ZX Format #06
29 июля 1997 |
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Toys - 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 ... _______________________________
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В этот день... 21 November