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<li><a href="../WorldModelKit/index.html">WorldModelKit</a></li>
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<!--Weave of 'S/lt' generated by 7-->
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<ul class="crumbs"><li><a href="../webs.html">Source</a></li><li><a href="../extensions.html">Kits</a></li><li><a href="index.html">WorldModelKit</a></li><li><b>Light Template</b></li></ul><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="identifier">Object</span><span class="plain"> </span><span class="identifier">thedark</span><span class="plain"> </span><span class="string">"(darkness object)"</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="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">[ </span><span class="identifier">OffersLight</span><span class="plain"> </span><span class="identifier">obj</span><span class="plain"> </span><span class="identifier">j</span><span class="plain">;</span>
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<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">light</span><span class="plain">) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">objectloop</span><span class="plain"> (</span><span class="identifier">j</span><span class="plain"> </span><span class="reserved">in</span><span class="plain"> </span><span class="identifier">obj</span><span class="plain">) </span><span class="reserved">if</span><span class="plain"> (</span><span class="identifier">HasLightSource</span><span class="plain">(</span><span class="identifier">j</span><span class="plain">)) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain">) && (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">) && (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">transparent</span><span class="plain">)) </span><span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">provides</span><span class="plain"> </span><span class="identifier">component_parent</span><span class="plain">) && (</span><span class="identifier">obj</span><span class="plain">.</span><span class="identifier">component_parent</span><span class="plain">))</span>
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<span class="identifier">obj</span><span class="plain"> = </span><span class="identifier">obj</span><span class="plain">.</span><span class="identifier">component_parent</span><span class="plain">;</span>
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<span class="reserved">else</span>
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<span class="identifier">obj</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">obj</span><span class="plain">);</span>
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<span class="plain">}</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">];</span>
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<span class="plain">[ </span><span class="identifier">HasLightSource</span><span class="plain"> </span><span class="identifier">i</span><span class="plain"> </span><span class="identifier">j</span><span class="plain"> </span><span class="identifier">ad</span><span class="plain"> </span><span class="identifier">sr</span><span class="plain"> </span><span class="identifier">po</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="constant">0</span><span class="plain">) </span><span class="reserved">rfalse</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="reserved">has</span><span class="plain"> </span><span class="identifier">light</span><span class="plain">) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">IsSeeThrough</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">)) && (~~(</span><span class="identifier">HidesLightSource</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">))))</span>
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<span class="reserved">objectloop</span><span class="plain"> (</span><span class="identifier">j</span><span class="plain"> </span><span class="reserved">in</span><span class="plain"> </span><span class="identifier">i</span><span class="plain">)</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">HasLightSource</span><span class="plain">(</span><span class="identifier">j</span><span class="plain">)) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="identifier">ad</span><span class="plain"> = </span><span class="identifier">i</span><span class="plain">.&</span><span class="identifier">add_to_scope</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">) ~= </span><span class="constant">0</span><span class="plain"> && </span><span class="identifier">ad</span><span class="plain"> ~= </span><span class="constant">0</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="reserved">metaclass</span><span class="plain">(</span><span class="identifier">ad</span><span class="plain">-->0) == </span><span class="identifier">Routine</span><span class="plain">) {</span>
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<span class="identifier">ats_hls</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">; </span><span class="identifier">ats_flag</span><span class="plain"> = </span><span class="constant">1</span><span class="plain">;</span>
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<span class="identifier">sr</span><span class="plain"> = </span><span class="identifier">scope_reason</span><span class="plain">; </span><span class="identifier">po</span><span class="plain"> = </span><span class="identifier">parser_one</span><span class="plain">;</span>
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<span class="identifier">scope_reason</span><span class="plain"> = </span><span class="identifier">LOOPOVERSCOPE_REASON</span><span class="plain">; </span><span class="identifier">parser_one</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">;</span>
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<span class="identifier">RunRoutines</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">, </span><span class="identifier">add_to_scope</span><span class="plain">);</span>
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<span class="identifier">scope_reason</span><span class="plain"> = </span><span class="identifier">sr</span><span class="plain">; </span><span class="identifier">parser_one</span><span class="plain"> = </span><span class="identifier">po</span><span class="plain">;</span>
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<span class="identifier">ats_flag</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">; </span><span class="reserved">if</span><span class="plain"> (</span><span class="identifier">ats_hls</span><span class="plain"> == </span><span class="constant">1</span><span class="plain">) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">else</span><span class="plain"> {</span>
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<span class="reserved">for</span><span class="plain"> (</span><span class="identifier">j</span><span class="plain">=0 : (</span><span class="identifier">WORDSIZE</span><span class="plain">*</span><span class="identifier">j</span><span class="plain">)<</span><span class="identifier">i</span><span class="plain">.#</span><span class="identifier">add_to_scope</span><span class="plain"> : </span><span class="identifier">j</span><span class="plain">++)</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">ad</span><span class="plain">--></span><span class="identifier">j</span><span class="plain">) && (</span><span class="identifier">HasLightSource</span><span class="plain">(</span><span class="identifier">ad</span><span class="plain">--></span><span class="identifier">j</span><span class="plain">) == </span><span class="constant">1</span><span class="plain">)) </span><span class="reserved">rtrue</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">if</span><span class="plain"> (</span><span class="identifier">ComponentHasLight</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">)) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">];</span>
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<span class="plain">[ </span><span class="identifier">ComponentHasLight</span><span class="plain"> </span><span class="identifier">o</span><span class="plain"> </span><span class="identifier">obj</span><span class="plain"> </span><span class="identifier">next_obj</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">o</span><span class="plain"> </span><span class="reserved">provides</span><span class="plain"> </span><span class="identifier">component_child</span><span class="plain">) {</span>
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<span class="identifier">obj</span><span class="plain"> = </span><span class="identifier">o</span><span class="plain">.</span><span class="identifier">component_child</span><span class="plain">;</span>
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<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain">) {</span>
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<span class="identifier">next_obj</span><span class="plain"> = </span><span class="identifier">obj</span><span class="plain">.</span><span class="identifier">component_sibling</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">light</span><span class="plain">) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">HasLightSource</span><span class="plain">(</span><span class="identifier">obj</span><span class="plain">)) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">provides</span><span class="plain"> </span><span class="identifier">component_child</span><span class="plain">) && (</span><span class="identifier">ComponentHasLight</span><span class="plain">(</span><span class="identifier">obj</span><span class="plain">))) </span><span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="identifier">obj</span><span class="plain"> = </span><span class="identifier">next_obj</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">rfalse</span><span class="plain">;</span>
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<span class="plain">];</span>
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<span class="plain">[ </span><span class="identifier">HidesLightSource</span><span class="plain"> </span><span class="identifier">obj</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain">) </span><span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">transparent</span><span class="plain"> </span><span class="reserved">or</span><span class="plain"> </span><span class="identifier">supporter</span><span class="plain">) </span><span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">animate</span><span class="plain">) </span><span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain">) </span><span class="reserved">return</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">);</span>
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<span class="reserved">return</span><span class="plain"> (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">enterable</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="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="identifier">Global</span><span class="plain"> </span><span class="identifier">lightflag</span><span class="plain"> = </span><span class="reserved">false</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. 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">[ </span><span class="identifier">ADJUST_LIGHT_R</span><span class="plain"> </span><span class="identifier">previous_light_condition</span><span class="plain">;</span>
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<span class="identifier">previous_light_condition</span><span class="plain"> = </span><span class="identifier">lightflag</span><span class="plain">;</span>
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<span class="identifier">lightflag</span><span class="plain"> = </span><span class="identifier">OffersLight</span><span class="plain">(</span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">player</span><span class="plain">));</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">previous_light_condition</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">) && (</span><span class="identifier">lightflag</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
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<span class="identifier">location</span><span class="plain"> = </span><span class="identifier">thedark</span><span class="plain">;</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">previous_light_condition</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">) && (</span><span class="identifier">lightflag</span><span class="plain"> == </span><span class="reserved">true</span><span class="plain">)) {</span>
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<span class="identifier">location</span><span class="plain"> = </span><span class="identifier">real_location</span><span class="plain">;</span>
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<span class="identifier">CarryOutActivity</span><span class="plain">(</span><span class="identifier">PRINTING_NEWS_OF_LIGHT_ACT</span><span class="plain">);</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">previous_light_condition</span><span class="plain"> == </span><span class="reserved">true</span><span class="plain">) && (</span><span class="identifier">lightflag</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
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<span class="identifier">location</span><span class="plain"> = </span><span class="identifier">thedark</span><span class="plain">;</span>
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<span class="identifier">DivideParagraphPoint</span><span class="plain">();</span>
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<span class="identifier">BeginActivity</span><span class="plain">(</span><span class="identifier">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain">);</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">ForActivity</span><span class="plain">(</span><span class="identifier">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain">) == </span><span class="reserved">false</span><span class="plain">) {</span>
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<span class="identifier">ADJUST_LIGHT_RM</span><span class="plain">(</span><span class="character">'A'</span><span class="plain">); </span><span class="reserved">new_line</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="identifier">EndActivity</span><span class="plain">(</span><span class="identifier">PRINTING_NEWS_OF_DARKNESS_ACT</span><span class="plain">);</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">previous_light_condition</span><span class="plain"> == </span><span class="reserved">true</span><span class="plain">) && (</span><span class="identifier">lightflag</span><span class="plain"> == </span><span class="reserved">true</span><span class="plain">)) {</span>
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<span class="identifier">location</span><span class="plain"> = </span><span class="identifier">real_location</span><span class="plain">;</span>
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<span class="reserved">rfalse</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="reserved">rfalse</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="inwebparagraph"><a id="SP5"></a><b>§5. Silent Light Consideration. </b>The Adjust Light Rule makes a fuss when light changes: it prints messages,
|
|
for instance. This rule is silent instead, and simply does the minimum
|
|
necessary to maintain the light invariant. It is used in only four
|
|
circumstances:
|
|
</p>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<ul class="items"><li>(a) To determine the initial light condition at start of play.
|
|
</li><li>(b) When the player moves from one room to another via the "going" action.
|
|
</li><li>(c) When the player moves via <code class="display"><span class="extract">PlayerTo</span></code>, which is used by "now the player is in ...".
|
|
</li><li>(d) When the player changes from one persona to another.
|
|
</li></ul>
|
|
<p class="inwebparagraph">Perhaps case (b) is surprising. Why not simply use the adjust light rule,
|
|
as we do on an instance of "move player to ...", for instance? The
|
|
answer is that the going action is just about to print details of the
|
|
new location anyway, so it would be redundant to have the adjust light
|
|
rule print out details as well.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">SilentlyConsiderLight</span><span class="plain">;</span>
|
|
<span class="identifier">lightflag</span><span class="plain"> = </span><span class="identifier">OffersLight</span><span class="plain">(</span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">player</span><span class="plain">));</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">lightflag</span><span class="plain">) </span><span class="identifier">location</span><span class="plain"> = </span><span class="identifier">real_location</span><span class="plain">; </span><span class="reserved">else</span><span class="plain"> </span><span class="identifier">location</span><span class="plain"> = </span><span class="identifier">thedark</span><span class="plain">;</span>
|
|
<span class="reserved">rfalse</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<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
|
|
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>
|
|
are in scope.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">IsSeeThrough</span><span class="plain"> </span><span class="identifier">obj</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">supporter</span><span class="plain">)</span>
|
|
<span class="plain">|| (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">transparent</span><span class="plain">)</span>
|
|
<span class="plain">|| (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">animate</span><span class="plain">)</span>
|
|
<span class="plain">|| ((</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain">) && (</span><span class="identifier">obj</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">)))</span>
|
|
<span class="reserved">rtrue</span><span class="plain">;</span>
|
|
<span class="reserved">rfalse</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<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
|
|
the object tree, <code class="display"><span class="extract">o</span></code>, to the next visible position above. Note that
|
|
</p>
|
|
|
|
<ul class="items"><li>(1) A container has an inside and an outside: this routine calculates from
|
|
the "inside of <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
|
|
closed container;
|
|
</li><li>(2) Component parts are (for purposes of this routine) attached to the outside
|
|
surface of a container, so that if <code class="display"><span class="extract">o</span></code> is part of a closed opaque container
|
|
then the visibility parent of <code class="display"><span class="extract">o</span></code> is its actual parent.
|
|
</li></ul>
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">VisibilityParent</span><span class="plain"> </span><span class="identifier">o</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">o</span><span class="plain"> && (</span><span class="identifier">o</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain">) && (</span><span class="identifier">o</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">) && (</span><span class="identifier">o</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">transparent</span><span class="plain">)) </span><span class="reserved">return</span><span class="plain"> </span><span class="reserved">nothing</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">o</span><span class="plain">) </span><span class="identifier">o</span><span class="plain"> = </span><span class="identifier">CoreOfParentOfCoreOf</span><span class="plain">(</span><span class="identifier">o</span><span class="plain">);</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">o</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<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
|
|
highest visible point in the object tree above the player — or <code class="display"><span class="extract">thedark</span></code>
|
|
if the player cannot see at all — and <code class="display"><span class="extract">visibility_levels</span></code>, the number of
|
|
steps of <code class="display"><span class="extract">VisibilityParent</span></code> needed to reach this ceiling; or 0 if the
|
|
player cannot see at all.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">FindVisibilityLevels</span><span class="plain"> </span><span class="identifier">lc</span><span class="plain"> </span><span class="identifier">up</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">location</span><span class="plain"> == </span><span class="identifier">thedark</span><span class="plain">) {</span>
|
|
<span class="identifier">visibility_ceiling</span><span class="plain"> = </span><span class="identifier">thedark</span><span class="plain">;</span>
|
|
<span class="identifier">visibility_levels</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">;</span>
|
|
<span class="plain">} </span><span class="reserved">else</span><span class="plain"> {</span>
|
|
<span class="identifier">visibility_ceiling</span><span class="plain"> = </span><span class="identifier">player</span><span class="plain">;</span>
|
|
<span class="reserved">while</span><span class="plain"> (</span><span class="reserved">true</span><span class="plain">) {</span>
|
|
<span class="identifier">up</span><span class="plain"> = </span><span class="identifier">VisibilityParent</span><span class="plain">(</span><span class="identifier">visibility_ceiling</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">up</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) </span><span class="reserved">break</span><span class="plain">;</span>
|
|
<span class="identifier">visibility_ceiling</span><span class="plain"> = </span><span class="identifier">up</span><span class="plain">;</span>
|
|
<span class="identifier">lc</span><span class="plain">++;</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">visibility_levels</span><span class="plain"> = </span><span class="identifier">lc</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP9"></a><b>§9. Touchability Ceiling. </b>Analogously:
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">TouchabilityCeiling</span><span class="plain"> </span><span class="identifier">original</span><span class="plain"> </span><span class="identifier">o</span><span class="plain"> </span><span class="identifier">p</span><span class="plain">;</span>
|
|
<span class="identifier">o</span><span class="plain"> = </span><span class="identifier">original</span><span class="plain">;</span>
|
|
<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">o</span><span class="plain">) {</span>
|
|
<span class="identifier">p</span><span class="plain"> = </span><span class="identifier">CoreOfParentOfCoreOf</span><span class="plain">(</span><span class="identifier">o</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">p</span><span class="plain"> </span><span class="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K1_room</span><span class="plain">) </span><span class="reserved">return</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">p</span><span class="plain"> == </span><span class="reserved">nothing</span><span class="plain">) </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">o</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">FollowRulebook</span><span class="plain">(</span><span class="identifier">REACHING_OUTSIDE_RB</span><span class="plain">, </span><span class="identifier">p</span><span class="plain">)) && (</span><span class="identifier">RulebookFailed</span><span class="plain">()))</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">p</span><span class="plain">;</span>
|
|
<span class="identifier">o</span><span class="plain"> = </span><span class="identifier">p</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">o</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<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
|
|
routine does not quite duplicate the calculation of <code class="display"><span class="extract">FindVisibilityLevels</span></code>.
|
|
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>,
|
|
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
|
|
difference if <code class="display"><span class="extract">pos</span></code> is inside a container which is itself part of something
|
|
else.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">ScopeCeiling</span><span class="plain"> </span><span class="identifier">pos</span><span class="plain"> </span><span class="identifier">c</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">pos</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain"> && </span><span class="identifier">location</span><span class="plain"> == </span><span class="identifier">thedark</span><span class="plain">) </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">thedark</span><span class="plain">;</span>
|
|
<span class="identifier">c</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">pos</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">c</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) </span><span class="reserved">return</span><span class="plain"> </span><span class="identifier">pos</span><span class="plain">;</span>
|
|
<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">VisibilityParent</span><span class="plain">(</span><span class="identifier">c</span><span class="plain">)) </span><span class="identifier">c</span><span class="plain"> = </span><span class="identifier">VisibilityParent</span><span class="plain">(</span><span class="identifier">c</span><span class="plain">);</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">c</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<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
|
|
works instead by delegating the decision to the accessibility rulebook.
|
|
</p>
|
|
|
|
<p class="inwebparagraph">It is not easy to answer the question of whether someone other than the
|
|
player, but in another room, can touch a multiply-present object (a
|
|
two-sided door or a backdrop) and we err on the side of caution by saying
|
|
yes in such cases. The question would only be asked in the case of a
|
|
"try" action deliberately caused by the author, or by an instruction made
|
|
by the player to someone not in the same room: in the first case, we will
|
|
assume that the author knows what he is doing, and in the second case, the
|
|
circumstances in which saying yes would be a wrong call are highly
|
|
improbable.
|
|
</p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">ObjectIsUntouchable</span><span class="plain"> </span><span class="identifier">item</span><span class="plain"> </span><span class="identifier">silent_flag</span><span class="plain"> </span><span class="identifier">p</span><span class="plain"> </span><span class="identifier">save_sp</span><span class="plain"> </span><span class="identifier">decision</span><span class="plain"> </span><span class="identifier">moving</span><span class="plain"> </span><span class="identifier">x</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">LocationOf</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">) ~= </span><span class="identifier">real_location</span><span class="plain">) {</span>
|
|
<span class="reserved">for</span><span class="plain"> (</span><span class="identifier">x</span><span class="plain"> = </span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">item</span><span class="plain">): </span><span class="identifier">x</span><span class="plain">: </span><span class="identifier">x</span><span class="plain"> = </span><span class="identifier">CoreOfParentOfCoreOf</span><span class="plain">(</span><span class="identifier">x</span><span class="plain">)) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">x</span><span class="plain"> </span><span class="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K4_door</span><span class="plain"> </span><span class="reserved">or</span><span class="plain"> </span><span class="identifier">K7_backdrop</span><span class="plain">) {</span>
|
|
<span class="identifier">moving</span><span class="plain"> = </span><span class="reserved">true</span><span class="plain">;</span>
|
|
<span class="identifier">MoveFloatingObjects</span><span class="plain">(</span><span class="identifier">LocationOf</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">));</span>
|
|
<span class="reserved">break</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">untouchable_object</span><span class="plain"> = </span><span class="identifier">item</span><span class="plain">; </span><span class="identifier">untouchable_silence</span><span class="plain"> = </span><span class="identifier">silent_flag</span><span class="plain">;</span>
|
|
<span class="identifier">touch_persona</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">p</span><span class="plain"> == </span><span class="identifier">actor</span><span class="plain">) </span><span class="identifier">touch_persona</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">;</span>
|
|
<span class="identifier">save_sp</span><span class="plain"> = </span><span class="identifier">say__p</span><span class="plain">; </span><span class="identifier">say__p</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">;</span>
|
|
<span class="plain">@</span><span class="identifier">push</span><span class="plain"> </span><span class="identifier">actor</span><span class="plain">; </span><span class="identifier">actor</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">FollowRulebook</span><span class="plain">(</span><span class="identifier">ACCESSIBILITY_RB</span><span class="plain">, </span><span class="constant">0</span><span class="plain">, </span><span class="reserved">true</span><span class="plain">)) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">RulebookSucceeded</span><span class="plain">()) </span><span class="identifier">decision</span><span class="plain"> = </span><span class="reserved">false</span><span class="plain">;</span>
|
|
<span class="reserved">else</span><span class="plain"> </span><span class="identifier">decision</span><span class="plain"> = </span><span class="reserved">true</span><span class="plain">;</span>
|
|
<span class="plain">} </span><span class="reserved">else</span><span class="plain"> </span><span class="identifier">decision</span><span class="plain"> = </span><span class="reserved">false</span><span class="plain">;</span>
|
|
<span class="plain">@</span><span class="identifier">pull</span><span class="plain"> </span><span class="identifier">actor</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">say__p</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">) </span><span class="identifier">say__p</span><span class="plain"> = </span><span class="identifier">save_sp</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">moving</span><span class="plain">) </span><span class="identifier">MoveFloatingObjects</span><span class="plain">();</span>
|
|
<span class="identifier">untouchable_silence</span><span class="plain"> = </span><span class="constant">0</span><span class="plain">;</span>
|
|
<span class="reserved">return</span><span class="plain"> </span><span class="identifier">decision</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
</pre>
|
|
|
|
<p class="inwebparagraph"></p>
|
|
|
|
<p class="inwebparagraph"><a id="SP12"></a><b>§12. Access Through Barriers Rule. </b></p>
|
|
|
|
|
|
<pre class="display">
|
|
<span class="plain">[ </span><span class="identifier">ACCESS_THROUGH_BARRIERS_R</span><span class="plain"> </span><span class="identifier">ancestor</span><span class="plain"> </span><span class="identifier">i</span><span class="plain"> </span><span class="identifier">j</span><span class="plain"> </span><span class="identifier">external</span><span class="plain"> </span><span class="identifier">p</span><span class="plain">;</span>
|
|
<span class="identifier">p</span><span class="plain"> = </span><span class="identifier">touch_persona</span><span class="plain">; </span><span class="reserved">if</span><span class="plain"> (</span><span class="identifier">p</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) </span><span class="identifier">p</span><span class="plain"> = </span><span class="identifier">actor</span><span class="plain">;</span>
|
|
|
|
<span class="identifier">ancestor</span><span class="plain"> = </span><span class="identifier">CommonAncestor</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">, </span><span class="identifier">untouchable_object</span><span class="plain">);</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">ancestor</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) && (</span><span class="identifier">LocationOf</span><span class="plain">(</span><span class="identifier">untouchable_object</span><span class="plain">) == </span><span class="reserved">nothing</span><span class="plain">)</span>
|
|
<span class="plain">&& ((</span><span class="identifier">untouchable_object</span><span class="plain"> </span><span class="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K4_door</span><span class="plain"> </span><span class="reserved">or</span><span class="plain"> </span><span class="identifier">K7_backdrop</span><span class="plain">) == </span><span class="reserved">false</span><span class="plain">)) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">touch_persona</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">actor</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain">) && (</span><span class="identifier">untouchable_silence</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
|
|
<span class="identifier">ACCESS_THROUGH_BARRIERS_RM</span><span class="plain">(</span><span class="character">'A'</span><span class="plain">, </span><span class="identifier">untouchable_object</span><span class="plain">);</span>
|
|
<span class="reserved">new_line</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
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<span class="identifier">RulebookFails</span><span class="plain">();</span>
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<span class="reserved">rtrue</span><span class="plain">;</span>
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<span class="plain">}</span>
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<span class="comment">! First, a barrier between the player and the ancestor.</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">) ~= </span><span class="identifier">ancestor</span><span class="plain">) {</span>
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<span class="identifier">i</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">p</span><span class="plain">)); </span><span class="identifier">j</span><span class="plain"> = </span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">); </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">false</span><span class="plain">;</span>
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<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">j</span><span class="plain"> ~= </span><span class="identifier">i</span><span class="plain">) { </span><span class="identifier">i</span><span class="plain"> = </span><span class="identifier">j</span><span class="plain">; </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">true</span><span class="plain">; }</span>
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<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">i</span><span class="plain">~=</span><span class="identifier">ancestor</span><span class="plain"> && </span><span class="identifier">i</span><span class="plain">) {</span>
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<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">external</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)</span>
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<span class="plain">&& (</span><span class="identifier">FollowRulebook</span><span class="plain">(</span><span class="identifier">REACHING_OUTSIDE_RB</span><span class="plain">, </span><span class="identifier">i</span><span class="plain">))</span>
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<span class="plain">&& (</span><span class="identifier">RulebookFailed</span><span class="plain">())) </span><span class="reserved">rtrue</span><span class="plain">; </span><span class="comment">! Barrier</span>
|
|
<span class="identifier">i</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">)); </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">false</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="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K5_container</span><span class="plain">)) {</span>
|
|
<span class="identifier">j</span><span class="plain"> = </span><span class="identifier">CoreOf</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">j</span><span class="plain"> ~= </span><span class="identifier">i</span><span class="plain">) { </span><span class="identifier">i</span><span class="plain"> = </span><span class="identifier">j</span><span class="plain">; </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">true</span><span class="plain">; }</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="comment">! Second, a barrier between the item and the ancestor.</span>
|
|
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">untouchable_object</span><span class="plain">) ~= </span><span class="identifier">ancestor</span><span class="plain">) {</span>
|
|
<span class="comment">! We can always get to the core of the item.</span>
|
|
<span class="identifier">i</span><span class="plain"> = </span><span class="identifier">CoreOf</span><span class="plain">(</span><span class="identifier">untouchable_object</span><span class="plain">);</span>
|
|
<span class="comment">! This will be on the inside of its parent, if its parent is a</span>
|
|
<span class="comment">! container, so there should be no exemption.</span>
|
|
<span class="identifier">i</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">); </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">false</span><span class="plain">;</span>
|
|
<span class="reserved">while</span><span class="plain"> (</span><span class="identifier">i</span><span class="plain">~=</span><span class="identifier">ancestor</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">external</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">) &&</span>
|
|
<span class="plain">(</span><span class="identifier">FollowRulebook</span><span class="plain">(</span><span class="identifier">REACHING_INSIDE_RB</span><span class="plain">, </span><span class="identifier">i</span><span class="plain">)) &&</span>
|
|
<span class="plain">(</span><span class="identifier">RulebookFailed</span><span class="plain">())) </span><span class="reserved">rtrue</span><span class="plain">; </span><span class="comment">! Barrier</span>
|
|
<span class="identifier">i</span><span class="plain"> = </span><span class="identifier">CoreOf</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="identifier">ancestor</span><span class="plain">) </span><span class="reserved">break</span><span class="plain">;</span>
|
|
<span class="identifier">i</span><span class="plain"> = </span><span class="reserved">parent</span><span class="plain">(</span><span class="identifier">i</span><span class="plain">); </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">false</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="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K5_container</span><span class="plain">)) {</span>
|
|
<span class="identifier">j</span><span class="plain"> = </span><span class="identifier">CoreOf</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">j</span><span class="plain"> ~= </span><span class="identifier">i</span><span class="plain">) { </span><span class="identifier">i</span><span class="plain"> = </span><span class="identifier">j</span><span class="plain">; </span><span class="identifier">external</span><span class="plain"> = </span><span class="reserved">true</span><span class="plain">; }</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
|
|
<span class="identifier">RulebookSucceeds</span><span class="plain">(); </span><span class="comment">! No barrier</span>
|
|
<span class="reserved">rtrue</span><span class="plain">;</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">[ </span><span class="identifier">CANT_REACH_INSIDE_CLOSED_R</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">parameter_value</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain"> && </span><span class="identifier">parameter_value</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">touch_persona</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">actor</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain">) && (</span><span class="identifier">untouchable_silence</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
|
|
<span class="identifier">CANT_REACH_INSIDE_CLOSED_RM</span><span class="plain">(</span><span class="character">'A'</span><span class="plain">, </span><span class="identifier">parameter_value</span><span class="plain">);</span>
|
|
<span class="reserved">new_line</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">RulebookFails</span><span class="plain">(); </span><span class="reserved">rtrue</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">rfalse</span><span class="plain">;</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">[ </span><span class="identifier">CANT_REACH_OUTSIDE_CLOSED_R</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">parameter_value</span><span class="plain"> </span><span class="reserved">has</span><span class="plain"> </span><span class="identifier">container</span><span class="plain"> && </span><span class="identifier">parameter_value</span><span class="plain"> </span><span class="reserved">hasnt</span><span class="plain"> </span><span class="identifier">open</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">touch_persona</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">actor</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain">) && (</span><span class="identifier">untouchable_silence</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
|
|
<span class="identifier">CANT_REACH_OUTSIDE_CLOSED_RM</span><span class="plain">(</span><span class="character">'A'</span><span class="plain">, </span><span class="identifier">parameter_value</span><span class="plain">);</span>
|
|
<span class="reserved">new_line</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">RulebookFails</span><span class="plain">(); </span><span class="reserved">rtrue</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">rfalse</span><span class="plain">;</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">[ </span><span class="identifier">CANT_REACH_INSIDE_ROOMS_R</span><span class="plain">;</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">parameter_value</span><span class="plain"> && </span><span class="identifier">parameter_value</span><span class="plain"> </span><span class="reserved">ofclass</span><span class="plain"> </span><span class="identifier">K1_room</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> (</span><span class="identifier">touch_persona</span><span class="plain"> == </span><span class="constant">0</span><span class="plain">) {</span>
|
|
<span class="reserved">if</span><span class="plain"> ((</span><span class="identifier">actor</span><span class="plain"> == </span><span class="identifier">player</span><span class="plain">) && (</span><span class="identifier">untouchable_silence</span><span class="plain"> == </span><span class="reserved">false</span><span class="plain">)) {</span>
|
|
<span class="identifier">CANT_REACH_INSIDE_ROOMS_RM</span><span class="plain">(</span><span class="character">'A'</span><span class="plain">, </span><span class="identifier">parameter_value</span><span class="plain">);</span>
|
|
<span class="reserved">new_line</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="plain">}</span>
|
|
<span class="identifier">RulebookFails</span><span class="plain">(); </span><span class="reserved">rtrue</span><span class="plain">;</span>
|
|
<span class="plain">}</span>
|
|
<span class="reserved">rfalse</span><span class="plain">;</span>
|
|
<span class="plain">];</span>
|
|
|
|
</pre>
|
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<p class="inwebparagraph"></p>
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