rinform-boilerplate/library-z/verblibm.h

2587 lines
80 KiB
C

! ==============================================================================
! VERBLIBM: Core of standard verbs library.
!
! Supplied for use with Inform 6 -- Release 6/11 -- Serial number 040227
!
! Copyright Graham Nelson 1993-2004 but freely usable (see manuals)
!
! This file is automatically Included in your game file by "VerbLib".
! ==============================================================================
System_file;
#Ifdef MODULE_MODE;
Constant DEBUG;
Constant Grammar__Version2;
Include "linklpa";
Include "linklv";
#Endif; ! MODULE_MODE
! ------------------------------------------------------------------------------
[ Banner i;
if (Story ~= 0) {
#Ifdef TARGET_ZCODE;
#IfV5; style bold; #Endif;
print (string) Story;
#IfV5; style roman; #Endif;
#Ifnot; ! TARGET_GLULX;
glk($0086, 3); ! set header style
print (string) Story;
glk($0086, 0); ! set normal style
#Endif; ! TARGET_
}
if (Headline ~= 0) print (string) Headline;
#Ifdef TARGET_ZCODE;
print "Release ", (HDR_GAMERELEASE-->0) & $03ff, " / Serial number ";
for (i=0 : i<6 : i++) print (char) HDR_GAMESERIAL->i;
#Ifnot; ! TARGET_GLULX;
print "Release ";
@aloads ROM_GAMERELEASE 0 i;
print i;
print " / Serial number ";
for (i=0 : i<6 : i++) print (char) ROM_GAMESERIAL->i;
#Endif; ! TARGET_
print " / Inform v"; inversion;
print " Library ", (string) LibRelease, " ";
#Ifdef STRICT_MODE;
print "S";
#Endif; ! STRICT_MODE
#Ifdef INFIX;
print "X";
#Ifnot;
#Ifdef DEBUG;
print "D";
#Endif; ! DEBUG
#Endif; ! INFIX
new_line;
];
[ VersionSub ix;
Banner();
#Ifdef TARGET_ZCODE;
ix = 0; ! shut up compiler warning
if (standard_interpreter > 0) {
print "Standard interpreter ", standard_interpreter/256, ".", standard_interpreter%256,
" (", HDR_TERPNUMBER->0;
#Iftrue (#version_number == 6);
print (char) '.', HDR_TERPVERSION->0;
#Ifnot;
print (char) HDR_TERPVERSION->0;
#Endif;
print ") / ";
}
else {
print "Interpreter ", HDR_TERPNUMBER->0, " Version ";
#Iftrue (#version_number == 6);
print HDR_TERPVERSION->0;
#Ifnot;
print (char) HDR_TERPVERSION->0;
#Endif;
print " / ";
}
#Ifnot; ! TARGET_GLULX;
@gestalt 1 0 ix;
print "Interpreter version ", ix / $10000, ".", (ix & $FF00) / $100,
".", ix & $FF, " / ";
@gestalt 0 0 ix;
print "VM ", ix / $10000, ".", (ix & $FF00) / $100, ".", ix & $FF, " / ";
#Endif; ! TARGET_;
print "Library serial number ", (string) LibSerial, "^";
#Ifdef LanguageVersion;
print (string) LanguageVersion, "^";
#Endif; ! LanguageVersion
];
[ RunTimeError n p1 p2;
#Ifdef DEBUG;
print "** Library error ", n, " (", p1, ",", p2, ") **^** ";
switch (n) {
1: print "preposition not found (this should not occur)";
2: print "Property value not routine or string: ~", (property) p2, "~ of ~", (name) p1,
"~ (", p1, ")";
3: print "Entry in property list not routine or string: ~", (property) p2, "~ list of ~",
(name) p1, "~ (", p1, ")";
4: print "Too many timers/daemons are active simultaneously.
The limit is the library constant MAX_TIMERS (currently ",
MAX_TIMERS, ") and should be increased";
5: print "Object ~", (name) p1, "~ has no ~time_left~ property";
7: print "The object ~", (name) p1, "~ can only be used as a player object if it has
the ~number~ property";
8: print "Attempt to take random entry from an empty table array";
9: print p1, " is not a valid direction property number";
10: print "The player-object is outside the object tree";
11: print "The room ~", (name) p1, "~ has no ~description~ property";
12: print "Tried to set a non-existent pronoun using SetPronoun";
13: print "A 'topic' token can only be followed by a preposition";
default:
print "(unexplained)";
}
" **";
#Ifnot;
"** Library error ", n, " (", p1, ",", p2, ") **";
#Endif; ! DEBUG
];
! ----------------------------------------------------------------------------
! The WriteListFrom routine, a flexible object-lister taking care of
! plurals, inventory information, various formats and so on. This is used
! by everything in the library which ever wants to list anything.
!
! If there were no objects to list, it prints nothing and returns false;
! otherwise it returns true.
!
! o is the object, and style is a bitmap, whose bits are given by:
! ----------------------------------------------------------------------------
Constant NEWLINE_BIT 1; ! New-line after each entry
Constant INDENT_BIT 2; ! Indent each entry by depth
Constant FULLINV_BIT 4; ! Full inventory information after entry
Constant ENGLISH_BIT 8; ! English sentence style, with commas and and
Constant RECURSE_BIT 16; ! Recurse downwards with usual rules
Constant ALWAYS_BIT 32; ! Always recurse downwards
Constant TERSE_BIT 64; ! More terse English style
Constant PARTINV_BIT 128; ! Only brief inventory information after entry
Constant DEFART_BIT 256; ! Use the definite article in list
Constant WORKFLAG_BIT 512; ! At top level (only), only list objects
! which have the "workflag" attribute
Constant ISARE_BIT 1024; ! Print " is" or " are" before list
Constant CONCEAL_BIT 2048; ! Omit objects with "concealed" or "scenery":
! if WORKFLAG_BIT also set, then does _not_
! apply at top level, but does lower down
Constant NOARTICLE_BIT 4096; ! Print no articles, definite or not
[ NextEntry o odepth;
for (::) {
o = sibling(o);
if (o == 0) return 0;
if (lt_value ~= 0 && o.list_together ~= lt_value) continue;
if (c_style & WORKFLAG_BIT ~= 0 && odepth==0 && o hasnt workflag) continue;
if (c_style & CONCEAL_BIT ~= 0 && (o has concealed || o has scenery)) continue;
return o;
}
];
[ WillRecurs o;
if (c_style & ALWAYS_BIT ~= 0) rtrue;
if (c_style & RECURSE_BIT == 0) rfalse;
if (o has transparent || o has supporter || (o has container && o has open)) rtrue;
rfalse;
];
[ ListEqual o1 o2;
if (child(o1) ~= 0 && WillRecurs(o1) ~= 0) rfalse;
if (child(o2) ~= 0 && WillRecurs(o2) ~= 0) rfalse;
if (c_style & (FULLINV_BIT + PARTINV_BIT) ~= 0) {
if ((o1 hasnt worn && o2 has worn) || (o2 hasnt worn && o1 has worn)) rfalse;
if ((o1 hasnt light && o2 has light) || (o2 hasnt light && o1 has light)) rfalse;
if (o1 has container) {
if (o2 hasnt container) rfalse;
if ((o1 has open && o2 hasnt open) || (o2 has open && o1 hasnt open))
rfalse;
}
else if (o2 has container)
rfalse;
}
return Identical(o1, o2);
];
[ SortTogether obj value;
! print "Sorting together possessions of ", (object) obj, " by value ", value, "^";
! for (x=child(obj) : x~=0 : x=sibling(x))
! print (the) x, " no: ", x, " lt: ", x.list_together, "^";
while (child(obj) ~= 0) {
if (child(obj).list_together ~= value) move child(obj) to out_obj;
else move child(obj) to in_obj;
}
while (child(in_obj) ~= 0) move child(in_obj) to obj;
while (child(out_obj) ~= 0) move child(out_obj) to obj;
];
[ SortOutList obj i k l;
! print "^^Sorting out list from ", (name) obj, "^ ";
! for (i=child(location) : i~=0 : i=sibling(i))
! print (name) i, " --> ";
! new_line;
.AP_SOL;
for (i=obj : i~=0 : i=sibling(i)) {
k = i.list_together;
if (k ~= 0) {
! print "Scanning ", (name) i, " with lt=", k, "^";
for (i=sibling(i) : i~=0 && i.list_together == k :) i = sibling(i);
if (i == 0) rfalse;
! print "First not in block is ", (name) i, " with lt=", i.list_together, "^";
for (l=sibling(i) : l~=0 : l=sibling(l))
if (l.list_together == k) {
SortTogether(parent(obj), k);
! print "^^After ST:^ ";
! for (i=child(location) : i~=0 : i=sibling(i))
! print (name) i, " --> ";
! new_line;
obj = child(parent(obj));
jump AP_SOL;
}
}
}
];
#Ifdef TARGET_ZCODE;
[ Print__Spaces n; ! To avoid a bug occurring in Inform 6.01 to 6.10
if (n == 0) return;
spaces n;
];
#Ifnot; ! TARGET_GLULX;
[ Print__Spaces n;
while (n > 0) {
@streamchar ' ';
n = n - 1;
}
];
#Endif; ! TARGET_
[ WriteListFrom o style depth;
#Ifdef TARGET_ZCODE;
@push c_style; @push lt_value; @push listing_together;
@push listing_size; @push wlf_indent; @push inventory_stage;
#Ifnot; ! TARGET_GLULX
@copy c_style sp; @copy lt_value sp; @copy listing_together sp;
@copy listing_size sp; @copy wlf_indent sp; @copy inventory_stage sp;
#Endif;
if (o == child(parent(o))) {
SortOutList(o);
o = child(parent(o));
}
c_style = style;
wlf_indent = 0;
WriteListR(o, depth);
#Ifdef TARGET_ZCODE;
@pull inventory_stage; @pull wlf_indent; @pull listing_size;
@pull listing_together; @pull lt_value; @pull c_style;
#Ifnot; ! TARGET_GLULX
@copy sp inventory_stage; @copy sp wlf_indent; @copy sp listing_size;
@copy sp listing_together; @copy sp lt_value; @copy sp c_style;
#Endif;
rtrue;
];
[ WriteListR o depth stack_pointer classes_p sizes_p i j k k2 l m n q senc mr;
if (depth > 0 && o == child(parent(o))) {
SortOutList(o);
o = child(parent(o));
}
for (::) {
if (o == 0) rfalse;
if (c_style & WORKFLAG_BIT ~= 0 && depth==0 && o hasnt workflag) {
o = sibling(o);
continue;
}
if (c_style & CONCEAL_BIT ~= 0 && (o has concealed || o has scenery)) {
o = sibling(o);
continue;
}
break;
}
classes_p = match_classes + stack_pointer;
sizes_p = match_list + stack_pointer;
for (i=o,j=0 : i~=0 && (j+stack_pointer)<128 : i=NextEntry(i,depth),j++) {
classes_p->j = 0;
if (i.plural ~= 0) k++;
}
if (c_style & ISARE_BIT ~= 0) {
if (j == 1 && o hasnt pluralname) print (string) IS__TX;
else print (string) ARE__TX;
if (c_style & NEWLINE_BIT ~= 0) print ":^";
else print (char) ' ';
c_style = c_style - ISARE_BIT;
}
stack_pointer = stack_pointer+j+1;
if (k < 2) jump EconomyVersion; ! It takes two to plural
n = 1;
for (i=o,k=0 : k<j : i=NextEntry(i,depth),k++)
if (classes_p->k == 0) {
classes_p->k = n; sizes_p->n = 1;
for (l=NextEntry(i,depth),m=k+1 : l~=0 && m<j : l=NextEntry(l,depth),m++)
if (classes_p->m == 0 && i.plural ~= 0 && l.plural ~= 0) {
if (ListEqual(i, l) == 1) {
sizes_p->n = sizes_p->n + 1;
classes_p->m = n;
}
}
n++;
}
n--;
for (i=1,j=o,k=0 : i<=n : i++,senc++) {
while (((classes_p->k) ~= i) && ((classes_p->k) ~= -i)) {
k++; j=NextEntry(j, depth);
}
m = sizes_p->i;
if (j == 0) mr = 0;
else {
if (j.list_together ~= 0 or lt_value && ZRegion(j.list_together) == 2 or 3 &&
j.list_together == mr) senc--;
mr = j.list_together;
}
}
senc--;
for (i=1,j=o,k=0,mr=0 : senc>=0 : i++,senc--) {
while (((classes_p->k) ~= i) && ((classes_p->k) ~= -i)) {
k++; j=NextEntry(j, depth);
}
if (j.list_together ~= 0 or lt_value) {
if (j.list_together == mr) {
senc++;
jump Omit_FL2;
}
k2 = NextEntry(j, depth);
if (k2 == 0 || k2.list_together ~= j.list_together) jump Omit_WL2;
k2 = ZRegion(j.list_together);
if (k2 == 2 or 3) {
q = j; listing_size = 1; l = k; m = i;
while (m < n && q.list_together == j.list_together) {
m++;
while (((classes_p->l) ~= m) && ((classes_p->l) ~= -m)) {
l++; q = NextEntry(q, depth);
}
if (q.list_together == j.list_together) listing_size++;
}
! print " [", listing_size, "] ";
if (listing_size == 1) jump Omit_WL2;
if (c_style & INDENT_BIT ~= 0) Print__Spaces(2*(depth+wlf_indent));
if (k2 == 3) {
q = 0;
for (l=0 : l<listing_size : l++) q = q+sizes_p->(l+i);
EnglishNumber(q); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
}
q = c_style;
if (k2 ~= 3) {
inventory_stage = 1;
parser_one = j; parser_two = depth+wlf_indent;
if (RunRoutines(j, list_together) == 1) jump Omit__Sublist2;
}
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif; ! TARGET_;
lt_value = j.list_together; listing_together = j; wlf_indent++;
WriteListR(j, depth, stack_pointer); wlf_indent--;
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size;
@copy sp listing_together;
@copy sp lt_value;
#Endif; ! TARGET_;
if (k2 == 3) {
if (q & ENGLISH_BIT ~= 0) print ")";
}
else {
inventory_stage = 2;
parser_one = j; parser_two = depth+wlf_indent;
RunRoutines(j, list_together);
}
.Omit__Sublist2;
if (q & NEWLINE_BIT ~= 0 && c_style & NEWLINE_BIT == 0) new_line;
c_style = q;
mr = j.list_together;
jump Omit_EL2;
}
}
.Omit_WL2;
if (WriteBeforeEntry(j, depth, -senc) == 1) jump Omit_FL2;
if (sizes_p->i == 1) {
if (c_style & NOARTICLE_BIT ~= 0) print (name) j;
else {
if (c_style & DEFART_BIT ~= 0) print (the) j; else print (a) j;
}
}
else {
if (c_style & DEFART_BIT ~= 0) PrefaceByArticle(j, 1, sizes_p->i);
print (number) sizes_p->i, " ";
PrintOrRun(j, plural, 1);
}
if (sizes_p->i > 1 && j hasnt pluralname) {
give j pluralname;
WriteAfterEntry(j, depth, stack_pointer);
give j ~pluralname;
}
else WriteAfterEntry(j,depth,stack_pointer);
.Omit_EL2;
if (c_style & ENGLISH_BIT ~= 0) {
if (senc == 1) print (string) AND__TX;
if (senc > 1) print (string) COMMA__TX;
}
.Omit_FL2;
}
rtrue;
.EconomyVersion;
n = j;
for (i=1,j=o : i<=n : j=NextEntry(j,depth),i++,senc++) {
if (j.list_together ~= 0 or lt_value && ZRegion(j.list_together) == 2 or 3 &&
j.list_together==mr) senc--;
mr = j.list_together;
}
for (i=1,j=o,mr=0 : i<=senc : j=NextEntry(j,depth),i++) {
if (j.list_together ~= 0 or lt_value) {
if (j.list_together == mr) {
i--;
jump Omit_FL;
}
k = NextEntry(j, depth);
if (k == 0 || k.list_together ~= j.list_together) jump Omit_WL;
k = ZRegion(j.list_together);
if (k == 2 or 3) {
if (c_style & INDENT_BIT ~= 0) Print__Spaces(2*(depth+wlf_indent));
if (k == 3) {
q = j; l = 0;
do {
q = NextEntry(q, depth); l++;
} until (q == 0 || q.list_together ~= j.list_together);
EnglishNumber(l); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
}
q = c_style;
if (k ~= 3) {
inventory_stage = 1;
parser_one = j; parser_two = depth+wlf_indent;
if (RunRoutines(j, list_together) == 1) jump Omit__Sublist;
}
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif; ! TARGET_;
lt_value = j.list_together; listing_together = j; wlf_indent++;
WriteListR(j, depth, stack_pointer); wlf_indent--;
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size; @copy sp listing_together; @copy sp lt_value;
#Endif; ! TARGET_;
if (k == 3) {
if (q & ENGLISH_BIT ~= 0) print ")";
}
else {
inventory_stage = 2;
parser_one = j; parser_two = depth+wlf_indent;
RunRoutines(j, list_together);
}
.Omit__Sublist;
if (q & NEWLINE_BIT ~= 0 && c_style & NEWLINE_BIT == 0) new_line;
c_style = q;
mr = j.list_together;
jump Omit_EL;
}
}
.Omit_WL;
if (WriteBeforeEntry(j, depth, i-senc) == 1) jump Omit_FL;
if (c_style & NOARTICLE_BIT ~= 0) print (name) j;
else {
if (c_style & DEFART_BIT ~= 0) print (the) j; else print (a) j;
}
WriteAfterEntry(j, depth, stack_pointer);
.Omit_EL;
if (c_style & ENGLISH_BIT ~= 0) {
if (i == senc-1) print (string) AND__TX;
if (i < senc-1) print (string) COMMA__TX;
}
.Omit_FL;
}
]; ! end of WriteListR
[ WriteBeforeEntry o depth sentencepos
flag;
inventory_stage = 1;
if (c_style & INDENT_BIT) Print__Spaces(2*(depth+wlf_indent));
if (o.invent && (c_style & (PARTINV_BIT|FULLINV_BIT))) { ! This line changed
flag = PrintOrRun(o, invent, 1);
if (flag) {
if (c_style & ENGLISH_BIT) {
if (sentencepos == -1) print (string) AND__TX;
if (sentencepos < -1) print (string) COMMA__TX;
}
if (c_style & NEWLINE_BIT) new_line;
}
}
return flag;
];
[ WriteAfterEntry o depth stack_p
p recurse_flag parenth_flag eldest_child child_count combo;
inventory_stage = 2;
if (c_style & PARTINV_BIT) {
if (o.invent && RunRoutines(o, invent)) ! These lines
if (c_style & NEWLINE_BIT) ""; else rtrue; ! added
combo = 0;
if (o has light && location hasnt light) combo=combo+1;
if (o has container && o hasnt open) combo=combo+2;
if ((o has container && (o has open || o has transparent))
&& (child(o)==0)) combo=combo+4;
if (combo) L__M(##ListMiscellany, combo, o);
} ! end of PARTINV_BIT processing
if (c_style & FULLINV_BIT) {
if (o.invent && RunRoutines(o, invent))
if (c_style & NEWLINE_BIT) ""; else rtrue;
if (o has light && o has worn) { L__M(##ListMiscellany, 8); parenth_flag = true; }
else {
if (o has light) { L__M(##ListMiscellany, 9, o); parenth_flag = true; }
if (o has worn) { L__M(##ListMiscellany, 10, o); parenth_flag = true; }
}
if (o has container)
if (o has openable) {
if (parenth_flag) print (string) AND__TX;
else L__M(##ListMiscellany, 11, o);
if (o has open)
if (child(o)) L__M(##ListMiscellany, 12, o);
else L__M(##ListMiscellany, 13, o);
else
if (o has lockable && o has locked) L__M(##ListMiscellany, 15, o);
else L__M(##ListMiscellany, 14, o);
parenth_flag = true;
}
else
if (child(o)==0 && o has transparent)
if (parenth_flag) L__M(##ListMiscellany, 16, o);
else L__M(##ListMiscellany, 17, o);
if (parenth_flag) print ")";
} ! end of FULLINV_BIT processing
if (c_style & CONCEAL_BIT) {
child_count = 0;
objectloop (p in o)
if (p hasnt concealed && p hasnt scenery) { child_count++; eldest_child = p; }
}
else { child_count = children(o); eldest_child = child(o); }
if (child_count && (c_style & ALWAYS_BIT)) {
if (c_style & ENGLISH_BIT) L__M(##ListMiscellany, 18, o);
recurse_flag = true;
}
if (child_count && (c_style & RECURSE_BIT)) {
if (o has supporter) {
if (c_style & ENGLISH_BIT) {
if (c_style & TERSE_BIT) L__M(##ListMiscellany, 19, o);
else L__M(##ListMiscellany, 20, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
recurse_flag = true;
}
if (o has container && (o has open || o has transparent)) {
if (c_style & ENGLISH_BIT) {
if (c_style & TERSE_BIT) L__M(##ListMiscellany, 21, o);
else L__M(##ListMiscellany, 22, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
recurse_flag = true;
}
}
if (recurse_flag && (c_style & ENGLISH_BIT))
if (child_count > 1 || eldest_child has pluralname) print (string) ARE2__TX;
else print (string) IS2__TX;
if (c_style & NEWLINE_BIT) new_line;
if (recurse_flag) {
o = child(o);
#Ifdef TARGET_ZCODE;
@push lt_value; @push listing_together; @push listing_size;
#Ifnot; ! TARGET_GLULX;
@copy lt_value sp; @copy listing_together sp; @copy listing_size sp;
#Endif;
lt_value = 0; listing_together = 0; listing_size = 0;
WriteListR(o, depth+1, stack_p);
#Ifdef TARGET_ZCODE;
@pull listing_size; @pull listing_together; @pull lt_value;
#Ifnot; ! TARGET_GLULX;
@copy sp listing_size; @copy sp listing_together; @copy sp lt_value;
#Endif;
if (c_style & TERSE_BIT) print ")";
}
];
! ----------------------------------------------------------------------------
! Much better menus can be created using one of the optional library
! extensions. These are provided for compatibility with previous practice:
! ----------------------------------------------------------------------------
[ LowKey_Menu menu_choices EntryR ChoiceR lines main_title i j;
menu_nesting++;
.LKRD;
menu_item = 0;
lines = indirect(EntryR);
main_title = item_name;
print "--- "; print (string) main_title; print " ---^^";
if (menu_choices ofclass Routine) menu_choices.call();
else print (string) menu_choices;
for (::) {
L__M(##Miscellany, 52, lines);
print "> ";
#Ifdef TARGET_ZCODE;
#IfV3;
read buffer parse;
#Ifnot;
read buffer parse DrawStatusLine;
#Endif; ! V3
j = parse->1; ! number of words
#Ifnot; ! TARGET_GLULX;
KeyboardPrimitive(buffer, parse);
j = parse-->0; ! number of words
#Endif; ! TARGET_
i = parse-->1;
if (j == 0 || (i == QUIT1__WD or QUIT2__WD)) {
menu_nesting--; if (menu_nesting > 0) rfalse;
if (deadflag == 0) <<Look>>;
rfalse;
}
i = TryNumber(1);
if (i == 0) jump LKRD;
if (i < 1 || i > lines) continue;
menu_item = i;
j = indirect(ChoiceR);
if (j == 2) jump LKRD;
if (j == 3) rfalse;
}
];
#Ifdef TARGET_ZCODE;
#IfV3;
[ DoMenu menu_choices EntryR ChoiceR; LowKey_Menu(menu_choices, EntryR, ChoiceR); ];
#Endif; ! V3
#IfV5;
[ DoMenu menu_choices EntryR ChoiceR
lines main_title main_wid cl i j oldcl pkey ch cw y x;
if (pretty_flag == 0) return LowKey_Menu(menu_choices, EntryR, ChoiceR);
menu_nesting++;
menu_item = 0;
lines = indirect(EntryR);
main_title = item_name; main_wid = item_width;
cl = 7;
.ReDisplay;
oldcl = 0;
@erase_window $ffff;
#Iftrue (#version_number == 6);
@set_cursor -1;
ch = HDR_FONTWUNITS->0;
#Ifnot;
ch = 1;
#Endif;
i = ch * (lines+7);
@split_window i;
i = HDR_SCREENWCHARS->0;
if (i == 0) i = 80;
@set_window 1;
@set_cursor 1 1;
#Iftrue (#version_number == 6);
@set_font 4 -> cw;
cw = HDR_FONTHUNITS->0;
#Ifnot;
cw = 1;
#Endif;
style reverse;
spaces(i); j=1+(i/2-main_wid)*cw;
@set_cursor 1 j;
print (string) main_title;
y=1+ch; @set_cursor y 1; spaces(i);
x=1+cw; @set_cursor y x; print (string) NKEY__TX;
j=1+(i-13)*cw; @set_cursor y j; print (string) PKEY__TX;
y=y+ch; @set_cursor y 1; spaces(i);
@set_cursor y x; print (string) RKEY__TX;
j=1+(i-18)*cw; @set_cursor y j;
if (menu_nesting == 1) print (string) QKEY1__TX;
else print (string) QKEY2__TX;
style roman;
y = y+2*ch;
@set_cursor y x; font off;
if (menu_choices ofclass String) print (string) menu_choices;
else menu_choices.call();
x = 1+3*cw;
for (::) {
if (cl ~= oldcl) {
if (oldcl>0) {
y=1+(oldcl-1)*ch; @set_cursor y x; print " ";
}
y=1+(cl-1)*ch; @set_cursor y x; print ">";
}
oldcl = cl;
@read_char 1 -> pkey;
if (pkey == NKEY1__KY or NKEY2__KY or 130) {
cl++; if (cl == 7+lines) cl = 7; continue;
}
if (pkey == PKEY1__KY or PKEY2__KY or 129) {
cl--; if (cl == 6) cl = 6+lines; continue;
}
if (pkey == QKEY1__KY or QKEY2__KY or 27 or 131) break;
if (pkey == 10 or 13 or 132) {
@set_window 0; font on;
new_line; new_line; new_line;
menu_item = cl-6;
EntryR.call();
@erase_window $ffff;
@split_window ch;
i = HDR_SCREENWCHARS->0; if ( i== 0) i = 80;
@set_window 1; @set_cursor 1 1; style reverse; spaces(i);
j=1+(i/2-item_width)*cw;
@set_cursor 1 j;
print (string) item_name;
style roman; @set_window 0; new_line;
i = ChoiceR.call();
if (i == 2) jump ReDisplay;
if (i == 3) break;
L__M(##Miscellany, 53);
@read_char 1 -> pkey; jump ReDisplay;
}
}
menu_nesting--; if (menu_nesting > 0) rfalse;
font on; @set_cursor 1 1;
@erase_window $ffff; @set_window 0;
#Iftrue (#version_number == 6);
@set_cursor -2;
#Endif;
new_line; new_line; new_line;
if (deadflag == 0) <<Look>>;
];
#Endif; ! V5
#Ifnot; ! TARGET_GLULX
[ DoMenu menu_choices EntryR ChoiceR
winwid winhgt lines main_title main_wid cl i oldcl pkey;
if (pretty_flag == 0 || gg_statuswin == 0) return LowKey_Menu(menu_choices, EntryR, ChoiceR);
menu_nesting++;
menu_item = 0;
lines = indirect(EntryR);
main_title = item_name;
main_wid = item_width;
cl = 0;
! If we printed "hit arrow keys" here, it would be appropriate to
! check for the availability of Glk input keys. But we actually
! print "hit N/P/Q". So it's reasonable to silently accept Glk
! arrow key codes as secondary options.
.ReDisplay;
glk($002A, gg_statuswin); ! window_clear
glk($002A, gg_mainwin); ! window_clear
glk($002F, gg_statuswin); ! set_window
StatusLineHeight(lines+7);
glk($0025, gg_statuswin, gg_arguments, gg_arguments+4); ! window_get_size
winwid = gg_arguments-->0;
winhgt = gg_arguments-->1;
glk($0086, 4); ! set subheader style
glk($002B, gg_statuswin, winwid/2-main_wid, 0); ! window_move_cursor
print (string) main_title;
glk($002B, gg_statuswin, 1, 1); ! window_move_cursor
print (string) NKEY__TX;
glk($002B, gg_statuswin, winwid-13, 1); ! window_move_cursor
print (string) PKEY__TX;
glk($002B, gg_statuswin, 1, 2); ! window_move_cursor
print (string) RKEY__TX;
glk($002B, gg_statuswin, winwid-18, 2); ! window_move_cursor
if (menu_nesting == 1) print (string) QKEY1__TX;
else print (string) QKEY2__TX;
glk($0086, 0); ! set normal style
glk($002B, gg_statuswin, 1, 4); ! window_move_cursor
if (menu_choices ofclass String) print (string) menu_choices;
else menu_choices.call();
oldcl = -1;
for (::) {
if (cl ~= oldcl) {
if (cl < 0 || cl >= lines) cl = 0;
if (oldcl >= 0) {
glk($002B, gg_statuswin, 3, oldcl+6);
print (char) ' ';
}
oldcl = cl;
glk($002B, gg_statuswin, 3, oldcl+6);
print (char) '>';
}
pkey = KeyCharPrimitive(gg_statuswin, true);
if (pkey == $80000000) jump ReDisplay;
if (pkey == NKEY1__KY or NKEY2__KY or $fffffffb) {
cl++;
if (cl >= lines) cl = 0;
continue;
}
if (pkey == PKEY1__KY or PKEY2__KY or $fffffffc) {
cl--;
if (cl < 0) cl = lines-1;
continue;
}
if (pkey == QKEY1__KY or QKEY2__KY or $fffffff8 or $fffffffe) break;
if (pkey == $fffffffa or $fffffffd) {
glk($002F, gg_mainwin); ! set_window
new_line; new_line; new_line;
menu_item = cl+1;
EntryR.call();
glk($002A, gg_statuswin); ! window_clear
glk($002A, gg_mainwin); ! window_clear
glk($002F, gg_statuswin); ! set_window
StatusLineHeight(1);
glk($0025, gg_statuswin, gg_arguments, gg_arguments+4); ! window_get_size
winwid = gg_arguments-->0;
winhgt = gg_arguments-->1;
glk($0086, 4); ! set subheader style
glk($002B, gg_statuswin, winwid/2-item_width, 0); ! window_move_cursor
print (string) item_name;
glk($0086, 0); ! set normal style
glk($002F, gg_mainwin); ! set_window
new_line;
i = ChoiceR.call();
if (i == 2) jump ReDisplay;
if (i == 3) break;
L__M(##Miscellany, 53);
pkey = KeyCharPrimitive(gg_mainwin, 1);
jump ReDisplay;
}
}
! done with this menu...
menu_nesting--;
if (menu_nesting > 0) rfalse;
glk($002F, gg_mainwin); ! set_window
glk($002A, gg_mainwin); ! window_clear
new_line; new_line; new_line;
if (deadflag == 0) <<Look>>;
];
#Endif; ! TARGET_
! ----------------------------------------------------------------------------
! A cunning routine (which could have been a daemon, but isn't, for the
! sake of efficiency) to move objects which could be in many rooms about
! so that the player never catches one not in place
! ----------------------------------------------------------------------------
[ MoveFloatingObjects i k l m address flag;
if (location == player or nothing) return;
objectloop (i) {
address = i.&found_in;
if (address ~= 0 && i hasnt absent && ~~IndirectlyContains(player, i)) {
if (ZRegion(address-->0) == 2) {
if (i.found_in() ~= 0) move i to location;
else remove i;
}
else {
k = i.#found_in;
for (l=0 : l<k/WORDSIZE : l++) {
m = address-->l;
if (m == location || m in location) {
if (i notin location) move i to location;
flag = true;
}
}
if (flag == false) { if (parent(i)) remove i; }
}
}
}
];
! ----------------------------------------------------------------------------
! Two little routines for moving the player safely.
! ----------------------------------------------------------------------------
[ PlayerTo newplace flag;
move player to newplace;
while (parent(newplace) ~= 0) newplace = parent(newplace);
location = newplace;
real_location = location; MoveFloatingObjects();
AdjustLight(1);
if (flag == 0) <Look>;
if (flag == 1) { NoteArrival(); ScoreArrival(); }
if (flag == 2) LookSub(1);
];
[ MovePlayer direc; <Go direc>; <Look>; ];
! ----------------------------------------------------------------------------
! The handy YesOrNo routine, and some "meta" verbs
! ----------------------------------------------------------------------------
[ YesOrNo i j;
for (::) {
#Ifdef TARGET_ZCODE;
if (location == nothing || parent(player) == nothing) read buffer parse;
else read buffer parse DrawStatusLine;
j = parse->1;
#Ifnot; ! TARGET_GLULX;
KeyboardPrimitive(buffer, parse);
j = parse-->0;
#Endif; ! TARGET_
if (j) { ! at least one word entered
i = parse-->1;
if (i == YES1__WD or YES2__WD or YES3__WD) rtrue;
if (i == NO1__WD or NO2__WD or NO3__WD) rfalse;
}
L__M(##Quit, 1); print "> ";
}
];
#Ifdef TARGET_ZCODE;
[ QuitSub; L__M(##Quit, 2); if (YesOrNo() ~= 0) quit; ];
[ RestartSub;
L__M(##Restart,1);
if (YesOrNo() ~= 0) { @restart; L__M(##Restart, 2); }
];
[ RestoreSub;
restore Rmaybe;
return L__M(##Restore, 1);
.RMaybe;
L__M(##Restore, 2);
];
[ SaveSub flag;
#IfV5;
@save -> flag;
switch (flag) {
0: L__M(##Save, 1);
1: L__M(##Save, 2);
2:
RestoreColours();
L__M(##Restore, 2);
}
#Ifnot;
save Smaybe;
return L__M(##Save, 1);
.SMaybe;
L__M(##Save, 2);
#Endif; ! V
];
[ VerifySub;
@verify ?Vmaybe;
jump Vwrong;
.Vmaybe;
return L__M(##Verify, 1);
.Vwrong;
L__M(##Verify, 2);
];
[ ScriptOnSub;
transcript_mode = ((HDR_GAMEFLAGS-->0) & 1);
if (transcript_mode) return L__M(##ScriptOn, 1);
@output_stream 2;
if (((HDR_GAMEFLAGS-->0) & 1) == 0) return L__M(##ScriptOn, 3);
L__M(##ScriptOn, 2); VersionSub();
transcript_mode = true;
];
[ ScriptOffSub;
transcript_mode = ((HDR_GAMEFLAGS-->0) & 1);
if (transcript_mode == false) return L__M(##ScriptOff, 1);
L__M(##ScriptOff, 2);
@output_stream -2;
if ((HDR_GAMEFLAGS-->0) & 1) return L__M(##ScriptOff, 3);
transcript_mode = false;
];
[ CommandsOnSub;
@output_stream 4;
xcommsdir = 1;
L__M(##CommandsOn, 1);
];
[ CommandsOffSub;
if (xcommsdir == 1) @output_stream -4;
xcommsdir = 0;
L__M(##CommandsOff, 1);
];
[ CommandsReadSub;
@input_stream 1;
xcommsdir = 2;
L__M(##CommandsRead, 1);
];
#Ifnot; ! TARGET_GLULX;
[ QuitSub;
L__M(##Quit, 2);
if (YesOrNo() ~= 0) quit;
];
[ RestartSub;
L__M(##Restart,1);
if (YesOrNo() ~= 0) {
@restart;
L__M(##Restart, 2);
}
];
[ RestoreSub res fref;
fref = glk($0062, $01, $02, 0); ! fileref_create_by_prompt
if (fref == 0) jump RFailed;
gg_savestr = glk($0042, fref, $02, GG_SAVESTR_ROCK); ! stream_open_file
glk($0063, fref); ! fileref_destroy
if (gg_savestr == 0) jump RFailed;
@restore gg_savestr res;
glk($0044, gg_savestr, 0); ! stream_close
gg_savestr = 0;
.RFailed;
L__M(##Restore, 1);
];
[ SaveSub res fref;
fref = glk($0062, $01, $01, 0); ! fileref_create_by_prompt
if (fref == 0) jump SFailed;
gg_savestr = glk($0042, fref, $01, GG_SAVESTR_ROCK); ! stream_open_file
glk($0063, fref); ! fileref_destroy
if (gg_savestr == 0) jump SFailed;
@save gg_savestr res;
if (res == -1) {
! The player actually just typed "restore". We're going to print
! L__M(##Restore,2); the Z-Code Inform library does this correctly
! now. But first, we have to recover all the Glk objects; the values
! in our global variables are all wrong.
GGRecoverObjects();
glk($0044, gg_savestr, 0); ! stream_close
gg_savestr = 0;
return L__M(##Restore, 2);
}
glk($0044, gg_savestr, 0); ! stream_close
gg_savestr = 0;
if (res == 0) return L__M(##Save, 2);
.SFailed;
L__M(##Save, 1);
];
[ VerifySub res;
@verify res;
if (res == 0) return L__M(##Verify, 1);
L__M(##Verify, 2);
];
[ ScriptOnSub;
if (gg_scriptstr ~= 0) return L__M(##ScriptOn, 1);
if (gg_scriptfref == 0) {
! fileref_create_by_prompt
gg_scriptfref = glk($0062, $102, $05, GG_SCRIPTFREF_ROCK);
if (gg_scriptfref == 0) jump S1Failed;
}
! stream_open_file
gg_scriptstr = glk($0042, gg_scriptfref, $05, GG_SCRIPTSTR_ROCK);
if (gg_scriptstr == 0) jump S1Failed;
glk($002D, gg_mainwin, gg_scriptstr); ! window_set_echo_stream
L__M(##ScriptOn, 2);
VersionSub();
return;
.S1Failed;
L__M(##ScriptOn, 3);
];
[ ScriptOffSub;
if (gg_scriptstr == 0) return L__M(##ScriptOff,1);
L__M(##ScriptOff, 2);
glk($0044, gg_scriptstr, 0); ! stream_close
gg_scriptstr = 0;
];
[ CommandsOnSub fref;
if (gg_commandstr ~= 0) {
if (gg_command_reading)
L__M(##CommandsOn, 2);
else
L__M(##CommandsOn, 3);
return;
}
! fileref_create_by_prompt
fref = glk($0062, $103, $01, 0);
if (fref == 0) return L__M(##CommandsOn, 4);
gg_command_reading = false;
! stream_open_file
gg_commandstr = glk($0042, fref, $01, GG_COMMANDWSTR_ROCK);
glk($0063, fref); ! fileref_destroy
if (gg_commandstr == 0) return L__M(##CommandsOn, 4);
L__M(##CommandsOn, 1);
];
[ CommandsOffSub;
if (gg_commandstr == 0) return L__M(##CommandsOff, 2);
if (gg_command_reading) return L__M(##CommandsRead, 5); ! was L__M(##CommandsOn, 2);
glk($0044, gg_commandstr, 0); ! stream_close
gg_commandstr = 0;
gg_command_reading = false;
L__M(##CommandsOff, 1);
];
[ CommandsReadSub fref;
if (gg_commandstr ~= 0) {
if (gg_command_reading)
L__M(##CommandsRead, 2);
else
L__M(##CommandsRead, 3);
return;
}
! fileref_create_by_prompt
fref = glk($0062, $103, $02, 0);
if (fref == 0) return L__M(##CommandsRead, 4);
gg_command_reading = true;
! stream_open_file
gg_commandstr = glk($0042, fref, $02, GG_COMMANDRSTR_ROCK);
glk($0063, fref); ! fileref_destroy
if (gg_commandstr == 0) return L__M(##CommandsRead, 4);
return L__M(##CommandsRead, 1);
];
#Endif; ! TARGET_;
[ NotifyOnSub; notify_mode = 1; L__M(##NotifyOn); ];
[ NotifyOffSub; notify_mode = 0; L__M(##NotifyOff); ];
[ Places1Sub i j k;
L__M(##Places, 1);
objectloop (i has visited) j++;
objectloop (i has visited) {
print (name) i; k++;
if (k == j) { L__M(##Places, 2); return; }
if (k == j-1) print (string) AND__TX;
else print (string) COMMA__TX;
}
];
[ Objects1Sub i j f;
L__M(##Objects, 1);
objectloop (i has moved) {
f = 1; print (the) i; j = parent(i);
if (j) {
if (j == player) {
if (i has worn) L__M(##Objects, 3);
else L__M(##Objects, 4);
jump Obj__Ptd;
}
if (j has animate) { L__M(##Objects, 5); jump Obj__Ptd; }
if (j has visited) { L__M(##Objects, 6, j); jump Obj__Ptd; }
if (j has container) { L__M(##Objects, 8, j); jump Obj__Ptd; }
if (j has supporter) { L__M(##Objects, 9, j); jump Obj__Ptd; }
if (j has enterable) { L__M(##Objects, 7, j); jump Obj__Ptd; }
}
L__M(##Objects, 10);
.Obj__Ptd;
new_line;
}
if (f == 0) L__M(##Objects, 2);
];
! ----------------------------------------------------------------------------
! The scoring system
! ----------------------------------------------------------------------------
[ ScoreSub;
#Ifdef NO_SCORE;
if (deadflag == 0) L__M(##Score, 2);
#Ifnot;
L__M(##Score, 1);
PrintRank();
#Endif; ! NO_SCORE
];
#Ifndef TaskScore;
[ TaskScore i;
return task_scores->i;
];
#Endif;
[ Achieved num;
if (task_done->num == 0) {
task_done->num = 1;
score = score + TaskScore(num);
}
];
[ PANum m n;
print " ";
n = m;
if (n < 0) { n = -m; n = n*10; }
if (n < 10) { print " "; jump Panuml; }
if (n < 100) { print " "; jump Panuml; }
if (n < 1000) { print " "; }
.Panuml;
print m, " ";
];
[ FullScoreSub i;
ScoreSub();
if (score == 0 || TASKS_PROVIDED == 1) rfalse;
new_line;
L__M(##FullScore, 1);
for (i=0 : i<NUMBER_TASKS : i++)
if (task_done->i == 1) {
PANum(TaskScore(i));
PrintTaskName(i);
}
if (things_score ~= 0) {
PANum(things_score);
L__M(##FullScore, 2);
}
if (places_score ~= 0) {
PANum(places_score);
L__M(##FullScore, 3);
}
new_line; PANum(score); L__M(##FullScore, 4);
];
! ----------------------------------------------------------------------------
! Real verbs start here: Inventory
! ----------------------------------------------------------------------------
[ InvWideSub;
inventory_style = ENGLISH_BIT+RECURSE_BIT+FULLINV_BIT;
<Inv>;
];
[ InvTallSub;
inventory_style = NEWLINE_BIT+RECURSE_BIT+INDENT_BIT+FULLINV_BIT;
<Inv>;
];
[ InvSub x;
if (child(player) == 0) return L__M(##Inv, 1);
if (inventory_style == 0) return InvTallSub();
L__M(##Inv, 2);
if (inventory_style & NEWLINE_BIT ~= 0) L__M(##Inv, 3); else print " ";
WriteListFrom(child(player), inventory_style, 1);
if (inventory_style & ENGLISH_BIT ~= 0) L__M(##Inv, 4);
#Ifndef MANUAL_PRONOUNS;
objectloop (x in player) PronounNotice(x);
#Endif;
x = 0; ! To prevent a "not used" error
AfterRoutines();
];
! ----------------------------------------------------------------------------
! The object tree and determining the possibility of moves
! ----------------------------------------------------------------------------
[ CommonAncestor o1 o2 i j;
! Find the nearest object indirectly containing o1 and o2,
! or return 0 if there is no common ancestor.
i = o1;
while (i ~= 0) {
j = o2;
while (j ~= 0) {
if (j == i) return i;
j = parent(j);
}
i = parent(i);
}
return 0;
];
[ IndirectlyContains o1 o2;
! Does o1 indirectly contain o2? (Same as testing if their common ancestor is o1.)
while (o2 ~= 0) {
if (o1 == o2) rtrue;
if (o2 ofclass Class) rfalse;
o2 = parent(o2);
}
rfalse;
];
[ ObjectScopedBySomething item i j k l m;
i = item;
objectloop (j .& add_to_scope) {
l = j.&add_to_scope;
k = (j.#add_to_scope)/WORDSIZE;
if (l-->0 ofclass Routine) continue;
for (m=0 : m<k : m++)
if (l-->m == i) return j;
}
rfalse;
];
[ ObjectIsUntouchable item flag1 flag2 ancestor i;
! Determine if there's any barrier preventing the player from moving
! things to "item". Return false if no barrier; otherwise print a
! suitable message and return true.
! If flag1 is set, do not print any message.
! If flag2 is set, also apply Take/Remove restrictions.
! If the item has been added to scope by something, it's first necessary
! for that something to be touchable.
ancestor = CommonAncestor(player, item);
if (ancestor == 0) {
ancestor = item;
while (ancestor && (i = ObjectScopedBySomething(ancestor)) == 0)
ancestor = parent(ancestor);
if (i ~= 0) {
if (ObjectIsUntouchable(i, flag1, flag2)) return;
! An item immediately added to scope
}
}
else
! First, a barrier between the player and the ancestor. The player
! can only be in a sequence of enterable objects, and only closed
! containers form a barrier.
if (player ~= ancestor) {
i = parent(player);
while (i ~= ancestor) {
if (i has container && i hasnt open) {
if (flag1) rtrue;
return L__M(##Take, 9, i);
}
i = parent(i);
}
}
! Second, a barrier between the item and the ancestor. The item can
! be carried by someone, part of a piece of machinery, in or on top
! of something and so on.
if (item ~= ancestor) {
i = parent(item);
while (i ~= ancestor) {
if (flag2 && i hasnt container && i hasnt supporter) {
if (i has animate) {
if (flag1) rtrue;
return L__M(##Take, 6, i);
}
if (i has transparent) {
if (flag1) rtrue;
return L__M(##Take, 7, i);
}
if (flag1) rtrue;
return L__M(##Take, 8, item);
}
if (i has container && i hasnt open) {
if (flag1) rtrue;
return L__M(##Take, 9, i);
}
i = parent(i);
}
}
rfalse;
];
[ AttemptToTakeObject item ancestor after_recipient i j k;
! Try to transfer the given item to the player: return false
! if successful, true if unsuccessful, printing a suitable message
! in the latter case.
! People cannot ordinarily be taken.
if (item == player) return L__M(##Take, 2);
if (item has animate) return L__M(##Take, 3, item);
ancestor = CommonAncestor(player, item);
if (ancestor == 0) {
i = ObjectScopedBySomething(item);
if (i ~= 0) ancestor = CommonAncestor(player, i);
}
! Is the player indirectly inside the item?
if (ancestor == item) return L__M(##Take, 4, item);
! Does the player already directly contain the item?
if (item in player) return L__M(##Take, 5, item);
! Can the player touch the item, or is there (e.g.) a closed container
! in the way?
if (ObjectIsUntouchable(item, false, true)) return;
! The item is now known to be accessible.
! Consult the immediate possessor of the item, if it's in a container
! which the player is not in.
i = parent(item);
if (i ~= ancestor && (i has container || i has supporter)) {
after_recipient = i;
k = action; action = ##LetGo;
if (RunRoutines(i, before) ~= 0) { action = k; rtrue; }
action=k;
}
if (item has scenery) return L__M(##Take, 10, item);
if (item has static) return L__M(##Take, 11, item);
! The item is now known to be available for taking. Is the player
! carrying too much? If so, possibly juggle items into the rucksack
! to make room.
k = 0; objectloop (j in player) if (j hasnt worn) k++;
if (k >= ValueOrRun(player, capacity)) {
if (SACK_OBJECT ~= 0) {
if (parent(SACK_OBJECT) ~= player)
return L__M(##Take, 12);
j = 0;
objectloop (k in player)
if (k ~= SACK_OBJECT && k hasnt worn && k hasnt light) j = k;
if (j ~= 0) {
L__M(##Take, 13, j);
keep_silent = 1; <Insert j SACK_OBJECT>; keep_silent = 0;
if (j notin SACK_OBJECT) rtrue;
}
else return L__M(##Take, 12);
}
else return L__M(##Take, 12);
}
! Transfer the item.
move item to player;
! Send "after" message to the object letting go of the item, if any.
if (after_recipient ~= 0) {
k = action; action = ##LetGo;
if (RunRoutines(after_recipient, after) ~= 0) { action = k; rtrue; }
action=k;
}
rfalse;
];
! ----------------------------------------------------------------------------
! Object movement verbs
! ----------------------------------------------------------------------------
[ TakeSub;
if (onotheld_mode == 0 || noun notin player)
if (AttemptToTakeObject(noun)) rtrue;
if (AfterRoutines() == 1) rtrue;
notheld_mode = onotheld_mode;
if (notheld_mode == 1 || keep_silent == 1) rtrue;
L__M(##Take, 1);
];
[ RemoveSub i;
i = parent(noun);
if (i has container && i hasnt open) return L__M(##Remove, 1, noun);
if (i ~= second) return L__M(##Remove, 2, noun);
if (i has animate) return L__M(##Take, 6, i);
if (AttemptToTakeObject(noun)) rtrue;
action = ##Remove; if (AfterRoutines() == 1) rtrue;
action = ##Take; if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
return L__M(##Remove, 3, noun);
];
[ DropSub;
if (noun == player) return L__M(##PutOn, 4);
if (noun in parent(player)) return L__M(##Drop, 1, noun);
if (noun notin player) return L__M(##Drop, 2, noun);
if (noun has worn) {
L__M(##Drop, 3, noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
move noun to parent(player);
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
return L__M(##Drop, 4, noun);
];
[ PutOnSub ancestor;
receive_action = ##PutOn;
if (second == d_obj || player in second) <<Drop noun>>;
if (parent(noun) == second) return L__M(##Drop,1,noun);
if (parent(noun) ~= player) return L__M(##PutOn, 1, noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##PutOn, 2, noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, before) ~= 0) { action = ##PutOn; return; }
action = ##PutOn;
}
if (second hasnt supporter) return L__M(##PutOn, 3, second);
if (ancestor == player) return L__M(##PutOn, 4);
if (noun has worn) {
L__M(##PutOn, 5, noun); <Disrobe noun>; if (noun has worn) return;
}
if (children(second) >= ValueOrRun(second, capacity))
return L__M(##PutOn, 6, second);
move noun to second;
if (AfterRoutines() == 1) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, after) ~= 0) { action = ##PutOn; return; }
action = ##PutOn;
}
if (keep_silent == 1) return;
if (multiflag == 1) return L__M(##PutOn, 7);
L__M(##PutOn, 8, noun);
];
[ InsertSub ancestor;
receive_action = ##Insert;
if (second == d_obj || player in second) <<Drop noun>>;
if (parent(noun) == second) return L__M(##Drop,1,noun);
if (parent(noun) ~= player) return L__M(##Insert, 1, noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##Insert, 5, noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second,before) ~= 0) { action = ##Insert; rtrue; }
action = ##Insert;
if (second has container && second hasnt open)
return L__M(##Insert, 3, second);
}
if (second hasnt container) return L__M(##Insert, 2, second);
if (noun has worn) {
L__M(##Insert, 6, noun); <Disrobe noun>; if (noun has worn) return;
}
if (children(second) >= ValueOrRun(second, capacity))
return L__M(##Insert, 7, second);
move noun to second;
if (AfterRoutines() == 1) rtrue;
if (second ~= ancestor) {
action = ##Receive;
if (RunRoutines(second, after) ~= 0) { action = ##Insert; rtrue; }
action = ##Insert;
}
if (keep_silent == 1) rtrue;
if (multiflag == 1) return L__M(##Insert, 8, noun);
L__M(##Insert, 9, noun);
];
! ----------------------------------------------------------------------------
! Empties and transfers are routed through the actions above
! ----------------------------------------------------------------------------
[ TransferSub;
if (second in compass) <<PushDir noun second>>; ! (changed by gdg)
if (noun notin player && AttemptToTakeObject(noun)) return;
if (second has supporter) <<PutOn noun second>>;
if (second == d_obj) <<Drop noun>>;
<<Insert noun second>>;
];
[ EmptySub; second = d_obj; EmptyTSub(); ];
[ EmptyTSub i j k flag;
if (noun == second) return L__M(##EmptyT, 4);
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt container) return L__M(##EmptyT, 1, noun);
if (noun hasnt open) return L__M(##EmptyT, 2, noun);
if (second ~= d_obj) {
if (second hasnt supporter) {
if (second hasnt container) return L__M(##EmptyT, 1, second);
if (second hasnt open) return L__M(##EmptyT, 2, second);
}
}
i = child(noun); k = children(noun);
if (i == 0) return L__M(##EmptyT, 3, noun);
while (i ~= 0) {
j = sibling(i);
flag = 0;
if (ObjectIsUntouchable(noun)) flag = 1;
if (noun hasnt container) flag = 1;
if (noun hasnt open) flag = 1;
if (second ~= d_obj) {
if (second hasnt supporter) {
if (second hasnt container) flag = 1;
if (second hasnt open) flag = 1;
}
}
if (k-- == 0) flag = 1;
if (flag) break;
if (keep_silent == 0) print (name) i, ": ";
<Transfer i second>;
i = j;
}
];
! ----------------------------------------------------------------------------
! Gifts
! ----------------------------------------------------------------------------
[ GiveSub;
if (parent(noun) ~= player) return L__M(##Give, 1, noun);
if (second == player) return L__M(##Give, 2, noun);
if (RunLife(second, ##Give) ~= 0) rfalse;
L__M(##Give, 3, second);
];
[ GiveRSub; <Give second noun>; ];
[ ShowSub;
if (parent(noun) ~= player) return L__M(##Show, 1, noun);
if (second == player) <<Examine noun>>;
if (RunLife(second, ##Show) ~= 0) rfalse;
L__M(##Show, 2, second);
];
[ ShowRSub; <Show second noun>; ];
! ----------------------------------------------------------------------------
! Travelling around verbs
! ----------------------------------------------------------------------------
[ EnterSub ancestor j k;
if (noun has door || noun in compass) <<Go noun>>;
if (player in noun) return L__M(##Enter, 1, noun);
if (noun hasnt enterable) return L__M(##Enter, 2, noun);
if (noun has container && noun hasnt open) return L__M(##Enter, 3, noun);
if (parent(player) ~= parent(noun)) {
ancestor = CommonAncestor(player, noun);
if (ancestor == player or 0) return L__M(##Enter, 4, noun);
while (player notin ancestor) {
j = parent(player);
k = keep_silent;
if (parent(j) ~= ancestor || noun ~= ancestor) {
L__M(##Enter, 6, j);
keep_silent = 1;
}
<Exit>;
keep_silent = k;
if (player in j) return;
}
if (player in noun) return;
if (noun notin ancestor) {
j = parent(noun);
while (parent(j) ~= ancestor) j = parent(j);
L__M(##Enter, 7, j);
k = keep_silent; keep_silent = 1;
<Enter j>;
keep_silent = k;
if (player notin j) return;
<<Enter noun>>;
}
}
move player to noun;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Enter, 5, noun);
Locale(noun);
];
[ GetOffSub;
if (parent(player) == noun) <<Exit>>;
L__M(##GetOff, 1, noun);
];
[ ExitSub p;
p = parent(player);
if (noun ~= nothing && noun ~= p) return L__M(##Exit,4,noun);
if (p == location || (location == thedark && p == real_location)) {
if ((location.out_to ~= 0) || (location == thedark && real_location.out_to ~= 0))
<<Go out_obj>>;
return L__M(##Exit, 1);
}
if (p has container && p hasnt open) return L__M(##Exit, 2, p);
move player to parent(p);
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Exit, 3, p); LookSub(1);
];
[ VagueGoSub; L__M(##VagueGo); ];
[ GoInSub; <<Go in_obj>>; ];
[ GoSub i j k df movewith thedir old_loc;
! first, check if any PushDir object is touchable
if (second ~= 0 && second notin Compass && ObjectIsUntouchable(second)) return;
old_loc = location;
movewith = 0;
i = parent(player);
if ((location ~= thedark && i ~= location) || (location == thedark && i ~= real_location)) {
j = location;
if (location == thedark) location = real_location;
k = RunRoutines(i, before); if (k ~= 3) location = j;
if (k == 1) {
movewith = i; i = parent(i);
}
else {
if (k == 0) L__M(##Go,1,i);
rtrue;
}
}
thedir = noun.door_dir;
if (ZRegion(thedir) == 2) thedir = RunRoutines(noun, door_dir);
j = i.thedir; k = ZRegion(j);
if (k == 3) { print (string) j; new_line; rfalse; }
if (k == 2) {
j = RunRoutines(i,thedir);
if (j==1) rtrue;
}
if (k == 0 || j == 0) {
if (i.cant_go ~= 0 or CANTGO__TX) PrintOrRun(i, cant_go);
else L__M(##Go,2);
rfalse;
}
if (j has door) {
if (j has concealed) return L__M(##Go, 2);
if (j hasnt open) {
if (noun == u_obj) return L__M(##Go, 3, j);
if (noun == d_obj) return L__M(##Go, 4, j);
return L__M(##Go, 5, j);
}
k = RunRoutines(j,door_to);
if (k == 0) return L__M(##Go, 6, j);
if (k == 1) rtrue;
j = k;
}
if (movewith == 0) move player to j; else move movewith to j;
location = j; MoveFloatingObjects();
df = OffersLight(j);
if (df ~= 0) { location = j; real_location = j; lightflag = 1; }
else {
if (old_loc == thedark) {
DarkToDark();
if (deadflag ~= 0) rtrue;
}
real_location = j;
location = thedark; lightflag = 0;
}
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
LookSub(1);
];
! ----------------------------------------------------------------------------
! Describing the world. SayWhatsOn(object) does just that (producing
! no text if nothing except possibly "scenery" and "concealed" items are).
! Locale(object) runs through the "tail end" of a Look-style room
! description for the contents of the object, printing up suitable
! descriptions as it goes.
! ----------------------------------------------------------------------------
[ SayWhatsOn descon j f;
if (descon == parent(player)) rfalse;
objectloop (j in descon)
if (j hasnt concealed && j hasnt scenery) f = 1;
if (f == 0) rfalse;
L__M(##Look, 4, descon); rtrue;
];
[ NotSupportingThePlayer o i;
i = parent(player);
while (i ~= 0 && i ~= visibility_ceiling) {
if (i == o) rfalse;
i = parent(i);
if (i ~= 0 && i hasnt supporter) rtrue;
}
rtrue;
];
[ Locale descin text1 text2 o k p j f2 flag;
objectloop (o in descin) give o ~workflag;
k=0;
objectloop (o in descin)
if (o hasnt concealed && NotSupportingThePlayer(o)) {
#Ifndef MANUAL_PRONOUNS;
PronounNotice(o);
#Endif;
if (o hasnt scenery) {
give o workflag; k++;
p = initial; f2 = 0;
if ((o has door || o has container) && o has open && o provides when_open) {
p = when_open; f2 = 1; jump Prop_Chosen;
}
if ((o has door || o has container) && o hasnt open && o provides when_closed) {
p = when_closed; f2 = 1; jump Prop_Chosen;
}
if (o has switchable && o has on && o provides when_on) {
p = when_on; f2 = 1; jump Prop_Chosen;
}
if (o has switchable && o hasnt on && o provides when_off) {
p = when_off; f2 = 1;
}
.Prop_Chosen;
if (o hasnt moved || o.&describe ~= 0 || f2 == 1) {
if (o.&describe ~= 0 && RunRoutines(o, describe) ~= 0) {
flag = 1;
give o ~workflag; k--;
}
else {
j = o.p;
if (j ~= 0) {
new_line;
PrintOrRun(o, p);
flag = 1;
give o ~workflag; k--;
if (o has supporter && child(o) ~= 0) SayWhatsOn(o);
}
}
}
}
else
if (o has supporter && child(o) ~= 0) SayWhatsOn(o);
}
if (k == 0) return 0;
if (text1 ~= 0) {
new_line;
if (flag == 1) text1 = text2;
print (string) text1, " ";
WriteListFrom(child(descin),
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
return k;
}
if (flag == 1) L__M(##Look, 5, descin);
else L__M(##Look, 6, descin);
];
! ----------------------------------------------------------------------------
! Looking. LookSub(1) is allowed to abbreviate long descriptions, but
! LookSub(0) (which is what happens when the Look action is generated)
! isn't. (Except that these are over-ridden by the player-set lookmode.)
! ----------------------------------------------------------------------------
[ LMode1Sub; lookmode=1; print (string) Story; L__M(##LMode1); ]; ! Brief
[ LMode2Sub; lookmode=2; print (string) Story; L__M(##LMode2); ]; ! Verbose
[ LMode3Sub; lookmode=3; print (string) Story; L__M(##LMode3); ]; ! Superbrief
[ NoteArrival descin;
if (location == thedark) { lastdesc = thedark; return; }
if (location ~= lastdesc) {
if (location.initial ~= 0) PrintOrRun(location, initial);
descin = location;
NewRoom();
lastdesc = descin;
}
];
[ ScoreArrival;
if (location hasnt visited) {
give location visited;
if (location has scored) {
score = score + ROOM_SCORE;
places_score = places_score + ROOM_SCORE;
}
}
];
[ FindVisibilityLevels visibility_levels;
visibility_levels = 1;
visibility_ceiling = parent(player);
while ((parent(visibility_ceiling) ~= 0)
&& (visibility_ceiling hasnt container || visibility_ceiling has open ||
visibility_ceiling has transparent)) {
visibility_ceiling = parent(visibility_ceiling);
visibility_levels++;
}
return visibility_levels;
];
[ LookSub allow_abbrev visibility_levels i j k nl_flag;
if (parent(player) == 0) return RunTimeError(10);
.MovedByInitial;
if (location == thedark) { visibility_ceiling = thedark; NoteArrival(); }
else {
visibility_levels = FindVisibilityLevels();
if (visibility_ceiling == location) {
NoteArrival();
if (visibility_ceiling ~= location) jump MovedByInitial;
}
}
! Printing the top line: e.g.
! Octagonal Room (on the table) (as Frodo)
new_line;
#Ifdef TARGET_ZCODE;
style bold;
#Ifnot; ! TARGET_GLULX;
glk($0086, 4); ! set subheader style
#Endif; ! TARGET_
if (visibility_levels == 0) print (name) thedark;
else {
if (visibility_ceiling ~= location) print (The) visibility_ceiling;
else print (name) visibility_ceiling;
}
#Ifdef TARGET_ZCODE;
style roman;
#Ifnot; ! TARGET_GLULX;
glk($0086, 0); ! set normal style
#Endif; ! TARGET_
for (j=1,i=parent(player) : j<visibility_levels : j++,i=parent(i))
if (i has supporter) L__M(##Look, 1, i);
else L__M(##Look, 2, i);
if (print_player_flag == 1) L__M(##Look, 3, player);
new_line;
! The room description (if visible)
if (lookmode < 3 && visibility_ceiling == location) {
if ((allow_abbrev ~= 1) || (lookmode == 2) || (location hasnt visited)) {
if (location.&describe ~= 0) RunRoutines(location, describe);
else {
if (location.description == 0) RunTimeError(11, location);
else PrintOrRun(location, description);
}
}
}
if (visibility_ceiling == location) nl_flag = 1;
if (visibility_levels == 0) Locale(thedark);
else {
for (i=player,j=visibility_levels : j>0: j--,i=parent(i)) give i workflag;
for (j=visibility_levels : j>0 : j--) {
for (i=player,k=0 : k<j : k++) i=parent(i);
if (i.inside_description ~= 0) {
if (nl_flag) new_line; else nl_flag = 1;
PrintOrRun(i,inside_description); }
if (Locale(i)~=0) nl_flag=1;
}
}
LookRoutine();
ScoreArrival();
action = ##Look;
if (AfterRoutines() == 1) rtrue;
];
[ ExamineSub i;
if (location == thedark) return L__M(##Examine, 1);
i = noun.description;
if (i == 0) {
if (noun has container) <<Search noun>>;
if (noun has switchable) { L__M(##Examine, 3, noun); rfalse; }
return L__M(##Examine, 2, noun);
}
PrintOrRun(noun, description);
if (noun has switchable) L__M(##Examine, 3, noun);
if (AfterRoutines() == 1) rtrue;
];
[ LookUnderSub;
if (location == thedark) return L__M(##LookUnder, 1);
L__M(##LookUnder, 2);
];
[ VisibleContents o i f;
objectloop (i in o) if (i hasnt concealed && i hasnt scenery) f++;
return f;
];
[ SearchSub f;
if (location == thedark) return L__M(##Search, 1, noun);
if (ObjectIsUntouchable(noun)) return;
f = VisibleContents(noun);
if (noun has supporter) {
if (f == 0) return L__M(##Search, 2, noun);
return L__M(##Search, 3, noun);
}
if (noun hasnt container) return L__M(##Search, 4, noun);
if (noun hasnt transparent && noun hasnt open) return L__M(##Search, 5, noun);
if (AfterRoutines() == 1) rtrue;
if (f == 0) return L__M(##Search, 6, noun);
L__M(##Search, 7, noun);
];
! ----------------------------------------------------------------------------
! Verbs which change the state of objects without moving them
! ----------------------------------------------------------------------------
[ UnlockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Unlock, 1, noun);
if (noun hasnt locked) return L__M(##Unlock, 2, noun);
if (noun.with_key ~= second) return L__M(##Unlock, 3, second);
give noun ~locked;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Unlock, 4, noun);
];
[ LockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Lock, 1, noun);
if (noun has locked) return L__M(##Lock, 2 ,noun);
if (noun has open) return L__M(##Lock, 3 ,noun);
if (noun.with_key ~= second) return L__M(##Lock, 4, second);
give noun locked;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Lock, 5, noun);
];
[ SwitchonSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOn, 1, noun);
if (noun has on) return L__M(##SwitchOn, 2, noun);
give noun on;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##SwitchOn, 3, noun);
];
[ SwitchoffSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOff, 1, noun);
if (noun hasnt on) return L__M(##SwitchOff, 2, noun);
give noun ~on;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##SwitchOff, 3, noun);
];
[ OpenSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Open, 1, noun);
if (noun has locked) return L__M(##Open, 2, noun);
if (noun has open) return L__M(##Open, 3, noun);
give noun open;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
if (noun has container && noun hasnt transparent && location ~= thedark
&& VisibleContents(noun) ~= 0 && IndirectlyContains(noun, player) == 0)
return L__M(##Open, 4, noun);
L__M(##Open,5,noun);
];
[ CloseSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Close, 1, noun);
if (noun hasnt open) return L__M(##Close, 2, noun);
give noun ~open;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Close, 3, noun);
];
[ DisrobeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt worn) return L__M(##Disrobe, 1, noun);
give noun ~worn;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Disrobe,2,noun);
];
[ WearSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt clothing) return L__M(##Wear, 1, noun);
if (parent(noun) ~= player) return L__M(##Wear, 2, noun);
if (noun has worn) return L__M(##Wear, 3, noun);
give noun worn;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Wear, 4, noun);
];
[ EatSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt edible) return L__M(##Eat, 1, noun);
if (noun has worn) {
L__M(##Drop, 3, noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
remove noun;
if (AfterRoutines() == 1) rtrue;
if (keep_silent == 1) rtrue;
L__M(##Eat, 2, noun);
];
! ----------------------------------------------------------------------------
! Verbs which are really just stubs (anything which happens for these
! actions must happen in before rules)
! ----------------------------------------------------------------------------
[ AllowPushDir i;
if (parent(second) ~= compass) return L__M(##PushDir, 2, noun);
if (second == u_obj or d_obj) return L__M(##PushDir, 3, noun);
AfterRoutines(); i = noun; move i to player;
<Go second>;
if (location == thedark) move i to real_location;
else move i to location;
];
[ AnswerSub;
if (second ~= 0 && RunLife(second,##Answer) ~= 0) rfalse;
L__M(##Answer, 1, noun);
];
[ AskSub;
if (RunLife(noun,##Ask) ~= 0) rfalse;
L__M(##Ask, 1, noun);
];
[ AskForSub;
if (noun == player) <<Inv>>;
L__M(##Order, 1, noun);
];
[ AskToSub;
L__M(##Order, 1, noun);
];
[ AttackSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate && RunLife(noun, ##Attack) ~= 0) rfalse;
L__M(##Attack, 1, noun);
];
[ BlowSub; L__M(##Blow, 1, noun); ];
[ BurnSub; L__M(##Burn, 1, noun); ];
[ BuySub; L__M(##Buy, 1, noun); ];
[ ClimbSub; L__M(##Climb, 1, noun); ];
[ ConsultSub; L__M(##Consult, 1, noun); ];
[ CutSub; L__M(##Cut, 1, noun); ];
[ DigSub; L__M(##Dig, 1, noun); ];
[ DrinkSub; L__M(##Drink, 1, noun); ];
[ FillSub; L__M(##Fill, 1, noun); ];
[ JumpSub; L__M(##Jump, 1, noun); ];
[ JumpOverSub; L__M(##JumpOver, 1, noun); ];
[ KissSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun, ##Kiss) ~= 0) rfalse;
if (noun == player) return L__M(##Touch, 3, noun);
L__M(##Kiss, 1, noun);
];
[ ListenSub; L__M(##Listen, 1, noun); ];
[ MildSub; L__M(##Mild, 1, noun); ];
[ NoSub; L__M(##No); ];
[ PraySub; L__M(##Pray, 1, noun); ];
[ PullSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Pull, 1, noun);
if (noun has scenery) return L__M(##Pull, 2, noun);
if (noun has animate) return L__M(##Pull, 4, noun);
L__M(##Pull, 3, noun);
];
[ PushSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Push, 1, noun);
if (noun has scenery) return L__M(##Push, 2, noun);
if (noun has animate) return L__M(##Push, 4, noun);
L__M(##Push, 3, noun);
];
[ PushDirSub; L__M(##PushDir, 1, noun); ];
[ RubSub; L__M(##Rub, 1, noun); ];
[ SetSub; L__M(##Set, 1, noun); ];
[ SetToSub; L__M(##SetTo, 1, noun); ];
[ SingSub; L__M(##Sing, 1, noun); ];
[ SleepSub; L__M(##Sleep, 1, noun); ];
[ SmellSub; L__M(##Smell, 1, noun); ];
[ SorrySub; L__M(##Sorry, 1, noun); ];
[ SqueezeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Squeeze, 1, noun);
L__M(##Squeeze, 2, noun);
];
[ StrongSub; L__M(##Strong, 1, noun); ];
[ SwimSub; L__M(##Swim, 1, noun); ];
[ SwingSub; L__M(##Swing, 1, noun); ];
[ TasteSub; L__M(##Taste, 1, noun); ];
[ TellSub;
if (noun == player) return L__M(##Tell, 1, noun);
if (RunLife(noun, ##Tell) ~= 0) rfalse;
L__M(##Tell, 2, noun);
];
[ ThinkSub; L__M(##Think, 1, noun); ];
[ ThrowAtSub;
if (ObjectIsUntouchable(noun)) return;
if (second > 1) {
action = ##ThrownAt;
if (RunRoutines(second, before) ~= 0) { action = ##ThrowAt; rtrue; }
action = ##ThrowAt;
}
if (noun has worn) {
L__M(##Drop, 3, noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
if (second hasnt animate) return L__M(##ThrowAt, 1);
if (RunLife(second,##ThrowAt) ~= 0) rfalse;
L__M(##ThrowAt, 2, noun);
];
[ TieSub; L__M(##Tie,1,noun); ];
[ TouchSub;
if (noun == player) return L__M(##Touch, 3, noun);
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Touch, 1, noun);
L__M(##Touch,2,noun); ];
[ TurnSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Turn, 1, noun);
if (noun has scenery) return L__M(##Turn, 2, noun);
if (noun has animate) return L__M(##Turn, 4, noun);
L__M(##Turn, 3, noun);
];
[ WaitSub;
if (AfterRoutines() == 1) rtrue;
L__M(##Wait, 1, noun);
];
[ WakeSub; L__M(##Wake, 1, noun); ];
[ WakeOtherSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun, ##WakeOther) ~= 0) rfalse;
L__M(##WakeOther, 1, noun);
];
[ WaveSub;
if (parent(noun) ~= player) return L__M(##Wave, 1, noun);
L__M(##Wave, 2 ,noun); ];
[ WaveHandsSub; L__M(##WaveHands, 1, noun); ];
[ YesSub; L__M(##Yes); ];
! ----------------------------------------------------------------------------
! Debugging verbs
! ----------------------------------------------------------------------------
#Ifdef DEBUG;
[ TraceOnSub; parser_trace=1; "[Trace on.]"; ];
[ TraceLevelSub;
parser_trace = noun;
print "[Parser tracing set to level ", parser_trace, ".]^";
];
[ TraceOffSub; parser_trace=0; "Trace off."; ];
[ RoutinesOnSub; debug_flag = debug_flag | 1; "[Message listing on.]"; ];
[ RoutinesOffSub; debug_flag = debug_flag & 14; "[Message listing off.]"; ];
[ ActionsOnSub; debug_flag = debug_flag | 2; "[Action listing on.]"; ];
[ ActionsOffSub; debug_flag = debug_flag & 13; "[Action listing off.]"; ];
[ TimersOnSub; debug_flag = debug_flag | 4; "[Timers listing on.]"; ];
[ TimersOffSub; debug_flag = debug_flag & 11; "[Timers listing off.]"; ];
#Ifdef VN_1610;
[ ChangesOnSub; debug_flag = debug_flag | 8; "[Changes listing on.]"; ];
[ ChangesOffSub; debug_flag = debug_flag & 7; "[Changes listing off.]"; ];
#Ifnot;
[ ChangesOnSub; "[Changes listing available only from Inform 6.2 onwards.]"; ];
[ ChangesOffSub; "[Changes listing available only from Inform 6.2 onwards.]"; ];
#Endif; ! VN_1610
#Ifdef TARGET_ZCODE;
[ PredictableSub i;
i = random(-100);
"[Random number generator now predictable.]";
];
#Ifnot; ! TARGET_GLULX;
[ PredictableSub;
@setrandom 100;
"[Random number generator now predictable.]";
];
#Endif; ! TARGET_;
[ XTestMove obj dest;
if ((obj <= InformLibrary) || (obj == LibraryMessages) || (obj in 1))
"[Can't move ", (name) obj, ": it's a system object.]";
while (dest ~= 0) {
if (dest == obj) "[Can't move ", (name) obj, ": it would contain itself.]";
dest = parent(dest);
}
rfalse;
];
[ XPurloinSub;
if (XTestMove(noun, player)) return;
move noun to player; give noun moved ~concealed;
"[Purloined.]";
];
[ XAbstractSub;
if (XTestMove(noun, second)) return;
move noun to second;
"[Abstracted.]";
];
[ XObj obj f;
if (parent(obj) == 0) print (name) obj; else print (a) obj;
print " (", obj, ") ";
if (f == 1 && parent(obj) ~= 0)
print "(in ", (name) parent(obj), " ", parent(obj), ")";
new_line;
if (child(obj) == 0) rtrue;
if (obj == Class)
WriteListFrom(child(obj), NEWLINE_BIT+INDENT_BIT+ALWAYS_BIT+NOARTICLE_BIT, 1);
else
WriteListFrom(child(obj), NEWLINE_BIT+INDENT_BIT+ALWAYS_BIT+FULLINV_BIT, 1);
];
[ XTreeSub i;
if (noun == 0) {
objectloop (i)
if (i ofclass Object && parent(i) == 0) XObj(i);
}
else XObj(noun,1);
];
[ GotoSub;
if (~~(noun ofclass Object) || (parent(noun)~=0)) "[Not a safe place.]";
PlayerTo(noun);
];
[ GonearSub x;
x = noun;
while (parent(x) ~= 0) x = parent(x);
PlayerTo(x);
];
[ Print_ScL obj; print_ret ++x_scope_count, ": ", (a) obj, " (", obj, ")"; ];
[ ScopeSub;
x_scope_count = 0;
LoopOverScope(Print_ScL, noun);
if (x_scope_count == 0) "Nothing is in scope.";
];
#Ifdef TARGET_GLULX;
[ GlkListSub id val;
id = glk($0020, 0, gg_arguments); ! window_iterate
while (id) {
print "Window ", id, " (", gg_arguments-->0, "): ";
val = glk($0028, id); ! window_get_type
switch (val) {
1: print "pair";
2: print "blank";
3: print "textbuffer";
4: print "textgrid";
5: print "graphics";
default: print "unknown";
}
val = glk($0029, id); ! window_get_parent
if (val) print ", parent is window ", val;
else print ", no parent (root)";
val = glk($002C, id); ! window_get_stream
print ", stream ", val;
val = glk($002E, id); ! window_get_echo_stream
if (val) print ", echo stream ", val;
print "^";
id = glk($0020, id, gg_arguments); ! window_iterate
}
id = glk($0040, 0, gg_arguments); ! stream_iterate
while (id) {
print "Stream ", id, " (", gg_arguments-->0, ")^";
id = glk($0040, id, gg_arguments); ! stream_iterate
}
id = glk($0064, 0, gg_arguments); ! fileref_iterate
while (id) {
print "Fileref ", id, " (", gg_arguments-->0, ")^";
id = glk($0064, id, gg_arguments); ! fileref_iterate
}
val = glk($0004, 8, 0); ! gestalt, Sound
if (val) {
id = glk($00F0, 0, gg_arguments); ! schannel_iterate
while (id) {
print "Soundchannel ", id, " (", gg_arguments-->0, ")^";
id = glk($00F0, id, gg_arguments); ! schannel_iterate
}
}
];
#Endif; ! TARGET_;
#Endif; ! DEBUG
! ----------------------------------------------------------------------------
! Finally: the mechanism for library text (the text is in the language defn)
! ----------------------------------------------------------------------------
[ L__M act n x1 s;
s = sw__var;
sw__var = act;
if (n == 0) n = 1;
L___M(n,x1);
sw__var = s;
];
[ L___M n x1 s;
s = action;
lm_n = n;
lm_o = x1;
action = sw__var;
if (RunRoutines(LibraryMessages, before) ~= 0) { action = s; rfalse; }
if (LibraryExtensions.RunWhile(ext_messages, 0) ~= 0) { action = s; rfalse; }
action = s;
LanguageLM(n, x1);
];
! ==============================================================================