advlite.hfilesource file

TADS 3 Library - main header

This file provides definitions of macros, properties, and other identifiers used throughout the library and in game source.

Each source code file in the library and in a game should generally #include this header near the top of the source file.

Summary of Classes  

(none)

Summary of Global Functions  

(none)

Summary of Macros  

_STRINGIZE  _STRINGIZE  abort  abortImplicit  accFor  accList  ADV3LITE_H  AHREF_Plain  aMood  aMoodIn  aMoodIs  aobjFor  aobjList  asAccFor  asAobjFor  asDobjFor  asDobjWithoutActionFor  asDobjWithoutVerifyFor  aSetMood  aSetStance  asExit  asIobjFor  asIobjWithoutActionFor  asIobjWithoutVerifyFor  askForAcc  askForAobj  askForDobj  askForIobj  asObjFor  asObjWithoutActionFor  asObjWithoutVerifyFor  aStance  aStanceIn  aStanceIs  AudioLink  BMsg  BMsg  BV  cannotTouchMsg  checkHitMsg  checkTouchMsg  ConversationLullReason  dangerous  DefaultTopicReason  DefineAction  DefineIAction  DefineLiteralAction  DefineLiteralTAction  DefineNumericAction  DefineNumericTAction  DefineSystemAction  DefineTAction  DefineTActionSub  DefineTIAAction  DefineTIAActionSub  DefineTIAction  DefineTIActionSub  DefineTopicAction  DefineTopicTAction  DefMood  DefSignal  DefStance  DMsg  DMsg  dobjFor  dobjList  exit  exitAction  exitCommandLine  feelResponseMsg  gAcc  gAction  gActionIn  gActionIs  gActionList  gActionListObj  gActionListStr  gActor  gActorRoom  gAobj  gCommand  gCommandToks  gDobj  gExitLister  gExtraHintManager  gFact  gFactDesc  gHintManager  gInformed  gIobj  gKnown  gLastAction  gLastCommand  gLastFact  gLastTopic  gLibMessages  gLiteral  gLocation  gMessageParams  gMood  gMoodIn  gMoodIs  gNumber  goInstead  goNested  gOutStream  gPlayerChar  gReveal  gRevealed  gRoom  gSetKnown  gSetMood  gSetSeen  gSetStance  gStance  gStanceIn  gStanceIs  gTentativeDobj  gTentativeDobjIn  gTentativeIobj  gTentativeIobjIn  gTopic  gTopicMatch  gTopicText  gTravelActionIs  gTurns  gUnreveal  gVerbPhrase  gVerbWord  gVerifyDobj  gVerifyIobj  gVerifyList  hitResponseMsg  IfDebug  IfDebug  illogical  illogicalAlready  illogicalNow  illogicalSelf  implausible  inaccessible  INF  InitiateConversationReason  input  iobjFor  iobjList  isEatable  isPotable  isTouchable  iTag  literalAcc  literalAobj  literalDobj  literalIobj  logical  logicalRank  M_DOWN  M_PREV  M_QUIT  M_SEL  M_UP  mainReport  MatchAdj  MatchNoApprox  MatchNoTrunc  MatchNoun  MatchPartMask  MatchPhrase  MatchPlural  MatchPrep  MatchStrengthMask  MatchWeak  more  Msg  multiAcc  multiAobj  multiDobj  multiIobj  nextrule  nonObvious  nostop  npcKnows  numberDobj  numericAcc  numericAobj  numericDobj  numericIobj  objFor  pcKnows  reportAfter  reportPostImplicit  RNF  rnull  rTag  SelArbitrary  SelDefault  SelDisambig  SelPlural  SelProg  setPastTense  singleAcc  singleAobj  singleDir  singleDobj  singleIobj  sLoc  Sta  stop  STRINGIZE  STRINGIZE  topicAcc  topicAobj  topicDobj  topicIobj  touchDesc  tSel  VerbRule  VideoLink  waitKey  withPast  withPresent 

Summary of Enums  

ClosedGoal  dubious  feminine  FootnotesFull  FootnotesMedium  FootnotesOff  indirectLockable  large  likely  lockableWithKey  lockableWithoutKey  manyToMany  manyToOne  masculine  medium  neuter  normalRelation  notLockable  null  oneToMany  oneToOne  OpenGoal  OtherObject  reverseRelation  rmcAskLiteral  rmcAskObject  rmcCommand  rmcDisambig  rmcOops  small  UndiscoveredGoal  unlikely  untrue 

Summary of Templates  

Achievement  ActorState  ActorTopicEntry  AltTopic  AltTopic  ClockEvent  CommandTopic  CommandTopic  DefaultConsultTopic  DefaultThought  DefaultTopic  Doer  Door  Door  DSCon  DSTravelConnector  DSTravelConnector  Enterable  Enterable  EventList  EventListItem  ExtraHint  Fact  Footnote  Goal  Hint  MenuItem  MenuLongTopicItem  MenuTopicItem  MiscTopic  MiscTopic  NodeContinuationTopic  NodeContinuationTopic  ProxyActor  QueryTopic  QueryTopic  QueryTopic  QueryTopic  QueryTopic  QueryTopic  Region  Relation  Room  Room  Rule  SayTopic  Scenery  SensoryEmanation  ShuffledEventList  SpecialVerb  string  string  string  string  string  string  string  string  string  string  string  string  string  string  string  string  StyleTag  SymConnector  SymConnector  SymPassage  SymPassage  SymPassage  SymPassage  Test  Test  Thing  Topic  TopicEntry  TopicEntry  TopicEntry  TopicEntry  TopicGroup  TravelConnector  TravelConnector  Unthing 

Global Functions  

(none)

Macros  

_STRINGIZE (x)advlite.h[265]

#@x
A couple of utility macros we use internally for turning macro values into strings. STRINGIZE(x) expands any macros in its argument and then turns the result into a single-quoted string, which can then be used in regular program text or in directives that evaluate constant expressions, such as #if. (STRINGIZE is the real macro; _STRINGIZE is needed to force expansion of any macros in the argument, which is required because of the weird ANSI C expansion-order rules, and which works because of same.)

_STRINGIZE (x)advlite.h[998]
#@x
A couple of utility macros we use internally for turning macro values into strings. STRINGIZE(x) expands any macros in its argument and then turns the result into a single-quoted string, which can then be used in regular program text or in directives that evaluate constant expressions, such as #if. (STRINGIZE is the real macro; _STRINGIZE is needed to force expansion of any macros in the argument, which is required because of the weird ANSI C expansion-order rules, and which works because of same.)

abortadvlite.h[720]
throw new AbortActionSignal()
a concise macro to throw an Abort signal

abortImplicitadvlite.h[717]
throw new AbortImplicitSignal()
a concise macro to throw an AbortImplicitSignal

accFor (action)advlite.h[654]
objFor(Aobj, action)
no description available

accListadvlite.h[74]
nounList->accMatch
no description available

ADV3LITE_Hadvlite.h[16]

no description available

AHREF_Plainadvlite.h[728]
0x0001 /* plain text hyperlink (no underline/color) */
aHref() flags

aMood (actor)advlite.h[1455]
(actor.mood)
What mood is actor in?

aMoodIn (actor, mood_, ...)advlite.h[1465]
(actor.mood is in (mood_#foreach: mood_##Mood:, :))
Is actor in one of these moods?

aMoodIs (actor, mood_)advlite.h[1458]
(actor.mood == mood_ ## Mood)
Is actor in this mood?

aobjFor (action)advlite.h[652]
objFor(Aobj, action)
no description available

aobjListadvlite.h[75]
nounList->accMatch
no description available

asAccFor (action)advlite.h[655]
asObjFor(Aobj, action)
no description available

asAobjFor (action)advlite.h[653]
asObjFor(Aobj, action)
no description available

asDobjFor (action)advlite.h[458]
asObjFor(Dobj, action)
no description available

asDobjWithoutActionFor (action)advlite.h[478]
asObjWithoutActionFor(Dobj, action)
no description available

asDobjWithoutVerifyFor (action)advlite.h[490]
asObjWithoutVerifyFor(Dobj, action)
no description available

aSetMood (actor, mood_)advlite.h[1474]
(actor.setMood(mood_ ## Mood))
no description available

aSetStance (actor, st_)advlite.h[1470]
(actor.setStanceToward(gPlayerChar, st_ ## Stance))
no description available

asExit (dir)advlite.h[506]
: UnlistedProxyConnector { direction = dir##Dir }
no description available

asIobjFor (action)advlite.h[459]
asObjFor(Iobj, action)
no description available

asIobjWithoutActionFor (action)advlite.h[479]
asObjWithoutActionFor(Iobj, action)
no description available

asIobjWithoutVerifyFor (action)advlite.h[491]
asObjWithoutVerifyFor(Iobj, action)
no description available

askForAcc (action)advlite.h[496]
askMissingObject(action, AccessoryObject)
no description available

askForAobj (action)advlite.h[495]
askMissingObject(action, AccessoryObject)
no description available

askForDobj (action)advlite.h[493]
askMissingObject(action, DirectObject)
no description available

askForIobj (action)advlite.h[494]
askMissingObject(action, IndirectObject)
no description available

asObjFor (obj, Action)advlite.h[448]
{ \
preCond { return preCond##obj##Action; } \
verify() { verify##obj##Action; } \
remap() { return remap##obj##Action; } \
check() { check##obj##Action; } \
action() { action##obj##Action; } \
report() { report##obj##Action; } \
}

Treat an object definition as equivalent to another object definition. These can be used immediately after a dobjFor() or iobjFor() to treat the first action as though it were the second. So, if the player types "search box", and we want to treat the direct object the same as for "look in box", we could make this definition for the box:

dobjFor(Search) asDobjFor(LookIn)

Note that no semicolon is needed after this definition, and that this definition is completely in lieu of a regular property set for the object action.

In general, a mapping should NOT change the role of an object: dobjFor(X) should not usually be mapped using asIobjFor(Y), and iobjFor(X) shouldn't be mapped using asDobjFor(Y). The problem with changing the role is that the handler routines often assume that the object is actually in the role for which the handler was written; a verify handler might refer to '{dobj}' in generating a message, for example, so reversing the roles would give the wrong object in the role.

Role reversals should always be avoided, but can be used if necessary under conditions where all of the code involved in the TARGET of the mapping can be carefully controlled to ensure that it doesn't make assumptions about object roles, but only references 'self'. Reversing roles in a mapping should never be attempted in general-purpose library code, because code based on the library could override the target of the role-reversing mapping, and the override could fail to observe the restrictions on object role references.

Note that role reversals can almost always be handled with other mechanisms that handle reversals cleanly. Always consider Doer.doInstead() first when confronted with a situation that seems to call for a role-reversing asObjFor() mapping, as doInstead() specifically allows for object role changes.

asObjWithoutActionFor (obj, Action)advlite.h[469]
{ \
preCond { return preCond##obj##Action; } \
verify() { verify##obj##Action; } \
remap() { return remap##obj##Action(); } \
check() { check##obj##Action; } \
action() { } \
}

Define mappings of everything except the action. This can be used in cases where we want to pick up the verification, preconditions, and check routines from another handler, but not the action. This is often useful for two-object verbs where the action processing is entirely provided by one or the other object, so applying it to both would be redundant.

asObjWithoutVerifyFor (obj, Action)advlite.h[481]
{ \
preCond { return preCond##obj##Action; } \
remap() { return remap##obj##Action(); } \
check() { check##obj##Action; } \
action() { action##obj##Action(); } \
report() { report##obj##Action(); } \
}

no description available

aStance (actor)advlite.h[1435]
(actor.stance)
What stance is this actor in?

aStanceIn (actor, st_, ...)advlite.h[1444]
(actor.stance is in (st_#foreach: st_##Stance:, ))
no description available

aStanceIs (actor, st_)advlite.h[1438]
(actor.stance == st_ ## Stance)
Is actor in this stance ?

AudioLinkadvlite.h[1273]
1
Communication Link Types

AudioLink means audio communication only is available VideoLink means both audio and visual links are available.

BMsg (id, txt, args, ...)advlite.h[1067]
buildMessage(#@id, txt, ##args)
no description available

BMsg (id, txt, args, ...)advlite.h[1070]
buildMessage(#@id, nil, ##args)
no description available

BV (x)advlite.h[1317]
(defined(beliefManager) ? beliefManager.bvTab[x] : x)
Macros to deal with knowledge enums and their associated objects

cannotTouchMsgadvlite.h[1331]
cannotFeelMsg
no description available

checkHitMsgadvlite.h[1333]
checkAttackMsg
no description available

checkTouchMsgadvlite.h[1328]
checkFeelMsg
Define some synonyms for potentially confusing property names

ConversationLullReasonadvlite.h[876]
2
no description available

dangerousadvlite.h[701]
gAction.addVerifyResult(new VerifyResult(90, '', true, self, nil))
no description available

DefaultTopicReasonadvlite.h[877]
3
no description available

DefineAction (name, baseClass, ...)advlite.h[525]
name: ##baseClass \
baseActionClass = name

Define an action OBJECT with the given name inheriting from the given base class, for use with the Mercury parser.

DefineIAction (name)advlite.h[541]
DefineAction(name, IAction)
Define a concrete IAction, given the root name for the action. We'll automatically generate a class with name XxxAction.

DefineLiteralAction (name)advlite.h[568]
DefineAction(name, LiteralAction)
no description available

DefineLiteralTAction (name)advlite.h[565]
DefineTActionSub(name, LiteralTAction)
no description available

DefineNumericAction (name)advlite.h[580]
DefineAction(name, NumericAction)
no description available

DefineNumericTAction (name)advlite.h[577]
DefineTActionSub(name, NumericTAction)
no description available

DefineSystemAction (name)advlite.h[534]
DefineAction(name, SystemAction)
Define a "system" action. System actions are meta-game commands, such as SAVE and QUIT, that generally operate the user interface and are not part of the game world.

DefineTAction (name)advlite.h[550]
DefineTActionSub(name, TAction)
Define a concrete TAction, given the root name for the action. We'll automatically generate a class with name XxxAction, a verProp with name verXxx, a checkProp with name checkXxx, and an actionProp with name actionDobjXxx.

DefineTActionSub (name, cls)advlite.h[556]
DefineAction(name, cls) \
verDobjProp = &verifyDobj##name \
remapDobjProp = &remapDobj##name \
preCondDobjProp = &preCondDobj##name \
checkDobjProp = &checkDobj##name \
actionDobjProp = &actionDobj##name \
reportDobjProp = &reportDobj##name \

Define a concrete TAction with a specific base class.

DefineTIAAction (name)advlite.h[624]
DefineTIAActionSub(name, TIAAction)
The following macros relating to the TIAAction class are only relevant when the TIAAction extension is used. The macros are nevertheless included here for convenience when using the TIAAction extension.

Define a concrete TIAAction, given the root name for the action. We'll automatically generate a class with name XxxAction, a verDobjProp with name verDobjXxx, a verIobjProp with name verIobjxxx, a checkDobjProp with name checkDobjXxx, a checkIobjProp with name checkIobjXxx, an actionDobjProp with name actionDobjXxx, and an actionIobjProp with name actionIobjXxx.

DefineTIAActionSub (name, cls)advlite.h[630]
DefineAction(name, cls) \
verDobjProp = &verifyDobj##name \
verIobjProp = &verifyIobj##name \
verAobjProp = &verifyAobj##name \
remapDobjProp = &remapDobj##name \
remapIobjProp = &remapIobj##name \
remapAobjProp = &remapAobj##name \
preCondDobjProp = &preCondDobj##name \
preCondIobjProp = &preCondIobj##name \
preCondAobjProp = &preCondAobj##name \
checkDobjProp = &checkDobj##name \
checkIobjProp = &checkIobj##name \
checkAobjProp = &checkAobj##name \
actionDobjProp = &actionDobj##name \
actionIobjProp = &actionIobj##name \
actionAobjProp = &actionAobj##name \
reportDobjProp = &reportDobj##name \
reportIobjProp = &reportIobj##name \
reportAobjProp = &reportAobj##name \

Define a concrete TIAction with a specific base class.

DefineTIAction (name)advlite.h[592]
DefineTIActionSub(name, TIAction)
Define a concrete TIAction, given the root name for the action. We'll automatically generate a class with name XxxAction, a verDobjProp with name verDobjXxx, a verIobjProp with name verIobjxxx, a checkDobjProp with name checkDobjXxx, a checkIobjProp with name checkIobjXxx, an actionDobjProp with name actionDobjXxx, and an actionIobjProp with name actionIobjXxx.

DefineTIActionSub (name, cls)advlite.h[598]
DefineAction(name, cls) \
verDobjProp = &verifyDobj##name \
verIobjProp = &verifyIobj##name \
remapDobjProp = &remapDobj##name \
remapIobjProp = &remapIobj##name \
preCondDobjProp = &preCondDobj##name \
preCondIobjProp = &preCondIobj##name \
checkDobjProp = &checkDobj##name \
checkIobjProp = &checkIobj##name \
actionDobjProp = &actionDobj##name \
actionIobjProp = &actionIobj##name \
reportDobjProp = &reportDobj##name \
reportIobjProp = &reportIobj##name \

Define a concrete TIAction with a specific base class.

DefineTopicAction (name)advlite.h[574]
DefineAction(name, TopicAction)
no description available

DefineTopicTAction (name)advlite.h[571]
DefineTActionSub(name, TopicTAction)
no description available

DefMood (name_)advlite.h[1426]
name_ ## Mood: Mood \
name = #@name_

Define a new Mood

DefSignal (sig, nam)advlite.h[1383]
sig##Signal: Signal \
name = #@nam\
handleProp = &handle_##sig

Definitions for the Signals Extension

DefStance (name_, score_)advlite.h[1420]
name_ ## Stance: Stance \
name = #@name_ \
score = score_

Define a new Stance

DMsg (id, txt, args, ...)advlite.h[1066]
message(#@id, txt, ##args)
DMsg() - default English library message cover macro.

Whenever the library displays a message, it uses the DMsg() macro. The arguments are a message ID, and the default English message text to display. The message ID is a string that identifies the message; this is used to look for overriding customizations of the message. Refer to the CustomMessages class for information on customizing the standard library messages.

In our approach, the library defines the default English text of the messages in-line, directly in the code. On the surface, this is contrary to standard practices in most modern programming projects, which strive to make translations easier by separating the message text from the program code, gathering all of the text into a central message file that can be replaced for each language. Despite appearances, we're accomplishing the same thing - but in our system, we have the advantage that we *also* define the default English message text in-line as part of the code it applies to. This makes it easier to read the code by keeping a message and its full context in one place; this way you don't have to shuttle between the code and message file.

Here's how we accomplish the message separation required for translations, and also for games that wish to customize the library defaults. The DMsg() macro requires both the default English message text *and* an ID key for the message. The message display function receives both. The display function proceeds to look up the ID key in a translation table; if it finds an entry, it uses the version of the message in the translation table instead of the English default passed in via DMsg(). A language module can provide a message table that defines the language translations, and a game can provide a table that further customizes the library messages to fit its narrative style.

There's one additional element. Translators and game authors need to be able to see all of the messages in one place, so they can create their tables. We would seem to lack that central list of English messages. Fortunately, by using a standard macro for each message, we can extract a comprehensive English message list automatically via a special tool. We use this as part of the library release process to create the English message file for reference.

Note that the macro expansion includes the default English text only in English builds. It omits the text in non-English builds. This is to save space - we assume that the English messages will all be overridden anyway by each translated library version, so there's no point in including their text in the final compiled program.

DMsg (id, txt, args, ...)advlite.h[1069]
message(#@id, nil, ##args)
no description available

dobjFor (action)advlite.h[394]
objFor(Dobj, action)
no description available

dobjListadvlite.h[94]
nounList->dobjMatch
Also add a couple of synonyms familiar froma adv3

exitadvlite.h[711]
throw new ExitSignal()
a concise macro to throw an ExitSignal

exitActionadvlite.h[714]
throw new ExitActionSignal()
a concise macro to throw an ExitActionSignal

exitCommandLineadvlite.h[891]
throw new ExitCommandLineSignal()
Terminate execution of the command line. This aborts the current command, including any remaining object iterations for the current action, and discards anything else on the command line.

feelResponseMsgadvlite.h[1329]
touchResponseMsg
no description available

gAccadvlite.h[657]
gAction.curAobj
no description available

gActionadvlite.h[294]
(libGlobal.curAction)
the Action object of the command being executed

gActionIn (action, ...)advlite.h[334]
(gAction != nil \
&& (action#foreach/gAction.ofKind(action)/||/))

is the current global action ANY of the specified actions?

gActionIs (action)advlite.h[330]
(gAction != nil && gAction.ofKind(action))
Determine if the current global action is the specified action. Only the action prefix is needed - so use "Take" rather than "TakeAction" here.

This tests to see if the current global action is an instance of the given action class - we test that it's an instance rather than the action class itself because the parser creates an instance of the action when it matches the action's syntax.

gActionListadvlite.h[343]
(nilToList(gCommand.action.actionList))
the list of objects involved in the action just completed

gActionListObjadvlite.h[354]
(object: Thing \
{ \
plural = (gAction.reportList.length > 1 || \
gAction.reportList[1].plural); \
isIt = (gAction.reportList.length == 1 ? \
gAction.reportList[1].isIt : nil);\
isHim = (gAction.reportList.length == 1 ? \
gAction.reportList[1].isHim : nil);\
isHer = (gAction.reportList.length == 1 ? \
gAction.reportList[1].isHer : nil);\
name = gActionListStr; \
qualified = true; \
} )

an object that is singular or plural according to whether gActionList represents a single object of a plurality of objects, and which picks up the correct gender if there is only a single object.

gActionListStradvlite.h[346]
makeListStr(gCommand.action.reportList, &theName)
a displaying string version of the above

gActoradvlite.h[279]
(libGlobal.curActor)
the actor performing the current command

gActorRoomadvlite.h[390]
(gActor.getOutermostRoom)
Get the current actor's curren room (which may not be the same as its location)

gAobjadvlite.h[656]
gAction.curAobj
no description available

gCommandadvlite.h[295]
(libGlobal.curCommand)
no description available

gCommandToksadvlite.h[1206]
(gCommand == nil || gCommand.verbProd == nil ? [] \
: gCommand.verbProd.tokenList.mapAll({t: getTokVal(t)}))

Get the command tokens for the current command.

gDobjadvlite.h[287]
(gAction.curDobj)
For convenience, define some macros that return the current direct and indirect objects from the current action. The library only uses direct and indirect objects, so games that define additional command objects will have to add their own similar macros for those.

gExitListeradvlite.h[926]
(libGlobal.exitListerObj)
the exit lister object - if the exits module isn't included in the game, this will be nil

gExtraHintManageradvlite.h[939]
(libGlobal.extraHintManagerObj)
the extra hint manager object - if the hints module isn't included in the game, this will be nil

gFact (tag)advlite.h[1156]
(factManager.getFact(tag))
no description available

gFactDesc (tag)advlite.h[1157]
(factManager.getFactDesc(tag))
no description available

gHintManageradvlite.h[932]
(libGlobal.hintManagerObj)
the hint manager object - if the hints module isn't included in the game, this will be nil

gInformed (key)advlite.h[1300]
(getActor.informedAbout(key))
has a topic key been revealed to an NPC through <.inform>?

gIobjadvlite.h[288]
(gAction.curIobj)
no description available

gKnown (obj)advlite.h[1296]
(gPlayerChar.knowsAbout(obj))
does the player character know about obj?

gLastActionadvlite.h[317]
(libGlobal.lastAction)
The previous action and command

gLastCommandadvlite.h[318]
(libGlobal.lastCommand)
no description available

gLastFactadvlite.h[1309]
(libGlobal.lastFactMentioned)
the last fact mentioned in the course of the current conversation

gLastTopicadvlite.h[1306]
(libGlobal.lastTopicMentioned)
the last topic mentioned in the course of the current conversation

gLibMessagesadvlite.h[920]
(libGlobal.libMessageObj)
The current library messages object. This is the source object for messages that don't logically relate to the actor carrying out the comamand. It's mostly used for meta-command replies, and for text fragments that are used to construct descriptions.

This message object isn't generally used for parser messages or action replies - most of those come from the objects given by the current actor's getParserMessageObj() or getActionMessageObj(), respectively.

By default, this is set to libMessages. The library never changes this itself, but a game can change this if it wants to switch to a new set of messages during a game. (If you don't need to change messages during a game, but simply want to customize some of the default messages, you don't need to set this variable - you can simply use 'modify libMessages' instead. This variable is designed for cases where you want to *dynamically* change the standard messages during the game.)

gLiteraladvlite.h[289]
(gAction.literal)
no description available

gLocationadvlite.h[378]
(getPlayerChar().location)
get the player character's location

gMessageParams (var, ...)advlite.h[1110]
(gAction.setMessageParams(var#foreach/#@var, var/,/))
Some message processors add their own special parameters to messages, because they want to use expansion parameters (in the "{the dobj/him}" format) outside of the set of objects directly involved in the command.

The Action method setMessageParam() lets you define such a parameter, but for convenience, we define this macro for setting one or more parameters whose names exactly match their local variable names. In other words, if you call this macro like this:

gMessageParams(obj, cont)

then you'll get one parameter with the text name 'obj' whose expansion will be the value of the local variable obj, and another with text name 'cont' whose expansion is the value of the local variable cont.

gMoodadvlite.h[1448]
(getActor().mood)
What mood is getActor in?

gMoodIn (mood_, ...)advlite.h[1461]
(gMood is in (mood_#foreach: mood_ ## Mood:, :))
Is getActor in one of these moods?

gMoodIs (mood_)advlite.h[1451]
(getActor().mood == mood_ ## Mood)
Is getActor in one of these moods?

gNumberadvlite.h[290]
(gAction.num)
no description available

goInstead (dirn)advlite.h[500]
doInstead(Go, dirn##Dir)
Convenience macros for synthesizing travel in a given compass direction

goNested (dirn)advlite.h[501]
doNested(Go, dirn##Dir)
no description available

gOutStreamadvlite.h[1088]
(outputManager.curOutputStream)
no description available

gPlayerCharadvlite.h[375]
(libGlobal.playerChar)
get the current player character Actor object

gReveal (key, args, ...)advlite.h[1286]
(libGlobal.setRevealed(key, ## args))
reveal a topic key, as though through <.reveal>

gRevealed (key)advlite.h[1283]
(libGlobal.getRevealed(key))
has a topic key been revealed through <.reveal>?

gRoomadvlite.h[387]
(getPlayerChar().getOutermostRoom)
get the player character's current room (which may or may not be the same as his/her location)

gSetKnown (obj)advlite.h[1292]
(gPlayerChar.setKnowsAbout(obj))
mark a Topic/Thing as known/seen by the player character

gSetMood (mood_)advlite.h[1473]
(getActor.setMood(mood_ ## Mood))
Set moods

gSetSeen (obj)advlite.h[1293]
(gPlayerChar.setHasSeen(obj))
no description available

gSetStance (st_)advlite.h[1469]
(getActor.setStanceToward(gPlayerChar, st_ ## Stance))
Set stances towards the player character

gStanceadvlite.h[1431]
(getActor().stance)
Is the actor whose agenda item, topic entry or whatever we're looking from in this stance?

gStanceIn (st_, ...)advlite.h[1441]
(gStance is in (st_#foreach: st_##Stance:, :))
Is actor in one of these stances?

gStanceIs (st_)advlite.h[1432]
(getActor().stance == st_ ## Stance)
no description available

gTentativeDobjadvlite.h[297]
(gCommand.dobjs.mapAll({x: x.obj}).toList)
no description available

gTentativeDobjIn (lst)advlite.h[313]
(gTentativeDobj.overlapsWith(lst))
An alternative way of dealing with the potential object not yet resolved problem, by testing whether any of the objects in lst are in the Tentative Object List.

gTentativeIobjadvlite.h[298]
(gCommand.iobjs.mapAll({x: x.obj}).toList)
no description available

gTentativeIobjIn (lst)advlite.h[314]
(gTentativeIobj.overlapsWith(lst))
no description available

gTopicadvlite.h[396]
(gAction.curTopic)
no description available

gTopicMatchadvlite.h[398]
(gTopic.getBestMatch)
no description available

gTopicTextadvlite.h[397]
(gTopic.getTopicText)
no description available

gTravelActionIs (dirn)advlite.h[339]
(gAction != nil && gAction.ofKind(Travel) && gAction.direction == dirn ## Dir)
is the current action a Travel action going dirn

gTurnsadvlite.h[381]
(libGlobal.totalTurns)
get the current turn count

gUnreveal (key)advlite.h[1289]
(libGlobal.setUnrevealed(key))
remove a topic key, as though through <.unreveal>

gVerbPhraseadvlite.h[1210]
(gCommand.getCommandPhrase())
Get the command phrase for the current command.

gVerbWordadvlite.h[1202]
(gCommand == nil || gCommand.verbProd == nil ? '' \
: getTokVal(gCommand.verbProd.tokenList[1]))

Get the first word the player entered for the current command.

gVerifyDobjadvlite.h[306]
(gDobj ?? (gTentativeDobj.length > 0 ? gTentativeDobj[1] : failVerifyObj))
the probable Action objects of the command being executed for use in verify routines when resolution of both objects may not be complete. If the gDobj or gIobj is non-nil, use that, otherwise use the first object in the tentative resolution list if the list has any items, otherwisse evaluate to failVerifyObj.

gVerifyIobjadvlite.h[307]
(gIobj ?? (gTentativeIobj.length > 0 ? gTentativeIobj[1] : failVerifyObj))
no description available

gVerifyListadvlite.h[665]
gAction.verifyList
Macros for use in verify routines, returning various kinds of verify results

hitResponseMsgadvlite.h[1334]
attackResponseMsg
no description available

IfDebug (key, code)advlite.h[1082]
if (DebugCtl.enabled[#@key]) { code; } else { }
Debugging. When we compile in development mode, we'll include a number of functions and methods that display information for debugging purposes. We omit these in release builds to keep the compiled file size smaller, and to avoid making it too easy for end users to snoop around in the program internals.

IfDebug (key, code)advlite.h[1085]

no description available

illogical (msg)advlite.h[669]
gAction.addVerifyResult(new VerifyResult(30, msg, nil, self))
no description available

illogicalAlready (msg)advlite.h[683]
gAction.addVerifyResult(new VerifyResult(40, msg, nil, self))
IllogicalAlready doesn't do anything different from IllogicalNow in adv3Lite, but is supplied so that game authors familiar with adv3 can use it without getting a compilation error. It may also be slightly useful for documentary purposes to clarify why a verify routine in game code is ruling out an action.

illogicalNow (msg)advlite.h[672]
gAction.addVerifyResult(new VerifyResult(40, msg, nil, self))
no description available

illogicalSelf (msg)advlite.h[686]
gAction.addVerifyResult(new VerifyResult(20, msg, nil, self))
no description available

implausible (msg)advlite.h[695]
gAction.addVerifyResult(new VerifyResult(35, msg, nil, self))
no description available

inaccessible (msg)advlite.h[692]
gAction.addVerifyResult(new VerifyResult(10, msg, nil, self))
no description available

INF (name_, desc, args, ...)advlite.h[1320]
informNewFact(name_, desc, ## args)
no description available

InitiateConversationReasonadvlite.h[875]
1
Define convenient named constants for use with ConvAgendaItem

input (x, ...)advlite.h[1342]
inputManager.getInputLine(x)
no description available

iobjFor (action)advlite.h[395]
objFor(Iobj, action)
no description available

iobjListadvlite.h[95]
nounList->iobjMatch
no description available

isEatableadvlite.h[1174]
isEdible
The library uses isEdible rather than isEatable, since edible is the more natural word to use, but strict consistency might have dictated isEatable, so we make it an effective synonym in case some game authors use it.

isPotableadvlite.h[1181]
isDrinkable
Conversely, authors alive to the Latin root of edible might try the latinate isPotable instead of isDrinable.

isTouchableadvlite.h[1330]
isFeelable
no description available

iTagadvlite.h[1161]
tTag
no description available

literalAccadvlite.h[85]
literalPhrase->accMatch
no description available

literalAobjadvlite.h[86]
literalPhrase->accMatch
no description available

literalDobjadvlite.h[83]
literalPhrase->dobjMatch
no description available

literalIobjadvlite.h[84]
literalPhrase->iobjMatch
no description available

logicaladvlite.h[667]
gAction.addVerifyResult (new VerifyResult(100, '', true, self))
no description available

logicalRank (score)advlite.h[689]
gAction.addVerifyResult(new VerifyResult(score, '', true, self))
no description available

M_DOWNadvlite.h[1125]
4
no description available

M_PREVadvlite.h[1123]
2
no description available

M_QUITadvlite.h[1122]
1
The indices for the key values used to navigate menus, which are held in the keyList array of MenuItems.

M_SELadvlite.h[1126]
5
no description available

M_UPadvlite.h[1124]
3
no description available

mainReport (msg)advlite.h[407]
actionReport(msg)
Defined for the sake of adv3 users moving to adv3Lite, who may be more used to using mainReport() in a similar context.

MatchAdjadvlite.h[134]
0x0002
matched an adjective (the phrase contains at least one adjective)

MatchNoApproxadvlite.h[153]
0x1000
all words were matched WITHOUT character approximations (such as matching 'a' to 'a-umlaut')

MatchNoTruncadvlite.h[156]
0x2000
all words were matched WITHOUT truncation

MatchNounadvlite.h[137]
0x0004
matched a noun (the phrase contains at least one noun word)

MatchPartMaskadvlite.h[146]
0x0FFF
mask to select only the part-of-speech flags

MatchPhraseadvlite.h[143]
0x0010
matched a phrase

MatchPluraladvlite.h[140]
0x0008
matched a plural (the phrase contains at least one plural word)

MatchPrepadvlite.h[125]
0x0001
matched a preposition (the phrase contains at least one preposition)

MatchStrengthMaskadvlite.h[159]
0xF000
mask to select only the match-strength flags

MatchWeakadvlite.h[131]
0x0001
matched a weak token (which we'll treat as equivalent to matchimg a preposition).

moreadvlite.h[1341]
inputManager.pauseForMore()
Define some macros to give abbreviated synonyms to inputManager method

Msg (id, txt)advlite.h[1013]
#@id, txt
Msg() - define a custom message to override a library message. 'id' is the message ID, which is the same ID used for the DMsg() message that you wish to override. Do NOT use quotes around the ID - just enter it as though it were a variable name. 'txt' is the message text, as a single-quoted string.

This is used in CustomMessages objects to define message overrides. See CustomMessages for full details.

multiAccadvlite.h[76]
nounList->accMatch
no description available

multiAobjadvlite.h[77]
nounList->accMatch
no description available

multiDobjadvlite.h[72]
nounList->dobjMatch
no description available

multiIobjadvlite.h[73]
nounList->iobjMatch
no description available

nextruleadvlite.h[1363]
return (rulebook.contValue)
no description available

nonObviousadvlite.h[698]
gAction.addVerifyResult(new VerifyResult(30, '', true, self, nil))
no description available

nostopadvlite.h[1364]
return (rulebook.contValue)
no description available

npcKnows (obj)advlite.h[1303]
(getActor.knowsAbout(obj))
is the topic key or object known to the NPC we're in conversaation with?

numberDobjadvlite.h[78]
numberPhrase->dobjMatch
no description available

numericAccadvlite.h[90]
numberPhrase -> accMatch
no description available

numericAobjadvlite.h[91]
numberPhrase -> accMatch
no description available

numericDobjadvlite.h[88]
numberPhrase -> dobjMatch
no description available

numericIobjadvlite.h[89]
numberPhrase -> iobjMatch
no description available

objFor (which, action)advlite.h[392]
propertyset '*' ## #@which ## #@action
no description available

pcKnows (obj)advlite.h[1297]
(gPlayerChar.knowsAbout(obj))
no description available

reportAfter (msg)advlite.h[400]
gCommand.afterReports += msg
no description available

reportPostImplicit (msg)advlite.h[401]
gCommand.postImplicitReports += msg
no description available

RNF (name_, desc, args, ...)advlite.h[1319]
revealNewFact(name_, desc, ## args)
no description available

rnulladvlite.h[1362]
return null
Convenient abbreviations for rules that want to allow their RuleBook to continue processing more rules.

rTagadvlite.h[1160]
aTag
Convenient synonyms for two ActorTopicEntry properties used in conjunction with Facts.

SelArbitraryadvlite.h[196]
0x0002
This object was chosen arbitrarily from a larger set, because the noun phrase construction says we should do so. This flag is set when the noun phrase is something TAKE A BOOK or TAKE ANY OF THE BOOKS.

SelDefaultadvlite.h[210]
0x0008
We selected an object as a default. This is set when the player leaves out a noun phrase, but we can guess what was probably meant based on context: e.g., ASK ABOUT THE HOUSE is probably directed to Bob if Bob is the only person nearby.

SelDisambigadvlite.h[189]
0x0001
The noun phrase required disambiguation, because more than one object was in scope that matched the noun phrase. We were able to figure out which one(s) the player meant from context, without having to ask the player for help.

For example, there are two doors in the room, one open and one closed. The player types OPEN DOOR. It's fairly obvious that they must be talking about the closed door. So, we choose that object and set the Disambig flag.

(Note that this flag specifically does NOT mean that we had to ask the user for help with the dreaded "Which do you mean..." question. It's kind of the opposite: it means that we had a noun phrase that was initially ambiguous, but that we managed to disambiguate it on our own. When we get the user involved, there's ambiguity *before* we ask the question, but the user's response removes the ambiguity by telling us exactly which alternative they intended. This flag indicates that we made an educated guess about what the user must have intended, without asking. The flag lets the parser tell the player about the guess, which is desirable because the guess is sometimes wrong.

SelPluraladvlite.h[202]
0x0004
The noun phrase that we matched was a manifestly plural construction, such as TAKE ALL or TAKE THE BOOKS.

SelProgadvlite.h[218]
0x1000
This object was set internally by the program; it did not come from parsing any player input. This generally means that the whole command was constructed by the program, to handle an event or other internal processing, rather than by parsing player input.

setPastTense (val)advlite.h[951]
(gameMain.usePastTense = (val))
Set the current narrative tense. Use val = true for past and val = nil for present.

singleAccadvlite.h[70]
singleNoun->accMatch
no description available

singleAobjadvlite.h[71]
singleNoun->accMatch
no description available

singleDiradvlite.h[87]
directionName->dirMatch
no description available

singleDobjadvlite.h[68]
singleNoun->dobjMatch
Verb rule noun phrase macros. These are convenience macros for specifying the most common noun phrase slots in the grammar templates for verb rules.

singleIobjadvlite.h[69]
singleNoun->iobjMatch
no description available

sLoc (which)advlite.h[409]
subLocation = &remap##which
no description available

Sta (a, b, c)advlite.h[1476]
[a, b ## Stance, c]
no description available

stopadvlite.h[1350]
return stopValue;
Definitions for the rules.t extension

STRINGIZE (x)advlite.h[266]
_STRINGIZE(x)
no description available

STRINGIZE (x)advlite.h[999]
_STRINGIZE(x)
no description available

topicAccadvlite.h[81]
topicPhrase->accMatch
no description available

topicAobjadvlite.h[82]
topicPhrase->accMatch
no description available

topicDobjadvlite.h[79]
topicPhrase->dobjMatch
no description available

topicIobjadvlite.h[80]
topicPhrase->iobjMatch
no description available

touchDescadvlite.h[1332]
feelDesc
no description available

tSel (presVal, pastVal)advlite.h[957]
(gameMain.usePastTense ? (pastVal) : (presVal))
Shorthand macro for selecting one of two values depending on the current narrative tense.

VerbRule (tag)advlite.h[61]
grammar predicate(tag):
The VerbRule macro starts the definition of a verb grammar rule. The tag is just an identifying name for the rule, so that you can refer to it with 'replace' or 'modify'.

VideoLinkadvlite.h[1274]
2
no description available

waitKey (x, ...)advlite.h[1343]
inputManager.getKey(x)
no description available

withPast (callback)advlite.h[965]
(withTense(true, (callback)))
no description available

withPresent (callback)advlite.h[964]
(withTense(nil, (callback)))
Temporarily override the current narrative tense and invoke a callback function.

Enums  

ClosedGoal   OpenGoal   UndiscoveredGoal   advlite.h[1243]

Enums for Goals in the Hint system
dubious   likely   unlikely   untrue   advlite.h[1313]
Associated knowledge enums
feminine   masculine   neuter   advlite.h[899]
no description available
FootnotesFull   FootnotesMedium   FootnotesOff   advlite.h[1246]
Enums for Footnotes
indirectLockable   lockableWithKey   lockableWithoutKey   notLockable   advlite.h[897]
enums for different types of lock:
large   advlite.h[1227]
Large - the object is large enough that its details can be sensed from a distance or through an obscuring medium.
manyToMany   manyToOne   oneToMany   oneToOne   advlite.h[1373]
Definitions for the relations.t extension
medium   advlite.h[1234]
Medium - the object can be sensed at a distance or when obscured, but not in any detail. Most objects fall into this category. Note that things that are parts of large objects should normally be medium.
normalRelation   reverseRelation   advlite.h[1376]
no description available
null   advlite.h[1356]
Null value to return from Rules that don't stop a RuleBook from continuing to consider rules.
OtherObject   advlite.h[984]
A special role for the "other" object of a two-object command. This can be used in certain contexts (such as remapTo) where a particular object role is implied by the context, and where the action involved has exactly two objects; OtherObject in such contexts means DirectObject when the implied role is IndirectObject, and vice versa.
rmcAskLiteral   advlite.h[248]
reading a response to a prompt for a missing literal phrase
rmcAskObject   advlite.h[245]
reading a response to a prompt for a missing object phrase
rmcCommand   advlite.h[239]
reading a normal command line
rmcDisambig   advlite.h[251]
reading a response to an interactive disambiguation prompt
rmcOops   advlite.h[242]
reading an unknown word response, to check for an "oops" command
small   advlite.h[1240]
Small - the object cannot be sensed at a distance at all. This is appropriate for detailed parts of medium-class objects.

Templates  

Achievementadvlite.h[737]

+points? "desc";
An achievement defines its descriptive text. It can also optionally define the number of points it awards.

ActorStateadvlite.h[773]
"specialDesc" 'stateDesc' | "stateDesc" ?;
no description available

ActorTopicEntryadvlite.h[804]
+matchScore? "topicResponse" | [eventList];
Version ActorTopicEntry template for use with Facts and kTag

AltTopicadvlite.h[862]
"topicResponse" | [eventList];
AltTopics just specify the response text or list

AltTopicadvlite.h[863]
[firstEvents] [eventList];
no description available

ClockEventadvlite.h[1252]
[eventTime];
Template for ClockEvent

CommandTopicadvlite.h[844]
+matchScore? @matchObj | [matchObj] @matchDobj @matchIobj? "topicResponse" | [eventList]? ;
no description available

CommandTopicadvlite.h[848]
+matchScore? @matchObj | [matchObj] [matchDobj] @matchIobj "topicResponse" | [eventList]? ;
no description available

DefaultConsultTopicadvlite.h[852]
"topicResponse" | [eventList];
no description available

DefaultThoughtadvlite.h[853]
"topicResponse" | [eventList];
no description available

DefaultTopicadvlite.h[851]
"topicResponse" | [eventList];
no description available

Doeradvlite.h[868]
'cmd';
no description available

Dooradvlite.h[760]
'vocab' @location? "desc"? ->otherSide;
no description available

Dooradvlite.h[761]
->otherSide 'vocab' @location? "desc"?;
no description available

DSConadvlite.h[1402]
'vocab' @room1 @room2 "desc"?;
Equivalent template for DSCon objects in main linrary.

DSTravelConnectoradvlite.h[1404]
@room1 @room2;
no description available

DSTravelConnectoradvlite.h[1405]
->room1 ->room2;
no description available

Enterableadvlite.h[766]
inherited ->connector;
no description available

Enterableadvlite.h[767]
->connector inherited;
no description available

EventListadvlite.h[1147]
[eventList];
templates for EventLists

EventListItemadvlite.h[1412]
@myListObj? ~isReady? +minInterval? *maxFireCt? "invokeItem"? ;
Definitions for the eventListItem Extension

ExtraHintadvlite.h[1142]
+hintDelay? "hintText" | [eventList];
A Template to facilitate the definition of ExtraHints. We can define it here and not in a header file since ExtraHints are only defined in this

Factadvlite.h[1154]
'name' [topics]? 'desc' [initiallyKnownBy]?;
template and macros for Facts module

Footnoteadvlite.h[1249]
"desc";
Template for Footnotes

Goaladvlite.h[1134]
->closeWhenAchieved? 'title' 'heading'? [menuContents];
templates for hint system objects

Hintadvlite.h[1135]
'hintText' [referencedGoals]?;
no description available

MenuItemadvlite.h[1129]
'title' 'heading'?;
some templates for defining menu items

MenuLongTopicItemadvlite.h[1131]
'title' 'heading'? 'menuContents';
no description available

MenuTopicItemadvlite.h[1130]
'title' 'heading'? [menuContents];
no description available

MiscTopicadvlite.h[856]
"topicResponse" | [eventList];
miscellanous topics just specify the response text or list

MiscTopicadvlite.h[857]
[firstEvents] [eventList];
no description available

NodeContinuationTopicadvlite.h[858]
"topicResponse" | [eventList];
no description available

NodeContinuationTopicadvlite.h[859]
[firstEvents] [eventList];
no description available

ProxyActoradvlite.h[866]
@location;
The ProxyActor template just specifies the location (i.e. the base Actor)

QueryTopicadvlite.h[806]
+matchScore? 'matchPattern' "topicResponse" | [eventList] ?;
no description available

QueryTopicadvlite.h[810]
+matchScore? 'matchPattern' [firstEvents] [eventList];
no description available

QueryTopicadvlite.h[814]
+matchScore? 'qtype' @matchObj | [matchObj] | 'matchPattern' "topicResponse" | [eventList] ?;
no description available

QueryTopicadvlite.h[820]
+matchScore? 'qtype' @matchObj | [matchObj] | 'matchPattern' [firstEvents] [eventList];
a ShuffledEventList version of the above

QueryTopicadvlite.h[826]
+matchScore? 'qtype' @matchObj | [matchObj] 'matchPattern' "topicResponse" | [eventList] ?;
we can also include *both* the match object/list *and* pattern

QueryTopicadvlite.h[833]
+matchScore? 'qtype' @matchObj | [matchObj] 'matchPattern' [firstEvents] [eventList];
a ShuffledEventList version of the above

Regionadvlite.h[758]
[rooms];
no description available

Relationadvlite.h[1374]
'name' 'reverseName'? @relationType? +reciprocal?;
no description available

Roomadvlite.h[755]
'roomTitle' 'vocab' "desc"?;
no description available

Roomadvlite.h[756]
'roomTitle' "desc"?;
no description available

Ruleadvlite.h[1366]
@location? &action | [action]?;
no description available

SayTopicadvlite.h[839]
+matchScore? 'tTag' 'extraVocab' "topicResponse" | [eventList] ?;
no description available

Sceneryadvlite.h[1151]
@location? [scenList];
template for Scenery Class

SensoryEmanationadvlite.h[771]
inherited [eventList]?;
no description available

ShuffledEventListadvlite.h[1148]
[firstEvents] [eventList];
no description available

SpecialVerbadvlite.h[1479]
'specVerb' 'stdVerb' @matchObjs | [matchObjs];
Template for SpecialVerbs

stringadvlite.h[1188]
<> mentionA;
String templates for room descriptions etc.

stringadvlite.h[1189]
<> mentionA;
no description available

stringadvlite.h[1190]
<> mentionThe;
no description available

stringadvlite.h[1191]
<< list of * is >> listStrIs;
no description available

stringadvlite.h[1192]
<< list of * >> makeListInStr;
no description available

stringadvlite.h[1193]
<< is list of * >> isListStr;
no description available

stringadvlite.h[1194]
<< exclude * >> makeMentioned;
no description available

stringadvlite.h[1255]
<> takeTime;
String Templates for Objective Time module

stringadvlite.h[1256]
<> takeTime;
no description available

stringadvlite.h[1257]
<> takeTime;
no description available

stringadvlite.h[1258]
<> takeTime;
no description available

stringadvlite.h[1260]
<> addTime;
no description available

stringadvlite.h[1261]
<> addTime;
no description available

stringadvlite.h[1262]
<> addTime;
no description available

stringadvlite.h[1263]
<> addTime;
no description available

stringadvlite.h[1399]
<<* by room>> byRoomFunc;
no description available

StyleTagadvlite.h[745]
'tagName' 'openText'? 'closeText'?;
Templates for style tags

SymConnectoradvlite.h[1391]
->destination;
Definitions for the SymConn Extension

SymConnectoradvlite.h[1392]
@room1 @room2;
no description available

SymPassageadvlite.h[1394]
->destination 'vocab' "desc"?;
no description available

SymPassageadvlite.h[1395]
'vocab' ->destination "desc"?;
no description available

SymPassageadvlite.h[1396]
'vocab' @room1 @room2 "desc"?;
no description available

SymPassageadvlite.h[1397]
'vocab' [rooms] "desc"?;
no description available

Testadvlite.h[871]
'testName' [testList] @location? [testHolding]?;
Templates for use with test sequences

Testadvlite.h[872]
'testName' [testList] [testHolding]? @location?;
no description available

Thingadvlite.h[752]
'vocab' @location? "desc"?;
Object definition templates

Topicadvlite.h[753]
'vocab' @familiar?;
no description available

TopicEntryadvlite.h[778]
+matchScore? @matchObj | [matchObj] | 'matchPattern' "topicResponse" | [eventList] ?;
no description available

TopicEntryadvlite.h[784]
+matchScore? @matchObj | [matchObj] | 'matchPattern' [firstEvents] [eventList];
a ShuffledEventList version of the above

TopicEntryadvlite.h[790]
+matchScore? @matchObj | [matchObj] 'matchPattern' "topicResponse" | [eventList] ?;
we can also include *both* the match object/list *and* pattern

TopicEntryadvlite.h[797]
+matchScore? @matchObj | [matchObj] 'matchPattern' [firstEvents] [eventList];
a ShuffledEventList version of the above

TopicGroupadvlite.h[775]
+scoreBoost? 'convKeys' | [convKeys] ? ;
no description available

TravelConnectoradvlite.h[763]
'vocab'? @location? "desc"? ->destination;
no description available

TravelConnectoradvlite.h[764]
->destination "travelDesc";
no description available

Unthingadvlite.h[769]
'vocab' @location? 'notHereMsg'?;
no description available

Adv3Lite Library Reference Manual
Generated on 03/07/2024 from adv3Lite version 2.1