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EnigmA Amiga Run 1995 November
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EnigmA AMIGA RUN 02 (1995)(G.R. Edizioni)(IT)[!][issue 1995-11][Skylink CD].iso
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earcd
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giochi
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amigainf.lha
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Inform
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library
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verblib.h
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1995-08-02
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! ----------------------------------------------------------------------------
! VERBLIB: A library of standard verb routines which run the universe...
!
! Supplied for use with Inform 5 Serial number 950703
! Release 5/11
! (c) Graham Nelson 1993, 1994, 1995, but freely usable (see documentation)
!
! The actions provided are:
!
! Quit, Restart, Restore, Verify, Save, ScriptOn/Off, NotifyOn/Off,
! Verbose, etc.,
! Inv, Take, Drop, Remove, PutOn, Insert, Transfer, Empty,
! Enter, Exit, GetOff, Go, Look, Examine, Give, Show, Search,
! Unlock, Lock, SwitchOn, SwitchOff, Open, Close, Disrobe, Wear, Eat;
!
! and routines for verbs which by default only print a suitable reply:
!
! Yes, No, Burn, Pray, Wake, WakeOther [person],
! Kiss, Think, Smell, Listen, Taste, Touch, Dig,
! Cut, Jump [jump on the spot], JumpOver, Tie, Drink,
! Fill, Sorry, Strong [swear word], Mild [swear word], Attack, Swim,
! Swing [something], Blow, Rub, Set, SetTo, WaveHands [ie, just "wave"],
! Wave [something], Pull, Push, PushDir [push something in a direction],
! Turn, Squeeze, LookUnder [look underneath something],
! ThrowAt, Answer, Buy, Ask, AskFor, Sing, Climb, Wait, Sleep, Consult
!
! and the following routines may be of particular use:
!
! EnglishNumber Print out a number in English (lower case)
! WriteListFrom The amazing list-writer
! PlayerTo Safely move the player somewhere else
! YesOrNo Ask the player a yes/no question, returning true if yes
!
! ----------------------------------------------------------------------------
! ----------------------------------------------------------------------------
System_file;
Default MAX_CARRIED 100;
Default MAX_SCORE 0;
Default NUMBER_TASKS 1;
Default OBJECT_SCORE 4;
Default ROOM_SCORE 5;
Default SACK_OBJECT 0;
Default AMUSING_PROVIDED 1;
Default TASKS_PROVIDED 1;
! ----------------------------------------------------------------------------
! First, printing a number n in English.
! It's this sort of thing which makes you realise just what an irregular
! language English is...
! ----------------------------------------------------------------------------
[ EnglishNumber n m f;
if (n==0) { print "zero"; rfalse; }
if (n<0) { print "minus "; n=-n; }
if (n>=1000) { EnglishNumber(n/1000); print " thousand"; n=n%1000; f=1; }
if (n>=100) { if (f==1) print ", ";
EnglishNumber(n/100); print " hundred"; n=n%100; f=1; }
if (n==0) rfalse;
if (f==1) print " and "; ! Americans may want to delete this line
if (n<10) { EnglishDigit(n); rfalse; }
if (n>=20)
{ m=n/10;
if (m==2) print "twenty";
if (m==3) print "thirty";
if (m==4) print "forty";
if (m==5) print "fifty";
if (m==6) print "sixty";
if (m==7) print "seventy";
if (m==8) print "eighty";
if (m==9) print "ninety";
if (n%10==0) rfalse;
print "-"; EnglishDigit(n%10); rfalse;
}
if (n==10) { print "ten"; rfalse; }
if (n==11) { print "eleven"; rfalse; }
if (n==12) { print "twelve"; rfalse; }
if (n==13) { print "thirteen"; rfalse; }
if (n==14) { print "fourteen"; rfalse; }
if (n==15) { print "fifteen"; rfalse; }
if (n==16) { print "sixteen"; rfalse; }
if (n==17) { print "seventeen"; rfalse; }
if (n==18) { print "eighteen"; rfalse; }
print "nineteen";
];
[ EnglishDigit n;
if (n==1) { print "one"; rfalse; }
if (n==2) { print "two"; rfalse; }
if (n==3) { print "three"; rfalse; }
if (n==4) { print "four"; rfalse; }
if (n==5) { print "five"; rfalse; }
if (n==6) { print "six"; rfalse; }
if (n==7) { print "seven"; rfalse; }
if (n==8) { print "eight"; rfalse; }
if (n==9) { print "nine"; rfalse; }
];
! ----------------------------------------------------------------------------
! Next the WriteListFrom routine, a flexible object-lister taking care of
! plurals, inventory information, various formats and so on. This is used
! by everything in the library which ever wants to list anything.
!
! If there were no objects to list, it prints nothing and returns false;
! otherwise it returns true.
!
! o is the object, and style is a bitmap, whose bits are given by:
! ----------------------------------------------------------------------------
Constant NEWLINE_BIT 1; ! New-line after each entry
Constant INDENT_BIT 2; ! Indent each entry by depth
Constant FULLINV_BIT 4; ! Full inventory information after entry
Constant ENGLISH_BIT 8; ! English sentence style, with commas and and
Constant RECURSE_BIT 16; ! Recurse downwards with usual rules
Constant ALWAYS_BIT 32; ! Always recurse downwards
Constant TERSE_BIT 64; ! More terse English style
Constant PARTINV_BIT 128; ! Only brief inventory information after entry
Constant DEFART_BIT 256; ! Use the definite article in list
Constant WORKFLAG_BIT 512; ! At top level (only), only list objects
! which have the "workflag" attribute
Constant ISARE_BIT 1024; ! Print " is" or " are" before list
Constant CONCEAL_BIT 2048; ! Omit objects with "concealed" or "scenery":
! if WORKFLAG_BIT also set, then does _not_
! apply at top level, but does lower down
Constant NOARTICLE_BIT 4096; ! Print no articles, definite or not
[ NextEntry o depth;
o=sibling(o);
if (lt_value~=0)
{ if (c_style & WORKFLAG_BIT ~= 0 && depth==0)
{ while (o~=0 && (o.list_together~=lt_value
|| o hasnt workflag)) o=sibling(o);
return o;
}
if (c_style & CONCEAL_BIT ~= 0)
{ while (o~=0 &&
(o has concealed || o has scenery
|| o.list_together~=lt_value)) o=sibling(o);
return o;
}
while (o~=0 && o.list_together~=lt_value) o=sibling(o);
return o;
}
if (c_style & WORKFLAG_BIT ~= 0 && depth==0)
{ while (o~=0 && o hasnt workflag) o=sibling(o);
return o;
}
if (c_style & CONCEAL_BIT ~= 0)
while (o~=0 && (o has concealed || o has scenery)) o=sibling(o);
return o;
];
[ WillRecurs o;
if (c_style & ALWAYS_BIT ~= 0) rtrue;
if (c_style & RECURSE_BIT == 0) rfalse;
if (o has transparent
|| o has supporter
|| (o has container && o has open)) rtrue;
rfalse;
];
[ ListEqual o1 o2;
if (child(o1)~=0 && WillRecurs(o1)~=0) rfalse;
if (child(o2)~=0 && WillRecurs(o2)~=0) rfalse;
if (c_style & (FULLINV_BIT + PARTINV_BIT) ~= 0)
{ if ((o1 hasnt worn && o2 has worn)
|| (o2 hasnt worn && o1 has worn)) rfalse;
if ((o1 hasnt light && o2 has light)
|| (o2 hasnt light && o1 has light)) rfalse;
}
return Identical(o1,o2);
];
[ SortTogether obj value;
! print "Sorting together possessions of ",
! object obj, " by value ", value, "^";
while (child(obj)~=0)
{ if (child(obj).list_together~=value) move child(obj) to n_obj;
else move child(obj) to s_obj;
}
while (child(s_obj)~=0)
move child(s_obj) to obj;
while (child(n_obj)~=0)
move child(n_obj) to obj;
];
[ SortOutList obj i flag k l;
flag=1;
while (flag == 1)
{ flag=0;
for (i=obj:i~=0:i=sibling(i))
{ k=i.list_together;
if (k~=0)
{ for (i=sibling(i):i~=0 && i.list_together==k:) i=sibling(i);
if (i==0) rtrue;
for (l=sibling(i):l~=0:l=sibling(l))
if (l.list_together==k)
{ SortTogether(parent(obj), k);
flag=1; i=0;
}
}
}
}
];
[ WriteListFrom o style depth;
if (o==child(parent(o)))
{ SortOutList(o); o=child(parent(o)); }
c_style=style;
if (style & WORKFLAG_BIT ~= 0)
{ while (o~=0 && o hasnt workflag) o=sibling(o);
}
else
{ if (c_style & CONCEAL_BIT ~= 0)
while (o~=0 && (o has concealed || o has scenery)) o=sibling(o);
}
if (o==0) rfalse;
WriteListR(o,depth);
rtrue;
];
[ WriteListR o depth stack_pointer classes_p sizes_p i j k k2 l m n q senc mr;
if (depth>0 && o==child(parent(o)))
{ SortOutList(o); o=child(parent(o)); }
classes_p = match_classes + stack_pointer;
sizes_p = match_list + stack_pointer;
for (i=o,j=0:i~=0 && (j+stack_pointer)<128:i=NextEntry(i,depth),j++)
{ classes_p->j=0;
if (i.plural~=0) k++;
}
if (c_style & ISARE_BIT ~= 0)
{ if (j==1) print " is"; else print " are";
if (c_style & NEWLINE_BIT ~= 0) print ":^"; else print char ' ';
c_style = c_style - ISARE_BIT;
}
stack_pointer = stack_pointer+j+1;
if (k<2) jump EconomyVersion; ! It takes two to plural
n=1;
for (i=o,k=0:k<j:i=NextEntry(i,depth),k++)
if (classes_p->k==0)
{ classes_p->k=n; sizes_p->n=1;
for (l=NextEntry(i,depth), m=k+1:l~=0 && m<j:
l=NextEntry(l,depth), m++)
if (classes_p->m==0 && i.plural~=0 && l.plural~=0)
{ if (ListEqual(i,l)==1)
{ sizes_p->n = sizes_p->n + 1;
classes_p->m = n;
}
}
n++;
}
n--;
for (i=1, j=o, k=0: i<=n: i++, senc++)
{ while (((classes_p->k) ~= i)
&& ((classes_p->k) ~= -i)) { k++; j=NextEntry(j,depth); }
m=sizes_p->i;
if (j.list_together~=0 or lt_value
&& ZRegion(j.list_together)==2 or 3
&& j.list_together==mr) senc--;
mr=j.list_together;
}
senc--;
for (i=1, j=o, k=0, mr=0: senc>=0: i++, senc--)
{ while (((classes_p->k) ~= i)
&& ((classes_p->k) ~= -i)) { k++; j=NextEntry(j,depth); }
if (j.list_together~=0 or lt_value)
{ if (j.list_together==mr) { senc++; jump Omit_FL2; }
k2=NextEntry(j,depth);
if (k2==0 || k2.list_together~=j.list_together) jump Omit_WL2;
k2=ZRegion(j.list_together);
if (k2==2 or 3)
{ q=j; listing_size=1; l=k; m=i;
while (m<n && q.list_together==j.list_together)
{ m++;
while (((classes_p->l) ~= m)
&& ((classes_p->l) ~= -m))
{ l++; q=NextEntry(q,depth); }
if (q.list_together==j.list_together) listing_size++;
}
! print " [", listing_size, "] ";
if (listing_size==1) jump Omit_WL2;
if (c_style & INDENT_BIT ~= 0) spaces 2*depth;
if (k2==3)
{ q=0; for (l=0:l<listing_size:l++) q=q+sizes_p->(l+i);
EnglishNumber(q); print " ";
print_paddr j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
q=c_style;
}
else
{ inventory_stage=1;
parser_one=j; parser_two=depth; q=c_style;
RunRoutines(j,list_together);
}
lt_value=j.list_together; listing_together=j;
WriteListR(j,depth+1,stack_pointer);
lt_value=0; listing_together=0;
l=0;
if (c_style & NEWLINE_BIT == 0 && q & NEWLINE_BIT ~= 0) l=1;
c_style=q;
if (k2==3)
{ if (c_style & ENGLISH_BIT ~= 0) print ")";
}
else
{ inventory_stage=2;
parser_one=j; parser_two=depth;
RunRoutines(j,list_together);
}
if (l==1) new_line;
mr=j.list_together;
jump Omit_EL2;
}
}
.Omit_WL2;
WriteBeforeEntry(j,depth);
if (sizes_p->i == 1)
{ if (c_style & NOARTICLE_BIT ~= 0) PrintShortName(j);
else
{ if (c_style & DEFART_BIT ~= 0) DefArt(j); else InDefArt(j);
}
}
else
{ if (c_style & DEFART_BIT ~= 0) print "the ";
EnglishNumber(sizes_p->i); print " ";
PrintOrRun(j,plural,1);
}
WriteAfterEntry(j,depth,stack_pointer);
.Omit_EL2;
if (c_style & ENGLISH_BIT ~= 0)
{ if (senc==1) print " and ";
if (senc>1) print ", ";
}
.Omit_FL2;
}
rtrue;
.EconomyVersion;
n=j;
for (i=1, j=o: i<=n: j=NextEntry(j,depth), i++, senc++)
{ if (j.list_together~=0 or lt_value
&& ZRegion(j.list_together)==2 or 3
&& j.list_together==mr) senc--;
mr=j.list_together;
}
for (i=1, j=o, mr=0: i<=senc: j=NextEntry(j,depth), i++)
{ if (j.list_together~=0 or lt_value)
{ if (j.list_together==mr) { i--; jump Omit_FL; }
k=NextEntry(j,depth);
if (k==0 || k.list_together~=j.list_together) jump Omit_WL;
k=ZRegion(j.list_together);
if (k==2 or 3)
{ if (c_style & INDENT_BIT ~= 0) spaces 2*depth;
if (k==3)
{ q=j; l=0;
do
{ q=NextEntry(q,depth); l++;
} until (q.list_together~=j.list_together);
EnglishNumber(l); print " ";
print_paddr j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
q=c_style;
}
else
{ inventory_stage=1;
parser_one=j; parser_two=depth; q=c_style;
RunRoutines(j,list_together);
}
lt_value=j.list_together; listing_together=j;
WriteListR(j,depth+1,stack_pointer);
lt_value=0; listing_together=0;
l=0; if (c_style & NEWLINE_BIT == 0 && q & NEWLINE_BIT ~= 0) l=1;
c_style=q;
if (k==3)
{ if (c_style & ENGLISH_BIT ~= 0) print ")";
}
else
{ inventory_stage=2;
parser_one=j; parser_two=depth;
RunRoutines(j,list_together);
}
if (l==1) new_line;
mr=j.list_together;
jump Omit_EL;
}
}
.Omit_WL;
WriteBeforeEntry(j,depth);
if (c_style & NOARTICLE_BIT ~= 0) PrintShortName(j);
else
{ if (c_style & DEFART_BIT ~= 0) DefArt(j); else InDefArt(j);
}
WriteAfterEntry(j,depth,stack_pointer);
.Omit_EL;
if (c_style & ENGLISH_BIT ~= 0)
{ if (i==senc-1) print " and ";
if (i<senc-1) print ", ";
}
.Omit_FL;
}
];
[ WriteBeforeEntry o depth flag;
if (c_style & INDENT_BIT ~= 0) spaces 2*depth;
if (c_style & FULLINV_BIT ~= 0)
{ if (o.invent~=0)
{ inventory_stage=1;
flag=PrintOrRun(o,invent,1);
}
}
return flag;
];
[ WriteAfterEntry o depth stack_p flag flag2 flag3 p comb;
if (c_style & PARTINV_BIT ~= 0)
{ comb=0;
if (o has light && location hasnt light) comb=comb+1;
if (o has container && o hasnt open) comb=comb+2;
if ((o has container && (o has open || o has transparent))
&& (child(o)==0)) comb=comb+4;
if (comb==1) print " (providing light)";
if (comb==2) print " (which is closed)";
if (comb==3) print " (closed and providing light)";
if (comb==4) print " (which is empty)";
if (comb==5) print " (empty and providing light)";
if (comb==6) print " (which is closed and empty)";
if (comb==7) print " (closed, empty and providing light)";
}
if (c_style & FULLINV_BIT ~= 0)
{ if (o.invent ~= 0)
{ inventory_stage=2;
if (RunRoutines(o,invent)~=0)
{ if (c_style & NEWLINE_BIT ~= 0) new_line;
rtrue;
}
}
if (o has light && o has worn)
{ print " (providing light and being worn"; flag2=1; }
else
{ if (o has light) { print " (providing light"; flag2=1; }
if (o has worn) { print " (being worn"; flag2=1; }
}
if (o has container)
{ if (o has openable)
{ if (flag2==1) print " and ";
else print " (which is ";
if (o has open)
{ print "open";
if (child(o)==0) print " but empty";
}
else print "closed";
if (o has lockable && o has locked) print " and locked";
flag2=1;
}
else
if (child(o)==0)
{ if (flag2==1) print " and empty";
else print " (which is empty)";
}
}
if (flag2==1) print ")";
}
if (c_style & CONCEAL_BIT == 0)
{ if (child(o)~=0) flag3=children(o);
}
else
{ objectloop (p in o)
if (p hasnt concealed) flag3++;
}
if (c_style & ALWAYS_BIT ~= 0 && flag3>0)
{ if (c_style & ENGLISH_BIT ~= 0) print " containing ";
flag=1;
}
if (c_style & RECURSE_BIT ~= 1 && flag3>0)
{ if (o has supporter)
{ if (c_style & ENGLISH_BIT ~= 0)
{ if (c_style & TERSE_BIT ~= 0)
print " (on "; else print ", on top of ";
if (o has animate) print "whom "; else print "which ";
}
flag=1;
}
if (o has container && (o has open || o has transparent))
{ if (c_style & ENGLISH_BIT ~= 0)
{ if (c_style & TERSE_BIT ~= 0)
print " (in "; else print ", inside ";
if (o has animate) print "whom "; else print "which ";
}
flag=1;
}
}
if (flag==1 && c_style & ENGLISH_BIT ~= 0)
{ if (flag3 > 1) print "are "; else print "is ";
}
if (c_style & NEWLINE_BIT ~= 0) new_line;
if (flag==1) WriteListR(child(o),depth+1,stack_p);
if (flag==1 && c_style & TERSE_BIT ~= 0) print ")";
];
! ----------------------------------------------------------------------------
! A cunning routine (which could have been a daemon, but isn't, for the
! sake of efficiency) to move objects which could be in many rooms about
! so that the player never catches one not in place
! ----------------------------------------------------------------------------
[ MoveFloatingObjects i k l m address;
for (i=selfobj+1: i<=top_object: i++)
{ address=i.&found_in;
if (address~=0 && i hasnt absent)
{ if (ZRegion(address-->0)==2)
{ if (indirect(address-->0) ~= 0) move i to location;
}
else
{ k=i.#found_in;
for (l=0: l<k/2: l++)
{ m=address-->l;
if (m==location || m in location) move i to location;
}
}
}
}
];
! ----------------------------------------------------------------------------
! Two little routines for moving the player safely.
! ----------------------------------------------------------------------------
[ PlayerTo newplace flag;
move player to newplace;
while (parent(newplace)~=0) newplace=parent(newplace);
location=newplace;
real_location=location;
AdjustLight(1);
if (flag==0) <Look>;
if (flag==1) NoteArrival();
if (flag==2) LookSub(1);
];
[ MovePlayer direc; <Go direc>; <Look>; ];
! ----------------------------------------------------------------------------
! The handy YesOrNo routine, and some "meta" verbs
! ----------------------------------------------------------------------------
[ YesOrNo i;
for (::)
{
#IFV3; read buffer parse; #ENDIF;
#IFV5; read buffer parse DrawStatusLine; #ENDIF;
i=parse-->1;
if (i=='yes' or #n$y) rtrue;
if (i=='no' or #n$n) rfalse;
L__M(##Quit,1); print "> ";
}
];
[ QuitSub; L__M(##Quit,2); if (YesOrNo()~=0) quit; ];
[ RestartSub; L__M(##Restart,1);
if (YesOrNo()~=0) { @restart; L__M(##Restart,2); }
];
[ RestoreSub;
restore Rmaybe;
return L__M(##Restore,1);
.RMaybe; L__M(##Restore,2);
];
[ SaveSub;
save Smaybe;
return L__M(##Save,1);
.SMaybe; L__M(##Save,2);
];
[ VerifySub;
@verify Vmaybe;
jump Vwrong;
.Vmaybe; return L__M(##Verify,1);
.Vwrong;
L__M(##Verify,2);
];
[ ScriptOnSub;
if (transcript_mode==1) return L__M(##ScriptOn,1);
transcript_mode=1;
0-->8 = (0-->8)|1;
L__M(##ScriptOn,2); VersionSub();
];
[ ScriptOffSub;
if (transcript_mode==0) return L__M(##ScriptOff,1);
L__M(##ScriptOff,2);
transcript_mode=0;
0-->8 = (0-->8)&$fffe;
];
[ NotifyOnSub; notify_mode=1; L__M(##NotifyOn); ];
[ NotifyOffSub; notify_mode=0; L__M(##NotifyOff); ];
#IFNDEF NO_PLACES;
[ PlacesSub i j k;
L__M(##Places);
for (i=selfobj:i<=top_object:i++)
if (i has visited) j++;
for (i=selfobj:i<=top_object:i++)
{ if (i has visited)
{ PrintShortName(i); k++;
if (k==j) ".";
if (k==j-1) print " and "; else print ", ";
}
}
];
[ ObjectsSub i j f;
L__M(##Objects,1);
for (i=selfobj:i<=top_object:i++)
{ if (i has moved)
{ f=1; DefArt(i); j=parent(i);
if (j==player)
{ if (i has worn) print " (worn)";
else print " (held)";
jump obj__ptd;
}
if (j has animate) { print " (given away)"; jump obj__ptd; }
if (j has visited) { print " (in "; PrintShortName(j);
print ")"; jump obj__ptd; }
if (j has enterable) { print " (in "; DefArt(j); print ")";
jump obj__ptd; }
if (j has container) { print " (inside "; PrintShortName(j);
print ")"; jump obj__ptd; }
if (j has supporter) { print " (on "; PrintShortName(j);
print ")"; jump obj__ptd; }
print " (lost)";
.obj__ptd; new_line;
}
}
if (f==0) L__M(##Objects,2);
];
#ENDIF;
! ----------------------------------------------------------------------------
! The scoring system
! ----------------------------------------------------------------------------
#IFNDEF task_scores; Constant MAKE__TS; #ENDIF;
#IFDEF MAKE__TS;
Global task_scores initial 0;
#ENDIF;
[ ScoreSub;
L__M(##Score);
PrintRank();
];
Global task_done data NUMBER_TASKS;
[ Achieved num;
if (task_done->num==0)
{ task_done->num=1; score=score+task_scores->num;
}
];
[ PANum m n;
print " ";
n=m;
if (n<0) { n=-m; n=n*10; }
if (n<10) { print " "; jump panuml; }
if (n<100) { print " "; jump panuml; }
if (n<1000) { print " "; }
.panuml;
print m, " ";
];
[ FullScoreSub i;
ScoreSub();
if (score==0 || TASKS_PROVIDED==1) rfalse;
new_line;
L__M(##FullScore,1);
for (i=0:i<NUMBER_TASKS:i++)
if (task_done->i==1)
{ PANum(task_scores->i);
PrintTaskName(i);
}
if (things_score~=0)
{ PANum(things_score); L__M(##FullScore,2); }
if (places_score~=0)
{ PANum(places_score); L__M(##FullScore,3); }
new_line; PANum(score); L__M(##FullScore,4);
];
! ----------------------------------------------------------------------------
! Real verbs start here: Inventory
! ----------------------------------------------------------------------------
global inventory_style;
[ InvWideSub;
inventory_style = FULLINV_BIT + ENGLISH_BIT + RECURSE_BIT;
<Inv>;
];
[ InvTallSub;
inventory_style = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
<Inv>;
];
[ InvSub;
if (child(player)==0) return L__M(##Inv,1);
if (inventory_style==0) <<InvTall>>;
L__M(##Inv,2);
if (inventory_style & NEWLINE_BIT ~= 0) print ":^"; else print " ";
WriteListFrom(child(player), inventory_style, 1);
if (inventory_style & ENGLISH_BIT ~= 0) print ".^";
AfterRoutines();
];
! ----------------------------------------------------------------------------
! Object movement verbs
! ----------------------------------------------------------------------------
global keep_silent = 0;
[ TakeSub;
if (onotheld_mode==0 || parent(noun)~=player)
{ if (location==thedark)
{ if (RTakeSub(real_location)~=0) rtrue;
}
else
{ if (RTakeSub(location)~=0) rtrue;
}
}
if (AfterRoutines()==1) rtrue;
notheld_mode=onotheld_mode;
if (notheld_mode==1 || keep_silent==1) rtrue;
L__M(##Take,1);
];
[ RTakeSub fromobj i j k postonobj;
if (noun==player) return L__M(##Take,2);
if (noun has animate) return L__M(##Take,3,noun);
if (parent(player)==noun) return L__M(##Take,4,noun);
i=parent(noun);
if (i==player) return L__M(##Take,5);
if (i has container || i has supporter)
{ postonobj=i;
k=action; action=##LetGo;
if (RunRoutines(i,before)~=0) { action=k; rtrue; }
action=k;
}
while (i~=fromobj && i~=0)
{ if (i hasnt container && i hasnt supporter)
{ if (i has animate) return L__M(##Take,6,i);
if (i has transparent) return L__M(##Take,7,i);
return L__M(##Take,8);
}
if (i has container && i hasnt open)
return L__M(##Take,9,i);
i=parent(i);
if (i==player) i=fromobj;
}
if (noun has scenery) return L__M(##Take,10);
if (noun has static) return L__M(##Take,11);
k=0; objectloop (j in player) if (j hasnt worn) k++;
if (k >= ValueOrRun(player,capacity))
{ if (SACK_OBJECT~=0)
{ if (parent(SACK_OBJECT)~=player)
return L__M(##Take,12);
j=0;
objectloop (k in player)
if (k~=SACK_OBJECT && k hasnt worn && k hasnt light) j=k;
if (j~=0)
{ L__M(##Take,13,j);
keep_silent = 1; <Insert j SACK_OBJECT>; keep_silent = 0;
if (j notin SACK_OBJECT) rtrue;
}
else return L__M(##Take,12);
}
else return L__M(##Take,12);
}
move noun to player;
if (postonobj~=0)
{ k=action; action=##LetGo;
if (RunRoutines(postonobj,after)~=0) { action=k; rtrue; }
action=k;
}
rfalse;
];
[ DropSub i;
i=parent(noun);
if (i==location) return L__M(##Drop,1);
if (i~=player) return L__M(##Drop,2);
if (noun has worn)
{ L__M(##Drop,3,noun);
<Disrobe noun>;
if (noun has worn) rtrue;
}
move noun to parent(player);
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
return L__M(##Drop,4);
];
[ RemoveSub i;
i=parent(noun);
if (i has container && i hasnt open) return L__M(##Remove,1);
if (i~=second) return L__M(##Remove,2);
if (RTakeSub(second)~=0) rtrue;
action=##Take; if (AfterRoutines()==1) rtrue;
action=##Remove; if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
return L__M(##Remove,4);
];
[ IndirectlyContains o1 o2; ! Does o1 already (ultimately) have o2?
while (o2~=0)
{ if (o1==o2) rtrue;
o2=parent(o2);
}
rfalse;
];
global receive_action = 0;
[ PutOnSub;
receive_action=##PutOn;
if (second==d_obj) { <Drop noun>; rfalse; }
if (parent(noun)~=player) return L__M(##PutOn,1,noun);
if (second>1)
{ action=##Receive;
if (RunRoutines(second,before)~=0) { action=##PutOn; rtrue; }
action=##PutOn;
}
if (IndirectlyContains(noun,second)==1) return L__M(##PutOn,2);
if (second hasnt supporter) return L__M(##PutOn,3,second);
if (parent(second)==player) return L__M(##PutOn,4);
if (noun has worn)
{ L__M(##PutOn,5);
<Disrobe noun>;
if (noun has worn) rtrue;
}
if (children(second)>=ValueOrRun(second,capacity)) return L__M(##PutOn,6);
move noun to second;
if (AfterRoutines()==1) rtrue;
if (second>1)
{ action=##Receive;
if (RunRoutines(second,after)~=0) { action=##PutOn; rtrue; }
action=##PutOn;
}
if (keep_silent==1) rtrue;
if (multiflag==1) return L__M(##PutOn,7);
L__M(##PutOn,8,noun);
];
[ InsertSub;
receive_action = ##Insert;
if (second==d_obj ) <<Drop noun>>;
if (parent(noun)~=player) return L__M(##Insert,1);
if (second>1)
{ action=##Receive;
if (RunRoutines(second,before)~=0) { action=##Insert; rtrue; }
action=##Insert;
}
if (second hasnt container) return L__M(##Insert,2);
if (second hasnt open) return L__M(##Insert,3);
if (IndirectlyContains(noun,second)==1) return L__M(##Insert,5);
if (noun has worn)
{ L__M(##Insert,6);
<Disrobe noun>; if (noun has worn) rtrue;
}
if (children(second)>=ValueOrRun(second,capacity))
return L__M(##Insert,7,second);
move noun to second;
if (AfterRoutines()==1) rtrue;
if (second>1)
{ action=##Receive;
if (RunRoutines(second,after)~=0) { action=##Insert; rtrue; }
action=##Insert;
}
if (keep_silent==1) rtrue;
if (multiflag==1) return L__M(##Insert,8);
L__M(##Insert,9,noun);
];
[ TransferSub i act_needed k postonobj par;
act_needed=##Drop;
if (second has container) act_needed=##Insert;
else
if (second has supporter) act_needed=##PutOn;
i=parent(noun);
if (i~=player)
{ while (i~=0)
{ if (i hasnt open) return L__M(##Transfer,1);
i=parent(i);
if (i==player) jump DoTransfer;
}
return L__M(##Transfer,2);
}
.DoTransfer;
if (noun notin player)
{ par = parent(noun);
if (par has container || par has supporter)
{ postonobj=par;
k=action; action=##LetGo;
if (RunRoutines(par,before)~=0) { action=k; rtrue; }
action=k;
}
move noun to player;
if (postonobj~=0)
{ k=action; action=##LetGo;
if (RunRoutines(postonobj,after)~=0) { action=k; rtrue; }
action=k;
}
}
if (act_needed==##Drop) <<Drop noun>>;
if (act_needed==##Insert) <<Insert noun second>>;
if (act_needed==##PutOn) <<PutOn noun second>>;
];
[ EmptySub;
second=d_obj; EmptyTSub();
];
[ EmptyTSub i j;
if (noun hasnt container) return L__M(##EmptyT,1,noun);
if (noun hasnt open) return L__M(##EmptyT,2,noun);
if (second~=d_obj)
{ if (second hasnt container) return L__M(##EmptyT,1,second);
if (second hasnt open) return L__M(##EmptyT,2,second);
}
i=child(noun);
if (i==0) return L__M(##EmptyT,3,noun);
while (i~=0)
{ j=sibling(i);
PrintShortName(i); print ": ";
<Transfer i second>;
i=j;
}
];
[ GiveSub;
if (parent(noun)~=player) return L__M(##Give,1,noun);
if (second==player) return L__M(##Give,2,noun);
if (RunLife(second,##Give)~=0) rfalse;
L__M(##Give,3,second);
];
[ GiveRSub; <Give second noun>; ];
[ ShowSub;
if (parent(noun)~=player) return L__M(##Show,1,noun);
if (second==player) <<Examine noun>>;
if (RunLife(second,##Show)~=0) rfalse;
L__M(##Show,2,second);
];
[ ShowRSub; <Show second noun>; ];
! ----------------------------------------------------------------------------
! Travelling around verbs
! ----------------------------------------------------------------------------
[ EnterSub i;
if (noun has door) <<Go noun>>;
i=parent(player);
if (i~=location) return L__M(##Enter,1,i);
i=parent(noun);
if (i==compass) <<Go noun>>;
if (noun hasnt enterable) return L__M(##Enter,2);
if (noun has container && noun hasnt open) return L__M(##Enter,3,noun);
if (i~=location) return L__M(##Enter,4);
move player to noun;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Enter,5,noun);
Locale(noun);
];
[ GetOffSub;
if (parent(player)==noun) <<Exit>>;
L__M(##GetOff,1,noun);
];
[ ExitSub p;
p=parent(player);
if (p==location || (location==thedark && p==real_location))
{ if ((location.out_to~=0)
|| (location==thedark && real_location.out_to~=0)) <<Go out_obj>>;
return L__M(##Exit,1);
}
if (p has container && p hasnt open)
return L__M(##Exit,2,p);
if (location == thedark) move player to real_location;
else move player to location;
if (LAfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Exit,3); LookSub(1);
];
[ VagueGoSub; L__M(##VagueGo); ];
[ GoInSub;
<<Go in_obj>>;
];
[ GoSub i j k df movewith thedir;
movewith=0;
i=parent(player);
if ((location~=thedark && i~=location)
|| (location==thedark && i~=real_location))
{ j=location;
if (location==thedark) location=real_location;
k=RunRoutines(i,before); if (k~=3) location=j;
if (k==1)
{ movewith=i; i=parent(i); jump gotroom; }
if (k==0) L__M(##Go,1,i); rtrue;
}
.gotroom;
thedir=noun.door_dir;
if (ZRegion(thedir)==2) thedir=RunRoutines(noun,door_dir);
j=i.thedir; k=ZRegion(j);
if (k==3) { print_paddr j; new_line; rfalse; }
if (k==2) { j=RunRoutines(i,thedir);
if (j==1) rtrue;
}
if (k==0 || j==0)
{ if (i.cant_go ~= 0) PrintOrRun(i, cant_go);
rfalse;
}
if (j has door)
{ if (j has concealed) return L__M(##Go,2);
if (j hasnt open)
{ if (noun==u_obj) return L__M(##Go,3,j);
if (noun==d_obj) return L__M(##Go,4,j);
return L__M(##Go,5,j);
}
if (ZRegion(j.door_to)==2) j=RunRoutines(j,door_to);
else j=j.door_to;
if (j==0) return L__M(##Go,6,j);
}
if (movewith==0) move player to j; else move movewith to j;
df=OffersLight(j);
if (df~=0) { location=j; lightflag=1; }
else
{ if (location==thedark) DarkToDark();
real_location=j;
location=thedark; lightflag=0;
}
if (LAfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
LookSub(1);
];
! ----------------------------------------------------------------------------
! Describing the world. SayWhatsOn(object) does just that (producing
! no text if nothing except possibly "scenery" and "concealed" items are).
! Locale(object) runs through the "tail end" of a Look-style room
! description for the contents of the object, printing up suitable
! descriptions as it goes.
! ----------------------------------------------------------------------------
[ SayWhatsOn descon j f;
if (descon==parent(player)) rfalse;
objectloop (j in descon)
if (j hasnt concealed && j hasnt scenery) f=1;
if (f==0) rfalse;
L__M(##Look, 4, descon); rtrue;
];
[ Locale descin o p k j flag f2;
objectloop (o in descin) give o ~workflag;
k=0;
objectloop (o in descin)
if (o hasnt concealed && o~=parent(player))
{ if (o hasnt scenery)
{ give o workflag; k++;
p=initial; f2=0;
if (o has door && o hasnt open) { p=when_closed; f2=1; }
if (o has switchable && o hasnt on) { p=when_off; f2=1; }
if (o has container && o hasnt open && o.&when_closed~=0)
{ p=when_closed; f2=1; }
if (o hasnt moved || o.describe~=NULL || f2==1)
{ if (o.describe~=NULL && RunRoutines(o,describe)~=0)
{ flag=1;
give o ~workflag; k--;
}
else
{ j=o.p;
if (j~=0)
{ new_line;
PrintOrRun(o,p);
flag=1;
give o ~workflag; k--;
if (o has supporter && child(o)~=0) SayWhatsOn(o);
}
}
}
}
else
if (o has supporter && child(o)~=0) SayWhatsOn(o);
}
if (k==0) return;
if (flag==1) L__M(##Look,5,descin); else L__M(##Look,6,descin);
];
! ----------------------------------------------------------------------------
! Looking. LookSub(1) is allowed to abbreviate long descriptions, but
! LookSub(0) (which is what happens when the Look action is generated)
! isn't. (Except that these are over-ridden by the player-set lookmode.)
! ----------------------------------------------------------------------------
[ LMode1Sub; lookmode=1; print_paddr #Story; L__M(##LMode1); ]; ! Brief
[ LMode2Sub; lookmode=2; print_paddr #Story; L__M(##LMode2); ]; ! Verbose
[ LMode3Sub; lookmode=3; print_paddr #Story; L__M(##LMode3); ]; ! Superbrief
[ NoteArrival descin;
descin=location;
if (descin~=lastdesc)
{ if (descin.initial~=0) PrintOrRun(descin, initial);
NewRoom();
MoveFloatingObjects();
lastdesc=descin;
}
];
[ LookSub allow_abbrev i descin;
if (parent(player)==0) "** Error: player has no location **";
NoteArrival();
new_line;
#IFV5; style bold; #ENDIF;
PrintShortName(location);
#IFV5; style roman; #ENDIF;
i=parent(player);
if (location~=thedark && i~=location)
{ if (i has supporter) { print " ("; L__M(##Look,1); print " "; }
else { print " ("; L__M(##Look,2); print " "; }
DefArt(i); print ")"; descin=i;
}
if (print_player_flag==1) { print " ("; L__M(##Look,3);
print " "; print object player, ")"; }
new_line;
if (lookmode<3)
{ if ((allow_abbrev~=1) || (lookmode==2) || (location hasnt visited))
{ if (location.describe~=NULL) RunRoutines(location,describe);
else
{ if (location.description==0) print "** Room undescribed! **^";
else PrintOrRun(location,description);
}
}
}
if (location hasnt visited)
{ give location visited;
if (location has scored)
{ score=score+ROOM_SCORE;
places_score=places_score+ROOM_SCORE;
}
}
if (descin~=location) Locale(location);
Locale(descin);
LookRoutine();
action=##Look;
if (LAfterRoutines()==1) rtrue;
];
[ ExamineSub i;
if (location==thedark) return L__M(##Examine,1);
i=noun.description;
if (i==0)
{ if (noun has container) <<Search noun>>;
if (noun has switchable) { L__M(##Examine,3,noun); rfalse; }
return L__M(##Examine,2,noun);
}
PrintOrRun(noun, description);
if (noun has switchable) L__M(##Examine,3,noun);
if (AfterRoutines()==1) rtrue;
];
[ LookUnderSub;
if (location==thedark) return L__M(##LookUnder,1);
L__M(##LookUnder,2);
];
[ SearchSub i f;
if (location==thedark) return L__M(##Search,1);
objectloop (i in noun) if (i hasnt concealed) f=1;
if (noun has supporter)
{ if (f==0) return L__M(##Search,2,noun);
return L__M(##Search,3,noun);
}
if (noun hasnt container) return L__M(##Search,4);
if (noun hasnt transparent && noun hasnt open)
return L__M(##Search,5);
if (AfterRoutines()==1) rtrue;
i=children(noun);
if (f==0) return L__M(##Search,6,noun);
L__M(##Search,7,noun);
];
! ----------------------------------------------------------------------------
! Verbs which change the state of objects without moving them
! ----------------------------------------------------------------------------
[ UnlockSub;
if (noun hasnt lockable) return L__M(##Unlock,1);
if (noun hasnt locked) return L__M(##Unlock,2);
if (noun.with_key~=second) return L__M(##Unlock,3);
give noun ~locked;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Unlock,4,noun);
];
[ LockSub;
if (noun hasnt lockable) return L__M(##Lock,1);
if (noun has locked) return L__M(##Lock,2);
if (noun has open) return L__M(##Lock,3);
if (noun.with_key~=second) return L__M(##Lock,4);
give noun locked;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Lock,5,noun);
];
[ SwitchonSub;
if (noun hasnt switchable) return L__M(##SwitchOn,1);
if (noun has on) return L__M(##SwitchOn,2);
give noun on;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##SwitchOn,3,noun);
];
[ SwitchoffSub;
if (noun hasnt switchable) return L__M(##SwitchOff,1);
if (noun hasnt on) return L__M(##SwitchOff,2);
give noun ~on;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##SwitchOff,3,noun);
];
[ OpenSub;
if (noun hasnt openable) return L__M(##Open,1);
if (noun has locked) return L__M(##Open,2);
if (noun has open) return L__M(##Open,3);
give noun open;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
if (noun has container && noun hasnt transparent && child(noun)~=0)
return L__M(##Open,4,noun);
L__M(##Open,5,noun);
];
[ CloseSub;
if (noun hasnt openable) return L__M(##Close,1);
if (noun hasnt open) return L__M(##Close,2);
give noun ~open;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Close,3,noun);
];
[ DisrobeSub;
if (noun hasnt worn) return L__M(##Disrobe,1);
give noun ~worn;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Disrobe,2,noun);
];
[ WearSub;
if (noun hasnt clothing) return L__M(##Wear,1);
if (parent(noun)~=player) return L__M(##Wear,2);
if (noun has worn) return L__M(##Wear,3);
give noun worn;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Wear,4,noun);
];
[ EatSub;
if (noun hasnt edible) return L__M(##Eat,1);
remove noun;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Eat,2,noun);
];
! ----------------------------------------------------------------------------
! Verbs which are really just stubs (anything which happens for these
! actions must happen in before rules)
! ----------------------------------------------------------------------------
[ YesSub; L__M(##Yes); ];
[ NoSub; L__M(##No); ];
[ BurnSub; L__M(##Burn); ];
[ PraySub; L__M(##Pray); ];
[ WakeSub; L__M(##Wake); ];
[ WakeOtherSub;
if (RunLife(noun,##WakeOther)~=0) rfalse;
L__M(##WakeOther);
];
[ ThinkSub; L__M(##Think); ];
[ SmellSub; L__M(##Smell); ];
[ ListenSub; L__M(##Listen); ];
[ TasteSub; L__M(##Taste); ];
[ DigSub; L__M(##Dig); ];
[ CutSub; L__M(##Cut); ];
[ JumpSub; L__M(##Jump); ];
[ JumpOverSub; L__M(##JumpOver); ];
[ TieSub; L__M(##Tie); ];
[ DrinkSub; L__M(##Drink); ];
[ FillSub; L__M(##Fill); ];
[ SorrySub; L__M(##Sorry); ];
[ StrongSub; L__M(##Strong); ];
[ MildSub; L__M(##Mild); ];
[ SwimSub; L__M(##Swim); ];
[ SwingSub; L__M(##Swing); ];
[ BlowSub; L__M(##Blow); ];
[ RubSub; L__M(##Rub); ];
[ SetSub; L__M(##Set); ];
[ SetToSub; L__M(##SetTo); ];
[ WaveHandsSub; L__M(##WaveHands); ];
[ BuySub; L__M(##Buy); ];
[ SingSub; L__M(##Sing); ];
[ ClimbSub; L__M(##Climb); ];
[ SleepSub; L__M(##Sleep); ];
[ ConsultSub; L__M(##Consult,1,noun); ];
[ TouchSub;
if (noun==player) return L__M(##Touch,3);
if (noun has animate) return L__M(##Touch,1);
L__M(##Touch,2); ];
[ WaveSub;
if (parent(noun)~=player) return L__M(##Wave,1);
L__M(##Wave,2,noun); ];
[ PullSub;
if (noun has static) return L__M(##Pull,1);
if (noun has scenery) return L__M(##Pull,2);
if (noun has animate) return L__M(##Pull,4);
L__M(##Pull,3);
];
[ PushSub;
if (noun has static) return L__M(##Push,1);
if (noun has scenery) return L__M(##Push,2);
if (noun has animate) return L__M(##Pull,4);
L__M(##Push,3);
];
[ TurnSub;
if (noun has static) return L__M(##Turn,1);
if (noun has scenery) return L__M(##Turn,2);
if (noun has animate) return L__M(##Pull,4);
L__M(##Turn,3);
];
[ WaitSub;
if (LAfterRoutines()==1) rtrue;
L__M(##Wait);
];
[ PushDirSub; L__M(##PushDir,1); ];
[ AllowPushDir i;
if (parent(second)~=compass) return L__M(##PushDir,2);
if (second==u_obj or d_obj) return L__M(##PushDir,3);
AfterRoutines();
i=noun; <Go second>; move i to location;
];
[ SqueezeSub;
if (noun has animate) return L__M(##Squeeze,1);
L__M(##Squeeze,2);
];
[ ThrowAtSub;
if (second>1)
{ action=##ThrownAt;
if (RunRoutines(second,before)~=0) { action=##ThrowAt; rtrue; }
action=##ThrowAt;
}
if (second hasnt animate) return L__M(##ThrowAt,1);
if (RunLife(second,##ThrowAt)~=0) rfalse;
L__M(##ThrowAt,2);
];
[ AttackSub;
if (noun has animate && RunLife(noun,##Attack)~=0) rfalse;
L__M(##Attack); ];
[ KissSub;
if (RunLife(noun,##Kiss)~=0) rfalse;
if (noun==player) return L__M(##Touch,3);
L__M(##Kiss);
];
[ AnswerSub;
inp1=special_word; noun=inp1;
if (RunLife(second,##Answer)~=0) rfalse;
L__M(##Answer);
];
[ TellSub;
inp2=special_word; second=inp2;
if (noun==player) return L__M(##Tell);
if (RunLife(noun,##Tell)~=0) rfalse;
L__M(##Tell,2);
];
[ AskSub;
inp2=special_word; second=inp2;
if (RunLife(noun,##Ask)~=0) rfalse;
L__M(##Ask);
];
[ AskForSub;
action=##Give; inp1=second; inp2=player;
if (RunLife(noun,##Order)~=0) rfalse;
L__M(##Order);
];
! ----------------------------------------------------------------------------
! Debugging verbs
! ----------------------------------------------------------------------------
#IFDEF DEBUG;
[ TraceOnSub; parser_trace=1; "[Trace on.]"; ];
[ TraceLevelSub; parser_trace=noun;
print "[Parser tracing set to level ", parser_trace, ".]^"; ];
[ TraceOffSub; parser_trace=0; "Trace off."; ];
[ RoutinesOnSub; debug_flag=debug_flag | 1; "[Routine listing on.]"; ];
[ RoutinesOffSub; debug_flag=debug_flag & 6; "[Routine listing off.]"; ];
[ ActionsOnSub; debug_flag=debug_flag | 2; "[Action listing on.]"; ];
[ ActionsOffSub; debug_flag=debug_flag & 5; "[Action listing off.]"; ];
[ TimersOnSub; debug_flag=debug_flag | 4; "[Timers listing on.]"; ];
[ TimersOffSub; debug_flag=debug_flag & 3; "[Timers listing off.]"; ];
global xcommsdir = 0;
[ CommandsOnSub;
@output_stream 4; xcommsdir=1; "[Command recording on.]"; ];
[ CommandsOffSub;
if (xcommsdir==1) @output_stream -4;
xcommsdir=0;
"[Command recording off.]"; ];
[ CommandsReadSub;
@input_stream 1; xcommsdir=2; "[Replaying commands.]"; ];
[ PredictableSub i; i=random(-100);
"[Random number generator now predictable.]"; ];
[ XPurloinSub; move noun to player; give noun moved ~concealed; "[Purloined.]"; ];
[ XAbstractSub; move noun to second; "[Abstracted.]"; ];
[ XObj obj f;
if (parent(obj)==0) PrintShortName(obj); else InDefArt(obj);
print " (", obj, ") ";
if (f==1) { print "(in "; PrintShortName(parent(obj));
print " ", parent(obj), ")"; }
new_line;
if (child(obj)==0) rtrue;
WriteListFrom(child(obj),
FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + ALWAYS_BIT, 1);
];
[ XTreeSub i;
if (noun==0)
{ for (i=selfobj+1:i<=top_object:i++)
{ if (parent(i)==0) XObj(i);
}
rfalse;
}
XObj(noun,1);
];
[ GotoSub;
if (noun>top_object || noun<=selfobj || parent(noun)~=0)
"[Not a safe place.]";
PlayerTo(noun);
];
[ GonearSub x; x=noun; while (parent(x)~=0) x=parent(x); PlayerTo(x); ];
#ENDIF;
! ----------------------------------------------------------------------------
! Finally: virtually all the text produced by library routines, except for
! some parser errors (which are indirected through ParserError).
! ----------------------------------------------------------------------------
[ L__M act n x1 s;
s=sw__var; sw__var=act; if (n==0) n=1;
L___M(n,x1);
sw__var=s;
];
[ L___M n x1 s;
s=action;
#IFDEF LibraryMessages;
lm_n=n; lm_o=x1;
action=sw__var;
if (RunRoutines(LibraryMessages,before)~=0) { action=s; rfalse; }
action=s;
#ENDIF;
Prompt: print "^>"; rtrue;
Miscellany: if (n==1) "(considering the first sixteen objects only)^";
if (n==2) "Nothing to do!";
if (n==3) { print " You have died "; rtrue; }
if (n==4) { print " You have won "; rtrue; }
if (n==5)
{ print "^Would you like to RESTART, RESTORE a saved game";
if (TASKS_PROVIDED==0)
print ", give the FULL score for that game";
if (deadflag==2 && AMUSING_PROVIDED==0)
print ", see some suggestions for AMUSING things to do";
" or QUIT?"; }
if (n==6) "[Your interpreter does not provide ~undo~. Sorry!]";
if (n==7) "~Undo~ failed. [Not all interpreters provide it.]";
if (n==8) "Please give one of the answers above.";
if (n==9) "^It is now pitch dark in here!";
Order: CDefArt(actor); " has better things to do.";
Quit: if (n==1) { print "Please answer yes or no."; rtrue; }
print "Are you sure you want to quit? "; rtrue;
Restart: if (n==1) { print "Are you sure you want to restart? "; rtrue; }
"Failed.";
Restore: if (n==1) "Restore failed.";
"Ok.";
Save: if (n==1) "Save failed.";
"Ok.";
Verify: if (n==1) "The game file has verified as intact.";
"The game file did not verify properly, and may be corrupted \
(or you may be running it on a very primitive interpreter which \
is unable properly to perform the test).";
ScriptOn: if (n==1) "Transcripting is already on.";
"Start of a transcript of";
ScriptOff: if (n==1) "Transcripting is already off.";
"^End of transcript.";
NotifyOn: "Score notification on.";
NotifyOff: "Score notification off.";
Places: print "You have visited: "; rtrue;
Objects: if (n==1) "Objects you have handled:^";
"None.";
Score: if (deadflag==0) print "You have so far scored ";
else print "In that game you scored ";
print score, " out of a possible ", MAX_SCORE,
", in ", turns, " turn";
if (turns>1) print "s"; rtrue;
FullScore: if (n==1)
{ if (deadflag==0) print "The score is ";
else print "The score was ";
"made up as follows:^"; }
if (n==2) "finding sundry items";
if (n==3) "visiting various places";
print "total (out of ", MAX_SCORE; ")";
Inv: if (n==1) "You are carrying nothing.";
print "You are carrying"; rtrue;
Take: if (n==1) "Taken.";
if (n==2) "You are always self-possessed.";
if (n==3) { print "I don't suppose "; DefArt(x1);
" would care for that."; }
if (n==4) { print "You'd have to get ";
if (x1 has supporter) print "off "; else print "out of ";
DefArt(x1); " first."; }
if (n==5) "You already have that.";
if (n==6) { print "That seems to belong to "; DefArt(x1); "."; }
if (n==7) { print "That seems to be a part of "; DefArt(x1); "."; }
if (n==8) "That isn't available.";
if (n==9) { CDefArt(x1); " is not open."; }
if (n==10) "That's hardly portable.";
if (n==11) "That's fixed in place.";
if (n==12) "You're carrying too many things already.";
print "(putting "; DefArt(x1); print " into ";
DefArt(SACK_OBJECT); " to make room)";
Drop: if (n==1) "Already on the floor.";
if (n==2) "You haven't got that.";
if (n==3) { print "(first taking "; DefArt(x1); " off)"; }
"Dropped.";
Remove: if (n==1) "It is unfortunately closed.";
if (n==2) "But it isn't there now.";
if (n==3) "You'll need to take it off first.";
"Removed.";
PutOn: if (n==1) { print "You need to be holding ";
DefArt(x1); " before you can put it on top \
of something else."; }
if (n==2) "You can't put something on top of itself.";
if (n==3) { print "Putting things on "; DefArt(x1);
" would achieve nothing."; }
if (n==4) "You lack the dexterity.";
if (n==5) "(first taking it off)^";
if (n==6) { print "There is no more room on "; DefArt(x1); "."; }
if (n==7) "Done.";
print "You put "; DefArt(x1); print " on "; DefArt(second); ".";
Insert: if (n==1) "You need to be holding it before you can put it into \
something else.";
if (n==2) "That can't contain things.";
if (n==3) "Alas, it is closed.";
if (n==4) "You'll need to take it off first.";
if (n==5) "You can't put something inside itself.";
if (n==6) "(first taking it off)^";
if (n==7) { print "There is no more room in "; DefArt(x1); "."; }
if (n==8) "Done.";
print "You put "; DefArt(x1); print " into "; DefArt(second); ".";
Transfer: if (n==1) "That isn't in your possession.";
"First pick that up.";
EmptyT: if (n==1) { CDefArt(x1); " can't contain things."; }
if (n==2) { CDefArt(x1); " is closed."; }
CDefArt(x1); " is empty already.";
Give: if (n==1) { print "You aren't holding "; DefArt(x1); "."; }
if (n==2) { print "You juggle "; DefArt(x1);
" for a while, but don't achieve much."; }
CDefArt(x1); " doesn't seem interested.";
Show: if (n==1) { print "You aren't holding "; DefArt(x1); "."; }
CDefArt(x1); " is unimpressed.";
Enter: if (n==1) { print "But you're already ";
if (x1 has supporter) print "on ";
else print "in "; DefArt(x1); "."; }
if (n==2) "That's not something you can enter.";
if (n==3) { print "You can't get into the closed ";
PrintShortName(x1); "."; }
if (n==4) "You can only get into something on the floor.";
print "You get "; if (x1 has supporter) print "onto ";
else print "into "; DefArt(x1); print ".^";
GetOff: print "But you aren't on "; DefArt(x1); " at the moment.";
Exit: if (n==1) "But you aren't in anything at the moment.";
if (n==2) { print "You can't get out of the closed ";
PrintShortName(x1); "."; }
"You are on your own two feet again.";
VagueGo: "You'll have to say which compass direction to go in.";
Go: if (n==1)
{ print "You'll have to get ";
if (x1 has supporter) print "off "; else print "out of ";
DefArt(x1); " first.";
}
if (n==2) "You can't go that way.";
if (n==3) { print "You are unable to climb "; Defart(x1); "."; }
if (n==4) { print "You are unable to descend "; Defart(x1); "."; }
if (n==5) { print "You can't, since "; Defart(x1);
" is in the way."; }
print "You can't, since "; DefArt(x1); " leads nowhere.";
LMode1: " is now in its normal ~brief~ printing mode, which gives \
long descriptions of places never before visited and short \
descriptions otherwise.";
LMode2: " is now in its ~verbose~ mode, which always gives long \
descriptions of locations (even if you've been there before).";
LMode3: " is now in its ~superbrief~ mode, which always gives short \
descriptions of locations (even if you haven't been there before).";
Look: if (n==1) { print "on"; rfalse; }
if (n==2) { print "in"; rfalse; }
if (n==3) { print "as"; rfalse; }
if (n==4)
{ print "^On "; DefArt(x1);
WriteListFrom(child(x1),
ENGLISH_BIT + RECURSE_BIT + PARTINV_BIT
+ TERSE_BIT + ISARE_BIT + CONCEAL_BIT);
".";
}
if (x1~=location)
{ if (x1 has supporter) print "^On "; else print "^In ";
DefArt(x1); print " you";
}
else print "^You";
print " can "; if (n==5) print "also "; print "see ";
WriteListFrom(child(x1),
ENGLISH_BIT + WORKFLAG_BIT + RECURSE_BIT
+ PARTINV_BIT + TERSE_BIT + CONCEAL_BIT);
if (x1~=location) ".";
" here.";
Examine: if (n==1) "Darkness, noun. An absence of light to see by.";
if (n==2) { print "You see nothing special about ";
Defart(x1); "."; }
CDefArt(x1); print " is currently switched ";
if (x1 has on) "on."; else "off.";
LookUnder: if (n==1) "But it's dark.";
"You find nothing of interest.";
Search: if (n==1) "But it's dark.";
if (n==2) { print "There is nothing on "; DefArt(x1); "."; }
if (n==3)
{ print "On "; DefArt(x1);
WriteListFrom(child(x1),
TERSE_BIT + ENGLISH_BIT + ISARE_BIT + CONCEAL_BIT);
".";
}
if (n==4) "You find nothing of interest.";
if (n==5) "You can't see inside, since it is closed.";
if (n==6) { CDefArt(x1); " is empty."; }
print "In "; DefArt(x1);
WriteListFrom(child(x1),
TERSE_BIT + ENGLISH_BIT + ISARE_BIT + CONCEAL_BIT);
".";
Unlock: if (n==1) "That doesn't seem to be something you can unlock.";
if (n==2) "It's unlocked at the moment.";
if (n==3) "That doesn't seem to fit the lock.";
print "You unlock "; DefArt(x1); ".";
Lock: if (n==1) "That doesn't seem to be something you can lock.";
if (n==2) "It's locked at the moment.";
if (n==3) "First you'll have to close it.";
if (n==4) "That doesn't seem to fit the lock.";
print "You lock "; DefArt(x1); ".";
SwitchOn: if (n==1) "That's not something you can switch.";
if (n==2) "That's already on.";
print "You switch "; DefArt(x1); " on.";
SwitchOff: if (n==1) "That's not something you can switch.";
if (n==2) "That's already off.";
print "You switch "; DefArt(x1); " off.";
Open: if (n==1) "That's not something you can open.";
if (n==2) "It seems to be locked.";
if (n==3) "It's already open.";
if (n==4)
{ print "You open "; DefArt(x1); print ", revealing ";
if (WriteListFrom(child(x1),
ENGLISH_BIT + TERSE_BIT + CONCEAL_BIT)==0) "nothing.";
".";
}
print "You open "; DefArt(x1); ".";
Close: if (n==1) "That's not something you can close.";
if (n==2) "It's already closed.";
print "You close "; DefArt(x1); ".";
Disrobe: if (n==1) "You're not wearing that.";
print "You take off "; DefArt(x1); ".";
Wear: if (n==1) "You can't wear that!";
if (n==2) "You're not holding that!";
if (n==3) "You're already wearing that!";
print "You put on "; DefArt(x1); ".";
Eat: if (n==1) "That's plainly inedible.";
print "You eat "; DefArt(x1); ". Not bad.";
Yes, No: "That was a rhetorical question.";
Burn: "This dangerous act would achieve little.";
Pray: "Nothing practical results from your prayer.";
Wake: "The dreadful truth is, this is not a dream.";
WakeOther: "That seems unnecessary.";
Kiss: "Keep your mind on the game.";
Think: "What a good idea.";
Smell: "You smell nothing unexpected.";
Listen: "You hear nothing unexpected.";
Taste: "You taste nothing unexpected.";
Touch: if (n==1) "Keep your hands to yourself!";
if (n==3) "If you think that'll help.";
"You feel nothing unexpected.";
Dig: "Digging would achieve nothing here.";
Cut: "Cutting that up would achieve little.";
Jump: "You jump on the spot, fruitlessly.";
JumpOver, Tie: "You would achieve nothing by this.";
Drink: "There's nothing suitable to drink here.";
Fill: "But there's no water here to carry.";
Sorry: "Oh, don't apologise.";
Strong: "Real adventurers do not use such language.";
Mild: "Quite.";
Attack: "Violence isn't the answer to this one.";
Swim: "There's not enough water to swim in.";
Swing: "There's nothing sensible to swing here.";
Blow: "You can't usefully blow that.";
Rub: "You achieve nothing by this.";
Set: "No, you can't set that.";
SetTo: "No, you can't set that to anything.";
WaveHands: "You wave, feeling foolish.";
Wave: if (n==1) "But you aren't holding that.";
print "You look ridiculous waving "; DefArt(x1); ".";
Pull, Push, Turn: if (n==1) "It is fixed in place.";
if (n==2) "You are unable to.";
if (n==4) "That would be less than courteous.";
"Nothing obvious happens.";
PushDir: if (n==1) "Is that the best you can think of?";
if (n==2) "That's not a direction.";
"Not that way you can't.";
Squeeze: if (n==1) "Keep your hands to yourself.";
"You achieve nothing by this.";
ThrowAt: if (n==1) "Futile.";
"You lack the nerve when it comes to the crucial moment.";
Tell: if (n==1) "You talk to yourself a while.";
"This provokes no reaction.";
Answer, Ask: "There is no reply.";
Buy: "Nothing is on sale.";
Sing: "Your singing is abominable.";
Climb: "I don't think much is to be achieved by that.";
Wait: "Time passes.";
Sleep: "You aren't feeling especially drowsy.";
Consult: print "You discover nothing of interest in "; DefArt(x1); ".";
];
! ----------------------------------------------------------------------------