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inform6_examination/library_en/verblibm.h

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2019-08-12 13:54:47 +03:00
! ==============================================================================
! VERBLIBM: Core of standard verbs library.
!
! Supplied for use with Inform 6 -- Release 6.12.1 -- Serial number 160605
!
! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2016
!
! This code is licensed under either the traditional Inform license as
! described by the DM4 or the Artistic License version 2.0. See the
! file COPYING in the distribution archive or at
! https://github.com/DavidGriffith/inform6lib/
!
! This file is automatically Included in your game file by "VerbLib".
! ==============================================================================
System_file;
#Ifdef MODULE_MODE;
Constant DEBUG;
Constant Grammar__Version 2;
Include "linklpa";
Include "linklv";
#Endif; ! MODULE_MODE
! ------------------------------------------------------------------------------
[ Banner i;
#Ifdef LanguageBanner;
LanguageBanner();
i = 0; ! suppress warning
#Ifnot;
if (Story) {
#Ifdef TARGET_ZCODE;
#IfV5; style bold; #Endif;
print "^", (string) Story;
#IfV5; style roman; #Endif;
#Ifnot; ! TARGET_GLULX;
glk_set_style(style_Header);
print "^", (string) Story;
glk_set_style(style_Normal);
#Endif; ! TARGET_
}
if (Headline) print (string) Headline;
#Ifdef TARGET_ZCODE;
print "Release ", (HDR_GAMERELEASE-->0) & $03ff, " / Serial number ";
for (i=0 : i<6 : i++) print (char) HDR_GAMESERIAL->i;
#Ifnot; ! TARGET_GLULX;
print "Release ";
@aloads ROM_GAMERELEASE 0 i;
print i;
print " / Serial number ";
for (i=0 : i<6 : i++) print (char) ROM_GAMESERIAL->i;
#Endif; ! TARGET_
print " / Inform v"; inversion;
print " Library v", (string) LibRelease, " ";
#Ifdef STRICT_MODE;
print "S";
#Endif; ! STRICT_MODE
#Ifdef INFIX;
print "X";
#Ifnot;
#Ifdef DEBUG;
print "D";
#Endif; ! DEBUG
#Endif; ! INFIX
new_line;
#Endif; ! LanguageBanner
];
[ VersionSub ix;
#Ifdef LanguageVersionSub;
LanguageVersionSub();
ix = 0; ! suppress warning
#Ifnot;
Banner();
#Ifdef TARGET_ZCODE;
ix = 0; ! shut up compiler warning
if (standard_interpreter > 0) {
print "Standard interpreter ", standard_interpreter/256, ".", standard_interpreter%256,
" (", HDR_TERPNUMBER->0;
#Iftrue (#version_number == 6);
print (char) '.', HDR_TERPVERSION->0;
#Ifnot;
print (char) HDR_TERPVERSION->0;
#Endif;
print ") / ";
}
else {
print "Interpreter ", HDR_TERPNUMBER->0, " Version ";
#Iftrue (#version_number == 6);
print HDR_TERPVERSION->0;
#Ifnot;
print (char) HDR_TERPVERSION->0;
#Endif;
print " / ";
}
#Ifnot; ! TARGET_GLULX;
@gestalt 1 0 ix;
print "Interpreter version ", ix / $10000, ".", (ix & $FF00) / $100,
".", ix & $FF, " / ";
@gestalt 0 0 ix;
print "VM ", ix / $10000, ".", (ix & $FF00) / $100, ".", ix & $FF, " / ";
#Endif; ! TARGET_;
print "Library serial number ", (string) LibSerial, "^";
#Ifdef LanguageVersion;
print (string) LanguageVersion, "^";
#Endif; ! LanguageVersion
#Endif; ! LanguageVersionSub
];
[ RunTimeError n p1 p2;
#Ifdef LanguageError;
LanguageError(n, p1, p2);
#Ifnot;
#Ifdef DEBUG;
print "** Library error ", n, " (", p1, ", ", p2, ") **^** ";
switch (n) {
1: print "preposition not found (this should not occur)";
2: print "Property value not routine or string: ~", (property) p2, "~ of ~", (name) p1,
"~ (", p1, ")";
3: print "Entry in property list not routine or string: ~", (property) p2, "~ list of ~",
(name) p1, "~ (", p1, ")";
4: print "Too many timers/daemons are active simultaneously.
The limit is the library constant MAX_TIMERS
(currently ", MAX_TIMERS, ") and should be increased";
5: print "Object ~", (name) p1, "~ has no ~", (property) p2, "~ property";
7: print "The object ~", (name) p1, "~ can only be used as a player object if it has
the ~number~ property";
8: print "Attempt to take random entry from an empty table array";
9: print p1, " is not a valid direction property number";
10: print "The player-object is outside the object tree";
11: print "The room ~", (name) p1, "~ has no ~", (property) p2, "~ property";
12: print "Tried to set a non-existent pronoun using SetPronoun";
13: print "A 'topic' token can only be followed by a preposition";
14: print "Overflowed buffer limit of ", p1, " using '@@64output_stream 3' ", (string) p2;
15: print "LoopWithinObject broken because the object ", (name) p1, " was moved while the loop passed through it.";
16: print "Attempt to use illegal narrative_voice of ", p1, ".";
default:
print "(unexplained)";
}
" **";
#Ifnot;
"** Library error ", n, " (", p1, ", ", p2, ") **";
#Endif; ! DEBUG
#Endif; ! LanguageError
];
! ----------------------------------------------------------------------------
! The WriteListFrom routine, a flexible object-lister taking care of
! plurals, inventory information, various formats and so on. This is used
! by everything in the library which ever wants to list anything.
!
! If there were no objects to list, it prints nothing and returns false;
! otherwise it returns true.
!
! o is the object, and style is a bitmap, whose bits are given by:
! ----------------------------------------------------------------------------
Constant NEWLINE_BIT $0001; ! New-line after each entry
Constant INDENT_BIT $0002; ! Indent each entry by depth
Constant FULLINV_BIT $0004; ! Full inventory information after entry
Constant ENGLISH_BIT $0008; ! English sentence style, with commas and and
Constant RECURSE_BIT $0010; ! Recurse downwards with usual rules
Constant ALWAYS_BIT $0020; ! Always recurse downwards
Constant TERSE_BIT $0040; ! More terse English style
Constant PARTINV_BIT $0080; ! Only brief inventory information after entry
Constant DEFART_BIT $0100; ! Use the definite article in list
Constant WORKFLAG_BIT $0200; ! At top level (only), only list objects
! which have the "workflag" attribute
Constant ISARE_BIT $0400; ! Print " is" or " are" before list
Constant CONCEAL_BIT $0800; ! Omit objects with "concealed" or "scenery":
! if WORKFLAG_BIT also set, then does _not_
! apply at top level, but does lower down
Constant NOARTICLE_BIT $1000; ! Print no articles, definite or not
Constant ID_BIT $2000; ! Print object id after each entry
[ NextEntry o odepth;
for (::) {
o = sibling(o);
if (o == 0) return 0;
if (lt_value && o.list_together ~= lt_value) continue;
if (c_style & WORKFLAG_BIT && odepth==0 && o hasnt workflag) continue;
if (c_style & CONCEAL_BIT && (o has concealed || o has scenery)) continue;
return o;
}
];
[ WillRecurs o;
if (c_style & ALWAYS_BIT) rtrue;
if (c_style & RECURSE_BIT == 0) rfalse;
if ((o has transparent or supporter) || (o has container && o has open)) rtrue;
rfalse;
];
[ ListEqual o1 o2;
if (child(o1) && WillRecurs(o1)) rfalse;
if (child(o2) && WillRecurs(o2)) rfalse;
if (c_style & (FULLINV_BIT + PARTINV_BIT)) {
if ((o1 hasnt worn && o2 has worn) || (o2 hasnt worn && o1 has worn)) rfalse;
if ((o1 hasnt light && o2 has light) || (o2 hasnt light && o1 has light)) rfalse;
if (o1 has container) {
if (o2 hasnt container) rfalse;
if ((o1 has open && o2 hasnt open) || (o2 has open && o1 hasnt open))
rfalse;
}
else if (o2 has container)
rfalse;
}
return Identical(o1, o2);
];
[ SortTogether obj value;
! print "Sorting together possessions of ", (object) obj, " by value ", value, "^";
! for (x=child(obj) : x : x=sibling(x))
! print (the) x, " no: ", x, " lt: ", x.list_together, "^";
while (child(obj)) {
if (child(obj).list_together ~= value) move child(obj) to out_obj;
else move child(obj) to in_obj;
}
while (child(in_obj)) move child(in_obj) to obj;
while (child(out_obj)) move child(out_obj) to obj;
];
[ SortOutList obj i k l;
! print "^^Sorting out list from ", (name) obj, "^ ";
! for (i=child(location) : i : i=sibling(i))
! print (name) i, " --> ";
! new_line;
.AP_SOL;
for (i=obj : i : i=sibling(i)) {
k = i.list_together;
if (k ~= 0) {
! print "Scanning ", (name) i, " with lt=", k, "^";
for (i=sibling(i) : i && i.list_together == k :) i = sibling(i);
if (i == 0) rfalse;
! print "First not in block is ", (name) i, " with lt=", i.list_together, "^";
for (l=sibling(i) : l : l=sibling(l))
if (l.list_together == k) {
SortTogether(parent(obj), k);
! print "^^After ST:^ ";
! for (i=child(location) : i : i=sibling(i))
! print (name) i, " --> ";
! new_line;
obj = child(parent(obj));
jump AP_SOL;
}
}
}
];
#Ifdef TARGET_ZCODE;
[ Print__Spaces n; ! To avoid a bug occurring in Inform 6.01 to 6.10
if (n == 0) return;
spaces n;
];
#Ifnot; ! TARGET_GLULX;
[ Print__Spaces n;
while (n > 0) {
@streamchar ' ';
n = n - 1;
}
];
#Endif; ! TARGET_
[ WriteListFrom o style depth
s1 s2 s3 s4 s5 s6;
if (o == nothing) return 0;
s1 = c_style; s2 = lt_value; s3 = listing_together;
s4 = listing_size; s5 = wlf_indent; s6 = inventory_stage;
if (o == child(parent(o))) {
SortOutList(o);
o = child(parent(o));
}
c_style = style;
wlf_indent = 0;
if (WriteListR(o, depth) == 0) return 0;
c_style = s1; lt_value = s2; listing_together = s3;
listing_size = s4; wlf_indent = s5; inventory_stage = s6;
rtrue;
];
[ WriteListR o depth stack_pointer classes_p sizes_p i j k k2 l m n q senc mr;
if (depth > 0 && o == child(parent(o))) {
SortOutList(o);
o = child(parent(o));
}
for (::) {
if (o == 0) rfalse;
if (c_style & WORKFLAG_BIT && depth==0 && o hasnt workflag) {
o = sibling(o);
continue;
}
if (c_style & CONCEAL_BIT && (o has concealed || o has scenery)) {
o = sibling(o);
continue;
}
break;
}
classes_p = match_classes + stack_pointer;
sizes_p = match_list + stack_pointer;
for (i=o,j=0 : i && (j+stack_pointer)<128 : i=NextEntry(i,depth),j++) {
classes_p->j = 0;
if (i.plural) k++;
}
if (c_style & ISARE_BIT) {
if (j == 1 && o hasnt pluralname) Tense(IS__TX, WAS__TX);
else Tense(ARE__TX, WERE__TX);
if (c_style & NEWLINE_BIT) print ":^";
else print (char) ' ';
c_style = c_style - ISARE_BIT;
}
stack_pointer = stack_pointer+j+1;
if (k < 2) jump EconomyVersion; ! It takes two to plural
n = 1;
for (i=o,k=0 : k<j : i=NextEntry(i,depth),k++)
if (classes_p->k == 0) {
classes_p->k = n; sizes_p->n = 1;
for (l=NextEntry(i,depth),m=k+1 : l && m<j : l=NextEntry(l,depth),m++)
if (classes_p->m == 0 && i.plural && l.plural ~= 0) {
if (ListEqual(i, l) == 1) {
sizes_p->n = sizes_p->n + 1;
classes_p->m = n;
}
}
n++;
}
n--;
for (i=1,j=o,k=0 : i<=n : i++,senc++) {
while (((classes_p->k) ~= i) && ((classes_p->k) ~= -i)) {
k++; j=NextEntry(j, depth);
}
m = sizes_p->i;
if (j == 0) mr = 0;
else {
if (j.list_together ~= 0 or lt_value && metaclass(j.list_together) == Routine or String &&
j.list_together == mr) senc--;
mr = j.list_together;
}
}
senc--;
for (i=1,j=o,k=0,mr=0 : senc>=0 : i++,senc--) {
while (((classes_p->k) ~= i) && ((classes_p->k) ~= -i)) {
k++; j=NextEntry(j, depth);
}
if (j.list_together ~= 0 or lt_value) {
if (j.list_together == mr) {
senc++;
jump Omit_FL2;
}
k2 = NextEntry(j, depth);
if (k2 == 0 || k2.list_together ~= j.list_together) jump Omit_WL2;
k2 = metaclass(j.list_together);
if (k2 == Routine or String) {
q = j; listing_size = 1; l = k; m = i;
while (m < n && q.list_together == j.list_together) {
m++;
while (((classes_p->l) ~= m) && ((classes_p->l) ~= -m)) {
l++; q = NextEntry(q, depth);
}
if (q.list_together == j.list_together) listing_size++;
}
! print " [", listing_size, "] ";
if (listing_size == 1) jump Omit_WL2;
if (c_style & INDENT_BIT) Print__Spaces(2*(depth+wlf_indent));
if (k2 == String) {
q = 0;
for (l=0 : l<listing_size : l++) q = q+sizes_p->(l+i);
EnglishNumber(q); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT) print " (";
if (c_style & INDENT_BIT) print ":^";
}
q = c_style;
if (k2 ~= String) {
inventory_stage = 1;
parser_one = j; parser_two = depth+wlf_indent;
if (RunRoutines(j, list_together) == 1) jump Omit__Sublist2;
}
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif; ! TARGET_;
lt_value = j.list_together; listing_together = j; wlf_indent++;
WriteListR(j, depth, stack_pointer); wlf_indent--;
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size;
@copy sp listing_together;
@copy sp lt_value;
#Endif; ! TARGET_;
if (k2 == String) {
if (q & ENGLISH_BIT) print ")";
}
else {
inventory_stage = 2;
parser_one = j; parser_two = depth+wlf_indent;
RunRoutines(j, list_together);
}
.Omit__Sublist2;
if (q & NEWLINE_BIT && c_style & NEWLINE_BIT == 0) new_line;
c_style = q;
mr = j.list_together;
jump Omit_EL2;
}
}
.Omit_WL2;
if (WriteBeforeEntry(j, depth, 0, senc) == 1) jump Omit_FL2;
if (sizes_p->i == 1) {
if (c_style & NOARTICLE_BIT) print (name) j;
else {
if (c_style & DEFART_BIT) print (the) j;
else print (a) j;
}
if (c_style & ID_BIT) print " (", j, ")";
}
else {
if (c_style & DEFART_BIT) PrefaceByArticle(j, 1, sizes_p->i);
print (number) sizes_p->i, " ";
PrintOrRun(j, plural, 1);
}
if (sizes_p->i > 1 && j hasnt pluralname) {
give j pluralname;
WriteAfterEntry(j, depth, stack_pointer);
give j ~pluralname;
}
else {
WriteAfterEntry(j,depth,stack_pointer);
}
.Omit_EL2;
if (c_style & ENGLISH_BIT) {
if (senc == 1) print (SerialComma) i+senc, (string) AND__TX;
if (senc > 1) print (string) COMMA__TX;
}
.Omit_FL2;
}
rtrue;
.EconomyVersion;
n = j;
for (i=1,j=o : i<=n : j=NextEntry(j,depth),i++,senc++) {
if (j.list_together ~= 0 or lt_value && metaclass(j.list_together) == Routine or String &&
j.list_together==mr) senc--;
mr = j.list_together;
}
for (i=1,j=o,mr=0 : i<=senc : j=NextEntry(j,depth),i++) {
if (j.list_together ~= 0 or lt_value) {
if (j.list_together == mr) {
i--;
jump Omit_FL;
}
k = NextEntry(j, depth);
if (k == 0 || k.list_together ~= j.list_together) jump Omit_WL;
k = metaclass(j.list_together);
if (k == Routine or String) {
if (c_style & INDENT_BIT) Print__Spaces(2*(depth+wlf_indent));
if (k == String) {
q = j; l = 0;
do {
q = NextEntry(q, depth); l++;
} until (q == 0 || q.list_together ~= j.list_together);
EnglishNumber(l); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT) print " (";
if (c_style & INDENT_BIT) print ":^";
}
q = c_style;
if (k ~= String) {
inventory_stage = 1;
parser_one = j; parser_two = depth+wlf_indent;
if (RunRoutines(j, list_together) == 1) jump Omit__Sublist;
}
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif; ! TARGET_;
lt_value = j.list_together; listing_together = j; wlf_indent++;
WriteListR(j, depth, stack_pointer); wlf_indent--;
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size; @copy sp listing_together; @copy sp lt_value;
#Endif; ! TARGET_;
if (k == String) {
if (q & ENGLISH_BIT) print ")";
}
else {
inventory_stage = 2;
parser_one = j; parser_two = depth+wlf_indent;
RunRoutines(j, list_together);
}
.Omit__Sublist;
if (q & NEWLINE_BIT && c_style & NEWLINE_BIT == 0) new_line;
c_style = q;
mr = j.list_together;
jump Omit_EL;
}
}
.Omit_WL;
if (WriteBeforeEntry(j, depth, i, senc) == 1) jump Omit_FL;
if (c_style & NOARTICLE_BIT) print (name) j;
else {
if (c_style & DEFART_BIT) print (the) j;
else print (a) j;
}
if (c_style & ID_BIT) print " (", j, ")";
WriteAfterEntry(j, depth, stack_pointer);
.Omit_EL;
if (c_style & ENGLISH_BIT) {
if (i == senc-1) print (SerialComma) senc, (string) AND__TX;
if (i < senc-1) print (string) COMMA__TX;
}
.Omit_FL;
}
]; ! end of WriteListR
[ WriteBeforeEntry o depth ipos sentencepos
flag;
inventory_stage = 1;
if (c_style & INDENT_BIT) Print__Spaces(2*(depth+wlf_indent));
if (o.invent && (c_style & (PARTINV_BIT|FULLINV_BIT))) {
flag = PrintOrRun(o, invent, 1);
if (flag) {
if (c_style & ENGLISH_BIT) {
if (ipos == sentencepos-1)
print (SerialComma) sentencepos, (string) AND__TX;
if (ipos < sentencepos-1)
print (string) COMMA__TX;
}
if (c_style & NEWLINE_BIT) new_line;
}
}
return flag;
];
[ WriteAfterEntry o depth stack_p
p recurse_flag parenth_flag eldest_child child_count combo i j;
inventory_stage = 2;
if (c_style & PARTINV_BIT) {
if (o.invent && RunRoutines(o, invent))
if (c_style & NEWLINE_BIT) ""; else rtrue;
combo = 0;
if (o has light && location hasnt light) combo=combo+1;
if (o has container && o hasnt open) combo=combo+2;
if ((o has container && (o has open || o has transparent))) {
objectloop(i in o) {
if (i hasnt concealed && i hasnt scenery) {
j = true; break;
}
}
if (~~j) combo=combo+4;
}
if (combo) L__M(##ListMiscellany, combo, o);
} ! end of PARTINV_BIT processing
if (c_style & FULLINV_BIT) {
if (o.invent && RunRoutines(o, invent))
if (c_style & NEWLINE_BIT) ""; else rtrue;
if (o has light && o has worn) { L__M(##ListMiscellany, 8, o); parenth_flag = true; }
else {
if (o has light) { L__M(##ListMiscellany, 9, o); parenth_flag = true; }
if (o has worn) { L__M(##ListMiscellany, 10, o); parenth_flag = true; }
}
if (o has container)
if (o has openable) {
if (parenth_flag) print (string) AND__TX;
else L__M(##ListMiscellany, 11, o);
if (o has open)
if (child(o)) L__M(##ListMiscellany, 12, o);
else L__M(##ListMiscellany, 13, o);
else
if (o has lockable && o has locked) L__M(##ListMiscellany, 15, o);
else L__M(##ListMiscellany, 14, o);
parenth_flag = true;
}
else
if (child(o)==0 && o has transparent)
if (parenth_flag) L__M(##ListMiscellany, 16, o);
else L__M(##ListMiscellany, 17, o);
if (parenth_flag) print ")";
} ! end of FULLINV_BIT processing
if (c_style & CONCEAL_BIT) {
child_count = 0;
objectloop (p in o)
if (p hasnt concealed && p hasnt scenery) { child_count++; eldest_child = p; }
}
else { child_count = children(o); eldest_child = child(o); }
if (child_count && (c_style & ALWAYS_BIT)) {
if (c_style & ENGLISH_BIT) L__M(##ListMiscellany, 18, o);
recurse_flag = true;
}
if (child_count && (c_style & RECURSE_BIT)) {
if (o has supporter) {
if (c_style & ENGLISH_BIT) {
if (c_style & TERSE_BIT) L__M(##ListMiscellany, 19, o);
else L__M(##ListMiscellany, 20, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
recurse_flag = true;
}
if (o has container && (o has open || o has transparent)) {
if (c_style & ENGLISH_BIT) {
if (c_style & TERSE_BIT) L__M(##ListMiscellany, 21, o);
else L__M(##ListMiscellany, 22, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
recurse_flag = true;
}
}
if (recurse_flag && (c_style & ENGLISH_BIT))
if (child_count > 1 || eldest_child has pluralname) Tense(ARE2__TX, WERE2__TX);
else Tense(IS2__TX, WAS2__TX);
if (c_style & NEWLINE_BIT) new_line;
if (recurse_flag) {
o = child(o);
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif;
lt_value = 0; listing_together = 0; listing_size = 0;
WriteListR(o, depth+1, stack_p);
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size; @copy sp listing_together; @copy sp lt_value;
#Endif;
if (c_style & TERSE_BIT) print ")";
}
];
! ----------------------------------------------------------------------------
! LoopWithinObject(rtn,obj,arg)
!
! rtn is the address of a user-supplied routine.
! obj is an optional parent object whose dependents are to be processed; the
! default is the current actor (normally the player).
! arg is an optional argument passed to the rtn; this can be a single variable
! or constant, or the address of an array (which enables multiple values to be
! passed and returned).
!
! For each object o which is a child, grandchild, great-grandchild, etc, of the
! original obj, LoopWithinObject() calls rtn(o,arg).
!
! The rtn should perform any appropriate testing or processing on each object o,
! using the optional arg value if necessary. If the rtn returns true (or any
! positive value), the children of o, if any, are also tested; those children
! are skipped if rtn returns false. To terminate the loop before all objects
! have been processed, rtn should return a large negative number (eg -99).
!
! To deal with supporters and open containers, so that objects are processed
! only if they are accessible to the player, rtn might end with these
! statements:
! if ((o has transparent or supporter) || (o has container && o has open)) rtrue;
! rfalse;
! or alternatively with:
! c_style = RECURSE_BIT; return WillRecurs(o);
!
! LoopWithinObject() returns the number of objects which have been processed.
! ----------------------------------------------------------------------------
[ LoopWithinObject rtn obj arg
n o x y;
if (obj == 0) obj = actor;
o = child(obj);
while (o) {
y = parent(o); n++;
x = rtn(o, arg); ! user-supplied routine returning x.
! if x < 0: skip up to next parent
! if x = 0: jump across to next sibling
! if x > 0: continue down to child objects
if (y ~= parent(o)) { RunTimeError(15, o); rfalse; }
if (x > 0 && child(o)) o = child(o);
else
while (o) {
if (++x > 0 && sibling(o)) { o = sibling(o); break; }
o = parent(o);
if (o == obj) return n;
}
}
];
! ----------------------------------------------------------------------------
! Much better menus can be created using one of the optional library
! extensions. These are provided for compatibility with previous practice:
! ----------------------------------------------------------------------------
[ LowKey_Menu menu_choices EntryR ChoiceR lines main_title i j;
menu_nesting++;
.LKRD;
menu_item = 0;
lines = EntryR();
main_title = item_name;
print "--- "; print (string) main_title; print " ---^^";
if (menu_choices ofclass Routine) menu_choices();
else print (string) menu_choices;
for (::) {
L__M(##Miscellany, 52, lines);
print "> ";
#Ifdef TARGET_ZCODE;
#IfV3;
read buffer parse;
#Ifnot;
read buffer parse DrawStatusLine;
#Endif; ! V3
j = parse->1; ! number of words
#Ifnot; ! TARGET_GLULX;
KeyboardPrimitive(buffer, parse);
j = parse-->0; ! number of words
#Endif; ! TARGET_
i = parse-->1;
if (j == 0 || (i == QUIT1__WD or QUIT2__WD)) {
menu_nesting--; if (menu_nesting > 0) rfalse;
if (deadflag == 0) <<Look>>;
rfalse;
}
i = TryNumber(1);
if (i == 0) jump LKRD;
if (i < 1 || i > lines) continue;
menu_item = i;
j = ChoiceR();
if (j == 2) jump LKRD;
if (j == 3) rfalse;
}
];
#Ifdef TARGET_ZCODE;
#IfV3;
[ DoMenu menu_choices EntryR ChoiceR; LowKey_Menu(menu_choices, EntryR, ChoiceR); ];
#Endif; ! V3
#IfV5;
[ DoMenu menu_choices EntryR ChoiceR
lines main_title main_wid cl i j oldcl pkey ch cw y x;
if (pretty_flag == 0) return LowKey_Menu(menu_choices, EntryR, ChoiceR);
menu_nesting++;
menu_item = 0;
lines = EntryR();
main_title = item_name; main_wid = item_width;
cl = 7;
.ReDisplay;
oldcl = 0;
@erase_window $ffff;
#Iftrue (#version_number == 6);
@set_cursor -1;
ch = HDR_FONTWUNITS->0;
#Ifnot;
ch = 1;
#Endif;
i = ch * (lines+7);
@split_window i;
i = HDR_SCREENWCHARS->0;
if (i == 0) i = 80;
@set_window 1;
@set_cursor 1 1;
#Iftrue (#version_number == 6);
@set_font 4 -> cw;
cw = HDR_FONTHUNITS->0;
#Ifnot;
cw = 1;
#Endif;
style reverse;
spaces(i); j=1+(i/2-main_wid)*cw;
@set_cursor 1 j;
print (string) main_title;
y=1+ch; @set_cursor y 1; spaces(i);
x=1+cw; @set_cursor y x; print (string) NKEY__TX;
j=1+(i-13)*cw; @set_cursor y j; print (string) PKEY__TX;
y=y+ch; @set_cursor y 1; spaces(i);
@set_cursor y x; print (string) RKEY__TX;
j=1+(i-18)*cw; @set_cursor y j;
if (menu_nesting == 1) print (string) QKEY1__TX;
else print (string) QKEY2__TX;
style roman;
y = y+2*ch;
@set_cursor y x; font off;
if (menu_choices ofclass String) print (string) menu_choices;
else menu_choices();
x = 1+3*cw;
for (::) {
if (cl ~= oldcl) {
if (oldcl>0) {
y=1+(oldcl-1)*ch; @set_cursor y x; print " ";
}
y=1+(cl-1)*ch; @set_cursor y x; print ">";
}
oldcl = cl;
@read_char 1 -> pkey;
if (pkey == NKEY1__KY or NKEY2__KY or 130) {
cl++; if (cl == 7+lines) cl = 7; continue;
}
if (pkey == PKEY1__KY or PKEY2__KY or 129) {
cl--; if (cl == 6) cl = 6+lines; continue;
}
if (pkey == QKEY1__KY or QKEY2__KY or 27 or 131) break;
if (pkey == 10 or 13 or 132) {
@set_window 0; font on;
new_line; new_line; new_line;
menu_item = cl-6;
EntryR();
@erase_window $ffff;
@split_window ch;
i = HDR_SCREENWCHARS->0; if ( i== 0) i = 80;
@set_window 1; @set_cursor 1 1; style reverse; spaces(i);
j=1+(i/2-item_width)*cw;
@set_cursor 1 j;
print (string) item_name;
style roman; @set_window 0; new_line;
i = ChoiceR();
if (i == 2) jump ReDisplay;
if (i == 3) break;
L__M(##Miscellany, 53);
@read_char 1 -> pkey; jump ReDisplay;
}
}
menu_nesting--; if (menu_nesting > 0) rfalse;
font on; @set_cursor 1 1;
@erase_window $ffff; @set_window 0;
#Iftrue (#version_number == 6);
@set_cursor -2;
#Endif;
new_line; new_line; new_line;
if (deadflag == 0) <<Look>>;
];
#Endif; ! V5
#Ifnot; ! TARGET_GLULX
[ DoMenu menu_choices EntryR ChoiceR
winwid winhgt lines main_title main_wid cl i oldcl pkey;
if (pretty_flag == 0 || gg_statuswin == 0) return LowKey_Menu(menu_choices, EntryR, ChoiceR);
menu_nesting++;
menu_item = 0;
lines = EntryR();
main_title = item_name;
main_wid = item_width;
cl = 0;
! If we printed "hit arrow keys" here, it would be appropriate to
! check for the availability of Glk input keys. But we actually
! print "hit N/P/Q". So it's reasonable to silently accept Glk
! arrow key codes as secondary options.
.ReDisplay;
glk_window_clear(gg_statuswin);
glk_window_clear(gg_mainwin);
glk_set_window(gg_statuswin);
StatusLineHeight(lines+7);
glk_window_get_size(gg_statuswin, gg_arguments, gg_arguments+4);
winwid = gg_arguments-->0;
winhgt = gg_arguments-->1;
glk_set_style(style_Subheader);
glk_window_move_cursor(gg_statuswin, winwid/2-main_wid, 0);
print (string) main_title;
glk_window_move_cursor(gg_statuswin, 1, 1);
print (string) NKEY__TX;
glk_window_move_cursor(gg_statuswin, winwid-13, 1);
print (string) PKEY__TX;
glk_window_move_cursor(gg_statuswin, 1, 2);
print (string) RKEY__TX;
glk_window_move_cursor(gg_statuswin, winwid-18, 2);
if (menu_nesting == 1) print (string) QKEY1__TX;
else print (string) QKEY2__TX;
glk_set_style(style_Normal);
glk_window_move_cursor(gg_statuswin, 1, 4);
if (menu_choices ofclass String) print (string) menu_choices;
else menu_choices();
oldcl = -1;
for (::) {
if (cl ~= oldcl) {
if (cl < 0 || cl >= lines) cl = 0;
if (oldcl >= 0) {
glk_window_move_cursor(gg_statuswin, 3, oldcl+6);
print (char) ' ';
}
oldcl = cl;
glk_window_move_cursor(gg_statuswin, 3, oldcl+6);
print (char) '>';
}
pkey = KeyCharPrimitive(gg_statuswin, true);
if (pkey == $80000000) jump ReDisplay;
if (pkey == NKEY1__KY or NKEY2__KY or $fffffffb) {
cl++;
if (cl >= lines) cl = 0;
continue;
}
if (pkey == PKEY1__KY or PKEY2__KY or $fffffffc) {
cl--;
if (cl < 0) cl = lines-1;
continue;
}
if (pkey == QKEY1__KY or QKEY2__KY or $fffffff8 or $fffffffe) break;
if (pkey == $fffffffa or $fffffffd) {
glk_set_window(gg_mainwin);
new_line; new_line; new_line;
menu_item = cl+1;
EntryR();
glk_window_clear(gg_statuswin);
glk_window_clear(gg_mainwin);
glk_set_window(gg_statuswin);
StatusLineHeight(1);
glk_window_get_size(gg_statuswin, gg_arguments, gg_arguments+4);
winwid = gg_arguments-->0;
winhgt = gg_arguments-->1;
glk_set_style(style_Subheader);
glk_window_move_cursor(gg_statuswin, winwid/2-item_width, 0);
print (string) item_name;
glk_set_style(style_Normal);
glk_set_window(gg_mainwin);
new_line;
i = ChoiceR();
if (i == 2) jump ReDisplay;
if (i == 3) break;
L__M(##Miscellany, 53);
pkey = KeyCharPrimitive(gg_mainwin, 1);
jump ReDisplay;
}
}
! done with this menu...
menu_nesting--;
if (menu_nesting > 0) rfalse;
glk_set_window(gg_mainwin);
glk_window_clear(gg_mainwin);
new_line; new_line; new_line;
if (deadflag == 0) <<Look>>;
];
#Endif; ! TARGET_
! ----------------------------------------------------------------------------
! A cunning routine (which could have been a daemon, but isn't, for the
! sake of efficiency) to move objects which could be in many rooms about
! so that the player never catches one not in place
! ----------------------------------------------------------------------------
[ MoveFloatingObjects i k l m address flag;
if (location == player or nothing) return;
objectloop (i) {
address = i.&found_in;
if (address && i hasnt non_floating && ~~IndirectlyContains(player, i)) {
if (metaclass(address-->0) == Routine)
flag = i.found_in();
else {
flag = false;
k = i.#found_in/WORDSIZE;
for (l=0 : l<k : l++) {
m = address-->l;
if ((m in Class && location ofclass m) ||
m == location || m in location) {
flag = true;
break;
}
}
}
if (flag) {
if (i notin location) move i to location;
} else {
if (parent(i)) remove i;
}
}
}
];
! ----------------------------------------------------------------------------
! Two little routines for moving the player safely.
! ----------------------------------------------------------------------------
[ PlayerTo newplace flag;
NoteDeparture();
move player to newplace;
while (parent(newplace)) newplace = parent(newplace);
location = real_location = newplace;
MoveFloatingObjects(); AdjustLight(1);
switch (flag) {
0: <Look>;
1: NoteArrival(); ScoreArrival();
2: LookSub(1);
}
];
[ MovePlayer direc; <Go direc>; <Look>; ];
! ----------------------------------------------------------------------------
! The handy YesOrNo routine, and some "meta" verbs
! ----------------------------------------------------------------------------
[ YesOrNo noStatusRedraw
i j;
for (::) {
#Ifdef TARGET_ZCODE;
if (location == nothing || parent(player) == nothing || noStatusRedraw)
read buffer parse;
else read buffer parse DrawStatusLine;
j = parse->1;
#Ifnot; ! TARGET_GLULX;
noStatusRedraw = 0; ! suppress warning
KeyboardPrimitive(buffer, parse);
j = parse-->0;
#Endif; ! TARGET_
if (j) { ! at least one word entered
i = parse-->1;
if (i == YES1__WD or YES2__WD or YES3__WD) rtrue;
if (i == NO1__WD or NO2__WD or NO3__WD) rfalse;
}
L__M(##Quit, 1); print "> ";
}
];
#Ifdef TARGET_ZCODE;
[ QuitSub;
L__M(##Quit, 2);
if (YesOrNo()) quit;
];
[ RestartSub;
L__M(##Restart, 1);
if (YesOrNo()) { @restart; L__M(##Restart, 2); }
];
[ RestoreSub;
restore Rmaybe;
return L__M(##Restore, 1);
.RMaybe;
L__M(##Restore, 2);
];
[ SaveSub flag;
#IfV5;
@save -> flag;
switch (flag) {
0: L__M(##Save, 1);
1: L__M(##Save, 2);
2:
RestoreColours();
L__M(##Restore, 2);
}
#Ifnot;
save Smaybe;
return L__M(##Save, 1);
.SMaybe;
L__M(##Save, 2);
#Endif; ! V5
];
[ VerifySub;
@verify ?Vmaybe;
jump Vwrong;
.Vmaybe;
return L__M(##Verify, 1);
.Vwrong;
L__M(##Verify, 2);
];
[ ScriptOnSub;
transcript_mode = ((HDR_GAMEFLAGS-->0) & 1);
if (transcript_mode) return L__M(##ScriptOn, 1);
@output_stream 2;
if (((HDR_GAMEFLAGS-->0) & 1) == 0) return L__M(##ScriptOn, 3);
L__M(##ScriptOn, 2); VersionSub();
transcript_mode = true;
];
[ ScriptOffSub;
transcript_mode = ((HDR_GAMEFLAGS-->0) & 1);
if (transcript_mode == false) return L__M(##ScriptOff, 1);
L__M(##ScriptOff, 2);
@output_stream -2;
if ((HDR_GAMEFLAGS-->0) & 1) return L__M(##ScriptOff, 3);
transcript_mode = false;
];
[ CommandsOnSub;
@output_stream 4;
xcommsdir = 1;
L__M(##CommandsOn, 1);
];
[ CommandsOffSub;
if (xcommsdir == 1) @output_stream -4;
xcommsdir = 0;
L__M(##CommandsOff, 1);
];
[ CommandsReadSub;
@input_stream 1;
xcommsdir = 2;
L__M(##CommandsRead, 1);
];
#Ifnot; ! TARGET_GLULX;
[ QuitSub;
L__M(##Quit, 2);
if (YesOrNo()) quit;
];
[ RestartSub;
L__M(##Restart,1);
if (YesOrNo()) { @restart; L__M(##Restart, 2); }
];
[ RestoreSub res fref;
fref = glk_fileref_create_by_prompt($01, $02, 0);
if (fref == 0) jump RFailed;
gg_savestr = glk_stream_open_file(fref, $02, GG_SAVESTR_ROCK);
glk_fileref_destroy(fref);
if (gg_savestr == 0) jump RFailed;
@restore gg_savestr res;
glk_stream_close(gg_savestr, 0);
gg_savestr = 0;
.RFailed;
L__M(##Restore, 1);
];
[ SaveSub res fref;
fref = glk_fileref_create_by_prompt($01, $01, 0);
if (fref == 0) jump SFailed;
gg_savestr = glk_stream_open_file(fref, $01, GG_SAVESTR_ROCK);
glk_fileref_destroy(fref);
if (gg_savestr == 0) jump SFailed;
@save gg_savestr res;
if (res == -1) {
! The player actually just typed "restore". We're going to print
! L__M(##Restore,2); the Z-Code Inform library does this correctly
! now. But first, we have to recover all the Glk objects; the values
! in our global variables are all wrong.
GGRecoverObjects();
glk_stream_close(gg_savestr, 0);
gg_savestr = 0;
return L__M(##Restore, 2);
}
glk_stream_close(gg_savestr, 0);
gg_savestr = 0;
if (res == 0) return L__M(##Save, 2);
.SFailed;
L__M(##Save, 1);
];
[ VerifySub res;
@verify res;
if (res == 0) return L__M(##Verify, 1);
L__M(##Verify, 2);
];
[ ScriptOnSub;
if (gg_scriptstr) return L__M(##ScriptOn, 1);
if (gg_scriptfref == 0) {
gg_scriptfref = glk_fileref_create_by_prompt($102, $05, GG_SCRIPTFREF_ROCK);
if (gg_scriptfref == 0) jump S1Failed;
}
gg_scriptstr = glk_stream_open_file(gg_scriptfref, $05, GG_SCRIPTSTR_ROCK);
if (gg_scriptstr == 0) jump S1Failed;
glk_window_set_echo_stream(gg_mainwin, gg_scriptstr);
L__M(##ScriptOn, 2);
VersionSub();
return;
.S1Failed;
L__M(##ScriptOn, 3);
];
[ ScriptOffSub;
if (gg_scriptstr == 0) return L__M(##ScriptOff,1);
L__M(##ScriptOff, 2);
glk_stream_close(gg_scriptstr, 0);
gg_scriptstr = 0;
];
[ CommandsOnSub fref;
if (gg_commandstr) {
if (gg_command_reading) return L__M(##CommandsOn, 2);
else return L__M(##CommandsOn, 3);
}
fref = glk_fileref_create_by_prompt($103, $01, 0);
if (fref == 0) return L__M(##CommandsOn, 4);
gg_command_reading = false;
gg_commandstr = glk_stream_open_file(fref, $01, GG_COMMANDWSTR_ROCK);
glk_fileref_destroy(fref);
if (gg_commandstr == 0) return L__M(##CommandsOn, 4);
L__M(##CommandsOn, 1);
];
[ CommandsOffSub;
if (gg_commandstr == 0) return L__M(##CommandsOff, 2);
if (gg_command_reading) return L__M(##CommandsRead, 5);
glk_stream_close(gg_commandstr, 0);
gg_commandstr = 0;
gg_command_reading = false;
L__M(##CommandsOff, 1);
];
[ CommandsReadSub fref;
if (gg_commandstr) {
if (gg_command_reading) return L__M(##CommandsRead, 2);
else return L__M(##CommandsRead, 3);
}
fref = glk_fileref_create_by_prompt($103, $02, 0);
if (fref == 0) return L__M(##CommandsRead, 4);
gg_command_reading = true;
gg_commandstr = glk_stream_open_file(fref, $02, GG_COMMANDRSTR_ROCK);
glk_fileref_destroy(fref);
if (gg_commandstr == 0) return L__M(##CommandsRead, 4);
L__M(##CommandsRead, 1);
];
#Endif; ! TARGET_;
[ NotifyOnSub; notify_mode = true; L__M(##NotifyOn); ];
[ NotifyOffSub; notify_mode = false; L__M(##NotifyOff); ];
[ Places1Sub i j k;
L__M(##Places, 1);
objectloop (i has visited) j++;
objectloop (i has visited) {
print (name) i; k++;
if (k == j) return L__M(##Places, 2);
if (k == j-1) print (SerialComma) j, (string) AND__TX;
else print (string) COMMA__TX;
}
];
[ Objects1Sub i j f;
L__M(##Objects, 1);
objectloop (i has moved) {
f = 1; print (the) i; j = parent(i);
if (j) {
if (j == player) {
if (i has worn) L__M(##Objects, 3, j, i);
else L__M(##Objects, 4, j, i);
jump Obj__Ptd;
}
if (j has animate) { L__M(##Objects, 5, j, i); jump Obj__Ptd; }
if (j has visited) { L__M(##Objects, 6, j, i); jump Obj__Ptd; }
if (j has container) { L__M(##Objects, 8, j, i); jump Obj__Ptd; }
if (j has supporter) { L__M(##Objects, 9, j, i); jump Obj__Ptd; }
if (j has enterable) { L__M(##Objects, 7, j, i); jump Obj__Ptd; }
}
L__M(##Objects, 10, j, i);
.Obj__Ptd;
new_line;
}
if (f == 0) L__M(##Objects, 2);
];
! ----------------------------------------------------------------------------
! The scoring system
! ----------------------------------------------------------------------------
[ ScoreSub;
#Ifdef NO_SCORE;
if (deadflag == 0) L__M(##Score, 2);
#Ifnot;
if (deadflag) new_line;
L__M(##Score, 1);
if(PrintRank() == false) LibraryExtensions.RunAll(ext_printrank);
#Endif; ! NO_SCORE
];
#Ifndef TaskScore;
[ TaskScore i;
return task_scores->i;
];
#Endif;
[ Achieved num;
if (task_done->num == 0) {
task_done->num = 1;
score = score + TaskScore(num);
}
];
[ PANum m n;
print " ";
n = m;
if (n < 0) { n = -m; n = n*10; }
if (n < 10) { print " "; jump Panuml; }
if (n < 100) { print " "; jump Panuml; }
if (n < 1000) { print " "; }
.Panuml;
print m, " ";
];
[ FullScoreSub i;
ScoreSub();
if (score == 0 || TASKS_PROVIDED == 1) rfalse;
new_line;
L__M(##FullScore, 1);
for (i=0 : i<NUMBER_TASKS : i++)
if (task_done->i == 1) {
PANum(TaskScore(i));
if(PrintTaskName(i) == false)
LibraryExtensions.RunAll(ext_printtaskname,i);
}
if (things_score) {
PANum(things_score);
L__M(##FullScore, 2);
}
if (places_score) {
PANum(places_score);
L__M(##FullScore, 3);
}
new_line; PANum(score); L__M(##FullScore, 4);
];
! ----------------------------------------------------------------------------
! Real verbs start here: Inventory
! ----------------------------------------------------------------------------
[ InvWideSub;
if (actor == player)
inventory_style = ENGLISH_BIT+FULLINV_BIT+RECURSE_BIT;
else
inventory_style = ENGLISH_BIT+PARTINV_BIT;
<Inv, actor>;
inventory_style = 0;
];
[ InvTallSub;
if (actor == player)
inventory_style = NEWLINE_BIT+INDENT_BIT+FULLINV_BIT+RECURSE_BIT;
else
inventory_style = NEWLINE_BIT+INDENT_BIT+PARTINV_BIT;
<Inv, actor>;
inventory_style = 0;
];
[ InvSub x;
if (child(actor) == 0) return L__M(##Inv, 1);
if (inventory_style == 0)
if (actor == player) return InvTallSub();
else return InvWideSub();
L__M(##Inv, 2);
if (inventory_style & NEWLINE_BIT) L__M(##Inv, 3); else print " ";
WriteListFrom(child(actor), inventory_style, 1);
if (inventory_style & ENGLISH_BIT) L__M(##Inv, 4);
#Ifndef MANUAL_PRONOUNS;
objectloop (x in player) PronounNotice(x);
#Endif;
x = 0; ! To prevent a "not used" error
AfterRoutines();
];
! ----------------------------------------------------------------------------
! The object tree and determining the possibility of moves
! ----------------------------------------------------------------------------
[ CommonAncestor o1 o2 i j;
! Find the nearest object indirectly containing o1 and o2,
! or return 0 if there is no common ancestor.
i = o1;
while (i) {
j = o2;
while (j) {
if (j == i) return i;
j = parent(j);
}
i = parent(i);
}
return 0;
];
[ IndirectlyContains o1 o2;
! Does o1 indirectly contain o2? (Same as testing if their common ancestor is o1.)
while (o2) {
if (o1 == o2) rtrue;
if (o2 ofclass Class) rfalse;
o2 = parent(o2);
}
rfalse;
];
[ ObjectScopedBySomething item i j k l m;
i = item;
objectloop (j .& add_to_scope) {
l = j.&add_to_scope;
k = (j.#add_to_scope)/WORDSIZE;
if (l-->0 ofclass Routine) continue;
for (m=0 : m<k : m++)
if (l-->m == i) return j;
}
rfalse;
];
[ ObjectIsUntouchable item flag1 flag2 ancestor i;
! Determine if there's any barrier preventing the actor from moving
! things to "item". Return false if no barrier; otherwise print a
! suitable message and return true.
! If flag1 is set, do not print any message.
! If flag2 is set, also apply Take/Remove restrictions.
! If the item has been added to scope by something, it's first necessary
! for that something to be touchable.
ancestor = CommonAncestor(actor, item);
if (ancestor == 0) {
ancestor = item;
while (ancestor && (i = ObjectScopedBySomething(ancestor)) == 0)
ancestor = parent(ancestor);
if (i) {
if (ObjectIsUntouchable(i, flag1, flag2)) return;
! An item immediately added to scope
}
}
else
! First, a barrier between the actor and the ancestor. The actor
! can only be in a sequence of enterable objects, and only closed
! containers form a barrier.
if (actor ~= ancestor) {
i = parent(actor);
while (i ~= ancestor) {
if (i has container && i hasnt open) {
if (flag1) rtrue;
return L__M(##Take, 9, i, noun);
}
i = parent(i);
}
}
! Second, a barrier between the item and the ancestor. The item can
! be carried by someone, part of a piece of machinery, in or on top
! of something and so on.
i = parent(item);
if (item ~= ancestor && i ~= player) {
while (i ~= ancestor) {
if (flag2 && i hasnt container && i hasnt supporter) {
if (i has animate) {
if (flag1) rtrue;
return L__M(##Take, 6, i, noun);
}
if (i has transparent) {
if (flag1) rtrue;
return L__M(##Take, 7, i, noun);
}
if (flag1) rtrue;
return L__M(##Take, 8, item, noun);
}
if (i has container && i hasnt open) {
if (flag1) rtrue;
return L__M(##Take, 9, i, noun);
}
i = parent(i);
}
}
rfalse;
];
[ AttemptToTakeObject item
ancestor after_recipient i k;
! Try to transfer the given item to the actor: return false
! if successful, true if unsuccessful, printing a suitable message
! in the latter case.
! People cannot ordinarily be taken.
if (item == actor) return L__M(##Take, 2, noun);
if (item has animate) return L__M(##Take, 3, item);
ancestor = CommonAncestor(actor, item);
if (ancestor == 0) {
i = ObjectScopedBySomething(item);
if (i) ancestor = CommonAncestor(actor, i);
}
! Is the actor indirectly inside the item?
if (ancestor == item) return L__M(##Take, 4, item);
! Does the actor already directly contain the item?
if (item in actor) return L__M(##Take, 5, item);
! Can the actor touch the item, or is there (e.g.) a closed container
! in the way?
if (ObjectIsUntouchable(item, false, true)) rtrue;
! The item is now known to be accessible.
! Consult the immediate possessor of the item, if it's in a container
! which the actor is not in.
i = parent(item);
if (i && i ~= ancestor && (i has container or supporter)) {
after_recipient = i;
k = action; action = ##LetGo;
if (RunRoutines(i, before)) { action = k; rtrue; }
action = k;
}
if (item has scenery) return L__M(##Take, 10, item);
if (item has static) return L__M(##Take, 11, item);
! The item is now known to be available for taking. Is the player
! carrying too much? If so, possibly juggle items into the rucksack
! to make room.
if (ObjectDoesNotFit(item, actor) ||
LibraryExtensions.RunWhile(ext_objectdoesnotfit, false, item, actor)) return;
if (AtFullCapacity(item, actor)) return L__M(##Take, 12, item);
! Transfer the item.
move item to actor; give item ~worn;
! Send "after" message to the object letting go of the item, if any.
if (after_recipient) {
k = action; action = ##LetGo;
if (RunRoutines(after_recipient, after)) { action = k; rtrue; }
action = k;
}
rfalse;
];
[ AtFullCapacity n s
obj k;
n = n; ! suppress compiler warning
if (s == actor) {
objectloop (obj in s)
if (obj hasnt worn) k++;
} else
k = children(s);
if (k < RunRoutines(s, capacity) || (s == player && RoomInSack())) rfalse;
];
[ RoomInSack
obj ks;
if (SACK_OBJECT && SACK_OBJECT in player) {
ks = keep_silent; keep_silent = 2;
for (obj=youngest(player) : obj : obj=elder(obj))
if (obj ~= SACK_OBJECT && obj hasnt worn or light) {
<Insert obj SACK_OBJECT>;
if (obj in SACK_OBJECT) {
keep_silent = ks;
return L__M(##Take, 13, obj, SACK_OBJECT);
}
}
keep_silent = ks;
}
rfalse;
];
! ----------------------------------------------------------------------------
! Support for implicit actions
! ----------------------------------------------------------------------------
[ CheckImplicitAction act o1 o2
sav_act sav_noun sav_sec res;
if (o1 provides before_implicit) {
sav_act = action; action = act;
sav_noun = noun; noun = o1;
if (o2) { sav_sec = second; second = o2; }
res = RunRoutines(o1, before_implicit);
action = sav_act; noun = sav_noun;
if (sav_sec) second = sav_sec;
}
else {
if (no_implicit_actions)
res = 2;
else
res = 0;
}
return res;
];
[ ImplicitTake obj
res ks supcon;
switch (metaclass(obj)) { Class, String, Routine, nothing: rfalse; }
if (obj in actor) rfalse;
if (action_to_be == ##Drop && ~~IndirectlyContains(actor, obj)) rfalse;
res = CheckImplicitAction(##Take, obj);
! 0 = Take object, Tell the user (normal default)
! 1 = Take object, don't Tell
! 2 = don't Take object continue (default with no_implicit_actions)
! 3 = don't Take object, don't continue
if (res >= 2) rtrue;
if (parent(obj) && parent(obj) has container or supporter) supcon = parent(obj);
ks = keep_silent; keep_silent = 2; AttemptToTakeObject(obj); keep_silent = ks;
if (obj notin actor) rtrue;
if (res == 0 && ~~keep_silent)
if (supcon) L__M(##Miscellany, 58, obj, supcon);
else L__M(##Miscellany, 26, obj);
rfalse;
];
[ ImplicitExit obj
res ks;
if (parent(obj) == nothing) rfalse;
res = CheckImplicitAction(##Exit, obj);
! 0 = Exit object, Tell the user (normal default)
! 1 = Exit object, don't Tell
! 2 = don't Take object continue (default with no_implicit_actions)
! 3 = don't Take object, don't continue
if (res >= 2) rtrue;
ks = keep_silent; keep_silent = 2; <Exit obj, actor>; keep_silent = ks;
if (parent(actor) == obj) rtrue;
if (res == 0 && ~~keep_silent) L__M(##Exit, 5, obj);
rfalse;
];
[ ImplicitClose obj
res ks;
if (obj hasnt open) rfalse;
res = CheckImplicitAction(##Close, obj);
! 0 = Close object, Tell the user (normal default)
! 1 = Close object, don't Tell
! 2 = don't Take object continue (default with no_implicit_actions)
! 3 = don't Take object, don't continue
if (res >= 2) rtrue;
ks = keep_silent; keep_silent = 2; <Close obj, actor>; keep_silent = ks;
if (obj has open) rtrue;
if (res == 0 && ~~keep_silent) L__M(##Close, 4, obj);
rfalse;
];
[ ImplicitOpen obj
res temp;
if (obj has open) rfalse;
res = CheckImplicitAction(##Open, obj);
! 0 = Open object, Tell the user (normal default)
! 1 = Open object, don't Tell
! 2 = don't Take object continue (default with no_implicit_actions)
! 3 = don't Take object, don't continue
if (res >= 2) rtrue;
if (obj has locked) rtrue;
temp = keep_silent; keep_silent = 2; <Open obj, actor>; keep_silent = temp;
if (obj hasnt open) rtrue;
if (res == 0 && ~~keep_silent) L__M(##Open, 6, obj);
temp = action; action = ##Open; AfterRoutines(); action = temp;
rfalse;
];
[ ImplicitUnlock obj;
if (obj has locked) rtrue;
rfalse;
];
[ ImplicitDisrobe obj
res ks;
if (obj hasnt worn) rfalse;
res = CheckImplicitAction(##Disrobe, obj);
! 0 = Take off object, Tell the user (normal default)
! 1 = Take off object, don't Tell
! 2 = don't Take object continue (default with no_implicit_actions)
! 3 = don't Take object, don't continue
if (res >= 2) rtrue;
ks = keep_silent; keep_silent = 1; <Disrobe obj, actor>; keep_silent = ks;
if (obj has worn && obj in actor) rtrue;
if (res == 0 && ~~keep_silent) L__M(##Drop, 3, obj);
rfalse;
];
! ----------------------------------------------------------------------------
! Object movement verbs
! ----------------------------------------------------------------------------
[ TakeSub;
if (onotheld_mode == 0 || noun notin actor)
if (AttemptToTakeObject(noun)) return;
if (AfterRoutines()) return;
notheld_mode = onotheld_mode;
if (notheld_mode == 1 || keep_silent) return;
L__M(##Take, 1, noun);
];
[ RemoveSub i;
i = parent(noun);
if (i && i has container && i hasnt open && ImplicitOpen(i)) return L__M(##Remove, 1, i);
if (i ~= second) return L__M(##Remove, 2, noun);
if (i has animate) return L__M(##Take, 6, i, noun);
if (AttemptToTakeObject(noun)) rtrue;
action = ##Remove; if (AfterRoutines()) return;
action = ##Take; if (AfterRoutines()) return;
if (keep_silent) return;
L__M(##Remove, 3, noun);
];
[ DropSub;
if (noun == actor) return L__M(##PutOn, 4, noun);
if (noun in parent(actor)) return L__M(##Drop, 1, noun);
if (noun notin actor && ~~ImplicitTake(noun)) return L__M(##Drop, 2, noun);
if (noun has worn && ImplicitDisrobe(noun)) return;
move noun to parent(actor);
if (AfterRoutines() || keep_silent) return;
L__M(##Drop, 4, noun);
];
[ PutOnSub ancestor;
receive_action = ##PutOn;
if (second == d_obj || actor in second) <<Drop noun, actor>>;
if (parent(noun) == second) return L__M(##Drop, 1, noun);
if (noun notin actor && ImplicitTake(noun)) return L__M(##PutOn, 1, noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##PutOn, 2, noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, before)) { action = ##PutOn; return; }
action = ##PutOn;
}
if (second hasnt supporter) return L__M(##PutOn, 3, second);
if (ancestor == actor) return L__M(##PutOn, 4, second);
if (noun has worn && ImplicitDisrobe(noun)) return;
if (ObjectDoesNotFit(noun, second) ||
LibraryExtensions.RunWhile(ext_objectdoesnotfit, false, noun, second)) return;
if (AtFullCapacity(noun, second)) return L__M(##PutOn, 6, second);
move noun to second;
if (AfterRoutines()) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, after)) { action = ##PutOn; return; }
action = ##PutOn;
}
if (keep_silent) return;
if (multiflag) return L__M(##PutOn, 7);
L__M(##PutOn, 8, noun, second);
];
[ InsertSub ancestor;
receive_action = ##Insert;
if (second == d_obj || actor in second) <<Drop noun, actor>>;
if (parent(noun) == second) return L__M(##Drop, 1, noun);
if (noun notin actor && ImplicitTake(noun)) return L__M(##Insert, 1, noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##Insert, 5, noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second,before)) { action = ##Insert; rtrue; }
action = ##Insert;
if (second has container && second hasnt open && ImplicitOpen(second))
return L__M(##Insert, 3, second);
}
if (second hasnt container) return L__M(##Insert, 2, second);
if (noun has worn && ImplicitDisrobe(noun)) return;
if (ObjectDoesNotFit(noun, second) ||
LibraryExtensions.RunWhile(ext_objectdoesnotfit, false, noun, second)) return;
if (AtFullCapacity(noun, second)) return L__M(##Insert, 7, second);
move noun to second;
if (AfterRoutines()) rtrue;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, after)) { action = ##Insert; rtrue; }
action = ##Insert;
}
if (keep_silent) rtrue;
if (multiflag) return L__M(##Insert, 8, noun);
L__M(##Insert, 9, noun, second);
];
! ----------------------------------------------------------------------------
! Empties and transfers are routed through the actions above
! ----------------------------------------------------------------------------
[ TransferSub;
if (noun notin actor && AttemptToTakeObject(noun)) return;
if (second has supporter) <<PutOn noun second, actor>>;
if (second == d_obj) <<Drop noun, actor>>;
<<Insert noun second, actor>>;
];
[ EmptySub; second = d_obj; EmptyTSub(); ];
[ EmptyTSub i j k flag;
if (noun == second) return L__M(##EmptyT, 4, noun);
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt container) return L__M(##EmptyT, 1, noun);
if (noun hasnt open && ImplicitOpen(noun)) return L__M(##EmptyT, 2, noun);
if (second ~= d_obj) {
if (second hasnt supporter) {
if (second hasnt container) return L__M(##EmptyT, 1, second);
if (second hasnt open && ImplicitOpen(second))
return L__M(##EmptyT, 2, second);
}
}
i = child(noun); k = children(noun);
if (i == 0) return L__M(##EmptyT, 3, noun);
while (i) {
j = sibling(i);
flag = false;
if (ObjectIsUntouchable(noun)) flag = true;
if (noun hasnt container) flag = true;
if (noun hasnt open) flag = true;
if (second ~= d_obj) {
if (second hasnt supporter) {
if (second hasnt container) flag = true;
if (second hasnt open) flag = true;
}
}
if (k-- == 0) flag = 1;
if (flag) break;
if (keep_silent == 0) print (name) i, (string) COLON__TX;
<Transfer i second, actor>;
i = j;
}
];
! ----------------------------------------------------------------------------
! Gifts
! ----------------------------------------------------------------------------
[ GiveSub;
if (noun notin actor && ImplicitTake(noun)) return L__M(##Give, 1, noun);
if (second == actor) return L__M(##Give, 2, noun);
if (noun has worn && ImplicitDisrobe(noun)) return;
if (second == player) {
move noun to player;
return L__M(##Give, 4, noun);
}
if (RunLife(second, ##Give)) return;
L__M(##Give, 3, second);
];
[ GiveRSub; <Give second noun, actor>; ];
[ ShowSub;
if (noun notin actor && ImplicitTake(noun)) return L__M(##Show, 1, noun);
if (second == player) <<Examine noun, actor>>;
if (RunLife(second, ##Show)) return;
L__M(##Show, 2, second);
];
[ ShowRSub; <Show second noun, actor>; ];
! ----------------------------------------------------------------------------
! Travelling around verbs
! ----------------------------------------------------------------------------
[ EnterSub ancestor j ks;
if (noun has door || noun in compass) <<Go noun, actor>>;
if (actor in noun) return L__M(##Enter, 1, noun);
if (noun hasnt enterable) return L__M(##Enter, 2, noun, verb_word);
if (parent(actor) ~= parent(noun)) {
ancestor = CommonAncestor(actor, noun);
if (ancestor == actor or 0) return L__M(##Enter, 4, noun);
while (actor notin ancestor) {
j = parent(actor);
ks = keep_silent;
if (parent(j) ~= ancestor || noun ~= ancestor) {
L__M(##Enter, 6, j);
keep_silent = 1;
}
<Exit, actor>;
keep_silent = ks;
if (actor in j) return;
}
if (actor in noun) return;
if (noun notin ancestor) {
j = parent(noun);
while (parent(j) ~= ancestor) j = parent(j);
L__M(##Enter, 7, j);
ks = keep_silent; keep_silent = 1;
<Enter j, actor>;
keep_silent = ks;
if (actor notin j) return;
<<Enter noun, actor>>;
}
}
if (noun has container && noun hasnt open && ImplicitOpen(noun)) return L__M(##Enter, 3, noun);
move actor to noun;
if (AfterRoutines() || keep_silent) return;
L__M(##Enter, 5, noun);
if (actor == player) Locale(noun);
];
[ GetOffSub;
if (parent(actor) == noun) <<Exit, actor>>;
L__M(##GetOff, 1, noun);
];
[ ExitSub p;
p = parent(actor);
if (noun ~= nothing && noun ~= p) return L__M(##Exit, 4 ,noun);
if (p == location || (location == thedark && p == real_location)) {
if (actor provides posture && actor.posture) {
actor.posture = 0;
return L__M(##Exit, 6);
}
if ((location.out_to) || (location == thedark && real_location.out_to))
<<Go out_obj, actor>>;
return L__M(##Exit, 1);
}
if (p has container && p hasnt open && ImplicitOpen(p))
return L__M(##Exit, 2, p);
if (noun == nothing) {
inp1 = p;
if (RunRoutines(p, before)) return;
}
move actor to parent(p);
if (player provides posture) player.posture = 0;
if (AfterRoutines() || keep_silent) return;
L__M(##Exit, 3, p);
if (actor == player && p has container) LookSub(1);
];
[ VagueGoSub; L__M(##VagueGo); ];
[ GoInSub; <<Go in_obj, actor>>; ];
[ GoSub i j k movewith thedir next_loc;
! first, check if any PushDir object is touchable
if (second && second notin Compass && ObjectIsUntouchable(second)) return;
movewith = 0;
i = parent(actor);
if ((location ~= thedark && i ~= location) || (location == thedark && i ~= real_location)) {
j = location;
if (location == thedark) location = real_location;
k = RunRoutines(i, before); if (k ~= 3) location = j;
if (k == 1) {
movewith = i; i = parent(i);
}
else {
if (k) rtrue;
if (ImplicitExit(i)) return L__M(##Go, 1, i);
i = parent(actor);
}
}
thedir = noun.door_dir;
if (metaclass(thedir) == Routine) thedir = RunRoutines(noun, door_dir);
next_loc = i.thedir; k = metaclass(next_loc);
if (k == String) { print (string) next_loc; new_line; rfalse; }
if (k == Routine) {
next_loc = RunRoutines(i, thedir);
if (next_loc == 1) rtrue;
}
if (k == nothing || next_loc == 0) {
if (i.cant_go ~= 0 or CANTGO__TX) PrintOrRun(i, cant_go);
else L__M(##Go, 2);
rfalse;
}
if (next_loc has door) {
if (next_loc has concealed) return L__M(##Go, 2);
if (next_loc hasnt open && ImplicitOpen(next_loc)) {
if (noun == u_obj) return L__M(##Go, 3, next_loc);
if (noun == d_obj) return L__M(##Go, 4, next_loc);
return L__M(##Go, 5, next_loc);
}
k = RunRoutines(next_loc, door_to);
if (k == 0) return L__M(##Go, 6, next_loc);
if (k == 1) rtrue;
next_loc = k;
}
action = ##Going;
if (RunRoutines(next_loc, before)) { action = ##Go; return; }
action = ##Go;
if (movewith == 0) move actor to next_loc; else move movewith to next_loc;
if (actor ~= player) return L__M(##Go, 7);
k = location; location = next_loc;
MoveFloatingObjects();
if (OffersLight(location))
lightflag = true;
else {
lightflag = false;
if (k == thedark) {
if(DarkToDark() == false) ! From real_location To location
LibraryExtensions.RunAll(ext_darktodark);
if (deadflag) rtrue;
}
location = thedark;
}
NoteDeparture(); real_location = next_loc;
action = ##Going;
if (RunRoutines(prev_location, after)) { action = ##Go; return; }
action = ##Go;
if (AfterRoutines() || keep_silent) return;
LookSub(1);
];
! ----------------------------------------------------------------------------
! Describing the world. SayWhatsOn(object) does just that (producing
! no text if nothing except possibly "scenery" and "concealed" items are).
! Locale(object) runs through the "tail end" of a Look-style room
! description for the contents of the object, printing up suitable
! descriptions as it goes.
! ----------------------------------------------------------------------------
[ SayWhatsOn descon j f;
if (descon == parent(player)) rfalse;
objectloop (j in descon)
if (j hasnt concealed && j hasnt scenery) f = 1;
if (f == 0) rfalse;
L__M(##Look, 4, descon);
];
[ NotSupportingThePlayer o i;
i = parent(player);
while (i && i ~= visibility_ceiling) {
if (i == o) rfalse;
i = parent(i);
if (i && i hasnt supporter) rtrue;
}
rtrue;
];
! modified with the fix for L61122
[ Locale descin text_without_ALSO text_with_ALSO
o p num_objs must_print_ALSO;
objectloop (o in descin) give o ~workflag;
num_objs = 0;
objectloop (o in descin)
if (o hasnt concealed && NotSupportingThePlayer(o)) {
#Ifndef MANUAL_PRONOUNS;
PronounNotice(o);
#Endif;
if (o has scenery) {
if (o has supporter && child(o)) SayWhatsOn(o);
}
else {
give o workflag; num_objs++;
p = initial;
if ((o has door or container) && o has open && o provides when_open) {
p = when_open; jump Prop_Chosen;
}
if ((o has door or container) && o hasnt open && o provides when_closed) {
p = when_closed; jump Prop_Chosen;
}
if (o has switchable && o has on && o provides when_on) {
p = when_on; jump Prop_Chosen;
}
if (o has switchable && o hasnt on && o provides when_off) {
p = when_off;
}
.Prop_Chosen;
if (o.&describe && RunRoutines(o, describe)) {
must_print_ALSO = true;
give o ~workflag; num_objs--;
continue;
}
if (o.p && (o hasnt moved || p ~= initial)) {
new_line;
PrintOrRun(o, p);
must_print_ALSO = true;
give o ~workflag; num_objs--;
if (o has supporter && child(o)) SayWhatsOn(o);
}
}
}
if (num_objs == 0) return 0;
if (actor ~= player) give actor concealed;
if (text_without_ALSO) {
new_line;
if (must_print_ALSO) print (string) text_with_ALSO, " ";
else print (string) text_without_ALSO, " ";
WriteListFrom(child(descin),
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
}
else {
if (must_print_ALSO) L__M(##Look, 5, descin);
else L__M(##Look, 6, descin);
}
if (actor ~= player) give actor ~concealed;
return num_objs;
];
! ----------------------------------------------------------------------------
! Looking. LookSub(1) is allowed to abbreviate long descriptions, but
! LookSub(0) (which is what happens when the Look action is generated)
! isn't. (Except that these are over-ridden by the player-set lookmode.)
! ----------------------------------------------------------------------------
[ LMode1Sub; lookmode=1; print (string) Story; L__M(##LMode1); ]; ! Brief
[ LMode2Sub; lookmode=2; print (string) Story; L__M(##LMode2); ]; ! Verbose
[ LMode3Sub; lookmode=3; print (string) Story; L__M(##LMode3); ]; ! Superbrief
[ LModeNormalSub; ! 'normal' value: the default, or as set in Initialise()
switch (initial_lookmode) {
1: <<LMode1>>;
3: <<LMode3>>;
default: <<LMode2>>;
}
];
[ NoteArrival descin;
if (location ~= lastdesc) {
if (location.initial) PrintOrRun(location, initial);
if (location == thedark) { lastdesc = thedark; return; }
descin = location;
if(NewRoom() == false) LibraryExtensions.RunAll(ext_newroom);
lastdesc = descin;
}
];
[ NoteDeparture;
prev_location = real_location;
];
[ ScoreArrival;
if (location hasnt visited) {
give location visited;
if (location has scored) {
score = score + ROOM_SCORE;
places_score = places_score + ROOM_SCORE;
}
}
];
[ FindVisibilityLevels visibility_levels;
visibility_levels = 1;
visibility_ceiling = parent(player);
while ((parent(visibility_ceiling)) &&
(visibility_ceiling hasnt container || visibility_ceiling has open or transparent)) {
visibility_ceiling = parent(visibility_ceiling);
visibility_levels++;
}
return visibility_levels;
];
[ LookSub allow_abbrev visibility_levels i j k nl_flag;
if (parent(player) == 0) return RunTimeError(10);
.MovedByInitial;
if (location == thedark) { visibility_ceiling = thedark; NoteArrival(); }
else {
visibility_levels = FindVisibilityLevels();
if (visibility_ceiling == location) {
NoteArrival();
if (visibility_ceiling ~= location) jump MovedByInitial;
}
}
! Printing the top line: e.g.
! Octagonal Room (on the table) (as Frodo)
new_line;
#Ifdef TARGET_ZCODE;
style bold;
#Ifnot; ! TARGET_GLULX;
glk_set_style(style_Subheader);
#Endif; ! TARGET_
if (visibility_levels == 0) print (name) thedark;
else {
if (visibility_ceiling ~= location) print (The) visibility_ceiling;
else print (name) visibility_ceiling;
}
#Ifdef TARGET_ZCODE;
style roman;
#Ifnot; ! TARGET_GLULX;
glk_set_style(style_Normal);
#Endif; ! TARGET_
for (j=1,i=parent(player) : j<visibility_levels : j++,i=parent(i))
if (i has supporter) L__M(##Look, 1, i);
else L__M(##Look, 2, i);
if (print_player_flag == 1) L__M(##Look, 3, player);
new_line;
! The room description (if visible)
if (lookmode < 3 && visibility_ceiling == location) {
if ((allow_abbrev ~= 1) || (lookmode == 2) || (location hasnt visited)) {
if (location.&describe) RunRoutines(location, describe);
else {
if (location.description == 0) RunTimeError(11, location, description);
else PrintOrRun(location, description);
}
}
}
if (visibility_ceiling == location) nl_flag = 1;
if (visibility_levels == 0) Locale(thedark);
else {
for (i=player,j=visibility_levels : j>0 : j--,i=parent(i)) give i workflag;
for (j=visibility_levels : j>0 : j--) {
for (i=player,k=0 : k<j : k++) i=parent(i);
if (i.inside_description) {
if (nl_flag) new_line; else nl_flag = 1;
PrintOrRun(i,inside_description);
}
if (Locale(i)) nl_flag=1;
}
}
if(LookRoutine() == false) LibraryExtensions.RunAll(ext_lookroutine);
ScoreArrival();
action = ##Look;
AfterRoutines();
];
[ ExamineSub i;
if (location == thedark) return L__M(##Examine, 1, noun);
i = noun.description;
if (i == 0) {
if (noun has container)
if (noun has open or transparent) <<Search noun, actor>>;
else return L__M(##Search, 5, noun);
if (noun has switchable) { L__M(##Examine, 3, noun); rfalse; }
return L__M(##Examine, 2, noun);
}
i = PrintOrRun(noun, description);
if (i < 2 && noun has switchable) L__M(##Examine, 3, noun);
AfterRoutines();
];
[ LookUnderSub;
if (location == thedark) return L__M(##LookUnder, 1, noun);
L__M(##LookUnder, 2);
];
[ VisibleContents o i f;
objectloop (i in o) if (i hasnt concealed or scenery) f++;
return f;
];
[ SearchSub f;
if (location == thedark) return L__M(##Search, 1, noun);
if (ObjectIsUntouchable(noun)) return;
f = VisibleContents(noun);
if (noun has supporter) {
if (f == 0) return L__M(##Search, 2, noun);
return L__M(##Search, 3, noun);
}
if (noun hasnt container) return L__M(##Search, 4, noun);
if (noun hasnt transparent or open && ImplicitOpen(noun)) return L__M(##Search, 5, noun);
if (AfterRoutines()) return;
if (f == 0) return L__M(##Search, 6, noun);
L__M(##Search, 7, noun);
];
! ----------------------------------------------------------------------------
! Verbs which change the state of objects without moving them
! ----------------------------------------------------------------------------
[ UnlockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Unlock, 1, noun);
if (noun hasnt locked) return L__M(##Unlock, 2, noun);
if (noun.with_key ~= second) return L__M(##Unlock, 3, second);
give noun ~locked;
if (AfterRoutines() || keep_silent) return;
L__M(##Unlock, 4, noun);
];
[ LockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Lock, 1, noun);
if (noun has locked) return L__M(##Lock, 2 ,noun);
if (noun has open && ImplicitClose(noun)) return L__M(##Lock, 3, noun);
if (noun.with_key ~= second) return L__M(##Lock, 4, second);
give noun locked;
if (AfterRoutines() || keep_silent) return;
L__M(##Lock, 5, noun);
];
[ SwitchonSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOn, 1, noun);
if (noun has on) return L__M(##SwitchOn, 2, noun);
give noun on;
if (AfterRoutines() || keep_silent) return;
L__M(##SwitchOn, 3, noun);
];
[ SwitchoffSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOff, 1, noun);
if (noun hasnt on) return L__M(##SwitchOff, 2, noun);
give noun ~on;
if (AfterRoutines() || keep_silent) return;
L__M(##SwitchOff, 3, noun);
];
[ OpenSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Open, 1, noun);
if (noun has locked && ImplicitUnlock(noun)) return L__M(##Open, 2, noun);
if (noun has open) return L__M(##Open, 3, noun);
give noun open;
if (keep_silent || AfterRoutines()) return;
if (noun hasnt container)
return L__M(##Open, 5, noun);
if ((noun has container && location ~= thedark && VisibleContents(noun)
&& IndirectlyContains(noun, player)) == 0) {
if (noun hasnt transparent && noun hasnt door) return L__M(##Open, 4, noun);
}
L__M(##Open, 5, noun);
];
[ CloseSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Close, 1, noun);
if (noun hasnt open) return L__M(##Close, 2, noun);
give noun ~open;
if (AfterRoutines() || keep_silent) return;
L__M(##Close, 3, noun);
];
[ DisrobeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt worn) return L__M(##Disrobe, 1, noun);
give noun ~worn;
if (AfterRoutines() || keep_silent) return;
L__M(##Disrobe, 2, noun);
];
[ WearSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt clothing) return L__M(##Wear, 1, noun);
if (noun notin actor && ImplicitTake(noun)) return L__M(##Wear, 2, noun);
if (noun has worn) return L__M(##Wear, 3, noun);
give noun worn;
if (AfterRoutines() || keep_silent) return;
L__M(##Wear, 4, noun);
];
[ EatSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt edible) return L__M(##Eat, 1, noun);
if (noun has worn && ImplicitDisrobe(noun)) return;
remove noun;
if (AfterRoutines() || keep_silent) return;
L__M(##Eat, 2, noun);
];
! ----------------------------------------------------------------------------
! Verbs which are really just stubs (anything which happens for these
! actions must happen in before rules)
! ----------------------------------------------------------------------------
[ AllowPushDir i;
if (parent(second) ~= compass) return L__M(##PushDir, 2, noun);
if (second == u_obj or d_obj) return L__M(##PushDir, 3, noun);
AfterRoutines(); i = noun; move i to actor;
<Go second, actor>;
if (location == thedark) move i to real_location;
else move i to location;
];
[ AnswerSub;
if (second && RunLife(second,##Answer)) rfalse;
L__M(##Answer, 1, noun);
];
[ AskSub;
if (RunLife(noun,##Ask)) rfalse;
L__M(##Ask, 1, noun);
];
[ AskForSub;
if (noun == player) <<Inv, actor>>;
L__M(##Order, 1, noun);
];
[ AskToSub; L__M(##Order, 1, noun); ];
[ AttackSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate && RunLife(noun, ##Attack)) rfalse;
L__M(##Attack, 1, noun);
];
[ BlowSub; L__M(##Blow, 1, noun); ];
[ BurnSub;
if (noun has animate) return L__M(##Burn, 2, noun);
L__M(##Burn, 1, noun);
];
[ BuySub; L__M(##Buy, 1, noun); ];
[ ClimbSub;
if (noun has animate) return L__M(##Climb, 2, noun);
L__M(##Climb, 1, noun);
];
[ ConsultSub; L__M(##Consult, 1, noun); ];
[ CutSub;
if (noun has animate) return L__M(##Cut, 2, noun);
L__M(##Cut, 1, noun);
];
[ DigSub; L__M(##Dig, 1, noun); ];
[ DrinkSub; L__M(##Drink, 1, noun); ];
[ FillSub;
if (second == nothing) return L__M(##Fill, 1, noun);
L__M(##Fill, 2, noun, second);
];
[ JumpSub; L__M(##Jump, 1, noun); ];
[ JumpInSub;
if (noun has animate) return L__M(##JumpIn, 2, noun);
if (noun has enterable) <<Enter noun>>;
L__M(##JumpOn, 1, noun);
];
[ JumpOnSub;
if (noun has animate) return L__M(##JumpOn, 2, noun);
if (noun has enterable && noun has supporter) <<Enter noun>>;
L__M(##JumpOn, 1, noun);
];
[ JumpOverSub;
if (noun has animate) return L__M(##JumpOver, 2, noun);
L__M(##JumpOver, 1, noun);
];
[ KissSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun, ##Kiss)) return;
if (noun == actor) return L__M(##Touch, 3, noun);
L__M(##Kiss, 1, noun);
];
[ ListenSub; L__M(##Listen, 1, noun); ];
[ MildSub; L__M(##Mild, 1, noun); ];
[ NoSub; L__M(##No); ];
[ PraySub; L__M(##Pray, 1, noun); ];
[ PullSub;
if (ObjectIsUntouchable(noun)) return;
if (noun == player) return L__M(##Pull, 1, noun);
if (noun == actor) return L__M(##Pull, 6, noun);
if (noun has static) return L__M(##Pull, 2, noun);
if (noun has scenery) return L__M(##Pull, 3, noun);
if (noun has animate) return L__M(##Pull, 5, noun);
L__M(##Pull, 4, noun);
];
[ PushSub;
if (ObjectIsUntouchable(noun)) return;
if (noun == player) return L__M(##Push, 1, noun);
if (noun == actor) return L__M(##Push, 5, noun);
if (noun has static) return L__M(##Push, 2, noun);
if (noun has scenery) return L__M(##Push, 3, noun);
if (noun has animate) return L__M(##Push, 5, noun);
L__M(##Push, 4, noun);
];
[ PushDirSub; L__M(##PushDir, 1, noun); ];
[ RubSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Rub, 2, noun);
L__M(##Rub, 1, noun);
];
[ SetSub; L__M(##Set, 1, noun); ];
[ SetToSub; L__M(##SetTo, 1, noun); ];
[ SingSub; L__M(##Sing, 1, noun); ];
[ SleepSub; L__M(##Sleep, 1, noun); ];
[ SmellSub;
if (noun ~= nothing && noun has animate) return L__M(##Smell, 2, noun);
L__M(##Smell, 1, noun);
];
[ SorrySub; L__M(##Sorry, 1, noun); ];
[ SqueezeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate && noun ~= player) return L__M(##Squeeze, 1, noun);
L__M(##Squeeze, 2, noun);
];
[ StrongSub; L__M(##Strong, 1, noun); ];
[ SwimSub; L__M(##Swim, 1, noun); ];
[ SwingSub; L__M(##Swing, 1, noun); ];
[ TasteSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Taste, 2, noun);
L__M(##Taste, 1, noun);
];
[ TellSub;
if (noun == actor) return L__M(##Tell, 1, noun);
if (RunLife(noun, ##Tell)) return;
L__M(##Tell, 2, noun);
];
[ ThinkSub; L__M(##Think, 1, noun); ];
[ ThrowAtSub;
if (ObjectIsUntouchable(noun)) return;
if (second > 1) {
action = ##ThrownAt;
if (RunRoutines(second, before)) { action = ##ThrowAt; rtrue; }
action = ##ThrowAt;
}
if (noun has worn && ImplicitDisrobe(noun)) return;
if (second hasnt animate) return L__M(##ThrowAt, 1, noun);
if (RunLife(second, ##ThrowAt)) return;
L__M(##ThrowAt, 2, noun);
];
[ TieSub;
if (noun has animate) return L__M(##Tie, 2, noun);
L__M(##Tie, 1, noun);
];
[ TouchSub;
if (noun == actor) return L__M(##Touch, 3, noun);
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Touch, 1, noun);
L__M(##Touch, 2,noun);
];
[ TurnSub;
if (ObjectIsUntouchable(noun)) return;
if (noun == player) return L__M(##Turn, 1, noun);
if (noun == actor) return L__M(##Turn, 5, noun);
if (noun has static) return L__M(##Turn, 2, noun);
if (noun has scenery) return L__M(##Turn, 3, noun);
if (noun has animate) return L__M(##Turn, 5, noun);
L__M(##Turn, 4, noun);
];
[ WaitSub;
if (AfterRoutines()) rtrue;
L__M(##Wait, 1, noun);
];
[ WakeSub; L__M(##Wake, 1, noun); ];
[ WakeOtherSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun, ##WakeOther)) return;
L__M(##WakeOther, 1, noun);
];
[ WaveSub;
if (noun == player) return L__M(##Wave, 2 ,noun, second);
if (noun == actor) return L__M(##Wave, 3, noun, second);
if (noun notin actor && ImplicitTake(noun)) return L__M(##Wave, 1, noun);
L__M(##Wave, 2, noun, second);
];
[ WaveHandsSub;
if (noun) return L__M(##WaveHands, 2, noun);
L__M(##WaveHands, 1, noun); ];
[ YesSub; L__M(##Yes); ];
! ----------------------------------------------------------------------------
! Debugging verbs
! ----------------------------------------------------------------------------
#Ifdef DEBUG;
[ TraceOnSub; parser_trace = 1; "[Trace on.]"; ];
[ TraceLevelSub;
parser_trace = noun;
print "[Parser tracing set to level ", parser_trace, ".]^";
];
[ TraceOffSub; parser_trace = 0; "Trace off."; ];
[ RoutinesOnSub;
debug_flag = debug_flag | DEBUG_MESSAGES;
"[Message listing on.]";
];
[ RoutinesOffSub;
debug_flag = debug_flag & ~DEBUG_MESSAGES;
"[Message listing off.]";
];
[ RoutinesVerboseSub;
debug_flag = debug_flag | (DEBUG_VERBOSE|DEBUG_MESSAGES);
"[Verbose message listing on.]";
];
[ ActionsOnSub;
debug_flag = debug_flag | DEBUG_ACTIONS;
"[Action listing on.]";
];
[ ActionsOffSub;
debug_flag = debug_flag & ~DEBUG_ACTIONS;
"[Action listing off.]";
];
[ TimersOnSub;
debug_flag = debug_flag | DEBUG_TIMERS;
"[Timers listing on.]";
];
[ TimersOffSub;
debug_flag = debug_flag & ~DEBUG_TIMERS;
"[Timers listing off.]";
];
#Ifdef VN_1610;
[ ChangesOnSub; debug_flag = debug_flag | DEBUG_CHANGES; "[Changes listing on.]"; ];
[ ChangesOffSub; debug_flag = debug_flag & ~DEBUG_CHANGES; "[Changes listing off.]"; ];
#Ifnot;
[ ChangesOnSub; "[Changes listing available only from Inform 6.2 onwards.]"; ];
[ ChangesOffSub; "[Changes listing available only from Inform 6.2 onwards.]"; ];
#Endif; ! VN_1610
#Ifdef TARGET_ZCODE;
[ PredictableSub i;
i = random(-100);
"[Random number generator now predictable.]";
];
#Ifnot; ! TARGET_GLULX;
[ PredictableSub;
@setrandom 100;
"[Random number generator now predictable.]";
];
#Endif; ! TARGET_;
[ XTestMove obj dest;
if (~~obj ofclass Object) "[Not an object.]";
if (~~dest ofclass Object) "[Destination not an object.]";
if ((obj <= InformLibrary) || (obj == LibraryMessages) || (obj in 1))
"[Can't move ", (name) obj, ": it's a system object.]";
while (dest) {
if (dest == obj) "[Can't move ", (name) obj, ": it would contain itself.]";
dest = parent(dest);
}
rfalse;
];
[ XPurloinSub;
if (XTestMove(noun, player)) return;
move noun to player; give noun moved ~concealed;
"[Purloined.]";
];
[ XAbstractSub;
if (XTestMove(noun, second)) return;
move noun to second;
"[Abstracted.]";
];
[ XObj obj f;
if (parent(obj) == 0) print (name) obj; else print (a) obj;
print " (", obj, ") ";
if (f && parent(obj))
print "in ~", (name) parent(obj), "~ (", parent(obj), ")";
new_line;
if (child(obj) == 0) rtrue;
if (obj == Class) ! ???
WriteListFrom(child(obj), NEWLINE_BIT+INDENT_BIT+ALWAYS_BIT+ID_BIT+NOARTICLE_BIT, 1);
else
WriteListFrom(child(obj), NEWLINE_BIT+INDENT_BIT+ALWAYS_BIT+ID_BIT+FULLINV_BIT, 1);
];
[ XTreeSub i;
if (noun && ~~noun ofclass Object) "[Not an object.]";
if (noun == 0) {
objectloop (i)
if (i ofclass Object && parent(i) == 0) XObj(i);
}
else XObj(noun, true);
];
[ GotoSub;
if ((~~noun ofclass Object) || parent(noun)) "[Not a safe place.]";
PlayerTo(noun);
];
[ GoNearSub x;
if (~~noun ofclass Object) "[Not a safe place.]";
x = noun;
while (parent(x)) x = parent(x);
PlayerTo(x);
];
[ Print_ScL obj; print_ret ++x_scope_count, ": ", (a) obj, " (", obj, ")"; ];
[ ScopeSub;
if (noun && ~~noun ofclass Object) "[Not an object.]";
x_scope_count = 0;
LoopOverScope(Print_ScL, noun);
if (x_scope_count == 0) "Nothing is in scope.";
];
#Ifdef TARGET_GLULX;
[ GlkListSub id val;
id = glk_window_iterate(0, gg_arguments);
while (id) {
print "Window ", id, " (", gg_arguments-->0, "): ";
val = glk_window_get_type(id);
switch (val) {
1: print "pair";
2: print "blank";
3: print "textbuffer";
4: print "textgrid";
5: print "graphics";
default: print "unknown";
}
val = glk_window_get_parent(id);
if (val) print ", parent is window ", val;
else print ", no parent (root)";
val = glk_window_get_stream(id);
print ", stream ", val;
val = glk_window_get_echo_stream(id);
if (val) print ", echo stream ", val;
print "^";
id = glk_window_iterate(id, gg_arguments);
}
id = glk_stream_iterate(0, gg_arguments);
while (id) {
print "Stream ", id, " (", gg_arguments-->0, ")^";
id = glk_stream_iterate(id, gg_arguments);
}
id = glk_fileref_iterate(0, gg_arguments);
while (id) {
print "Fileref ", id, " (", gg_arguments-->0, ")^";
id = glk_fileref_iterate(id, gg_arguments);
}
val = glk_gestalt(gestalt_Sound, 0);
if (val) {
id = glk_schannel_iterate(0, gg_arguments);
while (id) {
print "Soundchannel ", id, " (", gg_arguments-->0, ")^";
id = glk_schannel_iterate(id, gg_arguments);
}
}
];
#Endif; ! TARGET_;
#Endif; ! DEBUG
! ----------------------------------------------------------------------------
! Finally: the mechanism for library text (the text is in the language defn)
! ----------------------------------------------------------------------------
[ L__M act n x1 x2 s;
if (keep_silent == 2) return;
s = sw__var;
sw__var = act;
if (n == 0) n = 1;
L___M(n, x1, x2);
sw__var = s;
];
[ L___M n x1 x2 s;
s = action;
lm_n = n;
lm_o = x1;
lm_s = x2;
action = sw__var;
if (RunRoutines(LibraryMessages, before)) { action = s; rfalse; }
if (LibraryExtensions.RunWhile(ext_messages, false )) { action = s; rfalse; }
action = s;
LanguageLM(n, x1, x2);
];
! ==============================================================================