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orenglish.h
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orenglish.h
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! 2004.06.08 OREnglish [Z,GLULX]
! This is an alternate language definition file based upon the English file
! included in the standard library. It supports games written in past
! tense as well as present tense, plus 1st, 2nd, and 3rd person. It further
! provides the ability to alternate between these two modes, mixing and
! matching tense and person. It further enables support for NPCs performing
! actions.
!
! This is NOT a standard ORLibrary entry, and it cannot be included in the
! same fashion as other ORLibrary entries. Instead it must be specified as
! an ICL command (i.e. specified on the commandline, in the ICL
! file, or in the ICL section of the sourcecode).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!---------------------------------------------------------------------------
! Created by Graham Nelson (copyrights below all apply)
! Modified by Jim Fisher
!-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
! License:
! Matches that of Inform's standard library (see included header, below).
!--------------------------------------------------------------------------------------
! AutoDep : ORTextFormatting
! ORPronoun
!--------------------------------------------------------------------------------------
! This file is based upon the original Inform library source file English
! as released with the standard library. The header of the file, which follows
! the OREnglish-specific notes, remains unchanged.
!---------------------------------------------------------------------------
! OREnglish-specific notes:
!
! The modifications to this language file currently allow for changing the
! narative of the story between first, second, and third person, as well
! as past and present tenses. This is accomplished by two global variables:
!
! NarativePerson = FIRST_PERSON, SECOND_PERSON, or THIRD_PERSON;
! NarativeTense = PAST_TENSE, or PRESENT_TENSE;
!
! Additionally the NarativeTense variable can contain FUTURE_TENSE, but
! this value is not yet fully supported.
!
! The functions ppf(past, present, future) and fst(first, second,third)
! have also been defined which accept strings of text and print the
! appropriate value based upon the value of NarativePerson or NarativeTense.
! Note, that the (ig) printrule for ignore should be used with these.
!
! Also the function SetPersonTense() can be called in the game to set
! the appropriate values. Without a call to this function, the default
! settings of SECOND_PERSON, PRESENT_TENSE are in affect, making this file
! imitate the original "English" file upon which it was based.
!
! To use this file, pass:
!
! +language_name=OREnglish
!
! as an icl setting.
!
!---------------------------------------------------------------------------
! N O T E S O N U S I N G T H I R D P E R S O N :
! Third person is unique in that it is legal to use the actual name of the
! player. That is, the name of the player is never appropriate in first
! or second person, but conversely, the name (or short_name) of the PC is
! 3rd person by its very nature and may be used instead of the pronoun at
! times. For this reason, when using THIRD_PERSON narative mode, the PC
! MUST HAVE A NAME OR SHORT_NAME SPECIFIED. If not, then the self_obj's
! default short_name property will be used. The standard library
! defines this to call the "myself" library message (18) which is
! inappropriate for third_person narative and will result in text similar
! to the following:
!
! himself could see Dr. Bob there.
!
! It is also worth mentioning that the selfobj is given the "proper"
! attribute by default, so nameless PCs (such as "the detective") might
! do well to remove this attribute in the initialise() routine, provided
! an alternate PC is not being created.
!===========================================================================
! Original file header:
! ------------------------------------------------------------------------------
! Inform Language Definition File: English 040227
!
! Supplied for use with Inform 6
!
! Copyright (c) Graham Nelson 1993-2003
! but freely usable (see manuals)
!
! This file is automatically Included in your game file by "parserm".
! Strictly, "parserm" includes the file named in the "language__" variable,
! whose contents can be defined by the +language_name=XXX compiler setting
! (with a default of "english").
!
! Define the constant DIALECT_US before including "Parser" to
! obtain American English
! ------------------------------------------------------------------------------
System_file;
message " ---Processing the OREnglish LDF (Once only)---";
constant OREnglish;
#ifndef ORTextFormatting_DONEREPLACE; default USE_ORTextFormatting 0; message " [ORKnowledgeTopic forcing inclusion of ORTextFormatting]"; #include "ORTextFormatting"; #endif;
#ifndef ORPronoun_DONEREPLACE; default USE_ORPronoun 0; message " [ORKnowledgeTopic forcing inclusion of ORPronoun]"; #include "ORPronoun"; #endif;
! ------------------------------------------------------------------------------
! ORLibrary specific section
! ------------------------------------------------------------------------------
!----------------------------------------------------------------------------
! values and routines for person and tense
!------------------------------------------------------------------------
! Add values to specify Person and Tense
constant FIRST_PERSON 1;
constant SECOND_PERSON 2;
constant THIRD_PERSON 3;
constant PAST_TENSE 1;
constant PRESENT_TENSE 2;
constant FUTURE_TENSE 3;
global NarativePerson = SECOND_PERSON;
global NarativeTense = PRESENT_TENSE;
!------------------------------------------------------------------------
! print bracket around text
default BracketedParserMsgs=false;
#ifndef bkt; [bkt m; print (string)m;]; #endif;
#stub bkt_o 0;
#stub bkt_c 0;
!------------------------------------------------------------------------
! ppf (past, present, future tense options)
[ppf past present future;
switch(NarativeTense)
{
PAST_TENSE: print (string) past;
PRESENT_TENSE: print (string) present;
FUTURE_TENSE:print (string) future;
}
];
!------------------------------------------------------------------------
! fst (First,Second,Third Person options)
[fst first second third;
switch(NarativePerson)
{
FIRST_PERSON: print (string) first;
SECOND_PERSON: print (string) second;
THIRD_PERSON: print (string) third;
}
];
! ---------------------------------------------------------------------------
! Part I. Preliminaries
! ---------------------------------------------------------------------------
Constant EnglishNaturalLanguage; ! Needed to keep old pronouns mechanism
Class CompassDirection
with number 0, article "the",
description [;
if (location provides compasslook && location.compasslook(self)) rtrue;
print (ig)CIVerb(actor,"saw","see")," nothing special ";
if (self ~= u_obj or d_obj) print "to the ";
print_ret (name) self, ".";
],
has scenery;
Object Compass "compass" has concealed;
IFNDEF WITHOUT_DIRECTIONS;
CompassDirection -> n_obj "north"
with name 'n//' 'north', door_dir n_to;
CompassDirection -> s_obj "south"
with name 's//' 'south', door_dir s_to;
CompassDirection -> e_obj "east"
with name 'e//' 'east', door_dir e_to;
CompassDirection -> w_obj "west"
with name 'w//' 'west', door_dir w_to;
CompassDirection -> ne_obj "northeast"
with name 'ne' 'northeast', door_dir ne_to;
CompassDirection -> nw_obj "northwest"
with name 'nw' 'northwest', door_dir nw_to;
CompassDirection -> se_obj "southeast"
with name 'se' 'southeast', door_dir se_to;
CompassDirection -> sw_obj "southwest"
with name 'sw' 'southwest', door_dir sw_to;
CompassDirection -> u_obj "above"
with name 'u//' 'up' 'ceiling' 'above' 'sky', door_dir u_to;
CompassDirection -> d_obj "below"
with name 'd//' 'down' 'floor' 'below' 'ground', door_dir d_to;
ENDIF;
CompassDirection -> out_obj "outside"
with door_dir out_to,
compasslook 0; ! use it somewhere just to satisfy the compiler
CompassDirection -> in_obj "inside"
with door_dir in_to;
! ---------------------------------------------------------------------------
! Part II. Vocabulary
! ---------------------------------------------------------------------------
Constant AGAIN1__WD = 'again';
Constant AGAIN2__WD = 'g//';
Constant AGAIN3__WD = 'again';
Constant OOPS1__WD = 'oops';
Constant OOPS2__WD = 'o//';
Constant OOPS3__WD = 'oops';
Constant UNDO1__WD = 'undo';
Constant UNDO2__WD = 'undo';
Constant UNDO3__WD = 'undo';
Constant ALL1__WD = 'all';
Constant ALL2__WD = 'each';
Constant ALL3__WD = 'every';
Constant ALL4__WD = 'everything';
Constant ALL5__WD = 'both';
Constant AND1__WD = 'and';
Constant AND2__WD = 'and';
Constant AND3__WD = 'and';
Constant BUT1__WD = 'but';
Constant BUT2__WD = 'except';
Constant BUT3__WD = 'but';
Constant ME1__WD = 'me';
Constant ME2__WD = 'myself';
Constant ME3__WD = 'self';
Constant OF1__WD = 'of';
Constant OF2__WD = 'of';
Constant OF3__WD = 'of';
Constant OF4__WD = 'of';
Constant OTHER1__WD = 'another';
Constant OTHER2__WD = 'other';
Constant OTHER3__WD = 'other';
Constant THEN1__WD = 'then';
Constant THEN2__WD = 'then';
Constant THEN3__WD = 'then';
Constant NO1__WD = 'n//';
Constant NO2__WD = 'no';
Constant NO3__WD = 'no';
Constant YES1__WD = 'y//';
Constant YES2__WD = 'yes';
Constant YES3__WD = 'yes';
Constant AMUSING__WD = 'amusing';
Constant FULLSCORE1__WD = 'fullscore';
Constant FULLSCORE2__WD = 'full';
Constant QUIT1__WD = 'q//';
Constant QUIT2__WD = 'quit';
Constant RESTART__WD = 'restart';
Constant RESTORE__WD = 'restore';
Array LanguagePronouns table
! word possible GNAs connected
! to follow: to:
! a i
! s p s p
! mfnmfnmfnmfn
'it' $$001000111000 NULL
'him' $$100000000000 NULL
'her' $$010000000000 NULL
'them' $$000111000111 NULL;
Array LanguageDescriptors table
! word possible GNAs descriptor connected
! to follow: type: to:
! a i
! s p s p
! mfnmfnmfnmfn
'my' $$111111111111 POSSESS_PK 0
'this' $$111111111111 POSSESS_PK 0
'these' $$000111000111 POSSESS_PK 0
'that' $$111111111111 POSSESS_PK 1
'those' $$000111000111 POSSESS_PK 1
'his' $$111111111111 POSSESS_PK 'him'
'her' $$111111111111 POSSESS_PK 'her'
'their' $$111111111111 POSSESS_PK 'them'
'its' $$111111111111 POSSESS_PK 'it'
'the' $$111111111111 DEFART_PK NULL
'a//' $$111000111000 INDEFART_PK NULL
'an' $$111000111000 INDEFART_PK NULL
'some' $$000111000111 INDEFART_PK NULL
'lit' $$111111111111 light NULL
'lighted' $$111111111111 light NULL
'unlit' $$111111111111 (-light) NULL;
Array LanguageNumbers table
'one' 1 'two' 2 'three' 3 'four' 4 'five' 5
'six' 6 'seven' 7 'eight' 8 'nine' 9 'ten' 10
'eleven' 11 'twelve' 12 'thirteen' 13 'fourteen' 14 'fifteen' 15
'sixteen' 16 'seventeen' 17 'eighteen' 18 'nineteen' 19 'twenty' 20;
! ---------------------------------------------------------------------------
! Part III. Translation
! ---------------------------------------------------------------------------
[ LanguageToInformese;
];
! ---------------------------------------------------------------------------
! Part IV. Printing
! ---------------------------------------------------------------------------
Constant LanguageAnimateGender = male;
Constant LanguageInanimateGender = neuter;
Constant LanguageContractionForms = 2; ! English has two:
! 0 = starting with a consonant
! 1 = starting with a vowel
[ LanguageContraction text;
if (text->0 == 'a' or 'e' or 'i' or 'o' or 'u'
or 'A' or 'E' or 'I' or 'O' or 'U') return 1;
return 0;
];
Array LanguageArticles -->
! Contraction form 0: Contraction form 1:
! Cdef Def Indef Cdef Def Indef
"The " "the " "a " "The " "the " "an " ! Articles 0
"The " "the " "some " "The " "the " "some "; ! Articles 1
! a i
! s p s p
! m f n m f n m f n m f n
Array LanguageGNAsToArticles --> 0 0 0 1 1 1 0 0 0 1 1 1;
[ LanguageDirection d;
switch(d)
{ n_to: print "north";
s_to: print "south";
e_to: print "east";
w_to: print "west";
ne_to: print "northeast";
nw_to: print "northwest";
se_to: print "southeast";
sw_to: print "southwest";
u_to: print "up";
d_to: print "down";
in_to: print "in";
out_to: print "out";
default: return RunTimeError(9,d);
}
];
[ LanguageNumber n f;
if (n==0) { print "zero"; rfalse; }
if (n<0) { print "minus "; n=-n; }
if (n>=1000) { print (LanguageNumber) n/1000, " thousand"; n=n%1000; f=1; }
if (n >= 100) {
if (f == 1) print ", ";
print (LanguageNumber) n/100, " hundred"; n = n%100; f = 1;
}
if (n==0) rfalse;
#ifndef DIALECT_US;
if (f==1) print " and ";
#ifnot;
if (f==1) print " ";
#endif;
switch(n)
{ 1: print "one";
2: print "two";
3: print "three";
4: print "four";
5: print "five";
6: print "six";
7: print "seven";
8: print "eight";
9: print "nine";
10: print "ten";
11: print "eleven";
12: print "twelve";
13: print "thirteen";
14: print "fourteen";
15: print "fifteen";
16: print "sixteen";
17: print "seventeen";
18: print "eighteen";
19: print "nineteen";
20 to 99:
switch(n/10)
{ 2: print "twenty";
3: print "thirty";
4: print "forty";
5: print "fifty";
6: print "sixty";
7: print "seventy";
8: print "eighty";
9: print "ninety";
}
if (n%10 ~= 0) print "-", (LanguageNumber) n%10;
}
];
[ LanguageTimeOfDay hours mins i;
i=hours%12;
if (i==0) i=12;
if (i<10) print " ";
print i, ":", mins/10, mins%10;
if ((hours/12) > 0) print " pm"; else print " am";
];
[ LanguageVerb i;
if (i==#n$l) { print "look"; rtrue; }
if (i==#n$z) { print "wait"; rtrue; }
if (i==#n$x) { print "examine"; rtrue; }
if (i==#n$i or 'inv' or 'inventory')
{ print "inventory"; rtrue; }
rfalse;
];
! ----------------------------------------------------------------------------
! LanguageVerbIsDebugging is called by SearchScope. It should return true
! if word w is a debugging verb which needs all objects to be in scope.
! ----------------------------------------------------------------------------
#Ifdef DEBUG;
[ LanguageVerbIsDebugging w;
if (w == 'purloin' or 'tree' or 'abstract'
or 'gonear' or 'scope' or 'showobj')
rtrue;
rfalse;
];
#Endif;
! ----------------------------------------------------------------------------
! LanguageVerbLikesAdverb is called by PrintCommand when printing an UPTO_PE
! error or an inference message. Words which are intransitive verbs, i.e.,
! which require a direction name as an adverb ('walk west'), not a noun
! ('I only understood you as far as wanting to touch /the/ ground'), should
! cause the routine to return true.
! ----------------------------------------------------------------------------
[ LanguageVerbLikesAdverb w;
if (w == 'look' or 'go' or 'push' or 'walk')
rtrue;
rfalse;
];
! ----------------------------------------------------------------------------
! LanguageVerbMayBeName is called by NounDomain when dealing with the
! player's reply to a "Which do you mean, the short stick or the long
! stick?" prompt from the parser. If the reply is another verb (for example,
! LOOK) then then previous ambiguous command is discarded /unless/
! it is one of these words which could be both a verb /and/ an
! adjective in a 'name' property.
! ----------------------------------------------------------------------------
[ LanguageVerbMayBeName w;
if (w == 'long' or 'short' or 'normal'
or 'brief' or 'full' or 'verbose')
rtrue;
rfalse;
];
Constant NKEY__TX = "N = next subject";
Constant PKEY__TX = "P = previous";
Constant QKEY1__TX = " Q = resume game";
Constant QKEY2__TX = "Q = previous menu";
Constant RKEY__TX = "RETURN = read subject";
Constant NKEY1__KY = 'N';
Constant NKEY2__KY = 'n';
Constant PKEY1__KY = 'P';
Constant PKEY2__KY = 'p';
Constant QKEY1__KY = 'Q';
Constant QKEY2__KY = 'q';
Constant SCORE__TX = "Score: ";
Constant MOVES__TX = "Moves: ";
Constant TIME__TX = "Time: ";
global CANTGO__TX = "You can't go that way.";
global FORMER__TX = "your former self";
global YOURSELF__TX = "yourself";
global YOU__TX = "You";
Constant DARKNESS__TX = "Darkness";
Constant THOSET__TX = "those things";
Constant THAT__TX = "that";
Constant OR__TX = " or ";
Constant NOTHING__TX = "nothing";
global IS__TX = " is";
global ARE__TX = " are";
global IS2__TX = "is ";
global ARE2__TX = "are ";
Constant AND__TX = " and ";
Constant WHOM__TX = "whom ";
Constant WHICH__TX = "which ";
Constant COMMA__TX = ", ";
[ ThatorThose obj;
if(obj == player || obj has animate)
print(Me)obj;
else{
if (obj has pluralname) print "those";
else print "that";
}
];
[ ItorThem obj; print (Me)obj;];
[ IsorAre obj; print (am)obj;];
[CThatorThose obj;
if(obj == player || obj has animate)
print(CI)obj;
else{
if (obj has pluralname) print "Those";
print "That";
}
];
[ CTheyreorThats obj; print (ig)CIAm(obj);];
[ TheyreorThats obj; print (ig)IAm(obj);];
[ LanguageLM n x1;
Answer, Ask: "There",(string) IS__TX," no reply.";
! Ask: see Answer
Attack: print_ret (ig)CIVerb(actor,"considered","consider")," attacking ",(theMe)noun," but ",(ig)vrb(actor,"decided","decide")," against it. Violence",(string) IS__TX," not the answer to this.";
Blow: print_ret (ig) CICant(actor)," usefully blow ", (thatorthose) x1, ".";
Burn: print_ret "This dangerous act ",(ig)ppf("would have achieved","would achieve","will achieve")," little.";
Buy: "Nothing",(string) IS__TX," on sale.";
Climb: print_ret (ig)CIVerb(actor,"did","do")," not think much",(string) IS__TX," to be achieved by that.";
Close: switch(n)
{ 1: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to close ",(the)x1,", but ", (theyreorthats) x1;
else print (ctheyreorthats) x1;
print_ret " not something ",(ig)ICan(actor)," close.";
2: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to close ",(the)x1,", but ", (theyreorthats) x1;
else print (ctheyreorthats) x1;
" already closed.";
3: print_ret (ig)CIVerb(actor,"closed","close"), " ",(the) x1, ".";
}
CommandsOn:
#Ifdef TARGET_GLULX;
switch(n) {
2: "[Commands are currently replaying.]";
3: "[Command recording already on.]";
4: "[Command recording failed.]";
}
#Endif;
"[Command recording on.]";
CommandsOff:
#Ifdef TARGET_GLULX;
switch(n) {
2: "[Command recording already off.]";
}
#Endif;
"[Command recording off.]";
CommandsRead:
#Ifdef TARGET_GLULX;
switch(n) {
2: "[Commands are already replaying.]";
3: "[Command replay failed. Command recording is on.]";
4: "[Command replay failed.]";
5: "[Command replay complete.]";
}
#Endif;
"[Replaying commands.]";
Consult: print_ret (ig)CIVerb(actor,"discovered","discover")," nothing of interest in ", (the) x1, ".";
Cut: print_ret "Cutting ", (thatorthose) x1, " up ",(ig) ppf("would have","would","will")," achieve",(ig) ppf("d","")," little.";
Dig: print_ret "Digging ",(ig) ppf("would have","would","will")," achieve",(ig) ppf("d","")," nothing here.";
Disrobe: switch(n)
{ 1: print_ret (CTheyreorThats) actor," not wearing ", (thatorthose) x1, ".";
2: print_ret (ig)CIVerb(actor,"took","take")," off ", (the) x1, ".";
}
Drink: print_ret "There",(string) IS__TX," nothing suitable to drink here.";
Drop: switch(n)
{ 1: print_ret (ig)CIAm(noun), " already ",(ig) ppf("there.","here.");
2: print_ret (CI)actor,(ig)ppf(" did"," do"," will")," not have ",(ig)ppf("",""," had "), (thatorthose) x1, ".";
3: "(first taking ", (the) x1, " off)";
4: print_ret "Dropped.";
}
Eat: switch(n)
{ 1: print_ret (ctheyreorthats) x1,
" plainly inedible.";
2: print (ig)CIVerb(actor,"ate","eat"), " ",(the) x1, ". ";
if(actor==player) print"Not bad.";
new_line;
return;
}
EmptyT: switch(n)
{ 1: print_ret (ig) CICant(x1)," contain things.";
2: print_ret (The) x1, " ", (isorare) x1, " closed.";
3: print_ret (The) x1, " ", (isorare) x1, " empty already.";
4: "That ",(ig)ppf("would ","would ","will "),"scarcely ",(ig) ppf("have emptied","empty","empty")," anything.";
}
Enter: switch(n)
{ 1: print "But ",(ig)IAm(actor)," already ";
if (x1 has supporter) print "on "; else print "in ";
print_ret (the) x1, ".";
2: print (ig)CIam(x1)," not something ",(ig)ICan(actor);
switch (verb_word) {
'stand': " stand on.";
'sit': " sit down on.";
'lie': " lie down on.";
default: " enter.";
}
3: print_ret (ig)CICant(actor)," get into the closed ", (name) x1, ".";
4: print_ret (ig)CICan(actor)," only get into something free-standing.";
5: print (ig)CIVerb(actor,"got","get");
if (x1 has supporter) print " onto "; else print " into ";
print_ret (the) x1, ".";
6: print "(getting ";
if (x1 has supporter) print " off "; else print " out of ";
print (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: print_ret (ig)CIVerb(actor,"saw","see")," nothing special about ", (the) x1, ".";
3: print (ig)CIAm(x1), " currently switched ";
if (x1 has on) "on."; else "off.";
}
Exit: switch(n)
{
1: print_ret "But ",(ig)IAm(actor)," not in anything at ",(ig)ppf("that","the","that")," moment.";
2: print_ret (ig)CICant(actor)," get out of the closed ", (name) x1, ".";
3: print (ig)CIVerb(actor,"got","get");
if (x1 has supporter) print " off "; else print " out of ";
print_ret (the) x1, ".";
}
Fill: print_ret "But there",(string) IS__TX," no water here to carry.";
FullScore: switch(n)
{
1: bkt_o();
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; print ")"; new_line; bkt_c();
}
GetOff: "But ",(ig)IAm(actor)," not on ", (the) x1, " at ",(ig)ppf("that","the","that")," moment.";
Give: switch(n)
{ 1: print_ret (ig)CIAm(actor)," not holding ", (the) noun, ".";
2: print_ret (ig)CIVerb(actor,"juggled","juggle"), " ",(the) x1,
" for a while, but ",(ig) ppf("did","do","will")," not achieve much.";
3: print_ret (ig)CIVerb(x1,"did","do","does", "will"), " not seem interested.";
}
Go: switch(n)
{ 1: print (CTheI) actor,(ig) ppf(" would have to have gotten"," will have to get"," will have to get");
if (x1 has supporter) print " off "; else print " out of ";
print_ret (the) x1, " first.";
2: print_ret (ig)CICant(actor)," go that way.";
3: print_ret (ig)CIAm(actor)," unable to climb ", (the) x1, ".";
4: print_ret (ig)CIAm(actor)," unable to descend by ", (the) x1, ".";
5: print_ret (ig)CICant(actor),", since ", (the) x1, " ", (isorare) x1," in the way.";
6: print_ret (ig)CICant(actor),", since ", (ig)IVerb(x1,"led","lead")," nowhere.";
}
Insert: switch(n)
{ 1: print_ret (ig)CIVerb(actor,"needed","need")," to be holding ", (the) x1,
" before ",(ig)ICan(actor)," put ", (itorthem) x1,
" into something else.";
2: print_ret (ig)CICant(x1), " contain things.";
3: print_ret (ig)CIAm(x1), " closed.";
4: print_ret (ig)CIVerb(actor,"needed","need")," to take ", (itorthem) x1, " off first.";
5: print_ret (ig)CICant(actor)," put something inside itself.";
6: "(first taking ", (itorthem) x1, " off)^";
7: "There",(string)IS__TX," no more room in ", (the) x1, ".";
8: "Done.";
9: print_ret (ig)CIVerb(actor,"put","put")," ",(the) x1, " into ", (the) second, ".";
}
Inv: switch(n){
1: print_ret (ig)CIAm(actor), " carrying nothing.";
2: print (ig)CIAm(actor), " carrying";
3: print ":^";
4: print ".^";
}
Jump: print_ret (ig)CIVerb(actor,"jumped","jump")," on the spot, fruitlessly.";
JumpOver, Tie: print_ret (CThatorthose) actor," ",(ig) ppf("would have","would","will")," achieve",(ig) ppf("d","")," nothing by this.";
Kiss: print_ret (bkt)"Keep your mind on the game.";
Listen: print_ret (ig)CIVerb(actor,"heard","hear")," 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 ~brief~ printing mode, which gives
long descriptions of places never before visited and short
descriptions otherwise.";
LMode2: print " is now in its ~verbose~ mode, which always gives long
descriptions of locations
(even if you've been there before).";
LMode3: print " is now in its ~superbrief~ mode, which always gives short
descriptions of locations
(even if you haven't been there before).";
Lock: switch(n)
{ 1: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to unlock ",(the)x1,", but ",(thatorthose)x1," ",(ig)vrb(x1,"did","do","does","will")," not";
else print (cthatorthose)x1," ",(ig)vrb(x1,"did","do","does","will")," not";
" seem to be something ",(ig) ICan(actor)," lock.";
2: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to unlock ",(the)x1,", but ", (theyreorthats) x1;
else print (ctheyreorthats) x1;
" locked.";
3: "First ",(ig)CIVerb(actor," would"," will"," will"," will")," have to close ", (the) x1, ".";
4: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to unlock ",(the)noun,", but ",(thatorthose)x1," ",(ig)vrb(x1,"did","do","does","will")," not";
else print (thatorthose)x1," ",(ig)vrb(x1,"did","do","does","will")," not";
" seem to fit the lock.";
5: print_ret (ig)CIVerb(actor,"locked","lock")," ", (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, " ",(ig)ICan(actor);
}
else print "^",(ig) CICan(actor);
if (n==5) print " also"; print " see ";
WriteListFrom(child(x1),
ENGLISH_BIT + WORKFLAG_BIT + RECURSE_BIT
+ PARTINV_BIT + TERSE_BIT + CONCEAL_BIT);
if (x1~=location) ".";
print_ret " ",(ig)ppf("there","here","there"),".";
7: print "^",(ig) CIVerb(actor,"saw","see")," nothing unexpected in that direction.";
}
LookUnder: switch(n)
{ 1: "But it",(string)IS__TX," dark.";
2: print_ret (ig)CIVerb(actor,"found","find")," nothing of interest.";
}
Mild: "Quite.";
Miscellany:
switch(n)
{ 1: "(considering the first sixteen objects only)^";
2: print_ret (bkt)"Nothing to do!","^";
3: print " ",(ig)IHave(player)," died ";
4: print " ",(ig)IHave(player)," won ";
5: print "^";
bkt_o();
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";
print " or QUIT?";
bkt_c();
print"^";
6: print_ret (bkt)"Your interpreter does not provide ~undo~. Sorry!";
7: print_ret (bkt)"~Undo~ failed. Not all interpreters provide it.";
8: print_ret (bkt)"Please give one of the answers above.";
9: print_ret "^It ",(ig) ppf("was then","is now")," pitch dark in ",(ig) ppf("there","here"),"!";
10: print_ret (bkt)"I beg your pardon?";
11: print_ret (bkt)"You can't ~undo~ what hasn't been done!";
12: print_ret (bkt)"Can't ~undo~ twice in succession. Sorry!";
13: print_ret (bkt)"Previous turn undone.";
14: print_ret (bkt)"Sorry, that can't be corrected.";
15: print_ret (bkt)"Think nothing of it.";
16: print_ret (bkt)"~Oops~ can only correct a single word.";
17: print_ret "It",(string) IS__TX," pitch dark, and ",(ig)ICant(actor)," see a thing.";
18: print (ig)myself(actor);
19: "As good-looking as ever.";
20: print_ret (bkt)"To repeat a command like ~frog, jump~, just say
~again~, not ~frog, again~.";
21: print_ret (ig)CICan(actor)," hardly repeat that.";
22: print_ret (bkt)"You can't begin with a comma.";
23: bkt_o();
print "You seem to want ",(ig) fst("me ",""),"to talk to someone, but I can't see whom.";
bkt_c();
print "^";
24: print_ret (ig)CICant(actor)," talk to ", (the) x1, ".";
25: print_ret (bkt) "To talk to someone, try ~someone, hello~ or some such.";
26: "(first taking ", (the) not_holding, ")";
27: print_ret (bkt) "I didn't understand that sentence.";
28: bkt_o();
print "I only understood you as far as wanting to ";
29: print_ret (bkt)"I didn't understand that number.";
30: print_ret (ig)CICant(actor)," see any such thing.";
31: print_ret (bkt)"You seem to have said too little!";
32: print_ret (ig)CIAm(actor)," holding that!";
32: print_ret (ig)CIAm(actor)," not holding that! ";
33: print_ret (bkt) "You can't use multiple objects with that verb.";
34: print_ret (bkt)"You can only use multiple objects once on a line.";
35: bkt_o();
print "I'm not sure what ~", (address) pronoun_word,"~ refers to.";
bkt_c();
print"^";
36: bkt_o();
print "You excepted something not included anyway! ";
bkt_c();
print "^";
37: bkt_o();
print "You can only do that to something animate.";
bkt_c();
print "^";
38: #ifdef DIALECT_US;
print_ret (bkt)"That's not a verb I recognize.";
#ifnot;
print_ret (bkt)"That's not a verb I recognise.";
#endif;
39: bkt_o();
print "That's not something you need to refer to in the course of this game.";
bkt_c();
print "^";
40: print_ret (ig)CICant(actor)," see ~", (address) pronoun_word,
"~ (", (the) pronoun_obj, ") at ",(ig)ppf("that","the","that")," moment.";
41: print_ret (bkt)"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: print_ret (bkt)"Nothing to do!";
44: print_ret (bkt)"There are none at all available!";
45: bkt_o(); print "Who do you mean, ";
46: bkt_o(); print "Which do you mean, ";
47: bkt_o();
print "Sorry, ",(ig)ICan(actor)," only have one item here. Which exactly?";
bkt_c();
new_line;
48: bkt_o();
print "Whom do you want";
if (actor~=player) print " ", (the) actor; print " to ";
PrintCommand(); print "?";
bkt_c();
print "^";
49: bkt_o();
print "What do you want";
if (actor~=player) print " ", (the) actor; print " to ";
PrintCommand(); print "?";
bkt_c();
print "^";
50: print "Your 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: print_ret (bkt)"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: print_ret "^",(bkt)"Please press SPACE.";
54: "[Comment recorded.]";
55: "[Comment NOT recorded.]";
56: print "."; bkt_c(); new_line;
57: print "?"; bkt_c(); new_line;
}
No,Yes: "That was a rhetorical question.";
NotifyOff: print_ret (bkt)"Score notification off.";
NotifyOn: print_ret (bkt)"Score notification on.";
Objects: switch(n)
{ 1: print "Objects ",(ig)ihave(player)," 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: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to open ",(the)x1,", but ", (theyreorthats) x1;
else print (ctheyreorthats) x1;
print_ret " not something ",(ig)ICan(actor)," open.";
2: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to open ",(the)x1,", but it";
else print (The)x1;
print_ret " ",(ig)vrb(x1,"seemed","seem"),
" to be locked.";
3: if(actor~=player) print (ig)CIVerb(actor,"tried","try","tries")," to open ",(the)x1,", but ", (theyreorthats) x1;
else print (ctheyreorthats) x1;
print_ret " already open.";
4: print (ig)CIVerb(actor,"opened","open"), " ",(the) x1, ", revealing ";
if (WriteListFrom(child(x1),
ENGLISH_BIT + TERSE_BIT + CONCEAL_BIT)==0) "nothing.";
".";
5: print_ret (ig)CIVerb(actor,"opened","open"), " ",(the) x1, ".";
}
Order: print (The) x1;
if (x1 has pluralname) print " have"; else print " has";
" better things to do.";
Places:
switch (n) {
1: print (ig)CIHave(player)," visited: ";
2: print ".^";
}
Pray: print_ret "Nothing practical ",(ig)ppf("resulted","results","will result")," from ",(my) 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: print_ret (ig)CIAm(x1), " fixed in place.";
2: print_ret (CTheyreorThats)actor," unable to.";
3: "Nothing obvious ",(ig)ppf("happened","happens","will happen"),".";
4: "That ",(ig) ppf("would have been","would be","will be")," less than courteous.";
}
! Push: see Pull
PushDir: switch(n)
{ 1: print_ret (bkt)"Is that the best you can think of?";
2: print_ret "That",(string) IS__TX," not a direction.";
3: print_ret "Not that way ",(ICant) actor,".";
}
PutOn: switch(n)
{ 1: print_ret (ig)CIVerb(actor,"needed","need")," to be holding ", (the) x1,
" before ",(ig)ICan(actor)," put ", (itorthem) x1,
" on top of something else.";
2: print_ret (ig)CICant(actor)," put something on top of itself.";
3: print_ret "Putting things on ", (the) x1, (ig) ppf(" would have achieved"," would achieve"," will achieve")," nothing.";
4: print_ret (ig)CIVerb(actor,"lacked","lack")," the dexterity.";
5: print_ret "(first taking ", (itorthem) x1, " off)^";
6: print_ret "There",(string)IS__TX," no more room on ", (the) x1, ".";
7: print_ret "Done.";
8: print_ret (ig)CIVerb(actor,"put","put"), " ",(the) x1, " on ", (the) second, ".";
}
Quit: switch(n)
{ 1: print (bkt)"Please answer yes or no.";
2: print (bkt)"Are you sure you want to quit? ";
}
Remove: switch(n)
{
!--1: print_ret (ig)CIAm(x1)," unfortunately closed."; !--although this is the actual translation, I believe that it is incorrect since it is actually checking the plurality of the noun (which is passed in) and not the container
1: print_ret (ig)CIAm(parent(x1))," unfortunately closed.";
2: print_ret "But ",(ig)IAm(x1)," not there now.";
3: print_ret "Removed.";
}
Restart: switch(n)
{ 1: print (bkt)"Are you sure you want to restart? ";
2: print_ret (bkt)"Failed.";
}
Restore: switch(n)
{ 1: print_ret (bkt)"Restore failed.";
2: print_ret (bkt)"Ok.";
}
Rub: print_ret (ig)CIVerb(actor,"achieved","achieve")," nothing by this.";
Save: switch(n)
{ 1: print_ret (bkt)"Save failed.";
2: print_ret (bkt)"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: bkt_o(); print "There is no score in this story."; bkt_c(); new_line;
}
ScriptOff: switch(n)
{ 1: print_ret (bkt)"Transcripting is already off.";
2: print_ret "^", (bkt)"End of transcript.";
3: print_ret (bkt)"Attempt to end transcript failed.";
}
ScriptOn: switch(n)
{ 1: print_ret (bkt)"Transcripting is already on.";
2: print_ret (bkt)"Start of a transcript.";
3: print_ret (bkt)"Attempt to begin transcript failed.";
}
Search: switch(n)
{ 1: "But it",(string)IS__TX," dark.";
2: "There ",(ig) ppf("was","is","will be")," nothing on ", (the) x1, ".";
3: print "On ", (the) x1;
WriteListFrom(child(x1),
TERSE_BIT + ENGLISH_BIT + ISARE_BIT + CONCEAL_BIT);
".";
4: print_ret (ig) CIVerb(actor,"found","find")," nothing of interest.";
5: print_ret (ig) CICant(actor)," see inside, since ", (the) x1, " ",
(isorare) x1, " closed.";
6: print_ret (The) x1, " ", (isorare) x1, " empty.";
7: print "In ", (the) x1;
WriteListFrom(child(x1),
TERSE_BIT + ENGLISH_BIT + ISARE_BIT + CONCEAL_BIT);
".";
}
Set: print_ret "No, ", (ig) CICant(actor)," set ", (thatorthose) x1, ".";
SetTo: print_ret "No, ", (ig) CICant(actor)," set ", (thatorthose) x1, " to anything.";
Show: switch(n)
{ 1: print_ret (ig)CIAm(actor)," not holding ", (the) noun, ".";
2: print_ret (ig)CIAm(x1)," unimpressed.";
}
Sing: print_ret (CMy)actor," singing",(string) IS__TX," abominable.";
Sleep: print_ret (ig)CIAm(actor)," not feeling especially drowsy.";
Smell: print_ret (ig)CIVerb(actor,"smelled","smell")," nothing unexpected.";