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! ----------------------------------------------------------------------------
! VERBLIBM: Core of standard verbs library.
!
! 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)
! ----------------------------------------------------------------------------
#IFDEF MODULE_MODE;
Constant DEBUG;
Constant Grammar__Version2;
Include "linklpa";
Include "linklv";
#ENDIF;
System_file;
! ----------------------------------------------------------------------------
[ Banner i;
if (Story ~= 0)
{
#IFV5; style bold; #ENDIF;
print (string) Story;
#IFV5; style roman; #ENDIF;
}
if (Headline ~= 0)
print (string) Headline;
print "Release ", (0-->1) & $03ff, " / Serial number ";
for (i=18:i<24:i++) print (char) 0->i;
print " / Inform v"; inversion;
print " Library ", (string) LibRelease, " ";
#ifdef STRICT_MODE;
print "S";
#endif;
#ifdef INFIX;
print "X";
#ifnot;
#ifdef DEBUG;
print "D";
#endif;
#endif;
new_line;
];
[ VersionSub;
Banner();
if (standard_interpreter > 0)
print "Standard interpreter ",
standard_interpreter/256, ".", standard_interpreter%256,
" (", 0->$1e, (char) 0->$1f, ") / ";
else print "Interpreter ", 0->$1e, " Version ", (char) 0->$1f, " / ";
print "Library serial number ", (string) LibSerial, "^";
#IFDEF LanguageVersion;
print (string) LanguageVersion, "^";
#ENDIF;
];
[ RunTimeError n p1 p2;
#IFDEF DEBUG;
print "** Library error ", n, " (", p1, ",", p2, ") **^** ";
switch(n)
{ 1: print "preposition not found (this should not occur)";
2: print "Property value not routine or string: ~",
(property) p2, "~ of ~", (name) p1, "~ (", p1, ")";
3: print "Entry in property list not routine or string: ~",
(property) p2, "~ list of ~", (name) p1, "~ (", p1, ")";
4: print "Too many timers/daemons are active simultaneously. The
limit is the library constant MAX_TIMERS (currently ",
MAX_TIMERS, ") and should be increased";
5: print "Object ~", (name) p1, "~ has no ~time_left~ property";
7: print "The object ~", (name) p1, "~ can only be used as a player
object if it has the ~number~ property";
8: print "Attempt to take random entry from an empty table array";
9: print p1, " is not a valid direction property number";
10: print "The player-object is outside the object tree";
11: print "The room ~", (name) p1, "~ has no ~description~ property";
12: print "Tried to set a non-existent pronoun using SetPronoun";
13: print "A 'topic' token can only be followed by a preposition";
default: print "(unexplained)";
}
" **";
#IFNOT;
"** Library error ", n, " (", p1, ",", p2, ") **";
#ENDIF;
];
! ----------------------------------------------------------------------------
! The WriteListFrom routine, a flexible object-lister taking care of
! plurals, inventory information, various formats and so on. This is used
! by everything in the library which ever wants to list anything.
!
! If there were no objects to list, it prints nothing and returns false;
! otherwise it returns true.
!
! o is the object, and style is a bitmap, whose bits are given by:
! ----------------------------------------------------------------------------
Constant NEWLINE_BIT 1; ! New-line after each entry
Constant INDENT_BIT 2; ! Indent each entry by depth
Constant FULLINV_BIT 4; ! Full inventory information after entry
Constant ENGLISH_BIT 8; ! English sentence style, with commas and and
Constant RECURSE_BIT 16; ! Recurse downwards with usual rules
Constant ALWAYS_BIT 32; ! Always recurse downwards
Constant TERSE_BIT 64; ! More terse English style
Constant PARTINV_BIT 128; ! Only brief inventory information after entry
Constant DEFART_BIT 256; ! Use the definite article in list
Constant WORKFLAG_BIT 512; ! At top level (only), only list objects
! which have the "workflag" attribute
Constant ISARE_BIT 1024; ! Print " is" or " are" before list
Constant CONCEAL_BIT 2048; ! Omit objects with "concealed" or "scenery":
! if WORKFLAG_BIT also set, then does _not_
! apply at top level, but does lower down
Constant NOARTICLE_BIT 4096; ! Print no articles, definite or not
[ NextEntry o odepth;
for(::)
{ o=sibling(o);
if (o==0) return 0;
if (lt_value ~=0 && o.list_together~=lt_value) continue;
if (c_style & WORKFLAG_BIT ~= 0 && odepth==0 && o hasnt workflag)
continue;
if (c_style & CONCEAL_BIT ~= 0 && (o has concealed || o has scenery))
continue;
return o;
}
];
[ WillRecurs o;
if (c_style & ALWAYS_BIT ~= 0) rtrue;
if (c_style & RECURSE_BIT == 0) rfalse;
if (o has transparent
|| o has supporter
|| (o has container && o has open)) rtrue;
rfalse;
];
[ ListEqual o1 o2;
if (child(o1)~=0 && WillRecurs(o1)~=0) rfalse;
if (child(o2)~=0 && WillRecurs(o2)~=0) rfalse;
if (c_style & (FULLINV_BIT + PARTINV_BIT) ~= 0)
{ if ((o1 hasnt worn && o2 has worn)
|| (o2 hasnt worn && o1 has worn)) rfalse;
if ((o1 hasnt light && o2 has light)
|| (o2 hasnt light && o1 has light)) rfalse;
}
return Identical(o1,o2);
];
[ SortTogether obj value;
! print "Sorting together possessions of ",
! (object) obj, " by value ", value, "^";
! for (x=child(obj):x~=0:x=sibling(x))
! print (the) x, " no: ", x, " lt: ", x.list_together, "^";
while (child(obj)~=0)
{ if (child(obj).list_together~=value) move child(obj) to out_obj;
else move child(obj) to in_obj;
}
while (child(in_obj)~=0)
move child(in_obj) to obj;
while (child(out_obj)~=0)
move child(out_obj) to obj;
];
[ SortOutList obj i k l;
! print "^^Sorting out list from ", (name) obj, "^ ";
! for (i=child(location):i~=0:i=sibling(i))
! print (name) i, " --> ";
! new_line;
.AP_SOL;
for (i=obj:i~=0:i=sibling(i))
{ k=i.list_together;
if (k~=0)
{ ! print "Scanning ", (name) i, " with lt=", k, "^";
for (i=sibling(i):i~=0 && i.list_together==k:) i=sibling(i);
if (i==0) rfalse;
!print "First not in block is ", (name) i,
! " with lt=", i.list_together, "^";
for (l=sibling(i):l~=0:l=sibling(l))
if (l.list_together==k)
{ SortTogether(parent(obj), k);
! print "^^After ST:^ ";
! for (i=child(location):i~=0:i=sibling(i))
! print (name) i, " --> ";
! new_line;
obj = child(parent(obj));
jump AP_SOL;
}
}
}
];
[ Print__Spaces n; ! To avoid a bug occurring in Inform 6.01 to 6.10
if (n==0) return; spaces n; ];
[ WriteListFrom o style depth;
if (o==child(parent(o)))
{ SortOutList(o); o=child(parent(o)); }
c_style=style;
wlf_indent=0; WriteListR(o,depth);
rtrue;
];
[ WriteListR o depth stack_pointer classes_p sizes_p i j k k2 l m n q senc mr;
if (depth>0 && o==child(parent(o)))
{ SortOutList(o); o=child(parent(o)); }
for (::)
{ if (o==0) rfalse;
if (c_style & WORKFLAG_BIT ~= 0 && depth==0 && o hasnt workflag)
{ o = sibling(o); continue; }
if (c_style & CONCEAL_BIT ~= 0
&& (o has concealed || o has scenery))
{ o=sibling(o); continue; }
break;
}
classes_p = match_classes + stack_pointer;
sizes_p = match_list + stack_pointer;
for (i=o,j=0:i~=0 && (j+stack_pointer)<128:i=NextEntry(i,depth),j++)
{ classes_p->j=0;
if (i.plural~=0) k++;
}
if (c_style & ISARE_BIT ~= 0)
{ if (j==1 && o hasnt pluralname)
print (string) IS__TX; else print (string) ARE__TX;
if (c_style & NEWLINE_BIT ~= 0) print ":^"; else print (char) ' ';
c_style = c_style - ISARE_BIT;
}
stack_pointer = stack_pointer+j+1;
if (k<2) jump EconomyVersion; ! It takes two to plural
n=1;
for (i=o,k=0:k<j:i=NextEntry(i,depth),k++)
if (classes_p->k==0)
{ classes_p->k=n; sizes_p->n=1;
for (l=NextEntry(i,depth), m=k+1:l~=0 && m<j:
l=NextEntry(l,depth), m++)
if (classes_p->m==0 && i.plural~=0 && l.plural~=0)
{ if (ListEqual(i,l)==1)
{ sizes_p->n = sizes_p->n + 1;
classes_p->m = n;
}
}
n++;
}
n--;
for (i=1, j=o, k=0: i<=n: i++, senc++)
{ while (((classes_p->k) ~= i)
&& ((classes_p->k) ~= -i)) { k++; j=NextEntry(j,depth); }
m=sizes_p->i;
if (j==0) mr = 0;
else
{ if (j.list_together~=0 or lt_value
&& ZRegion(j.list_together)==2 or 3
&& j.list_together==mr) senc--;
mr=j.list_together;
}
}
senc--;
for (i=1, j=o, k=0, mr=0: senc>=0: i++, senc--)
{ while (((classes_p->k) ~= i)
&& ((classes_p->k) ~= -i)) { k++; j=NextEntry(j,depth); }
if (j.list_together~=0 or lt_value)
{ if (j.list_together==mr) { senc++; jump Omit_FL2; }
k2=NextEntry(j,depth);
if (k2==0 || k2.list_together~=j.list_together) jump Omit_WL2;
k2=ZRegion(j.list_together);
if (k2==2 or 3)
{ q=j; listing_size=1; l=k; m=i;
while (m<n && q.list_together==j.list_together)
{ m++;
while (((classes_p->l) ~= m)
&& ((classes_p->l) ~= -m))
{ l++; q=NextEntry(q,depth); }
if (q.list_together==j.list_together) listing_size++;
}
! print " [", listing_size, "] ";
if (listing_size==1) jump Omit_WL2;
if (c_style & INDENT_BIT ~= 0)
Print__Spaces(2*(depth+wlf_indent));
if (k2==3)
{ q=0; for (l=0:l<listing_size:l++) q=q+sizes_p->(l+i);
EnglishNumber(q); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
}
q=c_style;
if (k2~=3)
{ inventory_stage=1;
parser_one=j; parser_two=depth+wlf_indent;
if (RunRoutines(j,list_together)==1) jump Omit__Sublist2;
}
@push lt_value; @push listing_together; @push listing_size;
lt_value=j.list_together; listing_together=j; wlf_indent++;
WriteListR(j,depth,stack_pointer); wlf_indent--;
@pull listing_size; @pull listing_together; @pull lt_value;
if (k2==3)
{ if (q & ENGLISH_BIT ~= 0) print ")";
}
else
{ inventory_stage=2;
parser_one=j; parser_two=depth+wlf_indent;
RunRoutines(j,list_together);
}
.Omit__Sublist2;
if (q & NEWLINE_BIT ~= 0 && c_style & NEWLINE_BIT == 0)
new_line;
c_style=q;
mr=j.list_together;
jump Omit_EL2;
}
}
.Omit_WL2;
if (WriteBeforeEntry(j,depth,-senc)==1) jump Omit_FL2;
if (sizes_p->i == 1)
{ if (c_style & NOARTICLE_BIT ~= 0) print (name) j;
else
{ if (c_style & DEFART_BIT ~= 0) print (the) j; else print (a) j;
}
}
else
{ if (c_style & DEFART_BIT ~= 0)
PrefaceByArticle(j, 1, sizes_p->i);
print (number) sizes_p->i, " ";
PrintOrRun(j,plural,1);
}
WriteAfterEntry(j,depth,stack_pointer);
.Omit_EL2;
if (c_style & ENGLISH_BIT ~= 0)
{ if (senc==1) print (string) AND__TX;
if (senc>1) print ", ";
}
.Omit_FL2;
}
rtrue;
.EconomyVersion;
n=j;
for (i=1, j=o: i<=n: j=NextEntry(j,depth), i++, senc++)
{ if (j.list_together~=0 or lt_value
&& ZRegion(j.list_together)==2 or 3
&& j.list_together==mr) senc--;
mr=j.list_together;
}
for (i=1, j=o, mr=0: i<=senc: j=NextEntry(j,depth), i++)
{ if (j.list_together~=0 or lt_value)
{ if (j.list_together==mr) { i--; jump Omit_FL; }
k=NextEntry(j,depth);
if (k==0 || k.list_together~=j.list_together) jump Omit_WL;
k=ZRegion(j.list_together);
if (k==2 or 3)
{ if (c_style & INDENT_BIT ~= 0)
Print__Spaces(2*(depth+wlf_indent));
if (k==3)
{ q=j; l=0;
do
{ q=NextEntry(q,depth); l++;
} until (q==0 || q.list_together~=j.list_together);
EnglishNumber(l); print " ";
print (string) j.list_together;
if (c_style & ENGLISH_BIT ~= 0) print " (";
if (c_style & INDENT_BIT ~= 0) print ":^";
}
q=c_style;
if (k~=3)
{ inventory_stage=1;
parser_one=j; parser_two=depth+wlf_indent;
if (RunRoutines(j,list_together)==1) jump Omit__Sublist;
}
@push lt_value; @push listing_together; @push listing_size;
lt_value=j.list_together; listing_together=j; wlf_indent++;
WriteListR(j,depth,stack_pointer); wlf_indent--;
@pull listing_size; @pull listing_together; @pull lt_value;
if (k==3)
{ if (q & ENGLISH_BIT ~= 0) print ")";
}
else
{ inventory_stage=2;
parser_one=j; parser_two=depth+wlf_indent;
RunRoutines(j,list_together);
}
.Omit__Sublist;
if (q & NEWLINE_BIT ~= 0 && c_style & NEWLINE_BIT == 0) new_line;
c_style=q;
mr=j.list_together;
jump Omit_EL;
}
}
.Omit_WL;
if (WriteBeforeEntry(j,depth,i-senc)==1) jump Omit_FL;
if (c_style & NOARTICLE_BIT ~= 0) print (name) j;
else
{ if (c_style & DEFART_BIT ~= 0) print (the) j; else print (a) j;
}
WriteAfterEntry(j,depth,stack_pointer);
.Omit_EL;
if (c_style & ENGLISH_BIT ~= 0)
{ if (i==senc-1) print (string) AND__TX;
if (i<senc-1) print ", ";
}
.Omit_FL;
}
];
[ WriteBeforeEntry o depth sentencepos flag;
if (c_style & INDENT_BIT ~= 0) Print__Spaces(2*(depth+wlf_indent));
if (c_style & FULLINV_BIT ~= 0)
{ if (o.invent~=0)
{ inventory_stage=1;
flag=PrintOrRun(o,invent,1);
if (flag==1)
{ if (c_style & ENGLISH_BIT ~= 0)
{ if (sentencepos == -1) print (string) AND__TX;
if (sentencepos < -1) print ", ";
}
if (c_style & NEWLINE_BIT ~= 0) new_line;
}
}
}
return flag;
];
[ WriteAfterEntry o depth stack_p flag flag2 flag3 p comb;
if (c_style & PARTINV_BIT ~= 0)
{ comb=0;
if (o has light && location hasnt light) comb=comb+1;
if (o has container && o hasnt open) comb=comb+2;
if ((o has container && (o has open || o has transparent))
&& (child(o)==0)) comb=comb+4;
if (comb==1) L__M(##ListMiscellany, 1, o);
if (comb==2) L__M(##ListMiscellany, 2, o);
if (comb==3) L__M(##ListMiscellany, 3, o);
if (comb==4) L__M(##ListMiscellany, 4, o);
if (comb==5) L__M(##ListMiscellany, 5, o);
if (comb==6) L__M(##ListMiscellany, 6, o);
if (comb==7) L__M(##ListMiscellany, 7, o);
}
if (c_style & FULLINV_BIT ~= 0)
{ if (o.invent ~= 0)
{ inventory_stage=2;
if (RunRoutines(o,invent)~=0)
{ if (c_style & NEWLINE_BIT ~= 0) new_line;
rtrue;
}
}
if (o has light && o has worn)
{ L__M(##ListMiscellany, 8); flag2=1; }
else
{ if (o has light) { L__M(##ListMiscellany, 9, o); flag2=1; }
if (o has worn) { L__M(##ListMiscellany, 10, o); flag2=1; }
}
if (o has container)
{ if (o has openable)
{ if (flag2==1) print (string) AND__TX;
else L__M(##ListMiscellany, 11, o);
if (o has open)
{ if (child(o)==0) L__M(##ListMiscellany, 13, o);
else L__M(##ListMiscellany, 12, o);
}
else
{ if (o has lockable && o has locked)
L__M(##ListMiscellany, 15, o);
else L__M(##ListMiscellany, 14, o);
}
flag2=1;
}
else
if (child(o)==0 && o has transparent)
{ if (flag2==1) L__M(##ListMiscellany, 16, o);
else L__M(##ListMiscellany, 17, o);
}
}
if (flag2==1) print ")";
}
if (c_style & CONCEAL_BIT == 0)
{ flag3 = children(o);
flag2 = child(o);
}
else
{ flag3 = 0;
objectloop (p in o)
if (p hasnt concealed && p hasnt scenery) { flag3++; flag2 = p; }
}
if (c_style & ALWAYS_BIT ~= 0 && flag3>0)
{ if (c_style & ENGLISH_BIT ~= 0) L__M(##ListMiscellany, 18, o);
flag=1;
}
if (c_style & RECURSE_BIT ~= 0 && flag3>0)
{ if (o has supporter)
{ if (c_style & ENGLISH_BIT ~= 0)
{ if (c_style & TERSE_BIT ~= 0)
L__M(##ListMiscellany, 19, o);
else L__M(##ListMiscellany, 20, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
flag=1;
}
if (o has container && (o has open || o has transparent))
{ if (c_style & ENGLISH_BIT ~= 0)
{ if (c_style & TERSE_BIT ~= 0)
L__M(##ListMiscellany, 21, o);
else L__M(##ListMiscellany, 22, o);
if (o has animate) print (string) WHOM__TX;
else print (string) WHICH__TX;
}
flag=1;
}
}
if (flag==1 && c_style & ENGLISH_BIT ~= 0)
{ if (flag3 > 1 || flag2 has pluralname)
print (string) ARE2__TX;
else print (string) IS2__TX;
}
if (c_style & NEWLINE_BIT ~= 0) new_line;
if (flag==1)
{ o = child(o);
@push lt_value; @push listing_together; @push listing_size;
lt_value = 0; listing_together = 0; listing_size = 0;
WriteListR(o, depth+1, stack_p);
@pull listing_size; @pull listing_together; @pull lt_value;
if (c_style & TERSE_BIT ~= 0) print ")";
}
];
! ----------------------------------------------------------------------------
! Much better menus can be created using the optional library extension
! "menus.h". These are provided for compatibility with previous practice:
! ----------------------------------------------------------------------------
[ LowKey_Menu menu_choices EntryR ChoiceR lines main_title i j;
menu_nesting++;
.LKRD;
menu_item=0;
lines=indirect(EntryR);
main_title=item_name;
print "--- "; print (string) main_title; print " ---^^";
if (menu_choices ofclass Routine) menu_choices.call();
else print (string) menu_choices;
for (::)
{ L__M(##Miscellany, 52, lines);
print "> ";
#IFV3; read buffer parse;
#IFNOT; read buffer parse DrawStatusLine;
#ENDIF;
i=parse-->1;
if (i==QUIT1__WD or QUIT2__WD || parse->1==0)
{ menu_nesting--; if (menu_nesting>0) rfalse;
if (deadflag==0) <<Look>>;
rfalse;
}
i=TryNumber(1);
if (i==0) jump LKRD;
if (i<1 || i>lines) continue;
menu_item=i;
j=indirect(ChoiceR);
if (j==2) jump LKRD;
if (j==3) rfalse;
}
];
#IFV3;
[ DoMenu menu_choices EntryR ChoiceR;
LowKey_Menu(menu_choices,EntryR,ChoiceR);
];
#ENDIF;
#IFV5;
[ DoMenu menu_choices EntryR ChoiceR
lines main_title main_wid cl i j oldcl pkey;
if (pretty_flag==0)
return LowKey_Menu(menu_choices,EntryR,ChoiceR);
menu_nesting++;
menu_item=0;
lines=indirect(EntryR);
main_title=item_name; main_wid=item_width;
cl=7;
.ReDisplay;
oldcl=0;
@erase_window $ffff;
i=lines+7;
@split_window i;
i = 0->33;
if (i==0) i=80;
@set_window 1;
@set_cursor 1 1;
style reverse;
spaces(i); j=i/2-main_wid;
@set_cursor 1 j;
print (string) main_title;
@set_cursor 2 1; spaces(i);
@set_cursor 2 2; print (string) NKEY__TX;
j=i-12; @set_cursor 2 j; print (string) PKEY__TX;
@set_cursor 3 1; spaces(i);
@set_cursor 3 2; print (string) RKEY__TX;
j=i-17; @set_cursor 3 j;
if (menu_nesting==1) print (string) QKEY1__TX;
else print (string) QKEY2__TX;
style roman;
@set_cursor 5 2; font off;
if (menu_choices ofclass String) print (string) menu_choices;
else menu_choices.call();
for (::)
{ if (cl ~= oldcl)
{ if (oldcl>0) { @set_cursor oldcl 4; print " "; }
@set_cursor cl 4; print ">";
}
oldcl=cl;
@read_char 1 -> pkey;
if (pkey==NKEY1__KY or NKEY2__KY or 130)
{ cl++; if (cl==7+lines) cl=7; continue;
}
if (pkey==PKEY1__KY or PKEY2__KY or 129)
{ cl--; if (cl==6) cl=6+lines; continue;
}
if (pkey==QKEY1__KY or QKEY2__KY or 27 or 131) break;
if (pkey==10 or 13 or 132)
{ @set_window 0; font on;
new_line; new_line; new_line;
menu_item=cl-6;
EntryR.call();
@erase_window $ffff;
@split_window 1;
i = 0->33; if (i==0) { i=80; }
@set_window 1; @set_cursor 1 1; style reverse; spaces(i);
j=i/2-item_width;
@set_cursor 1 j;
print (string) item_name;
style roman; @set_window 0; new_line;
i = ChoiceR.call();
if (i==2) jump ReDisplay;
if (i==3) break;
L__M(##Miscellany, 53);
@read_char 1 -> pkey; jump ReDisplay;
}
}
menu_nesting--; if (menu_nesting>0) rfalse;
font on; @set_cursor 1 1;
@erase_window $ffff; @set_window 0;
new_line; new_line; new_line;
if (deadflag==0) <<Look>>;
];
#ENDIF;
! ----------------------------------------------------------------------------
! A cunning routine (which could have been a daemon, but isn't, for the
! sake of efficiency) to move objects which could be in many rooms about
! so that the player never catches one not in place
! ----------------------------------------------------------------------------
[ MoveFloatingObjects i k l m address flag;
objectloop (i)
{ address=i.&found_in;
if (address~=0 && i hasnt absent)
{ if (ZRegion(address-->0)==2)
{ if (i.found_in() ~= 0) move i to location; else remove i;
}
else
{ k=i.#found_in;
for (l=0: l<k/2: l++)
{ m=address-->l;
if (m==location || m in location)
{ if (i notin location) move i to location;
flag = true;
}
}
if (flag == false) { if (parent(i)) remove i; }
}
}
}
];
! ----------------------------------------------------------------------------
! Two little routines for moving the player safely.
! ----------------------------------------------------------------------------
[ PlayerTo newplace flag;
move player to newplace;
while (parent(newplace)~=0) newplace=parent(newplace);
location=newplace;
real_location=location; MoveFloatingObjects();
AdjustLight(1);
if (flag==0) <Look>;
if (flag==1) { NoteArrival(); ScoreArrival(); }
if (flag==2) LookSub(1);
];
[ MovePlayer direc; <Go direc>; <Look>; ];
! ----------------------------------------------------------------------------
! The handy YesOrNo routine, and some "meta" verbs
! ----------------------------------------------------------------------------
[ YesOrNo i;
for (::)
{
#IFV3; read buffer parse; #ENDIF;
#IFV5; read buffer parse DrawStatusLine; #ENDIF;
i=parse-->1;
if (i==YES1__WD or YES2__WD or YES3__WD) rtrue;
if (i==NO1__WD or NO2__WD or NO3__WD) rfalse;
L__M(##Quit,1); print "> ";
}
];
[ QuitSub; L__M(##Quit,2); if (YesOrNo()~=0) quit; ];
[ RestartSub; L__M(##Restart,1);
if (YesOrNo()~=0) { @restart; L__M(##Restart,2); }
];
[ RestoreSub;
restore Rmaybe;
return L__M(##Restore,1);
.RMaybe; L__M(##Restore,2);
];
[ SaveSub;
save Smaybe;
return L__M(##Save,1);
.SMaybe; L__M(##Save,2);
];
[ VerifySub;
@verify ?Vmaybe;
jump Vwrong;
.Vmaybe; return L__M(##Verify,1);
.Vwrong;
L__M(##Verify,2);
];
[ ScriptOnSub;
transcript_mode = ((0-->8) & 1);
if (transcript_mode) return L__M(##ScriptOn,1);
@output_stream 2;
if (((0-->8) & 1) == 0) return L__M(##ScriptOn,3);
L__M(##ScriptOn,2); VersionSub();
transcript_mode = true;
];
[ ScriptOffSub;
transcript_mode = ((0-->8) & 1);
if (transcript_mode == false) return L__M(##ScriptOff,1);
L__M(##ScriptOff,2);
@output_stream -2;
if ((0-->8) & 1) return L__M(##ScriptOff,3);
transcript_mode = false;
];
[ NotifyOnSub; notify_mode=1; L__M(##NotifyOn); ];
[ NotifyOffSub; notify_mode=0; L__M(##NotifyOff); ];
[ Places1Sub i j k;
L__M(##Places);
objectloop(i has visited) j++;
objectloop(i has visited)
{ print (name) i; k++;
if (k==j) ".";
if (k==j-1) print (string) AND__TX; else print ", ";
}
];
[ Objects1Sub i j f;
L__M(##Objects,1);
objectloop(i has moved)
{ f=1; print (the) i; j=parent(i);
if (j)
{ if (j==player)
{ if (i has worn) L__M(##Objects, 3);
else L__M(##Objects, 4);
jump obj__ptd;
}
if (j has animate) { L__M(##Objects, 5); jump obj__ptd; }
if (j has visited) { L__M(##Objects, 6, j); jump obj__ptd; }
if (j has container) { L__M(##Objects, 8, j); jump obj__ptd; }
if (j has supporter) { L__M(##Objects, 9, j); jump obj__ptd; }
if (j has enterable) { L__M(##Objects, 7, j); jump obj__ptd; }
}
L__M(##Objects, 10);
.obj__ptd; new_line;
}
if (f==0) L__M(##Objects,2);
];
! ----------------------------------------------------------------------------
! The scoring system
! ----------------------------------------------------------------------------
[ ScoreSub;
L__M(##Score);
PrintRank();
];
[ Achieved num;
if (task_done->num==0)
{ task_done->num=1;
score = score + task_scores->num;
}
];
[ PANum m n;
print " ";
n=m;
if (n<0) { n=-m; n=n*10; }
if (n<10) { print " "; jump panuml; }
if (n<100) { print " "; jump panuml; }
if (n<1000) { print " "; }
.panuml;
print m, " ";
];
[ FullScoreSub i;
ScoreSub();
if (score==0 || TASKS_PROVIDED==1) rfalse;
new_line;
L__M(##FullScore,1);
for (i=0:i<NUMBER_TASKS:i++)
if (task_done->i==1)
{ PANum(task_scores->i);
PrintTaskName(i);
}
if (things_score~=0)
{ PANum(things_score); L__M(##FullScore,2); }
if (places_score~=0)
{ PANum(places_score); L__M(##FullScore,3); }
new_line; PANum(score); L__M(##FullScore,4);
];
! ----------------------------------------------------------------------------
! Real verbs start here: Inventory
! ----------------------------------------------------------------------------
[ InvWideSub;
inventory_style = FULLINV_BIT + ENGLISH_BIT + RECURSE_BIT;
<Inv>;
];
[ InvTallSub;
inventory_style = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
<Inv>;
];
[ InvSub x;
if (child(player)==0) return L__M(##Inv,1);
if (inventory_style==0) return InvTallSub();
L__M(##Inv,2);
if (inventory_style & NEWLINE_BIT ~= 0) print ":^"; else print " ";
WriteListFrom(child(player), inventory_style, 1);
if (inventory_style & ENGLISH_BIT ~= 0) print ".^";
#IFNDEF MANUAL_PRONOUNS;
objectloop(x in player) PronounNotice(x);
#ENDIF;
x = 0; ! To prevent a "not used" error
AfterRoutines();
];
! ----------------------------------------------------------------------------
! The object tree and determining the possibility of moves
! ----------------------------------------------------------------------------
[ CommonAncestor o1 o2 i j;
! Find the nearest object indirectly containing o1 and o2,
! or return 0 if there is no common ancestor.
i = o1;
while (i ~= 0)
{
j = o2;
while (j ~= 0)
{ if (j == i) return i;
j = parent(j);
}
i = parent(i);
}
return 0;
];
[ IndirectlyContains o1 o2;
! Does o1 indirectly contain o2? (Same as testing if their common
! ancestor is o1.)
while (o2~=0)
{ if (o1==o2) rtrue;
o2=parent(o2);
}
rfalse;
];
[ ObjectScopedBySomething item i j k l m;
i = item;
while (parent(i) ~= 0) i=parent(i);
objectloop (j .& add_to_scope)
{ l = j.&add_to_scope;
k = (j.#add_to_scope)/2;
if (l-->0 ofclass Routine) continue;
for (m=0:m<k:m++)
if (l-->m == i)
return j;
}
rfalse;
];
[ ObjectIsUntouchable item flag1 flag2 ancestor i;
! Determine if there's any barrier preventing the player from moving
! things to "item". Return false if no barrier; otherwise print a
! suitable message and return true.
! If flag1 is set, do not print any message.
! If flag2 is set, also apply Take/Remove restrictions.
! If the item has been added to scope by something, it's first necessary
! for that something to be touchable.
i = ObjectScopedBySomething(item);
if (i ~= 0)
{ if (ObjectIsUntouchable(i)) return;
! An item immediately added to scope
}
ancestor = CommonAncestor(player, item);
! First, a barrier between the player and the ancestor. The player
! can only be in a sequence of enterable objects, and only closed
! containers form a barrier.
if (player ~= ancestor)
{ i = parent(player);
while (i~=ancestor)
{ if (i has container && i hasnt open)
{ if (flag1) rtrue;
return L__M(##Take,9,i);
}
i = parent(i);
}
}
! Second, a barrier between the item and the ancestor. The item can
! be carried by someone, part of a piece of machinery, in or on top
! of something and so on.
if (item ~= ancestor)
{ i = parent(item);
while (i~=ancestor)
{ if (flag2 && i hasnt container && i hasnt supporter)
{ if (i has animate)
{ if (flag1) rtrue;
return L__M(##Take,6,i);
}
if (i has transparent)
{ if (flag1) rtrue;
return L__M(##Take,7,i);
}
if (flag1) rtrue;
return L__M(##Take,8,item);
}
if (i has container && i hasnt open)
{ if (flag1) rtrue;
return L__M(##Take,9,i);
}
i = parent(i);
}
}
rfalse;
];
[ AttemptToTakeObject item ancestor after_recipient i j k;
! Try to transfer the given item to the player: return false
! if successful, true if unsuccessful, printing a suitable message
! in the latter case.
! People cannot ordinarily be taken.
if (item == player) return L__M(##Take,2);
if (item has animate) return L__M(##Take,3,item);
ancestor = CommonAncestor(player, item);
if (ancestor == 0)
{ i = ObjectScopedBySomething(item);
if (i ~= 0) ancestor = CommonAncestor(player, i);
}
! Are player and item in totally different places?
if (ancestor == 0) return L__M(##Take,8,item);
! Is the player indirectly inside the item?
if (ancestor == item) return L__M(##Take,4,item);
! Does the player already directly contain the item?
if (item in player) return L__M(##Take,5,item);
! Can the player touch the item, or is there (e.g.) a closed container
! in the way?
if (ObjectIsUntouchable(item,false,true)) return;
! The item is now known to be accessible.
! Consult the immediate possessor of the item, if it's in a container
! which the player is not in.
i=parent(item);
if (i ~= ancestor && (i has container || i has supporter))
{ after_recipient=i;
k=action; action=##LetGo;
if (RunRoutines(i,before)~=0) { action=k; rtrue; }
action=k;
}
if (item has scenery) return L__M(##Take,10,item);
if (item has static) return L__M(##Take,11,item);
! The item is now known to be available for taking. Is the player
! carrying too much? If so, possibly juggle items into the rucksack
! to make room.
k=0; objectloop (j in player) if (j hasnt worn) k++;
if (k >= ValueOrRun(player,capacity))
{ if (SACK_OBJECT~=0)
{ if (parent(SACK_OBJECT)~=player)
return L__M(##Take,12);
j=0;
objectloop (k in player)
if (k~=SACK_OBJECT && k hasnt worn && k hasnt light) j=k;
if (j~=0)
{ L__M(##Take,13,j);
keep_silent = 1; <Insert j SACK_OBJECT>; keep_silent = 0;
if (j notin SACK_OBJECT) rtrue;
}
else return L__M(##Take,12);
}
else return L__M(##Take,12);
}
! Transfer the item.
move item to player;
! Send "after" message to the object letting go of the item, if any.
if (after_recipient~=0)
{ k=action; action=##LetGo;
if (RunRoutines(after_recipient,after)~=0) { action=k; rtrue; }
action=k;
}
rfalse;
];
! ----------------------------------------------------------------------------
! Object movement verbs
! ----------------------------------------------------------------------------
[ TakeSub;
if (onotheld_mode==0 || noun notin player)
if (AttemptToTakeObject(noun)) rtrue;
if (AfterRoutines()==1) rtrue;
notheld_mode=onotheld_mode;
if (notheld_mode==1 || keep_silent==1) rtrue;
L__M(##Take,1);
];
[ RemoveSub i;
i=parent(noun);
if (i has container && i hasnt open) return L__M(##Remove,1,noun);
if (i~=second) return L__M(##Remove,2,noun);
if (i has animate) return L__M(##Take,6,i);
if (AttemptToTakeObject(noun)) rtrue;
action=##Take; if (AfterRoutines()==1) rtrue;
action=##Remove; if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
return L__M(##Remove,3,noun);
];
[ DropSub;
if (noun == player) return L__M(##PutOn, 4);
if (noun in parent(player)) return L__M(##Drop,1,noun);
if (noun notin player) return L__M(##Drop,2,noun);
if (noun has worn)
{ L__M(##Drop,3,noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
move noun to parent(player);
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
return L__M(##Drop,4,noun);
];
[ PutOnSub ancestor;
receive_action=##PutOn;
if (second == d_obj || player in second) <<Drop noun>>;
if (parent(noun)~=player) return L__M(##PutOn,1,noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##PutOn,2,noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor)
{ action=##Receive;
if (RunRoutines(second,before)~=0) { action=##PutOn; return; }
action=##PutOn;
}
if (second hasnt supporter) return L__M(##PutOn,3,second);
if (ancestor == player) return L__M(##PutOn,4);
if (noun has worn)
{ L__M(##PutOn,5,noun); <Disrobe noun>; if (noun has worn) return;
}
if (children(second)>=ValueOrRun(second,capacity))
return L__M(##PutOn,6,second);
move noun to second;
if (AfterRoutines()==1) return;
if (second ~= ancestor)
{ action=##Receive;
if (RunRoutines(second,after)~=0) { action=##PutOn; return; }
action=##PutOn;
}
if (keep_silent==1) return;
if (multiflag==1) return L__M(##PutOn,7);
L__M(##PutOn,8,noun);
];
[ InsertSub ancestor;
receive_action = ##Insert;
if (second==d_obj || player in second) <<Drop noun>>;
if (parent(noun)~=player) return L__M(##Insert,1,noun);
ancestor = CommonAncestor(noun, second);
if (ancestor == noun) return L__M(##Insert, 5, noun);
if (ObjectIsUntouchable(second)) return;
if (second ~= ancestor)
{ action=##Receive;
if (RunRoutines(second,before)~=0) { action=##Insert; rtrue; }
action=##Insert;
if (second has container && second hasnt open)
return L__M(##Insert,3,second);
}
if (second hasnt container) return L__M(##Insert,2,second);
if (noun has worn)
{ L__M(##Insert,6,noun); <Disrobe noun>; if (noun has worn) return;
}
if (children(second) >= ValueOrRun(second,capacity))
return L__M(##Insert,7,second);
move noun to second;
if (AfterRoutines()==1) rtrue;
if (second ~= ancestor)
{ action=##Receive;
if (RunRoutines(second,after)~=0) { action=##Insert; rtrue; }
action=##Insert;
}
if (keep_silent==1) rtrue;
if (multiflag==1) return L__M(##Insert,8,noun);
L__M(##Insert,9,noun);
];
! ----------------------------------------------------------------------------
! Empties and transfers are routed through the actions above
! ----------------------------------------------------------------------------
[ TransferSub;
if (noun notin player && AttemptToTakeObject(noun)) return;
if (second has supporter) <<PutOn noun second>>;
if (second == d_obj) <<Drop noun>>;
<<Insert noun second>>;
];
[ EmptySub;
second=d_obj; EmptyTSub();
];
[ EmptyTSub i j k flag;
if (noun == second) return L__M(##EmptyT,4);
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt container) return L__M(##EmptyT,1,noun);
if (noun hasnt open) return L__M(##EmptyT,2,noun);
if (second~=d_obj)
{ if (second hasnt supporter)
{ if (second hasnt container) return L__M(##EmptyT,1,second);
if (second hasnt open) return L__M(##EmptyT,2,second);
}
}
i=child(noun); k = children(noun);
if (i==0) return L__M(##EmptyT,3,noun);
while (i~=0)
{ j=sibling(i);
flag = 0;
if (ObjectIsUntouchable(noun)) flag = 1;
if (noun hasnt container) flag = 1;
if (noun hasnt open) flag = 1;
if (second~=d_obj)
{ if (second hasnt supporter)
{ if (second hasnt container) flag = 1;
if (second hasnt open) flag = 1;
}
}
if (k-- == 0) flag = 1;
if (flag) break;
if (keep_silent == 0) print (name) i, ": ";
<Transfer i second>;
i=j;
}
];
! ----------------------------------------------------------------------------
! Gifts
! ----------------------------------------------------------------------------
[ GiveSub;
if (parent(noun)~=player) return L__M(##Give,1,noun);
if (second==player) return L__M(##Give,2,noun);
if (RunLife(second,##Give)~=0) rfalse;
L__M(##Give,3,second);
];
[ GiveRSub; <Give second noun>; ];
[ ShowSub;
if (parent(noun)~=player) return L__M(##Show,1,noun);
if (second==player) <<Examine noun>>;
if (RunLife(second,##Show)~=0) rfalse;
L__M(##Show,2,second);
];
[ ShowRSub; <Show second noun>; ];
! ----------------------------------------------------------------------------
! Travelling around verbs
! ----------------------------------------------------------------------------
[ EnterSub ancestor j k;
if (noun has door || noun in compass) <<Go noun>>;
if (player in noun) return L__M(##Enter,1,noun);
if (noun hasnt enterable) return L__M(##Enter,2,noun);
if (noun has container && noun hasnt open) return L__M(##Enter,3,noun);
if (parent(player) ~= parent(noun))
{ ancestor = CommonAncestor(player, noun);
if (ancestor == player or 0) return L__M(##Enter,4,noun);
while (player notin ancestor)
{ j = parent(player);
k = keep_silent;
if (parent(j) ~= ancestor || noun ~= ancestor)
{ L__M(##Enter,6,j);
keep_silent = 1;
}
<Exit>;
keep_silent = k;
if (player in j) return;
}
if (player in noun) return;
if (noun notin ancestor)
{ j = parent(noun);
while (parent(j) ~= ancestor) j = parent(j);
L__M(##Enter,7,j);
k = keep_silent; keep_silent = 1;
<Enter j>;
keep_silent = k;
if (player notin j) return;
<<Enter noun>>;
}
}
move player to noun;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Enter,5,noun);
Locale(noun);
];
[ GetOffSub;
if (parent(player)==noun) <<Exit>>;
L__M(##GetOff,1,noun);
];
[ ExitSub p;
p=parent(player);
if (p==location || (location==thedark && p==real_location))
{ if ((location.out_to~=0)
|| (location==thedark && real_location.out_to~=0)) <<Go out_obj>>;
return L__M(##Exit,1);
}
if (p has container && p hasnt open)
return L__M(##Exit,2,p);
move player to parent(p);
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Exit,3,p); LookSub(1);
];
[ VagueGoSub; L__M(##VagueGo); ];
[ GoInSub;
<<Go in_obj>>;
];
[ GoSub i j k df movewith thedir old_loc;
if (second ~= 0 && second notin Compass
&& ObjectIsUntouchable(second)) return;
old_loc = location;
movewith=0;
i=parent(player);
if ((location~=thedark && i~=location)
|| (location==thedark && i~=real_location))
{ j=location;
if (location==thedark) location=real_location;
k=RunRoutines(i,before); if (k~=3) location=j;
if (k==1)
{ movewith=i; i=parent(i);
}
else
{ if (k==0) L__M(##Go,1,i);
rtrue;
}
}
thedir=noun.door_dir;
if (ZRegion(thedir)==2) thedir=RunRoutines(noun,door_dir);
j=i.thedir; k=ZRegion(j);
if (k==3) { print (string) j; new_line; rfalse; }
if (k==2) { j=RunRoutines(i,thedir);
if (j==1) rtrue;
}
if (k==0 || j==0)
{ if (i.cant_go ~= 0) PrintOrRun(i, cant_go);
rfalse;
}
if (j has door)
{ if (j has concealed) return L__M(##Go,2);
if (j hasnt open)
{ if (noun==u_obj) return L__M(##Go,3,j);
if (noun==d_obj) return L__M(##Go,4,j);
return L__M(##Go,5,j);
}
k=RunRoutines(j,door_to);
if (k==0) return L__M(##Go,6,j);
if (k==1) rtrue;
j = k;
}
if (movewith==0) move player to j; else move movewith to j;
location=j; MoveFloatingObjects();
df=OffersLight(j);
if (df~=0) { location=j; lightflag=1; }
else
{ if (old_loc == thedark)
{ DarkToDark();
if (deadflag~=0) rtrue;
}
real_location=j;
location=thedark; lightflag=0;
}
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
LookSub(1);
];
! ----------------------------------------------------------------------------
! Describing the world. SayWhatsOn(object) does just that (producing
! no text if nothing except possibly "scenery" and "concealed" items are).
! Locale(object) runs through the "tail end" of a Look-style room
! description for the contents of the object, printing up suitable
! descriptions as it goes.
! ----------------------------------------------------------------------------
[ SayWhatsOn descon j f;
if (descon==parent(player)) rfalse;
objectloop (j in descon)
if (j hasnt concealed && j hasnt scenery) f=1;
if (f==0) rfalse;
L__M(##Look, 4, descon); rtrue;
];
[ NotSupportingThePlayer o i;
i=parent(player);
while (i~=0 && i~=visibility_ceiling)
{ if (i==o) rfalse;
i = parent(i);
if (i~=0 && i hasnt supporter) rtrue;
}
rtrue;
];
[ Locale descin text1 text2 o k p j f2 flag;
objectloop (o in descin) give o ~workflag;
k=0;
objectloop (o in descin)
if (o hasnt concealed && NotSupportingThePlayer(o))
{ #IFNDEF MANUAL_PRONOUNS;
PronounNotice(o);
#ENDIF;
if (o hasnt scenery)
{ give o workflag; k++;
p=initial; f2=0;
if ((o has door || o has container)
&& o has open && o provides when_open)
{ p = when_open; f2 = 1; jump Prop_Chosen; }
if ((o has door || o has container)
&& o hasnt open && o provides when_closed)
{ p = when_closed; f2 = 1; jump Prop_Chosen; }
if (o has switchable
&& o has on && o provides when_on)
{ p = when_on; f2 = 1; jump Prop_Chosen; }
if (o has switchable
&& o hasnt on && o provides when_off)
{ p = when_off; f2 = 1; }
.Prop_Chosen;
if (o hasnt moved || o.describe~=NULL || f2==1)
{ if (o.describe~=NULL && RunRoutines(o,describe)~=0)
{ flag=1;
give o ~workflag; k--;
}
else
{ j=o.p;
if (j~=0)
{ new_line;
PrintOrRun(o,p);
flag=1;
give o ~workflag; k--;
if (o has supporter && child(o)~=0) SayWhatsOn(o);
}
}
}
}
else
if (o has supporter && child(o)~=0) SayWhatsOn(o);
}
if (k==0) return 0;
if (text1~=0)
{ new_line;
if (flag==1) text1=text2;
print (string) text1, " ";
WriteListFrom(child(descin),
ENGLISH_BIT + WORKFLAG_BIT + RECURSE_BIT
+ PARTINV_BIT + TERSE_BIT + CONCEAL_BIT);
return k;
}
if (flag==1) L__M(##Look,5,descin); else L__M(##Look,6,descin);
];
! ----------------------------------------------------------------------------
! Looking. LookSub(1) is allowed to abbreviate long descriptions, but
! LookSub(0) (which is what happens when the Look action is generated)
! isn't. (Except that these are over-ridden by the player-set lookmode.)
! ----------------------------------------------------------------------------
[ LMode1Sub; lookmode=1; print (string) Story; L__M(##LMode1); ]; ! Brief
[ LMode2Sub; lookmode=2; print (string) Story; L__M(##LMode2); ]; ! Verbose
[ LMode3Sub; lookmode=3; print (string) Story; L__M(##LMode3); ]; ! Superbrief
[ NoteArrival descin;
if (location==thedark) { lastdesc = thedark; return; }
if (location~=lastdesc)
{ if (location.initial~=0) PrintOrRun(location, initial);
descin = location;
NewRoom();
lastdesc = descin;
}
];
[ ScoreArrival;
if (location hasnt visited)
{ give location visited;
if (location has scored)
{ score = score + ROOM_SCORE;
places_score = places_score + ROOM_SCORE;
}
}
];
[ FindVisibilityLevels visibility_levels;
visibility_levels = 1;
visibility_ceiling = parent(player);
while ((parent(visibility_ceiling) ~= 0)
&& (visibility_ceiling hasnt container
|| visibility_ceiling has open
|| visibility_ceiling has transparent))
{ visibility_ceiling = parent(visibility_ceiling);
visibility_levels++;
}
return visibility_levels;
];
[ LookSub allow_abbrev visibility_levels i j k;
if (parent(player)==0) return RunTimeError(10);
.MovedByInitial;
if (location == thedark) { visibility_ceiling = thedark; NoteArrival(); }
else
{ visibility_levels = FindVisibilityLevels();
if (visibility_ceiling == location)
{ NoteArrival();
if (visibility_ceiling ~= location) jump MovedByInitial;
}
}
! Printing the top line: e.g.
! Octagonal Room (on the table) (as Frodo)
new_line;
style bold;
if (visibility_levels == 0) print (name) thedark;
else
{ if (visibility_ceiling ~= location) print (The) visibility_ceiling;
else print (name) visibility_ceiling;
}
style roman;
for (j=1, i=parent(player):j<visibility_levels:j++, i=parent(i))
if (i has supporter) L__M(##Look,1,i);
else L__M(##Look,2,i);
if (print_player_flag==1) L__M(##Look,3,player);
new_line;
! The room description (if visible)
if (lookmode<3 && visibility_ceiling==location)
{ if ((allow_abbrev~=1) || (lookmode==2) || (location hasnt visited))
{ if (location.describe~=NULL) RunRoutines(location,describe);
else
{ if (location.description==0) RunTimeError(11,location);
else PrintOrRun(location,description);
}
}
}
if (visibility_levels == 0) Locale(thedark);
else
{ for (i=player, j=visibility_levels: j>0: j--, i=parent(i))
give i workflag;
for (j=visibility_levels: j>0: j--)
{ for (i=player, k=0: k<j: k++) i=parent(i);
if (i.inside_description~=0)
{ new_line; PrintOrRun(i,inside_description); }
Locale(i);
}
}
LookRoutine();
ScoreArrival();
action=##Look;
if (AfterRoutines()==1) rtrue;
];
[ ExamineSub i;
if (location==thedark) return L__M(##Examine,1);
i=noun.description;
if (i==0)
{ if (noun has container) <<Search noun>>;
if (noun has switchable) { L__M(##Examine,3,noun); rfalse; }
return L__M(##Examine,2,noun);
}
PrintOrRun(noun, description);
if (noun has switchable) L__M(##Examine,3,noun);
if (AfterRoutines()==1) rtrue;
];
[ LookUnderSub;
if (location==thedark) return L__M(##LookUnder,1);
L__M(##LookUnder,2);
];
[ SearchSub i f;
if (location==thedark) return L__M(##Search,1,noun);
if (ObjectIsUntouchable(noun)) return;
objectloop (i in noun) if (i hasnt concealed && i hasnt scenery) f=1;
if (noun has supporter)
{ if (f==0) return L__M(##Search,2,noun);
return L__M(##Search,3,noun);
}
if (noun hasnt container) return L__M(##Search,4,noun);
if (noun hasnt transparent && noun hasnt open)
return L__M(##Search,5,noun);
if (AfterRoutines()==1) rtrue;
i=children(noun);
if (f==0) return L__M(##Search,6,noun);
L__M(##Search,7,noun);
];
! ----------------------------------------------------------------------------
! Verbs which change the state of objects without moving them
! ----------------------------------------------------------------------------
[ UnlockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Unlock,1,noun);
if (noun hasnt locked) return L__M(##Unlock,2,noun);
if (noun.with_key~=second) return L__M(##Unlock,3,second);
give noun ~locked;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Unlock,4,noun);
];
[ LockSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt lockable) return L__M(##Lock,1,noun);
if (noun has locked) return L__M(##Lock,2,noun);
if (noun has open) return L__M(##Lock,3,noun);
if (noun.with_key~=second) return L__M(##Lock,4,second);
give noun locked;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Lock,5,noun);
];
[ SwitchonSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOn,1,noun);
if (noun has on) return L__M(##SwitchOn,2,noun);
give noun on;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##SwitchOn,3,noun);
];
[ SwitchoffSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt switchable) return L__M(##SwitchOff,1,noun);
if (noun hasnt on) return L__M(##SwitchOff,2,noun);
give noun ~on;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##SwitchOff,3,noun);
];
[ OpenSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Open,1,noun);
if (noun has locked) return L__M(##Open,2,noun);
if (noun has open) return L__M(##Open,3,noun);
give noun open;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
if (noun has container && noun hasnt transparent && child(noun)~=0
&& IndirectlyContains(noun,player)==0)
return L__M(##Open,4,noun);
L__M(##Open,5,noun);
];
[ CloseSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt openable) return L__M(##Close,1,noun);
if (noun hasnt open) return L__M(##Close,2,noun);
give noun ~open;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Close,3,noun);
];
[ DisrobeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt worn) return L__M(##Disrobe,1,noun);
give noun ~worn;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Disrobe,2,noun);
];
[ WearSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt clothing) return L__M(##Wear,1,noun);
if (parent(noun)~=player) return L__M(##Wear,2,noun);
if (noun has worn) return L__M(##Wear,3,noun);
give noun worn;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Wear,4,noun);
];
[ EatSub;
if (ObjectIsUntouchable(noun)) return;
if (noun hasnt edible) return L__M(##Eat,1,noun);
if (noun has worn)
{ L__M(##Drop,3,noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
remove noun;
if (AfterRoutines()==1) rtrue;
if (keep_silent==1) rtrue;
L__M(##Eat,2,noun);
];
! ----------------------------------------------------------------------------
! Verbs which are really just stubs (anything which happens for these
! actions must happen in before rules)
! ----------------------------------------------------------------------------
[ YesSub; L__M(##Yes); ];
[ NoSub; L__M(##No); ];
[ BurnSub; L__M(##Burn,1,noun); ];
[ PraySub; L__M(##Pray,1,noun); ];
[ WakeSub; L__M(##Wake,1,noun); ];
[ WakeOtherSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun,##WakeOther)~=0) rfalse;
L__M(##WakeOther,1,noun);
];
[ ThinkSub; L__M(##Think,1,noun); ];
[ SmellSub; L__M(##Smell,1,noun); ];
[ ListenSub; L__M(##Listen,1,noun); ];
[ TasteSub; L__M(##Taste,1,noun); ];
[ DigSub; L__M(##Dig,1,noun); ];
[ CutSub; L__M(##Cut,1,noun); ];
[ JumpSub; L__M(##Jump,1,noun); ];
[ JumpOverSub; L__M(##JumpOver,1,noun); ];
[ TieSub; L__M(##Tie,1,noun); ];
[ DrinkSub; L__M(##Drink,1,noun); ];
[ FillSub; L__M(##Fill,1,noun); ];
[ SorrySub; L__M(##Sorry,1,noun); ];
[ StrongSub; L__M(##Strong,1,noun); ];
[ MildSub; L__M(##Mild,1,noun); ];
[ SwimSub; L__M(##Swim,1,noun); ];
[ SwingSub; L__M(##Swing,1,noun); ];
[ BlowSub; L__M(##Blow,1,noun); ];
[ RubSub; L__M(##Rub,1,noun); ];
[ SetSub; L__M(##Set,1,noun); ];
[ SetToSub; L__M(##SetTo,1,noun); ];
[ WaveHandsSub; L__M(##WaveHands,1,noun); ];
[ BuySub; L__M(##Buy,1,noun); ];
[ SingSub; L__M(##Sing,1,noun); ];
[ ClimbSub; L__M(##Climb,1,noun); ];
[ SleepSub; L__M(##Sleep,1,noun); ];
[ ConsultSub; L__M(##Consult,1,noun); ];
[ TouchSub;
if (noun==player) return L__M(##Touch,3,noun);
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Touch,1,noun);
L__M(##Touch,2,noun); ];
[ WaveSub;
if (parent(noun)~=player) return L__M(##Wave,1,noun);
L__M(##Wave,2,noun); ];
[ PullSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Pull,1,noun);
if (noun has scenery) return L__M(##Pull,2,noun);
if (noun has animate) return L__M(##Pull,4,noun);
L__M(##Pull,3,noun);
];
[ PushSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Push,1,noun);
if (noun has scenery) return L__M(##Push,2,noun);
if (noun has animate) return L__M(##Pull,4,noun);
L__M(##Push,3,noun);
];
[ TurnSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has static) return L__M(##Turn,1,noun);
if (noun has scenery) return L__M(##Turn,2,noun);
if (noun has animate) return L__M(##Pull,4,noun);
L__M(##Turn,3,noun);
];
[ WaitSub;
if (AfterRoutines()==1) rtrue;
L__M(##Wait,1,noun);
];
[ PushDirSub; L__M(##PushDir,1,noun); ];
[ AllowPushDir i;
if (parent(second)~=compass) return L__M(##PushDir,2,noun);
if (second==u_obj or d_obj) return L__M(##PushDir,3,noun);
AfterRoutines(); i=noun; move i to player;
<Go second>;
if (location==thedark) move i to real_location;
else move i to location;
];
[ SqueezeSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate) return L__M(##Squeeze,1,noun);
L__M(##Squeeze,2,noun);
];
[ ThrowAtSub;
if (ObjectIsUntouchable(noun)) return;
if (second>1)
{ action=##ThrownAt;
if (RunRoutines(second,before)~=0) { action=##ThrowAt; rtrue; }
action=##ThrowAt;
}
if (noun has worn)
{ L__M(##Drop,3,noun);
<Disrobe noun>;
if (noun has worn && noun in player) rtrue;
}
if (second hasnt animate) return L__M(##ThrowAt,1);
if (RunLife(second,##ThrowAt)~=0) rfalse;
L__M(##ThrowAt,2,noun);
];
[ AttackSub;
if (ObjectIsUntouchable(noun)) return;
if (noun has animate && RunLife(noun,##Attack)~=0) rfalse;
L__M(##Attack,1,noun); ];
[ KissSub;
if (ObjectIsUntouchable(noun)) return;
if (RunLife(noun,##Kiss)~=0) rfalse;
if (noun==player) return L__M(##Touch,3,noun);
L__M(##Kiss,1,noun);
];
[ AnswerSub;
if (second~=0 && RunLife(second,##Answer)~=0) rfalse;
L__M(##Answer,1,noun);
];
[ TellSub;
if (noun==player) return L__M(##Tell,1,noun);
if (RunLife(noun,##Tell)~=0) rfalse;
L__M(##Tell,2,noun);
];
[ AskSub;
if (RunLife(noun,##Ask)~=0) rfalse;
L__M(##Ask,1,noun);
];
[ AskForSub;
if (noun==player) <<Inv>>;
L__M(##Order,1,noun);
];
! ----------------------------------------------------------------------------
! Debugging verbs
! ----------------------------------------------------------------------------
#IFDEF DEBUG;
[ TraceOnSub; parser_trace=1; "[Trace on.]"; ];
[ TraceLevelSub; parser_trace=noun;
print "[Parser tracing set to level ", parser_trace, ".]^"; ];
[ TraceOffSub; parser_trace=0; "Trace off."; ];
[ RoutinesOnSub; debug_flag=debug_flag | 1; "[Message listing on.]"; ];
[ RoutinesOffSub; debug_flag=debug_flag & 14; "[Message listing off.]"; ];
[ ActionsOnSub; debug_flag=debug_flag | 2; "[Action listing on.]"; ];
[ ActionsOffSub; debug_flag=debug_flag & 13; "[Action listing off.]"; ];
[ TimersOnSub; debug_flag=debug_flag | 4; "[Timers listing on.]"; ];
[ TimersOffSub; debug_flag=debug_flag & 11; "[Timers listing off.]"; ];
IFDEF VN_1610;
[ ChangesOnSub; debug_flag=debug_flag | 8; "[Changes listing on.]"; ];
[ ChangesOffSub; debug_flag=debug_flag & 7; "[Changes listing off.]"; ];
IFNOT;
[ ChangesOnSub; "[Changes listing only available under Inform 6.2.]"; ];
[ ChangesOffSub; "[Changes listing only available under Inform 6.2.]"; ];
ENDIF;
[ CommandsOnSub;
@output_stream 4; xcommsdir=1; "[Command recording on.]"; ];
[ CommandsOffSub;
if (xcommsdir==1) @output_stream -4;
xcommsdir=0;
"[Command recording off.]"; ];
[ CommandsReadSub;
@input_stream 1; xcommsdir=2; "[Replaying commands.]"; ];
[ PredictableSub i; i=random(-100);
"[Random number generator now predictable.]"; ];
[ XTestMove obj dest;
if ((obj<=InformLibrary) || (obj == LibraryMessages) || (obj in 1))
"[Can't move ", (name) obj, ": it's a system object.]";
while (dest ~= 0)
{ if (dest == obj)
"[Can't move ", (name) obj, ": it would contain itself.]";
dest = parent(dest);
}
rfalse;
];
[ XPurloinSub;
if (XTestMove(noun,player)) return;
move noun to player; give noun moved ~concealed;
"[Purloined.]"; ];
[ XAbstractSub;
if (XTestMove(noun,second)) return;
move noun to second; "[Abstracted.]"; ];
[ XObj obj f;
if (parent(obj) == 0) print (name) obj; else print (a) obj;
print " (", obj, ") ";
if (f==1 && parent(obj) ~= 0)
print "(in ", (name) parent(obj), " ", parent(obj), ")";
new_line;
if (child(obj)==0) rtrue;
if (obj == Class)
WriteListFrom(child(obj),
NOARTICLE_BIT + INDENT_BIT + NEWLINE_BIT + ALWAYS_BIT, 1);
else
WriteListFrom(child(obj),
FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + ALWAYS_BIT, 1);
];
[ XTreeSub i;
if (noun==0)
{ objectloop(i) if (i ofclass Object && parent(i)==0) XObj(i);
}
else XObj(noun,1);
];
[ GotoSub;
if (~~(noun ofclass Object) || (parent(noun)~=0)) "[Not a safe place.]";
PlayerTo(noun);
];
[ GonearSub x; x=noun; while (parent(x)~=0) x=parent(x); PlayerTo(x); ];
[ Print_ScL obj; print_ret ++x_scope_count, ": ", (a) obj, " (", obj, ")"; ];
[ ScopeSub; x_scope_count=0; LoopOverScope(#r$Print_ScL, noun);
if (x_scope_count==0) "Nothing is in scope.";
];
#ENDIF;
! ----------------------------------------------------------------------------
! Finally: the mechanism for library text (the text is in the language defn)
! ----------------------------------------------------------------------------
[ L__M act n x1 s;
s=sw__var; sw__var=act; if (n==0) n=1;
L___M(n,x1);
sw__var=s;
];
[ L___M n x1 s;
s=action;
lm_n=n; lm_o=x1;
action=sw__var;
if (RunRoutines(LibraryMessages,before)~=0) { action=s; rfalse; }
action=s;
LanguageLM(n, x1);
];
! ----------------------------------------------------------------------------
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