GameMainDef class | misc.t[56], objtime.t[156]

The library base class for the gameMain object.

Each game MUST define an object called 'gameMain' to define how the game starts up. You can use GameMainDef as the base class of your 'gameMain' object, in which case the only thing you're required to specify in your object is the 'initialPlayerChar' property - you can inherit everything else from the GameMainDef class if you don't require any further customizations.

Modified in objtime.t[156]:
Modification to GameDef to add an additional property for use with the OBJTIME EXTENSION

`class GameMainDef : object`

Superclass Tree (in declaration order)

`GameMainDef`
`object`

Subclass Tree

(none)

Global Objects

(none)

Summary of Properties

`againRepeatsParse allVerbsAllowAll autoSwitchAgain beforeRunsBeforeCheck fastGoTo gameStartTime initialPlayerChar paraBrksBtwnSubcontents scoreRankTable useParentheticalListing usePastTense verbose`

Summary of Methods

`getSaveDesc maxScore newGame restoreAndRunGame setAboutBox setGameTitle showGoodbye showIntro`

Properties

`againRepeatsParse` | `misc.t[378]`

The AGAIN command could be interpreted in two different ways. It could repeat the resolved action (using precisely the same objects as before), or it could act as if the player had retyped the command and then parse it again from scratch (which might result in a different interpretation of the command, or different objects being selected). The former interpretation is used if againRepeatsParse is nil; the latter if it's true.

`allVerbsAllowAll` | `misc.t[342]`

Option flag: allow ALL to be used for every verb. This is true by default, which means that players will be allowed to use ALL with any command - OPEN ALL, EXAMINE ALL, etc.

Some authors don't like to allow players to use ALL with so many verbs, because they think it's a sort of "cheating" when players try things like OPEN ALL. This option lets you disable ALL for most verbs; if you set this to nil, only the basic inventory management verbs (TAKE, TAKE FROM, DROP, PUT IN, PUT ON) will allow ALL, and other verbs will simply respond with an error ("'All' isn't allowed with that verb").

If you're writing an especially puzzle-oriented game, you might want to set this to nil. It's a trade-off though, as some people will think your game is less player-friendly if you disable ALL.

`autoSwitchAgain` | `misc.t[386]`

Flag. If this is true the game attempts to switch the againRepeatsParse flag between true and nil to give the contextually better interpretation of AGAIN. This should be regarded as somewhat experimental for now.

`beforeRunsBeforeCheck` | `misc.t[359]`

Should the "before" notifications (beforeAction, roomBeforeAction, and actorAction) run before or after the "check" phase?

In many ways it's more logical and useful to run "check" first. That way, you can consider the action to be more or less committed by the time the "before" notifiers are invoked. Of course, a command is never truly* committed until it's actually been executed, since a "before" handler could always cancel it. But this is relatively rare - "before" handlers usually carry out side effects, so it's very useful to be able to know that the command has already passed all of its own internal checks by the time "before" is invoked - that way, you can invoke side effects without worrying that the command will subsequently fail.

`fastGoTo` | `misc.t[401]`

Is this game in fast GO TO mode? By default we make it not, so that the GO TO command moves the player character only one step of the way at a time, but if this is set to true the GO TO command will keep moving the player until either the destination is reached or an obstacle is encountered.

`gameStartTime` | `objtime.t[165]`

The date and time at which this game notionally starts. This should be specified as a list of numbers in the format [year, month, day, hour, minute, second, millisecond]. Trailing zero elements may be omitted. We default to midnight on 1st January 2000, but game code should generally override this. [PART OF OBJTIME EXTENSION]

`initialPlayerChar` | `misc.t[62]`

The initial player character. Each game's 'gameMain' object MUST define this to refer to the Actor object that serves as the initial player character.

`paraBrksBtwnSubcontents` | `misc.t[322]`

If this flag is true then room description listings will include a paragraph break between each set of subcontents listings (i.e. the listing of the contents of each item in the room that has visible contents). If it is nil the subcontents listings will all be run into a single paragraph. Note that the global setting defined here can be overridden on individual rooms.

`scoreRankTable` | `misc.t[303]`

The score ranking list - this provides a list of names for various score levels. If the game provides a non-nil list here, the SCORE and FULL SCORE commands will show the rank along with the score ("This makes you a Master Adventurer").

This is a list of score entries. Each score entry is itself a list of two elements: the first element is the minimum score for the rank, and the second is a string describing the rank. The ranks should be given in ascending order, since we simply search the list for the first item whose minimum score is greater than our score, and use the preceding item. The first entry in the list would normally have a minimum of zero points, since it should give the initial, lowest rank.

If this is set to nil, which it is by default, we'll simply skip score ranks entirely.

`useParentheticalListing` | `misc.t[312]`

If this flag is true then room description listings and examine listings use a parenthetical style to show subcontents (e.g. "On the table you see a box (in which is a brass key)") instead of showing each item and its contents in a separate paragraph.

`usePastTense` | `misc.t[367]`

Flag, should this game be in the past tense. By default the game is in the present tense.

For a wider selection of tenses override Narrator.tense instead.

`verbose` | `misc.t[392]`

Is this game in verbose mode? By default we make it so, but players can change this with the BRIEF/TERSE command.

Methods

`getSaveDesc (userDesc)` | `misc.t[225]`

Build a saved game metadata table. This returns a LookupTable containing string key/value pairs that are stored in saved game files, providing descriptive information that can be displayed to the user when browsing a collection of save files. This is called each time we execute a SAVE command, so that we store the current context of the game.

Some interpreters display information from this table when presenting the user with a list of files for RESTORE. The contents of the table are intentionally open-ended to allow for future extensions, but at the moment, the following keys are specifically defined (note that capitalization must be exact):

UserDesc - descriptive text entered by the user (this should simply be the contents of the 'userDesc' parameter). This is treated as ordinary plain text (i.e., no HTML or other markups are interpreted in this text).

AutoDesc - descriptive text generated by the game to describe the saved position. This text can contain the simple HTML markups <b>..</b>, <i>..</i>, and <br> for formatting.

Return nil if you don't want to save any metadata information.

'userDesc' is an optional string entered by the user via the Save Game dialog. Some interpreters let the user enter a description for a saved game via the file selector dialog; the descriptive text is separate from the filename, and is intended to let the user enter a more free-form description than would be allowed in a filename. This text, if any, is passed to use via the 'userDesc' parameter.

`maxScore ( )` | `misc.t[270]`

The maximum number of points possible in the game. If the game includes the scoring module at all, and this is non-nil, the SCORE and FULL SCORE commands will display this value to the player as a rough indication of how much farther there is to go in the game.

By default, we initialize this on demand, by calculating the sum of the point values of the Achievement objects in the game. The game can override this if needed to specify a specific maximum possible score, rather than relying on the automatic calculation.

`newGame ( )` | `misc.t[98]`

Begin a new game. This default implementation shows the introductory message, calls the main command loop, and finally shows the goodbye message.

You can override this routine if you want to customize the startup protocol. For example, if you want to create a pre-game options menu, you could override this routine to show the list of options and process the user's input. If you need only to customize the introduction and goodbye messages, you can simply override showIntro() and showGoodbye() instead.

`restoreAndRunGame (filename)` | `misc.t[139]`

Restore a game and start it running. This is invoked when the user launches the interpreter using a saved game file; for example, on a Macintosh, this happens when the user double-clicks on a saved game file on the desktop.

This default implementation bypasses any normal introduction messages: we simply restore the game file if possible, and immediately start the game's main command loop. Most games won't need to override this, but you can if you need some special effect in the restore-at-startup case.

`setAboutBox ( )` | `misc.t[187]`

Set up the HTML-mode about-box. By default, this does nothing. Games can use this routine to show an <ABOUTBOX> tag, if desired, to set up the contents of an about-box for HTML TADS platforms.

Note that an <ABOUTBOX> tag must be re-initialized each time the main game window is cleared, so this routine should be called again after any call to clearScreen().

`setGameTitle ( )` | `misc.t[172]`

Set the interpreter window title, if applicable to the local platform. This simply displays a <TITLE> tag to set the title to the string found in the versionInfo object.

`showGoodbye ( )` | `misc.t[84]`

Show the "goodbye" message. This is called after the main command loop terminates.

We don't show anything by default. If you want to show a "thanks for playing" type of message as the game exits, override this routine with the desired text.

`showIntro ( )` | `misc.t[74]`

Show the game's introduction. This routine is called by the default newGame() just before entering the main command loop. The command loop starts off by showing the initial room description, so there's no need to do that here.

Most games will want to override this, to show a prologue message setting up the game's initial situation for the player. We don't show anything by default.

Adv3Lite Library Reference Manual
Generated on 02/05/2024 from adv3Lite version 2.0