! ---------------------------------------------------------------------------- ! PARSERM: Core of parser. ! ! Supplied for use with Inform 6 Serial number 981213 ! Release 6/8 ! (c) Graham Nelson 1993, 1994, 1995, 1996, 1997, 1998 ! but freely usable (see manuals) ! ---------------------------------------------------------------------------- ! 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; Constant NULL = $ffff; IFDEF MODULE_MODE; Constant DEBUG; Constant Grammar__Version 2; Include "linklpa"; ENDIF; ! ============================================================================ ! Global variables and their associated Constant and Array declarations ! ---------------------------------------------------------------------------- Global location = InformLibrary; ! Must be first global defined Global sline1; ! Must be second Global sline2; ! Must be third ! (for status line display) ! ------------------------------------------------------------------------------ ! Z-Machine and interpreter issues ! ------------------------------------------------------------------------------ Global top_object; ! Largest valid number of any tree object 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 DEBUG; Global xcommsdir; ! true if command recording is on ENDIF; ! ------------------------------------------------------------------------------ ! Time and score ! (for linkage reasons, the task_* arrays are created not here but in verblib.h) ! ------------------------------------------------------------------------------ Global turns = 1; ! 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; 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 routine 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 ! in scope ENDIF; ! ------------------------------------------------------------------------------ ! 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 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 Constant REPARSE_CODE = 10000; ! Signals "reparse the text" as a reply ! from NounDomain 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? ! ------------------------------------------------------------------------------ ! Low level textual manipulation ! ------------------------------------------------------------------------------ Array buffer -> 121; ! Buffer for parsing main line of input Array parse -> 65; ! Parse table mirroring it Array buffer2 -> 121; ! Buffers for supplementary questions Array parse2 -> 65; ! Array buffer3 -> 121; ! Buffer retaining input for "again" 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 --> $$100000000000 ! case bitmaps $$010000000000 $$001000000000 $$000100000000 $$000010000000 $$000001000000 $$000000100000 $$000000010000 $$000000001000 $$000000000100 $$000000000010 $$000000000001; ! ============================================================================ ! ============================================================================ ! Constants, and one variable, needed for the language definition file ! ---------------------------------------------------------------------------- Constant POSSESS_PK = $100; Constant DEFART_PK = $101; Constant INDEFART_PK = $102; Global short_name_case; ! ---------------------------------------------------------------------------- Include "language__"; ! The natural language definition, ! whose filename is taken from the ICL ! language_name variable ! ---------------------------------------------------------------------------- #ifndef LanguageCases; Constant LanguageCases = 1; #endif; ! ------------------------------------------------------------------------------ ! 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; ! ============================================================================ ! ============================================================================ ! "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, capacity 100, parse_name 0, orders 0, number 0, 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_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; [ 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; ]; [ 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; ]; #Endif; ! To protect against a bug in early versions of the "Zip" interpreter: [ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ]; ! ============================================================================ ! 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 ! ---------------------------------------------------------------------------- [ 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: a_buffer->0 = 120; a_table->0 = 15; ! Allow to split input into this many words ! Print the prompt, and read in the words and dictionary addresses L__M(##Prompt); AfterPrompt(); #IFV3; read a_buffer a_table; #ENDIF; temp_global = 0; #IFV5; read a_buffer a_table DrawStatusLine; #ENDIF; nw=a_table->1; ! 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 w=a_table-->1; if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops; #IFV5; ! Undo handling if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (parse->1==1)) { if (turns==1) { L__M(##Miscellany,11); jump FreshInput; } if (undo_flag==0) { L__M(##Miscellany,6); jump FreshInput; } if (undo_flag==1) jump UndoFailed; if (just_undone==1) { L__M(##Miscellany,12); jump FreshInput; } @restore_undo i; if (i==0) { .UndoFailed; L__M(##Miscellany,7); } jump FreshInput; } @save_undo i; just_undone=0; undo_flag=2; if (i==-1) undo_flag=0; if (i==0) undo_flag=1; if (i==2) { style bold; print (name) location, "^"; style roman; L__M(##Miscellany,13); just_undone=1; jump FreshInput; } #ENDIF; return nw; .DoOops; if (oops_from == 0) { L__M(##Miscellany,14); jump FreshInput; } if (nw == 1) { L__M(##Miscellany,15); jump FreshInput; } if (nw > 2) { L__M(##Miscellany,16); jump FreshInput; } ! So now we know: there was a previous mistake, and the player has ! attempted to correct a single word of it. for (i=0:i<=120:i++) buffer2->i = a_buffer->i; x1 = a_table->9; ! Start of word following "oops" x2 = a_table->8; ! Length of word following "oops" ! 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: w = a_table->(4*oops_from + 1); ! Start of word to go w2 = a_table->(4*oops_from); ! Length of word to go ! 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=120:i>=w+x2:i--) a_buffer->i = a_buffer->(i-x2+w2); ! ...increasing buffer size accordingly. a_buffer->1 = (a_buffer->1) + (x2-w2); } ! Write the correction in: for (i=0:i(i+w) = buffer2->(i+x1); Tokenise__(a_buffer,a_table); nw=a_table->1; return nw; ]; ! ---------------------------------------------------------------------------- ! 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) **** ! 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 num_words=parse->1; wn=1; #ifdef LanguageToInformese; LanguageToInformese(); #ifv5; ! Re-tokenise: Tokenise__(buffer,parse); #endif; #endif; BeforeParsing(); num_words=parse->1; k=0; #ifdef DEBUG; if (parser_trace>=2) { print "[ "; for (i=0:i(i*2 + 1); k=WordAddress(i+1); l=WordLength(i+1); print "~"; for (m=0:mm; print "~ "; if (j == 0) print "?"; else { if (UnsignedCompare(j, 0-->4)>=0 && UnsignedCompare(j, 0-->2)<0) print (address) j; else print j; } if (i ~= num_words-1) print " / "; } print " ]^"; } #endif; verb_wordnum=1; actor=player; actors_location = ScopeCeiling(player); usual_grammar_after = 0; .AlmostReParse; scope_token = 0; action_to_be = NULL; ! Begin from what we currently think is the verb word .BeginCommand; wn=verb_wordnum; verb_word = NextWordStopped(); ! If there's no input here, we must have something like ! "person,". if (verb_word==-1) { best_etype = STUCK_PE; jump GiveError; } ! Now try for "again" or "g", which are special cases: ! don't allow "again" if nothing has previously been typed; ! simply copy the previous text across if (verb_word==AGAIN2__WD or AGAIN3__WD) verb_word=AGAIN1__WD; if (verb_word==AGAIN1__WD) { if (actor~=player) { L__M(##Miscellany,20); jump ReType; } if (buffer3->1==0) { L__M(##Miscellany,21); jump ReType; } for (i=0:i<120:i++) buffer->i=buffer3->i; jump ReParse; } ! Save the present input in case of an "again" next time if (verb_word~=AGAIN1__WD) for (i=0:i<120:i++) buffer3->i=buffer->i; if (usual_grammar_after==0) { i = RunRoutines(actor, grammar); #ifdef DEBUG; if (parser_trace>=2 && actor.grammar~=0 or NULL) print " [Grammar property returned ", i, "]^"; #endif; if (i<0) { usual_grammar_after = verb_wordnum; i=-i; } 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) **** #ifdef LanguageIsVerb; if (verb_word==0) { i = wn; verb_word=LanguageIsVerb(buffer, parse, verb_wordnum); wn = i; } #endif; ! 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; results-->1 = 1; results-->2 = l; jump LookForMore; } ! **** (C) **** ! 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; } ! 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; jump BeginCommand; } ! **** (D) **** .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... syntax=(0-->7)-->i; ! ...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; best_etype=STUCK_PE; nextbest_etype=STUCK_PE; ! "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). ! **** (E) **** 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; ! 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) **** ! 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; ! 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) { if (NextWord() == line_tdata-->(pcount-1)) { 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; 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) **** ! "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; if (token ~= ENDIT_TOKEN) { scope_reason = PARSING_REASON; l = ParseToken(results, pcount-1); scope_reason = PARSING_REASON; #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; if (l==REPARSE_CODE) jump ReParse; if (l==0) 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; 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; ! 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) { notheld_mode=1; for (i=0:i<8:i++) kept_results-->i = results-->i; results-->0 = ##Take; results-->1 = 1; results-->2 = not_holding; L__M(##Miscellany, 26, 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; } } ! 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; } ! The grammar is exhausted: every line has failed to match. ! **** (H) **** .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) **** ! 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); print ".^"; } 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 (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) **** ! 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) **** ! 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 = 119; else j = WordAddress(wn)-buffer; for (:ii = ' '; } Tokenise__(buffer,parse); held_back_mode = true; return; } best_etype=UPTO_PE; jump GiveError; ]; [ 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 allow_multiple 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 && allow_multiple) { n=NumberWord(o); 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--; if ((indef_wanted > 0) && (~~allow_multiple)) return MULTI_PE; 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: Parses the given token, from the current word number wn ! ! Returns: ! REPARSE_CODE for "reconstructed input, please re-parse from scratch" ! 1 for "token accepted" ! 0 for "token failed" ! ! (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 results token_n token l o i j k and_parity single_object desc_wn many_flag token_allows_multiple; token = line_token-->token_n; AnalyseToken(token); ! **** (A) **** token_filter = 0; parser_inflection = name; switch(found_ttype) { ELEMENTARY_TT: switch(found_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; if (l==-1000) { #ifdef DEBUG; if (parser_trace>=3) print " [Read special word at word number ", wn, "]^"; #endif; l = special_word; } special_number=l; if (nsns==0) special_number1=l; else special_number2=l; nsns++; single_object=1; jump PassToken; NUMBER_TOKEN: l=TryNumber(wn++); if (l==-1000) { etype=NUMBER_PE; rfalse; } #ifdef DEBUG; if (parser_trace>=3) print " [Read number as ", l, "]^"; #endif; if (nsns++==0) special_number1=l; else special_number2=l; single_object=1; jump PassToken; 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 1; if (action_to_be==##Ask or ##Answer or ##Tell) { o=wn; wn=consult_from; parsed_number=NextWord(); if (parsed_number=='the' && consult_words>1) parsed_number=NextWord(); wn=o; if (nsns++==0) special_number1 = parsed_number; else special_number2 = parsed_number; single_object = 1; jump PassToken; } return 1; } 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 1; #Endif; ! 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(found_tdata); } ! If we are not inferring, then the line is wrong... if (inferfrom==0) return 0; ! If not, then the line is right but we mark in the preposition... pattern-->pcount = REPARSE_CODE + Dword__No(found_tdata); return 1; } 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 == found_tdata) return 1; #Iffalse Grammar__Version==1; if (PrepositionChain(o, token_n) ~= -1) return 1; #Endif; return 0; GPR_TT: l=indirect(found_tdata); #ifdef DEBUG; if (parser_trace>=3) print " [Outside parsing routine returned ", l, "]^"; #endif; if (l<-200) { found_tdata = l + 256; break; } if (l<0) rfalse; if (l==GPR_PREPOSITION) { params_wanted--; rtrue; } if (l==GPR_NUMBER) { if (nsns==0) special_number1=parsed_number; else special_number2=parsed_number; nsns++; } if (l==GPR_REPARSE) return l; single_object=l; jump PassToken; SCOPE_TT: scope_token = found_tdata; scope_stage = 1; l = indirect(scope_token); #ifdef DEBUG; if (parser_trace>=3) print " [Scope routine returned multiple-flag of ", l, "]^"; #endif; if (l==1) found_tdata = MULTI_TOKEN; else found_tdata = NOUN_TOKEN; ATTR_FILTER_TT: token_filter = 1 + found_tdata; found_tdata = NOUN_TOKEN; ROUTINE_FILTER_TT: token_filter = found_tdata; found_tdata = NOUN_TOKEN; } token = found_tdata; ! **** (B) **** ! 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) **** ! 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; ! 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 0; } } .AssumeDescriptor; if (o==ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; } allow_plurals = true; desc_wn = wn; .TryAgain; ! First, we parse any descriptive words (like "the", "five" or "every"): l = Descriptors(token_allows_multiple); if (l~=0) { etype=l; return 0; } .TryAgain2; ! **** (D) **** ! 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; l=NounDomain(actors_location, actor, token); if (l==REPARSE_CODE) return l; ! Reparse after Q&A if (l==0) { if (indef_possambig) { ResetDescriptors(); wn = desc_wn; jump TryAgain2; } 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; 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; } } 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; } } } ! Case 2: token is "held" (which fortunately can't take multiple objects) ! and may generate an implicit take else { l=NounDomain(actor,actors_location,token); ! Same as above... if (l==REPARSE_CODE) return l; if (l==0) { if (indef_possambig) { ResetDescriptors(); wn = desc_wn; jump TryAgain2; } etype=CantSee(); return l; ! 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; } single_object = l; } ! The following moves the word marker to just past the named object... wn = oops_from + match_length; ! **** (E) **** ! 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; if (~~token_allows_multiple) { 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; } dont_infer = true; inferfrom=0; ! Don't print (inferences) jump ObjectList; ! And back around } wn--; ! Word marker back to first not-understood word ! **** (F) **** ! Happy or unhappy endings: .PassToken; if (many_flag) { single_object = 0; 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; } } } results-->(parameters+2) = single_object; parameters++; pattern-->pcount = single_object; return 1; .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) { allow_plurals=false; wn=desc_wn; jump TryAgain; } return 0; ]; ! ---------------------------------------------------------------------------- ! 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; 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; 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 (ii=' '; answer_words=Keyboard(buffer2, parse2); 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; if (first_word ~= 0) { j=first_word->#dict_par1; if ((0~=j&1) && (first_word ~= 'long' or 'short' or 'normal' or 'brief' or 'full' or 'verbose')) { CopyBuffer(buffer, buffer2); return REPARSE_CODE; } } ! Now we insert the answer into the original typed command, as ! words additionally describing the same object ! (eg, > take red button ! Which one, ... ! > music ! becomes "take music red button". The parser will thus have three ! words to work from next time, not two.) k = WordAddress(match_from) - buffer; l=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; ! 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); for (i=2:i<120:i++) buffer2->i=' '; 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; ! 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; i=2+buffer->1; (buffer->1)++; buffer->(i++) = ' '; if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^"; 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; if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^"; break; } } else { ! An inferred preposition. parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE); if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^"; } ! parse2-->1 now holds the dictionary address of the word to glue in. if (parse2-->1 ~= 0) { k = buffer + i; @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; } } } ! (2) we must glue the newly-typed text onto the end. i=2+buffer->1; (buffer->1)++; buffer->(i++) = ' '; for (j=0: j1: i++, j++) { buffer->i = buffer2->(j+2); (buffer->1)++; if (buffer->1 == 120) break; } ! (3) we fill up the buffer with spaces, which is unnecessary, but may ! help incorrectly-written interpreters to cope. for (:i<120:i++) buffer->i = ' '; return REPARSE_CODE; ]; ! ---------------------------------------------------------------------------- ! The Adjudicate routine tries to see if there is an obvious choice, when ! faced with a list of objects (the match_list) each of which matches the ! player's specification equally well. ! ! To do this it makes use of the context (the token type being worked on). ! It counts up the number of obvious choices for the given context ! (all to do with where a candidate is, except for 6 (animate) which is to ! do with whether it is animate or not); ! ! if only one obvious choice is found, that is returned; ! ! if we are in indefinite mode (don't care which) one of the obvious choices ! is returned, or if there is no obvious choice then an unobvious one is ! made; ! ! at this stage, we work out whether the objects are distinguishable from ! each other or not: if they are all indistinguishable from each other, ! then choose one, it doesn't matter which; ! ! otherwise, 0 (meaning, unable to decide) is returned (but remember that ! the equivalence classes we've just worked out will be needed by other ! routines to clear up this mess, so we can't economise on working them ! out). ! ! Returns -1 if an error occurred ! ---------------------------------------------------------------------------- [ Adjudicate context i j k good_ones last n ultimate flag offset; #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; j=number_matched-1; good_ones=0; last=match_list-->0; for (i=0:i<=j:i++) { n=match_list-->i; match_scores-->i = good_ones; ultimate=ScopeCeiling(n); ! if (context==NOUN_TOKEN && ultimate==ScopeCeiling(actor) ! && n~=actor && n hasnt concealed && n hasnt scenery && ! (token_filter==0 || UserFilter(n)==1)) { good_ones++; last=n; } if (context==HELD_TOKEN && parent(n)==actor) { good_ones++; last=n; } if (context==MULTI_TOKEN && ultimate==ScopeCeiling(actor) && n~=actor && n hasnt concealed && n hasnt scenery) { good_ones++; last=n; } if (context==MULTIHELD_TOKEN && parent(n)==actor) { good_ones++; last=n; } if (context==MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) { if (advance_warning==-1) { if (context==MULTIEXCEPT_TOKEN) { good_ones++; last=n; } if (context==MULTIINSIDE_TOKEN) { if (parent(n)~=actor) { good_ones++; last=n; } } } else { if (context==MULTIEXCEPT_TOKEN && n~=advance_warning) { good_ones++; last=n; } if (context==MULTIINSIDE_TOKEN && n in advance_warning) { good_ones++; last=n; } } } if (context==CREATURE_TOKEN && CreatureTest(n)==1) { good_ones++; last=n; } match_scores-->i = 1000*(good_ones - match_scores-->i); } 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(); 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; 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; for (j=BestGuess():j~=-1 && i(i+offset) = j; #ifdef DEBUG; if (parser_trace>=4) print " Accepting it^"; #endif; } else { i=i; #ifdef DEBUG; if (parser_trace>=4) print " Rejecting it^"; #endif; } } if (i0 = i+offset; multi_context=context; #ifdef DEBUG; if (parser_trace>=4) print " Made multiple object of size ", i, "]^"; #endif; 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; 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; return 0; } #ifdef DEBUG; if (parser_trace>=4) print " Best choices are all from the same group.^"; #endif; } } ! 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(); ]; ! ---------------------------------------------------------------------------- ! 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; 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; 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; 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 its_owner its_score obj i j threshold a_s l_s; ! if (indef_type & OTHER_BIT ~= 0) threshold=45; if (indef_type & MY_BIT ~= 0) threshold=threshold+45; if (indef_type & THAT_BIT ~= 0) threshold=threshold+45; if (indef_type & LIT_BIT ~= 0) threshold=threshold+45; if (indef_type & UNLIT_BIT ~= 0) threshold=threshold+45; if (indef_owner ~= nothing) threshold=threshold+45; #ifdef DEBUG; if (parser_trace>=4) print " Scoring match list: indef mode ", indef_mode, " type ", indef_type, ", threshold ", threshold, ":^"; #endif; a_s = 30; l_s = 20; if (action_to_be == ##Take or ##Remove) { a_s=20; l_s=30; } for (i=0:ii; its_owner = parent(obj); its_score=0; ! if (indef_type & OTHER_BIT ~=0 ! && obj~=itobj or himobj or herobj) ! its_score=its_score+45; if (indef_type & MY_BIT ~=0 && its_owner==actor) its_score=its_score+45; if (indef_type & THAT_BIT ~=0 && its_owner==actors_location) its_score=its_score+45; if (indef_type & LIT_BIT ~=0 && obj has light) its_score=its_score+45; if (indef_type & UNLIT_BIT ~=0 && obj hasnt light) its_score=its_score+45; if (indef_owner~=0 && its_owner == indef_owner) its_score=its_score+45; if (its_score < 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; match_list-->i=-1; } else { ! Now forget all of that: the object passes descriptors ! and we can score it properly. its_score = 0; if (obj hasnt concealed) its_score=50; 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_score==0 && its_owner~=compass) its_score = its_score+10; ! The entry point "ChooseObjects" can contribute 0 to 9 points ! to refine the score its_score = its_score + ChooseObjects(obj,2); ! A small bonus for having the correct GNA, ! for sorting out ambiguous articles and the like. its_score = 2*its_score; if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj)))) its_score++; 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; } } 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; if (best<0) return -1; i=match_list-->earliest; match_list-->earliest=-1; 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; } } 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)/2; p2 = o2.&1; n2 = (o2.#1)/2; ! 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 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); if (i has visited && Refers(i,wn-1)==1) e=SCENERY_PE; 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) ! ---------------------------------------------------------------------------- [ MoveWord at1 b2 at2 x y; x=at1*2-1; y=at2*2-1; parse-->x++ = b2-->y++; parse-->x = b2-->y; ]; ! ---------------------------------------------------------------------------- ! 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 && verb_word == 'purloin' or 'tree' or 'abstract' or 'gonear' or 'scope' or 'showobj') { for (i=selfobj:i<=top_object:i++) if (i ofclass Object && (parent(i)==0 || parent(i) ofclass Object)) PlaceInScope(i); rtrue; } #endif; ! 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; 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; 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; if (parser_one==0) parser_one = RunRoutines(thing,react_after); EACH_TURN_REASON: if (thing.&each_turn==0) return; #ifdef DEBUG; if (parser_trace>=2) { print "[Considering each_turn for ", (the) thing, "]^"; } #endif; 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; ! multiexcept doesn't have second parameter in scope if (context==MULTIEXCEPT_TOKEN && domain==advance_warning) jump DontAccept; ! 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) { if (UnsignedCompare(ad-->0,top_object) > 0) { ats_flag = 2+context; RunRoutines(domain, add_to_scope); ats_flag = 0; } else { n=domain.#add_to_scope; for (i=0:(2*i)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; if (token_filter~=0 && UserFilter(obj)==0) { #ifdef DEBUG; if (parser_trace>=6) { print " Match filtered out: token filter ", token_filter, "^"; } #endif; 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; ]; ! ---------------------------------------------------------------------------- ! 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; 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 = $$01110000; ! Reject "plural" bit MakeMatch(obj,0); #ifdef DEBUG; if (parser_trace>=5) print " Matched (0)^"; #endif; return 1; } ! Ask the object to parse itself if necessary, sitting up and taking notice ! if it says the plural was used: if (obj.parse_name~=0) { parser_action = NULL; j=wn; k=RunRoutines(obj,parse_name); if (k>0) { wn=j+k; .MMbyPN; if (parser_action == ##PluralFound) dict_flags_of_noun = dict_flags_of_noun | 4; if (dict_flags_of_noun & 4) { if (~~allow_plurals) k=0; else { if (indef_mode==0) { indef_mode=1; indef_type=0; indef_wanted=0; } indef_type = indef_type | PLURAL_BIT; if (indef_wanted==0) indef_wanted=100; } } #ifdef DEBUG; if (parser_trace>=5) { print " Matched (", k, ")^"; } #endif; MakeMatch(obj,k); return k; } if (k==0) jump NoWordsMatch; } ! The default algorithm is simply to count up how many words pass the ! Refers test: parser_action = NULL; w = NounWord(); if (w==1 && player==obj) { k=1; jump MMbyPN; } if (w>=2 && w<128 && (LanguagePronouns-->w == obj)) { k=1; jump MMbyPN; } j=--wn; threshold = ParseNoun(obj); #ifdef DEBUG; if (threshold>=0 && parser_trace>=5) print " ParseNoun returned ", threshold, "^"; #endif; if (threshold<0) wn++; if (threshold>0) { k=threshold; jump MMbyPN; } if (threshold==0 || Refers(obj,wn-1)==0) { .NoWordsMatch; if (indef_mode~=0) { k=0; parser_action=NULL; jump MMbyPN; } rfalse; } if (threshold<0) { threshold=1; dict_flags_of_noun = (w->#dict_par1) & $$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; 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)/2-1; for (m=0:m<=l:m++) if (wd==k-->m) rtrue; rfalse; ]; [ WordInProperty wd obj prop k l m; k=obj.∝ l=(obj.#prop)/2-1; for (m=0:m<=l:m++) if (wd==k-->m) rtrue; rfalse; ]; [ DictionaryLookup b l i; for (i=0:i(2+i) = b->i; buffer2->1 = l; Tokenise__(buffer2,parse2); return parse2-->1; ]; ! ---------------------------------------------------------------------------- ! NounWord (which takes no arguments) returns: ! ! 0 if the next word is unrecognised or does not carry the "noun" bit in ! its dictionary entry, ! 1 if a word meaning "me", ! the index in the pronoun table (plus 2) of the value field of a pronoun, ! if the word is a pronoun, ! the address in the dictionary if it is a recognised noun. ! ! The "current word" marker moves on one. ! ---------------------------------------------------------------------------- [ NounWord i j s; i=NextWord(); if (i==0) rfalse; if (i==ME1__WD or ME2__WD or ME3__WD) return 1; s = LanguagePronouns-->0; for (j=1 : j<=s : j=j+3) if (i == LanguagePronouns-->j) return j+2; if ((i->#dict_par1)&128 == 0) rfalse; return i; ]; ! ---------------------------------------------------------------------------- ! NextWord (which takes no arguments) returns: ! ! 0 if the next word is unrecognised, ! comma_word if it is a comma character ! (which is treated oddly by the Z-machine, hence the code) ! 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 ! ---------------------------------------------------------------------------- [ NextWord i j k; if (wn > parse->1) { wn++; rfalse; } i=wn*2-1; wn++; j=parse-->i; if (j==0) { k=wn*4-3; i=buffer->(parse->k); if (i==',') j=comma_word; if (i=='.') 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); ]; ! ---------------------------------------------------------------------------- ! 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; i=wordnum*4+1; j=parse->i; num=j+buffer; len=parse->(i-1); 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 ! ---------------------------------------------------------------------------- [ Dword__No w; return (w-(0-->4 + 7))/9; ]; [ No__Dword n; return 0-->4 + 7 + 9*n; ]; ! ---------------------------------------------------------------------------- ! For copying buffers ! ---------------------------------------------------------------------------- [ CopyBuffer bto bfrom i size; size=bto->0; for (i=1:i<=size:i++) bto->i=bfrom->i; ]; ! ---------------------------------------------------------------------------- ! Provided for use by language definition files ! ---------------------------------------------------------------------------- [ LTI_Insert i ch y; ! Insert character ch into buffer at point i. ! Being careful not to let the buffer possibly overflow: y = buffer->1; if (y > buffer->0) y = buffer->0; ! Move the subsequent text along one character: for (y=y+2: y>i : y--) buffer->y = buffer->(y-1); buffer->i = ch; ! And the text is now one character longer: if (buffer->1 < buffer->0) (buffer->1)++; ]; ! ============================================================================ [ 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 ", "; 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; } "."; ]; [ 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; [ PronounNotice obj x bm; if (obj == player) return; #ifdef EnglishNaturalLanguage; PronounOldEnglish(); #endif; 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; ]; ! ============================================================================ ! End of the parser proper: the remaining routines are its front end. ! ---------------------------------------------------------------------------- Object InformLibrary "(Inform Library)" with play [ i j k l; standard_interpreter = $32-->0; transcript_mode = ((0-->8) & 1); ChangeDefault(cant_go, CANTGO__TX); buffer->0 = 120; buffer2->0 = 120; buffer3->0 = 120; parse->0 = 64; parse2->0 = 64; real_location = thedark; player = selfobj; actor = player; top_object = #largest_object-255; selfobj.capacity = MAX_CARRIED; #ifdef LanguageInitialise; LanguageInitialise(); #endif; new_line; j=Initialise(); last_score = score; move player to location; while (parent(location)~=0) location=parent(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; while (~~deadflag) { #ifdef EnglishNaturalLanguage; PronounOldEnglish(); old_itobj = PronounValue('it'); old_himobj = PronounValue('him'); old_herobj = PronounValue('her'); #endif; .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(); } if (deadflag~=2) AfterLife(); if (deadflag==0) jump very__late__error; print "^^ "; #IFV5; style bold; #ENDIF; print "***"; if (deadflag==1) L__M(##Miscellany,3); if (deadflag==2) L__M(##Miscellany,4); if (deadflag>2) { print " "; DeathMessage(); print " "; } print "***"; #IFV5; style roman; #ENDIF; print "^^^"; ScoreSub(); DisplayStatus(); AfterGameOver(); ], end_turn_sequence [ i j; 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; } #IFDEF DEBUG; if (debug_flag & 4 ~= 0) { for (i=0: ii; if (j~=0) { print (name) (j&$7fff), ": "; if (j & $8000) print "daemon"; else { print "timer with ", j.time_left, " turns to go"; } new_line; } } } #ENDIF; for (i=0: ii; if (j~=0) { if (j & $8000) RunRoutines(j&$7fff,daemon); else { if (j.time_left==0) { StopTimer(j); RunRoutines(j,time_out); } else j.time_left=j.time_left-1; } } } if (deadflag) return; scope_reason=EACH_TURN_REASON; verb_word=0; DoScopeAction(location); SearchScope(ScopeCeiling(player), player, 0); scope_reason=PARSING_REASON; if (deadflag) return; TimePasses(); if (deadflag) return; AdjustLight(); if (deadflag) return; NoteObjectAcquisitions(); ], begin_action [ a n s source sa sn ss r; 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; #IFTRUE Grammar__Version == 1; if ((meta || BeforeRoutines()==false) && action<256) { indirect(#actions_table-->action); r = false; } else r = true; #IFNOT; if ((meta || BeforeRoutines()==false) && action<4096) { indirect(#actions_table-->action); r = false; } else r = true; #ENDIF; action = sa; noun = sn; second = ss; ], has proper; [ AfterGameOver i; .RRQPL; L__M(##Miscellany,5); .RRQL; print "> "; #IFV3; read buffer parse; #ENDIF; temp_global=0; #IFV5; read buffer parse DrawStatusLine; #ENDIF; i=parse-->1; if (i==QUIT1__WD or QUIT2__WD) quit; if (i==RESTART__WD) @restart; 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; @restore_undo i; if (i==0) { .UndoFailed2; L__M(##Miscellany,7); } jump RRQPL; } #ENDIF; 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 && 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; if (location~=0 && RunRoutines(location,before)~=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 (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; 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 > 2) 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); } ]; [ ValueOrRun obj prop; 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) rfalse; return obj.prop(); ]; [ 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; ]; ! ---------------------------------------------------------------------------- [ 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); .FoundTSlot; if (obj.&time_left==0) RunTimeError(5,obj); 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); the_timers-->i=0; obj.time_left=0; ]; [ StartDaemon obj i; for (i=0:ii == $8000 + obj) rfalse; for (i=0:ii==0) jump FoundTSlot3; i=active_timers++; if (i >= MAX_TIMERS) RunTimeError(4); .FoundTSlot3; the_timers-->i = $8000 + obj; ]; [ StopDaemon obj i; for (i=0:ii == $8000 + obj) jump FoundTSlot4; rfalse; .FoundTSlot4; the_timers-->i=0; ]; ! ---------------------------------------------------------------------------- [ DisplayStatus; if (the_time==NULL) { 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; print "^["; L__M(##Miscellany, 50, score-last_score); print ".]^"; ]; ! ---------------------------------------------------------------------------- [ 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 (ad-->0 > top_object) { ats_hls = 0; ats_flag = 1; RunRoutines(i, add_to_scope); ats_flag = 0; if (ats_hls == 1) rtrue; } else { for (j=0:(2*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; MoveFloatingObjects(); lightflag=OffersLight(parent(player)); if (lightflag==0) location=thedark; print_player_flag=flag; ]; ! ---------------------------------------------------------------------------- #IFDEF DEBUG; [ DebugParameter w x n l; x=0-->4; x=x+(x->0)+1; l=x->0; n=(x+1)-->0; x=w-(x+3); print w; if (w>=1 && w<=top_object) print " (", (name) w, ")"; if (x%l==0 && (x/l)=256) { print ""; return; } #ifnot; if (a>=4096) { print ""; return; } #endif; 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; } ]; [ 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: print "noun=Routine(", found_tdata, ")"; ATTR_FILTER_TT: print (DebugAttribute) found_tdata; SCOPE_TT: print "scope=Routine(", found_tdata, ")"; GPR_TT: print "Routine(", found_tdata, ")"; } ]; [ 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"; ]; [ ShowVerbSub address lines da meta i j; if (((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 = (0-->7)-->i; lines = address->0; address++; print "Verb "; if (meta) print "meta "; da = 0-->4; 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; } ]; [ ShowobjSub c f l a n x; if (noun==0) noun=location; objectloop (c ofclass Class) if (noun ofclass c) { f++; l=c; } new_line;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; } for (a=0,f=0:a<48:a++) if (noun has a) f=1; if (f) { print " has "; for (a=0:a<48:a++) if (noun has a) print (DebugAttribute) a, " "; new_line; } if (noun ofclass Class) return; f=0; l = #identifiers_table-->0; 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=0:2*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; ! ---------------------------------------------------------------------------- ! 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 ! ---------------------------------------------------------------------------- #IFV5; [ DrawStatusLine width posa posb; @split_window 1; @set_window 1; @set_cursor 1 1; style reverse; width = 0->33; posa = width-26; posb = width-13; spaces width; @set_cursor 1 2; if (location == thedark) print (name) location; else { FindVisibilityLevels(); if (visibility_ceiling == location) print (name) location; else print (The) visibility_ceiling; } if ((0->1)&2 == 0) { if (width > 76) { @set_cursor 1 posa; print (string) SCORE__TX, sline1; @set_cursor 1 posb; print (string) MOVES__TX, sline2; } if (width > 63 && width <= 76) { @set_cursor 1 posb; print sline1, "/", sline2; } } else { @set_cursor 1 posa; print (string) TIME__TX; LanguageTimeOfDay(sline1, sline2); } @set_cursor 1 1; style roman; @set_window 0; ]; #ENDIF; #ifv5; Array StorageForShortName --> 161; #endif; [ PrefaceByArticle o acode pluralise i artform findout; if (o provides articles) { print (string) (o.&articles)-->(acode+short_name_case*LanguageCases), " "; 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 + 6*LanguageContractionForms*(short_name_case + i*LanguageCases); #iftrue LanguageContractionForms == 2; if (artform-->acode ~= artform-->(acode+3)) findout = true; #endif; #iftrue LanguageContractionForms == 3; if (artform-->acode ~= artform-->(acode+3)) findout = true; if (artform-->(acode+3) ~= artform-->(acode+6)) findout = true; #endif; #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; #iftrue LanguageContractionForms > 4; findout = true; #endif; 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); } print (string) artform-->acode; 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; 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_obj 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; ]; [ Defart o i; i = indef_mode; indef_mode = false; if (o has proper) { indef_mode = NULL; print (PSN__) o; indef_mode = i; return; } PrefaceByArticle(o, 1); indef_mode = i; ]; [ CDefart o i; i = indef_mode; indef_mode = false; if (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&$7fff; v= y&$7fff; if (u>v) return 1; return -1; ]; ! ----------------------------------------------------------------------------