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<html>
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<title>3/prs</title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<meta http-equiv="Content-Language" content="en-gb">
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<link href="inweb.css" rel="stylesheet" rev="stylesheet" type="text/css">
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</head>
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<body>
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<!--Weave of '3/tp' generated by 7-->
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<ul class="crumbs"><li><a href="../webs.html">★</a></li><li><a href="index.html">if</a></li><li><a href="index.html#3">Chapter 3: Space and Time</a></li><li><b>The Player</b></li></ul><p class="purpose">A plugin to give a special role to the player object.</p>
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<ul class="toc"><li><a href="#SP1">§1. Definitions</a></li><li><a href="#SP4">§4. Initialisation</a></li><li><a href="#SP5">§5. Special objects</a></li><li><a href="#SP6_1">§6.1. Special variables</a></li><li><a href="#SP6_3">§6.3. Aliasing and bodysnatching</a></li><li><a href="#SP9">§9. Linguistic variations</a></li><li><a href="#SP12">§12. Model completion</a></li><li><a href="#SP13">§13. Initial time and place</a></li><li><a href="#SP14">§14. World Index details</a></li></ul><hr class="tocbar">
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<p class="inwebparagraph"><a id="SP1"></a><b>§1. Definitions. </b></p>
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<p class="inwebparagraph"><a id="SP2"></a><b>§2. </b>Altogether we keep track of four objects, though the first pair often coincide,
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and so do the second pair. (<code class="display"><span class="extract">I_yourself</span></code> is constant once set, like <code class="display"><span class="extract">K_room</span></code> and
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other such "constants" in the Inform source code.)
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</p>
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<pre class="display">
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<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">start_room</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">; </span> <span class="comment">room in which play begins: e.g., Barber's Shop</span>
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<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">start_object</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">; </span> <span class="comment">object in which play begins: e.g., a barber's chair</span>
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<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">player_character_object</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">; </span> <span class="comment">the player character object used in this run</span>
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<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">I_yourself</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">; </span> <span class="comment">the default player character object, <code class="display"><span class="extract">selfobj</span></code> in I6</span>
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<span class="identifier">property</span><span class="plain"> *</span><span class="identifier">P_saved_short_name</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">;</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="inwebparagraph"><a id="SP3"></a><b>§3. </b>Two variables are also special. The time of day might not look as if it belongs
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to this plugin, but the idea is to position the player in both space and time.
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</p>
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<pre class="display">
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<span class="identifier">nonlocal_variable</span><span class="plain"> *</span><span class="identifier">player_VAR</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">; </span> <span class="comment">initially <code class="display"><span class="extract">player_character_object</span></code> and often always <code class="display"><span class="extract">I_yourself</span></code></span>
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<span class="identifier">nonlocal_variable</span><span class="plain"> *</span><span class="identifier">time_of_day_VAR</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">;</span>
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<span class="identifier">nonlocal_variable</span><span class="plain"> *</span><span class="identifier">score_VAR</span><span class="plain"> = </span><span class="identifier">NULL</span><span class="plain">;</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="inwebparagraph"><a id="SP4"></a><b>§4. Initialisation. </b></p>
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<pre class="display">
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<span class="reserved">void</span><span class="plain"> </span><span class="functiontext">PL::Player::start</span><span class="plain">(</span><span class="reserved">void</span><span class="plain">) {</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_NEW_VARIABLE_NOTIFY</span><span class="plain">, </span><span class="functiontext">PL::Player::player_new_quantity_notify</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_VARIABLE_SET_WARNING</span><span class="plain">, </span><span class="functiontext">PL::Player::player_variable_set_warning</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_NEW_INSTANCE_NOTIFY</span><span class="plain">, </span><span class="functiontext">PL::Player::player_new_instance_notify</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_IRREGULAR_GENITIVE</span><span class="plain">, </span><span class="functiontext">PL::Player::player_irregular_genitive</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_COMPLETE_MODEL</span><span class="plain">, </span><span class="functiontext">PL::Player::player_complete_model</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_REFINE_IMPLICIT_NOUN</span><span class="plain">, </span><span class="functiontext">PL::Player::player_refine_implicit_noun</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_DETECT_BODYSNATCHING</span><span class="plain">, </span><span class="functiontext">PL::Player::player_detect_bodysnatching</span><span class="plain">);</span>
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<span class="identifier">PLUGIN_REGISTER</span><span class="plain">(</span><span class="identifier">PLUGIN_ANNOTATE_IN_WORLD_INDEX</span><span class="plain">, </span><span class="functiontext">PL::Player::player_annotate_in_World_index</span><span class="plain">);</span>
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<span class="plain">}</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">The function PL::Player::start appears nowhere else.</p>
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<p class="inwebparagraph"><a id="SP5"></a><b>§5. Special objects. </b>The "yourself" object is special in being tied, or "aliased", to the
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"player" variable, so Inform needs to recognise it. (No need to translate; it
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is created in English.)
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</p>
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<pre class="display">
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<span class="plain"><</span><span class="identifier">notable</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">instances</span><span class="plain">> ::=</span>
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<span class="identifier">yourself</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="inwebparagraph"><a id="SP6"></a><b>§6. </b></p>
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<pre class="display">
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<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_new_instance_notify</span><span class="plain">(</span><span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">inst</span><span class="plain">) {</span>
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<span class="identifier">wording</span><span class="plain"> </span><span class="identifier">IW</span><span class="plain"> = </span><span class="identifier">Instances::get_name</span><span class="plain">(</span><span class="identifier">inst</span><span class="plain">, </span><span class="identifier">FALSE</span><span class="plain">);</span>
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<span class="reserved">if</span><span class="plain"> (<</span><span class="identifier">notable</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">instances</span><span class="plain">>(</span><span class="identifier">IW</span><span class="plain">)) {</span>
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<span class="identifier">I_yourself</span><span class="plain"> = </span><span class="identifier">inst</span><span class="plain">; </span><span class="identifier">player_character_object</span><span class="plain"> = </span><span class="identifier">I_yourself</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">player_VAR</span><span class="plain">) </span><<span class="cwebmacro">Alias the player variable to the yourself object</span> <span class="cwebmacronumber">6.3</span>><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="identifier">instance</span><span class="plain"> *</span><span class="functiontext">PL::Player::get_start_room</span><span class="plain">(</span><span class="reserved">void</span><span class="plain">) {</span>
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<span class="reserved">return</span><span class="plain"> </span><span class="identifier">start_room</span><span class="plain">;</span>
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<span class="plain">}</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">The function PL::Player::player_new_instance_notify is used in <a href="#SP4">§4</a>.</p>
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<p class="endnote">The function PL::Player::get_start_room is used in <a href="#SP14">§14</a>, 3/sm2 (<a href="3-sm2.html#SP8_15">§8.15</a>, <a href="3-sm2.html#SP43_2">§43.2</a>).</p>
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<p class="inwebparagraph"><a id="SP6_1"></a><b>§6.1. Special variables. </b>"Time of day" is a perfectly normal variable and we only note down its
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identity in order to find out the initial time of day intended by the
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source text.
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</p>
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<p class="inwebparagraph">"Player", on the other hand, is unusual in two respects. First, it's aliased
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to an object; second, it's set in an unusual way. That is, Inform does not
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compile
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</p>
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<blockquote>
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<p>now the player is Mr Chasuble;</p>
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</blockquote>
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<p class="inwebparagraph">to something like <code class="display"><span class="extract">player = O31_mr_chasuble</span></code>, as it would do for a typical
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variable. It's very important that code compiled by Inform 7 doesn't do
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this, because if executed it would break the invariants for the various I6
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variables about the current situation. The correct thing is always to call
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the template routine <code class="display"><span class="extract">ChangePlayer</span></code>. We ensure that by supplying an I6
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schema which overrides the standard one for setting global variables:
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</p>
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<p class="inwebparagraph">As usual, no need to translate these; they are created in English.
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</p>
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<pre class="display">
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<span class="plain"><</span><span class="identifier">notable</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">variables</span><span class="plain">> ::=</span>
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<span class="identifier">player</span><span class="plain"> |</span>
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<span class="identifier">score</span><span class="plain"> |</span>
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<span class="identifier">time</span><span class="plain"> </span><span class="identifier">of</span><span class="plain"> </span><span class="identifier">day</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="inwebparagraph"><a id="SP6_2"></a><b>§6.2. </b></p>
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<pre class="display">
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<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_new_quantity_notify</span><span class="plain">(</span><span class="identifier">nonlocal_variable</span><span class="plain"> *</span><span class="identifier">nlv</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> (<</span><span class="identifier">notable</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">variables</span><span class="plain">>(</span><span class="identifier">nlv</span><span class="plain">-</span><span class="element">>name</span><span class="plain">)) {</span>
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<span class="reserved">switch</span><span class="plain"> (<<</span><span class="identifier">r</span><span class="plain">>>) {</span>
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<span class="reserved">case</span><span class="plain"> 0:</span>
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<span class="identifier">player_VAR</span><span class="plain"> = </span><span class="identifier">nlv</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">I_yourself</span><span class="plain">) </span><<span class="cwebmacro">Alias the player variable to the yourself object</span> <span class="cwebmacronumber">6.3</span>><span class="plain">;</span>
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<span class="identifier">NonlocalVariables::set_write_schema</span><span class="plain">(</span><span class="identifier">nlv</span><span class="plain">, </span><span class="string">"ChangePlayer(*2)"</span><span class="plain">);</span>
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<span class="reserved">break</span><span class="plain">;</span>
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<span class="reserved">case</span><span class="plain"> 1:</span>
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<span class="identifier">score_VAR</span><span class="plain"> = </span><span class="identifier">nlv</span><span class="plain">;</span>
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<span class="identifier">NonlocalVariables::make_initalisable</span><span class="plain">(</span><span class="identifier">score_VAR</span><span class="plain">);</span>
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<span class="reserved">break</span><span class="plain">;</span>
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<span class="reserved">case</span><span class="plain"> 2:</span>
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<span class="identifier">time_of_day_VAR</span><span class="plain"> = </span><span class="identifier">nlv</span><span class="plain">;</span>
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<span class="identifier">NonlocalVariables::make_initalisable</span><span class="plain">(</span><span class="identifier">time_of_day_VAR</span><span class="plain">);</span>
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<span class="reserved">break</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
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<span class="plain">}</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">The function PL::Player::player_new_quantity_notify is used in <a href="#SP4">§4</a>.</p>
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<p class="inwebparagraph"><a id="SP6_3"></a><b>§6.3. Aliasing and bodysnatching. </b>As can be seen, as soon as both "yourself" (object) and "player" (variable)
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have been created, they are aliased together. This is a form of tacit pointer
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dereferencing, though authors probably don't think of it that way. A normal
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object variable is like a pointer to an object, rather than an object itself,
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and so the following doesn't make sense:
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</p>
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<blockquote>
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<p>The top prize is an object that varies. The top prize is in the desk drawer.</p>
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</blockquote>
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<p class="inwebparagraph">Clearly something goes in the desk drawer, but it's quite ambiguous what: the
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problem is that "top prize" describes some object, but it's not clear which.
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(Inform generally disallows this even if the source text explicitly gives a
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value for top prize.) But "player" is unusual because Inform authors are
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encouraged always to describe the player object that way, and often don't
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realise that it's a variable at all — and most of the time it never changes
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its value, of course, but simply remains equal to "yourself" throughout play.
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So we want to allow this sort of thing:
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</p>
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<blockquote>
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<p>The player is in the Cage.</p>
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</blockquote>
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<p class="inwebparagraph">even though it has exactly the same problem as the top prize. We get around
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this by treating "player", in assertions, as if it were its own initial
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value ("yourself") — in effect, we silently dereference it. This is
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aliasing.
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</p>
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<p class="macrodefinition"><code class="display">
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<<span class="cwebmacrodefn">Alias the player variable to the yourself object</span> <span class="cwebmacronumber">6.3</span>> =
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</code></p>
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<pre class="displaydefn">
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<span class="identifier">inference_subject</span><span class="plain"> *</span><span class="identifier">subj</span><span class="plain"> = </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">);</span>
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<span class="identifier">InferenceSubjects::alias_to_nonlocal_variable</span><span class="plain">(</span><span class="identifier">subj</span><span class="plain">, </span><span class="identifier">player_VAR</span><span class="plain">);</span>
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<span class="identifier">NonlocalVariables::set_alias</span><span class="plain">(</span><span class="identifier">player_VAR</span><span class="plain">, </span><span class="identifier">subj</span><span class="plain">);</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">This code is used in <a href="#SP6">§6</a>, <a href="#SP6_2">§6.2</a>.</p>
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<p class="inwebparagraph"><a id="SP7"></a><b>§7. </b>We also, though, want to look out for this sort of thing:
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</p>
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<blockquote>
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<p>The player is Lord Collingwood.</p>
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</blockquote>
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<p class="inwebparagraph">because an assertion like this causes <code class="display"><span class="extract">player_character_object</span></code> to diverge from <code class="display"><span class="extract">I_yourself</span></code>;
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here of course it becomes the Lord Collingwood object.
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</p>
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<pre class="display">
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<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_variable_set_warning</span><span class="plain">(</span><span class="identifier">nonlocal_variable</span><span class="plain"> *</span><span class="identifier">nlv</span><span class="plain">, </span><span class="identifier">parse_node</span><span class="plain"> *</span><span class="identifier">val</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">nlv</span><span class="plain"> == </span><span class="identifier">player_VAR</span><span class="plain">) {</span>
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<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">npc</span><span class="plain"> = </span><span class="identifier">Rvalues::to_object_instance</span><span class="plain">(</span><span class="identifier">val</span><span class="plain">);</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">npc</span><span class="plain">) {</span>
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<span class="identifier">player_character_object</span><span class="plain"> = </span><span class="identifier">npc</span><span class="plain">;</span>
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<span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
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<span class="plain">}</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">The function PL::Player::player_variable_set_warning is used in <a href="#SP4">§4</a>.</p>
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<p class="inwebparagraph"><a id="SP8"></a><b>§8. </b>But it gets worse: as well as aliasing, there is bodysnatching. Our problem
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is that once the author has written "The player is Lord Collingwood.", it's
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clear that the "yourself" object shouldn't appear anywhere. But there are
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two problems with that: one, the I6 template code needs it to exist, even if
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it isn't in the model world; and two, we've just aliased "player" to it.
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</p>
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<p class="inwebparagraph">Bodysnatching allows one object (the "snatcher") to take over the life of
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another (the "victim"), so that inferences made about the victim are diverted
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to the snatcher. Thus if the source text reads:
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</p>
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<blockquote>
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<p>The player is Lord Collingwood. The player carries a spyglass.</p>
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</blockquote>
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<p class="inwebparagraph">the second sentence goes through two transformations: first, because of
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aliasing, Inform decides to draw an inference about "yourself", rather
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than complaining that "player" is indefinite; and second, because of
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bodysnatching, the Collingwood object (snatcher) takes over the inference
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from the yourself object (victim). So Collingwood gets the spyglass, as
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the source text clearly intended.
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</p>
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<p class="inwebparagraph">Bodysnatching is used only when <code class="display"><span class="extract">player_character_object</span></code> differs from <code class="display"><span class="extract">I_yourself</span></code>,
|
|
that is, when the source text explicitly sets a value for "player".
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_detect_bodysnatching</span><span class="plain">(</span><span class="identifier">inference_subject</span><span class="plain"> *</span><span class="identifier">body</span><span class="plain">, </span><span class="reserved">int</span><span class="plain"> *</span><span class="identifier">snatcher</span><span class="plain">,</span>
|
|
<span class="identifier">inference_subject</span><span class="plain"> **</span><span class="identifier">counterpart</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">player_character_object</span><span class="plain"> == </span><span class="identifier">I_yourself</span><span class="plain">) ||</span>
|
|
<span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">) || (</span><span class="identifier">I_yourself</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">)) </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
|
|
<span class="identifier">kind</span><span class="plain"> *</span><span class="identifier">KP</span><span class="plain"> = </span><span class="identifier">Instances::to_kind</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">);</span>
|
|
<span class="identifier">kind</span><span class="plain"> *</span><span class="identifier">KY</span><span class="plain"> = </span><span class="identifier">Instances::to_kind</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">);</span>
|
|
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">Kinds::Compare::lt</span><span class="plain">(</span><span class="identifier">KP</span><span class="plain">, </span><span class="identifier">KY</span><span class="plain">)) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">body</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">)) {</span>
|
|
<span class="plain">*</span><span class="identifier">snatcher</span><span class="plain"> = </span><span class="identifier">FALSE</span><span class="plain">; *</span><span class="identifier">counterpart</span><span class="plain"> = </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">); </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">; }</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">body</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">)) {</span>
|
|
<span class="plain">*</span><span class="identifier">snatcher</span><span class="plain"> = </span><span class="identifier">TRUE</span><span class="plain">; *</span><span class="identifier">counterpart</span><span class="plain"> = </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">); </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">; }</span>
|
|
<span class="plain">} </span><span class="reserved">else</span><span class="plain"> {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">body</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">)) {</span>
|
|
<span class="plain">*</span><span class="identifier">snatcher</span><span class="plain"> = </span><span class="identifier">TRUE</span><span class="plain">; *</span><span class="identifier">counterpart</span><span class="plain"> = </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">); </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">; }</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">body</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">)) {</span>
|
|
<span class="plain">*</span><span class="identifier">snatcher</span><span class="plain"> = </span><span class="identifier">FALSE</span><span class="plain">; *</span><span class="identifier">counterpart</span><span class="plain"> = </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">); </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">; }</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">The function PL::Player::player_detect_bodysnatching is used in <a href="#SP4">§4</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP9"></a><b>§9. Linguistic variations. </b>Thankfully everything else is straightforward. The following is used to
|
|
ensure that assemblies such as "A nose is part of every person" produces
|
|
"your nose" rather than "yourself's nose":
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_irregular_genitive</span><span class="plain">(</span><span class="identifier">inference_subject</span><span class="plain"> *</span><span class="identifier">owner</span><span class="plain">, </span><span class="identifier">text_stream</span><span class="plain"> *</span><span class="identifier">genitive</span><span class="plain">, </span><span class="reserved">int</span><span class="plain"> *</span><span class="identifier">propriety</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">owner</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">)) {</span>
|
|
<span class="identifier">WRITE_TO</span><span class="plain">(</span><span class="identifier">genitive</span><span class="plain">, </span><span class="string">"your "</span><span class="plain">);</span>
|
|
<span class="plain">*</span><span class="identifier">propriety</span><span class="plain"> = </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">player_character_object</span><span class="plain">) && (</span><span class="identifier">I_yourself</span><span class="plain">) &&</span>
|
|
<span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain"> != </span><span class="identifier">I_yourself</span><span class="plain">) &&</span>
|
|
<span class="plain">(</span><span class="identifier">owner</span><span class="plain"> == </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">))) {</span>
|
|
<span class="identifier">WRITE_TO</span><span class="plain">(</span><span class="identifier">genitive</span><span class="plain">, </span><span class="string">"your "</span><span class="plain">);</span>
|
|
<span class="plain">*</span><span class="identifier">propriety</span><span class="plain"> = </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">The function PL::Player::player_irregular_genitive is used in <a href="#SP4">§4</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP10"></a><b>§10. </b>The adjectives "worn" and "carried" — as in, "The nautical chart is
|
|
carried." — implicitly refer to the player as the unstated term in the
|
|
relationship; that makes them our business here. "Initially carried" is
|
|
now deprecated, but is provided as synonymous with "carried" because it
|
|
was once an either/or property in the clumsier early stages of Inform 7,
|
|
and people still sometimes type it.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain"><</span><span class="identifier">implicit</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">relationship</span><span class="plain">> ::=</span>
|
|
<span class="identifier">worn</span><span class="plain"> |</span>
|
|
<span class="identifier">carried</span><span class="plain"> |</span>
|
|
<span class="identifier">initially</span><span class="plain"> </span><span class="identifier">carried</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP11"></a><b>§11. </b></p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_refine_implicit_noun</span><span class="plain">(</span><span class="identifier">parse_node</span><span class="plain"> *</span><span class="identifier">p</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (<</span><span class="identifier">implicit</span><span class="plain">-</span><span class="identifier">player</span><span class="plain">-</span><span class="identifier">relationship</span><span class="plain">>(</span><span class="identifier">ParseTree::get_text</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">))) {</span>
|
|
<span class="identifier">Assertions::Refiner::noun_from_infs</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">, </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">));</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">The function PL::Player::player_refine_implicit_noun is used in <a href="#SP4">§4</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP12"></a><b>§12. Model completion. </b>At stage III, we add a property to make things work out nicely in the event
|
|
of a change of player.
|
|
</p>
|
|
|
|
<p class="inwebparagraph">Otherwise we take no interest until stage IV, a point at which kinds of
|
|
objects and the spatial model for them are both completely worked out. We
|
|
won't change anything: all we will do is calculate the start object and the
|
|
start room by looking at where the player sits in the spatial model.
|
|
</p>
|
|
|
|
<p class="inwebparagraph">Very often, the source text doesn't specify where the player is, and then
|
|
we assume he is freestanding in the earliest defined room.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_complete_model</span><span class="plain">(</span><span class="reserved">int</span><span class="plain"> </span><span class="identifier">stage</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">stage</span><span class="plain"> == 3) && (</span><span class="identifier">I_yourself</span><span class="plain">)) {</span>
|
|
<span class="identifier">P_saved_short_name</span><span class="plain"> = </span><span class="identifier">Properties::Valued::new_nameless</span><span class="plain">(</span><span class="identifier">I</span><span class="string">"saved_short_name"</span><span class="plain">, </span><span class="identifier">K_text</span><span class="plain">);</span>
|
|
<span class="identifier">Properties::Valued::assert</span><span class="plain">(</span><span class="identifier">P_saved_short_name</span><span class="plain">, </span><span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">),</span>
|
|
<span class="identifier">Rvalues::from_unescaped_wording</span><span class="plain">(</span><span class="identifier">Feeds::feed_stream</span><span class="plain">(</span><span class="identifier">I</span><span class="string">"yourself"</span><span class="plain">)), </span><span class="identifier">CERTAIN_CE</span><span class="plain">);</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">stage</span><span class="plain"> == 4) {</span>
|
|
<<span class="cwebmacro">Set the start room to the earliest room defined in the source text</span> <span class="cwebmacronumber">12.1</span>><span class="plain">;</span>
|
|
<<span class="cwebmacro">If the start room is still null, there's no room, so issue a problem</span> <span class="cwebmacronumber">12.2</span>><span class="character">;</span>
|
|
<<span class="cwebmacro">Otherwise see if the player has explicitly been placed in the model world</span> <span class="cwebmacronumber">12.3</span>><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">The function PL::Player::player_complete_model is used in <a href="#SP4">§4</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP12_1"></a><b>§12.1. </b><code class="display">
|
|
<<span class="cwebmacrodefn">Set the start room to the earliest room defined in the source text</span> <span class="cwebmacronumber">12.1</span>> =
|
|
</code></p>
|
|
|
|
|
|
<pre class="displaydefn">
|
|
<span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">I</span><span class="plain">;</span>
|
|
<span class="identifier">LOOP_OVER_OBJECT_INSTANCES</span><span class="plain">(</span><span class="identifier">I</span><span class="plain">)</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="functiontext">PL::Spatial::object_is_a_room</span><span class="plain">(</span><span class="identifier">I</span><span class="plain">)) && (</span><span class="identifier">start_room</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">)</span>
|
|
<span class="plain">&& (</span><span class="identifier">Instances::get_creating_file</span><span class="plain">(</span><span class="identifier">I</span><span class="plain">) == </span><span class="identifier">primary_source_file</span><span class="plain">))</span>
|
|
<span class="identifier">start_room</span><span class="plain"> = </span><span class="identifier">I</span><span class="plain">;</span>
|
|
<span class="identifier">LOOP_OVER_OBJECT_INSTANCES</span><span class="plain">(</span><span class="identifier">I</span><span class="plain">)</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="functiontext">PL::Spatial::object_is_a_room</span><span class="plain">(</span><span class="identifier">I</span><span class="plain">)) && (</span><span class="identifier">start_room</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">))</span>
|
|
<span class="identifier">start_room</span><span class="plain"> = </span><span class="identifier">I</span><span class="plain">;</span>
|
|
<span class="identifier">start_object</span><span class="plain"> = </span><span class="identifier">start_room</span><span class="plain">;</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">This code is used in <a href="#SP12">§12</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP12_2"></a><b>§12.2. </b><code class="display">
|
|
<<span class="cwebmacrodefn">If the start room is still null, there's no room, so issue a problem</span> <span class="cwebmacronumber">12.2</span>> =
|
|
</code></p>
|
|
|
|
|
|
<pre class="displaydefn">
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">start_room</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">) && (</span><span class="identifier">existing_story_file</span><span class="plain"> == </span><span class="identifier">FALSE</span><span class="plain">)) {</span>
|
|
<span class="identifier">Problems::Issue::unlocated_problem</span><span class="plain">(</span><span class="identifier">_p_</span><span class="plain">(</span><span class="identifier">PM_NoStartRoom</span><span class="plain">),</span>
|
|
<span class="string">"There doesn't seem to be any location in this story, so there's "</span>
|
|
<span class="string">"nowhere for the player to begin. This may be because I have "</span>
|
|
<span class="string">"misunderstood what was meant to be a room and what wasn't: I "</span>
|
|
<span class="string">"only know something is a room if you tell me explicitly ('The "</span>
|
|
<span class="string">"Observatory is a room') or if you imply it by giving map "</span>
|
|
<span class="string">"directions ('East of the Observatory is the Planetarium')."</span><span class="plain">);</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">This code is used in <a href="#SP12">§12</a>.</p>
|
|
|
|
<p class="inwebparagraph"><a id="SP12_3"></a><b>§12.3. </b>If the source text said nothing about the player's location, then the
|
|
player object will be a disconnected node in the containment tree: it will,
|
|
in fact, have no progenitor. In that event, the start room already calculated
|
|
will do. But otherwise:
|
|
</p>
|
|
|
|
|
|
<p class="macrodefinition"><code class="display">
|
|
<<span class="cwebmacrodefn">Otherwise see if the player has explicitly been placed in the model world</span> <span class="cwebmacronumber">12.3</span>> =
|
|
</code></p>
|
|
|
|
|
|
<pre class="displaydefn">
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">player_character_object</span><span class="plain">) {</span>
|
|
<span class="identifier">start_object</span><span class="plain"> = </span><span class="functiontext">PL::Spatial::progenitor</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">start_object</span><span class="plain">) {</span>
|
|
<span class="identifier">start_room</span><span class="plain"> = </span><span class="identifier">start_object</span><span class="plain">;</span>
|
|
<span class="reserved">while</span><span class="plain"> ((</span><span class="identifier">start_room</span><span class="plain">) && (</span><span class="functiontext">PL::Spatial::progenitor</span><span class="plain">(</span><span class="identifier">start_room</span><span class="plain">)))</span>
|
|
<span class="identifier">start_room</span><span class="plain"> = </span><span class="functiontext">PL::Spatial::progenitor</span><span class="plain">(</span><span class="identifier">start_room</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">start_room</span><span class="plain">) && (</span><span class="functiontext">PL::Spatial::object_is_a_room</span><span class="plain">(</span><span class="identifier">start_room</span><span class="plain">) == </span><span class="identifier">FALSE</span><span class="plain">)) {</span>
|
|
<span class="identifier">Problems::Issue::object_problem</span><span class="plain">(</span><span class="identifier">_p_</span><span class="plain">(</span><span class="identifier">PM_StartsOutsideRooms</span><span class="plain">),</span>
|
|
<span class="identifier">start_object</span><span class="plain">,</span>
|
|
<span class="string">"seems to be where the player is supposed to begin"</span><span class="plain">,</span>
|
|
<span class="string">"but (so far as I know) it is not a room, nor is it ultimately "</span>
|
|
<span class="string">"contained inside a room."</span><span class="plain">);</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">inference</span><span class="plain"> *</span><span class="identifier">inf</span><span class="plain">;</span>
|
|
<span class="identifier">POSITIVE_KNOWLEDGE_LOOP</span><span class="plain">(</span><span class="identifier">inf</span><span class="plain">,</span>
|
|
<span class="identifier">Instances::as_subject</span><span class="plain">(</span><span class="identifier">player_character_object</span><span class="plain">), </span><span class="constant">PART_OF_INF</span><span class="plain">) {</span>
|
|
<span class="identifier">Problems::Issue::object_problem</span><span class="plain">(</span><span class="identifier">_p_</span><span class="plain">(</span><span class="identifier">PM_PlayerIsPart</span><span class="plain">),</span>
|
|
<span class="identifier">start_object</span><span class="plain">,</span>
|
|
<span class="string">"seems to have the player attached as a component part"</span><span class="plain">,</span>
|
|
<span class="string">"which is not allowed. The player can be in a room, or "</span>
|
|
<span class="string">"inside a container, or on a supporter, but can't be part "</span>
|
|
<span class="string">"of something."</span><span class="plain">);</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="endnote">This code is used in <a href="#SP12">§12</a>.</p>
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<p class="inwebparagraph"><a id="SP13"></a><b>§13. Initial time and place. </b>Well: the point of tracking all of those variables was solely to be able to
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compile this little array, which provides enough details for the I6 template
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code to set things up correctly at run-time.
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</p>
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<pre class="display">
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<span class="reserved">void</span><span class="plain"> </span><span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="reserved">int</span><span class="plain"> </span><span class="identifier">id</span><span class="plain">, </span><span class="reserved">int</span><span class="plain"> </span><span class="identifier">val</span><span class="plain">) {</span>
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<span class="identifier">inter_name</span><span class="plain"> *</span><span class="identifier">iname</span><span class="plain"> = </span><span class="identifier">Hierarchy::find</span><span class="plain">(</span><span class="identifier">id</span><span class="plain">);</span>
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<span class="identifier">Emit::named_array_begin</span><span class="plain">(</span><span class="identifier">iname</span><span class="plain">, </span><span class="identifier">K_value</span><span class="plain">);</span>
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<span class="identifier">Emit::named_numeric_constant</span><span class="plain">(</span><span class="identifier">iname</span><span class="plain">, (</span><span class="identifier">inter_t</span><span class="plain">) </span><span class="identifier">val</span><span class="plain">);</span>
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<span class="identifier">Hierarchy::make_available</span><span class="plain">(</span><span class="identifier">Emit::tree</span><span class="plain">(), </span><span class="identifier">iname</span><span class="plain">);</span>
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<span class="plain">}</span>
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<span class="reserved">void</span><span class="plain"> </span><span class="functiontext">PL::Player::InitialSituation</span><span class="plain">(</span><span class="reserved">void</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">Plugins::Manage::plugged_in</span><span class="plain">(</span><span class="identifier">player_plugin</span><span class="plain">)) {</span>
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<span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="identifier">PLAYER_OBJECT_INIS_HL</span><span class="plain">, 0);</span>
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<span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="identifier">START_OBJECT_INIS_HL</span><span class="plain">, 1);</span>
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<span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="identifier">START_ROOM_INIS_HL</span><span class="plain">, 2);</span>
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<span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="identifier">START_TIME_INIS_HL</span><span class="plain">, 3);</span>
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<span class="functiontext">PL::Player::InitialSituation_define</span><span class="plain">(</span><span class="identifier">DONE_INIS_HL</span><span class="plain">, 4);</span>
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<span class="identifier">inter_name</span><span class="plain"> *</span><span class="identifier">iname</span><span class="plain"> = </span><span class="identifier">Hierarchy::find</span><span class="plain">(</span><span class="identifier">INITIALSITUATION_HL</span><span class="plain">);</span>
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<span class="identifier">packaging_state</span><span class="plain"> </span><span class="identifier">save</span><span class="plain"> = </span><span class="identifier">Emit::named_array_begin</span><span class="plain">(</span><span class="identifier">iname</span><span class="plain">, </span><span class="identifier">K_value</span><span class="plain">);</span>
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<span class="identifier">NonlocalVariables::emit_initial_value</span><span class="plain">(</span><span class="identifier">player_VAR</span><span class="plain">);</span>
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|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">start_object</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">) </span><span class="identifier">Emit::array_numeric_entry</span><span class="plain">(0);</span>
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<span class="reserved">else</span><span class="plain"> </span><span class="identifier">Emit::array_iname_entry</span><span class="plain">(</span><span class="identifier">Instances::iname</span><span class="plain">(</span><span class="identifier">start_object</span><span class="plain">));</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">start_room</span><span class="plain"> == </span><span class="identifier">NULL</span><span class="plain">) </span><span class="identifier">Emit::array_numeric_entry</span><span class="plain">(0);</span>
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|
<span class="reserved">else</span><span class="plain"> </span><span class="identifier">Emit::array_iname_entry</span><span class="plain">(</span><span class="identifier">Instances::iname</span><span class="plain">(</span><span class="identifier">start_room</span><span class="plain">));</span>
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|
<span class="identifier">NonlocalVariables::emit_initial_value</span><span class="plain">(</span><span class="identifier">time_of_day_VAR</span><span class="plain">);</span>
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|
<span class="identifier">Emit::array_numeric_entry</span><span class="plain">(0);</span>
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|
<span class="identifier">Emit::array_end</span><span class="plain">(</span><span class="identifier">save</span><span class="plain">);</span>
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<span class="identifier">Hierarchy::make_available</span><span class="plain">(</span><span class="identifier">Emit::tree</span><span class="plain">(), </span><span class="identifier">iname</span><span class="plain">);</span>
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|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
</pre>
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<p class="inwebparagraph"></p>
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|
|
<p class="endnote">The function PL::Player::InitialSituation_define appears nowhere else.</p>
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|
|
<p class="endnote">The function PL::Player::InitialSituation appears nowhere else.</p>
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<p class="inwebparagraph"><a id="SP14"></a><b>§14. World Index details. </b>We explicitly mention the player in the World index, since otherwise it won't
|
|
usually appear anywhere.
|
|
</p>
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<pre class="display">
|
|
<span class="reserved">void</span><span class="plain"> </span><span class="functiontext">PL::Player::index_object_further</span><span class="plain">(</span><span class="identifier">OUTPUT_STREAM</span><span class="plain">, </span><span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">I</span><span class="plain">, </span><span class="reserved">int</span><span class="plain"> </span><span class="identifier">depth</span><span class="plain">, </span><span class="reserved">int</span><span class="plain"> </span><span class="identifier">details</span><span class="plain">) {</span>
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|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">I</span><span class="plain"> == </span><span class="identifier">start_room</span><span class="plain">) && (</span><span class="identifier">I_yourself</span><span class="plain">) &&</span>
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|
<span class="plain">(</span><span class="identifier">Instances::indexed_yet</span><span class="plain">(</span><span class="identifier">I_yourself</span><span class="plain">) == </span><span class="identifier">FALSE</span><span class="plain">))</span>
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|
<span class="identifier">Data::Objects::index</span><span class="plain">(</span><span class="identifier">OUT</span><span class="plain">, </span><span class="identifier">I_yourself</span><span class="plain">, </span><span class="identifier">NULL</span><span class="plain">, </span><span class="identifier">depth</span><span class="plain">+1, </span><span class="identifier">details</span><span class="plain">);</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="reserved">int</span><span class="plain"> </span><span class="functiontext">PL::Player::player_annotate_in_World_index</span><span class="plain">(</span><span class="identifier">OUTPUT_STREAM</span><span class="plain">, </span><span class="identifier">instance</span><span class="plain"> *</span><span class="identifier">I</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">I</span><span class="plain"> == </span><span class="functiontext">PL::Player::get_start_room</span><span class="plain">()) {</span>
|
|
<span class="identifier">WRITE</span><span class="plain">(</span><span class="string">" - <i>room where play begins</i>"</span><span class="plain">);</span>
|
|
<span class="identifier">Index::DocReferences::link</span><span class="plain">(</span><span class="identifier">OUT</span><span class="plain">, </span><span class="identifier">I</span><span class="string">"ROOMPLAYBEGINS"</span><span class="plain">);</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">TRUE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">FALSE</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="endnote">The function PL::Player::index_object_further is used in 3/sm (<a href="3-sm.html#SP44">§44</a>).</p>
|
|
|
|
<p class="endnote">The function PL::Player::player_annotate_in_World_index is used in <a href="#SP4">§4</a>.</p>
|
|
|
|
<hr class="tocbar">
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<ul class="toc"><li><a href="3-prs.html">Back to 'Persons'</a></li><li><a href="3-dvc.html">Continue with 'Devices'</a></li></ul><hr class="tocbar">
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