Invoke the active SpecialTopic. This isn't a real command - the player will never actually type this; rather, it's a pseudo-command that we send to ourselves from a string pre-parser when we recognize input that matches a SpecialTopic's custom command syntax.

Note that we actually define the syntax for this command right here in the language-independent library, because this isn't a real command. The user never needs to type this command, since it's something we generate internally. The only important language issue is that we use a command keyword that no language will ever want to use for a real command, so we intentionally use some near-English gibberish.

DefineLiteralAction(SpecialTopic)      // original source text
class SpecialTopicAction :   LiteralAction      // after macro expansion

Superclass Tree   (in declaration order)


Subclass Tree  


Global Objects  


Summary of Properties  

Inherited from LiteralAction :
predicateNounPhrases  verbPhrase 

Inherited from LiteralActionBase :

Inherited from Action :
actionTime  afterActionMainList  beforeAfterObjs  defaultForRecursion  extraMessageParams  implicitMsg  includeInUndo  isImplicit  isRepeatable  iterationCanceled  originalAction  parentAction  preCond  pronounOverride  remappedFrom  showDefaultReports  synthParamID  verbFlags  verifiedOkay 

Inherited from BasicProd :
firstTokenIndex  isSpecialResponseMatch  lastTokenIndex 

Summary of Methods  

decodeOrig  encodeOrig  execAction  getEnteredText  repeatAction 

Inherited from LiteralAction :
getQuestionInf  getVerbPhrase  resolveNouns  whatObj 

Inherited from LiteralActionBase :
getLiteral  getMessageParam  setObjectMatches  setResolvedObjects 

Inherited from IAction :

Inherited from Action :
actionOfKind  addBeforeAfterObj  afterAction  afterActionMain  announceActionObject  announceAllDefaultObjects  announceDefaultObject  beforeAction  beforeActionMain  cacheMultiObjectAnnouncements  callAfterActionMain  callCatchAllProp  callPreConditions  callVerifyPreCond  callVerifyProp  cancelIteration  checkAction  checkPreConditions  checkRemapping  combineRemappedVerifyResults  createActionFrom  createActionInstance  createTopicQualifierResolver  doAction  doActionOnce  filterAmbiguousWithVerify  filterFacets  filterPluralWithVerify  finishResolveList  getAnaphoricBinding  getCurrentObjects  getDefaultWithVerify  getEnteredVerbPhrase  getImplicitPhrase  getInfPhrase  getMatchForRole  getNotifyTable  getObjectForRole  getObjPreCondDescList  getObjPreConditions  getObjResponseProd  getOriginalAction  getOrigTokenList  getOtherObjectRole  getParticiplePhrase  getPreCondDescList  getPreCondPropForRole  getPredicate  getPronounOverride  getRemappedFrom  getRemapPropForRole  getResolvedObjList  getResolveInfo  getRoleFromIndex  getSimpleSynonymRemap  getSortedVerifyResults  getVerifyPropForRole  initTentative  isConversational  isNestedIn  isPartOf  isRemapped  makeResolveInfo  makeResolveInfoList  maybeAnnounceDefaultObject  maybeAnnounceImplicit  maybeAnnounceMultiObject  noMatch  notifyBeforeAfter  objListPronoun  preAnnounceActionObject  recalcSenseContext  resetAction  resolveAction  resolvedObjectsInScope  runBeforeNotifiers  saveActionForAgain  setCurrentObjects  setImplicit  setMessageParam  setMessageParams  setNested  setOriginalAction  setPronounOverride  setRemapped  spPrefix  spSuffix  synthMessageParam  verifyAction  verifyHandlersExist  whatTranslate  withVerifyResults  zeroActionTime 

Inherited from BasicProd :
canResolveTo  getOrigText  setOrigTokenList 




decodeOrig (txt)actions.t[2099]

decode our encoding

encodeOrig (txt)actions.t[2092]
encode the original text for our literal phrase: turn double quotes into '%q' sequences, and turn percent signs into '%%' sequences

execAction ( )OVERRIDDENactions.t[2034]
no description available

getEnteredText ( )actions.t[2085]
Get the original player-entered text. This is our literal phrase, with the embedded-quote encoding decoded.

repeatAction (lastTargetActor, lastTargetActorPhrase, lastIssuingActor, countsAsIssuerTurn)OVERRIDDENactions.t[2048]
Repeat the action, for an AGAIN command. We need to make sure the special text interpretation we gave to the command still holds; if not, reparse the original text and try that.

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3