X-Git-Url: https://jxself.org/git/?p=informlib.git;a=blobdiff_plain;f=parser.h;h=e7165ec830bc8a1711ef86d42a3d53798a6bf7e9;hp=559f412ef7e3610f8b6d1950ad80c5c1b519da27;hb=aec9e4131b092ed33213b9891e1dc2b9574edf99;hpb=b56d0b7e8cda9be5a08886c71ec68460569140bf diff --git a/parser.h b/parser.h index 559f412..e7165ec 100644 --- a/parser.h +++ b/parser.h @@ -1,9 +1,9 @@ ! ============================================================================== ! PARSER: Front end to parser. ! -! Supplied for use with Inform 6 -- Release 6.12.1 -- Serial number 160605 +! Supplied for use with Inform 6 -- Release 6.12.3 -- Serial number 190320 ! -! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2016 +! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2019 ! ! This file is free software: you can redistribute it and/or modify ! it under the terms of the GNU Affero General Public License as @@ -23,6 +23,43 @@ ! Include "parser"; ! Include "verblib"; ! Include "grammar"; +! +! ------------------------------------------------------------------------------ +! Inclusion of "linklpa" (which defines properties and attributes) +! Global variables, constants and arrays +! 1: outside of the parser +! 2: used within the parser +! Inclusion of natural language definition file +! (which creates a compass and direction-objects) +! Darkness and player objects +! Definition of grammar token numbering system used by Inform +! +! The InformParser object +! keyboard reading +! level 0: outer shell, conversation, errors +! 1: grammar lines +! 2: tokens +! 3: object lists +! 4: scope and ambiguity resolving +! 5: object comparisons +! 6: word comparisons +! 7: reading words and moving tables about +! pronoun management +! +! The InformLibrary object +! main game loop +! action processing +! end of turn sequence +! scope looping, before/after sequence, sending messages out +! timers, daemons, time of day, score notification +! light and darkness +! changing player personality +! tracing code (only present if DEBUG is set) +! +! Status line printing, menu display +! Printing object names with articles +! Miscellaneous utility routines +! Game banner, "version" verb, run-time errors ! ============================================================================== System_file; @@ -33,11 +70,11 @@ System_file; ! ------------------------------------------------------------------------------ #Ifndef VN_1633; -Message fatalerror "*** Library 6.12.1 needs Inform v6.33 or later to work ***"; +Message fatalerror "*** Library 6.12.3 needs Inform v6.33 or later to work ***"; #Endif; ! VN_ -Constant LibSerial "160605"; -Constant LibRelease "6.12.1"; +Constant LibSerial "190320"; +Constant LibRelease "6.12.3pre"; Constant LIBRARY_VERSION 612; Constant Grammar__Version 2; @@ -142,11 +179,7095 @@ Fake_Action Objects; ! ------------------------------------------------------------------------------ -#Ifdef USE_MODULES; -Link "parserm"; +#Ifdef COLOR; +Constant COLOUR; +#Endif; + +#Ifdef COLOUR; +Global clr_on = 1; +#Ifnot; +Global clr_on = 0; +#Endif; + +! ------------------------------------------------------------------------------ +! Global variables and their associated Constant and Array declarations +! ------------------------------------------------------------------------------ + +Global location = InformLibrary; ! Must be first global defined +Global sline1; ! Must be second +Global sline2; ! Must be third + ! (for status line display) + +! ------------------------------------------------------------------------------ +! Z-Machine and interpreter issues +! ------------------------------------------------------------------------------ + +#Ifdef TARGET_ZCODE; +Global top_object; ! Largest valid number of any tree object +! ### these globals are not meaningful... well, maybe standard_interpreter, +! but I'll decide that later (AP). +Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant + +#Endif; ! TARGET_ZCODE + +Global standard_interpreter; ! The version number of the Z-Machine Standard which the + ! interpreter claims to support, in form (upper byte).(lower) + +Global undo_flag; ! Can the interpreter provide "undo"? +Global just_undone; ! Can't have two successive UNDOs + +Global transcript_mode; ! true when game scripting is on + +#Ifdef TARGET_ZCODE; +Global xcommsdir; ! true if command recording is on +#Endif; ! TARGET_ZCODE + +#Ifdef TARGET_GLULX; +Constant GG_MAINWIN_ROCK 201; +Constant GG_STATUSWIN_ROCK 202; +Constant GG_QUOTEWIN_ROCK 203; +Constant GG_SAVESTR_ROCK 301; +Constant GG_SCRIPTSTR_ROCK 302; +Constant GG_COMMANDWSTR_ROCK 303; +Constant GG_COMMANDRSTR_ROCK 304; +Constant GG_SCRIPTFREF_ROCK 401; +Array gg_event --> 4; +#Ifdef VN_1630; +Array gg_arguments buffer 28; +#Ifnot; +Array gg_arguments --> 8; +#Endif; ! VN_ +Global gg_mainwin = 0; +Global gg_statuswin = 0; +Global gg_quotewin = 0; +Global gg_scriptfref = 0; +Global gg_scriptstr = 0; +Global gg_savestr = 0; +Global gg_commandstr = 0; +Global gg_command_reading = 0; ! true if gg_commandstr is being replayed +#Endif; ! TARGET_GLULX + +Global gg_statuswin_cursize = 0; +Global gg_statuswin_size = 1; + +! ------------------------------------------------------------------------------ +! Time and score +! (for linkage reasons, the task_* arrays are created not here but in verblib.h) +! ------------------------------------------------------------------------------ + +#Ifndef sys_statusline_flag; +Global sys_statusline_flag = 0; ! non-zero if status line displays time +#Endif; + +#Ifndef START_MOVE; +Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform +#Endif; + +Global turns = START_MOVE; ! Number of turns of play so far +Global the_time = NULL; ! Current time (in minutes since midnight) +Global time_rate = 1; ! How often time is updated +Global time_step; ! By how much + +#Ifndef MAX_TIMERS; +Constant MAX_TIMERS 32; ! Max number timers/daemons active at once +#Endif; ! MAX_TIMERS +Array the_timers --> MAX_TIMERS; +Global active_timers; ! Number of timers/daemons actives + +Global score; ! The current score +Global last_score; ! Score last turn (for testing for changes) +Global notify_mode = true; ! Score notification +Global places_score; ! Contribution to score made by visiting +Global things_score; ! Contribution made by acquisition + +! ------------------------------------------------------------------------------ +! The player +! ------------------------------------------------------------------------------ + +Global player; ! Which object the human is playing through +Global deadflag; ! Normally 0, or false; 1 for dead + ! 2 for victorious, and higher numbers + ! represent exotic forms of death + +! ------------------------------------------------------------------------------ +! Light and room descriptions +! ------------------------------------------------------------------------------ + +Global lightflag = true; ! Is there currently light to see by? +Global real_location; ! When in darkness, location = thedark + ! and this holds the real location +Global prev_location; ! The previous value of real_location +Global visibility_ceiling; ! Highest object in tree visible from the + ! player's point of view (usually the room, + ! sometimes darkness, sometimes a closed + ! non-transparent container). + +Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief + ! room descriptions +Global print_player_flag; ! If set, print something like "(as Fred)" + ! in room descriptions, to reveal whom the + ! player is playing through +Global lastdesc; ! Value of location at time of most recent + ! room description printed out + +! ------------------------------------------------------------------------------ +! List writing (style bits are defined as Constants in "verblibm.h") +! ------------------------------------------------------------------------------ + +Global c_style; ! Current list-writer style +Global lt_value; ! Common value of list_together +Global listing_together; ! Object number of one member of a group + ! being listed together +Global listing_size; ! Size of such a group +Global wlf_indent; ! Current level of indentation printed by + ! WriteListFrom() + +Global inventory_stage = 1; ! 1 or 2 according to the context in which + ! "invent" routines of objects are called +Global inventory_style; ! List-writer style currently used while + ! printing inventories +! ------------------------------------------------------------------------------ +! Menus and printing +! ------------------------------------------------------------------------------ + +Global pretty_flag = true; ! Use character graphics, or plain text? +Global menu_nesting; ! Level of nesting (0 = root menu) +Global menu_item; ! These are used in communicating +Global item_width = 8; ! with the menu-creating routines +Global item_name = "---"; + +Global lm_n; ! Parameters used by LibraryMessages +Global lm_o; ! mechanism +Global lm_s; + +#Ifdef DEBUG; +Constant DEBUG_MESSAGES $0001; +Constant DEBUG_ACTIONS $0002; +Constant DEBUG_TIMERS $0004; +Constant DEBUG_CHANGES $0008; +Constant DEBUG_VERBOSE $0080; +Global debug_flag; ! Bitmap of flags for tracing actions, + ! calls to object routines, etc. +Global x_scope_count; ! Used in printing a list of everything +#Endif; ! DEBUG ! in scope + +! five for colour control +! see http://www.inform-fiction.org/patches/L61007.html +! To enable colour define a constant or Global: COLOR or COLOUR +!Global clr_on; ! has colour been enabled by the player? +#Ifdef COLOUR; +Global clr_fg = 1; ! foreground colour +Global clr_bg = 1; ! background colour +Global clr_fgstatus = 1; ! foreground colour of statusline +Global clr_bgstatus = 1; ! background colour of statusline +#Endif; ! COLOUR +Global statuswin_current; ! if writing to top window + +Constant CLR_CURRENT 0; +Constant CLR_DEFAULT 1; +Constant CLR_BLACK 2; +Constant CLR_RED 3; +Constant CLR_GREEN 4; +Constant CLR_YELLOW 5; +Constant CLR_BLUE 6; +Constant CLR_MAGENTA 7; +Constant CLR_CYAN 8; +Constant CLR_WHITE 9; +Constant CLR_PURPLE 7; +Constant CLR_AZURE 8; + +Constant WIN_ALL 0; +Constant WIN_STATUS 1; +Constant WIN_MAIN 2; + +! ------------------------------------------------------------------------------ +! Action processing +! ------------------------------------------------------------------------------ + +Global action; ! Action currently being asked to perform +Global inp1; ! 0 (nothing), 1 (number) or first noun +Global inp2; ! 0 (nothing), 1 (number) or second noun +Global noun; ! First noun or numerical value +Global second; ! Second noun or numerical value + +Global keep_silent; ! If true, attempt to perform the action + ! silently (e.g. for implicit takes, + ! implicit opening of unlocked doors) + +Global reason_code; ! Reason for calling a "life" rule + ! (an action or fake such as ##Kiss) + +Global receive_action; ! Either ##PutOn or ##Insert, whichever is + ! action being tried when an object's + ! "before" rule is checking "Receive" + +Global no_implicit_actions; ! Don't implicitly do things. + +! ============================================================================== +! Parser variables: first, for communication to the parser +! ------------------------------------------------------------------------------ + +Global parser_trace = 0; ! Set this to 1 to make the parser trace + ! tokens and lines +Global parser_action; ! For the use of the parser when calling +Global parser_one; ! user-supplied routines +Global parser_two; ! +Array inputobjs --> 16; ! For parser to write its results in +Global parser_inflection; ! A property (usually "name") to find + ! object names in +Global parser_inflection_func; ! Programmer sets this to true when + ! parser_infection is a function + +! ------------------------------------------------------------------------------ +! Parser output +! ------------------------------------------------------------------------------ + +Global actor; ! Person asked to do something +Global actors_location; ! Like location, but for the actor +Global meta; ! Verb is a meta-command (such as "save") + +#Ifdef INFIX; +Global infix_verb; ! Verb is an Infix command +#Endif; + +Array multiple_object --> 64; ! List of multiple parameters +Global multiflag; ! Multiple-object flag passed to actions + ! Also used to prevent misleading MULTI_PE +Global toomany_flag; ! Flag for "multiple match too large" + ! (e.g. if "take all" took over 100 things) + +Global special_word; ! Dictionary address for "special" token +Global special_number; ! Number typed for "special" token +Global parsed_number; ! For user-supplied parsing routines +Global consult_from; ! Word that a "consult" topic starts on +Global consult_words; ! ...and number of words in topic +Global asking_player; ! True during disambiguation question + +! ------------------------------------------------------------------------------ +! Implicit taking +! ------------------------------------------------------------------------------ + +Global notheld_mode; ! To do with implicit taking +Global onotheld_mode; ! "old copy of notheld_mode", ditto +Global not_holding; ! Object to be automatically taken as an + ! implicit command +Array kept_results --> 16; ! Delayed command (while the take happens) + +! ------------------------------------------------------------------------------ +! Error numbers when parsing a grammar line +! ------------------------------------------------------------------------------ + +Global etype; ! Error number on current line +Global best_etype; ! Preferred error number so far +Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed + +Constant STUCK_PE = 1; +Constant UPTO_PE = 2; +Constant NUMBER_PE = 3; +Constant CANTSEE_PE = 4; +Constant TOOLIT_PE = 5; +Constant NOTHELD_PE = 6; +Constant MULTI_PE = 7; +Constant MMULTI_PE = 8; +Constant VAGUE_PE = 9; +Constant EXCEPT_PE = 10; +Constant ANIMA_PE = 11; +Constant VERB_PE = 12; +Constant SCENERY_PE = 13; +Constant ITGONE_PE = 14; +Constant JUNKAFTER_PE = 15; +Constant TOOFEW_PE = 16; +Constant NOTHING_PE = 17; +Constant ASKSCOPE_PE = 18; + +! ------------------------------------------------------------------------------ +! Pattern-matching against a single grammar line +! ------------------------------------------------------------------------------ + +Array pattern --> 32; ! For the current pattern match +Global pcount; ! and a marker within it +Array pattern2 --> 32; ! And another, which stores the best match +Global pcount2; ! so far +Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text + +Array line_ttype-->32; ! For storing an analysed grammar line +Array line_tdata-->32; +Array line_token-->32; + +Global parameters; ! Parameters (objects) entered so far +Global nsns; ! Number of special_numbers entered so far +Global special_number1; ! First number, if one was typed +Global special_number2; ! Second number, if two were typed + +! ------------------------------------------------------------------------------ +! Inferences and looking ahead +! ------------------------------------------------------------------------------ + +Global params_wanted; ! Number of parameters needed + ! (which may change in parsing) + +Global inferfrom; ! The point from which the rest of the + ! command must be inferred +Global inferword; ! And the preposition inferred +Global dont_infer; ! Another dull flag +Global no_infer_message = false; ! Use in ChooseObjects to suppress + ! an inference message. + +Global action_to_be; ! (If the current line were accepted.) +Global action_reversed; ! (Parameters would be reversed in order.) +Global advance_warning; ! What a later-named thing will be + +! ------------------------------------------------------------------------------ +! At the level of individual tokens now +! ------------------------------------------------------------------------------ + +Global found_ttype; ! Used to break up tokens into type +Global found_tdata; ! and data (by AnalyseToken) +Global token_filter; ! For noun filtering by user routines + +Global length_of_noun; ! Set by NounDomain to no of words in noun + +#Ifdef TARGET_ZCODE; +Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply + ! from NounDomain +#Ifnot; ! TARGET_GLULX +Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses + ! to REPARSE_CODE for some purposes and + ! expects the result to be greater than + ! REPARSE_CODE (signed comparison). + ! So Glulx Inform is limited to a single + ! gigabyte of storage, for the moment. +#Endif; ! TARGET_ + +Global lookahead; ! The token after the one now being matched + +Global multi_mode; ! Multiple mode +Global multi_wanted; ! Number of things needed in multitude +Global multi_had; ! Number of things actually found +Global multi_context; ! What token the multi-obj was accepted for + +Global indef_mode; ! "Indefinite" mode - ie, "take a brick" + ! is in this mode +Global indef_type; ! Bit-map holding types of specification +Global indef_wanted; ! Number of items wanted (100 for all) +Global indef_guess_p; ! Plural-guessing flag +Global indef_owner; ! Object which must hold these items +Global indef_cases; ! Possible gender and numbers of them +Global indef_possambig; ! Has a possibly dangerous assumption + ! been made about meaning of a descriptor? +Global indef_nspec_at; ! Word at which a number like "two" was + ! parsed (for backtracking) +Global allow_plurals; ! Whether plurals presently allowed or not + +Global take_all_rule; ! Slightly different rules apply to + ! "take all" than other uses of multiple + ! objects, to make adjudication produce + ! more pragmatically useful results + ! (Not a flag: possible values 0, 1, 2) + +Global dict_flags_of_noun; ! Of the noun currently being parsed + ! (a bitmap in #dict_par1 format) +Constant DICT_VERB $01; +Constant DICT_META $02; +Constant DICT_PLUR $04; +Constant DICT_PREP $08; +Constant DICT_X654 $70; +Constant DICT_NOUN $80; + +Global pronoun_word; ! Records which pronoun ("it", "them", ...) + ! caused an error +Global pronoun_obj; ! And what obj it was thought to refer to +Global pronoun__word; ! Saved value +Global pronoun__obj; ! Saved value + +! ------------------------------------------------------------------------------ +! Searching through scope and parsing "scope=Routine" grammar tokens +! ------------------------------------------------------------------------------ + +Constant PARSING_REASON = 0; ! Possible reasons for searching scope +Constant TALKING_REASON = 1; +Constant EACH_TURN_REASON = 2; +Constant REACT_BEFORE_REASON = 3; +Constant REACT_AFTER_REASON = 4; +Constant LOOPOVERSCOPE_REASON = 5; +Constant TESTSCOPE_REASON = 6; + +Global scope_reason = PARSING_REASON; ! Current reason for searching scope + +Global scope_token; ! For "scope=Routine" grammar tokens +Global scope_error; +Global scope_stage; ! 1, 2 then 3 + +Global ats_flag = 0; ! For AddToScope routines +Global ats_hls; ! + +Global placed_in_flag; ! To do with PlaceInScope + +! ------------------------------------------------------------------------------ +! The match list of candidate objects for a given token +! ------------------------------------------------------------------------------ + +Constant MATCH_LIST_SIZE = 64; +Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far +Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them +Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them +Global number_matched; ! How many items in it? (0 means none) +Global number_of_classes; ! How many equivalence classes? +Global match_length; ! How many words long are these matches? +Global saved_ml; +Global match_from; ! At what word of the input do they begin? +Global bestguess_score; ! What did the best-guess object score? + +! ------------------------------------------------------------------------------ +! Low level textual manipulation +! ------------------------------------------------------------------------------ + +#Ifdef TARGET_ZCODE; + +! 'buffer' holds the input line as typed by the player +! +! buffer->0 INPUT_BUFFER_LEN - WORDSIZE +! buffer->1 Number of characters input by player +! buffer->2 ... buffer->121 The actual characters +! buffer->122 Spare byte to allow for 'terp bugs +! +! 'parse' holds the result of parsing that line into dictionary words +! +! parse->0 MAX_BUFFER_WORDS +! parse->1 Number of words input by player +! +! parse-->1 Dictionary addr of first input word +! parse->4 Number of characters in the word +! parse->5 Start position in 'buffer' of the word +! +! parse-->3 parse->8,9 Same data for second input word +! ... +! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word +! parse->62,63,64 Spare bytes (not sure why) + + +Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars +Constant MAX_BUFFER_WORDS = 15; ! Limit on input words + +Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input +Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions +Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN" + +#Ifdef VN_1630; +Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer' +Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2' +#Ifnot; +Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3; +Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3; +#Endif; ! VN_ + +#Ifnot; ! TARGET_GLULX + +! 'buffer' holds the input line as typed by the player +! +! buffer-->0 Number of characters input by player +! buffer->4 ... buffer->259 The actual characters +! +! 'parse' holds the result of parsing that line into dictionary words +! +! parse-->0 Number of words input by player +! +! parse-->1 Dictionary addr of first input word +! parse-->2 Number of characters in the word +! parse-->3 Start position in 'buffer' of the word +! +! parse-->4,5,6 Same data for second input word +! ... +! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word + +Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars +Constant MAX_BUFFER_WORDS = 20; ! Limit on input words + +#Ifdef VN_1630; +Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input +Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions +Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN" #Ifnot; -Include "parserm"; -#Endif; ! USE_MODULES +Array buffer -> INPUT_BUFFER_LEN; +Array buffer2 -> INPUT_BUFFER_LEN; +Array buffer3 -> INPUT_BUFFER_LEN; +#Endif; ! VN_ +Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer' +Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2' + +#Endif; ! TARGET_ + +Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute + ! for commas in parse buffers + +Global wn; ! Word number within "parse" (from 1) +Global num_words; ! Number of words typed +Global num_desc; ! Number of descriptors typed +Global verb_word; ! Verb word (eg, take in "take all" or + ! "dwarf, take all") - address in dict +Global verb_wordnum; ! its number in typing order (eg, 1 or 3) +Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the + ! above if user's routines match multi-word verbs) + +Global oops_from; ! The "first mistake" word number +Global saved_oops; ! Used in working this out + +Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine +Array oops_workspace -> OOPS_WORKSPACE_LEN; + +Global held_back_mode; ! Flag: is there some input from last time +Global hb_wn; ! left over? (And a save value for wn.) + ! (Used for full stops and "then".) + +Global caps_mode; ! Keep track of (The) with 'proper' caps +Global print_anything_result; ! Return value from a PrintAny() routine +Global initial_lookmode; ! Default, or set in Initialise() +Global before_first_turn; ! True until after initial LOOK + +! ---------------------------------------------------------------------------- + +Array PowersOfTwo_TB ! Used in converting case numbers to case + --> $$100000000000 ! bitmaps + $$010000000000 + $$001000000000 + $$000100000000 + $$000010000000 + $$000001000000 + $$000000100000 + $$000000010000 + $$000000001000 + $$000000000100 + $$000000000010 + $$000000000001; + +! ============================================================================ +! Constants, and one variable, needed for the language definition file +! ---------------------------------------------------------------------------- + +Constant POSSESS_PK = $100; +Constant DEFART_PK = $101; +Constant INDEFART_PK = $102; +Global short_name_case; + +Global dict_start; +Global dict_entry_size; +Global dict_end; + +! ---------------------------------------------------------------------------- + +Include "language__"; ! The natural language definition, whose filename is taken from + ! the ICL language_name variable + +! ---------------------------------------------------------------------------- + +#Ifndef LanguageCases; +Constant LanguageCases = 1; +#Endif; ! LanguageCases + +! ------------------------------------------------------------------------------ +! Pronouns support for the cruder (library 6/2 and earlier) version: +! only needed in English +! ------------------------------------------------------------------------------ + +#Ifdef EnglishNaturalLanguage; +Global itobj = NULL; ! The object which is currently "it" +Global himobj = NULL; ! The object which is currently "him" +Global herobj = NULL; ! The object which is currently "her" + +Global old_itobj = NULL; ! The object which is currently "it" +Global old_himobj = NULL; ! The object which is currently "him" +Global old_herobj = NULL; ! The object which is currently "her" +#Endif; ! EnglishNaturalLanguage + +! ============================================================================ +! For present and past tenses +! ---------------------------------------------------------------------------- +Constant PRESENT_TENSE 0; +Constant PAST_TENSE 1; + +! ============================================================================ +! For InformLibrary.actor_act() to control what happens when it aborts. +! ---------------------------------------------------------------------------- +Constant ACTOR_ACT_OK 0; +Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1; +Constant ACTOR_ACT_ABORT_ORDER 2; + +! ============================================================================ +! "Darkness" is not really a place: but it has to be an object so that the +! location-name on the status line can be "Darkness". +! ---------------------------------------------------------------------------- + +Object thedark "(darkness object)" + with initial 0, + short_name DARKNESS__TX, + description [; return L__M(##Miscellany, 17); ]; + +! If you want to use the third-person of the narrative voice, you will +! need to replace this selfobj with your own. + +Class SelfClass + with name ',a' ',b' ',c' ',d' ',e', + short_name YOURSELF__TX, + description [; return L__M(##Miscellany, 19); ], + before NULL, + after NULL, + life NULL, + each_turn NULL, + time_out NULL, + describe NULL, + article "the", + add_to_scope 0, + capacity 100, + parse_name 0, + orders 0, + number 0, + narrative_voice 2, + narrative_tense PRESENT_TENSE, + nameless true, + posture 0, + before_implicit [;Take: return 2;], + has concealed animate proper transparent; + +SelfClass selfobj "(self object)"; + +! ============================================================================ +! The definition of the token-numbering system used by Inform. +! ---------------------------------------------------------------------------- + +Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal +Constant ELEMENTARY_TT = 1; ! (one of those below) +Constant PREPOSITION_TT = 2; ! e.g. 'into' +Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature +Constant ATTR_FILTER_TT = 4; ! e.g. edible +Constant SCOPE_TT = 5; ! e.g. scope=Spells +Constant GPR_TT = 6; ! a general parsing routine + +Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and +Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to +Constant MULTI_TOKEN = 2; ! encode them +Constant MULTIHELD_TOKEN = 3; +Constant MULTIEXCEPT_TOKEN = 4; +Constant MULTIINSIDE_TOKEN = 5; +Constant CREATURE_TOKEN = 6; +Constant SPECIAL_TOKEN = 7; +Constant NUMBER_TOKEN = 8; +Constant TOPIC_TOKEN = 9; + + +Constant GPR_FAIL = -1; ! Return values from General Parsing +Constant GPR_PREPOSITION = 0; ! Routines +Constant GPR_NUMBER = 1; +Constant GPR_MULTIPLE = 2; +Constant GPR_REPARSE = REPARSE_CODE; +Constant GPR_NOUN = $ff00; +Constant GPR_HELD = $ff01; +Constant GPR_MULTI = $ff02; +Constant GPR_MULTIHELD = $ff03; +Constant GPR_MULTIEXCEPT = $ff04; +Constant GPR_MULTIINSIDE = $ff05; +Constant GPR_CREATURE = $ff06; + +Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line" + +#Iftrue (Grammar__Version == 1); + +[ AnalyseToken token m; + found_tdata = token; + if (token < 0) { found_ttype = ILLEGAL_TT; return; } + if (token <= 8) { found_ttype = ELEMENTARY_TT; return; } + if (token < 15) { found_ttype = ILLEGAL_TT; return; } + if (token == 15) { found_ttype = ELEMENTARY_TT; return; } + if (token < 48) { found_ttype = ROUTINE_FILTER_TT; + found_tdata = token - 16; + return; + } + if (token < 80) { found_ttype = GPR_TT; + found_tdata = #preactions_table-->(token-48); + return; + } + if (token < 128) { found_ttype = SCOPE_TT; + found_tdata = #preactions_table-->(token-80); + return; + } + if (token < 180) { found_ttype = ATTR_FILTER_TT; + found_tdata = token - 128; + return; + } + + found_ttype = PREPOSITION_TT; + m = #adjectives_table; + for (::) { + if (token == m-->1) { found_tdata = m-->0; return; } + m = m+4; + } + m = #adjectives_table; RunTimeError(1); + found_tdata = m; +]; + +[ UnpackGrammarLine line_address i m; + for (i=0 : i<32 : i++) { + line_token-->i = ENDIT_TOKEN; + line_ttype-->i = ELEMENTARY_TT; + line_tdata-->i = ENDIT_TOKEN; + } + for (i=0 : i<=5 : i++) { + line_token-->i = line_address->(i+1); + AnalyseToken(line_token-->i); + if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN) + && (m == line_address->0)) { + line_token-->i = ENDIT_TOKEN; + break; + } + line_ttype-->i = found_ttype; + line_tdata-->i = found_tdata; + if (found_ttype ~= PREPOSITION_TT) m++; + } + action_to_be = line_address->7; + action_reversed = false; + params_wanted = line_address->0; + return line_address + 8; +]; + +#Ifnot; ! Grammar__Version == 2 + +[ AnalyseToken token; + if (token == ENDIT_TOKEN) { + found_ttype = ELEMENTARY_TT; + found_tdata = ENDIT_TOKEN; + return; + } + found_ttype = (token->0) & $$1111; + found_tdata = (token+1)-->0; +]; + +#Ifdef TARGET_ZCODE; + +[ UnpackGrammarLine line_address i; + for (i=0 : i<32 : i++) { + line_token-->i = ENDIT_TOKEN; + line_ttype-->i = ELEMENTARY_TT; + line_tdata-->i = ENDIT_TOKEN; + } + action_to_be = 256*(line_address->0) + line_address->1; + action_reversed = ((action_to_be & $400) ~= 0); + action_to_be = action_to_be & $3ff; + line_address--; + params_wanted = 0; + for (i=0 : : i++) { + line_address = line_address + 3; + if (line_address->0 == ENDIT_TOKEN) break; + line_token-->i = line_address; + AnalyseToken(line_address); + if (found_ttype ~= PREPOSITION_TT) params_wanted++; + line_ttype-->i = found_ttype; + line_tdata-->i = found_tdata; + } + return line_address + 1; +]; + +#Ifnot; ! TARGET_GLULX + +[ UnpackGrammarLine line_address i; + for (i=0 : i<32 : i++) { + line_token-->i = ENDIT_TOKEN; + line_ttype-->i = ELEMENTARY_TT; + line_tdata-->i = ENDIT_TOKEN; + } + @aloads line_address 0 action_to_be; + action_reversed = (((line_address->2) & 1) ~= 0); + line_address = line_address - 2; + params_wanted = 0; + for (i=0 : : i++) { + line_address = line_address + 5; + if (line_address->0 == ENDIT_TOKEN) break; + line_token-->i = line_address; + AnalyseToken(line_address); + if (found_ttype ~= PREPOSITION_TT) params_wanted++; + line_ttype-->i = found_ttype; + line_tdata-->i = found_tdata; + } + return line_address + 1; +]; + +#Endif; ! TARGET_ +#Endif; ! Grammar__Version + +! To protect against a bug in early versions of the "Zip" interpreter: +! Of course, in Glulx, this routine actually performs work. + +#Ifdef TARGET_ZCODE; + +[ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ]; + +#Ifnot; ! TARGET_GLULX + +Array gg_tokenbuf -> DICT_WORD_SIZE; + +[ GGWordCompare str1 str2 ix jx; + for (ix=0 : ixix) - (str2->ix); + if (jx ~= 0) return jx; + } + return 0; +]; + +[ Tokenise__ buf tab + cx numwords len bx ix wx wpos wlen val res dictlen entrylen; + len = buf-->0; + buf = buf+WORDSIZE; + + ! First, split the buffer up into words. We use the standard Infocom + ! list of word separators (comma, period, double-quote). + + cx = 0; + numwords = 0; + while (cx < len) { + while (cx < len && buf->cx == ' ') cx++; + if (cx >= len) break; + bx = cx; + if (buf->cx == '.' or ',' or '"') cx++; + else { + while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++; + } + tab-->(numwords*3+2) = (cx-bx); + tab-->(numwords*3+3) = WORDSIZE+bx; + numwords++; + if (numwords >= MAX_BUFFER_WORDS) break; + } + tab-->0 = numwords; + + ! Now we look each word up in the dictionary. + + dictlen = #dictionary_table-->0; + entrylen = DICT_WORD_SIZE + 7; + + for (wx=0 : wx(wx*3+2); + wpos = tab-->(wx*3+3); + + ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE + ! characters and lower case. + if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE; + cx = wpos - WORDSIZE; + for (ix=0 : ixix = glk_char_to_lower(buf->(cx+ix)); + for (: ixix = 0; + + val = #dictionary_table + WORDSIZE; + @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res; + tab-->(wx*3+1) = res; + } +]; + +#Endif; ! TARGET_ + +! ============================================================================ +! The InformParser object abstracts the front end of the parser. +! +! InformParser.parse_input(results) +! returns only when a sensible request has been made, and puts into the +! "results" buffer: +! +! --> 0 = The action number +! --> 1 = Number of parameters +! --> 2, 3, ... = The parameters (object numbers), but +! 0 means "put the multiple object list here" +! 1 means "put one of the special numbers here" +! +! ---------------------------------------------------------------------------- + +Object InformParser "(Inform Parser)" + with parse_input [ results; Parser__parse(results); ], + has proper; + +! ---------------------------------------------------------------------------- +! The Keyboard routine actually receives the player's words, +! putting the words in "a_buffer" and their dictionary addresses in +! "a_table". It is assumed that the table is the same one on each +! (standard) call. +! +! It can also be used by miscellaneous routines in the game to ask +! yes-no questions and the like, without invoking the rest of the parser. +! +! Return the number of words typed +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ GetNthChar a_buffer n i; + for (i = 0: a_buffer->(2+i) == ' ': i++) { + if (i > a_buffer->(1)) return false; + } + return a_buffer->(2+i+n); +]; + +[ KeyboardPrimitive a_buffer a_table; + read a_buffer a_table; + + #Iftrue (#version_number == 6); + @output_stream -1; + @loadb a_buffer 1 -> sp; + @add a_buffer 2 -> sp; + @print_table sp sp; + new_line; + @output_stream 1; + #Endif; +]; + +[ KeyCharPrimitive win key; + if (win) @set_window win; + @read_char 1 -> key; + return key; +]; + +[ KeyTimerInterrupt; + rtrue; +]; + +[ KeyDelay tenths key; + @read_char 1 tenths KeyTimerInterrupt -> key; + return key; +]; + +#Ifnot; ! TARGET_GLULX + +[ GetNthChar a_buffer n i; + for (i = 0: a_buffer->(4+i) == ' ': i++) { + if (i > a_buffer->(1)) return false; + } + return a_buffer->(4+i+n); +]; + +[ KeyCharPrimitive win nostat done res ix jx ch; + jx = ch; ! squash compiler warnings + if (win == 0) win = gg_mainwin; + if (gg_commandstr ~= 0 && gg_command_reading ~= false) { + ! get_line_stream + done = glk_get_line_stream(gg_commandstr, gg_arguments, 31); + if (done == 0) { + glk_stream_close(gg_commandstr, 0); + gg_commandstr = 0; + gg_command_reading = false; + ! fall through to normal user input. + } + else { + ! Trim the trailing newline + if (gg_arguments->(done-1) == 10) done = done-1; + res = gg_arguments->0; + if (res == '\') { + res = 0; + for (ix=1 : ixix; + if (ch >= '0' && ch <= '9') { + @shiftl res 4 res; + res = res + (ch-'0'); + } + else if (ch >= 'a' && ch <= 'f') { + @shiftl res 4 res; + res = res + (ch+10-'a'); + } + else if (ch >= 'A' && ch <= 'F') { + @shiftl res 4 res; + res = res + (ch+10-'A'); + } + } + } + jump KCPContinue; + } + } + done = false; + glk_request_char_event(win); + while (~~done) { + glk_select(gg_event); + switch (gg_event-->0) { + 5: ! evtype_Arrange + if (nostat) { + glk_cancel_char_event(win); + res = $80000000; + done = true; + break; + } + DrawStatusLine(); + 2: ! evtype_CharInput + if (gg_event-->1 == win) { + res = gg_event-->2; + done = true; + } + } + ix = HandleGlkEvent(gg_event, 1, gg_arguments); + if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments); + if (ix == 2) { + res = gg_arguments-->0; + done = true; + } + else if (ix == -1) { + done = false; + } + } + if (gg_commandstr ~= 0 && gg_command_reading == false) { + if (res < 32 || res >= 256 || (res == '\' or ' ')) { + glk_put_char_stream(gg_commandstr, '\'); + done = 0; + jx = res; + for (ix=0 : ix<8 : ix++) { + @ushiftr jx 28 ch; + @shiftl jx 4 jx; + ch = ch & $0F; + if (ch ~= 0 || ix == 7) done = 1; + if (done) { + if (ch >= 0 && ch <= 9) ch = ch + '0'; + else ch = (ch - 10) + 'A'; + glk_put_char_stream(gg_commandstr, ch); + } + } + } + else { + glk_put_char_stream(gg_commandstr, res); + } + glk_put_char_stream(gg_commandstr, 10); + } + .KCPContinue; + return res; +]; + +[ KeyDelay tenths key done ix; + glk_request_char_event(gg_mainwin); + glk_request_timer_events(tenths*100); + while (~~done) { + glk_select(gg_event); + ix = HandleGlkEvent(gg_event, 1, gg_arguments); + if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments); + if (ix == 2) { + key = gg_arguments-->0; + done = true; + } + else if (ix >= 0 && gg_event-->0 == 1 or 2) { + key = gg_event-->2; + done = true; + } + } + glk_cancel_char_event(gg_mainwin); + glk_request_timer_events(0); + return key; +]; + +[ KeyboardPrimitive a_buffer a_table done ix; + if (gg_commandstr ~= 0 && gg_command_reading ~= false) { + ! get_line_stream + done = glk_get_line_stream(gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1); + if (done == 0) { + glk_stream_close(gg_commandstr, 0); + gg_commandstr = 0; + gg_command_reading = false; + ! L__M(##CommandsRead, 5); would come after prompt + ! fall through to normal user input. + } + else { + ! Trim the trailing newline + if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1; + a_buffer-->0 = done; + glk_set_style(style_Input); + glk_put_buffer(a_buffer+WORDSIZE, done); + glk_set_style(style_Normal); + print "^"; + jump KPContinue; + } + } + done = false; + glk_request_line_event(gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0); + while (~~done) { + glk_select(gg_event); + switch (gg_event-->0) { + 5: ! evtype_Arrange + DrawStatusLine(); + 3: ! evtype_LineInput + if (gg_event-->1 == gg_mainwin) { + a_buffer-->0 = gg_event-->2; + done = true; } + } + ix = HandleGlkEvent(gg_event, 0, a_buffer); + if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer); + if (ix == 2) done = true; + else if (ix == -1) done = false; + } + if (gg_commandstr ~= 0 && gg_command_reading == false) { + ! put_buffer_stream + + glk_put_buffer_stream(gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0); + glk_put_char_stream(gg_commandstr, 10); + } + .KPContinue; + Tokenise__(a_buffer,a_table); + ! It's time to close any quote window we've got going. + if (gg_quotewin) { + glk_window_close(gg_quotewin, 0); + gg_quotewin = 0; + } +]; + +#Endif; ! TARGET_ + +[ Keyboard a_buffer a_table nw i w w2 x1 x2; + DisplayStatus(); + + .FreshInput; + + ! Save the start of the buffer, in case "oops" needs to restore it + ! to the previous time's buffer + + for (i=0 : ii = a_buffer->i; + + ! In case of an array entry corruption that shouldn't happen, but would be + ! disastrous if it did: + + #Ifdef TARGET_ZCODE; + a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE; + a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words + #Endif; ! TARGET_ + + ! Print the prompt, and read in the words and dictionary addresses + + L__M(##Prompt); + if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt); + #IfV5; + DrawStatusLine(); + #Endif; ! V5 + + KeyboardPrimitive(a_buffer, a_table); + nw = NumberWords(a_table); + + ! If the line was blank, get a fresh line + if (nw == 0) { + L__M(##Miscellany, 10); + jump FreshInput; + } + + ! Unless the opening word was "oops", return + ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX. + + w = a_table-->1; + if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops; + + if (a_buffer->WORDSIZE == COMMENT_CHARACTER) { + #Ifdef TARGET_ZCODE; + if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir) + L__M(##Miscellany, 54); + else L__M(##Miscellany, 55); + #Ifnot; ! TARGET_GLULX + if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54); + else L__M(##Miscellany, 55); + #Endif; ! TARGET_ + + jump FreshInput; + } + + #IfV5; + ! Undo handling + + if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) { + i = PerformUndo(); + if (i == 0) jump FreshInput; + } + #Ifdef TARGET_ZCODE; + @save_undo i; + #Ifnot; ! TARGET_GLULX + @saveundo i; + if (i == -1) { + GGRecoverObjects(); + i = 2; + } + else i = (~~i); + #Endif; ! TARGET_ + just_undone = 0; + undo_flag = 2; + if (i == -1) undo_flag = 0; + if (i == 0) undo_flag = 1; + if (i == 2) { + RestoreColours(); + #Ifdef TARGET_ZCODE; + style bold; + #Ifnot; ! TARGET_GLULX + glk_set_style(style_Subheader); + #Endif; ! TARGET_ + print (name) location, "^"; + #Ifdef TARGET_ZCODE; + style roman; + #Ifnot; ! TARGET_GLULX + glk_set_style(style_Normal); + #Endif; ! TARGET_ + L__M(##Miscellany, 13); + just_undone = 1; + jump FreshInput; + } + #Endif; ! V5 + + return nw; + + .DoOops; + if (oops_from == 0) { + L__M(##Miscellany, 14); + jump FreshInput; + } + if (nw == 1) { + L__M(##Miscellany, 15); + jump FreshInput; + } + if (nw > 2) { + L__M(##Miscellany, 16); + jump FreshInput; + } + + ! So now we know: there was a previous mistake, and the player has + ! attempted to correct a single word of it. + + for (i=0 : ii = a_buffer->i; + #Ifdef TARGET_ZCODE; + x1 = a_table->9; ! Start of word following "oops" + x2 = a_table->8; ! Length of word following "oops" + #Ifnot; ! TARGET_GLULX + x1 = a_table-->6; ! Start of word following "oops" + x2 = a_table-->5; ! Length of word following "oops" + #Endif; ! TARGET_ + + ! Repair the buffer to the text that was in it before the "oops" + ! was typed: + + for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i; + Tokenise__(a_buffer, a_table); + + ! Work out the position in the buffer of the word to be corrected: + + #Ifdef TARGET_ZCODE; + w = a_table->(4*oops_from + 1); ! Start of word to go + w2 = a_table->(4*oops_from); ! Length of word to go + #Ifnot; ! TARGET_GLULX + w = a_table-->(3*oops_from); ! Start of word to go + w2 = a_table-->(3*oops_from - 1); ! Length of word to go + #Endif; ! TARGET_ + +#IfDef OOPS_CHECK; + print "[~"; + for (i=0 : i(i+w); + print "~ --> ~"; +#Endif; + + ! Write spaces over the word to be corrected: + + for (i=0 : i(i+w) = ' '; + + if (w2 < x2) { + ! If the replacement is longer than the original, move up... + for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--) + a_buffer->i = a_buffer->(i-x2+w2); + + ! ...increasing buffer size accordingly. + SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer); + } + + ! Write the correction in: + + for (i=0 : i(i+w) = buffer2->(i+x1); +#IfDef OOPS_CHECK; + print (char) buffer2->(i+x1); +#Endif; + } + +#IfDef OOPS_CHECK; + print "~]^^"; +#Endif; + + Tokenise__(a_buffer, a_table); + nw=NumberWords(a_table); + +! saved_ml = 0; + return nw; +]; ! end of Keyboard + +[ PerformUndo i; + if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; } + if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; } + if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; } + #Ifdef TARGET_ZCODE; + @restore_undo i; + #Ifnot; ! TARGET_GLULX + @restoreundo i; + i = (~~i); + #Endif; ! TARGET_ + if (i == 0) { L__M(##Miscellany, 7); return 0; } + L__M(##Miscellany, 1); + return 1; +]; + +! ========================== +! Taken from I7's Parser.i6t +! ========================== + +[ DictionaryWordToVerbNum dword verbnum; +#Ifdef TARGET_ZCODE; + verbnum = $ff-(dword->#dict_par2); +#Ifnot; ! GLULX + dword = dword + #dict_par2 - 1; + @aloads dword 0 verbnum; + verbnum = $ffff-verbnum; +#Endif; + return verbnum; +]; + +! ========================== + + +! ---------------------------------------------------------------------------- +! To simplify the picture a little, a rough map of the main routine: +! +! (A) Get the input, do "oops" and "again" +! (B) Is it a direction, and so an implicit "go"? If so go to (K) +! (C) Is anyone being addressed? +! (D) Get the verb: try all the syntax lines for that verb +! (E) Break down a syntax line into analysed tokens +! (F) Look ahead for advance warning for multiexcept/multiinside +! (G) Parse each token in turn (calling ParseToken to do most of the work) +! (H) Cheaply parse otherwise unrecognised conversation and return +! (I) Print best possible error message +! (J) Retry the whole lot +! (K) Last thing: check for "then" and further instructions(s), return. +! +! The strategic points (A) to (K) are marked in the commentary. +! +! Note that there are three different places where a return can happen. +! ---------------------------------------------------------------------------- + +[ Parser__parse results syntax line num_lines line_address i j k + token l m line_etype vw; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! A: Get the input, do "oops" and "again" + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! Firstly, in "not held" mode, we still have a command left over from last + ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit" + ! last time, with "eat biscuit" tucked away until now). So we return that. + + if (notheld_mode == 1) { + for (i=0 : i<8 : i++) results-->i = kept_results-->i; + notheld_mode = 0; + rtrue; + } + + if (held_back_mode ~= 0) { + held_back_mode = 0; + Tokenise__(buffer, parse); + jump ReParse; + } + + .ReType; + + Keyboard(buffer, parse); + +#Ifdef INFIX; + ! An Infix verb is a special kind of meta verb. We mark them here. + if (GetNthChar(buffer, 0) == ';') + infix_verb = true; + else + infix_verb = false; +#Endif; + + .ReParse; + + parser_inflection = name; + parser_inflection_func = false; + + ! Initially assume the command is aimed at the player, and the verb + ! is the first word + + num_words = NumberWords(); + wn = 1; + + #Ifdef LanguageToInformese; + LanguageToInformese(); + #IfV5; + ! Re-tokenise: + Tokenise__(buffer,parse); + #Endif; ! V5 + #Endif; ! LanguageToInformese + + if (BeforeParsing() == false) { + LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass + LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN; + LibraryExtensions.RunWhile(ext_beforeparsing, false); + LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality + } + num_words = NumberWords(); + + k=0; + #Ifdef DEBUG; + if (parser_trace >= 2) { + print "[ "; + for (i=0 : im; print "~ "; + + if (j == 0) print "?"; + else { + #Ifdef TARGET_ZCODE; + if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 && + UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0) + print (address) j; + else print j; + #Ifnot; ! TARGET_GLULX + if (j->0 == $60) print (address) j; + else print j; + #Endif; ! TARGET_ + } + if (i ~= num_words-1) print " / "; + } + print " ]^"; + } + #Endif; ! DEBUG + verb_wordnum = 1; + actor = player; + actors_location = ScopeCeiling(player); + usual_grammar_after = 0; + + .AlmostReParse; + + scope_token = 0; + action_to_be = NULL; + + ! Begin from what we currently think is the verb word + + .BeginCommand; + + wn = verb_wordnum; + verb_word = NextWordStopped(); + + ! If there's no input here, we must have something like "person,". + + if (verb_word == -1) { + best_etype = STUCK_PE; + jump GiveError; + } + + ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing + ! has previously been typed; simply copy the previous text across + + if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD; + if (verb_word == AGAIN1__WD) { + if (actor ~= player) { + L__M(##Miscellany, 20); + jump ReType; + } + if (GetKeyBufLength(buffer3) == 0) { + L__M(##Miscellany, 21); + jump ReType; + } + + if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back + ! splice rest of buffer onto end of buffer3 + i = GetKeyBufLength(buffer3); + while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.') + i--; + j = i - WordLength(verb_wordnum); ! amount to move buffer up by + if (j > 0) { + for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--) + buffer->m = buffer->(m-j); + SetKeyBufLength(GetKeyBufLength()+j); + } + for (m=WORDSIZE : mm = buffer3->m; + if (j < 0) for (:mm = ' '; + } + else + for (i=0 : ii = buffer3->i; + jump ReParse; + } + + ! Save the present input in case of an "again" next time + + if (verb_word ~= AGAIN1__WD) + for (i=0 : ii = buffer->i; + + if (usual_grammar_after == 0) { + j = verb_wordnum; + i = RunRoutines(actor, grammar); + #Ifdef DEBUG; + if (parser_trace >= 2 && actor.grammar ~= 0 or NULL) + print " [Grammar property returned ", i, "]^"; + #Endif; ! DEBUG + + #Ifdef TARGET_ZCODE; + if ((i ~= 0 or 1) && + (UnsignedCompare(i, dict_start) < 0 || + UnsignedCompare(i, dict_end) >= 0 || + (i - dict_start) % dict_entry_size ~= 0)) { + usual_grammar_after = j; + i=-i; + } + + #Ifnot; ! TARGET_GLULX + if (i < 0) { usual_grammar_after = j; i=-i; } + #Endif; + + if (i == 1) { + results-->0 = action; + results-->1 = 0; ! Number of parameters + results-->2 = noun; + results-->3 = second; + if (noun) results-->1 = 1; + if (second) results-->1 = 2; + rtrue; + } + if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; } + else { wn = verb_wordnum; verb_word = NextWord(); } + } + else usual_grammar_after = 0; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! B: Is it a direction, and so an implicit "go"? If so go to (K) + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + #Ifdef LanguageIsVerb; + if (verb_word == 0) { + i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum); + wn = i; + } + #Endif; ! LanguageIsVerb + + ! If the first word is not listed as a verb, it must be a direction + ! or the name of someone to talk to + + if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) { + + ! So is the first word an object contained in the special object "compass" + ! (i.e., a direction)? This needs use of NounDomain, a routine which + ! does the object matching, returning the object number, or 0 if none found, + ! or REPARSE_CODE if it has restructured the parse table so the whole parse + ! must be begun again... + + wn = verb_wordnum; indef_mode = false; token_filter = 0; + l = NounDomain(compass, 0, NOUN_TOKEN); + if (l == REPARSE_CODE) jump ReParse; + + ! If it is a direction, send back the results: + ! action=GoSub, no of arguments=1, argument 1=the direction. + + if (l ~= 0) { + results-->0 = ##Go; + action_to_be = ##Go; + results-->1 = 1; + results-->2 = l; + jump LookForMore; + } + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! C: Is anyone being addressed? + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! Only check for a comma (a "someone, do something" command) if we are + ! not already in the middle of one. (This simplification stops us from + ! worrying about "robot, wizard, you are an idiot", telling the robot to + ! tell the wizard that she is an idiot.) + + if (actor == player) { + for (j=2 : j<=num_words : j++) { + i=NextWord(); + if (i == comma_word) jump Conversation; + } + } + vw = verb_word; + verb_word = UnknownVerb(vw); + if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw); + if (verb_word) jump VerbAccepted; + best_etype = VERB_PE; + jump GiveError; + + ! NextWord nudges the word number wn on by one each time, so we've now + ! advanced past a comma. (A comma is a word all on its own in the table.) + + .Conversation; + + j = wn - 1; + if (j == 1) { + L__M(##Miscellany, 22); + jump ReType; + } + + ! Use NounDomain (in the context of "animate creature") to see if the + ! words make sense as the name of someone held or nearby + + wn = 1; lookahead = HELD_TOKEN; + scope_reason = TALKING_REASON; + l = NounDomain(player,actors_location,CREATURE_TOKEN); + scope_reason = PARSING_REASON; + if (l == REPARSE_CODE) jump ReParse; + if (l == 0) { + L__M(##Miscellany, 23); + jump ReType; + } + + .Conversation2; + + ! The object addressed must at least be "talkable" if not actually "animate" + ! (the distinction allows, for instance, a microphone to be spoken to, + ! without the parser thinking that the microphone is human). + + if (l hasnt animate && l hasnt talkable) { + L__M(##Miscellany, 24, l); + jump ReType; + } + + ! Check that there aren't any mystery words between the end of the person's + ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north"). + + if (wn ~= j) { + L__M(##Miscellany, 25); + jump ReType; + } + + ! The player has now successfully named someone. Adjust "him", "her", "it": + + PronounNotice(l); + + ! Set the global variable "actor", adjust the number of the first word, + ! and begin parsing again from there. + + verb_wordnum = j + 1; + + ! Stop things like "me, again": + + if (l == player) { + wn = verb_wordnum; + if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) { + L__M(##Miscellany, 20); + jump ReType; + } + } + + actor = l; + actors_location = ScopeCeiling(l); + #Ifdef DEBUG; + if (parser_trace >= 1) + print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^"; + #Endif; ! DEBUG + jump BeginCommand; + + } ! end of first-word-not-a-verb + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! D: Get the verb: try all the syntax lines for that verb + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + .VerbAccepted; + + ! We now definitely have a verb, not a direction, whether we got here by the + ! "take ..." or "person, take ..." method. Get the meta flag for this verb: + + meta = (verb_word->#dict_par1) & DICT_META; + + ! You can't order other people to "full score" for you, and so on... + + if (meta && actor ~= player) { + best_etype = VERB_PE; + meta = false; + jump GiveError; + } + + ! Now let i be the corresponding verb number, stored in the dictionary entry + ! (in a peculiar 255-n fashion for traditional Infocom reasons)... + + i = DictionaryWordToVerbNum(verb_word); + + ! ...then look up the i-th entry in the verb table, whose address is at word + ! 7 in the Z-machine (in the header), so as to get the address of the syntax + ! table for the given verb... + + #Ifdef TARGET_ZCODE; + syntax = (HDR_STATICMEMORY-->0)-->i; + #Ifnot; ! TARGET_GLULX + syntax = (#grammar_table)-->(i+1); + #Endif; ! TARGET_ + + ! ...and then see how many lines (ie, different patterns corresponding to the + ! same verb) are stored in the parse table... + + num_lines = (syntax->0) - 1; + + ! ...and now go through them all, one by one. + ! To prevent pronoun_word 0 being misunderstood, + + pronoun_word = NULL; pronoun_obj = NULL; + + #Ifdef DEBUG; + if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^"; + #Endif; ! DEBUG + + best_etype = STUCK_PE; nextbest_etype = STUCK_PE; + multiflag = false; saved_oops = 0; + + ! "best_etype" is the current failure-to-match error - it is by default + ! the least informative one, "don't understand that sentence". + ! "nextbest_etype" remembers the best alternative to having to ask a + ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE). + ! multiflag is used here to prevent inappropriate MULTI_PE errors + ! in addition to its unrelated duties passing information to action routines + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! E: Break down a syntax line into analysed tokens + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + line_address = syntax + 1; + + for (line=0 : line<=num_lines : line++) { + + for (i=0 : i<32 : i++) { + line_token-->i = ENDIT_TOKEN; + line_ttype-->i = ELEMENTARY_TT; + line_tdata-->i = ENDIT_TOKEN; + } + + ! Unpack the syntax line from Inform format into three arrays; ensure that + ! the sequence of tokens ends in an ENDIT_TOKEN. + + line_address = UnpackGrammarLine(line_address); + + #Ifdef DEBUG; + if (parser_trace >= 1) { + if (parser_trace >= 2) new_line; + print "[line ", line; DebugGrammarLine(); + print "]^"; + } + #Endif; ! DEBUG + + ! We aren't in "not holding" or inferring modes, and haven't entered + ! any parameters on the line yet, or any special numbers; the multiple + ! object is still empty. + + token_filter = 0; + not_holding = 0; + inferfrom = 0; + parameters = 0; + nsns = 0; special_word = 0; special_number = 0; + multiple_object-->0 = 0; + multi_context = 0; + etype = STUCK_PE; line_etype = 100; + + ! Put the word marker back to just after the verb + + wn = verb_wordnum+1; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! F: Look ahead for advance warning for multiexcept/multiinside + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! There are two special cases where parsing a token now has to be + ! affected by the result of parsing another token later, and these + ! two cases (multiexcept and multiinside tokens) are helped by a quick + ! look ahead, to work out the future token now. We can only carry this + ! out in the simple (but by far the most common) case: + ! + ! multiexcept noun + ! + ! and similarly for multiinside. + + advance_warning = NULL; indef_mode = false; + for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) { + scope_token = 0; + + if (line_ttype-->pcount ~= PREPOSITION_TT) i++; + + if (line_ttype-->pcount == ELEMENTARY_TT) { + if (line_tdata-->pcount == MULTI_TOKEN) m = true; + if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) { + ! First non-preposition is "multiexcept" or + ! "multiinside", so look ahead. + + #Ifdef DEBUG; + if (parser_trace >= 2) print " [Trying look-ahead]^"; + #Endif; ! DEBUG + + ! We need this to be followed by 1 or more prepositions. + + pcount++; + if (line_ttype-->pcount == PREPOSITION_TT) { + ! skip ahead to a preposition word in the input + do { + l = NextWord(); + } until ((wn > num_words) || + (l && (l->#dict_par1) & DICT_PREP ~= 0)); + + if (wn > num_words) { + #Ifdef DEBUG; + if (parser_trace >= 2) + print " [Look-ahead aborted: prepositions missing]^"; + #Endif; + jump EmptyLine; + } + + do { + if (PrepositionChain(l, pcount) ~= -1) { + ! advance past the chain + if ((line_token-->pcount)->0 & $20 ~= 0) { + pcount++; + while ((line_token-->pcount ~= ENDIT_TOKEN) && + ((line_token-->pcount)->0 & $10 ~= 0)) + pcount++; + } else { + pcount++; + } + } else { + ! try to find another preposition word + do { + l = NextWord(); + } until ((wn >= num_words) || + (l && (l->#dict_par1) & 8 ~= 0)); + + if (l && (l->#dict_par1) & 8) continue; + + ! lookahead failed + #Ifdef DEBUG; + if (parser_trace >= 2) + print " [Look-ahead aborted: prepositions don't match]^"; + #Endif; + jump LineFailed; + } + l = NextWord(); + } until (line_ttype-->pcount ~= PREPOSITION_TT); + + .EmptyLine; + ! put back the non-preposition we just read + wn--; + + if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) { + l = Descriptors(); ! skip past THE etc + if (l~=0) etype=l; ! don't allow multiple objects + l = NounDomain(actors_location, actor, NOUN_TOKEN); + + #Ifdef DEBUG; + if (parser_trace >= 2) { + print " [Advanced to ~noun~ token: "; + if (l == REPARSE_CODE) print "re-parse request]^"; + if (l == 1) print "but multiple found]^"; + if (l == 0) print "error ", etype, "]^"; + if (l >= 2) print (the) l, "]^"; + } + #Endif; ! DEBUG + if (l == REPARSE_CODE) jump ReParse; + if (l >= 2) advance_warning = l; + } + } + break; + } + } + } + + ! Slightly different line-parsing rules will apply to "take multi", to + ! prevent "take all" behaving correctly but misleadingly when there's + ! nothing to take. + + take_all_rule = 0; + if (m && params_wanted == 1 && action_to_be == ##Take) + take_all_rule = 1; + + ! And now start again, properly, forearmed or not as the case may be. + ! As a precaution, we clear all the variables again (they may have been + ! disturbed by the call to NounDomain, which may have called outside + ! code, which may have done anything!). + + not_holding = 0; + inferfrom = 0; + inferword = 0; + parameters = 0; + nsns = 0; special_word = 0; special_number = 0; + multiple_object-->0 = 0; + etype = STUCK_PE; line_etype = 100; + wn = verb_wordnum+1; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! G: Parse each token in turn (calling ParseToken to do most of the work) + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! "Pattern" gradually accumulates what has been recognised so far, + ! so that it may be reprinted by the parser later on + + for (pcount=1 : : pcount++) { + pattern-->pcount = PATTERN_NULL; scope_token = 0; + + token = line_token-->(pcount-1); + lookahead = line_token-->pcount; + + #Ifdef DEBUG; + if (parser_trace >= 2) + print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token, + "]^"; + #Endif; ! DEBUG + + if (token ~= ENDIT_TOKEN) { + scope_reason = PARSING_REASON; + parser_inflection = name; + parser_inflection_func = false; + AnalyseToken(token); + + if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT && + found_tdata == TOPIC_TOKEN && line_etype == 100) { + if (actor ~= player) { + best_etype = VERB_PE; jump GiveError; + } + l = inputobjs-->2; + wn--; + j = wn; + jump Conversation2; + } + + l = ParseToken__(found_ttype, found_tdata, pcount-1, token); + while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256); + scope_reason = PARSING_REASON; + + if (l == GPR_PREPOSITION) { + if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT || + found_tdata~=TOPIC_TOKEN)) params_wanted--; + l = true; + } + else + if (l < 0) l = false; + else + if (l ~= GPR_REPARSE) { + if (l == GPR_NUMBER) { + if (nsns == 0) special_number1 = parsed_number; + else special_number2 = parsed_number; + nsns++; l = 1; + } + if (l == GPR_MULTIPLE) l = 0; + results-->(parameters+2) = l; + parameters++; + pattern-->pcount = l; + l = true; + } + + #Ifdef DEBUG; + if (parser_trace >= 3) { + print " [token resulted in "; + if (l == REPARSE_CODE) print "re-parse request]^"; + if (l == 0) print "failure with error type ", etype, "]^"; + if (l == 1) print "success]^"; + } + #Endif; ! DEBUG + + if (l == REPARSE_CODE) jump ReParse; + if (l == false) { + if (etype < line_etype) line_etype = etype; + if (etype == STUCK_PE || wn >= num_words) break; + } + } + else { + + ! If the player has entered enough already but there's still + ! text to wade through: store the pattern away so as to be able to produce + ! a decent error message if this turns out to be the best we ever manage, + ! and in the mean time give up on this line + + ! However, if the superfluous text begins with a comma or "then" then + ! take that to be the start of another instruction + + if (line_etype < 100) break; + if (wn <= num_words) { + l = NextWord(); + if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) { + held_back_mode = 1; hb_wn = wn-1; + } + else { + for (m=0 : m<32 : m++) pattern2-->m = pattern-->m; + pcount2 = pcount; + etype = UPTO_PE; + break; + } + } + + ! Now, we may need to revise the multiple object because of the single one + ! we now know (but didn't when the list was drawn up). + + if (parameters >= 1 && results-->2 == 0) { + l = ReviseMulti(results-->3); + if (l ~= 0) { etype = l; results-->0 = action_to_be; break; } + } + if (parameters >= 2 && results-->3 == 0) { + l = ReviseMulti(results-->2); + if (l ~= 0) { etype = l; break; } + } + + ! To trap the case of "take all" inferring only "yourself" when absolutely + ! nothing else is in the vicinity... + + if (take_all_rule == 2 && results-->2 == actor) { + best_etype = NOTHING_PE; + jump GiveError; + } + + #Ifdef DEBUG; + if (parser_trace >= 1) print "[Line successfully parsed]^"; + #Endif; ! DEBUG + + ! The line has successfully matched the text. Declare the input error-free... + + oops_from = 0; + + ! ...explain any inferences made (using the pattern)... + + if (inferfrom ~= 0 && no_infer_message == false) { + print "("; PrintCommand(inferfrom); print ")^"; + } + no_infer_message = false; + + ! ...copy the action number, and the number of parameters... + + results-->0 = action_to_be; + results-->1 = parameters; + + ! ...reverse first and second parameters if need be... + + if (action_reversed && parameters == 2) { + i = results-->2; results-->2 = results-->3; + results-->3 = i; + if (nsns == 2) { + i = special_number1; special_number1 = special_number2; + special_number2 = i; + } + } + + ! ...and to reset "it"-style objects to the first of these parameters, if + ! there is one (and it really is an object)... + + if (parameters > 0 && results-->2 >= 2) + PronounNotice(results-->2); + + ! ...and worry about the case where an object was allowed as a parameter + ! even though the player wasn't holding it and should have been: in this + ! event, keep the results for next time round, go into "not holding" mode, + ! and for now tell the player what's happening and return a "take" request + ! instead... + + if (not_holding ~= 0 && actor == player) { + action = ##Take; + i = RunRoutines(not_holding, before_implicit); + ! i = 0: Take the object, tell the player (default) + ! i = 1: Take the object, don't tell the player + ! i = 2: don't Take the object, continue + ! i = 3: don't Take the object, don't continue + if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; } + ! perform the implicit Take + if (i < 2) { + if (i ~= 1) ! and tell the player + L__M(##Miscellany, 26, not_holding); + notheld_mode = 1; + for (i=0 : i<8 : i++) kept_results-->i = results-->i; + results-->0 = ##Take; + results-->1 = 1; + results-->2 = not_holding; + } + } + + ! (Notice that implicit takes are only generated for the player, and not + ! for other actors. This avoids entirely logical, but misleading, text + ! being printed.) + + ! ...and return from the parser altogether, having successfully matched + ! a line. + + if (held_back_mode == 1) { + wn=hb_wn; + jump LookForMore; + } + rtrue; + + } ! end of if(token ~= ENDIT_TOKEN) else + } ! end of for(pcount++) + + .LineFailed; + ! The line has failed to match. + ! We continue the outer "for" loop, trying the next line in the grammar. + + if (line_etype < 100) etype = line_etype; + if (etype > best_etype) best_etype = etype; + if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype; + + ! ...unless the line was something like "take all" which failed because + ! nothing matched the "all", in which case we stop and give an error now. + + if (take_all_rule == 2 && etype==NOTHING_PE) break; + + } ! end of for(line++) + + ! The grammar is exhausted: every line has failed to match. + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! H: Cheaply parse otherwise unrecognised conversation and return + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + .GiveError; + + etype = best_etype; + + ! Errors are handled differently depending on who was talking. + ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then + ! it is taken as conversation which the parser has no business in disallowing. + + if (actor ~= player) { + if (usual_grammar_after ~= 0) { + verb_wordnum = usual_grammar_after; + jump AlmostReParse; + } + wn = verb_wordnum; + special_word = NextWord(); + if (special_word == comma_word) { + special_word = NextWord(); + verb_wordnum++; + } + special_number = TryNumber(verb_wordnum); + results-->0 = ##NotUnderstood; + results-->1 = 2; + results-->2 = 1; special_number1 = special_word; + results-->3 = actor; + consult_from = verb_wordnum; consult_words = num_words-consult_from+1; + rtrue; + } + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! I: Print best possible error message + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! If the player was the actor (eg, in "take dfghh") the error must be + ! printed, and fresh input called for. In four cases the oops word + ! must be jiggled (where oops_from is set to something). + + if (ParserError(etype)) jump ReType; + if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType; + pronoun_word = pronoun__word; pronoun_obj = pronoun__obj; + + if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; } + if (etype == UPTO_PE) { L__M(##Miscellany, 28); + for (m=0 : m<32 : m++) pattern-->m = pattern2-->m; + pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56); + oops_from = wn-1; + } + if (etype == NUMBER_PE) L__M(##Miscellany, 29); + if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops;} + if (etype == TOOLIT_PE) L__M(##Miscellany, 31); + if (etype == NOTHELD_PE) { L__M(##Miscellany, 32, not_holding); oops_from=saved_oops; } + if (etype == MULTI_PE) L__M(##Miscellany, 33); + if (etype == MMULTI_PE) L__M(##Miscellany, 34); + if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word); + if (etype == EXCEPT_PE) L__M(##Miscellany, 36); + if (etype == ANIMA_PE) L__M(##Miscellany, 37); + if (etype == VERB_PE) L__M(##Miscellany, 38); + if (etype == SCENERY_PE) L__M(##Miscellany, 39); + if (etype == ITGONE_PE) { + if (pronoun_obj == NULL) + L__M(##Miscellany, 35, pronoun_word); + else L__M(##Miscellany, 40, pronoun_word, pronoun_obj); + } + if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41); + if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had); + if (etype == NOTHING_PE) { + if (results-->0 == ##Remove && results-->3 ofclass Object) { + noun = results-->3; ! ensure valid for messages + if (noun has animate) L__M(##Miscellany, 44, verb_word); + else if (noun hasnt container or supporter) L__M(##Insert, 2, noun); + else if (noun has container && noun hasnt open) L__M(##Take, 9, noun); + else if (children(noun)==0) L__M(##Search, 6, noun); + else results-->0 = 0; + } + if (results-->0 ~= ##Remove) { + if (multi_wanted == 100) L__M(##Miscellany, 43); + else { + #Ifdef NO_TAKE_ALL; + if (take_all_rule == 2) L__M(##Miscellany, 59); + else L__M(##Miscellany, 44, verb_word); + #Ifnot; + L__M(##Miscellany, 44, verb_word); + #Endif; ! NO_TAKE_ALL + } + } + } + if (etype == ASKSCOPE_PE) { + scope_stage = 3; + if (scope_error() == -1) { + best_etype = nextbest_etype; + jump GiveError; + } + } + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! J: Retry the whole lot + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! And go (almost) right back to square one... + + jump ReType; + + ! ...being careful not to go all the way back, to avoid infinite repetition + ! of a deferred command causing an error. + + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! K: Last thing: check for "then" and further instructions(s), return. + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! At this point, the return value is all prepared, and we are only looking + ! to see if there is a "then" followed by subsequent instruction(s). + + .LookForMore; + + if (wn > num_words) rtrue; + + i = NextWord(); + if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) { + if (wn > num_words) { + held_back_mode = false; + return; + } + i = WordAddress(verb_wordnum); + j = WordAddress(wn); + for (: i0 = ' '; + i = NextWord(); + if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) { + ! Delete the words "then again" from the again buffer, + ! in which we have just realised that it must occur: + ! prevents an infinite loop on "i. again" + + i = WordAddress(wn-2)-buffer; + if (wn > num_words) j = INPUT_BUFFER_LEN-1; + else j = WordAddress(wn)-buffer; + for (: ii = ' '; + } + Tokenise__(buffer,parse); + held_back_mode = true; + return; + } + best_etype = UPTO_PE; + jump GiveError; + +]; ! end of Parser__parse + +[ ScopeCeiling person act; + act = parent(person); + if (act == 0) return person; + if (person == player && location == thedark) return thedark; + while (parent(act)~=0 && (act has transparent || act has supporter || + (act has container && act has open))) + act = parent(act); + return act; +]; + +! ---------------------------------------------------------------------------- +! Descriptors() +! +! Handles descriptive words like "my", "his", "another" and so on. +! Skips "the", and leaves wn pointing to the first misunderstood word. +! +! Allowed to set up for a plural only if allow_p is set +! +! Returns error number, or 0 if no error occurred +! ---------------------------------------------------------------------------- + +Constant OTHER_BIT = 1; ! These will be used in Adjudicate() +Constant MY_BIT = 2; ! to disambiguate choices +Constant THAT_BIT = 4; +Constant PLURAL_BIT = 8; +Constant LIT_BIT = 16; +Constant UNLIT_BIT = 32; + +[ ResetDescriptors; + indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0; + indef_possambig = false; + indef_owner = nothing; + indef_cases = $$111111111111; + indef_nspec_at = 0; +]; + +[ Descriptors allows_multiple o x flag cto type m n; + ResetDescriptors(); + if (wn > num_words) return 0; + m = wn; + for (flag=true : flag :) { + o = NextWordStopped(); flag = false; + for (x=1 : x<=LanguageDescriptors-->0 : x=x+4) + if (o == LanguageDescriptors-->x) { + flag = true; + type = LanguageDescriptors-->(x+2); + if (type ~= DEFART_PK) indef_mode = true; + indef_possambig = true; + indef_cases = indef_cases & (LanguageDescriptors-->(x+1)); + if (type == POSSESS_PK) { + cto = LanguageDescriptors-->(x+3); + switch (cto) { + 0: indef_type = indef_type | MY_BIT; + 1: indef_type = indef_type | THAT_BIT; + default: + indef_owner = PronounValue(cto); + if (indef_owner == NULL) indef_owner = InformParser; + } + } + if (type == light) indef_type = indef_type | LIT_BIT; + if (type == -light) indef_type = indef_type | UNLIT_BIT; + } + if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) { + indef_mode = 1; flag = 1; + indef_type = indef_type | OTHER_BIT; + } + if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) { + indef_mode = 1; flag = 1; indef_wanted = 100; + if (take_all_rule == 1) take_all_rule = 2; + indef_type = indef_type | PLURAL_BIT; + } + if (allow_plurals && allows_multiple) { + n = TryNumber(wn-1); + if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; } + if (n > 1) { + indef_guess_p = 1; + indef_mode = 1; flag = 1; indef_wanted = n; + indef_nspec_at = wn-1; + indef_type = indef_type | PLURAL_BIT; + } + } + if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD) + wn--; ! Skip 'of' after these + } + wn--; + num_desc = wn - m; + return 0; +]; + +! ---------------------------------------------------------------------------- +! CreatureTest: Will this person do for a "creature" token? +! ---------------------------------------------------------------------------- + +[ CreatureTest obj; + if (actor ~= player) rtrue; + if (obj has animate) rtrue; + if (obj hasnt talkable) rfalse; + if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue; + rfalse; +]; + +[ PrepositionChain wd index; + if (line_tdata-->index == wd) return wd; + if ((line_token-->index)->0 & $20 == 0) return -1; + do { + if (line_tdata-->index == wd) return wd; + index++; + } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0)); + return -1; +]; + +! ---------------------------------------------------------------------------- +! ParseToken(type, data): +! Parses the given token, from the current word number wn, with exactly +! the specification of a general parsing routine. +! (Except that for "topic" tokens and prepositions, you need to supply +! a position in a valid grammar line as third argument.) +! +! Returns: +! GPR_REPARSE for "reconstructed input, please re-parse from scratch" +! GPR_PREPOSITION for "token accepted with no result" +! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead" +! 0 for "token accepted, result is the multiple object list" +! 1 for "token accepted, result is the number in parsed_number" +! object num for "token accepted with this object as result" +! -1 for "token rejected" +! +! (A) Analyse the token; handle all tokens not involving +! object lists and break down others into elementary tokens +! (B) Begin parsing an object list +! (C) Parse descriptors (articles, pronouns, etc.) in the list +! (D) Parse an object name +! (E) Parse connectives ("and", "but", etc.) and go back to (C) +! (F) Return the conclusion of parsing an object list +! ---------------------------------------------------------------------------- + +[ ParseToken given_ttype given_tdata token_n x y; + x = lookahead; lookahead = NOUN_TOKEN; + y = ParseToken__(given_ttype,given_tdata,token_n); + if (y == GPR_REPARSE) Tokenise__(buffer,parse); + lookahead = x; return y; +]; + +[ ParseToken__ given_ttype given_tdata token_n + token l o i j k and_parity single_object desc_wn many_flag + token_allows_multiple prev_indef_wanted; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! A: Analyse token; handle all not involving object lists, break down others + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + token_filter = 0; + + switch (given_ttype) { + ELEMENTARY_TT: + switch (given_tdata) { + SPECIAL_TOKEN: + l = TryNumber(wn); + special_word = NextWord(); + #Ifdef DEBUG; + if (l ~= -1000) + if (parser_trace >= 3) print " [Read special as the number ", l, "]^"; + #Endif; ! DEBUG + if (l == -1000) { + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^"; + #Endif; ! DEBUG + l = special_word; + } + parsed_number = l; return GPR_NUMBER; + + NUMBER_TOKEN: + l=TryNumber(wn++); + if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; } + #Ifdef DEBUG; + if (parser_trace>=3) print " [Read number as ", l, "]^"; + #Endif; ! DEBUG + parsed_number = l; return GPR_NUMBER; + + CREATURE_TOKEN: + if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell) + scope_reason = TALKING_REASON; + + TOPIC_TOKEN: + consult_from = wn; + if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) && + (line_token-->(token_n+1) ~= ENDIT_TOKEN)) + RunTimeError(13); + do o = NextWordStopped(); + until (o == -1 || PrepositionChain(o, token_n+1) ~= -1); + wn--; + consult_words = wn-consult_from; + if (consult_words == 0) return GPR_FAIL; + if (action_to_be == ##Ask or ##Answer or ##Tell) { + o = wn; wn = consult_from; parsed_number = NextWord(); + #Ifdef EnglishNaturalLanguage; + if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord(); + #Endif; ! EnglishNaturalLanguage + wn = o; return 1; + } + if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT)) + return GPR_FAIL; ! don't infer if required preposition is absent + return GPR_PREPOSITION; + } + + PREPOSITION_TT: + #Iffalse (Grammar__Version == 1); + ! Is it an unnecessary alternative preposition, when a previous choice + ! has already been matched? + if ((token->0) & $10) return GPR_PREPOSITION; + #Endif; ! Grammar__Version + + ! If we've run out of the player's input, but still have parameters to + ! specify, we go into "infer" mode, remembering where we are and the + ! preposition we are inferring... + + if (wn > num_words) { + if (inferfrom==0 && parameterspcount = REPARSE_CODE + Dword__No(given_tdata); + } + + ! If we are not inferring, then the line is wrong... + + if (inferfrom == 0) return -1; + + ! If not, then the line is right but we mark in the preposition... + + pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata); + return GPR_PREPOSITION; + } + + o = NextWord(); + + pattern-->pcount = REPARSE_CODE + Dword__No(o); + + ! Whereas, if the player has typed something here, see if it is the + ! required preposition... if it's wrong, the line must be wrong, + ! but if it's right, the token is passed (jump to finish this token). + + if (o == given_tdata) return GPR_PREPOSITION; + #Iffalse (Grammar__Version == 1); + if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION; + #Endif; ! Grammar__Version + return -1; + + GPR_TT: + l = given_tdata(); + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^"; + #Endif; ! DEBUG + return l; + + SCOPE_TT: + scope_token = given_tdata; + scope_stage = 1; + l = scope_token(); + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^"; + #Endif; ! DEBUG + if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN; + + ATTR_FILTER_TT: + token_filter = 1 + given_tdata; + given_tdata = NOUN_TOKEN; + + ROUTINE_FILTER_TT: + token_filter = given_tdata; + given_tdata = NOUN_TOKEN; + + } ! end of switch(given_ttype) + + token = given_tdata; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! B: Begin parsing an object list + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! There are now three possible ways we can be here: + ! parsing an elementary token other than "special" or "number"; + ! parsing a scope token; + ! parsing a noun-filter token (either by routine or attribute). + ! + ! In each case, token holds the type of elementary parse to + ! perform in matching one or more objects, and + ! token_filter is 0 (default), an attribute + 1 for an attribute filter + ! or a routine address for a routine filter. + + token_allows_multiple = false; + if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) + token_allows_multiple = true; + + many_flag = false; and_parity = true; dont_infer = false; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! C: Parse descriptors (articles, pronouns, etc.) in the list + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! We expect to find a list of objects next in what the player's typed. + + .ObjectList; + + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Object list from word ", wn, "]^"; + #Endif; ! DEBUG + + ! Take an advance look at the next word: if it's "it" or "them", and these + ! are unset, set the appropriate error number and give up on the line + ! (if not, these are still parsed in the usual way - it is not assumed + ! that they still refer to something in scope) + + o = NextWord(); wn--; + + pronoun_word = NULL; pronoun_obj = NULL; + l = PronounValue(o); + if (l ~= 0) { + pronoun_word = o; pronoun_obj = l; + if (l == NULL) { + ! Don't assume this is a use of an unset pronoun until the + ! descriptors have been checked, because it might be an + ! article (or some such) instead + + for (l=1 : l<=LanguageDescriptors-->0 : l=l+4) + if (o == LanguageDescriptors-->l) jump AssumeDescriptor; + pronoun__word = pronoun_word; pronoun__obj = pronoun_obj; + etype = VAGUE_PE; return GPR_FAIL; + } + } + + .AssumeDescriptor; + + if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; } + + allow_plurals = true; + desc_wn = wn; + + .TryAgain; + + ! First, we parse any descriptive words (like "the", "five" or "every"): + l = Descriptors(token_allows_multiple); + if (l ~= 0) { etype = l; return GPR_FAIL; } + + .TryAgain2; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! D: Parse an object name + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! This is an actual specified object, and is therefore where a typing error + ! is most likely to occur, so we set: + + oops_from = wn; + + ! So, two cases. Case 1: token not equal to "held" + ! but we may well be dealing with multiple objects + + ! In either case below we use NounDomain, giving it the token number as + ! context, and two places to look: among the actor's possessions, and in the + ! present location. (Note that the order depends on which is likeliest.) + if (token ~= HELD_TOKEN) { + i = multiple_object-->0; + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^"; + #Endif; ! DEBUG + l = NounDomain(actors_location, actor, token); + if (l == REPARSE_CODE) return l; ! Reparse after Q&A + if (l ~= nothing && l ~= 1 && l notin actor && token == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) { + if (ImplicitTake(l)) { + etype = NOTHELD_PE; + jump FailToken; + } + } + + if (indef_wanted == 100 && l == 0 && number_matched == 0) + l = 1; ! ReviseMulti if TAKE ALL FROM empty container + + if (token_allows_multiple && ~~multiflag) { + if (best_etype==MULTI_PE) best_etype=STUCK_PE; + multiflag = true; + } + if (l == 0) { + if (indef_possambig) { + saved_ml = match_length; + ResetDescriptors(); + wn = desc_wn; + jump TryAgain2; + } + if (etype ~=TOOFEW_PE && (multiflag || etype ~= MULTI_PE)) + etype = CantSee(); + jump FailToken; + } ! Choose best error + + #Ifdef DEBUG; + if (parser_trace >= 3) { + if (l > 1) print " [NounDomain returned ", (the) l, "]^"; + else { + print " [NounDomain appended to the multiple object list:^"; + k = multiple_object-->0; + for (j=i+1 : j<=k : j++) + print " Entry ", j, ": ", (The) multiple_object-->j, + " (", multiple_object-->j, ")^"; + print " List now has size ", k, "]^"; + } + } + #Endif; ! DEBUG + + if (l == 1) { + if (~~many_flag) many_flag = true; + else { ! Merge with earlier ones + k = multiple_object-->0; ! (with either parity) + multiple_object-->0 = i; + for (j=i+1 : j<=k : j++) { + if (and_parity) MultiAdd(multiple_object-->j); + else MultiSub(multiple_object-->j); + } + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Merging ", k-i, " new objects to the ", i, " old ones]^"; + #Endif; ! DEBUG + } + } + else { + ! A single object was indeed found + + if (match_length == 0 && indef_possambig) { + ! So the answer had to be inferred from no textual data, + ! and we know that there was an ambiguity in the descriptor + ! stage (such as a word which could be a pronoun being + ! parsed as an article or possessive). It's worth having + ! another go. + + ResetDescriptors(); + wn = desc_wn; + jump TryAgain2; + } + + if (token == CREATURE_TOKEN && CreatureTest(l) == 0) { + etype = ANIMA_PE; + jump FailToken; + } ! Animation is required + + if (~~many_flag) single_object = l; + else { + if (and_parity) MultiAdd(l); else MultiSub(l); + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Combining ", (the) l, " with list]^"; + #Endif; ! DEBUG + } + } + + } else { + ! Case 2: token is "held" (which fortunately can't take multiple objects) + ! and may generate an implicit take + l = NounDomain(actor,actors_location,token); ! Same as above... + if (l == REPARSE_CODE) return GPR_REPARSE; + if (l == 0) { + if (indef_possambig) { + ResetDescriptors(); + wn = desc_wn; + jump TryAgain2; + } + etype = CantSee(); jump FailToken; ! Choose best error + } + + ! ...until it produces something not held by the actor. Then an implicit + ! take must be tried. If this is already happening anyway, things are too + ! confused and we have to give up (but saving the oops marker so as to get + ! it on the right word afterwards). + ! The point of this last rule is that a sequence like + ! + ! > read newspaper + ! (taking the newspaper first) + ! The dwarf unexpectedly prevents you from taking the newspaper! + ! + ! should not be allowed to go into an infinite repeat - read becomes + ! take then read, but take has no effect, so read becomes take then read... + ! Anyway for now all we do is record the number of the object to take. + + o = parent(l); + + if (o ~= actor) { + if (notheld_mode == 1) { + saved_oops = oops_from; + etype = NOTHELD_PE; + jump FailToken; + } + not_holding = l; + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Allowing object ", (the) l, " for now]^"; + #Endif; ! DEBUG + } + single_object = l; + } ! end of if (token ~= HELD_TOKEN) else + + ! The following moves the word marker to just past the named object... + + wn = oops_from + match_length; + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! E: Parse connectives ("and", "but", etc.) and go back to (C) + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! Object(s) specified now: is that the end of the list, or have we reached + ! "and", "but" and so on? If so, create a multiple-object list if we + ! haven't already (and are allowed to). + + .NextInList; + + o = NextWord(); + + if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) { + + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Read connective '", (address) o, "']^"; + #Endif; ! DEBUG + + k = NextWord(); + if (k ~= AND1__WD) wn--; ! allow Serial commas in input + if (k > 0 && (k->#dict_par1) & (DICT_NOUN+DICT_VERB) == DICT_VERB) { + wn--; ! player meant 'THEN' + jump PassToken; + } + if (~~token_allows_multiple) { + if (multiflag) jump PassToken; ! give UPTO_PE error + etype=MULTI_PE; + jump FailToken; + } + + if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity; + + if (~~many_flag) { + multiple_object-->0 = 1; + multiple_object-->1 = single_object; + many_flag = true; + #Ifdef DEBUG; + if (parser_trace >= 3) print " [Making new list from ", (the) single_object, "]^"; + #Endif; ! DEBUG + } + dont_infer = true; inferfrom=0; ! Don't print (inferences) + jump ObjectList; ! And back around + } + + wn--; ! Word marker back to first not-understood word + + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + ! + ! F: Return the conclusion of parsing an object list + ! + !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + + ! Happy or unhappy endings: + + .PassToken; + + if (many_flag) { + single_object = GPR_MULTIPLE; + multi_context = token; + } + else { + if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) { + if (indef_wanted < 100 && indef_wanted > 1) { + multi_had = 1; multi_wanted = indef_wanted; + etype = TOOFEW_PE; + jump FailToken; + } + } + } + return single_object; + + .FailToken; + + ! If we were only guessing about it being a plural, try again but only + ! allowing singulars (so that words like "six" are not swallowed up as + ! Descriptors) + + if (allow_plurals && indef_guess_p == 1) { + #Ifdef DEBUG; + if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^"; + #Endif; + prev_indef_wanted = indef_wanted; + allow_plurals = false; + wn = desc_wn; + jump TryAgain; + } + + if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE; + + return GPR_FAIL; + +]; ! end of ParseToken__ + +! ---------------------------------------------------------------------------- +! NounDomain does the most substantial part of parsing an object name. +! +! It is given two "domains" - usually a location and then the actor who is +! looking - and a context (i.e. token type), and returns: +! +! 0 if no match at all could be made, +! 1 if a multiple object was made, +! k if object k was the one decided upon, +! REPARSE_CODE if it asked a question of the player and consequently rewrote +! the player's input, so that the whole parser should start again +! on the rewritten input. +! +! In the case when it returns 1= 4) { + print " [NounDomain called at word ", wn, "]^"; + print " "; + if (indef_mode) { + print "seeking indefinite object: "; + if (indef_type & OTHER_BIT) print "other "; + if (indef_type & MY_BIT) print "my "; + if (indef_type & THAT_BIT) print "that "; + if (indef_type & PLURAL_BIT) print "plural "; + if (indef_type & LIT_BIT) print "lit "; + if (indef_type & UNLIT_BIT) print "unlit "; + if (indef_owner ~= 0) print "owner:", (name) indef_owner; + new_line; + print " number wanted: "; + if (indef_wanted == 100) print "all"; else print indef_wanted; + new_line; + print " most likely GNAs of names: ", indef_cases, "^"; + } + else print "seeking definite object^"; + } + #Endif; ! DEBUG + + match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0; + + SearchScope(domain1, domain2, context); + + #Ifdef DEBUG; + if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^"; + #Endif; ! DEBUG + + wn = match_from+match_length; + + ! If nothing worked at all, leave with the word marker skipped past the + ! first unmatched word... + + if (number_matched == 0) { wn++; rfalse; } + + ! Suppose that there really were some words being parsed (i.e., we did + ! not just infer). If so, and if there was only one match, it must be + ! right and we return it... + if (match_from <= num_words) { + if (number_matched == 1) { + i=match_list-->0; + if (indef_mode) { + if ((indef_type & LIT_BIT) && i hasnt light) rfalse; + if ((indef_type & UNLIT_BIT) && i has light) rfalse; + } + return i; + } + + ! ...now suppose that there was more typing to come, i.e. suppose that + ! the user entered something beyond this noun. If nothing ought to follow, + ! then there must be a mistake, (unless what does follow is just a full + ! stop, and or comma) + + if (wn <= num_words) { + i = NextWord(); wn--; + if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word + or THEN1__WD or THEN2__WD or THEN3__WD + or BUT1__WD or BUT2__WD or BUT3__WD) { + if (lookahead == ENDIT_TOKEN) rfalse; + } + } + } + + ! Now look for a good choice, if there's more than one choice... + + number_of_classes = 0; + + if (match_length == 0 && indef_mode && indef_wanted ~= 100) + number_matched = 0; ! ask question for 'take three' + if (number_matched == 1) i = match_list-->0; + if (number_matched > 1) { + i = Adjudicate(context); + if (i == -1) rfalse; + if (i == 1) rtrue; ! Adjudicate has made a multiple + ! object, and we pass it on + } + + ! If i is non-zero here, one of two things is happening: either + ! (a) an inference has been successfully made that object i is + ! the intended one from the user's specification, or + ! (b) the user finished typing some time ago, but we've decided + ! on i because it's the only possible choice. + ! In either case we have to keep the pattern up to date, + ! note that an inference has been made and return. + ! (Except, we don't note which of a pile of identical objects.) + + if (i ~= 0) { + if (dont_infer) return i; + if (inferfrom == 0) inferfrom=pcount; + pattern-->pcount = i; + return i; + } + + ! If we get here, there was no obvious choice of object to make. If in + ! fact we've already gone past the end of the player's typing (which + ! means the match list must contain every object in scope, regardless + ! of its name), then it's foolish to give an enormous list to choose + ! from - instead we go and ask a more suitable question... + + if (match_from > num_words) jump Incomplete; + return AskPlayer(context); + + ! Now we come to the question asked when the input has run out + ! and can't easily be guessed (eg, the player typed "take" and there + ! were plenty of things which might have been meant). + + .Incomplete; + + if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed + if (context == CREATURE_TOKEN) L__M(##Miscellany, 48, actor); + else L__M(##Miscellany, 49, actor); + + #Ifdef TARGET_ZCODE; + for (i=2 : ii = ' '; + #Endif; ! TARGET_ZCODE + answer_words = Keyboard(buffer2, parse2); + + first_word = WordValue(1, parse2); + #Ifdef LanguageIsVerb; + if (first_word == 0) { + j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j; + } + #Endif; ! LanguageIsVerb + + ! Once again, if the reply looks like a command, give it to the + ! parser to get on with and forget about the question... + + ! Once again, if the reply looks like a command + ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get + ! on with and forget about the question... + + if (first_word) { + if ((first_word->#dict_par1) & DICT_VERB) { + CopyBuffer(buffer, buffer2); + return REPARSE_CODE; + } + if (NumberWords(parse2) > 2) { + j = WordValue(2, parse2); + k = WordValue(3, parse2); + if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) { + CopyBuffer(buffer, buffer2); + return REPARSE_CODE; + } + } + } + + ! ...but if we have a genuine answer, then: + ! + ! (1) we must glue in text suitable for anything that's been inferred. + + if (inferfrom ~= 0) { + for (j=inferfrom : jj == PATTERN_NULL) continue; + i = WORDSIZE + GetKeyBufLength(); + SetKeyBufLength(i-WORDSIZE + 1); + buffer->(i++) = ' '; + + #Ifdef DEBUG; + if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^"; + #Endif; ! DEBUG + + ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX. + + parse2-->1 = 0; + + ! An inferred object. Best we can do is glue in a pronoun. + ! (This is imperfect, but it's very seldom needed anyway.) + + if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) { + ! was the inference made from some noun words? + ! In which case, we can infer again. + if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue; + PronounNotice(pattern-->j); + for (k=1 : k<=LanguagePronouns-->0 : k=k+3) + if (pattern-->j == LanguagePronouns-->(k+2)) { + parse2-->1 = LanguagePronouns-->k; + #Ifdef DEBUG; + if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^"; + #Endif; ! DEBUG + break; + } + } + else { + ! An inferred preposition. + parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE); + #Ifdef DEBUG; + if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^"; + #Endif; ! DEBUG + } + + ! parse2-->1 now holds the dictionary address of the word to glue in. + + if (parse2-->1 ~= 0) { + k = buffer + i; + #Ifdef TARGET_ZCODE; + @output_stream 3 k; + print (address) parse2-->1; + @output_stream -3; + k = k-->0; + for (l=i : ll = buffer->(l+2); + #Ifnot; ! TARGET_GLULX + k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1); + l=l; ! suppress compiler warning + #Endif; ! TARGET_ + i = i + k; SetKeyBufLength(i-WORDSIZE); + } + } + } + + ! (2) we must glue the newly-typed text onto the end. + + i = WORDSIZE + GetKeyBufLength(); + buffer->(i++) = ' '; + SetKeyBufLength(GetKeyBufLength()+1); + for (j=0 : ji = buffer2->(j+WORDSIZE); + SetKeyBufLength(GetKeyBufLength()+1); + if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break; + } + + ! (3) we fill up the buffer with spaces, which is unnecessary, but may + ! help incorrectly-written interpreters to cope. + + #Ifdef TARGET_ZCODE; + for (: ii = ' '; + #Endif; ! TARGET_ZCODE + + return REPARSE_CODE; + +]; ! end of NounDomain + + +[ AskPlayer context i j k l first_word answer_words marker; + ! Now we print up the question, using the equivalence classes as worked + ! out by Adjudicate() so as not to repeat ourselves on plural objects... + + asking_player = true; + if (context == CREATURE_TOKEN) L__M(##Miscellany, 45); + else L__M(##Miscellany, 46); + + j = number_of_classes; marker = 0; + for (i=1 : i<=number_of_classes : i++) { + while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++; + k = match_list-->marker; + + if (match_classes-->marker > 0) print (the) k; else print (a) k; + + if (i < j-1) print (string) COMMA__TX; + if (i == j-1) print (SerialComma) j, (string) OR__TX; + } + L__M(##Miscellany, 57); + + ! ...and get an answer: + + .WhichOne; + #Ifdef TARGET_ZCODE; + for (i=WORDSIZE : ii = ' '; + #Endif; ! TARGET_ZCODE + answer_words = Keyboard(buffer2, parse2); + + first_word = WordValue(1, parse2); + asking_player = false; + + ! Take care of "all", because that does something too clever here to do + ! later on: + + if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) { + if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) { + l = multiple_object-->0; + for (i=0 : ii; + multiple_object-->(i+1+l) = k; + } + multiple_object-->0 = i+l; + rtrue; + } + L__M(##Miscellany, 47); + jump WhichOne; + } + + ! If the first word of the reply can be interpreted as a verb, then + ! assume that the player has ignored the question and given a new + ! command altogether. + ! (This is one time when it's convenient that the directions are + ! not themselves verbs - thus, "north" as a reply to "Which, the north + ! or south door" is not treated as a fresh command but as an answer.) + + #Ifdef LanguageIsVerb; + if (first_word == 0) { + j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j; + } + #Endif; ! LanguageIsVerb + if (first_word) { + if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) { + CopyBuffer(buffer, buffer2); + return REPARSE_CODE; + } + if (NumberWords(parse2) > 2) { + j = WordValue(2, parse2); + k = WordValue(3, parse2); + if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) { + CopyBuffer(buffer, buffer2); + return REPARSE_CODE; + } + } + } + + ! Now we insert the answer into the original typed command, as + ! words additionally describing the same object + ! (eg, > take red button + ! Which one, ... + ! > music + ! becomes "take music red button". The parser will thus have three + ! words to work from next time, not two.) + + k = WordAddress(match_from) - buffer; + l = GetKeyBufLength(buffer2) +1; + for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l); + for (i=0 : i(k+i) = buffer2->(WORDSIZE+i); + buffer->(k+l-1) = ' '; + SetKeyBufLength(GetKeyBufLength() + l); + + ! Having reconstructed the input, we warn the parser accordingly + ! and get out. + + return REPARSE_CODE; +]; + + +! ---------------------------------------------------------------------------- +! The Adjudicate routine tries to see if there is an obvious choice, when +! faced with a list of objects (the match_list) each of which matches the +! player's specification equally well. +! +! To do this it makes use of the context (the token type being worked on). +! It counts up the number of obvious choices for the given context +! (all to do with where a candidate is, except for 6 (animate) which is to +! do with whether it is animate or not); +! +! if only one obvious choice is found, that is returned; +! +! if we are in indefinite mode (don't care which) one of the obvious choices +! is returned, or if there is no obvious choice then an unobvious one is +! made; +! +! at this stage, we work out whether the objects are distinguishable from +! each other or not: if they are all indistinguishable from each other, +! then choose one, it doesn't matter which; +! +! otherwise, 0 (meaning, unable to decide) is returned (but remember that +! the equivalence classes we've just worked out will be needed by other +! routines to clear up this mess, so we can't economise on working them +! out). +! +! Returns -1 if an error occurred +! ---------------------------------------------------------------------------- + +Constant SCORE__CHOOSEOBJ = 1000; +Constant SCORE__IFGOOD = 500; +Constant SCORE__UNCONCEALED = 100; +Constant SCORE__BESTLOC = 60; +Constant SCORE__NEXTBESTLOC = 40; +Constant SCORE__NOTCOMPASS = 20; +Constant SCORE__NOTSCENERY = 10; +Constant SCORE__NOTACTOR = 5; +Constant SCORE__GNA = 1; +Constant SCORE__DIVISOR = 20; + +[ Adjudicate context i j k good_flag good_ones last n flag offset sovert; + #Ifdef DEBUG; + if (parser_trace >= 4) { + print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^"; + print " "; + if (indef_mode) { + print "indefinite type: "; + if (indef_type & OTHER_BIT) print "other "; + if (indef_type & MY_BIT) print "my "; + if (indef_type & THAT_BIT) print "that "; + if (indef_type & PLURAL_BIT) print "plural "; + if (indef_type & LIT_BIT) print "lit "; + if (indef_type & UNLIT_BIT) print "unlit "; + if (indef_owner ~= 0) print "owner:", (name) indef_owner; + new_line; + print " number wanted: "; + if (indef_wanted == 100) print "all"; else print indef_wanted; + new_line; + print " most likely GNAs of names: ", indef_cases, "^"; + } + else print "definite object^"; + } + #Endif; ! DEBUG + + j = number_matched-1; good_ones = 0; last = match_list-->0; + for (i=0 : i<=j : i++) { + n = match_list-->i; + match_scores-->i = 0; + + good_flag = false; + + switch (context) { + HELD_TOKEN, MULTIHELD_TOKEN: + if (parent(n) == actor) good_flag = true; + MULTIEXCEPT_TOKEN: + if (advance_warning == -1) { + good_flag = true; + } + else { + if (n ~= advance_warning) good_flag = true; + } + MULTIINSIDE_TOKEN: + if (advance_warning == -1) { + if (parent(n) ~= actor) good_flag = true; + } + else { + if (n in advance_warning) good_flag = true; + } + CREATURE_TOKEN: + if (CreatureTest(n) == 1) good_flag = true; + default: + good_flag = true; + } + + if (good_flag) { + match_scores-->i = SCORE__IFGOOD; + good_ones++; last = n; + } + } + if (good_ones == 1) return last; + + ! If there is ambiguity about what was typed, but it definitely wasn't + ! animate as required, then return anything; higher up in the parser + ! a suitable error will be given. (This prevents a question being asked.) + + if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0; + + if (indef_mode == 0) indef_type=0; + + ScoreMatchL(context); + if (number_matched == 0) return -1; + + if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) { + if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN + or MULTIINSIDE_TOKEN) { + etype = MULTI_PE; + return -1; + } + i = 0; offset = multiple_object-->0; sovert = -1; + for (j=BestGuess() : j~=-1 && i(i+offset) = j; + #Ifdef DEBUG; + if (parser_trace >= 4) print " Accepting it^"; + #Endif; ! DEBUG + } + else { + i = i; + #Ifdef DEBUG; + if (parser_trace >= 4) print " Rejecting it^"; + #Endif; ! DEBUG + } + } + if (i < indef_wanted && indef_wanted < 100) { + etype = TOOFEW_PE; multi_wanted = indef_wanted; + multi_had=i; + return -1; + } + multiple_object-->0 = i+offset; + multi_context = context; + #Ifdef DEBUG; + if (parser_trace >= 4) + print " Made multiple object of size ", i, "]^"; + #Endif; ! DEBUG + return 1; + } + + for (i=0 : ii = 0; + + n = 1; + for (i=0 : ii == 0) { + match_classes-->i = n++; flag = 0; + for (j=i+1 : jj == 0 && Identical(match_list-->i, match_list-->j) == 1) { + flag=1; + match_classes-->j = match_classes-->i; + } + if (flag == 1) match_classes-->i = 1-n; + } + n--; number_of_classes = n; + + #Ifdef DEBUG; + if (parser_trace >= 4) { + print " Grouped into ", n, " possibilities by name:^"; + for (i=0 : ii > 0) + print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ", + match_classes-->i, "^"; + } + #Endif; ! DEBUG + if (n == 1) dont_infer = true; + + if (indef_mode == 0) { + ! Is there now a single highest-scoring object? + i = SingleBestGuess(); + if (i >= 0) { + + #Ifdef DEBUG; + if (parser_trace >= 4) print " Single best-scoring object returned.]^"; + #Endif; ! DEBUG + return i; + } + } + + if (indef_mode == 0) { + if (n > 1) { + k = -1; + for (i=0 : ii > k) { + k = match_scores-->i; + j = match_classes-->i; j = j*j; + flag = 0; + } + else + if (match_scores-->i == k) { + if ((match_classes-->i) * (match_classes-->i) ~= j) + flag = 1; + } + } + + if (flag) { + #Ifdef DEBUG; + if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^"; + #Endif; ! DEBUG + return 0; + } + #Ifdef DEBUG; + if (parser_trace >= 4) print " Best choices are all from the same group.^"; + #Endif; ! DEBUG + } + } + + ! When the player is really vague, or there's a single collection of + ! indistinguishable objects to choose from, choose the one the player + ! most recently acquired, or if the player has none of them, then + ! the one most recently put where it is. + + return BestGuess(); + +]; ! Adjudicate + +! ---------------------------------------------------------------------------- +! ReviseMulti revises the multiple object which already exists, in the +! light of information which has come along since then (i.e., the second +! parameter). It returns a parser error number, or else 0 if all is well. +! This only ever throws things out, never adds new ones. +! ---------------------------------------------------------------------------- + +[ ReviseMulti second_p i low; + #Ifdef DEBUG; + if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0, + " with 2nd ", (name) second_p, "^"; + #Endif; ! DEBUG + + if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) { + for (i=1,low=0 : i<=multiple_object-->0 : i++) { + if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) || + (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) { + low++; + multiple_object-->low = multiple_object-->i; + } + } + multiple_object-->0 = low; + } + + if (multi_context == MULTI_TOKEN && action_to_be == ##Take) { + for (i=1,low=0 : i<=multiple_object-->0 : i++) + if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++; + #Ifdef DEBUG; + if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^"; + #Endif; ! DEBUG + if (take_all_rule == 2 || low > 0) { + for (i=1,low=0 : i<=multiple_object-->0 : i++) { + if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) { + low++; + multiple_object-->low = multiple_object-->i; + } + } + multiple_object-->0 = low; + } + } + + i = multiple_object-->0; + #Ifdef DEBUG; + if (parser_trace >= 4) print " Done: new size ", i, "^"; + #Endif; ! DEBUG + if (i == 0) return NOTHING_PE; + return 0; +]; + +! ---------------------------------------------------------------------------- +! ScoreMatchL scores the match list for quality in terms of what the +! player has vaguely asked for. Points are awarded for conforming with +! requirements like "my", and so on. Remove from the match list any +! entries which fail the basic requirements of the descriptors. +! ---------------------------------------------------------------------------- + +[ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s; +! if (indef_type & OTHER_BIT ~= 0) threshold++; + if (indef_type & MY_BIT ~= 0) threshold++; + if (indef_type & THAT_BIT ~= 0) threshold++; + if (indef_type & LIT_BIT ~= 0) threshold++; + if (indef_type & UNLIT_BIT ~= 0) threshold++; + if (indef_owner ~= nothing) threshold++; + + #Ifdef DEBUG; + if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ", + indef_type, ", satisfying ", threshold, " requirements:^"; + #Endif; ! DEBUG + + if (action_to_be ~= ##Take) + a_s = SCORE__NEXTBESTLOC; + l_s = SCORE__BESTLOC; + if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) { + a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC; + } + + for (i=0 : ii; its_owner = parent(obj); its_score=0; met=0; + + ! if (indef_type & OTHER_BIT ~= 0 + ! && obj ~= itobj or himobj or herobj) met++; + if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++; + if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++; + if (indef_type & LIT_BIT ~= 0 && obj has light) met++; + if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++; + if (indef_owner ~= 0 && its_owner == indef_owner) met++; + + if (met < threshold) { + #Ifdef DEBUG; + if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ", + (the) its_owner, " is rejected (doesn't match descriptors)^"; + #Endif; ! DEBUG + match_list-->i = -1; + } + else { + its_score = 0; + if (obj hasnt concealed) its_score = SCORE__UNCONCEALED; + + if (its_owner == actor) its_score = its_score + a_s; + else + if (its_owner == actors_location) its_score = its_score + l_s; + else { + #Ifdef TRADITIONAL_TAKE_ALL; + if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS; + #Ifnot; + if (its_owner ~= compass) + if (take_all_rule && its_owner && + its_owner has static or scenery && + (its_owner has supporter || + (its_owner has container && its_owner has open))) + its_score = its_score + l_s; + else + its_score = its_score + SCORE__NOTCOMPASS; + #Endif; ! TRADITIONAL_TAKE_ALL + } + j = ChooseObjects(obj, 2); + if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2); + its_score = its_score + SCORE__CHOOSEOBJ * j; + + if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY; + if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR; + + ! A small bonus for having the correct GNA, + ! for sorting out ambiguous articles and the like. + + if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj)))) + its_score = its_score + SCORE__GNA; + + match_scores-->i = match_scores-->i + its_score; + #Ifdef DEBUG; + if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, + ") in ", (the) its_owner, " : ", match_scores-->i, " points^"; + #Endif; ! DEBUG + } + } + + for (i=0 : ii == -1) { + if (i == number_matched-1) { number_matched--; break; } + for (j=i : jj = match_list-->(j+1); + match_scores-->j = match_scores-->(j+1); + } + number_matched--; + } + } +]; + +! ---------------------------------------------------------------------------- +! BestGuess makes the best guess it can out of the match list, assuming that +! everything in the match list is textually as good as everything else; +! however it ignores items marked as -1, and so marks anything it chooses. +! It returns -1 if there are no possible choices. +! ---------------------------------------------------------------------------- + +[ BestGuess earliest its_score best i; + earliest = 0; best = -1; + for (i=0 : ii >= 0) { + its_score = match_scores-->i; + if (its_score > best) { best = its_score; earliest = i; } + } + } + #Ifdef DEBUG; + if (parser_trace >= 4) + if (best < 0) print " Best guess ran out of choices^"; + else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^"; + #Endif; ! DEBUG + if (best < 0) return -1; + i = match_list-->earliest; + match_list-->earliest = -1; + bestguess_score = best; + return i; +]; + +! ---------------------------------------------------------------------------- +! SingleBestGuess returns the highest-scoring object in the match list +! if it is the clear winner, or returns -1 if there is no clear winner +! ---------------------------------------------------------------------------- + +[ SingleBestGuess earliest its_score best i; + earliest = -1; best = -1000; + for (i=0 : ii; + if (its_score == best) earliest = -1; + if (its_score > best) { best = its_score; earliest = match_list-->i; } + } + bestguess_score = best; + return earliest; +]; + +! ---------------------------------------------------------------------------- +! Identical decides whether or not two objects can be distinguished from +! each other by anything the player can type. If not, it returns true. +! ---------------------------------------------------------------------------- + +[ Identical o1 o2 p1 p2 n1 n2 i j flag; + if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side + if (o1 == 0 || o2 == 0) rfalse; ! Similarly + if (parent(o1) == compass || parent(o2) == compass) rfalse; ! Saves time + + ! What complicates things is that o1 or o2 might have a parsing routine, + ! so the parser can't know from here whether they are or aren't the same. + ! If they have different parsing routines, we simply assume they're + ! different. If they have the same routine (which they probably got from + ! a class definition) then the decision process is as follows: + ! + ! the routine is called (with self being o1, not that it matters) + ! with noun and second being set to o1 and o2, and action being set + ! to the fake action TheSame. If it returns -1, they are found + ! identical; if -2, different; and if >=0, then the usual method + ! is used instead. + + if (o1.parse_name ~= 0 || o2.parse_name ~= 0) { + if (o1.parse_name ~= o2.parse_name) rfalse; + parser_action = ##TheSame; parser_one = o1; parser_two = o2; + j = wn; i = RunRoutines(o1,parse_name); wn = j; + if (i == -1) rtrue; + if (i == -2) rfalse; + } + + ! This is the default algorithm: do they have the same words in their + ! "name" (i.e. property no. 1) properties. (Note that the following allows + ! for repeated words and words in different orders.) + + p1 = o1.&1; n1 = (o1.#1)/WORDSIZE; + p2 = o2.&1; n2 = (o2.#1)/WORDSIZE; + + ! for (i=0 : ii, " "; } new_line; + ! for (i=0 : ii, " "; } new_line; + + for (i=0 : ii == p2-->j) flag = 1; + if (flag == 0) rfalse; + } + + for (j=0 : ji == p2-->j) flag = 1; + if (flag == 0) rfalse; + } + + ! print "Which are identical!^"; + rtrue; +]; + +! ---------------------------------------------------------------------------- +! PrintCommand reconstructs the command as it presently reads, from +! the pattern which has been built up +! +! If from is 0, it starts with the verb: then it goes through the pattern. +! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount: +! if 1, it goes up to pcount-1. +! +! Note that verbs and prepositions are printed out of the dictionary: +! and that since the dictionary may only preserve the first six characters +! of a word (in a V3 game), we have to hand-code the longer words needed. +! +! (Recall that pattern entries are 0 for "multiple object", 1 for "special +! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the +! preposition n) +! ---------------------------------------------------------------------------- + +[ PrintCommand from i k spacing_flag; + #Ifdef LanguageCommand; + LanguageCommand(from); + i = k = spacing_flag = 0; ! suppress warning + #Ifnot; + if (from == 0) { + i = verb_word; + if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0) + print (address) i; + from++; spacing_flag = true; + } + + for (k=from : kk; + if (i == PATTERN_NULL) continue; + if (spacing_flag) print (char) ' '; + if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; } + if (i == 1) { print (string) THAT__TX; jump TokenPrinted; } + if (i >= REPARSE_CODE) + print (address) No__Dword(i-REPARSE_CODE); + else + if (i in compass && LanguageVerbLikesAdverb(verb_word)) + LanguageDirection (i.door_dir); ! the direction name as adverb + else + print (the) i; + .TokenPrinted; + spacing_flag = true; + } + #Endif; ! LanguageCommand +]; + +! ---------------------------------------------------------------------------- +! The CantSee routine returns a good error number for the situation where +! the last word looked at didn't seem to refer to any object in context. +! +! The idea is that: if the actor is in a location (but not inside something +! like, for instance, a tank which is in that location) then an attempt to +! refer to one of the words listed as meaningful-but-irrelevant there +! will cause "you don't need to refer to that in this game" rather than +! "no such thing" or "what's 'it'?". +! (The advantage of not having looked at "irrelevant" local nouns until now +! is that it stops them from clogging up the ambiguity-resolving process. +! Thus game objects always triumph over scenery.) +! ---------------------------------------------------------------------------- + +[ CantSee i w e; + if (scope_token ~= 0) { + scope_error = scope_token; + return ASKSCOPE_PE; + } + + wn--; w = NextWord(); + e = CANTSEE_PE; + if (w == pronoun_word) { + pronoun__word = pronoun_word; pronoun__obj = pronoun_obj; + e = ITGONE_PE; + } + i = actor; while (parent(i) ~= 0) i = parent(i); + + wn--; + if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE; + else { + Descriptors(); ! skip past THE etc + if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE; + } + + if (saved_ml) + saved_oops = num_desc + match_from + saved_ml; + else + saved_oops = num_desc + match_from + match_length; + + wn++; + return e; +]; + +! ---------------------------------------------------------------------------- +! The MultiAdd routine adds object "o" to the multiple-object-list. +! +! This is only allowed to hold 63 objects at most, at which point it ignores +! any new entries (and sets a global flag so that a warning may later be +! printed if need be). +! ---------------------------------------------------------------------------- + +[ MultiAdd o i j; + i = multiple_object-->0; + if (i == 63) { toomany_flag = 1; rtrue; } + for (j=1 : j<=i : j++) + if (o == multiple_object-->j) rtrue; + i++; + multiple_object-->i = o; + multiple_object-->0 = i; +]; + +! ---------------------------------------------------------------------------- +! The MultiSub routine deletes object "o" from the multiple-object-list. +! +! It returns 0 if the object was there in the first place, and 9 (because +! this is the appropriate error number in Parser()) if it wasn't. +! ---------------------------------------------------------------------------- + +[ MultiSub o i j k et; + i = multiple_object-->0; et = 0; + for (j=1 : j<=i : j++) + if (o == multiple_object-->j) { + for (k=j : k<=i : k++) + multiple_object-->k = multiple_object-->(k+1); + multiple_object-->0 = --i; + return et; + } + et = 9; return et; +]; + +! ---------------------------------------------------------------------------- +! The MultiFilter routine goes through the multiple-object-list and throws +! out anything without the given attribute "attr" set. +! ---------------------------------------------------------------------------- + +[ MultiFilter attr i j o; + + .MFiltl; + + i = multiple_object-->0; + for (j=1 : j<=i : j++) { + o = multiple_object-->j; + if (o hasnt attr) { + MultiSub(o); + jump Mfiltl; + } + } +]; + +! ---------------------------------------------------------------------------- +! The UserFilter routine consults the user's filter (or checks on attribute) +! to see what already-accepted nouns are acceptable +! ---------------------------------------------------------------------------- + +[ UserFilter obj; + if (token_filter > 0 && token_filter < 49) { + if (obj has (token_filter-1)) rtrue; + rfalse; + } + noun = obj; + return token_filter(); +]; + +! ---------------------------------------------------------------------------- +! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse" +! (the main parse buffer) +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ MoveWord at1 b2 at2 x y; + x = at1*2-1; y = at2*2-1; + parse-->x++ = b2-->y++; + parse-->x = b2-->y; +]; + +#Ifnot; ! TARGET_GLULX + +[ MoveWord at1 b2 at2 x y; + x = at1*3-2; y = at2*3-2; + parse-->x++ = b2-->y++; + parse-->x++ = b2-->y++; + parse-->x = b2-->y; +]; + +#Endif; ! TARGET_ + +! ---------------------------------------------------------------------------- +! SearchScope domain1 domain2 context +! +! Works out what objects are in scope (possibly asking an outside routine), +! but does not look at anything the player has typed. +! ---------------------------------------------------------------------------- + +[ SearchScope domain1 domain2 context i is; + i = 0; + ! Everything is in scope to the debugging commands + + #Ifdef DEBUG; + if (scope_reason == PARSING_REASON + && LanguageVerbIsDebugging(verb_word)) { + + #Ifdef TARGET_ZCODE; + for (i=selfobj : i<=top_object : i++) + if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object)) + PlaceInScope(i); + #Ifnot; ! TARGET_GLULX + objectloop (i) + if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object)) + PlaceInScope(i); + #Endif; ! TARGET_ + rtrue; + } + #Endif; ! DEBUG + + ! First, a scope token gets priority here: + + if (scope_token ~= 0) { + scope_stage = 2; + if (scope_token()) rtrue; + } + + ! Pick up everything in the location except the actor's possessions; + ! then go through those. (This ensures the actor's possessions are in + ! scope even in Darkness.) + + if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) { + if (IsSeeThrough(advance_warning) == 1) + ScopeWithin(advance_warning, 0, context); + } + else { + ! Next, call any user-supplied routine adding things to the scope, + ! which may circumvent the usual routines altogether + ! if they return true: + + if (actor == domain1 or domain2) { + is = InScope(actor); + if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor); + if (is) rtrue; + } + + if (domain1 ~= 0 && domain1 has supporter or container) + ScopeWithin_O(domain1, domain1, context); + ScopeWithin(domain1, domain2, context); + if (domain2 ~= 0 && domain2 has supporter or container) + ScopeWithin_O(domain2, domain2, context); + ScopeWithin(domain2, 0, context); + } + + ! A special rule applies: + ! in Darkness as in light, the actor is always in scope to himself. + + if (thedark == domain1 or domain2) { + ScopeWithin_O(actor, actor, context); + if (parent(actor) has supporter or container) + ScopeWithin_O(parent(actor), parent(actor), context); + } +]; + +! ---------------------------------------------------------------------------- +! IsSeeThrough is used at various places: roughly speaking, it determines +! whether o being in scope means that the contents of o are in scope. +! ---------------------------------------------------------------------------- + +[ IsSeeThrough o; + if (o has supporter or transparent || + (o has container && o has open)) + rtrue; + rfalse; +]; + +! ---------------------------------------------------------------------------- +! PlaceInScope is provided for routines outside the library, and is not +! called within the parser (except for debugging purposes). +! ---------------------------------------------------------------------------- + +[ PlaceInScope thing; + if (scope_reason~=PARSING_REASON or TALKING_REASON) { + DoScopeAction(thing); rtrue; + } + wn = match_from; TryGivenObject(thing); placed_in_flag = 1; +]; + +! ---------------------------------------------------------------------------- +! DoScopeAction +! ---------------------------------------------------------------------------- + +[ DoScopeAction thing s p1; + s = scope_reason; p1 = parser_one; + #Ifdef DEBUG; + if (parser_trace >= 6) + print "[DSA on ", (the) thing, " with reason = ", scope_reason, + " p1 = ", parser_one, " p2 = ", parser_two, "]^"; + #Endif; ! DEBUG + switch (scope_reason) { + REACT_BEFORE_REASON: + if (thing.react_before == 0 or NULL) return; + #Ifdef DEBUG; + if (parser_trace >= 2) + print "[Considering react_before for ", (the) thing, "]^"; + #Endif; ! DEBUG + if (parser_one == 0) parser_one = RunRoutines(thing, react_before); + REACT_AFTER_REASON: + if (thing.react_after == 0 or NULL) return; + #Ifdef DEBUG; + if (parser_trace >= 2) + print "[Considering react_after for ", (the) thing, "]^"; + #Endif; ! DEBUG + if (parser_one == 0) parser_one = RunRoutines(thing, react_after); + EACH_TURN_REASON: + if (thing.each_turn == 0) return; + #Ifdef DEBUG; + if (parser_trace >= 2) + print "[Considering each_turn for ", (the) thing, "]^"; + #Endif; ! DEBUG + PrintOrRun(thing, each_turn); + TESTSCOPE_REASON: + if (thing == parser_one) parser_two = 1; + LOOPOVERSCOPE_REASON: + parser_one(thing); + parser_one=p1; + } + scope_reason = s; +]; + +! ---------------------------------------------------------------------------- +! ScopeWithin looks for objects in the domain which make textual sense +! and puts them in the match list. (However, it does not recurse through +! the second argument.) +! ---------------------------------------------------------------------------- + +[ ScopeWithin domain nosearch context x y; + if (domain == 0) rtrue; + + ! Special rule: the directions (interpreted as the 12 walls of a room) are + ! always in context. (So, e.g., "examine north wall" is always legal.) + ! (Unless we're parsing something like "all", because it would just slow + ! things down then, or unless the context is "creature".) + + if (indef_mode==0 && domain==actors_location + && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN) + ScopeWithin(compass); + + ! Look through the objects in the domain, avoiding "objectloop" in case + ! movements occur, e.g. when trying each_turn. + + x = child(domain); + while (x ~= 0) { + y = sibling(x); + ScopeWithin_O(x, nosearch, context); + x = y; + } +]; + +[ ScopeWithin_O domain nosearch context i ad n; + + ! If the scope reason is unusual, don't parse. + + if (scope_reason ~= PARSING_REASON or TALKING_REASON) { + DoScopeAction(domain); + jump DontAccept; + } + + ! "it" or "them" matches to the it-object only. (Note that (1) this means + ! that "it" will only be understood if the object in question is still + ! in context, and (2) only one match can ever be made in this case.) + + if (match_from <= num_words) { ! If there's any text to match, that is + wn = match_from; + i = NounWord(); + if (i == 1 && player == domain) MakeMatch(domain, 1); + if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1); + } + + ! Construing the current word as the start of a noun, can it refer to the + ! object? + + wn = match_from; + if (TryGivenObject(domain) > 0) + if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) { + ! This case arises if the player has typed a number in + ! which is hypothetically an indefinite descriptor: + ! e.g. "take two clubs". We have just checked the object + ! against the word "clubs", in the hope of eventually finding + ! two such objects. But we also backtrack and check it + ! against the words "two clubs", in case it turns out to + ! be the 2 of Clubs from a pack of cards, say. If it does + ! match against "two clubs", we tear up our original + ! assumption about the meaning of "two" and lapse back into + ! definite mode. + + wn = indef_nspec_at; + if (TryGivenObject(domain) > 0) { + match_from = indef_nspec_at; + ResetDescriptors(); + } + wn = match_from; + } + + .DontAccept; + + ! Shall we consider the possessions of the current object, as well? + ! Only if it's a container (so, for instance, if a dwarf carries a + ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword" + ! will). + ! Also, only if there are such possessions. + ! + ! Notice that the parser can see "into" anything flagged as + ! transparent - such as a dwarf whose sword you can get at. + + if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1) + ScopeWithin(domain,nosearch,context); + + ! Drag any extras into context + + ad = domain.&add_to_scope; + if (ad ~= 0) { + + ! Test if the property value is not an object. + #Ifdef TARGET_ZCODE; + i = (UnsignedCompare(ad-->0, top_object) > 0); + #Ifnot; ! TARGET_GLULX + i = (((ad-->0)->0) ~= $70); + #Endif; ! TARGET_ + + if (i) { + ats_flag = 2+context; + RunRoutines(domain, add_to_scope); + ats_flag = 0; + } + else { + n = domain.#add_to_scope; + for (i=0 : (WORDSIZE*i)i) + ScopeWithin_O(ad-->i, 0, context); + } + } +]; + +[ AddToScope obj; + if (ats_flag >= 2) + ScopeWithin_O(obj, 0, ats_flag-2); + if (ats_flag == 1) { + if (HasLightSource(obj)==1) ats_hls = 1; + } +]; + +! ---------------------------------------------------------------------------- +! MakeMatch looks at how good a match is. If it's the best so far, then +! wipe out all the previous matches and start a new list with this one. +! If it's only as good as the best so far, add it to the list. +! If it's worse, ignore it altogether. +! +! The idea is that "red panic button" is better than "red button" or "panic". +! +! number_matched (the number of words matched) is set to the current level +! of quality. +! +! We never match anything twice, and keep at most 64 equally good items. +! ---------------------------------------------------------------------------- + +[ MakeMatch obj quality i; + #Ifdef DEBUG; + if (parser_trace >= 6) print " Match with quality ",quality,"^"; + #Endif; ! DEBUG + if (token_filter ~= 0 && UserFilter(obj) == 0) { + #Ifdef DEBUG; + if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^"; + #Endif; ! DEBUG + rtrue; + } + if (quality < match_length) rtrue; + if (quality > match_length) { match_length = quality; number_matched = 0; } + else { + if (number_matched >= MATCH_LIST_SIZE) rtrue; + for (i=0 : ii == obj) rtrue; + } + match_list-->number_matched++ = obj; + #Ifdef DEBUG; + if (parser_trace >= 6) print " Match added to list^"; + #Endif; ! DEBUG +]; + +! ---------------------------------------------------------------------------- +! TryGivenObject tries to match as many words as possible in what has been +! typed to the given object, obj. If it manages any words matched at all, +! it calls MakeMatch to say so, then returns the number of words (or 1 +! if it was a match because of inadequate input). +! ---------------------------------------------------------------------------- + +[ TryGivenObject obj threshold k w j; + #Ifdef DEBUG; + if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^"; + #Endif; ! DEBUG + + dict_flags_of_noun = 0; + + ! If input has run out then always match, with only quality 0 (this saves + ! time). + + if (wn > num_words) { + if (indef_mode ~= 0) + dict_flags_of_noun = DICT_X654; ! Reject "plural" bit + MakeMatch(obj,0); + #Ifdef DEBUG; + if (parser_trace >= 5) print " Matched (0)^"; + #Endif; ! DEBUG + return 1; + } + + ! Ask the object to parse itself if necessary, sitting up and taking notice + ! if it says the plural was used: + + if (obj.parse_name~=0) { + parser_action = NULL; j=wn; + k = RunRoutines(obj,parse_name); + if (k > 0) { + wn=j+k; + + .MMbyPN; + + if (parser_action == ##PluralFound) + dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR; + + if (dict_flags_of_noun & DICT_PLUR) { + if (~~allow_plurals) k = 0; + else { + if (indef_mode == 0) { + indef_mode = 1; indef_type = 0; indef_wanted = 0; + } + indef_type = indef_type | PLURAL_BIT; + if (indef_wanted == 0) indef_wanted = 100; + } + } + + #Ifdef DEBUG; + if (parser_trace >= 5) print " Matched (", k, ")^"; + #Endif; ! DEBUG + MakeMatch(obj,k); + return k; + } + if (k == 0) jump NoWordsMatch; + wn = j; + } + + ! The default algorithm is simply to count up how many words pass the + ! Refers test: + + parser_action = NULL; + + w = NounWord(); + + if (w == 1 && player == obj) { k=1; jump MMbyPN; } + + if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; } + + j = --wn; + threshold = ParseNoun(obj); + if (threshold == -1) { + LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to + LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN; + threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj); + LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality + } + #Ifdef DEBUG; + if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^"; + #Endif; ! DEBUG + if (threshold < 0) wn++; + if (threshold > 0) { k = threshold; jump MMbyPN; } + + if (threshold == 0 || Refers(obj,wn-1) == 0) { + .NoWordsMatch; + if (indef_mode ~= 0) { + k = 0; parser_action = NULL; + jump MMbyPN; + } + rfalse; + } + + if (threshold < 0) { + threshold = 1; + dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100; + w = NextWord(); + while (Refers(obj, wn-1)) { + threshold++; + if (w) + dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR)); + w = NextWord(); + } + } + + k = threshold; + jump MMbyPN; +]; + +! ---------------------------------------------------------------------------- +! Refers works out whether the word at number wnum can refer to the object +! obj, returning true or false. The standard method is to see if the +! word is listed under "name" for the object, but this is more complex +! in languages other than English. +! ---------------------------------------------------------------------------- + +[ Refers obj wnum wd k l m; + if (obj == 0 || wnum <= 0) rfalse; + + #Ifdef LanguageRefers; + k = LanguageRefers(obj,wnum); if (k >= 0) return k; + #Endif; ! LanguageRefers + + k = wn; wn = wnum; wd = NextWordStopped(); wn = k; + + if (parser_inflection_func) { + k = parser_inflection(obj, wd); + if (k >= 0) return k; + m = -k; + } + else + m = parser_inflection; + + k = obj.&m; l = (obj.#m)/WORDSIZE-1; + for (m=0 : m<=l : m++) + if (wd == k-->m) rtrue; + rfalse; +]; + +[ WordInProperty wd obj prop k l m; + k = obj.∝ l = (obj.#prop)/WORDSIZE-1; + for (m=0 : m<=l : m++) + if (wd == k-->m) rtrue; + rfalse; +]; + +[ DictionaryLookup b l i; + for (i=0 : i(WORDSIZE+i) = b->i; + SetKeyBufLength(l, buffer2); + Tokenise__(buffer2, parse2); + return parse2-->1; +]; + +! ---------------------------------------------------------------------------- +! NounWord (which takes no arguments) returns: +! +! 0 if the next word is unrecognised or does not carry the "noun" bit in +! its dictionary entry, +! 1 if a word meaning "me", +! the index in the pronoun table (plus 2) of the value field of a pronoun, +! if the word is a pronoun, +! the address in the dictionary if it is a recognised noun. +! +! The "current word" marker moves on one. +! ---------------------------------------------------------------------------- + +[ NounWord i j s; + i = NextWord(); + if (i == 0) rfalse; + if (i == ME1__WD or ME2__WD or ME3__WD) return 1; + s = LanguagePronouns-->0; + for (j=1 : j<=s : j=j+3) + if (i == LanguagePronouns-->j) + return j+2; + if ((i->#dict_par1) & DICT_NOUN == 0) rfalse; + return i; +]; + +! ---------------------------------------------------------------------------- +! NextWord (which takes no arguments) returns: +! +! 0 if the next word is unrecognised, +! comma_word if a comma +! THEN1__WD if a full stop +! or the dictionary address if it is recognised. +! The "current word" marker is moved on. +! +! NextWordStopped does the same, but returns -1 when input has run out +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ NextWord i j; + if (wn <= 0 || wn > parse->1) { wn++; rfalse; } + i = wn*2-1; wn++; + j = parse-->i; + if (j == ',//') j = comma_word; + if (j == './/') j = THEN1__WD; + return j; +]; + +[ NextWordStopped; + if (wn > parse->1) { wn++; return -1; } + return NextWord(); +]; + +[ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer + if (p==0) p=parse; + if (b==0) b=buffer; + return b + p->(wordnum*4+1); +]; + +[ WordLength wordnum p; ! Length of 'wordnum' string in buffer + if (p==0) p=parse; + return p->(wordnum*4); +]; + +[ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer + if (p==0) p=parse; + return p-->(wordnum*2-1); +]; + +[ NumberWords p; ! Number of parsed strings in buffer + if (p==0) p=parse; + return p->1; +]; + +[ GetKeyBufLength b; ! Number of typed chars in buffer + if (b==0) b=buffer; + return b->1; +]; + +[ SetKeyBufLength n b; ! Update number of typed chars in buffer + if (b==0) b=buffer; + if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE; + b->1 = n; +]; + +#Ifnot; ! TARGET_GLULX + +[ NextWord i j; + if (wn <= 0 || wn > parse-->0) { wn++; rfalse; } + i = wn*3-2; wn++; + j = parse-->i; + if (j == ',//') j=comma_word; + if (j == './/') j=THEN1__WD; + return j; +]; + +[ NextWordStopped; + if (wn > parse-->0) { + wn++; + return -1; + } + return NextWord(); +]; + +[ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer + if (p==0) p=parse; + if (b==0) b=buffer; + return b + p-->(wordnum*3); +]; + +[ WordLength wordnum p; ! Length of 'wordnum' string in buffer + if (p==0) p=parse; + return p-->(wordnum*3-1); +]; + +[ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer + if (p==0) p=parse; + return p-->(wordnum*3-2); +]; + +[ NumberWords p; ! Number of parsed strings in buffer + if (p==0) p=parse; + return p-->0; +]; + +[ GetKeyBufLength b; ! Number of typed chars in buffer + if (b==0) b=buffer; + return b-->0; +]; + +[ SetKeyBufLength n b; ! Update number of typed chars in buffer + if (b==0) b=buffer; + if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE; + b-->0 = n; +]; + +#Endif; ! TARGET_ + +! ---------------------------------------------------------------------------- +! TryNumber is the only routine which really does any character-level +! parsing, since that's normally left to the Z-machine. +! It takes word number "wordnum" and tries to parse it as an (unsigned) +! decimal number, returning +! +! -1000 if it is not a number +! the number if it has between 1 and 4 digits +! 10000 if it has 5 or more digits. +! +! (The danger of allowing 5 digits is that Z-machine integers are only +! 16 bits long, and anyway this isn't meant to be perfect.) +! +! Using NumberWord, it also catches "one" up to "twenty". +! +! Note that a game can provide a ParseNumber routine which takes priority, +! to enable parsing of odder numbers ("x45y12", say). +! ---------------------------------------------------------------------------- + +[ TryNumber wordnum i j c num len mul tot d digit; + i = wn; wn = wordnum; j = NextWord(); wn = i; + j = NumberWord(j); + if (j >= 1) return j; + + num = WordAddress(wordnum); len = WordLength(wordnum); + + tot = ParseNumber(num, len); + if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len); + + if (tot ~= 0) return tot; + + if (len >= 4) mul=1000; + if (len == 3) mul=100; + if (len == 2) mul=10; + if (len == 1) mul=1; + + tot = 0; c = 0; + + for (c = 0 : c < len : c++) { + digit=num->c; + if (digit == '0') { d = 0; jump digok; } + if (digit == '1') { d = 1; jump digok; } + if (digit == '2') { d = 2; jump digok; } + if (digit == '3') { d = 3; jump digok; } + if (digit == '4') { d = 4; jump digok; } + if (digit == '5') { d = 5; jump digok; } + if (digit == '6') { d = 6; jump digok; } + if (digit == '7') { d = 7; jump digok; } + if (digit == '8') { d = 8; jump digok; } + if (digit == '9') { d = 9; jump digok; } + return -1000; + .digok; + tot = tot+mul*d; mul = mul/10; + } + if (len > 4) tot=10000; + return tot; +]; + +! ---------------------------------------------------------------------------- +! AnyNumber is a general parsing routine which accepts binary, hexadecimal +! and decimal numbers up to the full Zcode/Glulx ranges. +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767 +Constant MAX_DECIMAL_SIZE 5; +Constant MAX_DECIMAL_BASE 3276; +#Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647 +Constant MAX_DECIMAL_SIZE 10; +Constant MAX_DECIMAL_BASE 214748364; +#Endif; ! TARGET_ + +[ AnyNumber + wa we sign base digit digit_count num; + + wa = WordAddress(wn); we = wa + WordLength(wn); + sign = 1; base = 10; + if (wa->0 == '-') { sign = -1; wa++; } + else { + if (wa->0 == '$') { base = 16; wa++; } + if (wa->0 == '$') { base = 2; wa++; } + } + if (wa >= we) return GPR_FAIL; ! no digits after -/$ + while (wa->0 == '0') wa++; ! skip leading zeros + for (num=0,digit_count=1 : wa0) { + '0' to '9': digit = wa->0 - '0'; + 'A' to 'F': digit = wa->0 - 'A' + 10; + 'a' to 'f': digit = wa->0 - 'a' + 10; + default: return GPR_FAIL; + } + if (digit >= base) return GPR_FAIL; + digit_count++; + switch (base) { + 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL; + 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL; + 10: + if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL; + if (digit_count == MAX_DECIMAL_SIZE) { + if (num > MAX_DECIMAL_BASE) return GPR_FAIL; + if (num == MAX_DECIMAL_BASE) { + if (sign == 1 && digit > 7) return GPR_FAIL; + if (sign == -1 && digit > 8) return GPR_FAIL; + } + } + } + num = base*num + digit; + } + parsed_number = num * sign; + wn++; + return GPR_NUMBER; +]; + +! ---------------------------------------------------------------------------- +! GetGender returns 0 if the given animate object is female, and 1 if male +! (not all games will want such a simple decision function!) +! ---------------------------------------------------------------------------- + +[ GetGender person; + if (person hasnt female) rtrue; + rfalse; +]; + +[ GetGNAOfObject obj case gender; + if (obj hasnt animate) case = 6; + if (obj has male) gender = male; + if (obj has female) gender = female; + if (obj has neuter) gender = neuter; + if (gender == 0) { + if (case == 0) gender = LanguageAnimateGender; + else gender = LanguageInanimateGender; + } + if (gender == female) case = case + 1; + if (gender == neuter) case = case + 2; + if (obj has pluralname) case = case + 3; + return case; +]; + +! ---------------------------------------------------------------------------- +! Converting between dictionary addresses and entry numbers +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ]; +[ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ]; + +#Ifnot; ! TARGET_GLULX + +! In Glulx, dictionary entries *are* addresses. +[ Dword__No w; return w; ]; +[ No__Dword n; return n; ]; + +#Endif; ! TARGET_ + +! ---------------------------------------------------------------------------- +! For copying buffers +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ CopyBuffer bto bfrom i size; + size = bto->0; + for (i=1 : i<=size : i++) bto->i = bfrom->i; +]; + +#Ifnot; ! TARGET_GLULX + +[ CopyBuffer bto bfrom i; + for (i=0 : ii = bfrom->i; +]; + +#Endif; ! TARGET_ + +! ---------------------------------------------------------------------------- +! Provided for use by language definition files +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ LTI_Insert i ch b y; + + ! Protect us from strict mode, as this isn't an array in quite the + ! sense it expects + b = buffer; + + ! Insert character ch into buffer at point i. + ! Being careful not to let the buffer possibly overflow: + y = b->1; + if (y > b->0) y = b->0; + + ! Move the subsequent text along one character: + for (y=y+2 : y>i : y--) b->y = b->(y-1); + b->i = ch; + + ! And the text is now one character longer: + if (b->1 < b->0) (b->1)++; +]; + +#Ifnot; ! TARGET_GLULX + +[ LTI_Insert i ch b y; + + ! Protect us from strict mode, as this isn't an array in quite the + ! sense it expects + b = buffer; + + ! Insert character ch into buffer at point i. + ! Being careful not to let the buffer possibly overflow: + y = b-->0; + if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN; + + ! Move the subsequent text along one character: + for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1); + b->i = ch; + + ! And the text is now one character longer: + if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++; +]; + +#Endif; ! TARGET_ + +! ============================================================================ + +[ PronounsSub x y c d; + L__M(##Pronouns, 1); + + c = (LanguagePronouns-->0)/3; + if (player ~= selfobj) c++; + + if (c == 0) return L__M(##Pronouns, 4); + + for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) { + print "~", (address) LanguagePronouns-->x, "~ "; + y = LanguagePronouns-->(x+2); + if (y == NULL) L__M(##Pronouns, 3); + else { + L__M(##Pronouns, 2); + print (the) y; + } + d++; + if (d < c-1) print (string) COMMA__TX; + if (d == c-1) print (SerialComma) c, (string) AND__TX; + } + if (player ~= selfobj) { + print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2); + c = player; player = selfobj; + print (the) c; player = c; + } + L__M(##Pronouns, 5); +]; + +[ SetPronoun dword value x; + for (x=1 : x<=LanguagePronouns-->0 : x=x+3) + if (LanguagePronouns-->x == dword) { + LanguagePronouns-->(x+2) = value; return; + } + RunTimeError(12); +]; + +[ PronounValue dword x; + for (x=1 : x<=LanguagePronouns-->0 : x=x+3) + if (LanguagePronouns-->x == dword) + return LanguagePronouns-->(x+2); + return 0; +]; + +[ ResetVagueWords obj; PronounNotice(obj); ]; + +#Ifdef EnglishNaturalLanguage; + +[ PronounOldEnglish; + if (itobj ~= old_itobj) SetPronoun('it', itobj); + if (himobj ~= old_himobj) SetPronoun('him', himobj); + if (herobj ~= old_herobj) SetPronoun('her', herobj); + old_itobj = itobj; old_himobj = himobj; old_herobj = herobj; +]; + +#Endif; !EnglishNaturalLanguage + +[ PronounNotice obj x bm; + if (obj == player) return; + + #Ifdef EnglishNaturalLanguage; + PronounOldEnglish(); + #Endif; ! EnglishNaturalLanguage + + bm = PowersOfTwo_TB-->(GetGNAOfObject(obj)); + + for (x=1 : x<=LanguagePronouns-->0 : x=x+3) + if (bm & (LanguagePronouns-->(x+1)) ~= 0) + LanguagePronouns-->(x+2) = obj; + + #Ifdef EnglishNaturalLanguage; + itobj = PronounValue('it'); old_itobj = itobj; + himobj = PronounValue('him'); old_himobj = himobj; + herobj = PronounValue('her'); old_herobj = herobj; + #Endif; ! EnglishNaturalLanguage +]; + +! ============================================================================ +! End of the parser proper: the remaining routines are its front end. +! ---------------------------------------------------------------------------- + +Object InformLibrary "(Inform Library)" + with play [ i j k l; + + #Ifdef TARGET_ZCODE; + ZZInitialise(); + #Ifnot; ! TARGET_GLULX + GGInitialise(); + #Endif; ! TARGET_ + + GamePrologue(); + while (~~deadflag) { ! everything happens in this loop + + #Ifdef EnglishNaturalLanguage; + PronounOldEnglish(); + old_itobj = PronounValue('it'); + old_himobj = PronounValue('him'); + old_herobj = PronounValue('her'); + #Endif; ! EnglishNaturalLanguage + + .very__late__error; + + if (score ~= last_score) { + if (notify_mode == 1) NotifyTheScore(); + last_score = score; + } + + .late__error; + + inputobjs-->0 = 0; inputobjs-->1 = 0; + inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false; + + ! The Parser writes its results into inputobjs and meta, + ! a flag indicating a "meta-verb". This can only be set for + ! commands by the player, not for orders to others. + + InformParser.parse_input(inputobjs); + + action = inputobjs-->0; + + ! -------------------------------------------------------------- + + ! Reverse "give fred biscuit" into "give biscuit to fred" + + if (action == ##GiveR or ##ShowR) { + i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i; + if (action == ##GiveR) action = ##Give; else action = ##Show; + } + + ! Convert "P, tell me about X" to "ask P about X" + + if (action == ##Tell && inputobjs-->2 == player && actor ~= player) { + inputobjs-->2 = actor; actor = player; action = ##Ask; + } + + ! Convert "ask P for X" to "P, give X to me" + + if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) { + actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3; + inputobjs-->3 = player; action = ##Give; + } + + ! For old, obsolete code: special_word contains the topic word + ! in conversation + + if (action == ##Ask or ##Tell or ##Answer) + special_word = special_number1; + + ! -------------------------------------------------------------- + + multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false; + ! For implicit taking and multiple object detection + + .begin__action; + inp1 = 0; inp2 = 0; i = inputobjs-->1; + if (i >= 1) inp1 = inputobjs-->2; + if (i >= 2) inp2 = inputobjs-->3; + + ! inp1 and inp2 hold: object numbers, or 0 for "multiple object", + ! or 1 for "a number or dictionary address" + + if (inp1 == 1) noun = special_number1; else noun = inp1; + if (inp2 == 1) { + if (inp1 == 1) second = special_number2; + else second = special_number1; + } + else second = inp2; + + ! ------------------------------------------------------------- + +!print "inp1: ", (name) inp1, "^"; +!print "inp2: ", (name) inp2, "^"; +!print "inputobjs-->1: ", (name) inputobjs-->1, "^"; +!print "inputobjs-->2: ", (name) inputobjs-->2, "^"; +!print "inputobjs-->3: ", (name) inputobjs-->3, "^"; +!print "noun: ", (name) noun, "^"; +!print "second: ", (name) second, "^"; +!print "actor: ", (name) actor, "^"; +!print "---^"; + + ! -------------------------------------------------------------- + ! Generate the action... + + if ((i == 0) || + (i == 1 && inp1 ~= 0) || + (i == 2 && inp1 ~= 0 && inp2 ~= 0)) { + + if (actor ~= player) { + switch (self.actor_act(actor, action, noun, second)) { + ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action; + default: jump turn__end; + } + + } + + + self.begin_action(action, noun, second, 0); + jump turn__end; + } + + ! ...unless a multiple object must be substituted. First: + ! (a) check the multiple list isn't empty; + ! (b) warn the player if it has been cut short because too long; + ! (c) generate a sequence of actions from the list + ! (stopping in the event of death or movement away). + + multiflag = true; + j = multiple_object-->0; + if (j == 0) { + L__M(##Miscellany, 2); + jump late__error; + } + if (toomany_flag) { + toomany_flag = false; + L__M(##Miscellany, 1); + } + i = location; + for (k=1 : k<=j : k++) { + if (deadflag) break; + if (location ~= i) { + L__M(##Miscellany, 51); + break; + } + l = multiple_object-->k; + PronounNotice(l); + print (name) l, (string) COLON__TX; + if (inp1 == 0) { + inp1 = l; + switch (self.actor_act(actor, action, l, second)) { + ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action; + ACTOR_ACT_ABORT_ORDER: jump turn__end; + } + inp1 = 0; + } + else { + inp2 = l; + if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD) + jump begin__action; + inp2 = 0; + } + } + + ! -------------------------------------------------------------- + + .turn__end; + + ! No time passes if either (i) the verb was meta, or + ! (ii) we've only had the implicit take before the "real" + ! action to follow. + + if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; } + if (meta) continue; + if (~~deadflag) self.end_turn_sequence(); + else if (START_MOVE ~= 1) turns++; + } ! end of while() + + if (deadflag ~= 2 && AfterLife() == false) + LibraryExtensions.RunAll(ext_afterlife); + if (deadflag == 0) jump very__late__error; + GameEpilogue(); + ], ! end of 'play' property + + end_turn_sequence [; + AdvanceWorldClock(); if (deadflag) return; + RunTimersAndDaemons(); if (deadflag) return; + RunEachTurnProperties(); if (deadflag) return; + if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses); + if (deadflag) return; + AdjustLight(); if (deadflag) return; + NoteObjectAcquisitions(); + ], + + ! The first time we call self.actor_act(), set the fifth + ! parameter to true. Details can be seen in + ! 1d95759b1bd6674509d6cf9161e6db3da3831f10 and in Issues #23 and + ! #30 (Mantis 1813 and 1885) + actor_act [ p a n s ft j sp sa sn ss; + sp = actor; actor = p; + if (p ~= player) { + ! The player's "orders" property can refuse to allow + ! conversation here, by returning true. If not, the order is + ! sent to the other person's "orders" property. If that also + ! returns false, then: if it was a misunderstood command + ! anyway, it is converted to an Answer action (thus + ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a + ! good command, it is finally offered to the Order: part of + ! the other person's "life" property, the old-fashioned + ! way of dealing with conversation. + + sa = action; sn = noun; ss = second; + action = a; noun = n; second = s; + j = RunRoutines(player, orders); + if (j == 0) { + j = RunRoutines(actor, orders); + if (j == 0) { + if (action == ##NotUnderstood) { + inputobjs-->3 = actor; actor = player; action = ##Answer; + ! abort, not resetting action globals + return ACTOR_ACT_ABORT_NOTUNDERSTOOD; + } + if (RunLife(actor, ##Order) == 0) { + L__M(##Order, 1, actor); + if (~~ft) + return ACTOR_ACT_ABORT_ORDER; + } + } + } + action = sa; noun = sn; second = ss; + if (ft) + return ACTOR_ACT_ABORT_ORDER; + } + else + if (~~ft) + self.begin_action(a, n, s, 0); + + actor = sp; + return ACTOR_ACT_OK; + ], + + begin_action [ a n s source sa sn ss; + sa = action; sn = noun; ss = second; + action = a; noun = n; second = s; + #Ifdef DEBUG; + if (debug_flag & DEBUG_ACTIONS) TraceAction(source); + #Ifnot; + source = 0; + #Endif; ! DEBUG + + #Iftrue (Grammar__Version == 1); + if ((meta || BeforeRoutines() == false) && action < 256) { + #Ifdef INFIX; + if (infix_verb) { + if (BeforeRoutines() == false) + ActionPrimitive(); + } else ActionPrimitive(); + #Ifnot; + ActionPrimitive(); + #Endif; + } + #Ifnot; + if ((meta || BeforeRoutines() == false) && action < 4096) { + #Ifdef INFIX; + if (infix_verb) { + if (BeforeRoutines() == false) + ActionPrimitive(); + } else ActionPrimitive(); + #Ifnot; + ActionPrimitive(); + #Endif; + } + #Endif; ! Grammar__Version + action = sa; noun = sn; second = ss; + ], + has proper; + +! ---------------------------------------------------------------------------- +! Routines called before and after main 'play' loop + +[ GamePrologue i j; + before_first_turn = true; + for (i=1 : i<=100 : i++) j = random(i); + + ChangeDefault(cant_go, CANTGO__TX); + + real_location = thedark; + player = selfobj; actor = player; + selfobj.capacity = MAX_CARRIED; ! ### change? + + #Ifdef LanguageInitialise; + LanguageInitialise(); + #Endif; ! LanguageInitialise + + #Ifdef EnglishNaturalLanguage; + old_itobj = itobj; old_himobj = himobj; old_herobj = herobj; + #Endif;! EnglishNaturalLanguage + + new_line; + LibraryExtensions.RunAll(ext_initialise); + j = Initialise(); + last_score = score; + initial_lookmode = lookmode; + + objectloop (i in player) give i moved ~concealed; + move player to location; + while (parent(location)) location = parent(location); + real_location = location; + MoveFloatingObjects(); + + actor = player; ! resync, because player may have been changed in Initialise() + actors_location = location; + + lightflag = OffersLight(parent(player)); + if (lightflag == 0) location = thedark; + + if (j ~= 2) Banner(); +#ifndef NOINITIAL_LOOK; + ; +#endif; + before_first_turn = false; +]; + +[ GameEpilogue; + print "^^ "; + #Ifdef TARGET_ZCODE; + #IfV5; style bold; #Endif; ! V5 + #Ifnot; ! TARGET_GLULX + glk_set_style(style_Alert); + #Endif; ! TARGET_ + print "***"; + switch (deadflag) { + 1: L__M(##Miscellany, 3); + 2: L__M(##Miscellany, 4); + default: print " "; + if (DeathMessage() == false) + LibraryExtensions.RunAll(ext_deathmessage); + print " "; + } + print "***"; + #Ifdef TARGET_ZCODE; + #IfV5; style roman; #Endif; ! V5 + #Ifnot; ! TARGET_GLULX + glk_set_style(style_Normal); + #Endif; ! TARGET_ + print "^^"; + #Ifndef NO_SCORE; + print "^"; + #Endif; ! NO_SCORE + Epilogue(); + ScoreSub(); + DisplayStatus(); + AfterGameOver(); +]; + +! ---------------------------------------------------------------------------- +! Routines called at end of each turn + +[ AdvanceWorldClock; + turns++; + if (the_time ~= NULL) { + if (time_rate >= 0) the_time=the_time+time_rate; + else { + time_step--; + if (time_step == 0) { + the_time++; + time_step = -time_rate; + } + } + the_time = the_time % 1440; + } +]; + +[ RunTimersAndDaemons i j; + #Ifdef DEBUG; + if (debug_flag & DEBUG_TIMERS) { + for (i=0 : ii; + if (j ~= 0) { + print (name) (j&~WORD_HIGHBIT), ": "; + if (j & WORD_HIGHBIT) print "daemon"; + else + print "timer with ", j.time_left, " turns to go"; + new_line; + } + } + } + #Endif; ! DEBUG + + for (i=0 : ii; + if (j ~= 0) { + if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon); + else { + if (j.time_left == 0) { + StopTimer(j); + RunRoutines(j, time_out); + } + else + j.time_left = j.time_left-1; + } + } + } +]; + +[ RunEachTurnProperties; + scope_reason = EACH_TURN_REASON; verb_word = 0; + DoScopeAction(location); + SearchScope(ScopeCeiling(player), player, 0); + scope_reason = PARSING_REASON; +]; + +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ ActionPrimitive; (#actions_table-->action)(); ]; + +#Ifnot; ! TARGET_GLULX + +[ ActionPrimitive; (#actions_table-->(action+1))(); ]; + +#Endif; ! TARGET_ + +[ AfterGameOver i amus_ret; + + .RRQPL; + + L__M(##Miscellany,5); + + .RRQL; + + L__M(##Prompt); + #Ifdef TARGET_ZCODE; + #IfV3; read buffer parse; #Endif; ! V3 + temp_global=0; + #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5 + #Ifnot; ! TARGET_GLULX + KeyboardPrimitive(buffer, parse); + #Endif; ! TARGET_ + i = parse-->1; + if (i == QUIT1__WD or QUIT2__WD) { + #Ifdef TARGET_ZCODE; + quit; + #Ifnot; ! TARGET_GLULX + quit; + #Endif; ! TARGET_ + } + if (i == RESTART__WD) { + #Ifdef TARGET_ZCODE; + @restart; + #Ifnot; ! TARGET_GLULX + @restart; + #Endif; ! TARGET_ + } + if (i == RESTORE__WD) { + RestoreSub(); + jump RRQPL; + } + if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) { + new_line; FullScoreSub(); + jump RRQPL; + } + if (deadflag == 2 && i == AMUSING__WD) { + amus_ret = false; + if (AMUSING_PROVIDED == 0) { + new_line; + amus_ret = Amusing(); + } + if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing); + jump RRQPL; + } + #IfV5; + if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) { + i = PerformUndo(); + if (i == 0) jump RRQPL; + } + #Endif; ! V5 + L__M(##Miscellany, 8); + jump RRQL; +]; + +[ NoteObjectAcquisitions i; + objectloop (i in player) + if (i hasnt moved) { + give i moved; + if (i has scored) { + score = score + OBJECT_SCORE; + things_score = things_score + OBJECT_SCORE; + } + } +]; + +! ---------------------------------------------------------------------------- +! R_Process is invoked by the <...> and <<...>> statements, whose syntax is: +! ! traditional +! ! introduced at compiler 6.33 + +[ R_Process a n s p + s1 s2 s3; + s1 = inp1; s2 = inp2; s3 = actor; + inp1 = n; inp2 = s; if (p) actor = p; else actor = player; + InformLibrary.begin_action(a, n, s, 1); + inp1 = s1; inp2 = s2; actor = s3; +]; + +! ---------------------------------------------------------------------------- + +[ TestScope obj act a al sr x y; + x = parser_one; y = parser_two; + parser_one = obj; parser_two = 0; a = actor; al = actors_location; + sr = scope_reason; scope_reason = TESTSCOPE_REASON; + if (act == 0) actor = player; else actor = act; + actors_location = ScopeCeiling(actor); + SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a; + actors_location = al; parser_one = x; x = parser_two; parser_two = y; + return x; +]; + +[ LoopOverScope routine act x y a al; + x = parser_one; y = scope_reason; a = actor; al = actors_location; + parser_one = routine; + if (act == 0) actor = player; else actor = act; + actors_location = ScopeCeiling(actor); + scope_reason = LOOPOVERSCOPE_REASON; + SearchScope(actors_location, actor, 0); + parser_one = x; scope_reason = y; actor = a; actors_location = al; +]; + +[ BeforeRoutines rv; + if (GamePreRoutine()) rtrue; + if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0); + if (rv) rtrue; + if (RunRoutines(player, orders)) rtrue; + scope_reason = REACT_BEFORE_REASON; parser_one = 0; + SearchScope(ScopeCeiling(player), player, 0); + scope_reason = PARSING_REASON; + if (parser_one) rtrue; + if (location && RunRoutines(location, before)) rtrue; + if (inp1 > 1 && RunRoutines(inp1, before)) rtrue; + rfalse; +]; + +[ AfterRoutines rv; + scope_reason = REACT_AFTER_REASON; parser_one = 0; + SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON; + if (parser_one) rtrue; + if (location && RunRoutines(location, after)) rtrue; + if (inp1 > 1 && RunRoutines(inp1, after)) rtrue; + rv = GamePostRoutine(); + if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false); + return rv; +]; + +[ RunLife a j; + #Ifdef DEBUG; + if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j); + #Endif; ! DEBUG + reason_code = j; return RunRoutines(a,life); +]; + +[ ZRegion addr; + switch (metaclass(addr)) { ! Left over from Inform 5 + nothing: return 0; + Object, Class: return 1; + Routine: return 2; + String: return 3; + } +]; + +[ PrintOrRun obj prop flag; + if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop); + if (obj.prop == NULL) rfalse; + switch (metaclass(obj.prop)) { + Class, Object, nothing: + return RunTimeError(2,obj,prop); + String: + print (string) obj.prop; + if (flag == 0) new_line; + rtrue; + Routine: + return RunRoutines(obj, prop); + } +]; + +[ PrintOrRunVar var flag; + switch (metaclass(var)) { + Object: + print (name) var; + String: + print (string) var; + if (flag == 0) new_line; + Routine: + return var(); + default: + print (char) '(', var, (char) ')'; + } + rtrue; +]; + +[ ValueOrRun obj prop; + !### this is entirely unlikely to work. Does anyone care? (AP) + ! Well, it's certainly used three times in verblibm.h (RF) + ! Update: now not used (RF) + if (obj.prop < 256) return obj.prop; + return RunRoutines(obj, prop); +]; + +[ RunRoutines obj prop; + if (obj == thedark && prop ~= initial or short_name or description) obj = real_location; + if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse; + return obj.prop(); +]; + +#Ifdef TARGET_ZCODE; + +[ ChangeDefault prop val a b; + ! Use assembly-language here because -S compilation won't allow this: + @loadw 0 5 -> a; + b = prop-1; + @storew a b val; +]; + +#Ifnot; ! TARGET_GLULX + +[ ChangeDefault prop val; + ! Use assembly-language here because -S compilation won't allow this: + ! #cpv__start-->prop = val; + @astore #cpv__start prop val; +]; + +#Endif; ! TARGET_ + +! ---------------------------------------------------------------------------- + +[ StartTimer obj timer i; + for (i=0 : ii == obj) rfalse; + for (i=0 : ii == 0) jump FoundTSlot; + i = active_timers++; + if (i >= MAX_TIMERS) { RunTimeError(4); return; } + .FoundTSlot; + if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; } + the_timers-->i = obj; obj.time_left = timer; +]; + +[ StopTimer obj i; + for (i=0 : ii == obj) jump FoundTSlot2; + rfalse; + .FoundTSlot2; + if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; } + the_timers-->i = 0; obj.time_left = 0; +]; + +[ StartDaemon obj i; + for (i=0 : ii == WORD_HIGHBIT + obj) rfalse; + for (i=0 : ii == 0) jump FoundTSlot3; + i = active_timers++; + if (i >= MAX_TIMERS) RunTimeError(4); + .FoundTSlot3; + the_timers-->i = WORD_HIGHBIT + obj; +]; + +[ StopDaemon obj i; + for (i=0 : ii == WORD_HIGHBIT + obj) jump FoundTSlot4; + rfalse; + .FoundTSlot4; + the_timers-->i = 0; +]; + +! ---------------------------------------------------------------------------- + +[ DisplayStatus; + if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; } + else { sline1 = the_time/60; sline2 = the_time%60;} +]; + +[ SetTime t s; + the_time = t; time_rate = s; time_step = 0; + if (s < 0) time_step = 0-s; +]; + +[ NotifyTheScore; + #Ifdef TARGET_GLULX; + glk_set_style(style_Note); + #Endif; ! TARGET_GLULX + print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^"; + #Ifdef TARGET_GLULX; + glk_set_style(style_Normal); + #Endif; ! TARGET_GLULX +]; + +! ---------------------------------------------------------------------------- + +[ AdjustLight flag i; + i = lightflag; + lightflag = OffersLight(parent(player)); + + if (i == 0 && lightflag == 1) { + location = real_location; + if (flag == 0) ; + } + + if (i == 1 && lightflag == 0) { + real_location = location; location = thedark; + if (flag == 0) { + NoteArrival(); + return L__M(##Miscellany, 9); + } + } + if (i == 0 && lightflag == 0) location = thedark; +]; + +[ OffersLight i j; + if (i == 0) rfalse; + if (i has light) rtrue; + objectloop (j in i) + if (HasLightSource(j) == 1) rtrue; + if (i has container) { + if (i has open || i has transparent) + return OffersLight(parent(i)); + } + else { + if (i has enterable || i has transparent || i has supporter) + return OffersLight(parent(i)); + } + rfalse; +]; + +[ HidesLightSource obj; + if (obj == player) rfalse; + if (obj has transparent or supporter) rfalse; + if (obj has container) return (obj hasnt open); + return (obj hasnt enterable); +]; + +[ HasLightSource i j ad; + if (i == 0) rfalse; + if (i has light) rtrue; + if (i has enterable || IsSeeThrough(i) == 1) + if (~~(HidesLightSource(i))) + objectloop (j in i) + if (HasLightSource(j) == 1) rtrue; + ad = i.&add_to_scope; + if (parent(i) ~= 0 && ad ~= 0) { + if (metaclass(ad-->0) == Routine) { + ats_hls = 0; ats_flag = 1; + RunRoutines(i, add_to_scope); + ats_flag = 0; if (ats_hls == 1) rtrue; + } + else { + for (j=0 : (WORDSIZE*j)j) == 1) rtrue; + } + } + rfalse; +]; + +[ ChangePlayer obj flag i; +! if (obj.&number == 0) return RunTimeError(7, obj); + + if (obj == nothing) obj = selfobj; + if (actor == player) actor=obj; + give player ~transparent ~concealed; + i = obj; while (parent(i) ~= 0) { + if (i has animate) give i transparent; + i = parent(i); + } + if (player == selfobj && player provides nameless && player.nameless == true) { + if (player provides narrative_voice) { + if (player.narrative_voice == 1) { + player.short_name = MYFORMER__TX; + (player.&name)-->0 = 'my'; + (player.&name)-->1 = 'former'; + (player.&name)-->2 = 'self'; + } else if (player.narrative_voice == 2) { + player.short_name = FORMER__TX; + (player.&name)-->0 = 'my'; + (player.&name)-->1 = 'former'; + (player.&name)-->2 = 'self'; + } + } + } + + + player = obj; + + give player transparent concealed animate; + i = player; while (parent(i) ~= 0) i = parent(i); + location = i; real_location = location; + if (parent(player) == 0) return RunTimeError(10); + MoveFloatingObjects(); + lightflag = OffersLight(parent(player)); + if (lightflag == 0) location = thedark; + print_player_flag = flag; +]; + +! ---------------------------------------------------------------------------- + +#Ifdef DEBUG; + +#Ifdef TARGET_ZCODE; + +[ DebugParameter w; + print w; + if (w >= 1 && w <= top_object) print " (", (name) w, ")"; + if (UnsignedCompare(w, dict_start) >= 0 && + UnsignedCompare(w, dict_end) < 0 && + (w - dict_start) % dict_entry_size == 0) + print " ('", (address) w, "')"; +]; + +[ DebugAction a anames; + #Iftrue (Grammar__Version == 1); + if (a >= 256) { print ""; return; } + #Ifnot; + if (a >= 4096) { print ""; return; } + #Endif; ! Grammar__Version + anames = #identifiers_table; + anames = anames + 2*(anames-->0) + 2*48; + print (string) anames-->a; +]; + +[ DebugAttribute a anames; + if (a < 0 || a >= 48) print ""; + else { + anames = #identifiers_table; anames = anames + 2*(anames-->0); + print (string) anames-->a; + } +]; + +#Ifnot; ! TARGET_GLULX + +[ DebugParameter w endmem; + print w; + @getmemsize endmem; + if (w >= 1 && w < endmem) { + if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")"; + if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')"; + } +]; + +[ DebugAction a str; + if (a >= 4096) { print ""; return; } + if (a < 0 || a >= #identifiers_table-->7) print ""; + else { + str = #identifiers_table-->6; + str = str-->a; + if (str) print (string) str; else print ""; + } +]; + +[ DebugAttribute a str; + if (a < 0 || a >= NUM_ATTR_BYTES*8) print ""; + else { + str = #identifiers_table-->4; + str = str-->a; + if (str) print (string) str; else print ""; + } +]; + +#Endif; ! TARGET_ + +[ TraceAction source ar; + if (source < 2) print "[ Action ", (DebugAction) action; + else { + if (ar == ##Order) + print "[ Order to ", (name) actor, ": ", (DebugAction) action; + else + print "[ Life rule ", (DebugAction) ar; + } + if (noun ~= 0) print " with noun ", (DebugParameter) noun; + if (second ~= 0) print " and second ", (DebugParameter) second; + if (source == 0) print " "; + if (source == 1) print " (from < > statement) "; + print "]^"; +]; + +[ DebugToken token; + AnalyseToken(token); + switch (found_ttype) { + ILLEGAL_TT: + print ""; + ELEMENTARY_TT: + switch (found_tdata) { + NOUN_TOKEN: print "noun"; + HELD_TOKEN: print "held"; + MULTI_TOKEN: print "multi"; + MULTIHELD_TOKEN: print "multiheld"; + MULTIEXCEPT_TOKEN: print "multiexcept"; + MULTIINSIDE_TOKEN: print "multiinside"; + CREATURE_TOKEN: print "creature"; + SPECIAL_TOKEN: print "special"; + NUMBER_TOKEN: print "number"; + TOPIC_TOKEN: print "topic"; + ENDIT_TOKEN: print "END"; + } + PREPOSITION_TT: + print "'", (address) found_tdata, "'"; + ROUTINE_FILTER_TT: + #Ifdef INFIX; + print "noun=", (InfixPrintPA) found_tdata; + #Ifnot; + print "noun=Routine(", found_tdata, ")"; + #Endif; ! INFIX + ATTR_FILTER_TT: + print (DebugAttribute) found_tdata; + SCOPE_TT: + #Ifdef INFIX; + print "scope=", (InfixPrintPA) found_tdata; + #Ifnot; + print "scope=Routine(", found_tdata, ")"; + #Endif; ! INFIX + GPR_TT: + #Ifdef INFIX; + print (InfixPrintPA) found_tdata; + #Ifnot; + print "Routine(", found_tdata, ")"; + #Endif; ! INFIX + } +]; + +[ DebugGrammarLine pcount; + print " * "; + for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) { + if ((line_token-->pcount)->0 & $10) print "/ "; + print (DebugToken) line_token-->pcount, " "; + } + print "-> ", (DebugAction) action_to_be; + if (action_reversed) print " reverse"; +]; + +#Ifdef TARGET_ZCODE; + +[ ShowVerbSub grammar lines j; + if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0) + "Try typing ~showverb~ and then the name of a verb."; + print "Verb"; + if ((noun->#dict_par1) & DICT_META) print " meta"; + for (j=dict_start : j#dict_par2 == noun->#dict_par2) + print " '", (address) j, "'"; + new_line; + grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2)); + lines = grammar->0; + grammar++; + if (lines == 0) "has no grammar lines."; + for (: lines>0 : lines--) { + grammar = UnpackGrammarLine(grammar); + print " "; DebugGrammarLine(); new_line; + } +]; + +#Ifnot; ! TARGET_GLULX + +[ ShowVerbSub grammar lines i j wd dictlen entrylen; + if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0) + "Try typing ~showverb~ and then the name of a verb."; + print "Verb"; + if ((noun->#dict_par1) & DICT_META) print " meta"; + dictlen = #dictionary_table-->0; + entrylen = DICT_WORD_SIZE + 7; + for (j=0 : j#dict_par2 == noun->#dict_par2) + print " '", (address) wd, "'"; + } + new_line; + i = DictionaryWordToVerbNum(noun); + grammar = (#grammar_table)-->(i+1); + lines = grammar->0; + grammar++; + if (lines == 0) "has no grammar lines."; + for (: lines>0 : lines--) { + grammar = UnpackGrammarLine(grammar); + print " "; DebugGrammarLine(); new_line; + } +]; + +#Endif; ! TARGET_ + +[ ShowObjSub c f l a n x numattr; + if (noun == 0) noun = location; + objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; } + if (f == 1) print (name) l, " ~"; else print "Object ~"; + print (name) noun, "~ (", noun, ")"; + if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")"; + new_line; + if (f > 1) { + print " class "; + objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " "; + new_line; + } + #Ifdef TARGET_ZCODE; + numattr = 48; + #Ifnot; ! TARGET_GLULX + numattr = NUM_ATTR_BYTES * 8; + #Endif; ! TARGET_ + for (a=0,f=0 : a0; + #Ifnot; ! TARGET_GLULX + l = INDIV_PROP_START + #identifiers_table-->3; + #Endif; ! TARGET_ + for (a=1 : a<=l : a++) { + if ((a ~= 2 or 3) && noun.&a) { + if (f == 0) { print " with "; f=1; } + print (property) a; + n = noun.#a; + for (c=0 : WORDSIZE*cc; + if (a == name) print "'", (address) x, "'"; + else { + if (a == number or capacity or time_left) print x; + else { + switch (x) { + NULL: print "NULL"; + 0: print "0"; + 1: print "1"; + default: + switch (metaclass(x)) { + Class, Object: + print (name) x; + String: + print "~", (string) x, "~"; + Routine: + print "[...]"; + } + print " (", x, ")"; + } + } + } + } + print ",^ "; + } + } +! if (f==1) new_line; +]; + +[ ShowDictSub_helper x; print (address) x; ]; +[ ShowDictSub + dp el ne f x y z; + + #Ifdef TARGET_ZCODE; + dp = HDR_DICTIONARY-->0; ! start of dictionary + dp = dp + dp->0 + 1; ! skip over word-separators table + el = dp->0; dp = dp + 1; ! entry length + ne = dp-->0; dp = dp + WORDSIZE; ! number of entries + #Ifnot; ! TARGET_GLULX; + dp = #dictionary_table; ! start of dictionary + el = DICT_WORD_SIZE + 7; ! entry length + ne = dp-->0; dp = dp + WORDSIZE; ! number of entries + #Endif; ! TARGET_ + ! dp now at first entry + wn = 2; x = NextWordStopped(); + switch (x) { + 0: + "That word isn't in the dictionary."; + -1: + ; ! show all entries + THEN1__WD: + dp = './/'; ne = 1; ! show '.' + COMMA_WORD: + dp = ',//'; ne = 1; ! show ',' + default: + dp = x; ne = 1; f = true; ! show specified entry, plus associated objects + } + for ( : ne-- : dp=dp+el) { + print (address) dp, " --> "; + x = dp->#dict_par1; ! flag bits + y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE; + for (z=WORDSIZE : zz = UpperCase(StorageForShortName->z); + if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000; + print (char) StorageForShortName->z; + } + print " --> "; + if (x == 0) + print " no flags"; + else { + !if (x & $0040) print " BIT_6"; + !if (x & $0020) print " BIT_5"; + !if (x & $0010) print " BIT_4"; + if (x & $8000) print " UNTYPEABLE"; + if (x & DICT_NOUN) print " noun"; + if (x & DICT_PLUR) print "+plural"; + if (x & DICT_VERB) print " verb"; + if (x & DICT_META) print "+meta"; + if (x & DICT_PREP) print " preposition"; + if (f && (x & DICT_NOUN)) { + print " --> refers to these objects:"; + objectloop (x) + if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")"; + } + } + new_line; + } +]; + +#Endif; ! DEBUG + +! ---------------------------------------------------------------------------- +! Miscellaneous display routines used by DrawStatusLine and available for +! user. Most of these vary according to which machine is being compiled to +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +[ ClearScreen window; + switch (window) { + WIN_ALL: @erase_window -1; + WIN_STATUS: @erase_window 1; + WIN_MAIN: @erase_window 0; + } +]; + +#Iftrue (#version_number == 6); +[ MoveCursorV6 line column charw; ! 1-based postion on text grid + @get_wind_prop 1 13 -> charw; ! font size + charw = charw & $FF; + line = 1 + charw*(line-1); + column = 1 + charw*(column-1); + @set_cursor line column; +]; +#Endif; + +#Ifndef MoveCursor; +[ MoveCursor line column; ! 1-based postion on text grid + if (~~statuswin_current) { + @set_window 1; + #Ifdef COLOUR; + if (clr_on && clr_bgstatus > 1) + @set_colour clr_fgstatus clr_bgstatus; + else + #Endif; ! COLOUR + style reverse; + } + if (line == 0) { line = 1; column = 1; } + #Iftrue (#version_number == 6); + MoveCursorV6(line, column); + #Ifnot; + @set_cursor line column; + #Endif; + statuswin_current = true; +]; +#Endif; + +[ MainWindow; + if (statuswin_current) { +#Ifdef COLOUR; + if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg; + else +#Endif; ! COLOUR + style roman; + @set_window 0; + } + statuswin_current = false; +]; + +#Iftrue (#version_number == 6); +[ ScreenWidth width charw; + @get_wind_prop 1 3 -> width; + @get_wind_prop 1 13 -> charw; + charw = charw & $FF; + if (charw == 0) return width; + return (width+charw-1) / charw; +]; +#Ifnot; +[ ScreenWidth; + return (HDR_SCREENWCHARS->0); +]; +#Endif; + +[ ScreenHeight; + return (HDR_SCREENHLINES->0); +]; + +#Iftrue (#version_number == 6); +[ StatusLineHeight height wx wy x y charh; + ! Split the window. Standard 1.0 interpreters should keep the window 0 + ! cursor in the same absolute position, but older interpreters, + ! including Infocom's don't - they keep the window 0 cursor in the + ! same position relative to its origin. We therefore compensate + ! manually. + @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx; + @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh; + @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x; + height = height * charh; + @split_window height; + y = y - height + wy - 1; + if (y < 1) y = 1; + x = x + wx - 1; + @set_cursor y x 0; + gg_statuswin_cursize = height; +]; +#Ifnot; +[ StatusLineHeight height; + if (gg_statuswin_cursize ~= height) + @split_window height; + gg_statuswin_cursize = height; +]; +#Endif; + +#Ifdef COLOUR; +[ SetColour f b window; + if (window == 0) { ! if setting both together, set reverse + clr_fgstatus = b; + clr_bgstatus = f; + } + if (window == 1) { + clr_fgstatus = f; + clr_bgstatus = b; + } + if (window == 0 or 2) { + clr_fg = f; + clr_bg = b; + } + if (clr_on) { + if (statuswin_current) + @set_colour clr_fgstatus clr_bgstatus; + else + @set_colour clr_fg clr_bg; + } +]; +#Endif; ! COLOUR + + +#Ifnot; ! TARGET_GLULX + +[ ClearScreen window; + if (window == WIN_ALL or WIN_MAIN) { + glk_window_clear(gg_mainwin); + if (gg_quotewin) { + glk_window_close(gg_quotewin, 0); + gg_quotewin = 0; + } + } + if (gg_statuswin && window == WIN_ALL or WIN_STATUS) + glk_window_clear(gg_statuswin); +]; + +[ MoveCursor line column; ! 0-based postion on text grid + if (gg_statuswin) { + glk_set_window(gg_statuswin); + } + if (line == 0) { line = 1; column = 1; } + glk_window_move_cursor(gg_statuswin, column-1, line-1); + statuswin_current=1; +]; + +[ MainWindow; + glk_set_window(gg_mainwin); + statuswin_current=0; +]; + +[ MakeColourWord c; + if (c > 9) return c; + c = c-2; + return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0); +]; + +[ ScreenWidth id; + id=gg_mainwin; + if (gg_statuswin && statuswin_current) id = gg_statuswin; + glk_window_get_size(id, gg_arguments, 0); + return gg_arguments-->0; +]; + +[ ScreenHeight; + glk_window_get_size(gg_mainwin, 0, gg_arguments); + return gg_arguments-->0; +]; + +#Ifdef COLOUR; +[ SetColour f b window doclear i fwd bwd swin; + if (window) swin = 5-window; ! 4 for TextGrid, 3 for TextBuffer + + if (clr_on) { + fwd = MakeColourWord(f); + bwd = MakeColourWord(b); + for (i=0 : i<=10: i++) { + if (f == CLR_DEFAULT || b == CLR_DEFAULT) { ! remove style hints + glk_stylehint_clear(swin, i, 7); + glk_stylehint_clear(swin, i, 8); + } + else { + glk_stylehint_set(swin, i, 7, fwd); + glk_stylehint_set(swin, i, 8, bwd); + } + } + ! Now re-open the windows to apply the hints + if (gg_statuswin) glk_window_close(gg_statuswin, 0); + + if (doclear || ( window ~= 1 && (clr_fg ~= f || clr_bg ~= b) ) ) { + glk_window_close(gg_mainwin, 0); + gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK); + if (gg_scriptstr ~= 0) + glk_window_set_echo_stream(gg_mainwin, gg_scriptstr); + } + + gg_statuswin = glk_window_open($12, gg_statuswin_cursize, + 4, GG_STATUSWIN_ROCK); + if (statuswin_current && gg_statuswin) + MoveCursor(); else MainWindow(); + } + + if (window ~= 2) { + clr_fgstatus = f; + clr_bgstatus = b; + } + if (window ~= 1) { + clr_fg = f; + clr_bg = b; + } +]; +#Endif; ! COLOUR +#Endif; ! TARGET_ + +#Ifndef COLOUR; +[ SetColour f b window doclear; + f = b = window = doclear = 0; +]; +#Endif; + +[ SetClr f b w; + SetColour (f, b, w); +]; + +[ RestoreColours; ! L61007, L61113 + gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight() + #Ifdef COLOUR; + if (clr_on) { ! check colour has been used + SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored + SetColour(clr_fgstatus, clr_bgstatus, 1, true); + ClearScreen(); + } + #Endif; + #Ifdef TARGET_ZCODE; + #Iftrue (#version_number == 6); ! request screen update + (0-->8) = (0-->8) | $$00000100; + #Endif; + #Endif; ! TARGET_ +]; + +! ---------------------------------------------------------------------------- +! Except in Version 3, the DrawStatusLine routine does just that: this is +! provided explicitly so that it can be Replace'd to change the style, and +! as written it emulates the ordinary Standard game status line, which is +! drawn in hardware +! ---------------------------------------------------------------------------- + +#Ifdef TARGET_ZCODE; + +#IfV5; + +#Iftrue (#version_number == 6); +[ DrawStatusLine width x charw scw mvw; + HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004; + + StatusLineHeight(gg_statuswin_size); + ! Now clear the window. This isn't totally trivial. Our approach is to + ! select the fixed space font, measure its width, and print an appropriate + ! number of spaces. We round up if the screen isn't a whole number of + ! characters wide, and rely on window 1 being set to clip by default. + MoveCursor(1, 1); + @set_font 4 -> x; + width = ScreenWidth(); + spaces width; + ! Back to standard font for the display. We use output_stream 3 to + ! measure the space required, the aim being to get 50 characters + ! worth of space for the location name. + MoveCursor(1, 2); + @set_font 1 -> x; + if (location == thedark) + print (name) location; + else { + FindVisibilityLevels(); + if (visibility_ceiling == location) print (name) location; + else print (The) visibility_ceiling; + } + @get_wind_prop 1 3 -> width; + @get_wind_prop 1 13 -> charw; + charw = charw & $FF; + @output_stream 3 StorageForShortName; + print (string) SCORE__TX, "00000"; + @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw; + @output_stream 3 StorageForShortName; + print (string) MOVES__TX, "00000"; + @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw; + if (width - scw - mvw >= 50*charw) { + x = 1+width-scw-mvw; + @set_cursor 1 x; print (string) SCORE__TX, sline1; + x = x+scw; + @set_cursor 1 x; print (string) MOVES__TX, sline2; + } + else { + @output_stream 3 StorageForShortName; + print "00000/00000"; + @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw; + if (width - scw >= 50*charw) { + x = 1+width-scw; + @set_cursor 1 x; print sline1, "/", sline2; + } + } + ! Reselect roman, as Infocom's interpreters interpreters go funny + ! if reverse is selected twice. + MainWindow(); +]; + +#Endif; ! #version_number == 6 + +#Endif; ! V5 + +#Endif; ! TARGET_ZCODE + +#Ifndef DrawStatusLine; +[ DrawStatusLine width posa posb posc; + #Ifdef TARGET_GLULX; + ! If we have no status window, we must not try to redraw it. + if (gg_statuswin == 0) + return; + #Endif; + + ! If there is no player location, we shouldn't try to draw status window + if (location == nothing || parent(player) == nothing) + return; + + StatusLineHeight(gg_statuswin_size); + MoveCursor(1, 1); + + width = ScreenWidth(); + posa = width-26; + posb = width-13; + posc = width-5; + spaces width; + + MoveCursor(1, 2); + if (location == thedark) { + print (name) location; + } + else { + FindVisibilityLevels(); + if (visibility_ceiling == location) + print (name) location; + else + print (The) visibility_ceiling; + } + + if (sys_statusline_flag && width > 53) { + MoveCursor(1, posa); + print (string) TIME__TX; + LanguageTimeOfDay(sline1, sline2); + } + else { + if (width > 66) { + #Ifndef NO_SCORE; + MoveCursor(1, posa); + print (string) SCORE__TX, sline1; + #Endif; + MoveCursor(1, posb); + print (string) MOVES__TX, sline2; + } + if (width > 53 && width <= 66) { + MoveCursor(1, posb); + #Ifdef NO_SCORE; + print (string) MOVES__TX, sline2; + #Ifnot; + print sline1, "/", sline2; + #Endif; + } + if (width < 53) { + MoveCursor(1, posc); + #Ifdef NO_SCORE; + print (string) MOVES_S__TX, sline2; + #Ifnot; + print sline1, "/", sline2; + #Endif; + } + } + + MainWindow(); ! set_window +]; +#Endif; + +#Ifdef TARGET_GLULX; + +[ StatusLineHeight hgt parwin; + if (gg_statuswin == 0) return; + if (hgt == gg_statuswin_cursize) return; + parwin = glk_window_get_parent(gg_statuswin); + glk_window_set_arrangement(parwin, $12, hgt, 0); + gg_statuswin_cursize = hgt; +]; + +[ Box__Routine maxwid arr ix lines lastnl parwin; + maxwid = 0; ! squash compiler warning + lines = arr-->0; + + if (gg_quotewin == 0) { + gg_arguments-->0 = lines; + ix = InitGlkWindow(GG_QUOTEWIN_ROCK); + if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK); + if (ix == false) + gg_quotewin = glk_window_open(gg_mainwin, $12, lines, 3, + GG_QUOTEWIN_ROCK); ! window_open + } + else { + parwin = glk_window_get_parent(gg_quotewin); + glk_window_set_arrangement(parwin, $12, lines, 0); + } + + lastnl = true; + if (gg_quotewin) { + glk_window_clear(gg_quotewin); + glk_set_window(gg_quotewin); + lastnl = false; + } + + ! If gg_quotewin is zero here, the quote just appears in the story window. + + glk_set_style(style_BlockQuote); + for (ix=0 : ix(ix+1); + if (ix < lines-1 || lastnl) new_line; + } + glk_set_style(style_Normal); + + if (gg_quotewin) { + glk_set_window(gg_mainwin); + } +]; + +#Endif; ! TARGET_GLULX + + +#Ifdef TARGET_ZCODE; + +[ ZZInitialise; + standard_interpreter = HDR_TERPSTANDARD-->0; + transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001); + sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2; + top_object = #largest_object-255; + + dict_start = HDR_DICTIONARY-->0; + dict_entry_size = dict_start->(dict_start->0 + 1); + dict_start = dict_start + dict_start->0 + 4; + dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size; + #Ifdef DEBUG; + if (dict_start > 0 && dict_end < 0 && + ((-dict_start) - dict_end) % dict_entry_size == 0) + print "** Warning: grammar properties might not work correctly **^"; + #Endif; ! DEBUG + + buffer->0 = INPUT_BUFFER_LEN - WORDSIZE; + buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE; + buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE; + parse->0 = MAX_BUFFER_WORDS; + parse2->0 = MAX_BUFFER_WORDS; +]; + +#Ifnot; ! TARGET_GLULX; + +[ GGInitialise res; + @gestalt 4 2 res; ! Test if this interpreter has Glk. + if (res == 0) { + ! Without Glk, we're entirely screwed. + quit; + } + ! Set the VM's I/O system to be Glk. + @setiosys 2 0; + + ! First, we must go through all the Glk objects that exist, and see + ! if we created any of them. One might think this strange, since the + ! program has just started running, but remember that the player might + ! have just typed "restart". + + GGRecoverObjects(); + res = InitGlkWindow(0); + if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0); + if (res) return; + + ! Now, gg_mainwin and gg_storywin might already be set. If not, set them. + + if (gg_mainwin == 0) { + ! Open the story window. + res = InitGlkWindow(GG_MAINWIN_ROCK); + if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK); + if (res == false) + gg_mainwin = glk_window_open(0, 0, 0, 3, GG_MAINWIN_ROCK); + if (gg_mainwin == 0) { + ! If we can't even open one window, there's no point in going on. + quit; + } + } + else { + ! There was already a story window. We should erase it. + glk_window_clear(gg_mainwin); + } + + if (gg_statuswin == 0) { + res = InitGlkWindow(GG_STATUSWIN_ROCK); + if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK); + if (res == false) { + gg_statuswin_cursize = gg_statuswin_size; + gg_statuswin = glk_window_open(gg_mainwin, $12, + gg_statuswin_cursize, 4, GG_STATUSWIN_ROCK); + } + } + ! It's possible that the status window couldn't be opened, in which case + ! gg_statuswin is now zero. We must allow for that later on. + + glk_set_window(gg_mainwin); + + if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1); +]; + +[ GGRecoverObjects id; + ! If GGRecoverObjects() has been called, all these stored IDs are + ! invalid, so we start by clearing them all out. + ! (In fact, after a restoreundo, some of them may still be good. + ! For simplicity, though, we assume the general case.) + gg_mainwin = 0; + gg_statuswin = 0; + gg_quotewin = 0; + gg_scriptfref = 0; + gg_scriptstr = 0; + gg_savestr = 0; + gg_statuswin_cursize = 0; + gg_commandstr = 0; + gg_command_reading = false; + ! Also tell the game to clear its object references. + if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0); + + id = glk_stream_iterate(0, gg_arguments); + while (id) { + switch (gg_arguments-->0) { + GG_SAVESTR_ROCK: gg_savestr = id; + GG_SCRIPTSTR_ROCK: gg_scriptstr = id; + GG_COMMANDWSTR_ROCK: gg_commandstr = id; + gg_command_reading = false; + GG_COMMANDRSTR_ROCK: gg_commandstr = id; + gg_command_reading = true; + default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false) + LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0); + } + id = glk_stream_iterate(id, gg_arguments); + } + + id = glk_window_iterate(0, gg_arguments); + while (id) { + switch (gg_arguments-->0) { + GG_MAINWIN_ROCK: gg_mainwin = id; + GG_STATUSWIN_ROCK: gg_statuswin = id; + GG_QUOTEWIN_ROCK: gg_quotewin = id; + default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false) + LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0); + } + id = glk_window_iterate(id, gg_arguments); + } + + id = glk_fileref_iterate(0, gg_arguments); + while (id) { + switch (gg_arguments-->0) { + GG_SCRIPTFREF_ROCK: gg_scriptfref = id; + default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false) + LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0); + } + id = glk_fileref_iterate(id, gg_arguments); + } + + ! Tell the game to tie up any loose ends. + if (IdentifyGlkObject(2) == false) + LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2); +]; + +! This somewhat obfuscated function will print anything. +! It handles strings, functions (with optional arguments), objects, +! object properties (with optional arguments), and dictionary words. +! It does *not* handle plain integers, but you can use +! DecimalNumber or EnglishNumber to handle that case. +! +! Calling: Is equivalent to: +! ------- ---------------- +! PrintAnything() +! PrintAnything(0) +! PrintAnything("string"); print (string) "string"; +! PrintAnything('word') print (address) 'word'; +! PrintAnything(obj) print (name) obj; +! PrintAnything(obj, prop) obj.prop(); +! PrintAnything(obj, prop, args...) obj.prop(args...); +! PrintAnything(func) func(); +! PrintAnything(func, args...) func(args...); + +[ PrintAnything _vararg_count obj mclass; + print_anything_result = 0; + if (_vararg_count == 0) return; + @copy sp obj; + _vararg_count--; + if (obj == 0) return; + + if (obj->0 == $60) { + ! Dictionary word. Metaclass() can't catch this case, so we do + ! it manually. + print (address) obj; + return; + } + + mclass = metaclass(obj); + switch (mclass) { + nothing: + return; + String: + print (string) obj; + return; + Routine: + ! Call the function with all the arguments which are already + ! on the stack. + @call obj _vararg_count print_anything_result; + return; + Object: + if (_vararg_count == 0) { + print (name) obj; + } + else { + ! Push the object back onto the stack, and call the + ! veneer routine that handles obj.prop() calls. + @copy obj sp; + _vararg_count++; + @call CA__Pr _vararg_count print_anything_result; + } + return; + } +]; + +! This does the same as PrintAnything, but the output is sent to a +! byte array in memory. The first two arguments must be the array +! address and length; the following arguments are interpreted as +! for PrintAnything. The return value is the number of characters +! output. +! If the output is longer than the array length given, the extra +! characters are discarded, so the array does not overflow. +! (However, the return value is the total length of the output, +! including discarded characters.) + +[ PrintAnyToArray _vararg_count arr arrlen str oldstr len; + @copy sp arr; + @copy sp arrlen; + _vararg_count = _vararg_count - 2; + + oldstr = glk_stream_get_current(); ! stream_get_current + str = glk_stream_open_memory(arr, arrlen, 1, 0); + if (str == 0) return 0; + + glk_stream_set_current(str); + + @call PrintAnything _vararg_count 0; + + glk_stream_set_current(oldstr); + @copy $ffffffff sp; + @copy str sp; + @glk $0044 2 0; + @copy sp len; + @copy sp 0; + + return len; +]; + +! And this calls PrintAnyToArray on a particular array, jiggering +! the result to be a Glulx C-style ($E0) string. + +Constant GG_ANYTOSTRING_LEN 66; +Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1; + +[ ChangeAnyToCString _vararg_count ix len; + ix = GG_ANYTOSTRING_LEN-2; + @copy ix sp; + ix = AnyToStrArr+1; + @copy ix sp; + ix = _vararg_count+2; + @call PrintAnyToArray ix len; + AnyToStrArr->0 = $E0; + if (len >= GG_ANYTOSTRING_LEN) + len = GG_ANYTOSTRING_LEN-1; + AnyToStrArr->(len+1) = 0; + return AnyToStrArr; +]; + +#Endif; ! TARGET_ + +! This is a trivial function which just prints a number, in decimal +! digits. It may be useful as a stub to pass to PrintAnything. + +[ DecimalNumber num; print num; ]; + +#Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately, +Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent +#Endif; + +#IfV5; +#Ifdef VN_1630; +Array StorageForShortName buffer SHORTNAMEBUF_LEN; +#Ifnot; +Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN; +#Endif; ! VN_1630 + +#Endif; ! V5 + +#Ifdef TARGET_ZCODE; + +! Platform-independent way of printing strings, routines and properties +! to a buffer (defined as length word followed by byte characters). + +[ PrintToBuffer buf len a b c d e; + print_anything_result = 0; + @output_stream 3 buf; + switch (metaclass(a)) { + String: + print (string) a; + Routine: + print_anything_result = a(b, c, d, e); + Object,Class: + if (b) + print_anything_result = PrintOrRun(a, b, true); + else + print (name) a; + } + @output_stream -3; + if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()"); + return buf-->0; +]; + +#Ifnot; ! TARGET_GLULX + +[ PrintToBuffer buf len a b c d e; + if (b) { + if (metaclass(a) == Object && a.#b == WORDSIZE + && metaclass(a.b) == String) + buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b); + else + buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e); + } + else + buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a); + if (buf-->0 > len) buf-->0 = len; + return buf-->0; +]; + +#Endif; ! TARGET_ + +! Print contents of buffer (defined as length word followed by byte characters). +! no_break == 1: omit trailing newline. +! set_case == 1: capitalise first letter; +! == 2: capitalise first letter, remainder lower case; +! == 3: all lower case; +! == 4: all upper case. +! centred == 1: add leading spaces. + +[ PrintFromBuffer buf no_break set_case centred + i j k; + j = (buf-->0) - 1; + if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline + if (centred) { + k = (ScreenWidth() - j) / 2; + if (k>0) spaces k; + } + for (i=0 : i(WORDSIZE+i); + switch (set_case) { + 0: break; + 1: if (i) set_case = 0; + else k = UpperCase(k); + 2: if (i) k = LowerCase(k); + else k = UpperCase(k); + 3: k = LowerCase(k); + 4: k = UpperCase(k); + } + print (char) k; + } + if (no_break == false) new_line; + return j; +]; + +! None of the following functions should be called for zcode if the +! output exceeds the size of the buffer. + +[ StringSize a b c d e; + PrintToBuffer(StorageForShortName, 160, a, b, c, d, e); + return StorageForShortName-->0; +]; + +[ PrintCapitalised a b no_break no_caps centred; + if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String) + PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b); + else + if (a.b == NULL) rfalse; + else return RunTimeError(2, a, b); + if (no_caps == 0 or 1) no_caps = ~~no_caps; + PrintFromBuffer(StorageForShortName, no_break, no_caps, centred); + return print_anything_result; +]; + +[ Centre a b; + PrintCapitalised(a, b, false, true, true); +]; + +[ CapitRule str no_caps; + if (no_caps) print (string) str; + else PrintCapitalised(str,0,true); +]; + +[ PrefaceByArticle o acode pluralise capitalise i artform findout artval; + if (o provides articles) { + artval=(o.&articles)-->(acode+short_name_case*LanguageCases); + if (capitalise) + print (CapitRule) artval; + else + print (string) artval; + if (pluralise) return; + print (PSN__) o; return; + } + + i = GetGNAOfObject(o); + if (pluralise) { + if (i < 3 || (i >= 6 && i < 9)) i = i + 3; + } + i = LanguageGNAsToArticles-->i; + + artform = LanguageArticles + + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases); + + #Iftrue (LanguageContractionForms == 2); + if (artform-->acode ~= artform-->(acode+3)) findout = true; + #Endif; ! LanguageContractionForms + #Iftrue (LanguageContractionForms == 3); + if (artform-->acode ~= artform-->(acode+3)) findout = true; + if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true; + #Endif; ! LanguageContractionForms + #Iftrue (LanguageContractionForms == 4); + if (artform-->acode ~= artform-->(acode+3)) findout = true; + if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true; + if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true; + #Endif; ! LanguageContractionForms + #Iftrue (LanguageContractionForms > 4); + findout = true; + #Endif; ! LanguageContractionForms + + #Ifdef TARGET_ZCODE; + if (standard_interpreter && findout) { + StorageForShortName-->0 = SHORTNAMEBUF_LEN; + @output_stream 3 StorageForShortName; + if (pluralise) print (number) pluralise; else print (PSN__) o; + @output_stream -3; + acode = acode + 3*LanguageContraction(StorageForShortName + 2); + } + #Ifnot; ! TARGET_GLULX + if (findout) { + if (pluralise) + PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise); + else + PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o); + acode = acode + 3*LanguageContraction(StorageForShortName); + } + #Endif; ! TARGET_ + + CapitRule (artform-->acode, ~~capitalise); ! print article + if (pluralise) return; + print (PSN__) o; +]; + +[ PSN__ o; + if (o == 0) { print (string) NOTHING__TX; rtrue; } + switch (metaclass(o)) { + Routine: print ""; rtrue; + String: print ""; rtrue; + nothing: print ""; rtrue; + } + #Ifdef LanguagePrintShortName; + if (LanguagePrintShortName(o)) rtrue; + #Endif; ! LanguagePrintShortName + if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue; + if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue; + print (object) o; +]; + +[ Indefart o saveIndef; + saveIndef = indef_mode; indef_mode = true; caps_mode = false; + if (o has proper) { + indef_mode = NULL; + print (PSN__) o; + indef_mode = saveIndef; + return; + } + + if (o provides article) { + PrintOrRun(o, article, 1); + print " ", (PSN__) o; + indef_mode = saveIndef; + return; + } + PrefaceByArticle(o, 2); + indef_mode = saveIndef; +]; + +[ CInDefArt o saveIndef saveCaps; + saveIndef = indef_mode; indef_mode = true; + saveCaps = caps_mode; caps_mode = true; + + if (o has proper) { + indef_mode = NULL; + PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o); + PrintFromBuffer(StorageForShortName, true, caps_mode); + caps_mode = saveCaps; + return; + } + + if (o provides article) { + PrintCapitalised(o, article, true); + print " ", (PSN__) o; + indef_mode = saveIndef; + caps_mode = saveCaps; + return; + } + PrefaceByArticle(o, 2, 0, 1); + caps_mode = saveCaps; + indef_mode = saveIndef; +]; + +[ Defart o saveIndef; + saveIndef = indef_mode; + indef_mode = false; + caps_mode = false; + if ((~~o ofclass Object) || o has proper) { + indef_mode = NULL; + if (o == player) { + if (player provides narrative_voice) { + switch (player.narrative_voice) { + 1: print (string) MYSELF__TX; + 2: print (string) YOURSELF__TX; + 3: print (PSN__) o; + default: RunTimeError(16, player.narrative_voice); + } + } + else ThatOrThose(player); + } else { + print (PSN__) o; + } + indef_mode = saveIndef; + return; + } + PrefaceByArticle(o, 1); + indef_mode = saveIndef; +]; + +[ CDefart o saveIndef saveCaps; + saveIndef = indef_mode; indef_mode = false; + saveCaps = caps_mode; caps_mode = true; + if (~~o ofclass Object) { + indef_mode = NULL; print (PSN__) o; + } + else + if (o has proper) { + indef_mode = NULL; + PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o); + PrintFromBuffer(StorageForShortName, true, caps_mode); + } + else + PrefaceByArticle(o, 0); + indef_mode = saveIndef; caps_mode = saveCaps; +]; + +[ PrintShortName o saveIndef; + saveIndef = indef_mode; indef_mode = NULL; + PSN__(o); indef_mode = saveIndef; +]; + +[ EnglishNumber n; LanguageNumber(n); ]; + +[ SerialComma n; + #Ifdef SERIAL_COMMAS; + if (n>2) print ","; + #Endif; + n=0; ! quell unused n variable warning +]; + +[ NumberWord o i n; + n = LanguageNumbers-->0; + for (i=1 : i<=n : i=i+2) + if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1); + return 0; +]; + +[ RandomEntry tab; + if (tab-->0 == 0) return RunTimeError(8); + return tab-->(random(tab-->0)); +]; + +! ---------------------------------------------------------------------------- +! Useful routine: unsigned comparison (for addresses in Z-machine) +! Returns 1 if x>y, 0 if x=y, -1 if x= 0) return 1; + if (x >= 0 && y < 0) return -1; + u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT; + if (u > v) return 1; + return -1; +]; + +! ============================================================================== + +#Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson +#Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too, + ! but I'm not going to try to make this work + ! given #Ifdef funniness. + +Array magic_array --> ! This is so nitfol can do typo correction / + ! automapping / debugging on Glulx games + $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length + Magic_Global_Dispatch__ + DI__check_word ! DI__check_word(buf, length) + PrintShortName + WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x) + RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop + OP__Pr OC__Cl ! obj provides prop; obj ofclass class + OB__Move OB__Remove + OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these + ; + +[ OB__Parent__ obj; return parent(obj); ]; + +[ OB__Child__ obj; return child(obj); ]; + +[ OB__Sibling__ obj; return sibling(obj); ]; + +[ Magic_Global_Dispatch__ glbl; + switch (glbl) { + 0: + if (location == TheDark) return real_location; return location; + 1: + return Player; + -1: + return CompassDirection::number; ! Silliness to make exist RA__Sc + ! Should never be called. + } + return magic_array; ! Silences a warning. +]; + +[ DI__check_word buf wlen ix val res dictlen entrylen; + ! Just like in Tokenise__. In fact, Tokenise__ could call this if + ! it wanted, instead of doing this itself. + if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE; + for (ix=0 : ixix = glk_char_to_lower(buf->ix); + } + for (: ixix = 0; + } + val = #dictionary_table + WORDSIZE; + entrylen = DICT_WORD_SIZE + 7; + @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res; + return res; +]; + +#Endif; ! TARGET_ +#Endif; ! NITFOL_HOOKS + +! ============================================================================== + +Object LibraryExtensions "(Library Extensions)" + with RunAll [ prop a1 a2 a3 + obj rval max; + objectloop (obj in self) + if (obj provides prop && obj.prop ofclass Routine) { + rval = obj.prop(a1, a2, a3); + if (rval > max) max = rval; + if (self.BetweenCalls) self.BetweenCalls(); + } + return max; + ], + RunUntil [ prop exitval a1 a2 a3 + obj rval; + objectloop (obj in self) + if (obj provides prop && obj.prop ofclass Routine) { + rval = obj.prop(a1, a2, a3); + if (rval == exitval) return rval; + if (self.BetweenCalls) self.BetweenCalls(); + } + return ~~exitval; + ], + RunWhile [ prop exitval a1 a2 a3 + obj rval; + objectloop (obj in self) + if (obj provides prop && obj.prop ofclass Routine) { + rval = obj.prop(a1, a2, a3); + if (rval ~= exitval) return rval; + if (self.BetweenCalls) self.BetweenCalls(); + } + return exitval; + ], + + ext_number_1 0, ! general temporary workspace + + ! can be set to a function (e.g. RestoreWN) meant for execution + ! after non-terminating calls to extension objects + ! (via RunUntil/While/All) + BetweenCalls 0, + RestoreWN [; wn = self.ext_number_1; ], + + ! Special interception points + ext_messages 0, ! Called if LibraryMessages.before() + ! returns false + ! Extensions run while they return false + + ! Cross-platform entry points + ! Called/Runs + ext_afterlife 0, ! [C2/R1] + ext_afterprompt 0, ! [C2/R1] + ext_amusing 0, ! [C2/R1] + ext_beforeparsing 0, ! [C2/R2] + ext_chooseobjects 0, ! [C2/R2] + ext_darktodark 0, ! [C2/R1] + ext_deathmessage 0, ! [C2/R1] + ext_gamepostroutine 0, ! [C2/R2] + ext_gamepreroutine 0, ! [C2/R2] + ext_initialise 0, ! [C1/R1] + ext_inscope 0, ! [C2/R2] + ext_lookroutine 0, ! [C2/R1] + ext_newroom 0, ! [C2/R1] + ext_objectdoesnotfit 0, ! [C2/R2] + ext_parsenoun 0, ! [C3/R3] + ext_parsenumber 0, ! [C2/R2] + ext_parsererror 0, ! [C2/R2] + ext_printrank 0, ! [C2/R1] + ext_printtaskname 0, ! [C2/R1] + ext_printverb 0, ! [C2/R2] + ext_timepasses 0, ! [C2/R1] + ext_unknownverb 0, ! [C2/R2] + ! [C1] = Called in all cases + ! [C2] = Called if EP is undefined, or returns false + ! [C3] = called if EP is undefined, or returns -1 + ! [R1] = All extensions run + ! [R2] = Extensions run while they return false + ! [R3] = Extensions run while they return -1 + + #Ifdef TARGET_GLULX; + ! Glulx entry points + ! Called: Runs: + ext_handleglkevent 0, ! if EP undefined while extensions return false + ext_identifyglkobject 0, ! if EP undefined while extensions return false + ext_initglkwindow 0, ! if EP undefined while extensions return false + #Endif; ! TARGET_GLULX; + + has proper; ! ==============================================================================