7_a_freedoom
The Control key fires the current weapon, and the spacebar will open doors and activate switches.
( (IP-MAT (ILYR (ILYR (NP-SBJ (D The;{the})
(N Control;{control})
(N key;{key}))
(VBP;_Tn_ fires;{fire})
(NP-OB1 (D the;{the})
(ADJP (ADJ current;{current}))
(N weapon;{weapon})))
(PUNC ,)
(CONJP (CONJ and;{and})
(ILYR (NP-SBJ (D the;{the})
(N spacebar;{spacebar}))
(MD;_cat_Vi_ will;{will})
(IP-INF-CAT (ILYR (ILYR (VB;_Tn_ open;{open})
(NP-OB1 (NS doors;{door})))
(CONJP (CONJ and;{and})
(ILYR (VB;_Tn_ activate;{activate})
(NP-OB1 (NS switches;{switch})))))))))
(PUNC .))
(ID 7_a_freedoom))
arc(r_0007_0004__fires,r_0007_0001__The_r_0007_0002__Control_r_0007_0003__key,arg0).
arc(r_0007_0004__fires,r_0007_0005__the_r_0007_0007__weapon,arg1).
arc(r_0007_0005__the_r_0007_0007__weapon,r_0007_0006__current,attrib).
arc(r_0007_0009__and,r_0007_0004__fires,conj1).
arc(r_0007_0009__and,r_0007_0012__will,conj2).
arc(r_0007_0012__will,r_0007_0015__and,scope).
arc(r_0007_0013__open,r_0007_0010__the_r_0007_0011__spacebar,arg0).
arc(r_0007_0013__open,r_0007_0014__doors,arg1).
arc(r_0007_0015__and,r_0007_0013__open,conj1).
arc(r_0007_0015__and,r_0007_0016__activate,conj2).
arc(r_0007_0016__activate,r_0007_0010__the_r_0007_0011__spacebar,arg0).
arc(r_0007_0016__activate,r_0007_0017__switches,arg1).
fof(formula,axiom,
? [R_0007_0001__THE_R_0007_0002__CONTROL_R_0007_0003__KEY,R_0007_0006__CURRENT,R_0007_0005__THE_R_0007_0007__WEAPON,R_0007_0004__FIRES,R_0007_0010__THE_R_0007_0011__SPACEBAR,R_0007_0014__DOORS,R_0007_0013__OPEN,R_0007_0017__SWITCHES,R_0007_0016__ACTIVATE,R_0007_0015__AND,R_0007_0012__WILL,R_0007_0009__AND] :
( r_0007_0001__The_r_0007_0002__Control_r_0007_0003__key(R_0007_0001__THE_R_0007_0002__CONTROL_R_0007_0003__KEY)
& r_0007_0006__current(R_0007_0006__CURRENT)
& r_0007_0010__the_r_0007_0011__spacebar(R_0007_0010__THE_R_0007_0011__SPACEBAR)
& r_0007_0014__doors(R_0007_0014__DOORS)
& r_0007_0017__switches(R_0007_0017__SWITCHES)
& r_0007_0009__and(R_0007_0009__AND)
& has_conj2(R_0007_0009__AND,R_0007_0012__WILL)
& r_0007_0012__will(R_0007_0012__WILL)
& has_keep_scope(R_0007_0012__WILL,R_0007_0015__AND)
& r_0007_0015__and(R_0007_0015__AND)
& has_conj2(R_0007_0015__AND,R_0007_0016__ACTIVATE)
& r_0007_0016__activate(R_0007_0016__ACTIVATE)
& has_arg1(R_0007_0016__ACTIVATE,R_0007_0017__SWITCHES)
& has_arg0(R_0007_0016__ACTIVATE,R_0007_0010__THE_R_0007_0011__SPACEBAR)
& has_conj1(R_0007_0015__AND,R_0007_0013__OPEN)
& r_0007_0013__open(R_0007_0013__OPEN)
& has_arg1(R_0007_0013__OPEN,R_0007_0014__DOORS)
& has_arg0(R_0007_0013__OPEN,R_0007_0010__THE_R_0007_0011__SPACEBAR)
& has_conj1(R_0007_0009__AND,R_0007_0004__FIRES)
& r_0007_0004__fires(R_0007_0004__FIRES)
& has_arg1(R_0007_0004__FIRES,R_0007_0005__THE_R_0007_0007__WEAPON)
& r_0007_0005__the_r_0007_0007__weapon(R_0007_0005__THE_R_0007_0007__WEAPON)
& has_attrib(R_0007_0005__THE_R_0007_0007__WEAPON,R_0007_0006__CURRENT)
& has_arg0(R_0007_0004__FIRES,R_0007_0001__THE_R_0007_0002__CONTROL_R_0007_0003__KEY) ) ).