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! ----------------------------------------------------------------------------
! PARSERM: Core of parser.
!
! Supplied for use with Inform 6 Serial number 990428
! Release 6/9
! (c) Graham Nelson 1993, 1994, 1995, 1996, 1997, 1998, 1999
! 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_MULTIPLE = 2;
Constant GPR_REPARSE = REPARSE_CODE;
Constant GPR_NOUN = $ff00;
Constant GPR_HELD = $ff01;
Constant GPR_MULTI = $ff02;
Constant GPR_MULTIHELD = $ff03;
Constant GPR_MULTIEXCEPT = $ff04;
Constant GPR_MULTIINSIDE = $ff05;
Constant GPR_CREATURE = $ff06;
Constant ENDIT_TOKEN = 15; ! Value used to mean "end of grammar line"
#Iftrue Grammar__Version == 1;
[ AnalyseToken token m;
found_tdata = token;
if (token < 0) { found_ttype = ILLEGAL_TT; return; }
if (token <= 8) { found_ttype = ELEMENTARY_TT; return; }
if (token < 15) { found_ttype = ILLEGAL_TT; return; }
if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
if (token < 48) { found_ttype = ROUTINE_FILTER_TT;
found_tdata = token - 16;
return; }
if (token < 80) { found_ttype = GPR_TT;
found_tdata = #preactions_table-->(token-48);
return; }
if (token < 128) { found_ttype = SCOPE_TT;
found_tdata = #preactions_table-->(token-80);
return; }
if (token < 180) { found_ttype = ATTR_FILTER_TT;
found_tdata = token - 128;
return; }
found_ttype = PREPOSITION_TT;
m=#adjectives_table;
for (::)
{ if (token==m-->1) { found_tdata = m-->0; return; }
m=m+4;
}
m=#adjectives_table; RunTimeError(1);
found_tdata = m;
];
[ UnpackGrammarLine line_address i m;
for (i = 0 : i < 32 : i++)
{ line_token-->i = ENDIT_TOKEN;
line_ttype-->i = ELEMENTARY_TT;
line_tdata-->i = ENDIT_TOKEN;
}
for (i = 0: i <= 5 :i++)
{ line_token-->i = line_address->(i+1);
AnalyseToken(line_token-->i);
if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
&& (m == line_address->0))
{ line_token-->i = ENDIT_TOKEN;
break;
}
line_ttype-->i = found_ttype;
line_tdata-->i = found_tdata;
if (found_ttype ~= PREPOSITION_TT) m++;
}
action_to_be = line_address->7;
action_reversed = false;
params_wanted = line_address->0;
return line_address + 8;
];
#Ifnot;
[ 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
! ----------------------------------------------------------------------------
[ KeyboardPrimitive a_buffer a_table;
read a_buffer a_table;
];
[ 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();
#IFV5; DrawStatusLine(); #ENDIF;
KeyboardPrimitive(a_buffer, a_table);
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<w2:i++) a_buffer->(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<x2:i++) a_buffer->(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<num_words:i++)
{ j=parse-->(i*2 + 1);
k=WordAddress(i+1);
l=WordLength(i+1);
print "~"; for (m=0:m<l:m++) print (char) k->m; print "~ ";
if (j == 0) print "?";
else
{ 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 <one or more prepositions> noun
!
! and similarly for multiinside.
advance_warning = NULL; indef_mode = false;
for (i=0,m=false,pcount=0:line_token-->pcount ~= ENDIT_TOKEN:pcount++)
{ scope_token = 0;
if (line_ttype-->pcount ~= PREPOSITION_TT) i++;
if (line_ttype-->pcount == ELEMENTARY_TT)
{ if (line_tdata-->pcount == MULTI_TOKEN) m=true;
if (line_tdata-->pcount
== MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN && i==1)
{ ! First non-preposition is "multiexcept" or
! "multiinside", so look ahead.
#ifdef DEBUG;
if (parser_trace>=2) print " [Trying look-ahead]^";
#endif;
! 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;
AnalyseToken(token);
l = ParseToken(found_ttype, found_tdata, pcount-1, token);
while (l<-200) l = ParseToken(ELEMENTARY_TT, l + 256);
scope_reason = PARSING_REASON;
if (l==GPR_PREPOSITION)
{ if (found_ttype~=PREPOSITION_TT
&& (found_ttype~=ELEMENTARY_TT
|| found_tdata~=TOPIC_TOKEN)) params_wanted--;
l = true;
}
else
if (l<0) l = false;
else
if (l~=GPR_REPARSE)
{ if (l==GPR_NUMBER)
{ if (nsns==0) special_number1=parsed_number;
else special_number2=parsed_number;
nsns++; l = 1;
}
if (l==GPR_MULTIPLE) l = 0;
results-->(parameters+2) = l;
parameters++;
pattern-->pcount = l;
l = true;
}
#ifdef DEBUG;
if (parser_trace >= 3)
{ print " [token resulted in ";
if (l==REPARSE_CODE) print "re-parse request]^";
if (l==0) print "failure with error type ", etype, "]^";
if (l==1) print "success]^";
}
#endif;
if (l==REPARSE_CODE) jump ReParse;
if (l==false) break;
}
else
{
! If the player has entered enough already but there's still
! text to wade through: store the pattern away so as to be able to produce
! a decent error message if this turns out to be the best we ever manage,
! and in the mean time give up on this line
! However, if the superfluous text begins with a comma or "then" then
! take that to be the start of another instruction
if (wn <= num_words)
{ l=NextWord();
if (l==THEN1__WD or THEN2__WD or THEN3__WD or comma_word)
{ held_back_mode=1; hb_wn=wn-1; }
else
{ for (m=0:m<32:m++) pattern2-->m=pattern-->m;
pcount2=pcount;
etype=UPTO_PE; break;
}
}
! Now, we may need to revise the multiple object because of the single one
! we now know (but didn't when the list was drawn up).
if (parameters>=1 && results-->2 == 0)
{ l=ReviseMulti(results-->3);
if (l~=0) { etype=l; 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 (:i<j:i++) i->0 = ' ';
i = NextWord();
if (i==AGAIN1__WD or AGAIN2__WD or AGAIN3__WD)
{ ! Delete the words "then again" from the again buffer,
! in which we have just realised that it must occur:
! prevents an infinite loop on "i. again"
i = WordAddress(wn-2)-buffer;
if (wn > num_words) j = 119; else j = WordAddress(wn)-buffer;
for (:i<j:i++) buffer3->i = ' ';
}
Tokenise__(buffer,parse); held_back_mode = true; return;
}
best_etype=UPTO_PE; jump GiveError;
];
[ 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(type, data):
! Parses the given token, from the current word number wn, with exactly
! the specification of a general parsing routine.
! (Except that for "topic" tokens and prepositions, you need to supply
! a position in a valid grammar line as third argument.)
!
! Returns:
! GPR_REPARSE for "reconstructed input, please re-parse from scratch"
! GPR_PREPOSITION for "token accepted with no result"
! $ff00 + x for "please parse ParseToken(ELEMENTARY_TT, x) instead"
! 0 for "token accepted, result is the multiple object list"
! 1 for "token accepted, result is the number in parsed_number"
! object num for "token accepted with this object as result"
! -1 for "token rejected"
!
! (A) Analyse the token; handle all tokens not involving
! object lists and break down others into elementary tokens
! (B) Begin parsing an object list
! (C) Parse descriptors (articles, pronouns, etc.) in the list
! (D) Parse an object name
! (E) Parse connectives ("and", "but", etc.) and go back to (C)
! (F) Return the conclusion of parsing an object list
! ----------------------------------------------------------------------------
[ ParseToken given_ttype given_tdata token_n
token l o i j k and_parity single_object desc_wn many_flag
token_allows_multiple;
! **** (A) ****
token_filter = 0;
parser_inflection = name;
switch(given_ttype)
{ ELEMENTARY_TT:
switch(given_tdata)
{ SPECIAL_TOKEN:
l=TryNumber(wn);
special_word=NextWord();
#ifdef DEBUG;
if (l~=-1000)
if (parser_trace>=3)
print " [Read special as the number ", l, "]^";
#endif;
if (l==-1000)
{ #ifdef DEBUG;
if (parser_trace>=3)
print " [Read special word at word number ", wn, "]^";
#endif;
l = special_word;
}
parsed_number = l; return 1;
NUMBER_TOKEN:
l=TryNumber(wn++);
if (l==-1000) { etype=NUMBER_PE; rfalse; }
#ifdef DEBUG;
if (parser_trace>=3) print " [Read number as ", l, "]^";
#endif;
parsed_number = l; return 1;
CREATURE_TOKEN:
if (action_to_be==##Answer or ##Ask or ##AskFor or ##Tell)
scope_reason = TALKING_REASON;
TOPIC_TOKEN:
consult_from = wn;
if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT)
&& (line_token-->(token_n+1) ~= ENDIT_TOKEN))
RunTimeError(13);
do o=NextWordStopped();
until (o==-1 || PrepositionChain(o, token_n+1) ~= -1);
wn--;
consult_words = wn-consult_from;
if (consult_words==0) return GPR_PREPOSITION;
if (action_to_be==##Ask or ##Answer or ##Tell)
{ o=wn; wn=consult_from; parsed_number=NextWord();
#IFDEF EnglishNaturalLanguage;
if (parsed_number=='the' && consult_words>1)
parsed_number=NextWord();
#ENDIF;
wn=o; return 1;
}
return GPR_PREPOSITION;
}
PREPOSITION_TT:
#Iffalse Grammar__Version==1;
! Is it an unnecessary alternative preposition, when a previous choice
! has already been matched?
if ((token->0) & $10) return GPR_PREPOSITION;
#Endif;
! If we've run out of the player's input, but still have parameters to
! specify, we go into "infer" mode, remembering where we are and the
! preposition we are inferring...
if (wn > num_words)
{ if (inferfrom==0 && parameters<params_wanted)
{ inferfrom = pcount; inferword = token;
pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
}
! If we are not inferring, then the line is wrong...
if (inferfrom==0) return -1;
! If not, then the line is right but we mark in the preposition...
pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
return GPR_PREPOSITION;
}
o = NextWord();
pattern-->pcount = REPARSE_CODE + Dword__No(o);
! Whereas, if the player has typed something here, see if it is the
! required preposition... if it's wrong, the line must be wrong,
! but if it's right, the token is passed (jump to finish this token).
if (o == given_tdata) return GPR_PREPOSITION;
#Iffalse Grammar__Version==1;
if (PrepositionChain(o, token_n) ~= -1)
return GPR_PREPOSITION;
#Endif;
return -1;
GPR_TT:
l=indirect(given_tdata);
#ifdef DEBUG;
if (parser_trace>=3)
print " [Outside parsing routine returned ", l, "]^";
#endif;
return l;
SCOPE_TT:
scope_token = given_tdata;
scope_stage = 1;
l = indirect(scope_token);
#ifdef DEBUG;
if (parser_trace>=3)
print " [Scope routine returned multiple-flag of ", l, "]^";
#endif;
if (l==1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;
ATTR_FILTER_TT:
token_filter = 1 + given_tdata;
given_tdata = NOUN_TOKEN;
ROUTINE_FILTER_TT:
token_filter = given_tdata;
given_tdata = NOUN_TOKEN;
}
token = given_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 = GPR_MULTIPLE;
multi_context = token;
}
else
{ if (indef_mode==1 && indef_type & PLURAL_BIT ~= 0)
{ if (indef_wanted<100 && indef_wanted>1)
{ multi_had=1; multi_wanted=indef_wanted;
etype=TOOFEW_PE;
jump FailToken;
}
}
}
return single_object;
.FailToken;
! If we were only guessing about it being a plural, try again but only
! allowing singulars (so that words like "six" are not swallowed up as
! Descriptors)
if (allow_plurals && indef_guess_p==1)
{ allow_plurals=false; wn=desc_wn; jump TryAgain;
}
return -1;
];
! ----------------------------------------------------------------------------
! NounDomain does the most substantial part of parsing an object name.
!
! It is given two "domains" - usually a location and then the actor who is
! looking - and a context (i.e. token type), and returns:
!
! 0 if no match at all could be made,
! 1 if a multiple object was made,
! k if object k was the one decided upon,
! REPARSE_CODE if it asked a question of the player and consequently rewrote
! the player's input, so that the whole parser should start again
! on the rewritten input.
!
! In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
! length_of_noun to the number of words in the input text matched to the
! noun.
! In the case k=1, the multiple objects are added to multiple_object by
! hand (not by MultiAdd, because we want to allow duplicates).
! ----------------------------------------------------------------------------
[ NounDomain domain1 domain2 context first_word i j k l
answer_words marker;
#ifdef DEBUG;
if (parser_trace>=4)
{ print " [NounDomain called at word ", wn, "^";
print " ";
if (indef_mode)
{ print "seeking indefinite object: ";
if (indef_type & OTHER_BIT) print "other ";
if (indef_type & MY_BIT) print "my ";
if (indef_type & THAT_BIT) print "that ";
if (indef_type & PLURAL_BIT) print "plural ";
if (indef_type & LIT_BIT) print "lit ";
if (indef_type & UNLIT_BIT) print "unlit ";
if (indef_owner ~= 0) print "owner:", (name) indef_owner;
new_line;
print " number wanted: ";
if (indef_wanted == 100) print "all"; else print indef_wanted;
new_line;
print " most likely GNAs of names: ", indef_cases, "^";
}
else print "seeking definite object^";
}
#endif;
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 (i<j-1) print ", ";
if (i==j-1) print (string) OR__TX;
}
print "?^";
! ...and get an answer:
.WhichOne;
for (i=2:i<120:i++) buffer2->i=' ';
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:i<number_matched && l+i<63:i++)
{ k=match_list-->i;
multiple_object-->(i+1+l) = k;
}
multiple_object-->0 = i+l;
rtrue;
}
L__M(##Miscellany, 47);
jump WhichOne;
}
! If the first word of the reply can be interpreted as a verb, then
! assume that the player has ignored the question and given a new
! command altogether.
! (This is one time when it's convenient that the directions are
! not themselves verbs - thus, "north" as a reply to "Which, the north
! or south door" is not treated as a fresh command but as an answer.)
#ifdef LanguageIsVerb;
if (first_word==0)
{ j = wn; first_word=LanguageIsVerb(buffer2, parse2, 1); wn = j;
}
#endif;
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<l:i++) buffer->(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: j<pcount: j++)
{ if (pattern-->j == 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:l<i+k:l++) buffer->l = 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: j<buffer2->1: 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<indef_wanted
&& i+offset<63:j=BestGuess())
{ flag=0;
if (j hasnt concealed && j hasnt worn) flag=1;
if (context==MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
&& parent(j)~=actor) flag=0;
k=ChooseObjects(j,flag);
if (k==1) flag=1; else { if (k==2) flag=0; }
if (flag==1)
{ i++; multiple_object-->(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 (i<indef_wanted && indef_wanted<100)
{ etype=TOOFEW_PE; multi_wanted=indef_wanted;
multi_had=i;
return -1;
}
multiple_object-->0 = i+offset;
multi_context=context;
#ifdef DEBUG;
if (parser_trace>=4)
print " Made multiple object of size ", i, "]^";
#endif;
return 1;
}
for (i=0:i<number_matched:i++) match_classes-->i=0;
n=1;
for (i=0:i<number_matched:i++)
if (match_classes-->i==0)
{ match_classes-->i=n++; flag=0;
for (j=i+1:j<number_matched:j++)
if (match_classes-->j==0
&& Identical(match_list-->i, match_list-->j)==1)
{ flag=1;
match_classes-->j=match_classes-->i;
}
if (flag==1) match_classes-->i = 1-n;
}
n--; number_of_classes = n;
#ifdef DEBUG;
if (parser_trace>=4)
{ print " Grouped into ", n, " possibilities by name:^";
for (i=0:i<number_matched:i++)
if (match_classes-->i > 0)
print " ", (The) match_list-->i,
" (", match_list-->i, ") --- group ",
match_classes-->i, "^";
}
#endif;
if (indef_mode == 0)
{ if (n > 1)
{ k = -1;
for (i=0:i<number_matched:i++)
{ if (match_scores-->i > k)
{ k = match_scores-->i;
j = match_classes-->i; j=j*j;
flag = 0;
}
else
if (match_scores-->i == k)
{ if ((match_classes-->i) * (match_classes-->i) ~= j)
flag = 1;
}
}
if (flag)
{
#ifdef DEBUG;
if (parser_trace>=4)
print " Unable to choose best group, so ask player.]^";
#endif;
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:i<number_matched:i++)
{ obj = match_list-->i; 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:i<number_matched:i++)
{ while (match_list-->i == -1)
{ if (i == number_matched-1) { number_matched--; break; }
for (j=i:j<number_matched:j++)
{ match_list-->j = match_list-->(j+1);
match_scores-->j = match_scores-->(j+1);
}
number_matched--;
}
}
];
! ----------------------------------------------------------------------------
! BestGuess makes the best guess it can out of the match list, assuming that
! everything in the match list is textually as good as everything else;
! however it ignores items marked as -1, and so marks anything it chooses.
! It returns -1 if there are no possible choices.
! ----------------------------------------------------------------------------
[ BestGuess earliest its_score best i;
earliest=0; best=-1;
for (i=0:i<number_matched:i++)
{ if (match_list-->i >= 0)
{ its_score=match_scores-->i;
if (its_score>best) { best=its_score; earliest=i; }
}
}
#ifdef DEBUG;
if (parser_trace>=4)
{ if (best<0)
print " Best guess ran out of choices^";
else
print " Best guess ", (the) match_list-->earliest,
" (", match_list-->earliest, ")^";
}
#endif;
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:i<number_matched:i++)
{ its_score=match_scores-->i;
if (its_score==best) { earliest = -1; }
if (its_score>best) { best=its_score; earliest=match_list-->i; }
}
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:i<n1:i++) { print (address) p1-->i, " "; } new_line;
! for (i=0:i<n2:i++) { print (address) p2-->i, " "; } new_line;
for (i=0:i<n1:i++)
{ flag=0;
for (j=0:j<n2:j++)
if (p1-->i == p2-->j) flag=1;
if (flag==0) rfalse;
}
for (j=0:j<n2:j++)
{ flag=0;
for (i=0:i<n1:i++)
if (p1-->i == p2-->j) flag=1;
if (flag==0) rfalse;
}
! print "Which are identical!^";
rtrue;
];
! ----------------------------------------------------------------------------
! PrintCommand reconstructs the command as it presently reads, from
! the pattern which has been built up
!
! If from is 0, it starts with the verb: then it goes through the pattern.
! The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
! if 1, it goes up to pcount-1.
!
! Note that verbs and prepositions are printed out of the dictionary:
! and that since the dictionary may only preserve the first six characters
! of a word (in a V3 game), we have to hand-code the longer words needed.
!
! (Recall that pattern entries are 0 for "multiple object", 1 for "special
! word", 2 to REPARSE_CODE-1 are object numbers and REPARSE_CODE+n means the
! preposition n)
! ----------------------------------------------------------------------------
[ PrintCommand from i k spacing_flag;
if (from==0)
{ i=verb_word;
if (LanguageVerb(i) == 0)
if (PrintVerb(i) == 0)
print (address) i;
from++; spacing_flag = true;
}
for (k=from:k<pcount:k++)
{ i=pattern-->k;
if (i == PATTERN_NULL) continue;
if (spacing_flag) print (char) ' ';
if (i==0) { print (string) THOSET__TX; jump TokenPrinted; }
if (i==1) { print (string) THAT__TX; jump TokenPrinted; }
if (i>=REPARSE_CODE) print (address) No__Dword(i-REPARSE_CODE);
else 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)<n:i++)
ScopeWithin_O(ad-->i,0,context);
}
}
];
[ AddToScope obj;
if (ats_flag>=2)
ScopeWithin_O(obj,0,ats_flag-2);
if (ats_flag==1)
{ if (HasLightSource(obj)==1) ats_hls = 1;
}
];
! ----------------------------------------------------------------------------
! MakeMatch looks at how good a match is. If it's the best so far, then
! wipe out all the previous matches and start a new list with this one.
! If it's only as good as the best so far, add it to the list.
! If it's worse, ignore it altogether.
!
! The idea is that "red panic button" is better than "red button" or "panic".
!
! number_matched (the number of words matched) is set to the current level
! of quality.
!
! We never match anything twice, and keep at most 64 equally good items.
! ----------------------------------------------------------------------------
[ MakeMatch obj quality i;
#ifdef DEBUG;
if (parser_trace>=6) print " Match with quality ",quality,"^";
#endif;
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:i<number_matched:i++)
if (match_list-->i==obj) rtrue;
}
match_list-->number_matched++ = obj;
#ifdef DEBUG;
if (parser_trace>=6) print " Match added to list^";
#endif;
];
! ----------------------------------------------------------------------------
! 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<l:i++) buffer2->(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);
real_location = location;
objectloop (i in player) give i moved ~concealed;
if (j~=2) Banner();
MoveFloatingObjects();
lightflag=OffersLight(parent(player));
if (lightflag==0) { real_location=location; location=thedark; }
<Look>;
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: i<active_timers: i++)
{ j=the_timers-->i;
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: i<active_timers: i++)
{ if (deadflag) return;
j=the_timers-->i;
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;
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)
ActionPrimitive();
#IFNOT;
if ((meta || BeforeRoutines()==false) && action<4096)
ActionPrimitive();
#ENDIF;
action = sa; noun = sn; second = ss;
],
has proper;
[ ActionPrimitive;
indirect(#actions_table-->action);
];
[ 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:i<active_timers:i++)
if (the_timers-->i==obj) rfalse;
for (i=0:i<active_timers:i++)
if (the_timers-->i==0) jump FoundTSlot;
i=active_timers++;
if (i >= MAX_TIMERS) RunTimeError(4);
.FoundTSlot;
if (obj.&time_left==0) RunTimeError(5,obj);
the_timers-->i=obj; obj.time_left=timer;
];
[ StopTimer obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i==obj) jump FoundTSlot2;
rfalse;
.FoundTSlot2;
if (obj.&time_left==0) RunTimeError(5,obj);
the_timers-->i=0; obj.time_left=0;
];
[ StartDaemon obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i == $8000 + obj)
rfalse;
for (i=0:i<active_timers:i++)
if (the_timers-->i==0) jump FoundTSlot3;
i=active_timers++;
if (i >= MAX_TIMERS) RunTimeError(4);
.FoundTSlot3;
the_timers-->i = $8000 + obj;
];
[ StopDaemon obj i;
for (i=0:i<active_timers:i++)
if (the_timers-->i == $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) <Look>;
}
if (i==1 && lightflag==0)
{ real_location=location; location=thedark;
if (flag==0) { NoteArrival();
return L__M(##Miscellany, 9); }
}
if (i==0 && lightflag==0) location=thedark;
];
[ OffersLight i j;
if (i==0) rfalse;
if (i has light) rtrue;
objectloop (j in i)
if (HasLightSource(j)==1) rtrue;
if (i has container)
{ if (i has open || i has transparent)
return OffersLight(parent(i));
}
else
{ if (i has enterable || i has transparent || i has supporter)
return OffersLight(parent(i));
}
rfalse;
];
[ HidesLightSource obj;
if (obj == player) rfalse;
if (obj has transparent or supporter) rfalse;
if (obj has container) return obj hasnt open;
return obj hasnt enterable;
];
[ HasLightSource i j ad;
if (i==0) rfalse;
if (i has light) rtrue;
if (i has enterable || IsSeeThrough(i)==1)
if (~~(HidesLightSource(i)))
objectloop (j in i)
if (HasLightSource(j)==1) rtrue;
ad = i.&add_to_scope;
if (parent(i)~=0 && ad ~= 0)
{ if (metaclass(ad-->0) == Routine)
{ ats_hls = 0; ats_flag = 1;
RunRoutines(i, add_to_scope);
ats_flag = 0; if (ats_hls == 1) rtrue;
}
else
{ for (j=0:(2*j)<i.#add_to_scope:j++)
if (HasLightSource(ad-->j)==1) rtrue;
}
}
rfalse;
];
[ ChangePlayer obj flag i;
! if (obj.&number==0) return RunTimeError(7,obj);
if (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)<n) print " ('", (address) w, "')";
];
[ DebugAction a anames;
#iftrue Grammar__Version==1;
if (a>=256) { print "<fake action ", a-256, ">"; return; }
#ifnot;
if (a>=4096) { print "<fake action ", a-4096, ">"; return; }
#endif;
anames = #identifiers_table;
anames = anames + 2*(anames-->0) + 2*48;
print (string) anames-->a;
];
[ DebugAttribute a anames;
if (a<0 || a>=48) print "<invalid attribute ", a, ">";
else
{ anames = #identifiers_table; anames = anames + 2*(anames-->0);
print (string) anames-->a;
}
];
[ TraceAction source ar;
if (source<2) print "[ Action ", (DebugAction) action;
else
{ if (ar==##Order)
print "[ Order to ", (name) actor, ": ", (DebugAction) action;
else
print "[ Life rule ", (DebugAction) ar;
}
if (noun~=0) print " with noun ", (DebugParameter) noun;
if (second~=0) print " and second ", (DebugParameter) second;
if (source==0) print " ";
if (source==1) print " (from < > statement) ";
print "]^";
];
[ DebugToken token;
AnalyseToken(token);
switch(found_ttype)
{ ILLEGAL_TT: print "<illegal token number ", token, ">";
ELEMENTARY_TT:
switch(found_tdata)
{ NOUN_TOKEN: print "noun";
HELD_TOKEN: print "held";
MULTI_TOKEN: print "multi";
MULTIHELD_TOKEN: print "multiheld";
MULTIEXCEPT_TOKEN: print "multiexcept";
MULTIINSIDE_TOKEN: print "multiinside";
CREATURE_TOKEN: print "creature";
SPECIAL_TOKEN: print "special";
NUMBER_TOKEN: print "number";
TOPIC_TOKEN: print "topic";
ENDIT_TOKEN: print "END";
}
PREPOSITION_TT:
print "'", (address) found_tdata, "'";
ROUTINE_FILTER_TT:
#ifdef INFIX; print "noun=", (InfixPrintPA) found_tdata;
#ifnot; print "noun=Routine(", found_tdata, ")"; #endif;
ATTR_FILTER_TT:
print (DebugAttribute) found_tdata;
SCOPE_TT:
#ifdef INFIX; print "scope=", (InfixPrintPA) found_tdata;
#ifnot; print "scope=Routine(", found_tdata, ")"; #endif;
GPR_TT:
#ifdef INFIX; print (InfixPrintPA) found_tdata;
#ifnot; print "Routine(", found_tdata, ")"; #endif;
}
];
[ 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; }
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*c<n:c++)
{ print " ";
x = (noun.&a)-->c;
if (a==name) print "'", (address) x, "'";
else
{ if (a==number or capacity or time_left)
print x;
else
{ switch(x)
{ NULL: print "NULL";
0: print "0";
1: print "1";
default:
switch(metaclass(x))
{ Class, Object: print (name) x;
String: print "~", (string) x, "~";
Routine: print "[...]";
}
print " (", x, ")";
}
}
}
}
print ",^ ";
}
}
! if (f==1) new_line;
];
#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 "<routine ", o, ">"; rtrue;
String: print "<string ~", (string) o, "~>"; rtrue;
nothing: print "<illegal object number ", o, ">"; 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<y
! ----------------------------------------------------------------------------
[ UnsignedCompare x y u v;
if (x==y) return 0;
if (x<0 && y>=0) return 1;
if (x>=0 && y<0) return -1;
u = x&$7fff; v= y&$7fff;
if (u>v) return 1;
return -1;
];
! ----------------------------------------------------------------------------
|