1470 lines
54 KiB
C
1470 lines
54 KiB
C
! ==============================================================================
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! ENGLISH: Language Definition File
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!
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! Supplied for use with Inform 6 -- Release 6.12.1 -- Serial number 160605
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!
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! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2016
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!
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! This code is licensed under either the traditional Inform license as
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! described by the DM4 or the Artistic License version 2.0. See the
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! file COPYING in the distribution archive or at
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! https://github.com/DavidGriffith/inform6lib/
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!
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! This file is automatically Included in your game file by "parserm".
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! Strictly, "parserm" includes the file named in the "language__" variable,
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! whose contents can be defined by+language_name=XXX compiler setting (with a
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! default of "english").
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!
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! Define the constant DIALECT_US before including "Parser" to obtain American
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! English.
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! ==============================================================================
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System_file;
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#Ifndef LIBRARY_ENGLISH; ! if this file is already included,
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! don't try to include it again.
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! ------------------------------------------------------------------------------
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! Part I. Preliminaries
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! ------------------------------------------------------------------------------
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Constant EnglishNaturalLanguage; ! Needed to keep old pronouns mechanism
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Class CompassDirection
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with number 0, article "the",
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description [;
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if (location provides compass_look && location.compass_look(self)) rtrue;
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if (self.compass_look()) rtrue;
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L__M(##Look, 7, self);
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],
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compass_look false,
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parse_name [; return -1; ]
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has scenery;
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Object Compass "compass" has concealed;
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#Ifndef WITHOUT_DIRECTIONS;
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CompassDirection -> n_obj with short_name "north", door_dir n_to,
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name 'n//' 'north';
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CompassDirection -> s_obj with short_name "south", door_dir s_to,
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name 's//' 'south';
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CompassDirection -> e_obj with short_name "east", door_dir e_to,
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name 'e//' 'east';
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CompassDirection -> w_obj with short_name "west", door_dir w_to,
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name 'w//' 'west';
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CompassDirection -> ne_obj with short_name "northeast", door_dir ne_to,
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name 'ne' 'northeast';
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CompassDirection -> nw_obj with short_name "northwest", door_dir nw_to,
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name 'nw' 'northwest';
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CompassDirection -> se_obj with short_name "southeast", door_dir se_to,
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name 'se' 'southeast';
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CompassDirection -> sw_obj with short_name "southwest", door_dir sw_to,
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name 'sw' 'southwest';
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CompassDirection -> u_obj with short_name "up above", door_dir u_to,
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name 'u//' 'up' 'ceiling' 'above' 'sky';
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CompassDirection -> d_obj with short_name "ground", door_dir d_to,
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name 'd//' 'down' 'floor' 'below' 'ground';
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#endif; ! WITHOUT_DIRECTIONS
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CompassDirection -> in_obj with short_name "inside", door_dir in_to;
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CompassDirection -> out_obj with short_name "outside", door_dir out_to;
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! ------------------------------------------------------------------------------
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! Part II. Vocabulary
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! ------------------------------------------------------------------------------
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Constant AGAIN1__WD = 'again';
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Constant AGAIN2__WD = 'g//';
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Constant AGAIN3__WD = 'again';
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Constant OOPS1__WD = 'oops';
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Constant OOPS2__WD = 'o//';
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Constant OOPS3__WD = 'oops';
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Constant UNDO1__WD = 'undo';
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Constant UNDO2__WD = 'undo';
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Constant UNDO3__WD = 'undo';
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Constant ALL1__WD = 'all';
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Constant ALL2__WD = 'each';
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Constant ALL3__WD = 'every';
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Constant ALL4__WD = 'everything';
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Constant ALL5__WD = 'both';
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Constant AND1__WD = 'and';
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Constant AND2__WD = 'and';
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Constant AND3__WD = 'and';
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Constant BUT1__WD = 'but';
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Constant BUT2__WD = 'except';
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Constant BUT3__WD = 'but';
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Constant ME1__WD = 'me';
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Constant ME2__WD = 'myself';
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Constant ME3__WD = 'self';
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Constant OF1__WD = 'of';
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Constant OF2__WD = 'of';
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Constant OF3__WD = 'of';
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Constant OF4__WD = 'of';
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Constant OTHER1__WD = 'another';
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Constant OTHER2__WD = 'other';
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Constant OTHER3__WD = 'other';
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Constant THEN1__WD = 'then';
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Constant THEN2__WD = 'then';
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Constant THEN3__WD = 'then';
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Constant NO1__WD = 'n//';
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Constant NO2__WD = 'no';
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Constant NO3__WD = 'no';
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Constant YES1__WD = 'y//';
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Constant YES2__WD = 'yes';
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Constant YES3__WD = 'yes';
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Constant AMUSING__WD = 'amusing';
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Constant FULLSCORE1__WD = 'fullscore';
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Constant FULLSCORE2__WD = 'full';
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Constant QUIT1__WD = 'q//';
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Constant QUIT2__WD = 'quit';
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Constant RESTART__WD = 'restart';
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Constant RESTORE__WD = 'restore';
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Array LanguagePronouns table
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! word possible GNAs connected
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! to follow: to:
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! a i
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! s p s p
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! mfnmfnmfnmfn
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'it' $$001000111000 NULL
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'him' $$100000100000 NULL
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'her' $$010000010000 NULL
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'them' $$000111000111 NULL;
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Array LanguageDescriptors table
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! word possible GNAs descriptor connected
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! to follow: type: to:
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! a i
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! s p s p
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! mfnmfnmfnmfn
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'my' $$111111111111 POSSESS_PK 0
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'this' $$111111111111 POSSESS_PK 0
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'these' $$000111000111 POSSESS_PK 0
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'that' $$111111111111 POSSESS_PK 1
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'those' $$000111000111 POSSESS_PK 1
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'his' $$111111111111 POSSESS_PK 'him'
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'her' $$111111111111 POSSESS_PK 'her'
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'their' $$111111111111 POSSESS_PK 'them'
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'its' $$111111111111 POSSESS_PK 'it'
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'the' $$111111111111 DEFART_PK NULL
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'a//' $$111000111000 INDEFART_PK NULL
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'an' $$111000111000 INDEFART_PK NULL
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'some' $$000111000111 INDEFART_PK NULL
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'lit' $$111111111111 light NULL
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'lighted' $$111111111111 light NULL
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'unlit' $$111111111111 (-light) NULL;
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Array LanguageNumbers table
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'one' 1 'two' 2 'three' 3 'four' 4 'five' 5
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'six' 6 'seven' 7 'eight' 8 'nine' 9 'ten' 10
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'eleven' 11 'twelve' 12 'thirteen' 13 'fourteen' 14 'fifteen' 15
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'sixteen' 16 'seventeen' 17 'eighteen' 18 'nineteen' 19 'twenty' 20;
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! ------------------------------------------------------------------------------
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! Part III. Translation
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! ------------------------------------------------------------------------------
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[ LanguageToInformese;
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];
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! ------------------------------------------------------------------------------
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! Part IV. Printing
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! ------------------------------------------------------------------------------
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Constant LanguageAnimateGender = male;
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Constant LanguageInanimateGender = neuter;
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Constant LanguageContractionForms = 2; ! English has two:
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! 0 = starting with a consonant
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! 1 = starting with a vowel
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[ LanguageContraction text;
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if (text->0 == 'a' or 'e' or 'i' or 'o' or 'u'
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or 'A' or 'E' or 'I' or 'O' or 'U') return 1;
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return 0;
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];
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Array LanguageArticles -->
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! Contraction form 0: Contraction form 1:
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! Cdef Def Indef Cdef Def Indef
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"The " "the " "a " "The " "the " "an " ! Articles 0
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"The " "the " "some " "The " "the " "some "; ! Articles 1
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! a i
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! s p s p
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! m f n m f n m f n m f n
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Array LanguageGNAsToArticles --> 0 0 0 1 1 1 0 0 0 1 1 1;
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[ LanguageDirection d;
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switch (d) {
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n_to: print "north";
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s_to: print "south";
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e_to: print "east";
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w_to: print "west";
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ne_to: print "northeast";
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nw_to: print "northwest";
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se_to: print "southeast";
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sw_to: print "southwest";
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u_to: print "up";
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d_to: print "down";
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in_to: print "in";
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out_to: print "out";
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default: return RunTimeError(9,d);
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}
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];
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[ LanguageNumber n f;
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if (n == 0) { print "zero"; rfalse; }
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if (n < 0) { print "minus "; n = -n; }
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if (n >= 1000) { print (LanguageNumber) n/1000, " thousand"; n = n%1000; f = 1; }
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if (n >= 100) {
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if (f == 1) print ", ";
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print (LanguageNumber) n/100, " hundred"; n = n%100; f = 1;
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}
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if (n == 0) rfalse;
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#Ifdef DIALECT_US;
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if (f == 1) print " ";
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#Ifnot;
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if (f == 1) print " and ";
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#Endif;
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switch (n) {
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1: print "one";
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2: print "two";
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3: print "three";
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4: print "four";
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5: print "five";
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6: print "six";
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7: print "seven";
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8: print "eight";
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9: print "nine";
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10: print "ten";
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11: print "eleven";
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12: print "twelve";
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13: print "thirteen";
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14: print "fourteen";
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15: print "fifteen";
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16: print "sixteen";
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17: print "seventeen";
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18: print "eighteen";
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19: print "nineteen";
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20 to 99: switch (n/10) {
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2: print "twenty";
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3: print "thirty";
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4: print "forty";
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5: print "fifty";
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6: print "sixty";
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7: print "seventy";
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8: print "eighty";
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9: print "ninety";
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}
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if (n%10 ~= 0) print "-", (LanguageNumber) n%10;
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}
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];
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[ LanguageTimeOfDay hours mins i;
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i = hours%12;
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if (i == 0) i = 12;
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if (i < 10) print " ";
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print i, ":", mins/10, mins%10;
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if ((hours/12) > 0) print " pm"; else print " am";
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];
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[ LanguageVerb i;
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switch (i) {
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'i//','inv','inventory':
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print "take inventory";
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'l//': print "look";
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'x//': print "examine";
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'z//': print "wait";
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default: rfalse;
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}
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rtrue;
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];
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! ----------------------------------------------------------------------------
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! LanguageVerbIsDebugging is called by SearchScope. It should return true
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! if word w is a debugging verb which needs all objects to be in scope.
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! ----------------------------------------------------------------------------
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#Ifdef DEBUG;
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[ LanguageVerbIsDebugging w;
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if (w == 'purloin' or 'tree' or 'abstract'
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or 'gonear' or 'scope' or 'showobj')
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rtrue;
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rfalse;
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];
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#Endif;
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! ----------------------------------------------------------------------------
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! LanguageVerbLikesAdverb is called by PrintCommand when printing an UPTO_PE
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! error or an inference message. Words which are intransitive verbs, i.e.,
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! which require a direction name as an adverb ('walk west'), not a noun
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! ('I only understood you as far as wanting to touch /the/ ground'), should
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! cause the routine to return true.
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! ----------------------------------------------------------------------------
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[ LanguageVerbLikesAdverb w;
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if (w == 'look' or 'go' or 'push' or 'walk')
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rtrue;
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rfalse;
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];
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! ----------------------------------------------------------------------------
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! LanguageVerbMayBeName is called by NounDomain when dealing with the
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! player's reply to a "Which do you mean, the short stick or the long
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! stick?" prompt from the parser. If the reply is another verb (for example,
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! LOOK) then then previous ambiguous command is discarded /unless/
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! it is one of these words which could be both a verb /and/ an
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! adjective in a 'name' property.
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! ----------------------------------------------------------------------------
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[ LanguageVerbMayBeName w;
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if (w == 'long' or 'short' or 'normal'
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or 'brief' or 'full' or 'verbose')
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rtrue;
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rfalse;
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];
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Constant NKEY__TX = "N = next subject";
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Constant PKEY__TX = "P = previous";
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Constant QKEY1__TX = " Q = resume game";
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Constant QKEY2__TX = "Q = previous menu";
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Constant RKEY__TX = "RETURN = read subject";
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Constant NKEY1__KY = 'N';
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Constant NKEY2__KY = 'n';
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Constant PKEY1__KY = 'P';
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Constant PKEY2__KY = 'p';
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Constant QKEY1__KY = 'Q';
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Constant QKEY2__KY = 'q';
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Constant SCORE__TX = "Score: ";
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Constant MOVES__TX = "Moves: ";
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Constant TIME__TX = "Time: ";
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Constant CANTGO__TX = "You can't go that way.";
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Constant FORMER__TX = "your former self";
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Constant MYFORMER__TX = "my former self";
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Constant YOURSELF__TX = "yourself";
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Constant MYSELF__TX = "myself";
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Constant YOU__TX = "You";
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Constant DARKNESS__TX = "Darkness";
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Constant THOSET__TX = "those things";
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Constant THAT__TX = "that";
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Constant OR__TX = " or ";
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Constant NOTHING__TX = "nothing";
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Constant IS__TX = " is";
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Constant ARE__TX = " are";
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Constant IS2__TX = "is ";
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Constant ARE2__TX = "are ";
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Constant WAS__TX = " was";
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Constant WERE__TX = " were";
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Constant WAS2__TX = "was ";
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Constant WERE2__TX = "were ";
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Constant AND__TX = " and ";
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Constant WHOM__TX = "whom ";
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Constant WHICH__TX = "which ";
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Constant COMMA__TX = ", ";
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Constant COLON__TX = ": ";
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! ----------------------------------------------------------------------------
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! FYI on nominative pronouns versus accusative pronouns...
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! Consider the sentence "She hit him.".
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! "She" is in the nominative case. It appears at the beginning of a sentence.
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! "him" is in the accusative case. It won't appear at the beginning.
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! ----------------------------------------------------------------------------
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! Accusative
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[ ThatOrThose obj;
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if (obj == player) {
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if (player provides narrative_voice) {
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if (player.narrative_voice == 1) { print "me"; return; }
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if (player.narrative_voice == 3) { CDefart(player); return; }
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}
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print "you";
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return;
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}
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if (obj has pluralname) { print "those"; return; }
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if (obj has female) { print "her"; return; }
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if (obj has male or animate)
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if (obj hasnt neuter) { print "him"; return; }
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print "that";
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];
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! Accusative
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[ ItOrThem obj;
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if (obj == player) {
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if (player provides narrative_voice) {
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if (player.narrative_voice == 1) { print "myself"; return; }
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if (player.narrative_voice == 3) { CDefart(player); return; }
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}
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print "yourself";
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return;
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}
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if (obj has pluralname) { print "them"; return; }
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if (obj has female) { print "her"; return; }
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if (obj has male or animate)
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if (obj hasnt neuter) { print "him"; return; }
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print "it";
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];
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! Nominative
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[ CThatOrThose obj;
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if (obj == player) {
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if (player provides narrative_voice) {
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if (player.narrative_voice == 1) { print "I"; return; }
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if (player.narrative_voice == 3) { CDefart(player); return; }
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}
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print "You";
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return;
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}
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if (obj has pluralname) { print "Those"; return; }
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if (obj has female) { print "She"; return; }
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if (obj has male or animate) {
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if (obj hasnt neuter) { print "He"; return; }
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}
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print "That";
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];
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! Nominative
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[ CTheyreorThats obj;
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if (obj == player) {
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if (player provides narrative_voice) {
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if (player.narrative_voice == 1) { print "I'm"; return; }
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if (player.narrative_voice == 3) { CDefart(player); print "'s"; return; }
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}
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print "You're";
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return;
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}
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if (obj has pluralname) { print "They're"; return; }
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if (obj has female) { print "She's"; return; }
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if (obj has male or animate) {
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if (obj hasnt neuter) { print "He's"; return; }
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}
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print "That's";
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];
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[ IsOrAre obj;
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if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
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if (obj has pluralname || obj == player) print "were"; else print "was";
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return;
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}
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if (obj has pluralname || obj == player) print "are"; else print "is";
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return;
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];
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[ nop x; x = x; ]; ! print rule to absorb unwanted return value
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[ SubjectNotPlayer obj reportage v2 v3 past;
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if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
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v2 = past;
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v3 = past;
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}
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if (reportage && actor ~= player) {
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L__M(##Miscellany, 60, actor);
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if (obj == actor) {
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print (theActor) obj, " ", (string) v3;
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return;
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}
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else
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if (obj has pluralname) {
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print (the) obj, " ", (string) v2;
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return;
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}
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else {print (the) obj, " ", (string) v3; return;}
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}
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else
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if (obj has pluralname) { print (The) obj, " ", (string) v2; return;}
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else { print (The) obj, " ", (string) v3; return;}
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];
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[ CSubjectVoice obj v1 v2 v3 past;
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if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
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v1 = past;
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v2 = past;
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v3 = past;
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} else {
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if (v2 == 0) v2 = v1;
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if (v3 == 0) v3 = v1;
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}
|
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if (obj ~= player) { print (string) v3; return; }
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if (player provides narrative_voice) switch (player.narrative_voice) {
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1: print (string) v1; return;
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2: ! Do nothing.
|
|
3: print (string) v3; return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
|
|
print (string) v2; return;
|
|
];
|
|
|
|
[ CSubjectVerb obj reportage nocaps v1 v2 v3 past;
|
|
if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
|
|
v1 = past;
|
|
v2 = past;
|
|
v3 = past;
|
|
} else {
|
|
if (v2 == 0) v2 = v1;
|
|
if (v3 == 0) v3 = v1;
|
|
}
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch (player.narrative_voice) {
|
|
1: print "I ", (string) v1; return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
print " ", (string) v3; return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (nocaps) { print "you ", (string) v2; return; }
|
|
print "You ", (string) v2; return;
|
|
}
|
|
SubjectNotPlayer(obj, reportage, v2, v3);
|
|
];
|
|
|
|
[ CSubjectIs obj reportage nocaps;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch (player.narrative_voice) {
|
|
1: Tense("I'm", "I was"); return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
Tense(" is", " was"); return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (nocaps) Tense("you're", "you were");
|
|
else Tense("You're", "You were");
|
|
return;
|
|
}
|
|
SubjectNotPlayer(obj, reportage, "are", "is", "was");
|
|
];
|
|
|
|
[ CSubjectIsnt obj reportage nocaps;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch (player.narrative_voice) {
|
|
1: Tense("I'm not", "I wasn't"); return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
Tense(" isn't", " wasn't"); return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (nocaps) Tense("you aren't", "you weren't");
|
|
else Tense("You aren't", "You weren't");
|
|
return;
|
|
}
|
|
SubjectNotPlayer(obj, reportage, "aren't", "isn't", "wasn't");
|
|
];
|
|
|
|
[ CSubjectHas obj reportage nocaps;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch (player.narrative_voice) {
|
|
1: Tense("I've", "I had"); return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
Tense(" has", " had"); return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (nocaps) Tense("you've", "you'd");
|
|
else Tense("You've", "You'd");
|
|
return;
|
|
}
|
|
SubjectNotPlayer(obj, reportage, "have", "has", "had");
|
|
];
|
|
|
|
[ CSubjectWill obj reportage nocaps;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch (player.narrative_voice) {
|
|
1: Tense("I'll", "I would've"); return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
Tense(" will", " would've"); return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (nocaps) Tense("you'll", "you'd");
|
|
else Tense("You'll", "You'd");
|
|
return;
|
|
}
|
|
SubjectNotPlayer(obj, reportage, "will", "will", "would");
|
|
];
|
|
|
|
[ CSubjectCan obj reportage nocaps;
|
|
CSubjectVerb(obj, reportage, nocaps, "can", 0, "can", "could");
|
|
];
|
|
|
|
[ CSubjectCant obj reportage nocaps;
|
|
CSubjectVerb(obj, reportage, nocaps, "can't", 0, "can't", "couldn't");
|
|
];
|
|
|
|
[ CSubjectDont obj reportage nocaps;
|
|
CSubjectVerb(obj, reportage, nocaps, "don't", 0, "doesn't", "didn't");
|
|
];
|
|
|
|
|
|
[ OnesSelf obj;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch(player.narrative_voice) {
|
|
1: print (string) MYSELF__TX; return;
|
|
2: ! Do nothing.
|
|
3: if (obj has female) {print "herself"; return;}
|
|
print "himself"; return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
print "yourself"; return;
|
|
}
|
|
if (obj has male) { print "himself"; return; }
|
|
if (obj has female) {print "herself"; return; }
|
|
print "itself"; return;
|
|
];
|
|
|
|
|
|
[ Possessive obj caps;
|
|
if (obj == player) {
|
|
if (player provides narrative_voice) switch(player.narrative_voice) {
|
|
1: if (caps) print "M"; else print "m"; print "y"; return;
|
|
2: ! Do nothing.
|
|
3: CDefart(player);
|
|
print "'s"; return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
if (caps) print "Y"; else print "y";
|
|
print "our"; return;
|
|
}
|
|
if (caps) print "H"; else print "h";
|
|
if (obj has male) { print "is"; return; }
|
|
if (obj has female) { print "er"; return; }
|
|
if (caps) print "I"; else { print "i"; print "ts"; return; }
|
|
];
|
|
|
|
[ PossessiveCaps obj;
|
|
Possessive(obj, true);
|
|
];
|
|
|
|
[ theActor obj;
|
|
if (obj == player) {
|
|
if (obj provides narrative_voice) {
|
|
switch (obj.narrative_voice) {
|
|
1: print "I"; return;
|
|
2: ! Do nothing.
|
|
3: if (obj has neuter) { print "it"; return; }
|
|
if (obj has female) { print "she"; return; }
|
|
print "he"; return;
|
|
default: RunTimeError(16, player.narrative_voice);
|
|
}
|
|
}
|
|
print "you"; return;
|
|
}
|
|
if (obj has pluralname) { print "they"; return; }
|
|
if (obj has female) { print "she"; return; }
|
|
if (obj has male or animate)
|
|
if (obj hasnt neuter) { print "he"; return; }
|
|
print "that";
|
|
];
|
|
|
|
[ SupportObj obj s1 s2;
|
|
if (obj has supporter) print (string) s1;
|
|
else print (string) s2;
|
|
];
|
|
|
|
[ PluralObj obj s1 s2 past;
|
|
if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
|
|
print (string) past;
|
|
return;
|
|
}
|
|
if (obj has pluralname) print (string) s1;
|
|
else print (string) s2;
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Tense is a little helper function to present the correct tense of a
|
|
! verb. The first parameter is the verb in present tense. The second
|
|
! parameter is the verb in past tense. If the second parameter is
|
|
! omitted, then nothing will be printed if the appropriate tense is past.
|
|
! ----------------------------------------------------------------------------
|
|
[ Tense present past;
|
|
if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
|
|
if (past == false) return;
|
|
print (string) past;
|
|
}
|
|
else
|
|
print (string) present;
|
|
];
|
|
|
|
[ DecideAgainst;
|
|
CSubjectVerb(actor, false, false, "decide",0,"decides","decided");
|
|
print " that";
|
|
Tense("'s not", " wasn't");
|
|
" such a good idea.";
|
|
];
|
|
|
|
#Ifdef TARGET_ZCODE;
|
|
|
|
[ LowerCase c; ! for ZSCII matching ISO 8859-1
|
|
switch (c) {
|
|
'A' to 'Z': c = c + 32;
|
|
202, 204, 212, 214, 221: c--;
|
|
217, 218: c = c - 2;
|
|
158 to 160, 167, 168, 208 to 210: c = c - 3;
|
|
186 to 190, 196 to 200: c = c - 5 ;
|
|
175 to 180: c = c - 6;
|
|
}
|
|
return c;
|
|
];
|
|
|
|
[ UpperCase c; ! for ZSCII matching ISO 8859-1
|
|
switch (c) {
|
|
'a' to 'z': c = c - 32;
|
|
201, 203, 211, 213, 220: c++;
|
|
215, 216: c = c + 2;
|
|
155 to 157, 164, 165, 205 to 207: c = c + 3;
|
|
181 to 185, 191 to 195: c = c + 5 ;
|
|
169 to 174: c = c + 6;
|
|
}
|
|
return c;
|
|
];
|
|
|
|
#Ifnot; ! TARGET_GLULX
|
|
|
|
[ LowerCase c; return glk_char_to_lower(c); ];
|
|
[ UpperCase c; return glk_char_to_upper(c); ];
|
|
|
|
#Endif; ! TARGET_
|
|
|
|
|
|
|
|
[ LanguageLM n x1 x2;
|
|
Answer,Ask:
|
|
print "There ";
|
|
Tense("is", "was");
|
|
" no reply.";
|
|
! Ask: see Answer
|
|
Attack: print "Violence ";
|
|
Tense("isn't", "wasn't");
|
|
" the answer to this one.";
|
|
Blow: CSubjectCant(actor,true);
|
|
" usefully blow ", (thatorthose) x1, ".";
|
|
Burn: switch (n) {
|
|
1: print "This dangerous act would ";
|
|
Tense("achieve", "have achieved");
|
|
" little.";
|
|
2: DecideAgainst();
|
|
}
|
|
Buy: print "Nothing ";
|
|
Tense("is", "was");
|
|
" on sale.";
|
|
Climb: switch (n) {
|
|
1: print "Climbing ", (ThatOrThose) x1, " would ";
|
|
Tense("achieve", "have achieved");
|
|
" little.";
|
|
2: DecideAgainst();
|
|
}
|
|
Close: switch (n) {
|
|
1: CSubjectIs(x1,true);
|
|
print " not something ", (theActor) actor;
|
|
Tense(" can close", " could have closed");
|
|
".";
|
|
2: CSubjectIs(x1,true); " already closed.";
|
|
3: CSubjectVerb(actor,false,false,"close",0,"closes","closed");
|
|
" ", (the) x1, ".";
|
|
4: "(first closing ", (the) x1, ")";
|
|
}
|
|
CommandsOff: switch (n) {
|
|
1: "[Command recording off.]";
|
|
#Ifdef TARGET_GLULX;
|
|
2: "[Command recording already off.]";
|
|
#Endif; ! TARGET_
|
|
}
|
|
CommandsOn: switch (n) {
|
|
1: "[Command recording on.]";
|
|
#Ifdef TARGET_GLULX;
|
|
2: "[Commands are currently replaying.]";
|
|
3: "[Command recording already on.]";
|
|
4: "[Command recording failed.]";
|
|
#Endif; ! TARGET_
|
|
}
|
|
CommandsRead: switch (n) {
|
|
1: "[Replaying commands.]";
|
|
#Ifdef TARGET_GLULX;
|
|
2: "[Commands are already replaying.]";
|
|
3: "[Command replay failed. Command recording is on.]";
|
|
4: "[Command replay failed.]";
|
|
5: "[Command replay complete.]";
|
|
#Endif; ! TARGET_
|
|
}
|
|
Consult: CSubjectVerb(actor,true,false,"discover",0,"discovers","discovered");
|
|
print " nothing of interest in ";
|
|
if (x1 == player) { OnesSelf(x1); ".";}
|
|
else print_ret (the) x1, ".";
|
|
Cut: switch (n) {
|
|
1: print "Cutting ", (ThatOrThose) x1, " up would ";
|
|
Tense("achieve", "have achieved");
|
|
" little.";
|
|
2: DecideAgainst();
|
|
}
|
|
Dig: print "Digging would ";
|
|
Tense("achieve", "have achieved");
|
|
" nothing here.";
|
|
Disrobe: switch (n) {
|
|
1: CSubjectIsnt(actor,true); " wearing ", (ThatOrThose) x1, ".";
|
|
2: CSubjectVerb(actor,false,false,"take off",0,"takes off", "took off");
|
|
" ", (the) x1, ".";
|
|
}
|
|
Drink: print "There";
|
|
Tense("'s", " was");
|
|
" nothing suitable to drink here.";
|
|
Drop: switch (n) {
|
|
1: CSubjectIs(x1,true); " already here.";
|
|
2: CSubjectVerb(actor, false, false, "haven't got", 0, "hasn't got",
|
|
"didn't have");
|
|
" ", (the) x1, ".";
|
|
3: "(first taking ", (the) x1, " off)";
|
|
4: "Dropped.";
|
|
}
|
|
Eat: switch (n) {
|
|
1: CSubjectIs(x1,true); " plainly inedible.";
|
|
2: CSubjectVerb(actor,false,false,"eat",0,"eats", "ate"); print " ", (the) x1;
|
|
if (actor == player) ". Not bad."; else ".";
|
|
}
|
|
EmptyT: switch (n) {
|
|
1: CSubjectCant(x1,true); " contain things.";
|
|
2: CSubjectIs(x1,true); " closed.";
|
|
3: CSubjectIs(x1,true); " empty already.";
|
|
4: print "That wouldn't ";
|
|
Tense("empty", "have emptied");
|
|
" anything.";
|
|
}
|
|
Enter: switch (n) {
|
|
1: print "But "; CSubjectIs(actor,true,true);
|
|
" already ", (nop) SupportObj(x1,"on ","in "), (the) x1, ".";
|
|
2: CSubjectIs(x1,true);
|
|
print " not something ", (theActor) actor;
|
|
Tense(" can ", " could ");
|
|
switch (x2) {
|
|
'stand': "stand on.";
|
|
'sit': "sit down on.";
|
|
'lie': "lie down on.";
|
|
default: "enter.";
|
|
}
|
|
3: CSubjectCant(actor,true);
|
|
" get into the closed ", (name) x1, ".";
|
|
4: CSubjectCan(actor,true);
|
|
" only get into something free-standing.";
|
|
5: CSubjectVerb(actor,false,false,"get",0,"gets","got");
|
|
SupportObj(x1," onto"," into"); " ", (the) x1, ".";
|
|
6: "(getting ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, ")";
|
|
7: if (x1 has supporter) "(getting onto ", (the) x1, ")";
|
|
if (x1 has container) "(getting into ", (the) x1, ")";
|
|
"(entering ", (the) x1, ")";
|
|
}
|
|
Examine: switch (n) {
|
|
1: "Darkness, noun. An absence of light to see by.";
|
|
2: CSubjectVerb(actor,true,false,"see",0,"sees","saw");
|
|
" nothing special about ", (the) x1, ".";
|
|
3: CSubjectIs(x1,true);
|
|
Tense(" currently");
|
|
print " switched ";
|
|
if (x1 has on) "on."; else "off.";
|
|
}
|
|
Exit: switch (n) {
|
|
1: print "But ";
|
|
CSubjectIsnt(actor,true,true);
|
|
" in anything at the moment.";
|
|
2: CSubjectCant(actor,false);
|
|
" get out of the closed ", (name) x1, ".";
|
|
3: CSubjectVerb(actor,false,false,"get",0,"gets", "got");
|
|
print " ";
|
|
SupportObj(x1,"off","out of"); " ", (the) x1, ".";
|
|
4: CSubjectIsnt(actor,true);
|
|
print " ";
|
|
SupportObj(x1,"on","in"); " ", (the) x1, ".";
|
|
5: "(first getting ", (nop) SupportObj(x1,"off","out of"),
|
|
" ", (the) x1, ")";
|
|
6: CSubjectVerb(actor,false,false,"stand",0,"stands","stood"); " up.";
|
|
}
|
|
Fill: switch (n) {
|
|
1: print "There ";
|
|
Tense("isn't", "wasn't");
|
|
" anything obvious with which to fill ", (the) x1, ".";
|
|
2: print "Filling ", (the) x1, " from ", (the) x2;
|
|
Tense(" doesn't", " didn't");
|
|
" make sense.";
|
|
}
|
|
FullScore: switch (n) {
|
|
1: if (deadflag) print "The score was "; else print "The score is ";
|
|
"made up as follows:^";
|
|
2: "finding sundry items";
|
|
3: "visiting various places";
|
|
4: print "total (out of ", MAX_SCORE; ")";
|
|
}
|
|
GetOff: print "But ";
|
|
CSubjectIsnt(actor,true,true); " on ", (the) x1, " at the moment.";
|
|
Give: switch (n) {
|
|
1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
|
|
2: CSubjectVerb(actor,false,false,"juggle",0,"juggles","juggled");
|
|
print " ", (the) x1, " for a while, but ";
|
|
CSubjectVoice(actor,"don't","don't","doesn't","didn't");
|
|
" achieve much.";
|
|
3: CSubjectDont(x1,true); " seem interested.";
|
|
4: CSubjectVerb(actor,false,false,"hand over",0,"hands over","handed over");
|
|
" ", (the) x1, ".";
|
|
}
|
|
Go: switch (n) {
|
|
1: CSubjectWill(actor,true);
|
|
Tense(" have", " had");
|
|
" to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
|
|
2: CSubjectCant(actor,true); " go that way.";
|
|
3: CSubjectIs (actor,true); " unable to climb ", (the) x1, ".";
|
|
4: CSubjectIs (actor,true); " unable to descend by ", (the) x1, ".";
|
|
5: CSubjectCant(actor,true); " since ", (the) x1, " ", (IsOrAre) x1, " in the way.";
|
|
6: CSubjectCant(actor,true); " since ", (the) x1, " ", (nop) PluralObj(x1,"lead","leads","led"), " nowhere.";
|
|
7: CSubjectVerb(actor,false,false,"depart",0,"departs","departed"); ".";
|
|
}
|
|
Insert: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
|
|
print " to be holding ", (the) x1, " before ", (theActor) actor;
|
|
Tense(" can", " could");
|
|
" put ", (ItOrThem) x1, " into something else.";
|
|
2: CSubjectCant(x1,true); " contain things.";
|
|
3: CSubjectIs (x1,true); " closed.";
|
|
4: CSubjectWill(actor,true);
|
|
Tense(" need", " needed");
|
|
" to take ", (ItOrThem) x1, " off first.";
|
|
5: CSubjectCant(actor,true); " put something inside itself.";
|
|
6: "(first taking ", (ItOrThem) x1, " off)";
|
|
7: print "There ";
|
|
Tense(" is", " was");
|
|
" no more room in ", (the) x1, ".";
|
|
8: "Done.";
|
|
9: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " into ", (the) x2, ".";
|
|
}
|
|
Inv: switch (n) {
|
|
1: CSubjectIs (actor,false); " carrying nothing.";
|
|
2: CSubjectIs (actor,false); print " carrying";
|
|
3: ":";
|
|
4: ".";
|
|
}
|
|
Jump: CSubjectVerb(actor,false,false,"jump",0,"jumps","jumped"); " on the spot, fruitlessly.";
|
|
JumpIn:
|
|
print "Jumping in ", (the) x1, " ";
|
|
Tense("would achieve", "would have achieved");
|
|
" nothing here.";
|
|
JumpOn:
|
|
print "Jumping upon ", (the) x1, " ";
|
|
Tense("would achieve", "would have achieved");
|
|
" nothing here.";
|
|
JumpOver: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"achieve",0,"achieve","achieved"); " nothing by this.";
|
|
2: DecideAgainst();
|
|
}
|
|
Kiss: "Keep your mind on the game.";
|
|
Listen: CSubjectVerb(actor,true,false,"hear",0,"hears","heard"); " nothing unexpected.";
|
|
ListMiscellany: switch (n) {
|
|
1: print " (providing light)";
|
|
2: print " (which ", (IsOrAre) x1, " closed)";
|
|
3: print " (closed and providing light)";
|
|
4: print " (which ", (IsOrAre) x1, " empty)";
|
|
5: print " (empty and providing light)";
|
|
6: print " (which ", (IsOrAre) x1, " closed and empty)";
|
|
7: print " (closed, empty and providing light)";
|
|
8: print " (providing light and being worn";
|
|
9: print " (providing light";
|
|
10: print " (being worn";
|
|
11: print " (which ", (IsOrAre) x1, " ";
|
|
12: print "open";
|
|
13: print "open but empty";
|
|
14: print "closed";
|
|
15: print "closed and locked";
|
|
16: print " and empty";
|
|
17: print " (which ", (IsOrAre) x1, " empty)";
|
|
18: print " containing ";
|
|
19: print " (on ";
|
|
20: print ", on top of ";
|
|
21: print " (in ";
|
|
22: print ", inside ";
|
|
}
|
|
LMode1: print " is now in its ";
|
|
if (initial_lookmode == 1) print "normal ";
|
|
"~brief~ printing mode, which gives long descriptions
|
|
of places never before visited and short descriptions otherwise.";
|
|
LMode2: print " is now in its ";
|
|
if (initial_lookmode ~= 1 or 3) print "normal ";
|
|
"~verbose~ mode, which always gives long descriptions
|
|
of locations (even if you've been there before).";
|
|
LMode3: print " is now in its ";
|
|
if (initial_lookmode == 3) print "normal ";
|
|
"~superbrief~ mode, which always gives short descriptions
|
|
of locations (even if you haven't been there before).";
|
|
Lock: switch (n) {
|
|
1: CSubjectDont(x1,true);
|
|
print " seem to be something ", (theActor) actor;
|
|
Tense(" can", " could");
|
|
" lock.";
|
|
2: CSubjectIs (x1,true); " locked at the moment.";
|
|
3: CSubjectWill(actor,true); " first have to close ", (the) x1, ".";
|
|
4: CSubjectDont(x1,true); " seem to fit the lock.";
|
|
5: CSubjectVerb(actor,false,false,"lock",0,"locks","locked"); " ", (the) x1, ".";
|
|
}
|
|
Look: switch (n) {
|
|
1: print " (on ", (the) x1, ")";
|
|
2: print " (in ", (the) x1, ")";
|
|
3: print " (as ", (object) x1, ")";
|
|
4: print "^On ", (the) x1;
|
|
WriteListFrom(child(x1),
|
|
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
|
|
".";
|
|
5,6:
|
|
if (x1 ~= location) {
|
|
if (x1 has supporter) print "^On "; else print "^In ";
|
|
print (the) x1, " ", (theActor) actor, " ";
|
|
Tense("can", "could");
|
|
}
|
|
else { new_line; CSubjectCan(actor,false); }
|
|
if (n == 5) print " also";
|
|
print " see ";
|
|
WriteListFrom(child(x1),
|
|
ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
|
|
if (x1 ~= location) "."; else " here.";
|
|
7: CSubjectVerb(actor,true,false,"see",0,"sees", "saw"); " nothing unexpected in that direction.";
|
|
}
|
|
LookUnder: switch (n) {
|
|
1: print "But it";
|
|
Tense("'s", " was");
|
|
" dark.";
|
|
2: CSubjectVerb(actor,true,false,"find",0,"finds", "found"); " nothing of interest.";
|
|
}
|
|
Mild: "Quite.";
|
|
Miscellany: switch (n) {
|
|
1: "(considering the first sixteen objects only)^";
|
|
2: "Nothing to do!";
|
|
3: print " "; CSubjectVerb(player, false, false, "died", "have died", "has died");
|
|
print " ";
|
|
4: print " "; CSubjectVerb(player, false, false, "won", "have won", "has won");
|
|
print " ";
|
|
5: print "^Would you like to RESTART, RESTORE a saved game";
|
|
#Ifdef DEATH_MENTION_UNDO;
|
|
print ", UNDO your last move";
|
|
#Endif;
|
|
if (TASKS_PROVIDED == 0) print ", give the FULL score for that game";
|
|
if (deadflag == 2 && AMUSING_PROVIDED == 0)
|
|
print ", see some suggestions for AMUSING things to do";
|
|
SerialComma(3); print " or QUIT?";
|
|
6: "[Your interpreter does not provide ~undo~. Sorry!]";
|
|
#Ifdef TARGET_ZCODE;
|
|
7: "~Undo~ failed. [Not all interpreters provide it.]";
|
|
#Ifnot; ! TARGET_GLULX
|
|
7: "[You cannot ~undo~ any further.]";
|
|
#Endif; ! TARGET_
|
|
8: "Please give one of the answers above.";
|
|
9: print "^It ";
|
|
Tense("is now", "was");
|
|
print " pitch dark in ";
|
|
Tense("here", "there");
|
|
"!";
|
|
10: "I beg your pardon?";
|
|
11: "[You can't ~undo~ what hasn't been done!]";
|
|
12: "[Can't ~undo~ twice in succession. Sorry!]";
|
|
13: "[Previous turn undone.]";
|
|
14: "Sorry, that can't be corrected.";
|
|
15: "Think nothing of it.";
|
|
16: "~Oops~ can only correct a single word.";
|
|
17: print "It ";
|
|
Tense("is", "was");
|
|
print " pitch dark, and ", (theActor) actor;
|
|
Tense(" can't", " couldn't");
|
|
" see a thing.";
|
|
18: print "yourself";
|
|
19: "As good-looking as ever.";
|
|
20: "To repeat a command like ~frog, jump~, just say ~again~, not ~frog, again~.";
|
|
21: CSubjectCan(actor,true); " hardly repeat that.";
|
|
22: CSubjectCant(actor, true); " begin with a comma.";
|
|
23: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
|
|
print " to want to talk to someone, but I ";
|
|
Tense("can't", "couldn't"); " see whom.";
|
|
24: CSubjectCant(actor, true); " talk to ", (the) x1, ".";
|
|
25: "To talk to someone, try ~someone, hello~ or some such.";
|
|
26: "(first taking ", (the) x1, ")";
|
|
27: "I didn't understand that sentence.";
|
|
28: print "I only understood you as far as wanting to ";
|
|
29: "I didn't understand that number.";
|
|
30: CSubjectCant(actor,true); " see any such thing.";
|
|
31: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
|
|
" to have said too little!";
|
|
32: CSubjectIsnt(actor); " holding that!";
|
|
33: "You can't use multiple objects with that verb.";
|
|
34: "You can only use multiple objects once on a line.";
|
|
35: "I'm not sure what ~", (address) x1, "~ refers to.";
|
|
36: "You excepted something not included anyway!";
|
|
37: CSubjectCan(actor,true); " only do that to something animate.";
|
|
#Ifdef DIALECT_US;
|
|
38: "That's not a verb I recognize.";
|
|
#Ifnot;
|
|
38: "That's not a verb I recognise.";
|
|
#Endif;
|
|
39: "That's not something you need to refer to in the course of this game.";
|
|
40: CSubjectCant(actor,true); " see ~", (address) x1, "~ (", (the) x2, ") at the moment.";
|
|
41: "I didn't understand the way that finished.";
|
|
42: if (x1 == 0) print "None"; else print "Only ", (number) x1;
|
|
print " of those ";
|
|
if (x1 == 1) print "is"; else print "are";
|
|
" available.";
|
|
43: "Nothing to do!";
|
|
44: print "There ";
|
|
Tense("is", "was");
|
|
" nothing to ", (address) x1, ".";
|
|
45: print "Who do you mean, ";
|
|
46: print "Which do you mean, ";
|
|
47: "Sorry, you can only have one item here. Which exactly?";
|
|
48: print "Whom ";
|
|
CSubjectVoice(player, "do", "do", "does", "did");
|
|
print " ";
|
|
CSubjectVerb(player, false, true, "want", "want", "want", "want");
|
|
if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
|
|
print " to "; PrintCommand(); "?";
|
|
49: print "What ";
|
|
CSubjectVoice(player, "do", "do", "does", "did");
|
|
print " ";
|
|
CSubjectVerb(player, false, true, "want", "want", "want", "want");
|
|
if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
|
|
print " to "; PrintCommand(); "?";
|
|
50: print "The score has just gone ";
|
|
if (x1 > 0) print "up"; else { x1 = -x1; print "down"; }
|
|
print " by ", (number) x1, " point";
|
|
if (x1 > 1) print "s";
|
|
51: "(Since something dramatic has happened, your list of commands has been cut short.)";
|
|
52: "^Type a number from 1 to ", x1, ", 0 to redisplay or press ENTER.";
|
|
53: "^[Please press SPACE.]";
|
|
54: "[Comment recorded.]";
|
|
55: "[Comment NOT recorded.]";
|
|
56: ".";
|
|
57: "?";
|
|
58: "(first taking ", (the) x1, " ", (nop) SupportObj(x2,"off","out of"), " ", (the) x2, ")";
|
|
59: "You'll have to be more specific.";
|
|
60: print (The) x1, " observes that ";
|
|
}
|
|
No,Yes: "That was a rhetorical question.";
|
|
NotifyOff:
|
|
"Score notification off.";
|
|
NotifyOn: "Score notification on.";
|
|
Objects: switch (n) {
|
|
1: "Objects ", (nop) CSubjectVerb(actor, false, true, "have", "have", "has"), " handled:^";
|
|
2: "None.";
|
|
3: print " (worn)";
|
|
4: print " (held)";
|
|
5: print " (given away)";
|
|
6: print " (in ", (name) x1, ")";
|
|
7: print " (in ", (the) x1, ")";
|
|
8: print " (inside ", (the) x1, ")";
|
|
9: print " (on ", (the) x1, ")";
|
|
10: print " (lost)";
|
|
}
|
|
Open: switch (n) {
|
|
1: CSubjectIs (x1,true);
|
|
print " not something ", (theActor) actor;
|
|
Tense(" can open", " could have opened");
|
|
".";
|
|
2: CSubjectVerb(x1,true,false,"seem",0,"seems","seemed"); " to be locked.";
|
|
3: CSubjectIs (x1,true); " already open.";
|
|
4: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); print " ", (the) x1;
|
|
Tense(", revealing ", " and revealed ");
|
|
if (WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT) == 0) "nothing.";
|
|
".";
|
|
5: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); " ", (the) x1, ".";
|
|
6: "(first opening ", (the) x1, ")";
|
|
}
|
|
Order: CSubjectHas(x1,false); " better things to do.";
|
|
Places: switch (n) {
|
|
1: print "You have visited: ";
|
|
2: ".";
|
|
}
|
|
Pray: print "Nothing practical ";
|
|
Tense("results", "resulted");
|
|
" from ", (Possessive) actor, " prayer.";
|
|
Prompt: print "^>";
|
|
Pronouns: switch (n) {
|
|
1: print "At the moment, ";
|
|
2: print "means ";
|
|
3: print "is unset";
|
|
4: "no pronouns are known to the game.";
|
|
5: ".";
|
|
}
|
|
Pull,Push,Turn: switch (n) {
|
|
1: if (player provides narrative_voice && player.narrative_voice == 3) {
|
|
print_ret (The) player, " ", (nop) Tense("isn't", "wasn't"),
|
|
" likely to help matters by punishing ",
|
|
(OnesSelf) player, " that way.";
|
|
} else {
|
|
"Punishing ", (OnesSelf) player, " that way ",
|
|
(nop) Tense("isn't", "wasn't"), " likely to help matters.";
|
|
}
|
|
2: CSubjectIs (x1,true); " fixed in place.";
|
|
3: CSubjectIs (actor,true); " unable to.";
|
|
4: print "Nothing obvious ";
|
|
Tense("happens", "happened");
|
|
".";
|
|
5: print "That would ";
|
|
Tense("be", "have been");
|
|
" less than courteous.";
|
|
6: DecideAgainst();
|
|
}
|
|
! Push: see Pull
|
|
PushDir: switch (n) {
|
|
1: print "That really ";
|
|
Tense("wouldn't", "didn't");
|
|
" serve any purpose.";
|
|
2: print "That's ";
|
|
Tense("not", "wasn't");
|
|
" a direction.";
|
|
3: print "Not that way ", (theActor) actor;
|
|
Tense(" can't", "couldn't");
|
|
".";
|
|
}
|
|
PutOn: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
|
|
print " to be holding ", (the) x1, " before ", (theActor) actor;
|
|
Tense(" can", " could");
|
|
" put ", (ItOrThem) x1, " on top of something else.";
|
|
2: CSubjectCant(actor,true,true); " put something on top of itself.";
|
|
3: print "Putting things on ", (the) x1, " would";
|
|
Tense(" achieve", "'ve achieved");
|
|
" nothing.";
|
|
4: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked"); " the dexterity.";
|
|
5: "(first taking ", (ItOrThem) x1, " off)";
|
|
6: print "There ";
|
|
Tense("is", "was");
|
|
" no more room on ", (the) x1, ".";
|
|
7: "Done.";
|
|
8: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " on ", (the) x2, ".";
|
|
}
|
|
Quit: switch (n) {
|
|
1: print "Please answer yes or no.";
|
|
2: print "Are you sure you want to quit? ";
|
|
}
|
|
Remove: switch (n) {
|
|
1: CSubjectIs (x1,true); " unfortunately closed.";
|
|
2: print "But ";
|
|
CSubjectIsnt(x1,true); " there now.";
|
|
3: "Removed.";
|
|
}
|
|
Restart: switch (n) {
|
|
1: print "Are you sure you want to restart? ";
|
|
2: "Failed.";
|
|
}
|
|
Restore: switch (n) {
|
|
1: "Restore failed.";
|
|
2: "Ok.";
|
|
}
|
|
Rub: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved");
|
|
" nothing by this.";
|
|
2: DecideAgainst();
|
|
}
|
|
Save: switch (n) {
|
|
1: "Save failed.";
|
|
2: "Ok.";
|
|
}
|
|
Score: switch (n) {
|
|
1: if (deadflag) print "In that game you scored "; else print "You have so far scored ";
|
|
print score, " out of a possible ", MAX_SCORE, ", in ", turns, " turn";
|
|
if (turns ~= 1) print "s";
|
|
return;
|
|
2: "There is no score in this story.";
|
|
}
|
|
ScriptOff: switch (n) {
|
|
1: "Transcripting is already off.";
|
|
2: "^End of transcript.";
|
|
3: "Attempt to end transcript failed.";
|
|
}
|
|
ScriptOn: switch (n) {
|
|
1: "Transcripting is already on.";
|
|
2: "Start of a transcript of";
|
|
3: "Attempt to begin transcript failed.";
|
|
}
|
|
Search: switch (n) {
|
|
1: print "But it";
|
|
Tense("'s", " was");
|
|
" dark.";
|
|
2: print "There ";
|
|
Tense("is", "was");
|
|
" nothing on ", (the) x1, ".";
|
|
3: print "On ", (the) x1;
|
|
WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
|
|
".";
|
|
4: CSubjectVerb(actor,true,false,"find",0,"finds","found"); " nothing of interest.";
|
|
5: CSubjectCant(actor,true); " see inside, since ", (the) x1, " ", (IsOrAre) x1, " closed.";
|
|
6: "", (The) x1, " ", (IsOrAre) x1, " empty.";
|
|
|
|
7: print "In ", (the) x1;
|
|
WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
|
|
".";
|
|
}
|
|
! Preceding "No," unable to be used for Set and SetTo
|
|
Set: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, ".";
|
|
SetTo: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, " to anything.";
|
|
Show: switch (n) {
|
|
1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
|
|
2: CSubjectIs (x1,true); " unimpressed.";
|
|
}
|
|
Sing: print (PossessiveCaps) actor, " singing ";
|
|
Tense("is", "was");
|
|
" abominable.";
|
|
Sleep: CSubjectIsnt(actor,true); " feeling especially drowsy.";
|
|
Smell: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"smell",0,"smells","smelled"); " nothing unexpected.";
|
|
2: DecideAgainst();
|
|
}
|
|
#Ifdef DIALECT_US;
|
|
Sorry: "Oh, don't apologize.";
|
|
#Ifnot;
|
|
Sorry: "Oh, don't apologise.";
|
|
#Endif;
|
|
Squeeze: switch (n) {
|
|
1: DecideAgainst();
|
|
2: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved"); " nothing by this.";
|
|
}
|
|
Strong: print "Real adventurers ";
|
|
Tense ("do", "did");
|
|
" not use such language.";
|
|
Swim: print "There";
|
|
Tense("'s not", " wasn't");
|
|
" enough water to swim in.";
|
|
Swing: print "There";
|
|
Tense("'s", " was");
|
|
" nothing sensible to swing here.";
|
|
SwitchOff: switch (n) {
|
|
1: CSubjectIs (x1,true);
|
|
print " not something ", (theActor) actor, " ";
|
|
Tense("can", "could");
|
|
" switch.";
|
|
2: CSubjectIs (x1,true); " already off.";
|
|
3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " off.";
|
|
}
|
|
SwitchOn: switch (n) {
|
|
1: CSubjectIs (x1,true);
|
|
print " not something ", (theActor) actor, " ";
|
|
Tense("can", "could");
|
|
" switch.";
|
|
2: CSubjectIs (x1,true); " already on.";
|
|
3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " on.";
|
|
}
|
|
|
|
Take: switch (n) {
|
|
1: "Taken.";
|
|
2: CSubjectIs (actor,false); " always self-possessed.";
|
|
3: print "I don't suppose ", (the) x1, " would ";
|
|
Tense("care", "have cared");
|
|
" for that.";
|
|
4: CSubjectWill(actor,true);
|
|
print " have ";
|
|
Tense("", "had ");
|
|
"to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
|
|
5: CSubjectVerb(actor,true,false,"already have",0,"already has","already had"); " ", (ThatOrThose) x1, ".";
|
|
6: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to belong to ", (the) x1, ".";
|
|
7: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to be a part of ", (the) x1, ".";
|
|
8: CSubjectIs (x1,true); " not available.";
|
|
9: CSubjectIs (x1,true); " not open.";
|
|
10: CSubjectIs (x1,true); " hardly portable.";
|
|
11: CSubjectIs (x1,true); " fixed in place.";
|
|
12: CSubjectIs (actor,true); " carrying too many things already.";
|
|
13: "(putting ", (the) x1, " into ", (the) x2, " to make room)";
|
|
}
|
|
Taste: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"taste",0,"tastes","tasted"); " nothing unexpected.";
|
|
2: DecideAgainst();
|
|
}
|
|
Tell: switch (n) {
|
|
1: CSubjectVerb(actor,false,false,"talk",0,"talks","talked");
|
|
" to ", (OnesSelf) actor, " for a while.";
|
|
2: print "This provoke";
|
|
Tense("s", "d");
|
|
" no reaction.";
|
|
}
|
|
Think: "What a good idea.";
|
|
ThrowAt: switch (n) {
|
|
1: "Futile.";
|
|
2: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked");
|
|
print " the nerve when it ";
|
|
Tense("comes", "came");
|
|
" to the crucial moment.";
|
|
}
|
|
Tie: switch (n) {
|
|
1: CSubjectVerb(actor,true,false,"would",0,0);
|
|
Tense(" achieve", " have achieved");
|
|
" nothing by this.";
|
|
2: DecideAgainst();
|
|
}
|
|
Touch: switch (n) {
|
|
1: DecideAgainst();
|
|
2: CSubjectVerb(actor,true,false,"feel",0,"feels","felt"); " nothing unexpected.";
|
|
3: print "That really ";
|
|
Tense("wouldn't", "didn't");
|
|
" serve any purpose.";
|
|
}
|
|
! Turn: see Pull.
|
|
Unlock: switch (n) {
|
|
1: CSubjectDont(x1,true);
|
|
print " seem to be something ", (theActor) actor;
|
|
Tense(" can unlock", " could have unlocked");
|
|
".";
|
|
2: CSubjectIs (x1,true); " unlocked at the moment.";
|
|
3: CSubjectDont(x1,true); " seem to fit the lock.";
|
|
4: CSubjectVerb(actor,false,false,"unlock",0,"unlocks","unlocked"); " ", (the) x1, ".";
|
|
5: "(first unlocking ", (the) x1, ")";
|
|
}
|
|
VagueGo: CSubjectWill(actor);
|
|
print " have ";
|
|
Tense("", "had ");
|
|
"to say which compass direction to go in.";
|
|
Verify: switch (n) {
|
|
1: "The game file has verified as intact.";
|
|
2: "The game file did not verify as intact, and may be corrupt.";
|
|
}
|
|
Wait: print "Time passe";
|
|
Tense("s", "d");
|
|
".";
|
|
Wake: print "The dreadful truth is, this ";
|
|
Tense("is", "was");
|
|
" not a dream.";
|
|
WakeOther:print "That seem";
|
|
Tense("s", "ed");
|
|
" unnecessary.";
|
|
Wave: switch (n) {
|
|
1: print "But ";
|
|
CSubjectIsnt(actor,true,true); " holding ", (ThatOrThose) x1, ".";
|
|
2: CSubjectVerb(actor,false,false,"look",0,"looks","looked");
|
|
print " ridiculous waving ", (the) x1;
|
|
if (x2)
|
|
" at ", (the) x2, ".";
|
|
".";
|
|
3: DecideAgainst();
|
|
}
|
|
WaveHands:
|
|
CSubjectVerb(actor,false,false,"wave",0,"waves","waved");
|
|
switch (n) {
|
|
1: ! nothing
|
|
2: print " at ", (the) x1;
|
|
}
|
|
", feeling foolish.";
|
|
Wear: switch (n) {
|
|
1: CSubjectCant(actor,true); " wear ", (ThatOrThose) x1, "!";
|
|
2: CSubjectIs (actor,true); " not holding ", (ThatOrThose) x1, "!";
|
|
3: CSubjectIs (actor,true); " already wearing ", (ThatOrThose) x1, "!";
|
|
4: CSubjectVerb(actor,false,false,"put on",0,"puts on","put on"); " ", (the) x1, ".";
|
|
}
|
|
! Yes: see No.
|
|
];
|
|
|
|
! ==============================================================================
|
|
|
|
Constant LIBRARY_ENGLISH; ! for dependency checking.
|
|
#Endif;
|
|
|
|
! ==============================================================================
|