# cmdhelp.t | documentation

    #charset "us-ascii"

    /* include the library header */
    #include "advlite.h"

    /*---------------------------------------------------------------------------*/
    /*
     *   cmdHelp Extension
     *.  by Eric Eve
     *
     *   Experimental extension to give help to players who enter a empty command.
     */

    /* Modifications to Parser for CMDHELP EXTENSION */
    modify Parser

        /*
         *   Overridden for CMDHELP EXTENSION. If our autoHelp property is true then
         *   respond to an empty command by displaying a brief menu of command
         *   options.
         */
        emptyCommand()
        {
            if(autoHelp)
                CmdMenu.showOptions();
            else
                inherited();
        }

        /*
         *   Flag: Do we want to show a menu of command options in response to an
         *   empty command? By default we do since that's the purpose of this
         *   CMDHELP EXTENSION.
         */
        autoHelp = true
    ;

    / *[CMDHELP EXTENSION] */
    DefineSystemAction(CmdMenu)
        showOptions()
        {
            DMsg(cmdhelp show options,
            'What would you like to do?\b
            <<aHref('1','1')>>. Go to another location\n
            <<aHref('2','2')>>. Investigate your surroundings\n
            <<aHref('3','3')>>. Relocate something\n
            <<aHref('4','4')>>. Manipulate something\n');

            if(defined(Actor))
            {
                for(local a = firstObj(Actor); a != nil ; a = nextObj(a, Actor))
                {
                    if(a != gPlayerChar && Q.canTalkTo(gPlayerChar, a))
                    {
                        DMsg(cmdhelp talk to someone, '<<aHref('5','5')>>.
                            Talk to someone\n');
                        break;
                    }
                }
            }
            // "6. Something else\b";
            "<.p>";
        }

        /*
         *   Show a list of possible actions, where cmd_str is the name of the
         *   action and lst a list of objects on which it might be tried.
    	 *	[CMDHELP EXTENSION]
         */
        showList(lst, cmd_str)
        {
            local cmdstr;

            /*
             *   Replace any commonly abbreviated commands with their common
             *   abbreviations in the command we send to the command line, so that
             *   players get used to the common abbreviations.
             */
            switch(cmd_str)
            {
            case 'examine ':
                cmdstr = 'x ';
                break;
            default:
                cmdstr = cmd_str;
                break;
            }

            /*
             *   Output a hyperlinked list of commands for each object in the list,
             *   but stop after at most maxObj objects, so we don't overwhelm the
             *   player with choices.
             */
            for(local cur in lst, local i = 1; i <= maxObjs; i++)
            {
                local str = cmd_str + cur.name;
                local str1 = cmdstr + cur.name;
                "<<aHref(str1, str)>>\ \ \ ";
            }
        }

        /*
         *   Carry out this action. This is the response to the player entering a
         *   number at the command prompt.
    	 *   [CMDHELP EXTENSION]
         */
        execAction(cmd)
        {
            /* Get the number the player typed .*/
            local num = cmd.dobj.numVal;

            /* Note the player character's current location. */
            local loc = gPlayerChar.getOutermostRoom();

            /*
             *   If the player typed a number out of range, re-display the options
             *   and end there.
             */
            if(num < 1 || num > 6)
            {
                showOptions();
                return;
            }

            /* Option 1: The Player wants to go to another location. */
            if(num == 1)
            {
                /* Ask the player where s/he wants to go. */
                DMsg(cmdhelp where go, 'Where would you like to go?\n
                The possible exits are: ');

                /*
                 *   If we have an exit lister, use it to display the list of exits.
                 */
                if(gExitLister)
                    gExitLister.showExits(gPlayerChar);
                /*  Otherwise create our own list of exits. */
                else
                {
                    /* Set up a flag to record if we actually found any exits. */
                    local dirFound = nil;
                    foreach(local dir in Direction.allDirections)
                    {
                        /*
                         *   Assume an exit exists if the corresponding direction
                         *   property points to a method or an object.
                         */
                        if(loc.propType(dir.dirProp) is in (TypeCode, TypeObject))
                        {
                            "<<aHref(dir.name, dir.name)>>\ \ ";
                            dirFound = true;
                        }
                    }
                    /* If we didn't find any exits, say so. */
                    if(dirFound == nil)
                        DMsg(cmdhelp no exit, 'None ');
                }
                "<.p>";

                /*
                 *   If the routeFinder is present we can also offer the player of
                 *   travelling to another location via the GO TO command.
                 */
                if(defined(pcRouteFinder))
                {
                    /* Get a list of rooms the player knows about. */
                    local rmList = Q.knownScopeList.subset({o: o.ofKind(Room)});

                    /* Remove the player's current location from the list. */
                    rmList -= loc;

                    /* Sort the list in alphabetical order. */
                    rmList = rmList.sort(SortAsc, {a, b:
                                         a.name.compareIgnoreCase(b.name) });

                    /*
                     *   Don't offer the option unless there are any rooms to offer.
                     */
                    if(rmList.length > 0)
                    {
                        /* Introduce the list. */
                        DMsg(cmdhelp go to, 'Or you could: ');

                        /*
                         *   Display a hyperlinked GO TO ROOM command for every room
                         *   in the list.
                         */
                        foreach(local rm in rmList)
                        {
                            local str = 'go to ' + rm.name;
                            "<<aHref(str, str)>>\ \ ";
                        }
                    }

                }

                /* We're done. */
                return;

            }

            /*
             *   If we reach this point the player may want to deal with specific
             *   objects, so we need to get a list of those in scope.
             */
            local scope_lst = World.scope.toList().subset({o:
                Q.canSee(gPlayerChar, o)});

            /*  Remove Unthings and Rooms from the list. */
            scope_lst = scope_lst.subset({o: !o.ofKind(Unthing)
                                         && !o.ofKind(Room) });

            /* Option 2: the Player wants to investigate their environment. */
            if(num == 2)
            {
                /* First offer the basic set of intransitive commands. */
                DMsg(cmdhelp investigate, 'Here are some suggestions (other
                    actions may also be possible):\n');
                "<<aHref('look', 'look', 'Look around the room')>>\ \
                <<aHref('listen', 'listen')>>\ \
                <<aHref('smell', 'smell')>>\ \
                <<aHref('I', 'inventory', 'See what you\'re carrying')>>\b";

                /*
                 *   Get a list of things that could be examined. In the first
                 *   instance, sort them alphabetically.
                 */
                local exa_lst = scope_lst.sort(SortAsc,
                                               {a, b: a.name.compareIgnoreCase(b.name)});

                /*
                 *   If the list of things we could examine has too many items, sort
                 *   the list in the order of the turn number on which the items
                 *   were last examined, so that those that were examined longest
                 *   ago come to the front of the list.
                 */
                if(exa_lst.length() > maxObjs)
                    exa_lst = exa_lst.sort(SortAsc,{a, b: a.turnLastExamined -
                                           b.turnLastExamined});

                /* Show the list of EXAMINE suggestions. */
                showList(exa_lst, 'examine ');

                "<.p>";

                /*
                 *   Get a list of READ suggestions by taking the subset of examine
                 *   suggestions for items that have a non-nil readDesc.
                 */
                local read_lst = exa_lst.subset({o: o.propType(&readDesc) !=
                                                TypeNil });

                /*  Show the list of READ suggestions. */
                showList(read_lst, 'read ');
                "<.p>";

                /* Get a list of thing we could look inside. */
                local li_lst = exa_lst.subset(
                    {o: (o.contType == In && !o.isLocked)
                    || (o.remapIn != nil && !o.remapIn.isLocked)});

                /*
                 *   Show a list of LOOK IN suggestions. Note we don't do the same
                 *   for LOOK UNDER or LOOK BEHIND since these are much rarer, and
                 *   handling them would either flood the player with useless
                 *   suggestions (if we took a maximalist view of what to include)
                 *   or create potential spoilers (if we took a minimalist view)
                 */
                showList(li_lst,'look in ');

                "<.p>";

                /*
                 *   Get a list of things we could listen to; these are objects with
                 *   a non-nil listenDesc.
                 */
                local listen_lst = scope_lst.subset({o: o.propType(&listenDesc) !=
                                                   TypeNil});

                /* Display the list of LISTEN TO suggestions. */
                showList(listen_lst, 'listen to ');

                /*
                 *   Get a list of things we could smell; these are objects with a
                 *   non-nil smellDesc.
                 */
                local smell_lst = scope_lst.subset({o: o.propType(&smellDesc) !=
                                                   TypeNil});

                /*  Display the list of SMELL suggestions. */
                showList(smell_lst, 'smell ');

                /* We're done. */
                return;
            }

            /*
             *   From this point on we're suggesting commands to manipulate objects
             *   in various ways, so we'll reduce the scope list to things the
             *   player character can actually touch.
             */

            scope_lst = scope_lst.subset({o:  Q.canReach(gPlayerChar, o)});

            /* Things can be moved if they're not fixed in place. */
            local move_lst = scope_lst.subset({o: !o.isFixed });

            /* Option 3: The player wants to move things around. */
            if(num == 3)
            {
                /* Display an introductory message. */
                DMsg(cmdhelp relocate, 'Here are some suggestions (there may well
                    be several other possibilities):\n');

                /*
                 *   First deal with things the player can TAKE. We need to set
                 *   gAction since verify() routines will assume it has been set
                 *   correctly.
                 */
                gAction = Take;

                /*
                 *   Get a list of things than can be taken. This will be the subset
                 *   of potentially moveable objects that pass verifyDobjTake().
                 */
                local take_lst = move_lst.subset({o: Take.verify(o,
                    DirectObject).allowAction});

                /*
                 *   Also exlude any objects that would fail the TAKE action at the
                 *   check() stage, if the excludeCheckFailures option is set.
                 */
                if(excludeCheckFailures)
                    take_lst = take_lst.subset({o: passCheck(Take, o) });

                /*
                 *   If we have too many objects, sort them in the order in which they
                 *   were last moved.
                 */
                if(take_lst.length > maxObjs)
                    take_lst = take_lst.sort(SortAsc, {a, b: a.turnLastMoved -
                                             b.turnLastMoved});

                /*  Display a list of TAKE suggestions */
                showList(take_lst, 'take ');

                /*
                 *   If there's more than one thing that can be taken, also offer
                 *   the TAKE ALL command.
                 */
                if(take_lst.length > 1)
                    "<<aHref('take all', 'take all')>>";

                "<.p>";

                /*
                 *   Now suggest things that can be DROPped. Again we must set
                 *   gAction for the sake of the verify method.
                 */
                gAction = Drop;

                /*
                 *   Get a list of moveable objects directly located in the player
                 *   character.
                 */
                local drop_lst = move_lst.subset({o: o.isDirectlyIn(gPlayerChar)});

                /*
                 *   If we have too many objects, sort them in ascending order of
                 *   the turn on which they were last moved.
                 */
                if(drop_lst.length > maxObjs)
                     drop_lst = drop_lst.sort(SortAsc, {a, b: a.turnLastMoved -
                                             b.turnLastMoved});

                /* Display a list of DROP suggestions. */
                showList(drop_lst, 'drop ');

                /*
                 *   If more than one object could be dropped, offer the DROP ALL
                 *   option.
                 */
                if(drop_lst.length > 1)
                    "<<aHref('drop all', 'drop all')>>";

                "<.p>";

                /*
                 *   Now suggest PUT IN, PUT ON, PUT UNDER, PUT BEHIND. First set
                 *   the list of objects that can be put anywhere to the list of
                 *   moveable objects.
                 */
                local put_lst = move_lst;

                /*
                 *   If there are too many objects, sort them in ascending order of
                 *   the turn on which they were last moved.
                 */
                if(put_lst.length > maxObjs)
                     put_lst = drop_lst.sort(SortAsc, {a, b: a.turnLastMoved -
                                             b.turnLastMoved});

                /*
                 *   Set up PUT IN suggestions. First set gAction to PutIn so that
                 *   any routines we call that depend on the value of gAction will
                 *   work as expected.
                 */
                gAction = PutIn;

                /*
                 *   Get the list of items into which things can be out. This is the
                 *   list of unlocked objects with a contType of In plus the list of
                 *   objects with an unlocked remapIn object.
                 */
                local put_in_lst = scope_lst.subset({o: (o.contType == In &&
                    !o.isLocked) || (o.remapIn != nil && !o.isLocked)});

                /*
                 *   Sort the resulting list into ascending order of the turn on
                 *   which items last had anything inserted into them.
                 */
                put_in_lst = put_in_lst.sort(SortAsc, {a, b: a.turnLastMovedInto -
                                             b.turnLastMovedInto });

                /*
                 *   Set up a counter to keep track of how many suggestions we've
                 *   made.
                 */
                local i = 1;

            in_loop:
                /*
                 *   Go through every item in our put_lst (potential direct objects
                 *   of a PUT IN COMMAND).
                 */
                for(local cur in put_lst)
                {
                    /*
                     *   For each potential direct object of a PUT IN command, go
                     *   through all the potential indirect objects of a PUT IN
                     *   command.
                     */
                    foreach(local dest in put_in_lst)
                    {
                        /*
                         *   If the potential direct object is neither in the
                         *   potential indirect object nor identical to the
                         *   potential direct object, and if inserting the direct
                         *   object into the indirect object would pass the
                         *   checkInsert() test, then suggest putting this direct
                         *   object into this indirect object.
                         */
                        if(!cur.isOrIsIn(dest)
                           && (!excludeCheckFailures || checkInsert(cur, dest,
                               PutIn)))
                        {
                            /*
                             *   Create the relevant string version of the command
                             *   and output a hyperlinked version of it.
                             */
                            local str = 'put ' + cur.name + ' in ' + dest.name;
                            "<<aHref(str, str)>>\ \ ";

                            /*
                             *   Increment our number-of-suggestions counter. If it
                             *   exceeds maxObjs, break out of both loops.
                             */
                            if(++i > maxObjs)
                                break in_loop;
                        }
                    }
                }
                "<.p>";

                /*
                 *   Now handle the PUT ON suggestions. The logic is the same as for
                 *   PUT IN.
                 */
                gAction = PutOn;
                put_in_lst =  scope_lst.subset({o: o.contType == On ||
                    o.remapOn != nil});

                put_in_lst = put_in_lst.sort(SortAsc, {a, b: a.turnLastMovedInto -
                                             b.turnLastMovedInto });

                i = i;
            on_loop:
                for(local cur in put_lst)
                {
                    foreach(local dest in put_in_lst)
                    {
                        if(!cur.isOrIsIn(dest)
                           && (!excludeCheckFailures || checkInsert(cur, dest,
                               PutOn)))
                        {
                            local str = 'put ' + cur.name + ' on ' + dest.name;
                            "<<aHref(str, str)>>\ \ ";

                            if(++i > maxObjs)
                                break on_loop;
                        }
                    }
                }
                "<.p>";

                /*
                 *   Now handle the PUT UNDER suggestions. The logic is the same as
                 *   for PUT IN.
                 */
                gAction = PutUnder;
                put_in_lst =  scope_lst.subset({o: o.contType.canPutUnderMe ||
                    (o.remapUnder != nil && o.remapUnder.canPutUnderMe) });

                put_in_lst = put_in_lst.sort(SortAsc, {a, b: a.turnLastMovedInto -
                                             b.turnLastMovedInto });

                i = 1;
            under_loop:
                foreach(local cur in put_lst)
                {
                    foreach(local dest in put_in_lst)
                    {
                        if(!cur.isOrIsIn(dest)
                           && (!excludeCheckFailures || checkInsert(cur, dest,
                               PutUnder)))
                        {
                            local str = 'put ' + cur.name + ' under ' + dest.name;
                            "<<aHref(str, str)>>\ \ ";

                            if(++i > maxObjs)
                                break under_loop;
                        }
                    }
                }
                "<.p>";

                /*
                 *   Now handle the PUT BEHIND suggestions. The logic is the same as
                 *   for PUT IN.
                 */
                gAction = PutBehind;
                put_in_lst =  scope_lst.subset({o: o.contType.canPutBehindMe ||
                    (o.remapBehind != nil && o.remapBehind.canPutBehindMe) });

                put_in_lst = put_in_lst.sort(SortAsc, {a, b: a.turnLastMovedInto -
                                             b.turnLastMovedInto });

                i = 1;

            behind_loop:
                foreach(local cur in put_lst)
                {
                    foreach(local dest in put_in_lst)
                    {
                        if(!cur.isOrIsIn(dest)
                           && (!excludeCheckFailures || checkInsert(cur, dest,
                               PutBehind)))
                        {
                            local str = 'put ' + cur.name + ' behind ' + dest.name;
                            "<<aHref(str, str)>>\ \ ";

                             if(++i > maxObjs)
                                break behind_loop;
                        }
                    }
                }
                "<.p>";
            }

            /*
             *   OPTION 4: The player wants to manipulate objects in their
             *   surroundings, which is a catch-all term for actions not covered
             *   above.
             */
            if(num == 4)
            {
                /* Display an introductory message. */
                DMsg(cmdhelp manipulate, 'Some things you could try include (there
                    may be many other possibilities):\b');

                /* Go through every action in out manipulationActions list */
                foreach(local act in manipulationActions)
                {
                    /*
                     *   Set gAction to the current action, so that routines such as
                     *   verify that depend on its value will work properly.
                     */
                    gAction = act;

                    /*   Set gActor to the player character for the same reason. */
                    gActor = gPlayerChar;

                    /*
                     *   Get the list of objects in scope that would pass the verify
                     *   stage for this action.
                     */
                    local lst = scope_lst.subset({o: act.verify(o,
                        DirectObject).allowAction});

                    /*
                     *   If we want to exclude objects that would fail at the check
                     *   stage, reduce our list to those objects that would pass
                     *   this action at the check stage.
                     */
                    if(excludeCheckFailures)
                        lst = lst.subset({o: passCheck(act, o) });

                    /*
                     *   Get the name of the action from the grammarTemplates
                     *   property of the current action. This will be a string in
                     *   the form 'clean (dobj)', so we want to remove '(dobj)' from
                     *   the string to just leave the command name.
                     */
                    local str = act.grammarTemplates[1].findReplace('(dobj)', '');

                    /*  Display a list of commands for this action. */
                    showList(lst, str);
                }

                /*
                 *   If the gadgets module is present the player could also try
                 *   pushing and pulling buttons and levers. PUSH and PULL aren't
                 *   included in manipulationActions as they would result in the
                 *   suggestion of too many pointless commands.
                 */
                if(defined(Button))
                {
                    "<.p>";
                    /* Get a list of all the buttons and levers in scope. */
                    local lst = scope_lst.subset({o: o.ofKind(Button) ||
                                                 o.ofKind(Lever)});

                    /* Set gAction and gActor for the PUSH action. */
                    gAction = Push;
                    gActor = gPlayerChar;

                    /*
                     *   Restrict our list to actions that would pass the verify
                     *   stage of a PUSH action.
                     */
                    lst = lst.subset({o: Push.verify(o, DirectObject).allowAction});

                    /*   Display a list of suggested actions. */
                    showList(lst, 'push ');

                    /* Get a list of levers in scope. */
                    lst = scope_lst.subset({o: o.ofKind(Lever) });

                    /* Set gAction and gActor for the PULL action. */
                    gAction = Pull;
                    gActor = gPlayerChar;

                    /*
                     *   Get a subset of levers that would pass the verify stage for
                     *   PULL.
                     */
                    lst = lst.subset({o: Pull.verify(o, DirectObject).allowAction});

                    /*  Show a list of suggested PULL commands. */
                    showList(lst, 'pull ');

                }

                /* LockWith and UnlockWith actions on lockableWithKey items */

                /*
                 *   Get a list of objects that can be locked or unlocked with a
                 *   key, remembering to include those with lockable remapIn
                 *   objects.
                 */
                local lockLst = scope_lst.subset({o: o.lockability == lockableWithKey
                                                || (o.remapIn &&
                                                    o.remapIn.lockability ==
                                                    lockableWithKey)});

                /* Go through every object in our list. */
                foreach(local lock in lockLst)
                {
                    /*
                     *   Get a list of keys that might lock/unlock the current
                     *   object. These will be Keys in scope for which the current
                     *   object appears in the plausibleLockList.
                     */
                    local key_lst = scope_lst.subset(
                        {o: o.ofKind(Key) &&
                        o.plausibleLockList.indexOf(lock) });

                    /*
                     *   Set the description of the suggested action to 'unlock' or
                     *   'lock' depending on whether the current object is locked or
                     *   unlocked.
                     */
                    local actstr = lock.isLocked ? 'unlock ' : 'lock ';

                    /* Go through every possibly usable key we found */
                    foreach(local key in key_lst)
                    {
                        /*
                         *   Suggest locking or unlocking the current object with
                         *   that key.
                         */
                        local str = actstr + lock.name + ' with ' + key.name;
                        "<<aHref(str, str)>>\ \ ";
                    }

                }

            }

            /* OPTION 5: The player wants to talk with an NPC. */
            if(num == 5)
            {
                /* Set up a list of available actors. */
                local actor_lst = [];

                /*
                 *   We can only populate the list if the actor.t module is present.
                 */
                if(defined(Actor))
                {
                    /*
                     *   Get a list of all the actors in scope who aren't the player
                     *   character.
                     */
                    actor_lst = scope_lst.subset({o: o.ofKind(Actor) && o !=
                                                 gPlayerChar});
                }

                /* If we didn't find any, say so. */
                if(actor_lst.length == 0)
                    DMsg(cmdhelp no one to talk to, 'Sorry, but there\'s no one here
                        to talk to right now.\b');
                /*
                 *   Otherwise, if we only found one and the player character is
                 *   already talking to him or her, suggest the use of the TOPICS
                 *   command.
                 */
                else if(actor_lst.length == 1 && actor_lst[1] ==
                        gPlayerChar.currentInterlocutor)
                    "<<aHref('topics', 'topics')>> ";
                /*  Otherwise display a list of actors to talk to. */
                else
                    showList(actor_lst, 'talk to ');

            }

            /* At the moment OPTION 6 isn't included in the suggestions menu */
            if(num == 6)
            {
                "Some other actions you could try include:\b
                <<aHref('JUMP', 'JUMP')>>\ \ <<aHref('THINK', 'THINK')>>
                \ \ <<aHref('WAIT', 'WAIT')>>, <<aHref('YELL', 'YELL')>>
                \ \ <<aHref('SLEEP', 'SLEEP')>>\b";
            }

            gAction = self;
        }

        /*
         *   A list of the actions we'll potentially suggest for option 4,
         *   "Manipulate thing". Note that these must all be TActions.
         */
        manipulationActions = [Open, Close, Lock, Unlock, Break, Cut,
            SwitchOn, SwitchOff, Burn, Wear, Doff, Climb, ClimbUp, ClimbDown,
            Board, Enter, GetOff, GetOutOf, Light, Extinguish, Eat, Drink,
            Clean, Dig, Attach, Detach, Fasten, Unfasten, Unplug, JumpOff,
            JumpOver, Pour, Screw, Unscrew, GoThrough]

        /*
         *   We in any case rule out combinations of actions and objects that would
         *   fail at the verify stage; flag - should we also rule out combinations
         *   that fail at the check stage? By default we do.
         */
        excludeCheckFailures = true

        /*  Determine whether obj would pass the check stage of the act action. */
        passCheck(act, obj)
        {
            /* Set obj to the current direct object of act/ */
            act.curDobj = obj;

            /* See if running the check routine would output any text. */
            local str = gOutStream.captureOutput(
                {: act.check(obj, act.checkDobjProp)});

            /*
             *   If any text would have been output, we failed the check stage;
             *   otherwise we passed.
             */
            return  str == '';
        }

        /*
         *   Check whether obj can be inserted in cont with the action act (which
         *   will be one of PutIn, PutOn, PutUnder or PutBehind).
         */
        checkInsert(obj, cont, act)
        {
            /* If the container has a remapIn object, use that instead */
            if(cont.remapIn != nil)
                cont = cont.remapIn;

            /* Set gAction to the appropriate action */
            gAction = act;
            gDobj = obj;

            /*
             *   Get the property for running the check() method on the indirect
             *   object of prop,
             */
            local prop = act.checkIobjProp;

            /*   Capture the output from running this method. */
            local str = gOutStream.captureOutput( {: cont.(prop) });

            /*
             *   If there was any output, we failed the check stage; otherwise we
             *   passed.
             */
            return str == '';
        }

        /*
         *   The maximum number of objects in a list before we try to reduce that
         *   list.
         */
        maxObjs = 10
    ;

    /* [CMDHELP EXTENSION] */
    VerbRule(CmdMenu)
        numericDobj
        : VerbProduction
        action = CmdMenu

        isActive = Parser.autoHelp
    ;

    /* Modifications to Thing for the CMDHELP EXTENSION */
    modify Thing
        turnLastMoved = 0
        turnLastMovedInto = 0

        /*
         *   Modified for CMDHELP EXTENSION. Note the last turns on which this
         *   object was moved and on which something was moved into this object.
         */
        actionMoveInto(dest)
        {
            inherited(dest);
            turnLastMoved = gTurns;
            dest.turnLastMovedInto = gTurns;
            if(dest.ofKind(SubComponent) && dest.lexicalParent)
                dest.lexicalParent.turnLastMovedInto = gTurns;

        }

        turnLastExamined = 0

        /*
         *   Modified for CMDHELP EXTENSION. Note the last turn on which this
         *   object was examined.
         */
        dobjFor(Examine)
        {
            action()
            {
                inherited();
                turnLastExamined = gTurns;
            }
        }
    ;

    /* Modify suggestedTopicLister to hyperlink suggestions for the CMDHELP EXTENSION */
    modify suggestedTopicLister

        /*
         *   Turn on the topic suggestion hyperlinking if the Parser autoHelp is
         *   enabled.
         */
        hyperlinkSuggestions = Parser.autoHelp
    ;

Adv3Lite Library Reference Manual
Generated on 01/03/2024 from adv3Lite version 1.6.2