! Testing that held and creature tokens parse all/all-but correctly
! Testing issue 60 (sentence splitting)
! 
!
#Iftrue (#version_number == 8);
Constant USEINFORM;
#Endif;

Constant Story      "Parser test";
Constant Headline   "^A parser test suite for PunyInform.^";
Serial "200827";
Constant INITIAL_LOCATION_VALUE = Park;

! Uncomment to show time instead of score/turns
!Statusline time;

!Constant DEBUG;
!Constant DEBUG_PARSEANDPERFORM;
!Constant DEBUG_PARSEPATTERN;
!Constant DEBUG_PARSETOKEN;
!Constant DEBUG_CHECKNOUN;
!Constant DEBUG_GETNEXTNOUN;
!Constant DEBUG_SCOPE;

! Uncomment to add optional features to PunyLib
!Constant DEBUG;
!Constant CUSTOM_ABBREVIATIONS;
!Constant OPTIONAL_ALLOW_WRITTEN_NUMBERS;
Constant OPTIONAL_EXTENDED_METAVERBS;
!Constant OPTIONAL_EXTENDED_VERBSET;
!Constant OPTIONAL_FULL_SCORE;
!Constant OPTIONAL_FULL_DIRECTIONS;
!Constant OPTIONAL_GUESS_MISSING_NOUN;
!Constant OPTIONAL_MANUAL_SCOPE;
!Constant RUNTIME_ERRORS = 0;

#Ifdef USEINFORM;
Include "Parser";
Include "VerbLib";
#IfNot;
Include "globals.h";
#EndIf;

#Ifndef USEINFORM;
Include "puny.h";
#EndIf;

! Uncomment to add PunyLib extensions
!Include "ext_menu.h";
!Include "ext_flags.h";
!Include "ext_quote_box.h";
!Include "ext_cheap_scenery.h";


#Ifdef USEINFORM;
Include "Grammar";
#Endif;

Object Park "Park"
   with description "You are in a park. There is a wooden bench and a stone bench here. You can go south.",
   s_to Room,
has light;

Object Room "Room"
   with description "You are in a room. There is a wooden bench here and a park to the north.",
   n_to Park,
has light;

Object red_coat "red coat" selfobj
   with
      name 'red' 'coat',
      description "a red coat",
   has clothing;

Object blue_coat "blue coat" Park
   with
      name 'blue' 'coat',
      description "a blue coat",
   has clothing;

Object wooden_bench "wooden bench" Park
   with
      name 'bench' 'wooden',
      description "a wooden bench",
   has scenery enterable;

Object stone_bench "stone bench" Park
   with
      name 'bench' 'stone',
      description "a stone bench",
   has scenery enterable;

Object wooden_bench2 "wooden bench" Room
   with
      name 'bench' 'wooden',
      description "a wooden bench",
   has scenery enterable;

Object stone_bench2 "stone bench" Room
   with
      name 'bench' 'stone',
      description "a stone bench",
   has enterable;

Object coffre_noir "coffre noir" Park
with
   parse_name [;
      if (NextWord() ~= 'coffre') return 0;
      if (NextWord() == 'noir') return 2;
      return 1;
   ],
   description "C'est un coffre noir.",
has container openable ~open;

Object coffre_blanc "coffre blanc" Park
with
   parse_name [;
      if (NextWord() ~= 'coffre') return 0;
      if (NextWord() == 'blanc') return 2;
      return 1;
   ],
   description "C'est un coffre blanc.",
has container openable ~open;

[ Initialise;
#IfDef USEINFORM;
    location=INITIAL_LOCATION_VALUE;
#EndIf;
];

