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inform6_examination/library-glulx/English.h

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! ==============================================================================
! ENGLISH: Language Definition File
!
! Supplied for use with Inform 6 -- Release 6/11 -- Serial number 040227
!
! Copyright Graham Nelson 1993-2004 but freely usable (see manuals)
!
! This file is automatically Included in your game file by "parserm".
! Strictly, "parserm" includes the file named in the "language__" variable,
! whose contents can be defined by+language_name=XXX compiler setting (with a
! default of "english").
!
! Define the constant DIALECT_US before including "Parser" to obtain American
! English.
! ==============================================================================
System_file;
! ------------------------------------------------------------------------------
! Part I. Preliminaries
! ------------------------------------------------------------------------------
Constant EnglishNaturalLanguage; ! Needed to keep old pronouns mechanism
Class CompassDirection
with number 0, article "the",
description [;
if (location provides compass_look && location.compass_look(self)) rtrue;
if (self.compass_look()) rtrue;
L__M(##Look, 7, self);
],
compass_look false,
has scenery;
Object Compass "compass" has concealed;
#Ifndef WITHOUT_DIRECTIONS;
CompassDirection -> n_obj "north"
with door_dir n_to, name 'n//' 'north';
CompassDirection -> s_obj "south"
with door_dir s_to, name 's//' 'south';
CompassDirection -> e_obj "east"
with door_dir e_to, name 'e//' 'east';
CompassDirection -> w_obj "west"
with door_dir w_to, name 'w//' 'west';
CompassDirection -> ne_obj "northeast"
with door_dir ne_to, name 'ne' 'northeast';
CompassDirection -> nw_obj "northwest"
with door_dir nw_to, name 'nw' 'northwest';
CompassDirection -> se_obj "southeast"
with door_dir se_to, name 'se' 'southeast';
CompassDirection -> sw_obj "southwest"
with door_dir sw_to, name 'sw' 'southwest';
CompassDirection -> u_obj "up above"
with door_dir u_to, name 'u//' 'up' 'ceiling' 'above' 'sky';
CompassDirection -> d_obj "ground"
with door_dir d_to, name 'd//' 'down' 'floor' 'below' 'ground';
#endif; ! WITHOUT_DIRECTIONS
CompassDirection -> in_obj "inside"
with door_dir in_to, name 'in' 'inside';
CompassDirection -> out_obj "outside"
with door_dir out_to, name 'out' 'outside';
! ------------------------------------------------------------------------------
! Part II. Vocabulary
! ------------------------------------------------------------------------------
Constant AGAIN1__WD = 'again';
Constant AGAIN2__WD = 'g//';
Constant AGAIN3__WD = 'again';
Constant OOPS1__WD = 'oops';
Constant OOPS2__WD = 'o//';
Constant OOPS3__WD = 'oops';
Constant UNDO1__WD = 'undo';
Constant UNDO2__WD = 'undo';
Constant UNDO3__WD = 'undo';
Constant ALL1__WD = 'all';
Constant ALL2__WD = 'each';
Constant ALL3__WD = 'every';
Constant ALL4__WD = 'everything';
Constant ALL5__WD = 'both';
Constant AND1__WD = 'and';
Constant AND2__WD = 'and';
Constant AND3__WD = 'and';
Constant BUT1__WD = 'but';
Constant BUT2__WD = 'except';
Constant BUT3__WD = 'but';
Constant ME1__WD = 'me';
Constant ME2__WD = 'myself';
Constant ME3__WD = 'self';
Constant OF1__WD = 'of';
Constant OF2__WD = 'of';
Constant OF3__WD = 'of';
Constant OF4__WD = 'of';
Constant OTHER1__WD = 'another';
Constant OTHER2__WD = 'other';
Constant OTHER3__WD = 'other';
Constant THEN1__WD = 'then';
Constant THEN2__WD = 'then';
Constant THEN3__WD = 'then';
Constant NO1__WD = 'n//';
Constant NO2__WD = 'no';
Constant NO3__WD = 'no';
Constant YES1__WD = 'y//';
Constant YES2__WD = 'yes';
Constant YES3__WD = 'yes';
Constant AMUSING__WD = 'amusing';
Constant FULLSCORE1__WD = 'fullscore';
Constant FULLSCORE2__WD = 'full';
Constant QUIT1__WD = 'q//';
Constant QUIT2__WD = 'quit';
Constant RESTART__WD = 'restart';
Constant RESTORE__WD = 'restore';
Array LanguagePronouns table
! word possible GNAs connected
! to follow: to:
! a i
! s p s p
! mfnmfnmfnmfn
'it' $$001000111000 NULL
'him' $$100000000000 NULL
'her' $$010000000000 NULL
'them' $$000111000111 NULL;
Array LanguageDescriptors table
! word possible GNAs descriptor connected
! to follow: type: to:
! a i
! s p s p
! mfnmfnmfnmfn
'my' $$111111111111 POSSESS_PK 0
'this' $$111111111111 POSSESS_PK 0
'these' $$000111000111 POSSESS_PK 0
'that' $$111111111111 POSSESS_PK 1
'those' $$000111000111 POSSESS_PK 1
'his' $$111111111111 POSSESS_PK 'him'
'her' $$111111111111 POSSESS_PK 'her'
'their' $$111111111111 POSSESS_PK 'them'
'its' $$111111111111 POSSESS_PK 'it'
'the' $$111111111111 DEFART_PK NULL
'a//' $$111000111000 INDEFART_PK NULL
'an' $$111000111000 INDEFART_PK NULL
'some' $$000111000111 INDEFART_PK NULL
'lit' $$111111111111 light NULL
'lighted' $$111111111111 light NULL
'unlit' $$111111111111 (-light) NULL;
Array LanguageNumbers table
'one' 1 'two' 2 'three' 3 'four' 4 'five' 5
'six' 6 'seven' 7 'eight' 8 'nine' 9 'ten' 10
'eleven' 11 'twelve' 12 'thirteen' 13 'fourteen' 14 'fifteen' 15
'sixteen' 16 'seventeen' 17 'eighteen' 18 'nineteen' 19 'twenty' 20;
! ------------------------------------------------------------------------------
! Part III. Translation
! ------------------------------------------------------------------------------
[ LanguageToInformese;
];
! ------------------------------------------------------------------------------
! Part IV. Printing
! ------------------------------------------------------------------------------
Constant LanguageAnimateGender = male;
Constant LanguageInanimateGender = neuter;
Constant LanguageContractionForms = 2; ! English has two:
! 0 = starting with a consonant
! 1 = starting with a vowel
[ LanguageContraction text;
if (text->0 == 'a' or 'e' or 'i' or 'o' or 'u'
or 'A' or 'E' or 'I' or 'O' or 'U') return 1;
return 0;
];
Array LanguageArticles -->
! Contraction form 0: Contraction form 1:
! Cdef Def Indef Cdef Def Indef
"The " "the " "a " "The " "the " "an " ! Articles 0
"The " "the " "some " "The " "the " "some "; ! Articles 1
! a i
! s p s p
! m f n m f n m f n m f n
Array LanguageGNAsToArticles --> 0 0 0 1 1 1 0 0 0 1 1 1;
[ LanguageDirection 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: return RunTimeError(9,d);
}
];
[ LanguageNumber n f;
if (n == 0) { print "zero"; rfalse; }
if (n < 0) { print "minus "; n = -n; }
if (n >= 1000) { print (LanguageNumber) n/1000, " thousand"; n = n%1000; f = 1; }
if (n >= 100) {
if (f == 1) print ", ";
print (LanguageNumber) n/100, " hundred"; n = n%100; f = 1;
}
if (n == 0) rfalse;
#Ifdef DIALECT_US;
if (f == 1) print " ";
#Ifnot;
if (f == 1) print " and ";
#Endif;
switch (n) {
1: print "one";
2: print "two";
3: print "three";
4: print "four";
5: print "five";
6: print "six";
7: print "seven";
8: print "eight";
9: print "nine";
10: print "ten";
11: print "eleven";
12: print "twelve";
13: print "thirteen";
14: print "fourteen";
15: print "fifteen";
16: print "sixteen";
17: print "seventeen";
18: print "eighteen";
19: print "nineteen";
20 to 99: switch (n/10) {
2: print "twenty";
3: print "thirty";
4: print "forty";
5: print "fifty";
6: print "sixty";
7: print "seventy";
8: print "eighty";
9: print "ninety";
}
if (n%10 ~= 0) print "-", (LanguageNumber) n%10;
}
];
[ LanguageTimeOfDay hours mins i;
i = hours%12;
if (i == 0) i = 12;
if (i < 10) print " ";
print i, ":", mins/10, mins%10;
if ((hours/12) > 0) print " pm"; else print " am";
];
[ LanguageVerb i;
switch (i) {
'i//','inv','inventory':
print "take inventory";
'l//': print "look";
'x//': print "examine";
'z//': print "wait";
default: rfalse;
}
rtrue;
];
! ----------------------------------------------------------------------------
! LanguageVerbIsDebugging is called by SearchScope. It should return true
! if word w is a debugging verb which needs all objects to be in scope.
! ----------------------------------------------------------------------------
#Ifdef DEBUG;
[ LanguageVerbIsDebugging w;
if (w == 'purloin' or 'tree' or 'abstract'
or 'gonear' or 'scope' or 'showobj')
rtrue;
rfalse;
];
#Endif;
! ----------------------------------------------------------------------------
! LanguageVerbLikesAdverb is called by PrintCommand when printing an UPTO_PE
! error or an inference message. Words which are intransitive verbs, i.e.,
! which require a direction name as an adverb ('walk west'), not a noun
! ('I only understood you as far as wanting to touch /the/ ground'), should
! cause the routine to return true.
! ----------------------------------------------------------------------------
[ LanguageVerbLikesAdverb w;
if (w == 'look' or 'go' or 'push' or 'walk')
rtrue;
rfalse;
];
! ----------------------------------------------------------------------------
! LanguageVerbMayBeName is called by NounDomain when dealing with the
! player's reply to a "Which do you mean, the short stick or the long
! stick?" prompt from the parser. If the reply is another verb (for example,
! LOOK) then then previous ambiguous command is discarded /unless/
! it is one of these words which could be both a verb /and/ an
! adjective in a 'name' property.
! ----------------------------------------------------------------------------
[ LanguageVerbMayBeName w;
if (w == 'long' or 'short' or 'normal'
or 'brief' or 'full' or 'verbose')
rtrue;
rfalse;
];
Constant NKEY__TX = "N = next subject";
Constant PKEY__TX = "P = previous";
Constant QKEY1__TX = " Q = resume game";
Constant QKEY2__TX = "Q = previous menu";
Constant RKEY__TX = "RETURN = read subject";
Constant NKEY1__KY = 'N';
Constant NKEY2__KY = 'n';
Constant PKEY1__KY = 'P';
Constant PKEY2__KY = 'p';
Constant QKEY1__KY = 'Q';
Constant QKEY2__KY = 'q';
Constant SCORE__TX = "Score: ";
Constant MOVES__TX = "Moves: ";
Constant TIME__TX = "Time: ";
Constant CANTGO__TX = "You can't go that way.";
Constant FORMER__TX = "your former self";
Constant YOURSELF__TX = "yourself";
Constant YOU__TX = "You";
Constant DARKNESS__TX = "Darkness";
Constant THOSET__TX = "those things";
Constant THAT__TX = "that";
Constant OR__TX = " or ";
Constant NOTHING__TX = "nothing";
Constant IS__TX = " is";
Constant ARE__TX = " are";
Constant IS2__TX = "is ";
Constant ARE2__TX = "are ";
Constant AND__TX = " and ";
Constant WHOM__TX = "whom ";
Constant WHICH__TX = "which ";
Constant COMMA__TX = ", ";
[ ThatorThose obj; ! Used in the accusative
if (obj == player) { print "you"; return; }
if (obj has pluralname) { print "those"; return; }
if (obj has animate) {
if (obj has female) { print "her"; return; }
else
if (obj hasnt neuter) { print "him"; return; }
}
print "that";
];
[ ItorThem obj;
if (obj == player) { print "yourself"; return; }
if (obj has pluralname) { print "them"; return; }
if (obj has animate) {
if (obj has female) { print "her"; return; }
else
if (obj hasnt neuter) { print "him"; return; }
}
print "it";
];
[ IsorAre obj;
if (obj has pluralname || obj == player) print "are"; else print "is";
];
[ CThatorThose obj; ! Used in the nominative
if (obj == player) { print "You"; return; }
if (obj has pluralname) { print "Those"; return; }
if (obj has animate) {
if (obj has female) { print "She"; return; }
else
if (obj hasnt neuter) { print "He"; return; }
}
print "That";
];
[ CTheyreorThats obj;
if (obj == player) { print "You're"; return; }
if (obj has pluralname) { print "They're"; return; }
if (obj has animate) {
if (obj has female) { print "She's"; return; }
else if (obj hasnt neuter) { print "He's"; return; }
}
print "That's";
];
[ LanguageLM n x1;
Answer,Ask:
"There is no reply.";
! Ask: see Answer
Attack: "Violence isn't the answer to this one.";
Blow: "You can't usefully blow ", (thatorthose) x1, ".";
Burn: "This dangerous act would achieve little.";
Buy: "Nothing is on sale.";
Climb: "I don't think much is to be achieved by that.";
Close: switch (n) {
1: print_ret (ctheyreorthats) x1, " not something you can close.";
2: print_ret (ctheyreorthats) x1, " already closed.";
3: "You close ", (the) x1, ".";
}
CommandsOff: switch (n) {
1: "[Command recording off.]";
#Ifdef TARGET_GLULX;
2: "[Command recording already off.]";
#Endif; ! TARGET_
}
CommandsOn: switch (n) {
1: "[Command recording on.]";
#Ifdef TARGET_GLULX;
2: "[Commands are currently replaying.]";
3: "[Command recording already on.]";
4: "[Command recording failed.]";
#Endif; ! TARGET_
}
CommandsRead: switch (n) {
1: "[Replaying commands.]";
#Ifdef TARGET_GLULX;
2: "[Commands are already replaying.]";
3: "[Command replay failed. Command recording is on.]";
4: "[Command replay failed.]";
5: "[Command replay complete.]";
#Endif; ! TARGET_
}
Consult: "You discover nothing of interest in ", (the) x1, ".";
Cut: "Cutting ", (thatorthose) x1, " up would achieve little.";
Dig: "Digging would achieve nothing here.";
Disrobe: switch (n) {
1: "You're not wearing ", (thatorthose) x1, ".";
2: "You take off ", (the) x1, ".";
}
Drink: "There's nothing suitable to drink here.";
Drop: switch (n) {
1: if (x1 has pluralname) print (The) x1, " are "; else print (The) x1, " is ";
"already here.";
2: "You haven't got ", (thatorthose) x1, ".";
3: "(first taking ", (the) x1, " off)";
4: "Dropped.";
}
Eat: switch (n) {
1: print_ret (ctheyreorthats) x1, " plainly inedible.";
2: "You eat ", (the) x1, ". Not bad.";
}
EmptyT: switch (n) {
1: print_ret (The) x1, " can't contain things.";
2: print_ret (The) x1, " ", (isorare) x1, " closed.";
3: print_ret (The) x1, " ", (isorare) x1, " empty already.";
4: "That would scarcely empty anything.";
}
Enter: switch (n) {
1: print "But you're already ";
if (x1 has supporter) print "on "; else print "in ";
print_ret (the) x1, ".";
2: if (x1 has pluralname) print "They're"; else print "That's";
print " not something you can ";
switch (verb_word) {
'stand': "stand on.";
'sit': "sit down on.";
'lie': "lie down on.";
default: "enter.";
}
3: "You can't get into the closed ", (name) x1, ".";
4: "You can only get into something free-standing.";
5: print "You get ";
if (x1 has supporter) print "onto "; else print "into ";
print_ret (the) x1, ".";
6: print "(getting ";
if (x1 has supporter) print "off "; else print "out of ";
print (the) x1; ")";
7: if (x1 has supporter) "(getting onto ", (the) x1, ")^";
if (x1 has container) "(getting into ", (the) x1, ")^";
"(entering ", (the) x1, ")^";
}
Examine: switch (n) {
1: "Darkness, noun. An absence of light to see by.";
2: "You see nothing special about ", (the) x1, ".";
3: print (The) x1, " ", (isorare) x1, " currently switched ";
if (x1 has on) "on."; else "off.";
}
Exit: switch (n) {
1: "But you aren't in anything at the moment.";
2: "You can't get out of the closed ", (name) x1, ".";
3: print "You get ";
if (x1 has supporter) print "off "; else print "out of ";
print_ret (the) x1, ".";
4: print "But you aren't ";
if (x1 has supporter) print "on "; else print "in ";
print_ret (the) x1, ".";
}
Fill: "But there's no water here to carry.";
FullScore: switch (n) {
1: if (deadflag) print "The score was "; else print "The score is ";
"made up as follows:^";
2: "finding sundry items";
3: "visiting various places";
4: print "total (out of ", MAX_SCORE; ")";
}
GetOff: "But you aren't on ", (the) x1, " at the moment.";
Give: switch (n) {
1: "You aren't holding ", (the) x1, ".";
2: "You juggle ", (the) x1, " for a while, but don't achieve much.";
3: print (The) x1;
if (x1 has pluralname) print " don't"; else print " doesn't";
" seem interested.";
}
Go: switch (n) {
1: print "You'll have to get ";
if (x1 has supporter) print "off "; else print "out of ";
print_ret (the) x1, " first.";
2: print_ret (string) CANTGO__TX; ! "You can't go that way."
3: "You are unable to climb ", (the) x1, ".";
4: "You are unable to descend by ", (the) x1, ".";
5: "You can't, since ", (the) x1, " ", (isorare) x1, " in the way.";
6: print "You can't, since ", (the) x1;
if (x1 has pluralname) " lead nowhere."; else " leads nowhere.";
}
Insert: switch (n) {
1: "You need to be holding ", (the) x1, " before you can put ", (itorthem) x1,
" into something else.";
2: print_ret (Cthatorthose) x1, " can't contain things.";
3: print_ret (The) x1, " ", (isorare) x1, " closed.";
4: "You'll need to take ", (itorthem) x1, " off first.";
5: "You can't put something inside itself.";
6: "(first taking ", (itorthem) x1, " off)^";
7: "There is no more room in ", (the) x1, ".";
8: "Done.";
9: "You put ", (the) x1, " into ", (the) second, ".";
}
Inv: switch (n) {
1: "You are carrying nothing.";
2: print "You are carrying";
3: print ":^";
4: print ".^";
}
Jump: "You jump on the spot, fruitlessly.";
JumpOver,Tie:
"You would achieve nothing by this.";
Kiss: "Keep your mind on the game.";
Listen: "You hear nothing unexpected.";
ListMiscellany: switch (n) {
1: print " (providing light)";
2: print " (which ", (isorare) x1, " closed)";
3: print " (closed and providing light)";
4: print " (which ", (isorare) x1, " empty)";
5: print " (empty and providing light)";
6: print " (which ", (isorare) x1, " closed and empty)";
7: print " (closed, empty and providing light)";
8: print " (providing light and being worn";
9: print " (providing light";
10: print " (being worn";
11: print " (which ", (isorare) x1, " ";
12: print "open";
13: print "open but empty";
14: print "closed";
15: print "closed and locked";
16: print " and empty";
17: print " (which ", (isorare) x1, " empty)";
18: print " containing ";
19: print " (on ";
20: print ", on top of ";
21: print " (in ";
22: print ", inside ";
}
LMode1: " is now in its normal ~brief~ printing mode, which gives long descriptions
of places never before visited and short descriptions otherwise.";
LMode2: " is now in its ~verbose~ mode, which always gives long descriptions
of locations (even if you've been there before).";
LMode3: " is now in its ~superbrief~ mode, which always gives short descriptions
of locations (even if you haven't been there before).";
Lock: switch (n) {
1: if (x1 has pluralname) print "They don't "; else print "That doesn't ";
"seem to be something you can lock.";
2: print_ret (ctheyreorthats) x1, " locked at the moment.";
3: "First you'll have to close ", (the) x1, ".";
4: if (x1 has pluralname) print "Those don't "; else print "That doesn't ";
"seem to fit the lock.";
5: "You lock ", (the) x1, ".";
}
Look: switch (n) {
1: print " (on ", (the) x1, ")";
2: print " (in ", (the) x1, ")";
3: print " (as ", (object) x1, ")";
4: print "^On ", (the) x1;
WriteListFrom(child(x1),
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
".";
5,6:
if (x1 ~= location) {
if (x1 has supporter) print "^On "; else print "^In ";
print (the) x1, " you";
}
else print "^You";
print " can ";
if (n == 5) print "also ";
print "see ";
WriteListFrom(child(x1),
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
if (x1 ~= location) "."; else " here.";
7: "You see nothing unexpected in that direction.";
}
LookUnder: switch (n) {
1: "But it's dark.";
2: "You find nothing of interest.";
}
Mild: "Quite.";
Miscellany: switch (n) {
1: "(considering the first sixteen objects only)^";
2: "Nothing to do!";
3: print " You have died ";
4: print " You have won ";
5: print "^Would you like to RESTART, RESTORE a saved game";
#Ifdef DEATH_MENTION_UNDO;
print ", UNDO your last move";
#Endif;
if (TASKS_PROVIDED == 0) print ", give the FULL score for that game";
if (deadflag == 2 && AMUSING_PROVIDED == 0)
print ", see some suggestions for AMUSING things to do";
" or QUIT?";
6: "[Your interpreter does not provide ~undo~. Sorry!]";
#Ifdef TARGET_ZCODE;
7: "~Undo~ failed. [Not all interpreters provide it.]";
#Ifnot; ! TARGET_GLULX
7: "[You cannot ~undo~ any further.]";
#Endif; ! TARGET_
8: "Please give one of the answers above.";
9: "^It is now pitch dark in here!";
10: "I beg your pardon?";
11: "[You can't ~undo~ what hasn't been done!]";
12: "[Can't ~undo~ twice in succession. Sorry!]";
13: "[Previous turn undone.]";
14: "Sorry, that can't be corrected.";
15: "Think nothing of it.";
16: "~Oops~ can only correct a single word.";
17: "It is pitch dark, and you can't see a thing.";
18: print "yourself";
19: "As good-looking as ever.";
20: "To repeat a command like ~frog, jump~, just say ~again~, not ~frog, again~.";
21: "You can hardly repeat that.";
22: "You can't begin with a comma.";
23: "You seem to want to talk to someone, but I can't see whom.";
24: "You can't talk to ", (the) x1, ".";
25: "To talk to someone, try ~someone, hello~ or some such.";
26: "(first taking ", (the) not_holding, ")";
27: "I didn't understand that sentence.";
28: print "I only understood you as far as wanting to ";
29: "I didn't understand that number.";
30: "You can't see any such thing.";
31: "You seem to have said too little!";
32: "You aren't holding that!";
33: "You can't use multiple objects with that verb.";
34: "You can only use multiple objects once on a line.";
35: "I'm not sure what ~", (address) pronoun_word, "~ refers to.";
36: "You excepted something not included anyway!";
37: "You can only do that to something animate.";
#Ifdef DIALECT_US;
38: "That's not a verb I recognize.";
#Ifnot;
38: "That's not a verb I recognise.";
#Endif;
39: "That's not something you need to refer to in the course of this game.";
40: "You can't see ~", (address) pronoun_word, "~ (", (the) pronoun_obj,
") at the moment.";
41: "I didn't understand the way that finished.";
42: if (x1 == 0) print "None"; else print "Only ", (number) x1;
print " of those ";
if (x1 == 1) print "is"; else print "are";
" available.";
43: "Nothing to do!";
44: "There are none at all available!";
45: print "Who do you mean, ";
46: print "Which do you mean, ";
47: "Sorry, you can only have one item here. Which exactly?";
48: print "Whom do you want";
if (actor ~= player) print " ", (the) actor;
print " to "; PrintCommand(); print "?^";
49: print "What do you want";
if (actor ~= player) print " ", (the) actor;
print " to "; PrintCommand(); print "?^";
50: print "Your score has just gone ";
if (x1 > 0) print "up"; else { x1 = -x1; print "down"; }
print " by ", (number) x1, " point";
if (x1 > 1) print "s";
51: "(Since something dramatic has happened, your list of commands has been cut short.)";
52: "^Type a number from 1 to ", x1, ", 0 to redisplay or press ENTER.";
53: "^[Please press SPACE.]";
54: "[Comment recorded.]";
55: "[Comment NOT recorded.]";
56: print ".^";
57: print "?^";
}
No,Yes: "That was a rhetorical question.";
NotifyOff:
"Score notification off.";
NotifyOn: "Score notification on.";
Objects: switch (n) {
1: "Objects you have handled:^";
2: "None.";
3: print " (worn)";
4: print " (held)";
5: print " (given away)";
6: print " (in ", (name) x1, ")";
7: print " (in ", (the) x1, ")";
8: print " (inside ", (the) x1, ")";
9: print " (on ", (the) x1, ")";
10: print " (lost)";
}
Open: switch (n) {
1: print_ret (ctheyreorthats) x1, " not something you can open.";
2: if (x1 has pluralname) print "They seem "; else print "It seems ";
"to be locked.";
3: print_ret (ctheyreorthats) x1, " already open.";
4: print "You open ", (the) x1, ", revealing ";
if (WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT) == 0) "nothing.";
".";
5: "You open ", (the) x1, ".";
}
Order: print (The) x1;
if (x1 has pluralname) print " have"; else print " has";
" better things to do.";
Places: switch (n) {
1: print "You have visited: ";
2: print ".^";
}
Pray: "Nothing practical results from your prayer.";
Prompt: print "^>";
Pronouns: switch (n) {
1: print "At the moment, ";
2: print "means ";
3: print "is unset";
4: "no pronouns are known to the game.";
5: ".";
}
Pull,Push,Turn: switch (n) {
1: if (x1 has pluralname) print "Those are "; else print "It is ";
"fixed in place.";
2: "You are unable to.";
3: "Nothing obvious happens.";
4: "That would be less than courteous.";
}
! Push: see Pull
PushDir: switch (n) {
1: "Is that the best you can think of?";
2: "That's not a direction.";
3: "Not that way you can't.";
}
PutOn: switch (n) {
1: "You need to be holding ", (the) x1, " before you can put ",
(itorthem) x1, " on top of something else.";
2: "You can't put something on top of itself.";
3: "Putting things on ", (the) x1, " would achieve nothing.";
4: "You lack the dexterity.";
5: "(first taking ", (itorthem) x1, " off)^";
6: "There is no more room on ", (the) x1, ".";
7: "Done.";
8: "You put ", (the) x1, " on ", (the) second, ".";
}
Quit: switch (n) {
1: print "Please answer yes or no.";
2: print "Are you sure you want to quit? ";
}
Remove: switch (n) {
1: if (x1 has pluralname) print "They are"; else print "It is";
" unfortunately closed.";
2: if (x1 has pluralname) print "But they aren't"; else print "But it isn't";
" there now.";
3: "Removed.";
}
Restart: switch (n) {
1: print "Are you sure you want to restart? ";
2: "Failed.";
}
Restore: switch (n) {
1: "Restore failed.";
2: "Ok.";
}
Rub: "You achieve nothing by this.";
Save: switch (n) {
1: "Save failed.";
2: "Ok.";
}
Score: switch (n) {
1: if (deadflag) print "In that game you scored "; else print "You have so far scored ";
print score, " out of a possible ", MAX_SCORE, ", in ", turns, " turn";
if (turns ~= 1) print "s";
return;
2: "There is no score in this story.";
}
ScriptOff: switch (n) {
1: "Transcripting is already off.";
2: "^End of transcript.";
3: "Attempt to end transcript failed.";
}
ScriptOn: switch (n) {
1: "Transcripting is already on.";
2: "Start of a transcript of";
3: "Attempt to begin transcript failed.";
}
Search: switch (n) {
1: "But it's dark.";
2: "There is nothing on ", (the) x1, ".";
3: print "On ", (the) x1;
WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
".";
4: "You find nothing of interest.";
5: "You can't see inside, since ", (the) x1, " ", (isorare) x1, " closed.";
6: print_ret (The) x1, " ", (isorare) x1, " empty.";
7: print "In ", (the) x1;
WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
".";
}
Set: "No, you can't set ", (thatorthose) x1, ".";
SetTo: "No, you can't set ", (thatorthose) x1, " to anything.";
Show: switch (n) {
1: "You aren't holding ", (the) x1, ".";
2: print_ret (The) x1, " ", (isorare) x1, " unimpressed.";
}
Sing: "Your singing is abominable.";
Sleep: "You aren't feeling especially drowsy.";
Smell: "You smell nothing unexpected.";
#Ifdef DIALECT_US;
Sorry: "Oh, don't apologize.";
#Ifnot;
Sorry: "Oh, don't apologise.";
#Endif;
Squeeze: switch (n) {
1: "Keep your hands to yourself.";
2: "You achieve nothing by this.";
}
Strong: "Real adventurers do not use such language.";
Swim: "There's not enough water to swim in.";
Swing: "There's nothing sensible to swing here.";
SwitchOff: switch (n) {
1: print_ret (ctheyreorthats) x1, " not something you can switch.";
2: print_ret (ctheyreorthats) x1, " already off.";
3: "You switch ", (the) x1, " off.";
}
SwitchOn: switch (n) {
1: print_ret (ctheyreorthats) x1, " not something you can switch.";
2: print_ret (ctheyreorthats) x1, " already on.";
3: "You switch ", (the) x1, " on.";
}
Take: switch (n) {
1: "Taken.";
2: "You are always self-possessed.";
3: "I don't suppose ", (the) x1, " would care for that.";
4: print "You'd have to get ";
if (x1 has supporter) print "off "; else print "out of ";
print_ret (the) x1, " first.";
5: "You already have ", (thatorthose) x1, ".";
6: if (noun has pluralname) print "Those seem "; else print "That seems ";
"to belong to ", (the) x1, ".";
7: if (noun has pluralname) print "Those seem "; else print "That seems ";
"to be a part of ", (the) x1, ".";
8: print_ret (Cthatorthose) x1, " ", (isorare) x1,
"n't available.";
9: print_ret (The) x1, " ", (isorare) x1, "n't open.";
10: if (x1 has pluralname) print "They're "; else print "That's ";
"hardly portable.";
11: if (x1 has pluralname) print "They're "; else print "That's ";
"fixed in place.";
12: "You're carrying too many things already.";
13: "(putting ", (the) x1, " into ", (the) SACK_OBJECT, " to make room)";
}
Taste: "You taste nothing unexpected.";
Tell: switch (n) {
1: "You talk to yourself a while.";
2: "This provokes no reaction.";
}
Think: "What a good idea.";
ThrowAt: switch (n) {
1: "Futile.";
2: "You lack the nerve when it comes to the crucial moment.";
}
! Tie: see JumpOver.
Touch: switch (n) {
1: "Keep your hands to yourself!";
2: "You feel nothing unexpected.";
3: "If you think that'll help.";
}
! Turn: see Pull.
Unlock: switch (n) {
1: if (x1 has pluralname) print "They don't "; else print "That doesn't ";
"seem to be something you can unlock.";
2: print_ret (ctheyreorthats) x1, " unlocked at the moment.";
3: if (x1 has pluralname) print "Those don't "; else print "That doesn't ";
"seem to fit the lock.";
4: "You unlock ", (the) x1, ".";
}
VagueGo: "You'll have to say which compass direction to go in.";
Verify: switch (n) {
1: "The game file has verified as intact.";
2: "The game file did not verify as intact, and may be corrupt.";
}
Wait: "Time passes.";
Wake: "The dreadful truth is, this is not a dream.";
WakeOther:"That seems unnecessary.";
Wave: switch (n) {
1: "But you aren't holding ", (thatorthose) x1, ".";
2: "You look ridiculous waving ", (the) x1, ".";
}
WaveHands:"You wave, feeling foolish.";
Wear: switch (n) {
1: "You can't wear ", (thatorthose) x1, "!";
2: "You're not holding ", (thatorthose) x1, "!";
3: "You're already wearing ", (thatorthose) x1, "!";
4: "You put on ", (the) x1, ".";
}
! Yes: see No.
];
! ==============================================================================
Constant LIBRARY_ENGLISH; ! for dependency checking.
! ==============================================================================