1 ! ==============================================================================
2 ! PARSERM: Core of parser.
4 ! Supplied for use with Inform 6 -- Release 6.12.1 -- Serial number 160605
6 ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2016
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 ! This file is automatically Included in your game file by "parser".
23 ! ------------------------------------------------------------------------------
24 ! Inclusion of "linklpa" (which defines properties and attributes)
25 ! Global variables, constants and arrays
26 ! 1: outside of the parser
27 ! 2: used within the parser
28 ! Inclusion of natural language definition file
29 ! (which creates a compass and direction-objects)
30 ! Darkness and player objects
31 ! Definition of grammar token numbering system used by Inform
33 ! The InformParser object
35 ! level 0: outer shell, conversation, errors
39 ! 4: scope and ambiguity resolving
40 ! 5: object comparisons
42 ! 7: reading words and moving tables about
45 ! The InformLibrary object
48 ! end of turn sequence
49 ! scope looping, before/after sequence, sending messages out
50 ! timers, daemons, time of day, score notification
52 ! changing player personality
53 ! tracing code (only present if DEBUG is set)
55 ! Status line printing, menu display
56 ! Printing object names with articles
57 ! Miscellaneous utility routines
58 ! Game banner, "version" verb, run-time errors
59 ! ==============================================================================
65 Constant Grammar__Version 2;
79 ! ------------------------------------------------------------------------------
80 ! Global variables and their associated Constant and Array declarations
81 ! ------------------------------------------------------------------------------
83 Global location = InformLibrary; ! Must be first global defined
84 Global sline1; ! Must be second
85 Global sline2; ! Must be third
86 ! (for status line display)
88 ! ------------------------------------------------------------------------------
89 ! Z-Machine and interpreter issues
90 ! ------------------------------------------------------------------------------
93 Global top_object; ! Largest valid number of any tree object
94 ! ### these globals are not meaningful... well, maybe standard_interpreter,
95 ! but I'll decide that later (AP).
96 Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant
98 #Endif; ! TARGET_ZCODE
100 Global standard_interpreter; ! The version number of the Z-Machine Standard which the
101 ! interpreter claims to support, in form (upper byte).(lower)
103 Global undo_flag; ! Can the interpreter provide "undo"?
104 Global just_undone; ! Can't have two successive UNDOs
106 Global transcript_mode; ! true when game scripting is on
109 Global xcommsdir; ! true if command recording is on
110 #Endif; ! TARGET_ZCODE
113 Constant GG_MAINWIN_ROCK 201;
114 Constant GG_STATUSWIN_ROCK 202;
115 Constant GG_QUOTEWIN_ROCK 203;
116 Constant GG_SAVESTR_ROCK 301;
117 Constant GG_SCRIPTSTR_ROCK 302;
118 Constant GG_COMMANDWSTR_ROCK 303;
119 Constant GG_COMMANDRSTR_ROCK 304;
120 Constant GG_SCRIPTFREF_ROCK 401;
121 Array gg_event --> 4;
123 Array gg_arguments buffer 28;
125 Array gg_arguments --> 8;
127 Global gg_mainwin = 0;
128 Global gg_statuswin = 0;
129 Global gg_quotewin = 0;
130 Global gg_scriptfref = 0;
131 Global gg_scriptstr = 0;
132 Global gg_savestr = 0;
133 Global gg_commandstr = 0;
134 Global gg_command_reading = 0; ! true if gg_commandstr is being replayed
135 #Endif; ! TARGET_GLULX
137 Global gg_statuswin_cursize = 0;
138 Global gg_statuswin_size = 1;
140 ! ------------------------------------------------------------------------------
142 ! (for linkage reasons, the task_* arrays are created not here but in verblib.h)
143 ! ------------------------------------------------------------------------------
145 #Ifndef sys_statusline_flag;
146 Global sys_statusline_flag = 0; ! non-zero if status line displays time
150 Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform
153 Global turns = START_MOVE; ! Number of turns of play so far
154 Global the_time = NULL; ! Current time (in minutes since midnight)
155 Global time_rate = 1; ! How often time is updated
156 Global time_step; ! By how much
159 Constant MAX_TIMERS 32; ! Max number timers/daemons active at once
161 Array the_timers --> MAX_TIMERS;
162 Global active_timers; ! Number of timers/daemons actives
164 Global score; ! The current score
165 Global last_score; ! Score last turn (for testing for changes)
166 Global notify_mode = true; ! Score notification
167 Global places_score; ! Contribution to score made by visiting
168 Global things_score; ! Contribution made by acquisition
170 ! ------------------------------------------------------------------------------
172 ! ------------------------------------------------------------------------------
174 Global player; ! Which object the human is playing through
175 Global deadflag; ! Normally 0, or false; 1 for dead
176 ! 2 for victorious, and higher numbers
177 ! represent exotic forms of death
179 ! ------------------------------------------------------------------------------
180 ! Light and room descriptions
181 ! ------------------------------------------------------------------------------
183 Global lightflag = true; ! Is there currently light to see by?
184 Global real_location; ! When in darkness, location = thedark
185 ! and this holds the real location
186 Global prev_location; ! The previous value of real_location
187 Global visibility_ceiling; ! Highest object in tree visible from the
188 ! player's point of view (usually the room,
189 ! sometimes darkness, sometimes a closed
190 ! non-transparent container).
192 Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief
194 Global print_player_flag; ! If set, print something like "(as Fred)"
195 ! in room descriptions, to reveal whom the
196 ! player is playing through
197 Global lastdesc; ! Value of location at time of most recent
198 ! room description printed out
200 ! ------------------------------------------------------------------------------
201 ! List writing (style bits are defined as Constants in "verblibm.h")
202 ! ------------------------------------------------------------------------------
204 Global c_style; ! Current list-writer style
205 Global lt_value; ! Common value of list_together
206 Global listing_together; ! Object number of one member of a group
207 ! being listed together
208 Global listing_size; ! Size of such a group
209 Global wlf_indent; ! Current level of indentation printed by
212 Global inventory_stage = 1; ! 1 or 2 according to the context in which
213 ! "invent" routines of objects are called
214 Global inventory_style; ! List-writer style currently used while
215 ! printing inventories
216 ! ------------------------------------------------------------------------------
218 ! ------------------------------------------------------------------------------
220 Global pretty_flag = true; ! Use character graphics, or plain text?
221 Global menu_nesting; ! Level of nesting (0 = root menu)
222 Global menu_item; ! These are used in communicating
223 Global item_width = 8; ! with the menu-creating routines
224 Global item_name = "---";
226 Global lm_n; ! Parameters used by LibraryMessages
227 Global lm_o; ! mechanism
231 Constant DEBUG_MESSAGES $0001;
232 Constant DEBUG_ACTIONS $0002;
233 Constant DEBUG_TIMERS $0004;
234 Constant DEBUG_CHANGES $0008;
235 Constant DEBUG_VERBOSE $0080;
236 Global debug_flag; ! Bitmap of flags for tracing actions,
237 ! calls to object routines, etc.
238 Global x_scope_count; ! Used in printing a list of everything
239 #Endif; ! DEBUG ! in scope
241 ! five for colour control
242 ! see http://www.inform-fiction.org/patches/L61007.html
243 ! To enable colour define a constant or Global: COLOR or COLOUR
244 !Global clr_on; ! has colour been enabled by the player?
246 Global clr_fg = 1; ! foreground colour
247 Global clr_bg = 1; ! background colour
248 Global clr_fgstatus = 1; ! foreground colour of statusline
249 Global clr_bgstatus = 1; ! background colour of statusline
251 Global statuswin_current; ! if writing to top window
253 Constant CLR_CURRENT 0;
254 Constant CLR_DEFAULT 1;
255 Constant CLR_BLACK 2;
257 Constant CLR_GREEN 4;
258 Constant CLR_YELLOW 5;
260 Constant CLR_MAGENTA 7;
262 Constant CLR_WHITE 9;
263 Constant CLR_PURPLE 7;
264 Constant CLR_AZURE 8;
267 Constant WIN_STATUS 1;
270 ! ------------------------------------------------------------------------------
272 ! ------------------------------------------------------------------------------
274 Global action; ! Action currently being asked to perform
275 Global inp1; ! 0 (nothing), 1 (number) or first noun
276 Global inp2; ! 0 (nothing), 1 (number) or second noun
277 Global noun; ! First noun or numerical value
278 Global second; ! Second noun or numerical value
280 Global keep_silent; ! If true, attempt to perform the action
281 ! silently (e.g. for implicit takes,
282 ! implicit opening of unlocked doors)
284 Global reason_code; ! Reason for calling a "life" rule
285 ! (an action or fake such as ##Kiss)
287 Global receive_action; ! Either ##PutOn or ##Insert, whichever is
288 ! action being tried when an object's
289 ! "before" rule is checking "Receive"
291 Global no_implicit_actions; ! Don't implicitly do things.
293 ! ==============================================================================
294 ! Parser variables: first, for communication to the parser
295 ! ------------------------------------------------------------------------------
297 Global parser_trace = 0; ! Set this to 1 to make the parser trace
299 Global parser_action; ! For the use of the parser when calling
300 Global parser_one; ! user-supplied routines
302 Array inputobjs --> 16; ! For parser to write its results in
303 Global parser_inflection; ! A property (usually "name") to find
305 Global parser_inflection_func; ! Programmer sets this to true when
306 ! parser_infection is a function
308 ! ------------------------------------------------------------------------------
310 ! ------------------------------------------------------------------------------
312 Global actor; ! Person asked to do something
313 Global actors_location; ! Like location, but for the actor
314 Global meta; ! Verb is a meta-command (such as "save")
317 Global infix_verb; ! Verb is an Infix command
320 Array multiple_object --> 64; ! List of multiple parameters
321 Global multiflag; ! Multiple-object flag passed to actions
322 ! Also used to prevent misleading MULTI_PE
323 Global toomany_flag; ! Flag for "multiple match too large"
324 ! (e.g. if "take all" took over 100 things)
326 Global special_word; ! Dictionary address for "special" token
327 Global special_number; ! Number typed for "special" token
328 Global parsed_number; ! For user-supplied parsing routines
329 Global consult_from; ! Word that a "consult" topic starts on
330 Global consult_words; ! ...and number of words in topic
331 Global asking_player; ! True during disambiguation question
333 ! ------------------------------------------------------------------------------
335 ! ------------------------------------------------------------------------------
337 Global notheld_mode; ! To do with implicit taking
338 Global onotheld_mode; ! "old copy of notheld_mode", ditto
339 Global not_holding; ! Object to be automatically taken as an
341 Array kept_results --> 16; ! Delayed command (while the take happens)
343 ! ------------------------------------------------------------------------------
344 ! Error numbers when parsing a grammar line
345 ! ------------------------------------------------------------------------------
347 Global etype; ! Error number on current line
348 Global best_etype; ! Preferred error number so far
349 Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed
351 Constant STUCK_PE = 1;
352 Constant UPTO_PE = 2;
353 Constant NUMBER_PE = 3;
354 Constant CANTSEE_PE = 4;
355 Constant TOOLIT_PE = 5;
356 Constant NOTHELD_PE = 6;
357 Constant MULTI_PE = 7;
358 Constant MMULTI_PE = 8;
359 Constant VAGUE_PE = 9;
360 Constant EXCEPT_PE = 10;
361 Constant ANIMA_PE = 11;
362 Constant VERB_PE = 12;
363 Constant SCENERY_PE = 13;
364 Constant ITGONE_PE = 14;
365 Constant JUNKAFTER_PE = 15;
366 Constant TOOFEW_PE = 16;
367 Constant NOTHING_PE = 17;
368 Constant ASKSCOPE_PE = 18;
370 ! ------------------------------------------------------------------------------
371 ! Pattern-matching against a single grammar line
372 ! ------------------------------------------------------------------------------
374 Array pattern --> 32; ! For the current pattern match
375 Global pcount; ! and a marker within it
376 Array pattern2 --> 32; ! And another, which stores the best match
377 Global pcount2; ! so far
378 Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text
380 Array line_ttype-->32; ! For storing an analysed grammar line
381 Array line_tdata-->32;
382 Array line_token-->32;
384 Global parameters; ! Parameters (objects) entered so far
385 Global nsns; ! Number of special_numbers entered so far
386 Global special_number1; ! First number, if one was typed
387 Global special_number2; ! Second number, if two were typed
389 ! ------------------------------------------------------------------------------
390 ! Inferences and looking ahead
391 ! ------------------------------------------------------------------------------
393 Global params_wanted; ! Number of parameters needed
394 ! (which may change in parsing)
396 Global inferfrom; ! The point from which the rest of the
397 ! command must be inferred
398 Global inferword; ! And the preposition inferred
399 Global dont_infer; ! Another dull flag
400 Global no_infer_message = false; ! Use in ChooseObjects to suppress
401 ! an inference message.
403 Global action_to_be; ! (If the current line were accepted.)
404 Global action_reversed; ! (Parameters would be reversed in order.)
405 Global advance_warning; ! What a later-named thing will be
407 ! ------------------------------------------------------------------------------
408 ! At the level of individual tokens now
409 ! ------------------------------------------------------------------------------
411 Global found_ttype; ! Used to break up tokens into type
412 Global found_tdata; ! and data (by AnalyseToken)
413 Global token_filter; ! For noun filtering by user routines
415 Global length_of_noun; ! Set by NounDomain to no of words in noun
418 Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply
420 #Ifnot; ! TARGET_GLULX
421 Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses
422 ! to REPARSE_CODE for some purposes and
423 ! expects the result to be greater than
424 ! REPARSE_CODE (signed comparison).
425 ! So Glulx Inform is limited to a single
426 ! gigabyte of storage, for the moment.
429 Global lookahead; ! The token after the one now being matched
431 Global multi_mode; ! Multiple mode
432 Global multi_wanted; ! Number of things needed in multitude
433 Global multi_had; ! Number of things actually found
434 Global multi_context; ! What token the multi-obj was accepted for
436 Global indef_mode; ! "Indefinite" mode - ie, "take a brick"
438 Global indef_type; ! Bit-map holding types of specification
439 Global indef_wanted; ! Number of items wanted (100 for all)
440 Global indef_guess_p; ! Plural-guessing flag
441 Global indef_owner; ! Object which must hold these items
442 Global indef_cases; ! Possible gender and numbers of them
443 Global indef_possambig; ! Has a possibly dangerous assumption
444 ! been made about meaning of a descriptor?
445 Global indef_nspec_at; ! Word at which a number like "two" was
446 ! parsed (for backtracking)
447 Global allow_plurals; ! Whether plurals presently allowed or not
449 Global take_all_rule; ! Slightly different rules apply to
450 ! "take all" than other uses of multiple
451 ! objects, to make adjudication produce
452 ! more pragmatically useful results
453 ! (Not a flag: possible values 0, 1, 2)
455 Global dict_flags_of_noun; ! Of the noun currently being parsed
456 ! (a bitmap in #dict_par1 format)
457 Constant DICT_VERB $01;
458 Constant DICT_META $02;
459 Constant DICT_PLUR $04;
460 Constant DICT_PREP $08;
461 Constant DICT_X654 $70;
462 Constant DICT_NOUN $80;
464 Global pronoun_word; ! Records which pronoun ("it", "them", ...)
466 Global pronoun_obj; ! And what obj it was thought to refer to
467 Global pronoun__word; ! Saved value
468 Global pronoun__obj; ! Saved value
470 ! ------------------------------------------------------------------------------
471 ! Searching through scope and parsing "scope=Routine" grammar tokens
472 ! ------------------------------------------------------------------------------
474 Constant PARSING_REASON = 0; ! Possible reasons for searching scope
475 Constant TALKING_REASON = 1;
476 Constant EACH_TURN_REASON = 2;
477 Constant REACT_BEFORE_REASON = 3;
478 Constant REACT_AFTER_REASON = 4;
479 Constant LOOPOVERSCOPE_REASON = 5;
480 Constant TESTSCOPE_REASON = 6;
482 Global scope_reason = PARSING_REASON; ! Current reason for searching scope
484 Global scope_token; ! For "scope=Routine" grammar tokens
486 Global scope_stage; ! 1, 2 then 3
488 Global ats_flag = 0; ! For AddToScope routines
491 Global placed_in_flag; ! To do with PlaceInScope
493 ! ------------------------------------------------------------------------------
494 ! The match list of candidate objects for a given token
495 ! ------------------------------------------------------------------------------
497 Constant MATCH_LIST_SIZE = 64;
498 Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far
499 Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them
500 Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them
501 Global number_matched; ! How many items in it? (0 means none)
502 Global number_of_classes; ! How many equivalence classes?
503 Global match_length; ! How many words long are these matches?
505 Global match_from; ! At what word of the input do they begin?
506 Global bestguess_score; ! What did the best-guess object score?
508 ! ------------------------------------------------------------------------------
509 ! Low level textual manipulation
510 ! ------------------------------------------------------------------------------
514 ! 'buffer' holds the input line as typed by the player
516 ! buffer->0 INPUT_BUFFER_LEN - WORDSIZE
517 ! buffer->1 Number of characters input by player
518 ! buffer->2 ... buffer->121 The actual characters
519 ! buffer->122 Spare byte to allow for 'terp bugs
521 ! 'parse' holds the result of parsing that line into dictionary words
523 ! parse->0 MAX_BUFFER_WORDS
524 ! parse->1 Number of words input by player
526 ! parse-->1 Dictionary addr of first input word
527 ! parse->4 Number of characters in the word
528 ! parse->5 Start position in 'buffer' of the word
530 ! parse-->3 parse->8,9 Same data for second input word
532 ! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word
533 ! parse->62,63,64 Spare bytes (not sure why)
536 Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars
537 Constant MAX_BUFFER_WORDS = 15; ! Limit on input words
539 Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input
540 Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions
541 Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN"
544 Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer'
545 Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2'
547 Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
548 Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
551 #Ifnot; ! TARGET_GLULX
553 ! 'buffer' holds the input line as typed by the player
555 ! buffer-->0 Number of characters input by player
556 ! buffer->4 ... buffer->259 The actual characters
558 ! 'parse' holds the result of parsing that line into dictionary words
560 ! parse-->0 Number of words input by player
562 ! parse-->1 Dictionary addr of first input word
563 ! parse-->2 Number of characters in the word
564 ! parse-->3 Start position in 'buffer' of the word
566 ! parse-->4,5,6 Same data for second input word
568 ! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word
570 Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars
571 Constant MAX_BUFFER_WORDS = 20; ! Limit on input words
574 Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input
575 Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions
576 Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN"
578 Array buffer -> INPUT_BUFFER_LEN;
579 Array buffer2 -> INPUT_BUFFER_LEN;
580 Array buffer3 -> INPUT_BUFFER_LEN;
582 Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer'
583 Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2'
587 Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute
588 ! for commas in parse buffers
590 Global wn; ! Word number within "parse" (from 1)
591 Global num_words; ! Number of words typed
592 Global num_desc; ! Number of descriptors typed
593 Global verb_word; ! Verb word (eg, take in "take all" or
594 ! "dwarf, take all") - address in dict
595 Global verb_wordnum; ! its number in typing order (eg, 1 or 3)
596 Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the
597 ! above if user's routines match multi-word verbs)
599 Global oops_from; ! The "first mistake" word number
600 Global saved_oops; ! Used in working this out
602 Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine
603 Array oops_workspace -> OOPS_WORKSPACE_LEN;
605 Global held_back_mode; ! Flag: is there some input from last time
606 Global hb_wn; ! left over? (And a save value for wn.)
607 ! (Used for full stops and "then".)
609 Global caps_mode; ! Keep track of (The) with 'proper' caps
610 Global print_anything_result; ! Return value from a PrintAny() routine
611 Global initial_lookmode; ! Default, or set in Initialise()
612 Global before_first_turn; ! True until after initial LOOK
614 ! ----------------------------------------------------------------------------
616 Array PowersOfTwo_TB ! Used in converting case numbers to case
617 --> $$100000000000 ! bitmaps
630 ! ============================================================================
631 ! Constants, and one variable, needed for the language definition file
632 ! ----------------------------------------------------------------------------
634 Constant POSSESS_PK = $100;
635 Constant DEFART_PK = $101;
636 Constant INDEFART_PK = $102;
637 Global short_name_case;
640 Global dict_entry_size;
643 ! ----------------------------------------------------------------------------
645 Include "language__"; ! The natural language definition, whose filename is taken from
646 ! the ICL language_name variable
648 ! ----------------------------------------------------------------------------
650 #Ifndef LanguageCases;
651 Constant LanguageCases = 1;
652 #Endif; ! LanguageCases
654 ! ------------------------------------------------------------------------------
655 ! Pronouns support for the cruder (library 6/2 and earlier) version:
656 ! only needed in English
657 ! ------------------------------------------------------------------------------
659 #Ifdef EnglishNaturalLanguage;
660 Global itobj = NULL; ! The object which is currently "it"
661 Global himobj = NULL; ! The object which is currently "him"
662 Global herobj = NULL; ! The object which is currently "her"
664 Global old_itobj = NULL; ! The object which is currently "it"
665 Global old_himobj = NULL; ! The object which is currently "him"
666 Global old_herobj = NULL; ! The object which is currently "her"
667 #Endif; ! EnglishNaturalLanguage
669 ! ============================================================================
670 ! For present and past tenses
671 ! ----------------------------------------------------------------------------
672 Constant PRESENT_TENSE 0;
673 Constant PAST_TENSE 1;
675 ! ============================================================================
676 ! For InformLibrary.actor_act() to control what happens when it aborts.
677 ! ----------------------------------------------------------------------------
678 Constant ACTOR_ACT_OK 0;
679 Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1;
680 Constant ACTOR_ACT_ABORT_ORDER 2;
682 ! ============================================================================
683 ! "Darkness" is not really a place: but it has to be an object so that the
684 ! location-name on the status line can be "Darkness".
685 ! ----------------------------------------------------------------------------
687 Object thedark "(darkness object)"
689 short_name DARKNESS__TX,
690 description [; return L__M(##Miscellany, 17); ];
692 ! If you want to use the third-person of the narrative voice, you will
693 ! need to replace this selfobj with your own.
696 with name ',a' ',b' ',c' ',d' ',e',
697 short_name YOURSELF__TX,
698 description [; return L__M(##Miscellany, 19); ],
712 narrative_tense PRESENT_TENSE,
715 before_implicit [;Take: return 2;],
716 has concealed animate proper transparent;
718 SelfClass selfobj "(self object)";
720 ! ============================================================================
721 ! The definition of the token-numbering system used by Inform.
722 ! ----------------------------------------------------------------------------
724 Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal
725 Constant ELEMENTARY_TT = 1; ! (one of those below)
726 Constant PREPOSITION_TT = 2; ! e.g. 'into'
727 Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature
728 Constant ATTR_FILTER_TT = 4; ! e.g. edible
729 Constant SCOPE_TT = 5; ! e.g. scope=Spells
730 Constant GPR_TT = 6; ! a general parsing routine
732 Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and
733 Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to
734 Constant MULTI_TOKEN = 2; ! encode them
735 Constant MULTIHELD_TOKEN = 3;
736 Constant MULTIEXCEPT_TOKEN = 4;
737 Constant MULTIINSIDE_TOKEN = 5;
738 Constant CREATURE_TOKEN = 6;
739 Constant SPECIAL_TOKEN = 7;
740 Constant NUMBER_TOKEN = 8;
741 Constant TOPIC_TOKEN = 9;
744 Constant GPR_FAIL = -1; ! Return values from General Parsing
745 Constant GPR_PREPOSITION = 0; ! Routines
746 Constant GPR_NUMBER = 1;
747 Constant GPR_MULTIPLE = 2;
748 Constant GPR_REPARSE = REPARSE_CODE;
749 Constant GPR_NOUN = $ff00;
750 Constant GPR_HELD = $ff01;
751 Constant GPR_MULTI = $ff02;
752 Constant GPR_MULTIHELD = $ff03;
753 Constant GPR_MULTIEXCEPT = $ff04;
754 Constant GPR_MULTIINSIDE = $ff05;
755 Constant GPR_CREATURE = $ff06;
757 Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
759 #Iftrue (Grammar__Version == 1);
761 [ AnalyseToken token m;
763 if (token < 0) { found_ttype = ILLEGAL_TT; return; }
764 if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
765 if (token < 15) { found_ttype = ILLEGAL_TT; return; }
766 if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
767 if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
768 found_tdata = token - 16;
771 if (token < 80) { found_ttype = GPR_TT;
772 found_tdata = #preactions_table-->(token-48);
775 if (token < 128) { found_ttype = SCOPE_TT;
776 found_tdata = #preactions_table-->(token-80);
779 if (token < 180) { found_ttype = ATTR_FILTER_TT;
780 found_tdata = token - 128;
784 found_ttype = PREPOSITION_TT;
785 m = #adjectives_table;
787 if (token == m-->1) { found_tdata = m-->0; return; }
790 m = #adjectives_table; RunTimeError(1);
794 [ UnpackGrammarLine line_address i m;
795 for (i=0 : i<32 : i++) {
796 line_token-->i = ENDIT_TOKEN;
797 line_ttype-->i = ELEMENTARY_TT;
798 line_tdata-->i = ENDIT_TOKEN;
800 for (i=0 : i<=5 : i++) {
801 line_token-->i = line_address->(i+1);
802 AnalyseToken(line_token-->i);
803 if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
804 && (m == line_address->0)) {
805 line_token-->i = ENDIT_TOKEN;
808 line_ttype-->i = found_ttype;
809 line_tdata-->i = found_tdata;
810 if (found_ttype ~= PREPOSITION_TT) m++;
812 action_to_be = line_address->7;
813 action_reversed = false;
814 params_wanted = line_address->0;
815 return line_address + 8;
818 #Ifnot; ! Grammar__Version == 2
820 [ AnalyseToken token;
821 if (token == ENDIT_TOKEN) {
822 found_ttype = ELEMENTARY_TT;
823 found_tdata = ENDIT_TOKEN;
826 found_ttype = (token->0) & $$1111;
827 found_tdata = (token+1)-->0;
832 [ UnpackGrammarLine line_address i;
833 for (i=0 : i<32 : i++) {
834 line_token-->i = ENDIT_TOKEN;
835 line_ttype-->i = ELEMENTARY_TT;
836 line_tdata-->i = ENDIT_TOKEN;
838 action_to_be = 256*(line_address->0) + line_address->1;
839 action_reversed = ((action_to_be & $400) ~= 0);
840 action_to_be = action_to_be & $3ff;
844 line_address = line_address + 3;
845 if (line_address->0 == ENDIT_TOKEN) break;
846 line_token-->i = line_address;
847 AnalyseToken(line_address);
848 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
849 line_ttype-->i = found_ttype;
850 line_tdata-->i = found_tdata;
852 return line_address + 1;
855 #Ifnot; ! TARGET_GLULX
857 [ UnpackGrammarLine line_address i;
858 for (i=0 : i<32 : i++) {
859 line_token-->i = ENDIT_TOKEN;
860 line_ttype-->i = ELEMENTARY_TT;
861 line_tdata-->i = ENDIT_TOKEN;
863 @aloads line_address 0 action_to_be;
864 action_reversed = (((line_address->2) & 1) ~= 0);
865 line_address = line_address - 2;
868 line_address = line_address + 5;
869 if (line_address->0 == ENDIT_TOKEN) break;
870 line_token-->i = line_address;
871 AnalyseToken(line_address);
872 if (found_ttype ~= PREPOSITION_TT) params_wanted++;
873 line_ttype-->i = found_ttype;
874 line_tdata-->i = found_tdata;
876 return line_address + 1;
880 #Endif; ! Grammar__Version
882 ! To protect against a bug in early versions of the "Zip" interpreter:
883 ! Of course, in Glulx, this routine actually performs work.
887 [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];
889 #Ifnot; ! TARGET_GLULX
891 Array gg_tokenbuf -> DICT_WORD_SIZE;
893 [ GGWordCompare str1 str2 ix jx;
894 for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
895 jx = (str1->ix) - (str2->ix);
896 if (jx ~= 0) return jx;
902 cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
906 ! First, split the buffer up into words. We use the standard Infocom
907 ! list of word separators (comma, period, double-quote).
912 while (cx < len && buf->cx == ' ') cx++;
913 if (cx >= len) break;
915 if (buf->cx == '.' or ',' or '"') cx++;
917 while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
919 tab-->(numwords*3+2) = (cx-bx);
920 tab-->(numwords*3+3) = WORDSIZE+bx;
922 if (numwords >= MAX_BUFFER_WORDS) break;
926 ! Now we look each word up in the dictionary.
928 dictlen = #dictionary_table-->0;
929 entrylen = DICT_WORD_SIZE + 7;
931 for (wx=0 : wx<numwords : wx++) {
932 wlen = tab-->(wx*3+2);
933 wpos = tab-->(wx*3+3);
935 ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
936 ! characters and lower case.
937 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
938 cx = wpos - WORDSIZE;
939 for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk_char_to_lower(buf->(cx+ix));
940 for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;
942 val = #dictionary_table + WORDSIZE;
943 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
944 tab-->(wx*3+1) = res;
950 ! ============================================================================
951 ! The InformParser object abstracts the front end of the parser.
953 ! InformParser.parse_input(results)
954 ! returns only when a sensible request has been made, and puts into the
957 ! --> 0 = The action number
958 ! --> 1 = Number of parameters
959 ! --> 2, 3, ... = The parameters (object numbers), but
960 ! 0 means "put the multiple object list here"
961 ! 1 means "put one of the special numbers here"
963 ! ----------------------------------------------------------------------------
965 Object InformParser "(Inform Parser)"
966 with parse_input [ results; Parser__parse(results); ],
969 ! ----------------------------------------------------------------------------
970 ! The Keyboard routine actually receives the player's words,
971 ! putting the words in "a_buffer" and their dictionary addresses in
972 ! "a_table". It is assumed that the table is the same one on each
975 ! It can also be used by miscellaneous routines in the game to ask
976 ! yes-no questions and the like, without invoking the rest of the parser.
978 ! Return the number of words typed
979 ! ----------------------------------------------------------------------------
983 [ GetNthChar a_buffer n i;
984 for (i = 0: a_buffer->(2+i) == ' ': i++) {
985 if (i > a_buffer->(1)) return false;
987 return a_buffer->(2+i+n);
990 [ KeyboardPrimitive a_buffer a_table;
991 read a_buffer a_table;
993 #Iftrue (#version_number == 6);
995 @loadb a_buffer 1 -> sp;
996 @add a_buffer 2 -> sp;
1003 [ KeyCharPrimitive win key;
1004 if (win) @set_window win;
1005 @read_char 1 -> key;
1009 [ KeyTimerInterrupt;
1013 [ KeyDelay tenths key;
1014 @read_char 1 tenths KeyTimerInterrupt -> key;
1018 #Ifnot; ! TARGET_GLULX
1020 [ GetNthChar a_buffer n i;
1021 for (i = 0: a_buffer->(4+i) == ' ': i++) {
1022 if (i > a_buffer->(1)) return false;
1024 return a_buffer->(4+i+n);
1027 [ KeyCharPrimitive win nostat done res ix jx ch;
1028 jx = ch; ! squash compiler warnings
1029 if (win == 0) win = gg_mainwin;
1030 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1032 done = glk_get_line_stream(gg_commandstr, gg_arguments, 31);
1034 glk_stream_close(gg_commandstr, 0);
1036 gg_command_reading = false;
1037 ! fall through to normal user input.
1040 ! Trim the trailing newline
1041 if (gg_arguments->(done-1) == 10) done = done-1;
1042 res = gg_arguments->0;
1045 for (ix=1 : ix<done : ix++) {
1046 ch = gg_arguments->ix;
1047 if (ch >= '0' && ch <= '9') {
1049 res = res + (ch-'0');
1051 else if (ch >= 'a' && ch <= 'f') {
1053 res = res + (ch+10-'a');
1055 else if (ch >= 'A' && ch <= 'F') {
1057 res = res + (ch+10-'A');
1065 glk_request_char_event(win);
1067 glk_select(gg_event);
1068 switch (gg_event-->0) {
1071 glk_cancel_char_event(win);
1077 2: ! evtype_CharInput
1078 if (gg_event-->1 == win) {
1083 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1084 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1086 res = gg_arguments-->0;
1089 else if (ix == -1) {
1093 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1094 if (res < 32 || res >= 256 || (res == '\' or ' ')) {
1095 glk_put_char_stream(gg_commandstr, '\');
1098 for (ix=0 : ix<8 : ix++) {
1102 if (ch ~= 0 || ix == 7) done = 1;
1104 if (ch >= 0 && ch <= 9) ch = ch + '0';
1105 else ch = (ch - 10) + 'A';
1106 glk_put_char_stream(gg_commandstr, ch);
1111 glk_put_char_stream(gg_commandstr, res);
1113 glk_put_char_stream(gg_commandstr, 10);
1119 [ KeyDelay tenths key done ix;
1120 glk_request_char_event(gg_mainwin);
1121 glk_request_timer_events(tenths*100);
1123 glk_select(gg_event);
1124 ix = HandleGlkEvent(gg_event, 1, gg_arguments);
1125 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
1127 key = gg_arguments-->0;
1130 else if (ix >= 0 && gg_event-->0 == 1 or 2) {
1135 glk_cancel_char_event(gg_mainwin);
1136 glk_request_timer_events(0);
1140 [ KeyboardPrimitive a_buffer a_table done ix;
1141 if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
1143 done = glk_get_line_stream(gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
1145 glk_stream_close(gg_commandstr, 0);
1147 gg_command_reading = false;
1148 ! L__M(##CommandsRead, 5); would come after prompt
1149 ! fall through to normal user input.
1152 ! Trim the trailing newline
1153 if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
1154 a_buffer-->0 = done;
1155 glk_set_style(style_Input);
1156 glk_put_buffer(a_buffer+WORDSIZE, done);
1157 glk_set_style(style_Normal);
1163 glk_request_line_event(gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0);
1165 glk_select(gg_event);
1166 switch (gg_event-->0) {
1169 3: ! evtype_LineInput
1170 if (gg_event-->1 == gg_mainwin) {
1171 a_buffer-->0 = gg_event-->2;
1174 ix = HandleGlkEvent(gg_event, 0, a_buffer);
1175 if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer);
1176 if (ix == 2) done = true;
1177 else if (ix == -1) done = false;
1179 if (gg_commandstr ~= 0 && gg_command_reading == false) {
1182 glk_put_buffer_stream(gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
1183 glk_put_char_stream(gg_commandstr, 10);
1186 Tokenise__(a_buffer,a_table);
1187 ! It's time to close any quote window we've got going.
1189 glk_window_close(gg_quotewin, 0);
1196 [ Keyboard a_buffer a_table nw i w w2 x1 x2;
1201 ! Save the start of the buffer, in case "oops" needs to restore it
1202 ! to the previous time's buffer
1204 for (i=0 : i<OOPS_WORKSPACE_LEN : i++) oops_workspace->i = a_buffer->i;
1206 ! In case of an array entry corruption that shouldn't happen, but would be
1207 ! disastrous if it did:
1209 #Ifdef TARGET_ZCODE;
1210 a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
1211 a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words
1214 ! Print the prompt, and read in the words and dictionary addresses
1217 if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt);
1222 KeyboardPrimitive(a_buffer, a_table);
1223 nw = NumberWords(a_table);
1225 ! If the line was blank, get a fresh line
1227 L__M(##Miscellany, 10);
1231 ! Unless the opening word was "oops", return
1232 ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.
1235 if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;
1237 if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
1238 #Ifdef TARGET_ZCODE;
1239 if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir)
1240 L__M(##Miscellany, 54);
1241 else L__M(##Miscellany, 55);
1242 #Ifnot; ! TARGET_GLULX
1243 if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
1244 else L__M(##Miscellany, 55);
1253 if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
1255 if (i == 0) jump FreshInput;
1257 #Ifdef TARGET_ZCODE;
1259 #Ifnot; ! TARGET_GLULX
1269 if (i == -1) undo_flag = 0;
1270 if (i == 0) undo_flag = 1;
1273 #Ifdef TARGET_ZCODE;
1275 #Ifnot; ! TARGET_GLULX
1276 glk_set_style(style_Subheader);
1278 print (name) location, "^";
1279 #Ifdef TARGET_ZCODE;
1281 #Ifnot; ! TARGET_GLULX
1282 glk_set_style(style_Normal);
1284 L__M(##Miscellany, 13);
1293 if (oops_from == 0) {
1294 L__M(##Miscellany, 14);
1298 L__M(##Miscellany, 15);
1302 L__M(##Miscellany, 16);
1306 ! So now we know: there was a previous mistake, and the player has
1307 ! attempted to correct a single word of it.
1309 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
1310 #Ifdef TARGET_ZCODE;
1311 x1 = a_table->9; ! Start of word following "oops"
1312 x2 = a_table->8; ! Length of word following "oops"
1313 #Ifnot; ! TARGET_GLULX
1314 x1 = a_table-->6; ! Start of word following "oops"
1315 x2 = a_table-->5; ! Length of word following "oops"
1318 ! Repair the buffer to the text that was in it before the "oops"
1321 for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i;
1322 Tokenise__(a_buffer, a_table);
1324 ! Work out the position in the buffer of the word to be corrected:
1326 #Ifdef TARGET_ZCODE;
1327 w = a_table->(4*oops_from + 1); ! Start of word to go
1328 w2 = a_table->(4*oops_from); ! Length of word to go
1329 #Ifnot; ! TARGET_GLULX
1330 w = a_table-->(3*oops_from); ! Start of word to go
1331 w2 = a_table-->(3*oops_from - 1); ! Length of word to go
1336 for (i=0 : i<w2 : i++) for (i=0 : i<w2 : i++) print (char)a_buffer->(i+w);
1340 ! Write spaces over the word to be corrected:
1342 for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
1345 ! If the replacement is longer than the original, move up...
1346 for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
1347 a_buffer->i = a_buffer->(i-x2+w2);
1349 ! ...increasing buffer size accordingly.
1350 SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer);
1353 ! Write the correction in:
1355 for (i=0 : i<x2 : i++) {
1356 a_buffer->(i+w) = buffer2->(i+x1);
1358 print (char) buffer2->(i+x1);
1366 Tokenise__(a_buffer, a_table);
1367 nw=NumberWords(a_table);
1371 ]; ! end of Keyboard
1374 if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; }
1375 if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; }
1376 if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; }
1377 #Ifdef TARGET_ZCODE;
1379 #Ifnot; ! TARGET_GLULX
1383 if (i == 0) { L__M(##Miscellany, 7); return 0; }
1384 L__M(##Miscellany, 1);
1388 ! ----------------------------------------------------------------------------
1389 ! To simplify the picture a little, a rough map of the main routine:
1391 ! (A) Get the input, do "oops" and "again"
1392 ! (B) Is it a direction, and so an implicit "go"? If so go to (K)
1393 ! (C) Is anyone being addressed?
1394 ! (D) Get the verb: try all the syntax lines for that verb
1395 ! (E) Break down a syntax line into analysed tokens
1396 ! (F) Look ahead for advance warning for multiexcept/multiinside
1397 ! (G) Parse each token in turn (calling ParseToken to do most of the work)
1398 ! (H) Cheaply parse otherwise unrecognised conversation and return
1399 ! (I) Print best possible error message
1400 ! (J) Retry the whole lot
1401 ! (K) Last thing: check for "then" and further instructions(s), return.
1403 ! The strategic points (A) to (K) are marked in the commentary.
1405 ! Note that there are three different places where a return can happen.
1406 ! ----------------------------------------------------------------------------
1408 [ Parser__parse results syntax line num_lines line_address i j k
1409 token l m line_etype vw;
1411 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1413 ! A: Get the input, do "oops" and "again"
1415 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1417 ! Firstly, in "not held" mode, we still have a command left over from last
1418 ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
1419 ! last time, with "eat biscuit" tucked away until now). So we return that.
1421 if (notheld_mode == 1) {
1422 for (i=0 : i<8 : i++) results-->i = kept_results-->i;
1427 if (held_back_mode ~= 0) {
1429 Tokenise__(buffer, parse);
1435 Keyboard(buffer, parse);
1438 ! An Infix verb is a special kind of meta verb. We mark them here.
1439 if (GetNthChar(buffer, 0) == ';')
1447 parser_inflection = name;
1448 parser_inflection_func = false;
1450 ! Initially assume the command is aimed at the player, and the verb
1453 num_words = NumberWords();
1456 #Ifdef LanguageToInformese;
1457 LanguageToInformese();
1460 Tokenise__(buffer,parse);
1462 #Endif; ! LanguageToInformese
1464 if (BeforeParsing() == false) {
1465 LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass
1466 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
1467 LibraryExtensions.RunWhile(ext_beforeparsing, false);
1468 LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality
1470 num_words = NumberWords();
1474 if (parser_trace >= 2) {
1476 for (i=0 : i<num_words : i++) {
1479 k = WordAddress(i+1);
1480 l = WordLength(i+1);
1481 print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";
1483 if (j == 0) print "?";
1485 #Ifdef TARGET_ZCODE;
1486 if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
1487 UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
1490 #Ifnot; ! TARGET_GLULX
1491 if (j->0 == $60) print (address) j;
1495 if (i ~= num_words-1) print " / ";
1502 actors_location = ScopeCeiling(player);
1503 usual_grammar_after = 0;
1508 action_to_be = NULL;
1510 ! Begin from what we currently think is the verb word
1515 verb_word = NextWordStopped();
1517 ! If there's no input here, we must have something like "person,".
1519 if (verb_word == -1) {
1520 best_etype = STUCK_PE;
1524 ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
1525 ! has previously been typed; simply copy the previous text across
1527 if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
1528 if (verb_word == AGAIN1__WD) {
1529 if (actor ~= player) {
1530 L__M(##Miscellany, 20);
1533 if (GetKeyBufLength(buffer3) == 0) {
1534 L__M(##Miscellany, 21);
1538 if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back
1539 ! splice rest of buffer onto end of buffer3
1540 i = GetKeyBufLength(buffer3);
1541 while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.')
1543 j = i - WordLength(verb_wordnum); ! amount to move buffer up by
1545 for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--)
1546 buffer->m = buffer->(m-j);
1547 SetKeyBufLength(GetKeyBufLength()+j);
1549 for (m=WORDSIZE : m<WORDSIZE+i : m++) buffer->m = buffer3->m;
1550 if (j < 0) for (:m<WORDSIZE+i-j : m++) buffer->m = ' ';
1553 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
1557 ! Save the present input in case of an "again" next time
1559 if (verb_word ~= AGAIN1__WD)
1560 for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;
1562 if (usual_grammar_after == 0) {
1564 i = RunRoutines(actor, grammar);
1566 if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
1567 print " [Grammar property returned ", i, "]^";
1570 #Ifdef TARGET_ZCODE;
1571 if ((i ~= 0 or 1) &&
1572 (UnsignedCompare(i, dict_start) < 0 ||
1573 UnsignedCompare(i, dict_end) >= 0 ||
1574 (i - dict_start) % dict_entry_size ~= 0)) {
1575 usual_grammar_after = j;
1579 #Ifnot; ! TARGET_GLULX
1580 if (i < 0) { usual_grammar_after = j; i=-i; }
1584 results-->0 = action;
1585 results-->1 = 0; ! Number of parameters
1587 results-->3 = second;
1588 if (noun) results-->1 = 1;
1589 if (second) results-->1 = 2;
1592 if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
1593 else { wn = verb_wordnum; verb_word = NextWord(); }
1595 else usual_grammar_after = 0;
1597 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1599 ! B: Is it a direction, and so an implicit "go"? If so go to (K)
1601 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1603 #Ifdef LanguageIsVerb;
1604 if (verb_word == 0) {
1605 i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
1608 #Endif; ! LanguageIsVerb
1610 ! If the first word is not listed as a verb, it must be a direction
1611 ! or the name of someone to talk to
1613 if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) {
1615 ! So is the first word an object contained in the special object "compass"
1616 ! (i.e., a direction)? This needs use of NounDomain, a routine which
1617 ! does the object matching, returning the object number, or 0 if none found,
1618 ! or REPARSE_CODE if it has restructured the parse table so the whole parse
1619 ! must be begun again...
1621 wn = verb_wordnum; indef_mode = false; token_filter = 0;
1622 l = NounDomain(compass, 0, NOUN_TOKEN);
1623 if (l == REPARSE_CODE) jump ReParse;
1625 ! If it is a direction, send back the results:
1626 ! action=GoSub, no of arguments=1, argument 1=the direction.
1630 action_to_be = ##Go;
1636 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1638 ! C: Is anyone being addressed?
1640 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1642 ! Only check for a comma (a "someone, do something" command) if we are
1643 ! not already in the middle of one. (This simplification stops us from
1644 ! worrying about "robot, wizard, you are an idiot", telling the robot to
1645 ! tell the wizard that she is an idiot.)
1647 if (actor == player) {
1648 for (j=2 : j<=num_words : j++) {
1650 if (i == comma_word) jump Conversation;
1654 verb_word = UnknownVerb(vw);
1655 if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw);
1656 if (verb_word) jump VerbAccepted;
1657 best_etype = VERB_PE;
1660 ! NextWord nudges the word number wn on by one each time, so we've now
1661 ! advanced past a comma. (A comma is a word all on its own in the table.)
1667 L__M(##Miscellany, 22);
1671 ! Use NounDomain (in the context of "animate creature") to see if the
1672 ! words make sense as the name of someone held or nearby
1674 wn = 1; lookahead = HELD_TOKEN;
1675 scope_reason = TALKING_REASON;
1676 l = NounDomain(player,actors_location,CREATURE_TOKEN);
1677 scope_reason = PARSING_REASON;
1678 if (l == REPARSE_CODE) jump ReParse;
1680 L__M(##Miscellany, 23);
1686 ! The object addressed must at least be "talkable" if not actually "animate"
1687 ! (the distinction allows, for instance, a microphone to be spoken to,
1688 ! without the parser thinking that the microphone is human).
1690 if (l hasnt animate && l hasnt talkable) {
1691 L__M(##Miscellany, 24, l);
1695 ! Check that there aren't any mystery words between the end of the person's
1696 ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").
1699 L__M(##Miscellany, 25);
1703 ! The player has now successfully named someone. Adjust "him", "her", "it":
1707 ! Set the global variable "actor", adjust the number of the first word,
1708 ! and begin parsing again from there.
1710 verb_wordnum = j + 1;
1712 ! Stop things like "me, again":
1716 if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
1717 L__M(##Miscellany, 20);
1723 actors_location = ScopeCeiling(l);
1725 if (parser_trace >= 1)
1726 print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
1730 } ! end of first-word-not-a-verb
1732 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1734 ! D: Get the verb: try all the syntax lines for that verb
1736 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1740 ! We now definitely have a verb, not a direction, whether we got here by the
1741 ! "take ..." or "person, take ..." method. Get the meta flag for this verb:
1743 meta = (verb_word->#dict_par1) & DICT_META;
1745 ! You can't order other people to "full score" for you, and so on...
1747 if (meta && actor ~= player) {
1748 best_etype = VERB_PE;
1753 ! Now let i be the corresponding verb number, stored in the dictionary entry
1754 ! (in a peculiar 255-n fashion for traditional Infocom reasons)...
1756 i = $ff-(verb_word->#dict_par2);
1758 ! ...then look up the i-th entry in the verb table, whose address is at word
1759 ! 7 in the Z-machine (in the header), so as to get the address of the syntax
1760 ! table for the given verb...
1762 #Ifdef TARGET_ZCODE;
1763 syntax = (HDR_STATICMEMORY-->0)-->i;
1764 #Ifnot; ! TARGET_GLULX
1765 syntax = (#grammar_table)-->(i+1);
1768 ! ...and then see how many lines (ie, different patterns corresponding to the
1769 ! same verb) are stored in the parse table...
1771 num_lines = (syntax->0) - 1;
1773 ! ...and now go through them all, one by one.
1774 ! To prevent pronoun_word 0 being misunderstood,
1776 pronoun_word = NULL; pronoun_obj = NULL;
1779 if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
1782 best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
1783 multiflag = false; saved_oops = 0;
1785 ! "best_etype" is the current failure-to-match error - it is by default
1786 ! the least informative one, "don't understand that sentence".
1787 ! "nextbest_etype" remembers the best alternative to having to ask a
1788 ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
1789 ! multiflag is used here to prevent inappropriate MULTI_PE errors
1790 ! in addition to its unrelated duties passing information to action routines
1792 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1794 ! E: Break down a syntax line into analysed tokens
1796 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1798 line_address = syntax + 1;
1800 for (line=0 : line<=num_lines : line++) {
1802 for (i=0 : i<32 : i++) {
1803 line_token-->i = ENDIT_TOKEN;
1804 line_ttype-->i = ELEMENTARY_TT;
1805 line_tdata-->i = ENDIT_TOKEN;
1808 ! Unpack the syntax line from Inform format into three arrays; ensure that
1809 ! the sequence of tokens ends in an ENDIT_TOKEN.
1811 line_address = UnpackGrammarLine(line_address);
1814 if (parser_trace >= 1) {
1815 if (parser_trace >= 2) new_line;
1816 print "[line ", line; DebugGrammarLine();
1821 ! We aren't in "not holding" or inferring modes, and haven't entered
1822 ! any parameters on the line yet, or any special numbers; the multiple
1823 ! object is still empty.
1829 nsns = 0; special_word = 0; special_number = 0;
1830 multiple_object-->0 = 0;
1832 etype = STUCK_PE; line_etype = 100;
1834 ! Put the word marker back to just after the verb
1836 wn = verb_wordnum+1;
1838 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1840 ! F: Look ahead for advance warning for multiexcept/multiinside
1842 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1844 ! There are two special cases where parsing a token now has to be
1845 ! affected by the result of parsing another token later, and these
1846 ! two cases (multiexcept and multiinside tokens) are helped by a quick
1847 ! look ahead, to work out the future token now. We can only carry this
1848 ! out in the simple (but by far the most common) case:
1850 ! multiexcept <one or more prepositions> noun
1852 ! and similarly for multiinside.
1854 advance_warning = NULL; indef_mode = false;
1855 for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
1858 if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
1860 if (line_ttype-->pcount == ELEMENTARY_TT) {
1861 if (line_tdata-->pcount == MULTI_TOKEN) m = true;
1862 if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) {
1863 ! First non-preposition is "multiexcept" or
1864 ! "multiinside", so look ahead.
1867 if (parser_trace >= 2) print " [Trying look-ahead]^";
1870 ! We need this to be followed by 1 or more prepositions.
1873 if (line_ttype-->pcount == PREPOSITION_TT) {
1874 ! skip ahead to a preposition word in the input
1877 } until ((wn > num_words) ||
1878 (l && (l->#dict_par1) & DICT_PREP ~= 0));
1880 if (wn > num_words) {
1882 if (parser_trace >= 2)
1883 print " [Look-ahead aborted: prepositions missing]^";
1889 if (PrepositionChain(l, pcount) ~= -1) {
1890 ! advance past the chain
1891 if ((line_token-->pcount)->0 & $20 ~= 0) {
1893 while ((line_token-->pcount ~= ENDIT_TOKEN) &&
1894 ((line_token-->pcount)->0 & $10 ~= 0))
1900 ! try to find another preposition word
1903 } until ((wn >= num_words) ||
1904 (l && (l->#dict_par1) & 8 ~= 0));
1906 if (l && (l->#dict_par1) & 8) continue;
1910 if (parser_trace >= 2)
1911 print " [Look-ahead aborted: prepositions don't match]^";
1916 } until (line_ttype-->pcount ~= PREPOSITION_TT);
1919 ! put back the non-preposition we just read
1922 if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {
1923 l = Descriptors(); ! skip past THE etc
1924 if (l~=0) etype=l; ! don't allow multiple objects
1925 l = NounDomain(actors_location, actor, NOUN_TOKEN);
1928 if (parser_trace >= 2) {
1929 print " [Advanced to ~noun~ token: ";
1930 if (l == REPARSE_CODE) print "re-parse request]^";
1931 if (l == 1) print "but multiple found]^";
1932 if (l == 0) print "error ", etype, "]^";
1933 if (l >= 2) print (the) l, "]^";
1936 if (l == REPARSE_CODE) jump ReParse;
1937 if (l >= 2) advance_warning = l;
1945 ! Slightly different line-parsing rules will apply to "take multi", to
1946 ! prevent "take all" behaving correctly but misleadingly when there's
1950 if (m && params_wanted == 1 && action_to_be == ##Take)
1953 ! And now start again, properly, forearmed or not as the case may be.
1954 ! As a precaution, we clear all the variables again (they may have been
1955 ! disturbed by the call to NounDomain, which may have called outside
1956 ! code, which may have done anything!).
1962 nsns = 0; special_word = 0; special_number = 0;
1963 multiple_object-->0 = 0;
1964 etype = STUCK_PE; line_etype = 100;
1965 wn = verb_wordnum+1;
1967 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1969 ! G: Parse each token in turn (calling ParseToken to do most of the work)
1971 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1973 ! "Pattern" gradually accumulates what has been recognised so far,
1974 ! so that it may be reprinted by the parser later on
1976 for (pcount=1 : : pcount++) {
1977 pattern-->pcount = PATTERN_NULL; scope_token = 0;
1979 token = line_token-->(pcount-1);
1980 lookahead = line_token-->pcount;
1983 if (parser_trace >= 2)
1984 print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
1988 if (token ~= ENDIT_TOKEN) {
1989 scope_reason = PARSING_REASON;
1990 parser_inflection = name;
1991 parser_inflection_func = false;
1992 AnalyseToken(token);
1994 if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
1995 found_tdata == TOPIC_TOKEN && line_etype == 100) {
1996 if (actor ~= player) {
1997 best_etype = VERB_PE; jump GiveError;
2005 l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
2006 while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
2007 scope_reason = PARSING_REASON;
2009 if (l == GPR_PREPOSITION) {
2010 if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
2011 found_tdata~=TOPIC_TOKEN)) params_wanted--;
2015 if (l < 0) l = false;
2017 if (l ~= GPR_REPARSE) {
2018 if (l == GPR_NUMBER) {
2019 if (nsns == 0) special_number1 = parsed_number;
2020 else special_number2 = parsed_number;
2023 if (l == GPR_MULTIPLE) l = 0;
2024 results-->(parameters+2) = l;
2026 pattern-->pcount = l;
2031 if (parser_trace >= 3) {
2032 print " [token resulted in ";
2033 if (l == REPARSE_CODE) print "re-parse request]^";
2034 if (l == 0) print "failure with error type ", etype, "]^";
2035 if (l == 1) print "success]^";
2039 if (l == REPARSE_CODE) jump ReParse;
2041 if (etype < line_etype) line_etype = etype;
2042 if (etype == STUCK_PE || wn >= num_words) break;
2047 ! If the player has entered enough already but there's still
2048 ! text to wade through: store the pattern away so as to be able to produce
2049 ! a decent error message if this turns out to be the best we ever manage,
2050 ! and in the mean time give up on this line
2052 ! However, if the superfluous text begins with a comma or "then" then
2053 ! take that to be the start of another instruction
2055 if (line_etype < 100) break;
2056 if (wn <= num_words) {
2058 if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2059 held_back_mode = 1; hb_wn = wn-1;
2062 for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
2069 ! Now, we may need to revise the multiple object because of the single one
2070 ! we now know (but didn't when the list was drawn up).
2072 if (parameters >= 1 && results-->2 == 0) {
2073 l = ReviseMulti(results-->3);
2074 if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
2076 if (parameters >= 2 && results-->3 == 0) {
2077 l = ReviseMulti(results-->2);
2078 if (l ~= 0) { etype = l; break; }
2081 ! To trap the case of "take all" inferring only "yourself" when absolutely
2082 ! nothing else is in the vicinity...
2084 if (take_all_rule == 2 && results-->2 == actor) {
2085 best_etype = NOTHING_PE;
2090 if (parser_trace >= 1) print "[Line successfully parsed]^";
2093 ! The line has successfully matched the text. Declare the input error-free...
2097 ! ...explain any inferences made (using the pattern)...
2099 if (inferfrom ~= 0 && no_infer_message == false) {
2100 print "("; PrintCommand(inferfrom); print ")^";
2102 no_infer_message = false;
2104 ! ...copy the action number, and the number of parameters...
2106 results-->0 = action_to_be;
2107 results-->1 = parameters;
2109 ! ...reverse first and second parameters if need be...
2111 if (action_reversed && parameters == 2) {
2112 i = results-->2; results-->2 = results-->3;
2115 i = special_number1; special_number1 = special_number2;
2116 special_number2 = i;
2120 ! ...and to reset "it"-style objects to the first of these parameters, if
2121 ! there is one (and it really is an object)...
2123 if (parameters > 0 && results-->2 >= 2)
2124 PronounNotice(results-->2);
2126 ! ...and worry about the case where an object was allowed as a parameter
2127 ! even though the player wasn't holding it and should have been: in this
2128 ! event, keep the results for next time round, go into "not holding" mode,
2129 ! and for now tell the player what's happening and return a "take" request
2132 if (not_holding ~= 0 && actor == player) {
2134 i = RunRoutines(not_holding, before_implicit);
2135 ! i = 0: Take the object, tell the player (default)
2136 ! i = 1: Take the object, don't tell the player
2137 ! i = 2: don't Take the object, continue
2138 ! i = 3: don't Take the object, don't continue
2139 if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; }
2140 ! perform the implicit Take
2142 if (i ~= 1) ! and tell the player
2143 L__M(##Miscellany, 26, not_holding);
2145 for (i=0 : i<8 : i++) kept_results-->i = results-->i;
2146 results-->0 = ##Take;
2148 results-->2 = not_holding;
2152 ! (Notice that implicit takes are only generated for the player, and not
2153 ! for other actors. This avoids entirely logical, but misleading, text
2156 ! ...and return from the parser altogether, having successfully matched
2159 if (held_back_mode == 1) {
2165 } ! end of if(token ~= ENDIT_TOKEN) else
2166 } ! end of for(pcount++)
2169 ! The line has failed to match.
2170 ! We continue the outer "for" loop, trying the next line in the grammar.
2172 if (line_etype < 100) etype = line_etype;
2173 if (etype > best_etype) best_etype = etype;
2174 if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;
2176 ! ...unless the line was something like "take all" which failed because
2177 ! nothing matched the "all", in which case we stop and give an error now.
2179 if (take_all_rule == 2 && etype==NOTHING_PE) break;
2181 } ! end of for(line++)
2183 ! The grammar is exhausted: every line has failed to match.
2185 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2187 ! H: Cheaply parse otherwise unrecognised conversation and return
2189 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2195 ! Errors are handled differently depending on who was talking.
2196 ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
2197 ! it is taken as conversation which the parser has no business in disallowing.
2199 if (actor ~= player) {
2200 if (usual_grammar_after ~= 0) {
2201 verb_wordnum = usual_grammar_after;
2205 special_word = NextWord();
2206 if (special_word == comma_word) {
2207 special_word = NextWord();
2210 special_number = TryNumber(verb_wordnum);
2211 results-->0 = ##NotUnderstood;
2213 results-->2 = 1; special_number1 = special_word;
2214 results-->3 = actor;
2215 consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
2219 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2221 ! I: Print best possible error message
2223 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2225 ! If the player was the actor (eg, in "take dfghh") the error must be
2226 ! printed, and fresh input called for. In four cases the oops word
2227 ! must be jiggled (where oops_from is set to something).
2229 if (ParserError(etype)) jump ReType;
2230 if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType;
2231 pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;
2233 if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; }
2234 if (etype == UPTO_PE) { L__M(##Miscellany, 28);
2235 for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
2236 pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
2239 if (etype == NUMBER_PE) L__M(##Miscellany, 29);
2240 if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops;}
2241 if (etype == TOOLIT_PE) L__M(##Miscellany, 31);
2242 if (etype == NOTHELD_PE) { L__M(##Miscellany, 32, not_holding); oops_from=saved_oops; }
2243 if (etype == MULTI_PE) L__M(##Miscellany, 33);
2244 if (etype == MMULTI_PE) L__M(##Miscellany, 34);
2245 if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word);
2246 if (etype == EXCEPT_PE) L__M(##Miscellany, 36);
2247 if (etype == ANIMA_PE) L__M(##Miscellany, 37);
2248 if (etype == VERB_PE) L__M(##Miscellany, 38);
2249 if (etype == SCENERY_PE) L__M(##Miscellany, 39);
2250 if (etype == ITGONE_PE) {
2251 if (pronoun_obj == NULL)
2252 L__M(##Miscellany, 35, pronoun_word);
2253 else L__M(##Miscellany, 40, pronoun_word, pronoun_obj);
2255 if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41);
2256 if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had);
2257 if (etype == NOTHING_PE) {
2258 if (results-->0 == ##Remove && results-->3 ofclass Object) {
2259 noun = results-->3; ! ensure valid for messages
2260 if (noun has animate) L__M(##Miscellany, 44, verb_word);
2261 else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
2262 else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
2263 else if (children(noun)==0) L__M(##Search, 6, noun);
2264 else results-->0 = 0;
2266 if (results-->0 ~= ##Remove) {
2267 if (multi_wanted == 100) L__M(##Miscellany, 43);
2270 if (take_all_rule == 2) L__M(##Miscellany, 59);
2271 else L__M(##Miscellany, 44, verb_word);
2273 L__M(##Miscellany, 44, verb_word);
2274 #Endif; ! NO_TAKE_ALL
2278 if (etype == ASKSCOPE_PE) {
2280 if (scope_error() == -1) {
2281 best_etype = nextbest_etype;
2286 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2288 ! J: Retry the whole lot
2290 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2292 ! And go (almost) right back to square one...
2296 ! ...being careful not to go all the way back, to avoid infinite repetition
2297 ! of a deferred command causing an error.
2300 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2302 ! K: Last thing: check for "then" and further instructions(s), return.
2304 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2306 ! At this point, the return value is all prepared, and we are only looking
2307 ! to see if there is a "then" followed by subsequent instruction(s).
2311 if (wn > num_words) rtrue;
2314 if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
2315 if (wn > num_words) {
2316 held_back_mode = false;
2319 i = WordAddress(verb_wordnum);
2320 j = WordAddress(wn);
2321 for (: i<j : i++) i->0 = ' ';
2323 if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
2324 ! Delete the words "then again" from the again buffer,
2325 ! in which we have just realised that it must occur:
2326 ! prevents an infinite loop on "i. again"
2328 i = WordAddress(wn-2)-buffer;
2329 if (wn > num_words) j = INPUT_BUFFER_LEN-1;
2330 else j = WordAddress(wn)-buffer;
2331 for (: i<j : i++) buffer3->i = ' ';
2333 Tokenise__(buffer,parse);
2334 held_back_mode = true;
2337 best_etype = UPTO_PE;
2340 ]; ! end of Parser__parse
2342 [ ScopeCeiling person act;
2343 act = parent(person);
2344 if (act == 0) return person;
2345 if (person == player && location == thedark) return thedark;
2346 while (parent(act)~=0 && (act has transparent || act has supporter ||
2347 (act has container && act has open)))
2352 ! ----------------------------------------------------------------------------
2355 ! Handles descriptive words like "my", "his", "another" and so on.
2356 ! Skips "the", and leaves wn pointing to the first misunderstood word.
2358 ! Allowed to set up for a plural only if allow_p is set
2360 ! Returns error number, or 0 if no error occurred
2361 ! ----------------------------------------------------------------------------
2363 Constant OTHER_BIT = 1; ! These will be used in Adjudicate()
2364 Constant MY_BIT = 2; ! to disambiguate choices
2365 Constant THAT_BIT = 4;
2366 Constant PLURAL_BIT = 8;
2367 Constant LIT_BIT = 16;
2368 Constant UNLIT_BIT = 32;
2371 indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
2372 indef_possambig = false;
2373 indef_owner = nothing;
2374 indef_cases = $$111111111111;
2378 [ Descriptors allows_multiple o x flag cto type m n;
2380 if (wn > num_words) return 0;
2382 for (flag=true : flag :) {
2383 o = NextWordStopped(); flag = false;
2384 for (x=1 : x<=LanguageDescriptors-->0 : x=x+4)
2385 if (o == LanguageDescriptors-->x) {
2387 type = LanguageDescriptors-->(x+2);
2388 if (type ~= DEFART_PK) indef_mode = true;
2389 indef_possambig = true;
2390 indef_cases = indef_cases & (LanguageDescriptors-->(x+1));
2391 if (type == POSSESS_PK) {
2392 cto = LanguageDescriptors-->(x+3);
2394 0: indef_type = indef_type | MY_BIT;
2395 1: indef_type = indef_type | THAT_BIT;
2397 indef_owner = PronounValue(cto);
2398 if (indef_owner == NULL) indef_owner = InformParser;
2401 if (type == light) indef_type = indef_type | LIT_BIT;
2402 if (type == -light) indef_type = indef_type | UNLIT_BIT;
2404 if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
2405 indef_mode = 1; flag = 1;
2406 indef_type = indef_type | OTHER_BIT;
2408 if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
2409 indef_mode = 1; flag = 1; indef_wanted = 100;
2410 if (take_all_rule == 1) take_all_rule = 2;
2411 indef_type = indef_type | PLURAL_BIT;
2413 if (allow_plurals && allows_multiple) {
2414 n = TryNumber(wn-1);
2415 if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; }
2418 indef_mode = 1; flag = 1; indef_wanted = n;
2419 indef_nspec_at = wn-1;
2420 indef_type = indef_type | PLURAL_BIT;
2423 if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
2424 wn--; ! Skip 'of' after these
2431 ! ----------------------------------------------------------------------------
2432 ! CreatureTest: Will this person do for a "creature" token?
2433 ! ----------------------------------------------------------------------------
2436 if (actor ~= player) rtrue;
2437 if (obj has animate) rtrue;
2438 if (obj hasnt talkable) rfalse;
2439 if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue;
2443 [ PrepositionChain wd index;
2444 if (line_tdata-->index == wd) return wd;
2445 if ((line_token-->index)->0 & $20 == 0) return -1;
2447 if (line_tdata-->index == wd) return wd;
2449 } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
2453 ! ----------------------------------------------------------------------------
2454 ! ParseToken(type, data):
2455 ! Parses the given token, from the current word number wn, with exactly
2456 ! the specification of a general parsing routine.
2457 ! (Except that for "topic" tokens and prepositions, you need to supply
2458 ! a position in a valid grammar line as third argument.)
2461 ! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
2462 ! GPR_PREPOSITION for "token accepted with no result"
2463 ! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
2464 ! 0 for "token accepted, result is the multiple object list"
2465 ! 1 for "token accepted, result is the number in parsed_number"
2466 ! object num for "token accepted with this object as result"
2467 ! -1 for "token rejected"
2469 ! (A) Analyse the token; handle all tokens not involving
2470 ! object lists and break down others into elementary tokens
2471 ! (B) Begin parsing an object list
2472 ! (C) Parse descriptors (articles, pronouns, etc.) in the list
2473 ! (D) Parse an object name
2474 ! (E) Parse connectives ("and", "but", etc.) and go back to (C)
2475 ! (F) Return the conclusion of parsing an object list
2476 ! ----------------------------------------------------------------------------
2478 [ ParseToken given_ttype given_tdata token_n x y;
2479 x = lookahead; lookahead = NOUN_TOKEN;
2480 y = ParseToken__(given_ttype,given_tdata,token_n);
2481 if (y == GPR_REPARSE) Tokenise__(buffer,parse);
2482 lookahead = x; return y;
2485 [ ParseToken__ given_ttype given_tdata token_n
2486 token l o i j k and_parity single_object desc_wn many_flag
2487 token_allows_multiple prev_indef_wanted;
2489 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2491 ! A: Analyse token; handle all not involving object lists, break down others
2493 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2497 switch (given_ttype) {
2499 switch (given_tdata) {
2502 special_word = NextWord();
2505 if (parser_trace >= 3) print " [Read special as the number ", l, "]^";
2509 if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^";
2513 parsed_number = l; return GPR_NUMBER;
2517 if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
2519 if (parser_trace>=3) print " [Read number as ", l, "]^";
2521 parsed_number = l; return GPR_NUMBER;
2524 if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell)
2525 scope_reason = TALKING_REASON;
2529 if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
2530 (line_token-->(token_n+1) ~= ENDIT_TOKEN))
2532 do o = NextWordStopped();
2533 until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
2535 consult_words = wn-consult_from;
2536 if (consult_words == 0) return GPR_FAIL;
2537 if (action_to_be == ##Ask or ##Answer or ##Tell) {
2538 o = wn; wn = consult_from; parsed_number = NextWord();
2539 #Ifdef EnglishNaturalLanguage;
2540 if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
2541 #Endif; ! EnglishNaturalLanguage
2544 if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
2545 return GPR_FAIL; ! don't infer if required preposition is absent
2546 return GPR_PREPOSITION;
2550 #Iffalse (Grammar__Version == 1);
2551 ! Is it an unnecessary alternative preposition, when a previous choice
2552 ! has already been matched?
2553 if ((token->0) & $10) return GPR_PREPOSITION;
2554 #Endif; ! Grammar__Version
2556 ! If we've run out of the player's input, but still have parameters to
2557 ! specify, we go into "infer" mode, remembering where we are and the
2558 ! preposition we are inferring...
2560 if (wn > num_words) {
2561 if (inferfrom==0 && parameters<params_wanted) {
2562 inferfrom = pcount; inferword = token;
2563 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2566 ! If we are not inferring, then the line is wrong...
2568 if (inferfrom == 0) return -1;
2570 ! If not, then the line is right but we mark in the preposition...
2572 pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
2573 return GPR_PREPOSITION;
2578 pattern-->pcount = REPARSE_CODE + Dword__No(o);
2580 ! Whereas, if the player has typed something here, see if it is the
2581 ! required preposition... if it's wrong, the line must be wrong,
2582 ! but if it's right, the token is passed (jump to finish this token).
2584 if (o == given_tdata) return GPR_PREPOSITION;
2585 #Iffalse (Grammar__Version == 1);
2586 if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
2587 #Endif; ! Grammar__Version
2593 if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^";
2598 scope_token = given_tdata;
2602 if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^";
2604 if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
2607 token_filter = 1 + given_tdata;
2608 given_tdata = NOUN_TOKEN;
2611 token_filter = given_tdata;
2612 given_tdata = NOUN_TOKEN;
2614 } ! end of switch(given_ttype)
2616 token = given_tdata;
2618 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2620 ! B: Begin parsing an object list
2622 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2624 ! There are now three possible ways we can be here:
2625 ! parsing an elementary token other than "special" or "number";
2626 ! parsing a scope token;
2627 ! parsing a noun-filter token (either by routine or attribute).
2629 ! In each case, token holds the type of elementary parse to
2630 ! perform in matching one or more objects, and
2631 ! token_filter is 0 (default), an attribute + 1 for an attribute filter
2632 ! or a routine address for a routine filter.
2634 token_allows_multiple = false;
2635 if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
2636 token_allows_multiple = true;
2638 many_flag = false; and_parity = true; dont_infer = false;
2640 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2642 ! C: Parse descriptors (articles, pronouns, etc.) in the list
2644 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2646 ! We expect to find a list of objects next in what the player's typed.
2651 if (parser_trace >= 3) print " [Object list from word ", wn, "]^";
2654 ! Take an advance look at the next word: if it's "it" or "them", and these
2655 ! are unset, set the appropriate error number and give up on the line
2656 ! (if not, these are still parsed in the usual way - it is not assumed
2657 ! that they still refer to something in scope)
2659 o = NextWord(); wn--;
2661 pronoun_word = NULL; pronoun_obj = NULL;
2662 l = PronounValue(o);
2664 pronoun_word = o; pronoun_obj = l;
2666 ! Don't assume this is a use of an unset pronoun until the
2667 ! descriptors have been checked, because it might be an
2668 ! article (or some such) instead
2670 for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
2671 if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
2672 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
2673 etype = VAGUE_PE; return GPR_FAIL;
2679 if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }
2681 allow_plurals = true;
2686 ! First, we parse any descriptive words (like "the", "five" or "every"):
2687 l = Descriptors(token_allows_multiple);
2688 if (l ~= 0) { etype = l; return GPR_FAIL; }
2692 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2694 ! D: Parse an object name
2696 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2698 ! This is an actual specified object, and is therefore where a typing error
2699 ! is most likely to occur, so we set:
2703 ! So, two cases. Case 1: token not equal to "held"
2704 ! but we may well be dealing with multiple objects
2706 ! In either case below we use NounDomain, giving it the token number as
2707 ! context, and two places to look: among the actor's possessions, and in the
2708 ! present location. (Note that the order depends on which is likeliest.)
2709 if (token ~= HELD_TOKEN) {
2710 i = multiple_object-->0;
2712 if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^";
2714 l = NounDomain(actors_location, actor, token);
2715 if (l == REPARSE_CODE) return l; ! Reparse after Q&A
2716 if (l ~= nothing && l ~= 1 && l notin actor && token == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
2717 if (ImplicitTake(l)) {
2723 if (indef_wanted == 100 && l == 0 && number_matched == 0)
2724 l = 1; ! ReviseMulti if TAKE ALL FROM empty container
2726 if (token_allows_multiple && ~~multiflag) {
2727 if (best_etype==MULTI_PE) best_etype=STUCK_PE;
2731 if (indef_possambig) {
2732 saved_ml = match_length;
2737 if (etype ~=TOOFEW_PE && (multiflag || etype ~= MULTI_PE))
2740 } ! Choose best error
2743 if (parser_trace >= 3) {
2744 if (l > 1) print " [NounDomain returned ", (the) l, "]^";
2746 print " [NounDomain appended to the multiple object list:^";
2747 k = multiple_object-->0;
2748 for (j=i+1 : j<=k : j++)
2749 print " Entry ", j, ": ", (The) multiple_object-->j,
2750 " (", multiple_object-->j, ")^";
2751 print " List now has size ", k, "]^";
2757 if (~~many_flag) many_flag = true;
2758 else { ! Merge with earlier ones
2759 k = multiple_object-->0; ! (with either parity)
2760 multiple_object-->0 = i;
2761 for (j=i+1 : j<=k : j++) {
2762 if (and_parity) MultiAdd(multiple_object-->j);
2763 else MultiSub(multiple_object-->j);
2766 if (parser_trace >= 3) print " [Merging ", k-i, " new objects to the ", i, " old ones]^";
2771 ! A single object was indeed found
2773 if (match_length == 0 && indef_possambig) {
2774 ! So the answer had to be inferred from no textual data,
2775 ! and we know that there was an ambiguity in the descriptor
2776 ! stage (such as a word which could be a pronoun being
2777 ! parsed as an article or possessive). It's worth having
2785 if (token == CREATURE_TOKEN && CreatureTest(l) == 0) {
2788 } ! Animation is required
2790 if (~~many_flag) single_object = l;
2792 if (and_parity) MultiAdd(l); else MultiSub(l);
2794 if (parser_trace >= 3) print " [Combining ", (the) l, " with list]^";
2800 ! Case 2: token is "held" (which fortunately can't take multiple objects)
2801 ! and may generate an implicit take
2802 l = NounDomain(actor,actors_location,token); ! Same as above...
2803 if (l == REPARSE_CODE) return GPR_REPARSE;
2805 if (indef_possambig) {
2810 etype = CantSee(); jump FailToken; ! Choose best error
2813 ! ...until it produces something not held by the actor. Then an implicit
2814 ! take must be tried. If this is already happening anyway, things are too
2815 ! confused and we have to give up (but saving the oops marker so as to get
2816 ! it on the right word afterwards).
2817 ! The point of this last rule is that a sequence like
2820 ! (taking the newspaper first)
2821 ! The dwarf unexpectedly prevents you from taking the newspaper!
2823 ! should not be allowed to go into an infinite repeat - read becomes
2824 ! take then read, but take has no effect, so read becomes take then read...
2825 ! Anyway for now all we do is record the number of the object to take.
2830 if (notheld_mode == 1) {
2831 saved_oops = oops_from;
2837 if (parser_trace >= 3) print " [Allowing object ", (the) l, " for now]^";
2841 } ! end of if (token ~= HELD_TOKEN) else
2843 ! The following moves the word marker to just past the named object...
2845 wn = oops_from + match_length;
2847 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2849 ! E: Parse connectives ("and", "but", etc.) and go back to (C)
2851 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2853 ! Object(s) specified now: is that the end of the list, or have we reached
2854 ! "and", "but" and so on? If so, create a multiple-object list if we
2855 ! haven't already (and are allowed to).
2861 if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) {
2864 if (parser_trace >= 3) print " [Read connective '", (address) o, "']^";
2868 if (k ~= AND1__WD) wn--; ! allow Serial commas in input
2869 if (k > 0 && (k->#dict_par1) & (DICT_NOUN+DICT_VERB) == DICT_VERB) {
2870 wn--; ! player meant 'THEN'
2873 if (~~token_allows_multiple) {
2874 if (multiflag) jump PassToken; ! give UPTO_PE error
2879 if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity;
2882 multiple_object-->0 = 1;
2883 multiple_object-->1 = single_object;
2886 if (parser_trace >= 3) print " [Making new list from ", (the) single_object, "]^";
2889 dont_infer = true; inferfrom=0; ! Don't print (inferences)
2890 jump ObjectList; ! And back around
2893 wn--; ! Word marker back to first not-understood word
2895 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2897 ! F: Return the conclusion of parsing an object list
2899 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2901 ! Happy or unhappy endings:
2906 single_object = GPR_MULTIPLE;
2907 multi_context = token;
2910 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
2911 if (indef_wanted < 100 && indef_wanted > 1) {
2912 multi_had = 1; multi_wanted = indef_wanted;
2918 return single_object;
2922 ! If we were only guessing about it being a plural, try again but only
2923 ! allowing singulars (so that words like "six" are not swallowed up as
2926 if (allow_plurals && indef_guess_p == 1) {
2928 if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^";
2930 prev_indef_wanted = indef_wanted;
2931 allow_plurals = false;
2936 if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;
2940 ]; ! end of ParseToken__
2942 ! ----------------------------------------------------------------------------
2943 ! NounDomain does the most substantial part of parsing an object name.
2945 ! It is given two "domains" - usually a location and then the actor who is
2946 ! looking - and a context (i.e. token type), and returns:
2948 ! 0 if no match at all could be made,
2949 ! 1 if a multiple object was made,
2950 ! k if object k was the one decided upon,
2951 ! REPARSE_CODE if it asked a question of the player and consequently rewrote
2952 ! the player's input, so that the whole parser should start again
2953 ! on the rewritten input.
2955 ! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
2956 ! length_of_noun to the number of words in the input text matched to the
2958 ! In the case k=1, the multiple objects are added to multiple_object by
2959 ! hand (not by MultiAdd, because we want to allow duplicates).
2960 ! ----------------------------------------------------------------------------
2962 [ NounDomain domain1 domain2 context first_word i j k l
2965 if (parser_trace >= 4) {
2966 print " [NounDomain called at word ", wn, "]^";
2969 print "seeking indefinite object: ";
2970 if (indef_type & OTHER_BIT) print "other ";
2971 if (indef_type & MY_BIT) print "my ";
2972 if (indef_type & THAT_BIT) print "that ";
2973 if (indef_type & PLURAL_BIT) print "plural ";
2974 if (indef_type & LIT_BIT) print "lit ";
2975 if (indef_type & UNLIT_BIT) print "unlit ";
2976 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
2978 print " number wanted: ";
2979 if (indef_wanted == 100) print "all"; else print indef_wanted;
2981 print " most likely GNAs of names: ", indef_cases, "^";
2983 else print "seeking definite object^";
2987 match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;
2989 SearchScope(domain1, domain2, context);
2992 if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^";
2995 wn = match_from+match_length;
2997 ! If nothing worked at all, leave with the word marker skipped past the
2998 ! first unmatched word...
3000 if (number_matched == 0) { wn++; rfalse; }
3002 ! Suppose that there really were some words being parsed (i.e., we did
3003 ! not just infer). If so, and if there was only one match, it must be
3004 ! right and we return it...
3005 if (match_from <= num_words) {
3006 if (number_matched == 1) {
3009 if ((indef_type & LIT_BIT) && i hasnt light) rfalse;
3010 if ((indef_type & UNLIT_BIT) && i has light) rfalse;
3015 ! ...now suppose that there was more typing to come, i.e. suppose that
3016 ! the user entered something beyond this noun. If nothing ought to follow,
3017 ! then there must be a mistake, (unless what does follow is just a full
3018 ! stop, and or comma)
3020 if (wn <= num_words) {
3021 i = NextWord(); wn--;
3022 if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
3023 or THEN1__WD or THEN2__WD or THEN3__WD
3024 or BUT1__WD or BUT2__WD or BUT3__WD) {
3025 if (lookahead == ENDIT_TOKEN) rfalse;
3030 ! Now look for a good choice, if there's more than one choice...
3032 number_of_classes = 0;
3034 if (match_length == 0 && indef_mode && indef_wanted ~= 100)
3035 number_matched = 0; ! ask question for 'take three'
3036 if (number_matched == 1) i = match_list-->0;
3037 if (number_matched > 1) {
3038 i = Adjudicate(context);
3039 if (i == -1) rfalse;
3040 if (i == 1) rtrue; ! Adjudicate has made a multiple
3041 ! object, and we pass it on
3044 ! If i is non-zero here, one of two things is happening: either
3045 ! (a) an inference has been successfully made that object i is
3046 ! the intended one from the user's specification, or
3047 ! (b) the user finished typing some time ago, but we've decided
3048 ! on i because it's the only possible choice.
3049 ! In either case we have to keep the pattern up to date,
3050 ! note that an inference has been made and return.
3051 ! (Except, we don't note which of a pile of identical objects.)
3054 if (dont_infer) return i;
3055 if (inferfrom == 0) inferfrom=pcount;
3056 pattern-->pcount = i;
3060 ! If we get here, there was no obvious choice of object to make. If in
3061 ! fact we've already gone past the end of the player's typing (which
3062 ! means the match list must contain every object in scope, regardless
3063 ! of its name), then it's foolish to give an enormous list to choose
3064 ! from - instead we go and ask a more suitable question...
3066 if (match_from > num_words) jump Incomplete;
3067 return AskPlayer(context);
3069 ! Now we come to the question asked when the input has run out
3070 ! and can't easily be guessed (eg, the player typed "take" and there
3071 ! were plenty of things which might have been meant).
3075 if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed
3076 if (context == CREATURE_TOKEN) L__M(##Miscellany, 48, actor);
3077 else L__M(##Miscellany, 49, actor);
3079 #Ifdef TARGET_ZCODE;
3080 for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3081 #Endif; ! TARGET_ZCODE
3082 answer_words = Keyboard(buffer2, parse2);
3084 first_word = WordValue(1, parse2);
3085 #Ifdef LanguageIsVerb;
3086 if (first_word == 0) {
3087 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3089 #Endif; ! LanguageIsVerb
3091 ! Once again, if the reply looks like a command, give it to the
3092 ! parser to get on with and forget about the question...
3094 ! Once again, if the reply looks like a command
3095 ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get
3096 ! on with and forget about the question...
3099 if ((first_word->#dict_par1) & DICT_VERB) {
3100 CopyBuffer(buffer, buffer2);
3101 return REPARSE_CODE;
3103 if (NumberWords(parse2) > 2) {
3104 j = WordValue(2, parse2);
3105 k = WordValue(3, parse2);
3106 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3107 CopyBuffer(buffer, buffer2);
3108 return REPARSE_CODE;
3113 ! ...but if we have a genuine answer, then:
3115 ! (1) we must glue in text suitable for anything that's been inferred.
3117 if (inferfrom ~= 0) {
3118 for (j=inferfrom : j<pcount : j++) {
3119 if (pattern-->j == PATTERN_NULL) continue;
3120 i = WORDSIZE + GetKeyBufLength();
3121 SetKeyBufLength(i-WORDSIZE + 1);
3122 buffer->(i++) = ' ';
3125 if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
3128 ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
3132 ! An inferred object. Best we can do is glue in a pronoun.
3133 ! (This is imperfect, but it's very seldom needed anyway.)
3135 if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
3136 ! was the inference made from some noun words?
3137 ! In which case, we can infer again.
3138 if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue;
3139 PronounNotice(pattern-->j);
3140 for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
3141 if (pattern-->j == LanguagePronouns-->(k+2)) {
3142 parse2-->1 = LanguagePronouns-->k;
3144 if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
3150 ! An inferred preposition.
3151 parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
3153 if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
3157 ! parse2-->1 now holds the dictionary address of the word to glue in.
3159 if (parse2-->1 ~= 0) {
3161 #Ifdef TARGET_ZCODE;
3163 print (address) parse2-->1;
3166 for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
3167 #Ifnot; ! TARGET_GLULX
3168 k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
3169 l=l; ! suppress compiler warning
3171 i = i + k; SetKeyBufLength(i-WORDSIZE);
3176 ! (2) we must glue the newly-typed text onto the end.
3178 i = WORDSIZE + GetKeyBufLength();
3179 buffer->(i++) = ' ';
3180 SetKeyBufLength(GetKeyBufLength()+1);
3181 for (j=0 : j<GetKeyBufLength(buffer2) : i++,j++) {
3182 buffer->i = buffer2->(j+WORDSIZE);
3183 SetKeyBufLength(GetKeyBufLength()+1);
3184 if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break;
3187 ! (3) we fill up the buffer with spaces, which is unnecessary, but may
3188 ! help incorrectly-written interpreters to cope.
3190 #Ifdef TARGET_ZCODE;
3191 for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
3192 #Endif; ! TARGET_ZCODE
3194 return REPARSE_CODE;
3196 ]; ! end of NounDomain
3199 [ AskPlayer context i j k l first_word answer_words marker;
3200 ! Now we print up the question, using the equivalence classes as worked
3201 ! out by Adjudicate() so as not to repeat ourselves on plural objects...
3203 asking_player = true;
3204 if (context == CREATURE_TOKEN) L__M(##Miscellany, 45);
3205 else L__M(##Miscellany, 46);
3207 j = number_of_classes; marker = 0;
3208 for (i=1 : i<=number_of_classes : i++) {
3209 while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
3210 k = match_list-->marker;
3212 if (match_classes-->marker > 0) print (the) k; else print (a) k;
3214 if (i < j-1) print (string) COMMA__TX;
3215 if (i == j-1) print (SerialComma) j, (string) OR__TX;
3217 L__M(##Miscellany, 57);
3219 ! ...and get an answer:
3222 #Ifdef TARGET_ZCODE;
3223 for (i=WORDSIZE : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
3224 #Endif; ! TARGET_ZCODE
3225 answer_words = Keyboard(buffer2, parse2);
3227 first_word = WordValue(1, parse2);
3228 asking_player = false;
3230 ! Take care of "all", because that does something too clever here to do
3233 if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
3234 if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3235 l = multiple_object-->0;
3236 for (i=0 : i<number_matched && l+i<63 : i++) {
3238 multiple_object-->(i+1+l) = k;
3240 multiple_object-->0 = i+l;
3243 L__M(##Miscellany, 47);
3247 ! If the first word of the reply can be interpreted as a verb, then
3248 ! assume that the player has ignored the question and given a new
3249 ! command altogether.
3250 ! (This is one time when it's convenient that the directions are
3251 ! not themselves verbs - thus, "north" as a reply to "Which, the north
3252 ! or south door" is not treated as a fresh command but as an answer.)
3254 #Ifdef LanguageIsVerb;
3255 if (first_word == 0) {
3256 j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
3258 #Endif; ! LanguageIsVerb
3260 if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) {
3261 CopyBuffer(buffer, buffer2);
3262 return REPARSE_CODE;
3264 if (NumberWords(parse2) > 2) {
3265 j = WordValue(2, parse2);
3266 k = WordValue(3, parse2);
3267 if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
3268 CopyBuffer(buffer, buffer2);
3269 return REPARSE_CODE;
3274 ! Now we insert the answer into the original typed command, as
3275 ! words additionally describing the same object
3276 ! (eg, > take red button
3279 ! becomes "take music red button". The parser will thus have three
3280 ! words to work from next time, not two.)
3282 k = WordAddress(match_from) - buffer;
3283 l = GetKeyBufLength(buffer2) +1;
3284 for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l);
3285 for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
3286 buffer->(k+l-1) = ' ';
3287 SetKeyBufLength(GetKeyBufLength() + l);
3289 ! Having reconstructed the input, we warn the parser accordingly
3292 return REPARSE_CODE;
3296 ! ----------------------------------------------------------------------------
3297 ! The Adjudicate routine tries to see if there is an obvious choice, when
3298 ! faced with a list of objects (the match_list) each of which matches the
3299 ! player's specification equally well.
3301 ! To do this it makes use of the context (the token type being worked on).
3302 ! It counts up the number of obvious choices for the given context
3303 ! (all to do with where a candidate is, except for 6 (animate) which is to
3304 ! do with whether it is animate or not);
3306 ! if only one obvious choice is found, that is returned;
3308 ! if we are in indefinite mode (don't care which) one of the obvious choices
3309 ! is returned, or if there is no obvious choice then an unobvious one is
3312 ! at this stage, we work out whether the objects are distinguishable from
3313 ! each other or not: if they are all indistinguishable from each other,
3314 ! then choose one, it doesn't matter which;
3316 ! otherwise, 0 (meaning, unable to decide) is returned (but remember that
3317 ! the equivalence classes we've just worked out will be needed by other
3318 ! routines to clear up this mess, so we can't economise on working them
3321 ! Returns -1 if an error occurred
3322 ! ----------------------------------------------------------------------------
3324 Constant SCORE__CHOOSEOBJ = 1000;
3325 Constant SCORE__IFGOOD = 500;
3326 Constant SCORE__UNCONCEALED = 100;
3327 Constant SCORE__BESTLOC = 60;
3328 Constant SCORE__NEXTBESTLOC = 40;
3329 Constant SCORE__NOTCOMPASS = 20;
3330 Constant SCORE__NOTSCENERY = 10;
3331 Constant SCORE__NOTACTOR = 5;
3332 Constant SCORE__GNA = 1;
3333 Constant SCORE__DIVISOR = 20;
3335 [ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
3337 if (parser_trace >= 4) {
3338 print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^";
3341 print "indefinite type: ";
3342 if (indef_type & OTHER_BIT) print "other ";
3343 if (indef_type & MY_BIT) print "my ";
3344 if (indef_type & THAT_BIT) print "that ";
3345 if (indef_type & PLURAL_BIT) print "plural ";
3346 if (indef_type & LIT_BIT) print "lit ";
3347 if (indef_type & UNLIT_BIT) print "unlit ";
3348 if (indef_owner ~= 0) print "owner:", (name) indef_owner;
3350 print " number wanted: ";
3351 if (indef_wanted == 100) print "all"; else print indef_wanted;
3353 print " most likely GNAs of names: ", indef_cases, "^";
3355 else print "definite object^";
3359 j = number_matched-1; good_ones = 0; last = match_list-->0;
3360 for (i=0 : i<=j : i++) {
3362 match_scores-->i = 0;
3367 HELD_TOKEN, MULTIHELD_TOKEN:
3368 if (parent(n) == actor) good_flag = true;
3370 if (advance_warning == -1) {
3374 if (n ~= advance_warning) good_flag = true;
3377 if (advance_warning == -1) {
3378 if (parent(n) ~= actor) good_flag = true;
3381 if (n in advance_warning) good_flag = true;
3384 if (CreatureTest(n) == 1) good_flag = true;
3390 match_scores-->i = SCORE__IFGOOD;
3391 good_ones++; last = n;
3394 if (good_ones == 1) return last;
3396 ! If there is ambiguity about what was typed, but it definitely wasn't
3397 ! animate as required, then return anything; higher up in the parser
3398 ! a suitable error will be given. (This prevents a question being asked.)
3400 if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;
3402 if (indef_mode == 0) indef_type=0;
3404 ScoreMatchL(context);
3405 if (number_matched == 0) return -1;
3407 if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
3408 if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
3409 or MULTIINSIDE_TOKEN) {
3413 i = 0; offset = multiple_object-->0; sovert = -1;
3414 for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
3416 if (j has concealed or worn) flag = 0;
3417 if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
3419 if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
3422 if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
3424 #Ifdef TRADITIONAL_TAKE_ALL;
3425 if (action_to_be == ##Take or ##Remove && parent(j) == actor)
3428 if (action_to_be == ##Take or ##Remove &&
3429 (j has animate or scenery or static || parent(j) == actor))
3431 #Endif; ! TRADITIONAL_TAKE_ALL
3433 if (take_all_rule == 2 && match_length == 0) flag = 0;
3434 #Endif; ! NO_TAKE_ALL
3435 n = ChooseObjects(j, flag);
3436 if (n == 0) n = LibraryExtensions.RunWhile(ext_chooseobjects, 0, j, flag);
3438 2: flag = 0; ! forcing rejection
3439 1: flag = 1; ! forcing acceptance
3440 !0: ! going with parser's decision
3443 i++; multiple_object-->(i+offset) = j;
3445 if (parser_trace >= 4) print " Accepting it^";
3451 if (parser_trace >= 4) print " Rejecting it^";
3455 if (i < indef_wanted && indef_wanted < 100) {
3456 etype = TOOFEW_PE; multi_wanted = indef_wanted;
3460 multiple_object-->0 = i+offset;
3461 multi_context = context;
3463 if (parser_trace >= 4)
3464 print " Made multiple object of size ", i, "]^";
3469 for (i=0 : i<number_matched : i++) match_classes-->i = 0;
3472 for (i=0 : i<number_matched : i++)
3473 if (match_classes-->i == 0) {
3474 match_classes-->i = n++; flag = 0;
3475 for (j=i+1 : j<number_matched : j++)
3476 if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
3478 match_classes-->j = match_classes-->i;
3480 if (flag == 1) match_classes-->i = 1-n;
3482 n--; number_of_classes = n;
3485 if (parser_trace >= 4) {
3486 print " Grouped into ", n, " possibilities by name:^";
3487 for (i=0 : i<number_matched : i++)
3488 if (match_classes-->i > 0)
3489 print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ",
3490 match_classes-->i, "^";
3493 if (n == 1) dont_infer = true;
3495 if (indef_mode == 0) {
3496 ! Is there now a single highest-scoring object?
3497 i = SingleBestGuess();
3501 if (parser_trace >= 4) print " Single best-scoring object returned.]^";
3507 if (indef_mode == 0) {
3510 for (i=0 : i<number_matched : i++) {
3511 if (match_scores-->i > k) {
3512 k = match_scores-->i;
3513 j = match_classes-->i; j = j*j;
3517 if (match_scores-->i == k) {
3518 if ((match_classes-->i) * (match_classes-->i) ~= j)
3525 if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^";
3530 if (parser_trace >= 4) print " Best choices are all from the same group.^";
3535 ! When the player is really vague, or there's a single collection of
3536 ! indistinguishable objects to choose from, choose the one the player
3537 ! most recently acquired, or if the player has none of them, then
3538 ! the one most recently put where it is.
3544 ! ----------------------------------------------------------------------------
3545 ! ReviseMulti revises the multiple object which already exists, in the
3546 ! light of information which has come along since then (i.e., the second
3547 ! parameter). It returns a parser error number, or else 0 if all is well.
3548 ! This only ever throws things out, never adds new ones.
3549 ! ----------------------------------------------------------------------------
3551 [ ReviseMulti second_p i low;
3553 if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0,
3554 " with 2nd ", (name) second_p, "^";
3557 if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
3558 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3559 if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
3560 (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
3562 multiple_object-->low = multiple_object-->i;
3565 multiple_object-->0 = low;
3568 if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
3569 for (i=1,low=0 : i<=multiple_object-->0 : i++)
3570 if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
3572 if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^";
3574 if (take_all_rule == 2 || low > 0) {
3575 for (i=1,low=0 : i<=multiple_object-->0 : i++) {
3576 if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
3578 multiple_object-->low = multiple_object-->i;
3581 multiple_object-->0 = low;
3585 i = multiple_object-->0;
3587 if (parser_trace >= 4) print " Done: new size ", i, "^";
3589 if (i == 0) return NOTHING_PE;
3593 ! ----------------------------------------------------------------------------
3594 ! ScoreMatchL scores the match list for quality in terms of what the
3595 ! player has vaguely asked for. Points are awarded for conforming with
3596 ! requirements like "my", and so on. Remove from the match list any
3597 ! entries which fail the basic requirements of the descriptors.
3598 ! ----------------------------------------------------------------------------
3600 [ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
3601 ! if (indef_type & OTHER_BIT ~= 0) threshold++;
3602 if (indef_type & MY_BIT ~= 0) threshold++;
3603 if (indef_type & THAT_BIT ~= 0) threshold++;
3604 if (indef_type & LIT_BIT ~= 0) threshold++;
3605 if (indef_type & UNLIT_BIT ~= 0) threshold++;
3606 if (indef_owner ~= nothing) threshold++;
3609 if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ",
3610 indef_type, ", satisfying ", threshold, " requirements:^";
3613 if (action_to_be ~= ##Take)
3614 a_s = SCORE__NEXTBESTLOC;
3615 l_s = SCORE__BESTLOC;
3616 if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
3617 a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
3620 for (i=0 : i<number_matched : i++) {
3621 obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;
3623 ! if (indef_type & OTHER_BIT ~= 0
3624 ! && obj ~= itobj or himobj or herobj) met++;
3625 if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
3626 if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
3627 if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
3628 if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
3629 if (indef_owner ~= 0 && its_owner == indef_owner) met++;
3631 if (met < threshold) {
3633 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ",
3634 (the) its_owner, " is rejected (doesn't match descriptors)^";
3636 match_list-->i = -1;
3640 if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;
3642 if (its_owner == actor) its_score = its_score + a_s;
3644 if (its_owner == actors_location) its_score = its_score + l_s;
3646 #Ifdef TRADITIONAL_TAKE_ALL;
3647 if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS;
3649 if (its_owner ~= compass)
3650 if (take_all_rule && its_owner &&
3651 its_owner has static or scenery &&
3652 (its_owner has supporter ||
3653 (its_owner has container && its_owner has open)))
3654 its_score = its_score + l_s;
3656 its_score = its_score + SCORE__NOTCOMPASS;
3657 #Endif; ! TRADITIONAL_TAKE_ALL
3659 j = ChooseObjects(obj, 2);
3660 if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2);
3661 its_score = its_score + SCORE__CHOOSEOBJ * j;
3663 if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
3664 if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;
3666 ! A small bonus for having the correct GNA,
3667 ! for sorting out ambiguous articles and the like.
3669 if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
3670 its_score = its_score + SCORE__GNA;
3672 match_scores-->i = match_scores-->i + its_score;
3674 if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i,
3675 ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
3680 for (i=0 : i<number_matched : i++) {
3681 while (match_list-->i == -1) {
3682 if (i == number_matched-1) { number_matched--; break; }
3683 for (j=i : j<number_matched-1 : j++) {
3684 match_list-->j = match_list-->(j+1);
3685 match_scores-->j = match_scores-->(j+1);
3692 ! ----------------------------------------------------------------------------
3693 ! BestGuess makes the best guess it can out of the match list, assuming that
3694 ! everything in the match list is textually as good as everything else;
3695 ! however it ignores items marked as -1, and so marks anything it chooses.
3696 ! It returns -1 if there are no possible choices.
3697 ! ----------------------------------------------------------------------------
3699 [ BestGuess earliest its_score best i;
3700 earliest = 0; best = -1;
3701 for (i=0 : i<number_matched : i++) {
3702 if (match_list-->i >= 0) {
3703 its_score = match_scores-->i;
3704 if (its_score > best) { best = its_score; earliest = i; }
3708 if (parser_trace >= 4)
3709 if (best < 0) print " Best guess ran out of choices^";
3710 else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
3712 if (best < 0) return -1;
3713 i = match_list-->earliest;
3714 match_list-->earliest = -1;
3715 bestguess_score = best;
3719 ! ----------------------------------------------------------------------------
3720 ! SingleBestGuess returns the highest-scoring object in the match list
3721 ! if it is the clear winner, or returns -1 if there is no clear winner
3722 ! ----------------------------------------------------------------------------
3724 [ SingleBestGuess earliest its_score best i;
3725 earliest = -1; best = -1000;
3726 for (i=0 : i<number_matched : i++) {
3727 its_score = match_scores-->i;
3728 if (its_score == best) earliest = -1;
3729 if (its_score > best) { best = its_score; earliest = match_list-->i; }
3731 bestguess_score = best;
3735 ! ----------------------------------------------------------------------------
3736 ! Identical decides whether or not two objects can be distinguished from
3737 ! each other by anything the player can type. If not, it returns true.
3738 ! ----------------------------------------------------------------------------
3740 [ Identical o1 o2 p1 p2 n1 n2 i j flag;
3741 if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side
3742 if (o1 == 0 || o2 == 0) rfalse; ! Similarly
3743 if (parent(o1) == compass || parent(o2) == compass) rfalse; ! Saves time
3745 ! What complicates things is that o1 or o2 might have a parsing routine,
3746 ! so the parser can't know from here whether they are or aren't the same.
3747 ! If they have different parsing routines, we simply assume they're
3748 ! different. If they have the same routine (which they probably got from
3749 ! a class definition) then the decision process is as follows:
3751 ! the routine is called (with self being o1, not that it matters)
3752 ! with noun and second being set to o1 and o2, and action being set
3753 ! to the fake action TheSame. If it returns -1, they are found
3754 ! identical; if -2, different; and if >=0, then the usual method
3757 if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
3758 if (o1.parse_name ~= o2.parse_name) rfalse;
3759 parser_action = ##TheSame; parser_one = o1; parser_two = o2;
3760 j = wn; i = RunRoutines(o1,parse_name); wn = j;
3762 if (i == -2) rfalse;
3765 ! This is the default algorithm: do they have the same words in their
3766 ! "name" (i.e. property no. 1) properties. (Note that the following allows
3767 ! for repeated words and words in different orders.)
3769 p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
3770 p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;
3772 ! for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
3773 ! for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;
3775 for (i=0 : i<n1 : i++) {
3777 for (j=0 : j<n2 : j++)
3778 if (p1-->i == p2-->j) flag = 1;
3779 if (flag == 0) rfalse;
3782 for (j=0 : j<n2 : j++) {
3784 for (i=0 : i<n1 : i++)
3785 if (p1-->i == p2-->j) flag = 1;
3786 if (flag == 0) rfalse;
3789 ! print "Which are identical!^";
3793 ! ----------------------------------------------------------------------------
3794 ! PrintCommand reconstructs the command as it presently reads, from
3795 ! the pattern which has been built up
3797 ! If from is 0, it starts with the verb: then it goes through the pattern.
3798 ! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
3799 ! if 1, it goes up to pcount-1.
3801 ! Note that verbs and prepositions are printed out of the dictionary:
3802 ! and that since the dictionary may only preserve the first six characters
3803 ! of a word (in a V3 game), we have to hand-code the longer words needed.
3805 ! (Recall that pattern entries are 0 for "multiple object", 1 for "special
3806 ! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
3808 ! ----------------------------------------------------------------------------
3810 [ PrintCommand from i k spacing_flag;
3811 #Ifdef LanguageCommand;
3812 LanguageCommand(from);
3813 i = k = spacing_flag = 0; ! suppress warning
3817 if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0)
3819 from++; spacing_flag = true;
3822 for (k=from : k<pcount : k++) {
3824 if (i == PATTERN_NULL) continue;
3825 if (spacing_flag) print (char) ' ';
3826 if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; }
3827 if (i == 1) { print (string) THAT__TX; jump TokenPrinted; }
3828 if (i >= REPARSE_CODE)
3829 print (address) No__Dword(i-REPARSE_CODE);
3831 if (i in compass && LanguageVerbLikesAdverb(verb_word))
3832 LanguageDirection (i.door_dir); ! the direction name as adverb
3836 spacing_flag = true;
3838 #Endif; ! LanguageCommand
3841 ! ----------------------------------------------------------------------------
3842 ! The CantSee routine returns a good error number for the situation where
3843 ! the last word looked at didn't seem to refer to any object in context.
3845 ! The idea is that: if the actor is in a location (but not inside something
3846 ! like, for instance, a tank which is in that location) then an attempt to
3847 ! refer to one of the words listed as meaningful-but-irrelevant there
3848 ! will cause "you don't need to refer to that in this game" rather than
3849 ! "no such thing" or "what's 'it'?".
3850 ! (The advantage of not having looked at "irrelevant" local nouns until now
3851 ! is that it stops them from clogging up the ambiguity-resolving process.
3852 ! Thus game objects always triumph over scenery.)
3853 ! ----------------------------------------------------------------------------
3856 if (scope_token ~= 0) {
3857 scope_error = scope_token;
3861 wn--; w = NextWord();
3863 if (w == pronoun_word) {
3864 pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
3867 i = actor; while (parent(i) ~= 0) i = parent(i);
3870 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
3872 Descriptors(); ! skip past THE etc
3873 if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
3877 saved_oops = num_desc + match_from + saved_ml;
3879 saved_oops = num_desc + match_from + match_length;
3885 ! ----------------------------------------------------------------------------
3886 ! The MultiAdd routine adds object "o" to the multiple-object-list.
3888 ! This is only allowed to hold 63 objects at most, at which point it ignores
3889 ! any new entries (and sets a global flag so that a warning may later be
3890 ! printed if need be).
3891 ! ----------------------------------------------------------------------------
3894 i = multiple_object-->0;
3895 if (i == 63) { toomany_flag = 1; rtrue; }
3896 for (j=1 : j<=i : j++)
3897 if (o == multiple_object-->j) rtrue;
3899 multiple_object-->i = o;
3900 multiple_object-->0 = i;
3903 ! ----------------------------------------------------------------------------
3904 ! The MultiSub routine deletes object "o" from the multiple-object-list.
3906 ! It returns 0 if the object was there in the first place, and 9 (because
3907 ! this is the appropriate error number in Parser()) if it wasn't.
3908 ! ----------------------------------------------------------------------------
3910 [ MultiSub o i j k et;
3911 i = multiple_object-->0; et = 0;
3912 for (j=1 : j<=i : j++)
3913 if (o == multiple_object-->j) {
3914 for (k=j : k<=i : k++)
3915 multiple_object-->k = multiple_object-->(k+1);
3916 multiple_object-->0 = --i;
3922 ! ----------------------------------------------------------------------------
3923 ! The MultiFilter routine goes through the multiple-object-list and throws
3924 ! out anything without the given attribute "attr" set.
3925 ! ----------------------------------------------------------------------------
3927 [ MultiFilter attr i j o;
3931 i = multiple_object-->0;
3932 for (j=1 : j<=i : j++) {
3933 o = multiple_object-->j;
3941 ! ----------------------------------------------------------------------------
3942 ! The UserFilter routine consults the user's filter (or checks on attribute)
3943 ! to see what already-accepted nouns are acceptable
3944 ! ----------------------------------------------------------------------------
3947 if (token_filter > 0 && token_filter < 49) {
3948 if (obj has (token_filter-1)) rtrue;
3952 return token_filter();
3955 ! ----------------------------------------------------------------------------
3956 ! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
3957 ! (the main parse buffer)
3958 ! ----------------------------------------------------------------------------
3960 #Ifdef TARGET_ZCODE;
3962 [ MoveWord at1 b2 at2 x y;
3963 x = at1*2-1; y = at2*2-1;
3964 parse-->x++ = b2-->y++;
3968 #Ifnot; ! TARGET_GLULX
3970 [ MoveWord at1 b2 at2 x y;
3971 x = at1*3-2; y = at2*3-2;
3972 parse-->x++ = b2-->y++;
3973 parse-->x++ = b2-->y++;
3979 ! ----------------------------------------------------------------------------
3980 ! SearchScope domain1 domain2 context
3982 ! Works out what objects are in scope (possibly asking an outside routine),
3983 ! but does not look at anything the player has typed.
3984 ! ----------------------------------------------------------------------------
3986 [ SearchScope domain1 domain2 context i is;
3988 ! Everything is in scope to the debugging commands
3991 if (scope_reason == PARSING_REASON
3992 && LanguageVerbIsDebugging(verb_word)) {
3994 #Ifdef TARGET_ZCODE;
3995 for (i=selfobj : i<=top_object : i++)
3996 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
3998 #Ifnot; ! TARGET_GLULX
4000 if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
4007 ! First, a scope token gets priority here:
4009 if (scope_token ~= 0) {
4011 if (scope_token()) rtrue;
4014 ! Pick up everything in the location except the actor's possessions;
4015 ! then go through those. (This ensures the actor's possessions are in
4016 ! scope even in Darkness.)
4018 if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) {
4019 if (IsSeeThrough(advance_warning) == 1)
4020 ScopeWithin(advance_warning, 0, context);
4023 ! Next, call any user-supplied routine adding things to the scope,
4024 ! which may circumvent the usual routines altogether
4025 ! if they return true:
4027 if (actor == domain1 or domain2) {
4028 is = InScope(actor);
4029 if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor);
4033 if (domain1 ~= 0 && domain1 has supporter or container)
4034 ScopeWithin_O(domain1, domain1, context);
4035 ScopeWithin(domain1, domain2, context);
4036 if (domain2 ~= 0 && domain2 has supporter or container)
4037 ScopeWithin_O(domain2, domain2, context);
4038 ScopeWithin(domain2, 0, context);
4041 ! A special rule applies:
4042 ! in Darkness as in light, the actor is always in scope to himself.
4044 if (thedark == domain1 or domain2) {
4045 ScopeWithin_O(actor, actor, context);
4046 if (parent(actor) has supporter or container)
4047 ScopeWithin_O(parent(actor), parent(actor), context);
4051 ! ----------------------------------------------------------------------------
4052 ! IsSeeThrough is used at various places: roughly speaking, it determines
4053 ! whether o being in scope means that the contents of o are in scope.
4054 ! ----------------------------------------------------------------------------
4057 if (o has supporter or transparent ||
4058 (o has container && o has open))
4063 ! ----------------------------------------------------------------------------
4064 ! PlaceInScope is provided for routines outside the library, and is not
4065 ! called within the parser (except for debugging purposes).
4066 ! ----------------------------------------------------------------------------
4068 [ PlaceInScope thing;
4069 if (scope_reason~=PARSING_REASON or TALKING_REASON) {
4070 DoScopeAction(thing); rtrue;
4072 wn = match_from; TryGivenObject(thing); placed_in_flag = 1;
4075 ! ----------------------------------------------------------------------------
4077 ! ----------------------------------------------------------------------------
4079 [ DoScopeAction thing s p1;
4080 s = scope_reason; p1 = parser_one;
4082 if (parser_trace >= 6)
4083 print "[DSA on ", (the) thing, " with reason = ", scope_reason,
4084 " p1 = ", parser_one, " p2 = ", parser_two, "]^";
4086 switch (scope_reason) {
4087 REACT_BEFORE_REASON:
4088 if (thing.react_before == 0 or NULL) return;
4090 if (parser_trace >= 2)
4091 print "[Considering react_before for ", (the) thing, "]^";
4093 if (parser_one == 0) parser_one = RunRoutines(thing, react_before);
4095 if (thing.react_after == 0 or NULL) return;
4097 if (parser_trace >= 2)
4098 print "[Considering react_after for ", (the) thing, "]^";
4100 if (parser_one == 0) parser_one = RunRoutines(thing, react_after);
4102 if (thing.each_turn == 0) return;
4104 if (parser_trace >= 2)
4105 print "[Considering each_turn for ", (the) thing, "]^";
4107 PrintOrRun(thing, each_turn);
4109 if (thing == parser_one) parser_two = 1;
4110 LOOPOVERSCOPE_REASON:
4117 ! ----------------------------------------------------------------------------
4118 ! ScopeWithin looks for objects in the domain which make textual sense
4119 ! and puts them in the match list. (However, it does not recurse through
4120 ! the second argument.)
4121 ! ----------------------------------------------------------------------------
4123 [ ScopeWithin domain nosearch context x y;
4124 if (domain == 0) rtrue;
4126 ! Special rule: the directions (interpreted as the 12 walls of a room) are
4127 ! always in context. (So, e.g., "examine north wall" is always legal.)
4128 ! (Unless we're parsing something like "all", because it would just slow
4129 ! things down then, or unless the context is "creature".)
4131 if (indef_mode==0 && domain==actors_location
4132 && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN)
4133 ScopeWithin(compass);
4135 ! Look through the objects in the domain, avoiding "objectloop" in case
4136 ! movements occur, e.g. when trying each_turn.
4141 ScopeWithin_O(x, nosearch, context);
4146 [ ScopeWithin_O domain nosearch context i ad n;
4148 ! If the scope reason is unusual, don't parse.
4150 if (scope_reason ~= PARSING_REASON or TALKING_REASON) {
4151 DoScopeAction(domain);
4155 ! "it" or "them" matches to the it-object only. (Note that (1) this means
4156 ! that "it" will only be understood if the object in question is still
4157 ! in context, and (2) only one match can ever be made in this case.)
4159 if (match_from <= num_words) { ! If there's any text to match, that is
4162 if (i == 1 && player == domain) MakeMatch(domain, 1);
4163 if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1);
4166 ! Construing the current word as the start of a noun, can it refer to the
4170 if (TryGivenObject(domain) > 0)
4171 if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) {
4172 ! This case arises if the player has typed a number in
4173 ! which is hypothetically an indefinite descriptor:
4174 ! e.g. "take two clubs". We have just checked the object
4175 ! against the word "clubs", in the hope of eventually finding
4176 ! two such objects. But we also backtrack and check it
4177 ! against the words "two clubs", in case it turns out to
4178 ! be the 2 of Clubs from a pack of cards, say. If it does
4179 ! match against "two clubs", we tear up our original
4180 ! assumption about the meaning of "two" and lapse back into
4183 wn = indef_nspec_at;
4184 if (TryGivenObject(domain) > 0) {
4185 match_from = indef_nspec_at;
4193 ! Shall we consider the possessions of the current object, as well?
4194 ! Only if it's a container (so, for instance, if a dwarf carries a
4195 ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword"
4197 ! Also, only if there are such possessions.
4199 ! Notice that the parser can see "into" anything flagged as
4200 ! transparent - such as a dwarf whose sword you can get at.
4202 if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1)
4203 ScopeWithin(domain,nosearch,context);
4205 ! Drag any extras into context
4207 ad = domain.&add_to_scope;
4210 ! Test if the property value is not an object.
4211 #Ifdef TARGET_ZCODE;
4212 i = (UnsignedCompare(ad-->0, top_object) > 0);
4213 #Ifnot; ! TARGET_GLULX
4214 i = (((ad-->0)->0) ~= $70);
4218 ats_flag = 2+context;
4219 RunRoutines(domain, add_to_scope);
4223 n = domain.#add_to_scope;
4224 for (i=0 : (WORDSIZE*i)<n : i++)
4226 ScopeWithin_O(ad-->i, 0, context);
4233 ScopeWithin_O(obj, 0, ats_flag-2);
4234 if (ats_flag == 1) {
4235 if (HasLightSource(obj)==1) ats_hls = 1;
4239 ! ----------------------------------------------------------------------------
4240 ! MakeMatch looks at how good a match is. If it's the best so far, then
4241 ! wipe out all the previous matches and start a new list with this one.
4242 ! If it's only as good as the best so far, add it to the list.
4243 ! If it's worse, ignore it altogether.
4245 ! The idea is that "red panic button" is better than "red button" or "panic".
4247 ! number_matched (the number of words matched) is set to the current level
4250 ! We never match anything twice, and keep at most 64 equally good items.
4251 ! ----------------------------------------------------------------------------
4253 [ MakeMatch obj quality i;
4255 if (parser_trace >= 6) print " Match with quality ",quality,"^";
4257 if (token_filter ~= 0 && UserFilter(obj) == 0) {
4259 if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^";
4263 if (quality < match_length) rtrue;
4264 if (quality > match_length) { match_length = quality; number_matched = 0; }
4266 if (number_matched >= MATCH_LIST_SIZE) rtrue;
4267 for (i=0 : i<number_matched : i++)
4268 if (match_list-->i == obj) rtrue;
4270 match_list-->number_matched++ = obj;
4272 if (parser_trace >= 6) print " Match added to list^";
4276 ! ----------------------------------------------------------------------------
4277 ! TryGivenObject tries to match as many words as possible in what has been
4278 ! typed to the given object, obj. If it manages any words matched at all,
4279 ! it calls MakeMatch to say so, then returns the number of words (or 1
4280 ! if it was a match because of inadequate input).
4281 ! ----------------------------------------------------------------------------
4283 [ TryGivenObject obj threshold k w j;
4285 if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^";
4288 dict_flags_of_noun = 0;
4290 ! If input has run out then always match, with only quality 0 (this saves
4293 if (wn > num_words) {
4294 if (indef_mode ~= 0)
4295 dict_flags_of_noun = DICT_X654; ! Reject "plural" bit
4298 if (parser_trace >= 5) print " Matched (0)^";
4303 ! Ask the object to parse itself if necessary, sitting up and taking notice
4304 ! if it says the plural was used:
4306 if (obj.parse_name~=0) {
4307 parser_action = NULL; j=wn;
4308 k = RunRoutines(obj,parse_name);
4314 if (parser_action == ##PluralFound)
4315 dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR;
4317 if (dict_flags_of_noun & DICT_PLUR) {
4318 if (~~allow_plurals) k = 0;
4320 if (indef_mode == 0) {
4321 indef_mode = 1; indef_type = 0; indef_wanted = 0;
4323 indef_type = indef_type | PLURAL_BIT;
4324 if (indef_wanted == 0) indef_wanted = 100;
4329 if (parser_trace >= 5) print " Matched (", k, ")^";
4334 if (k == 0) jump NoWordsMatch;
4338 ! The default algorithm is simply to count up how many words pass the
4341 parser_action = NULL;
4345 if (w == 1 && player == obj) { k=1; jump MMbyPN; }
4347 if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; }
4350 threshold = ParseNoun(obj);
4351 if (threshold == -1) {
4352 LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to
4353 LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
4354 threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj);
4355 LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality
4358 if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^";
4360 if (threshold < 0) wn++;
4361 if (threshold > 0) { k = threshold; jump MMbyPN; }
4363 if (threshold == 0 || Refers(obj,wn-1) == 0) {
4365 if (indef_mode ~= 0) {
4366 k = 0; parser_action = NULL;
4372 if (threshold < 0) {
4374 dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100;
4376 while (Refers(obj, wn-1)) {
4379 dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR));
4388 ! ----------------------------------------------------------------------------
4389 ! Refers works out whether the word at number wnum can refer to the object
4390 ! obj, returning true or false. The standard method is to see if the
4391 ! word is listed under "name" for the object, but this is more complex
4392 ! in languages other than English.
4393 ! ----------------------------------------------------------------------------
4395 [ Refers obj wnum wd k l m;
4396 if (obj == 0) rfalse;
4398 #Ifdef LanguageRefers;
4399 k = LanguageRefers(obj,wnum); if (k >= 0) return k;
4400 #Endif; ! LanguageRefers
4402 k = wn; wn = wnum; wd = NextWordStopped(); wn = k;
4404 if (parser_inflection_func) {
4405 k = parser_inflection(obj, wd);
4406 if (k >= 0) return k;
4410 m = parser_inflection;
4412 k = obj.&m; l = (obj.#m)/WORDSIZE-1;
4413 for (m=0 : m<=l : m++)
4414 if (wd == k-->m) rtrue;
4418 [ WordInProperty wd obj prop k l m;
4419 k = obj.∝ l = (obj.#prop)/WORDSIZE-1;
4420 for (m=0 : m<=l : m++)
4421 if (wd == k-->m) rtrue;
4425 [ DictionaryLookup b l i;
4426 for (i=0 : i<l : i++) buffer2->(WORDSIZE+i) = b->i;
4427 SetKeyBufLength(l, buffer2);
4428 Tokenise__(buffer2, parse2);
4432 ! ----------------------------------------------------------------------------
4433 ! NounWord (which takes no arguments) returns:
4435 ! 0 if the next word is unrecognised or does not carry the "noun" bit in
4436 ! its dictionary entry,
4437 ! 1 if a word meaning "me",
4438 ! the index in the pronoun table (plus 2) of the value field of a pronoun,
4439 ! if the word is a pronoun,
4440 ! the address in the dictionary if it is a recognised noun.
4442 ! The "current word" marker moves on one.
4443 ! ----------------------------------------------------------------------------
4448 if (i == ME1__WD or ME2__WD or ME3__WD) return 1;
4449 s = LanguagePronouns-->0;
4450 for (j=1 : j<=s : j=j+3)
4451 if (i == LanguagePronouns-->j)
4453 if ((i->#dict_par1) & DICT_NOUN == 0) rfalse;
4457 ! ----------------------------------------------------------------------------
4458 ! NextWord (which takes no arguments) returns:
4460 ! 0 if the next word is unrecognised,
4461 ! comma_word if a comma
4462 ! THEN1__WD if a full stop
4463 ! or the dictionary address if it is recognised.
4464 ! The "current word" marker is moved on.
4466 ! NextWordStopped does the same, but returns -1 when input has run out
4467 ! ----------------------------------------------------------------------------
4469 #Ifdef TARGET_ZCODE;
4472 if (wn > parse->1) { wn++; rfalse; }
4475 if (j == ',//') j = comma_word;
4476 if (j == './/') j = THEN1__WD;
4481 if (wn > parse->1) { wn++; return -1; }
4485 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4488 return b + p->(wordnum*4+1);
4491 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4493 return p->(wordnum*4);
4496 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4498 return p-->(wordnum*2-1);
4501 [ NumberWords p; ! Number of parsed strings in buffer
4506 [ GetKeyBufLength b; ! Number of typed chars in buffer
4511 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4513 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4517 #Ifnot; ! TARGET_GLULX
4520 if (wn > parse-->0) { wn++; rfalse; }
4523 if (j == ',//') j=comma_word;
4524 if (j == './/') j=THEN1__WD;
4529 if (wn > parse-->0) {
4536 [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
4539 return b + p-->(wordnum*3);
4542 [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
4544 return p-->(wordnum*3-1);
4547 [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
4549 return p-->(wordnum*3-2);
4552 [ NumberWords p; ! Number of parsed strings in buffer
4557 [ GetKeyBufLength b; ! Number of typed chars in buffer
4562 [ SetKeyBufLength n b; ! Update number of typed chars in buffer
4564 if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
4570 ! ----------------------------------------------------------------------------
4571 ! TryNumber is the only routine which really does any character-level
4572 ! parsing, since that's normally left to the Z-machine.
4573 ! It takes word number "wordnum" and tries to parse it as an (unsigned)
4574 ! decimal number, returning
4576 ! -1000 if it is not a number
4577 ! the number if it has between 1 and 4 digits
4578 ! 10000 if it has 5 or more digits.
4580 ! (The danger of allowing 5 digits is that Z-machine integers are only
4581 ! 16 bits long, and anyway this isn't meant to be perfect.)
4583 ! Using NumberWord, it also catches "one" up to "twenty".
4585 ! Note that a game can provide a ParseNumber routine which takes priority,
4586 ! to enable parsing of odder numbers ("x45y12", say).
4587 ! ----------------------------------------------------------------------------
4589 [ TryNumber wordnum i j c num len mul tot d digit;
4590 i = wn; wn = wordnum; j = NextWord(); wn = i;
4592 if (j >= 1) return j;
4594 num = WordAddress(wordnum); len = WordLength(wordnum);
4596 tot = ParseNumber(num, len);
4597 if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len);
4599 if (tot ~= 0) return tot;
4601 if (len >= 4) mul=1000;
4602 if (len == 3) mul=100;
4603 if (len == 2) mul=10;
4604 if (len == 1) mul=1;
4608 for (c = 0 : c < len : c++) {
4610 if (digit == '0') { d = 0; jump digok; }
4611 if (digit == '1') { d = 1; jump digok; }
4612 if (digit == '2') { d = 2; jump digok; }
4613 if (digit == '3') { d = 3; jump digok; }
4614 if (digit == '4') { d = 4; jump digok; }
4615 if (digit == '5') { d = 5; jump digok; }
4616 if (digit == '6') { d = 6; jump digok; }
4617 if (digit == '7') { d = 7; jump digok; }
4618 if (digit == '8') { d = 8; jump digok; }
4619 if (digit == '9') { d = 9; jump digok; }
4622 tot = tot+mul*d; mul = mul/10;
4624 if (len > 4) tot=10000;
4628 ! ----------------------------------------------------------------------------
4629 ! AnyNumber is a general parsing routine which accepts binary, hexadecimal
4630 ! and decimal numbers up to the full Zcode/Glulx ranges.
4631 ! ----------------------------------------------------------------------------
4633 #Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767
4634 Constant MAX_DECIMAL_SIZE 5;
4635 Constant MAX_DECIMAL_BASE 3276;
4636 #Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647
4637 Constant MAX_DECIMAL_SIZE 10;
4638 Constant MAX_DECIMAL_BASE 214748364;
4642 wa we sign base digit digit_count num;
4644 wa = WordAddress(wn); we = wa + WordLength(wn);
4645 sign = 1; base = 10;
4646 if (wa->0 == '-') { sign = -1; wa++; }
4648 if (wa->0 == '$') { base = 16; wa++; }
4649 if (wa->0 == '$') { base = 2; wa++; }
4651 if (wa >= we) return GPR_FAIL; ! no digits after -/$
4652 while (wa->0 == '0') wa++; ! skip leading zeros
4653 for (num=0,digit_count=1 : wa<we : wa++,digit_count++) {
4655 '0' to '9': digit = wa->0 - '0';
4656 'A' to 'F': digit = wa->0 - 'A' + 10;
4657 'a' to 'f': digit = wa->0 - 'a' + 10;
4658 default: return GPR_FAIL;
4660 if (digit >= base) return GPR_FAIL;
4663 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL;
4664 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL;
4666 if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL;
4667 if (digit_count == MAX_DECIMAL_SIZE) {
4668 if (num > MAX_DECIMAL_BASE) return GPR_FAIL;
4669 if (num == MAX_DECIMAL_BASE) {
4670 if (sign == 1 && digit > 7) return GPR_FAIL;
4671 if (sign == -1 && digit > 8) return GPR_FAIL;
4675 num = base*num + digit;
4677 parsed_number = num * sign;
4682 ! ----------------------------------------------------------------------------
4683 ! GetGender returns 0 if the given animate object is female, and 1 if male
4684 ! (not all games will want such a simple decision function!)
4685 ! ----------------------------------------------------------------------------
4688 if (person hasnt female) rtrue;
4692 [ GetGNAOfObject obj case gender;
4693 if (obj hasnt animate) case = 6;
4694 if (obj has male) gender = male;
4695 if (obj has female) gender = female;
4696 if (obj has neuter) gender = neuter;
4698 if (case == 0) gender = LanguageAnimateGender;
4699 else gender = LanguageInanimateGender;
4701 if (gender == female) case = case + 1;
4702 if (gender == neuter) case = case + 2;
4703 if (obj has pluralname) case = case + 3;
4707 ! ----------------------------------------------------------------------------
4708 ! Converting between dictionary addresses and entry numbers
4709 ! ----------------------------------------------------------------------------
4711 #Ifdef TARGET_ZCODE;
4713 [ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ];
4714 [ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ];
4716 #Ifnot; ! TARGET_GLULX
4718 ! In Glulx, dictionary entries *are* addresses.
4719 [ Dword__No w; return w; ];
4720 [ No__Dword n; return n; ];
4724 ! ----------------------------------------------------------------------------
4725 ! For copying buffers
4726 ! ----------------------------------------------------------------------------
4728 #Ifdef TARGET_ZCODE;
4730 [ CopyBuffer bto bfrom i size;
4732 for (i=1 : i<=size : i++) bto->i = bfrom->i;
4735 #Ifnot; ! TARGET_GLULX
4737 [ CopyBuffer bto bfrom i;
4738 for (i=0 : i<INPUT_BUFFER_LEN : i++) bto->i = bfrom->i;
4743 ! ----------------------------------------------------------------------------
4744 ! Provided for use by language definition files
4745 ! ----------------------------------------------------------------------------
4747 #Ifdef TARGET_ZCODE;
4749 [ LTI_Insert i ch b y;
4751 ! Protect us from strict mode, as this isn't an array in quite the
4755 ! Insert character ch into buffer at point i.
4756 ! Being careful not to let the buffer possibly overflow:
4758 if (y > b->0) y = b->0;
4760 ! Move the subsequent text along one character:
4761 for (y=y+2 : y>i : y--) b->y = b->(y-1);
4764 ! And the text is now one character longer:
4765 if (b->1 < b->0) (b->1)++;
4768 #Ifnot; ! TARGET_GLULX
4770 [ LTI_Insert i ch b y;
4772 ! Protect us from strict mode, as this isn't an array in quite the
4776 ! Insert character ch into buffer at point i.
4777 ! Being careful not to let the buffer possibly overflow:
4779 if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN;
4781 ! Move the subsequent text along one character:
4782 for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1);
4785 ! And the text is now one character longer:
4786 if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++;
4791 ! ============================================================================
4793 [ PronounsSub x y c d;
4794 L__M(##Pronouns, 1);
4796 c = (LanguagePronouns-->0)/3;
4797 if (player ~= selfobj) c++;
4799 if (c == 0) return L__M(##Pronouns, 4);
4801 for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) {
4802 print "~", (address) LanguagePronouns-->x, "~ ";
4803 y = LanguagePronouns-->(x+2);
4804 if (y == NULL) L__M(##Pronouns, 3);
4806 L__M(##Pronouns, 2);
4810 if (d < c-1) print (string) COMMA__TX;
4811 if (d == c-1) print (SerialComma) c, (string) AND__TX;
4813 if (player ~= selfobj) {
4814 print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2);
4815 c = player; player = selfobj;
4816 print (the) c; player = c;
4818 L__M(##Pronouns, 5);
4821 [ SetPronoun dword value x;
4822 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4823 if (LanguagePronouns-->x == dword) {
4824 LanguagePronouns-->(x+2) = value; return;
4829 [ PronounValue dword x;
4830 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4831 if (LanguagePronouns-->x == dword)
4832 return LanguagePronouns-->(x+2);
4836 [ ResetVagueWords obj; PronounNotice(obj); ];
4838 #Ifdef EnglishNaturalLanguage;
4840 [ PronounOldEnglish;
4841 if (itobj ~= old_itobj) SetPronoun('it', itobj);
4842 if (himobj ~= old_himobj) SetPronoun('him', himobj);
4843 if (herobj ~= old_herobj) SetPronoun('her', herobj);
4844 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
4847 #Endif; !EnglishNaturalLanguage
4849 [ PronounNotice obj x bm;
4850 if (obj == player) return;
4852 #Ifdef EnglishNaturalLanguage;
4853 PronounOldEnglish();
4854 #Endif; ! EnglishNaturalLanguage
4856 bm = PowersOfTwo_TB-->(GetGNAOfObject(obj));
4858 for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
4859 if (bm & (LanguagePronouns-->(x+1)) ~= 0)
4860 LanguagePronouns-->(x+2) = obj;
4862 #Ifdef EnglishNaturalLanguage;
4863 itobj = PronounValue('it'); old_itobj = itobj;
4864 himobj = PronounValue('him'); old_himobj = himobj;
4865 herobj = PronounValue('her'); old_herobj = herobj;
4866 #Endif; ! EnglishNaturalLanguage
4869 ! ============================================================================
4870 ! End of the parser proper: the remaining routines are its front end.
4871 ! ----------------------------------------------------------------------------
4873 Object InformLibrary "(Inform Library)"
4874 with play [ i j k l;
4876 #Ifdef TARGET_ZCODE;
4878 #Ifnot; ! TARGET_GLULX
4883 while (~~deadflag) { ! everything happens in this loop
4885 #Ifdef EnglishNaturalLanguage;
4886 PronounOldEnglish();
4887 old_itobj = PronounValue('it');
4888 old_himobj = PronounValue('him');
4889 old_herobj = PronounValue('her');
4890 #Endif; ! EnglishNaturalLanguage
4894 if (score ~= last_score) {
4895 if (notify_mode == 1) NotifyTheScore();
4901 inputobjs-->0 = 0; inputobjs-->1 = 0;
4902 inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false;
4904 ! The Parser writes its results into inputobjs and meta,
4905 ! a flag indicating a "meta-verb". This can only be set for
4906 ! commands by the player, not for orders to others.
4908 InformParser.parse_input(inputobjs);
4910 action = inputobjs-->0;
4912 ! --------------------------------------------------------------
4914 ! Reverse "give fred biscuit" into "give biscuit to fred"
4916 if (action == ##GiveR or ##ShowR) {
4917 i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i;
4918 if (action == ##GiveR) action = ##Give; else action = ##Show;
4921 ! Convert "P, tell me about X" to "ask P about X"
4923 if (action == ##Tell && inputobjs-->2 == player && actor ~= player) {
4924 inputobjs-->2 = actor; actor = player; action = ##Ask;
4927 ! Convert "ask P for X" to "P, give X to me"
4929 if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) {
4930 actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3;
4931 inputobjs-->3 = player; action = ##Give;
4934 ! For old, obsolete code: special_word contains the topic word
4937 if (action == ##Ask or ##Tell or ##Answer)
4938 special_word = special_number1;
4940 ! --------------------------------------------------------------
4942 multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false;
4943 ! For implicit taking and multiple object detection
4946 inp1 = 0; inp2 = 0; i = inputobjs-->1;
4947 if (i >= 1) inp1 = inputobjs-->2;
4948 if (i >= 2) inp2 = inputobjs-->3;
4950 ! inp1 and inp2 hold: object numbers, or 0 for "multiple object",
4951 ! or 1 for "a number or dictionary address"
4953 if (inp1 == 1) noun = special_number1; else noun = inp1;
4955 if (inp1 == 1) second = special_number2;
4956 else second = special_number1;
4960 ! -------------------------------------------------------------
4962 !print "inp1: ", (name) inp1, "^";
4963 !print "inp2: ", (name) inp2, "^";
4964 !print "inputobjs-->1: ", (name) inputobjs-->1, "^";
4965 !print "inputobjs-->2: ", (name) inputobjs-->2, "^";
4966 !print "inputobjs-->3: ", (name) inputobjs-->3, "^";
4967 !print "noun: ", (name) noun, "^";
4968 !print "second: ", (name) second, "^";
4969 !print "actor: ", (name) actor, "^";
4972 ! --------------------------------------------------------------
4973 ! Generate the action...
4976 (i == 1 && inp1 ~= 0) ||
4977 (i == 2 && inp1 ~= 0 && inp2 ~= 0)) {
4979 if (actor ~= player) {
4980 switch (self.actor_act(actor, action, noun, second)) {
4981 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
4982 default: jump turn__end;
4988 self.begin_action(action, noun, second, 0);
4992 ! ...unless a multiple object must be substituted. First:
4993 ! (a) check the multiple list isn't empty;
4994 ! (b) warn the player if it has been cut short because too long;
4995 ! (c) generate a sequence of actions from the list
4996 ! (stopping in the event of death or movement away).
4999 j = multiple_object-->0;
5001 L__M(##Miscellany, 2);
5005 toomany_flag = false;
5006 L__M(##Miscellany, 1);
5009 for (k=1 : k<=j : k++) {
5010 if (deadflag) break;
5011 if (location ~= i) {
5012 L__M(##Miscellany, 51);
5015 l = multiple_object-->k;
5017 print (name) l, (string) COLON__TX;
5020 switch (self.actor_act(actor, action, l, second)) {
5021 ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
5022 ACTOR_ACT_ABORT_ORDER: jump turn__end;
5028 if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
5034 ! --------------------------------------------------------------
5038 ! No time passes if either (i) the verb was meta, or
5039 ! (ii) we've only had the implicit take before the "real"
5042 if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; }
5044 if (~~deadflag) self.end_turn_sequence();
5045 else if (START_MOVE ~= 1) turns++;
5048 if (deadflag ~= 2 && AfterLife() == false)
5049 LibraryExtensions.RunAll(ext_afterlife);
5050 if (deadflag == 0) jump very__late__error;
5052 ], ! end of 'play' property
5054 end_turn_sequence [;
5055 AdvanceWorldClock(); if (deadflag) return;
5056 RunTimersAndDaemons(); if (deadflag) return;
5057 RunEachTurnProperties(); if (deadflag) return;
5058 if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses);
5059 if (deadflag) return;
5060 AdjustLight(); if (deadflag) return;
5061 NoteObjectAcquisitions();
5064 ! The first time we call self.actor_act(), set the fifth
5065 ! parameter to true. Details can be seen in
5066 ! 1d95759b1bd6674509d6cf9161e6db3da3831f10 and in Issues #23 and
5067 ! #30 (Mantis 1813 and 1885)
5068 actor_act [ p a n s ft j sp sa sn ss;
5069 sp = actor; actor = p;
5071 ! The player's "orders" property can refuse to allow
5072 ! conversation here, by returning true. If not, the order is
5073 ! sent to the other person's "orders" property. If that also
5074 ! returns false, then: if it was a misunderstood command
5075 ! anyway, it is converted to an Answer action (thus
5076 ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a
5077 ! good command, it is finally offered to the Order: part of
5078 ! the other person's "life" property, the old-fashioned
5079 ! way of dealing with conversation.
5081 sa = action; sn = noun; ss = second;
5082 action = a; noun = n; second = s;
5083 j = RunRoutines(player, orders);
5085 j = RunRoutines(actor, orders);
5087 if (action == ##NotUnderstood) {
5088 inputobjs-->3 = actor; actor = player; action = ##Answer;
5089 ! abort, not resetting action globals
5090 return ACTOR_ACT_ABORT_NOTUNDERSTOOD;
5092 if (RunLife(actor, ##Order) == 0) {
5093 L__M(##Order, 1, actor);
5095 return ACTOR_ACT_ABORT_ORDER;
5099 action = sa; noun = sn; second = ss;
5101 return ACTOR_ACT_ABORT_ORDER;
5105 self.begin_action(a, n, s, 0);
5108 return ACTOR_ACT_OK;
5111 begin_action [ a n s source sa sn ss;
5112 sa = action; sn = noun; ss = second;
5113 action = a; noun = n; second = s;
5115 if (debug_flag & DEBUG_ACTIONS) TraceAction(source);
5120 #Iftrue (Grammar__Version == 1);
5121 if ((meta || BeforeRoutines() == false) && action < 256) {
5124 if (BeforeRoutines() == false)
5126 } else ActionPrimitive();
5132 if ((meta || BeforeRoutines() == false) && action < 4096) {
5135 if (BeforeRoutines() == false)
5137 } else ActionPrimitive();
5142 #Endif; ! Grammar__Version
5143 action = sa; noun = sn; second = ss;
5147 ! ----------------------------------------------------------------------------
5148 ! Routines called before and after main 'play' loop
5151 before_first_turn = true;
5152 for (i=1 : i<=100 : i++) j = random(i);
5154 ChangeDefault(cant_go, CANTGO__TX);
5156 real_location = thedark;
5157 player = selfobj; actor = player;
5158 selfobj.capacity = MAX_CARRIED; ! ### change?
5160 #Ifdef LanguageInitialise;
5161 LanguageInitialise();
5162 #Endif; ! LanguageInitialise
5164 #Ifdef EnglishNaturalLanguage;
5165 old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
5166 #Endif;! EnglishNaturalLanguage
5169 LibraryExtensions.RunAll(ext_initialise);
5172 initial_lookmode = lookmode;
5174 objectloop (i in player) give i moved ~concealed;
5175 move player to location;
5176 while (parent(location)) location = parent(location);
5177 real_location = location;
5178 MoveFloatingObjects();
5180 actor = player; ! resync, because player may have been changed in Initialise()
5181 actors_location = location;
5183 lightflag = OffersLight(parent(player));
5184 if (lightflag == 0) location = thedark;
5186 if (j ~= 2) Banner();
5187 #ifndef NOINITIAL_LOOK;
5190 before_first_turn = false;
5195 #Ifdef TARGET_ZCODE;
5196 #IfV5; style bold; #Endif; ! V5
5197 #Ifnot; ! TARGET_GLULX
5198 glk_set_style(style_Alert);
5202 1: L__M(##Miscellany, 3);
5203 2: L__M(##Miscellany, 4);
5205 if (DeathMessage() == false)
5206 LibraryExtensions.RunAll(ext_deathmessage);
5210 #Ifdef TARGET_ZCODE;
5211 #IfV5; style roman; #Endif; ! V5
5212 #Ifnot; ! TARGET_GLULX
5213 glk_set_style(style_Normal);
5225 ! ----------------------------------------------------------------------------
5226 ! Routines called at end of each turn
5228 [ AdvanceWorldClock;
5230 if (the_time ~= NULL) {
5231 if (time_rate >= 0) the_time=the_time+time_rate;
5234 if (time_step == 0) {
5236 time_step = -time_rate;
5239 the_time = the_time % 1440;
5243 [ RunTimersAndDaemons i j;
5245 if (debug_flag & DEBUG_TIMERS) {
5246 for (i=0 : i<active_timers : i++) {
5249 print (name) (j&~WORD_HIGHBIT), ": ";
5250 if (j & WORD_HIGHBIT) print "daemon";
5252 print "timer with ", j.time_left, " turns to go";
5259 for (i=0 : i<active_timers : i++) {
5260 if (deadflag) return;
5263 if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon);
5265 if (j.time_left == 0) {
5267 RunRoutines(j, time_out);
5270 j.time_left = j.time_left-1;
5276 [ RunEachTurnProperties;
5277 scope_reason = EACH_TURN_REASON; verb_word = 0;
5278 DoScopeAction(location);
5279 SearchScope(ScopeCeiling(player), player, 0);
5280 scope_reason = PARSING_REASON;
5283 ! ----------------------------------------------------------------------------
5285 #Ifdef TARGET_ZCODE;
5287 [ ActionPrimitive; (#actions_table-->action)(); ];
5289 #Ifnot; ! TARGET_GLULX
5291 [ ActionPrimitive; (#actions_table-->(action+1))(); ];
5295 [ AfterGameOver i amus_ret;
5299 L__M(##Miscellany,5);
5304 #Ifdef TARGET_ZCODE;
5305 #IfV3; read buffer parse; #Endif; ! V3
5307 #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5
5308 #Ifnot; ! TARGET_GLULX
5309 KeyboardPrimitive(buffer, parse);
5312 if (i == QUIT1__WD or QUIT2__WD) {
5313 #Ifdef TARGET_ZCODE;
5315 #Ifnot; ! TARGET_GLULX
5319 if (i == RESTART__WD) {
5320 #Ifdef TARGET_ZCODE;
5322 #Ifnot; ! TARGET_GLULX
5326 if (i == RESTORE__WD) {
5330 if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) {
5331 new_line; FullScoreSub();
5334 if (deadflag == 2 && i == AMUSING__WD) {
5336 if (AMUSING_PROVIDED == 0) {
5338 amus_ret = Amusing();
5340 if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing);
5344 if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) {
5346 if (i == 0) jump RRQPL;
5349 L__M(##Miscellany, 8);
5353 [ NoteObjectAcquisitions i;
5354 objectloop (i in player)
5355 if (i hasnt moved) {
5358 score = score + OBJECT_SCORE;
5359 things_score = things_score + OBJECT_SCORE;
5364 ! ----------------------------------------------------------------------------
5365 ! R_Process is invoked by the <...> and <<...>> statements, whose syntax is:
5366 ! <action [noun] [second]> ! traditional
5367 ! <action [noun] [second], actor> ! introduced at compiler 6.33
5371 s1 = inp1; s2 = inp2; s3 = actor;
5372 inp1 = n; inp2 = s; if (p) actor = p; else actor = player;
5373 InformLibrary.begin_action(a, n, s, 1);
5374 inp1 = s1; inp2 = s2; actor = s3;
5377 ! ----------------------------------------------------------------------------
5379 [ TestScope obj act a al sr x y;
5380 x = parser_one; y = parser_two;
5381 parser_one = obj; parser_two = 0; a = actor; al = actors_location;
5382 sr = scope_reason; scope_reason = TESTSCOPE_REASON;
5383 if (act == 0) actor = player; else actor = act;
5384 actors_location = ScopeCeiling(actor);
5385 SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a;
5386 actors_location = al; parser_one = x; x = parser_two; parser_two = y;
5390 [ LoopOverScope routine act x y a al;
5391 x = parser_one; y = scope_reason; a = actor; al = actors_location;
5392 parser_one = routine;
5393 if (act == 0) actor = player; else actor = act;
5394 actors_location = ScopeCeiling(actor);
5395 scope_reason = LOOPOVERSCOPE_REASON;
5396 SearchScope(actors_location, actor, 0);
5397 parser_one = x; scope_reason = y; actor = a; actors_location = al;
5400 [ BeforeRoutines rv;
5401 if (GamePreRoutine()) rtrue;
5402 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0);
5404 if (RunRoutines(player, orders)) rtrue;
5405 scope_reason = REACT_BEFORE_REASON; parser_one = 0;
5406 SearchScope(ScopeCeiling(player), player, 0);
5407 scope_reason = PARSING_REASON;
5408 if (parser_one) rtrue;
5409 if (location && RunRoutines(location, before)) rtrue;
5410 if (inp1 > 1 && RunRoutines(inp1, before)) rtrue;
5415 scope_reason = REACT_AFTER_REASON; parser_one = 0;
5416 SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON;
5417 if (parser_one) rtrue;
5418 if (location && RunRoutines(location, after)) rtrue;
5419 if (inp1 > 1 && RunRoutines(inp1, after)) rtrue;
5420 rv = GamePostRoutine();
5421 if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false);
5427 if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j);
5429 reason_code = j; return RunRoutines(a,life);
5433 switch (metaclass(addr)) { ! Left over from Inform 5
5435 Object, Class: return 1;
5441 [ PrintOrRun obj prop flag;
5442 if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop);
5443 if (obj.prop == NULL) rfalse;
5444 switch (metaclass(obj.prop)) {
5445 Class, Object, nothing:
5446 return RunTimeError(2,obj,prop);
5448 print (string) obj.prop;
5449 if (flag == 0) new_line;
5452 return RunRoutines(obj, prop);
5456 [ PrintOrRunVar var flag;
5457 switch (metaclass(var)) {
5462 if (flag == 0) new_line;
5466 print (char) '(', var, (char) ')';
5471 [ ValueOrRun obj prop;
5472 !### this is entirely unlikely to work. Does anyone care? (AP)
5473 ! Well, it's certainly used three times in verblibm.h (RF)
5474 ! Update: now not used (RF)
5475 if (obj.prop < 256) return obj.prop;
5476 return RunRoutines(obj, prop);
5479 [ RunRoutines obj prop;
5480 if (obj == thedark && prop ~= initial or short_name or description) obj = real_location;
5481 if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse;
5485 #Ifdef TARGET_ZCODE;
5487 [ ChangeDefault prop val a b;
5488 ! Use assembly-language here because -S compilation won't allow this:
5494 #Ifnot; ! TARGET_GLULX
5496 [ ChangeDefault prop val;
5497 ! Use assembly-language here because -S compilation won't allow this:
5498 ! #cpv__start-->prop = val;
5499 @astore #cpv__start prop val;
5504 ! ----------------------------------------------------------------------------
5506 [ StartTimer obj timer i;
5507 for (i=0 : i<active_timers : i++)
5508 if (the_timers-->i == obj) rfalse;
5509 for (i=0 : i<active_timers : i++)
5510 if (the_timers-->i == 0) jump FoundTSlot;
5511 i = active_timers++;
5512 if (i >= MAX_TIMERS) { RunTimeError(4); return; }
5514 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5515 the_timers-->i = obj; obj.time_left = timer;
5519 for (i=0 : i<active_timers : i++)
5520 if (the_timers-->i == obj) jump FoundTSlot2;
5523 if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
5524 the_timers-->i = 0; obj.time_left = 0;
5527 [ StartDaemon obj i;
5528 for (i=0 : i<active_timers : i++)
5529 if (the_timers-->i == WORD_HIGHBIT + obj) rfalse;
5530 for (i=0 : i<active_timers : i++)
5531 if (the_timers-->i == 0) jump FoundTSlot3;
5532 i = active_timers++;
5533 if (i >= MAX_TIMERS) RunTimeError(4);
5535 the_timers-->i = WORD_HIGHBIT + obj;
5539 for (i=0 : i<active_timers : i++)
5540 if (the_timers-->i == WORD_HIGHBIT + obj) jump FoundTSlot4;
5546 ! ----------------------------------------------------------------------------
5549 if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; }
5550 else { sline1 = the_time/60; sline2 = the_time%60;}
5554 the_time = t; time_rate = s; time_step = 0;
5555 if (s < 0) time_step = 0-s;
5559 #Ifdef TARGET_GLULX;
5560 glk_set_style(style_Note);
5561 #Endif; ! TARGET_GLULX
5562 print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^";
5563 #Ifdef TARGET_GLULX;
5564 glk_set_style(style_Normal);
5565 #Endif; ! TARGET_GLULX
5568 ! ----------------------------------------------------------------------------
5570 [ AdjustLight flag i;
5572 lightflag = OffersLight(parent(player));
5574 if (i == 0 && lightflag == 1) {
5575 location = real_location;
5576 if (flag == 0) <Look>;
5579 if (i == 1 && lightflag == 0) {
5580 real_location = location; location = thedark;
5583 return L__M(##Miscellany, 9);
5586 if (i == 0 && lightflag == 0) location = thedark;
5591 if (i has light) rtrue;
5593 if (HasLightSource(j) == 1) rtrue;
5594 if (i has container) {
5595 if (i has open || i has transparent)
5596 return OffersLight(parent(i));
5599 if (i has enterable || i has transparent || i has supporter)
5600 return OffersLight(parent(i));
5605 [ HidesLightSource obj;
5606 if (obj == player) rfalse;
5607 if (obj has transparent or supporter) rfalse;
5608 if (obj has container) return (obj hasnt open);
5609 return (obj hasnt enterable);
5612 [ HasLightSource i j ad;
5614 if (i has light) rtrue;
5615 if (i has enterable || IsSeeThrough(i) == 1)
5616 if (~~(HidesLightSource(i)))
5618 if (HasLightSource(j) == 1) rtrue;
5619 ad = i.&add_to_scope;
5620 if (parent(i) ~= 0 && ad ~= 0) {
5621 if (metaclass(ad-->0) == Routine) {
5622 ats_hls = 0; ats_flag = 1;
5623 RunRoutines(i, add_to_scope);
5624 ats_flag = 0; if (ats_hls == 1) rtrue;
5627 for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)
5628 if (HasLightSource(ad-->j) == 1) rtrue;
5634 [ ChangePlayer obj flag i;
5635 ! if (obj.&number == 0) return RunTimeError(7, obj);
5637 if (obj == nothing) obj = selfobj;
5638 if (actor == player) actor=obj;
5639 give player ~transparent ~concealed;
5640 i = obj; while (parent(i) ~= 0) {
5641 if (i has animate) give i transparent;
5644 if (player == selfobj && player provides nameless && player.nameless == true) {
5645 if (player provides narrative_voice) {
5646 if (player.narrative_voice == 1) {
5647 player.short_name = MYFORMER__TX;
5648 (player.&name)-->0 = 'my';
5649 (player.&name)-->1 = 'former';
5650 (player.&name)-->2 = 'self';
5651 } else if (player.narrative_voice == 2) {
5652 player.short_name = FORMER__TX;
5653 (player.&name)-->0 = 'my';
5654 (player.&name)-->1 = 'former';
5655 (player.&name)-->2 = 'self';
5663 give player transparent concealed animate;
5664 i = player; while (parent(i) ~= 0) i = parent(i);
5665 location = i; real_location = location;
5666 if (parent(player) == 0) return RunTimeError(10);
5667 MoveFloatingObjects();
5668 lightflag = OffersLight(parent(player));
5669 if (lightflag == 0) location = thedark;
5670 print_player_flag = flag;
5673 ! ----------------------------------------------------------------------------
5677 #Ifdef TARGET_ZCODE;
5681 if (w >= 1 && w <= top_object) print " (", (name) w, ")";
5682 if (UnsignedCompare(w, dict_start) >= 0 &&
5683 UnsignedCompare(w, dict_end) < 0 &&
5684 (w - dict_start) % dict_entry_size == 0)
5685 print " ('", (address) w, "')";
5688 [ DebugAction a anames;
5689 #Iftrue (Grammar__Version == 1);
5690 if (a >= 256) { print "<fake action ", a-256, ">"; return; }
5692 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5693 #Endif; ! Grammar__Version
5694 anames = #identifiers_table;
5695 anames = anames + 2*(anames-->0) + 2*48;
5696 print (string) anames-->a;
5699 [ DebugAttribute a anames;
5700 if (a < 0 || a >= 48) print "<invalid attribute ", a, ">";
5702 anames = #identifiers_table; anames = anames + 2*(anames-->0);
5703 print (string) anames-->a;
5707 #Ifnot; ! TARGET_GLULX
5709 [ DebugParameter w endmem;
5712 if (w >= 1 && w < endmem) {
5713 if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")";
5714 if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')";
5718 [ DebugAction a str;
5719 if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
5720 if (a < 0 || a >= #identifiers_table-->7) print "<invalid action ", a, ">";
5722 str = #identifiers_table-->6;
5724 if (str) print (string) str; else print "<unnamed action ", a, ">";
5728 [ DebugAttribute a str;
5729 if (a < 0 || a >= NUM_ATTR_BYTES*8) print "<invalid attribute ", a, ">";
5731 str = #identifiers_table-->4;
5733 if (str) print (string) str; else print "<unnamed attribute ", a, ">";
5739 [ TraceAction source ar;
5740 if (source < 2) print "[ Action ", (DebugAction) action;
5743 print "[ Order to ", (name) actor, ": ", (DebugAction) action;
5745 print "[ Life rule ", (DebugAction) ar;
5747 if (noun ~= 0) print " with noun ", (DebugParameter) noun;
5748 if (second ~= 0) print " and second ", (DebugParameter) second;
5749 if (source == 0) print " ";
5750 if (source == 1) print " (from < > statement) ";
5755 AnalyseToken(token);
5756 switch (found_ttype) {
5758 print "<illegal token number ", token, ">";
5760 switch (found_tdata) {
5761 NOUN_TOKEN: print "noun";
5762 HELD_TOKEN: print "held";
5763 MULTI_TOKEN: print "multi";
5764 MULTIHELD_TOKEN: print "multiheld";
5765 MULTIEXCEPT_TOKEN: print "multiexcept";
5766 MULTIINSIDE_TOKEN: print "multiinside";
5767 CREATURE_TOKEN: print "creature";
5768 SPECIAL_TOKEN: print "special";
5769 NUMBER_TOKEN: print "number";
5770 TOPIC_TOKEN: print "topic";
5771 ENDIT_TOKEN: print "END";
5774 print "'", (address) found_tdata, "'";
5777 print "noun=", (InfixPrintPA) found_tdata;
5779 print "noun=Routine(", found_tdata, ")";
5782 print (DebugAttribute) found_tdata;
5785 print "scope=", (InfixPrintPA) found_tdata;
5787 print "scope=Routine(", found_tdata, ")";
5791 print (InfixPrintPA) found_tdata;
5793 print "Routine(", found_tdata, ")";
5798 [ DebugGrammarLine pcount;
5800 for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
5801 if ((line_token-->pcount)->0 & $10) print "/ ";
5802 print (DebugToken) line_token-->pcount, " ";
5804 print "-> ", (DebugAction) action_to_be;
5805 if (action_reversed) print " reverse";
5808 #Ifdef TARGET_ZCODE;
5810 [ ShowVerbSub grammar lines j;
5811 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
5812 "Try typing ~showverb~ and then the name of a verb.";
5814 if ((noun->#dict_par1) & DICT_META) print " meta";
5815 for (j=dict_start : j<dict_end : j=j+dict_entry_size)
5816 if (j->#dict_par2 == noun->#dict_par2)
5817 print " '", (address) j, "'";
5819 grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2));
5822 if (lines == 0) "has no grammar lines.";
5823 for (: lines>0 : lines--) {
5824 grammar = UnpackGrammarLine(grammar);
5825 print " "; DebugGrammarLine(); new_line;
5829 #Ifnot; ! TARGET_GLULX
5831 [ ShowVerbSub grammar lines j wd dictlen entrylen;
5832 if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
5833 "Try typing ~showverb~ and then the name of a verb.";
5835 if ((noun->#dict_par1) & DICT_META) print " meta";
5836 dictlen = #dictionary_table-->0;
5837 entrylen = DICT_WORD_SIZE + 7;
5838 for (j=0 : j<dictlen : j++) {
5839 wd = #dictionary_table + WORDSIZE + entrylen*j;
5840 if (wd->#dict_par2 == noun->#dict_par2)
5841 print " '", (address) wd, "'";
5844 grammar = (#grammar_table)-->($ff-(noun->#dict_par2)+1);
5847 if (lines == 0) "has no grammar lines.";
5848 for (: lines>0 : lines--) {
5849 grammar = UnpackGrammarLine(grammar);
5850 print " "; DebugGrammarLine(); new_line;
5856 [ ShowObjSub c f l a n x numattr;
5857 if (noun == 0) noun = location;
5858 objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; }
5859 if (f == 1) print (name) l, " ~"; else print "Object ~";
5860 print (name) noun, "~ (", noun, ")";
5861 if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")";
5865 objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " ";
5868 #Ifdef TARGET_ZCODE;
5870 #Ifnot; ! TARGET_GLULX
5871 numattr = NUM_ATTR_BYTES * 8;
5873 for (a=0,f=0 : a<numattr : a++) if (noun has a) f=1;
5876 for (a=0 : a<numattr : a++) if (noun has a) print (DebugAttribute) a, " ";
5879 if (noun ofclass Class) return;
5882 #Ifdef TARGET_ZCODE;
5883 l = #identifiers_table-->0;
5884 #Ifnot; ! TARGET_GLULX
5885 l = INDIV_PROP_START + #identifiers_table-->3;
5887 for (a=1 : a<=l : a++) {
5888 if ((a ~= 2 or 3) && noun.&a) {
5889 if (f == 0) { print " with "; f=1; }
5892 for (c=0 : WORDSIZE*c<n : c++) {
5895 if (a == name) print "'", (address) x, "'";
5897 if (a == number or capacity or time_left) print x;
5904 switch (metaclass(x)) {
5908 print "~", (string) x, "~";
5920 ! if (f==1) new_line;
5923 [ ShowDictSub_helper x; print (address) x; ];
5927 #Ifdef TARGET_ZCODE;
5928 dp = HDR_DICTIONARY-->0; ! start of dictionary
5929 dp = dp + dp->0 + 1; ! skip over word-separators table
5930 el = dp->0; dp = dp + 1; ! entry length
5931 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
5932 #Ifnot; ! TARGET_GLULX;
5933 dp = #dictionary_table; ! start of dictionary
5934 el = DICT_WORD_SIZE + 7; ! entry length
5935 ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
5937 ! dp now at first entry
5938 wn = 2; x = NextWordStopped();
5941 "That word isn't in the dictionary.";
5943 ; ! show all entries
5945 dp = './/'; ne = 1; ! show '.'
5947 dp = ',//'; ne = 1; ! show ','
5949 dp = x; ne = 1; f = true; ! show specified entry, plus associated objects
5951 for ( : ne-- : dp=dp+el) {
5952 print (address) dp, " --> ";
5953 x = dp->#dict_par1; ! flag bits
5954 y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE;
5955 for (z=WORDSIZE : z<y : z++) {
5956 !if (x & DICT_NOUN) StorageForShortName->z = UpperCase(StorageForShortName->z);
5957 if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000;
5958 print (char) StorageForShortName->z;
5964 !if (x & $0040) print " BIT_6";
5965 !if (x & $0020) print " BIT_5";
5966 !if (x & $0010) print " BIT_4";
5967 if (x & $8000) print " UNTYPEABLE";
5968 if (x & DICT_NOUN) print " noun";
5969 if (x & DICT_PLUR) print "+plural";
5970 if (x & DICT_VERB) print " verb";
5971 if (x & DICT_META) print "+meta";
5972 if (x & DICT_PREP) print " preposition";
5973 if (f && (x & DICT_NOUN)) {
5974 print " --> refers to these objects:";
5976 if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")";
5985 ! ----------------------------------------------------------------------------
5986 ! Miscellaneous display routines used by DrawStatusLine and available for
5987 ! user. Most of these vary according to which machine is being compiled to
5988 ! ----------------------------------------------------------------------------
5990 #Ifdef TARGET_ZCODE;
5992 [ ClearScreen window;
5994 WIN_ALL: @erase_window -1;
5995 WIN_STATUS: @erase_window 1;
5996 WIN_MAIN: @erase_window 0;
6000 #Iftrue (#version_number == 6);
6001 [ MoveCursorV6 line column charw; ! 1-based postion on text grid
6002 @get_wind_prop 1 13 -> charw; ! font size
6003 charw = charw & $FF;
6004 line = 1 + charw*(line-1);
6005 column = 1 + charw*(column-1);
6006 @set_cursor line column;
6011 [ MoveCursor line column; ! 1-based postion on text grid
6012 if (~~statuswin_current) {
6015 if (clr_on && clr_bgstatus > 1)
6016 @set_colour clr_fgstatus clr_bgstatus;
6021 if (line == 0) { line = 1; column = 1; }
6022 #Iftrue (#version_number == 6);
6023 MoveCursorV6(line, column);
6025 @set_cursor line column;
6027 statuswin_current = true;
6032 if (statuswin_current) {
6034 if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg;
6040 statuswin_current = false;
6043 #Iftrue (#version_number == 6);
6044 [ ScreenWidth width charw;
6045 @get_wind_prop 1 3 -> width;
6046 @get_wind_prop 1 13 -> charw;
6047 charw = charw & $FF;
6048 if (charw == 0) return width;
6049 return (width+charw-1) / charw;
6053 return (HDR_SCREENWCHARS->0);
6058 return (HDR_SCREENHLINES->0);
6061 #Iftrue (#version_number == 6);
6062 [ StatusLineHeight height wx wy x y charh;
6063 ! Split the window. Standard 1.0 interpreters should keep the window 0
6064 ! cursor in the same absolute position, but older interpreters,
6065 ! including Infocom's don't - they keep the window 0 cursor in the
6066 ! same position relative to its origin. We therefore compensate
6068 @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx;
6069 @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh;
6070 @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x;
6071 height = height * charh;
6072 @split_window height;
6073 y = y - height + wy - 1;
6077 gg_statuswin_cursize = height;
6080 [ StatusLineHeight height;
6081 if (gg_statuswin_cursize ~= height)
6082 @split_window height;
6083 gg_statuswin_cursize = height;
6088 [ SetColour f b window;
6089 if (window == 0) { ! if setting both together, set reverse
6097 if (window == 0 or 2) {
6102 if (statuswin_current)
6103 @set_colour clr_fgstatus clr_bgstatus;
6105 @set_colour clr_fg clr_bg;
6111 #Ifnot; ! TARGET_GLULX
6113 [ ClearScreen window;
6114 if (window == WIN_ALL or WIN_MAIN) {
6115 glk_window_clear(gg_mainwin);
6117 glk_window_close(gg_quotewin, 0);
6121 if (gg_statuswin && window == WIN_ALL or WIN_STATUS)
6122 glk_window_clear(gg_statuswin);
6125 [ MoveCursor line column; ! 0-based postion on text grid
6127 glk_set_window(gg_statuswin);
6129 if (line == 0) { line = 1; column = 1; }
6130 glk_window_move_cursor(gg_statuswin, column-1, line-1);
6131 statuswin_current=1;
6135 glk_set_window(gg_mainwin);
6136 statuswin_current=0;
6140 if (c > 9) return c;
6142 return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0);
6147 if (gg_statuswin && statuswin_current) id = gg_statuswin;
6148 glk_window_get_size(id, gg_arguments, 0);
6149 return gg_arguments-->0;
6153 glk_window_get_size(gg_mainwin, 0, gg_arguments);
6154 return gg_arguments-->0;
6158 [ SetColour f b window doclear i fwd bwd swin;
6159 if (window) swin = 5-window; ! 4 for TextGrid, 3 for TextBuffer
6162 fwd = MakeColourWord(f);
6163 bwd = MakeColourWord(b);
6164 for (i=0 : i<=10: i++) {
6165 if (f == CLR_DEFAULT || b == CLR_DEFAULT) { ! remove style hints
6166 glk_stylehint_clear(swin, i, 7);
6167 glk_stylehint_clear(swin, i, 8);
6170 glk_stylehint_set(swin, i, 7, fwd);
6171 glk_stylehint_set(swin, i, 8, bwd);
6174 ! Now re-open the windows to apply the hints
6175 if (gg_statuswin) glk_window_close(gg_statuswin, 0);
6177 if (doclear || ( window ~= 1 && (clr_fg ~= f || clr_bg ~= b) ) ) {
6178 glk_window_close(gg_mainwin, 0);
6179 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6180 if (gg_scriptstr ~= 0)
6181 glk_window_set_echo_stream(gg_mainwin, gg_scriptstr);
6184 gg_statuswin = glk_window_open($12, gg_statuswin_cursize,
6185 4, GG_STATUSWIN_ROCK);
6186 if (statuswin_current && gg_statuswin)
6187 MoveCursor(); else MainWindow();
6203 [ SetColour f b window doclear;
6204 f = b = window = doclear = 0;
6209 SetColour (f, b, w);
6212 [ RestoreColours; ! L61007, L61113
6213 gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight()
6215 if (clr_on) { ! check colour has been used
6216 SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored
6217 SetColour(clr_fgstatus, clr_bgstatus, 1, true);
6221 #Ifdef TARGET_ZCODE;
6222 #Iftrue (#version_number == 6); ! request screen update
6223 (0-->8) = (0-->8) | $$00000100;
6228 ! ----------------------------------------------------------------------------
6229 ! Except in Version 3, the DrawStatusLine routine does just that: this is
6230 ! provided explicitly so that it can be Replace'd to change the style, and
6231 ! as written it emulates the ordinary Standard game status line, which is
6233 ! ----------------------------------------------------------------------------
6235 #Ifdef TARGET_ZCODE;
6239 #Iftrue (#version_number == 6);
6240 [ DrawStatusLine width x charw scw mvw;
6241 HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004;
6243 StatusLineHeight(gg_statuswin_size);
6244 ! Now clear the window. This isn't totally trivial. Our approach is to
6245 ! select the fixed space font, measure its width, and print an appropriate
6246 ! number of spaces. We round up if the screen isn't a whole number of
6247 ! characters wide, and rely on window 1 being set to clip by default.
6250 width = ScreenWidth();
6252 ! Back to standard font for the display. We use output_stream 3 to
6253 ! measure the space required, the aim being to get 50 characters
6254 ! worth of space for the location name.
6257 if (location == thedark)
6258 print (name) location;
6260 FindVisibilityLevels();
6261 if (visibility_ceiling == location) print (name) location;
6262 else print (The) visibility_ceiling;
6264 @get_wind_prop 1 3 -> width;
6265 @get_wind_prop 1 13 -> charw;
6266 charw = charw & $FF;
6267 @output_stream 3 StorageForShortName;
6268 print (string) SCORE__TX, "00000";
6269 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6270 @output_stream 3 StorageForShortName;
6271 print (string) MOVES__TX, "00000";
6272 @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw;
6273 if (width - scw - mvw >= 50*charw) {
6274 x = 1+width-scw-mvw;
6275 @set_cursor 1 x; print (string) SCORE__TX, sline1;
6277 @set_cursor 1 x; print (string) MOVES__TX, sline2;
6280 @output_stream 3 StorageForShortName;
6281 print "00000/00000";
6282 @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
6283 if (width - scw >= 50*charw) {
6285 @set_cursor 1 x; print sline1, "/", sline2;
6288 ! Reselect roman, as Infocom's interpreters interpreters go funny
6289 ! if reverse is selected twice.
6293 #Endif; ! #version_number == 6
6297 #Endif; ! TARGET_ZCODE
6299 #Ifndef DrawStatusLine;
6300 [ DrawStatusLine width posa posb;
6301 #Ifdef TARGET_GLULX;
6302 ! If we have no status window, we must not try to redraw it.
6303 if (gg_statuswin == 0)
6307 ! If there is no player location, we shouldn't try to draw status window
6308 if (location == nothing || parent(player) == nothing)
6311 StatusLineHeight(gg_statuswin_size);
6314 width = ScreenWidth();
6315 posa = width-26; posb = width-13;
6319 if (location == thedark) {
6320 print (name) location;
6323 FindVisibilityLevels();
6324 if (visibility_ceiling == location)
6325 print (name) location;
6327 print (The) visibility_ceiling;
6330 if (sys_statusline_flag && width > 53) {
6331 MoveCursor(1, posa);
6332 print (string) TIME__TX;
6333 LanguageTimeOfDay(sline1, sline2);
6338 MoveCursor(1, posa);
6339 print (string) SCORE__TX, sline1;
6341 MoveCursor(1, posb);
6342 print (string) MOVES__TX, sline2;
6345 if (width > 53 && width <= 66) {
6346 MoveCursor(1, posb);
6347 print sline1, "/", sline2;
6352 MainWindow(); ! set_window
6356 #Ifdef TARGET_GLULX;
6358 [ StatusLineHeight hgt parwin;
6359 if (gg_statuswin == 0) return;
6360 if (hgt == gg_statuswin_cursize) return;
6361 parwin = glk_window_get_parent(gg_statuswin);
6362 glk_window_set_arrangement(parwin, $12, hgt, 0);
6363 gg_statuswin_cursize = hgt;
6366 [ Box__Routine maxwid arr ix lines lastnl parwin;
6367 maxwid = 0; ! squash compiler warning
6370 if (gg_quotewin == 0) {
6371 gg_arguments-->0 = lines;
6372 ix = InitGlkWindow(GG_QUOTEWIN_ROCK);
6373 if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK);
6375 gg_quotewin = glk_window_open(gg_mainwin, $12, lines, 3,
6376 GG_QUOTEWIN_ROCK); ! window_open
6379 parwin = glk_window_get_parent(gg_quotewin);
6380 glk_window_set_arrangement(parwin, $12, lines, 0);
6385 glk_window_clear(gg_quotewin);
6386 glk_set_window(gg_quotewin);
6390 ! If gg_quotewin is zero here, the quote just appears in the story window.
6392 glk_set_style(style_BlockQuote);
6393 for (ix=0 : ix<lines : ix++) {
6394 print (string) arr-->(ix+1);
6395 if (ix < lines-1 || lastnl) new_line;
6397 glk_set_style(style_Normal);
6400 glk_set_window(gg_mainwin);
6404 #Endif; ! TARGET_GLULX
6407 #Ifdef TARGET_ZCODE;
6410 standard_interpreter = HDR_TERPSTANDARD-->0;
6411 transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001);
6412 sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2;
6413 top_object = #largest_object-255;
6415 dict_start = HDR_DICTIONARY-->0;
6416 dict_entry_size = dict_start->(dict_start->0 + 1);
6417 dict_start = dict_start + dict_start->0 + 4;
6418 dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size;
6420 if (dict_start > 0 && dict_end < 0 &&
6421 ((-dict_start) - dict_end) % dict_entry_size == 0)
6422 print "** Warning: grammar properties might not work correctly **^";
6425 buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
6426 buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE;
6427 buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE;
6428 parse->0 = MAX_BUFFER_WORDS;
6429 parse2->0 = MAX_BUFFER_WORDS;
6432 #Ifnot; ! TARGET_GLULX;
6435 @gestalt 4 2 res; ! Test if this interpreter has Glk.
6437 ! Without Glk, we're entirely screwed.
6440 ! Set the VM's I/O system to be Glk.
6443 ! First, we must go through all the Glk objects that exist, and see
6444 ! if we created any of them. One might think this strange, since the
6445 ! program has just started running, but remember that the player might
6446 ! have just typed "restart".
6449 res = InitGlkWindow(0);
6450 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0);
6453 ! Now, gg_mainwin and gg_storywin might already be set. If not, set them.
6455 if (gg_mainwin == 0) {
6456 ! Open the story window.
6457 res = InitGlkWindow(GG_MAINWIN_ROCK);
6458 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK);
6460 gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK);
6461 if (gg_mainwin == 0) {
6462 ! If we can't even open one window, there's no point in going on.
6467 ! There was already a story window. We should erase it.
6468 glk_window_clear(gg_mainwin);
6471 if (gg_statuswin == 0) {
6472 res = InitGlkWindow(GG_STATUSWIN_ROCK);
6473 if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK);
6475 gg_statuswin_cursize = gg_statuswin_size;
6476 gg_statuswin = glk_window_open(gg_mainwin, $12,
6477 gg_statuswin_cursize, 4, GG_STATUSWIN_ROCK);
6480 ! It's possible that the status window couldn't be opened, in which case
6481 ! gg_statuswin is now zero. We must allow for that later on.
6483 glk_set_window(gg_mainwin);
6485 if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1);
6488 [ GGRecoverObjects id;
6489 ! If GGRecoverObjects() has been called, all these stored IDs are
6490 ! invalid, so we start by clearing them all out.
6491 ! (In fact, after a restoreundo, some of them may still be good.
6492 ! For simplicity, though, we assume the general case.)
6499 gg_statuswin_cursize = 0;
6502 gg_command_reading = false;
6504 ! Also tell the game to clear its object references.
6505 if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0);
6507 id = glk_stream_iterate(0, gg_arguments);
6509 switch (gg_arguments-->0) {
6510 GG_SAVESTR_ROCK: gg_savestr = id;
6511 GG_SCRIPTSTR_ROCK: gg_scriptstr = id;
6513 GG_COMMANDWSTR_ROCK: gg_commandstr = id;
6514 gg_command_reading = false;
6515 GG_COMMANDRSTR_ROCK: gg_commandstr = id;
6516 gg_command_reading = true;
6518 default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false)
6519 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0);
6521 id = glk_stream_iterate(id, gg_arguments);
6524 id = glk_window_iterate(0, gg_arguments);
6526 switch (gg_arguments-->0) {
6527 GG_MAINWIN_ROCK: gg_mainwin = id;
6528 GG_STATUSWIN_ROCK: gg_statuswin = id;
6529 GG_QUOTEWIN_ROCK: gg_quotewin = id;
6530 default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false)
6531 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0);
6533 id = glk_window_iterate(id, gg_arguments);
6536 id = glk_fileref_iterate(0, gg_arguments);
6538 switch (gg_arguments-->0) {
6539 GG_SCRIPTFREF_ROCK: gg_scriptfref = id;
6540 default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false)
6541 LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0);
6543 id = glk_fileref_iterate(id, gg_arguments);
6546 ! Tell the game to tie up any loose ends.
6547 if (IdentifyGlkObject(2) == false)
6548 LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2);
6551 ! This somewhat obfuscated function will print anything.
6552 ! It handles strings, functions (with optional arguments), objects,
6553 ! object properties (with optional arguments), and dictionary words.
6554 ! It does *not* handle plain integers, but you can use
6555 ! DecimalNumber or EnglishNumber to handle that case.
6557 ! Calling: Is equivalent to:
6558 ! ------- ----------------
6559 ! PrintAnything() <nothing printed>
6560 ! PrintAnything(0) <nothing printed>
6561 ! PrintAnything("string"); print (string) "string";
6562 ! PrintAnything('word') print (address) 'word';
6563 ! PrintAnything(obj) print (name) obj;
6564 ! PrintAnything(obj, prop) obj.prop();
6565 ! PrintAnything(obj, prop, args...) obj.prop(args...);
6566 ! PrintAnything(func) func();
6567 ! PrintAnything(func, args...) func(args...);
6569 [ PrintAnything _vararg_count obj mclass;
6570 print_anything_result = 0;
6571 if (_vararg_count == 0) return;
6574 if (obj == 0) return;
6576 if (obj->0 == $60) {
6577 ! Dictionary word. Metaclass() can't catch this case, so we do
6579 print (address) obj;
6583 mclass = metaclass(obj);
6591 ! Call the function with all the arguments which are already
6593 @call obj _vararg_count print_anything_result;
6596 if (_vararg_count == 0) {
6600 ! Push the object back onto the stack, and call the
6601 ! veneer routine that handles obj.prop() calls.
6604 @call CA__Pr _vararg_count print_anything_result;
6610 ! This does the same as PrintAnything, but the output is sent to a
6611 ! byte array in memory. The first two arguments must be the array
6612 ! address and length; the following arguments are interpreted as
6613 ! for PrintAnything. The return value is the number of characters
6615 ! If the output is longer than the array length given, the extra
6616 ! characters are discarded, so the array does not overflow.
6617 ! (However, the return value is the total length of the output,
6618 ! including discarded characters.)
6620 [ PrintAnyToArray _vararg_count arr arrlen str oldstr len;
6623 _vararg_count = _vararg_count - 2;
6625 oldstr = glk_stream_get_current(); ! stream_get_current
6626 str = glk_stream_open_memory(arr, arrlen, 1, 0);
6627 if (str == 0) return 0;
6629 glk_stream_set_current(str);
6631 @call PrintAnything _vararg_count 0;
6633 glk_stream_set_current(oldstr);
6643 ! And this calls PrintAnyToArray on a particular array, jiggering
6644 ! the result to be a Glulx C-style ($E0) string.
6646 Constant GG_ANYTOSTRING_LEN 66;
6647 Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1;
6649 [ ChangeAnyToCString _vararg_count ix len;
6650 ix = GG_ANYTOSTRING_LEN-2;
6654 ix = _vararg_count+2;
6655 @call PrintAnyToArray ix len;
6656 AnyToStrArr->0 = $E0;
6657 if (len >= GG_ANYTOSTRING_LEN)
6658 len = GG_ANYTOSTRING_LEN-1;
6659 AnyToStrArr->(len+1) = 0;
6665 ! This is a trivial function which just prints a number, in decimal
6666 ! digits. It may be useful as a stub to pass to PrintAnything.
6668 [ DecimalNumber num; print num; ];
6670 #Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately,
6671 Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent
6676 Array StorageForShortName buffer SHORTNAMEBUF_LEN;
6678 Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN;
6683 #Ifdef TARGET_ZCODE;
6685 ! Platform-independent way of printing strings, routines and properties
6686 ! to a buffer (defined as length word followed by byte characters).
6688 [ PrintToBuffer buf len a b c d e;
6689 print_anything_result = 0;
6690 @output_stream 3 buf;
6691 switch (metaclass(a)) {
6695 print_anything_result = a(b, c, d, e);
6698 print_anything_result = PrintOrRun(a, b, true);
6703 if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()");
6707 #Ifnot; ! TARGET_GLULX
6709 [ PrintToBuffer buf len a b c d e;
6711 if (metaclass(a) == Object && a.#b == WORDSIZE
6712 && metaclass(a.b) == String)
6713 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b);
6715 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e);
6718 buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a);
6719 if (buf-->0 > len) buf-->0 = len;
6725 ! Print contents of buffer (defined as length word followed by byte characters).
6726 ! no_break == 1: omit trailing newline.
6727 ! set_case == 1: capitalise first letter;
6728 ! == 2: capitalise first letter, remainder lower case;
6729 ! == 3: all lower case;
6730 ! == 4: all upper case.
6731 ! centred == 1: add leading spaces.
6733 [ PrintFromBuffer buf no_break set_case centred
6736 if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline
6738 k = (ScreenWidth() - j) / 2;
6741 for (i=0 : i<j : i++) {
6742 k = buf->(WORDSIZE+i);
6745 1: if (i) set_case = 0;
6746 else k = UpperCase(k);
6747 2: if (i) k = LowerCase(k);
6748 else k = UpperCase(k);
6749 3: k = LowerCase(k);
6750 4: k = UpperCase(k);
6754 if (no_break == false) new_line;
6758 ! None of the following functions should be called for zcode if the
6759 ! output exceeds the size of the buffer.
6761 [ StringSize a b c d e;
6762 PrintToBuffer(StorageForShortName, 160, a, b, c, d, e);
6763 return StorageForShortName-->0;
6766 [ PrintCapitalised a b no_break no_caps centred;
6767 if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String)
6768 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b);
6770 if (a.b == NULL) rfalse;
6771 else return RunTimeError(2, a, b);
6772 if (no_caps == 0 or 1) no_caps = ~~no_caps;
6773 PrintFromBuffer(StorageForShortName, no_break, no_caps, centred);
6774 return print_anything_result;
6778 PrintCapitalised(a, b, false, true, true);
6781 [ CapitRule str no_caps;
6782 if (no_caps) print (string) str;
6783 else PrintCapitalised(str,0,true);
6786 [ PrefaceByArticle o acode pluralise capitalise i artform findout artval;
6787 if (o provides articles) {
6788 artval=(o.&articles)-->(acode+short_name_case*LanguageCases);
6790 print (CapitRule) artval;
6792 print (string) artval;
6793 if (pluralise) return;
6794 print (PSN__) o; return;
6797 i = GetGNAOfObject(o);
6799 if (i < 3 || (i >= 6 && i < 9)) i = i + 3;
6801 i = LanguageGNAsToArticles-->i;
6803 artform = LanguageArticles
6804 + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases);
6806 #Iftrue (LanguageContractionForms == 2);
6807 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6808 #Endif; ! LanguageContractionForms
6809 #Iftrue (LanguageContractionForms == 3);
6810 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6811 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6812 #Endif; ! LanguageContractionForms
6813 #Iftrue (LanguageContractionForms == 4);
6814 if (artform-->acode ~= artform-->(acode+3)) findout = true;
6815 if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
6816 if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true;
6817 #Endif; ! LanguageContractionForms
6818 #Iftrue (LanguageContractionForms > 4);
6820 #Endif; ! LanguageContractionForms
6822 #Ifdef TARGET_ZCODE;
6823 if (standard_interpreter && findout) {
6824 StorageForShortName-->0 = SHORTNAMEBUF_LEN;
6825 @output_stream 3 StorageForShortName;
6826 if (pluralise) print (number) pluralise; else print (PSN__) o;
6828 acode = acode + 3*LanguageContraction(StorageForShortName + 2);
6830 #Ifnot; ! TARGET_GLULX
6833 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise);
6835 PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
6836 acode = acode + 3*LanguageContraction(StorageForShortName);
6840 CapitRule (artform-->acode, ~~capitalise); ! print article
6841 if (pluralise) return;
6846 if (o == 0) { print (string) NOTHING__TX; rtrue; }
6847 switch (metaclass(o)) {
6848 Routine: print "<routine ", o, ">"; rtrue;
6849 String: print "<string ~", (string) o, "~>"; rtrue;
6850 nothing: print "<illegal object number ", o, ">"; rtrue;
6852 #Ifdef LanguagePrintShortName;
6853 if (LanguagePrintShortName(o)) rtrue;
6854 #Endif; ! LanguagePrintShortName
6855 if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue;
6856 if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue;
6860 [ Indefart o saveIndef;
6861 saveIndef = indef_mode; indef_mode = true; caps_mode = false;
6865 indef_mode = saveIndef;
6869 if (o provides article) {
6870 PrintOrRun(o, article, 1);
6871 print " ", (PSN__) o;
6872 indef_mode = saveIndef;
6875 PrefaceByArticle(o, 2);
6876 indef_mode = saveIndef;
6879 [ CInDefArt o saveIndef saveCaps;
6880 saveIndef = indef_mode; indef_mode = true;
6881 saveCaps = caps_mode; caps_mode = true;
6885 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
6886 PrintFromBuffer(StorageForShortName, true, caps_mode);
6887 caps_mode = saveCaps;
6891 if (o provides article) {
6892 PrintCapitalised(o, article, true);
6893 print " ", (PSN__) o;
6894 indef_mode = saveIndef;
6895 caps_mode = saveCaps;
6898 PrefaceByArticle(o, 2, 0, 1);
6899 caps_mode = saveCaps;
6900 indef_mode = saveIndef;
6903 [ Defart o saveIndef;
6904 saveIndef = indef_mode;
6907 if ((~~o ofclass Object) || o has proper) {
6910 if (player provides narrative_voice) {
6911 switch (player.narrative_voice) {
6912 1: print (string) MYSELF__TX;
6913 2: print (string) YOURSELF__TX;
6915 default: RunTimeError(16, player.narrative_voice);
6918 else ThatOrThose(player);
6922 indef_mode = saveIndef;
6925 PrefaceByArticle(o, 1);
6926 indef_mode = saveIndef;
6929 [ CDefart o saveIndef saveCaps;
6930 saveIndef = indef_mode; indef_mode = false;
6931 saveCaps = caps_mode; caps_mode = true;
6932 if (~~o ofclass Object) {
6933 indef_mode = NULL; print (PSN__) o;
6938 PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
6939 PrintFromBuffer(StorageForShortName, true, caps_mode);
6942 PrefaceByArticle(o, 0);
6943 indef_mode = saveIndef; caps_mode = saveCaps;
6946 [ PrintShortName o saveIndef;
6947 saveIndef = indef_mode; indef_mode = NULL;
6948 PSN__(o); indef_mode = saveIndef;
6951 [ EnglishNumber n; LanguageNumber(n); ];
6954 #Ifdef SERIAL_COMMAS;
6957 n=0; ! quell unused n variable warning
6961 n = LanguageNumbers-->0;
6962 for (i=1 : i<=n : i=i+2)
6963 if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1);
6968 if (tab-->0 == 0) return RunTimeError(8);
6969 return tab-->(random(tab-->0));
6972 ! ----------------------------------------------------------------------------
6973 ! Useful routine: unsigned comparison (for addresses in Z-machine)
6974 ! Returns 1 if x>y, 0 if x=y, -1 if x<y
6975 ! ----------------------------------------------------------------------------
6977 [ UnsignedCompare x y u v;
6978 if (x == y) return 0;
6979 if (x < 0 && y >= 0) return 1;
6980 if (x >= 0 && y < 0) return -1;
6981 u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT;
6982 if (u > v) return 1;
6986 ! ==============================================================================
6988 #Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson
6989 #Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too,
6990 ! but I'm not going to try to make this work
6991 ! given #Ifdef funniness.
6993 Array magic_array --> ! This is so nitfol can do typo correction /
6994 ! automapping / debugging on Glulx games
6995 $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length
6996 Magic_Global_Dispatch__
6997 DI__check_word ! DI__check_word(buf, length)
6999 WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x)
7000 RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop
7001 OP__Pr OC__Cl ! obj provides prop; obj ofclass class
7003 OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these
7006 [ OB__Parent__ obj; return parent(obj); ];
7008 [ OB__Child__ obj; return child(obj); ];
7010 [ OB__Sibling__ obj; return sibling(obj); ];
7012 [ Magic_Global_Dispatch__ glbl;
7015 if (location == TheDark) return real_location; return location;
7019 return CompassDirection::number; ! Silliness to make exist RA__Sc
7020 ! Should never be called.
7022 return magic_array; ! Silences a warning.
7025 [ DI__check_word buf wlen ix val res dictlen entrylen;
7026 ! Just like in Tokenise__. In fact, Tokenise__ could call this if
7027 ! it wanted, instead of doing this itself.
7028 if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
7029 for (ix=0 : ix<wlen : ix++) {
7030 gg_tokenbuf->ix = glk_char_to_lower(buf->ix);
7032 for (: ix<DICT_WORD_SIZE : ix++) {
7033 gg_tokenbuf->ix = 0;
7035 val = #dictionary_table + WORDSIZE;
7036 entrylen = DICT_WORD_SIZE + 7;
7037 @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
7042 #Endif; ! NITFOL_HOOKS
7044 ! ==============================================================================
7046 Object LibraryExtensions "(Library Extensions)"
7047 with RunAll [ prop a1 a2 a3
7049 objectloop (obj in self)
7050 if (obj provides prop && obj.prop ofclass Routine) {
7051 rval = obj.prop(a1, a2, a3);
7052 if (rval > max) max = rval;
7053 if (self.BetweenCalls) self.BetweenCalls();
7057 RunUntil [ prop exitval a1 a2 a3
7059 objectloop (obj in self)
7060 if (obj provides prop && obj.prop ofclass Routine) {
7061 rval = obj.prop(a1, a2, a3);
7062 if (rval == exitval) return rval;
7063 if (self.BetweenCalls) self.BetweenCalls();
7067 RunWhile [ prop exitval a1 a2 a3
7069 objectloop (obj in self)
7070 if (obj provides prop && obj.prop ofclass Routine) {
7071 rval = obj.prop(a1, a2, a3);
7072 if (rval ~= exitval) return rval;
7073 if (self.BetweenCalls) self.BetweenCalls();
7078 ext_number_1 0, ! general temporary workspace
7080 ! can be set to a function (e.g. RestoreWN) meant for execution
7081 ! after non-terminating calls to extension objects
7082 ! (via RunUntil/While/All)
7084 RestoreWN [; wn = self.ext_number_1; ],
7086 ! Special interception points
7087 ext_messages 0, ! Called if LibraryMessages.before()
7089 ! Extensions run while they return false
7091 ! Cross-platform entry points
7093 ext_afterlife 0, ! [C2/R1]
7094 ext_afterprompt 0, ! [C2/R1]
7095 ext_amusing 0, ! [C2/R1]
7096 ext_beforeparsing 0, ! [C2/R2]
7097 ext_chooseobjects 0, ! [C2/R2]
7098 ext_darktodark 0, ! [C2/R1]
7099 ext_deathmessage 0, ! [C2/R1]
7100 ext_gamepostroutine 0, ! [C2/R2]
7101 ext_gamepreroutine 0, ! [C2/R2]
7102 ext_initialise 0, ! [C1/R1]
7103 ext_inscope 0, ! [C2/R2]
7104 ext_lookroutine 0, ! [C2/R1]
7105 ext_newroom 0, ! [C2/R1]
7106 ext_objectdoesnotfit 0, ! [C2/R2]
7107 ext_parsenoun 0, ! [C3/R3]
7108 ext_parsenumber 0, ! [C2/R2]
7109 ext_parsererror 0, ! [C2/R2]
7110 ext_printrank 0, ! [C2/R1]
7111 ext_printtaskname 0, ! [C2/R1]
7112 ext_printverb 0, ! [C2/R2]
7113 ext_timepasses 0, ! [C2/R1]
7114 ext_unknownverb 0, ! [C2/R2]
7115 ! [C1] = Called in all cases
7116 ! [C2] = Called if EP is undefined, or returns false
7117 ! [C3] = called if EP is undefined, or returns -1
7118 ! [R1] = All extensions run
7119 ! [R2] = Extensions run while they return false
7120 ! [R3] = Extensions run while they return -1
7122 #Ifdef TARGET_GLULX;
7123 ! Glulx entry points
7125 ext_handleglkevent 0, ! if EP undefined while extensions return false
7126 ext_identifyglkobject 0, ! if EP undefined while extensions return false
7127 ext_initglkwindow 0, ! if EP undefined while extensions return false
7128 #Endif; ! TARGET_GLULX;
7132 ! ==============================================================================