| | 1 | #charset "us-ascii" |
| | 2 | |
| | 3 | /* |
| | 4 | * TADS 3 Tips, by Krister Fundin (fundin@yahoo.com). Provides a uniform |
| | 5 | * way of providing one-time only tips to the player (and especially to |
| | 6 | * unexperienced players) when certain things happen in the game. |
| | 7 | */ |
| | 8 | |
| | 9 | #include <adv3.h> |
| | 10 | |
| | 11 | /* ---------------------------------------------------------------------- */ |
| | 12 | /* |
| | 13 | * The tip manager keeps track of which tips we have shown. Since we don't |
| | 14 | * want to unnecessarily show any tips more than once, we store this |
| | 15 | * information both transiently (in the tipManager) and persistently (in |
| | 16 | * the tip objects themselves). This should make sure that we at least |
| | 17 | * cover these two types of cases: |
| | 18 | * |
| | 19 | * - The player sees a tip, then restarts, undos or restores to an earlier |
| | 20 | * position. |
| | 21 | * - The player sees a tip, saves, then resumes play at some later time. |
| | 22 | */ |
| | 23 | transient tipManager: InitObject, PostRestoreObject, PostUndoObject |
| | 24 | /* |
| | 25 | * Show pending tips. This is called by a PromptDaemon before each new |
| | 26 | * round of input. |
| | 27 | */ |
| | 28 | showTips() |
| | 29 | { |
| | 30 | /* |
| | 31 | * Go through our vector of pending tips. Use a 'for' loop instead |
| | 32 | * a 'foreach' loop, in case showing one tip triggers another one. |
| | 33 | */ |
| | 34 | for (local i = 1 ; i <= pendingTips.length ; i++) |
| | 35 | { |
| | 36 | /* show the description of the current tip */ |
| | 37 | pendingTips[i].showTipDesc(); |
| | 38 | } |
| | 39 | |
| | 40 | /* clear the vector of pending tips */ |
| | 41 | pendingTips.setLength(0); |
| | 42 | } |
| | 43 | |
| | 44 | /* update tip information after a restore, restart or undo */ |
| | 45 | execute() |
| | 46 | { |
| | 47 | /* go through all tips */ |
| | 48 | forEachInstance(Tip, new function(tip) |
| | 49 | { |
| | 50 | /* |
| | 51 | * see if this one has been shown, according to its own |
| | 52 | * persistent memory |
| | 53 | */ |
| | 54 | if (tip.shown) |
| | 55 | { |
| | 56 | /* |
| | 57 | * It says that it has been shown. If it's not in our list |
| | 58 | * of shown tips, then add it. |
| | 59 | */ |
| | 60 | if (shownTips.indexOf(tip) == nil) |
| | 61 | shownTips += tip; |
| | 62 | } |
| | 63 | else |
| | 64 | { |
| | 65 | /* |
| | 66 | * It says that it hasn't been shown. If it's in our list |
| | 67 | * of shown tips, then it must have been shown after all. |
| | 68 | */ |
| | 69 | if (shownTips.indexOf(tip) != nil) |
| | 70 | tip.shown = true; |
| | 71 | } |
| | 72 | }); |
| | 73 | } |
| | 74 | |
| | 75 | /* a vector of tips to be displayed before the next prompt */ |
| | 76 | pendingTips = static new Vector(2) |
| | 77 | |
| | 78 | /* |
| | 79 | * A transient list of shown tips. Note that this must be a list and |
| | 80 | * not a vector. When updating a list, we actually replace it with a |
| | 81 | * new list, since lists are immutable. This is a transient change - |
| | 82 | * it affects only the value of the shownTips property. Updating a |
| | 83 | * vector, however, modifies the vector itself and leaves the property |
| | 84 | * with the same reference. A vector itself is always persistent, so |
| | 85 | * this change would be lost after E.G. a restore. |
| | 86 | */ |
| | 87 | shownTips = [] |
| | 88 | ; |
| | 89 | |
| | 90 | /* |
| | 91 | * The Tip class. Each actual tip should be represented by an instance of |
| | 92 | * this class. To show the tip, just call tipName.showTip(). If the tip |
| | 93 | * has already been shown, or if the tips have been turned off completely, |
| | 94 | * then nothing will be displayed. |
| | 95 | */ |
| | 96 | class Tip: object |
| | 97 | /* |
| | 98 | * The actual text to display when this tip is shown. We'll wrap it in |
| | 99 | * <.tip> tags automatically, and also add a paragraph break before |
| | 100 | * it. |
| | 101 | */ |
| | 102 | desc = "" |
| | 103 | |
| | 104 | /* show this tip */ |
| | 105 | showTip() |
| | 106 | { |
| | 107 | /* see if we should be shown */ |
| | 108 | if (!shouldShowTip) |
| | 109 | return; |
| | 110 | |
| | 111 | /* |
| | 112 | * defer the actual displaying of the tip until just before the |
| | 113 | * next command prompt |
| | 114 | */ |
| | 115 | tipManager.pendingTips.append(self); |
| | 116 | |
| | 117 | /* note that we have been shown */ |
| | 118 | makeShown(); |
| | 119 | } |
| | 120 | |
| | 121 | /* display our tip description, I.E. the actual tip */ |
| | 122 | showTipDesc() |
| | 123 | { |
| | 124 | /* display a pargraph break and an opening <.tip> style tag */ |
| | 125 | "<.p><.tip>"; |
| | 126 | |
| | 127 | /* show our description */ |
| | 128 | desc(); |
| | 129 | |
| | 130 | /* close the <.tip> tag */ |
| | 131 | "<./tip>"; |
| | 132 | } |
| | 133 | |
| | 134 | /* should we show this tip when asked to? */ |
| | 135 | shouldShowTip() |
| | 136 | { |
| | 137 | /* |
| | 138 | * We'll show it as long as it hasn't been shown before and we |
| | 139 | * haven't turned the tips off completely. Certain tips might want |
| | 140 | * to be displayed even when all tips are turned off, if they |
| | 141 | * contain information specific to a certain story or an extension |
| | 142 | * that it uses. If so, then this method could be overridden. |
| | 143 | */ |
| | 144 | return (!shown && tipMode.isOn); |
| | 145 | } |
| | 146 | |
| | 147 | /* |
| | 148 | * Mark this tip as shown. This method can be called by outside code |
| | 149 | * before the tip has been triggered. If the tip informs the player of |
| | 150 | * a certain command, for instance, then it would become redundant if |
| | 151 | * the player has already used that command. |
| | 152 | */ |
| | 153 | makeShown() |
| | 154 | { |
| | 155 | /* set our shown flag */ |
| | 156 | shown = true; |
| | 157 | |
| | 158 | /* also add us to the transient list of shown tips */ |
| | 159 | tipManager.shownTips += self; |
| | 160 | } |
| | 161 | |
| | 162 | /* flag: has this tip been shown before? */ |
| | 163 | shown = nil |
| | 164 | ; |
| | 165 | |
| | 166 | /* |
| | 167 | * A style tag that we enclose tips with. By default, we just use plain |
| | 168 | * parentheses, just like for notifications and parser messages, but this |
| | 169 | * could be overridden if we wanted to display something fancier. |
| | 170 | */ |
| | 171 | tipStyleTag: StyleTag 'tip' |
| | 172 | openText = '(' |
| | 173 | closeText = ')' |
| | 174 | ; |
| | 175 | |
| | 176 | /* |
| | 177 | * During pre-init, create a PromptDaemon for displaying tips. We don't |
| | 178 | * want to display them directly when the showTip() method is called, to |
| | 179 | * allow tips to be triggered from pretty much anywhere without having to |
| | 180 | * worry about them showing up in the middle of some text. |
| | 181 | */ |
| | 182 | PreinitObject |
| | 183 | execute() |
| | 184 | { |
| | 185 | /* |
| | 186 | * Give this daemon a higher-than-average eventOrder, in case |
| | 187 | * another PromptDaemon wants to display a tip. The standard tip |
| | 188 | * about turning of score notification is triggered this way. |
| | 189 | */ |
| | 190 | new PromptDaemon(tipManager, &showTips).eventOrder = 200; |
| | 191 | } |
| | 192 | ; |
| | 193 | |
| | 194 | /* ---------------------------------------------------------------------- */ |
| | 195 | /* |
| | 196 | * Next, we want to allow turning all tips on and off during the game. It |
| | 197 | * should also be possible to turn the tips off for ALL games that use |
| | 198 | * them, and thus we define a SettingsItem for this purpose. This means |
| | 199 | * that the player can turn the tips off and then save this setting as the |
| | 200 | * default. |
| | 201 | */ |
| | 202 | tipMode: BinarySettingsItem |
| | 203 | /* we show tips by default */ |
| | 204 | isOn = true |
| | 205 | |
| | 206 | /* the ID string to use in the configuration file */ |
| | 207 | settingID = 'tips.showtips' |
| | 208 | |
| | 209 | /* show our description */ |
| | 210 | settingDesc = (libMessages.tipStatusShort(isOn)) |
| | 211 | ; |
| | 212 | |
| | 213 | /* |
| | 214 | * Define a system action for turning tip mode on/off. |
| | 215 | */ |
| | 216 | DefineSystemAction(TipMode) |
| | 217 | execSystemAction() |
| | 218 | { |
| | 219 | /* set the new tip mode */ |
| | 220 | tipMode.isOn = stat_; |
| | 221 | |
| | 222 | /* acknowledge the change */ |
| | 223 | libMessages.acknowledgeTipStatus(stat_); |
| | 224 | } |
| | 225 | ; |
| | 226 | |