Core and Optional Modules

The adv3Lite library has been designed to be as modular as possible, so that if there are features of library you don't need for a particular game you can easily exclude them from the build (on how to do this, consult the System Manual). Some of the modules, however, are core to the library and must be included in every game. Moreover, a few of the optional modules require other optional modules to be present. In this section we list the core modules and offer a brief explanation of the optional ones.

Note that all modules, core and optional, are included in the library by default, so that all the features of the library are available to you when you start a new game. It's up to you do decide which features you don't need or want to use, and to opt out of them by excluding them from your build if you so wish.

NOTE: if you exclude an optional module once the game has been compiled (as a new game automatically is by Windows Workbench) you may need to do a complete recompile for debugging after excluding the unwanted modules; otherwise you may get a number of spurious errors and warnings.

Core Modules

In addition to the TADS 3 System files (the ones that some in the system.tl library file that is usually contained automatically in any TADS 3 complilation), any TADS 3 game built with the adv3Lite library must include the following files from the adv3Lite library:

* console.t and banner.t are required for traditional TADS 3 games played on an interpreter. These files are not included in the adv3LiteWeb library used for games to be played via the Web UI; for web-based games browser.t is used in place of console.t, and banner.t is not used at all.

** The debug.t and debug_dynfunct.t files are only included in debug builds; they therefore have no effect on the size of the released game. Note that if you include dynfunc.t in your game you should not include debug_dynfunc.t, since the latter simply includes dynfunc.t in a game compiled for debugging, and you won't want it twice!

*** english.t, grammar.t and tokens.t are specific to English language games. Games written in another language would need to replace them with that other language's equivalents.

Optional Modules

The following modules are optional, but (where noted below) may require the presence of other modules:

Note that in addition to the optional modules listed above, there are a number of extensions, which can further extend the functionality of adv3Lite. The difference between an optional module and an extension is that you have to choose to opt out of using an optional module (by deliberately excluding it from your game), whereas you have to deliberately opt in to an extensions (by taking the appropriate steps to include it in your game). In principle optional modules implement features that many games are likely to need, while extensions offer more specialized features that fewer games are likely to need, although in practice the distinction between the more popular extensions and the lesser used optional modules may turn out to be a little fuzzy in this respect. It is in any case worth being aware of what extensions are available in case one or more of them implements features you need in your game.


Which Optional Modules Do You Need?

You may be wondering, since some of the library modules are optional, how to choose which ones you actually need. Of course you won't go horribly wrong if you simply leave them all in place in your game, but if you want to be more discriminating, the following guidelines may be of some help. While the modules you should include will of course depend on the nature of the game you're trying to write, it may be helpful to think of the optional modules in the following groups:

Extras, EventLists and Events: while it is possible to write a game in adv3Lite without any of these three modules (otherwise they wouldn't be truly optional), all three of them are likely to prove useful for the majority of games, so you should normally include them unless you have good reason not to.

Exits and Pathfind: both these modules provide ease of use for players without creating any additional work for game authors, so they are normally worth including except in games with very few rooms. If you're writing a one-room game these two modules are completely pointless and should normally be excluded (since they could mislead the player). For games containing two or three rooms these two modules may not add much, but whether or not to include them will partly depend on your aesthetic choice. Games with four or more rooms will normally benefit from having these modules included.

Attachables, Gadget, SenseRegion and Thoughts: Each of these modules provides implementations that the majority of games may not need, and so need only be included if your game actually requires the functionality they provide (although it is, of course, harmless to leave them in). Attachables is useful if and only if you have objects the player needs to be able to attach to and/or detach from each other. Gadget is useful if your game makes use of buttons, levers and dials, but not otherwise (so it is, for example, unlikely to be useful in a game set some way in the past). SenseRegion is useful if you want it to be possible to see, hear and or/smell objects in one room from another (so that, for example, it would clearly be useless in a one-room game). Thoughts provides a framework for implementing a THINK ABOUT command, and is only useful if that's something you want in your game.

Menusys, Hintsys and Score: Hintsys should only be included if your game implement hints, and Score should only be included if your game keeps score; excluding either of these modules should help make it clearer to your players that your game does not implement the relevant features. If you included Hintsys you must also include Menusys, but you may also want to include Menusys for other purposes, for example to offer players a menu of options in response to an ABOUT command.

Instruct and Newbie: Both these modules provide help for new players of Interactive Fiction and are almost certainly worth including if such new players are likely to be in your target audience. Note that Instruct works better if Menusys is included, and that Newbie can usefully be supplemented by features in Hintsys.

Scene: The Scene module probably doesn't allow you to do anything you couldn't do without it, but it may well enable you to do it in an easier way. Scenes (which it implements) are basically objects that become active and inactive under circumstances you specify and which can carry out specified tasks when beginning and ending and while they're active; this can often be a convenient way of organizing events in a game. If in doubt, leave this module in unless and until you're sure you don't need it.

Actor and TopicEntry: You almost certainly need these two modules if your game is going to include NPCs (non-player characters) of any sophistication, but probably not otherwise. You don't need the Actor module to define the Player Character (which can simply be a Thing), nor do you need it to define simple NPCs such as animals or guards whose role is simply to block access to somewhere until they're removed. On the other hand, if your game is going to include anything more than the most basic conversation with one or more NPCs then you almost certainly will require the Actor module (along with the TopicEntry module on which it depends) — at least it will if you plan to use an ask/tell type conversation system. If you want something completely different, such as a menu-driven conversation system or a simple TALK TO system you may prefer not to include the Actor module but instead write your own replacement for it. Note that you will also need the TopicEntry module if your game includes Consultables (such as books the player character can look things up in) or you want to include the Thoughts module.

If you want few or none of the optional modules, you may prefer to base your project on the adv3Liter version of the library and add in any additional modules you want. To do this from Workbench, simply select the adv3Liter option from the new project wizard when you create your new project. If you're not using Workbench but you're instead compiling from the command line, proceed as you would for an adv3 game (see the section on Compiling and Linking in the TADS 3 System Manual if you need guidance on this), but specify the adv3Liter library instead ( -lib adv3Liter) and include the option -D LANGUAGE = english on the command line.