//	Hugo source comments for the Annotated Adventure

var c00 = 'COMMENT TO BE SUPPLIED.';
var c01 = 'A compile-time directive which specifies the minimum compiler version to be used.';
var c02 = 'A compile-time directive which sets a compiler flag to True.';
var c03 = 'A compiler flag which includes minimal "No way!" responses to verbs like "CLIMB", "PUSH" and "TOUCH".';
var c04 = 'A compiler flag to exclude the auxiliary math routines (powers, etc).';
var c05 = 'A compile-time directive which sets compiler switches. <b>-d</b> invokes debugging support and compiles to CLOAK.HDX, <b>-l</b> produces a listing in CLOAK.LST, <b>-s</b> prints compilation statistics.';
var c06 = 'Compiles source lines (as far as <b>#endif</b>) if the flag is True; optionally, using <b>#else</b>, compiles other source lines if the flag is clear.';
var c07 = 'A compiler flag.';
var c08 = 'Adds to the game\'s repertoire of verbs. Here support is added for a sentence like <b>HANG THE</b> <i>object_being_held</i> <b>ON THE</b> <i>object_in_the_room</i>, which will be handled by the existing <b>DoPutIn</b> routine.';
var c09 = 'A compile-time directive which includes the contents of a source file into the game being compiled.';
var c10 = 'A compile-time directive which links the contents of a pre-compiled header file into the game being compiled.';
var c11 = 'Every game must #include this Library file containing standard verb grammar definitions.';
var c12 = 'Every game must #include this Library file containing Hugo\'s library definitions and routines.';
var c13 = 'A pre-compiled version of <b>hugolib.hlb</b>.';
var c14 = 'A compiler flag.';
var c15 = 'Defines a new property name, which may subsequently be associated with one or more objects.';
var c16 = 'Introduces the declaration of a <b>routine</b>: a self-contained code fragment within {...} which does some processing and returns a value.';
var c17 = 'A routine which is automatically called at the start of a game.';
var c18 = 'A routine which is automatically called at the end of each turn (except following an <b>xverb</b> like "SAVE", "SCORE").';
var c19 = 'A system global giving the number of turns.';
var c20 = 'A system global giving the game\'s maximum score.';
var c21 = 'A system global specifying the status line format.';
var c22 = 'A system global giving the normal text colour.';
var c23 = 'A system global giving the normal background colour.';
var c24 = 'A system global giving the status line text colour.';
var c25 = 'A system global giving the status line background colour.';
var c26 = 'A system constant defining a default colour.';
var c27 = 'Sets display colours for text output.';
var c28 = 'A system global giving the default font number.';
var c29 = 'A system constant defining a font style.';
var c30 = 'A library routine which controls the output style.';
var c31 = 'A system global defining the input line prompt string.';
var c32 = 'Clears the screen.';
var c33 = '"..." (as a statement) outputs text to the terminal (followed by a newline, unless the line ends with a semicolon).';
var c34 = '\\n in a printed string outputs a newline character.';
var c35 = 'A system constant defining a font style.';
var c36 = 'Outputs text to the terminal (followed by a newline, unless the line ends with a semicolon).';
var c37 = 'A system constant defining text to be printed in the game\'s header.';
var c38 = 'A system global defining the player object.';
var c39 = 'An object representing the player, defined later as a member of the <b>player_character</b> class.';
var c40 = 'A system global defining the current location of the player object.';
var c41 = 'A system global defining the previous location of the player object.';
var c42 = 'Moves an object (with all of its possessions) to become a child of the specified parent object.';
var c43 = 'A library routine which determines if the player\'s location is lit.';
var c44 = 'A library routine which outputs a room\'s name and description.';
var c45 = 'Sets an attribute of an object to True. With <b>not</b>, sets the attribute to False.';
var c46 = 'An attribute which marks a room as having been visited by the player.';
var c47 = 'A library routine which determines the cumulative <b>size</b> of the objects currently being held.';
var c48 = 'A library routine to move the object to the parent, if the parent has sufficient <b>capacity</b>.';
var c49 = 'An attribute which marks an object as \'known\' to the player.';
var c50 = 'An attribute which marks an object as currently being worn by the player.';
var c51 = 'Replaces an existing Library definition.';
var c52 = 'Double plus increments by 1 in an expression; <b>counter++</b> and <b>counter=counter+1</b> are equivalent.';
var c53 = 'A library routine which outputs the status line.';
var c54 = 'Executes a property routine of an object.';
var c55 = 'Well now, clearly the <b>location</b> object has an <b>each_turn</b> property routine, but I can\'t for the life of me tell you what it does. (Kent: any chance of an index in the next edition of the <cite>Hugo Programming Manual</cite>?)';
var c56 = 'Calls all events which are either global or currently within the event scope of the player object (none in this game).';
var c57 = 'A library routine which runs all active scripts (none in this game).';
var c58 = 'Not used in this game.';
var c59 = 'A pre-defined class of objects, more specific than the general <b>object</b>. <b>you</b> is the internal name of the player.';
var c60 = 'A pre-defined class of objects, more specific than the general <b>object</b>. <b>foyer</b> is the internal name of the room.';
var c61 = 'A property which provides an object\'s long description.';
var c62 = 'A property which represents an exit from a room.';
var c63 = 'Introduces a list of <b>attributes</b> for this object. The Library defines about 30 standard attributes which may be applied (though most objects use only a few). Each attribute has a name, but no value; they are logical flags which are either present or absent.';
var c64 = 'An attribute which marks an object as providing light.';
var c65 = 'A predefined class of objects, more specific than the general <b>object</b>.';
var c66 = 'A property which defines nouns applicable to this object, used when interpreting the input line.';
var c67 = 'A property which defines adjectives applicable to this object, used when interpreting the input line.';
var c68 = 'A property which defines an appropriate definite or indefinite article like "the" or "a".';
var c69 = 'A property which makes the object a child of the specified parent.';
var c70 = 'Executes a statement if the expression is True; optionally, using <b>else</b>, executes another statement if the expression is False. Each statement can be a code block enclosed in {...}.';
var c71 = 'A library routine which determines if the object is a child, grandchild, etc of the specified parent.';
var c72 = 'An attribute which marks an object as being able to have other objects placed upon it.';
var c73 = 'A property which represents an object\'s ability to hold or support other objects.';
var c74 = 'A property which receives every verb which happens here, before it has happened. Generally contains rules to be applied to certain actions, supplementing or altering their default behaviour.';
var c75 = 'A property which receives every verb which happens here, after it has happened. Generally contains rules to be applied to certain actions, supplementing their default behaviour.';
var c76 = 'A library routine to handle the verb "GO".';
var c77 = 'Another way of referring to the object currently being defined (in this case, the <b>bar</b>).';
var c78 = 'Returns True if the object has the specified attribute set.';
var c79 = 'Negates the expression.';
var c80 = 'Joins two elements into a boolean expression which is True only if both elements are True.';
var c81 = 'A system global defining the direct (first) object specified on the input line.';
var c82 = 'Comparison evaluates to True if the two arguments are unequal.';
var c83 = 'A system object representing the northerly direction.';
var c84 = 'In an expression, <b>counter+=2</b> and <b>counter=counter+2</b> are equivalent.';
var c85 = 'A library routine which determines if its argument is a <b>verb</b> or an <b>xverb</b>.';
var c86 = 'A system global defining the routine to handle the verb specified on the input line.';
var c87 = 'An ampersand returns the address of an object - in this case, the DoGo routine.';
var c88 = 'An object definition comprises a <b>head</b> (the first line) and <b>body</b> (enclosed in {...}). The head has the object\'s internal and external names. The body contains properties and attributes (<b>is</b>...).';
var c89 = 'A system global defining the indirect (second) object specified on the input line.';
var c90 = 'An general-purpose attribute flag associated with every object, which is freely available for use by the program. Here it is used for incrementing the score only the first time that the cloak is placed on the hook.';
var c91 = 'An attribute which marks an object as being able to be worn by the player.';
var c92 = 'A property which represents an object\'s size, for inventory/holding purposes.';
var c93 = 'A system global which, if its value is set non-zero, ends the game after that turn. Can be set to 1 ("You have won"), 2 ("You have died"), 3 or more to indicate an alternative ending (by calling <b>EndGame</b>)';
var c94 = 'A property specially created for this object, used to measure its degree of disturbance.';
var c95 = 'An attribute which marks an object as being able to be read.';
var c96 = 'An exclamation mark introduces a comment, which extends to the end of the line. !\...\! surround a multi-line comment.';
var c97 = 'A library routine which moves the player to a new location.';
var c98 = '"..." (not as a statement) surround the declaration of a text string constant.';
var c99 = 'A colon separates two statements on the same line.';
var c100= 'Returns from a routine. If no specific value is given, returns False from a regular routine, True from a property routine.';
var c101= 'A system global giving the accumlated score.';

