL; ! Current time (in minutes since midnight)
268 Global time_rate = 1; ! How often time is updated
269 Global time_step; ! By how much
272 Constant MAX_TIMERS 32; ! Max number timers/daemons active at once
274 Array the_timers --> MAX_TIMERS;
275 Global active_timers; ! Number of timers/daemons actives
277 Global score; ! The current score
278 Global last_score; ! Score last turn (for testing for changes)
279 Global notify_mode = true; ! Score notification
280 Global places_score; ! Contribution to score made by visiting
281 Global things_score; ! Contribution made by acquisition
283 ! ------------------------------------------------------------------------------
285 ! ------------------------------------------------------------------------------
287 Global player; ! Which object the human is playing through
288 Global deadflag; ! Normally 0, or false; 1 for dead
289 ! 2 for victorious, and higher numbers
290 ! represent exotic forms of death
292 ! ------------------------------------------------------------------------------
293 ! Light and room descriptions
294 ! ------------------------------------------------------------------------------
296 Global lightflag = true; ! Is there currently light to see by?
297 Global real_location; ! When in darkness, location = thedark
298 ! and this holds the real location
299 Global prev_location; ! The previous value of real_location
300 Global visibility_ceiling; ! Highest object in tree visible from the
301 ! player's point of view (usually the room,
302 ! sometimes darkness, sometimes a closed
303 ! non-transparent container).
305 Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief
307 Global print_player_flag; ! If set, print something like "(as Fred)"
308 ! in room descriptions, to reveal whom the
309 ! player is playing through
310 Global lastdesc; ! Value of location at time of most recent
311 ! room description printed out
313 ! ------------------------------------------------------------------------------
314 ! List writing (style bits are defined as Constants in "verblibm.h")
315 ! ------------------------------------------------------------------------------
317 Global c_style; ! Current list-writer style
318 Global lt_value; ! Common value of list_together
319 Global listing_together; ! Object number of one member of a group
320 ! being listed together
321 Global listing_size; ! Size of such a group
322 Global wlf_indent; ! Current level of indentation printed by
325 Global inventory_stage = 1; ! 1 or 2 according to the context in which
326 ! "invent" routines of objects are called
327 Global inventory_style; ! List-writer style currently used while
328 ! printing inventories
329 ! ------------------------------------------------------------------------------
331 ! ------------------------------------------------------------------------------
333 Global pretty_flag = true; ! Use character graphics, or plain text?
334 Global menu_nesting; ! Level of nesting (0 = root menu)
335 Global menu_item; ! These are used in communicating
336 Global item_width = 8; ! with the menu-creating routines
337 Global item_name = "---";
339 Global lm_n; ! Parameters used by LibraryMessages
340 Global lm_o; ! mechanism
344 Constant DEBUG_MESSAGES $0001;
345 Constant DEBUG_ACTIONS $0002;
346 Constant DEBUG_TIMERS $0004;
347 Constant DEBUG_CHANGES $0008;
348 Constant DEBUG_VERBOSE $0080;
349 Global debug_flag; ! Bitmap of flags for tracing actions,
350 ! calls to object routines, etc.
351 Global x_scope_count; ! Used in printing a list of everything
352 #Endif; ! DEBUG ! in scope
354 ! five for colour control
355 ! see http://www.inform-fiction.org/patches/L61007.html
356 ! To enable colour define a constant or Global: COLOR or COLOUR
357 !Global clr_on; ! has colour been enabled by the player?
359 Global clr_fg = 1; ! foreground colour
360 Global clr_bg = 1; ! background colour
361 Global clr_fgstatus = 1; ! foreground colour of statusline
362 Global clr_bgstatus = 1; ! background colour of statusline
364 Global statuswin_current; ! if writing to top window
366 Constant CLR_CURRENT 0;
367 Constant CLR_DEFAULT 1;
368 Constant CLR_BLACK 2;
370 Constant CLR_GREEN 4;
371 Constant CLR_YELLOW 5;
373 Constant CLR_MAGENTA 7;
375 Constant CLR_WHITE 9;
376 Constant CLR_PURPLE 7;
377 Constant CLR_AZURE 8;
380 Constant WIN_STATUS 1;
383 ! ------------------------------------------------------------------------------
385 ! ------------------------------------------------------------------------------
387 Global action; ! Action currently being asked to perform
388 Global inp1; ! 0 (nothing), 1 (number) or first noun
389 Global inp2; ! 0 (nothing), 1 (number) or second noun
390 Global noun; ! First noun or numerical value
391 Global second; ! Second noun or numerical value
393 Global keep_silent; ! If true, attempt to perform the action
394 ! silently (e.g. for implicit takes,
395 ! implicit opening of unlocked doors)
397 Global reason_code; ! Reason for calling a "life" rule
398 ! (an action or fake such as ##Kiss)
400 Global receive_action; ! Either ##PutOn or ##Insert, whichever is
401 ! action being tried when an object's
402 ! "before" rule is checking "Receive"
404 Global no_implicit_actions; ! Don't implicitly do things.
406 ! ==============================================================================
407 ! Parser variables: first, for communication to the parser
408 ! ------------------------------------------------------------------------------
410 Global parser_trace = 0; ! Set this to 1 to make the parser trace
412 Global parser_action; ! For the use of the parser when calling
413 Global parser_one; ! user-supplied routines
415 Array inputobjs --> 16; ! For parser to write its results in
416 Global parser_inflection; ! A property (usually "name") to find
418 Global parser_inflection_func; ! Programmer sets this to true when
419 ! parser_infection is a function
421 ! ------------------------------------------------------------------------------
423 ! ------------------------------------------------------------------------------
425 Global actor; ! Person asked to do something
426 Global actors_location; ! Like location, but for the actor
427 Global meta; ! Verb is a meta-command (such as "save")
430 Global infix_verb; ! Verb is an Infix command
433 Array multiple_object --> 64; ! List of multiple parameters
434 Global multiflag; ! Multiple-object flag passed to actions
435 ! Also used to prevent misleading MULTI_PE
436 Global toomany_flag; ! Flag for "multiple match too large"
437 ! (e.g. if "take all" took over 100 things)
439 Global special_word; ! Dictionary address for "special" token
440 Global special_number; ! Number typed for "special" token
441 Global parsed_number; ! For user-supplied parsing routines
442 Global consult_from; ! Word that a "consult" topic starts on
443 Global consult_words; ! ...and number of words in topic
444 Global asking_player; ! True during disambiguation question
446 ! ------------------------------------------------------------------------------
448 ! ------------------------------------------------------------------------------
450 Global notheld_mode; ! To do with implicit taking
451 Global onotheld_mode; ! "old copy of notheld_mode", ditto
452 Global not_holding; ! Object to be automatically taken as an
454 Array kept_results --> 16; ! Delayed command (while the take happens)
456 ! ------------------------------------------------------------------------------
457 ! Error numbers when parsing a grammar line
458 ! ------------------------------------------------------------------------------
460 Global etype; ! Error number on current line
461 Global best_etype; ! Preferred error number so far
462 Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed
464 Constant STUCK_PE = 1;
465 Constant UPTO_PE = 2;
466 Constant NUMBER_PE = 3;
467 Constant CANTSEE_PE = 4;
468 Constant TOOLIT_PE = 5;
469 Constant NOTHELD_PE = 6;
470 Constant MULTI_PE = 7;
471 Constant MMULTI_PE = 8;
472 Constant VAGUE_PE = 9;
473 Constant EXCEPT_PE = 10;
474 Constant ANIMA_PE = 11;
475 Constant VERB_PE = 12;
476 Constant SCENERY_PE = 13;
477 Constant ITGONE_PE = 14;
478 Constant JUNKAFTER_PE = 15;
479 Constant TOOFEW_PE = 16;
480 Constant NOTHING_PE = 17;
481 Constant ASKSCOPE_PE = 18;
483 ! ------------------------------------------------------------------------------
484 ! Pattern-matching against a single grammar line
485 ! ------------------------------------------------------------------------------
487 Array pattern --> 32; ! For the current pattern match
488 Global pcount; ! and a marker within it
489 Array pattern2 --> 32; ! And another, which stores the best match
490 Global pcount2; ! so far
491 Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text
493 Array line_ttype-->32; ! For storing an analysed grammar line
494 Array line_tdata-->32;
495 Array line_token-->32;
497 Global parameters; ! Parameters (objects) entered so far
498 Global nsns; ! Number of special_numbers entered so far
499 Global special_number1; ! First number, if one was typed
500 Global special_number2; ! Second number, if two were typed
502 ! ------------------------------------------------------------------------------
503 ! Inferences and looking ahead
504 ! ------------------------------------------------------------------------------
506 Global params_wanted; ! Number of parameters needed
507 ! (which may change in parsing)
509 Global inferfrom; ! The point from which the rest of the
510 ! command must be inferred
511 Global inferword; ! And the preposition inferred
512 Global dont_infer; ! Another dull flag
513 Global no_infer_message = false; ! Use in ChooseObjects to suppress
514 ! an inference message.
516 Global action_to_be; ! (If the current line were accepted.)
517 Global action_reversed; ! (Parameters would be reversed in order.)
518 Global advance_warning; ! What a later-named thing will be
520 ! ------------------------------------------------------------------------------
521 ! At the level of individual tokens now
522 ! ------------------------------------------------------------------------------
524 Global found_ttype; ! Used to break up tokens into type
525 Global found_tdata; ! and data (by AnalyseToken)
526 Global token_filter; ! For noun filtering by user routines
528 Global length_of_noun; ! Set by NounDomain to no of words in noun
531 Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply
533 #Ifnot; ! TARGET_GLULX
534 Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses
535 ! to REPARSE_CODE for some purposes and
536 ! expects the result to be greater than
537 ! REPARSE_CODE (signed comparison).
538 ! So Glulx Inform is limited to a single
539 ! gigabyte of storage, for the moment.
542 Global lookahead; ! The token after the one now being matched
544 Global multi_mode; ! Multiple mode
545 Global multi_wanted; ! Number of things needed in multitude
546 Global multi_had; ! Number of things actually found
547 Global multi_context; ! What token the multi-obj was accepted for
549 Global indef_mode; ! "Indefinite" mode - ie, "take a brick"
551 Global indef_type; ! Bit-map holding types of specification
552 Global indef_wanted; ! Number of items wanted (100 for all)
553 Global indef_guess_p; ! Plural-guessing flag
554 Global indef_owner; ! Object which must hold these items
555 Global indef_cases; ! Possible gender and numbers of them
556 Global indef_possambig; ! Has a possibly dangerous assumption
557 ! been made about meaning of a descriptor?
558 Global indef_nspec_at; ! Word at which a number like "two" was
559 ! parsed (for backtracking)
560 Global allow_plurals; ! Whether plurals presently allowed or not
562 Global take_all_rule; ! Slightly different rules apply to
563 ! "take all" than other uses of multiple
564 ! objects, to make adjudication produce
565 ! more pragmatically useful results
566 ! (Not a flag: possible values 0, 1, 2)
568 Global dict_flags_of_noun; ! Of the noun currently being parsed
569 ! (a bitmap in #dict_par1 format)
570 Constant DICT_VERB $01;
571 Constant DICT_META $02;
572 Constant DICT_PLUR $04;
573 Constant DICT_PREP $08;
574 Constant DICT_X654 $70;
575 Constant DICT_NOUN $80;
577 Global pronoun_word; ! Records which pronoun ("it", "them", ...)
579 Global pronoun_obj; ! And what obj it was thought to refer to
580 Global pronoun__word; ! Saved value
581 Global pronoun__obj; ! Saved value
583 ! ------------------------------------------------------------------------------
584 ! Searching through scope and parsing "scope=Routine" grammar tokens
585 ! ------------------------------------------------------------------------------
587 Constant PARSING_REASON = 0; ! Possible reasons for searching scope
588 Constant TALKING_REASON = 1;
589 Constant EACH_TURN_REASON = 2;
590 Constant REACT_BEFORE_REASON = 3;
591 Constant REACT_AFTER_REASON = 4;
592 Constant LOOPOVERSCOPE_REASON = 5;
593 Constant TESTSCOPE_REASON = 6;
595 Global scope_reason = PARSING_REASON; ! Current reason for searching scope
597 Global scope_token; ! For "scope=Routine" grammar tokens
599 Global scope_stage; ! 1, 2 then 3
601 Global ats_flag = 0; ! For AddToScope routines
604 Global placed_in_flag; ! To do with PlaceInScope
606 ! ------------------------------------------------------------------------------
607 ! The match list of candidate objects for a given token
608 ! ------------------------------------------------------------------------------
610 Constant MATCH_LIST_SIZE = 64;
611 Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far
612 Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them
613 Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them
614 Global number_matched; ! How many items in it? (0 means none)
615 Global number_of_classes; ! How many equivalence classes?
616 Global match_length; ! How many words long are these matches?
618 Global match_from; ! At what word of the input do they begin?
619 Global bestguess_score; ! What did the best-guess object score?
621 ! ------------------------------------------------------------------------------
622 ! Low level textual manipulation
623 ! ------------------------------------------------------------------------------
627 ! 'buffer' holds the input line as typed by the player
629 ! buffer->0 INPUT_BUFFER_LEN - WORDSIZE
630 ! buffer->1 Number of characters input by player
631 ! buffer->2 ... buffer->121 The actual characters
632 ! buffer->122 Spare byte to allow for 'terp bugs
634 ! 'parse' holds the result of parsing that line into dictionary words
636 ! parse->0 MAX_BUFFER_WORDS
637 ! parse->1 Number of words input by player
639 ! parse-->1 Dictionary addr of first input word
640 ! parse->4 Number of characters in the word
641 ! parse->5 Start position in 'buffer' of the word
643 ! parse-->3 parse->8,9 Same data for second input word
645 ! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word
646 ! parse->62,63,64 Spare bytes (not sure why)
649 Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars
650 Constant MAX_BUFFER_WORDS = 15; ! Limit on input words
652 Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input
653 Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions
654 Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN"
657 Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer'
658 Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2'
660 Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
661 Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
664 #Ifnot; ! TARGET_GLULX
666 ! 'buffer' holds the input line as typed by the player
668 ! buffer-->0 Number of characters input by player
669 ! buffer->4 ... buffer->259 The actual characters
671 ! 'parse' holds the result of parsing that line into dictionary words
673 ! parse-->0 Number of words input by player
675 ! parse-->1 Dictionary addr of first input word
676 ! parse-->2 Number of characters in the word
677 ! parse-->3 Start position in 'buffer' of the word
679 ! parse-->4,5,6 Same data for second input word
681 ! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word
683 Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars
684 Constant MAX_BUFFER_WORDS = 20; ! Limit on input words
687 Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input
688 Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions
689 Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN"
691 Array buffer -> INPUT_BUFFER_LEN;
692 Array buffer2 -> INPUT_BUFFER_LEN;
693 Array buffer3 -> INPUT_BUFFER_LEN;
695 Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer'
696 Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2'
700 Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute
701 ! for commas in parse buffers
703 Global wn; ! Word number within "parse" (from 1)
704 Global num_words; ! Number of words typed
705 Global num_desc; ! Number of descriptors typed
706 Global verb_word; ! Verb word (eg, take in "take all" or
707 ! "dwarf, take all") - address in dict
708 Global verb_wordnum; ! its number in typing order (eg, 1 or 3)
709 Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the
710 ! above if user's routines match multi-word verbs)
712 Global oops_from; ! The "first mistake" word number
713 Global saved_oops; ! Used in working this out
715 Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine
716 Array oops_workspace -> OOPS_WORKSPACE_LEN;
718 Global held_back_mode; ! Flag: is there some input from last time
719 Global hb_wn; ! left over? (And a save value for wn.)
720 ! (Used for full stops and "then".)
722 Global caps_mode; ! Keep track of (The) with 'proper' caps
723 Global print_anything_result; ! Return value from a PrintAny() routine
724 Global initial_lookmode; ! Default, or set in Initialise()
725 Global before_first_turn; ! True until after initial LOOK
727 ! ----------------------------------------------------------------------------
729 Array PowersOfTwo_TB ! Used in converting case numbers to case
730 --> $$100000000000 ! bitmaps
743 ! ============================================================================
744 ! Constants, and one variable, needed for the language definition file
745 ! ----------------------------------------------------------------------------
747 Constant POSSESS_PK = $100;
748 Constant DEFART_PK = $101;
749 Constant INDEFART_PK = $102;
750 Global short_name_case;
753 Global dict_entry_size;
756 ! ----------------------------------------------------------------------------
758 Include "language__"; ! The natural language definition, whose filename is taken from
759 ! the ICL language_name variable
761 ! ----------------------------------------------------------------------------
763 #Ifndef LanguageCases;
764 Constant LanguageCases = 1;
765 #Endif; ! LanguageCases
767 ! ------------------------------------------------------------------------------
768 ! Pronouns support for the cruder (library 6/2 and earlier) version:
769 ! only needed in English
770 ! ------------------------------------------------------------------------------
772 #Ifdef EnglishNaturalLanguage;
773 Global itobj = NULL; ! The object which is currently "it"
774 Global himobj = NULL; ! The object which is currently "him"
775 Global herobj = NULL; ! The object which is currently "her"
777 Global old_itobj = NULL; ! The object which is currently "it"
778 Global old_himobj = NULL; ! The object which is currently "him"
779 Global old_herobj = NULL; ! The object which is currently "her"
780 #Endif; ! EnglishNaturalLanguage
782 ! ============================================================================
783 ! For present and past tenses
784 ! ----------------------------------------------------------------------------
785 Constant PRESENT_TENSE 0;
786 Constant PAST_TENSE 1;
788 ! ============================================================================
789 ! For InformLibrary.actor_act() to control what happens when it aborts.
790 ! ----------------------------------------------------------------------------
791 Constant ACTOR_ACT_OK 0;
792 Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1;
793 Constant ACTOR_ACT_ABORT_ORDER 2;
795 ! ============================================================================
796 ! "Darkness" is not really a place: but it has to be an object so that the
797 ! location-name on the status line can be "Darkness".
798 ! ----------------------------------------------------------------------------
800 Object thedark "(darkness object)"
802 short_name DARKNESS__TX,
803 description [; return L__M(##Miscellany, 17); ];
805 ! If you want to use the third-person of the narrative voice, you will
806 ! need to replace this selfobj with your own.
809 with name ',a' ',b' ',c' ',d' ',e',
810 short_name YOURSELF__TX,
811 description [; return L__M(##Miscellany, 19); ],
825 narrative_tense PRESENT_TENSE,
828 before_implicit [;Take: return 2;],
829 has concealed animate proper transparent;
831 SelfClass selfobj "(self object)";
833 ! ============================================================================
834 ! The definition of the token-numbering system used by Inform.
835 ! ----------------------------------------------------------------------------
837 Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal
838 Constant ELEMENTARY_TT = 1; ! (one of those below)
839 Constant PREPOSITION_TT = 2; ! e.g. 'into'
840 Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature
841 Constant ATTR_FILTER_TT = 4; ! e.g. edible
842 Constant SCOPE_TT = 5; ! e.g. scope=Spells
843 Constant GPR_TT = 6; ! a general parsing routine
845 Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and
846 Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to
847 Constant MULTI_TOKEN = 2; ! encode them
848 Constant MULTIHELD_TOKEN = 3;
849 Constant MULTIEXCEPT_TOKEN = 4;
850 Constant MULTIINSIDE_TOKEN = 5;
851 Constant CREATURE_TOKEN = 6;
852 Constant SPECIAL_TOKEN = 7;
853 Constant NUMBER_TOKEN = 8;
854 Constant TOPIC_TOKEN = 9;
857 Constant GPR_FAIL = -1; ! Return values from General Parsing
858 Constant GPR_PREPOSITION = 0; ! Routines
859 Constant GPR_NUMBER = 1;
860 Constant GPR_MULTIPLE = 2;
861 Constant GPR_REPARSE = REPARSE_CODE;
862 Constant GPR_NOUN = $ff00;
863 Constant GPR_HELD = $ff01;
864 Constant GPR_MULTI = $ff02;
865 Constant GPR_MULTIHELD = $ff03;
866 Constant GPR_MULTIEXCEPT = $ff04;
867 Constant GPR_MULTIINSIDE = $ff05;
868 Constant GPR_CREATURE = $ff06;
870 Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
872 #Iftrue (Grammar__Version == 1);
874 [ AnalyseToken token m;
876 if (token < 0) { found_ttype = ILLEGAL_TT; return; }
877 if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
878 if (token < 15) { found_ttype = ILLEGAL_TT; return; }
879 if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
880 if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
881 found_tdata = token - 16;
884 if (token < 80) { found_ttype = GPR_TT;
885 found_tdata = #preactions_table-->(token-48);
888 if (token < 128) { found_ttype = SCOPE_TT;
889 found_tdata = #preactions_table-->(token-80);
892 if (token < 180) { found_ttype = ATTR_FILTER_TT;
893 found_tdata = token - 128;
897 found_ttype = PREPOSITION_TT;
898 m = #adjectives_table;
900 if (token == m-->1) { found_tdata = m-->0; return; }
903 m = #adjectives_table; RunTimeError(1);
907 [ UnpackGrammarLine line_address i m;
908 for (i=0 : i<32 : i++) {
909 line_token-->i = ENDIT_TOKEN;
910 line_ttype-->i = ELEMENTARY_TT;
911 line_tdata-->i = ENDIT_TOKEN;
913 for (i=0 : i<=5 : i++) {
914 line_token-->i = line_address->(i+1);
915 AnalyseToken(line_token-->i);
916 if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
917 && (m == line_address->0)) {
918 line_token-->i = ENDIT_TOKEN;
921 line_ttype-->i = found_ttype;
922 line_tdata-->i = found_tdata;
923 if (found_ttype ~= PREPOSITION_TT) m++;
925 action_to_be = line_address->7;
926 action_reversed = false;
927 params_wanted = line_address->0;
928 return line_address + 8;
931 #Ifnot; ! Grammar__Version == 2
933 [ AnalyseToken token;
934 if (token == ENDIT_TOKEN) {
935 found_ttype = ELEMENTARY_TT;
936 found_tdata = ENDIT_TOKEN;
939 found_ttype = (token->0) & $$1111;
940 found_tdata = (token+1)-->0;
945 [ UnpackGrammarLine line_address i;
946 for (i=0 : i<32 : i++) {
947 line_token-->i = ENDIT_TOKEN;
948 line_ttype-->i = ELEMENTARY_TT;
949 line_tdata-->i = ENDIT_TOKEN;
951 action_to_be = 256*(line_address->0) + line_address->1;
952 action_reversed = ((action_to_be & $400) ~= 0);
953 action_to_be = action_to_be & $3ff;
957 line_address = line_address + 3;
958 if (line_address->0 == ENDIT_TOKEN) break;
959 line_token-->i = line_address;
960 AnalyseToken(line_address);
961 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
962 line_ttype-->i = found_ttype;
963 line_tdata-->i = found_tdata;
965 return line_address + 1;
968 #Ifnot; ! TARGET_GLULX
970 [ UnpackGrammarLine line_address i;
971 for (i=0 : i<32 : i++) {
972 line_token-->i = ENDIT_TOKEN;
973 line_ttype-->i = ELEMENTARY_TT;
974 line_tdata-->i = ENDIT_TOKEN;
976 @aloads line_address 0 action_to_be;
977 action_reversed = (((line_address->2) & 1) ~= 0);
978 line_address = line_address - 2;
981 line_address = line_address + 5;
982 if (line_address->0 == ENDIT_TOKEN) break;
983 line_token-->i = line_address;
984 AnalyseToken(line_address);
985 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
986 line_ttype-->i = found_ttype;
987 line_tdata-->i = found_tdata;
989 return line_address + 1;
993 #Endif; ! Grammar__Version
995 ! To protect against a bug in early versions of the "Zip" interpreter:
996 ! Of course, in Glulx, this routine actually performs work.
1000 [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];
1002 #Ifnot; ! TARGET_GLULX
1004 Array gg_tokenbuf -> DICT_WORD_SIZE;
1006 [ GGWordCompare str1 str2 ix jx;
1007 for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
1008 jx = (str1->ix) - (str2->ix);
1009 if (jx ~= 0) return jx;
1014 [ Tokenise__ buf tab
1015 cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
1019 ! First, split the buffer up into words. We use the standard Infocom
1020 ! list of word separators (comma, period, double-quote).
1025 while (cx < len && buf->cx == ' ') cx++;
1026 if (cx >= len) break;
1028 if (buf->cx == '.' or ',' or '"') cx++;
1030 while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
1032 tab-->(numwords*3+2) = (cx-bx);
1033 tab-->(numwords*3+3) = WORDSIZE+bx;
1035 if (numwords >= MAX_BUFFER_WORDS) break;
1039 ! Now we look each word up in the dictionary.
1041 dictlen = #dictionary_table-->0;
1042 entrylen = DICT_WORD_SIZE + 7;
1044 for (wx=0 : wx<numwords : wx++) {
1045 wlen = tab-->(wx*3+2);
1046 wpos = tab-->(wx*3+3);
1048 ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
1049 ! characters and lower case.
1050 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
1051 cx = wpos - WORDSIZE;
1052 for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk_char_to_lower(buf->(cx+ix));
1053 for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;
1055 val = #dictionary_table + WORDSIZE;
1056 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
1057 tab-->(wx*3+1) = res;
1063 ! ============================================================================
1064 ! The InformParser object abstracts the front end of the parser.
1066 ! InformParser.parse_input(results)
1067 ! returns only when a sensible request has been made, and puts into the
1070 ! --> 0 = The action number
1071 ! --> 1 = Number of parameters
1072 ! --> 2, 3, ... = The parameters (object numbers), but
1073 ! 0 means "put the multiple object list here"
1074 ! 1 means "put one of the special numbers here"
1076 ! ----------------------------------------------------------------------------
1078 Object InformParser "(Inform Parser)"
1079 with parse_input [ results; Parser__parse(results); ],
1082 ! ----------------------------------------------------------------------------
1083 ! The Keyboard routine actually receives the player's words,
1084 ! putting the words in "a_buffer" and their dictionary addresses in
1085 ! "a_table". It is assumed that the table is the same one on each
1088 ! It can also be used by miscellaneous routines in the game to ask
1089 ! yes-no questions and the like, without invoking the rest of the parser.
1091 ! Return the number of words typed
1092 ! ----------------------------------------------------------------------------
1094 #Ifdef TARGET_ZCODE;
1096 [ GetNthChar a_buffer n i;
1097 for (i = 0: a_buffer->(2+i) == ' ': i++) {
1098 if (i > a_buffer->(1)) return false;
1100 return a_buffer->(2+i+n);
1103 [ KeyboardPrimitive a_buffer a_table;
1104 read a_buffer a_table;
1106 #Iftrue (#version_number == 6);
1108 @loadb a_buffer 1 -> sp;
1109 @add a_buffer 2 -> sp;
1116 [ KeyCharPrimitive win key;
1117 if (win) @set_window win;
1118 @read_char 1 -> key;
1122 [ KeyTimerInterrupt;
1126 [ KeyDelay tenths key;
1127 @read_char 1 tenths KeyTimerInterrupt -> key;
1131 #Ifnot; ! TARGET_GLULX
1133 [ GetNthChar a_buffer n i;
1134 for (i = 0: a_buffer->(4+i) == ' ': i++) {
1135 if (i > a_buffer->(1)) return false;
1137 return a_buffer->(4+i+n);
1140 [ KeyCharPrimitive win nostat done res ix jx ch;
1141 jx = ch; ! squash compiler warnings
1142 if (win == 0) win = gg_mainwin;
1143 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1145 done = glk_get_line_stream(gg_commandstr, gg_arguments, 31);
1147 glk_stream_close(gg_commandstr, 0);
1149 gg_command_reading = false;
1150 ! fall through to normal user input.
1153 ! Trim the trailing newline
1154 if (gg_arguments->(done-1) == 10) done = done-1;
1155 res = gg_arguments->0;
1158 for (ix=1 : ix<done : ix++) {
1159 ch = gg_arguments->ix;
1160 if (ch >= '0' && ch <= '9') {
1162 res = res + (ch-'0');
1164 else if (ch >= 'a' && ch <= 'f') {
1166 res = res + (ch+10-'a');
1168 else if (ch >= 'A' && ch <= 'F') {
1170 res = res + (ch+10-'A');
1178 glk_request_char_event(win);
1180 glk_select(gg_event);
1181 switch (gg_event-->0) {
1184 glk_cancel_char_event(win);
1190 2: ! evtype_CharInput
1191 if (gg_event-->1 == win) {
1196 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1197 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1199 res = gg_arguments-->0;
1202 else if (ix == -1) {
1206 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1207 if (res < 32 || res >= 256 || (res == '\' or ' ')) {
1208 glk_put_char_stream(gg_commandstr, '\');
1211 for (ix=0 : ix<8 : ix++) {
1215 if (ch ~= 0 || ix == 7) done = 1;
1217 if (ch >= 0 && ch <= 9) ch = ch + '0';
1218 else ch = (ch - 10) + 'A';
1219 glk_put_char_stream(gg_commandstr, ch);
1224 glk_put_char_stream(gg_commandstr, res);
1226 glk_put_char_stream(gg_commandstr, 10);
1232 [ KeyDelay tenths key done ix;
1233 glk_request_char_event(gg_mainwin);
1234 glk_request_timer_events(tenths*100);
1236 glk_select(gg_event);
1237 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1238 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1240 key = gg_arguments-->0;
1243 else if (ix >= 0 && gg_event-->0 == 1 or 2) {
1248 glk_cancel_char_event(gg_mainwin);
1249 glk_request_timer_events(0);
1253 [ KeyboardPrimitive a_buffer a_table done ix;
1254 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1256 done = glk_get_line_stream(gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
1258 glk_stream_close(gg_commandstr, 0);
1260 gg_command_reading = false;
1261 ! L__M(##CommandsRead, 5); would come after prompt
1262 ! fall through to normal user input.
1265 ! Trim the trailing newline
1266 if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
1267 a_buffer-->0 = done;
1268 glk_set_style(style_Input);
1269 glk_put_buffer(a_buffer+WORDSIZE, done);
1270 glk_set_style(style_Normal);
1276 glk_request_line_event(gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0);
1278 glk_select(gg_event);
1279 switch (gg_event-->0) {
1282 3: ! evtype_LineInput
1283 if (gg_event-->1 == gg_mainwin) {
1284 a_buffer-->0 = gg_event-->2;
1287 ix = HandleGlkEvent(gg_event, 0, a_buffer);
1288 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer);
1289 if (ix == 2) done = true;
1290 else if (ix == -1) done = false;
1292 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1295 glk_put_buffer_stream(gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
1296 glk_put_char_stream(gg_commandstr, 10);
1299 Tokenise__(a_buffer,a_table);
1300 ! It's time to close any quote window we've got going.
1302 glk_window_close(gg_quotewin, 0);
1309 [ Keyboard a_buffer a_table nw i w w2 x1 x2;
1314 ! Save the start of the buffer, in case "oops" needs to restore it
1315 ! to the previous time's buffer
1317 for (i=0 : i<OOPS_WORKSPACE_LEN : i++) oops_workspace->i = a_buffer->i;
1319 ! In case of an array entry corruption that shouldn't happen, but would be
1320 ! disastrous if it did:
1322 #Ifdef TARGET_ZCODE;
1323 a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
1324 a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words
1327 ! Print the prompt, and read in the words and dictionary addresses
1330 if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt);
1335 KeyboardPrimitive(a_buffer, a_table);
1336 nw = NumberWords(a_table);
1338 ! If the line was blank, get a fresh line
1340 L__M(##Miscellany, 10);
1344 ! Unless the opening word was "oops", return
1345 ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.
1348 if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;
1350 if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
1351 #Ifdef TARGET_ZCODE;
1352 if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir)
1353 L__M(##Miscellany, 54);
1354 else L__M(##Miscellany, 55);
1355 #Ifnot; ! TARGET_GLULX
1356 if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
1357 else L__M(##Miscellany, 55);
1366 if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
1368 if (i == 0) jump FreshInput;
1370 #Ifdef TARGET_ZCODE;
1372 #Ifnot; ! TARGET_GLULX
1382 if (i == -1) undo_flag = 0;
1383 if (i == 0) undo_flag = 1;
1386 #Ifdef TARGET_ZCODE;
1388 #Ifnot; ! TARGET_GLULX
1389 glk_set_style(style_Subheader);
1391 print (name) location, "^";
1392 #Ifdef TARGET_ZCODE;
1394 #Ifnot; ! TARGET_GLULX
1395 glk_set_style(style_Normal);
1397 L__M(##Miscellany, 13);
1406 if (oops_from == 0) {
1407 L__M(##Miscellany, 14);
1411 L__M(##Miscellany, 15);
1415 L__M(##Miscellany, 16);
1419 ! So now we know: there was a previous mistake, and the player has
1420 ! attempted to correct a single word of it.
1422 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
1423 #Ifdef TARGET_ZCODE;
1424 x1 = a_table->9; ! Start of word following "oops"
1425 x2 = a_table->8; ! Length of word following "oops"
1426 #Ifnot; ! TARGET_GLULX
1427 x1 = a_table-->6; ! Start of word following "oops"
1428 x2 = a_table-->5; ! Length of word following "oops"
1431 ! Repair the buffer to the text that was in it before the "oops"
1434 for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i;
1435 Tokenise__(a_buffer, a_table);
1437 ! Work out the position in the buffer of the word to be corrected:
1439 #Ifdef TARGET_ZCODE;
1440 w = a_table->(4*oops_from + 1); ! Start of word to go
1441 w2 = a_table->(4*oops_from); ! Length of word to go
1442 #Ifnot; ! TARGET_GLULX
1443 w = a_table-->(3*oops_from); ! Start of word to go
1444 w2 = a_table-->(3*oops_from - 1); ! Length of word to go
1449 for (i=0 : i<w2 : i++) for (i=0 : i<w2 : i++) print (char)a_buffer->(i+w);
1453 ! Write spaces over the word to be corrected:
1455 for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
1458 ! If the replacement is longer than the original, move up...
1459 for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
1460 a_buffer->i = a_buffer->(i-x2+w2);
1462 ! ...increasing buffer size accordingly.
1463 SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer);
1466 ! Write the correction in:
1468 for (i=0 : i<x2 : i++) {
1469 a_buffer->(i+w) = buffer2->(i+x1);
1471 print (char) buffer2->(i+x1);
1479 Tokenise__(a_buffer, a_table);
1480 nw=NumberWords(a_table);
1484 ]; ! end of Keyboard
1487 if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; }
1488 if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; }
1489 if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; }
1490 #Ifdef TARGET_ZCODE;
1492 #Ifnot; ! TARGET_GLULX
1496 if (i == 0) { L__M(##Miscellany, 7); return 0; }
1497 L__M(##Miscellany, 1);
1501 ! ==========================
1502 ! Taken from I7's Parser.i6t
1503 ! ==========================
1505 [ DictionaryWordToVerbNum dword verbnum;
1506 #Ifdef TARGET_ZCODE;
1507 verbnum = $ff-(dword->#dict_par2);
1509 dword = dword + #dict_par2 - 1;
1510 @aloads dword 0 verbnum;
1511 verbnum = $ffff-verbnum;
1516 ! ==========================
1519 ! ----------------------------------------------------------------------------
1520 ! To simplify the picture a little, a rough map of the main routine:
1522 ! (A) Get the input, do "oops" and "again"
1523 ! (B) Is it a direction, and so an implicit "go"? If so go to (K)
1524 ! (C) Is anyone being addressed?
1525 ! (D) Get the verb: try all the syntax lines for that verb
1526 ! (E) Break down a syntax line into analysed tokens
1527 ! (F) Look ahead for advance warning for multiexcept/multiinside
1528 ! (G) Parse each token in turn (calling ParseToken to do most of the work)
1529 ! (H) Cheaply parse otherwise unrecognised conversation and return
1530 ! (I) Print best possible error message
1531 ! (J) Retry the whole lot
1532 ! (K) Last thing: check for "then" and further instructions(s), return.
1534 ! The strategic points (A) to (K) are marked in the commentary.
1536 ! Note that there are three different places where a return can happen.
1537 ! ----------------------------------------------------------------------------
1539 [ Parser__parse results syntax line num_lines line_address i j k
1540 token l m line_etype vw;
1542 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1544 ! A: Get the input, do "oops" and "again"
1546 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1548 ! Firstly, in "not held" mode, we still have a command left over from last
1549 ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
1550 ! last time, with "eat biscuit" tucked away until now). So we return that.
1552 if (notheld_mode == 1) {
1553 for (i=0 : i<8 : i++) results-->i = kept_results-->i;
1558 if (held_back_mode ~= 0) {
1560 Tokenise__(buffer, parse);
1566 Keyboard(buffer, parse);
1569 ! An Infix verb is a special kind of meta verb. We mark them here.
1570 if (GetNthChar(buffer, 0) == ';')
1578 parser_inflection = name;
1579 parser_inflection_func = false;
1581 ! Initially assume the command is aimed at the player, and the verb
1584 num_words = NumberWords();
1587 #Ifdef LanguageToInformese;
1588 LanguageToInformese();
1591 Tokenise__(buffer,parse);
1593 #Endif; ! LanguageToInformese
1595 if (BeforeParsing() == false) {
1596 LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass
1597 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
1598 LibraryExtensions.RunWhile(ext_beforeparsing, false);
1599 LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality
1601 num_words = NumberWords();
1605 if (parser_trace >= 2) {
1607 for (i=0 : i<num_words : i++) {
1610 k = WordAddress(i+1);
1611 l = WordLength(i+1);
1612 print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";
1614 if (j == 0) print "?";
1616 #Ifdef TARGET_ZCODE;
1617 if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
1618 UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
1621 #Ifnot; ! TARGET_GLULX
1622 if (j->0 == $60) print (address) j;
1626 if (i ~= num_words-1) print " / ";
1633 actors_location = ScopeCeiling(player);
1634 usual_grammar_after = 0;
1639 action_to_be = NULL;
1641 ! Begin from what we currently think is the verb word
1646 verb_word = NextWordStopped();
1648 ! If there's no input here, we must have something like "person,".
1650 if (verb_word == -1) {
1651 best_etype = STUCK_PE;
1655 ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
1656 ! has previously been typed; simply copy the previous text across
1658 if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
1659 if (verb_word == AGAIN1__WD) {
1660 if (actor ~= player) {
1661 L__M(##Miscellany, 20);
1664 if (GetKeyBufLength(buffer3) == 0) {
1665 L__M(##Miscellany, 21);
1669 if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back
1670 ! splice rest of buffer onto end of buffer3
1671 i = GetKeyBufLength(buffer3);
1672 while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.')
1674 j = i - WordLength(verb_wordnum); ! amount to move buffer up by
1676 for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--)
1677 buffer->m = buffer->(m-j);
1678 SetKeyBufLength(GetKeyBufLength()+j);
1680 for (m=WORDSIZE : m<WORDSIZE+i : m++) buffer->m = buffer3->m;
1681 if (j < 0) for (:m<WORDSIZE+i-j : m++) buffer->m = ' ';
1684 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
1688 ! Save the present input in case of an "again" next time
1690 if (verb_word ~= AGAIN1__WD)
1691 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;
1693 if (usual_grammar_after == 0) {
1695 i = RunRoutines(actor, grammar);
1697 if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
1698 print " [Grammar property returned ", i, "]^";
1701 #Ifdef TARGET_ZCODE;
1702 if ((i ~= 0 or 1) &&
1703 (UnsignedCompare(i, dict_start) < 0 ||
1704 UnsignedCompare(i, dict_end) >= 0 ||
1705 (i - dict_start) % dict_entry_size ~= 0)) {
1706 usual_grammar_after = j;
1710 #Ifnot; ! TARGET_GLULX
1711 if (i < 0) { usual_grammar_after = j; i=-i; }
1715 results-->0 = action;
1716 results-->1 = 0; ! Number of parameters
1718 results-->3 = second;
1719 if (noun) results-->1 = 1;
1720 if (second) results-->1 = 2;
1723 if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
1724 else { wn = verb_wordnum; verb_word = NextWord(); }
1726 else usual_grammar_after = 0;
1728 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1730 ! B: Is it a direction, and so an implicit "go"? If so go to (K)
1732 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1734 #Ifdef LanguageIsVerb;
1735 if (verb_word == 0) {
1736 i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
1739 #Endif; ! LanguageIsVerb
1741 ! If the first word is not listed as a verb, it must be a direction
1742 ! or the name of someone to talk to
1744 if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) {
1746 ! So is the first word an object contained in the special object "compass"
1747 ! (i.e., a direction)? This needs use of NounDomain, a routine which
1748 ! does the object matching, returning the object number, or 0 if none found,
1749 ! or REPARSE_CODE if it has restructured the parse table so the whole parse
1750 ! must be begun again...
1752 wn = verb_wordnum; indef_mode = false; token_filter = 0;
1753 l = NounDomain(compass, 0, NOUN_TOKEN);
1754 if (l == REPARSE_CODE) jump ReParse;
1756 ! If it is a direction, send back the results:
1757 ! action=GoSub, no of arguments=1, argument 1=the direction.
1761 action_to_be = ##Go;
1767 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1769 ! C: Is anyone being addressed?
1771 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1773 ! Only check for a comma (a "someone, do something" command) if we are
1774 ! not already in the middle of one. (This simplification stops us from
1775 ! worrying about "robot, wizard, you are an idiot", telling the robot to
1776 ! tell the wizard that she is an idiot.)
1778 if (actor == player) {
1779 for (j=2 : j<=num_words : j++) {
1781 if (i == comma_word) jump Conversation;
1785 verb_word = UnknownVerb(vw);
1786 if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw);
1787 if (verb_word) jump VerbAccepted;
1788 best_etype = VERB_PE;
1791 ! NextWord nudges the word number wn on by one each time, so we've now
1792 ! advanced past a comma. (A comma is a word all on its own in the table.)
1798 L__M(##Miscellany, 22);
1802 ! Use NounDomain (in the context of "animate creature") to see if the
1803 ! words make sense as the name of someone held or nearby
1805 wn = 1; lookahead = HELD_TOKEN;
1806 scope_reason = TALKING_REASON;
1807 l = NounDomain(player,actors_location,CREATURE_TOKEN);
1808 scope_reason = PARSING_REASON;
1809 if (l == REPARSE_CODE) jump ReParse;
1811 L__M(##Miscellany, 23);
1817 ! The object addressed must at least be "talkable" if not actually "animate"
1818 ! (the distinction allows, for instance, a microphone to be spoken to,
1819 ! without the parser thinking that the microphone is human).
1821 if (l hasnt animate && l hasnt talkable) {
1822 L__M(##Miscellany, 24, l);
1826 ! Check that there aren't any mystery words between the end of the person's
1827 ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").
1830 L__M(##Miscellany, 25);
1834 ! The player has now successfully named someone. Adjust "him", "her", "it":
1838 ! Set the global variable "actor", adjust the number of the first word,
1839 ! and begin parsing again from there.
1841 verb_wordnum = j + 1;
1843 ! Stop things like "me, again":
1847 if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
1848 L__M(##Miscellany, 20);
1854 actors_location = ScopeCeiling(l);
1856 if (parser_trace >= 1)
1857 print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
1861 } ! end of first-word-not-a-verb
1863 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1865 ! D: Get the verb: try all the syntax lines for that verb
1867 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1871 ! We now definitely have a verb, not a direction, whether we got here by the
1872 ! "take ..." or "person, take ..." method. Get the meta flag for this verb:
1874 meta = (verb_word->#dict_par1) & DICT_META;
1876 ! You can't order other people to "full score" for you, and so on...
1878 if (meta && actor ~= player) {
1879 best_etype = VERB_PE;
1884 ! Now let i be the corresponding verb number, stored in the dictionary entry
1885 ! (in a peculiar 255-n fashion for traditional Infocom reasons)...
1887 i = DictionaryWordToVerbNum(verb_word);
1889 ! ...then look up the i-th entry in the verb table, whose address is at word
1890 ! 7 in the Z-machine (in the header), so as to get the address of the syntax
1891 ! table for the given verb...
1893 #Ifdef TARGET_ZCODE;
1894 syntax = (HDR_STATICMEMORY-->0)-->i;
1895 #Ifnot; ! TARGET_GLULX
1896 syntax = (#grammar_table)-->(i+1);
1899 ! ...and then see how many lines (ie, different patterns corresponding to the
1900 ! same verb) are stored in the parse table...
1902 num_lines = (syntax->0) - 1;
1904 ! ...and now go through them all, one by one.
1905 ! To prevent pronoun_word 0 being misunderstood,
1907 pronoun_word = NULL; pronoun_obj = NULL;
1910 if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
1913 best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
1914 multiflag = false; saved_oops = 0;
1916 ! "best_etype" is the current failure-to-match error - it is by default
1917 ! the least informative one, "don't understand that sentence".
1918 ! "nextbest_etype" remembers the best alternative to having to ask a
1919 ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
1920 ! multiflag is used here to prevent inappropriate MULTI_PE errors
1921 ! in addition to its unrelated duties passing information to action routines
1923 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1925 ! E: Break down a syntax line into analysed tokens
1927 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1929 line_address = syntax + 1;
1931 for (line=0 : line<=num_lines : line++) {
1933 for (i=0 : i<32 : i++) {
1934 line_token-->i = ENDIT_TOKEN;
1935 line_ttype-->i = ELEMENTARY_TT;
1936 line_tdata-->i = ENDIT_TOKEN;
1939 ! Unpack the syntax line from Inform format into three arrays; ensure that
1940 ! the sequence of tokens ends in an ENDIT_TOKEN.
1942 line_address = UnpackGrammarLine(line_address);
1945 if (parser_trace >= 1) {
1946 if (parser_trace >= 2) new_line;
1947 print "[line ", line; DebugGrammarLine();
1952 ! We aren't in "not holding" or inferring modes, and haven't entered
1953 ! any parameters on the line yet, or any special numbers; the multiple
1954 ! object is still empty.
1960 nsns = 0; special_word = 0; special_number = 0;
1961 multiple_object-->0 = 0;
1963 etype = STUCK_PE; line_etype = 100;
1965 ! Put the word marker back to just after the verb
1967 wn = verb_wordnum+1;
1969 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1971 ! F: Look ahead for advance warning for multiexcept/multiinside
1973 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1975 ! There are two special cases where parsing a token now has to be
1976 ! affected by the result of parsing another token later, and these
1977 ! two cases (multiexcept and multiinside tokens) are helped by a quick
1978 ! look ahead, to work out the future token now. We can only carry this
1979 ! out in the simple (but by far the most common) case:
1981 ! multiexcept <one or more prepositions> noun
1983 ! and similarly for multiinside.
1985 advance_warning = NULL; indef_mode = false;
1986 for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
1989 if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
1991 if (line_ttype-->pcount == ELEMENTARY_TT) {
1992 if (line_tdata-->pcount == MULTI_TOKEN) m = true;
1993 if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) {
1994 ! First non-preposition is "multiexcept" or
1995 ! "multiinside", so look ahead.
1998 if (parser_trace >= 2) print " [Trying look-ahead]^";
2001 ! We need this to be followed by 1 or more prepositions.
2004 if (line_ttype-->pcount == PREPOSITION_TT) {
2005 ! skip ahead to a preposition word in the input
2008 } until ((wn > num_words) ||
2009 (l && (l->#dict_par1) & DICT_PREP ~= 0));
2011 if (wn > num_words) {
2013 if (parser_trace >= 2)
2014 print " [Look-ahead aborted: prepositions missing]^";
2020 if (PrepositionChain(l, pcount) ~= -1) {
2021 ! advance past the chain
2022 if ((line_token-->pcount)->0 & $20 ~= 0) {
2024 while ((line_token-->pcount ~= ENDIT_TOKEN) &&
2025 ((line_token-->pcount)->0 & $10 ~= 0))
2031 ! try to find another preposition word
2034 } until ((wn >= num_words) ||
2035 (l && (l->#dict_par1) & 8 ~= 0));
2037 if (l && (l->#dict_par1) & 8) continue;
2041 if (parser_trace >= 2)
2042 print " [Look-ahead aborted: prepositions don't match]^";
2047 } until (line_ttype-->pcount ~= PREPOSITION_TT);
2050 ! put back the non-preposition we just read
2053 if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {
2054 l = Descriptors(); ! skip past THE etc
2055 if (l~=0) etype=l; ! don't allow multiple objects
2056 l = NounDomain(actors_location, actor, NOUN_TOKEN);
2059 if (parser_trace >= 2) {
2060 print " [Advanced to ~noun~ token: ";
2061 if (l == REPARSE_CODE) print "re-parse request]^";
2062 if (l == 1) print "but multiple found]^";
2063 if (l == 0) print "error ", etype, "]^";
2064 if (l >= 2) print (the) l, "]^";
2067 if (l == REPARSE_CODE) jump ReParse;
2068 if (l >= 2) advance_warning = l;
2076 ! Slightly different line-parsing rules will apply to "take multi", to
2077 ! prevent "take all" behaving correctly but misleadingly when there's
2081 if (m && params_wanted == 1 && action_to_be == ##Take)
2084 ! And now start again, properly, forearmed or not as the case may be.
2085 ! As a precaution, we clear all the variables again (they may have been
2086 ! disturbed by the call to NounDomain, which may have called outside
2087 ! code, which may have done anything!).
2093 nsns = 0; special_word = 0; special_number = 0;
2094 multiple_object-->0 = 0;
2095 etype = STUCK_PE; line_etype = 100;
2096 wn = verb_wordnum+1;
2098 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2100 ! G: Parse each token in turn (calling ParseToken to do most of the work)
2102 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2104 ! "Pattern" gradually accumulates what has been recognised so far,
2105 ! so that it may be reprinted by the parser later on
2107 for (pcount=1 : : pcount++) {
2108 pattern-->pcount = PATTERN_NULL; scope_token = 0;
2110 token = line_token-->(pcount-1);
2111 lookahead = line_token-->pcount;
2114 if (parser_trace >= 2)
2115 print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
2119 if (token ~= ENDIT_TOKEN) {
2120 scope_reason = PARSING_REASON;
2121 parser_inflection = name;
2122 parser_inflection_func = false;
2123 AnalyseToken(token);
2125 if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
2126 found_tdata == TOPIC_TOKEN && line_etype == 100) {
2127 if (actor ~= player) {
2128 best_etype = VERB_PE; jump GiveError;
2136 l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
2137 while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
2138 scope_reason = PARSING_REASON;
2140 if (l == GPR_PREPOSITION) {
2141 if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
2142 found_tdata~=TOPIC_TOKEN)) params_wanted--;
2146 if (l < 0) l = false;
2148 if (l ~= GPR_REPARSE) {
2149 if (l == GPR_NUMBER) {
2150 if (nsns == 0) special_number1 = parsed_number;
2151 else special_number2 = parsed_number;
2154 if (l == GPR_MULTIPLE) l = 0;
2155 results-->(parameters+2) = l;
2157 pattern-->pcount = l;
2162 if (parser_trace >= 3) {
2163 print " [token resulted in ";
2164 if (l == REPARSE_CODE) print "re-parse request]^";
2165 if (l == 0) print "failure with error type ", etype, "]^";
2166 if (l == 1) print "success]^";
2170 if (l == REPARSE_CODE) jump ReParse;
2172 if (etype < line_etype) line_etype = etype;
2173 if (etype == STUCK_PE || wn >= num_words) break;
2178 ! If the player has entered enough already but there's still
2179 ! text to wade through: store the pattern away so as to be able to produce
2180 ! a decent error message if this turns out to be the best we ever manage,
2181 ! and in the mean time give up on this line
2183 ! However, if the superfluous text begins with a comma or "then" then
2184 ! take that to be the start of another instruction
2186 if (line_etype < 100) break;
2187 if (wn <= num_words) {
2189 if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2190 held_back_mode = 1; hb_wn = wn-1;
2193 for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
2200 ! Now, we may need to revise the multiple object because of the single one
2201 ! we now know (but didn't when the list was drawn up).
2203 if (parameters >= 1 && results-->2 == 0) {
2204 l = ReviseMulti(results-->3);
2205 if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
2207 if (parameters >= 2 && results-->3 == 0) {
2208 l = ReviseMulti(results-->2);
2209 if (l ~= 0) { etype = l; break; }
2212 ! To trap the case of "take all" inferring only "yourself" when absolutely
2213 ! nothing else is in the vicinity...
2215 if (take_all_rule == 2 && results-->2 == actor) {
2216 best_etype = NOTHING_PE;
2221 if (parser_trace >= 1) print "[Line successfully parsed]^";
2224 ! The line has successfully matched the text. Declare the input error-free...
2228 ! ...explain any inferences made (using the pattern)...
2230 if (inferfrom ~= 0 && no_infer_message == false) {
2231 print "("; PrintCommand(inferfrom); print ")^";
2233 no_infer_message = false;
2235 ! ...copy the action number, and the number of parameters...
2237 results-->0 = action_to_be;
2238 results-->1 = parameters;
2240 ! ...reverse first and second parameters if need be...
2242 if (action_reversed && parameters == 2) {
2243 i = results-->2; results-->2 = results-->3;
2246 i = special_number1; special_number1 = special_number2;
2247 special_number2 = i;
2251 ! ...and to reset "it"-style objects to the first of these parameters, if
2252 ! there is one (and it really is an object)...
2254 if (parameters > 0 && results-->2 >= 2)
2255 PronounNotice(results-->2);
2257 ! ...and worry about the case where an object was allowed as a parameter
2258 ! even though the player wasn't holding it and should have been: in this
2259 ! event, keep the results for next time round, go into "not holding" mode,
2260 ! and for now tell the player what's happening and return a "take" request
2263 if (not_holding ~= 0 && actor == player) {
2265 i = RunRoutines(not_holding, before_implicit);
2266 ! i = 0: Take the object, tell the player (default)
2267 ! i = 1: Take the object, don't tell the player
2268 ! i = 2: don't Take the object, continue
2269 ! i = 3: don't Take the object, don't continue
2270 if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; }
2271 ! perform the implicit Take
2273 if (i ~= 1) ! and tell the player
2274 L__M(##Miscellany, 26, not_holding);
2276 for (i=0 : i<8 : i++) kept_results-->i = results-->i;
2277 results-->0 = ##Take;
2279 results-->2 = not_holding;
2283 ! (Notice that implicit takes are only generated for the player, and not
2284 ! for other actors. This avoids entirely logical, but misleading, text
2287 ! ...and return from the parser altogether, having successfully matched
2290 if (held_back_mode == 1) {
2296 } ! end of if(token ~= ENDIT_TOKEN) else
2297 } ! end of for(pcount++)
2300 ! The line has failed to match.
2301 ! We continue the outer "for" loop, trying the next line in the grammar.
2303 if (line_etype < 100) etype = line_etype;
2304 if (etype > best_etype) best_etype = etype;
2305 if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;
2307 ! ...unless the line was something like "take all" which failed because
2308 ! nothing matched the "all", in which case we stop and give an error now.
2310 if (take_all_rule == 2 && etype==NOTHING_PE) break;
2312 } ! end of for(line++)
2314 ! The grammar is exhausted: every line has failed to match.
2316 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2318 ! H: Cheaply parse otherwise unrecognised conversation and return
2320 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2326 ! Errors are handled differently depending on who was talking.
2327 ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
2328 ! it is taken as conversation which the parser has no business in disallowing.
2330 if (actor ~= player) {
2331 if (usual_grammar_after ~= 0) {
2332 verb_wordnum = usual_grammar_after;
2336 special_word = NextWord();
2337 if (special_word == comma_word) {
2338 special_word = NextWord();
2341 special_number = TryNumber(verb_wordnum);
2342 results-->0 = ##NotUnderstood;
2344 results-->2 = 1; special_number1 = special_word;
2345 results-->3 = actor;
2346 consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
2350 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2352 ! I: Print best possible error message
2354 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2356 ! If the player was the actor (eg, in "take dfghh") the error must be
2357 ! printed, and fresh input called for. In four cases the oops word
2358 ! must be jiggled (where oops_from is set to something).
2360 if (ParserError(etype)) jump ReType;
2361 if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType;
2362 pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;
2364 if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; }
2365 if (etype == UPTO_PE) { L__M(##Miscellany, 28);
2366 for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
2367 pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
2370 if (etype == NUMBER_PE) L__M(##Miscellany, 29);
2371 if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops;}
2372 if (etype == TOOLIT_PE) L__M(##Miscellany, 31);
2373 if (etype == NOTHELD_PE) { L__M(##Miscellany, 32, not_holding); oops_from=saved_oops; }
2374 if (etype == MULTI_PE) L__M(##Miscellany, 33);
2375 if (etype == MMULTI_PE) L__M(##Miscellany, 34);
2376 if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word);
2377 if (etype == EXCEPT_PE) L__M(##Miscellany, 36);
2378 if (etype == ANIMA_PE) L__M(##Miscellany, 37);
2379 if (etype == VERB_PE) L__M(##Miscellany, 38);
2380 if (etype == SCENERY_PE) L__M(##Miscellany, 39);
2381 if (etype == ITGONE_PE) {
2382 if (pronoun_obj == NULL)
2383 L__M(##Miscellany, 35, pronoun_word);
2384 else L__M(##Miscellany, 40, pronoun_word, pronoun_obj);
2386 if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41);
2387 if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had);
2388 if (etype == NOTHING_PE) {
2389 if (results-->0 == ##Remove && results-->3 ofclass Object) {
2390 noun = results-->3; ! ensure valid for messages
2391 if (noun has animate) L__M(##Miscellany, 44, verb_word);
2392 else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
2393 else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
2394 else if (children(noun)==0) L__M(##Search, 6, noun);
2395 else results-->0 = 0;
2397 if (results-->0 ~= ##Remove) {
2398 if (multi_wanted == 100) L__M(##Miscellany, 43);
2401 if (take_all_rule == 2) L__M(##Miscellany, 59);
2402 else L__M(##Miscellany, 44, verb_word);
2404 L__M(##Miscellany, 44, verb_word);
2405 #Endif; ! NO_TAKE_ALL
2409 if (etype == ASKSCOPE_PE) {
2411 if (scope_error() == -1) {
2412 best_etype = nextbest_etype;
2417 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2419 ! J: Retry the whole lot
2421 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2423 ! And go (almost) right back to square one...
2427 ! ...being careful not to go all the way back, to avoid infinite repetition
2428 ! of a deferred command causing an error.
2431 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2433 ! K: Last thing: check for "then" and further instructions(s), return.
2435 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2437 ! At this point, the return value is all prepared, and we are only looking
2438 ! to see if there is a "then" followed by subsequent instruction(s).
2442 if (wn > num_words) rtrue;
2445 if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2446 if (wn > num_words) {
2447 held_back_mode = false;
2450 i = WordAddress(verb_wordnum);
2451 j = WordAddress(wn);
2452 for (: i<j : i++) i->0 = ' ';
2454 if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
2455 ! Delete the words "then again" from the again buffer,
2456 ! in which we have just realised that it must occur:
2457 ! prevents an infinite loop on "i. again"
2459 i = WordAddress(wn-2)-buffer;
2460 if (wn > num_words) j = INPUT_BUFFER_LEN-1;
2461 else j = WordAddress(wn)-buffer;
2462 for (: i<j : i++) buffer3->i = ' ';
2464 Tokenise__(buffer,parse);
2465 held_back_mode = true;
2468 best_etype = UPTO_PE;
2471 ]; ! end of Parser__parse
2473 [ ScopeCeiling person act;
2474 act = parent(person);
2475 if (act == 0) return person;
2476 if (person == player && location == thedark) return thedark;
2477 while (parent(act)~=0 && (act has transparent || act has supporter ||
2478 (act has container && act has open)))
2483 ! ----------------------------------------------------------------------------
2486 ! Handles descriptive words like "my", "his", "another" and so on.
2487 ! Skips "the", and leaves wn pointing to the first misunderstood word.
2489 ! Allowed to set up for a plural only if allow_p is set
2491 ! Returns error number, or 0 if no error occurred
2492 ! ----------------------------------------------------------------------------
2494 Constant OTHER_BIT = 1; ! These will be used in Adjudicate()
2495 Constant MY_BIT = 2; ! to disambiguate choices
2496 Constant THAT_BIT = 4;
2497 Constant PLURAL_BIT = 8;
2498 Constant LIT_BIT = 16;
2499 Constant UNLIT_BIT = 32;
2502 indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
2503 indef_possambig = false;
2504 indef_owner = nothing;
2505 indef_cases = $$111111111111;
2509 [ Descriptors allows_multiple o x flag cto type m n;
2511 if (wn > num_words) return 0;
2513 for (flag=true : flag :) {
2514 o = NextWordStopped(); flag = false;
2515 for (x=1 : x<=LanguageDescriptors-->0 : x=x+4)
2516 if (o == LanguageDescriptors-->x) {
2518 type = LanguageDescriptors-->(x+2);
2519 if (type ~= DEFART_PK) indef_mode = true;
2520 indef_possambig = true;
2521 indef_cases = indef_cases & (LanguageDescriptors-->(x+1));
2522 if (type == POSSESS_PK) {
2523 cto = LanguageDescriptors-->(x+3);
2525 0: indef_type = indef_type | MY_BIT;
2526 1: indef_type = indef_type | THAT_BIT;
2528 indef_owner = PronounValue(cto);
2529 if (indef_owner == NULL) indef_owner = InformParser;
2532 if (type == light) indef_type = indef_type | LIT_BIT;
2533 if (type == -light) indef_type = indef_type | UNLIT_BIT;
2535 if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
2536 indef_mode = 1; flag = 1;
2537 indef_type = indef_type | OTHER_BIT;
2539 if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
2540 indef_mode = 1; flag = 1; indef_wanted = 100;
2541 if (take_all_rule == 1) take_all_rule = 2;
2542 indef_type = indef_type | PLURAL_BIT;
2544 if (allow_plurals && allows_multiple) {
2545 n = TryNumber(wn-1);
2546 if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; }
2549 indef_mode = 1; flag = 1; indef_wanted = n;
2550 indef_nspec_at = wn-1;
2551 indef_type = indef_type | PLURAL_BIT;
2554 if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
2555 wn--; ! Skip 'of' after these
2562 ! ----------------------------------------------------------------------------
2563 ! CreatureTest: Will this person do for a "creature" token?
2564 ! ----------------------------------------------------------------------------
2567 if (actor ~= player) rtrue;
2568 if (obj has animate) rtrue;
2569 if (obj hasnt talkable) rfalse;
2570 if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue;
2574 [ PrepositionChain wd index;
2575 if (line_tdata-->index == wd) return wd;
2576 if ((line_token-->index)->0 & $20 == 0) return -1;
2578 if (line_tdata-->index == wd) return wd;
2580 } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
2584 ! ----------------------------------------------------------------------------
2585 ! ParseToken(type, data):
2586 ! Parses the given token, from the current word number wn, with exactly
2587 ! the specification of a general parsing routine.
2588 ! (Except that for "topic" tokens and prepositions, you need to supply
2589 ! a position in a valid grammar line as third argument.)
2592 ! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
2593 ! GPR_PREPOSITION for "token accepted with no result"
2594 ! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
2595 ! 0 for "token accepted, result is the multiple object list"
2596 ! 1 for "token accepted, result is the number in parsed_number"
2597 ! object num for "token accepted with this object as result"
2598 ! -1 for "token rejected"
2600 ! (A) Analyse the token; handle all tokens not involving
2601 ! object lists and break down others into elementary tokens
2602 ! (B) Begin parsing an object list
2603 ! (C) Parse descriptors (articles, pronouns, etc.) in the list
2604 ! (D) Parse an object name
2605 ! (E) Parse connectives ("and", "but", etc.) and go back to (C)
2606 ! (F) Return the conclusion of parsing an object list
2607 ! ----------------------------------------------------------------------------
2609 [ ParseToken given_ttype given_tdata token_n x y;
2610 x = lookahead; lookahead = NOUN_TOKEN;
2611 y = ParseToken__(given_ttype,given_tdata,token_n);
2612 if (y == GPR_REPARSE) Tokenise__(buffer,parse);
2613 lookahead = x; return y;
2616 [ ParseToken__ given_ttype given_tdata token_n
2617 token l o i j k and_parity single_object desc_wn many_flag
2618 token_allows_multiple prev_indef_wanted;
2620 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2622 ! A: Analyse token; handle all not involving object lists, break down others
2624 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2628 switch (given_ttype) {
2630 switch (given_tdata) {
2633 special_word = NextWord();
2636 if (parser_trace >= 3) print " [Read special as the number ", l, "]^";
2640 if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^";
2644 parsed_number = l; return GPR_NUMBER;
2648 if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
2650 if (parser_trace>=3) print " [Read number as ", l, "]^";
2652 parsed_number = l; return GPR_NUMBER;
2655 if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell)
2656 scope_reason = TALKING_REASON;
2660 if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
2661 (line_token-->(token_n+1) ~= ENDIT_TOKEN))
2663 do o = NextWordStopped();
2664 until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
2666 consult_words = wn-consult_from;
2667 if (consult_words == 0) return GPR_FAIL;
2668 if (action_to_be == ##Ask or ##Answer or ##Tell) {
2669 o = wn; wn = consult_from; parsed_number = NextWord();
2670 #Ifdef EnglishNaturalLanguage;
2671 if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
2672 #Endif; ! EnglishNaturalLanguage
2675 if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
2676 return GPR_FAIL; ! don't infer if required preposition is absent
2677 return GPR_PREPOSITION;
2681 #Iffalse (Grammar__Version == 1);
2682 ! Is it an unnecessary alternative preposition, when a previous choice
2683 ! has already been matched?
2684 if ((token->0) & $10) return GPR_PREPOSITION;
2685 #Endif; ! Grammar__Version
2687 ! If we've run out of the player's input, but still have parameters to
2688 ! specify, we go into "infer" mode, remembering where we are and the
2689 ! preposition we are inferring...
2691 if (wn > num_words) {
2692 if (inferfrom==0 && parameters<params_wanted) {
2693 inferfrom = pcount; inferword = token;
2694 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2697 ! If we are not inferring, then the line is wrong...
2699 if (inferfrom == 0) return -1;
2701 ! If not, then the line is right but we mark in the preposition...
2703 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2704 return GPR_PREPOSITION;
2709 pattern-->pcount = REPARSE_CODE + Dword__No(o);
2711 ! Whereas, if the player has typed something here, see if it is the
2712 ! required preposition... if it's wrong, the line must be wrong,
2713 ! but if it's right, the token is passed (jump to finish this token).
2715 if (o == given_tdata) return GPR_PREPOSITION;
2716 #Iffalse (Grammar__Version == 1);
2717 if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
2718 #Endif; ! Grammar__Version
2724 if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^";
2729 scope_token = given_tdata;
2733 if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^";
2735 if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
2738 token_filter = 1 + given_tdata;
2739 given_tdata = NOUN_TOKEN;
2742 token_filter = given_tdata;
2743 given_tdata = NOUN_TOKEN;
2745 } ! end of switch(given_ttype)
2747 token = given_tdata;
2749 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2751 ! B: Begin parsing an object list
2753 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2755 ! There are now three possible ways we can be here:
2756 ! parsing an elementary token other than "special" or "number";
2757 ! parsing a scope token;
2758 ! parsing a noun-filter token (either by routine or attribute).
2760 ! In each case, token holds the type of elementary parse to
2761 ! perform in matching one or more objects, and
2762 ! token_filter is 0 (default), an attribute + 1 for an attribute filter
2763 ! or a routine address for a routine filter.
2765 token_allows_multiple = false;
2766 if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
2767 token_allows_multiple = true;
2769 many_flag = false; and_parity = true; dont_infer = false;
2771 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2773 ! C: Parse descriptors (articles, pronouns, etc.) in the list
2775 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2777 ! We expect to find a list of objects next in what the player's typed.
2782 if (parser_trace >= 3) print " [Object list from word ", wn, "]^";
2785 ! Take an advance look at the next word: if it's "it" or "them", and these
2786 ! are unset, set the appropriate error number and give up on the line
2787 ! (if not, these are still parsed in the usual way - it is not assumed
2788 ! that they still refer to something in scope)
2790 o = NextWord(); wn--;
2792 pronoun_word = NULL; pronoun_obj = NULL;
2793 l = PronounValue(o);
2795 pronoun_word = o; pronoun_obj = l;
2797 ! Don't assume this is a use of an unset pronoun until the
2798 ! descriptors have been checked, because it might be an
2799 ! article (or some such) instead
2801 for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
2802 if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
2803 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
2804 etype = VAGUE_PE; return GPR_FAIL;
2810 if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }
2812 allow_plurals = true;
2817 ! First, we parse any descriptive words (like "the", "five" or "every"):
2818 l = Descriptors(token_allows_multiple);
2819 if (l ~= 0) { etype = l; return GPR_FAIL; }
2823 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2825 ! D: Parse an object name
2827 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2829 ! This is an actual specified object, and is therefore where a typing error
2830 ! is most likely to occur, so we set:
2834 ! So, two cases. Case 1: token not equal to "held"
2835 ! but we may well be dealing with multiple objects
2837 ! In either case below we use NounDomain, giving it the token number as
2838 ! context, and two places to look: among the actor's possessions, and in the
2839 ! present location. (Note that the order depends on which is likeliest.)
2840 if (token ~= HELD_TOKEN) {
2841 i = multiple_object-->0;
2843 if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^";
2845 l = NounDomain(actors_location, actor, token);
2846 if (l == REPARSE_CODE) return l; ! Reparse after Q&A
2847 if (l ~= nothing && l ~= 1 && l notin actor && token == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
2848 if (ImplicitTake(l)) {
2854 if (indef_wanted == 100 && l == 0 && number_matched == 0)
2855 l = 1; ! ReviseMulti if TAKE ALL FROM empty container
2857 if (token_allows_multiple && ~~multiflag) {
2858 if (best_etype==MULTI_PE) best_etype=STUCK_PE;
2862 if (indef_possambig) {
2863 saved_ml = match_length;
2868 if (etype ~=TOOFEW_PE && (multiflag || etype ~= MULTI_PE))
2871 } ! Choose best error
2874 if (parser_trace >= 3) {
2875 if (l > 1) print " [NounDomain returned ", (the) l, "]^";
2877 print " [NounDomain appended to the multiple object list:^";
2878 k = multiple_object-->0;
2879 for (j=i+1 : j<=k : j++)
2880 print " Entry ", j, ": ", (The) multiple_object-->j,
2881 " (", multiple_object-->j, ")^";
2882 print " List now has size ", k, "]^";
2888 if (~~many_flag) many_flag = true;
2889 else { ! Merge with earlier ones
2890 k = multiple_object-->0; ! (with either parity)
2891 multiple_object-->0 = i;
2892 for (j=i+1 : j<=k : j++) {
2893 if (and_parity) MultiAdd(multiple_object-->j);
2894 else MultiSub(multiple_object-->j);
2897 if (parser_trace >= 3) print " [Merging ", k-i, " new objects to the ", i, " old ones]^";
2902 ! A single object was indeed found
2904 if (match_length == 0 && indef_possambig) {
2905 ! So the answer had to be inferred from no textual data,
2906 ! and we know that there was an ambiguity in the descriptor
2907 ! stage (such as a word which could be a pronoun being
2908 ! parsed as an article or possessive). It's worth having
2916 if (token == CREATURE_TOKEN && CreatureTest(l) == 0) {
2919 } ! Animation is required
2921 if (~~many_flag) single_object = l;
2923 if (and_parity) MultiAdd(l); else MultiSub(l);
2925 if (parser_trace >= 3) print " [Combining ", (the) l, " with list]^";
2931 ! Case 2: token is "held" (which fortunately can't take multiple objects)
2932 ! and may generate an implicit take
2933 l = NounDomain(actor,actors_location,token); ! Same as above...
2934 if (l == REPARSE_CODE) return GPR_REPARSE;
2936 if (indef_possambig) {
2941 etype = CantSee(); jump FailToken; ! Choose best error
2944 ! ...until it produces something not held by the actor. Then an implicit
2945 ! take must be tried. If this is already happening anyway, things are too
2946 ! confused and we have to give up (but saving the oops marker so as to get
2947 ! it on the right word afterwards).
2948 ! The point of this last rule is that a sequence like
2951 ! (taking the newspaper first)
2952 ! The dwarf unexpectedly prevents you from taking the newspaper!
2954 ! should not be allowed to go into an infinite repeat - read becomes
2955 ! take then read, but take has no effect, so read becomes take then read...
2956 ! Anyway for now all we do is record the number of the object to take.
2961 if (notheld_mode == 1) {
2962 saved_oops = oops_from;
2968 if (parser_trace >= 3) print " [Allowing object ", (the) l, " for now]^";
2972 } ! end of if (token ~= HELD_TOKEN) else
2974 ! The following moves the word marker to just past the named object...
2976 wn = oops_from + match_length;
2978 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2980 ! E: Parse connectives ("and", "but", etc.) and go back to (C)
2982 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2984 ! Object(s) specified now: is that the end of the list, or have we reached
2985 ! "and", "but" and so on? If so, create a multiple-object list if we
2986 ! haven't already (and are allowed to).
2992 if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) {
2995 if (parser_trace >= 3) print " [Read connective '", (address) o, "']^";
2999 if (k ~= AND1__WD) wn--; ! allow Serial commas in input
3000 if (k > 0 && (k->#dict_par1) & (DICT_NOUN+DICT_VERB) == DICT_VERB) {
3001 wn--; ! player meant 'THEN'
3004 if (~~token_allows_multiple) {
3005 if (multiflag) jump PassToken; ! give UPTO_PE error
3010 if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity;
3013 multiple_object-->0 = 1;
3014 multiple_object-->1 = single_object;
3017 if (parser_trace >= 3) print " [Making new list from ", (the) single_object, "]^";
3020 dont_infer = true; inferfrom=0; ! Don't print (inferences)
3021 jump ObjectList; ! And back around
3024 wn--; ! Word marker back to first not-understood word
3026 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3028 ! F: Return the conclusion of parsing an object list
3030 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3032 ! Happy or unhappy endings:
3037 single_object = GPR_MULTIPLE;
3038 multi_context = token;
3041 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3042 if (indef_wanted < 100 && indef_wanted > 1) {
3043 multi_had = 1; multi_wanted = indef_wanted;
3049 return single_object;
3053 ! If we were only guessing about it being a plural, try again but only
3054 ! allowing singulars (so that words like "six" are not swallowed up as
3057 if (allow_plurals && indef_guess_p == 1) {
3059 if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^";
3061 prev_indef_wanted = indef_wanted;
3062 allow_plurals = false;
3067 if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;
3071 ]; ! end of ParseToken__
3073 ! ----------------------------------------------------------------------------
3074 ! NounDomain does the most substantial part of parsing an object name.
3076 ! It is given two "domains" - usually a location and then the actor who is
3077 ! looking - and a context (i.e. token type), and returns:
3079 ! 0 if no match at all could be made,
3080 ! 1 if a multiple object was made,
3081 ! k if object k was the one decided upon,
3082 ! REPARSE_CODE if it asked a question of the player and consequently rewrote
3083 ! the player's input, so that the whole parser should start again
3084 ! on the rewritten input.
3086 ! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
3087 ! length_of_noun to the number of words in the input text matched to the
3089 ! In the case k=1, the multiple objects are added to multiple_object by
3090 ! hand (not by MultiAdd, because we want to allow duplicates).
3091 ! ----------------------------------------------------------------------------
3093 [ NounDomain domain1 domain2 context first_word i j k l
3096 if (parser_trace >= 4) {
3097 print " [NounDomain called at word ", wn, "]^";
3100 print "seeking indefinite object: ";
3101 if (indef_type & OTHER_BIT) print "other ";
3102 if (indef_type & MY_BIT) print "my ";
3103 if (indef_type & THAT_BIT) print "that ";
3104 if (indef_type & PLURAL_BIT) print "plural ";
3105 if (indef_type & LIT_BIT) print "lit ";
3106 if (indef_type & UNLIT_BIT) print "unlit ";
3107 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3109 print " number wanted: ";
3110 if (indef_wanted == 100) print "all"; else print indef_wanted;
3112 print " most likely GNAs of names: ", indef_cases, "^";
3114 else print "seeking definite object^";
3118 match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;
3120 SearchScope(domain1, domain2, context);
3123 if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^";
3126 wn = match_from+match_length;
3128 ! If nothing worked at all, leave with the word marker skipped past the
3129 ! first unmatched word...
3131 if (number_matched == 0) { wn++; rfalse; }
3133 ! Suppose that there really were some words being parsed (i.e., we did
3134 ! not just infer). If so, and if there was only one match, it must be
3135 ! right and we return it...
3136 if (match_from <= num_words) {
3137 if (number_matched == 1) {
3140 if ((indef_type & LIT_BIT) && i hasnt light) rfalse;
3141 if ((indef_type & UNLIT_BIT) && i has light) rfalse;
3146 ! ...now suppose that there was more typing to come, i.e. suppose that
3147 ! the user entered something beyond this noun. If nothing ought to follow,
3148 ! then there must be a mistake, (unless what does follow is just a full
3149 ! stop, and or comma)
3151 if (wn <= num_words) {
3152 i = NextWord(); wn--;
3153 if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
3154 or THEN1__WD or THEN2__WD or THEN3__WD
3155 or BUT1__WD or BUT2__WD or BUT3__WD) {
3156 if (lookahead == ENDIT_TOKEN) rfalse;
3161 ! Now look for a good choice, if there's more than one choice...
3163 number_of_classes = 0;
3165 if (match_length == 0 && indef_mode && indef_wanted ~= 100)
3166 number_matched = 0; ! ask question for 'take three'
3167 if (number_matched == 1) i = match_list-->0;
3168 if (number_matched > 1) {
3169 i = Adjudicate(context);
3170 if (i == -1) rfalse;
3171 if (i == 1) rtrue; ! Adjudicate has made a multiple
3172 ! object, and we pass it on
3175 ! If i is non-zero here, one of two things is happening: either
3176 ! (a) an inference has been successfully made that object i is
3177 ! the intended one from the user's specification, or
3178 ! (b) the user finished typing some time ago, but we've decided
3179 ! on i because it's the only possible choice.
3180 ! In either case we have to keep the pattern up to date,
3181 ! note that an inference has been made and return.
3182 ! (Except, we don't note which of a pile of identical objects.)
3185 if (dont_infer) return i;
3186 if (inferfrom == 0) inferfrom=pcount;
3187 pattern-->pcount = i;
3191 ! If we get here, there was no obvious choice of object to make. If in
3192 ! fact we've already gone past the end of the player's typing (which
3193 ! means the match list must contain every object in scope, regardless
3194 ! of its name), then it's foolish to give an enormous list to choose
3195 ! from - instead we go and ask a more suitable question...
3197 if (match_from > num_words) jump Incomplete;
3198 return AskPlayer(context);
3200 ! Now we come to the question asked when the input has run out
3201 ! and can't easily be guessed (eg, the player typed "take" and there
3202 ! were plenty of things which might have been meant).
3206 if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed
3207 if (context == CREATURE_TOKEN) L__M(##Miscellany, 48, actor);
3208 else L__M(##Miscellany, 49, actor);
3210 #Ifdef TARGET_ZCODE;
3211 for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3212 #Endif; ! TARGET_ZCODE
3213 answer_words = Keyboard(buffer2, parse2);
3215 first_word = WordValue(1, parse2);
3216 #Ifdef LanguageIsVerb;
3217 if (first_word == 0) {
3218 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3220 #Endif; ! LanguageIsVerb
3222 ! Once again, if the reply looks like a command, give it to the
3223 ! parser to get on with and forget about the question...
3225 ! Once again, if the reply looks like a command
3226 ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get
3227 ! on with and forget about the question...
3230 if ((first_word->#dict_par1) & DICT_VERB) {
3231 CopyBuffer(buffer, buffer2);
3232 return REPARSE_CODE;
3234 if (NumberWords(parse2) > 2) {
3235 j = WordValue(2, parse2);
3236 k = WordValue(3, parse2);
3237 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3238 CopyBuffer(buffer, buffer2);
3239 return REPARSE_CODE;
3244 ! ...but if we have a genuine answer, then:
3246 ! (1) we must glue in text suitable for anything that's been inferred.
3248 if (inferfrom ~= 0) {
3249 for (j=inferfrom : j<pcount : j++) {
3250 if (pattern-->j == PATTERN_NULL) continue;
3251 i = WORDSIZE + GetKeyBufLength();
3252 SetKeyBufLength(i-WORDSIZE + 1);
3253 buffer->(i++) = ' ';
3256 if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
3259 ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
3263 ! An inferred object. Best we can do is glue in a pronoun.
3264 ! (This is imperfect, but it's very seldom needed anyway.)
3266 if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
3267 ! was the inference made from some noun words?
3268 ! In which case, we can infer again.
3269 if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue;
3270 PronounNotice(pattern-->j);
3271 for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
3272 if (pattern-->j == LanguagePronouns-->(k+2)) {
3273 parse2-->1 = LanguagePronouns-->k;
3275 if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
3281 ! An inferred preposition.
3282 parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
3284 if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
3288 ! parse2-->1 now holds the dictionary address of the word to glue in.
3290 if (parse2-->1 ~= 0) {
3292 #Ifdef TARGET_ZCODE;
3294 print (address) parse2-->1;
3297 for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
3298 #Ifnot; ! TARGET_GLULX
3299 k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
3300 l=l; ! suppress compiler warning
3302 i = i + k; SetKeyBufLength(i-WORDSIZE);
3307 ! (2) we must glue the newly-typed text onto the end.
3309 i = WORDSIZE + GetKeyBufLength();
3310 buffer->(i++) = ' ';
3311 SetKeyBufLength(GetKeyBufLength()+1);
3312 for (j=0 : j<GetKeyBufLength(buffer2) : i++,j++) {
3313 buffer->i = buffer2->(j+WORDSIZE);
3314 SetKeyBufLength(GetKeyBufLength()+1);
3315 if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break;
3318 ! (3) we fill up the buffer with spaces, which is unnecessary, but may
3319 ! help incorrectly-written interpreters to cope.
3321 #Ifdef TARGET_ZCODE;
3322 for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
3323 #Endif; ! TARGET_ZCODE
3325 return REPARSE_CODE;
3327 ]; ! end of NounDomain
3330 [ AskPlayer context i j k l first_word answer_words marker;
3331 ! Now we print up the question, using the equivalence classes as worked
3332 ! out by Adjudicate() so as not to repeat ourselves on plural objects...
3334 asking_player = true;
3335 if (context == CREATURE_TOKEN) L__M(##Miscellany, 45);
3336 else L__M(##Miscellany, 46);
3338 j = number_of_classes; marker = 0;
3339 for (i=1 : i<=number_of_classes : i++) {
3340 while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
3341 k = match_list-->marker;
3343 if (match_classes-->marker > 0) print (the) k; else print (a) k;
3345 if (i < j-1) print (string) COMMA__TX;
3346 if (i == j-1) print (SerialComma) j, (string) OR__TX;
3348 L__M(##Miscellany, 57);
3350 ! ...and get an answer:
3353 #Ifdef TARGET_ZCODE;
3354 for (i=WORDSIZE : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3355 #Endif; ! TARGET_ZCODE
3356 answer_words = Keyboard(buffer2, parse2);
3358 first_word = WordValue(1, parse2);
3359 asking_player = false;
3361 ! Take care of "all", because that does something too clever here to do
3364 if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
3365 if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3366 l = multiple_object-->0;
3367 for (i=0 : i<number_matched && l+i<63 : i++) {
3369 multiple_object-->(i+1+l) = k;
3371 multiple_object-->0 = i+l;
3374 L__M(##Miscellany, 47);
3378 ! If the first word of the reply can be interpreted as a verb, then
3379 ! assume that the player has ignored the question and given a new
3380 ! command altogether.
3381 ! (This is one time when it's convenient that the directions are
3382 ! not themselves verbs - thus, "north" as a reply to "Which, the north
3383 ! or south door" is not treated as a fresh command but as an answer.)
3385 #Ifdef LanguageIsVerb;
3386 if (first_word == 0) {
3387 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3389 #Endif; ! LanguageIsVerb
3391 if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) {
3392 CopyBuffer(buffer, buffer2);
3393 return REPARSE_CODE;
3395 if (NumberWords(parse2) > 2) {
3396 j = WordValue(2, parse2);
3397 k = WordValue(3, parse2);
3398 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3399 CopyBuffer(buffer, buffer2);
3400 return REPARSE_CODE;
3405 ! Now we insert the answer into the original typed command, as
3406 ! words additionally describing the same object
3407 ! (eg, > take red button
3410 ! becomes "take music red button". The parser will thus have three
3411 ! words to work from next time, not two.)
3413 k = WordAddress(match_from) - buffer;
3414 l = GetKeyBufLength(buffer2) +1;
3415 for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l);
3416 for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
3417 buffer->(k+l-1) = ' ';
3418 SetKeyBufLength(GetKeyBufLength() + l);
3420 ! Having reconstructed the input, we warn the parser accordingly
3423 return REPARSE_CODE;
3427 ! ----------------------------------------------------------------------------
3428 ! The Adjudicate routine tries to see if there is an obvious choice, when
3429 ! faced with a list of objects (the match_list) each of which matches the
3430 ! player's specification equally well.
3432 ! To do this it makes use of the context (the token type being worked on).
3433 ! It counts up the number of obvious choices for the given context
3434 ! (all to do with where a candidate is, except for 6 (animate) which is to
3435 ! do with whether it is animate or not);
3437 ! if only one obvious choice is found, that is returned;
3439 ! if we are in indefinite mode (don't care which) one of the obvious choices
3440 ! is returned, or if there is no obvious choice then an unobvious one is
3443 ! at this stage, we work out whether the objects are distinguishable from
3444 ! each other or not: if they are all indistinguishable from each other,
3445 ! then choose one, it doesn't matter which;
3447 ! otherwise, 0 (meaning, unable to decide) is returned (but remember that
3448 ! the equivalence classes we've just worked out will be needed by other
3449 ! routines to clear up this mess, so we can't economise on working them
3452 ! Returns -1 if an error occurred
3453 ! ----------------------------------------------------------------------------
3455 Constant SCORE__CHOOSEOBJ = 1000;
3456 Constant SCORE__IFGOOD = 500;
3457 Constant SCORE__UNCONCEALED = 100;
3458 Constant SCORE__BESTLOC = 60;
3459 Constant SCORE__NEXTBESTLOC = 40;
3460 Constant SCORE__NOTCOMPASS = 20;
3461 Constant SCORE__NOTSCENERY = 10;
3462 Constant SCORE__NOTACTOR = 5;
3463 Constant SCORE__GNA = 1;
3464 Constant SCORE__DIVISOR = 20;
3466 [ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
3468 if (parser_trace >= 4) {
3469 print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^";
3472 print "indefinite type: ";
3473 if (indef_type & OTHER_BIT) print "other ";
3474 if (indef_type & MY_BIT) print "my ";
3475 if (indef_type & THAT_BIT) print "that ";
3476 if (indef_type & PLURAL_BIT) print "plural ";
3477 if (indef_type & LIT_BIT) print "lit ";
3478 if (indef_type & UNLIT_BIT) print "unlit ";
3479 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3481 print " number wanted: ";
3482 if (indef_wanted == 100) print "all"; else print indef_wanted;
3484 print " most likely GNAs of names: ", indef_cases, "^";
3486 else print "definite object^";
3490 j = number_matched-1; good_ones = 0; last = match_list-->0;
3491 for (i=0 : i<=j : i++) {
3493 match_scores-->i = 0;
3498 HELD_TOKEN, MULTIHELD_TOKEN:
3499 if (parent(n) == actor) good_flag = true;
3501 if (advance_warning == -1) {
3505 if (n ~= advance_warning) good_flag = true;
3508 if (advance_warning == -1) {
3509 if (parent(n) ~= actor) good_flag = true;
3512 if (n in advance_warning) good_flag = true;
3515 if (CreatureTest(n) == 1) good_flag = true;
3521 match_scores-->i = SCORE__IFGOOD;
3522 good_ones++; last = n;
3525 if (good_ones == 1) return last;
3527 ! If there is ambiguity about what was typed, but it definitely wasn't
3528 ! animate as required, then return anything; higher up in the parser
3529 ! a suitable error will be given. (This prevents a question being asked.)
3531 if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;
3533 if (indef_mode == 0) indef_type=0;
3535 ScoreMatchL(context);
3536 if (number_matched == 0) return -1;
3538 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3539 if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
3540 or MULTIINSIDE_TOKEN) {
3544 i = 0; offset = multiple_object-->0; sovert = -1;
3545 for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
3547 if (j has concealed or worn) flag = 0;
3548 if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
3550 if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
3553 if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
3555 #Ifdef TRADITIONAL_TAKE_ALL;
3556 if (action_to_be == ##Take or ##Remove && parent(j) == actor)
3559 if (action_to_be == ##Take or ##Remove &&
3560 (j has animate or scenery or static || parent(j) == actor))
3562 #Endif; ! TRADITIONAL_TAKE_ALL
3564 if (take_all_rule == 2 && match_length == 0) flag = 0;
3565 #Endif; ! NO_TAKE_ALL
3566 n = ChooseObjects(j, flag);
3567 if (n == 0) n = LibraryExtensions.RunWhile(ext_chooseobjects, 0, j, flag);
3569 2: flag = 0; ! forcing rejection
3570 1: flag = 1; ! forcing acceptance
3571 !0: ! going with parser's decision
3574 i++; multiple_object-->(i+offset) = j;
3576 if (parser_trace >= 4) print " Accepting it^";
3582 if (parser_trace >= 4) print " Rejecting it^";
3586 if (i < indef_wanted && indef_wanted < 100) {
3587 etype = TOOFEW_PE; multi_wanted = indef_wanted;
3591 multiple_object-->0 = i+offset;
3592 multi_context = context;
3594 if (parser_trace >= 4)
3595 print " Made multiple object of size ", i, "]^";
3600 for (i=0 : i<number_matched : i++) match_classes-->i = 0;
3603 for (i=0 : i<number_matched : i++)
3604 if (match_classes-->i == 0) {
3605 match_classes-->i = n++; flag = 0;
3606 for (j=i+1 : j<number_matched : j++)
3607 if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
3609 match_classes-->j = match_classes-->i;
3611 if (flag == 1) match_classes-->i = 1-n;
3613 n--; number_of_classes = n;
3616 if (parser_trace >= 4) {
3617 print " Grouped into ", n, " possibilities by name:^";
3618 for (i=0 : i<number_matched : i++)
3619 if (match_classes-->i > 0)
3620 print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ",
3621 match_classes-->i, "^";
3624 if (n == 1) dont_infer = true;
3626 if (indef_mode == 0) {
3627 ! Is there now a single highest-scoring object?
3628 i = SingleBestGuess();
3632 if (parser_trace >= 4) print " Single best-scoring object returned.]^";
3638 if (indef_mode == 0) {
3641 for (i=0 : i<number_matched : i++) {
3642 if (match_scores-->i > k) {
3643 k = match_scores-->i;
3644 j = match_classes-->i; j = j*j;
3648 if (match_scores-->i == k) {
3649 if ((match_classes-->i) * (match_classes-->i) ~= j)
3656 if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^";
3661 if (parser_trace >= 4) print " Best choices are all from the same group.^";
3666 ! When the player is really vague, or there's a single collection of
3667 ! indistinguishable objects to choose from, choose the one the player
3668 ! most recently acquired, or if the player has none of them, then
3669 ! the one most recently put where it is.
3675 ! ----------------------------------------------------------------------------
3676 ! ReviseMulti revises the multiple object which already exists, in the
3677 ! light of information which has come along since then (i.e., the second
3678 ! parameter). It returns a parser error number, or else 0 if all is well.
3679 ! This only ever throws things out, never adds new ones.
3680 ! ----------------------------------------------------------------------------
3682 [ ReviseMulti second_p i low;
3684 if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0,
3685 " with 2nd ", (name) second_p, "^";
3688 if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3689 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3690 if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
3691 (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
3693 multiple_object-->low = multiple_object-->i;
3696 multiple_object-->0 = low;
3699 if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
3700 for (i=1,low=0 : i<=multiple_object-->0 : i++)
3701 if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
3703 if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^";
3705 if (take_all_rule == 2 || low > 0) {
3706 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3707 if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
3709 multiple_object-->low = multiple_object-->i;
3712 multiple_object-->0 = low;
3716 i = multiple_object-->0;
3718 if (parser_trace >= 4) print " Done: new size ", i, "^";
3720 if (i == 0) return NOTHING_PE;
3724 ! ----------------------------------------------------------------------------
3725 ! ScoreMatchL scores the match list for quality in terms of what the
3726 ! player has vaguely asked for. Points are awarded for conforming with
3727 ! requirements like "my", and so on. Remove from the match list any
3728 ! entries which fail the basic requirements of the descriptors.
3729 ! ----------------------------------------------------------------------------
3731 [ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
3732 ! if (indef_type & OTHER_BIT ~= 0) threshold++;
3733 if (indef_type & MY_BIT ~= 0) threshold++;
3734 if (indef_type & THAT_BIT ~= 0) threshold++;
3735 if (indef_type & LIT_BIT ~= 0) threshold++;
3736 if (indef_type & UNLIT_BIT ~= 0) threshold++;
3737 if (indef_owner ~= nothing) threshold++;
3740 if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ",
3741 indef_type, ", satisfying ", threshold, " requirements:^";
3744 if (action_to_be ~= ##Take)
3745 a_s = SCORE__NEXTBESTLOC;
3746 l_s = SCORE__BESTLOC;
3747 if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
3748 a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
3751 for (i=0 : i<number_matched : i++) {
3752 obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;
3754 ! if (indef_type & OTHER_BIT ~= 0
3755 ! && obj ~= itobj or himobj or herobj) met++;
3756 if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
3757 if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
3758 if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
3759 if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
3760 if (indef_owner ~= 0 && its_owner == indef_owner) met++;
3762 if (met < threshold) {
3764 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ",
3765 (the) its_owner, " is rejected (doesn't match descriptors)^";
3767 match_list-->i = -1;
3771 if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;
3773 if (its_owner == actor) its_score = its_score + a_s;
3775 if (its_owner == actors_location) its_score = its_score + l_s;
3777 #Ifdef TRADITIONAL_TAKE_ALL;
3778 if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS;
3780 if (its_owner ~= compass)
3781 if (take_all_rule && its_owner &&
3782 its_owner has static or scenery &&
3783 (its_owner has supporter ||
3784 (its_owner has container && its_owner has open)))
3785 its_score = its_score + l_s;
3787 its_score = its_score + SCORE__NOTCOMPASS;
3788 #Endif; ! TRADITIONAL_TAKE_ALL
3790 j = ChooseObjects(obj, 2);
3791 if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2);
3792 its_score = its_score + SCORE__CHOOSEOBJ * j;
3794 if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
3795 if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;
3797 ! A small bonus for having the correct GNA,
3798 ! for sorting out ambiguous articles and the like.
3800 if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
3801 its_score = its_score + SCORE__GNA;
3803 match_scores-->i = match_scores-->i + its_score;
3805 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i,
3806 ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
3811 for (i=0 : i<number_matched : i++) {
3812 while (match_list-->i == -1) {
3813 if (i == number_matched-1) { number_matched--; break; }
3814 for (j=i : j<number_matched-1 : j++) {
3815 match_list-->j = match_list-->(j+1);
3816 match_scores-->j = match_scores-->(j+1);
3823 ! ----------------------------------------------------------------------------
3824 ! BestGuess makes the best guess it can out of the match list, assuming that
3825 ! everything in the match list is textually as good as everything else;
3826 ! however it ignores items marked as -1, and so marks anything it chooses.
3827 ! It returns -1 if there are no possible choices.
3828 ! ----------------------------------------------------------------------------
3830 [ BestGuess earliest its_score best i;
3831 earliest = 0; best = -1;
3832 for (i=0 : i<number_matched : i++) {
3833 if (match_list-->i >= 0) {
3834 its_score = match_scores-->i;
3835 if (its_score > best) { best = its_score; earliest = i; }
3839 if (parser_trace >= 4)
3840 if (best < 0) print " Best guess ran out of choices^";
3841 else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
3843 if (best < 0) return -1;
3844 i = match_list-->earliest;
3845 match_list-->earliest = -1;
3846 bestguess_score = best;
3850 ! ----------------------------------------------------------------------------
3851 ! SingleBestGuess returns the highest-scoring object in the match list
3852 ! if it is the clear winner, or returns -1 if there is no clear winner
3853 ! ----------------------------------------------------------------------------
3855 [ SingleBestGuess earliest its_score best i;
3856 earliest = -1; best = -1000;
3857 for (i=0 : i<number_matched : i++) {
3858 its_score = match_scores-->i;
3859 if (its_score == best) earliest = -1;
3860 if (its_score > best) { best = its_score; earliest = match_list-->i; }
3862 bestguess_score = best;
3866 ! ----------------------------------------------------------------------------
3867 ! Identical decides whether or not two objects can be distinguished from
3868 ! each other by anything the player can type. If not, it returns true.
3869 ! ----------------------------------------------------------------------------
3871 [ Identical o1 o2 p1 p2 n1 n2 i j flag;
3872 if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side
3873 if (o1 == 0 || o2 == 0) rfalse; ! Similarly
3874 if (parent(o1) == compass || parent(o2) == compass) rfalse; ! Saves time
3876 ! What complicates things is that o1 or o2 might have a parsing routine,
3877 ! so the parser can't know from here whether they are or aren't the same.
3878 ! If they have different parsing routines, we simply assume they're
3879 ! different. If they have the same routine (which they probably got from
3880 ! a class definition) then the decision process is as follows:
3882 ! the routine is called (with self being o1, not that it matters)
3883 ! with noun and second being set to o1 and o2, and action being set
3884 ! to the fake action TheSame. If it returns -1, they are found
3885 ! identical; if -2, different; and if >=0, then the usual method
3888 if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
3889 if (o1.parse_name ~= o2.parse_name) rfalse;
3890 parser_action = ##TheSame; parser_one = o1; parser_two = o2;
3891 j = wn; i = RunRoutines(o1,parse_name); wn = j;
3893 if (i == -2) rfalse;
3896 ! This is the default algorithm: do they have the same words in their
3897 ! "name" (i.e. property no. 1) properties. (Note that the following allows
3898 ! for repeated words and words in different orders.)
3900 p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
3901 p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;
3903 ! for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
3904 ! for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;
3906 for (i=0 : i<n1 : i++) {
3908 for (j=0 : j<n2 : j++)
3909 if (p1-->i == p2-->j) flag = 1;
3910 if (flag == 0) rfalse;
3913 for (j=0 : j<n2 : j++) {
3915 for (i=0 : i<n1 : i++)
3916 if (p1-->i == p2-->j) flag = 1;
3917 if (flag == 0) rfalse;
3920 ! print "Which are identical!^";
3924 ! ----------------------------------------------------------------------------
3925 ! PrintCommand reconstructs the command as it presently reads, from
3926 ! the pattern which has been built up
3928 ! If from is 0, it starts with the verb: then it goes through the pattern.
3929 ! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
3930 ! if 1, it goes up to pcount-1.
3932 ! Note that verbs and prepositions are printed out of the dictionary:
3933 ! and that since the dictionary may only preserve the first six characters
3934 ! of a word (in a V3 game), we have to hand-code the longer words needed.
3936 ! (Recall that pattern entries are 0 for "multiple object", 1 for "special
3937 ! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
3939 ! ----------------------------------------------------------------------------
3941 [ PrintCommand from i k spacing_flag;
3942 #Ifdef LanguageCommand;
3943 LanguageCommand(from);
3944 i = k = spacing_flag = 0; ! suppress warning
3948 if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0)
3950 from++; spacing_flag = true;
3953 for (k=from : k<pcount : k++) {
3955 if (i == PATTERN_NULL) continue;
3956 if (spacing_flag) print (char) ' ';
3957 if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; }
3958 if (i == 1) { print (string) THAT__TX; jump TokenPrinted; }
3959 if (i >= REPARSE_CODE)
3960 print (address) No__Dword(i-REPARSE_CODE);
3962 if (i in compass && LanguageVerbLikesAdverb(verb_word))
3963 LanguageDirection (i.door_dir); ! the direction name as adverb
3967 spacing_flag = true;
3969 #Endif; ! LanguageCommand
3972 ! ----------------------------------------------------------------------------
3973 ! The CantSee routine returns a good error number for the situation where
3974 ! the last word looked at didn't seem to refer to any object in context.
3976 ! The idea is that: if the actor is in a location (but not inside something
3977 ! like, for instance, a tank which is in that location) then an attempt to
3978 ! refer to one of the words listed as meaningful-but-irrelevant there
3979 ! will cause "you don't need to refer to that in this game" rather than
3980 ! "no such thing" or "what's 'it'?".
3981 ! (The advantage of not having looked at "irrelevant" local nouns until now
3982 ! is that it stops them from clogging up the ambiguity-resolving process.
3983 ! Thus game objects always triumph over scenery.)
3984 ! ----------------------------------------------------------------------------
3987 if (scope_token ~= 0) {
3988 scope_error = scope_token;
3992 wn--; w = NextWord();
3994 if (w == pronoun_word) {
3995 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
3998 i = actor; while (parent(i) ~= 0) i = parent(i);
4001 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4003 Descriptors(); ! skip past THE etc
4004 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
4008 saved_oops = num_desc + match_from + saved_ml;
4010 saved_oops = num_desc + match_from + match_length;
4016 ! ----------------------------------------------------------------------------
4017 ! The MultiAdd routine adds object "o" to the multiple-object-list.
4019 ! This is only allowed to hold 63 objects at most, at which point it ignores
4020 ! any new entries (and sets a global flag so that a warning may later be
4021 ! printed if need be).
4022 ! ----------------------------------------------------------------------------
4025 i = multiple_object-->0;
4026 if (i == 63) { toomany_flag = 1; rtrue; }
4027 for (j=1 : j<=i : j++)
4028 if (o == multiple_object-->j) rtrue;
4030 multiple_object-->i = o;
4031 multiple_object-->0 = i;
4034 ! ----------------------------------------------------------------------------
4035 ! The MultiSub routine deletes object "o" from the multiple-object-list.
4037 ! It returns 0 if the object was there in the first place, and 9 (because
4038 ! this is the appropriate error number in Parser()) if it wasn't.
4039 ! ----------------------------------------------------------------------------
4041 [ MultiSub o i j k et;
4042 i = multiple_object-->0; et = 0;
4043 for (j=1 : j<=i : j++)
4044 if (o == multiple_object-->j) {
4045 for (k=j : k<=i : k++)
4046 multiple_object-->k = multiple_object-->(k+1);
4047 multiple_object-->0 = --i;
4053 ! ----------------------------------------------------------------------------
4054 ! The MultiFilter routine goes through the multiple-object-list and throws
4055 ! out anything without the given attribute "attr" set.
4056 ! ----------------------------------------------------------------------------
4058 [ MultiFilter attr i j o;
4062 i = multiple_object-->0;
4063 for (j=1 : j<=i : j++) {
4064 o = multiple_object-->j;
4072 ! ----------------------------------------------------------------------------
4073 ! The UserFilter routine consults the user's filter (or checks on attribute)
4074 ! to see what already-accepted nouns are acceptable
4075 ! ----------------------------------------------------------------------------
4078 if (token_filter > 0 && token_filter < 49) {
4079 if (obj has (token_filter-1)) rtrue;
4083 return token_filter();
4086 ! ----------------------------------------------------------------------------
4087 ! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
4088 ! (the main parse buffer)
4089 ! ----------------------------------------------------------------------------
4091 #Ifdef TARGET_ZCODE;
4093 [ MoveWord at1 b2 at2 x y;
4094 x = at1*2-1; y = at2*2-1;
4095 parse-->x++ = b2-->y++;
4099 #Ifnot; ! TARGET_GLULX
4101 [ MoveWord at1 b2 at2 x y;
4102 x = at1*3-2; y = at2*3-2;
4103 parse-->x++ = b2-->y++;
4104 parse-->x++ = b2-->y++;
4110 ! ----------------------------------------------------------------------------
4111 ! SearchScope domain1 domain2 context
4113 ! Works out what objects are in scope (possibly asking an outside routine),
4114 ! but does not look at anything the player has typed.
4115 ! ----------------------------------------------------------------------------
4117 [ SearchScope domain1 domain2 context i is;
4119 ! Everything is in scope to the debugging commands
4122 if (scope_reason == PARSING_REASON
4123 && LanguageVerbIsDebugging(verb_word)) {
4125 #Ifdef TARGET_ZCODE;
4126 for (i=selfobj : i<=top_object : i++)
4127 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4129 #Ifnot; ! TARGET_GLULX
4131 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4138 ! First, a scope token gets priority here:
4140 if (scope_token ~= 0) {
4142 if (scope_token()) rtrue;
4145 ! Pick up everything in the location except the actor's possessions;
4146 ! then go through those. (This ensures the actor's possessions are in
4147 ! scope even in Darkness.)
4149 if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) {
4150 if (IsSeeThrough(advance_warning) == 1)
4151 ScopeWithin(advance_warning, 0, context);
4154 ! Next, call any user-supplied routine adding things to the scope,
4155 ! which may circumvent the usual routines altogether
4156 ! if they return true:
4158 if (actor == domain1 or domain2) {
4159 is = InScope(actor);
4160 if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor);
4164 if (domain1 ~= 0 && domain1 has supporter or container)
4165 ScopeWithin_O(domain1, domain1, context);
4166 ScopeWithin(domain1, domain2, context);
4167 if (domain2 ~= 0 && domain2 has supporter or container)
4168 ScopeWithin_O(domain2, domain2, context);
4169 ScopeWithin(domain2, 0, context);
4172 ! A special rule applies:
4173 ! in Darkness as in light, the actor is always in scope to himself.
4175 if (thedark == domain1 or domain2) {
4176 ScopeWithin_O(actor, actor, context);
4177 if (parent(actor) has supporter or container)
4178 ScopeWithin_O(parent(actor), parent(actor), context);
4182 ! ----------------------------------------------------------------------------
4183 ! IsSeeThrough is used at various places: roughly speaking, it determines
4184 ! whether o being in scope means that the contents of o are in scope.
4185 ! ----------------------------------------------------------------------------
4188 if (o has supporter or transparent ||
4189 (o has container && o has open))
4194 ! ----------------------------------------------------------------------------
4195 ! PlaceInScope is provided for routines outside the library, and is not
4196 ! called within the parser (except for debugging purposes).
4197 ! ----------------------------------------------------------------------------
4199 [ PlaceInScope thing;
4200 if (scope_reason~=PARSING_REASON or TALKING_REASON) {
4201 DoScopeAction(thing); rtrue;
4203 wn = match_from; TryGivenObject(thing); placed_in_flag = 1;
4206 ! ----------------------------------------------------------------------------
4208 ! ----------------------------------------------------------------------------
4210 [ DoScopeAction thing s p1;
4211 s = scope_reason; p1 = parser_one;
4213 if (parser_trace >= 6)
4214 print "[DSA on ", (the) thing, " with reason = ", scope_reason,
4215 " p1 = ", parser_one, " p2 = ", parser_two, "]^";
4217 switch (scope_reason) {
4218 REACT_BEFORE_REASON:
4219 if (thing.react_before == 0 or NULL) return;
4221 if (parser_trace >= 2)
4222 print "[Considering react_before for ", (the) thing, "]^";
4224 if (parser_one == 0) parser_one = RunRoutines(thing, react_before);
4226 if (thing.react_after == 0 or NULL) return;
4228 if (parser_trace >= 2)
4229 print "[Considering react_after for ", (the) thing, "]^";
4231 if (parser_one == 0) parser_one = RunRoutines(thing, react_after);
4233 if (thing.each_turn == 0) return;
4235 if (parser_trace >= 2)
4236 print "[Considering each_turn for ", (the) thing, "]^";
4238 PrintOrRun(thing, each_turn);
4240 if (thing == parser_one) parser_two = 1;
4241 LOOPOVERSCOPE_REASON:
4248 ! ----------------------------------------------------------------------------
4249 ! ScopeWithin looks for objects in the domain which make textual sense
4250 ! and puts them in the match list. (However, it does not recurse through
4251 ! the second argument.)
4252 ! ----------------------------------------------------------------------------
4254 [ ScopeWithin domain nosearch context x y;
4255 if (domain == 0) rtrue;
4257 ! Special rule: the directions (interpreted as the 12 walls of a room) are
4258 ! always in context. (So, e.g., "examine north wall" is always legal.)
4259 ! (Unless we're parsing something like "all", because it would just slow
4260 ! things down then, or unless the context is "creature".)
4262 if (indef_mode==0 && domain==actors_location
4263 && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN)
4264 ScopeWithin(compass);
4266 ! Look through the objects in the domain, avoiding "objectloop" in case
4267 ! movements occur, e.g. when trying each_turn.
4272 ScopeWithin_O(x, nosearch, context);
4277 [ ScopeWithin_O domain nosearch context i ad n;
4279 ! If the scope reason is unusual, don't parse.
4281 if (scope_reason ~= PARSING_REASON or TALKING_REASON) {
4282 DoScopeAction(domain);
4286 ! "it" or "them" matches to the it-object only. (Note that (1) this means
4287 ! that "it" will only be understood if the object in question is still
4288 ! in context, and (2) only one match can ever be made in this case.)
4290 if (match_from <= num_words) { ! If there's any text to match, that is
4293 if (i == 1 && player == domain) MakeMatch(domain, 1);
4294 if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1);
4297 ! Construing the current word as the start of a noun, can it refer to the
4301 if (TryGivenObject(domain) > 0)
4302 if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) {
4303 ! This case arises if the player has typed a number in
4304 ! which is hypothetically an indefinite descriptor:
4305 ! e.g. "take two clubs". We have just checked the object
4306 ! against the word "clubs", in the hope of eventually finding
4307 ! two such objects. But we also backtrack and check it
4308 ! against the words "two clubs", in case it turns out to
4309 ! be the 2 of Clubs from a pack of cards, say. If it does
4310 ! match against "two clubs", we tear up our original
4311 ! assumption about the meaning of "two" and lapse back into
4314 wn = indef_nspec_at;
4315 if (TryGivenObject(domain) > 0) {
4316 match_from = indef_nspec_at;
4324 ! Shall we consider the possessions of the current object, as well?
4325 ! Only if it's a container (so, for instance, if a dwarf carries a
4326 ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword"
4328 ! Also, only if there are such possessions.
4330 ! Notice that the parser can see "into" anything flagged as
4331 ! transparent - such as a dwarf whose sword you can get at.
4333 if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1)
4334 ScopeWithin(domain,nosearch,context);
4336 ! Drag any extras into context
4338 ad = domain.&add_to_scope;
4341 ! Test if the property value is not an object.
4342 #Ifdef TARGET_ZCODE;
4343 i = (UnsignedCompare(ad-->0, top_object) > 0);
4344 #Ifnot; ! TARGET_GLULX
4345 i = (((ad-->0)->0) ~= $70);
4349 ats_flag = 2+context;
4350 RunRoutines(domain, add_to_scope);
4354 n = domain.#add_to_scope;
4355 for (i=0 : (WORDSIZE*i)<n : i++)
4357 ScopeWithin_O(ad-->i, 0, context);
4364 ScopeWithin_O(obj, 0, ats_flag-2);
4365 if (ats_flag == 1) {
4366 if (HasLightSource(obj)==1) ats_hls = 1;
4370 ! ----------------------------------------------------------------------------
4371 ! MakeMatch looks at how good a match is. If it's the best so far, then
4372 ! wipe out all the previous matches and start a new list with this one.
4373 ! If it's only as good as the best so far, add it to the list.
4374 ! If it's worse, ignore it altogether.
4376 ! The idea is that "red panic button" is better than "red button" or "panic".
4378 ! number_matched (the number of words matched) is set to the current level
4381 ! We never match anything twice, and keep at most 64 equally good items.
4382 ! ----------------------------------------------------------------------------
4384 [ MakeMatch obj quality i;
4386 if (parser_trace >= 6) print " Match with quality ",quality,"^";
4388 if (token_filter ~= 0 && UserFilter(obj) == 0) {
4390 if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^";
4394 if (quality < match_length) rtrue;
4395 if (quality > match_length) { match_length = quality; number_matched = 0; }
4397 if (number_matched >= MATCH_LIST_SIZE) rtrue;
4398 for (i=0 : i<number_matched : i++)
4399 if (match_list-->i == obj) rtrue;
4401 match_list-->number_matched++ = obj;
4403 if (parser_trace >= 6) print " Match added to list^";
4407 ! ----------------------------------------------------------------------------
4408 ! TryGivenObject tries to match as many words as possible in what has been
4409 ! typed to the given object, obj. If it manages any words matched at all,
4410 ! it calls MakeMatch to say so, then returns the number of words (or 1
4411 ! if it was a match because of inadequate input).
4412 ! ----------------------------------------------------------------------------
4414 [ TryGivenObject obj threshold k w j;
4416 if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^";
4419 dict_flags_of_noun = 0;
4421 ! If input has run out then always match, with only quality 0 (this saves
4424 if (wn > num_words) {
4425 if (indef_mode ~= 0)
4426 dict_flags_of_noun = DICT_X654; ! Reject "plural" bit
4429 if (parser_trace >= 5) print " Matched (0)^";
4434 ! Ask the object to parse itself if necessary, sitting up and taking notice
4435 ! if it says the plural was used:
4437 if (obj.parse_name~=0) {
4438 parser_action = NULL; j=wn;
4439 k = RunRoutines(obj,parse_name);
4445 if (parser_action == ##PluralFound)
4446 dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR;
4448 if (dict_flags_of_noun & DICT_PLUR) {
4449 if (~~allow_plurals) k = 0;
4451 if (indef_mode == 0) {
4452 indef_mode = 1; indef_type = 0; indef_wanted = 0;
4454 indef_type = indef_type | PLURAL_BIT;
4455 if (indef_wanted == 0) indef_wanted = 100;
4460 if (parser_trace >= 5) print " Matched (", k, ")^";
4465 if (k == 0) jump NoWordsMatch;
4469 ! The default algorithm is simply to count up how many words pass the
4472 parser_action = NULL;
4476 if (w == 1 && player == obj) { k=1; jump MMbyPN; }
4478 if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; }
4481 threshold = ParseNoun(obj);
4482 if (threshold == -1) {
4483 LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to
4484 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
4485 threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj);
4486 LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality
4489 if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^";
4491 if (threshold < 0) wn++;
4492 if (threshold > 0) { k = threshold; jump MMbyPN; }
4494 if (threshold == 0 || Refers(obj,wn-1) == 0) {
4496 if (indef_mode ~= 0) {
4497 k = 0; parser_action = NULL;
4503 if (threshold < 0) {
4505 dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100;
4507 while (Refers(obj, wn-1)) {
4510 dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR));
4519 ! ----------------------------------------------------------------------------
4520 ! Refers works out whether the word at number wnum can refer to the object
4521 ! obj, returning true or false. The standard method is to see if the
4522 ! word is listed under "name" for the object, but this is more complex
4523 ! in languages other than English.
4524 ! ----------------------------------------------------------------------------
4526 [ Refers obj wnum wd k l m;
4527 if (obj == 0 || wnum <= 0) rfalse;
4529 #Ifdef LanguageRefers;
4530 k = LanguageRefers(obj,wnum); if (k >= 0) return k;
4531 #Endif; ! LanguageRefers
4533 k = wn; wn = wnum; wd = NextWordStopped(); wn = k;
4535 if (parser_inflection_func) {
4536 k = parser_inflection(obj, wd);
4537 if (k >= 0) return k;
4541 m = parser_inflection;
4543 k = obj.&m; l = (obj.#m)/WORDSIZE-1;
4544 for (m=0 : m<=l : m++)
4545 if (wd == k-->m) rtrue;
4549 [ WordInProperty wd obj prop k l m;
4550 k = obj.∝ l = (obj.#prop)/WORDSIZE-1;
4551 for (m=0 : m<=l : m++)
4552 if (wd == k-->m) rtrue;
4556 [ DictionaryLookup b l i;
4557 for (i=0 : i<l : i++) buffer2->(WORDSIZE+i) = b->i;
4558 SetKeyBufLength(l, buffer2);
4559 Tokenise__(buffer2, parse2);
4563 ! ----------------------------------------------------------------------------
4564 ! NounWord (which takes no arguments) returns:
4566 ! 0 if the next word is unrecognised or does not carry the "noun" bit in
4567 ! its dictionary entry,
4568 ! 1 if a word meaning "me",
4569 ! the index in the pronoun table (plus 2) of the value field of a pronoun,
4570 ! if the word is a pronoun,
4571 ! the address in the dictionary if it is a recognised noun.
4573 ! The "current word" marker moves on one.
4574 ! ----------------------------------------------------------------------------
4579 if (i == ME1__WD or ME2__WD or ME3__WD) return 1;
4580 s = LanguagePronouns-->0;
4581 for (j=1 : j<=s : j=j+3)
4582 if (i == LanguagePronouns-->j)
4584 if ((i->#dict_par1) & DICT_NOUN == 0) rfalse;
4588 ! ----------------------------------------------------------------------------
4589 ! NextWord (which takes no arguments) returns:
4591 ! 0 if the next word is unrecognised,
4592 ! comma_word if a comma
4593 ! THEN1__WD if a full stop
4594 ! or the dictionary address if it is recognised.
4595 ! The "current word" marker is moved on.
4597 ! NextWordStopped does the same, but returns -1 when input has run out
4598 ! ----------------------------------------------------------------------------
4600 #Ifdef TARGET_ZCODE;
4603 if (wn <= 0 || wn > parse->1) { wn++; rfalse; }
4606 if (j == ',//') j = comma_word;
4607 if (j == './/') j = THEN1__WD;
4612 if (wn > parse->1) { wn++; return -1; }
4616 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4619 return b + p->(wordnum*4+1);
4622 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4624 return p->(wordnum*4);
4627 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4629 return p-->(wordnum*2-1);
4632 [ NumberWords p; ! Number of parsed strings in buffer
4637 [ GetKeyBufLength b; ! Number of typed chars in buffer
4642 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4644 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4648 #Ifnot; ! TARGET_GLULX
4651 if (wn <= 0 || wn > parse-->0) { wn++; rfalse; }
4654 if (j == ',//') j=comma_word;
4655 if (j == './/') j=THEN1__WD;
4660 if (wn > parse-->0) {
4667 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4670 return b + p-->(wordnum*3);
4673 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4675 return p-->(wordnum*3-1);
4678 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4680 return p-->(wordnum*3-2);
4683 [ NumberWords p; ! Number of parsed strings in buffer
4688 [ GetKeyBufLength b; ! Number of typed chars in buffer
4693 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4695 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4701 ! ----------------------------------------------------------------------------
4702 ! TryNumber is the only routine which really does any character-level
4703 ! parsing, since that's normally left to the Z-machine.
4704 ! It takes word number "wordnum" and tries to parse it as an (unsigned)
4705 ! decimal number, returning
4707 ! -1000 if it is not a number
4708 ! the number if it has between 1 and 4 digits
4709 ! 10000 if it has 5 or more digits.
4711 ! (The danger of allowing 5 digits is that Z-machine integers are only
4712 ! 16 bits long, and anyway this isn't meant to be perfect.)
4714 ! Using NumberWord, it also catches "one" up to "twenty".
4716 ! Note that a game can provide a ParseNumber routine which takes priority,
4717 ! to enable parsing of odder numbers ("x45y12", say).
4718 ! ----------------------------------------------------------------------------
4720 [ TryNumber wordnum i j c num len mul tot d digit;
4721 i = wn; wn = wordnum; j = NextWord(); wn = i;
4723 if (j >= 1) return j;
4725 num = WordAddress(wordnum); len = WordLength(wordnum);
4727 tot = ParseNumber(num, len);
4728 if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len);
4730 if (tot ~= 0) return tot;
4732 if (len >= 4) mul=1000;
4733 if (len == 3) mul=100;
4734 if (len == 2) mul=10;
4735 if (len == 1) mul=1;
4739 for (c = 0 : c < len : c++) {
4741 if (digit == '0') { d = 0; jump digok; }
4742 if (digit == '1') { d = 1; jump digok; }
4743 if (digit == '2') { d = 2; jump digok; }
4744 if (digit == '3') { d = 3; jump digok; }
4745 if (digit == '4') { d = 4; jump digok; }
4746 if (digit == '5') { d = 5; jump digok; }
4747 if (digit == '6') { d = 6; jump digok; }
4748 if (digit == '7') { d = 7; jump digok; }
4749 if (digit == '8') { d = 8; jump digok; }
4750 if (digit == '9') { d = 9; jump digok; }
4753 tot = tot+mul*d; mul = mul/10;
4755 if (len > 4) tot=10000;
4759 ! ----------------------------------------------------------------------------
4760 ! AnyNumber is a general parsing routine which accepts binary, hexadecimal
4761 ! and decimal numbers up to the full Zcode/Glulx ranges.
4762 ! ----------------------------------------------------------------------------
4764 #Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767
4765 Constant MAX_DECIMAL_SIZE 5;
4766 Constant MAX_DECIMAL_BASE 3276;
4767 #Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647
4768 Constant MAX_DECIMAL_SIZE 10;
4769 Constant MAX_DECIMAL_BASE 214748364;
4773 wa we sign base digit digit_count num;
4775 wa = WordAddress(wn); we = wa + WordLength(wn);
4776 sign = 1; base = 10;
4777 if (wa->0 == '-') { sign = -1; wa++; }
4779 if (wa->0 == '$') { base = 16; wa++; }
4780 if (wa->0 == '$') { base = 2; wa++; }
4782 if (wa >= we) return GPR_FAIL; ! no digits after -/$
4783 while (wa->0 == '0') wa++; ! skip leading zeros
4784 for (num=0,digit_count=1 : wa<we : wa++,digit_count++) {
4786 '0' to '9': digit = wa->0 - '0';
4787 'A' to 'F': digit = wa->0 - 'A' + 10;
4788 'a' to 'f': digit = wa->0 - 'a' + 10;
4789 default: return GPR_FAIL;
4791 if (digit >= base) return GPR_FAIL;
4794 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL;
4795 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL;
4797 if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL;
4798 if (digit_count == MAX_DECIMAL_SIZE) {
4799 if (num > MAX_DECIMAL_BASE) return GPR_FAIL;
4800 if (num == MAX_DECIMAL_BASE) {
4801 if (sign == 1 && digit > 7) return GPR_FAIL;
4802 if (sign == -1 && digit > 8) return GPR_FAIL;
4806 num = base*num + digit;
4808 parsed_number = num * sign;
4813 ! ----------------------------------------------------------------------------
4814 ! GetGender returns 0 if the given animate object is female, and 1 if male
4815 ! (not all games will want such a simple decision function!)
4816 ! ----------------------------------------------------------------------------
4819 if (person hasnt female) rtrue;
4823 [ GetGNAOfObject obj case gender;
4824 if (obj hasnt animate) case = 6;
4825 if (obj has male) gender = male;
4826 if (obj has female) gender = female;
4827 if (obj has neuter) gender = neuter;
4829 if (case == 0) gender = LanguageAnimateGender;
4830 else gender = LanguageInanimateGender;
4832 if (gender == female) case = case + 1;
4833 if (gender == neuter) case = case + 2;
4834 if (obj has pluralname) case = case + 3;
4838 ! ----------------------------------------------------------------------------
4839 ! Converting between dictionary addresses and entry numbers
4840 ! ----------------------------------------------------------------------------
4842 #Ifdef TARGET_ZCODE;
4844 [ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ];
4845 [ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ];
4847 #Ifnot; ! TARGET_GLULX
4849 ! In Glulx, dictionary entries *are* addresses.
4850 [ Dword__No w; return w; ];
4851 [ No__Dword n; return n; ];
4855 ! ----------------------------------------------------------------------------
4856 ! For copying buffers
4857 ! ----------------------------------------------------------------------------
4859 #Ifdef TARGET_ZCODE;
4861 [ CopyBuffer bto bfrom i size;
4863 for (i=1 : i<=size : i++) bto->i = bfrom->i;
4866 #Ifnot; ! TARGET_GLULX
4868 [ CopyBuffer bto bfrom i;
4869 for (i=0 : i<INPUT_BUFFER_LEN : i++) bto->i = bfrom->i;
4874 ! ----------------------------------------------------------------------------
4875 ! Provided for use by language definition files
4876 ! ----------------------------------------------------------------------------
4878 #Ifdef TARGET_ZCODE;
4880 [ LTI_Insert i ch b y;
4882 ! Protect us from strict mode, as this isn't an array in quite the
4886 ! Insert character ch into buffer at point i.
4887 ! Being careful not to let the buffer possibly overflow:
4889 if (y > b->0) y = b->0;
4891 ! Move the subsequent text along one character:
4892 for (y=y+2 : y>i : y--) b->y = b->(y-1);
4895 ! And the text is now one character longer:
4896 if (b->1 < b->0) (b->1)++;
4899 #Ifnot; ! TARGET_GLULX
4901 [ LTI_Insert i ch b y;
4903 ! Protect us from strict mode, as this isn't an array in quite the
4907 ! Insert character ch into buffer at point i.
4908 ! Being careful not to let the buffer possibly overflow:
4910 if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN;
4912 ! Move the subsequent text along one character:
4913 for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1);
4916 ! And the text is now one character longer:
4917 if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++;
4922 ! ============================================================================
4924 [ PronounsSub x y c d;
4925 L__M(##Pronouns, 1);
4927 c = (LanguagePronouns-->0)/3;
4928 if (player ~= selfobj) c++;
4930 if (c == 0) return L__M(##Pronouns, 4);
4932 for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) {
4933 print "~", (address) LanguagePronouns-->x, "~ ";
4934 y = LanguagePronouns-->(x+2);
4935 if (y == NULL) L__M(##Pronouns, 3);
4937 L__M(##Pronouns, 2);
4941 if (d < c-1) print (string) COMMA__TX;
4942 if (d == c-1) print (SerialComma) c, (string) AND__TX;
4944 if (player ~= selfobj) {
4945 print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2);
4946 c = player; player = selfobj;
4947 print (the) c; player = c;
4949 L__M(##Pronouns, 5);
4952 [ SetPronoun dword value x;
4953 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4954 if (LanguagePronouns-->x == dword) {
4955 LanguagePronouns-->(x+2) = value; return;
4960 [ PronounValue dword x;
4961 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4962 if (LanguagePronouns-->x == dword)
4963 return LanguagePronouns-->(x+2);
4967 [ ResetVagueWords obj; PronounNotice(obj); ];
4969 #Ifdef EnglishNaturalLanguage;
4971 [ PronounOldEnglish;
4972 if (itobj ~= old_itobj) SetPronoun('it', itobj);
4973 if (himobj ~= old_himobj) SetPronoun('him', himobj);
4974 if (herobj ~= old_herobj) SetPronoun('her', herobj);
4975 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
4978 #Endif; !EnglishNaturalLanguage
4980 [ PronounNotice obj x bm;
4981 if (obj == player) return;
4983 #Ifdef EnglishNaturalLanguage;
4984 PronounOldEnglish();
4985 #Endif; ! EnglishNaturalLanguage
4987 bm = PowersOfTwo_TB-->(GetGNAOfObject(obj));
4989 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4990 if (bm & (LanguagePronouns-->(x+1)) ~= 0)
4991 LanguagePronouns-->(x+2) = obj;
4993 #Ifdef EnglishNaturalLanguage;
4994 itobj = PronounValue('it'); old_itobj = itobj;
4995 himobj = PronounValue('him'); old_himobj = himobj;
4996 herobj = PronounValue('her'); old_herobj = herobj;
4997 #Endif; ! EnglishNaturalLanguage
5000 ! ============================================================================
5001 ! End of the parser proper: the remaining routines are its front end.
5002 ! ----------------------------------------------------------------------------
5004 Object InformLibrary "(Inform Library)"
5005 with play [ i j k l;
5007 #Ifdef TARGET_ZCODE;
5009 #Ifnot; ! TARGET_GLULX
5014 while (~~deadflag) { ! everything happens in this loop
5016 #Ifdef EnglishNaturalLanguage;
5017 PronounOldEnglish();
5018 old_itobj = PronounValue('it');
5019 old_himobj = PronounValue('him');
5020 old_herobj = PronounValue('her');
5021 #Endif; ! EnglishNaturalLanguage
5025 if (score ~= last_score) {
5026 if (notify_mode == 1) NotifyTheScore();
5032 inputobjs-->0 = 0; inputobjs-->1 = 0;
5033 inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false;
5035 ! The Parser writes its results into inputobjs and meta,
5036 ! a flag indicating a "meta-verb". This can only be set for
5037 ! commands by the player, not for orders to others.
5039 InformParser.parse_input(inputobjs);
5041 action = inputobjs-->0;
5043 ! --------------------------------------------------------------
5045 ! Reverse "give fred biscuit" into "give biscuit to fred"
5047 if (action == ##GiveR or ##ShowR) {
5048 i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i;
5049 if (action == ##GiveR) action = ##Give; else action = ##Show;
5052 ! Convert "P, tell me about X" to "ask P about X"
5054 if (action == ##Tell && inputobjs-->2 == player && actor ~= player) {
5055 inputobjs-->2 = actor; actor = player; action = ##Ask;
5058 ! Convert "ask P for X" to "P, give X to me"
5060 if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) {
5061 actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3;
5062 inputobjs-->3 = player; action = ##Give;
5065 ! For old, obsolete code: special_word contains the topic word
5068 if (action == ##Ask or ##Tell or ##Answer)
5069 special_word = special_number1;
5071 ! --------------------------------------------------------------
5073 multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false;
5074 ! For implicit taking and multiple object detection
5077 inp1 = 0; inp2 = 0; i = inputobjs-->1;
5078 if (i >= 1) inp1 = inputobjs-->2;
5079 if (i >= 2) inp2 = inputobjs-->3;
5081 ! inp1 and inp2 hold: object numbers, or 0 for "multiple object",
5082 ! or 1 for "a number or dictionary address"
5084 if (inp1 == 1) noun = special_number1; else noun = inp1;
5086 if (inp1 == 1) second = special_number2;
5087 else second = special_number1;
5091 ! -------------------------------------------------------------
5093 !print "inp1: ", (name) inp1, "^";
5094 !print "inp2: ", (name) inp2, "^";
5095 !print "inputobjs-->1: ", (name) inputobjs-->1, "^";
5096 !print "inputobjs-->2: ", (name) inputobjs-->2, "^";
5097 !print "inputobjs-->3: ", (name) inputobjs-->3, "^";
5098 !print "noun: ", (name) noun, "^";
5099 !print "second: ", (name) second, "^";
5100 !print "actor: ", (name) actor, "^";
5103 ! --------------------------------------------------------------
5104 ! Generate the action...
5107 (i == 1 && inp1 ~= 0) ||
5108 (i == 2 && inp1 ~= 0 && inp2 ~= 0)) {
5110 if (actor ~= player) {
5111 switch (self.actor_act(actor, action, noun, second)) {
5112 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5113 default: jump turn__end;
5119 self.begin_action(action, noun, second, 0);
5123 ! ...unless a multiple object must be substituted. First:
5124 ! (a) check the multiple list isn't empty;
5125 ! (b) warn the player if it has been cut short because too long;
5126 ! (c) generate a sequence of actions from the list
5127 ! (stopping in the event of death or movement away).
5130 j = multiple_object-->0;
5132 L__M(##Miscellany, 2);
5136 toomany_flag = false;
5137 L__M(##Miscellany, 1);
5140 for (k=1 : k<=j : k++) {
5141 if (deadflag) break;
5142 if (location ~= i) {
5143 L__M(##Miscellany, 51);
5146 l = multiple_object-->k;
5148 print (name) l, (string) COLON__TX;
5151 switch (self.actor_act(actor, action, l, second)) {
5152 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5153 ACTOR_ACT_ABORT_ORDER: jump turn__end;
5159 if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
5165 ! --------------------------------------------------------------
5169 ! No time passes if either (i) the verb was meta, or
5170 ! (ii) we've only had the implicit take before the "real"
5173 if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; }
5175 if (~~deadflag) self.end_turn_sequence();
5176 else if (START_MOVE ~= 1) turns++;
5179 if (deadflag ~= 2 && AfterLife() == false)
5180 LibraryExtensions.RunAll(ext_afterlife);
5181 if (deadflag == 0) jump very__late__error;
5183 ], ! end of 'play' property
5185 end_turn_sequence [;
5186 AdvanceWorldClock(); if (deadflag) return;
5187 RunTimersAndDaemons(); if (deadflag) return;
5188 RunEachTurnProperties(); if (deadflag) return;
5189 if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses);
5190 if (deadflag) return;
5191 AdjustLight(); if (deadflag) return;
5192 NoteObjectAcquisitions();
5195 ! The first time we call self.actor_act(), set the fifth
5196 ! parameter to true. Details can be seen in
5197 ! 1d95759b1bd6674509d6cf9161e6db3da3831f10 and in Issues #23 and
5198 ! #30 (Mantis 1813 and 1885)
5199 actor_act [ p a n s ft j sp sa sn ss;
5200 sp = actor; actor = p;
5202 ! The player's "orders" property can refuse to allow
5203 ! conversation here, by returning true. If not, the order is
5204 ! sent to the other person's "orders" property. If that also
5205 ! returns false, then: if it was a misunderstood command
5206 ! anyway, it is converted to an Answer action (thus
5207 ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a
5208 ! good command, it is finally offered to the Order: part of
5209 ! the other person's "life" property, the old-fashioned
5210 ! way of dealing with conversation.
5212 sa = action; sn = noun; ss = second;
5213 action = a; noun = n; second = s;
5214 j = RunRoutines(player, orders);
5216 j = RunRoutines(actor, orders);
5218 if (action == ##NotUnderstood) {
5219 inputobjs-->3 = actor; actor = player; action = ##Answer;
5220 ! abort, not resetting action globals
5221 return ACTOR_ACT_ABORT_NOTUNDERSTOOD;
5223 if (RunLife(actor, ##Order) == 0) {
5224 L__M(##Order, 1, actor);
5226 return ACTOR_ACT_ABORT_ORDER;
5230 action = sa; noun = sn; second = ss;
5232 return ACTOR_ACT_ABORT_ORDER;
5236 self.begin_action(a, n, s, 0);
5239 return ACTOR_ACT_OK;
5242 begin_action [ a n s source sa sn ss;
5243 sa = action; sn = noun; ss = second;
5244 action = a; noun = n; second = s;
5246 if (debug_flag & DEBUG_ACTIONS) TraceAction(source);
5251 #Iftrue (Grammar__Version == 1);
5252 if ((meta || BeforeRoutines() == false) && action < 256) {
5255 if (BeforeRoutines() == false)
5257 } else ActionPrimitive();
5263 if ((meta || BeforeRoutines() == false) && action < 4096) {
5266 if (BeforeRoutines() == false)
5268 } else ActionPrimitive();
5273 #Endif; ! Grammar__Version
5274 action = sa; noun = sn; second = ss;
5278 ! ----------------------------------------------------------------------------
5279 ! Routines called before and after main 'play' loop
5282 before_first_turn = true;
5283 for (i=1 : i<=100 : i++) j = random(i);
5285 ChangeDefault(cant_go, CANTGO__TX);
5287 real_location = thedark;
5288 player = selfobj; actor = player;
5289 selfobj.capacity = MAX_CARRIED; ! ### change?
5291 #Ifdef LanguageInitialise;
5292 LanguageInitialise();
5293 #Endif; ! LanguageInitialise
5295 #Ifdef EnglishNaturalLanguage;
5296 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
5297 #Endif;! EnglishNaturalLanguage
5300 LibraryExtensions.RunAll(ext_initialise);
5303 initial_lookmode = lookmode;
5305 objectloop (i in player) give i moved ~concealed;
5306 move player to location;
5307 while (parent(location)) location = parent(location);
5308 real_location = location;
5309 MoveFloatingObjects();
5311 actor = player; ! resync, because player may have been changed in Initialise()
5312 actors_location = location;
5314 lightflag = OffersLight(parent(player));
5315 if (lightflag == 0) location = thedark;
5317 if (j ~= 2) Banner();
5318 #ifndef NOINITIAL_LOOK;
5321 before_first_turn = false;
5326 #Ifdef TARGET_ZCODE;
5327 #IfV5; style bold; #Endif; ! V5
5328 #Ifnot; ! TARGET_GLULX
5329 glk_set_style(style_Alert);
5333 1: L__M(##Miscellany, 3);
5334 2: L__M(##Miscellany, 4);
5336 if (DeathMessage() == false)
5337 LibraryExtensions.RunAll(ext_deathmessage);
5341 #Ifdef TARGET_ZCODE;
5342 #IfV5; style roman; #Endif; ! V5
5343 #Ifnot; ! TARGET_GLULX
5344 glk_set_style(style_Normal);
5356 ! ----------------------------------------------------------------------------
5357 ! Routines called at end of each turn
5359 [ AdvanceWorldClock;
5361 if (the_time ~= NULL) {
5362 if (time_rate >= 0) the_time=the_time+time_rate;
5365 if (time_step == 0) {
5367 time_step = -time_rate;
5370 the_time = the_time % 1440;
5374 [ RunTimersAndDaemons i j;
5376 if (debug_flag & DEBUG_TIMERS) {
5377 for (i=0 : i<active_timers : i++) {
5380 print (name) (j&~WORD_HIGHBIT), ": ";
5381 if (j & WORD_HIGHBIT) print "daemon";
5383 print "timer with ", j.time_left, " turns to go";
5390 for (i=0 : i<active_timers : i++) {
5391 if (deadflag) return;
5394 if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon);
5396 if (j.time_left == 0) {
5398 RunRoutines(j, time_out);
5401 j.time_left = j.time_left-1;
5407 [ RunEachTurnProperties;
5408 scope_reason = EACH_TURN_REASON; verb_word = 0;
5409 DoScopeAction(location);
5410 SearchScope(ScopeCeiling(player), player, 0);
5411 scope_reason = PARSING_REASON;
5414 ! ----------------------------------------------------------------------------
5416 #Ifdef TARGET_ZCODE;
5418 [ ActionPrimitive; (#actions_table-->action)(); ];
5420 #Ifnot; ! TARGET_GLULX
5422 [ ActionPrimitive; (#actions_table-->(action+1))(); ];
5426 [ AfterGameOver i amus_ret;
5430 L__M(##Miscellany,5);
5435 #Ifdef TARGET_ZCODE;
5436 #IfV3; read buffer parse; #Endif; ! V3
5438 #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5
5439 #Ifnot; ! TARGET_GLULX
5440 KeyboardPrimitive(buffer, parse);
5443 if (i == QUIT1__WD or QUIT2__WD) {
5444 #Ifdef TARGET_ZCODE;
5446 #Ifnot; ! TARGET_GLULX
5450 if (i == RESTART__WD) {
5451 #Ifdef TARGET_ZCODE;
5453 #Ifnot; ! TARGET_GLULX
5457 if (i == RESTORE__WD) {
5461 if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) {
5462 new_line; FullScoreSub();
5465 if (deadflag == 2 && i == AMUSING__WD) {
5467 if (AMUSING_PROVIDED == 0) {
5469 amus_ret = Amusing();
5471 if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing);
5475 if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) {
5477 if (i == 0) jump RRQPL;
5480 L__M(##Miscellany, 8);
5484 [ NoteObjectAcquisitions i;
5485 objectloop (i in player)
5486 if (i hasnt moved) {
5489 score = score + OBJECT_SCORE;
5490 things_score = things_score + OBJECT_SCORE;
5495 ! ----------------------------------------------------------------------------
5496 ! R_Process is invoked by the <...> and <<...>> statements, whose syntax is:
5497 ! <action [noun] [second]> ! traditional
5498 ! <action [noun] [second], actor> ! introduced at compiler 6.33
5502 s1 = inp1; s2 = inp2; s3 = actor;
5503 inp1 = n; inp2 = s; if (p) actor = p; else actor = player;
5504 InformLibrary.begin_action(a, n, s, 1);
5505 inp1 = s1; inp2 = s2; actor = s3;
5508 ! ----------------------------------------------------------------------------
5510 [ TestScope obj act a al sr x y;
5511 x = parser_one; y = parser_two;
5512 parser_one = obj; parser_two = 0; a = actor; al = actors_location;
5513 sr = scope_reason; scope_reason = TESTSCOPE_REASON;
5514 if (act == 0) actor = player; else actor = act;
5515 actors_location = ScopeCeiling(actor);
5516 SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a;
5517 actors_location = al; parser_one = x; x = parser_two; parser_two = y;
5521 [ LoopOverScope routine act x y a al;
5522 x = parser_one; y = scope_reason; a = actor; al = actors_location;
5523 parser_one = routine;
5524 if (act == 0) actor = player; else actor = act;
5525 actors_location = ScopeCeiling(actor);
5526 scope_reason = LOOPOVERSCOPE_REASON;
5527 SearchScope(actors_location, actor, 0);
5528 parser_one = x; scope_reason = y; actor = a; actors_location = al;
5531 [ BeforeRoutines rv;
5532 if (GamePreRoutine()) rtrue;
5533 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0);
5535 if (RunRoutines(player, orders)) rtrue;
5536 scope_reason = REACT_BEFORE_REASON; parser_one = 0;
5537 SearchScope(ScopeCeiling(player), player, 0);
5538 scope_reason = PARSING_REASON;
5539 if (parser_one) rtrue;
5540 if (location && RunRoutines(location, before)) rtrue;
5541 if (inp1 > 1 && RunRoutines(inp1, before)) rtrue;
5546 scope_reason = REACT_AFTER_REASON; parser_one = 0;
5547 SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON;
5548 if (parser_one) rtrue;
5549 if (location && RunRoutines(location, after)) rtrue;
5550 if (inp1 > 1 && RunRoutines(inp1, after)) rtrue;
5551 rv = GamePostRoutine();
5552 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false);
5558 if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j);
5560 reason_code = j; return RunRoutines(a,life);
5564 switch (metaclass(addr)) { ! Left over from Inform 5
5566 Object, Class: return 1;
5572 [ PrintOrRun obj prop flag;
5573 if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop);
5574 if (obj.prop == NULL) rfalse;
5575 switch (metaclass(obj.prop)) {
5576 Class, Object, nothing:
5577 return RunTimeError(2,obj,prop);
5579 print (string) obj.prop;
5580 if (flag == 0) new_line;
5583 return RunRoutines(obj, prop);
5587 [ PrintOrRunVar var flag;
5588 switch (metaclass(var)) {
5593 if (flag == 0) new_line;
5597 print (char) '(', var, (char) ')';
5602 [ ValueOrRun obj prop;
5603 !### this is entirely unlikely to work. Does anyone care? (AP)
5604 ! Well, it's certainly used three times in verblibm.h (RF)
5605 ! Update: now not used (RF)
5606 if (obj.prop < 256) return obj.prop;
5607 return RunRoutines(obj, prop);
5610 [ RunRoutines obj prop;
5611 if (obj == thedark && prop ~= initial or short_name or description) obj = real_location;
5612 if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse;
5616 #Ifdef TARGET_ZCODE;
5618 [ ChangeDefault prop val a b;
5619 ! Use assembly-language here because -S compilation won't allow this:
5625 #Ifnot; ! TARGET_GLULX
5627 [ ChangeDefault prop val;
5628 ! Use assembly-language here because -S compilation won't allow this:
5629 ! #cpv__start-->prop = val;
5630 @astore #cpv__start prop val;
5635 ! ----------------------------------------------------------------------------
5637 [ StartTimer obj timer i;
5638 for (i=0 : i<active_timers : i++)
5639 if (the_timers-->i == obj) rfalse;
5640 for (i=0 : i<active_timers : i++)
5641 if (the_timers-->i == 0) jump FoundTSlot;
5642 i = active_timers++;
5643 if (i >= MAX_TIMERS) { RunTimeError(4); return; }
5645 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5646 the_timers-->i = obj; obj.time_left = timer;
5650 for (i=0 : i<active_timers : i++)
5651 if (the_timers-->i == obj) jump FoundTSlot2;
5654 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5655 the_timers-->i = 0; obj.time_left = 0;
5658 [ StartDaemon obj i;
5659 for (i=0 : i<active_timers : i++)
5660 if (the_timers-->i == WORD_HIGHBIT + obj) rfalse;
5661 for (i=0 : i<active_timers : i++)
5662 if (the_timers-->i == 0) jump FoundTSlot3;
5663 i = active_timers++;
5664 if (i >= MAX_TIMERS) RunTimeError(4);
5666 the_timers-->i = WORD_HIGHBIT + obj;
5670 for (i=0 : i<active_timers : i++)
5671 if (the_timers-->i == WORD_HIGHBIT + obj) jump FoundTSlot4;
5677 ! ----------------------------------------------------------------------------
5680 if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; }
5681 else { sline1 = the_time/60; sline2 = the_time%60;}
5685 the_time = t; time_rate = s; time_step = 0;
5686 if (s < 0) time_step = 0-s;
5690 #Ifdef TARGET_GLULX;
5691 glk_set_style(style_Note);
5692 #Endif; ! TARGET_GLULX
5693 print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^";
5694 #Ifdef TARGET_GLULX;
5695 glk_set_style(style_Normal);
5696 #Endif; ! TARGET_GLULX
5699 ! ----------------------------------------------------------------------------
5701 [ AdjustLight flag i;
5703 lightflag = OffersLight(parent(player));
5705 if (i == 0 && lightflag == 1) {
5706 location = real_location;
5707 if (flag == 0) <Look>;
5710 if (i == 1 && lightflag == 0) {
5711 real_location = location; location = thedark;
5714 return L__M(##Miscellany, 9);
5717 if (i == 0 && lightflag == 0) location = thedark;
5722 if (i has light) rtrue;
5724 if (HasLightSource(j) == 1) rtrue;
5725 if (i has container) {
5726 if (i has open || i has transparent)
5727 return OffersLight(parent(i));
5730 if (i has enterable || i has transparent || i has supporter)
5731 return OffersLight(parent(i));
5736 [ HidesLightSource obj;
5737 if (obj == player) rfalse;
5738 if (obj has transparent or supporter) rfalse;
5739 if (obj has container) return (obj hasnt open);
5740 return (obj hasnt enterable);
5743 [ HasLightSource i j ad;
5745 if (i has light) rtrue;
5746 if (i has enterable || IsSeeThrough(i) == 1)
5747 if (~~(HidesLightSource(i)))
5749 if (HasLightSource(j) == 1) rtrue;
5750 ad = i.&add_to_scope;
5751 if (parent(i) ~= 0 && ad ~= 0) {
5752 if (metaclass(ad-->0) == Routine) {
5753 ats_hls = 0; ats_flag = 1;
5754 RunRoutines(i, add_to_scope);
5755 ats_flag = 0; if (ats_hls == 1) rtrue;
5758 for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)
5759 if (HasLightSource(ad-->j) == 1) rtrue;
5765 [ ChangePlayer obj flag i;
5766 ! if (obj.&number == 0) return RunTimeError(7, obj);
5768 if (obj == nothing) obj = selfobj;
5769 if (actor == player) actor=obj;
5770 give player ~transparent ~concealed;
5771 i = obj; while (parent(i) ~= 0) {
5772 if (i has animate) give i transparent;
5775 if (player == selfobj && player provides nameless && player.nameless == true) {
5776 if (player provides narrative_voice) {
5777 if (player.narrative_voice == 1) {
5778 player.short_name = MYFORMER__TX;
5779 (player.&name)-->0 = 'my';
5780 (player.&name)-->1 = 'former';
5781 (player.&name)-->2 = 'self';
5782 } else if (player.narrative_voice == 2) {
5783 player.short_name = FORMER__TX;
5784 (player.&name)-->0 = 'my';
5785 (player.&name)-->1 = 'former';
5786 (player.&name)-->2 = 'self';
5794 give player transparent concealed animate;
5795 i = player; while (parent(i) ~= 0) i = parent(i);
5796 location = i; real_location = location;
5797 if (parent(player) == 0) return RunTimeError(10);
5798 MoveFloatingObjects();
5799 lightflag = OffersLight(parent(player));
5800 if (lightflag == 0) location = thedark;
5801 print_player_flag = flag;
5804 ! ----------------------------------------------------------------------------
5808 #Ifdef TARGET_ZCODE;
5812 if (w >= 1 && w <= top_object) print " (", (name) w, ")";
5813 if (UnsignedCompare(w, dict_start) >= 0 &&
5814 UnsignedCompare(w, dict_end) < 0 &&
5815 (w - dict_start) % dict_entry_size == 0)
5816 print " ('", (address) w, "')";
5819 [ DebugAction a anames;
5820 #Iftrue (Grammar__Version == 1);
5821 if (a >= 256) { print "<fake action ", a-256, ">"; return; }
5823 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5824 #Endif; ! Grammar__Version
5825 anames = #identifiers_table;
5826 anames = anames + 2*(anames-->0) + 2*48;
5827 print (string) anames-->a;
5830 [ DebugAttribute a anames;
5831 if (a < 0 || a >= 48) print "<invalid attribute ", a, ">";
5833 anames = #identifiers_table; anames = anames + 2*(anames-->0);
5834 print (string) anames-->a;
5838 #Ifnot; ! TARGET_GLULX
5840 [ DebugParameter w endmem;
5843 if (w >= 1 && w < endmem) {
5844 if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")";
5845 if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')";
5849 [ DebugAction a str;
5850 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5851 if (a < 0 || a >= #identifiers_table-->7) print "<invalid action ", a, ">";
5853 str = #identifiers_table-->6;
5855 if (str) print (string) str; else print "<unnamed action ", a, ">";
5859 [ DebugAttribute a str;
5860 if (a < 0 || a >= NUM_ATTR_BYTES*8) print "<invalid attribute ", a, ">";
5862 str = #identifiers_table-->4;
5864 if (str) print (string) str; else print "<unnamed attribute ", a, ">";
5870 [ TraceAction source ar;
5871 if (source < 2) print "[ Action ", (DebugAction) action;
5874 print "[ Order to ", (name) actor, ": ", (DebugAction) action;
5876 print "[ Life rule ", (DebugAction) ar;
5878 if (noun ~= 0) print " with noun ", (DebugParameter) noun;
5879 if (second ~= 0) print " and second ", (DebugParameter) second;
5880 if (source == 0) print " ";
5881 if (source == 1) print " (from < > statement) ";
5886 AnalyseToken(token);
5887 switch (found_ttype) {
5889 print "<illegal token number ", token, ">";
5891 switch (found_tdata) {
5892 NOUN_TOKEN: print "noun";
5893 HELD_TOKEN: print "held";
5894 MULTI_TOKEN: print "multi";
5895 MULTIHELD_TOKEN: print "multiheld";
5896 MULTIEXCEPT_TOKEN: print "multiexcept";
5897 MULTIINSIDE_TOKEN: print "multiinside";
5898 CREATURE_TOKEN: print "creature";
5899 SPECIAL_TOKEN: print "special";
5900 NUMBER_TOKEN: print "number";
5901 TOPIC_TOKEN: print "topic";
5902 ENDIT_TOKEN: print "END";
5905 print "'", (address) found_tdata, "'";
5908 print "noun=", (InfixPrintPA) found_tdata;
5910 print "noun=Routine(", found_tdata, ")";
5913 print (DebugAttribute) found_tdata;
5916 print "scope=", (InfixPrintPA) found_tdata;
5918 print "scope=Routine(", found_tdata, ")";
5922 print (InfixPrintPA) found_tdata;
5924 print "Routine(", found_tdata, ")";
5929 [ DebugGrammarLine pcount;
5931 for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
5932 if ((line_token-->pcount)->0 & $10) print "/ ";
5933 print (DebugToken) line_token-->pcount, " ";
5935 print "-> ", (DebugAction) action_to_be;
5936 if (action_reversed) print " reverse";
5939 #Ifdef TARGET_ZCODE;
5941 [ ShowVerbSub grammar lines j;
5942 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
5943 "Try typing ~showverb~ and then the name of a verb.";
5945 if ((noun->#dict_par1) & DICT_META) print " meta";
5946 for (j=dict_start : j<dict_end : j=j+dict_entry_size)
5947 if (j->#dict_par2 == noun->#dict_par2)
5948 print " '", (address) j, "'";
5950 grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2));
5953 if (lines == 0) "has no grammar lines.";
5954 for (: lines>0 : lines--) {
5955 grammar = UnpackGrammarLine(grammar);
5956 print " "; DebugGrammarLine(); new_line;
5960 #Ifnot; ! TARGET_GLULX
5962 [ ShowVerbSub grammar lines i j wd dictlen entrylen;
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 dictlen = #dictionary_table-->0;
5968 entrylen = DICT_WORD_SIZE + 7;
5969 for (j=0 : j<dictlen : j++) {
5970 wd = #dictionary_table + WORDSIZE + entrylen*j;
5971 if (wd->#dict_par2 == noun->#dict_par2)
5972 print " '", (address) wd, "'";
5975 i = DictionaryWordToVerbNum(noun);
5976 grammar = (#grammar_table)-->(i+1);
5979 if (lines == 0) "has no grammar lines.";
5980 for (: lines>0 : lines--) {
5981 grammar = UnpackGrammarLine(grammar);
5982 print " "; DebugGrammarLine(); new_line;
5988 [ ShowObjSub c f l a n x numattr;
5989 if (noun == 0) noun = location;
5990 objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; }
5991 if (f == 1) print (name) l, " ~"; else print "Object ~";
5992 print (name) noun, "~ (", noun, ")";
5993 if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")";
5997 objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " ";
6000 #Ifdef TARGET_ZCODE;
6002 #Ifnot; ! TARGET_GLULX
6003 numattr = NUM_ATTR_BYTES * 8;
6005 for (a=0,f=0 : a<numattr : a++) if (noun has a) f=1;
6008 for (a=0 : a<numattr : a++) if (noun has a) print (DebugAttribute) a, " ";
6011 if (noun ofclass Class) return;
6014 #Ifdef TARGET_ZCODE;
6015 l = #identifiers_table-->0;
6016 #Ifnot; ! TARGET_GLULX
6017 l = INDIV_PROP_START + #identifiers_table-->3;
6019 for (a=1 : a<=l : a++) {
6020 if ((a ~= 2 or 3) && noun.&a) {
6021 if (f == 0) { print " with "; f=1; }
6024 for (c=0 : WORDSIZE*c<n : c++) {
6027 if (a == name) print "'", (address) x, "'";
6029 if (a == number or capacity or time_left) print x;
6036 switch (metaclass(x)) {
6040 print "~", (string) x, "~";
6052 ! if (f==1) new_line;
6055 [ ShowDictSub_helper x; print (address) x; ];
6059 #Ifdef TARGET_ZCODE;
6060 dp = HDR_DICTIONARY-->0; ! start of dictionary
6061 dp = dp + dp->0 + 1; ! skip over word-separators table
6062 el = dp->0; dp = dp + 1; ! entry length
6063 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6064 #Ifnot; ! TARGET_GLULX;
6065 dp = #dictionary_table; ! start of dictionary
6066 el = DICT_WORD_SIZE + 7; ! entry length
6067 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
6069 ! dp now at first entry
6070 wn = 2; x = NextWordStopped();
6073 "That word isn't in the dictionary.";
6075 ; ! show all entries
6077 dp = './/'; ne = 1; ! show '.'
6079 dp = ',//'; ne = 1; ! show ','
6081 dp = x; ne = 1; f = true; ! show specified entry, plus associated objects
6083 for ( : ne-- : dp=dp+el) {
6084 print (address) dp, " --> ";
6085 x = dp->#dict_par1; ! flag bits
6086 y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE;
6087 for (z=WORDSIZE : z<y : z++) {
6088 !if (x & DICT_NOUN) StorageForShortName->z = UpperCase(StorageForShortName->z);
6089 if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000;
6090 print (char) StorageForShortName->z;
6096 !if (x & $0040) print " BIT_6";
6097 !if (x & $0020) print " BIT_5";
6098 !if (x & $0010) print " BIT_4";
6099 if (x & $8000) print " UNTYPEABLE";
6100 if (x & DICT_NOUN) print " noun";
6101 if (x & DICT_PLUR) print "+plural";
6102 if (x & DICT_VERB) print " verb";
6103 if (x & DICT_META) print "+meta";
6104 if (x & DICT_PREP) print " preposition";
6105 if (f && (x & DICT_NOUN)) {
6106 print " --> refers to these objects:";
6108 if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")";
6117 ! ----------------------------------------------------------------------------
6118 ! Miscellaneous display routines used by DrawStatusLine and available for
6119 ! user. Most of these vary according to which machine is being compiled to
6120 ! ----------------------------------------------------------------------------
6122 #Ifdef TARGET_ZCODE;
6124 [ ClearScreen window;
6126 WIN_ALL: @erase_window -1;
6127 WIN_STATUS: @erase_window 1;
6128 WIN_MAIN: @erase_window 0;
6132 #Iftrue (#version_number == 6);
6133 [ MoveCursorV6 line column charw; ! 1-based postion on text grid
6134 @get_wind_prop 1 13 -> charw; ! font size
6135 charw = charw & $FF;
6136 line = 1 + charw*(line-1);
6137 column = 1 + charw*(column-1);
6138 @set_cursor line column;
6143 [ MoveCursor line column; ! 1-based postion on text grid
6144 if (~~statuswin_current) {
6147 if (clr_on && clr_bgstatus > 1)
6148 @set_colour clr_fgstatus clr_bgstatus;
6153 if (line == 0) { line = 1; column = 1; }
6154 #Iftrue (#version_number == 6);
6155 MoveCursorV6(line, column);
6157 @set_cursor line column;
6159 statuswin_current = true;
6164 if (statuswin_current) {
6166 if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg;
6172 statuswin_current = false;
6175 #Iftrue (#version_number == 6);
6176 [ ScreenWidth width charw;
6177 @get_wind_prop 1 3 -> width;
6178 @get_wind_prop 1 13 -> charw;
6179 charw = charw & $FF;
6180 if (charw == 0) return width;
6181 return (width+charw-1) / charw;
6185 return (HDR_SCREENWCHARS->0);
6190 return (HDR_SCREENHLINES->0);
6193 #Iftrue (#version_number == 6);
6194 [ StatusLineHeight height wx wy x y charh;
6195 ! Split the window. Standard 1.0 interpreters should keep the window 0
6196 ! cursor in the same absolute position, but older interpreters,
6197 ! including Infocom's don't - they keep the window 0 cursor in the
6198 ! same position relative to its origin. We therefore compensate
6200 @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx;
6201 @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh;
6202 @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x;
6203 height = height * charh;
6204 @split_window height;
6205 y = y - height + wy - 1;
6209 gg_statuswin_cursize = height;
6212 [ StatusLineHeight height;
6213 if (gg_statuswin_cursize ~= height)
6214 @split_window height;
6215 gg_statuswin_cursize = height;
6220 [ SetColour f b window;
6221 if (window == 0) { ! if setting both together, set reverse
6229 if (window == 0 or 2) {
6234 if (statuswin_current)
6235 @set_colour clr_fgstatus clr_bgstatus;
6237 @set_colour clr_fg clr_bg;
6243 #Ifnot; ! TARGET_GLULX
6245 [ ClearScreen window;
6246 if (window == WIN_ALL or WIN_MAIN) {
6247 glk_window_clear(gg_mainwin);
6249 glk_window_close(gg_quotewin, 0);
6253 if (gg_statuswin && window == WIN_ALL or WIN_STATUS)
6254 glk_window_clear(gg_statuswin);
6257 [ MoveCursor line column; ! 0-based postion on text grid
6259 glk_set_window(gg_statuswin);
6261 if (line == 0) { line = 1; column = 1; }
6262 glk_window_move_cursor(gg_statuswin, column-1, line-1);
6263 statuswin_current=1;
6267 glk_set_window(gg_mainwin);
6268 statuswin_current=0;
6272 if (c > 9) return c;
6274 return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0);
6279 if (gg_statuswin && statuswin_current) id = gg_statuswin;
6280 glk_window_get_size(id, gg_arguments, 0);
6281 return gg_arguments-->0;
6285 glk_window_get_size(gg_mainwin, 0, gg_arguments);
6286 return gg_arguments-->0;
6290 [ SetColour f b window doclear i fwd bwd swin;
6291 if (window) swin = 5-window; ! 4 for TextGrid, 3 for TextBuffer
6294 fwd = MakeColourWord(f);
6295 bwd = MakeColourWord(b);
6296 for (i=0 : i<=10: i++) {
6297 if (f == CLR_DEFAULT || b == CLR_DEFAULT) { ! remove style hints
6298 glk_stylehint_clear(swin, i, 7);
6299 glk_stylehint_clear(swin, i, 8);
6302 glk_stylehint_set(swin, i, 7, fwd);
6303 glk_stylehint_set(swin, i, 8, bwd);
6306 ! Now re-open the windows to apply the hints
6307 if (gg_statuswin) glk_window_close(gg_statuswin, 0);
6309 if (doclear || ( window ~= 1 && (clr_fg ~= f || clr_bg ~= b) ) ) {
6310 glk_window_close(gg_mainwin, 0);
6311 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6312 if (gg_scriptstr ~= 0)
6313 glk_window_set_echo_stream(gg_mainwin, gg_scriptstr);
6316 gg_statuswin = glk_window_open($12, gg_statuswin_cursize,
6317 4, GG_STATUSWIN_ROCK);
6318 if (statuswin_current && gg_statuswin)
6319 MoveCursor(); else MainWindow();
6335 [ SetColour f b window doclear;
6336 f = b = window = doclear = 0;
6341 SetColour (f, b, w);
6344 [ RestoreColours; ! L61007, L61113
6345 gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight()
6347 if (clr_on) { ! check colour has been used
6348 SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored
6349 SetColour(clr_fgstatus, clr_bgstatus, 1, true);
6353 #Ifdef TARGET_ZCODE;
6354 #Iftrue (#version_number == 6); ! request screen update
6355 (0-->8) = (0-->8) | $$00000100;
6360 ! ----------------------------------------------------------------------------
6361 ! Except in Version 3, the DrawStatusLine routine does just that: this is
6362 ! provided explicitly so that it can be Replace'd to change the style, and
6363 ! as written it emulates the ordinary Standard game status line, which is
6365 ! ----------------------------------------------------------------------------
6367 #Ifdef TARGET_ZCODE;
6371 #Iftrue (#version_number == 6);
6372 [ DrawStatusLine width x charw scw mvw;
6373 HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004;
6375 StatusLineHeight(gg_statuswin_size);
6376 ! Now clear the window. This isn't totally trivial. Our approach is to
6377 ! select the fixed space font, measure its width, and print an appropriate
6378 ! number of spaces. We round up if the screen isn't a whole number of
6379 ! characters wide, and rely on window 1 being set to clip by default.
6382 width = ScreenWidth();
6384 ! Back to standard font for the display. We use output_stream 3 to
6385 ! measure the space required, the aim being to get 50 characters
6386 ! worth of space for the location name.
6389 if (location == thedark)
6390 print (name) location;
6392 FindVisibilityLevels();
6393 if (visibility_ceiling == location) print (name) location;
6394 else print (The) visibility_ceiling;
6396 @get_wind_prop 1 3 -> width;
6397 @get_wind_prop 1 13 -> charw;
6398 charw = charw & $FF;
6399 @output_stream 3 StorageForShortName;
6400 print (string) SCORE__TX, "00000";
6401 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6402 @output_stream 3 StorageForShortName;
6403 print (string) MOVES__TX, "00000";
6404 @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw;
6405 if (width - scw - mvw >= 50*charw) {
6406 x = 1+width-scw-mvw;
6407 @set_cursor 1 x; print (string) SCORE__TX, sline1;
6409 @set_cursor 1 x; print (string) MOVES__TX, sline2;
6412 @output_stream 3 StorageForShortName;
6413 print "00000/00000";
6414 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6415 if (width - scw >= 50*charw) {
6417 @set_cursor 1 x; print sline1, "/", sline2;
6420 ! Reselect roman, as Infocom's interpreters interpreters go funny
6421 ! if reverse is selected twice.
6425 #Endif; ! #version_number == 6
6429 #Endif; ! TARGET_ZCODE
6431 #Ifndef DrawStatusLine;
6432 [ DrawStatusLine width posa posb posc;
6433 #Ifdef TARGET_GLULX;
6434 ! If we have no status window, we must not try to redraw it.
6435 if (gg_statuswin == 0)
6439 ! If there is no player location, we shouldn't try to draw status window
6440 if (location == nothing || parent(player) == nothing)
6443 StatusLineHeight(gg_statuswin_size);
6446 width = ScreenWidth();
6453 if (location == thedark) {
6454 print (name) location;
6457 FindVisibilityLevels();
6458 if (visibility_ceiling == location)
6459 print (name) location;
6461 print (The) visibility_ceiling;
6464 if (sys_statusline_flag && width > 53) {
6465 MoveCursor(1, posa);
6466 print (string) TIME__TX;
6467 LanguageTimeOfDay(sline1, sline2);
6472 MoveCursor(1, posa);
6473 print (string) SCORE__TX, sline1;
6475 MoveCursor(1, posb);
6476 print (string) MOVES__TX, sline2;
6478 if (width > 53 && width <= 66) {
6479 MoveCursor(1, posb);
6481 print (string) MOVES__TX, sline2;
6483 print sline1, "/", sline2;
6487 MoveCursor(1, posc);
6489 print (string) MOVES_S__TX, sline2;
6491 print sline1, "/", sline2;
6496 MainWindow(); ! set_window
6500 #Ifdef TARGET_GLULX;
6502 [ StatusLineHeight hgt parwin;
6503 if (gg_statuswin == 0) return;
6504 if (hgt == gg_statuswin_cursize) return;
6505 parwin = glk_window_get_parent(gg_statuswin);
6506 glk_window_set_arrangement(parwin, $12, hgt, 0);
6507 gg_statuswin_cursize = hgt;
6510 [ Box__Routine maxwid arr ix lines lastnl parwin;
6511 maxwid = 0; ! squash compiler warning
6514 if (gg_quotewin == 0) {
6515 gg_arguments-->0 = lines;
6516 ix = InitGlkWindow(GG_QUOTEWIN_ROCK);
6517 if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK);
6519 gg_quotewin = glk_window_open(gg_mainwin, $12, lines, 3,
6520 GG_QUOTEWIN_ROCK); ! window_open
6523 parwin = glk_window_get_parent(gg_quotewin);
6524 glk_window_set_arrangement(parwin, $12, lines, 0);
6529 glk_window_clear(gg_quotewin);
6530 glk_set_window(gg_quotewin);
6534 ! If gg_quotewin is zero here, the quote just appears in the story window.
6536 glk_set_style(style_BlockQuote);
6537 for (ix=0 : ix<lines : ix++) {
6538 print (string) arr-->(ix+1);
6539 if (ix < lines-1 || lastnl) new_line;
6541 glk_set_style(style_Normal);
6544 glk_set_window(gg_mainwin);
6548 #Endif; ! TARGET_GLULX
6551 #Ifdef TARGET_ZCODE;
6554 standard_interpreter = HDR_TERPSTANDARD-->0;
6555 transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001);
6556 sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2;
6557 top_object = #largest_object-255;
6559 dict_start = HDR_DICTIONARY-->0;
6560 dict_entry_size = dict_start->(dict_start->0 + 1);
6561 dict_start = dict_start + dict_start->0 + 4;
6562 dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size;
6564 if (dict_start > 0 && dict_end < 0 &&
6565 ((-dict_start) - dict_end) % dict_entry_size == 0)
6566 print "** Warning: grammar properties might not work correctly **^";
6569 buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
6570 buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE;
6571 buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE;
6572 parse->0 = MAX_BUFFER_WORDS;
6573 parse2->0 = MAX_BUFFER_WORDS;
6576 #Ifnot; ! TARGET_GLULX;
6579 @gestalt 4 2 res; ! Test if this interpreter has Glk.
6581 ! Without Glk, we're entirely screwed.
6584 ! Set the VM's I/O system to be Glk.
6587 ! First, we must go through all the Glk objects that exist, and see
6588 ! if we created any of them. One might think this strange, since the
6589 ! program has just started running, but remember that the player might
6590 ! have just typed "restart".
6593 res = InitGlkWindow(0);
6594 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0);
6597 ! Now, gg_mainwin and gg_storywin might already be set. If not, set them.
6599 if (gg_mainwin == 0) {
6600 ! Open the story window.
6601 res = InitGlkWindow(GG_MAINWIN_ROCK);
6602 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK);
6604 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6605 if (gg_mainwin == 0) {
6606 ! If we can't even open one window, there's no point in going on.
6611 ! There was already a story window. We should erase it.
6612 glk_window_clear(gg_mainwin);
6615 if (gg_statuswin == 0) {
6616 res = InitGlkWindow(GG_STATUSWIN_ROCK);
6617 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK);
6619 gg_statuswin_cursize = gg_statuswin_size;
6620 gg_statuswin = glk_window_open(gg_mainwin, $12,
6621 gg_statuswin_cursize, 4, GG_STATUSWIN_ROCK);
6624 ! It's possible that the status window couldn't be opened, in which case
6625 ! gg_statuswin is now zero. We must allow for that later on.
6627 glk_set_window(gg_mainwin);
6629 if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1);
6632 [ GGRecoverObjects id;
6633 ! If GGRecoverObjects() has been called, all these stored IDs are
6634 ! invalid, so we start by clearing them all out.
6635 ! (In fact, after a restoreundo, some of them may still be good.
6636 ! For simplicity, though, we assume the general case.)
6643 gg_statuswin_cursize = 0;
6645 gg_command_reading = false;
6646 ! Also tell the game to clear its object references.
6647 if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0);
6649 id = glk_stream_iterate(0, gg_arguments);
6651 switch (gg_arguments-->0) {
6652 GG_SAVESTR_ROCK: gg_savestr = id;
6653 GG_SCRIPTSTR_ROCK: gg_scriptstr = id;
6654 GG_COMMANDWSTR_ROCK: gg_commandstr = id;
6655 gg_command_reading = false;
6656 GG_COMMANDRSTR_ROCK: gg_commandstr = id;
6657 gg_command_reading = true;
6658 default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false)
6659 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0);
6661 id = glk_stream_iterate(id, gg_arguments);
6664 id = glk_window_iterate(0, gg_arguments);
6666 switch (gg_arguments-->0) {
6667 GG_MAINWIN_ROCK: gg_mainwin = id;
6668 GG_STATUSWIN_ROCK: gg_statuswin = id;
6669 GG_QUOTEWIN_ROCK: gg_quotewin = id;
6670 default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false)
6671 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0);
6673 id = glk_window_iterate(id, gg_arguments);
6676 id = glk_fileref_iterate(0, gg_arguments);
6678 switch (gg_arguments-->0) {
6679 GG_SCRIPTFREF_ROCK: gg_scriptfref = id;
6680 default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false)
6681 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0);
6683 id = glk_fileref_iterate(id, gg_arguments);
6686 ! Tell the game to tie up any loose ends.
6687 if (IdentifyGlkObject(2) == false)
6688 LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2);
6691 ! This somewhat obfuscated function will print anything.
6692 ! It handles strings, functions (with optional arguments), objects,
6693 ! object properties (with optional arguments), and dictionary words.
6694 ! It does *not* handle plain integers, but you can use
6695 ! DecimalNumber or EnglishNumber to handle that case.
6697 ! Calling: Is equivalent to:
6698 ! ------- ----------------
6699 ! PrintAnything() <nothing printed>
6700 ! PrintAnything(0) <nothing printed>
6701 ! PrintAnything("string"); print (string) "string";
6702 ! PrintAnything('word') print (address) 'word';
6703 ! PrintAnything(obj) print (name) obj;
6704 ! PrintAnything(obj, prop) obj.prop();
6705 ! PrintAnything(obj, prop, args...) obj.prop(args...);
6706 ! PrintAnything(func) func();
6707 ! PrintAnything(func, args...) func(args...);
6709 [ PrintAnything _vararg_count obj mclass;
6710 print_anything_result = 0;
6711 if (_vararg_count == 0) return;
6714 if (obj == 0) return;
6716 if (obj->0 == $60) {
6717 ! Dictionary word. Metaclass() can't catch this case, so we do
6719 print (address) obj;
6723 mclass = metaclass(obj);
6731 ! Call the function with all the arguments which are already
6733 @call obj _vararg_count print_anything_result;
6736 if (_vararg_count == 0) {
6740 ! Push the object back onto the stack, and call the
6741 ! veneer routine that handles obj.prop() calls.
6744 @call CA__Pr _vararg_count print_anything_result;
6750 ! This does the same as PrintAnything, but the output is sent to a
6751 ! byte array in memory. The first two arguments must be the array
6752 ! address and length; the following arguments are interpreted as
6753 ! for PrintAnything. The return value is the number of characters
6755 ! If the output is longer than the array length given, the extra
6756 ! characters are discarded, so the array does not overflow.
6757 ! (However, the return value is the total length of the output,
6758 ! including discarded characters.)
6760 [ PrintAnyToArray _vararg_count arr arrlen str oldstr len;
6763 _vararg_count = _vararg_count - 2;
6765 oldstr = glk_stream_get_current(); ! stream_get_current
6766 str = glk_stream_open_memory(arr, arrlen, 1, 0);
6767 if (str == 0) return 0;
6769 glk_stream_set_current(str);
6771 @call PrintAnything _vararg_count 0;
6773 glk_stream_set_current(oldstr);
6783 ! And this calls PrintAnyToArray on a particular array, jiggering
6784 ! the result to be a Glulx C-style ($E0) string.
6786 Constant GG_ANYTOSTRING_LEN 66;
6787 Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1;
6789 [ ChangeAnyToCString _vararg_count ix len;
6790 ix = GG_ANYTOSTRING_LEN-2;
6794 ix = _vararg_count+2;
6795 @call PrintAnyToArray ix len;
6796 AnyToStrArr->0 = $E0;
6797 if (len >= GG_ANYTOSTRING_LEN)
6798 len = GG_ANYTOSTRING_LEN-1;
6799 AnyToStrArr->(len+1) = 0;
6805 ! This is a trivial function which just prints a number, in decimal
6806 ! digits. It may be useful as a stub to pass to PrintAnything.
6808 [ DecimalNumber num; print num; ];
6810 #Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately,
6811 Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent
6816 Array StorageForShortName buffer SHORTNAMEBUF_LEN;
6818 Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN;
6823 #Ifdef TARGET_ZCODE;
6825 ! Platform-independent way of printing strings, routines and properties
6826 ! to a buffer (defined as length word followed by byte characters).
6828 [ PrintToBuffer buf len a b c d e;
6829 print_anything_result = 0;
6830 @output_stream 3 buf;
6831 switch (metaclass(a)) {
6835 print_anything_result = a(b, c, d, e);
6838 print_anything_result = PrintOrRun(a, b, true);
6843 if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()");
6847 #Ifnot; ! TARGET_GLULX
6849 [ PrintToBuffer buf len a b c d e;
6851 if (metaclass(a) == Object && a.#b == WORDSIZE
6852 && metaclass(a.b) == String)
6853 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b);
6855 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e);
6858 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a);
6859 if (buf-->0 > len) buf-->0 = len;
6865 ! Print contents of buffer (defined as length word followed by byte characters).
6866 ! no_break == 1: omit trailing newline.
6867 ! set_case == 1: capitalise first letter;
6868 ! == 2: capitalise first letter, remainder lower case;
6869 ! == 3: all lower case;
6870 ! == 4: all upper case.
6871 ! centred == 1: add leading spaces.
6873 [ PrintFromBuffer buf no_break set_case centred
6876 if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline
6878 k = (ScreenWidth() - j) / 2;
6881 for (i=0 : i<j : i++) {
6882 k = buf->(WORDSIZE+i);
6885 1: if (i) set_case = 0;
6886 else k = UpperCase(k);
6887 2: if (i) k = LowerCase(k);
6888 else k = UpperCase(k);
6889 3: k = LowerCase(k);
6890 4: k = UpperCase(k);
6894 if (no_break == false) new_line;
6898 ! None of the following functions should be called for zcode if the
6899 ! output exceeds the size of the buffer.
6901 [ StringSize a b c d e;
6902 PrintToBuffer(StorageForShortName, 160, a, b, c, d, e);
6903 return StorageForShortName-->0;
6906 [ PrintCapitalised a b no_break no_caps centred;
6907 if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String)
6908 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b);
6910 if (a.b == NULL) rfalse;
6911 else return RunTimeError(2, a, b);
6912 if (no_caps == 0 or 1) no_caps = ~~no_caps;
6913 PrintFromBuffer(StorageForShortName, no_break, no_caps, centred);
6914 return print_anything_result;
6918 PrintCapitalised(a, b, false, true, true);
6921 [ CapitRule str no_caps;
6922 if (no_caps) print (string) str;
6923 else PrintCapitalised(str,0,true);
6926 [ PrefaceByArticle o acode pluralise capitalise i artform findout artval;
6927 if (o provides articles) {
6928 artval=(o.&articles)-->(acode+short_name_case*LanguageCases);
6930 print (CapitRule) artval;
6932 print (string) artval;
6933 if (pluralise) return;
6934 print (PSN__) o; return;
6937 i = GetGNAOfObject(o);
6939 if (i < 3 || (i >= 6 && i < 9)) i = i + 3;
6941 i = LanguageGNAsToArticles-->i;
6943 artform = LanguageArticles
6944 + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases);
6946 #Iftrue (LanguageContractionForms == 2);
6947 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6948 #Endif; ! LanguageContractionForms
6949 #Iftrue (LanguageContractionForms == 3);
6950 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6951 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6952 #Endif; ! LanguageContractionForms
6953 #Iftrue (LanguageContractionForms == 4);
6954 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6955 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6956 if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true;
6957 #Endif; ! LanguageContractionForms
6958 #Iftrue (LanguageContractionForms > 4);
6960 #Endif; ! LanguageContractionForms
6962 #Ifdef TARGET_ZCODE;
6963 if (standard_interpreter && findout) {
6964 StorageForShortName-->0 = SHORTNAMEBUF_LEN;
6965 @output_stream 3 StorageForShortName;
6966 if (pluralise) print (number) pluralise; else print (PSN__) o;
6968 acode = acode + 3*LanguageContraction(StorageForShortName + 2);
6970 #Ifnot; ! TARGET_GLULX
6973 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise);
6975 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
6976 acode = acode + 3*LanguageContraction(StorageForShortName);
6980 CapitRule (artform-->acode, ~~capitalise); ! print article
6981 if (pluralise) return;
6986 if (o == 0) { print (string) NOTHING__TX; rtrue; }
6987 switch (metaclass(o)) {
6988 Routine: print "<routine ", o, ">"; rtrue;
6989 String: print "<string ~", (string) o, "~>"; rtrue;
6990 nothing: print "<illegal object number ", o, ">"; rtrue;
6992 #Ifdef LanguagePrintShortName;
6993 if (LanguagePrintShortName(o)) rtrue;
6994 #Endif; ! LanguagePrintShortName
6995 if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue;
6996 if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue;
7000 [ Indefart o saveIndef;
7001 saveIndef = indef_mode; indef_mode = true; caps_mode = false;
7005 indef_mode = saveIndef;
7009 if (o provides article) {
7010 PrintOrRun(o, article, 1);
7011 print " ", (PSN__) o;
7012 indef_mode = saveIndef;
7015 PrefaceByArticle(o, 2);
7016 indef_mode = saveIndef;
7019 [ CInDefArt o saveIndef saveCaps;
7020 saveIndef = indef_mode; indef_mode = true;
7021 saveCaps = caps_mode; caps_mode = true;
7025 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7026 PrintFromBuffer(StorageForShortName, true, caps_mode);
7027 caps_mode = saveCaps;
7031 if (o provides article) {
7032 PrintCapitalised(o, article, true);
7033 print " ", (PSN__) o;
7034 indef_mode = saveIndef;
7035 caps_mode = saveCaps;
7038 PrefaceByArticle(o, 2, 0, 1);
7039 caps_mode = saveCaps;
7040 indef_mode = saveIndef;
7043 [ Defart o saveIndef;
7044 saveIndef = indef_mode;
7047 if ((~~o ofclass Object) || o has proper) {
7050 if (player provides narrative_voice) {
7051 switch (player.narrative_voice) {
7052 1: print (string) MYSELF__TX;
7053 2: print (string) YOURSELF__TX;
7055 default: RunTimeError(16, player.narrative_voice);
7058 else ThatOrThose(player);
7062 indef_mode = saveIndef;
7065 PrefaceByArticle(o, 1);
7066 indef_mode = saveIndef;
7069 [ CDefart o saveIndef saveCaps;
7070 saveIndef = indef_mode; indef_mode = false;
7071 saveCaps = caps_mode; caps_mode = true;
7072 if (~~o ofclass Object) {
7073 indef_mode = NULL; print (PSN__) o;
7078 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
7079 PrintFromBuffer(StorageForShortName, true, caps_mode);
7082 PrefaceByArticle(o, 0);
7083 indef_mode = saveIndef; caps_mode = saveCaps;
7086 [ PrintShortName o saveIndef;
7087 saveIndef = indef_mode; indef_mode = NULL;
7088 PSN__(o); indef_mode = saveIndef;
7091 [ EnglishNumber n; LanguageNumber(n); ];
7094 #Ifdef SERIAL_COMMAS;
7097 n=0; ! quell unused n variable warning
7101 n = LanguageNumbers-->0;
7102 for (i=1 : i<=n : i=i+2)
7103 if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1);
7108 if (tab-->0 == 0) return RunTimeError(8);
7109 return tab-->(random(tab-->0));
7112 ! ----------------------------------------------------------------------------
7113 ! Useful routine: unsigned comparison (for addresses in Z-machine)
7114 ! Returns 1 if x>y, 0 if x=y, -1 if x<y
7115 ! ----------------------------------------------------------------------------
7117 [ UnsignedCompare x y u v;
7118 if (x == y) return 0;
7119 if (x < 0 && y >= 0) return 1;
7120 if (x >= 0 && y < 0) return -1;
7121 u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT;
7122 if (u > v) return 1;
7126 ! ==============================================================================
7128 #Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson
7129 #Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too,
7130 ! but I'm not going to try to make this work
7131 ! given #Ifdef funniness.
7133 Array magic_array --> ! This is so nitfol can do typo correction /
7134 ! automapping / debugging on Glulx games
7135 $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length
7136 Magic_Global_Dispatch__
7137 DI__check_word ! DI__check_word(buf, length)
7139 WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x)
7140 RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop
7141 OP__Pr OC__Cl ! obj provides prop; obj ofclass class
7143 OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these
7146 [ OB__Parent__ obj; return parent(obj); ];
7148 [ OB__Child__ obj; return child(obj); ];
7150 [ OB__Sibling__ obj; return sibling(obj); ];
7152 [ Magic_Global_Dispatch__ glbl;
7155 if (location == TheDark) return real_location; return location;
7159 return CompassDirection::number; ! Silliness to make exist RA__Sc
7160 ! Should never be called.
7162 return magic_array; ! Silences a warning.
7165 [ DI__check_word buf wlen ix val res dictlen entrylen;
7166 ! Just like in Tokenise__. In fact, Tokenise__ could call this if
7167 ! it wanted, instead of doing this itself.
7168 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
7169 for (ix=0 : ix<wlen : ix++) {
7170 gg_tokenbuf->ix = glk_char_to_lower(buf->ix);
7172 for (: ix<DICT_WORD_SIZE : ix++) {
7173 gg_tokenbuf->ix = 0;
7175 val = #dictionary_table + WORDSIZE;
7176 entrylen = DICT_WORD_SIZE + 7;
7177 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
7182 #Endif; ! NITFOL_HOOKS
7184 ! ==============================================================================
7186 Object LibraryExtensions "(Library Extensions)"
7187 with RunAll [ prop a1 a2 a3
7189 objectloop (obj in self)
7190 if (obj provides prop && obj.prop ofclass Routine) {
7191 rval = obj.prop(a1, a2, a3);
7192 if (rval > max) max = rval;
7193 if (self.BetweenCalls) self.BetweenCalls();
7197 RunUntil [ prop exitval a1 a2 a3
7199 objectloop (obj in self)
7200 if (obj provides prop && obj.prop ofclass Routine) {
7201 rval = obj.prop(a1, a2, a3);
7202 if (rval == exitval) return rval;
7203 if (self.BetweenCalls) self.BetweenCalls();
7207 RunWhile [ prop exitval a1 a2 a3
7209 objectloop (obj in self)
7210 if (obj provides prop && obj.prop ofclass Routine) {
7211 rval = obj.prop(a1, a2, a3);
7212 if (rval ~= exitval) return rval;
7213 if (self.BetweenCalls) self.BetweenCalls();
7218 ext_number_1 0, ! general temporary workspace
7220 ! can be set to a function (e.g. RestoreWN) meant for execution
7221 ! after non-terminating calls to extension objects
7222 ! (via RunUntil/While/All)
7224 RestoreWN [; wn = self.ext_number_1; ],
7226 ! Special interception points
7227 ext_messages 0, ! Called if LibraryMessages.before()
7229 ! Extensions run while they return false
7231 ! Cross-platform entry points
7233 ext_afterlife 0, ! [C2/R1]
7234 ext_afterprompt 0, ! [C2/R1]
7235 ext_amusing 0, ! [C2/R1]
7236 ext_beforeparsing 0, ! [C2/R2]
7237 ext_chooseobjects 0, ! [C2/R2]
7238 ext_darktodark 0, ! [C2/R1]
7239 ext_deathmessage 0, ! [C2/R1]
7240 ext_gamepostroutine 0, ! [C2/R2]
7241 ext_gamepreroutine 0, ! [C2/R2]
7242 ext_initialise 0, ! [C1/R1]
7243 ext_inscope 0, ! [C2/R2]
7244 ext_lookroutine 0, ! [C2/R1]
7245 ext_newroom 0, ! [C2/R1]
7246 ext_objectdoesnotfit 0, ! [C2/R2]
7247 ext_parsenoun 0, ! [C3/R3]
7248 ext_parsenumber 0, ! [C2/R2]
7249 ext_parsererror 0, ! [C2/R2]
7250 ext_printrank 0, ! [C2/R1]
7251 ext_printtaskname 0, ! [C2/R1]
7252 ext_printverb 0, ! [C2/R2]
7253 ext_timepasses 0, ! [C2/R1]
7254 ext_unknownverb 0, ! [C2/R2]
7255 ! [C1] = Called in all cases
7256 ! [C2] = Called if EP is undefined, or returns false
7257 ! [C3] = called if EP is undefined, or returns -1
7258 ! [R1] = All extensions run
7259 ! [R2] = Extensions run while they return false
7260 ! [R3] = Extensions run while they return -1
7262 #Ifdef TARGET_GLULX;
7263 ! Glulx entry points
7265 ext_handleglkevent 0, ! if EP undefined while extensions return false
7266 ext_identifyglkobject 0, ! if EP undefined while extensions return false
7267 ext_initglkwindow 0, ! if EP undefined while extensions return false
7268 #Endif; ! TARGET_GLULX;
7272 ! ==============================================================================
7274 Undef LIBRARY_STAGE; Constant LIBRARY_STAGE = AFTER_PARSER;
7277 Message "Warning: 'parser' included twice; ignoring second inclusion. (Ignore this if this is on purpose.)";
7279 ! ==============================================================================