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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<title>Light Template</title>
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<link href="../docs-assets/Breadcrumbs.css" rel="stylesheet" rev="stylesheet" type="text/css">
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<h1><a href="../index.html">
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<img src="../docs-assets/Inform.png" height=72">
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</a></h1>
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<ul><li><a href="../compiler.html">compiler tools</a></li>
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<li><a href="../other.html">other tools</a></li>
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<li><a href="../extensions.html">extensions and kits</a></li>
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<li><a href="../units.html">unit test tools</a></li>
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</ul><h2>Extensions</h2><ul>
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<li><a href="../basic_inform/index.html">basic_inform</a></li>
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<li><a href="../standard_rules/index.html">standard_rules</a></li>
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</ul><h2>Kits</h2><ul>
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<li><a href="../BasicInformKit/index.html">BasicInformKit</a></li>
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<li><a href="../BasicInformExtrasKit/index.html">BasicInformExtrasKit</a></li>
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<li><a href="../CommandParserKit/index.html">CommandParserKit</a></li>
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<li><a href="../EnglishLanguageKit/index.html">EnglishLanguageKit</a></li>
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<li><a href="index.html"><span class="selectedlink">WorldModelKit</span></a></li>
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</ul>
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</nav>
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<main role="main">
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<!--Weave of 'Light Template' generated by Inweb-->
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<div class="breadcrumbs">
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<ul class="crumbs"><li><a href="../index.html">Home</a></li><li><a href="../extensions.html">Kits</a></li><li><a href="index.html">WorldModelKit</a></li><li><b>Light Template</b></li></ul></div>
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<p class="purpose">The determination of light, visibility and physical access.</p>
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<ul class="toc"><li><a href="S-lgh.html#SP1">§1. Darkness</a></li><li><a href="S-lgh.html#SP2">§2. Light Measurement</a></li><li><a href="S-lgh.html#SP3">§3. Invariant</a></li><li><a href="S-lgh.html#SP4">§4. Adjust Light Rule</a></li><li><a href="S-lgh.html#SP5">§5. Silent Light Consideration</a></li><li><a href="S-lgh.html#SP6">§6. Translucency</a></li><li><a href="S-lgh.html#SP7">§7. Visibility Parent</a></li><li><a href="S-lgh.html#SP8">§8. Find Visibility Levels</a></li><li><a href="S-lgh.html#SP9">§9. Touchability Ceiling</a></li><li><a href="S-lgh.html#SP10">§10. Scope Ceiling</a></li><li><a href="S-lgh.html#SP11">§11. Object Is Untouchable</a></li><li><a href="S-lgh.html#SP12">§12. Access Through Barriers Rule</a></li><li><a href="S-lgh.html#SP13">§13. Can't Reach Inside Closed Containers Rule</a></li><li><a href="S-lgh.html#SP14">§14. Can't Reach Outside Closed Containers Rule</a></li><li><a href="S-lgh.html#SP15">§15. Can't Reach Inside Rooms Rule</a></li></ul><hr class="tocbar">
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<p class="commentary firstcommentary"><a id="SP1" class="paragraph-anchor"></a><b>§1. Darkness. </b>"Darkness" is not really a place: but in I6 it has to be an object so that
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the location-name on the status line can be "Darkness". In I7 we use it as
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little as possible: note that it has no properties.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="identifier-syntax">Object</span><span class="plain-syntax"> </span><span class="identifier-syntax">thedark</span><span class="plain-syntax"> </span><span class="string-syntax">"(darkness object)"</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>§2. Light Measurement. </b>These two routines, <span class="extract"><span class="extract-syntax">OffersLight</span></span> and <span class="extract"><span class="extract-syntax">HasLightSource</span></span>, are largely unchanged
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from their I6 definitions; see the {\it Inform Designer's Manual}, 4th edition,
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for a commentary. In terms of how they are used in I7, <span class="extract"><span class="extract-syntax">OffersLight</span></span> is called
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only by the two rules below; <span class="extract"><span class="extract-syntax">HasLightSource</span></span> is called also in determining
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the scope, that is, what is visible to the player.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</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">obj</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">objectloop</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="reserved-syntax">in</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax">) </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">j</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rfalse</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">))</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_parent</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">else</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</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">rfalse</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="identifier-syntax">HasLightSource</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> </span><span class="identifier-syntax">sr</span><span class="plain-syntax"> </span><span class="identifier-syntax">po</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">i</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</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">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</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">IsSeeThrough</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)) && (~~(</span><span class="identifier-syntax">HidesLightSource</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="reserved-syntax">objectloop</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="reserved-syntax">in</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="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">j</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> = </span><span class="identifier-syntax">i</span><span class="plain-syntax">.&</span><span class="identifier-syntax">add_to_scope</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="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">) ~= </span><span class="constant-syntax">0</span><span class="plain-syntax"> && </span><span class="identifier-syntax">ad</span><span class="plain-syntax"> ~= </span><span class="constant-syntax">0</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="reserved-syntax">metaclass</span><span class="plain-syntax">(</span><span class="identifier-syntax">ad</span><span class="plain-syntax">-->0) == </span><span class="identifier-syntax">Routine</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">ats_hls</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">; </span><span class="identifier-syntax">ats_flag</span><span class="plain-syntax"> = </span><span class="constant-syntax">1</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">sr</span><span class="plain-syntax"> = </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax">; </span><span class="identifier-syntax">po</span><span class="plain-syntax"> = </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax"> = </span><span class="identifier-syntax">LOOPOVERSCOPE_REASON</span><span class="plain-syntax">; </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">RunRoutines</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">, </span><span class="identifier-syntax">add_to_scope</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">scope_reason</span><span class="plain-syntax"> = </span><span class="identifier-syntax">sr</span><span class="plain-syntax">; </span><span class="identifier-syntax">parser_one</span><span class="plain-syntax"> = </span><span class="identifier-syntax">po</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">ats_flag</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">ats_hls</span><span class="plain-syntax"> == </span><span class="constant-syntax">1</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</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">else</span><span class="plain-syntax"> {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax">=0 : (</span><span class="identifier-syntax">WORDSIZE</span><span class="plain-syntax">*</span><span class="identifier-syntax">j</span><span class="plain-syntax">)<</span><span class="identifier-syntax">i</span><span class="plain-syntax">.#</span><span class="identifier-syntax">add_to_scope</span><span class="plain-syntax"> : </span><span class="identifier-syntax">j</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">ad</span><span class="plain-syntax">--></span><span class="identifier-syntax">j</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">ad</span><span class="plain-syntax">--></span><span class="identifier-syntax">j</span><span class="plain-syntax">) == </span><span class="constant-syntax">1</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<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">ComponentHasLight</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</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="identifier-syntax">ComponentHasLight</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="identifier-syntax">next_obj</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">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_child</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">o</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_child</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">obj</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">next_obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">obj</span><span class="plain-syntax">.</span><span class="identifier-syntax">component_sibling</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">light</span><span class="plain-syntax">) </span><span class="reserved-syntax">rtrue</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">HasLightSource</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</span><span class="plain-syntax">)) </span><span class="reserved-syntax">rtrue</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">provides</span><span class="plain-syntax"> </span><span class="identifier-syntax">component_child</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">ComponentHasLight</span><span class="plain-syntax">(</span><span class="identifier-syntax">obj</span><span class="plain-syntax">))) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">obj</span><span class="plain-syntax"> = </span><span class="identifier-syntax">next_obj</span><span class="plain-syntax">;</span>
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<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">rfalse</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="identifier-syntax">HidesLightSource</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</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">obj</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">supporter</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">animate</span><span class="plain-syntax">) </span><span class="reserved-syntax">rfalse</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">enterable</span><span class="plain-syntax">);</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP3" class="paragraph-anchor"></a><b>§3. Invariant. </b>The following routines maintain two variables about the light condition
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of the player:
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</p>
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<ul class="items"><li>(a) If on the most recent check the player was in light, then <span class="extract"><span class="extract-syntax">location</span></span>
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equals <span class="extract"><span class="extract-syntax">real_location</span></span> and <span class="extract"><span class="extract-syntax">lightflag</span></span> is false.
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</li><li>(b) If on the most recent check the player was in darkness, then <span class="extract"><span class="extract-syntax">location</span></span>
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equals <span class="extract"><span class="extract-syntax">thedark</span></span> and <span class="extract"><span class="extract-syntax">lightflag</span></span> is true.
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</li></ul>
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<p class="commentary">Note that they are not allowed to alter <span class="extract"><span class="extract-syntax">real_location</span></span>, whose definition
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has nothing to do with light.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="identifier-syntax">Global</span><span class="plain-syntax"> </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP4" class="paragraph-anchor"></a><b>§4. Adjust Light Rule. </b>This rule fires at least once a turn, and more often when the player moves
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location, since that's likely to invalidate any previous assumptions. It
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compares the state of light now with the last time it ran, and gives
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instructions on what to do in each of the four possibilities.
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|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">ADJUST_LIGHT_R</span><span class="plain-syntax"> </span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">previous_light_condition</span><span class="plain-syntax"> = </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax">(</span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">player</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">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</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">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">)) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">CarryOutActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_LIGHT_ACT</span><span class="plain-syntax">);</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</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">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">DivideParagraphPoint</span><span class="plain-syntax">();</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">BeginActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</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">ForActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain-syntax">) == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">ADJUST_LIGHT_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">); </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> }</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">EndActivity</span><span class="plain-syntax">(</span><span class="identifier-syntax">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain-syntax">);</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</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">previous_light_condition</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> == </span><span class="reserved-syntax">true</span><span class="plain-syntax">)) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> }</span>
|
|
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP5" class="paragraph-anchor"></a><b>§5. Silent Light Consideration. </b>The Adjust Light Rule makes a fuss when light changes: it prints messages,
|
|
for instance. This rule is silent instead, and simply does the minimum
|
|
necessary to maintain the light invariant. It is used in only four
|
|
circumstances:
|
|
</p>
|
|
|
|
<ul class="items"><li>(a) To determine the initial light condition at start of play.
|
|
</li><li>(b) When the player moves from one room to another via the "going" action.
|
|
</li><li>(c) When the player moves via <span class="extract"><span class="extract-syntax">PlayerTo</span></span>, which is used by "now the player is in ...".
|
|
</li><li>(d) When the player changes from one persona to another.
|
|
</li></ul>
|
|
<p class="commentary">Perhaps case (b) is surprising. Why not simply use the adjust light rule,
|
|
as we do on an instance of "move player to ...", for instance? The
|
|
answer is that the going action is just about to print details of the
|
|
new location anyway, so it would be redundant to have the adjust light
|
|
rule print out details as well.
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">SilentlyConsiderLight</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">lightflag</span><span class="plain-syntax"> = </span><span class="identifier-syntax">OffersLight</span><span class="plain-syntax">(</span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">player</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">lightflag</span><span class="plain-syntax">) </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">; </span><span class="reserved-syntax">else</span><span class="plain-syntax"> </span><span class="identifier-syntax">location</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP6" class="paragraph-anchor"></a><b>§6. Translucency. </b><span class="extract"><span class="extract-syntax">IsSeeThrough</span></span> is used at various places: roughly speaking, it determines
|
|
whether <span class="extract"><span class="extract-syntax">obj</span></span> being in scope means that the object-tree contents of <span class="extract"><span class="extract-syntax">obj</span></span>
|
|
are in scope.
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">IsSeeThrough</span><span class="plain-syntax"> </span><span class="identifier-syntax">obj</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">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">supporter</span><span class="plain-syntax">)</span>
|
|
<span class="plain-syntax"> || (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)</span>
|
|
<span class="plain-syntax"> || (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">animate</span><span class="plain-syntax">)</span>
|
|
<span class="plain-syntax"> || ((</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">obj</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">)))</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP7" class="paragraph-anchor"></a><b>§7. Visibility Parent. </b>The idea of <span class="extract"><span class="extract-syntax">VisibilityParent</span></span> is that it takes us from a given position in
|
|
the object tree, <span class="extract"><span class="extract-syntax">o</span></span>, to the next visible position above. Note that
|
|
</p>
|
|
|
|
<ul class="items"><li>(1) A container has an inside and an outside: this routine calculates from
|
|
the "inside of <span class="extract"><span class="extract-syntax">o</span></span>", which is why it returns <span class="extract"><span class="extract-syntax">nothing</span></span> from an opaque
|
|
closed container;
|
|
</li><li>(2) Component parts are (for purposes of this routine) attached to the outside
|
|
surface of a container, so that if <span class="extract"><span class="extract-syntax">o</span></span> is part of a closed opaque container
|
|
then the visibility parent of <span class="extract"><span class="extract-syntax">o</span></span> is its actual parent.
|
|
</li></ul>
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</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">o</span><span class="plain-syntax"> && (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">transparent</span><span class="plain-syntax">)) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="reserved-syntax">nothing</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">o</span><span class="plain-syntax">) </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">o</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">o</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP8" class="paragraph-anchor"></a><b>§8. Find Visibility Levels. </b>The following routine sets the pair of variables <span class="extract"><span class="extract-syntax">visibility_ceiling</span></span>, the
|
|
highest visible point in the object tree above the player — or <span class="extract"><span class="extract-syntax">thedark</span></span>
|
|
if the player cannot see at all — and <span class="extract"><span class="extract-syntax">visibility_levels</span></span>, the number of
|
|
steps of <span class="extract"><span class="extract-syntax">VisibilityParent</span></span> needed to reach this ceiling; or 0 if the
|
|
player cannot see at all.
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">FindVisibilityLevels</span><span class="plain-syntax"> </span><span class="identifier-syntax">lc</span><span class="plain-syntax"> </span><span class="identifier-syntax">up</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">location</span><span class="plain-syntax"> == </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">visibility_levels</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> } </span><span class="reserved-syntax">else</span><span class="plain-syntax"> {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">player</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="reserved-syntax">true</span><span class="plain-syntax">) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">up</span><span class="plain-syntax"> = </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">visibility_ceiling</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">up</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">visibility_ceiling</span><span class="plain-syntax"> = </span><span class="identifier-syntax">up</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">lc</span><span class="plain-syntax">++;</span>
|
|
<span class="plain-syntax"> }</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">visibility_levels</span><span class="plain-syntax"> = </span><span class="identifier-syntax">lc</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> }</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP9" class="paragraph-anchor"></a><b>§9. Touchability Ceiling. </b>Analogously:
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">TouchabilityCeiling</span><span class="plain-syntax"> </span><span class="identifier-syntax">original</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">original</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">o</span><span class="plain-syntax">) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">o</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">p</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K1_room</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</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">p</span><span class="plain-syntax"> == </span><span class="reserved-syntax">nothing</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">o</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">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_OUTSIDE_RB</span><span class="plain-syntax">, </span><span class="identifier-syntax">p</span><span class="plain-syntax">)) && (</span><span class="identifier-syntax">RulebookFailed</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">p</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">o</span><span class="plain-syntax"> = </span><span class="identifier-syntax">p</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">o</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP10" class="paragraph-anchor"></a><b>§10. Scope Ceiling. </b>Scope is almost the same thing as visibility, but not quite, and the following
|
|
routine does not quite duplicate the calculation of <span class="extract"><span class="extract-syntax">FindVisibilityLevels</span></span>.
|
|
The difference arises in the first step, where we take the <span class="extract"><span class="extract-syntax">parent</span></span> of <span class="extract"><span class="extract-syntax">pos</span></span>,
|
|
not the core of the <span class="extract"><span class="extract-syntax">parent</span></span> of the core of <span class="extract"><span class="extract-syntax">pos</span></span>: this makes a
|
|
difference if <span class="extract"><span class="extract-syntax">pos</span></span> is inside a container which is itself part of something
|
|
else.
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">ScopeCeiling</span><span class="plain-syntax"> </span><span class="identifier-syntax">pos</span><span class="plain-syntax"> </span><span class="identifier-syntax">c</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">pos</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax"> && </span><span class="identifier-syntax">location</span><span class="plain-syntax"> == </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">thedark</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">c</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">pos</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">c</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">pos</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">while</span><span class="plain-syntax"> (</span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">c</span><span class="plain-syntax">)) </span><span class="identifier-syntax">c</span><span class="plain-syntax"> = </span><span class="identifier-syntax">VisibilityParent</span><span class="plain-syntax">(</span><span class="identifier-syntax">c</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">c</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax">];</span>
|
|
</pre>
|
|
<p class="commentary firstcommentary"><a id="SP11" class="paragraph-anchor"></a><b>§11. Object Is Untouchable. </b>The following routine imitates the I6 library one of the same name, but
|
|
works instead by delegating the decision to the accessibility rulebook.
|
|
</p>
|
|
|
|
<p class="commentary">It is not easy to answer the question of whether someone other than the
|
|
player, but in another room, can touch a multiply-present object (a
|
|
two-sided door or a backdrop) and we err on the side of caution by saying
|
|
yes in such cases. The question would only be asked in the case of a
|
|
"try" action deliberately caused by the author, or by an instruction made
|
|
by the player to someone not in the same room: in the first case, we will
|
|
assume that the author knows what he is doing, and in the second case, the
|
|
circumstances in which saying yes would be a wrong call are {\it highly}
|
|
improbable.
|
|
</p>
|
|
|
|
<pre class="displayed-code all-displayed-code code-font">
|
|
<span class="plain-syntax">[ </span><span class="identifier-syntax">ObjectIsUntouchable</span><span class="plain-syntax"> </span><span class="identifier-syntax">item</span><span class="plain-syntax"> </span><span class="identifier-syntax">silent_flag</span><span class="plain-syntax"> </span><span class="identifier-syntax">p</span><span class="plain-syntax"> </span><span class="identifier-syntax">save_sp</span><span class="plain-syntax"> </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> </span><span class="identifier-syntax">moving</span><span class="plain-syntax"> </span><span class="identifier-syntax">x</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">LocationOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">real_location</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">x</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">item</span><span class="plain-syntax">): </span><span class="identifier-syntax">x</span><span class="plain-syntax">: </span><span class="identifier-syntax">x</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOfParentOfCoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">x</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">x</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K4_door</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">K7_backdrop</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">moving</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">MoveFloatingObjects</span><span class="plain-syntax">(</span><span class="identifier-syntax">LocationOf</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">break</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> }</span>
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<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="identifier-syntax">untouchable_object</span><span class="plain-syntax"> = </span><span class="identifier-syntax">item</span><span class="plain-syntax">; </span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> = </span><span class="identifier-syntax">silent_flag</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> = </span><span class="identifier-syntax">p</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> == </span><span class="identifier-syntax">actor</span><span class="plain-syntax">) </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">save_sp</span><span class="plain-syntax"> = </span><span class="identifier-syntax">say__p</span><span class="plain-syntax">; </span><span class="identifier-syntax">say__p</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> @</span><span class="identifier-syntax">push</span><span class="plain-syntax"> </span><span class="identifier-syntax">actor</span><span class="plain-syntax">; </span><span class="identifier-syntax">actor</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="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">ACCESSIBILITY_RB</span><span class="plain-syntax">, </span><span class="constant-syntax">0</span><span class="plain-syntax">, </span><span class="reserved-syntax">true</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">RulebookSucceeded</span><span class="plain-syntax">()) </span><span class="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</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="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</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="identifier-syntax">decision</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> @</span><span class="identifier-syntax">pull</span><span class="plain-syntax"> </span><span class="identifier-syntax">actor</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">say__p</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) </span><span class="identifier-syntax">say__p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">save_sp</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">moving</span><span class="plain-syntax">) </span><span class="identifier-syntax">MoveFloatingObjects</span><span class="plain-syntax">();</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> = </span><span class="constant-syntax">0</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">decision</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP12" class="paragraph-anchor"></a><b>§12. Access Through Barriers Rule. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">ACCESS_THROUGH_BARRIERS_R</span><span class="plain-syntax"> </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> </span><span class="identifier-syntax">external</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">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">touch_persona</span><span class="plain-syntax">; </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">p</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="identifier-syntax">p</span><span class="plain-syntax"> = </span><span class="identifier-syntax">actor</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CommonAncestor</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">, </span><span class="identifier-syntax">untouchable_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">ancestor</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">LocationOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">) == </span><span class="reserved-syntax">nothing</span><span class="plain-syntax">)</span>
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<span class="plain-syntax"> && ((</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K4_door</span><span class="plain-syntax"> </span><span class="reserved-syntax">or</span><span class="plain-syntax"> </span><span class="identifier-syntax">K7_backdrop</span><span class="plain-syntax">) == </span><span class="reserved-syntax">false</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">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</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">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">ACCESS_THROUGH_BARRIERS_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
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<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="identifier-syntax">RulebookFails</span><span class="plain-syntax">();</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">rtrue</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="comment-syntax">First, a barrier between the player and the ancestor.</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">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">p</span><span class="plain-syntax">)); </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</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">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</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">i</span><span class="plain-syntax">~=</span><span class="identifier-syntax">ancestor</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="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">external</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)</span>
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<span class="plain-syntax"> && (</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_OUTSIDE_RB</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">RulebookFailed</span><span class="plain-syntax">())) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">; </span><span class="comment-syntax">Barrier</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">)); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</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">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K5_container</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</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="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">; }</span>
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<span class="plain-syntax"> }</span>
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<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="comment-syntax">Second, a barrier between the item and the ancestor.</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">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">) ~= </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="comment-syntax">We can always get to the core of the item.</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</span><span class="plain-syntax">(</span><span class="identifier-syntax">untouchable_object</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="comment-syntax">This will be on the inside of its parent, if its parent is a</span>
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<span class="plain-syntax"> </span><span class="comment-syntax">container, so there should be no exemption.</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</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">i</span><span class="plain-syntax">~=</span><span class="identifier-syntax">ancestor</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="reserved-syntax">if</span><span class="plain-syntax"> ((</span><span class="identifier-syntax">external</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">) &&</span>
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<span class="plain-syntax"> (</span><span class="identifier-syntax">FollowRulebook</span><span class="plain-syntax">(</span><span class="identifier-syntax">REACHING_INSIDE_RB</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">RulebookFailed</span><span class="plain-syntax">())) </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">; </span><span class="comment-syntax">Barrier</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</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="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">i</span><span class="plain-syntax"> == </span><span class="identifier-syntax">ancestor</span><span class="plain-syntax">) </span><span class="reserved-syntax">break</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="reserved-syntax">parent</span><span class="plain-syntax">(</span><span class="identifier-syntax">i</span><span class="plain-syntax">); </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">false</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">i</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K5_container</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">j</span><span class="plain-syntax"> = </span><span class="identifier-syntax">CoreOf</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="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">j</span><span class="plain-syntax"> ~= </span><span class="identifier-syntax">i</span><span class="plain-syntax">) { </span><span class="identifier-syntax">i</span><span class="plain-syntax"> = </span><span class="identifier-syntax">j</span><span class="plain-syntax">; </span><span class="identifier-syntax">external</span><span class="plain-syntax"> = </span><span class="reserved-syntax">true</span><span class="plain-syntax">; }</span>
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<span class="plain-syntax"> }</span>
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<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="identifier-syntax">RulebookSucceeds</span><span class="plain-syntax">(); </span><span class="comment-syntax">No barrier</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP13" class="paragraph-anchor"></a><b>§13. Can't Reach Inside Closed Containers Rule. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_INSIDE_CLOSED_R</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">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax"> && </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</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">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</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">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">CANT_REACH_INSIDE_CLOSED_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
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<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="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</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">rfalse</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP14" class="paragraph-anchor"></a><b>§14. Can't Reach Outside Closed Containers Rule. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_OUTSIDE_CLOSED_R</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">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">has</span><span class="plain-syntax"> </span><span class="identifier-syntax">container</span><span class="plain-syntax"> && </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">hasnt</span><span class="plain-syntax"> </span><span class="identifier-syntax">open</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">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</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">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">CANT_REACH_OUTSIDE_CLOSED_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</span>
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<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="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</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">rfalse</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP15" class="paragraph-anchor"></a><b>§15. Can't Reach Inside Rooms Rule. </b></p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">CANT_REACH_INSIDE_ROOMS_R</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">parameter_value</span><span class="plain-syntax"> && </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax"> </span><span class="reserved-syntax">ofclass</span><span class="plain-syntax"> </span><span class="identifier-syntax">K1_room</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">touch_persona</span><span class="plain-syntax"> == </span><span class="constant-syntax">0</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">actor</span><span class="plain-syntax"> == </span><span class="identifier-syntax">player</span><span class="plain-syntax">) && (</span><span class="identifier-syntax">untouchable_silence</span><span class="plain-syntax"> == </span><span class="reserved-syntax">false</span><span class="plain-syntax">)) {</span>
|
|
<span class="plain-syntax"> </span><span class="identifier-syntax">CANT_REACH_INSIDE_ROOMS_RM</span><span class="plain-syntax">(</span><span class="character-syntax">'A'</span><span class="plain-syntax">, </span><span class="identifier-syntax">parameter_value</span><span class="plain-syntax">);</span>
|
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<span class="plain-syntax"> </span><span class="reserved-syntax">new_line</span><span class="plain-syntax">;</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="identifier-syntax">RulebookFails</span><span class="plain-syntax">(); </span><span class="reserved-syntax">rtrue</span><span class="plain-syntax">;</span>
|
|
<span class="plain-syntax"> }</span>
|
|
<span class="plain-syntax"> </span><span class="reserved-syntax">rfalse</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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