home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
By Popular Request 2.0
/
By Popular Request 2.0 (Arsenal Computer).ISO
/
amiga_1
/
amnfrm55.lha
/
Inform
/
library
/
parser.h
< prev
next >
Wrap
Text File
|
1995-08-02
|
119KB
|
3,555 lines
! ----------------------------------------------------------------------------
! "PARSER": the core of the Inform library, and the parser
!
! Supplied for use with Inform 5
!
! (c) Graham Nelson 1993, 1994, 1995, but freely usable (see documentation)
! ----------------------------------------------------------------------------
Constant LibSerial "950703";
Constant LibRelease "5/11";
! ----------------------------------------------------------------------------
! Attribute and property definitions
! The compass, directions, darkness and player objects
! Definitions of fake actions
! Library global variables
! Private parser variables
! Keyboard reading
! Parser, 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
! Main game loop
! Action processing
! Menus
! Time: timers and daemons
! Considering light
! Changing player personality
! Printing short names
! ----------------------------------------------------------------------------
! ----------------------------------------------------------------------------
! Declare the attributes and properties. Note that properties "preroutine"
! and "postroutine" default to $ffff which forces them to be two bytes long:
! similarly, "timeleft" sometimes needs to be over 256, so it's flagged long
! ----------------------------------------------------------------------------
System_file;
Attribute animate;
Attribute clothing;
Attribute concealed;
Attribute container;
Attribute direction;
Attribute door;
Attribute edible;
Attribute enterable;
Attribute female;
Attribute general;
Attribute light;
Attribute lockable;
Attribute locked;
Attribute moved;
Attribute on;
Attribute open;
Attribute openable;
Attribute proper;
Attribute scenery;
Attribute scored;
Attribute static;
Attribute supporter;
Attribute switchable;
Attribute talkable;
Attribute transparent;
Attribute visited;
Attribute workflag;
Attribute worn;
Attribute absent alias female; ! Please, no psychoanalysis
Constant NULL $ffff;
Property additive before NULL;
Property additive after NULL;
Property additive life NULL;
Property long n_to; Property long s_to; ! Slightly wastefully, these are
Property long e_to; Property long w_to; ! long (they might be routines)
Property long ne_to; Property long se_to;
Property long nw_to; Property long sw_to;
Property long u_to; Property long d_to;
Property long in_to; Property long out_to;
Property door_to alias n_to; ! For economy: these properties are
Property when_closed alias s_to; ! used only by objects which
Property with_key alias e_to; ! aren't rooms
Property door_dir alias w_to;
Property invent alias u_to;
Property plural alias d_to;
Property add_to_scope alias se_to;
Property list_together alias sw_to;
Property long initial;
Property when_open alias initial;
Property when_on alias initial;
Property when_off alias when_closed;
Property long description;
Property additive describe NULL;
Property article "a";
Property cant_go "You can't go that way.";
Property long found_in; ! For fiddly reasons this can't alias
Property long time_left;
Property long number;
Property additive time_out NULL;
Property daemon alias time_out;
Property additive each_turn NULL;
Property capacity 100;
Property long short_name 0;
Property long parse_name 0;
! The following definitions, commented out, define pre-Inform 5.2 and now
! obselete names as aliases for the standard names:
! Property preroutine alias before; Property desc alias description;
! Property postroutine alias after; Property longdesc alias description;
! Property liferoutine alias life; Property timeleft alias time_left;
! Property initpos alias initial;
! Property portalto alias door_to;
! Property closedpos alias when_closed;
! Property dirprop alias door_dir;
! Property cantgo alias cant_go;
! Attribute portal alias door;
! ----------------------------------------------------------------------------
! Construct the compass - a dummy object containing the directions, which also
! represent the walls in whatever room the player is in (these are given the
! general-purpose "number" property for the programmer's convenience)
! ----------------------------------------------------------------------------
Object compass "compass" nothing has concealed;
#IFNDEF WITHOUT_DIRECTIONS;
Object n_obj "north wall" compass
with name "n" "north" "wall", article "the", door_dir n_to, number 0
has scenery;
Object s_obj "south wall" compass
with name "s" "south" "wall", article "the", door_dir s_to, number 0
has scenery;
Object e_obj "east wall" compass
with name "e" "east" "wall", article "the", door_dir e_to, number 0
has scenery;
Object w_obj "west wall" compass
with name "w" "west" "wall", article "the", door_dir w_to, number 0
has scenery;
Object ne_obj "northeast wall" compass
with name "ne" "northeast" "wall", article "the", door_dir ne_to, number 0
has scenery;
Object se_obj "southeast wall" compass
with name "se" "southeast" "wall", article "the", door_dir se_to, number 0
has scenery;
Object nw_obj "northwest wall" compass
with name "nw" "northwest" "wall", article "the", door_dir nw_to, number 0
has scenery;
Object sw_obj "southwest wall" compass
with name "sw" "southwest" "wall", article "the", door_dir sw_to, number 0
has scenery;
Object u_obj "ceiling" compass
with name "u" "up" "ceiling", article "the", door_dir u_to, number 0
has scenery;
Object d_obj "floor" compass
with name "d" "down" "floor", article "the", door_dir d_to, number 0
has scenery;
#ENDIF;
Object out_obj "outside" compass
with article "the", door_dir out_to, number 0
has scenery;
Object in_obj "inside" compass
with article "the", door_dir in_to, number 0
has scenery;
! ----------------------------------------------------------------------------
! The other dummy object is "Darkness", not really a place but it has to be
! an object so that the name on the status line can be "Darkness":
! we also create the player object
! ----------------------------------------------------------------------------
Object thedark "Darkness"
with description "It is pitch dark, and you can't see a thing.";
Object selfobj "yourself"
with description "As good-looking as ever.", number 0,
before NULL, after NULL, life NULL, each_turn NULL,
time_out NULL, describe NULL, capacity 100,
parse_name 0, short_name 0
has concealed animate proper transparent;
! ----------------------------------------------------------------------------
! Fake actions: treated as if they were actions, when calling
! routines attached to objects
! ----------------------------------------------------------------------------
Fake_Action LetGo;
Fake_Action Receive;
Fake_Action ThrownAt;
Fake_Action Order;
Fake_Action TheSame;
Fake_Action PluralFound;
Fake_Action Miscellany;
Fake_Action Prompt;
! ----------------------------------------------------------------------------
! Globals: note that the first one defined gives the status line place, the
! next two the score/turns
! ----------------------------------------------------------------------------
Global location = 1;
Global sline1 = 0;
Global sline2 = 0;
Global the_time = NULL;
Global time_rate = 1;
Global time_step = 0;
Global score = 0;
Global turns = 1;
Global player;
Global lightflag = 1;
Global real_location = thedark;
Global print_player_flag = 0;
Global deadflag = 0;
Global inventory_stage = 1;
global c_style;
global lt_value;
global listing_together;
global listing_size;
Global transcript_mode = 0;
Global last_score = 0;
Global notify_mode = 1; ! Score notification
Global places_score = 0;
Global things_score = 0;
Global lookmode = 1;
Global lastdesc = 0;
Global top_object = 0;
! ----------------------------------------------------------------------------
! Parser variables accessible to the rest of the game
! ----------------------------------------------------------------------------
Global buffer string 120; ! Text buffer
Global parse string 64; ! List of parsed addresses of words
Global inputobjs data 32; ! To hold parameters
Global toomany_flag = 0; ! Flag for "take all made too many"
Global actor = 0; ! Person asked to do something
Global action = 0; ! Thing he is asked to do
Global inp1 = 0; ! First parameter
Global inp2 = 0; ! Second parameter
Global self = 0; ! Object whose routines are being run
Global noun = 0; ! First noun
Global second = 0; ! Second noun
Global multiple_object data 128; ! List of multiple parameters
Global special_word = 0; ! Dictionary address of "special"
Global special_number = 0; ! The number, if a number was typed
Global special_number2 = 0; ! Second number, if two numbers typed
Global parsed_number = 0; ! For user-supplied parsing routines
global multiflag; ! Multiple-object flag
global notheld_mode = 0; ! To do with implicit taking
global onotheld_mode = 0; !
global meta; ! Verb is a meta-command (such as "save")
global reason_code; ! Reason for calling a life
global sw__var = 0; ! Switch variable (used for embeddeds)
global consult_from; ! Word that "consult"átopic starts on
global consult_words; ! ...and number of words in topic
#IFV5;
global undo_flag = 0; ! Can the interpreter provide "undo"?
#ENDIF;
global parser_trace = 0; ! Set this to 1 to make the parser trace
! tokens and lines
global debug_flag = 0; ! For debugging information
global lm_n; ! Parameters for LibraryMessages
global lm_o;
! ----------------------------------------------------------------------------
! Main (putting it here ensures it is the first routine, as it must be)
! ----------------------------------------------------------------------------
[ Main;
player=selfobj;
PlayTheGame();
];
! ----------------------------------------------------------------------------
! The parser, beginning with variables private to itself:
! ----------------------------------------------------------------------------
global buffer2 string 120; ! Buffers for supplementary questions
global parse2 string 64; !
global parse3 string 64; !
global wn; ! Word number (counts from 1)
global num_words; ! Number of words typed
global verb_word; ! Verb word (eg, take in "take all" or
! "dwarf, take all") - address in dictionary
global verb_wordnum; ! and the number in typing order (eg, 1 or 3)
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-object was accepted for
global pattern data 16; ! For the current pattern match
global pcount; ! and a marker within it
global pattern2 data 16; ! And another, which stores the best match
global pcount2; ! so far
global parameters; ! Parameters (objects) entered so far
global params_wanted; ! Number needed (may change in parsing)
global nsns; ! Number of special_numbers entered so far
global inferfrom; ! The point from which the rest of the
! command must be inferred
global inferword; ! And the preposition inferred
global oops_from = 0; ! The "first mistake" point, where oops acts
global saved_oops = 0; ! Used in working this out
global oops_heap data 10; ! Used temporarily by "oops" routine
Constant MATCH_LIST_SIZE 128;
global match_list data MATCH_LIST_SIZE;
! An array of matched objects so far
global match_classes data MATCH_LIST_SIZE;
! An array of equivalence classes 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 typed words long are these matches?
global match_from; ! At what word of the input do they begin?
global parser_action; ! For the use of the parser when calling
global parser_one; ! user-supplied routines
global parser_two; !
global vague_word; ! Records which vague word ("it", "them", ...)
! caused an error
global vague_obj; ! And what it was thought to refer to
global itobj=0; ! The object which is currently "it"
global himobj=0; ! The object which is currently "him"
global herobj=0; ! The object which is currently "her"
global lookahead; ! The token after the object now being matched
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 allow_plurals; ! Whether they are presently allowed or not
global not_holding; ! Object to be automatically taken as an
! implicit command
global kept_results data 32; ! The delayed command (while the take happens)
global saved_wn; ! These are temporary variables for Parser()
global saved_token; ! (which hasn't enough spare local variables)
global held_back_mode = 0; ! Flag: is there some input from last time
global hb_wn = 0; ! left over? (And a save value for wn)
global best_etype; ! Error number used within parser
global etype; ! Error number used for individual lines
global last_command_from; ! For sorting out "then again"
global last_command_to; !
global token_was; ! For noun filtering by user routines
global advance_warning; ! What a later-named thing will be
global placed_in_flag; ! To do with PlaceInScope
global length_of_noun; ! Set by NounDomain to number of words in noun
global action_to_be; ! So the parser can "cheat" in one case
global dont_infer; ! Another dull flag
global et_flag = 0; ! Processing "each_turn" mode
global scope_token; ! For scope:Routine tokens
global scope_error;
global scope_stage;
global ats_flag = 0; ! For AddToScope routines
global ats_hls; !
#IFV5;
global just_undone = 0; ! Can't have two successive UNDOs
#ENDIF;
! ----------------------------------------------------------------------------
! The comma_word is a special word, used to substitute commas in the input
! ----------------------------------------------------------------------------
Constant comma_word 'xcomma';
! ----------------------------------------------------------------------------
! In Advanced games only, 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
! ----------------------------------------------------------------------------
#IFV5;
[ DrawStatusLine i;
@split_window 1; @set_window 1; @set_cursor 1 1; style reverse;
spaces (0->33)-1;
@set_cursor 1 2; PrintShortName(location);
if ((0->1)&2 == 0)
{ @set_cursor 1 51; print "Score: ", sline1;
@set_cursor 1 64; print "Moves: ", sline2;
}
else
{ @set_cursor 1 51; print "Time: ";
i=sline1%12; if (i<10) print " ";
if (i==0) i=12;
print i, ":";
if (sline2<10) print "0";
print sline2;
if ((sline1/12) > 0) print " pm"; else print " am";
}
@set_cursor 1 1; style roman; @set_window 0;
];
#ENDIF;
! ----------------------------------------------------------------------------
! 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
! ----------------------------------------------------------------------------
[ Keyboard a_buffer a_table nw i w x1 x2;
DisplayStatus();
.FreshInput;
! Save the start of the table, in case "oops" needs to restore it
! to the previous time's table
for (i=0:i<10:i++) oops_heap->i = a_table->i;
! In case of an array entry corruption that shouldn't happen, but would be
! disastrous if it did:
a_buffer->0 = 120;
a_table->0 = 64;
! Print the prompt, and read in the words and dictionary addresses
L__M(##Prompt);
#IFV3; read a_buffer a_table; #ENDIF;
temp_global = 0;
#IFV5; read a_buffer a_table DrawStatusLine; #ENDIF;
nw=a_table->1;
! If the line was blank, get a fresh line
if (nw == 0)
{ print "I beg your pardon?^"; jump FreshInput; }
! Unless the opening word was "oops" or its abbreviation "o", return
w=a_table-->1;
if (w == #n$o or 'oops') jump DoOops;
#IFV5;
! Undo handling
if (w == 'undo')
{ if (turns==1)
{ print "[You can't ~undo~ what hasn't been done!]^";
jump FreshInput;
}
if (undo_flag==0)
{ print "[Your interpreter does not provide ~undo~. Sorry!]^";
jump FreshInput;
}
if (undo_flag==1) jump UndoFailed;
if (just_undone==1)
{ print "[Can't ~undo~ twice in succession. Sorry!]^";
jump FreshInput;
}
@restore_undo i;
if (i==0)
{ .UndoFailed;
print "~Undo~ failed. [Not every interpreter provides it.]^";
}
jump FreshInput;
}
@save_undo i;
just_undone=0;
undo_flag=2;
if (i==-1) undo_flag=0;
if (i==0) undo_flag=1;
if (i==2)
{ style bold;
print (name) location, "^";
style roman;
print "[Previous turn undone]^";
just_undone=1;
jump FreshInput;
}
#ENDIF;
return nw;
.DoOops;
if (oops_from == 0)
{ print "Sorry, that can't be corrected.^"; jump FreshInput; }
if (nw == 1)
{ print "Think nothing of it.^"; jump FreshInput; }
if (nw > 2)
{ print "~Oops~ can only correct a single word.^"; jump FreshInput; }
! So now we know: there was a previous mistake, and the player has
! attempted to correct a single word of it.
!
! Oops is very primitive: it gets the text buffer wrong, for instance.
!
! Take out the 4-byte table entry for the supplied correction:
! restore the 10 bytes at the front of the table, which were over-written
! by what the user just typed: and then replace the oops_from word entry
! with the correction one.
!
x1=a_table-->3; x2=a_table-->4;
for (i=0:i<10:i++) a_table->i = oops_heap->i;
w=2*oops_from - 1;
a_table-->w = x1;
a_table-->(w+1) = x2;
return nw;
];
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;
! ----------------------------------------------------------------------------
! The Parser routine is the heart of the parser.
!
! It returns only when a sensible request has been made, and puts into the
! "results" buffer:
!
! Word 0 = The action number
! Word 1 = Number of parameters
! Words 2, 3, ... = The parameters (object numbers), but
! 00 means "multiple object list goes here"
! 01 means "special word goes here"
!
! (Some of the global variables above are really local variables for this
! routine, because the Z-machine only allows up to 15 local variables per
! routine, and Parser runs out.)
!
! To simplify the picture a little, a rough map of this routine is:
!
! (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) Go through each token in the syntax line
! (F) Check (or infer) an adjective
! (G) Check to see if the syntax is finished, and if so return
! (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 results syntax line num_lines line_address i j
token l m;
! **** (A) ****
! 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==1)
{ held_back_mode=0;
for (i=0:i<64:i++) parse->i=parse2->i;
new_line;
jump ReParse;
}
.ReType;
Keyboard(buffer,parse);
.ReParse;
! Initially assume the command is aimed at the player, and the verb
! is the first word
num_words=parse->1;
if (parser_trace>=4)
{ print "[ ", num_words, " to parse: ";
for (i=1:i<=num_words:i++)
{ j=parse-->((i-1)*2+1);
if (j == 0) print "? ";
else
{ if (UnsignedCompare(j, 0-->4)>=0
&& UnsignedCompare(j, 0-->2)<0) print_addr j;
else print j; print " ";
}
}
print "]^";
}
verb_wordnum=1;
actor=player;
token_was = 0; ! In case we're still in "user-filter" mode from last round
scope_token = 0;
! Begin from what we currently think is the verb word
.BeginCommand;
wn=verb_wordnum;
verb_word = NextWord();
! Now try for "again" or "g", which are special cases:
! don't allow "again" if nothing has previously been typed;
! simply copy the previous parse table and ReParse with that
if (verb_word==#n$g) verb_word='again';
if (verb_word=='again')
{ if (actor~=player)
{ print "To repeat a command like ~frog, jump~, just say \
~again~, not ~frog, again~.^"; jump ReType; }
if (parse3->1==0)
{ print "You can hardly repeat that.^"; jump ReType; }
for (i=0:i<64:i++) parse->i=parse3->i;
jump ReParse;
}
! Save the present parse table in case of an "again" next time
if (verb_word~='again')
for (i=0:i<64:i++)
parse3->i=parse->i;
! If the first word is not recognised, give a user-supplied routine
! the chance to work out what it is:
if (verb_word==0 && actor==player) verb_word=UnknownVerb(verb_word);
! But if it still isn't, then it can't be either the name of
! an animate creature or a verb, so give an error at once.
if (verb_word==0)
{ best_etype=VERB_PE;
jump GiveError;
}
! **** (B) ****
! If the first word is not listed as a verb, it must be a direction
! or the name of someone to talk to
! (NB: better avoid having a Mr Take or Mrs Inventory around...)
if (((verb_word->#dict_par1) & 1) == 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 1000 if it has restructured the parse table so that the whole parse
! must be begun again...
wn=verb_wordnum;
l=NounDomain(compass,0,0); if (l==1000) 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;
results-->1 = 1;
results-->2 = l;
jump LookForMore;
}
! **** (C) ****
! 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;
}
! The initial word was something, but not a verb - give UnknownVerb
! a chance to restore it to health.
if (actor==player)
{ verb_word=UnknownVerb(verb_word);
if (verb_word~=0) 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) { print "You can't begin with a comma.^"; 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=1;
l=NounDomain(player,location,6); if (l==1000) jump ReParse;
if (l==0) { print "You seem to want to talk to someone, \
but I can't see whom.^"; jump ReType; }
! 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)
{ print "You can't talk to "; DefArt(l); print ".^"; 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)
{ print "To talk to someone, try ~someone, hello~ or some such.^";
jump ReType;
}
! The player has now successfully named someone. Adjust "him", "her", "it":
ResetVagueWords(l);
! Set the global variable "actor", adjust the number of the first word,
! and begin parsing again from there.
verb_wordnum=j+1; actor=l;
jump BeginCommand;
}
! **** (D) ****
.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) & 2)/2;
! Now let i be the corresponding verb number, stored in the dictionary entry
! (in a peculiar 255-n fashion for traditional Infocom reasons)...
i=$ff-(verb_word->#dict_par2);
! ...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...
syntax=(0-->7)-->i;
! ...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 vague_word 0 being misunderstood,
vague_word='it'; vague_obj=itobj;
if (parser_trace>=1)
{ print "[Parsing for the verb '"; print_addr verb_word;
print "' (", num_lines+1, " lines)]^";
}
best_etype=STUCK_PE;
! "best_etype" is the current failure-to-match error - it is by default
! the least informative one, "don't understand that sentence"
! **** (E) ****
for (line=0:line<=num_lines:line++)
{ line_address = syntax+1+line*8;
if (parser_trace>=1)
{ print "[Line ", line, ": ", line_address->0, " parameters: ";
for (pcount=1:pcount<=6:pcount++)
{ token=line_address->pcount;
print token, " ";
}
print " -> action ", line_address->7, "]^";
}
! 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.
not_holding=0;
inferfrom=0;
parameters=0;
params_wanted = line_address->0;
nsns=0;
multiple_object-->0 = 0;
etype=STUCK_PE;
action_to_be = line_address->7;
! Put the word marker back to just after the verb
wn=verb_wordnum+1;
! An individual "line" contains six tokens... There's a preliminary pass
! first, to parse late tokens early if necessary (because of mi or me)
advance_warning=-1;
for (i=0,pcount=1:pcount<=6:pcount++)
{ scope_token=0;
token=line_address->pcount;
if (token<180) i++;
if (token==4 or 5 && i==1)
{ if (parser_trace>=2) print " [Trying look-ahead]^";
pcount++;
while (pcount<=6 && line_address->pcount>=180) pcount++;
token=line_address->(pcount-1);
if (token>=180)
{ j=AdjectiveAddress(token);
! Now look for word with j, move wn, parse next
! token...
while (wn <= num_words)
{ if (NextWord()==j)
{ l = NounDomain(location,actor,token);
if (parser_trace>=2)
{ print " [Forward token parsed: ";
if (l==1000) print "re-parse request]^";
if (l==1) print "but multiple found]^";
if (l==0) print "hit error ", etype, "]^";
}
if (l==1000) jump ReParse;
if (l>=2)
{ advance_warning = l;
if (parser_trace>=3)
{ DefArt(l); print "]^";
}
}
}
}
}
}
}
! And now start again, properly, forearmed or not as the case may be.
not_holding=0;
inferfrom=0;
parameters=0;
nsns=0;
multiple_object-->0 = 0;
etype=STUCK_PE;
action_to_be = line_address->7;
wn=verb_wordnum+1;
! "Pattern" gradually accumulates what has been recognised so far,
! so that it may be reprinted by the parser later on
for (pcount=1:pcount<=6:pcount++)
{ pattern-->pcount=0; scope_token=0;
token=line_address->pcount;
if (parser_trace>=2)
{ print " [Token ",pcount, " is ", token, ": ";
if (token<16)
{ if (token==0) print "<noun> or null";
if (token==1) print "<held>";
if (token==2) print "<multi>";
if (token==3) print "<multiheld>";
if (token==4) print "<multiexcept>";
if (token==5) print "<multiinside>";
if (token==6) print "<creature>";
if (token==7) print "<special>";
if (token==8) print "<number>";
}
if (token>=16 && token<48)
print "<noun filter by routine ",token-16, ">";
if (token>=48 && token<80)
print "<general parse by routine ",token-48, ">";
if (token>=80 && token<128)
print "<scope parse by routine ",token-80, ">";
if (token>=128 && token<180)
print "<noun filter by attribute ",token-128, ">";
if (token>180)
{ print "<adjective ",255-token, " '";
print_addr AdjectiveAddress(token); print "'>";
}
print " at word number ", wn, "]^";
}
! Lookahead is set to the token after this one, or 8 if there isn't one.
! (Complicated because the line is padded with 0's.)
m=pcount+1; lookahead=8;
if (m<=6) lookahead=line_address->m;
if (lookahead==0)
{ m=parameters; if (token<=7) m++;
if (m>=params_wanted) lookahead=8;
}
! **** (F) ****
! When the token is a large number, it must be an adjective:
! remember the adjective number in the "pattern".
if (token>180)
{ pattern-->pcount = 1000+token;
! 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
! adjective we are inferring...
if (wn > num_words)
{ if (inferfrom==0 && parameters<params_wanted)
{ inferfrom=pcount; inferword=token; }
! Otherwise, this line must be wrong.
if (inferfrom==0) break;
}
! Whereas, if the player has typed something here, see if it is the
! required adjective... if it's wrong, the line must be wrong,
! but if it's right, the token is passed (jump to finish this token).
if (wn <= num_words && token~=Adjective()) break;
jump TokenPassed;
}
! **** (G) ****
! Check now to see if the player has entered enough parameters...
! (since params_wanted is the number of them)
if (parameters == params_wanted)
{
! If the player has entered enough parameters 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, "and" or "then" then
! take that to be the start of another instruction
if (wn <= num_words)
{ l=NextWord();
if (l=='then' or comma_word)
{ held_back_mode=1; hb_wn=wn-1; }
else
{ for (m=0:m<8: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; break; }
}
if (parameters>=2 && results-->3 == 0)
{ l=ReviseMulti(results-->2);
if (l~=0) { etype=l; break; }
}
if (parser_trace>=1)
print "[Line successfully parsed]^";
! At this point the line has worked out perfectly, and it's a matter of
! sending the results back...
! ...pausing to explain any inferences made (using the pattern)...
if (inferfrom~=0)
{ print "("; PrintCommand(inferfrom,1); print ")^";
}
! ...and to copy the action number, and the number of parameters...
results-->1 = params_wanted;
results-->0 = line_address->7;
! ...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)
ResetVagueWords(results-->2);
! ...and declare the user's input to be error free...
oops_from = 0;
! ...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)
{ notheld_mode=1;
for (i=0:i<8:i++) kept_results-->i = results-->i;
results-->0 = ##Take;
results-->1 = 1;
results-->2 = not_holding;
print "(first taking "; DefArt(not_holding); print ")^";
}
! (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 finish.
if (held_back_mode==1) { wn=hb_wn; jump LookForMore; }
rtrue;
}
! Otherwise, the player still has at least one parameter to specify: an
! object of some kind is expected, and this we hand over to:
l=ParseObjectList(results,token);
if (parser_trace>=3)
{ print " [Parse object list replied with";
if (l==1000) print " re-parse request]^";
if (l==0) print " token failed, error type ", etype, "]^";
if (l==1) print " token accepted]^";
}
if (l==1000) jump ReParse;
if (l==0) break;
! The token has been successfully passed; we are ready for the next.
.TokenPassed;
}
! But if we get here it means that the line failed somewhere, so we continue
! the outer for loop and try the next line...
if (etype>best_etype) best_etype=etype;
}
! So that if we get here, each line for the specified verb has failed.
! **** (H) ****
.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.
! In order to make it easier for the host game to work out what was said, the
! "verb" word (eg, "sfgh") is parsed as a number and as a dictionary entry,
! and the parser returns as if the player had typed
!
! answer sfgh to dwarf
!
! with the globals special_word and special_number set accordingly.
! (This is convenient for, say, "computer, 2451" or "guard, blue").
if (actor~=player)
{ special_number=TryNumber(verb_wordnum);
wn=verb_wordnum;
special_word=NextWord();
action=##Answer;
inp1=1; inp2=actor; actor=player;
rtrue;
}
! **** (I) ****
! If the player was the actor (eg, in "take dfghh") the error must be printed,
! and fresh input called for. In three cases the oops word must be jiggled.
if (ParserError(etype)~=0) jump ReType;
if (etype==STUCK_PE)
{ print "I didn't understand that sentence.^"; oops_from=1; }
if (etype==UPTO_PE)
{ print "I only understood you as far as wanting to ";
for (m=0:m<8:m++) pattern-->m = pattern2-->m;
pcount=pcount2; PrintCommand(0,1); print ".^";
}
if (etype==NUMBER_PE)
print "I didn't understand that number.^";
if (etype==CANTSEE_PE)
{ print "You can't see any such thing.^";
oops_from=saved_oops; }
if (etype==TOOLIT_PE)
print "You seem to have said too little!^";
if (etype==NOTHELD_PE)
{ print "You aren't holding that!^";
oops_from=saved_oops; }
if (etype==MULTI_PE)
print "You can't use multiple objects with that verb.^";
if (etype==MMULTI_PE)
print "You can only use multiple objects once on a line.^";
if (etype==VAGUE_PE)
{ print "I'm not sure what ~"; print_addr vague_word;
print "~ refers to.^"; }
if (etype==EXCEPT_PE)
print "You excepted something not included anyway!^";
if (etype==ANIMA_PE)
print "You can only do that to something animate.^";
if (etype==VERB_PE)
print "That's not a verb I recognise.^";
if (etype==SCENERY_PE)
print "That's not something you need to refer to \
in the course of this game.^";
if (etype==ITGONE_PE)
{ print "You can't see ~"; print_addr vague_word;
print "~ ("; DefArt(vague_obj); print ") at the moment.^"; }
if (etype==JUNKAFTER_PE)
print "I didn't understand the way that finished.^";
if (etype==TOOFEW_PE)
{ if (multi_had==0) print "None";
else { print "Only "; EnglishNumber(multi_had); }
print " of those ";
if (multi_had==1) print "is"; else print "are";
print " available.^"; }
if (etype==NOTHING_PE)
{ if (multi_wanted==100) print "Nothing to do!^";
else print "There are none at all available!^"; }
if (etype==ASKSCOPE_PE)
{ scope_stage=3; indirect(scope_error); }
! **** (J) ****
! 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) ****
! 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=='then' || i==comma_word)
{ if (wn>num_words)
{ parse2->1=(parse2->1)-1; held_back_mode = 0; rtrue; }
if (actor==player) j=0; else j=verb_wordnum-1;
last_command_from = j+1; last_command_to = wn-2;
i=NextWord();
if (i=='again' or #n$g)
{ for (i=0: i<j: i++)
{ parse2-->(2*i+1) = parse-->(2*i+1);
parse2-->(2*i+2) = parse-->(2*i+2);
}
for (i=last_command_from:i<=last_command_to:i++, j++)
{ parse2-->(2+2*j) = parse-->(2*i);
parse2-->(1+2*j) = parse-->(2*i-1);
}
for (i=wn:i<=num_words:i++, j++)
{ parse2-->(2+2*j) = parse-->(2*i);
parse2-->(1+2*j) = parse-->(2*i-1);
}
parse2->1=j; held_back_mode = 1; rtrue;
}
else wn--;
for (i=0: i<j: i++)
{ parse2-->(2*i+1) = parse-->(2*i+1);
parse2-->(2*i+2) = parse-->(2*i+2);
}
for (i=wn:i<=num_words:i++, j++)
{ parse2-->(2+2*j) = parse-->(2*i);
parse2-->(1+2*j) = parse-->(2*i-1);
}
parse2->1=j; held_back_mode = 1; rtrue;
}
best_etype=UPTO_PE; jump GiveError;
];
! ----------------------------------------------------------------------------
! NumberWord - fairly self-explanatory
! ----------------------------------------------------------------------------
[ NumberWord o;
if (o=='one') return 1;
if (o=='two') return 2;
if (o=='three') return 3;
if (o=='four') return 4;
if (o=='five') return 5;
if (o=='six') return 6;
if (o=='seven') return 7;
if (o=='eight') return 8;
if (o=='nine') return 9;
if (o=='ten') return 10;
if (o=='eleven') return 11;
if (o=='twelve') return 12;
if (o=='thirteen') return 13;
if (o=='fourteen') return 14;
if (o=='fifteen') return 15;
if (o=='sixteen') return 16;
if (o=='seventeen') return 17;
if (o=='eighteen') return 18;
if (o=='nineteen') return 19;
if (o=='twenty') return 20;
return 0;
];
! ----------------------------------------------------------------------------
! 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 ITS_BIT 16;
Constant HIS_BIT 32;
Constant LIT_BIT 64;
Constant UNLIT_BIT 128;
[ Descriptors context o flag n;
indef_mode=0; indef_type=0; indef_wanted=0; indef_guess_p=0;
for (flag=1:flag==1:)
{ o=NextWord(); flag=0;
if (o=='the') flag=1;
if (o==#n$a or 'an' or 'any' || o=='either' or 'anything')
{ indef_mode=1; flag=1; }
if (o=='another' or 'other')
{ indef_mode=1; flag=1;
indef_type = indef_type | OTHER_BIT; }
if (o=='my' or 'this' or 'these')
{ indef_mode=1; flag=1;
indef_type = indef_type | MY_BIT; }
if (o=='that' or 'those')
{ indef_mode=1; flag=1;
indef_type = indef_type | THAT_BIT; }
if (o=='its')
{ indef_mode=1; flag=1;
indef_type = indef_type | ITS_BIT; }
if (o=='his' or 'your')
{ indef_mode=1; flag=1;
indef_type = indef_type | HIS_BIT; }
if (o=='lit' or 'lighted')
{ indef_mode=1; flag=1;
indef_type = indef_type | LIT_BIT; }
if (o=='unlit')
{ indef_mode=1; flag=1;
indef_type = indef_type | UNLIT_BIT; }
if (o=='all' or 'each' or 'every' || o=='everything')
{ indef_mode=1; flag=1; indef_wanted=100;
indef_type = indef_type | PLURAL_BIT; }
if (allow_plurals==1)
{ n=NumberWord(o);
if (n>1) { indef_guess_p=1;
indef_mode=1; flag=1; indef_wanted=n;
indef_type = indef_type | PLURAL_BIT; }
}
if (flag==1 && NextWord() ~= 'of') wn--; ! Skip 'of' after these
}
wn--;
if ((indef_wanted > 0) && (context<2 || context>5)) return MULTI_PE;
return 0;
];
! ----------------------------------------------------------------------------
! ParseObjectList: Parses tokens 0 to 179, from the current word number wn
!
! Returns:
! 1000 for "reconstructed input, please re-parse from scratch"
! 1 for "token accepted"
! 0 for "token failed"
!
! (A) Preliminaries and special/number tokens
! (B) Actual object names (mostly subcontracted!)
! (C) and/but and so on
! (D) Returning an accepted token
!
! ----------------------------------------------------------------------------
[ ParseObjectList results token l o i j k
and_parity single_object desc_wn many_flag;
many_flag=0; and_parity=1; dont_infer=0;
! **** (A) ****
! We expect to find a list of objects next in what the player's typed.
.ObjectList;
if (parser_trace>=3) print " [Object list from word ", wn, "]^";
! 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--;
if (o=='it' or 'them')
{ vague_word=o; vague_obj=itobj;
if (itobj==0) { etype=VAGUE_PE; return 0; }
}
if (o=='him')
{ vague_word=o; vague_obj=himobj;
if (himobj==0) { etype=VAGUE_PE; return 0; }
}
if (o=='her')
{ vague_word=o; vague_obj=herobj;
if (herobj==0) { etype=VAGUE_PE; return 0; }
}
if (o=='me' or 'myself' or 'self')
{ vague_word=o; vague_obj=player;
}
! Firstly, get rid of tokens 7 and 8 ("special" and "number"), and
! tokens which are entirely handed out to outside routines
if (token==7)
{ l=TryNumber(wn);
if (l~=-1000)
{ if (nsns==0) special_number=l; else special_number2=l;
nsns++;
if (parser_trace>=3)
print " [Read special as the number ", l, "]^";
}
if (parser_trace>=3)
print " [Read special word at word number ", wn, "]^";
special_word=NextWord(); single_object=1; jump PassToken;
}
if (token==8)
{ l=TryNumber(wn++);
if (l==-1000) { etype=NUMBER_PE; rfalse; }
if (parser_trace>=3) print " [Read number as ", l, "]^";
if (nsns++==0) special_number=l; else special_number2=l;
single_object=1; jump PassToken;
}
if (token>=48 && token<80)
{ l=indirect(#preactions_table-->(token-48));
if (parser_trace>=3)
print " [Outside parsing routine returned ", l, "]^";
if (l<0) rfalse;
if (l==0) { params_wanted--; rtrue; } ! An adjective after all...
if (l==1)
{ if (nsns==0) special_number=parsed_number;
else special_number2=parsed_number;
nsns++;
}
single_object=l; jump PassToken;
}
if (token>=80 && token<128)
{ scope_token = #preactions_table-->(token-80);
scope_stage = 1;
l=indirect(scope_token);
if (parser_trace>=3)
print " [Scope routine returned multiple-flag of ", l, "]^";
if (l==1) token=2; else token=0;
}
token_was=0;
if (token>=16)
{ token_was = token;
token=0;
}
! Otherwise, we have one of the tokens 0 to 6, all of which really do mean
! that objects are expected.
! So now we parse any descriptive words
allow_plurals = 1; desc_wn = wn;
.TryAgain;
l=Descriptors(token); if (l~=0) { etype=l; return 0; }
! **** (B) ****
! This is an actual specified object, and is therefore where a typing error
! is most likely to occur, so we set:
oops_from=wn;
! 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.)
! So, two cases. Case 1: token not equal to "held" (so, no implicit takes)
! but we may well be dealing with multiple objects
if (token~=1)
{ i=multiple_object-->0;
if (parser_trace>=3)
print " [Calling NounDomain on location and actor]^";
l=NounDomain(location, actor, token);
if (l==1000) return l; ! Reparse after Q&A
if (l==0) { etype=CantSee(); jump FailToken; } ! Choose best error
if (parser_trace>=3)
{ if (l>1)
{ print " [ND returned "; DefArt(l); print "]^"; }
else
{ print " [ND appended to the multiple object list:^";
k=multiple_object-->0;
for (j=i+1:j<=k:j++)
{ print " Entry ", j, ": "; CDefArt(multiple_object-->j);
print " (", multiple_object-->j, ")^";
}
print " List now has size ", k, "]^";
}
}
if (l==1)
{ if (many_flag==0)
{ many_flag=1;
}
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==1) MultiAdd(multiple_object-->j);
else MultiSub(multiple_object-->j);
}
if (parser_trace>=3)
print " [Merging ", k-i, " new objects to the ", i, " old ones]^";
}
}
else
{ if (token==6 && l hasnt animate) ! Animation is required
{ etype=ANIMA_PE; jump FailToken; } ! for token 6
if (many_flag==0)
single_object = l;
else
{ if (and_parity==1) MultiAdd(l); else MultiSub(l);
if (parser_trace>=3)
{ print " [Combining "; DefArt(single_object);
print " with list]^";
}
}
}
}
! Case 2: token is "held" (which fortunately can't take multiple objects)
! and may generate an implicit take
if (token==1)
{ l=NounDomain(actor,location,token); ! Same as above...
if (l==1000) return l;
if (l==0) { etype=CantSee(); return l; }
! ...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;
if (parser_trace>=3)
{ print " [Allowing object "; DefArt(l); print " for now]^";
}
}
single_object = l;
}
! The following moves the word marker to just past the named object...
wn = oops_from + match_length;
! **** (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=='and' or 'but' or 'except' || o==comma_word)
{
if (parser_trace>=3)
{ print " [Read '"; print_addr o; print "']^";
}
if (token<2 || token>=6) { etype=MULTI_PE; jump FailToken; }
if (o=='but' or 'except') and_parity = 1-and_parity;
if (many_flag==0)
{ multiple_object-->0 = 1;
multiple_object-->1 = single_object;
many_flag=1;
if (parser_trace>=3)
{ print " [Making new list from ";
DefArt(single_object); print "]^";
}
}
dont_infer = 1; inferfrom=0; ! Don't print (inferences)
jump ObjectList; ! And back around
}
wn--; ! Word marker back to first not-understood word
! **** (D) ****
! Happy or unhappy endings:
.PassToken;
if (many_flag==1) single_object=0;
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;
}
}
}
results-->(parameters+2) = single_object;
parameters++;
pattern-->pcount = single_object;
return 1;
.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==1 && indef_guess_p==1)
{ allow_plurals=0; wn=desc_wn; jump TryAgain;
}
return 0;
];
! ----------------------------------------------------------------------------
! 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,
! 1000 if it asked a question of the player and consequently rewrote all
! the player's input, so that the whole parser should start again
! on the rewritten input.
!
! In the case when it returns 1<k<1000, it also sets the variable
! length_of_noun to the number of words in the input text matched to the
! noun.
! In the case k=1, the multiple objects are added to multiple_object by
! hand (not by MultiAdd, because we want to allow duplicates).
! ----------------------------------------------------------------------------
[ NounDomain domain1 domain2 context first_word i j k l oldw
answer_words marker;
if (parser_trace>=4) print " [NounDomain called at word ", wn, "^";
match_length=0; number_matched=0; match_from=wn; placed_in_flag=0;
SearchScope(domain1, domain2, context);
if (parser_trace>=4) print " [ND made ", number_matched, " matches]^";
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; return i; }
! ...now suppose that there was more typing to come, i.e. suppose that
! the user entered something beyond this noun. Use the lookahead token
! to check that if an adjective comes next, it is the right one. (If
! not then there must be a mistake like "press red buttno" where "red"
! has been taken for the noun in the mistaken belief that "buttno" is
! some preposition or other.)
!
! If nothing ought to follow, then similarly 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~='and' or comma_word or 'then')
&& (i~='but' or 'except'))
{ if (lookahead==8) rfalse;
if (lookahead>8)
{ if (lookahead~=Adjective())
{ wn--; if (parser_trace>=3)
print " [ND failed at lookahead at word ", wn, "]^";
rfalse;
}
wn--;
}
}
}
}
! Now look for a good choice, if there's more than one choice...
number_of_classes=0;
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==1) 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;
! Now we print up the question, using the equivalence classes as worked
! out by Adjudicate() so as not to repeat ourselves on plural objects...
if (context==6) print "Who"; else print "Which";
print " do you mean, ";
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) DefArt(k); else InDefArt(k);
if (i<j-1) print ", ";
if (i==j-1) print " or ";
}
print "?^";
! ...and get an answer:
.WhichOne;
answer_words=Keyboard(buffer2, parse2);
first_word=(parse2-->1);
! Take care of "all", because that does something too clever here to do
! later on:
if ((first_word=='all' or 'both' or 'everything')
|| (first_word=='every' or 'each'))
{
if (context>=2 && context<=5)
{ l=multiple_object-->0;
for (i=0:i<number_matched && l+i<63:i++)
{ k=match_list-->i;
multiple_object-->(i+1+l) = k;
}
multiple_object-->0 = i+l;
rtrue;
}
print "Sorry, you can only have one item here. Which one exactly?^";
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.)
j=first_word->#dict_par1;
if (0~=j&1)
{ Copy(buffer, buffer2);
Copy(parse, parse2);
return 1000;
}
! 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.)
!
! To do this we use MoveWord which copies in a word.
oldw=parse->1;
parse->1 = answer_words+oldw;
for (k=oldw+answer_words : k>match_from : k--)
MoveWord(k, parse, k-answer_words);
for (k=1:k<=answer_words:k++)
MoveWord(match_from+k-1, parse2, k);
! Having reconstructed the input, we warn the parser accordingly
! and get out.
return 1000;
! 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 (context==6) print "Whom"; else print "What";
print " do you want";
if (actor~=player) { print " "; DefArt(actor); }
print " to "; PrintCommand(0,1); print "?^";
answer_words=Keyboard(buffer2, parse2);
first_word=(parse2-->1);
! Once again, if the reply looks like a command, give it to the
! parser to get on with and forget about the question...
j=first_word->#dict_par1;
if (0~=j&1)
{ Copy(buffer, buffer2);
Copy(parse, parse2);
return 1000;
}
! ...but if we have a genuine answer, then we adjoin the words
! typed onto the expression. But if we've just inferred something
! which wasn't actually there, we must adjoin that as well. (Note
! the sneaky use of "it" to match an object inferred this time round.)
oldw=parse->1;
if (inferfrom==0)
for (k=1:k<=answer_words:k++)
MoveWord(oldw+k, parse2, k);
else
{ j=pcount-inferfrom;
for (k=1:k<=answer_words:k++)
MoveWord(oldw+k+j, parse2, k);
for (j=inferfrom:j<pcount:j++)
{ if (pattern-->j >= 2 && pattern-->j < 1000)
{ parse2-->1 = 'it'; itobj = pattern-->j;
}
else parse2-->1 = AdjectiveAddress((pattern-->j) - 1000);
MoveWord(oldw+1+j-inferfrom, parse2, 1);
answer_words++;
}
}
parse->1 = answer_words+oldw;
! And go back to the parser.
return 1000;
];
! ----------------------------------------------------------------------------
! 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
! ----------------------------------------------------------------------------
[ Adjudicate context i j k good_ones last n ultimate flag offset;
if (parser_trace>=4)
print " [Adjudicating match list of size ", number_matched, "^";
j=number_matched-1; good_ones=0; last=match_list-->0;
for (i=0:i<=j:i++)
{ n=match_list-->i;
if (n hasnt concealed)
{ ultimate=n;
do
ultimate=parent(ultimate);
until (ultimate==location or actor or 0);
if (context==0 && ultimate==location &&
(token_was==0 || UserFilter(n)==1)) { good_ones++; last=n; }
if (context==1 && parent(n)==actor) { good_ones++; last=n; }
if (context==2 && ultimate==location) { good_ones++; last=n; }
if (context==3 && parent(n)==actor) { good_ones++; last=n; }
if (context==4 or 5)
{ if (advance_warning==-1)
{ if (parent(n)==actor) { good_ones++; last=n; }
}
else
{ if (context==4 && parent(n)==actor && n~=advance_warning)
{ good_ones++; last=n; }
if (context==5 && parent(n)==actor && n in advance_warning)
{ good_ones++; last=n; }
}
}
if (context==6 && n has animate) { 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==6 && good_ones==0) return match_list-->0;
if (indef_mode==1 && indef_type & PLURAL_BIT ~= 0)
{ if (context<2 || context>5) { etype=MULTI_PE; return -1; }
i=0; number_of_classes=1; offset=multiple_object-->0;
for (j=BestGuess():j~=-1 && i<indef_wanted
&& i+offset<63:j=BestGuess())
{ flag=0;
if (j hasnt concealed && j hasnt worn) flag=1;
if (context==3 or 4 && parent(j)~=actor) flag=0;
k=ChooseObjects(j,flag);
if (k==1) flag=1; else { if (k==2) flag=0; }
if (flag==1)
{ i++; multiple_object-->(i+offset) = j;
if (parser_trace>=4)
print " Accepting it^";
}
else
{ if (parser_trace>=4)
print " Rejecting it^";
}
}
if (i<indef_wanted && indef_wanted<100)
{ etype=TOOFEW_PE; multi_wanted=indef_wanted;
multi_had=multiple_object-->0;
return -1;
}
multiple_object-->0 = i+offset;
multi_context=context;
if (parser_trace>=4)
print " Made multiple object of size ", i, "]^";
return 1;
}
for (i=0:i<number_matched:i++) match_classes-->i=0;
n=1;
for (i=0:i<number_matched:i++)
if (match_classes-->i==0)
{ match_classes-->i=n++; flag=0;
for (j=i+1:j<number_matched:j++)
if (match_classes-->j==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--;
if (parser_trace>=4)
{ print " Difficult adjudication with ", n, " equivalence classes:^";
for (i=0:i<number_matched:i++)
{ print " "; CDefArt(match_list-->i);
print " (", match_list-->i, ") --- ",match_classes-->i, "^";
}
}
number_of_classes = n;
if (n>1 && indef_mode==0)
{ j=0; good_ones=0;
for (i=0:i<number_matched:i++)
{ k=ChooseObjects(match_list-->i,2);
if (k==j) good_ones++;
if (k>j) { j=k; good_ones=1; last=match_list-->i; }
}
if (good_ones==1)
{ if (parser_trace>=4)
print " ChooseObjects picked a best.]^";
return last;
}
if (parser_trace>=4)
print " Unable to decide: it's a draw.]^";
return 0;
}
! 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.
if (indef_mode==0) indef_type=0;
if (n==1) dont_infer = 1;
return BestGuess();
];
! ----------------------------------------------------------------------------
! 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 1 if all is well.
! This only ever throws things out, never adds new ones.
! ----------------------------------------------------------------------------
[ ReviseMulti second_p i low;
if (parser_trace>=4)
print " Revising multiple object list of size ", i,
" with 2nd ", object second_p, "^";
if (multi_context==4 or 5)
{ for (i=1, low=0:i<=multiple_object-->0:i++)
{ if ( (multi_context==4 && multiple_object-->i ~= second_p)
|| (multi_context==5 && multiple_object-->i in second_p))
{ low++; multiple_object-->low = multiple_object-->i;
}
}
multiple_object-->0 = low;
}
if (multi_context==2)
{ for (i=1, low=0:i<=multiple_object-->0:i++)
if (parent(multiple_object-->i)==parent(actor)) low++;
if (parser_trace>=4)
print " Token 2 plural case: number with actor ", low, "^";
if (action_to_be==##Take || low>0)
{ for (i=1, low=0:i<=multiple_object-->0:i++)
{ if (parent(multiple_object-->i)==parent(actor))
{ low++; multiple_object-->low = multiple_object-->i;
}
}
multiple_object-->0 = low;
}
}
i=multiple_object-->0;
if (parser_trace>=4)
print " Done: new size ", i, "^";
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. If the score is less than the
! threshold, block out the entry to -1.
! The scores are put in the match_classes array, which we can safely
! reuse by now.
! ----------------------------------------------------------------------------
[ ScoreMatchL its_owner its_score obj i threshold a_s l_s;
if (indef_type & OTHER_BIT ~= 0) threshold=40;
if (indef_type & MY_BIT ~= 0) threshold=threshold+40;
if (indef_type & THAT_BIT ~= 0) threshold=threshold+40;
if (indef_type & ITS_BIT ~= 0) threshold=threshold+40;
if (indef_type & HIS_BIT ~= 0) threshold=threshold+40;
if (indef_type & LIT_BIT ~= 0) threshold=threshold+40;
if (indef_type & UNLIT_BIT ~= 0) threshold=threshold+40;
if (parser_trace>=4) print " Scoring match list with type ", indef_type,
", threshold ", threshold, ":^";
a_s = 30; l_s = 20;
if (action_to_be == ##Take or ##Remove) { a_s=20; l_s=30; }
for (i=0:i<number_matched:i++)
{ obj = match_list-->i; its_owner = parent(obj); its_score=0;
if (its_owner==actor) its_score=a_s;
if (its_owner==A_Location(actor)) its_score=l_s;
if (its_score==0 && its_owner~=compass) its_score=10;
if (indef_type & OTHER_BIT ~=0
&& obj~=itobj or himobj or herobj)
its_score=its_score+40;
if (indef_type & MY_BIT ~=0 && its_owner==actor)
its_score=its_score+40;
if (indef_type & THAT_BIT ~=0 && its_owner==A_Location(actor))
its_score=its_score+40;
if (indef_type & LIT_BIT ~=0 && obj has light)
its_score=its_score+40;
if (indef_type & UNLIT_BIT ~=0 && obj hasnt light)
its_score=its_score+40;
if (indef_type & ITS_BIT ~=0 && its_owner==itobj)
its_score=its_score+40;
if (indef_type & HIS_BIT ~=0 && its_owner has animate
&& GetGender(its_owner)==1)
its_score=its_score+40;
its_score=its_score + ChooseObjects(obj,2);
if (its_score < threshold) match_list-->i=-1;
else
{ match_classes-->i=its_score;
if (parser_trace >= 4)
{ print " "; CDefArt(match_list-->i);
print " (", match_list-->i, ") in "; DefArt(its_owner);
print " scores ",its_score, "^";
}
}
}
number_of_classes=2;
];
[ A_Location a; while(parent(a)~=0) a=parent(a); return a; ];
! ----------------------------------------------------------------------------
! 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;
if (number_of_classes~=1) ScoreMatchL();
earliest=0; best=-1;
for (i=0:i<number_matched:i++)
{ if (match_list-->i >= 0)
{ its_score=match_classes-->i;
if (its_score>best) { best=its_score; earliest=i; }
}
}
if (parser_trace>=4)
{ if (best<0)
print " Best guess ran out of choices^";
else
{ print " Best guess "; DefArt(match_list-->earliest);
print " (", match_list-->earliest, ")^";
}
}
if (best<0) return -1;
i=match_list-->earliest;
match_list-->earliest=-1;
return i;
];
! ----------------------------------------------------------------------------
! 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;
! print "Id on ", o1, " (", object o1, ") and ", o2, " (", object o2, ")^";
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)/2;
p2 = o2.&1; n2 = (o2.#1)/2;
! for (i=0:i<n1:i++) { print_addr p1-->i; print " "; } new_line;
! for (i=0:i<n2:i++) { print_addr p2-->i; print " "; } new_line;
for (i=0:i<n1:i++)
{ flag=0;
for (j=0:j<n2:j++)
if (p1-->i == p2-->j) flag=1;
if (flag==0) rfalse;
}
for (j=0:j<n2:j++)
{ flag=0;
for (i=0:i<n1:i++)
if (p1-->i == 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 999 are object numbers and 1000+n means the preposition n)
! ----------------------------------------------------------------------------
[ PrintCommand from emptyf i j k f;
if (from==0)
{ i=verb_word; from=1; f=1;
#IFV3;
if (i=='inventory') { print "take an inventory"; jump VerbPrinted; }
if (i=='examine') { print "examine"; jump VerbPrinted; }
if (i=='discard') { print "discard"; jump VerbPrinted; }
if (i=='swallow') { print "swallow"; jump VerbPrinted; }
if (i=='embrace') { print "embrace"; jump VerbPrinted; }
if (i=='squeeze') { print "squeeze"; jump VerbPrinted; }
if (i=='purchase') { print "purchase"; jump VerbPrinted; }
if (i=='unscrew') { print "unscrew"; jump VerbPrinted; }
if (i=='describe') { print "describe"; jump VerbPrinted; }
if (i=='uncover') { print "uncover"; jump VerbPrinted; }
if (i=='discard') { print "discard"; jump VerbPrinted; }
if (i=='transfer') { print "transfer"; jump VerbPrinted; }
#ENDIF;
if (i==#n$l) { print "look"; jump VerbPrinted; }
if (i==#n$z) { print "wait"; jump VerbPrinted; }
if (i==#n$x) { print "examine"; jump VerbPrinted; }
if (i==#n$i or 'inv') { print "inventory"; jump VerbPrinted; }
if (PrintVerb(i)==0) print_addr i;
}
.VerbPrinted;
j=pcount-emptyf;
for (k=from:k<=j:k++)
{ if (f==1) print_char ' ';
i=pattern-->k;
if (i==0) { print "those things"; jump TokenPrinted; }
if (i==1) { print "that"; jump TokenPrinted; }
if (i>=1000)
{ i=AdjectiveAddress(i-1000);
#IFV3;
if (i=='against') { print "against"; jump TokenPrinted; }
#ENDIF;
print_addr i;
}
else DefArt(i);
.TokenPrinted;
f=1;
}
];
! ----------------------------------------------------------------------------
! 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;
saved_oops=oops_from;
if (scope_token~=0) { scope_error = scope_token; return ASKSCOPE_PE; }
wn--; w=NextWord();
e=CANTSEE_PE;
if (w==vague_word) e=ITGONE_PE;
i=parent(actor);
if (i has visited && Refers(i,w)==1) e=SCENERY_PE;
if (etype>e) return etype;
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_was>=128)
{ if (obj has (token_was-128)) rtrue;
rfalse;
}
noun=obj;
return (indirect(#preactions_table-->(token_was-16)));
];
! ----------------------------------------------------------------------------
! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
! (the main parse buffer)
! ----------------------------------------------------------------------------
[ MoveWord at1 b2 at2 x y;
x=at1*2-1; y=at2*2-1;
parse-->x++ = b2-->y++;
parse-->x = b2-->y;
];
! ----------------------------------------------------------------------------
! 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;
i=0;
! Everything is in scope to the debugging commands
#ifdef DEBUG;
if (verb_word == 'purloin' or 'tree' or 'abstract' || verb_word == 'gonear')
{ for (i=selfobj+1:i<=top_object:i++) PlaceInScope(i);
rtrue;
}
#endif;
! First, a scope token gets priority here:
if (scope_token ~= 0)
{ scope_stage=2;
if (indirect(scope_token)~=0) rtrue;
}
! Next, call any user-supplied routine adding things to the scope,
! which may circumvent the usual routines altogether if they return true:
if (domain1==actor)
{ if (InScope(domain1)~=0) rtrue;
}
else if (domain2==actor)
{ if (InScope(domain2)~=0) 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==5 && advance_warning ~= -1) ! Scope for multiinside
{ ScopeWithin(advance_warning, 0, context); ! is different
}
else
{ ScopeWithin(domain1, domain2, context);
ScopeWithin(domain2,0,context);
}
];
! ----------------------------------------------------------------------------
! PlaceInScope is provided for routines outside the library, and is not
! called within the parser (except for debugging purposes).
! ----------------------------------------------------------------------------
[ PlaceInScope thing;
if (et_flag==1) { DoEachTurn(thing); rtrue; }
wn=match_from; TryGivenObject(thing); placed_in_flag=1;
];
! ----------------------------------------------------------------------------
! DoEachTurn
! ----------------------------------------------------------------------------
[ DoEachTurn thing;
if (parser_trace>=5)
{ print "[Considering each_turn for "; DefArt(thing); print "]^"; }
if (thing.each_turn~=NULL) PrintOrRun(thing, each_turn);
];
! ----------------------------------------------------------------------------
! 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;
if (domain==0) rtrue;
! multiexcept doesn't have second parameter in scope
if (context==4 && domain==advance_warning) 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==location && et_flag==0
&& context~=6) ScopeWithin(compass);
! Look through the objects in the domain
objectloop (domain in domain) ScopeWithin_O(domain, nosearch, context);
];
[ ScopeWithin_O domain nosearch context i ad n;
! In each_turn mode, we're going through calling e_t for everything in
! scope and not doing any parsing at all:
if (et_flag==1) { DoEachTurn(domain); jump DontAccept; }
! If we're beyond the end of the user's typing, accept everything
! (NounDomain will sort things out)
if (match_from > num_words)
{ i=parser_trace; parser_trace=0;
if (i>=5) { print " Out of text: matching "; DefArt(domain);
new_line; }
MakeMatch(domain,1);
parser_trace=i; 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.)
wn=match_from;
i=NounWord();
if (i==1 && itobj==domain) MakeMatch(itobj,1);
if (i==2 && himobj==domain) MakeMatch(himobj,1);
if (i==3 && herobj==domain) MakeMatch(herobj,1);
if (i==4 && player==domain) MakeMatch(player,1);
! Construing the current word as the start of a noun, can it refer to the
! object?
wn--; TryGivenObject(domain);
.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
&& (domain has supporter
|| domain has transparent
|| (domain has container && domain has open)))
ScopeWithin(domain,0,context);
! Drag any extras into context
ad = domain.&add_to_scope;
if (ad ~= 0)
{ if (UnsignedCompare(ad-->0,top_object) > 0)
{ ats_flag = 2+context;
RunRoutines(domain, add_to_scope);
ats_flag = 0;
}
else
{ n=domain.#add_to_scope;
for (i=0:(2*i)<n: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;
if (parser_trace>=5) print " Match with quality ",quality,"^";
if (token_was~=0 && UserFilter(obj)==0)
{ if (parser_trace>=5) print " Match filtered out^";
rtrue;
}
if (quality < match_length) rtrue;
if (quality > match_length) { match_length=quality; number_matched=0; }
else
{ if (2*number_matched>=MATCH_LIST_SIZE) rtrue;
for (i=0:i<number_matched:i++)
if (match_list-->i==obj) rtrue;
}
match_list-->number_matched++ = obj;
if (parser_trace>=5) print " Match added to list^";
];
! ----------------------------------------------------------------------------
! 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. There is no return value.
! ----------------------------------------------------------------------------
[ TryGivenObject obj threshold k;
if (parser_trace>=5)
{ print " Trying "; DefArt(obj);
print " (", obj, ") at word ", wn, "^";
}
! If input has run out and we're in indefinite mode, then always match,
! with only quality 0 (this saves time).
if (indef_mode ~=0 && wn > parse->1) { MakeMatch(obj,0); rfalse; }
! 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=-1;
k=RunRoutines(obj,parse_name);
if (k>0)
{ if (parser_action == ##PluralFound)
{ if (allow_plurals == 0) jump NoWordsMatch;
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;
}
MakeMatch(obj,k); rfalse;
}
if (k==0) jump NoWordsMatch;
}
! The default algorithm is simply to count up how many words pass the
! Refers test:
if (0 == Refers(obj,NounWord()))
{ .NoWordsMatch;
if (indef_mode~=0) MakeMatch(obj,0);
rfalse;
}
threshold=1;
while (0~=Refers(obj,NextWord())) threshold++;
MakeMatch(obj,threshold);
if (parser_trace>=5) print " Matched^";
];
! ----------------------------------------------------------------------------
! Refers works out whether the word with dictionary address wd can refer to
! the object obj, by seeing if wd is listed in the "names" property of obj.
! ----------------------------------------------------------------------------
[ Refers obj wd k l m;
if (obj==0) rfalse;
k=obj.&1; l=(obj.#1)/2-1;
for (m=0:m<=l:m++)
if (wd==k-->m) rtrue;
rfalse;
];
! ----------------------------------------------------------------------------
! NounWord (which takes no arguments) returns:
!
! 1 if the next word is "it" or "them",
! 2 if the next word is "him",
! 3 if the next word is "her",
! 4 if "me", "myself", "self"
! 0 if the next word is unrecognised or does not carry the "noun" bit in
! its dictionary entry,
! or the address in the dictionary if it is a recognised noun.
!
! The "current word" marker moves on one.
! ----------------------------------------------------------------------------
[ NounWord i;
i=NextWord();
if (i=='it' or 'them') return 1;
if (i=='him') return 2;
if (i=='her') return 3;
if (i=='me' or 'myself' or 'self') return 4;
if (i==0) rfalse;
if ((i->#dict_par1)&128 == 0) rfalse;
return i;
];
! ----------------------------------------------------------------------------
! Adjective (which takes no arguments) returns:
!
! 0 if the next word is listed in the dictionary as possibly an adjective,
! or its adjective number if it is.
!
! The "current word" marker moves on one.
! ----------------------------------------------------------------------------
[ Adjective i j;
j=NextWord();
if (j==0) rfalse;
i=j->#dict_par1;
if (i&8 == 0) rfalse;
return(j->#dict_par3);
];
! ----------------------------------------------------------------------------
! AdjectiveAddress works out the address in the dictionary of the word
! corresponding to the given adjective number.
!
! It should never produce the given error (which would mean that Inform
! had set up the adjectives table incorrectly).
! ----------------------------------------------------------------------------
[ AdjectiveAddress number m;
m=#adjectives_table;
for (::)
{ if (number==m-->1) return m-->0;
m=m+4;
}
m=#adjectives_table;
print "<Adjective not found>";
return m;
];
! ----------------------------------------------------------------------------
! NextWord (which takes no arguments) returns:
!
! 0 if the next word is unrecognised,
! comma_word if it is a comma character
! (which is treated oddly by the Z-machine, hence the code)
! 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
! ----------------------------------------------------------------------------
[ NextWord i j k;
if (wn > parse->1) { wn++; rfalse; }
i=wn*2-1; wn++;
j=parse-->i;
if (j==0)
{ k=wn*4-3; i=buffer->(parse->k);
if (i==',') j=comma_word;
if (i=='.') j='then';
}
return j;
];
[ NextWordStopped;
if (wn > parse->1) { wn++; return -1; }
return NextWord();
];
! ----------------------------------------------------------------------------
! 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;
i=wordnum*4+1; j=parse->i; num=j+buffer; len=parse->(i-1);
tot=ParseNumber(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; len=len-1;
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>3) tot=10000;
return tot;
];
! ----------------------------------------------------------------------------
! ResetVagueWords does, assuming that i was the object last referred to
! ----------------------------------------------------------------------------
[ ResetVagueWords i;
if (i has animate && i~=player)
{ if (GetGender(i)==1) himobj=i;
else herobj=i;
}
else itobj=i;
];
! ----------------------------------------------------------------------------
! 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;
];
! ----------------------------------------------------------------------------
! For copying buffers
! ----------------------------------------------------------------------------
[ Copy bto bfrom i size;
size=bto->0;
for (i=1:i<=size:i++) bto->i=bfrom->i;
];
! ----------------------------------------------------------------------------
! Useful routine: unsigned comparison (for addresses in Z-machine)
! Returns 1 if x>y, 0 if x=y, -1 if x<y
! ZRegion(addr) returns 1 if object num, 2 if in code area, 3 if in strings
! ----------------------------------------------------------------------------
[ UnsignedCompare x y u v;
if (x==y) return 0;
if (x<0 && y>=0) return 1;
if (x>=0 && y<0) return -1;
u = x&$7fff; v= y&$7fff;
if (u>v) return 1;
return -1;
];
[ ZRegion addr;
if (addr==0) return 0;
if (addr>=1 && addr<=top_object) return 1;
if (UnsignedCompare(addr, #strings_offset)>=0) return 3;
if (UnsignedCompare(addr, #code_offset)>=0) return 2;
return 0;
];
[ PrintOrRun obj prop flag a;
if (obj.#prop > 2) return RunRoutines(obj,prop);
if (obj.prop==NULL) rfalse;
a=ZRegion(obj.prop);
if (a==0 or 1) "** Expected string/routine as prop value! **";
if (a==3) { print_paddr obj.prop; if (flag==0) new_line; rtrue; }
return RunRoutines(obj,prop);
];
[ ValueOrRun obj prop a;
a=ZRegion(obj.prop);
if (a==2) return RunRoutines(obj,prop);
return obj.prop;
];
[ RunRoutines obj prop i j k l m ssv;
if (obj==thedark) obj=real_location;
if (obj.prop==NULL) rfalse;
#IFDEF DEBUG;
if (debug_flag & 1 ~= 0 && prop~=short_name)
{ print "[Running ";
if (prop==before) { print "before"; jump DebugPrt; }
if (prop==after) { print "after"; jump DebugPrt; }
if (prop==life) { print "life"; jump DebugPrt; }
if (prop==each_turn) { print "each_turn"; jump DebugPrt; }
if (prop==describe) { print "describe"; jump DebugPrt; }
if (prop==initial) { print "initial"; jump DebugPrt; }
if (prop==n_to) { print "n_to/door_to"; jump DebugPrt; }
if (prop==s_to) { print "s_to"; jump DebugPrt; }
if (prop==e_to) { print "e_to"; jump DebugPrt; }
if (prop==w_to) { print "w_to/door_dir"; jump DebugPrt; }
if (prop==ne_to) { print "ne_to"; jump DebugPrt; }
if (prop==nw_to) { print "nw_to"; jump DebugPrt; }
if (prop==se_to) { print "se_to/add_to_scope"; jump DebugPrt; }
if (prop==sw_to) { print "sw_to"; jump DebugPrt; }
if (prop==u_to) { print "u_to/invent"; jump DebugPrt; }
if (prop==d_to) { print "d_to/plural"; jump DebugPrt; }
if (prop==in_to) { print "in_to"; jump DebugPrt; }
if (prop==out_to) { print "out_to"; jump DebugPrt; }
if (prop==time_out) { print "daemon/time_out"; jump DebugPrt; }
if (prop==parse_name) { print "parse_name"; jump DebugPrt; }
print "property ",prop;
.DebugPrt;
print " for ", object obj,"]^";
}
#ENDIF;
j=obj.∝ k=obj.#prop; m=self; self=obj;
noun=inp1; second=inp2;
ssv=sw__var;
if (prop==life) sw__var=reason_code;
else sw__var=action;
for (i=0:i<k/2:i++)
{ if (j-->i == NULL) { self=m; sw__var=ssv; rfalse; }
l=ZRegion(j-->i);
if (l==2)
{ l=indirect(j-->i);
if (l~=0) { self=m; sw__var=ssv; return l; }
}
else
{ if (l==3) { print_paddr j-->i; new_line; }
else print "** Entry in property list not routine or string **^";
}
}
self=m; sw__var=ssv;
rfalse;
];
! ----------------------------------------------------------------------------
! End of the parser proper: the remaining routines are its front end.
! ----------------------------------------------------------------------------
[ DisplayStatus;
if (the_time==NULL)
{ 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 i;
print "^[Your score has just gone ";
if (last_score > score) { i=last_score-score; print "down"; }
else { i=score-last_score; print "up"; }
print " by "; EnglishNumber(i); print " point";
if (i>1) print "s"; print ".]^";
];
[ PlayTheGame i j k l;
top_object = #largest_object-255;
j=Initialise();
last_score = score;
move player to location;
while (parent(location)~=0) location=parent(location);
objectloop (i in player) give i moved ~concealed;
player.capacity = MAX_CARRIED;
if (j~=2) Banner();
lightflag=OffersLight(parent(player));
if (lightflag==0)
{ real_location=location; location=thedark;
}
<Look>;
for (i=1:i<=100:i++) j=random(i);
while deadflag==0
{ if (score ~= last_score)
{ if (notify_mode==1) NotifyTheScore();
last_score=score;
}
.Error;
inp1=0; inp2=0; action=0; meta=0;
inputobjs-->0 = 0; inputobjs-->1 = 0;
inputobjs-->2 = 0; inputobjs-->3 = 0;
Parser(inputobjs);
onotheld_mode=notheld_mode; notheld_mode=0;
if (actor~=player)
{ action=inputobjs-->0;
inp1=inputobjs-->2;
inp2=inputobjs-->3;
if (action==##GiveR)
{ inp2=inputobjs-->2;
inp1=inputobjs-->3; action=##Give;
}
if (action==##ShowR)
{ inp2=inputobjs-->2;
inp1=inputobjs-->3; action=##Show;
}
if (action==##Tell && inp1==player)
{ noun=actor; actor=player; AskSub(); jump timeslice;
}
if (RunLife(actor,##Order)==0) L__M(##Order,1,actor);
jump timeslice;
}
if (toomany_flag==1)
{ toomany_flag=0; L__M(##Miscellany,1); }
if (action==0)
{ action=inputobjs-->0;
i=inputobjs-->1;
inp1=inputobjs-->2;
inp2=inputobjs-->3;
}
else i=2;
if (i==0) { inp1=0; inp2=0; }
if (i==1) { inp2=0; }
multiflag=0;
if (i==0) Process(0,0,action);
else
{ if (inp1~=0) Process(inp1,inp2,action);
else
{ multiflag=1;
j=multiple_object-->0;
if (j==0) { L__M(##Miscellany,2); jump Error; }
i=location;
for (k=1:k<=j:k++)
{ if (location~=i)
{ print "(Since something dramatic has happened, \
your list of commands has been cut short.)^";
break;
}
l=multiple_object-->k; PrintShortName(l); print ": ";
Process(l,inp2,action);
}
}
}
.timeslice;
if (notheld_mode==1) meta=1;
if (deadflag==0 && meta==0) Time();
}
if (deadflag~=2) AfterLife();
if (deadflag==0) jump Error;
print "^^ ";
#IFV5; style bold; #ENDIF;
print "***";
if (deadflag==1) L__M(##Miscellany,3);
if (deadflag==2) L__M(##Miscellany,4);
if (deadflag>2) { print " "; DeathMessage(); print " "; }
print "***";
#IFV5; style roman; #ENDIF;
print "^^^";
ScoreSub();
DisplayStatus();
.RRQPL;
L__M(##Miscellany,5);
.RRQL;
print "> ";
#IFV3; read buffer parse; #ENDIF;
temp_global=0;
#IFV5; read buffer parse DrawStatusLine; #ENDIF;
i=parse-->1;
if (i=='quit' or #n$q) quit;
if (i=='restart') @restart;
if (i=='restore') { RestoreSub(); jump RRQPL; }
if (i=='fullscore' or 'full' && TASKS_PROVIDED==0)
{ new_line; FullScoreSub(); jump RRQPL; }
if (deadflag==2 && i=='amusing' && AMUSING_PROVIDED==0)
{ new_line; Amusing(); jump RRQPL; }
#IFV5;
if (i=='undo')
{ if (undo_flag==0)
{ L__M(##Miscellany,6);
jump RRQPL;
}
if (undo_flag==1) jump UndoFailed2;
@restore_undo i;
if (i==0)
{ .UndoFailed2; L__M(##Miscellany,7);
}
jump RRQPL;
}
#ENDIF;
L__M(##Miscellany,8);
jump RRQL;
];
#ifdef DEBUG;
[ TraceAction source;
print "[Action ", action;
if (noun~=0) { print " with noun "; DefArt(noun); }
if (second~=0) { print " and second "; DefArt(second); }
if (source==1) print " (from outside)"; else print " (from parser)";
print "]^";
];
#endif;
[ BeforeRoutines;
if (GamePreRoutine()~=0) rtrue;
if (RunRoutines(player,before)~=0) rtrue;
if (location~=0 && RunRoutines(location,before)~=0) rtrue;
if (inp1>1 && RunRoutines(inp1,before)~=0) rtrue;
rfalse;
];
[ R_Process acti i j sn ss sa sse;
sn=inp1; ss=inp2; sa=action; sse=self;
inp1 = i; inp2 = j; noun=i; second=j; action=acti;
#IFDEF DEBUG;
if (debug_flag & 2 ~= 0) TraceAction(1);
#ENDIF;
if ((meta==1 || BeforeRoutines()==0) && action<256)
{ indirect(#actions_table-->action);
self=sse; inp1=sn; noun=sn; inp2=ss; second=ss; action=sa; rfalse;
}
self=sse; inp1=sn; noun=sn; inp2=ss; second=ss; action=sa; rtrue;
];
[ Process i j acti;
inp1 = i; inp2 = j; noun=i; second=j; action=acti;
if (inp1==1) noun=special_number;
if (inp2==1)
{ if (inp1==1) second=special_number2;
else second=special_number;
}
#IFDEF DEBUG;
if (debug_flag & 2 ~= 0) TraceAction(0);
#ENDIF;
if (meta==1 || BeforeRoutines()==0)
indirect(#actions_table-->action);
];
[ RunLife a j;
reason_code = j; return RunRoutines(a,life);
];
[ AfterRoutines;
if (RunRoutines(player,after)~=0) rtrue;
if (location~=0 && RunRoutines(location,after)~=0) rtrue;
if (inp1>1 && RunRoutines(inp1,after)~=0) rtrue;
return GamePostRoutine();
];
[ LAfterRoutines;
if (location~=0 && RunRoutines(location,after)~=0) rtrue;
return GamePostRoutine();
];
[ Banner i;
#IFV5; style bold; #ENDIF;
print_paddr #Story;
#IFV5; style roman; #ENDIF;
print_paddr #Headline;
print "Release ", (0-->1) & $03ff, " / Serial number ";
for (i=18:i<24:i++) print_char 0->i;
print " / Inform v"; inversion;
print " Library "; print_paddr #LibRelease;
#ifdef DEBUG;
print " D";
#endif;
new_line;
];
[ VersionSub;
Banner();
#IFV5;
print "Interpreter ", 0->$1e, " Version ", char 0->$1f, " / ";
#ENDIF;
print "Library serial number "; print_paddr #LibSerial; new_line;
];
#IFV5;
Global pretty_flag=1;
#ENDIF;
Global item_width=8;
Global item_name="Nameless item";
Global menu_item=0;
! Global menu_choices="";
[ LowKey_Menu menu_choices EntryR ChoiceR lines main_title i;
menu_item=0;
lines=indirect(EntryR);
main_title=item_name;
print "--- "; print_paddr main_title; print " ---^^";
print_paddr menu_choices;
.LKML;
print "^Type a number from 1 to ", lines, " or press ENTER.^> ";
#IFV3; read buffer parse; #ENDIF;
temp_global=0;
#IFV5; read buffer parse DrawStatusLine; #ENDIF;
i=parse-->1;
if (i=='quit' or #n$q || parse->1==0)
{ if (deadflag==0) <<Look>>;
rfalse;
}
i=TryNumber(1);
if (i<1 || i>lines) jump LKML;
menu_item=i;
indirect(ChoiceR);
jump LKML;
];
#IFV3;
[ DoMenu menu_choices EntryR ChoiceR;
LowKey_Menu(menu_choices,EntryR,ChoiceR);
];
#ENDIF;
#IFV5;
Global menu_nesting = 0;
[ DoMenu menu_choices EntryR ChoiceR
lines main_title main_wid cl i j oldcl pkey;
if (pretty_flag==0)
{ LowKey_Menu(menu_choices,EntryR,ChoiceR);
rfalse;
}
menu_nesting++;
menu_item=0;
lines=indirect(EntryR);
main_title=item_name; main_wid=item_width;
cl=7;
.ReDisplay;
oldcl=0;
@erase_window $ffff;
i=lines+7;
@split_window i;
i = 0->33;
if (i==0) i=80;
@set_window 1;
@set_cursor 1 1;
style reverse;
spaces(i); j=i/2-main_wid;
@set_cursor 1 j;
print_paddr main_title;
@set_cursor 2 1; spaces(i);
@set_cursor 2 2; print "N = next subject";
j=i-12; @set_cursor 2 j; print "P = previous";
@set_cursor 3 1; spaces(i);
@set_cursor 3 2; print "RETURN = read subject";
j=i-17; @set_cursor 3 j;
if (menu_nesting==1)
print " Q = resume game";
else
print "Q = previous menu";
style roman;
@set_cursor 5 2; font off;
print_paddr menu_choices;
.KeyLoop;
if (cl~=oldcl)
{ if (oldcl>0) { @set_cursor oldcl 4; print " "; }
@set_cursor cl 4; print ">";
}
oldcl=cl;
@read_char 1 0 0 pkey;
if (pkey=='N' or 'n' or 130)
{ cl++; if (cl==7+lines) cl=7; jump KeyLoop; }
if (pkey=='P' or 'p' or 129)
{ cl--; if (cl==6) cl=6+lines; jump KeyLoop; }
if (pkey=='Q' or 'q' or 27) { jump QuitHelp; }
if (pkey==10 or 13)
{ @set_window 0; font on;
new_line; new_line; new_line;
menu_item=cl-6;
indirect(EntryR);
@erase_window $ffff;
@split_window 1;
i = 0->33; if (i==0) { i=80; }
@set_window 1; @set_cursor 1 1; style reverse; spaces(i);
j=i/2-item_width;
@set_cursor 1 j;
print_paddr item_name;
style roman; @set_window 0; new_line;
i = indirect(ChoiceR);
if (i==2) jump ReDisplay;
if (i==3) jump QuitHelp;
print "^[Please press SPACE.]^";
@read_char 1 0 0 pkey; jump ReDisplay;
}
jump KeyLoop;
.QuitHelp;
menu_nesting--; if (menu_nesting>0) rfalse;
font on; @set_cursor 1 1;
@erase_window $ffff; @set_window 0;
new_line; new_line; new_line;
if (deadflag==0) <<Look>>;
];
#ENDIF;
Default MAX_TIMERS 64;
Global active_timers = 0;
Global the_timers data MAX_TIMERS;
Global timer_flags data MAX_TIMERS;
[ TimerE; "** Too many timers/daemons! Increase MAX_TIMERS **"; ];
[ TimerE2 obj; print "** Object "; PrintShortName(obj);
" has no time_left property! **"; ];
[ TimerE3 obj; print "** Object "; PrintShortName(obj);
" both timer and daemon! **"; ];
[ StartTimer obj timer i;
for (i=0:i<active_timers:i++)
if (the_timers-->i==obj)
{ if (timer_flags->i==2) TimerE3(obj);
rfalse;
}
for (i=0:i<active_timers:i++)
if (the_timers-->i==0) jump FoundTSlot;
i=active_timers++;
if (i*2>=MAX_TIMERS) TimerE();
.FoundTSlot;
if (obj.&time_left==0) TimerE2(obj);
the_timers-->i=obj; timer_flags->i=1; obj.time_left=timer;
];
[ StopTimer obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i==obj) jump FoundTSlot2;
rfalse;
.FoundTSlot2;
if (obj.&time_left==0) TimerE2(obj);
the_timers-->i=0; obj.time_left=0;
];
[ StartDaemon obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i==obj)
{ if (timer_flags->i==1) TimerE3(obj);
rfalse;
}
for (i=0:i<active_timers:i++)
if (the_timers-->i==0) jump FoundTSlot3;
i=active_timers++;
if (i*2>=MAX_TIMERS) TimerE();
.FoundTSlot3;
the_timers-->i=obj; timer_flags->i=2;
];
[ StopDaemon obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i==obj) jump FoundTSlot4;
rfalse;
.FoundTSlot4;
the_timers-->i=0;
];
[ Time i j;
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;
}
#IFDEF DEBUG;
if (debug_flag & 4 ~= 0)
{ for (i=0: i<active_timers: i++)
{ j=the_timers-->i;
if (j~=0)
{ PrintShortName(j);
if (timer_flags->i==2) print ": daemon";
else
{ print ": timer with ", j.time_left, " turns to go"; }
new_line;
}
}
}
#ENDIF;
for (i=0: deadflag==0 && i<active_timers: i++)
{ j=the_timers-->i;
if (j~=0)
{ if (timer_flags->i==2) RunRoutines(j,daemon);
else
{ if (j.time_left==0)
{ StopTimer(j);
RunRoutines(j,time_out);
}
else
j.time_left=j.time_left-1;
}
}
}
if (deadflag==0)
{ et_flag=1; verb_word=0;
DoEachTurn(location);
SearchScope(location,player,0);
et_flag=0;
}
if (deadflag==0) TimePasses();
if (deadflag==0)
{ AdjustLight();
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;
}
}
}
];
[ AdjustLight flag i;
i=lightflag;
lightflag=OffersLight(parent(player));
if (i==0 && lightflag==1)
{ location=real_location; if (flag==0) <Look>;
}
if (i==1 && lightflag==0)
{ real_location=location; location=thedark;
if (flag==0) 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 supporter || i has transparent ||
i has enterable || (i has container && i has open))
return OffersLight(parent(i));
rfalse;
];
[ HasLightSource i j ad;
if (i==0) rfalse;
if (i has light) rtrue;
if (i has supporter || i has transparent ||
i has enterable || (i has container && i has open))
{ objectloop (i in i)
if (HasLightSource(i)==1) rtrue;
}
ad = i.&add_to_scope;
if (parent(i)~=0 && ad ~= 0)
{ if (ad-->0 > top_object)
{ ats_hls = 0; ats_flag = 1;
RunRoutines(i, add_to_scope);
ats_flag = 0; if (ats_hls == 1) rtrue;
}
else
{ for (j=0:(2*j)<i.#add_to_scope:j++)
if (HasLightSource(ad-->j)==1) rtrue;
}
}
rfalse;
];
[ SayProS x;
if (x==0) print "is unset";
else { print "means "; DefArt(x); }
];
[ PronounsSub;
print "At the moment, ~it~ "; SayProS(itobj);
print ", ~him~ "; SayProS(himobj);
if (player==selfobj) print " and"; else print ",";
print " ~her~ "; SayProS(herobj);
if (player==selfobj) ".";
print " and ~me~ means ", object player; ".";
];
[ ChangePlayer obj flag i;
if (obj.&number==0) "** Player objects must have ~number~ prop **";
give player ~transparent ~concealed;
i=obj; while(parent(i)~=0) { if (i has animate) give i transparent;
i=parent(i); }
if (player==selfobj) player.short_name="your former self";
player.number=real_location; player=obj;
if (player==selfobj) player.short_name=NULL;
give player transparent concealed animate proper;
i=player; while(parent(i)~=0) i=parent(i); location=i;
real_location=player.number;
if (real_location==0) real_location=location;
lightflag=OffersLight(parent(player));
if (lightflag==0) location=thedark;
print_player_flag=flag;
];
[ ChangeDefault prop val;
(0-->5)-->(prop-1) = val;
];
[ RandomEntry tab;
if (tab-->0==0) "** Table size 0 **";
return tab-->(random(tab-->0));
];
[ Indefart o;
if (o hasnt proper) { PrintOrRun(o,article,1); print " "; }
PrintShortName(o);
];
[ Defart o;
if (o hasnt proper) print "the "; PrintShortName(o);
];
[ CDefart o;
if (o hasnt proper) print "The "; PrintShortName(o);
];
[ PrintShortName o;
if (o==0) { print "nothing"; rtrue; }
if (o>top_object || o<0) { print "<no such object>"; rtrue; }
if (o==player) { print "yourself"; rtrue; }
if (o.&short_name~=0 && PrintOrRun(o,short_name,1)~=0) rtrue;
print_obj o;
];
! Provided for, e.g., print (DirectionName) obj.door_dir;
[ DirectionName d;
switch(d)
{ n_to: print "north";
s_to: print "south";
e_to: print "east";
w_to: print "west";
ne_to: print "northeast";
nw_to: print "northwest";
se_to: print "southeast";
sw_to: print "southwest";
u_to: print "up";
d_to: print "down";
in_to: print "in";
out_to: print "out";
default: "** No such direction **";
}
];
! ----------------------------------------------------------------------------