#charset "us-ascii"
/*
* Copyright (c) 2000, 2006 Michael J. Roberts. All Rights Reserved.
* Adapted for adv3Lite by Eric Eve
*
* adv3Lite Library - miscellaneous definitions
*
* This module contains miscellaneous definitions that don't have a
* natural grouping with any larger modules, and which aren't complex
* enough to justify modules of their own.
*/
/* include the library header */
#include "advlite.h"
/* ------------------------------------------------------------------------ */
/*
* When a call is made to a property not defined or inherited by the
* target object, the system will automatically invoke this method. The
* method will be invoked with a property pointer as its first argument,
* and the original arguments as the remaining arguments. The first
* argument gives the property that was invoked and not defined by the
* object. A typical definition in an object would look like this:
*
* propNotDefined(prop, [args]) { ... }
*
* If this method is not defined by the object, the system simply
* returns nil as the value of the undefined property evaluation or
* method invocation.
*/
property propNotDefined;
export propNotDefined;
/* ------------------------------------------------------------------------ */
/*
* We refer to some properties defined primarily in score.t - that's an
* optional module, though, so make sure the compiler has heard of these.
*/
property calcMaxScore, runScoreNotifier;
/* ------------------------------------------------------------------------ */
/*
* The library base class for the gameMain object.
*
* Each game MUST define an object called 'gameMain' to define how the
* game starts up. You can use GameMainDef as the base class of your
* 'gameMain' object, in which case the only thing you're required to
* specify in your object is the 'initialPlayerChar' property - you can
* inherit everything else from the GameMainDef class if you don't
* require any further customizations.
*/
class GameMainDef: object
/*
* The initial player character. Each game's 'gameMain' object MUST
* define this to refer to the Actor object that serves as the
* initial player character.
*/
initialPlayerChar = nil
/*
* Show the game's introduction. This routine is called by the
* default newGame() just before entering the main command loop. The
* command loop starts off by showing the initial room description,
* so there's no need to do that here.
*
* Most games will want to override this, to show a prologue message
* setting up the game's initial situation for the player. We don't
* show anything by default.
*/
showIntro() { }
/*
* Show the "goodbye" message. This is called after the main command
* loop terminates.
*
* We don't show anything by default. If you want to show a "thanks
* for playing" type of message as the game exits, override this
* routine with the desired text.
*/
showGoodbye() { }
/*
* Begin a new game. This default implementation shows the
* introductory message, calls the main command loop, and finally
* shows the goodbye message.
*
* You can override this routine if you want to customize the startup
* protocol. For example, if you want to create a pre-game options
* menu, you could override this routine to show the list of options
* and process the user's input. If you need only to customize the
* introduction and goodbye messages, you can simply override
* showIntro() and showGoodbye() instead.
*/
newGame()
{
/* Create an action context in case any startup code needs it */
gAction = Look.createInstance();
gActor = initialPlayerChar;
/*
* Show the statusline before we display our introductory. This
* will help minimize redrawing - if we waited until after
* displaying some text, we might have to redraw some of the
* screen to rearrange things for the new screen area taken up by
* the status line, which could be visible to the user. By
* setting up the status line first, we'll probably have less to
* redraw because we won't have anything on the screen yet when
* figuring the layout.
*/
statusLine.showStatusLine();
/* show the introduction */
showIntro();
/* run the game, showing the initial location's full description */
runGame(true);
/* show the end-of-game message */
showGoodbye();
}
/*
* Restore a game and start it running. This is invoked when the
* user launches the interpreter using a saved game file; for
* example, on a Macintosh, this happens when the user double-clicks
* on a saved game file on the desktop.
*
* This default implementation bypasses any normal introduction
* messages: we simply restore the game file if possible, and
* immediately start the game's main command loop. Most games won't
* need to override this, but you can if you need some special effect
* in the restore-at-startup case.
*/
restoreAndRunGame(filename)
{
local succ;
/* mention that we're about to restore the saved position */
DMsg(note main restore, 'Game restored.<.p>');
/* try restoring it */
succ = Restore.startupRestore(filename);
/* show a blank line after the restore result message */
"<.p>";
/* if we were successful, run the game */
if (succ)
{
/*
* Run the command loop. There's no need to show the room
* description, since the RESTORE action will have already
* done so.
*/
runGame(nil);
/* show the end-of-game message */
showGoodbye();
}
}
/*
* Set the interpreter window title, if applicable to the local
* platform. This simply displays a <TITLE> tag to set the title to
* the string found in the versionInfo object.
*/
setGameTitle()
{
/* write the <TITLE> tag with the game's name */
"<title><<versionInfo.name>></title>";
}
/*
* Set up the HTML-mode about-box. By default, this does nothing.
* Games can use this routine to show an <ABOUTBOX> tag, if desired,
* to set up the contents of an about-box for HTML TADS platforms.
*
* Note that an <ABOUTBOX> tag must be re-initialized each time the
* main game window is cleared, so this routine should be called
* again after any call to clearScreen().
*/
setAboutBox()
{
/* we don't show any about-box by default */
}
/*
* Build a saved game metadata table. This returns a LookupTable
* containing string key/value pairs that are stored in saved game
* files, providing descriptive information that can be displayed to
* the user when browsing a collection of save files. This is called
* each time we execute a SAVE command, so that we store the current
* context of the game.
*
* Some interpreters display information from this table when
* presenting the user with a list of files for RESTORE. The
* contents of the table are intentionally open-ended to allow for
* future extensions, but at the moment, the following keys are
* specifically defined (note that capitalization must be exact):
*
* UserDesc - descriptive text entered by the user (this should
* simply be the contents of the 'userDesc' parameter). This is
* treated as ordinary plain text (i.e., no HTML or other markups are
* interpreted in this text).
*
* AutoDesc - descriptive text generated by the game to describe the
* saved position. This text can contain the simple HTML markups
* <b>..</b>, <i>..</i>, and <br> for formatting.
*
* Return nil if you don't want to save any metadata information.
*
* 'userDesc' is an optional string entered by the user via the Save
* Game dialog. Some interpreters let the user enter a description
* for a saved game via the file selector dialog; the descriptive
* text is separate from the filename, and is intended to let the
* user enter a more free-form description than would be allowed in a
* filename. This text, if any, is passed to use via the 'userDesc'
* parameter.
*/
getSaveDesc(userDesc)
{
/* create the lookup table */
local t = new LookupTable();
/* store the user description, if provided */
if (userDesc != nil)
t['UserDesc'] = userDesc;
/* start our auto description with the current room name */
desc = gPlayerChar.outermostVisibleParent().roomTitle + '; ';
/* if we're keeping score, include the score */
if (libGlobal.scoreObj != nil)
desc += toString(libGlobal.scoreObj.totalScore) + ' points in ';
/* add the number of turns so far */
desc += toString(libGlobal.totalTurns) + ' moves';
/* add the auto description */
t['AutoDesc'] = desc;
/* return the table */
return t;
}
/*
* The gameMain object also specifies some settings that control
* optional library behavior. If you want the standard library
* behavior, you can just inherit the default settings from this
* class. Some games might want to select non-default variations,
* though.
*/
/*
* The maximum number of points possible in the game. If the game
* includes the scoring module at all, and this is non-nil, the SCORE
* and FULL SCORE commands will display this value to the player as a
* rough indication of how much farther there is to go in the game.
*
* By default, we initialize this on demand, by calculating the sum
* of the point values of the Achievement objects in the game. The
* game can override this if needed to specify a specific maximum
* possible score, rather than relying on the automatic calculation.
*/
maxScore()
{
local m;
/* ask the score module (if any) to compute the maximum score */
m = (libGlobal.scoreObj != nil
? libGlobal.scoreObj.calcMaxScore : nil);
/* supersede this initializer with the calculated value */
maxScore = m;
/* return the result */
return m;
}
/*
* The score ranking list - this provides a list of names for
* various score levels. If the game provides a non-nil list here,
* the SCORE and FULL SCORE commands will show the rank along with
* the score ("This makes you a Master Adventurer").
*
* This is a list of score entries. Each score entry is itself a
* list of two elements: the first element is the minimum score for
* the rank, and the second is a string describing the rank. The
* ranks should be given in ascending order, since we simply search
* the list for the first item whose minimum score is greater than
* our score, and use the preceding item. The first entry in the
* list would normally have a minimum of zero points, since it
* should give the initial, lowest rank.
*
* If this is set to nil, which it is by default, we'll simply skip
* score ranks entirely.
*/
scoreRankTable = nil
/*
* If this flag is true then room description listings and examine
* listings use a parenthetical style to show subcontents (e.g. "On the
* table you see a box (in which is a brass key)") instead of showing each
* item and its contents in a separate paragraph.
*/
useParentheticalListing = nil
/*
* If this flag is true then room description listings will include a
* paragraph break between each set of subcontents listings (i.e. the
* listing of the contents of each item in the room that has visible
* contents). If it is nil the subcontents listings will all be run into a
* single paragraph. Note that the global setting defined here can be
* overridden on individual rooms.
*/
paraBrksBtwnSubcontents = true
/*
* Option flag: allow ALL to be used for every verb. This is true by
* default, which means that players will be allowed to use ALL with
* any command - OPEN ALL, EXAMINE ALL, etc.
*
* Some authors don't like to allow players to use ALL with so many
* verbs, because they think it's a sort of "cheating" when players
* try things like OPEN ALL. This option lets you disable ALL for
* most verbs; if you set this to nil, only the basic inventory
* management verbs (TAKE, TAKE FROM, DROP, PUT IN, PUT ON) will
* allow ALL, and other verbs will simply respond with an error
* ("'All' isn't allowed with that verb").
*
* If you're writing an especially puzzle-oriented game, you might
* want to set this to nil. It's a trade-off though, as some people
* will think your game is less player-friendly if you disable ALL.
*/
allVerbsAllowAll = true
/*
* Should the "before" notifications (beforeAction, roomBeforeAction, and
* actorAction) run before or after the "check" phase?
*
* In many ways it's more logical and useful to run "check" first. That
* way, you can consider the action to be more or less committed by the
* time the "before" notifiers are invoked. Of course, a command is never
* truly* committed until it's actually been executed, since a "before"
* handler could always cancel it. But this is relatively rare - "before"
* handlers usually carry out side effects, so it's very useful to be able
* to know that the command has already passed all of its own internal
* checks by the time "before" is invoked - that way, you can invoke side
* effects without worrying that the command will subsequently fail.
*/
beforeRunsBeforeCheck = nil
/*
* Flag, should this game be in the past tense. By default the game is in
* the present tense.
*
* For a wider selection of tenses override Narrator.tense instead.
*/
usePastTense = nil
/*
* The AGAIN command could be interpreted in two different ways. It could
* repeat the resolved action (using precisely the same objects as
* before), or it could act as if the player had retyped the command and
* then parse it again from scratch (which might result in a different
* interpretation of the command, or different objects being selected).
* The former interpretation is used if againRepeatsParse is nil; the
* latter if it's true.
*/
againRepeatsParse = true
/*
* Flag. If this is true the game attempts to switch the againRepeatsParse
* flag between true and nil to give the contextually better
* interpretation of AGAIN. This should be regarded as somewhat
* experimental for now.
*/
autoSwitchAgain = true
/*
* Is this game in verbose mode? By default we make it so, but players can
* change this with the BRIEF/TERSE command.
*/
verbose = true
/*
* Is this game in fast GO TO mode? By default we make it not, so that the
* GO TO command moves the player character only one step of the way at a
* time, but if this is set to true the GO TO command will keep moving the
* player until either the destination is reached or an obstacle is
* encountered.
*/
fastGoTo = nil
;
/* ------------------------------------------------------------------------ */
/*
* Clear the main game window. In most cases, you should call this
* rather than calling the low-level clearScreen() function directly,
* since this routine takes care of a couple of chores that should
* usually be done at the same time.
*
* First, we flush the transcript to ensure that no left-over reports
* that were displayed before we cleared the screen will show up on the
* new screen. Second, we call the low-level clearScreen() function to
* actually clear the display window. Finally, we re-display any
* <ABOUTBOX> tag, to ensure that the about-box will still be around;
* this is necessary because any existing <ABOUTBOX> tag is lost after
* the screen is cleared.
*/
cls()
{ /* clear the screen */
aioClearScreen();
}
/* ------------------------------------------------------------------------ */
/*
* Determine if the given object overrides the definition of the given
* property inherited from the given base class. Returns true if the
* object derives from the given base class, and the object's definition
* of the property comes from a different place than the base class's
* definition of the property.
*/
overrides(obj, base, prop)
{
return (obj.ofKind(base)
&& (obj.propDefined(prop, PropDefGetClass)
!= base.propDefined(prop, PropDefGetClass)));
}
/* ------------------------------------------------------------------------ */
/*
* Library Pre-Initializer. This object performs the following
* initialization operations immediately after compilation is completed:
*
* - adds each defined Thing to its container's contents list
*
* - adds each defined Sense to the global sense list
*
* This object is named so that other libraries and/or user code can
* create initialization order dependencies upon it.
// */
adv3LibPreinit: PreinitObject
execute()
{
/* set the initial player character, as specified in gameMain */
gPlayerChar = gameMain.initialPlayerChar;
/*
* Attach the command sequencer output filter, the
* language-specific message parameter substitution filter, the
* style tag formatter filter, and the paragraph filter to the
* main output stream. Stack them so that the paragraph manager
* is at the bottom, since the library tag filter can produce
* paragraph tags and thus needs to sit atop the paragraph
* filter. Put the command sequencer above those, since it
* might need to write style tags. Finally, put the sense
* context filter on top of those.
*/
mainOutputStream.addOutputFilter(typographicalOutputFilter);
mainOutputStream.addOutputFilter(mainParagraphManager);
mainOutputStream.addOutputFilter(styleTagFilter);
mainOutputStream.addOutputFilter(cquoteOutputFilter);
mainOutputStream.addOutputFilter(commandSequencer);
/*
* Attach our message parameter filter and style tag filter to
* the status line streams. We don't need most of the main
* window's filters in the status line.
*/
statusTagOutputStream.addOutputFilter(styleTagFilter);
statusLeftOutputStream.addOutputFilter(styleTagFilter);
statusLeftOutputStream.addOutputFilter(cquoteOutputFilter);
statusRightOutputStream.addOutputFilter(styleTagFilter);
}
;
//
/* ------------------------------------------------------------------------ */
/*
* Library Initializer. This object performs the following
* initialization operations each time the game is started:
*
* - sets up the library's default output function
*/
adv3LibInit: InitObject
execute()
{
/*
* Set up our default output function. Note that we must do
* this during run-time initialization each time we start the
* game, rather than during pre-initialization, because the
* default output function state is not part of the load-image
* configuration.
*/
t3SetSay(say);
}
;
/* ------------------------------------------------------------------------ */
/*
* Generic script object. This class can be used to implement a simple state
* machine.
*
* We define Script in misc.t rather than eventList.t so that other parts of
* the library can safely test whether something is ofKind(Script) even it
* eventList.t is not present. The various types and subclasses of script are
* defined in eventList.t to allow them to be optionally excluded from the
* build if they're not needed in a particular game.
*/
class Script: object
/*
* Get the current state. This returns a value that gives the
* current state of the script, which is usually simply an integer.
*/
getScriptState()
{
/* by default, return our state property */
return curScriptState;
}
/*
* Process the next step of the script. This routine must be
* overridden to perform the action of the script. This routine's
* action should call getScriptState() to get our current state, and
* should update the internal state appropriately to take us to the
* next step after the current one.
*
* By default, we don't do anything at all.
*/
doScript()
{
/* override to carry out the script */
}
/*
* Property giving our current state. This should never be used
* directly; instead, getScriptState() should always be used, since
* getScriptState() can be overridden so that the state depends on
* something other than this internal state property. The meaning of
* the state identifier is specific to each subclass.
*/
curScriptState = 0
;
/* ------------------------------------------------------------------------ */
/*
* Library global variables
*/
libGlobal: object
/*
* The current library messages object. This is the source object
* for messages that don't logically relate to the actor carrying out
* the comamand. It's mostly used for meta-command replies, and for
* text fragments that are used to construct descriptions.
*
* This message object isn't generally used for parser messages or
* action replies - most of those come from the objects given by the
* current actor's getParserMessageObj() or getActionMessageObj(),
* respectively.
*
* By default, this is set to libMessages. The library never changes
* this itself, but a game can change this if it wants to switch to a
* new set of messages during a game. (If you don't need to change
* messages during a game, but simply want to customize some of the
* default messages, you don't need to set this variable - you can
* simply use 'modify libMessages' instead. This variable is
* designed for cases where you want to *dynamically* change the
* standard messages during the game.)
*/
libMessageObj = libMessages
/*
* The current player character. If it hasn't already been defined, we call getPlayerChar to
* identify it then set ourself to the value it returns.
*/
playerChar()
{
/* Get our player character */
local pc = getPlayerChar();
/* Set ourself to the player character */
playerChar = pc;
/* Return the player character. */
return pc;
}
/* The name of the current player character */
playerCharName = nil
/*
* The global score object. We use a global for this, rather than
* referencing libScore directly, to allow the score module to be
* left out entirely if the game doesn't make use of scoring. The
* score module should set this during pre-initialization.
*/
scoreObj = nil
/*
* The global Footnote class object. We use a global for this,
* rather than referencing Footnote directly, to allow the footnote
* module to be left out entirely if the game doesn't make use of
* footnotes. The footnote class should set this during
* pre-initialization.
*/
footnoteClass = nil
/* the total number of turns so far */
totalTurns = 0
/*
* flag: the parser is in 'debug' mode, in which it displays the
* parse tree for each command entered
*/
parserDebugMode = nil
/*
* Most recent command, for 'undo' purposes. This is the last
* command the player character performed, or the last initial
* command a player directed to an NPC.
*
* Note that if the player directed a series of commands to an NPC
* with a single command line, only the first command on such a
* command line is retained here, because it is only the first such
* command that counts as a player's turn in terms of the game
* clock. Subsequent commands are executed by the NPC's on the
* NPC's own time, and do not count against the PC's game clock
* time. The first command counts against the PC's clock because of
* the time it takes the PC to give the command to the NPC.
*/
lastCommandForUndo = ''
/*
* Most recent target actor phrase; this goes with
* lastCommandForUndo. This is nil if the last command did not
* specify an actor (i.e., was implicitly for the player character),
* otherwise is the string the player typed specifying a target
* actor.
*/
lastActorForUndo = ''
/* The text of the last command to be repeated by Again */
lastCommandForAgain = ''
/*
* Current command information. We keep track of the current
* command's actor and action here.
*/
curActor = nil
curIssuingActor = nil
curAction = nil
/* The current Command object */
curCommand = nil
/* The last action to be performed. */
lastAction = nil
/* The previous Command object */
lastCommand = nil
/* the exitLister object, if included in the build */
exitListerObj = nil
/* the hint manager, if included in the build */
hintManagerObj = nil
/* the extra hint manager, if included in the build */
extraHintManagerObj = nil
/*
* The game's IFID, as defined in the game's main module ID object.
* If the game has multiple IFIDs in the module list, this will store
* only the first IFID in the list. NOTE: the library initializes
* this automatically during preinit; don't set this manually.
*/
IFID = nil
/*
* Command line arguments. The library sets this to a list of
* strings containing the arguments passed to the program on the
* command line. This list contains the command line arguments
* parsed according to the local conventions for the operating system
* and C++ library. The standard parsing procedure used by most
* systems is to break the line into tokens delimited by space
* characters. Many systems also allow space characters to be
* embedded in tokens by quoting the tokens. The first argument is
* always the name of the .t3 file currently executing.
*/
commandLineArgs = []
/*
* Retrieve a "switch" from the command line. Switches are options
* specifies with the conventional Unix "-xxx" notation. This
* searches for a command option that equals the given string or
* starts with the given substring. If we find it, we return the
* part of the option after the given substring - this is
* conventionally the value of the switch. For example, the command
* line might look like this:
*
*. t3run mygame.t3 -name=MyGame -user=Bob
*
* Searching for '-name=' would return 'MyGame', and searching for
* '-user=' would return' Bob'.
*
* If the switch is found but has no value attached, the return value
* is an empty string. If the switch isn't found at all, the return
* value is nil.
*/
getCommandSwitch(s)
{
/* search from argument 2 to the last switch argument */
local args = commandLineArgs;
for (local i in 2..args.length())
{
/*
* if this isn't a switch, or is the special "-" last switch
* marker, we're done
*/
local a = args[i];
if (!a.startsWith('-') || a == '-')
return nil;
/* check for a match */
if (a.startsWith(s))
return a.substr(s.length() + 1);
}
/* didn't find it */
return nil;
}
/*
* The last location visited by the player char before a travel action.
* Noted to allow travel back.
*/
lastLoc = nil
/*
* A lookup table to store information about the destinations of direction
* properties not connected to objects (i.e. direction properties defined
* as strings or methods
*/
extraDestInfo = static [ * -> unknownDest_ ]
/*
* Add an item to the extraDestInfo table keyed on the source room plus
* the direction taken, with the value being the destination arrived at
* (which most of the time will probably be the same as the source, since
* in most cases where we create one of these records, no travel will have
* taken place.
*/
addExtraDestInfo(source, dirn, dest)
{
if(extraDestInfo == nil)
extraDestInfo = [ * -> unknownDest_ ];
/*
* Record the extra dest info in the extraDestInfo table unless it's
* already set to nil, which is a signal that we don't want the
* pathfinder or other code to use this information.
*/
if(extraDestInfo[[source, dirn]] not in (nil, varDest_))
extraDestInfo[[source, dirn]] = dest;
}
/*
* Flag: do we want revealing something (through setRevealed or <.reveal> to update PC and NPC
* knowledge? By default we do, but games that want to strictly separate Player and Player
* Character knowledge may wish to set this to nil.
*/
informOnReveal = true
/*
* Mark a tag as revealed. This adds an entry for the tag to the revealedNameTab table and to
* the informedNamedTab of the player character (who might, in principle, change during the
* course of the game). We simply set the table entry to 'true'; the presence of the tag in
* the table constitutes the indication that the tag has been revealed.
*
* (Games and library extensions can use 'modify' to override this and store more information
* in the table entry. For example, you could store the time when the information was first
* revealed, or the location where it was learned. If you do override this, just be sure to
* set the revealedNameTab entry for the tag to a non-nil and non-zero value, so that any code
*
testing the presence of the table entry will see that the slot is indeed set.)
*
* We put the revealedNameTab table and the setRevealed method here rather than on
* conversationManager so that it's available to games that don't include actor.t.
*/
setRevealed(tag, arg?)
{
local val = revealedNameTab[tag];
/* We don't want to overwrite an existing value by accident. */
if(val == nil)
/* Add the tag to our revealedNameTab */
revealedNameTab[tag] = (arg == nil ? true : arg);
/*
* We also don't want to set an existing value to nil; an arg of nil means leave the
* existing value alone
.*/
else if(arg != nil)
revealedNameTab[tag] = arg;
/* If we're in a conversation, update the last fact mentioned. */
if(gPlayerChar.currentInterlocutor)
lastFactMentioned = tag;
/*
* Add the tag to the playerCharacter's informedNameTab, provided we want revealing to
* update PC and NPC knowledge.
*/
if(informOnReveal)
gPlayerChar.setInformed(tag, arg);
}
/*
* Do we want the getRevealed(tag) method to return only true or nil, or do we want it to
* return the value associated with tag in the revealedNameTab. By default we opt for the
* latter, but we provide the other option in case it's needed for backward compatibility.
*/
revealedTrueOrFalseOnly = nil
/*
* The same option is provided for getInformed(); by default we use the same value as for
* revealedTrueOrFalseOnly
*/
informedTrueOrFalseOnly = revealedTrueOrFalseOnly
/* Get the value associated with tag. */
getRevealed(tag)
{
/* Obtained the value associated with tag in the revealedNameTab */
local val = revealedNameTab[tag];
/*
* Return eiher whether val is not nil, or val itself, according to the value of
* revealedTrueOrFalseOnly.
*/
return revealedTrueOrFalseOnly ? (val != nil) : val;
}
/*
* Mark a tag as unrevealed. This removes the entry for the tag from our
* revealedNameTab table.
*
* We put the revealedNameTab table and the setRevealed method here rather
* than on conversationManager so that it's available to games that don't
* include actor.t.
*/
setUnrevealed(tag)
{
revealedNameTab.removeElement(tag);
// local tab = gPlayerChar.informedNameTab;
//
// if(tab)
// tab.removeElement[tag];
}
/*
* The global lookup table of all revealed keys. This table is keyed
* by the string naming the revelation; the value associated with
* each key is not used (we always just set it to true).
*/
revealedNameTab = static new LookupTable(32, 32)
/*
* The symbol table for every game object.
*/
objectNameTab = nil
/* The thought manager object, if it exists. */
thoughtManagerObj = nil
/* The object last written on */
lastWrittenOnObj = nil
/* The object last typed on */
lastTypedOnObj = nil
/* The last (latest) topic mentioned in the current conversation. */
lastTopicMentioned = nil
/* The last fact mentioned in the current conversation */
lastFactMentioned = nil
/* The most recent reason a ConvAgendaItem was invoked. */
reasonInvoked = nil
/* The most recently active agendaItem */
agendaItem = nil
/*
* our name table for parameter substitutions - a LookupTable that we set
* up during preinit
*/
nameTable_ = static new LookupTable()
/*
* Flag determining whether inventory listing should be in the wide (nil) or tall (true)
* format. By default we start out with the wide format (inventoryTall = nil), although game
* code could override this.
*/
inventoryTall = nil
/*
* Flag: do we wish to present the player with an enumerated list of disambiguation options
* (e.g. "Which coin do you mean:(1) the gold coin or (2) the silver coin? to which they can
* simply reply 1 or 2). By default we do but game authors can disable this behaviour by
* setting this flag to nil.
*/
enumerateDisambigOptions = true
/*
* The current number of disambiguation options to choose from. This is for use by the
* DisambigPreparser to prevent acceptance of a number out of range.
*/
disambigLen = 0
/*
* A list of objects in the game with alternating vocabulary. This is maintained and used by
* the library and shouldn't normally be changed by game code.
*/
altVocabLst = []
;
/* object representing an unknown destination */
unknownDest_: Room 'unknown'
;
/* object representing a variable destination */
varDest_: Room 'unknown'
;
/* ------------------------------------------------------------------------ */
/*
* FinishType objects are used in finishGameMsg() to indicate what kind
* of game-over message to display. We provide a couple of standard
* objects for the most common cases.
*/
class FinishType: object
/* the finishing message, as a string or library message property */
finishMsg = nil
;
/* 'death' - the game has ended due to the player character's demise */
ftDeath: FinishType finishMsg = BMsg(finish death, 'YOU HAVE DIED');
/* 'victory' - the player has won the game */
ftVictory: FinishType finishMsg = BMsg(finish victory,'YOU HAVE WON');
/* 'failure' - the game has ended in failure (but not necessarily death) */
ftFailure: FinishType finishMsg = BMsg(finish failure, 'YOU HAVE FAILED');
/* 'game over' - the game has simply ended */
ftGameOver: FinishType finishMsg = BMsg(finish game over, 'GAME OVER');
/*
* Finish the game, showing a message explaining why the game has ended.
* This can be called when an event occurs that ends the game, such as
* the player character's death, winning, or any other endpoint in the
* story.
*
* We'll show a message defined by 'msg', using a standard format. The
* format depends on the language, but in English, it's usually the
* message surrounded by asterisks: "*** You have won! ***". 'msg' can
* be:
*
*. - nil, in which case we display nothing
*. - a string, which we'll display as the message
*. - a FinishType object, from which we'll get the message
*
* After showing the message (if any), we'll prompt the user with
* options for how to proceed. We'll always show the QUIT, RESTART, and
* RESTORE options; other options can be offered by listing one or more
* FinishOption objects in the 'extra' parameter, which is given as a
* list of FinishOption objects. The library defines a few non-default
* finish options, such as finishOptionUndo and finishOptionCredits; in
* addition, the game can subclass FinishOption to create its own custom
* options, as desired.
*/
finishGameMsg(msg, extra)
{
local lst;
/*
* Explicitly run any final score notification now. This will ensure
* that any points awarded in the course of the final command that
* brought us to this point will generate the usual notification, and
* that the notification will appear at a reasonable place, just
* before the termination message.
*/
if (libGlobal.scoreObj != nil)
{
"<.p>";
libGlobal.scoreObj.runScoreNotifier();
}
/* translate the message, if specified */
if (dataType(msg) == TypeObject)
{
/* it's a FinishType object - get its message property or string */
msg = msg.finishMsg;
/* if it's a library message property, look it up */
if (dataType(msg) == TypeProp)
msg = gLibMessages.(msg);
}
/* if we have a message, display it */
if (msg != nil)
DMsg(show finish msg, '\b*** {1} ***\b\b', msg);
/* if the extra options include a scoring option, show the score */
if (extra != nil && extra.indexWhich({x: x.showScoreInFinish}) != nil)
{
"<.p>";
libGlobal.scoreObj.showScore();
"<.p>";
}
gActor = gPlayerChar;
/* start with the standard options */
lst = [finishOptionRestore, finishOptionRestart];
/* add any additional options in the 'extra' parameter */
if (extra != nil)
lst += extra;
/* always add 'quit' as the last option */
lst += finishOptionQuit;
/* process the options */
processOptions(lst);
}
/* finish the game, offering the given extra options but no message */
finishGame(extra)
{
finishGameMsg(nil, extra);
}
/*
* Show failed startup restore options. If a restore operation fails at
* startup, we won't just proceed with the game, but ask the user what
* they want to do; we'll offer the options of restoring another game,
* quitting, or starting the game from the beginning.
*/
failedRestoreOptions()
{
/* process our set of options */
processOptions([restoreOptionRestoreAnother, restoreOptionStartOver,
finishOptionQuit]);
}
/*
* Process a list of finishing options. We'll loop, showing prompts and
* reading responses, until we get a response that terminates the loop.
*/
processOptions(lst)
{
/* keep going until we get a valid response */
promptLoop:
for (;;)
{
local resp;
/* show the options */
finishOptionsLister.show(lst, 0);
/*
* update the status line, in case the score or turn counter has
* changed (this is especially likely when we first enter this
* loop, since we might have just finished the game with our
* previous action, and that action might well have awarded us
* some points)
*/
statusLine.showStatusLine();
/* read a response */
">";
resp = inputManager.getInputLine();
/* check for a match to each of the options in our list */
foreach (local cur in lst)
{
/* if this one matches, process the option */
if (cur.responseMatches(resp))
{
/* it matches - carry out the option */
if (cur.doOption())
{
/*
* they returned true - they want to continue asking
* for more options
*/
continue promptLoop;
}
else
{
/*
* they returned nil - they want us to stop asking
* for options and return to our caller
*/
return;
}
}
}
/*
* If we got this far, it means that we didn't get a valid
* option. Display our "invalid option" message, and continue
* looping so that we show the prompt again and read a new
* option.
*/
DMsg(invalid finish option, '<q>{1}</q> was not one of the
options.<.p>', resp);
}
}
/*
* Finish Option class. This is the base class for the abstract objects
* representing options offered by finishGame.
*/
class FinishOption: object
/*
* The description, as displayed in the list of options. For the
* default English messages, this is expected to be a verb phrase in
* infinitive form, and should show the keyword accepted as a
* response in all capitals: "RESTART", "see some AMUSING things to
* do", "show CREDITS".
*/
desc = ""
/*
* By default, the item is listed. If you want to create an
* invisible option that's accepted but which isn't listed in the
* prompt, just set this to nil. Invisible options are sometimes
* useful when the output of one option mentions another option; for
* example, the CREDITS message might mention a LICENSE command for
* displaying the license, so you want to make that command available
* without cluttering the prompt with it.
*/
listed = true
/* our response keyword */
responseKeyword = ''
/*
* a single character we accept as an alternative to our full
* response keyword, or nil if we don't accept a single-character
* response
*/
responseChar = nil
/*
* Match a response string to this option. Returns true if the
* string matches our response, nil otherwise. By default, we'll
* return true if the string exactly matches responseKeyword or
* exactly matches our responseChar (if that's non-nil), but this
* can be overridden to match other strings if desired. By default,
* we'll match the response without regard to case.
*/
responseMatches(response)
{
/* do all of our work in lower-case */
response = response.toLower();
/*
* check for a match the full response keyword or to the single
* response character
*/
return (response == responseKeyword.toLower()
|| (responseChar != nil
&& response == responseChar.toLower()));
}
/*
* Carry out the option. This is called when the player enters a
* response that matches this option. This routine must perform the
* action of the option, then return true to indicate that we should
* ask for another option, or nil to indicate that the finishGame()
* routine should simply return.
*/
doOption()
{
/* tell finishGame() to ask for another option */
return true;
}
/*
* Flag: show the score with the end-of-game announcement. If any
* option in the list of finishing options has this flag set, we'll
* show the score using the same message that the SCORE command
* uses.
*/
showScoreInFinish = nil
;
/*
* QUIT option for finishGame. The language-specific code should modify
* this to specify the description and response keywords.
*/
finishOptionQuit: FinishOption
doOption()
{
/*
* carry out the Quit action - this will signal a
* QuittingException, so this call will never return
*/
throw new QuittingException;
}
listOrder = 100
;
/*
* RESTORE option for finishGame.
*/
finishOptionRestore: FinishOption
doOption()
{
/*
* Try restoring. If this succeeds (i.e., it returns true), tell
* the caller to stop looping and to proceed with the game by
* returning nil. If this fails, tell the caller to keep looping
* by returning true.
*/
if (Restore.askAndRestore())
{
/*
* we succeeded, so we're now restored to some prior game
* state - terminate any remaining processing in the command
* that triggered the end-of-game options
*/
abort;
}
else
{
/* it failed - tell the caller to keep looping */
return true;
}
}
listOrder = 90
;
/*
* RESTART option for finishGame
*/
finishOptionRestart: FinishOption
doOption()
{
/*
* carry out the restart - this will not return, since we'll
* reset the game state and re-enter the game at the restart
* entrypoint
*/
Restart.doRestartGame();
}
listOrder = 10
;
/*
* START FROM BEGINNING option for failed startup restore. This is just
* like finishOptionRestart, but shows a different option name.
*/
restoreOptionStartOver: finishOptionRestart
;
/*
* RESTORE ANOTHER GAME option for failed startup restore. This is just
* like finishOptionRestore, but shows a different option name.
*/
restoreOptionRestoreAnother: finishOptionRestore
;
/*
* UNDO option for finishGame
*/
finishOptionUndo: FinishOption
doOption()
{
/* try performing the undo */
if (Undo.execAction(nil))
{
gPlayerChar.outermostVisibleParent().lookAroundWithin();
/*
* Success - terminate the current command with no further
* processing.
*/
throw new TerminateCommandException();
}
else
{
/*
* failure - show a blank line and tell the caller to ask
* for another option, since we couldn't carry out this
* option
*/
"<.p>";
return true;
}
}
listOrder = 20
;
/*
* FULL SCORE option for finishGame
*/
finishOptionFullScore: FinishOption
doOption()
{
/* show a blank line before the score display */
"\b";
/* run the Full Score action */
FullScore.showFullScore();
/* show a paragraph break after the score display */
"<.p>";
/*
* this option has now had its full effect, so tell the caller
* to go back and ask for a new option
*/
return true;
}
/*
* by default, show the score with the end-of-game announcement when
* this option is included
*/
showScoreInFinish = true
listOrder = 30
;
/*
* Option to show the score in finishGame. This doesn't create a listed
* option in the set of offered options, but rather is simply a flag to
* finishGame() that the score should be announced along with the
* end-of-game announcement message.
*/
finishOptionScore: FinishOption
/* show the score in the end-of-game announcement */
showScoreInFinish = true
/* this is not a listed option */
listed = nil
/* this option isn't selectable, so it has no effect */
doOption() { }
listOrder = 40
;
/*
* CREDITS option for finishGame
*/
finishOptionCredits: FinishOption
doOption()
{
/* show a blank line before the credits */
"\b";
/* run the Credits action */
versionInfo.showCredit();
/* show a paragraph break after the credits */
"<.p>";
/*
* this option has now had its full effect, so tell the caller
* to go back and ask for a new option
*/
return true;
}
listOrder = 50
;
/*
* AMUSING option for finishGame
*/
finishOptionAmusing: FinishOption
/*
* The game must modify this object to define a doOption method. We
* have no built-in way to show a list of amusing things to try, so
* if a game wants to offer this option, it must provide a suitable
* definition here. (We never offer this option by default, so a
* game need not provide a definition if the game doesn't explicitly
* offer this option via the 'extra' argument to finishGame()).
*/
listOrder = 60
;
firstPersonObj: Thing
person = 1
name = BMsg(first person pronoun, 'I')
globalParamName = 'fpo'
;
/* -------------------------------------------------------------------------- */
/*
* Utility functions
*/
/*
* Try converting val to an integer. If this results in an integer value,
* return it, otherwise return nil.
*/
tryInt(val)
{
/*
* If the value passed to the function is neither an integer nor a string
* nor a BigNumber, return nil, since there can be no valid integer
* representation of it.
*/
if(dataType(val) not in (TypeInt, TypeSString, TypeObject)
|| (dataType(val) == TypeObject && !(val.ofKind(BigNumber))))
return nil;
/* Try converting val to an integer. */
local res = toInteger(val);
/*
* If val is a string then res is a valid number if val is a string that
* contains one or more zeroes perhaps preceded by + or -.
*/
if(dataType(val) == TypeSString)
{
/*
* Strip out all the spaces from val.
*/
val = val.findReplace(' ', '').trim();
if(val.match(R'(<plus>|-)?<digit>+$'))
return res;
}
/*
* If val is a BigNumber or an integer, this is also a valid result, so
* return it. Note that we need only test for whether val is an object,
* since if it was any other kind of object than a BigNumber, this
* function would have returned nil at the first test.
*/
if(dataType(val) is in (TypeInt, TypeObject))
return res;
/*
* We can't find a valid interpretation of val as a number, so return nil.
*/
return nil;
}
/*
* Try converting val to a number (integer or BigNumber); return the number if
* there is one, otherwise return nil.
*/
tryNum(val)
{
/*
* If the value passed to the function is neither an integer nor a string
* nor a BigNumber, return nil, since there can be no valid numerical
* representation of it.
*/
if(dataType(val) not in (TypeInt, TypeSString, TypeObject)
|| (dataType(val) == TypeObject && !val.ofKind(BigNumber)))
return nil;
/* If val is already a BigNumber, return it unchanged. */
if(dataType(val) == TypeObject && val.ofKind(BigNumber))
return val;
/*
* If val is a string then test whether it matches a valid numerical
* pattern.
*/
if(dataType(val) == TypeSString)
{
val = stripQuotesFrom(val.findReplace(' ',''));
/* Try converting val to a number */
local res = toNumber(val);
if(val.match(R'(<plus>|-)?<digit>+$'))
return res;
if(val.match(R'(<plus>|-)?<digit>*<dot><digit>+$'))
return res;
if(val.match(R'(<plus>|-)?<digit>+(<dot><digit>+)?[eE]<digit>?+$'))
return res;
}
/* Otherwise use the tryInt() function to return the result */
return tryInt(val);
}
/*
* Function to return the string representation of val. This is essentially the same as the
* intrinsic function toSrring with the added ability of also working with enuma.
*/
str(val, radix?, isSigned?)
{
if(dataType(val) == TypeEnum)
return enumTabObj.enumTab[val];
return toString(val, radix, isSigned);
}
/*
* nilToList - convert a 'nil' value to an empty list. This can be
* useful for mix-in classes that will be used in different inheritance
* contexts, since the classes might or might not inherit a base class
* definition for list-valued methods such as preconditions. This
* provides a usable default for list-valued methods that return nothing
* from superclasses.
*/
nilToList(val)
{
return (val != nil ? val : []);
}
/*
* val to list - convert any value to a list. If it's already a list, simply
* return it. If it's nil return an empty list. If it's a singleton value,
* return a one-element list containing it.
*/
valToList(val)
{
switch (dataType(val))
{
case TypeNil:
return [];
case TypeList:
return val;
case TypeObject:
if(val.ofKind(Vector))
return val.toList;
else
return [val];
default:
return [val];
}
}
/*
* Set the mentioned property of obj to true. If obj is supplied as a list,
* set every object's mentioned property in the list to true. This can be used
* in room and object descriptions to mark an object as mentioned so it won't
* be included in the listing.
*/
makeMentioned(obj)
{
foreach(local cur in valToList(obj))
cur.mentioned = true;
}
/*
* partitionList - partition a list into a pair of two lists, the first
* containing items that match the predicate 'fn', the second containing
* items that don't match 'fn'. 'fn' is a function pointer (usually an
* anonymous function) that takes a single argument - a list element -
* and returns true or nil.
*
* The return value is a list with two elements. The first element is a
* list giving the elements of the original list for which 'fn' returns
* true, the second element is a list giving the elements for which 'fn'
* returns nil.
*
* (Contributed by Tommy Nordgren.)
*/
partitionList(lst, fn)
{
local lst1 = lst.subset(fn);
local lst2 = lst.subset({x : !fn(x)});
return [lst1, lst2];
}
/*
* Determine if list a is a subset of list b. a is a subset of b if
* every element of a is in b.
*/
isListSubset(a, b)
{
/* a can't be a subset if it has more elements than b */
if (a.length() > b.length())
return nil;
/* check each element of a to see if it's also in b */
foreach (local cur in a)
{
/* if this element of a is not in b, a is not a subset of b */
if (b.indexOf(cur) == nil)
return nil;
}
/*
* we didn't find any elements of a that are not also in b, so a is a
* subset of b
*/
return true;
}
/*
* Find an existing Topic whose vocab is voc. If the cls parameter
* is supplied it can be used to find a match in some other class, such as
* Thing or Mentionable.
*/
findMatchingTopic(voc, cls = Topic)
{
for(local cur = firstObj(cls); cur != nil; cur = nextObj(cur, cls))
{
if(cur.vocab == voc)
return cur;
}
return nil;
}
/*
* Set the player character to another actor. If the optional second parameter
* is supplied, it sets the person of the player character; otherwise it
* defaults to the second person.
*/
setPlayer(actor, person = 2)
{
/* Note the old player character */
local other = gPlayerChar;
/* Note the name of the actor the pc is about to become */
local newName = actor.theName;
/* Change the player character to actor */
gPlayerChar = actor;
/* Change the player character person to person. */
gPlayerChar.person = person;
/* Change the person of the previous player character to 3 */
other.person = 3;
/*
* Change the names of both actors involved in the swap to nil, so that
* they can be reinitialized.
*/
other.name = nil;
gPlayerChar.name = nil;
/*
* Reinitialize the names of both actors, so that the player character can
* become 'I' or 'You' as appropriate, and the previous PC acquires
* his/her third-person name.
*/
other.initVocab();
gPlayerChar.initVocab();
/* Note the name (e.g. 'Bob' or 'Mary') of the new player character */
libGlobal.playerCharName = newName;
/* Make the current actor the new player character */
gActor = gPlayerChar;
gCommand.actor = gPlayerChar;
/*
* Reset the familiarity of rooms in regions familiar to the new actor, if its knownProp
* differs from that of the previous player character.
*/
local prop = actor.knownProp;
if(prop != other.knownProp)
{
for(local reg = firstObj(Region); reg != nil; reg = nextObj(reg, Region))
reg.setFamiliarRooms(prop);
}
/*
* If the new player character defines its own ThoughtManagr object, set this up on libGlobal,
* so that any ThinkAbout commands will use the Thoughts belonging to the new Player
* Character, otherwise leave it unchanged,
*/
if(actor.myThoughtManager)
libGlobal.thoughtManagerObj = actor.myThoughtManager;
/* Return the (third-person) name of the new player character */
return newName;
}
/* ------------------------------------------------------------------------ */
/*
* Add some methods to the base Object that make it *somewhat*
* interchangeable with lists and vectors. Certain operations that are
* normally specific to the collection types have obvious degenerations
* for the singleton case. In particular, a singleton can be thought of
* as a collection consisting of one value, so operations that iterate
* over a collection degenerate to one iteration on a singleton.
*/
modify Object
/* mapAll for an object simply applies a function to the object */
mapAll(func)
{
return func(self);
}
/* forEach on an object simply calls the function on the object */
forEach(func)
{
return func(self);
}
/* create an iterator */
createIterator()
{
return new SingletonIterator(self);
}
/*
* create a live iterator (this allows 'foreach' to be used with an
* arbitrary object, iterating once over the loop with the object
* value)
*/
createLiveIterator()
{
return new SingletonIterator(self);
}
/*
* Call an inherited method directly. This has the same effect that
* calling 'inherited cl.prop' would from within a method, but allows
* you to do this from an arbitrary point *outside* of the object's
* own code. I.e., you can say 'obj.callInherited(cl, &prop)' and
* get the effect that 'inherited c.prop' would have had from within
* an 'obj' method.
*/
callInherited(cl, prop, [args])
{
delegated cl.(prop)(args...);
}
/*
* Call a function by calling this method. This allows us to write code in embedded
* expressions it mught otherwise be tricky to write, e.g. "<<(cf{: myProp = nil })>>".
*/
cf(func) { func(); }
/*
* Attempt to display prop appropriately according to its data type
* (single-quoted string, double-quoted string, integer or code). The prop
* parameter must be provided as a property pointer.
*/
display(prop)
{
local str;
switch(propType(prop))
{
/*
* If prop is a single-quoted string or an integer, simply display
* it.
*/
case TypeSString:
case TypeInt:
say(self.(prop));
break;
/* If prop is a double-quoted string, display it by executing it. */
case TypeDString:
self.(prop);
break;
/* if prop is a method, execute it. */
case TypeCode:
/*
* In case prop is a method that returns a single-quoted string,
* note the return value from executing prop.
*/
str = self.(prop);
/* If it's a string, display it. */
if(dataType(str) == TypeSString && str > '')
say(str);
break;
default:
/* do nothing */
break;
}
}
/*
* Attempt to display the message defined in the property prop, and return true if anything is
* displayed. Otherwise, if the altMsg parameter is supplied (either as a single-quoted string
* or as a property pointer) display it instead, and then in any case return nil to tell the
* caller that nothing was displayed by prop.
*
* This method is primarily for use with properties such as smellDesc and listenDesc on Thing
* for which alternatives may need to be displayed if they don't display anything, but custom
* classes and objects created by game authors may wish to use it for their own purposes.
*/
displayAlt(prop, altMsg?)
{
/*
* If attempting to display the prop property results in some output,
* return true to inform our caller of the fact.
*/
if(gOutStream.watchForOutput({: display(prop) }))
return true;
/*
* If we reach this point, prop failed to produce any output, so if
* altMsg has been provided as a single-quoted string, display it.
*/
if(dataType(altMsg) == TypeSString)
say(altMsg);
/*
* Otherwise, if altMsg has been provided as a property pointer,
* display it using the display() method.
*/
if(dataType(altMsg) == TypeProp)
display(altMsg);
/*
* Tell our caller that there was no output from attempting to display
* prop.
*/
return nil;
}
/*
* Check whether displaying prop could possibly produce any output. The only tests we apply
* here are that prop has been defined and is not defined as nil.
*/
checkDisplay(prop)
{
return propDefined(prop) && propType(prop) != TypeNil;
}
;
modify TadsObject
/*
* Copy a method or property from the self object to obj. obj is the object to copy from. prop
* is a pointer to the property or method to copy. newProp is a pointer to the property or
* method on obj to copy to; if this parameter is not supplied it defaults to prop. If prop is
* a method or double-quoted string we copy the code across, otherwise we copy the value of
* what self.prop contains. If obj does not define prop we don't do anything at all.
*/
copyMethod(obj, prop, newProp = prop)
{
if(propDefined(prop))
{
if(propType(prop) is in (TypeDString, TypeCode))
{
local meth = getMethod(prop);
obj.setMethod(newProp, meth);
}
else
{
obj.(newProp) = self.(prop);
}
}
}
/*
* Move a method or property from self to obj. This does exactly the same as copyMethod()
* except that after the method or property has been copied to obj, it is effectively deleted
* from self by being set to nil. The idea is that if this method is called at preinit and the
* method or property is no longer needed on self once it has been copied to obj, some
* unneeded code or data may be excluded from the final build (althouth I'm not sure whether
* that will happen).
*/
moveMethod(obj, prop, newProp = prop)
{
if(propDefined(prop))
{
copyMethod(obj, prop, newProp);
self.(prop) = nil;
}
}
;
/*
* The BaseObject class exists purely to allow code to delegate to/inherit method defined on the
* Object and TadsObject classes, which the compiler won't otherwise allow.
*/
class BaseObject: object
;
/*
* A SingletonIterator is an implementation of the Iterator interface for
* singleton values. This allows 'foreach' to be used with arbitrary
* objects, or even primitive values. The effect of iterating over a
* singleton value with 'foreach' using this iterator is simply to invoke
* the loop once with the loop variable set to the singleton value.
*/
class SingletonIterator: object
/* construction: save the singleton value that we're "iterating" over */
construct(val) { val_ = val; }
/* get the next value */
getNext()
{
/* note that we've consumed the value */
more_ = nil;
/* return the value */
return val_;
}
/* is another item available? */
isNextAvailable() { return more_; }
/* reset: restore the flag that says the value is available */
resetIterator() { more_ = true; }
/* get the current key; we have no keys, so use a fake key of nil */
getKey() { return nil; }
/* get the current value */
getCurVal() { return val_; }
/* the singleton value we're "iterating" over */
val_ = nil
/* do we have any more values to fetch? */
more_ = true
;
/*
* Add some convenience methods to String.
*/
modify String
/*
* Trim spaces. Removes leading and trailing spaces from the string.
*/
trim()
{
return findReplace(trimPat, '');
}
/* regular expression for trimming leading and trailing spaces */
trimPat = R'^<space>+|<space>+$'
/* get the first character */
firstChar() { return substr(1, 1); }
/* get the last character */
lastChar() { return substr(length()); }
/* remove the first character */
delFirst() { return substr(2); }
/* remove the last character */
delLast() { return substr(1, length() - 1); }
/* leftmost n characters; if n is negative, leftmost (length-n) */
left(n) { return n >= 0 ? substr(1, n) : substr(1, length() + n); }
/* rightmost n characters; if n is negative, rightmost (length-n) */
right(n) { return n >= 0 ? substr(-n) : substr(n - 1 + length()); }
;
/* A string is empty if it's nil or if when trimmed it's '' */
isEmptyStr(str) { return (str == nil || str.trim() == ''); }
/*
* Add a couple of handy utility functions to Vector
*/
modify Vector
/* is the vector empty? */
isEmpty() { return length() == 0; }
/* clear the vector */
clear()
{
if (length() > 0)
removeRange(1, length());
}
/* get the "top" item, treating the vector as a stack */
getTop() { return self[length()]; }
/* push a value (append it to the end of the vector) */
push(val) { append(val); }
/* pop a value (remove and return the value at the end of the vector) */
pop()
{
local l = length();
if (l > 0)
{
/* get the last value */
local ret = self[l];
/* remove the element */
removeElementAt(l);
/* return it */
return ret;
}
else
{
/* intentionally cause an out-of-bounds error */
return self[1];
}
}
/* unshift a value (insert it at the start of the Vector) */
unshift(val) { prepend(val); }
/* shift a value (remove and return the first value) */
shift()
{
local l = length();
if (l > 0)
{
/* get the first value */
local ret = self[1];
/* remove the element */
removeElementAt(1);
/* return it */
return ret;
}
else
{
/* intentionally cause an out-of-bounds error */
return self[1];
}
}
/*
* Perform a "group sort" on the vector. This sorts the items into
* groups, then sorts by an ordering value within each group.
*
* The groups are determined by group keys, which are arbitrary
* values. Each group is simply the set of objects with a like value
* for the key. Within the group, we sort by an integer ordering
* key.
*
* 'func' is a function that takes two parameters: func(entry, idx),
* where 'entry' is a list element and 'idx' is an index in the list.
* This returns a list, [group, order], giving the group key and
* ordering key for the entry.
*/
groupSort(func)
{
/* note our length */
local len = length();
/*
* set up a lookup table for the group keys - we want to assign
* each one an arbitrary integer value so that we can sort by it
*/
local groups = new LookupTable(16, 32);
local gnxt = 1;
/* decorate each entry with its group index and ordering key */
for (local i = 1 ; i <= len ; ++i)
{
/* get this element */
local ele = self[i];
/* get the group info via the callback */
local info = func(ele, i);
/* look up or assign this group key's number */
local gnum = groups[info[1]];
if (gnum == nil)
groups[info[1]] = gnum = gnxt++;
/* store the group number and sorting order in the list */
self[i] = [gnum, info[2], ele];
}
/* do the sort */
sort(SortAsc, new function(a, b) {
/*
* if the groups are the same, sort by the order within the
* group; otherwise sort by the group number
*/
if (a[1] == b[1])
return a[2] - b[2];
else
return a[1] - b[1];
});
/* remove the extra information from the list */
for (local i = 1 ; i <= len ; ++i)
self[i] = self[i][3];
}
/* find a vector element - synonym for indexOf */
find(ele) { return indexOf(ele); }
/* shuffle the elements of the vector into a random order */
shuffle()
{
/*
* The basic algorithm for shuffling is that we put all of the
* elements into a bag, and one by one we withdraw an element at
* random and add it to the result list. To withdraw a random
* element, we simply pick a random number from 1 to the number
* of items left in the bag.
*
* With a vector, we can do this without allocating any more
* memory. We partition the vector into two parts: the "result"
* part and the "bag" part. Initially, the whole vector is the
* bag, and the result part is empty. We next pick a random
* element from the bag, and swap it with element #N. This
* effectively deletes the chosen element from the bag and fills
* in the hole with the bag element that was formerly at slot #N.
* (If we chose the element at slot #N, that's fine - it just
* stays put.) Slot #N is now part of the result set, and the
* bag is now slots #1 to #N-1. We next pick a random element
* from the bag - 1..N-1 - and swap it with slot #N-1. Now slot
* #N-1 is in the result set, and the bag is from #1 to #N-2.
* Repeat until we've chosen slot 2. (We don't have to
* explicitly pick anything for slot 1, since at that point we're
* down to a single element in the bag, and it's already at the
* proper position to just redefine it as a result.)
*/
for (local len = length(), local n = len ; n > 1 ; --n)
{
/* the bag is slots 1..n - pick a random element in that range */
local r = rand(n) + 1;
/* swap the random element with element #n */
local val = self[r];
self[r] = self[n];
self[n] = val;
}
/* in case the caller wants the shuffled object, return self */
return self;
}
;
/* ------------------------------------------------------------------------ */
/*
* Add some utility methods to List.
*/
modify List
/*
* Check the list against a prototype (a list of data types). This
* is useful for checking a varargs list to see if it matches a given
* prototype. Each prototype element can be a TypeXxx type code, to
* match a value of the given native type; an object class, to match
* an instance of that class; 'any', to match a value of any type; or
* the special value '...', to match zero or more additional
* arguments. If '...' is present, it must be the last prototype
* element.
*/
matchProto(proto)
{
/* compare each value against the prototype */
local plen = proto.length(), vlen = length();
for (local i = 1 ; i <= plen ; ++i)
{
/* get this prototype element (i.e., a type code) */
local t = proto[i];
/* if this is a varargs indicator, we have a match */
if (t == '...')
return true;
/* if we're past the end of the values, it's no match */
if (i > vlen)
return nil;
/* get the value */
local v = self[i];
/* check the type */
if (t == 'any')
{
/* 'any' matches any value, so this one is a match */
}
else if (dataType(t) == TypeInt)
{
/* check that we match the given native type */
if (dataTypeXlat(v) != t)
return nil;
}
else
{
/* otherwise, we have to match the object class */
if (dataType(v) not in (TypeObject, TypeList, TypeSString)
|| !v.ofKind(t))
return nil;
}
}
/*
* We reached the end of the prototype without finding a
* mismatch. The only remaining check is that we don't have any
* extra arguments in the value list. As long as the lengths
* match, we have a match.
*/
return plen == vlen;
}
/* toList() on a list simply returns the same list */
toList() { return self; }
/* find a list element - synonym for indexOf */
find(ele) { return indexOf(ele); }
/*
* shuffle the list: return a new list with the elements of this list
* rearranged into a random order
*/
shuffle()
{
/*
* Since a list is immutable, we can't shuffle the elements in
* place, which means we have to construct a new list. One way
* would be to use the Vector.shuffle algorithm, appending each
* element chosen from the bag to a new result list under
* construction. That would construct length()-1 intermediate
* lists, though, so it's pretty inefficient memory-wise. The
* easier and more efficient way is to create a Vector with the
* same elements as the list, shuffle the Vector, and then
* convert the result back to a list. This creates only the one
* intermediate value (the Vector), and it's very simple to code,
* so we'll take that approach.
*/
return new Vector(length(), self).shuffle().toList();
}
/* Determine whether this list has any elements in common with lst */
overlapsWith(lst)
{
return intersect(valToList(lst)).length > 0;
}
/* Returns the ith member of the list if there is one, or nil otherwise */
element(i)
{
return length >= i ? self[i] : nil;
}
/*
* Compare two lists of strings using the cmp StringComparator; return
* true if all the corresponding strings in the two lists are the same
* (according to cmp) and nil otherwise.
*/
strComp(lst, cmp)
{
if(lst.length != length)
return nil;
for(local i in 1 .. lst.length)
{
if(cmp.matchValues(self[i], lst[i]) == 0)
return nil;
}
return true;
}
;
/* Add a method to Date as a workaround for a library bug */
modify Date
/*
* Get the Hours, Minutes, Seconds and Milliseconds of the current time as
* a four-element list; Date.getClockTime() is meant to do this, but
* doesn't work properly.
*/
getHMS()
{
local hh = toInteger(formatDate('%H'));
local mm = toInteger(formatDate('%M'));
local ss = toInteger(formatDate('%S'));
local ms = toInteger(formatDate('%N'));
return [hh, mm, ss, ms];
}
;
/* ------------------------------------------------------------------------ */
/*
* Library error. This is a base class for internal errors within the
* library.
*/
class LibraryError: Exception
construct()
{
/* do the inherited work */
inherited();
/*
* As a debugging aid, break into the debugger, if it's running.
* This makes it easier during development to track down where
* errors are occurring. This has no effect during normal
* execution in the interpreter, since the interpreter ignores
* this call when the debugger isn't present.
*/
t3DebugTrace(T3DebugBreak);
}
display = "Library Error"
;
/*
* A generic "argument mistmatch" error. The library uses this for
* functions that use matchProto() to handle multiple argument list
* variations: when none of the allowed argument lists are found, the
* function throws this error.
*/
class ArgumentMismatchError: LibraryError
display = "Wrong arguments in function or method call"
;
/* ------------------------------------------------------------------------ */
/*
* LCS - class that computes the Longest Common Subsequence for two lists
* or vectors.
*
* The LCS is most frequently used as a differencing tool, to compute a
* description of how two data sets differ. This is at the core of tools
* like "diff", which shows the differences between two versions of a
* file. The LCS is the part of the two sets that's the same, so
* everything in one of the sets that's not in the LCS is unique to that
* set. The standard diff algorithm computes the LCS, then generates a
* list of edits by specifying a "delete" operation on each item in the
* "new" set that's not in the LCS, and an "insert" operation on each
* item in the "old" set that's not in the LCS. Merge and sort the two
* edit lists and you have basically the standard Unix "diff" output.
* (Some diff utilities make the report more readable by combining
* overlapping edit and insert operations into "update" operations. But
* it's really the same thing, of course.)
*
* The constructor does all the work: use 'new' to create an instance of
* this class, providing the two lists to be compared as arguments. The
* resulting object contains the LCS information.
*
* Note that you can use this class to generate a character-by-character
* LCS for two strings, simply by using toUnicode() to convert each
* string to a list of character values.
*/
class LCS: object
construct(a, b)
{
local i, j, ka, kb;
/* get the input list lengths */
local alen = a.length(), blen = b.length();
/* set up the length array, alen x blen, initialized with 0s */
local c = new Vector(alen+1).fillValue(nil, 1, alen+1);
c.applyAll({ ele: new Vector(blen+1).fillValue(0, 1, blen+1) });
/* set up the arrow array, alen x blen */
local arr = new Vector(alen+1).fillValue(nil, 1, alen+1);
arr.applyAll({ ele: new Vector(blen+1).fillValue(nil, 1, blen+1) });
/* apply the standard LCS algorithm */
for (i = 1 ; i <= alen ; ++i)
{
for (j = 1 ; j <= blen ; ++j)
{
if (a[i] == b[j])
{
/* up-left */
c[i+1][j+1] = c[i][j] + 1;
arr[i+1][j+1] = 3;
}
else if (c[i][j+1] >= c[i+1][j])
{
/* up */
c[i+1][j+1] = c[i][j+1];
arr[i+1][j+1] = 2;
}
else
{
/* left */
c[i+1][j+1] = c[i+1][j];
arr[i+1][j+1] = 1;
}
}
}
/* build the LCS list */
local la = new Vector(alen), lb = new Vector(blen);
for (i = alen+1, j = blen+1, ka = alen, kb = blen ; i > 0 && j > 0 ; )
{
if (arr[i][j] == 3)
{
la[ka--] = i-1;
lb[kb--] = j-1;
--i;
--j;
}
else if (arr[i][j] == 2)
--i;
else
--j;
}
/* save the LCSs, truncating the used portions */
lcsA = la.toList().sublist(ka+1);
lcsB = lb.toList().sublist(kb+1);
}
/* the LCS, as lists of character indices into the respective strings */
lcsA = nil
lcsB = nil
;
/* ------------------------------------------------------------------------ */
/*
* Change the case (upper/lower) of a given new string to match the case
* pattern of the given original string.
*
* We recognize four patterns:
*
* - If the original string has at least one capital letter and no
* minuscules, we convert the new string to all caps. For example,
* matchCase('ALPHA-1', 'omicron-7') yields 'OMICRON-7'.
*
* - If the original string has at least one lower-case letter and no
* capitals, we convert the new string to all lower case. E.g.,
* matchCase('alpha-1', 'OMICRON-7') yields 'omicron-7'.
*
* - If the original string starts with a capital letter, and has at
* least one lower-case letter and no other capitals, we capitalize the
* first letter of the new string and lower-case everything else. E.g.,
* matchCase('Alpha-1', 'OMICRON-7') yields 'Omicron-7'.
*
* - Otherwise, we match the case pattern of the input string letter for
* letter: for each upper-case letter in the original, we capitalize the
* letter at the corresponding character index in the new string, and
* likewise with lower-case letters in the original. We leave other
* characters unchanged. E.g., matchCase('AlPhA-1', 'omicron-7') yields
* 'OmIcRon-7'.
*/
matchCase(newTok, oldTok)
{
/*
* If the old token is all lower-case or all upper-case, it's easy.
* Only assume all upper-case if the original token has at least two
* capitals - for something like "I" we can't assume we want an
* all-caps word.
*/
if (rexMatch(R'<^upper>*<lower>+<^upper>*', oldTok) != nil)
return newTok.toLower();
if (rexMatch(R'<^lower>*<upper>+<^lower>*<upper>+<^lower>*', oldTok) != nil)
return newTok.toUpper();
/* another common and easy pattern is title case (initial cap) */
if (rexMatch(R'<upper><^upper>*<lower>+<^upper>*', oldTok) != nil)
return newTok.firstChar().toUpper() + newTok.delFirst().toLower();
/* do everything else letter by letter */
local ret = '';
for (local i = 1, local len = newTok.length() ; i <= len ; ++i)
{
local cn = newTok.substr(i, 1);
local co = oldTok.substr(i, 1);
if (rexMatch(R'<upper>', co) != nil)
ret += cn.toUpper();
else if (rexMatch(R'<lower>', co) != nil)
ret += cn.toUpper();
else
ret += cn;
}
/* return the result */
return ret;
}
/* ------------------------------------------------------------------------ */
/*
* Static object and class initializer.
*
* During startup, we'll automatically call the classInit() method for
* each class object, and we'll call the default constructor for each
* static object instance. ("Static" objects are those defined directly
* in the source code, as opposed to objects created dynamically with
* 'new'.) This makes it easier to write initialization code by making
* the process more uniform across static and dynamic objects.
*
* The first step is to call classInit() on each class. We call this
* method only each class that *directly* defines the method (i.e., we
* don't call it on classes that only inherit the method from another
* class). We cycle through the objects in arbitrary order. However,
* you can control the relative order when there's a dependency by
* setting the 'classInitFirst' property to a list of one or more classes
* to initialize first. When we encounter a class with this property,
* we'll call the listed classes' classInit() methods before calling the
* given class's classInit().
*
* The second step is to call constructStatic() or construct() on each
* regular (non-class) object. We only call this on *static* objects:
* objects defined directly in the source code, as opposed to created
* dynamically with 'new'. As with classInit(), we visit the objects in
* arbitrary order. You can control dependencies using the
* 'constructFirst' method: set this to a list of objects to be
* initialized before self.
*
* If an object defines or inherits a constructStatic() method, we'll
* call it instead of construct(). Otherwise, if it defines or inherits
* a construct() method with no arguments, we'll call it. Otherwise
* we'll do nothing.
*
* Note that it's possible for a base class to have a compatible
* zero-argument constructor, but for a subclass to override this with a
* constructor that takes arguments. In this case, we'll search the
* class tree for an inherited zero-argument constructor. If we find
* one, we'll call the inherited constructor.
*
* We can only call zero-argument construct() methods because we have no
* basis for providing other arguments.
*/
libObjectInitializer: PreinitObject
execBeforeMe = []
execute()
{
/* build the reverse symbol table (indexed by object value) */
local gtab = t3GetGlobalSymbols();
local otab = new LookupTable(128, 256);
gtab.forEachAssoc({ key, val: otab[val] = key });
/* save it in the PreinitObject class */
PreinitObject.reverseGlobalSymbols = otab;
/* create a lookup table tracking which objects we've initialized */
_initedTab = new LookupTable(256, 1024);
/* call classInit() on all classes */
for (local o = firstObj(TadsObject, ObjClasses) ; o != nil ;
o = nextObj(o, TadsObject, ObjClasses))
{
/* if this class directly defines a classInit() method, call it */
if (o.propDefined(&classInit, PropDefGetClass) == o)
callConstructor(o, &classInit, &classInitFirst);
}
/* call construct() or constructStatic() on all object instances */
for (local o = firstObj(TadsObject, ObjInstances) ; o != nil ;
o = nextObj(o, TadsObject, ObjInstances))
{
/*
* Only call static objects - these will all have
* sourceTextOrder properties assigned by the compiler.
*
* Note that modified objects will inherit sourceTextOrder
* from a class - they're the only objects that do this,
* since the compiler only assigns sourceTextOrder initially
* to ordinary objects, but then class-ifies the base object
* when modifying it. The only way that an object can
* inherit sourceTextOrder from a class is that the class is
* the original modified object, and the instance is the
* modifier.
*/
local cl = o.propDefined(&sourceTextOrder, PropDefGetClass);
if (cl == o || cl != nil && cl.isClass())
{
/*
* It's a static object. If it has a constructStatic()
* method, call that. Otherwise, if it has a construct()
* method, call that.
*/
if (o.propDefined(&constructStatic))
{
/* it has constructStatic() */
callConstructor(o, &constructStatic, &constructFirst);
}
else if (o.propDefined(&construct))
{
/* call construct() */
callConstructor(o, &construct, &constructFirst);
}
}
}
/*
* done with the lookup table - explicitly remove it so that it
* doesn't take up space in the final compiled image
*/
_initedTab = nil;
/* likewise the reverse global symbol table */
reverseGlobalSymbols = otab;
}
/* call the given object's constructor */
callConstructor(obj, conProp, preProp)
{
/* if obj has already been initialized, skip it */
if (_initedTab[obj])
return;
/*
* mark this object as visited (do this first, before handling
* prerequisites, to break circular dependencies: if a
* prerequisite of ours lists us as a prerequisite, we'll see
* that we've already been initialized and stop the loop)
*/
_initedTab[obj] = true;
/* call constructors on any prerequisites */
if (obj.propDefined(preProp))
{
foreach (local p in obj.(preProp))
callConstructor(p, conProp, preProp);
}
/*
* if the given constructor is zero-argument constructor, call it
* directly; otherwise, look for an inherited constructor
*/
if (obj.getPropParams(conProp) == [0, 0, nil])
{
/* call the constructor */
obj.(conProp)();
}
else
{
/*
* Search the class tree for an inherited version of the
* constructor that takes zero arguments.
*/
for (local cl = obj.propDefined(conProp, PropDefGetClass) ;
cl != nil ;
cl = obj.propInherited(conProp, obj, cl, PropDefGetClass))
{
/* if this is a zero-argument version, call it */
if (cl.getPropParams(conProp) == [0, 0, nil])
{
/* invoke it */
obj.callInherited(cl, conProp);
/* we're done looking */
break;
}
}
}
}
/* table of objects we've already initialized */
_initedTab = nil
;
/*
* Our static object and class initializer should generally run before
* any other initializers.
*/
modify PreinitObject
/* execute the basic library initializer before any other initializers */
execBeforeMe = [libObjectInitializer]
/*
* class property: reverse lookup symbol table (a version of the
* global symbol table keyed by value, yielding the name of each
* global object, function, etc)
*/
reverseGlobalSymbols = nil
;
emumTabInitializer: PreinitObject
execute()
{
local gTab = t3GetGlobalSymbols();
local lst=gTab.keysToList();
foreach(local key in lst)
{
local value = gTab[key];
if(dataType(value) == TypeEnum && enumTabObj.enumTab[value] == nil)
enumTabObj.enumTab[value] = key;
}
}
;
/*
* Service function primarily intended for use with the symcomm extension to facilitate the use of
* a string template, defined in advlite.h, allowing a string to vary by room. The arg parameter
* should be supplied as a list of strings (symcomm expects a list of two, bur other uses could do
* something different).
*
* We need the function because a string template can't directly be defined in relation to a
* method, so the byRoomFunc() function calls the byRoom() method on the object that invokes it.
*/
byRoomFunc(arg)
{
/*
* We meed to get at the effective self object by using the stack frame. First obtain the
* stack frame one level back from us.
*/
local frame = t3GetStackTrace(2, T3GetStackDesc).frameDesc_;
/* Then get the self object in that stack frame. */
local obj = frame.getSelf();
/* Then call and return the byRoom() method on that object. */
return obj.byRoom(arg);
}
/* Service function to determine whether obj is ofKind cls when obj might not be an object. */
objOfKind(obj, cls) { return dataTypeXlat(obj) == TypeObject && obj.ofKind(cls); }
/* Failsafe Function to get the player character object */
getPlayerChar()
{
/*
* If gPleyarChar is not nil, return gPlayerChar, otherwise if gameMain.initialPlayerChar is
* not nil, return gameMain.initialPlayerChar, otherwise call the findPlayerChar() function
* and return whatever that comes up with.
*/
return (gameMain.initialPlayerChar) ?? findPlayerChar();
}
/*
* The findPlayerChar() function is intended for internal library use only, to be called by
* getPlayerChar() nothing else has yet defined the player character. The findPlayerChar()
* function first iterates through every Thing defined in the game until it finds one that defines
* isInitialPlayChar = true. If it finds one it sets gPlayerChar to this value and returns the
* player char object. Otherwise it creaates a new Player object, moves it into the first room it
* finds, sets gPlayerChar to the new Player object, issues a warning to the game author that no
* player char object has been explicitly defined in game code, and returns the new Player object.
* This enaures that the calling function, getPlsyerChar(), will always be able to return a
* non-nil object.
*/
findPlayerChar()
{
/* Start by looking at objects of the Player class, and if that fails, look through Things. */
for(local cls in [Player, Actor, Thing])
{
/* loop over every Thing till we find the one that defines isInitialPlayerChar = true */
for (local obj = firstObj(cls) ; obj != nil ; obj = nextObj(obj, cls))
{
/* If we've found the initial player character */
if(obj.isInitialPlayerChar)
{
/* Store the PC's identity in gameMain */
gameMain.initialPlayerChar = obj;
/* Set the player char to the objec we've found. */
// gPlayerChar = obj;
/* Return our player char object. */
return obj;
}
}
}
/* If all else fails, create a new player character object */
local pc = new Player;
/* Find a room */
local loc = firstObj(Room);
/* But not the dummy locations unknownDsst_ and varDest_ defined in the library. */
while(loc is in (unknownDest_, varDest_))
loc = nextObj(loc, Room);
/* Move our new player character into that room */
pc.moveInto(loc);
/* Set gPlayerChar to our new player character. */
// gPlayerChar = pc;
#ifdef __DEBUG
say('<.p><FONT COLOR=RED><b>WARNING!</b></FONT> No Player Character Defined.<.p>
The library has defined a Player Character object and placed it in <<loc.roomTitle>>.<.p>');
#endif
/* Return our new player character */
return pc;
}
/* Determine whether str is a valid identifier */
isValidIdentifierName(str)
{
/*
* First, strip out any underscores, since these can appear anywhere in valid identifier name.
*/
str = str.findReplace('_', '');
/*
* If there are any non-alphanumeric characters in what's left, str is not a valid identifier
* name.
*/
if(str.find(R'<^AlphaNum>'))
return nil;
/* If str starts with a digit, it's not a valid identifier name */
if('1234567890'.find(str.substr(1,1)))
return nil;
/* If we reach this far, str has passed all the tests for being a valid identifier name. */
return true;
}
/*
* Function to return a string to display an integer (val) as a decimal number to decimalPlaces
* decimal places, e.g. decimalStr(123, 2) -> '1.23'. This provides a way of presenting integer
* values, such as currency, as ones including decimal fractions. For example, we could use an
* integer property (balance, say) in cents or pence but display it in dollars or pounds via
* "$<<decimalStr(balance, 2)>>" or "�<<decimalStr(balance)>> (since decimalPlaced deftults to 2).
*/
decimalStr(val, decimalPlaces = 2)
{
/* First convert val to a string. */
local dv = toString(val);
/* check whether val is negative (so that dv starts with a minus sign) */
local negative = val < 0;
/*
* If dv is negative, remove the leading minus sign to simplify the manipulations that follow.
*/
if(negative)
dv = dv.substr(2);
/*
* If the dv string is shorter than the number of decimal places we want to display, allowing
* for the presence of a leading mminue sign if val is negative, then prepend a leading
* pre-decimal point zero plus as many zeros as we need after the decimal point.
*/
if(dv.length <= decimalPlaces)
dv = '0.' + makeString ('0', decimalPlaces - dv.length) + dv;
/* Otherwise insert a decimal point before the final decimalPlaces characters. */
else
dv = dv.substr(1, dv.length - decimalPlaces) + '.' + dv.substr(dv.length -
decimalPlaces + 1);
/* Return the resulting string, prependsing a minus sign if dv was negative. */
return (negative ? '-' : '') + dv;
}
class Tip: object
/*
* Our description, in other words the text of the tip we'll display. This can be a a
* double-quoted string, as single-quoted string, or a method.
*/
desc = nil
/* Show this tip. */
showTip()
{
/* If we should show this tip, show it and mark it as shown. */
if(shouldShow())
{
showTipDesc();
makeShown();
}
}
/*
* Mark this tip as having been shown. If for any reason we need to make a previously shown
* tipa act as if it had not been shown, we can call makeShown(nil).
*/
makeShown(stat = true) { isShown = stat; }
/*
* Show the description of this Tip. By prepend and append the <.tip> and <./tip> style tags
* and then display our desc.
*/
showTipDesc()
{
"<.p><.tip>";
display(&desc);
"<./tip>";
}
/* This tip should be shown if and only if it hasn't yet been shown and tipMode.isOn is true. */
shouldShow = (!isShown && tipMode.isOn)
/* Has this Tip been shown? */
isShown = nil;
;
/* Object to keep track of whether or not we want tips to be shown in this game. */
tipMode: object
/* Tips will be shown if isOn is true and suppressed it it's nil. */
isOn = true
;
undoTip: Tip
desc() { DMsg(undo tip, 'If this didn\'t turn out quite as intended, note that you can
always take back one or more commands by typing
<<aHref('undo', 'UNDO', 'Take back the most recent command')>>.'); }
;
oopsTip:Tip
desc() { DMsg(oops tip, '''If this was an accidental misspelling, you can correct
it by typing OOPS followed by the corrected word now. Any time the story points out an
unknown word, you can correct a misspelling using OOPS as your next command.''');
}
;
Adv3Lite Library Reference Manual
Generated on 26/02/2025 from adv3Lite version 2.2