#charset "us-ascii"
#include "advlite.h"
/*
* The main English language module.
*
* This is the English implementation of the generic language interfaces.
* All of the code here is English-specific, so other language modules
* will replace the actual implementation. However, somef of the methods
* and properties are part of the generic interface - this means that
* each language module must define methods and properties with these
* names, and with the abstract behavior described. How they actually
* implement the behavior is up to them.
*
* Methods and properties that are part of the generic interface are
* identified with [Required].
*/
/* ------------------------------------------------------------------------ */
/*
* English module options.
*/
englishOptions: object
/* decimal point character */
decimalPt = '.'
/* group separator in large numbers */
numGroupMark = ','
;
/* ------------------------------------------------------------------------ */
/*
* LMentionable is the language-specific base class for Mentionable.
*
* This is the root class for objects that the player can mention in
* commands. The key feature of these objects is that they can match
* noun phrases in command input. The library subclasses this base class
* with Mentionable. This class provides the part of the class that
* varies by language.
*
* [Required]
*/
class LMentionable: object
/*
* Get the indefinite form of the name, nominative case.
*
* [Required]
*/
aName = (ifPronoun(&name, aNameFrom(name)))
/*
* Get the definite form of the name, nominative case.
*
* [Required]
*/
theName = (ifPronoun(&name, theNameFrom(name)))
/* Definite name, objective case. */
theObjName = (ifPronoun(&objName, theNameFrom(name)))
/*
* Get the objective form of the name. The regular 'name' property
* gives the subjective form - i.e., the form that appears as the
* subject of a verb. 'objName' gives the form that appears as a
* direct or indirect object. Unlike many languages, English doesn't
* further distinguish cases for the different roles of verb objects;
* they're all just "objective". English also doesn't inflect
* regular nouns at all for these two cases - the objective form of
* "book" or "key" or "widget" is identical to the subjective form.
* The only place where case makes a difference in English is
* pronouns: "I" and "me", "he" and "him", etc. So, this routine
* simply returns the subjective name string by default, which will
* work for any object with a regular noun as its name. Generally,
* this will only need to be overridden for the player character
* object, which usually uses a pronoun as its name ("you" for a
* second-person game, "I" for a first-person game).
*/
objName = (name)
/*
* Get the possessive adjective-like form of the name. This is the form of the name we use as
* a qualifier phrase when showing an object we possess. The English rule for ordinary nouns
* is just to add apostrophe-s to the name: "Bob" becomes "Bob's", "Orc guard" becomes "Orc
* guard's". This works for nearly all nouns in English, but you can override this if the
* rule produces the wrong result for a particular name. But if the noun is plural and its
* name ends with an 's' we should just add an apostrophe - so we do this via the possEnding
* property.
*
* However, it does vary for pronouns. By default, we check the name to see if it's a
* pronoun, and apply the correct pronoun mapping if so.
*/
possAdj = (ifPronoun(&possAdj, '<<theName>><<possEnding>>'))
/*
* Get the possessive noun-like form of the name. This is the form
* of the possessive we use in a genetive "of" phrase or a "being"
* predicate, such as "that's a book of Bob's" or "that book is
* Bob's". In English, this is almost always identical to the
* possessive adjective form for a regular noun - it's just the same
* apostrophe-s word as the adjective form.
*
* However, it diverges for some of the pronouns: "my" vs "mine",
* "her" vs "hers", "their" vs "theirs", "our" vs "ours". We check
* the name to see if it's a pronoun, and apply the appropriate
* pronoun mapping if so.
*/
possNoun = (ifPronoun(&possNoun, '<<theName>><<possEnding>>'))
/*
* The correct ending for our possessive form. This is usually apostrophe-s for an English
* noun, except where the noun is plural and ends with an 's', which case we just want an
* apostrophe; for example "the clerks' lunch" but "the women's dinner".
*/
possEnding = (theName.endsWith('s') && plural ? '’' : '’s')
/* The subjective-case pronoun for this object. We'll try to infer the pronoun from the
* gender and number flags: if plural, 'they'; if isHim, 'he'; if isHer 'she'; otherwise 'it'.
*/
heName = (pronoun().name)
/*
* The objective-case pronoun for this object. We'll try to infer
* the pronoun from the gender and number flags: if plural, 'them';
* if isHim, 'him'; if isHer 'her'; otherwise 'it'.
*/
himName = (pronoun().objName)
/*
* The possessive adjective pronoun for this object. We'll try to
* infer the pronoun from the gender and number flags: if plural,
* 'their'; if isHim, 'his'; if isHer, 'her'; otherwise
* 'its'.
*/
herName = (pronoun().possAdj)
/*
* The possessive noun pronoun for this object. We'll try to infer
* the pronoun from the gender and number flags: if plural, 'theirs';
* if isHim, 'his'; if isHer, 'hers'; otherwise 'its'.
*/
hersName = (pronoun().possNoun)
/*
* The demonstrative pronoun for this object, nominative case. For a
* singular gendered object, or a first- or second-person object,
* we'll use the regular pronoun (I, you, he, her). For any other
* singular object, we'll use 'that', and for plural, 'those'.
*/
thatName = (pronoun().thatName)
/*
* The demonstrative pronoun, objective case. For a singular
* gendered object, or a first- or second-person object, we'll use
* the regular pronoun (me, you, him, her). For any other singular
* object, we'll use 'that', and for plural, 'those'.
*/
thatObjName = (pronoun().thatObjName)
/* The reflexive name as a pronoun, e.g. himself, herself, itself */
reflexiveName = (pronoun().reflexive.name)
/*
* Pronoun-or-name mapper. If our name is a pronoun, return the
* given pronoun name property. Otherwise return the given name
* string.
*/
ifPronoun(prop, str)
{
/* check to see if our name is a pronoun */
local p = LMentionable.pronounMap[name];
if (p != nil)
{
/* our name is a pronoun - return the pronoun property */
return p.(prop);
}
else
{
/* not a pronoun - use the name string */
return str;
}
}
/*
* The VocabWords list for empty objects. These are words (usually
* adjectives) that can be applied to an object that can be
* distinguished from similar objects by its contents ("box of
* papers", "bucket of water"), for times when it's empty. This is a
* list of VocabWords objects for matching during parsing.
*
* [Required]
*/
emptyVocabWords = static [new VocabWord('empty', MatchAdj)]
/*
* Flag, do we want our theName to be constructed from our owner's name,
* e.g. "Bob's wallet" rather than "the wallet".
*/
ownerNamed = nil
/*
* Get the definite form of the name, given the name string under
* construction. The English default is "the <name>", unless the object
* is already qualified, in which case it's just the base name. If,
* however, we're ownerNamed and we have a nominalOwner, return our
* owner's possessive adjective followed by our name (e.g. "Bob's
* wallet").
*/
theNameFrom(str)
{
if(ownerNamed && nominalOwner != nil)
return nominalOwner.possAdj + ' ' + str;
if (qualified)
return str;
else
return 'the <<str>>';
}
/* Determine the gender of this object */
isHim = nil
isHer = nil
/*
* By default an object is neuter if it's neither masculine nor feminine,
* but that can be overridden in cases where something might be referred
* to as either 'him' or 'it' for example.
*/
isIt = (!(isHim || isHer))
/*
* The name with a definite article (or just the proper or qualified name)
* followed by the appropriate form of the verb 'to be'. This can be
* useful for producing sentences of which this object is the subject.
*/
theNameIs()
{
local obj = self;
/*
* Return theName plus the appropriate conjugation of the verb 'to
* be', which we obtain from the conjugateBe() function, which expects
* a ctx object as its first parameter; we instead create an inline
* object and set its subj property to the current object (which is
* all the conjugateBe() function needs).
*/
return theName + ' ' + conjugateBe(object {subj = obj; }, nil);
}
/*
* Class initialization. The library calls this at preinit time,
* before calling construct() on any instances, to set up any
* pre-built tables in the class. There's no required implementation
* here - this is purely for the language module's convenience to do
* any initial set-up work.
*
* For the English version, we take the opportunity to set up the
* main parser Dictionary object, and initialize the plural table.
* The plural table is a lookup table we build from the plural list,
* for quicker access during execution.
*
* [Required]
*/
classInit()
{
/* initialize the dictionary comparator */
cmdDict.setComparator(Mentionable.dictComp);
/* create the lookup table for the plurals and a/an words */
local plTab = irregularPlurals = new LookupTable(128, 256);
local anTab = specialAOrAn = new LookupTable(128, 256);
/* set up the a/an pattern */
local aAnPat = R'^(a|an)<space>+(.*)$';
/* populate our tables from the CustomVocab objects we find */
forEachInstance(CustomVocab, function(cv) {
/* set up the irregular plurals */
for (local lst = cv.irregularPlurals, local i = 1,
local len = lst.length() ; i <= len ; i += 2)
{
/* add the association for singular -> plural */
plTab[lst[i]] = lst[i+1];
/*
* also add an association for plural -> plural, in case we
* encounter words like 'data' that are already plural
*/
plTab[lst[i+1][1]] = lst[i+1];
}
/* set up the special a/an words */
for (local lst = cv.specialAOrAn, local i = 1,
local len = lst.length() ; i <= len ; ++i)
{
/* parse the entry */
rexMatch(aAnPat, lst[i]);
/*
* Set up its table entry - 1 for 'a', 2 for 'an'. (We
* use an integer rather than storing the full 'a' or
* 'an' string to make the table a little smaller
* memory-wise. Storing the strings would require an
* object per string. Since there are only the two
* possibilities, it's easy to store an integer instead,
* and it saves a bit of space.)
*/
anTab[rexGroup(2)[3]] = rexGroup(1)[3] == 'a' ? 1 : 2;
}
/* we're done with these lists - to save space, forget them */
cv.irregularPlurals = nil;
cv.specialAOrAn = nil;
});
}
/*
* Match a pronoun. This returns true if this object is a valid
* antecedent for this pronoun grammatically: that is, it matches the
* pronoun in gender, number, and any other attributes the pronoun
* carries.
*
* English pronouns have gender and number. (Some other languages
* have other attributes, such as animation - whether or not they
* refer to living creatures.)
*
* This routine doesn't tell us if the object is a *current*
* antecedent for the pronoun. The current antecedent is a function
* of the command history. This routine only tells us whether this
* object is a match in terms of grammatical attributes for the
* pronoun.
*
* Note that this routine can and should ignore first-person and
* second-person pronouns. Those pronouns are relative to the
* speaker, so the parser handles them directly.
*
* [Required]
*/
matchPronoun(p)
{
/*
* - If we have plural usage, we'll match Them
*. - If we're gendered, we'll match Him or Her as appropriate
*. - If we have singular neuter usage, we'll match It
*/
return (p == Them && (plural || ambiguouslyPlural)
|| p == Him && isHim
|| p == Her && isHer
|| p == It && isIt && (!plural || ambiguouslyPlural));
}
/*
* Get the pronoun to use for this object. This returns the Pronoun
* object suitable for representing this object in a generated
* message.
*
* [Required]
*/
pronoun()
{
switch(person)
{
case 1:
return (plural ? Us : Me);
case 2:
return (plural ? Yall : You);
default:
return (plural ? Them :
isHim ? Him : isHer ? Her : It);
}
}
/* The appropriate pronoun for leaving (getting out of) this object */
objOutOfPrep
{
switch(contType)
{
case On:
return 'off';
case Under:
return 'out from under';
case Behind:
return 'out from behind';
default:
return 'out of';
}
}
/*
* The prepositional phrase for something located inside this object, e.g.
* 'in the box' or 'on the table
*/
objInName = (objInPrep + ' ' + theName)
/*
* The prepositional phrase for something being moved inside this object, e.g.
* 'into the box' or 'onto the table
*/
objIntoName = (objIntoPrep + ' ' + theName)
/*
* The pronominal phrase for something leaving this object, e.g. 'out of
* the box'
*/
objOutOfName = (objOutOfPrep + ' ' + theName)
/*
* initVocab() - Parse the 'vocab' string. This is called during preinit
* and on dynamically constructing a new Mentionable, to initialize up the
* object's vocabulary for use by the parser.
*
* The vocab string is designed to make it as quick and easy as possible
* to define an object's name and vocabulary. To the extent possible, we
* derive the vocabulary from the name, so for many objects the whole
* definition will just look like the object name. However, we also make
* it possible to define as much extra vocabulary beyond the name as
* needed, and to control the way the words making up the name are handled
* in terms of their parts of speech.
*
* The 'vocab' string has this overall syntax:
*
*. vocab = 'article short name; adjectives; nouns; pronouns'
*
* You don't have to include all of the parts; you can simply stop when
* you're done, so it's valid, for example, to just write the 'short name'
* part. It's also fine to include an empty part: if you have extra nouns
* to list, but no adjectives, you can say 'short name;;nouns'.
*
* The 'article' is optional. This can be one of 'a', 'an', 'some', or
* '()'. If it's 'a' or 'an', and this differs from what we'd
* automatically generate based on the first word of the short name, we
* automatically enter the first word into the list of special cases for
* a/an words. If it's 'some', we automatically set massNoun=true for the
* object. If it's '-', we set qualified=true ('()' means that the name
* doesn't take an article at all).
*
* Note that if you want to use 'a', 'an', 'some', or '()' as the first
* word of the actual short name, you simply need to add the desired
* article in front of it: 'an a tile from a scrabble set'.
*
* The short name gives name that we display whenever the parser needs to
* show the object in a list, an announcement, etc.
*
* If the short name consists entirely of capitalized words (that is, if
* every word starts with a capital letter), and the 'proper' property
* isn't explicitly set for this object, we'll set 'proper' to true to
* indicate that this is a proper name.
*
* We also try to infer the object's vocabulary words from the short name.
* We first break off any prepositional phrases, if we see the
* prepositions 'to', 'of', 'from', 'with', or 'for'. We then assume that
* the FIRST phrase is of the form 'adj adj adj... noun' - that is, zero
* or more adjectives followed by a noun; and that the SECOND and
* subsequent phrases are entirely adjectives. You can override the
* part-of-speech inference by putting the actual part of speech
* immediately after a word (with no spaces) in square brackets: 'John[n]
* Smith' overrides the assumption that 'John' is an adjective. Use [n]
* to make a word a noun, [adj] to make it an adjective, [prep] to make it
* a preposition, and [pl] to make it a plural. You can also add [weak] to
* make it a weak token (one on which the object won't be matched alone),
* or equivalently, enclose the word in parentheses. These annotations
* are stripped out of the name when it's displayed.
*
* We consider ALL of the words in the short name's second and subsequent
* phrases (the prepositional phrases) to be adjectives, except for the
* preposition words themselves, which we consider to be prepositions.
* This is because these phrases all effectively qualify the main phrase,
* so we don't consider them as "important" to the object's name. This
* helps the parser be smarter about disambiguation, without bothering the
* user with clarifying questions all the time. When the player types
* "garage", we'll match the "key to the garage" object as well as the
* "garage" object, but if both objects are present, we'll know to choose
* the garage over the key because the noun usage is a better match to
* what the user typed.
*
* We automatically ignore articles (a, an, the, and some) as vocabulary
* words when they immediately follow prepositions in the short name. For
* example, in 'key to the garage', we omit 'the' as a vocabulary word for
* the object because it immediately follows 'to'. We also omit 'to',
* since we don't enter the prepositions as vocabulary. We do the
* complementary work on parsing, by ignoring these words when we see them
* in the command input in the proper positions. These words are really
* structural parts of the grammar rather than parts of the object names,
* so the parser can do a better job of recognizing noun phrases by
* considering the grammatical functions of these words.
*
* For many (if not most) objects, the short name won't be enough to state
* all of the vocabulary words you want to recognize for the object in
* command input. Trying to cram every possible vocabulary word into the
* short name would usually make for an unwieldy display name.
* Fortunately, it's easy to add input vocabulary words that aren't
* displayed in the name. Just add a semicolon, then the adjectives, then
* another semicolon, then the nouns.
*
* Note that there's no section for adding extra prepositions, but you can
* still add them. Put the prepositions in the adjective list, and
* explicitly annotate each one as a preposition by adding "[prep]" at the
* end, as in "to[prep]".
*
* Next, there's the matter of plurals. For each noun, we'll try to
* automatically infer a plural according to the spelling pattern. We also
* have a table of common irregular plurals that we'll apply. For
* irregular words that aren't in the table, you can override the
* spelling-based plural by putting the real plural in braces
* immediately after the noun, with no spaces. Start with a hyphen to
* specify a suffix; otherwise just write the entire plural word. For
* example, you could write 'man{men}' or 'child{-ren}' (although these
* particular irregular plurals are already in our special-case list, so
* the custom plurals aren't actually needed in these cases). You can use
* plural annotations in the short name as well as the extra noun list;
* they'll be removed from the short name when it's displayed. We don't
* try to generate a plural for a proper noun (a noun that starts with a
* capital letter), but you can provide explicit plurals.
*
* For words longer than the truncation length in the string comparator,
* you can set the word to match exactly by adding '=' as the last
* character. This also requires exact character matching, rather than
* allowing accented character approximations (e.g., matching 'a' in the
* input to 'a-umlaut' in the dictionary).
*
* We automatically assume that plurals should be matched without
* truncation. This is because English plurals are usually formed with
* suffixes; if the user wants to enter a plural, they'll have to type the
* whole word anyway, because that's the only way you make it all the way
* to the suffix. You can override this assumption for a given plural by
* adding '~' at the end of the plural. This explicitly allows truncated
* and character approximation matches.
*
* Finally, the 'pronouns' section gives a list of the pronouns that this
* word can match. You can include 'it', 'him', 'her', and 'them' in this
* section. We'll automatically set the isIt, isHim, isHer, and plural
* properties to true when we see the corresponding pronouns.
*
* [Required]
*/
initVocab()
{
/* If we're a singular first-person object, our name is 'I' or 'we' */
if(person == 1)
name = plural ? 'we' : 'I';
/* If we're a second-person object, our name is 'you' */
if(person == 2)
name = 'you';
/* if we don't have a vocab string, there's nothing to do */
if (vocab == nil || vocab == '')
return;
/* inherit any vocab from our superclasses */
inheritVocab();
/* clear our vocabulary word list */
vocabWords = new Vector(10);
/*
* get the initial string; we'll break it down as we work
* At the same time change any weak tokens of the form
* (tok) into tok[weak], so that they're effectively treated
* as prepositions (i.e. they won't match alone)
*/
local str = vocab.findReplace(R'<lparen>.*?<rparen>',
{s: s.substr(2, s.length - 2) +
(s == '()' ? '()' : '[weak]')});
/* pull out the major parts, delimited by semicolons */
local parts = str.split(';').mapAll({x: x.trim()});
#ifdef __DEBUG
if(parts.length > 4)
{
"<b><FONT COLOR=RED>WARNING!</b></FONT> ";
"Too many semicolons in vocab string '<<vocab>>'; there should be a
maximum of three separating four different sections.\n";
}
#endif
/* the first part is the short name */
local shortName = parts[1].trim();
/*
* if the short name is all in title case, and 'proper' isn't
* explicitly set, mark it as a proper name
*/
if (propDefined(&proper, PropDefGetClass) == Mentionable
&& rexMatch(properNamePat, shortName) != nil)
proper = true;
/* note the tentative name value */
local tentativeName = shortName;
/* split the name into individual words */
local wlst = shortName.split(' '), wlen = wlst.length();
/* check for an article at the start of the phrase */
local i = 1;
if (wlen > 0 && wlst[1] is in('a', 'an', 'some', 'the', '()'))
{
/* check which word we have */
switch (wlst[1])
{
case 'a':
case 'an':
/*
* if this doesn't match what we'd synthesize by default
* from the second word, add the word as a special case
*/
if (wlen > 1 && aNameFrom(wlst[2]) != '<<wlst[1]>> <<wlst[2]>>')
specialAOrAn[wlst[2]] = (wlst[1] == 'a' ? 1 : 2);
break;
case 'some':
/* mark this as a mass noun */
massNoun = true;
break;
case '()':
/* mark this as a qualified name */
qualified = true;
break;
case 'the':
qualified = true;
wlst[1] = '!!!&&&';
break;
}
/* it's a special flag, not a vocabulary word - skip it */
++i;
/* trim this word from the tentative name as well */
tentativeName = tentativeName.findReplace(
wlst[1], '', ReplaceOnce).trim();
}
/*
* If there's no 'name' property already, assign the name from
* the short name string. Remove any of the special annotations
* for parts of speech or plural forms.
*/
if (name == nil && tentativeName != '')
name = tentativeName.findReplace(deannotatePat, '', ReplaceAll);
/*
* Process each word in the short name. Assume each is an
* adjective except the last word of the first phrase, which we
* assume is a noun. We treat everything in a prepositional
* phrase (i.e., any phrase beyond the first) as an adjective,
* because it effectively modifies the main phrase: a "pile of
* paper" is effectively a paper pile; a "key to the front door
* of the house" is effectively a front door house key.
*/
local firstPhrase = true;
for ( ; i <= wlen ; ++i)
{
/* get this word and the next one */
local w = wlst[i].trim();
local wnxt = (i + 1 <= wlen ? wlst[i+1] : nil);
/*
* If this word is one of our prepositions, enter it without
* a part of speech - it doesn't count towards a match when
* parsing input, since it's so non-specific, but it's not
* rejected either.
*
* If the *next* word is a preposition, or there's no next
* word, this is the last word in a sub-phrase. If this is
* the first sub-phrase, enter the word as a noun.
* Otherwise, enter it as an adjective.
*/
local pos;
if (rexMatch(prepWordPat, w) != nil)
{
/* it's a preposition */
pos = MatchPrep;
/*
* If the next word is an article, skip it. Articles in
* the name phrase don't count as vocabulary words, since
* the parser strips these out when matching objects to
* input. (That doesn't mean the parser ignores
* articles, though. It parses them in input and
* respects the meaning they convey, but it does that
* internally, sparing the object name matcher the
* trouble of dealing with them.)
*/
if (wnxt is in ('a', 'an', 'the', 'some'))
++i;
}
else if (rexMatch(weakWordPat, w) != nil)
{
/* It's a weak token */
pos = MatchWeak;
}
else if (firstPhrase
&& (wnxt == nil || rexMatch(prepWordPat, wnxt) != nil))
{
/* it's the last word in the first phrase - it's a noun */
pos = MatchNoun;
/* we've just left the first phrase */
firstPhrase = nil;
}
else
{
/* anything else is an adjective */
pos = MatchAdj;
}
/* enter the word under the part of speech we settled on */
initVocabWord(w, pos);
}
/* the second section is the list of adjectives */
if (parts.length() >= 2 && parts[2] != '')
{
parts[2].split(' ').forEach(
{x: initVocabWord(x.trim(), MatchAdj)});
#ifdef __DEBUG
/*
* If we're compiling for debugging, issue a warning if a pronoun
* appears in the adjective section. We exclude 'her' from the
* list of pronouns we test for here since 'her' in the adjective
* section could be intended as the female possessive pronoun. But
* only carry out this check for a Thing, since a Topic might
* legally have pronouns in any section.
*/
parts[2].split(' ').forEach(function(x){
if(ofKind(Thing) && x is in ('him', 'it', 'them'))
{
"<b><FONT COLOR=RED>WARNING!</FONT></B> ";
"Pronoun '<<x>>' appears in adjective section (after first
semicolon) of vocab string '<<vocab>>'. This may mean the
vocab string has too few semicolons.\n";
}
});
#endif
}
/* the third section is the list of nouns */
if (parts.length() >= 3 && parts[3] != '')
{
parts[3].split(' ').forEach(
{x: initVocabWord(x.trim(), MatchNoun)});
#ifdef __DEBUG
/*
* If we're compiling for debugging, issue a warning if a pronoun
* appears in the noun section.
*/
parts[3].split(' ').forEach(function(x){
if(ofKind(Thing) && x is in ('him', 'her', 'it', 'them'))
{
"<b><FONT COLOR=RED>WARNING!</FONT></B> ";
"Pronoun '<<x>>' appears in noun section (after second
semicolon) of vocab string '<<vocab>>'. This probably
mean this vocab string has too few semicolons.\n";
}
});
#endif
}
/* the fourth section is the list of pronouns */
if (parts.length() >= 4 && parts[4] != '')
{
local map = ['it', &isIt,
'him', &isHim,
'her', &isHer,
'them', &plural];
local explicitlySingular = nil;
parts[4].split(' ').forEach(function(x) {
local i = map.indexOf(x.trim());
if (i != nil)
self.(map[i+1]) = true;
if(x.trim() != 'them')
explicitlySingular = true;
});
/*
* If we're both explicitly singular and plural (i.e. both a
* singular pronoun and 'them' have appeared in our pronoun
* list) we must be ambiguously plural.
*/
if(explicitlySingular && plural)
{
ambiguouslyPlural = true;
/*
* We're actually plural only if 'them' is the first
* pronoun encountered; so if it's not we're actually
* singular.
*/
if(!parts[4].trim().startsWith('them'))
plural = nil;
}
#ifdef __DEBUG
/*
* If we're compiling for debugging, issue a warning if a
* something other than a pronoun appears in the pronoun section.
*/
parts[4].split(' ').forEach(function(x){
if(x not in ('him', 'her', 'it', 'them'))
{
"<b><FONT COLOR=RED>WARNING!</FONT></B> ";
"Non-Pronoun '<<x>>' appears in pronoun section (after third
semicolon) of vocab string '<<vocab>>'. Check that this
vocab string doesn't have too many semicolons.\n";
}
});
#endif
}
/* turn vocabWords back into a list */
vocabWords = vocabWords.toList();
}
/*
* pattern for detecting a proper name - each word starts with a
* capital letter
*/
properNamePat = R'(<upper><^space>*)(<space>+<upper><^space>*)*'
/*
* Inherit vocab from our superclasses according to the following scheme:
*. 1. A + sign in the name section will be replaced with the name from our
* superclass.
*. 2 Unless the adjective and nouns section start with a -, any
* adjectives and nouns from our superclasses vocab will be added to the
* respective section.
*. 3 If our pronouns section is empty or contains a +, inherit pronouns
* from our superclass, otherwise leave it unchanged.
*/
inheritVocab()
{
/*
* If we don't have any vocab, there's no work to do.
*/
if(vocab == nil || vocab == '')
return;
foreach(local cls in getSuperclassList)
{
/*
* If the superclass doesn't have any vocab, there's nothing more
* we need do with it. Otherwise Ensure that our superclasses have
* inherited any vocab they need to before we try to inherit from
* them.
*/
if(cls.vocab not in (nil, ''))
cls.inheritVocab();
}
/*
* If we don't define our own vocab property directly, there's no more
* work to do; it's all been done on our parent classes. There's also
* no more work to do if none of our parent classes defines any vocab.
*/
if(!propDefined(&vocab, PropDefDirectly)
|| getSuperclassList.indexWhich({c: c.vocab not in (nil, '')}) == nil)
return;
/* Our list of vocab, split into parts. */
local vlist = vocab.split(';').mapAll({x: x.trim()});
/* for convenience, make sure we end up with four parts */
for(local i = vlist.length; i < 4; i++)
vlist += '';
foreach(local cls in getSuperclassList)
{
/*
* If this class doesn't specify any vocab, we don't need to
* process it.
*/
if(cls.vocab is in (nil, ''))
continue;
/* The inherited vocab, split into parts */
local ilist = cls.vocab.split(';').mapAll({x: x.trim()});
/* For convenience, make sure we have four parts. */
for(local i = ilist.length; i < 4; i++)
ilist += '';
/* Replace any + sign in the first part with the inherited name */
vlist[1] = vlist[1].findReplace('+', ilist[1]);
/*
* For the second and third parts, unless they atart with - add in
* the inherited adjectives and nouns.
*/
for(local i in 2..3)
{
if(!vlist[i].startsWith('-'))
vlist[i] = vlist[i] + ' ' + ilist[i];
}
/*
* For the 4th (pronoun) part, add any inherited pronouns only if
* we don't have any of our own or there's a + in the pronoun part
*/
if((vlist[4] == '' || vlist[4].find('+') != nil) && ilist[4] != '')
vlist[4] = vlist[4] + ' ' + ilist[4];
}
/* Strip out any leading - in parts 2 and 3 */
for(local i in 2..3)
{
if(vlist[i].startsWith('-'))
vlist[i] = vlist[i].substr(2);
}
/* Strip out any + in part 4 */
vlist[4] = vlist[4].findReplace('+', '');
/* Join the list back into a vocab string */
vocab = vlist.join(';');
}
/*
* Initialize vocabulary for one word from the 'vocab' list. 'w' is
* the word text, with optional part-of-speech and plural-form
* annotations ([n], [adj], [prep], [pl], (-s)). It can also have a
* special flag character as its final character: '=' for an exact
* match (no truncation and no character approximations), or '~' for
* fuzzy matches (truncation and approximation allowed).
*
* 'matchFlags' is a combination of MatchXxx values. This should
* minimally provide the part of speech as one of MatchAdj,
* MatchNoun, or MatchPlural. You can also include MatchNoTrunc to
* specify that user input can only match this word without any
* truncation, and MatchNoApprox to specify that input can only match
* without character approximations (e.g., 'a' matching 'a-umlaut').
*/
initVocabWord(w, matchFlags)
{
/* presume this will be entered in the dictionary as a noun */
local partOfSpeech = &noun;
/*
* if there's an explicit part-of-speech annotation, it overrides
* the assumed part of speech
*/
if (w.find(posPat) != nil)
{
/* clear the old part-of-speech flags */
matchFlags &= ~(MatchPrep | MatchAdj | MatchNoun | MatchPlural |
MatchWeak);
/* note the new part of speech */
switch (rexGroup(1)[3])
{
case 'n':
matchFlags |= MatchNoun;
break;
case 'adj':
matchFlags |= MatchAdj;
break;
case 'weak':
matchFlags |= MatchWeak;
break;
case 'prep':
matchFlags |= MatchPrep;
break;
case 'pl':
matchFlags |= MatchPlural;
break;
}
/* strip the annotation from the word string */
w = w.findReplace(posPat, '', ReplaceOnce);
}
/*
* If we're compiling for debug, try to warn the author of any illegal
* part-of-speech tags that may have inadvertently crept into a vocab
* string.
*/
#ifdef __DEBUG
else if(w.find(R'<lsquare>.*<rsquare>') != nil && !w.endsWith('s'))
{
"<B><FONT COLOR=RED>WARNING!</FONT></B> ";
"Illegal part of speech tag for '<<w>>' in vocab string '<<vocab>>'\n";
}
#endif
/*
* if this is an adjective ending in apostrophe-S, use that form
* of the word
*/
// if (rexMatch(apostSPat, w))
// {
// /* note the existing value of w*/
// local wOld = w;
//
// /*
// * strip off the apostrophe-S, since the tokenizer will do
// * this when parsing the input
// */
// w = rexGroup(1)[3];
//
// /* mark it as an apostrophe-S word in the dictionary */
// partOfSpeech = &nounApostS;
//
// w += '^s';
//
// apostropheSPreParser.addEntry(wOld, w);
// }
if (rexMatch(apostSPat, w))
{
/* mark it as an apostrophe-S word in the dictionary */
partOfSpeech = &nounApostS;
/*
* Add a dictionary word without the apostrophe-S, since the
* tokenizer will separate the apostrophe-S as a separate token,
* hence we need to be able to look up the base word in the
* dictionary. But then proceed with our regular handling with
* the full word as well, since the parser will reassemble the
* full token with the apostrophe-S for the actual noun phrase
* matching.
*/
cmdDict.addWord(dictionaryPlaceholder, rexGroup(1)[3],
partOfSpeech);
}
/* if there's a plural annotation, note it */
if ((matchFlags & MatchPlural) != 0
|| partOfSpeech == &nounApostS)
{
/*
* Either this is already marked as a plural, or it has an
* apostrophe-S. In either case, it's already as inflected
* as an English word can get, so we don't want to try
* inflecting it further with a plural formation.
*/
}
else if (w.find(pluralPat) != nil)
{
/* there's an explicit plural - retrieve it */
local pl = rexGroup(1)[3];
/* strip it out of the string */
w = w.findReplace(pluralPat, '', ReplaceOnce);
/* split out the list elements, if there are multiple entries */
pl = pl.split(',').mapAll({x: x.trim()});
/* for each plural given as a suffix, append it to the word */
pl = pl.mapAll({x: x.startsWith('-') ? w + x.substr(2) : x});
/* add each plural; assume truncation isn't allowed */
pl.forEach({x: initVocabWord(x, MatchPlural | MatchNoTrunc)});
}
else if (matchFlags == MatchNoun && rexMatch(properPat, w) == nil)
{
/*
* it's a noun, it's not a proper noun, and no plural form
* was explicitly provided, so infer one
*/
local pl = [pluralWordFrom(w, '\'')];
/*
* if it's an acronym or number, add the apostrophe-s plural
* as an alternative (1990's, LCD's)
*/
if (rexMatch(acronymPluralPat, w) != nil
|| w.length() == 1)
pl += ['<<w>>\'s'];
/*
* If it's an irregular plural form, add any variations.
* (The first irregular will have already been picked up, so
* we only need to add the second and other variations here.)
*/
local irr;
if ((irr = irregularPlurals[w]) != nil && irr.length() > 1)
pl += irr.sublist(2);
/*
* Remove the original word from the plural list, if it's
* there. Some words are their own plurals, such as "fish"
* or "sheep". Practically speaking, it's better to treat
* these words as singular in the parser. It's easy to
* explicitly make a phrase plural: you just put ALL in front
* of it (PUT ALL FISH IN BOWL). But there's no converse; if
* we treated FISH as plural, there'd be no good way to
* singularize it when you just wanted to talk about one
* fish.
*
* (Note that we have to remove these words here. We don't
* want to strip them out of the irregular plural list,
* because we also use that list to synthesize plural names,
* and we certainly want the correct word for that purpose.
* We also don't want to strip them out in initVocabWord(),
* because the game might call that to explicitly add a
* plural that matches a noun. The correct place to remove
* them is right here, because we only want to remove them
* from implicitly generated lists of vocabulary plurals.)
*/
pl -= w;
/* add each plural; assume truncation isn't allowed */
pl.forEach({x: initVocabWord(x, MatchPlural | MatchNoTrunc)});
}
/* check for exact and inexact flags */
if (w.endsWith('='))
{
matchFlags |= MatchNoTrunc | MatchNoApprox;
w = w.left(-1);
}
else if (w.endsWith('~'))
{
matchFlags &= ~(MatchNoTrunc | MatchNoApprox);
w = w.left(-1);
}
/* add this word to the dictionary and to our part-of-speech list */
addDictWord(w, partOfSpeech, matchFlags);
}
/* pattern for apostrophe-s words */
apostSPat = R'^(.*)(\'|’|\u2019)s$'
/*
* Add a word to the dictionary and to our vocabulary list for the
* given match flags.
*/
addDictWord(w, partOfSpeech, matchFlags)
{
/* for dictionary purposes, we want everything in lower case */
w = w.toLower();
/*
* Add it to the dictionary. Note that our parser doesn't use
* the dictionary's object association feature; but we do need
* *some* object for the entry, so use the dictionary placeholder
* object as the associated object. Using the placeholder
* minimizes the dictionary's memory needs by creating only one
* entry for each word.
*/
cmdDict.addWord(dictionaryPlaceholder, w, partOfSpeech);
/* add it to our internal vocabulary list */
vocabWords = vocabWords.append(new VocabWord(w, matchFlags));
}
/*
* reinitialize the vocab of this object from scratch, using the string
* voc in place of the original vocab property.
*/
replaceVocab(voc)
{
/* clear out the existing name */
name = nil;
/* Set our vocab property to the vocab we're replacing it with */
vocab = voc;
/* Clear out any existing vocabWords */
vocabWords = [];
/* Initialize the vocab again */
initVocab();
}
/*
* Add additional vocab words to those already in use for this object. If
* we specify the name part this will replace the existing name for the
* object.
*/
addVocab(voc)
{
/*
* First check if we have anything in the name part. If so, assume
* that it's meant to replace the existing name.
*/
local parts = voc.split(';');
if(parts[1] > '')
name = nil;
/*
* Make a note of the existing vocabWords, since they'll be overridden
* when we add the new ones.
*/
local vocWords = vocabWords;
/* Copy the new vocab string to our vocab property. */
vocab = voc;
/* Initialize our vocabWords using the new string. */
initVocab();
/* Add back our old vocabWords, without any duplicates */
vocabWords = vocabWords.appendUnique(vocWords);
}
/*
* Remove a word from this object's vocabulary. If the matchFlags
* parameter is supplied it should be one of MatchNoun, MatchAdj,
* MatchPrep or MatchPlural, in which case only VocabWords matching the
* corresponding part of speech (as well as word) will be removed.
*/
removeVocabWord(word, matchFlags?)
{
if(matchFlags)
vocabWords = vocabWords.subset({v: v.wordStr != word || v.posFlags !=
matchFlags});
else
vocabWords = vocabWords.subset({v: v.wordStr != word});
}
addVocabWord(word, matchFlags)
{
initVocabWord(word, matchFlags);
}
/*
* Regular expression pattern for matching a single preposition word.
* A word is a preposition if it's in our preposition list, OR it's
* annotated explicitly with "[prep]" at the end.
*/
prepWordPat = static new RexPattern(
'^(<<prepList>>)$|.*<lsquare>prep<rsquare>$')
weakWordPat = static new RexPattern(
'.*<lsquare>weak<rsquare>$')
/* preposition list, as a regular expression OR pattern */
prepList = 'to|of|from|with|for'
/* regular expression for removing annotations from a short name */
deannotatePat =
R"<lsquare><alpha>+<rsquare>|<lbrace><alphanum|-|'|,|~|=>+<rbrace>"
/* pattern for part-of-speech annotations */
posPat = R'<lsquare>(n|adj|pl|prep|weak)<rsquare>'
/* pattern for plural annotations */
pluralPat = R"<lbrace>(<alphanum|-|'|space|,|~|=>+)<rbrace>"
/*
* pattern for proper nouns: starts with a capital, and at least one
* lower-case letter within
*/
properPat = R'^<upper>(.*<lower>.*)'
/*
* Generate the "distinguished name" for this object, given a list of
* Distinguisher objects that we're using to tell it apart from
* others in a list.
*
* 'article' indicates which kind of article to use: Definite
* ("the"), Indefinite ("a", "an", "some"), or nil (no article).
* 'distinguishers' is a list of Distinguisher object that are being
* used to identify this object uniquely. Our job is to elaborate
* the object's name with all of the qualifying phrases implied by
* the distinguishers.
*
* [Required]
*/
distinguishedName(article, distinguishers)
{
local ret;
/* note which distinguishers are present */
local dis = distinguishers.indexOf(disambigNameDistinguisher) != nil;
local poss = distinguishers.indexOf(ownerDistinguisher) != nil;
local loc = distinguishers.indexOf(locationDistinguisher) != nil;
local cont = distinguishers.indexOf(contentsDistinguisher) != nil;
/*
* start with the core name: this is either the basic name or the
* disambiguation name, depending on whether there's a
* disambigNameDistinguisher in the list
*/
ret = (dis ? disambigName : name);
/* add any state adjectives */
foreach (local d in distinguishers)
{
if (d.ofKind(StateDistinguisher))
ret = d.state.addToName(self, ret);
}
/* add the possessive, if it's not a qualified name */
if (poss && !qualified)
{
local o = nominalOwner();
if (o != nil)
ret = nominalOwner().possessify(article, self, ret);
// If this object is unowned and no locational distinguisher is present
// and the object is lying on the ground, we still need to describe it.
else if (!loc && self.location == gActor.getOutermostRoom())
{
ret = self.location.locify(self, ret);
}
}
/* add the contents qualifier */
if (cont)
{
local c = nominalContents();
if (c != nil)
ret = c.contify(self, ret);
else
ret = 'empty <<ret>>';
}
/* add the locational qualifier */
if (loc)
{
if (location != nil)
ret = location.locify(self, ret);
}
/*
* If an article is desired, add it. Exception: don't add a
* definite article if there's a possessive, since the possessive
* takes the place of the definite article.
*/
if (article == Indefinite)
ret = (poss ? aNameFromPoss(ret) : aNameFrom(ret));
else if (article == Definite && !poss)
ret = theNameFrom(ret);
/* return the result */
return ret;
}
/*
* Generate a possessive name for an object that we own, given a
* string under construction for the object's name. 'obj' is the
* object we're possessing ('self' is the owner), and 'str' is the
* name string under construction, without any possessive or article
* qualifiers yet.
*
* Note that we must add to 'str', not the base name of the object.
* We might be using a variation on the name (such as the
* disambiguation name), or we might have already adorned the name
* with other qualifiers.
*
* 'article' specifies the usage: Definite, Indefinite, or nil for no
* article. We DON'T actually add the article here; rather, this
* tells us the form that the name will take when the caller is done
* with it, so we should use a suitable form of the possessive
* phrasing to the extent it varies by article. In English, it does
* vary. In the Definite case, the possessive effectively replaces
* the article: "the book" becomes "Bob's book". In the Indefinite
* case, the possessive has to be rephrased prepositionally so that
* the article can still be included: "a book" becomes "a book of
* Bob's". Mass nouns are a further special case: "some water"
* becomes "some of Bob's water".
*
* The default behavior is as follows. In Definite mode, we return
* "<name>'s <string>". In Indefinite mode, we return "<string> of
* <name>" (for a final result like "a book of Bob's").
*/
possessify(article, obj, str)
{
/*
* Definite: book -> Bob's book -> Bob's book
*. No article: book -> Bob's book -> Bob's book
*. Indefinite mass noun: water -> Bob's water -> some of Bob's water
*. Indefinite count noun: book -> book of Bob's -> a book of Bob's
*/
if (article is in (Definite, nil)
|| (article == Indefinite && obj.massNoun))
return '<<possAdj>> <<str>>';
else
return '<<str>> of <<possNoun>>';
}
/*
* Apply a locational qualifier to the name for an object contained
* within me. 'obj' is the object (something among my contents), and
* 'str' is the name under construction. We'll add the appropriate
* prepositional phrase: "the box UNDER THE TABLE".
*/
locify(obj, str)
{
if (obj.location == gActor.getOutermostRoom()
&& obj.location.floorObj != nil)
return '<<str>> <<obj.location.floorObj.objInName>> ';
else
return '<<str>> <<obj.locType.prep>> <<theName>>';
}
/*
* Apply a contents qualifier to the name for my container. 'obj' is
* the object (my container), and 'str' is the name under
* construction. We'll add the appropriate prepositional phrase:
* "the bucket OF WATER".
*/
contify(obj, str)
{
return '<<str>> of <<name>>';
}
/*
* Apply an indefinite article ("a box", "an orange", "some lint") to
* the given name string 'str' for this object. We'll try to figure
* out which indefinite article to use based on what kind of noun
* phrase we use for our name (singular, plural, or a "mass noun"
* like "lint"), and our spelling.
*
* By default, we'll use the article "a" if the name starts with a
* consonant, or "an" if it starts with a vowel.
*
* If the name starts with a "y", we'll look at the second letter; if
* it's a consonant, we'll use "an", otherwise "a" (hence "an yttrium
* block" but "a yellow brick").
*
* If the object is marked as a mass noun or having plural usage, we
* will use "some" as the article ("some water", "some shrubs"). If
* the string has a possessive qualifier, we'll make that "some of"
* instead ("some of Bob's water").
*
* Some objects will want to override the default behavior, because
* the lexical rules about when to use "a" and "an" are not without
* exception. For example, silent-"h" words ("honor") are written
* with "an", and "h" words with a pronounced but weakly stressed
* initial "h" are sometimes used with "an" ("an historian"). Also,
* some 'y' words might not follow the generic 'y' rule.
*
* 'U' words are especially likely not to follow any lexical rule -
* any 'u' word that sounds like it starts with 'y' should use 'a'
* rather than 'an', but there's no good way to figure that out just
* looking at the spelling (consider "unassuming", " unimportant
* word", or "a unanimous decision" and "an unassuming man"). We
* simply always use 'an' for a word starting with 'u', but this will
* have to be overridden when the 'u' sounds like 'y'.
*/
aNameFrom(str)
{
/* remember the original source string */
local inStr = str;
/*
* The complete list of unaccented, accented, and ligaturized
* Latin vowels from the Unicode character set. (The Unicode
* database doesn't classify characters as vowels or the like,
* so it seems the only way we can come up with this list is
* simply to enumerate the vowels.)
*
* These are all lower-case letters; all of these are either
* exclusively lower-case or have upper-case equivalents that
* map to these lower-case letters.
*
* (Note an implementation detail: the compiler will append all
* of these strings together at compile time, so we don't have
* to perform all of this concatenation work each time we
* execute this method.)
*
* Note that we consider any word starting with an '8' to start
* with a vowel, since 'eight' and 'eighty' both take 'an'.
*/
local vowels = '8aeiou\u00E0\u00E1\u00E2\u00E3\u00E4\u00E5\u00E6'
+ '\u00E8\u00E9\u00EA\u00EB\u00EC\u00ED\u00EE\u00EF'
+ '\u00F2\u00F3\u00F4\u00F5\u00F6\u00F8\u00F9\u00FA'
+ '\u00FB\u00FC\u0101\u0103\u0105\u0113\u0115\u0117'
+ '\u0119\u011B\u0129\u012B\u012D\u012F\u014D\u014F'
+ '\u0151\u0169\u016B\u016D\u016F\u0171\u0173\u01A1'
+ '\u01A3\u01B0\u01CE\u01D0\u01D2\u01D4\u01D6\u01D8'
+ '\u01DA\u01DC\u01DF\u01E1\u01E3\u01EB\u01ED\u01FB'
+ '\u01FD\u01FF\u0201\u0203\u0205\u0207\u0209\u020B'
+ '\u020D\u020F\u0215\u0217\u0254\u025B\u0268\u0289'
+ '\u1E01\u1E15\u1E17\u1E19\u1E1B\u1E1D\u1E2D\u1E2F'
+ '\u1E4D\u1E4F\u1E51\u1E53\u1E73\u1E75\u1E77\u1E79'
+ '\u1E7B\u1E9A\u1EA1\u1EA3\u1EA5\u1EA7\u1EA9\u1EAB'
+ '\u1EAD\u1EAF\u1EB1\u1EB3\u1EB5\u1EB7\u1EB9\u1EBB'
+ '\u1EBD\u1EBF\u1EC1\u1EC3\u1EC5\u1EC7\u1EC9\u1ECB'
+ '\u1ECD\u1ECF\u1ED1\u1ED3\u1ED5\u1ED7\u1ED9\u1EDB'
+ '\u1EDD\u1EDF\u1EE1\u1EE3\u1EE5\u1EE7\u1EE9\u1EEB'
+ '\u1EED\u1EEF\u1EF1\uFF41\uFF4F\uFF55';
/*
* A few upper-case vowels in unicode don't have lower-case
* mappings - consider them separately.
*/
local vowelsUpperOnly = '\u0130\u019f';
/*
* the various accented forms of the letter 'y' - these are all
* lower-case versions; the upper-case versions all map to these
*/
local ys = 'y\u00FD\u00FF\u0177\u01B4\u1E8F\u1E99\u1EF3'
+ '\u1EF5\u1EF7\u1EF9\u24B4\uFF59';
/* if the name is already qualified, don't add an article at all */
if (qualified)
return str;
/* if it's plural or a mass noun, use "some" as the article */
if (plural || massNoun)
{
/* use "some" as the article */
return 'some <<str>>';
}
else
{
local firstChar;
local firstCharLower;
/* if it's empty, just use "a" */
if (inStr == '')
return 'a';
/*
* if the first word is in our special-case list, use the special
* case handling
*/
local sc;
if (rexMatch(firstWordPat, str)
&& (sc = specialAOrAn[rexGroup(1)[3]]) != nil)
return (sc == 1 ? 'a ' : 'an ') + str;
/* get the first character of the name */
firstChar = inStr.substr(1, 1);
/* skip any leading HTML tags */
if (rexMatch(tagOrQuotePat, firstChar) != nil)
{
/*
* Scan for tags. Note that this pattern isn't quite
* perfect, as it won't properly ignore close-brackets
* that are inside quoted material, but it should be good
* enough for nearly all cases in practice. In cases too
* complex for this pattern, the object will simply have
* to override aDesc.
*/
local len = rexMatch(leadingTagOrQuotePat, inStr);
/* if we got a match, strip out the leading tags */
if (len != nil)
{
/* strip off the leading tags */
inStr = inStr.substr(len + 1);
/* re-fetch the first character */
firstChar = inStr.substr(1, 1);
}
}
/* get the lower-case version of the first character */
firstCharLower = firstChar.toLower();
/*
* if the first word of the name is only one letter long,
* treat it specially
*/
if (rexMatch(oneLetterWordPat, inStr) != nil)
{
/*
* We have a one-letter first word, such as "I-beam" or
* "M-ray sensor", or just "A". Choose the article based
* on the pronunciation of the letter as a letter.
*/
return (rexMatch(oneLetterAnWordPat, inStr) != nil
? 'an ' : 'a ') + str;
}
/*
* look for the first character in the lower-case and
* upper-case-only vowel lists - if we find it, it takes
* 'an'
*/
if (vowels.find(firstCharLower) != nil
|| vowelsUpperOnly.find(firstChar) != nil)
{
/* it starts with a vowel */
return 'an <<str>>';
}
else if (ys.find(firstCharLower) != nil)
{
local secondChar;
/* get the second character, if there is one */
secondChar = inStr.substr(2, 1);
/*
* It starts with 'y' - if the second letter is a
* consonant, assume the 'y' is a vowel sound, hence we
* should use 'an'; otherwise assume the 'y' is a
* diphthong 'ei' sound, which means we should use 'a'.
* If there's no second character at all, or the second
* character isn't alphabetic, use 'a' - "a Y" or "a
* Y-connector".
*/
if (secondChar == ''
|| rexMatch(alphaCharPat, secondChar) == nil
|| vowels.find(secondChar.toLower()) != nil
|| vowelsUpperOnly.find(secondChar) != nil)
{
/*
* it's just one character, or the second character
* is non-alphabetic, or the second character is a
* vowel - in any of these cases, use 'a'
*/
return 'a <<str>>';
}
else
{
/* the second character is a consonant - use 'an' */
return 'an <<str>>';
}
}
else if (rexMatch(elevenEighteenPat, inStr) != nil)
{
/*
* it starts with '11' or '18', so it takes 'an' ('an
* 11th-hour appeal', 'an 18-hole golf course')
*/
return 'an <<str>>';
}
else
{
/* it starts with a consonant */
return 'a <<str>>';
}
}
}
/*
* Get the indefinite name for a version of our name that has a
* possessive qualifier. The caller is responsible for ensuring that
* the possessive is already in a suitable format for adding an
* indefinite article - usually something like "book of Bob's", so
* that we can turn this into "a book of Bob's".
*
* In English, there's a special case where the regular indefinite
* name format differs from the possessive format, which is why we
* need this separate method in the English module. Specifically, if
* the basic name is a plural or mass noun, we have to use "some of"
* in the possessive case, rather than the usual "some": "some water"
* in the normal case, but "some of Bob's water" in the possessive
* case.
*/
aNameFromPoss(str)
{
/*
* for mass nouns and plurals, use "some of"; otherwise use the
* normal a-name
*/
return (massNoun || plural ? 'some of <<str>>' : aNameFrom(str));
}
/*
* lookup table of special-case a/an words (we build this
* automatically during classInit from CustomVocab objects)
*/
specialAOrAn = nil
/* pre-compile some regular expressions for aName */
tagOrQuotePat = R'[<"\']'
leadingTagOrQuotePat = R'(<langle><^rangle>+<rangle>|"|\')+'
firstWordPat =
R'(?:<langle><^rangle>+<rangle>|"|\'|<space>)*(<alphanum>+)%>'
oneLetterWordPat = R'<alpha>(<^alpha>|$)'
oneLetterAnWordPat = R'<nocase>[aefhilmnorsx]'
alphaCharPat = R'<alpha>'
elevenEighteenPat = R'1[18](<^digit>|$)'
/*
* Get the plural form of the given name. If the string ends in
* vowel-plus-'y' or anything other than 'y', we'll add an 's';
* otherwise we'll replace the 'y' with 'ies'. We also handle
* abbreviations and individual letters specially.
*
* This can only deal with simple adjective-noun forms. For more
* complicated forms, particularly for compound words, it must be
* overridden (e.g., "Attorney General" -> "Attorneys General",
* "man-of-war" -> "men-of-war"). We recognize a fairly extensive
* set of special cases (child -> children, man -> men), as listed in
* the irregularPlural lists in any CustomVocab objects. Add new
* items to the irregular plural list by creating one or more
* CustomVocab objects with their own irregularPlural lists.
*/
pluralNameFrom(str)
{
local str2;
/* check for a 'phrase prep phrase' format */
if (str.find(prepPhrasePat) != nil)
{
/*
* Pull out the two parts - the part up to the 'of' is the
* part we'll actually pluralize, and the rest is a suffix
* we'll stick on the end of the pluralized part.
*/
str = rexGroup(1)[3];
str2 = rexGroup(2)[3];
/*
* now pluralize the part up to the 'of' using the normal
* rules, then add the rest back in at the end
*/
return pluralNameFrom(str) + str2;
}
/* parse out the last word */
rexMatch(lastWordPat, str);
/* pluralize the last word */
str = rexGroup(1)[3];
str2 = rexGroup(2)[3];
return str + pluralWordFrom(str2, '’');
}
/*
* if we need to add 's as the plural ending - this should be either
* a simple straight quote ('\''), or HTML markup for a curly quote
* regular expression for separating the main phrase and
* prepositional phrase from a "noun prep noun" phrase
*/
prepPhrasePat = static new RexPattern(
'^(.+)(<space>+(<<prepList>>)<space>+.+)$')
/* pattern for pulling the last word out of a phrase */
lastWordPat = R'^(.*?)(<^space>*)<space>*$'
/*
* Get the plural of the given word. If there's an irregular plural
* entry for the word, we return that; otherwise we infer the plural
* from the spelling. 'apost' is the string to use for an apostrophe
* ('’').
*/
pluralWordFrom(str, apost)
{
local irr;
local len;
/*
* Check for irregulars from our table. If we find an entry, use
* the first plural in the list, since it's the preferred form in
* cases where there are multiple variations (e.g., indices vs.
* indexes).
*/
if ((irr = irregularPlurals[str]) != nil)
return irr[1];
/* check for words ending in 'man' */
if (rexMatch(menPluralPat, str))
return '<<rexGroup(1)[3]>>men';
/* if the string is empty, return empty */
len = str.length();
if (len == 0)
return '';
/*
* Certain plurals are formed with apostrophe-s. This applies to
* single lower-case letters; certain upper-case letters that
* would be ambiguous without the apostrophe, because they'd
* otherwise look like words or common abbreviations (As, Es, Is,
* Ms, Us, Vs); and words made up of initials with periods
* between each letter.
*/
if (rexMatch(apostPluralPat, str) != nil)
return '<<str>><<apost>>s';
/* for any other single letter, return the letter + 's' */
if (len == 1)
return '<<str>>s';
/* for all-capital words (CPA, PC) or numbers, just add -s */
if (rexMatch(acronymPluralPat, str) != nil)
return '<<str>>s';
/* check for -es plurals */
if (rexMatch(esPluralPat, str) != nil)
return '<<str>>es';
/* check for 'y' -> 'ies' plurals */
if (rexMatch(iesPluralPat, str) != nil)
return '<<rexGroup(1)[3]>>ies';
/* for anything else, just add -s */
return '<<str>>s';
}
/* lookup table for irregular plurals - we build this at preinit time */
irregularPlurals = nil
/* regular expression for trimming leading and trailing spaces */
trimPat = R'^<space>+|<space>+$'
/* pattern for nouns with -es plurals */
esPluralPat = R'^.*((?!o)o|u|sh|ch|ss|z|x|us)$'
/* pattern for nouns y -> -ies plurals) */
iesPluralPat = R'<case>^((?![A-Z]).*[^aeoAEO])y$'
/* pattern for words ending in 'men' (chairman, fireman, etc) */
menPluralPat = R'^(.*)man$'
/* pattern for plurals that add apostrophe-s */
apostPluralPat = R'<case>^(<lower|A|E|I|M|U|V>|(<alpha><dot>)+)$'
/* pattern for acronyms and numbers */
acronymPluralPat = R'<case>^<upper|digit>+$'
/* class property: the main dictionary StringComparator */
dictComp = static new StringComparator(truncationLength, nil, nil)
/*
* class property: the truncation length to use for the main dictionary
* StringComparator.
*/
truncationLength = 8
/* class property: pronoun lookup table (built during preinit) */
pronounMap = nil
/*
* The dummyName is a property that displays nothing, for use when we want
* to use an object in a sentence without actually displaying any text for
* it (e.g. to provide a subject for a verb to agree with).
*/
dummyName = ''
;
modify SubComponent
/*
* In addition to the properties copied on the original definition of this
* class in his method, we need to copy all the other name related
* properties of the parent object that game authors might conceivably
* customize.
*/
nameAs(parent)
{
/* Carry out the inherited handling. */
inherited(parent);
/* Then copy all the other name-related properties. */
aName = parent.aName;
theName = parent.theName;
theObjName = parent.theObjName;
objName = parent.objName;
possAdj = parent.possAdj;
possNoun = parent.possNoun;
// objInName = parent.objInName;
// objIntoName = parent.objIntoName;
// objOutOfName = parent.objOutOfName;
}
;
/* ------------------------------------------------------------------------ */
/*
* LState is the language-specific base class for State objects.
*
* [Required]
*/
class LState: object
/*
* Add the state name to an object name under construction. 'obj' is
* the object, and 'str' the object name being built. This adds the
* appropriate adjective for the state to the name.
*
* [Required]
*/
addToName(obj, str)
{
/* get the adjective list entry for the object's current state */
local st = obj.(stateProp);
local adj = adjectives.valWhich({ ele: ele[1] == st });
/* add it to the name */
return '<<adj[2][1]>> <<str>>';
}
/*
* Initialize a state adjective. The base library calls this during
* preinit for each word, given as a string. The language module
* must define this routine, but it doesn't have to do anything. The
* English version adds the word to the dictionary, so that the
* spelling corrector can recognize it.
*
* [Required]
*/
initWord(w)
{
/* add it to the dictionary */
cmdDict.addWord(dictionaryPlaceholder, w, &noun);
}
/*
* Additional info to be added to the item name when it appears in a
* listing and is in the corresponding state
*/
additionalInfo = []
/*
* Get the string providing additional info about this object when it's in
* a particular state (such as '(providing light)', the only additional
* state info actually defined in the English library)
*/
getAdditionalInfo(obj)
{
/* get the info list entry for the object's current state */
local st = obj.(stateProp);
local info = additionalInfo.valWhich({ ele: ele[1] == st });
return info != nil ? info[2] : '';
}
;
/* ------------------------------------------------------------------------ */
/*
* Common object states. The objects themselves are cross-language and
* thus are required, but the base library leaves it up to the language
* modules to provide the actual definitions, since the body of each
* definition is mostly vocabulary words.
*/
/*
* Lit/Unlit state. This is useful for light sources and flammable
* objects.
*
* [Required]
*/
LitUnlit: State
stateProp = &isLit
adjectives = [[nil, ['unlit']], [true, ['lit']]]
appliesTo(obj) { return obj.isLightable || obj.isLit; }
additionalInfo = [[true, ' (providing light)']]
;
/*
* Open/Closed state. This is useful for things like doors and
* containers.
*/
OpenClosed: State
stateProp = &isOpen
adjectives = [[nil, ['closed']], [true, ['open']]]
appliesTo(obj) { return obj.isOpenable; }
;
/*
* DirState. This is useful for SymConnectors and the like, whose directional
* vocab may change according to which direction they're approached from.
*/
DirState: State
stateProp = &attachedDir
adjectives = [[&north, ['north', 'n']], [&south, ['south', 's']],
[&east, ['east', 'e']], [&west, ['west', 'w']],
[&southeast, ['southeast', 'se']], [&northeast, ['northeast', 'ne']],
[&southwest, ['southwest', 'sw']], [&northwest, ['northwest', 'nw']],
[&port, ['port', 'p']], [&starboard, ['starboard', 'sb']],
[&fore, ['fore', 'f', 'forward']], [&aft, ['aft']],
[&up, ['up', 'upward']], [&down, ['down', 'downward'] ],
[&in, ['in', 'inner', 'inward']], [&out, ['out', 'outer', 'outward']]
]
appliesTo(obj)
{
/*
* We exclude DStairway because including 'up' or 'down' in its vocab confuses the
* parser's interpretation of CLIMB UP and CLIMB DOWN.
*/
if(defined(DSStairway) && obj.ofKind(DSStairway))
return nil;
else
return inherited(obj);
}
;
/*
* Modifications to TopicPhrase to make it work better with the
* English-specific part of the library.
*/
modify TopicPhrase
matchNameScope(cmd, scope)
{
local toks = tokens;
local ret;
/*
* Strip any apostrophe-S from our tokens since the vocab words
* initialization will have done the same
*/
tokens = tokens.subset({x: x != '\'s'});
/*
* Strip any articles out of the tokens. We need to do this in the
* English library to ensure that we get a sensible match to a Topic
* when the player's input includes articles (e.g. ASK ABOUT THE
* DARK), since the parser will first try to match items that include
* the tokens 'the' and 'dark' in their vocabWords, with results that
* may not be what we want.
*/
tokens = tokens.subset({x: x not in ('a', 'the', 'an')});
try
{
/* Carry out the inherited handling and store the result */
ret = inherited(cmd, scope);
}
finally
{
/* Restore the original tokens on the way out. */
tokens = toks;
}
/* Return the result of the inherited handling. */
return ret;
}
;
/*
* Modification to the ResolvedTopic for use with the English-language
* specific part of the library.
*/
modify ResolvedTopic
/*
* The English Tokenizer separates apostrophe-S from the word it's part
* of, so in restoring the original text we need to join any apostrophe-S
* back to the word it was separated from.
*/
getTopicText()
{
local str = tokens.join(' ').trim();
str = str.findReplace(' \'s', '\'s', ReplaceAll);
return str;
}
;
/*
* Modification to the Topic class so that when constructing a new Topic a
* separate apostrophe-S token is concatenated with the previous word when
* storing the name (which undoes the effect on building the name of what the
* English-language tokenizer does with apostrophe-S).
*/
modify Topic
construct(name_)
{
name_ = name_.findReplace(' \'s', '\'s', ReplaceAll);
inherited(name_);
}
;
/*
* Modification to the Command class so that when reconstructing a command
* string from its tokens a separate apostrophe-S token is concatenated with
* the previous word when storing the name (which undoes the effect on
* building the name of what the English-language tokenizer does with
* apostrophe-S).
*/
modify Command
buildCommandString()
{
local str = valToList(verbProd.tokenList).mapAll({x:
getTokVal(x)}).join(' ');
str = str.findReplace(' \'s', '\'s', ReplaceAll);
return str;
}
;
/* ------------------------------------------------------------------------ */
/*
* English modifications for Thing. This adds some methods that vary by
* language, so they can't be defined in the generic Thing class.
*/
modify Thing
/*
* Show the nested room subhead. This shows the actor's immediate
* container as an addendum to the room name in the room description
* headline.
*
* [Required]
*/
roomSubhead(pov)
{
" (<<childLocType(pov).prep>> <<theName>>)";
}
/* Did the player's command ask to PUSH this object ? */
matchPushOnly = (gVerbWord == 'push')
/* Did the player's command ask to PULL this object? */
matchPullOnly = (gVerbWord is in ('pull', 'drag'))
/*
* Check whether we need to add or remove the LitUnlit State from our list
* of states.
*/
makeLit(stat)
{
inherited(stat);
if(LitUnlit.appliesTo(self))
states = states.appendUnique([LitUnlit]);
else
states -= LitUnlit;
}
/*
* Announce Best Choice name. This can be used in those rare cases where
* you want to override the name the parser uses to describe an object
* when announcing its best choice of object. For example, if you have a
* bottle of wine from which you can fill a glass, you might prefer '(with
* wine from the bottle)' to '(with the bottle of wine)' following FILL
* GLASS; action is the action being carried out for which the object has
* been chosen and role(DirectObject or IndirectObject) is the role the
* chosen object is playing in the action. By default this method just
* returns theName.
*/
abcName(action, role)
{
return theName;
}
;
/*-------------------------------------------------------------------------- */
/*
* English language modifications to Room. Here we simply allow a Room to take
* its vocab from its roomTitle property if vocab is not already defined; this
* reduces the need to type the same text twice when the two are effectively
* the same.
*/
modify Room
initVocab()
{
/*
* If our vocab property isn't already defined, take it from our
* roomTitle, converting it to lower case, provided proper is false.
*/
if(vocab == nil && autoName && roomTitle)
vocab = proper ? roomTitle : roomTitle.toLower() ;
/* Carry out the inherited handling */
inherited();
}
/*
* Flag: do we want this room to take its vocab (and hence its name) from
* its roomTitle property if its vocab property isn't explicitly defined?
* By default we do.
*/
autoName = true
;
/*
* Modifications to Pronoun to ensure that aName, theName and theObjName
* return the appropriate results.
*/
modify Pronoun
aName = (name)
theName = (name)
theObjName = (objName)
;
/* ------------------------------------------------------------------------ */
/*
* Base library vocabulary initialization. For the English module's own
* convenience, we add vocabulary words to a number of abstract
* grammar-related objects defined in the base library parser. The base
* library can't define vocabulary, for obvious reasons, so we have to
* add the vocabulary words ourselves.
*/
property prep;
pronounPreinit: PreinitObject
execute()
{
/*
* Initialize the pronoun names. These are used only within the
* English library. Other language modules will probably need to
* define vocabulary for pronouns as well, but the specific
* properties are up to the translator. Languages that have more
* noun cases than English can add properties for the extra noun
* cases as needed.
*/
It.name = It.objName = 'it';
It.possAdj = It.possNoun = 'its';
It.thatName = It.thatObjName = 'that';
It.reflexive = Itself;
Her.name = 'she';
Her.objName = Her.possAdj = 'her';
Her.possNoun = 'hers';
Her.reflexive = Herself;
Him.name = 'he';
Him.objName = 'him';
Him.possAdj = Him.possNoun = 'his';
Him.reflexive = Himself;
Them.name = 'they';
Them.objName = 'them';
Them.possAdj = 'their';
Them.possNoun = 'theirs';
Them.thatName = Them.thatObjName = 'those';
Them.reflexive = Themselves;
Them.plural = true;
You.name = You.objName = 'you';
You.possAdj = 'your';
You.possNoun = 'yours';
You.reflexive = Yourself;
Yall.name = Yall.objName = 'you';
Yall.possAdj = 'your';
Yall.possNoun = 'yours';
Yall.reflexive = Yourselves;
Yall.plural = true;
Me.name = 'I';
Me.objName = 'me';
Me.possAdj = 'my';
Me.possNoun = 'mine';
Me.reflexive = Myself;
Us.name = 'we';
Us.objName = 'us';
Us.possAdj = 'our';
Us.possNoun = 'ours';
Us.reflexive = Ourselves;
Us.plural = true;
Myself.name = Myself.objName = 'myself';
Yourself.name = Yourself.objName = 'yourself';
Itself.name = Itself.objName = 'itself';
Herself.name = Herself.objName = 'herself';
Himself.name = Himself.objName = 'himself';
Ourselves.name = Ourselves.objName = 'ourselves';
Yourselves.name = Yourselves.objName = 'yourselves';
Themselves.name = Themselves.objName = 'themselves';
/*
* Set the default 'that' name for each pronoun to its regular
* name. We use the regular pronoun instead of 'that' for any
* gendered noun or first- or second-person object.
*/
foreach (local pro in Pronoun.all)
{
if (pro.thatName == nil)
pro.thatName = pro.name;
if (pro.thatObjName == nil)
pro.thatObjName = pro.objName;
}
/* create the pronoun map for LMentionable */
LMentionable.pronounMap = new LookupTable(16, 32);
forEachInstance(Pronoun, function(p) {
LMentionable.pronounMap[p.name] = p;
if (p.objName != nil)
LMentionable.pronounMap[p.objName] = p;
});
/*
* Initialize the LocType prepositions. The 'prep' property is
* English-specific and is NOT used by the base library, but
* other language modules will probably need some type of
* corresponding vocabulary for each LocType.
*/
In.prep = 'in';
Outside.prep = 'on';
On.prep = 'on';
Under.prep = 'under';
Behind.prep = 'behind';
Held.prep = 'held by';
Worn.prep = 'worn by';
Attached.prep = 'attached to';
PartOf.prep = 'part of';
}
;
/* ------------------------------------------------------------------------ */
/*
* CustomVocab objects define special-case vocabulary for the parser and
* name generation routines.
*
* The library provides a CustomVocab object with many common
* special-case words, but games and extensions can augment the built-in
* lists by defining their own CustomVocab objects that follow the same
* patterns. The library automatically includes all of the special word
* lists in all of the CustomVocab objects defined throughout the game.
*/
class CustomVocab: object
/*
* The list of special-case a/an words. Choosing 'a' or 'an' is
* purely phonetic, and English orthography is notoriously
* inconsistent phonetically. What's more, the choice for many words
* varies by dialect, accent, and personal style. We try to cover as
* much as we can in our spelling-based rules, but it's hopeless to
* cover all the bases purely with spelling. At some point we just
* have to turn to a table of special cases.
*
* We apply the special rules based on the first word in a name. The
* first word is simply the first contiguous group of alphanumeric
* characters. If the first word in a name is found in this list,
* the setting here will override any spelling rules.
*
* The entries here are simply strings of the form 'a word' or 'an
* word'. Start with the appropriate form of a/an, then add a space,
* then the special word to match.
*/
specialAOrAn = []
/*
* Irregular plural list. This is a list of words with plurals that
* can't be inferred from any of the usual spelling rules. The
* entries are in pairs: singular, [plurals]. The plurals are given
* in a list, since some words have more than one valid plural. The
* first plural is the preferred one; the remaining entries are
* alternates.
*/
irregularPlurals = []
/*
* Verbs for substitution parameter strings. This is a list of
* strings, using the following template:
*
*. 'infinitive/present3/past/past-participle'
*
* The 'infinitive' is the 'to' form of the verb (to go, to look, to
* see), but *without* the word 'to'. 'present3' is the third-person
* present form (is, goes, sees). 'past' is the past tense form
* (went, looked, saw). 'past-participle' is the past participle
* form; this is optional, and is needed only for verbs with distinct
* past and past participle forms (e.g., saw/seen, went/gone). Most
* regular verbs - those with the past formed by adding -ed to the
* infinitive - have identical past and participle forms.
*
* For every English verb except "to be", the entire present and past
* conjugations can be derived from these three bits of information.
* The past perfect, future, and future perfect conjugations can also
* be derived from this information, for any verb except "to be" and
* the auxiliary verbs (could, should, etc). The English library
* pre-defines "to be" and all of the auxiliary verbs, so there's no
* need to define those with this mechanism.
*/
verbParams = []
;
/*
* Custom English vocabulary. Here we define a basic dictionary of
* irregular plurals, a/an words, and verb parameters. Games that want
* to save a little compiled file space might want to replace this with a
* set that only defines the words actually needed in the game. Games
* are free to define additional custom vocabulary words by adding their
* own CustomVocab objects; the library will automatically find and merge
* them into the dictionary during preinit.
*/
englishCustomVocab: CustomVocab
/* irregular plurals */
irregularPlurals = [
'calf', ['calves', 'calfs'],
'elf', ['elves', 'elfs'],
'half', ['halves', 'halfs'],
'hoof', ['hooves', 'hoofs'],
'knife', ['knives'],
'leaf', ['leaves'],
'life', ['lives'],
'loaf', ['loaves'],
'scarf', ['scarves', 'scarfs'],
'self', ['selves', 'selfs'],
'sheaf', ['sheaves', 'sheafs'],
'shelf', ['shelves'],
'bookshelf', ['bookshelves'],
'thief', ['thieves'],
'wife', ['wives'],
'wolf', ['wolves'],
'foot', ['feet'],
'goose', ['geese'],
'louse', ['lice'],
'mouse', ['mice'],
'tooth', ['teeth'],
'auto', ['autos'],
'kilo', ['kilos'],
'memo', ['memos'],
'motto', ['mottos'],
'photo', ['photos'],
'piano', ['pianos'],
'pimento', ['pimentos'],
'pro', ['pros'],
'solo', ['solos'],
'soprano', ['sopranos'],
'studio', ['studios'],
'video', ['videos'],
'die', ['dice', 'dies'],
'alga', ['algae'],
'larva', ['larvae', 'larvas'],
'vertebra', ['vertebrae'],
'alumnus', ['alumni'],
'alumna', ['alumnae'],
'bacillus', ['bacilli'],
'cactus', ['cacti', 'catuses'],
'focus', ['foci', 'focuses'],
'fungus', ['fungi', 'funguses'],
'nucleus', ['nuclei'],
'octopus', ['octopi', 'octopuses'],
'radius', ['radii'],
'stimulus', ['stimuli'],
'terminus', ['termini'],
'addendum', ['addenda'],
'bacterium', ['bacteria'],
'cirriculum', ['cirricula'],
'datum', ['data'],
'erratum', ['errata'],
'medium', ['media'],
'memorandum', ['memoranda'],
'ovum', ['ova'],
'stratum', ['strata'],
'symposium', ['symposia'],
'appendix', ['appendices', 'appendixes'],
'index', ['indices', 'indexes'],
'matrix', ['matrices', 'matrixes'],
'vortex', ['vortices', 'vortexes'],
'analysis', ['analyses'],
'axis', ['axes'],
'basis', ['bases'],
'crisis', ['crises'],
'diagnosis', ['diagnoses'],
'emphasis', ['emphases'],
'hypothesis', ['hypotheses'],
'neurosis', ['neuroses'],
'parenthesis', ['parentheses'],
'synopsis', ['synopses'],
'thesis', ['theses'],
'criterion', ['criteria'],
'phenomenon', ['phenomena'],
'automaton', ['automata'],
'libretto', ['libretti'],
'tempo', ['tempi'],
'virtuoso', ['virtuosi'],
'cherub', ['cherubim'],
'seraph', ['seraphim'],
'schema', ['schemata'],
'barracks', ['barracks'],
'crossroads', ['crossroads'],
'dice', ['dice'],
'gallows', ['gallows'],
'headquarters', ['headquarters'],
'means', ['means'],
'offspring', ['offspring'],
'series', ['series'],
'species', ['species'],
'cattle', ['cattle'],
'billiards', ['billiards'],
'clothes', ['clothes'],
'pants', ['pants'],
'measles', ['measles'],
'thanks', ['thanks'],
'pliers', ['pliers'],
'scissors', ['scissors'],
'shorts', ['shorts'],
'trousers', ['trousers'],
'tweezers', ['tweezers'],
'glasses', ['glasses'],
'eyeglasses', ['eyeglasses'],
'spectacles', ['spectacles'],
'information', ['information'],
'honesty', ['honesty'],
'wisdom', ['wisdom'],
'beauty', ['beauty'],
'intelligence', ['intelligence'],
'stupidity', ['stupidity'],
'curiosity', ['curiosity'],
'chemistry', ['chemistry'],
'geometry', ['geometry'],
'physics', ['physics'],
'mechanics', ['mechanics'],
'optics', ['optics'],
'dynamics', ['dynamics'],
'thermodynamics', ['thermodynamics'],
'linguistics', ['linguistics'],
'acoustics', ['acoustics'],
'mathematics', ['mathematics'],
'jazz', ['jazz'],
'traffic', ['traffic'],
'sand', ['sand'],
'air', ['air'],
'water', ['water'],
'furniture', ['furniture'],
'equipment', ['equipment'],
'cod', ['cod', 'cods'],
'deer', ['deer', 'deers'],
'fish', ['fish', 'fishes'],
'perch', ['perch', 'perches'],
'sheep', ['sheep'],
'trout', ['trout', 'trouts']
]
/* special-case 'a' vs 'an' words */
specialAOrAn = [
'an heir',
'an honest',
'an honor',
'an honour',
'an hors',
'an hour',
'a one',
'a ouija',
'a unified',
'a union',
'a unit',
'a united',
'a unity',
'a universal',
'a university',
'a universe',
'a unicycle',
'a unicorn',
'a usage',
'a user'
]
/* verb parameters, for {xxx} tokens in message strings */
verbParams = [
'arise/arises/arose/arisen',
'awake/awakes/awoke/awoken',
'bear/bears/bore/born',
'beat/beats/beat/beaten',
'become/becomes/became/become',
'begin/begins/began/begun',
'behold/beholds/beheld',
'bend/bends/bent',
'bet/bets/bet',
'bid/bids/bade/bidden',
'bind/binds/bound',
'bite/bites/bit/bitten',
'bleed/bleeds/bled',
'blow/blows/blew/blown',
'break/breaks/broke/broken',
'breed/breeds/bred',
'bring/brings/brought',
'build/builds/built',
'burn/burns/burnt',
'bust/busts/bust',
'buy/buys/bought',
'cast/casts/cast',
'catch/catches/caught',
'choose/chooses/chose/chosen',
'clap/claps/clapt',
'cling/clings/clung',
'come/comes/came',
'creep/creeps/crept',
'cut/cuts/cut',
'deal/deals/dealt',
'dig/digs/dug',
'dive/dives/dove/dived',
'do/does/did',
'draw/draws/drew/drawn',
'dream/dreams/dreamt',
'drink/drinks/drank/drunk',
'drive/drives/drove/driven',
'dwell/dwells/dwelt',
'eat/eats/ate/eaten',
'fall/falls/fell/fallen',
'feed/feeds/fed',
'feel/feels/felt',
'fight/fights/fought',
'find/finds/found',
'fling/flings/flung',
'fly/flies/flew/flown',
'forbid/forbids/forbade/forbidden',
'freeze/freezes/froze/frozen',
'get/gets/got/gotten',
'give/gives/gave/given',
'go/goes/went/gone',
'grind/grinds/ground',
'grow/grows/grew/grown',
'handwrite/handwrites/handwrote/handwritten',
'hang/hangs/hung',
'have/has/had',
'hide/hides/hid/hidden',
'hit/hits/hit',
'hold/holds/held',
'hurt/hurts/hurt',
'inlay/inlays/inlaid',
'input/inputs/input',
'interlay/interlays/interlaid',
'keep/keeps/kept',
'kneel/kneels/knelt',
'knit/knits/knit',
'know/knows/knew/known',
'lay/lays/laid',
'lead/leads/led',
'leans/leans/leant',
'leap/leaps/leapt',
'learn/learns/learnt',
'leave/leaves/left',
'lend/lends/lent',
'let/lets/let',
'lie/lies/lay/lain',
'light/lights/lit',
'lose/loses/lost',
'make/makes/made',
'mean/means/meant',
'meet/meets/met',
'melt/melts/melted/molten',
'mislead/misleads/misled',
'mistake/mistakes/mistook/mistaken',
'misunderstand/misunderstands/misunderstood',
'miswed/misweds/miswed',
'mow/mows/mowed/mown',
'overdraw/overdraws/overdrew/overdrawn',
'overhear/overhears/overheard',
'overtake/overtakes/overtook/overtaken',
'pay/pays/paid',
'preset/presets/preset',
'prove/proves/proved/proven',
'put/puts/put',
'quit/quits/quit',
'read/reads/read',
'rid/rids/rid',
'ride/rides/rode/ridden',
'ring/rings/rang/rung',
'rise/rises/rose/risen',
'rive/rives/rived/riven',
'run/runs/ran/run',
'saw/saws/sawed/sawn',
'sew/sews/sewed/sewn',
'say/says/said',
'see/sees/saw/seen',
'set/sets/set',
'shake/shakes/shook/shaken',
'shave/shaves/shaved/shaven',
'shear/shears/shore',
'shed/sheds/shed',
'shine/shines/shone',
'shoe/shoes/shod',
'shoot/shoots/shot',
'show/shows/showed/shown',
'shrink/shrinks/shrank/shrunk',
'shut/shuts/shut',
'sing/sings/sang/sung',
'sit/sits/sat',
'slay/slays/slew/slain',
'sleep/sleeps/slept',
'slide/slides/slid',
'sling/slings/slung',
'slink/slinks/slunk',
'slit/slits/slit',
'smell/smells/smelt',
'sneak/sneaks/snuck',
'soothsay/soothsays/soothsaid',
'sow/sows/sowed/sown',
'speak/speaks/spoke/spoken',
'speed/speeds/sped',
'spell/spells/spelt',
'spend/spends/spent',
'spill/spills/spilt',
'spin/spins/span/spun',
'spit/spits/spat',
'split/splits/split',
'spoil/spoils/spoilt',
'spread/spreads/spread',
'spring/springs/sprang/sprung',
'stand/stands/stood',
'steal/steals/stole/stolen',
'stick/sticks/stuck',
'sting/stings/stung',
'stink/stinks/stank/stunk',
'stride/strides/strode/stridden',
'strike/strikes/struck/stricken',
'strive/strives/strove/striven',
'sublet/sublets/sublet',
'sunburn/sunburns/sunburnt',
'swear/swears/swore/sworn',
'sweat/sweats/sweat',
'sweep/sweeps/swept',
'swell/swells/swelled/swollen',
'swim/swims/swam/swum',
'swing/swings/swung',
'take/takes/took/taken',
'teach/teaches/taught',
'tear/tears/tore/torn',
'tell/tells/told',
'think/thinks/thought',
'thrive/thrives/throve/thrived',
'throw/throws/threw/thrown',
'thrust/thrusts/thrust',
'tread/treads/trod/trodden',
'undergo/undergoes/underwent/undergone',
'understand/understands/understood',
'undertake/undertakes/undertook/undertaken',
'upset/upsets/upset',
'vex/vexes/vext',
'wake/wakes/woke/woken',
'wear/wears/wore/worn',
'weave/weaves/wove/woven',
'wed/weds/wed',
'weep/weeps/wept',
'wend/wends/went',
'wet/wets/wet',
'will/will/would',
'win/wins/won',
'wind/wind/wound',
'withdraw/withdraws/withdrew/withdrawn',
'withhold/withholds/withheld',
'withstand/withstands/withstood',
'won\'t/won\'t/would not',
'wring/wrings/wrung',
'write/writes/wrote',
'zinc/zincks/zincked'
]
;
/* ------------------------------------------------------------------------ */
/*
* Generate a spelled-out version of the given number value, or simply a
* string representation of the number. We follow fairly standard
* English style rules:
*
*. - we spell out numbers below 100
*. - we also spell out round figures above 100 that can be expressed
*. in two words (e.g., "fifteen thousand" or "thirty million")
*. - for millions and billions, we write, e.g., "1.7 million", if possible
*. - for anything else, we return the decimal digits, with commas to
*. separate groups of thousands (e.g., 120,400)
*
* Other languages might have different style rules, so the choice using
* a spelled-out number or digits might vary by language.
*
* [Required]
*/
spellNumber(n)
{
/* get the number formatting options */
local dot = englishOptions.decimalPt;
local comma = englishOptions.numGroupMark;
/* if it's a BigNumber with a fractional part, write as digits */
if (dataType(n) == TypeObject
&& n.ofKind(BigNumber)
&& n.getFraction() != 0)
{
/*
* format it, and convert decimals and group separators per the
* options
*/
return n.formatString(n.getPrecision(), BignumCommas).findReplace(
['.', ','], [dot, comma]);
}
/* if it's less than zero, use "minus seven" or "-123" */
if (n < 0)
{
/* get the spelled version of the absolute value */
local s = spellNumber(-n);
/* if it has any letters, use "minus", otherwise "-" */
return (s.find(R'<alpha>') != nil ? 'minus ' : '-') + s;
}
/* spell anything less than 100 */
if (n < 100)
{
if (n < 20)
return ['zero', 'one', 'two', 'three', 'four', 'five', 'six',
'seven', 'eight', 'nine', 'ten', 'eleven', 'twelve',
'thirteen', 'fourteen', 'fifteen', 'sixteen',
'seventeen', 'eighteen', 'nineteen'][n+1];
else
return ['twenty', 'thirty', 'forty', 'fifty', 'sixty',
'seventy', 'eighty', 'ninety'][n/10-1]
+ ['', '-one', '-two', '-three', '-four', '-five', '-six',
'-seven', '-eight', '-nine'][n%10 + 1];
}
/* spell out single-digit multiples of 100 */
if (n % 100 == 0 && n/100 < 10)
return '<<spellNumber(n/100)>> hundred';
/*
* Spell out single-digit multiples of each power of 10 from a thousand to
* a billion.
*/
if (n % 1000000000 == 0 && n/1000000000 < 10)
return '<<spellNumber(n/1000000000)>> billion';
if ((n % 1000000 == 0 && n/1000000 < 10)
|| (n % 10000000 == 0 && n/10000000 < 10)
|| (n % 100000000 == 0 && n/100000000 < 10))
return '<<spellNumber(n/1000000)>> million';
if ((n % 1000 == 0 && n/1000 < 10)
|| (n % 10000 == 0 && n/10000 < 10)
|| (n % 100000 == 0 && n/100000 < 10))
return '<<spellNumber(n/1000)>> thousand';
/*
* check to see if it can be expressed as a whole number of millions or
* billions, or as millions or billions using up to three significant
* figures ("1.75 million", "17.5 billion")
*/
if (n % 1000000 == 0 && n/1000000 < 1000)
return '<<n/1000000>> million';
if (n % 100000 == 0 && n/1000000 < 100)
return '<<n/1000000>><<dot>><<n%1000000 / 100000>> million';
if (n % 10000 == 0 && n/1000000 < 10)
return '<<n/1000000>><<dot>><<n%1000000 / 10000>> million';
if (n % 1000000000 == 0 && n/1000000000 < 1000)
return '<<n/1000000000>> billion';
if (n % 100000000 == 0 && n/1000000000 < 100)
return '<<n/1000000000>><<dot>><<n%1000000000 / 100000000>> billion';
if (n % 10000000 == 0 && n/1000000000 < 10)
return '<<n/1000000000>><<dot>><<n%1000000000 / 10000000>> billion';
/* convert to digits */
local s = toString(n);
/* insert commas at the thousands */
for (local i = s.length() - 2 ; i > 1 ; i -= 3)
s = s.splice(i, 0, comma);
/* return the result */
return s;
}
/*
* Try to convert a spelled out number (e.g. 'ninety-six') to its integer
* representation. If this fails, return nil.
*/
spelledToInt(str)
{
/* Tokenize the input string */
local toks = cmdTokenizer.tokenize(str);
/* Try parsing the tokens against the spelledNumber production */
local lst = spelledNumber.parseTokens(toks, cmdDict);
/* If there's a vlid result, convert it to an integer. */
if(lst.length > 0)
return lst[1].numval();
/* Otherwise return nil */
return nil;
}
/* ------------------------------------------------------------------------ */
/*
* List display routines
*/
modify Lister
/*
* Show the list as an 'and' list, that is a list of the aNames of each
* item in lst formatted with commas between list elements and 'and'
* between the last two items in the list.
*/
showList(lst, pl, paraCnt)
{
"<<andList(lst.mapAll({ o: o.aName }))>>";
}
;
/*
* Modifications to the ItemLister (the base class for listers that list
* physical objects) for the English-language part of the library.
*/
modify ItemLister
/*
* For an item lister we use the listName method of the lister rather than
* the aName property of the object to provide a name for the object; this
* allows the lister to add status-specific information like '(providing
* light)' or '(being worn)' to the name as it appears in the list.
*/
showList(lst, pl, parent)
{
"<<andList(lst.mapAll({ o: listName(o) }))>>";
}
/*
* The listName is the aName of o plus any status-specific information we
* might want to appear in the listing, such as '(providing light)'
*/
listName(o)
{
/* Store the object name in a local variable */
local lName = o.aName;
/*
* Add any additional state-specific info, such as ' (providing
* light)', to the name of this object.
*/
if(showAdditionalInfo)
{
foreach(local state in o.states)
lName += state.getAdditionalInfo(o);
}
/*
* If this object is being worn and we want to show information about
* objects being worn, add ' (being worn)' to the name
*/
if(o.wornBy != nil && showWornInfo)
lName += BMsg(being worn, ' (being worn)');
/*
* If the object being listed has visible contents, list its visible contents recursively.
* Then do the same for any remapIn or remapOn subcomponents.
*/
if(showSubListing)
{
local lists = [o];
if(o.remapIn)
lists += o.remapIn;
if(o.remapOn)
lists += o.remapOn;
foreach(local s in lists)
{
if(s.contents != nil && s.contents.length > 0 && s.canSeeIn)
{
lName += subLister.buildList(s.contents);
s.contents.forEach({x: x.mentioned = true});
}
}
}
/*
* Return the result, i.e. the aName of the object plus any additional
* information about its state and/or contents.
*/
return lName;
}
/*
* Flag: do we want to show additional information such as '(providing
* light)' after the names of items listed in inventory.
* By default we do.
*/
showAdditionalInfo = true
/*
* Flag: do we want to show (bveing worn) after items in an inventory list
* that the player character is wearing. By default we do if we're showing
* additional info.
*/
showWornInfo = (showAdditionalInfo)
/*
* Flag: do we want to show the contents of items listed in inventory (in
* parentheses after the name, e.g. a bag (in which is a blue ball)). By
* default we do.
*/
showSubListing = true
;
/*
* English-language modifications to the lister used for miscellaneous items
* when looking around in a room.
*/
modify lookLister
showListPrefix(lst, pl, paraCnt)
{
"{I} {can} see ";
}
showListSuffix(lst, pl, paraCnt)
{
" {here}.";
}
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used for listing items carried
* by the player character.
*/
modify inventoryLister
showListPrefix(lst, pl, paraCnt)
{
"<<if paraCnt == 0>>{I} {am}<<else>>, and<<end>> carrying ";
}
showListSuffix(lst, pl, paraCnt)
{
".";
}
showListEmpty(paraCnt)
{
"{I} {am} empty-handed. ";
}
;
/*
* English-language modifications to the lister used for listing items worn
* by the player character.
*/
modify wornLister
showListPrefix(lst, pl, paraCnt)
{
"{I} {am} wearing ";
}
showListSuffix(lst, pl, paraCnt)
{
}
showListEmpty(paraCnt)
{
}
/*
* We don't want to show "(being worn)" after items listed after "You are
* wearing" since this would clearly be redundant.
*/
showWornInfo = nil
;
/*
* The subLister is used by other listers such as inventoryLister and
* wornLister to show the contents of listed items in parentheses (e.g. '(in
* which is a pen, a pencil and a piece of paper). The depth of nesting is
* limited by the maxNestingDepth property.
*/
subLister: ItemLister
showListPrefix(lst, pl, paraCnt)
{
" (<<lst[1].location.objInPrep>> which <<pl ? '{plural} {is}' :
'{dummy} {is}'>> ";
}
showListSuffix(lst, pl, paraCnt) { ")"; }
showListEmpty(paraCnt) { }
/* Construct the list contents from lst to a maximum nesting depth */
buildList(lst)
{
/* increase the nesting depth by 1 */
nestingDepth++;
/*
* if we've gone beyond the maximum nesting depth, simply return an
* empty string to stop going any deeper.
*/
if(nestingDepth > maxNestingDepth)
{
/* reduce the nesting depth by 1 */
nestingDepth--;
/* return an empty string. */
return '';
}
/*
* Carry out the inherited handling and store the result in a local
* variable.
*/
local str = inherited(lst);
/* Reduce the nesting depth by 1 */
nestingDepth--;
/* Return the result */
return str;
}
showList(lst, pl, paraCnt)
{
"<<andList(lst.mapAll({ o: listName(o) }))>>";
}
/* The maximum nesting depth this subLister is allowed to reach */
maxNestingDepth = 1
/* The current nesting depth of this subLister */
nestingDepth = 0
showSubListing = true
listed(o) { return o.lookListed; }
;
/*
* English language modifications to the descContentsLister, which is used to
* list the contents of a container when it's examined.
*/
modify descContentsLister
showListPrefix(lst, pl, parent)
{
gMessageParams(parent);
/*
* If the item whose contents we're listing want to report its
* open-or-closed status, start the listing by reporting that it's
* open and then say 'and contains'
*/
if(parent.openStatusReportable)
"{The subj parent} {is} open and contain{s/ed} ";
/*
* Otherwise start the listing without explicitly mentioning that the
* container is open.
*/
else
"{In parent} {i} {see} ";
}
showListSuffix(lst, pl, paraCnt)
{
".";
}
/*
* If there's no contents to list, but the item whose contents we were
* trying to list wants to report its open-or-closed status, simply state
* that it's open or closed.
*/
showListEmpty(parent)
{
if(parent.openStatusReportable)
"\^<<parent.theNameIs>> <<if parent.isOpen>>open<<else>>
closed<<end>>. ";
}
/*
* Flag: Show a sublisting (i.e. the contents of the items in our
* immediate contents, in parentheses after the name of the item, if the
* gameMain option useParentheticalListing is true.
*/
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used to list the contents of
* containers when looking around in a room.
*/
modify lookContentsLister
showListPrefix(lst, pl, parent)
{
"\^<<parent.objInName>> {i} {see} ";
}
showListSuffix(lst, pl, paraCnt)
{
".";
}
/*
* Flag: Show a sublisting (i.e. the contents of the items in our
* immediate contents, in parentheses after the name of the item, if the
* gameMain option useParentheticalListing is true.
*/
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used to describe the contents
* of an openable container when it has just been opened.
*/
modify openingContentsLister
showListPrefix(lst, pl, parent)
{
gMessageParams(parent);
"Opening {the parent} {dummy} reveal{s/ed} ";
}
showListSuffix(lst, pl, paraCnt)
{
".\n";
}
showListEmpty(parent)
{
"{I} open{s/ed} {the dobj}. ";
}
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used to list the contents of
* something that's being looked in (or searched).
*/
modify lookInLister
showListPrefix(lst, pl, parent)
{
gMessageParams(parent);
"{In parent} {i} {see} ";
}
showListSuffix(lst, pl, paraCnt)
{
".\n";
}
showListEmpty(parent)
{
}
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used to list the items
* attached to a SimpleAttachable.
*/
modify simpleAttachmentLister
showListPrefix(lst, pl, parent)
{
"{I} {see} ";
}
showListSuffix(lst, pl, parent)
{
" attached to <<parent.theName>>. ";
}
showSubListing = (gameMain.useParentheticalListing)
;
/*
* English-language modifications to the lister used to list the items plugged
* into a PlugAttachable.
*/
modify plugAttachableLister
showListSuffix(lst, pl, parent)
{
" plugged into <<parent.theName>>. ";
}
;
/*
* The lister used to list the options from which the player can choose when
* the game comes to an end.
*/
finishOptionsLister: Lister
showList(lst, pl, paraCnt)
{
/*
* List the options as alternatives (with an 'or' between the last two
* items).
*/
"<<orList(lst.mapAll({ o: o.desc }))>>";
}
showListPrefix(lst, pl, parent)
{
cquoteOutputFilter.deactivate();
"<.p>Would you like to ";
}
showListSuffix(lst, pl, paraCnt)
{
/* end the question, add a blank line */
"?\b";
cquoteOutputFilter.activate();
}
showSubListing = nil
;
/*
* Take a list of objects supplied in objList and return a formatted list in a
* single quoted string, having first sorted the items in objList in the order
* of their listOrder property.
*
* If the nameProp parameter is supplied, we'll use that property for the name
* of every item in the list; otherwise we use the aName property by default.
*
* By default the last two items in the list are separated by 'and', but we
* can choose a different conjunction by supplying the conjunction parameter.
*/
makeListStr(objList, nameProp = &aName, conjunction = 'and')
{
local lst = [];
local i = 0;
local obj;
objList = valToList(objList);
/*
* Sort the list by listOrder, but only if the items it contains provide
* the property, and only if they use it to define an order. If all the
* items in the list have the same sortOrder, we don't want to shuffle
* them out of their original order by performing an unnecessary sort.
*/
if(objList.length > 0 && objList[1].propDefined(&listOrder) &&
objList.indexWhich({x: x.listOrder != objList[1].listOrder}))
objList = objList.sort(SortAsc, {a, b: a.listOrder - b.listOrder});
/* Go through every item in our sorted list */
for(i = 1, obj in objList ; ; ++i)
{
/* Mark it as having been mentioned in a list */
obj.mentioned = true;
/* Store the value of the nameProp property in a local variable */
local desc = obj.(nameProp);
/* Add any state-specific information */
foreach(local state in obj.states)
desc += state.getAdditionalInfo(obj);
/* Add the expanded name to our list of strings. */
lst += desc;
}
/*
* Note whether the list would make a singular or plural grammatical
* subject if referred to with the {prev} tag.
*/
if(objList.length > 1 || (objList.length > 0 && objList[1].plural))
prevDummy_.plural = true;
else
prevDummy_.plural = nil;
/*
* If the list is empty return 'nothing', otherwise use the genList()
* function to construct the string representation of the list and return
* that.
*/
return lst == [] ? 'nothing' : genList(lst, conjunction);
}
/*
* Function to use with the <<mention a *>> string template. This marks the
* object as mentioned in a room description and allows it to be used as the
* antecedent of a {prev} tag, to ensure verb agreement.
*/
mentionA(obj)
{
/* Note that the object has been mentioned */
obj.mentioned = true;
/* Note that the object has been seen */
obj.noteSeen();
/*
* Set the plurality of the prevDummy_ object to the plurality of the
* object we're mentioning (so that prevDummy_ can be used to secure
* grammatical agreement with a subsequent verb).
*/
prevDummy_.plural = obj.plural;
/* Return the aName of our obj. */
return obj.aName;
}
/*
* Function to use with the <<mention the *>> string template. This marks the
* object as mentioned in a room description and allows it to be used as the
* antecedent of a {prev} tag, to ensure verb agreement.
*/
mentionThe(obj)
{
/* Note that the object has been mentioned */
obj.mentioned = true;
/* Note that the object has been seen */
obj.noteSeen();
/*
* Set the plurality of the prevDummy_ object to the plurality of the
* object we're mentioning (so that prevDummy_ can be used to secure
* grammatical agreement with a subsequent verb).
*/
prevDummy_.plural = obj.plural;
/* Return the theName of our obj. */
return obj.theName;
}
/*
* A version of makeListStr that uses only one parameter, for use by the
* <<list of *>>string template
*/
makeListInStr(objList)
{
return makeListStr(objList);
}
/*
* Function for use with the <<is list of *>> string template, prefixing a
* list with the correct form of the verb to be to match the grammatical
* number of the list (e.g. "There are a box and a glove here" or "There is
* box here").
*/
isListStr(objList)
{
if(objList.length > 1 || objList[1].plural)
prevDummy_.plural = true;
else
prevDummy_.plural = nil;
return '{prev} {is} ' + makeListStr(objList);
}
/*
* Function for use by the <<list of * is>> string template, which returns a
* formatted list followed by the appropriate form of the verb 'to be' in
* grammatical agreement with that list.
*/
listStrIs(objList)
{
return makeListStr(objList) + ' {prev} {is}';
}
/*
* Construct a printable list of strings separated by "or" conjunctions.
*/
orList(lst)
{
return genList(lst, 'or');
}
/*
* Construct a printable list of strings separated by "and" conjunctions.
*/
andList(lst)
{
return genList(lst, 'and');
}
/*
* General list constructor
*/
genList(lst, conj)
{
/* start with an empty string */
local ret = new StringBuffer();
/* combine any duplicate items in the list */
lst = mergeDuplicates(lst);
/* add each element */
local i = 1, len = lst.length();
foreach (local str in lst)
{
/* add a separator if this isn't the first item */
if (i > 1)
{
if (len == 2)
ret.append(' <<conj>> ');
else if (i == len)
ret.append(', <<conj>> ');
else
ret.append(', ');
}
/* add this item */
ret.append(str);
/* count the item */
++i;
}
/* return the string */
return toString(ret);
}
/*
* Take a list of strings of the form ['a book', 'a cat', 'a book'] and merge
* the duplicate items to return a list of the form ['two books', 'a cat']
*/
mergeDuplicates(lst)
{
/* A vector to store items that have duplicates */
local dupVec = new Vector(10);
/* The Vector we build to return the processed list */
local processedVec = new Vector(10);
/* Go through every item in our list */
foreach(local cur in lst)
{
/*
* If we've already dealt with this item (or one identical to it),
* skip over it.
*/
if(dupVec.indexOf(cur))
continue;
/* Count how many times the current item occurs in the list */
local num = lst.countWhich({x: x == cur});
/*
* If it doesn't occur more than once, simply add it to the processed
* list and continue to the next item.
*/
if(num < 2)
{
processedVec.append(cur);
continue;
}
/*
* Othewise get the appropriate plural according to the number of
* times the item appears in the list; e.g. if 'a gold coin' appears
* three times in the list, pl will be 'three gold coins'
*/
local pl = makeCountedPlural(cur, num);
{
/*
* If the makeCountedPlural() function returned the current value
* unchanged simply add it to the processed list, otherwise add
* the plural form to the processed list and the current form to
* the list of duplicated items.
*/
if(pl == cur)
processedVec.append(cur);
else
{
processedVec.append(pl);
dupVec.append(cur);
}
}
}
/* Convert the processed vector to a list and return it */
return processedVec.toList();
}
/*
* Take the string representation of a name (str) and a number (num) and
* return a string with the number spelled out and the name pluralised, e.g.
* makeCountPlural('a cat', 3) -> 'three cats' Amended to deal with the more
* complex case ('taking the coin'), 3) -> 'taking three coins'); i.e. the
* method now substitutes the number for the first occurrence of an article,
* if there is one.
*/
makeCountedPlural(str, num)
{
/* Split the string into a list of words to make it easier to manipulate */
local strList = str.split(' ');
/*
* Don't attempt to pluralize the name unless it contains the singular
* indefinite article or the definite article
*/
local idx = strList.indexWhich({s: s is in ('a', 'an', 'the')});
if(idx == nil)
return str;
/* Substitute the number for the article */
strList[idx] = spellNumber(num);
/* Look for any part of the name in parentheses */
local idx1 = strList.indexWhich({x: x.startsWith('(')});
local idx2 = strList.indexWhich({x: x.endsWith(')')});
/*
* If the name ends with a section in parentheses, pluralize the part of
* the name before the parentheses and then append the parenthetical
* section.
*/
if(idx1 != nil && idx2 != nil && idx2 >= idx1 && idx2 == strList.length)
{
local plStr = strList.sublist(1, idx1 - 1).join(' ');
local parStr = strList.sublist(idx1).join(' ');
return LMentionable.pluralNameFrom(plStr) + ' ' + parStr;
}
/* Otherwise return the entire string pluralized */
return LMentionable.pluralNameFrom(strList.join(' '));
}
/*
* Remove any definite or indefinite article that occurs at the beginning of
* txt, and return the resultant string in lower case.
*/
stripArticle(txt)
{
txt = txt.toLower();
txt = txt.findReplace(R'^(the|a|an|some) ','');
return txt;
}
/* ------------------------------------------------------------------------ */
/*
* finishGame options. We provide descriptions and keywords for the
* option objects here, because these are inherently language-specific.
*
* Note that we provide hyperlinks for our descriptions when possible.
* When we're in plain text mode, we can't show links, so we'll instead
* show an alternate form with the single-letter response highlighted in
* the text. We don't highlight the single-letter response in the
* hyperlinked version because (a) if the user wants a shortcut, they can
* simply click the hyperlink, and (b) most UI's that show hyperlinks
* show a distinctive appearance for the hyperlink itself, so adding even
* more highlighting within the hyperlink starts to look awfully busy.
*/
modify finishOptionQuit
desc = '<<aHrefAlt('quit', 'QUIT', '<b>Q</b>UIT', 'Leave the story')>>'
responseKeyword = 'quit'
responseChar = 'q'
;
modify finishOptionRestore
desc = '''<<aHrefAlt('restore', 'RESTORE', '<b>R</b>ESTORE',
'Restore a saved position')>> a saved position'''
responseKeyword = 'restore'
responseChar = 'r'
;
modify finishOptionRestart
desc = '''<<aHrefAlt('restart', 'RESTART', 'RE<b>S</b>TART',
'Start the story over from the beginning')>> the story'''
responseKeyword = 'restart'
responseChar = 's'
;
modify finishOptionUndo
desc = '''<<aHrefAlt('undo', 'UNDO', '<b>U</b>NDO',
'Undo the last move')>> the last move'''
responseKeyword = 'undo'
responseChar = 'u'
;
modify finishOptionCredits
desc = '''see the <<aHrefAlt('credits', 'CREDITS', '<b>C</b>REDITS',
'Show credits')>>'''
responseKeyword = 'credits'
responseChar = 'c'
;
modify finishOptionFullScore
desc = '''see your <<aHrefAlt('full score', 'FULL SCORE',
'<b>F</b>ULL SCORE', 'Show full score')>>'''
responseKeyword = 'full score'
responseChar = 'f'
;
modify finishOptionAmusing
desc = '''see some <<aHrefAlt('amusing', 'AMUSING', '<b>A</b>MUSING',
'Show some amusing things to try')>> things to try'''
responseKeyword = 'amusing'
responseChar = 'a'
;
modify restoreOptionStartOver
desc = '''<<aHrefAlt('start', 'START', '<b>S</b>TART',
'Start from the beginning')>> the game from the beginning'''
responseKeyword = 'start'
responseChar = 's'
;
modify restoreOptionRestoreAnother
desc = '''<<aHrefAlt('restore', 'RESTORE', '<b>R</b>ESTORE',
'Restore a saved position')>> a different saved position'''
;
/* ------------------------------------------------------------------------ */
/* English-language addition to defaultGround to give it appropriate vocab */
modify defaultGround
vocab = 'ground;;floor'
;
/* ------------------------------------------------------------------------ */
/*
* Ask for a missing noun phrase. The parser calls this when the player
* enters a command that omits a required noun phrase, such as PUT KEY or
* just TAKE.
*
* 'cmd' is the Command object. The other objects in the command, if
* any, have been resolved as much as possible when this is called.
* 'role' is the NounRole object telling us which predicate role is
* missing (DirectObject, IndirectObject, etc).
*
* [Required]
*/
askMissingNoun(cmd, role)
{
"\^<<nounRoleQuestion(cmd, role)>>?\n";
}
/*
* Ask for help with an ambiguous noun. The parser calls this when the
* player enters a noun phrase that's ambiguous, and we need to ask for
* clarification.
*
* 'cmd' is the command, 'role' is the noun phrase's role in the
* predicate (DirectObject, etc), and 'nameList' is a list of strings
* determined by the Distinguisher process.
*
* [Required]
*/
askAmbiguous(cmd, role, names)
{
/*
* For the direct object or actor role, keep it simple and just ask "which do
* you mean".
*
* For other roles, be more specific: use the basic predicate
* question for the role, so it's clear which object we're asking
* about. Replace 'what' with 'which' in these questions.
*/
local q;
if (role is in (DirectObject, ActorRole))
q = 'Which do you mean';
else
q = nounRoleQuestion(cmd, role)
.findReplace('what', 'which', ReplaceOnce);
/*
* If the option to enumerate the dimabigiation possibilites is set, then prefix every item in
* the list with a number, provided we have no more than 20 options (the parser seems unable
* to cope with more than this).
*/
if(libGlobal.enumerateDisambigOptions && names.length < 20)
{
/* Set up a new list to hold the numbered names */
local numbered_names = [];
/* The current item in the list of names */
local item;
/* For each item in the list of names, prepend its number in the list. */
for(local i in 1 .. names.length)
{
/*
* Prepend the number represented the place in the list to the name of the item in the
* list.
*/
item = '<b>(' + toString(i) + ')</b> ' + names[i];
/* Add the numbered item to the list of numbered names; */
numbered_names += item;
}
/* Copy the numbered list to the original list of names. */
names = numbered_names;
/* Note the number of available choices. */
libGlobal.disambigLen = names.length;
}
/* ask the question */
"\^<<q>>, <<orList(names)>>?\n";
}
/*
* Get the basic question for a noun role. This turns the verb around
* into a question about one of its roles. For example, for (Open,
* DirectObject), we'd return "what do you want to open". For (AttachTo
* IndirectObject), "what do you want to connect it to".
*/
nounRoleQuestion(cmd, role)
{
/* get the missing query from the verb, and split into its parts */
local q = cmd.verbProd.missingQ.split(';');
/* pull out the appropriate question */
q = q[role == DirectObject ? 1 : role == IndirectObject ? 2 : 3];
/* the implied order of the object references is dobj-iobj-acc */
local others = [DirectObject, IndirectObject, AccessoryObject];
local otheridx = 1;
/* set up the replacement function */
local f = function(match, idx, str) {
/* get the explicit or implied other-object role */
local r;
if (rexGroup(3) != nil)
{
r = rexGroup(3)[3];
r = (r == 'dobj' ? DirectObject :
r == 'iobj' ? IndirectObject :
AccessoryObject);
}
else
{
/*
* no -role suffix, so it's implied: get the next role, but
* skip the role we're asking about
*/
while ((r = others[otheridx++]) == role) ;
}
/* get the preposition, if supplied */
local prep = (rexGroup(1) != nil ? rexGroup(1)[3].substr(2) : '');
/* return the noun phrase */
return npListPronoun(rexGroup(2)[3], cmd.(r.npListProp), prep);
};
/* substitute each other-object phrase and return the result */
return q.findReplace(
R'(<lparen><alpha|space>+)?%<(it|that)(-<alpha>+)?%><rparen>?',
f).trim();
}
/*
* Announce our choice of object when askForIobj() or askForDobj() chooses the
* best match on the player's behalf. We find the section of the verbPhrase
* appropriate to the direct or indirect object (e.g. '(what)' or '(on what)')
* and replace 'what' with the object name.
*/
announceBestChoice(action, obj, role)
{
/* The string to display the object announcement */
local ann;
/* Get the verb phrase for the action */
local vp = action.verbRule.verbPhrase;
/*
* Set up a rex pattern to search for the shortest match to something in
* parentheses.
*/
local pat = R'(<lparen>.*?<rparen>)';
/* Pull out the first parenthesised section */
local rm = rexSearch(pat, vp);
/*
* If we're looking for the indirect object pull out the next
* parenthesized section
*/
if(role == IndirectObject)
rm = rexSearch(pat, vp, rm[1] + rm[2]);
/* Replace 'what' with the object name */
ann = rm[3].findReplace('what', obj.abcName(action, role));
/* Display the annoucement */
"<<ann>>\n";
}
/*
* Get the pronoun for a resolved (or partially resolved) NounPhrase list
* from a command.
*/
npListPronoun(pro, nplst, prep)
{
/*
* the prep starts with '(', it means that we should omit this role
* from queries about other roles
*/
if (prep.startsWith('('))
return '';
/* if there's no noun phrase, return nothing */
if (nplst.length() == 0)
return '';
/* if we have more than one noun phrase, it's obviously 'them' */
if (nplst.length() > 1)
return '<<prep>> them';
/* we have a single noun phrase - retrieve it */
local np = nplst[1];
/* if it explicitly refers to multiple objects, use 'them' */
if (np.matches.length() > 1 && np.isMultiple())
return '<<prep>> them';
/* run through the matches and check for genders */
local him = true, her = true, them = true;
foreach (local m in np.matches)
{
if (!m.obj.isHim)
him = nil;
if (!m.obj.isHer)
her = nil;
if (!m.obj.plural)
them = nil;
}
/* if all matches agree on a pronoun, use it, otherwise use 'it' */
if (them)
return '<<prep>> them';
if (him)
return '<<prep>> him';
if (her)
return '<<prep>> her';
else
return '<<prep>> <<pro>>';
}
/*
* The libMessages object contains a number of messages/string values needed
* by the menu system and the WebUI. It is not used for any other library
* messages.
*/
libMessages: object
/*
* Command key list for the menu system. This uses the format
* defined for MenuItem.keyList in the menu system. Keys must be
* given as lower-case in order to match input, since the menu
* system converts input keys to lower case before matching keys to
* this list.
*
* Note that the first item in each list is what will be given in
* the navigation menu, which is why the fifth list contains 'ENTER'
* as its first item, even though this will never match a key press.
*/
menuKeyList = [
['q'],
['p', '[left]', '[bksp]', '[esc]'],
['u', '[up]'],
['d', '[down]'],
['ENTER', '\n', '[right]', ' ']
]
/* link title for 'previous menu' navigation link */
prevMenuLink = '<font size=-1>Previous</font>'
/* link title for 'next topic' navigation link in topic lists */
nextMenuTopicLink = '<font size=-1>Next</font>'
/*
* main prompt text for text-mode menus - this is displayed each
* time we ask for a keystroke to navigate a menu in text-only mode
*/
textMenuMainPrompt(keylist)
{
"\bSelect a topic number, or press ‘<<
keylist[M_PREV][1]>>’ for the previous
menu or ‘<<keylist[M_QUIT][1]>>’ to quit:\ ";
}
/* prompt text for topic lists in text-mode menus */
textMenuTopicPrompt()
{
"\bPress the space bar to display the next line,
‘<b>P</b>’ to go to the previous menu, or
‘<b>Q</b>’ to quit.\b";
}
/*
* Position indicator for topic list items - this is displayed after
* a topic list item to show the current item number and the total
* number of items in the list, to give the user an idea of where
* they are in the overall list.
*/
menuTopicProgress(cur, tot) { " [<<cur>>/<<tot>>]"; }
/*
* Message to display at the end of a topic list. We'll display
* this after we've displayed all available items from a
* MenuTopicItem's list of items, to let the user know that there
* are no more items available.
*/
menuTopicListEnd = '[The End]'
/*
* Message to display at the end of a "long topic" in the menu
* system. We'll display this at the end of the long topic's
* contents.
*/
menuLongTopicEnd = '[The End]'
/*
* instructions text for banner-mode menus - this is displayed in
* the instructions bar at the top of the screen, above the menu
* banner area
*/
menuInstructions(keylist, prevLink)
{
"<tab align=right ><b>\^<<keylist[M_QUIT][1]>></b>=Quit <b>\^<<
keylist[M_PREV][1]>></b>=Previous Menu<br>
<<prevLink != nil ? aHrefAlt('previous', prevLink, '') : ''>>
<tab align=right ><b>\^<<keylist[M_UP][1]>></b>=Up <b>\^<<
keylist[M_DOWN][1]>></b>=Down <b>\^<<
keylist[M_SEL][1]>></b>=Select<br>";
}
/* show a 'next chapter' link */
menuNextChapter(keylist, title, hrefNext, hrefUp)
{
"Next: <<aHref(hrefNext, title)>>;
<b>\^<<keylist[M_PREV][1]>></b>=<<aHref(hrefUp, 'Menu')>>";
}
/*
* Standard dialog titles, for the Web UI. These are shown in the
* title bar area of the Web UI dialog used for inputDialog() calls.
* These correspond to the InDlgIconXxx icons. The conventional
* interpreters use built-in titles when titles are needed at all,
* but in the Web UI we have to generate these ourselves.
*/
dlgTitleNone = 'Note'
dlgTitleWarning = 'Warning'
dlgTitleInfo = 'Note'
dlgTitleQuestion = 'Question'
dlgTitleError = 'Error'
/*
* Standard dialog button labels, for the Web UI. These are built in
* to the conventional interpreters, but in the Web UI we have to
* generate these ourselves.
*/
dlgButtonOk = 'OK'
dlgButtonCancel = 'Cancel'
dlgButtonYes = 'Yes'
dlgButtonNo = 'No'
/* web UI alert when a new user has joined a multi-user session */
webNewUser(name) { "\b[<<name>> has joined the session.]\n"; }
/*
* Warning prompt for inputFile() warnings generated when reading a
* script file, for the Web UI. The interpreter normally displays
* these warnings directly, but in Web UI mode, the program is
* responsible, so we need localized messages.
*/
inputFileScriptWarning(warning, filename)
{
/* remove the two-letter error code at the start of the string */
warning = warning.substr(3);
/* build the message */
return warning + ' Do you wish to proceed?';
}
inputFileScriptWarningButtons = [
'&Yes, use this file', '&Choose another file', '&Stop the script']
/* Web UI inputFile error: uploaded file is too large */
webUploadTooBig = 'The file you selected is too large to upload.'
;
/*
* make an error message into a sentence, by capitalizing the first letter and
* adding a period at the end if it doesn't already have one
*/
makeSentence(msg)
{
return rexReplace(
['^<space>*[a-z]', '(?<=[^.?! ])<space>*$'], msg,
[{m: m.toUpper()}, '.']);
}
/*
* The dummy object is used to provide a {dummy} parameter in a message
* parameter substitution to provide a grammatical subject in a sentence for
* which no actual in-game subject is available; e.g. "There {dummy}{is}
* nothing here" provides a subject for {is} without displaying any text.
*/
modify dummy_
dummyName = ''
name = ''
noteName(src)
{
name = src;
}
;
/*
* pluralDummy_ provides the same function as dummy_ when a plural subject is
* required in a sentence.
*/
modify pluralDummy_
dummyName = ''
name = ''
noteName(src)
{
name = src;
}
plural = true
;
/*
* prevDummy_ is used by the {prev} message parameter substitution to enable a
* subsequent verb to agree with a previous list defined through one of the
* string templates.
*/
prevDummy_: Mentionable
dummyName = ''
name = ''
noteName(src)
{
name = src;
}
plural = true
;
/*
* When the actor has multiple verbs per sentence, we can use this to keep the expansion on
* track.
*/
actorActionContinuer_: dummy_ {
person = (gActor == nil ? 3 : gActor.person)
plural = (gActor == nil ? nil : gActor.plural)
}
/* ------------------------------------------------------------------------ */
/*
* The message parameters object. The language module must provide one
* instance of MessageParams, to fill in the language-specific list of
* parameter names and expansion functions.
*
* [Required]
*/
englishMessageParams: MessageParams
/*
* The language's general sentence order. This should be a string
* containing the letters S, V, and O in the appropriate order for
* the language. S is for Subject, V is for Verb, and O is for
* Object. For example, English is an SVO language, since the
* general order of an English sentence is Subject Verb Object.
*
* This can be left nil for languages with no prevailing sentence
* order.
*/
sentenceOrder = 'SVO'
/*
* The English parameter mappings. The base library doesn't use any
* of these directly, so parameter names and mappings are entirely up
* to the language module. The only part of the library that uses
* the parameters is the library message strings, which are all
* defined by the language module itself. Other translations are
* free to use different parameter names, and don't have to replicate
* 1-for-1 the parameters defined for English. Translations only
* have to define the parameters needed for their own library
* messages (plus any others they want to provide for use by game
* authors, of course).
*
* [Required]
*/
params = [
/* {lb} is a literal left brace */
[ 'lb', { ctx, params: '{' } ],
/* {rb} is a literal right brace */
[ 'rb', { ctx, params: '}' } ],
/* {bar} is a literal vertical bar */
[ 'bar', { ctx, params: '|' } ],
/*
* {s}, {es}, and {ies} are context-sensitive plural suffixes:
* these expand to nothing if the previous parameter was
* singular, or 's', 'es', and 'ies' if plural. If the previous
* parameter was a numeric value, 1 is singular and anything else
* is plural; if it was a Mentionable, the 'plural' property
* determines it.
*/
[ 's', { ctx, params: ctx.lastParamPlural() ? 's' : '' } ],
[ 'es', { ctx, params: ctx.lastParamPlural() ? 'es' : '' } ],
[ 'ies', { ctx, params: ctx.lastParamPlural() ? 'ies' : 'y' } ],
/* {1} through {9} substitute literal text string arguments 1-9 */
[ '1',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[1])) } ],
[ '2',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[2])) } ],
[ '3',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[3])) } ],
[ '4',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[4])) } ],
[ '5',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[5])) } ],
[ '6',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[6])) } ],
[ '7',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[7])) } ],
[ '8',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[8])) } ],
[ '9',
{ ctx, params: ctx.paramToString(ctx.noteParam(ctx.args[9])) } ],
/* {# n} - spells the number given by integer argument n (1-9) */
[ '#', { ctx, params:
spellNumber(ctx.paramToNum(ctx.noteParam(
ctx.args[toInteger(params[2])]))) } ],
/*
* {and n} - shows the list given by integer argument n (1-9) as
* a basic "and" list ("x, y, and z")
*/
[ 'and', { ctx, params:
andList(ctx.noteParam(ctx.args[toInteger(params[2])])
.mapAll({ x: ctx.paramToString(x) })) } ],
/*
* {or n} - shows the list given by integer argument n (1-9) as a
* basic "or" list ("x, y, or z")
*/
[ 'or', { ctx, params:
orList(ctx.noteParam(ctx.args[toInteger(params[2])])
.mapAll({ x: ctx.paramToString(x) })) } ],
/* {I} is the addressee's name in subjective case */
[ 'i', { ctx, params: cmdInfo(ctx, &actor, &theName, vSubject) } ],
/* {me} is the addressee's name in objective case */
[ 'me', { ctx, params: cmdInfo(ctx, &actor, &theObjName, vObject) } ],
/* {my} is a possessive adjective for the addressee */
[ 'my', { ctx, params: cmdInfo(ctx, &actor, &possAdj, vPossessive) } ],
/* {mine} is a possessive noun for the addressee */
[ 'mine', { ctx, params: cmdInfo(ctx, &actor, &possNoun, vPossessive) } ],
/* {myself} is the reflexive pronoun for the addressee */
[ 'myself', { ctx, params: cmdInfo(ctx, &actor, &reflexiveName, vObject) } ],
/* {we} is the addressee's name in subjective case */
[ 'we', { ctx, params: cmdInfo(ctx, &actor, &theName, vSubject) } ],
/* {us} is the addressee's name in objective case */
[ 'us', { ctx, params: cmdInfo(ctx, &actor, &theObjName, vObject) } ],
/* {our} is a possessive adjective for the addressee */
[ 'our', { ctx, params: cmdInfo(ctx, &actor, &possAdj, vPossessive) } ],
/* {ours} is a possessive noun for the addressee */
[ 'ours', { ctx, params: cmdInfo(ctx, &actor, &possNoun, vPossessive) } ],
/* {ourselves} is the reflexive pronoun for the addressee */
[ 'ourselves', { ctx, params: cmdInfo(ctx, &actor, &reflexiveName, vObject) } ],
/*
* {dummy} provides a singular subject for an ensuing verb without
* displaying any text
*/
[ 'dummy', { ctx, params: cmdInfo(ctx, dummy_, &dummyName, vSubject) } ],
/*
* {sing} provides a singular subject for an ensuing verb without
* displaying any text
*/
[ 'sing', { ctx, params: cmdInfo(ctx, dummy_, &dummyName, vSubject) } ],
/*
* {plural} provides a plural subject for an ensuing verb without
* displaying any text
*/
[ 'plural', { ctx, params: cmdInfo(ctx, pluralDummy_, &dummyName, vSubject) } ],
/*
* {prev} provides a singular or plural subject for an ensuing verb,
* matching the plurarity of a previous list, without displaying any
* text
*/
[ 'prev', { ctx, params: cmdInfo(ctx, prevDummy_, &dummyName, vSubject) } ],
/*
* {aac} can be used to enure multiple verbs following the same actor continue to agree in
* person and number with the actor, e.g. "{I} yell{s/ed} and {aac} drop{s/?ed} my guard
* and {aac} scream{s/ed}.
*/
[ 'aac', { ctx, params:
cmdInfo(ctx, actorActionContinuer_, &dummyName, vSubject) } ],
/*
* {here} is the addressee's location, relative to the PC's.
*
* If the actor is the PC, this translates to "here" for present
* tense, and "there" for other tenses. We use "there" for
* tenses other than the present because other tenses impose a
* distance between the narration and the events. Once the
* narration is separated from the events in time, it's
* implicitly separated in space as well. Saying "here" in the
* past tense seems to imply that the narrator is standing at a
* later time in the same spot where the events took place.
* Switching to "there" fixes this, by making the spatial locale
* of the narration indeterminate the same way the tense makes
* the temporal locale indeterminate.
*
* If the actor is an NPC, this translates to nothing at all (we
* use the special "backspace" notation to delete any preceding
* space). We could say something like "there" or "in the
* kitchen" or "where Bob is", but it usually seems more pleasing
* to say nothing at all in these cases. When another actor is
* specifically mentioned, the implication that we're talking
* about that actor's location is usually strong enough that it
* seems redundant to state it explicitly.
*/
[ 'here',
{ ctx, params:
ctx.actorIsPC() ? (Narrator.tense == Present ? 'here' : 'there') :
'\010' } ],
/*
* {then} translates to "now" if we're in the present tense,
* "then" otherwise.
*/
[ 'then',
{ ctx, params: Narrator.tense == Present ? 'now' : 'then' } ],
/*
* {now} translates to "now" if we're in the present tense,
* nothing otherwise. There are times when we want to add "now"
* to a thought, but more as a flavor particle than as a precise
* specification of time: "You can't do that now". The flavor
* particle doesn't seem to have an equivalent in other tenses,
* so it's better to just leave it out entirely: "You couldn't do
* that".
*/
[ 'now',
{ ctx, params: Narrator.tense == Present ? 'now' : '\010' } ],
/*
* {the subj obj} - name, subjective case
*. {the obj} - name, objective case
*. {the obj's} - name, possessive case
*/
[ 'the', function(ctx, params) {
if (params[2] == 'subj')
return cmdInfo(ctx, params[3], &theName, vSubject);
else if (params[2].endsWith('\'s'))
return cmdInfo(ctx, params[2].left(-2), &possAdj, vObject);
else
return cmdInfo(ctx, params[2], &theObjName, vAmbig);
}
],
/*
* {a subj obj} - aName, subjective case
*. {a obj} - name, objective case
*/
[ 'a', function(ctx, params) {
if (params[2] == 'subj')
return cmdInfo(ctx, params[3], &aName, vSubject);
else
return cmdInfo(ctx, params[2], &aName, vAmbig);
}
],
/*
* {an subj obj} - aName, subjective case
*. {an obj} - name, objective case
*/
[ 'an', function(ctx, params) {
if (params[2] == 'subj')
return cmdInfo(ctx, params[3], &aName, vSubject);
else
return cmdInfo(ctx, params[2], &aName, vAmbig);
}
],
/*
* {in obj} - the appropriate containment preposition (in, on, under
* or behind) followed by the theName of the object (e.g. 'in the
* bath')
*/
[ 'in', { ctx, params: cmdInfo(ctx, params[2], &objInName, vObject) } ],
/* {inprep obj} the objInPrep (in, on, under or behind) of obj */
['inprep' , { ctx, params: cmdInfo(ctx, params[2], &objInPrep, vObject) } ],
/*
* {into obj} - the appropriate movement preposition (inro, onto, under or
* behind) followed by the theName of the object (e.g. 'into the bath')
*/
[ 'into', { ctx, params: cmdInfo(ctx, params[2], &objIntoName, vObject) } ],
/*
* {outof obj} the appropriate exit preposition followed the theName of the obj, e.g. 'out of the
* bath'
*/
['outof', { ctx, params: cmdInfo(ctx, params[2], &objOutOfName, vObject) } ],
/* {he obj} - pronoun, subjective case */
[ 'he',
{ ctx, params: cmdInfo(ctx, params[2], &heName, vSubject) } ],
/* {she obj} - pronoun, subjective case */
[ 'she',
{ ctx, params: cmdInfo(ctx, params[2], &heName, vSubject) } ],
/* {they obj} - pronoun, subjective case */
[ 'they',
{ ctx, params: cmdInfo(ctx, params[2], &heName, vSubject) } ],
/* {him obj} - pronoun, objective case */
[ 'him',
{ ctx, params: cmdInfo(ctx, params[2], &himName, vObject) } ],
/* {them obj} - pronoun, objective case */
[ 'them',
{ ctx, params: cmdInfo(ctx, params[2], &himName, vObject) } ],
/* {her obj} - possessive adjective pronoun (my, his, her) */
[ 'her',
{ ctx, params: cmdInfo(ctx, params[2], &herName, vPossessive) } ],
/* {his obj} - possessive adjective pronoun (my, his, her) */
[ 'his',
{ ctx, params: cmdInfo(ctx, params[2], &herName, vPossessive) } ],
/* {its obj} - possessive adjective pronoun (my, his, her) */
[ 'its',
{ ctx, params: cmdInfo(ctx, params[2], &herName, vPossessive) } ],
/* {their obj} - possessive adjective pronoun (my, his, her) */
[ 'their',
{ ctx, params: cmdInfo(ctx, params[2], &herName, vPossessive) } ],
/* {hers obj} - possessive noun pronoun (mine, his, hers) */
[ 'hers',
{ ctx, params: cmdInfo(ctx, params[2], &hersName, vPossessive) } ],
/* {theirs obj} - possessive noun pronoun (mine, his, hers) */
[ 'theirs',
{ ctx, params: cmdInfo(ctx, params[2], &hersName, vPossessive) } ],
/* {herself obj} - reflexive pronouns (itself, herself, himself) */
[ 'herself',
{ ctx, params: cmdInfo(ctx, params[2], &reflexiveName, vObject) } ],
[ 'himself',
{ ctx, params: cmdInfo(ctx, params[2], &reflexiveName, vObject) } ],
[ 'itself',
{ ctx, params: cmdInfo(ctx, params[2], &reflexiveName, vObject) } ],
[ 'themselves',
{ ctx, params: cmdInfo(ctx, params[2], &reflexiveName, vObject) } ],
/*
*. {that subj obj} - demonstrative pronoun, subjective (that, those)
*. {that obj} - demonstrative pronoun, objective
*/
[ 'that', function(ctx, params) {
if (params[2] == 'subj')
return cmdInfo(ctx, params[3], &thatName, vSubject);
else
return cmdInfo(ctx, params[2], &thatObjName, vObject);
} ],
/* To Be verbs */
[ 'am', conjugateBe ],
[ 'are', conjugateBe ],
[ 'is', conjugateBe ],
[ 'isn\'t', conjugateIsnt ],
[ 'aren\'t', conjugateIsnt ],
[ 'amn\'t', conjugateIsnt ],
[ '\'m', conjugateIm ],
[ '\'re', conjugateIm ],
[ '\'s', conjugateIm ],
[ 'was', conjugateWas],
[ 'were', conjugateWas],
[ 'wasn\'t', conjugateWasnt],
[ 'weren\'t', conjugateWasnt],
[ 'wasnot', conjugateWasnot],
[ 'werenot', conjugateWasnot],
/* {don't <verb>} - the second token is the verb infinitive */
[ 'don\'t', conjugateDont ],
[ 'doesn\'t', conjugateDont ],
[ 'doesnot', conjugateDoNot],
[ 'donot', conjugateDoNot],
/* Have verbs */
['\'ve', conjugateIve ],
['haven\'t', conjugateHavnt ],
['hasn\'t', conjugateHavnt ],
['havenot', conjugateHavenot ],
['hasnot', conjugateHavenot ],
/* {can}, {cannot}, {can't} */
[ 'can', { ctx, params: conjugateCan(
ctx, params, conjugateBe, 'can', 'could') } ],
[ 'cannot', { ctx, params: conjugateCan(
ctx, params, conjugateBeNot, 'cannot', 'could not') } ],
[ 'can\'t', { ctx, params: conjugateCan(
ctx, params, conjugateIsnt, 'can\'t', 'couldn\'t') } ],
/* {must <verb>} - the second token is a verb infinitive */
[ 'must', { ctx, params: conjugateMust(ctx, params) } ],
[ 'actionliststr', {ctx, params: gActionListStr } ],
/* conj <verb> <type> congugate a regular verb */
['conj', {ctx, params: conjugateRegular(ctx, params) } ]
]
/*
* Check for reflexives in cmdInfo. This is called when we see a
* noun phrase being used as an object of the verb (i.e., in a role
* other than as the subject of the verb). If appropriate, we can
* return a reflexive pronoun instead of the noun we'd normally
* generate. If no reflexive is required, we return nil, and the
* caller will use the normal noun or pronoun instead.
*/
cmdInfoReflexive(ctx, srcObj, objProp)
{
/*
* if this object has already been used in the sentence in an
* objective role, use a reflexive pronoun instead
*/
/*
* Note, this seems to produce rather odd results, so I'll try
* commenting it out.
*/
if (ctx.reflexiveAnte.indexOf(srcObj) != nil)
return srcObj.pronoun().reflexive.name;
/* it's not reflexive - use the normal noun or pronoun */
return nil;
}
/*
* On construction, fill in the verb parameters from CustomVocab
* objects.
*/
construct()
{
/* create the verb form table */
verbTab = new LookupTable(128, 256);
/* add the verb parameters for all CustomVocab objects */
forEachInstance(CustomVocab, function(cv) {
/* set up a vector for the mapping */
local vec = new Vector(cv.verbParams.length() * 2);
/* set up a mapping for each verb */
foreach (local p in cv.verbParams)
{
/* tokenize the verb conjugation string */
local toks = p.split('/').mapAll({ s: s.trim() });
/*
* if there are only three elements (infinite, present3,
* and past), the participle is identical to the past
*/
if (toks.length() == 3)
toks += toks[3];
/* add the verb forms to the verb table */
verbTab[toks[1]] = toks;
verbTab[toks[2]] = toks;
/*
* in the main parameters table, point the verb to the
* generic regular verb conjugator
*/
vec.append([toks[1], conjugate]);
vec.append([toks[2], conjugate]);
}
/* add all of the verb mappings to our parameter list */
params += vec;
});
/*
* Do the base class construction. Note that we had to wait to
* do this *after* we scan the CustomVocab objects, because the
* inherited constructor will populate the param table from the
* param list.
*/
inherited();
}
/* verb table - we build this at preinit from the verb parameters */
verbTab = nil
/*
* Word-ending letter combinations that are awkward to follow with a
* contracted verb such a 've.
*/
sLetters = ['s', 'x', 'z', 'sh', 'ch']
/*
* Does nam end with one of the letter combinations in sLetters, in which
* case it's awkward to follow it with a contraction.
*/
awkwardEnding(nam)
{
return sLetters.indexWhich({lts: nam.endsWith(lts)})!= nil;
}
;
/*
* Regular verb conjugator. This takes the list of CustomVocab
* verbParmas tokens built during preinit, and returns the
* appropriate conjugation for the subject and tense.
*/
conjugate(ctx, params)
{
/* get the list of forms for the verb */
local toks = englishMessageParams.verbTab[params[1]];
if (toks == nil)
return nil;
/*
* get the present tense index: third-person singular has the second
* slot, all other forms have the first slot
*/
local idx = ctx.subj.plural || ctx.subj.person != 3 ? 1 : 2;
switch (Narrator.tense)
{
case Present:
/* "I go"/"he goes" - return the appropriate present token */
return toks[idx];
case Past:
/* "I went" - all persons and numbers use the same past form */
return toks[3];
case Perfect:
/* "I have gone" - "have" plus the participle */
return ['have ', 'has '][idx] + toks[4];
case PastPerfect:
/* "I had gone" - "had" plus the participle */
return 'had <<toks[4]>>';
case Future:
/* "I will go" - "will" plus the infinitive */
return 'will <<toks[1]>>';
case FuturePerfect:
/* "I will have gone" - "will have" plus the participle */
return 'will have <<toks[4]>>';
}
return nil;
}
/*
* Language specific adjustments to a string applied before the message
* processor looks for parameter substitutions. Here we scan txt for sequences
* like 'verb{s/d}' and convert them to '{conj verb s/d}', which the parameter
* substitution mechanism can then deal with.
*/
langAdjust(txt)
{
if(txt == nil)
return '';
for(;;)
{
local rf = rexSearch(
R'<lbrace>(s/d|s/ed|es/ed|ies/ied|s/<question>ed)<rbrace>',
txt);
if(rf == nil)
break;
local idx = rf[1];
local str = rf[3];
local rootStart = idx;
while(rootStart > 1)
{
if(txt.substr(--rootStart, 1) is in (' ', '}'))
break;
}
local verbRoot = txt.substr(rootStart + 1, idx - rootStart - 1);
txt = txt.findReplace(verbRoot+str, '{conj ' + verbRoot + ' '
+ str.substr(2));
}
return txt;
}
/* Conjugate a regular verb */
conjugateRegular(ctx, params)
{
local thirdPresentEnding = '';
local participleEnding = '';
local root = params[2];
switch(params[3])
{
case 's/d':
thirdPresentEnding = 's';
participleEnding = 'd';
break;
case 's/ed':
thirdPresentEnding = 's';
participleEnding = 'ed';
break;
case 'es/ed':
thirdPresentEnding = 'es';
participleEnding = 'ed';
break;
case 'ies/ied':
thirdPresentEnding = 'ies';
participleEnding = 'ied';
if(root.endsWith('y'))
root = root.substr(1, root.length - 1);
else
params[2] = root + 'y';
break;
case 's/?ed':
thirdPresentEnding = 's';
participleEnding = root.substr(root.length, 1) + 'ed';
break;
}
switch (Narrator.tense)
{
case Present:
return !ctx.subj.plural && ctx.subj.person == 3 ? root +
thirdPresentEnding : params[2];
case Past:
return root + participleEnding;
case Perfect:
return (!ctx.subj.plural && ctx.subj.person == 3 ? 'has ' : 'have ') +
root + participleEnding;
case PastPerfect:
return 'had ' + root + participleEnding;
case Future:
return (ctx.subj.person == 1 ? 'shall ' : 'will ') + params[2];
case FuturePerfect:
return (ctx.subj.person == 1 ? 'shall have ' : 'will have ') + params[2];
}
return nil;
}
/*
* Form the past participle of a verb, which may either be given in the form
* xxx, in which case we assume it's an irregular verb to be looked up in the
* table of irregular verbs, or in the form xxx[y/z], in which case we assume
* it's a regular verb to be conjugated according to the [y/z] ending.
*/
pastParticiple(verb)
{
local b1 = verb.find('[');
local b2 = verb.find(']');
if(b1 != nil && b2 != nil && b2 > b1)
{
local stem = verb.substr(1, b1 - 1);
local suffix = verb.substr(b1 + 1, b2 - b1 - 1);
local dash = suffix.find('/');
local ending = suffix;
if(dash)
{
ending = suffix.substr(dash + 1, suffix.length - 2);
}
if(ending.startsWith('?'))
{
stem = stem + stem.substr(-1, 1);
ending = ending.substr(2);
}
return stem + ending;
}
else
return englishMessageParams.verbTab[verb][4];
}
/*
* Conjugate "to be". This is a handler function for message parameter
* expansion, for the "be" verb parameters ({am}, {is}, {are}).
*/
conjugateBe(ctx, params)
{
/*
* get the present/past conjugation index for the grammatical person
* and number: [I am, you are, he/she/it is, we are, you are, they
* are]
*/
local idx = ctx.subj.plural ? 4 : ctx.subj.person;
/*
* for other tenses, the conjugation boils down to at most two
* options: third person singular and everything else
*/
local idx2 = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
return ['am', 'are', 'is', 'are'][idx];
case Past:
return ['was', 'were', 'was', 'were'][idx];
case Perfect:
return ['have been', 'has been'][idx2];
case PastPerfect:
return 'had been';
case Future:
return 'will be';
case FuturePerfect:
return 'will have been';
}
return nil;
}
/*
* Conjugate "to be" in negative senses. This is a handler function for
* message parameter expansion, for auxiliaries with negative usage
* (cannot, will not, etc).
*/
conjugateBeNot(ctx, params)
{
/*
* get the present/past conjugation index for the grammatical person
* and number: [I am, you are, he/she/it is, we are, you are, they
* are]
*/
local idx = ctx.subj.plural ? 4 : ctx.subj.person;
/*
* for other tenses, the conjugation boils down to at most two
* options: third person singular and everything else
*/
local idx2 = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
return '<<['am', 'are', 'is', 'are'][idx]>> not';
case Past:
return '<<['was', 'were', 'was', 'were'][idx]>> not';
case Perfect:
return ['have not been', 'has not been'][idx2];
case PastPerfect:
return 'had not been';
case Future:
return 'will not be';
case FuturePerfect:
return 'will not have been';
}
return nil;
}
/*
* Conjugate "isn't". This is a handler function for message parameter
* expansion, for the "be" verb parameters with "not" contractions ({am
* not}, {isn't}, {aren't}).
*/
conjugateIsnt(ctx, params)
{
/*
* get the present/past conjugation index for the grammatical person
* and number: [I am, you are, he/she/it is, we are, you are, they
* are]
*/
local idx = ctx.subj.plural ? 4 : ctx.subj.person;
/*
* for other tenses, the conjugation boils down to at most two
* options: third person singular and everything else
*/
local idx2 = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
return ['am not', 'aren\'t', 'isn\'t', 'aren\'t'][idx];
case Past:
return ['wasn\'t', 'weren\'t', 'wasn\'t', 'weren\'t'][idx];
case Perfect:
return ['haven\'t been', 'hasn\'t been'][idx2];
case PastPerfect:
return 'hadn\'t been';
case Future:
return 'won\'t be';
case FuturePerfect:
return 'won\'t have been';
}
return nil;
}
/*
* Conjugate "to be" contractions - I'm, you're, he's, she's, etc. This
* is a handler function for message parameter expansion, for the "be"
* verb parameters with contraction ({I'm}, {he's}, {you're}).
*/
conjugateIm(ctx, params)
{
/*
* get the present/past conjugation index for the grammatical person
* and number: [I am, you are, he/she/it is, we are, you are, they
* are]
*/
local idx = ctx.subj.plural ? 4 : ctx.subj.person;
/*
* for other tenses, the conjugation boils down to at most two
* options: third person singular and everything else
*/
local idx2 = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
return ['\'m', '\'re', '\'s', '\'re'][idx];
case Past:
return [' was', ' were', ' was', ' were'][idx];
case Perfect:
return ['\'ve been', '\'s been'][idx2];
case PastPerfect:
return '\'d been';
case Future:
return '\'ll be';
case FuturePerfect:
return '\'ll have been';
}
return nil;
}
/*
* Conjugate the past tense of "to be" where we want to use the past tense in
* a present context (e.g. "You can see that Kilroy was here. "). This is a
* handler function for {was} or {were}.
*/
conjugateWas(ctx, params)
{
switch (Narrator.tense)
{
case Present:
return ctx.subj.plural || ctx.subj.person == 2 ? 'were' : 'was';
case Past:
case Perfect:
case PastPerfect:
return 'had been';
case Future:
case FuturePerfect:
return 'will have been';
}
return nil;
}
conjugateWasnt(ctx, params)
{
switch (Narrator.tense)
{
case Present:
return ctx.subj.plural || ctx.subj.person == 2 ? 'weren\'t' : 'wasn\'t';
case Past:
case Perfect:
case PastPerfect:
return 'hadn\'t been';
case Future:
case FuturePerfect:
return 'won\'t have been';
}
return nil;
}
conjugateWasnot(ctx, params)
{
switch (Narrator.tense)
{
case Present:
return ctx.subj.plural || ctx.subj.person == 2 ? 'were not' : 'was not';
case Past:
case Perfect:
case PastPerfect:
return 'had not been';
case Future:
case FuturePerfect:
return 'will not have been';
}
return nil;
}
/*
* Conjugate 've (contraction of have). After some words it's better not to
* contract (e.g. Liz's or Jesus'd is a a bit awkward) so we use the full
* 'have' or 'had' form for such subjects and the contracted form otherwise.
*/
conjugateIve(ctx, params)
{
local fullForm = englishMessageParams.awkwardEnding(ctx.subj.name);
switch (Narrator.tense)
{
case Present:
if(fullForm)
return !ctx.subj.plural && ctx.subj.person == 3 ? ' has' : ' have';
else
return !ctx.subj.plural && ctx.subj.person == 3 ? '\'s' : '\'ve';
case Past:
case Perfect:
case PastPerfect:
return fullForm ? ' had' : '\'d';
case Future:
case FuturePerfect:
return fullForm ? ' will have' : '\'ll have';
}
return nil;
}
/* Conjugate haven\'t (contracted have not) */
conjugateHavnt(ctx, params)
{
switch (Narrator.tense)
{
case Present:
return !ctx.subj.plural && ctx.subj.person == 3 ? 'hasn\'t'
: 'haven\'t';
case Past:
case Perfect:
case PastPerfect:
return 'hadn\'t';
case Future:
case FuturePerfect:
return 'won\'t have' ;
}
return nil;
}
conjugateHavenot(ctx, params)
{
switch (Narrator.tense)
{
case Present:
return !ctx.subj.plural && ctx.subj.person == 3 ? 'has not'
: 'have not';
case Past:
case Perfect:
case PastPerfect:
return 'had not';
case Future:
case FuturePerfect:
return 'will not have' ;
}
return nil;
}
/*
* Conjugate "don't" plus a verb. "Don't" is always an auxiliary in
* English, and has an irregular structure in different tenses. The
* second token in the {don't x} phrase is the main verb we're
* auxiliarizing.
*/
conjugateDont(ctx, params)
{
/* get the present index - don't vs doesn't */
local idx = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* get the infinitive form by splitting off any [x/y] ending */
local inf = params[2].split('[')[1];
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
/* I don't see that here */
return ['don\'t ', 'doesn\'t '][idx] + inf;
case Past:
/* I didn't see that here */
return 'didn\'t <<inf>>';
case Perfect:
/* I don't see -> I haven't seen */
return ['haven\'t ', 'hasn\'t '][idx]
+ pastParticiple(params[2]);
//
case PastPerfect:
/* I don't see -> I hadn't seen */
return 'hadn\'t <<pastParticiple(params[2])>>';
case Future:
/* I don't see -> I won't see */
return 'won\'t <<inf>>';
case FuturePerfect:
/* I don't see -> I won't have seen */
return 'won\'t have <<pastParticiple(params[2])>>';
}
return nil;
}
/*
* Conjugate "do not" plus a verb. "Do not" is always an auxiliary in
* English, and has an irregular structure in different tenses. The
* second token in the {donot x} phrase is the main verb we're
* auxiliarizing.
*/
conjugateDoNot(ctx, params)
{
/* get the present index - don't vs doesn't */
local idx = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
/* get the infinitive form by splitting off any [x/y] ending */
local inf = params[2].split('[')[1];
/* look up the conjugation in the current tense */
switch (Narrator.tense)
{
case Present:
/* I do not see that here */
return ['do not ', 'does not '][idx] + inf;
case Past:
/* I did not see that here */
return 'did not <<inf>>';
case Perfect:
/* I do not see -> I have not seen */
return ['have not ', 'has not '][idx]
+ pastParticiple(params[2]);
//
case PastPerfect:
/* I do not see -> I had not seen */
return 'had not <<pastParticiple(params[2])>>';
case Future:
/* I do not see -> I will not see */
return 'will not <<inf>>';
case FuturePerfect:
/* I do not see -> I will not have seen */
return 'will not have <<pastParticiple(params[2])>>';
}
return nil;
}
/*
* Conjugate 'can', 'can\'t', or 'cannot'. In the present, these are
* variations on "I can"; in the past, "I could"; in all other tenses,
* these change to conjugations of "to be able to": I have been able to,
* I had been able to, I will be able to, I will have been able to.
*/
conjugateCan(ctx, params, beFunc, present, past)
{
switch (Narrator.tense)
{
case Present:
return present;
case Past:
return past;
case Perfect:
case PastPerfect:
case Future:
case FuturePerfect:
return '<<beFunc(ctx, params)>> able to ';
}
return nil;
}
/*
* Conjugate "must" plus a verb. In the present, this is "I must <x>";
* in other tenses, this is a conjugation of "to have to <x>": I had to
* <x>, I have to have <xed>, I had to have <xed>, I will have to <x>, I
* will have to have <xed>.
*/
conjugateMust(ctx, params)
{
local inf = params[2].split('[')[1];
local part = pastParticiple(params[2]);
local idx = ctx.subj.person == 3 && !ctx.subj.plural ? 2 : 1;
switch (Narrator.tense)
{
case Present:
return 'must <<inf>>';
case Past:
return 'had to <<inf>>';
case Perfect:
return ['have to have ', 'has to have '][idx] + part;
case PastPerfect:
return 'had to have <<part>>';
case Future:
return 'will have to <<inf>>';
case FuturePerfect:
return 'will have to have <<part>>';
}
return nil;
}
/*
* Language-specific modifications to Action classes principally to enable the
* construction of implicit action announcements.
*/
modify Action
getVerbPhrase(inf, ctx)
{
/*
* parse the verbPhrase into the parts before and after the
* slash, and any additional text following the slash part
*/
rexMatch('(.*)/(<alphanum|-|squote>+)(.*)', verbRule.verbPhrase);
/* return the appropriate parts */
if (inf)
{
/*
* infinitive - we want the part before the slash, plus the
* extra prepositions (or whatever) after the switched part
*/
return rexGroup(1)[3] + rexGroup(3)[3];
}
else
{
/* participle - it's the part after the slash */
return rexGroup(2)[3] + rexGroup(3)[3];
}
}
/*
* Flag - do we want to show implicit action reports for this action? By
* default we do.
*/
reportImplicitActions = true
/*
* Construct the announcement of an implicit action according to whether
* the implict action succeeds (success = true) or fails (success = nil)
*
* [Required]
*/
buildImplicitActionAnnouncement(success, clearReports = true)
{
/*
* If we don't want to show implicit action reports for this action,
* then don't do anything at all here; simply return an empty string
* at once.
*/
if(!reportImplicitActions)
return '';
local rep = '';
local cur;
/*
* If the current action is an implicit action, add it to the list of
* implicit action reports, either in the participle form if it's a
* success (e.g. 'opening the door') or in the infinitive form
* preceded by 'trying' if it's a failure (e.g. 'trying to open the
* door')
*/
if(isImplicit)
{
cur = implicitAnnouncement(success);
if(cur != nil)
gCommand.implicitActionReports += cur;
}
/*
* If this implicit action failed we need to report this implicit
* action. If we're not an implicit action we need to report the
* previous set of implicit actions, if there are any.
*/
if((success == nil || !isImplicit) &&
gCommand.implicitActionReports.length > 0)
{
local lst = mergeDuplicates(gCommand.implicitActionReports);
/*
* Begin our report with an opening parenthesis and the word
* 'first'
*/
rep = BMsg(implicit action report start, '(first ');
/*
* Then go through all the implicit action reports on the current
* Command object, adding them to our report string.
*/
for (cur in lst, local i = 1 ;; ++i)
{
rep += cur;
/*
* if we haven't reached the last report, add ', then ' to
* separate one report from the next
*/
if(i < lst.length)
rep += BMsg(implicit action report separator, ' then ');
}
if(clearReports)
/* We're done with this list of reports, so clear them out */
gCommand.implicitActionReports = [];
/* Return the completed implicit action report */
return rep + BMsg(implicit action report terminator, ')\n');
}
/*
* if we don't need to report anything, return an empty string, since
* this routine may have been called speculatively to see if there was
* anything to report.
*/
return '';
}
/*
* Return a string giving the implicit action announcement for the current
* action according to whether it's a success (e.g. "taking the spoon") or
* a failure (e.g. "trying to take the spoon"). We make this a separate
* method to make it a little easier for game code to customize implicit
* action announcements.
*
* A return value of nil will suppress the implicit action report for this
* action altogeher.
*/
implicitAnnouncement(success)
{
return success ? getVerbPhrase(nil, nil) :
BMsg(implicit action report failure, 'trying to ')
+ getVerbPhrase(true, nil);
}
/* add a space prefix/suffix to a string if the string is non-empty */
spPrefix(str) { return (str == '' ? str : ' ' + str); }
spSuffix(str) { return (str == '' ? str : str + ' '); }
/*
* Announce an object (for use to introduce a report on what an action
* does to particular object when it's one of a number of objects the
* actions is acting upon)
*/
announceObject(obj)
{
"<.announceObj><<obj.name>>:<./announceObj> ";
}
;
modify TAction
/* get the verb phrase in infinitive or participle form */
getVerbPhrase(inf, ctx)
{
local dobj;
local dobjText;
local dobjIsPronoun;
local ret;
/* get the direct object */
dobj = curDobj;
/* Assume the direct object is not a pronoun */
dobjIsPronoun = nil;
/* get the direct object name */
dobjText = dobj.theName;
/* get the phrasing */
ret = getVerbPhrase1(inf, verbRule.verbPhrase, dobjText, dobjIsPronoun);
/* return the result */
return ret;
}
/*
* Given the text of the direct object phrase, build the verb phrase
* for a one-object verb. This is a class method that can be used by
* other kinds of verbs (i.e., non-TActions) that use phrasing like a
* single object.
*
* 'inf' is a flag indicating whether to use the infinitive form
* (true) or the present participle form (nil); 'vp' is the
* verbPhrase string; 'dobjText' is the direct object phrase's text;
* and 'dobjIsPronoun' is true if the dobj text is rendered as a
* pronoun.
*/
getVerbPhrase1(inf, vp, dobjText, dobjIsPronoun)
{
local ret;
local dprep;
local vcomp;
/*
* parse the verbPhrase: pick out the 'infinitive/participle'
* part, the complementizer part up to the '(what)' direct
* object placeholder, and any preposition within the '(what)'
* specifier
*/
rexMatch('(.*)/(<alphanum|-|squote>+)(.*) '
+ '<lparen>(.*?)<space>*?<alpha>+<rparen>(.*)',
vp);
/* start off with the infinitive or participle, as desired */
if (inf)
ret = rexGroup(1)[3];
else
ret = rexGroup(2)[3];
/* get the prepositional complementizer */
vcomp = rexGroup(3)[3];
/* get the direct object preposition */
dprep = rexGroup(4)[3];
/*
* if the direct object is not a pronoun, put the complementizer
* BEFORE the direct object (the 'up' in "PICKING UP THE BOX")
*/
if (!dobjIsPronoun)
ret += spPrefix(vcomp);
/* add the direct object preposition */
ret += spPrefix(dprep);
/* add the direct object, using the pronoun form if applicable */
ret += ' ' + dobjText;
/*
* if the direct object is a pronoun, put the complementizer
* AFTER the direct object (the 'up' in "PICKING IT UP")
*/
if (dobjIsPronoun)
ret += spPrefix(vcomp);
/*
* if there's any suffix following the direct object
* placeholder, add it at the end of the phrase
*/
ret += rexGroup(5)[3];
/* return the complete phrase string */
return ret;
}
;
modify TIAction
/* get the verb phrase in infinitive or participle form */
getVerbPhrase(inf, ctx)
{
local dobj, dobjText, dobjIsPronoun;
local iobj, iobjText;
local ret;
/* get the direct object information */
dobj = curDobj;
dobjText = dobj.theName;
dobjIsPronoun = nil;
/* get the indirect object information */
iobj = curIobj;
iobjText = (iobj != nil ? iobj.theName : nil);
/* get the phrasing */
ret = getVerbPhrase2(inf, verbRule.verbPhrase,
dobjText, dobjIsPronoun, iobjText);
/* return the result */
return ret;
}
/*
* Get the verb phrase for a two-object (dobj + iobj) phrasing. This
* is a class method, so that it can be reused by unrelated (i.e.,
* non-TIAction) classes that also use two-object syntax but with
* other internal structures. This is the two-object equivalent of
* TAction.getVerbPhrase1().
*/
getVerbPhrase2(inf, vp, dobjText, dobjIsPronoun, iobjText)
{
local ret;
local vcomp;
local dprep, iprep;
/* parse the verbPhrase into its component parts */
rexMatch('(.*)/(<alphanum|-|squote>+)(?:<space>+(<^lparen>*))?'
+ '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>'
+ '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>',
vp);
/* start off with the infinitive or participle, as desired */
if (inf)
ret = rexGroup(1)[3];
else
ret = rexGroup(2)[3];
/* get the complementizer */
vcomp = (rexGroup(3) == nil ? '' : rexGroup(3)[3]);
/* get the direct and indirect object prepositions */
dprep = rexGroup(4)[3];
iprep = rexGroup(5)[3];
/*
* add the complementizer BEFORE the direct object, if the
* direct object is being shown as a full name ("PICK UP BOX")
*/
if (!dobjIsPronoun)
ret += spPrefix(vcomp);
/*
* add the direct object and its preposition, using a pronoun if
* applicable
*/
ret += spPrefix(dprep) + ' ' + dobjText;
/*
* add the complementizer AFTER the direct object, if the direct
* object is shown as a pronoun ("PICK IT UP")
*/
if (dobjIsPronoun)
ret += spPrefix(vcomp);
/* if we have an indirect object, add it with its preposition */
if (iobjText != nil)
ret += spPrefix(iprep) + ' ' + iobjText;
/* return the result phrase */
return ret;
}
;
/* -------------------------------------------------------------------------- */
/*
* English-language modifications to the various pronoun objects to provide
* them with an appropriate English name in their prep properties.
*/
modify LocType
prep = ''
intoPrep = prep
;
modify In
prep = 'in'
intoPrep = 'into'
;
modify Outside
prep = 'part of'
;
modify On
prep = 'on'
intoPrep = 'into'
;
modify Under
prep = 'under'
;
modify Behind
prep = 'behind'
;
modify Held
prep = 'held by'
;
modify Worn
prep = 'worn by'
;
modify Into
prep = 'into'
;
modify OutOf
prep = 'out of'
;
modify Down
prep = 'down'
;
modify Up
prep = 'up';
;
modify Through
prep = 'through';
;
modify Carrier
prep = 'borne by'
;
/*
* [must define] The language-specific part of CommandTopicHelper. */
property myAction;
class LCommandTopicHelper: object
/*
* builds the action phrase of the command, e.g. 'jump', 'take the red
* ball', 'put the blue ball in the basket'. This can be used to help
* construct the player char's command to the actor in the topic response,
* e.g. "<q>\^<<actionPhrase>>!</q> you cry. "
*/
actionPhrase()
{
if(myAction == nil || myAction.verbRule == nil)
return 'do something';
/*
* Find the longest grammar template that starts with the same word at
* the verb phrase. This is likely to be the most complete version in
* a reasonably canonical form.
*
*/
local txt = '';
/*
* Obtain the verb from the first part of the verbPhrase of the
* verbRule of the action matched by this CommandTopic.
*/
local verb = myAction.verbRule.verbPhrase.split('/')[1];
/*
* Go through all the grammar templates associated with the action
* matched by this CommandTopic and pick out the longest one that
* starts with the verb we've just identified; we'll take this to be
* the 'canonical' form (as a rough rule of thumb this works
* reasonably well)
*/
foreach(local cur in myAction.grammarTemplates)
{
if(cur.length > txt.length && cur.startsWith(verb))
txt = cur;
}
/*
* If the matched action has a direct object, replace the string
* 'dobj' in our txt string with the name of the direct object
*/
if(myAction.curDobj != nil)
txt = txt.findReplace('(dobj)', getName(myAction.curDobj));
/*
* If the matched action has an indirect object, replacc the string
* 'iobj' in our txt string with the name of the indirect object
*/
if(myAction.curIobj != nil)
txt = txt.findReplace('(iobj)', getName(myAction.curIobj));
if(gCommand.verbProd.dirMatch)
txt = txt.findReplace('(direction)',
gCommand.verbProd.dirMatch.dir.name);
return txt;
}
/*
* Get the appropriate name for an object to use the action phrase of a
* CommandTopic.
*/
getName(obj)
{
/* If the object is the player character, it should appear as 'me' */
if(obj == gPlayerChar)
return 'me';
/*
* If the object is the actor to whom the command is being addressed,
* it should appear as the singular or plural form of the second
* person reflexive pronoun
*/
if(obj == gActor)
return gActor.plural ? 'yourselves' : 'yourself';
/* Otherwise just use the theName property of the object */
return obj.theName;
}
;
/* ------------------------------------------------------------------------ */
/*
* Simple yes/no confirmation. The caller must display a prompt; we'll
* read a command line response, then return true if it's an affirmative
* response, nil if not.
*/
yesOrNo()
{
/* switch to no-command mode for the interactive input */
"<.commandnone>";
/*
* Read a line of input. Do not allow real-time event processing;
* this type of prompt is used in the middle of a command, so we
* don't want any interruptions. Note that the caller must display
* any desired prompt, and since we don't allow interruptions, we
* won't need to redisplay the prompt, so we pass nil for the prompt
* callback.
*/
local str = inputManager.getInputLine(nil);
/* switch back to mid-command mode */
"<.commandmid>";
/*
* If they answered with something starting with 'Y', it's
* affirmative, otherwise it's negative. In reading the response,
* ignore any leading whitespace.
*/
return rexMatch('<space>*[yY]', str) != nil;
}
/*
* In English, Remove X might mean take it off (if we're wearing it) or take
* it (if it's simply a free-standing object). We handle this with a Doer in
* the English-specific library (a) because this ambiguity may be
* language-specific and (b) because remap is now deprecated. */
removeDoer: Doer 'remove Thing'
execAction(c)
{
if(c.dobj.wornBy == c.actor)
redirect(c, Doff, dobj: c.dobj);
else
redirect(c, Take, dobj: c.dobj);
}
;
/*
* Make putting something on a Floor object or throwing something at a Floor
* object equivalent to dropping it; since this depends on the
* English-language grammar of the actions concerned it needs to appear in the
* English-specific part of the library.
*/
putOnGroundDoer: Doer 'put Thing on Floor; throw Thing at Floor'
execAction(c)
{
/*
* The player has asked to put something on the ground, so we should
* override the actor's location's dropLocation on this occasion to
* ensure that that's where the dropped object indeed ends up
*/
local oldDropLocation;
local oldLocation;
try
{
/* Note the original dropLocation */
oldLocation = gActor.location;
oldDropLocation = oldLocation.dropLocation;
/* Change the dropLocation to the Room */
oldLocation.dropLocation = gActor.getOutermostRoom;
/* redirect the action to Drop */
redirect(c, Drop, dobj: c.dobj);
}
finally
{
/* Restore the original dropLocation */
oldLocation.dropLocation = oldDropLocation;
}
}
;
/*
* 'Get on ground' or 'stand on ground' does nothing if the player is already
* directly in a room, so in that case we just display an appropriate message;
* otherwise we take the command as equivalent to getting out of the actor's
* immediate container.
*/
getOnGroundDoer: Doer 'stand on Floor; get on Floor'
execAction(c)
{
if(gPlayerChar.location.ofKind(Room))
"{I} {am} standing on {the dobj}. ";
else
redirect(c, GetOut);
}
;
/* In English taking a path means going along it */
takePathDoer: Doer 'take PathPassage'
execAction(c)
{
redirect(c, GoThrough);
}
/*
* But this only applies if the command is actually 'take' and not a
* synonymn like 'get' or 'pick up'
*/
strict = true
/*
* Ignore an error report for this Doer in PreInit, since it only means
* that extras.t hasn't been included.
*/
ignoreError = true
;
/*
* Preparser to catch numbers entered with a decimal point, so that the
* decimal point is not treated as terminating a sentence in the command. This
* works by wrapping the number in double quote marks, so any code that wants
* to do anything with the decimal number will first have to strip off the
* quotes.
*/
decimalPreParser: StringPreParser
doParsing(str, which)
{
str = str.findReplace( R'<digit>+<period><digit>+',
{ match, index, orig: '"'+match+'"' } );
return str;
}
;
/*
* PreParser to convert a number input by the player (e.g. 1 or 2) in response to a diambiguation
* prompt into the corresponding ordinal (e.g., first or second) so that the parser will recognize
* it as choosing one of the options.
*/
disambigPreParser: StringPreParser
doParsing(str, which)
{
/*
* If we are disammguating and the option to enumerate the list of possible responsses is
* set, then see if the player has entered a number and convert it to its corresponding
* ordinal (e.g. '1' to 'first')
*/
if(which == rmcDisambig && libGlobal.enumerateDisambigOptions)
{
/* First strip our any extraneous bracekts the player may have typed. */
local str2 = str.findReplace(['(', ')'], '');
/* Then try to convert the player's input into an integer. */
local num = tryInt(str2);
/*
* If we have an integer and it's less than the number of ordinals that we define, and
* it's within the allowable range of disambig options then return the ccrresponding
* ordinal number.
*/
if(num && num <= ordinals.length && num > 0)
{
if(num <= libGlobal.disambigLen)
return ordinals[num];
"There were only <<libGlobal.disambigLen>> options.<.p>";
return nil;
}
}
/* return the original string unchanged */
return str;
}
/*
* The list of ordinal numbers. We only list the first 20 here since it seems highly unlikely
* that a player would be presented with a list of more than twelve diambiguation options. In
* any case the parser seems unable to cope with a response of more than 'twentieth'.
*/
ordinals = ['first', 'second', 'third', 'fourth' ,'fifth', 'sixth', 'seventh',
'eighth', 'ninth', 'tenth', 'eleventh', 'tweltfh', 'thirteenth', 'fourteenth',
'fifteenth', 'sixteenth', 'seventeenth', 'eighteenth', 'nineteenth',
'twentieth'
];
;
/*
* Define a LookupTable that translates the names of various enums into their string equivalents.
* This is used by the say() function to display the names of these enums. This is defined in the
* lnaguage-dependent part of the library to allow customization to other languages.
*/
enumTabObj: object
enumTab =
[
dubious -> 'dubious',
likely -> 'likely',
unlikely -> 'unlikely',
untrue -> 'untrue',
small -> 'small',
medium -> 'medium',
large -> 'large',
notLockable -> 'notLockable',
lockableWithoutKey -> 'lockableWithoutKey',
lockableWithKey -> 'lockableWithKey',
indirectLockable -> 'indirectLockable',
masculine -> 'masculine',
feminine -> 'feminine',
neuter -> 'neuter',
OpenGoal -> 'OpenGoal',
ClosedGoal -> 'ClosedGoal',
UndiscoveredGoal -> 'UndiscoveredGoal',
null -> 'null',
oneToOne -> 'oneToOne',
oneToMany -> 'oneToMany',
manyToOne -> 'manyToOne',
manyToMany -> 'manyToMany',
normalRelation -> 'normalRelation',
reverseRelation -> 'reverseRelation'
]
reverseEnumTab =
[
'dubious' -> dubious,
'likely' -> likely,
'unlikely' -> unlikely,
'untrue' -> untrue
]
/* Convert enum to corresponding string value or vice versa. */
getEnum(arg)
{
switch(dataType(arg))
{
case TypeSString:
return reverseEnumTab[arg];
case TypeEnum:
return enumTab[arg];
default:
return nil;
}
}
;
enum normalRelation, reverseRelation;
/*
* Possibly a temporary measure to replace the apostrophe in possessives in
* certain words in the player's input with a carat in order to enable
* matching vocab.
*/
/*
* Definitions for moods. We define them in the language-specific part of the library
* so that translators can use more appropriate names for their languages.
*/
DefStance(amorous, 50);
DefStance(loving, 40);
DefStance(warm, 30);
DefStance(friendly, 20);
DefStance(cordial, 10);
DefStance(neutral, 0);
DefStance(cool, -10);
DefStance(unfriendly, -20);
DefStance(hostile, -30);
DefStance(venemous, -40);
DefStance(hateful, -50);
/*
* Definitions for moods. We define them in the language-specific part of the library so that
* translators can use more appropriate names for their languages. Game code can readily define
* more moods if needs them.
*/
DefMood(neutral);
DefMood(calm);
DefMood(happy);
DefMood(euphoric);
DefMood(contented);
DefMood(sad);
DefMood(depressed);
DefMood(angry);
DefMood(furious);
DefMood(afraid);
DefMood(terrified);
DefMood(confident);
DefMood(bold);
DefMood(lonely);
DefMood(bored);
DefMood(excited);
/* By default Actors start our with neutral mood and stance. */
modify libGlobal
defaultStance = neutralStance
defaultMood = neutralMood
;
//apostropheSPreParser: StringPreParser
// doParsing(str, which)
// {
// /*
// * If we haven't created a LookupTable there aren't any words to check
// * for, so we can just return the string unaltered.
// */
// if(possTab == nil)
// return str;
//
//
// local lst = str.split(' ');
//
//
// for(local tok in lst, local i=1 ;;i++)
// {
// local aposWord = possTab[tok.toLower];
// if(aposWord != nil)
// lst[i] = aposWord;
// }
//
// return lst.join(' ');
// }
//
//
// possTab = nil
//
// addEntry(key, val)
// {
// if(possTab == nil)
// possTab = new LookupTable();
//
// possTab[key] = val;
// }
//;
Adv3Lite Library Reference Manual
Generated on 25/04/2024 from adv3Lite version 2.0