To implement some of the out of world actions.
- §1. Perform Undo
- §2. Announce Score Rule
- §3. Switch Score Notification On Rule
- §4. Standard Report Switching Score Notification On Rule
- §5. Switch Score Notification Off Rule
- §6. Standard Report Switching Score Notification Off Rule
- §7. Prefer Sometimes Abbreviated Room Descriptions Rule
- §8. Standard Report Prefer Sometimes Abbreviated Room Descriptions Rule
- §9. Prefer Unabbreviated Room Descriptions Rule
- §10. Standard Report Prefer Unabbreviated Room Descriptions Rule
- §11. Prefer Abbreviated Room Descriptions Rule
- §12. Standard Report Prefer Abbreviated Room Descriptions Rule
- §13. Announce Pronoun Meanings Rule
[ Perform_Undo; if (KIT_CONFIGURATION_BITMAP & PREVENT_UNDO_TCBIT) { IMMEDIATELY_UNDO_RM('A'); new_line; return; } if (IterationsOfTurnSequence == 0) { IMMEDIATELY_UNDO_RM('B'); new_line; return; } if (undo_flag == 0) { IMMEDIATELY_UNDO_RM('C'); new_line; return; } if (undo_flag == 1) { IMMEDIATELY_UNDO_RM('D'); new_line; return; } if (VM_Undo() == 0) { IMMEDIATELY_UNDO_RM('F'); new_line; } ];
[ ANNOUNCE_SCORE_R; if (actor ~= player) rfalse; if (KIT_CONFIGURATION_BITMAP & USE_SCORING_TCBIT == 0) { ANNOUNCE_SCORE_RM('C'); new_line; } else { ANNOUNCE_SCORE_RM('A'); PrintRank(); } ];
§3. Switch Score Notification On Rule.
[ SWITCH_SCORE_NOTIFY_ON_R; if (actor ~= player) rfalse; if (KIT_CONFIGURATION_BITMAP & USE_SCORING_TCBIT == 0) ANNOUNCE_SCORE_R(); else notify_mode=1; ];
§4. Standard Report Switching Score Notification On Rule.
[ REP_SWITCH_NOTIFY_ON_R; if (actor ~= player) rfalse; if (KIT_CONFIGURATION_BITMAP & USE_SCORING_TCBIT) { REP_SWITCH_NOTIFY_ON_RM('A'); new_line; } ];
§5. Switch Score Notification Off Rule.
[ SWITCH_SCORE_NOTIFY_OFF_R; if (actor ~= player) rfalse; if (KIT_CONFIGURATION_BITMAP & USE_SCORING_TCBIT == 0) ANNOUNCE_SCORE_R(); else notify_mode=0; ];
§6. Standard Report Switching Score Notification Off Rule.
[ REP_SWITCH_NOTIFY_OFF_R; if (actor ~= player) rfalse; if (KIT_CONFIGURATION_BITMAP & USE_SCORING_TCBIT) { REP_SWITCH_NOTIFY_OFF_RM('A'); new_line; } ];
§7. Prefer Sometimes Abbreviated Room Descriptions Rule.
[ PREFER_SOMETIMES_ABBREVIATED_R; if (actor ~= player) rfalse; lookmode=1; ]; Brief
§8. Standard Report Prefer Sometimes Abbreviated Room Descriptions Rule.
[ REP_PREFER_SOMETIMES_ABBR_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_SOMETIMES_ABBR_RM('A'); new_line; ]; Brief
§9. Prefer Unabbreviated Room Descriptions Rule.
[ PREFER_UNABBREVIATED_R; if (actor ~= player) rfalse; lookmode=2; ]; Verbose
§10. Standard Report Prefer Unabbreviated Room Descriptions Rule.
[ REP_PREFER_UNABBREVIATED_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_UNABBREVIATED_RM('A'); new_line; ]; Verbose
§11. Prefer Abbreviated Room Descriptions Rule.
[ PREFER_ABBREVIATED_R; if (actor ~= player) rfalse; lookmode=3; ]; Superbrief
§12. Standard Report Prefer Abbreviated Room Descriptions Rule.
[ REP_PREFER_ABBREVIATED_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_ABBREVIATED_RM('A'); new_line; ]; Superbrief
§13. Announce Pronoun Meanings Rule.
[ ANNOUNCE_PRONOUN_MEANINGS_R x y c d; if (actor ~= player) rfalse; ANNOUNCE_PRONOUN_MEANINGS_RM('A'); c = (LanguagePronouns-->0)/3; if (player ~= selfobj) c++; if (c==0) { ANNOUNCE_PRONOUN_MEANINGS_RM('D'); rtrue; } for (x = 1, d = 0 : x <= LanguagePronouns-->0: x = x+3) { print "~", (address) LanguagePronouns-->x, "~ "; y = LanguagePronouns-->(x+2); if (y == NULL) ANNOUNCE_PRONOUN_MEANINGS_RM('C'); else { ANNOUNCE_PRONOUN_MEANINGS_RM('B'); print (the) y; } d++; if (d < c-1) print ", "; if (d == c-1) { if (KIT_CONFIGURATION_BITMAP & SERIAL_COMMA_TCBIT) print ","; LIST_WRITER_INTERNAL_RM('C'); } } if (player ~= selfobj) { print "~", (address) ME1__WD, "~ "; ANNOUNCE_PRONOUN_MEANINGS_RM('B'); c = player; player = selfobj; print (the) c; player = c; } "."; ];