diff --git a/manual/manual_05.adoc b/manual/manual_05.adoc index c45183e..30281ab 100644 --- a/manual/manual_05.adoc +++ b/manual/manual_05.adoc @@ -73,11 +73,6 @@ The exact list of these words, for every language natively supported in Alan, is The following built-in syntax variations are available to the player: -// @NOTE: I've styled in ALL-CAPS the player-words in the examples, to highlight -// them. It makes sense, because often there are multiple player-words in -// in an input command, and we want the reader to focus only on the ones -// being exemplified. - * Concatenation of commands via (((AND (player input)))) (((THEN (player input)))) *AND*-words, like: + [example,role="gametranscript"] @@ -212,7 +207,7 @@ This makes it possible to use natural words as nouns and create "`{nbsp}l`'{nbsp // @NOTE: Instead of "adventure DESCRIPTION (source)" we could use: // "adventure GRAMMAR (source)"? or "DEFINITION"? -// In any case, in this particulare sentence using DESCRIPTION and DESCRIBED +// In any case, in this particular sentence using DESCRIPTION and DESCRIBED // so close to each other doesn't sound good. But I like GRAMMAR because // the term is used in BNF contexts, so it might be adopted in the Manual // (not just here, but elsewhere too). @@ -251,7 +246,11 @@ So, the execution of various parts of the adventure source can also be said to h * *A rule* -- rules are executed after each actor (including the hero) and after each event, with the focus set to the complete game world. - +// @NOTE: "Moving Actors" is an ambiguous title -- does it mean "actors that are moving" +// or "how to move around actors?". Possibly "Actors Movement" would be better. +// BEWARE that before changing the title we need to search through all sources for +// possible XRefs that also need to be changed accordingly (since we're still using +// the actual title as the XRef)! == Moving Actors @@ -280,7 +279,13 @@ The command history is saved automatically, and as many states as memory permits The player command to restore a previous game state is handled directly by the interpreter. It must consist of the single word `undo`. - +// Q: * Is therefore the UNDO command hard coded into the interpreter? +// if so, it would be the only hard-coded command in ALAN, something +// worth mentioning. (the UNDO, RESTART and QUIT commands when a game ends +// don't count, for they apply only to a special out-of-game context) +// * Is it possible to translate UNDO to other locales? +// * Would a custom UNDO VERB override the UNDO command? +// * Is it possible to execute/invoke UNDO from ALAN source code? == Scripting and Commenting @@ -295,11 +300,8 @@ It must consist of the single word `undo`. // this section with the wider world of Interactive Fiction, games distribution // common practices, etc. -// @TODO: File extensions of transcripts and solution files? Arun seems to use -// ".log" as default extension. Might be worth mentioning that file extensions -// are not important here, and that usually the convention is to use ".sol" -// for solution files, and the various extensions used for transcripts (by -// other terps as well!). +// @TODO: ALAN now adopts the new official '.a3s' and '.a3t' extensions, so we +// should mention them here! Most versions of the Alan interpreter, Arun, supports both the creation of a transcript for the game in progress, as well as playing back a saved transcript as input passed to the interpreter.