! ==============================================================================
!   PARSERM:  Core of parser.
!
!   Supplied for use with Inform 6 -- Release 6/11 -- Serial number 040227
!
!   Copyright Graham Nelson 1993-2004 but freely usable (see manuals)
!
!   This file is automatically Included in your game file by "Parser".
! ------------------------------------------------------------------------------
!   Inclusion of "linklpa" (which defines properties and attributes)
!   Global variables, constants and arrays
!       1: outside of the parser
!       2: used within the parser
!   Inclusion of natural language definition file
!       (which creates a compass and direction-objects)
!   Darkness and player objects
!   Definition of grammar token numbering system used by Inform
!
!   The InformParser object
!       keyboard reading
!       level 0: outer shell, conversation, errors
!             1: grammar lines
!             2: tokens
!             3: object lists
!             4: scope and ambiguity resolving
!             5: object comparisons
!             6: word comparisons
!             7: reading words and moving tables about
!       pronoun management
!
!   The InformLibrary object
!       main game loop
!       action processing
!       end of turn sequence
!       scope looping, before/after sequence, sending messages out
!       timers, daemons, time of day, score notification
!       light and darkness
!       changing player personality
!       tracing code (only present if DEBUG is set)
!
!   Status line printing, menu display
!   Printing object names with articles
!   Miscellaneous utility routines
!   Game banner, "version" verb, run-time errors
! ==============================================================================

System_file;

#Ifdef MODULE_MODE;
Constant DEBUG;
Constant Grammar__Version 2;
Include "linklpa";
#Endif; ! MODULE_MODE

! ------------------------------------------------------------------------------
!   Global variables and their associated Constant and Array declarations
! ------------------------------------------------------------------------------

Global location = InformLibrary;    ! Must be first global defined
Global sline1;                      ! Must be second
Global sline2;                      ! Must be third
                                    ! (for status line display)
! ------------------------------------------------------------------------------
!   Z-Machine and interpreter issues
! ------------------------------------------------------------------------------

#Ifdef TARGET_ZCODE;
Global top_object;                  ! Largest valid number of any tree object
! ### these globals are not meaningful... well, maybe standard_interpreter,
! but I'll decide that later (AP).
Constant INDIV_PROP_START 64;       ! Equivalent of a Glulx constant

#Endif; ! TARGET_ZCODE

Global standard_interpreter;        ! The version number of the Z-Machine Standard which the
                                    ! interpreter claims to support, in form (upper byte).(lower)

Global undo_flag;                   ! Can the interpreter provide "undo"?
Global just_undone;                 ! Can't have two successive UNDOs

Global transcript_mode;             ! true when game scripting is on

#Ifdef TARGET_ZCODE;
Global xcommsdir;                   ! true if command recording is on
#Endif; ! TARGET_ZCODE

#Ifdef TARGET_GLULX;
Constant GG_MAINWIN_ROCK     201;
Constant GG_STATUSWIN_ROCK   202;
Constant GG_QUOTEWIN_ROCK    203;
Constant GG_SAVESTR_ROCK     301;
Constant GG_SCRIPTSTR_ROCK   302;
Constant GG_COMMANDWSTR_ROCK 303;
Constant GG_COMMANDRSTR_ROCK 304;
Constant GG_SCRIPTFREF_ROCK  401;
Array gg_event --> 4;
#Ifdef VN_1630;
Array gg_arguments buffer 28;
#Ifnot;
Array gg_arguments --> 8;
#Endif; ! VN_
Global gg_mainwin = 0;
Global gg_statuswin = 0;
Global gg_quotewin = 0;
Global gg_scriptfref = 0;
Global gg_scriptstr = 0;
Global gg_savestr = 0;
Global gg_commandstr = 0;
Global gg_command_reading = 0;      ! true if gg_commandstr is being replayed
#Endif; ! TARGET_GLULX

Global gg_statuswin_cursize = 0;
Global gg_statuswin_size = 1;

! ------------------------------------------------------------------------------
!   Time and score
!   (for linkage reasons, the task_* arrays are created not here but in verblib.h)
! ------------------------------------------------------------------------------

#Ifndef sys_statusline_flag;
Global sys_statusline_flag = 0;     ! non-zero if status line displays time
#Endif;
#Ifndef START_MOVE;
Constant START_MOVE 0;              ! Traditionally 0 for Infocom, 1 for Inform
#Endif;
Global turns = START_MOVE;          ! Number of turns of play so far
Global the_time = NULL;             ! Current time (in minutes since midnight)
Global time_rate = 1;               ! How often time is updated
Global time_step;                   ! By how much

#Ifndef MAX_TIMERS;
Constant MAX_TIMERS  32;            ! Max number timers/daemons active at once
#Endif; ! MAX_TIMERS
Array  the_timers  --> MAX_TIMERS;
Global active_timers;               ! Number of timers/daemons actives

Global score;                       ! The current score
Global last_score;                  ! Score last turn (for testing for changes)
Global notify_mode = true;          ! Score notification
Global places_score;                ! Contribution to score made by visiting
Global things_score;                ! Contribution made by acquisition

! ------------------------------------------------------------------------------
!   The player
! ------------------------------------------------------------------------------

Global player;                      ! Which object the human is playing through
Global deadflag;                    ! Normally 0, or false; 1 for dead; 2 for victorious, and
                                    ! higher numbers represent exotic forms of death

! ------------------------------------------------------------------------------
!   Light and room descriptions
! ------------------------------------------------------------------------------

Global lightflag = true;            ! Is there currently light to see by?
Global real_location;               ! When in darkness, location = thedark
                                    ! and this holds the real location
Global visibility_ceiling;          ! Highest object in tree visible from the player's point of view
                                    ! (usually the room, sometimes darkness, sometimes a closed
                                    ! non-transparent container).

Global lookmode = 1;                ! 1=standard, 2=verbose, 3=brief room descs
Global print_player_flag;           ! If set, print something like "(as Fred)" in room descriptions,
                                    ! to reveal whom the human is playing through
Global lastdesc;                    ! Value of location at time of most recent room description
                                    ! printed out

! ------------------------------------------------------------------------------
!   List writing  (style bits are defined as Constants in "verblibm.h")
! ------------------------------------------------------------------------------

Global c_style;                     ! Current list-writer style
Global lt_value;                    ! Common value of list_together
Global listing_together;            ! Object number of one member of a group being listed together
Global listing_size;                ! Size of such a group
Global wlf_indent;                  ! Current level of indentation printed by WriteListFrom()

Global inventory_stage = 1;         ! 1 or 2 according to the context in which "invent" routines
                                    ! of objects are called
Global inventory_style;             ! List-writer style currently used while printing inventories
! ------------------------------------------------------------------------------
!   Menus and printing
! ------------------------------------------------------------------------------

Global pretty_flag = true;          ! Use character graphics, or plain text?
Global menu_nesting;                ! Level of nesting (0 = root menu)
Global menu_item;                   ! These are used in communicating
Global item_width = 8;              ! with the menu-creating routines
Global item_name = "---";

Global lm_n;                        ! Parameters used by LibraryMessages
Global lm_o;                        ! mechanism

#Ifdef DEBUG;
Global debug_flag;                  ! Bitmap of flags for tracing actions,
                                    ! calls to object routines, etc.
Global x_scope_count;               ! Used in printing a list of everything
#Endif; ! DEBUG                     ! in scope

! five for colour control
! see http://www.inform-fiction.org/patches/L61007.html
Global clr_fg = 1;                  ! foreground colour
Global clr_bg = 1;                  ! background colour
Global clr_fgstatus = 1;            ! foreground colour of statusline
Global clr_bgstatus = 1;            ! background colour of statusline
Global clr_on;                      ! has colour been enabled by the player?
Global statuswin_current;           ! if writing to top window

Constant CLR_DEFAULT 1;
Constant CLR_BLACK   2;
Constant CLR_RED     3;
Constant CLR_GREEN   4;
Constant CLR_YELLOW  5;
Constant CLR_BLUE    6;
Constant CLR_MAGENTA 7;
Constant CLR_CYAN    8;
Constant CLR_WHITE   9;
Constant CLR_PURPLE  7;
Constant CLR_AZURE   8;

Constant WIN_ALL     0;
Constant WIN_STATUS  1;
Constant WIN_MAIN    2;

! ------------------------------------------------------------------------------
!   Action processing
! ------------------------------------------------------------------------------

Global action;                      ! Action currently being asked to perform
Global inp1;                        ! 0 (nothing), 1 (number) or first noun
Global inp2;                        ! 0 (nothing), 1 (number) or second noun
Global noun;                        ! First noun or numerical value
Global second;                      ! Second noun or numerical value

Global keep_silent;                 ! If true, attempt to perform the action silently (e.g. for
                                    ! implicit takes, implicit opening of unlocked doors)

Global reason_code;                 ! Reason for calling a "life" rule
                                    ! (an action or fake such as ##Kiss)

Global receive_action;              ! Either ##PutOn or ##Insert, whichever is action being tried
                                    ! when an object's "before" rule is checking "Receive"

! ==============================================================================
!   Parser variables: first, for communication to the parser
! ------------------------------------------------------------------------------

Global parser_trace = 0;            ! Set this to 1 to make the parser trace tokens and lines
Global parser_action;               ! For the use of the parser when calling
Global parser_one;                  ! user-supplied routines
Global parser_two;                  !
Array  inputobjs       --> 16;      ! For parser to write its results in
Global parser_inflection;           ! A property (usually "name") to find object names in

! ------------------------------------------------------------------------------
!   Parser output
! ------------------------------------------------------------------------------

Global actor;                       ! Person asked to do something
Global actors_location;             ! Like location, but for the actor
Global meta;                        ! Verb is a meta-command (such as "save")

Array  multiple_object --> 64;      ! List of multiple parameters
Global multiflag;                   ! Multiple-object flag passed to actions
                                    ! Also used to prevent misleading MULTI_PE
Global toomany_flag;                ! Flag for "multiple match too large"
                                    ! (e.g. if "take all" took over 100 things)

Global special_word;                ! Dictionary address for "special" token
Global special_number;              ! Number typed for "special" token
Global parsed_number;               ! For user-supplied parsing routines
Global consult_from;                ! Word that a "consult" topic starts on
Global consult_words;               ! ...and number of words in topic

! ------------------------------------------------------------------------------
!   Implicit taking
! ------------------------------------------------------------------------------

Global notheld_mode;                ! To do with implicit taking
Global onotheld_mode;               !     "old copy of notheld_mode", ditto
Global not_holding;                 ! Object to be automatically taken as an
                                    ! implicit command
Array  kept_results --> 16;         ! Delayed command (while the take happens)

! ------------------------------------------------------------------------------
!   Error numbers when parsing a grammar line
! ------------------------------------------------------------------------------

Global etype;                       ! Error number on current line
Global best_etype;                  ! Preferred error number so far
Global nextbest_etype;              ! Preferred one, if ASKSCOPE_PE disallowed

Constant STUCK_PE     = 1;
Constant UPTO_PE      = 2;
Constant NUMBER_PE    = 3;
Constant CANTSEE_PE   = 4;
Constant TOOLIT_PE    = 5;
Constant NOTHELD_PE   = 6;
Constant MULTI_PE     = 7;
Constant MMULTI_PE    = 8;
Constant VAGUE_PE     = 9;
Constant EXCEPT_PE    = 10;
Constant ANIMA_PE     = 11;
Constant VERB_PE      = 12;
Constant SCENERY_PE   = 13;
Constant ITGONE_PE    = 14;
Constant JUNKAFTER_PE = 15;
Constant TOOFEW_PE    = 16;
Constant NOTHING_PE   = 17;
Constant ASKSCOPE_PE  = 18;

! ------------------------------------------------------------------------------
!   Pattern-matching against a single grammar line
! ------------------------------------------------------------------------------

Array pattern --> 32;               ! For the current pattern match
Global pcount;                      ! and a marker within it
Array pattern2 --> 32;              ! And another, which stores the best match
Global pcount2;                     ! so far
Constant PATTERN_NULL = $ffff;      ! Entry for a token producing no text

Array  line_ttype-->32;             ! For storing an analysed grammar line
Array  line_tdata-->32;
Array  line_token-->32;

Global parameters;                  ! Parameters (objects) entered so far
Global nsns;                        ! Number of special_numbers entered so far
Global special_number1;             ! First number, if one was typed
Global special_number2;             ! Second number, if two were typed

! ------------------------------------------------------------------------------
!   Inferences and looking ahead
! ------------------------------------------------------------------------------

Global params_wanted;               ! Number of parameters needed (which may change in parsing)

Global inferfrom;                   ! The point from which the rest of the command must be inferred
Global inferword;                   ! And the preposition inferred
Global dont_infer;                  ! Another dull flag

Global action_to_be;                ! (If the current line were accepted.)
Global action_reversed;             ! (Parameters would be reversed in order.)
Global advance_warning;             ! What a later-named thing will be

! ------------------------------------------------------------------------------
!   At the level of individual tokens now
! ------------------------------------------------------------------------------

Global found_ttype;                 ! Used to break up tokens into type
Global found_tdata;                 ! and data (by AnalyseToken)
Global token_filter;                ! For noun filtering by user routines

Global length_of_noun;              ! Set by NounDomain to no of words in noun

#Ifdef TARGET_ZCODE;
Constant REPARSE_CODE = 10000;      ! Signals "reparse the text" as a reply from NounDomain
#Ifnot; ! TARGET_GLULX
Constant REPARSE_CODE = $40000000;  ! The parser rather gunkily adds addresses to REPARSE_CODE for
                                    ! some purposes. And expects the result to be greater than
                                    ! REPARSE_CODE (signed comparison). So Glulx Inform is limited
                                    ! to a single gigabyte of storage, for the moment.
#Endif; ! TARGET_

Global lookahead;                   ! The token after the one now being matched

Global multi_mode;                  ! Multiple mode
Global multi_wanted;                ! Number of things needed in multitude
Global multi_had;                   ! Number of things actually found
Global multi_context;               ! What token the multi-obj was accepted for

Global indef_mode;                  ! "Indefinite" mode - ie, "take a brick"
                                    ! is in this mode
Global indef_type;                  ! Bit-map holding types of specification
Global indef_wanted;                ! Number of items wanted (100 for all)
Global indef_guess_p;               ! Plural-guessing flag
Global indef_owner;                 ! Object which must hold these items
Global indef_cases;                 ! Possible gender and numbers of them
Global indef_possambig;             ! Has a possibly dangerous assumption
                                    ! been made about meaning of a descriptor?
Global indef_nspec_at;              ! Word at which a number like "two" was parsed
                                    ! (for backtracking)
Global allow_plurals;               ! Whether plurals presently allowed or not

Global take_all_rule;               ! Slightly different rules apply to "take all" than other uses
                                    ! of multiple objects, to make adjudication produce more
                                    ! pragmatically useful results
                                    ! (Not a flag: possible values 0, 1, 2)

Global dict_flags_of_noun;          ! Of the noun currently being parsed
                                    ! (a bitmap in #dict_par1 format)
Global pronoun_word;                ! Records which pronoun ("it", "them", ...) caused an error
Global pronoun_obj;                 ! And what obj it was thought to refer to
Global pronoun__word;               ! Saved value
Global pronoun__obj;                ! Saved value

! ------------------------------------------------------------------------------
!   Searching through scope and parsing "scope=Routine" grammar tokens
! ------------------------------------------------------------------------------

Constant PARSING_REASON       = 0;  ! Possible reasons for searching scope
Constant TALKING_REASON       = 1;
Constant EACH_TURN_REASON     = 2;
Constant REACT_BEFORE_REASON  = 3;
Constant REACT_AFTER_REASON   = 4;
Constant LOOPOVERSCOPE_REASON = 5;
Constant TESTSCOPE_REASON     = 6;

Global scope_reason = PARSING_REASON; ! Current reason for searching scope

Global scope_token;                 ! For "scope=Routine" grammar tokens
Global scope_error;
Global scope_stage;                 ! 1, 2 then 3

Global ats_flag = 0;                ! For AddToScope routines
Global ats_hls;                     !

Global placed_in_flag;              ! To do with PlaceInScope

! ------------------------------------------------------------------------------
!   The match list of candidate objects for a given token
! ------------------------------------------------------------------------------

Constant MATCH_LIST_SIZE = 128;
Array  match_list    --> 64;        ! An array of matched objects so far
Array  match_classes --> 64;        ! An array of equivalence classes for them
Array  match_scores --> 64;         ! An array of match scores for them
Global number_matched;              ! How many items in it?  (0 means none)
Global number_of_classes;           ! How many equivalence classes?
Global match_length;                ! How many words long are these matches?
Global match_from;                  ! At what word of the input do they begin?
Global bestguess_score;             ! What did the best-guess object score?

! ------------------------------------------------------------------------------
!   Low level textual manipulation
! ------------------------------------------------------------------------------

#Ifdef TARGET_ZCODE;

Constant INPUT_BUFFER_LEN = 120;    ! Length of buffer array (although we leave an extra byte
                                    ! to allow for interpreter bugs)

Array  buffer    -> 123;            ! Buffer for parsing main line of input
#Ifdef VN_1630;
Array  parse     buffer 63;         ! Parse table mirroring it
Array  parse2    buffer 63;         !
#Ifnot;
Array  parse     -> 65;             ! Parse table mirroring it
Array  parse2    -> 65;             !
#Endif; ! VN_
Array  buffer2   -> 123;            ! Buffers for supplementary questions
Array  buffer3   -> 123;            ! Buffer retaining input for "again"

#Ifnot; ! TARGET_GLULX

Constant INPUT_BUFFER_LEN = 260;    ! No extra byte necessary
Constant MAX_BUFFER_WORDS = 20;
Constant PARSE_BUFFER_LEN = 244;    ! 4 + MAX_BUFFER_WORDS*4;

#Ifdef VN_1630;
Array  buffer    buffer INPUT_BUFFER_LEN;
Array  buffer2   buffer INPUT_BUFFER_LEN;
Array  buffer3   buffer INPUT_BUFFER_LEN;
#Ifnot;
Array  buffer    -> INPUT_BUFFER_LEN;
Array  buffer2   -> INPUT_BUFFER_LEN;
Array  buffer3   -> INPUT_BUFFER_LEN;
#Endif;
Array  parse     --> PARSE_BUFFER_LEN/WORDSIZE;
Array  parse2    --> PARSE_BUFFER_LEN/WORDSIZE;

#Endif; ! TARGET_

Constant comma_word = 'comma,';     ! An "untypeable word" used to substitute
                                    ! for commas in parse buffers

Global wn;                          ! Word number within "parse" (from 1)
Global num_words;                   ! Number of words typed
Global verb_word;                   ! Verb word (eg, take in "take all" or
                                    ! "dwarf, take all") - address in dict
Global verb_wordnum;                ! its number in typing order (eg, 1 or 3)
Global usual_grammar_after;         ! Point from which usual grammar is parsed (it may vary from the
                                    ! above if user's routines match multi-word verbs)

Global oops_from;                   ! The "first mistake" word number
Global saved_oops;                  ! Used in working this out
Array  oops_workspace -> 64;        ! Used temporarily by "oops" routine

Global held_back_mode;              ! Flag: is there some input from last time
Global hb_wn;                       ! left over?  (And a save value for wn.)
                                    ! (Used for full stops and "then".)

! ----------------------------------------------------------------------------

Array PowersOfTwo_TB                ! Used in converting case numbers to case bitmaps
  --> $$100000000000
      $$010000000000
      $$001000000000
      $$000100000000
      $$000010000000
      $$000001000000
      $$000000100000
      $$000000010000
      $$000000001000
      $$000000000100
      $$000000000010
      $$000000000001;

! ============================================================================
!  Constants, and one variable, needed for the language definition file
! ----------------------------------------------------------------------------

Constant POSSESS_PK  = $100;
Constant DEFART_PK   = $101;
Constant INDEFART_PK = $102;
Global short_name_case;

Global dict_start;
Global dict_entry_size;
Global dict_end;

! ----------------------------------------------------------------------------

Include "language__";               ! The natural language definition, whose filename is taken from
                                    ! the ICL language_name variable

! ----------------------------------------------------------------------------

#Ifndef LanguageCases;
Constant LanguageCases = 1;
#Endif; ! LanguageCases

! ------------------------------------------------------------------------------
!   Pronouns support for the cruder (library 6/2 and earlier) version:
!   only needed in English
! ------------------------------------------------------------------------------

#Ifdef EnglishNaturalLanguage;
Global itobj = NULL;                ! The object which is currently "it"
Global himobj = NULL;               ! The object which is currently "him"
Global herobj = NULL;               ! The object which is currently "her"

Global old_itobj = NULL;            ! The object which is currently "it"
Global old_himobj = NULL;           ! The object which is currently "him"
Global old_herobj = NULL;           ! The object which is currently "her"
#Endif; ! EnglishNaturalLanguage

! ============================================================================
! "Darkness" is not really a place: but it has to be an object so that the
!  location-name on the status line can be "Darkness".
! ----------------------------------------------------------------------------

Object  thedark "(darkness object)"
  with  initial 0,
        short_name DARKNESS__TX,
        description [;  return L__M(##Miscellany, 17); ];

Object  selfobj "(self object)"
  with  short_name  [;  return L__M(##Miscellany, 18); ],
        description [;  return L__M(##Miscellany, 19); ],
        before NULL,
        after NULL,
        life NULL,
        each_turn NULL,
        time_out NULL,
        describe NULL,
        add_to_scope 0,
        capacity 100,
        parse_name 0,
        orders 0,
        number 0,
        before_implicit NULL,
  has   concealed animate proper transparent;

! ============================================================================
!  The definition of the token-numbering system used by Inform.
! ----------------------------------------------------------------------------

Constant ILLEGAL_TT         = 0;    ! Types of grammar token: illegal
Constant ELEMENTARY_TT      = 1;    !     (one of those below)
Constant PREPOSITION_TT     = 2;    !     e.g. 'into'
Constant ROUTINE_FILTER_TT  = 3;    !     e.g. noun=CagedCreature
Constant ATTR_FILTER_TT     = 4;    !     e.g. edible
Constant SCOPE_TT           = 5;    !     e.g. scope=Spells
Constant GPR_TT             = 6;    !     a general parsing routine

Constant NOUN_TOKEN         = 0;    ! The elementary grammar tokens, and
Constant HELD_TOKEN         = 1;    ! the numbers compiled by Inform to
Constant MULTI_TOKEN        = 2;    ! encode them
Constant MULTIHELD_TOKEN    = 3;
Constant MULTIEXCEPT_TOKEN  = 4;
Constant MULTIINSIDE_TOKEN  = 5;
Constant CREATURE_TOKEN     = 6;
Constant SPECIAL_TOKEN      = 7;
Constant NUMBER_TOKEN       = 8;
Constant TOPIC_TOKEN        = 9;


Constant GPR_FAIL           = -1;   ! Return values from General Parsing
Constant GPR_PREPOSITION    = 0;    ! Routines
Constant GPR_NUMBER         = 1;
Constant GPR_MULTIPLE       = 2;
Constant GPR_REPARSE        = REPARSE_CODE;
Constant GPR_NOUN           = $ff00;
Constant GPR_HELD           = $ff01;
Constant GPR_MULTI          = $ff02;
Constant GPR_MULTIHELD      = $ff03;
Constant GPR_MULTIEXCEPT    = $ff04;
Constant GPR_MULTIINSIDE    = $ff05;
Constant GPR_CREATURE       = $ff06;

Constant ENDIT_TOKEN        = 15;   ! Value used to mean "end of grammar line"

#Iftrue (Grammar__Version == 1);

[ AnalyseToken token m;
    found_tdata = token;
    if (token < 0)   { found_ttype = ILLEGAL_TT; return; }
    if (token <= 8)  { found_ttype = ELEMENTARY_TT; return; }
    if (token < 15)  { found_ttype = ILLEGAL_TT; return; }
    if (token == 15) { found_ttype = ELEMENTARY_TT; return; }
    if (token < 48)  { found_ttype = ROUTINE_FILTER_TT;
                       found_tdata = token - 16;
                       return;
    }
    if (token < 80)  { found_ttype = GPR_TT;
                       found_tdata = #preactions_table-->(token-48);
                       return;
    }
    if (token < 128) { found_ttype = SCOPE_TT;
                       found_tdata = #preactions_table-->(token-80);
                       return;
    }
    if (token < 180) { found_ttype = ATTR_FILTER_TT;
                       found_tdata = token - 128;
                       return;
    }

    found_ttype = PREPOSITION_TT;
    m = #adjectives_table;
    for (::) {
        if (token == m-->1) { found_tdata = m-->0; return; }
        m = m+4;
    }
    m = #adjectives_table; RunTimeError(1);
    found_tdata = m;
];

[ UnpackGrammarLine line_address i m;
    for (i=0 : i<32 : i++) {
        line_token-->i = ENDIT_TOKEN;
        line_ttype-->i = ELEMENTARY_TT;
        line_tdata-->i = ENDIT_TOKEN;
    }
    for (i=0 : i<=5 : i++) {
        line_token-->i = line_address->(i+1);
        AnalyseToken(line_token-->i);
        if ((found_ttype == ELEMENTARY_TT) && (found_tdata == NOUN_TOKEN)
           && (m == line_address->0)) {
            line_token-->i = ENDIT_TOKEN;
            break;
        }
        line_ttype-->i = found_ttype;
        line_tdata-->i = found_tdata;
        if (found_ttype ~= PREPOSITION_TT) m++;
    }
    action_to_be = line_address->7;
    action_reversed = false;
    params_wanted = line_address->0;
    return line_address + 8;
];

#Ifnot; ! Grammar__Version == 2

[ AnalyseToken token;
    if (token == ENDIT_TOKEN) {
        found_ttype = ELEMENTARY_TT;
        found_tdata = ENDIT_TOKEN;
        return;
    }
    found_ttype = (token->0) & $$1111;
    found_tdata = (token+1)-->0;
];

#Ifdef TARGET_ZCODE;

[ UnpackGrammarLine line_address i;
    for (i=0 : i<32 : i++) {
        line_token-->i = ENDIT_TOKEN;
        line_ttype-->i = ELEMENTARY_TT;
        line_tdata-->i = ENDIT_TOKEN;
    }
    action_to_be = 256*(line_address->0) + line_address->1;
    action_reversed = ((action_to_be & $400) ~= 0);
    action_to_be = action_to_be & $3ff;
    line_address--;
    params_wanted = 0;
    for (i=0 : : i++) {
        line_address = line_address + 3;
        if (line_address->0 == ENDIT_TOKEN) break;
        line_token-->i = line_address;
        AnalyseToken(line_address);
        if (found_ttype ~= PREPOSITION_TT) params_wanted++;
        line_ttype-->i = found_ttype;
        line_tdata-->i = found_tdata;
    }
    return line_address + 1;
];

#Ifnot; ! TARGET_GLULX

[ UnpackGrammarLine line_address i;
    for (i=0 : i<32 : i++) {
        line_token-->i = ENDIT_TOKEN;
        line_ttype-->i = ELEMENTARY_TT;
        line_tdata-->i = ENDIT_TOKEN;
    }
    @aloads line_address 0 action_to_be;
    action_reversed = (((line_address->2) & 1) ~= 0);
    line_address = line_address - 2;
    params_wanted = 0;
    for (i=0 : : i++) {
        line_address = line_address + 5;
        if (line_address->0 == ENDIT_TOKEN) break;
        line_token-->i = line_address;
        AnalyseToken(line_address);
        if (found_ttype ~= PREPOSITION_TT) params_wanted++;
        line_ttype-->i = found_ttype;
        line_tdata-->i = found_tdata;
    }
    return line_address + 1;
];

#Endif; ! TARGET_
#Endif; ! Grammar__Version

! To protect against a bug in early versions of the "Zip" interpreter:
! Of course, in Glulx, this routine actually performs work.

#Ifdef TARGET_ZCODE;

[ Tokenise__ b p; b->(2 + b->1) = 0; @tokenise b p; ];

#Ifnot; ! TARGET_GLULX

Array gg_tokenbuf -> DICT_WORD_SIZE;

[ GGWordCompare str1 str2 ix jx;
    for (ix=0 : ix<DICT_WORD_SIZE : ix++) {
        jx = (str1->ix) - (str2->ix);
        if (jx ~= 0) return jx;
    }
    return 0;
];

[ Tokenise__ buf tab
    cx numwords len bx ix wx wpos wlen val res dictlen entrylen;
    len = buf-->0;
    buf = buf+WORDSIZE;

    ! First, split the buffer up into words. We use the standard Infocom
    ! list of word separators (comma, period, double-quote).

    cx = 0;
    numwords = 0;
    while (cx < len) {
        while (cx < len && buf->cx == ' ') cx++;
        if (cx >= len) break;
        bx = cx;
        if (buf->cx == '.' or ',' or '"') cx++;
        else {
            while (cx < len && buf->cx ~= ' ' or '.' or ',' or '"') cx++;
        }
        tab-->(numwords*3+2) = (cx-bx);
        tab-->(numwords*3+3) = WORDSIZE+bx;
        numwords++;
        if (numwords >= MAX_BUFFER_WORDS) break;
    }
    tab-->0 = numwords;

    ! Now we look each word up in the dictionary.

    dictlen = #dictionary_table-->0;
    entrylen = DICT_WORD_SIZE + 7;

    for (wx=0 : wx<numwords : wx++) {
        wlen = tab-->(wx*3+2);
        wpos = tab-->(wx*3+3);

        ! Copy the word into the gg_tokenbuf array, clipping to DICT_WORD_SIZE
        ! characters and lower case.
        if (wlen > DICT_WORD_SIZE) wlen = DICT_WORD_SIZE;
        cx = wpos - WORDSIZE;
        for (ix=0 : ix<wlen : ix++) gg_tokenbuf->ix = glk($00A0, buf->(cx+ix));
        for (: ix<DICT_WORD_SIZE : ix++) gg_tokenbuf->ix = 0;

        val = #dictionary_table + WORDSIZE;
        @binarysearch gg_tokenbuf DICT_WORD_SIZE val entrylen dictlen 1 1 res;
        tab-->(wx*3+1) = res;
    }
];

#Endif; ! TARGET_

! ============================================================================
!   The InformParser object abstracts the front end of the parser.
!
!   InformParser.parse_input(results)
!   returns only when a sensible request has been made, and puts into the
!   "results" buffer:
!
!   --> 0 = The action number
!   --> 1 = Number of parameters
!   --> 2, 3, ... = The parameters (object numbers), but
!                   0 means "put the multiple object list here"
!                   1 means "put one of the special numbers here"
!
! ----------------------------------------------------------------------------

Object  InformParser "(Inform Parser)"
  with  parse_input [ results; Parser__parse(results); ],
  has   proper;

! ----------------------------------------------------------------------------
!   The Keyboard routine actually receives the player's words,
!   putting the words in "a_buffer" and their dictionary addresses in
!   "a_table".  It is assumed that the table is the same one on each
!   (standard) call.
!
!   It can also be used by miscellaneous routines in the game to ask
!   yes-no questions and the like, without invoking the rest of the parser.
!
!   Return the number of words typed
! ----------------------------------------------------------------------------

#Ifdef TARGET_ZCODE;

[ KeyboardPrimitive  a_buffer a_table;
    read a_buffer a_table;

    #Iftrue (#version_number == 6);
    @output_stream -1;
    @loadb a_buffer 1 -> sp;
    @add a_buffer 2 -> sp;
    @print_table sp sp;
    new_line;
    @output_stream 1;
    #Endif;
];

[ KeyCharPrimitive win  key;
    if (win) @set_window win;
    @read_char 1 -> key;
    return key;
];

[ KeyTimerInterrupt;
    rtrue;
];

[ KeyDelay tenths  key;
    @read_char 1 tenths KeyTimerInterrupt -> key;
    return key;
];

#Ifnot; ! TARGET_GLULX

[ KeyCharPrimitive win nostat done res ix jx ch;
    jx = ch; ! squash compiler warnings
    if (win == 0) win = gg_mainwin;
    if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
        ! get_line_stream
        done = glk($0091, gg_commandstr, gg_arguments, 31);
        if (done == 0) {
            glk($0044, gg_commandstr, 0); ! stream_close
            gg_commandstr = 0;
            gg_command_reading = false;
            ! fall through to normal user input.
        }
        else {
            ! Trim the trailing newline
            if (gg_arguments->(done-1) == 10) done = done-1;
            res = gg_arguments->0;
            if (res == '\') {
                res = 0;
                for (ix=1 : ix<done : ix++) {
                    ch = gg_arguments->ix;
                    if (ch >= '0' && ch <= '9') {
                        @shiftl res 4 res;
                        res = res + (ch-'0');
                    }
                    else if (ch >= 'a' && ch <= 'f') {
                        @shiftl res 4 res;
                        res = res + (ch+10-'a');
                    }
                    else if (ch >= 'A' && ch <= 'F') {
                        @shiftl res 4 res;
                        res = res + (ch+10-'A');
                    }
                }
            }
        jump KCPContinue;
        }
    }
    done = false;
    glk($00D2, win); ! request_char_event
    while (~~done) {
        glk($00C0, gg_event); ! select
        switch (gg_event-->0) {
          5: ! evtype_Arrange
            if (nostat) {
                glk($00D3, win); ! cancel_char_event
                res = $80000000;
                done = true;
                break;
            }
            DrawStatusLine();
          2: ! evtype_CharInput
            if (gg_event-->1 == win) {
                res = gg_event-->2;
                done = true;
                }
        }
        ix = HandleGlkEvent(gg_event, 1, gg_arguments);
        if (ix == 2) {
            res = gg_arguments-->0;
            done = true;
        }
        else if (ix == -1) {
            done = false;
        }
    }
    if (gg_commandstr ~= 0 && gg_command_reading == false) {
        if (res < 32 || res >= 256 || (res == '\' or ' ')) {
            glk($0081, gg_commandstr, '\'); ! put_buffer_char
            done = 0;
            jx = res;
            for (ix=0 : ix<8 : ix++) {
                @ushiftr jx 28 ch;
                @shiftl jx 4 jx;
                ch = ch & $0F;
                if (ch ~= 0 || ix == 7) done = 1;
                if (done) {
                    if (ch >= 0 && ch <= 9) ch = ch + '0';
                    else                    ch = (ch - 10) + 'A';
                    glk($0081, gg_commandstr, ch); ! put_buffer_char
                }
            }
        }
        else {
            glk($0081, gg_commandstr, res); ! put_buffer_char
        }
        glk($0081, gg_commandstr, 10); ! put_char_stream (newline)
    }
  .KCPContinue;
    return res;
];

[ KeyDelay tenths  key done ix;
    glk($00D2, gg_mainwin); ! request_char_event
    glk($00D6, tenths*100); ! request_timer_events
    while (~~done) {
        glk($00C0, gg_event); ! select
        ix = HandleGlkEvent(gg_event, 1, gg_arguments);
        if (ix == 2) {
            key = gg_arguments-->0;
            done = true;
        }
        else if (ix >= 0 && gg_event-->0 == 1 or 2) {
            key = gg_event-->2;
            done = true;
        }
    }
    glk($00D3, gg_mainwin); ! cancel_char_event
    glk($00D6, 0); ! request_timer_events
    return key;
];

[ KeyboardPrimitive  a_buffer a_table done ix;
    if (gg_commandstr ~= 0 && gg_command_reading ~= false) {
        ! get_line_stream
        done = glk($0091, gg_commandstr, a_buffer+WORDSIZE, (INPUT_BUFFER_LEN-WORDSIZE)-1);
        if (done == 0) {
            glk($0044, gg_commandstr, 0); ! stream_close
            gg_commandstr = 0;
            gg_command_reading = false;
            ! L__M(##CommandsRead, 5); would come after prompt
            ! fall through to normal user input.
        }
        else {
            ! Trim the trailing newline
            if ((a_buffer+WORDSIZE)->(done-1) == 10) done = done-1;
            a_buffer-->0 = done;
            glk($0086, 8); ! set input style
            glk($0084, a_buffer+WORDSIZE, done); ! put_buffer
            glk($0086, 0); ! set normal style
            print "^";
            jump KPContinue;
        }
    }
    done = false;
    glk($00D0, gg_mainwin, a_buffer+WORDSIZE, INPUT_BUFFER_LEN-WORDSIZE, 0); ! request_line_event
    while (~~done) {
        glk($00C0, gg_event); ! select
        switch (gg_event-->0) {
          5: ! evtype_Arrange
            DrawStatusLine();
          3: ! evtype_LineInput
            if (gg_event-->1 == gg_mainwin) {
                a_buffer-->0 = gg_event-->2;
                done = true;
            }
        }
        ix = HandleGlkEvent(gg_event, 0, a_buffer);
        if (ix == 2) done = true;
        else if (ix == -1) done = false;
    }
    if (gg_commandstr ~= 0 && gg_command_reading == false) {
        ! put_buffer_stream
        glk($0085, gg_commandstr, a_buffer+WORDSIZE, a_buffer-->0);
        glk($0081, gg_commandstr, 10); ! put_char_stream (newline)
    }
  .KPContinue;
    Tokenise__(a_buffer,a_table);
    ! It's time to close any quote window we've got going.
    if (gg_quotewin) {
        glk($0024, gg_quotewin, 0); ! close_window
        gg_quotewin = 0;
    }
];

#Endif; ! TARGET_

[ Keyboard  a_buffer a_table  nw i w w2 x1 x2;
    DisplayStatus();

  .FreshInput;

    ! Save the start of the buffer, in case "oops" needs to restore it
    ! to the previous time's buffer

    for (i=0 : i<64 : i++) oops_workspace->i = a_buffer->i;

    ! In case of an array entry corruption that shouldn't happen, but would be
    ! disastrous if it did:

    #Ifdef TARGET_ZCODE;
    a_buffer->0 = INPUT_BUFFER_LEN;
    a_table->0 = 15;  ! Allow to split input into this many words
    #Endif; ! TARGET_

    ! Print the prompt, and read in the words and dictionary addresses

    L__M(##Prompt);
    AfterPrompt();
    #IfV5;
    DrawStatusLine();
    #Endif; ! V5
    KeyboardPrimitive(a_buffer, a_table);
    #Ifdef TARGET_ZCODE;
    nw = a_table->1;
    #Ifnot; ! TARGET_GLULX
    nw = a_table-->0;
    #Endif; ! TARGET_

    ! If the line was blank, get a fresh line
    if (nw == 0) {
        L__M(##Miscellany, 10);
        jump FreshInput;
    }

    ! Unless the opening word was "oops", return
    ! Conveniently, a_table-->1 is the first word in both ZCODE and GLULX.

    w = a_table-->1;
    if (w == OOPS1__WD or OOPS2__WD or OOPS3__WD) jump DoOops;

    if (a_buffer->WORDSIZE == COMMENT_CHARACTER) {
        #Ifdef TARGET_ZCODE;
        if ((HDR_GAMEFLAGS-->0) & 1 || xcommsdir)
                                           L__M(##Miscellany, 54);
        else                               L__M(##Miscellany, 55);
        #Ifnot; ! TARGET_GLULX
        if (gg_scriptstr || gg_commandstr) L__M(##Miscellany, 54);
        else                               L__M(##Miscellany, 55);
        #Endif; ! TARGET_

        jump FreshInput;
    }

    #IfV5;
    ! Undo handling

    if ((w == UNDO1__WD or UNDO2__WD or UNDO3__WD) && (nw==1)) {
        if (turns == START_MOVE) {
            L__M(##Miscellany, 11);
            jump FreshInput;
        }
        if (undo_flag == 0) {
            L__M(##Miscellany, 6);
            jump FreshInput;
        }
        if (undo_flag == 1) jump UndoFailed;
        #Ifdef TARGET_ZCODE;
        @restore_undo i;
        #Ifnot; ! TARGET_GLULX
        @restoreundo i;
        i = (~~i);
        #Endif; ! TARGET_
        if (i == 0) {
          .UndoFailed;
            L__M(##Miscellany, 7);
        }
        jump FreshInput;
    }
    #Ifdef TARGET_ZCODE;
    @save_undo i;
    #Ifnot; ! TARGET_GLULX
    @saveundo i;
    if (i == -1) {
        GGRecoverObjects();
        i = 2;
    }
    else  i = (~~i);
    #Endif; ! TARGET_
    just_undone = 0;
    undo_flag = 2;
    if (i == -1) undo_flag = 0;
    if (i == 0) undo_flag = 1;
    if (i == 2) {
        RestoreColours();
        #Ifdef TARGET_ZCODE;
        style bold;
        #Ifnot; ! TARGET_GLULX
        glk($0086, 4); ! set subheader style
        #Endif; ! TARGET_
        print (name) location, "^";
        #Ifdef TARGET_ZCODE;
        style roman;
        #Ifnot; ! TARGET_GLULX
        glk($0086, 0); ! set normal style
        #Endif; ! TARGET_
        L__M(##Miscellany, 13);
        just_undone = 1;
        jump FreshInput;
    }
    #Endif; ! V5

    return nw;

  .DoOops;
    if (oops_from == 0) {
        L__M(##Miscellany, 14);
        jump FreshInput;
    }
    if (nw == 1) {
        L__M(##Miscellany, 15);
        jump FreshInput;
    }
    if (nw > 2) {
        L__M(##Miscellany, 16);
        jump FreshInput;
    }

    ! So now we know: there was a previous mistake, and the player has
    ! attempted to correct a single word of it.

    for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer2->i = a_buffer->i;
    #Ifdef TARGET_ZCODE;
    x1 = a_table->9;  ! Start of word following "oops"
    x2 = a_table->8;  ! Length of word following "oops"
    #Ifnot; ! TARGET_GLULX
    x1 = a_table-->6; ! Start of word following "oops"
    x2 = a_table-->5; ! Length of word following "oops"
    #Endif; ! TARGET_

    ! Repair the buffer to the text that was in it before the "oops"
    ! was typed:

    for (i=0 : i<64 : i++) a_buffer->i = oops_workspace->i;
    Tokenise__(a_buffer,a_table);

    ! Work out the position in the buffer of the word to be corrected:

    #Ifdef TARGET_ZCODE;
    w = a_table->(4*oops_from + 1); ! Start of word to go
    w2 = a_table->(4*oops_from);    ! Length of word to go
    #Ifnot; ! TARGET_GLULX
    w = a_table-->(3*oops_from);      ! Start of word to go
    w2 = a_table-->(3*oops_from - 1); ! Length of word to go
    #Endif; ! TARGET_

    ! Write spaces over the word to be corrected:

    for (i=0 : i<w2 : i++) a_buffer->(i+w) = ' ';

    if (w2 < x2) {
        ! If the replacement is longer than the original, move up...
        for (i=INPUT_BUFFER_LEN-1 : i>=w+x2 : i--)
            a_buffer->i = a_buffer->(i-x2+w2);

        ! ...increasing buffer size accordingly.
        #Ifdef TARGET_ZCODE;
        a_buffer->1 = (a_buffer->1) + (x2-w2);
        #Ifnot; ! TARGET_GLULX
        a_buffer-->0 = (a_buffer-->0) + (x2-w2);
        #Endif; ! TARGET_
    }

    ! Write the correction in:

    for (i=0 : i<x2 : i++) a_buffer->(i+w) = buffer2->(i+x1);

    Tokenise__(a_buffer, a_table);
    #Ifdef TARGET_ZCODE;
    nw = a_table->1;
    #Ifnot; ! TARGET_GLULX
    nw = a_table-->0;
    #Endif; ! TARGET_

    return nw;
]; ! end of Keyboard

! ----------------------------------------------------------------------------
!   To simplify the picture a little, a rough map of the main routine:
!
!   (A) Get the input, do "oops" and "again"
!   (B) Is it a direction, and so an implicit "go"?  If so go to (K)
!   (C) Is anyone being addressed?
!   (D) Get the verb: try all the syntax lines for that verb
!   (E) Break down a syntax line into analysed tokens
!   (F) Look ahead for advance warning for multiexcept/multiinside
!   (G) Parse each token in turn (calling ParseToken to do most of the work)
!   (H) Cheaply parse otherwise unrecognised conversation and return
!   (I) Print best possible error message
!   (J) Retry the whole lot
!   (K) Last thing: check for "then" and further instructions(s), return.
!
!   The strategic points (A) to (K) are marked in the commentary.
!
!   Note that there are three different places where a return can happen.
! ----------------------------------------------------------------------------

[ Parser__parse  results   syntax line num_lines line_address i j k
                           token l m;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! A: Get the input, do "oops" and "again"
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! Firstly, in "not held" mode, we still have a command left over from last
    ! time (eg, the user typed "eat biscuit", which was parsed as "take biscuit"
    ! last time, with "eat biscuit" tucked away until now).  So we return that.

    if (notheld_mode == 1) {
        for (i=0 : i<8 : i++) results-->i = kept_results-->i;
        notheld_mode = 0;
        rtrue;
    }

    if (held_back_mode == 1) {
        held_back_mode = 0;
        Tokenise__(buffer, parse);
        jump ReParse;
    }

  .ReType;

    Keyboard(buffer,parse);

  .ReParse;

    parser_inflection = name;

    ! Initially assume the command is aimed at the player, and the verb
    ! is the first word

    #Ifdef TARGET_ZCODE;
    num_words = parse->1;
    #Ifnot; ! TARGET_GLULX
    num_words = parse-->0;
    #Endif; ! TARGET_
    wn = 1;

    #Ifdef LanguageToInformese;
    LanguageToInformese();
    #IfV5;
    ! Re-tokenise:
    Tokenise__(buffer,parse);
    #Endif; ! V5
    #Endif; ! LanguageToInformese

    BeforeParsing();
    #Ifdef TARGET_ZCODE;
    num_words = parse->1;
    #Ifnot; ! TARGET_GLULX
    num_words = parse-->0;
    #Endif; ! TARGET_

    k=0;
    #Ifdef DEBUG;
    if (parser_trace >= 2) {
        print "[ ";
        for (i=0 : i<num_words : i++) {

            #Ifdef TARGET_ZCODE;
            j = parse-->(i*2 + 1);
            #Ifnot; ! TARGET_GLULX
            j = parse-->(i*3 + 1);
            #Endif; ! TARGET_
            k = WordAddress(i+1);
            l = WordLength(i+1);
            print "~"; for (m=0 : m<l : m++) print (char) k->m; print "~ ";

            if (j == 0) print "?";
            else {
                #Ifdef TARGET_ZCODE;
                if (UnsignedCompare(j, HDR_DICTIONARY-->0) >= 0 &&
                    UnsignedCompare(j, HDR_HIGHMEMORY-->0) < 0)
                     print (address) j;
                else print j;
                #Ifnot; ! TARGET_GLULX
                if (j->0 == $60) print (address) j;
                else print j;
                #Endif; ! TARGET_
            }
            if (i ~= num_words-1) print " / ";
        }
        print " ]^";
    }
    #Endif; ! DEBUG
    verb_wordnum = 1;
    actor = player;
    actors_location = ScopeCeiling(player);
    usual_grammar_after = 0;

  .AlmostReParse;

    scope_token = 0;
    action_to_be = NULL;

    ! Begin from what we currently think is the verb word

  .BeginCommand;

    wn = verb_wordnum;
    verb_word = NextWordStopped();

    ! If there's no input here, we must have something like "person,".

    if (verb_word == -1) {
        best_etype = STUCK_PE;
        jump GiveError;
    }

    ! Now try for "again" or "g", which are special cases: don't allow "again" if nothing
    ! has previously been typed; simply copy the previous text across

    if (verb_word == AGAIN2__WD or AGAIN3__WD) verb_word = AGAIN1__WD;
    if (verb_word == AGAIN1__WD) {
        if (actor ~= player) {
            L__M(##Miscellany, 20);
            jump ReType;
        }
        #Ifdef TARGET_ZCODE;
        if (buffer3->1 == 0) {
            L__M(##Miscellany, 21);
            jump ReType;
        }
        #Ifnot; ! TARGET_GLULX
        if (buffer3-->0 == 0) {
            L__M(##Miscellany, 21);
            jump ReType;
        }
        #Endif; ! TARGET_
        for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer->i = buffer3->i;
        jump ReParse;
    }

    ! Save the present input in case of an "again" next time

    if (verb_word ~= AGAIN1__WD)
        for (i=0 : i<INPUT_BUFFER_LEN : i++) buffer3->i = buffer->i;

    if (usual_grammar_after == 0) {
        j = verb_wordnum;
        i = RunRoutines(actor, grammar); 
        #Ifdef DEBUG;
        if (parser_trace >= 2 && actor.grammar ~= 0 or NULL)
            print " [Grammar property returned ", i, "]^";
        #Endif; ! DEBUG

        #Ifdef TARGET_ZCODE;
        if ((i ~= 0 or 1) &&
            (UnsignedCompare(i, dict_start) < 0 ||
             UnsignedCompare(i, dict_end) >= 0 ||
             (i - dict_start) % dict_entry_size ~= 0)) {
            usual_grammar_after = j;
            i=-i;
        }

        #Ifnot; ! TARGET_GLULX
        if (i < 0) { usual_grammar_after = verb_wordnum; i=-i; }
        #Endif;

        if (i == 1) {
            results-->0 = action;
            results-->1 = noun;
            results-->2 = second;
            rtrue;
        }
        if (i ~= 0) { verb_word = i; wn--; verb_wordnum--; }
        else { wn = verb_wordnum; verb_word = NextWord(); }
    }
    else usual_grammar_after = 0;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! B: Is it a direction, and so an implicit "go"?  If so go to (K)
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    #Ifdef LanguageIsVerb;
    if (verb_word == 0) {
        i = wn; verb_word = LanguageIsVerb(buffer, parse, verb_wordnum);
        wn = i;
    }
    #Endif; ! LanguageIsVerb

    ! If the first word is not listed as a verb, it must be a direction
    ! or the name of someone to talk to

    if (verb_word == 0 || ((verb_word->#dict_par1) & 1) == 0) {

        ! So is the first word an object contained in the special object "compass"
        ! (i.e., a direction)?  This needs use of NounDomain, a routine which
        ! does the object matching, returning the object number, or 0 if none found,
        ! or REPARSE_CODE if it has restructured the parse table so the whole parse
        ! must be begun again...

        wn = verb_wordnum; indef_mode = false; token_filter = 0;
        l = NounDomain(compass, 0, 0);
        if (l == REPARSE_CODE) jump ReParse;

        ! If it is a direction, send back the results:
        ! action=GoSub, no of arguments=1, argument 1=the direction.

        if (l ~= 0) {
            results-->0 = ##Go;
            action_to_be = ##Go;
            results-->1 = 1;
            results-->2 = l;
            jump LookForMore;
        }

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! C: Is anyone being addressed?
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

        ! Only check for a comma (a "someone, do something" command) if we are
        ! not already in the middle of one.  (This simplification stops us from
        ! worrying about "robot, wizard, you are an idiot", telling the robot to
        ! tell the wizard that she is an idiot.)

        if (actor == player) {
            for (j=2 : j<=num_words : j++) {
                i=NextWord();
                if (i == comma_word) jump Conversation;
            }
            verb_word = UnknownVerb(verb_word);
            if (verb_word ~= 0) jump VerbAccepted;
        }
        best_etype = VERB_PE;
        jump GiveError;

        ! NextWord nudges the word number wn on by one each time, so we've now
        ! advanced past a comma.  (A comma is a word all on its own in the table.)

      .Conversation;

        j = wn - 1;
        if (j == 1) {
            L__M(##Miscellany, 22);
            jump ReType;
        }

        ! Use NounDomain (in the context of "animate creature") to see if the
        ! words make sense as the name of someone held or nearby

        wn = 1; lookahead = HELD_TOKEN;
        scope_reason = TALKING_REASON;
        l = NounDomain(player,actors_location,6);
        scope_reason = PARSING_REASON;
        if (l == REPARSE_CODE) jump ReParse;
        if (l == 0) {
            L__M(##Miscellany, 23);
            jump ReType;
        }

      .Conversation2;

        ! The object addressed must at least be "talkable" if not actually "animate"
        ! (the distinction allows, for instance, a microphone to be spoken to,
        ! without the parser thinking that the microphone is human).

        if (l hasnt animate && l hasnt talkable) {
            L__M(##Miscellany, 24, l);
            jump ReType;
        }

        ! Check that there aren't any mystery words between the end of the person's
        ! name and the comma (eg, throw out "dwarf sdfgsdgs, go north").

        if (wn ~= j) {
            L__M(##Miscellany, 25);
            jump ReType;
        }

        ! The player has now successfully named someone.  Adjust "him", "her", "it":

        PronounNotice(l);

        ! Set the global variable "actor", adjust the number of the first word,
        ! and begin parsing again from there.

        verb_wordnum = j + 1;

        ! Stop things like "me, again":

        if (l == player) {
            wn = verb_wordnum;
            if (NextWordStopped() == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
                L__M(##Miscellany, 20);
                jump ReType;
            }
        }

        actor = l;
        actors_location = ScopeCeiling(l);
        #Ifdef DEBUG;
        if (parser_trace >= 1)
            print "[Actor is ", (the) actor, " in ", (name) actors_location, "]^";
        #Endif; ! DEBUG
        jump BeginCommand;

    } ! end of first-word-not-a-verb

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! D: Get the verb: try all the syntax lines for that verb
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  .VerbAccepted;

    ! We now definitely have a verb, not a direction, whether we got here by the
    ! "take ..." or "person, take ..." method.  Get the meta flag for this verb:

    meta = ((verb_word->#dict_par1) & 2)/2;

    ! You can't order other people to "full score" for you, and so on...

    if (meta == 1 && actor ~= player) {
        best_etype = VERB_PE;
        meta = 0;
        jump GiveError;
    }

    ! Now let i be the corresponding verb number, stored in the dictionary entry
    ! (in a peculiar 255-n fashion for traditional Infocom reasons)...

    i = $ff-(verb_word->#dict_par2);

    ! ...then look up the i-th entry in the verb table, whose address is at word
    ! 7 in the Z-machine (in the header), so as to get the address of the syntax
    ! table for the given verb...

    #Ifdef TARGET_ZCODE;
    syntax = (HDR_STATICMEMORY-->0)-->i;
    #Ifnot; ! TARGET_GLULX
    syntax = (#grammar_table)-->(i+1);
    #Endif; ! TARGET_

    ! ...and then see how many lines (ie, different patterns corresponding to the
    ! same verb) are stored in the parse table...

    num_lines = (syntax->0) - 1;

    ! ...and now go through them all, one by one.
    ! To prevent pronoun_word 0 being misunderstood,

    pronoun_word = NULL; pronoun_obj = NULL;

    #Ifdef DEBUG;
    if (parser_trace >= 1) print "[Parsing for the verb '", (address) verb_word, "' (", num_lines+1, " lines)]^";
    #Endif; ! DEBUG

    best_etype = STUCK_PE; nextbest_etype = STUCK_PE;
    multiflag = false;

    ! "best_etype" is the current failure-to-match error - it is by default
    ! the least informative one, "don't understand that sentence".
    ! "nextbest_etype" remembers the best alternative to having to ask a
    ! scope token for an error message (i.e., the best not counting ASKSCOPE_PE).
    ! multiflag is used here to prevent inappropriate MULTI_PE errors
    ! in addition to its unrelated duties passing information to action routines

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! E: Break down a syntax line into analysed tokens
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    line_address = syntax + 1;

    for (line=0 : line<=num_lines : line++) {

        for (i=0 : i<32 : i++) {
            line_token-->i = ENDIT_TOKEN;
            line_ttype-->i = ELEMENTARY_TT;
            line_tdata-->i = ENDIT_TOKEN;
        }

        ! Unpack the syntax line from Inform format into three arrays; ensure that
        ! the sequence of tokens ends in an ENDIT_TOKEN.

        line_address = UnpackGrammarLine(line_address);

        #Ifdef DEBUG;
        if (parser_trace >= 1) {
            if (parser_trace >= 2) new_line;
            print "[line ", line; DebugGrammarLine();
            print "]^";
        }
        #Endif; ! DEBUG

        ! We aren't in "not holding" or inferring modes, and haven't entered
        ! any parameters on the line yet, or any special numbers; the multiple
        ! object is still empty.

        not_holding = 0;
        inferfrom = 0;
        parameters = 0;
        nsns = 0; special_word = 0; special_number = 0;
        multiple_object-->0 = 0;
        multi_context = 0;
        etype = STUCK_PE;

        ! Put the word marker back to just after the verb

        wn = verb_wordnum+1;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! F: Look ahead for advance warning for multiexcept/multiinside
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

        ! There are two special cases where parsing a token now has to be
        ! affected by the result of parsing another token later, and these
        ! two cases (multiexcept and multiinside tokens) are helped by a quick
        ! look ahead, to work out the future token now.  We can only carry this
        ! out in the simple (but by far the most common) case:
        !
        !     multiexcept <one or more prepositions> noun
        !
        ! and similarly for multiinside.

        advance_warning = NULL; indef_mode = false;
        for (i=0,m=false,pcount=0 : line_token-->pcount ~= ENDIT_TOKEN : pcount++) {
            scope_token = 0;

            if (line_ttype-->pcount ~= PREPOSITION_TT) i++;

            if (line_ttype-->pcount == ELEMENTARY_TT) {
                if (line_tdata-->pcount == MULTI_TOKEN) m = true;
                if (line_tdata-->pcount == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN  && i == 1) {
                    ! First non-preposition is "multiexcept" or
                    ! "multiinside", so look ahead.

                    #Ifdef DEBUG;
                    if (parser_trace >= 2) print " [Trying look-ahead]^";
                    #Endif; ! DEBUG

                    ! We need this to be followed by 1 or more prepositions.

                    pcount++;
                    if (line_ttype-->pcount == PREPOSITION_TT) {
                        while (line_ttype-->pcount == PREPOSITION_TT) pcount++;

                        if ((line_ttype-->pcount == ELEMENTARY_TT) && (line_tdata-->pcount == NOUN_TOKEN)) {

                            ! Advance past the last preposition

                            while (wn < num_words) {
                                l=NextWord();
                                if ( l && (l->#dict_par1) &8 ) {   ! if preposition
                                    l = Descriptors();  ! skip past THE etc
                                    if (l~=0) etype=l;  ! don't allow multiple objects
                                    l = NounDomain(actors_location, actor, NOUN_TOKEN);
                                    #Ifdef DEBUG;
                                    if (parser_trace >= 2) {
                                        print " [Advanced to ~noun~ token: ";
                                        if (l == REPARSE_CODE) print "re-parse request]^";
                                        if (l == 1) print "but multiple found]^";
                                        if (l == 0) print "error ", etype, "]^";
                                        if (l >= 2) print (the) l, "]^";
                                    }
                                    #Endif; ! DEBUG
                                    if (l == REPARSE_CODE) jump ReParse;
                                    if (l >= 2) advance_warning = l;
                                }
                            }
                        }
                    }
                    break;
                }
            }
        }

        ! Slightly different line-parsing rules will apply to "take multi", to
        ! prevent "take all" behaving correctly but misleadingly when there's
        ! nothing to take.

        take_all_rule = 0;
        if (m && params_wanted == 1 && action_to_be == ##Take)
            take_all_rule = 1;

        ! And now start again, properly, forearmed or not as the case may be.
        ! As a precaution, we clear all the variables again (they may have been
        ! disturbed by the call to NounDomain, which may have called outside
        ! code, which may have done anything!).

        not_holding = 0;
        inferfrom = 0;
        parameters = 0;
        nsns = 0; special_word = 0; special_number = 0;
        multiple_object-->0 = 0;
        etype = STUCK_PE;
        wn = verb_wordnum+1;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! G: Parse each token in turn (calling ParseToken to do most of the work)
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

        ! "Pattern" gradually accumulates what has been recognised so far,
        ! so that it may be reprinted by the parser later on

        for (pcount=1 : : pcount++) {
            pattern-->pcount = PATTERN_NULL; scope_token = 0;

            token = line_token-->(pcount-1);
            lookahead = line_token-->pcount;

            #Ifdef DEBUG;
            if (parser_trace >= 2)
                print " [line ", line, " token ", pcount, " word ", wn, " : ", (DebugToken) token,
                  "]^";
            #Endif; ! DEBUG

            if (token ~= ENDIT_TOKEN) {
                scope_reason = PARSING_REASON;
                parser_inflection = name;
                AnalyseToken(token);

                if (action_to_be == ##AskTo && found_ttype == ELEMENTARY_TT &&
                    found_tdata == TOPIC_TOKEN)
                {
                    l=inputobjs-->2;
                    wn--;
                    j = wn;
                    jump Conversation2;
                }

                l = ParseToken__(found_ttype, found_tdata, pcount-1, token);
                while (l<-200) l = ParseToken__(ELEMENTARY_TT, l + 256);
                scope_reason = PARSING_REASON;

                if (l == GPR_PREPOSITION) {
                    if (found_ttype~=PREPOSITION_TT && (found_ttype~=ELEMENTARY_TT ||
                        found_tdata~=TOPIC_TOKEN)) params_wanted--;
                    l = true;
                }
                else
                    if (l < 0) l = false;
                    else
                        if (l ~= GPR_REPARSE) {
                            if (l == GPR_NUMBER) {
                                if (nsns == 0) special_number1 = parsed_number;
                                else special_number2 = parsed_number;
                                nsns++; l = 1;
                            }
                            if (l == GPR_MULTIPLE) l = 0;
                            results-->(parameters+2) = l;
                            parameters++;
                            pattern-->pcount = l;
                            l = true;
                        }

                #Ifdef DEBUG;
                if (parser_trace >= 3) {
                    print "  [token resulted in ";
                    if (l == REPARSE_CODE) print "re-parse request]^";
                    if (l == 0) print "failure with error type ", etype, "]^";
                    if (l == 1) print "success]^";
                }
                #Endif; ! DEBUG

                if (l == REPARSE_CODE) jump ReParse;
                if (l == false) break;
            }
            else {

                ! If the player has entered enough already but there's still
                ! text to wade through: store the pattern away so as to be able to produce
                ! a decent error message if this turns out to be the best we ever manage,
                ! and in the mean time give up on this line

                ! However, if the superfluous text begins with a comma or "then" then
                ! take that to be the start of another instruction

                if (wn <= num_words) {
                    l = NextWord();
                    if (l == THEN1__WD or THEN2__WD or THEN3__WD or comma_word) {
                        held_back_mode = 1; hb_wn = wn-1;
                    }
                    else {
                        for (m=0 : m<32 : m++) pattern2-->m = pattern-->m;
                        pcount2 = pcount;
                        etype = UPTO_PE;
                        break;
                    }
                }

                ! Now, we may need to revise the multiple object because of the single one
                ! we now know (but didn't when the list was drawn up).

                if (parameters >= 1 && results-->2 == 0) {
                    l = ReviseMulti(results-->3);
                    if (l ~= 0) { etype = l; results-->0 = action_to_be; break; }
                }
                if (parameters >= 2 && results-->3 == 0) {
                    l = ReviseMulti(results-->2);
                    if (l ~= 0) { etype = l; break; }
                }

                ! To trap the case of "take all" inferring only "yourself" when absolutely
                ! nothing else is in the vicinity...

                if (take_all_rule == 2 && results-->2 == actor) {
                    best_etype = NOTHING_PE;
                    jump GiveError;
                }

                #Ifdef DEBUG;
                if (parser_trace >= 1) print "[Line successfully parsed]^";
                #Endif; ! DEBUG

                ! The line has successfully matched the text.  Declare the input error-free...

                oops_from = 0;

                ! ...explain any inferences made (using the pattern)...

                if (inferfrom ~= 0) {
                    print "("; PrintCommand(inferfrom); print ")^";
                }

                ! ...copy the action number, and the number of parameters...

                results-->0 = action_to_be;
                results-->1 = parameters;

                ! ...reverse first and second parameters if need be...

                if (action_reversed && parameters == 2) {
                    i = results-->2; results-->2 = results-->3;
                    results-->3 = i;
                    if (nsns == 2) {
                        i = special_number1; special_number1 = special_number2;
                        special_number2 = i;
                    }
                }

                ! ...and to reset "it"-style objects to the first of these parameters, if
                ! there is one (and it really is an object)...

                if (parameters > 0 && results-->2 >= 2)
                    PronounNotice(results-->2);

                ! ...and worry about the case where an object was allowed as a parameter
                ! even though the player wasn't holding it and should have been: in this
                ! event, keep the results for next time round, go into "not holding" mode,
                ! and for now tell the player what's happening and return a "take" request
                ! instead...

                if (not_holding ~= 0 && actor == player) {
                    action = ##Take;
                    i = RunRoutines(not_holding, before_implicit);
                    ! i = 0: Take the object, tell the player (default)
                    ! i = 1: Take the object, don't tell the player
                    ! i = 2: don't Take the object, continue
                    ! i = 3: don't Take the object, don't continue
                    if (i > 2) { best_etype = NOTHELD_PE; jump GiveError; }
                    if (i < 2) {        ! perform the implicit Take
                        if (i ~= 1)     ! and tell the player
                            L__M(##Miscellany, 26, not_holding);
                        notheld_mode = 1;
                        for (i=0 : i<8 : i++) kept_results-->i = results-->i;
                        results-->0 = ##Take;
                        results-->1 = 1;
                        results-->2 = not_holding;
                    }
                }

                ! (Notice that implicit takes are only generated for the player, and not
                ! for other actors.  This avoids entirely logical, but misleading, text
                ! being printed.)

                ! ...and return from the parser altogether, having successfully matched
                ! a line.

                if (held_back_mode == 1) {
                    wn=hb_wn;
                    jump LookForMore;
                }
                rtrue;

            } ! end of if(token ~= ENDIT_TOKEN) else
        } ! end of for(pcount++)

        ! The line has failed to match.
        ! We continue the outer "for" loop, trying the next line in the grammar.

        if (etype > best_etype) best_etype = etype;
        if (etype ~= ASKSCOPE_PE && etype > nextbest_etype) nextbest_etype = etype;

        ! ...unless the line was something like "take all" which failed because
        ! nothing matched the "all", in which case we stop and give an error now.

        if (take_all_rule == 2 && etype==NOTHING_PE) break;

    } ! end of for(line++)

    ! The grammar is exhausted: every line has failed to match.

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! H: Cheaply parse otherwise unrecognised conversation and return
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  .GiveError;

    etype = best_etype;

    ! Errors are handled differently depending on who was talking.
    ! If the command was addressed to somebody else (eg, "dwarf, sfgh") then
    ! it is taken as conversation which the parser has no business in disallowing.

    if (actor ~= player) {
        if (usual_grammar_after ~= 0) {
            verb_wordnum = usual_grammar_after;
            jump AlmostReParse;
        }
        wn = verb_wordnum;
        special_word = NextWord();
        if (special_word == comma_word) {
            special_word = NextWord();
            verb_wordnum++;
        }
        special_number = TryNumber(verb_wordnum);
        results-->0 = ##NotUnderstood;
        results-->1 = 2;
        results-->2 = 1; special_number1 = special_word;
        results-->3 = actor;
        consult_from = verb_wordnum; consult_words = num_words-consult_from+1;
        rtrue;
    }

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! I: Print best possible error message
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! If the player was the actor (eg, in "take dfghh") the error must be printed,
    ! and fresh input called for.  In three cases the oops word must be jiggled.

    if (ParserError(etype) ~= 0) jump ReType;
    pronoun_word = pronoun__word; pronoun_obj = pronoun__obj;

    if (etype == STUCK_PE) {    L__M(##Miscellany, 27); oops_from = 1; }
    if (etype == UPTO_PE) {     L__M(##Miscellany, 28);
        for (m=0 : m<32 : m++) pattern-->m = pattern2-->m;
        pcount = pcount2; PrintCommand(0); L__M(##Miscellany, 56);
    }
    if (etype == NUMBER_PE)     L__M(##Miscellany, 29);
    if (etype == CANTSEE_PE) {  L__M(##Miscellany, 30); oops_from=saved_oops; }
    if (etype == TOOLIT_PE)     L__M(##Miscellany, 31);
    if (etype == NOTHELD_PE) {  L__M(##Miscellany, 32); oops_from=saved_oops; }
    if (etype == MULTI_PE)      L__M(##Miscellany, 33);
    if (etype == MMULTI_PE)     L__M(##Miscellany, 34);
    if (etype == VAGUE_PE)      L__M(##Miscellany, 35);
    if (etype == EXCEPT_PE)     L__M(##Miscellany, 36);
    if (etype == ANIMA_PE)      L__M(##Miscellany, 37);
    if (etype == VERB_PE)       L__M(##Miscellany, 38);
    if (etype == SCENERY_PE)    L__M(##Miscellany, 39);
    if (etype == ITGONE_PE) {
        if (pronoun_obj == NULL)
                                L__M(##Miscellany, 35);
        else                    L__M(##Miscellany, 40);
    }
    if (etype == JUNKAFTER_PE)  L__M(##Miscellany, 41);
    if (etype == TOOFEW_PE)     L__M(##Miscellany, 42, multi_had);
    if (etype == NOTHING_PE) {
        if (results-->0 == ##Remove && results-->3 ofclass Object) {
            noun = results-->3; ! ensure valid for messages
            if (noun has animate) L__M(##Take, 6, noun);
            else if (noun hasnt container or supporter) L__M(##Insert, 2, noun);
            else if (noun has container && noun hasnt open) L__M(##Take, 9, noun);
            else if (children(noun)==0) L__M(##Search, 6, noun);
            else results-->0 = 0;
            }
        if (results-->0 ~= ##Remove) {
            if (multi_wanted==100)  L__M(##Miscellany, 43);
            else                    L__M(##Miscellany, 44);
        }
    }
    if (etype == ASKSCOPE_PE) {
        scope_stage = 3;
        if (indirect(scope_error) == -1) {
            best_etype = nextbest_etype;
            jump GiveError;
        }
    }

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! J: Retry the whole lot
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! And go (almost) right back to square one...

    jump ReType;

    ! ...being careful not to go all the way back, to avoid infinite repetition
    ! of a deferred command causing an error.


    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! K: Last thing: check for "then" and further instructions(s), return.
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! At this point, the return value is all prepared, and we are only looking
    ! to see if there is a "then" followed by subsequent instruction(s).

  .LookForMore;

    if (wn > num_words) rtrue;

    i = NextWord();
    if (i == THEN1__WD or THEN2__WD or THEN3__WD or comma_word) {
        if (wn > num_words) {
           held_back_mode = false;
           return;
        }
        i = WordAddress(verb_wordnum);
        j = WordAddress(wn);
        for (: i<j : i++) i->0 = ' ';
        i = NextWord();
        if (i == AGAIN1__WD or AGAIN2__WD or AGAIN3__WD) {
            ! Delete the words "then again" from the again buffer,
            ! in which we have just realised that it must occur:
            ! prevents an infinite loop on "i. again"

            i = WordAddress(wn-2)-buffer;
            if (wn > num_words) j = INPUT_BUFFER_LEN-1;
            else j = WordAddress(wn)-buffer;
            for (: i<j : i++) buffer3->i = ' ';
        }
        Tokenise__(buffer,parse);
        held_back_mode = true;
        return;
    }
    best_etype = UPTO_PE;
    jump GiveError;

]; ! end of Parser__parse

[ ScopeCeiling person act;
  act = parent(person);
  if (act == 0) return person;
  if (person == player && location == thedark) return thedark;
  while (parent(act)~=0 && (act has transparent || act has supporter ||
                           (act has container && act has open)))
      act = parent(act);
  return act;
];

! ----------------------------------------------------------------------------
!  Descriptors()
!
!  Handles descriptive words like "my", "his", "another" and so on.
!  Skips "the", and leaves wn pointing to the first misunderstood word.
!
!  Allowed to set up for a plural only if allow_p is set
!
!  Returns error number, or 0 if no error occurred
! ----------------------------------------------------------------------------

Constant OTHER_BIT  =   1;     !  These will be used in Adjudicate()
Constant MY_BIT     =   2;     !  to disambiguate choices
Constant THAT_BIT   =   4;
Constant PLURAL_BIT =   8;
Constant LIT_BIT    =  16;
Constant UNLIT_BIT  =  32;

[ ResetDescriptors;
    indef_mode = 0; indef_type = 0; indef_wanted = 0; indef_guess_p = 0;
    indef_possambig = false;
    indef_owner = nothing;
    indef_cases = $$111111111111;
    indef_nspec_at = 0;
];

[ Descriptors  o x flag cto type n;
    ResetDescriptors();
    if (wn > num_words) return 0;

    for (flag=true : flag :) {
        o = NextWordStopped(); flag = false;

       for (x=1 : x<=LanguageDescriptors-->0 : x=x+4)
            if (o == LanguageDescriptors-->x) {
                flag = true;
                type = LanguageDescriptors-->(x+2);
                if (type ~= DEFART_PK) indef_mode = true;
                indef_possambig = true;
                indef_cases = indef_cases & (LanguageDescriptors-->(x+1));

                if (type == POSSESS_PK) {
                    cto = LanguageDescriptors-->(x+3);
                    switch (cto) {
                      0: indef_type = indef_type | MY_BIT;
                      1: indef_type = indef_type | THAT_BIT;
                      default:
                        indef_owner = PronounValue(cto);
                        if (indef_owner == NULL) indef_owner = InformParser;
                    }
                }

                if (type == light)  indef_type = indef_type | LIT_BIT;
                if (type == -light) indef_type = indef_type | UNLIT_BIT;
            }

        if (o == OTHER1__WD or OTHER2__WD or OTHER3__WD) {
            indef_mode = 1; flag = 1;
            indef_type = indef_type | OTHER_BIT;
        }
        if (o == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
            indef_mode = 1; flag = 1; indef_wanted = 100;
            if (take_all_rule == 1) take_all_rule = 2;
            indef_type = indef_type | PLURAL_BIT;
        }
        if (allow_plurals) {
            n = TryNumber(wn-1);
            if (n == 1) { indef_mode = 1; flag = 1; }
            if (n > 1) {
                indef_guess_p = 1;
                indef_mode = 1; flag = 1; indef_wanted = n;
                indef_nspec_at = wn-1;
                indef_type = indef_type | PLURAL_BIT;
            }
        }
        if (flag == 1 && NextWordStopped() ~= OF1__WD or OF2__WD or OF3__WD or OF4__WD)
            wn--;  ! Skip 'of' after these
    }
    wn--;
    return 0;
];

! ----------------------------------------------------------------------------
!  CreatureTest: Will this person do for a "creature" token?
! ----------------------------------------------------------------------------

[ CreatureTest obj;
    if (obj has animate) rtrue;
    if (obj hasnt talkable) rfalse;
    if (action_to_be == ##Ask or ##Answer or ##Tell or ##AskFor) rtrue;
    rfalse;
];

[ PrepositionChain wd index;
    if (line_tdata-->index == wd) return wd;
    if ((line_token-->index)->0 & $20 == 0) return -1;
    do {
        if (line_tdata-->index == wd) return wd;
        index++;
    } until ((line_token-->index == ENDIT_TOKEN) || (((line_token-->index)->0 & $10) == 0));
    return -1;
];

! ----------------------------------------------------------------------------
!  ParseToken(type, data):
!      Parses the given token, from the current word number wn, with exactly
!      the specification of a general parsing routine.
!      (Except that for "topic" tokens and prepositions, you need to supply
!      a position in a valid grammar line as third argument.)
!
!  Returns:
!    GPR_REPARSE  for "reconstructed input, please re-parse from scratch"
!    GPR_PREPOSITION  for "token accepted with no result"
!    $ff00 + x    for "please parse ParseToken(ELEMENTARY_TT, x) instead"
!    0            for "token accepted, result is the multiple object list"
!    1            for "token accepted, result is the number in parsed_number"
!    object num   for "token accepted with this object as result"
!    -1           for "token rejected"
!
!  (A)            Analyse the token; handle all tokens not involving
!                 object lists and break down others into elementary tokens
!  (B)            Begin parsing an object list
!  (C)            Parse descriptors (articles, pronouns, etc.) in the list
!  (D)            Parse an object name
!  (E)            Parse connectives ("and", "but", etc.) and go back to (C)
!  (F)            Return the conclusion of parsing an object list
! ----------------------------------------------------------------------------

[ ParseToken given_ttype given_tdata token_n x y;
    x = lookahead; lookahead = NOUN_TOKEN;
    y = ParseToken__(given_ttype,given_tdata,token_n);
    if (y == GPR_REPARSE) Tokenise__(buffer,parse);
    lookahead = x; return y;
];

[ ParseToken__ given_ttype given_tdata token_n
             token l o i j k and_parity single_object desc_wn many_flag
             token_allows_multiple prev_indef_wanted;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! A: Analyse token; handle all not involving object lists, break down others
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    token_filter = 0;

    switch (given_ttype) {
      ELEMENTARY_TT:
        switch (given_tdata) {
          SPECIAL_TOKEN:
            l = TryNumber(wn);
            special_word = NextWord();
            #Ifdef DEBUG;
            if (l ~= -1000)
                if (parser_trace >= 3) print "  [Read special as the number ", l, "]^";
            #Endif; ! DEBUG
            if (l == -1000) {
                #Ifdef DEBUG;
                if (parser_trace >= 3) print "  [Read special word at word number ", wn, "]^";
                #Endif; ! DEBUG
                l = special_word;
            }
            parsed_number = l; return GPR_NUMBER;

          NUMBER_TOKEN:
            l=TryNumber(wn++);
            if (l == -1000) { etype = NUMBER_PE; return GPR_FAIL; }
            #Ifdef DEBUG;
            if (parser_trace>=3) print "  [Read number as ", l, "]^";
            #Endif; ! DEBUG
            parsed_number = l; return GPR_NUMBER;

          CREATURE_TOKEN:
            if (action_to_be == ##Answer or ##Ask or ##AskFor or ##Tell)
                scope_reason = TALKING_REASON;

          TOPIC_TOKEN:
            consult_from = wn;
            if ((line_ttype-->(token_n+1) ~= PREPOSITION_TT) &&
               (line_token-->(token_n+1) ~= ENDIT_TOKEN))
                RunTimeError(13);
            do o = NextWordStopped();
            until (o == -1 || PrepositionChain(o, token_n+1) ~= -1);
            wn--;
            consult_words = wn-consult_from;
            if (consult_words == 0) return GPR_FAIL;
            if (action_to_be == ##Ask or ##Answer or ##Tell) {
                o = wn; wn = consult_from; parsed_number = NextWord();
                #Ifdef EnglishNaturalLanguage;
                if (parsed_number == 'the' && consult_words > 1) parsed_number=NextWord();
                #Endif; ! EnglishNaturalLanguage
                wn = o; return 1;
            }
            if (o==-1 && (line_ttype-->(token_n+1) == PREPOSITION_TT))
                return GPR_FAIL;    ! don't infer if required preposition is absent
            return GPR_PREPOSITION;
        }

      PREPOSITION_TT:
        #Iffalse (Grammar__Version == 1);
        ! Is it an unnecessary alternative preposition, when a previous choice
        ! has already been matched?
        if ((token->0) & $10) return GPR_PREPOSITION;
        #Endif; ! Grammar__Version

        ! If we've run out of the player's input, but still have parameters to
        ! specify, we go into "infer" mode, remembering where we are and the
        ! preposition we are inferring...

        if (wn > num_words) {
            if (inferfrom==0 && parameters<params_wanted) {
                inferfrom = pcount; inferword = token;
                pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
            }

            ! If we are not inferring, then the line is wrong...

            if (inferfrom == 0) return -1;

            ! If not, then the line is right but we mark in the preposition...

            pattern-->pcount = REPARSE_CODE + Dword__No(given_tdata);
            return GPR_PREPOSITION;
        }

        o = NextWord();

        pattern-->pcount = REPARSE_CODE + Dword__No(o);

        ! Whereas, if the player has typed something here, see if it is the
        ! required preposition... if it's wrong, the line must be wrong,
        ! but if it's right, the token is passed (jump to finish this token).

        if (o == given_tdata) return GPR_PREPOSITION;
        #Iffalse (Grammar__Version == 1);
        if (PrepositionChain(o, token_n) ~= -1) return GPR_PREPOSITION;
        #Endif; ! Grammar__Version
        return -1;

      GPR_TT:
        l = indirect(given_tdata);
        #Ifdef DEBUG;
        if (parser_trace >= 3) print "  [Outside parsing routine returned ", l, "]^";
        #Endif; ! DEBUG
        return l;

      SCOPE_TT:
        scope_token = given_tdata;
        scope_stage = 1;
        l = indirect(scope_token);
        #Ifdef DEBUG;
        if (parser_trace >= 3) print "  [Scope routine returned multiple-flag of ", l, "]^";
        #Endif; ! DEBUG
        if (l == 1) given_tdata = MULTI_TOKEN; else given_tdata = NOUN_TOKEN;

      ATTR_FILTER_TT:
        token_filter = 1 + given_tdata;
        given_tdata = NOUN_TOKEN;

      ROUTINE_FILTER_TT:
        token_filter = given_tdata;
        given_tdata = NOUN_TOKEN;

    } ! end of switch(given_ttype)

    token = given_tdata;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! B: Begin parsing an object list
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! There are now three possible ways we can be here:
    !     parsing an elementary token other than "special" or "number";
    !     parsing a scope token;
    !     parsing a noun-filter token (either by routine or attribute).
    !
    ! In each case, token holds the type of elementary parse to
    ! perform in matching one or more objects, and
    ! token_filter is 0 (default), an attribute + 1 for an attribute filter
    ! or a routine address for a routine filter.

    token_allows_multiple = false;
    if (token == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN)
        token_allows_multiple = true;

    many_flag = false; and_parity = true; dont_infer = false;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! C: Parse descriptors (articles, pronouns, etc.) in the list
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! We expect to find a list of objects next in what the player's typed.

  .ObjectList;

    #Ifdef DEBUG;
    if (parser_trace >= 3) print "  [Object list from word ", wn, "]^";
    #Endif; ! DEBUG

    ! Take an advance look at the next word: if it's "it" or "them", and these
    ! are unset, set the appropriate error number and give up on the line
    ! (if not, these are still parsed in the usual way - it is not assumed
    ! that they still refer to something in scope)

    o = NextWord(); wn--;

    pronoun_word = NULL; pronoun_obj = NULL;
    l = PronounValue(o);
    if (l ~= 0) {
        pronoun_word = o; pronoun_obj = l;
        if (l == NULL) {
            ! Don't assume this is a use of an unset pronoun until the
            ! descriptors have been checked, because it might be an
            ! article (or some such) instead

            for (l=1 : l<=LanguageDescriptors-->0 : l=l+4)
                if (o == LanguageDescriptors-->l) jump AssumeDescriptor;
            pronoun__word = pronoun_word; pronoun__obj = pronoun_obj;
            etype = VAGUE_PE; return GPR_FAIL;
        }
    }

  .AssumeDescriptor;

    if (o == ME1__WD or ME2__WD or ME3__WD) { pronoun_word = o; pronoun_obj = player; }

    allow_plurals = true; desc_wn = wn;

  .TryAgain;

    ! First, we parse any descriptive words (like "the", "five" or "every"):
    l = Descriptors();
    if (l ~= 0) { etype = l; return GPR_FAIL; }

  .TryAgain2;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! D: Parse an object name
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! This is an actual specified object, and is therefore where a typing error
    ! is most likely to occur, so we set:

    oops_from = wn;

    ! So, two cases.  Case 1: token not equal to "held" (so, no implicit takes)
    ! but we may well be dealing with multiple objects

    ! In either case below we use NounDomain, giving it the token number as
    ! context, and two places to look: among the actor's possessions, and in the
    ! present location.  (Note that the order depends on which is likeliest.)

    if (token ~= HELD_TOKEN) {
        i = multiple_object-->0;
        #Ifdef DEBUG;
        if (parser_trace >= 3) print "  [Calling NounDomain on location and actor]^";
        #Endif; ! DEBUG
        l = NounDomain(actors_location, actor, token);
        if (l == REPARSE_CODE) return l;                  ! Reparse after Q&A
        if (indef_wanted == 100 && l == 0 && number_matched == 0)
            l = 1;  ! ReviseMulti if TAKE ALL FROM empty container

        if (token_allows_multiple && ~~multiflag) {
            if (best_etype==MULTI_PE) best_etype=STUCK_PE;
            multiflag = true;
        }
        if (l == 0) {
            if (indef_possambig) {
                ResetDescriptors();
                wn = desc_wn;
                jump TryAgain2;
            }
            if (etype == MULTI_PE or TOOFEW_PE && multiflag) etype = STUCK_PE;
            etype=CantSee();
            jump FailToken;
        } ! Choose best error

        #Ifdef DEBUG;
        if (parser_trace >= 3) {
            if (l > 1) print "  [ND returned ", (the) l, "]^";
            else {
                print "  [ND appended to the multiple object list:^";
                k = multiple_object-->0;
                for (j=i+1 : j<=k : j++)
                    print "  Entry ", j, ": ", (The) multiple_object-->j,
                          " (", multiple_object-->j, ")^";
                print "  List now has size ", k, "]^";
            }
        }
        #Endif; ! DEBUG

        if (l == 1) {
            if (~~many_flag) many_flag = true;
            else {                                ! Merge with earlier ones
                k = multiple_object-->0;            ! (with either parity)
                multiple_object-->0 = i;
                for (j=i+1 : j<=k : j++) {
                    if (and_parity) MultiAdd(multiple_object-->j);
                    else            MultiSub(multiple_object-->j);
                }
                #Ifdef DEBUG;
                if (parser_trace >= 3) print "  [Merging ", k-i, " new objects to the ", i, " old ones]^";
                #Endif; ! DEBUG
            }
        }
        else {
            ! A single object was indeed found

            if (match_length == 0 && indef_possambig) {
                ! So the answer had to be inferred from no textual data,
                ! and we know that there was an ambiguity in the descriptor
                ! stage (such as a word which could be a pronoun being
                ! parsed as an article or possessive).  It's worth having
                ! another go.

                ResetDescriptors();
                wn = desc_wn;
                jump TryAgain2;
            }

            if (token == CREATURE_TOKEN && CreatureTest(l) == 0) {
                etype = ANIMA_PE;
                jump FailToken;
            } !  Animation is required

            if (~~many_flag) single_object = l;
            else {
                if (and_parity) MultiAdd(l); else MultiSub(l);
                #Ifdef DEBUG;
                if (parser_trace >= 3) print "  [Combining ", (the) l, " with list]^";
                #Endif; ! DEBUG
            }
        }
    }

    else {

    ! Case 2: token is "held" (which fortunately can't take multiple objects)
    ! and may generate an implicit take

        l = NounDomain(actor,actors_location,token);       ! Same as above...
        if (l == REPARSE_CODE) return GPR_REPARSE;
        if (l == 0) {
            if (indef_possambig) {
                ResetDescriptors();
                wn = desc_wn;
                jump TryAgain2;
            }
            etype = CantSee(); jump FailToken;            ! Choose best error
        }

        ! ...until it produces something not held by the actor.  Then an implicit
        ! take must be tried.  If this is already happening anyway, things are too
        ! confused and we have to give up (but saving the oops marker so as to get
        ! it on the right word afterwards).
        ! The point of this last rule is that a sequence like
        !
        !     > read newspaper
        !     (taking the newspaper first)
        !     The dwarf unexpectedly prevents you from taking the newspaper!
        !
        ! should not be allowed to go into an infinite repeat - read becomes
        ! take then read, but take has no effect, so read becomes take then read...
        ! Anyway for now all we do is record the number of the object to take.

        o = parent(l);
        if (o ~= actor) {
            if (notheld_mode == 1) {
                saved_oops = oops_from;
                etype = NOTHELD_PE;
                jump FailToken;
            }
            not_holding = l;
            #Ifdef DEBUG;
            if (parser_trace >= 3) print "  [Allowing object ", (the) l, " for now]^";
            #Endif; ! DEBUG
        }
        single_object = l;
    } ! end of if (token ~= HELD_TOKEN) else

    ! The following moves the word marker to just past the named object...

    wn = oops_from + match_length;

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! E: Parse connectives ("and", "but", etc.) and go back to (C)
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! Object(s) specified now: is that the end of the list, or have we reached
    ! "and", "but" and so on?  If so, create a multiple-object list if we
    ! haven't already (and are allowed to).

  .NextInList;

    o = NextWord();

    if (o == AND1__WD or AND2__WD or AND3__WD or BUT1__WD or BUT2__WD or BUT3__WD or comma_word) {

        #Ifdef DEBUG;
        if (parser_trace >= 3) print "  [Read connective '", (address) o, "']^";
        #Endif; ! DEBUG

        if (~~token_allows_multiple) {
            if (multiflag) jump PassToken; ! give UPTO_PE error
            etype=MULTI_PE;
            jump FailToken;
        }

        if (o == BUT1__WD or BUT2__WD or BUT3__WD) and_parity = 1-and_parity;

        if (~~many_flag) {
            multiple_object-->0 = 1;
            multiple_object-->1 = single_object;
            many_flag = true;
            #Ifdef DEBUG;
            if (parser_trace >= 3) print "  [Making new list from ", (the) single_object, "]^";
            #Endif; ! DEBUG
        }
        dont_infer = true; inferfrom=0;           ! Don't print (inferences)
        jump ObjectList;                          ! And back around
    }

    wn--;   ! Word marker back to first not-understood word

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !
    ! F: Return the conclusion of parsing an object list
    !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ! Happy or unhappy endings:

  .PassToken;

    if (many_flag) {
        single_object = GPR_MULTIPLE;
        multi_context = token;
    }
    else {
        if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
            if (indef_wanted < 100 && indef_wanted > 1) {
                multi_had = 1; multi_wanted = indef_wanted;
                etype = TOOFEW_PE;
                jump FailToken;
            }
        }
    }
    return single_object;

  .FailToken;

    ! If we were only guessing about it being a plural, try again but only
    ! allowing singulars (so that words like "six" are not swallowed up as
    ! Descriptors)

    if (allow_plurals && indef_guess_p == 1) {
        #Ifdef DEBUG;
        if (parser_trace >= 4) print "   [Retrying singulars after failure ", etype, "]^";
        #Endif;
        prev_indef_wanted = indef_wanted;
        allow_plurals = false;
        wn = desc_wn;
        jump TryAgain;
    }

    if ((indef_wanted > 0 || prev_indef_wanted > 0) && (~~multiflag)) etype = MULTI_PE;

    return GPR_FAIL;

]; ! end of ParseToken__

! ----------------------------------------------------------------------------
!  NounDomain does the most substantial part of parsing an object name.
!
!  It is given two "domains" - usually a location and then the actor who is
!  looking - and a context (i.e. token type), and returns:
!
!   0    if no match at all could be made,
!   1    if a multiple object was made,
!   k    if object k was the one decided upon,
!   REPARSE_CODE if it asked a question of the player and consequently rewrote
!        the player's input, so that the whole parser should start again
!        on the rewritten input.
!
!   In the case when it returns 1<k<REPARSE_CODE, it also sets the variable
!   length_of_noun to the number of words in the input text matched to the
!   noun.
!   In the case k=1, the multiple objects are added to multiple_object by
!   hand (not by MultiAdd, because we want to allow duplicates).
! ----------------------------------------------------------------------------

[ NounDomain domain1 domain2 context    first_word i j k l
                                        answer_words marker;
    #Ifdef DEBUG;
    if (parser_trace >= 4) {
        print "   [NounDomain called at word ", wn, "^";
        print "   ";
        if (indef_mode) {
            print "seeking indefinite object: ";
            if (indef_type & OTHER_BIT)  print "other ";
            if (indef_type & MY_BIT)     print "my ";
            if (indef_type & THAT_BIT)   print "that ";
            if (indef_type & PLURAL_BIT) print "plural ";
            if (indef_type & LIT_BIT)    print "lit ";
            if (indef_type & UNLIT_BIT)  print "unlit ";
            if (indef_owner ~= 0) print "owner:", (name) indef_owner;
            new_line;
            print "   number wanted: ";
            if (indef_wanted == 100) print "all"; else print indef_wanted;
            new_line;
            print "   most likely GNAs of names: ", indef_cases, "^";
        }
        else print "seeking definite object^";
    }
    #Endif; ! DEBUG

    match_length = 0; number_matched = 0; match_from = wn; placed_in_flag = 0;

    SearchScope(domain1, domain2, context);

    #Ifdef DEBUG;
    if (parser_trace >= 4) print "   [ND made ", number_matched, " matches]^";
    #Endif; ! DEBUG

    wn = match_from+match_length;

    ! If nothing worked at all, leave with the word marker skipped past the
    ! first unmatched word...

    if (number_matched == 0) { wn++; rfalse; }

    ! Suppose that there really were some words being parsed (i.e., we did
    ! not just infer).  If so, and if there was only one match, it must be
    ! right and we return it...

    if (match_from <= num_words) {
        if (number_matched == 1) {
            i=match_list-->0;
            return i;
        }

        ! ...now suppose that there was more typing to come, i.e. suppose that
        ! the user entered something beyond this noun.  If nothing ought to follow,
        ! then there must be a mistake, (unless what does follow is just a full
        ! stop, and or comma)

        if (wn <= num_words) {
            i = NextWord(); wn--;
            if (i ~=  AND1__WD or AND2__WD or AND3__WD or comma_word
                   or THEN1__WD or THEN2__WD or THEN3__WD
                   or BUT1__WD or BUT2__WD or BUT3__WD) {
                if (lookahead == ENDIT_TOKEN) rfalse;
            }
        }
    }

    ! Now look for a good choice, if there's more than one choice...

    number_of_classes = 0;

    if (number_matched == 1) i = match_list-->0;
    if (number_matched > 1) {
        i = Adjudicate(context);
        if (i == -1) rfalse;
        if (i == 1) rtrue;       !  Adjudicate has made a multiple
                             !  object, and we pass it on
    }

    ! If i is non-zero here, one of two things is happening: either
    ! (a) an inference has been successfully made that object i is
    !     the intended one from the user's specification, or
    ! (b) the user finished typing some time ago, but we've decided
    !     on i because it's the only possible choice.
    ! In either case we have to keep the pattern up to date,
    ! note that an inference has been made and return.
    ! (Except, we don't note which of a pile of identical objects.)

    if (i ~= 0) {
        if (dont_infer) return i;
        if (inferfrom == 0) inferfrom=pcount;
        pattern-->pcount = i;
        return i;
    }

    ! If we get here, there was no obvious choice of object to make.  If in
    ! fact we've already gone past the end of the player's typing (which
    ! means the match list must contain every object in scope, regardless
    ! of its name), then it's foolish to give an enormous list to choose
    ! from - instead we go and ask a more suitable question...

    if (match_from > num_words) jump Incomplete;

    ! Now we print up the question, using the equivalence classes as worked
    ! out by Adjudicate() so as not to repeat ourselves on plural objects...

    if (context==CREATURE_TOKEN) L__M(##Miscellany, 45);
    else                         L__M(##Miscellany, 46);

    j = number_of_classes; marker = 0;
    for (i=1 : i<=number_of_classes : i++) {
        while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
        k = match_list-->marker;

        if (match_classes-->marker > 0) print (the) k; else print (a) k;

        if (i < j-1)  print (string) COMMA__TX;
        if (i == j-1) print (string) OR__TX;
    }
    L__M(##Miscellany, 57);

    ! ...and get an answer:

  .WhichOne;
    #Ifdef TARGET_ZCODE;
    for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
    #Endif; ! TARGET_ZCODE
    answer_words=Keyboard(buffer2, parse2);

    ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
    first_word = (parse2-->1);

    ! Take care of "all", because that does something too clever here to do
    ! later on:

    if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
        if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
            l = multiple_object-->0;
            for (i=0 : i<number_matched && l+i<63 : i++) {
                k = match_list-->i;
                multiple_object-->(i+1+l) = k;
            }
            multiple_object-->0 = i+l;
            rtrue;
        }
        L__M(##Miscellany, 47);
        jump WhichOne;
    }

    ! If the first word of the reply can be interpreted as a verb, then
    ! assume that the player has ignored the question and given a new
    ! command altogether.
    ! (This is one time when it's convenient that the directions are
    ! not themselves verbs - thus, "north" as a reply to "Which, the north
    ! or south door" is not treated as a fresh command but as an answer.)

    #Ifdef LanguageIsVerb;
    if (first_word == 0) {
        j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
    }
    #Endif; ! LanguageIsVerb
    if (first_word ~= 0) {
        j = first_word->#dict_par1;
        if ((0 ~= j&1) && ~~LanguageVerbMayBeName(first_word)) {
            CopyBuffer(buffer, buffer2);
            return REPARSE_CODE;
        }
    }

    ! Now we insert the answer into the original typed command, as
    ! words additionally describing the same object
    ! (eg, > take red button
    !      Which one, ...
    !      > music
    ! becomes "take music red button".  The parser will thus have three
    ! words to work from next time, not two.)

    #Ifdef TARGET_ZCODE;
    k = WordAddress(match_from) - buffer; l=buffer2->1+1;
    for (j=buffer + buffer->0 - 1 : j>=buffer+k+l : j--) j->0 = 0->(j-l);
    for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(2+i);
    buffer->(k+l-1) = ' ';
    buffer->1 = buffer->1 + l;
    if (buffer->1 >= (buffer->0 - 1)) buffer->1 = buffer->0;
    #Ifnot; ! TARGET_GLULX
    k = WordAddress(match_from) - buffer;
    l = (buffer2-->0) + 1;
    for (j=buffer+INPUT_BUFFER_LEN-1 : j>=buffer+k+l : j--) j->0 = j->(-l);
    for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
    buffer->(k+l-1) = ' ';
    buffer-->0 = buffer-->0 + l;
    if (buffer-->0 > (INPUT_BUFFER_LEN-WORDSIZE)) buffer-->0 = (INPUT_BUFFER_LEN-WORDSIZE);
    #Endif; ! TARGET_

    ! Having reconstructed the input, we warn the parser accordingly
    ! and get out.

    return REPARSE_CODE;

    ! Now we come to the question asked when the input has run out
    ! and can't easily be guessed (eg, the player typed "take" and there
    ! were plenty of things which might have been meant).

  .Incomplete;

    if (context == CREATURE_TOKEN) L__M(##Miscellany, 48);
    else                           L__M(##Miscellany, 49);

    #Ifdef TARGET_ZCODE;
    for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i=' ';
    #Endif; ! TARGET_ZCODE
    answer_words = Keyboard(buffer2, parse2);

    first_word=(parse2-->1);
    #Ifdef LanguageIsVerb;
    if (first_word==0) {
        j = wn; first_word=LanguageIsVerb(buffer2, parse2, 1); wn = j;
    }
    #Endif; ! LanguageIsVerb

    ! Once again, if the reply looks like a command, give it to the
    ! parser to get on with and forget about the question...

    if (first_word ~= 0) {
        j = first_word->#dict_par1;
        if (0 ~= j&1) {
            CopyBuffer(buffer, buffer2);
            return REPARSE_CODE;
        }
    }

    ! ...but if we have a genuine answer, then:
    !
    ! (1) we must glue in text suitable for anything that's been inferred.

    if (inferfrom ~= 0) {
        for (j=inferfrom : j<pcount : j++) {
            if (pattern-->j == PATTERN_NULL) continue;
            #Ifdef TARGET_ZCODE;
            i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' ';
            #Ifnot; ! TARGET_GLULX
            i = WORDSIZE + buffer-->0;
            (buffer-->0)++; buffer->(i++) = ' ';
            #Endif; ! TARGET_

            #Ifdef DEBUG;
            if (parser_trace >= 5) print "[Gluing in inference with pattern code ", pattern-->j, "]^";
            #Endif; ! DEBUG

            ! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.

            parse2-->1 = 0;

            ! An inferred object.  Best we can do is glue in a pronoun.
            ! (This is imperfect, but it's very seldom needed anyway.)

            if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
                PronounNotice(pattern-->j);
                for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
                    if (pattern-->j == LanguagePronouns-->(k+2)) {
                        parse2-->1 = LanguagePronouns-->k;
                        #Ifdef DEBUG;
                        if (parser_trace >= 5) print "[Using pronoun '", (address) parse2-->1, "']^";
                        #Endif; ! DEBUG
                        break;
                    }
            }
            else {
                ! An inferred preposition.
                parse2-->1 = No__Dword(pattern-->j - REPARSE_CODE);
                #Ifdef DEBUG;
                if (parser_trace >= 5) print "[Using preposition '", (address) parse2-->1, "']^";
                #Endif; ! DEBUG
            }

            ! parse2-->1 now holds the dictionary address of the word to glue in.

            if (parse2-->1 ~= 0) {
                k = buffer + i;
                #Ifdef TARGET_ZCODE;
                @output_stream 3 k;
                 print (address) parse2-->1;
                @output_stream -3;
                k = k-->0;
                for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
                i = i + k; buffer->1 = i-2;
                #Ifnot; ! TARGET_GLULX
                k = PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
                i = i + k; buffer-->0 = i - WORDSIZE;
                #Endif; ! TARGET_
            }
        }
    }

    ! (2) we must glue the newly-typed text onto the end.

    #Ifdef TARGET_ZCODE;
    i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' ';
    for (j=0 : j<buffer2->1 : i++,j++) {
        buffer->i = buffer2->(j+2);
        (buffer->1)++;
        if (buffer->1 == INPUT_BUFFER_LEN) break;
    }
    #Ifnot; ! TARGET_GLULX
    i = WORDSIZE + buffer-->0;
    (buffer-->0)++; buffer->(i++) = ' ';
    for (j=0 : j<buffer2-->0 : i++,j++) {
        buffer->i = buffer2->(j+WORDSIZE);
        (buffer-->0)++;
        if (buffer-->0 == INPUT_BUFFER_LEN) break;
    }
    #Endif; ! TARGET_

    ! (3) we fill up the buffer with spaces, which is unnecessary, but may
    !     help incorrectly-written interpreters to cope.

    #Ifdef TARGET_ZCODE;
    for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
    #Endif; ! TARGET_ZCODE

    return REPARSE_CODE;

]; ! end of NounDomain

! ----------------------------------------------------------------------------
!  The Adjudicate routine tries to see if there is an obvious choice, when
!  faced with a list of objects (the match_list) each of which matches the
!  player's specification equally well.
!
!  To do this it makes use of the context (the token type being worked on).
!  It counts up the number of obvious choices for the given context
!  (all to do with where a candidate is, except for 6 (animate) which is to
!  do with whether it is animate or not);
!
!  if only one obvious choice is found, that is returned;
!
!  if we are in indefinite mode (don't care which) one of the obvious choices
!    is returned, or if there is no obvious choice then an unobvious one is
!    made;
!
!  at this stage, we work out whether the objects are distinguishable from
!    each other or not: if they are all indistinguishable from each other,
!    then choose one, it doesn't matter which;
!
!  otherwise, 0 (meaning, unable to decide) is returned (but remember that
!    the equivalence classes we've just worked out will be needed by other
!    routines to clear up this mess, so we can't economise on working them
!    out).
!
!  Returns -1 if an error occurred
! ----------------------------------------------------------------------------

Constant SCORE__CHOOSEOBJ = 1000;
Constant SCORE__IFGOOD = 500;
Constant SCORE__UNCONCEALED = 100;
Constant SCORE__BESTLOC = 60;
Constant SCORE__NEXTBESTLOC = 40;
Constant SCORE__NOTCOMPASS = 20;
Constant SCORE__NOTSCENERY = 10;
Constant SCORE__NOTACTOR = 5;
Constant SCORE__GNA = 1;
Constant SCORE__DIVISOR = 20;

[ Adjudicate context i j k good_flag good_ones last n flag offset sovert;
    #Ifdef DEBUG;
    if (parser_trace >= 4) {
        print "   [Adjudicating match list of size ", number_matched, " in context ", context, "^";
        print "   ";
        if (indef_mode) {
            print "indefinite type: ";
            if (indef_type & OTHER_BIT)  print "other ";
            if (indef_type & MY_BIT)     print "my ";
            if (indef_type & THAT_BIT)   print "that ";
            if (indef_type & PLURAL_BIT) print "plural ";
            if (indef_type & LIT_BIT)    print "lit ";
            if (indef_type & UNLIT_BIT)  print "unlit ";
            if (indef_owner ~= 0) print "owner:", (name) indef_owner;
            new_line;
            print "   number wanted: ";
            if (indef_wanted == 100) print "all"; else print indef_wanted;
            new_line;
            print "   most likely GNAs of names: ", indef_cases, "^";
        }
        else print "definite object^";
    }
    #Endif; ! DEBUG

    j = number_matched-1; good_ones = 0; last = match_list-->0;
    for (i=0 : i<=j : i++) {
        n = match_list-->i;
        match_scores-->i = 0;

        good_flag = false;

        switch (context) {
          HELD_TOKEN, MULTIHELD_TOKEN:
            if (parent(n) == actor) good_flag = true;
          MULTIEXCEPT_TOKEN:
            if (advance_warning == -1) {
                good_flag = true;
            }
            else {
                if (n ~= advance_warning) good_flag = true;
            }
          MULTIINSIDE_TOKEN:
            if (advance_warning == -1) {
                if (parent(n) ~= actor) good_flag = true;
            }
            else {
                if (n in advance_warning) good_flag = true;
            }
          CREATURE_TOKEN:
            if (CreatureTest(n) == 1) good_flag = true;
          default:
            good_flag = true;
        }

        if (good_flag) {
            match_scores-->i = SCORE__IFGOOD;
            good_ones++; last = n;
        }
    }
    if (good_ones == 1) return last;

    ! If there is ambiguity about what was typed, but it definitely wasn't
    ! animate as required, then return anything; higher up in the parser
    ! a suitable error will be given.  (This prevents a question being asked.)

    if (context == CREATURE_TOKEN && good_ones == 0) return match_list-->0;

    if (indef_mode == 0) indef_type=0;

    ScoreMatchL(context);
    if (number_matched == 0) return -1;

    if (indef_mode == 0) {
        !  Is there now a single highest-scoring object?
        i = SingleBestGuess();
        if (i >= 0) {

            #Ifdef DEBUG;
            if (parser_trace >= 4) print "   Single best-scoring object returned.]^";
            #Endif; ! DEBUG
            return i;
        }
    }

    if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
        if (context ~= MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN
                     or MULTIINSIDE_TOKEN) {
            etype = MULTI_PE;
            return -1;
        }
        i = 0; offset = multiple_object-->0; sovert = -1;
        for (j=BestGuess() : j~=-1 && i<indef_wanted && i+offset<63 : j=BestGuess()) {
            flag = 0;
            if (j hasnt concealed && j hasnt worn) flag = 1;
            if (sovert == -1) sovert = bestguess_score/SCORE__DIVISOR;
            else {
                if (indef_wanted == 100 && bestguess_score/SCORE__DIVISOR < sovert)
                    flag = 0;
            }
            if (context == MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN && parent(j) ~= actor)
                flag = 0;
            if (action_to_be == ##Take or ##Remove && parent(j) == actor)
                flag = 0;
            k = ChooseObjects(j, flag);
            if (k == 1)
                flag = 1;
            else {
                if (k == 2) flag = 0;
            }
            if (flag == 1) {
                i++; multiple_object-->(i+offset) = j;
                #Ifdef DEBUG;
                if (parser_trace >= 4) print "   Accepting it^";
                #Endif; ! DEBUG
            }
            else {
                i = i;
                #Ifdef DEBUG;
                if (parser_trace >= 4) print "   Rejecting it^";
                #Endif; ! DEBUG
            }
        }
        if (i < indef_wanted && indef_wanted < 100) {
            etype = TOOFEW_PE; multi_wanted = indef_wanted;
            multi_had=i;
            return -1;
        }
        multiple_object-->0 = i+offset;
        multi_context = context;
        #Ifdef DEBUG;
        if (parser_trace >= 4)
            print "   Made multiple object of size ", i, "]^";
        #Endif; ! DEBUG
        return 1;
    }

    for (i=0 : i<number_matched : i++) match_classes-->i = 0;

    n = 1;
    for (i=0 : i<number_matched : i++)
        if (match_classes-->i == 0) {
            match_classes-->i = n++; flag = 0;
            for (j=i+1 : j<number_matched : j++)
                if (match_classes-->j == 0 && Identical(match_list-->i, match_list-->j) == 1) {
                    flag=1;
                    match_classes-->j = match_classes-->i;
                }
            if (flag == 1) match_classes-->i = 1-n;
        }
     n--; number_of_classes = n;

    #Ifdef DEBUG;
    if (parser_trace >= 4) {
        print "   Grouped into ", n, " possibilities by name:^";
        for (i=0 : i<number_matched : i++)
            if (match_classes-->i > 0)
                print "   ", (The) match_list-->i, " (", match_list-->i, ")  ---  group ",
                  match_classes-->i, "^";
    }
    #Endif; ! DEBUG

    if (indef_mode == 0) {
        if (n > 1) {
            k = -1;
            for (i=0 : i<number_matched : i++) {
                if (match_scores-->i > k) {
                    k = match_scores-->i;
                    j = match_classes-->i; j = j*j;
                    flag = 0;
                }
                else
                    if (match_scores-->i == k) {
                        if ((match_classes-->i) * (match_classes-->i) ~= j)
                            flag = 1;
                    }
            }

        if (flag) {
            #Ifdef DEBUG;
            if (parser_trace >= 4) print "   Unable to choose best group, so ask player.]^";
            #Endif; ! DEBUG
            return 0;
        }
        #Ifdef DEBUG;
        if (parser_trace >= 4) print "   Best choices are all from the same group.^";
        #Endif; ! DEBUG
        }
    }

    !  When the player is really vague, or there's a single collection of
    !  indistinguishable objects to choose from, choose the one the player
    !  most recently acquired, or if the player has none of them, then
    !  the one most recently put where it is.

    if (n == 1) dont_infer = true;
    return BestGuess();

]; ! Adjudicate

! ----------------------------------------------------------------------------
!  ReviseMulti  revises the multiple object which already exists, in the
!    light of information which has come along since then (i.e., the second
!    parameter).  It returns a parser error number, or else 0 if all is well.
!    This only ever throws things out, never adds new ones.
! ----------------------------------------------------------------------------

[ ReviseMulti second_p  i low;
    #Ifdef DEBUG;
    if (parser_trace >= 4) print "   Revising multiple object list of size ", multiple_object-->0,
      " with 2nd ", (name) second_p, "^";
    #Endif; ! DEBUG

    if (multi_context == MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
        for (i=1,low=0 : i<=multiple_object-->0 : i++) {
            if ( (multi_context==MULTIEXCEPT_TOKEN && multiple_object-->i ~= second_p) ||
                 (multi_context==MULTIINSIDE_TOKEN && multiple_object-->i in second_p)) {
                low++;
                multiple_object-->low = multiple_object-->i;
            }
        }
        multiple_object-->0 = low;
    }

    if (multi_context == MULTI_TOKEN && action_to_be == ##Take) {
        for (i=1,low=0 : i<=multiple_object-->0 : i++)
            if (ScopeCeiling(multiple_object-->i)==ScopeCeiling(actor)) low++;
        #Ifdef DEBUG;
        if (parser_trace >= 4) print "   Token 2 plural case: number with actor ", low, "^";
        #Endif; ! DEBUG
        if (take_all_rule == 2 || low > 0) {
            for (i=1,low=0 : i<=multiple_object-->0 : i++) {
                if (ScopeCeiling(multiple_object-->i) == ScopeCeiling(actor)) {
                    low++;
                    multiple_object-->low = multiple_object-->i;
                }
            }
            multiple_object-->0 = low;
        }
    }

    i = multiple_object-->0;
    #Ifdef DEBUG;
    if (parser_trace >= 4) print "   Done: new size ", i, "^";
    #Endif; ! DEBUG
    if (i == 0) return NOTHING_PE;
    return 0;
];

! ----------------------------------------------------------------------------
!  ScoreMatchL  scores the match list for quality in terms of what the
!  player has vaguely asked for.  Points are awarded for conforming with
!  requirements like "my", and so on.  Remove from the match list any
!  entries which fail the basic requirements of the descriptors.
! ----------------------------------------------------------------------------

[ ScoreMatchL context its_owner its_score obj i j threshold met a_s l_s;
!   if (indef_type & OTHER_BIT ~= 0) threshold++;
    if (indef_type & MY_BIT ~= 0)    threshold++;
    if (indef_type & THAT_BIT ~= 0)  threshold++;
    if (indef_type & LIT_BIT ~= 0)   threshold++;
    if (indef_type & UNLIT_BIT ~= 0) threshold++;
    if (indef_owner ~= nothing)      threshold++;

    #Ifdef DEBUG;
    if (parser_trace >= 4) print "   Scoring match list: indef mode ", indef_mode, " type ",
      indef_type, ", satisfying ", threshold, " requirements:^";
    #Endif; ! DEBUG

    a_s = SCORE__NEXTBESTLOC; l_s = SCORE__BESTLOC;
    if (context == HELD_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN) {
        a_s = SCORE__BESTLOC; l_s = SCORE__NEXTBESTLOC;
    }

    for (i=0 : i<number_matched : i++) {
        obj = match_list-->i; its_owner = parent(obj); its_score=0; met=0;

        !      if (indef_type & OTHER_BIT ~= 0
        !          &&  obj ~= itobj or himobj or herobj) met++;
        if (indef_type & MY_BIT ~= 0 && its_owner == actor) met++;
        if (indef_type & THAT_BIT ~= 0 && its_owner == actors_location) met++;
        if (indef_type & LIT_BIT ~= 0 && obj has light) met++;
        if (indef_type & UNLIT_BIT ~= 0 && obj hasnt light) met++;
        if (indef_owner ~= 0 && its_owner == indef_owner) met++;

        if (met < threshold) {
            #Ifdef DEBUG;
            if (parser_trace >= 4) print "   ", (The) match_list-->i, " (", match_list-->i, ") in ",
              (the) its_owner, " is rejected (doesn't match descriptors)^";
            #Endif; ! DEBUG
            match_list-->i = -1;
        }
        else {
            its_score = 0;
            if (obj hasnt concealed) its_score = SCORE__UNCONCEALED;

            if (its_owner == actor) its_score = its_score + a_s;
            else
                if (its_owner == actors_location) its_score = its_score + l_s;
                else
                    if (its_owner ~= compass) its_score = its_score + SCORE__NOTCOMPASS;

            its_score = its_score + SCORE__CHOOSEOBJ * ChooseObjects(obj, 2);

            if (obj hasnt scenery) its_score = its_score + SCORE__NOTSCENERY;
            if (obj ~= actor) its_score = its_score + SCORE__NOTACTOR;

            !   A small bonus for having the correct GNA,
            !   for sorting out ambiguous articles and the like.

            if (indef_cases & (PowersOfTwo_TB-->(GetGNAOfObject(obj))))
                its_score = its_score + SCORE__GNA;

            match_scores-->i = match_scores-->i + its_score;
            #Ifdef DEBUG;
            if (parser_trace >= 4) print "     ", (The) match_list-->i, " (", match_list-->i,
              ") in ", (the) its_owner, " : ", match_scores-->i, " points^";
            #Endif; ! DEBUG
        }
     }

    for (i=0 : i<number_matched : i++) {
        while (match_list-->i == -1) {
            if (i == number_matched-1) { number_matched--; break; }
            for (j=i : j<number_matched : j++) {
                match_list-->j = match_list-->(j+1);
                match_scores-->j = match_scores-->(j+1);
            }
            number_matched--;
        }
    }
];

! ----------------------------------------------------------------------------
!  BestGuess makes the best guess it can out of the match list, assuming that
!  everything in the match list is textually as good as everything else;
!  however it ignores items marked as -1, and so marks anything it chooses.
!  It returns -1 if there are no possible choices.
! ----------------------------------------------------------------------------

[ BestGuess  earliest its_score best i;
    earliest = 0; best = -1;
    for (i=0 : i<number_matched : i++) {
        if (match_list-->i >= 0) {
            its_score = match_scores-->i;
            if (its_score > best) { best = its_score; earliest = i; }
        }
    }
    #Ifdef DEBUG;
    if (parser_trace >= 4)
      if (best < 0) print "   Best guess ran out of choices^";
      else print "   Best guess ", (the) match_list-->earliest, " (", match_list-->earliest, ")^";
    #Endif; ! DEBUG
    if (best < 0) return -1;
    i = match_list-->earliest;
    match_list-->earliest = -1;
    bestguess_score = best;
    return i;
];

! ----------------------------------------------------------------------------
!  SingleBestGuess returns the highest-scoring object in the match list
!  if it is the clear winner, or returns -1 if there is no clear winner
! ----------------------------------------------------------------------------

[ SingleBestGuess  earliest its_score best i;
    earliest = -1; best = -1000;
    for (i=0 : i<number_matched : i++) {
        its_score = match_scores-->i;
        if (its_score == best) earliest = -1;
        if (its_score > best) { best = its_score; earliest = match_list-->i; }
    }
    bestguess_score = best;
    return earliest;
];

! ----------------------------------------------------------------------------
!  Identical decides whether or not two objects can be distinguished from
!  each other by anything the player can type.  If not, it returns true.
! ----------------------------------------------------------------------------

[ Identical o1 o2 p1 p2 n1 n2 i j flag;
    if (o1 == o2) rtrue;  ! This should never happen, but to be on the safe side
    if (o1 == 0 || o2 == 0) rfalse;  ! Similarly
    if (parent(o1) == compass || parent(o2) == compass) rfalse; ! Saves time

    !  What complicates things is that o1 or o2 might have a parsing routine,
    !  so the parser can't know from here whether they are or aren't the same.
    !  If they have different parsing routines, we simply assume they're
    !  different.  If they have the same routine (which they probably got from
    !  a class definition) then the decision process is as follows:
    !
    !     the routine is called (with self being o1, not that it matters)
    !       with noun and second being set to o1 and o2, and action being set
    !       to the fake action TheSame.  If it returns -1, they are found
    !       identical; if -2, different; and if >=0, then the usual method
    !       is used instead.

    if (o1.parse_name ~= 0 || o2.parse_name ~= 0) {
      if (o1.parse_name ~= o2.parse_name) rfalse;
      parser_action = ##TheSame; parser_one = o1; parser_two = o2;
      j = wn; i = RunRoutines(o1,parse_name); wn = j;
      if (i == -1) rtrue;
      if (i == -2) rfalse;
    }

    !  This is the default algorithm: do they have the same words in their
    !  "name" (i.e. property no. 1) properties.  (Note that the following allows
    !  for repeated words and words in different orders.)

    p1 = o1.&1; n1 = (o1.#1)/WORDSIZE;
    p2 = o2.&1; n2 = (o2.#1)/WORDSIZE;

    !  for (i=0 : i<n1 : i++) { print (address) p1-->i, " "; } new_line;
    !  for (i=0 : i<n2 : i++) { print (address) p2-->i, " "; } new_line;

    for (i=0 : i<n1 : i++) {
        flag = 0;
        for (j=0 : j<n2 : j++)
            if (p1-->i == p2-->j) flag = 1;
        if (flag == 0) rfalse;
    }

    for (j=0 : j<n2 : j++) {
        flag = 0;
        for (i=0 : i<n1 : i++)
            if (p1-->i == p2-->j) flag = 1;
        if (flag == 0) rfalse;
    }

    !  print "Which are identical!^";
    rtrue;
];

! ----------------------------------------------------------------------------
!  PrintCommand reconstructs the command as it presently reads, from
!  the pattern which has been built up
!
!  If from is 0, it starts with the verb: then it goes through the pattern.
!  The other parameter is "emptyf" - a flag: if 0, it goes up to pcount:
!  if 1, it goes up to pcount-1.
!
!  Note that verbs and prepositions are printed out of the dictionary:
!  and that since the dictionary may only preserve the first six characters
!  of a word (in a V3 game), we have to hand-code the longer words needed.
!
!  (Recall that pattern entries are 0 for "multiple object", 1 for "special
!  word", 2 to R