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- ! ==============================================================================
- ! ENGLISH: Language Definition File
- !
- ! Supplied for use with Inform 6 -- Release 6/12 -- Serial number 151220
- !
- ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2015
- !
- ! 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 "parserm".
- ! Strictly, "parserm" includes the file named in the "language__" variable,
- ! whose contents can be defined by+language_name=XXX compiler setting (with a
- ! default of "english").
- !
- ! Define the constant DIALECT_US before including "Parser" to obtain American
- ! English.
- ! ==============================================================================
- System_file;
- #Ifndef LIBRARY_ENGLISH; ! if this file is already included,
- ! don't try to include it again.
- ! ------------------------------------------------------------------------------
- ! Part I. Preliminaries
- ! ------------------------------------------------------------------------------
- Constant EnglishNaturalLanguage; ! Needed to keep old pronouns mechanism
- Class CompassDirection
- with number 0, article "the",
- description [;
- if (location provides compass_look && location.compass_look(self)) rtrue;
- if (self.compass_look()) rtrue;
- L__M(##Look, 7, self);
- ],
- compass_look false,
- parse_name [; return -1; ]
- has scenery;
- Object Compass "compass" has concealed;
- #Ifndef WITHOUT_DIRECTIONS;
- CompassDirection -> n_obj with short_name "north", door_dir n_to,
- name 'n//' 'north';
- CompassDirection -> s_obj with short_name "south", door_dir s_to,
- name 's//' 'south';
- CompassDirection -> e_obj with short_name "east", door_dir e_to,
- name 'e//' 'east';
- CompassDirection -> w_obj with short_name "west", door_dir w_to,
- name 'w//' 'west';
- CompassDirection -> ne_obj with short_name "northeast", door_dir ne_to,
- name 'ne' 'northeast';
- CompassDirection -> nw_obj with short_name "northwest", door_dir nw_to,
- name 'nw' 'northwest';
- CompassDirection -> se_obj with short_name "southeast", door_dir se_to,
- name 'se' 'southeast';
- CompassDirection -> sw_obj with short_name "southwest", door_dir sw_to,
- name 'sw' 'southwest';
- CompassDirection -> u_obj with short_name "up above", door_dir u_to,
- name 'u//' 'up' 'ceiling' 'above' 'sky';
- CompassDirection -> d_obj with short_name "ground", door_dir d_to,
- name 'd//' 'down' 'floor' 'below' 'ground';
- #endif; ! WITHOUT_DIRECTIONS
- CompassDirection -> in_obj with short_name "inside", door_dir in_to;
- CompassDirection -> out_obj with short_name "outside", door_dir out_to;
- ! ------------------------------------------------------------------------------
- ! Part II. Vocabulary
- ! ------------------------------------------------------------------------------
- Constant AGAIN1__WD = 'again';
- Constant AGAIN2__WD = 'g//';
- Constant AGAIN3__WD = 'again';
- Constant OOPS1__WD = 'oops';
- Constant OOPS2__WD = 'o//';
- Constant OOPS3__WD = 'oops';
- Constant UNDO1__WD = 'undo';
- Constant UNDO2__WD = 'undo';
- Constant UNDO3__WD = 'undo';
- Constant ALL1__WD = 'all';
- Constant ALL2__WD = 'each';
- Constant ALL3__WD = 'every';
- Constant ALL4__WD = 'everything';
- Constant ALL5__WD = 'both';
- Constant AND1__WD = 'and';
- Constant AND2__WD = 'and';
- Constant AND3__WD = 'and';
- Constant BUT1__WD = 'but';
- Constant BUT2__WD = 'except';
- Constant BUT3__WD = 'but';
- Constant ME1__WD = 'me';
- Constant ME2__WD = 'myself';
- Constant ME3__WD = 'self';
- Constant OF1__WD = 'of';
- Constant OF2__WD = 'of';
- Constant OF3__WD = 'of';
- Constant OF4__WD = 'of';
- Constant OTHER1__WD = 'another';
- Constant OTHER2__WD = 'other';
- Constant OTHER3__WD = 'other';
- Constant THEN1__WD = 'then';
- Constant THEN2__WD = 'then';
- Constant THEN3__WD = 'then';
- Constant NO1__WD = 'n//';
- Constant NO2__WD = 'no';
- Constant NO3__WD = 'no';
- Constant YES1__WD = 'y//';
- Constant YES2__WD = 'yes';
- Constant YES3__WD = 'yes';
- Constant AMUSING__WD = 'amusing';
- Constant FULLSCORE1__WD = 'fullscore';
- Constant FULLSCORE2__WD = 'full';
- Constant QUIT1__WD = 'q//';
- Constant QUIT2__WD = 'quit';
- Constant RESTART__WD = 'restart';
- Constant RESTORE__WD = 'restore';
- Array LanguagePronouns table
- ! word possible GNAs connected
- ! to follow: to:
- ! a i
- ! s p s p
- ! mfnmfnmfnmfn
- 'it' $$001000111000 NULL
- 'him' $$100000100000 NULL
- 'her' $$010000010000 NULL
- 'them' $$000111000111 NULL;
- Array LanguageDescriptors table
- ! word possible GNAs descriptor connected
- ! to follow: type: to:
- ! a i
- ! s p s p
- ! mfnmfnmfnmfn
- 'my' $$111111111111 POSSESS_PK 0
- 'this' $$111111111111 POSSESS_PK 0
- 'these' $$000111000111 POSSESS_PK 0
- 'that' $$111111111111 POSSESS_PK 1
- 'those' $$000111000111 POSSESS_PK 1
- 'his' $$111111111111 POSSESS_PK 'him'
- 'her' $$111111111111 POSSESS_PK 'her'
- 'their' $$111111111111 POSSESS_PK 'them'
- 'its' $$111111111111 POSSESS_PK 'it'
- 'the' $$111111111111 DEFART_PK NULL
- 'a//' $$111000111000 INDEFART_PK NULL
- 'an' $$111000111000 INDEFART_PK NULL
- 'some' $$000111000111 INDEFART_PK NULL
- 'lit' $$111111111111 light NULL
- 'lighted' $$111111111111 light NULL
- 'unlit' $$111111111111 (-light) NULL;
- Array LanguageNumbers table
- 'one' 1 'two' 2 'three' 3 'four' 4 'five' 5
- 'six' 6 'seven' 7 'eight' 8 'nine' 9 'ten' 10
- 'eleven' 11 'twelve' 12 'thirteen' 13 'fourteen' 14 'fifteen' 15
- 'sixteen' 16 'seventeen' 17 'eighteen' 18 'nineteen' 19 'twenty' 20;
- ! ------------------------------------------------------------------------------
- ! Part III. Translation
- ! ------------------------------------------------------------------------------
- [ LanguageToInformese;
- ];
- ! ------------------------------------------------------------------------------
- ! Part IV. Printing
- ! ------------------------------------------------------------------------------
- Constant LanguageAnimateGender = male;
- Constant LanguageInanimateGender = neuter;
- Constant LanguageContractionForms = 2; ! English has two:
- ! 0 = starting with a consonant
- ! 1 = starting with a vowel
- [ LanguageContraction text;
- if (text->0 == 'a' or 'e' or 'i' or 'o' or 'u'
- or 'A' or 'E' or 'I' or 'O' or 'U') return 1;
- return 0;
- ];
- Array LanguageArticles -->
- ! Contraction form 0: Contraction form 1:
- ! Cdef Def Indef Cdef Def Indef
- "The " "the " "a " "The " "the " "an " ! Articles 0
- "The " "the " "some " "The " "the " "some "; ! Articles 1
- ! a i
- ! s p s p
- ! m f n m f n m f n m f n
- Array LanguageGNAsToArticles --> 0 0 0 1 1 1 0 0 0 1 1 1;
- [ LanguageDirection d;
- switch (d) {
- n_to: print "north";
- s_to: print "south";
- e_to: print "east";
- w_to: print "west";
- ne_to: print "northeast";
- nw_to: print "northwest";
- se_to: print "southeast";
- sw_to: print "southwest";
- u_to: print "up";
- d_to: print "down";
- in_to: print "in";
- out_to: print "out";
- default: return RunTimeError(9,d);
- }
- ];
- [ LanguageNumber n f;
- if (n == 0) { print "zero"; rfalse; }
- if (n < 0) { print "minus "; n = -n; }
- if (n >= 1000) { print (LanguageNumber) n/1000, " thousand"; n = n%1000; f = 1; }
- if (n >= 100) {
- if (f == 1) print ", ";
- print (LanguageNumber) n/100, " hundred"; n = n%100; f = 1;
- }
- if (n == 0) rfalse;
- #Ifdef DIALECT_US;
- if (f == 1) print " ";
- #Ifnot;
- if (f == 1) print " and ";
- #Endif;
- switch (n) {
- 1: print "one";
- 2: print "two";
- 3: print "three";
- 4: print "four";
- 5: print "five";
- 6: print "six";
- 7: print "seven";
- 8: print "eight";
- 9: print "nine";
- 10: print "ten";
- 11: print "eleven";
- 12: print "twelve";
- 13: print "thirteen";
- 14: print "fourteen";
- 15: print "fifteen";
- 16: print "sixteen";
- 17: print "seventeen";
- 18: print "eighteen";
- 19: print "nineteen";
- 20 to 99: switch (n/10) {
- 2: print "twenty";
- 3: print "thirty";
- 4: print "forty";
- 5: print "fifty";
- 6: print "sixty";
- 7: print "seventy";
- 8: print "eighty";
- 9: print "ninety";
- }
- if (n%10 ~= 0) print "-", (LanguageNumber) n%10;
- }
- ];
- [ LanguageTimeOfDay hours mins i;
- i = hours%12;
- if (i == 0) i = 12;
- if (i < 10) print " ";
- print i, ":", mins/10, mins%10;
- if ((hours/12) > 0) print " pm"; else print " am";
- ];
- [ LanguageVerb i;
- switch (i) {
- 'i//','inv','inventory':
- print "take inventory";
- 'l//': print "look";
- 'x//': print "examine";
- 'z//': print "wait";
- default: rfalse;
- }
- rtrue;
- ];
- ! ----------------------------------------------------------------------------
- ! LanguageVerbIsDebugging is called by SearchScope. It should return true
- ! if word w is a debugging verb which needs all objects to be in scope.
- ! ----------------------------------------------------------------------------
- #Ifdef DEBUG;
- [ LanguageVerbIsDebugging w;
- if (w == 'purloin' or 'tree' or 'abstract'
- or 'gonear' or 'scope' or 'showobj')
- rtrue;
- rfalse;
- ];
- #Endif;
- ! ----------------------------------------------------------------------------
- ! LanguageVerbLikesAdverb is called by PrintCommand when printing an UPTO_PE
- ! error or an inference message. Words which are intransitive verbs, i.e.,
- ! which require a direction name as an adverb ('walk west'), not a noun
- ! ('I only understood you as far as wanting to touch /the/ ground'), should
- ! cause the routine to return true.
- ! ----------------------------------------------------------------------------
- [ LanguageVerbLikesAdverb w;
- if (w == 'look' or 'go' or 'push' or 'walk')
- rtrue;
- rfalse;
- ];
- ! ----------------------------------------------------------------------------
- ! LanguageVerbMayBeName is called by NounDomain when dealing with the
- ! player's reply to a "Which do you mean, the short stick or the long
- ! stick?" prompt from the parser. If the reply is another verb (for example,
- ! LOOK) then then previous ambiguous command is discarded /unless/
- ! it is one of these words which could be both a verb /and/ an
- ! adjective in a 'name' property.
- ! ----------------------------------------------------------------------------
- [ LanguageVerbMayBeName w;
- if (w == 'long' or 'short' or 'normal'
- or 'brief' or 'full' or 'verbose')
- rtrue;
- rfalse;
- ];
- Constant NKEY__TX = "N = next subject";
- Constant PKEY__TX = "P = previous";
- Constant QKEY1__TX = " Q = resume game";
- Constant QKEY2__TX = "Q = previous menu";
- Constant RKEY__TX = "RETURN = read subject";
- Constant NKEY1__KY = 'N';
- Constant NKEY2__KY = 'n';
- Constant PKEY1__KY = 'P';
- Constant PKEY2__KY = 'p';
- Constant QKEY1__KY = 'Q';
- Constant QKEY2__KY = 'q';
- Constant SCORE__TX = "Score: ";
- Constant MOVES__TX = "Moves: ";
- Constant TIME__TX = "Time: ";
- Constant CANTGO__TX = "You can't go that way.";
- Constant FORMER__TX = "your former self";
- Constant MYFORMER__TX = "my former self";
- Constant YOURSELF__TX = "yourself";
- Constant MYSELF__TX = "myself";
- Constant YOU__TX = "You";
- Constant DARKNESS__TX = "Darkness";
- Constant THOSET__TX = "those things";
- Constant THAT__TX = "that";
- Constant OR__TX = " or ";
- Constant NOTHING__TX = "nothing";
- Constant IS__TX = " is";
- Constant ARE__TX = " are";
- Constant IS2__TX = "is ";
- Constant ARE2__TX = "are ";
- Constant WAS__TX = " was";
- Constant WERE__TX = " were";
- Constant WAS2__TX = "was ";
- Constant WERE2__TX = "were ";
- Constant AND__TX = " and ";
- Constant WHOM__TX = "whom ";
- Constant WHICH__TX = "which ";
- Constant COMMA__TX = ", ";
- Constant COLON__TX = ": ";
- ! ----------------------------------------------------------------------------
- ! FYI on nominative pronouns versus accusative pronouns...
- ! Consider the sentence "She hit him.".
- ! "She" is in the nominative case. It appears at the beginning of a sentence.
- ! "him" is in the accusative case. It won't appear at the beginning.
- ! ----------------------------------------------------------------------------
- ! Accusative
- [ ThatOrThose obj;
- if (obj == player) {
- if (player provides narrative_voice) {
- if (player.narrative_voice == 1) { print "me"; return; }
- if (player.narrative_voice == 3) { CDefart(player); return; }
- }
- print "you";
- return;
- }
- if (obj has pluralname) { print "those"; return; }
- if (obj has female) { print "her"; return; }
- if (obj has male or animate)
- if (obj hasnt neuter) { print "him"; return; }
- print "that";
- ];
- ! Accusative
- [ ItOrThem obj;
- if (obj == player) {
- if (player provides narrative_voice) {
- if (player.narrative_voice == 1) { print "myself"; return; }
- if (player.narrative_voice == 3) { CDefart(player); return; }
- }
- print "yourself";
- return;
- }
- if (obj has pluralname) { print "them"; return; }
- if (obj has female) { print "her"; return; }
- if (obj has male or animate)
- if (obj hasnt neuter) { print "him"; return; }
- print "it";
- ];
- ! Nominative
- [ CThatOrThose obj;
- if (obj == player) {
- if (player provides narrative_voice) {
- if (player.narrative_voice == 1) { print "I"; return; }
- if (player.narrative_voice == 3) { CDefart(player); return; }
- }
- print "You";
- return;
- }
- if (obj has pluralname) { print "Those"; return; }
- if (obj has female) { print "She"; return; }
- if (obj has male or animate) {
- if (obj hasnt neuter) { print "He"; return; }
- }
- print "That";
- ];
- ! Nominative
- [ CTheyreorThats obj;
- if (obj == player) {
- if (player provides narrative_voice) {
- if (player.narrative_voice == 1) { print "I'm"; return; }
- if (player.narrative_voice == 3) { CDefart(player); print "'s"; return; }
- }
- print "You're";
- return;
- }
- if (obj has pluralname) { print "They're"; return; }
- if (obj has female) { print "She's"; return; }
- if (obj has male or animate) {
- if (obj hasnt neuter) { print "He's"; return; }
- }
- print "That's";
- ];
- [ IsOrAre obj;
- if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- if (obj has pluralname || obj == player) print "were"; else print "was";
- return;
- }
- if (obj has pluralname || obj == player) print "are"; else print "is";
- return;
- ];
- [ nop x; x = x; ]; ! print rule to absorb unwanted return value
- [ SubjectNotPlayer obj reportage v2 v3 past;
- if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- v2 = past;
- v3 = past;
- }
- if (reportage && actor ~= player) {
- L__M(##Miscellany, 60, actor);
- if (obj == actor) {
- print (theActor) obj, " ", (string) v3;
- return;
- }
- else
- if (obj has pluralname) {
- print (the) obj, " ", (string) v2;
- return;
- }
- else {print (the) obj, " ", (string) v3; return;}
- }
- else
- if (obj has pluralname) { print (The) obj, " ", (string) v2; return;}
- else { print (The) obj, " ", (string) v3; return;}
- ];
- [ CSubjectVoice obj v1 v2 v3 past;
- if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- v1 = past;
- v2 = past;
- v3 = past;
- } else {
- if (v2 == 0) v2 = v1;
- if (v3 == 0) v3 = v1;
- }
- if (obj ~= player) { print (string) v3; return; }
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: print (string) v1; return;
- 2: ! Do nothing.
- 3: print (string) v3; return;
- default: RunTimeError(16, player.narrative_voice);
- }
- print (string) v2; return;
- ];
- [ CSubjectVerb obj reportage nocaps v1 v2 v3 past;
- if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- v1 = past;
- v2 = past;
- v3 = past;
- } else {
- if (v2 == 0) v2 = v1;
- if (v3 == 0) v3 = v1;
- }
- if (obj == player) {
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: print "I ", (string) v1; return;
- 2: ! Do nothing.
- 3: CDefart(player);
- print " ", (string) v3; return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (nocaps) { print "you ", (string) v2; return; }
- print "You ", (string) v2; return;
- }
- SubjectNotPlayer(obj, reportage, v2, v3);
- ];
- [ CSubjectIs obj reportage nocaps;
- if (obj == player) {
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: Tense("I'm", "I was"); return;
- 2: ! Do nothing.
- 3: CDefart(player);
- Tense(" is", " was"); return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (nocaps) Tense("you're", "you were");
- else Tense("You're", "You were");
- return;
- }
- SubjectNotPlayer(obj, reportage, "are", "is", "was");
- ];
- [ CSubjectIsnt obj reportage nocaps;
- if (obj == player) {
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: Tense("I'm not", "I wasn't"); return;
- 2: ! Do nothing.
- 3: CDefart(player);
- Tense(" isn't", " wasn't"); return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (nocaps) Tense("you aren't", "you weren't");
- else Tense("You aren't", "You weren't");
- return;
- }
- SubjectNotPlayer(obj, reportage, "aren't", "isn't", "wasn't");
- ];
- [ CSubjectHas obj reportage nocaps;
- if (obj == player) {
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: Tense("I've", "I had"); return;
- 2: ! Do nothing.
- 3: CDefart(player);
- Tense(" has", " had"); return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (nocaps) Tense("you've", "you'd");
- else Tense("You've", "You'd");
- return;
- }
- SubjectNotPlayer(obj, reportage, "have", "has", "had");
- ];
- [ CSubjectWill obj reportage nocaps;
- if (obj == player) {
- if (player provides narrative_voice) switch (player.narrative_voice) {
- 1: Tense("I'll", "I would've"); return;
- 2: ! Do nothing.
- 3: CDefart(player);
- Tense(" will", " would've"); return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (nocaps) Tense("you'll", "you'd");
- else Tense("You'll", "You'd");
- return;
- }
- SubjectNotPlayer(obj, reportage, "will", "will", "would");
- ];
- [ CSubjectCan obj reportage nocaps;
- CSubjectVerb(obj, reportage, nocaps, "can", 0, "can", "could");
- ];
- [ CSubjectCant obj reportage nocaps;
- CSubjectVerb(obj, reportage, nocaps, "can't", 0, "can't", "couldn't");
- ];
- [ CSubjectDont obj reportage nocaps;
- CSubjectVerb(obj, reportage, nocaps, "don't", 0, "doesn't", "didn't");
- ];
- [ OnesSelf obj;
- if (obj == player) {
- if (player provides narrative_voice) switch(player.narrative_voice) {
- 1: print (string) MYSELF__TX; return;
- 2: ! Do nothing.
- 3: if (obj has female) {print "herself"; return;}
- print "himself"; return;
- default: RunTimeError(16, player.narrative_voice);
- }
- print "yourself"; return;
- }
- if (obj has male) { print "himself"; return; }
- if (obj has female) {print "herself"; return; }
- print "itself"; return;
- ];
- [ Possessive obj caps;
- if (obj == player) {
- if (player provides narrative_voice) switch(player.narrative_voice) {
- 1: if (caps) print "M"; else print "m"; print "y"; return;
- 2: ! Do nothing.
- 3: CDefart(player);
- print "'s"; return;
- default: RunTimeError(16, player.narrative_voice);
- }
- if (caps) print "Y"; else print "y";
- print "our"; return;
- }
- if (caps) print "H"; else print "h";
- if (obj has male) { print "is"; return; }
- if (obj has female) { print "er"; return; }
- if (caps) print "I"; else { print "i"; print "ts"; return; }
- ];
- [ PossessiveCaps obj;
- Possessive(obj, true);
- ];
- [ theActor obj;
- if (obj == player) {
- if (obj provides narrative_voice) {
- switch (obj.narrative_voice) {
- 1: print "I"; return;
- 2: ! Do nothing.
- 3: if (obj has neuter) { print "it"; return; }
- if (obj has female) { print "she"; return; }
- print "he"; return;
- default: RunTimeError(16, player.narrative_voice);
- }
- }
- print "you"; return;
- }
- if (obj has pluralname) { print "they"; return; }
- if (obj has female) { print "she"; return; }
- if (obj has male or animate)
- if (obj hasnt neuter) { print "he"; return; }
- print "that";
- ];
- [ SupportObj obj s1 s2;
- if (obj has supporter) print (string) s1;
- else print (string) s2;
- ];
- [ PluralObj obj s1 s2 past;
- if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- print (string) past;
- return;
- }
- if (obj has pluralname) print (string) s1;
- else print (string) s2;
- ];
- ! ----------------------------------------------------------------------------
- ! Tense is a little helper function to present the correct tense of a
- ! verb. The first parameter is the verb in present tense. The second
- ! parameter is the verb in past tense. If the second parameter is
- ! omitted, then nothing will be printed if the appropriate tense is past.
- ! ----------------------------------------------------------------------------
- [ Tense present past;
- if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
- if (past == false) return;
- print (string) past;
- }
- else
- print (string) present;
- ];
- [ DecideAgainst;
- CSubjectVerb(actor, false, false, "decide",0,"decides","decided");
- print " that";
- Tense("'s not", " wasn't");
- " such a good idea.";
- ];
- #Ifdef TARGET_ZCODE;
- [ LowerCase c; ! for ZSCII matching ISO 8859-1
- switch (c) {
- 'A' to 'Z': c = c + 32;
- 202, 204, 212, 214, 221: c--;
- 217, 218: c = c - 2;
- 158 to 160, 167, 168, 208 to 210: c = c - 3;
- 186 to 190, 196 to 200: c = c - 5 ;
- 175 to 180: c = c - 6;
- }
- return c;
- ];
- [ UpperCase c; ! for ZSCII matching ISO 8859-1
- switch (c) {
- 'a' to 'z': c = c - 32;
- 201, 203, 211, 213, 220: c++;
- 215, 216: c = c + 2;
- 155 to 157, 164, 165, 205 to 207: c = c + 3;
- 181 to 185, 191 to 195: c = c + 5 ;
- 169 to 174: c = c + 6;
- }
- return c;
- ];
- #Ifnot; ! TARGET_GLULX
- [ LowerCase c; return glk($00A0, c); ];
- [ UpperCase c; return glk($00A1, c); ];
- #Endif; ! TARGET_
- [ LanguageLM n x1 x2;
- Answer,Ask:
- print "There ";
- Tense("is", "was");
- " no reply.";
- ! Ask: see Answer
- Attack: print "Violence ";
- Tense("isn't", "wasn't");
- " the answer to this one.";
- Blow: CSubjectCant(actor,true);
- " usefully blow ", (thatorthose) x1, ".";
- Burn: switch (n) {
- 1: print "This dangerous act would ";
- Tense("achieve", "have achieved");
- " little.";
- 2: DecideAgainst();
- }
- Buy: print "Nothing ";
- Tense("is", "was");
- " on sale.";
- Climb: switch (n) {
- 1: print "Climbing ", (ThatOrThose) x1, " would ";
- Tense("achieve", "have achieved");
- " little.";
- 2: DecideAgainst();
- }
- Close: switch (n) {
- 1: CSubjectIs(x1,true);
- print " not something ", (theActor) actor;
- Tense(" can close", " could have closed");
- ".";
- 2: CSubjectIs(x1,true); " already closed.";
- 3: CSubjectVerb(actor,false,false,"close",0,"closes","closed");
- " ", (the) x1, ".";
- 4: "(first closing ", (the) x1, ")";
- }
- CommandsOff: switch (n) {
- 1: "[Command recording off.]";
- #Ifdef TARGET_GLULX;
- 2: "[Command recording already off.]";
- #Endif; ! TARGET_
- }
- CommandsOn: switch (n) {
- 1: "[Command recording on.]";
- #Ifdef TARGET_GLULX;
- 2: "[Commands are currently replaying.]";
- 3: "[Command recording already on.]";
- 4: "[Command recording failed.]";
- #Endif; ! TARGET_
- }
- CommandsRead: switch (n) {
- 1: "[Replaying commands.]";
- #Ifdef TARGET_GLULX;
- 2: "[Commands are already replaying.]";
- 3: "[Command replay failed. Command recording is on.]";
- 4: "[Command replay failed.]";
- 5: "[Command replay complete.]";
- #Endif; ! TARGET_
- }
- Consult: CSubjectVerb(actor,true,false,"discover",0,"discovers","discovered");
- print " nothing of interest in ";
- if (x1 == player) { OnesSelf(x1); ".";}
- else print_ret (the) x1, ".";
- Cut: switch (n) {
- 1: print "Cutting ", (ThatOrThose) x1, " up would ";
- Tense("achieve", "have achieved");
- " little.";
- 2: DecideAgainst();
- }
- Dig: print "Digging would ";
- Tense("achieve", "have achieved");
- " nothing here.";
- Disrobe: switch (n) {
- 1: CSubjectIsnt(actor,true); " wearing ", (ThatOrThose) x1, ".";
- 2: CSubjectVerb(actor,false,false,"take off",0,"takes off", "took off");
- " ", (the) x1, ".";
- }
- Drink: print "There";
- Tense("'s", " was");
- " nothing suitable to drink here.";
- Drop: switch (n) {
- 1: CSubjectIs(x1,true); " already here.";
- 2: print "Perhaps ", (theActor) actor, " should ";
- Tense("take", "have taken");
- print " ", (the) x1;
- if (parent(x1) has supporter) print " off ";
- else print " out of ";
- print_ret (the) parent(x1), " first.";
- 3: "(first taking ", (the) x1, " off)";
- 4: "Dropped.";
- }
- Eat: switch (n) {
- 1: CSubjectIs(x1,true); " plainly inedible.";
- 2: CSubjectVerb(actor,false,false,"eat",0,"eats", "ate"); print " ", (the) x1;
- if (actor == player) ". Not bad."; else ".";
- }
- EmptyT: switch (n) {
- 1: CSubjectCant(x1,true); " contain things.";
- 2: CSubjectIs(x1,true); " closed.";
- 3: CSubjectIs(x1,true); " empty already.";
- 4: print "That would ";
- Tense("empty", "emptied");
- " anything.";
- }
- Enter: switch (n) {
- 1: print "But "; CSubjectIs(actor,true,true);
- " already ", (nop) SupportObj(x1,"on ","in "), (the) x1, ".";
- 2: CSubjectIs(x1,true);
- print " not something ", (theActor) actor;
- Tense(" can ", " could ");
- switch (x2) {
- 'stand': "stand on.";
- 'sit': "sit down on.";
- 'lie': "lie down on.";
- default: "enter.";
- }
- 3: CSubjectCant(actor,true);
- " get into the closed ", (name) x1, ".";
- 4: CSubjectCan(actor,true);
- " only get into something free-standing.";
- 5: CSubjectVerb(actor,false,false,"get",0,"gets","got");
- SupportObj(x1," onto"," into"); " ", (the) x1, ".";
- 6: "(getting ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, ")";
- 7: if (x1 has supporter) "(getting onto ", (the) x1, ")";
- if (x1 has container) "(getting into ", (the) x1, ")";
- "(entering ", (the) x1, ")";
- }
- Examine: switch (n) {
- 1: "Darkness, noun. An absence of light to see by.";
- 2: CSubjectVerb(actor,true,false,"see",0,"sees","saw");
- " nothing special about ", (the) x1, ".";
- 3: CSubjectIs(x1,true);
- Tense(" currently");
- print " switched ";
- if (x1 has on) "on."; else "off.";
- }
- Exit: switch (n) {
- 1: print "But ";
- CSubjectIsnt(actor,true,true);
- " in anything at the moment.";
- 2: CSubjectCant(actor,false);
- " get out of the closed ", (name) x1, ".";
- 3: CSubjectVerb(actor,false,false,"get",0,"gets", "got");
- print " ";
- SupportObj(x1,"off","out of"); " ", (the) x1, ".";
- 4: CSubjectIsnt(actor,true);
- print " ";
- SupportObj(x1,"on","in"); " ", (the) x1, ".";
- 5: "(first getting ", (nop) SupportObj(x1,"off","out of"),
- " ", (the) x1, ")";
- 6: CSubjectVerb(actor,false,false,"stand",0,"stands","stood"); " up.";
- }
- Fill: switch (n) {
- 1: print "There ";
- Tense("isn't", "wasn't");
- " anything obvious with which to fill ", (the) x1, ".";
- 2: print "Filling ", (the) x1, " from ", (the) x2;
- Tense(" doesn't", " didn't");
- " make sense.";
- }
- FullScore: switch (n) {
- 1: if (deadflag) print "The score was "; else print "The score is ";
- "made up as follows:^";
- 2: "finding sundry items";
- 3: "visiting various places";
- 4: print "total (out of ", MAX_SCORE; ")";
- }
- GetOff: print "But ";
- CSubjectIsnt(actor,true,false); " on ", (the) x1, " at the moment.";
- Give: switch (n) {
- 1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
- 2: CSubjectVerb(actor,false,false,"juggle",0,"juggles","juggled");
- " ", (the) x1, " for a while, but don't achieve much.";
- 3: CSubjectDont(x1,true); " seem interested.";
- 4: CSubjectVerb(actor,false,false,"hand over",0,"hands over","handed over");
- " ", (the) x1, ".";
- }
- Go: switch (n) {
- 1: CSubjectWill(actor,true);
- Tense(" have", " had");
- " to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
- 2: CSubjectCant(actor,true); " go that way.";
- 3: CSubjectIs (actor,true); " unable to climb ", (the) x1, ".";
- 4: CSubjectIs (actor,true); " unable to descend by ", (the) x1, ".";
- 5: CSubjectCant(actor,true); " since ", (the) x1, " ", (IsOrAre) x1, " in the way.";
- 6: CSubjectCant(actor,true); " since ", (the) x1, " ", (nop) PluralObj(x1,"lead","leads","led"), " nowhere.";
- 7: CSubjectVerb(actor,false,false,"depart",0,"departs","departed"); ".";
- }
- Insert: switch (n) {
- 1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
- print " to be holding ", (the) x1, " before ", (theActor) actor;
- Tense(" can", " could");
- " put ", (ItOrThem) x1, " into something else.";
- 2: CSubjectCant(x1,true); " contain things.";
- 3: CSubjectIs (x1,true); " closed.";
- 4: CSubjectWill(actor,true);
- Tense(" need", " needed");
- " to take ", (ItOrThem) x1, " off first.";
- 5: CSubjectCant(actor,true); " put something inside itself.";
- 6: "(first taking ", (ItOrThem) x1, " off)";
- 7: print "There ";
- Tense(" is", " was");
- " no more room in ", (the) x1, ".";
- 8: "Done.";
- 9: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " into ", (the) x2, ".";
- }
- Inv: switch (n) {
- 1: CSubjectIs (actor,false); " carrying nothing.";
- 2: CSubjectIs (actor,false); print " carrying";
- 3: ":";
- 4: ".";
- }
- Jump: CSubjectVerb(actor,false,false,"jump",0,"jumps","jumped"); " on the spot, fruitlessly.";
- JumpIn:
- print "Jumping in ", (the) x1, " ";
- Tense("would achieve", "would have achieved");
- " nothing here.";
- JumpOn:
- print "Jumping upon ", (the) x1, " ";
- Tense("would achieve", "would have achieved");
- " nothing here.";
- JumpOver: switch (n) {
- 1: CSubjectVerb(actor,true,false,"achieve",0,"achieve","achieved"); " nothing by this.";
- 2: DecideAgainst();
- }
- Kiss: "Keep your mind on the game.";
- Listen: CSubjectVerb(actor,true,false,"hear",0,"hears","heard"); " nothing unexpected.";
- ListMiscellany: switch (n) {
- 1: print " (providing light)";
- 2: print " (which ", (IsOrAre) x1, " closed)";
- 3: print " (closed and providing light)";
- 4: print " (which ", (IsOrAre) x1, " empty)";
- 5: print " (empty and providing light)";
- 6: print " (which ", (IsOrAre) x1, " closed and empty)";
- 7: print " (closed, empty and providing light)";
- 8: print " (providing light and being worn";
- 9: print " (providing light";
- 10: print " (being worn";
- 11: print " (which ", (IsOrAre) x1, " ";
- 12: print "open";
- 13: print "open but empty";
- 14: print "closed";
- 15: print "closed and locked";
- 16: print " and empty";
- 17: print " (which ", (IsOrAre) x1, " empty)";
- 18: print " containing ";
- 19: print " (on ";
- 20: print ", on top of ";
- 21: print " (in ";
- 22: print ", inside ";
- }
- LMode1: print " is now in its ";
- if (initial_lookmode == 1) print "normal ";
- "~brief~ printing mode, which gives long descriptions
- of places never before visited and short descriptions otherwise.";
- LMode2: print " is now in its ";
- if (initial_lookmode ~= 1 or 3) print "normal ";
- "~verbose~ mode, which always gives long descriptions
- of locations (even if you've been there before).";
- LMode3: print " is now in its ";
- if (initial_lookmode == 3) print "normal ";
- "~superbrief~ mode, which always gives short descriptions
- of locations (even if you haven't been there before).";
- Lock: switch (n) {
- 1: CSubjectDont(x1,true);
- print " seem to be something ", (theActor) actor;
- Tense(" can", " could");
- " lock.";
- 2: CSubjectIs (x1,true); " locked at the moment.";
- 3: CSubjectWill(actor,true); " first have to close ", (the) x1, ".";
- 4: CSubjectDont(x1,true); " seem to fit the lock.";
- 5: CSubjectVerb(actor,false,false,"lock",0,"locks","locked"); " ", (the) x1, ".";
- }
- Look: switch (n) {
- 1: print " (on ", (the) x1, ")";
- 2: print " (in ", (the) x1, ")";
- 3: print " (as ", (object) x1, ")";
- 4: print "^On ", (the) x1;
- WriteListFrom(child(x1),
- ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
- ".";
- 5,6:
- if (x1 ~= location) {
- if (x1 has supporter) print "^On "; else print "^In ";
- print (the) x1, " ", (theActor) actor, " ";
- Tense("can", "could");
- }
- else { new_line; CSubjectCan(actor,false); }
- if (n == 5) print " also";
- print " see ";
- WriteListFrom(child(x1),
- ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
- if (x1 ~= location) "."; else " here.";
- 7: CSubjectVerb(actor,true,false,"see",0,"sees", "saw"); " nothing unexpected in that direction.";
- }
- LookUnder: switch (n) {
- 1: print "But it";
- Tense("'s", " was");
- " dark.";
- 2: CSubjectVerb(actor,true,false,"find",0,"finds", "found"); " nothing of interest.";
- }
- Mild: "Quite.";
- Miscellany: switch (n) {
- 1: "(considering the first sixteen objects only)^";
- 2: "Nothing to do!";
- 3: print " "; CSubjectVerb(player, false, false, "died", "have died", "has died");
- print " ";
- 4: print " "; CSubjectVerb(player, false, false, "won", "have won", "has won");
- print " ";
- 5: print "^Would you like to RESTART, RESTORE a saved game";
- #Ifdef DEATH_MENTION_UNDO;
- print ", UNDO your last move";
- #Endif;
- if (TASKS_PROVIDED == 0) print ", give the FULL score for that game";
- if (deadflag == 2 && AMUSING_PROVIDED == 0)
- print ", see some suggestions for AMUSING things to do";
- SerialComma(3); print " or QUIT?";
- 6: "[Your interpreter does not provide ~undo~. Sorry!]";
- #Ifdef TARGET_ZCODE;
- 7: "~Undo~ failed. [Not all interpreters provide it.]";
- #Ifnot; ! TARGET_GLULX
- 7: "[You cannot ~undo~ any further.]";
- #Endif; ! TARGET_
- 8: "Please give one of the answers above.";
- 9: print "^It ";
- Tense("is now", "was");
- print " pitch dark in ";
- Tense("here", "there");
- "!";
- 10: "I beg your pardon?";
- 11: "[You can't ~undo~ what hasn't been done!]";
- 12: "[Can't ~undo~ twice in succession. Sorry!]";
- 13: "[Previous turn undone.]";
- 14: "Sorry, that can't be corrected.";
- 15: "Think nothing of it.";
- 16: "~Oops~ can only correct a single word.";
- 17: print "It ";
- Tense("is", "was");
- print " pitch dark, and ", (theActor) actor;
- Tense(" can't", " couldn't");
- " see a thing.";
- 18: print "yourself";
- 19: "As good-looking as ever.";
- 20: "To repeat a command like ~frog, jump~, just say ~again~, not ~frog, again~.";
- 21: CSubjectCan(actor,true); " hardly repeat that.";
- 22: CSubjectCant(actor, true); " begin with a comma.";
- 23: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
- print " to want to talk to someone, but I ";
- Tense("can't", "couldn't"); " see whom.";
- 24: CSubjectCant(actor, true); " talk to ", (the) x1, ".";
- 25: "To talk to someone, try ~someone, hello~ or some such.";
- 26: "(first taking ", (the) x1, ")";
- 27: "I didn't understand that sentence.";
- 28: print "I only understood you as far as wanting to ";
- 29: "I didn't understand that number.";
- 30: CSubjectCant(actor,true); " see any such thing.";
- 31: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
- " to have said too little!";
- 32: CSubjectIsnt(actor); " holding that!";
- 33: "You can't use multiple objects with that verb.";
- 34: "You can only use multiple objects once on a line.";
- 35: "I'm not sure what ~", (address) x1, "~ refers to.";
- 36: "You excepted something not included anyway!";
- 37: CSubjectCan(actor,true); " only do that to something animate.";
- #Ifdef DIALECT_US;
- 38: "That's not a verb I recognize.";
- #Ifnot;
- 38: "That's not a verb I recognise.";
- #Endif;
- 39: "That's not something you need to refer to in the course of this game.";
- 40: CSubjectCant(actor,true); " see ~", (address) x1, "~ (", (the) x2, ") at the moment.";
- 41: "I didn't understand the way that finished.";
- 42: if (x1 == 0) print "None"; else print "Only ", (number) x1;
- print " of those ";
- if (x1 == 1) print "is"; else print "are";
- " available.";
- 43: "Nothing to do!";
- 44: print "There ";
- Tense("is", "was");
- " nothing to ", (address) x1, ".";
- 45: print "Who do you mean, ";
- 46: print "Which do you mean, ";
- 47: "Sorry, you can only have one item here. Which exactly?";
- 48: print "Whom do you want";
- if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
- print " to "; PrintCommand(); "?";
- 49: print "What ";
- CSubjectVoice(player, "do", "do", "does", "did");
- print " ";
- CSubjectVerb(player, false, true, "want", "want", "want", "want");
- if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
- print " to "; PrintCommand(); "?";
- 50: print "The score has just gone ";
- if (x1 > 0) print "up"; else { x1 = -x1; print "down"; }
- print " by ", (number) x1, " point";
- if (x1 > 1) print "s";
- 51: "(Since something dramatic has happened, your list of commands has been cut short.)";
- 52: "^Type a number from 1 to ", x1, ", 0 to redisplay or press ENTER.";
- 53: "^[Please press SPACE.]";
- 54: "[Comment recorded.]";
- 55: "[Comment NOT recorded.]";
- 56: ".";
- 57: "?";
- 58: "(first taking ", (the) x1, " ", (nop) SupportObj(x2,"off","out of"), " ", (the) x2, ")";
- 59: "You'll have to be more specific.";
- 60: print (The) x1, " observes that ";
- }
- No,Yes: "That was a rhetorical question.";
- NotifyOff:
- "Score notification off.";
- NotifyOn: "Score notification on.";
- Objects: switch (n) {
- 1: "Objects ", (nop) CSubjectVerb(actor, false, true, "have", "have", "has"), " handled:^";
- 2: "None.";
- 3: print " (worn)";
- 4: print " (held)";
- 5: print " (given away)";
- 6: print " (in ", (name) x1, ")";
- 7: print " (in ", (the) x1, ")";
- 8: print " (inside ", (the) x1, ")";
- 9: print " (on ", (the) x1, ")";
- 10: print " (lost)";
- }
- Open: switch (n) {
- 1: CSubjectIs (x1,true);
- print " not something ", (theActor) actor;
- Tense(" can open", " could have opened");
- ".";
- 2: CSubjectVerb(x1,true,false,"seem",0,"seems","seemed"); " to be locked.";
- 3: CSubjectIs (x1,true); " already open.";
- 4: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); print " ", (the) x1;
- Tense(", revealing ", " and revealed ");
- if (WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT) == 0) "nothing.";
- ".";
- 5: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); " ", (the) x1, ".";
- 6: "(first opening ", (the) x1, ")";
- }
- Order: CSubjectHas(x1,false); " better things to do.";
- Places: switch (n) {
- 1: print "You have visited: ";
- 2: ".^";
- }
- Pray: print "Nothing practical ";
- Tense("results", "resulted");
- " from ", (Possessive) actor, " prayer.";
- Prompt: print "^>";
- Pronouns: switch (n) {
- 1: print "At the moment, ";
- 2: print "means ";
- 3: print "is unset";
- 4: "no pronouns are known to the game.";
- 5: ".";
- }
- Pull,Push,Turn: switch (n) {
- 1: if (player provides narrative_voice && player.narrative_voice == 3) {
- print_ret (The) player, " ", (nop) Tense("isn't", "wasn't"),
- " likely to help matters by punishing ",
- (OnesSelf) player, " that way.";
- } else {
- "Punishing ", (OnesSelf) player, " that way ",
- (nop) Tense("isn't", "wasn't"), " likely to help matters.";
- }
- 2: CSubjectIs (x1,true); " fixed in place.";
- 3: CSubjectIs (actor,true); " unable to.";
- 4: print "Nothing obvious ";
- Tense("happens", "happened");
- ".";
- 5: print "That would ";
- Tense("be", "have been");
- " less than courteous.";
- 6: DecideAgainst();
- }
- ! Push: see Pull
- PushDir: switch (n) {
- 1: print "That really ";
- Tense("wouldn't", "didn't");
- " serve any purpose.";
- 2: print "That's ";
- Tense("not", "wasn't");
- " a direction.";
- 3: print "Not that way ", (theActor) actor;
- Tense(" can't", "couldn't");
- ".";
- }
- PutOn: switch (n) {
- 1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
- print " to be holding ", (the) x1, " before ", (theActor) actor;
- Tense(" can", " could");
- " put ", (ItOrThem) x1, " on top of something else.";
- 2: CSubjectCant(actor,true,true); " put something on top of itself.";
- 3: print "Putting things on ", (the) x1, " would";
- Tense(" achieve", "'ve achieved");
- " nothing.";
- 4: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked"); " the dexterity.";
- 5: "(first taking ", (ItOrThem) x1, " off)";
- 6: print "There ";
- Tense("is", "was");
- " no more room on ", (the) x1, ".";
- 7: "Done.";
- 8: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " on ", (the) x2, ".";
- }
- Quit: switch (n) {
- 1: print "Please answer yes or no.";
- 2: print "Are you sure you want to quit? ";
- }
- Remove: switch (n) {
- 1: CSubjectIs (x1,true); " unfortunately closed.";
- 2: print "But ";
- CSubjectIsnt(x1,true); " there now.";
- 3: "Removed.";
- }
- Restart: switch (n) {
- 1: print "Are you sure you want to restart? ";
- 2: "Failed.";
- }
- Restore: switch (n) {
- 1: "Restore failed.";
- 2: "Ok.";
- }
- Rub: switch (n) {
- 1: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved");
- " nothing by this.";
- 2: DecideAgainst();
- }
- Save: switch (n) {
- 1: "Save failed.";
- 2: "Ok.";
- }
- Score: switch (n) {
- 1: if (deadflag) print "In that game you scored "; else print "You have so far scored ";
- print score, " out of a possible ", MAX_SCORE, ", in ", turns, " turn";
- if (turns ~= 1) print "s";
- return;
- 2: "There is no score in this story.";
- }
- ScriptOff: switch (n) {
- 1: "Transcripting is already off.";
- 2: "^End of transcript.";
- 3: "Attempt to end transcript failed.";
- }
- ScriptOn: switch (n) {
- 1: "Transcripting is already on.";
- 2: "Start of a transcript of";
- 3: "Attempt to begin transcript failed.";
- }
- Search: switch (n) {
- 1: print "But it";
- Tense("'s", " was");
- " dark.";
- 2: print "There ";
- Tense("is", "was");
- " nothing on ", (the) x1, ".";
- 3: print "On ", (the) x1;
- WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
- ".";
- 4: CSubjectVerb(actor,true,false,"find",0,"finds","found"); " nothing of interest.";
- 5: CSubjectCant(actor,true); " see inside, since ", (the) x1, " ", (IsOrAre) x1, " closed.";
- 6: "", (The) x1, " ", (IsOrAre) x1, " empty.";
- 7: print "In ", (the) x1;
- WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
- ".";
- }
- ! Preceding "No," unable to be used for Set and SetTo
- Set: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, ".";
- SetTo: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, " to anything.";
- Show: switch (n) {
- 1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
- 2: CSubjectIs (x1,true); " unimpressed.";
- }
- Sing: print (PossessiveCaps) actor, " singing ";
- Tense("is", "was");
- " abominable.";
- Sleep: CSubjectIsnt(actor,true); " feeling especially drowsy.";
- Smell: switch (n) {
- 1: CSubjectVerb(actor,true,false,"smell",0,"smells","smelled"); " nothing unexpected.";
- 2: DecideAgainst();
- }
- #Ifdef DIALECT_US;
- Sorry: "Oh, don't apologize.";
- #Ifnot;
- Sorry: "Oh, don't apologise.";
- #Endif;
- Squeeze: switch (n) {
- 1: DecideAgainst();
- 2: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved"); " nothing by this.";
- }
- Strong: "Real adventurers do not use such language.";
- Swim: print "There";
- Tense("'s not", " wasn't");
- " enough water to swim in.";
- Swing: print "There";
- Tense("'s", " was");
- " nothing sensible to swing here.";
- SwitchOff: switch (n) {
- 1: CSubjectIs (x1,true);
- print " not something ", (theActor) actor, " ";
- Tense("can", "could");
- " switch.";
- 2: CSubjectIs (x1,true); " already off.";
- 3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " off.";
- }
- SwitchOn: switch (n) {
- 1: CSubjectIs (x1,true);
- print " not something ", (theActor) actor, " ";
- Tense("can", "could");
- " switch.";
- 2: CSubjectIs (x1,true); " already on.";
- 3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " on.";
- }
- Take: switch (n) {
- 1: "Taken.";
- 2: CSubjectIs (actor,false); " always self-possessed.";
- 3: print "I don't suppose ", (the) x1, " would ";
- Tense("care", "have cared");
- " for that.";
- 4: CSubjectWill(actor,true);
- print " have ";
- Tense("", "had ");
- "to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
- 5: CSubjectVerb(actor,true,false,"already have",0,"already has","already had"); " ", (ThatOrThose) x1, ".";
- 6: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to belong to ", (the) x1, ".";
- 7: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to be a part of ", (the) x1, ".";
- 8: CSubjectIs (x1,true); " not available.";
- 9: CSubjectIs (x1,true); " not open.";
- 10: CSubjectIs (x1,true); " hardly portable.";
- 11: CSubjectIs (x1,true); " fixed in place.";
- 12: CSubjectIs (actor,true); " carrying too many things already.";
- 13: "(putting ", (the) x1, " into ", (the) x2, " to make room)";
- }
- Taste: switch (n) {
- 1: CSubjectVerb(actor,true,false,"taste",0,"tastes","tasted"); " nothing unexpected.";
- 2: DecideAgainst();
- }
- Tell: switch (n) {
- 1: CSubjectVerb(actor,false,false,"talk",0,"talks","talked");
- " to ", (OnesSelf) actor, " for a while.";
- 2: print "This provoke";
- Tense("s", "d");
- " no reaction.";
- }
- Think: "What a good idea.";
- ThrowAt: switch (n) {
- 1: "Futile.";
- 2: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked");
- print " the nerve when it ";
- Tense("comes", "came");
- " to the crucial moment.";
- }
- Tie: switch (n) {
- 1: CSubjectVerb(actor,true,false,"would",0,0);
- Tense(" achieve", " have achieved");
- " nothing by this.";
- 2: DecideAgainst();
- }
- Touch: switch (n) {
- 1: DecideAgainst();
- 2: CSubjectVerb(actor,true,false,"feel",0,"feels","felt"); " nothing unexpected.";
- 3: print "That really ";
- Tense("wouldn't", "didn't");
- " serve any purpose.";
- }
- ! Turn: see Pull.
- Unlock: switch (n) {
- 1: CSubjectDont(x1,true);
- print " seem to be something ", (theActor) actor;
- Tense(" can unlock", " could have unlocked");
- ".";
- 2: CSubjectIs (x1,true); " unlocked at the moment.";
- 3: CSubjectDont(x1,true); " seem to fit the lock.";
- 4: CSubjectVerb(actor,false,false,"unlock",0,"unlocks","unlocked"); " ", (the) x1, ".";
- 5: "(first unlocking ", (the) x1, ")";
- }
- VagueGo: CSubjectWill(actor);
- print " have ";
- Tense("", "had ");
- "to say which compass direction to go in.";
- Verify: switch (n) {
- 1: "The game file has verified as intact.";
- 2: "The game file did not verify as intact, and may be corrupt.";
- }
- Wait: print "Time passe";
- Tense("s", "d");
- ".";
- Wake: print "The dreadful truth is, this ";
- Tense("is", "was");
- " not a dream.";
- WakeOther:print "That seem";
- Tense("s", "ed");
- " unnecessary.";
- Wave: switch (n) {
- 1: print "But ";
- CSubjectIsnt(actor,true,true); " holding ", (ThatOrThose) x1, ".";
- 2: CSubjectVerb(actor,false,false,"look",0,"looks","looked");
- print " ridiculous waving ", (the) x1;
- if (x2)
- " at ", (the) x2, ".";
- ".";
- 3: DecideAgainst();
- }
- WaveHands:
- CSubjectVerb(actor,false,false,"wave",0,"waves","waved");
- switch (n) {
- 1: ! nothing
- 2: print " at ", (the) x1;
- }
- ", feeling foolish.";
- Wear: switch (n) {
- 1: CSubjectCant(actor,true); " wear ", (ThatOrThose) x1, "!";
- 2: CSubjectIs (actor,true); " not holding ", (ThatOrThose) x1, "!";
- 3: CSubjectIs (actor,true); " already wearing ", (ThatOrThose) x1, "!";
- 4: CSubjectVerb(actor,false,false,"put on",0,"puts on","put on"); " ", (the) x1, ".";
- }
- ! Yes: see No.
- ];
- ! ==============================================================================
- Constant LIBRARY_ENGLISH; ! for dependency checking.
- #Endif;
- ! ==============================================================================
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