#charset "us-ascii"
/*
* Copyright (c) 1999, 2006 Michael J. Roberts
*
* This file is part of TADS 3
*
* This header defines the tads-gen intrinsic function set. This function
* set provides some miscellaneous functions, including data conversions,
* object iteration, regular expressions, and state persistence operations.
*/
/*
* TADS basic data manipulation intrinsic function set
*/
#ifndef TADSGEN_H
#define TADSGEN_H
/*
* The tads-gen function set
*/
intrinsic 'tads-gen/030007'
{
/*
* Get the type of the given value. This returns a TypeXxx value.
*/
dataType(val);
/*
* Get the given parameter to the current function. 'idx' is 1 for the
* first argument in left-to-right order, 2 for the second, and so on.
*/
getArg(idx);
/*
* Get the first object in memory. If 'cls' is provided, we return the
* first object of the given class; otherwise we return the first
* object of any kind. 'flags' is an optional bitwise combination of
* ObjXxx values, specifying whether classes, instances, or both are
* desired. If this isn't specified, ObjAll is assumed. This is used
* in conjunction with nextObj() to iterate over all objects in memory,
* or all objects of a given class.
*/
firstObj(cls?, flags?);
/*
* Get the next object in memory after the given object, optionally of
* the given class and optionally limiting to instances, classes, or
* both. This is used to continue an iteration started with
* firstObj().
*/
nextObj(obj, cls?, flags?);
/*
* Seed the random-number generator. This uses unpredictable
* information from the external operating system environment (which
* might be something like the current time of day, but the exact
* information used varies by system) to seed the rand() generator with
* a new starting position. Since rand() is a pseudo-random number
* generator, its sequence is deterministic - each time it's started
* with a given seed value, the identical sequence will result. This
* function helps produce apparent randomness by effectively
* randomizing the starting point of the sequence.
*
* Note that if randomize() is never called, the system will use a
* fixed initial seed, so rand() will return the same sequence each
* time the program is run. This is intentional, because it makes the
* program's behavior exactly repeatable, even if the program calls
* rand() to select random numbers. This type of repeatable,
* deterministic behavior is especially useful for testing purposes,
* since it allows you to run the program through a fixed set of input
* and compare the results against a fixed set of output, knowing the
* the random number sequence will be the same on each run. Typically,
* what you'd want to do is check at start-up to see if you're in
* "testing" mode (however you wish to define that), and call
* randomize() only if you're not in testing mode. This will create
* apparently random behavior on normal runs, but produce repeatable
* behavior during testing.
*/
randomize();
/*
* Select a random number or a random value.
*
* If exactly one argument is supplied, the result depends on the type
* of the argument:
*
* - Integer: the function returns an integer from 0 to one less than
* the argument value. For example, rand(10) returns a number from 0
* to 9 inclusive.
*
* - List: the function randomly selects one of the values from the
* list and returns it.
*
* - String: the function generates a random string by replacing each
* character of the argument string with a randomly chosen character,
* selected from a specific range specified by the argument character.
* For example, each 'a' in the input string is replaced by a random
* lower-case letter from a to z, each 'A' is replaced by a capital
* letter, and each 'd' is replaced by a random digit 0 to 9. See the
* System Manual for the full list of the character codes.
*
* If more than one argument is supplied, the function randomly selects
* one of the arguments and returns it. Note that this is an ordinary
* function call, so all of the arguments are evaluated, triggering any
* side effects of those evaluations.
*
* In all cases, the random numbers are uniformly distributed, meaning
* that each possible return value has equal probability.
*/
rand(x, ...);
/*
* Convert the given value to a string representation. 'val' can be an
* integer, in which case it's converted to a string representation in
* the numeric base given by 'radix' (which can be any value from 2 to
* 36), or base 10 (decimal) if 'radix' is omitted; nil or true, in
* which case the string 'nil' or 'true' is returned; a string, which
* is returned unchanged; or a BigNumber, in which case the number is
* converted to a string representation in the given radix. Note that
* in the case of BigNumber, you might prefer to use
* BigNumber.formatString(), as that gives you much more control over
* the formatting for floating-point values.
*
* 'radix' is only meaningful with numeric values, namely integers and
* BigNumbers. For BigNumbers, only whole integer values can be
* displayed in a non-decimal radix; if the number has a fractional
* part, the radix will be ignored and the number will be shown in
* decimal.
*
* 'isSigned' indicates whether or not the value should be treated as
* "signed", meaning that negative values are represented with a "-"
* sign followed by the absolute value. If 'isSigned' is nil, a
* negative value won't be converted to its absolute value before being
* displayed, but will instead be re-interpreted within its type system
* as an unsigned value. For regular integers, this means that the
* result depends on the native hardware storage format for negative
* integers. Most modern hardware uses two's complement notation,
* which represents -1 as 0xFFFFFFFF, -2 as 0xFFFFFFFE, etc. Most
* types other than integer don't have distinct signed and unsigned
* interpretations, so 'isSigned' isn't meaningful with most other
* types. With BigNumber in particular, the only effect is to omit the
* "-" sign for negative values.
*/
toString(val, radix?, isSigned?);
/*
* Convert the given value to an integer.
*
* If 'val' is a string, the function parses the string's contents as
* an integer in the numeric base given by 'radix, which can be any
* integer from 2 to 36. If 'radix' is omitted or nil, the default is
* base 10 (decimal). The value is returned as an integer. If the
* number represented by the string is too large for a 32-bit integer,
* a numeric overflow error occurs.
*
* If 'val' is true, or the string 'true', the return value is 1. If
* 'val' is nil, or the string 'nil', the return value is 0. Leading
* and trailing spaces are ignored for these strings.
*
* If 'val' is a BigNumber value, the value is rounded to the whole
* number, and returned as an integer value. A numeric overflow error
* occurs if the number is out of range for a 32-bit integer. (If you
* want to round a BigNumber to the nearest integer and get the result
* as another BigNumber value, use the getWhole() method of the
* BigNumber.)
*
* See also toNumber(), which can also parse floating point values and
* whole numbers too large for the ordinary integer type.
*/
toInteger(val, radix?);
/*
* Get the current local time.
*
* If timeType is GetTimeDateAndTime (or is omitted), this returns the
* calendar date and wall-clock time, as a list: [year, month,
* dayOfMonth, dayOfWeek, dayOfYear, hour, minute, second, timer].
* Year is the year AD (for example, 2006); month is the current month,
* from 1 (January) to 12 (December); dayOfMonth is the calendar day of
* the month, from 1 to 31; dayOfWeek is the day of the week, from 1
* (Sunday) to 7 (Saturday); dayOfYear is the current day of the year,
* from 1 (January 1) to 366 (December 31 in a leap year); hour is the
* hour on a 24-hour clock, ranging from 0 (midnight) to 23 (11pm);
* minute is the minute of the hour, from 0 to 59; second is the second
* of the minute, from 0 to 59; and timer is the number of seconds
* elapsed since the "epoch," defined arbitrarily as midnight, January
* 1, 1970.
*
* If timeType is GetTimeTicks, this return the number of milliseconds
* since an arbitrary starting time. The first call to get this
* information sets the starting time, so it will return zero;
* subsequent calls will return the amount of time elapsed from that
* starting time. Note that because a signed 32-bit integer can only
* hold values up to about 2 billion, the maximum elapsed time that
* this value can represent is about 24.8 days; so, if your program
* runs continuously for more than this, the timer value will roll
* around to zero at each 24.8 day multiple. So, it's possible for
* this function to return a smaller value than on a previous
* invocation, if the two invocations straddle a 24.8-day boundary.
*/
getTime(timeType?);
/*
* Match a string to a regular expression pattern. 'pat' can be either
* a string giving the regular expression, or can be a RexPattern
* object. 'str' is the string to match, and 'index' is the starting
* character index (the first character is at index 1) at which to
* start matching. Returns the length in characters of the match, or
* nil if the string doesn't match the pattern. (Note that a return
* value of zero doesn't indicate failure - rather, it indicates a
* successful match of the pattern to zero characters. This is
* possible for a pattern with a zero-or-more closure, such as 'x*' or
* 'x?'.)
*/
rexMatch(pat, str, index?);
/*
* Search the given string for the given regular expression pattern.
* 'pat' is a string giving the regular expression, or a RexPattern
* object. 'str' is the string to search, and 'index' is the optional
* starting index (the first character is at index 1). If the pattern
* cannot be found, returns nil. If the pattern is found, the return
* value is a list: [index, length, string], where index is the
* starting character index of the match, length is the length in
* characters of the match, and string is the text of the match.
*/
rexSearch(pat, str, index?);
/*
* Get the given regular expression group. This can be called after a
* successful rexMatch() or rexSearch() call to retrieve information on
* the substring that matched the given "group" within the regular
* expression. A group is a parenthesized sub-pattern within the
* regular expression; groups are numbered left to right by the open
* parenthesis, starting at group 1. If there is no such group in the
* last regular expression searched or matched, or the group wasn't
* part of the match (for example, because it was part of an
* alternation that wasn't matched), the return value is nil. If the
* group is valid and was part of the match, the return value is a
* list: [index, length, string], where index is the character index
* within the matched or searched string of the start of the group
* match, length is the character length of the group match, and string
* is the text of the group match.
*/
rexGroup(groupNum);
/*
* Search for the given regular expression pattern (which can be given
* as a regular expression string or as a RexPattern object) within the
* given string, and replace one or more occurrences of the pattern
* with the given replacement text.
*
* The search pattern can also be given as a *list* of search patterns.
* In this case, we'll search for each of the patterns and replace each
* one with the corresponding replacement text. If the replacement is
* itself given a list in this case, each element of the pattern list
* is replaced by the corresponding element of the replacement list.
* If there are more patterns than replacements, the extra patterns are
* replaced by empty strings; any extra replacements are simply
* ignored. If the replacement is a single value rather than a list,
* each pattern is replaced by that single replacement value.
*
* 'flags' is a combination of the ReplaceXxx bit flags, using '|'. If
* the flags include ReplaceAll, all occurrences of the pattern are
* replaced; otherwise only the first occurrence is replaced.
*
* If ReplaceIgnoreCase is included, the capitalization of the match
* pattern is ignored, so letters in the pattern match both their
* upper- and lower-case equivalents. Otherwise the case will be
* matched exactly. If ReplaceFollowCase AND ReplaceIgnoreCase are
* included, lower-case letters in the replacement text are capitalized
* as needed to follow the capitalization pattern of the actual text
* matched: if all the letters in the match are lower-case, the
* replacement is lower case; if all are upper-case, the replacement is
* changed to all upper-case; if there's a mix of cases in the match,
* the first letter of the replacement is capitalized and the rest are
* left in lower-case.
*
* The ReplaceSerial flag controls how the search proceeds when
* multiple patterns are specified. By default, we search for each one
* of the patterns, and replace the leftmost match. If ReplaceOnce is
* specified, we're done; otherwise we continue by searching again for
* all of the patterns, this time in the remainder of the string (after
* that first replacement), and again we replace the leftmost match.
* This proceeds until we can't find any more matches for any of the
* patterns. If ReplaceSerial is included in the flags, we start by
* searching only for the first pattern, replacing one or all
* occurrences depending on the ReplaceOnce or ReplaceAll flag. Next,
* if ReplaceAll is specified OR we didn't find any matches for the
* first pattern, we start over with the result and search for the
* second pattern, replacing one or all occurrences of it. We repeat
* this for each pattern.
*
* If the flags are omitted entirely, the default is ReplaceAll
* (replace all occurrences, exact case, parallel searching).
*
* 'index', if provided, is the starting character index of the search;
* instances of the pattern before this index will be ignored. Returns
* the result string with all of the desired replacements. When an
* instance of the pattern is found and then replaced, the replacement
* string is not rescanned for further occurrences of the text, so
* there's no danger of infinite recursion; instead, scanning proceeds
* from the next character after the replacement text.
*
* The replacement text can use "%n" sequences to substitute group
* matches from the input into the output. %1 is replaced by the match
* to the first group, %2 the second, and so on. %* is replaced by the
* entire matched input. (Because of the special meaning of "%", you
* must use "%%" to include a percent sign in the replacement text.)
*/
rexReplace(pat, str, replacement, flags?, index?);
/*
* Create an UNDO savepoint. This adds a marker to the VM's internal
* UNDO log, establishing a point in time for a future UNDO operation.
*/
savepoint();
/*
* UNDO to the most recent savepoint. This uses the VM's internal UNDO
* log to undo all changes to persistent objects, up to the most recent
* savepoint. Returns true if the operation succeeded, nil if not. A
* nil return means that there's no further UNDO information recorded,
* which could be because the program has already undone everything
* back to the start of the session, or because the UNDO log was
* truncated due to memory size such that no savepoints are recorded.
* (The system automatically limits the UNDO log's total memory
* consumption, according to local system parameters. This function
* requires at least one savepoint to be present, because otherwise it
* could create an inconsistent state.)
*/
undo();
/*
* Save the current system state into the given file. This uses the
* VM's internal state-save mechanism to store the current state of all
* persistent objects in the given file. Any existing file is
* overwritten.
*
* 'metatab' is an optional LookupTable containing string key/value
* pairs to be saved with the file as descriptive metadata. The
* interpreter and other tools can display this information to the user
* when browsing a collection of saved game files, to help the user
* remember the details of each saved position. It's up to the game to
* determine what to include; the list can include any information
* relevant to the game that would be helpful when reviewing saved
* position files, such as the room name, score, turn count, chapter
* name, etc.
*/
saveGame(filename, metatab?);
/*
* Restore a previously saved state file. This loads the states of all
* persistent objects stored in the given file. The file must have
* been saved by the current version of the current running program; if
* not, an exception is thrown.
*/
restoreGame(filename);
/*
* Restart the program from the beginning. This resets all persistent
* objects to their initial state, as they were when the program was
* first started.
*/
restartGame();
/*
* Get the maximum of the given arguments. The values must be
* comparable with the ordinary "<" and ">" operators. Note that
* because this is an ordinary function call, all of the arguments are
* evaluated (which means any side effects of these evaluations will be
* triggered).
*/
max(val1, ...);
/*
* Get the minimum of the given arguments. The values must be
* comparable with the ordinary "<" and ">" operators. Note that
* because this is an ordinary function call, all of the arguments are
* evaluated (which means any side effects of these evaluations will be
* triggered).
*/
min(val1, ...);
/*
* Create a string by repeating the given value the given number of
* times. If the repeat count isn't specified, the default is 1; a
* repeat count less than zero throws an error. 'val' can be a string,
* in which case the string is simply repeated the given number of
* times; an integer, in which case the given Unicode character is
* repeated; or a list of integers, in which case the given Unicode
* characters are repeated, in the order of the list. The list format
* can be used to create a string from a list of Unicode characters
* that you've been manipulating as a character array, which is
* sometimes a more convenient or efficient way to do certain types of
* string handling than using the actual string type.
*/
makeString(val, repeatCount?);
/*
* Get a description of the parameters to the given function. 'func'
* is a function pointer. This function returns a list: [minArgs,
* optionalArgs, isVarargs], where minArgs is the minimum number of
* arguments required by the function, optionalArgs is the additional
* number of arguments that can be optionally provided to the function,
* and isVarargs is true if the function takes any number of additional
* ("varying") arguments, nil if not.
*/
getFuncParams(func);
/*
* Convert the given value to a number. This is similar to
* toInteger(), but can parse strings containing floating point numbers
* and whole numbers too large for ordinary integers.
*
* If 'val' is an integer or BigNumber value, the return value is
* simply 'val'.
*
* If 'val' is a string, the function parses the string's contents as a
* number in the given 'radix', which can be any integer from 2 to 36.
* If 'radix' is omitted, the default is 10 for decimal. If the radix
* is decimal, and the number contains a decimal point (a period, '.')
* or an exponent (which consists of the letter 'e' or 'E', an optional
* '+' or '-' sign, and one or more digits), the value is parsed as a
* floating point number, and a BigNumber value is returned. For any
* other radix, decimal points and exponents are considered non-number
* characters. For an integral value, the result will be an integer if
* the number is within the range that fits in an integer, otherwise
* the result is a BigNumber. The routine will simply stop parsing at
* the first non-number character it encounters, so no error will occur
* if the string contains text following the number. If the text
* doesn't contain any number characters at all, the result is zero.
*
* If val is true or the string 'true', return 1; if nil or the string
* 'nil', returns 0. Leading and trailing spaces are ignored in the
* string versions of these values.
*/
toNumber(val, radix?);
/*
* Format values into a string. This is similar to the traditional C
* language "printf" family of functions: it takes a "format string"
* containing a mix of plain text and substitution parameters, and a
* set of values to plug in to the substitution parameters, and returns
* a new string containing the formatted result.
*
* 'format' is the format string. Most characters of the format string
* are simply copied verbatim to the result. However, each '%' in the
* format string begins a substitution parameter; the '%' is followed
* by one or more optional qualifiers, then by a type code letter. The
* corresponding value from the argument list is formatted into a
* string according to the type code, and then replaces the entire '%'
* sequence in the result string. By default, the first '%' parameter
* corresponds to the first additional argument after 'format', the
* second '%' corresponds to the second additional argument, and so on.
* You can override the default argument position of a '%' using the
* '$' qualifier - see below.
*
* The arguments following 'format' are the values to be substituted
* for the '%' parameters in the format string.
*
* The return value is a string containing the formatted result.
*
* See the System Manual for the list of '%' codes.
*/
sprintf(format, ...);
}
/*
* flags for firstObj() and nextObj()
*/
#define ObjInstances 0x0001
#define ObjClasses 0x0002
#define ObjAll (ObjInstances | ObjClasses)
/*
* rexReplace() flags
*/
#define ReplaceAll 0x0001
#define ReplaceIgnoreCase 0x0002
#define ReplaceFollowCase 0x0004
#define ReplaceSerial 0x0008
#define ReplaceOnce 0x0010
/*
* getTime() flags
*/
#define GetTimeDateAndTime 1
#define GetTimeTicks 2
#endif /* TADSGEN_H */
TADS 3 Library Manual
Generated on 12/22/2011 from TADS version 3.1.0