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487 lines
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<html>
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<head>
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<title>S/lt</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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<body>
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<!--Weave of 'S/lt2' 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>Light Template</b></li></ul><p class="purpose">The determination of light, visibility and physical access.</p>
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<ul class="toc"><li><a href="#SP1">§1. Darkness</a></li><li><a href="#SP2">§2. Light Measurement</a></li><li><a href="#SP3">§3. Invariant</a></li><li><a href="#SP4">§4. Adjust Light Rule</a></li><li><a href="#SP5">§5. Silent Light Consideration</a></li><li><a href="#SP6">§6. Translucency</a></li><li><a href="#SP7">§7. Visibility Parent</a></li><li><a href="#SP8">§8. Find Visibility Levels</a></li><li><a href="#SP9">§9. Touchability Ceiling</a></li><li><a href="#SP10">§10. Scope Ceiling</a></li><li><a href="#SP11">§11. Object Is Untouchable</a></li><li><a href="#SP12">§12. Access Through Barriers Rule</a></li><li><a href="#SP13">§13. Can't Reach Inside Closed Containers Rule</a></li><li><a href="#SP14">§14. Can't Reach Outside Closed Containers Rule</a></li><li><a href="#SP15">§15. Can't Reach Inside Rooms Rule</a></li></ul><hr class="tocbar">
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<p class="inwebparagraph"><a id="SP1"></a><b>§1. Darkness. </b>"Darkness" is not really a place: but in I6 it has to be an object so that
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the location-name on the status line can be "Darkness". In I7 we use it as
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little as possible: note that it has no properties.
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</p>
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<pre class="display">
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<span class="plain">Object thedark "(darkness object)";</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. Light Measurement. </b>These two routines, <code class="display"><span class="extract">OffersLight</span></code> and <code class="display"><span class="extract">HasLightSource</span></code>, are largely unchanged
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from their I6 definitions; see the Inform Designer's Manual, 4th edition,
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for a commentary. In terms of how they are used in I7, <code class="display"><span class="extract">OffersLight</span></code> is called
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only by the two rules below; <code class="display"><span class="extract">HasLightSource</span></code> is called also in determining
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the scope, that is, what is visible to the player.
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</p>
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<pre class="display">
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<span class="plain">[ OffersLight obj j;</span>
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<span class="plain">while (obj) {</span>
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<span class="plain">if (obj has light) rtrue;</span>
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<span class="plain">objectloop (j in obj) if (HasLightSource(j)) rtrue;</span>
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<span class="plain">if ((obj has container) && (obj hasnt open) && (obj hasnt transparent)) rfalse;</span>
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<span class="plain">if ((obj provides component_parent) && (obj.component_parent))</span>
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<span class="plain">obj = obj.component_parent;</span>
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<span class="plain">else</span>
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<span class="plain">obj = parent(obj);</span>
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<span class="plain">}</span>
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<span class="plain">rfalse;</span>
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<span class="plain">];</span>
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<span class="plain">[ HasLightSource i j ad sr po;</span>
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<span class="plain">if (i == 0) rfalse;</span>
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<span class="plain">if (i has light) rtrue;</span>
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<span class="plain">if ((IsSeeThrough(i)) && (~~(HidesLightSource(i))))</span>
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<span class="plain">objectloop (j in i)</span>
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<span class="plain">if (HasLightSource(j)) rtrue;</span>
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<span class="plain">ad = i.&add_to_scope;</span>
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<span class="plain">if (parent(i) ~= 0 && ad ~= 0) {</span>
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<span class="plain">if (metaclass(ad-->0) == Routine) {</span>
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<span class="plain">ats_hls = 0; ats_flag = 1;</span>
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<span class="plain">sr = scope_reason; po = parser_one;</span>
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<span class="plain">scope_reason = LOOPOVERSCOPE_REASON; parser_one = 0;</span>
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<span class="plain">RunRoutines(i, add_to_scope);</span>
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<span class="plain">scope_reason = sr; parser_one = po;</span>
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<span class="plain">ats_flag = 0; if (ats_hls == 1) rtrue;</span>
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<span class="plain">}</span>
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<span class="plain">else {</span>
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<span class="plain">for (j=0 : (WORDSIZE*j)<i.#add_to_scope : j++)</span>
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<span class="plain">if ((ad-->j) && (HasLightSource(ad-->j) == 1)) rtrue;</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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<span class="plain">if (ComponentHasLight(i)) rtrue;</span>
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<span class="plain">rfalse;</span>
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<span class="plain">];</span>
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<span class="plain">[ ComponentHasLight o obj next_obj;</span>
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<span class="plain">if (o provides component_child) {</span>
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<span class="plain">obj = o.component_child;</span>
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<span class="plain">while (obj) {</span>
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<span class="plain">next_obj = obj.component_sibling;</span>
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<span class="plain">if (obj has light) rtrue;</span>
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<span class="plain">if (HasLightSource(obj)) rtrue;</span>
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<span class="plain">if ((obj provides component_child) && (ComponentHasLight(obj))) rtrue;</span>
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<span class="plain">obj = next_obj;</span>
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<span class="plain">}</span>
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<span class="plain">}</span>
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<span class="plain">rfalse;</span>
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<span class="plain">];</span>
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<span class="plain">[ HidesLightSource obj;</span>
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<span class="plain">if (obj == player) rfalse;</span>
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<span class="plain">if (obj has transparent or supporter) rfalse;</span>
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<span class="plain">if (obj has animate) rfalse;</span>
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<span class="plain">if (obj has container) return (obj hasnt open);</span>
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<span class="plain">return (obj hasnt enterable);</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. Invariant. </b>The following routines maintain two variables about the light condition
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of the player:
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</p>
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<p class="inwebparagraph"></p>
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<ul class="items"><li>(a) If on the most recent check the player was in light, then <code class="display"><span class="extract">location</span></code>
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equals <code class="display"><span class="extract">real_location</span></code> and <code class="display"><span class="extract">lightflag</span></code> is false.
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</li><li>(b) If on the most recent check the player was in darkness, then <code class="display"><span class="extract">location</span></code>
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equals <code class="display"><span class="extract">thedark</span></code> and <code class="display"><span class="extract">lightflag</span></code> is true.
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</li></ul>
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<p class="inwebparagraph">Note that they are not allowed to alter <code class="display"><span class="extract">real_location</span></code>, whose definition
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has nothing to do with light.
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</p>
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<pre class="display">
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<span class="plain">Global lightflag = false;</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. Adjust Light Rule. </b>This rule fires at least once a turn, and more often when the player moves
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location, since that's likely to invalidate any previous assumptions. It
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compares the state of light now with the last time it ran, and gives
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instructions on what to do in each of the four possibilities.
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</p>
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<pre class="display">
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<span class="plain">[ ADJUST_LIGHT_R previous_light_condition;</span>
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<span class="plain">previous_light_condition = lightflag;</span>
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<span class="plain">lightflag = OffersLight(parent(player));</span>
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<span class="plain">if ((previous_light_condition == false) && (lightflag == false)) {</span>
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<span class="plain">location = thedark;</span>
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<span class="plain">rfalse;</span>
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<span class="plain">}</span>
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<span class="plain">if ((previous_light_condition == false) && (lightflag == true)) {</span>
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<span class="plain">location = real_location;</span>
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<span class="plain">CarryOutActivity(PRINTING_NEWS_OF_LIGHT_ACT);</span>
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<span class="plain">rfalse;</span>
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<span class="plain">}</span>
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<span class="plain">if ((previous_light_condition == true) && (lightflag == false)) {</span>
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<span class="plain">location = thedark;</span>
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<span class="plain">DivideParagraphPoint();</span>
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<span class="plain">BeginActivity(PRINTING_NEWS_OF_DARKNESS_ACT);</span>
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<span class="plain">if (ForActivity(PRINTING_NEWS_OF_DARKNESS_ACT) == false) {</span>
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<span class="plain">ADJUST_LIGHT_RM('A'); new_line;</span>
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<span class="plain">}</span>
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<span class="plain">EndActivity(PRINTING_NEWS_OF_DARKNESS_ACT);</span>
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<span class="plain">rfalse;</span>
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<span class="plain">}</span>
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<span class="plain">if ((previous_light_condition == true) && (lightflag == true)) {</span>
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<span class="plain">location = real_location;</span>
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<span class="plain">rfalse;</span>
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<span class="plain">}</span>
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<span class="plain">rfalse;</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. Silent Light Consideration. </b>The Adjust Light Rule makes a fuss when light changes: it prints messages,
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for instance. This rule is silent instead, and simply does the minimum
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necessary to maintain the light invariant. It is used in only four
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circumstances:
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</p>
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<p class="inwebparagraph"></p>
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<ul class="items"><li>(a) To determine the initial light condition at start of play.
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</li><li>(b) When the player moves from one room to another via the "going" action.
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</li><li>(c) When the player moves via <code class="display"><span class="extract">PlayerTo</span></code>, which is used by "now the player is in ...".
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</li><li>(d) When the player changes from one persona to another.
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</li></ul>
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<p class="inwebparagraph">Perhaps case (b) is surprising. Why not simply use the adjust light rule,
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as we do on an instance of "move player to ...", for instance? The
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answer is that the going action is just about to print details of the
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new location anyway, so it would be redundant to have the adjust light
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rule print out details as well.
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</p>
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<pre class="display">
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<span class="plain">[ SilentlyConsiderLight;</span>
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<span class="plain">lightflag = OffersLight(parent(player));</span>
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<span class="plain">if (lightflag) location = real_location; else location = thedark;</span>
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<span class="plain">rfalse;</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. Translucency. </b><code class="display"><span class="extract">IsSeeThrough</span></code> is used at various places: roughly speaking, it determines
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whether <code class="display"><span class="extract">obj</span></code> being in scope means that the object-tree contents of <code class="display"><span class="extract">obj</span></code>
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are in scope.
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</p>
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<pre class="display">
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<span class="plain">[ IsSeeThrough obj;</span>
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<span class="plain">if ((obj has supporter)</span>
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<span class="plain">|| (obj has transparent)</span>
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<span class="plain">|| (obj has animate)</span>
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<span class="plain">|| ((obj has container) && (obj has open)))</span>
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<span class="plain">rtrue;</span>
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<span class="plain">rfalse;</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. Visibility Parent. </b>The idea of <code class="display"><span class="extract">VisibilityParent</span></code> is that it takes us from a given position in
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the object tree, <code class="display"><span class="extract">o</span></code>, to the next visible position above. Note that
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</p>
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<ul class="items"><li>(1) A container has an inside and an outside: this routine calculates from
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the "inside of <code class="display"><span class="extract">o</span></code>", which is why it returns <code class="display"><span class="extract">nothing</span></code> from an opaque
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closed container;
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</li><li>(2) Component parts are (for purposes of this routine) attached to the outside
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surface of a container, so that if <code class="display"><span class="extract">o</span></code> is part of a closed opaque container
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then the visibility parent of <code class="display"><span class="extract">o</span></code> is its actual parent.
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</li></ul>
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<pre class="display">
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<span class="plain">[ VisibilityParent o;</span>
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<span class="plain">if (o && (o has container) && (o hasnt open) && (o hasnt transparent)) return nothing;</span>
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<span class="plain">if (o) o = CoreOfParentOfCoreOf(o);</span>
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<span class="plain">return o;</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. Find Visibility Levels. </b>The following routine sets the pair of variables <code class="display"><span class="extract">visibility_ceiling</span></code>, the
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highest visible point in the object tree above the player — or <code class="display"><span class="extract">thedark</span></code>
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if the player cannot see at all — and <code class="display"><span class="extract">visibility_levels</span></code>, the number of
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steps of <code class="display"><span class="extract">VisibilityParent</span></code> needed to reach this ceiling; or 0 if the
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player cannot see at all.
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</p>
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<pre class="display">
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<span class="plain">[ FindVisibilityLevels lc up;</span>
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<span class="plain">if (location == thedark) {</span>
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<span class="plain">visibility_ceiling = thedark;</span>
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<span class="plain">visibility_levels = 0;</span>
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<span class="plain">} else {</span>
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<span class="plain">visibility_ceiling = player;</span>
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<span class="plain">while (true) {</span>
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<span class="plain">up = VisibilityParent(visibility_ceiling);</span>
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<span class="plain">if (up == 0) break;</span>
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<span class="plain">visibility_ceiling = up;</span>
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<span class="plain">lc++;</span>
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<span class="plain">}</span>
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<span class="plain">visibility_levels = lc;</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="SP9"></a><b>§9. Touchability Ceiling. </b>Analogously:
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</p>
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<pre class="display">
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<span class="plain">[ TouchabilityCeiling original o p;</span>
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<span class="plain">o = original;</span>
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<span class="plain">while (o) {</span>
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<span class="plain">p = CoreOfParentOfCoreOf(o);</span>
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<span class="plain">if (p ofclass K1_room) return p;</span>
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<span class="plain">if (p == nothing) return o;</span>
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<span class="plain">if ((FollowRulebook(REACHING_OUTSIDE_RB, p)) && (RulebookFailed()))</span>
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<span class="plain">return p;</span>
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<span class="plain">o = p;</span>
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<span class="plain">}</span>
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<span class="plain">return o;</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. Scope Ceiling. </b>Scope is almost the same thing as visibility, but not quite, and the following
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routine does not quite duplicate the calculation of <code class="display"><span class="extract">FindVisibilityLevels</span></code>.
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The difference arises in the first step, where we take the <code class="display"><span class="extract">parent</span></code> of <code class="display"><span class="extract">pos</span></code>,
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not the core of the <code class="display"><span class="extract">parent</span></code> of the core of <code class="display"><span class="extract">pos</span></code>: this makes a
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difference if <code class="display"><span class="extract">pos</span></code> is inside a container which is itself part of something
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else.
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</p>
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<pre class="display">
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<span class="plain">[ ScopeCeiling pos c;</span>
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<span class="plain">if (pos == player && location == thedark) return thedark;</span>
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<span class="plain">c = parent(pos);</span>
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<span class="plain">if (c == 0) return pos;</span>
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<span class="plain">while (VisibilityParent(c)) c = VisibilityParent(c);</span>
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<span class="plain">return c;</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. Object Is Untouchable. </b>The following routine imitates the I6 library one of the same name, but
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works instead by delegating the decision to the accessibility rulebook.
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</p>
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<p class="inwebparagraph">It is not easy to answer the question of whether someone other than the
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player, but in another room, can touch a multiply-present object (a
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two-sided door or a backdrop) and we err on the side of caution by saying
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yes in such cases. The question would only be asked in the case of a
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"try" action deliberately caused by the author, or by an instruction made
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by the player to someone not in the same room: in the first case, we will
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assume that the author knows what he is doing, and in the second case, the
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circumstances in which saying yes would be a wrong call are highly
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improbable.
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</p>
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<pre class="display">
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<span class="plain">[ ObjectIsUntouchable item silent_flag p save_sp decision moving x;</span>
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<span class="plain">if (LocationOf(p) ~= real_location) {</span>
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<span class="plain">for (x = CoreOf(item): x: x = CoreOfParentOfCoreOf(x)) {</span>
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<span class="plain">if (x ofclass K4_door or K7_backdrop) {</span>
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<span class="plain">moving = true;</span>
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<span class="plain">MoveFloatingObjects(LocationOf(p));</span>
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<span class="plain">break;</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">untouchable_object = item; untouchable_silence = silent_flag;</span>
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<span class="plain">touch_persona = p; if (p == actor) touch_persona = 0;</span>
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<span class="plain">save_sp = say__p; say__p = 0;</span>
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<span class="plain">@push actor; actor = p;</span>
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<span class="plain">if (FollowRulebook(ACCESSIBILITY_RB, 0, true)) {</span>
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<span class="plain">if (RulebookSucceeded()) decision = false;</span>
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<span class="plain">else decision = true;</span>
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<span class="plain">} else decision = false;</span>
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<span class="plain">@pull actor;</span>
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<span class="plain">if (say__p == false) say__p = save_sp;</span>
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<span class="plain">if (moving) MoveFloatingObjects();</span>
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<span class="plain">untouchable_silence = 0;</span>
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<span class="plain">return decision;</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="SP12"></a><b>§12. Access Through Barriers Rule. </b></p>
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<pre class="display">
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<span class="plain">[ ACCESS_THROUGH_BARRIERS_R ancestor i j external p;</span>
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<span class="plain">p = touch_persona; if (p == 0) p = actor;</span>
|
|
|
|
<span class="plain">ancestor = CommonAncestor(p, untouchable_object);</span>
|
|
<span class="plain">if ((ancestor == 0) && (LocationOf(untouchable_object) == nothing)</span>
|
|
<span class="plain">&& ((untouchable_object ofclass K4_door or K7_backdrop) == false)) {</span>
|
|
<span class="plain">if (touch_persona == 0) {</span>
|
|
<span class="plain">if ((actor == player) && (untouchable_silence == false)) {</span>
|
|
<span class="plain">ACCESS_THROUGH_BARRIERS_RM('A', untouchable_object);</span>
|
|
<span class="plain">new_line;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">RulebookFails();</span>
|
|
<span class="plain">rtrue;</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="plain">! First, a barrier between the player and the ancestor.</span>
|
|
|
|
<span class="plain">if (CoreOf(p) ~= ancestor) {</span>
|
|
<span class="plain">i = parent(CoreOf(p)); j = CoreOf(i); external = false;</span>
|
|
<span class="plain">if (j ~= i) { i = j; external = true; }</span>
|
|
<span class="plain">while (i~=ancestor && i) {</span>
|
|
<span class="plain">if ((external == false)</span>
|
|
<span class="plain">&& (FollowRulebook(REACHING_OUTSIDE_RB, i))</span>
|
|
<span class="plain">&& (RulebookFailed())) rtrue; ! Barrier</span>
|
|
<span class="plain">i = parent(CoreOf(i)); external = false;</span>
|
|
<span class="plain">if (~~(i ofclass K5_container)) {</span>
|
|
<span class="plain">j = CoreOf(i);</span>
|
|
<span class="plain">if (j ~= i) { i = j; external = true; }</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="plain">! Second, a barrier between the item and the ancestor.</span>
|
|
|
|
<span class="plain">if (CoreOf(untouchable_object) ~= ancestor) {</span>
|
|
<span class="plain">! We can always get to the core of the item.</span>
|
|
<span class="plain">i = CoreOf(untouchable_object);</span>
|
|
<span class="plain">! This will be on the inside of its parent, if its parent is a</span>
|
|
<span class="plain">! container, so there should be no exemption.</span>
|
|
<span class="plain">i = parent(i); external = false;</span>
|
|
<span class="plain">while (i~=ancestor && i) {</span>
|
|
<span class="plain">if ((external == false) &&</span>
|
|
<span class="plain">(FollowRulebook(REACHING_INSIDE_RB, i)) &&</span>
|
|
<span class="plain">(RulebookFailed())) rtrue; ! Barrier</span>
|
|
<span class="plain">i = CoreOf(i);</span>
|
|
<span class="plain">if (i == ancestor) break;</span>
|
|
<span class="plain">i = parent(i); external = false;</span>
|
|
<span class="plain">if (~~(i ofclass K5_container)) {</span>
|
|
<span class="plain">j = CoreOf(i);</span>
|
|
<span class="plain">if (j ~= i) { i = j; external = true; }</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="plain">RulebookSucceeds(); ! No barrier</span>
|
|
<span class="plain">rtrue;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP13"></a><b>§13. Can't Reach Inside Closed Containers Rule. </b></p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ CANT_REACH_INSIDE_CLOSED_R;</span>
|
|
<span class="plain">if (parameter_value has container && parameter_value hasnt open) {</span>
|
|
<span class="plain">if (touch_persona == 0) {</span>
|
|
<span class="plain">if ((actor == player) && (untouchable_silence == false)) {</span>
|
|
<span class="plain">CANT_REACH_INSIDE_CLOSED_RM('A', parameter_value);</span>
|
|
<span class="plain">new_line;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">RulebookFails(); rtrue;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">rfalse;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP14"></a><b>§14. Can't Reach Outside Closed Containers Rule. </b></p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ CANT_REACH_OUTSIDE_CLOSED_R;</span>
|
|
<span class="plain">if (parameter_value has container && parameter_value hasnt open) {</span>
|
|
<span class="plain">if (touch_persona == 0) {</span>
|
|
<span class="plain">if ((actor == player) && (untouchable_silence == false)) {</span>
|
|
<span class="plain">CANT_REACH_OUTSIDE_CLOSED_RM('A', parameter_value);</span>
|
|
<span class="plain">new_line;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">RulebookFails(); rtrue;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">rfalse;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP15"></a><b>§15. Can't Reach Inside Rooms Rule. </b></p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ CANT_REACH_INSIDE_ROOMS_R;</span>
|
|
<span class="plain">if (parameter_value && parameter_value ofclass K1_room) {</span>
|
|
<span class="plain">if (touch_persona == 0) {</span>
|
|
<span class="plain">if ((actor == player) && (untouchable_silence == false)) {</span>
|
|
<span class="plain">CANT_REACH_INSIDE_ROOMS_RM('A', parameter_value);</span>
|
|
<span class="plain">new_line;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">RulebookFails(); rtrue;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">rfalse;</span>
|
|
<span class="plain">];</span>
|
|
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
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