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inform6_examination/library_en/parserm.h

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C

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