# en_us.t | documentation

    #charset "us-ascii"

    /*
     *   Copyright 2000, 2006 Michael J. Roberts.  All Rights Reserved.
     *.  Past-tense extensions written by Michel Nizette, and incorporated by
     *   permission.
     *
     *   TADS 3 Library - English (United States variant) implementation
     *
     *   This defines the parts of the TADS 3 library that are specific to the
     *   English language as spoken (and written) in the United States.
     *
     *   We have attempted to isolate here the parts of the library that are
     *   language-specific, so that translations to other languages or dialects
     *   can be created by replacing this module, without changing the rest of
     *   the library.
     *
     *   In addition to this module, a separate set of US English messages are
     *   defined in the various msg_xxx.t modules.  Those modules define
     *   messages in English for different stylistic variations.  For a given
     *   game, the author must select one of the message modules - but only
     *   one, since they all define variations of the same messages.  To
     *   translate the library, a translator must create at least one module
     *   defining those messages as well; only one message module is required
     *   per language.
     *
     *   The past-tense system was contributed by Michel Nizette.
     *
     *.                                  -----
     *
     *   "Watch an immigrant struggling with a second language or a stroke
     *   patient with a first one, or deconstruct a snatch of baby talk, or try
     *   to program a computer to understand English, and ordinary speech
     *   begins to look different."
     *
     *.         Stephen Pinker, "The Language Instinct"
     */

    #include "tads.h"
    #include "tok.h"
    #include "adv3.h"
    #include "en_us.h"
    #include <vector.h>
    #include <dict.h>
    #include <gramprod.h>
    #include <strcomp.h>

    /* ------------------------------------------------------------------------ */
    /*
     *   Fill in the default language for the GameInfo metadata class.
     */
    modify GameInfoModuleID
        languageCode = 'en-US'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Simple yes/no confirmation.  The caller must display a prompt; we'll
     *   read a command line response, then return true if it's an affirmative
     *   response, nil if not.
     */
    yesOrNo()
    {
        /* switch to no-command mode for the interactive input */
        "<.commandnone>";

        /*
         *   Read a line of input.  Do not allow real-time event processing;
         *   this type of prompt is used in the middle of a command, so we
         *   don't want any interruptions.  Note that the caller must display
         *   any desired prompt, and since we don't allow interruptions, we
         *   won't need to redisplay the prompt, so we pass nil for the prompt
         *   callback.
         */
        local str = inputManager.getInputLine(nil, nil);

        /* switch back to mid-command mode */
        "<.commandmid>";

        /*
         *   If they answered with something starting with 'Y', it's
         *   affirmative, otherwise it's negative.  In reading the response,
         *   ignore any leading whitespace.
         */
        return rexMatch('<space>*[yY]', str) != nil;
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   During start-up, install a case-insensitive truncating comparator in
     *   the main dictionary.
     */
    PreinitObject
        execute()
        {
            /* set up the main dictionary's comparator */
            languageGlobals.setStringComparator(
                new StringComparator(gameMain.parserTruncLength, nil, []));
        }

        /*
         *   Make sure we run BEFORE the main library preinitializer, so that
         *   we install the comparator in the dictionary before we add the
         *   vocabulary words to the dictionary.  This doesn't make any
         *   difference in terms of the correctness of the dictionary, since
         *   the dictionary will automatically rebuild itself whenever we
         *   install a new comparator, but it makes the preinitialization run
         *   a tiny bit faster by avoiding that rebuild step.
         */
        execAfterMe = [adv3LibPreinit]
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific globals
     */
    languageGlobals: object
        /*
         *   Set the StringComparator object for the parser.  This sets the
         *   comparator that's used in the main command parser dictionary.
         */
        setStringComparator(sc)
        {
            /* remember it globally, and set it in the main dictionary */
            dictComparator = sc;
            cmdDict.setComparator(sc);
        }

        /*
         *   The character to use to separate groups of digits in large
         *   numbers.  US English uses commas; most Europeans use periods.
         *
         *   Note that this setting does not affect system-level BigNumber
         *   formatting, but this information can be passed when calling
         *   BigNumber formatting routines.
         */
        digitGroupSeparator = ','

        /*
         *   The decimal point to display in floating-point numbers.  US
         *   English uses a period; most Europeans use a comma.
         *
         *   Note that this setting doesn't affect system-level BigNumber
         *   formatting, but this information can be passed when calling
         *   BigNumber formatting routines.
         */
        decimalPointCharacter = '.'

        /* the main dictionary's string comparator */
        dictComparator = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific extension of the default gameMain object
     *   implementation.
     */
    modify GameMainDef
        /*
         *   Option setting: the parser's truncation length for player input.
         *   As a convenience to the player, we can allow the player to
         *   truncate long words, entering only the first, say, 6 characters.
         *   For example, rather than typing "x flashlight", we could allow the
         *   player to simply type "x flashl" - truncating "flashlight" to six
         *   letters.
         *
         *   We use a default truncation length of 6, but games can change this
         *   by overriding this property in gameMain.  We use a default of 6
         *   mostly because that's what the old Infocom games did - many
         *   long-time IF players are accustomed to six-letter truncation from
         *   those games.  Shorter lengths are superficially more convenient
         *   for the player, obviously, but there's a trade-off, which is that
         *   shorter truncation lengths create more potential for ambiguity.
         *   For some games, a longer length might actually be better for the
         *   player, because it would reduce spurious ambiguity due to the
         *   parser matching short input against long vocabulary words.
         *
         *   If you don't want to allow the player to truncate long words at
         *   all, set this to nil.  This will require the player to type every
         *   word in its entirety.
         *
         *   Note that changing this property dynamicaly will have no effect.
         *   The library only looks at it once, during library initialization
         *   at the very start of the game.  If you want to change the
         *   truncation length dynamically, you must instead create a new
         *   StringComparator object with the new truncation setting, and call
         *   languageGlobals.setStringComparator() to select the new object.
         */
        parserTruncLength = 6

        /*
         *   Option: are we currently using a past tense narrative?  By
         *   default, we aren't.
         *
         *   This property can be reset at any time during the game in order to
         *   switch between the past and present tenses.  The macro
         *   setPastTense can be used for this purpose: it just provides a
         *   shorthand for setting gameMain.usePastTense directly.
         *
         *   Authors who want their game to start in the past tense can achieve
         *   this by overriding this property on their gameMain object and
         *   giving it a value of true.
         */
        usePastTense = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific modifications for ThingState.
     */
    modify ThingState
        /*
         *   Our state-specific tokens.  This is a list of vocabulary words
         *   that are state-specific: that is, if a word is in this list, the
         *   word can ONLY refer to this object if the object is in a state
         *   with that word in its list.
         *
         *   The idea is that you set up the object's "static" vocabulary with
         *   the *complete* list of words for all of its possible states.  For
         *   example:
         *
         *.     + Matchstick 'lit unlit match';
         *
         *   Then, you define the states: in the "lit" state, the word 'lit' is
         *   in the stateTokens list; in the "unlit" state, the word 'unlit' is
         *   in the list.  By putting the words in the state lists, you
         *   "reserve" the words to their respective states.  When the player
         *   enters a command, the parser will limit object matches so that the
         *   reserved state-specific words can only refer to objects in the
         *   corresponding states.  Hence, if the player refers to a "lit
         *   match", the word 'lit' will only match an object in the "lit"
         *   state, because 'lit' is a reserved state-specific word associated
         *   with the "lit" state.
         *
         *   You can re-use a word in multiple states.  For example, you could
         *   have a "red painted" state and a "blue painted" state, along with
         *   an "unpainted" state.
         */
        stateTokens = []

        /*
         *   Match the name of an object in this state.  We'll check the token
         *   list for any words that apply only to *other* states the object
         *   can assume; if we find any, we'll reject the match, since the
         *   phrase must be referring to an object in a different state.
         */
        matchName(obj, origTokens, adjustedTokens, states)
        {
            /* scan each word in our adjusted token list */
            for (local i = 1, local len = adjustedTokens.length() ;
                 i <= len ; i += 2)
            {
                /* get the current token */
                local cur = adjustedTokens[i];

                /*
                 *   If this token is in our own state-specific token list,
                 *   it's acceptable as a match to this object.  (It doesn't
                 *   matter whether or not it's in any other state's token list
                 *   if it's in our own, because its presence in our own makes
                 *   it an acceptable matching word when we're in this state.)
                 */
                if (stateTokens.indexWhich({t: t == cur}) != nil)
                    continue;

                /*
                 *   It's not in our own state-specific token list.  Check to
                 *   see if the word appears in ANOTHER state's token list: if
                 *   it does, then this word CAN'T match an object in this
                 *   state, because the token is special to that other state
                 *   and thus can't refer to an object in a state without the
                 *   token.
                 */
                if (states.indexWhich(
                    {s: s.stateTokens.indexOf(cur) != nil}) != nil)
                    return nil;
            }

            /* we didn't find any objection, so we can match this phrase */
            return obj;
        }

        /*
         *   Check a token list for any tokens matching any of our
         *   state-specific words.  Returns true if we find any such words,
         *   nil if not.
         *
         *   'toks' is the *adjusted* token list used in matchName().
         */
        findStateToken(toks)
        {
            /*
             *   Scan the token list for a match to any of our state-specific
             *   words.  Since we're using the adjusted token list, every
             *   other entry is a part of speech, so work through the list in
             *   pairs.
             */
            for (local i = 1, local len = toks.length() ; i <= len ; i += 2)
            {
                /*
                 *   if this token matches any of our state tokens, indicate
                 *   that we found a match
                 */
                if (stateTokens.indexWhich({x: x == toks[i]}) != nil)
                    return true;
            }

            /* we didn't find a match */
            return nil;
        }

        /* get our name */
        listName(lst) { return listName_; }

        /*
         *   our list name setting - we define this so that we can be easily
         *   initialized with a template (we can't initialize listName()
         *   directly in this manner because it's a method, but we define the
         *   listName() method to simply return this property value, which we
         *   can initialize with a template)
         */
        listName_ = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific modifications for VocabObject.
     */
    modify VocabObject
        /*
         *   The vocabulary initializer string for the object - this string
         *   can be initialized (most conveniently via a template) to a string
         *   of this format:
         *
         *   'adj adj adj noun/noun/noun*plural plural plural'
         *
         *   The noun part of the string can be a hyphen, '-', in which case
         *   it means that the string doesn't specify a noun or plural at all.
         *   This can be useful when nouns and plurals are all inherited from
         *   base classes, and only adjectives are to be specified.  (In fact,
         *   any word that consists of a single hyphen will be ignored, but
         *   this is generally only useful for the adjective-only case.)
         *
         *   During preinitialization, we'll parse this string and generate
         *   dictionary entries and individual vocabulary properties for the
         *   parts of speech we find.
         *
         *   Note that the format described above is specific to the English
         *   version of the library.  Non-English versions will probably want
         *   to use different formats to conveniently encode appropriate
         *   language-specific information in the initializer string.  See the
         *   comments for initializeVocabWith() for more details.
         *
         *   You can use the special wildcard # to match any numeric
         *   adjective.  This only works as a wildcard when it stands alone,
         *   so a string like "7#" is matched as that literal string, not as a
         *   wildcard.  If you want to use a pound sign as a literal
         *   adjective, just put it in double quotes.
         *
         *   You can use the special wildcard "\u0001" (include the double
         *   quotes within the string) to match any literal adjective.  This
         *   is the literal adjective equivalent of the pound sign.  We use
         *   this funny character value because it is unlikely ever to be
         *   interesting in user input.
         *
         *   If you want to match any string for a noun and/or adjective, you
         *   can't do it with this property.  Instead, just add the property
         *   value noun='*' to the object.
         */
        vocabWords = ''

        /*
         *   On dynamic construction, initialize our vocabulary words and add
         *   them to the dictionary.
         */
        construct()
        {
            /* initialize our vocabulary words from vocabWords */
            initializeVocab();

            /* add our vocabulary words to the dictionary */
            addToDictionary(&noun);
            addToDictionary(&adjective);
            addToDictionary(&plural);
            addToDictionary(&adjApostS);
            addToDictionary(&literalAdjective);
        }

        /* add the words from a dictionary property to the global dictionary */
        addToDictionary(prop)
        {
            /* if we have any words defined, add them to the dictionary */
            if (self.(prop) != nil)
                cmdDict.addWord(self, self.(prop), prop);
        }

        /* initialize the vocabulary from vocabWords */
        initializeVocab()
        {
            /* inherit vocabulary from this class and its superclasses */
            inheritVocab(self, new Vector(10));
        }

        /*
         *   Inherit vocabulary from this class and its superclasses, adding
         *   the words to the given target object.  'target' is the object to
         *   which we add our vocabulary words, and 'done' is a vector of
         *   classes that have been visited so far.
         *
         *   Since a class can be inherited more than once in an inheritance
         *   tree (for example, a class can have multiple superclasses, each
         *   of which have a common base class), we keep a vector of all of
         *   the classes we've visited.  If we're already in the vector, we'll
         *   skip adding vocabulary for this class or its superclasses, since
         *   we must have already traversed this branch of the tree from
         *   another subclass.
         */
        inheritVocab(target, done)
        {
            /*
             *   if we're in the list of classes handled already, don't bother
             *   visiting me again
             */
            if (done.indexOf(self) != nil)
                return;

            /* add myself to the list of classes handled already */
            done.append(self);

            /*
             *   add words from our own vocabWords to the target object (but
             *   only if it's our own - not if it's only inherited, as we'll
             *   pick up the inherited ones explicitly in a bit)
             */
            if (propDefined(&vocabWords, PropDefDirectly))
                target.initializeVocabWith(vocabWords);

            /* add vocabulary from each of our superclasses */
            foreach (local sc in getSuperclassList())
                sc.inheritVocab(target, done);
        }

        /*
         *   Initialize our vocabulary from the given string.  This parses the
         *   given vocabulary initializer string and adds the words defined in
         *   the string to the dictionary.
         *
         *   Note that this parsing is intentionally located in the
         *   English-specific part of the library, because it is expected that
         *   other languages will want to define their own vocabulary
         *   initialization string formats.  For example, a language with
         *   gendered nouns might want to use gendered articles in the
         *   initializer string as an author-friendly way of defining noun
         *   gender; languages with inflected (declined) nouns and/or
         *   adjectives might want to encode inflected forms in the
         *   initializer.  Non-English language implementations are free to
         *   completely redefine the format - there's no need to follow the
         *   conventions of the English format in other languages where
         *   different formats would be more convenient.
         */
        initializeVocabWith(str)
        {
            local sectPart;
            local modList = [];

            /* start off in the adjective section */
            sectPart = &adjective;

            /* scan the string until we run out of text */
            while (str != '')
            {
                local len;
                local cur;

                /*
                 *   if it starts with a quote, find the close quote;
                 *   otherwise, find the end of the current token by seeking
                 *   the next delimiter
                 */
                if (str.startsWith('"'))
                {
                    /* find the close quote */
                    len = str.find('"', 2);
                }
                else
                {
                    /* no quotes - find the next delimiter */
                    len = rexMatch('<^space|star|/>*', str);
                }

                /* if there's no match, use the whole rest of the string */
                if (len == nil)
                    len = str.length();

                /* if there's anything before the delimiter, extract it */
                if (len != 0)
                {
                    /* extract the part up to but not including the delimiter */
                    cur = str.substr(1, len);

                    /*
                     *   if we're in the adjectives, and either this is the
                     *   last token or the next delimiter is not a space, this
                     *   is implicitly a noun
                     */
                    if (sectPart == &adjective
                        && (len == str.length()
                            || str.substr(len + 1, 1) != ' '))
                    {
                        /* move to the noun section */
                        sectPart = &noun;
                    }

                    /*
                     *   if the word isn't a single hyphen (in which case it's
                     *   a null word placeholder, not an actual vocabulary
                     *   word), add it to our own appropriate part-of-speech
                     *   property and to the dictionary
                     */
                    if (cur != '-')
                    {
                        /*
                         *   by default, use the part of speech of the current
                         *   string section as the part of speech for this
                         *   word
                         */
                        local wordPart = sectPart;

                        /*
                         *   Check for parentheses, which indicate that the
                         *   token is "weak."  This doesn't affect anything
                         *   about the token or its part of speech except that
                         *   we must include the token in our list of weak
                         *   tokens.
                         */
                        if (cur.startsWith('(') && cur.endsWith(')'))
                        {
                            /* it's a weak token - remove the parens */
                            cur = cur.substr(2, cur.length() - 2);

                            /*
                             *   if we don't have a weak token list yet,
                             *   create the list
                             */
                            if (weakTokens == nil)
                                weakTokens = [];

                            /* add the token to the weak list */
                            weakTokens += cur;
                        }

                        /*
                         *   Check for special formats: quoted strings,
                         *   apostrophe-S words.  These formats are mutually
                         *   exclusive.
                         */
                        if (cur.startsWith('"'))
                        {
                            /*
                             *   It's a quoted string, so it's a literal
                             *   adjective.
                             */

                            /* remove the quote(s) */
                            if (cur.endsWith('"'))
                                cur = cur.substr(2, cur.length() - 2);
                            else
                                cur = cur.substr(2);

                            /* change the part of speech to 'literal adjective' */
                            wordPart = &literalAdjective;
                        }
                        else if (cur.endsWith('\'s'))
                        {
                            /*
                             *   It's an apostrophe-s word.  Remove the "'s"
                             *   suffix and add the root word using adjApostS
                             *   as the part of speech.  The grammar rules are
                             *   defined to allow this part of speech to be
                             *   used exclusively with "'s" suffixes in input.
                             *   Since the tokenizer always pulls the "'s"
                             *   suffix off of a word in the input, we have to
                             *   store any vocabulary words with "'s" suffixes
                             *   the same way, with the "'s" suffixes removed.
                             */

                            /* change the part of speech to adjApostS */
                            wordPart = &adjApostS;

                            /* remove the "'s" suffix from the string */
                            cur = cur.substr(1, cur.length() - 2);
                        }

                        /* add the word to our own list for this part of speech */
                        if (self.(wordPart) == nil)
                            self.(wordPart) = [cur];
                        else
                            self.(wordPart) += cur;

                        /* add it to the dictionary */
                        cmdDict.addWord(self, cur, wordPart);

                        if (cur.endsWith('.'))
                        {
                            local abbr;

                            /*
                             *   It ends with a period, so this is an
                             *   abbreviated word.  Enter the abbreviation
                             *   both with and without the period.  The normal
                             *   handling will enter it with the period, so we
                             *   only need to enter it specifically without.
                             */
                            abbr = cur.substr(1, cur.length() - 1);
                            self.(wordPart) += abbr;
                            cmdDict.addWord(self, abbr, wordPart);
                        }

                        /* note that we added to this list */
                        if (modList.indexOf(wordPart) == nil)
                            modList += wordPart;
                    }
                }

                /* if we have a delimiter, see what we have */
                if (len + 1 < str.length())
                {
                    /* check the delimiter */
                    switch(str.substr(len + 1, 1))
                    {
                    case ' ':
                        /* stick with the current part */
                        break;

                    case '*':
                        /* start plurals */
                        sectPart = &plural;
                        break;

                    case '/':
                        /* start alternative nouns */
                        sectPart = &noun;
                        break;
                    }

                    /* remove the part up to and including the delimiter */
                    str = str.substr(len + 2);

                    /* skip any additional spaces following the delimiter */
                    if ((len = rexMatch('<space>+', str)) != nil)
                        str = str.substr(len + 1);
                }
                else
                {
                    /* we've exhausted the string - we're done */
                    break;
                }
            }

            /* uniquify each word list we updated */
            foreach (local p in modList)
                self.(p) = self.(p).getUnique();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific modifications for Thing.  This class contains the
     *   methods and properties of Thing that need to be replaced when the
     *   library is translated to another language.
     *
     *   The properties and methods defined here should generally never be used
     *   by language-independent library code, because everything defined here
     *   is specific to English.  Translators are thus free to change the
     *   entire scheme defined here.  For example, the notions of number and
     *   gender are confined to the English part of the library; other language
     *   implementations can completely replace these attributes, so they're
     *   not constrained to emulate their own number and gender systems with
     *   the English system.
     */
    modify Thing
        /*
         *   Flag that this object's name is rendered as a plural (this
         *   applies to both a singular noun with plural usage, such as
         *   "pants" or "scissors," and an object used in the world model to
         *   represent a collection of real-world objects, such as "shrubs").
         */
        isPlural = nil

        /*
         *   Flag that this is object's name is a "mass noun" - that is, a
         *   noun denoting a continuous (effectively infinitely divisible)
         *   substance or material, such as water, wood, or popcorn; and
         *   certain abstract concepts, such as knowledge or beauty.  Mass
         *   nouns are never rendered in the plural, and use different
         *   determiners than ordinary ("count") nouns: "some popcorn" vs "a
         *   kernel", for example.
         */
        isMassNoun = nil

        /*
         *   Flags indicating that the object should be referred to with
         *   gendered pronouns (such as 'he' or 'she' rather than 'it').
         *
         *   Note that these flags aren't mutually exclusive, so it's legal
         *   for the object to have both masculine and feminine usage.  This
         *   can be useful when creating collective objects that represent
         *   more than one individual, for example.
         */
        isHim = nil
        isHer = nil

        /*
         *   Flag indicating that the object can be referred to with a neuter
         *   pronoun ('it').  By default, this is true if the object has
         *   neither masculine nor feminine gender, but it can be overridden
         *   so that an object has both gendered and ungendered usage.  This
         *   can be useful for collective objects, as well as for cases where
         *   gendered usage varies by speaker or situation, such as animals.
         */
        isIt
        {
            /* by default, we're an 'it' if we're not a 'him' or a 'her' */
            return !(isHim || isHer);
        }

        /*
         *   Test to see if we can match the pronouns 'him', 'her', 'it', and
         *   'them'.  By default, these simply test the corresponding isXxx
         *   flags (except 'canMatchThem', which tests 'isPlural' to see if the
         *   name has plural usage).
         */
        canMatchHim = (isHim)
        canMatchHer = (isHer)
        canMatchIt = (isIt)
        canMatchThem = (isPlural)

        /* can we match the given PronounXxx pronoun type specifier? */
        canMatchPronounType(typ)
        {
            /* check the type, and return the appropriate indicator property */
            switch (typ)
            {
            case PronounHim:
                return canMatchHim;

            case PronounHer:
                return canMatchHer;

            case PronounIt:
                return canMatchIt;

            case PronounThem:
                return canMatchThem;

            default:
                return nil;
            }
        }

        /*
         *   The grammatical cardinality of this item when it appears in a
         *   list.  This is used to ensure verb agreement when mentioning the
         *   item in a list of items.  ("Cardinality" is a fancy word for "how
         *   many items does this look like").
         *
         *   English only distinguishes two degrees of cardinality in its
         *   grammar: one, or many.  That is, when constructing a sentence, the
         *   only thing the grammar cares about is whether an object is
         *   singular or plural: IT IS on the table, THEY ARE on the table.
         *   Since English only distinguishes these two degrees, two is the
         *   same as a hundred is the same as a million for grammatical
         *   purposes, so we'll consider our cardinality to be 2 if we're
         *   plural, 1 otherwise.
         *
         *   Some languages don't express cardinality at all in their grammar,
         *   and others distinguish cardinality in greater detail than just
         *   singular-vs-plural, which is why this method has to be in the
         *   language-specific part of the library.
         */
        listCardinality(lister) { return isPlural ? 2 : 1; }

        /*
         *   Proper name flag.  This indicates that the 'name' property is the
         *   name of a person or place.  We consider proper names to be fully
         *   qualified, so we don't add articles for variations on the name
         *   such as 'theName'.
         */
        isProperName = nil

        /*
         *   Qualified name flag.  This indicates that the object name, as
         *   given by the 'name' property, is already fully qualified, so
         *   doesn't need qualification by an article like "the" or "a" when
         *   it appears in a sentence.  By default, a name is considered
         *   qualified if it's a proper name, but this can be overridden to
         *   mark a non-proper name as qualified when needed.
         */
        isQualifiedName = (isProperName)

        /*
         *   The name of the object - this is a string giving the object's
         *   short description, for constructing sentences that refer to the
         *   object by name.  Each instance should override this to define the
         *   name of the object.  This string should not contain any articles;
         *   we use this string as the root to generate various forms of the
         *   object's name for use in different places in sentences.
         */
        name = ''

        /*
         *   The name of the object, for the purposes of disambiguation
         *   prompts.  This should almost always be the object's ordinary
         *   name, so we return self.name by default.
         *
         *   In rare cases, it might be desirable to override this.  In
         *   particular, if a game has two objects that are NOT defined as
         *   basic equivalents of one another (which means that the parser
         *   will always ask for disambiguation when the two are ambiguous
         *   with one another), but the two nonetheless have identical 'name'
         *   properties, this property should be overridden for one or both
         *   objects to give them different names.  This will ensure that we
         *   avoid asking questions of the form "which do you mean, the coin,
         *   or the coin?".  In most cases, non-equivalent objects will have
         *   distinct 'name' properties to begin with, so this is not usually
         *   an issue.
         *
         *   When overriding this method, take care to override
         *   theDisambigName, aDisambigName, countDisambigName, and/or
         *   pluralDisambigName as needed.  Those routines must be overridden
         *   only when the default algorithms for determining articles and
         *   plurals fail to work properly for the disambigName (for example,
         *   the indefinite article algorithm fails with silent-h words like
         *   "hour", so if disambigName is "hour", aDisambigName must be
         *   overridden).  In most cases, the automatic algorithms will
         *   produce acceptable results, so the default implementations of
         *   these other routines can be used without customization.
         */
        disambigName = (name)

        /*
         *   The "equivalence key" is the value we use to group equivalent
         *   objects.  Note that we can only treat objects as equivalent when
         *   they're explicitly marked with isEquivalent=true, so the
         *   equivalence key is irrelevant for objects not so marked.
         *
         *   Since the main point of equivalence is to allow creation of groups
         *   of like-named objects that are interchangeable in listings and in
         *   command input, we use the basic disambiguation name as the
         *   equivalence key.
         */
        equivalenceKey = (disambigName)

        /*
         *   The definite-article name for disambiguation prompts.
         *
         *   By default, if the disambiguation name is identical to the
         *   regular name (i.e, the string returned by self.disambigName is
         *   the same as the string returned by self.name), then we simply
         *   return self.theName.  Since the base name is the same in either
         *   case, presumably the definite article names should be the same as
         *   well.  This way, if the object overrides theName to do something
         *   special, then we'll use the same definite-article name for
         *   disambiguation prompts.
         *
         *   If the disambigName isn't the same as the regular name, then
         *   we'll apply the same algorithm to the base disambigName that we
         *   normally do to the regular name to produce the theName.  This
         *   way, if the disambigName is overridden, we'll use the overridden
         *   disambigName to produce the definite-article version, using the
         *   standard definite-article algorithm.
         *
         *   Note that there's an aspect of this conditional approach that
         *   might not be obvious.  It might look as though the test is
         *   redundant: if name == disambigName, after all, and the default
         *   theName returns theNameFrom(name), then this ought to be
         *   identical to returning theNameFrom(disambigName).  The subtlety
         *   is that theName could be overridden to produce a custom result,
         *   in which case returning theNameFrom(disambigName) would return
         *   something different, which probably wouldn't be correct: the
         *   whole reason theName would be overridden is that the algorithmic
         *   determination (theNameFrom) gets it wrong.  So, by calling
         *   theName directly when disambigName is the same as name, we are
         *   assured that we pick up any override in theName.
         *
         *   Note that in rare cases, neither of these default approaches will
         *   produce the right result; this will happen if the object uses a
         *   custom disambigName, but that name doesn't fit the normal
         *   algorithmic pattern for applying a definite article.  In these
         *   cases, the object should simply override this method to specify
         *   the custom name.
         */
        theDisambigName = (name == disambigName
                           ? theName : theNameFrom(disambigName))

        /*
         *   The indefinite-article name for disambiguation prompts.  We use
         *   the same logic here as in theDisambigName.
         */
        aDisambigName = (name == disambigName ? aName : aNameFrom(disambigName))

        /*
         *   The counted name for disambiguation prompts.  We use the same
         *   logic here as in theDisambigName.
         */
        countDisambigName(cnt)
        {
            return (name == disambigName && pluralName == pluralDisambigName
                    ? countName(cnt)
                    : countNameFrom(cnt, disambigName, pluralDisambigName));
        }

        /*
         *   The plural name for disambiguation prompts.  We use the same
         *   logic here as in theDisambigName.
         */
        pluralDisambigName = (name == disambigName
                              ? pluralName : pluralNameFrom(disambigName))

        /*
         *   The name of the object, for the purposes of disambiguation prompts
         *   to disambiguation among this object and basic equivalents of this
         *   object (i.e., objects of the same class marked with
         *   isEquivalent=true).
         *
         *   This is used in disambiguation prompts in place of the actual text
         *   typed by the user.  For example, suppose the user types ">take
         *   coin", then we ask for help disambiguating, and the player types
         *   ">gold".  This narrows things down to, say, three gold coins, but
         *   they're in different locations so we need to ask for further
         *   disambiguation.  Normally, we ask "which gold do you mean",
         *   because the player typed "gold" in the input.  Once we're down to
         *   equivalents, we don't have to rely on the input text any more,
         *   which is good because the input text could be fragmentary (as in
         *   our present example).  Since we have only equivalents, we can use
         *   the actual name of the objects (they're all the same, after all).
         *   This property gives the name we use.
         *
         *   For English, this is simply the object's ordinary disambiguation
         *   name.  This property is separate from 'name' and 'disambigName'
         *   for the sake of languages that need to use an inflected form in
         *   this context.
         */
        disambigEquivName = (disambigName)

        /*
         *   Single-item listing description.  This is used to display the
         *   item when it appears as a single (non-grouped) item in a list.
         *   By default, we just show the indefinite article description.
         */
        listName = (aName)

        /*
         *   Return a string giving the "counted name" of the object - that is,
         *   a phrase describing the given number of the object.  For example,
         *   for a red book, and a count of 5, we might return "five red
         *   books".  By default, we use countNameFrom() to construct a phrase
         *   from the count and either our regular (singular) 'name' property
         *   or our 'pluralName' property, according to whether count is 1 or
         *   more than 1.
         */
        countName(count) { return countNameFrom(count, name, pluralName); }

        /*
         *   Returns a string giving a count applied to the name string.  The
         *   name must be given in both singular and plural forms.
         */
        countNameFrom(count, singularStr, pluralStr)
        {
            /* if the count is one, use 'one' plus the singular name */
            if (count == 1)
                return 'one ' + singularStr;

            /*
             *   Get the number followed by a space - spell out numbers below
             *   100, but use numerals to denote larger numbers.  Append the
             *   plural name to the number and return the result.
             */
            return spellIntBelowExt(count, 100, 0, DigitFormatGroupSep)
                + ' ' + pluralStr;
        }

        /*
         *   Get the 'pronoun selector' for the various pronoun methods.  This
         *   returns:
         *
         *.  - singular neuter = 1
         *.  - singular masculine = 2
         *.  - singular feminine = 3
         *.  - plural = 4
         */
        pronounSelector = (isPlural ? 4 : isHer ? 3 : isHim ? 2 : 1)

        /*
         *   get a string with the appropriate pronoun for the object for the
         *   nominative case, objective case, possessive adjective, possessive
         *   noun
         */
        itNom { return ['it', 'he', 'she', 'they'][pronounSelector]; }
        itObj { return ['it', 'him', 'her', 'them'][pronounSelector]; }
        itPossAdj { return ['its', 'his', 'her', 'their'][pronounSelector]; }
        itPossNoun { return ['its', 'his', 'hers', 'theirs'][pronounSelector]; }

        /* get the object reflexive pronoun (itself, etc) */
        itReflexive
        {
            return ['itself', 'himself', 'herself', 'themselves']
                   [pronounSelector];
        }

        /* demonstrative pronouns ('that' or 'those') */
        thatNom { return ['that', 'he', 'she', 'those'][pronounSelector]; }
        thatIsContraction
        {
            return thatNom + tSel(isPlural ? ' are' : '&rsquo;s', ' ' + verbToBe);
        }
        thatObj { return ['that', 'him', 'her', 'those'][pronounSelector]; }

        /*
         *   get a string with the appropriate pronoun for the object plus the
         *   correct conjugation of 'to be'
         */
        itIs { return itNom + ' ' + verbToBe; }

        /* get a pronoun plus a 'to be' contraction */
        itIsContraction
        {
            return itNom
                + tSel(isPlural ? '&rsquo;re' : '&rsquo;s', ' ' + verbToBe);
        }

        /*
         *   get a string with the appropriate pronoun for the object plus the
         *   correct conjugation of the given regular verb for the appropriate
         *   person
         */
        itVerb(verb)
        {
            return itNom + ' ' + conjugateRegularVerb(verb);
        }

        /*
         *   Conjugate a regular verb in the present or past tense for our
         *   person and number.
         *
         *   In the present tense, this is pretty easy: we add an 's' for the
         *   third person singular, and leave the verb unchanged for plural (it
         *   asks, they ask).  The only complication is that we must check some
         *   special cases to add the -s suffix: -y -> -ies (it carries), -o ->
         *   -oes (it goes).
         *
         *   In the past tense, we can equally easily figure out when to use
         *   -d, -ed, or -ied.  However, we have a more serious problem: for
         *   some verbs, the last consonant of the verb stem should be repeated
         *   (as in deter -> deterred), and for others it shouldn't (as in
         *   gather -> gathered).  To figure out which rule applies, we would
         *   sometimes need to know whether the last syllable is stressed, and
         *   unfortunately there is no easy way to determine that
         *   programmatically.
         *
         *   Therefore, we do *not* handle the case where the last consonant is
         *   repeated in the past tense.  You shouldn't use this method for
         *   this case; instead, treat it as you would handle an irregular
         *   verb, by explicitly specifying the correct past tense form via the
         *   tSel macro.  For example, to generate the properly conjugated form
         *   of the verb "deter" for an object named "thing", you could use an
         *   expression such as:
         *
         *   'deter' + tSel(thing.verbEndingS, 'red')
         *
         *   This would correctly generate "deter", "deters", or "deterred"
         *   depending on the number of the object named "thing" and on the
         *   current narrative tense.
         */
        conjugateRegularVerb(verb)
        {
            /*
             *   Which tense are we currently using?
             */
            if (gameMain.usePastTense)
            {
                /*
                 *   We want the past tense form.
                 *
                 *   If the last letter is 'e', simply add 'd'.
                 */
                if (verb.endsWith('e')) return verb + 'd';

                /*
                 *   Otherwise, if the verb ending would become 'ies' in the
                 *   third-person singular present, then it becomes 'ied' in
                 *   the past.
                 */
                else if (rexMatch(iesEndingPat, verb))
                        return verb.substr(1, verb.length() - 1) + 'ied';

                /*
                 *   Otherwise, use 'ed' as the ending.  Don't try to determine
                 *   if the last consonant should be repeated: that's too
                 *   complicated.  We'll just ignore the possibility.
                 */
                else return verb + 'ed';
            }
            else
            {
                /*
                 *   We want the present tense form.
                 *
                 *   Check our number and person.
                 */
                if (isPlural)
                {
                    /*
                     *   We're plural, so simply use the base verb form ("they
                     *   ask").
                     */
                    return verb;
                }
                else
                {
                    /*
                     *   Third-person singular, so we must add the -s suffix.
                     *   Check for special spelling cases:
                     *
                     *   '-y' changes to '-ies', unless the 'y' is preceded by
                     *   a vowel
                     *
                     *   '-sh', '-ch', and '-o' endings add suffix '-es'
                     */
                    if (rexMatch(iesEndingPat, verb))
                        return verb.substr(1, verb.length() - 1) + 'ies';
                    else if (rexMatch(esEndingPat, verb))
                        return verb + 'es';
                    else
                        return verb + 's';
                }
            }
        }

        /* verb-ending patterns for figuring out which '-s' ending to add */
        iesEndingPat = static new RexPattern('.*[^aeiou]y$')
        esEndingPat = static new RexPattern('.*(o|ch|sh)$')

        /*
         *   Get the name with a definite article ("the box").  By default, we
         *   use our standard definite article algorithm to apply an article
         *   to self.name.
         *
         *   The name returned must be in the nominative case (which makes no
         *   difference unless the name is a pronoun, since in English
         *   ordinary nouns don't vary according to how they're used in a
         *   sentence).
         */
        theName = (theNameFrom(name))

        /*
         *   theName in objective case.  In most cases, this is identical to
         *   the normal theName, so we use that by default.  This must be
         *   overridden if theName is a pronoun (which is usually only the
         *   case for player character actors; see our language-specific Actor
         *   modifications for information on that case).
         */
        theNameObj { return theName; }

        /*
         *   Generate the definite-article name from the given name string.
         *   If my name is already qualified, don't add an article; otherwise,
         *   add a 'the' as the prefixed definite article.
         */
        theNameFrom(str) { return (isQualifiedName ? '' : 'the ') + str; }

        /*
         *   theName as a possessive adjective (Bob's book, your book).  If the
         *   name's usage is singular (i.e., isPlural is nil), we'll simply add
         *   an apostrophe-S.  If the name is plural, and it ends in an "s",
         *   we'll just add an apostrophe (no S).  If it's plural and doesn't
         *   end in "s", we'll add an apostrophe-S.
         *
         *   Note that some people disagree about the proper usage for
         *   singular-usage words (especially proper names) that end in 's'.
         *   Some people like to use a bare apostrophe for any name that ends
         *   in 's' (so Chris -> Chris'); other people use apostrophe-s for
         *   singular words that end in an "s" sound and a bare apostrophe for
         *   words that end in an "s" that sounds like a "z" (so Charles
         *   Dickens -> Charles Dickens').  However, most usage experts agree
         *   that proper names take an apostrophe-S in almost all cases, even
         *   when ending with an "s": "Chris's", "Charles Dickens's".  That's
         *   what we do here.
         *
         *   Note that this algorithm doesn't catch all of the special
         *   exceptions in conventional English usage.  For example, Greek
         *   names ending with "-es" are usually written with the bare
         *   apostrophe, but we don't have a property that tells us whether the
         *   name is Greek or not, so we can't catch this case.  Likewise, some
         *   authors like to possessive-ize words that end with an "s" sound
         *   with a bare apostrophe, as in "for appearance' sake", and we don't
         *   attempt to catch these either.  For any of these exceptions, you
         *   must override this method for the individual object.
         */
        theNamePossAdj
        {
            /* add apostrophe-S, unless it's a plural ending with 's' */
            return theName
                + (isPlural && theName.endsWith('s') ? '&rsquo;' : '&rsquo;s');
        }

        /*
         *   TheName as a possessive noun (that is Bob's, that is yours).  We
         *   simply return the possessive adjective name, since the two forms
         *   are usually identical in English (except for pronouns, where they
         *   sometimes differ: "her" for the adjective vs "hers" for the noun).
         */
        theNamePossNoun = (theNamePossAdj)

        /*
         *   theName with my nominal owner explicitly stated, if we have a
         *   nominal owner: "your backpack," "Bob's flashlight."  If we have
         *   no nominal owner, this is simply my theName.
         */
        theNameWithOwner()
        {
            local owner;

            /*
             *   if we have a nominal owner, show with our owner name;
             *   otherwise, just show our regular theName
             */
            if ((owner = getNominalOwner()) != nil)
                return owner.theNamePossAdj + ' ' + name;
            else
                return theName;
        }

        /*
         *   Default preposition to use when an object is in/on this object.
         *   By default, we use 'in' as the preposition; subclasses can
         *   override to use others (such as 'on' for a surface).
         */
        objInPrep = 'in'

        /*
         *   Default preposition to use when an actor is in/on this object (as
         *   a nested location), and full prepositional phrase, with no article
         *   and with an indefinite article.  By default, we use the objInPrep
         *   for actors as well.
         */
        actorInPrep = (objInPrep)

        /* preposition to use when an actor is being removed from this location */
        actorOutOfPrep = 'out of'

        /* preposition to use when an actor is being moved into this location */
        actorIntoPrep
        {
            if (actorInPrep is in ('in', 'on'))
                return actorInPrep + 'to';
            else
                return actorInPrep;
        }

        /*
         *   describe an actor as being in/being removed from/being moved into
         *   this location
         */
        actorInName = (actorInPrep + ' ' + theNameObj)
        actorInAName = (actorInPrep + ' ' + aNameObj)
        actorOutOfName = (actorOutOfPrep + ' ' + theNameObj)
        actorIntoName = (actorIntoPrep + ' ' + theNameObj)

        /*
         *   A prepositional phrase that can be used to describe things that
         *   are in this room as seen from a remote point of view.  This
         *   should be something along the lines of "in the airlock", "at the
         *   end of the alley", or "on the lawn".
         *
         *   'pov' is the point of view from which we're seeing this room;
         *   this might be
         *
         *   We use this phrase in cases where we need to describe things in
         *   this room when viewed from a point of view outside of the room
         *   (i.e., in a different top-level room).  By default, we'll use our
         *   actorInName.
         */
        inRoomName(pov) { return actorInName; }

        /*
         *   Provide the prepositional phrase for an object being put into me.
         *   For a container, for example, this would say "into the box"; for
         *   a surface, it would say "onto the table."  By default, we return
         *   our library message given by our putDestMessage property; this
         *   default is suitable for most cases, but individual objects can
         *   customize as needed.  When customizing this, be sure to make the
         *   phrase suitable for use in sentences like "You put the book
         *   <<putInName>>" and "The book falls <<putInName>>" - the phrase
         *   should be suitable for a verb indicating active motion by the
         *   object being received.
         */
        putInName() { return gLibMessages.(putDestMessage)(self); }

        /*
         *   Get a description of an object within this object, describing the
         *   object's location as this object.  By default, we'll append "in
         *   <theName>" to the given object name.
         */
        childInName(childName)
            { return childInNameGen(childName, theName); }

        /*
         *   Get a description of an object within this object, showing the
         *   owner of this object.  This is similar to childInName, but
         *   explicitly shows the owner of the containing object, if any: "the
         *   flashlight in bob's backpack".
         */
        childInNameWithOwner(childName)
            { return childInNameGen(childName, theNameWithOwner); }

        /*
         *   get a description of an object within this object, as seen from a
         *   remote location
         */
        childInRemoteName(childName, pov)
            { return childInNameGen(childName, inRoomName(pov)); }

        /*
         *   Base routine for generating childInName and related names.  Takes
         *   the name to use for the child and the name to use for me, and
         *   combines them appropriately.
         *
         *   In most cases, this is the only one of the various childInName
         *   methods that needs to be overridden per subclass, since the others
         *   are defined in terms of this one.  Note also that if the only
         *   thing you need to do is change the preposition from 'in' to
         *   something else, you can just override objInPrep instead.
         */
        childInNameGen(childName, myName)
            { return childName + ' ' + objInPrep + ' ' + myName; }

        /*
         *   Get my name (in various forms) distinguished by my owner or
         *   location.
         *
         *   If the object has an owner, and either we're giving priority to
         *   the owner or our immediate location is the same as the owner,
         *   we'll show using a possessive form with the owner ("bob's
         *   flashlight").  Otherwise, we'll show the name distinguished by
         *   our immediate container ("the flashlight in the backpack").
         *
         *   These are used by the ownership and location distinguishers to
         *   list objects according to owners in disambiguation lists.  The
         *   ownership distinguisher gives priority to naming by ownership,
         *   regardless of the containment relationship between owner and
         *   self; the location distinguisher gives priority to naming by
         *   location, showing the owner only if the owner is the same as the
         *   location.
         *
         *   We will presume that objects with proper names are never
         *   indistinguishable from other objects with proper names, so we
         *   won't worry about cases like "Bob's Bill".  This leaves us free
         *   to use appropriate articles in all cases.
         */
        aNameOwnerLoc(ownerPriority)
        {
            local owner;

            /* show in owner or location format, as appropriate */
            if ((owner = getNominalOwner()) != nil
                && (ownerPriority || isDirectlyIn(owner)))
            {
                local ret;

                /*
                 *   we have an owner - show as "one of Bob's items" (or just
                 *   "Bob's items" if this is a mass noun or a proper name)
                 */
                ret = owner.theNamePossAdj + ' ' + pluralName;
                if (!isMassNoun && !isPlural)
                    ret = 'one of ' + ret;

                /* return the result */
                return ret;
            }
            else
            {
                /* we have no owner - show as "an item in the location" */
                return location.childInNameWithOwner(aName);
            }
        }
        theNameOwnerLoc(ownerPriority)
        {
            local owner;

            /* show in owner or location format, as appropriate */
            if ((owner = getNominalOwner()) != nil
                && (ownerPriority || isDirectlyIn(owner)))
            {
                /* we have an owner - show as "Bob's item" */
                return owner.theNamePossAdj + ' ' + name;
            }
            else
            {
                /* we have no owner - show as "the item in the location" */
                return location.childInNameWithOwner(theName);
            }
        }
        countNameOwnerLoc(cnt, ownerPriority)
        {
            local owner;

            /* show in owner or location format, as appropriate */
            if ((owner = getNominalOwner()) != nil
                && (ownerPriority || isDirectlyIn(owner)))
            {
                /* we have an owner - show as "Bob's five items" */
                return owner.theNamePossAdj + ' ' + countName(cnt);
            }
            else
            {
                /* we have no owner - show as "the five items in the location" */
                return location.childInNameWithOwner('the ' + countName(cnt));
            }
        }

        /*
         *   Note that I'm being used in a disambiguation prompt by
         *   owner/location.  If we're showing the owner, we'll set the
         *   antecedent for the owner's pronoun, if the owner is a 'him' or
         *   'her'; this allows the player to refer back to our prompt text
         *   with appropriate pronouns.
         */
        notePromptByOwnerLoc(ownerPriority)
        {
            local owner;

            /* show in owner or location format, as appropriate */
            if ((owner = getNominalOwner()) != nil
                && (ownerPriority || isDirectlyIn(owner)))
            {
                /* we are showing by owner - let the owner know about it */
                owner.notePromptByPossAdj();
            }
        }

        /*
         *   Note that we're being used in a prompt question with our
         *   possessive adjective.  If we're a 'him' or a 'her', set our
         *   pronoun antecedent so that the player's response to the prompt
         *   question can refer back to the prompt text by pronoun.
         */
        notePromptByPossAdj()
        {
            if (isHim)
                gPlayerChar.setHim(self);
            if (isHer)
                gPlayerChar.setHer(self);
        }

        /*
         *   My name with an indefinite article.  By default, we figure out
         *   which article to use (a, an, some) automatically.
         *
         *   In rare cases, the automatic determination might get it wrong,
         *   since some English spellings defy all of the standard
         *   orthographic rules and must simply be handled as special cases;
         *   for example, the algorithmic determination doesn't know about
         *   silent-h words like "hour".  When the automatic determination
         *   gets it wrong, simply override this routine to specify the
         *   correct article explicitly.
         */
        aName = (aNameFrom(name))

        /* the indefinite-article name in the objective case */
        aNameObj { return aName; }

        /*
         *   Apply an indefinite article ("a box", "an orange", "some lint")
         *   to the given name.  We'll try to figure out which indefinite
         *   article to use based on what kind of noun phrase we use for our
         *   name (singular, plural, or a "mass noun" like "lint"), and our
         *   spelling.
         *
         *   By default, we'll use the article "a" if the name starts with a
         *   consonant, or "an" if it starts with a vowel.
         *
         *   If the name starts with a "y", we'll look at the second letter;
         *   if it's a consonant, we'll use "an", otherwise "a" (hence "an
         *   yttrium block" but "a yellow brick").
         *
         *   If the object is marked as having plural usage, we will use
         *   "some" as the article ("some pants" or "some shrubs").
         *
         *   Some objects will want to override the default behavior, because
         *   the lexical rules about when to use "a" and "an" are not without
         *   exception.  For example, silent-"h" words ("honor") are written
         *   with "an", and "h" words with a pronounced but weakly stressed
         *   initial "h" are sometimes used with "an" ("an historian").  Also,
         *   some 'y' words might not follow the generic 'y' rule.
         *
         *   'U' words are especially likely not to follow any lexical rule -
         *   any 'u' word that sounds like it starts with 'y' should use 'a'
         *   rather than 'an', but there's no good way to figure that out just
         *   looking at the spelling (consider "a universal symbol" and "an
         *   unimportant word", or "a unanimous decision" and "an unassuming
         *   man").  We simply always use 'an' for a word starting with 'u',
         *   but this will have to be overridden when the 'u' sounds like 'y'.
         */
        aNameFrom(str)
        {
            /* remember the original source string */
            local inStr = str;

            /*
             *   The complete list of unaccented, accented, and ligaturized
             *   Latin vowels from the Unicode character set.  (The Unicode
             *   database doesn't classify characters as vowels or the like,
             *   so it seems the only way we can come up with this list is
             *   simply to enumerate the vowels.)
             *
             *   These are all lower-case letters; all of these are either
             *   exclusively lower-case or have upper-case equivalents that
             *   map to these lower-case letters.
             *
             *   (Note an implementation detail: the compiler will append all
             *   of these strings together at compile time, so we don't have
             *   to perform all of this concatenation work each time we
             *   execute this method.)
             *
             *   Note that we consider any word starting with an '8' to start
             *   with a vowel, since 'eight' and 'eighty' both take 'an'.
             */
            local vowels = '8aeiou\u00E0\u00E1\u00E2\u00E3\u00E4\u00E5\u00E6'
                           + '\u00E8\u00E9\u00EA\u00EB\u00EC\u00ED\u00EE\u00EF'
                           + '\u00F2\u00F3\u00F4\u00F5\u00F6\u00F8\u00F9\u00FA'
                           + '\u00FB\u00FC\u0101\u0103\u0105\u0113\u0115\u0117'
                           + '\u0119\u011B\u0129\u012B\u012D\u012F\u014D\u014F'
                           + '\u0151\u0169\u016B\u016D\u016F\u0171\u0173\u01A1'
                           + '\u01A3\u01B0\u01CE\u01D0\u01D2\u01D4\u01D6\u01D8'
                           + '\u01DA\u01DC\u01DF\u01E1\u01E3\u01EB\u01ED\u01FB'
                           + '\u01FD\u01FF\u0201\u0203\u0205\u0207\u0209\u020B'
                           + '\u020D\u020F\u0215\u0217\u0254\u025B\u0268\u0289'
                           + '\u1E01\u1E15\u1E17\u1E19\u1E1B\u1E1D\u1E2D\u1E2F'
                           + '\u1E4D\u1E4F\u1E51\u1E53\u1E73\u1E75\u1E77\u1E79'
                           + '\u1E7B\u1E9A\u1EA1\u1EA3\u1EA5\u1EA7\u1EA9\u1EAB'
                           + '\u1EAD\u1EAF\u1EB1\u1EB3\u1EB5\u1EB7\u1EB9\u1EBB'
                           + '\u1EBD\u1EBF\u1EC1\u1EC3\u1EC5\u1EC7\u1EC9\u1ECB'
                           + '\u1ECD\u1ECF\u1ED1\u1ED3\u1ED5\u1ED7\u1ED9\u1EDB'
                           + '\u1EDD\u1EDF\u1EE1\u1EE3\u1EE5\u1EE7\u1EE9\u1EEB'
                           + '\u1EED\u1EEF\u1EF1\uFF41\uFF4F\uFF55';

            /*
             *   A few upper-case vowels in unicode don't have lower-case
             *   mappings - consider them separately.
             */
            local vowelsUpperOnly = '\u0130\u019f';

            /*
             *   the various accented forms of the letter 'y' - these are all
             *   lower-case versions; the upper-case versions all map to these
             */
            local ys = 'y\u00FD\u00FF\u0177\u01B4\u1E8F\u1E99\u1EF3'
                       + '\u1EF5\u1EF7\u1EF9\u24B4\uFF59';

            /* if the name is already qualified, don't add an article at all */
            if (isQualifiedName)
                return str;

            /* if it's plural or a mass noun, use "some" as the article */
            if (isPlural || isMassNoun)
            {
                /* use "some" as the article */
                return 'some ' + str;
            }
            else
            {
                local firstChar;
                local firstCharLower;

                /* if it's empty, just use "a" */
                if (inStr == '')
                    return 'a';

                /* get the first character of the name */
                firstChar = inStr.substr(1, 1);

                /* skip any leading HTML tags */
                if (rexMatch(patTagOrQuoteChar, firstChar) != nil)
                {
                    /*
                     *   Scan for tags.  Note that this pattern isn't quite
                     *   perfect, as it won't properly ignore close-brackets
                     *   that are inside quoted material, but it should be good
                     *   enough for nearly all cases in practice.  In cases too
                     *   complex for this pattern, the object will simply have
                     *   to override aDesc.
                     */
                    local len = rexMatch(patLeadingTagOrQuote, inStr);

                    /* if we got a match, strip out the leading tags */
                    if (len != nil)
                    {
                        /* strip off the leading tags */
                        inStr = inStr.substr(len + 1);

                        /* re-fetch the first character */
                        firstChar = inStr.substr(1, 1);
                    }
                }

                /* get the lower-case version of the first character */
                firstCharLower = firstChar.toLower();

                /*
                 *   if the first word of the name is only one letter long,
                 *   treat it specially
                 */
                if (rexMatch(patOneLetterWord, inStr) != nil)
                {
                    /*
                     *   We have a one-letter first word, such as "I-beam" or
                     *   "M-ray sensor", or just "A".  Choose the article based
                     *   on the pronunciation of the letter as a letter.
                     */
                    return (rexMatch(patOneLetterAnWord, inStr) != nil
                            ? 'an ' : 'a ') + str;
                }

                /*
                 *   look for the first character in the lower-case and
                 *   upper-case-only vowel lists - if we find it, it takes
                 *   'an'
                 */
                if (vowels.find(firstCharLower) != nil
                    || vowelsUpperOnly.find(firstChar) != nil)
                {
                    /* it starts with a vowel */
                    return 'an ' + str;
                }
                else if (ys.find(firstCharLower) != nil)
                {
                    local secondChar;

                    /* get the second character, if there is one */
                    secondChar = inStr.substr(2, 1);

                    /*
                     *   It starts with 'y' - if the second letter is a
                     *   consonant, assume the 'y' is a vowel sound, hence we
                     *   should use 'an'; otherwise assume the 'y' is a
                     *   diphthong 'ei' sound, which means we should use 'a'.
                     *   If there's no second character at all, or the second
                     *   character isn't alphabetic, use 'a' - "a Y" or "a
                     *   Y-connector".
                     */
                    if (secondChar == ''
                        || rexMatch(patIsAlpha, secondChar) == nil
                        || vowels.find(secondChar.toLower()) != nil
                        || vowelsUpperOnly.find(secondChar) != nil)
                    {
                        /*
                         *   it's just one character, or the second character
                         *   is non-alphabetic, or the second character is a
                         *   vowel - in any of these cases, use 'a'
                         */
                        return 'a ' + str;
                    }
                    else
                    {
                        /* the second character is a consonant - use 'an' */
                        return 'an ' + str;
                    }
                }
                else if (rexMatch(patElevenEighteen, inStr) != nil)
                {
                    /*
                     *   it starts with '11' or '18', so it takes 'an' ('an
                     *   11th-hour appeal', 'an 18-hole golf course')
                     */
                    return 'an ' + str;
                }
                else
                {
                    /* it starts with a consonant */
                    return 'a ' + str;
                }
            }
        }

        /* pre-compile some regular expressions for aName */
        patTagOrQuoteChar = static new RexPattern('[<"\']')
        patLeadingTagOrQuote = static new RexPattern(
            '(<langle><^rangle>+<rangle>|"|\')+')
        patOneLetterWord = static new RexPattern('<alpha>(<^alpha>|$)')
        patOneLetterAnWord = static new RexPattern('<nocase>[aefhilmnorsx]')
        patIsAlpha = static new RexPattern('<alpha>')
        patElevenEighteen = static new RexPattern('1[18](<^digit>|$)')

        /*
         *   Get the default plural name.  By default, we'll use the
         *   algorithmic plural determination, which is based on the spelling
         *   of the name.
         *
         *   The algorithm won't always get it right, since some English
         *   plurals are irregular ("men", "children", "Attorneys General").
         *   When the name doesn't fit the regular spelling patterns for
         *   plurals, the object should simply override this routine to return
         *   the correct plural name string.
         */
        pluralName = (pluralNameFrom(name))

        /*
         *   Get the plural form of the given name string.  If the name ends in
         *   anything other than 'y', we'll add an 's'; otherwise we'll replace
         *   the 'y' with 'ies'.  We also handle abbreviations and individual
         *   letters specially.
         *
         *   This can only deal with simple adjective-noun forms.  For more
         *   complicated forms, particularly for compound words, it must be
         *   overridden (e.g., "Attorney General" -> "Attorneys General",
         *   "man-of-war" -> "men-of-war").  Likewise, names with irregular
         *   plurals ('child' -> 'children', 'man' -> 'men') must be handled
         *   with overrides.
         */
        pluralNameFrom(str)
        {
            local len;
            local lastChar;
            local lastPair;

            /*
             *   if it's marked as having plural usage, just use the ordinary
             *   name, since it's already plural
             */
            if (isPlural)
                return str;

            /* check for a 'phrase of phrase' format */
            if (rexMatch(patOfPhrase, str) != nil)
            {
                local ofSuffix;

                /*
                 *   Pull out the two parts - the part up to the 'of' is the
                 *   part we'll actually pluralize, and the rest is a suffix
                 *   we'll stick on the end of the pluralized part.
                 */
                str = rexGroup(1)[3];
                ofSuffix = rexGroup(2)[3];

                /*
                 *   now pluralize the part up to the 'of' using the normal
                 *   rules, then add the rest back in at the end
                 */
                return pluralNameFrom(str) + ofSuffix;
            }

            /* if there's no short description, return an empty string */
            len = str.length();
            if (len == 0)
                return '';

            /*
             *   If it's only one character long, handle it specially.  If it's
             *   a lower-case letter, add an apostrophe-S.  If it's a capital
             *   A, E, I, M, U, or V, we'll add apostrophe-S (because these
             *   could be confused with words or common abbreviations if we
             *   just added "s": As, Es, Is, Ms, Us, Vs).  If it's anything
             *   else (any other capital letter, or any non-letter character),
             *   we'll just add an "s".
             */
            if (len == 1)
            {
                if (rexMatch(patSingleApostropheS, str) != nil)
                    return str + '&rsquo;s';
                else
                    return str + 's';
            }

            /* get the last character of the name, and the last pair of chars */
            lastChar = str.substr(len, 1);
            lastPair = (len == 1 ? lastChar : str.substr(len - 1, 2));

            /*
             *   If the last letter is a capital letter, assume it's an
             *   abbreviation without embedded periods (CPA, PC), in which case
             *   we just add an "s" (CPAs, PCs).  Likewise, if it's a number,
             *   just add "s": "the 1940s", "the low 20s".
             */
            if (rexMatch(patUpperOrDigit, lastChar) != nil)
                return str + 's';

            /*
             *   If the last character is a period, it must be an abbreviation
             *   with embedded periods (B.A., B.S., Ph.D.).  In these cases,
             *   add an apostrophe-S.
             */
            if (lastChar == '.')
                return str + '&rsquo;s';

            /*
             *   If it ends in a non-vowel followed by 'y', change -y to -ies.
             *   (This doesn't apply if a vowel precedes a terminal 'y'; in
             *   such cases, we'll use the normal '-s' ending instead: "survey"
             *   -> "surveys", "essay" -> "essays", "day" -> "days".)
             */
            if (rexMatch(patVowelY, lastPair) != nil)
                return str.substr(1, len - 1) + 'ies';

            /* if it ends in s, x, z, or h, add -es */
            if ('sxzh'.find(lastChar) != nil)
                return str + 'es';

            /* for anything else, just add -s */
            return str + 's';
        }

        /* some pre-compiled patterns for pluralName */
        patSingleApostropheS = static new RexPattern('<case><lower|A|E|I|M|U|V>')
        patUpperOrDigit = static new RexPattern('<upper|digit>')
        patVowelY = static new RexPattern('[^aeoiu]y')
        patOfPhrase = static new RexPattern(
            '<nocase>(.+?)(<space>+of<space>+.+)')

        /* get my name plus a being verb ("the box is") */
        nameIs { return theName + ' ' + verbToBe; }

        /* get my name plus a negative being verb ("the box isn't") */
        nameIsnt { return nameIs + 'n&rsquo;t'; }

        /*
         *   My name with the given regular verb in agreement: in the present
         *   tense, if my name has singular usage, we'll add 's' to the verb,
         *   otherwise we won't.  In the past tense, we'll add 'd' (or 'ed').
         *   This can't be used with irregular verbs, or with regular verbs
         *   that have the last consonant repeated before the past -ed ending,
         *   such as "deter".
         */
        nameVerb(verb) { return theName + ' ' + conjugateRegularVerb(verb); }

        /* being verb agreeing with this object as subject */
        verbToBe
        {
            return tSel(isPlural ? 'are' : 'is', isPlural ? 'were' : 'was');
        }

        /* past tense being verb agreeing with object as subject */
        verbWas { return tSel(isPlural ? 'were' : 'was', 'had been'); }

        /* 'have' verb agreeing with this object as subject */
        verbToHave { return tSel(isPlural ? 'have' : 'has', 'had'); }

        /*
         *   A few common irregular verbs and name-plus-verb constructs,
         *   defined for convenience.
         */
        verbToDo = (tSel('do' + verbEndingEs, 'did'))
        nameDoes = (theName + ' ' + verbToDo)
        verbToGo = (tSel('go' + verbEndingEs, 'went'))
        verbToCome = (tSel('come' + verbEndingS, 'came'))
        verbToLeave = (tSel('leave' + verbEndingS, 'left'))
        verbToSee = (tSel('see' + verbEndingS, 'saw'))
        nameSees = (theName + ' ' + verbToSee)
        verbToSay = (tSel('say' + verbEndingS, 'said'))
        nameSays = (theName + ' ' + verbToSay)
        verbMust = (tSel('must', 'had to'))
        verbCan = (tSel('can', 'could'))
        verbCannot = (tSel('cannot', 'could not'))
        verbCant = (tSel('can&rsquo;t', 'couldn&rsquo;t'))
        verbWill = (tSel('will', 'would'))
        verbWont = (tSel('won&rsquo;t', 'wouldn&rsquo;t'))

        /*
         *   Verb endings for regular '-s' verbs, agreeing with this object as
         *   the subject.  We define several methods each of which handles the
         *   past tense differently.
         *
         *   verbEndingS doesn't try to handle the past tense at all - use it
         *   only in places where you know for certain that you'll never need
         *   the past tense form, or in expressions constructed with the tSel
         *   macro: use verbEndingS as the macro's first argument, and specify
         *   the past tense ending explicitly as the second argument.  For
         *   example, you could generate the correctly conjugated form of the
         *   verb "to fit" for an object named "key" with an expression such
         *   as:
         *
         *   'fit' + tSel(key.verbEndingS, 'ted')
         *
         *   This would generate 'fit', 'fits', or 'fitted' according to number
         *   and tense.
         *
         *   verbEndingSD and verbEndingSEd return 'd' and 'ed' respectively in
         *   the past tense.
         *
         *   verbEndingSMessageBuilder_ is for internal use only: it assumes
         *   that the correct ending to be displayed in the past tense is
         *   stored in langMessageBuilder.pastEnding_.  It is used as part of
         *   the string parameter substitution mechanism.
         */
        verbEndingS { return isPlural ? '' : 's'; }
        verbEndingSD = (tSel(verbEndingS, 'd'))
        verbEndingSEd = (tSel(verbEndingS, 'ed'))
        verbEndingSMessageBuilder_ =
            (tSel(verbEndingS, langMessageBuilder.pastEnding_))

        /*
         *   Verb endings (present or past) for regular '-es/-ed' and
         *   '-y/-ies/-ied' verbs, agreeing with this object as the subject.
         */
        verbEndingEs { return tSel(isPlural ? '' : 'es', 'ed'); }
        verbEndingIes { return tSel(isPlural ? 'y' : 'ies', 'ied'); }

        /*
         *   Dummy name - this simply displays nothing; it's used for cases
         *   where messageBuilder substitutions want to refer to an object (for
         *   internal bookkeeping) without actually showing the name of the
         *   object in the output text.  This should always simply return an
         *   empty string.
         */
        dummyName = ''

        /*
         *   Invoke a property (with an optional argument list) on this object
         *   while temporarily switching to the present tense, and return the
         *   result.
         */
        propWithPresent(prop, [args])
        {
            return withPresent({: self.(prop)(args...)});
        }

        /*
         *   Method for internal use only: invoke on this object the property
         *   stored in langMessageBuilder.fixedTenseProp_ while temporarily
         *   switching to the present tense, and return the result.  This is
         *   used as part of the string parameter substitution mechanism.
         */
        propWithPresentMessageBuilder_
        {
            return propWithPresent(langMessageBuilder.fixedTenseProp_);
        }

        /*
         *   For the most part, "strike" has the same meaning as "hit", so
         *   define this as a synonym for "attack" most objects.  There are a
         *   few English idioms where "strike" means something different, as
         *   in "strike match" or "strike tent."
         */
        dobjFor(Strike) asDobjFor(Attack)
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An object that uses the same name as another object.  This maps all of
     *   the properties involved in supplying the object's name, number, and
     *   other usage information from this object to a given target object, so
     *   that all messages involving this object use the same name as the
     *   target object.  This is a mix-in class that can be used with any other
     *   class.
     *
     *   Note that we map only the *reported* name for the object.  We do NOT
     *   give this object any vocabulary from the other object; in other words,
     *   we don't enter this object into the dictionary with the other object's
     *   vocabulary words.
     */
    class NameAsOther: object
        /* the target object - we'll use the same name as this object */
        targetObj = nil

        /* map our naming and usage properties to the target object */
        isPlural = (targetObj.isPlural)
        isMassNoun = (targetObj.isMassNoun)
        isHim = (targetObj.isHim)
        isHer = (targetObj.isHer)
        isIt = (targetObj.isIt)
        isProperName = (targetObj.isProperName)
        isQualifiedName = (targetObj.isQualifiedName)
        name = (targetObj.name)

        /* map the derived name properties as well, in case any are overridden */
        disambigName = (targetObj.disambigName)
        theDisambigName = (targetObj.theDisambigName)
        aDisambigName = (targetObj.aDisambigName)
        countDisambigName(cnt) { return targetObj.countDisambigName(cnt); }
        disambigEquivName = (targetObj.disambigEquivName)
        listName = (targetObj.listName)
        countName(cnt) { return targetObj.countName(cnt); }

        /* map the pronoun properites, in case any are overridden */
        itNom = (targetObj.itNom)
        itObj = (targetObj.itObj)
        itPossAdj = (targetObj.itPossAdj)
        itPossNoun = (targetObj.itPossNoun)
        itReflexive = (targetObj.itReflexive)
        thatNom = (targetObj.thatNom)
        thatObj = (targetObj.thatObj)
        thatIsContraction = (targetObj.thatIsContraction)
        itIs = (targetObj.itIs)
        itIsContraction = (targetObj.itIsContraction)
        itVerb(verb) { return targetObj.itVerb(verb); }
        conjugateRegularVerb(verb)
            { return targetObj.conjugateRegularVerb(verb); }
        theName = (targetObj.theName)
        theNameObj = (targetObj.theNameObj)
        theNamePossAdj = (targetObj.theNamePossAdj)
        theNamePossNoun = (targetObj.theNamePossNoun)
        theNameWithOwner = (targetObj.theNameWithOwner)
        aNameOwnerLoc(ownerPri)
            { return targetObj.aNameOwnerLoc(ownerPri); }
        theNameOwnerLoc(ownerPri)
            { return targetObj.theNameOwnerLoc(ownerPri); }
        countNameOwnerLoc(cnt, ownerPri)
            { return targetObj.countNameOwnerLoc(cnt, ownerPri); }
        notePromptByOwnerLoc(ownerPri)
            { targetObj.notePromptByOwnerLoc(ownerPri); }
        notePromptByPossAdj()
            { targetObj.notePromptByPossAdj(); }
        aName = (targetObj.aName)
        aNameObj = (targetObj.aNameObj)
        pluralName = (targetObj.pluralName)
        nameIs = (targetObj.nameIs)
        nameIsnt = (targetObj.nameIsnt)
        nameVerb(verb) { return targetObj.nameVerb(verb); }
        verbToBe = (targetObj.verbToBe)
        verbWas = (targetObj.verbWas)
        verbToHave = (targetObj.verbToHave)
        verbToDo = (targetObj.verbToDo)
        nameDoes = (targetObj.nameDoes)
        verbToGo = (targetObj.verbToGo)
        verbToCome = (targetObj.verbToCome)
        verbToLeave = (targetObj.verbToLeave)
        verbToSee = (targetObj.verbToSee)
        nameSees = (targetObj.nameSees)
        verbToSay = (targetObj.verbToSay)
        nameSays = (targetObj.nameSays)
        verbMust = (targetObj.verbMust)
        verbCan = (targetObj.verbCan)
        verbCannot = (targetObj.verbCannot)
        verbCant = (targetObj.verbCant)
        verbWill = (targetObj.verbWill)
        verbWont = (targetObj.verbWont)

        verbEndingS = (targetObj.verbEndingS)
        verbEndingSD = (targetObj.verbEndingSD)
        verbEndingSEd = (targetObj.verbEndingSEd)
        verbEndingEs = (targetObj.verbEndingEs)
        verbEndingIes = (targetObj.verbEndingIes)
    ;

    /*
     *   Name as Parent - this is a special case of NameAsOther that uses the
     *   lexical parent of a nested object as the target object.  (The lexical
     *   parent is the enclosing object in a nested object definition; in other
     *   words, it's the object in which the nested object is embedded.)
     */
    class NameAsParent: NameAsOther
        targetObj = (lexicalParent)
    ;

    /*
     *   ChildNameAsOther is a mix-in class that can be used with NameAsOther
     *   to add the various childInXxx naming to the mapped properties.  The
     *   childInXxx names are the names generated when another object is
     *   described as located within this object; by mapping these properties
     *   to our target object, we ensure that we use exactly the same phrasing
     *   as we would if the contained object were actually contained by our
     *   target rather than by us.
     *
     *   Note that this should always be used in combination with NameAsOther:
     *
     *   myObj: NameAsOther, ChildNameAsOther, Thing ...
     *
     *   You can also use it the same way in combination with a subclass of
     *   NameAsOther, such as NameAsParent.
     */
    class ChildNameAsOther: object
        objInPrep = (targetObj.objInPrep)
        actorInPrep = (targetObj.actorInPrep)
        actorOutOfPrep = (targetObj.actorOutOfPrep)
        actorIntoPrep = (targetObj.actorIntoPrep)
        childInName(childName) { return targetObj.childInName(childName); }
        childInNameWithOwner(childName)
            { return targetObj.childInNameWithOwner(childName); }
        childInNameGen(childName, myName)
            { return targetObj.childInNameGen(childName, myName); }
        actorInName = (targetObj.actorInName)
        actorOutOfName = (targetObj.actorOutOfName)
        actorIntoName = (targetObj.actorIntoName)
        actorInAName = (targetObj.actorInAName)
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language modifications for the specialized container types
     */
    modify Surface
        /*
         *   objects contained in a Surface are described as being on the
         *   Surface
         */
        objInPrep = 'on'
        actorInPrep = 'on'
        actorOutOfPrep = 'off of'
    ;

    modify Underside
        objInPrep = 'under'
        actorInPrep = 'under'
        actorOutOfPrep = 'from under'
    ;

    modify RearContainer
        objInPrep = 'behind'
        actorInPrep = 'behind'
        actorOutOfPrep = 'from behind'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language modifications for Actor.
     *
     *   An Actor has a "referral person" setting, which determines how we
     *   refer to the actor; this is almost exclusively for the use of the
     *   player character.  The typical convention is that we refer to the
     *   player character in the second person, but a game can override this on
     *   an actor-by-actor basis.
     */
    modify Actor
        /* by default, use my pronoun for my name */
        name = (itNom)

        /*
         *   Pronoun selector.  This returns an index for selecting pronouns
         *   or other words based on number and gender, taking into account
         *   person, number, and gender.  The value returned is the sum of the
         *   following components:
         *
         *   number/gender:
         *.  - singular neuter = 1
         *.  - singular masculine = 2
         *.  - singular feminine = 3
         *.  - plural = 4
         *
         *   person:
         *.  - first person = 0
         *.  - second person = 4
         *.  - third person = 8
         *
         *   The result can be used as a list selector as follows (1=first
         *   person, etc; s=singular, p=plural; n=neuter, m=masculine,
         *   f=feminine):
         *
         *   [1/s/n, 1/s/m, 1/s/f, 1/p, 2/s/n, 2/s/m, 2/s/f, 2/p,
         *.  3/s/n, 3/s/m, 3/s/f, 3/p]
         */
        pronounSelector
        {
            return ((referralPerson - FirstPerson)*4
                    + (isPlural ? 4 : isHim ? 2 : isHer ? 3 : 1));
        }

        /*
         *   get the verb form selector index for the person and number:
         *
         *   [1/s, 2/s, 3/s, 1/p, 2/p, 3/p]
         */
        conjugationSelector
        {
            return (referralPerson + (isPlural ? 3 : 0));
        }

        /*
         *   get an appropriate pronoun for the object in the appropriate
         *   person for the nominative case, objective case, possessive
         *   adjective, possessive noun, and objective reflexive
         */
        itNom
        {
            return ['I', 'I', 'I', 'we',
                   'you', 'you', 'you', 'you',
                   'it', 'he', 'she', 'they'][pronounSelector];
        }
        itObj
        {
            return ['me', 'me', 'me', 'us',
                   'you', 'you', 'you', 'you',
                   'it', 'him', 'her', 'them'][pronounSelector];
        }
        itPossAdj
        {
            return ['my', 'my', 'my', 'our',
                   'your', 'your', 'your', 'your',
                   'its', 'his', 'her', 'their'][pronounSelector];
        }
        itPossNoun
        {
            return ['mine', 'mine', 'mine', 'ours',
                   'yours', 'yours', 'yours', 'yours',
                   'its', 'his', 'hers', 'theirs'][pronounSelector];
        }
        itReflexive
        {
            return ['myself', 'myself', 'myself', 'ourselves',
                   'yourself', 'yourself', 'yourself', 'yourselves',
                   'itself', 'himself', 'herself', 'themselves'][pronounSelector];
        }

        /*
         *   Demonstrative pronoun, nominative case.  We'll use personal a
         *   personal pronoun if we have a gender or we're in the first or
         *   second person, otherwise we'll use 'that' or 'those' as we would
         *   for an inanimate object.
         */
        thatNom
        {
            return ['I', 'I', 'I', 'we',
                   'you', 'you', 'you', 'you',
                   'that', 'he', 'she', 'those'][pronounSelector];
        }

        /* demonstrative pronoun, objective case */
        thatObj
        {
            return ['me', 'me', 'me', 'us',
                   'you', 'you', 'you', 'you',
                   'that', 'him', 'her', 'those'][pronounSelector];
        }

        /* demonstrative pronoun, nominative case with 'is' contraction */
        thatIsContraction
        {
            return thatNom
                + tSel(['&rsquo;m', '&rsquo;re', '&rsquo;s',
                        '&rsquo;re', '&rsquo;re', ' are'][conjugationSelector],
                       ' ' + verbToBe);
        }

        /*
         *   We don't need to override itIs: the base class handling works for
         *   actors too.
         */

        /* get my pronoun with a being verb contraction ("the box's") */
        itIsContraction
        {
            return itNom + tSel(
                '&rsquo;'
                + ['m', 're', 's', 're', 're', 're'][conjugationSelector],
                ' ' + verbToBe);
        }

        /*
         *   Conjugate a regular verb in the present or past tense for our
         *   person and number.
         *
         *   In the present tense, this is pretty easy: we add an 's' for the
         *   third person singular, and leave the verb unchanged for every
         *   other case.  The only complication is that we must check some
         *   special cases to add the -s suffix: -y -> -ies, -o -> -oes.
         *
         *   In the past tense, we use the inherited handling since the past
         *   tense ending doesn't vary with person.
         */
        conjugateRegularVerb(verb)
        {
            /*
             *   If we're in the third person or if we use the past tense,
             *   inherit the default handling; otherwise, use the base verb
             *   form regardless of number (regular verbs use the same
             *   conjugated forms for every case but third person singular: I
             *   ask, you ask, we ask, they ask).
             */
            if (referralPerson != ThirdPerson && !gameMain.usePastTense)
            {
                /*
                 *   we're not using the third-person or the past tense, so the
                 *   conjugation is the same as the base verb form
                 */
                return verb;
            }
            else
            {
                /*
                 *   we're using the third person or the past tense, so inherit
                 *   the base class handling, which conjugates these forms
                 */
                return inherited(verb);
            }
        }

        /*
         *   Get the name with a definite article ("the box").  If the
         *   narrator refers to us in the first or second person, use a
         *   pronoun rather than the short description.
         */
        theName
            { return (referralPerson == ThirdPerson ? inherited : itNom); }

        /* theName in objective case */
        theNameObj
            { return (referralPerson == ThirdPerson ? inherited : itObj); }

        /* theName as a possessive adjective */
        theNamePossAdj
            { return (referralPerson == ThirdPerson ? inherited : itPossAdj); }

        /* theName as a possessive noun */
        theNamePossNoun
        { return (referralPerson == ThirdPerson ? inherited : itPossNoun); }

        /*
         *   Get the name with an indefinite article.  Use the same rules of
         *   referral person as for definite articles.
         */
        aName { return (referralPerson == ThirdPerson ? inherited : itNom); }

        /* aName in objective case */
        aNameObj { return (referralPerson == ThirdPerson ? inherited : itObj); }

        /* being verb agreeing with this object as subject */
        verbToBe
        {
            return tSel(['am', 'are', 'is', 'are', 'are', 'are'],
                        ['was', 'were', 'was', 'were', 'were', 'were'])
                   [conjugationSelector];
        }

        /* past tense being verb agreeing with this object as subject */
        verbWas
        {
            return tSel(['was', 'were', 'was', 'were', 'were', 'were']
                        [conjugationSelector], 'had been');
        }

        /* 'have' verb agreeing with this object as subject */
        verbToHave
        {
            return tSel(['have', 'have', 'has', 'have', 'have', 'have']
                        [conjugationSelector], 'had');
        }

        /*
         *   verb endings for regular '-s' and '-es' verbs, agreeing with this
         *   object as the subject
         */
        verbEndingS
        {
            return ['', '', 's', '', '', ''][conjugationSelector];
        }
        verbEndingEs
        {
            return tSel(['', '', 'es', '', '', ''][conjugationSelector], 'ed');
        }
        verbEndingIes
        {
            return tSel(['y', 'y', 'ies', 'y', 'y', 'y'][conjugationSelector],
                        'ied');
        }

        /* "I'm not" doesn't fit the regular "+n't" rule */
        nameIsnt
        {
            return conjugationSelector == 1 && !gameMain.usePastTense
                ? 'I&rsquo;m not' : inherited;
        }

        /*
         *   Show my name for an arrival/departure message.  If we've been seen
         *   before by the player character, we'll show our definite name,
         *   otherwise our indefinite name.
         */
        travelerName(arriving)
            { say(gPlayerChar.hasSeen(self) ? theName : aName); }

        /*
         *   Test to see if we can match the third-person pronouns.  We'll
         *   match these if our inherited test says we match them AND we can
         *   be referred to in the third person.
         */
        canMatchHim = (inherited && canMatch3rdPerson)
        canMatchHer = (inherited && canMatch3rdPerson)
        canMatchIt = (inherited && canMatch3rdPerson)
        canMatchThem = (inherited && canMatch3rdPerson)

        /*
         *   Test to see if we can match a third-person pronoun ('it', 'him',
         *   'her', 'them').  We can unless we're the player character and the
         *   player character is referred to in the first or second person.
         */
        canMatch3rdPerson = (!isPlayerChar || referralPerson == ThirdPerson)

        /*
         *   Set a pronoun antecedent to the given list of ResolveInfo objects.
         *   Pronoun handling is language-specific, so this implementation is
         *   part of the English library, not the generic library.
         *
         *   If only one object is present, we'll set the object to be the
         *   antecedent of 'it', 'him', or 'her', according to the object's
         *   gender.  We'll also set the object as the single antecedent for
         *   'them'.
         *
         *   If we have multiple objects present, we'll set the list to be the
         *   antecedent of 'them', and we'll forget about any antecedent for
         *   'it'.
         *
         *   Note that the input is a list of ResolveInfo objects, so we must
         *   pull out the underlying game objects when setting the antecedents.
         */
        setPronoun(lst)
        {
            /* if the list is empty, ignore it */
            if (lst == [])
                return;

            /*
             *   if we have multiple objects, the entire list is the antecedent
             *   for 'them'; otherwise, it's a singular antecedent which
             *   depends on its gender
             */
            if (lst.length() > 1)
            {
                local objs = lst.mapAll({x: x.obj_});

                /* it's 'them' */
                setThem(objs);

                /* forget any 'it' */
                setIt(nil);
            }
            else if (lst.length() == 1)
            {
                /*
                 *   We have only one object, so set it as an antecedent
                 *   according to its gender.
                 */
                setPronounObj(lst[1].obj_);
            }
        }

        /*
         *   Set a pronoun to refer to multiple potential antecedents.  This is
         *   used when the verb has multiple noun slots - UNLOCK DOOR WITH KEY.
         *   For verbs like this, we have no way of knowing in advance whether
         *   a future pronoun will refer back to the direct object or the
         *   indirect object (etc) - we could just assume that 'it' will refer
         *   to the direct object, but this won't always be what the player
         *   intended.  In natural English, pronoun antecedents must often be
         *   inferred from context at the time of use - so we use the same
         *   approach.
         *
         *   Pass an argument list consisting of ResolveInfo lists - that is,
         *   pass one argument per noun slot in the verb, and make each
         *   argument a list of ResolveInfo objects.  In other words, you call
         *   this just as you would setPronoun(), except you can pass more than
         *   one list argument.
         *
         *   We'll store the multiple objects as antecedents.  When we need to
         *   resolve a future singular pronoun, we'll figure out which of the
         *   multiple antecedents is the most logical choice in the context of
         *   the pronoun's usage.
         */
        setPronounMulti([args])
        {
            local lst, subLst;
            local gotThem;

            /*
             *   If there's a plural list, it's 'them'.  Arbitrarily use only
             *   the first plural list if there's more than one.
             */
            if ((lst = args.valWhich({x: x.length() > 1})) != nil)
            {
                /* set 'them' to the plural list */
                setPronoun(lst);

                /* note that we had a clear 'them' */
                gotThem = true;
            }

            /* from now on, consider only the sublists with exactly one item */
            args = args.subset({x: x.length() == 1});

            /* get a list of the singular items from the lists */
            lst = args.mapAll({x: x[1].obj_});

            /*
             *   Set 'it' to all of the items that can match 'it'; do likewise
             *   with 'him' and 'her'.  If there are no objects that can match
             *   a given pronoun, leave that pronoun unchanged.
             */
            if ((subLst = lst.subset({x: x.canMatchIt})).length() > 0)
                setIt(subLst);
            if ((subLst = lst.subset({x: x.canMatchHim})).length() > 0)
                setHim(subLst);
            if ((subLst = lst.subset({x: x.canMatchHer})).length() > 0)
                setHer(subLst);

            /*
             *   set 'them' to the potential 'them' matches, if we didn't
             *   already find a clear plural list
             */
            if (!gotThem
                && (subLst = lst.subset({x: x.canMatchThem})).length() > 0)
                setThem(subLst);
        }

        /*
         *   Set a pronoun antecedent to the given ResolveInfo list, for the
         *   specified type of pronoun.  We don't have to worry about setting
         *   other types of pronouns to this antecedent - we specifically want
         *   to set the given pronoun type.  This is language-dependent
         *   because we still have to figure out the number (i.e. singular or
         *   plural) of the pronoun type.
         */
        setPronounByType(typ, lst)
        {
            /* check for singular or plural pronouns */
            if (typ == PronounThem)
            {
                /* it's plural - set a list antecedent */
                setPronounAntecedent(typ, lst.mapAll({x: x.obj_}));
            }
            else
            {
                /* it's singular - set an individual antecedent */
                setPronounAntecedent(typ, lst[1].obj_);
            }
        }

        /*
         *   Set a pronoun antecedent to the given simulation object (usually
         *   an object descended from Thing).
         */
        setPronounObj(obj)
        {
            /*
             *   Actually use the object's "identity object" as the antecedent
             *   rather than the object itself.  In some cases, we use multiple
             *   program objects to represent what appears to be a single
             *   object in the game; in these cases, the internal program
             *   objects all point to the "real" object as their identity
             *   object.  Whenever we're manipulating one of these internal
             *   program objects, we want to make sure that its the
             *   player-visible object - the identity object - that appears as
             *   the antecedent for subsequent references.
             */
            obj = obj.getIdentityObject();

            /*
             *   Set the appropriate pronoun antecedent, depending on the
             *   object's gender.
             *
             *   Note that we'll set an object to be the antecedent for both
             *   'him' and 'her' if the object has both masculine and feminine
             *   usage.
             */

            /* check for masculine usage */
            if (obj.canMatchHim)
                setHim(obj);

            /* check for feminine usage */
            if (obj.canMatchHer)
                setHer(obj);

            /* check for neuter usage */
            if (obj.canMatchIt)
                setIt(obj);

            /* check for third-person plural usage */
            if (obj.canMatchThem)
                setThem([obj]);
        }

        /* set a possessive anaphor */
        setPossAnaphorObj(obj)
        {
            /* check for each type of usage */
            if (obj.canMatchHim)
                possAnaphorTable[PronounHim] = obj;
            if (obj.canMatchHer)
                possAnaphorTable[PronounHer] = obj;
            if (obj.canMatchIt)
                possAnaphorTable[PronounIt] = obj;
            if (obj.canMatchThem)
                possAnaphorTable[PronounThem] = [obj];
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Give the postures some additional attributes
     */

    modify Posture

        /*
         *   Intransitive and transitive forms of the verb, for use in library
         *   messages.  Each of these methods simply calls one of the two
         *   corresponding fixed-tense properties, depending on the current
         *   tense.
         */
        msgVerbI = (tSel(msgVerbIPresent, msgVerbIPast))
        msgVerbT = (tSel(msgVerbTPresent, msgVerbTPast))

        /*
         *   Fixed-tense versions of the above properties, to be defined
         *   individually by each instance of the Posture class.
         */

        /* our present-tense intransitive form ("he stands up") */
        // msgVerbIPresent = 'stand{s} up'

        /* our past-tense intransitive form ("he stood up") */
        // msgVerbIPast = 'stood up'

        /* our present-tense transitive form ("he stands on the chair") */
        // msgVerbTPresent = 'stand{s}'

        /* our past-tense transitive form ("he stood on the chair") */
        // msgVerbTPast = 'stood'

        /* our participle form */
        // participle = 'standing'
    ;

    modify standing
        msgVerbIPresent = 'stand{s} up'
        msgVerbIPast = 'stood up'
        msgVerbTPresent = 'stand{s}'
        msgVerbTPast = 'stood'
        participle = 'standing'
    ;

    modify sitting
        msgVerbIPresent = 'sit{s} down'
        msgVerbIPast = 'sat down'
        msgVerbTPresent = 'sit{s}'
        msgVerbTPast = 'sat'
        participle = 'sitting'
    ;

    modify lying
        msgVerbIPresent = 'lie{s} down'
        msgVerbIPast = 'lay down'
        msgVerbTPresent = 'lie{s}'
        msgVerbTPast = 'lay'
        participle = 'lying'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   For our various topic suggestion types, we can infer the full name
     *   from the short name fairly easily.
     */
    modify SuggestedAskTopic
        fullName = ('ask {it targetActor/him} about ' + name)
    ;

    modify SuggestedTellTopic
        fullName = ('tell {it targetActor/him} about ' + name)
    ;

    modify SuggestedAskForTopic
        fullName = ('ask {it targetActor/him} for ' + name)
    ;

    modify SuggestedGiveTopic
        fullName = ('give {it targetActor/him} ' + name)
    ;

    modify SuggestedShowTopic
        fullName = ('show {it targetActor/him} ' + name)
    ;

    modify SuggestedYesTopic
        name = 'yes'
        fullName = 'say yes'
    ;

    modify SuggestedNoTopic
        name = 'no'
        fullName = 'say no'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Provide custom processing of the player input for matching
     *   SpecialTopic patterns.  When we're trying to match a player's command
     *   to a set of active special topics, we'll run the input through this
     *   processing to produce the string that we actually match against the
     *   special topics.
     *
     *   First, we'll remove any punctuation marks.  This ensures that we'll
     *   still match a special topic, for example, if the player puts a period
     *   or a question mark at the end of the command.
     *
     *   Second, if the user's input starts with "A" or "T" (the super-short
     *   forms of the ASK ABOUT and TELL ABOUT commands), remove the "A" or "T"
     *   and keep the rest of the input.  Some users might think that special
     *   topic suggestions are meant as ask/tell topics, so they might
     *   instinctively try these as A/T commands.
     *
     *   Users *probably* won't be tempted to do the same thing with the full
     *   forms of the commands (e.g., ASK BOB ABOUT APOLOGIZE, TELL BOB ABOUT
     *   EXPLAIN).  It's more a matter of habit of using A or T for interaction
     *   that would tempt a user to phrase a special topic this way; once
     *   you're typing out the full form of the command, it generally won't be
     *   grammatical, as special topics generally contain the sense of a verb
     *   in their phrasing.
     */
    modify specialTopicPreParser
        processInputStr(str)
        {
            /*
             *   remove most punctuation from the string - we generally want to
             *   ignore these, as we mostly just want to match keywords
             */
            str = rexReplace(punctPat, str, '', ReplaceAll);

            /* if it starts with "A" or "T", strip off the leading verb */
            if (rexMatch(aOrTPat, str) != nil)
                str = rexGroup(1)[3];

            /* return the processed result */
            return str;
        }

        /* pattern for string starting with "A" or "T" verbs */
        aOrTPat = static new RexPattern(
            '<nocase><space>*[at]<space>+(<^space>.*)$')

        /* pattern to eliminate punctuation marks from the string */
        punctPat = static new RexPattern('[.?!,;:]');
    ;

    /*
     *   For SpecialTopic matches, treat some strings as "weak": if the user's
     *   input consists of just one of these weak strings and nothing else,
     *   don't match the topic.
     */
    modify SpecialTopic
        matchPreParse(str, procStr)
        {
            /* if it's one of our 'weak' strings, don't match */
            if (rexMatch(weakPat, str) != nil)
                return nil;

            /* it's not a weak string, so match as usual */
            return inherited(str, procStr);
        }

        /*
         *   Our "weak" strings - 'i', 'l', 'look': these are weak because a
         *   user typing one of these strings by itself is probably actually
         *   trying to enter the command of the same name, rather than entering
         *   a special topic.  These come up in cases where the special topic
         *   is something like "say I don't know" or "tell him you'll look into
         *   it".
         */
        weakPat = static new RexPattern('<nocase><space>*(i|l|look)<space>*$')
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific Traveler changes
     */
    modify Traveler
        /*
         *   Get my location's name, from the PC's perspective, for describing
         *   my arrival to or departure from my current location.  We'll
         *   simply return our location's destName, or "the area" if it
         *   doesn't have one.
         */
        travelerLocName()
        {
            /* get our location's name from the PC's perspective */
            local nm = location.getDestName(gPlayerChar, gPlayerChar.location);

            /* if there's a name, return it; otherwise, use "the area" */
            return (nm != nil ? nm : 'the area');
        }

        /*
         *   Get my "remote" location name, from the PC's perspective.  This
         *   returns my location name, but only if my location is remote from
         *   the PC's perspective - that is, my location has to be outside of
         *   the PC's top-level room.  If we're within the PC's top-level
         *   room, we'll simply return an empty string.
         */
        travelerRemoteLocName()
        {
            /*
             *   if my location is outside of the PC's outermost room, we're
             *   remote, so return my location name; otherwise, we're local,
             *   so we don't need a remote name at all
             */
            if (isIn(gPlayerChar.getOutermostRoom()))
                return '';
            else
                return travelerLocName;
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific Vehicle changes
     */
    modify Vehicle
        /*
         *   Display the name of the traveler, for use in an arrival or
         *   departure message.
         */
        travelerName(arriving)
        {
            /*
             *   By default, start with the indefinite name if we're arriving,
             *   or the definite name if we're leaving.
             *
             *   If we're leaving, presumably they've seen us before, since we
             *   were already in the room to start with.  Since we've been
             *   seen before, the definite is appropriate.
             *
             *   If we're arriving, even if we're not being seen for the first
             *   time, we haven't been seen yet in this place around this
             *   time, so the indefinite is appropriate.
             */
            say(arriving ? aName : theName);

            /* show the list of actors aboard */
            aboardVehicleListerObj.showList(
                libGlobal.playerChar, nil, allContents(), 0, 0,
                libGlobal.playerChar.visibleInfoTable(), nil);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific PushTraveler changes
     */
    modify PushTraveler
        /*
         *   When an actor is pushing an object from one room to another, show
         *   its name with an additional clause indicating the object being
         *   moved along with us.
         */
        travelerName(arriving)
        {
            "<<gPlayerChar.hasSeen(self) ? theName : aName>>,
            pushing <<obj_.theNameObj>>,";
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific travel connector changes
     */

    modify PathPassage
        /* treat "take path" the same as "enter path" or "go through path" */
        dobjFor(Take) maybeRemapTo(
            gAction.getEnteredVerbPhrase() == 'take (dobj)', TravelVia, self)

        dobjFor(Enter)
        {
            verify() { logicalRank(50, 'enter path'); }
        }
        dobjFor(GoThrough)
        {
            verify() { logicalRank(50, 'enter path'); }
        }
    ;

    modify AskConnector
        /*
         *   This is the noun phrase we'll use when asking disambiguation
         *   questions for this travel connector: "Which *one* do you want to
         *   enter..."
         */
        travelObjsPhrase = 'one'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific changes for various nested room types.
     */
    modify BasicChair
        /* by default, one sits *on* a chair */
        objInPrep = 'on'
        actorInPrep = 'on'
        actorOutOfPrep = 'off of'
    ;

    modify BasicPlatform
        /* by default, one stands *on* a platform */
        objInPrep = 'on'
        actorInPrep = 'on'
        actorOutOfPrep = 'off of'
    ;

    modify Booth
        /* by default, one is *in* a booth */
        objInPrep = 'in'
        actorInPrep = 'in'
        actorOutOfPrep = 'out of'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language modifications for Matchstick
     */
    modify Matchstick
        /* "strike match" means "light match" */
        dobjFor(Strike) asDobjFor(Burn)

        /* "light match" means "burn match" */
        dobjFor(Light) asDobjFor(Burn)
    ;

    /*
     *   Match state objects.  We show "lit" as the state for a lit match,
     *   nothing for an unlit match.
     */
    matchStateLit: ThingState 'lit'
        stateTokens = ['lit']
    ;
    matchStateUnlit: ThingState
        stateTokens = ['unlit']
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific modifications for Room.
     */
    modify Room
        /*
         *   The ordinary 'name' property is used the same way it's used for
         *   any other object, to refer to the room when it shows up in
         *   library messages and the like: "You can't take the hallway."
         *
         *   By default, we derive the name from the roomName by converting
         *   the roomName to lower case.  Virtually every room will need a
         *   custom room name setting, since the room name is used mostly as a
         *   title for the room, and good titles are hard to generate
         *   mechanically.  Many times, converting the roomName to lower case
         *   will produce a decent name to use in messages: "Ice Cave" gives
         *   us "You can't eat the ice cave."  However, games will want to
         *   customize the ordinary name separately in many cases, because the
         *   elliptical, title-like format of the room name doesn't always
         *   translate well to an object name: "West of Statue" gives us the
         *   unworkable "You can't eat the west of statue"; better to make the
         *   ordinary name something like "plaza".  Note also that some rooms
         *   have proper names that want to preserve their capitalization in
         *   the ordinary name: "You can't eat the Hall of the Ancient Kings."
         *   These cases need to be customized as well.
         */
        name = (roomName.toLower())

        /*
         *   The "destination name" of the room.  This is primarily intended
         *   for use in showing exit listings, to describe the destination of
         *   a travel connector leading away from our current location, if the
         *   destination is known to the player character.  We also use this
         *   as the default source of the name in similar contexts, such as
         *   when we can see this room from another room connected by a sense
         *   connector.
         *
         *   The destination name usually mirrors the room name, but we use
         *   the name in prepositional phrases involving the room ("east, to
         *   the alley"), so this name should include a leading article
         *   (usually definite - "the") unless the name is proper ("east, to
         *   Dinsley Plaza").  So, by default, we simply use the "theName" of
         *   the room.  In many cases, it's better to specify a custom
         *   destName, because this name is used when the PC is outside of the
         *   room, and thus can benefit from a more detailed description than
         *   we'd normally use for the basic name.  For example, the ordinary
         *   name might simply be something like "hallway", but since we want
         *   to be clear about exactly which hallway we're talking about when
         *   we're elsewhere, we might want to use a destName like "the
         *   basement hallway" or "the hallway outside the operating room".
         */
        destName = (theName)

        /*
         *   For top-level rooms, describe an object as being in the room by
         *   describing it as being in the room's nominal drop destination,
         *   since that's the nominal location for the objects directly in the
         *   room.  (In most cases, the nominal drop destination for a room is
         *   its floor.)
         *
         *   If the player character isn't in the same outermost room as this
         *   container, use our remote name instead of the nominal drop
         *   destination.  The nominal drop destination is usually something
         *   like the floor or the ground, so it's only suitable when we're in
         *   the same location as what we're describing.
         */
        childInName(childName)
        {
            /* if the PC isn't inside us, we're viewing this remotely */
            if (!gPlayerChar.isIn(self))
                return childInRemoteName(childName, gPlayerChar);
            else
                return getNominalDropDestination().childInName(childName);
        }
        childInNameWithOwner(chiName)
        {
            /* if the PC isn't inside us, we're viewing this remotely */
            if (!gPlayerChar.isIn(self))
                return inherited(chiName);
            else
                return getNominalDropDestination().childInNameWithOwner(chiName);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   English-specific modifications for the default room parts.
     */

    modify Floor
        childInNameGen(childName, myName) { return childName + ' on ' + myName; }
        objInPrep = 'on'
        actorInPrep = 'on'
        actorOutOfPrep = 'off of'
    ;

    modify defaultFloor
        noun = 'floor' 'ground'
        name = 'floor'
    ;

    modify defaultGround
        noun = 'ground' 'floor'
        name = 'ground'
    ;

    modify DefaultWall noun='wall' plural='walls' name='wall';
    modify defaultCeiling noun='ceiling' 'roof' name='ceiling';
    modify defaultNorthWall adjective='n' 'north' name='north wall';
    modify defaultSouthWall adjective='s' 'south' name='south wall';
    modify defaultEastWall adjective='e' 'east' name='east wall';
    modify defaultWestWall adjective='w' 'west' name='west wall';
    modify defaultSky noun='sky' name='sky';

    /* ------------------------------------------------------------------------ */
    /*
     *   The English-specific modifications for directions.
     */
    modify Direction
        /* describe a traveler arriving from this direction */
        sayArriving(traveler)
        {
            /* show the generic arrival message */
            gLibMessages.sayArriving(traveler);
        }

        /* describe a traveler departing in this direction */
        sayDeparting(traveler)
        {
            /* show the generic departure message */
            gLibMessages.sayDeparting(traveler);
        }
    ;

    /*
     *   The English-specific modifications for compass directions.
     */
    modify CompassDirection
        /* describe a traveler arriving from this direction */
        sayArriving(traveler)
        {
            /* show the generic compass direction description */
            gLibMessages.sayArrivingDir(traveler, name);
        }

        /* describe a traveler departing in this direction */
        sayDeparting(traveler)
        {
            /* show the generic compass direction description */
            gLibMessages.sayDepartingDir(traveler, name);
        }
    ;

    /*
     *   The English-specific definitions for the compass direction objects.
     *   In addition to modifying the direction objects to define the name of
     *   the direction, we add a 'directionName' grammar rule.
     */
    #define DefineLangDir(root, dirNames, backPre) \
    grammar directionName(root): dirNames: DirectionProd \
       dir = root##Direction \
    ; \
    \
    modify root##Direction \
       name = #@root \
       backToPrefix = backPre

    DefineLangDir(north, 'north' | 'n', 'back to the');
    DefineLangDir(south, 'south' | 's', 'back to the');
    DefineLangDir(east, 'east' | 'e', 'back to the');
    DefineLangDir(west, 'west' | 'w', 'back to the');
    DefineLangDir(northeast, 'northeast' | 'ne', 'back to the');
    DefineLangDir(northwest, 'northwest' | 'nw', 'back to the');
    DefineLangDir(southeast, 'southeast' | 'se', 'back to the');
    DefineLangDir(southwest, 'southwest' | 'sw', 'back to the');
    DefineLangDir(up, 'up' | 'u', 'back');
    DefineLangDir(down, 'down' | 'd', 'back');
    DefineLangDir(in, 'in', 'back');
    DefineLangDir(out, 'out', 'back');

    /*
     *   The English-specific shipboard direction modifications.  Certain of
     *   the ship directions have no natural descriptions for arrival and/or
     *   departure; for example, there's no good way to say "arriving from
     *   fore."  Others don't fit any regular pattern: "he goes aft" rather
     *   than "he departs to aft."  As a result, these are a bit irregular
     *   compared to the compass directions and so are individually defined
     *   below.
     */

    DefineLangDir(port, 'port' | 'p', 'back to')
        sayArriving(trav)
            { gLibMessages.sayArrivingShipDir(trav, 'the port direction'); }
        sayDeparting(trav)
            { gLibMessages.sayDepartingShipDir(trav, 'port'); }
    ;

    DefineLangDir(starboard, 'starboard' | 'sb', 'back to')
        sayArriving(trav)
            { gLibMessages.sayArrivingShipDir(trav, 'starboard'); }
        sayDeparting(trav)
            { gLibMessages.sayDepartingShipDir(trav, 'starboard'); }
    ;

    DefineLangDir(aft, 'aft' | 'a', 'back to')
        sayArriving(trav) { gLibMessages.sayArrivingShipDir(trav, 'aft'); }
        sayDeparting(trav) { gLibMessages.sayDepartingAft(trav); }
    ;

    DefineLangDir(fore, 'fore' | 'forward' | 'f', 'back to')
        sayArriving(trav) { gLibMessages.sayArrivingShipDir(trav, 'forward'); }
        sayDeparting(trav) { gLibMessages.sayDepartingFore(trav); }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Some helper routines for the library messages.
     */
    class MessageHelper: object
        /*
         *   Show a list of objects for a disambiguation query.  If
         *   'showIndefCounts' is true, we'll show the number of equivalent
         *   items for each equivalent item; otherwise, we'll just show an
         *   indefinite noun phrase for each equivalent item.
         */
        askDisambigList(matchList, fullMatchList, showIndefCounts, dist)
        {
            /* show each item */
            for (local i = 1, local len = matchList.length() ; i <= len ; ++i)
            {
                local equivCnt;
                local obj;

                /* get the current object */
                obj = matchList[i].obj_;

                /*
                 *   if this isn't the first, add a comma; if this is the
                 *   last, add an "or" as well
                  */
                if (i == len)
                    ", or ";
                else if (i != 1)
                    ", ";

                /*
                 *   Check to see if more than one equivalent of this item
                 *   appears in the full list.
                 */
                for (equivCnt = 0, local j = 1,
                     local fullLen = fullMatchList.length() ; j <= fullLen ; ++j)
                {
                    /*
                     *   if this item is equivalent for the purposes of the
                     *   current distinguisher, count it
                     */
                    if (!dist.canDistinguish(obj, fullMatchList[j].obj_))
                    {
                        /* it's equivalent - count it */
                        ++equivCnt;
                    }
                }

                /* show this item with the appropriate article */
                if (equivCnt > 1)
                {
                    /*
                     *   we have multiple equivalents - show either with an
                     *   indefinite article or with a count, depending on the
                     *   flags the caller provided
                     */
                    if (showIndefCounts)
                    {
                        /* a count is desired for each equivalent group */
                        say(dist.countName(obj, equivCnt));
                    }
                    else
                    {
                        /* no counts desired - show with an indefinite article */
                        say(dist.aName(obj));
                    }
                }
                else
                {
                    /* there's only one - show with a definite article */
                    say(dist.theName(obj));
                }
            }
        }

        /*
         *   For a TAction result, select the short-form or long-form message,
         *   according to the disambiguation status of the action.  This is for
         *   the ultra-terse default messages, such as "Taken" or "Dropped",
         *   that sometimes need more descriptive variations.
         *
         *   If there was no disambiguation involved, we'll use the short
         *   version of the message.
         *
         *   If there was unclear disambiguation involved (meaning that there
         *   was more than one logical object matching a noun phrase, but the
         *   parser was able to decide based on likelihood rankings), we'll
         *   still use the short version, because we assume that the parser
         *   will have generated a parenthetical announcement to point out its
         *   choice.
         *
         *   If there was clear disambiguation involved (meaning that more than
         *   one in-scope object matched a noun phrase, but there was only one
         *   choice that passed the logicalness tests), AND the announcement
         *   mode (in gameMain.ambigAnnounceMode) is DescribeClear, we'll
         *   choose the long-form message.
         */
        shortTMsg(short, long)
        {
            /* check the disambiguation flags and the announcement mode */
            if ((gAction.getDobjFlags() & (ClearDisambig | AlwaysAnnounce))
                == ClearDisambig
                && gAction.getDobjCount() == 1
                && gameMain.ambigAnnounceMode == DescribeClear)
            {
                /* clear disambig and DescribeClear mode - use the long message */
                return long;
            }
            else
            {
                /* in other cases, use the short message */
                return short;
            }
        }

        /*
         *   For a TIAction result, select the short-form or long-form message.
         *   This works just like shortTIMsg(), but takes into account both the
         *   direct and indirect objects.
         */
        shortTIMsg(short, long)
        {
            /* check the disambiguation flags and the announcement mode */
            if (((gAction.getDobjFlags() & (ClearDisambig | AlwaysAnnounce))
                 == ClearDisambig
                 || (gAction.getIobjFlags() & (ClearDisambig | AlwaysAnnounce))
                 == ClearDisambig)
                && gAction.getDobjCount() == 1
                && gAction.getIobjCount() == 1
                && gameMain.ambigAnnounceMode == DescribeClear)
            {
                /* clear disambig and DescribeClear mode - use the long message */
                return long;
            }
            else
            {
                /* in other cases, use the short message */
                return short;
            }
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Custom base resolver
     */
    modify Resolver
        /*
         *   Get the default in-scope object list for a given pronoun.  We'll
         *   look for a unique object in scope that matches the desired
         *   pronoun, and return a ResolveInfo list if we find one.  If there
         *   aren't any objects in scope that match the pronoun, or multiple
         *   objects are in scope, there's no default.
         */
        getPronounDefault(typ, np)
        {
            local map = [PronounHim, &canMatchHim,
                         PronounHer, &canMatchHer,
                         PronounIt, &canMatchIt];
            local idx = map.indexOf(typ);
            local filterProp = (idx != nil ? map[idx + 1] : nil);
            local lst;

            /* if we couldn't find a filter for the pronoun, ignore it */
            if (filterProp == nil)
                return [];

            /*
             *   filter the list of all possible defaults to those that match
             *   the given pronoun
             */
            lst = getAllDefaults.subset({x: x.obj_.(filterProp)});

            /*
             *   if the list contains exactly one element, then there's a
             *   unique default; otherwise, there's either nothing here that
             *   matches the pronoun or the pronoun is ambiguous, so there's
             *   no default
             */
            if (lst.length() == 1)
            {
                /*
                 *   we have a unique object, so they must be referring to it;
                 *   because this is just a guess, though, mark it as vague
                 */
                lst[1].flags_ |= UnclearDisambig;

                /* return the list */
                return lst;
            }
            else
            {
                /*
                 *   the pronoun doesn't have a unique in-scope referent, so
                 *   we can't guess what they mean
                 */
                return [];
            }
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Custom interactive resolver.  This is used for responses to
     *   disambiguation questions and prompts for missing noun phrases.
     */
    modify InteractiveResolver
        /*
         *   Resolve a pronoun antecedent.  We'll resolve a third-person
         *   singular pronoun to the target actor if the target actor matches
         *   in gender, and the target actor isn't the PC.  This allows
         *   exchanges like this:
         *
         *.  >bob, examine
         *.  What do you want Bob to look at?
         *.
         *.  >his book
         *
         *   In the above exchange, we'll treat "his" as referring to Bob, the
         *   target actor of the action, because we have referred to Bob in
         *   the partial command (the "BOB, EXAMINE") that triggered the
         *   interactive question.
         */
        resolvePronounAntecedent(typ, np, results, poss)
        {
            local lst;

            /* try resolving with the target actor as the antecedent */
            if ((lst = resolvePronounAsTargetActor(typ)) != nil)
                return lst;

            /* use the inherited result */
            return inherited(typ, np, results, poss);
        }

        /*
         *   Get the reflexive third-person pronoun binding (himself, herself,
         *   itself, themselves).  If the target actor isn't the PC, and the
         *   gender of the pronoun matches, we'll consider this as referring
         *   to the target actor.  This allows exchanges of this form:
         *
         *.  >bob, examine
         *.  What do you want Bob to examine?
         *.
         *.  >himself
         */
        getReflexiveBinding(typ)
        {
            local lst;

            /* try resolving with the target actor as the antecedent */
            if ((lst = resolvePronounAsTargetActor(typ)) != nil)
                return lst;

            /* use the inherited result */
            return inherited(typ);
        }

        /*
         *   Try matching the given pronoun type to the target actor.  If it
         *   matches in gender, and the target actor isn't the PC, we'll
         *   return a resolve list consisting of the target actor.  If we
         *   don't have a match, we'll return nil.
         */
        resolvePronounAsTargetActor(typ)
        {
            /*
             *   if the target actor isn't the player character, and the
             *   target actor can match the given pronoun type, resolve the
             *   pronoun as the target actor
             */
            if (actor_.canMatchPronounType(typ) && !actor_.isPlayerChar())
            {
                /* the match is the target actor */
                return [new ResolveInfo(actor_, 0, nil)];
            }

            /* we didn't match it */
            return nil;
        }
    ;

    /*
     *   Custom disambiguation resolver.
     */
    modify DisambigResolver
        /*
         *   Perform special resolution on pronouns used in interactive
         *   responses.  If the pronoun is HIM or HER, then look through the
         *   list of possible matches for a matching gendered object, and use
         *   it as the result if we find one.  If we find more than one, then
         *   use the default handling instead, treating the pronoun as
         *   referring back to the simple antecedent previously set.
         */
        resolvePronounAntecedent(typ, np, results, poss)
        {
            /* if it's a non-possessive HIM or HER, use our special handling */
            if (!poss && typ is in (PronounHim, PronounHer))
            {
                local prop;
                local sub;

                /* get the gender indicator property for the pronoun */
                prop = (typ == PronounHim ? &canMatchHim : &canMatchHer);

                /*
                 *   Scan through the match list to find the objects that
                 *   match the gender of the pronoun.  Note that if the player
                 *   character isn't referred to in the third person, we'll
                 *   ignore the player character for the purposes of matching
                 *   this pronoun - if we're calling the PC 'you', then we
                 *   wouldn't expect the player to refer to the PC as 'him' or
                 *   'her'.
                 */
                sub = matchList.subset({x: x.obj_.(prop)});

                /* if the list has a single entry, then use it as the match */
                if (sub.length() == 1)
                    return sub;

                /*
                 *   if it has more than one entry, it's still ambiguous, but
                 *   we might have narrowed it down, so throw a
                 *   still-ambiguous exception and let the interactive
                 *   disambiguation ask for further clarification
                 */
                results.ambiguousNounPhrase(nil, ResolveAsker, 'one',
                                            sub, matchList, matchList,
                                            1, self);
                return [];
            }

            /*
             *   if we get this far, it means we didn't use our special
             *   handling, so use the inherited behavior
             */
            return inherited(typ, np, results, poss);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Distinguisher customizations for English.
     *
     *   Each distinguisher must provide a method that gets the name of an item
     *   for a disamgiguation query.  Since these are inherently
     *   language-specific, they're defined here.
     */

    /*
     *   The null distinguisher tells objects apart based strictly on the name
     *   string.  When we list objects, we simply show the basic name - since
     *   we can tell apart our objects based on the base name, there's no need
     *   to resort to other names.
     */
    modify nullDistinguisher
        /* we can tell objects apart if they have different base names */
        canDistinguish(a, b) { return a.name != b.name; }

        name(obj) { return obj.name; }
        aName(obj) { return obj.aName; }
        theName(obj) { return obj.theName; }
        countName(obj, cnt) { return obj.countName(cnt); }
    ;

    /*
     *   The basic distinguisher can tell apart objects that are not "basic
     *   equivalents" of one another.  Thus, we need make no distinctions when
     *   listing objects apart from showing their names.
     */
    modify basicDistinguisher
        name(obj) { return obj.disambigName; }
        aName(obj) { return obj.aDisambigName; }
        theName(obj) { return obj.theDisambigName; }
        countName(obj, cnt) { return obj.countDisambigName(cnt); }
    ;

    /*
     *   The ownership distinguisher tells objects apart based on who "owns"
     *   them, so it shows the owner or location name when listing the object.
     */
    modify ownershipDistinguisher
        name(obj) { return obj.theNameOwnerLoc(true); }
        aName(obj) { return obj.aNameOwnerLoc(true); }
        theName(obj) { return obj.theNameOwnerLoc(true); }
        countName(obj, cnt) { return obj.countNameOwnerLoc(cnt, true); }

        /* note that we're prompting based on this distinguisher */
        notePrompt(lst)
        {
            /*
             *   notify each object that we're referring to it by
             *   owner/location in a disambiguation prompt
             */
            foreach (local cur in lst)
                cur.obj_.notePromptByOwnerLoc(true);
        }
    ;

    /*
     *   The location distinguisher tells objects apart based on their
     *   containers, so it shows the location name when listing the object.
     */
    modify locationDistinguisher
        name(obj) { return obj.theNameOwnerLoc(nil); }
        aName(obj) { return obj.aNameOwnerLoc(nil); }
        theName(obj) { return obj.theNameOwnerLoc(nil); }
        countName(obj, cnt) { return obj.countNameOwnerLoc(cnt, nil); }

        /* note that we're prompting based on this distinguisher */
        notePrompt(lst)
        {
            /* notify the objects of their use in a disambiguation prompt */
            foreach (local cur in lst)
                cur.obj_.notePromptByOwnerLoc(nil);
        }
    ;

    /*
     *   The lit/unlit distinguisher tells apart objects based on whether
     *   they're lit or unlit, so we list objects as lit or unlit explicitly.
     */
    modify litUnlitDistinguisher
        name(obj) { return obj.nameLit; }
        aName(obj) { return obj.aNameLit; }
        theName(obj) { return obj.theNameLit; }
        countName(obj, cnt) { return obj.pluralNameLit; }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Enligh-specific light source modifications
     */
    modify LightSource
        /* provide lit/unlit names for litUnlitDistinguisher */
        nameLit = ((isLit ? 'lit ' : 'unlit ') + name)
        aNameLit()
        {
            /*
             *   if this is a mass noun or a plural name, just use the name
             *   with lit/unlit; otherwise, add "a"
             */
            if (isPlural || isMassNoun)
                return (isLit ? 'lit ' : 'unlit ') + name;
            else
                return (isLit ? 'a lit ' : 'an unlit ') + name;
        }
        theNameLit = ((isLit ? 'the lit ' : 'the unlit ') + name)
        pluralNameLit = ((isLit ? 'lit ' : 'unlit ') + pluralName)

        /*
         *   Allow 'lit' and 'unlit' as adjectives - but even though we define
         *   these as our adjectives in the dictionary, we'll only accept the
         *   one appropriate for our current state, thanks to our state
         *   objects.
         */
        adjective = 'lit' 'unlit'
    ;

    /*
     *   Light source list states.  An illuminated light source shows its
     *   status as "providing light"; an unlit light source shows no extra
     *   status.
     */
    lightSourceStateOn: ThingState 'providing light'
        stateTokens = ['lit']
    ;
    lightSourceStateOff: ThingState
        stateTokens = ['unlit']
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Wearable states - a wearable item can be either worn or not worn.
     */

    /* "worn" */
    wornState: ThingState 'being worn'
        /*
         *   In listings of worn items, don't bother mentioning our 'worn'
         *   status, as the entire list consists of items being worn - it
         *   would be redundant to point out that the items in a list of items
         *   being worn are being worn.
         */
        wornName(lst) { return nil; }
    ;

    /*
     *   "Unworn" state.  Don't bother mentioning the status of an unworn item,
     *   since this is the default for everything.
     */
    unwornState: ThingState;

    /* ------------------------------------------------------------------------ */
    /*
     *   Typographical effects output filter.  This filter looks for certain
     *   sequences in the text and converts them to typographical equivalents.
     *   Authors could simply write the HTML for the typographical markups in
     *   the first place, but it's easier to write the typewriter-like
     *   sequences and let this filter convert to HTML.
     *
     *   We perform the following conversions:
     *
     *   '---' -> &zwnbsp;&mdash;
     *.  '--' -> &zwnbsp;&ndash;
     *.  sentence-ending punctuation -> same + &ensp;
     *
     *   Since this routine is called so frequently, we hard-code the
     *   replacement strings, rather than using properties, for slightly faster
     *   performance.  Since this routine is so simple, games that want to
     *   customize the replacement style should simply replace this entire
     *   routine with a new routine that applies the customizations.
     *
     *   Note that we define this filter in the English-specific part of the
     *   library, because it seems almost certain that each language will want
     *   to customize it for local conventions.
     */
    typographicalOutputFilter: OutputFilter
        filterText(ostr, val)
        {
            /*
             *   Look for sentence-ending punctuation, and put an 'en' space
             *   after each occurrence.  Recognize ends of sentences even if we
             *   have closing quotes, parentheses, or other grouping characters
             *   following the punctuation.  Do this before the hyphen
             *   substitutions so that we can look for ordinary hyphens rather
             *   than all of the expanded versions.
             */
            val = rexReplace(eosPattern, val, '%1\u2002', ReplaceAll);

            /* undo any abbreviations we mistook for sentence endings */
            val = rexReplace(abbrevPat, val, '%1. ', ReplaceAll);

            /*
             *   Replace dashes with typographical hyphens.  Three hyphens in a
             *   row become an em-dash, and two in a row become an en-dash.
             *   Note that we look for the three-hyphen sequence first, because
             *   if we did it the other way around, we'd incorrectly find the
             *   first two hyphens of each '---' sequence and replace them with
             *   an en-dash, causing us to miss the '---' sequences entirely.
             *
             *   We put a no-break marker (\uFEFF) just before each hyphen, and
             *   an okay-to-break marker (\u200B) just after, to ensure that we
             *   won't have a line break between the preceding text and the
             *   hyphen, and to indicate that a line break is specifically
             *   allowed if needed to the right of the hyphen.
             */
            val = val.findReplace(['---', '--'],
                                  ['\uFEFF&mdash;\u200B', '\uFEFF&ndash;\u200B']);

            /* return the result */
            return val;
        }

        /*
         *   The end-of-sentence pattern.  This looks a bit complicated, but
         *   all we're looking for is a period, exclamation point, or question
         *   mark, optionally followed by any number of closing group marks
         *   (right parentheses or square brackets, closing HTML tags, or
         *   double or single quotes in either straight or curly styles), all
         *   followed by an ordinary space.
         *
         *   If a lower-case letter follows the space, though, we won't
         *   consider it a sentence ending.  This applies most commonly after
         *   quoted passages ending with what would normally be sentence-ending
         *   punctuation: "'Who are you?' he asked."  In these cases, the
         *   enclosing sentence isn't ending, so we don't want the extra space.
         *   We can tell the enclosing sentence isn't ending because a
         *   non-capital letter follows.
         *
         *   Note that we specifically look only for ordinary spaces.  Any
         *   sentence-ending punctuation that's followed by a quoted space or
         *   any typographical space overrides this substitution.
         */
        eosPattern = static new RexPattern(
            '<case>'
            + '('
            +   '[.!?]'
            +   '('
            +     '<rparen|rsquare|dquote|squote|\u2019|\u201D>'
            +     '|<langle><^rangle>*<rangle>'
            +   ')*'
            + ')'
            + ' +(?![-a-z])'
            )

        /* pattern for abbreviations that were mistaken for sentence endings */
        abbrevPat = static new RexPattern(
            '<nocase>%<(' + abbreviations + ')<dot>\u2002')

        /*
         *   Common abbreviations.  These are excluded from being treated as
         *   sentence endings when they appear with a trailing period.
         *
         *   Note that abbrevPat must be rebuilt manually if you change this on
         *   the fly - abbrevPat is static, so it picks up the initial value of
         *   this property at start-up, and doesn't re-evaluate it while the
         *   game is running.
         */
        abbreviations = 'mr|mrs|ms|dr|prof'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   The English-specific message builder.
     */
    langMessageBuilder: MessageBuilder

        /*
         *   The English message substitution parameter table.
         *
         *   Note that we specify two additional elements for each table entry
         *   beyond the standard language-independent complement:
         *
         *   info[4] = reflexive property - this is the property to invoke
         *   when the parameter is used reflexively (in other words, its
         *   target object is the same as the most recent target object used
         *   in the nominative case).  If this is nil, the parameter has no
         *   reflexive form.
         *
         *   info[5] = true if this is a nominative usage, nil if not.  We use
         *   this to determine which target objects are used in the nominative
         *   case, so that we can remember those objects for subsequent
         *   reflexive usages.
         */
        paramList_ =
        [
            /* parameters that imply the actor as the target object */
            ['you/he', &theName, 'actor', nil, true],
            ['you/she', &theName, 'actor', nil, true],
            ['you\'re/he\'s', &itIsContraction, 'actor', nil, true],
            ['you\'re/she\'s', &itIsContraction, 'actor', nil, true],
            ['you\'re', &itIsContraction, 'actor', nil, true],
            ['you/him', &theNameObj, 'actor', &itReflexive, nil],
            ['you/her', &theNameObj, 'actor', &itReflexive, nil],
            ['your/her', &theNamePossAdj, 'actor', nil, nil],
            ['your/his', &theNamePossAdj, 'actor', nil, nil],
            ['your', &theNamePossAdj, 'actor', nil, nil],
            ['yours/hers', &theNamePossNoun, 'actor', nil, nil],
            ['yours/his', &theNamePossNoun, 'actor', nil, nil],
            ['yours', &theNamePossNoun, 'actor', nil, nil],
            ['yourself/himself', &itReflexive, 'actor', nil, nil],
            ['yourself/herself', &itReflexive, 'actor', nil, nil],
            ['yourself', &itReflexive, 'actor', nil, nil],

            /* parameters that don't imply any target object */
            ['the/he', &theName, nil, nil, true],
            ['the/she', &theName, nil, nil, true],
            ['the/him', &theNameObj, nil, &itReflexive, nil],
            ['the/her', &theNameObj, nil, &itReflexive, nil],
            ['the\'s/her', &theNamePossAdj, nil, &itPossAdj, nil],
            ['the\'s/hers', &theNamePossNoun, nil, &itPossNoun, nil],

            /*
             *  Verb 's' endings.  In most cases, you should use 's/d', 's/ed',
             *  or 's/?ed' rather than 's', except in places where you know you
             *  will never need the past tense form, because 's' doesn't handle
             *  the past tense.  Don't use 's/?ed' with a literal question
             *  mark; put a consonant in place of the question mark instead.
             */
            ['s', &verbEndingS, nil, nil, true],
            ['s/d', &verbEndingSD, nil, nil, true],
            ['s/ed', &verbEndingSEd, nil, nil, true],
            ['s/?ed', &verbEndingSMessageBuilder_, nil, nil, true],

            ['es', &verbEndingEs, nil, nil, true],
            ['es/ed', &verbEndingEs, nil, nil, true],
            ['ies', &verbEndingIes, nil, nil, true],
            ['ies/ied', &verbEndingIes, nil, nil, true],
            ['is', &verbToBe, nil, nil, true],
            ['are', &verbToBe, nil, nil, true],
            ['was', &verbWas, nil, nil, true],
            ['were', &verbWas, nil, nil, true],
            ['has', &verbToHave, nil, nil, true],
            ['have', &verbToHave, nil, nil, true],
            ['does', &verbToDo, nil, nil, true],
            ['do', &verbToDo, nil, nil, true],
            ['goes', &verbToGo, nil, nil, true],
            ['go', &verbToGo, nil, nil, true],
            ['comes', &verbToCome, nil, nil, true],
            ['come', &verbToCome, nil, nil, true],
            ['leaves', &verbToLeave, nil, nil, true],
            ['leave', &verbToLeave, nil, nil, true],
            ['sees', &verbToSee, nil, nil, true],
            ['see', &verbToSee, nil, nil, true],
            ['says', &verbToSay, nil, nil, true],
            ['say', &verbToSay, nil, nil, true],
            ['must', &verbMust, nil, nil, true],
            ['can', &verbCan, nil, nil, true],
            ['cannot', &verbCannot, nil, nil, true],
            ['can\'t', &verbCant, nil, nil, true],
            ['will', &verbWill, nil, nil, true],
            ['won\'t', &verbWont, nil, nil, true],
            ['a/he', &aName, nil, nil, true],
            ['an/he', &aName, nil, nil, true],
            ['a/she', &aName, nil, nil, true],
            ['an/she', &aName, nil, nil, true],
            ['a/him', &aNameObj, nil, &itReflexive, nil],
            ['an/him', &aNameObj, nil, &itReflexive, nil],
            ['a/her', &aNameObj, nil, &itReflexive, nil],
            ['an/her', &aNameObj, nil, &itReflexive, nil],
            ['it/he', &itNom, nil, nil, true],
            ['it/she', &itNom, nil, nil, true],
            ['it/him', &itObj, nil, &itReflexive, nil],
            ['it/her', &itObj, nil, &itReflexive, nil],

            /*
             *   note that we don't have its/his, because that leaves
             *   ambiguous whether we want an adjective or noun form - so we
             *   only use the feminine pronouns with these, to make the
             *   meaning unambiguous
             */
            ['its/her', &itPossAdj, nil, nil, nil],
            ['its/hers', &itPossNoun, nil, nil, nil],

            ['it\'s/he\'s', &itIsContraction, nil, nil, true],
            ['it\'s/she\'s', &itIsContraction, nil, nil, true],
            ['it\'s', &itIsContraction, nil, nil, true],
            ['that/he', &thatNom, nil, nil, true],
            ['that/she', &thatNom, nil, nil, true],
            ['that/him', &thatObj, nil, &itReflexive, nil],
            ['that/her', &thatObj, nil, &itReflexive, nil],
            ['that\'s', &thatIsContraction, nil, nil, true],
            ['itself', &itReflexive, nil, nil, nil],
            ['itself/himself', &itReflexive, nil, nil, nil],
            ['itself/herself', &itReflexive, nil, nil, nil],

            /* default preposition for standing in/on something */
            ['on', &actorInName, nil, nil, nil],
            ['in', &actorInName, nil, nil, nil],
            ['outof', &actorOutOfName, nil, nil, nil],
            ['offof', &actorOutOfName, nil, nil, nil],
            ['onto', &actorIntoName, nil, nil, nil],
            ['into', &actorIntoName, nil, nil, nil],

            /*
             *   The special invisible subject marker - this can be used to
             *   mark the subject in sentences that vary from the
             *   subject-verb-object structure that most English sentences
             *   take.  The usual SVO structure allows the message builder to
             *   see the subject first in most sentences naturally, but in
             *   unusual sentence forms it is sometimes useful to be able to
             *   mark the subject explicitly.  This doesn't actually result in
             *   any output; it's purely for marking the subject for our
             *   internal book-keeping.
             *
             *   (The main reason the message builder wants to know the subject
             *   in the first place is so that it can use a reflexive pronoun
             *   if the same object ends up being used as a direct or indirect
             *   object: "you can't open yourself" rather than "you can't open
             *   you.")
             */
            ['subj', &dummyName, nil, nil, true]
        ]

        /*
         *   Add a hook to the generateMessage method, which we use to
         *   pre-process the source string before expanding the substitution
         *   parameters.
         */
        generateMessage(orig) { return inherited(processOrig(orig)); }

        /*
         *   Pre-process a source string containing substitution parameters,
         *   before generating the expanded message from it.
         *
         *   We use this hook to implement the special tense-switching syntax
         *   {<present>|<past>}.  Although it superficially looks like an
         *   ordinary substitution parameter, we actually can't use the normal
         *   parameter substitution framework for that, because we want to
         *   allow the <present> and <past> substrings themselves to contain
         *   substitution parameters, and the normal framework doesn't allow
         *   for recursive substitution.
         *
         *   We simply replace every sequence of the form {<present>|<past>}
         *   with either <present> or <past>, depending on the current
         *   narrative tense.  We then substitute braces for square brackets in
         *   the resulting string.  This allows treating every bracketed tag
         *   inside the tense-switching sequence as a regular substitution
         *   parameter.
         *
         *   For example, the sequence "{take[s]|took}" appearing in the
         *   message string would be replaced with "take{s}" if the current
         *   narrative tense is present, and would be replaced with "took" if
         *   the current narrative tense is past.  The string "take{s}", if
         *   selected, would in turn be expanded to either "take" or "takes",
         *   depending on the grammatical person of the subject, as per the
         *   regular substitution mechanism.
         */
        processOrig(str)
        {
            local idx = 1;
            local len;
            local match;
            local replStr;

            /*
             *   Keep searching the string until we run out of character
             *   sequences with a special meaning (specifically, we look for
             *   substrings enclosed in braces, and stuttered opening braces).
             */
            for (;;)
            {
                /*
                 *   Find the next special sequence.
                 */
                match = rexSearch(patSpecial, str, idx);

                /*
                 *   If there are no more special sequence, we're done
                 *   pre-processing the string.
                 */
                if (match == nil) break;

                /*
                 *   Remember the starting index and length of the special
                 *   sequence.
                 */
                idx = match[1];
                len = match[2];

                /*
                 *   Check if this special sequence matches our tense-switching
                 *   syntax.
                 */
                if (rexMatch(patTenseSwitching, str, idx) == nil)
                {
                    /*
                     *   It doesn't, so forget about it and continue searching
                     *   from the end of this special sequence.
                     */
                    idx += len;
                    continue;
                }

                /*
                 *   Extract either the first or the second embedded string,
                 *   depending on the current narrative tense.
                 */
                match = rexGroup(tSel(1, 2));
                replStr = match[3];

                /*
                 *   Convert all square brackets to braces in the extracted
                 *   string.
                 */
                replStr = replStr.findReplace('[', '{', ReplaceAll);
                replStr = replStr.findReplace(']', '}', ReplaceAll);

                /*
                 *   In the original string, replace the tense-switching
                 *   sequence with the extracted string.
                 */
                str = str.substr(1, idx - 1) + replStr + str.substr(idx + len);

                /*
                 *   Move the index at the end of the substituted string.
                 */
                idx += match[2];
            }

            /*
             *   We're done - return the result.
             */
            return str;
        }

        /*
         *   Pre-compiled regular expression pattern matching any sequence with
         *   a special meaning in a message string.
         *
         *   We match either a stuttered opening brace, or a single opening
         *   brace followed by any sequence of characters that doesn't contain
         *   a closing brace followed by a closing brace.
         */
        patSpecial = static new RexPattern
            ('<lbrace><lbrace>|<lbrace>(?!<lbrace>)((?:<^rbrace>)*)<rbrace>')

        /*
         *   Pre-compiled regular expression pattern matching our special
         *   tense-switching syntax.
         *
         *   We match a single opening brace, followed by any sequence of
         *   characters that doesn't contain a closing brace or a vertical bar,
         *   followed by a vertical bar, followed by any sequence of characters
         *   that doesn't contain a closing brace or a vertical bar, followed
         *   by a closing brace.
         */
        patTenseSwitching = static new RexPattern
        (
            '<lbrace>(?!<lbrace>)((?:<^rbrace|vbar>)*)<vbar>'
                              + '((?:<^rbrace|vbar>)*)<rbrace>'
        )

        /*
         *   The most recent target object used in the nominative case.  We
         *   note this so that we can supply reflexive mappings when the same
         *   object is re-used in the objective case.  This allows us to map
         *   things like "you can't take you" to the better-sounding "you
         *   can't take yourself".
         */
        lastSubject_ = nil

        /* the parameter name of the last subject ('dobj', 'actor', etc) */
        lastSubjectName_ = nil

        /*
         *   Get the target object property mapping.  If the target object is
         *   the same as the most recent subject object (i.e., the last object
         *   used in the nominative case), and this parameter has a reflexive
         *   form property, we'll return the reflexive form property.
         *   Otherwise, we'll return the standard property mapping.
         *
         *   Also, if there was an exclamation mark at the end of any word in
         *   the tag, we'll return a property returning a fixed-tense form of
         *   the property for the tag.
         */
        getTargetProp(targetObj, paramObj, info)
        {
            local ret;

            /*
             *   If this target object matches the last subject, and we have a
             *   reflexive rendering, return the property for the reflexive
             *   rendering.
             *
             *   Only use the reflexive rendering if the parameter name is
             *   different - if the parameter name is the same, then presumably
             *   the message will have been written with a reflexive pronoun or
             *   not, exactly as the author wants it.  When the author knows
             *   going in that these two objects are structurally the same,
             *   they want the exact usage they wrote.
             */
            if (targetObj == lastSubject_
                && paramObj != lastSubjectName_
                && info[4] != nil)
            {
                /* use the reflexive rendering */
                ret = info[4];
            }
            else
            {
                /* no special handling; inherit the default handling */
                ret = inherited(targetObj, paramObj, info);
            }

            /* if this is a nominative usage, note it as the last subject */
            if (info[5])
            {
                lastSubject_ = targetObj;
                lastSubjectName_ = paramObj;
            }

            /*
             *   If there was an exclamation mark at the end of any word in the
             *   parameter string (which we remember via the fixedTenseProp_
             *   property), store the original target property in
             *   fixedTenseProp_ and use &propWithPresentMessageBuilder_ as the
             *   target property instead.  propWithPresentMessageBuilder_ acts
             *   as a wrapper for the original target property, which it
             *   invokes after temporarily switching to the present tense.
             */
            if (fixedTenseProp_)
            {
                fixedTenseProp_ = ret;
                ret = &propWithPresentMessageBuilder_;
            }

            /* return the result */
            return ret;
        }

        /* end-of-sentence match pattern */
        patEndOfSentence = static new RexPattern('[.;:!?]<^alphanum>')

        /*
         *   Process result text.
         */
        processResult(txt)
        {
            /*
             *   If the text contains any sentence-ending punctuation, reset
             *   our internal memory of the subject of the sentence.  We
             *   consider the sentence to end with a period, semicolon, colon,
             *   question mark, or exclamation point followed by anything
             *   other than an alpha-numeric.  (We require the secondary
             *   character so that we don't confuse things like "3:00" or
             *   "7.5" to contain sentence-ending punctuation.)
             */
            if (rexSearch(patEndOfSentence, txt) != nil)
            {
                /*
                 *   we have a sentence ending in this run of text, so any
                 *   saved subject object will no longer apply after this text
                 *   - forget our subject object
                 */
                lastSubject_ = nil;
                lastSubjectName_ = nil;
            }

            /* return the inherited processing */
            return inherited(txt);
        }

        /* some pre-compiled search patterns we use a lot */
        patIdObjSlashIdApostS = static new RexPattern(
            '(<^space>+)(<space>+<^space>+)\'s(/<^space>+)$')
        patIdObjApostS = static new RexPattern(
            '(?!<^space>+\'s<space>)(<^space>+)(<space>+<^space>+)\'s$')
        patParamWithExclam = static new RexPattern('.*(!)(?:<space>.*|/.*|$)')
        patSSlashLetterEd = static new RexPattern(
            's/(<alpha>ed)$|(<alpha>ed)/s$')

        /*
         *   Rewrite a parameter string for a language-specific syntax
         *   extension.
         *
         *   For English, we'll handle the possessive apostrophe-s suffix
         *   specially, by allowing the apostrophe-s to be appended to the
         *   target object name.  If we find an apostrophe-s on the target
         *   object name, we'll move it to the preceding identifier name:
         *
         *   the dobj's -> the's dobj
         *.  the dobj's/he -> the's dobj/he
         *.  he/the dobj's -> he/the's dobj
         *
         *   We also use this method to check for the presence of an
         *   exclamation mark at the end of any word in the parameter string
         *   (triggering the fixed-tense handling), and to detect a parameter
         *   string matching the {s/?ed} syntax, where ? is any letter, and
         *   rewrite it literally as 's/?ed' literally.
         */
        langRewriteParam(paramStr)
        {
            /*
             *   Check for an exclamation mark at the end of any word in the
             *   parameter string, and remember the result of the test.
             */
            local exclam = rexMatch(patParamWithExclam, paramStr);
            fixedTenseProp_ = exclam;

            /*
             *   Remove the exclamation mark, if any.
             */
            if (exclam)
            {
                local exclamInd = rexGroup(1)[1];
                paramStr = paramStr.substr(1, exclamInd - 1)
                           + paramStr.substr(exclamInd + 1);
            }

            /* look for "id obj's" and "id1 obj's/id2" */
            if (rexMatch(patIdObjSlashIdApostS, paramStr) != nil)
            {
                /* rewrite with the "'s" moved to the preceding parameter name */
                paramStr = rexGroup(1)[3] + '\'s'
                           + rexGroup(2)[3] + rexGroup(3)[3];
            }
            else if (rexMatch(patIdObjApostS, paramStr) != nil)
            {
                /* rewrite with the "'s" moved to the preceding parameter name */
                paramStr = rexGroup(1)[3] + '\'s' + rexGroup(2)[3];
            }

            /*
             *   Check if this parameter matches the {s/?ed} or {?ed/s} syntax.
             */
            if (rexMatch(patSSlashLetterEd, paramStr))
            {
                /*
                 *   It does - remember the past verb ending, and rewrite the
                 *   parameter literally as 's/?ed'.
                 */
                pastEnding_ = rexGroup(1)[3];
                paramStr = 's/?ed';
            }

            /* return our (possibly modified) result */
            return paramStr;
        }

        /*
         *   This property is used to temporarily store the past-tense ending
         *   of a verb to be displayed by Thing.verbEndingSMessageBuilder_.
         *   It's for internal use only; game authors shouldn't have any reason
         *   to access it directly.
         */
        pastEnding_ = nil

        /*
         *   This property is used to temporarily store either a boolean value
         *   indicating whether the last encountered parameter string had an
         *   exclamation mark at the end of any word, or a property to be
         *   invoked by Thing.propWithPresentMessageBuilder_.  This field is
         *   for internal use only; authors shouldn't have any reason to access
         *   it directly.
         */
        fixedTenseProp_ = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Temporarily override the current narrative tense and invoke a callback
     *   function.
     */
    withTense(usePastTense, callback)
    {
        /*
         *   Remember the old value of the usePastTense flag.
         */
        local oldUsePastTense = gameMain.usePastTense;
        /*
         *   Set the new value.
         */
        gameMain.usePastTense = usePastTense;
        /*
         *   Invoke the callback (remembering the return value) and restore the
         *   usePastTense flag on our way out.
         */
        local ret;
        try { ret = callback(); }
        finally { gameMain.usePastTense = oldUsePastTense; }
        /*
         *   Return the result.
         */
        return ret;
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   Functions for spelling out numbers.  These functions take a numeric
     *   value as input, and return a string with the number spelled out as
     *   words in English.  For example, given the number 52, we'd return a
     *   string like 'fifty-two'.
     *
     *   These functions obviously have language-specific implementations.
     *   Note also that even their interfaces might vary by language.  Some
     *   languages might need additional information in the interface; for
     *   example, some languages might need to know the grammatical context
     *   (such as part of speech, case, or gender) of the result.
     *
     *   Note that some of the spellIntXxx flags might not be meaningful in all
     *   languages, because most of the flags are by their very nature
     *   associated with language-specific idioms.  Translations are free to
     *   ignore flags that indicate variations with no local equivalent, and to
     *   add their own language-specific flags as needed.
     */

    /*
     *   Spell out an integer number in words.  Returns a string with the
     *   spelled-out number.
     *
     *   Note that this simple version of the function uses the default
     *   options.  If you want to specify non-default options with the
     *   SpellIntXxx flags, you can call spellIntExt().
     */
    spellInt(val)
    {
        return spellIntExt(val, 0);
    }

    /*
     *   Spell out an integer number in words, but only if it's below the given
     *   threshold.  It's often awkward in prose to spell out large numbers,
     *   but exactly what constitutes a large number depends on context, so
     *   this routine lets the caller specify the threshold.
     *
     *   If the absolute value of val is less than (not equal to) the threshold
     *   value, we'll return a string with the number spelled out.  If the
     *   absolute value is greater than or equal to the threshold value, we'll
     *   return a string representing the number in decimal digits.
     */
    spellIntBelow(val, threshold)
    {
        return spellIntBelowExt(val, threshold, 0, 0);
    }

    /*
     *   Spell out an integer number in words if it's below a threshold, using
     *   the spellIntXxx flags given in spellFlags to control the spelled-out
     *   format, and using the DigitFormatXxx flags in digitFlags to control
     *   the digit format.
     */
    spellIntBelowExt(val, threshold, spellFlags, digitFlags)
    {
        local absval;

        /* compute the absolute value */
        absval = (val < 0 ? -val : val);

        /* check the value to see whether to spell it or write it as digits */
        if (absval < threshold)
        {
            /* it's below the threshold - spell it out in words */
            return spellIntExt(val, spellFlags);
        }
        else
        {
            /* it's not below the threshold - write it as digits */
            return intToDecimal(val, digitFlags);
        }
    }

    /*
     *   Format a number as a string of decimal digits.  The DigitFormatXxx
     *   flags specify how the number is to be formatted.`
     */
    intToDecimal(val, flags)
    {
        local str;
        local sep;

        /* perform the basic conversion */
        str = toString(val);

        /* add group separators as needed */
        if ((flags & DigitFormatGroupComma) != 0)
        {
            /* explicitly use a comma as a separator */
            sep = ',';
        }
        else if ((flags & DigitFormatGroupPeriod) != 0)
        {
            /* explicitly use a period as a separator */
            sep = '.';
        }
        else if ((flags & DigitFormatGroupSep) != 0)
        {
            /* use the current languageGlobals separator */
            sep = languageGlobals.digitGroupSeparator;
        }
        else
        {
            /* no separator */
            sep = nil;
        }

        /* if there's a separator, add it in */
        if (sep != nil)
        {
            local i;
            local len;

            /*
             *   Insert the separator before each group of three digits.
             *   Start at the right end of the string and work left: peel off
             *   the last three digits and insert a comma.  Then, move back
             *   four characters through the string - another three-digit
             *   group, plus the comma we inserted - and repeat.  Keep going
             *   until the amount we'd want to peel off the end is as long or
             *   longer than the entire remaining string.
             */
            for (i = 3, len = str.length() ; len > i ; i += 4)
            {
                /* insert this comma */
                str = str.substr(1, len - i) + sep + str.substr(len - i + 1);

                /* note the new length */
                len = str.length();
            }
        }

        /* return the result */
        return str;
    }

    /*
     *   Spell out an integer number - "extended" interface with flags.  The
     *   "flags" argument is a (bitwise-OR'd) combination of SpellIntXxx
     *   values, specifying the desired format of the result.
     */
    spellIntExt(val, flags)
    {
        local str;
        local trailingSpace;
        local needAnd;
        local powers = [1000000000, ' billion ',
                        1000000,    ' million ',
                        1000,       ' thousand ',
                        100,        ' hundred '];

        /* start with an empty string */
        str = '';
        trailingSpace = nil;
        needAnd = nil;

        /* if it's zero, it's a special case */
        if (val == 0)
            return 'zero';

        /*
         *   if the number is negative, note it in the string, and use the
         *   absolute value
         */
        if (val < 0)
        {
            str = 'negative ';
            val = -val;
        }

        /* do each named power of ten */
        for (local i = 1 ; val >= 100 && i <= powers.length() ; i += 2)
        {
            /*
             *   if we're in teen-hundreds mode, do the teen-hundreds - this
             *   only works for values from 1,100 to 9,999, since a number like
             *   12,000 doesn't work this way - 'one hundred twenty hundred' is
             *   no good
             */
            if ((flags & SpellIntTeenHundreds) != 0
                && val >= 1100 && val < 10000)
            {
                /* if desired, add a comma if there was a prior power group */
                if (needAnd && (flags & SpellIntCommas) != 0)
                    str = str.substr(1, str.length() - 1) + ', ';

                /* spell it out as a number of hundreds */
                str += spellIntExt(val / 100, flags) + ' hundred ';

                /* take off the hundreds */
                val %= 100;

                /* note the trailing space */
                trailingSpace = true;

                /* we have something to put an 'and' after, if desired */
                needAnd = true;

                /*
                 *   whatever's left is below 100 now, so there's no need to
                 *   keep scanning the big powers of ten
                 */
                break;
            }

            /* if we have something in this power range, apply it */
            if (val >= powers[i])
            {
                /* if desired, add a comma if there was a prior power group */
                if (needAnd && (flags & SpellIntCommas) != 0)
                    str = str.substr(1, str.length() - 1) + ', ';

                /* add the number of multiples of this power and the power name */
                str += spellIntExt(val / powers[i], flags) + powers[i+1];

                /* take it out of the remaining value */
                val %= powers[i];

                /*
                 *   note that we have a trailing space in the string (all of
                 *   the power-of-ten names have a trailing space, to make it
                 *   easy to tack on the remainder of the value)
                 */
                trailingSpace = true;

                /* we have something to put an 'and' after, if one is desired */
                needAnd = true;
            }
        }

        /*
         *   if we have anything left, and we have written something so far,
         *   and the caller wanted an 'and' before the tens part, add the
         *   'and'
         */
        if ((flags & SpellIntAndTens) != 0
            && needAnd
            && val != 0)
        {
            /* add the 'and' */
            str += 'and ';
            trailingSpace = true;
        }

        /* do the tens */
        if (val >= 20)
        {
            /* anything above the teens is nice and regular */
            str += ['twenty', 'thirty', 'forty', 'fifty', 'sixty',
                    'seventy', 'eighty', 'ninety'][val/10 - 1];
            val %= 10;

            /* if it's non-zero, we'll add the units, so add a hyphen */
            if (val != 0)
                str += '-';

            /* we no longer have a trailing space in the string */
            trailingSpace = nil;
        }
        else if (val >= 10)
        {
            /* we have a teen */
            str += ['ten', 'eleven', 'twelve', 'thirteen', 'fourteen',
                    'fifteen', 'sixteen', 'seventeen', 'eighteen',
                    'nineteen'][val - 9];

            /* we've finished with the number */
            val = 0;

            /* there's no trailing space */
            trailingSpace = nil;
        }

        /* if we have a units value, add it */
        if (val != 0)
        {
            /* add the units name */
            str += ['one', 'two', 'three', 'four', 'five',
                    'six', 'seven', 'eight', 'nine'][val];

            /* we have no trailing space now */
            trailingSpace = nil;
        }

        /* if there's a trailing space, remove it */
        if (trailingSpace)
            str = str.substr(1, str.length() - 1);

        /* return the string */
        return str;
    }

    /*
     *   Return a string giving the numeric ordinal representation of a number:
     *   1st, 2nd, 3rd, 4th, etc.
     */
    intOrdinal(n)
    {
        local s;

        /* start by getting the string form of the number */
        s = toString(n);

        /* now add the appropriate suffix */
        if (n >= 10 && n <= 19)
        {
            /* the teens all end in 'th' */
            return s + 'th';
        }
        else
        {
            /*
             *   for anything but a teen, a number whose last digit is 1
             *   always has the suffix 'st' (for 'xxx-first', as in '141st'),
             *   a number whose last digit is 2 always ends in 'nd' (for
             *   'xxx-second', as in '532nd'), a number whose last digit is 3
             *   ends in 'rd' (for 'xxx-third', as in '53rd'), and anything
             *   else ends in 'th'
             */
            switch(n % 10)
            {
            case 1:
                return s + 'st';

            case 2:
                return s + 'nd';

            case 3:
                return s + 'rd';

            default:
                return s + 'th';
            }
        }
    }

    /*
     *   Return a string giving a fully spelled-out ordinal form of a number:
     *   first, second, third, etc.
     */
    spellIntOrdinal(n)
    {
        return spellIntOrdinalExt(n, 0);
    }

    /*
     *   Return a string giving a fully spelled-out ordinal form of a number:
     *   first, second, third, etc.  This form takes the same flag values as
     *   spellIntExt().
     */
    spellIntOrdinalExt(n, flags)
    {
        local s;

        /* get the spelled-out form of the number itself */
        s = spellIntExt(n, flags);

        /*
         *   If the number ends in 'one', change the ending to 'first'; 'two'
         *   becomes 'second'; 'three' becomes 'third'; 'five' becomes
         *   'fifth'; 'eight' becomes 'eighth'; 'nine' becomes 'ninth'.  If
         *   the number ends in 'y', change the 'y' to 'ieth'.  'Zero' becomes
         *   'zeroeth'.  For everything else, just add 'th' to the spelled-out
         *   name
         */
        if (s == 'zero')
            return 'zeroeth';
        if (s.endsWith('one'))
            return s.substr(1, s.length() - 3) + 'first';
        else if (s.endsWith('two'))
            return s.substr(1, s.length() - 3) + 'second';
        else if (s.endsWith('three'))
            return s.substr(1, s.length() - 5) + 'third';
        else if (s.endsWith('five'))
            return s.substr(1, s.length() - 4) + 'fifth';
        else if (s.endsWith('eight'))
            return s.substr(1, s.length() - 5) + 'eighth';
        else if (s.endsWith('nine'))
            return s.substr(1, s.length() - 4) + 'ninth';
        else if (s.endsWith('y'))
            return s.substr(1, s.length() - 1) + 'ieth';
        else
            return s + 'th';
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   Parse a spelled-out number.  This is essentially the reverse of
     *   spellInt() and related functions: we take a string that contains a
     *   spelled-out number and return the integer value.  This uses the
     *   command parser's spelled-out number rules, so we can parse anything
     *   that would be recognized as a number in a command.
     *
     *   If the string contains numerals, we'll treat it as a number in digit
     *   format: for example, if it contains '789', we'll return 789.
     *
     *   If the string doesn't parse as a number, we return nil.
     */
    parseInt(str)
    {
        try
        {
            /* tokenize the string */
            local toks = cmdTokenizer.tokenize(str);

            /* parse it */
            return parseIntTokens(toks);
        }
        catch (Exception exc)
        {
            /*
             *   on any exception, just return nil to indicate that we couldn't
             *   parse the string as a number
             */
            return nil;
        }
    }

    /*
     *   Parse a spelled-out number that's given as a token list (as returned
     *   from Tokenizer.tokenize).  If we can successfully parse the token list
     *   as a number, we'll return the integer value.  If not, we'll return
     *   nil.
     */
    parseIntTokens(toks)
    {
        try
        {
            /*
             *   if the first token contains digits, treat it as a numeric
             *   string value rather than a spelled-out number
             */
            if (toks.length() != 0
                && rexMatch('<digit>+', getTokOrig(toks[1])) != nil)
                return toInteger(getTokOrig(toks[1]));

            /* parse it using the spelledNumber production */
            local lst = spelledNumber.parseTokens(toks, cmdDict);

            /*
             *   if we got a match, return the integer value; if not, it's not
             *   parseable as a number, so return nil
             */
            return (lst.length() != 0 ? lst[1].getval() : nil);
        }
        catch (Exception exc)
        {
            /*
             *   on any exception, just return nil to indicate that it's not
             *   parseable as a number
             */
            return nil;
        }
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   Additional token types for US English.
     */

    /* special "apostrophe-s" token */
    enum token tokApostropheS;

    /* special apostrophe token for plural possessives ("the smiths' house") */
    enum token tokPluralApostrophe;

    /* special abbreviation-period token */
    enum token tokAbbrPeriod;

    /* special "#nnn" numeric token */
    enum token tokPoundInt;

    /*
     *   Command tokenizer for US English.  Other language modules should
     *   provide their own tokenizers to allow for differences in punctuation
     *   and other lexical elements.
     */
    cmdTokenizer: Tokenizer
        rules_ = static
        [
            /* skip whitespace */
            ['whitespace', new RexPattern('<Space>+'), nil, &tokCvtSkip, nil],

            /* certain punctuation marks */
            ['punctuation', new RexPattern('[.,;:?!]'), tokPunct, nil, nil],

            /*
             *   We have a special rule for spelled-out numbers from 21 to 99:
             *   when we see a 'tens' word followed by a hyphen followed by a
             *   digits word, we'll pull out the tens word, the hyphen, and
             *   the digits word as separate tokens.
             */
            ['spelled number',
             new RexPattern('<NoCase>(twenty|thirty|forty|fifty|sixty|'
                            + 'seventy|eighty|ninety)-'
                            + '(one|two|three|four|five|six|seven|eight|nine)'
                            + '(?!<AlphaNum>)'),
             tokWord, &tokCvtSpelledNumber, nil],

            /*
             *   Initials.  We'll look for strings of three or two initials,
             *   set off by periods but without spaces.  We'll look for
             *   three-letter initials first ("G.H.W. Billfold"), then
             *   two-letter initials ("X.Y. Zed"), so that we find the longest
             *   sequence that's actually in the dictionary.  Note that we
             *   don't have a separate rule for individual initials, since
             *   we'll pick that up with the regular abbreviated word rule
             *   below.
             *
             *   Some games could conceivably extend this to allow strings of
             *   initials of four letters or longer, but in practice people
             *   tend to elide the periods in longer sets of initials, so that
             *   the initials become an acronym, and thus would fit the
             *   ordinary word token rule.
             */
            ['three initials',
             new RexPattern('<alpha><period><alpha><period><alpha><period>'),
             tokWord, &tokCvtAbbr, &acceptAbbrTok],

            ['two initials',
             new RexPattern('<alpha><period><alpha><period>'),
             tokWord, &tokCvtAbbr, &acceptAbbrTok],

            /*
             *   Abbbreviated word - this is a word that ends in a period,
             *   such as "Mr.".  This rule comes before the ordinary word rule
             *   because we will only consider the period to be part of the
             *   word (and not a separate token) if the entire string
             *   including the period is in the main vocabulary dictionary.
             */
            ['abbreviation',
             new RexPattern('<Alpha|-><AlphaNum|-|squote>*<period>'),
             tokWord, &tokCvtAbbr, &acceptAbbrTok],

            /*
             *   A word ending in an apostrophe-s.  We parse this as two
             *   separate tokens: one for the word and one for the
             *   apostrophe-s.
             */
            ['apostrophe-s word',
             new RexPattern('<Alpha|-|&><AlphaNum|-|&|squote>*<squote>[sS]'),
             tokWord, &tokCvtApostropheS, nil],

            /*
             *   A plural word ending in an apostrophe.  We parse this as two
             *   separate tokens: one for the word and one for the apostrophe.
             */
            ['plural possessive word',
             new RexPattern('<Alpha|-|&><AlphaNum|-|&|squote>*<squote>'
                            + '(?!<AlphaNum>)'),
             tokWord, &tokCvtPluralApostrophe, nil],

            /*
             *   Words - note that we convert everything to lower-case.  A word
             *   must start with an alphabetic character, a hyphen, or an
             *   ampersand; after the initial character, a word can contain
             *   alphabetics, digits, hyphens, ampersands, and apostrophes.
             */
            ['word',
             new RexPattern('<Alpha|-|&><AlphaNum|-|&|squote>*'),
             tokWord, nil, nil],

            /* an abbreviation word starting with a number */
            ['abbreviation with initial digit',
             new RexPattern('<Digit>(?=<AlphaNum|-|&|squote>*<Alpha|-|&|squote>)'
                            + '<AlphaNum|-|&|squote>*<period>'),
             tokWord, &tokCvtAbbr, &acceptAbbrTok],

            /*
             *   A word can start with a number, as long as there's something
             *   other than numbers in the string - if it's all numbers, we
             *   want to treat it as a numeric token.
             */
            ['word with initial digit',
             new RexPattern('<Digit>(?=<AlphaNum|-|&|squote>*<Alpha|-|&|squote>)'
                            + '<AlphaNum|-|&|squote>*'), tokWord, nil, nil],

            /* strings with ASCII "straight" quotes */
            ['string ascii-quote',
             new RexPattern('<min>([`\'"])(.*)%1(?!<AlphaNum>)'),
             tokString, nil, nil],

            /* some people like to use single quotes like `this' */
            ['string back-quote',
             new RexPattern('<min>`(.*)\'(?!<AlphaNum>)'), tokString, nil, nil],

            /* strings with Latin-1 curly quotes (single and double) */
            ['string curly single-quote',
             new RexPattern('<min>\u2018(.*)\u2019'), tokString, nil, nil],
            ['string curly double-quote',
             new RexPattern('<min>\u201C(.*)\u201D'), tokString, nil, nil],

            /*
             *   unterminated string - if we didn't just match a terminated
             *   string, but we have what looks like the start of a string,
             *   match to the end of the line
             */
            ['string unterminated',
             new RexPattern('([`\'"\u2018\u201C](.*)'), tokString, nil, nil],

            /* integer numbers */
            ['integer', new RexPattern('[0-9]+'), tokInt, nil, nil],

            /* numbers with a '#' preceding */
            ['integer with #',
             new RexPattern('#[0-9]+'), tokPoundInt, nil, nil]
        ]

        /*
         *   Handle an apostrophe-s word.  We'll return this as two separate
         *   tokens: one for the word preceding the apostrophe-s, and one for
         *   the apostrophe-s itself.
         */
        tokCvtApostropheS(txt, typ, toks)
        {
            local w;
            local s;

            /*
             *   pull out the part up to but not including the apostrophe, and
             *   pull out the apostrophe-s part
             */
            w = txt.substr(1, txt.length() - 2);
            s = txt.substr(-2);

            /* add the part before the apostrophe as the main token type */
            toks.append([w, typ, w]);

            /* add the apostrophe-s as a separate special token */
            toks.append([s, tokApostropheS, s]);
        }

        /*
         *   Handle a plural apostrophe word ("the smiths' house").  We'll
         *   return this as two tokens: one for the plural word, and one for
         *   the apostrophe.
         */
        tokCvtPluralApostrophe(txt, typ, toks)
        {
            local w;
            local s;

            /*
             *   pull out the part up to but not including the apostrophe, and
             *   separately pull out the apostrophe
             */
            w = txt.substr(1, txt.length() - 1);
            s = txt.substr(-1);

            /* add the part before the apostrophe as the main token type */
            toks.append([w, typ, w]);

            /* add the apostrophe-s as a separate special token */
            toks.append([s, tokPluralApostrophe, s]);
        }

        /*
         *   Handle a spelled-out hyphenated number from 21 to 99.  We'll
         *   return this as three separate tokens: a word for the tens name, a
         *   word for the hyphen, and a word for the units name.
         */
        tokCvtSpelledNumber(txt, typ, toks)
        {
            /* parse the number into its three parts with a regular expression */
            rexMatch(patAlphaDashAlpha, txt);

            /* add the part before the hyphen */
            toks.append([rexGroup(1)[3], typ, rexGroup(1)[3]]);

            /* add the hyphen */
            toks.append(['-', typ, '-']);

            /* add the part after the hyphen */
            toks.append([rexGroup(2)[3], typ, rexGroup(2)[3]]);
        }
        patAlphaDashAlpha = static new RexPattern('(<alpha>+)-(<alpha>+)')

        /*
         *   Check to see if we want to accept an abbreviated token - this is
         *   a token that ends in a period, which we use for abbreviated words
         *   like "Mr." or "Ave."  We'll accept the token only if it appears
         *   as given - including the period - in the dictionary.  Note that
         *   we ignore truncated matches, since the only way we'll accept a
         *   period in a word token is as the last character; there is thus no
         *   way that a token ending in a period could be a truncation of any
         *   longer valid token.
         */
        acceptAbbrTok(txt)
        {
            /* look up the word, filtering out truncated results */
            return cmdDict.isWordDefined(
                txt, {result: (result & StrCompTrunc) == 0});
        }

        /*
         *   Process an abbreviated token.
         *
         *   When we find an abbreviation, we'll enter it with the abbreviated
         *   word minus the trailing period, plus the period as a separate
         *   token.  We'll mark the period as an "abbreviation period" so that
         *   grammar rules will be able to consider treating it as an
         *   abbreviation -- but since it's also a regular period, grammar
         *   rules that treat periods as regular punctuation will also be able
         *   to try to match the result.  This will ensure that we try it both
         *   ways - as abbreviation and as a word with punctuation - and pick
         *   the one that gives us the best result.
         */
        tokCvtAbbr(txt, typ, toks)
        {
            local w;

            /* add the part before the period as the ordinary token */
            w = txt.substr(1, txt.length() - 1);
            toks.append([w, typ, w]);

            /* add the token for the "abbreviation period" */
            toks.append(['.', tokAbbrPeriod, '.']);
        }

        /*
         *   Given a list of token strings, rebuild the original input string.
         *   We can't recover the exact input string, because the tokenization
         *   process throws away whitespace information, but we can at least
         *   come up with something that will display cleanly and produce the
         *   same results when run through the tokenizer.
         */
        buildOrigText(toks)
        {
            local str;

            /* start with an empty string */
            str = '';

            /* concatenate each token in the list */
            for (local i = 1, local len = toks.length() ; i <= len ; ++i)
            {
                /* add the current token to the string */
                str += getTokOrig(toks[i]);

                /*
                 *   if this looks like a hyphenated number that we picked
                 *   apart into two tokens, put it back together without
                 *   spaces
                 */
                if (i + 2 <= len
                    && rexMatch(patSpelledTens, getTokVal(toks[i])) != nil
                    && getTokVal(toks[i+1]) == '-'
                    && rexMatch(patSpelledUnits, getTokVal(toks[i+2])) != nil)
                {
                    /*
                     *   it's a hyphenated number, all right - put the three
                     *   tokens back together without any intervening spaces,
                     *   so ['twenty', '-', 'one'] turns into 'twenty-one'
                     */
                    str += getTokOrig(toks[i+1]) + getTokOrig(toks[i+2]);

                    /* skip ahead by the two extra tokens we're adding */
                    i += 2;
                }
                else if (i + 1 <= len
                         && getTokType(toks[i]) == tokWord
                         && getTokType(toks[i+1]) is in
                            (tokApostropheS, tokPluralApostrophe))
                {
                    /*
                     *   it's a word followed by an apostrophe-s token - these
                     *   are appended together without any intervening spaces
                     */
                    str += getTokOrig(toks[i+1]);

                    /* skip the extra token we added */
                    ++i;
                }

                /*
                 *   If another token follows, and the next token isn't a
                 *   punctuation mark, and the previous token wasn't an open
                 *   paren, add a space before the next token.
                 */
                if (i != len
                    && rexMatch(patPunct, getTokVal(toks[i+1])) == nil
                    && getTokVal(toks[i]) != '(')
                    str += ' ';
            }

            /* return the result string */
            return str;
        }

        /* some pre-compiled regular expressions */
        patSpelledTens = static new RexPattern(
            '<nocase>twenty|thirty|forty|fifty|sixty|seventy|eighty|ninety')
        patSpelledUnits = static new RexPattern(
            '<nocase>one|two|three|four|five|six|seven|eight|nine')
        patPunct = static new RexPattern('[.,;:?!)]')
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Grammar Rules
     */

    /*
     *   Command with explicit target actor.  When a command starts with an
     *   actor's name followed by a comma followed by a verb, we take it as
     *   being directed to the actor.
     */
    grammar firstCommandPhrase(withActor):
        singleNounOnly->actor_ ',' commandPhrase->cmd_
        : FirstCommandProdWithActor

        /* "execute" the target actor phrase */
        execActorPhrase(issuingActor)
        {
            /* flag that the actor's being addressed in the second person */
            resolvedActor_.commandReferralPerson = SecondPerson;
        }
    ;

    grammar firstCommandPhrase(askTellActorTo):
        ('ask' | 'tell' | 'a' | 't') singleNounOnly->actor_
        'to' commandPhrase->cmd_
        : FirstCommandProdWithActor

        /* "execute" the target actor phrase */
        execActorPhrase(issuingActor)
        {
            /*
             *   Since our phrasing is TELL <ACTOR> TO <DO SOMETHING>, the
             *   actor clearly becomes the antecedent for a subsequent
             *   pronoun.  For example, in TELL BOB TO READ HIS BOOK, the word
             *   HIS pretty clearly refers back to BOB.
             */
            if (resolvedActor_ != nil)
            {
                /* set the possessive anaphor object to the actor */
                resolvedActor_.setPossAnaphorObj(resolvedActor_);

                /* flag that the actor's being addressed in the third person */
                resolvedActor_.commandReferralPerson = ThirdPerson;

                /*
                 *   in subsequent commands carried out by the issuer, the
                 *   target actor is now the pronoun antecedent (for example:
                 *   after TELL BOB TO GO NORTH, the command FOLLOW HIM means
                 *   to follow Bob)
                 */
                issuingActor.setPronounObj(resolvedActor_);
            }
        }
    ;

    /*
     *   An actor-targeted command with a bad command phrase.  This is used as
     *   a fallback if we fail to match anything on the first attempt at
     *   parsing the first command on a line.  The point is to at least detect
     *   the target actor phrase, if that much is valid, so that we better
     *   customize error messages for the rest of the command.
     */
    grammar actorBadCommandPhrase(main):
        singleNounOnly->actor_ ',' miscWordList
        | ('ask' | 'tell' | 'a' | 't') singleNounOnly->actor_ 'to' miscWordList
        : FirstCommandProdWithActor

        /* to resolve nouns, we merely resolve the actor */
        resolveNouns(issuingActor, targetActor, results)
        {
            /* resolve the underlying actor phrase */
            return actor_.resolveNouns(getResolver(issuingActor), results);
        }
    ;

    /*
     *   Command-only conjunctions.  These words and groups of words can
     *   separate commands from one another, and can't be used to separate noun
     *   phrases in a noun list.
     */
    grammar commandOnlyConjunction(sentenceEnding):
        '.'
        | '!'
        : BasicProd

        /* these conjunctions end the sentence */
        isEndOfSentence() { return true; }
    ;

    grammar commandOnlyConjunction(nonSentenceEnding):
        'then'
        | 'and' 'then'
        | ',' 'then'
        | ',' 'and' 'then'
        | ';'
        : BasicProd

        /* these conjunctions do not end a sentence */
        isEndOfSentence() { return nil; }
    ;

    /*
     *   Command-or-noun conjunctions.  These words and groups of words can be
     *   used to separate commands from one another, and can also be used to
     *   separate noun phrases in a noun list.
     */
    grammar commandOrNounConjunction(main):
        ','
        | 'and'
        | ',' 'and'
        : BasicProd

        /* these do not end a sentence */
        isEndOfSentence() { return nil; }
    ;

    /*
     *   Noun conjunctions.  These words and groups of words can be used to
     *   separate noun phrases from one another.  Note that these do not need
     *   to be exclusive to noun phrases - these can occur as command
     *   conjunctions as well; this list is separated from
     *   commandOrNounConjunction in case there are conjunctions that can never
     *   be used as command conjunctions, since such conjunctions, which can
     *   appear here, would not appear in commandOrNounConjunctions.
     */
    grammar nounConjunction(main):
        ','
        | 'and'
        | ',' 'and'
        : BasicProd

        /* these conjunctions do not end a sentence */
        isEndOfSentence() { return nil; }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Noun list: one or more noun phrases connected with conjunctions.  This
     *   kind of noun list can end in a terminal noun phrase.
     *
     *   Note that a single noun phrase is a valid noun list, since a list can
     *   simply be a list of one.  The separate production nounMultiList can be
     *   used when multiple noun phrases are required.
     */

    /*
     *   a noun list can consist of a single terminal noun phrase
     */
    grammar nounList(terminal): terminalNounPhrase->np_ : NounListProd
        resolveNouns(resolver, results)
        {
            /* resolve the underlying noun phrase */
            return np_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   a noun list can consist of a list of a single complete (non-terminal)
     *   noun phrase
     */
    grammar nounList(nonTerminal): completeNounPhrase->np_ : NounListProd
        resolveNouns(resolver, results)
        {
            /* resolve the underlying noun phrase */
            return np_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   a noun list can consist of a list with two or more entries
     */
    grammar nounList(list): nounMultiList->lst_ : NounListProd
        resolveNouns(resolver, results)
        {
            /* resolve the underlying list */
            return lst_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   An empty noun list is one with no words at all.  This is matched when
     *   a command requires a noun list but the player doesn't include one;
     *   this construct has "badness" because we only want to match it when we
     *   have no choice.
     */
    grammar nounList(empty): [badness 500] : EmptyNounPhraseProd
        responseProd = nounList
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Noun Multi List: two or more noun phrases connected by conjunctions.
     *   This is almost the same as the basic nounList production, but this
     *   type of production requires at least two noun phrases, whereas the
     *   basic nounList production more generally defines its list as any
     *   number - including one - of noun phrases.
     */

    /*
     *   a multi list can consist of a noun multi- list plus a terminal noun
     *   phrase, separated by a conjunction
     */
    grammar nounMultiList(multi):
        nounMultiList->lst_ nounConjunction terminalNounPhrase->np_
        : NounListProd
        resolveNouns(resolver, results)
        {
            /* return a list of all of the objects from both underlying lists */
            return np_.resolveNouns(resolver, results)
                + lst_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   a multi list can consist of a non-terminal multi list
     */
    grammar nounMultiList(nonterminal): nonTerminalNounMultiList->lst_
        : NounListProd
        resolveNouns(resolver, results)
        {
            /* resolve the underlying list */
            return lst_.resolveNouns(resolver, results);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A non-terminal noun multi list is a noun list made up of at least two
     *   non-terminal noun phrases, connected by conjunctions.
     *
     *   This is almost the same as the regular non-terminal noun list
     *   production, but this production requires two or more underlying noun
     *   phrases, whereas the basic non-terminal noun list matches any number
     *   of underlying phrases, including one.
     */

    /*
     *   a non-terminal multi-list can consist of a pair of complete noun
     *   phrases separated by a conjunction
     */
    grammar nonTerminalNounMultiList(pair):
        completeNounPhrase->np1_ nounConjunction completeNounPhrase->np2_
        : NounListProd
        resolveNouns(resolver, results)
        {
            /* return the combination of the two underlying noun phrases */
            return np1_.resolveNouns(resolver, results)
                + np2_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   a non-terminal multi-list can consist of another non-terminal
     *   multi-list plus a complete noun phrase, connected by a conjunction
     */
    grammar nonTerminalNounMultiList(multi):
        nonTerminalNounMultiList->lst_ nounConjunction completeNounPhrase->np_
        : NounListProd
        resolveNouns(resolver, results)
        {
            /* return the combination of the sublist and the noun phrase */
            return lst_.resolveNouns(resolver, results)
                + np_.resolveNouns(resolver, results);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   "Except" list.  This is a noun list that can contain anything that's
     *   in a regular noun list plus some things that only make sense as
     *   exceptions, such as possessive nouns (e.g., "mine").
     */

    grammar exceptList(single): exceptNounPhrase->np_ : ExceptListProd
        resolveNouns(resolver, results)
        {
            return np_.resolveNouns(resolver, results);
        }
    ;

    grammar exceptList(list):
        exceptNounPhrase->np_ nounConjunction exceptList->lst_
        : ExceptListProd
        resolveNouns(resolver, results)
        {
            /* return a list consisting of all of our objects */
            return np_.resolveNouns(resolver, results)
                + lst_.resolveNouns(resolver, results);
        }
    ;

    /*
     *   An "except" noun phrase is a normal "complete" noun phrase or a
     *   possessive noun phrase that doesn't explicitly qualify another phrase
     *   (for example, "all the coins but bob's" - the "bob's" is just a
     *   possessive noun phrase without another noun phrase attached, since it
     *   implicitly qualifies "the coins").
     */
    grammar exceptNounPhrase(singleComplete): completeNounPhraseWithoutAll->np_
        : ExceptListProd
        resolveNouns(resolver, results)
        {
            return np_.resolveNouns(resolver, results);
        }
    ;

    grammar exceptNounPhrase(singlePossessive): possessiveNounPhrase->poss_
        : ButPossessiveProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A single noun is sometimes required where, structurally, a list is not
     *   allowed.  Single nouns should not be used to prohibit lists where
     *   there is no structural reason for the prohibition - these should be
     *   used only where it doesn't make sense to use a list structurally.
     */
    grammar singleNoun(normal): singleNounOnly->np_ : LayeredNounPhraseProd
    ;

    /*
     *   An empty single noun is one with no words at all.  This is matched
     *   when a command requires a noun list but the player doesn't include
     *   one; this construct has "badness" because we only want to match it
     *   when we have no choice.
     */
    grammar singleNoun(empty): [badness 500] : EmptyNounPhraseProd
        /* use a nil responseProd, so that we get the phrasing from the action */
        responseProd = nil

        /* the fallback responseProd, if we can't get one from the action */
        fallbackResponseProd = singleNoun
    ;

    /*
     *   A user could attempt to use a noun list with more than one entry (a
     *   "multi list") where a single noun is required.  This is not a
     *   grammatical error, so we accept it grammatically; however, for
     *   disambiguation purposes we score it lower than a singleNoun production
     *   with only one noun phrase, and if we try to resolve it, we'll fail
     *   with an error.
     */
    grammar singleNoun(multiple): nounMultiList->np_ : SingleNounWithListProd
    ;

    /*
     *   A *structural* single noun phrase.  This production is for use where a
     *   single noun phrase (not a list of nouns) is required grammatically.
     */
    grammar singleNounOnly(main):
        terminalNounPhrase->np_
        | completeNounPhrase->np_
        : SingleNounProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Prepositionally modified single noun phrases.  These can be used in
     *   indirect object responses, so allow for interactions like this:
     *
     *   >unlock door
     *.  What do you want to unlock it with?
     *
     *   >with the key
     *
     *   The entire notion of prepositionally qualified noun phrases in
     *   interactive indirect object responses is specific to English, so this
     *   is implemented in the English module only.  However, the general
     *   notion of specialized responses to interactive indirect object queries
     *   is handled in the language-independent library in some cases, in such
     *   a way that the language-specific library can customize the behavior -
     *   see TIAction.askIobjResponseProd.
     */
    class PrepSingleNounProd: SingleNounProd
        resolveNouns(resolver, results)
        {
            return np_.resolveNouns(resolver, results);
        }

        /*
         *   If the response starts with a preposition, it's pretty clearly a
         *   response to the special query rather than a new command.
         */
        isSpecialResponseMatch()
        {
            return (np_ != nil && np_.firstTokenIndex > 1);
        }
    ;

    /*
     *   Same thing for a Topic phrase
     */
    class PrepSingleTopicProd: TopicProd
        resolveNouns(resolver, results)
        {
            return np_.resolveNouns(resolver, results);
        }
    ;

    grammar inSingleNoun(main):
         singleNoun->np_ | ('in' | 'into' | 'in' 'to') singleNoun->np_
        : PrepSingleNounProd
    ;

    grammar forSingleNoun(main):
       singleNoun->np_ | 'for' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar toSingleNoun(main):
       singleNoun->np_ | 'to' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar throughSingleNoun(main):
       singleNoun->np_ | ('through' | 'thru') singleNoun->np_
       : PrepSingleNounProd
    ;

    grammar fromSingleNoun(main):
       singleNoun->np_ | 'from' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar onSingleNoun(main):
       singleNoun->np_ | ('on' | 'onto' | 'on' 'to') singleNoun->np_
        : PrepSingleNounProd
    ;

    grammar withSingleNoun(main):
       singleNoun->np_ | 'with' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar atSingleNoun(main):
       singleNoun->np_ | 'at' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar outOfSingleNoun(main):
       singleNoun->np_ | 'out' 'of' singleNoun->np_ : PrepSingleNounProd
    ;

    grammar aboutTopicPhrase(main):
       topicPhrase->np_ | 'about' topicPhrase->np_
       : PrepSingleTopicProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Complete noun phrase - this is a fully-qualified noun phrase that
     *   cannot be modified with articles, quantifiers, or anything else.  This
     *   is the highest-level individual noun phrase.
     */

    grammar completeNounPhrase(main):
        completeNounPhraseWithAll->np_ | completeNounPhraseWithoutAll->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   Slightly better than a purely miscellaneous word list is a pair of
     *   otherwise valid noun phrases connected by a preposition that's
     *   commonly used in command phrases.  This will match commands where the
     *   user has assumed a command with a prepositional structure that doesn't
     *   exist among the defined commands.  Since we have badness, we'll be
     *   ignored any time there's a valid command syntax with the same
     *   prepositional structure.
     */
    grammar completeNounPhrase(miscPrep):
        [badness 100] completeNounPhrase->np1_
            ('with' | 'into' | 'in' 'to' | 'through' | 'thru' | 'for' | 'to'
             | 'onto' | 'on' 'to' | 'at' | 'under' | 'behind')
            completeNounPhrase->np2_
        : NounPhraseProd
        resolveNouns(resolver, results)
        {
            /* note that we have an invalid prepositional phrase structure */
            results.noteBadPrep();

            /* resolve the underlying noun phrases, for scoring purposes */
            np1_.resolveNouns(resolver, results);
            np2_.resolveNouns(resolver, results);

            /* return nothing */
            return [];
        }
    ;

    /*
     *   A qualified noun phrase can, all by itself, be a full noun phrase
     */
    grammar completeNounPhraseWithoutAll(qualified): qualifiedNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   Pronoun rules.  A pronoun is a complete noun phrase; it does not allow
     *   further qualification.
     */
    grammar completeNounPhraseWithoutAll(it):   'it' : ItProd;
    grammar completeNounPhraseWithoutAll(them): 'them' : ThemProd;
    grammar completeNounPhraseWithoutAll(him):  'him' : HimProd;
    grammar completeNounPhraseWithoutAll(her):  'her' : HerProd;

    /*
     *   Reflexive second-person pronoun, for things like "bob, look at
     *   yourself"
     */
    grammar completeNounPhraseWithoutAll(yourself):
        'yourself' | 'yourselves' | 'you' : YouProd
    ;

    /*
     *   Reflexive third-person pronouns.  We accept these in places such as
     *   the indirect object of a two-object verb.
     */
    grammar completeNounPhraseWithoutAll(itself): 'itself' : ItselfProd
        /* check agreement of our binding */
        checkAgreement(lst)
        {
            /* the result is required to be singular and ungendered */
            return (lst.length() == 1 && lst[1].obj_.canMatchIt);
        }
    ;

    grammar completeNounPhraseWithoutAll(themselves):
        'themself' | 'themselves' : ThemselvesProd

        /* check agreement of our binding */
        checkAgreement(lst)
        {
            /*
             *   For 'themselves', allow anything; we could balk at this
             *   matching a single object that isn't a mass noun, but that
             *   would be overly picky, and it would probably reject at least
             *   a few things that really ought to be acceptable.  Besides,
             *   'them' is the closest thing English has to a singular
             *   gender-neutral pronoun, and some people intentionally use it
             *   as such.
             */
            return true;
        }
    ;

    grammar completeNounPhraseWithoutAll(himself): 'himself' : HimselfProd
        /* check agreement of our binding */
        checkAgreement(lst)
        {
            /* the result is required to be singular and masculine */
            return (lst.length() == 1 && lst[1].obj_.canMatchHim);
        }
    ;

    grammar completeNounPhraseWithoutAll(herself): 'herself' : HerselfProd
        /* check agreement of our binding */
        checkAgreement(lst)
        {
            /* the result is required to be singular and feminine */
            return (lst.length() == 1 && lst[1].obj_.canMatchHer);
        }
    ;

    /*
     *   First-person pronoun, for referring to the speaker: "bob, look at me"
     */
    grammar completeNounPhraseWithoutAll(me): 'me' | 'myself' : MeProd;

    /*
     *   "All" and "all but".
     *
     *   "All" is a "complete" noun phrase, because there's nothing else needed
     *   to make it a noun phrase.  We make this a special kind of complete
     *   noun phrase because 'all' is not acceptable as a complete noun phrase
     *   in some contexts where any of the other complete noun phrases are
     *   acceptable.
     *
     *   "All but" is a "terminal" noun phrase - this is a special kind of
     *   complete noun phrase that cannot be followed by another noun phrase
     *   with "and".  "All but" is terminal because we want any and's that
     *   follow it to be part of the exception list, so that we interpret "take
     *   all but a and b" as excluding a and b, not as excluding a but then
     *   including b as a separate list.
     */
    grammar completeNounPhraseWithAll(main):
        'all' | 'everything'
        : EverythingProd
    ;

    grammar terminalNounPhrase(allBut):
        ('all' | 'everything') ('but' | 'except' | 'except' 'for')
            exceptList->except_
        : EverythingButProd
    ;

    /*
     *   Plural phrase with an exclusion list.  This is a terminal noun phrase
     *   because it ends in an exclusion list.
     */
    grammar terminalNounPhrase(pluralExcept):
        (qualifiedPluralNounPhrase->np_ | detPluralNounPhrase->np_)
        ('except' | 'except' 'for' | 'but' | 'but' 'not') exceptList->except_
        : ListButProd
    ;

    /*
     *   Qualified singular with an exception
     */
    grammar terminalNounPhrase(anyBut):
        'any' nounPhrase->np_
        ('but' | 'except' | 'except' 'for' | 'but' 'not') exceptList->except_
        : IndefiniteNounButProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A qualified noun phrase is a noun phrase with an optional set of
     *   qualifiers: a definite or indefinite article, a quantifier, words such
     *   as 'any' and 'all', possessives, and locational specifiers ("the box
     *   on the table").
     *
     *   Without qualification, a definite article is implicit, so we read
     *   "take box" as equivalent to "take the box."
     *
     *   Grammar rule instantiations in language-specific modules should set
     *   property np_ to the underlying noun phrase match tree.
     */

    /*
     *   A qualified noun phrase can be either singular or plural.  The number
     *   is a feature of the overall phrase; the phrase might consist of
     *   subphrases of different numbers (for example, "bob's coins" is plural
     *   even though it contains a singular subphrase, "bob"; and "one of the
     *   coins" is singular, even though its subphrase "coins" is plural).
     */
    grammar qualifiedNounPhrase(main):
        qualifiedSingularNounPhrase->np_
        | qualifiedPluralNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Singular qualified noun phrase.
     */

    /*
     *   A singular qualified noun phrase with an implicit or explicit definite
     *   article.  If there is no article, a definite article is implied (we
     *   interpret "take box" as though it were "take the box").
     */
    grammar qualifiedSingularNounPhrase(definite):
        ('the' | 'the' 'one' | 'the' '1' | ) indetSingularNounPhrase->np_
        : DefiniteNounProd
    ;

    /*
     *   A singular qualified noun phrase with an explicit indefinite article.
     */
    grammar qualifiedSingularNounPhrase(indefinite):
        ('a' | 'an') indetSingularNounPhrase->np_
        : IndefiniteNounProd
    ;

    /*
     *   A singular qualified noun phrase with an explicit arbitrary
     *   determiner.
     */
    grammar qualifiedSingularNounPhrase(arbitrary):
        ('any' | 'one' | '1' | 'any' ('one' | '1')) indetSingularNounPhrase->np_
        : ArbitraryNounProd
    ;

    /*
     *   A singular qualified noun phrase with a possessive adjective.
     */
    grammar qualifiedSingularNounPhrase(possessive):
        possessiveAdjPhrase->poss_ indetSingularNounPhrase->np_
        : PossessiveNounProd
    ;

    /*
     *   A singular qualified noun phrase that arbitrarily selects from a
     *   plural set.  This is singular, even though the underlying noun phrase
     *   is plural, because we're explicitly selecting one item.
     */
    grammar qualifiedSingularNounPhrase(anyPlural):
        'any' 'of' explicitDetPluralNounPhrase->np_
        : ArbitraryNounProd
    ;

    /*
     *   A singular object specified only by its containment, with a definite
     *   article.
     */
    grammar qualifiedSingularNounPhrase(theOneIn):
        'the' 'one' ('that' ('is' | 'was') | 'that' tokApostropheS | )
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : VagueContainerDefiniteNounPhraseProd

        /*
         *   our main phrase is simply 'one' (so disambiguation prompts will
         *   read "which one do you mean...")
         */
        mainPhraseText = 'one'
    ;

    /*
     *   A singular object specified only by its containment, with an
     *   indefinite article.
     */
    grammar qualifiedSingularNounPhrase(anyOneIn):
        ('anything' | 'one') ('that' ('is' | 'was') | 'that' tokApostropheS | )
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : VagueContainerIndefiniteNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An "indeterminate" singular noun phrase is a noun phrase without any
     *   determiner.  A determiner is a phrase that specifies the phrase's
     *   number and indicates whether or not it refers to a specific object,
     *   and if so fixes which object it refers to; determiners include
     *   articles ("the", "a") and possessives.
     *
     *   Note that an indeterminate phrase is NOT necessarily an indefinite
     *   phrase.  In fact, in most cases, we assume a definite usage when the
     *   determiner is omitted: we take TAKE BOX as meaning TAKE THE BOX.  This
     *   is more or less the natural way an English speaker would interpret
     *   this ill-formed phrasing, but even more than that, it's the
     *   Adventurese convention, taking into account that most players enter
     *   commands telegraphically and are accustomed to noun phrases being
     *   definite by default.
     */

    /* an indetermine noun phrase can be a simple noun phrase */
    grammar indetSingularNounPhrase(basic):
        nounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   An indetermine noun phrase can specify a location for the object(s).
     *   The location must be a singular noun phrase, but can itself be a fully
     *   qualified noun phrase (so it can have possessives, articles, and
     *   locational qualifiers of its own).
     *
     *   Note that we take 'that are' even though the noun phrase is singular,
     *   because what we consider a singular noun phrase can have plural usage
     *   ("scissors", for example).
     */
    grammar indetSingularNounPhrase(locational):
        nounPhrase->np_
        ('that' ('is' | 'was')
         | 'that' tokApostropheS
         | 'that' ('are' | 'were')
         | )
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : ContainerNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Plural qualified noun phrase.
     */

    /*
     *   A simple unqualified plural phrase with determiner.  Since this form
     *   of plural phrase doesn't have any additional syntax that makes it an
     *   unambiguous plural, we can only accept an actual plural for the
     *   underlying phrase here - we can't accept an adjective phrase.
     */
    grammar qualifiedPluralNounPhrase(determiner):
        ('any' | ) detPluralOnlyNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /* plural phrase qualified with a number and optional "any" */
    grammar qualifiedPluralNounPhrase(anyNum):
        ('any' | ) numberPhrase->quant_ indetPluralNounPhrase->np_
        | ('any' | ) numberPhrase->quant_ 'of' explicitDetPluralNounPhrase->np_
        : QuantifiedPluralProd
    ;

    /* plural phrase qualified with a number and "all" */
    grammar qualifiedPluralNounPhrase(allNum):
        'all' numberPhrase->quant_ indetPluralNounPhrase->np_
        | 'all' numberPhrase->quant_ 'of' explicitDetPluralNounPhrase->np_
        : ExactQuantifiedPluralProd
    ;

    /* plural phrase qualified with "both" */
    grammar qualifiedPluralNounPhrase(both):
        'both' detPluralNounPhrase->np_
        | 'both' 'of' explicitDetPluralNounPhrase->np_
        : BothPluralProd
    ;

    /* plural phrase qualified with "all" */
    grammar qualifiedPluralNounPhrase(all):
        'all' detPluralNounPhrase->np_
        | 'all' 'of' explicitDetPluralNounPhrase->np_
        : AllPluralProd
    ;

    /* vague plural phrase with location specified */
    grammar qualifiedPluralNounPhrase(theOnesIn):
        ('the' 'ones' ('that' ('are' | 'were') | )
         | ('everything' | 'all')
           ('that' ('is' | 'was') | 'that' tokApostropheS | ))
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : AllInContainerNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A plural noun phrase with a determiner.  The determiner can be
     *   explicit (such as an article or possessive) or it can implied (the
     *   implied determiner is the definite article, so "take boxes" is
     *   understood as "take the boxes").
     */
    grammar detPluralNounPhrase(main):
        indetPluralNounPhrase->np_ | explicitDetPluralNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A determiner plural phrase with an explicit underlying plural (i.e.,
     *   excluding adjective phrases with no explicitly plural words).
     */
    grammar detPluralOnlyNounPhrase(main):
        implicitDetPluralOnlyNounPhrase->np_
        | explicitDetPluralOnlyNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   An implicit determiner plural phrase is an indeterminate plural phrase
     *   without any extra determiner - i.e., the determiner is implicit.
     *   We'll treat this the same way we do a plural explicitly determined
     *   with a definite article, since this is the most natural interpretation
     *   in English.
     *
     *   (This might seem like a pointless extra layer in the grammar, but it's
     *   necessary for the resolution process to have a layer that explicitly
     *   declares the phrase to be determined, even though the determiner is
     *   implied in the structure.  This extra layer is important because it
     *   explicitly calls results.noteMatches(), which is needed for rankings
     *   and the like.)
     */
    grammar implicitDetPluralOnlyNounPhrase(main):
        indetPluralOnlyNounPhrase->np_
        : DefinitePluralProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A plural noun phrase with an explicit determiner.
     */

    /* a plural noun phrase with a definite article */
    grammar explicitDetPluralNounPhrase(definite):
        'the' indetPluralNounPhrase->np_
        : DefinitePluralProd
    ;

    /* a plural noun phrase with a definite article and a number */
    grammar explicitDetPluralNounPhrase(definiteNumber):
        'the' numberPhrase->quant_ indetPluralNounPhrase->np_
        : ExactQuantifiedPluralProd
    ;

    /* a plural noun phrase with a possessive */
    grammar explicitDetPluralNounPhrase(possessive):
        possessiveAdjPhrase->poss_ indetPluralNounPhrase->np_
        : PossessivePluralProd
    ;

    /* a plural noun phrase with a possessive and a number */
    grammar explicitDetPluralNounPhrase(possessiveNumber):
        possessiveAdjPhrase->poss_ numberPhrase->quant_
        indetPluralNounPhrase->np_
        : ExactQuantifiedPossessivePluralProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A plural noun phrase with an explicit determiner and only an
     *   explicitly plural underlying phrase.
     */
    grammar explicitDetPluralOnlyNounPhrase(definite):
        'the' indetPluralOnlyNounPhrase->np_
        : AllPluralProd
    ;

    grammar explicitDetPluralOnlyNounPhrase(definiteNumber):
        'the' numberPhrase->quant_ indetPluralNounPhrase->np_
        : ExactQuantifiedPluralProd
    ;

    grammar explicitDetPluralOnlyNounPhrase(possessive):
        possessiveAdjPhrase->poss_ indetPluralOnlyNounPhrase->np_
        : PossessivePluralProd
    ;

    grammar explicitDetPluralOnlyNounPhrase(possessiveNumber):
        possessiveAdjPhrase->poss_ numberPhrase->quant_
        indetPluralNounPhrase->np_
        : ExactQuantifiedPossessivePluralProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An indeterminate plural noun phrase.
     *
     *   For the basic indeterminate plural phrase, allow an adjective phrase
     *   anywhere a plural phrase is allowed; this makes possible the
     *   short-hand of omitting a plural word when the plural number is
     *   unambiguous from context.
     */

    /* a simple plural noun phrase */
    grammar indetPluralNounPhrase(basic):
        pluralPhrase->np_ | adjPhrase->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   A plural noun phrase with a locational qualifier.  Note that even
     *   though the overall phrase is plural (and so the main underlying noun
     *   phrase is plural), the location phrase itself must always be singular.
     */
    grammar indetPluralNounPhrase(locational):
        (pluralPhrase->np_ | adjPhrase->np_) ('that' ('are' | 'were') | )
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : ContainerNounPhraseProd
    ;

    /*
     *   An indetermine plural noun phrase with only explicit plural phrases.
     */
    grammar indetPluralOnlyNounPhrase(basic):
        pluralPhrase->np_
        : LayeredNounPhraseProd
    ;

    grammar indetPluralOnlyNounPhrase(locational):
        pluralPhrase->np_ ('that' ('are' | 'were') | )
        ('in' | 'inside' | 'inside' 'of' | 'on' | 'from')
        completeNounPhraseWithoutAll->cont_
        : ContainerNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Noun Phrase.  This is the basic noun phrase, which serves as a
     *   building block for complete noun phrases.  This type of noun phrase
     *   can be qualified with articles, quantifiers, and possessives, and can
     *   be used to construct possessives via the addition of "'s" at the end
     *   of the phrase.
     *
     *   In most cases, custom noun phrase rules should be added to this
     *   production, as long as qualification (with numbers, articles, and
     *   possessives) is allowed.  For a custom noun phrase rule that cannot be
     *   qualified, a completeNounPhrase rule should be added instead.
     */
    grammar nounPhrase(main): compoundNounPhrase->np_
        : LayeredNounPhraseProd
    ;

    /*
     *   Plural phrase.  This is the basic plural phrase, and corresponds to
     *   the basic nounPhrase for plural forms.
     */
    grammar pluralPhrase(main): compoundPluralPhrase->np_
        : LayeredNounPhraseProd
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Compound noun phrase.  This is one or more noun phrases connected with
     *   'of', as in "piece of paper".  The part after the 'of' is another
     *   compound noun phrase.
     *
     *   Note that this general rule does not allow the noun phrase after the
     *   'of' to be qualified with an article or number, except that we make an
     *   exception to allow a definite article.  Other cases ("a piece of four
     *   papers") do not generally make sense, so we won't attempt to support
     *   them; instead, games can add as special cases new nounPhrase rules for
     *   specific literal sequences where more complex grammar is necessary.
     */
    grammar compoundNounPhrase(simple): simpleNounPhrase->np_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            return np_.getVocabMatchList(resolver, results, extraFlags);
        }
        getAdjustedTokens()
        {
            return np_.getAdjustedTokens();
        }
    ;

    grammar compoundNounPhrase(of):
        simpleNounPhrase->np1_ 'of'->of_ compoundNounPhrase->np2_
        | simpleNounPhrase->np1_ 'of'->of_ 'the'->the_ compoundNounPhrase->np2_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local lst1;
            local lst2;

            /* resolve the two underlying lists */
            lst1 = np1_.getVocabMatchList(resolver, results, extraFlags);
            lst2 = np2_.getVocabMatchList(resolver, results, extraFlags);

            /*
             *   the result is the intersection of the two lists, since we
             *   want the list of objects with all of the underlying
             *   vocabulary words
             */
            return intersectNounLists(lst1, lst2);
        }
        getAdjustedTokens()
        {
            local ofLst;

            /* generate the 'of the' list from the original words */
            if (the_ == nil)
                ofLst = [of_, &miscWord];
            else
                ofLst = [of_, &miscWord, the_, &miscWord];

            /* return the full list */
            return np1_.getAdjustedTokens() + ofLst + np2_.getAdjustedTokens();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Compound plural phrase - same as a compound noun phrase, but involving
     *   a plural part before the 'of'.
     */

    /*
     *   just a single plural phrase
     */
    grammar compoundPluralPhrase(simple): simplePluralPhrase->np_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            return np_.getVocabMatchList(resolver, results, extraFlags);
        }
        getAdjustedTokens()
        {
            return np_.getAdjustedTokens();
        }
    ;

    /*
     *   <plural-phrase> of <noun-phrase>
     */
    grammar compoundPluralPhrase(of):
        simplePluralPhrase->np1_ 'of'->of_ compoundNounPhrase->np2_
        | simplePluralPhrase->np1_ 'of'->of_ 'the'->the_ compoundNounPhrase->np2_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local lst1;
            local lst2;

            /* resolve the two underlying lists */
            lst1 = np1_.getVocabMatchList(resolver, results, extraFlags);
            lst2 = np2_.getVocabMatchList(resolver, results, extraFlags);

            /*
             *   the result is the intersection of the two lists, since we
             *   want the list of objects with all of the underlying
             *   vocabulary words
             */
            return intersectNounLists(lst1, lst2);
        }
        getAdjustedTokens()
        {
            local ofLst;

            /* generate the 'of the' list from the original words */
            if (the_ == nil)
                ofLst = [of_, &miscWord];
            else
                ofLst = [of_, &miscWord, the_, &miscWord];

            /* return the full list */
            return np1_.getAdjustedTokens() + ofLst + np2_.getAdjustedTokens();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Simple noun phrase.  This is the most basic noun phrase, which is
     *   simply a noun, optionally preceded by one or more adjectives.
     */

    /*
     *   just a noun
     */
    grammar simpleNounPhrase(noun): nounWord->noun_ : NounPhraseWithVocab
        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            return noun_.getVocabMatchList(resolver, results, extraFlags);
        }
        getAdjustedTokens()
        {
            return noun_.getAdjustedTokens();
        }
    ;

    /*
     *   <adjective> <simple-noun-phrase> (this allows any number of adjectives
     *   to be applied)
     */
    grammar simpleNounPhrase(adjNP): adjWord->adj_ simpleNounPhrase->np_
        : NounPhraseWithVocab

        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   return the list of objects in scope matching our adjective
             *   plus the list from the underlying noun phrase
             */
            return intersectNounLists(
                adj_.getVocabMatchList(resolver, results, extraFlags),
                np_.getVocabMatchList(resolver, results, extraFlags));
        }
        getAdjustedTokens()
        {
            return adj_.getAdjustedTokens() + np_.getAdjustedTokens();
        }
    ;

    /*
     *   A simple noun phrase can also include a number or a quoted string
     *   before or after a noun.  A number can be spelled out or written with
     *   numerals; we consider both forms equivalent in meaning.
     *
     *   A number in this type of usage is grammatically equivalent to an
     *   adjective - it's not meant to quantify the rest of the noun phrase,
     *   but rather is simply an adjective-like modifier.  For example, an
     *   elevator's control panel might have a set of numbered buttons which we
     *   want to refer to as "button 1," "button 2," and so on.  It is
     *   frequently the case that numeric adjectives are equally at home before
     *   or after their noun: "push 3 button" or "push button 3".  In addition,
     *   we accept a number by itself as a lone adjective, as in "push 3".
     */

    /*
     *   just a numeric/string adjective (for things like "push 3", "push #3",
     *   'push "G"')
     */
    grammar simpleNounPhrase(number): literalAdjPhrase->adj_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   note that this counts as an adjective-ending phrase, since we
             *   don't have a noun involved
             */
            results.noteAdjEnding();

            /* pass through to the underlying literal adjective phrase */
            local lst = adj_.getVocabMatchList(resolver, results,
                                               extraFlags | EndsWithAdj);

            /* if in global scope, also try a noun interpretation */
            if (resolver.isGlobalScope)
                lst = adj_.addNounMatchList(lst, resolver, results, extraFlags);

            /* return the result */
            return lst;
        }
        getAdjustedTokens()
        {
            /* pass through to the underlying literal adjective phrase */
            return adj_.getAdjustedTokens();
        }
    ;

    /*
     *   <literal-adjective> <noun> (for things like "board 44 bus" or 'push
     *   "G" button')
     */
    grammar simpleNounPhrase(numberAndNoun):
        literalAdjPhrase->adj_ nounWord->noun_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local nounList;
            local adjList;

            /* get the list of objects matching the rest of the noun phrase */
            nounList = noun_.getVocabMatchList(resolver, results, extraFlags);

            /* get the list of objects matching the literal adjective */
            adjList = adj_.getVocabMatchList(resolver, results, extraFlags);

            /* intersect the two lists and return the results */
            return intersectNounLists(nounList, adjList);
        }
        getAdjustedTokens()
        {
            return adj_.getAdjustedTokens() + noun_.getAdjustedTokens();
        }
    ;

    /*
     *   <noun> <literal-adjective> (for things like "press button 3" or 'put
     *   tab "A" in slot "B"')
     */
    grammar simpleNounPhrase(nounAndNumber):
        nounWord->noun_ literalAdjPhrase->adj_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local nounList;
            local adjList;

            /* get the list of objects matching the rest of the noun phrase */
            nounList = noun_.getVocabMatchList(resolver, results, extraFlags);

            /* get the literal adjective matches */
            adjList = adj_.getVocabMatchList(resolver, results, extraFlags);

            /* intersect the two lists and return the results */
            return intersectNounLists(nounList, adjList);
        }
        getAdjustedTokens()
        {
            return noun_.getAdjustedTokens() + adj_.getAdjustedTokens();
        }
    ;

    /*
     *   A simple noun phrase can also end in an adjective, which allows
     *   players to refer to objects using only their unique adjectives rather
     *   than their full names, which is sometimes more convenient: just "take
     *   gold" rather than "take gold key."
     *
     *   When a particular phrase can be interpreted as either ending in an
     *   adjective or ending in a noun, we will always take the noun-ending
     *   interpretation - in such cases, the adjective-ending interpretation is
     *   probably a weak binding.  For example, "take pizza" almost certainly
     *   refers to the pizza itself when "pizza" and "pizza box" are both
     *   present, but it can also refer just to the box when no pizza is
     *   present.
     *
     *   Equivalent to a noun phrase ending in an adjective is a noun phrase
     *   ending with an adjective followed by "one," as in "the red one."
     */
    grammar simpleNounPhrase(adj): adjWord->adj_ : NounPhraseWithVocab
        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* note in the results that we end in an adjective */
            results.noteAdjEnding();

            /* generate a list of objects matching the adjective */
            local lst = adj_.getVocabMatchList(
                resolver, results, extraFlags | EndsWithAdj);

            /* if in global scope, also try a noun interpretation */
            if (resolver.isGlobalScope)
                lst = adj_.addNounMatchList(lst, resolver, results, extraFlags);

            /* return the result */
            return lst;
        }
        getAdjustedTokens()
        {
            /* return the adjusted token list for the adjective */
            return adj_.getAdjustedTokens();
        }
    ;

    grammar simpleNounPhrase(adjAndOne): adjective->adj_ 'one'
        : NounPhraseWithVocab
        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   This isn't exactly an adjective ending, but consider it as
             *   such anyway, since we're not matching 'one' to a vocabulary
             *   word - we're just using it as a grammatical marker that we're
             *   not providing a real noun.  If there's another match for
             *   which 'one' is a noun, that one is definitely preferred to
             *   this one; the adj-ending marking will ensure that we choose
             *   the other one.
             */
            results.noteAdjEnding();

            /* generate a list of objects matching the adjective */
            return getWordMatches(adj_, &adjective, resolver,
                                  extraFlags | EndsWithAdj, VocabTruncated);
        }
        getAdjustedTokens()
        {
            return [adj_, &adjective];
        }
    ;

    /*
     *   In the worst case, a simple noun phrase can be constructed from
     *   arbitrary words that don't appear in our dictionary.
     */
    grammar simpleNounPhrase(misc):
        [badness 200] miscWordList->lst_ : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* get the match list from the underlying list */
            local lst = lst_.getVocabMatchList(resolver, results, extraFlags);

            /*
             *   If there are no matches, note in the results that we have an
             *   arbitrary word list.  Note that we do this only if there are
             *   no matches, because we might match non-dictionary words to an
             *   object with a wildcard in its vocabulary words, in which case
             *   this is a valid, matching phrase after all.
             */
            if (lst == nil || lst.length() == 0)
                results.noteMiscWordList(lst_.getOrigText());

            /* return the match list */
            return lst;
        }
        getAdjustedTokens()
        {
            return lst_.getAdjustedTokens();
        }
    ;

    /*
     *   If the command has qualifiers but omits everything else, we can have
     *   an empty simple noun phrase.
     */
    grammar simpleNounPhrase(empty): [badness 600] : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* we have an empty noun phrase */
            return results.emptyNounPhrase(resolver);
        }
        getAdjustedTokens()
        {
            return [];
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An AdjPhraseWithVocab is an English-specific subclass of
     *   NounPhraseWithVocab, specifically for noun phrases that contain
     *   entirely adjectives.
     */
    class AdjPhraseWithVocab: NounPhraseWithVocab
        /* the property for the adjective literal - this is usually adj_ */
        adjVocabProp = &adj_

        /*
         *   Add the vocabulary matches that we'd get if we were treating our
         *   adjective as a noun.  This combines the noun interpretation with a
         *   list of matches we got for the adjective version.
         */
        addNounMatchList(lst, resolver, results, extraFlags)
        {
            /* get the word matches with a noun interpretation of our adjective */
            local nLst = getWordMatches(
                self.(adjVocabProp), &noun, resolver, extraFlags, VocabTruncated);

            /* combine the lists and return the result */
            return combineWordMatches(lst, nLst);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A "literal adjective" phrase is a number or string used as an
     *   adjective.
     */
    grammar literalAdjPhrase(number):
        numberPhrase->num_ | poundNumberPhrase->num_
        : AdjPhraseWithVocab

        adj_ = (num_.getStrVal())
        getVocabMatchList(resolver, results, extraFlags)
        {
            local numList;

            /*
             *   get the list of objects matching the numeral form of the
             *   number as an adjective
             */
            numList = getWordMatches(num_.getStrVal(), &adjective,
                                     resolver, extraFlags, VocabTruncated);

            /* add the list of objects matching the special '#' wildcard */
            numList += getWordMatches('#', &adjective, resolver,
                                      extraFlags, VocabTruncated);

            /* return the combined lists */
            return numList;
        }
        getAdjustedTokens()
        {
            return [num_.getStrVal(), &adjective];
        }
    ;

    grammar literalAdjPhrase(string): quotedStringPhrase->str_
        : AdjPhraseWithVocab

        adj_ = (str_.getStringText().toLower())
        getVocabMatchList(resolver, results, extraFlags)
        {
            local strList;
            local wLst;

            /*
             *   get the list of objects matching the string with the quotes
             *   removed
             */
            strList = getWordMatches(str_.getStringText().toLower(),
                                     &literalAdjective,
                                     resolver, extraFlags, VocabTruncated);

            /* add the list of objects matching the literal-adjective wildcard */
            wLst = getWordMatches('\u0001', &literalAdjective, resolver,
                                  extraFlags, VocabTruncated);
            strList = combineWordMatches(strList, wLst);

            /* return the combined lists */
            return strList;
        }
        getAdjustedTokens()
        {
            return [str_.getStringText().toLower(), &adjective];
        }
    ;

    /*
     *   In many cases, we might want to write what is semantically a literal
     *   string qualifier without the quotes.  For example, we might want to
     *   refer to an elevator button that's labeled "G" as simply "button G",
     *   without any quotes around the "G".  To accommodate these cases, we
     *   provide the literalAdjective part-of-speech.  We'll match these parts
     *   of speech the same way we'd match them if they were quoted.
     */
    grammar literalAdjPhrase(literalAdj): literalAdjective->adj_
        : AdjPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local lst;

            /* get a list of objects in scope matching our literal adjective */
            lst = getWordMatches(adj_, &literalAdjective, resolver,
                                 extraFlags, VocabTruncated);

            /* if the scope is global, also include ordinary adjective matches */
            if (resolver.isGlobalScope)
            {
                /* get the ordinary adjective bindings */
                local aLst = getWordMatches(adj_, &adjective, resolver,
                                            extraFlags, VocabTruncated);

                /* global scope - combine the lists */
                lst = combineWordMatches(lst, aLst);
            }

            /* return the result */
            return lst;
        }
        getAdjustedTokens()
        {
            return [adj_, &literalAdjective];
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A noun word.  This can be either a simple 'noun' vocabulary word, or
     *   it can be an abbreviated noun with a trailing abbreviation period.
     */
    class NounWordProd: NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            local w;
            local nLst;

            /* get our word text */
            w = getNounText();

            /* get the list of matches as nouns */
            nLst = getWordMatches(w, &noun, resolver, extraFlags, VocabTruncated);

            /*
             *   If the resolver indicates that we're in a "global" scope,
             *   *also* include any additional matches as adjectives.
             *
             *   Normally, when we're operating in limited, local scopes, we
             *   use the structure of the phrasing to determine whether to
             *   match a noun or adjective; if we have a match for a given word
             *   as a noun, we'll treat it only as a noun.  This allows us to
             *   take PIZZA to refer to the pizza (for which 'pizza' is defined
             *   as a noun) rather than to the PIZZA BOX (for which 'pizza' is
             *   a mere adjective) when both are in scope.  It's obvious which
             *   the player means in such cases, so we can be smart about
             *   choosing the stronger match.
             *
             *   In cases of global scope, though, it's much harder to guess
             *   about the player's intentions.  When the player types PIZZA,
             *   they might be thinking of the box even though there's a pizza
             *   somewhere else in the game.  Since the two objects might be in
             *   entirely different locations, both out of view, we can't
             *   assume that one or the other is more likely on the basis of
             *   which is closer to the player's senses.  So, it's better to
             *   allow both to match for now, and decide later, based on the
             *   context of the command, which was actually meant.
             */
            if (resolver.isGlobalScope)
            {
                /* get the list of matching adjectives */
                local aLst = getWordMatches(w, &adjective, resolver,
                                            extraFlags, VocabTruncated);

                /* combine it with the noun list */
                nLst = combineWordMatches(nLst, aLst);
            }

            /* return the match list */
            return nLst;
        }
        getAdjustedTokens()
        {
            /* the noun includes the period as part of the literal text */
            return [getNounText(), &noun];
        }

        /* the actual text of the noun to match to the dictionary */
        getNounText() { return noun_; }
    ;

    grammar nounWord(noun): noun->noun_ : NounWordProd
    ;

    grammar nounWord(nounAbbr): noun->noun_ tokAbbrPeriod->period_
        : NounWordProd

        /*
         *   for dictionary matching purposes, include the text of our noun
         *   with the period attached - the period is part of the dictionary
         *   entry for an abbreviated word
         */
        getNounText() { return noun_ + period_; }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An adjective word.  This can be either a simple 'adjective' vocabulary
     *   word, or it can be an 'adjApostS' vocabulary word plus a 's token.
     */
    grammar adjWord(adj): adjective->adj_ : AdjPhraseWithVocab
        /* generate a list of resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* return a list of objects in scope matching our adjective */
            return getWordMatches(adj_, &adjective, resolver,
                                  extraFlags, VocabTruncated);
        }
        getAdjustedTokens()
        {
            return [adj_, &adjective];
        }
    ;

    grammar adjWord(adjApostS): adjApostS->adj_ tokApostropheS->apost_
        : AdjPhraseWithVocab
        /* generate a list of resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* return a list of objects in scope matching our adjective */
            return getWordMatches(adj_, &adjApostS, resolver,
                                  extraFlags, VocabTruncated);
        }
        getAdjustedTokens()
        {
            return [adj_, &adjApostS];
        }
    ;

    grammar adjWord(adjAbbr): adjective->adj_ tokAbbrPeriod->period_
        : AdjPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   return the list matching our adjective *with* the period
             *   attached; the period is part of the dictionary entry for an
             *   abbreviated word
             */
            return getWordMatches(adj_ + period_, &adjective, resolver,
                                  extraFlags, VocabTruncated);
        }
        getAdjustedTokens()
        {
            /* the adjective includes the period as part of the literal text */
            return [adj_ + period_, &adjective];
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Possessive phrase.  This is a noun phrase expressing ownership of
     *   another object.
     *
     *   Note that all possessive phrases that can possibly be ambiguous must
     *   define getOrigMainText() to return the "main noun phrase" text.  In
     *   English, this means that we must omit any "'s" suffix.  This is needed
     *   only when the phrase can be ambiguous, so pronouns don't need it since
     *   they are inherently unambiguous.
     */
    grammar possessiveAdjPhrase(its): 'its' : ItsAdjProd
        /* we only agree with a singular ungendered noun */
        checkAnaphorAgreement(lst)
            { return lst.length() == 1 && lst[1].obj_.canMatchIt; }
    ;
    grammar possessiveAdjPhrase(his): 'his' : HisAdjProd
        /* we only agree with a singular masculine noun */
        checkAnaphorAgreement(lst)
            { return lst.length() == 1 && lst[1].obj_.canMatchHim; }
    ;
    grammar possessiveAdjPhrase(her): 'her' : HerAdjProd
        /* we only agree with a singular feminine noun */
        checkAnaphorAgreement(lst)
            { return lst.length() == 1 && lst[1].obj_.canMatchHer; }
    ;
    grammar possessiveAdjPhrase(their): 'their' : TheirAdjProd
        /* we only agree with a single noun that has plural usage */
        checkAnaphorAgreement(lst)
            { return lst.length() == 1 && lst[1].obj_.isPlural; }
    ;
    grammar possessiveAdjPhrase(your): 'your' : YourAdjProd
        /* we are non-anaphoric */
        checkAnaphorAgreement(lst) { return nil; }
    ;
    grammar possessiveAdjPhrase(my): 'my' : MyAdjProd
        /* we are non-anaphoric */
        checkAnaphorAgreement(lst) { return nil; }
    ;

    grammar possessiveAdjPhrase(npApostropheS):
        ('the' | ) nounPhrase->np_ tokApostropheS->apost_ : LayeredNounPhraseProd

        /* get the original text without the "'s" suffix */
        getOrigMainText()
        {
            /* return just the basic noun phrase part */
            return np_.getOrigText();
        }
    ;

    grammar possessiveAdjPhrase(ppApostropheS):
        ('the' | ) pluralPhrase->np_
           (tokApostropheS->apost_ | tokPluralApostrophe->apost_)
        : LayeredNounPhraseProd

        /* get the original text without the "'s" suffix */
        getOrigMainText()
        {
            /* return just the basic noun phrase part */
            return np_.getOrigText();
        }

        resolveNouns(resolver, results)
        {
            /* note that we have a plural phrase, structurally speaking */
            results.notePlural();

            /* inherit the default handling */
            return inherited(resolver, results);
        }

        /* the possessive phrase is plural */
        isPluralPossessive = true
    ;

    /*
     *   Possessive noun phrases.  These are similar to possessive phrases, but
     *   are stand-alone phrases that can act as nouns rather than as
     *   qualifiers for other noun phrases.  For example, for a first-person
     *   player character, "mine" would be a possessive noun phrase referring
     *   to an object owned by the player character.
     *
     *   Note that many of the words used for possessive nouns are the same as
     *   for possessive adjectives - for example "his" is the same in either
     *   case, as are "'s" words.  However, we make the distinction internally
     *   because the two have different grammatical uses, and some of the words
     *   do differ ("her" vs "hers", for example).
     */
    grammar possessiveNounPhrase(its): 'its': ItsNounProd;
    grammar possessiveNounPhrase(his): 'his': HisNounProd;
    grammar possessiveNounPhrase(hers): 'hers': HersNounProd;
    grammar possessiveNounPhrase(theirs): 'theirs': TheirsNounProd;
    grammar possessiveNounPhrase(yours): 'yours' : YoursNounProd;
    grammar possessiveNounPhrase(mine): 'mine' : MineNounProd;

    grammar possessiveNounPhrase(npApostropheS):
        ('the' | )
        (nounPhrase->np_ tokApostropheS->apost_
         | pluralPhrase->np (tokApostropheS->apost_ | tokPluralApostrophe->apost_))
        : LayeredNounPhraseProd

        /* get the original text without the "'s" suffix */
        getOrigMainText()
        {
            /* return just the basic noun phrase part */
            return np_.getOrigText();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Simple plural phrase.  This is the most basic plural phrase, which is
     *   simply a plural noun, optionally preceded by one or more adjectives.
     *
     *   (English doesn't have any sort of adjective declension in number, so
     *   there's no need to distinguish between plural and singular adjectives;
     *   this equivalent rule in languages with adjective-noun agreement in
     *   number would use plural adjectives here as well as plural nouns.)
     */
    grammar simplePluralPhrase(plural): plural->plural_ : NounPhraseWithVocab
        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            local lst;

            /* get the list of matching plurals */
            lst = getWordMatches(plural_, &plural, resolver,
                                 extraFlags, PluralTruncated);

            /* get the list of matching 'noun' definitions */
            local nLst = getWordMatches(plural_, &noun, resolver,
                                        extraFlags, VocabTruncated);

            /* get the combined list */
            local comboLst = combineWordMatches(lst, nLst);

            /*
             *   If we're in global scope, add in the matches for just plain
             *   'noun' properties as well.  This is important because we'll
             *   sometimes want to define a word that's actually a plural
             *   usage (in terms of the real-world English) under the 'noun'
             *   property.  This occurs particularly when a single game-world
             *   object represents a multiplicity of real-world objects.  When
             *   the scope is global, it's hard to anticipate all of the
             *   possible interactions with vocabulary along these lines, so
             *   it's easiest just to include the 'noun' matches.
             */
            if (resolver.isGlobalScope)
            {
                /* keep the combined list */
                lst = comboLst;
            }
            else if (comboLst.length() > lst.length())
            {
                /*
                 *   ordinary scope, so don't include the noun matches; but
                 *   since we found extra items to add, at least mark the
                 *   plural matches as potentially ambiguous
                 */
                lst.forEach({x: x.flags_ |= UnclearDisambig});
            }

            /* return the result list */
            return lst;
        }
        getAdjustedTokens()
        {
            return [plural_, &plural];
        }
    ;

    grammar simplePluralPhrase(adj): adjWord->adj_ simplePluralPhrase->np_ :
        NounPhraseWithVocab

        /* resolve my object list */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   return the list of objects in scope matching our adjective
             *   plus the list from the underlying noun phrase
             */
            return intersectNounLists(
                adj_.getVocabMatchList(resolver, results, extraFlags),
                np_.getVocabMatchList(resolver, results, extraFlags));
        }
        getAdjustedTokens()
        {
            return adj_.getAdjustedTokens() + np_.getAdjustedTokens();
        }
    ;

    grammar simplePluralPhrase(poundNum):
        poundNumberPhrase->num_ simplePluralPhrase->np_
        : NounPhraseWithVocab

        /* resolve my object list */
        getVocabMatchList(resolver, results, extraFlags)
        {
            local baseList;
            local numList;

            /* get the base list for the rest of the phrase */
            baseList = np_.getVocabMatchList(resolver, results, extraFlags);

            /* get the numeric matches, including numeric wildcards */
            numList = getWordMatches(num_.getStrVal(), &adjective,
                                     resolver, extraFlags, VocabTruncated)
                      + getWordMatches('#', &adjective,
                                       resolver, extraFlags, VocabTruncated);

            /* return the intersection of the lists */
            return intersectNounLists(numList, baseList);
        }
        getAdjustedTokens()
        {
            return [num_.getStrVal(), &adjective] + np_.getAdjustedTokens();
        }
    ;

    /*
     *   A simple plural phrase can end with an adjective and "ones," as in
     *   "the red ones."
     */
    grammar simplePluralPhrase(adjAndOnes): adjective->adj_ 'ones'
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* generate a list of objects matching the adjective */
            return getWordMatches(adj_, &adjective, resolver,
                                  extraFlags | EndsWithAdj, VocabTruncated);
        }
        getAdjustedTokens()
        {
            return [adj_, &adjective];
        }
    ;

    /*
     *   If the command has qualifiers that require a plural, but omits
     *   everything else, we can have an empty simple noun phrase.
     */
    grammar simplePluralPhrase(empty): [badness 600] : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* we have an empty noun phrase */
            return results.emptyNounPhrase(resolver);
        }
        getAdjustedTokens()
        {
            return [];
        }
    ;

    /*
     *   A simple plural phrase can match unknown words as a last resort.
     */
    grammar simplePluralPhrase(misc):
        [badness 300] miscWordList->lst_ : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* get the match list from the underlying list */
            local lst = lst_.getVocabMatchList(resolver, results, extraFlags);

            /*
             *   if there are no matches, note in the results that we have an
             *   arbitrary word list that doesn't correspond to any object
             */
            if (lst == nil || lst.length() == 0)
                results.noteMiscWordList(lst_.getOrigText());

            /* return the vocabulary match list */
            return lst;
        }
        getAdjustedTokens()
        {
            return lst_.getAdjustedTokens();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An "adjective phrase" is a phrase made entirely of adjectives.
     */
    grammar adjPhrase(adj): adjective->adj_ : AdjPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* note the adjective ending */
            results.noteAdjEnding();

            /* return the match list */
            local lst = getWordMatches(adj_, &adjective, resolver,
                                       extraFlags | EndsWithAdj, VocabTruncated);

            /* if in global scope, also try a noun interpretation */
            if (resolver.isGlobalScope)
                lst = addNounMatchList(lst, resolver, results, extraFlags);

            /* return the result */
            return lst;
        }

        getAdjustedTokens()
        {
            return [adj_, &adjective];
        }
    ;

    grammar adjPhrase(adjAdj): adjective->adj_ adjPhrase->ap_
        : NounPhraseWithVocab
        /* generate a list of my resolved objects */
        getVocabMatchList(resolver, results, extraFlags)
        {
            /*
             *   return the list of objects in scope matching our adjective
             *   plus the list from the underlying adjective phrase
             */
            return intersectWordMatches(
                adj_, &adjective, resolver, extraFlags, VocabTruncated,
                ap_.getVocabMatchList(resolver, results, extraFlags));
        }
        getAdjustedTokens()
        {
            return [adj_, &adjective] + ap_.getAdjustedTokens();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A "topic" is a special type of noun phrase used in commands like "ask
     *   <actor> about <topic>."  We define a topic as simply an ordinary
     *   single-noun phrase.  We distinguish this in the grammar to allow games
     *   to add special syntax for these.
     */
    grammar topicPhrase(main): singleNoun->np_ : TopicProd
    ;

    /*
     *   Explicitly match a miscellaneous word list as a topic.
     *
     *   This might seem redundant with the ordinary topicPhrase that accepts a
     *   singleNoun, because singleNoun can match a miscellaneous word list.
     *   The difference is that singleNoun only matches a miscWordList with a
     *   "badness" value, whereas we match a miscWordList here without any
     *   badness.  We want to be more tolerant of unrecognized input in topic
     *   phrases than in ordinary noun phrases, because it's in the nature of
     *   topic phrases to go outside of what's implemented directly in the
     *   simulation model.  At a grammatical level, we don't want to treat
     *   topic phrases that we can resolve to the simulation model any
     *   differently than we treat those we can't resolve, so we must add this
     *   rule to eliminate the badness that singleNoun associated with a
     *   miscWordList match.
     *
     *   Note that we do prefer resolvable noun phrase matches to miscWordList
     *   matches, but we handle this preference with the resolver's scoring
     *   mechanism rather than with badness.
     */
    grammar topicPhrase(misc): miscWordList->np_ : TopicProd
       resolveNouns(resolver, results)
       {
           /* note in the results that we have an arbitrary word list */
           results.noteMiscWordList(np_.getOrigText());

           /* inherit the default TopicProd behavior */
           return inherited(resolver, results);
       }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A "quoted string" phrase is a literal enclosed in single or double
     *   quotes.
     *
     *   Note that this is a separate production from literalPhrase.  This
     *   production can be used when *only* a quoted string is allowed.  The
     *   literalPhrase production allows both quoted and unquoted text.
     */
    grammar quotedStringPhrase(main): tokString->str_ : LiteralProd
        /*
         *   get my string, with the quotes trimmed off (so we return simply
         *   the contents of the string)
         */
        getStringText() { return stripQuotesFrom(str_); }
    ;

    /*
     *   Service routine: strip quotes from a *possibly* quoted string.  If the
     *   string starts with a quote, we'll remove the open quote.  If it starts
     *   with a quote and it ends with a corresponding close quote, we'll
     *   remove that as well.
     */
    stripQuotesFrom(str)
    {
        local hasOpen;
        local hasClose;

        /* presume we won't find open or close quotes */
        hasOpen = hasClose = nil;

        /*
         *   Check for quotes.  We'll accept regular ASCII "straight" single
         *   or double quotes, as well as Latin-1 curly single or double
         *   quotes.  The curly quotes must be used in their normal
         */
        if (str.startsWith('\'') || str.startsWith('"'))
        {
            /* single or double quote - check for a matching close quote */
            hasOpen = true;
            hasClose = (str.length() > 2 && str.endsWith(str.substr(1, 1)));
        }
        else if (str.startsWith('`'))
        {
            /* single in-slanted quote - check for either type of close */
            hasOpen = true;
            hasClose = (str.length() > 2
                        && (str.endsWith('`') || str.endsWith('\'')));
        }
        else if (str.startsWith('\u201C'))
        {
            /* it's a curly double quote */
            hasOpen = true;
            hasClose = str.endsWith('\u201D');
        }
        else if (str.startsWith('\u2018'))
        {
            /* it's a curly single quote */
            hasOpen = true;
            hasClose = str.endsWith('\u2019');
        }

        /* trim off the quotes */
        if (hasOpen)
        {
            if (hasClose)
                str = str.substr(2, str.length() - 2);
            else
                str = str.substr(2);
        }

        /* return the modified text */
        return str;
    }

    /* ------------------------------------------------------------------------ */
    /*
     *   A "literal" is essentially any phrase.  This can include a quoted
     *   string, a number, or any set of word tokens.
     */
    grammar literalPhrase(string): quotedStringPhrase->str_ : LiteralProd
        getLiteralText(results, action, which)
        {
            /* get the text from our underlying quoted string */
            return str_.getStringText();
        }

        getTentativeLiteralText()
        {
            /*
             *   our result will never change, so our tentative text is the
             *   same as our regular literal text
             */
            return str_.getStringText();
        }

        resolveLiteral(results)
        {
            /* flag the literal text */
            results.noteLiteral(str_.getOrigText());
        }
    ;

    grammar literalPhrase(miscList): miscWordList->misc_ : LiteralProd
        getLiteralText(results, action, which)
        {
            /* get my original text */
            local txt = misc_.getOrigText();

            /*
             *   if our underlying miscWordList has only one token, strip
             *   quotes, in case that token is a quoted string token
             */
            if (misc_.getOrigTokenList().length() == 1)
                txt = stripQuotesFrom(txt);

            /* return the text */
            return txt;
        }

        getTentativeLiteralText()
        {
            /* our regular text is permanent, so simply use it now */
            return misc_.getOrigText();
        }

        resolveLiteral(results)
        {
            /*
             *   note the length of our literal phrase - when we have a choice
             *   of interpretations, we prefer to choose shorter literal
             *   phrases, since this means that we'll have more of our tokens
             *   being fully interpreted rather than bunched into an
             *   uninterpreted literal
             */
            results.noteLiteral(misc_.getOrigText());
        }
    ;

    /*
     *   In case we have a verb grammar rule that calls for a literal phrase,
     *   but the player enters a command with nothing in that slot, match an
     *   empty token list as a last resort.  Since this phrasing has a badness,
     *   we won't match it unless we don't have any better structural match.
     */
    grammar literalPhrase(empty): [badness 400]: EmptyLiteralPhraseProd
        resolveLiteral(results) { }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   An miscellaneous word list is a list of one or more words of any kind:
     *   any word, any integer, or any apostrophe-S token will do.  Note that
     *   known and unknown words can be mixed in an unknown word list; we care
     *   only that the list is made up of tokWord, tokInt, tokApostropheS,
     *   and/or abbreviation-period tokens.
     *
     *   Note that this kind of phrase is often used with a 'badness' value.
     *   However, we don't assign any badness here, because a miscellaneous
     *   word list might be perfectly valid in some contexts; instead, any
     *   productions that include a misc word list should specify badness as
     *   desired.
     */
    grammar miscWordList(wordOrNumber):
        tokWord->txt_ | tokInt->txt_ | tokApostropheS->txt_
        | tokPluralApostrophe->txt_
        | tokPoundInt->txt_ | tokString->txt_ | tokAbbrPeriod->txt_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* we don't match anything directly with our vocabulary */
            return [];
        }
        getAdjustedTokens()
        {
            /* our token type is the special miscellaneous word type */
            return [txt_, &miscWord];
        }
    ;

    grammar miscWordList(list):
        (tokWord->txt_ | tokInt->txt_ | tokApostropheS->txt_
         | tokPluralApostrophe->txt_ | tokAbbrPeriod->txt_
         | tokPoundInt->txt_ | tokString->txt_) miscWordList->lst_
        : NounPhraseWithVocab
        getVocabMatchList(resolver, results, extraFlags)
        {
            /* we don't match anything directly with our vocabulary */
            return [];
        }
        getAdjustedTokens()
        {
            /* our token type is the special miscellaneous word type */
            return [txt_, &miscWord] + lst_.getAdjustedTokens();
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   A main disambiguation phrase consists of a disambiguation phrase,
     *   optionally terminated with a period.
     */
    grammar mainDisambigPhrase(main):
        disambigPhrase->dp_
        | disambigPhrase->dp_ '.'
        : BasicProd
        resolveNouns(resolver, results)
        {
            return dp_.resolveNouns(resolver, results);
        }
        getResponseList() { return dp_.getResponseList(); }
    ;

    /*
     *   A "disambiguation phrase" is a phrase that answers a disambiguation
     *   question ("which book do you mean...").
     *
     *   A disambiguation question can be answered with several types of
     *   syntax:
     *
     *.  all/everything/all of them
     *.  both/both of them
     *.  any/any of them
     *.  <disambig list>
     *.  the <ordinal list> ones
     *.  the former/the latter
     *
     *   Note that we assign non-zero badness to all of the ordinal
     *   interpretations, so that we will take an actual vocabulary
     *   interpretation instead of an ordinal interpretation whenever possible.
     *   For example, if an object's name is actually "the third button," this
     *   will give us greater affinity for using "third" as an adjective than
     *   as an ordinal in our own list.
     */
    grammar disambigPhrase(all):
        'all' | 'everything' | 'all' 'of' 'them' : DisambigProd
        resolveNouns(resolver, results)
        {
            /* they want everything we proposed - return the whole list */
            return removeAmbigFlags(resolver.getAll(self));
        }

        /* there's only me in the response list */
        getResponseList() { return [self]; }
    ;

    grammar disambigPhrase(both): 'both' | 'both' 'of' 'them' : DisambigProd
        resolveNouns(resolver, results)
        {
            /*
             *   they want two items - return the whole list (if it has more
             *   than two items, we'll simply act as though they wanted all of
             *   them)
             */
            return removeAmbigFlags(resolver.getAll(self));
        }

        /* there's only me in the response list */
        getResponseList() { return [self]; }
    ;

    grammar disambigPhrase(any): 'any' | 'any' 'of' 'them' : DisambigProd
        resolveNouns(resolver, results)
        {
            local lst;

            /* they want any item - arbitrarily pick the first one */
            lst = resolver.matchList.sublist(1, 1);

            /*
             *   add the "unclear disambiguation" flag to the item we picked,
             *   to indicate that the selection was arbitrary
             */
            if (lst.length() > 0)
                lst[1].flags_ |= UnclearDisambig;

            /* return the result */
            return lst;
        }

        /* there's only me in the response list */
        getResponseList() { return [self]; }
    ;

    grammar disambigPhrase(list): disambigList->lst_ : DisambigProd
        resolveNouns(resolver, results)
        {
            return removeAmbigFlags(lst_.resolveNouns(resolver, results));
        }

        /* there's only me in the response list */
        getResponseList() { return lst_.getResponseList(); }
    ;

    grammar disambigPhrase(ordinalList):
        disambigOrdinalList->lst_ 'ones'
        | 'the' disambigOrdinalList->lst_ 'ones'
        : DisambigProd

        resolveNouns(resolver, results)
        {
            /* return the list with the ambiguity flags removed */
            return removeAmbigFlags(lst_.resolveNouns(resolver, results));
        }

        /* the response list consists of my single ordinal list item */
        getResponseList() { return [lst_]; }
    ;

    /*
     *   A disambig list consists of one or more disambig list items, connected
     *   by noun phrase conjunctions.
     */
    grammar disambigList(single): disambigListItem->item_ : DisambigProd
        resolveNouns(resolver, results)
        {
            return item_.resolveNouns(resolver, results);
        }

        /* the response list consists of my single item */
        getResponseList() { return [item_]; }
    ;

    grammar disambigList(list):
        disambigListItem->item_ commandOrNounConjunction disambigList->lst_
        : DisambigProd

        resolveNouns(resolver, results)
        {
            return item_.resolveNouns(resolver, results)
                + lst_.resolveNouns(resolver, results);
        }

        /* my response list consists of each of our list items */
        getResponseList() { return [item_] + lst_.getResponseList(); }
    ;

    /*
     *   Base class for ordinal disambiguation items
     */
    class DisambigOrdProd: DisambigProd
        resolveNouns(resolver, results)
        {
            /* note the ordinal match */
            results.noteDisambigOrdinal();

            /* select the result by the ordinal */
            return selectByOrdinal(ord_, resolver, results);
        }

        selectByOrdinal(ordTok, resolver, results)
        {
            local idx;
            local matchList = resolver.ordinalMatchList;

            /*
             *   look up the meaning of the ordinal word (note that we assume
             *   that each ordinalWord is unique, since we only create one of
             *   each)
             */
            idx = cmdDict.findWord(ordTok, &ordinalWord)[1].numval;

            /*
             *   if it's the special value -1, it indicates that we should
             *   select the *last* item in the list
             */
            if (idx == -1)
                idx = matchList.length();

            /* if it's outside the limits of the match list, it's an error */
            if (idx > matchList.length())
            {
                /* note the problem */
                results.noteOrdinalOutOfRange(ordTok);

                /* no results */
                return [];
            }

            /* return the selected item as a one-item list */
            return matchList.sublist(idx, 1);
        }
    ;

    /*
     *   A disambig vocab production is the base class for disambiguation
     *   phrases that involve vocabulary words.
     */
    class DisambigVocabProd: DisambigProd
    ;

    /*
     *   A disambig list item consists of:
     *
     *.  first/second/etc
     *.  the first/second/etc
     *.  first one/second one/etc
     *.  the first one/the second one/etc
     *.  <compound noun phrase>
     *.  possessive
     */

    grammar disambigListItem(ordinal):
        ordinalWord->ord_
        | ordinalWord->ord_ 'one'
        | 'the' ordinalWord->ord_
        | 'the' ordinalWord->ord_ 'one'
        : DisambigOrdProd
    ;

    grammar disambigListItem(noun):
        completeNounPhraseWithoutAll->np_
        | terminalNounPhrase->np_
        : DisambigVocabProd
        resolveNouns(resolver, results)
        {
            /* get the matches for the underlying noun phrase */
            local lst = np_.resolveNouns(resolver, results);

            /* note the matches */
            results.noteMatches(lst);

            /* return the match list */
            return lst;
        }
    ;

    grammar disambigListItem(plural):
        pluralPhrase->np_
        : DisambigVocabProd
        resolveNouns(resolver, results)
        {
            local lst;

            /*
             *   get the underlying match list; since we explicitly have a
             *   plural, the result doesn't need to be unique, so simply
             *   return everything we find
             */
            lst = np_.resolveNouns(resolver, results);

            /*
             *   if we didn't get anything, it's an error; otherwise, take
             *   everything, since we explicitly wanted a plural usage
             */
            if (lst.length() == 0)
                results.noMatch(resolver.getAction(), np_.getOrigText());
            else
                results.noteMatches(lst);

            /* return the list */
            return lst;
        }
    ;

    grammar disambigListItem(possessive): possessiveNounPhrase->poss_
        : DisambigPossessiveProd
    ;

    /*
     *   A disambig ordinal list consists of two or more ordinal words
     *   separated by noun phrase conjunctions.  Note that there is a minimum
     *   of two entries in the list.
     */
    grammar disambigOrdinalList(tail):
        ordinalWord->ord1_ ('and' | ',') ordinalWord->ord2_ : DisambigOrdProd
        resolveNouns(resolver, results)
        {
            /* note the pair of ordinal matches */
            results.noteDisambigOrdinal();
            results.noteDisambigOrdinal();

            /* combine the selections of our two ordinals */
            return selectByOrdinal(ord1_, resolver, results)
                + selectByOrdinal(ord2_, resolver, results);
        }
    ;

    grammar disambigOrdinalList(head):
        ordinalWord->ord_ ('and' | ',') disambigOrdinalList->lst_
        : DisambigOrdProd
        resolveNouns(resolver, results)
        {
            /* note the ordinal match */
            results.noteDisambigOrdinal();

            /* combine the selections of our ordinal and the sublist */
            return selectByOrdinal(ord_, resolver, results)
                + lst_.resolveNouns(resolver, results);
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Ordinal words.  We define a limited set of these, since we only use
     *   them in a few special contexts where it would be unreasonable to need
     *   even as many as define here.
     */
    #define defOrdinal(str, val) object ordinalWord=#@str numval=val

    defOrdinal(former, 1);
    defOrdinal(first, 1);
    defOrdinal(second, 2);
    defOrdinal(third, 3);
    defOrdinal(fourth, 4);
    defOrdinal(fifth, 5);
    defOrdinal(sixth, 6);
    defOrdinal(seventh, 7);
    defOrdinal(eighth, 8);
    defOrdinal(ninth, 9);
    defOrdinal(tenth, 10);
    defOrdinal(eleventh, 11);
    defOrdinal(twelfth, 12);
    defOrdinal(thirteenth, 13);
    defOrdinal(fourteenth, 14);
    defOrdinal(fifteenth, 15);
    defOrdinal(sixteenth, 16);
    defOrdinal(seventeenth, 17);
    defOrdinal(eighteenth, 18);
    defOrdinal(nineteenth, 19);
    defOrdinal(twentieth, 20);
    defOrdinal(1st, 1);
    defOrdinal(2nd, 2);
    defOrdinal(3rd, 3);
    defOrdinal(4th, 4);
    defOrdinal(5th, 5);
    defOrdinal(6th, 6);
    defOrdinal(7th, 7);
    defOrdinal(8th, 8);
    defOrdinal(9th, 9);
    defOrdinal(10th, 10);
    defOrdinal(11th, 11);
    defOrdinal(12th, 12);
    defOrdinal(13th, 13);
    defOrdinal(14th, 14);
    defOrdinal(15th, 15);
    defOrdinal(16th, 16);
    defOrdinal(17th, 17);
    defOrdinal(18th, 18);
    defOrdinal(19th, 19);
    defOrdinal(20th, 20);

    /*
     *   the special 'last' ordinal - the value -1 is special to indicate the
     *   last item in a list
     */
    defOrdinal(last, -1);
    defOrdinal(latter, -1);

    /* ------------------------------------------------------------------------ */
    /*
     *   A numeric production.  These can be either spelled-out numbers (such
     *   as "fifty-seven") or numbers entered in digit form (as in "57").
     */
    class NumberProd: BasicProd
        /* get the numeric (integer) value */
        getval() { return 0; }

        /*
         *   Get the string version of the numeric value.  This should return
         *   a string, but the string should be in digit form.  If the
         *   original entry was in digit form, then the original entry should
         *   be returned; otherwise, a string should be constructed from the
         *   integer value.  By default, we'll do the latter.
         */
        getStrVal() { return toString(getval()); }
    ;

    /*
     *   A quantifier is simply a number, entered with numerals or spelled out.
     */
    grammar numberPhrase(digits): tokInt->num_ : NumberProd
        /* get the numeric value */
        getval() { return toInteger(num_); }

        /*
         *   get the string version of the numeric value - since the token was
         *   an integer to start with, return the actual integer value
         */
        getStrVal() { return num_; }
    ;

    grammar numberPhrase(spelled): spelledNumber->num_ : NumberProd
        /* get the numeric value */
        getval() { return num_.getval(); }
    ;

    /*
     *   A number phrase preceded by a pound sign.  We distinguish this kind of
     *   number phrase from plain numbers, since this kind has a somewhat more
     *   limited set of valid contexts.
     */
    grammar poundNumberPhrase(main): tokPoundInt->num_ : NumberProd
        /*
         *   get the numeric value - a tokPoundInt token has a pound sign
         *   followed by digits, so the numeric value is the value of the
         *   substring following the '#' sign
         */
        getval() { return toInteger(num_.substr(2)); }

        /*
         *   get the string value - we have a number token following the '#',
         *   so simply return the part after the '#'
         */
        getStrVal() { return num_.substr(2); }
    ;

    /*
     *   Number literals.  We'll define a set of special objects for numbers:
     *   each object defines a number and a value for the number.
     */
    #define defDigit(num, val) object digitWord=#@num numval=val
    #define defTeen(num, val)  object teenWord=#@num numval=val
    #define defTens(num, val)  object tensWord=#@num numval=val

    defDigit(one, 1);
    defDigit(two, 2);
    defDigit(three, 3);
    defDigit(four, 4);
    defDigit(five, 5);
    defDigit(six, 6);
    defDigit(seven, 7);
    defDigit(eight, 8);
    defDigit(nine, 9);
    defTeen(ten, 10);
    defTeen(eleven, 11);
    defTeen(twelve, 12);
    defTeen(thirteen, 13);
    defTeen(fourteen, 14);
    defTeen(fifteen, 15);
    defTeen(sixteen, 16);
    defTeen(seventeen, 17);
    defTeen(eighteen, 18);
    defTeen(nineteen, 19);
    defTens(twenty, 20);
    defTens(thirty, 30);
    defTens(forty, 40);
    defTens(fifty, 50);
    defTens(sixty, 60);
    defTens(seventy, 70);
    defTens(eighty, 80);
    defTens(ninety, 90);

    grammar spelledSmallNumber(digit): digitWord->num_ : NumberProd
        getval()
        {
            /*
             *   Look up the units word - there should be only one in the
             *   dictionary, since these are our special words.  Return the
             *   object's numeric value property 'numval', which gives the
             *   number for the name.
             */
            return cmdDict.findWord(num_, &digitWord)[1].numval;
        }
    ;

    grammar spelledSmallNumber(teen): teenWord->num_ : NumberProd
        getval()
        {
            /* look up the dictionary word for the number */
            return cmdDict.findWord(num_, &teenWord)[1].numval;
        }
    ;

    grammar spelledSmallNumber(tens): tensWord->num_ : NumberProd
        getval()
        {
            /* look up the dictionary word for the number */
            return cmdDict.findWord(num_, &tensWord)[1].numval;
        }
    ;

    grammar spelledSmallNumber(tensAndUnits):
        tensWord->tens_ '-'->sep_ digitWord->units_
        | tensWord->tens_ digitWord->units_
        : NumberProd
        getval()
        {
            /* look up the words, and add up the values */
            return cmdDict.findWord(tens_, &tensWord)[1].numval
                + cmdDict.findWord(units_, &digitWord)[1].numval;
        }
    ;

    grammar spelledSmallNumber(zero): 'zero' : NumberProd
        getval() { return 0; }
    ;

    grammar spelledHundred(small): spelledSmallNumber->num_ : NumberProd
        getval() { return num_.getval(); }
    ;

    grammar spelledHundred(hundreds): spelledSmallNumber->hun_ 'hundred'
        : NumberProd
        getval() { return hun_.getval() * 100; }
    ;

    grammar spelledHundred(hundredsPlus):
        spelledSmallNumber->hun_ 'hundred' spelledSmallNumber->num_
        | spelledSmallNumber->hun_ 'hundred' 'and'->and_ spelledSmallNumber->num_
        : NumberProd
        getval() { return hun_.getval() * 100 + num_.getval(); }
    ;

    grammar spelledHundred(aHundred): 'a' 'hundred' : NumberProd
        getval() { return 100; }
    ;

    grammar spelledHundred(aHundredPlus):
        'a' 'hundred' 'and' spelledSmallNumber->num_
        : NumberProd
        getval() { return 100 + num_.getval(); }
    ;

    grammar spelledThousand(thousands): spelledHundred->thou_ 'thousand'
        : NumberProd
        getval() { return thou_.getval() * 1000; }
    ;

    grammar spelledThousand(thousandsPlus):
        spelledHundred->thou_ 'thousand' spelledHundred->num_
        : NumberProd
        getval() { return thou_.getval() * 1000 + num_.getval(); }
    ;

    grammar spelledThousand(thousandsAndSmall):
        spelledHundred->thou_ 'thousand' 'and' spelledSmallNumber->num_
        : NumberProd
        getval() { return thou_.getval() * 1000 + num_.getval(); }
    ;

    grammar spelledThousand(aThousand): 'a' 'thousand' : NumberProd
        getval() { return 1000; }
    ;

    grammar spelledThousand(aThousandAndSmall):
        'a' 'thousand' 'and' spelledSmallNumber->num_
        : NumberProd
        getval() { return 1000 + num_.getval(); }
    ;

    grammar spelledMillion(millions): spelledHundred->mil_ 'million': NumberProd
        getval() { return mil_.getval() * 1000000; }
    ;

    grammar spelledMillion(millionsPlus):
        spelledHundred->mil_ 'million'
        (spelledThousand->nxt_ | spelledHundred->nxt_)
        : NumberProd
        getval() { return mil_.getval() * 1000000 + nxt_.getval(); }
    ;

    grammar spelledMillion(aMillion): 'a' 'million' : NumberProd
        getval() { return 1000000; }
    ;

    grammar spelledMillion(aMillionAndSmall):
        'a' 'million' 'and' spelledSmallNumber->num_
        : NumberProd
        getval() { return 1000000 + num_.getval(); }
    ;

    grammar spelledMillion(millionsAndSmall):
        spelledHundred->mil_ 'million' 'and' spelledSmallNumber->num_
        : NumberProd
        getval() { return mil_.getval() * 1000000 + num_.getval(); }
    ;

    grammar spelledNumber(main):
        spelledHundred->num_
        | spelledThousand->num_
        | spelledMillion->num_
        : NumberProd
        getval() { return num_.getval(); }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   "OOPS" command syntax
     */
    grammar oopsCommand(main):
        oopsPhrase->oops_ | oopsPhrase->oops_ '.' : BasicProd
        getNewTokens() { return oops_.getNewTokens(); }
    ;

    grammar oopsPhrase(main):
        'oops' miscWordList->lst_
        | 'oops' ',' miscWordList->lst_
        | 'o' miscWordList->lst_
        | 'o' ',' miscWordList->lst_
        : BasicProd
        getNewTokens() { return lst_.getOrigTokenList(); }
    ;

    grammar oopsPhrase(missing):
        'oops' | 'o'
        : BasicProd
        getNewTokens() { return nil; }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   finishGame options.  We provide descriptions and keywords for the
     *   option objects here, because these are inherently language-specific.
     *
     *   Note that we provide hyperlinks for our descriptions when possible.
     *   When we're in plain text mode, we can't show links, so we'll instead
     *   show an alternate form with the single-letter response highlighted in
     *   the text.  We don't highlight the single-letter response in the
     *   hyperlinked version because (a) if the user wants a shortcut, they can
     *   simply click the hyperlink, and (b) most UI's that show hyperlinks
     *   show a distinctive appearance for the hyperlink itself, so adding even
     *   more highlighting within the hyperlink starts to look awfully busy.
     */
    modify finishOptionQuit
        desc = "<<aHrefAlt('quit', 'QUIT', '<b>Q</b>UIT', 'Leave the story')>>"
        responseKeyword = 'quit'
        responseChar = 'q'
    ;

    modify finishOptionRestore
        desc = "<<aHrefAlt('restore', 'RESTORE', '<b>R</b>ESTORE',
                'Restore a saved position')>> a saved position"
        responseKeyword = 'restore'
        responseChar = 'r'
    ;

    modify finishOptionRestart
        desc = "<<aHrefAlt('restart', 'RESTART', 'RE<b>S</b>TART',
                'Start the story over from the beginning')>> the story"
        responseKeyword = 'restart'
        responseChar = 's'
    ;

    modify finishOptionUndo
        desc = "<<aHrefAlt('undo', 'UNDO', '<b>U</b>NDO',
                'Undo the last move')>> the last move"
        responseKeyword = 'undo'
        responseChar = 'u'
    ;

    modify finishOptionCredits
        desc = "see the <<aHrefAlt('credits', 'CREDITS', '<b>C</b>REDITS',
                'Show credits')>>"
        responseKeyword = 'credits'
        responseChar = 'c'
    ;

    modify finishOptionFullScore
        desc = "see your <<aHrefAlt('full score', 'FULL SCORE',
                '<b>F</b>ULL SCORE', 'Show full score')>>"
        responseKeyword = 'full score'
        responseChar = 'f'
    ;

    modify finishOptionAmusing
        desc = "see some <<aHrefAlt('amusing', 'AMUSING', '<b>A</b>MUSING',
                'Show some amusing things to try')>> things to try"
        responseKeyword = 'amusing'
        responseChar = 'a'
    ;

    modify restoreOptionStartOver
        desc = "<<aHrefAlt('start', 'START', '<b>S</b>TART',
                'Start from the beginning')>> the game from the beginning"
        responseKeyword = 'start'
        responseChar = 's'
    ;

    modify restoreOptionRestoreAnother
        desc = "<<aHrefAlt('restore', 'RESTORE', '<b>R</b>ESTORE',
                'Restore a saved position')>> a different saved position"
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Context for Action.getVerbPhrase().  This keeps track of pronoun
     *   antecedents in cases where we're stringing together a series of verb
     *   phrases.
     */
    class GetVerbPhraseContext: object
        /* get the objective form of an object, using a pronoun as appropriate */
        objNameObj(obj)
        {
            /*
             *   if it's the pronoun antecedent, use the pronoun form;
             *   otherwise, use the full name
             */
            if (obj == pronounObj)
                return obj.itObj;
            else
                return obj.theNameObj;
        }

        /* are we showing the given object pronomially? */
        isObjPronoun(obj) { return (obj == pronounObj); }

        /* set the pronoun antecedent */
        setPronounObj(obj) { pronounObj = obj; }

        /* the pronoun antecedent */
        pronounObj = nil
    ;

    /*
     *   Default getVerbPhrase context.  This can be used when no other context
     *   is needed.  This context instance has no state - it doesn't track any
     *   antecedents.
     */
    defaultGetVerbPhraseContext: GetVerbPhraseContext
        /* we don't remember any antecedents */
        setPronounObj(obj) { }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Implicit action context.  This is passed to the message methods that
     *   generate implicit action announcements, to indicate the context in
     *   which the message is to be used.
     */
    class ImplicitAnnouncementContext: object
        /*
         *   Should we use the infinitive form of the verb, or the participle
         *   form for generating the announcement?  By default, use use the
         *   participle form: "(first OPENING THE BOX)".
         */
        useInfPhrase = nil

        /* is this message going in a list? */
        isInList = nil

        /*
         *   Are we in a sublist of 'just trying' or 'just asking' messages?
         *   (We can only have sublist groupings one level deep, so we don't
         *   need to worry about what kind of sublist we're in.)
         */
        isInSublist = nil

        /* our getVerbPhrase context - by default, don't use one */
        getVerbCtx = nil

        /* generate the announcement message given the action description */
        buildImplicitAnnouncement(txt)
        {
            /* if we're not in a list, make it a full, stand-alone message */
            if (!isInList)
                txt = '<./p0>\n<.assume>first ' + txt + '<./assume>\n';

            /* return the result */
            return txt;
        }
    ;

    /* the standard implicit action announcement context */
    standardImpCtx: ImplicitAnnouncementContext;

    /* the "just trying" implicit action announcement context */
    tryingImpCtx: ImplicitAnnouncementContext
        /*
         *   The action was merely attempted, so use the infinitive phrase in
         *   the announcement: "(first trying to OPEN THE BOX)".
         */
        useInfPhrase = true

        /* build the announcement */
        buildImplicitAnnouncement(txt)
        {
            /*
             *   If we're not in a list of 'trying' messages, add the 'trying'
             *   prefix message to the action description.  This isn't
             *   necessary if we're in a 'trying' list, since the list itself
             *   will have the 'trying' part.
             */
            if (!isInSublist)
                txt = 'trying to ' + txt;

            /* now build the message into the full text as usual */
            return inherited(txt);
        }
    ;

    /*
     *   The "asking question" implicit action announcement context.  By
     *   default, we generate the message exactly the same way we do for the
     *   'trying' case.
     */
    askingImpCtx: tryingImpCtx;

    /*
     *   A class for messages appearing in a list.  Within a list, we want to
     *   keep track of the last direct object, so that we can refer to it with
     *   a pronoun later in the list.
     */
    class ListImpCtx: ImplicitAnnouncementContext, GetVerbPhraseContext
        /*
         *   Set the appropriate base context for the given implicit action
         *   announcement report (an ImplicitActionAnnouncement object).
         */
        setBaseCtx(ctx)
        {
            /*
             *   if this is a failed attempt, use a 'trying' context;
             *   otherwise, use a standard context
             */
            if (ctx.justTrying)
                baseCtx = tryingImpCtx;
            else if (ctx.justAsking)
                baseCtx = askingImpCtx;
            else
                baseCtx = standardImpCtx;
        }

        /* we're in a list */
        isInList = true

        /* we are our own getVerbPhrase context */
        getVerbCtx = (self)

        /* delegate the phrase format to our underlying announcement context */
        useInfPhrase = (delegated baseCtx)

        /* build the announcement using our underlying context */
        buildImplicitAnnouncement(txt) { return delegated baseCtx(txt); }

        /* our base context - we delegate some unoverridden behavior to this */
        baseCtx = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Language-specific Action modifications.
     */
    modify Action
        /*
         *   In the English grammar, all 'predicate' grammar definitions
         *   (which are usually made via the VerbRule macro) are associated
         *   with Action match tree objects; in fact, each 'predicate' grammar
         *   match tree is the specific Action subclass associated with the
         *   grammar for the predicate.  This means that the Action associated
         *   with a grammar match is simply the grammar match object itself.
         *   Hence, we can resolve the action for a 'predicate' match simply
         *   by returning the match itself: it is the Action as well as the
         *   grammar match.
         *
         *   This approach ('grammar predicate' matches are based on Action
         *   subclasses) works well for languages like English that encode the
         *   role of each phrase in the word order of the sentence.
         *
         *   Languages that encode phrase roles using case markers or other
         *   devices tend to be freer with word order.  As a result,
         *   'predicate' grammars for such languages should generally not
         *   attempt to capture all possible word orderings for a given
         *   action, but should instead take the complementary approach of
         *   capturing the possible overall sentence structures independently
         *   of verb phrases, and plug in a verb phrase as a component, just
         *   like noun phrases plug into the English grammar.  In these cases,
         *   the match objects will NOT be Action subclasses; the Action
         *   objects will instead be buried down deeper in the match tree.
         *   Hence, resolveAction() must be defined on whatever class is used
         *   to construct 'predicate' grammar matches, instead of on Action,
         *   since Action will not be a 'predicate' match.
         */
        resolveAction(issuingActor, targetActor) { return self; }

        /*
         *   Return the interrogative pronoun for a missing object in one of
         *   our object roles.  In most cases, this is simply "what", but for
         *   some actions, "whom" is more appropriate (for example, the direct
         *   object of "ask" is implicitly a person, so "whom" is most
         *   appropriate for this role).
         */
        whatObj(which)
        {
            /* intransitive verbs have no objects, so there's nothing to show */
        }

        /*
         *   Translate an interrogative word for whatObj.  If the word is
         *   'whom', translate to the library message for 'whom'; this allows
         *   authors to use 'who' rather than 'whom' as the objective form of
         *   'who', which sounds less stuffy to many people.
         */
        whatTranslate(txt)
        {
            /*
             *   if it's 'whom', translate to the library message for 'whom';
             *   otherwise, just show the word as is
             */
            return (txt == 'whom' ? gLibMessages.whomPronoun : txt);
        }

        /*
         *   Return a string with the appropriate pronoun (objective form) for
         *   a list of object matches, with the given resolved cardinality.
         *   This list is a list of ResolveInfo objects.
         */
        objListPronoun(objList)
        {
            local himCnt, herCnt, themCnt;
            local FirstPersonCnt, SecondPersonCnt;
            local resolvedNumber;

            /* if there's no object list at all, just use 'it' */
            if (objList == nil || objList == [])
                return 'it';

            /* note the number of objects in the resolved list */
            resolvedNumber = objList.length();

            /*
             *   In the tentatively resolved object list, we might have hidden
             *   away ambiguous matches.  Expand those back into the list so
             *   we have the full list of in-scope matches.
             */
            foreach (local cur in objList)
            {
                /*
                 *   if this one has hidden ambiguous objects, add the hidden
                 *   objects back into our list
                 */
                if (cur.extraObjects != nil)
                    objList += cur.extraObjects;
            }

            /*
             *   if the desired cardinality is plural and the object list has
             *   more than one object, simply say 'them'
             */
            if (objList.length() > 1 && resolvedNumber > 1)
                return 'them';

            /*
             *   singular cardinality - count masculine and feminine objects,
             *   and count the referral persons
             */
            himCnt = herCnt = themCnt = 0;
            FirstPersonCnt = SecondPersonCnt = 0;
            foreach (local cur in objList)
            {
                /* if it's masculine, count it */
                if (cur.obj_.isHim)
                    ++himCnt;

                /* if it's feminine, count it */
                if (cur.obj_.isHer)
                    ++herCnt;

                /* if it has plural usage, count it */
                if (cur.obj_.isPlural)
                    ++themCnt;

                /* if it's first person usage, count it */
                if (cur.obj_.referralPerson == FirstPerson)
                    ++FirstPersonCnt;

                /* if it's second person usage, count it */
                if (cur.obj_.referralPerson == SecondPerson)
                    ++SecondPersonCnt;
            }

            /*
             *   if they all have plural usage, show "them"; if they're all of
             *   one gender, show "him" or "her" as appropriate; if they're
             *   all neuter, show "it"; otherwise, show "them"
             */
            if (themCnt == objList.length())
                return 'them';
            else if (FirstPersonCnt == objList.length())
                return 'myself';
            else if (SecondPersonCnt == objList.length())
                return 'yourself';
            else if (himCnt == objList.length() && herCnt == 0)
                return 'him';
            else if (herCnt == objList.length() && himCnt == 0)
                return 'her';
            else if (herCnt == 0 && himCnt == 0)
                return 'it';
            else
                return 'them';
        }

        /*
         *   Announce a default object used with this action.
         *
         *   'resolvedAllObjects' indicates where we are in the command
         *   processing: this is true if we've already resolved all of the
         *   other objects in the command, nil if not.  We use this
         *   information to get the phrasing right according to the situation.
         */
        announceDefaultObject(obj, whichObj, resolvedAllObjects)
        {
            /*
             *   the basic action class takes no objects, so there can be no
             *   default announcement
             */
            return '';
        }

        /*
         *   Announce all defaulted objects in the action.  By default, we
         *   show nothing.
         */
        announceAllDefaultObjects(allResolved) { }

        /*
         *   Return a phrase describing the action performed implicitly, as a
         *   participle phrase.  'ctx' is an ImplicitAnnouncementContext object
         *   describing the context in which we're generating the phrase.
         *
         *   This comes in two forms: if the context indicates we're only
         *   attempting the action, we'll return an infinitive phrase ("open
         *   the box") for use in a larger participle phrase describing the
         *   attempt ("trying to...").  Otherwise, we'll be describing the
         *   action as actually having been performed, so we'll return a
         *   present participle phrase ("opening the box").
         */
        getImplicitPhrase(ctx)
        {
            /*
             *   Get the phrase.  Use the infinitive or participle form, as
             *   indicated in the context.
             */
            return getVerbPhrase(ctx.useInfPhrase, ctx.getVerbCtx);
        }

        /*
         *   Get the infinitive form of the action.  We are NOT to include the
         *   infinitive complementizer (i.e., "to") as part of the result,
         *   since the complementizer isn't used in all contexts in which we
         *   might want to use the infinitive; for example, we don't want a
         *   "to" in phrases involving an auxiliary verb, such as "he can open
         *   the box."
         */
        getInfPhrase()
        {
            /* return the verb phrase in infinitive form */
            return getVerbPhrase(true, nil);
        }

        /*
         *   Get the root infinitive form of our verb phrase as part of a
         *   question in which one of the verb's objects is the "unknown" of
         *   the interrogative.  'which' is one of the role markers
         *   (DirectObject, IndirectObject, etc), indicating which object is
         *   the subject of the interrogative.
         *
         *   For example, for the verb UNLOCK <dobj> WITH <iobj>, if the
         *   unknown is the direct object, the phrase we'd return would be
         *   "unlock": this would plug into contexts such as "what do you want
         *   to unlock."  If the indirect object is the unknown for the same
         *   verb, the phrase would be "unlock it with", which would plug in as
         *   "what do you want to unlock it with".
         *
         *   Note that we are NOT to include the infinitive complementizer
         *   (i.e., "to") as part of the phrase we generate, since the
         *   complementizer isn't used in some contexts where the infinitive
         *   conjugation is needed (for example, "what should I <infinitive>").
         */
        getQuestionInf(which)
        {
            /*
             *   for a verb without objects, this is the same as the basic
             *   infinitive
             */
            return getInfPhrase();
        }

        /*
         *   Get a string describing the full action in present participle
         *   form, using the current command objects: "taking the watch",
         *   "putting the book on the shelf"
         */
        getParticiplePhrase()
        {
            /* return the verb phrase in participle form */
            return getVerbPhrase(nil, nil);
        }

        /*
         *   Get the full verb phrase in either infinitive or participle
         *   format.  This is a common handler for getInfinitivePhrase() and
         *   getParticiplePhrase().
         *
         *   'ctx' is a GetVerbPhraseContext object, which lets us keep track
         *   of antecedents when we're stringing together multiple verb
         *   phrases.  'ctx' can be nil if the verb phrase is being used in
         *   isolation.
         */
        getVerbPhrase(inf, ctx)
        {
            /*
             *   parse the verbPhrase into the parts before and after the
             *   slash, and any additional text following the slash part
             */
            rexMatch('(.*)/(<alphanum|-|squote>+)(.*)', verbPhrase);

            /* return the appropriate parts */
            if (inf)
            {
                /*
                 *   infinitive - we want the part before the slash, plus the
                 *   extra prepositions (or whatever) after the switched part
                 */
                return rexGroup(1)[3] + rexGroup(3)[3];
            }
            else
            {
                /* participle - it's the part after the slash */
                return rexGroup(2)[3] + rexGroup(3)[3];
            }
        }

        /*
         *   Show the "noMatch" library message.  For most verbs, we use the
         *   basic "you can't see that here".  Verbs that are mostly used with
         *   intangible objects, such as LISTEN TO and SMELL, might want to
         *   override this to use a less visually-oriented message.
         */
        noMatch(msgObj, actor, txt) { msgObj.noMatchCannotSee(actor, txt); }

        /*
         *   Verb flags - these are used to control certain aspects of verb
         *   formatting.  By default, we have no special flags.
         */
        verbFlags = 0

        /* add a space prefix/suffix to a string if the string is non-empty */
        spPrefix(str) { return (str == '' ? str : ' ' + str); }
        spSuffix(str) { return (str == '' ? str : str + ' '); }
    ;

    /*
     *   English-specific additions for single-object verbs.
     */
    modify TAction
        /* return an interrogative word for an object of the action */
        whatObj(which)
        {
            /*
             *   Show the interrogative for our direct object - this is the
             *   last word enclosed in parentheses in our verbPhrase string.
             */
            rexSearch('<lparen>.*?(<alpha>+)<rparen>', verbPhrase);
            return whatTranslate(rexGroup(1)[3]);
        }

        /* announce a default object used with this action */
        announceDefaultObject(obj, whichObj, resolvedAllObjects)
        {
            /*
             *   get any direct object preposition - this is the part inside
             *   the "(what)" specifier parens, excluding the last word
             */
            rexSearch('<lparen>(.*<space>+)?<alpha>+<rparen>', verbPhrase);
            local prep = (rexGroup(1) == nil ? '' : rexGroup(1)[3]);

            /* do any verb-specific adjustment of the preposition */
            if (prep != nil)
                prep = adjustDefaultObjectPrep(prep, obj);

            /*
             *   get the object name - we need to distinguish from everything
             *   else in scope, since we considered everything in scope when
             *   making our pick
             */
            local nm = obj.getAnnouncementDistinguisher(
                gActor.scopeList()).theName(obj);

            /* show the preposition (if any) and the object */
            return (prep == '' ? nm : prep + nm);
        }

        /*
         *   Adjust the preposition.  In some cases, the verb will want to vary
         *   the preposition according to the object.  This method can return a
         *   custom preposition in place of the one in the verbPhrase.  By
         *   default, we just use the fixed preposition from the verbPhrase,
         *   which is passed in to us in 'prep'.
         */
        adjustDefaultObjectPrep(prep, obj) { return prep; }

        /* announce all defaulted objects */
        announceAllDefaultObjects(allResolved)
        {
            /* announce a defaulted direct object if appropriate */
            maybeAnnounceDefaultObject(dobjList_, DirectObject, allResolved);
        }

        /* show the verb's basic infinitive form for an interrogative */
        getQuestionInf(which)
        {
            /*
             *   Show the present-tense verb form (removing the participle
             *   part - the "/xxxing" part).  Include any prepositions
             *   attached to the verb itself or to the direct object (inside
             *   the "(what)" parens).
             */
            rexSearch('(.*)/<alphanum|-|squote>+(.*?)<space>+'
                      + '<lparen>(.*?)<space>*?<alpha>+<rparen>',
                      verbPhrase);
            return rexGroup(1)[3] + spPrefix(rexGroup(2)[3])
                + spPrefix(rexGroup(3)[3]);
        }

        /* get the verb phrase in infinitive or participle form */
        getVerbPhrase(inf, ctx)
        {
            local dobj;
            local dobjText;
            local dobjIsPronoun;
            local ret;

            /* use the default pronoun context if one wasn't supplied */
            if (ctx == nil)
                ctx = defaultGetVerbPhraseContext;

            /* get the direct object */
            dobj = getDobj();

            /* note if it's a pronoun */
            dobjIsPronoun = ctx.isObjPronoun(dobj);

            /* get the direct object name */
            dobjText = ctx.objNameObj(dobj);

            /* get the phrasing */
            ret = getVerbPhrase1(inf, verbPhrase, dobjText, dobjIsPronoun);

            /* set the pronoun antecedent to my direct object */
            ctx.setPronounObj(dobj);

            /* return the result */
            return ret;
        }

        /*
         *   Given the text of the direct object phrase, build the verb phrase
         *   for a one-object verb.  This is a class method that can be used by
         *   other kinds of verbs (i.e., non-TActions) that use phrasing like a
         *   single object.
         *
         *   'inf' is a flag indicating whether to use the infinitive form
         *   (true) or the present participle form (nil); 'vp' is the
         *   verbPhrase string; 'dobjText' is the direct object phrase's text;
         *   and 'dobjIsPronoun' is true if the dobj text is rendered as a
         *   pronoun.
         */
        getVerbPhrase1(inf, vp, dobjText, dobjIsPronoun)
        {
            local ret;
            local dprep;
            local vcomp;

            /*
             *   parse the verbPhrase: pick out the 'infinitive/participle'
             *   part, the complementizer part up to the '(what)' direct
             *   object placeholder, and any preposition within the '(what)'
             *   specifier
             */
            rexMatch('(.*)/(<alphanum|-|squote>+)(.*) '
                     + '<lparen>(.*?)<space>*?<alpha>+<rparen>(.*)',
                     vp);

            /* start off with the infinitive or participle, as desired */
            if (inf)
                ret = rexGroup(1)[3];
            else
                ret = rexGroup(2)[3];

            /* get the prepositional complementizer */
            vcomp = rexGroup(3)[3];

            /* get the direct object preposition */
            dprep = rexGroup(4)[3];

            /* do any verb-specific adjustment of the preposition */
            if (dprep != nil)
                dprep = adjustDefaultObjectPrep(dprep, getDobj());

            /*
             *   if the direct object is not a pronoun, put the complementizer
             *   BEFORE the direct object (the 'up' in "PICKING UP THE BOX")
             */
            if (!dobjIsPronoun)
                ret += spPrefix(vcomp);

            /* add the direct object preposition */
            ret += spPrefix(dprep);

            /* add the direct object, using the pronoun form if applicable */
            ret += ' ' + dobjText;

            /*
             *   if the direct object is a pronoun, put the complementizer
             *   AFTER the direct object (the 'up' in "PICKING IT UP")
             */
            if (dobjIsPronoun)
                ret += spPrefix(vcomp);

            /*
             *   if there's any suffix following the direct object
             *   placeholder, add it at the end of the phrase
             */
            ret += rexGroup(5)[3];

            /* return the complete phrase string */
            return ret;
        }
    ;

    /*
     *   English-specific additions for two-object verbs.
     */
    modify TIAction
        /*
         *   Flag: omit the indirect object in a query for a missing direct
         *   object.  For many verbs, if we already know the indirect object
         *   and we need to ask for the direct object, the query sounds best
         *   when it includes the indirect object: "what do you want to put in
         *   it?"  or "what do you want to take from it?".  This is the
         *   default phrasing.
         *
         *   However, the corresponding query for some verbs sounds weird:
         *   "what do you want to dig in with it?" or "whom do you want to ask
         *   about it?".  For such actions, this property should be set to
         *   true to indicate that the indirect object should be omitted from
         *   the queries, which will change the phrasing to "what do you want
         *   to dig in", "whom do you want to ask", and so on.
         */
        omitIobjInDobjQuery = nil

        /*
         *   For VerbRules: does this verb rule have a prepositional or
         *   structural phrasing of the direct and indirect object slots?  That
         *   is, are the object slots determined by a prepositional marker, or
         *   purely by word order?  For most English verbs with two objects,
         *   the indirect object is marked by a preposition: GIVE BOOK TO BOB,
         *   PUT BOOK IN BOX.  There are a few English verbs that don't include
         *   any prespositional markers for the objects, though, and assign the
         *   noun phrase roles purely by the word order: GIVE BOB BOOK, SHOW
         *   BOB BOOK, THROW BOB BOOK.  We define these phrasings with separate
         *   verb rules, which we mark with this property.
         *
         *   We use this in ranking verb matches.  Non-prepositional verb
         *   structures are especially prone to matching where they shouldn't,
         *   because we can often find a way to pick out words to fill the
         *   slots in the absence of any marker words.  For example, GIVE GREEN
         *   BOOK could be interpreted as GIVE BOOK TO GREEN, where GREEN is
         *   assumed to be an adjective-ending noun phrase; but the player
         *   probably means to give the green book to someone who they assumed
         *   would be filled in as a default.  So, whenever we find an
         *   interpretation that involves a non-prespositional phrasing, we'll
         *   use this flag to know we should be suspicious of it and try
         *   alternative phrasing first.
         *
         *   Most two-object verbs in English use prepositional markers, so
         *   we'll set this as the default.  Individual VerbRules that use
         *   purely structural phrasing should override this.
         */
        isPrepositionalPhrasing = true

        /* resolve noun phrases */
        resolveNouns(issuingActor, targetActor, results)
        {
            /*
             *   If we're a non-prepositional phrasing, it means that we have
             *   the VERB IOBJ DOBJ word ordering (as in GIVE BOB BOX or THROW
             *   BOB COIN).  For grammar match ranking purposes, give these
             *   phrasings a lower match probability when the dobj phrase
             *   doesn't have a clear qualifier.  If the dobj phrase starts
             *   with 'the' or a qualifier word like that (GIVE BOB THE BOX),
             *   then it's pretty clear that the structural phrasing is right
             *   after all; but if there's no qualifier, we could reading too
             *   much into the word order.  We could have something like GIVE
             *   GREEN BOX, where we *could* treat this as two objects, but we
             *   could just as well have a missing indirect object phrase.
             */
            if (!isPrepositionalPhrasing)
            {
                /*
                 *   If the direct object phrase starts with 'a', 'an', 'the',
                 *   'some', or 'any', the grammar is pretty clearly a good
                 *   match for the non-prepositional phrasing.  Otherwise, it's
                 *   suspect, so rank it accordingly.
                 */
                if (rexMatch('(a|an|the|some|any)<space>',
                             dobjMatch.getOrigText()) == nil)
                {
                    /* note this as weak phrasing level 100 */
                    results.noteWeakPhrasing(100);
                }
            }

            /* inherit the base handling */
            inherited(issuingActor, targetActor, results);
        }

        /* get the interrogative for one of our objects */
        whatObj(which)
        {
            switch (which)
            {
            case DirectObject:
                /*
                 *   the direct object interrogative is the first word in
                 *   parentheses in our verbPhrase string
                 */
                rexSearch('<lparen>.*?(<alpha>+)<rparen>', verbPhrase);
                break;

            case IndirectObject:
                /*
                 *   the indirect object interrogative is the second
                 *   parenthesized word in our verbPhrase string
                 */
                rexSearch('<rparen>.*<lparen>.*?(<alpha>+)<rparen>', verbPhrase);
                break;
            }

            /* show the group match */
            return whatTranslate(rexGroup(1)[3]);
        }

        /* announce a default object used with this action */
        announceDefaultObject(obj, whichObj, resolvedAllObjects)
        {
            /* presume we won't have a verb or preposition */
            local verb = '';
            local prep = '';

            /*
             *   Check the full phrasing - if we're showing the direct object,
             *   but an indirect object was supplied, use the verb's
             *   participle form ("asking bob") in the default string, since
             *   we must clarify that we're not tagging the default string on
             *   to the command line.  Don't include the participle form if we
             *   don't know all the objects yet, since in this case we are in
             *   fact tagging the default string onto the command so far, as
             *   there's nothing else in the command to get in the way.
             */
            if (whichObj == DirectObject && resolvedAllObjects)
            {
                /*
                 *   extract the verb's participle form (including any
                 *   complementizer phrase)
                 */
                rexSearch('/(<^lparen>+) <lparen>', verbPhrase);
                verb = rexGroup(1)[3] + ' ';
            }

            /* get the preposition to use, if any */
            switch(whichObj)
            {
            case DirectObject:
                /* use the preposition in the first "(what)" phrase */
                rexSearch('<lparen>(.*?)<space>*<alpha>+<rparen>', verbPhrase);
                prep = rexGroup(1)[3];
                break;

            case IndirectObject:
                /* use the preposition in the second "(what)" phrase */
                rexSearch('<rparen>.*<lparen>(.*?)<space>*<alpha>+<rparen>',
                          verbPhrase);
                prep = rexGroup(1)[3];
                break;
            }

            /*
             *   get the object name - we need to distinguish from everything
             *   else in scope, since we considered everything in scope when
             *   making our pick
             */
            local nm = obj.getAnnouncementDistinguisher(
                gActor.scopeList()).theName(obj);

            /* build and return the complete phrase */
            return spSuffix(verb) + spSuffix(prep) + nm;
        }

        /* announce all defaulted objects */
        announceAllDefaultObjects(allResolved)
        {
            /* announce a defaulted direct object if appropriate */
            maybeAnnounceDefaultObject(dobjList_, DirectObject, allResolved);

            /* announce a defaulted indirect object if appropriate */
            maybeAnnounceDefaultObject(iobjList_, IndirectObject, allResolved);
        }

        /* show the verb's basic infinitive form for an interrogative */
        getQuestionInf(which)
        {
            local ret;
            local vcomp;
            local dprep;
            local iprep;
            local pro;

            /*
             *   Our verb phrase can one of three formats, depending on which
             *   object role we're asking about (the part in <angle brackets>
             *   is the part we're responsible for generating).  In these
             *   formats, 'verb' is the verb infinitive; 'comp' is the
             *   complementizer, if any (e.g., the 'up' in 'pick up'); 'dprep'
             *   is the direct object preposition (the 'in' in 'dig in x with
             *   y'); and 'iprep' is the indirect object preposition (the
             *   'with' in 'dig in x with y').
             *
             *   asking for dobj: verb vcomp dprep iprep it ('what do you want
             *   to <open with it>?', '<dig in with it>', '<look up in it>').
             *
             *   asking for dobj, but suppressing the iobj part: verb vcomp
             *   dprep ('what do you want to <turn>?', '<look up>?', '<dig
             *   in>')
             *
             *   asking for iobj: verb dprep it vcomp iprep ('what do you want
             *   to <open it with>', '<dig in it with>', '<look it up in>'
             */

            /* parse the verbPhrase into its component parts */
            rexMatch('(.*)/<alphanum|-|squote>+(?:<space>+(<^lparen>*))?'
                     + '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>'
                     + '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>',
                     verbPhrase);

            /* pull out the verb */
            ret = rexGroup(1)[3];

            /* pull out the verb complementizer */
            vcomp = (rexGroup(2) == nil ? '' : rexGroup(2)[3]);

            /* pull out the direct and indirect object prepositions */
            dprep = rexGroup(3)[3];
            iprep = rexGroup(4)[3];

            /* get the pronoun for the other object phrase */
            pro = getOtherMessageObjectPronoun(which);

            /* check what we're asking about */
            if (which == DirectObject)
            {
                /* add the <vcomp dprep> part in all cases */
                ret += spPrefix(vcomp) + spPrefix(dprep);

                /* add the <iprep it> part if we want the indirect object part */
                if (!omitIobjInDobjQuery && pro != nil)
                    ret += spPrefix(iprep) + ' ' + pro;
            }
            else
            {
                /* add the <dprep it> part if appropriate */
                if (pro != nil)
                    ret += spPrefix(dprep) + ' ' + pro;

                /* add the <vcomp iprep> part */
                ret += spPrefix(vcomp) + spPrefix(iprep);
            }

            /* return the result */
            return ret;
        }

        /*
         *   Get the pronoun for the message object in the given role.
         */
        getOtherMessageObjectPronoun(which)
        {
            local lst;

            /*
             *   Get the resolution list (or tentative resolution list) for the
             *   *other* object, since we want to show a pronoun representing
             *   the other object.  If we don't have a fully-resolved list for
             *   the other object, use the tentative resolution list, which
             *   we're guaranteed to have by the time we start resolving
             *   anything (and thus by the time we need to ask for objects).
             */
            lst = (which == DirectObject ? iobjList_ : dobjList_);
            if (lst == nil || lst == [])
                lst = (which == DirectObject
                       ? tentativeIobj_ : tentativeDobj_);

            /* if we found an object list, use the pronoun for the list */
            if (lst != nil && lst != [])
            {
                /* we got a list - return a suitable pronoun for this list */
                return objListPronoun(lst);
            }
            else
            {
                /* there's no object list, so there's no pronoun */
                return nil;
            }
        }

        /* get the verb phrase in infinitive or participle form */
        getVerbPhrase(inf, ctx)
        {
            local dobj, dobjText, dobjIsPronoun;
            local iobj, iobjText;
            local ret;

            /* use the default context if one wasn't supplied */
            if (ctx == nil)
                ctx = defaultGetVerbPhraseContext;

            /* get the direct object information */
            dobj = getDobj();
            dobjText = ctx.objNameObj(dobj);
            dobjIsPronoun = ctx.isObjPronoun(dobj);

            /* get the indirect object information */
            iobj = getIobj();
            iobjText = (iobj != nil ? ctx.objNameObj(iobj) : nil);

            /* get the phrasing */
            ret = getVerbPhrase2(inf, verbPhrase,
                                 dobjText, dobjIsPronoun, iobjText);

            /*
             *   Set the antecedent for the next verb phrase.  Our direct
             *   object is normally the antecedent; however, if the indirect
             *   object matches the current antecedent, keep the current
             *   antecedent, so that 'it' (or whatever) remains the same for
             *   the next verb phrase.
             */
            if (ctx.pronounObj != iobj)
                ctx.setPronounObj(dobj);

            /* return the result */
            return ret;
        }

        /*
         *   Get the verb phrase for a two-object (dobj + iobj) phrasing.  This
         *   is a class method, so that it can be reused by unrelated (i.e.,
         *   non-TIAction) classes that also use two-object syntax but with
         *   other internal structures.  This is the two-object equivalent of
         *   TAction.getVerbPhrase1().
         */
        getVerbPhrase2(inf, vp, dobjText, dobjIsPronoun, iobjText)
        {
            local ret;
            local vcomp;
            local dprep, iprep;

            /* parse the verbPhrase into its component parts */
            rexMatch('(.*)/(<alphanum|-|squote>+)(?:<space>+(<^lparen>*))?'
                     + '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>'
                     + '<space>+<lparen>(.*?)<space>*<alpha>+<rparen>',
                     vp);

            /* start off with the infinitive or participle, as desired */
            if (inf)
                ret = rexGroup(1)[3];
            else
                ret = rexGroup(2)[3];

            /* get the complementizer */
            vcomp = (rexGroup(3) == nil ? '' : rexGroup(3)[3]);

            /* get the direct and indirect object prepositions */
            dprep = rexGroup(4)[3];
            iprep = rexGroup(5)[3];

            /*
             *   add the complementizer BEFORE the direct object, if the
             *   direct object is being shown as a full name ("PICK UP BOX")
             */
            if (!dobjIsPronoun)
                ret += spPrefix(vcomp);

            /*
             *   add the direct object and its preposition, using a pronoun if
             *   applicable
             */
            ret += spPrefix(dprep) + ' ' + dobjText;

            /*
             *   add the complementizer AFTER the direct object, if the direct
             *   object is shown as a pronoun ("PICK IT UP")
             */
            if (dobjIsPronoun)
                ret += spPrefix(vcomp);

            /* if we have an indirect object, add it with its preposition */
            if (iobjText != nil)
                ret += spPrefix(iprep) + ' ' + iobjText;

            /* return the result phrase */
            return ret;
        }
    ;

    /*
     *   English-specific additions for verbs taking a literal phrase as the
     *   sole object.
     */
    modify LiteralAction
        /* provide a base verbPhrase, in case an instance leaves it out */
        verbPhrase = 'verb/verbing (what)'

        /* get an interrogative word for an object of the action */
        whatObj(which)
        {
            /* use the same processing as TAction */
            return delegated TAction(which);
        }

        getVerbPhrase(inf, ctx)
        {
            /* handle this as though the literal were a direct object phrase */
            return TAction.getVerbPhrase1(inf, verbPhrase, gLiteral, nil);
        }

        getQuestionInf(which)
        {
            /* use the same handling as for a regular one-object action */
            return delegated TAction(which);
        }

    ;

    /*
     *   English-specific additions for verbs of a direct object and a literal
     *   phrase.
     */
    modify LiteralTAction
        announceDefaultObject(obj, whichObj, resolvedAllObjects)
        {
            /*
             *   Use the same handling as for a regular two-object action.  We
             *   can only default the actual object in this kind of verb; the
             *   actual object always fills the DirectObject slot, but in
             *   message generation it might use a different slot, so use the
             *   message generation slot here.
             */
            return delegated TIAction(obj, whichMessageObject,
                                      resolvedAllObjects);
        }

        whatObj(which)
        {
            /* use the same handling we use for a regular two-object action */
            return delegated TIAction(which);
        }

        getQuestionInf(which)
        {
            /*
             *   use the same handling as for a two-object action (but note
             *   that we override getMessageObjectPronoun(), which will affect
             *   the way we present the verb infinitive in some cases)
             */
            return delegated TIAction(which);
        }

        /*
         *   When we want to show a verb infinitive phrase that involves a
         *   pronoun for the literal phrase, refer to the literal as 'that'
         *   rather than 'it' or anything else.
         */
        getOtherMessageObjectPronoun(which)
        {
            /*
             *   If we're asking about the literal phrase, then the other
             *   pronoun is for the resolved object: so, return the pronoun
             *   for the direct object phrase, because we *always* store the
             *   non-literal in the direct object slot, regardless of the
             *   actual phrasing of the action.
             *
             *   If we're asking about the resolved object (i.e., not the
             *   literal phrase), then return 'that' as the pronoun for the
             *   literal phrase.
             */
            if (which == whichMessageLiteral)
            {
                /*
                 *   we're asking about the literal, so the other pronoun is
                 *   for the resolved object, which is always in the direct
                 *   object slot (so the 'other' slot is effectively the
                 *   indirect object)
                 */
                return delegated TIAction(IndirectObject);
            }
            else
            {
                /*
                 *   We're asking about the resolved object, so the other
                 *   pronoun is for the literal phrase: always use 'that' to
                 *   refer to the literal phrase.
                 */
                return 'that';
            }
        }

        getVerbPhrase(inf, ctx)
        {
            local dobj, dobjText, dobjIsPronoun;
            local litText;
            local ret;

            /* use the default context if one wasn't supplied */
            if (ctx == nil)
                ctx = defaultGetVerbPhraseContext;

            /* get the direct object information */
            dobj = getDobj();
            dobjText = ctx.objNameObj(dobj);
            dobjIsPronoun = ctx.isObjPronoun(dobj);

            /* get our literal text */
            litText = gLiteral;

            /*
             *   Use the standard two-object phrasing.  The order of the
             *   phrasing depends on whether our literal phrase is in the
             *   direct or indirect object slot.
             */
            if (whichMessageLiteral == DirectObject)
                ret = TIAction.getVerbPhrase2(inf, verbPhrase,
                                              litText, nil, dobjText);
            else
                ret = TIAction.getVerbPhrase2(inf, verbPhrase,
                                              dobjText, dobjIsPronoun, litText);

            /* use the direct object as the antecedent for the next phrase */
            ctx.setPronounObj(dobj);

            /* return the result */
            return ret;
        }
    ;

    /*
     *   English-specific additions for verbs taking a topic phrase as the sole
     *   object.
     */
    modify TopicAction
        /* get an interrogative word for an object of the action */
        whatObj(which)
        {
            /* use the same processing as TAction */
            return delegated TAction(which);
        }

        getVerbPhrase(inf, ctx)
        {
            /* handle this as though the topic text were a direct object phrase */
            return TAction.getVerbPhrase1(
                inf, verbPhrase, getTopic().getTopicText().toLower(), nil);
        }

        getQuestionInf(which)
        {
            /* use the same handling as for a regular one-object action */
            return delegated TAction(which);
        }

    ;

    /*
     *   English-specific additions for verbs with topic phrases.
     */
    modify TopicTAction
        announceDefaultObject(obj, whichObj, resolvedAllObjects)
        {
            /*
             *   Use the same handling as for a regular two-object action.  We
             *   can only default the actual object in this kind of verb; the
             *   actual object always fills the DirectObject slot, but in
             *   message generation it might use a different slot, so use the
             *   message generation slot here.
             */
            return delegated TIAction(obj, whichMessageObject,
                                      resolvedAllObjects);
        }

        whatObj(which)
        {
            /* use the same handling we use for a regular two-object action */
            return delegated TIAction(which);
        }

        getQuestionInf(which)
        {
            /* use the same handling as for a regular two-object action */
            return delegated TIAction(which);
        }

        getOtherMessageObjectPronoun(which)
        {
            /*
             *   If we're asking about the topic, then the other pronoun is
             *   for the resolved object, which is always in the direct object
             *   slot.  If we're asking about the resolved object, then return
             *   a pronoun for the topic.
             */
            if (which == whichMessageTopic)
            {
                /*
                 *   we want the pronoun for the resolved object, which is
                 *   always in the direct object slot (so the 'other' slot is
                 *   effectively the indirect object)
                 */
                return delegated TIAction(IndirectObject);
            }
            else
            {
                /* return a generic pronoun for the topic */
                return 'that';
            }
        }

        getVerbPhrase(inf, ctx)
        {
            local dobj, dobjText, dobjIsPronoun;
            local topicText;
            local ret;

            /* use the default context if one wasn't supplied */
            if (ctx == nil)
                ctx = defaultGetVerbPhraseContext;

            /* get the direct object information */
            dobj = getDobj();
            dobjText = ctx.objNameObj(dobj);
            dobjIsPronoun = ctx.isObjPronoun(dobj);

            /* get our topic phrase */
            topicText = getTopic().getTopicText().toLower();

            /*
             *   Use the standard two-object phrasing.  The order of the
             *   phrasing depends on whether our topic phrase is in the direct
             *   or indirect object slot.
             */
            if (whichMessageTopic == DirectObject)
                ret = TIAction.getVerbPhrase2(inf, verbPhrase,
                                              topicText, nil, dobjText);
            else
                ret = TIAction.getVerbPhrase2(inf, verbPhrase,
                                              dobjText, dobjIsPronoun, topicText);

            /* use the direct object as the antecedent for the next phrase */
            ctx.setPronounObj(dobj);

            /* return the result */
            return ret;
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Verbs.
     *
     *   The actual body of each of our verbs is defined in the main
     *   language-independent part of the library.  We only define the
     *   language-specific grammar rules here.
     */

    VerbRule(Take)
        ('take' | 'pick' 'up' | 'get') dobjList
        | 'pick' dobjList 'up'
        : TakeAction
        verbPhrase = 'take/taking (what)'
    ;

    VerbRule(TakeFrom)
        ('take' | 'get') dobjList
            ('from' | 'out' 'of' | 'off' | 'off' 'of') singleIobj
        | 'remove' dobjList 'from' singleIobj
        : TakeFromAction
        verbPhrase = 'take/taking (what) (from what)'
    ;

    VerbRule(Remove)
        'remove' dobjList
        : RemoveAction
        verbPhrase = 'remove/removing (what)'
    ;

    VerbRule(Drop)
        ('drop' | 'put' 'down' | 'set' 'down') dobjList
        | ('put' | 'set') dobjList 'down'
        : DropAction
        verbPhrase = 'drop/dropping (what)'
    ;

    VerbRule(Examine)
        ('examine' | 'inspect' | 'x'
         | 'look' 'at' | 'l' 'at' | 'look' | 'l') dobjList
        : ExamineAction
        verbPhrase = 'examine/examining (what)'
    ;

    VerbRule(Read)
        'read' dobjList
        : ReadAction
        verbPhrase = 'read/reading (what)'
    ;

    VerbRule(LookIn)
        ('look' | 'l') ('in' | 'inside') dobjList
        : LookInAction
        verbPhrase = 'look/looking (in what)'
    ;

    VerbRule(Search)
        'search' dobjList
        : SearchAction
        verbPhrase = 'search/searching (what)'
    ;

    VerbRule(LookThrough)
        ('look' | 'l') ('through' | 'thru' | 'out') dobjList
        : LookThroughAction
        verbPhrase = 'look/looking (through what)'
    ;

    VerbRule(LookUnder)
        ('look' | 'l') 'under' dobjList
        : LookUnderAction
        verbPhrase = 'look/looking (under what)'
    ;

    VerbRule(LookBehind)
        ('look' | 'l') 'behind' dobjList
        : LookBehindAction
        verbPhrase = 'look/looking (behind what)'
    ;

    VerbRule(Feel)
        ('feel' | 'touch') dobjList
        : FeelAction
        verbPhrase = 'touch/touching (what)'
    ;

    VerbRule(Taste)
        'taste' dobjList
        : TasteAction
        verbPhrase = 'taste/tasting (what)'
    ;

    VerbRule(Smell)
        ('smell' | 'sniff') dobjList
        : SmellAction
        verbPhrase = 'smell/smelling (what)'

        /*
         *   use the "not aware" version of the no-match message - the object
         *   of SMELL is often intangible, so the default "you can't see that"
         *   message is often incongruous for this verb
         */
        noMatch(msgObj, actor, txt) { msgObj.noMatchNotAware(actor, txt); }
    ;

    VerbRule(SmellImplicit)
        'smell' | 'sniff'
        : SmellImplicitAction
        verbPhrase = 'smell/smelling'
    ;

    VerbRule(ListenTo)
        ('hear' | 'listen' 'to' ) dobjList
        : ListenToAction
        verbPhrase = 'listen/listening (to what)'

        /*
         *   use the "not aware" version of the no-match message - the object
         *   of LISTEN TO is often intangible, so the default "you can't see
         *   that" message is often incongruous for this verb
         */
        noMatch(msgObj, actor, txt) { msgObj.noMatchNotAware(actor, txt); }
    ;

    VerbRule(ListenImplicit)
        'listen' | 'hear'
        : ListenImplicitAction
        verbPhrase = 'listen/listening'
    ;

    VerbRule(PutIn)
        ('put' | 'place' | 'set') dobjList
            ('in' | 'into' | 'in' 'to' | 'inside' | 'inside' 'of') singleIobj
        : PutInAction
        verbPhrase = 'put/putting (what) (in what)'
        askIobjResponseProd = inSingleNoun
    ;

    VerbRule(PutOn)
        ('put' | 'place' | 'drop' | 'set') dobjList
            ('on' | 'onto' | 'on' 'to' | 'upon') singleIobj
        | 'put' dobjList 'down' 'on' singleIobj
        : PutOnAction
        verbPhrase = 'put/putting (what) (on what)'
        askIobjResponseProd = onSingleNoun
    ;

    VerbRule(PutUnder)
        ('put' | 'place' | 'set') dobjList 'under' singleIobj
        : PutUnderAction
        verbPhrase = 'put/putting (what) (under what)'
    ;

    VerbRule(PutBehind)
        ('put' | 'place' | 'set') dobjList 'behind' singleIobj
        : PutBehindAction
        verbPhrase = 'put/putting (what) (behind what)'
    ;

    VerbRule(PutInWhat)
        [badness 500] ('put' | 'place') dobjList
        : PutInAction
        verbPhrase = 'put/putting (what) (in what)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new EmptyNounPhraseProd();
            iobjMatch.responseProd = inSingleNoun;
        }
    ;

    VerbRule(Wear)
        ('wear' | 'don' | 'put' 'on') dobjList
        | 'put' dobjList 'on'
        : WearAction
        verbPhrase = 'wear/wearing (what)'
    ;

    VerbRule(Doff)
        ('doff' | 'take' 'off') dobjList
        | 'take' dobjList 'off'
        : DoffAction
        verbPhrase = 'take/taking off (what)'
    ;

    VerbRule(Kiss)
        'kiss' singleDobj
        : KissAction
        verbPhrase = 'kiss/kissing (whom)'
    ;

    VerbRule(AskFor)
        ('ask' | 'a') singleDobj 'for' singleTopic
        | ('ask' | 'a') 'for' singleTopic 'from' singleDobj
        : AskForAction
        verbPhrase = 'ask/asking (whom) (for what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
        askIobjResponseProd = forSingleNoun
    ;

    VerbRule(AskWhomFor)
        ('ask' | 'a') 'for' singleTopic
        : AskForAction
        verbPhrase = 'ask/asking (whom) (for what)'
        omitIobjInDobjQuery = true
        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = singleNoun;
        }
    ;

    VerbRule(AskAbout)
        ('ask' | 'a') singleDobj 'about' singleTopic
        : AskAboutAction
        verbPhrase = 'ask/asking (whom) (about what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
    ;

    VerbRule(AskAboutImplicit)
        'a' singleTopic
        : AskAboutAction
        verbPhrase = 'ask/asking (whom) (about what)'
        omitIobjInDobjQuery = true
        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = singleNoun;
        }
    ;

    VerbRule(AskAboutWhat)
        [badness 500] 'ask' singleDobj
        : AskAboutAction
        verbPhrase = 'ask/asking (whom) (about what)'
        askDobjResponseProd = singleNoun
        omitIobjInDobjQuery = true
        construct()
        {
            /* set up the empty topic phrase */
            topicMatch = new EmptyNounPhraseProd();
            topicMatch.responseProd = aboutTopicPhrase;
        }
    ;

    VerbRule(TellAbout)
        ('tell' | 't') singleDobj 'about' singleTopic
        : TellAboutAction
        verbPhrase = 'tell/telling (whom) (about what)'
        askDobjResponseProd = singleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(TellAboutImplicit)
        't' singleTopic
        : TellAboutAction
        verbPhrase = 'tell/telling (whom) (about what)'
        omitIobjInDobjQuery = true
        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = singleNoun;
        }
    ;

    VerbRule(TellAboutWhat)
        [badness 500] 'tell' singleDobj
        : TellAboutAction
        verbPhrase = 'tell/telling (whom) (about what)'
        askDobjResponseProd = singleNoun
        omitIobjInDobjQuery = true
        construct()
        {
            /* set up the empty topic phrase */
            topicMatch = new EmptyNounPhraseProd();
            topicMatch.responseProd = aboutTopicPhrase;
        }
    ;

    VerbRule(AskVague)
        [badness 500] 'ask' singleDobj singleTopic
        : AskVagueAction
        verbPhrase = 'ask/asking (whom)'
    ;

    VerbRule(TellVague)
        [badness 500] 'tell' singleDobj singleTopic
        : AskVagueAction
        verbPhrase = 'tell/telling (whom)'
    ;

    VerbRule(TalkTo)
        ('greet' | 'say' 'hello' 'to' | 'talk' 'to') singleDobj
        : TalkToAction
        verbPhrase = 'talk/talking (to whom)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(TalkToWhat)
        [badness 500] 'talk'
        : TalkToAction
        verbPhrase = 'talk/talking (to whom)'
        askDobjResponseProd = singleNoun

        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = onSingleNoun;
        }
    ;

    VerbRule(Topics)
        'topics'
        : TopicsAction
        verbPhrase = 'show/showing topics'
    ;

    VerbRule(Hello)
        ('say' | ) ('hello' | 'hallo' | 'hi')
        : HelloAction
        verbPhrase = 'say/saying hello'
    ;

    VerbRule(Goodbye)
        ('say' | ()) ('goodbye' | 'good-bye' | 'good' 'bye' | 'bye')
        : GoodbyeAction
        verbPhrase = 'say/saying goodbye'
    ;

    VerbRule(Yes)
        'yes' | 'affirmative' | 'say' 'yes'
        : YesAction
        verbPhrase = 'say/saying yes'
    ;

    VerbRule(No)
        'no' | 'negative' | 'say' 'no'
        : NoAction
        verbPhrase = 'say/saying no'
    ;

    VerbRule(Yell)
        'yell' | 'scream' | 'shout' | 'holler'
        : YellAction
        verbPhrase = 'yell/yelling'
    ;

    VerbRule(GiveTo)
        ('give' | 'offer') dobjList 'to' singleIobj
        : GiveToAction
        verbPhrase = 'give/giving (what) (to whom)'
        askIobjResponseProd = toSingleNoun
    ;

    VerbRule(GiveToType2)
        ('give' | 'offer') singleIobj dobjList
        : GiveToAction
        verbPhrase = 'give/giving (what) (to whom)'
        askIobjResponseProd = toSingleNoun

        /* this is a non-prepositional phrasing */
        isPrepositionalPhrasing = nil
    ;

    VerbRule(GiveToWhom)
        ('give' | 'offer') dobjList
        : GiveToAction
        verbPhrase = 'give/giving (what) (to whom)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new ImpliedActorNounPhraseProd();
            iobjMatch.responseProd = toSingleNoun;
        }
    ;

    VerbRule(ShowTo)
        'show' dobjList 'to' singleIobj
        : ShowToAction
        verbPhrase = 'show/showing (what) (to whom)'
        askIobjResponseProd = toSingleNoun
    ;

    VerbRule(ShowToType2)
        'show' singleIobj dobjList
        : ShowToAction
        verbPhrase = 'show/showing (what) (to whom)'
        askIobjResponseProd = toSingleNoun

        /* this is a non-prepositional phrasing */
        isPrepositionalPhrasing = nil
    ;

    VerbRule(ShowToWhom)
        'show' dobjList
        : ShowToAction
        verbPhrase = 'show/showing (what) (to whom)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new ImpliedActorNounPhraseProd();
            iobjMatch.responseProd = toSingleNoun;
        }
    ;

    VerbRule(Throw)
        ('throw' | 'toss') dobjList
        : ThrowAction
        verbPhrase = 'throw/throwing (what)'
    ;

    VerbRule(ThrowAt)
        ('throw' | 'toss') dobjList 'at' singleIobj
        : ThrowAtAction
        verbPhrase = 'throw/throwing (what) (at what)'
        askIobjResponseProd = atSingleNoun
    ;

    VerbRule(ThrowTo)
        ('throw' | 'toss') dobjList 'to' singleIobj
        : ThrowToAction
        verbPhrase = 'throw/throwing (what) (to whom)'
        askIobjResponseProd = toSingleNoun
    ;

    VerbRule(ThrowToType2)
        'throw' singleIobj dobjList
        : ThrowToAction
        verbPhrase = 'throw/throwing (what) (to whom)'
        askIobjResponseProd = toSingleNoun

        /* this is a non-prepositional phrasing */
        isPrepositionalPhrasing = nil
    ;

    VerbRule(ThrowDir)
        ('throw' | 'toss') dobjList ('to' ('the' | ) | ) singleDir
        : ThrowDirAction
        verbPhrase = ('throw/throwing (what) ' + dirMatch.dir.name)
    ;

    /* a special rule for THROW DOWN <dobj> */
    VerbRule(ThrowDirDown)
        'throw' ('down' | 'd') dobjList
        : ThrowDirAction
        verbPhrase = ('throw/throwing (what) down')

        /* the direction is fixed as 'down' for this phrasing */
        getDirection() { return downDirection; }
    ;

    VerbRule(Follow)
        'follow' singleDobj
        : FollowAction
        verbPhrase = 'follow/following (whom)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(Attack)
        ('attack' | 'kill' | 'hit' | 'kick' | 'punch') singleDobj
        : AttackAction
        verbPhrase = 'attack/attacking (whom)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(AttackWith)
        ('attack' | 'kill' | 'hit' | 'kick' | 'punch' | 'strike')
            singleDobj
            'with' singleIobj
        : AttackWithAction
        verbPhrase = 'attack/attacking (whom) (with what)'
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(Inventory)
        'i' | 'inventory' | 'take' 'inventory'
        : InventoryAction
        verbPhrase = 'take/taking inventory'
    ;

    VerbRule(InventoryTall)
        'i' 'tall' | 'inventory' 'tall'
        : InventoryTallAction
        verbPhrase = 'take/taking "tall" inventory'
    ;

    VerbRule(InventoryWide)
        'i' 'wide' | 'inventory' 'wide'
        : InventoryWideAction
        verbPhrase = 'take/taking "wide" inventory'
    ;

    VerbRule(Wait)
        'z' | 'wait'
        : WaitAction
        verbPhrase = 'wait/waiting'
    ;

    VerbRule(Look)
        'look' | 'look' 'around' | 'l' | 'l' 'around'
        : LookAction
        verbPhrase = 'look/looking around'
    ;

    VerbRule(Quit)
        'quit' | 'q'
        : QuitAction
        verbPhrase = 'quit/quitting'
    ;

    VerbRule(Again)
        'again' | 'g'
        : AgainAction
        verbPhrase = 'repeat/repeating the last command'
    ;

    VerbRule(Footnote)
        ('footnote' | 'note') singleNumber
        : FootnoteAction
        verbPhrase = 'show/showing a footnote'
    ;

    VerbRule(FootnotesFull)
        'footnotes' 'full'
        : FootnotesFullAction
        verbPhrase = 'enable/enabling all footnotes'
    ;

    VerbRule(FootnotesMedium)
        'footnotes' 'medium'
        : FootnotesMediumAction
        verbPhrase = 'enable/enabling new footnotes'
    ;

    VerbRule(FootnotesOff)
        'footnotes' 'off'
        : FootnotesOffAction
        verbPhrase = 'hide/hiding footnotes'
    ;

    VerbRule(FootnotesStatus)
        'footnotes'
        : FootnotesStatusAction
        verbPhrase = 'show/showing footnote status'
    ;

    VerbRule(TipsOn)
        ('tips' | 'tip') 'on'
        : TipModeAction

        stat_ = true

        verbPhrase = 'turn/turning tips on'
    ;

    VerbRule(TipsOff)
        ('tips' | 'tip') 'off'
        : TipModeAction

        stat_ = nil

        verbPhrase = 'turn/turning tips off'
    ;

    VerbRule(Verbose)
        'verbose'
        : VerboseAction
        verbPhrase = 'enter/entering VERBOSE mode'
    ;

    VerbRule(Terse)
        'terse' | 'brief'
        : TerseAction
        verbPhrase = 'enter/entering BRIEF mode'
    ;

    VerbRule(Score)
        'score' | 'status'
        : ScoreAction
        verbPhrase = 'show/showing score'
    ;

    VerbRule(FullScore)
        'full' 'score' | 'fullscore' | 'full'
        : FullScoreAction
        verbPhrase = 'show/showing full score'
    ;

    VerbRule(Notify)
        'notify'
        : NotifyAction
        verbPhrase = 'show/showing notification status'
    ;

    VerbRule(NotifyOn)
        'notify' 'on'
        : NotifyOnAction
        verbPhrase = 'turn/turning on score notification'
    ;

    VerbRule(NotifyOff)
        'notify' 'off'
        : NotifyOffAction
        verbPhrase = 'turn/turning off score notification'
    ;

    VerbRule(Save)
        'save'
        : SaveAction
        verbPhrase = 'save/saving'
    ;

    VerbRule(SaveString)
        'save' quotedStringPhrase->fname_
        : SaveStringAction
        verbPhrase = 'save/saving'
    ;

    VerbRule(Restore)
        'restore'
        : RestoreAction
        verbPhrase = 'restore/restoring'
    ;

    VerbRule(RestoreString)
        'restore' quotedStringPhrase->fname_
        : RestoreStringAction
        verbPhrase = 'restore/restoring'
    ;

    VerbRule(SaveDefaults)
        'save' 'defaults'
        : SaveDefaultsAction
        verbPhrase = 'save/saving defaults'
    ;

    VerbRule(RestoreDefaults)
        'restore' 'defaults'
        : RestoreDefaultsAction
        verbPhrase = 'restore/restoring defaults'
    ;

    VerbRule(Restart)
        'restart'
        : RestartAction
        verbPhrase = 'restart/restarting'
    ;

    VerbRule(Pause)
        'pause'
        : PauseAction
        verbPhrase = 'pause/pausing'
    ;

    VerbRule(Undo)
        'undo'
        : UndoAction
        verbPhrase = 'undo/undoing'
    ;

    VerbRule(Version)
        'version'
        : VersionAction
        verbPhrase = 'show/showing version'
    ;

    VerbRule(Credits)
        'credits'
        : CreditsAction
        verbPhrase = 'show/showing credits'
    ;

    VerbRule(About)
        'about'
        : AboutAction
        verbPhrase = 'show/showing story information'
    ;

    VerbRule(Script)
        'script' | 'script' 'on'
        : ScriptAction
        verbPhrase = 'start/starting scripting'
    ;

    VerbRule(ScriptString)
        'script' quotedStringPhrase->fname_
        : ScriptStringAction
        verbPhrase = 'start/starting scripting'
    ;

    VerbRule(ScriptOff)
        'script' 'off' | 'unscript'
        : ScriptOffAction
        verbPhrase = 'end/ending scripting'
    ;

    VerbRule(Record)
        'record' | 'record' 'on'
        : RecordAction
        verbPhrase = 'start/starting command recording'
    ;

    VerbRule(RecordString)
        'record' quotedStringPhrase->fname_
        : RecordStringAction
        verbPhrase = 'start/starting command recording'
    ;

    VerbRule(RecordEvents)
        'record' 'events' | 'record' 'events' 'on'
        : RecordEventsAction
        verbPhrase = 'start/starting event recording'
    ;

    VerbRule(RecordEventsString)
        'record' 'events' quotedStringPhrase->fname_
        : RecordEventsStringAction
        verbPhrase = 'start/starting command recording'
    ;

    VerbRule(RecordOff)
        'record' 'off'
        : RecordOffAction
        verbPhrase = 'end/ending command recording'
    ;

    VerbRule(ReplayString)
        'replay' ('quiet'->quiet_ | 'nonstop'->nonstop_ | )
            (quotedStringPhrase->fname_ | )
        : ReplayStringAction
        verbPhrase = 'replay/replaying command recording'

        /* set the appropriate option flags */
        scriptOptionFlags = ((quiet_ != nil ? ScriptFileQuiet : 0)
                             | (nonstop_ != nil ? ScriptFileNonstop : 0))
    ;
    VerbRule(ReplayQuiet)
        'rq' (quotedStringPhrase->fname_ | )
        : ReplayStringAction

        scriptOptionFlags = ScriptFileQuiet
    ;

    VerbRule(VagueTravel) 'go' | 'walk' : VagueTravelAction
        verbPhrase = 'go/going'
    ;

    VerbRule(Travel)
        'go' singleDir | singleDir
        : TravelAction
        verbPhrase = ('go/going ' + dirMatch.dir.name)
    ;

    /*
     *   Create a TravelVia subclass merely so we can supply a verbPhrase.
     *   (The parser looks for subclasses of each specific Action class to find
     *   its verb phrase, since the language-specific Action definitions are
     *   always in the language module's 'grammar' subclasses.  We don't need
     *   an actual grammar rule, since this isn't an input-able verb, so we
     *   merely need to create a regular subclass in order for the verbPhrase
     *   to get found.)
     */
    class EnTravelVia: TravelViaAction
        verbPhrase = 'use/using (what)'
    ;

    VerbRule(Port)
        'go' 'to' ('port' | 'p')
        : PortAction
        dirMatch: DirectionProd { dir = portDirection }
        verbPhrase = 'go/going to port'
    ;

    VerbRule(Starboard)
        'go' 'to' ('starboard' | 'sb')
        : StarboardAction
        dirMatch: DirectionProd { dir = starboardDirection }
        verbPhrase = 'go/going to starboard'
    ;

    VerbRule(In)
        'enter'
        : InAction
        dirMatch: DirectionProd { dir = inDirection }
        verbPhrase = 'enter/entering'
    ;

    VerbRule(Out)
        'exit' | 'leave'
        : OutAction
        dirMatch: DirectionProd { dir = outDirection }
        verbPhrase = 'exit/exiting'
    ;

    VerbRule(GoThrough)
        ('walk' | 'go' ) ('through' | 'thru')
            singleDobj
        : GoThroughAction
        verbPhrase = 'go/going (through what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(Enter)
        ('enter' | 'in' | 'into' | 'in' 'to'
         | ('walk' | 'go') ('to' | 'in' | 'in' 'to' | 'into'))
        singleDobj
        : EnterAction
        verbPhrase = 'enter/entering (what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(GoBack)
        'back' | 'go' 'back' | 'return'
        : GoBackAction
        verbPhrase = 'go/going back'
    ;

    VerbRule(Dig)
        ('dig' | 'dig' 'in') singleDobj
        : DigAction
        verbPhrase = 'dig/digging (in what)'
        askDobjResponseProd = inSingleNoun
    ;

    VerbRule(DigWith)
        ('dig' | 'dig' 'in') singleDobj 'with' singleIobj
        : DigWithAction
        verbPhrase = 'dig/digging (in what) (with what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = inSingleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(Jump)
        'jump'
        : JumpAction
        verbPhrase = 'jump/jumping'
    ;

    VerbRule(JumpOffI)
        'jump' 'off'
        : JumpOffIAction
        verbPhrase = 'jump/jumping off'
    ;

    VerbRule(JumpOff)
        'jump' 'off' singleDobj
        : JumpOffAction
        verbPhrase = 'jump/jumping (off what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(JumpOver)
        ('jump' | 'jump' 'over') singleDobj
        : JumpOverAction
        verbPhrase = 'jump/jumping (over what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(Push)
        ('push' | 'press') dobjList
        : PushAction
        verbPhrase = 'push/pushing (what)'
    ;

    VerbRule(Pull)
        'pull' dobjList
        : PullAction
        verbPhrase = 'pull/pulling (what)'
    ;

    VerbRule(Move)
        'move' dobjList
        : MoveAction
        verbPhrase = 'move/moving (what)'
    ;

    VerbRule(MoveTo)
        ('push' | 'move') dobjList ('to' | 'under') singleIobj
        : MoveToAction
        verbPhrase = 'move/moving (what) (to what)'
        askIobjResponseProd = toSingleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(MoveWith)
        'move' singleDobj 'with' singleIobj
        : MoveWithAction
        verbPhrase = 'move/moving (what) (with what)'
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(Turn)
        ('turn' | 'twist' | 'rotate') dobjList
        : TurnAction
        verbPhrase = 'turn/turning (what)'
    ;

    VerbRule(TurnWith)
        ('turn' | 'twist' | 'rotate') singleDobj 'with' singleIobj
        : TurnWithAction
        verbPhrase = 'turn/turning (what) (with what)'
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(TurnTo)
        ('turn' | 'twist' | 'rotate') singleDobj
            'to' singleLiteral
        : TurnToAction
        verbPhrase = 'turn/turning (what) (to what)'
        askDobjResponseProd = singleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(Set)
        'set' dobjList
        : SetAction
        verbPhrase = 'set/setting (what)'
    ;

    VerbRule(SetTo)
        'set' singleDobj 'to' singleLiteral
        : SetToAction
        verbPhrase = 'set/setting (what) (to what)'
        askDobjResponseProd = singleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(TypeOn)
        'type' 'on' singleDobj
        : TypeOnAction
        verbPhrase = 'type/typing (on what)'
    ;

    VerbRule(TypeLiteralOn)
        'type' singleLiteral 'on' singleDobj
        : TypeLiteralOnAction
        verbPhrase = 'type/typing (what) (on what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(TypeLiteralOnWhat)
        [badness 500] 'type' singleLiteral
        : TypeLiteralOnAction
        verbPhrase = 'type/typing (what) (on what)'
        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = onSingleNoun;
        }
    ;

    VerbRule(EnterOn)
        'enter' singleLiteral
            ('on' | 'in' | 'in' 'to' | 'into' | 'with') singleDobj
        : EnterOnAction
        verbPhrase = 'enter/entering (what) (on what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(EnterOnWhat)
        'enter' singleLiteral
        : EnterOnAction
        verbPhrase = 'enter/entering (what) (on what)'
        construct()
        {
            /*
             *   ENTER <text> is a little special, because it could mean ENTER
             *   <text> ON <keypad>, or it could mean GO INTO <object>.  It's
             *   hard to tell which based on the grammar alone, so we have to
             *   do some semantic analysis to make a good decision about it.
             *
             *   We'll start by assuming it's the ENTER <text> ON <iobj> form
             *   of the command, and we'll look for a suitable default object
             *   to serve as the iobj.  If we can't find a suitable default, we
             *   won't prompt for the missing object as we usually would.
             *   Instead, we'll try re-parsing the command as GO INTO.  To do
             *   this, use our custom "asker" - this won't actually prompt for
             *   the missing object, but will instead retry the command as a GO
             *   INTO command.
             */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.setPrompt(onSingleNoun, enterOnWhatAsker);
        }
    ;

    /* our custom "asker" for the missing iobj in an "ENTER <text>" command */
    enterOnWhatAsker: ResolveAsker
        askMissingObject(targetActor, action, which)
        {
            /*
             *   This method is called when the resolver has failed to find a
             *   suitable default for the missing indirect object of ENTER
             *   <text> ON <iobj>.
             *
             *   Instead of issuing the prompt that we'd normally issue under
             *   these circumstances, assume that we're totally wrong about the
             *   way we've been interpreting the command: assume that it's not
             *   meant as ENTER <text> ON <iobj> after all, but was actually
             *   meant as GO IN <object>.  So, rephrase the command as such and
             *   start over with the new phrasing.
             */
            throw new ReplacementCommandStringException(
                'get in ' + action.getLiteral(), gIssuingActor, gActor);
        }
    ;

    VerbRule(Consult)
        'consult' singleDobj : ConsultAction
        verbPhrase = 'consult/consulting (what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(ConsultAbout)
        'consult' singleDobj ('on' | 'about') singleTopic
        | 'search' singleDobj 'for' singleTopic
        | (('look' | 'l') ('up' | 'for')
           | 'find'
           | 'search' 'for'
           | 'read' 'about')
             singleTopic 'in' singleDobj
        | ('look' | 'l') singleTopic 'up' 'in' singleDobj
        : ConsultAboutAction
        verbPhrase = 'consult/consulting (what) (about what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
    ;

    VerbRule(ConsultWhatAbout)
        (('look' | 'l') ('up' | 'for')
         | 'find'
         | 'search' 'for'
         | 'read' 'about')
        singleTopic
        | ('look' | 'l') singleTopic 'up'
        : ConsultAboutAction
        verbPhrase = 'look/looking up (what) (in what)'
        whichMessageTopic = DirectObject
        construct()
        {
            /* set up the empty direct object phrase */
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = inSingleNoun;
        }
    ;

    VerbRule(Switch)
        'switch' dobjList
        : SwitchAction
        verbPhrase = 'switch/switching (what)'
    ;

    VerbRule(Flip)
        'flip' dobjList
        : FlipAction
        verbPhrase = 'flip/flipping (what)'
    ;

    VerbRule(TurnOn)
        ('activate' | ('turn' | 'switch') 'on') dobjList
        | ('turn' | 'switch') dobjList 'on'
        : TurnOnAction
        verbPhrase = 'turn/turning on (what)'
    ;

    VerbRule(TurnOff)
        ('deactivate' | ('turn' | 'switch') 'off') dobjList
        | ('turn' | 'switch') dobjList 'off'
        : TurnOffAction
        verbPhrase = 'turn/turning off (what)'
    ;

    VerbRule(Light)
        'light' dobjList
        : LightAction
        verbPhrase = 'light/lighting (what)'
    ;

    DefineTAction(Strike);
    VerbRule(Strike)
        'strike' dobjList
        : StrikeAction
        verbPhrase = 'strike/striking (what)'
    ;

    VerbRule(Burn)
        ('burn' | 'ignite' | 'set' 'fire' 'to') dobjList
        : BurnAction
        verbPhrase = 'light/lighting (what)'
    ;

    VerbRule(BurnWith)
        ('light' | 'burn' | 'ignite' | 'set' 'fire' 'to') singleDobj
            'with' singleIobj
        : BurnWithAction
        verbPhrase = 'light/lighting (what) (with what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(Extinguish)
        ('extinguish' | 'douse' | 'put' 'out' | 'blow' 'out') dobjList
        | ('blow' | 'put') dobjList 'out'
        : ExtinguishAction
        verbPhrase = 'extinguish/extinguishing (what)'
    ;

    VerbRule(Break)
        ('break' | 'ruin' | 'destroy' | 'wreck') dobjList
        : BreakAction
        verbPhrase = 'break/breaking (what)'
    ;

    VerbRule(CutWithWhat)
        [badness 500] 'cut' singleDobj
        : CutWithAction
        verbPhrase = 'cut/cutting (what) (with what)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new EmptyNounPhraseProd();
            iobjMatch.responseProd = withSingleNoun;
        }
    ;

    VerbRule(CutWith)
        'cut' singleDobj 'with' singleIobj
        : CutWithAction
        verbPhrase = 'cut/cutting (what) (with what)'
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(Eat)
        ('eat' | 'consume') dobjList
        : EatAction
        verbPhrase = 'eat/eating (what)'
    ;

    VerbRule(Drink)
        ('drink' | 'quaff' | 'imbibe') dobjList
        : DrinkAction
        verbPhrase = 'drink/drinking (what)'
    ;

    VerbRule(Pour)
        'pour' dobjList
        : PourAction
        verbPhrase = 'pour/pouring (what)'
    ;

    VerbRule(PourInto)
        'pour' dobjList ('in' | 'into' | 'in' 'to') singleIobj
        : PourIntoAction
        verbPhrase = 'pour/pouring (what) (into what)'
        askIobjResponseProd = inSingleNoun
    ;

    VerbRule(PourOnto)
        'pour' dobjList ('on' | 'onto' | 'on' 'to') singleIobj
        : PourOntoAction
        verbPhrase = 'pour/pouring (what) (onto what)'
        askIobjResponseProd = onSingleNoun
    ;

    VerbRule(Climb)
        'climb' singleDobj
        : ClimbAction
        verbPhrase = 'climb/climbing (what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(ClimbUp)
        ('climb' | 'go' | 'walk') 'up' singleDobj
        : ClimbUpAction
        verbPhrase = 'climb/climbing (up what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(ClimbUpWhat)
        [badness 200] ('climb' | 'go' | 'walk') 'up'
        : ClimbUpAction
        verbPhrase = 'climb/climbing (up what)'
        askDobjResponseProd = singleNoun
        construct()
        {
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = onSingleNoun;
        }
    ;

    VerbRule(ClimbDown)
        ('climb' | 'go' | 'walk') 'down' singleDobj
        : ClimbDownAction
        verbPhrase = 'climb/climbing (down what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(ClimbDownWhat)
        [badness 200] ('climb' | 'go' | 'walk') 'down'
        : ClimbDownAction
        verbPhrase = 'climb/climbing (down what)'
        askDobjResponseProd = singleNoun
        construct()
        {
            dobjMatch = new EmptyNounPhraseProd();
            dobjMatch.responseProd = onSingleNoun;
        }
    ;

    VerbRule(Clean)
        'clean' dobjList
        : CleanAction
        verbPhrase = 'clean/cleaning (what)'
    ;

    VerbRule(CleanWith)
        'clean' dobjList 'with' singleIobj
        : CleanWithAction
        verbPhrase = 'clean/cleaning (what) (with what)'
        askIobjResponseProd = withSingleNoun
        omitIobjInDobjQuery = true
    ;

    VerbRule(AttachTo)
        ('attach' | 'connect') dobjList 'to' singleIobj
        : AttachToAction
        askIobjResponseProd = toSingleNoun
        verbPhrase = 'attach/attaching (what) (to what)'
    ;

    VerbRule(AttachToWhat)
        [badness 500] ('attach' | 'connect') dobjList
        : AttachToAction
        verbPhrase = 'attach/attaching (what) (to what)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new EmptyNounPhraseProd();
            iobjMatch.responseProd = toSingleNoun;
        }
    ;

    VerbRule(DetachFrom)
        ('detach' | 'disconnect') dobjList 'from' singleIobj
        : DetachFromAction
        verbPhrase = 'detach/detaching (what) (from what)'
        askIobjResponseProd = fromSingleNoun
    ;

    VerbRule(Detach)
        ('detach' | 'disconnect') dobjList
        : DetachAction
        verbPhrase = 'detach/detaching (what)'
    ;

    VerbRule(Open)
        'open' dobjList
        : OpenAction
        verbPhrase = 'open/opening (what)'
    ;

    VerbRule(Close)
        ('close' | 'shut') dobjList
        : CloseAction
        verbPhrase = 'close/closing (what)'
    ;

    VerbRule(Lock)
        'lock' dobjList
        : LockAction
        verbPhrase = 'lock/locking (what)'
    ;

    VerbRule(Unlock)
        'unlock' dobjList
        : UnlockAction
        verbPhrase = 'unlock/unlocking (what)'
    ;

    VerbRule(LockWith)
        'lock' singleDobj 'with' singleIobj
        : LockWithAction
        verbPhrase = 'lock/locking (what) (with what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(UnlockWith)
        'unlock' singleDobj 'with' singleIobj
        : UnlockWithAction
        verbPhrase = 'unlock/unlocking (what) (with what)'
        omitIobjInDobjQuery = true
        askDobjResponseProd = singleNoun
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(SitOn)
        'sit' ('on' | 'in' | 'down' 'on' | 'down' 'in')
            singleDobj
        : SitOnAction
        verbPhrase = 'sit/sitting (on what)'
        askDobjResponseProd = singleNoun

        /* use the actorInPrep, if there's a direct object available */
        adjustDefaultObjectPrep(prep, obj)
            { return (obj != nil ? obj.actorInPrep + ' ' : prep); }
    ;

    VerbRule(Sit)
        'sit' ( | 'down') : SitAction
        verbPhrase = 'sit/sitting down'
    ;

    VerbRule(LieOn)
        'lie' ('on' | 'in' | 'down' 'on' | 'down' 'in')
            singleDobj
        : LieOnAction
        verbPhrase = 'lie/lying (on what)'
        askDobjResponseProd = singleNoun

        /* use the actorInPrep, if there's a direct object available */
        adjustDefaultObjectPrep(prep, obj)
            { return (obj != nil ? obj.actorInPrep + ' ' : prep); }
    ;

    VerbRule(Lie)
        'lie' ( | 'down') : LieAction
        verbPhrase = 'lie/lying down'
    ;

    VerbRule(StandOn)
        ('stand' ('on' | 'in' | 'onto' | 'on' 'to' | 'into' | 'in' 'to')
         | 'climb' ('on' | 'onto' | 'on' 'to'))
        singleDobj
        : StandOnAction
        verbPhrase = 'stand/standing (on what)'
        askDobjResponseProd = singleNoun

        /* use the actorInPrep, if there's a direct object available */
        adjustDefaultObjectPrep(prep, obj)
            { return (obj != nil ? obj.actorInPrep + ' ' : prep); }
    ;

    VerbRule(Stand)
        'stand' | 'stand' 'up' | 'get' 'up'
        : StandAction
        verbPhrase = 'stand/standing up'
    ;

    VerbRule(GetOutOf)
        ('out' 'of' | 'get' 'out' 'of' | 'climb' 'out' 'of' | 'leave' | 'exit')
        singleDobj
        : GetOutOfAction
        verbPhrase = 'get/getting (out of what)'
        askDobjResponseProd = singleNoun

        /* use the actorOutOfPrep, if there's a direct object available */
        adjustDefaultObjectPrep(prep, obj)
            { return (obj != nil ? obj.actorOutOfPrep + ' ' : prep); }
    ;

    VerbRule(GetOffOf)
        'get' ('off' | 'off' 'of' | 'down' 'from') singleDobj
        : GetOffOfAction
        verbPhrase = 'get/getting (off of what)'
        askDobjResponseProd = singleNoun

        /* use the actorOutOfPrep, if there's a direct object available */
        adjustDefaultObjectPrep(prep, obj)
            { return (obj != nil ? obj.actorOutOfPrep + ' ' : prep); }
    ;

    VerbRule(GetOut)
        'get' 'out'
        | 'get' 'off'
        | 'get' 'down'
        | 'disembark'
        | 'climb' 'out'
        : GetOutAction
        verbPhrase = 'get/getting out'
    ;

    VerbRule(Board)
        ('board'
         | ('get' ('in' | 'into' | 'in' 'to' | 'on' | 'onto' | 'on' 'to'))
         | ('climb' ('in' | 'into' | 'in' 'to')))
        singleDobj
        : BoardAction
        verbPhrase = 'get/getting (in what)'
        askDobjResponseProd = singleNoun
    ;

    VerbRule(Sleep)
        'sleep'
        : SleepAction
        verbPhrase = 'sleep/sleeping'
    ;

    VerbRule(Fasten)
        ('fasten' | 'buckle' | 'buckle' 'up') dobjList
        : FastenAction
        verbPhrase = 'fasten/fastening (what)'
    ;

    VerbRule(FastenTo)
        ('fasten' | 'buckle') dobjList 'to' singleIobj
        : FastenToAction
        verbPhrase = 'fasten/fastening (what) (to what)'
        askIobjResponseProd = toSingleNoun
    ;

    VerbRule(Unfasten)
        ('unfasten' | 'unbuckle') dobjList
        : UnfastenAction
        verbPhrase = 'unfasten/unfastening (what)'
    ;

    VerbRule(UnfastenFrom)
        ('unfasten' | 'unbuckle') dobjList 'from' singleIobj
        : UnfastenFromAction
        verbPhrase = 'unfasten/unfastening (what) (from what)'
        askIobjResponseProd = fromSingleNoun
    ;

    VerbRule(PlugInto)
        'plug' dobjList ('in' | 'into' | 'in' 'to') singleIobj
        : PlugIntoAction
        verbPhrase = 'plug/plugging (what) (into what)'
        askIobjResponseProd = inSingleNoun
    ;

    VerbRule(PlugIntoWhat)
        [badness 500] 'plug' dobjList
        : PlugIntoAction
        verbPhrase = 'plug/plugging (what) (into what)'
        construct()
        {
            /* set up the empty indirect object phrase */
            iobjMatch = new EmptyNounPhraseProd();
            iobjMatch.responseProd = inSingleNoun;
        }
    ;

    VerbRule(PlugIn)
        'plug' dobjList 'in'
        | 'plug' 'in' dobjList
        : PlugInAction
        verbPhrase = 'plug/plugging (what)'
    ;

    VerbRule(UnplugFrom)
        'unplug' dobjList 'from' singleIobj
        : UnplugFromAction
        verbPhrase = 'unplug/unplugging (what) (from what)'
        askIobjResponseProd = fromSingleNoun
    ;

    VerbRule(Unplug)
        'unplug' dobjList
        : UnplugAction
        verbPhrase = 'unplug/unplugging (what)'
    ;

    VerbRule(Screw)
        'screw' dobjList
        : ScrewAction
        verbPhrase = 'screw/screwing (what)'
    ;

    VerbRule(ScrewWith)
        'screw' dobjList 'with' singleIobj
        : ScrewWithAction
        verbPhrase = 'screw/screwing (what) (with what)'
        omitIobjInDobjQuery = true
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(Unscrew)
        'unscrew' dobjList
        : UnscrewAction
        verbPhrase = 'unscrew/unscrewing (what)'
    ;

    VerbRule(UnscrewWith)
        'unscrew' dobjList 'with' singleIobj
        : UnscrewWithAction
        verbPhrase = 'unscrew/unscrewing (what) (with what)'
        omitIobjInDobjQuery = true
        askIobjResponseProd = withSingleNoun
    ;

    VerbRule(PushTravelDir)
        ('push' | 'pull' | 'drag' | 'move') singleDobj singleDir
        : PushTravelDirAction
        verbPhrase = ('push/pushing (what) ' + dirMatch.dir.name)
    ;

    VerbRule(PushTravelThrough)
        ('push' | 'pull' | 'drag' | 'move') singleDobj
        ('through' | 'thru') singleIobj
        : PushTravelThroughAction
        verbPhrase = 'push/pushing (what) (through what)'
    ;

    VerbRule(PushTravelEnter)
        ('push' | 'pull' | 'drag' | 'move') singleDobj
        ('in' | 'into' | 'in' 'to') singleIobj
        : PushTravelEnterAction
        verbPhrase = 'push/pushing (what) (into what)'
    ;

    VerbRule(PushTravelGetOutOf)
        ('push' | 'pull' | 'drag' | 'move') singleDobj
        'out' ('of' | ) singleIobj
        : PushTravelGetOutOfAction
        verbPhrase = 'push/pushing (what) (out of what)'
    ;

    VerbRule(PushTravelClimbUp)
        ('push' | 'pull' | 'drag' | 'move') singleDobj
        'up' singleIobj
        : PushTravelClimbUpAction
        verbPhrase = 'push/pushing (what) (up what)'
        omitIobjInDobjQuery = true
    ;

    VerbRule(PushTravelClimbDown)
        ('push' | 'pull' | 'drag' | 'move') singleDobj
        'down' singleIobj
        : PushTravelClimbDownAction
        verbPhrase = 'push/pushing (what) (down what)'
    ;

    VerbRule(Exits)
        'exits'
        : ExitsAction
        verbPhrase = 'exits/showing exits'
    ;

    VerbRule(ExitsMode)
        'exits' ('on'->on_ | 'all'->on_
                 | 'off'->off_ | 'none'->off_
                 | ('status' ('line' | ) | 'statusline') 'look'->on_
                 | 'look'->on_ ('status' ('line' | ) | 'statusline')
                 | 'status'->stat_ ('line' | ) | 'statusline'->stat_
                 | 'look'->look_)
        : ExitsModeAction
        verbPhrase = 'turn/turning off exits display'
    ;

    VerbRule(HintsOff)
        'hints' 'off'
        : HintsOffAction
        verbPhrase = 'disable/disabling hints'
    ;

    VerbRule(Hint)
        'hint' | 'hints'
        : HintAction
        verbPhrase = 'show/showing hints'
    ;

    VerbRule(Oops)
        ('oops' | 'o') singleLiteral
        : OopsAction
        verbPhrase = 'oops/correcting (what)'
    ;

    VerbRule(OopsOnly)
        ('oops' | 'o')
        : OopsIAction
        verbPhrase = 'oops/correcting'
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   "debug" verb - special verb to break into the debugger.  We'll only
     *   compile this into the game if we're compiling a debug version to begin
     *   with, since a non-debug version can't be run under the debugger.
     */
    #ifdef __DEBUG

    VerbRule(Debug)
        'debug'
        : DebugAction
        verbPhrase = 'debug/debugging'
    ;

    #endif /* __DEBUG */

TADS 3 Library Manual
Generated on 8/21/2012 from TADS version 3.1.2