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<title>S/ft</title>
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<!--Weave of 'S/gt' generated by 7-->
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<ul class="crumbs"><li><a href="../webs.html">★</a></li><li><a href="index.html">standard_rules Template Library</a></li><li><b>Glulx Template</b></li></ul><p class="purpose">To provide Glulx-specific actions.</p>
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<ul class="toc"><li><a href="#SP1">§1. GlkList Command</a></li><li><a href="#SP2">§2. Undo</a></li><li><a href="#SP3">§3. Quit The Game Rule</a></li><li><a href="#SP4">§4. Restart The Game Rule</a></li><li><a href="#SP5">§5. Restore The Game Rule</a></li><li><a href="#SP6">§6. Save The Game Rule</a></li><li><a href="#SP7">§7. Verify The Story File Rule</a></li><li><a href="#SP8">§8. Switch Transcript On Rule</a></li><li><a href="#SP9">§9. Switch Transcript Off Rule</a></li><li><a href="#SP10">§10. Announce Story File Version Rule</a></li><li><a href="#SP11">§11. Descend To Specific Action Rule</a></li></ul><hr class="tocbar">
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<p class="inwebparagraph"><a id="SP1"></a><b>§1. GlkList Command. </b>GLKLIST is a testing command best used by those who understand Glulx and its
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ways: it isn't documented in the I7 manual, because it is pretty inscrutable
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for "real" users, but it's probably worth keeping just the same.
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</p>
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<pre class="display">
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<span class="plain">#Ifdef DEBUG;</span>
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<span class="plain">[ GlkListSub id val;</span>
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<span class="plain">id = glk_window_iterate(0, gg_arguments);</span>
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<span class="plain">while (id) {</span>
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<span class="plain">print "Window ", id, " (", gg_arguments-->0, "): ";</span>
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<span class="plain">val = glk_window_get_type(id);</span>
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<span class="plain">switch (val) {</span>
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<span class="plain">1: print "pair";</span>
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<span class="plain">2: print "blank";</span>
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<span class="plain">3: print "textbuffer";</span>
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<span class="plain">4: print "textgrid";</span>
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<span class="plain">5: print "graphics";</span>
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<span class="plain">default: print "unknown";</span>
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<span class="plain">}</span>
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<span class="plain">val = glk_window_get_parent(id);</span>
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<span class="plain">if (val) print ", parent is window ", val;</span>
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<span class="plain">else print ", no parent (root)";</span>
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<span class="plain">val = glk_window_get_stream(id);</span>
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<span class="plain">print ", stream ", val;</span>
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<span class="plain">val = glk_window_get_echo_stream(id);</span>
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<span class="plain">if (val) print ", echo stream ", val;</span>
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<span class="plain">print "^";</span>
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<span class="plain">id = glk_window_iterate(id, gg_arguments);</span>
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<span class="plain">}</span>
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<span class="plain">id = glk_stream_iterate(0, gg_arguments);</span>
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<span class="plain">while (id) {</span>
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<span class="plain">print "Stream ", id, " (", gg_arguments-->0, ")^";</span>
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<span class="plain">id = glk_stream_iterate(id, gg_arguments);</span>
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<span class="plain">}</span>
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<span class="plain">id = glk_fileref_iterate(0, gg_arguments);</span>
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<span class="plain">while (id) {</span>
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<span class="plain">print "Fileref ", id, " (", gg_arguments-->0, ")^";</span>
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<span class="plain">id = glk_fileref_iterate(id, gg_arguments);</span>
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<span class="plain">}</span>
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<span class="plain">if (glk_gestalt(gestalt_Sound, 0)) {</span>
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<span class="plain">id = glk_schannel_iterate(0, gg_arguments);</span>
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<span class="plain">while (id) {</span>
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<span class="plain">print "Soundchannel ", id, " (", gg_arguments-->0, ")^";</span>
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<span class="plain">id = glk_schannel_iterate(id, gg_arguments);</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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<span class="plain">Verb meta 'glklist'</span>
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<span class="plain">* -> GlkList;</span>
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<span class="plain">#Endif;</span>
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</pre>
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<p class="inwebparagraph"></p>
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<p class="inwebparagraph"><a id="SP2"></a><b>§2. Undo. </b>These are really emulations of the Z-machine's conventions on UNDO: Glulx's
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undo opcodes used different result codes while providing essentially the same
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functionality, for reasons which are opaque, but no trouble is caused thereby.
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</p>
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<pre class="display">
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<span class="plain">[ VM_Undo result_code;</span>
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<span class="plain">@restoreundo result_code;</span>
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<span class="plain">return (~~result_code);</span>
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<span class="plain">];</span>
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<span class="plain">[ VM_Save_Undo result_code;</span>
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<span class="plain">@saveundo result_code;</span>
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<span class="plain">if (result_code == -1) { GGRecoverObjects(); return 2; }</span>
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<span class="plain">return (~~result_code);</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="inwebparagraph"><a id="SP3"></a><b>§3. Quit The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ QUIT_THE_GAME_R;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">if ((actor == player) && (untouchable_silence == false))</span>
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<span class="plain">QUIT_THE_GAME_RM('A');</span>
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<span class="plain">if (YesOrNo()~=0) quit;</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="inwebparagraph"><a id="SP4"></a><b>§4. Restart The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ RESTART_THE_GAME_R;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">RESTART_THE_GAME_RM('A');</span>
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<span class="plain">if (YesOrNo()~=0) {</span>
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<span class="plain">@restart;</span>
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<span class="plain">RESTART_THE_GAME_RM('B'); new_line;</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="inwebparagraph"><a id="SP5"></a><b>§5. Restore The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ RESTORE_THE_GAME_R res fref;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">fref = glk_fileref_create_by_prompt($01, $02, 0);</span>
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<span class="plain">if (fref == 0) jump RFailed;</span>
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<span class="plain">gg_savestr = glk_stream_open_file(fref, $02, GG_SAVESTR_ROCK);</span>
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<span class="plain">glk_fileref_destroy(fref);</span>
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<span class="plain">if (gg_savestr == 0) jump RFailed;</span>
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<span class="plain">@restore gg_savestr res;</span>
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<span class="plain">glk_stream_close(gg_savestr, 0);</span>
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<span class="plain">gg_savestr = 0;</span>
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<span class="plain">.RFailed;</span>
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<span class="plain">RESTORE_THE_GAME_RM('A'); new_line;</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="inwebparagraph"><a id="SP6"></a><b>§6. Save The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ SAVE_THE_GAME_R res fref;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">fref = glk_fileref_create_by_prompt($01, $01, 0);</span>
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<span class="plain">if (fref == 0) jump SFailed;</span>
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<span class="plain">gg_savestr = glk_stream_open_file(fref, $01, GG_SAVESTR_ROCK);</span>
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<span class="plain">glk_fileref_destroy(fref);</span>
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<span class="plain">if (gg_savestr == 0) jump SFailed;</span>
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<span class="plain">@save gg_savestr res;</span>
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<span class="plain">if (res == -1) {</span>
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<span class="plain">! The player actually just typed "restore". We first have to recover</span>
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<span class="plain">! all the Glk objects; the values in our global variables are all wrong.</span>
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<span class="plain">GGRecoverObjects();</span>
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<span class="plain">glk_stream_close(gg_savestr, 0); ! stream_close</span>
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<span class="plain">gg_savestr = 0;</span>
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<span class="plain">RESTORE_THE_GAME_RM('B'); new_line;</span>
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<span class="plain">rtrue;</span>
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<span class="plain">}</span>
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<span class="plain">glk_stream_close(gg_savestr, 0); ! stream_close</span>
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<span class="plain">gg_savestr = 0;</span>
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<span class="plain">if (res == 0) { SAVE_THE_GAME_RM('B'); new_line; rtrue; }</span>
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<span class="plain">.SFailed;</span>
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<span class="plain">SAVE_THE_GAME_RM('A'); new_line;</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="inwebparagraph"><a id="SP7"></a><b>§7. Verify The Story File Rule. </b>This is a fossil now, really, but in the days of Infocom, the 110K story
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file occupying an entire disc was a huge data set: floppy discs were by no
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means a reliable medium, and cheap hardware often used hit-and-miss
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components, as on the notorious Commodore 64 disc controller. If somebody
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experienced an apparent bug in play, it could easily be that he had a
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corrupt disc or was unable to read data of that density. So the VERIFY
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command, which took up to ten minutes on some early computers, would chug
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through the entire story file and compute a checksum, compare it against a
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known result in the header, and determine that the story file could or
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could not properly be read. The Z-machine provided this service as an
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opcode, and so Glulx followed suit.
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</p>
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<pre class="display">
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<span class="plain">[ VERIFY_THE_STORY_FILE_R res;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">@verify res;</span>
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<span class="plain">if (res == 0) { VERIFY_THE_STORY_FILE_RM('A'); new_line; rtrue; }</span>
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<span class="plain">VERIFY_THE_STORY_FILE_RM('B'); new_line;</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="inwebparagraph"><a id="SP8"></a><b>§8. Switch Transcript On Rule. </b></p>
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<pre class="display">
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<span class="plain">[ SWITCH_TRANSCRIPT_ON_R;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">if (gg_scriptstr ~= 0) { SWITCH_TRANSCRIPT_ON_RM('A'); new_line; rtrue; }</span>
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<span class="plain">if (gg_scriptfref == 0) {</span>
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<span class="plain">gg_scriptfref = glk_fileref_create_by_prompt($102, $05, GG_SCRIPTFREF_ROCK);</span>
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<span class="plain">if (gg_scriptfref == 0) jump S1Failed;</span>
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<span class="plain">}</span>
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<span class="plain">! stream_open_file</span>
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<span class="plain">gg_scriptstr = glk_stream_open_file(gg_scriptfref, $05, GG_SCRIPTSTR_ROCK);</span>
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<span class="plain">if (gg_scriptstr == 0) jump S1Failed;</span>
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<span class="plain">glk_window_set_echo_stream(gg_mainwin, gg_scriptstr);</span>
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<span class="plain">SWITCH_TRANSCRIPT_ON_RM('B'); new_line;</span>
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<span class="plain">VersionSub();</span>
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<span class="plain">return;</span>
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<span class="plain">.S1Failed;</span>
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<span class="plain">SWITCH_TRANSCRIPT_ON_RM('C'); new_line;</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="inwebparagraph"><a id="SP9"></a><b>§9. Switch Transcript Off Rule. </b></p>
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<pre class="display">
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<span class="plain">[ SWITCH_TRANSCRIPT_OFF_R;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">if (gg_scriptstr == 0) { SWITCH_TRANSCRIPT_OFF_RM('A'); new_line; rtrue; }</span>
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<span class="plain">SWITCH_TRANSCRIPT_OFF_RM('B'); new_line;</span>
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<span class="plain">glk_stream_close(gg_scriptstr, 0); ! stream_close</span>
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<span class="plain">gg_scriptstr = 0;</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="inwebparagraph"><a id="SP10"></a><b>§10. Announce Story File Version Rule. </b></p>
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<pre class="display">
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<span class="plain">[ ANNOUNCE_STORY_FILE_VERSION_R ix;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">Banner();</span>
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<span class="plain">print "Identification number: ";</span>
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<span class="plain">for (ix=6: ix <= UUID_ARRAY->0: ix++) print (char) UUID_ARRAY->ix;</span>
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<span class="plain">print "^";</span>
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<span class="plain">@gestalt 1 0 ix;</span>
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<span class="plain">print "Interpreter version ", ix / $10000, ".", (ix & $FF00) / $100,</span>
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<span class="plain">".", ix & $FF, " / ";</span>
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<span class="plain">@gestalt 0 0 ix;</span>
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<span class="plain">print "VM ", ix / $10000, ".", (ix & $FF00) / $100, ".", ix & $FF, "^";</span>
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<span class="plain">ShowExtensionVersions();</span>
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<span class="plain">say__p = 1;</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="inwebparagraph"><a id="SP11"></a><b>§11. Descend To Specific Action Rule. </b>There are 100 or so actions, typically, and this rule is for efficiency's
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sake: rather than perform 100 or so comparisons to see which routine to
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call, we indirect through a jump table. The routines called are the <code class="display"><span class="extract">-Sub</span></code>
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routines: thus, for instance, if <code class="display"><span class="extract">action</span></code> is <code class="display"><span class="extract">##Wait</span></code> then <code class="display"><span class="extract">WaitSub</span></code> is
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called. It is essential that this routine not be called for fake actions:
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in I7 use this is guaranteed, since fake actions are not allowed into the
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action machinery at all.
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</p>
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<p class="inwebparagraph">Strangely, Glulx's action routines table is numbered in an off-by-one way
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compared to the Z-machine's: hence the <code class="display"><span class="extract">+1</span></code>.
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</p>
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<pre class="display">
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<span class="plain">[ DESCEND_TO_SPECIFIC_ACTION_R;</span>
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<span class="plain">indirect(#actions_table-->(action+1));</span>
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<span class="plain">rtrue;</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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<hr class="tocbar">
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<ul class="toc"><li><a href="S-ft.html">Back to 'Figures Template'</a></li><li><a href="S-lt.html">Continue with 'Language Template'</a></li></ul><hr class="tocbar">
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