ZX Format #06
29 июля 1997
  Софт  

Toys - description editor Adeventyur - PAW (Part 2).

<b>Toys</b> - description editor Adeventyur - PAW (Part 2).
              PAW

  Technical manual

         (Continued)

music by DNK
(C) 1986 Gilsoft International Ltd.
(C) 1996 Alex ASP, Translation
_______________________________

 VI.II. Action.

1) There are 19 activities related to
small difference is the location of the facility:

GET objno If the object objno. is put on
player or a player carries it, is printed
. SM25 ("I already have the _." "I already
Is _. ") and executed NEWTEXT and DONE.
If the object objno. is not in the current
location, printed SM26 ("There isn't
one of those here. "" Such things here
, No. ") And executed NEWTEXT and DONE. If
total weight of the objects in the player, as well as worn on 
him, plus the weight object objno. exceed the maximum allowable 
weight that can lift a player (Flag 52), is printed SM43 ("The 
_ we, ighs too much for me." "_ Weighs too -A lot to me. ") And 
executed NEWTEXT and DONE. If a player is the maximum number of

objects (flag 1 is greater than or equal to the flag
37), printed ("I can't carry any more
. Things. "" I can not take more things. ")
and executed NEWTEXT and DONE. In addition,
from any of the current cycle DOALL quitting. If none of the
the above conditions, location
object objno. changes to the carried (rushing player), flag 1 
is increased by 1, and printed SM36 ("I now have the _."


  "Now I have _.").

DROP objno If the object objno. wear, printed SM24 ("I can't. 
I'm wearing the -_. "" I can not, because the _ on me. ") And

performed NEWTEXT and DONE. If the object
objno. is in the current location, but not
is put on the player and the player does not bear it,
. Printed SM49 ("I don't have the _." "Y
I was missing _. ") and executed NEWTEXT and DONE. If the 
object objno. Is not in the current location is printed SM28 . 
("I don't have one of those." "I do not have Or anything like 
that. ") And executed NEWTEXT and DONE. If the above conditions 
are not perform, the location of the object

objno. changes in the number of the current location,
flag 1 is reduced by 1 and printed SM39
- ("I've dropped the _." "We'll have with you
part, _.").

WEAR objno If the object objno. is
in the current location, but is not a player typed SM49 ("I 
don't have the / _. "" I have no _. ") and executed NEWTEXT and 
DONE. If the object objno. Already put on the player, printed 
SM29 ("I'm -Already wearing the _. "" On me already

_. ") And executed NEWTEXT and DONE. If
no player has an object objno., printed
. SM28 ("I don't have one of those." "I do not.") And executed 
NEWTEXT and DONE. If the object objno. no flag

Wearable (dress) (WR option menu object
weight (weight of object)), printed SM40
- ("I can't wear the _." "No, is not putting _."). If none of 
the above condition is not met, the location

object objno. changes to the worn (put on
per player), flag1 is reduced by 1 and printed SM37 ("I'm now 
wearing the _." 

  "Now I have _.").

REMOVE objno If an object is a player or in the current 
location, but is not on the player is printed SM50 ("I'm not 
we, aring the _." "For me there is no _."), performed NEWTEXT 
and DONE. If the object objno. not on the player's printed

. SM23 ("I'm not wearing one of those." "On
I do not. ") And executed NEWTEXT and
DONE. If the maximum number of objects
portable player (flag 1) greater than or equal
flag 37, is printed SM42 ("I can't remo, ve the _. My hands are 
full." "Not removed _. My hands are fully occupied.") executed 
NEWTEXT and DONE. If you do not, none of the above condition, 
location of the object objno. changes on carried (rushing 
player), flag 1 is increased by 1, is printed SM38 ("I've , 
Removed the _. "" I took it, and now in my hands are _.").


CREATE objno Object location objno
changes to the current number and location of the flag
1 decreases by 1 if the object carried
player.

DESTROY objno repositioning
object objno. on the not-created (not created) and flag 1 is 
reduced by 1 if the object carrying the player.


SWAP objno1 objno2 location of objects and objno1 objno2 
reversed. Flag 1 is not changed. Objno2 object becomes the 
object of the last links. 

PLACE objno locno + Object location objno. changes to the 
location locno. Flag 1 is decreased by 1 if the object

carried the player, and increases by 1 if
the object was placed in a location 254
(Object, placed in this location, receives the status carried 
(there is a player)). 

PUTO locno + Object location last reference (the object number 
is in the flag 51), changes to the location locno.

Flag of 1954 continues to point to the old
location. Flag 1 is decreased by 1 if
This object was a player, and increases by 1 if was placed in a 
location 254 (carried).


PUTIN objno locno. If the object locno. not
exists or does not have a flag container
(Container) (option C in the menu object weight
(Weight of object)), then an error occurs pa, bots program with 
a message "Ille, gal Argument" "Invalid argument". If the 
object objno. put on the player, printed SM24 ("I can't. I'm 
wearing the -_. "" I can not. I already have on _."), and 
executed NEWTEXT and DONE. If the object objno. is in the 
current location, but no player has it, and this object is not 
to It is printed SM49 ("I don't have the

/ _. "" I have no _. ") and executed NEWTEXT and DONE. If the 
object objno. No is in the current location, and a player of his

can not be held, printed SM28 ("I don't have
/ One of those. "" I do not. "), And executed NEWTEXT and DONE. 
If none of the above conditions, the location of the object 
objno. Changes to locno., Flag 1 is reduced by 1 and printed 
SM44 ("The _ is in the" "_ Now is inside stuff, wearing, 
cabbage proud name"), a description of the object locno. and 
SM51 ("."). 

TAKEOUT objno locno. If the object locno.
suschetvuet not or does not have a flag container (container) 
is an error of Programs and prints "Illegal Argument"

"Invalid argument". If the object objno.
is a player, or this object is put on it, printed SM25 ("I 
already have the . _. "" I already have a _. ") and executed

NEWTEXT and DONE. If the object objno. is in the current 
location, printed SM45 ("The _ isn't in the" "_ but not in the

pieces, whose name "), a description of the object
locno. SM51 ("."), performed NEWTEXT and
DONE. If the object objno. is neither
in the current location or in locno., printed SM52 ("There 
isn't one of those in , The "" This thing is not placed inside 
of -What do you call a word "), a description of the object

locno., SM51 ("."), and executed NEWTEXT
and DONE. If the object locno. no player has, and this object 
is not on it, and the total weight of objects, worn by the 
player and it carried by plus the weight of the object objno. 
exceed maximum lifting weight of the player (the flag

52), is printed SM43 ("The _ weighs
. Too much for me. "" For me _ weighs too, whom a lot. "), And 
executed NEWTEXT and DONE. If the maximum number of objects 
that is a player (flag 1), greater than or equal

flag 37, is printed SM27 ("I can't carry
, Any more things. "" I can not carry more
of things. ") and executed NEWTEXT and DONE.
In addition, from any of the current cycle DOALL
carried out. If you do not
None of the above conditions, the location of the object objno. 
changes to carried (carries the player), flag 1 is increased by 
1, is printed SM36 ("I now have the _. "" Now I have _.").


Note that neither PUTIN, not any TAKEOUT
make checks for the presence of an object
locno. If you need it, do it

  this test yourself.

DROPALL All items carried by a player or
worn by him placed in the current location, ie all objects are 
laid out. Flag 1 set to 0. This is for compatibility with 
earlier adventyurostroitelnymi systems. Note that the string 
DOALL 254 make this DROP ALL (Drop everything), taking into 
account all required special action.


1a) The following 6 actions are automated versions of the 
action GET, DROP, WEAR, REMOVE, PUTIN and TAKEOUT. They are 
considered automatic, because instead of

to claim the number of objects, each of
They convert a noun (adjective) 1 in the last reference object 
by scanning a table of words objects. We look for an object 
that is in one from multiple locations according to descending

priorities - see individual
descriptions of each. This search allows you to
PAW 'know' what the object is implicit in the situation where 
several objects have the same noun (when

player is not identified adjective): the current location, 
carried by the player or put on him, as well as inside the 
container when it needs to pull it off. 

 AUTOG Find your view object noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is the current location, which is the player 
that he had been wearing. For example, more likely,

that the player wants to take the object at the current 
location than what he wants to take an object that he had with

themselves or wearing on him. If an object is found, its number 
is transmitted to the action GET. If such an object exists

somewhere in the game or if a noun in the dictionary is not 
found, print SM26 ("There isn't one of those here."

"There is nothing like this."), But otherwise
printed SM8 ("I can't do that." "Do not
I can do it. "), that this object is not
available now, but there is somewhere in the
game. In two recent cases hold NEWTEXT and DONE.

 AUTOD Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that he had been wearing that in the 
current locations, ie the probability that a player

wants to put what he brings with him more than if he wants to 
put put on him a thing or one that is in the current location. 
If such an object found, its number is passed to the action of 
DROP. Otherwise, if this object exists somewhere in the game or

if the noun is not found in a dictionary, printed SM28 ("I 
don't have one , Of those. "" I do not. "). Otherwise,

printed SM8 ("I can't do that." "Do not
I can do it. "), Ie it is not available
object, but it exists in the game. In two
the latter cases are performed and NEWTEXT
DONE.

 AUTOW Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that he had been wearing that in the 
current locations, ie the probability that a player

wants to wear what he brings,
more than if he chooses to wear is
put on him a thing or one that is in the current location. If 
such an object found, its number is passed to the action WEAR. 
Otherwise, if this object exists somewhere in the game or

if the noun is not found in a dictionary, printed SM28 ("I 
don't have one , Of those. "" I do not. "). Otherwise,

printed SM8 ("I can't do that." "Do not
I can do it. "), Ie it is not available
object, but it exists in the game. In two
the latter cases are performed and NEWTEXT
DONE.

 AUTOR Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what a player he is, that in the current location, 
ie the probability that the player wants to remove what he 
brings, more What if he wants to remove what he is or what is 
in the current location. If such an object is found, its number 
is passed to the action of REMOVE. Otherwise, if the object 
exists somewhere in the game or if the noun is not found in a 
dictionary, printed . SM23 ("I'm not wearing one of those." "On

I was a nobody wore. "). Otherwise, print-remains to (" I can't 
do that. "" I can not ETS, do so. "), Ie it is unreachable 
object but it exists in the game. In the last two

cases performed NEWTEXT and DONE.

 AUTOP locno. Find your object represented by a noun 
(adjective) 1 is a table of words the objects according to the 
following priorities: what is a player that is therein, that 
the current locations, ie the probability that a player

want to put somewhere inside it,
that it brings with it more than if he
want to do with the fact that it is or that is in the current 
location. If such an object is found, then his number is passed 
to the action PUTIN. In Otherwise, if this object exists 
somewhere in the game or if a noun is not found in the 
dictionary, printing-Xia SM28 ("I don't have one of those." "Y 
I do not have this). Otherwise printed SM8 ("I can't do that." 
"I can not do it is. "), ie it is unreachable objects, but

it exists in the game. In two poslezhnih
cases performed NEWTEXT and DONE.

 AUTOT locno. Find your object represented by a noun 
(adjective) 1 is a table of words the objects according to the 
following priorities: what container that has a player that is 
therein, that in the current location, ie probability

that the player wants to get an object from
container more than if he wants
is get from the fact that he has to
are on hand, that it, or that is in the current location. If 
such an object is found, its number is passed to the action 
TAKEOUT. Otherwise, if This object exists somewhere in the game

or if a noun is not found in
dictionary, printed SM52 ("There isn't
. One of those in the "" This stuff does not contain "), a 
description of the object locno. And SM51 ("."). Otherwise, 
prints SM8 ("I can't do -That. "" I can not do it. "), Ie it

unreachable objects, but it exists in
game. In two recent cases hold NEWTEXT and DONE.

Note: no AUTOP, nor AUTOT, do not
checked for the presence of the object locno.
If you need it, implement it
amostoyatelno.

 COPYOO objno1 objno2 position of the object
objno2 established in exactly the same
as an object objno1, with the object
objno2 becomes the object of recent
links.

2) There are 4 steps to enable the various paramatram 
facilities to be installed at the flags, set of flags for 
different actions. 

 COPYOF objno. flagno. Position of the object
objno. copied to the flag flagno. This can be used to compare 
the location of the object with the contents of another flag. 
For example, the following construction - COPYOF January 1911 
SAME November 1938 - can be used to check whether there is 
whether the object 1 in the same location as the player, 
although the construction ISAT 1255 will look much better.


 COPYFO flagno. objno. Position of the object
objno. set the contents flag
flagno. Trying to copy something from
flag contains the 255 will fail
program and will receive the message "Invalid Argument" 
"Invalid argument". Setting the object does not exist location 
is allowed, as it poses no danger to PAW. 

 WHATO Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that it is that in the current 
location. This is due to distinct that each use WHATO more 
likely to be relate to those objects, which carries a player 
than to the fact that it, or are in the current location. If 
the object is found, > "(Wearing)"), and it will be

pressed to the right, if you do not fit in
current line. Then the action is DONE.

9) There are 2 steps, which carry the full output from the 
table replies or processes:


DESC will interrupt any cycle DOALL, any call to subprocess and 
make the transition to peego number is transferred to the flag 
in 1951, together with all the standard parameters of the 
current object to be passed in flags from 54


              PAW

  Technical manual

         (Continued)

music by DNK
(C) 1986 Gilsoft International Ltd.
(C) 1996 Alex ASP, Translation
_______________________________

 VI.II. Action.

1) There are 19 activities related to
small difference is the location of the facility:

GET objno If the object objno. is put on
player or a player carries it, is printed
. SM25 ("I already have the _." "I already
Is _. ") and executed NEWTEXT and DONE.
If the object objno. is not in the current
location, printed SM26 ("There isn't
one of those here. "" Such things here
, No. ") And executed NEWTEXT and DONE. If
total weight of the objects in the player, as well as worn on 
him, plus the weight object objno. exceed the maximum allowable 
weight that can lift a player (Flag 52), is printed SM43 ("The 
_ we, ighs too much for me." "_ Weighs too -A lot to me. ") And 
executed NEWTEXT and DONE. If a player is the maximum number of

objects (flag 1 is greater than or equal to the flag
37), printed ("I can't carry any more
. Things. "" I can not take more things. ")
and executed NEWTEXT and DONE. In addition,
from any of the current cycle DOALL quitting. If none of the
the above conditions, location
object objno. changes to the carried (rushing player), flag 1 
is increased by 1, and printed SM36 ("I now have the _."


  "Now I have _.").

DROP objno If the object objno. wear, printed SM24 ("I can't. 
I'm wearing the -_. "" I can not, because the _ on me. ") And

performed NEWTEXT and DONE. If the object
objno. is in the current location, but not
is put on the player and the player does not bear it,
. Printed SM49 ("I don't have the _." "Y
I was missing _. ") and executed NEWTEXT and DONE. If the 
object objno. Is not in the current location is printed SM28 . 
("I don't have one of those." "I do not have Or anything like 
that. ") And executed NEWTEXT and DONE. If the above conditions 
are not perform, the location of the object

objno. changes in the number of the current location,
flag 1 is reduced by 1 and printed SM39
- ("I've dropped the _." "We'll have with you
part, _.").

WEAR objno If the object objno. is
in the current location, but is not a player typed SM49 ("I 
don't have the / _. "" I have no _. ") and executed NEWTEXT and 
DONE. If the object objno. Already put on the player, printed 
SM29 ("I'm -Already wearing the _. "" On me already

_. ") And executed NEWTEXT and DONE. If
no player has an object objno., printed
. SM28 ("I don't have one of those." "I do not.") And executed 
NEWTEXT and DONE. If the object objno. no flag

Wearable (dress) (WR option menu object
weight (weight of object)), printed SM40
- ("I can't wear the _." "No, is not putting _."). If none of 
the above condition is not met, the location

object objno. changes to the worn (put on
per player), flag1 is reduced by 1 and printed SM37 ("I'm now 
wearing the _." 

  "Now I have _.").

REMOVE objno If an object is a player or in the current 
location, but is not on the player is printed SM50 ("I'm not 
we, aring the _." "For me there is no _."), performed NEWTEXT 
and DONE. If the object objno. not on the player's printed

. SM23 ("I'm not wearing one of those." "On
I do not. ") And executed NEWTEXT and
DONE. If the maximum number of objects
portable player (flag 1) greater than or equal
flag 37, is printed SM42 ("I can't remo, ve the _. My hands are 
full." "Not removed _. My hands are fully occupied.") executed 
NEWTEXT and DONE. If you do not, none of the above condition, 
location of the object objno. changes on carried (rushing 
player), flag 1 is increased by 1, is printed SM38 ("I've , 
Removed the _. "" I took it, and now in my hands are _.").


CREATE objno Object location objno
changes to the current number and location of the flag
1 decreases by 1 if the object carried
player.

DESTROY objno repositioning
object objno. on the not-created (not created) and flag 1 is 
reduced by 1 if the object carrying the player.


SWAP objno1 objno2 location of objects and objno1 objno2 
reversed. Flag 1 is not changed. Objno2 object becomes the 
object of the last links. 

PLACE objno locno + Object location objno. changes to the 
location locno. Flag 1 is decreased by 1 if the object

carried the player, and increases by 1 if
the object was placed in a location 254
(Object, placed in this location, receives the status carried 
(there is a player)). 

PUTO locno + Object location last reference (the object number 
is in the flag 51), changes to the location locno.

Flag of 1954 continues to point to the old
location. Flag 1 is decreased by 1 if
This object was a player, and increases by 1 if was placed in a 
location 254 (carried).


PUTIN objno locno. If the object locno. not
exists or does not have a flag container
(Container) (option C in the menu object weight
(Weight of object)), then an error occurs pa, bots program with 
a message "Ille, gal Argument" "Invalid argument". If the 
object objno. put on the player, printed SM24 ("I can't. I'm 
wearing the -_. "" I can not. I already have on _."), and 
executed NEWTEXT and DONE. If the object objno. is in the 
current location, but no player has it, and this object is not 
to It is printed SM49 ("I don't have the

/ _. "" I have no _. ") and executed NEWTEXT and DONE. If the 
object objno. No is in the current location, and a player of his

can not be held, printed SM28 ("I don't have
/ One of those. "" I do not. "), And executed NEWTEXT and DONE. 
If none of the above conditions, the location of the object 
objno. Changes to locno., Flag 1 is reduced by 1 and printed 
SM44 ("The _ is in the" "_ Now is inside stuff, wearing, 
cabbage proud name"), a description of the object locno. and 
SM51 ("."). 

TAKEOUT objno locno. If the object locno.
suschetvuet not or does not have a flag container (container) 
is an error of Programs and prints "Illegal Argument"

"Invalid argument". If the object objno.
is a player, or this object is put on it, printed SM25 ("I 
already have the . _. "" I already have a _. ") and executed

NEWTEXT and DONE. If the object objno. is in the current 
location, printed SM45 ("The _ isn't in the" "_ but not in the

pieces, whose name "), a description of the object
locno. SM51 ("."), performed NEWTEXT and
DONE. If the object objno. is neither
in the current location or in locno., printed SM52 ("There 
isn't one of those in , The "" This thing is not placed inside 
of -What do you call a word "), a description of the object

locno., SM51 ("."), and executed NEWTEXT
and DONE. If the object locno. no player has, and this object 
is not on it, and the total weight of objects, worn by the 
player and it carried by plus the weight of the object objno. 
exceed maximum lifting weight of the player (the flag

52), is printed SM43 ("The _ weighs
. Too much for me. "" For me _ weighs too, whom a lot. "), And 
executed NEWTEXT and DONE. If the maximum number of objects 
that is a player (flag 1), greater than or equal

flag 37, is printed SM27 ("I can't carry
, Any more things. "" I can not carry more
of things. ") and executed NEWTEXT and DONE.
In addition, from any of the current cycle DOALL
carried out. If you do not
None of the above conditions, the location of the object objno. 
changes to carried (carries the player), flag 1 is increased by 
1, is printed SM36 ("I now have the _. "" Now I have _.").


Note that neither PUTIN, not any TAKEOUT
make checks for the presence of an object
locno. If you need it, do it

  this test yourself.

DROPALL All items carried by a player or
worn by him placed in the current location, ie all objects are 
laid out. Flag 1 set to 0. This is for compatibility with 
earlier adventyurostroitelnymi systems. Note that the string 
DOALL 254 make this DROP ALL (Drop everything), taking into 
account all required special action.


1a) The following 6 actions are automated versions of the 
action GET, DROP, WEAR, REMOVE, PUTIN and TAKEOUT. They are 
considered automatic, because instead of

to claim the number of objects, each of
They convert a noun (adjective) 1 in the last reference object 
by scanning a table of words objects. We look for an object 
that is in one from multiple locations according to descending

priorities - see individual
descriptions of each. This search allows you to
PAW 'know' what the object is implicit in the situation where 
several objects have the same noun (when

player is not identified adjective): the current location, 
carried by the player or put on him, as well as inside the 
container when it needs to pull it off. 

 AUTOG Find your view object noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is the current location, which is the player 
that he had been wearing. For example, more likely,

that the player wants to take the object at the current 
location than what he wants to take an object that he had with

themselves or wearing on him. If an object is found, its number 
is transmitted to the action GET. If such an object exists

somewhere in the game or if a noun in the dictionary is not 
found, print SM26 ("There isn't one of those here."

"There is nothing like this."), But otherwise
printed SM8 ("I can't do that." "Do not
I can do it. "), that this object is not
available now, but there is somewhere in the
game. In two recent cases hold NEWTEXT and DONE.

 AUTOD Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that he had been wearing that in the 
current locations, ie the probability that a player

wants to put what he brings with him more than if he wants to 
put put on him a thing or one that is in the current location. 
If such an object found, its number is passed to the action of 
DROP. Otherwise, if this object exists somewhere in the game or

if the noun is not found in a dictionary, printed SM28 ("I 
don't have one , Of those. "" I do not. "). Otherwise,

printed SM8 ("I can't do that." "Do not
I can do it. "), Ie it is not available
object, but it exists in the game. In two
the latter cases are performed and NEWTEXT
DONE.

 AUTOW Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that he had been wearing that in the 
current locations, ie the probability that a player

wants to wear what he brings,
more than if he chooses to wear is
put on him a thing or one that is in the current location. If 
such an object found, its number is passed to the action WEAR. 
Otherwise, if this object exists somewhere in the game or

if the noun is not found in a dictionary, printed SM28 ("I 
don't have one , Of those. "" I do not. "). Otherwise,

printed SM8 ("I can't do that." "Do not
I can do it. "), Ie it is not available
object, but it exists in the game. In two
the latter cases are performed and NEWTEXT
DONE.

 AUTOR Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what a player he is, that in the current location, 
ie the probability that the player wants to remove what he 
brings, more What if he wants to remove what he is or what is 
in the current location. If such an object is found, its number 
is passed to the action of REMOVE. Otherwise, if the object 
exists somewhere in the game or if the noun is not found in a 
dictionary, printed . SM23 ("I'm not wearing one of those." "On

I was a nobody wore. "). Otherwise, print-remains to (" I can't 
do that. "" I can not ETS, do so. "), Ie it is unreachable 
object but it exists in the game. In the last two

cases performed NEWTEXT and DONE.

 AUTOP locno. Find your object represented by a noun 
(adjective) 1 is a table of words the objects according to the 
following priorities: what is a player that is therein, that 
the current locations, ie the probability that a player

want to put somewhere inside it,
that it brings with it more than if he
want to do with the fact that it is or that is in the current 
location. If such an object is found, then his number is passed 
to the action PUTIN. In Otherwise, if this object exists 
somewhere in the game or if a noun is not found in the 
dictionary, printing-Xia SM28 ("I don't have one of those." "Y 
I do not have this). Otherwise printed SM8 ("I can't do that." 
"I can not do it is. "), ie it is unreachable objects, but

it exists in the game. In two poslezhnih
cases performed NEWTEXT and DONE.

 AUTOT locno. Find your object represented by a noun 
(adjective) 1 is a table of words the objects according to the 
following priorities: what container that has a player that is 
therein, that in the current location, ie probability

that the player wants to get an object from
container more than if he wants
is get from the fact that he has to
are on hand, that it, or that is in the current location. If 
such an object is found, its number is passed to the action 
TAKEOUT. Otherwise, if This object exists somewhere in the game

or if a noun is not found in
dictionary, printed SM52 ("There isn't
. One of those in the "" This stuff does not contain "), a 
description of the object locno. And SM51 ("."). Otherwise, 
prints SM8 ("I can't do -That. "" I can not do it. "), Ie it

unreachable objects, but it exists in
game. In two recent cases hold NEWTEXT and DONE.

Note: no AUTOP, nor AUTOT, do not
checked for the presence of the object locno.
If you need it, implement it
amostoyatelno.

 COPYOO objno1 objno2 position of the object
objno2 established in exactly the same
as an object objno1, with the object
objno2 becomes the object of recent
links.

2) There are 4 steps to enable the various paramatram 
facilities to be installed at the flags, set of flags for 
different actions. 

 COPYOF objno. flagno. Position of the object
objno. copied to the flag flagno. This can be used to compare 
the location of the object with the contents of another flag. 
For example, the following construction - COPYOF January 1911 
SAME November 1938 - can be used to check whether there is 
whether the object 1 in the same location as the player, 
although the construction ISAT 1255 will look much better.


 COPYFO flagno. objno. Position of the object
objno. set the contents flag
flagno. Trying to copy something from
flag contains the 255 will fail
program and will receive the message "Invalid Argument" 
"Invalid argument". Setting the object does not exist location 
is allowed, as it poses no danger to PAW. 

 WHATO Find your object represented by a noun (adjective) 1
made objects in the table of words according to the following 
priorities: what is player that it is that in the current 
location. This is due to distinct that each use WHATO more 
likely to be relate to those objects, which carries a player 
than to the fact that it, or are in the current location. If 
the object is found, > "(Wearing)"), and it will be

pressed to the right, if you do not fit in
current line. Then the action is DONE.

9) There are 2 steps, which carry the full output from the 
table replies or processes:


DESC will interrupt any cycle DOALL, any call to subprocess and 
make the transition to peego number is transferred to the flag 
in 1951, together with all the standard parameters of the 
current object to be passed in flags from 54


DONE This action makes a transition to
the end of the process table and gives a signal PAW
that the action was performed, ie
nor kondakty or more lines are not expected. Refund will be 
carried back to the calling process table or the starting point 
of any active DOALL loop. 

NOTDONE This action makes a transition
at the end of the process table and gives PAW signal that no 
action was done, ie nor kondaktov or other

lines are expected. Refund will be carried back to the caller 
to the table processes or the starting point of any

active DOALL loop. This would mean that the PAW print one of 
the "I can't "" I can not. "message, if it is needed, ie, if no 
other action has not been fulfilled and no line not present in 
the connection table for the current verb.


OK Published SM15 ("OK"), then executed DONE.

11) 4 steps to record and restore the state of the game. In the 
disk version possible inessential differences. So:


SAVE at the bottom of the screen printed
Standard Spectrum'ovskoe tape message. By pressing the state of 
the game recorded on the tape, then executed DESC. If during 
the landing pressed BREAK, a transition is made to initialize. 
Shipped position involves all the information that allows 
precisely to restore the state of play, which was to the action 
of SAVE, including all flag values, the location of objects

etc.

LOAD Loads data that must
be a state of the game, from the tape, then executed DESC. When 
you press BREAK during loading or an error reading the 
transition to the initialization. When loading data, are not 
saved state of the game, will get an error reading with all the 
attendant consequences.


RAMSAVE Like SAVE this action preserves
all information concerning the state of the game, but the 
buffer memory. This buffer, of course, not eternal and will be 
destroyed when power is turned off the machine. In addition to 
all, it will also be cleared, need only return to the editor 
for PAW making any changes.


RAMLOAD flagno This action is
RAMSAVE opposite effect and allows you to restore the state of 
the game, written in the buffer memory of the machine. 
Parameter specifies the last flag that you want

recover from memory, which can be
used to prevent the recovery of certain quantities of flags. 
For example, such a design: 

RAMLO _COPYFF 30255

            RAMLOAD 254

            COPYFF 255 1930

            DESC

can be used to
did not change through the game, you need to
that a player could not use
RAMSAVE / RAMLOAD as a simple means
to reach 100% (in my opinion, this design is just the opposite
result).

Note: Unlike SAVE and LOAD, RAM
actions allowed to be executed next kondaktu. In a normal, 
sound them should always follow the DESC, because the game 
state should be restored with the position from which it was 
stored. All these actions can be used to introduce the team 
OOPS (in Russian it is something like "Oblomchik. Let's at

a step backward. "). It creates an insert in the design process 
table 2 or table of the responses that will automatically 
execute each move RAMSAVE. 

12) 2 steps, allowing the game to suspend its work on time, 
until any key is pressed: 

ANYKEY At the bottom of the screen printed
. SM16 ("Press any key to continue" "Press any key to 
continue."), Then scans the keyboard until until a key is 
pressed or not at an empty action, if his appearance was 
permitted. 

PAUSE value is suspended work on the
value / 50 seconds. If value = 0, then
is the suspension of work on the 256/50
seconds. Note that all this time, the keyboard is not queried.

13) 2 steps associated with the work of the parser (this is a 
thing to make grammar parsing sentences):


PARSE This action was designed
to talk to the characters in the game. Any string (hereinafter
they are enclosed in parenthesis pretty cute [""]), which was 
present in phrase, just introduced a player is transformed into 
a logical sentence, overwriting existing ones, which was formed 
for the preceding sentence. If it was not Enter the phrase or 
it was incorrect, PAW move to the next kondakt. Otherwise, the 
next line will considered together with the new logical

proposition, which speech directed to the characters of the 
game. Due to the fact that she overwrite the current LS, you 
can use only in the table podotvetov, which will look like:


** PARSE; Always

                         ; This line

 MESSAGE x; "They don't un
                           derstand "" They

                           do not understand. "

             DONE
word wordspisok concentration; Lyubayafraza,

             dactylo; understandable personnel; nazhu Games
__ MESSAGE x; As described

                         , Above, or any

                         And another text

There will be 2 or more causes line similar to:

SAY nameSAMEpos 38; they here?

             PROCESS y; decodes.

                             ; Speech

             DONE; LS destruction
   , Was found POE
                             ; To DONE.
SAY nameMESSAGE x; "They are

                             ; Not here! "

   , "They are here

                             , No. "

             DONE

NEWTEXT Makes disappear any remaining phrases in the current 
input line. Can use in order to prevent the continued actions 
of the player without a new entry, because it could badly 
affect the situation, for example, the action GET performs 
NEWTEXT, if it can not reach the required for any reason 
object. This is to prevent problems with the proposals of the 
type: 

GET SWORD AND KILL ORC WITH IT
Take the sword and kill the orc MI

because they attack the orc without the sword is quite 
dangerous. 

14) One operation to deal with sound:

BEEP duration pitch and duration (length) and pitch (pitch) can
vary from 0 to 255. Duration
measured in 1 / 100 sec. The magnitude of height
sound is obtained from the height that you would
used BASIC'ovskom BEEP'ed to
which must be added 60 and the resulting
divide the result by 2.

15) Several actions classified
which are quite complicated:

PROCESS procno. This powerful action switches PAW to work on a 
specific table processes. This subprocess is have the same 
features as the table, from which it was called, ie if he

was summoned from the table answers, PAW will compare verb and 
noun a logical proposal with strings as well as would do it 
with the main table. Note that this is - relny subroutine call, 
and any output from the new Spreadsheets (by DONE, OK, etc.) 
will return management to kondaktu that followed

Caller PROCESS. Subroutines can
call nested procedures, but only
to a depth of 10 levels, after which an error occurs the 
program and will receive a "Limit reached" "limit has been 
reached." 

DOALL locno + Another powerful effect
lets make the team 'ALL' 'all'.

1 - Made an attempt to find the object in
location locno. Upon failure to DOALL
abolished and executed DONE.

2 - Number of the object is translated into a noun 1 (and an 
adjective, if necessary) a logical proposal by reference to a 
table of words objects. If suschesvitelnoe (adjective) 1 
matches with a noun (adjective) 2,

going back to point 1.

So realized "Verb ALL EXCEPT object"
"Verb ALL EXCEPT object design
parser.

3 - consider the following kondakt
and / or row of the table. So effectively
The translation of "Verb All"
"Verb ALL" in "Verb object" "verb object", then what is treated 
as if would be a player entered the name of the object at the 
keyboard. 

4 - When an attempt is made to go from the current table, the 
DOALL if still active, ie has not been interrupted by the 
action, then attention returns to the PAW DOALL,

as in paragraph 1, a search facility continues with the next 
object that has the greatest number, to just considered. 

Main branch of the search method in
table of words the objects are objects
having the same description of the noun (adjective) (where the 
game itself decided what kind of object referred to by its

presence) should be checked in order of decreasing numbers of 
objects, otherwise one of them may be lost. 

Using DOALL for something such as OPEN ALL (open all)
should be made on the basis that
state of the doors are usually only
flag, so for DOALL
thus necessary to make the doors
objects.

RESET locno + This action is designed
in order to make the game, consisting of
several parts, where if the object is moved from one part to 
another, it location assigned to locations with

which player starts. All objects that can be transferred 
between the parts Games must be present (with the same 
description) in all parts of the game. Any others can be reused 
in each part. All objects that are present

in the current location are moved to the location
locno. Location locno. becomes current.
Any other objects are arranged according to table the original 
arrangement. Flags are not modified. When the whole arrangement 
ends, the action DESC. The recommended way to use is presented 
in the chapter on the games, consisting of several parts. 

EXTERN value Causes external subroutine with a parameter value. 
This thesis is to be a separate chapter. 

to be continued ...
_______________________________




Other articles:

Today in the room - the contents of the magazine.

Authors - The authors of the journal ZX-Format No.6

From the authors - the long awaited event finally happened ...

Toys - The last iron (short story on the game 48 irons).

Toys - Many Adventures of Winnie the Pooh. Part Two.

Toys - the game description The Crypt (Castle Master 2).

Toys - description editor Adeventyur - PAW (Part 1).

Toys - description editor Adeventyur - PAW (Part 2).

Toys - description editor Adeventyur - PAW (Part 3).

Toys - description editor Adeventyur - PAW (part 4).

Toys - description editor Adeventyur - PAW (Part 5).

Programmers - Beta Basic: continued talking about BASIC (Part 2).

Programmers - General Sound: Programming Guide.

Programmers - MMD - the driver. Description of the structure of the modem driver for the terminal program MMD.

Programmers - AI on B. Mednonogova. A detailed description of the "wave of the algorithm" trace (automatic calculation of optimal) path, with an example implementation at Basic.

Programmers - Artificial Intelligence. Continuation of a series of articles about "AI". General basis for finding the way to goal.

Programmers - Tr-Dos for programmers. Max Petrov concludes his story about nontraditional methods of work with the disk.

Programmers - sharing experiences: "3-colour". Description of the effect of colors on 8-point ", help to the viewer, and how many words on the conversion of images in format "3-colour".

Programmers - sharing experiences: "3-colour". A few words about converting images in the format of RGB.

Programmers - the exchange of experience: programming Multicolor effects.

IS-DOS - users: how to personalize your system IS-DOS on a specific model of ZX Spectrum-compatible PC and to perform your tasks.

IS-DOS - users: how to copy the system disk IS-DOS and stay with the dead.

IS-DOS - the programmer: a short course - programming in IS-DOS.

IS-DOS - news: new software IS-DOS.

Iron - A short story about the capabilities of the processor Z-180.

Iron - Multiviewer. Description dorabotochki allowing to measure the speed of programs to curb without climbing in the codes - an easy push of a button.

Iron - A new project the firm Peters - "Sprinter". New Spectrum-compatible PC with a new generation of Speccy.

Iron - Opinions about skorpionovskom controller IDE HDD - SMUC.

Iron - SuperSpectrum: one project Spectrum-compatible machines. Its feature is compatible with the PC.

Iron - X-Trade FAQ. Answers to frequently asked questions on the GS and XTR-modem.

Premiere - Flash tracker. Description 4-channel editor of digital music, working with SoundDrive, from the author SoundDrive - Flash Inc.

Premiere - Description of the latest version of the universal terminal program used in SpbZxNet.

Premiere - Mortal Kombat: what awaits you in the full version of the game and some comments to the demo version.

Premiere - XReversy: presentation of a new toy from the popular family of "Solve puzzle - see the picture."

Interview - An interview with one of the most famous spektrumistov - Andrew Larchenko.

It was you - The story "Absolute Power".

It was you - The story "The Road".

It was you - Lord of the teeth: a parody of a popular trilogy ...

Mail - Contact us: an e-mail Alex'a from Nizhny Tagil, exhibited in the last room at the Corner of lamer. "

Mail - Letters from readers: Andrei Yakovlev, Denis Tokarchuk, Alex Garkulim, Alexander Gordeev, Evgenii Shumilov Nitochkin Vadim, Michael Larkin.

Mail - free advertising and announcements.

Miscellaneous - Scarecrow.: Nemo talks about the place of the PC and Spectrum in the modern Russia.

Miscellaneous - Review of Nemo in the book on digital circuitry. For anyone who has ever ever been tempted to turn on the soldering iron and ...

Miscellaneous - Questionnaire: Results of our poll spektrumistov.

Miscellaneous - Competition. A brief account of our contests.

Miscellaneous - The problems of the software market: when zagnetsya Spectrum. All over whether to blame hackers?

Miscellaneous - Outlook software. A brief overview of the forthcoming software: Fast Tracker, Pro Sound Creator, Black Crow.

Miscellaneous - Outlook software. Adventyura From Beyond or outside. "

Miscellaneous - A Memoir of the Peter modem network for ZX Spectrum - SPbZXNet.

Amiga Club - Between Us, by users: a comparison of characteristics of the Amiga 1200 with the IBM PC.

Amiga Club - compare the performance of Amigo and PC. As far as Amiga relevant in today's games?


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

Similar articles:
Enlight'97 - Official comments of the organizers. Unofficial results of voting. Future.

В этот день...   6 May