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<title>S/wt</title>
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<meta http-equiv="Content-Language" content="en-gb">
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<!--Weave of 'S/zt' 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>ZMachine Template</b></li></ul><p class="purpose">To provide Z-specific actions.</p>
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<ul class="toc"><li><a href="#SP1">§1. Veneer</a></li><li><a href="#SP2">§2. Quit The Game Rule</a></li><li><a href="#SP3">§3. Restart The Game Rule</a></li><li><a href="#SP4">§4. Restore The Game Rule</a></li><li><a href="#SP5">§5. Save The Game Rule</a></li><li><a href="#SP6">§6. Verify The Story File Rule</a></li><li><a href="#SP7">§7. Switch Transcript On Rule</a></li><li><a href="#SP8">§8. Switch Transcript Off Rule</a></li><li><a href="#SP9">§9. Announce Story File Version Rule</a></li><li><a href="#SP10">§10. Descend To Specific Action Rule</a></li></ul><hr class="tocbar">
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<p class="inwebparagraph"><a id="SP1"></a><b>§1. Veneer. </b></p>
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<pre class="display">
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<span class="plain">[ OC__Cl obj cla j a n objflag;</span>
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<span class="plain">@jl obj 1 ?NotObj;</span>
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<span class="plain">@jg obj max_z_object ?NotObj;</span>
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<span class="plain">@inc objflag;</span>
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<span class="plain">@je cla K1_room ?~NotRoom;</span>
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<span class="plain">@test_attr obj mark_as_room ?rtrue;</span>
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<span class="plain">@rfalse;</span>
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<span class="plain">.NotRoom;</span>
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<span class="plain">@je cla K2_thing ?~NotObj;</span>
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<span class="plain">@test_attr obj mark_as_thing ?rtrue;</span>
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<span class="plain">@rfalse;</span>
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<span class="plain">.NotObj;</span>
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<span class="plain">@je cla Object Class ?ObjOrClass;</span>
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<span class="plain">@je cla Routine String ?RoutOrStr;</span>
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<span class="plain">@jin cla 1 ?~Mistake;</span>
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<span class="plain">@jz objflag ?rfalse;</span>
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<span class="plain">@get_prop_addr obj 2 -> a;</span>
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<span class="plain">@jz a ?rfalse;</span>
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<span class="plain">@get_prop_len a -> n;</span>
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<span class="plain">@div n 2 -> n;</span>
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<span class="plain">.Loop;</span>
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<span class="plain">@loadw a j -> sp;</span>
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<span class="plain">@je sp cla ?rtrue;</span>
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<span class="plain">@inc j;</span>
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<span class="plain">@jl j n ?Loop;</span>
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<span class="plain">@rfalse;</span>
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<span class="plain">.ObjOrClass;</span>
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<span class="plain">@jz objflag ?rfalse;</span>
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<span class="plain">@je cla Object ?JustObj;</span>
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<span class="plain">! So now cla is Class</span>
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<span class="plain">@jg obj String ?~rtrue;</span>
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<span class="plain">@jin obj Class ?rtrue;</span>
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<span class="plain">@rfalse;</span>
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<span class="plain">.JustObj;</span>
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<span class="plain">! So now cla is Object</span>
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<span class="plain">@jg obj String ?~rfalse;</span>
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<span class="plain">@jin obj Class ?rfalse;</span>
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<span class="plain">@rtrue;</span>
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<span class="plain">.RoutOrStr;</span>
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<span class="plain">@jz objflag ?~rfalse;</span>
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<span class="plain">@call_2s Z__Region obj -> sp;</span>
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<span class="plain">@inc sp;</span>
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<span class="plain">@je sp cla ?rtrue;</span>
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<span class="plain">@rfalse;</span>
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<span class="plain">.Mistake;</span>
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<span class="plain">RT__Err("apply 'ofclass' for", cla, -1);</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="SP2"></a><b>§2. 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">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="SP3"></a><b>§3. 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="SP4"></a><b>§4. Restore The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ RESTORE_THE_GAME_R;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">restore RMaybe;</span>
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<span class="plain">RESTORE_THE_GAME_RM('A'); new_line;</span>
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<span class="plain">rtrue;</span>
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<span class="plain">.RMaybe; RESTORE_THE_GAME_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="SP5"></a><b>§5. Save The Game Rule. </b></p>
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<pre class="display">
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<span class="plain">[ SAVE_THE_GAME_R flag;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">@save -> flag;</span>
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<span class="plain">switch (flag) {</span>
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<span class="plain">0: SAVE_THE_GAME_RM('A'); new_line;</span>
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<span class="plain">1: SAVE_THE_GAME_RM('B'); new_line;</span>
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<span class="plain">2: RESTORE_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="SP6"></a><b>§6. 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;</span>
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<span class="plain">if (actor ~= player) rfalse;</span>
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<span class="plain">@verify ?Vmaybe;</span>
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<span class="plain">jump Vwrong;</span>
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<span class="plain">.Vmaybe; VERIFY_THE_STORY_FILE_RM('A'); new_line; rtrue;</span>
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<span class="plain">.Vwrong;</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="SP7"></a><b>§7. 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">transcript_mode = ((0-->8) & 1);</span>
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<span class="plain">if (transcript_mode) { SWITCH_TRANSCRIPT_ON_RM('A'); new_line; rtrue; }</span>
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<span class="plain">@output_stream 2;</span>
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<span class="plain">if (((0-->8) & 1) == 0) { SWITCH_TRANSCRIPT_ON_RM('C'); new_line; rtrue; }</span>
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<span class="plain">SWITCH_TRANSCRIPT_ON_RM('B'); new_line; VersionSub();</span>
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<span class="plain">transcript_mode = true;</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 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">transcript_mode = ((0-->8) & 1);</span>
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<span class="plain">if (transcript_mode == false) { 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">@output_stream -2;</span>
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<span class="plain">if ((0-->8) & 1) { SWITCH_TRANSCRIPT_ON_RM('C'); new_line; rtrue; }</span>
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<span class="plain">transcript_mode = false;</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. 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">ix = 0; ! shut up compiler warning</span>
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<span class="plain">if (standard_interpreter > 0) {</span>
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<span class="plain">print "Standard interpreter ",</span>
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<span class="plain">standard_interpreter/256, ".", standard_interpreter%256,</span>
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<span class="plain">" (", HDR_TERPNUMBER->0;</span>
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<span class="plain">print (char) HDR_TERPVERSION->0;</span>
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<span class="plain">print ")^";</span>
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<span class="plain">} else {</span>
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<span class="plain">print "Interpreter ", HDR_TERPNUMBER->0, " Version ";</span>
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<span class="plain">print (char) HDR_TERPVERSION->0;</span>
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<span class="plain">print "^";</span>
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<span class="plain">}</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="SP10"></a><b>§10. 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);</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-wt.html">Back to 'WorldModel Template'</a></li><li><i>(This section ends Sections.)</i></li></ul><hr class="tocbar">
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<!--End of weave-->
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</body>
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</html>
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