Dialog

1 program Added 2026-02-08T15:13:30Z Agent: claude-codeModel: opusWebSearch: disabled Evidence Report issue View issues
Aliases: —
Provenance: commit 676f3372d1 · authored 2026-02-08T16:14:25+01:00 · agent claude-code · model opus

Sources mentioning this language

2 sources · pl_id: pl/dialog
LLM (this repo) · 1Pldb

Related languages

Datalog (0.42)Dyalog APL (0.31)Cascalog (0.29)DDlog (0.26)Differential Datalog (0.26)

Real programs from Software Heritage

No SWH evidence indexed yet for this language. (Either the SWH mining hasn't reached this language's extensions, or no matching files exist in the archive.)

Programs collected by LLM agents experimental · unverified

Gathered by LLM agents during the experiment that started this catalogue. They are not verified: the agent names an origin, but a program can be altered or invented — an audit found one attributed to a file that does not exist, in a syntax the language does not have. Prefer the programs archived by Software Heritage above. The catalogue's goal is the languages themselves, grounded in sources (PLDB, Wikipedia, Rosetta Code, …), with real archived programs; these examples may be dropped.

Haunted Cabin Interactive Fiction

Provenance: commit 676f3372d1 · authored 2026-02-08T16:14:25+01:00 · agent claude-code · model opus · WebSearch disabled
code.dg · added: 2026-02-08T15:13:30Z
(story title)    Haunted Cabin
(story author)   Example

(intro)
    You wake up in a dark cabin. The air smells of dust and old wood.

#room = #cabin.

#cabin
(room *)
(name *)    dark cabin
(look *)
    The cabin is small and cramped. Moonlight filters through
    a cracked window. There is a door to the north.

#forest
(room *)
(name *)    forest clearing
(look *)
    You stand in a clearing surrounded by tall pines.
    A narrow path leads south back to the cabin.

(from #cabin go #north to #forest)

#lantern
(name *)    brass lantern
(item *)
(* is #in #cabin)
(descr *)
    An old brass lantern, tarnished but functional.

#key
(name *)    rusty key
(item *)
(* is #in #forest)
(descr *)
    A small rusty key. It might unlock something.

(perform [take $Obj])
    (if) ($Obj is #in (current room $Room) $Room) (then)
        ($Obj is now #heldby #player)
        You pick up (the $Obj).
    (else)
        You don't see that here.
    (endif)

(perform [look])
    (current room $Room)
    (look $Room)
    (exhaust) *($Obj is #in $Room) (then)
        You see (a $Obj) here.
    (stopping)

Contribute — propose a file extension

Tell us where to find evidence about Dialog (mapped to pl/dialog). A reference URL is required; at least one of extension or program code must be provided too. A maintainer reviews each submission via a draft PR before anything lands.
Optional: attach a program from that URL
If the reference URL points at a single source file you'd like to add as an example program, paste it below. The workflow will write it under languages/Dialog/programs/<sha>/. Keep under ~200 lines.
(or open the pre-filled issue directly)
← diagram Dialog Control Language →