! ============================================================================== ! PARSERM: Core of parser. ! ! Supplied for use with Inform 6 -- Release 6/11 -- Serial number 040227 ! ! Copyright Graham Nelson 1993-2004 but freely usable (see manuals) ! ! This file is automatically Included in your game file by "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 ! ------------------------------------------------------------------------------ ! 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 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 = 1; ! 1=standard, 2=verbose, 3=brief room descs Global print_player_flag; ! If set, print something like "(as Fred)" in room descriptions, ! to reveal whom the human 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 #Ifdef DEBUG; 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 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 Global clr_on; ! has colour been enabled by the player? Global statuswin_current; ! if writing to top window 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" ! ============================================================================== ! 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 ! ------------------------------------------------------------------------------ ! 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") 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 ! ------------------------------------------------------------------------------ ! 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 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) 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 = 128; Array match_list --> 64; ! An array of matched objects so far Array match_classes --> 64; ! An array of equivalence classes for them Array match_scores --> 64; ! 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 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; Constant INPUT_BUFFER_LEN = 120; ! Length of buffer array (although we leave an extra byte ! to allow for interpreter bugs) Array buffer -> 123; ! Buffer for parsing main line of input #Ifdef VN_1630; Array parse buffer 63; ! Parse table mirroring it Array parse2 buffer 63; ! #Ifnot; Array parse -> 65; ! Parse table mirroring it Array parse2 -> 65; ! #Endif; ! VN_ Array buffer2 -> 123; ! Buffers for supplementary questions Array buffer3 -> 123; ! Buffer retaining input for "again" #Ifnot; ! TARGET_GLULX Constant INPUT_BUFFER_LEN = 260; ! No extra byte necessary Constant MAX_BUFFER_WORDS = 20; Constant PARSE_BUFFER_LEN = 244; ! 4 + MAX_BUFFER_WORDS*4; #Ifdef VN_1630; Array buffer buffer INPUT_BUFFER_LEN; Array buffer2 buffer INPUT_BUFFER_LEN; Array buffer3 buffer INPUT_BUFFER_LEN; #Ifnot; Array buffer -> INPUT_BUFFER_LEN; Array buffer2 -> INPUT_BUFFER_LEN; Array buffer3 -> INPUT_BUFFER_LEN; #Endif; Array parse --> PARSE_BUFFER_LEN/WORDSIZE; Array parse2 --> PARSE_BUFFER_LEN/WORDSIZE; #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 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 Array oops_workspace -> 64; ! Used temporarily by "oops" routine 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".) ! ---------------------------------------------------------------------------- Array PowersOfTwo_TB ! Used in converting case numbers to case bitmaps --> $$100000000000 $$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 ! ============================================================================ ! "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); ]; Object selfobj "(self object)" with short_name [; return L__M(##Miscellany, 18); ], description [; return L__M(##Miscellany, 19); ], before NULL, after NULL, life NULL, each_turn NULL, time_out NULL, describe NULL, add_to_scope 0, capacity 100, parse_name 0, orders 0, number 0, before_implicit NULL, 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 : ixix) - (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(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 : ixix = glk($00A0, buf->(cx+ix)); for (: ixix = 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; [ 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 [ 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 : ixix; 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 == 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 == 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 == 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<64 : 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; a_table->0 = 15; ! Allow to split input into this many words #Endif; ! TARGET_ ! Print the prompt, and read in the words and dictionary addresses L__M(##Prompt); AfterPrompt(); #IfV5; DrawStatusLine(); #Endif; ! V5 KeyboardPrimitive(a_buffer, a_table); #Ifdef TARGET_ZCODE; nw = a_table->1; #Ifnot; ! TARGET_GLULX nw = a_table-->0; #Endif; ! TARGET_ ! 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) & 1 || 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)) { if (turns == START_MOVE) { L__M(##Miscellany, 11); jump FreshInput; } if (undo_flag == 0) { L__M(##Miscellany, 6); jump FreshInput; } if (undo_flag == 1) jump UndoFailed; #Ifdef TARGET_ZCODE; @restore_undo i; #Ifnot; ! TARGET_GLULX @restoreundo i; i = (~~i); #Endif; ! TARGET_ if (i == 0) { .UndoFailed; L__M(##Miscellany, 7); } 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 : ii = 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<64 : 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_ ! Write spaces over the word to be corrected: for (i=0 : i(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. #Ifdef TARGET_ZCODE; a_buffer->1 = (a_buffer->1) + (x2-w2); #Ifnot; ! TARGET_GLULX a_buffer-->0 = (a_buffer-->0) + (x2-w2); #Endif; ! TARGET_ } ! Write the correction in: for (i=0 : i(i+w) = buffer2->(i+x1); Tokenise__(a_buffer, a_table); #Ifdef TARGET_ZCODE; nw = a_table->1; #Ifnot; ! TARGET_GLULX nw = a_table-->0; #Endif; ! TARGET_ return nw; ]; ! end of Keyboard ! ---------------------------------------------------------------------------- ! 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; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! ! 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 == 1) { held_back_mode = 0; Tokenise__(buffer, parse); jump ReParse; } .ReType; Keyboard(buffer,parse); .ReParse; parser_inflection = name; ! Initially assume the command is aimed at the player, and the verb ! is the first word #Ifdef TARGET_ZCODE; num_words = parse->1; #Ifnot; ! TARGET_GLULX num_words = parse-->0; #Endif; ! TARGET_ wn = 1; #Ifdef LanguageToInformese; LanguageToInformese(); #IfV5; ! Re-tokenise: Tokenise__(buffer,parse); #Endif; ! V5 #Endif; ! LanguageToInformese BeforeParsing(); #Ifdef TARGET_ZCODE; num_words = parse->1; #Ifnot; ! TARGET_GLULX num_words = parse-->0; #Endif; ! TARGET_ k=0; #Ifdef DEBUG; if (parser_trace >= 2) { print "[ "; for (i=0 : i(i*2 + 1); #Ifnot; ! TARGET_GLULX j = parse-->(i*3 + 1); #Endif; ! TARGET_ k = WordAddress(i+1); l = WordLength(i+1); print "~"; for (m=0 : mm; 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; } #Ifdef TARGET_ZCODE; if (buffer3->1 == 0) { L__M(##Miscellany, 21); jump ReType; } #Ifnot; ! TARGET_GLULX if (buffer3-->0 == 0) { L__M(##Miscellany, 21); jump ReType; } #Endif; ! TARGET_ for (i=0 : ii = buffer3->i; jump ReParse; } ! Save the present input in case of an "again" next time if (verb_word ~= AGAIN1__WD) for (i=0 : ii = 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 = noun; results-->2 = 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) & 1) == 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, 0); 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; } verb_word = UnknownVerb(verb_word); if (verb_word ~= 0) 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,6); 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) & 2)/2; ! You can't order other people to "full score" for you, and so on... if (meta == 1 && actor ~= player) { best_etype = VERB_PE; meta = 0; 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; ! "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. 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; ! 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 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) { while (line_ttype-->pcount == PREPOSITION_TT) pcount++; if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) { ! Advance past the last preposition while (wn < num_words) { l=NextWord(); if ( l && (l->#dict_par1) &8 ) { ! if preposition 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; parameters = 0; nsns = 0; special_word = 0; special_number = 0; multiple_object-->0 = 0; etype = STUCK_PE; 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; AnalyseToken(token); if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT && found_tdata == TOPIC_TOKEN) { 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) 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 (wn <= num_words) { l = NextWord(); if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word) { 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) { print "("; PrintCommand(inferfrom); print ")^"; } ! ...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) { best_etype = NOTHELD_PE; jump GiveError; } if (i < 2) { ! perform the implicit Take 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++) ! The line has failed to match. ! We continue the outer "for" loop, trying the next line in the grammar. 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 three cases the oops word must be jiggled. if (ParserError(etype) ~= 0) 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); } 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); 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); 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); else L__M(##Miscellany, 40); } 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 L__M(##Miscellany, 44); } } if (etype == ASKSCOPE_PE) { scope_stage = 3; if (indirect(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) { if (wn > num_words) { held_back_mode = false; return; } i = WordAddress(verb_wordnum); j = WordAddress(wn); for (: i0 = ' '; 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 (: ii = ' '; } 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 o x flag cto type n; ResetDescriptors(); if (wn > num_words) return 0; 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) { n = TryNumber(wn-1); if (n == 1) { indef_mode = 1; flag = 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--; return 0; ]; ! ---------------------------------------------------------------------------- ! CreatureTest: Will this person do for a "creature" token? ! ---------------------------------------------------------------------------- [ CreatureTest obj; 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 && parameterspcount = 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 = indirect(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 = indirect(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(); 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" (so, no implicit takes) ! 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 (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) { ResetDescriptors(); wn = desc_wn; jump TryAgain2; } if (etype == MULTI_PE or TOOFEW_PE && multiflag) etype = STUCK_PE; etype=CantSee(); jump FailToken; } ! Choose best error #Ifdef DEBUG; if (parser_trace >= 3) { if (l > 1) print " [ND returned ", (the) l, "]^"; else { print " [ND 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 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= 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 " [ND 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; 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 (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; ! Now we print up the question, using the equivalence classes as worked ! out by Adjudicate() so as not to repeat ourselves on plural objects... 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 (string) OR__TX; } L__M(##Miscellany, 57); ! ...and get an answer: .WhichOne; #Ifdef TARGET_ZCODE; for (i=2 : ii = ' '; #Endif; ! TARGET_ZCODE answer_words=Keyboard(buffer2, parse2); ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX. first_word = (parse2-->1); ! 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 : ii; 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 ~= 0) { j = first_word->#dict_par1; if ((0 ~= j&1) && ~~LanguageVerbMayBeName(first_word)) { 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.) #Ifdef TARGET_ZCODE; k = WordAddress(match_from) - buffer; l=buffer2->1+1; for (j=buffer + buffer->0 - 1 : j>=buffer+k+l : j--) j->0 = 0->(j-l); for (i=0 : i(k+i) = buffer2->(2+i); buffer->(k+l-1) = ' '; buffer->1 = buffer->1 + l; if (buffer->1 >= (buffer->0 - 1)) buffer->1 = buffer->0; #Ifnot; ! TARGET_GLULX k = WordAddress(match_from) - buffer; l = (buffer2-->0) + 1; for (j=buffer+INPUT_BUFFER_LEN-1 : j>=buffer+k+l : j--) j->0 = j->(-l); for (i=0 : i(k+i) = buffer2->(WORDSIZE+i); buffer->(k+l-1) = ' '; buffer-->0 = buffer-->0 + l; if (buffer-->0 > (INPUT_BUFFER_LEN-WORDSIZE)) buffer-->0 = (INPUT_BUFFER_LEN-WORDSIZE); #Endif; ! TARGET_ ! Having reconstructed the input, we warn the parser accordingly ! and get out. return REPARSE_CODE; ! 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 (context == CREATURE_TOKEN) L__M(##Miscellany, 48); else L__M(##Miscellany, 49); #Ifdef TARGET_ZCODE; for (i=2 : ii=' '; #Endif; ! TARGET_ZCODE answer_words = Keyboard(buffer2, parse2); first_word=(parse2-->1); #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... if (first_word ~= 0) { j = first_word->#dict_par1; if (0 ~= j&1) { 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 : jj == PATTERN_NULL) continue; #Ifdef TARGET_ZCODE; i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' '; #Ifnot; ! TARGET_GLULX i = WORDSIZE + buffer-->0; (buffer-->0)++; buffer->(i++) = ' '; #Endif; ! TARGET_ #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) { 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 : ll = buffer->(l+2); i = i + k; buffer->1 = i-2; #Ifnot; ! TARGET_GLULX k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1); i = i + k; buffer-->0 = i - WORDSIZE; #Endif; ! TARGET_ } } } ! (2) we must glue the newly-typed text onto the end. #Ifdef TARGET_ZCODE; i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' '; for (j=0 : j1 : i++,j++) { buffer->i = buffer2->(j+2); (buffer->1)++; if (buffer->1 == INPUT_BUFFER_LEN) break; } #Ifnot; ! TARGET_GLULX i = WORDSIZE + buffer-->0; (buffer-->0)++; buffer->(i++) = ' '; for (j=0 : j0 : i++,j++) { buffer->i = buffer2->(j+WORDSIZE); (buffer-->0)++; if (buffer-->0 == INPUT_BUFFER_LEN) break; } #Endif; ! TARGET_ ! (3) we fill up the buffer with spaces, which is unnecessary, but may ! help incorrectly-written interpreters to cope. #Ifdef TARGET_ZCODE; for (: ii = ' '; #Endif; ! TARGET_ZCODE return REPARSE_CODE; ]; ! end of NounDomain ! ---------------------------------------------------------------------------- ! 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 == 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 == 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(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 : ii = 0; n = 1; for (i=0 : ii == 0) { match_classes-->i = n++; flag = 0; for (j=i+1 : jj == 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 : ii > 0) print " ", (The) match_list-->i, " (", match_list-->i, ") --- group ", match_classes-->i, "^"; } #Endif; ! DEBUG if (indef_mode == 0) { if (n > 1) { k = -1; for (i=0 : ii > 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. if (n == 1) dont_infer = true; 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 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 : ii; 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 if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS; its_score = its_score + SCORE__CHOOSEOBJ * ChooseObjects(obj, 2); 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 : ii == -1) { if (i == number_matched-1) { number_matched--; break; } for (j=i : jj = 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 : ii >= 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 : ii; 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 : ii, " "; } new_line; ! for (i=0 : ii, " "; } new_line; for (i=0 : ii == p2-->j) flag = 1; if (flag == 0) rfalse; } for (j=0 : ji == 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; if (from == 0) { i = verb_word; if (LanguageVerb(i) == 0) if (PrintVerb(i) == 0) print (address) i; from++; spacing_flag = true; } for (k=from : kk; 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; } ]; ! ---------------------------------------------------------------------------- ! 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; saved_oops=oops_from; 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; } wn++; if (etype > e) return etype; 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 indirect(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; 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 (indirect(scope_token) ~= 0) rtrue; } ! 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 && InScope(actor) ~= 0) 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 { 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 || (o has 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 or NULL) 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: indirect(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)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 (2*number_matched >= MATCH_LIST_SIZE) rtrue; for (i=0 : ii == 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 = $$01110000; ! Reject "plural" bit MakeMatch(obj,0); #Ifdef DEBUG; if (parser_trace >= 5) print " Matched (0)^"; #Endif; ! DEBUG return 1; } ! Ask the object to parse itself if necessary, sitting up and taking notice ! if it says the plural was used: if (obj.parse_name~=0) { parser_action = NULL; j=wn; k = RunRoutines(obj,parse_name); if (k > 0) { wn=j+k; .MMbyPN; if (parser_action == ##PluralFound) dict_flags_of_noun = dict_flags_of_noun | 4; if (dict_flags_of_noun & 4) { if (~~allow_plurals) k = 0; else { if (indef_mode == 0) { indef_mode = 1; indef_type = 0; indef_wanted = 0; } indef_type = indef_type | PLURAL_BIT; if (indef_wanted == 0) indef_wanted = 100; } } #Ifdef DEBUG; if (parser_trace >= 5) print " Matched (", k, ")^"; #Endif; ! DEBUG MakeMatch(obj,k); return k; } if (k == 0) jump NoWordsMatch; } ! The default algorithm is simply to count up how many words pass the ! Refers test: parser_action = NULL; w = NounWord(); if (w == 1 && player == obj) { k=1; jump MMbyPN; } if (w >= 2 && w < 128 && (LanguagePronouns-->w == obj)) { k = 1; jump MMbyPN; } j=--wn; threshold = ParseNoun(obj); #Ifdef DEBUG; if (threshold >= 0 && parser_trace >= 5) print " ParseNoun returned ", threshold, "^"; #Endif; ! DEBUG if (threshold < 0) wn++; if (threshold > 0) { k = threshold; jump MMbyPN; } if (threshold == 0 || Refers(obj,wn-1) == 0) { .NoWordsMatch; if (indef_mode ~= 0) { k = 0; parser_action = NULL; jump MMbyPN; } rfalse; } if (threshold < 0) { threshold = 1; dict_flags_of_noun = (w->#dict_par1) & $$01110100; w = NextWord(); while (Refers(obj, wn-1)) { threshold++; if (w) dict_flags_of_noun = dict_flags_of_noun | ((w->#dict_par1) & $$01110100); 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 >= 256) { k = indirect(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; ]; #Ifdef TARGET_ZCODE; [ DictionaryLookup b l i; for (i=0 : i(2+i) = b->i; buffer2->1 = l; Tokenise__(buffer2,parse2); return parse2-->1; ]; #Ifnot; ! TARGET_GLULX [ DictionaryLookup b l i; for (i=0 : i(WORDSIZE+i) = b->i; buffer2-->0 = l; Tokenise__(buffer2,parse2); return parse2-->1; ]; #Endif; ! TARGET_ ! ---------------------------------------------------------------------------- ! 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)&128 == 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; return buffer + parse->(wordnum*4+1); ]; [ WordLength wordnum; return parse->(wordnum*4); ]; #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; return buffer + parse-->(wordnum*3); ]; [ WordLength wordnum; return parse-->(wordnum*3-1); ]; #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; #Ifdef TARGET_ZCODE; i = wordnum*4+1; j = parse->i; num = j+buffer; len = parse->(i-1); #Ifnot; ! TARGET_GLULX i = wordnum*3; j = parse-->i; num = j+buffer; len = parse-->(i-1); #Endif; ! TARGET_ tot=ParseNumber(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; len = len-1; 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 > 3) tot=10000; return tot; ]; ! ---------------------------------------------------------------------------- ! 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 : ii = 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 (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(14); ]; [ 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; standard_interpreter = HDR_TERPSTANDARD-->0; transcript_mode = ((HDR_GAMEFLAGS-->0) & 1); sys_statusline_flag = ( (HDR_TERPFLAGS->0) & 2 ) / 2; #Ifnot; ! TARGET_GLULX GGInitialise(); #Endif; ! TARGET_ ChangeDefault(cant_go, CANTGO__TX); #Ifdef TARGET_ZCODE; 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; buffer2->0 = INPUT_BUFFER_LEN; buffer3->0 = INPUT_BUFFER_LEN; parse->0 = 15; parse2->0 = 15; #Endif; ! TARGET_ZCODE real_location = thedark; player = selfobj; actor = player; #Ifdef TARGET_ZCODE; top_object = #largest_object-255; #Endif; ! TARGET_ZCODE selfobj.capacity = MAX_CARRIED; ! ### change? #Ifdef LanguageInitialise; LanguageInitialise(); #Endif; ! LanguageInitialise new_line; LibraryExtensions.RunAll(ext_initialise); j = Initialise(); last_score = score; move player to location; while (parent(location) ~= 0) location = parent(location); real_location = location; actor = player; ! resync, because player may have been changed in initialise() actors_location = location; objectloop (i in player) give i moved ~concealed; if (j ~= 2) Banner(); MoveFloatingObjects(); lightflag = OffersLight(parent(player)); if (lightflag == 0) { real_location = location; location = thedark; } ; for (i=1 : i<=100 : i++) j = random(i); #Ifdef EnglishNaturalLanguage; old_itobj = itobj; old_himobj = himobj; old_herobj = herobj; #Endif;! EnglishNaturalLanguage 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; ! -------------------------------------------------------------- if (actor ~= 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. j = RunRoutines(player, orders); if (j == 0) { j = RunRoutines(actor, orders); if (j == 0) { if (action == ##NotUnderstood) { inputobjs-->3 = actor; actor = player; action = ##Answer; jump begin__action; } if (RunLife(actor, ##Order) == 0) L__M(##Order, 1, actor); } } jump turn__end; } ! -------------------------------------------------------------- ! Generate the action... if ((i == 0) || (i == 1 && inp1 ~= 0) || (i == 2 && inp1 ~= 0 && inp2 ~= 0)) { self.begin_action(action, noun, second, 0); jump turn__end; } ! ...unless a multiple object must be substituted. First: ! (a) check the multiple list isn't empty; ! (b) warn the player if it has been cut short because too long; ! (c) generate a sequence of actions from the list ! (stopping in the event of death or movement away). multiflag = true; j = multiple_object-->0; if (j == 0) { L__M(##Miscellany, 2); jump late__error; } if (toomany_flag) { toomany_flag = false; L__M(##Miscellany, 1); } i = location; for (k=1 : k<=j : k++) { if (deadflag) break; if (location ~= i) { L__M(##Miscellany, 51); break; } l = multiple_object-->k; PronounNotice(l); print (name) l, ": "; if (inp1 == 0) { inp1 = l; self.begin_action(action, l, second, 0); inp1 = 0; } else { inp2 = l; self.begin_action(action, noun, l, 0); 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(); if (deadflag == 0) jump very__late__error; print "^^ "; #Ifdef TARGET_ZCODE; #IfV5; style bold; #Endif; ! V5 #Ifnot; ! TARGET_GLULX glk($0086, 5); ! set alert style #Endif; ! TARGET_ print "***"; if (deadflag == 1) L__M(##Miscellany, 3); if (deadflag == 2) L__M(##Miscellany, 4); if (deadflag > 2) { print " "; DeathMessage(); print " "; } print "***"; #Ifdef TARGET_ZCODE; #IfV5; style roman; #Endif; ! V5 #Ifnot; ! TARGET_GLULX glk($0086, 0); ! set normal style #Endif; ! TARGET_ #Ifdef NO_SCORE; print "^^"; #Ifnot; print "^^^"; #Endif; ! NO_SCORE ScoreSub(); DisplayStatus(); AfterGameOver(); ], ! end of 'play' property end_turn_sequence [; AdvanceWorldClock(); if (deadflag) return; RunTimersAndDaemons(); if (deadflag) return; RunEachTurnProperties(); if (deadflag) return; TimePasses(); if (deadflag) return; AdjustLight(); if (deadflag) return; NoteObjectAcquisitions(); ], 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 & 2 ~= 0) TraceAction(source); #Ifnot; source = 0; #Endif; ! DEBUG #Iftrue (Grammar__Version == 1); if ((meta || BeforeRoutines() == false) && action < 256) ActionPrimitive(); #Ifnot; if ((meta || BeforeRoutines() == false) && action < 4096) ActionPrimitive(); #Endif; ! Grammar__Version action = sa; noun = sn; second = ss; ], has proper; [ 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 & 4 ~= 0) { for (i=0 : ii; 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 : ii; 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; indirect(#actions_table-->action); ]; #Ifnot; ! TARGET_GLULX [ ActionPrimitive; indirect(#actions_table-->(action+1)); ]; #Endif; ! TARGET_ [ AfterGameOver i; .RRQPL; L__M(##Miscellany,5); .RRQL; print "> "; #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 && AMUSING_PROVIDED==0) { new_line; Amusing(); jump RRQPL; } #IfV5; if (i == UNDO1__WD or UNDO2__WD or UNDO3__WD) { if (undo_flag == 0) { L__M(##Miscellany, 6); jump RRQPL; } if (undo_flag == 1) jump UndoFailed2; #Ifdef TARGET_ZCODE; @restore_undo i; #Ifnot; ! TARGET_GLULX @restoreundo i; i = (~~i); #Endif; ! TARGET_ if (i == 0) { .UndoFailed2; L__M(##Miscellany, 7); } jump RRQPL; } #Endif; ! V5 L__M(##Miscellany, 8); jump RRQL; ]; [ R_Process a i j s1 s2; s1 = inp1; s2 = inp2; inp1 = i; inp2 = j; InformLibrary.begin_action(a, i, j, 1); inp1 = s1; inp2 = s2; ]; [ 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; } } ]; ! ---------------------------------------------------------------------------- [ 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; if (GamePreRoutine() ~= 0) rtrue; if (RunRoutines(player, orders) ~= 0) rtrue; scope_reason = REACT_BEFORE_REASON; parser_one=0; SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON; if (parser_one ~= 0) rtrue; if (location ~= 0 && RunRoutines(location, before) ~= 0) rtrue; if (inp1 > 1 && RunRoutines(inp1, before) ~= 0) rtrue; rfalse; ]; [ AfterRoutines; scope_reason = REACT_AFTER_REASON; parser_one = 0; SearchScope(ScopeCeiling(player), player, 0); scope_reason = PARSING_REASON; if (parser_one ~= 0) rtrue; if (location ~= 0 && RunRoutines(location, after) ~= 0) rtrue; if (inp1 > 1 && RunRoutines(inp1, after) ~= 0) rtrue; return GamePostRoutine(); ]; [ RunLife a j; #Ifdef DEBUG; if (debug_flag & 2 ~= 0) 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) 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 : ii == obj) rfalse; for (i=0 : ii == 0) jump FoundTSlot; i = active_timers++; if (i >= MAX_TIMERS) { RunTimeError(4); return; } .FoundTSlot; if (obj.&time_left == 0) { RunTimeError(5,obj); return; } the_timers-->i = obj; obj.time_left = timer; ]; [ StopTimer obj i; for (i=0 : ii == obj) jump FoundTSlot2; rfalse; .FoundTSlot2; if (obj.&time_left == 0) { RunTimeError(5,obj); return; } the_timers-->i = 0; obj.time_left = 0; ]; [ StartDaemon obj i; for (i=0 : ii == WORD_HIGHBIT + obj) rfalse; for (i=0 : ii == 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 : ii == 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) ; } 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)j) == 1) rtrue; } } rfalse; ]; [ ChangePlayer obj flag i; ! if (obj.&number == 0) return RunTimeError(7,obj); 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.short_name = FORMER__TX; player = obj; if (player == selfobj) player.short_name = NULL; give player transparent concealed animate proper; 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 ""; return; } #Ifnot; if (a >= 4096) { print ""; 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 ""; 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 ""; return; } if (a < 0 || a >= #identifiers_table-->7) print ""; else { str = #identifiers_table-->6; str = str-->a; if (str) print (string) str; else print ""; } ]; [ DebugAttribute a str; if (a < 0 || a >= NUM_ATTR_BYTES*8) print ""; else { str = #identifiers_table-->4; str = str-->a; if (str) print (string) str; else print ""; } ]; #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 ""; 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 address lines da meta i j; if (noun == 0 || ((noun->#dict_par1) & 1) == 0) "Try typing ~showverb~ and then the name of a verb."; meta = ((noun->#dict_par1) & 2)/2; i = $ff-(noun->#dict_par2); address = (HDR_STATICMEMORY-->0)-->i; lines = address->0; address++; print "Verb "; if (meta) print "meta "; da = HDR_DICTIONARY-->0; for (j=0 : j<(da+5)-->0 : j++) if (da->(j*9 + 14) == $ff-i) print "'", (address) (da + 9*j + 7), "' "; new_line; if (lines == 0) "has no grammar lines."; for (: lines>0 : lines--) { address = UnpackGrammarLine(address); print " "; DebugGrammarLine(); new_line; } ]; #Ifnot; ! TARGET_GLULX [ ShowVerbSub address lines i j meta wd dictlen entrylen; if (noun == 0 || ((noun->#dict_par1) & 1) == 0) "Try typing ~showverb~ and then the name of a verb."; meta = ((noun->#dict_par1) & 2)/2; i = $ff-(noun->#dict_par2); address = (#grammar_table)-->(i+1); lines = address->0; address++; print "Verb "; if (meta) print "meta "; dictlen = #dictionary_table-->0; entrylen = DICT_WORD_SIZE + 7; for (j=0 : j#dict_par2 == $ff-i) print "'", (address) wd, "' "; } new_line; if (lines == 0) "has no grammar lines."; for (: lines>0 : lines--) { address = UnpackGrammarLine(address); 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) ~= 0) print " in ~", (name) 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 : a0; #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*cc; 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; ]; #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; if (clr_on && clr_bgstatus > 1) @set_colour clr_fgstatus clr_bgstatus; else 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) { if (clr_on && clr_bgstatus > 1) @set_colour clr_fg clr_bg; else 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; 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; [ SetColour f b window; if (clr_on && f && b) { 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 (statuswin_current) @set_colour clr_fgstatus clr_bgstatus; else @set_colour clr_fg clr_bg; } ]; #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; ]; [ SetColour f b window doclear i fwd bwd swin; if (clr_on && f && b) { if (window) swin = 5-window; ! 4 for TextGrid, 3 for TextBuffer 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; [ SetClr f b w; SetColour (f, b, w); ]; [ RestoreColours; ! L61007 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(); } #Ifdef TARGET_ZCODE; #Iftrue (#version_number == 6); ! request screen update (0-->8) = (0-->8) | $$00000100; #Endif; #Endif; ]; ! ---------------------------------------------------------------------------- ! 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; (0-->8) = (0-->8) &~ $$00000100; 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 == 0) 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(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_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 ~= 0) 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 == 0) 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 == 0) { 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 InitGlkWindow(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. IdentifyGlkObject(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: IdentifyGlkObject(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: IdentifyGlkObject(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: IdentifyGlkObject(1, 2, id, gg_arguments-->0); } id = glk($0064, id, gg_arguments); ! fileref_iterate } ! Tell the game to tie up any loose ends. IdentifyGlkObject(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() ! PrintAnything(0) ! 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; 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 0; 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 0; } 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_GLULX ! 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; ]; #IfV5; #Ifdef VN_1630; Array StorageForShortName buffer 160; #Ifnot; Array StorageForShortName -> 160 + WORDSIZE; #Endif; ! VN_1630 #Endif; ! V5 #Ifdef TARGET_ZCODE; ! Platform-independent way of printing strings and properties to a ! buffer (defined as length word followed by byte characters). [ PrintToBuffer buf len a b c; @output_stream 3 buf; switch (metaclass(a)) { String: print (string) a; Routine: a(b, c); Object,Class: if (b) PrintOrRun(a, b, true); else print (name) a; } @output_stream -3; if (buf-->0 > len) print "Error: Overflow in PrintToBuffer.^"; return buf-->0; ]; #Ifnot; ! TARGET_GLULX [ PrintToBuffer buf len a b; 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); } else buf-->0 = PrintAnyToArray(buf+WORDSIZE, len, a); if (buf-->0 > len) buf-->0 = len; return buf-->0; ]; #Endif; ! TARGET_ ! None of the following functions should be called for zcode if the ! output exceeds the size of the buffer. [ Length a b; PrintToBuffer(StorageForShortName, 160, a, b); return StorageForShortName-->0; ]; #Ifdef TARGET_ZCODE; [ LowerCase c; switch (c) { 'A' to 'Z': c = c + 32; 202, 204, 212, 214, 221: c--; 217, 218: c = c - 2; 158 to 160, 167 to 169, 208 to 210: c = c - 3; 186 to 190, 196 to 200: c = c - 5 ; 175 to 180: c = c - 6; } return c; ]; [ UpperCase c; switch (c) { 'a' to 'z': c = c - 32; 201, 203, 211, 213, 220: c++; 215, 216: c = c + 2; 155 to 157, 164 to 166, 205 to 207: c = c + 3; 181 to 185, 191 to 195: c = c + 5 ; 169 to 174: c = c + 6; } return c; ]; #Ifnot; ! TARGET_GLULX [ LowerCase c; return glk($00A0, c); ]; [ UpperCase c; return glk($00A1, c); ]; #Endif; ! TARGET_ [ PrintCapitalised obj prop flag nocaps centred length i width; ! a variation of PrintOrRun, capitalising the first letter and returning nothing if (obj ofclass String || prop == 0) { PrintToBuffer (StorageForShortName, 160, obj); flag = 1; } else if (obj.#prop > WORDSIZE || metaclass(obj.prop) == Routine or String) { PrintToBuffer(StorageForShortName, 160, obj, prop); } else if (obj.prop == NULL) rfalse; else return RunTimeError(2, obj, prop); length = StorageForShortName-->0; width = ScreenWidth(); if (centred && lengthWORDSIZE = UpperCase(StorageForShortName->WORDSIZE); for (i=WORDSIZE: ii; if (flag == 0 && obj.#prop == WORDSIZE && metaclass(obj.prop) == String) new_line; return; ]; [ Centre a b; PrintCapitalised(a, b, 0, 1, 1); ]; [ Cap str nocaps; if (nocaps) print (string) str; else PrintCapitalised(str); ]; [ PrefaceByArticle o acode pluralise capitalise i artform findout artval; if (o provides articles) { artval=(o.&articles)-->(acode+short_name_case*LanguageCases); if (capitalise) print (Cap) 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 ~= 0 && findout) { StorageForShortName-->0 = 160; @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, 160, EnglishNumber, pluralise); else PrintAnyToArray(StorageForShortName, 160, PSN__, o); acode = acode + 3*LanguageContraction(StorageForShortName); } #Endif; ! TARGET_ Cap (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 ""; rtrue; String: print ""; rtrue; nothing: print ""; rtrue; } if (o == player) { print (string) YOURSELF__TX; 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 i; i = indef_mode; indef_mode = true; if (o has proper) { indef_mode = NULL; print (PSN__) o; return; } if (o provides article) { PrintOrRun(o, article, 1); print " ", (PSN__) o; indef_mode = i; return; } PrefaceByArticle(o, 2); indef_mode = i; ]; [ CInDefArt o i; i = indef_mode; indef_mode = true; if (o has proper) { indef_mode = NULL; print (PSN__) o; return; } if (o provides article) { PrintCapitalised(o, article, 1); print " ", (PSN__) o; indef_mode = i; return; } PrefaceByArticle(o, 2, 0, 1); indef_mode = i; ]; [ Defart o i; i = indef_mode; indef_mode = false; if ((~~o ofclass Object) || o has proper) { indef_mode = NULL; print (PSN__) o; indef_mode = i; return; } PrefaceByArticle(o, 1); indef_mode = i; ]; [ CDefart o i; #Ifdef YOU__TX; if (o == player) { print (string) YOU__TX; return; } #Endif; i = indef_mode; indef_mode = false; if ((~~o ofclass Object) || o has proper) { indef_mode = NULL; print (PSN__) o; indef_mode = i; return; } PrefaceByArticle(o, 0); indef_mode = i; ]; [ PrintShortName o i; i = indef_mode; indef_mode = NULL; PSN__(o); indef_mode = i; ]; [ EnglishNumber n; LanguageNumber(n); ]; [ 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= 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 : ixix = glk($00A0, buf->ix); } for (: ixix = 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; } 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; } 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; } return exitval; ], ext_initialise 0, ext_messages 0, has proper; ! ==============================================================================