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engines/glk/alan3/dictionary.cpp
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134
engines/glk/alan3/dictionary.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "glk/alan3/dictionary.h"
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#include "glk/alan3/word.h"
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namespace Glk {
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namespace Alan3 {
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/* PUBLIC DATA */
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DictionaryEntry *dictionary; /* Dictionary pointer */
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int dictionarySize;
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int conjWord; /* First conjunction in dictionary, for ',' */
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/* Word class query methods, move to Word.c */
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/* Word classes are numbers but in the dictionary they are generated as bits */
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static bool isVerb(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & VERB_BIT) != 0;
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}
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bool isVerbWord(int wordIndex) {
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return isVerb(playerWords[wordIndex].code);
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}
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bool isConjunction(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & CONJUNCTION_BIT) != 0;
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}
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bool isConjunctionWord(int wordIndex) {
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return isConjunction(playerWords[wordIndex].code);
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}
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static bool isExcept(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & EXCEPT_BIT) != 0;
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}
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bool isExceptWord(int wordIndex) {
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return isExcept(playerWords[wordIndex].code);
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}
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static bool isThem(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & THEM_BIT) != 0;
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}
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bool isThemWord(int wordIndex) {
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return isThem(playerWords[wordIndex].code);
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}
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static bool isIt(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & IT_BIT) != 0;
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}
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bool isItWord(int wordIndex) {
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return isIt(playerWords[wordIndex].code);
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}
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static bool isNoun(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & NOUN_BIT) != 0;
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}
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bool isNounWord(int wordIndex) {
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return isNoun(playerWords[wordIndex].code);
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}
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static bool isAdjective(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & ADJECTIVE_BIT) != 0;
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}
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bool isAdjectiveWord(int wordIndex) {
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return isAdjective(playerWords[wordIndex].code);
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}
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static bool isPreposition(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & PREPOSITION_BIT) != 0;
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}
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bool isPrepositionWord(int wordIndex) {
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return isPreposition(playerWords[wordIndex].code);
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}
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bool isAll(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & ALL_BIT) != 0;
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}
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bool isAllWord(int wordIndex) {
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return isAll(playerWords[wordIndex].code);
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}
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static bool isDir(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & DIRECTION_BIT) != 0;
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}
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bool isDirectionWord(int wordIndex) {
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return isDir(playerWords[wordIndex].code);
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}
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bool isNoise(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & NOISE_BIT) != 0;
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}
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bool isPronoun(int wordCode) {
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return wordCode < dictionarySize && (dictionary[wordCode].classBits & PRONOUN_BIT) != 0;
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}
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bool isPronounWord(int wordIndex) {
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return isPronoun(playerWords[wordIndex].code);
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}
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bool isLiteralWord(int wordIndex) {
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return playerWords[wordIndex].code >= dictionarySize;
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}
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} // End of namespace Alan3
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} // End of namespace Glk
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