Superclass Tree (in declaration order)
Summary of Properties
Summary of Methods
Command "interruption" group prefix. This is displayed after an interrupted command line - a command line editing session that was interrupted by a timeout event - just before the text that interrupted the command line.
By default, we'll show a paragraph break here, to set off the interrupting text from the command line under construction.
some standard commands for insertion into <a> tags - these are in the messages so they can translated along with the command set
optional command is not supported in this game
Empty command results - this is shown when we read a command line and then go back and read another without having displaying anything.
By default, we'll return a message indicating that nothing happened.
Command group prefix - this is displayed after a command line and before the first command results shown after the command line.
By default, we'll show the "zero-space paragraph" marker, which acts like a paragraph break in that it swallows up immediately following paragraph breaks, but doesn't actually add any space. This will ensure that we don't add any space between the command input line and the next text.
Command separator - this is displayed after the results from a command when another command is about to be executed without any more user input. That is, when a command line contains more than one command, this message is displayed between each successive command, to separate the results visually.
This is not shown before the first command results after a command input line, and is not shown after the last results before a new input line. Furthermore, this is shown only between adjacent commands for which output actually occurs; if a series of commands executes without any output, we won't show any separators between the silent commands.
By default, we'll just start a new paragraph.
Command results suffix - this is displayed just before a new command line is about to be read if any command results have been shown since the last command line.
By default, we'll show nothing extra.
"Complex" result separator - this is displayed between a group of messages for a "complex" result set and adjoining messages. A command result list is "complex" when it's built up out of several generated items, such as object identification prefixes or implied command prefixes. We use additional visual separation to set off these groups of messages from adjoining messages, which is especially important for commands on multiple objects, where we would otherwise have several results shown together. By default, we use a paragraph break.
object is currently locked/unlocked
there are currently no hints available (but there might be later)
object is currently open/closed
SAVE/RESTORE DEFAULTS not supported (old interpreter version)
SAVE DEFAULTS file creation error
Standard dialog button labels, for the Web UI. These are built in to the conventional interpreters, but in the Web UI we have to generate these ourselves.
Standard dialog titles, for the Web UI. These are shown in the title bar area of the Web UI dialog used for inputDialog() calls. These correspond to the InDlgIconXxx icons. The conventional interpreters use built-in titles when titles are needed at all, but in the Web UI we have to generate these ourselves.
show the response to an empty command line
standard game-ending messages for the common outcomes
get the restore-game prompt
Get the save-game file prompt. Note that this must return a single-quoted string value, not display a value itself, because this prompt is passed to inputFile().
get the scripting inputFile prompt message
error opening input script
Internal results separator - this is displayed to visually separate the results of an implied command from the results for the initiating command, which are shown after the results from the implied command. By default, we show a paragraph break.
Intra-command report separator. This is used to separate report messages within a single command's results. By default, we show a paragraph break.
the list separator for the end of a list of at least three elements
the list separator character in the middle of a list
the list separator character for a two-element list
the list separator for the end of a long list
the list separator for the middle of a long list (a list with embedded lists not otherwise set off, such as by parentheses)
the list separator for a two-element list of sublists
Command key list for the menu system. This uses the format defined for MenuItem.keyList in the menu system. Keys must be given as lower-case in order to match input, since the menu system converts input keys to lower case before matching keys to this list.
Note that the first item in each list is what will be given in the navigation menu, which is why the fifth list contains 'ENTER' as its first item, even though this will never match a key press.
Message to display at the end of a "long topic" in the menu system. We'll display this at the end of the long topic's contents.
Message to display at the end of a topic list. We'll display this after we've displayed all available items from a MenuTopicItem's list of items, to let the user know that there are no more items available.
link title for 'next topic' navigation link in topic lists
there's no "about" information in this game
on the first comment without transcript recording, warn about it
comment accepted, with or without transcript recording in effect
a shipboard direction was attempted while not onboard a ship
no topics to suggest when we're not talking to anyone
Flag: offer an explanation of the "OOPS" command when it first comes up. We'll only show this the first time the player enters an unknown word. If you never want to offer this message at all, simply set this flag to nil initially.
See also oopsNote() below.
OOPS in context, but without the word to correct
link title for 'previous menu' navigation link
RECORD OFF ignored because we're not recording commands
REPLAY file selection canceled
generic long description of a dark room
generic short description of a dark room
this game doesn't use scoring
acknowledge cancellation of script file dialog
SCRIPT OFF ignored because we're not in a script file
acknowledge scripting off
show a separator for the settingsUI.showAll() list
show the list prefix for the full score listing; this is shown on a line by itself before the list of full score items, shown indented and one item per line
show the hint system warning
rebuff a request for hints when they've been previously disabled
Web UI inputFile error: uploaded file is too large
The pronoun to use for the objective form of the personal interrogative pronoun. Strictly speaking, the right word for this usage is "whom"; but regardless of what the grammar books say, most American English speakers these days use "who" for both the subjective and objective cases; to many ears, "whom" sounds old-fashioned, overly formal, or even pretentious. (Case in point: a recent television ad tried to make a little kid look ultra-sophisticated by having him answer the phone by asking "*whom* may I ask is calling?", with elaborate emphasis on the "whom." Of course, the correct usage in this case is "who," so the ad only made the kid look pretentious. It goes to show that, at least in the mind of the writer of the ad, "whom" is just the snooty, formal version of "who" that serves only to signal the speaker's sophistication.)
By default, we distinguish "who" and "whom." Authors who prefer to use "who" everywhere can do so by changing this property's value to 'who'.
acknowledge a change in the footnote status
acknowledge a change in the score notification status
acknowledge turning tips on or off
acknowledge setting VERBOSE mode (true) or TERSE mode (nil)
Prefix/suffix messages for listing actors in a room description, for cases when the actors' nominal container cannot be seen or is not to be stated: "Bob and Bill are standing here."
Note that we don't always want to state the nominal container, even when it's visible. For example, when actors are standing on the floor, we don't bother saying that they're on the floor, as that's stating the obvious. The container will decide whether or not it wants to be included in the message; containers that don't want to be mentioned will use this form of the message.
Prefix/suffix messages for listing actors in a room description, for cases when the actors are in the local room in a nominal container that we want to mention: "Bob and Bill are sitting on the couch."
actorInRemoteGroupPrefix (pov, posture, cont, remote, lst)
Prefix/suffix messages for listing actors in a room description, for cases when the actors are inside a nested room that's inside a remote location: "Bob and Bill are in the courtyard, sitting on the bench."
actorInRemoteGroupSuffix (pov, posture, cont, remote, lst)
actorInRemoteNestedRoom (actor, inner, outer, pov)
mention that the given actor is visible, at a distance or remotely, in the given nested room within the given outer location; this is used in room descriptions
mention that the given actor is visible, at a distance or remotely, in the given location; this is used in room descriptions when an NPC is visible in a remote or distant location
Mention that an actor is in a given local room, as part of a room description. This is used as a default "special description" for an actor.
Describe an actor as standing/sitting/lying on something, as part of the actor's EXAMINE description. This is additional information added to the actor's description, so we refer to the actor with a pronoun ("He's standing here").
show a status line addendum: standing in/on something
Prefix/suffix messages for listing actors in a room description, for cases when the actors' immediate container cannot be seen or is not to be stated, and the actors are in a remote location: "Bob and Bill are in the courtyard."
'again' cannot be directed to a different actor
'again': can no longer talk to target actor
the last command cannot be repeated in the present context
a set of equivalents are all in a given state
greeting actor while actor is already talking to us
announceAmbigActionObject (obj, whichObj, action)
Announce a singleton object that we selected from a set of ambiguous objects. This is used when we disambiguate a command and choose an object over other objects that are also logical but are less likely. In such cases, it's courteous to tell the player what we chose, because it's possible that the user meant one of the other logical objects - announcing this type of choice helps reduce confusion by making it immediately plain to the player when we make a choice other than what they were thinking.
announceDefaultObject (obj, whichObj, action, resolvedAllObjects)
Announce a singleton object we selected as a default for a missing noun phrase.
'resolvedAllObjects' indicates where we are in the command processing: this is true if we've already resolved all of the other objects in the command, nil if not. We use this information to get the phrasing right according to the situation.
Get a string to announce an implicit action. This announces the current global action. 'ctx' is an ImplicitAnnouncementContext object describing the context in which the message is being displayed.
Get a string to announce that we're implicitly moving an object to a bag of holding to make room for taking something new. If 'trying' is true, it means we want to phrase the message as merely trying the action, not actually performing it.
announceMultiActionObject (obj, whichObj, action)
Announce the current object of a set of multiple objects on which we're performing an action. This is used to tell the player which object we're acting upon when we're iterating through a set of objects specified in a command targeting multiple objects.
announce a completely remapped action
basic score change notification message - this is an internal service routine for scoreChange and firstScoreChange
daemon report for burning out a candle
cannot reach an object, because the object is inside the given container
cannot reach (i.e., touch) an object that is to be manipulated in a command - this is a generic message used when we cannot identify the specific reason that the object is in scope but cannot be touched
cannot reach an object because it's outisde the given container
a command was issued to a non-actor
confirm that we really want to quit
confirm that they really want to restart
describe the current EXITS settings
RESTORE DEFAULTS file open/read error
dim light "read" description
generic long description of a Thing from a distance
generic "smell" description of a Thing at a distance
generic "listen" description of a Thing at a distance
acknowledge new "exits on/off" status
explain how to turn exit display on and off
error showing the input file dialog (or character-mode equivalent)
error showing the input file dialog, with a system error message
first footnote notification
score change - first notification
get the string to display for a footnote reference
show the item prefix, with the number of points, for a full score item - immediately after this is displayed, we'll display the description message for the achievement
Warning prompt for inputFile() warnings generated when reading a script file, for the Web UI. The interpreter normally displays these warnings directly, but in Web UI mode, the program is responsible, so we need localized messages.
exception opening input script
acknowledge starting an input script
invalid token (i.e., punctuation) in command line
invalid finishGame response
lit/unlit match description
locked/unlocked status - adjectives describing lock states
Show the main command prompt.
'which' is one of the rmcXxx phase codes indicating what kind of command we're reading. This default implementation shows the same prompt for every type of input, but games can use the 'which' value to show different prompts for different types of queries, if desired.
make an error message into a sentence, by capitalizing the first letter and adding a period at the end if it doesn't already have one
daemon report for burning out a match
mention the FULL SCORE command
instructions text for banner-mode menus - this is displayed in the instructions bar at the top of the screen, above the menu banner area
menuNextChapter (keylist, title, hrefNext, hrefUp)
show a 'next chapter' link
Position indicator for topic list items - this is displayed after a topic list item to show the current item number and the total number of items in the list, to give the user an idea of where they are in the overall list.
'again' used with no prior command
there is no such footnote as the given number
note that we're restoring at startup via a saved-position launch
"not restarting" confirmation
"not terminating" confirmation - this is displayed when the player doesn't acknowledge a 'quit' command with an affirmative response to our confirmation question
daemon report for burning out a generic fueled light source
obscured "read" description
generic long description of a Thing under obscured conditions
generic obscured "smell" description
generic obscured "listen" description
QUIT message. We display this to acknowledge an explicit player command to quit the game. This is the last message the game displays on the way out; there is no need to offer any options at this point, because the player has decided to exit the game.
By default, we show nothing; games can override this to display an acknowledgment if desired. Note that this isn't a general end-of-game 'goodbye' message; the library only shows this to acknowledge an explicit QUIT command from the player.
on/off status - these are simply adjectives that can be used to describe the status of a switchable object
Show a note about the OOPS command. This is, by default, added to the "I don't know that word" error the first time that error occurs.
open/closed status - these are simply adjectives that can be used to describe the status of an openable object
stand-alone independent clause describing current open status
Show a pre-resolved error message string. This simply displays the given string.
saving from within a pause
default description of the player character
Prepositional phrases for putting objects into different types of objects.
recording failed with exception
restore failed because the file was corrupted
RESTORE DEFAULTS successful
restore failed for some reason other than those distinguished above
restore failed due to storage server request error
restore failed because the file was not a valid saved game file
restore failed because the file was for the wrong game or version
mention that an actor is here, without mentioning the enclosing room, as part of a room description
Describe an actor's posture, as part of an actor's "examine" description. If the actor is standing, don't bother mentioning anything, as standing is the trivial default condition.
Show a status line addendum for the actor posture, without mentioning the actor's location. We won't mention standing, since this is the default posture.
mention that an actor is visible at a distance or remotely, without mentioning the enclosing room, as part of a room description
saved failed due to a file write or similar error
save failed due to storage server request error
a traveler is arriving, but not from a compass direction
a traveler is arriving from a compass direction
a traveler is arriving by coming down a stairway
a traveler is arriving locally (staying within view throughout the travel, and coming closer to the PC)
a traveler is arriving from a shipboard direction
a traveler is arriving via a passage
a traveler is arriving by coming up a stairway
a traveler is arriving via a path
a traveler is departing, but not in a compass direction
a traveler is leaving in a given compass direction
a traveler is leaving down a stairway
a traveler is departing locally (staying within view throughout the travel, and moving further away from the PC)
a traveler is leaving in a given shipboard direction
a traveler is leaving via a passage
a traveler is leaving up a stairway
a traveler is leaving via a path
acompanying another actor on travel
Accompanying a tour guide. Note the seemingly reversed roles: the lead actor is the one initiating the travel, and the tour guide is the accompanying actor. So, the lead actor is effectively following the accompanying actor. It seems backwards, but really it's not: the tour guide merely shows the lead actor where to go, but it's up to the lead actor to actually initiate the travel.
note that a door is being opened/closed remotely
a traveler is traveling remotely (staying within view through the travel, and moving from one remote top-level location to another)
score change - notification other than the first time
scripting failed with an exception
show the footnote status, in short form
show the current score notify status, in short form
show the current VERBOSE setting, in short form
show a library credit (for a CREDITS listing)
Show a game-finishing message - we use the conventional "*** You have won! ***" format that text games have been using since the dawn of time.
show the current footnote status
Show a list state name - this is extra state information that we show for an object in a listing involving the object. For example, a light source might add a state like "(providing light)". We simply show the list state name in parentheses.
show the current score notify status
show the basic score message
show the basic score message with no maximum
show the full message for a given score rank string
show a library version number (for a VERSION listing)
Announce a silent implied action. This allows an implied action to work exactly as normal (including the suppression of a default response message), but without any announcement of the implied action.
separator for "smell" results - we ordinarily show each item's odor description as a separate paragraph
odor is coming from inside/outside a container
separator for "listen" results
sound is coming from inside/outside a container
system actions cannot be directed to non-player characters
main prompt text for text-mode menus - this is displayed each time we ask for a keystroke to navigate a menu in text-only mode
prompt text for topic lists in text-mode menus
generic "feel" description of a Thing
generic "taste" description of a Thing
describe the tip mode setting
web UI alert when a new user has joined a multi-user session
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3