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- ! ==============================================================================
- ! PARSERM: Core of parser.
- !
- ! 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 "Parser".
- ! ------------------------------------------------------------------------------
- ! Inclusion of "linklpa" (which defines properties and attributes)
- ! Global variables, constants and arrays
- ! 1: outside of the parser
- ! 2: used within the parser
- ! Inclusion of natural language definition file
- ! (which creates a compass and direction-objects)
- ! Darkness and player objects
- ! Definition of grammar token numbering system used by Inform
- !
- ! The InformParser object
- ! keyboard reading
- ! level 0: outer shell, conversation, errors
- ! 1: grammar lines
- ! 2: tokens
- ! 3: object lists
- ! 4: scope and ambiguity resolving
- ! 5: object comparisons
- ! 6: word comparisons
- ! 7: reading words and moving tables about
- ! pronoun management
- !
- ! The InformLibrary object
- ! main game loop
- ! action processing
- ! end of turn sequence
- ! scope looping, before/after sequence, sending messages out
- ! timers, daemons, time of day, score notification
- ! light and darkness
- ! changing player personality
- ! tracing code (only present if DEBUG is set)
- !
- ! Status line printing, menu display
- ! Printing object names with articles
- ! Miscellaneous utility routines
- ! Game banner, "version" verb, run-time errors
- ! ==============================================================================
- System_file;
- #Ifdef MODULE_MODE;
- Constant DEBUG;
- Constant Grammar__Version 2;
- Include "linklpa";
- #Endif; ! MODULE_MODE
- #Ifdef COLOR;
- Constant COLOUR;
- #Endif;
- #Ifdef COLOUR;
- Global clr_on = 1;
- #Ifnot;
- Global clr_on = 0;
- #Endif;
- ! ------------------------------------------------------------------------------
- ! Global variables and their associated Constant and Array declarations
- ! ------------------------------------------------------------------------------
- Global location = InformLibrary; ! Must be first global defined
- Global sline1; ! Must be second
- Global sline2; ! Must be third
- ! (for status line display)
- ! ------------------------------------------------------------------------------
- ! Z-Machine and interpreter issues
- ! ------------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- Global top_object; ! Largest valid number of any tree object
- ! ### these globals are not meaningful... well, maybe standard_interpreter,
- ! but I'll decide that later (AP).
- Constant INDIV_PROP_START 64; ! Equivalent of a Glulx constant
- #Endif; ! TARGET_ZCODE
- Global standard_interpreter; ! The version number of the Z-Machine Standard which the
- ! interpreter claims to support, in form (upper byte).(lower)
- Global undo_flag; ! Can the interpreter provide "undo"?
- Global just_undone; ! Can't have two successive UNDOs
- Global transcript_mode; ! true when game scripting is on
- #Ifdef TARGET_ZCODE;
- Global xcommsdir; ! true if command recording is on
- #Endif; ! TARGET_ZCODE
- #Ifdef TARGET_GLULX;
- Constant GG_MAINWIN_ROCK 201;
- Constant GG_STATUSWIN_ROCK 202;
- Constant GG_QUOTEWIN_ROCK 203;
- Constant GG_SAVESTR_ROCK 301;
- Constant GG_SCRIPTSTR_ROCK 302;
- Constant GG_COMMANDWSTR_ROCK 303;
- Constant GG_COMMANDRSTR_ROCK 304;
- Constant GG_SCRIPTFREF_ROCK 401;
- Array gg_event --> 4;
- #Ifdef VN_1630;
- Array gg_arguments buffer 28;
- #Ifnot;
- Array gg_arguments --> 8;
- #Endif; ! VN_
- Global gg_mainwin = 0;
- Global gg_statuswin = 0;
- Global gg_quotewin = 0;
- Global gg_scriptfref = 0;
- Global gg_scriptstr = 0;
- Global gg_savestr = 0;
- Global gg_commandstr = 0;
- Global gg_command_reading = 0; ! true if gg_commandstr is being replayed
- #Endif; ! TARGET_GLULX
- Global gg_statuswin_cursize = 0;
- Global gg_statuswin_size = 1;
- ! ------------------------------------------------------------------------------
- ! Time and score
- ! (for linkage reasons, the task_* arrays are created not here but in verblib.h)
- ! ------------------------------------------------------------------------------
- #Ifndef sys_statusline_flag;
- Global sys_statusline_flag = 0; ! non-zero if status line displays time
- #Endif;
- #Ifndef START_MOVE;
- Constant START_MOVE 0; ! Traditionally 0 for Infocom, 1 for Inform
- #Endif;
- Global turns = START_MOVE; ! Number of turns of play so far
- Global the_time = NULL; ! Current time (in minutes since midnight)
- Global time_rate = 1; ! How often time is updated
- Global time_step; ! By how much
- #Ifndef MAX_TIMERS;
- Constant MAX_TIMERS 32; ! Max number timers/daemons active at once
- #Endif; ! MAX_TIMERS
- Array the_timers --> MAX_TIMERS;
- Global active_timers; ! Number of timers/daemons actives
- Global score; ! The current score
- Global last_score; ! Score last turn (for testing for changes)
- Global notify_mode = true; ! Score notification
- Global places_score; ! Contribution to score made by visiting
- Global things_score; ! Contribution made by acquisition
- ! ------------------------------------------------------------------------------
- ! The player
- ! ------------------------------------------------------------------------------
- Global player; ! Which object the human is playing through
- Global deadflag; ! Normally 0, or false; 1 for dead
- ! 2 for victorious, and higher numbers
- ! represent exotic forms of death
- ! ------------------------------------------------------------------------------
- ! Light and room descriptions
- ! ------------------------------------------------------------------------------
- Global lightflag = true; ! Is there currently light to see by?
- Global real_location; ! When in darkness, location = thedark
- ! and this holds the real location
- Global prev_location; ! The previous value of real_location
- Global visibility_ceiling; ! Highest object in tree visible from the
- ! player's point of view (usually the room,
- ! sometimes darkness, sometimes a closed
- ! non-transparent container).
- Global lookmode = 2; ! 1=brief, 2=verbose, 3=superbrief
- ! room descriptions
- Global print_player_flag; ! If set, print something like "(as Fred)"
- ! in room descriptions, to reveal whom the
- ! player is playing through
- Global lastdesc; ! Value of location at time of most recent
- ! room description printed out
- ! ------------------------------------------------------------------------------
- ! List writing (style bits are defined as Constants in "verblibm.h")
- ! ------------------------------------------------------------------------------
- Global c_style; ! Current list-writer style
- Global lt_value; ! Common value of list_together
- Global listing_together; ! Object number of one member of a group
- ! being listed together
- Global listing_size; ! Size of such a group
- Global wlf_indent; ! Current level of indentation printed by
- ! WriteListFrom()
- Global inventory_stage = 1; ! 1 or 2 according to the context in which
- ! "invent" routines of objects are called
- Global inventory_style; ! List-writer style currently used while
- ! printing inventories
- ! ------------------------------------------------------------------------------
- ! Menus and printing
- ! ------------------------------------------------------------------------------
- Global pretty_flag = true; ! Use character graphics, or plain text?
- Global menu_nesting; ! Level of nesting (0 = root menu)
- Global menu_item; ! These are used in communicating
- Global item_width = 8; ! with the menu-creating routines
- Global item_name = "---";
- Global lm_n; ! Parameters used by LibraryMessages
- Global lm_o; ! mechanism
- Global lm_s;
- #Ifdef DEBUG;
- Constant DEBUG_MESSAGES $0001;
- Constant DEBUG_ACTIONS $0002;
- Constant DEBUG_TIMERS $0004;
- Constant DEBUG_CHANGES $0008;
- Constant DEBUG_VERBOSE $0080;
- Global debug_flag; ! Bitmap of flags for tracing actions,
- ! calls to object routines, etc.
- Global x_scope_count; ! Used in printing a list of everything
- #Endif; ! DEBUG ! in scope
- ! five for colour control
- ! see http://www.inform-fiction.org/patches/L61007.html
- ! To enable colour define a constant or Global: COLOR or COLOUR
- !Global clr_on; ! has colour been enabled by the player?
- #Ifdef COLOUR;
- Global clr_fg = 1; ! foreground colour
- Global clr_bg = 1; ! background colour
- Global clr_fgstatus = 1; ! foreground colour of statusline
- Global clr_bgstatus = 1; ! background colour of statusline
- #Endif; ! COLOUR
- Global statuswin_current; ! if writing to top window
- Constant CLR_CURRENT 0;
- Constant CLR_DEFAULT 1;
- Constant CLR_BLACK 2;
- Constant CLR_RED 3;
- Constant CLR_GREEN 4;
- Constant CLR_YELLOW 5;
- Constant CLR_BLUE 6;
- Constant CLR_MAGENTA 7;
- Constant CLR_CYAN 8;
- Constant CLR_WHITE 9;
- Constant CLR_PURPLE 7;
- Constant CLR_AZURE 8;
- Constant WIN_ALL 0;
- Constant WIN_STATUS 1;
- Constant WIN_MAIN 2;
- ! ------------------------------------------------------------------------------
- ! Action processing
- ! ------------------------------------------------------------------------------
- Global action; ! Action currently being asked to perform
- Global inp1; ! 0 (nothing), 1 (number) or first noun
- Global inp2; ! 0 (nothing), 1 (number) or second noun
- Global noun; ! First noun or numerical value
- Global second; ! Second noun or numerical value
- Global keep_silent; ! If true, attempt to perform the action
- ! silently (e.g. for implicit takes,
- ! implicit opening of unlocked doors)
- Global reason_code; ! Reason for calling a "life" rule
- ! (an action or fake such as ##Kiss)
- Global receive_action; ! Either ##PutOn or ##Insert, whichever is
- ! action being tried when an object's
- ! "before" rule is checking "Receive"
- Global no_implicit_actions; ! Don't implicitly do things.
- ! ==============================================================================
- ! Parser variables: first, for communication to the parser
- ! ------------------------------------------------------------------------------
- Global parser_trace = 0; ! Set this to 1 to make the parser trace
- ! tokens and lines
- Global parser_action; ! For the use of the parser when calling
- Global parser_one; ! user-supplied routines
- Global parser_two; !
- Array inputobjs --> 16; ! For parser to write its results in
- Global parser_inflection; ! A property (usually "name") to find
- ! object names in
- Global parser_inflection_func; ! Programmer sets this to true when
- ! parser_infection is a function
- ! ------------------------------------------------------------------------------
- ! Parser output
- ! ------------------------------------------------------------------------------
- Global actor; ! Person asked to do something
- Global actors_location; ! Like location, but for the actor
- Global meta; ! Verb is a meta-command (such as "save")
- #Ifdef INFIX;
- Global infix_verb; ! Verb is an Infix command
- #Endif;
- Array multiple_object --> 64; ! List of multiple parameters
- Global multiflag; ! Multiple-object flag passed to actions
- ! Also used to prevent misleading MULTI_PE
- Global toomany_flag; ! Flag for "multiple match too large"
- ! (e.g. if "take all" took over 100 things)
- Global special_word; ! Dictionary address for "special" token
- Global special_number; ! Number typed for "special" token
- Global parsed_number; ! For user-supplied parsing routines
- Global consult_from; ! Word that a "consult" topic starts on
- Global consult_words; ! ...and number of words in topic
- Global asking_player; ! True during disambiguation question
- ! ------------------------------------------------------------------------------
- ! Implicit taking
- ! ------------------------------------------------------------------------------
- Global notheld_mode; ! To do with implicit taking
- Global onotheld_mode; ! "old copy of notheld_mode", ditto
- Global not_holding; ! Object to be automatically taken as an
- ! implicit command
- Array kept_results --> 16; ! Delayed command (while the take happens)
- ! ------------------------------------------------------------------------------
- ! Error numbers when parsing a grammar line
- ! ------------------------------------------------------------------------------
- Global etype; ! Error number on current line
- Global best_etype; ! Preferred error number so far
- Global nextbest_etype; ! Preferred one, if ASKSCOPE_PE disallowed
- Constant STUCK_PE = 1;
- Constant UPTO_PE = 2;
- Constant NUMBER_PE = 3;
- Constant CANTSEE_PE = 4;
- Constant TOOLIT_PE = 5;
- Constant NOTHELD_PE = 6;
- Constant MULTI_PE = 7;
- Constant MMULTI_PE = 8;
- Constant VAGUE_PE = 9;
- Constant EXCEPT_PE = 10;
- Constant ANIMA_PE = 11;
- Constant VERB_PE = 12;
- Constant SCENERY_PE = 13;
- Constant ITGONE_PE = 14;
- Constant JUNKAFTER_PE = 15;
- Constant TOOFEW_PE = 16;
- Constant NOTHING_PE = 17;
- Constant ASKSCOPE_PE = 18;
- ! ------------------------------------------------------------------------------
- ! Pattern-matching against a single grammar line
- ! ------------------------------------------------------------------------------
- Array pattern --> 32; ! For the current pattern match
- Global pcount; ! and a marker within it
- Array pattern2 --> 32; ! And another, which stores the best match
- Global pcount2; ! so far
- Constant PATTERN_NULL = $ffff; ! Entry for a token producing no text
- Array line_ttype-->32; ! For storing an analysed grammar line
- Array line_tdata-->32;
- Array line_token-->32;
- Global parameters; ! Parameters (objects) entered so far
- Global nsns; ! Number of special_numbers entered so far
- Global special_number1; ! First number, if one was typed
- Global special_number2; ! Second number, if two were typed
- ! ------------------------------------------------------------------------------
- ! Inferences and looking ahead
- ! ------------------------------------------------------------------------------
- Global params_wanted; ! Number of parameters needed
- ! (which may change in parsing)
- Global inferfrom; ! The point from which the rest of the
- ! command must be inferred
- Global inferword; ! And the preposition inferred
- Global dont_infer; ! Another dull flag
- Global no_infer_message = false; ! Use in ChooseObjects to suppress
- ! an inference message.
- Global action_to_be; ! (If the current line were accepted.)
- Global action_reversed; ! (Parameters would be reversed in order.)
- Global advance_warning; ! What a later-named thing will be
- ! ------------------------------------------------------------------------------
- ! At the level of individual tokens now
- ! ------------------------------------------------------------------------------
- Global found_ttype; ! Used to break up tokens into type
- Global found_tdata; ! and data (by AnalyseToken)
- Global token_filter; ! For noun filtering by user routines
- Global length_of_noun; ! Set by NounDomain to no of words in noun
- #Ifdef TARGET_ZCODE;
- Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply
- ! from NounDomain
- #Ifnot; ! TARGET_GLULX
- Constant REPARSE_CODE = $40000000; ! The parser rather gunkily adds addresses
- ! to REPARSE_CODE for some purposes and
- ! expects the result to be greater than
- ! REPARSE_CODE (signed comparison).
- ! So Glulx Inform is limited to a single
- ! gigabyte of storage, for the moment.
- #Endif; ! TARGET_
- Global lookahead; ! The token after the one now being matched
- Global multi_mode; ! Multiple mode
- Global multi_wanted; ! Number of things needed in multitude
- Global multi_had; ! Number of things actually found
- Global multi_context; ! What token the multi-obj was accepted for
- Global indef_mode; ! "Indefinite" mode - ie, "take a brick"
- ! is in this mode
- Global indef_type; ! Bit-map holding types of specification
- Global indef_wanted; ! Number of items wanted (100 for all)
- Global indef_guess_p; ! Plural-guessing flag
- Global indef_owner; ! Object which must hold these items
- Global indef_cases; ! Possible gender and numbers of them
- Global indef_possambig; ! Has a possibly dangerous assumption
- ! been made about meaning of a descriptor?
- Global indef_nspec_at; ! Word at which a number like "two" was
- ! parsed (for backtracking)
- Global allow_plurals; ! Whether plurals presently allowed or not
- Global take_all_rule; ! Slightly different rules apply to
- ! "take all" than other uses of multiple
- ! objects, to make adjudication produce
- ! more pragmatically useful results
- ! (Not a flag: possible values 0, 1, 2)
- Global dict_flags_of_noun; ! Of the noun currently being parsed
- ! (a bitmap in #dict_par1 format)
- Constant DICT_VERB $01;
- Constant DICT_META $02;
- Constant DICT_PLUR $04;
- Constant DICT_PREP $08;
- Constant DICT_X654 $70;
- Constant DICT_NOUN $80;
- Global pronoun_word; ! Records which pronoun ("it", "them", ...)
- ! caused an error
- Global pronoun_obj; ! And what obj it was thought to refer to
- Global pronoun__word; ! Saved value
- Global pronoun__obj; ! Saved value
- ! ------------------------------------------------------------------------------
- ! Searching through scope and parsing "scope=Routine" grammar tokens
- ! ------------------------------------------------------------------------------
- Constant PARSING_REASON = 0; ! Possible reasons for searching scope
- Constant TALKING_REASON = 1;
- Constant EACH_TURN_REASON = 2;
- Constant REACT_BEFORE_REASON = 3;
- Constant REACT_AFTER_REASON = 4;
- Constant LOOPOVERSCOPE_REASON = 5;
- Constant TESTSCOPE_REASON = 6;
- Global scope_reason = PARSING_REASON; ! Current reason for searching scope
- Global scope_token; ! For "scope=Routine" grammar tokens
- Global scope_error;
- Global scope_stage; ! 1, 2 then 3
- Global ats_flag = 0; ! For AddToScope routines
- Global ats_hls; !
- Global placed_in_flag; ! To do with PlaceInScope
- ! ------------------------------------------------------------------------------
- ! The match list of candidate objects for a given token
- ! ------------------------------------------------------------------------------
- Constant MATCH_LIST_SIZE = 64;
- Array match_list --> MATCH_LIST_SIZE; ! An array of matched objects so far
- Array match_classes --> MATCH_LIST_SIZE; ! An array of equivalence classes for them
- Array match_scores --> MATCH_LIST_SIZE; ! An array of match scores for them
- Global number_matched; ! How many items in it? (0 means none)
- Global number_of_classes; ! How many equivalence classes?
- Global match_length; ! How many words long are these matches?
- Global saved_ml;
- Global match_from; ! At what word of the input do they begin?
- Global bestguess_score; ! What did the best-guess object score?
- ! ------------------------------------------------------------------------------
- ! Low level textual manipulation
- ! ------------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- ! 'buffer' holds the input line as typed by the player
- !
- ! buffer->0 INPUT_BUFFER_LEN - WORDSIZE
- ! buffer->1 Number of characters input by player
- ! buffer->2 ... buffer->121 The actual characters
- ! buffer->122 Spare byte to allow for 'terp bugs
- !
- ! 'parse' holds the result of parsing that line into dictionary words
- !
- ! parse->0 MAX_BUFFER_WORDS
- ! parse->1 Number of words input by player
- !
- ! parse-->1 Dictionary addr of first input word
- ! parse->4 Number of characters in the word
- ! parse->5 Start position in 'buffer' of the word
- !
- ! parse-->3 parse->8,9 Same data for second input word
- ! ...
- ! parse-->29 parse->60,61 Same data for MAX_BUFFER_WORDS input word
- ! parse->62,63,64 Spare bytes (not sure why)
- Constant INPUT_BUFFER_LEN = WORDSIZE + 120; ! 120 is limit on input chars
- Constant MAX_BUFFER_WORDS = 15; ! Limit on input words
- Array buffer -> INPUT_BUFFER_LEN + 1; ! For main line of input
- Array buffer2 -> INPUT_BUFFER_LEN + 1; ! For supplementary questions
- Array buffer3 -> INPUT_BUFFER_LEN + 1; ! Retaining input for "AGAIN"
- #Ifdef VN_1630;
- Array parse buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer'
- Array parse2 buffer (MAX_BUFFER_WORDS * 4) + 3; ! Parsed data from 'buffer2'
- #Ifnot;
- Array parse -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
- Array parse2 -> 2 + (MAX_BUFFER_WORDS * 4) + 3;
- #Endif; ! VN_
- #Ifnot; ! TARGET_GLULX
- ! 'buffer' holds the input line as typed by the player
- !
- ! buffer-->0 Number of characters input by player
- ! buffer->4 ... buffer->259 The actual characters
- !
- ! 'parse' holds the result of parsing that line into dictionary words
- !
- ! parse-->0 Number of words input by player
- !
- ! parse-->1 Dictionary addr of first input word
- ! parse-->2 Number of characters in the word
- ! parse-->3 Start position in 'buffer' of the word
- !
- ! parse-->4,5,6 Same data for second input word
- ! ...
- ! parse-->58,59,60 Same data for MAX_BUFFER_WORDS input word
- Constant INPUT_BUFFER_LEN = WORDSIZE + 256; ! 256 is limit on input chars
- Constant MAX_BUFFER_WORDS = 20; ! Limit on input words
- #Ifdef VN_1630;
- Array buffer buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For main line of input
- Array buffer2 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! For supplementary questions
- Array buffer3 buffer (INPUT_BUFFER_LEN-WORDSIZE); ! Retaining input for "AGAIN"
- #Ifnot;
- Array buffer -> INPUT_BUFFER_LEN;
- Array buffer2 -> INPUT_BUFFER_LEN;
- Array buffer3 -> INPUT_BUFFER_LEN;
- #Endif; ! VN_
- Array parse --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer'
- Array parse2 --> 1 + (MAX_BUFFER_WORDS * 3); ! Parsed data from 'buffer2'
- #Endif; ! TARGET_
- Constant comma_word = 'comma,'; ! An "untypeable word" used to substitute
- ! for commas in parse buffers
- Global wn; ! Word number within "parse" (from 1)
- Global num_words; ! Number of words typed
- Global num_desc; ! Number of descriptors typed
- Global verb_word; ! Verb word (eg, take in "take all" or
- ! "dwarf, take all") - address in dict
- Global verb_wordnum; ! its number in typing order (eg, 1 or 3)
- Global usual_grammar_after; ! Point from which usual grammar is parsed (it may vary from the
- ! above if user's routines match multi-word verbs)
- Global oops_from; ! The "first mistake" word number
- Global saved_oops; ! Used in working this out
- Constant OOPS_WORKSPACE_LEN 64; ! Used temporarily by "oops" routine
- Array oops_workspace -> OOPS_WORKSPACE_LEN;
- Global held_back_mode; ! Flag: is there some input from last time
- Global hb_wn; ! left over? (And a save value for wn.)
- ! (Used for full stops and "then".)
- Global caps_mode; ! Keep track of (The) with 'proper' caps
- Global print_anything_result; ! Return value from a PrintAny() routine
- Global initial_lookmode; ! Default, or set in Initialise()
- Global before_first_turn; ! True until after initial LOOK
- ! ----------------------------------------------------------------------------
- Array PowersOfTwo_TB ! Used in converting case numbers to case
- --> $$100000000000 ! bitmaps
- $$010000000000
- $$001000000000
- $$000100000000
- $$000010000000
- $$000001000000
- $$000000100000
- $$000000010000
- $$000000001000
- $$000000000100
- $$000000000010
- $$000000000001;
- ! ============================================================================
- ! Constants, and one variable, needed for the language definition file
- ! ----------------------------------------------------------------------------
- Constant POSSESS_PK = $100;
- Constant DEFART_PK = $101;
- Constant INDEFART_PK = $102;
- Global short_name_case;
- Global dict_start;
- Global dict_entry_size;
- Global dict_end;
- ! ----------------------------------------------------------------------------
- Include "language__"; ! The natural language definition, whose filename is taken from
- ! the ICL language_name variable
- ! ----------------------------------------------------------------------------
- #Ifndef LanguageCases;
- Constant LanguageCases = 1;
- #Endif; ! LanguageCases
- ! ------------------------------------------------------------------------------
- ! Pronouns support for the cruder (library 6/2 and earlier) version:
- ! only needed in English
- ! ------------------------------------------------------------------------------
- #Ifdef EnglishNaturalLanguage;
- Global itobj = NULL; ! The object which is currently "it"
- Global himobj = NULL; ! The object which is currently "him"
- Global herobj = NULL; ! The object which is currently "her"
- Global old_itobj = NULL; ! The object which is currently "it"
- Global old_himobj = NULL; ! The object which is currently "him"
- Global old_herobj = NULL; ! The object which is currently "her"
- #Endif; ! EnglishNaturalLanguage
- ! ============================================================================
- ! For present and past tenses
- ! ----------------------------------------------------------------------------
- Constant PRESENT_TENSE 0;
- Constant PAST_TENSE 1;
- ! ============================================================================
- ! For InformLibrary.actor_act() to control what happens when it aborts.
- ! ----------------------------------------------------------------------------
- Constant ACTOR_ACT_ABORT_NOTUNDERSTOOD 1;
- Constant ACTOR_ACT_ABORT_ORDER 2;
- ! ============================================================================
- ! "Darkness" is not really a place: but it has to be an object so that the
- ! location-name on the status line can be "Darkness".
- ! ----------------------------------------------------------------------------
- Object thedark "(darkness object)"
- with initial 0,
- short_name DARKNESS__TX,
- description [; return L__M(##Miscellany, 17); ];
- ! If you want to use the third-person of the narrative voice, you will
- ! need to replace this selfobj with your own.
- Object selfobj "(self object)"
- with name ',a' ',b' ',c' ',d' ',e',
- short_name YOURSELF__TX,
- description [; return L__M(##Miscellany, 19); ],
- before NULL,
- after NULL,
- life NULL,
- each_turn NULL,
- time_out NULL,
- describe NULL,
- article "the",
- add_to_scope 0,
- capacity 100,
- parse_name 0,
- orders 0,
- number 0,
- narrative_voice 2,
- narrative_tense PRESENT_TENSE,
- nameless true,
- posture 0,
- before_implicit [;Take: return 2;],
- has concealed animate proper transparent;
- ! ============================================================================
- ! The definition of the token-numbering system used by Inform.
- ! ----------------------------------------------------------------------------
- Constant ILLEGAL_TT = 0; ! Types of grammar token: illegal
- Constant ELEMENTARY_TT = 1; ! (one of those below)
- Constant PREPOSITION_TT = 2; ! e.g. 'into'
- Constant ROUTINE_FILTER_TT = 3; ! e.g. noun=CagedCreature
- Constant ATTR_FILTER_TT = 4; ! e.g. edible
- Constant SCOPE_TT = 5; ! e.g. scope=Spells
- Constant GPR_TT = 6; ! a general parsing routine
- Constant NOUN_TOKEN = 0; ! The elementary grammar tokens, and
- Constant HELD_TOKEN = 1; ! the numbers compiled by Inform to
- Constant MULTI_TOKEN = 2; ! encode them
- Constant MULTIHELD_TOKEN = 3;
- Constant MULTIEXCEPT_TOKEN = 4;
- Constant MULTIINSIDE_TOKEN = 5;
- Constant CREATURE_TOKEN = 6;
- Constant SPECIAL_TOKEN = 7;
- Constant NUMBER_TOKEN = 8;
- Constant TOPIC_TOKEN = 9;
- Constant GPR_FAIL = -1; ! Return values from General Parsing
- Constant GPR_PREPOSITION = 0; ! Routines
- Constant GPR_NUMBER = 1;
- Constant GPR_MULTIPLE = 2;
- Constant GPR_REPARSE = REPARSE_CODE;
- Constant GPR_NOUN = $ff00;
- Constant GPR_HELD = $ff01;
- Constant GPR_MULTI = $ff02;
- Constant GPR_MULTIHELD = $ff03;
- Constant GPR_MULTIEXCEPT = $ff04;
- Constant GPR_MULTIINSIDE = $ff05;
- Constant GPR_CREATURE = $ff06;
- Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
- #Iftrue (Grammar__Version == 1);
- [ AnalyseToken token m;
- found_tdata = token;
- if (token < 0) { found_ttype = ILLEGAL_TT; return; }
- if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
- if (token < 15) { found_ttype = ILLEGAL_TT; return; }
- if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
- if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
- found_tdata = token - 16;
- return;
- }
- if (token < 80) { found_ttype = GPR_TT;
- found_tdata = #preactions_table-->(token-48);
- return;
- }
- if (token < 128) { found_ttype = SCOPE_TT;
- found_tdata = #preactions_table-->(token-80);
- return;
- }
- if (token < 180) { found_ttype = ATTR_FILTER_TT;
- found_tdata = token - 128;
- return;
- }
- found_ttype = PREPOSITION_TT;
- m = #adjectives_table;
- for (::) {
- if (token == m-->1) { found_tdata = m-->0; return; }
- m = m+4;
- }
- m = #adjectives_table; RunTimeError(1);
- found_tdata = m;
- ];
- [ UnpackGrammarLine line_address i m;
- for (i=0 : i<32 : i++) {
- line_token-->i = ENDIT_TOKEN;
- line_ttype-->i = ELEMENTARY_TT;
- line_tdata-->i = ENDIT_TOKEN;
- }
- for (i=0 : i<=5 : i++) {
- line_token-->i = line_address->(i+1);
- AnalyseToken(line_token-->i);
- if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
- && (m == line_address->0)) {
- line_token-->i = ENDIT_TOKEN;
- break;
- }
- line_ttype-->i = found_ttype;
- line_tdata-->i = found_tdata;
- if (found_ttype ~= PREPOSITION_TT) m++;
- }
- action_to_be = line_address->7;
- action_reversed = false;
- params_wanted = line_address->0;
- return line_address + 8;
- ];
- #Ifnot; ! Grammar__Version == 2
- [ AnalyseToken token;
- if (token == ENDIT_TOKEN) {
- found_ttype = ELEMENTARY_TT;
- found_tdata = ENDIT_TOKEN;
- return;
- }
- found_ttype = (token->0) & $$1111;
- found_tdata = (token+1)-->0;
- ];
- #Ifdef TARGET_ZCODE;
- [ UnpackGrammarLine line_address i;
- for (i=0 : i<32 : i++) {
- line_token-->i = ENDIT_TOKEN;
- line_ttype-->i = ELEMENTARY_TT;
- line_tdata-->i = ENDIT_TOKEN;
- }
- action_to_be = 256*(line_address->0) + line_address->1;
- action_reversed = ((action_to_be & $400) ~= 0);
- action_to_be = action_to_be & $3ff;
- line_address--;
- params_wanted = 0;
- for (i=0 : : i++) {
- line_address = line_address + 3;
- if (line_address->0 == ENDIT_TOKEN) break;
- line_token-->i = line_address;
- AnalyseToken(line_address);
- if (found_ttype ~= PREPOSITION_TT) params_wanted++;
- line_ttype-->i = found_ttype;
- line_tdata-->i = found_tdata;
- }
- return line_address + 1;
- ];
- #Ifnot; ! TARGET_GLULX
- [ UnpackGrammarLine line_address i;
- for (i=0 : i<32 : i++) {
- line_token-->i = ENDIT_TOKEN;
- line_ttype-->i = ELEMENTARY_TT;
- line_tdata-->i = ENDIT_TOKEN;
- }
- @aloads line_address 0 action_to_be;
- action_reversed = (((line_address->2) & 1) ~= 0);
- line_address = line_address - 2;
- params_wanted = 0;
- for (i=0 : : i++) {
- line_address = line_address + 5;
- if (line_address->0 == ENDIT_TOKEN) break;
- line_token-->i = line_address;
- AnalyseToken(line_address);
- if (found_ttype ~= PREPOSITION_TT) params_wanted++;
- line_ttype-->i = found_ttype;
- line_tdata-->i = found_tdata;
- }
- return line_address + 1;
- ];
- #Endif; ! TARGET_
- #Endif; ! Grammar__Version
- ! To protect against a bug in early versions of the "Zip" interpreter:
- ! Of course, in Glulx, this routine actually performs work.
- #Ifdef TARGET_ZCODE;
- [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];
- #Ifnot; ! TARGET_GLULX
- Array gg_tokenbuf -> DICT_WORD_SIZE;
- [ GGWordCompare str1 str2 ix jx;
- for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
- jx = (str1->ix) - (str2->ix);
- if (jx ~= 0) return jx;
- }
- return 0;
- ];
- [ Tokenise__ buf tab
- cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
- len = buf-->0;
- buf = buf+WORDSIZE;
- ! First, split the buffer up into words. We use the standard Infocom
- ! list of word separators (comma, period, double-quote).
- cx = 0;
- numwords = 0;
- while (cx < len) {
- while (cx < len && buf->cx == ' ') cx++;
- if (cx >= len) break;
- bx = cx;
- if (buf->cx == '.' or ',' or '"') cx++;
- else {
- while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
- }
- tab-->(numwords*3+2) = (cx-bx);
- tab-->(numwords*3+3) = WORDSIZE+bx;
- numwords++;
- if (numwords >= MAX_BUFFER_WORDS) break;
- }
- tab-->0 = numwords;
- ! Now we look each word up in the dictionary.
- dictlen = #dictionary_table-->0;
- entrylen = DICT_WORD_SIZE + 7;
- for (wx=0 : wx<numwords : wx++) {
- wlen = tab-->(wx*3+2);
- wpos = tab-->(wx*3+3);
- ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
- ! characters and lower case.
- if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
- cx = wpos - WORDSIZE;
- for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk($00A0, buf->(cx+ix));
- for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;
- val = #dictionary_table + WORDSIZE;
- @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
- tab-->(wx*3+1) = res;
- }
- ];
- #Endif; ! TARGET_
- ! ============================================================================
- ! The InformParser object abstracts the front end of the parser.
- !
- ! InformParser.parse_input(results)
- ! returns only when a sensible request has been made, and puts into the
- ! "results" buffer:
- !
- ! --> 0 = The action number
- ! --> 1 = Number of parameters
- ! --> 2, 3, ... = The parameters (object numbers), but
- ! 0 means "put the multiple object list here"
- ! 1 means "put one of the special numbers here"
- !
- ! ----------------------------------------------------------------------------
- Object InformParser "(Inform Parser)"
- with parse_input [ results; Parser__parse(results); ],
- has proper;
- ! ----------------------------------------------------------------------------
- ! The Keyboard routine actually receives the player's words,
- ! putting the words in "a_buffer" and their dictionary addresses in
- ! "a_table". It is assumed that the table is the same one on each
- ! (standard) call.
- !
- ! It can also be used by miscellaneous routines in the game to ask
- ! yes-no questions and the like, without invoking the rest of the parser.
- !
- ! Return the number of words typed
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ GetNthChar a_buffer n i;
- for (i = 0: a_buffer->(2+i) == ' ': i++) {
- if (i > a_buffer->(1)) return false;
- }
- return a_buffer->(2+i+n);
- ];
- [ KeyboardPrimitive a_buffer a_table;
- read a_buffer a_table;
- #Iftrue (#version_number == 6);
- @output_stream -1;
- @loadb a_buffer 1 -> sp;
- @add a_buffer 2 -> sp;
- @print_table sp sp;
- new_line;
- @output_stream 1;
- #Endif;
- ];
- [ KeyCharPrimitive win key;
- if (win) @set_window win;
- @read_char 1 -> key;
- return key;
- ];
- [ KeyTimerInterrupt;
- rtrue;
- ];
- [ KeyDelay tenths key;
- @read_char 1 tenths KeyTimerInterrupt -> key;
- return key;
- ];
- #Ifnot; ! TARGET_GLULX
- [ GetNthChar a_buffer n i;
- for (i = 0: a_buffer->(4+i) == ' ': i++) {
- if (i > a_buffer->(1)) return false;
- }
- return a_buffer->(4+i+n);
- ];
- [ KeyCharPrimitive win nostat done res ix jx ch;
- jx = ch; ! squash compiler warnings
- if (win == 0) win = gg_mainwin;
- if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
- ! get_line_stream
- done = glk($0091, gg_commandstr, gg_arguments, 31);
- if (done == 0) {
- glk($0044, gg_commandstr, 0); ! stream_close
- gg_commandstr = 0;
- gg_command_reading = false;
- ! fall through to normal user input.
- }
- else {
- ! Trim the trailing newline
- if (gg_arguments->(done-1) == 10) done = done-1;
- res = gg_arguments->0;
- if (res == '\') {
- res = 0;
- for (ix=1 : ix<done : ix++) {
- ch = gg_arguments->ix;
- if (ch >= '0' && ch <= '9') {
- @shiftl res 4 res;
- res = res + (ch-'0');
- }
- else if (ch >= 'a' && ch <= 'f') {
- @shiftl res 4 res;
- res = res + (ch+10-'a');
- }
- else if (ch >= 'A' && ch <= 'F') {
- @shiftl res 4 res;
- res = res + (ch+10-'A');
- }
- }
- }
- jump KCPContinue;
- }
- }
- done = false;
- glk($00D2, win); ! request_char_event
- while (~~done) {
- glk($00C0, gg_event); ! select
- switch (gg_event-->0) {
- 5: ! evtype_Arrange
- if (nostat) {
- glk($00D3, win); ! cancel_char_event
- res = $80000000;
- done = true;
- break;
- }
- DrawStatusLine();
- 2: ! evtype_CharInput
- if (gg_event-->1 == win) {
- res = gg_event-->2;
- done = true;
- }
- }
- ix = HandleGlkEvent(gg_event, 1, gg_arguments);
- if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
- if (ix == 2) {
- res = gg_arguments-->0;
- done = true;
- }
- else if (ix == -1) {
- done = false;
- }
- }
- if (gg_commandstr ~= 0 && gg_command_reading == false) {
- if (res < 32 || res >= 256 || (res == '\' or ' ')) {
- glk($0081, gg_commandstr, '\'); ! put_buffer_char
- done = 0;
- jx = res;
- for (ix=0 : ix<8 : ix++) {
- @ushiftr jx 28 ch;
- @shiftl jx 4 jx;
- ch = ch & $0F;
- if (ch ~= 0 || ix == 7) done = 1;
- if (done) {
- if (ch >= 0 && ch <= 9) ch = ch + '0';
- else ch = (ch - 10) + 'A';
- glk($0081, gg_commandstr, ch); ! put_buffer_char
- }
- }
- }
- else {
- glk($0081, gg_commandstr, res); ! put_buffer_char
- }
- glk($0081, gg_commandstr, 10); ! put_char_stream (newline)
- }
- .KCPContinue;
- return res;
- ];
- [ KeyDelay tenths key done ix;
- glk($00D2, gg_mainwin); ! request_char_event
- glk($00D6, tenths*100); ! request_timer_events
- while (~~done) {
- glk($00C0, gg_event); ! select
- ix = HandleGlkEvent(gg_event, 1, gg_arguments);
- if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 1, gg_arguments);
- if (ix == 2) {
- key = gg_arguments-->0;
- done = true;
- }
- else if (ix >= 0 && gg_event-->0 == 1 or 2) {
- key = gg_event-->2;
- done = true;
- }
- }
- glk($00D3, gg_mainwin); ! cancel_char_event
- glk($00D6, 0); ! request_timer_events
- return key;
- ];
- [ KeyboardPrimitive a_buffer a_table done ix;
- if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
- ! get_line_stream
- done = glk($0091, gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
- if (done == 0) {
- glk($0044, gg_commandstr, 0); ! stream_close
- gg_commandstr = 0;
- gg_command_reading = false;
- ! L__M(##CommandsRead, 5); would come after prompt
- ! fall through to normal user input.
- }
- else {
- ! Trim the trailing newline
- if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
- a_buffer-->0 = done;
- glk($0086, 8); ! set input style
- glk($0084, a_buffer+WORDSIZE, done); ! put_buffer
- glk($0086, 0); ! set normal style
- print "^";
- jump KPContinue;
- }
- }
- done = false;
- glk($00D0, gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0); ! request_line_event
- while (~~done) {
- glk($00C0, gg_event); ! select
- switch (gg_event-->0) {
- 5: ! evtype_Arrange
- DrawStatusLine();
- 3: ! evtype_LineInput
- if (gg_event-->1 == gg_mainwin) {
- a_buffer-->0 = gg_event-->2;
- done = true;
- }
- }
- ix = HandleGlkEvent(gg_event, 0, a_buffer);
- if (ix == 0) ix = LibraryExtensions.RunWhile(ext_handleglkevent, 0, gg_event, 0, a_buffer);
- if (ix == 2) done = true;
- else if (ix == -1) done = false;
- }
- if (gg_commandstr ~= 0 && gg_command_reading == false) {
- ! put_buffer_stream
- glk($0085, gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
- glk($0081, gg_commandstr, 10); ! put_char_stream (newline)
- }
- .KPContinue;
- Tokenise__(a_buffer,a_table);
- ! It's time to close any quote window we've got going.
- if (gg_quotewin) {
- glk($0024, gg_quotewin, 0); ! close_window
- gg_quotewin = 0;
- }
- ];
- #Endif; ! TARGET_
- [ Keyboard a_buffer a_table nw i w w2 x1 x2;
- DisplayStatus();
- .FreshInput;
- ! Save the start of the buffer, in case "oops" needs to restore it
- ! to the previous time's buffer
- for (i=0 : i<OOPS_WORKSPACE_LEN : i++) oops_workspace->i = a_buffer->i;
- ! In case of an array entry corruption that shouldn't happen, but would be
- ! disastrous if it did:
- #Ifdef TARGET_ZCODE;
- a_buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
- a_table->0 = MAX_BUFFER_WORDS; ! Allow to split input into this many words
- #Endif; ! TARGET_
- ! Print the prompt, and read in the words and dictionary addresses
- L__M(##Prompt);
- if (AfterPrompt() == 0) LibraryExtensions.RunAll(ext_afterprompt);
- #IfV5;
- DrawStatusLine();
- #Endif; ! V5
- KeyboardPrimitive(a_buffer, a_table);
- nw = NumberWords(a_table);
- ! If the line was blank, get a fresh line
- if (nw == 0) {
- L__M(##Miscellany, 10);
- jump FreshInput;
- }
- ! Unless the opening word was "oops", return
- ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.
- w = a_table-->1;
- if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;
- if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
- #Ifdef TARGET_ZCODE;
- if ((HDR_GAMEFLAGS-->0) & $0001 || xcommsdir)
- L__M(##Miscellany, 54);
- else L__M(##Miscellany, 55);
- #Ifnot; ! TARGET_GLULX
- if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
- else L__M(##Miscellany, 55);
- #Endif; ! TARGET_
- jump FreshInput;
- }
- #IfV5;
- ! Undo handling
- if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
- i = PerformUndo();
- if (i == 0) jump FreshInput;
- }
- #Ifdef TARGET_ZCODE;
- @save_undo i;
- #Ifnot; ! TARGET_GLULX
- @saveundo i;
- if (i == -1) {
- GGRecoverObjects();
- i = 2;
- }
- else i = (~~i);
- #Endif; ! TARGET_
- just_undone = 0;
- undo_flag = 2;
- if (i == -1) undo_flag = 0;
- if (i == 0) undo_flag = 1;
- if (i == 2) {
- RestoreColours();
- #Ifdef TARGET_ZCODE;
- style bold;
- #Ifnot; ! TARGET_GLULX
- glk($0086, 4); ! set subheader style
- #Endif; ! TARGET_
- print (name) location, "^";
- #Ifdef TARGET_ZCODE;
- style roman;
- #Ifnot; ! TARGET_GLULX
- glk($0086, 0); ! set normal style
- #Endif; ! TARGET_
- L__M(##Miscellany, 13);
- just_undone = 1;
- jump FreshInput;
- }
- #Endif; ! V5
- return nw;
- .DoOops;
- if (oops_from == 0) {
- L__M(##Miscellany, 14);
- jump FreshInput;
- }
- if (nw == 1) {
- L__M(##Miscellany, 15);
- jump FreshInput;
- }
- if (nw > 2) {
- L__M(##Miscellany, 16);
- jump FreshInput;
- }
- ! So now we know: there was a previous mistake, and the player has
- ! attempted to correct a single word of it.
- for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
- #Ifdef TARGET_ZCODE;
- x1 = a_table->9; ! Start of word following "oops"
- x2 = a_table->8; ! Length of word following "oops"
- #Ifnot; ! TARGET_GLULX
- x1 = a_table-->6; ! Start of word following "oops"
- x2 = a_table-->5; ! Length of word following "oops"
- #Endif; ! TARGET_
- ! Repair the buffer to the text that was in it before the "oops"
- ! was typed:
- for (i=0 : i < OOPS_WORKSPACE_LEN : i++) a_buffer->i = oops_workspace->i;
- Tokenise__(a_buffer, a_table);
- ! Work out the position in the buffer of the word to be corrected:
- #Ifdef TARGET_ZCODE;
- w = a_table->(4*oops_from + 1); ! Start of word to go
- w2 = a_table->(4*oops_from); ! Length of word to go
- #Ifnot; ! TARGET_GLULX
- w = a_table-->(3*oops_from); ! Start of word to go
- w2 = a_table-->(3*oops_from - 1); ! Length of word to go
- #Endif; ! TARGET_
- #IfDef OOPS_CHECK;
- print "[~";
- for (i=0 : i<w2 : i++) for (i=0 : i<w2 : i++) print (char)a_buffer->(i+w);
- print "~ --> ~";
- #Endif;
- ! Write spaces over the word to be corrected:
- for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';
- if (w2 < x2) {
- ! If the replacement is longer than the original, move up...
- for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
- a_buffer->i = a_buffer->(i-x2+w2);
- ! ...increasing buffer size accordingly.
- SetKeyBufLength(GetKeyBufLength(a_buffer) + (x2-w2), a_buffer);
- }
- ! Write the correction in:
- for (i=0 : i<x2 : i++) {
- a_buffer->(i+w) = buffer2->(i+x1);
- #IfDef OOPS_CHECK;
- print (char) buffer2->(i+x1);
- #Endif;
- }
- #IfDef OOPS_CHECK;
- print "~]^^";
- #Endif;
- Tokenise__(a_buffer, a_table);
- nw=NumberWords(a_table);
- ! saved_ml = 0;
- return nw;
- ]; ! end of Keyboard
- [ PerformUndo i;
- if (turns == START_MOVE) { L__M(##Miscellany, 11); return 0; }
- if (undo_flag == 0) { L__M(##Miscellany, 6); return 0; }
- if (undo_flag == 1) { L__M(##Miscellany, 7); return 0; }
- #Ifdef TARGET_ZCODE;
- @restore_undo i;
- #Ifnot; ! TARGET_GLULX
- @restoreundo i;
- i = (~~i);
- #Endif; ! TARGET_
- if (i == 0) { L__M(##Miscellany, 7); return 0; }
- L__M(##Miscellany, 1);
- return 1;
- ];
- ! ----------------------------------------------------------------------------
- ! To simplify the picture a little, a rough map of the main routine:
- !
- ! (A) Get the input, do "oops" and "again"
- ! (B) Is it a direction, and so an implicit "go"? If so go to (K)
- ! (C) Is anyone being addressed?
- ! (D) Get the verb: try all the syntax lines for that verb
- ! (E) Break down a syntax line into analysed tokens
- ! (F) Look ahead for advance warning for multiexcept/multiinside
- ! (G) Parse each token in turn (calling ParseToken to do most of the work)
- ! (H) Cheaply parse otherwise unrecognised conversation and return
- ! (I) Print best possible error message
- ! (J) Retry the whole lot
- ! (K) Last thing: check for "then" and further instructions(s), return.
- !
- ! The strategic points (A) to (K) are marked in the commentary.
- !
- ! Note that there are three different places where a return can happen.
- ! ----------------------------------------------------------------------------
- [ Parser__parse results syntax line num_lines line_address i j k
- token l m line_etype vw;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! A: Get the input, do "oops" and "again"
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! Firstly, in "not held" mode, we still have a command left over from last
- ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
- ! last time, with "eat biscuit" tucked away until now). So we return that.
- if (notheld_mode == 1) {
- for (i=0 : i<8 : i++) results-->i = kept_results-->i;
- notheld_mode = 0;
- rtrue;
- }
- if (held_back_mode ~= 0) {
- held_back_mode = 0;
- Tokenise__(buffer, parse);
- jump ReParse;
- }
- .ReType;
- Keyboard(buffer, parse);
- #Ifdef INFIX;
- ! An Infix verb is a special kind of meta verb. We mark them here.
- if (GetNthChar(buffer, 0) == ';')
- infix_verb = true;
- else
- infix_verb = false;
- #Endif;
- .ReParse;
- parser_inflection = name;
- parser_inflection_func = false;
- ! Initially assume the command is aimed at the player, and the verb
- ! is the first word
- num_words = NumberWords();
- wn = 1;
- #Ifdef LanguageToInformese;
- LanguageToInformese();
- #IfV5;
- ! Re-tokenise:
- Tokenise__(buffer,parse);
- #Endif; ! V5
- #Endif; ! LanguageToInformese
- if (BeforeParsing() == false) {
- LibraryExtensions.ext_number_1 = wn; ! Set "between calls" functionality to restore wn each pass
- LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
- LibraryExtensions.RunWhile(ext_beforeparsing, false);
- LibraryExtensions.BetweenCalls = 0; ! Turn off "between calls" functionality
- }
- num_words = NumberWords();
- k=0;
- #Ifdef DEBUG;
- if (parser_trace >= 2) {
- print "[ ";
- for (i=0 : i<num_words : i++) {
- j = WordValue(i+1);
- k = WordAddress(i+1);
- l = WordLength(i+1);
- print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";
- if (j == 0) print "?";
- else {
- #Ifdef TARGET_ZCODE;
- if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
- UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
- print (address) j;
- else print j;
- #Ifnot; ! TARGET_GLULX
- if (j->0 == $60) print (address) j;
- else print j;
- #Endif; ! TARGET_
- }
- if (i ~= num_words-1) print " / ";
- }
- print " ]^";
- }
- #Endif; ! DEBUG
- verb_wordnum = 1;
- actor = player;
- actors_location = ScopeCeiling(player);
- usual_grammar_after = 0;
- .AlmostReParse;
- scope_token = 0;
- action_to_be = NULL;
- ! Begin from what we currently think is the verb word
- .BeginCommand;
- wn = verb_wordnum;
- verb_word = NextWordStopped();
- ! If there's no input here, we must have something like "person,".
- if (verb_word == -1) {
- best_etype = STUCK_PE;
- jump GiveError;
- }
- ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
- ! has previously been typed; simply copy the previous text across
- if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
- if (verb_word == AGAIN1__WD) {
- if (actor ~= player) {
- L__M(##Miscellany, 20);
- jump ReType;
- }
- if (GetKeyBufLength(buffer3) == 0) {
- L__M(##Miscellany, 21);
- jump ReType;
- }
- if (WordAddress(verb_wordnum) == buffer + WORDSIZE) { ! not held back
- ! splice rest of buffer onto end of buffer3
- i = GetKeyBufLength(buffer3);
- while (buffer3 -> (i + WORDSIZE - 1) == ' ' or '.')
- i--;
- j = i - WordLength(verb_wordnum); ! amount to move buffer up by
- if (j > 0) {
- for (m=INPUT_BUFFER_LEN-1 : m>=WORDSIZE+j : m--)
- buffer->m = buffer->(m-j);
- SetKeyBufLength(GetKeyBufLength()+j);
- }
- for (m=WORDSIZE : m<WORDSIZE+i : m++) buffer->m = buffer3->m;
- if (j < 0) for (:m<WORDSIZE+i-j : m++) buffer->m = ' ';
- }
- else
- for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
- jump ReParse;
- }
- ! Save the present input in case of an "again" next time
- if (verb_word ~= AGAIN1__WD)
- for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;
- if (usual_grammar_after == 0) {
- j = verb_wordnum;
- i = RunRoutines(actor, grammar);
- #Ifdef DEBUG;
- if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
- print " [Grammar property returned ", i, "]^";
- #Endif; ! DEBUG
- #Ifdef TARGET_ZCODE;
- if ((i ~= 0 or 1) &&
- (UnsignedCompare(i, dict_start) < 0 ||
- UnsignedCompare(i, dict_end) >= 0 ||
- (i - dict_start) % dict_entry_size ~= 0)) {
- usual_grammar_after = j;
- i=-i;
- }
- #Ifnot; ! TARGET_GLULX
- if (i < 0) { usual_grammar_after = verb_wordnum; i=-i; }
- #Endif;
- if (i == 1) {
- results-->0 = action;
- results-->1 = 2; ! Number of parameters
- results-->2 = noun;
- results-->3 = second;
- rtrue;
- }
- if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
- else { wn = verb_wordnum; verb_word = NextWord(); }
- }
- else usual_grammar_after = 0;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! B: Is it a direction, and so an implicit "go"? If so go to (K)
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- #Ifdef LanguageIsVerb;
- if (verb_word == 0) {
- i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
- wn = i;
- }
- #Endif; ! LanguageIsVerb
- ! If the first word is not listed as a verb, it must be a direction
- ! or the name of someone to talk to
- if (verb_word == 0 || ((verb_word->#dict_par1) & DICT_VERB) == 0) {
- ! So is the first word an object contained in the special object "compass"
- ! (i.e., a direction)? This needs use of NounDomain, a routine which
- ! does the object matching, returning the object number, or 0 if none found,
- ! or REPARSE_CODE if it has restructured the parse table so the whole parse
- ! must be begun again...
- wn = verb_wordnum; indef_mode = false; token_filter = 0;
- l = NounDomain(compass, 0, NOUN_TOKEN);
- if (l == REPARSE_CODE) jump ReParse;
- ! If it is a direction, send back the results:
- ! action=GoSub, no of arguments=1, argument 1=the direction.
- if (l ~= 0) {
- results-->0 = ##Go;
- action_to_be = ##Go;
- results-->1 = 1;
- results-->2 = l;
- jump LookForMore;
- }
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! C: Is anyone being addressed?
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! Only check for a comma (a "someone, do something" command) if we are
- ! not already in the middle of one. (This simplification stops us from
- ! worrying about "robot, wizard, you are an idiot", telling the robot to
- ! tell the wizard that she is an idiot.)
- if (actor == player) {
- for (j=2 : j<=num_words : j++) {
- i=NextWord();
- if (i == comma_word) jump Conversation;
- }
- }
- vw = verb_word;
- verb_word = UnknownVerb(vw);
- if (verb_word == false) verb_word = LibraryExtensions.RunWhile(ext_unknownverb, false, vw);
- if (verb_word) jump VerbAccepted;
- best_etype = VERB_PE;
- jump GiveError;
- ! NextWord nudges the word number wn on by one each time, so we've now
- ! advanced past a comma. (A comma is a word all on its own in the table.)
- .Conversation;
- j = wn - 1;
- if (j == 1) {
- L__M(##Miscellany, 22);
- jump ReType;
- }
- ! Use NounDomain (in the context of "animate creature") to see if the
- ! words make sense as the name of someone held or nearby
- wn = 1; lookahead = HELD_TOKEN;
- scope_reason = TALKING_REASON;
- l = NounDomain(player,actors_location,CREATURE_TOKEN);
- scope_reason = PARSING_REASON;
- if (l == REPARSE_CODE) jump ReParse;
- if (l == 0) {
- L__M(##Miscellany, 23);
- jump ReType;
- }
- .Conversation2;
- ! The object addressed must at least be "talkable" if not actually "animate"
- ! (the distinction allows, for instance, a microphone to be spoken to,
- ! without the parser thinking that the microphone is human).
- if (l hasnt animate && l hasnt talkable) {
- L__M(##Miscellany, 24, l);
- jump ReType;
- }
- ! Check that there aren't any mystery words between the end of the person's
- ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").
- if (wn ~= j) {
- L__M(##Miscellany, 25);
- jump ReType;
- }
- ! The player has now successfully named someone. Adjust "him", "her", "it":
- PronounNotice(l);
- ! Set the global variable "actor", adjust the number of the first word,
- ! and begin parsing again from there.
- verb_wordnum = j + 1;
- ! Stop things like "me, again":
- if (l == player) {
- wn = verb_wordnum;
- if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
- L__M(##Miscellany, 20);
- jump ReType;
- }
- }
- actor = l;
- actors_location = ScopeCeiling(l);
- #Ifdef DEBUG;
- if (parser_trace >= 1)
- print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
- #Endif; ! DEBUG
- jump BeginCommand;
- } ! end of first-word-not-a-verb
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! D: Get the verb: try all the syntax lines for that verb
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- .VerbAccepted;
- ! We now definitely have a verb, not a direction, whether we got here by the
- ! "take ..." or "person, take ..." method. Get the meta flag for this verb:
- meta = (verb_word->#dict_par1) & DICT_META;
- ! You can't order other people to "full score" for you, and so on...
- if (meta && actor ~= player) {
- best_etype = VERB_PE;
- meta = false;
- jump GiveError;
- }
- ! Now let i be the corresponding verb number, stored in the dictionary entry
- ! (in a peculiar 255-n fashion for traditional Infocom reasons)...
- i = $ff-(verb_word->#dict_par2);
- ! ...then look up the i-th entry in the verb table, whose address is at word
- ! 7 in the Z-machine (in the header), so as to get the address of the syntax
- ! table for the given verb...
- #Ifdef TARGET_ZCODE;
- syntax = (HDR_STATICMEMORY-->0)-->i;
- #Ifnot; ! TARGET_GLULX
- syntax = (#grammar_table)-->(i+1);
- #Endif; ! TARGET_
- ! ...and then see how many lines (ie, different patterns corresponding to the
- ! same verb) are stored in the parse table...
- num_lines = (syntax->0) - 1;
- ! ...and now go through them all, one by one.
- ! To prevent pronoun_word 0 being misunderstood,
- pronoun_word = NULL; pronoun_obj = NULL;
- #Ifdef DEBUG;
- if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
- #Endif; ! DEBUG
- best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
- multiflag = false; saved_oops = 0;
- ! "best_etype" is the current failure-to-match error - it is by default
- ! the least informative one, "don't understand that sentence".
- ! "nextbest_etype" remembers the best alternative to having to ask a
- ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
- ! multiflag is used here to prevent inappropriate MULTI_PE errors
- ! in addition to its unrelated duties passing information to action routines
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! E: Break down a syntax line into analysed tokens
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- line_address = syntax + 1;
- for (line=0 : line<=num_lines : line++) {
- for (i=0 : i<32 : i++) {
- line_token-->i = ENDIT_TOKEN;
- line_ttype-->i = ELEMENTARY_TT;
- line_tdata-->i = ENDIT_TOKEN;
- }
- ! Unpack the syntax line from Inform format into three arrays; ensure that
- ! the sequence of tokens ends in an ENDIT_TOKEN.
- line_address = UnpackGrammarLine(line_address);
- #Ifdef DEBUG;
- if (parser_trace >= 1) {
- if (parser_trace >= 2) new_line;
- print "[line ", line; DebugGrammarLine();
- print "]^";
- }
- #Endif; ! DEBUG
- ! We aren't in "not holding" or inferring modes, and haven't entered
- ! any parameters on the line yet, or any special numbers; the multiple
- ! object is still empty.
- token_filter = 0;
- not_holding = 0;
- inferfrom = 0;
- parameters = 0;
- nsns = 0; special_word = 0; special_number = 0;
- multiple_object-->0 = 0;
- multi_context = 0;
- etype = STUCK_PE; line_etype = 100;
- ! Put the word marker back to just after the verb
- wn = verb_wordnum+1;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! F: Look ahead for advance warning for multiexcept/multiinside
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! There are two special cases where parsing a token now has to be
- ! affected by the result of parsing another token later, and these
- ! two cases (multiexcept and multiinside tokens) are helped by a quick
- ! look ahead, to work out the future token now. We can only carry this
- ! out in the simple (but by far the most common) case:
- !
- ! multiexcept <one or more prepositions> noun
- !
- ! and similarly for multiinside.
- advance_warning = NULL; indef_mode = false;
- for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
- scope_token = 0;
- if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
- if (line_ttype-->pcount == ELEMENTARY_TT) {
- if (line_tdata-->pcount == MULTI_TOKEN) m = true;
- if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i == 1) {
- ! First non-preposition is "multiexcept" or
- ! "multiinside", so look ahead.
- #Ifdef DEBUG;
- if (parser_trace >= 2) print " [Trying look-ahead]^";
- #Endif; ! DEBUG
- ! We need this to be followed by 1 or more prepositions.
- pcount++;
- if (line_ttype-->pcount == PREPOSITION_TT) {
- ! skip ahead to a preposition word in the input
- do {
- l = NextWord();
- } until ((wn > num_words) ||
- (l && (l->#dict_par1) & DICT_PREP ~= 0));
- if (wn > num_words) {
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print " [Look-ahead aborted: prepositions missing]^";
- #Endif;
- jump EmptyLine;
- }
- do {
- if (PrepositionChain(l, pcount) ~= -1) {
- ! advance past the chain
- if ((line_token-->pcount)->0 & $20 ~= 0) {
- pcount++;
- while ((line_token-->pcount ~= ENDIT_TOKEN) &&
- ((line_token-->pcount)->0 & $10 ~= 0))
- pcount++;
- } else {
- pcount++;
- }
- } else {
- ! try to find another preposition word
- do {
- l = NextWord();
- } until ((wn >= num_words) ||
- (l && (l->#dict_par1) & 8 ~= 0));
- if (l && (l->#dict_par1) & 8) continue;
- ! lookahead failed
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print " [Look-ahead aborted: prepositions don't match]^";
- #Endif;
- jump LineFailed;
- }
- l = NextWord();
- } until (line_ttype-->pcount ~= PREPOSITION_TT);
- .EmptyLine;
- ! put back the non-preposition we just read
- wn--;
- if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {
- l = Descriptors(); ! skip past THE etc
- if (l~=0) etype=l; ! don't allow multiple objects
- l = NounDomain(actors_location, actor, NOUN_TOKEN);
- #Ifdef DEBUG;
- if (parser_trace >= 2) {
- print " [Advanced to ~noun~ token: ";
- if (l == REPARSE_CODE) print "re-parse request]^";
- if (l == 1) print "but multiple found]^";
- if (l == 0) print "error ", etype, "]^";
- if (l >= 2) print (the) l, "]^";
- }
- #Endif; ! DEBUG
- if (l == REPARSE_CODE) jump ReParse;
- if (l >= 2) advance_warning = l;
- }
- }
- break;
- }
- }
- }
- ! Slightly different line-parsing rules will apply to "take multi", to
- ! prevent "take all" behaving correctly but misleadingly when there's
- ! nothing to take.
- take_all_rule = 0;
- if (m && params_wanted == 1 && action_to_be == ##Take)
- take_all_rule = 1;
- ! And now start again, properly, forearmed or not as the case may be.
- ! As a precaution, we clear all the variables again (they may have been
- ! disturbed by the call to NounDomain, which may have called outside
- ! code, which may have done anything!).
- not_holding = 0;
- inferfrom = 0;
- inferword = 0;
- parameters = 0;
- nsns = 0; special_word = 0; special_number = 0;
- multiple_object-->0 = 0;
- etype = STUCK_PE; line_etype = 100;
- wn = verb_wordnum+1;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! G: Parse each token in turn (calling ParseToken to do most of the work)
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! "Pattern" gradually accumulates what has been recognised so far,
- ! so that it may be reprinted by the parser later on
- for (pcount=1 : : pcount++) {
- pattern-->pcount = PATTERN_NULL; scope_token = 0;
- token = line_token-->(pcount-1);
- lookahead = line_token-->pcount;
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
- "]^";
- #Endif; ! DEBUG
- if (token ~= ENDIT_TOKEN) {
- scope_reason = PARSING_REASON;
- parser_inflection = name;
- parser_inflection_func = false;
- AnalyseToken(token);
- if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
- found_tdata == TOPIC_TOKEN && line_etype == 100) {
- if (actor ~= player) {
- best_etype = VERB_PE; jump GiveError;
- }
- l = inputobjs-->2;
- wn--;
- j = wn;
- jump Conversation2;
- }
- l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
- while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
- scope_reason = PARSING_REASON;
- if (l == GPR_PREPOSITION) {
- if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
- found_tdata~=TOPIC_TOKEN)) params_wanted--;
- l = true;
- }
- else
- if (l < 0) l = false;
- else
- if (l ~= GPR_REPARSE) {
- if (l == GPR_NUMBER) {
- if (nsns == 0) special_number1 = parsed_number;
- else special_number2 = parsed_number;
- nsns++; l = 1;
- }
- if (l == GPR_MULTIPLE) l = 0;
- results-->(parameters+2) = l;
- parameters++;
- pattern-->pcount = l;
- l = true;
- }
- #Ifdef DEBUG;
- if (parser_trace >= 3) {
- print " [token resulted in ";
- if (l == REPARSE_CODE) print "re-parse request]^";
- if (l == 0) print "failure with error type ", etype, "]^";
- if (l == 1) print "success]^";
- }
- #Endif; ! DEBUG
- if (l == REPARSE_CODE) jump ReParse;
- if (l == false) {
- if (etype < line_etype) line_etype = etype;
- if (etype == STUCK_PE || wn >= num_words) break;
- }
- }
- else {
- ! If the player has entered enough already but there's still
- ! text to wade through: store the pattern away so as to be able to produce
- ! a decent error message if this turns out to be the best we ever manage,
- ! and in the mean time give up on this line
- ! However, if the superfluous text begins with a comma or "then" then
- ! take that to be the start of another instruction
- if (line_etype < 100) break;
- if (wn <= num_words) {
- l = NextWord();
- if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
- held_back_mode = 1; hb_wn = wn-1;
- }
- else {
- for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
- pcount2 = pcount;
- etype = UPTO_PE;
- break;
- }
- }
- ! Now, we may need to revise the multiple object because of the single one
- ! we now know (but didn't when the list was drawn up).
- if (parameters >= 1 && results-->2 == 0) {
- l = ReviseMulti(results-->3);
- if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
- }
- if (parameters >= 2 && results-->3 == 0) {
- l = ReviseMulti(results-->2);
- if (l ~= 0) { etype = l; break; }
- }
- ! To trap the case of "take all" inferring only "yourself" when absolutely
- ! nothing else is in the vicinity...
- if (take_all_rule == 2 && results-->2 == actor) {
- best_etype = NOTHING_PE;
- jump GiveError;
- }
- #Ifdef DEBUG;
- if (parser_trace >= 1) print "[Line successfully parsed]^";
- #Endif; ! DEBUG
- ! The line has successfully matched the text. Declare the input error-free...
- oops_from = 0;
- ! ...explain any inferences made (using the pattern)...
- if (inferfrom ~= 0 && no_infer_message == false) {
- print "("; PrintCommand(inferfrom); print ")^";
- }
- no_infer_message = false;
- ! ...copy the action number, and the number of parameters...
- results-->0 = action_to_be;
- results-->1 = parameters;
- ! ...reverse first and second parameters if need be...
- if (action_reversed && parameters == 2) {
- i = results-->2; results-->2 = results-->3;
- results-->3 = i;
- if (nsns == 2) {
- i = special_number1; special_number1 = special_number2;
- special_number2 = i;
- }
- }
- ! ...and to reset "it"-style objects to the first of these parameters, if
- ! there is one (and it really is an object)...
- if (parameters > 0 && results-->2 >= 2)
- PronounNotice(results-->2);
- ! ...and worry about the case where an object was allowed as a parameter
- ! even though the player wasn't holding it and should have been: in this
- ! event, keep the results for next time round, go into "not holding" mode,
- ! and for now tell the player what's happening and return a "take" request
- ! instead...
- if (not_holding ~= 0 && actor == player) {
- action = ##Take;
- i = RunRoutines(not_holding, before_implicit);
- ! i = 0: Take the object, tell the player (default)
- ! i = 1: Take the object, don't tell the player
- ! i = 2: don't Take the object, continue
- ! i = 3: don't Take the object, don't continue
- if (i > 2 || no_implicit_actions) { best_etype = NOTHELD_PE; jump GiveError; }
- ! perform the implicit Take
- if (i < 2) {
- if (i ~= 1) ! and tell the player
- L__M(##Miscellany, 26, not_holding);
- notheld_mode = 1;
- for (i=0 : i<8 : i++) kept_results-->i = results-->i;
- results-->0 = ##Take;
- results-->1 = 1;
- results-->2 = not_holding;
- }
- }
- ! (Notice that implicit takes are only generated for the player, and not
- ! for other actors. This avoids entirely logical, but misleading, text
- ! being printed.)
- ! ...and return from the parser altogether, having successfully matched
- ! a line.
- if (held_back_mode == 1) {
- wn=hb_wn;
- jump LookForMore;
- }
- rtrue;
- } ! end of if(token ~= ENDIT_TOKEN) else
- } ! end of for(pcount++)
- .LineFailed;
- ! The line has failed to match.
- ! We continue the outer "for" loop, trying the next line in the grammar.
- if (line_etype < 100) etype = line_etype;
- if (etype > best_etype) best_etype = etype;
- if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;
- ! ...unless the line was something like "take all" which failed because
- ! nothing matched the "all", in which case we stop and give an error now.
- if (take_all_rule == 2 && etype==NOTHING_PE) break;
- } ! end of for(line++)
- ! The grammar is exhausted: every line has failed to match.
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! H: Cheaply parse otherwise unrecognised conversation and return
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- .GiveError;
- etype = best_etype;
- ! Errors are handled differently depending on who was talking.
- ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
- ! it is taken as conversation which the parser has no business in disallowing.
- if (actor ~= player) {
- if (usual_grammar_after ~= 0) {
- verb_wordnum = usual_grammar_after;
- jump AlmostReParse;
- }
- wn = verb_wordnum;
- special_word = NextWord();
- if (special_word == comma_word) {
- special_word = NextWord();
- verb_wordnum++;
- }
- special_number = TryNumber(verb_wordnum);
- results-->0 = ##NotUnderstood;
- results-->1 = 2;
- results-->2 = 1; special_number1 = special_word;
- results-->3 = actor;
- consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
- rtrue;
- }
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! I: Print best possible error message
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! If the player was the actor (eg, in "take dfghh") the error must be
- ! printed, and fresh input called for. In four cases the oops word
- ! must be jiggled (where oops_from is set to something).
- if (ParserError(etype)) jump ReType;
- if (LibraryExtensions.RunWhile(ext_parsererror, false, etype)) jump ReType;
- pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;
- if (etype == STUCK_PE) { L__M(##Miscellany, 27); oops_from = 1; }
- if (etype == UPTO_PE) { L__M(##Miscellany, 28);
- for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
- pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
- oops_from = wn-1;
- }
- if (etype == NUMBER_PE) L__M(##Miscellany, 29);
- if (etype == CANTSEE_PE) { L__M(##Miscellany, 30); oops_from=saved_oops; }
- if (etype == TOOLIT_PE) L__M(##Miscellany, 31);
- if (etype == NOTHELD_PE) { L__M(##Miscellany, 32, not_holding); oops_from=saved_oops; }
- if (etype == MULTI_PE) L__M(##Miscellany, 33);
- if (etype == MMULTI_PE) L__M(##Miscellany, 34);
- if (etype == VAGUE_PE) L__M(##Miscellany, 35, pronoun_word);
- if (etype == EXCEPT_PE) L__M(##Miscellany, 36);
- if (etype == ANIMA_PE) L__M(##Miscellany, 37);
- if (etype == VERB_PE) L__M(##Miscellany, 38);
- if (etype == SCENERY_PE) L__M(##Miscellany, 39);
- if (etype == ITGONE_PE) {
- if (pronoun_obj == NULL)
- L__M(##Miscellany, 35, pronoun_word);
- else L__M(##Miscellany, 40, pronoun_word, pronoun_obj);
- }
- if (etype == JUNKAFTER_PE) L__M(##Miscellany, 41);
- if (etype == TOOFEW_PE) L__M(##Miscellany, 42, multi_had);
- if (etype == NOTHING_PE) {
- if (results-->0 == ##Remove && results-->3 ofclass Object) {
- noun = results-->3; ! ensure valid for messages
- if (noun has animate) L__M(##Take, 6, noun);
- else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
- else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
- else if (children(noun)==0) L__M(##Search, 6, noun);
- else results-->0 = 0;
- }
- if (results-->0 ~= ##Remove) {
- if (multi_wanted == 100) L__M(##Miscellany, 43);
- else {
- #Ifdef NO_TAKE_ALL;
- if (take_all_rule == 2) L__M(##Miscellany, 59);
- else L__M(##Miscellany, 44, verb_word);
- #Ifnot;
- L__M(##Miscellany, 44, verb_word);
- #Endif; ! NO_TAKE_ALL
- }
- }
- }
- if (etype == ASKSCOPE_PE) {
- scope_stage = 3;
- if (scope_error() == -1) {
- best_etype = nextbest_etype;
- jump GiveError;
- }
- }
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! J: Retry the whole lot
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! And go (almost) right back to square one...
- jump ReType;
- ! ...being careful not to go all the way back, to avoid infinite repetition
- ! of a deferred command causing an error.
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! K: Last thing: check for "then" and further instructions(s), return.
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! At this point, the return value is all prepared, and we are only looking
- ! to see if there is a "then" followed by subsequent instruction(s).
- .LookForMore;
- if (wn > num_words) rtrue;
- i = NextWord();
- if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word or AND1__WD) {
- if (wn > num_words) {
- held_back_mode = false;
- return;
- }
- i = WordAddress(verb_wordnum);
- j = WordAddress(wn);
- for (: i<j : i++) i->0 = ' ';
- i = NextWord();
- if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
- ! Delete the words "then again" from the again buffer,
- ! in which we have just realised that it must occur:
- ! prevents an infinite loop on "i. again"
- i = WordAddress(wn-2)-buffer;
- if (wn > num_words) j = INPUT_BUFFER_LEN-1;
- else j = WordAddress(wn)-buffer;
- for (: i<j : i++) buffer3->i = ' ';
- }
- Tokenise__(buffer,parse);
- held_back_mode = true;
- return;
- }
- best_etype = UPTO_PE;
- jump GiveError;
- ]; ! end of Parser__parse
- [ ScopeCeiling person act;
- act = parent(person);
- if (act == 0) return person;
- if (person == player && location == thedark) return thedark;
- while (parent(act)~=0 && (act has transparent || act has supporter ||
- (act has container && act has open)))
- act = parent(act);
- return act;
- ];
- ! ----------------------------------------------------------------------------
- ! Descriptors()
- !
- ! Handles descriptive words like "my", "his", "another" and so on.
- ! Skips "the", and leaves wn pointing to the first misunderstood word.
- !
- ! Allowed to set up for a plural only if allow_p is set
- !
- ! Returns error number, or 0 if no error occurred
- ! ----------------------------------------------------------------------------
- Constant OTHER_BIT = 1; ! These will be used in Adjudicate()
- Constant MY_BIT = 2; ! to disambiguate choices
- Constant THAT_BIT = 4;
- Constant PLURAL_BIT = 8;
- Constant LIT_BIT = 16;
- Constant UNLIT_BIT = 32;
- [ ResetDescriptors;
- indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
- indef_possambig = false;
- indef_owner = nothing;
- indef_cases = $$111111111111;
- indef_nspec_at = 0;
- ];
- [ Descriptors allows_multiple o x flag cto type m n;
- ResetDescriptors();
- if (wn > num_words) return 0;
- m = wn;
- for (flag=true : flag :) {
- o = NextWordStopped(); flag = false;
- for (x=1 : x<=LanguageDescriptors-->0 : x=x+4)
- if (o == LanguageDescriptors-->x) {
- flag = true;
- type = LanguageDescriptors-->(x+2);
- if (type ~= DEFART_PK) indef_mode = true;
- indef_possambig = true;
- indef_cases = indef_cases & (LanguageDescriptors-->(x+1));
- if (type == POSSESS_PK) {
- cto = LanguageDescriptors-->(x+3);
- switch (cto) {
- 0: indef_type = indef_type | MY_BIT;
- 1: indef_type = indef_type | THAT_BIT;
- default:
- indef_owner = PronounValue(cto);
- if (indef_owner == NULL) indef_owner = InformParser;
- }
- }
- if (type == light) indef_type = indef_type | LIT_BIT;
- if (type == -light) indef_type = indef_type | UNLIT_BIT;
- }
- if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
- indef_mode = 1; flag = 1;
- indef_type = indef_type | OTHER_BIT;
- }
- if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
- indef_mode = 1; flag = 1; indef_wanted = 100;
- if (take_all_rule == 1) take_all_rule = 2;
- indef_type = indef_type | PLURAL_BIT;
- }
- if (allow_plurals && allows_multiple) {
- n = TryNumber(wn-1);
- if (n == 1) { indef_mode = 1; flag = 1; indef_wanted = 1; }
- if (n > 1) {
- indef_guess_p = 1;
- indef_mode = 1; flag = 1; indef_wanted = n;
- indef_nspec_at = wn-1;
- indef_type = indef_type | PLURAL_BIT;
- }
- }
- if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
- wn--; ! Skip 'of' after these
- }
- wn--;
- num_desc = wn - m;
- return 0;
- ];
- ! ----------------------------------------------------------------------------
- ! CreatureTest: Will this person do for a "creature" token?
- ! ----------------------------------------------------------------------------
- [ CreatureTest obj;
- if (actor ~= player) rtrue;
- if (obj has animate) rtrue;
- if (obj hasnt talkable) rfalse;
- if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue;
- rfalse;
- ];
- [ PrepositionChain wd index;
- if (line_tdata-->index == wd) return wd;
- if ((line_token-->index)->0 & $20 == 0) return -1;
- do {
- if (line_tdata-->index == wd) return wd;
- index++;
- } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
- return -1;
- ];
- ! ----------------------------------------------------------------------------
- ! ParseToken(type, data):
- ! Parses the given token, from the current word number wn, with exactly
- ! the specification of a general parsing routine.
- ! (Except that for "topic" tokens and prepositions, you need to supply
- ! a position in a valid grammar line as third argument.)
- !
- ! Returns:
- ! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
- ! GPR_PREPOSITION for "token accepted with no result"
- ! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
- ! 0 for "token accepted, result is the multiple object list"
- ! 1 for "token accepted, result is the number in parsed_number"
- ! object num for "token accepted with this object as result"
- ! -1 for "token rejected"
- !
- ! (A) Analyse the token; handle all tokens not involving
- ! object lists and break down others into elementary tokens
- ! (B) Begin parsing an object list
- ! (C) Parse descriptors (articles, pronouns, etc.) in the list
- ! (D) Parse an object name
- ! (E) Parse connectives ("and", "but", etc.) and go back to (C)
- ! (F) Return the conclusion of parsing an object list
- ! ----------------------------------------------------------------------------
- [ ParseToken given_ttype given_tdata token_n x y;
- x = lookahead; lookahead = NOUN_TOKEN;
- y = ParseToken__(given_ttype,given_tdata,token_n);
- if (y == GPR_REPARSE) Tokenise__(buffer,parse);
- lookahead = x; return y;
- ];
- [ ParseToken__ given_ttype given_tdata token_n
- token l o i j k and_parity single_object desc_wn many_flag
- token_allows_multiple prev_indef_wanted;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! A: Analyse token; handle all not involving object lists, break down others
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- token_filter = 0;
- switch (given_ttype) {
- ELEMENTARY_TT:
- switch (given_tdata) {
- SPECIAL_TOKEN:
- l = TryNumber(wn);
- special_word = NextWord();
- #Ifdef DEBUG;
- if (l ~= -1000)
- if (parser_trace >= 3) print " [Read special as the number ", l, "]^";
- #Endif; ! DEBUG
- if (l == -1000) {
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Read special word at word number ", wn, "]^";
- #Endif; ! DEBUG
- l = special_word;
- }
- parsed_number = l; return GPR_NUMBER;
- NUMBER_TOKEN:
- l=TryNumber(wn++);
- if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
- #Ifdef DEBUG;
- if (parser_trace>=3) print " [Read number as ", l, "]^";
- #Endif; ! DEBUG
- parsed_number = l; return GPR_NUMBER;
- CREATURE_TOKEN:
- if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell)
- scope_reason = TALKING_REASON;
- TOPIC_TOKEN:
- consult_from = wn;
- if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
- (line_token-->(token_n+1) ~= ENDIT_TOKEN))
- RunTimeError(13);
- do o = NextWordStopped();
- until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
- wn--;
- consult_words = wn-consult_from;
- if (consult_words == 0) return GPR_FAIL;
- if (action_to_be == ##Ask or ##Answer or ##Tell) {
- o = wn; wn = consult_from; parsed_number = NextWord();
- #Ifdef EnglishNaturalLanguage;
- if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
- #Endif; ! EnglishNaturalLanguage
- wn = o; return 1;
- }
- if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
- return GPR_FAIL; ! don't infer if required preposition is absent
- return GPR_PREPOSITION;
- }
- PREPOSITION_TT:
- #Iffalse (Grammar__Version == 1);
- ! Is it an unnecessary alternative preposition, when a previous choice
- ! has already been matched?
- if ((token->0) & $10) return GPR_PREPOSITION;
- #Endif; ! Grammar__Version
- ! If we've run out of the player's input, but still have parameters to
- ! specify, we go into "infer" mode, remembering where we are and the
- ! preposition we are inferring...
- if (wn > num_words) {
- if (inferfrom==0 && parameters<params_wanted) {
- inferfrom = pcount; inferword = token;
- pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
- }
- ! If we are not inferring, then the line is wrong...
- if (inferfrom == 0) return -1;
- ! If not, then the line is right but we mark in the preposition...
- pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
- return GPR_PREPOSITION;
- }
- o = NextWord();
- pattern-->pcount = REPARSE_CODE + Dword__No(o);
- ! Whereas, if the player has typed something here, see if it is the
- ! required preposition... if it's wrong, the line must be wrong,
- ! but if it's right, the token is passed (jump to finish this token).
- if (o == given_tdata) return GPR_PREPOSITION;
- #Iffalse (Grammar__Version == 1);
- if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
- #Endif; ! Grammar__Version
- return -1;
- GPR_TT:
- l = given_tdata();
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Outside parsing routine returned ", l, "]^";
- #Endif; ! DEBUG
- return l;
- SCOPE_TT:
- scope_token = given_tdata;
- scope_stage = 1;
- l = scope_token();
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Scope routine returned multiple-flag of ", l, "]^";
- #Endif; ! DEBUG
- if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
- ATTR_FILTER_TT:
- token_filter = 1 + given_tdata;
- given_tdata = NOUN_TOKEN;
- ROUTINE_FILTER_TT:
- token_filter = given_tdata;
- given_tdata = NOUN_TOKEN;
- } ! end of switch(given_ttype)
- token = given_tdata;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! B: Begin parsing an object list
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! There are now three possible ways we can be here:
- ! parsing an elementary token other than "special" or "number";
- ! parsing a scope token;
- ! parsing a noun-filter token (either by routine or attribute).
- !
- ! In each case, token holds the type of elementary parse to
- ! perform in matching one or more objects, and
- ! token_filter is 0 (default), an attribute + 1 for an attribute filter
- ! or a routine address for a routine filter.
- token_allows_multiple = false;
- if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
- token_allows_multiple = true;
- many_flag = false; and_parity = true; dont_infer = false;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! C: Parse descriptors (articles, pronouns, etc.) in the list
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! We expect to find a list of objects next in what the player's typed.
- .ObjectList;
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Object list from word ", wn, "]^";
- #Endif; ! DEBUG
- ! Take an advance look at the next word: if it's "it" or "them", and these
- ! are unset, set the appropriate error number and give up on the line
- ! (if not, these are still parsed in the usual way - it is not assumed
- ! that they still refer to something in scope)
- o = NextWord(); wn--;
- pronoun_word = NULL; pronoun_obj = NULL;
- l = PronounValue(o);
- if (l ~= 0) {
- pronoun_word = o; pronoun_obj = l;
- if (l == NULL) {
- ! Don't assume this is a use of an unset pronoun until the
- ! descriptors have been checked, because it might be an
- ! article (or some such) instead
- for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
- if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
- pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
- etype = VAGUE_PE; return GPR_FAIL;
- }
- }
- .AssumeDescriptor;
- if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }
- allow_plurals = true;
- desc_wn = wn;
- .TryAgain;
- ! First, we parse any descriptive words (like "the", "five" or "every"):
- l = Descriptors(token_allows_multiple);
- if (l ~= 0) { etype = l; return GPR_FAIL; }
- .TryAgain2;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! D: Parse an object name
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! This is an actual specified object, and is therefore where a typing error
- ! is most likely to occur, so we set:
- oops_from = wn;
- ! So, two cases. Case 1: token not equal to "held"
- ! but we may well be dealing with multiple objects
- ! In either case below we use NounDomain, giving it the token number as
- ! context, and two places to look: among the actor's possessions, and in the
- ! present location. (Note that the order depends on which is likeliest.)
- if (token ~= HELD_TOKEN) {
- i = multiple_object-->0;
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Calling NounDomain on location and actor]^";
- #Endif; ! DEBUG
- l = NounDomain(actors_location, actor, token);
- if (l == REPARSE_CODE) return l; ! Reparse after Q&A
- if (l ~= nothing && l ~= 1 && l notin actor && token == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
- if (ImplicitTake(l)) {
- etype = NOTHELD_PE;
- jump FailToken;
- }
- }
- if (indef_wanted == 100 && l == 0 && number_matched == 0)
- l = 1; ! ReviseMulti if TAKE ALL FROM empty container
- if (token_allows_multiple && ~~multiflag) {
- if (best_etype==MULTI_PE) best_etype=STUCK_PE;
- multiflag = true;
- }
- if (l == 0) {
- if (indef_possambig) {
- saved_ml = match_length;
- ResetDescriptors();
- wn = desc_wn;
- jump TryAgain2;
- }
- if (etype ~=TOOFEW_PE && (multiflag || etype ~= MULTI_PE))
- etype = CantSee();
- jump FailToken;
- } ! Choose best error
- #Ifdef DEBUG;
- if (parser_trace >= 3) {
- if (l > 1) print " [NounDomain returned ", (the) l, "]^";
- else {
- print " [NounDomain appended to the multiple object list:^";
- k = multiple_object-->0;
- for (j=i+1 : j<=k : j++)
- print " Entry ", j, ": ", (The) multiple_object-->j,
- " (", multiple_object-->j, ")^";
- print " List now has size ", k, "]^";
- }
- }
- #Endif; ! DEBUG
- if (l == 1) {
- if (~~many_flag) many_flag = true;
- else { ! Merge with earlier ones
- k = multiple_object-->0; ! (with either parity)
- multiple_object-->0 = i;
- for (j=i+1 : j<=k : j++) {
- if (and_parity) MultiAdd(multiple_object-->j);
- else MultiSub(multiple_object-->j);
- }
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Merging ", k-i, " new objects to the ", i, " old ones]^";
- #Endif; ! DEBUG
- }
- }
- else {
- ! A single object was indeed found
- if (match_length == 0 && indef_possambig) {
- ! So the answer had to be inferred from no textual data,
- ! and we know that there was an ambiguity in the descriptor
- ! stage (such as a word which could be a pronoun being
- ! parsed as an article or possessive). It's worth having
- ! another go.
- ResetDescriptors();
- wn = desc_wn;
- jump TryAgain2;
- }
- if (token == CREATURE_TOKEN && CreatureTest(l) == 0) {
- etype = ANIMA_PE;
- jump FailToken;
- } ! Animation is required
- if (~~many_flag) single_object = l;
- else {
- if (and_parity) MultiAdd(l); else MultiSub(l);
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Combining ", (the) l, " with list]^";
- #Endif; ! DEBUG
- }
- }
- } else {
- ! Case 2: token is "held" (which fortunately can't take multiple objects)
- ! and may generate an implicit take
- l = NounDomain(actor,actors_location,token); ! Same as above...
- if (l == REPARSE_CODE) return GPR_REPARSE;
- if (l == 0) {
- if (indef_possambig) {
- ResetDescriptors();
- wn = desc_wn;
- jump TryAgain2;
- }
- etype = CantSee(); jump FailToken; ! Choose best error
- }
- ! ...until it produces something not held by the actor. Then an implicit
- ! take must be tried. If this is already happening anyway, things are too
- ! confused and we have to give up (but saving the oops marker so as to get
- ! it on the right word afterwards).
- ! The point of this last rule is that a sequence like
- !
- ! > read newspaper
- ! (taking the newspaper first)
- ! The dwarf unexpectedly prevents you from taking the newspaper!
- !
- ! should not be allowed to go into an infinite repeat - read becomes
- ! take then read, but take has no effect, so read becomes take then read...
- ! Anyway for now all we do is record the number of the object to take.
- o = parent(l);
- if (o ~= actor) {
- if (notheld_mode == 1) {
- saved_oops = oops_from;
- etype = NOTHELD_PE;
- jump FailToken;
- }
- not_holding = l;
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Allowing object ", (the) l, " for now]^";
- #Endif; ! DEBUG
- }
- single_object = l;
- } ! end of if (token ~= HELD_TOKEN) else
- ! The following moves the word marker to just past the named object...
- wn = oops_from + match_length;
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! E: Parse connectives ("and", "but", etc.) and go back to (C)
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! Object(s) specified now: is that the end of the list, or have we reached
- ! "and", "but" and so on? If so, create a multiple-object list if we
- ! haven't already (and are allowed to).
- .NextInList;
- o = NextWord();
- if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) {
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Read connective '", (address) o, "']^";
- #Endif; ! DEBUG
- k = NextWord();
- if (k ~= AND1__WD) wn--; ! allow Serial commas in input
- if (k > 0 && (k->#dict_par1) & (DICT_NOUN+DICT_VERB) == DICT_VERB) {
- wn--; ! player meant 'THEN'
- jump PassToken;
- }
- if (~~token_allows_multiple) {
- if (multiflag) jump PassToken; ! give UPTO_PE error
- etype=MULTI_PE;
- jump FailToken;
- }
- if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity;
- if (~~many_flag) {
- multiple_object-->0 = 1;
- multiple_object-->1 = single_object;
- many_flag = true;
- #Ifdef DEBUG;
- if (parser_trace >= 3) print " [Making new list from ", (the) single_object, "]^";
- #Endif; ! DEBUG
- }
- dont_infer = true; inferfrom=0; ! Don't print (inferences)
- jump ObjectList; ! And back around
- }
- wn--; ! Word marker back to first not-understood word
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !
- ! F: Return the conclusion of parsing an object list
- !
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ! Happy or unhappy endings:
- .PassToken;
- if (many_flag) {
- single_object = GPR_MULTIPLE;
- multi_context = token;
- }
- else {
- if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
- if (indef_wanted < 100 && indef_wanted > 1) {
- multi_had = 1; multi_wanted = indef_wanted;
- etype = TOOFEW_PE;
- jump FailToken;
- }
- }
- }
- return single_object;
- .FailToken;
- ! If we were only guessing about it being a plural, try again but only
- ! allowing singulars (so that words like "six" are not swallowed up as
- ! Descriptors)
- if (allow_plurals && indef_guess_p == 1) {
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " [Retrying singulars after failure ", etype, "]^";
- #Endif;
- prev_indef_wanted = indef_wanted;
- allow_plurals = false;
- wn = desc_wn;
- jump TryAgain;
- }
- if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;
- return GPR_FAIL;
- ]; ! end of ParseToken__
- ! ----------------------------------------------------------------------------
- ! NounDomain does the most substantial part of parsing an object name.
- !
- ! It is given two "domains" - usually a location and then the actor who is
- ! looking - and a context (i.e. token type), and returns:
- !
- ! 0 if no match at all could be made,
- ! 1 if a multiple object was made,
- ! k if object k was the one decided upon,
- ! REPARSE_CODE if it asked a question of the player and consequently rewrote
- ! the player's input, so that the whole parser should start again
- ! on the rewritten input.
- !
- ! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
- ! length_of_noun to the number of words in the input text matched to the
- ! noun.
- ! In the case k=1, the multiple objects are added to multiple_object by
- ! hand (not by MultiAdd, because we want to allow duplicates).
- ! ----------------------------------------------------------------------------
- [ NounDomain domain1 domain2 context first_word i j k l
- answer_words;
- #Ifdef DEBUG;
- if (parser_trace >= 4) {
- print " [NounDomain called at word ", wn, "]^";
- print " ";
- if (indef_mode) {
- print "seeking indefinite object: ";
- if (indef_type & OTHER_BIT) print "other ";
- if (indef_type & MY_BIT) print "my ";
- if (indef_type & THAT_BIT) print "that ";
- if (indef_type & PLURAL_BIT) print "plural ";
- if (indef_type & LIT_BIT) print "lit ";
- if (indef_type & UNLIT_BIT) print "unlit ";
- if (indef_owner ~= 0) print "owner:", (name) indef_owner;
- new_line;
- print " number wanted: ";
- if (indef_wanted == 100) print "all"; else print indef_wanted;
- new_line;
- print " most likely GNAs of names: ", indef_cases, "^";
- }
- else print "seeking definite object^";
- }
- #Endif; ! DEBUG
- match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;
- SearchScope(domain1, domain2, context);
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " [NounDomain made ", number_matched, " matches]^";
- #Endif; ! DEBUG
- wn = match_from+match_length;
- ! If nothing worked at all, leave with the word marker skipped past the
- ! first unmatched word...
- if (number_matched == 0) { wn++; rfalse; }
- ! Suppose that there really were some words being parsed (i.e., we did
- ! not just infer). If so, and if there was only one match, it must be
- ! right and we return it...
- if (match_from <= num_words) {
- if (number_matched == 1) {
- i=match_list-->0;
- if (indef_mode) {
- if ((indef_type & LIT_BIT) && i hasnt light) rfalse;
- if ((indef_type & UNLIT_BIT) && i has light) rfalse;
- }
- return i;
- }
- ! ...now suppose that there was more typing to come, i.e. suppose that
- ! the user entered something beyond this noun. If nothing ought to follow,
- ! then there must be a mistake, (unless what does follow is just a full
- ! stop, and or comma)
- if (wn <= num_words) {
- i = NextWord(); wn--;
- if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
- or THEN1__WD or THEN2__WD or THEN3__WD
- or BUT1__WD or BUT2__WD or BUT3__WD) {
- if (lookahead == ENDIT_TOKEN) rfalse;
- }
- }
- }
- ! Now look for a good choice, if there's more than one choice...
- number_of_classes = 0;
- if (match_length == 0 && indef_mode && indef_wanted ~= 100)
- number_matched = 0; ! ask question for 'take three'
- if (number_matched == 1) i = match_list-->0;
- if (number_matched > 1) {
- i = Adjudicate(context);
- if (i == -1) rfalse;
- if (i == 1) rtrue; ! Adjudicate has made a multiple
- ! object, and we pass it on
- }
- ! If i is non-zero here, one of two things is happening: either
- ! (a) an inference has been successfully made that object i is
- ! the intended one from the user's specification, or
- ! (b) the user finished typing some time ago, but we've decided
- ! on i because it's the only possible choice.
- ! In either case we have to keep the pattern up to date,
- ! note that an inference has been made and return.
- ! (Except, we don't note which of a pile of identical objects.)
- if (i ~= 0) {
- if (dont_infer) return i;
- if (inferfrom == 0) inferfrom=pcount;
- pattern-->pcount = i;
- return i;
- }
- ! If we get here, there was no obvious choice of object to make. If in
- ! fact we've already gone past the end of the player's typing (which
- ! means the match list must contain every object in scope, regardless
- ! of its name), then it's foolish to give an enormous list to choose
- ! from - instead we go and ask a more suitable question...
- if (match_from > num_words) jump Incomplete;
- return AskPlayer(context);
- ! Now we come to the question asked when the input has run out
- ! and can't easily be guessed (eg, the player typed "take" and there
- ! were plenty of things which might have been meant).
- .Incomplete;
- if (best_etype == NOTHING_PE && pattern-->1 == 0) rfalse; ! for DROP when empty-handed
- if (context == CREATURE_TOKEN) L__M(##Miscellany, 48);
- else L__M(##Miscellany, 49, actor);
- #Ifdef TARGET_ZCODE;
- for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
- #Endif; ! TARGET_ZCODE
- answer_words = Keyboard(buffer2, parse2);
- first_word = WordValue(1, parse2);
- #Ifdef LanguageIsVerb;
- if (first_word == 0) {
- j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
- }
- #Endif; ! LanguageIsVerb
- ! Once again, if the reply looks like a command, give it to the
- ! parser to get on with and forget about the question...
- ! Once again, if the reply looks like a command
- ! (that is, VERB ... or XXX,VERB ...), give it to the parser to get
- ! on with and forget about the question...
- if (first_word) {
- if ((first_word->#dict_par1) & DICT_VERB) {
- CopyBuffer(buffer, buffer2);
- return REPARSE_CODE;
- }
- if (NumberWords(parse2) > 2) {
- j = WordValue(2, parse2);
- k = WordValue(3, parse2);
- if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
- CopyBuffer(buffer, buffer2);
- return REPARSE_CODE;
- }
- }
- }
- ! ...but if we have a genuine answer, then:
- !
- ! (1) we must glue in text suitable for anything that's been inferred.
- if (inferfrom ~= 0) {
- for (j=inferfrom : j<pcount : j++) {
- if (pattern-->j == PATTERN_NULL) continue;
- i = WORDSIZE + GetKeyBufLength();
- SetKeyBufLength(i-WORDSIZE + 1);
- buffer->(i++) = ' ';
- #Ifdef DEBUG;
- if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
- #Endif; ! DEBUG
- ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
- parse2-->1 = 0;
- ! An inferred object. Best we can do is glue in a pronoun.
- ! (This is imperfect, but it's very seldom needed anyway.)
- if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
- ! was the inference made from some noun words?
- ! In which case, we can infer again.
- if ((WordValue(NumberWords())->#dict_par1) & DICT_NOUN) continue;
- PronounNotice(pattern-->j);
- for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
- if (pattern-->j == LanguagePronouns-->(k+2)) {
- parse2-->1 = LanguagePronouns-->k;
- #Ifdef DEBUG;
- if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
- #Endif; ! DEBUG
- break;
- }
- }
- else {
- ! An inferred preposition.
- parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
- #Ifdef DEBUG;
- if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
- #Endif; ! DEBUG
- }
- ! parse2-->1 now holds the dictionary address of the word to glue in.
- if (parse2-->1 ~= 0) {
- k = buffer + i;
- #Ifdef TARGET_ZCODE;
- @output_stream 3 k;
- print (address) parse2-->1;
- @output_stream -3;
- k = k-->0;
- for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
- #Ifnot; ! TARGET_GLULX
- k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
- l=l; ! suppress compiler warning
- #Endif; ! TARGET_
- i = i + k; SetKeyBufLength(i-WORDSIZE);
- }
- }
- }
- ! (2) we must glue the newly-typed text onto the end.
- i = WORDSIZE + GetKeyBufLength();
- buffer->(i++) = ' ';
- SetKeyBufLength(GetKeyBufLength()+1);
- for (j=0 : j<GetKeyBufLength(buffer2) : i++,j++) {
- buffer->i = buffer2->(j+WORDSIZE);
- SetKeyBufLength(GetKeyBufLength()+1);
- if (i-WORDSIZE == INPUT_BUFFER_LEN-1) break;
- }
- ! (3) we fill up the buffer with spaces, which is unnecessary, but may
- ! help incorrectly-written interpreters to cope.
- #Ifdef TARGET_ZCODE;
- for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
- #Endif; ! TARGET_ZCODE
- return REPARSE_CODE;
- ]; ! end of NounDomain
- [ AskPlayer context i j k l first_word answer_words marker;
- ! Now we print up the question, using the equivalence classes as worked
- ! out by Adjudicate() so as not to repeat ourselves on plural objects...
- asking_player = true;
- if (context == CREATURE_TOKEN) L__M(##Miscellany, 45);
- else L__M(##Miscellany, 46);
- j = number_of_classes; marker = 0;
- for (i=1 : i<=number_of_classes : i++) {
- while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
- k = match_list-->marker;
- if (match_classes-->marker > 0) print (the) k; else print (a) k;
- if (i < j-1) print (string) COMMA__TX;
- if (i == j-1) print (SerialComma) j, (string) OR__TX;
- }
- L__M(##Miscellany, 57);
- ! ...and get an answer:
- .WhichOne;
- #Ifdef TARGET_ZCODE;
- for (i=WORDSIZE : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
- #Endif; ! TARGET_ZCODE
- answer_words = Keyboard(buffer2, parse2);
- first_word = WordValue(1, parse2);
- asking_player = false;
- ! Take care of "all", because that does something too clever here to do
- ! later on:
- if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
- if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
- l = multiple_object-->0;
- for (i=0 : i<number_matched && l+i<63 : i++) {
- k = match_list-->i;
- multiple_object-->(i+1+l) = k;
- }
- multiple_object-->0 = i+l;
- rtrue;
- }
- L__M(##Miscellany, 47);
- jump WhichOne;
- }
- ! If the first word of the reply can be interpreted as a verb, then
- ! assume that the player has ignored the question and given a new
- ! command altogether.
- ! (This is one time when it's convenient that the directions are
- ! not themselves verbs - thus, "north" as a reply to "Which, the north
- ! or south door" is not treated as a fresh command but as an answer.)
- #Ifdef LanguageIsVerb;
- if (first_word == 0) {
- j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
- }
- #Endif; ! LanguageIsVerb
- if (first_word) {
- if (((first_word->#dict_par1) & DICT_VERB) && ~~LanguageVerbMayBeName(first_word)) {
- CopyBuffer(buffer, buffer2);
- return REPARSE_CODE;
- }
- if (NumberWords(parse2) > 2) {
- j = WordValue(2, parse2);
- k = WordValue(3, parse2);
- if (j == ',//' && k && (k->#dict_par1) & DICT_VERB) {
- CopyBuffer(buffer, buffer2);
- return REPARSE_CODE;
- }
- }
- }
- ! Now we insert the answer into the original typed command, as
- ! words additionally describing the same object
- ! (eg, > take red button
- ! Which one, ...
- ! > music
- ! becomes "take music red button". The parser will thus have three
- ! words to work from next time, not two.)
- k = WordAddress(match_from) - buffer;
- l = GetKeyBufLength(buffer2) +1;
- for (j=buffer + INPUT_BUFFER_LEN - 1 : j>=buffer+k+l : j--) j->0 = j->(-l);
- for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
- buffer->(k+l-1) = ' ';
- SetKeyBufLength(GetKeyBufLength() + l);
- ! Having reconstructed the input, we warn the parser accordingly
- ! and get out.
- return REPARSE_CODE;
- ];
- ! ----------------------------------------------------------------------------
- ! The Adjudicate routine tries to see if there is an obvious choice, when
- ! faced with a list of objects (the match_list) each of which matches the
- ! player's specification equally well.
- !
- ! To do this it makes use of the context (the token type being worked on).
- ! It counts up the number of obvious choices for the given context
- ! (all to do with where a candidate is, except for 6 (animate) which is to
- ! do with whether it is animate or not);
- !
- ! if only one obvious choice is found, that is returned;
- !
- ! if we are in indefinite mode (don't care which) one of the obvious choices
- ! is returned, or if there is no obvious choice then an unobvious one is
- ! made;
- !
- ! at this stage, we work out whether the objects are distinguishable from
- ! each other or not: if they are all indistinguishable from each other,
- ! then choose one, it doesn't matter which;
- !
- ! otherwise, 0 (meaning, unable to decide) is returned (but remember that
- ! the equivalence classes we've just worked out will be needed by other
- ! routines to clear up this mess, so we can't economise on working them
- ! out).
- !
- ! Returns -1 if an error occurred
- ! ----------------------------------------------------------------------------
- Constant SCORE__CHOOSEOBJ = 1000;
- Constant SCORE__IFGOOD = 500;
- Constant SCORE__UNCONCEALED = 100;
- Constant SCORE__BESTLOC = 60;
- Constant SCORE__NEXTBESTLOC = 40;
- Constant SCORE__NOTCOMPASS = 20;
- Constant SCORE__NOTSCENERY = 10;
- Constant SCORE__NOTACTOR = 5;
- Constant SCORE__GNA = 1;
- Constant SCORE__DIVISOR = 20;
- [ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
- #Ifdef DEBUG;
- if (parser_trace >= 4) {
- print " [Adjudicating match list of size ", number_matched, " in context ", context, "]^";
- print " ";
- if (indef_mode) {
- print "indefinite type: ";
- if (indef_type & OTHER_BIT) print "other ";
- if (indef_type & MY_BIT) print "my ";
- if (indef_type & THAT_BIT) print "that ";
- if (indef_type & PLURAL_BIT) print "plural ";
- if (indef_type & LIT_BIT) print "lit ";
- if (indef_type & UNLIT_BIT) print "unlit ";
- if (indef_owner ~= 0) print "owner:", (name) indef_owner;
- new_line;
- print " number wanted: ";
- if (indef_wanted == 100) print "all"; else print indef_wanted;
- new_line;
- print " most likely GNAs of names: ", indef_cases, "^";
- }
- else print "definite object^";
- }
- #Endif; ! DEBUG
- j = number_matched-1; good_ones = 0; last = match_list-->0;
- for (i=0 : i<=j : i++) {
- n = match_list-->i;
- match_scores-->i = 0;
- good_flag = false;
- switch (context) {
- HELD_TOKEN, MULTIHELD_TOKEN:
- if (parent(n) == actor) good_flag = true;
- MULTIEXCEPT_TOKEN:
- if (advance_warning == -1) {
- good_flag = true;
- }
- else {
- if (n ~= advance_warning) good_flag = true;
- }
- MULTIINSIDE_TOKEN:
- if (advance_warning == -1) {
- if (parent(n) ~= actor) good_flag = true;
- }
- else {
- if (n in advance_warning) good_flag = true;
- }
- CREATURE_TOKEN:
- if (CreatureTest(n) == 1) good_flag = true;
- default:
- good_flag = true;
- }
- if (good_flag) {
- match_scores-->i = SCORE__IFGOOD;
- good_ones++; last = n;
- }
- }
- if (good_ones == 1) return last;
- ! If there is ambiguity about what was typed, but it definitely wasn't
- ! animate as required, then return anything; higher up in the parser
- ! a suitable error will be given. (This prevents a question being asked.)
- if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;
- if (indef_mode == 0) indef_type=0;
- ScoreMatchL(context);
- if (number_matched == 0) return -1;
- if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
- if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
- or MULTIINSIDE_TOKEN) {
- etype = MULTI_PE;
- return -1;
- }
- i = 0; offset = multiple_object-->0; sovert = -1;
- for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
- flag = 1;
- if (j has concealed && j has worn) flag = 0;
- if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
- else {
- if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
- flag = 0;
- }
- if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
- flag = 0;
- #Ifdef TRADITIONAL_TAKE_ALL;
- if (action_to_be == ##Take or ##Remove && parent(j) == actor)
- flag = 0;
- #Ifnot;
- if (action_to_be == ##Take or ##Remove &&
- (j has animate or scenery or static || parent(j) == actor))
- flag = 0;
- #Endif; ! TRADITIONAL_TAKE_ALL
- #Ifdef NO_TAKE_ALL;
- if (take_all_rule == 2 && match_length == 0) flag = 0;
- #Endif; ! NO_TAKE_ALL
- n = ChooseObjects(j, flag);
- if (n == 0) n = LibraryExtensions.RunWhile(ext_chooseobjects, 0, j, flag);
- switch (n) {
- 2: flag = 0; ! forcing rejection
- 1: flag = 1; ! forcing acceptance
- !0: ! going with parser's decision
- }
- if (flag == 1) {
- i++; multiple_object-->(i+offset) = j;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Accepting it^";
- #Endif; ! DEBUG
- }
- else {
- i = i;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Rejecting it^";
- #Endif; ! DEBUG
- }
- }
- if (i < indef_wanted && indef_wanted < 100) {
- etype = TOOFEW_PE; multi_wanted = indef_wanted;
- multi_had=i;
- return -1;
- }
- multiple_object-->0 = i+offset;
- multi_context = context;
- #Ifdef DEBUG;
- if (parser_trace >= 4)
- print " Made multiple object of size ", i, "]^";
- #Endif; ! DEBUG
- return 1;
- }
- for (i=0 : i<number_matched : i++) match_classes-->i = 0;
- n = 1;
- for (i=0 : i<number_matched : i++)
- if (match_classes-->i == 0) {
- match_classes-->i = n++; flag = 0;
- for (j=i+1 : j<number_matched : j++)
- if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
- flag=1;
- match_classes-->j = match_classes-->i;
- }
- if (flag == 1) match_classes-->i = 1-n;
- }
- n--; number_of_classes = n;
- #Ifdef DEBUG;
- if (parser_trace >= 4) {
- print " Grouped into ", n, " possibilities by name:^";
- for (i=0 : i<number_matched : i++)
- if (match_classes-->i > 0)
- print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ",
- match_classes-->i, "^";
- }
- #Endif; ! DEBUG
- if (n == 1) dont_infer = true;
- if (indef_mode == 0) {
- ! Is there now a single highest-scoring object?
- i = SingleBestGuess();
- if (i >= 0) {
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Single best-scoring object returned.]^";
- #Endif; ! DEBUG
- return i;
- }
- }
- if (indef_mode == 0) {
- if (n > 1) {
- k = -1;
- for (i=0 : i<number_matched : i++) {
- if (match_scores-->i > k) {
- k = match_scores-->i;
- j = match_classes-->i; j = j*j;
- flag = 0;
- }
- else
- if (match_scores-->i == k) {
- if ((match_classes-->i) * (match_classes-->i) ~= j)
- flag = 1;
- }
- }
- if (flag) {
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Unable to choose best group, so ask player.]^";
- #Endif; ! DEBUG
- return 0;
- }
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Best choices are all from the same group.^";
- #Endif; ! DEBUG
- }
- }
- ! When the player is really vague, or there's a single collection of
- ! indistinguishable objects to choose from, choose the one the player
- ! most recently acquired, or if the player has none of them, then
- ! the one most recently put where it is.
- return BestGuess();
- ]; ! Adjudicate
- ! ----------------------------------------------------------------------------
- ! ReviseMulti revises the multiple object which already exists, in the
- ! light of information which has come along since then (i.e., the second
- ! parameter). It returns a parser error number, or else 0 if all is well.
- ! This only ever throws things out, never adds new ones.
- ! ----------------------------------------------------------------------------
- [ ReviseMulti second_p i low;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Revising multiple object list of size ", multiple_object-->0,
- " with 2nd ", (name) second_p, "^";
- #Endif; ! DEBUG
- if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
- for (i=1,low=0 : i<=multiple_object-->0 : i++) {
- if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
- (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
- low++;
- multiple_object-->low = multiple_object-->i;
- }
- }
- multiple_object-->0 = low;
- }
- if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
- for (i=1,low=0 : i<=multiple_object-->0 : i++)
- if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Token 2 plural case: number with actor ", low, "^";
- #Endif; ! DEBUG
- if (take_all_rule == 2 || low > 0) {
- for (i=1,low=0 : i<=multiple_object-->0 : i++) {
- if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
- low++;
- multiple_object-->low = multiple_object-->i;
- }
- }
- multiple_object-->0 = low;
- }
- }
- i = multiple_object-->0;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Done: new size ", i, "^";
- #Endif; ! DEBUG
- if (i == 0) return NOTHING_PE;
- return 0;
- ];
- ! ----------------------------------------------------------------------------
- ! ScoreMatchL scores the match list for quality in terms of what the
- ! player has vaguely asked for. Points are awarded for conforming with
- ! requirements like "my", and so on. Remove from the match list any
- ! entries which fail the basic requirements of the descriptors.
- ! ----------------------------------------------------------------------------
- [ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
- ! if (indef_type & OTHER_BIT ~= 0) threshold++;
- if (indef_type & MY_BIT ~= 0) threshold++;
- if (indef_type & THAT_BIT ~= 0) threshold++;
- if (indef_type & LIT_BIT ~= 0) threshold++;
- if (indef_type & UNLIT_BIT ~= 0) threshold++;
- if (indef_owner ~= nothing) threshold++;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " Scoring match list: indef mode ", indef_mode, " type ",
- indef_type, ", satisfying ", threshold, " requirements:^";
- #Endif; ! DEBUG
- if (action_to_be ~= ##Take)
- a_s = SCORE__NEXTBESTLOC;
- l_s = SCORE__BESTLOC;
- if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
- a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
- }
- for (i=0 : i<number_matched : i++) {
- obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;
- ! if (indef_type & OTHER_BIT ~= 0
- ! && obj ~= itobj or himobj or herobj) met++;
- if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
- if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
- if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
- if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
- if (indef_owner ~= 0 && its_owner == indef_owner) met++;
- if (met < threshold) {
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i, ") in ",
- (the) its_owner, " is rejected (doesn't match descriptors)^";
- #Endif; ! DEBUG
- match_list-->i = -1;
- }
- else {
- its_score = 0;
- if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;
- if (its_owner == actor) its_score = its_score + a_s;
- else
- if (its_owner == actors_location) its_score = its_score + l_s;
- else {
- #Ifdef TRADITIONAL_TAKE_ALL;
- if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS;
- #Ifnot;
- if (its_owner ~= compass)
- if (take_all_rule && its_owner &&
- its_owner has static or scenery &&
- (its_owner has supporter ||
- (its_owner has container && its_owner has open)))
- its_score = its_score + l_s;
- else
- its_score = its_score + SCORE__NOTCOMPASS;
- #Endif; ! TRADITIONAL_TAKE_ALL
- }
- j = ChooseObjects(obj, 2);
- if (j == 0) j = LibraryExtensions.RunAll(ext_chooseobjects, obj, 2);
- its_score = its_score + SCORE__CHOOSEOBJ * j;
- if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
- if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;
- ! A small bonus for having the correct GNA,
- ! for sorting out ambiguous articles and the like.
- if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
- its_score = its_score + SCORE__GNA;
- match_scores-->i = match_scores-->i + its_score;
- #Ifdef DEBUG;
- if (parser_trace >= 4) print " ", (The) match_list-->i, " (", match_list-->i,
- ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
- #Endif; ! DEBUG
- }
- }
- for (i=0 : i<number_matched : i++) {
- while (match_list-->i == -1) {
- if (i == number_matched-1) { number_matched--; break; }
- for (j=i : j<number_matched-1 : j++) {
- match_list-->j = match_list-->(j+1);
- match_scores-->j = match_scores-->(j+1);
- }
- number_matched--;
- }
- }
- ];
- ! ----------------------------------------------------------------------------
- ! BestGuess makes the best guess it can out of the match list, assuming that
- ! everything in the match list is textually as good as everything else;
- ! however it ignores items marked as -1, and so marks anything it chooses.
- ! It returns -1 if there are no possible choices.
- ! ----------------------------------------------------------------------------
- [ BestGuess earliest its_score best i;
- earliest = 0; best = -1;
- for (i=0 : i<number_matched : i++) {
- if (match_list-->i >= 0) {
- its_score = match_scores-->i;
- if (its_score > best) { best = its_score; earliest = i; }
- }
- }
- #Ifdef DEBUG;
- if (parser_trace >= 4)
- if (best < 0) print " Best guess ran out of choices^";
- else print " Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
- #Endif; ! DEBUG
- if (best < 0) return -1;
- i = match_list-->earliest;
- match_list-->earliest = -1;
- bestguess_score = best;
- return i;
- ];
- ! ----------------------------------------------------------------------------
- ! SingleBestGuess returns the highest-scoring object in the match list
- ! if it is the clear winner, or returns -1 if there is no clear winner
- ! ----------------------------------------------------------------------------
- [ SingleBestGuess earliest its_score best i;
- earliest = -1; best = -1000;
- for (i=0 : i<number_matched : i++) {
- its_score = match_scores-->i;
- if (its_score == best) earliest = -1;
- if (its_score > best) { best = its_score; earliest = match_list-->i; }
- }
- bestguess_score = best;
- return earliest;
- ];
- ! ----------------------------------------------------------------------------
- ! Identical decides whether or not two objects can be distinguished from
- ! each other by anything the player can type. If not, it returns true.
- ! ----------------------------------------------------------------------------
- [ Identical o1 o2 p1 p2 n1 n2 i j flag;
- if (o1 == o2) rtrue; ! This should never happen, but to be on the safe side
- if (o1 == 0 || o2 == 0) rfalse; ! Similarly
- if (parent(o1) == compass || parent(o2) == compass) rfalse; ! Saves time
- ! What complicates things is that o1 or o2 might have a parsing routine,
- ! so the parser can't know from here whether they are or aren't the same.
- ! If they have different parsing routines, we simply assume they're
- ! different. If they have the same routine (which they probably got from
- ! a class definition) then the decision process is as follows:
- !
- ! the routine is called (with self being o1, not that it matters)
- ! with noun and second being set to o1 and o2, and action being set
- ! to the fake action TheSame. If it returns -1, they are found
- ! identical; if -2, different; and if >=0, then the usual method
- ! is used instead.
- if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
- if (o1.parse_name ~= o2.parse_name) rfalse;
- parser_action = ##TheSame; parser_one = o1; parser_two = o2;
- j = wn; i = RunRoutines(o1,parse_name); wn = j;
- if (i == -1) rtrue;
- if (i == -2) rfalse;
- }
- ! This is the default algorithm: do they have the same words in their
- ! "name" (i.e. property no. 1) properties. (Note that the following allows
- ! for repeated words and words in different orders.)
- p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
- p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;
- ! for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
- ! for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;
- for (i=0 : i<n1 : i++) {
- flag = 0;
- for (j=0 : j<n2 : j++)
- if (p1-->i == p2-->j) flag = 1;
- if (flag == 0) rfalse;
- }
- for (j=0 : j<n2 : j++) {
- flag = 0;
- for (i=0 : i<n1 : i++)
- if (p1-->i == p2-->j) flag = 1;
- if (flag == 0) rfalse;
- }
- ! print "Which are identical!^";
- rtrue;
- ];
- ! ----------------------------------------------------------------------------
- ! PrintCommand reconstructs the command as it presently reads, from
- ! the pattern which has been built up
- !
- ! If from is 0, it starts with the verb: then it goes through the pattern.
- ! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
- ! if 1, it goes up to pcount-1.
- !
- ! Note that verbs and prepositions are printed out of the dictionary:
- ! and that since the dictionary may only preserve the first six characters
- ! of a word (in a V3 game), we have to hand-code the longer words needed.
- !
- ! (Recall that pattern entries are 0 for "multiple object", 1 for "special
- ! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
- ! preposition n)
- ! ----------------------------------------------------------------------------
- [ PrintCommand from i k spacing_flag;
- #Ifdef LanguageCommand;
- LanguageCommand(from);
- i = k = spacing_flag = 0; ! suppress warning
- #Ifnot;
- if (from == 0) {
- i = verb_word;
- if (LanguageVerb(i) == 0 && PrintVerb(i) == false && LibraryExtensions.RunWhile(ext_printverb, false, i) == 0)
- print (address) i;
- from++; spacing_flag = true;
- }
- for (k=from : k<pcount : k++) {
- i = pattern-->k;
- if (i == PATTERN_NULL) continue;
- if (spacing_flag) print (char) ' ';
- if (i == 0) { print (string) THOSET__TX; jump TokenPrinted; }
- if (i == 1) { print (string) THAT__TX; jump TokenPrinted; }
- if (i >= REPARSE_CODE)
- print (address) No__Dword(i-REPARSE_CODE);
- else
- if (i in compass && LanguageVerbLikesAdverb(verb_word))
- LanguageDirection (i.door_dir); ! the direction name as adverb
- else
- print (the) i;
- .TokenPrinted;
- spacing_flag = true;
- }
- #Endif; ! LanguageCommand
- ];
- ! ----------------------------------------------------------------------------
- ! The CantSee routine returns a good error number for the situation where
- ! the last word looked at didn't seem to refer to any object in context.
- !
- ! The idea is that: if the actor is in a location (but not inside something
- ! like, for instance, a tank which is in that location) then an attempt to
- ! refer to one of the words listed as meaningful-but-irrelevant there
- ! will cause "you don't need to refer to that in this game" rather than
- ! "no such thing" or "what's 'it'?".
- ! (The advantage of not having looked at "irrelevant" local nouns until now
- ! is that it stops them from clogging up the ambiguity-resolving process.
- ! Thus game objects always triumph over scenery.)
- ! ----------------------------------------------------------------------------
- [ CantSee i w e;
- if (scope_token ~= 0) {
- scope_error = scope_token;
- return ASKSCOPE_PE;
- }
- wn--; w = NextWord();
- e = CANTSEE_PE;
- if (w == pronoun_word) {
- pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
- e = ITGONE_PE;
- }
- i = actor; while (parent(i) ~= 0) i = parent(i);
- wn--;
- if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
- else {
- Descriptors(); ! skip past THE etc
- if (i has visited && Refers(i,wn) == 1) e = SCENERY_PE;
- }
- if (saved_ml)
- saved_oops = num_desc + match_from + saved_ml;
- else
- saved_oops = num_desc + match_from + match_length;
- wn++;
- return e;
- ];
- ! ----------------------------------------------------------------------------
- ! The MultiAdd routine adds object "o" to the multiple-object-list.
- !
- ! This is only allowed to hold 63 objects at most, at which point it ignores
- ! any new entries (and sets a global flag so that a warning may later be
- ! printed if need be).
- ! ----------------------------------------------------------------------------
- [ MultiAdd o i j;
- i = multiple_object-->0;
- if (i == 63) { toomany_flag = 1; rtrue; }
- for (j=1 : j<=i : j++)
- if (o == multiple_object-->j) rtrue;
- i++;
- multiple_object-->i = o;
- multiple_object-->0 = i;
- ];
- ! ----------------------------------------------------------------------------
- ! The MultiSub routine deletes object "o" from the multiple-object-list.
- !
- ! It returns 0 if the object was there in the first place, and 9 (because
- ! this is the appropriate error number in Parser()) if it wasn't.
- ! ----------------------------------------------------------------------------
- [ MultiSub o i j k et;
- i = multiple_object-->0; et = 0;
- for (j=1 : j<=i : j++)
- if (o == multiple_object-->j) {
- for (k=j : k<=i : k++)
- multiple_object-->k = multiple_object-->(k+1);
- multiple_object-->0 = --i;
- return et;
- }
- et = 9; return et;
- ];
- ! ----------------------------------------------------------------------------
- ! The MultiFilter routine goes through the multiple-object-list and throws
- ! out anything without the given attribute "attr" set.
- ! ----------------------------------------------------------------------------
- [ MultiFilter attr i j o;
- .MFiltl;
- i = multiple_object-->0;
- for (j=1 : j<=i : j++) {
- o = multiple_object-->j;
- if (o hasnt attr) {
- MultiSub(o);
- jump Mfiltl;
- }
- }
- ];
- ! ----------------------------------------------------------------------------
- ! The UserFilter routine consults the user's filter (or checks on attribute)
- ! to see what already-accepted nouns are acceptable
- ! ----------------------------------------------------------------------------
- [ UserFilter obj;
- if (token_filter > 0 && token_filter < 49) {
- if (obj has (token_filter-1)) rtrue;
- rfalse;
- }
- noun = obj;
- return token_filter();
- ];
- ! ----------------------------------------------------------------------------
- ! MoveWord copies word at2 from parse buffer b2 to word at1 in "parse"
- ! (the main parse buffer)
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ MoveWord at1 b2 at2 x y;
- x = at1*2-1; y = at2*2-1;
- parse-->x++ = b2-->y++;
- parse-->x = b2-->y;
- ];
- #Ifnot; ! TARGET_GLULX
- [ MoveWord at1 b2 at2 x y;
- x = at1*3-2; y = at2*3-2;
- parse-->x++ = b2-->y++;
- parse-->x++ = b2-->y++;
- parse-->x = b2-->y;
- ];
- #Endif; ! TARGET_
- ! ----------------------------------------------------------------------------
- ! SearchScope domain1 domain2 context
- !
- ! Works out what objects are in scope (possibly asking an outside routine),
- ! but does not look at anything the player has typed.
- ! ----------------------------------------------------------------------------
- [ SearchScope domain1 domain2 context i is;
- i = 0;
- ! Everything is in scope to the debugging commands
- #Ifdef DEBUG;
- if (scope_reason == PARSING_REASON
- && LanguageVerbIsDebugging(verb_word)) {
- #Ifdef TARGET_ZCODE;
- for (i=selfobj : i<=top_object : i++)
- if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
- PlaceInScope(i);
- #Ifnot; ! TARGET_GLULX
- objectloop (i)
- if (i ofclass Object && (parent(i) == 0 || parent(i) ofclass Object))
- PlaceInScope(i);
- #Endif; ! TARGET_
- rtrue;
- }
- #Endif; ! DEBUG
- ! First, a scope token gets priority here:
- if (scope_token ~= 0) {
- scope_stage = 2;
- if (scope_token()) rtrue;
- }
- ! Pick up everything in the location except the actor's possessions;
- ! then go through those. (This ensures the actor's possessions are in
- ! scope even in Darkness.)
- if (context == MULTIINSIDE_TOKEN && advance_warning ~= -1) {
- if (IsSeeThrough(advance_warning) == 1)
- ScopeWithin(advance_warning, 0, context);
- }
- else {
- ! Next, call any user-supplied routine adding things to the scope,
- ! which may circumvent the usual routines altogether
- ! if they return true:
- if (actor == domain1 or domain2) {
- is = InScope(actor);
- if (is == false) is = LibraryExtensions.RunWhile(ext_inscope, false, actor);
- if (is) rtrue;
- }
- if (domain1 ~= 0 && domain1 has supporter or container)
- ScopeWithin_O(domain1, domain1, context);
- ScopeWithin(domain1, domain2, context);
- if (domain2 ~= 0 && domain2 has supporter or container)
- ScopeWithin_O(domain2, domain2, context);
- ScopeWithin(domain2, 0, context);
- }
- ! A special rule applies:
- ! in Darkness as in light, the actor is always in scope to himself.
- if (thedark == domain1 or domain2) {
- ScopeWithin_O(actor, actor, context);
- if (parent(actor) has supporter or container)
- ScopeWithin_O(parent(actor), parent(actor), context);
- }
- ];
- ! ----------------------------------------------------------------------------
- ! IsSeeThrough is used at various places: roughly speaking, it determines
- ! whether o being in scope means that the contents of o are in scope.
- ! ----------------------------------------------------------------------------
- [ IsSeeThrough o;
- if (o has supporter or transparent ||
- (o has container && o has open))
- rtrue;
- rfalse;
- ];
- ! ----------------------------------------------------------------------------
- ! PlaceInScope is provided for routines outside the library, and is not
- ! called within the parser (except for debugging purposes).
- ! ----------------------------------------------------------------------------
- [ PlaceInScope thing;
- if (scope_reason~=PARSING_REASON or TALKING_REASON) {
- DoScopeAction(thing); rtrue;
- }
- wn = match_from; TryGivenObject(thing); placed_in_flag = 1;
- ];
- ! ----------------------------------------------------------------------------
- ! DoScopeAction
- ! ----------------------------------------------------------------------------
- [ DoScopeAction thing s p1;
- s = scope_reason; p1 = parser_one;
- #Ifdef DEBUG;
- if (parser_trace >= 6)
- print "[DSA on ", (the) thing, " with reason = ", scope_reason,
- " p1 = ", parser_one, " p2 = ", parser_two, "]^";
- #Endif; ! DEBUG
- switch (scope_reason) {
- REACT_BEFORE_REASON:
- if (thing.react_before == 0 or NULL) return;
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print "[Considering react_before for ", (the) thing, "]^";
- #Endif; ! DEBUG
- if (parser_one == 0) parser_one = RunRoutines(thing, react_before);
- REACT_AFTER_REASON:
- if (thing.react_after == 0 or NULL) return;
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print "[Considering react_after for ", (the) thing, "]^";
- #Endif; ! DEBUG
- if (parser_one == 0) parser_one = RunRoutines(thing, react_after);
- EACH_TURN_REASON:
- if (thing.each_turn == 0) return;
- #Ifdef DEBUG;
- if (parser_trace >= 2)
- print "[Considering each_turn for ", (the) thing, "]^";
- #Endif; ! DEBUG
- PrintOrRun(thing, each_turn);
- TESTSCOPE_REASON:
- if (thing == parser_one) parser_two = 1;
- LOOPOVERSCOPE_REASON:
- parser_one(thing);
- parser_one=p1;
- }
- scope_reason = s;
- ];
- ! ----------------------------------------------------------------------------
- ! ScopeWithin looks for objects in the domain which make textual sense
- ! and puts them in the match list. (However, it does not recurse through
- ! the second argument.)
- ! ----------------------------------------------------------------------------
- [ ScopeWithin domain nosearch context x y;
- if (domain == 0) rtrue;
- ! Special rule: the directions (interpreted as the 12 walls of a room) are
- ! always in context. (So, e.g., "examine north wall" is always legal.)
- ! (Unless we're parsing something like "all", because it would just slow
- ! things down then, or unless the context is "creature".)
- if (indef_mode==0 && domain==actors_location
- && scope_reason==PARSING_REASON && context~=CREATURE_TOKEN)
- ScopeWithin(compass);
- ! Look through the objects in the domain, avoiding "objectloop" in case
- ! movements occur, e.g. when trying each_turn.
- x = child(domain);
- while (x ~= 0) {
- y = sibling(x);
- ScopeWithin_O(x, nosearch, context);
- x = y;
- }
- ];
- [ ScopeWithin_O domain nosearch context i ad n;
- ! If the scope reason is unusual, don't parse.
- if (scope_reason ~= PARSING_REASON or TALKING_REASON) {
- DoScopeAction(domain);
- jump DontAccept;
- }
- ! "it" or "them" matches to the it-object only. (Note that (1) this means
- ! that "it" will only be understood if the object in question is still
- ! in context, and (2) only one match can ever be made in this case.)
- if (match_from <= num_words) { ! If there's any text to match, that is
- wn = match_from;
- i = NounWord();
- if (i == 1 && player == domain) MakeMatch(domain, 1);
- if (i >= 2 && i < 128 && (LanguagePronouns-->i == domain)) MakeMatch(domain, 1);
- }
- ! Construing the current word as the start of a noun, can it refer to the
- ! object?
- wn = match_from;
- if (TryGivenObject(domain) > 0)
- if (indef_nspec_at > 0 && match_from ~= indef_nspec_at) {
- ! This case arises if the player has typed a number in
- ! which is hypothetically an indefinite descriptor:
- ! e.g. "take two clubs". We have just checked the object
- ! against the word "clubs", in the hope of eventually finding
- ! two such objects. But we also backtrack and check it
- ! against the words "two clubs", in case it turns out to
- ! be the 2 of Clubs from a pack of cards, say. If it does
- ! match against "two clubs", we tear up our original
- ! assumption about the meaning of "two" and lapse back into
- ! definite mode.
- wn = indef_nspec_at;
- if (TryGivenObject(domain) > 0) {
- match_from = indef_nspec_at;
- ResetDescriptors();
- }
- wn = match_from;
- }
- .DontAccept;
- ! Shall we consider the possessions of the current object, as well?
- ! Only if it's a container (so, for instance, if a dwarf carries a
- ! sword, then "drop sword" will not be accepted, but "dwarf, drop sword"
- ! will).
- ! Also, only if there are such possessions.
- !
- ! Notice that the parser can see "into" anything flagged as
- ! transparent - such as a dwarf whose sword you can get at.
- if (child(domain) ~= 0 && domain ~= nosearch && IsSeeThrough(domain) == 1)
- ScopeWithin(domain,nosearch,context);
- ! Drag any extras into context
- ad = domain.&add_to_scope;
- if (ad ~= 0) {
- ! Test if the property value is not an object.
- #Ifdef TARGET_ZCODE;
- i = (UnsignedCompare(ad-->0, top_object) > 0);
- #Ifnot; ! TARGET_GLULX
- i = (((ad-->0)->0) ~= $70);
- #Endif; ! TARGET_
- if (i) {
- ats_flag = 2+context;
- RunRoutines(domain, add_to_scope);
- ats_flag = 0;
- }
- else {
- n = domain.#add_to_scope;
- for (i=0 : (WORDSIZE*i)<n : i++)
- if (ad-->i)
- ScopeWithin_O(ad-->i, 0, context);
- }
- }
- ];
- [ AddToScope obj;
- if (ats_flag >= 2)
- ScopeWithin_O(obj, 0, ats_flag-2);
- if (ats_flag == 1) {
- if (HasLightSource(obj)==1) ats_hls = 1;
- }
- ];
- ! ----------------------------------------------------------------------------
- ! MakeMatch looks at how good a match is. If it's the best so far, then
- ! wipe out all the previous matches and start a new list with this one.
- ! If it's only as good as the best so far, add it to the list.
- ! If it's worse, ignore it altogether.
- !
- ! The idea is that "red panic button" is better than "red button" or "panic".
- !
- ! number_matched (the number of words matched) is set to the current level
- ! of quality.
- !
- ! We never match anything twice, and keep at most 64 equally good items.
- ! ----------------------------------------------------------------------------
- [ MakeMatch obj quality i;
- #Ifdef DEBUG;
- if (parser_trace >= 6) print " Match with quality ",quality,"^";
- #Endif; ! DEBUG
- if (token_filter ~= 0 && UserFilter(obj) == 0) {
- #Ifdef DEBUG;
- if (parser_trace >= 6) print " Match filtered out: token filter ", token_filter, "^";
- #Endif; ! DEBUG
- rtrue;
- }
- if (quality < match_length) rtrue;
- if (quality > match_length) { match_length = quality; number_matched = 0; }
- else {
- if (number_matched >= MATCH_LIST_SIZE) rtrue;
- for (i=0 : i<number_matched : i++)
- if (match_list-->i == obj) rtrue;
- }
- match_list-->number_matched++ = obj;
- #Ifdef DEBUG;
- if (parser_trace >= 6) print " Match added to list^";
- #Endif; ! DEBUG
- ];
- ! ----------------------------------------------------------------------------
- ! TryGivenObject tries to match as many words as possible in what has been
- ! typed to the given object, obj. If it manages any words matched at all,
- ! it calls MakeMatch to say so, then returns the number of words (or 1
- ! if it was a match because of inadequate input).
- ! ----------------------------------------------------------------------------
- [ TryGivenObject obj threshold k w j;
- #Ifdef DEBUG;
- if (parser_trace >= 5) print " Trying ", (the) obj, " (", obj, ") at word ", wn, "^";
- #Endif; ! DEBUG
- dict_flags_of_noun = 0;
- ! If input has run out then always match, with only quality 0 (this saves
- ! time).
- if (wn > num_words) {
- if (indef_mode ~= 0)
- dict_flags_of_noun = DICT_X654; ! Reject "plural" bit
- MakeMatch(obj,0);
- #Ifdef DEBUG;
- if (parser_trace >= 5) print " Matched (0)^";
- #Endif; ! DEBUG
- return 1;
- }
- ! Ask the object to parse itself if necessary, sitting up and taking notice
- ! if it says the plural was used:
- if (obj.parse_name~=0) {
- parser_action = NULL; j=wn;
- k = RunRoutines(obj,parse_name);
- if (k > 0) {
- wn=j+k;
- .MMbyPN;
- if (parser_action == ##PluralFound)
- dict_flags_of_noun = dict_flags_of_noun | DICT_PLUR;
- if (dict_flags_of_noun & DICT_PLUR) {
- if (~~allow_plurals) k = 0;
- else {
- if (indef_mode == 0) {
- indef_mode = 1; indef_type = 0; indef_wanted = 0;
- }
- indef_type = indef_type | PLURAL_BIT;
- if (indef_wanted == 0) indef_wanted = 100;
- }
- }
- #Ifdef DEBUG;
- if (parser_trace >= 5) print " Matched (", k, ")^";
- #Endif; ! DEBUG
- MakeMatch(obj,k);
- return k;
- }
- if (k == 0) jump NoWordsMatch;
- wn = j;
- }
- ! The default algorithm is simply to count up how many words pass the
- ! Refers test:
- parser_action = NULL;
- w = NounWord();
- if (w == 1 && player == obj) { k=1; jump MMbyPN; }
- if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; }
- j = --wn;
- threshold = ParseNoun(obj);
- if (threshold == -1) {
- LibraryExtensions.ext_number_1 = wn; ! Set the "between calls" functionality to
- LibraryExtensions.BetweenCalls = LibraryExtensions.RestoreWN;
- threshold = LibraryExtensions.RunWhile(ext_parsenoun, -1, obj);
- LibraryExtensions.BetweenCalls = 0; ! Turn off the "between calls" functionality
- }
- #Ifdef DEBUG;
- if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^";
- #Endif; ! DEBUG
- if (threshold < 0) wn++;
- if (threshold > 0) { k = threshold; jump MMbyPN; }
- if (threshold == 0 || Refers(obj,wn-1) == 0) {
- .NoWordsMatch;
- if (indef_mode ~= 0) {
- k = 0; parser_action = NULL;
- jump MMbyPN;
- }
- rfalse;
- }
- if (threshold < 0) {
- threshold = 1;
- dict_flags_of_noun = (w->#dict_par1) & (DICT_X654+DICT_PLUR);!$$01110100;
- w = NextWord();
- while (Refers(obj, wn-1)) {
- threshold++;
- if (w)
- dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & (DICT_X654+DICT_PLUR));
- w = NextWord();
- }
- }
- k = threshold;
- jump MMbyPN;
- ];
- ! ----------------------------------------------------------------------------
- ! Refers works out whether the word at number wnum can refer to the object
- ! obj, returning true or false. The standard method is to see if the
- ! word is listed under "name" for the object, but this is more complex
- ! in languages other than English.
- ! ----------------------------------------------------------------------------
- [ Refers obj wnum wd k l m;
- if (obj == 0) rfalse;
- #Ifdef LanguageRefers;
- k = LanguageRefers(obj,wnum); if (k >= 0) return k;
- #Endif; ! LanguageRefers
- k = wn; wn = wnum; wd = NextWordStopped(); wn = k;
- if (parser_inflection_func) {
- k = parser_inflection(obj, wd);
- if (k >= 0) return k;
- m = -k;
- }
- else
- m = parser_inflection;
- k = obj.&m; l = (obj.#m)/WORDSIZE-1;
- for (m=0 : m<=l : m++)
- if (wd == k-->m) rtrue;
- rfalse;
- ];
- [ WordInProperty wd obj prop k l m;
- k = obj.∝ l = (obj.#prop)/WORDSIZE-1;
- for (m=0 : m<=l : m++)
- if (wd == k-->m) rtrue;
- rfalse;
- ];
- [ DictionaryLookup b l i;
- for (i=0 : i<l : i++) buffer2->(WORDSIZE+i) = b->i;
- SetKeyBufLength(l, buffer2);
- Tokenise__(buffer2, parse2);
- return parse2-->1;
- ];
- ! ----------------------------------------------------------------------------
- ! NounWord (which takes no arguments) returns:
- !
- ! 0 if the next word is unrecognised or does not carry the "noun" bit in
- ! its dictionary entry,
- ! 1 if a word meaning "me",
- ! the index in the pronoun table (plus 2) of the value field of a pronoun,
- ! if the word is a pronoun,
- ! the address in the dictionary if it is a recognised noun.
- !
- ! The "current word" marker moves on one.
- ! ----------------------------------------------------------------------------
- [ NounWord i j s;
- i = NextWord();
- if (i == 0) rfalse;
- if (i == ME1__WD or ME2__WD or ME3__WD) return 1;
- s = LanguagePronouns-->0;
- for (j=1 : j<=s : j=j+3)
- if (i == LanguagePronouns-->j)
- return j+2;
- if ((i->#dict_par1) & DICT_NOUN == 0) rfalse;
- return i;
- ];
- ! ----------------------------------------------------------------------------
- ! NextWord (which takes no arguments) returns:
- !
- ! 0 if the next word is unrecognised,
- ! comma_word if a comma
- ! THEN1__WD if a full stop
- ! or the dictionary address if it is recognised.
- ! The "current word" marker is moved on.
- !
- ! NextWordStopped does the same, but returns -1 when input has run out
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ NextWord i j;
- if (wn > parse->1) { wn++; rfalse; }
- i = wn*2-1; wn++;
- j = parse-->i;
- if (j == ',//') j = comma_word;
- if (j == './/') j = THEN1__WD;
- return j;
- ];
- [ NextWordStopped;
- if (wn > parse->1) { wn++; return -1; }
- return NextWord();
- ];
- [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
- if (p==0) p=parse;
- if (b==0) b=buffer;
- return b + p->(wordnum*4+1);
- ];
- [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
- if (p==0) p=parse;
- return p->(wordnum*4);
- ];
- [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
- if (p==0) p=parse;
- return p-->(wordnum*2-1);
- ];
- [ NumberWords p; ! Number of parsed strings in buffer
- if (p==0) p=parse;
- return p->1;
- ];
- [ GetKeyBufLength b; ! Number of typed chars in buffer
- if (b==0) b=buffer;
- return b->1;
- ];
- [ SetKeyBufLength n b; ! Update number of typed chars in buffer
- if (b==0) b=buffer;
- if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
- b->1 = n;
- ];
- #Ifnot; ! TARGET_GLULX
- [ NextWord i j;
- if (wn > parse-->0) { wn++; rfalse; }
- i = wn*3-2; wn++;
- j = parse-->i;
- if (j == ',//') j=comma_word;
- if (j == './/') j=THEN1__WD;
- return j;
- ];
- [ NextWordStopped;
- if (wn > parse-->0) {
- wn++;
- return -1;
- }
- return NextWord();
- ];
- [ WordAddress wordnum p b; ! Absolute addr of 'wordnum' string in buffer
- if (p==0) p=parse;
- if (b==0) b=buffer;
- return b + p-->(wordnum*3);
- ];
- [ WordLength wordnum p; ! Length of 'wordnum' string in buffer
- if (p==0) p=parse;
- return p-->(wordnum*3-1);
- ];
- [ WordValue wordnum p; ! Dictionary value of 'wordnum' string in buffer
- if (p==0) p=parse;
- return p-->(wordnum*3-2);
- ];
- [ NumberWords p; ! Number of parsed strings in buffer
- if (p==0) p=parse;
- return p-->0;
- ];
- [ GetKeyBufLength b; ! Number of typed chars in buffer
- if (b==0) b=buffer;
- return b-->0;
- ];
- [ SetKeyBufLength n b; ! Update number of typed chars in buffer
- if (b==0) b=buffer;
- if (n > INPUT_BUFFER_LEN-WORDSIZE) n=INPUT_BUFFER_LEN-WORDSIZE;
- b-->0 = n;
- ];
- #Endif; ! TARGET_
- ! ----------------------------------------------------------------------------
- ! TryNumber is the only routine which really does any character-level
- ! parsing, since that's normally left to the Z-machine.
- ! It takes word number "wordnum" and tries to parse it as an (unsigned)
- ! decimal number, returning
- !
- ! -1000 if it is not a number
- ! the number if it has between 1 and 4 digits
- ! 10000 if it has 5 or more digits.
- !
- ! (The danger of allowing 5 digits is that Z-machine integers are only
- ! 16 bits long, and anyway this isn't meant to be perfect.)
- !
- ! Using NumberWord, it also catches "one" up to "twenty".
- !
- ! Note that a game can provide a ParseNumber routine which takes priority,
- ! to enable parsing of odder numbers ("x45y12", say).
- ! ----------------------------------------------------------------------------
- [ TryNumber wordnum i j c num len mul tot d digit;
- i = wn; wn = wordnum; j = NextWord(); wn = i;
- j = NumberWord(j);
- if (j >= 1) return j;
- num = WordAddress(wordnum); len = WordLength(wordnum);
- tot = ParseNumber(num, len);
- if (tot == 0) tot = LibraryExtensions.RunWhile(ext_parsenumber, 0, num, len);
- if (tot ~= 0) return tot;
- if (len >= 4) mul=1000;
- if (len == 3) mul=100;
- if (len == 2) mul=10;
- if (len == 1) mul=1;
- tot = 0; c = 0;
- for (c = 0 : c < len : c++) {
- digit=num->c;
- if (digit == '0') { d = 0; jump digok; }
- if (digit == '1') { d = 1; jump digok; }
- if (digit == '2') { d = 2; jump digok; }
- if (digit == '3') { d = 3; jump digok; }
- if (digit == '4') { d = 4; jump digok; }
- if (digit == '5') { d = 5; jump digok; }
- if (digit == '6') { d = 6; jump digok; }
- if (digit == '7') { d = 7; jump digok; }
- if (digit == '8') { d = 8; jump digok; }
- if (digit == '9') { d = 9; jump digok; }
- return -1000;
- .digok;
- tot = tot+mul*d; mul = mul/10;
- }
- if (len > 4) tot=10000;
- return tot;
- ];
- ! ----------------------------------------------------------------------------
- ! AnyNumber is a general parsing routine which accepts binary, hexadecimal
- ! and decimal numbers up to the full Zcode/Glulx ranges.
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE; ! decimal range is -32768 to 32767
- Constant MAX_DECIMAL_SIZE 5;
- Constant MAX_DECIMAL_BASE 3276;
- #Ifnot; ! TARGET_GLULX ! decimal range is -2147483648 to 2147483647
- Constant MAX_DECIMAL_SIZE 10;
- Constant MAX_DECIMAL_BASE 214748364;
- #Endif; ! TARGET_
- [ AnyNumber
- wa we sign base digit digit_count num;
- wa = WordAddress(wn); we = wa + WordLength(wn);
- sign = 1; base = 10;
- if (wa->0 == '-') { sign = -1; wa++; }
- else {
- if (wa->0 == '$') { base = 16; wa++; }
- if (wa->0 == '$') { base = 2; wa++; }
- }
- if (wa >= we) return GPR_FAIL; ! no digits after -/$
- while (wa->0 == '0') wa++; ! skip leading zeros
- for (num=0,digit_count=1 : wa<we : wa++,digit_count++) {
- switch (wa->0) {
- '0' to '9': digit = wa->0 - '0';
- 'A' to 'F': digit = wa->0 - 'A' + 10;
- 'a' to 'f': digit = wa->0 - 'a' + 10;
- default: return GPR_FAIL;
- }
- if (digit >= base) return GPR_FAIL;
- digit_count++;
- switch (base) {
- 16: if (digit_count > 2*WORDSIZE) return GPR_FAIL;
- 2: if (digit_count > 8*WORDSIZE) return GPR_FAIL;
- 10:
- if (digit_count > MAX_DECIMAL_SIZE) return GPR_FAIL;
- if (digit_count == MAX_DECIMAL_SIZE) {
- if (num > MAX_DECIMAL_BASE) return GPR_FAIL;
- if (num == MAX_DECIMAL_BASE) {
- if (sign == 1 && digit > 7) return GPR_FAIL;
- if (sign == -1 && digit > 8) return GPR_FAIL;
- }
- }
- }
- num = base*num + digit;
- }
- parsed_number = num * sign;
- wn++;
- return GPR_NUMBER;
- ];
- ! ----------------------------------------------------------------------------
- ! GetGender returns 0 if the given animate object is female, and 1 if male
- ! (not all games will want such a simple decision function!)
- ! ----------------------------------------------------------------------------
- [ GetGender person;
- if (person hasnt female) rtrue;
- rfalse;
- ];
- [ GetGNAOfObject obj case gender;
- if (obj hasnt animate) case = 6;
- if (obj has male) gender = male;
- if (obj has female) gender = female;
- if (obj has neuter) gender = neuter;
- if (gender == 0) {
- if (case == 0) gender = LanguageAnimateGender;
- else gender = LanguageInanimateGender;
- }
- if (gender == female) case = case + 1;
- if (gender == neuter) case = case + 2;
- if (obj has pluralname) case = case + 3;
- return case;
- ];
- ! ----------------------------------------------------------------------------
- ! Converting between dictionary addresses and entry numbers
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ Dword__No w; return (w-(HDR_DICTIONARY-->0 + 7))/9; ];
- [ No__Dword n; return HDR_DICTIONARY-->0 + 7 + 9*n; ];
- #Ifnot; ! TARGET_GLULX
- ! In Glulx, dictionary entries *are* addresses.
- [ Dword__No w; return w; ];
- [ No__Dword n; return n; ];
- #Endif; ! TARGET_
- ! ----------------------------------------------------------------------------
- ! For copying buffers
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ CopyBuffer bto bfrom i size;
- size = bto->0;
- for (i=1 : i<=size : i++) bto->i = bfrom->i;
- ];
- #Ifnot; ! TARGET_GLULX
- [ CopyBuffer bto bfrom i;
- for (i=0 : i<INPUT_BUFFER_LEN : i++) bto->i = bfrom->i;
- ];
- #Endif; ! TARGET_
- ! ----------------------------------------------------------------------------
- ! Provided for use by language definition files
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ LTI_Insert i ch b y;
- ! Protect us from strict mode, as this isn't an array in quite the
- ! sense it expects
- b = buffer;
- ! Insert character ch into buffer at point i.
- ! Being careful not to let the buffer possibly overflow:
- y = b->1;
- if (y > b->0) y = b->0;
- ! Move the subsequent text along one character:
- for (y=y+2 : y>i : y--) b->y = b->(y-1);
- b->i = ch;
- ! And the text is now one character longer:
- if (b->1 < b->0) (b->1)++;
- ];
- #Ifnot; ! TARGET_GLULX
- [ LTI_Insert i ch b y;
- ! Protect us from strict mode, as this isn't an array in quite the
- ! sense it expects
- b = buffer;
- ! Insert character ch into buffer at point i.
- ! Being careful not to let the buffer possibly overflow:
- y = b-->0;
- if (y > INPUT_BUFFER_LEN) y = INPUT_BUFFER_LEN;
- ! Move the subsequent text along one character:
- for (y=y+WORDSIZE : y>i : y--) b->y = b->(y-1);
- b->i = ch;
- ! And the text is now one character longer:
- if (b-->0 < INPUT_BUFFER_LEN) (b-->0)++;
- ];
- #Endif; ! TARGET_
- ! ============================================================================
- [ PronounsSub x y c d;
- L__M(##Pronouns, 1);
- c = (LanguagePronouns-->0)/3;
- if (player ~= selfobj) c++;
- if (c == 0) return L__M(##Pronouns, 4);
- for (x=1,d=0 : x<=LanguagePronouns-->0 : x=x+3) {
- print "~", (address) LanguagePronouns-->x, "~ ";
- y = LanguagePronouns-->(x+2);
- if (y == NULL) L__M(##Pronouns, 3);
- else {
- L__M(##Pronouns, 2);
- print (the) y;
- }
- d++;
- if (d < c-1) print (string) COMMA__TX;
- if (d == c-1) print (SerialComma) c, (string) AND__TX;
- }
- if (player ~= selfobj) {
- print "~", (address) ME1__WD, "~ "; L__M(##Pronouns, 2);
- c = player; player = selfobj;
- print (the) c; player = c;
- }
- L__M(##Pronouns, 5);
- ];
- [ SetPronoun dword value x;
- for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
- if (LanguagePronouns-->x == dword) {
- LanguagePronouns-->(x+2) = value; return;
- }
- RunTimeError(12);
- ];
- [ PronounValue dword x;
- for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
- if (LanguagePronouns-->x == dword)
- return LanguagePronouns-->(x+2);
- return 0;
- ];
- [ ResetVagueWords obj; PronounNotice(obj); ];
- #Ifdef EnglishNaturalLanguage;
- [ PronounOldEnglish;
- if (itobj ~= old_itobj) SetPronoun('it', itobj);
- if (himobj ~= old_himobj) SetPronoun('him', himobj);
- if (herobj ~= old_herobj) SetPronoun('her', herobj);
- old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
- ];
- #Endif; !EnglishNaturalLanguage
- [ PronounNotice obj x bm;
- if (obj == player) return;
- #Ifdef EnglishNaturalLanguage;
- PronounOldEnglish();
- #Endif; ! EnglishNaturalLanguage
- bm = PowersOfTwo_TB-->(GetGNAOfObject(obj));
- for (x=1 : x<=LanguagePronouns-->0 : x=x+3)
- if (bm & (LanguagePronouns-->(x+1)) ~= 0)
- LanguagePronouns-->(x+2) = obj;
- #Ifdef EnglishNaturalLanguage;
- itobj = PronounValue('it'); old_itobj = itobj;
- himobj = PronounValue('him'); old_himobj = himobj;
- herobj = PronounValue('her'); old_herobj = herobj;
- #Endif; ! EnglishNaturalLanguage
- ];
- ! ============================================================================
- ! End of the parser proper: the remaining routines are its front end.
- ! ----------------------------------------------------------------------------
- Object InformLibrary "(Inform Library)"
- with play [ i j k l;
- #Ifdef TARGET_ZCODE;
- ZZInitialise();
- #Ifnot; ! TARGET_GLULX
- GGInitialise();
- #Endif; ! TARGET_
- GamePrologue();
- while (~~deadflag) { ! everything happens in this loop
- #Ifdef EnglishNaturalLanguage;
- PronounOldEnglish();
- old_itobj = PronounValue('it');
- old_himobj = PronounValue('him');
- old_herobj = PronounValue('her');
- #Endif; ! EnglishNaturalLanguage
- .very__late__error;
- if (score ~= last_score) {
- if (notify_mode == 1) NotifyTheScore();
- last_score = score;
- }
- .late__error;
- inputobjs-->0 = 0; inputobjs-->1 = 0;
- inputobjs-->2 = 0; inputobjs-->3 = 0; meta = false;
- ! The Parser writes its results into inputobjs and meta,
- ! a flag indicating a "meta-verb". This can only be set for
- ! commands by the player, not for orders to others.
- InformParser.parse_input(inputobjs);
- action = inputobjs-->0;
- ! --------------------------------------------------------------
- ! Reverse "give fred biscuit" into "give biscuit to fred"
- if (action == ##GiveR or ##ShowR) {
- i = inputobjs-->2; inputobjs-->2 = inputobjs-->3; inputobjs-->3 = i;
- if (action == ##GiveR) action = ##Give; else action = ##Show;
- }
- ! Convert "P, tell me about X" to "ask P about X"
- if (action == ##Tell && inputobjs-->2 == player && actor ~= player) {
- inputobjs-->2 = actor; actor = player; action = ##Ask;
- }
- ! Convert "ask P for X" to "P, give X to me"
- if (action == ##AskFor && inputobjs-->2 ~= player && actor == player) {
- actor = inputobjs-->2; inputobjs-->2 = inputobjs-->3;
- inputobjs-->3 = player; action = ##Give;
- }
- ! For old, obsolete code: special_word contains the topic word
- ! in conversation
- if (action == ##Ask or ##Tell or ##Answer)
- special_word = special_number1;
- ! --------------------------------------------------------------
- multiflag = false; onotheld_mode = notheld_mode; notheld_mode = false;
- ! For implicit taking and multiple object detection
- .begin__action;
- inp1 = 0; inp2 = 0; i = inputobjs-->1;
- if (i >= 1) inp1 = inputobjs-->2;
- if (i >= 2) inp2 = inputobjs-->3;
- ! inp1 and inp2 hold: object numbers, or 0 for "multiple object",
- ! or 1 for "a number or dictionary address"
- if (inp1 == 1) noun = special_number1; else noun = inp1;
- if (inp2 == 1) {
- if (inp1 == 1) second = special_number2;
- else second = special_number1;
- }
- else second = inp2;
- ! --------------------------------------------------------------
- ! Generate the action...
- if ((i == 0) ||
- (i == 1 && inp1 ~= 0) ||
- (i == 2 && inp1 ~= 0 && inp2 ~= 0)) {
- if (self.actor_act(actor, action, noun, second) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
- jump begin__action;
- jump turn__end;
- }
- ! ...unless a multiple object must be substituted. First:
- ! (a) check the multiple list isn't empty;
- ! (b) warn the player if it has been cut short because too long;
- ! (c) generate a sequence of actions from the list
- ! (stopping in the event of death or movement away).
- multiflag = true;
- j = multiple_object-->0;
- if (j == 0) {
- L__M(##Miscellany, 2);
- jump late__error;
- }
- if (toomany_flag) {
- toomany_flag = false;
- L__M(##Miscellany, 1);
- }
- i = location;
- for (k=1 : k<=j : k++) {
- if (deadflag) break;
- if (location ~= i) {
- L__M(##Miscellany, 51);
- break;
- }
- l = multiple_object-->k;
- PronounNotice(l);
- print (name) l, (string) COLON__TX;
- if (inp1 == 0) {
- inp1 = l;
- switch (self.actor_act(actor, action, l, second)) {
- ACTOR_ACT_ABORT_NOTUNDERSTOOD: jump begin__action;
- ACTOR_ACT_ABORT_ORDER: jump turn__end;
- }
- inp1 = 0;
- }
- else {
- inp2 = l;
- if (self.actor_act(actor, action, noun, l) == ACTOR_ACT_ABORT_NOTUNDERSTOOD)
- jump begin__action;
- inp2 = 0;
- }
- }
- ! --------------------------------------------------------------
- .turn__end;
- ! No time passes if either (i) the verb was meta, or
- ! (ii) we've only had the implicit take before the "real"
- ! action to follow.
- if (notheld_mode == 1) { NoteObjectAcquisitions(); continue; }
- if (meta) continue;
- if (~~deadflag) self.end_turn_sequence();
- else if (START_MOVE ~= 1) turns++;
- } ! end of while()
- if (deadflag ~= 2 && AfterLife() == false)
- LibraryExtensions.RunAll(ext_afterlife);
- if (deadflag == 0) jump very__late__error;
- GameEpilogue();
- ], ! end of 'play' property
- end_turn_sequence [;
- AdvanceWorldClock(); if (deadflag) return;
- RunTimersAndDaemons(); if (deadflag) return;
- RunEachTurnProperties(); if (deadflag) return;
- if (TimePasses() == 0) LibraryExtensions.RunAll(ext_timepasses);
- if (deadflag) return;
- AdjustLight(); if (deadflag) return;
- NoteObjectAcquisitions();
- ],
- actor_act [ p a n s j sp sa sn ss;
- sp = actor; actor = p;
- if (p ~= player) {
- ! The player's "orders" property can refuse to allow
- ! conversation here, by returning true. If not, the order is
- ! sent to the other person's "orders" property. If that also
- ! returns false, then: if it was a misunderstood command
- ! anyway, it is converted to an Answer action (thus
- ! "floyd, grrr" ends up as "say grrr to floyd"). If it was a
- ! good command, it is finally offered to the Order: part of
- ! the other person's "life" property, the old-fashioned
- ! way of dealing with conversation.
- sa = action; sn = noun; ss = second;
- action = a; noun = n; second = s;
- j = RunRoutines(player, orders);
- if (j == 0) {
- j = RunRoutines(actor, orders);
- if (j == 0) {
- if (action == ##NotUnderstood) {
- inputobjs-->3 = actor; actor = player; action = ##Answer;
- return 1; ! abort, not resetting action globals
- }
- if (RunLife(actor, ##Order) == 0) {
- L__M(##Order, 1, actor);
- return 2;
- }
- }
- }
- action = sa; noun = sn; second = ss;
- }
- else
- self.begin_action(a, n, s, 0);
- actor = sp;
- ],
- begin_action [ a n s source sa sn ss;
- sa = action; sn = noun; ss = second;
- action = a; noun = n; second = s;
- #Ifdef DEBUG;
- if (debug_flag & DEBUG_ACTIONS) TraceAction(source);
- #Ifnot;
- source = 0;
- #Endif; ! DEBUG
- #Iftrue (Grammar__Version == 1);
- if ((meta || BeforeRoutines() == false) && action < 256) {
- #Ifdef INFIX;
- if (infix_verb) {
- if (BeforeRoutines() == false)
- ActionPrimitive();
- } else ActionPrimitive();
- #Ifnot;
- ActionPrimitive();
- #Endif;
- }
- #Ifnot;
- if ((meta || BeforeRoutines() == false) && action < 4096) {
- #Ifdef INFIX;
- if (infix_verb) {
- if (BeforeRoutines() == false)
- ActionPrimitive();
- } else ActionPrimitive();
- #Ifnot;
- ActionPrimitive();
- #Endif;
- }
- #Endif; ! Grammar__Version
- action = sa; noun = sn; second = ss;
- ],
- has proper;
- ! ----------------------------------------------------------------------------
- ! Routines called before and after main 'play' loop
- [ GamePrologue i j;
- before_first_turn = true;
- for (i=1 : i<=100 : i++) j = random(i);
- ChangeDefault(cant_go, CANTGO__TX);
- real_location = thedark;
- player = selfobj; actor = player;
- selfobj.capacity = MAX_CARRIED; ! ### change?
- #Ifdef LanguageInitialise;
- LanguageInitialise();
- #Endif; ! LanguageInitialise
- #Ifdef EnglishNaturalLanguage;
- old_itobj = itobj; old_himobj = himobj; old_herobj = herobj;
- #Endif;! EnglishNaturalLanguage
- new_line;
- LibraryExtensions.RunAll(ext_initialise);
- j = Initialise();
- last_score = score;
- initial_lookmode = lookmode;
- objectloop (i in player) give i moved ~concealed;
- move player to location;
- while (parent(location)) location = parent(location);
- real_location = location;
- MoveFloatingObjects();
- actor = player; ! resync, because player may have been changed in Initialise()
- actors_location = location;
- lightflag = OffersLight(parent(player));
- if (lightflag == 0) location = thedark;
- if (j ~= 2) Banner();
- #ifndef NOINITIAL_LOOK;
- <Look>;
- #endif;
- before_first_turn = false;
- ];
- [ GameEpilogue;
- print "^^ ";
- #Ifdef TARGET_ZCODE;
- #IfV5; style bold; #Endif; ! V5
- #Ifnot; ! TARGET_GLULX
- glk($0086, 5); ! set alert style
- #Endif; ! TARGET_
- print "***";
- switch (deadflag) {
- 1: L__M(##Miscellany, 3);
- 2: L__M(##Miscellany, 4);
- default: print " ";
- if (DeathMessage() == false)
- LibraryExtensions.RunAll(ext_deathmessage);
- print " ";
- }
- print "***";
- #Ifdef TARGET_ZCODE;
- #IfV5; style roman; #Endif; ! V5
- #Ifnot; ! TARGET_GLULX
- glk($0086, 0); ! set normal style
- #Endif; ! TARGET_
- print "^^";
- #Ifndef NO_SCORE;
- print "^";
- #Endif; ! NO_SCORE
- Epilogue();
- ScoreSub();
- DisplayStatus();
- AfterGameOver();
- ];
- ! ----------------------------------------------------------------------------
- ! Routines called at end of each turn
- [ AdvanceWorldClock;
- turns++;
- if (the_time ~= NULL) {
- if (time_rate >= 0) the_time=the_time+time_rate;
- else {
- time_step--;
- if (time_step == 0) {
- the_time++;
- time_step = -time_rate;
- }
- }
- the_time = the_time % 1440;
- }
- ];
- [ RunTimersAndDaemons i j;
- #Ifdef DEBUG;
- if (debug_flag & DEBUG_TIMERS) {
- for (i=0 : i<active_timers : i++) {
- j = the_timers-->i;
- if (j ~= 0) {
- print (name) (j&~WORD_HIGHBIT), ": ";
- if (j & WORD_HIGHBIT) print "daemon";
- else
- print "timer with ", j.time_left, " turns to go";
- new_line;
- }
- }
- }
- #Endif; ! DEBUG
- for (i=0 : i<active_timers : i++) {
- if (deadflag) return;
- j = the_timers-->i;
- if (j ~= 0) {
- if (j & WORD_HIGHBIT) RunRoutines(j&~WORD_HIGHBIT, daemon);
- else {
- if (j.time_left == 0) {
- StopTimer(j);
- RunRoutines(j, time_out);
- }
- else
- j.time_left = j.time_left-1;
- }
- }
- }
- ];
- [ RunEachTurnProperties;
- scope_reason = EACH_TURN_REASON; verb_word = 0;
- DoScopeAction(location);
- SearchScope(ScopeCeiling(player), player, 0);
- scope_reason = PARSING_REASON;
- ];
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ ActionPrimitive; (#actions_table-->action)(); ];
- #Ifnot; ! TARGET_GLULX
- [ ActionPrimitive; (#actions_table-->(action+1))(); ];
- #Endif; ! TARGET_
- [ AfterGameOver i amus_ret;
- .RRQPL;
- L__M(##Miscellany,5);
- .RRQL;
- L__M(##Prompt);
- #Ifdef TARGET_ZCODE;
- #IfV3; read buffer parse; #Endif; ! V3
- temp_global=0;
- #IfV5; read buffer parse DrawStatusLine; #Endif; ! V5
- #Ifnot; ! TARGET_GLULX
- KeyboardPrimitive(buffer, parse);
- #Endif; ! TARGET_
- i = parse-->1;
- if (i == QUIT1__WD or QUIT2__WD) {
- #Ifdef TARGET_ZCODE;
- quit;
- #Ifnot; ! TARGET_GLULX
- quit;
- #Endif; ! TARGET_
- }
- if (i == RESTART__WD) {
- #Ifdef TARGET_ZCODE;
- @restart;
- #Ifnot; ! TARGET_GLULX
- @restart;
- #Endif; ! TARGET_
- }
- if (i == RESTORE__WD) {
- RestoreSub();
- jump RRQPL;
- }
- if (i == FULLSCORE1__WD or FULLSCORE2__WD && TASKS_PROVIDED==0) {
- new_line; FullScoreSub();
- jump RRQPL;
- }
- if (deadflag == 2 && i == AMUSING__WD) {
- amus_ret = false;
- if (AMUSING_PROVIDED == 0) {
- new_line;
- amus_ret = Amusing();
- }
- if (amus_ret == false) LibraryExtensions.RunAll(ext_amusing);
- jump RRQPL;
- }
- #IfV5;
- if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) {
- i = PerformUndo();
- if (i == 0) jump RRQPL;
- }
- #Endif; ! V5
- L__M(##Miscellany, 8);
- jump RRQL;
- ];
- [ NoteObjectAcquisitions i;
- objectloop (i in player)
- if (i hasnt moved) {
- give i moved;
- if (i has scored) {
- score = score + OBJECT_SCORE;
- things_score = things_score + OBJECT_SCORE;
- }
- }
- ];
- ! ----------------------------------------------------------------------------
- ! R_Process is invoked by the <...> and <<...>> statements, whose syntax is:
- ! <action [noun] [second]> ! traditional
- ! <action [noun] [second], actor> ! introduced at compiler 6.33
- [ R_Process a n s p
- s1 s2 s3;
- s1 = inp1; s2 = inp2; s3 = actor;
- inp1 = n; inp2 = s; if (p) actor = p; else actor = player;
- InformLibrary.begin_action(a, n, s, 1);
- inp1 = s1; inp2 = s2; actor = s3;
- ];
- ! ----------------------------------------------------------------------------
- [ TestScope obj act a al sr x y;
- x = parser_one; y = parser_two;
- parser_one = obj; parser_two = 0; a = actor; al = actors_location;
- sr = scope_reason; scope_reason = TESTSCOPE_REASON;
- if (act == 0) actor = player; else actor = act;
- actors_location = ScopeCeiling(actor);
- SearchScope(actors_location, actor, 0); scope_reason = sr; actor = a;
- actors_location = al; parser_one = x; x = parser_two; parser_two = y;
- return x;
- ];
- [ LoopOverScope routine act x y a al;
- x = parser_one; y = scope_reason; a = actor; al = actors_location;
- parser_one = routine;
- if (act == 0) actor = player; else actor = act;
- actors_location = ScopeCeiling(actor);
- scope_reason = LOOPOVERSCOPE_REASON;
- SearchScope(actors_location, actor, 0);
- parser_one = x; scope_reason = y; actor = a; actors_location = al;
- ];
- [ BeforeRoutines rv;
- if (GamePreRoutine()) rtrue;
- if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepreroutine, 0);
- if (rv) rtrue;
- if (RunRoutines(player, orders)) rtrue;
- scope_reason = REACT_BEFORE_REASON; parser_one = 0;
- SearchScope(ScopeCeiling(player), player, 0);
- scope_reason = PARSING_REASON;
- if (parser_one) rtrue;
- if (location && RunRoutines(location, before)) rtrue;
- if (inp1 > 1 && RunRoutines(inp1, before)) rtrue;
- rfalse;
- ];
- [ AfterRoutines rv;
- scope_reason = REACT_AFTER_REASON; parser_one = 0;
- SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON;
- if (parser_one) rtrue;
- if (location && RunRoutines(location, after)) rtrue;
- if (inp1 > 1 && RunRoutines(inp1, after)) rtrue;
- rv = GamePostRoutine();
- if (rv == false) rv=LibraryExtensions.RunWhile(ext_gamepostroutine, false);
- return rv;
- ];
- [ RunLife a j;
- #Ifdef DEBUG;
- if (debug_flag & DEBUG_ACTIONS) TraceAction(2, j);
- #Endif; ! DEBUG
- reason_code = j; return RunRoutines(a,life);
- ];
- [ ZRegion addr;
- switch (metaclass(addr)) { ! Left over from Inform 5
- nothing: return 0;
- Object, Class: return 1;
- Routine: return 2;
- String: return 3;
- }
- ];
- [ PrintOrRun obj prop flag;
- if (obj.#prop > WORDSIZE) return RunRoutines(obj, prop);
- if (obj.prop == NULL) rfalse;
- switch (metaclass(obj.prop)) {
- Class, Object, nothing:
- return RunTimeError(2,obj,prop);
- String:
- print (string) obj.prop;
- if (flag == 0) new_line;
- rtrue;
- Routine:
- return RunRoutines(obj, prop);
- }
- ];
- [ PrintOrRunVar var flag;
- switch (metaclass(var)) {
- Object:
- print (name) var;
- String:
- print (string) var;
- if (flag == 0) new_line;
- Routine:
- return var();
- default:
- print (char) '(', var, (char) ')';
- }
- rtrue;
- ];
- [ ValueOrRun obj prop;
- !### this is entirely unlikely to work. Does anyone care? (AP)
- ! Well, it's certainly used three times in verblibm.h (RF)
- ! Update: now not used (RF)
- if (obj.prop < 256) return obj.prop;
- return RunRoutines(obj, prop);
- ];
- [ RunRoutines obj prop;
- if (obj == thedark && prop ~= initial or short_name or description) obj = real_location;
- if (obj.&prop == 0 && prop >= INDIV_PROP_START) rfalse;
- return obj.prop();
- ];
- #Ifdef TARGET_ZCODE;
- [ ChangeDefault prop val a b;
- ! Use assembly-language here because -S compilation won't allow this:
- @loadw 0 5 -> a;
- b = prop-1;
- @storew a b val;
- ];
- #Ifnot; ! TARGET_GLULX
- [ ChangeDefault prop val;
- ! Use assembly-language here because -S compilation won't allow this:
- ! #cpv__start-->prop = val;
- @astore #cpv__start prop val;
- ];
- #Endif; ! TARGET_
- ! ----------------------------------------------------------------------------
- [ StartTimer obj timer i;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == obj) rfalse;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == 0) jump FoundTSlot;
- i = active_timers++;
- if (i >= MAX_TIMERS) { RunTimeError(4); return; }
- .FoundTSlot;
- if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
- the_timers-->i = obj; obj.time_left = timer;
- ];
- [ StopTimer obj i;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == obj) jump FoundTSlot2;
- rfalse;
- .FoundTSlot2;
- if (obj.&time_left == 0) { RunTimeError(5, obj, time_left); return; }
- the_timers-->i = 0; obj.time_left = 0;
- ];
- [ StartDaemon obj i;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == WORD_HIGHBIT + obj) rfalse;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == 0) jump FoundTSlot3;
- i = active_timers++;
- if (i >= MAX_TIMERS) RunTimeError(4);
- .FoundTSlot3;
- the_timers-->i = WORD_HIGHBIT + obj;
- ];
- [ StopDaemon obj i;
- for (i=0 : i<active_timers : i++)
- if (the_timers-->i == WORD_HIGHBIT + obj) jump FoundTSlot4;
- rfalse;
- .FoundTSlot4;
- the_timers-->i = 0;
- ];
- ! ----------------------------------------------------------------------------
- [ DisplayStatus;
- if (sys_statusline_flag == 0) { sline1 = score; sline2 = turns; }
- else { sline1 = the_time/60; sline2 = the_time%60;}
- ];
- [ SetTime t s;
- the_time = t; time_rate = s; time_step = 0;
- if (s < 0) time_step = 0-s;
- ];
- [ NotifyTheScore;
- #Ifdef TARGET_GLULX;
- glk($0086, 6); ! set note style
- #Endif; ! TARGET_GLULX
- print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^";
- #Ifdef TARGET_GLULX;
- glk($0086, 0); ! set normal style
- #Endif; ! TARGET_GLULX
- ];
- ! ----------------------------------------------------------------------------
- [ AdjustLight flag i;
- i = lightflag;
- lightflag = OffersLight(parent(player));
- if (i == 0 && lightflag == 1) {
- location = real_location;
- if (flag == 0) <Look>;
- }
- if (i == 1 && lightflag == 0) {
- real_location = location; location = thedark;
- if (flag == 0) {
- NoteArrival();
- return L__M(##Miscellany, 9);
- }
- }
- if (i == 0 && lightflag == 0) location = thedark;
- ];
- [ OffersLight i j;
- if (i == 0) rfalse;
- if (i has light) rtrue;
- objectloop (j in i)
- if (HasLightSource(j) == 1) rtrue;
- if (i has container) {
- if (i has open || i has transparent)
- return OffersLight(parent(i));
- }
- else {
- if (i has enterable || i has transparent || i has supporter)
- return OffersLight(parent(i));
- }
- rfalse;
- ];
- [ HidesLightSource obj;
- if (obj == player) rfalse;
- if (obj has transparent or supporter) rfalse;
- if (obj has container) return (obj hasnt open);
- return (obj hasnt enterable);
- ];
- [ HasLightSource i j ad;
- if (i == 0) rfalse;
- if (i has light) rtrue;
- if (i has enterable || IsSeeThrough(i) == 1)
- if (~~(HidesLightSource(i)))
- objectloop (j in i)
- if (HasLightSource(j) == 1) rtrue;
- ad = i.&add_to_scope;
- if (parent(i) ~= 0 && ad ~= 0) {
- if (metaclass(ad-->0) == Routine) {
- ats_hls = 0; ats_flag = 1;
- RunRoutines(i, add_to_scope);
- ats_flag = 0; if (ats_hls == 1) rtrue;
- }
- else {
- for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)
- if (HasLightSource(ad-->j) == 1) rtrue;
- }
- }
- rfalse;
- ];
- [ ChangePlayer obj flag i;
- ! if (obj.&number == 0) return RunTimeError(7, obj);
- if (obj == nothing) obj = selfobj;
- if (actor == player) actor=obj;
- give player ~transparent ~concealed;
- i = obj; while (parent(i) ~= 0) {
- if (i has animate) give i transparent;
- i = parent(i);
- }
- if (player == selfobj && player provides nameless && player.nameless == true) {
- if (player provides narrative_voice) {
- if (player.narrative_voice == 1) {
- player.short_name = MYFORMER__TX;
- (player.&name)-->0 = 'my';
- (player.&name)-->1 = 'former';
- (player.&name)-->2 = 'self';
- } else if (player.narrative_voice == 2) {
- player.short_name = FORMER__TX;
- (player.&name)-->0 = 'my';
- (player.&name)-->1 = 'former';
- (player.&name)-->2 = 'self';
- }
- }
- }
- player = obj;
- give player transparent concealed animate;
- i = player; while (parent(i) ~= 0) i = parent(i);
- location = i; real_location = location;
- if (parent(player) == 0) return RunTimeError(10);
- MoveFloatingObjects();
- lightflag = OffersLight(parent(player));
- if (lightflag == 0) location = thedark;
- print_player_flag = flag;
- ];
- ! ----------------------------------------------------------------------------
- #Ifdef DEBUG;
- #Ifdef TARGET_ZCODE;
- [ DebugParameter w;
- print w;
- if (w >= 1 && w <= top_object) print " (", (name) w, ")";
- if (UnsignedCompare(w, dict_start) >= 0 &&
- UnsignedCompare(w, dict_end) < 0 &&
- (w - dict_start) % dict_entry_size == 0)
- print " ('", (address) w, "')";
- ];
- [ DebugAction a anames;
- #Iftrue (Grammar__Version == 1);
- if (a >= 256) { print "<fake action ", a-256, ">"; return; }
- #Ifnot;
- if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
- #Endif; ! Grammar__Version
- anames = #identifiers_table;
- anames = anames + 2*(anames-->0) + 2*48;
- print (string) anames-->a;
- ];
- [ DebugAttribute a anames;
- if (a < 0 || a >= 48) print "<invalid attribute ", a, ">";
- else {
- anames = #identifiers_table; anames = anames + 2*(anames-->0);
- print (string) anames-->a;
- }
- ];
- #Ifnot; ! TARGET_GLULX
- [ DebugParameter w endmem;
- print w;
- @getmemsize endmem;
- if (w >= 1 && w < endmem) {
- if (w->0 >= $70 && w->0 < $7F) print " (", (name) w, ")";
- if (w->0 >= $60 && w->0 < $6F) print " ('", (address) w, "')";
- }
- ];
- [ DebugAction a str;
- if (a >= 4096) { print "<fake action ", a-4096, ">"; return; }
- if (a < 0 || a >= #identifiers_table-->7) print "<invalid action ", a, ">";
- else {
- str = #identifiers_table-->6;
- str = str-->a;
- if (str) print (string) str; else print "<unnamed action ", a, ">";
- }
- ];
- [ DebugAttribute a str;
- if (a < 0 || a >= NUM_ATTR_BYTES*8) print "<invalid attribute ", a, ">";
- else {
- str = #identifiers_table-->4;
- str = str-->a;
- if (str) print (string) str; else print "<unnamed attribute ", a, ">";
- }
- ];
- #Endif; ! TARGET_
- [ TraceAction source ar;
- if (source < 2) print "[ Action ", (DebugAction) action;
- else {
- if (ar == ##Order)
- print "[ Order to ", (name) actor, ": ", (DebugAction) action;
- else
- print "[ Life rule ", (DebugAction) ar;
- }
- if (noun ~= 0) print " with noun ", (DebugParameter) noun;
- if (second ~= 0) print " and second ", (DebugParameter) second;
- if (source == 0) print " ";
- if (source == 1) print " (from < > statement) ";
- print "]^";
- ];
- [ DebugToken token;
- AnalyseToken(token);
- switch (found_ttype) {
- ILLEGAL_TT:
- print "<illegal token number ", token, ">";
- ELEMENTARY_TT:
- switch (found_tdata) {
- NOUN_TOKEN: print "noun";
- HELD_TOKEN: print "held";
- MULTI_TOKEN: print "multi";
- MULTIHELD_TOKEN: print "multiheld";
- MULTIEXCEPT_TOKEN: print "multiexcept";
- MULTIINSIDE_TOKEN: print "multiinside";
- CREATURE_TOKEN: print "creature";
- SPECIAL_TOKEN: print "special";
- NUMBER_TOKEN: print "number";
- TOPIC_TOKEN: print "topic";
- ENDIT_TOKEN: print "END";
- }
- PREPOSITION_TT:
- print "'", (address) found_tdata, "'";
- ROUTINE_FILTER_TT:
- #Ifdef INFIX;
- print "noun=", (InfixPrintPA) found_tdata;
- #Ifnot;
- print "noun=Routine(", found_tdata, ")";
- #Endif; ! INFIX
- ATTR_FILTER_TT:
- print (DebugAttribute) found_tdata;
- SCOPE_TT:
- #Ifdef INFIX;
- print "scope=", (InfixPrintPA) found_tdata;
- #Ifnot;
- print "scope=Routine(", found_tdata, ")";
- #Endif; ! INFIX
- GPR_TT:
- #Ifdef INFIX;
- print (InfixPrintPA) found_tdata;
- #Ifnot;
- print "Routine(", found_tdata, ")";
- #Endif; ! INFIX
- }
- ];
- [ DebugGrammarLine pcount;
- print " * ";
- for (: line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
- if ((line_token-->pcount)->0 & $10) print "/ ";
- print (DebugToken) line_token-->pcount, " ";
- }
- print "-> ", (DebugAction) action_to_be;
- if (action_reversed) print " reverse";
- ];
- #Ifdef TARGET_ZCODE;
- [ ShowVerbSub grammar lines j;
- if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
- "Try typing ~showverb~ and then the name of a verb.";
- print "Verb";
- if ((noun->#dict_par1) & DICT_META) print " meta";
- for (j=dict_start : j<dict_end : j=j+dict_entry_size)
- if (j->#dict_par2 == noun->#dict_par2)
- print " '", (address) j, "'";
- new_line;
- grammar = (HDR_STATICMEMORY-->0)-->($ff-(noun->#dict_par2));
- lines = grammar->0;
- grammar++;
- if (lines == 0) "has no grammar lines.";
- for (: lines>0 : lines--) {
- grammar = UnpackGrammarLine(grammar);
- print " "; DebugGrammarLine(); new_line;
- }
- ];
- #Ifnot; ! TARGET_GLULX
- [ ShowVerbSub grammar lines j wd dictlen entrylen;
- if (noun == 0 || ((noun->#dict_par1) & DICT_VERB) == 0)
- "Try typing ~showverb~ and then the name of a verb.";
- print "Verb";
- if ((noun->#dict_par1) & DICT_META) print " meta";
- dictlen = #dictionary_table-->0;
- entrylen = DICT_WORD_SIZE + 7;
- for (j=0 : j<dictlen : j++) {
- wd = #dictionary_table + WORDSIZE + entrylen*j;
- if (wd->#dict_par2 == noun->#dict_par2)
- print " '", (address) wd, "'";
- }
- new_line;
- grammar = (#grammar_table)-->($ff-(noun->#dict_par2)+1);
- lines = grammar->0;
- grammar++;
- if (lines == 0) "has no grammar lines.";
- for (: lines>0 : lines--) {
- grammar = UnpackGrammarLine(grammar);
- print " "; DebugGrammarLine(); new_line;
- }
- ];
- #Endif; ! TARGET_
- [ ShowObjSub c f l a n x numattr;
- if (noun == 0) noun = location;
- objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; }
- if (f == 1) print (name) l, " ~"; else print "Object ~";
- print (name) noun, "~ (", noun, ")";
- if (parent(noun)) print " in ~", (name) parent(noun), "~ (", parent(noun), ")";
- new_line;
- if (f > 1) {
- print " class ";
- objectloop (c ofclass Class) if (noun ofclass c) print (name) c, " ";
- new_line;
- }
- #Ifdef TARGET_ZCODE;
- numattr = 48;
- #Ifnot; ! TARGET_GLULX
- numattr = NUM_ATTR_BYTES * 8;
- #Endif; ! TARGET_
- for (a=0,f=0 : a<numattr : a++) if (noun has a) f=1;
- if (f) {
- print " has ";
- for (a=0 : a<numattr : a++) if (noun has a) print (DebugAttribute) a, " ";
- new_line;
- }
- if (noun ofclass Class) return;
- f=0;
- #Ifdef TARGET_ZCODE;
- l = #identifiers_table-->0;
- #Ifnot; ! TARGET_GLULX
- l = INDIV_PROP_START + #identifiers_table-->3;
- #Endif; ! TARGET_
- for (a=1 : a<=l : a++) {
- if ((a ~= 2 or 3) && noun.&a) {
- if (f == 0) { print " with "; f=1; }
- print (property) a;
- n = noun.#a;
- for (c=0 : WORDSIZE*c<n : c++) {
- print " ";
- x = (noun.&a)-->c;
- if (a == name) print "'", (address) x, "'";
- else {
- if (a == number or capacity or time_left) print x;
- else {
- switch (x) {
- NULL: print "NULL";
- 0: print "0";
- 1: print "1";
- default:
- switch (metaclass(x)) {
- Class, Object:
- print (name) x;
- String:
- print "~", (string) x, "~";
- Routine:
- print "[...]";
- }
- print " (", x, ")";
- }
- }
- }
- }
- print ",^ ";
- }
- }
- ! if (f==1) new_line;
- ];
- [ ShowDictSub_helper x; print (address) x; ];
- [ ShowDictSub
- dp el ne f x y z;
- #Ifdef TARGET_ZCODE;
- dp = HDR_DICTIONARY-->0; ! start of dictionary
- dp = dp + dp->0 + 1; ! skip over word-separators table
- el = dp->0; dp = dp + 1; ! entry length
- ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
- #Ifnot; ! TARGET_GLULX;
- dp = #dictionary_table; ! start of dictionary
- el = DICT_WORD_SIZE + 7; ! entry length
- ne = dp-->0; dp = dp + WORDSIZE; ! number of entries
- #Endif; ! TARGET_
- ! dp now at first entry
- wn = 2; x = NextWordStopped();
- switch (x) {
- 0:
- "That word isn't in the dictionary.";
- -1:
- ; ! show all entries
- THEN1__WD:
- dp = './/'; ne = 1; ! show '.'
- COMMA_WORD:
- dp = ',//'; ne = 1; ! show ','
- default:
- dp = x; ne = 1; f = true; ! show specified entry, plus associated objects
- }
- for ( : ne-- : dp=dp+el) {
- print (address) dp, " --> ";
- x = dp->#dict_par1; ! flag bits
- y = PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, ShowDictSub_helper, dp) + WORDSIZE;
- for (z=WORDSIZE : z<y : z++) {
- !if (x & DICT_NOUN) StorageForShortName->z = UpperCase(StorageForShortName->z);
- if (y > WORDSIZE+1 && StorageForShortName->z == ' ' or '.' or ',') x = x | $8000;
- print (char) StorageForShortName->z;
- }
- print " --> ";
- if (x == 0)
- print " no flags";
- else {
- !if (x & $0040) print " BIT_6";
- !if (x & $0020) print " BIT_5";
- !if (x & $0010) print " BIT_4";
- if (x & $8000) print " UNTYPEABLE";
- if (x & DICT_NOUN) print " noun";
- if (x & DICT_PLUR) print "+plural";
- if (x & DICT_VERB) print " verb";
- if (x & DICT_META) print "+meta";
- if (x & DICT_PREP) print " preposition";
- if (f && (x & DICT_NOUN)) {
- print " --> refers to these objects:";
- objectloop (x)
- if (WordInProperty(dp, x, name)) print "^ ", (name) x, " (", x, ")";
- }
- }
- new_line;
- }
- ];
- #Endif; ! DEBUG
- ! ----------------------------------------------------------------------------
- ! Miscellaneous display routines used by DrawStatusLine and available for
- ! user. Most of these vary according to which machine is being compiled to
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- [ ClearScreen window;
- switch (window) {
- WIN_ALL: @erase_window -1;
- WIN_STATUS: @erase_window 1;
- WIN_MAIN: @erase_window 0;
- }
- ];
- #Iftrue (#version_number == 6);
- [ MoveCursorV6 line column charw; ! 1-based postion on text grid
- @get_wind_prop 1 13 -> charw; ! font size
- charw = charw & $FF;
- line = 1 + charw*(line-1);
- column = 1 + charw*(column-1);
- @set_cursor line column;
- ];
- #Endif;
- #Ifndef MoveCursor;
- [ MoveCursor line column; ! 1-based postion on text grid
- if (~~statuswin_current) {
- @set_window 1;
- #Ifdef COLOUR;
- if (clr_on && clr_bgstatus > 1)
- @set_colour clr_fgstatus clr_bgstatus;
- else
- #Endif; ! COLOUR
- style reverse;
- }
- if (line == 0) { line = 1; column = 1; }
- #Iftrue (#version_number == 6);
- MoveCursorV6(line, column);
- #Ifnot;
- @set_cursor line column;
- #Endif;
- statuswin_current = true;
- ];
- #Endif;
- [ MainWindow;
- if (statuswin_current) {
- #Ifdef COLOUR;
- if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg;
- else
- #Endif; ! COLOUR
- style roman;
- @set_window 0;
- }
- statuswin_current = false;
- ];
- #Iftrue (#version_number == 6);
- [ ScreenWidth width charw;
- @get_wind_prop 1 3 -> width;
- @get_wind_prop 1 13 -> charw;
- charw = charw & $FF;
- if (charw == 0) return width;
- return (width+charw-1) / charw;
- ];
- #Ifnot;
- [ ScreenWidth;
- return (HDR_SCREENWCHARS->0);
- ];
- #Endif;
- [ ScreenHeight;
- return (HDR_SCREENHLINES->0);
- ];
- #Iftrue (#version_number == 6);
- [ StatusLineHeight height wx wy x y charh;
- ! Split the window. Standard 1.0 interpreters should keep the window 0
- ! cursor in the same absolute position, but older interpreters,
- ! including Infocom's don't - they keep the window 0 cursor in the
- ! same position relative to its origin. We therefore compensate
- ! manually.
- @get_wind_prop 0 0 -> wy; @get_wind_prop 0 1 -> wx;
- @get_wind_prop 0 13 -> charh; @log_shift charh $FFF8 -> charh;
- @get_wind_prop 0 4 -> y; @get_wind_prop 0 5 -> x;
- height = height * charh;
- @split_window height;
- y = y - height + wy - 1;
- if (y < 1) y = 1;
- x = x + wx - 1;
- @set_cursor y x 0;
- gg_statuswin_cursize = height;
- ];
- #Ifnot;
- [ StatusLineHeight height;
- if (gg_statuswin_cursize ~= height)
- @split_window height;
- gg_statuswin_cursize = height;
- ];
- #Endif;
- #Ifdef COLOUR;
- [ SetColour f b window;
- if (window == 0) { ! if setting both together, set reverse
- clr_fgstatus = b;
- clr_bgstatus = f;
- }
- if (window == 1) {
- clr_fgstatus = f;
- clr_bgstatus = b;
- }
- if (window == 0 or 2) {
- clr_fg = f;
- clr_bg = b;
- }
- if (clr_on) {
- if (statuswin_current)
- @set_colour clr_fgstatus clr_bgstatus;
- else
- @set_colour clr_fg clr_bg;
- }
- ];
- #Endif; ! COLOUR
- #Ifnot; ! TARGET_GLULX
- [ ClearScreen window;
- if (window == WIN_ALL or WIN_MAIN) {
- glk($002A, gg_mainwin);
- if (gg_quotewin) {
- glk($0024, gg_quotewin, 0); ! close_window
- gg_quotewin = 0;
- }
- }
- if (gg_statuswin && window == WIN_ALL or WIN_STATUS) glk($002A, gg_statuswin);
- ];
- [ MoveCursor line column; ! 0-based postion on text grid
- if (gg_statuswin) {
- glk($002F, gg_statuswin); ! set_window
- }
- if (line == 0) { line = 1; column = 1; }
- glk($002B, gg_statuswin, column-1, line-1); ! window_move_cursor
- statuswin_current=1;
- ];
- [ MainWindow;
- glk($002F, gg_mainwin); ! set_window
- statuswin_current=0;
- ];
- [ MakeColourWord c;
- if (c > 9) return c;
- c = c-2;
- return $ff0000*(c&1) + $ff00*(c&2 ~= 0) + $ff*(c&4 ~= 0);
- ];
- [ ScreenWidth id;
- id=gg_mainwin;
- if (gg_statuswin && statuswin_current) id = gg_statuswin;
- glk($0025, id, gg_arguments, 0); ! window_get_size
- return gg_arguments-->0;
- ];
- [ ScreenHeight;
- glk($0025, gg_mainwin, 0, gg_arguments); ! window_get_size
- return gg_arguments-->0;
- ];
- #Ifdef COLOUR;
- [ SetColour f b window doclear i fwd bwd swin;
- if (window) swin = 5-window; ! 4 for TextGrid, 3 for TextBuffer
- if (clr_on) {
- fwd = MakeColourWord(f);
- bwd = MakeColourWord(b);
- for (i=0 : i<=10: i++) {
- if (f == CLR_DEFAULT || b == CLR_DEFAULT) { ! remove style hints
- glk($00B1, swin, i, 7);
- glk($00B1, swin, i, 8);
- }
- else {
- glk($00B0, swin, i, 7, fwd);
- glk($00B0, swin, i, 8, bwd);
- }
- }
- ! Now re-open the windows to apply the hints
- if (gg_statuswin) glk($0024, gg_statuswin, 0); ! close_window
- if (doclear || ( window ~= 1 && (clr_fg ~= f || clr_bg ~= b) ) ) {
- glk($0024, gg_mainwin, 0);
- gg_mainwin = glk($0023, 0, 0, 0, 3, GG_MAINWIN_ROCK); ! window_open
- if (gg_scriptstr ~= 0)
- glk($002D, gg_mainwin, gg_scriptstr); ! window_set_echo_stream
- }
- gg_statuswin = glk($0023, gg_mainwin, $12, gg_statuswin_cursize,
- 4, GG_STATUSWIN_ROCK); ! window_open
- if (statuswin_current && gg_statuswin)
- MoveCursor(); else MainWindow();
- }
- if (window ~= 2) {
- clr_fgstatus = f;
- clr_bgstatus = b;
- }
- if (window ~= 1) {
- clr_fg = f;
- clr_bg = b;
- }
- ];
- #Endif; ! COLOUR
- #Endif; ! TARGET_
- #Ifndef COLOUR;
- [ SetColour f b window doclear;
- f = b = window = doclear = 0;
- ];
- #Endif;
- [ SetClr f b w;
- SetColour (f, b, w);
- ];
- [ RestoreColours; ! L61007, L61113
- gg_statuswin_cursize = -1; ! Force window split in StatusLineHeight()
- #Ifdef COLOUR;
- if (clr_on) { ! check colour has been used
- SetColour(clr_fg, clr_bg, 2); ! make sure both sets of variables are restored
- SetColour(clr_fgstatus, clr_bgstatus, 1, true);
- ClearScreen();
- }
- #Endif;
- #Ifdef TARGET_ZCODE;
- #Iftrue (#version_number == 6); ! request screen update
- (0-->8) = (0-->8) | $$00000100;
- #Endif;
- #Endif; ! TARGET_
- ];
- ! ----------------------------------------------------------------------------
- ! Except in Version 3, the DrawStatusLine routine does just that: this is
- ! provided explicitly so that it can be Replace'd to change the style, and
- ! as written it emulates the ordinary Standard game status line, which is
- ! drawn in hardware
- ! ----------------------------------------------------------------------------
- #Ifdef TARGET_ZCODE;
- #IfV5;
- #Iftrue (#version_number == 6);
- [ DrawStatusLine width x charw scw mvw;
- HDR_GAMEFLAGS-->0 = (HDR_GAMEFLAGS-->0) & ~$0004;
- StatusLineHeight(gg_statuswin_size);
- ! Now clear the window. This isn't totally trivial. Our approach is to
- ! select the fixed space font, measure its width, and print an appropriate
- ! number of spaces. We round up if the screen isn't a whole number of
- ! characters wide, and rely on window 1 being set to clip by default.
- MoveCursor(1, 1);
- @set_font 4 -> x;
- width = ScreenWidth();
- spaces width;
- ! Back to standard font for the display. We use output_stream 3 to
- ! measure the space required, the aim being to get 50 characters
- ! worth of space for the location name.
- MoveCursor(1, 2);
- @set_font 1 -> x;
- if (location == thedark)
- print (name) location;
- else {
- FindVisibilityLevels();
- if (visibility_ceiling == location) print (name) location;
- else print (The) visibility_ceiling;
- }
- @get_wind_prop 1 3 -> width;
- @get_wind_prop 1 13 -> charw;
- charw = charw & $FF;
- @output_stream 3 StorageForShortName;
- print (string) SCORE__TX, "00000";
- @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
- @output_stream 3 StorageForShortName;
- print (string) MOVES__TX, "00000";
- @output_stream -3; mvw = HDR_PIXELSTO3-->0 + charw;
- if (width - scw - mvw >= 50*charw) {
- x = 1+width-scw-mvw;
- @set_cursor 1 x; print (string) SCORE__TX, sline1;
- x = x+scw;
- @set_cursor 1 x; print (string) MOVES__TX, sline2;
- }
- else {
- @output_stream 3 StorageForShortName;
- print "00000/00000";
- @output_stream -3; scw = HDR_PIXELSTO3-->0 + charw;
- if (width - scw >= 50*charw) {
- x = 1+width-scw;
- @set_cursor 1 x; print sline1, "/", sline2;
- }
- }
- ! Reselect roman, as Infocom's interpreters interpreters go funny
- ! if reverse is selected twice.
- MainWindow();
- ];
- #Endif; ! #version_number == 6
- #Endif; ! V5
- #Endif; ! TARGET_ZCODE
- #Ifndef DrawStatusLine;
- [ DrawStatusLine width posa posb;
- #Ifdef TARGET_GLULX;
- ! If we have no status window, we must not try to redraw it.
- if (gg_statuswin == 0)
- return;
- #Endif;
- ! If there is no player location, we shouldn't try to draw status window
- if (location == nothing || parent(player) == nothing)
- return;
- StatusLineHeight(gg_statuswin_size);
- MoveCursor(1, 1);
- width = ScreenWidth();
- posa = width-26; posb = width-13;
- spaces width;
- MoveCursor(1, 2);
- if (location == thedark) {
- print (name) location;
- }
- else {
- FindVisibilityLevels();
- if (visibility_ceiling == location)
- print (name) location;
- else
- print (The) visibility_ceiling;
- }
- if (sys_statusline_flag && width > 53) {
- MoveCursor(1, posa);
- print (string) TIME__TX;
- LanguageTimeOfDay(sline1, sline2);
- }
- else {
- if (width > 66) {
- #Ifndef NO_SCORE;
- MoveCursor(1, posa);
- print (string) SCORE__TX, sline1;
- #Endif;
- MoveCursor(1, posb);
- print (string) MOVES__TX, sline2;
- }
- #Ifndef NO_SCORE;
- if (width > 53 && width <= 66) {
- MoveCursor(1, posb);
- print sline1, "/", sline2;
- }
- #Endif;
- }
- MainWindow(); ! set_window
- ];
- #Endif;
- #Ifdef TARGET_GLULX;
- [ StatusLineHeight hgt parwin;
- if (gg_statuswin == 0) return;
- if (hgt == gg_statuswin_cursize) return;
- parwin = glk($0029, gg_statuswin); ! window_get_parent
- glk($0026, parwin, $12, hgt, 0); ! window_set_arrangement
- gg_statuswin_cursize = hgt;
- ];
- [ Box__Routine maxwid arr ix lines lastnl parwin;
- maxwid = 0; ! squash compiler warning
- lines = arr-->0;
- if (gg_quotewin == 0) {
- gg_arguments-->0 = lines;
- ix = InitGlkWindow(GG_QUOTEWIN_ROCK);
- if (ix == false) ix = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_QUOTEWIN_ROCK);
- if (ix == false)
- gg_quotewin = glk($0023, gg_mainwin, $12, lines, 3,
- GG_QUOTEWIN_ROCK); ! window_open
- }
- else {
- parwin = glk($0029, gg_quotewin); ! window_get_parent
- glk($0026, parwin, $12, lines, 0); ! window_set_arrangement
- }
- lastnl = true;
- if (gg_quotewin) {
- glk($002A, gg_quotewin); ! window_clear
- glk($002F, gg_quotewin); ! set_window
- lastnl = false;
- }
- ! If gg_quotewin is zero here, the quote just appears in the story window.
- glk($0086, 7); ! set blockquote style
- for (ix=0 : ix<lines : ix++) {
- print (string) arr-->(ix+1);
- if (ix < lines-1 || lastnl) new_line;
- }
- glk($0086, 0); ! set normal style
- if (gg_quotewin) {
- glk($002F, gg_mainwin); ! set_window
- }
- ];
- #Endif; ! TARGET_GLULX
- #Ifdef TARGET_ZCODE;
- [ ZZInitialise;
- standard_interpreter = HDR_TERPSTANDARD-->0;
- transcript_mode = ((HDR_GAMEFLAGS-->0) & $0001);
- sys_statusline_flag = ( (HDR_TERPFLAGS->0) & $0002 ) / 2;
- top_object = #largest_object-255;
- dict_start = HDR_DICTIONARY-->0;
- dict_entry_size = dict_start->(dict_start->0 + 1);
- dict_start = dict_start + dict_start->0 + 4;
- dict_end = dict_start + (dict_start - 2)-->0 * dict_entry_size;
- #Ifdef DEBUG;
- if (dict_start > 0 && dict_end < 0 &&
- ((-dict_start) - dict_end) % dict_entry_size == 0)
- print "** Warning: grammar properties might not work correctly **^";
- #Endif; ! DEBUG
- buffer->0 = INPUT_BUFFER_LEN - WORDSIZE;
- buffer2->0 = INPUT_BUFFER_LEN - WORDSIZE;
- buffer3->0 = INPUT_BUFFER_LEN - WORDSIZE;
- parse->0 = MAX_BUFFER_WORDS;
- parse2->0 = MAX_BUFFER_WORDS;
- ];
- #Ifnot; ! TARGET_GLULX;
- [ GGInitialise res;
- @gestalt 4 2 res; ! Test if this interpreter has Glk.
- if (res == 0) {
- ! Without Glk, we're entirely screwed.
- quit;
- }
- ! Set the VM's I/O system to be Glk.
- @setiosys 2 0;
- ! First, we must go through all the Glk objects that exist, and see
- ! if we created any of them. One might think this strange, since the
- ! program has just started running, but remember that the player might
- ! have just typed "restart".
- GGRecoverObjects();
- res = InitGlkWindow(0);
- if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 0);
- if (res) return;
- ! Now, gg_mainwin and gg_storywin might already be set. If not, set them.
- if (gg_mainwin == 0) {
- ! Open the story window.
- res = InitGlkWindow(GG_MAINWIN_ROCK);
- if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_MAINWIN_ROCK);
- if (res == false)
- gg_mainwin = glk($0023, 0, 0, 0, 3, GG_MAINWIN_ROCK); ! window_open
- if (gg_mainwin == 0) {
- ! If we can't even open one window, there's no point in going on.
- quit;
- }
- }
- else {
- ! There was already a story window. We should erase it.
- glk($002A, gg_mainwin); ! window_clear
- }
- if (gg_statuswin == 0) {
- res = InitGlkWindow(GG_STATUSWIN_ROCK);
- if (res == false) res = LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, GG_STATUSWIN_ROCK);
- if (res == false) {
- gg_statuswin_cursize = gg_statuswin_size;
- gg_statuswin = glk($0023, gg_mainwin, $12, gg_statuswin_cursize,
- 4, GG_STATUSWIN_ROCK); ! window_open
- }
- }
- ! It's possible that the status window couldn't be opened, in which case
- ! gg_statuswin is now zero. We must allow for that later on.
- glk($002F, gg_mainwin); ! set_window
- if (InitGlkWindow(1) == false) LibraryExtensions.RunWhile(ext_InitGlkWindow, 0, 1);
- ];
- [ GGRecoverObjects id;
- ! If GGRecoverObjects() has been called, all these stored IDs are
- ! invalid, so we start by clearing them all out.
- ! (In fact, after a restoreundo, some of them may still be good.
- ! For simplicity, though, we assume the general case.)
- gg_mainwin = 0;
- gg_statuswin = 0;
- gg_quotewin = 0;
- gg_scriptfref = 0;
- gg_scriptstr = 0;
- gg_savestr = 0;
- gg_statuswin_cursize = 0;
- #Ifdef DEBUG;
- gg_commandstr = 0;
- gg_command_reading = false;
- #Endif; ! DEBUG
- ! Also tell the game to clear its object references.
- if (IdentifyGlkObject(0) == false) LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 0);
- id = glk($0040, 0, gg_arguments); ! stream_iterate
- while (id) {
- switch (gg_arguments-->0) {
- GG_SAVESTR_ROCK: gg_savestr = id;
- GG_SCRIPTSTR_ROCK: gg_scriptstr = id;
- #Ifdef DEBUG;
- GG_COMMANDWSTR_ROCK: gg_commandstr = id;
- gg_command_reading = false;
- GG_COMMANDRSTR_ROCK: gg_commandstr = id;
- gg_command_reading = true;
- #Endif; ! DEBUG
- default: if (IdentifyGlkObject(1, 1, id, gg_arguments-->0) == false)
- LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 1, id, gg_arguments-->0);
- }
- id = glk($0040, id, gg_arguments); ! stream_iterate
- }
- id = glk($0020, 0, gg_arguments); ! window_iterate
- while (id) {
- switch (gg_arguments-->0) {
- GG_MAINWIN_ROCK: gg_mainwin = id;
- GG_STATUSWIN_ROCK: gg_statuswin = id;
- GG_QUOTEWIN_ROCK: gg_quotewin = id;
- default: if (IdentifyGlkObject(1, 0, id, gg_arguments-->0) == false)
- LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 0, id, gg_arguments-->0);
- }
- id = glk($0020, id, gg_arguments); ! window_iterate
- }
- id = glk($0064, 0, gg_arguments); ! fileref_iterate
- while (id) {
- switch (gg_arguments-->0) {
- GG_SCRIPTFREF_ROCK: gg_scriptfref = id;
- default: if (IdentifyGlkObject(1, 2, id, gg_arguments-->0) == false)
- LibraryExtensions.RunWhile(ext_identifyglkobject, false, 1, 2, id, gg_arguments-->0);
- }
- id = glk($0064, id, gg_arguments); ! fileref_iterate
- }
- ! Tell the game to tie up any loose ends.
- if (IdentifyGlkObject(2) == false)
- LibraryExtensions.RunWhile(ext_identifyglkobject, 0, 2);
- ];
- ! This somewhat obfuscated function will print anything.
- ! It handles strings, functions (with optional arguments), objects,
- ! object properties (with optional arguments), and dictionary words.
- ! It does *not* handle plain integers, but you can use
- ! DecimalNumber or EnglishNumber to handle that case.
- !
- ! Calling: Is equivalent to:
- ! ------- ----------------
- ! PrintAnything() <nothing printed>
- ! PrintAnything(0) <nothing printed>
- ! PrintAnything("string"); print (string) "string";
- ! PrintAnything('word') print (address) 'word';
- ! PrintAnything(obj) print (name) obj;
- ! PrintAnything(obj, prop) obj.prop();
- ! PrintAnything(obj, prop, args...) obj.prop(args...);
- ! PrintAnything(func) func();
- ! PrintAnything(func, args...) func(args...);
- [ PrintAnything _vararg_count obj mclass;
- print_anything_result = 0;
- if (_vararg_count == 0) return;
- @copy sp obj;
- _vararg_count--;
- if (obj == 0) return;
- if (obj->0 == $60) {
- ! Dictionary word. Metaclass() can't catch this case, so we do
- ! it manually.
- print (address) obj;
- return;
- }
- mclass = metaclass(obj);
- switch (mclass) {
- nothing:
- return;
- String:
- print (string) obj;
- return;
- Routine:
- ! Call the function with all the arguments which are already
- ! on the stack.
- @call obj _vararg_count print_anything_result;
- return;
- Object:
- if (_vararg_count == 0) {
- print (name) obj;
- }
- else {
- ! Push the object back onto the stack, and call the
- ! veneer routine that handles obj.prop() calls.
- @copy obj sp;
- _vararg_count++;
- @call CA__Pr _vararg_count print_anything_result;
- }
- return;
- }
- ];
- ! This does the same as PrintAnything, but the output is sent to a
- ! byte array in memory. The first two arguments must be the array
- ! address and length; the following arguments are interpreted as
- ! for PrintAnything. The return value is the number of characters
- ! output.
- ! If the output is longer than the array length given, the extra
- ! characters are discarded, so the array does not overflow.
- ! (However, the return value is the total length of the output,
- ! including discarded characters.)
- [ PrintAnyToArray _vararg_count arr arrlen str oldstr len;
- @copy sp arr;
- @copy sp arrlen;
- _vararg_count = _vararg_count - 2;
- oldstr = glk($0048); ! stream_get_current
- str = glk($0043, arr, arrlen, 1, 0); ! stream_open_memory
- if (str == 0) return 0;
- glk($0047, str); ! stream_set_current
- @call PrintAnything _vararg_count 0;
- glk($0047, oldstr); ! stream_set_current
- @copy $ffffffff sp;
- @copy str sp;
- @glk $0044 2 0; ! stream_close
- @copy sp len;
- @copy sp 0;
- return len;
- ];
- ! And this calls PrintAnyToArray on a particular array, jiggering
- ! the result to be a Glulx C-style ($E0) string.
- Constant GG_ANYTOSTRING_LEN 66;
- Array AnyToStrArr -> GG_ANYTOSTRING_LEN+1;
- [ ChangeAnyToCString _vararg_count ix len;
- ix = GG_ANYTOSTRING_LEN-2;
- @copy ix sp;
- ix = AnyToStrArr+1;
- @copy ix sp;
- ix = _vararg_count+2;
- @call PrintAnyToArray ix len;
- AnyToStrArr->0 = $E0;
- if (len >= GG_ANYTOSTRING_LEN)
- len = GG_ANYTOSTRING_LEN-1;
- AnyToStrArr->(len+1) = 0;
- return AnyToStrArr;
- ];
- #Endif; ! TARGET_
- ! This is a trivial function which just prints a number, in decimal
- ! digits. It may be useful as a stub to pass to PrintAnything.
- [ DecimalNumber num; print num; ];
- #Ifndef SHORTNAMEBUF_LEN; ! Can't use 'Default', unfortunately,
- Constant SHORTNAMEBUF_LEN 160; ! but this is functionally equivalent
- #Endif;
- #IfV5;
- #Ifdef VN_1630;
- Array StorageForShortName buffer SHORTNAMEBUF_LEN;
- #Ifnot;
- Array StorageForShortName -> WORDSIZE + SHORTNAMEBUF_LEN;
- #Endif; ! VN_1630
- #Endif; ! V5
- #Ifdef TARGET_ZCODE;
- ! Platform-independent way of printing strings, routines and properties
- ! to a buffer (defined as length word followed by byte characters).
- [ PrintToBuffer buf len a b c d e;
- print_anything_result = 0;
- @output_stream 3 buf;
- switch (metaclass(a)) {
- String:
- print (string) a;
- Routine:
- print_anything_result = a(b, c, d, e);
- Object,Class:
- if (b)
- print_anything_result = PrintOrRun(a, b, true);
- else
- print (name) a;
- }
- @output_stream -3;
- if (buf-->0 > len) RunTimeError(14, len, "in PrintToBuffer()");
- return buf-->0;
- ];
- #Ifnot; ! TARGET_GLULX
- [ PrintToBuffer buf len a b c d e;
- if (b) {
- if (metaclass(a) == Object && a.#b == WORDSIZE
- && metaclass(a.b) == String)
- buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a.b);
- else
- buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a, b, c, d, e);
- }
- else
- buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a);
- if (buf-->0 > len) buf-->0 = len;
- return buf-->0;
- ];
- #Endif; ! TARGET_
- ! Print contents of buffer (defined as length word followed by byte characters).
- ! no_break == 1: omit trailing newline.
- ! set_case == 1: capitalise first letter;
- ! == 2: capitalise first letter, remainder lower case;
- ! == 3: all lower case;
- ! == 4: all upper case.
- ! centred == 1: add leading spaces.
- [ PrintFromBuffer buf no_break set_case centred
- i j k;
- j = (buf-->0) - 1;
- if (buf->(j+WORDSIZE) ~= 10 or 13) j++; ! trim any trailing newline
- if (centred) {
- k = (ScreenWidth() - j) / 2;
- if (k>0) spaces k;
- }
- for (i=0 : i<j : i++) {
- k = buf->(WORDSIZE+i);
- switch (set_case) {
- 0: break;
- 1: if (i) set_case = 0;
- else k = UpperCase(k);
- 2: if (i) k = LowerCase(k);
- else k = UpperCase(k);
- 3: k = LowerCase(k);
- 4: k = UpperCase(k);
- }
- print (char) k;
- }
- if (no_break == false) new_line;
- return j;
- ];
- ! None of the following functions should be called for zcode if the
- ! output exceeds the size of the buffer.
- [ StringSize a b c d e;
- PrintToBuffer(StorageForShortName, 160, a, b, c, d, e);
- return StorageForShortName-->0;
- ];
- [ PrintCapitalised a b no_break no_caps centred;
- if (metaclass(a) == Routine or String || b == 0 || metaclass(a.b) == Routine or String)
- PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, a, b);
- else
- if (a.b == NULL) rfalse;
- else return RunTimeError(2, a, b);
- if (no_caps == 0 or 1) no_caps = ~~no_caps;
- PrintFromBuffer(StorageForShortName, no_break, no_caps, centred);
- return print_anything_result;
- ];
- [ Centre a b;
- PrintCapitalised(a, b, false, true, true);
- ];
- [ CapitRule str no_caps;
- if (no_caps) print (string) str;
- else PrintCapitalised(str,0,true);
- ];
- [ PrefaceByArticle o acode pluralise capitalise i artform findout artval;
- if (o provides articles) {
- artval=(o.&articles)-->(acode+short_name_case*LanguageCases);
- if (capitalise)
- print (CapitRule) artval;
- else
- print (string) artval;
- if (pluralise) return;
- print (PSN__) o; return;
- }
- i = GetGNAOfObject(o);
- if (pluralise) {
- if (i < 3 || (i >= 6 && i < 9)) i = i + 3;
- }
- i = LanguageGNAsToArticles-->i;
- artform = LanguageArticles
- + 3*WORDSIZE*LanguageContractionForms*(short_name_case + i*LanguageCases);
- #Iftrue (LanguageContractionForms == 2);
- if (artform-->acode ~= artform-->(acode+3)) findout = true;
- #Endif; ! LanguageContractionForms
- #Iftrue (LanguageContractionForms == 3);
- if (artform-->acode ~= artform-->(acode+3)) findout = true;
- if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
- #Endif; ! LanguageContractionForms
- #Iftrue (LanguageContractionForms == 4);
- if (artform-->acode ~= artform-->(acode+3)) findout = true;
- if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true;
- if (artform-->(acode+6) ~= artform-->(acode+9)) findout = true;
- #Endif; ! LanguageContractionForms
- #Iftrue (LanguageContractionForms > 4);
- findout = true;
- #Endif; ! LanguageContractionForms
- #Ifdef TARGET_ZCODE;
- if (standard_interpreter && findout) {
- StorageForShortName-->0 = SHORTNAMEBUF_LEN;
- @output_stream 3 StorageForShortName;
- if (pluralise) print (number) pluralise; else print (PSN__) o;
- @output_stream -3;
- acode = acode + 3*LanguageContraction(StorageForShortName + 2);
- }
- #Ifnot; ! TARGET_GLULX
- if (findout) {
- if (pluralise)
- PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, EnglishNumber, pluralise);
- else
- PrintAnyToArray(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
- acode = acode + 3*LanguageContraction(StorageForShortName);
- }
- #Endif; ! TARGET_
- CapitRule (artform-->acode, ~~capitalise); ! print article
- if (pluralise) return;
- print (PSN__) o;
- ];
- [ PSN__ o;
- if (o == 0) { print (string) NOTHING__TX; rtrue; }
- switch (metaclass(o)) {
- Routine: print "<routine ", o, ">"; rtrue;
- String: print "<string ~", (string) o, "~>"; rtrue;
- nothing: print "<illegal object number ", o, ">"; rtrue;
- }
- #Ifdef LanguagePrintShortName;
- if (LanguagePrintShortName(o)) rtrue;
- #Endif; ! LanguagePrintShortName
- if (indef_mode && o.&short_name_indef ~= 0 && PrintOrRun(o, short_name_indef, 1) ~= 0) rtrue;
- if (o.&short_name ~= 0 && PrintOrRun(o, short_name, 1) ~= 0) rtrue;
- print (object) o;
- ];
- [ Indefart o saveIndef;
- saveIndef = indef_mode; indef_mode = true; caps_mode = false;
- if (o has proper) {
- indef_mode = NULL;
- print (PSN__) o;
- indef_mode = saveIndef;
- return;
- }
- if (o provides article) {
- PrintOrRun(o, article, 1);
- print " ", (PSN__) o;
- indef_mode = saveIndef;
- return;
- }
- PrefaceByArticle(o, 2);
- indef_mode = saveIndef;
- ];
- [ CInDefArt o saveIndef saveCaps;
- saveIndef = indef_mode; indef_mode = true;
- saveCaps = caps_mode; caps_mode = true;
- if (o has proper) {
- indef_mode = NULL;
- PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
- PrintFromBuffer(StorageForShortName, true, caps_mode);
- caps_mode = saveCaps;
- return;
- }
- if (o provides article) {
- PrintCapitalised(o, article, true);
- print " ", (PSN__) o;
- indef_mode = saveIndef;
- caps_mode = saveCaps;
- return;
- }
- PrefaceByArticle(o, 2, 0, 1);
- caps_mode = saveCaps;
- indef_mode = saveIndef;
- ];
- [ Defart o saveIndef;
- saveIndef = indef_mode;
- indef_mode = false;
- caps_mode = false;
- if ((~~o ofclass Object) || o has proper) {
- indef_mode = NULL;
- if (o == player) {
- if (player provides narrative_voice) {
- switch (player.narrative_voice) {
- 1: print (string) MYSELF__TX;
- 2: print (string) YOURSELF__TX;
- 3: print (PSN__) o;
- default: RunTimeError(16, player.narrative_voice);
- }
- }
- else ThatOrThose(player);
- } else {
- print (PSN__) o;
- }
- indef_mode = saveIndef;
- return;
- }
- PrefaceByArticle(o, 1);
- indef_mode = saveIndef;
- ];
- [ CDefart o saveIndef saveCaps;
- saveIndef = indef_mode; indef_mode = false;
- saveCaps = caps_mode; caps_mode = true;
- if (~~o ofclass Object) {
- indef_mode = NULL; print (PSN__) o;
- }
- else
- if (o has proper) {
- indef_mode = NULL;
- PrintToBuffer(StorageForShortName, SHORTNAMEBUF_LEN, PSN__, o);
- PrintFromBuffer(StorageForShortName, true, caps_mode);
- }
- else
- PrefaceByArticle(o, 0);
- indef_mode = saveIndef; caps_mode = saveCaps;
- ];
- [ PrintShortName o saveIndef;
- saveIndef = indef_mode; indef_mode = NULL;
- PSN__(o); indef_mode = saveIndef;
- ];
- [ EnglishNumber n; LanguageNumber(n); ];
- [ SerialComma n;
- #Ifdef SERIAL_COMMAS;
- if (n>2) print ",";
- #Endif;
- n=0; ! quell unused n variable warning
- ];
- [ NumberWord o i n;
- n = LanguageNumbers-->0;
- for (i=1 : i<=n : i=i+2)
- if (o == LanguageNumbers-->i) return LanguageNumbers-->(i+1);
- return 0;
- ];
- [ RandomEntry tab;
- if (tab-->0 == 0) return RunTimeError(8);
- return tab-->(random(tab-->0));
- ];
- ! ----------------------------------------------------------------------------
- ! Useful routine: unsigned comparison (for addresses in Z-machine)
- ! Returns 1 if x>y, 0 if x=y, -1 if x<y
- ! ----------------------------------------------------------------------------
- [ UnsignedCompare x y u v;
- if (x == y) return 0;
- if (x < 0 && y >= 0) return 1;
- if (x >= 0 && y < 0) return -1;
- u = x&~WORD_HIGHBIT; v= y&~WORD_HIGHBIT;
- if (u > v) return 1;
- return -1;
- ];
- ! ==============================================================================
- #Ifdef NITFOL_HOOKS; ! Code contributed by Evin Robertson
- #Ifdef TARGET_GLULX; ! Might be nice for Z-machine games too,
- ! but I'm not going to try to make this work
- ! given #Ifdef funniness.
- Array magic_array --> ! This is so nitfol can do typo correction /
- ! automapping / debugging on Glulx games
- $6e66726d $4d616763 $ff0010 ! Goes to 'NfrmMagc' 10 refers to length
- Magic_Global_Dispatch__
- DI__check_word ! DI__check_word(buf, length)
- PrintShortName
- WV__Pr RV__Pr CA__Pr ! obj.prop = x; x = obj.prop; obj.prop(x)
- RA__Pr RL__Pr RA__Sc ! obj.∝ obj.#prop; class::prop
- OP__Pr OC__Cl ! obj provides prop; obj ofclass class
- OB__Move OB__Remove
- OB__Parent__ OB__Child__ OB__Sibling__ ! No explicit veneer for these
- ;
- [ OB__Parent__ obj; return parent(obj); ];
- [ OB__Child__ obj; return child(obj); ];
- [ OB__Sibling__ obj; return sibling(obj); ];
- [ Magic_Global_Dispatch__ glbl;
- switch (glbl) {
- 0:
- if (location == TheDark) return real_location; return location;
- 1:
- return Player;
- -1:
- return CompassDirection::number; ! Silliness to make exist RA__Sc
- ! Should never be called.
- }
- return magic_array; ! Silences a warning.
- ];
- [ DI__check_word buf wlen ix val res dictlen entrylen;
- ! Just like in Tokenise__. In fact, Tokenise__ could call this if
- ! it wanted, instead of doing this itself.
- if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
- for (ix=0 : ix<wlen : ix++) {
- gg_tokenbuf->ix = glk($00A0, buf->ix);
- }
- for (: ix<DICT_WORD_SIZE : ix++) {
- gg_tokenbuf->ix = 0;
- }
- val = #dictionary_table + WORDSIZE;
- entrylen = DICT_WORD_SIZE + 7;
- @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
- return res;
- ];
- #Endif; ! TARGET_
- #Endif; ! NITFOL_HOOKS
- ! ==============================================================================
- Object LibraryExtensions "(Library Extensions)"
- with RunAll [ prop a1 a2 a3
- obj rval max;
- objectloop (obj in self)
- if (obj provides prop && obj.prop ofclass Routine) {
- rval = obj.prop(a1, a2, a3);
- if (rval > max) max = rval;
- if (self.BetweenCalls) self.BetweenCalls();
- }
- return max;
- ],
- RunUntil [ prop exitval a1 a2 a3
- obj rval;
- objectloop (obj in self)
- if (obj provides prop && obj.prop ofclass Routine) {
- rval = obj.prop(a1, a2, a3);
- if (rval == exitval) return rval;
- if (self.BetweenCalls) self.BetweenCalls();
- }
- return ~~exitval;
- ],
- RunWhile [ prop exitval a1 a2 a3
- obj rval;
- objectloop (obj in self)
- if (obj provides prop && obj.prop ofclass Routine) {
- rval = obj.prop(a1, a2, a3);
- if (rval ~= exitval) return rval;
- if (self.BetweenCalls) self.BetweenCalls();
- }
- return exitval;
- ],
- ext_number_1 0, ! general temporary workspace
- ! can be set to a function (e.g. RestoreWN) meant for execution
- ! after non-terminating calls to extension objects
- ! (via RunUntil/While/All)
- BetweenCalls 0,
- RestoreWN [; wn = self.ext_number_1; ],
- ! Special interception points
- ext_messages 0, ! Called if LibraryMessages.before()
- ! returns false
- ! Extensions run while they return false
- ! Cross-platform entry points
- ! Called/Runs
- ext_afterlife 0, ! [C2/R1]
- ext_afterprompt 0, ! [C2/R1]
- ext_amusing 0, ! [C2/R1]
- ext_beforeparsing 0, ! [C2/R2]
- ext_chooseobjects 0, ! [C2/R2]
- ext_darktodark 0, ! [C2/R1]
- ext_deathmessage 0, ! [C2/R1]
- ext_gamepostroutine 0, ! [C2/R2]
- ext_gamepreroutine 0, ! [C2/R2]
- ext_initialise 0, ! [C1/R1]
- ext_inscope 0, ! [C2/R2]
- ext_lookroutine 0, ! [C2/R1]
- ext_newroom 0, ! [C2/R1]
- ext_objectdoesnotfit 0, ! [C2/R2]
- ext_parsenoun 0, ! [C3/R3]
- ext_parsenumber 0, ! [C2/R2]
- ext_parsererror 0, ! [C2/R2]
- ext_printrank 0, ! [C2/R1]
- ext_printtaskname 0, ! [C2/R1]
- ext_printverb 0, ! [C2/R2]
- ext_timepasses 0, ! [C2/R1]
- ext_unknownverb 0, ! [C2/R2]
- ! [C1] = Called in all cases
- ! [C2] = Called if EP is undefined, or returns false
- ! [C3] = called if EP is undefined, or returns -1
- ! [R1] = All extensions run
- ! [R2] = Extensions run while they return false
- ! [R3] = Extensions run while they return -1
- #Ifdef TARGET_GLULX;
- ! Glulx entry points
- ! Called: Runs:
- ext_handleglkevent 0, ! if EP undefined while extensions return false
- ext_identifyglkobject 0, ! if EP undefined while extensions return false
- ext_initglkwindow 0, ! if EP undefined while extensions return false
- #Endif; ! TARGET_GLULX;
- has proper;
- ! ==============================================================================
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