#pragma once #include "buff.h" #include "HandmadeMath.h" // vector types in entity struct definition #include "better_assert.h" #include #include #include // atoi #include "character_info.h" #include "characters.gen.h" #include "tuning.h" // TODO do strings: https://pastebin.com/Kwcw2sye #define DO_CHATGPT_PARSING #define Log(...) { printf("%s Log %d | ", __FILE__, __LINE__); printf(__VA_ARGS__); } // Never expected such a stupid stuff from such a great director. If there is 0 stari can give that or -200 to this movie. Its worst to see and unnecessary loss of money #define PushWithLint(arena, list, ...) { MD_S8ListPushFmt(arena, list, __VA_ARGS__); if(false) printf( __VA_ARGS__); } #define FmtWithLint(arena, ...) (0 ? printf(__VA_ARGS__) : (void)0, MD_S8Fmt(arena, __VA_ARGS__)) typedef BUFF(char, 1024 * 10) Escaped; bool character_valid(char c) { return c <= 126 && c >= 32; } MD_String8 escape_for_json(MD_Arena *arena, MD_String8 from) { MD_u64 output_size = 0; #define SHOULD_ESCAPE(c) (c == '"' || c == '\n' || c == '\\') for (int i = 0; i < from.size; i++) { char c = from.str[i]; if (SHOULD_ESCAPE(c)) { output_size += 2; } else { if (!character_valid(c)) { // replaces with question mark Log("Unknown character code %d\n", c); } output_size += 1; } } MD_String8 output = { .str = MD_PushArray(arena, MD_u8, output_size), .size = output_size, }; MD_u64 output_cursor = 0; for(MD_u64 i = 0; i < from.size; i++) { #define APPEND(elem) APPEND_TO_NAME(output.str, output_cursor, output.size, elem); assert(output_cursor < output.size); if(SHOULD_ESCAPE(from.str[i])) { if(from.str[i] == '\n') { APPEND('\\'); APPEND('n'); } else { APPEND('\\'); APPEND(from.str[i]); } } else { APPEND(from.str[i]); } #undef APPEND } return output; } typedef struct { // serialized as bytes. No pointers. ItemKind item_to_give; } ActionArgument; typedef struct Action { ActionKind kind; ActionArgument argument; MD_u8 speech[MAX_SENTENCE_LENGTH]; int speech_length; bool talking_to_somebody; NpcKind talking_to_kind; MD_u8 internal_monologue[MAX_SENTENCE_LENGTH]; int internal_monologue_length; MoodKind mood; } Action; typedef struct { bool i_said_this; // don't trigger npc action on own self memory modification NpcKind author_npc_kind; // only valid if author is AuthorNpc bool was_talking_to_somebody; NpcKind talking_to_kind; bool heard_physically; // if not physically, the source was directly bool dont_show_to_player; // jester and past memories are hidden to the player when made into dialog } MemoryContext; // memories are subjective to an individual NPC typedef struct Memory { struct Memory *prev; struct Memory *next; uint64_t tick_happened; // can sort memories by time for some modes of display // if action_taken is none, there might still be speech. If speech_length == 0 and action_taken == none, it's an invalid memory and something has gone wrong ActionKind action_taken; ActionArgument action_argument; // the context that the action happened in MemoryContext context; MD_u8 speech[MAX_SENTENCE_LENGTH]; int speech_length; // internal monologue is only valid if context.is_said_this is true MD_u8 internal_monologue[MAX_SENTENCE_LENGTH]; int internal_monologue_length; MoodKind mood; ItemKind given_or_received_item; } Memory; typedef enum PropKind { TREE0, TREE1, TREE2, ROCK0, } PropKind; typedef struct EntityRef { int index; int generation; } EntityRef; typedef enum CharacterState { CHARACTER_WALKING, CHARACTER_IDLE, CHARACTER_TALKING, } CharacterState; typedef enum { STANDING_INDIFFERENT, STANDING_JOINED, STANDING_FIGHTING, } NPCPlayerStanding; typedef Vec4 Color; typedef struct { AnimKind anim; double elapsed_time; bool flipped; Vec2 pos; Color tint; bool no_shadow; } DrawnAnimatedSprite; typedef struct { DrawnAnimatedSprite drawn; float alive_for; } PlayerAfterImage; typedef BUFF(Vec2, MAX_ASTAR_NODES) AStarPath; typedef struct { bool exists; int generation; double elapsed_time; AStarPath path; } PathCache; typedef struct { int generation; int index; } PathCacheHandle; typedef struct { bool is_reference; EntityRef ref; Vec2 pos; } Target; typedef struct TextChunk { struct TextChunk *next; struct TextChunk *prev; char text[MAX_SENTENCE_LENGTH]; int text_length; } TextChunk; typedef enum { MACH_invalid, MACH_idol_dispenser, MACH_arrow_shooter, } MachineKind; MD_String8 points_at_chunk(TextChunk *t) { return MD_S8((MD_u8*)t->text, t->text_length); } typedef struct Entity { bool exists; bool destroy; int generation; // the kinds are at the top so you can quickly see what kind an entity is in the debugger bool is_world; bool is_prop; bool is_machine; bool is_item; bool is_npc; bool is_character; // fields for all gs.entities Vec2 pos; Vec2 last_moved; float rotation; Vec2 vel; // only used sometimes, like in old man and bullet float damage; // at 1.0, dead! zero initialized bool facing_left; double dead_time; bool dead; // the static world. An entity is always returned when you collide with something so support that here // npcs and player BUFF(ItemKind, 32) held_items; // props PropKind prop_kind; // machines, like the machine that gives the player the idol, or the ones that // shoot arrows MachineKind machine_kind; bool has_given_idol; float idol_reminder_opacity; // fades out float arrow_timer; // items bool held_by_player; ItemKind item_kind; // npcs bool being_hovered; bool perceptions_dirty; TextChunk *errorlist_first; TextChunk *errorlist_last; #ifdef DESKTOP int times_talked_to; // for better mocked response string #endif bool opened; float opened_amount; bool gave_away_sword; Memory *memories_first; Memory *memories_last; bool direction_of_spiral_pattern; float dialog_panel_opacity; int words_said; float word_anim_in; // in characters, the fraction a word is animated in is this over its length. NPCPlayerStanding standing; NpcKind npc_kind; PathCacheHandle cached_path; int gen_request_id; bool walking; double shotgun_timer; bool moved; Vec2 target_goto; // only for skeleton npc double swing_timer; // character bool knighted; bool in_conversation_mode; Vec2 to_throw_direction; BUFF(Vec2, 8) position_history; // so npcs can follow behind the player CharacterState state; EntityRef talking_to; bool is_rolling; // can only roll in idle or walk states double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible // so doesn't change animations while time is stopped AnimKind cur_animation; float anim_change_timer; } Entity; typedef BUFF(NpcKind, 32) CanTalkTo; bool npc_is_knight_sprite(Entity *it) { return it->is_npc && (false || it->npc_kind == NPC_Edeline || it->npc_kind == NPC_TheKing || it->npc_kind == NPC_TheBlacksmith || it->npc_kind == NPC_Red || it->npc_kind == NPC_Blue || it->npc_kind == NPC_Davis || it->npc_kind == NPC_Bill || it->npc_kind == NPC_Jester ); } bool item_is_scroll(ItemKind i) { if(i == ITEM_Scroll1 || i == ITEM_Scroll2 || i == ITEM_Scroll3) { return true; } else { return false; } } MD_String8 scroll_secret(ItemKind i) { if(i == ITEM_Scroll1) { return MD_S8Lit(Scroll1_Secret); } else if(i == ITEM_Scroll2) { return MD_S8Lit(Scroll2_Secret); } else if(i == ITEM_Scroll3) { return MD_S8Lit(Scroll3_Secret); } else { assert(false); return MD_S8Lit(""); } } float entity_max_damage(Entity *e) { return 1.0f; } bool npc_attacks_with_sword(Entity *it) { return false; } bool npc_attacks_with_shotgun(Entity *it) { return it->is_npc && (false); } typedef BUFF(ActionKind, 8) AvailableActions; void fill_available_actions(Entity *it, AvailableActions *a) { *a = (AvailableActions) { 0 }; BUFF_APPEND(a, ACT_none); if(it->npc_kind == NPC_Pile) { if(!it->gave_away_sword) BUFF_APPEND(a, ACT_releases_sword_of_nazareth); } else if(it->npc_kind == NPC_Door) { if(!it->opened) BUFF_APPEND(a, ACT_opens_myself); } else { if(it->held_items.cur_index > 0) { BUFF_APPEND(a, ACT_gift_item_to_targeting); } if (it->npc_kind == NPC_TheKing) { BUFF_APPEND(a, ACT_knights_player); } if (it->standing == STANDING_INDIFFERENT) { BUFF_APPEND(a, ACT_fights_player); BUFF_APPEND(a, ACT_joins_player); } else if (it->standing == STANDING_JOINED) { BUFF_APPEND(a, ACT_leaves_player); BUFF_APPEND(a, ACT_fights_player); } else if (it->standing == STANDING_FIGHTING) { BUFF_APPEND(a, ACT_stops_fighting_player); } } } typedef struct GameState { uint64_t tick; bool won; // these must point entities in its own array. Entity *player; Entity *world_entity; Entity entities[MAX_ENTITIES]; } GameState; #define ENTITIES_ITER(ents) for (Entity *it = ents; it < ents + ARRLEN(ents); it++) if (it->exists && !it->destroy && it->generation > 0) bool npc_does_dialog(Entity *it) { return it->npc_kind < ARRLEN(characters); } // for no trailing comma just trim the last character MD_String8 make_json_node(MD_Arena *arena, MessageType type, MD_String8 content) { MD_ArenaTemp scratch = MD_GetScratch(&arena, 1); const char *type_str = 0; if (type == MSG_SYSTEM) type_str = "system"; else if (type == MSG_USER) type_str = "user"; else if (type == MSG_ASSISTANT) type_str = "assistant"; assert(type_str); MD_String8 escaped = escape_for_json(scratch.arena, content); MD_String8 to_return = FmtWithLint(arena, "{\"type\": \"%s\", \"content\": \"%.*s\"},", type_str, MD_S8VArg(escaped)); MD_ReleaseScratch(scratch); return to_return; } MD_String8List held_item_strings(MD_Arena *arena, Entity *e) { MD_String8List to_return = {0}; BUFF_ITER(ItemKind, &e->held_items) { PushWithLint(arena, &to_return, "ITEM_%s", items[*it].enum_name); } return to_return; } // outputs json MD_String8 generate_chatgpt_prompt(MD_Arena *arena, Entity *e, CanTalkTo can_talk_to) { assert(e->is_npc); assert(e->npc_kind < ARRLEN(characters)); MD_ArenaTemp scratch = MD_GetScratch(&arena, 1); MD_String8List list = {0}; PushWithLint(scratch.arena, &list, "["); MD_String8List first_system_string = {0}; PushWithLint(scratch.arena, &first_system_string, "%s\n", global_prompt); PushWithLint(scratch.arena, &first_system_string, "The NPC you will be acting as is named \"%s\". %s\n", characters[e->npc_kind].name, characters[e->npc_kind].prompt); // writing style { if(characters[e->npc_kind].writing_style[0]) PushWithLint(scratch.arena, &first_system_string, "Examples of %s's writing style:\n", characters[e->npc_kind].name); for(int i = 0; i < ARRLEN(characters[e->npc_kind].writing_style); i++) { char *writing = characters[e->npc_kind].writing_style[i]; if(writing) PushWithLint(scratch.arena, &first_system_string, "'%s'\n", writing); } PushWithLint(scratch.arena, &first_system_string, "\n"); } if(e->errorlist_first) PushWithLint(scratch.arena, &first_system_string, "Errors to watch out for: "); for(TextChunk *cur = e->errorlist_first; cur; cur = cur->next) { PushWithLint(scratch.arena, &first_system_string, "%.*s\n", MD_S8VArg(points_at_chunk(cur))); } //MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0}))); MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0}))); for(Memory *it = e->memories_first; it; it = it->next) { MessageType sent_type = -1; MD_String8List cur_list = {0}; MD_String8 context_string = {0}; PushWithLint(scratch.arena, &cur_list, "{"); if(it->context.i_said_this) assert(it->context.author_npc_kind == e->npc_kind); PushWithLint(scratch.arena, &cur_list, "who_i_am: \"%s\", ", characters[it->context.author_npc_kind].name); MD_String8 speech = MD_S8(it->speech, it->speech_length); PushWithLint(scratch.arena, &cur_list, "talking_to: \"%s\", ", it->context.was_talking_to_somebody ? characters[it->context.talking_to_kind].name : "nobody"); // add speech { if(it->context.author_npc_kind == NPC_Player) { PushWithLint(scratch.arena, &cur_list, "speech: \""); MD_String8 splits[] = { MD_S8Lit("*"), MD_S8Lit("\"") }; MD_String8List split_up_speech = MD_S8Split(scratch.arena, speech, ARRLEN(splits), splits); // anything in between strings in splits[] should be replaced with arcane trickery, int i = 0; for(MD_String8Node * cur = split_up_speech.first; cur; cur = cur->next) { if(i % 2 == 0) { PushWithLint(scratch.arena, &cur_list, "%.*s", MD_S8VArg(cur->string)); } else { PushWithLint(scratch.arena, &cur_list, "[The player is attempting to confuse the NPC with arcane trickery]"); } i += 1; } PushWithLint(scratch.arena, &cur_list, "\", "); sent_type = MSG_USER; } else { PushWithLint(scratch.arena, &cur_list, "speech: \"%.*s\", ", MD_S8VArg(speech)); if(it->context.i_said_this) { sent_type = MSG_ASSISTANT; } else { sent_type = MSG_USER; } } } // add internal things if(it->context.i_said_this) { PushWithLint(scratch.arena, &cur_list, "thoughts: \"%.*s\", ", MD_S8VArg(MD_S8(it->internal_monologue, it->internal_monologue_length))); PushWithLint(scratch.arena, &cur_list, "mood: %s, ", moods[it->mood]); } // add action PushWithLint(scratch.arena, &cur_list, "action: %s, ", actions[it->action_taken].name); if(actions[it->action_taken].takes_argument) { if(it->action_taken == ACT_gift_item_to_targeting) { PushWithLint(scratch.arena, &cur_list, "action_arg: %s, ", items[it->action_argument.item_to_give].enum_name); } else { assert(false); // don't know how to serialize this action with argument into text } } PushWithLint(scratch.arena, &cur_list, "}"); assert(sent_type != -1); MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, sent_type, MD_S8ListJoin(scratch.arena, cur_list, &(MD_StringJoin){0}))); } MD_String8List latest_state = {0}; const char *standing_string = 0; { if (e->standing == STANDING_INDIFFERENT) { standing_string = "You are currently indifferent towards the player."; } else if (e->standing == STANDING_JOINED) { standing_string = "You have joined the player, and are following them everywhere they go! This means you're on their side."; } else if (e->standing == STANDING_FIGHTING) { standing_string = "You are fighting the player right now! That means that the player can't leave conversation with you until you stop fighting them, effectively trapping the player with you."; } else { assert(false); } } PushWithLint(scratch.arena, &latest_state, "%s\n", standing_string); if(e->held_items.cur_index > 0) { PushWithLint(scratch.arena, &latest_state, "You have these items in their inventory: [\n"); BUFF_ITER(ItemKind, &e->held_items) { PushWithLint(scratch.arena, &latest_state, "'%s' - %s,\n", items[*it].name, items[*it].description); } PushWithLint(scratch.arena, &latest_state, "]\n"); } else { PushWithLint(scratch.arena, &latest_state, "Your inventory is EMPTY right now. That means if you gave something to the player expecting them to give you something, they haven't held up their end of the bargain!\n"); } AvailableActions available = { 0 }; fill_available_actions(e, &available); PushWithLint(scratch.arena, &latest_state, "The actions you can perform: [\n"); BUFF_ITER_I(ActionKind, &available, i) { if(actions[*it].description) { PushWithLint(scratch.arena, &latest_state, "%s - %s,\n", actions[*it].name, actions[*it].description); } else { PushWithLint(scratch.arena, &latest_state, "%s,\n", actions[*it].name); } } PushWithLint(scratch.arena, &latest_state, "]\n"); PushWithLint(scratch.arena, &latest_state, "You must output a mood every generation. The moods are parsed by code that expects your mood to exactly match one in this list: ["); for(int i = 0; i < ARRLEN(moods); i++) { PushWithLint(scratch.arena, &latest_state, "%s, ", moods[i]); } PushWithLint(scratch.arena, &latest_state, "]\n"); PushWithLint(scratch.arena, &latest_state, "The characters close enough for you to talk to with `talking_to`: ["); BUFF_ITER(NpcKind, &can_talk_to) { PushWithLint(scratch.arena, &latest_state, "\"%s\", ", characters[*it].name); } PushWithLint(scratch.arena, &latest_state, "]\n"); // last thought explanation and re-prompt { Memory *last_memory_that_was_me = 0; for(Memory *cur = e->memories_first; cur; cur = cur->next) { if(cur->context.i_said_this) { last_memory_that_was_me = cur; } } if(last_memory_that_was_me) { MD_String8 last_thought_string = MD_S8(last_memory_that_was_me->internal_monologue, last_memory_that_was_me->internal_monologue_length); PushWithLint(scratch.arena, &latest_state, "Your last thought was: %.*s\nYour current mood is %s, make sure you act like it!", MD_S8VArg(last_thought_string), moods[last_memory_that_was_me->mood]); } } MD_String8 latest_state_string = MD_S8ListJoin(scratch.arena, latest_state, &(MD_StringJoin){MD_S8Lit(""),MD_S8Lit(""),MD_S8Lit("")}); MD_S8ListPush(scratch.arena, &list, MD_S8Chop(make_json_node(scratch.arena, MSG_SYSTEM, latest_state_string), 1)); // trailing comma not allowed in json PushWithLint(scratch.arena, &list, "]"); MD_String8 to_return = MD_S8ListJoin(arena, list, &(MD_StringJoin){MD_S8Lit(""),MD_S8Lit(""),MD_S8Lit(""),}); MD_ReleaseScratch(scratch); return to_return; } MD_String8 get_field(MD_Node *parent, MD_String8 name) { return MD_ChildFromString(parent, name, 0)->first_child->string; } // if returned string has size greater than 0, it's the error message. Allocated // on arena passed into it MD_String8 parse_chatgpt_response(MD_Arena *arena, Entity *e, MD_String8 sentence, Action *out) { MD_ArenaTemp scratch = MD_GetScratch(&arena, 1); MD_String8 error_message = {0}; *out = (Action) { 0 }; MD_ParseResult result = MD_ParseWholeString(scratch.arena, MD_S8Lit("chat_message"), sentence); if(result.errors.node_count > 0) { MD_Message *cur = result.errors.first; MD_CodeLoc loc = MD_CodeLocFromNode(cur->node); error_message = FmtWithLint(arena, "Parse Error on column %d: %.*s", loc.column, MD_S8VArg(cur->string)); } MD_Node *message_obj = result.node->first_child; MD_String8 action_str = {0}; MD_String8 speech_str = {0}; MD_String8 thoughts_str = {0}; MD_String8 action_arg_str = {0}; MD_String8 who_i_am_str = {0}; MD_String8 talking_to_str = {0}; MD_String8 mood_str = {0}; if(error_message.size == 0) { action_str = get_field(message_obj, MD_S8Lit("action")); who_i_am_str = get_field(message_obj, MD_S8Lit("who_i_am")); speech_str = get_field(message_obj, MD_S8Lit("speech")); thoughts_str = get_field(message_obj, MD_S8Lit("thoughts")); action_arg_str = get_field(message_obj, MD_S8Lit("action_arg")); talking_to_str = get_field(message_obj, MD_S8Lit("talking_to")); mood_str = get_field(message_obj, MD_S8Lit("mood")); } if(error_message.size == 0 && who_i_am_str.size == 0) { error_message = MD_S8Lit("Expected field named `who_i_am` in message"); } if(error_message.size == 0 && action_str.size == 0) { error_message = MD_S8Lit("Expected field named `action` in message"); } if(error_message.size == 0 && talking_to_str.size == 0) { error_message = MD_S8Lit("You must have a field named `talking_to` in your message"); } if(error_message.size == 0 && mood_str.size == 0) { error_message = MD_S8Lit("You must have a field named `mood` in your message"); } if(error_message.size == 0 && thoughts_str.size == 0) { error_message = MD_S8Lit("You must have a field named `thoughts` in your message, and it must have nonzero size. Like { ... thoughts: \"\" ... }"); } if(error_message.size == 0 && speech_str.size >= MAX_SENTENCE_LENGTH) { error_message = FmtWithLint(arena, "Speech string provided is too big, maximum bytes is %d", MAX_SENTENCE_LENGTH); } if(error_message.size == 0 && thoughts_str.size >= MAX_SENTENCE_LENGTH) { error_message = FmtWithLint(arena, "Thoughts string provided is too big, maximum bytes is %d", MAX_SENTENCE_LENGTH); } assert(!e->is_character); // player can't perform AI actions? MD_String8 my_name = MD_S8CString(characters[e->npc_kind].name); if(error_message.size == 0 && !MD_S8Match(who_i_am_str, my_name, 0)) { error_message = FmtWithLint(arena, "You are acting as `%.*s`, not what you said in who_i_am, `%.*s`", MD_S8VArg(my_name), MD_S8VArg(who_i_am_str)); } if(error_message.size == 0) { if(MD_S8Match(talking_to_str, MD_S8Lit("nobody"), 0)) { out->talking_to_somebody = false; } else { bool found = false; for(int i = 0; i < ARRLEN(characters); i++) { if(MD_S8Match(talking_to_str, MD_S8CString(characters[i].name), 0)) { found = true; out->talking_to_somebody = true; out->talking_to_kind = i; } } if(!found) { error_message = FmtWithLint(arena, "Unrecognized character provided in talking_to: `%.*s`", MD_S8VArg(talking_to_str)); } } } if(error_message.size == 0) { memcpy(out->speech, speech_str.str, speech_str.size); out->speech_length = (int)speech_str.size; memcpy(out->internal_monologue, thoughts_str.str, thoughts_str.size); out->internal_monologue_length = (int)thoughts_str.size; } if(error_message.size == 0) { AvailableActions available = {0}; fill_available_actions(e, &available); MD_String8List action_strings = {0}; bool found_action = false; int it_index = 0; ARR_ITER(ActionInfo, actions) { MD_String8 cur_action_string = MD_S8CString(it->name); MD_S8ListPush(scratch.arena, &action_strings, cur_action_string); if(MD_S8Match(cur_action_string, action_str, 0)) { out->kind = it_index; found_action = true; } it_index += 1; } if(!found_action) { MD_String8 list_of_actions = MD_S8ListJoin(scratch.arena, action_strings, &(MD_StringJoin){.mid = MD_S8Lit(", ")}); error_message = FmtWithLint(arena, "Couldn't find valid action in game from string `%.*s`. Available actions: [%.*s]", MD_S8VArg(action_str), MD_S8VArg(list_of_actions)); } } if(error_message.size == 0) { if(actions[out->kind].takes_argument) { MD_String8List item_enum_names = {0}; if(out->kind == ACT_gift_item_to_targeting) { bool found_item = false; BUFF_ITER(ItemKind, &e->held_items) { MD_String8 cur_item_string = MD_S8CString(items[*it].name); MD_S8ListPush(scratch.arena, &item_enum_names, cur_item_string); if(MD_S8Match(cur_item_string, action_arg_str, 0)) { found_item = true; out->argument.item_to_give = *it; } } if(!found_item) { MD_String8 list_of_items = MD_S8ListJoin(scratch.arena, item_enum_names, &(MD_StringJoin){.mid = MD_S8Lit(", ")}); error_message = FmtWithLint(arena, "Couldn't find item you said to give in action_arg, `%.*s`, the items you have in your inventory to give are: [%.*s]", MD_S8VArg(action_arg_str), MD_S8VArg(list_of_items)); } } else { assert(false); // don't know how to parse the argument string for this kind of action... } } } if(error_message.size == 0) { bool found = false; for(int i = 0; i < ARRLEN(moods); i++) { if(MD_S8Match(MD_S8CString(moods[i]), mood_str, 0)) { out->mood = i; found = true; break; } } if(!found) { error_message = FmtWithLint(arena, "Game does not recognize the mood '%.*s', you must use an available mood from the list provided.", MD_S8VArg(mood_str)); } } MD_ReleaseScratch(scratch); return error_message; }