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<!--Weave of 'The Player' generated by Inweb-->
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<ul class="crumbs"><li><a href="../index.html">Home</a></li><li><a href="../compiler.html">Inform7</a></li><li><a href="index.html">if</a></li><li><a href="index.html#3">Chapter 3: Space and Time</a></li><li><b>The Player</b></li></ul></div>
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<p class="purpose">A plugin to give a special role to a person who is the protagonist.</p>
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<ul class="toc"><li><a href="3-tp.html#SP1">&#167;1. Introduction</a></li><li><a href="3-tp.html#SP2">&#167;2. Variables of interest</a></li><li><a href="3-tp.html#SP4_1">&#167;4.1. Instances of interest</a></li><li><a href="3-tp.html#SP7">&#167;7. Linguistic variations</a></li><li><a href="3-tp.html#SP10">&#167;10. Model completion</a></li></ul><hr class="tocbar">
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<p class="commentary firstcommentary"><a id="SP1" class="paragraph-anchor"></a><b>&#167;1. Introduction. </b>The player is, in some ways, just another instance of the "person" kind, so
how hard can this be?
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</p>
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<p class="commentary">One issue is that, uniquely of all instances in the world model, the player is not
explicitly created and located by the source text; it is simply implicit that
there is a player. Except, of course, that an author can sometimes write about
"the player" being a person who is indeed explicitly created; and can write
about "the player" as if this were a constant, when in fact it is a variable
because of the possibility of changing avatar in play. All in all, "the player"
has highly unusual semantics, even though an Inform user is barely aware of that.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">void</span><span class="plain-syntax"> </span><span class="function-syntax">Player::start</span><button class="popup" onclick="togglePopup('usagePopup1')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup1">Usage of <span class="code-font"><span class="function-syntax">Player::start</span></span>:<br/>IF Module - <a href="1-im.html#SP5">&#167;5</a></span></button><span class="plain-syntax">(</span><span class="reserved-syntax">void</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRODUCTION_LINE_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP1" class="function-link"><span class="function-syntax">Player::production_line</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">NEW_VARIABLE_NOTIFY_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP4" class="function-link"><span class="function-syntax">Player::new_variable_notify</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">VARIABLE_VALUE_NOTIFY_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP5" class="function-link"><span class="function-syntax">Player::variable_set_warning</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">NEW_INSTANCE_NOTIFY_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP4_3" class="function-link"><span class="function-syntax">Player::new_instance_notify</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">IRREGULAR_GENITIVE_IN_ASSEMBLY_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP7" class="function-link"><span class="function-syntax">Player::irregular_genitive</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">COMPLETE_MODEL_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP10" class="function-link"><span class="function-syntax">Player::complete_model</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">REFINE_IMPLICIT_NOUN_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP9" class="function-link"><span class="function-syntax">Player::refine_implicit_noun</span></a><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">PluginManager::plug</span><span class="plain-syntax">(</span><span class="identifier-syntax">DETECT_BODYSNATCHING_PLUG</span><span class="plain-syntax">, </span><a href="3-tp.html#SP6" class="function-link"><span class="function-syntax">Player::detect_bodysnatching</span></a><span class="plain-syntax">);</span>
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<span class="plain-syntax">}</span>
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::production_line</span><span class="plain-syntax">(</span><span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="identifier-syntax">stage</span><span class="plain-syntax">, </span><span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="identifier-syntax">debugging</span><span class="plain-syntax">,</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">stopwatch_timer</span><span class="plain-syntax"> *</span><span class="identifier-syntax">sequence_timer</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">stage</span><span class="plain-syntax"> == </span><span class="identifier-syntax">TABLES_CSEQ</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">BENCH</span><span class="plain-syntax">(</span><span class="identifier-syntax">RTPlayer::InitialSituation</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP2" class="paragraph-anchor"></a><b>&#167;2. Variables of interest. </b>"Time of day" is a perfectly normal variable, and we only note down its
identity in order to find out if the author is setting an initial time of day.
"Player", though, behaves quite unusually: see above.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
<span class="identifier-syntax">nonlocal_variable</span><span class="plain-syntax"> *</span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">;</span>
<span class="identifier-syntax">nonlocal_variable</span><span class="plain-syntax"> *</span><span class="identifier-syntax">time_of_day_VAR</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">;</span>
</pre>
<p class="commentary firstcommentary"><a id="SP3" class="paragraph-anchor"></a><b>&#167;3. </b>As usual, no need to translate these; they are created in English.
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</p>
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<pre class="Preform-displayed-code all-displayed-code code-font">
<span class="Preform-function-syntax">&lt;notable-player-variables&gt;</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">::=</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">player</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">|</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">time</span><span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">of</span><span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">day</span>
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</pre>
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<ul class="endnotetexts"><li>This is <a href="../words-module/4-ap.html" class="internal">Preform grammar</a>, not regular C code.</li></ul>
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<p class="commentary firstcommentary"><a id="SP4" class="paragraph-anchor"></a><b>&#167;4. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::new_variable_notify</span><button class="popup" onclick="togglePopup('usagePopup2')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup2">Usage of <span class="code-font"><span class="function-syntax">Player::new_variable_notify</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">nonlocal_variable</span><span class="plain-syntax"> *</span><span class="identifier-syntax">nlv</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="function-syntax">&lt;notable-player-variables&gt;(nlv-&gt;</span><span class="element-syntax">name</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">switch</span><span class="plain-syntax"> (</span><span class="function-syntax">&lt;&lt;r&gt;&gt;</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">case</span><span class="plain-syntax"> </span><span class="constant-syntax">0</span><span class="plain-syntax">:</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax"> = </span><span class="identifier-syntax">nlv</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">RTPlayer::player_schema</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">) </span><span class="named-paragraph-container code-font"><a href="3-tp.html#SP4_4" class="named-paragraph-link"><span class="named-paragraph">Alias the player variable to the yourself object</span><span class="named-paragraph-number">4.4</span></a></span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">case</span><span class="plain-syntax"> </span><span class="constant-syntax">1</span><span class="plain-syntax">:</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">time_of_day_VAR</span><span class="plain-syntax"> = </span><span class="identifier-syntax">nlv</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">RTVariables::make_initialisable</span><span class="plain-syntax">(</span><span class="identifier-syntax">time_of_day_VAR</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP4_1" class="paragraph-anchor"></a><b>&#167;4.1. Instances of interest. </b>Altogether we keep track of four instances, though the first pair often coincide,
and so do the second pair.
</p>
<pre class="displayed-code all-displayed-code code-font">
<span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">; </span><span class="comment-syntax"> room in which play begins: e.g., Barber's Shop</span>
<span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">start_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">; </span><span class="comment-syntax"> object in which play begins: e.g., a barber's chair</span>
<span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">; </span><span class="comment-syntax"> the player character object used in this run</span>
<span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax"> = </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">; </span><span class="comment-syntax"> the default player character object, </span><span class="extract"><span class="extract-syntax">selfobj</span></span><span class="comment-syntax"> in I6</span>
</pre>
<p class="commentary firstcommentary"><a id="SP4_2" class="paragraph-anchor"></a><b>&#167;4.2. </b>The "yourself" instance is special in being tied, or "aliased", to the
"player" variable, so Inform needs to recognise it. (No need to translate; it
is created in English.)
</p>
<pre class="Preform-displayed-code all-displayed-code code-font">
<span class="Preform-function-syntax">&lt;notable-player-instances&gt;</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">::=</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">yourself</span>
</pre>
<ul class="endnotetexts"><li>This is <a href="../words-module/4-ap.html" class="internal">Preform grammar</a>, not regular C code.</li></ul>
<p class="commentary firstcommentary"><a id="SP4_3" class="paragraph-anchor"></a><b>&#167;4.3. </b></p>
<pre class="displayed-code all-displayed-code code-font">
<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::new_instance_notify</span><button class="popup" onclick="togglePopup('usagePopup3')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup3">Usage of <span class="code-font"><span class="function-syntax">Player::new_instance_notify</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">inst</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">wording</span><span class="plain-syntax"> </span><span class="identifier-syntax">IW</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::get_name</span><span class="plain-syntax">(</span><span class="identifier-syntax">inst</span><span class="plain-syntax">, </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="function-syntax">&lt;notable-player-instances&gt;</span><span class="plain-syntax">(</span><span class="identifier-syntax">IW</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax"> = </span><span class="identifier-syntax">inst</span><span class="plain-syntax">; </span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax">) </span><span class="named-paragraph-container code-font"><a href="3-tp.html#SP4_4" class="named-paragraph-link"><span class="named-paragraph">Alias the player variable to the yourself object</span><span class="named-paragraph-number">4.4</span></a></span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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<span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="function-syntax">Player::get_start_room</span><button class="popup" onclick="togglePopup('usagePopup4')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup4">Usage of <span class="code-font"><span class="function-syntax">Player::get_start_room</span></span>:<br/>Spatial Model - <a href="3-sm.html#SP40">&#167;40</a></span></button><span class="plain-syntax">(</span><span class="reserved-syntax">void</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">start_room</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
</pre>
<p class="commentary firstcommentary"><a id="SP4_4" class="paragraph-anchor"></a><b>&#167;4.4. </b>As can be seen, as soon as both "yourself" (object) and "player" (variable)
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have been created, they are aliased together. This is a form of tacit pointer
dereferencing, though authors probably don't think of it that way. A normal
object variable is like a pointer to an object, rather than an object itself,
and so the following doesn't make sense:
</p>
<blockquote>
<p>The top prize is an object that varies. The top prize is in the desk drawer.</p>
</blockquote>
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<p class="commentary">Clearly something goes in the desk drawer, but it's quite ambiguous what: the
2019-03-17 14:40:57 +02:00
problem is that "top prize" describes some object, but it's not clear which.
(Inform generally disallows this even if the source text explicitly gives a
value for top prize.) But "player" is unusual because Inform authors are
encouraged always to describe the player object that way, and often don't
realise that it's a variable at all &mdash; and most of the time it never changes
its value, of course, but simply remains equal to "yourself" throughout play.
So we want to allow this sort of thing:
</p>
<blockquote>
<p>The player is in the Cage.</p>
</blockquote>
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<p class="commentary">even though it has exactly the same problem as the top prize. We get around
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this by treating "player", in assertions, as if it were its own initial
value ("yourself") &mdash; in effect, we silently dereference it. This is
aliasing.
</p>
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<p class="commentary"><span class="named-paragraph-container code-font"><span class="named-paragraph-defn">Alias the player variable to the yourself object</span><span class="named-paragraph-number">4.4</span></span><span class="comment-syntax"> =</span>
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</p>
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<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax"> </span><span class="identifier-syntax">inference_subject</span><span class="plain-syntax"> *</span><span class="identifier-syntax">subj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">InferenceSubjects::alias_to_nonlocal_variable</span><span class="plain-syntax">(</span><span class="identifier-syntax">subj</span><span class="plain-syntax">, </span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">NonlocalVariables::set_alias</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax">, </span><span class="identifier-syntax">subj</span><span class="plain-syntax">);</span>
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</pre>
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<ul class="endnotetexts"><li>This code is used in <a href="3-tp.html#SP4">&#167;4</a>, <a href="3-tp.html#SP4_3">&#167;4.3</a>.</li></ul>
<p class="commentary firstcommentary"><a id="SP5" class="paragraph-anchor"></a><b>&#167;5. </b>We also, though, want to look out for this sort of thing:
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</p>
<blockquote>
<p>The player is Lord Collingwood.</p>
</blockquote>
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<p class="commentary">because an assertion like this causes <span class="extract"><span class="extract-syntax">player_character_object</span></span> to diverge from
<span class="extract"><span class="extract-syntax">I_yourself</span></span>; here of course it becomes the Lord Collingwood object.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::variable_set_warning</span><button class="popup" onclick="togglePopup('usagePopup5')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup5">Usage of <span class="code-font"><span class="function-syntax">Player::variable_set_warning</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">nonlocal_variable</span><span class="plain-syntax"> *</span><span class="identifier-syntax">nlv</span><span class="plain-syntax">, </span><span class="identifier-syntax">parse_node</span><span class="plain-syntax"> *</span><span class="identifier-syntax">val</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">nlv</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player_VAR</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">npc</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Rvalues::to_object_instance</span><span class="plain-syntax">(</span><span class="identifier-syntax">val</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">npc</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">npc</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP6" class="paragraph-anchor"></a><b>&#167;6. </b>But it gets worse: as well as aliasing, there is bodysnatching. Our problem
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is that once the author has written "The player is Lord Collingwood.", it's
clear that the "yourself" object shouldn't appear anywhere. But there are
two problems with that: one, the I6 template code needs it to exist, even if
it isn't in the model world; and two, we've just aliased "player" to it.
</p>
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<p class="commentary">Bodysnatching allows one object (the "snatcher") to take over the life of
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another (the "victim"), so that inferences made about the victim are diverted
to the snatcher. Thus if the source text reads:
</p>
<blockquote>
<p>The player is Lord Collingwood. The player carries a spyglass.</p>
</blockquote>
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<p class="commentary">the second sentence goes through two transformations: first, because of
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aliasing, Inform decides to draw an inference about "yourself", rather
than complaining that "player" is indefinite; and second, because of
bodysnatching, the Collingwood object (snatcher) takes over the inference
from the yourself object (victim). So Collingwood gets the spyglass, as
the source text clearly intended.
</p>
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<p class="commentary">Bodysnatching is used only when <span class="extract"><span class="extract-syntax">player_character_object</span></span> differs from <span class="extract"><span class="extract-syntax">I_yourself</span></span>,
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that is, when the source text explicitly sets a value for "player".
</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::detect_bodysnatching</span><button class="popup" onclick="togglePopup('usagePopup6')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup6">Usage of <span class="code-font"><span class="function-syntax">Player::detect_bodysnatching</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">inference_subject</span><span class="plain-syntax"> *</span><span class="identifier-syntax">body</span><span class="plain-syntax">, </span><span class="reserved-syntax">int</span><span class="plain-syntax"> *</span><span class="identifier-syntax">snatcher</span><span class="plain-syntax">,</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">inference_subject</span><span class="plain-syntax"> **</span><span class="identifier-syntax">counterpart</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> == </span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">) ||</span>
<span class="plain-syntax"> (</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> == </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">) || (</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax"> == </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">)) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">kind</span><span class="plain-syntax"> *</span><span class="identifier-syntax">KP</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::to_kind</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">kind</span><span class="plain-syntax"> *</span><span class="identifier-syntax">KY</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::to_kind</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">Kinds::conforms_to</span><span class="plain-syntax">(</span><span class="identifier-syntax">KP</span><span class="plain-syntax">, </span><span class="identifier-syntax">KY</span><span class="plain-syntax">)) &amp;&amp; (</span><span class="identifier-syntax">Kinds::ne</span><span class="plain-syntax">(</span><span class="identifier-syntax">KP</span><span class="plain-syntax">, </span><span class="identifier-syntax">KY</span><span class="plain-syntax">))) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">body</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> *</span><span class="identifier-syntax">snatcher</span><span class="plain-syntax"> = </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">counterpart</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">body</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> *</span><span class="identifier-syntax">snatcher</span><span class="plain-syntax"> = </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">counterpart</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
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<span class="plain-syntax"> } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">body</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> *</span><span class="identifier-syntax">snatcher</span><span class="plain-syntax"> = </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">counterpart</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">body</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> *</span><span class="identifier-syntax">snatcher</span><span class="plain-syntax"> = </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">counterpart</span><span class="plain-syntax"> = </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
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<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP7" class="paragraph-anchor"></a><b>&#167;7. Linguistic variations. </b>Thankfully everything else is straightforward. The following is used to
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ensure that assemblies such as "A nose is part of every person" produces
"your nose" rather than "yourself's nose":
</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::irregular_genitive</span><button class="popup" onclick="togglePopup('usagePopup7')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup7">Usage of <span class="code-font"><span class="function-syntax">Player::irregular_genitive</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">inference_subject</span><span class="plain-syntax"> *</span><span class="identifier-syntax">owner</span><span class="plain-syntax">, </span><span class="identifier-syntax">text_stream</span><span class="plain-syntax"> *</span><span class="identifier-syntax">genitive</span><span class="plain-syntax">,</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">int</span><span class="plain-syntax"> *</span><span class="identifier-syntax">propriety</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">owner</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">)) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">WRITE_TO</span><span class="plain-syntax">(</span><span class="identifier-syntax">genitive</span><span class="plain-syntax">, </span><span class="string-syntax">"your "</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">propriety</span><span class="plain-syntax"> = </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">) &amp;&amp;</span>
<span class="plain-syntax"> (</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax"> != </span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">) &amp;&amp;</span>
<span class="plain-syntax"> (</span><span class="identifier-syntax">owner</span><span class="plain-syntax"> == </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">))) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">WRITE_TO</span><span class="plain-syntax">(</span><span class="identifier-syntax">genitive</span><span class="plain-syntax">, </span><span class="string-syntax">"your "</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> *</span><span class="identifier-syntax">propriety</span><span class="plain-syntax"> = </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP8" class="paragraph-anchor"></a><b>&#167;8. </b>The adjectives "worn" and "carried" &mdash; as in, "The nautical chart is
2019-03-17 14:40:57 +02:00
carried." &mdash; implicitly refer to the player as the unstated term in the
relationship; that makes them our business here. "Initially carried" is
now deprecated, but is provided as synonymous with "carried" because it
was once an either/or property in the clumsier early stages of Inform 7,
and people still sometimes type it.
</p>
2020-05-09 15:07:39 +03:00
<pre class="Preform-displayed-code all-displayed-code code-font">
<span class="Preform-function-syntax">&lt;implicit-player-relationship&gt;</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">::=</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">worn</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">|</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">carried</span><span class="Preform-plain-syntax"> </span><span class="Preform-reserved-syntax">|</span>
<span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">initially</span><span class="Preform-plain-syntax"> </span><span class="Preform-constant-syntax">carried</span>
2019-03-17 14:40:57 +02:00
</pre>
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<ul class="endnotetexts"><li>This is <a href="../words-module/4-ap.html" class="internal">Preform grammar</a>, not regular C code.</li></ul>
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<p class="commentary firstcommentary"><a id="SP9" class="paragraph-anchor"></a><b>&#167;9. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::refine_implicit_noun</span><button class="popup" onclick="togglePopup('usagePopup8')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup8">Usage of <span class="code-font"><span class="function-syntax">Player::refine_implicit_noun</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="identifier-syntax">parse_node</span><span class="plain-syntax"> *</span><span class="identifier-syntax">p</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="function-syntax">&lt;implicit-player-relationship&gt;</span><span class="plain-syntax">(</span><span class="identifier-syntax">Node::get_text</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">))) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">Refiner::give_subject_to_noun</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">, </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">));</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">TRUE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP10" class="paragraph-anchor"></a><b>&#167;10. Model completion. </b>At stage III, we add a property to make things work out nicely in the event
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of a change of player.
</p>
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<p class="commentary">Otherwise we take no interest until stage IV, a point at which kinds of
2020-01-26 01:42:42 +02:00
objects and the spatial model for them are both completely worked out. We
won't change anything: all we will do is calculate the start object and the
start room by looking at where the player sits in the spatial model.
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</p>
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<p class="commentary">Very often, the source text doesn't specify where the player is, and then
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we assume he is freestanding in the earliest defined room.
</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="function-syntax">Player::complete_model</span><button class="popup" onclick="togglePopup('usagePopup9')"><span class="comment-syntax">?</span><span class="popuptext" id="usagePopup9">Usage of <span class="code-font"><span class="function-syntax">Player::complete_model</span></span>:<br/><a href="3-tp.html#SP1">&#167;1</a></span></button><span class="plain-syntax">(</span><span class="reserved-syntax">int</span><span class="plain-syntax"> </span><span class="identifier-syntax">stage</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">stage</span><span class="plain-syntax"> == </span><span class="identifier-syntax">WORLD_STAGE_III</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">property</span><span class="plain-syntax"> *</span><span class="identifier-syntax">P_ssn</span><span class="plain-syntax"> = </span><span class="identifier-syntax">ValueProperties::new_nameless</span><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="string-syntax">"saved_short_name"</span><span class="plain-syntax">, </span><span class="identifier-syntax">K_text</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">ValueProperties::assert</span><span class="plain-syntax">(</span><span class="identifier-syntax">P_ssn</span><span class="plain-syntax">, </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">I_yourself</span><span class="plain-syntax">),</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">Rvalues::from_unescaped_wording</span><span class="plain-syntax">(</span><span class="identifier-syntax">Feeds::feed_text</span><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="string-syntax">"yourself"</span><span class="plain-syntax">)), </span><span class="identifier-syntax">CERTAIN_CE</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> }</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">stage</span><span class="plain-syntax"> == </span><span class="identifier-syntax">WORLD_STAGE_IV</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="named-paragraph-container code-font"><a href="3-tp.html#SP10_1" class="named-paragraph-link"><span class="named-paragraph">Set the start room to the earliest room defined in the source text</span><span class="named-paragraph-number">10.1</span></a></span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="named-paragraph-container code-font"><a href="3-tp.html#SP10_2" class="named-paragraph-link"><span class="named-paragraph">If the start room is still null, there's no room, so issue a problem</span><span class="named-paragraph-number">10.2</span></a></span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="named-paragraph-container code-font"><a href="3-tp.html#SP10_3" class="named-paragraph-link"><span class="named-paragraph">Otherwise see if the player has explicitly been placed in the model world</span><span class="named-paragraph-number">10.3</span></a></span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax">}</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP10_1" class="paragraph-anchor"></a><b>&#167;10.1. </b><span class="named-paragraph-container code-font"><span class="named-paragraph-defn">Set the start room to the earliest room defined in the source text</span><span class="named-paragraph-number">10.1</span></span><span class="comment-syntax"> =</span>
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</p>
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2020-05-03 03:01:21 +03:00
<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax"> </span><span class="identifier-syntax">instance</span><span class="plain-syntax"> *</span><span class="identifier-syntax">I</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">LOOP_OVER_INSTANCES</span><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="plain-syntax">, </span><span class="identifier-syntax">K_object</span><span class="plain-syntax">)</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><a href="3-sm.html#SP7" class="function-link"><span class="function-syntax">Spatial::object_is_a_room</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="plain-syntax">)) &amp;&amp; (</span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> == </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">)</span>
<span class="plain-syntax"> &amp;&amp; (</span><span class="identifier-syntax">Projects::draws_from_source_file</span><span class="plain-syntax">(</span><span class="identifier-syntax">Task::project</span><span class="plain-syntax">(),</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">Instances::get_creating_file</span><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="plain-syntax">))))</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> = </span><span class="identifier-syntax">I</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">LOOP_OVER_INSTANCES</span><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="plain-syntax">, </span><span class="identifier-syntax">K_object</span><span class="plain-syntax">)</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><a href="3-sm.html#SP7" class="function-link"><span class="function-syntax">Spatial::object_is_a_room</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">I</span><span class="plain-syntax">)) &amp;&amp; (</span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> == </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">))</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> = </span><span class="identifier-syntax">I</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">start_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">start_room</span><span class="plain-syntax">;</span>
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</pre>
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<ul class="endnotetexts"><li>This code is used in <a href="3-tp.html#SP10">&#167;10</a>.</li></ul>
<p class="commentary firstcommentary"><a id="SP10_2" class="paragraph-anchor"></a><b>&#167;10.2. </b><span class="named-paragraph-container code-font"><span class="named-paragraph-defn">If the start room is still null, there's no room, so issue a problem</span><span class="named-paragraph-number">10.2</span></span><span class="comment-syntax"> =</span>
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</p>
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<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> == </span><span class="identifier-syntax">NULL</span><span class="plain-syntax">) &amp;&amp; (</span><span class="identifier-syntax">Task::wraps_existing_storyfile</span><span class="plain-syntax">() == </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">StandardProblems::unlocated_problem</span><span class="plain-syntax">(</span><span class="identifier-syntax">Task::syntax_tree</span><span class="plain-syntax">(), </span><span class="identifier-syntax">_p_</span><span class="plain-syntax">(</span><span class="identifier-syntax">PM_NoStartRoom</span><span class="plain-syntax">),</span>
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<span class="plain-syntax"> </span><span class="string-syntax">"There doesn't seem to be any location in this story, so there's "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"nowhere for the player to begin. This may be because I have "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"misunderstood what was meant to be a room and what wasn't: I "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"only know something is a room if you tell me explicitly ('The "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"Observatory is a room') or if you imply it by giving map "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"directions ('East of the Observatory is the Planetarium')."</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> }</span>
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</pre>
2021-02-25 02:15:09 +02:00
<ul class="endnotetexts"><li>This code is used in <a href="3-tp.html#SP10">&#167;10</a>.</li></ul>
<p class="commentary firstcommentary"><a id="SP10_3" class="paragraph-anchor"></a><b>&#167;10.3. </b>If the source text said nothing about the player's location, then the
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player object will be a disconnected node in the containment tree: it will,
in fact, have no progenitor. In that event, the start room already calculated
will do. But otherwise:
</p>
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<p class="commentary"><span class="named-paragraph-container code-font"><span class="named-paragraph-defn">Otherwise see if the player has explicitly been placed in the model world</span><span class="named-paragraph-number">10.3</span></span><span class="comment-syntax"> =</span>
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</p>
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2020-05-03 03:01:21 +03:00
<pre class="displayed-code all-displayed-code code-font">
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">start_object</span><span class="plain-syntax"> = </span><a href="3-sm.html#SP28" class="function-link"><span class="function-syntax">Spatial::progenitor</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">start_object</span><span class="plain-syntax">) {</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> = </span><span class="identifier-syntax">start_object</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">while</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">start_room</span><span class="plain-syntax">) &amp;&amp; (</span><a href="3-sm.html#SP28" class="function-link"><span class="function-syntax">Spatial::progenitor</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">start_room</span><span class="plain-syntax">)))</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">start_room</span><span class="plain-syntax"> = </span><a href="3-sm.html#SP28" class="function-link"><span class="function-syntax">Spatial::progenitor</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">start_room</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">start_room</span><span class="plain-syntax">) &amp;&amp; (</span><a href="3-sm.html#SP7" class="function-link"><span class="function-syntax">Spatial::object_is_a_room</span></a><span class="plain-syntax">(</span><span class="identifier-syntax">start_room</span><span class="plain-syntax">) == </span><span class="identifier-syntax">FALSE</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">StandardProblems::object_problem</span><span class="plain-syntax">(</span><span class="identifier-syntax">_p_</span><span class="plain-syntax">(</span><span class="identifier-syntax">PM_StartsOutsideRooms</span><span class="plain-syntax">),</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">start_object</span><span class="plain-syntax">,</span>
<span class="plain-syntax"> </span><span class="string-syntax">"seems to be where the player is supposed to begin"</span><span class="plain-syntax">,</span>
<span class="plain-syntax"> </span><span class="string-syntax">"but (so far as I know) it is not a room, nor is it ultimately "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"contained inside a room."</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">inference</span><span class="plain-syntax"> *</span><span class="identifier-syntax">inf</span><span class="plain-syntax">;</span>
<span class="plain-syntax"> </span><span class="identifier-syntax">POSITIVE_KNOWLEDGE_LOOP</span><span class="plain-syntax">(</span><span class="identifier-syntax">inf</span><span class="plain-syntax">,</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">Instances::as_subject</span><span class="plain-syntax">(</span><span class="identifier-syntax">player_character_object</span><span class="plain-syntax">), </span><span class="identifier-syntax">part_of_inf</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">StandardProblems::object_problem</span><span class="plain-syntax">(</span><span class="identifier-syntax">_p_</span><span class="plain-syntax">(</span><span class="identifier-syntax">PM_PlayerIsPart</span><span class="plain-syntax">),</span>
2020-05-03 03:01:21 +03:00
<span class="plain-syntax"> </span><span class="identifier-syntax">start_object</span><span class="plain-syntax">,</span>
<span class="plain-syntax"> </span><span class="string-syntax">"seems to have the player attached as a component part"</span><span class="plain-syntax">,</span>
<span class="plain-syntax"> </span><span class="string-syntax">"which is not allowed. The player can be in a room, or "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"inside a container, or on a supporter, but can't be part "</span>
<span class="plain-syntax"> </span><span class="string-syntax">"of something."</span><span class="plain-syntax">);</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> }</span>
<span class="plain-syntax"> }</span>
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</pre>
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<ul class="endnotetexts"><li>This code is used in <a href="3-tp.html#SP10">&#167;10</a>.</li></ul>
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