If an Object has container and open and there is inside an Object with concealed or scenery, maybe he should display: You can see a box (which is open) here." instead of “You can see a box here.”
Include "parser.h"; Include "verblib.h";
Object room "room" with description "Room" has light;
Object -> box "box" with name 'box', has container openable open;
Object -> -> apple1 "apple1" with name 'apple1', has edible concealed;
Object -> -> apple2 "apple2" with name 'apple2', has edible scenery;
Object -> box1 "box1" with name 'box1', has container openable ~open;
Object -> box2 "box2" with name 'box2', has container openable open;
Object -> box3 "box3" with name 'box3', has container openable open;
Object -> -> apple "apple" with name 'apple', has edible;
[ Initialise; location = room; ];
Include "grammar.h";
Release 1 / Serial number 140823 / Inform v6.33 Library 6/12-beta1 S
room
Room
You can see a box, a box1 (which is closed), a box2 (which is empty) and a box3 (in which
is an apple) here.
>open box
The box is already open.
>
How target LanguageLM: Open: 4 to display “nothing.” I try and i can not display the message: “, revealing nothing.”
It seems as if Object container is empty, the message displayed is: L__M(##Open, 5, noun) else L__M(##Open, 4, noun). How WriteListFrom() can be equal to 0 in LanguageLM: Open: 4?
Not sure I’m clear!?
Include "parser.h"; Include "verblib.h";
Object room "Room" with description "Room test" has light;
Object -> apple "apple" with name 'apple' has edible;
Object -> apple1 "apple1" with name 'apple1' has edible;
Object -> george "George" with name 'george' has animate male proper;
[ Initialise; location = room;];
Include "grammar.h";
Release 1 / Serial number 140823 / Inform v6.33 Library 6/12-beta1 S
Room
Room test
You can see an apple, an apple1 and George here.
>george,
>george,xyz
>george,eat xyz
>george, eat
What do you want to eat?
>xyz
>
Release 1 / Serial number 140824 / Inform v6.33 Library 6/11 S
room
Room
You can see a box (which is closed) and a box1 (which is closed) here.
>open box
>open box1
>close box
>close box1
>
Otherwise, what is the interest of keep_silent? Look at the examples in the dm4. Before , they always save the value of keep_silent.ks = keep_silent; keep_silent = true;
<Close self>; keep_silent = ks;
I was always taught when typing to put two spaces after a period, question mark, or exclaimation mark. Whether one does so or not these days is subject to much debate. There’s a compile-time option to contract these to one space after periods only or all three of these marks. I can safely leave these as-is.
Tense() call added.
Leading space added.
Trailing space added. It appears that the Library does not actually call L__M(##Insert, 10). That one is clearly intended for complaining that the bowling ball is too large to put into the pill bottle (for instance). Can you think of a way to cleanly and generally implement this or are we better off removing that response?
I thought that if a container contains a concealed or scenery object, that container should be reported as “empty” because such objects do not appear in room descriptions. If you have a box that’s just reported as open and another reported as empty, the player is given a clue that probably should not be given. Or am I misunderstanding this?
LanguageLM: Enter: 2 " can " => Tense(" can “, " could “)? You correct but you forgot space after can & could.
LanguageLM: Lock: 1 (theActor) actor, " can lock.”; => Tense(” can ", " could ")?
I don’t know. It’s not in library 6/11. My English is too bad to argue about this kind of question.
Just a quick message to tell you to keep up the good work, guys! Thanks for this deep testing and for the quick bugfixes, can’t wait to use the new version!