public void HandleQuery(string input)
        {
            string QueryString = input.Substring(14);

            //Now eliminate that annoying floating '>' once again =p
            QueryString = QueryString.Substring(0, QueryString.Length - 1);
            string[] anchors   = QueryString.Split(',');
            string   AnchorYes = anchors[0];
            string   AnchorNo  = anchors[1];


            String command = "QueryGeneric";

            //Now Get the Anchor Objects to reference line numbers
            Anchor Anchor_Y = FetchAnchor(AnchorYes, command);
            Anchor Anchor_N = FetchAnchor(AnchorNo, command);

            //Create The Dialoge for the Generic Query
            Dialouge GenericQuery = new Dialouge();

            GenericQuery.ShowDialog();
            if (GenericQuery.ReturnValue == "Yes")
            {
                int line_index = Anchor_Y.line_number;
                index = line_index;
            }

            if (GenericQuery.ReturnValue == "No")
            {
                int line_index = Anchor_N.line_number;
                index = line_index;
            }
        }
        //parse the entire thing out and say the stuff.
        public void parse(string filename)
        {
            //Load the file
            lines = System.IO.File.ReadAllLines(filename);

            //Parse the anchors
            Parse_Anchors();


            while (index < lines.Length)
            {
                string input = lines[index];
                index++;

                //Parse the context
                if (input.StartsWith("SetRate:"))
                {
                    string rate = input.Substring(8);
                    if (Ratevalues.ContainsKey(rate))
                    {
                        PromptRate pmt_rate = Ratevalues[rate];
                        style_.Rate = pmt_rate;
                    }
                }

                if (input.StartsWith("SetEmp:"))
                {
                    string Empsetting = input.Substring(7);
                    if (Emphasisvalues.ContainsKey(Empsetting))
                    {
                        PromptEmphasis emp_val = Emphasisvalues[Empsetting];
                        style_.Emphasis = emp_val;
                    }
                }
                if (input.StartsWith("<Deepener>"))
                {
                    //Make note of the deepender here.
                    if (!random_lines.ContainsKey(index))
                    {
                        random_lines.Add(index, "<Deepener>");
                    }
                    //now we will run a Deepener script here.

                    int    Deepener_Count = Deepener_names.Count();
                    Random r             = new Random();
                    int    next_Deepener = r.Next(Deepener_Count);
                    string Deepener_name = Deepener_names[next_Deepener];
                    //Some recursive magic now
                    SpeechScriptInterpreter Deepener_interpreter = new SpeechScriptInterpreter();
                    Deepener_interpreter.init(); //Initialize the new interpreter instance
                    Deepener_interpreter.parse(Deepener_name);
                }

                if (input.StartsWith("<Goto:"))
                {
                    string command = "Goto";
                    //Get the anchor object.
                    Anchor A = FetchAnchor(input, command);

                    //The '!' character is reserved and anchors cannot use it
                    //It is used to denote a failed fetch. To prevent NullErrors.

                    if (A.name != "!")
                    {
                        int line_index = A.line_number;
                        //Assign indirectly the index of this trance to the Anchor index.
                        index = line_index;
                    }
                }

                //Change inputs by setting functions for them for more efficient parsing and
                //Templating of code blocks.
                if (input.StartsWith("<QueryMulti:"))
                {
                    QueryMulti(input);
                }

                if (input.StartsWith("<QueryDeepEnough>"))
                {
                    Dialouge get_state = new Dialouge();
                    say_default("Are you deep enough yet?");
                    get_state.ShowDialog();
                    //Find out yes or no
                    string result = get_state.ReturnValue;
                    if (result == "Yes")
                    {
                        continue;
                    }
                    if (result == "No")
                    {
                        for (int i = index; i > 0; i--)
                        {
                            //search backwards for the previous Deepener
                            //Did we find a '<Deepener> tag?
                            if (random_lines.ContainsKey(i))
                            {
                                if (random_lines[i] == "<Deepener>")
                                {
                                    //does it match?
                                    //if it does, we go backwards in the script
                                    //All the way to this point
                                    index = i - 1;
                                    break; //We want to quit the search
                                }
                            }
                        }
                    }
                }

                //Generic Query
                if (input.StartsWith("<QueryGeneric:"))
                {
                    HandleQuery(input);
                }


                //Say the stuff, treating our rate and emphasis as part of a state machine
                //Which we re-apply each time something is to be spoken.
                if (input.StartsWith("Say:"))
                {
                    string voice_string = input.Substring(4);
                    builder.ClearContent();
                    builder.StartSentence();
                    builder.StartStyle(style_);
                    builder.AppendText(voice_string);
                    builder.EndStyle();
                    builder.EndSentence();
                    //lastly let the ball roll and see if we can hear some chatter.
                    reader.Speak(builder);
                }
            }
        }