english.h 54 KB

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  1. ! ==============================================================================
  2. ! ENGLISH: Language Definition File
  3. !
  4. ! Supplied for use with Inform 6 -- Release 6/12 -- Serial number 151220
  5. !
  6. ! Copyright Graham Nelson 1993-2004 and David Griffith 2012-2015
  7. !
  8. ! This code is licensed under either the traditional Inform license as
  9. ! described by the DM4 or the Artistic License version 2.0. See the
  10. ! file COPYING in the distribution archive or at
  11. ! https://github.com/DavidGriffith/inform6lib/
  12. !
  13. ! This file is automatically Included in your game file by "parserm".
  14. ! Strictly, "parserm" includes the file named in the "language__" variable,
  15. ! whose contents can be defined by+language_name=XXX compiler setting (with a
  16. ! default of "english").
  17. !
  18. ! Define the constant DIALECT_US before including "Parser" to obtain American
  19. ! English.
  20. ! ==============================================================================
  21. System_file;
  22. #Ifndef LIBRARY_ENGLISH; ! if this file is already included,
  23. ! don't try to include it again.
  24. ! ------------------------------------------------------------------------------
  25. ! Part I. Preliminaries
  26. ! ------------------------------------------------------------------------------
  27. Constant EnglishNaturalLanguage; ! Needed to keep old pronouns mechanism
  28. Class CompassDirection
  29. with number 0, article "the",
  30. description [;
  31. if (location provides compass_look && location.compass_look(self)) rtrue;
  32. if (self.compass_look()) rtrue;
  33. L__M(##Look, 7, self);
  34. ],
  35. compass_look false,
  36. parse_name [; return -1; ]
  37. has scenery;
  38. Object Compass "compass" has concealed;
  39. #Ifndef WITHOUT_DIRECTIONS;
  40. CompassDirection -> n_obj with short_name "north", door_dir n_to,
  41. name 'n//' 'north';
  42. CompassDirection -> s_obj with short_name "south", door_dir s_to,
  43. name 's//' 'south';
  44. CompassDirection -> e_obj with short_name "east", door_dir e_to,
  45. name 'e//' 'east';
  46. CompassDirection -> w_obj with short_name "west", door_dir w_to,
  47. name 'w//' 'west';
  48. CompassDirection -> ne_obj with short_name "northeast", door_dir ne_to,
  49. name 'ne' 'northeast';
  50. CompassDirection -> nw_obj with short_name "northwest", door_dir nw_to,
  51. name 'nw' 'northwest';
  52. CompassDirection -> se_obj with short_name "southeast", door_dir se_to,
  53. name 'se' 'southeast';
  54. CompassDirection -> sw_obj with short_name "southwest", door_dir sw_to,
  55. name 'sw' 'southwest';
  56. CompassDirection -> u_obj with short_name "up above", door_dir u_to,
  57. name 'u//' 'up' 'ceiling' 'above' 'sky';
  58. CompassDirection -> d_obj with short_name "ground", door_dir d_to,
  59. name 'd//' 'down' 'floor' 'below' 'ground';
  60. #endif; ! WITHOUT_DIRECTIONS
  61. CompassDirection -> in_obj with short_name "inside", door_dir in_to;
  62. CompassDirection -> out_obj with short_name "outside", door_dir out_to;
  63. ! ------------------------------------------------------------------------------
  64. ! Part II. Vocabulary
  65. ! ------------------------------------------------------------------------------
  66. Constant AGAIN1__WD = 'again';
  67. Constant AGAIN2__WD = 'g//';
  68. Constant AGAIN3__WD = 'again';
  69. Constant OOPS1__WD = 'oops';
  70. Constant OOPS2__WD = 'o//';
  71. Constant OOPS3__WD = 'oops';
  72. Constant UNDO1__WD = 'undo';
  73. Constant UNDO2__WD = 'undo';
  74. Constant UNDO3__WD = 'undo';
  75. Constant ALL1__WD = 'all';
  76. Constant ALL2__WD = 'each';
  77. Constant ALL3__WD = 'every';
  78. Constant ALL4__WD = 'everything';
  79. Constant ALL5__WD = 'both';
  80. Constant AND1__WD = 'and';
  81. Constant AND2__WD = 'and';
  82. Constant AND3__WD = 'and';
  83. Constant BUT1__WD = 'but';
  84. Constant BUT2__WD = 'except';
  85. Constant BUT3__WD = 'but';
  86. Constant ME1__WD = 'me';
  87. Constant ME2__WD = 'myself';
  88. Constant ME3__WD = 'self';
  89. Constant OF1__WD = 'of';
  90. Constant OF2__WD = 'of';
  91. Constant OF3__WD = 'of';
  92. Constant OF4__WD = 'of';
  93. Constant OTHER1__WD = 'another';
  94. Constant OTHER2__WD = 'other';
  95. Constant OTHER3__WD = 'other';
  96. Constant THEN1__WD = 'then';
  97. Constant THEN2__WD = 'then';
  98. Constant THEN3__WD = 'then';
  99. Constant NO1__WD = 'n//';
  100. Constant NO2__WD = 'no';
  101. Constant NO3__WD = 'no';
  102. Constant YES1__WD = 'y//';
  103. Constant YES2__WD = 'yes';
  104. Constant YES3__WD = 'yes';
  105. Constant AMUSING__WD = 'amusing';
  106. Constant FULLSCORE1__WD = 'fullscore';
  107. Constant FULLSCORE2__WD = 'full';
  108. Constant QUIT1__WD = 'q//';
  109. Constant QUIT2__WD = 'quit';
  110. Constant RESTART__WD = 'restart';
  111. Constant RESTORE__WD = 'restore';
  112. Array LanguagePronouns table
  113. ! word possible GNAs connected
  114. ! to follow: to:
  115. ! a i
  116. ! s p s p
  117. ! mfnmfnmfnmfn
  118. 'it' $$001000111000 NULL
  119. 'him' $$100000100000 NULL
  120. 'her' $$010000010000 NULL
  121. 'them' $$000111000111 NULL;
  122. Array LanguageDescriptors table
  123. ! word possible GNAs descriptor connected
  124. ! to follow: type: to:
  125. ! a i
  126. ! s p s p
  127. ! mfnmfnmfnmfn
  128. 'my' $$111111111111 POSSESS_PK 0
  129. 'this' $$111111111111 POSSESS_PK 0
  130. 'these' $$000111000111 POSSESS_PK 0
  131. 'that' $$111111111111 POSSESS_PK 1
  132. 'those' $$000111000111 POSSESS_PK 1
  133. 'his' $$111111111111 POSSESS_PK 'him'
  134. 'her' $$111111111111 POSSESS_PK 'her'
  135. 'their' $$111111111111 POSSESS_PK 'them'
  136. 'its' $$111111111111 POSSESS_PK 'it'
  137. 'the' $$111111111111 DEFART_PK NULL
  138. 'a//' $$111000111000 INDEFART_PK NULL
  139. 'an' $$111000111000 INDEFART_PK NULL
  140. 'some' $$000111000111 INDEFART_PK NULL
  141. 'lit' $$111111111111 light NULL
  142. 'lighted' $$111111111111 light NULL
  143. 'unlit' $$111111111111 (-light) NULL;
  144. Array LanguageNumbers table
  145. 'one' 1 'two' 2 'three' 3 'four' 4 'five' 5
  146. 'six' 6 'seven' 7 'eight' 8 'nine' 9 'ten' 10
  147. 'eleven' 11 'twelve' 12 'thirteen' 13 'fourteen' 14 'fifteen' 15
  148. 'sixteen' 16 'seventeen' 17 'eighteen' 18 'nineteen' 19 'twenty' 20;
  149. ! ------------------------------------------------------------------------------
  150. ! Part III. Translation
  151. ! ------------------------------------------------------------------------------
  152. [ LanguageToInformese;
  153. ];
  154. ! ------------------------------------------------------------------------------
  155. ! Part IV. Printing
  156. ! ------------------------------------------------------------------------------
  157. Constant LanguageAnimateGender = male;
  158. Constant LanguageInanimateGender = neuter;
  159. Constant LanguageContractionForms = 2; ! English has two:
  160. ! 0 = starting with a consonant
  161. ! 1 = starting with a vowel
  162. [ LanguageContraction text;
  163. if (text->0 == 'a' or 'e' or 'i' or 'o' or 'u'
  164. or 'A' or 'E' or 'I' or 'O' or 'U') return 1;
  165. return 0;
  166. ];
  167. Array LanguageArticles -->
  168. ! Contraction form 0: Contraction form 1:
  169. ! Cdef Def Indef Cdef Def Indef
  170. "The " "the " "a " "The " "the " "an " ! Articles 0
  171. "The " "the " "some " "The " "the " "some "; ! Articles 1
  172. ! a i
  173. ! s p s p
  174. ! m f n m f n m f n m f n
  175. Array LanguageGNAsToArticles --> 0 0 0 1 1 1 0 0 0 1 1 1;
  176. [ LanguageDirection d;
  177. switch (d) {
  178. n_to: print "north";
  179. s_to: print "south";
  180. e_to: print "east";
  181. w_to: print "west";
  182. ne_to: print "northeast";
  183. nw_to: print "northwest";
  184. se_to: print "southeast";
  185. sw_to: print "southwest";
  186. u_to: print "up";
  187. d_to: print "down";
  188. in_to: print "in";
  189. out_to: print "out";
  190. default: return RunTimeError(9,d);
  191. }
  192. ];
  193. [ LanguageNumber n f;
  194. if (n == 0) { print "zero"; rfalse; }
  195. if (n < 0) { print "minus "; n = -n; }
  196. if (n >= 1000) { print (LanguageNumber) n/1000, " thousand"; n = n%1000; f = 1; }
  197. if (n >= 100) {
  198. if (f == 1) print ", ";
  199. print (LanguageNumber) n/100, " hundred"; n = n%100; f = 1;
  200. }
  201. if (n == 0) rfalse;
  202. #Ifdef DIALECT_US;
  203. if (f == 1) print " ";
  204. #Ifnot;
  205. if (f == 1) print " and ";
  206. #Endif;
  207. switch (n) {
  208. 1: print "one";
  209. 2: print "two";
  210. 3: print "three";
  211. 4: print "four";
  212. 5: print "five";
  213. 6: print "six";
  214. 7: print "seven";
  215. 8: print "eight";
  216. 9: print "nine";
  217. 10: print "ten";
  218. 11: print "eleven";
  219. 12: print "twelve";
  220. 13: print "thirteen";
  221. 14: print "fourteen";
  222. 15: print "fifteen";
  223. 16: print "sixteen";
  224. 17: print "seventeen";
  225. 18: print "eighteen";
  226. 19: print "nineteen";
  227. 20 to 99: switch (n/10) {
  228. 2: print "twenty";
  229. 3: print "thirty";
  230. 4: print "forty";
  231. 5: print "fifty";
  232. 6: print "sixty";
  233. 7: print "seventy";
  234. 8: print "eighty";
  235. 9: print "ninety";
  236. }
  237. if (n%10 ~= 0) print "-", (LanguageNumber) n%10;
  238. }
  239. ];
  240. [ LanguageTimeOfDay hours mins i;
  241. i = hours%12;
  242. if (i == 0) i = 12;
  243. if (i < 10) print " ";
  244. print i, ":", mins/10, mins%10;
  245. if ((hours/12) > 0) print " pm"; else print " am";
  246. ];
  247. [ LanguageVerb i;
  248. switch (i) {
  249. 'i//','inv','inventory':
  250. print "take inventory";
  251. 'l//': print "look";
  252. 'x//': print "examine";
  253. 'z//': print "wait";
  254. default: rfalse;
  255. }
  256. rtrue;
  257. ];
  258. ! ----------------------------------------------------------------------------
  259. ! LanguageVerbIsDebugging is called by SearchScope. It should return true
  260. ! if word w is a debugging verb which needs all objects to be in scope.
  261. ! ----------------------------------------------------------------------------
  262. #Ifdef DEBUG;
  263. [ LanguageVerbIsDebugging w;
  264. if (w == 'purloin' or 'tree' or 'abstract'
  265. or 'gonear' or 'scope' or 'showobj')
  266. rtrue;
  267. rfalse;
  268. ];
  269. #Endif;
  270. ! ----------------------------------------------------------------------------
  271. ! LanguageVerbLikesAdverb is called by PrintCommand when printing an UPTO_PE
  272. ! error or an inference message. Words which are intransitive verbs, i.e.,
  273. ! which require a direction name as an adverb ('walk west'), not a noun
  274. ! ('I only understood you as far as wanting to touch /the/ ground'), should
  275. ! cause the routine to return true.
  276. ! ----------------------------------------------------------------------------
  277. [ LanguageVerbLikesAdverb w;
  278. if (w == 'look' or 'go' or 'push' or 'walk')
  279. rtrue;
  280. rfalse;
  281. ];
  282. ! ----------------------------------------------------------------------------
  283. ! LanguageVerbMayBeName is called by NounDomain when dealing with the
  284. ! player's reply to a "Which do you mean, the short stick or the long
  285. ! stick?" prompt from the parser. If the reply is another verb (for example,
  286. ! LOOK) then then previous ambiguous command is discarded /unless/
  287. ! it is one of these words which could be both a verb /and/ an
  288. ! adjective in a 'name' property.
  289. ! ----------------------------------------------------------------------------
  290. [ LanguageVerbMayBeName w;
  291. if (w == 'long' or 'short' or 'normal'
  292. or 'brief' or 'full' or 'verbose')
  293. rtrue;
  294. rfalse;
  295. ];
  296. Constant NKEY__TX = "N = next subject";
  297. Constant PKEY__TX = "P = previous";
  298. Constant QKEY1__TX = " Q = resume game";
  299. Constant QKEY2__TX = "Q = previous menu";
  300. Constant RKEY__TX = "RETURN = read subject";
  301. Constant NKEY1__KY = 'N';
  302. Constant NKEY2__KY = 'n';
  303. Constant PKEY1__KY = 'P';
  304. Constant PKEY2__KY = 'p';
  305. Constant QKEY1__KY = 'Q';
  306. Constant QKEY2__KY = 'q';
  307. Constant SCORE__TX = "Score: ";
  308. Constant MOVES__TX = "Moves: ";
  309. Constant TIME__TX = "Time: ";
  310. Constant CANTGO__TX = "You can't go that way.";
  311. Constant FORMER__TX = "your former self";
  312. Constant MYFORMER__TX = "my former self";
  313. Constant YOURSELF__TX = "yourself";
  314. Constant MYSELF__TX = "myself";
  315. Constant YOU__TX = "You";
  316. Constant DARKNESS__TX = "Darkness";
  317. Constant THOSET__TX = "those things";
  318. Constant THAT__TX = "that";
  319. Constant OR__TX = " or ";
  320. Constant NOTHING__TX = "nothing";
  321. Constant IS__TX = " is";
  322. Constant ARE__TX = " are";
  323. Constant IS2__TX = "is ";
  324. Constant ARE2__TX = "are ";
  325. Constant WAS__TX = " was";
  326. Constant WERE__TX = " were";
  327. Constant WAS2__TX = "was ";
  328. Constant WERE2__TX = "were ";
  329. Constant AND__TX = " and ";
  330. Constant WHOM__TX = "whom ";
  331. Constant WHICH__TX = "which ";
  332. Constant COMMA__TX = ", ";
  333. Constant COLON__TX = ": ";
  334. ! ----------------------------------------------------------------------------
  335. ! FYI on nominative pronouns versus accusative pronouns...
  336. ! Consider the sentence "She hit him.".
  337. ! "She" is in the nominative case. It appears at the beginning of a sentence.
  338. ! "him" is in the accusative case. It won't appear at the beginning.
  339. ! ----------------------------------------------------------------------------
  340. ! Accusative
  341. [ ThatOrThose obj;
  342. if (obj == player) {
  343. if (player provides narrative_voice) {
  344. if (player.narrative_voice == 1) { print "me"; return; }
  345. if (player.narrative_voice == 3) { CDefart(player); return; }
  346. }
  347. print "you";
  348. return;
  349. }
  350. if (obj has pluralname) { print "those"; return; }
  351. if (obj has female) { print "her"; return; }
  352. if (obj has male or animate)
  353. if (obj hasnt neuter) { print "him"; return; }
  354. print "that";
  355. ];
  356. ! Accusative
  357. [ ItOrThem obj;
  358. if (obj == player) {
  359. if (player provides narrative_voice) {
  360. if (player.narrative_voice == 1) { print "myself"; return; }
  361. if (player.narrative_voice == 3) { CDefart(player); return; }
  362. }
  363. print "yourself";
  364. return;
  365. }
  366. if (obj has pluralname) { print "them"; return; }
  367. if (obj has female) { print "her"; return; }
  368. if (obj has male or animate)
  369. if (obj hasnt neuter) { print "him"; return; }
  370. print "it";
  371. ];
  372. ! Nominative
  373. [ CThatOrThose obj;
  374. if (obj == player) {
  375. if (player provides narrative_voice) {
  376. if (player.narrative_voice == 1) { print "I"; return; }
  377. if (player.narrative_voice == 3) { CDefart(player); return; }
  378. }
  379. print "You";
  380. return;
  381. }
  382. if (obj has pluralname) { print "Those"; return; }
  383. if (obj has female) { print "She"; return; }
  384. if (obj has male or animate) {
  385. if (obj hasnt neuter) { print "He"; return; }
  386. }
  387. print "That";
  388. ];
  389. ! Nominative
  390. [ CTheyreorThats obj;
  391. if (obj == player) {
  392. if (player provides narrative_voice) {
  393. if (player.narrative_voice == 1) { print "I'm"; return; }
  394. if (player.narrative_voice == 3) { CDefart(player); print "'s"; return; }
  395. }
  396. print "You're";
  397. return;
  398. }
  399. if (obj has pluralname) { print "They're"; return; }
  400. if (obj has female) { print "She's"; return; }
  401. if (obj has male or animate) {
  402. if (obj hasnt neuter) { print "He's"; return; }
  403. }
  404. print "That's";
  405. ];
  406. [ IsOrAre obj;
  407. if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  408. if (obj has pluralname || obj == player) print "were"; else print "was";
  409. return;
  410. }
  411. if (obj has pluralname || obj == player) print "are"; else print "is";
  412. return;
  413. ];
  414. [ nop x; x = x; ]; ! print rule to absorb unwanted return value
  415. [ SubjectNotPlayer obj reportage v2 v3 past;
  416. if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  417. v2 = past;
  418. v3 = past;
  419. }
  420. if (reportage && actor ~= player) {
  421. L__M(##Miscellany, 60, actor);
  422. if (obj == actor) {
  423. print (theActor) obj, " ", (string) v3;
  424. return;
  425. }
  426. else
  427. if (obj has pluralname) {
  428. print (the) obj, " ", (string) v2;
  429. return;
  430. }
  431. else {print (the) obj, " ", (string) v3; return;}
  432. }
  433. else
  434. if (obj has pluralname) { print (The) obj, " ", (string) v2; return;}
  435. else { print (The) obj, " ", (string) v3; return;}
  436. ];
  437. [ CSubjectVoice obj v1 v2 v3 past;
  438. if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  439. v1 = past;
  440. v2 = past;
  441. v3 = past;
  442. } else {
  443. if (v2 == 0) v2 = v1;
  444. if (v3 == 0) v3 = v1;
  445. }
  446. if (obj ~= player) { print (string) v3; return; }
  447. if (player provides narrative_voice) switch (player.narrative_voice) {
  448. 1: print (string) v1; return;
  449. 2: ! Do nothing.
  450. 3: print (string) v3; return;
  451. default: RunTimeError(16, player.narrative_voice);
  452. }
  453. print (string) v2; return;
  454. ];
  455. [ CSubjectVerb obj reportage nocaps v1 v2 v3 past;
  456. if (past && player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  457. v1 = past;
  458. v2 = past;
  459. v3 = past;
  460. } else {
  461. if (v2 == 0) v2 = v1;
  462. if (v3 == 0) v3 = v1;
  463. }
  464. if (obj == player) {
  465. if (player provides narrative_voice) switch (player.narrative_voice) {
  466. 1: print "I ", (string) v1; return;
  467. 2: ! Do nothing.
  468. 3: CDefart(player);
  469. print " ", (string) v3; return;
  470. default: RunTimeError(16, player.narrative_voice);
  471. }
  472. if (nocaps) { print "you ", (string) v2; return; }
  473. print "You ", (string) v2; return;
  474. }
  475. SubjectNotPlayer(obj, reportage, v2, v3);
  476. ];
  477. [ CSubjectIs obj reportage nocaps;
  478. if (obj == player) {
  479. if (player provides narrative_voice) switch (player.narrative_voice) {
  480. 1: Tense("I'm", "I was"); return;
  481. 2: ! Do nothing.
  482. 3: CDefart(player);
  483. Tense(" is", " was"); return;
  484. default: RunTimeError(16, player.narrative_voice);
  485. }
  486. if (nocaps) Tense("you're", "you were");
  487. else Tense("You're", "You were");
  488. return;
  489. }
  490. SubjectNotPlayer(obj, reportage, "are", "is", "was");
  491. ];
  492. [ CSubjectIsnt obj reportage nocaps;
  493. if (obj == player) {
  494. if (player provides narrative_voice) switch (player.narrative_voice) {
  495. 1: Tense("I'm not", "I wasn't"); return;
  496. 2: ! Do nothing.
  497. 3: CDefart(player);
  498. Tense(" isn't", " wasn't"); return;
  499. default: RunTimeError(16, player.narrative_voice);
  500. }
  501. if (nocaps) Tense("you aren't", "you weren't");
  502. else Tense("You aren't", "You weren't");
  503. return;
  504. }
  505. SubjectNotPlayer(obj, reportage, "aren't", "isn't", "wasn't");
  506. ];
  507. [ CSubjectHas obj reportage nocaps;
  508. if (obj == player) {
  509. if (player provides narrative_voice) switch (player.narrative_voice) {
  510. 1: Tense("I've", "I had"); return;
  511. 2: ! Do nothing.
  512. 3: CDefart(player);
  513. Tense(" has", " had"); return;
  514. default: RunTimeError(16, player.narrative_voice);
  515. }
  516. if (nocaps) Tense("you've", "you'd");
  517. else Tense("You've", "You'd");
  518. return;
  519. }
  520. SubjectNotPlayer(obj, reportage, "have", "has", "had");
  521. ];
  522. [ CSubjectWill obj reportage nocaps;
  523. if (obj == player) {
  524. if (player provides narrative_voice) switch (player.narrative_voice) {
  525. 1: Tense("I'll", "I would've"); return;
  526. 2: ! Do nothing.
  527. 3: CDefart(player);
  528. Tense(" will", " would've"); return;
  529. default: RunTimeError(16, player.narrative_voice);
  530. }
  531. if (nocaps) Tense("you'll", "you'd");
  532. else Tense("You'll", "You'd");
  533. return;
  534. }
  535. SubjectNotPlayer(obj, reportage, "will", "will", "would");
  536. ];
  537. [ CSubjectCan obj reportage nocaps;
  538. CSubjectVerb(obj, reportage, nocaps, "can", 0, "can", "could");
  539. ];
  540. [ CSubjectCant obj reportage nocaps;
  541. CSubjectVerb(obj, reportage, nocaps, "can't", 0, "can't", "couldn't");
  542. ];
  543. [ CSubjectDont obj reportage nocaps;
  544. CSubjectVerb(obj, reportage, nocaps, "don't", 0, "doesn't", "didn't");
  545. ];
  546. [ OnesSelf obj;
  547. if (obj == player) {
  548. if (player provides narrative_voice) switch(player.narrative_voice) {
  549. 1: print (string) MYSELF__TX; return;
  550. 2: ! Do nothing.
  551. 3: if (obj has female) {print "herself"; return;}
  552. print "himself"; return;
  553. default: RunTimeError(16, player.narrative_voice);
  554. }
  555. print "yourself"; return;
  556. }
  557. if (obj has male) { print "himself"; return; }
  558. if (obj has female) {print "herself"; return; }
  559. print "itself"; return;
  560. ];
  561. [ Possessive obj caps;
  562. if (obj == player) {
  563. if (player provides narrative_voice) switch(player.narrative_voice) {
  564. 1: if (caps) print "M"; else print "m"; print "y"; return;
  565. 2: ! Do nothing.
  566. 3: CDefart(player);
  567. print "'s"; return;
  568. default: RunTimeError(16, player.narrative_voice);
  569. }
  570. if (caps) print "Y"; else print "y";
  571. print "our"; return;
  572. }
  573. if (caps) print "H"; else print "h";
  574. if (obj has male) { print "is"; return; }
  575. if (obj has female) { print "er"; return; }
  576. if (caps) print "I"; else { print "i"; print "ts"; return; }
  577. ];
  578. [ PossessiveCaps obj;
  579. Possessive(obj, true);
  580. ];
  581. [ theActor obj;
  582. if (obj == player) {
  583. if (obj provides narrative_voice) {
  584. switch (obj.narrative_voice) {
  585. 1: print "I"; return;
  586. 2: ! Do nothing.
  587. 3: if (obj has neuter) { print "it"; return; }
  588. if (obj has female) { print "she"; return; }
  589. print "he"; return;
  590. default: RunTimeError(16, player.narrative_voice);
  591. }
  592. }
  593. print "you"; return;
  594. }
  595. if (obj has pluralname) { print "they"; return; }
  596. if (obj has female) { print "she"; return; }
  597. if (obj has male or animate)
  598. if (obj hasnt neuter) { print "he"; return; }
  599. print "that";
  600. ];
  601. [ SupportObj obj s1 s2;
  602. if (obj has supporter) print (string) s1;
  603. else print (string) s2;
  604. ];
  605. [ PluralObj obj s1 s2 past;
  606. if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  607. print (string) past;
  608. return;
  609. }
  610. if (obj has pluralname) print (string) s1;
  611. else print (string) s2;
  612. ];
  613. ! ----------------------------------------------------------------------------
  614. ! Tense is a little helper function to present the correct tense of a
  615. ! verb. The first parameter is the verb in present tense. The second
  616. ! parameter is the verb in past tense. If the second parameter is
  617. ! omitted, then nothing will be printed if the appropriate tense is past.
  618. ! ----------------------------------------------------------------------------
  619. [ Tense present past;
  620. if (player provides narrative_tense && player.narrative_tense == PAST_TENSE) {
  621. if (past == false) return;
  622. print (string) past;
  623. }
  624. else
  625. print (string) present;
  626. ];
  627. [ DecideAgainst;
  628. CSubjectVerb(actor, false, false, "decide",0,"decides","decided");
  629. print " that";
  630. Tense("'s not", " wasn't");
  631. " such a good idea.";
  632. ];
  633. #Ifdef TARGET_ZCODE;
  634. [ LowerCase c; ! for ZSCII matching ISO 8859-1
  635. switch (c) {
  636. 'A' to 'Z': c = c + 32;
  637. 202, 204, 212, 214, 221: c--;
  638. 217, 218: c = c - 2;
  639. 158 to 160, 167, 168, 208 to 210: c = c - 3;
  640. 186 to 190, 196 to 200: c = c - 5 ;
  641. 175 to 180: c = c - 6;
  642. }
  643. return c;
  644. ];
  645. [ UpperCase c; ! for ZSCII matching ISO 8859-1
  646. switch (c) {
  647. 'a' to 'z': c = c - 32;
  648. 201, 203, 211, 213, 220: c++;
  649. 215, 216: c = c + 2;
  650. 155 to 157, 164, 165, 205 to 207: c = c + 3;
  651. 181 to 185, 191 to 195: c = c + 5 ;
  652. 169 to 174: c = c + 6;
  653. }
  654. return c;
  655. ];
  656. #Ifnot; ! TARGET_GLULX
  657. [ LowerCase c; return glk($00A0, c); ];
  658. [ UpperCase c; return glk($00A1, c); ];
  659. #Endif; ! TARGET_
  660. [ LanguageLM n x1 x2;
  661. Answer,Ask:
  662. print "There ";
  663. Tense("is", "was");
  664. " no reply.";
  665. ! Ask: see Answer
  666. Attack: print "Violence ";
  667. Tense("isn't", "wasn't");
  668. " the answer to this one.";
  669. Blow: CSubjectCant(actor,true);
  670. " usefully blow ", (thatorthose) x1, ".";
  671. Burn: switch (n) {
  672. 1: print "This dangerous act would ";
  673. Tense("achieve", "have achieved");
  674. " little.";
  675. 2: DecideAgainst();
  676. }
  677. Buy: print "Nothing ";
  678. Tense("is", "was");
  679. " on sale.";
  680. Climb: switch (n) {
  681. 1: print "Climbing ", (ThatOrThose) x1, " would ";
  682. Tense("achieve", "have achieved");
  683. " little.";
  684. 2: DecideAgainst();
  685. }
  686. Close: switch (n) {
  687. 1: CSubjectIs(x1,true);
  688. print " not something ", (theActor) actor;
  689. Tense(" can close", " could have closed");
  690. ".";
  691. 2: CSubjectIs(x1,true); " already closed.";
  692. 3: CSubjectVerb(actor,false,false,"close",0,"closes","closed");
  693. " ", (the) x1, ".";
  694. 4: "(first closing ", (the) x1, ")";
  695. }
  696. CommandsOff: switch (n) {
  697. 1: "[Command recording off.]";
  698. #Ifdef TARGET_GLULX;
  699. 2: "[Command recording already off.]";
  700. #Endif; ! TARGET_
  701. }
  702. CommandsOn: switch (n) {
  703. 1: "[Command recording on.]";
  704. #Ifdef TARGET_GLULX;
  705. 2: "[Commands are currently replaying.]";
  706. 3: "[Command recording already on.]";
  707. 4: "[Command recording failed.]";
  708. #Endif; ! TARGET_
  709. }
  710. CommandsRead: switch (n) {
  711. 1: "[Replaying commands.]";
  712. #Ifdef TARGET_GLULX;
  713. 2: "[Commands are already replaying.]";
  714. 3: "[Command replay failed. Command recording is on.]";
  715. 4: "[Command replay failed.]";
  716. 5: "[Command replay complete.]";
  717. #Endif; ! TARGET_
  718. }
  719. Consult: CSubjectVerb(actor,true,false,"discover",0,"discovers","discovered");
  720. print " nothing of interest in ";
  721. if (x1 == player) { OnesSelf(x1); ".";}
  722. else print_ret (the) x1, ".";
  723. Cut: switch (n) {
  724. 1: print "Cutting ", (ThatOrThose) x1, " up would ";
  725. Tense("achieve", "have achieved");
  726. " little.";
  727. 2: DecideAgainst();
  728. }
  729. Dig: print "Digging would ";
  730. Tense("achieve", "have achieved");
  731. " nothing here.";
  732. Disrobe: switch (n) {
  733. 1: CSubjectIsnt(actor,true); " wearing ", (ThatOrThose) x1, ".";
  734. 2: CSubjectVerb(actor,false,false,"take off",0,"takes off", "took off");
  735. " ", (the) x1, ".";
  736. }
  737. Drink: print "There";
  738. Tense("'s", " was");
  739. " nothing suitable to drink here.";
  740. Drop: switch (n) {
  741. 1: CSubjectIs(x1,true); " already here.";
  742. 2: print "Perhaps ", (theActor) actor, " should ";
  743. Tense("take", "have taken");
  744. print " ", (the) x1;
  745. if (parent(x1) has supporter) print " off ";
  746. else print " out of ";
  747. print_ret (the) parent(x1), " first.";
  748. 3: "(first taking ", (the) x1, " off)";
  749. 4: "Dropped.";
  750. }
  751. Eat: switch (n) {
  752. 1: CSubjectIs(x1,true); " plainly inedible.";
  753. 2: CSubjectVerb(actor,false,false,"eat",0,"eats", "ate"); print " ", (the) x1;
  754. if (actor == player) ". Not bad."; else ".";
  755. }
  756. EmptyT: switch (n) {
  757. 1: CSubjectCant(x1,true); " contain things.";
  758. 2: CSubjectIs(x1,true); " closed.";
  759. 3: CSubjectIs(x1,true); " empty already.";
  760. 4: print "That would ";
  761. Tense("empty", "emptied");
  762. " anything.";
  763. }
  764. Enter: switch (n) {
  765. 1: print "But "; CSubjectIs(actor,true,true);
  766. " already ", (nop) SupportObj(x1,"on ","in "), (the) x1, ".";
  767. 2: CSubjectIs(x1,true);
  768. print " not something ", (theActor) actor;
  769. Tense(" can ", " could ");
  770. switch (x2) {
  771. 'stand': "stand on.";
  772. 'sit': "sit down on.";
  773. 'lie': "lie down on.";
  774. default: "enter.";
  775. }
  776. 3: CSubjectCant(actor,true);
  777. " get into the closed ", (name) x1, ".";
  778. 4: CSubjectCan(actor,true);
  779. " only get into something free-standing.";
  780. 5: CSubjectVerb(actor,false,false,"get",0,"gets","got");
  781. SupportObj(x1," onto"," into"); " ", (the) x1, ".";
  782. 6: "(getting ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, ")";
  783. 7: if (x1 has supporter) "(getting onto ", (the) x1, ")";
  784. if (x1 has container) "(getting into ", (the) x1, ")";
  785. "(entering ", (the) x1, ")";
  786. }
  787. Examine: switch (n) {
  788. 1: "Darkness, noun. An absence of light to see by.";
  789. 2: CSubjectVerb(actor,true,false,"see",0,"sees","saw");
  790. " nothing special about ", (the) x1, ".";
  791. 3: CSubjectIs(x1,true);
  792. Tense(" currently");
  793. print " switched ";
  794. if (x1 has on) "on."; else "off.";
  795. }
  796. Exit: switch (n) {
  797. 1: print "But ";
  798. CSubjectIsnt(actor,true,true);
  799. " in anything at the moment.";
  800. 2: CSubjectCant(actor,false);
  801. " get out of the closed ", (name) x1, ".";
  802. 3: CSubjectVerb(actor,false,false,"get",0,"gets", "got");
  803. print " ";
  804. SupportObj(x1,"off","out of"); " ", (the) x1, ".";
  805. 4: CSubjectIsnt(actor,true);
  806. print " ";
  807. SupportObj(x1,"on","in"); " ", (the) x1, ".";
  808. 5: "(first getting ", (nop) SupportObj(x1,"off","out of"),
  809. " ", (the) x1, ")";
  810. 6: CSubjectVerb(actor,false,false,"stand",0,"stands","stood"); " up.";
  811. }
  812. Fill: switch (n) {
  813. 1: print "There ";
  814. Tense("isn't", "wasn't");
  815. " anything obvious with which to fill ", (the) x1, ".";
  816. 2: print "Filling ", (the) x1, " from ", (the) x2;
  817. Tense(" doesn't", " didn't");
  818. " make sense.";
  819. }
  820. FullScore: switch (n) {
  821. 1: if (deadflag) print "The score was "; else print "The score is ";
  822. "made up as follows:^";
  823. 2: "finding sundry items";
  824. 3: "visiting various places";
  825. 4: print "total (out of ", MAX_SCORE; ")";
  826. }
  827. GetOff: print "But ";
  828. CSubjectIsnt(actor,true,false); " on ", (the) x1, " at the moment.";
  829. Give: switch (n) {
  830. 1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
  831. 2: CSubjectVerb(actor,false,false,"juggle",0,"juggles","juggled");
  832. " ", (the) x1, " for a while, but don't achieve much.";
  833. 3: CSubjectDont(x1,true); " seem interested.";
  834. 4: CSubjectVerb(actor,false,false,"hand over",0,"hands over","handed over");
  835. " ", (the) x1, ".";
  836. }
  837. Go: switch (n) {
  838. 1: CSubjectWill(actor,true);
  839. Tense(" have", " had");
  840. " to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
  841. 2: CSubjectCant(actor,true); " go that way.";
  842. 3: CSubjectIs (actor,true); " unable to climb ", (the) x1, ".";
  843. 4: CSubjectIs (actor,true); " unable to descend by ", (the) x1, ".";
  844. 5: CSubjectCant(actor,true); " since ", (the) x1, " ", (IsOrAre) x1, " in the way.";
  845. 6: CSubjectCant(actor,true); " since ", (the) x1, " ", (nop) PluralObj(x1,"lead","leads","led"), " nowhere.";
  846. 7: CSubjectVerb(actor,false,false,"depart",0,"departs","departed"); ".";
  847. }
  848. Insert: switch (n) {
  849. 1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
  850. print " to be holding ", (the) x1, " before ", (theActor) actor;
  851. Tense(" can", " could");
  852. " put ", (ItOrThem) x1, " into something else.";
  853. 2: CSubjectCant(x1,true); " contain things.";
  854. 3: CSubjectIs (x1,true); " closed.";
  855. 4: CSubjectWill(actor,true);
  856. Tense(" need", " needed");
  857. " to take ", (ItOrThem) x1, " off first.";
  858. 5: CSubjectCant(actor,true); " put something inside itself.";
  859. 6: "(first taking ", (ItOrThem) x1, " off)";
  860. 7: print "There ";
  861. Tense(" is", " was");
  862. " no more room in ", (the) x1, ".";
  863. 8: "Done.";
  864. 9: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " into ", (the) x2, ".";
  865. }
  866. Inv: switch (n) {
  867. 1: CSubjectIs (actor,false); " carrying nothing.";
  868. 2: CSubjectIs (actor,false); print " carrying";
  869. 3: ":";
  870. 4: ".";
  871. }
  872. Jump: CSubjectVerb(actor,false,false,"jump",0,"jumps","jumped"); " on the spot, fruitlessly.";
  873. JumpIn:
  874. print "Jumping in ", (the) x1, " ";
  875. Tense("would achieve", "would have achieved");
  876. " nothing here.";
  877. JumpOn:
  878. print "Jumping upon ", (the) x1, " ";
  879. Tense("would achieve", "would have achieved");
  880. " nothing here.";
  881. JumpOver: switch (n) {
  882. 1: CSubjectVerb(actor,true,false,"achieve",0,"achieve","achieved"); " nothing by this.";
  883. 2: DecideAgainst();
  884. }
  885. Kiss: "Keep your mind on the game.";
  886. Listen: CSubjectVerb(actor,true,false,"hear",0,"hears","heard"); " nothing unexpected.";
  887. ListMiscellany: switch (n) {
  888. 1: print " (providing light)";
  889. 2: print " (which ", (IsOrAre) x1, " closed)";
  890. 3: print " (closed and providing light)";
  891. 4: print " (which ", (IsOrAre) x1, " empty)";
  892. 5: print " (empty and providing light)";
  893. 6: print " (which ", (IsOrAre) x1, " closed and empty)";
  894. 7: print " (closed, empty and providing light)";
  895. 8: print " (providing light and being worn";
  896. 9: print " (providing light";
  897. 10: print " (being worn";
  898. 11: print " (which ", (IsOrAre) x1, " ";
  899. 12: print "open";
  900. 13: print "open but empty";
  901. 14: print "closed";
  902. 15: print "closed and locked";
  903. 16: print " and empty";
  904. 17: print " (which ", (IsOrAre) x1, " empty)";
  905. 18: print " containing ";
  906. 19: print " (on ";
  907. 20: print ", on top of ";
  908. 21: print " (in ";
  909. 22: print ", inside ";
  910. }
  911. LMode1: print " is now in its ";
  912. if (initial_lookmode == 1) print "normal ";
  913. "~brief~ printing mode, which gives long descriptions
  914. of places never before visited and short descriptions otherwise.";
  915. LMode2: print " is now in its ";
  916. if (initial_lookmode ~= 1 or 3) print "normal ";
  917. "~verbose~ mode, which always gives long descriptions
  918. of locations (even if you've been there before).";
  919. LMode3: print " is now in its ";
  920. if (initial_lookmode == 3) print "normal ";
  921. "~superbrief~ mode, which always gives short descriptions
  922. of locations (even if you haven't been there before).";
  923. Lock: switch (n) {
  924. 1: CSubjectDont(x1,true);
  925. print " seem to be something ", (theActor) actor;
  926. Tense(" can", " could");
  927. " lock.";
  928. 2: CSubjectIs (x1,true); " locked at the moment.";
  929. 3: CSubjectWill(actor,true); " first have to close ", (the) x1, ".";
  930. 4: CSubjectDont(x1,true); " seem to fit the lock.";
  931. 5: CSubjectVerb(actor,false,false,"lock",0,"locks","locked"); " ", (the) x1, ".";
  932. }
  933. Look: switch (n) {
  934. 1: print " (on ", (the) x1, ")";
  935. 2: print " (in ", (the) x1, ")";
  936. 3: print " (as ", (object) x1, ")";
  937. 4: print "^On ", (the) x1;
  938. WriteListFrom(child(x1),
  939. ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
  940. ".";
  941. 5,6:
  942. if (x1 ~= location) {
  943. if (x1 has supporter) print "^On "; else print "^In ";
  944. print (the) x1, " ", (theActor) actor, " ";
  945. Tense("can", "could");
  946. }
  947. else { new_line; CSubjectCan(actor,false); }
  948. if (n == 5) print " also";
  949. print " see ";
  950. WriteListFrom(child(x1),
  951. ENGLISH_BIT+RECURSE_BIT+PARTINV_BIT+TERSE_BIT+CONCEAL_BIT+WORKFLAG_BIT);
  952. if (x1 ~= location) "."; else " here.";
  953. 7: CSubjectVerb(actor,true,false,"see",0,"sees", "saw"); " nothing unexpected in that direction.";
  954. }
  955. LookUnder: switch (n) {
  956. 1: print "But it";
  957. Tense("'s", " was");
  958. " dark.";
  959. 2: CSubjectVerb(actor,true,false,"find",0,"finds", "found"); " nothing of interest.";
  960. }
  961. Mild: "Quite.";
  962. Miscellany: switch (n) {
  963. 1: "(considering the first sixteen objects only)^";
  964. 2: "Nothing to do!";
  965. 3: print " "; CSubjectVerb(player, false, false, "died", "have died", "has died");
  966. print " ";
  967. 4: print " "; CSubjectVerb(player, false, false, "won", "have won", "has won");
  968. print " ";
  969. 5: print "^Would you like to RESTART, RESTORE a saved game";
  970. #Ifdef DEATH_MENTION_UNDO;
  971. print ", UNDO your last move";
  972. #Endif;
  973. if (TASKS_PROVIDED == 0) print ", give the FULL score for that game";
  974. if (deadflag == 2 && AMUSING_PROVIDED == 0)
  975. print ", see some suggestions for AMUSING things to do";
  976. SerialComma(3); print " or QUIT?";
  977. 6: "[Your interpreter does not provide ~undo~. Sorry!]";
  978. #Ifdef TARGET_ZCODE;
  979. 7: "~Undo~ failed. [Not all interpreters provide it.]";
  980. #Ifnot; ! TARGET_GLULX
  981. 7: "[You cannot ~undo~ any further.]";
  982. #Endif; ! TARGET_
  983. 8: "Please give one of the answers above.";
  984. 9: print "^It ";
  985. Tense("is now", "was");
  986. print " pitch dark in ";
  987. Tense("here", "there");
  988. "!";
  989. 10: "I beg your pardon?";
  990. 11: "[You can't ~undo~ what hasn't been done!]";
  991. 12: "[Can't ~undo~ twice in succession. Sorry!]";
  992. 13: "[Previous turn undone.]";
  993. 14: "Sorry, that can't be corrected.";
  994. 15: "Think nothing of it.";
  995. 16: "~Oops~ can only correct a single word.";
  996. 17: print "It ";
  997. Tense("is", "was");
  998. print " pitch dark, and ", (theActor) actor;
  999. Tense(" can't", " couldn't");
  1000. " see a thing.";
  1001. 18: print "yourself";
  1002. 19: "As good-looking as ever.";
  1003. 20: "To repeat a command like ~frog, jump~, just say ~again~, not ~frog, again~.";
  1004. 21: CSubjectCan(actor,true); " hardly repeat that.";
  1005. 22: CSubjectCant(actor, true); " begin with a comma.";
  1006. 23: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
  1007. print " to want to talk to someone, but I ";
  1008. Tense("can't", "couldn't"); " see whom.";
  1009. 24: CSubjectCant(actor, true); " talk to ", (the) x1, ".";
  1010. 25: "To talk to someone, try ~someone, hello~ or some such.";
  1011. 26: "(first taking ", (the) x1, ")";
  1012. 27: "I didn't understand that sentence.";
  1013. 28: print "I only understood you as far as wanting to ";
  1014. 29: "I didn't understand that number.";
  1015. 30: CSubjectCant(actor,true); " see any such thing.";
  1016. 31: CSubjectVerb(actor, true, false, "seem", "seem", "seems", "seemed");
  1017. " to have said too little!";
  1018. 32: CSubjectIsnt(actor); " holding that!";
  1019. 33: "You can't use multiple objects with that verb.";
  1020. 34: "You can only use multiple objects once on a line.";
  1021. 35: "I'm not sure what ~", (address) x1, "~ refers to.";
  1022. 36: "You excepted something not included anyway!";
  1023. 37: CSubjectCan(actor,true); " only do that to something animate.";
  1024. #Ifdef DIALECT_US;
  1025. 38: "That's not a verb I recognize.";
  1026. #Ifnot;
  1027. 38: "That's not a verb I recognise.";
  1028. #Endif;
  1029. 39: "That's not something you need to refer to in the course of this game.";
  1030. 40: CSubjectCant(actor,true); " see ~", (address) x1, "~ (", (the) x2, ") at the moment.";
  1031. 41: "I didn't understand the way that finished.";
  1032. 42: if (x1 == 0) print "None"; else print "Only ", (number) x1;
  1033. print " of those ";
  1034. if (x1 == 1) print "is"; else print "are";
  1035. " available.";
  1036. 43: "Nothing to do!";
  1037. 44: print "There ";
  1038. Tense("is", "was");
  1039. " nothing to ", (address) x1, ".";
  1040. 45: print "Who do you mean, ";
  1041. 46: print "Which do you mean, ";
  1042. 47: "Sorry, you can only have one item here. Which exactly?";
  1043. 48: print "Whom do you want";
  1044. if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
  1045. print " to "; PrintCommand(); "?";
  1046. 49: print "What ";
  1047. CSubjectVoice(player, "do", "do", "does", "did");
  1048. print " ";
  1049. CSubjectVerb(player, false, true, "want", "want", "want", "want");
  1050. if (x1 ~= player && x1 ~= nothing) print " ", (the) x1;
  1051. print " to "; PrintCommand(); "?";
  1052. 50: print "The score has just gone ";
  1053. if (x1 > 0) print "up"; else { x1 = -x1; print "down"; }
  1054. print " by ", (number) x1, " point";
  1055. if (x1 > 1) print "s";
  1056. 51: "(Since something dramatic has happened, your list of commands has been cut short.)";
  1057. 52: "^Type a number from 1 to ", x1, ", 0 to redisplay or press ENTER.";
  1058. 53: "^[Please press SPACE.]";
  1059. 54: "[Comment recorded.]";
  1060. 55: "[Comment NOT recorded.]";
  1061. 56: ".";
  1062. 57: "?";
  1063. 58: "(first taking ", (the) x1, " ", (nop) SupportObj(x2,"off","out of"), " ", (the) x2, ")";
  1064. 59: "You'll have to be more specific.";
  1065. 60: print (The) x1, " observes that ";
  1066. }
  1067. No,Yes: "That was a rhetorical question.";
  1068. NotifyOff:
  1069. "Score notification off.";
  1070. NotifyOn: "Score notification on.";
  1071. Objects: switch (n) {
  1072. 1: "Objects ", (nop) CSubjectVerb(actor, false, true, "have", "have", "has"), " handled:^";
  1073. 2: "None.";
  1074. 3: print " (worn)";
  1075. 4: print " (held)";
  1076. 5: print " (given away)";
  1077. 6: print " (in ", (name) x1, ")";
  1078. 7: print " (in ", (the) x1, ")";
  1079. 8: print " (inside ", (the) x1, ")";
  1080. 9: print " (on ", (the) x1, ")";
  1081. 10: print " (lost)";
  1082. }
  1083. Open: switch (n) {
  1084. 1: CSubjectIs (x1,true);
  1085. print " not something ", (theActor) actor;
  1086. Tense(" can open", " could have opened");
  1087. ".";
  1088. 2: CSubjectVerb(x1,true,false,"seem",0,"seems","seemed"); " to be locked.";
  1089. 3: CSubjectIs (x1,true); " already open.";
  1090. 4: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); print " ", (the) x1;
  1091. Tense(", revealing ", " and revealed ");
  1092. if (WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT) == 0) "nothing.";
  1093. ".";
  1094. 5: CSubjectVerb(actor,false,false,"open",0,"opens","opened"); " ", (the) x1, ".";
  1095. 6: "(first opening ", (the) x1, ")";
  1096. }
  1097. Order: CSubjectHas(x1,false); " better things to do.";
  1098. Places: switch (n) {
  1099. 1: print "You have visited: ";
  1100. 2: ".^";
  1101. }
  1102. Pray: print "Nothing practical ";
  1103. Tense("results", "resulted");
  1104. " from ", (Possessive) actor, " prayer.";
  1105. Prompt: print "^>";
  1106. Pronouns: switch (n) {
  1107. 1: print "At the moment, ";
  1108. 2: print "means ";
  1109. 3: print "is unset";
  1110. 4: "no pronouns are known to the game.";
  1111. 5: ".";
  1112. }
  1113. Pull,Push,Turn: switch (n) {
  1114. 1: if (player provides narrative_voice && player.narrative_voice == 3) {
  1115. print_ret (The) player, " ", (nop) Tense("isn't", "wasn't"),
  1116. " likely to help matters by punishing ",
  1117. (OnesSelf) player, " that way.";
  1118. } else {
  1119. "Punishing ", (OnesSelf) player, " that way ",
  1120. (nop) Tense("isn't", "wasn't"), " likely to help matters.";
  1121. }
  1122. 2: CSubjectIs (x1,true); " fixed in place.";
  1123. 3: CSubjectIs (actor,true); " unable to.";
  1124. 4: print "Nothing obvious ";
  1125. Tense("happens", "happened");
  1126. ".";
  1127. 5: print "That would ";
  1128. Tense("be", "have been");
  1129. " less than courteous.";
  1130. 6: DecideAgainst();
  1131. }
  1132. ! Push: see Pull
  1133. PushDir: switch (n) {
  1134. 1: print "That really ";
  1135. Tense("wouldn't", "didn't");
  1136. " serve any purpose.";
  1137. 2: print "That's ";
  1138. Tense("not", "wasn't");
  1139. " a direction.";
  1140. 3: print "Not that way ", (theActor) actor;
  1141. Tense(" can't", "couldn't");
  1142. ".";
  1143. }
  1144. PutOn: switch (n) {
  1145. 1: CSubjectVerb(actor,true,false,"need",0,"needs","needed");
  1146. print " to be holding ", (the) x1, " before ", (theActor) actor;
  1147. Tense(" can", " could");
  1148. " put ", (ItOrThem) x1, " on top of something else.";
  1149. 2: CSubjectCant(actor,true,true); " put something on top of itself.";
  1150. 3: print "Putting things on ", (the) x1, " would";
  1151. Tense(" achieve", "'ve achieved");
  1152. " nothing.";
  1153. 4: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked"); " the dexterity.";
  1154. 5: "(first taking ", (ItOrThem) x1, " off)";
  1155. 6: print "There ";
  1156. Tense("is", "was");
  1157. " no more room on ", (the) x1, ".";
  1158. 7: "Done.";
  1159. 8: CSubjectVerb(actor,false,false,"put",0,"puts","put"); " ", (the) x1, " on ", (the) x2, ".";
  1160. }
  1161. Quit: switch (n) {
  1162. 1: print "Please answer yes or no.";
  1163. 2: print "Are you sure you want to quit? ";
  1164. }
  1165. Remove: switch (n) {
  1166. 1: CSubjectIs (x1,true); " unfortunately closed.";
  1167. 2: print "But ";
  1168. CSubjectIsnt(x1,true); " there now.";
  1169. 3: "Removed.";
  1170. }
  1171. Restart: switch (n) {
  1172. 1: print "Are you sure you want to restart? ";
  1173. 2: "Failed.";
  1174. }
  1175. Restore: switch (n) {
  1176. 1: "Restore failed.";
  1177. 2: "Ok.";
  1178. }
  1179. Rub: switch (n) {
  1180. 1: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved");
  1181. " nothing by this.";
  1182. 2: DecideAgainst();
  1183. }
  1184. Save: switch (n) {
  1185. 1: "Save failed.";
  1186. 2: "Ok.";
  1187. }
  1188. Score: switch (n) {
  1189. 1: if (deadflag) print "In that game you scored "; else print "You have so far scored ";
  1190. print score, " out of a possible ", MAX_SCORE, ", in ", turns, " turn";
  1191. if (turns ~= 1) print "s";
  1192. return;
  1193. 2: "There is no score in this story.";
  1194. }
  1195. ScriptOff: switch (n) {
  1196. 1: "Transcripting is already off.";
  1197. 2: "^End of transcript.";
  1198. 3: "Attempt to end transcript failed.";
  1199. }
  1200. ScriptOn: switch (n) {
  1201. 1: "Transcripting is already on.";
  1202. 2: "Start of a transcript of";
  1203. 3: "Attempt to begin transcript failed.";
  1204. }
  1205. Search: switch (n) {
  1206. 1: print "But it";
  1207. Tense("'s", " was");
  1208. " dark.";
  1209. 2: print "There ";
  1210. Tense("is", "was");
  1211. " nothing on ", (the) x1, ".";
  1212. 3: print "On ", (the) x1;
  1213. WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
  1214. ".";
  1215. 4: CSubjectVerb(actor,true,false,"find",0,"finds","found"); " nothing of interest.";
  1216. 5: CSubjectCant(actor,true); " see inside, since ", (the) x1, " ", (IsOrAre) x1, " closed.";
  1217. 6: "", (The) x1, " ", (IsOrAre) x1, " empty.";
  1218. 7: print "In ", (the) x1;
  1219. WriteListFrom(child(x1), ENGLISH_BIT+TERSE_BIT+CONCEAL_BIT+ISARE_BIT);
  1220. ".";
  1221. }
  1222. ! Preceding "No," unable to be used for Set and SetTo
  1223. Set: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, ".";
  1224. SetTo: CSubjectCant(actor,true); " set ", (ThatOrThose) x1, " to anything.";
  1225. Show: switch (n) {
  1226. 1: CSubjectIsnt(actor,true); " holding ", (the) x1, ".";
  1227. 2: CSubjectIs (x1,true); " unimpressed.";
  1228. }
  1229. Sing: print (PossessiveCaps) actor, " singing ";
  1230. Tense("is", "was");
  1231. " abominable.";
  1232. Sleep: CSubjectIsnt(actor,true); " feeling especially drowsy.";
  1233. Smell: switch (n) {
  1234. 1: CSubjectVerb(actor,true,false,"smell",0,"smells","smelled"); " nothing unexpected.";
  1235. 2: DecideAgainst();
  1236. }
  1237. #Ifdef DIALECT_US;
  1238. Sorry: "Oh, don't apologize.";
  1239. #Ifnot;
  1240. Sorry: "Oh, don't apologise.";
  1241. #Endif;
  1242. Squeeze: switch (n) {
  1243. 1: DecideAgainst();
  1244. 2: CSubjectVerb(actor,true,false,"achieve",0,"achieves","achieved"); " nothing by this.";
  1245. }
  1246. Strong: "Real adventurers do not use such language.";
  1247. Swim: print "There";
  1248. Tense("'s not", " wasn't");
  1249. " enough water to swim in.";
  1250. Swing: print "There";
  1251. Tense("'s", " was");
  1252. " nothing sensible to swing here.";
  1253. SwitchOff: switch (n) {
  1254. 1: CSubjectIs (x1,true);
  1255. print " not something ", (theActor) actor, " ";
  1256. Tense("can", "could");
  1257. " switch.";
  1258. 2: CSubjectIs (x1,true); " already off.";
  1259. 3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " off.";
  1260. }
  1261. SwitchOn: switch (n) {
  1262. 1: CSubjectIs (x1,true);
  1263. print " not something ", (theActor) actor, " ";
  1264. Tense("can", "could");
  1265. " switch.";
  1266. 2: CSubjectIs (x1,true); " already on.";
  1267. 3: CSubjectVerb(actor,false,false,"switch",0,"switches","switched"); " ", (the) x1, " on.";
  1268. }
  1269. Take: switch (n) {
  1270. 1: "Taken.";
  1271. 2: CSubjectIs (actor,false); " always self-possessed.";
  1272. 3: print "I don't suppose ", (the) x1, " would ";
  1273. Tense("care", "have cared");
  1274. " for that.";
  1275. 4: CSubjectWill(actor,true);
  1276. print " have ";
  1277. Tense("", "had ");
  1278. "to get ", (nop) SupportObj(x1,"off","out of"), " ", (the) x1, " first.";
  1279. 5: CSubjectVerb(actor,true,false,"already have",0,"already has","already had"); " ", (ThatOrThose) x1, ".";
  1280. 6: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to belong to ", (the) x1, ".";
  1281. 7: CSubjectVerb(x2,true,false,"seem",0,"seems","seemed"); " to be a part of ", (the) x1, ".";
  1282. 8: CSubjectIs (x1,true); " not available.";
  1283. 9: CSubjectIs (x1,true); " not open.";
  1284. 10: CSubjectIs (x1,true); " hardly portable.";
  1285. 11: CSubjectIs (x1,true); " fixed in place.";
  1286. 12: CSubjectIs (actor,true); " carrying too many things already.";
  1287. 13: "(putting ", (the) x1, " into ", (the) x2, " to make room)";
  1288. }
  1289. Taste: switch (n) {
  1290. 1: CSubjectVerb(actor,true,false,"taste",0,"tastes","tasted"); " nothing unexpected.";
  1291. 2: DecideAgainst();
  1292. }
  1293. Tell: switch (n) {
  1294. 1: CSubjectVerb(actor,false,false,"talk",0,"talks","talked");
  1295. " to ", (OnesSelf) actor, " for a while.";
  1296. 2: print "This provoke";
  1297. Tense("s", "d");
  1298. " no reaction.";
  1299. }
  1300. Think: "What a good idea.";
  1301. ThrowAt: switch (n) {
  1302. 1: "Futile.";
  1303. 2: CSubjectVerb(actor,true,false,"lack",0,"lacks","lacked");
  1304. print " the nerve when it ";
  1305. Tense("comes", "came");
  1306. " to the crucial moment.";
  1307. }
  1308. Tie: switch (n) {
  1309. 1: CSubjectVerb(actor,true,false,"would",0,0);
  1310. Tense(" achieve", " have achieved");
  1311. " nothing by this.";
  1312. 2: DecideAgainst();
  1313. }
  1314. Touch: switch (n) {
  1315. 1: DecideAgainst();
  1316. 2: CSubjectVerb(actor,true,false,"feel",0,"feels","felt"); " nothing unexpected.";
  1317. 3: print "That really ";
  1318. Tense("wouldn't", "didn't");
  1319. " serve any purpose.";
  1320. }
  1321. ! Turn: see Pull.
  1322. Unlock: switch (n) {
  1323. 1: CSubjectDont(x1,true);
  1324. print " seem to be something ", (theActor) actor;
  1325. Tense(" can unlock", " could have unlocked");
  1326. ".";
  1327. 2: CSubjectIs (x1,true); " unlocked at the moment.";
  1328. 3: CSubjectDont(x1,true); " seem to fit the lock.";
  1329. 4: CSubjectVerb(actor,false,false,"unlock",0,"unlocks","unlocked"); " ", (the) x1, ".";
  1330. 5: "(first unlocking ", (the) x1, ")";
  1331. }
  1332. VagueGo: CSubjectWill(actor);
  1333. print " have ";
  1334. Tense("", "had ");
  1335. "to say which compass direction to go in.";
  1336. Verify: switch (n) {
  1337. 1: "The game file has verified as intact.";
  1338. 2: "The game file did not verify as intact, and may be corrupt.";
  1339. }
  1340. Wait: print "Time passe";
  1341. Tense("s", "d");
  1342. ".";
  1343. Wake: print "The dreadful truth is, this ";
  1344. Tense("is", "was");
  1345. " not a dream.";
  1346. WakeOther:print "That seem";
  1347. Tense("s", "ed");
  1348. " unnecessary.";
  1349. Wave: switch (n) {
  1350. 1: print "But ";
  1351. CSubjectIsnt(actor,true,true); " holding ", (ThatOrThose) x1, ".";
  1352. 2: CSubjectVerb(actor,false,false,"look",0,"looks","looked");
  1353. print " ridiculous waving ", (the) x1;
  1354. if (x2)
  1355. " at ", (the) x2, ".";
  1356. ".";
  1357. 3: DecideAgainst();
  1358. }
  1359. WaveHands:
  1360. CSubjectVerb(actor,false,false,"wave",0,"waves","waved");
  1361. switch (n) {
  1362. 1: ! nothing
  1363. 2: print " at ", (the) x1;
  1364. }
  1365. ", feeling foolish.";
  1366. Wear: switch (n) {
  1367. 1: CSubjectCant(actor,true); " wear ", (ThatOrThose) x1, "!";
  1368. 2: CSubjectIs (actor,true); " not holding ", (ThatOrThose) x1, "!";
  1369. 3: CSubjectIs (actor,true); " already wearing ", (ThatOrThose) x1, "!";
  1370. 4: CSubjectVerb(actor,false,false,"put on",0,"puts on","put on"); " ", (the) x1, ".";
  1371. }
  1372. ! Yes: see No.
  1373. ];
  1374. ! ==============================================================================
  1375. Constant LIBRARY_ENGLISH; ! for dependency checking.
  1376. #Endif;
  1377. ! ==============================================================================