TADS 2.2.0.5 Unix Patchlevel 1 22-Nov-94 Fixed a bug that caused window sizes > 135 to crash the run-time. Increased default buffer sizes. The defaults that the compiler reports are actually wrong. You probably won't have to make any buffers bigger unless you've got a *really* huge game. See the general 2.2 changes below; there are many important new features. TADS 2.1.2.2 Unix Patchlevel 2 17-Feb-94 Unix pacakges now include the standard documentation. Fixed a bug that caused commands like >X, give me the Y to crash the run-time. TADS 2.1.2.2 Unix Patchlevel 1 29-Jan-94 Unix-specific changes applied to latest TADS source. Unix versions 2.1.0.0 pl2 through pl4 were never released, so please read the notes for those as well -- this is the first release version that incorporates those changes. The window-resizing code seems to have been broken. Resizing the window sends the run-time into space. I'm looking into it. For now, don't change the window size while playing. adv.t and std.t have been updated to 2.1.2.2 as well. TADS 2.1.0.0 Unix Patchlevel 4 16-Nov-93 Changed the runtime and compiler so that the heapsize is always set to the maximum. An explicit -mh setting will override this. Note that you cannot make the heap bigger than 64K, since TADS has to run under DOS in real mode, where data structures can only be 64K or smaller. TADS 2.1.0.0 Unix Patchlevel 3 25-Oct-93 The adv.t and std.t files have been updated to 2.1.0.0. The ones in the earlier archives were actually the 2.0.13 ones. (Doh!) Now tadsr tries to save the game to file "fatal#####.sav" when it gets a fatal signal, where ##### is the process ID. Sometimes this file will be unuseable; other times it'll work fine -- it depends on where the signal occurs during execution. Two environment variables now affect the behavior of the runtime: TADSSAVE: directory for save files TADSGAME: directory for game files These pathnames will be prepended to any save or game file that does not already have a slash in it. For example, if TADSGAME=~you/games and you type tadsr foo the run-time will look for the file ~you/games/foo.gam. Note that if you want to prevent this, you have to explictly put a ./ in the filename, or unset the TADSGAME environment variable. The same goes for TADSSAVE. Since some windowing systems clear the screen when the end-of-visual terminal code is sent out, tadsr now waits for a keypress before it terminates. There is no way to disable this -- the run-time now ignores the -p flag entirely. You can always see usage (and game endings) now, however, which is a plus! The Emacs-style command line editing now handles ^D (delete character after cursor) and ^K (delete to end of line). Since most Unix boxes have loads of real memory and even more virtual memory, I increased the size of the scrollback buffer eightfold. It's now 256K. This should be enough for marathon play sessions. There are some known problems with the compiler -- core dumps on at least one big game, and core dumps when dealing with precompiled headers and modify/replace in another case. I haven't been able to track these down, but they aren't restricted to one architecture. One thing that's been reported as a bug but isn't: If you have the margin bell on in your xterm you'll get lots of rings as TADS updates the screen. The solution: turn off the margin bell! TADS 2.1.0.0 Unix Patchlevel 2 Output handling has been improved again. Terminal settings are restored properly upon suspend (^Z) or resume. I improved a few other things that I don't remember now. :) TADS 2.1.0.0 Unix Patchlevel 1 The programs should now be quite stable on all supported platforms. Term handling has been vastly improved, so that the run-time should be comfortable over a 2400 baud connection. The compiler now avoids all the screen handling stuff and just uses stdio for all output. Starting with this release, Unix versions will be given patchlevel numbers in addition to the standard High Energy version number. There's one patch number of the general Unix sources, and another for the specific platform the binaries were compiled for. General Unix notes: The .GAM files are now 100% portable across platforms. You can compile a game on a PC clone or Mac and then run the resulting .GAM directly under Unix (and vice versa). Kudos to High Energy for that! There is no maketrx program for the Unix versions. Now that TADS is running on a much wider range of machines, creating binaries specific to a particular machine seems rather foolish, so I have not kept support for doing that in the this port. The TADS run-time uses termcap routines for all output. You will therefore need to run it on a terminal with window scrolling capability (i.e., most modern terminals). If you find that the programs don't work properly with your terminal, please let me know -- termcap hacking is very error-prone, so I may have made a mistake in there somewhere. Before assuming that the problem is with the TADS run-time, however, try other programs on your system that use termcap, like vi. (Emacs has its own term handling code, so it's not a good test.) There a few things special to the Unix versions: o (Limited) Emacs-style command line editing: ^F ahead one character ^B back one character ^A beginning of line ^E end of line ^P previous command in command list ^N next command in command list ^K kill to end of line ^D delete character after cursor o ESC enters scrollback mode (instead of F1). Scrollback control keys are listed on the top line. o Press ^L at any time to redraw the entire screen (if you get a burst of line noise, for example) o Press ^Z (or whatever your SIGTSTP key is) to suspend the run-time. o tadsr recognizes SIGWINCH so that you can resize your terminal window. Text above the current line won't be reformatted when you do this, but all subsequent text will be formatted to fill the screen. NOTE: Resize doesn't work in an OpenWindows cmdtool. The output handling is still not absoultely optimal, but it's probably as good as it's going to get since the machine-independent TADS source imposes certain requirements on the behavior of the windowing functions. Finally, please report bugs directly to the person listed as the maintainer for the port in the banner, not to High Energy. That person is the only one (besides, perhaps, me) who's going to be fixing any problems specific to the Unix ports. Dave Baggett dmb@ai.mit.edu *-----------------------------------------------------------------------------* General TADS notes (From the DOS version) *-----------------------------------------------------------------------------* This file contains a list of changes that have been made to TADS since the initial 2.0 release. Most of the changes are fixes to bugs, so they don't change the documented behavior, but a few, as explained below, add new functionality to TADS. Releases are listed with the most recent release first; each release incorporates all new features and bug fixes of each prior release unless otherwise stated. 2.2.0 10/30/94 new features, enhancements, bug fixes - TADS now has support for reading and writing files. This new feature is intended to let you save information independently of the game-saving mechanism, which allows you to transfer information between sessions of a game, or even between two different games. The TADS file operations are not designed as general-purpose file system operations; in particular, these new functions don't have any provisions for creating or reading formatted files, or for exchanging information with programs other than TADS games. To open a file, use the fopen() function. This function takes two arguments: a single-quoted string giving the name of the file to open, using local file system conventions, and a "mode." (For maximum portability, you should avoid using volume names, directories, folders, or other path information in filenames.) The mode argument is one of these single-quoted string values: r open file for reading; file must already exist r+ open file for reading and writing; the file is created if it doesn't already exist w create a new file for writing; the file is deleted if it already exists w+ create a new file for reading and writing; the file is deleted if it already exists The return value of fopen() is a "file handle"; this is simply a number that you you to perform subsequent operations on the file. For example, this opens a new file called TEST.OUT for writing: fnum := fopen('test.out', 'w'); To close an open file, use fclose(): fclose(fnum); Note that the TADS runtime allows only a limited number of files (currently 10) to be open simultaneously, so you should close a file when you're done with it. To write to a file, use fwrite(). This function takes a file handle, and a value to write; the value can be a string, a number, or true. The value can't be nil (this is because the fread() function returns nil to indicate failure; if you could write nil to a file, there would be no way to distinguish reading a valid nil from an error condition). fwrite() stores the value, along with information on its type. The fwrite() function returns nil on success, true on failure. If the function returns true, it usually means that the disk is full. if (fwrite(fnum, 'string value!') or fwrite(fnum, 123)) "Error writing file!"; If the file is open for reading, you can read from the file with the fread() function. This function takes a file handle, and it returns a value it reads from the file. The value returned is of the same type as the value originally written at this position in the file with fwrite(). If this function returns nil, it indicates that an error occurred; this usually means that no more information is in the file (you've read past the end of the file). res := fread(fnum); say(res); You can get the current byte position in the file with the ftell() function: "The current seek position is << ftell(fnum) >>. "; The ftell() function returns a number giving the byte position that will be read or written by the next file operation. You can set the file position with fseek() and fseekeof(). The fseek() function moves the file position to a particular byte position, relative to the beginning of the file. For example, this seeks to the very beginning of a file: fseek(fnum, 0); The fseekeof() function positions the file at its end: fseekeof(fnum); Note that you must be careful with fseek(). You should only seek to positions that you obtained with the ftell() function; other positions may be in the middle of a string or a number in the file, so seeking to an arbitrary location and writing could render the file unusable by partially overwriting existing data. - You can now "capture" displayed text to a string. This new feature allows you to examine and manipulate text displays, no matter how they are generated. To activate capturing, use the new built-in function outcapture(): stat := outcapture(true); This starts capturing text. The return value is a status code that you use in the subsequent call to end capturing; you don't need to do anything with this status code except pass it to outcapture() when you're finished capturing output. While capturing is in effect, everything that your game attempts to display -- through double-quoted strings or through the say() built-in function -- is hidden from the user and instead stored in a string. Once outcapture(true) is called, no text will be displayed to the user until you call this function: str := outcapture(stat); The second outcapture() call turns off capturing, and returns a string that contains all of the text that was generated since the corresponding outcapture(true). Note that the system automatically turns off capturing any time it prompts the user for information. The system turns off capturing when it starts a new command, or when it needs to prompt the user for information during a command, such as for disambiguation or to request a missing direct or indirect object. When the system turns off output capturing, it clears the capture buffer, so any subsequent call to outcapture(stat) will return an empty string. You can capture text only over the course of a single command line. The outcapture() function can be useful if you want to save some text for later. It's also useful if you want to be able to examine the text that would be generated by a method such as sdesc or ldesc. Since these methods directly display text, you can't directly obtain a string representation of their values; using outcapture(), however, you can let them "display" their values into a string that you can then examine. Note that the status value returned from outcapture(true) allows you to nest calls to outcapture(). Since the outcapture(stat) call restores the capturing status that was in effect on the corresponding call to outcapture(true), you don't have to worry when using outcapture() about whether any of the methods you're calling are also using it. - TADS now allows you to create and delete objects dynamically at run-time. This is done through two new operators: "new" and "delete". To create a new object, use this syntax: x := new bookItem; This dynamically creates a new object whose superclass is bookItem. When this statement is executed, the runtime creates a new object, assigns its superclass to be bookItem, and executes the "construct" method in the new object; this method can perform any creation-time setup that's desired. The default thing.construct in adv.t simply moves the new object into its location -- this is necessary so that the "contents" list of the location is updated to include the new object. A new object inherits all of the vocabulary of its superclass. To destroy an object you have created, use this syntax: delete x; This first calls the "destruct" method of the object to notify it that it is about to be deleted, then destroys the object. Further references to the object are illegal, since its memory has been released (and thus may be given to another object). The default thing.destruct in adv.t moves the object into nil, which removes it from its container's "contents" list -- this is necessary so that the reference to the object in that list is removed. Only objects created with "new" can be destroyed with "delete". Objects that are defined statically in your game's source file cannot be deleted at run-time. Object creation and deletion works correctly with the UNDO mechanism. If the player uses UNDO after a move that created an object, the object will be destroyed; likewise, if a player uses UNDO after a turn that deletes an object, the object will be re-created with the same property values it had prior to deletion. Similarly, dynamically-created objects are preserved across SAVE and RESTORE operations. Note that TADS does not perform any garbage collection on dynamically-created objects. The system is not capable of determining whether an object is accessible or not. Hence, if you lose track of any objects you create with "new", they will remain in memory forever -- they will even be saved along with saved games and restored when the games are restored. You must be careful to keep track of all objects you create to avoid filling all available memory (and the swap file) with unreachable objects. - It is now possible to dynamically add to and delete from the vocabulary words of an object. You can also get the vocabulary words of an object at run-time. To add to an object's vocabulary, use the new "addword" built-in function. This function takes three arguments: an object, a vocabulary property pointer, and a word to add. For example, to add 'red' as an adjective to the object myBook, you would do this: addword(myBook, &adjective, 'red'); To delete the same word, you would write a similar call to the new built-in function "delword": delword(myBook, &adjective, 'red'); You can add to and delete from the words of any object, including both static objects (explicitly defined in your source code) and dynamically-created objects (created with the "new" operator). Changes made by addword and delword are tracked correctly by the UNDO mechanism, and are saved and restored along with saved games. To get the words belonging to an object, use the new "getwords" built-in function. This function takes two arguments: an object, and a property pointer; it returns a list of (single-quoted) strings, which are the vocabulary words for the object. For example, assume we define myBook as follows: myBook: item sdesc = "small red book" adjective = 'small' 'red' 'tiny' noun = 'book' location = room2 ; Also assume we haven't made any calls to addword() or delword() for myBook. In this case, getwords(myBook, &adjective) would return this list: ['small' 'red' 'tiny'] Note that the order of the words in the list is not predictable, so you shouldn't expect the words to be in the same order as they were when you defined them in the source file, or in the same order as they were added with addword(). - We've added a new function that lets you get information on a verb. The new function is verbinfo(). This function lets you get the verification and action properties for a verb. The new function takes one or two arguments: the first is the deepverb object whose information you want to retrieve; the optional second argument is a preposition object. If you call verbinfo() with only the verb argument, it returns the verification and action properties that are defined with the doAction definition for the verb. If you also include the preposition argument, it returns the properties that are defined with the ioAction definition for that preposition. The value returned by this function is a list. If you call verbinfo() with only the deepverb argument, the list has two elements: [1] direct object verification property pointer (verDoXxxx) [2] direct object action property pointer (doXxxx) If you call verbinfo() with both the verb and preposition arguments, the return value is a list with four elements: [1] direct object verification property pointer (verDoXxxx) [2] indirect object verification property pointer (verIoXxxx) [3] indirect object action property pointer (ioXxxx) [4] true if ioAction has [disambigDobjFirst] flag, nil otherwise In either case, if no matching doAction or ioAction definition exists for the verb, this function returns nil. Note that it is possible that additional flags (similar to disambigDobjFirst) may be added in the future; the returned list may be expanded to include information on any such added flags. So, for compatibility with future versions, we recommend that you don't write conditional code based on the length of the list. The lists will never shrink, but they may expand. For the removeVerb object defined in adv.t, you would get these results: verbinfo(removeVerb) = [&verDoUnwear &doUnwear] verbinfo(removeVerb, fromPrep) = [&verDoRemoveFrom &verIoRemoveFrom &ioRemoveFrom nil] - The ability to create new objects at run-time leads to some interesting problems involving indistinguishable objects. Although you should generally use addword (see below) to make your newly-created objects distinguishable from one another, this will not always be desirable; for example, if you create new gold pieces that serve as currency, you will probably not want them to be uniquely named. To support indistinguishable objects, especially those created dynamically at run-time, the system now has a property that you can set to indicate to the parser that an object does not need to be distinguished from others of the same class. The new property is "isEquivalent". When isEquivalent returns true for an object, all other objects with the same immediate superclass are considered interchangeable by the parser. When a player uses one of these objects in a command, the parser will simply pick one arbitrarily and use it, without asking the player which one. If a player uses a noun that is ambiguous with multiple equivalent items and one or more other items, the parser will need to disambiguate the objects as usual. In such cases, the parser's question will list the distinguishable items only once. For example, assume we have five gold coins that are all equivalent (in other words, they all have isEquivalent set to true, and they all are immediate subclasses of the same class). Assume further that a silver coin and a bronze coin are also present in the room. Treasure Room You see a bronze coin, five gold coins, and a silver coin here. >get coin Which coin do you mean, the bronze coin, a gold coin, or the silver coin? Note that the objects which appear only once are listed with "the" (using the thedesc property), while the indistinguishable objects are listed only once, with "a" (using the adesc property). - The new property pluraldesc has been added to thing in adv.t. The definition in thing simply adds an "s" to the end of the sdesc property. This new property is used by listcont(obj) when multiple equivalent objects are present in a list; see the information on the changes to listcont(obj) for details. - The adv.t functions listcont(obj) and itemcnt(list) have been changed to support indistinguishable objects. To support this new functionality, the new functions isIndistinguishable(obj1, obj2) and sayPrefixCount(cnt), and the new property pluraldesc, have been added to adv.t. isIndistinguishable(obj1, obj2) returns true if the two objects obj1 and obj2 are equivalent for the purposes of listing. The two objects are considered equivalent if both have the same first superclass (the return value of the new built-in function firstsc(obj)), either they are both being worn or neither is worn, and either both are lit lightsources or neither is. This function doesn't test the isEquivalent property of either object, since it's assumed that it will only be called if an object has already been found whose isEquivalent property is set. sayPrefixCount(cnt) displays a number. If the parameter cnt is a small number (from one to twenty), the spelled-out number will be displayed (for example, "five" will displayed if cnt = 5). If the count is larger, the number will be displayed as digits ("35" will be displayed if cnt = 35). This function is used by listcont(obj) to show the number of equivalent items when more than one equivalent item is being listed. itemcnt(list) now returns the number of distinguishable items in the list that are to be listed. For each item in the list whose isEquivalent property is true, itemcnt(list) checks each other item in the list, and counts each set of equivalent items only once. Hence, if a list consists entirely of equivalent items, itemcnt(list) will return at most 1 (it will return 0 if none of the items are listable). listcont(obj) will list each set of indistinguishable items in the contents list only once, and will show the number of each such item. To display the number, the new function sayPrefixCount(cnt) is used. For example, if a room contains a silver coin, a bronze coin, and five gold coins (all with the isListed property set to true), listcont(room) will display this: a silver coin, a bronze coin, and five gold coins - A new built-in function has been added to make it possible to implement the functionality of the new listcont method. The new function, firstsc(obj), returns the first immediate superclass of the given object (or nil if the object has no superclass). This function, along with the isEquivalent property, can be used to determine if two objects should be considered indistinguishable. - A new special word has been added: ANY, which is equivalent to EITHER. These words are at the end of the original specialWords list; for compatibility with past versions, a specialWords list that omits this position is still legal, and indicates that the default ('any' = 'either') should be used for this slot. This special word slot is used by the parser during disambiguation. Whenever the parser asks the player to choose an object from a list of ambiguous objects, it will accept ANY: >take coin Which coin do you mean, the silver coin, the bronze coin, or the gold coin? >any silver coin: Taken. When ANY is used in these cases, the parser will simply pick one of the objects arbitrarily. Note that it displays the chosen object in the same manner as it would if multiple objects were being used. In addition, the parser will accept noun phrases that start with ANY to indicate that any object matching the given noun phrase is acceptable; the parser will choose one of the objects arbitrarily in these cases. For example: >take any coin silver coin: Taken. >look at any of the coins bronze coin: It's a valuable 1964 Tadsmid, worth over .0004 cents on today's scrap bronze market. The player can also specify the number of items to take. When a number of items is specified, it must be applied to a plural noun phrase, and it means the same thing as "any," except that the parser (arbitrarily) chooses the given number of items rather than just one. For example: >look at 3 coins >look at any 3 coins >look at 3 of the coins >look at any 3 of the coins As a special case, a count of "1" can be used with a singular noun phrase. It means the same thing as "any." >look at 1 coin - A new convenience feature, similar to doSynonym and ioSynonym but somewhat easier to use, has been added. You can now specify that a method in one object should instead be sent to another object. An example: desk: fixeditem noun = 'desk' sdesc = "desk" location = office doOpen -> deskDrawer doClose -> deskDrawer ; This specifies that doOpen, verDoOpen, doClose, and verDoClose calls should be sent to the deskDrawer object when received by the desk. Note that this should only be used for standard verb handler methods, because it redirects both the method indicated and its verXoVerb equivalent. - The parser calls a new method, multisdesc, when displaying the name of an object that's part of a list of objects. Previously, the parser simply used sdesc in these cases. The default adv.t definition of thing.multisdesc simply calls the object's sdesc. This new method is intended to allow you greater control over the display in situations like this: >get all book: Taken. rug: That's much too heavy to carry. The object names listed before the colons are now displayed with multisdesc. For compatibility with old games, if an object being listed does not define or inherit a multisdesc property, its sdesc is used instead. This ensures that games compiled with previous versions of adv.t will continue working properly. - A new user-defined function that the parser calls has been added. This new function is called preparseCmd(), and is similar to preparse(). Whereas preparse() is called once for an entire command line, and is called with the original, unfiltered text of the player's command line, preparseCmd() is called separately for each command on a command line if more then one command is entered. Furthermore, preparseCmd() is called after the command has been "tokenized" (broken into individual words). Whereas the argument to preparse() is a string with the entire command line, the argument to preparseCmd() is a list, each entry of which is a (single-quoted) string giving an individual word. Using the new function, you can exert much greater control over how a command is parsed, including rewriting a command entirely. preparseCmd() is called immediately before Me.roomCheck() is called for the command. This call is made prior to any disambiguation or object defaulting. If preparseCmd() returns nil, the command is abandoned (but no error message is displayed), and no fuses or daemons are run. If the function returns true, the command proceeds as normal. Any remaining commands on the same line are executed regardless of the return value from preparseCmd(). (If you need to cancel the entire rest of the command line, one approach would be to set a property in the global object to indicate to preparseCmd() that all commands are to be ignored; preparseCmd() would always check this property before doing anything else, and return nil if it were set. You could clear this property in preparse() so that commands always start off enabled.) In addition, preparseCmd() can return a list of (single-quoted) strings, in which case the parser starts over parsing the list instead of the original command. The list is limited to a maximum of 128 characters, with one additional character of overhead per word -- in other words, you can't make the new command longer than the original command, which is limited to the same maximum when entered by the player in the first place. However, you can otherwise rewrite the command entirely. If you want to include any special words in the new command, use the conventions described below (for example, if you want to include 'and' in the new command, use ',' instead). After the new command inserted by preparseCmd() has been processed, the parser will resume processing any remaining commands on the player's original command line. The new command list returned by preparseCmd() can contain multiple commands. Simply separate the commands with commas (',') in your list. If preparseCmd() returns a list, preparseCmd() will be invoked on the new command. However, preparseCmd() is not allowed to return another new command in these cases -- if it does, the parser will assume that preparseCmd() is looping, and will generate an error. Several new parseError codes have been added to respond to error conditions that can arise from preparseCmd(): 32 Internal game error: preparseCmd returned an invalid list 33 Internal game error: preparseCmd command too long 34 Internal gmae error: preparseCmd loop The sample implementation of preparseCmd() below simply lists all of the words in the current command and displays a newline, then allows the command to proceed as usual. #pragma C+ preparseCmd: function(cmd) { local i, tot; for (i = 1, tot = length(cmd) ; i <= tot ; ++i) "<> "; "\n"; return true; } Note that the parser performs conversions of the special words. These conversions will show up in the list as follows: "and" becomes "," "all" becomes "A" "but" becomes "X" "it" becomes "I" "them" becomes "T" "him" becomes "M" "her" becomes "R" "any" becomes "Y" Here are some examples using the preparseCmd() function above. (The actual response of the commands has been removed -- only the text displayed by preparseCmd() is shown.) >look at all look at A >examine him; take everything except the box and the book and go north examine M take A X the box , the book go north preparseCmd() is called even for commands that the parser doesn't understand. This allows you to rewrite commands that TADS wouldn't normally understand and put them into a format that's acceptable to the parser. For example, the preparseCmd() example below will take sentences of the form "tell to ", and convert them to the normal TADS syntax, ", ". #pragma C+ preparseCmd: function(cmd) { local i, tot, to_loc, actor, the_rest; tot = length(cmd); /* check to see if it starts with "tell" */ if (tot > 3 && cmd[1] == 'tell') { /* see if there's a word "to" */ for (i = 1, tot = length(cmd) ; i <= tot ; ++i) { if (cmd[i] == 'to') to_loc = i; } /* if there's a "to", convert the command */ if (to_loc != nil && to_loc > 2) { /* find the parts before and after the 'to' */ for (i = 2, actor = [] ; i < to_loc ; ++i) actor += cmd[i]; for (the_rest = [], i = to_loc + 1 ; i <= tot ; ++i) the_rest += cmd[i]; /* convert it to "actor, command" */ return actor + ',' + the_rest; } } /* otherwise, process the command as normal */ return true; } When the parser doesn't know how to handle a sentence, it calls preparseCmd with the entire rest of the command (which will include everything before the next THEN or period), and processing is the same as in any other case. If preparseCmd() returns nil in this case, the command is cancelled as usual without any further processing by the parser. If preparseCmd() returns true when the sentence is not recognized by TADS, the parser will display the usual message (parseError code 18, "I don't understand that sentence"). If preparseCmd() returns a list of strings, the command is replaced with the list, and the parser starts over processing the new command. - Several new parseError codes have been added. In order to produce better messages when actors are involved, the system now attempts to figure out whether an object in a command refers to an actor, and if so, to determine whether the actor should be called "him" or "her". Previously, this one-size-fits-all message was generated: What do you want to it ? for example: >hit bill What do you want to hit it with? Although it's not always possible to determine which object should be used in these cases (because disambiguation will not be possible until the indirect object is known), the system will make its best guess. To do so, it looks at all of the objects that might be involved, based on the vocabulary. If the player appears to mean multiple objects, " them " will be used -- this is message number 144 for parseError: >throw ball and bat What do you want to throw them at? <- message 144 ------ If only one object appears to be intended, the parser will try to figure out whether the object is male, female, or neuter, using the isHim and isHer properties (these properties are not new; they have been around since before TADS 2.0). If all of the objects that match a single noun phrase have isHim and not isHer, " him " will be used -- this is parseError message number 145: >hit bill What do you want to hit him with? <- message 145 ----- If they all have isHer and not isHim, " her " will be used (message number 146): >hit jill What do you want to hit her with? <- message 146 ----- If both are set, the system equivocates with " them ", message number 147 (note that this is the same default text as message 144, but it's distinguished as a separate message number in case a game author wants a more suitable word in this case, especially in a non-English language): >hit hermaphrodite What do you want to hit them with? <- message 147 ------ If not all of the objects involved have isHim and/or isHer set, the system uses "it" (message 141) as in previous versions. Another change to the processing for this message involves actors. If an actor is specified in the command, the system now builds a replacement for message 140. First, message 148 is displayed, which has the default text "What do you want ". Then, the actor's thedesc is invoked to display the actor's name. Finally, message 149 (default text " to ") is displayed, and the rest of the message is built as before. >guard, throw ball What do you want the guard to throw it at? ----------------- ---- message 148 149 - The functionality of the parseAskobj function has been extended so that you can generate the same sort of message that the parser now generates when a missing object is needed for a command directed to an actor. To provide the new functionality, the parser now calls a function called parseAskobjActor. This function is exactly the same as parseAskobj, except that it takes the actor as the first parameter, the verb as the second parameter, and the preposition as an optional third parameter (which is only present when asking for an indirect object). If your game defines parseAskobjActor, the system ignores parseAskobj and calls the new function instead. If parseAskobjActor is not defined, but parseAskobj is defined, the system calls parseAskobj as it did in past versions. If neither function is defined, the system generates the message itself as described above. You should use parseAskobjActor rather than parseAskobj for new games, since it gives you more information. Here's an example of parseAskobjActor, which generates roughly the same message as the system would (but it doesn't do any of the checking of isHim and isHer to determine which pronoun to use -- this function simply uses "it"). parseAskobjActor: function(a, v, ...) { if (argcount == 3) { "What do you want "; if (a <> Me) a.thedesc; " to <> it <>?"; } else { "What do you want "; if (a <> Me) a.thedesc; " to <>?"; } } - The parser has been changed slightly to allow a command to specify an actor in any command within a single line containing multiple commands. Previously, if an actor was to be specified, the actor had to be specified at the very beginning of the command. This restriction has been removed, which allows commands like this: >joe, north. bob, south. bill, east, take book, west. Note that, as in past versions, once an actor is specified, the actor remains in effect for subsequent commands. Since you could only specify one actor for an entire command line in past versions, this meant that the actor was used for every command on the line; with this new version, an actor remains in effect until another actor is specified. So, in the command above, "north" is directed to Joe, "south" is directed to Bob, and "east, take book, west" is directed to Bill. - The maximum number of notifiers has been increased to 200. The maximum number of daemons and fuses has been increased to 100 each. - The maximum number of ambiguous words matching a particular vocabulary word has been increased to 200. This should relieve problems that some people have reported with the error message "The word 'foo' refers to too many objects". - The compiler now supports most of the remaining C operators: a % b - returns the remainder of dividing a by b a %= b - sets a to a % b a != b - equivalent to a <> b !a - equivalent to (not a) a & b - bitwise AND a &= b - sets a to the bitwise AND of a and b a | b - bitwise OR a |= b - sets a to the bitwise OR of a and b a && b - equivalent to (a and b) a || b - equivalent to (a or b) a ^ b - bitwise XOR of a and b a ^= b - sets a to the bitwise XOR of a and b ~a - bitwise negation of a a << b - a shifted left by b bits a <<= b - shifts a left by b bits a >> b - a shifted right by b bits a >>= b - shifts a right by b bits Note a slight complication involving the >> operator: you can't use this operator from within an embedded string expression, because it would be confused by the parser for the end of the expression. It doesn't help to use parentheses, since the embedded string processing is essentially a textual substitution mechanism which happens without knowledge of the expression context (and is thus unaware of parenthesization). For example, this would be illegal: myprop = "x divided by 128 is << (x >> 7) >>!" // wrong You would have to code this instead as: myprop = { "x divided by 128 is "; x >> 7; "!"; } // right Another slight complication arises from the use of the & operator in lists. Since TADS allows list elements to appear without any separating punctuation (except whitespace), you can have a list that looks like this: mylist = [&sdesc &adesc &thedesc] This construct is still legal, and is still interpreted with the "&" operators as unary operators, not bitwise AND operators. However, the parser now warns when such a definition is used; see the description of the new warning TADS-357 below for details. - The compiler will generate a new warning when it detects a unary operator within a list that could also be interpreted as a binary operator. For example, in this list, list2 = [5 -2 -6 -7] the "-" operators could be interpreted either as unary negation operators, which would result in a list with four elements (the numbers 5, -2, -6, and -7), or as binary subtraction operators, which would result in a list with only one element (the number -10). This same problem arises with the operators "+" and "&", since these also have a unary and binary interpretation which depends on context. In these cases, the compiler interprets the operators as unary operators, and issues a warning to let you know that the usage was ambiguous. The warning is TADS-357: TADS-357: warning: operator '-' intepreted as unary in list Note that this is a change from the previous version for the '+' and '-' operators. If your game depends on building lists from calculated numeric constants, you will need to change your code; we don't expect that any games actually depend on the old behavior. If you really do want the operators in these cases interpreted as binary operators, use parentheses: list2 = [(5 -2 -6 -7)] The parentheses tell the compiler that the expression is to be interpreted as a single list element. If you want the unary interpretation, and you want to suppress the warning, use commas between the list elements: list2 = [5, -2, -6, -7] This doesn't change the interpretation, but it does suppress the warning, because it removes the ambiguity: when the commas are present, there is no way the '-' operators could be interpreted as binary operators. You can suppress the TADS-357 warning if you wish using a new -v suboption. Specify -v-abin in your compiler options to turn off the warning ("abin" is short for "ambiguous binary operator", which is the meaning of the warning). You may want to suppress this warning when compiling code written prior to this version of TADS, since the warning is generated in case you wanted the new meaning of the & operator. - A new compiler command-line option has been added: -C, a toggle option, which turns on and off C-language operator compilation. By default, C operator mode is off (-C-), which makes the compiler use the normal TADS operators. Specifying -C+ turns on C operator mode; specifying -C- disables C operator mode. When C-language operator mode is in effect, two operators are affected: the assignment operator becomes '=', and the equality comparison operator becomes '=='. With normal TADS operator mode in effect, assignment is ':=' and equality is '='. If you are a C programmer, and you're unhappy with the slight variation in operator notation between TADS and C, you can use -C+ to make TADS behave more like a real language. Thanks to the #pragma C options (see below), C operator mode has no effect on your choice of header files -- you can use the same old adv.t and other header files unchanged, and still use C-style operators in your code. - A new preprocessor command has been added: #pragma. This special directive can be used to specify certain compiler options from within your source code. Currently, the only #pragma option available is the C operator mode option. Use #pragma C+ to turn on C operator mode, and #pragma C- to turn it off. The #pragma C+ and #pragma C- settings are local to a particular file. If a file is included by another file, the #pragma C settings specified in the included file will be in effect only until the end of the included file; the including file's #pragma C settings that were in effect before including the other file will be restored at the end of the included file. adv.t and std.t now start with a #pragma C- command -- this allows adv.t and std.t to be included from a file with C-style operators (and thus a #pragma C+ or command-line C operator mode setting). Since the enclosing file's #pragma C option will be restored after the inclusion, files with different operator modes can be freely intermixed with #include, as long as each included file specifies its desired mode with a #pragma C directive. - The precedence of the comparison operators has been changed to be the same as that used by C. Previously, all of the comparison operators were at the same precedence; starting with this version, == and <> (and thus !=) are at the same level of precedence, and associate left to right as before, but <, >, <=, and >= are one level higher in precedence. The following type of expression will be affected: a > 1 <> b > 1 Previously, this grouped as: (((a > 1) <> b) > 1 // obsolete This now groups as: (a > 1) <> (b > 1) // current behavior This shouldn't affect any existing code, since the old interpretation should always have resulted in an error (because a truth value, true or nil, can not be compared in magnitude to a number or other type). - Limited conditional compilation and preprocessor text substitution (#define) support has been added to the compiler. The following preprocessor directives are now available: #define symbol value #undef symbol #ifdef symbol #ifndef symbol #else #endif #define is used to assign a value to a preprocessor symbol. The "value" is simply text that will be substituted verbatim for the symbol whenever it occurs in your file (other than within quoted strings). For example: #define TEST say('hello from TEST!') myfunc: function { TEST; } The symbol TEST is replaced with its definition, so the function myfunc() displays "hello from TEST!" when called. Preprocessor symbols defined with #define are in a separate namespace from all other symbols in your program. Unlike a standard C preprocessor, no arguments are allowed in #define macros. #undef deletes a previously #define'd symbol. You can #undef the special symbols defined automatically by the compiler if you wish (see below). #ifdef tests to see if a preprocessor symbol is defined. If it is, the lines following the #ifdef line, and up to the corresponding #else or #endif, are included; otherwise, they are ignored. #ifndef is the opposite of #ifdef: #ifndef tests to see if the symbol is NOT defined. If the symbol is undefined, the lines following the #ifndef line up to the corresponding #else or #endif are included; otherwise, they are ignored. #else indicates that the lines between the #else and #endif are to be included if an only if the corresponding #ifdef (or #ifndef) failed. #else is optional. At most one #else is allowed per conditional. #endif terminates a conditional block. Exactly one #endif must appear for each conditional (#ifdef or #ifndef). You can use #ifdef to compile certain parts of your code conditionally. For example, if you want to include a verb only for your debugging version of a game, but you want to remove it from the final version, you could do something like this: #ifdef __DEBUG magicVerb: deepverb verb = 'xyzzy' action(actor) = { } ; #endif Note that __DEBUG is especially handy for this sort of thing, because the compiler automatically defines this symbol when debugging (-ds) is turned no (see below). - The compiler automatically defines several preprocessor symbols. These symbols can be used or tested within your code as needed. __TADS_VERSION_MAJOR is defined to a number indicating the major version number of the compiler (in the present system, 2). __TADS_VERSION_MINOR is defined to a number indicating the minor version number (in the present system, 2). __TADS_SYSTEM is defined to a string (single-quoted) identifying the operating system the compiler is running on. In addition, the same identifier contained in the string is defined as a preprocessor symbol itself (its value is always 1; it is intended that it will be tested with #ifdef, and not otherwise used). For example, if __TADS_SYSTEM is 'MSDOS', the symbol MSDOS will be defined to 1. If __TADS_SYSTEM is 'Macintosh', the symbol Macintosh will be defined to 1. __DEBUG is defined to 1 if debugging is turned on for this compilation (with the -ds compiler option). Otherwise, this symbol is not automatically defined. You can test the existence of __DEBUG with #ifdef to conditionally include code only when you are compiling for debugging. This might be useful if you want to include certain commands only in the debugging version of your game, and want to remove them when you actually deliver the game to players. If this set of symbols were entered manually with #define statements, the definitions might look like this: #define __TADS_VERSION_MAJOR 2 #define __TADS_VERSION_MINOR 2 #define __TADS_SYSTEM 'MSDOS' #define MSDOS __DATE__ is defined as a single-quoted string giving the system date when the compilation began, in the format "Jan 01 1980". __TIME__ is defined as a single-quoted string giving the system time when the compilation began, in a 24-hour format, "13:40:50". __FILE__ is defined as a single-quoted string giving the file being scanned at the point where the __FILE__ macro is encountered. Each time you use __FILE__, it will have the correct value for that point in your source code. __LINE__ is defined as a number giving the line number at the point where the __LINE__ macro is encountered. Each time you use __LINE__, it will have the correct value for that point in your source code. - The compiler has two new options that give you further control over preprocessor symbols. The -D option allows you to define a preprocessor symbol from the command line. For example, to define TEST to 5 from the command line, you could do this: tc -i/tads/include -DTEST=5 mygame.t Note that if you omit the equals sign, the default definition of the symbol will be 1: tc -i/tads/include -DTEST mygame.t This defines TEST to 1. The -U option undefines a predefined symbol. You can use this to undefine one of the symbols automatically defined by the compiler. You can also use it to undefine a symbol defined in a precompiled header, if you're loading one; -U is applied after the precompiled header is loaded, so it will undefine symbols loaded from the file. For example, to compile for debugging, but leave __DEBUG undefined, you could do this: tc -ds -U__DEBUG mygame.t The -U option is applied after all -D options, so you can also use it to undefine a symbol placed earlier on the command line. This may be useful if you are using a configuation file (CONFIG.TC) that contains -D options for symbols you sometimes want to undefine. - The compiler has a new preprocessor directive, #error, which allows you to generate your own error during compilation. If a #error directive is encountered, any text after the #error is displayed as a compiler error; an occurrence of #error is counted as an actual compilation error, so compilation will fail if #error is encountered. For example: #ifndef TEST # error TEST is not defined! #endif If the preprocessor symbol TEST is not defined at the point when this sequence is encountered, the compiler will display an error: mygame.t(181): error TADS-124: TEST is not defined! - The runtime has a new debugging feature that may help you track down problems with word definitions. You can make the player command parser generate a number of status messages as it analyzes a player's command; these messages provide information on how the parser is interpreting the words in the command. To activate this new debug mode, use the debugTrace function with these arguments: debugTrace(1, true); To turn the debug mode off, call with nil instead of true. This debugTrace function is always available, even when running under the normal runtime; the function returns no value when called with these arguments. - The built-in function incturn() has been extended to allow you to run a series of turns all at once. You can now specify a numeric argument to incturn(); the argument gives the number of turns that should pass. An argument of 1 causes incturn() to behave as usual. When an argument higher than 1 is given to incturn(), the function runs all of the fuses that are set to burn down within the number of turns specified, but not after that number of turns. Note that the normal incturn() has never actually executed any fuses, but simply burns down all fuses by one more turn. For example, if you call incturn(2), the system will first run any fuses that are set to burn down after 1 turn, then will shorten all remaining fuses by one more turn. - A new built-in function, skipturn(), has been added. This new function takes a numeric argument specifying the number of turns to skip; it must be at least 1. skipturn(n) is similar to incturn(n), except that it does not run any of the fuses that burn down during the 'n' turns -- instead, it simply removes them without running them. - A new built-in function allows you to force capitalization off -- this function, nocaps(), is the opposite of caps(). If you call caps() then call nocaps(), the next character is lower-case; if you call nocaps() then caps(), the next character is capitalized. Along with nocaps(), the special sequence \v has been added. Using this sequence in a displayed string is equivalent to calling nocaps(); this sequence is analogous to \^, which is equivalent to calling caps(). - A new built-in function has been added to clear the screen: clearscreen(), which takes no arguments and has no return value, simply clears the screen. This routine may do nothing on some platforms; for example, in -plain mode on DOS, clearscreen() has no effect. - The parser is now capable of disambiguating direct objects before indirect objects. By default, everything works as it always has -- in a two-object command, the indirect object is disambiguated first, and then the direct object is disambiguated in the presence of the known indirect object. It is now possible, however, to specify that the reverse should be done. To do this, you use a new special flags syntax when defining your verb: tellVerb: deepverb verb = 'tell' desc = "tell" ioAction(aboutPrep) = [disambigDobjFirst] 'TellAbout' ; The new special flags are placed in square brackets between the equals sign and the property template for the verb definition. The flags currently accepted are: disambigDobjFirst disambigIobjFirst Note that disambigIobjFirst is provided for completeness only; it is never needed, because it is the default setting. When the disambigDobjFirst flag is specified, it means that the command should have its direct object disambiguated before its indirect object. When the disambiguation order is reversed, the normal argument lists for verDoTellAbout and verIoTellAbout are interchanged. For our example, the prototypes for the verifier methods become: verDoTellAbout(actor) verIoTellAbout(actor, dobj) Normally, verIoVerb would not receive the direct object as an argument, because the direct object would not be known at the time of the verIoVerb call; and verDoVerb would receive the indirect object as an argument, because it would be known by the time the direct object was being tested. When the disambiguation order is reversed, however, so are the prototypes to these functions. The actual action method, ioTellAbout(actor, dobj), remains unchanged. All other methods also remain the same. When the direct object is disambiguated first, the player is not allowed to use multiple direct objects (or multiple indirect objects) in the command. If the player tries to do so, the new parseError message number 28 is displayed: >tell bob and bill about gun You can't use multiple objects with this command. - Note that a .GAM file format change was required to support the extra information needed for the disambigDobjFirst flag. The TADS file format is now format "C". The compiler is still capable of producing formats A or B, in case you need to generate .GAM files that can be played with versions prior to 2.2; however, if you use a format prior to C, you will not be allowed to use the disambigDobjFirst flag (or any other similar flags that may be added in the future). - Two new methods have been added to disambiguate actors. Previously, the system validated and disambiguated an actor by pretending that you were attempting to take the actor -- takeVerb.validDo and the actor's verDoTake were used to validate and disambiguate the actor, when all you wanted to do was speak to him. This did not always produce satisfactory results, and in particular did not allow for such situations as talking over a radio to an actor in another room. To provide better control over actor validation and disambiguation, the system for testing actors has been enhanced. First, to validate an actor, the system now uses the method validActor in the actor object itself. This method takes no arguments; it returns true if the object is valid as an actor in a command, nil otherwise. This method is called before the verb or any of the objects involved in the sentence are known. Its function is not to determine whether the actor wants to receive the command, or even if the object can be used as an actor (actorAction is the place to do both of these tests), but rather simply to determine if the object can be addressed by the player at all. This method should return true if the actor is accessible by voice command (or whatever other means you want to provide for giving commands) to the player. The default thing.validActor in adv.t returns true if the object is reachable by Me, which provides roughly the same behavior as the old takeVerb-based mechanism. Second, to disambiguate an actor, the new preferredActor method has been added. This method is called if an actor is ambiguous. As with validActor, it doesn't take any arguments, and it returns true if the object is "preferred" as an actor, nil otherwise. If exactly one ambiguous object's preferredActor method returns true, the parser will use that object as the actor without further questioning the player; otherwise, the system will ask the player to disambiguate the noun as normal. In adv.t, movableActor defines preferredActor = true. An example of how these might be used: Sleeping Compartment You are in a sleeping compartment on a moving train. A pair of bunks is along each wall. There is a copper wire here. The train conductor is standing in the doorway, asking for your ticket. >look at conductor Which conductor do you mean, the copper wire, or the train conductor? >copper It's a piece of wire, about a foot long. >conductor, where is ivan? "Your ticket, please," is all the conductor has to say. In this sequence, when the command is addressed to "conductor", the parser matches both the copper wire and the train conductor. It checks validActor in each of them -- both return true, since both are accessible to the player. (As described above, even though the copper wire couldn't possibly be an actor, it is valid as an actor at this point -- it's not until its actorAction that we will decide that there's no point in talking to it.) So, the parser has an ambiguous actor. The parser tries to disambiguate the actor by testing preferredActor in each object. The copper wire's preferredActor returns nil; the train conductor's, however, returns true, because the conductor is a movableActor object. The parser now has only one object, and thus doesn't need to ask the player for further information. For compatibility with games compiled with previous versions of adv.t, the parser will continue to use the old mechanism (involving the takeVerb) if validActor is not defined in your game. Each time an actor is used, the parser checks to see if the first object in the list of possible actor objects has a validActor method defined; if not, the parser uses the old mechanism. If you use the new adv.t, all objects will at least inherit a validActor method (from thing), so testing for the presence of this method in any object lets the parser determine if the new mechanism can be used with the game. - A new parseError message has been added: number 27, whose default text is "You can't repeat that command." This message is displayed when the player types AGAIN, but the parser can't repeat the command; this is the case if one of the objects involved in the command is no longer accessible. - A new parseError message has been added, related to validActor (see above). This new message, number 31, is used when none of the objects matching the vocabulary for an actor in a player's command can be used as an actor. The default text of this message is "You can't talk to that." For example, if there is no object matching the vocabulary "guard" whose validActor method returns true, but an object named "guard" is visible to the player, the message is used: Security Room You are inside a small cubicle. A thick, laser-proof (as you now know from your ill-fated attempt) glass door (closed) is to the north. Through the door you can see a guard standing watch. >guard, open door You can't talk to that. This message is used for actors in place of the standard cantReach processing done for direct and indirect objects under these conditions. - A new parseError code, number 29, has been added. The default message is "I think you left something out after 'any of'", and is used when the player uses "any of" in a sentence, but doesn't follow it with anything. - Using the same word as both a plural and a noun works much better now. The parser will first attempt to use such a word as a plural; if no objects match the plural usage, the parser will try to use the word as a noun instead. - "of" can now be used as a preposition. In previous versions of the run-time, "of" was exclusively a special word that was embedded in noun phrases (such as "pile of paper"). The runtime will still allow "of" to be used in noun phrases as before, but it also will treat "of" as an ordinary word when, based on the context, it does not appear to be part of a noun phrase. The parser will still attempt to treat "of" as part of a noun phrase whenever it matches an object. For example, if you have an object with nouns matching "pile of paper", then the following interpretations will apply: accuse bob of murder -> dobj = bob, iobj = murder, prep = of accuse pile of paper -> dobj = pile of paper Note that ofPrep, defining "of" as a preposition, has been added to adv.t. - All of the system verbs that use "abort" have been modified slightly in adv.t to make it easier to augment their behavior with the 'modify' statement. All of the processing other than the "abort" has been moved out of the doVerb (or action) method in each case, and put into a new method. For example, saveVerb's action routine now looks like this: action( actor ) = { self.saveGame(actor); abort; } The new method saveVerb.saveGame(actor) now performs all of the processing that the action(actor) method previously performed. The benefit of this change is that you can now modify the saveGame(actor) method, and inherit the original behavior, without having to worry about an "abort" interfering with the order of operations. For example: modify restoreVerb restoreGame(actor) = { // restore the game as usual - check for success if (inherited.restoreGame(actor)) { // re-randomize the puzzle "The carnival hawker flashes a mischevious smile at you. \"There's no use trying to guess the answer,\" he says. \"I changed around the shells while you were busy restoring!\""; puzzle.answer := rand(100); } } ; - The format mask fmtMe has been added. You can now use %me% in messages to refer to the actor. For basicMe, fmtMe is set to the message "me"; for other actors, it is set to the actor's thedesc. In adv.t, thing.ldesc has been changed to use %me%: "It looks like an ordinary <> to %me%." This makes the default sentence somewhat more adaptable if you ask another actor to describe something: >guard, look at the card It looks like an ordinary card to the guard. - AGAIN, WAIT, and SLEEP are now darkVerb's in adv.t. - A new verb, breakVerb, has been added to adv.t. The vocabulary words for this verb are 'break', 'destroy', and 'ruin', and it provides a single-object command "break ". The thing class has been adjusted so that verDoBreak(actor) validates breaking any object, but doBreak(actor) simply displays "You'll have to tell me how to do that." If you want to make a breakable object, simply override doBreak(actor) so that it breaks the object (you may also want to override verDoBreak(actor) so that it doesn't allow a broken object to be broken again). - "there" has been added a synonym for "it" in the specialWords list in adv.t. This allows sentences like this: >get box. put ball in there. - lightsource now has a doTurnnon method in adv.t. This method will show the room's description if the room becomes lit as a result of turning on the lightsource. Note that lightsource, by default, has no verDoTurnon, so you can't turn a generic light source on and off. However, if you add switchItem to the superclass list of a lightsource object, you will have a light source that you can turn on and off, and which will have this new behavior. Note that you should put lightsource in the superclass list prior to switchItem, so that lightsource.doTurnon overrides switchItem.doTurnon: flashlight: lightsource, switchItem sdesc = "flashlight" noun = 'flashlight' 'light' adjective = 'flash' location = tunnel ; - verIoGiveTo and ioGiveTo have been added to movableActor in adv.t. verIoGiveTo rejects the command if the actor is the same as the indirect object, otherwise the command is accepted. ioGiveTo always rejects the offer. In addition, ioGiveTo has been added to basicMe; the method always accepts anything from another actor, because this method will only be called in response to commands such as: >guard, give me the key - A small problem with thing.isVisible in adv.t has been fixed. If the vantage is inside the object, and the object's contents are visible, isVisible returns true. This is is needed in certain situations involving nested rooms. - moveableActor.travelTo(room) in adv.t has been corrected so that it does nothing when room = nil, which is the case when the actor can't travel in the desired direction. Previously, the "noexit" message would be displayed, but then the actor would be moved into a nil location. - moveableActor now has a roomCheck method in adv.t. The method is the same as basicMe's roomCheck method; its omission in previous versions was an oversight. - The showcontcont function in adv.t has been corrected so that the isqsurface flag is checked correctly. - A new class, seethruItem, has been added to adv.t. This class is intended for objects such as windows or magnifying glasses which the player can look through. Each object of this class should define an appropriate thrudesc method, which displays what the player sees when looking through this object. Note that a seethruItem is not the same as a transparentItem. The class transparentItem is intended for objects, such as glass bottles, whose contents are visible, whereas seethruItem is intended for objects that are not containers but which the player can look through. - The compiler now sets an error code on exit. If you are using a MAKE utility or other program-building tool, you can use the exit code. On success, the compiler uses exit code 0; if any errors occurred, a non-zero exit code is used. - The compiler no longer creates a .GAM file if errors occurred during compilation. If a .GAM file of the same name exists prior to a compilation, and errors occur, the original .GAM file is unaffected (it is not deleted or overwritten). Although the compiler previously produced a .GAM file even when an error occurred, this .GAM file was not generally usable; to avoid confusion, the compiler no longer produces a .GAM file at all when an error occurs. - The compiler performs more checking for invalid -m parameters. When -m parameters are entered that exceed the compiler's internal limits, it will report an error and abort the compilation. The affected options are -mp, -ml, and -ms. The runtime similarly checks its parameters more carefully now. - The DOS runtime no longer displays anything on the status line at startup. It initializes both the left portion (which normally is used to display the location) and the right portion (which is normally used to display the score and turn count) to empty strings. To ensure that a score is properly displayed at the start of the first turn, we added a call to scoreStatus(0, 0) in the "init" function defined in std.t. - The DOS runtime now has a plain ASCII mode. In this mode, the runtime uses only DOS character input and output functions, performs no highlighting or cursor positioning, and does not display a status line. Command editing and screen scrollback are also disabled (although normal DOS keyboard editing can be used, and any loaded command editor, such as DOSKEY, will be active). This mode is intended for people with a special need to use direct DOS character I/O, such as persons using a voice synthesizer. To invoke this mode, specify -plain in the runtime command options: tr -plain mygame Note that .EXE files produced by MAKETRX can be used in this manner as well; simply specify -plain with the game program: deep -plain - The DOS runtime now uses the control-left-arrow and control-right-arrow to move the cursor left and right by one word in the command editor. This behavior is consistent with most other DOS command editors. - $$ABEND can now be used after a question from the parser, such as during disambiguation and when OOPS is permitted. - The runtime handles hyphenation better. Multiple hyphens will no longer be split across lines -- so if you use two hyphens together for a dash, both hyphens will always be grouped on one line. Furthermore, the runtime formatter will never put a dash at the very start of a line; if a line must be split at a dash, the formatter will put the dash at the end of the line, then break the line, and will back up and split at the previous word if necessary. - The runtime will now properly convert "\" sequences in askfile() prompts properly. If you use a \n, \t, \', \", or \\ sequence in a prompt to askfile(), the sequence will be displayed as the appropriate character. (For the DOS runtime, this only matters in -plain mode, because the DOS file selector in the normal full- screen mode doesn't use the prompt string.) - The DOS runtime's file selector dialog incorrectly interpreted the Alt keys for disks in the last version -- Alt-B selected the A drive, Alt-C selected the B drive, and so forth. This has been corrected. - The MAKETRX command now takes an additional argument that lets you specify the run-time command options that should be used when the game is executed. MAKETRX still accepts the original command formats; using one of the old-style command formats will not bind any command options into the resulting .EXE file. To specify command options for your game executable, you must first create a file. Use the same format as CONFIG.TR -- simply enter your options into the file as you would on the TR command line; separate options by newlines or spaces. For example, to specify a minimal cache size and a swap file of SWAP.DAT, you could make your CONFIG.TR file look like this: -m0 -tf swap.dat Once you've created a file with your command options, specify that file to MAKETRX by using it as the first parameter on the command line, prefixed with an "at" sign (@): maketrx @config.tr mygame The @config option can be used with any of the original command formats for MAKETRX. Once the config file is bound into your executable, its options will be used every time a player runs your game's .EXE file. Note that you may want to avoid specifying anything specific to your system, such as drives or directories, since that may prevent the game from working properly on someone else's system. - The new sentence parsing for the form VERB PREP IOBJ DOBJ (introduced in 2.1.1) causes a subtle problem: if you create an object with an adjective that is also a preposition, the system attempts to interpret sentences with a single-word verb that refers to the object as VERB PREP IOBJ. The result is this: >push off button What do you want to push? This is because the parser is interpreting the sentence as "push something off button", and needs to know the "something". This problem has been corrected. Now, the parser will check this type of case to see if the preposition can also be used as an adjective, and if so, checks to see if a noun (possibly preceded by one or more adjectives) follows; if this test is met, the word will be interpreted as an adjective, as it should be. - The parser now correctly distinguishes between cases involving a word that is defined as both a preposition and an adjective. The parser previously did not accept sentences such as this: >enter south wall when 'south' was defined as an adjective. Because 'south' was also defined as a preposition (in adv.t), the parser attempted to interpret this sentence as though 'enter south' were a verb (in the same manner as 'pick up' or 'put down'). The parser now checks to make sure that 'enter south' is a valid combination verb; if it's not, and 'south' is also defined as another part of speech, the parser assumes that 'enter' is the verb, and treats 'south' as an adjective. - The parser previously asked to disambiguate a direct object twice if askio(prep) was used. For example: >unlock door Which door do you mean, the large door, or the small door? >large What do you want to unlock it with? >key Which key do you mean, the silver key, or the gold key? >gold Which door do you mean, the large door, or the small door? >large The door unlocks with a satisfying click. This has been corrected -- the parser now only asks once about the door. - The parser did not previously accept a word during disambiguation if the word was defined as both a noun and an adjective. For example, if you've defined objects "violet paper", "violet banana", and "paper towel", and the parser asked you this: >x violet Which violet do you mean, the violet paper, or the violet banana? then you couldn't respond with "paper". This has been corrected. - The inputkey() function now clears the "more" line counter. So, when inputkey() is called, a "more" prompt will not show up until another screenful of text has been displayed. - "local" statements that occur out of context (i.e., as other than the first statements after an open brace) now generate better diagnostics. - Dividing by zero is now flagged as a run-time error. - A problem involving the embedded string << >> notation has been corrected. Under certain circumstances, if one expression used in an embedded string invoked another string with an embedded expression, an error occurred (usually "invalid type for built-in function"). This should no longer occur. - The system did not properly handle lists containing function pointers. This has been corrected. - A problem involving pre-compiled headers and 'modify' has been corrected. Several people have encountered problems that generally were manifested as "assert" failures in mcm.c (the cache manager) when using 'modify' and pre-compiled headers; these should no longer occur. - An internal cache corruption occurred under certain obscure circumstances involving 'modify'. This has been corrected. - A note on roomCheck: if you return nil from roomCheck, fuses and daemons are NOT run; in this sense, returning nil from roomCheck is equivalent to using abort in other methods. (This is not a change -- it's always worked this way -- but this behavior is not mentioned in the TADS Author's Manual.) - A note on using << >> embedded strings: If you put a newline immediately before the << of an embedded string, any spaces between the last non-space character preceding the << and the << will be lost. If you want a space before the <<, do not put it on a new line. Instead, you can put it at the end of the line, and put the embedded expression itself on the next line. For example: embeddedString = "embedded string" sdesc = "This is a message with an <>!" // wrong This will display as follows: This is a message with anembedded string! If you intend a space to precede the embedded string, you should write this as follows: sdesc = "This is a message with an << self.embeddedString>>!"; // right (This is not a change, but simply a note for game developers who have encountered this problem.) 2.1.2 11/22/93 enhancements, bug fixes - You can now detect when the player uses multiple direct objects with a verb, and reject such commands. Whenever the player uses multiple direct objects with a command (or uses "all", even if it results in a single object being used), the parser calls the verb object's rejectMultiDobj(prep) method. If you don't wish to take any special action for multiple direct objects used with a particular verb, simply return nil from this method (or don't define the method at all for the verb). If you want to prevent multiple direct objects from being used, however, you should display an appropriate message, and return true. The parser will skip the command entirely. Note that the parser doesn't display any additional message when rejectMultiDobj(prep) returns true; the method should display whatever message is desired. The "prep" parameter is the preposition object used with the command; it will be nil if no indirect object is present. An example: modify inspectVerb rejectMultiDobj(prep) = { "You can only look at one thing at a time."; return true; } The verb's rejectMultiDobj(prep) method is called immediately before the actor's actorAction method. Note that the parser will continue processing any remaining commands on the line, and will then run daemons and fuses as normal, even if rejectMultiDobj(prep) returns true; if you want to stop the current turn altogether, use abort. - The player command parser now gives you greater control over object validation error reporting. In previous versions, if an object was visible but did not pass the validIo/validDo test, the parser called the object's cantReach method to report the error (see the note below about an additional change to object.cantReach processing). Now, however, the parser will call verb.cantReach instead, if the command's deepverb object defines (or inherits) a cantReach method. If the verb does not have a cantReach method at all, the parser will use the old behavior instead. The new cantReach method should be defined as follows: myVerb: deepverb verb = 'whatever' cantReach(actor, dolist, iolist, prep) = { // your code here } ; This method doesn't return a value; it simply displays the appropriate message explaining why the object can't be used with the command. verb.cantReach is used only when the objects are visible (that is, object.isVisible(actor) returned true for each object in the list). Only one of dolist or iolist will be non-nil. If the direct object of the command refers to one or more objects that are visible but can't be used (according to validDo), dolist will be a list of all such objects, and iolist will be nil. Otherwise, iolist will be a list of such objects used for the indirect object, and dolist will be nil. adv.t has not been changed to use verb.cantReach. This change has been made to provide finer control for game authors implementing their own verbs and object validation procedures. - The player command parser had an odd quirk when ambiguous nouns were used with transparent items. If the player used a command containing a noun that referred to multiple objects that were visible but were not valid for the verb (for example: "take trophy" in a room containing a closed glass trophy case containing a bowling trophy and a tennis trophy), the parser asked the normal disambiguation question. This was not really necessary, because the parser already knew that the objects were invalid. This has been changed; the parser now simply uses the cantReach message for *each* object that is visible and matches the vocabulary, using the usual multiple-word format: bowling trophy: You'll have to open the glass case first. tennis trophy: You'll have to open the glass case first. This new behavior should have no effect on your game code. Note that it is entirely irrelevant if you use the new verb.cantReach feature described above. - The compiler sports a new case sensitivity option. By default, the compiler is case-sensitive, as it has been in past versions. However, the new toggle option allows you to change this. Specify -case- to turn off case sensitivity (the default is -case+). Note that this is a toggle option, so simply using -case will reverse the current case sensitivity (which is useful if you use a CONFIG.TC file that sets a non-default case option). When case sensitivity is turned off, the compiler will treat upper- and lower-case letters in symbols (names of objects, properties, functions, and local variables) as equivalent. Hence, foodItem = fooditem = FoodItem, and so on. If you create a pre-compiled header with -w, any compilation which reads that binary header with -l will use the same case sensitivity as was in effect when the header was pre-compiled. The -case option is ignored when a pre-compiled header is loaded. Likewise, the debugger uses the same case sensitivity that was in effect when the game being debugged was compiled. - The debugger's command set is no longer case-sensitive (hence, BP = Bp = bP = bp). - adv.t has a new darkVerb class. This is a type of deepVerb that can be used in the dark. The darkroom class has been changed to accept any verb of class darkVerb in its roomAction and roomCheck methods. The travel verbs and system verbs have all been made darkVerb objects, so darkroom only needs to check the single verb type. In a related change, turnOnVerb and dropVerb have been changed to be darkVerb objects, allowing the player to turn on an object or drop it in the dark. The verDoTurnon method in switchItem has been changed so that it checks to see if the player is in a dark room; if so, the item can only be turned on if the player is already carrying the object. This allows the player to turn on a light source that's already being carried, but doesn't allow the player to pick up a light source in a dark room. - The compiler issues a new warning message (TADS-452) if you use the same verb with two deepverb objects. The parser can only choose a single deepverb object for any verb typed by the player, so you should never define the same 'verb' vocabulary word in more than one deepverb object. In past versions, the compiler did not flag this as a warning. - Several improvements have been made for numbers in player commands. First, multiple numbers are now allowed in a single commands; for example, the player can now say "press 1, 2, 3, 4 on keypad," and the numbers are set in numObj.value, one by one. Second, the sdesc, adesc, and thedesc properties of basicNumObj have been improved to show the number's value. - Similar improvements to those for numbers have been made for strings. Multiple strings are now allowed in a single command, and the basicStrObj properties sdesc, adesc, and thedesc have been improved to show the string's value. - specialWords has been enhanced. First, in past versions, if a game contained multiple specialWords statements, the word lists were additive -- all specialWords lists were used in the game. This has been changed so that each specialWords statement replaces any previous list in effect. However, you now can explicitly add to the specialWords list, without removing any of the previously defined words, by using "modify specialWords". When you use 'modify', you can use nil in any word slot if you do not wish to add any words for that slot. Finally, you can use "replace specialWords" to make the replacement explicit; this is the default if neither 'modify' nor 'replace' is specified, but the compiler will now issue a warning (which is harmless) if you use specialWords without 'replace' or 'modify' and a previous specialWords list is already in effect. - The words "one" and "ones" (or their equivalent for your game, if you've changed them with specialWords) are no longer considered reserved words within normal commands. This allows you to use objects such as a "one dollar bill"; previous versions rejected player commands containing "one" or "ones". These words are now considered special only during the parsing of a response to a disambiguation question, when they can be used in place of a noun ("the red one" can be used in answer to "Which book do you mean..."). - The hider class has been changed so that 'it' or 'them' (as appropriate) are set to the object or objects found when searching the hider. - The verDoPutIn and verDoPutOn messages in thing and surface (respectively) have been improved for the somewhat obscure case of attempted circular containment - that is, putting an object into a container, when the container is already in the first object (either directly or by virtue of being inside another object which is inside the first object, or inside an object which is inside an object which is inside the first object, and so on). The new method thing.circularMessage(iobj) is called in these cases to display an appropriate message; the default implementation of this method displays the complete list of containers of the direct object out to the indirect object. For example, if you have a crate which contains a box, and you try to "put crate in box", the message is "You can't put the crate in the box, because the box is already in the crate." - The default doTake method has been changed to include the weight of any contents of the item being taken, in addition to the item itself, to determine if the actor's inventory is too heavy. The old doTake method only included the weight of the object being taken, not counting its contents. - The Actor class has been changed to add a travelTo method. You can now move any actor (Me included) with travelTo(destination). The default Actor.travelTo method moves the actor; it announces the departure of the actor if the actor was in the same location as Me before leaving (and the location is lit); and it announces the arrival of the actor if the actor is moving into the same location as the player (and the location is lit). The departure message is generated with a call to self.sayLeaving, and the arrival message is generated with self.sayArriving. The default versions of these methods simply display "Thedesc leaves the area" and "Thedesc enters the area", respectively; you can override these methods if a more specific message is desired. - When modifying a class object with 'modify', the modified object was not a class unless the 'class' keyword was included with the 'modify' statement ("modify class foo" rather than "modify foo"). This has been corrected; a modified class is still a class. - outhide(true) now returns a status indicator, which is a value that can be used in a subsequent call to outhide() to return output hiding to the state it was in before the outhide(true). This allows you to nest text hiding. When you use the nested form (which you do simply by using the return value of outhide(true) as the parameter - in place of nil - to the subsequent call to outhide()), the value returned by the second outhide() indicates whether any text output occurred ONLY BETWEEN THE NESTED CALLS. For example: old_stat1 := outhide(true); "This is some hidden text."; old_stat2 := outhide(true); // write no text here new_stat2 := outhide(old_stat2); new_stat1 := outhide(old_stat1); Because outhide(old_stat2) indicates whether any output occurred during the NESTED outhide(true), new_stat2 = nil. However, new_stat1 = true, since output occurred after the first outhide(true). Consider another sequence: old_stat1 := outhide(true); // write no text here old_stat2 := outhide(true); "This is some hidden text."; new_stat2 := outhide(old_stat2); new_stat1 := outhide(old_stat1); In this case, both new_stat1 and new_stat2 will be true, because hidden output occurred within both nested sections. The general form of a nested hidden output section looks like this: { local original_hide_stat; local nested_stat; hide_stat := outhide(true); // do whatever you want to do while output is hidden nested_stat := outhide(original_hide_stat); } Now nested_stat will indicate whether any output occurred during the nested outhide() - that is, between the outhide(true) and the outhide(original_hide_stat). In addition, output hiding will be returned to the same state it was in prior to the original outhide(true). - The random number generator has been improved. Many people have complained about the many undesirable properties of the old generator, especially when small upper limits were used. The interface to the new random number generator is the same as before - call rand(upper_limit), which will return a uniformly distributed random number from 1 to upper_limit, inclusive. Note that the old random number generator will still be used if you don't call randomize(). This allows test scripts (which require a fixed sequence of random numbers in order to be repeatable) that were written with older versions to continue to operate unchanged. If you want numbers from the improved generator, be sure to call randomize(). - When 'modify' was used on an object, the compiler sometimes did not correctly apply the original object's vocabulary and location to the new object. This has been corrected. - restore() and undo() have been changed so that they always cancel all pending commands on the command line. In the past, if the player typed several commands, and something happened (such as the player character dying) during one of the commands that led to an undo() or restore(), the remaining commands were still executed. This has been fixed. - If you explicitly set an object's location to nil in its object definition, and the object inherited a location from a superclass, the system incorrectly placed the object in the contents list of the object named in the location inherited from the object's superclass. This has been corrected. - "abort" can now be used within a daemon or fuse, and the expected behavior will occur. In the past, "abort" within a fuse (or daemon) merely exited from the current fuse, but the remaining fuses and daemons were still executed. Now, "abort" will cause the entire turn to end; no more fuses or daemons will be executed on the current turn. 2.1.1 09/09/93 enhancements - You can now access objwords(1) while deciding whether to use a default direct object in doDefault. This is useful mostly if you want to prevent players from being able to use "all" with certain verbs, but still want to generate a default direct object for the verbs. To do this, you can detect when objwords(1) = ['A'] ('A' is the parser's internal code for "all", which saves you the trouble of checking for "everything" and shorter abbreviations as well as "all"): doDefault(actor, prep, iobj) = { if (objwords(1) = ['A']) { global.allMessage := 'You can\'t use "all" with this verb.'; return []; /* your normal default object code goes here */ } If you wish, you can also suppress the default message that the parser will generate ("I don't see what you're referring to"). To do this, you'll have to write your own parseError() function and detect when an "all" violation has occurred (cleverly using the global.allMessage, which we set above for this purpose): parseError: function(str, num) { // if there's an allMessage waiting, use it instead of the default if (global.allMessage <> nil) { local r; r := global.allMessage; global.allMessage := nil; return r; } else return nil; } - The compiler's error message format has been changed slightly to work better with editors and workbench programs that scan error logs to go to lines with errors. The format is now: file(line): error TADS-xxxx: message For example: deep.t(1151): error TADS-300: expected colon - The parser now accepts sentences of the form VERB PREP IOBJ DOBJ, where the PREP is *not* part of the verb. For example, GIVE TO THE MAN THE BALL. This change has two benefits. First, while this type of sentence is not common in English, some other languages allow this type of phrasing, so the parser is now somewhat more adaptable to non-English languages. Second, this allows for object defaulting and command completion when specifying just the indirect object, which was not possible before. For example, if the player types ASK FOR A BEER, the parser will be able to attempt to provide a default (if one is available), or at least ask for the direct object. Previous versions would simply say "I don't understand that sentence." Note that the parser still attempts to combine the verb and preposition into a single phrase; the new action happens only when the verb and preposition don't go together (that is, they haven't been defined together as a "verb =" property of a deepverb). For example, suppose that a line like this appears in a deepverb: verb = 'pick up' In this case, PICK UP THE BOX will use THE BOX as the direct object, just as in previous versions. Only when the verb-preposition combination is not specifically defined in a verb will the new phrasing be used. - When no preposition is specified between the direct and indirect objects, the parser will now evaluate a new property, nilPrep, in the deepverb object. This property should return the preposition object that should be used as the preposition between the objects. Previous versions of TADS always looked for an object that defined the word 'to' as a "preposition =" property. While 'to' is almost always the correctly the correct preposition to substitute in English, it's obviously the wrong word in other languages; furthermore, the correct word in other languages is sometimes a function of verb. If no nilPrep property is defined for the deepverb, the parser will still use the object whose "preposition =" property matches the word 'to'. - The class transparentItem in adv.t has been modified so it works better when you define an object that inherits from both transparentItem and container or openable. First, an ldesc has been added so that the contents of a transparentItem are listed by default with the ldesc. Second, the "look in" command now works on a transparentItem. In addition, the openable class has been changed so that the "look in" command can be used when an openable is also a transparentItem, even when the openable is closed (because you should be able to see the contents of a transparentItem regardless of whether it's open or closed). Thanks to Ron Hale-Evans for pointing out this problem and finding the solution. 2.1.0 04/07/93 new features, enhancements, bug fixes - TADS finally has a way of changing objects and functions in adv.t without changing adv.t itself. The new mechanism allows you to entirely replace a previously defined object or function with one of your own, and also lets you modify a previously defined object by adding or overriding properties. Two new keywords have been added to the language to support these new features: "replace" and "modify". Using these new features, it should be possible to make most of the changes to adv.t that are necessary while writing a game without actually changing the file adv.t itself. This should make version upgrades much easier to apply, since you shouldn't need to reconcile any changes you have made to adv.t with the new version. High Energy Software requests that you advise us of any changes to adv.t that would facilitate modification and replacement of the objects defined in adv.t. Examples would include common code fragments that could be moved into a function for easy replacement, and single deepverb objects that should be split into multiple objects. You can replace a previously-defined function with a new definition simply by prefacing your new definition with the keyword "replace"; for example, to replace adv.t's new scoreStatus function, you could do this: #include replace scoreStatus(points, turns) { setscore(cvtstr(pts) + ' points/' + cvtstr(turns) + ' moves'); } You can do the same thing with objects. For example, to replace a verb in adv.t, you could do something like this: #include /* we don't want "buckle", so replace adv.t's fastenVerb */ replace fastenVerb: deepverb verb = 'fasten' sdesc = "fasten" prepDefault = toPrep ioAction(toPrep) = 'FastenTo' ; Replacing an object entirely deletes the previous definition of the object, including all inheritance information and vocabulary. The only properties of a replaced object are those defined in the replacement; the original definition is entirely discarded. You can also modify an object, which retains its original definition (including inheritance information, vocabulary, and properties), and allows you to add new properties and vocabulary. You can also override properties, simply by redefining them in the new definition. The most common addition to an object from adv.t will probably be new verb associations; for example: modify pushVerb verb = 'nudge' ioAction(withPrep) = 'PushWith' ; Note several things about this example. First, no superclass information can be specified in a "modify" statement; this is because the superclass list for the modified object is the same as for the original object. Second, note that vocabulary has been added. The additional vocabulary does NOT replace the original vocabulary, but simply adds to the previously-defined vocabulary. Further note that verb association pseudo-properties, such as doAction and ioAction, are legal in a "modify" definition. In a method that you redefine with "modify", you can use "pass" or "inherited" to refer to the REPLACED method. In essence, using "modify" renames the original object, and then creates a new object under the original name; the new object is created as a subclass of the original (now unnamed) object. There is no way to refer to the original object, except indirectly through the new replacement object. Here's an example of "modify" and "pass": class testClass: object sdesc = "testClass" ; testObj: testClass sdesc = { "testObj..."; pass sdesc; } ; modify testObj sdesc = { "modified testObj..."; pass sdesc; } ; Evaluating testObj.sdesc results in this display: modified testObj...testObj...testClass However, you can override this behavior for a property by using the replace keyword on the property. In the example above, we could do this instead: modify testObj replace sdesc = { "modified testObj..."; pass sdesc; } ; This would result in the following display for testObj.sdesc: modified testObj...testClass The "replace" keyword before the property definition tells the compiler to completely delete the previous definitions of the property. This allows you to completely replace the property, and not merely override it, meaning that "pass" and "inherited" will refer to the property actually inherited from the superclass, and not the original definition of the property. - It is now possible for the player to customize the colors used by the runtime. A small new program, TRCOLOR, is provided to set up the runtime screen colors. The program is self-explanatory; simply type TRCOLOR at the DOS prompt to invoke it. Once you've selected your color scheme, TRCOLOR will create a small file called TRCOLOR.DAT (in the current directory); the runtime will read this file in subsequent game sessions. Note that you can use multiple TRCOLOR.DAT files, in much the same way you can use two CONFIG.TC files. The runtime looks first for TRCOLOR.DAT in the current directory; if no such file is found, the runtime will then look in the directory where TR.EXE resides. So, you can set up separate color schemes for each game you're playing, and have a default color scheme for games with no specific color scheme of their own. - The user interface of the MAKETRX program has been improved. For compatibility with existing makefiles, the old command line syntax is still allowed; however, you can now omit most of the arguments, and MAKETRX will use convenient new defaults. First, you can now omit the extensions on all the arguments. The extension assumed for the TR.EXE program is .EXE; for the game file it is .GAM; and for the executable output file it is .EXE. Second, you can now omit everything except the name of the game file. If you omit the name of the TR.EXE program, MAKETRX attempts to find TR.EXE in the same directory as MAKETRX.EXE; so, if you simply keep all of your TADS executables in a single directory, you won't need to specify the location of TR.EXE when running MAKETRX. If you omit the name of the destination file, MAKETRX will use the same name as the game file, with the extension replaced by .EXE. The command line arguments to MAKETRX that are now understood are: maketrx gamefile Converts gamefile.gam into gamefile.exe, using TR.EXE from the same directory as MAKETRX.EXE. maketrx gamefile output Converts gamefile.gam into output.exe, using TR.EXE from the same directory as MAKETRX.EXE. maketrx \tads2\tr.exe gamefile output Converts gamefile.gam into output.exe, using \tads2\tr.exe. - The dobjGen and iobjGen mechanism has been changed slightly. In the original implementation, you could prevent the system from calling dobjGen/iobjGen by defining an appropriate verXoVerb property in the actual object, but NOT in a superclass. This made it impossible to define a class that had exceptions to dobjGen/iobjGen except by explicitly testing for those verbs in the xobjGen routines. The change is that the system will now skip calling xobjGen if an appropriate verXoVerb/xoVerb property is defined in such a way that it "overrides" xobjGen for the object. Here's an example: class cursedItem: item dobjGen(a, v, i, p) = { "As you touch <>, a bolt of lightning leaps from the object and sends you reeling away!"; } iobjGen(a, v, d, p) = { self.dobjGen(a, v, d, p); } verDoInspect(actor) = { pass verDoInspect; } // allow 'inspect' ; The change means that the presence of verDoInspect in the *class* prevents the system from calling dobjGen when the verb is "inspect", even for subclasses. With the old system, since the subclass objects themselves didn't define verDoInspect, dobjGen would be called even though the verDoInspect logically overrides the dobjGen. - The restore() intrinsic has been extended to allow your game program to explicitly restore the saved game specified by the user as a parameter to your stand-alone game program. This is currently only useful on the Macintosh, but the inclusion of code to test for this case will make your game work better on the Macintosh (and possibly other platforms in the future). The new functionality is invoked by calling restore(nil). If a saved game was specified by the user at start-up time, the game will be restored, and nil will be returned. If no file was specified, or an error occurred restoring the game, the function returns true. To use this new behavior, we recommend placing the following code in your init function, before your introductory messages and other startup code: // check for a file to restore specified as a startup parameter if (restore(nil) = nil) { "\b[Restoring saved game]\b"; scoreStatus(global.score, global.turnsofar); Me.location.lookAround(true); return; } Note that the run-time will still automatically restore the game provided as a parameter (on the Macintosh) after init returns if you do NOT include this code in init. The reason for including this code is that it provides your game with greater control over the sequence of events during startup. If you allow the run-time to perform the restore automatically, your entire init function will be executed; this may be undesirable, because it forces the user to view the entire introductory text even though they'll immediately restore a game after reading it. If you place the restore(nil) call before your introductory text, the user will be spared the long text display; however, you'll still have complete control over any text that you want the user to see even when restoring a game, such as your copyright message. - New built-in function: objwords(num), which provides a list of the actual words the user typed to refer to an object used in the current command. The argument (num) is a number specifying which object you're interested in: 1 for the direct object, or 2 for the indirect object. The return value is a list of strings; the strings are the words used in the command. If a special word, such as "it", "them", or "all", was used to specify the object, the list will have a single element, which is the special word used. Examples: >take all objwords(1) -> ['all'] objwords(2) -> [] >put all in red box objwords(1) -> ['all'] objwords(2) -> ['red' 'box'] >put blue box in it objwords(1) -> ['blue' 'box'] objwords(2) -> ['it'] >put blue folder and green book in red box blue folder: objwords(1) -> ['blue' 'folder'] objwords(2) -> ['red' 'box'] green book: objwords(1) -> ['green' 'book'] objwords(2) -> ['red' 'box'] This function could potentially be useful in such cases as "ask actor about object", because it allows you to determine much more precisely what the player is asking about than would otherwise be possible. - The setit() function now takes nil as a parameter; this prevents using "it" in a command until another object has been referenced. nil can be used for "him" and "her" as well, as described below. - Enhancements to the setit() built-in function: you can now directly set the 'him', 'her', and 'them' values using the setit() function. - To set 'them', simply call setit() with a list value: setit([redBook blueBook boots]); - To set 'him', add a second argument value of 1 to the call: setit(joe, 1); - To set 'her', add a second argument value of 2: setit(harriet, 2); - The restart() built-in function now takes an optional set of arguments: a pointer to a function, and a parameter value for the function (if one is provided, the other is also required, but both can be omitted). If they're provided, TADS calls the function with the provided parameter value *after* resetting the game, and before running the init() function. This allows you make the game start slightly differently after a restart than on the initial startup. adv.t uses this feature to call the function initRestart, with the parameter value global.initRestartParam, upon restart. The initRestart function defined in adv.t simply sets the flag global.restarting to true. Your game can test global.restarting (in the init function or elsewhere) to determine whether the game has been restarted, or is being run for the first time. You can also replace initRestart() with your own function if you wish to do something more complicated; in this case, if you wish to pass information to the function, you can simply store it in global.initRestartParam, and it will be passed to the function automatically by adv.t upon restarting. - New built-in function: inputkey() reads a single keystroke from the keyboard. The function takes no arguments. When called, inputkey() will flush any pending output text, then pause the game until the player hits a key. It then returns a string containing the single key hit by the player. Note that the function does NOT provide a portable mechanism for reading non-standardized keys; special keys such as cursor arrow keys and function keys will return a string specific to the type of computer being used. Your game will not be portable if you make use of any non-standardized key values returned by inputkey(). To ensure portability, use inputkey() strictly with standard ASCII keys (alphabetic, numeric, and punctuation keys). It is also fully portable if you simply ignore the return value and use the function only to pause and wait for a key. - Several changes have been made for better national language support. First, the DOS version now allows 8-bit characters (characters in the extended character set, with ASCII code from 128 to 255) in text displayed by the game, vocabulary words, and player commands. Characters in the extended character set are always considered to be alphabetic, so these characters can only be used in input as parts of words (hence, symbols from the extended character set that appear as punctuation marks can't be used as punctuation in player commands). - The debugger now has "More" mode in the command window. When a single display won't fit in the window (for example, a long stack traceback), the debugger will prompt with "[More]" each time the window fills up. Hit the space bar to scroll by a whole screen, or the Return/Enter key to scroll by a single line. - The debugger has a new "call history" feature. This feature captures information about every function and method call, including argument lists and return values (if any), and saves the information for future inspection. Several new commands have been added to the debugger to support call history: c+ Enables call history, and clears previous history. c- Disables call history capture. cc Clears all current history information. c Displays current history information. The reason that call history can be enabled and disabled is that enabling the feature slows down the debugger substantially, because it must store information every time a method is called. This feature could be useful if you're trying to figure out the sequence of method calls that occurs during the execution of a command. At the debugger command line, type c+ to turn on call history; then, type g to resume your game. Type the command that you want to debug, then type DEBUG at the game prompt to return to the debugger. Now type c- to turn off call history, and c to display the history information from the command you just executed. This will allow you to see every method and function that was called by TADS, as well as all the methods and functions called by your code. The call history display will have each function/method call indented by a number of spaces indicating the nesting depth; any method/function called by TADS will be at the left margin, any methods/functions called by the first one will be indented one space, any methods/functions called by those will be indented two spaces, and so on. The return values will be indented by the same number of spaces as the function itself was. Note that a return value may be separated from its entrypoint by several lines, because calls made by the function will appear between the function entry and the return value. - Another new national language feature is the addition of several new parser-called user functions that allow better user control over the generation of parser messages. The new functions have been added because some people have found that the parseError() function is not sufficiently flexible for some situations, because it only allows changing the text of messages on a piecewise basis; when complete messages need to be built out of several pieces, it's necessary to be able to take over the entire process of building the message. The new functions allow full control of the generation of certain messages. parseAskobj(v, ...): This function is called when the parser needs to ask the player for a direct or indirect object to complete the command. For example, if the player just types "take", and several objects are present that could be taken, the parser must ask the player what to take. If a direct object is being requested, the function will have only one argument (the verb). If an indirect object is being requested, the function will have *two* arguments; the second argument will be the preposition. Note that the preposition can be nil, in which case you can assume that "to" is to be used. The implementation below emulates the default behavior. parseAskobj: function(v, ...) { "What do you want to <>"; if (argcount = 2) { local p := getarg(2); " it << p ? p.sdesc : "to" >>"; } "?"; } parseDisambig(string, list): This function is called by the parser when objects need to be disambiguated. If this optional function is provided, it is called with the string that the player typed which is in need of disambiguation, and a list of the objects that match the string. The implementation below emulates the parser's default behavior. parseDisambig: function(str, lst) { local i, tot, cnt; "Which << str >> do you mean, "; for (i := 1, cnt := length(lst) ; i <= cnt ; ++i) { lst[i].thedesc; if (i < cnt) ", "; if (i+1 = cnt) "or "; } "?"; } parseError2(v, d, p, i): The parser calls this function to generate the default error message stating that the verb attempted isn't accepted by the objects involved; this happens when either the indirect object doesn't define an appropriate verIoXxxx method, or the direct object doesn't define an appropriate verDoXxxx method. Only one of 'd' (direct object) or 'i' (indirect object) will be non-nil. If 'i' is nil, so will 'p' (preposition). The verb, 'v', will never be nil. Note that 'p' can be nil even when 'i' is not, in which case you should assume that the preposition is "to". The implementation below behaves the same as the parser's default. parseError2: function(v, d, p, i) { "I don't know how to << v.sdesc >> "; if (d) "<< d.thedesc >>."; else "anything << p ? p.sdesc : "to" >> << i.thedesc >>."; } parseDefault(obj, prp): This function is called when the parser is assuming a default object. If a default direct object is being assumed, prp (the preposition) will be nil; otherwise, prp will have the object corresponding to the preposition preceding the indirect object. The implementation below provides the default behavior. parseDefault: function(obj, prp) { "("; if (prp) "<< prp.sdesc>> "; obj.thedesc; ")"; } Note that all three of these new functions are optional. If any is omitted, the parser uses the default behavior, so existing games will run unchanged. You can include any one without including the others; these new functions are all independent. Note also that the default parser behavior continues to use parseError the same way it has since parseError was introduced; however, when these new functions are provided, the corresponding parseError calls will obviously no longer be made. - COMPATIBILITY NOTE: By default, the .GAM files produced by the 2.1.0 compiler will NOT be compatible with previous versions of the runtime, due to several changes to the .GAM file format. However, a new compiler option has been added that allows you to specify which .GAM file format to produce: -fv a produces .GAM format compatible with 2.0.14 or earlier -fv b produces game file format requiring 2.1.0 or later -fv * (default) produces latest file format (currently b) If you want your game to be compatible with older versions of the runtime, use -fv a. The 2.1.0 runtime is compatible with .GAM files produced by ANY version of the compiler; the runtime automatically detects which file format version it is reading. Note that using -fv a will prevent you from being able to call an external function from within the init function (see the bug fix described below). In addition, even when using -fv a, since previous versions of the run-time did not provide the new built-in functions, your game will be incompatible with runtimes prior to 2.1.0 -- regardless of whether you use -fv a or not -- if you use any new built-in functions. In the future, if there is another incompatible .GAM file format change, additional -fv options will be added to the new compiler. - One of the changes to the .GAM file format makes it much more compressible with archiving tools (such as ZIP). Previous .GAM files typically compressed by only 10 to 20%; the files produced with file format B are generally compressible by 40 to 50%. - runfuses and rundaemons had a bug that reset the run-time stack, causing problems if a nested method or function called these functions. This has been corrected. - Subtracting one list from another didn't work as documented. This has been corrected. - In previous versions, external functions could not be called while the init function was running. This was an unintentional side-effect of the way external functions were loaded, and the problem has been corrected. External functions can now be called at any time. - A new warning has been added that can help you track down unterminated strings. Whenever the compiler sees a line that begins with a semicolon or close brace (';' or '}') inside a string, it will issue a warning. While this is just a guess that the string may be unterminated, it's often right, especially if you follow the general formatting style used by adv.t: always end a function with a brace in the first column of a new line, and always end an object with a semicolon in the first column of a new line. Note that we strongly recommend that you follow this formatting style in your code, both for general readability and because it may enhance your code's compatibility with future High Energy Software products that use assumptions about formatting style that are similar to that used to generate the new unterminated string warning. - Several small enhancements and bug fixes have been made to adv.t: - A new property has been added to nestedroom objects: statusPrep, which displays "on" or "in" (or whatever), as appropriate, for messages such as "Spaceship, in chair". This defaults to "in" for nestedroom, and "on" for beditem. Other nestedroom objects you define may want to customize it. - There was a bug that allowed the player to throw a fixeditem that was (indirectly) being carried (for example, a fixeditem that is part of another object that can be carried) at something. This has been fixed. - The follower class did not 'exit' at the end of its actorAction. This has been fixed. - The follower class now makes use of iobjGen and dobjGen to respond with an appropriate message ("the actor is no longer here") to any command other than "follow". - The clothingItem class has been enhanced to allow "get out of" to be used to take off the item. - All of the verbs containing the word "look" now have synonyms with "l" as well: l at, l on, l in, l under, l around, l thru, and so on. - A bug has been fixed that allowed the command "take all from foo" to remove the contents of "foo" even if it was closed. The change is to the doDefault method in takeVerb. - The vehicle class has been adjusted so that the player can't take a vehicle or otherwise manipulate it while the player is currently in the vehicle -- this is important for things such as rubber rafts which can be used both as vehicles and ordinary carryable items. dobjGen and iobjGen are used to accomplish this; the only allowed verbs on a vehicle while it's occupied by the player are inspectVerb, getOutVerb, outVerb, and putVerb with the vehicle as an indirect object (allowing objects to be put into the vehicle while it's occupied). If you want to allow additional verbs in a particular vehicle, override dobjGen or iobjGen as appropriate, and simply return if the verb matches any of the verbs you wish to add: dobjGen(a, v, i, p) = { // allow "launch" and "land" while in the magic raft if (v <> launchVerb and v <> landVerb) pass dobjGen; } - The compiler now detects usage (both explicit and implicit) of "self" in functions. This has always been illegal, but in previous versions the compiler did not notice; any uses of "self" in functions resulted in a run-time error (often a mysterious error, such as a cache manager severe error and abnormal termination due to a reference to a non-existent object). This was especially troublesome when a property name was used as a local variable when the local variable wasn't declared; since the v2 compiler assumes "self" in references to properties that don't include an object qualification, the compiler would silently turn an undefined variable usage into a reference to "self". The compiler will now flag a new error in these cases: TADS-344, "self" is not valid in this context. If you get this error without an explicit reference to "self", you probably have an implicit reference, which means you probably are using an undeclared local variable. Adding a "local" declaration for the variable should clear the error. - "Her" was not set properly, even when the isHer property was set to true for an object. This has been corrected. - A new compiler option has been added: -v, for "verbosity". This option lets you tell the compiler how much warning information you'd like to see. By default, the verbosity level is 0 (zero), which causes certain warnings to be suppressed. You can specify -v followed by a number to set a higher verbosity level. So far, only the messages listed below are affected by -v, but the verbosity level for certain warnings may be changed in the future (and new warnings may be added at high verbosity levels). Currently, the general meaning of the verbosity levels is: 0, report only serious errors and warnings; 1, report suspicious situations that may or may not indicate errors; 2, report all information, including general warning information that usually does not indicate any actual problem. - A new compiler option has been added: -e file, for "error logging". This option captures all messages generated by the the compiler to the specified file. Messages are also displayed interactively as normal. WARNING: if the file specified with -e already exists, it is overwritten with the error information. - The compiler warning messages about "object not found" for the optional objects (preinit, preparse, parseError, commandPrompt) are now suppressed if the verbosity level is less than 2. If you specify -v2 (or -v with a higher number than 2), these messages will be displayed for all optional objects not found; otherwise, no warnings will be generated. - The compiler warning messages about "#include file already included" are now suppressed if the verbosity level is less than 1. 2.0.14 02/10/93 bug fixes, minor enhancements - A new backslash code has been added to the output formatter that causes the formatter to pass the next two bytes unchanged. This has been added primarily for 16-bit character sets, to allow two-byte characters that contain a backslash ('\', ASCII 92) as one of their two bytes to be passed through the formatter without interpretation as part of a backslash sequence. The new code is "\-"; the two bytes following the \- are not interpreted by the formatter. For example: "\-\bTesting...\nDone!"; displays: \bTesting... Done! Note that the "\b" sequence is not interpreted as a blank line, as it would normally be, but is simply displayed, because the \- suppresses any interpration of the next two bytes. The "\n", however, is interpreted as a newline as normal, since it is not quoted by a \- sequence. - You can now break out of an infinite loop in your game while running under the debugger. On DOS, if your game goes into a loop, hit the Control + Break keys - the loop should immediately be aborted and control returned to the debugger command line. The Control-Break sequence also works with the runtime; it causes control to be returned to the player command line. Note that the interrupted command is automatically undone, so the interrupt sequence will not leave the game in an inconsistent state. Note also that only long loops can be interrupted; the system only checks for interruptions once every several hundred instructions for greater efficiency. - The debugger will now catch run-time errors, activating the debugger command line when an error occurs. The source will be positioned at the location of the error, as though a breakpoint had been set there, and the error message will be displayed. Local variables can be evaluated as normal to help determine the cause of the error. When you resume execution (with Trace, Step, or Go), the current command will be aborted and control will return to the player command prompt. Note that there's no way to "fix" the error once it's been caught, but you can at least see exactly where the error occurred and determine the conditions that caused it. Note also that certain types of errors, such as memory management errors, will not invoke the debugger; only errors that are directly caused by an error in your game program will trap to the debugger. - The debugger incorrectly reported files as "not found" in the list of modules produced by the "fl" command. - The runtime was inconsistent in its calls to ioDefault. Sometimes it called ioDefault(actor, prep), and other times it called it as ioDefault(actor, prep, dobj) - this made it impossible to define the method correctly if argument checking was enabled. This has been corrected so that the dobj parameter is never included. When attempting to identify a default indirect object, the parser never has a direct object available, since the indirect object must be resolved first; hence, the dobj that was occasionally being passed by the parser was always nil. The unnecessary extra parameter has been removed: the method is now always called as ioDefault(actor, prep). - The compiler generated incorrect code if the implicit "self" object was used to reference an object (that is, a property was used without an object specifier). This resulted in "invalid opcode" errors at run-time. - The compiler sometimes complained that an included file couldn't be found, even when the included file was explicitly loaded as part of a precompiled header. This happened any time the included file was not in the current directory at compilation time. - The compiler aborted with an "assertion failure" (which indicates that the compiler detected that it was in an internally inconsistent state, which should not be attainable under any circumstances) when the game program used a variable or expression on the right hand side of a dot operator and an object on the left hand side. 2.0.13 01/16/93 enhancements and bug fixes - If a vocabulary word contained a single quote character, the word could not be matched at run-time. - The run-time now allows all characters from the extended character set (ASCII codes above 127) to be displayed. The run-time previously converted some extended characters into spaces. - The compiler did not allow a label to precede the first goto that referred to the label. - The debugger will now stop at a breakpoint in a method that is inherited by an object. For example, if a breakpoint is set at room.lookAround, and startroom inherits lookAround from the class room, the debugger will stop at startroom.lookAround. It does not, however, stop on startroom.lookAround if startroom overrides lookAround. - The compiler will now flag an assignment to an undeclared symbol as an error. It previously assumed that the symbol referred to a property, with an implicit object of "self". This was almost never desirable, because this type of assignment was most often coded in error -- the game author usually meant to code an assignment to a local variable, but either misspelled the variable name or forgot to declare it. - remfuse/remdaemon/unnotify no longer signal an error if the item being removed is not active. Several game authors have indicated that this error is not helpful, since it makes it impossible to unconditionally remove a fuse -- you have to check to make sure it hasn't fired yet, which create a lot of unnecessary overhead. - NEW BUILT-IN FUNCTION: intersect(list1, list2) returns the intersection of two lists; that is, it returns the list of all of the elements of the shorter of list1 and list2 that are also in the other list. For example: [1 2 3 4 5] and [1 3 5 7] -> [1 3 5] ['abc' 'def'] and ['abc'] -> ['abc'] This new function can be used to improve performance in cases where (effectively) one list of items is being searched for the presence of another list of items. - NEW BUILT-IN FUNCTION: runfuses() runs all expired fuses, if any. Returns true if any fuses expired, nil otherwise. This function has been added to allow greater control over fuse processing. Note that fuses set with both the setfuse() and notify() built-in functions are run. This function takes no arguments. - NEW BUILT-IN FUNCTION: rundaemons() runs all daemons. This function runs daemons set with both the setdaemon() and notify() functions. rundaemons() takes no arguments and returns no value. - NEW BUILT-IN FUNCTION: getfuse allows you to determine if a fuse (set with either setfuse or notify) is active. It returns nil if the fuse is not active (i.e., it has been activated or removed), or the number of turns left. For setfuse() fuses: getfuse(fuse_func, parameter) For notify() fuses: getfuse(object, &message) - NEW BUILT-IN FUNCTION: gettime() returns the current time. The time is returned as a list of numeric values for easy processing by your game: [year month day weekday yearday hour minute second elapsed] The specific meanings of the values are: year - calendar year (e.g., 1992). month - month number (January = 1, February = 2, etc.) day - number of the day within the current month weekday - day of the week (1 = Sunday, 2 = Monday, etc.) yearday - day of the year (1 = Jan 1) hour - hour of the day on 24-hour clock (midnight = 0, noon = 12, 3 PM = 15, etc.) minute - minute within the hour (0 to 59) second - second within the minute (0 to 59) elapsed - the number of seconds since January 1, 1970, 00:00:00 GMT. This last value is useful for computing the difference between two points in time. - NEW FEATURE: The parser now calls an additional method in each direct and indirect object under certain circumstances. These new methods are called dobjGen (general use of an object as a direct object) and iobjGen. These methods are called immediately prior to the appropriate verXo method. The sequence of calls depends on the command, as detailed below. The purpose of these methods is to allow you to define a catch-all routine that is called whenever an object is used in a command. It is sometimes desirable to be able to take some action whenever an object is mentioned, regardless of the verb involved. For example, you might wish to define a cursed object that damages the player (such as by taking away a treasure) whenever the object is touched or manipulated in any way; these new methods make it possible to do this without having to override every possible verb handler. When a command is issued with an indirect object, the parser checks to see if the indirect object *directly* defines the io method. If not, the parser calls iobj.iobjGen(actor, verb, dobj, prep). The parser then checks to see if the direct object *directly* defines the verDo method. If not, the parser calls dobj.dobjGen(actor, verb, iobj, prep). When a command is issued with only a direct object, the parser checks to see if the object *directly* defines the do method. If not, the parser calls dobj.dobjGen(actor, verb, nil, nil). Note that an object "directly defines" a method if the method is defined in the object itself -- that is, the object does not merely inherit the method from its class. These new methods have no return value, and need not do anything. If they're undefined, the behavior is exactly the same as in previous versions. So, existing games should continue to run unchanged. The reason that these methods are not called when the object directly defines an appropriate verb handler is that these methods are intended as a generic catch-all verb handler. When a specific handler for the current verb is already defined in the object, there should be no need to call the generic handler, since the object already defines specific behavior for that verb. 2.0.12 No such release (for internal release coordination) bug fixes - Switch statements did not properly process all datatypes. - Assignment operations did not work correctly on list elements. For example: l := [1 2 3]; l[2] += 5; did not properly leave the value of l as [1 7 3]. 2.0.11 12/20/92 bug fixes - Goto statement labels were occasionally not released properly, resulting in spurious internal errors. - The 'continue' statement did not work as documented in 'for' statements. Instead of jumping to the re-initializer expression, as it now does, the 'continue' incorrectly jumped to the condition. - The run-time is slightly smaller and faster. - The compiler did not process locals correctly when multiple disjoint blocks within a function or method had locals, and a later block had fewer locals than a previous block (yes, it's a somewhat obscure bug). 2.0.10 No such release (to synchronize with Mac release levels) 2.0.9 12/12/92 MS-DOS bug fixes and new features - The file selector dialog displayed incorrect information when a directory name that used all 11 characters was displayed. - The file selector now saves and restores all default directory and disk information. The current disk, and the current directory on each disk, will be the same when TR is terminated as it was when TR was first run. (This applies to TDB as well. It's particularly important for TDB, because TDB needs to have the source files in the current working directory if an absolute path was not specified with -I.) - NEW FEATURE: the new user function commandPrompt, if provided by the user's game program, will be called prior to each player command. If the commandPrompt function is provided, the default ">" prompt is NOT displayed; if no commandPrompt function is defined, the default ">" is used. This should not affect existing games at all, unless a game defines its own function, method, or property called commandPrompt having a different purpose. The commandPrompt function returns no value. The function takes a single argument: a number, indicating the type of command that the system is prompting for: 0 - normal command 1 - command after invalid word (allowing "oops" to be used) 2 - disambiguation (after "which x do you mean..." question) 3 - command after askdo (after "what do you want to x?") 4 - command after askio Note that the default prompt in all cases is simply ">", and in all cases a new command can be entered. However, when the type code is 2, 3, or 4, a question has just been displayed by the run-time, so the commandPrompt function may want to suppress any pre-command information or prompt text. Case 1 is generally identical to case 0. NOTE: As with the other optional user-provided functions, the compiler will issue a warning message if commandPrompt is not defined by your game. If your game doesn't provide a commandPrompt function, you can ignore this warning. The warning is provided so that, if you intended to provide a commandPrompt function, you will be informed if the compiler didn't find it (which could mean that you forgot to define it, or misspelled it). - NEW FEATURE: A new built-in function has been added, which allows the game program to suppress the display of text that would normally be displayed with double-quoted strings or the say() function. The function is called outhide(), and it takes one argument: a flag, indicating whether to suppress or re-enable the display of output. If the flag is true, output is suppressed; if the flag is nil, output is re-enabled. Any output that occurs between outhide(true) and outhide(nil) is discarded. However, outhide(nil) returns a value indicating whether any output did in fact occur since the call to outhide(true); this allows you to determine if any output would have occurred, even though the output is not seen by the player. Note that this is effectively the same mechanism used by the player command parser for noun disambiguation using the verDoXxx and verIoXxx methods, as described in the TADS author's manual. There is no way to recover the text that was suppressed by outhide(); the text is simply discarded, so the only information available is whether any text was generated. 2.0.8 12/03/92 (tc/tdb 2.0.7, tr 2.0.8) MS-DOS bug fixes and minor changes - The display initialization code was incorrectly attempting to clear a zero-line region of the display. This resulted in extremely long delays on some computers (due to an incorrect BIOS call made by TADS). - NEW FEATURE: When the keyword $$ABEND is typed as the entire command, the run-time immediately terminates and returns to DOS. This emergency escape is provided so that TR can be terminated if the game somehow gets into a state where a more graceful exit is not possible. - The compiler did properly detect when an undefined object was used as the superclass of another object. This generally resulted in unpredictable behavior during execution of preinit. - NEW FEATURE: The parser now calls two new optional methods in the game program. These new methods are intended to help speed up the identification of words when many objects have the same vocabulary. If the new methods are not present, behavior is the same as before, so existing games will run unchanged. The new methods are validDoList and validIoList; they are associated with the "deepverb" object for the current command. They are called with three parameters: the actor, the prep, and the other object (indirect object for validDoList and direct object for validIoList; the value of the parameter will be nil if not applicable). These methods are called prior to the disambiguation pass (using verDoXxx/verIoXxx), and prior to testing any objects with validDo/validIo. The return value of validDoList/validIoList is a list of all of the valid objects for the verb. It is fine for these methods to return *too many* objects, since each object is still tested with validDo (or validIo) and the appropriate verDoXxx/verIoXxx methods. Generally, these methods should simply return a list of all of the accessible objects in the actor's current location (or the actor's location's location), plus a list of all of the "floating" objects (which use methods for the location properties). An appropriate definition for validDoList in the deepverb object appears below: validDoList(actor, prep, iobj) = { local ret; local loc; loc := actor.location; while (loc.location) loc := loc.location; ret := visibleList(actor) + visibleList(loc) + global.floatingList; return(ret); } This same definition (with the name changed) is appropriate for validIoList in deepverb. This returns a list of all of the objects visible in the current location, plus the global list of all floating objects; this should be a superset of the list of accessible objects in most games. The only verbs that normally requires a different value of validIoList/validDoList are verbs such as "ask" and "tell" that allow any object (whether accessible or not) to be used as indirect objects; for these, simply use this definition: validIoList = nil This takes advantage of the reverse compatibility feature: when the method returns nil, all objects with matching vocabulary are used. The one additional game change required to take advantage of this new feature is that global.floatingList must be built during initialization. This can be done easily with the following loop: global.floatingList := []; for (o := firstobj(floatingItem) ; o ; o := nextobj(o, floatingItem)) global.floatingList += o; This should be placed in the preinit or init function. Note that all objects which have location methods should be declared to be of class floatingItem: class floatingItem: object; This class doesn't do anything except serve as a flag that an object should be placed in the floatingList. 2.0.7 12/01/92 MS-DOS bug fix release - The run-time occasionally missed the \ in an escape sequence in output strings. - The run-time couldn't operate in 132 column mode. - The run-time abnormally terminated in the file selection dialog when the dialog box was exactly filled. 2.0.6 11/24/92 first general MS-DOS TADS 2.0 release