tt/0000750060175006010010000000000013657576565010766 5ustar eigenaarNonett/COPYING0000664060175006010010000010451513555611364012016 0ustar eigenaarNone GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The GNU General Public License is a free, copyleft license for software and other kinds of works. The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too. 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The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read . tt/CREDITS0000664060175006010010000000370213540246775012003 0ustar eigenaarNoneSpecial thanks to the following ----------------------------------------------------------------------------- 1992-1992 Peter Joachim Unold see mods/0.3.mods The original TINTIN III 1993-1995 Bill Reiss see mods/1.5.mods Original #math code Jeremy C. Jack see mods/1.5.mods David A. Wagner see mods/1.5.mods Joann Ellsworth see mods/1.5.mods Original manual David Hedbot Original GNU autoconfig Greg Jarman Original #if code 1997-1998 Peter Kjellerstedt see mods/1.8.mods 1998-1998 Sean Butler see mods/1.8.mods Original #chat code 1998-1999 Sverre Norrman see mods/1.8.mods Original #function code 1998-1999 Robert Ellsworth see mods/1.8.mods 1999-2001 Davin Chan see mods/1.8.mods 2004-2019 Igor van den Hoven see mods/igr.mods Bryan Turner Map search enhancement David Champion Solaris forkpty fix Ben Love Tab enhancements Adam Borowski SSL implementation Beta Testers ----------------------------------------------------------------------------- Unfortunately (or fortunately) there are too many to list, but your help has been greatly appreciated. You are invaluable to TinTin++'s continued success. Thanks! Modification History ----------------------------------------------------------------------------- 0.3.mods apr 1992 - oct 1992 1.5.mods jun 1993 - jan 1995 1.8.mods apr 1997 - oct 2001 igr.mods feb 2004 TinTin++ Developer ----------------------------------------------------------------------------- Igor van den Hoven - mudclient@gmail.com The email must contain either tintin or tintin++ in the subject or message, otherwise it will not get forwarded to my main email account. tt/docs/0000750060175006010010000000000013656647042011702 5ustar eigenaarNonett/docs/chat_protocol.txt0000664060175006010010000002043513537151322015303 0ustar eigenaarNoneMud Master Chat Protocol Establishing a Connection Caller: Once a connection is made the caller sends a connection string; which looks like: "CHAT:\n". The sprintf syntax is: "CHAT:%s\n%s%-5u". The port must be 5 characters, padded on the right side with spaces. Once this string has been sent it waits for a response from the other side. If a "NO" is received the call is cancelled. If the call was accepted the string "YES:\n" is received. Receiver When a socket call is detected it accepts the socket then waits for the "CHAT:" string to be send from the caller. If the receiver wishes to deny the call, the string "NO" needs to be sent back to the caller. To accept the call, the string "YES:\n" is sent back. Chat Data Blocks A chat data block looks like this: . All data dealing with needs to follow this format with a couple exceptions. The connection process doesn't use the data blocks and the file transfer blocks are a fixed size and don't need the byte. Default Port The default port should always be 4050. Below is a list of the values: #define CHAT_NAME_CHANGE 1 #define CHAT_REQUEST_CONNECTIONS 2 #define CHAT_CONNECTION_LIST 3 #define CHAT_TEXT_EVERYBODY 4 #define CHAT_TEXT_PERSONAL 5 #define CHAT_TEXT_GROUP 6 #define CHAT_MESSAGE 7 #define CHAT_DO_NOT_DISTURB 8 #define CHAT_VERSION 19 #define CHAT_FILE_START 20 #define CHAT_FILE_DENY 21 #define CHAT_FILE_BLOCK_REQUEST 22 #define CHAT_FILE_BLOCK 23 #define CHAT_FILE_END 24 #define CHAT_FILE_CANCEL 25 #define CHAT_PING_REQUEST 26 #define CHAT_PING_RESPONSE 27 #define CHAT_PEEK_CONNECTIONS 28 #define CHAT_PEEK_LIST 29 #define CHAT_SNOOP_START 30 #define CHAT_SNOOP_DATA 31 #define CHAT_END_OF_COMMAND 255 The byte is 255: When a user changes their chat name the new name needs to be broadcast to all of their connections. The sender requests connections from another connection asking to see all the people that person has marked as public, then try to connect to all of those yourself.
,,
, The receiver needs to put all the ip addresses and port numbers in a comma delimited string and send them back as a connection list. Used to send some chat text to everybody. All the text you want to be displayed needs to be generated on the sender's side, including the line feeds and the " chats to everybody" string. Receiver: If the chat connection isn't being ignored, you simply print the string. If you have any connections marked as being served you need to echo this string to those connections. Or if this is coming from a connection being served, you need to echo to all your other connections. This allows people who cannot connect directly to each other to connect with a 3rd person who *can* connect to both and be a server for them. This works the same way as CHAT_TEXT_EVERYBODY as far as what you need to send. The text should obviously be changed so the person receiving knows this was a personal chat and not broadcast to everybody. "\n%s chats to you, '%s'\n" Receiver: Just print the string that comes in if you aren't ignoring this connection. Used when you send text to a specific group of connections. Works basically the same as the other text commands. The group name is a 15 character string. It *must* be 15 characters long, pad it on the right with spaces to fill it out. "\n%s chats to the group, '%s'\n" Receiver: Just print the string that comes in if you aren't ignoring this connection. This is used to send a message to another chat connection. An example of this is when you try to send a command (action, alias, etc) to another chat connection and they don't have you flagged as accepting commands. In that case a chat message is sent back to the sender telling them that command are not being accepted. To let the other side know the message is generated from the chat program it is a good idea to make the string resemble something like: "\n %s is not allowing commands.\n" Receiver: Just print the message string. This is used to send your client's name and version. This is sent to start sending a chat connection a file. The filename should be just the filename and not a path. Length is the size of the file in bytes. Receiver: First should check to make sure you are allowing files from this connection. Make sure the filename is valid and that the length was trasnmitted. MM by default won't allow you to overwrite files; which keeps people from messing with file already in your directory. If for any reason the data isn't valid or you don't want to accept files from this person a CHAT_FILE_DENY should be sent back to abort the transfer. If you want to continue with the transfer you need to start it off by requesting a block of data with CHAT_FILE_BLOCK_REQUEST. This is used when a CHAT_FILE_START has been received and you want to prevent the transfer from continuing. is a string telling the reason it was denied. For example, if the file already existed you might deny it with: "File already exists." Receiver: Print the deny message. Deal with cleaning up any files you opened when you tried to start the transfer. Sent to request the next block of data in a transfer. Receiver: Need to create a file block to be sent back. File blocks are fixed length so they don't need the CHAT_END_OF_COMMAND byte. If the end of file is reached need to send a CHAT_FILE_END close up the files and let the user know it is done sending. A file block is 500 bytes. A file block is ALWAYS 500 bytes so no CHAT_END_OF_COMMAND should be added. Receiver: The receiver needs to keep track of the number of bytes written to properly write the last block of data. If you keep track of the bytes written you know when to expect that last block that probably doesn't have a full 500 bytes to be saved. File transfers are receiver driven, so for each block of data you accept, you need to send another CHAT_FILE_BLOCK_REQUEST back out to get more data. Close up your files and be done with it. This command isn't required for TinTin since it keeps track of the file transfer progress itself. Either side can send this command to abort a file transfer in progress. The timing data is up to the ping requester. TinTin sends a 64 bit time stamp. Send back the timing data is the data that was sent with the CHAT_PING_REQUEST. The sender requests connections from another connection asking to see all the people that person has marked as public.
~~~ The receiver needs to put all the ip addresses, port numbers, and names in a tilda delimited string and send them back as a peek list. The sender requests to start or stop snooping data from a chat connection. The Receiver decides whether to allow snooping or not. Send by a client in snoop or forward mode. The message should be echoed by the receiver, but not be further forwarded to avoid infinite loops.tt/docs/help.html0000664060175006010010000067354413657035010013535 0ustar eigenaarNone

          ACTION           ALIAS             ALL            BELL           BREAK
          BUFFER          BUTTON            CASE             CAT      CHARACTERS
            CHAT           CLASS          COLORS        COMMANDS     COORDINATES
          CONFIG        CONTINUE              CR          CURSOR          DAEMON
           DEBUG         DEFAULT           DELAY            DRAW            ECHO
            ELSE          ELSEIF             END    ESCAPE CODES           EVENT
         FOREACH          FORMAT        FUNCTION             GAG        GREETING
            GREP            HELP       HIGHLIGHT         HISTORY              IF
          IGNORE           INDEX            INFO          KEYPAD            KILL
            LINE            LIST           LISTS           LOCAL             LOG
            LOOP           MACRO             MAP         MAPPING            MATH
     MATHEMATICS         MESSAGE   METRIC SYSTEM            MSDP            MSLP
             NOP           PARSE            PATH         PATHDIR            PCRE
            PORT          PROMPT            READ          REGEXP          REPEAT
         REPLACE          RETURN             RUN            SCAN          SCREEN
   SCREEN READER          SCRIPT            SEND         SESSION     SESSIONNAME
          SHOWME           SNOOP       SPEEDWALK           SPLIT             SSL
      STATEMENTS      SUBSTITUTE         SUSPEND          SWITCH          SYSTEM
             TAB          TEXTIN          TICKER            TIME        VARIABLE
           WHILE           WRITE             ZAP




         ACTION

Command: #action {message} {commands} {priority}

         The #action command can be used to respond with one or several
         commands to a specific message send by the server. The %1-%99
         variables are substituted from the message and can be used in the
         command part of the action.

         The priority part is optional and determines the priority of the
         action, it defaults to 5.

         If the message starts with a ~ color codes must be matched. You can
         enable #config {convert meta} on to display meta characters.

         For more information on pattern matching see the section on PCRE.

Example: #action {%1 tells you '%2'} {tell %1 I'm afk.}

         Actions can be triggered by the show command and certain system
         messages.

         Actions can be triggered by the #show command. If you don't want a
         #show to get triggered use: #line ignore #show {text}

         Actions are ordered alphabetically and only one action can trigger at
         a time. To change the order you can assign a priority, which defaults
         to 5, with a lower number indicating a higher priority. The priority
         can be a floating point number.

         To remove action with %* as the message, use #unaction {%%*} or
         #unaction {%*}. Alternatively you could wrap the action inside a
         class, and kill that class when you no longer need the action.

Comment: You can remove an action with the #unaction command.

Related: pcre, gag, highlight, prompt and substitute.


         ALIAS

Command: #alias {name} {commands} {priority}

         The #alias command can be used to shorten up long or oftenly used
         commands. The %1-99 variables are substituted from the arguments when
         using an alias and represent the 1st till 99th word which can be used
         in the commands part of the alias. If %0 is used it will contain all
         arguments. The priority part is optional and determines the priority
         of the alias, it defaults to 5.

Example: #alias {k} {kill %1;kick}

         Typing 'k orc' would result in attacking the orc followed by a kick.

         You can create multi-word aliases by using variables in the name
         section.

Example: #alias {k %1 with %2} {draw %2;attack %1;slash %1 with %2;
           kick at %2;strike %1 with %2}

         Using the above alias you could type k blue smurf with battle axe

         To have an alias that matches all user input, use %* as the name.

Example: #alias {%*} {#show You wrote: %0}

         Aliases are ordered alphabetically and only one alias can trigger at
         a time. To change the order you can assign a priority, which defaults
         to 5, with a lower number indicating a higher priority. The priority
         can be a floating point number.

         To remove an alias with %* as the name, use #unalias {%%*} or #unalias
         {%*}. Alternatively you can wrap the alias inside a class, and kill
         that class when you no longer need the alias.

         For more information on pattern matching see the section on PCRE.

Comment: You can remove an alias with the #unalias command.

Related: cursor, history, keypad, macro, speedwalk and tab.


         ALL

Command: #all {string}

         If you have multiple sessions in one terminal you can use #all to
         execute the command with all sessions, excluding the startup session.

Example: #all quit

         Sends 'quit' to all sessions.

Related: port, run, session, sessionname, snoop, ssl and zap.


         BELL

Command: #bell {flash|focus|margin|ring|volume} {argument}

         The #bell command without an argument will ring the terminal bell.

Example: #action {Bubba tells you} {#bell}

         If you aren't watching the screen this could be useful if you don't
         want to miss out on a conversation with Bubba. Alternatively you can
         use #system to play a sound file.

         Some terminals will allow you to use VT100 Operating System Commands
         to change the terminal's bell behavior which can be used to flash the
         taskbar icon and or focus the window on receival of a bell.

Example: #action {Bubba tells you} {#screen save title;#screen set title Tell!;
           #bell ring;#delay 10 #screen load title}

         The above example will save your window title, change the title to
         'Tell!', ring the bell, next reset the window title after 10 seconds.

         It's possible to set the terminal to pop to the foreground upon
         ringing of the alarm bell.

Example: #bell focus on;#bell ring;#bell focus off

         It's possible to adjust the alarm bell volume on some terminals.

Example: #loop {1} {8} {cnt} {#line substitute variables
           #delay {$cnt} {#show Volume $cnt: #bell volume $cnt;#bell}

Related: screen


         BREAK

Command: #break

         The break command can be used inside the #foreach, #loop, #parse,
         #while and #switch statements. When #break is found, tintin will stop
         executing the statement it is currently in and move on to the next.

Example: #while {1} {#math cnt $cnt + 1;#if {$cnt == 20} {#break}}

Related: statements


         BUFFER

Command: #buffer {home|up|down|end|lock|find|get|clear}

         The buffer command has various options to manipulate your scrollback
         buffer.

         #buffer {home}

         Moves you to the top of your scrollback buffer and displays the page.
         Enables scroll lock mode. Most useful when used in a #macro.

         #buffer {up} [lines]

         Moves your scrollback buffer up one page and displays the page.
         Enables scroll lock mode. Most useful when used in a #macro. You
         can use #buffer {up} {1} to move the scrollback buffer up 1 line.

         #buffer {down} [lines]

         Moves your scrollback buffer down one page and displays the page.
         Enables scroll lock mode unless at the end. Most useful when used in
         a #macro.

         #buffer {end}

         Moves you to the end of your scrollback buffer and displays the page.
         Disables scroll lock mode. Most useful when used in a #macro.

         #buffer {find} {[number]} {<string>}

         Moves the buffer to the given string which can contain a regular
         expression. Optionally you can provide the number of matches to skip,
         allowing you to jump further back in the buffer.

         #buffer {get} {<variable>} {<lower bound>} {[upper bound]}

         Allows you to store one or several lines from your scrollback buffer
         (including color codes) into a variable. The lower and upper bound
         must be between 1 and the size of the buffer. If the upper bound is
         omitted the given line is stored as a standard variable. If an upper
         bound is given the lines between the two bounds are stored as a list.

         #buffer {lock} {on|off}

         Toggles the lock on the scrollback buffer. When locked, newly incoming
         text won't be displayed, any command will disable the lock, though
         several buffer commands will re-enable the lock. When unlocking it'll
         move you to the end of your scrollback buffer and display the page.

         #buffer {write} {<filename>}

         Writes the scrollback buffer to the given file.

Example: #macro {\e[F} {#buffer end}

Related: echo, grep, macro, showme and screen.


         BUTTON

Command: #button {square} {commands} {priority}

         The #button command can be used to respond with one or several
         commands to a mouse click received within the specified square.
         The click coordinates are stored in %0-%3 and can be used in the
         command part of the button.

         The square part should exists of two coordinates defining the
         upper left and bottom right corner using row, col, row, col syntax.
         The square arguments should be separated by spaces, semi-colons or
         braces.

         By default the button is set to respond to a mouse button press, to
         respond to other button presses you must add a 5th argument to the
         square that defines the button press type. You can enable #info
         button on to see button events and their type as they happen.

         The priority part is optional and determines the priority of the
         button, it defaults to 5.

         You must enable #config {mouse tracking} on for buttons to work.

         This command draws no visible button, you'll have to do so separately
         if needed.

Example: #button {1;1;2;2} {#show You clicked the upper left corner.}

         Buttons are ordered alphabetically and only one button can trigger at
         a time. To change the order you can assign a priority, which defaults
         to 5, with a lower number indicating a higher priority. The priority
         can be a floating point number.

Comment: To see button clicks trigger use #info button on.

Comment: You can remove a button with the #unbutton command.

Related: delay, event and ticker.


         CASE

Command: #case {conditional} {arguments}

         The case command must be used within the #switch command. When the
         conditional argument of the case command matches the conditional
         argument of the switch command the body of the case is executed.

         When comparing strings both the switch and case arguments must be
         surrounded in quotes.

Example:

         #function {reverse_direction}
         {
             #switch {"%1"}
             {
                 #case {"north"} {#return south};
                 #case {"east"}  {#return west};
                 #case {"south"} {#return north};
                 #case {"west"}  {#return east};
                 #case {"up"}    {#return down};
                 #case {"down"}  {#return up}
             }
         }

         This function returns the reverse direction. @reverse_direction{north}
         would return south.

Related: default, statements and switch.


         CAT

Command: #cat {variable} {argument}

         The cat command will concatinate the argument to the given variable.

Related: format, function, local, math, replace, script and variable.


         CHARACTERS


         The following special characters are defined:

#        The hashtag is the default character for starting a command and is
         subsequently known as the command character or tintin character.
         When loading a command file the command character is set to the
         first character in the file. The character can also be redefined
         using #config.

;        The semi-colon is used as the command separator and can be used to
         separate two commands. Multiple commands can be strung together as
         well. Trailing semi-colons are ignored when reading a script file
         as this is a common error.

{ }      Curly brackets aka braces are used for separating multi word command
         arguments, nesting commands, and nesting variables. Braces cannot
         easily be escaped and must always be used in pairs.

" "      Quote characters are used for strings in the #math, #if, #switch,
         and #case commands. It is however suggested to use an extra
         set of braces { } to define strings.

!        The exclamation sign is used to repeat commands, see #help history.
         The character can be redefined using #config.

\        An input line starting with a backslash is send verbatim if you are
         connected to a server. This character can be configured with
         #config.

Related: colors, escape, mathematics and pcre.


         CHAT

Command: #chat {option} {argument}

         The #chat command is used to create peer to peer connections to other
         clients, typically for the purpose of chatting and sending files.
         This is a decentralized chat system, meaning you have to exchange ip
         addresses and port numbers with other users in order to connect to
         them.

         #chat {init} {port}
           #chat initialize launches your chat server. The port number is
           optional, and by default 4050 is used as your port. After using
           this command other people can connect to your chat server using
           your ip address and port number, and in turn you can connect to
           other people.
         #chat {name} {name}
           By default your name is set to TinTin, but most servers will
           reject you if there is already someone with the name TinTin
           connected, so one of the first things you'd want to do is
           change your chat name. Your name can include color codes. Some
           names aren't accepted by tt++ chat servers, like the name 'all'
           and names longer than 20 characters.
         #chat {message} {buddy|all} {text}
           This is the main command used for communication. If you use
           #chat message all, the message is marked as public and send to
           everyone you are connected to.
         #chat {accept} {buddy} {boost}
           Accept a file transfer from a buddy. The boost is optional and
           must be a value between 1 and 1000.
         #chat {call}       {address} {port}
           #chat call is used to connect to another chat server. If you
           omit the port argument the default port (4050) is used.
         #chat {cancel}     {buddy}            Cancel a file transfer
         #chat {color}      {color names}      Set the default color
         #chat {decline}    {buddy}            Decline a file transfer
         #chat {dnd}                           Decline new connections
         #chat {download}   {directory}        Set your download directory
         #chat {emote}      {buddy|all} {text} Send an emote message
         #chat {forward}    {buddy}            Forward all chat messages
         #chat {forwardall} {buddy}            Forward all session output
         #chat {filestat}   {buddy}            Show file transfer data
         #chat {group}      {buddy} {name}     Assign a chat group
         #chat {ignore}     {buddy}            Ignores someone
         #chat {info}                          Displays your info
         #chat {ip}         {address}          Changes your IP address
         #chat {paste}      {buddy|all} {text} Pastes a block of text
         #chat {peek}       {buddy}            Show one's public connections
         #chat {ping}       {buddy}            Display response time
         #chat {private}    {buddy|all}        Make a connection private
         #chat {public}     {buddy|all}        Make a connection public
         #chat {reply}      {text}             Reply to last private message
         #chat {request}    {buddy}            Request one's public connections
         #chat {send}       {buddy|all} {text} Sends a raw data string
         #chat {sendfile}   {buddy} {filename} Start a file transfer
         #chat {serve}      {buddy}            Forward all public chat messages
         #chat {uninitialize}                  Uninitialize the chat port.
         #chat {who}                           Show all connections
           #chat who shows all people you are connected to. The first
           column shows a reference number for the connection, which can be
           used instead of the connection's name when sending someone a message
           The second column shows the connection's name. The third column
           shows flags set for the connection, (P)rivate, (I)gnore, (S)erve,
           (F)orward to user, and (f)orward from user. The next columns show
           ip, port, and client name.
         #chat {zap}        {buddy}            Close a connection

Related: port


         CLASS

Command: #class {name} {optionkill} {arg}

         #class {<name>} {open}
           Open a class, closing a previously opened class. All triggers
           added afterwards are assigned to this class.
         #class {<name>} {clear}
           Will delete all triggers associated with the given class.
         #class {<name>} {close}
           Close the given class, opening the last open class, if any.
         #class {<name>} {kill}
           Will clear, close, and remove the class.
         #class {<name>} {list}
           List all triggers associated with the given class.
         #class {<name>} {load}
           Will load the saved copy of the class from memory.
         #class {<name>} {read} {<filename>
           Will open the class, read the file, and close afterwards.
         #class {<name>} {save}
           Will save all triggers of the given class to memory.
         #class {<name>} {size} {<variable>}
           Will store the size of the class in a variable.
         #class {<name>} {write} {<filename>}
           Will write all triggers of the given class to file.
         The {kill} option will delete all triggers of the given class.

         Keep in mind that the kill and read option are very fast allowing
         them to be used to enable and disable classes.

Example: #class extra kill;#class extra read extra.tin
         Deletes all triggers of 'extra' class if any. Read 'extra.tin' file,
         all triggers loaded will be assigned to the fresh new 'extra' class.

Related: config, debug, ignore, info, kill, line and message.


         COLORS

Syntax:  <xyz>  with x, y, z being parameters

         Parameter 'x': VT100 code

         0 - Reset all colors and codes to default
         1 - Bold
         2 - Dim
         4 - Underscore
         5 - Blink
         7 - Reverse
         8 - Skip (use previous code)

         Parameter 'y':  Foreground color
         Parameter 'z':  Background color

         0 - Black                5 - Magenta
         1 - Red                  6 - Cyan
         2 - Green                7 - White
         3 - Yellow               8 - Skip
         4 - Blue                 9 - Default

         For xterm 256 colors support use <aaa> to <fff> for RGB foreground
         colors and <AAA> to <FFF> for RGB background colors. For the grayscale
         foreground colors use <g00> to <g23>, for grayscale background colors
         use <G00> to <G23>.

         The tertiary colors are as follows:

         <acf> - Azure            <afc> - Jade
         <caf> - Violet           <cfa> - Lime
         <fac> - Pink             <fca> - Orange

Example: #show <acf>Azure    <afc>Jade     <caf>Violet
Example: #show <cfa>Lime     <fac>Pink     <fca>Orange

         For 12 bit truecolor use <F000> to <FFFF> for foreground colors and
         <B000> to <BFFF> for background colors.

         For 24 bit truecolor use <F000000> to <FFFFFFF> for foreground
         colors and <B000000> to <BFFFFFF> for background colors.

         If the color code exceeds your configured color mode it will be
         downgraded to the closest match.

Related: characters, coordinates, escape, mathematics and pcre.


         COMMANDS

Command: #commands {regex}

         Shows all commands or all commands matching the given search
         string.

Related: help, info and statements.


         COORDINATES


         When the 0,0 coordinate is in the upper left corner TinTin++ uses
         a y,x / rows,cols notation. When the 0,0 coordinate is in the
         bottom left corner tintin uses a x,y / cols/rows notation.

         When a square is defined this is done by specifying the upper left
         and bottom right corner of the square using four coordinates.

         The vast majority of tintin commands use row,col notation.

Related: characters, colors, escape, mathematics and pcre.


         CONFIG

Command: #config {option} {argument}

         This allows you to configure various settings, the settings can be
         written to file with the #write command.

         If you configure the global session (the one you see as you start up
         tintin) all sessions started will inherite these settings.

         It's advised to make a configuration file to read on startup if you
         do not like the default settings.

         Config options which aren't listed by default:

         #CONFIG {BUFFER SIZE}    {SIZE} Set the scrollback buffer size.
         #CONFIG {CHILD LOCK}   {ON|OFF} Enable or disable command input.
         #CONFIG {CONVERT META} {ON|OFF} Shows color codes and key bindings.
         #CONFIG {DEBUG TELNET} {ON|OFF} Shows telnet negotiations y/n.
         #CONFIG {LOG LEVEL}  {LOW|HIGH} LOW logs server output before triggers.
         #CONFIG {INHERITANCE}  {ON|OFF} Session trigger inheritance y/n.
         #CONFIG {MCCP}         {ON|OFF} Enable or disable MCCP support.
         #CONFIG {PID}          {NUMBER} Set the PID of the master process.

Related: class and line.


         CONTINUE

Command: #continue

         The continue command can be used inside the #FOREACH, #LOOP, #PARSE,
         #WHILE and #SWITCH commands. When #CONTINUE is found, tintin will go
         to the end of the command and proceed as normal, which may be to
         reiterate the command.

Example: #loop 1 10 cnt {#if {$cnt % 2 == 0} {#continue} {say $cnt}}

Related: break, foreach, list, loop, parse, repeat, return and while.


         CR

Command: #cr

         Sends a carriage return to the session.  Useful for aliases that need
         extra carriage returns.

         This command is obsolete as you can accomplish the same using #send
         without an argument or #send {}.

Related: forall


         CURSOR

Command: #cursor {option} {argument}

         Typing #cursor without an option will show all available cursor
         options, their default binding, and an explanation of their function.

         The cursor command's primarly goal is adding customizable input editing
         with macros. Subsequently many cursor commands only work properly when
         used within a macro or event.

         #cursor tab <list;scrollback> <backward|forward>
           Tab through the given option(s) going forward or backward.

Related: alias, history, keypad, macro, speedwalk and tab.


         DAEMON

Command: #daemon {attach|detach|kill|list} [name]

         #daemon provides functionality similar to that of the screen and tmux
         utilities.

         #daemon attach [name]
           The attach option will try to find a daemonized tintin instance and
           take over control. The name argument is optional.

         #daemon detach [name]
           The detach option will daemonize tintin, turning it into a background
           process. The name argument is optional and is useful if you have
           several daemonized tt++ instances running so you can keep them apart.

         #daemon kill [name]
           Kills all daemons or daemons with matching name.

         #daemon list [name]
           List all daemons or daemons with matching name.

Related: script, system and run.


         DEBUG

Command: #debug {listname} {on|off|log}

         Toggles a list on or off. With no argument it shows your current
         settings, as well as the list names that you can debug.

         If you for example set ACTIONS to ON you will get debug information
         whenever an action is triggered.

         #debug {listname} {log} will silently write debugging information to
         the log file, you must be logging in order for this to work.

         Not every list has debug support yet.

Related: class, ignore, info, kill and message.


         DEFAULT

Command: #default {commands}

         The default command can only be used within the switch command. When
         the conditional argument of non of the case commands matches the switch
         command's conditional statement the default command is executed.

Related: case, default, else, elseif, if, switch and regexp.


         DELAY

Command: #delay {seconds} {command}
Command: #delay {name} {command} {seconds}

         Delay allows you to have tintin wait the given amount of seconds
         before executing the given command. tintin won't wait before
         executing following input commands if any.

         Floating point precision for milliseconds is possible.

Example: #show first;#delay {1} {#show last}
         This will print 'first', and 'last' around one second later.

Comment: If you want to remove a delay with the #undelay command you can add
         a name as the first argument, be aware this changes the syntax. If
         the name is a number keep in mind that delays with the same numeric
         name will not be overwritten

Related: event and ticker.


         DRAW

Command: #draw [color] [options] <type> <square> {text}

         The draw commands allows you to draw various types of lines and shapes
         on the screen. Common options and types with a brief description are
         provided when you type #draw without an argument.

         The square arguments should exists of two coordinates defining the
         upper left and bottom right corner using row, col, row, col syntax.


       You can prefix the option with a color code or color name to color the
         lines and shapes.

         You can further prefix the option as following:

         ASCII      will draw in ASCII mode.
         BLANKED    will blank the lines and corners.
         BOLD       will draw text with bold letters.
         BOTTOM     will draw on the bottom side if possible.
         BUMPED     will precede the draw with an enter.
         CIRCLED    will circle the corners.
         CONVERT    will draw text with meta conversion.
         CROSSED    will cross the corners.
         CURSIVE    will draw text with cursive letters.
         FAT        will draw text with fat letters.
         FILLED     will fill circles and jewels.
         GRID       will draw TABLE as a grid.
         HORIZONTAL will draw horizontal if possible.
         HUGE       will draw text in huge letters.
         JEWELED    will diamond the corners.
         JOINTED    will draw corners.
         LEFT       will draw on the left side if possible.
         NUMBERED   will draw numbered, mostly for debugging.
         PRUNED     will prune the corners.
         RIGHT      will draw on the right side if possible.
         ROUNDED    will round the corners.
         SCROLL     will draw in the scrolling region.
         SHADOWED   will shadow HUGE text.
         TEED       will tee the corners.
         TRACED     will trace HUGE text.
         TOP        will draw on the top side if possible.
         TUBED      will draw tubes instead of lines.
         UNICODE    will draw in unicode mode.
         VERTICAL   will draw vertical if possible.

         The following types are available.

         [ASCII|UNICODE|HUGE] BOX {[TEXT1]} {[TEXT2]}
           will draw a box.
         [BLANKED|CIRCLED|CROSSED|JEWELED|ROUNDED|TEED|PRUNED] CORNER
           will draw a corner.
         [BLANKED|HORIZONTAL|NUMBERED|TUBED|VERTICAL] LINE {[TEXT]}
           will draw a line.
         RAIN {<VARIABLE>} {[SPAWN]} {[FADE]} {[LEGEND]}
           will draw digital rain.
         [JOINTED|TOP|LEFT|BOTTOM|RIGHT] SIDE
           will draw one or more sides of a box.
         [GRID] TABLE {[LIST1]} {[LIST2]}
          will draw a table.
         [HUGE] TILE {[TEXT1]} {[TEXT2]}
           will draw a tile

         All draw types take an optional text argument as long as a valid
         square with enough space has been defined. Text is automatically
         word wrapped.

Example: #draw Blue box 1 1 3 20 {Hello world!}

Related: buffer, echo, grep and showme.


         ECHO

Command: #echo {format} {argument1} {argument2} {etc}

         Echo command displays text on the screen with formatting options. See
         the help file for the format command for more information.

         The echo command does not trigger actions.

         As with the #show command you can split the {format} argument up into
         two braced arguments, in which case the 2nd argument is the row number.

Example: #echo {The current date is %t.} {%Y-%m-%d %H:%M:%S}
         #echo {[%38s][%-38s]} {Hello World} {Hello World}
         #echo {{this is %s on the top row} {-1}} {printed}

Related: buffer, format, grep and showme.


         ELSE

Command: #else {commands}

         The else statement should follow an #IF or #ELSEIF statement and is
         only called if the proceeding #IF or #ELSEIF is false.

Example: #if {1d2 == 1} {smile};#else {grin}

Related: case, default, elseif, if, switch and regexp.


         ELSEIF

Command: #elseif {conditional} {commands}

         The elseif statement should follow an #IF or #ELSEIF statement and is
         only called when the statement is true and the proceeding #IF and
         #ELSEIF statements are false.

Example: #if {1d3 == 1} {smirk};#elseif {1d2 == 1} {snicker}

Related: case, default, else, if, switch and regexp.


         END

Command: #end {<message>}

         Terminates tintin and return to unix.  On most systems, ctrl-c has
         the same result.

         The message is optional and is printed before tintin exits. When
         using #end {\} tintin will terminate silently.

Related: zap


         ESCAPE CODES

         You may use the escape character \ for various special characters.

         \a    beep the terminal.
         \c    send a control character, \ca for ctrl-a.
         \e    start an escape sequence.
         \n    send a line feed.
         \r    send a carriage return.
         \t    send a horizontal tab.
         \x    print an 8 bit character using hexadecimal, \xFF for example.
         \x7B  send the '{' character.
         \x7D  send the '}' character.
         \u    print a 16 bit unicode character, \uFFFD for example.
         \U    print a 21 bit unicode character, \U02AF21 for example.
         \v    send a vertical tab

         Ending a line with \ will stop tintin from appending a line feed.
         To escape arguments in an alias or action use %%0 %%1 %%2 etc.

Related: characters, colors, coordinates, mathematics and pcre.


         EVENT

Command: #event {event type}

         Events allow you to create triggers for predetermined client events.

         Use #event without an argument to see a list of possible events with
         a brief description. Use #event %* to see the current list of defined
         events. Use #info {events} {on} to see events get thrown.

         To enable mouse events use #config mouse_tracking on, to see mouse
         events use #config mouse_tracking info.

         Some events can be prefixed with CATCH to interrupt default behavior.

         Some events can be prefixed with GAG to gag default messages.

         CATCH <EVENT>
         CHAT MESSAGE           %0 default %1 plain
         CLASS ACTIVATED        %0 class name
         CLASS DEACTIVATED      %0 class name
         DATE                   %1 month - %3 day   %4 hour : %5 minute
         DAY <DAY>              %3 day of the month
         DOUBLE-CLICKED <VAR>   %0 row %1 col %2 -row %3 -col %4 word %5 line
         END OF PATH
         GAG <EVENT>
         HOUR                   %4 hour
         IAC <VAR> <VAR>
         IAC SB GMCP <MODULE>   %0 data     %1 raw data
         IAC SB MSSP            %0 variable %1 value
         IAC SB MSDP            %0 variable %1 value %2 plain value
         IAC SB MSDP <VAR>      %0 variable %1 value %2 plain value
         IAC SB NEW-ENVIRON     %0 variable %1 value
         IAC SB ZMP <VAR>       %0 value
         IAC SB <VAR>           %0 raw text %1 raw data
         KEYPRESS               %0 character %1 unicode index
         LONG-CLICKED <VAR>     %0 row %1 col %2 -row %3 -col %4 word %5 line
         MAP CREATE EXIT        %0 vnum %1 exit name %2 exit cmd %3 exit vnum
         MAP CREATE ROOM        %0 vnum %1 name
         MAP DELETE EXIT        %0 vnum %1 exit name %2 exit cmd %3 exit vnum
         MAP DELETE ROOM        %0 vnum %1 name
         MAP ENTER MAP          %0 new vnum
         MAP ENTER ROOM         %0 new vnum %1 old vnum
         MAP ENTER ROOM <VAR>   %0 new vnum %1 old vnum
         MAP EXIT MAP           %0 old vnum
         MAP EXIT ROOM          %0 old vnum %1 new vnum
         MAP EXIT ROOM <VAR>    %0 old vnum %1 new vnum
         MAP FOLLOW MAP         %0 old vnum %1 new vnum %2 exit name
         MAP MOUSE LOCATION                   %2 -row %3 -col %5 vnum %6 info
         MAP REGION             %0 row %1 col %2 -row %3 -col %5 vnum %6 info
         MAP ROOM               %0 row %1 col %2 -row %3 -col %5 vnum %6 info
         MAP UPDATED VTMAP
         MINUTE                 %5 minute
         MONTH                  %1 month
         MOVED <VAR>            %0 row %1 col %2 -row %3 -col %4 word %5 line
         PORT CONNECTION        %0 name %1 ip %2 port
         PORT DISCONNECTION     %0 name %1 ip %2 port
         PORT MESSAGE           %0 data %1 plain data
         PORT LOG MESSAGE       %0 name %1 ip %2 port %3 data %4 plain data
         PORT RECEIVED MESSAGE  %0 name %1 ip %2 port %3 data %4 plain data
         PRESSED <VAR>          %0 row %1 col %2 -row %3 -col %4 word %5 line
         PROGRAM START          %0 startup arguments
         PROGRAM TERMINATION    %0 goodbye message
         READ ERROR             %0 filename %1 error message
         RECEIVED INPUT         %0 raw text
         RECEIVED KEYPRESS      %0 raw text %1 unicode index
         RECEIVED LINE          %0 raw text %1 plain text
         RECEIVED OUTPUT        %0 raw text
         RECEIVED PROMPT        %0 raw text %1 plain text
         RELEASED <VAR>         %0 row %1 col %2 -row %3 -col %4 word %5 line
         SCAN CSV HEADER        %0 all args %1 arg1 %2 arg2 .. %99 arg99
         SCAN CSV LINE          %0 all args %1 arg1 %2 arg3 .. %99 arg99
         SCAN TSV HEADER        %0 all args %1 arg1 %2 arg3 .. %99 arg99
         SCAN TSV LINE          %0 all args %1 arg1 %2 arg3 .. %99 arg99
         SCREEN FOCUS           %0 focus (0 or 1)
         SCREEN LOCATION        %0 rows %1 cols  %2 height %3 width
         SCREEN MOUSE LOCATION  %0-3 screen row/col %4-7 cell row/col %8 loc
         SCREEN RESIZE          %0 rows %1 cols %2 height %3 width
         SCREEN SPLIT           %0 top row %1 top col %2 bot row %3 bot col
         SCREEN UNSPLIT         %0 top row %1 top col %2 bot row %3 bot col
         SCROLLED <VAR>         %0 row %1 col %2 -row %3 -col %4 word %5 line
         SECOND                 %6 second
         SEND OUTPUT            %0 raw text %1 size
         SENT OUTPUT            %0 raw text %1 size
         SESSION ACTIVATED      %0 name
         SESSION CONNECTED      %0 name %1 host %2 ip %3 port
         SESSION CREATED        %0 name %1 host %2 ip %3 port
         SESSION DEACTIVATED    %0 name
         SESSION DISCONNECTED   %0 name %1 host %2 ip %3 port
         SESSION TIMED OUT      %0 name %1 host %2 ip %3 port
         SHORT-CLICKED <VAR>    %0 row %1 col %2 -row %3 -col %4 word %5 line
         SWIPED <DIR>
           %0 dir %1 button %2 row %3 col %4 -row %5 -col %6 row %7 col %8 -row
           %9 -col %10 rows %11 cols
         SYSTEM ERROR           %0 name %1 system msg %2 error %3 error msg
         TIME                   %4 hour : %5 minute : %6 second
         TRIPLE-CLICKED <VAR>   %0 row %1 col %2 -row %3 -col %4 word %5 line
         UNKNOWN COMMAND        %0 raw text
         VARIABLE UPDATE <VAR>  %0 name %1 new value
         VARIABLE UPDATED <VAR> %0 name %1 new value
         VT100 SCROLL REGION    %0 top row %1 bot row %2 rows %3 cols %4 wrap
         WEEK <DAY>             %2 day of the week
         WRITE ERROR            %0 filename %1 error message
         YEAR                   %0 year

         To see all events trigger use #event info on. Since this can get
         rather spammy it's possible to gag event info messages.

Example: #event {SESSION CONNECTED} {#read mychar.tin}

Comment: You can remove an event with the #unevent command.

Related: button, delay and ticker.


         FOREACH

Command: #foreach {list} {variable} {commands}

         For each item in the provided list the foreach statement will update
         the given variable and execute the command part of the statement. List
         elements must be separated by braces or semicolons.

Example: #foreach {bob;tim;kim} {name} {tell $name Hello}
Example: #foreach {{bob}{tim}{kim}} {name} {tell $name Hello}

Related: break, continue, list, loop, parse, repeat, return and while.


         FORMAT

Command: #format {variable} {format} {argument1} {argument2} {etc}

         Allows you to store a string into a variable in the exact same way
         C's sprintf works with a few enhancements and limitations like a
         maximum of 30 arguments.

         If you use #format inside an alias or action you must escape %1s as
         %+1s or %%1s or %\1s so the %1 isn't substituted by the trigger.

         #format {test} {%+9s} {string}  pad string with up to 9 spaces
         #format {test} {%-9s} {string}  post pad string with up to 9 spaces
         #format {test} {%.8s} {string}  copy at most 8 characters
         #format {test} {%a}   {number}  print corresponding charset character
         #format {test} {%c}   {string}  use a highlight color name
         #format {test} {%d}   {number}  print a number with integer formatting
         #format {test} {%f}   {string}  perform floating point math
         #format {test} {%g}   {number}  perform thousand grouping on {number}
         #format {test} {%h}   {string}  turn text into a header line
         #format {test} {%l}   {string}  lowercase text
         #format {test} {%m}   {string}  perform mathematical calculation
         #format {test} {%n}     {name}  capitalize the first letter
         #format {test} {%p}   {string}  strip leading and trailing spaces
         #format {test} {%r}   {string}  reverse text, hiya = ayih
         #format {test} {%s}   {string}  print given string
         #format {test} {%t}   {format}  display time with strftime format
                                         optional {{format}{time}} syntax
         #format {test} {%u}   {string}  uppercase text
         #format {list} {%w}   {string}  store word wrapped text in {list}
                                         optional {{string}{width}} syntax
         #format {test} {%x}      {hex}  print corresponding charset character
         #format {test} {%A}     {char}  store corresponding character value
         #format {test} {%C}   {number}  store number in chronological notation
         #format {test} {%D}      {hex}  convert hex to decimal in {test}
         #format {hash} {%H}   {string}  store a 64 bit string hash in {hash}
         #format {test} {%L}   {string}  store the string length in {test}
         #format {test} {%M}   {number}  convert number to metric in {test}
         #format {test} {%S}   {string}  store the number of spelling errors
         #format {time} {%T}         {}  store the epoch time in {time}
         #format {time} {%U}         {}  store the micro epoch time in {time}
         #format {test} {%X}      {dec}  convert dec to hexadecimal in {test}

         #format {test} {%%}             a literal % character

Comment: See #help TIME for help on the %t argument.

Related: cat, echo, function, local, math, replace, script, time and variable.


         FUNCTION

Command: #function {name} {operation}

         Functions allow you to execute a script within a line of text, and
         replace the function call with the line of text generated by the
         function.

         Be aware that each function should set the $result variable at the
         end of the function, or call #return with the given result.

         To use a function use the @ character before the function name.
         The function arguments should be placed between braces behind the
         function name with argument separated by semicolons.

         The function itself can use the provided arguments which are stored
         in %1 to %9, with %0 holding all arguments.

Example: #function {rnd} {#math {result} {1 d (%2 - %1 + 1) + %1 - 1}}
         #show A random number between 100 and 200: @rnd{100;200}

Example: #function gettime {#format result %t %H:%M}
         #show The current time is @gettime{}

Comment: You can remove a function with the #unfunction command.

Related: format, local, math, replace, script and variable.


         GAG

Command: #gag {string}

         Removes any line that contains the string.

Comment: See '#help action', for more information about triggers.

         There are a system messages that can be gagged using gag events.

Comment: You can remove a gag with the #ungag command.

Related: action, highlight, prompt and substitute.


         GREETING

      ####################################################################
      #                                                                  #
      #                    T I N T I N + +   2.02.03b                    #
      #                                                                  #
      #      Code by Peter Unold, Bill Reis, and Igor van den Hoven      #
      #                                                                  #
      ####################################################################



         GREP

Command: #grep [page] {search string}

         This command allows you to search for matching lines in your scroll
         back buffer. The amount of matches shown equals your screen size. If
         you want to search back further use the optional page number. You can
         use wildcards for better search results. Be aware the search string
         is case sensitive, which can be disabled by using %i.

         By default grep searches from the end of the scrollback buffer to the
         beginning, this can be reversed by using a negative page number.

Example: #grep Bubba tells you
         This will show all occasions where bubba tells you something.

Related: buffer, echo and showme.


         HELP

Command: #help {subject}

         Without an argument #help will list all available help subjects.

         Using #help %* will display all help entries.

Related: commands, debug, ignore, info, message and statements.


         HIGHLIGHT

Command: #highlight {string} {color names} {priority}

         The highlight command is used to allow you to highlight strings of text.

         Available color options are:

         reset      - resets the color state to default
         light      - turns the color light in 16 color mode.
         dark       - turns the color dark in 16 color mode.
         underscore - underscores the text.
         blink      - makes the text blink.
         reverse    - reverse foreground and background color.
         b          - makes next color the background color.

         Available color names are:

         <F06B> - azure                 <F08F> - Azure
         <F00B> - blue                  <F00F> - Blue
         <F0BB> - cyan                  <F0FF> - Cyan
         <F000> - ebony                 <F666> - Ebony
         <F0B0> - green                 <F0F0> - Green
         <F0B6> - jade                  <F0F8> - Jade
         <F6B0> - lime                  <F8F0> - Lime
         <FB0B> - magenta               <FF0F> - Magenta
         <FB60> - orange                <FF80> - Orange
         <FB06> - pink                  <FF08> - Pink
         <FB00> - red                   <FF00> - Red
         <F888> - silver                <FDDD> - Silver
         <F860> - tan                   <FDB0> - Tan
         <F60B> - violet                <F80F> - Violet
         <FBBB> - white                 <FFFF> - White
         <FBB0> - yellow                <FFF0> - Yellow

         The %1-99 variables can be used as 'wildcards' that will match with any
         text. They are useful for highlighting a complete line. The %0 variable
         should never be used in highlights.

         You may start the string to highlight with a ^ to only highlight text
         if it begins the line.

         Besides color names also <abc> color codes can be used.

Example: #high {Valgar} {reverse blink}
         Prints every occurrence of 'Valgar' in blinking reverse video.

Example: #high {^You %1} {bold cyan}
         Boldfaces any line that starts with 'You' in cyan.

Example: #high {Bubba} {red underscore b green}
         Highlights the name Bubba as red underscored text on green background.

Comment: See '#help action', for more information about triggers.

Comment: See '#help substitute', for more advanced color substitution.

Comment: This command only works with ANSI/VT100 terminals or emulators.

Comment: You can remove a highlight with the #unhighlight command.

Related: action, gag, prompt and substitute.


         HISTORY

Command: #history {delete}                 Delete the last command.
         #history {insert}    {command}    Insert a command.
         #history {list}                   Display the entire command history.
         #history {read}      {filename}   Read a command history from file.
         #history {write}     {filename}   Write a command history to file.

         Without an argument all available options are shown.

         By default all commands are saved to the history list and the history
         list is saved between sessions in the ~/.tintin/history.txt file.

         You can set the character to repeat a command in the history with the
         #config {REPEAT CHAR} {<character>} configuration option, by default
         this is set to the exclamation mark.

         You can use ! by itself to repeat the last command, or !<text> to
         repeat the last command starting with the given text.

         You can use #config {REPEAT ENTER} {ON} to repeat the last command
         when you press enter on an empty line.

         You can press ctrl-r to enter an interactive regex enabled history
         search mode, or by issuing #cursor {history search}.

         TinTin++ tries to bind the arrow up and down keys to scroll through
         the history list by default. You can bind these with a macro yourself
         using #cursor {history next} and #cursor {history prev}. Many #cursor
         commands only work properly when bound with a macro.

Related: alias, cursor, keypad, macro, speedwalk and tab.


         IF

Command: #if {conditional} {commands if true} {commands if false}

         The 'if' command is one of the most powerful commands added since
         TINTIN III. It works similar to an 'if' statement in other languages,
         and is strictly based on the way C handles its conditional statements.
         When an 'if' command is encountered, the conditional statement is
         evaluated, and if TRUE (any non-zero result) the commands are executed.

         The 'if' statement is only evaluated if it is read, so you must nest
         the 'if' statement inside another statement (most likely an 'action'
         command). The conditional is evaluated exactly the same as in the
         'math' command only instead of storing the result, the result is used
         to determine whether to execute the commands.

Example: #action {%0 gives you %1 gold coins.} {#if {%1>5000} {thank %0}}
         If someone gives you more than 5000 coins, thank them.

Comment: See '#help math', for more information.

Related: case, default, else, elseif, switch and regexp.


         IGNORE

Command: #ignore {listname} {on|off}

         Toggles a list on or off. With no arguments it shows your current
         settings, as well as the list names that you can ignore.

         If you for example set ACTIONS to OFF actions will no longer trigger.
         Not every list can be ignored.

Related: class, debug, info, kill and message.


         INDEX

         INDEX

         On this page you'll find an introduction to using TinTin++. Additional
         information can be found in the individual help sections.

         Starting and Ending

         The syntax for starting TinTin++ is: ./tt++ [command file]

         Read more about the command file in the files section below. Remember
         one thing though. All actions, aliases, substitutions, etc, defined
         when starting up TinTin++ are inherited by all sessions.

         If you want to exit TinTin++ type '#end' or press ctrl-d on an empty
         line.

         For the WinTin++ users, if you want to paste text use shift-insert,
         text is automatically copied upon selection. This is typical Linux
         behavior, but it can take some getting used to.


         Basic features

         I'll start by explaining some of the very basic and important features:

         All TinTin++ commands starts with a '#'.

Example: #help -- #help is a client command, and isn't send to the server.

         All TinTin++ commands can be abbreviated when typed.

         #he -- Typing #he is the same as typing #help though it's suggested to
         use at least 3 letter abbreviations just in case another command is
         added that starts with 'he'.

         All commands can be separated with a ';'.

         n;l green;s;say Dan Dare is back! -- do these 4 commands
         There are 3 ways ';'s can be overruled.

         \say Hello ;) -- Lines starting with a '\' aren't parsed by TinTin++.
         say Hello \;) -- The escape character can escape 1 letter.
         #config verbatim on -- Everything is send as is except '#' commands.

         Connecting to a server

Command: #session {session name} {server address} {port}

         Example: #session someone tintin.sourceforge.net 4321

         You can have more than one session, in which case you can switch
         between sessions typing #<session name>.

         You can get a list of all sessions by typing: #session. The current
         active session is marked with (active). Snooped sessions with
         (snooped). MCCP sessions (compression) with (mccp 2) and (mccp 3).


         Split

Command: #split

         The split command will create a separated input and output area.

         Using the #prompt command you can capture the prompt and place it on
         the split line. To get rid of the split interface you can use #unsplit
         which will restore the terminal settings to default.


         Alias

Command: #alias {name} {commands}

         The syntax of the #alias command is almost like alias in csh.
         Use this command to define aliases. The variables %0, %1.. %9 contain
         the arguments to the aliased command as follows:
         the %0 variable contains ALL the arguments.
         the %1 variable contains the 1st argument
         ....
         the %9 variable contains the 9th argument

Example: #alias greet say Greetings, most honorable %1

         If there are no variables on the right-side of the alias definition,
         any arguments following the aliases-command will be appended to the
         command string.

Example: #alias ff cast 'fireball' -- 'ff bob' equals: cast 'fireball' bob

         If you want an alias to execute more commands, you must use braces.

Example: #alias ws {wake;stand}

         To delete an alias use the #unalias command.

         WARNING! TinTin++ doesn't baby sit, and hence does not check for
         recursive aliases! You can avoid recursion by escaping the entire
         line.

Example: #alias put \put %1 in %2

         Or by using the send command.

Example: #send put %1 in %2


         Action

Command: #action {action-text} {commands}

         Use this command to define an action to take place when a particular
         text appears on your screen. There are 99 variables you can use as
         wildcards in the action-text.

         These variables are %1, %2, %3 .... %9, %10, %11 ... %97, %98, %99.

Example: #action {You are hungry} {get bread bag;eat bread}

Example: #action {%1 has arrived.} shake %1 -- shake hands with people arriving.

Example: #action {%1 tells you '%2'}
                   {tell bob %1 told me '%2'} -- forward tells.

Example: #action {tells you} #bell -- beep on tell.

         You can have TinTin++ ignore actions if you type '#ignore actions on'.

         You can see what commands TinTin++ executes when an action triggers
         by typing '#debug actions on'.

         You can remove actions with the #unaction command.


         Highlight

Command: #highlight {text} {color}

         This command works a bit like #action. The purpose of this command is
         to substitute text from the server with color you provide. This command
         is a simplified version of the #substitute command.

Example: #high {Snowy} {light yellow}

Example: #high {%*Snowy%*} {light yellow}

         Use #unhigh to delete highlights.


         Speedwalk

         If you type a command consisting ONLY of letters and numbers n, e, s,
         w, u, d - then this command can be interpreted as a serie of movement
         commands.

Example: ssw2n -- go south, south, west, north, north

         If you have problems with typing some commands that actually ONLY
         consists of these letters, then type them in CAPS. For example when
         checking the NEWS or when asked to enter NEW as your name.

         You must enable speedwalking with: #config speedwalk on/off.


         Ticker

Command: #ticker {name} {commands} {seconds}

         The name can be whatever you want it to be, and is only required for
         the unticker command. The commands will be executed every x amount of
         seconds, which is specified in the interval part.

Example: #tick {tick} {#delay 50 #show 10 SECONDS TO TICK!;#show TICK!!!} {60}

         This creates a ticker with the name {tick} which will print TICK!!!,
         as well as print a warning when the next tick will occure.

         You can remove tickers with #untick


         Command files

         When you order TinTin++ to read a command file, it parses all the text
         in the file. You can use command files to keep aliases/actions in,
         login to a server (name, password etc..) and basically all kinds of
         commands.

         You can make the command files with either a text editor (suggested),
         or use the #write command to write out a file.

         Commands for files:

         #read filename -- read and execute the file.

         #write filename -- write all actions/aliases/substitutes/etc known for
         the current session to a file.


         Repeating Commands

         You can repeat a command, the syntax is: #number command

Example: #5 cackle -- if you just killed bob the wizard.
Example: #10 {buy bread;put bread bag} -- repeat these 2 commands 10 times.
Example: #100 ooc w00t w00t!!!!! -- nochannel yourself.


         History

         TinTin++ has a limited subset of the csh history features.

         ! -- repeat the last command
         !cast -- repeat the last command starting with cast
         ctrl-r -- enter the reverse history search mode.


         Map commands

         TinTin++ has a powerful highly configurable automapper. Whenever
         you type n/ne/e/se/s/sw/w/nw/n/u/d tt++ tries to keep track of your
         movement.

         Commands for map:

         #map create -- create a map.
         #map goto 1 -- go to the first room in the map, created by default.
         #map map -- display the map.
         #map undo -- undo your last map alteration.
         #map write <filename> -- save the map to file.
         #map read <filename> -- load a map from file.

         There are many other map options and it's beyond the scope of this
         help section to explain everything there is to know, but I'll give
         a set of commands that will get most people started.

         #map create
         #split 12 1
         #map flag unicode on
         #map flag vt on
         #map goto 1

         These commands will create a 12 row vt100 split section at the top of
         your screen where a map drawn using unicode characters is displayed.

Example: #action {There is no exit in that direction.} {#map undo}

         The map will be automatically created as you move around.


         Help

Command: #help {subject}

         The help command is your friend and contains the same helpfiles
         inside TinTin++ as are available on the website. If you type #help
         without an argument you will see the various available help subjects
         which try to explain the TinTin++ commands and features in greater
         detail.


         Enjoy



         INFO

Command: #info {listname} {LIST|ON|OFF|SAVE}

         Without an argument info displays the settings of every tintin list.

         By providing the name of a list and the LIST option it shows all
         triggers/variables associated with that list. With the SAVE option
         This data is written to the info variable.

         #info cpu will show information about tintin's cpu usage.
         #info mccp will show information about data compression.
         #info stack will show the low level debugging stack.
         #info session will show some session information.
         #info system will show some system information.
         #info unicode will show information on the provided character.

Related: class, debug, ignore, kill and message.


         KEYPAD

When TinTin++ starts up it sends \e= to the terminal to enable the terminal's
application keypad mode, which can be disabled using #show {\e>}

      Configuration A           Configuration B           Configuration C
 ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮
 │num/*-    │ │num/*-    │ │Numnkp/nkp*nkp- │
 ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
 │789+    │ │HomeUpPgUp+    │ │nkp7nkp8nkp9nkp+ │
 ├─────┼─────┼─────┤     │ ├─────┼─────┼─────┤     │ ├─────┼─────┼─────┤     │
 │456    │     │ │LeftCntrRight│     │ │nkp4nkp5nkp6 │     │
 ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
 │123Enter│ │EndDownPgDnEnter│ │nkp1nkp2nkp3nkpEn│
 ├─────┴─────┼─────┤     │ ├─────┴─────┼─────┤     │ ├─────┴─────┼─────┤     │
 │0.    │     │ │InsDel  │     │ │nkp0nkp. │     │
 ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯

With keypad mode disabled numlock on will give you configuration A, and numlock
off will give you configuration B. With keypad mode enabled you'll get
configuration C.

Terminals that support keypad mode
Linux Console, PuTTY, Eterm, aterm.

Terminals that do not support keypad mode

RXVT on Cygwin, Windows Console, Gnome Terminal, Konsole.

Peculiar Terminals

RXVT requires turning off numlock to enable configuration C.

Xterm may require disabling Alt/NumLock Modifiers (num-lock) in the ctrl-left
click menu. Or edit ~/.Xresources and add XTerm*VT100.numLock:false

Mac OS X Terminal requires enabling 'strict vt100 keypad behavior' in
Terminal -> Window Settings -> Emulation.

Related: colors, coordinates, escape, mathematics and pcre.


         KILL

Command: #kill {list} {pattern}

         Without an argument, the kill command clears all lists.  Useful if
         you don't want to exit tintin to reload your command files.

         With one argument a specific list can be cleared.

         With two arguments the triggers in the chosen list that match the
         given pattern will be removed.

Example: #kill alias %*test*

Related: class, debug, ignore, info and message.


         LINE

Command: #line {option} {argument}

         #line background <argument>
           Prevent new session activation.

         #line capture <variable> <argument.
           Argument is executed and output stored in <variable>.

         #line convert <argument>
           Argument is executed with escaped meta characters.

         #line debug <argument>
           Argument is executed in debug mode.

         #line gag
                         Gag the next line.

         #line ignore {argument}
           Argument is executed without any triggers being checked.

         #line local {argument}
           Argument is executed with all newly and indirectly
           created variables being local.

         #line log <filename> [text]
           Log the next line to file unless the [text] argument is
           provided.

         #line logmode <option> <argument>
           Argument is executed using the provided logmode, available
           modes are: html, plain, and raw.

         #line multishot <number> <argument>
           Argument is executed in multishot mode, all triggers created
           will only fire the given number of times.

         #line oneshot <argument>
           Argument is executed in oneshot mode, all triggers created will
           only fire once.

         #line quiet <argument>
           Argument is executed with suppression of most system messages.

         #line strip <argument>
           Argument is executed with all color codes stripped.

         #line substitute <options> <argument>
           Argument is executed using the provided substitutions, available
           options are: arguments, colors, escapes, functions, secure, and
           variables.

         #line verbatim <argument>
           Argument is executed verbatim, prohibiting variable and function
           substitutions.

         #line verbose <argument>
           Argument is executed with most system messages enabled.

         When using #line log and logging in html format use \c< \c> \c& \c" to
         log a literal < > & and ".

Related: class and config.


         LIST

Command: #list {variable} {option} {argument}

         #list {var} {add} {item}               Add {item} to the list
         #list {var} {clear}                    Empty the given list
         #list {var} {collapse}                 Turn list into a variable
         #list {var} {create} {item}            Create a list using {items}
         #list {var} {delete} {index} {number}  Delete the item at {index},
                                                the {number} is optional.
         #list {var} {explode}                  Turn list into a character list
         #list {var} {insert} {index} {string}  Insert {string} at given index
         #list {var} {find} {string} {variable} Return the found index
         #list {var} {get} {index} {variable}   Copy an item to {variable}
         #list {var} {order} {string}           Insert item in numerical order
         #list {var} {shuffle}                  Shuffle the list
         #list {var} {set} {index} {string}     Change the item at {index}
         #list {var} {simplify} {variable}      Copy simple list to {variable}
         #list {var} {size} {variable}          Copy list size to {variable}
         #list {var} {sort} {string}            Insert item in alphabetic order
         #list {var} {tokenize} {string}        Create a character list

         The index should be between 1 and the list's length. You can also give
         a negative value, in which case -1 equals the last item in the list, -2
         the second last, etc.

         When inserting an item a positive index will prepend the item at the
         given index, while a negative index will append the item.

         The add and create options allow using multiple items, as well
         as semicolon separated items.

         A length of 0 is returned for an empty or non existant list.

         You can directly access elements in a list variable using $var[1],
         $var[2], $var[-1], etc.

Related: break, continue, foreach, loop, parse, repeat, return and while.


         LISTS

         There are several different types of lists in tintin which behave in a
         fairly universal manner. To properly explain lists it's easiest to
         explain the most basic variable type first before discussing more
         complex types.

       - Basic variable: The standard key = value variable.

       - Simple list: A string that contains semicolon delimited fields.
         {a;b;c}. Can be saved as a variable.

       - Brace list: A string in which fields are delimited with braces.
         {a}{b}{c}. Brace lists cannot be stored as a variable because tables
         use braces as well, they must be stored as a simple list instead.

       - Table: Think of this as variables nested within another variable. Or
          as variables contained within another variable.

       - List: A table that uses integers for its indexes. Also known as an
         array. The #list command is a utility command for using tables as
         arrays.

         Simple Variables

Example:
         #variable {simple} {Hello World!}
         #show $simple

         To see if the 'simple' variable exists you can use &simple which will
         display 0 if the variable does not exist, or the variable's index if
         it exists.

         If you have multiple variables they are sorted alphabetically and
         numerically. While it's not all that relevant for simple variables,
         the first variable has index 1, the second variable index 2, and so
         on.

         Variable names need to start with a letter and only exist of letters,
         numbers, and underscores. If you need to use a non standard variable
         name this is possible using braces.

Example: #variable {:)} {Happy Happy!};#show ${:)}

         Variables can be accessed using their index. While primarily useful
         for tables it is possible to do this for simple variables. Use +1 for
         the first variable, +2 for the second variable, etc. Use -1 for the
         last variable, -2 for the second last variable, etc.

Example: #show The first variable is: ${+1}

         Removing Variables

         To remove a variable, use #unvariable or #unvar (every command can be
         abbreviated). It's possible to remove multiple variables at once
         using #unvar {var 1} {var 2} {etc}

         Variables are unique to each session, so if you have multiple
         sessions, removing a variable from one session won't remove it from
         other sessions.

         If you remove a table variable, all variables contained within that
         table variable are removed as well.

         Simple Lists

         A simple list is a string that contains semicolon delimited fields.
         Commands can be entered as simple lists, for example:
         #show {a};#show {b} will execute a single line as two commands.

         Several commands take a simple list as their input, these are:
         #foreach, #line substitute, #path load, #list create, and #highlight.

         Brace Lists

         A brace list is a string in which fields are delimited with braces.
         Most commands take a brace list for their arguments, for example:
         #session {x} {mud.com} {1234} {mud.tin}. The session command takes
         4 arguments, the 4th argument (command file) is optional.

         Commands that take a simple list as their input will also accept a
         brace list, keep in mind you'll have to embed the brace list in an
         extra set of braces, for example: #path load {{n}{s}{w}{w}}, which is
         identical to: #path load {n;s;w;w}.

         Brace lists cannot be stored as variables because TinTin++ will
         confuse them with tables. You can convert a brace list to a table
         variable using: #list {bracelist} {create} {{a}{b}{c}} this will look
         internally as: {{1}{a}{2}{b}{3}{c}}. You can then convert this table
         to a simple list using: #list {bracelist} {simplify} {simplelist}
         which will store {a;b;c} in the $simplelist variable.

         Braces cannot easily be escaped in TinTin++. Using \{ or \} will not
         work. The reason for this is due to several factors, but primarily
         backward compatibility. To escape braces you must define them using
         hexadecimal notation using \x7B and \x7D. See #help escape for a list
         of escape options, and the help file will also remind you of how to
         escape braces.

         Tables

         Tables are key/value pairs stored within a variable. Tables are also
         known as associative arrays, dictionaries, maps, nested variables,
         structures, and probably a couple of other names. There are several
         ways to create and access tables.

Example: #variable {friendlist} {{bob}{bob@mail.com} {bubba}{sunset@gmail.com}}

         This will create a friendlist with two entries, the key is the name of
         the friend, the value is the email address of the friend. You can see
         the email address of bob using: #show {$friendlist[bob]}. You can
         also define this table as following:

Example:
         #variable {friendlist[bob]} {bob@mail.com}
         #variable {friendlist[bubba]} {sunset@gmail.com}

         This would create the exact same table as the single line declaration
         used previously. To see the first key in the table use:
         *friendlist[+1], to see the first value in the table use:
         $friendlist[+1]. To see the size of the table use &friendlist[]. To
         print a bracelist of all friends use *friendlist[%*], to print a
         bracelist of all friends whose name starts with the letter 'a' you
         would use: *friendlist[a%*]. Similarly to see the number of friends
         you have whose name ends with the letter 'b' you would use:
         &friendlist[%*b].

         See #help regexp for a brief overview of regular expression options.
         While TinTin++ supports PCRE (perl-compatible regular expressions), it
         embeds them within its own regular expression syntax that is simpler
         and less invasive, while still allowing the full power of PCRE for
         those who need it.

Example: #unvariable {friendlist[bubba]}

         This would remove {bubba} from the friendlist. To remove the entire
         friendlist you would use: #unvariable {friendlist}.

Example: #variable {friendlist} {{bob} {{email}{bob@ma.il} {phone}{123456789}}}

         There is no limit to the number of nests, simply add more braces. To
         see Bob's email in this example you would use:
         #show {$friendlist[bob][email]}.

         Lists

         Tables are sorted alphabetically with the exception of numbers which
         are sorted numerically. If you want to determine the sorting order
         yourself you can use use the #list command which helps you to use
         tables as arrays.

Example: #action {%1 chats %2} {#list chats add {%0}}

         Each time a chat is received it's added to the end of the 'chats' list
         variable. If you type #variable chats this might look like:

         #VARIABLE {chats}
         {
                 {1} {Bubba chats Hi}
                 {2} {Bob chats Hi bub}
                 {3} {Bubba chats Bye}
                 {4} {Bob chats bub bye}
         }

         Parsing

         There are various ways to parse lists and tables, using either #loop,
         #foreach, #while, or #<number>.

         #loop takes two numeric arguments, incrementing or decrementing the
         first number until it matches the second number. The value of the loop
         counter is stored in the provided variable.

         #foreach takes either a simple list or a brace list as its first
         argument. Foreach will go through each item in the list and store the
         value in the provided variable.

         #while will perform an if check on the first argument, if the result
         is true it will execute the commands in the second argument. Then it
         performs an if check on the first argument again. It will continue to
         repeat until the if check returns 0 or the loop is interrupted with a
         control flow command. It takes special care to avoid infinite loops.

         #<number> will execute the provided argument 'number' times. For
         example: #4 {#show beep! \a}

         Here are some examples.

Example: #list friends create {bob;bubba;zorro}

         Internally this looks like {{1}{bob}{2}{bubba}{3}{zorro}} and the
         list can be parsed in various ways.

Example: #foreach {$friends[%*]} {name} {#show $name}

Example: #foreach {*friends[%*]} {i} {#show $friends[$i]}

Example: #loop {1} {&friends[]} {i} {#show $friends[+$i]}

Example: #math i 1;#while {&friends[+$i]} {#show $friends[+$i];
         #math i $i + 1}

Example: #math i 1;#&friends[] {#show $friends[+$i];#math i $i + 1}

         Each of the five examples above performs the same task; printing the
         three names in the friends list.

         If you want to get a better look at what goes on behind the scenes
         while executing scripts you can use '#debug all on'. To stop seeing
         debug information use '#debug all off'.

         Optimization

         TinTin++ tables are exceptionally fast while they remain under 100
         items. Once a table grows beyond 10000 items there can be performance
         issues when inserting and removing items in the beginning or middle of
         the table.

         The plan is to eventually implement an indexable and flexible data
         structure for large tables.

         If you load a large table from file it's important to make sure it's
         sorted, when using #write to save a table it's automatically sorted.

         If you notice performance issues on large tables it's relatively easy
         to create a hash table.

Example:

         #alias {sethash}
         {
         	#format hash %H %1;
         	#math hash1 $hash % 100;
         	#math hash2 $hash / 100 % 100;
         	#var hashtable[$hash1][$hash2][%1] %2
         }

         #function {gethash}
         {
         	#format hash %H %1;
         	#math hash1 $hash % 100;
         	#math hash2 $hash / 100 % 100;
         	#return $hashtable[$hash1][$hash2][%1]
         }

         #alias {test}
         {
         	sethash bli hey;
         	sethash bla hi;
         	sethash blo hello;
         	#show The value of bla is: @gethash{bla}
         }

         The above script will rapidly store and retrieve over 1 million items.
         Looping through a hash table is relatively easy as well.

Example:

         #alias {showhash}
         {
         	#foreach {*hashtable[%*]} {hash1}
         	{
         		#foreach {*hashtable[$hash1][%*]} {hash2}
         		{
         			#echo {%-20s = %s}
                                        {hashtable[$hash1][$hash2]}
                                        {$hashtable[$hash1][$hash2]}
         		}
         	}
        }

Related: break, continue, foreach, loop, parse, repeat, return and while.


         LOCAL

Command: #local {variable name} {text to fill variable}

         The local command sets a local variable. Unlike a regular variable
         a local variable will only stay in memory for the duration of the
         event that created it. They are accessed in the same way as a
         regular variable.

         Commands that store information to a variable will use a local variable
         if it exists.

         Avoid setting the result variable as local in a function.

Example: #alias {swap} {#local x %0;#replace x {e} {u};#show $x}

Related: format, function, math, replace, script and variable.


         LOG

Command: #log {append|overwrite|off} {[filename]}

         Logs session output to a file, you can set the data type to either
         plain, raw, or html with the config command.

Related: read, scan, textin and write.


         LOOP

Command: #loop {<start>} {<finish>} {<variable>} {commands}

         Like a for statement, loop will loop from start to finish incrementing
         or decrementing by 1 each time through.  The value of the loop counter
         is stored in the provided variable, which you can use in the commands.

Example: #loop 1 3 loop {get all $loop\.corpse}
         This equals 'get all 1.corpse;get all 2.corpse;get all 3.corpse'.

         The . needs to be escaped so it's not treated as part of the variable.

Example: #loop 3 1 cnt {drop $cnt\.key}
         This equals 'drop 3.key;drop 2.key;drop 1.key'.

Related: break, continue, foreach, list, parse, repeat, return and while.


         MACRO

Command: #macro {key sequence} {commands}

         Macros allow you to make tintin respond to function keys.

         The key sequence send to the terminal when pressing a function key
         differs for every OS and terminal. To find out what sequence is send
         you can enable the CONVERT META config option.

         Another option is pressing ctrl-v, which will enable CONVERT META for
         the next key pressed.

         If you only want a key sequence to trigger at the start of an input
         line prefix the key sequence with ^.

Example: #macro {(press ctrl-v)(press F1)} {#show \e[2J;#buffer lock}
         Clear the screen and lock the window when you press F1, useful when the
         boss is near.

Example: #macro {\eOM} {#cursor enter}
         Makes the keypad's enter key work as an enter in keypad mode.

Example: #macro {^nn} {n}
         Makes pressing n twice on an empty line execute north.

Comment: Not all terminals properly initialize the keypad key sequences.
         If this is the case you can still use the keypad, but instead of the
         arrow keys use ctrl b, f, p, and n.

Comment: You can remove a macro with the #unmacro command.

Related: alias, cursor, history, keypad, speedwalk and tab.


         MAP

Command: #map

         The map command is the backbone of the auto mapping feature.

         #map at <exit|vnum> <command>
           Execute the command at the given exit or vnum.

         #map center <x> <y> <z>
           Sets displaying center of the map viewer, default is 0 0 0.

         #map color <field> [value]
           Sets the map color for the given color field.

         #map create <size>
           Creates a new map and room 1. The default size is 50000 rooms.

         #map destroy {area|world} <name>
           Deletes the map or given area.

         #map delete <exit|vnum>
           Deletes the room for the given exit or vnum.

         #map dig <exit|vnum> [new|<vnum>]
           Creates an exit for the given exit name. If no valid exit name
           is given or no existing room is found a new room is created.
           Useful for portal links and other alternative forms of
           transportation. If the 'new' argument is provided all existing
           rooms are ignored and a new room is created. If a room vnum is
           given as the second argument an exit will be created leading
           to the given room vnum. If the room vnum doesn't exist a new
           room is created.

         #map entrance <exit> [option] [arg]
           Set the entrance data for the given exit. You must specify a
           valid two-way exit for this to work.

         #map exit <exit> <option> <arg>
           Set the exit data. Useful with a closed door where you can
           set the exit command: '#map exit e command {open east;e}'.
           Use #map exit <exit> for a list of available options.

         #map exitflag <exit> <AVOID|BLOCK|HIDE|INVIS> [on|off]
           Set exit flags. See #map roomflag for more info.

         #map explore <exit>
           Explores the given exit until a dead end or an
           intersection is found. The route is stored in #path and can
           subsequently be used with #walk. Useful for long roads.

         #map find <name> <exits> <desc> <area> <note> <terrain> <flag>
           searches for the given room name. If found the shortest path
           from your current location to the destination is calculated.
           The route is stored in #path and can subsequently be used with
           the various #path commands. If <exits> is provided all exits
           must be matched, if <roomdesc>, <roomarea> or <roomnote> or
           <roomterrain> or <roomflag> is provided these are matched as
           well against the room to be found.
           These options are also available to the at, delete, goto
           link, list and run commands.

         #map flag asciigraphics
           Takes up more space but draws a more detailed
           map that displays the ne se sw nw exits and room symbols.

         #map flag asciivnums
           Display room vnums if asciigraphics is enabled.

         #map flag nofollow
           When you enter movement commands the map will no longer
           automatically follow along. Useful for MSDP and GMCP
           automapping scripts.

         #map flag static
           Will make the map static so new rooms are no longer
           created when walking into an unmapped direction. Useful when
           you're done mapping and regularly bump into walls accidentally
           creating a new room. #map dig etc will still work.

         #map flag vtgraphics
           Enables vt line drawing on some terminals

         #map flag vtmap
           Will enable the vtmap which is shown in the top split
           screen if you have one. You can create a 16 rows high top
           screen by using '#split 16 1'.

         #map get <option> <variable> [vnum]
           Store a map value into a variable, if no vnum is given the
           current room is used. Use 'all' as the option to store all
           values as a table.

         #map get roomexits <variable>
           Store all room exits into variable.

         #map global <room vnum>
           Set the vnum of a room that contains global
           exits, for example an exit named 'recall' that leads to the
           recall location. The room can contain multiple exits, in case
           there are multiple commands that are similar to recall.

         #map goto <room vnum> [dig]
           Takes you to the given room vnum, with the
           dig argument a new room will be created if none exists.

         #map goto <name> <exits> <desc> <area> <note> <terrain>
           Takes you to the given room name, if you provide exits those
           must match.

         #map info
           Gives information about the map and room you are in.

         #map insert <direction> [roomflag]
           Insert a room in the given direction. Most useful for inserting
           void rooms.

         #map jump <x> <y> <z>
           Jump to the given coordinate, which is relative
           to your current room.

         #map landmark <name> <vnum> [description] [size]
           Creates an alias to target the provided room vnum. The
           description is optional and should be brief. The size
           determines from how many rooms away the landmark can be
           seen.

         #map leave
           Makes you leave the map. Useful when entering a maze. You
           can return to your last known room using #map return.

         #map legend <legend> [symbols|reset]
         #map legend <legend> <index> [symbol]
           There are several legends and sub-legends available for
           drawing maps to suit personal preference and character sets.
           Use #map legend all to see the legend as currently defined.
           Use #map legend <legend> <reset> to set the default legend.
           Use #map legend <legend> <character list> to create a custom
           legend. Custom legends are automatically saved and loaded by
           using #map read and #map write.

         #map link <direction> <room name> [both]
           Links two rooms. If the both
           argument and a valid direction is given the link is two ways.

         #map list <name> <exits> <desc> <area> <note> <terrain>
           Lists all matching rooms and their distance. The following
           search keywords are supported.

           {roomarea}    <arg> will list rooms with matching area name.
           {roomdesc}    <arg> will list rooms with matching room desc.
           {roomexits}   <arg> will list rooms with identical room exits.
           {roomflag}    <arg> will list rooms with matching room flags.
           {roomid}      <arg> will list rooms with identical id name.
           {roomname}    <arg> will list rooms with matching room name.
           {roomnote}    <arg> will list rooms with matching room note.
           {roomterrain} <arg> will list rooms with matching room terrain.
           {variable}    <arg> will save the output to given variable.

         #map map <rows> <cols> <append|overwrite|list|variable> <name>
           Display a drawing of the map of the given height and width.
           All arguments are optional. If {rows} or {cols} are set to {}
           or {0} they will use the scrolling window size as the default.
           If {rows} or {cols} are a negative number this number is
           subtracted from the scrolling window size.

         #map map <rows> <cols> draw <square>
           Display a drawing of the map of the given height and width.
           The square argument exists of 4 numbers formulating the top
           left corner and bottom right corner of a square.

           If you use {append|overwrite} the map is written to the specified
           file name which must be given as the 4th argument.
           If you use {list|variable} the map is saved to the specified
           variable name.

         #map move <direction>
           This does the same as an actual movement
           command, updating your location on the map and creating new
           rooms. Useful when you are following someone and want the map
           to follow. You will need to create actions using '#map move',
           for this to work.

         #map offset <row> <col> <row> <col>
           Define the offset of the vtmap as a square. Without an argument
           it defaults to the entire top split region.

         #map read <filename>
           Will load the given map file.

         #map resize <size>
           Resize the map, setting the maximum number of rooms.

         #map return
           Returns you to your last known room after leaving the map
           or loading a map.

         #map roomflag <flags> <get|on|off>
         
         #map roomflag avoid
           When set, '#map find' will avoid a route leading
           through that room. Useful for locked doors, etc.
         #map roomflag block
           When set the automapper will prevent movement into or through
           the room. Useful for death traps.
         #map roomflag hide
           When set, '#map' will not display the map beyond
           this room. When mapping overlapping areas or areas that aren't
           build consistently you need this flag as well to stop
           auto-linking, unless you use void rooms.
         #map roomflag invis
           When set the room will be colored with the INVIS color.
         #map roomflag leave
           When entering a room with this flag, you will
           automatically leave the map. Useful when set at the entrance
           of an unmappable maze.
         #map roomflag noglobal
           This marks a room as not allowing global
           transportation, like norecall rooms that block recall.
         #map roomflag void
           When set the room becomes a spacing room that can
           be used to connect otherwise overlapping areas. A void room
           should only have two exits. When entering a void room you are
           moved to the connecting room until you enter a non void room.
         #map roomflag static
           When set the room will no longer be autolinked
           when walking around. Useful for mapping mazes.

         #map run <room name> [delay]
           Calculates the shortest path to the destination and walks you
           there. The delay is optional and requires using braces. Besides
           the room name a list of exits can be provided for more precise
           matching.

         #map set <option> <value> [vnum]
           Set a map value for your current room, or given room if a room
           vnum is provided.

         #map sync <filename>
           Similar to #map read except the current map won't be unloaded
           or overwritten.

         #map terrain <name> <symbol> [flag]
           Set the terrain symbol and flag.

         #map terrain <name> <symbol> [DENSE|SPARSE|SCANT]
           Determine symbol density, omit for the default.

         #map terrain <name> <symbol> [NARROW|WIDE|VAST]
           Determine symbol spread range, omit for the default.

         #map terrain <name> <symbol> [FADEIN|FADEOUT]
           Determine symbol spread density, omit for the default.

         #map terrain <name> <symbol> [DOUBLE]
           You're using two characters for the symbol.

         #map travel <direction> <delay>
           Follows the direction until a dead end or an intersection is
           found. Use braces around the direction if you use the delay,
           which will add the given delay between movements.
           Use #path stop to stop a delayed run.

         #map undo
           Will undo your last move. If this created a room or a link
           they will be deleted, otherwise you'll simply move back a
           room. Useful if you walked into a non existant direction.

         #map uninsert <direction>
           Exact opposite of the insert command.

         #map unlandmark <name>
           Removes a landmark.

         #map unlink <direction> [both]
           Will remove the exit, this isn't two way so you can have the
           properly display no exit rooms and mazes.
           If you use the both argument the exit is removed two-ways.

         #map unterrain <name>
           Removes a terrain.

         #map update [now]
           Sets the vtmap to update within the next 0.1 seconds, or
           instantly with the now argument.

         #map vnum <low> [high]
           Change the room vnum to the given number, if a range is
           provided the first available room in that range is selected.

         #map write <filename> [force]
           Will save the map, if you want to save a map to a .tin file
           you must provide the {force} argument.

Related: path and pathdir.


         MAPPING


         TinTin++ has a powerful automapper that uses a room system similar to
         Diku MUDs which means that odd map layouts and weird exit
         configurations aren't a problem. The mapper provides tools to improve
         the visual map display. For basic path tracking see #help PATH.

         #map create [size]

         This command creates the initial map. The size is 50,000 by default
         and can be changed at any time with the #map resize command. If you
         play a MUD that uses MSDP or GMCP to provide room numbers you'll have
         to increase it to the highest reported room number. Increasing the
         size of the map doesn't decrease performance.

         #map goto <location>

         When you create the map you are not automatically inside the map. By
         default room number (vnum) 1 is created, so you can go to it using
         #map goto 1. Once you are inside the map new rooms are automatically
         created as you move around. Movement commands are defined with the
         pathdir command. By default n, ne, e, se, s, sw, w, nw, u, d are
         defined.

         #map map <rows> <cols> <append|overwrite|list|variable> <name>

         To see the map you can use #map map. It's annoying to have to
         constantly type #map map however. Instead it's possible to use #split
         to display a vt100 map. To do so execute:
         #split 16 1
         #map flag vtmap on
         The first command sets the top split lines to 16 and the bottom split
         line to 1. If you want a smaller or larger map display you can use a
         different value than 16.

         If you don't need to display diagonal exits and prefer a more compact
         look you can use #map flag AsciiGraphics off. This will enable the
         standard display which uses UTF-8 box drawing characters, results may
         vary depending on the font used.

         If your terminal supports UTF-8 you can also give #Map flag unicode on
         a try.

         If you want to display the map in a different location of the screen
         use something like:
         #split 0 1 0 -80
         #map offset 1 81 -4 -1
         This will display the map on the right side of the screen, if the
         width of the screen is wide enough.

         #map undo

         If you accidentally walk into the wall on your MUD the mapper will
         still create a new room. You can easily fix this mistake by using
         #map undo. If you want to move around on the map without moving around
         on the MUD you can use: #map move {direction}. To delete a room
         manually you can use: #map delete {direction}. To create a room
         manually you can use: #map dig {direction}.

         #map write <filename>

         You can save your map using #map write, to load a map you can use
         #map read <filename>.

         #map set <option> <value>

         You can set the room name using #map set roomname <name>. You either
         have to do this manually or create triggers to set the room name
         automatically. Once the room name is set you can use #map goto with
         the room name to visit it. If there are two rooms with the same name
         #map goto will go to the most nearby room. If you want to always go
         to the same room you should memorize the room number. You can further
         narrow down the matches by providing additional arguments, for example:

         #map goto {dark alley} {roomexits} {n;e} {roomarea} {Haddock Ville}

         You can set the room weight using #map set roomweight {value}. The
         weight by default is set to 1.0 and it represents the difficulty of
         traversing the room. If you have a lake as an alternative route, and
         traversing water rooms is 4 times slower than regular rooms, then you
         could set the weight of the lake rooms to 4.0. If the lake is 3 rooms
         wide the total weight is 12. If walking around the lake has a weight
         less than 12 the mapper will go around the lake, if the weight is
         greater than 12 the mapper will take a route through the lake.

         You can set the room symbol using #map set roomsymbol {value}. The
         symbol should be one, two, or three characters, which can be
         colorized. You can for example mark shops with an 'S' and colorize the
         'S' depending on what type of shop it is.

         #map run <location> <delay>

         The run command will have tintin find the shortest path to the given
         location and execute the movement commands to get there. You can
         provide a delay in seconds with floating point precision, for example:
         #map run {dark alley} {0.5}

         #map insert {direction} {flag}

         The insert command is useful for adding spacer rooms called void rooms.
         Often rooms overlap, and by adding void rooms you can stretch out
         exits. For example: #map insert north void. You cannot enter void rooms
         once they've been created, so you'll have to use #map info in an
         adjacent room to find the room vnum, then use #map goto {vnum} to
         visit.

         It's also possible to align rooms using void rooms. This is easily
         done using #map insert north void.

Related: map, path and pathdir.


         MATH

Command: #math {variable} {expression}

         Performs math operations and stores the result in a variable.  The math
         follows a C-like precedence, as follows, with the top of the list
         having the highest priority.

         Operators       Priority     Function
         ------------------------------------------------
         !               0            logical not
         ~               0            bitwise not
         *               1            integer multiply
         **              1            integer power
         /               1            integer divide
         //              1            integer sqrt // 2 or cbrt // 3
         %               1            integer modulo
         d               1            integer random dice roll
         +               2            integer addition
         -               2            integer subtraction
         <<              3            bitwise shift
         >>              3            bitwise shift
         ..              3            bitwise ellipsis
         >               4            logical greater than
         >=              4            logical greater than or equal
         <               4            logical less than
         <=              4            logical less than or equal
         ==              5            logical equal (can use regex)
         ===             5            logical equal (never regex)
         !=              5            logical not equal (can use regex)
         !==             5            logical not equal (never regex)
          &              6            bitwise and
          ^              7            bitwise xor
          |              8            bitwise or
         &&              9            logical and
         ^^             10            logical xor
         ||             11            logical or

         True is any non-zero number, and False is zero.  Parentheses () have
         highest precedence, so inside the () is always evaluated first.
         Strings must be enclosed in { } and use regex with == and !=,
         in the case of <= and >= the alphabetic order is compared.

         The #if and #switch commands use #math. Several commands accepting
         integer input allow math operations as well.

         Floating point precision is added by using the decimal . operator.
         Time in seconds is calculated using [day]:[hour]:<minute>:<second>.

Example: #math {heals} {$mana / 40}
         Assuming there is a variable $mana, divides its value by 40 and stores
         the result in $heals.

Example: #action {^You receive %0 experience} {updatexp %0}
         #alias updatexp {#math {xpneed} {$xpneed - %0}
         Let's say you have a variable which stores xp needed for your next
         level.  The above will modify that variable after every kill, showing
         the amount still needed.

Example: #action {%0 tells %1}
           {#if {{%0} == {Bubba} && $afk} {reply I'm away, my friend.}}
         When you are away from keyboard, it will only reply to your friend.

Related: cat, format, function, local, mathematics, replace, script and variable.


         MATHEMATICS

Number operations
         Operators       Priority     Function
         ------------------------------------------------
         !               0            logical not
         ~               0            bitwise not
         *               1            integer multiply
         **              1            integer power
         /               1            integer divide
         //              1            integer sqrt // 2 or cbrt // 3
         %               1            integer modulo
         d               1            integer random dice roll
         +               2            integer addition
         -               2            integer subtraction
         <<              3            bitwise shift
         >>              3            bitwise shift
         >               4            logical greater than
         >=              4            logical greater than or equal
         <               4            logical less than
         <=              4            logical less than or equal
         ==              5            logical equal
         !=              5            logical not equal
          &              6            bitwise and
          ^              7            bitwise xor
          |              8            bitwise or
         &&              9            logical and
         ^^             10            logical xor
         ||             11            logical or

Operator priority can be ignored by using parentheses, for example (1 + 1) * 2
equals 4, while 1 + 1 * 2 equals 3.

String operations
         Operators       Priority     Function
         ------------------------------------------------
         >               4            alphabetical greater than
         >=              4            alphabetical greater than or equal
         <               4            alphabetical less than
         <=              4            alphabetical less than or equal
         ==              5            alphabetical equal (can use regex)
         !=              5            alphabetical not equal (can use regex)

Strings must be encased in double quotes or braces. The > >= < <= operators
perform basic string comparisons. The == != operators perform regular
expressions, with the argument on the left being the string, and the argument
on the right being the regex. For example {bla} == {%*a} would evaluate as 1.

Related: math


         MESSAGE

Command: #message {listname} {on|off}

         This will show the message status of all your lists if typed without an
         argument. If you set for example VARIABLES to OFF you will no longer be
         spammed when correctly using the #VARIABLE and #UNVARIABLE commands.

Related: class, debug, ignore, info and kill.


         METRIC SYSTEM


             Name  Symbol                              Factor
           --------------------------------------------------
             Mega       M                           1 000 000
             Kilo       K                               1 000

            milli       m                               0.001
            micro       u                           0.000 001

Related: echo, format and math.


         MSDP


         MSDP (Mud Server Data Protocol) is part of the #port functionality.
         See #help event for additional documentation as all MSDP events are
         available as regular events.

         Available MSDP events can be queried using the MSDP protocol
         as described in the specification.

         https://tintin.sourceforge.io/protocols/msdp

Related: event and port.


         MSLP


         MSLP (Mud Server Link Protocol) is supported by TinTin++. See #help
         event for additional documentation as all MSLP events are available
         as regular events.

         Available MSLP sequences can be generated using the MSLP protocol
         as described in the specification.

         https://tintin.mudhalla.net/protocols/mslp

Related: event and port.


         NOP

Command: #nop {whatever}

         Short for 'no operation', and is ignored by the client.  It is useful
         for commenting in your coms file, any text after the nop and before a
         semicolon or end of line is ignored. You shouldn't put braces { } in it
         though, unless you close them properly.

Comment: By using braces you can comment out multiple lines of code in a script
         file.

         For commenting out an entire trigger and especially large sections of
         triggers you would want to use /* text */

Example: #nop This is the start of my script file.

Related: read


         PARSE

Command: #parse {string} {variable} {commands}

         Like the loop statement, parse will loop from start to finish through
         the given string.  The value of the current character is stored in the
         provided variable.

Example: #parse {hello world} {char} {#show $char}

Related: break, continue, foreach, list, loop, repeat, return and while.


         PATH

Command: #path {option} {argument}

         create   Will clear the path and start path mapping.
         delete   Will delete the last move of the path.
         describe Describe the path and current position.
         destroy  Will clear the path and stop path mapping.
         get      Will get either the length or position.
         goto     Go the the start, end, or given position index.
         insert   Add the given argument to the path.
         load     Load the given variable as the new path.
         map      Display the map and the current position.
         move     Move the position forward or backward. If a number is given
                  the position is changed by the given number of steps.
         run      Execute the current path, with an optional floating point
                  delay in seconds as the second argument.
         save     Save the path to a variable. You must specify whether you
                  want to save the path 'forward' or 'backward'.
         swap     Switch the forward and backward path.
         unzip    Load the given speedwalk as the new path.
         walk     Take one step forward or backward.
         zip      Turn the path into a speedwalk.

Example: #path ins {unlock n;open n} {unlock s;open s}

Related: map and pathdir.


         PATHDIR

Command: #pathdir {dir} {reversed dir} {coord}

         By default tintin sets the most commonly used movement commands
         meaning you generally don't really have to bother with pathdirs.
         Pathdirs are used by the #path and #map commands.

         The first argument is a direction, the second argument is the reversed
         direction.  The reverse direction of north is south, etc.

         The third argument is a spatial coordinate which is a power of two.
         'n' is 1, 'e' is 2, 's' is 4, 'w' is '8', 'u' is 16, 'd' is 32. The
         exception is for compound directions, whose value should be the sum
         of the values of each cardinal direction it is composed of. For
         example, 'nw' is the sum of 'n' and 'w' which is 1 + 8, so 'nw'
         needs to be given the value of 9. This value is required for the
         #map functionality to work properly.

Example: #pathdir {ue} {dw} {18}
         #pathdir {dw} {ue} {40}

Comment: You can remove a pathdir with the #unpathdir command.

Related: map and path.


         PCRE


         A regular expression, regex or regexp is a sequence of characters that
         defines a search pattern. Since the 1980s, different syntaxes for
         writing regular expressions exist, the two most widely used ones being
         the POSIX syntax and the similar but more advanced Perl standard.
         TinTin++ supports the Perl standard known as PCRE (Perl Compatible
         Regular Expressions).

         Regular expressions are an integral part of TinTin++, but keep in mind
         that tintin doesn't allow you to use regular expressions directly,
         instead it uses a simpler intermediate syntax that still allows more
         complex expressions when needed.

         Commands that utilize regular expressions are: action, alias, elseif,
         gag, grep, highlight, if, kill, local, math, prompt, regexp, replace,
         substitute, switch, variable and while. Several other commands use
         regular expressions in minor ways. Fortunately the basics are very
         easy to learn.

         TinTin++ Regular Expression

         The following support is available for regular expressions.

       ^ match start of line.
       $ match of end of line.
       \ escape one character.

  %1-%99 match of any text, stored in the corresponding index.
      %0 should be avoided in the regex, contains all matched text.
     { } embed a perl compatible regular expression, matches are stored.
   %!{ } embed a perc compatible regular expression, matches are not stored.

[ ] . + | ( ) ? * are treated as normal text unless used within braces. Keep in
mind that { } is replaced with ( ) automatically unless %!{ } is used.

         TinTin++  Description                            POSIX
      %d Match zero to any number of digits               ([0-9]*?)
      %D Match zero to any number of non-digits           ([^0-9]*?)
      %i Matches become case insensitive                  (?i)
      %I Matches become case sensitive (default)          (?-i)
      %s Match zero to any number of spaces               ([\r\n\t ]*?)
      %w Match zero to any number of word characters      ([A-Za-z0-9_]*?)
      %W Match zero to any number of non-word characters  ([^A-Za-z0-9_]*?)
      %? Match zero or one character                      (.??)
      %. Match one character                              (.)
      %+ Match one to any number of characters            (.+?)
      %* Match zero to any number of characters           (.*?)

         Variables

         If you use %1 in an action to perform a match the matched string is
         stored in the %1 variable which can be used in the action body.

Example: %1 says 'Tickle me'} {tickle %1}

         If you use %2 the match is stored in %2, etc. If you use an unnumbered
         match like %* or %S the match is stored at the last used index
         incremented by one.

Example: %3 says '%*'} {#if {"%4" == "Tickle me"} {tickle %3}}

         The maximum variable index is 99. If you begin an action with %* the
         match is stored in %1. You should never use %0 in the trigger part of
         an action, when used in the body of an action %0 contains all the parts
         of the string that were matched.

         To prevent a match from being stored use %!*, %!w, etc.

         Perl Compatible Regular Expressions

         You can embed a PCRE (Perl Compatible Regular Expression) using curley
         braces { }, these braces are replaced with parentheses ( ) unless you
         use %!{ }.

         Or

         You can separate alternatives within a PCRE using the | character.

Example: #act {%* raises {his|her|its} eyebrows.} {say 42..}

         Brackets

         You can group alternatives and ranges within a PCRE using brackets.

Example: #act {%* says 'Who is number {[1-9]}} {say $number[%2] is number %2}

         The example only triggers if someone provides a number between 1 and
         9. Any other character will cause the action to not trigger.

Example: #act {%* says 'Set password to {[^0-9]*}$} {say The password must
           contain at least one number, not for security reasons, but just to
           annoy you.} {4}

         When the ^ character is used within brackets it creates an inverse
         search, [^0-9] matches every character except for a number between 0
         and 9.

         Quantification

         A quantifier placed after a match specifies how often the match is
         allowed to occur.

       ? repeat zero or one time.
       * repeat zero or multiple times.
       + repeat once or multiple times.
     {n} repeat exactly n times, n must be a number.
    {n,} repeat at least n times, n must be a number.
   {n,o} repeat between n and o times, n and o must be a number.

Example: #act {%* says 'Who is number {[1-9][0-9]{0,2}} {Say $number[%2] is
           number %2}

         The example only triggers if someone provides a number between 1 and
         999.

         Parantheses

         TinTin Regular Expressions automatically add parenthesis, for example
         %* translates to (.*?) in PCRE unless the %* is found at the start or
         end of the line, in which cases it translates to (.*). Paranthesis in
         PCRE causes a change in execution priority similar to mathematical
         expressions, but parentheses also causes the match to be stored to a
         variable.

         When nesting multiple sets of parentheses each nest is assigned its
         numerical variable in order of appearance.

Example: #act {%* chats '{Mu(ha)+}'} {chat %2ha!}

         If someone chats Muha you will chat Muhaha! If someone chats Muhaha
         you will chat Muhahaha!

         Lazy vs Greedy

         By default regex matches are greedy, meaning {.*} will capture as much
         text as possible.

Example: #regex {bli bla blo} {^{.*} {.*}$} {#show Arg1=(&1) Arg2=(&2)}

         This will display: Arg1=(bli bla) Arg2=(blo)

         By appending a ? behind a regex it becomes lazy, meaning {.*?} will
         capture as little text as possible.

Example: #regex {bli bla blo} {^{.*?} {.*?}$} {#show Arg1=(&1) Arg2=(&2)}

         This will display: Arg1=(bli) Arg2=(bla blo).

         Escape Codes

         PCRE support the following escape codes.

    PCRE Description                                    POSIX
      \A Match start of string                          ^
      \b Match word boundaries                          (^|\r|\n|\t| |$)
      \B Match non-word boundaries                      [^\r\n\t ]
      \c Insert control character                       \c
      \d Match digits                                   [0-9]
      \D Match non-digits                               [^0-9]
      \e Insert escape character                        \e
      \f Insert form feed character                     \f
      \n Insert line feed character                     \n
      \r Insert carriage return character               \r
      \s Match spaces                                   [\r\n\t ]
      \S Match non-spaces                               [^\r\n\t ]
      \t Insert tab character                           \t
      \w Match letters, numbers, and underscores        [A-Za-z0-9_]
      \W Match non-letters, numbers, and underscores    [^A-Za-z0-9_]
      \x Insert hex character                           \x
      \Z Match end of string                            $

         \s matches one space, \s+ matches one or multiple spaces.

         Color triggers

         To make matching easier text triggers (Actions, Gags, Highlights,
         Prompts, and Substitutes) have their color codes stripped. If you
         want to create a color trigger you must start the triggers with a ~
         (tilde). To make escape codes visible use #config {convert meta} on.

Example: #action {~\e[1;37m%1} {#var roomname %1}

         If the room name is the only line on the server in bright white
         white color trigger will save the roomname.


         This covers the basics. PCRE has more options, most of which are
         somewhat obscure, so you'll have to read a PCRE manual for additional
         information.

Related: map and path.


         PORT

Command: #port {option} {argument}

         #port {init} {name} {port} {file}
           Initilize a port session.

         #port {call} {address} {port}
           Connect to a remote socket.

         #port {color} {color names}
           Set the default color of port messages.

         #port {dnd}
           Do Not Disturb. Decline new connections

         #port {group} {name} {group}
           Assign a socket group.

         #port {ignore} {name}
           Ignore a socket

         #port {info}
           Display information about the port session.

         #port {name} {name}
           Change socket name.

         #port {prefix} {text}
           Set prefix before each message.

         #port {send} {name|all} {text}
           Send data to socket

         #port {uninitialize}
           Uninitialize the port session.

         #port {who}
           Show all connections

         #port {zap} {name}
           Close a connection

         The port command is very similar to chat except that it creates a
         new session dedicated to receiving socket connections at the given
         port number without built-in support for a communication protocol.

         You can init with 0 as the port number to create a dummy session.

Related: all, chat, run, session, sessionname, snoop, ssl and zap.


         PROMPT

Command: #prompt {text} {new text} {row #} {col #}

         Prompt is a feature for split window mode, which will capture a line
         received from the server and display it on the status bar of your
         split screen terminal. You would define <text> and <new text> the
         same way as with a substitution.

         The row number is optional and useful if you use a non standard split
         mode. A positive row number draws #row lines from the top while a
         negative number draws #row lines from the bottom. Without an argument
         #prompt will write to the default split line, which is at row -2.

         The col number is optional and can be used to set the column index.
         A positive col number draws the given number of columns from the left,
         while a negative col number draws from the right. If you leave the
         column argument empty tintin will clear the row before printing at
         the start of the row.

         The #show command takes a row and col argument as well so it's also
         possible to place text on your split lines using #show.

Comment: See #help split for more information on split mode.

Comment: See #help substitute for more information on text
         substitutions.

Comment: You can remove a prompt with the #unprompt command.

Related: action, gag, highlight and substitute.


         READ

Command: #read {filename}

         Reads a commands file into memory.  The coms file is merged in with
         the currently loaded commands.  Duplicate commands are overwritten.

         If you uses braces, { and } you can use several lines for 1 commands.
         This however means you must always match every { with a } for the read
         command to work.

         You can comment out triggers using /* text */

Related: log, scan, textin and write.


         REGEXP

Command: #regexp {string} {expression} {true} {false}

         Compares the string to the given regular expression.

         Variables are stored in &1 to &99 with &0 holding the matched substring.

       ^ force match of start of line.
       $ force match of end of line.
       \ escape one character.
  %1-%99 lazy match of any text, available at %1-%99.
      %0 should be avoided in triggers, and if left alone lists all matches.
     { } embed a raw regular expression, matches are stored to %1-%99.
   %!{ } embed a raw regular expression, matches are not stored.
         [ ] . + | ( ) ? * are treated as normal text unlessed used within
         braces. Keep in mind that { } is replaced with ( ) automatically
         unless %!{ } is used.

         Of the following the (lazy) match is available at %1-%99 + 1

      %a match zero to any number of characters except newlines.
      %A match zero to any number of newlines.
      %d match zero to any number of digits.
      %D match zero to any number of non digits.
      %p match zero to any number of printable characters.
      %P match zero to any number of non printable characters.
      %s match zero to any number of spaces.
      %S match zero to any number of non spaces.
      %u match zero to any number of unicode characters.
      %U match zero to any number of non unicode characters.
      %w match zero to any number of word characters.
      %W match zero to any number of non word characters.

      If you want to match 1 digit use %+1d, if you want to match between 3
      and 5 spaces use %+3..5s, if you want to match between 0 and 1 word
      characters use %+0..1w

      %+ match one to any number of characters.
      %? match zero or one character.
      %. match one character.
      %* match zero to any number of characters.

      %i matching becomes case insensitive.
      %I matching becomes case sensitive (default).

         The match is automatically stored to a value between %1 and %99
         starting at %1 and incrementing by 1 for every regex. If you use
         %15 as a regular expression, the next unnumbered regular expression
         would be %16. To prevent a match from being stored use %!*, %!w, etc.

Example: #regexp {bli bla blo} {bli {.*} blo} {#show &1}

Related: case, default, else, elseif, if and switch.


         REPEAT

Command: #[number] {commands}

Sometimes you want to repeat the same command multiple times. This is the
easiest way to accomplish that.

Example: #10 {buy bread}

Related: break, continue, foreach, list, loop, parse, return and while.


         REPLACE

Command: #replace {variable} {oldtext} {newtext}

         Searches the variable text replacing each occurrence of 'oldtext' with
         'newtext'.

Related: cat, format, function, local, math, script and variable.


         RETURN

Command: #return {text}

         This command can be used to break out of a command string being
         executed.

         If used inside a #function you can use #return with an argument to both
         break out of the function and set the result variable.

Related: break, continue, foreach, list, loop, parse, repeat and while.


         RUN

Command: #run {name} {shell command} {file}

         The run command works much like the system command except that it
         runs the command in a pseudo terminal. The run command also creates
         a session that treats the given shell command as a server. This
         allows you to run ssh, as well as any other shell application, with
         full tintin scripting capabilities. If a file name is given the file
         is loaded prior to execution.

Example: #run {somewhere} {ssh someone@somewhere.com}
Example: #run {something} {tail -f chats.log}

Related: all, port, session, sessionname, snoop, ssl and zap.


         SCAN

Command: #scan {abort|csv|tsv|txt} {filename}

         The scan command is a file loading utility.

         #scan {abort}
           This command must be called from with a SCAN event and will
           abort the scan if one is in progress.

         #scan {csv} <filename>
           The scan csv command reads in a comma separated value file
           without printing the content to the screen. Instead it triggers one
           of two events.

           The SCAN CSV HEADER event is triggered on the first line of the csv
           file. The SCAN CSV LINE event is triggered on the second and each
           subsequent line of the csv file. The %0 argument contains the entire
           line, with  %1 containing the first value, %2 the second value, etc,
           all the way up to %99.

           Values containing spaces must be surrounded with quotes, keep in mind
           newlines within quotes are not supported. Use two quotes to print one
           literal quote character.

         #scan {tsv} <filename>

           The scan tsv <filename> command reads in a tab separated value file
           without printing the content to the screen. Instead it triggers the
           SCAN TSV HEADER event for the first line and SCAN TSV LINE for all
           subsequent lines.

         #scan {file} <filename> {commands}

           The scan file command reads the given files and executes the
            commands argument. &0 contains the raw content of the file and
            &1 contains the plain content. &2 contains the raw byte size of the
            file and &3 the plain byte size. &5 contains the line count.

         #scan {txt} <filename>

           The scan txt <filename> command reads in a file and sends its content
           to the screen as if it was send by a server. After using scan you can
           use page-up and down to view the file.

           This command is useful to convert ansi color files to html or viewing
           raw log files.

           Actions, highlights, and substitutions will trigger as normal, and it
           is possible to create an action to execute #scan abort to prematurely
           stop the scan.

Related: read and textin.


         SCREEN

Command: #screen {option} {argument}

         The screen command offers a variety of screen manipulation
         commands and utilities.

         #screen blur
           Move the terminal to the back of the stack.

         #screen clear [all|scroll region|square] <args>
           Provide 4 arguments defining the top left and bottom right corner
           when erasing a square.

         #screen focus
           Move the terminal to the front of the stack.

         #screen fullscreen [on|off]
           Toggles fullscreen mode when used without an argument.

         #screen get <option> <var>
           Get various screen options and save them to <var>. Use #screen
           get without an argument to see all available options.

         #screen info
           Debugging information.

         #screen input <square>
           Set the input region

         #screen load <both|label|title>
           Reload the saved title, label, or both.

         #screen minimize <on|off>
           Minimize with on, restore with off.

         #screen maximize [on|off]
           Maximize with on, restore with off.

         #screen move <height> <width>
           Move the upper left corner of the terminal to pixel coordinate.

         #screen raise <event>
           This will raise several screen events with %1 and %2 arguments.

         #screen refresh
           Terminal dependant, may do nothing.

         #screen rescale <height> <width>
           Resize the screen to the given height and width in pixels.

         #screen resize <rows> <cols>
           Resize the screen to the given height and width in characters.

         #screen save <both|label|title>
           Save the title, label, or both.

         #screen scroll <square>
           Set the scrolling region, changes the split setting.

         #screen set <both|label|title>
           Set the title, label, or both. Only title works on Windows.

Related: bell


         SCREEN READER

Command: #config {SCREEN READER} {ON|OFF}

         Screen reader mode is enabled by using #config screen on.  The main
         purpose of the screen reader mode is to report to servers that a
         screen reader is being used by utilizing the MTTS standard.  The MTTS
         specification is available at:

         http://tintin.sourceforge.net/protocols/mtts

         With the screen reader mode enabled TinTin++ will try to remove visual
         elements where possible.

Related: config


         SCRIPT

Command: #script {variable} {shell command}

         The script command works much like the system command except that it
         treats the generated echos as commands if no variable is provided.

         This is useful for running php, perl, ruby, and python scripts. You
         can run these scrips either from file or from within tintin if the
         scripting language allows this.

         If you provide a variable the output of the script is stored as a list.

Example: #script {ruby -e 'print "#show hello world"'}
Example: #script {python -c 'print "#show hello world"'}
Example: #script {php -r 'echo "#show hello world"'}
Example: #script {path} {pwd};#show The path is $path[1].

Related: format, function, local, math, replace and variable.


         SEND

Command: #send {text}

         Sends the text directly to the server, useful if you want to start
         with an escape code.

Related: textin


         SESSION

Command: #session {name} {host} {port} {file}

         Starts a telnet session with the given name, host, port, and optional
         file name. The name can be anything you want, except the name of an
         already existant session, a number, or the keywords '+', '-' and 'self'.

         If a file name is given the file is only read if the session succesfully
         connects.

         Without an argument #session shows the currently defined sessions.

         If you have more than one session, you can use the following commands:

         #session {-}        Switch to the previous session.
         #session {+}        Switch to the next session.
         #session {<number>} Switch to the given session. Session 0 is the
                             startup session, +1 the first, +2 the second, and
                             -1 is the last session. Sessions are (currently)
                             sorted in order of creation.
         #gts                Switch to the startup session. The name gts stands
                             for global tintin session.
         #ats                Switch to the active session. The name ats stands
                             for active tintin session.
                             not necessarily the calling session.
         #{name}             Activates to the session with the given name.
         #{name} {command}:  Executes a command with the given session without
                             changing the active session.
         @<name>{text}:      Parse text in the given session, substituting the
                             variables and functions, and print the result in
                             the current active session.

         The startup session is named 'gts' and can be used for relog scripts.
         Do keep in mind that tickers do not work in the startup session.

Example: #event {SESSION DISCONNECTED} {#gts #delay 10 #ses %0 tintin.net 4321}

Related: all, port, run, sessionname, snoop, ssl and zap.


         SESSIONNAME

Syntax: #[sessionname] {commands}

You can create multiple sessions with the #session command. By default only one
session is active, meaning commands you input are executed in the active
session. While all sessions receive output, only output sent to the active
session is displayed.

When you create a session with the #session command you must specify a session
name, the session name, prepended with a hashtag, can be used to activate the
session when used without an argument. If an argument is given it will be
executed by that session as a command, the session will not be activated.

Example: #ses one tintin.net 23;#ses two tintin.net 23;#one;#two grin

This will create two sessions, the session that was created last (two in this
case) will be automatically activated upon creation. Using #one, session one is
activated. Using #two grin, the grin social will be executed by session two,
session one will remain the active session.

Related: all, port, run, session, snoop, ssl and zap.


         SHOWME

Command: #show {string} {row} {col}

         Display the string to the terminal, do not send to the server.  Useful
         for status, warnings, etc.  The {row} and col number are optional and
         work the same way as the row number of the #prompt trigger.

         Actions can be triggered by the show command. If you want to avoid
         this from happening use: #line ignore #show {<string>}.

Example: #tick {TICK} {#delay 50 #show 10 SECONDS TO TICK!!!} {60}

Comment: The #prompt helpfile contains more information on using the
         option {row} and {col} arguments.

Related: buffer, draw, echo and grep.


         SNOOP

Command: #snoop {session name} {on|off}

         If there are multiple sessions active, this command allows you to monitor
         what is going on in the sessions that are not currently active.  The
         line of text from other sessions will be prefixed by the session's name.

         You can toggle off snoop mode by executing #snoop a second time.

Related: all, port, run, session, sessionname, ssl and zap.


         SPEEDWALK


         Speedwalking allows you to enter multiple directions without using
         semicolons. Directions should be prefixed with a number and will be
         executed the given number of times.

         You can enable speedwalking with #CONFIG {SPEEDWALK} {ON}.

Example: Without speedwalk, you have to type:
         s;s;w;w;w;w;w;s;s;s;w;w;w;n;n;w
         With speedwalk, you only have to type:
         2s5w3s3w2n1w

Related: alias, cursor, history, keypad, macro and tab.


         SPLIT

Command: #split {top bar} {bottom bar}
Command: #split {<square>}

         This option requires for your terminal to support VT100 emulation.

         #split allows the creation of a top status bar, a scrolling region, a
         bottom status bar, and an input line.

         --top status bar--------

           scrolling region

         --bottom status bar----------
           input line

         By default the bottom status bar is filled with dashes --- and
         subsequently it is also known as the split line. The scrolling
         region is also known as the main screen and this is where all
         incoming text is displayed by default.

         If you use #split without an argument it will set the height of the
         top status bar to 0 lines and the bottom status bar to 1 line.

         If you use #split with one argument it will set the height of the top
         status bar to the given number of lines and the bottom status bar will
         be set to 1 line.

         If you use two arguments the first argument is the height of the top
         status bar and the second argument the height of the bottom status bar.

         The third and fourth argument are optional and tintin will interpret
         four arguments as a square argument existing of two coordinates
         defining the upper left corner and bottom right corner of the
         scrolling region.

Example: #split 0 0
         This will create a split screen with just a scrolling regino and an
         input line. Great for the minimalist.

Comment: You can display text on the split line(s) with the #prompt and
         #show {line} {row} commands.

Comment: You can remove split mode with the #unsplit command.

Related: echo, prompt and showme.


         SSL

Command: #ssl {name} {host} {port} {file}

         Starts a secure socket telnet session with the given name, host, port,
         and optional file name.

Related: all, port, run, sessionname, snoop, ssl and zap.


         STATEMENTS


         TinTin++ knows the following statements.

         #break
         #case {value} {true}
         #continue
         #default {commands}
         #else {commands}
         #elseif {expression} {true}
         #foreach {list} {variable} {commands}
         #if {expression} {true}
         #loop {min} {max} {variable} {commands}
         #parse {string} {variable} {commands}
         #return {value}
         #switch {expression} {commands}
         #while {expression} {commands}

Related: commands, help and info.


         SUBSTITUTE

Command: #substitute {text} {new text} {priority}

         Allows you to replace text from the server with the new text.
         This is helpful for complex coloring and making things more readable.
         The %1-%99 variables can be used to capture text and use it as part of
         the new output, and the ^ char is valid to only check the beginning of
         the line for the text specified.

         If only one argument is given, all active substitutions that match the
         strings are displayed.  The '%*' char is valid in this instance.  See
         '#help regex', for advanced wildcard information.

         If no argument is given, all subs are displayed.

Example: #sub {Zoe} {ZOE}
         Any instance of Zoe will be replaced with ZOE.

Example: #sub {~\e[0;34m} {\e[1;34m}
         Replace generic dark blue color codes with bright blue ones.

Example: #sub {%1massacres%2} {<018>%1<118>MASSACRES<018>%2}
         Replaces all occurrences of 'massacres' with 'MASSACRES' in red.

Comment: See '#help action', for more information about triggers.

Comment: See '#help colors', for more information.

Comment: You can remove a substitution with the #unsubstitute command.

Related: action, gag, highlight and prompt.


         SUSPEND

Command: #cursor suspend

         Temporarily suspends tintin and returns you to your shell.  To
         return to tintin, type 'fg' at the shell prompt.

         While suspended your tintin sessions will freeze. To keep a
         suspended session running use the #detach command.

Related: end


         SWITCH

Command: #switch {conditional} {arguments}

         The switch command works similar to the switch statement in other
         languages. When the 'switch' command is encountered its body is parsed
         and each 'case' command found will be compared to the conditional
         argument of the switch and executed if there is a match.

         When comparing strings the switch and case arguments must be enclosed
         in quote characters.

         If the 'default' command is found and no 'case' statement has been
         matched the default command's argument is executed.

Example: #switch {1d4} {#case 1 cackle;#case 2 smile;#default giggle}

Related: statements


         SYSTEM

Command: #system {command}

         Executes the command specified as a shell command.

Related: detach, script and run.


         TAB

Command: #tab {word}

         Adds a word to the tab completion list, alphabetically sorted.

         If no tabs are defined tintin will use the scrollback buffer
         for auto tab completion.

Comment: You can remove a tab with the #untab command.

Related: alias, cursor, history, keypad, macro and speedwalk.


         TEXTIN

Command: #textin {filename} {delay}

         Textin allows the user to read in a file, and send its contents
         directly to the server.  Useful for doing online creation, or message
         writing.

         The delay is in seconds and takes a floating point number which is
         cumulatively applied to each outgoing line.

Related: scan and send.


         TICKER

Command: #ticker {name} {commands} {interval in seconds}

         Executes given command every # of seconds.

Comment: Tickers don't work in the startup session.

Comment: You can remove a ticker with the #unticker command.

Related: delay and event.


         TIME

Command: #format {variable} {%t} {argument}

         The %t format specifier of the #format command allows printing dates
         using the strftime() format specifiers. By default the time stamp used
         is the current time, if you want to print a past or future date use:

Command: #format {variable} {%t} {{argument} {{epoch time}}

         The current epoch time value is obtained using #format {time} {%T}.

         When using %t the argument should contain strftime format specifiers.
         The output may differ depending on your locale.

         %a  Abbreviated name of the day of the week (mon ... sun).
         %A  Full name of the day of the week. (Monday ... Sunday)
         %b  Abbreviated name of the month (Jan ... Dec)
         %B  Full name of the month. (January ... December)
         %C  2 digit numeric century. (19 ... 20)
         %d  2 digit numeric day of the month (01 ... 31)
         %H  2 digit numeric 24-hour clock hour. (00 ... 23)
         %I  2 digit numeric 12-hour clock hour. (01 ... 12)
         %j  3 digit numeric day of the year (001 ... 366)
         %m  2 digit numeric month of the year (01 ... 12)
         %M  2 digit numeric minute of the hour (00 ... 59)
         %p  Abbreviated 12 hour clock period (AM ... PM)
         %P  Abbreviated 12 hour clock period (am ... pm)
         %S  2 digit numeric second of the minute (00 ...59
         %u  1 digit numeric day of the week (1 ... 7)
         %U  2 digit numeric Sunday week of the year (00 ... 53
         %w  1 digit numeric day of the week (0 ... 6)
         %W  2 digit numeric Monday week of the year (00 ... 53
         %y  2 digit numeric year. (70 ... 38)
         %Y  4 digit numeric year. (1970 ... 2038)
         %z  5 digit timezone offset. (-1200 ... +1400)
         %Z  Abbreviated name of the time zone.

Related: echo, event and format.


         VARIABLE

Command: #variable {variable name} {text to fill variable}

         Variables differ from the %0-99 arguments in the fact that you can
         specify a full word as a variable, and they stay in memory for the
         full session unless they are changed.  They can be saved in the
         coms file, and can be set to different values if you have two or
         more sessions running at the same time.  Variables are global for
         each session and can be accessed by adding a $ before the variable
         name.

Example: #alias {target} {#var target %0}
         #alias {x}      {kick $target}

         The name of a variable must exist of only letters, numbers and
         underscores in order to be substituted.  If you do not meet these
         requirements do not panic, simply encapsulate the variable in braces:

Example: #variable {cool website} {http://tintin.sourceforge.net}
         #chat I was on ${cool website} yesterday!.

         Variables can be nested using brackets or dots:

Example: #var hp[self] 34;#var hp[target] 46

         You can see the first nest of a variable using $variable[+1] and the
         last nest using $variable[-1]. Using $variable[-2] will report the
         second last variable, and so on. To show all indices use $variable[].
         To show all values use $variable[%*] or a less generic regex.

         Nested variables are also known as tables, table generally being used
         to refer to several variables nested within one specific variable.

Example: #show {Targets starting with the letter A: $targets[A%*]

         To see the internal index of a variable use &<variable name>. To see
         the size of a table you would use: &targets[] or &targets[%*]. A non
         existent nested variable will report itself as 0.

Example: #show {Number of targets starting with A: &targets[A%*]

         In some scripts you need to know the name of a nested variable. This
         is also known as the key, and you can get it using *variable. For
         example *target[+1]. To get the first variable's name use *{+1}.

         It's also possible to declare a table using brace notation. Using
         #var hp[self] 34 is the equivalent of #var {hp} {{self}{34}}. This
         also allows merging tables. #var hp[self] 34;#var hp[target] 46 is
         the equivalent of #var {hp} {{self}{34} {target}{46}} as well as
         #var {hp} {{self}{34}} {{target}{46}} or if you want to get creative
         the equivalent of #var hp[self] 34;#var {hp} {$hp} {{target}{46}}.

Comment: You can remove a variable with the #unvariable command.

Related: cat, format, function, local, math, replace and script.


         WHILE

Command: #while {conditional} {commands}

         This command works similar to a 'while' statement in other languages.

         When a 'while' command is encourated, the conditional is evaluated,
         and if TRUE (any non-zero result) the commands are executed. The
         'while' loop will be repeated indefinitely until the conditional is
         FALSE or the #BREAK or #RETURN commands are found.

         The 'while' statement is only evaluated if it is read, so you must
         nest it inside a trigger, like an alias or action.

         The conditional is evaluated exactly the same as in the 'math' command.

Example: #math cnt 0;#while {$cnt < 20} {#math cnt $cnt + 1;say $cnt}

Comment: See '#help math', for more information.

Related: statements


         WRITE

Command: #write {<filename>} {[FORCE]}

         Writes all current actions, aliases, subs, highlights, and variables
         to a command file, specified by filename.

         By default you cannot write to .map files to prevent accidentally
         overwriting a map file. Use the FORCE argument to ignore this
         protection.

Related: log, read, scan and textin.


         ZAP

Command: #zap {[session]}

         Kill your current session.  If there is no current session, it will
         cause the program to terminate. If you provide an argument it'll zap
         the given session instead.

Related: all, port, run, session, sessionname, snoop and ssl.
tt/docs/mslp_protocol.txt0000664060175006010010000000376013653647361015355 0ustar  eigenaarNoneTo create the most basic link insert text between \e[4m and \e[24m. These are
the VT100 codes for underline on and underline off.

#showme {Example: \e[4mlink1\e[24m ... \e[4mlink2\e[24m}

------------------------------------------------------------------------------

If you want to create a link without the underline use \e[4;24m instead of
\e[4m.

#showme {Example: \e[4;24mlink3 (no underline)\e[24m}

------------------------------------------------------------------------------

Links when clicked generate a LINK event, which are visible if you use
#config mouse info. Example:

#event {SHORT-CLICKED LINK MOUSE BUTTON ONE} {#showme {click!}}

------------------------------------------------------------------------------

If you want to create a complex link use an OSC code.

\e]68;hello world\a\e[4mlink4\e[24m

The link part remains the same, \e[4mlink4\e[24m, but since it is prefixed
with the OSC code \e]68;hello world\a the %4 argument of the triggered LINK
event will contain hello world.

------------------------------------------------------------------------------

\e]68;\001test\002hello world\a\e[4mlink5\e[24m

The OSC code can contain MSDP. \001 indicates the start of a variable
name, and \002 indicates the start of a variable value. In tintin
this gets translated to {test}{hello world} which is available in the
%4 argument of the event.

------------------------------------------------------------------------------

\e]68;\001name6a\002value6a\001name6b\002value6b\a\e[4mlink6\e[24m};

In tintin this gets translated to {name6a}{value6a}{name6b}{value6b}

------------------------------------------------------------------------------

\e]68;0;command\a

This is the most basic link. 

\e]68;0;
\e]68;1;

These three are identical and generate a standard link event.

------------------------------------------------------------------------------

\e]68;2;

In tintin the ;2; option is used for internal help files.

------------------------------------------------------------------------------

tt/docs/ssl.txt0000664060175006010010000001016113537151322013237 0ustar  eigenaarNoneSERVER CONFIGURATION
--------------------

No changes are made to tintin or script configuration. The plan is to tunnel
an SSL connection to your #port or #chat port.

One problem is that redirected connections will appear to originate from
localhost. Fortunately tintin can handle this if needed.

You'll need to install the 'stunnel' package or download it from the
www.stunnel.org website. There is a Windows version of stunnel with
essentially the same interface.

You'll also need the 'openssl' package.

If you do this on Ubuntu the package might install the command as stunnel4
while stunnel calls stunnel3. Be mindful of that.

Create a directory to store the certificates, and the stunnel config file.

Create a self-signed certificate using openssl. For more info see:
http://www.stunnel.org/faq/certs.html

Switch to the directory where you want to store the certs, and then run the
command to generate a self-signed cert:

openssl req -new -x509 -days 3650 -nodes -out stunnel.pem -keyout stunnel.pem

It will prompt you for some information. The only thing you really need to
change from default, is the Common Name entry, which you should specify the
full hostname of your server, for example:  server.domain.com

Do not enter a passphrase for the cert, otherwise you will be prompted to
enter this passphrase every single time you start stunnel.

Run chmod 660 stunnel.pem

Stunnel will fail if the permissions are not correct on the file.

Create the config file for stunnel4, for example tinssl.conf, and use the
following contents, adjusting where necessary:

Code: [Select]
foreground = no
pid=/home/user/.tintin/ssl/tinssl.pid

[tinssl]
accept=4051
cert=/home/user/.tintin/ssl/stunnel.pem
key=/home/user/.tintin/ssl/stunnel.pem
client=no
connect=localhost:4050

The foreground option - change this to 'yes' to keep stunnel in the foreground
initially. Useful to see errors. Specify the pid to a writable path, or set it
to "pid=" for no pid file. If you don't know what a pid file is you can leave
it blank.

The segment headed by [tinssl] is the service entry. The name is arbitrary,
and there can be multiple entries if you want more tunnels. "accept=4051" is
the port for stunnel to listen for connections. "client=no" is software
default - this specifies a server connection, so stunnel must listen on 4051
for SSL connections. "connect=localhost:4050" This specifies where stunnel
will direct the incoming SSL connection. In this case, to tintin's default
chat port.

Now run: stunnel4 tinssl.conf

It should disappear into the background, or if you set foreground=yes, you
will see the basic log.

Run "ps -aux|grep stunnel" to verify that stunnel is running. There will
probably be around 4 processes running (For some odd reason). For
Windows, you should have an icon in the system tray.

With tintin you can now connect to the port using the #ssl command. To
connect to a chat port you'd have to run the connection through another
stunnel proxy. If there are problems check the logs and verify you opened
the port on your firewall, etc.

CLIENT CONFIGURATION
--------------------

If you want to use an SSL connection over #chat you can set up stunnel in
client mode to connect to your new SSL proxy. In this case we'll use 
Windows, but it's virtually identical on any supported platform.

Install stunnel for Windows.

Edit the stunnel config from the convenient menu entry. Leave everything as
is, and add a service entry at the bottom of the file:

Code: [Select]
[tinssl]
accept = 12345
connect = server.domain.com:4051
client = yes

"accept=12345" is the LOCAL port for stunnel to listen on.
"connect=server.domain.com:4051" is the SSL server to connect to, in this
case, your newly configured stunnel on your host server.

"client=yes" This is important, stunnel will NOT work properly if you do not
set client=yes here.

Run stunnel, and you will get a new icon in your systray. You can right-click
it and 'View Log' to see what's going on, if you like. Run tintin and create
a chat connection to localhost, port 12345 (or whatever you configured).

You should be momentarily connected to the given ssl server.


Special thanks to Vilentus for the original documentation.
tt/docs/syntax.txt0000664060175006010010000002620013656647042014000 0ustar  eigenaarNoneCHARACTERS
----------
          The following special characters are defined:

#         The hashtag is the default character for starting a command and is
          subsequently known as the command character or tintin character.
          When loading a command file the command character is set to the
          first character in the file. The character can also be redefined
          using #config.

;         The semi-colon is used as the command separator and can be used to
          separate two commands. Multiple commands can be strung together as
          well. Trailing semi-colons are ignored when reading a script file
          as this is a common error.

{ }       Curly brackets aka braces are used for seperating multi word command
          arguments, nesting commands, and nesting variables. Braces cannot
          easily be escaped and must always be used in pairs.

" "       Quote characters are used for strings in the #math, #if, #switch,
          and #case commands. It is however suggested to use an extra
          set of braces { } to define strings.

!         The exclamation sign is used to repeat commands, see #help history.
          The character can be redefined using #config.

\         An input line starting with a backslash is send verbatim if you are
          connected to a server. This character can be configured with
          #config.



SUBSTITUTIONS
-------------

$&*@      All variable and function names must begin with an alphabetic
          character, followed by any number of alphanumeric characters
          and underscores.

$         The dollar sign is used to retrieve the value of a variable.

&         The ampersand sign is used to retrieve the index of a variable.

*         The astrix sign is used to retrieve the name of a variable.

@         The at sign followed by an alphanumeric string is used for functions.

[ ]       Brackets are used for nested variables which function as an
          associative array. Associative arrays are also known as tables and
          maps. Regex can be used within brackets to match multiple variables.

&0- &99   The ampersand sign followed by a number is used for arguments in the
          regex command.

%0- %99   The percent sign followed by a number is used for arguments by the
          following triggers:

          alias, action, button, delay, event, function, substitute, and tick.

<000>     Three alphanumeric characters encapsulated by the less- and greater-
          than signs are used for 4 and 8 bit color codes.

<0000>    Either a B (background) or F (foreground) followed by three
          hexadecimal characters encapsulated by < > signs are used for 12
          bit color codes. Requires truecolor capable terminal.

<0000000> Either a B (background) or F (foreground) followed by six
          hexadecimal characters encapsulated by < > signs are used for 24
          bit color codes. Requires truecolor capable terminal.

          More information is available at #help color.

\         The back slash is used to escape a character. All available options
          are listed at #help escape. Escapes are typically escaped when text
          leaves the client, by being send to a server, the shell, or being
          displayed on the screen.

\t        08  horizontal tab character.
\n        10  line feed character.
\v        11  vertical tab character.
\r        13  carriage return character.
\e        27  escape character.
\c            6 bit control character, \ca for ctrl-a.
\x            8 bit character using 2 hexadecimal numbers.
\u            16 bit unicode character, \uFFFD for example.

          All variables and functions can be escaped by doubling the sign,
          like $$variable_name or @@function_name. To escape a variable
          twice use $$$var_name. One escape is removed each time tintin
          needs to substitute a variable or function.

          All command arguments can be escaped by doubling the ampersand,
          like &&1. One escape is removed each time tintin substitutes
          command arguments.

          All trigger arguments can be escaped by double the ampersand,
          like %%1. One escape is removed each time tintin substitutes
          trigger arguments.

COORDINATES
-----------

          When the 0,0 coordinate is in the upper left corner TinTin++ uses
          a y,x / rows,cols notation, starting at 1,1. Subsequently -1,-1
          will indicate the bottom right corner.

          When the 0,0 coordinate is in the bottom left corner tintin uses
          a standard x,y notation.

SQUARES
-------

          A square argument takes 4 coordinates. The first two coordinates
          define the upper left corner, the last two coordinates define the
          bottom right corner.

PANES
-----
          A panes argument takes 4 size values, which are: top pane, bottom
          pane, left pane, right pane. When a negative value is provided the
          size is the maximum size, minus the value.

MATH
----
          Operators       Priority     Function
          ------------------------------------------------
          !               0            logical not
          ~               0            bitwise not
          *               1            integer multiply
          **              1            integer power
          /               1            integer divide
          //              1            integer sqrt // 2 or cbrt // 3
          %               1            integer modulo
          d               1            integer random dice roll
          +               2            integer addition
          -               2            integer subtraction
          <<              3            bitwise shift
          >>              3            bitwise shift
          >               4            logical greater than
          >=              4            logical greater than or equal
          <               4            logical less than
          <=              4            logical less than or equal
          ==              5            logical equal (can use regex)
          !=              5            logical not equal (can use regex)
          ===             5            string equal
          !==             5            string not equal
           &              6            bitwise and
           ^              7            bitwise xor
           |              8            bitwise or
          &&              9            logical and
          ^^             10            logical xor
          ||             11            logical or

:         The colon can be used in #math to indicate a time value.
1:30      This means 1 minute and 30 seconds and equals 90 seconds.
2:1:30    This means 2 hours, 1 minute and 30 seconds.
6:2:1:30  This means 6 days, 2 hours, 1 minute and 30 seconds.
          #math time 6:2:1:30 equals 525690

M,K,m,u   These four metric suffixes are allowed for numbers.

{ }       Braces can be used in #math to perform string operations.
{a} > {b} This checks if the string "a" is greater than "b".

,         Commas in numbers are ignored, as well as spaces and tabs.

.         Dots can be used in #math to perform floating point calculations.
          The precision is set to the highest precision number used in the
          calculation.

( )       Braces can be used in #math to prioritize a calculation.


STATEMENTS
----------

         TT++ has the following commands which behave like statements.

         #break
         #case {value} {true}
         #continue
         #default {commands}
         #else {commands}
         #elseif {expression} {true}
         #foreach {list} {variable} {commands}
         #if {expression} {true}
         #loop {min} {max} {variable} {commands}
         #parse {string} {variable} {commands}
         #return {value}
         #switch {expression} {commands}
         #while {expression} {commands}

REGEX
-----

        ^ force match of start of line.
        $ force match of end of line.
        \ escape one character.
   %1-%99 lazy match of any text, available at %1-%99.
       %0 should be avoided in triggers, and if left alone lists all matches.
      { } embed a raw regular expression, matches are stored to %1-%99.
    %!{ } embed a raw regular expression, matches are not stored.
          [ ] . + | ( ) ? * are treated as normal text unlessed used within
          braces. Keep in mind that { } is replaced with ( ) automatically
          unless %!{ } is used.

          Of the following the (lazy) match is available at %1-%99

       %w match zero to any number of word characters.
       %W match zero to any number of non word characters.
       %d match zero to any number of digits.
       %D match zero to any number of non digits.
       %s match zero to any number of spaces.
       %S match zero to any number of non spaces.

       %? match zero or one character.
       %. match one character.
       %+ match one to any number of characters.
       %* match zero to any number of characters.

       %i matching becomes case insensitive.
       %I matching becomes case sensitive (default).

ESCAPE
------

    \a    beep the terminal.
    \c    send a control character, \ca for ctrl-a.
    \e    start an escape sequence.
    \n    send a line feed.
    \r    send a carriage return.
    \t    send a horizontal tab.
    \x    print an 8 bit character using hexadecimal, \xFF for example.
    \x7B  send the '{' character.
    \x7D  send the '}' character.
    \u    print a 16 bit unicode character, \uFFFD for example.
    \U    print a 21 bit unicode character, \U02AF21 for example.
    \v    send a vertical tab

COLOR CODES
-----------
           with x, y, z being parameters

         Parameter 'x': VT100 code

         0 - Reset all colors and codes to default
         1 - Bold
         2 - Dim
         4 - Underscore
         5 - Blink
         7 - Reverse
         8 - Skip (use previous code)

         Parameter 'y':  Foreground color
         Parameter 'z':  Background color

         0 - Black                5 - Magenta
         1 - Red                  6 - Cyan
         2 - Green                7 - White
         3 - Yellow               8 - Skip
         4 - Blue                 9 - Default

         For xterm 256 colors support use  to  for RGB foreground
         colors and  to  for RGB background colors. For the grayscale
         foreground colors use  to , for grayscale background colors
         use  to .

         The tertiary colors are as follows:

          - Azure             - Jade
          - Violet            - Lime
          - Pink              - Orange

Example: #showme Azure    Jade     Violet
Example: #showme Lime     Pink     Orange

         For 12 bit truecolor use  to  for foreground colors and
          to  for background colors.

         For 24 bit truecolor use \e[38;2;R;G;Bm where R G B are red/green/blue
         intensities between 0 and 255. For example: \e[37;2;50;100;150m. Use
         \e[48;2;R;G;Bm for background colors.

HELP
----
    [ ]   Argument is optional.
    < >   Argument is required.
    { }   Argument is literal.
     |    Used to separate arguments with multiple options.

tt/docs/tintin19.txt0000664060175006010010000002666213557431253014140 0ustar  eigenaarNone
         ooooooooooo ooooo oooo   oooo ooooooooooo ooooo oooo   oooo
         88  888  88  888   8888o  88  88  888  88  888   8888o  88 
             888      888   88 888o88      888      888   88 888o88 
             888      888   88   8888      888      888   88   8888 
            o888o    o888o o88o    88     o888o    o888o o88o    88 


                               ooo         ooo
                               888         888
                           oooo888oooo oooo888oooo
                               888         888
                               888         888


                    Original documentation by Peter Unold


                             Table of Contents
                             -----------------

     1)  What is TinTin++? .............................
     2)  Giving Credit Where Credit is Due .............
     3)  Starting TinTin++ .............................
     3)  Basic Features ................................
     4)  Connecting to a MUD ...........................
     5)  Split Screen ..................................
     6)  Aliases .......................................
     7)  Actions .......................................
     8)  Highlights ....................................
     9)  Speedwalk .....................................
    10)  Tickers .......................................
    11)  Command Files .................................
    12)  Command History ...............................
    13)  Path Tracking .................................
    14)  Advanced Features .............................
    15)  Help ..........................................



                               T I N T I N ++

                 (T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t



                   =========  What is TinTin++?  =========

     TinTin++ is a client program specialized to help playing muds. This is a
     souped up version of TINTIN III with many new features.



            =========  Giving Credit Where Credit is Due ========

     None of this work would be possible, without the work done by Peter Unold.
     He was the author of TINTIN III, the base of TinTin++.  Hats off to ya
     Peter, You started the ball rolling.



                   =========  Starting TinTin++  =========

     The syntax for starting tintin is: ./tt++ [command file]

     Read more about the command file in the 'files' section below. Remember
     one thing however. All actions, aliases, substitutions, etc, defined when
     starting up TinTin++ are inherited by all sessions.

     If you want to get out of tintin after starting it type: #end or press
     ctrl-d. If you want to paste text use shift-insert, text is automatically
     copied upon selection.



                     ========  Basic Features  =========

     I'll start by explaining some of the very basic and important features:

     All TinTin++ commands starts with a '#'. (can be changed with #config)

     Example: #help -- #help is a client command, and isn't send to the mud.

     All TinTin++ commands can be abbreviated when typed.

     Example: #he -- Typing #he is the same as typing #help

     All commands can be separated with a ';'.

     Example: n;l green;s;say Dan Dare is back! -- do these 4 commands

     There are several ways ';'s can be overruled.

     Example: \say Hello ;) -- Lines starting with a '\' aren't parsed by
     tintin.

     Example: say Hello \;) -- The escape character can esape 1 letter.



                      ========  Connecting to a Mud  =========

     Command: #session {session name} {mud address} {port} {filename}

     Example: #session bob tintin.sf.net 4321

     You can have more than one session, in which case you can switch between
     sessions typing #.

     You can get a list of all sessions by typing: #session.

     Providing a filename is optional.



                      ========  Split Screen  =========

     Command: #split

     The split command will create a separated input and output area. This
     allows you to see the entire line that you are typing, without having
     the mud scroll your text off the screen, or breaking up the line.

     Using the #prompt command you can capture the prompt and place it on the
     split line. To get rid of the split interface you can use #unsplit which
     will restore the terminal settings to default.



                        =========  Aliases  =========

     Command: #alias

     Usage: #alias {name} {commands}

     Use this command to define aliases. The variables %0, %1.. %99 contain
     the arguments to the aliases-command as follows:

     the %0 variable contains ALL the arguments.
     the %1 variable contains the 1st argument
     the %2 variable contains the 2nd argument
     ....
     the %99 variable contains the 99th argument

     Example: #alias nice say Hello Mr %1

     If there are no variables on the right-side of the alias definition, any
     arguments following the aliases-command will be appended to the command
     string.

     Example: #alias ff cast 'fireball' -- 'ff bob' equals: cast 'fireball' bob

     If you want an alias to execute more commands, you must use braces.

     Example: #alias ws {wake;stand}

     To delete an alias use the #unalias command.

     TinTin++ doesn't baby sit, and will not check for recursive aliases! You
     can avoid recursion by escaping the entire line so it is send directly to
     the mud.

     Example: #alias put \put %1 in %2



                        =========  Actions  =========

     Command: #action

     Usage: #action {action-text} {commands}

     Actions, also known as triggers, are used to define an action to take
     place when a particular text appears on your screen. There are 99
     variables you can use as wildcards in the action-text. These variables
     are %1, %2....%9, %10....%98, %99.

     Examples:

     #action {You are hungry} {get bread bag;eat bread}

     #action {%1 has arrived.} shake %1 -- shake hands with people arriving.

     #action {%1 tells you '%2'} {tell bob %1 told me '%2'} -- forward tells
     to Bob.

     #action {tells you} #bell -- beep the terminal when you get a tell.

     You can have tintin ignore the actions if you type '#ignore action on'.

     You can see what commands TINTIN executes when an action triggers, by
     typing '#debug action on'.

     You can remove actions with the #unaction command.



                        =========  Highlights  =========

     Command: #highlight (remember you can abbreviate commands)

     Usage: #high {text} {color}

     This command works a bit like #action. The purpose of this command is to
     substitute text from the mud with color you provide. This command is a
     simplified version of the #substitute command.

     Examples:

     #high {Snowy} {light yellow} -- colors the word Snowy.

     #high {%1Snowy%2} {light yellow} -- colors a line containing Snowy

     Use #unhigh to delete highlights.



                       =========  Speedwalk  =========

     If you type a command consisting ONLY of numbers and the letters n, e, s,
     w, u, d - then this command can be interpreted as a serie of directions
     you want to go to.

     Example: ssw2n -- go south, south, west, north, north

     If you have problems with typing some commands that actually ONLY consists
     of these words, then type them in CAPS. For example when checking the NEWS
     or when asked to enter NEW as your name.

     You must enable speedwalking with: #config speedwalk on



                        =========  Tickers  =========

     Command: #ticker {name} {commands} {seconds}

     Every 60 seconds on a standard dikumud a so called tick occures. You
     regenerate faster hp/mana/mp if you're sleeping/resting during a tick. So
     it's pretty nice to know when the next tick occurs. TinTin++ helps you
     with that.

     #ticker {tick} {#show TICK!!!;#delay 50 #show 10 SECONDS TO TICK!} {60}

     This creates a ticker with the name {tick} which will print TICK!!!, as
     well as print a warning when the next tick will occure.

     Use #untick to delete tickers.



                     =========  Command Files  =========

     When you order TinTin++ to read a command file, tintin parses all the
     text in the file. You can use command files to keep aliases/actions in,
     login to a mud(name, password etc..) and basically all kinds of commands.

     You can make the command files with either a text editor (strongly
     suggested), or use the #write command to write out a file.

     Commands for files:

     #read filename -- read and execute the file.

     #write filename -- write all actions/aliases/substitutes known for the
     current session to a file.

     When you use #session you can tell it to read a command file with the 4th
     argument.

     Example: #session bob tintin.sf.net 4321 bobthemage.tin



                    =========  Command History  =========

     If you want to use your command history you have 2 options. If you gave
     Mashiranou a 4 lines long tell about the weather or something, but she
     was AFK, and 15 minuts later she comes back to the keyboard and you want
     to give her the exact same message you would type: !tell mashiran
     TinTin++ will search through your command history for the command
     starting with 'tell mashiran' and execute it.

     Another slightly more flexible option is typing control-r which will
     display the reverse search prompt. Simply type in a substring of a
     command previously entered and it will keep showing matches till you
     find the command you are looking for.



                     =========  Path Tracking  =========

     Tintin tries to keep track of your movement. That is whenever you type
     either north/south/east/west/up/down, tintin will push the direction and
     it's opposite direction into a queue (the path) if '#path new' has been
     used.

     Commands for path:

     #path new -- start path mode, and resets queue.
     #path end -- stop path mode.
     #path map -- show the path
     #path ins {forward} {backward} -- insert commands into the queue
     #path del -- forget last move in the path
     #path save {f|b} {alias} -- save the path to the given alias
     #path load {alias} -- load a path alias into the map queue
     #path walk {forward|backward} -- walk 1 step forward or backward of a queue.

     #action {Alas, you cannot go that way.} {#path del}

     real life example.. tatataaaa:

     You want a fast run to the master mindflayer and back. You go to the dump
     and type: #path new. Then you run down and kill the master. To go back you
     just type: #path save backward tmp;$tmp

     You could of course just as well have recalled out of there, but... Hell
     it's just an example.



                   =========  Advanced Features  =========

     Command: #run {name} {shell command}

     #run lets you run any console application interactively inside tintin.

     Learning how to use tintin will not only allow you to customize and
     automate a telnet connection, but any console application can be
     enhanced with triggers.



                         =========  Help  =========

     Command: #help {subject}

     The help command is your friend, and also contains the most up to date
     information of all available tintin commands. If you type #help without
     an argument you will see the various help subjects, most of which aren't
     described in this manual since it only covers the basics to get you 
     started.


     Enjoy
tt/FAQ0000664060175006010010000001274113631007441011302 0ustar  eigenaarNoneThis document will hopefully answer most questions regarding tintin++ (tt++).

Last updated: 03/07/2020

Q00) I'm new to tintin, how do I get started?

A00) Quite easy, start tintin using tt++ or ./tt++, to connect to a mud type:

     #session   

     The name can be whatever you want it to be. If you start up 2 or more
     sessions you can switch between the sessions using # or use
     # [command] to have that session execute a command keeping the
     session in the background.

     Type #help for a list of help subjects, #help  for more
     information.

Q01) What machines does tintin work on?

A01) Pretty much any UNIX machine with a modern compiler as well as Windows,
     Mac OS X, Android, and iOS.

Q02) What version should I use 1.50 or 1.86 or 2.00 ?

A02) TinTin++ 2.00 is twice the size of 1.86 with over 90% of the 1.86 code
     rewritten. TinTin++ 2.00 is not backward compatible with 1.50 or 1.86.
     The NEWS file contains all known compatibility issues.

Q06) I can't get tintin compiled.  Where can I get more help?

A06) See the INSTALL file.

Q07) I still can't get tintin compiled?

A07) See the install section on the website for even more detailed help.
     A pre-compiled binary is only available for Windows.

Q08) I would like to help, how can I contribute to tintin?

A08) You can assist people on the discord channel and give bug reports or
     suggestions. A link to the beta version is available on the forum
     in the Beta Testing section, beta testing is very important to the
     continued development of TinTin++.

     TinTin++ is mostly a solo project and over 95% of the code has been
     written by Igor van den Hoven. If you however feel the need to
     contribute a code snippet it should be released into the public
     domain, this to avoid weird situations where someone who contributed
     0.1% of the code demands 50% of the ownership.

     Another useful way to contribute is by working on tutorials, or
     writing interesting scripts for others to use.

Q09) Tintin is so awesome, how can I thank you guys for spending all that time
     to write tintin for free??

A09) Fan mail and donations are always welcome :)

Q11) Can I use code from tintin?

A11) Yes, provided that you follow the terms of the license.  The license
     used for tintin 1.86 till tintin 2.01.7 is GPL 2 and the license as of
     tintin 2.01.8 is GPL 3. TINTIN III and TinTin++ 1.5 are public domain,
     meaning there are no restrinctions whatsoever.

     The TinTin++ 1.5 official documentation by Robert Ellsworth was
     explicitly not released into the public domain, and subsequently it
     wasn't included in the GPL 2 and 3 tintin releases. 

Q12) I contributed code X, why isn't my name listed in the CREDITS file?

A12) Most likely your name slipped by before Davin Chan started
     maintaining tintin and adding people to the CREDITS file. If you
     believe you have contributed code to tintin, please email me and
     let me know. Make sure to see if your code is still existent in this
     version as little of the original code has remained.


Q14) I've seen some nifty code and would like to use it in a different program.

A14) If you read the COPYING file you will see you are allowed to modify and
     redistribute this version as long as you make it clear you made changes,
     and what those changes are. If you want to use tintin code in another
     program not licensed under GPL 3 you need permission from the author.

     Make sure to see if the exact code you want to use isn't existent in older
     tintin++ versions before contacting me, because I obviously cannot give
     permission for code I didn't write :) Also notice that older tintin++
     versions are not licensed under the GPL.

Q15) My old script files do not work, is this a bug?

A15) Possibly, more likely your old script files do not work because a lot has
     changed. Try reading #help  about the subject. Also the new
     script parser more closely resembles the working of common scripting
     languages. Also try to look through the examples, they are supposed to
     work, and you might find out what you are doing wrong. Feel free to
     ask for help on the forum.

     The NEWS file lists most compatibility issues.

Q16) #prompt {string} does not work

A16) That's because the new syntax is: #prompt {string} {substitution}
     Read the help for the substitute command for more information.

Q17) I want to make an ALIAS that creates an ACTION, but both use %0, how to
     go about this?

A17) Use %%0 %%1 %%2 for the arguments of the nested action.

Q18) How to enable support for chinese muds?

A18  Use: #config charset ? to get a list of support character sets.

Q19) I use Mac OS X and ran tintin a few times, now every time I open a terminal
     window, it runs tintin automatically.

A19) You clicked "use settings as default" while running tintin. There's a few
     ways out of this, but the easiest is locating your terminal preference 
     (home : library : com.apple.Terminal.plist) and deleting it. You'll have
     to redo anyting custom you set up (screen size, colors, etc.), but it
     will get the terminal back to the default of loading into your home
     directory.

Q20) What is the recommended terminal emulator?

A20) TinTin++ is being developed to work properly with xterm.

Q21) What is the recommended font?

A21) The default unicode settings are configured to work with Consolas and the 
     mintty terminal for the Windows build.
tt/INSTALL0000664060175006010010000000215613612377312012006 0ustar  eigenaarNoneINSTALLATION
------------

Installation should be easy; cd to the src/ directory, then type:

./configure

make install

If this went without errors or serious warnings type this to start tintin:

tt++

You might need to install the following libraries:

  pcre: pcre.org
  zlib: zlib.net
gnutls: gnutls.org

If you have any trouble with installing/compiling tintin you should check out
the install section on the website.

https://tintin.mudhalla.net/install.php

If that doesn't do the trick you can ask for assistance on the forum.


TERMINAL EMULATION
------------------

In order to run tintin full featured you will need a vt100 emulator. If your
OS doesn't use one per default it's suggested to install xterm.


STATIC LINKING
--------------

This is more so a note to myself to statically link PCRE on Cygwin.

$ wget ftp://ftp.csx.cam.ac.uk/pub/software/programming/pcre/pcre-8.34.tar.bz2
$ tar xvf pcre-8.34.tar.bz2
$ cd pcre-8.34/
$ ./configure CC=i686-pc-mingw32-gcc CXX=i686-pc-mingw32-g++ --enable-jit --enable-unicode-properties --disable-shared
$ make
$ ./configure --libdir='../pcre-8.34' --includedir='../pcre-8.34'
tt/mods/0000750060175006010010000000000013657574175011723 5ustar  eigenaarNonett/mods/0.3.mods0000664060175006010010000000741213517052306013100 0ustar  eigenaarNone10/6/1992       TINTIN III

                TINTIN III is a mud client special designed to help
                dikumudders. It runs under various UNIX implementations.
                This third release of TINTIN contains a bunch of new
                features, which I hope you'll enjoy. I know that there're
                many TINTINIII beta versions around. I'd advice the people
                running these, to get a copy of the final release of
                TINTIN-III, coz the various BETA versions are pretty buggy.

                BTW thanks to the beta testers for their great support.

                People used to TINTIN v2.0 shouldn't have too many trouble
                with this version. But do notice anyway, that there has been
                a bunch of syntax changes:

                THE V2.0 COMMANDFILES ARE NOT COMPATIBLE WITH THIS V3.0!!!!!!!

                TINTIN and the future

                This was the last time I'll release a totally rewritten TINTIN
                code. Although  new versions of TINTIN might occure, they'll
                be of the format ver.3.x, and will only be released if new
                bugs are found and/or portability problems with this version
                can be fixed. People are invited to release clones of TINTIN
                if they feel they've added something neat. If you release an
                extended version of TINTIN, THEN MAKE SURE TO INCLUDE YOUR 
                NAME IN THE TITLE-TEXT! This way I hope we can avoid nasty
                parallel-versions. I might code a tintin with a X-windows
                interface tho.

                TINTIN and bugs

                Well I might have left a bug or two around, but nothing fatal
                I hope. Should you find any bugs(and debug'em too *HURRAY*)
                then please lemmie know..

                TINTIN and portability

                TINTIN v3.0 has succesfully been compiled and run under these
                UNIX-implementations:

                SunOS
                HPUX
                Sequent
                AIX
                DEC ULTRIX
                VAX with ULTRIX 4.1
                NeXT
                and some more....

                If you have trouble with compiling under your system, and you
                know how to fix it, then please gimmie a mail.


                Makefile for TINTIN III

                I'm using GNU's gcc compiler. The most important is that the
                compiler is ANSI-compatible. If gcc isn't installed on your
                system, then try change the 'gcc' below to 'cc' If CC = gcc

                Some people's ANSI-compiler somehow don't have the full
                ANSI-defined standard-library. Uncomment the lines below
                if your compiler don't have 'strstr' F1 = -DDUNNO_strstr

                If you recive lots of error from the 'echo.c' file, then try
                to uncomment the next line: F2 = -DDO_TERMIO

                Somehow people using Sun and gcc have to redefine the values
                for the macros TIOCGETP and TIOCSETP. This is really dirty
                coding and shouldn't be nercessary(but it is sometime).

1/4/1992        T I N T I N

                (T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t

                (hell I simply wanted it to be called TINTIN....)

                This client is more or less a byproduct from a robot-player
                prog I'm coding at the moment. This means that the prog. don't
                has the same amount of features that progs like PMF and
                tinymugys have(weird features that you don't use anyway...).
                The prog has however some features special designed to diku-mud
                that might make it interesting for you. The prog is UNIX only..
tt/mods/1.5.mods0000664060175006010010000003533213517042504013104 0ustar  eigenaarNone1/25/95		Added #split  functionality, in case screen size
		autodetection doesn't work.  Added #purist mode:
		in #split mode, commands typed at the bottom window
		are not echoed in the top window too.  Diddled with
		the ./configure, Makefile, install.sh, gripe stuff in
		hopes of making it a bit more portable.

1/5/95		Added string comparison capability to #if; format is
			#if {[string1=string2]} ...
		Thanks to jes3659@gold.acns.fsu.edu (Jeff Sandler)
		for the code!  Changed: ivars.c		-- daw

1/5/95		Added else to #if command; new format is
			#if {expression} {then-cmd} [ else {else-cmd} ]
		where stuff inside [ ] is optional.  Thanks to
		Greg Jarman  for the code!
		Changed: ivars.c			-- daw

1/5/95		Added SOCKS #ifdefs as requested by Jim Goddard
		; now people who want
		to use SOCKS can define the -DSOCKS part of
		Makefile.in.  This is only intended for the clueful
		user. Changed: Makefile.in main.c parse.c	-- daw

1/5/95		Added FreeBSD bug fixes kindly submitted by Andrew
		Chernov ache@astral.msk.su.
		Changed: main.c misc.c net.c parse.c utils.c configure
		configure.in				-- daw

1/4/95		Fixed all the bugs on the bigbuglist: mostly easy
		(but important) portability fixes.  Added autodetection
		of screen size for #split mode.  Added autodetection
		when screen is resized (i.e. with an xterm).  Added: scrsize.c
		Changed: main.c rl.c Makefile.in Makefile	-- daw

10/26/94	Made ! and ^d behave more like the old tintin.  Hopefully
		fixed bug with #zap logging people out.  Fixed history
		expansion so it only expands on lines that begin with !.
		Added redraw, according to #redraw (only in #unsplit mode).
		Added echoing of each command in #split mode.  Decided
		that echo.c is now useless.	Deleted: echo.c
		Changed: rl.c rlhist.c			-- daw

10/25/94	Changed to readline 2.0.  Fixed a few bugs; there were
		still spaces before #defines, and still an ANSI function
		declaration left over from pl6, and I made a dumb mistake
		in the Makefile which I fixed.  Added a compile script;
		hope it's convenient and durable.  Fixed bug where tt++
		got in an infinite loop if it never connected.
		New files: install, src/readline/*
		Changed: README, INSTALL, Makefile.in, help.c, aliases.c,
		net.c and maybe a few more.		-- daw

10/24/94	Added readline support.  Now works in both #split and
		#unsplit modes -- but better in #split.  Added history
		expansion and whatnot.  Rewrote the tab stuff, fixed
		the bugs, and added #tabsave command.  Fixes the bug
		with keystrokes getting dropped because of raw mode.
		No longer need echo.c and associated unportabilities
		(I think).  Rewrote the ticker, because alarms() and
		readline don't seem to like each other.  [It was doing
		an alarm() every second anyways! ]  Fixed loop
		in the Makefile.  Made lotsa random changes throughout
		the code to get it to coexist happily with readline.
		Probably lots of bugs left to fix. :-(  Still need to
		write docs for all this. :-(
		New files: rl.c rltab.c rlhist.c rlvt100.c rltick.c log.c
		Changed: main.c parse.c misc.c utils.c ticks.c and maybe more.
						-- daw

8/28/94         Patch 6: Fixed to use Autoconf which makes installation 
		alot more easier. Also fixed help.c so it works better.
		(David Hedbot, neotron@lysator.liu.se)
		Changed: All files, more or less.

7/21/94		Patch 5: Fixed compile errors for HP-UX users.  HP-UX likes
		to use their own structure name conventions which differs 
		slightly from SYS V conventions.  Placed a few #if's for (HPUX)
		and the rest is history.  Compiles like a champ now :-).
		Makefile totally re-written to elieviate the common questions
		asked about compiling.  New script called gripe added.  Helps
		us in determining what you have when you have a problem.  If a 
		problem occurs during compile, just type gripe and follow the
		instructions.  Mail will be sent to the devel team 
		automatically.
		(JE/DW)
		Changed: echo.c  main.c  tintin.h  Makefile install.sh gripe


7/10/94		Patch 4: Fixed #return once and for all.  The moves were being 
		placed back onto the path list when you did a return 
		That's a BIG NONO.  Linked List bug fixed (priority vairable
		was being assigned improperly).  Help file corrections and
		README changed to hopefully help users out more.
		.tintinrc now shows the proper pathdirs, to allow #return to 
		play nicely with the rest of the program.  Makefile now 
		calls the install script copying the helpfile automatically
		to the home directory (If users don't like it, we'll know).
		(JE)
		Changed: llist.c path.c tintin.h docs/tintin15.*

5/13/94		Patch 3: fix for speedwalking.  Tintin will no longer 
		go apeshit on text like "u7";  Also changed llist.c
		and glob.c.  Made pre-decalrations and function
		declarations conform to K&R C. (See 4/20/94 for
		how new functions should look) (JE)
		Changed: llist.c, parse.c, tintin.h, glob.c

4/30/94		Patch 2: fix for #action {^%0 foo}; removed memory
		leak in insert_history(); added #toupper and #tolower;
		added the help text for #variable, which was somehow
		inadvertently left out; a few minor #includes added.
		Thanks you Spencer Sun and Harald Evensen! (DW)

4/27/94		Patch 1: no error message shown if ~/.tintinrc can't
		be found; if can't find ./tab.txt look for ~/tab.txt;
		changed help so that the helpfile can go into a
		non-world-writeable directory; #showme is now tested
		for actions; bug fix -- it would sometimes coredump
		upon exiting session. (JE)

4/25/94		Fixed bug in insertnode_list.  #action {zzzz} {foo} {0}
		was guaranteed to delete all actions in the list that
		had priority 1 or higher because a ->next pointer was
		getting set to NULL when it should have been set to point
		to the rest of the list.  Affects llist.c.  (DW)

4/24/94         Fixed logging so that all ^M's were removed before writing
		to the log.  This can be changed back to the origional
		type of logging, by modifying tintin.h (OLD_LOG).
		Changed: main.c, tintin.h  (JE)

4/24/94		Changed part of Dave's modification to session.c.  I
		have been getting messages (and experiencing myself), cores
		when you try to open a "sign" session, which shows a sign
		then closes the session.  Problem being though, for some
		reason, even though a pointer may exist of (char *), 
		and the length of the string is 0, free cores.  Being that
		Mem fixes like this can take a long time, I've fudged it for
		now, in that it won't free up pointers that have strlen's of
		less than 1.  
		Changed: session.c	(JE)

4/24/94		Fixed -v option and changed a couple of notification
                messages in action.c and alias.c, basically just making
		a couple more messages lower case and less annoying.
                Changed: action.c, alias.c, files.c (BR)


4/22/94		Fixed highlighting to make it backwards compatible, 1-32
		should now be valid fields for highlighting, there is
		a little more that can be done to speed up highlighting a
		bit.  Not critical, we'll see how this works.
		Changed: highlight.c (BR)


4/20/94		Nothing major, just re-wrote Dave's function declaration
		for his stop signal trapper.  Converted it to the convention
		we have been using since 1.2:
			 (name of args)
			     ;
			     ;
			     ;
			{
			}
		Changed: main.c	(JE)

4/19/94		Minor plug to a memory leak in session_cleanup.  It
		never killed all the linked lists associated with
		actions, aliases, sub, highlights, etc, so I added
		that.  Also changed kill_all so that it deletes stuff
		from the path lists, too.  Also, kill_all was made to 
		remove lists completely if session was being killed
		(kill_all used to reinitialize the list.)  Now it only 
		initializes IF mode CLEAN is sent to kill_all.  If
		END is sent, then it removes and does not re-initialize
		the list.
		Changed: llist.c, session.c (DW/JE)

4/19/94		Bug fix to searchnode_list: it assumed that linked lists
		were in alphabetical order, but as this assumption is now
		invalid, the function needed a small change.  Files
		affected: llist.c.  Doesn't affect the speed of action
		matching on lines that come from the mud!! (JE/DW)

4/17/94		Bug fix to the wildcard matching in search_list_with_wild.
		#unaction {* foo} removed all actions, when it obviously
		shouldn't.  Also added backslash recognition to escape
		asterisks.  This change affects #action, #alias, #sub,
		and their corresponding #un commands.  [Maybe more.]
		llist.c, Makefile, .tt_help.tar.Z changed; glob.c added. (DW)

4/14/94		Quick fix to the session delete code to remove a minor
		memory leak.  session.c was the only file changed. (DW)

4/11/94		Added #tabadd and #tabdelete.  Adding of words to the tab
		completion list are done to the end of the list.  #tabdelete
		just searches the list for the word designated, and deletes it
		from the list.  Also corrected a bug that I found in my tablist
		routine.  The complete tablist wasn't being displayed.
		edited files: files.c, parse.c, misc.c  (JE)

4/10/94		Added #cr command.  Useful for sending carriage returns to
		different sessions.  You would do something like #grim {#cr}.
		main.c, parse.c, misc.c were edited..(JE)

4/9/94 		Ohh.. forgot to mention.. another new command is #killall.
		It'll nuke just about every list related to a session.  Now
		you don't have to exit tintin++ to load up a new set of 
		coms.  (JE)

4/8/94		Fixed the double-echoing bug that bit you when tintin++ was
		suspended and then resumed.  Added a SUSPEND command, which
		simply acts just as though you had typed control-z at the
		keyboard.  Anyone wanna test this thang on a SysV machine?
		I only have access to SunOS today, and god only knows if
		signal() and friends are compatible...

		Also added a fix to the way aliases and their parameters
		are expanded.  Brace grouping used to be ignored for aliases
		but now it has an effect.  Try these commands

			#alias foo {#showme $1; #showme $2; #showme $3}
			foo testing {testing 125}

		and compare between the new and old versions.

		Finally, I added #include  back into tintin.h.
		Who removed that?  Grr... :-)  The affected files were
		main.c, parse.c, tintin.h, and .tt_help.txt.Z. (DW)


4/1/94 		Made Tintin++ think by itself! (April Fools!!!  Sorry.. I 
		had to get that in :-)  Anyways, Here are the final changes
		for this revision.  First off, the Makefile has been
		completely re-written, adding to it clean and install. Also
		added was the TEXTIN command, and fixed it so that Jeremy's
		path commands worked (added PATHDIR).  A few more compilation
		bugs were removed, and some install scripts were written.
		Time to go BETA with this pup now. (JE) 

3/8/94		Made numberous bug fixes.  Eliminated the bug with #split and
		no argument.  Fixed #sys to work on most (if not all) system.
		The bug was, that the user would receive an alarm call and the
		user would still be at the prompt.  Hopefully, this is fixed.
		People using SGI machines and Linux please get back to me on
		this one.  You were the ones having the most problems.  #loop
		now accepts large numbers as well. 

		Added a new command called #info.  It allows the user to get
		some statistical information about their current session.

		Added a compiler option called -DDEBUG.  It turns all alarms
		off.  The tickcounter won't work, but hey.. You're not playing
		with this flag set.  It's so gdb will work properly. (JE) 
	
2/2/94          Rewrote insertlist_node in llist.c.  Added a mode switch to
                the parameters (as well as the additional priority field for
                the listnode).  Mode PRIORITY will insert the node onto the
                list according to the priority the node was given (0 highest
                pritority, 9 lowest).  Mode ALPHA will insert nodes
                alphabetically.  Thinking was that if the node appears
                closer to the head of the list, the action would react sooner.
                All inserts were changed throughout the code.

                Rewrote searchnode_list_begin in llist.c as well, to take care
                of searches based on priority or alphabetically stored lists.
                All searchs were modified throughout the code.

                Added #retab, which allows the user to re-load tab.txt.  All
                I do is just make another call to read_complete().  Rather
                simple and effective.

                Added #tablist, which will display all the words in the
                tab completion list. (in order from beginning to end).

                Modified help.txt to accomodate the changes I've made as of
                now.  Once all changes are complete, I'll re-modify help.txt
		(JE)

1/24/94		Moved the ignore variable to the session struct.  Now
		the #ignore command is isolated within a session.  (i.e.
		you can have one session ignored, and one session not)
		The default is now set to DEFAULT_IGNORE in new_session. (JCJ)

1/19/94		Rewrote path.c to take a different set up.  Rewritten to
		a link list structure.  Added #pathdir command.  Upped
		mesvar to size 7 with mesvar[6] being #pathdir.  Wrote
		fixed array style linked list as well, but not
		implemented.  Added addnode_list to file.c to add a node
		to the end of a list (not in lexicographical order as
		insertnode_list does).  Implemented pathdir using the
		listnode struct, but it does not use the char *right.
		This can be improved.  Perhaps with the completenode
		struct. (JCJ)

1/10/94		Rewrote the highlight parse functions to a) not use the
		ends and tails, b) use the color names instead of the
		numbers, c) allow multiple types to the first arg. (JCJ)

6/1/93          TINTIN++ V1.0 beta test version

                New commands since tintin3
                #antisubstitute
                #gag
                #loop
                #message
                #map
                #savepath 
                #variable
                #highlight
                #math
                #togglesubs
                #presub
                #showme
                maybe more...

                This version has fixed a few bugs with the original tintin
                code as well as the older tt++ versions.  Highlighting now
                works correctly and is much more powerful.  Subs and actions
                are faster, and work better.  There was also a bug in the
                #alias statement, look in tintin.doc for more info.

                I have definitely created some new bugs with all of the new
                stuff I added since 0.9 and I'm sorry for any inconvenience.
                Please report bugs to me, and I'll endeavor to fix them.
                I'm sorry for any delay on bug fixes from old versions, but
                I thought this version would be done much sooner, and the
                bugs were fixed in this version.

                Bill Reiss (reiss@eggo.csee.usf.edu)

tt/mods/1.8.mods0000664060175006010010000014753213517132523013116 0ustar  eigenaarNone1999-2001 Davin Chan
--------------------

6/21/01		Release tintin v1.85.  -- dsc

6/8/01		Added a #show_pretick command.  This will toggle on/off
		the #10 SECONDS TO TICK message, but it will still show
		the #TICK message.
		Changed: main.c, rltick.c, tintin.h, include/main.h, 
			include/misc.h, misc.c, parse.c -- dsc

5/13/01		Removed the include/Makefile and include/Makefile.in.
		Deleted: include/Makefile, include/Makefile.in
		Changed: configure.in -- dsc

5/13/01		Added a TINTIN_HISTORY enviroment variable to set the
		location of the .tt_history file.
		Changed: main.c, rl.c -- dsc

5/13/01		Removed the -Iinclude from the Makefile.in and cleaned up
		referances to protos.
		Changed: Makefile.in, all .c files -- dsc

5/13/01		Added a check for an enviroment variable called TINTIN_CONF
		so that tintin will check for the tt.conf file at that
		location before checking for it in your home directory.
		Changed: chat.c -- dsc

5/13/01		Renamed the send_file command to tt_send_file to avoid
		a name conflict under AIX.  Thanks to Yoon-Chan Jhi for
		pointing it out.
		Changed: chat.c, parse.c, include/chat.h -- dsc

4/3/01		Fixed the newline string that tintin sends.  It really
		should be \r\n.  Thanks to Emil Isberg for pointing
		that out.  Left in the broken_telnet thing but I'm
		hoping it isn't needed anymore as tintin was sending
		out the wrong newline sequence.
		Changed: net.c -- dsc

3/28/01		Updated the FAQ.
		Changed: FAQ -- dsc

3/17/01		Renamed all of the protos directory to include and renamed
		all the proto files to .h.  Updated all the .c files to
		reflect the change and updated the Makefile.in.
		Changed: all files -- dsc

3/17/01		Changed the BUFFERSIZE to 2048.  And fixed the hard coded
		values in the protos to use the BUFFERSIZE value.
		Changed: tintin.h, protos/main.proto, protos/function.proto 
			-- dsc

2/25/01		Commented out the SIGWINCH line in main.c that was
		spamming some people (appears to be only sun users).
		Need to investigate this when I some time.
		Changed: main.c -- dsc
	
12/29/00	Fixed some warnings messages by gcc with -Wall enabled.
		Changed: help.c, files.c, ivars.c, main.c, misc.c,
			 path.c, rl.c, ticks.c  -- dsc

12/29/00	Updated the readline.sh slightly to reflect the use
		of --includedir and --libdir instead of having
		to modify the Makefile.
		Changed: readline.sh -- dsc

12/28/00	Fixed a few warnings that appear on sun machines. And
		replaced usage of bzero with memset and assorted clean ups.
		Changed: scrsize.c, chat.c, net.c -- dsc

12/26/00	Released tintin v1.84.  It's been a while since my
		last release.  Pushing this out the door so that
		people can make use of some of the fixes.  There
		are some rough spots that I need to tidy up, but
		there shouldn't be any problems.  -- dsc

12/26/00	Updated the FAQ file.
		Changed: FAQ -- dsc

12/26/00	Added a toggle to enable and disable the saving of
		history.  The command is #savehistory.  This will
		need to be intergrated into the configuration file.

		Changed: main.c, misc.c, rl.c, tintin.h, 
			protos/misc.proto, protos/rl.proto -- dsc

12/26/00	Fixed it so that tt.conf is looked for in the user's
		home directory instead of the current directory.  The
		tt.conf file and the .tintinrc files need to be merged
		at some point so that there is only one configuration
		file.

		Changed: chat.c -- dsc

12/17/00	Removed some debug statements in the #ifstrequal command.
		Changed: ivars.c -- dsc

12/13/00	Added in saving of history.  Tintin will write out a
		.tt_history file to your home directory and read that
		back in the next time you start up tintin.  Keep in mind
		that it will write everything you enter as a command,
		including your character's password.  You can do a 
		#clearhistory to delete all the history as well.  I'll
		probably make the saving of history optional as some
		may be parnoid and some may not have alot of space in their
		home directory to save a history of commands.  Feedback
		on the usefulness of this feature would be welcome.
		Changed: main.c, tintin.h, rl.c -- dsc

11/07/00	Hmm, tintin regressed in respect to the broken_telnet fix.
		Seems that the fix for muds that wanted only \n instead of
		the standard \n\r was lost.  I've reintergrated the fix, but
		I guess it really doesn't affect most users since it's been
		missing since 1.81.
		Changed: net.c -- dsc

11/07/00	Updated the install-sh script to reflect the change in the
		name of the chat.conf file to tt.conf.  tt.conf will be
		a generic tintin configuration file.  It's purpose will
		be to store custom configurations of tintin.  
		Changed: install-sh
		Renamed: chat.conf -- dsc

11/07/00	Slight update to the INSTALL file to make it more clear on
		compiling tintin with non-standard locations of readline.
		Changed: INSTALL -- dsc

11/07/00	Put in a #include for stat.h that is needed for sun machines
		that wasn't needed on my linux box.
		Changed: chat.c -- dsc

10/09/00	Relocated the chat.conf file to the src/support directory
		and updated the install-sh script to reflect that.
		Changed: install-sh
		Moved: chat.conf -- dsc

10/09/00	Fixed the problem with + - in the math function that
		was reported by Kuang-che Wu.  Let me know if the #math
		function does anything strange.  The original (buggy) math
		is still available via the #fixedmath toggle, but by default
		it will use correct math. 
		Changed: ivars.c -- dsc

10/03/00	Updated the install-sh script so that it will install the
		chat.conf file in the same location as your tintin helpfile.
		Changed: install-sh -- dsc

10/03/00	Updated the FAQ and added some comments to the chat.conf
		file.
		Changed: FAQ, chat.conf -- dsc

10/02/00	Added a new configure option, --enable-big5.  This allows
		users to select Big5 encoding without needing to manually
		edit the Makefile.
		Changed: configure.in, Makefile.in, INSTALL -- dsc

10/02/00	Small update to the FAQ file.
		Changed: FAQ -- dsc

09/27/00	Cleaned up chat.c some.  Removed some un-needed header
		files.  Mac OS X can compile tintin now.
		Changed: chat.c -- dsc

09/27/00	Added misc patches by Kuang-che Wu.
		Changed: misc.c, rl.c, net.c -- dsc

09/27/00	Added support for Big5 encoding.  This has not been
		tested by myself nor do I have any method of testing it.
		This was sent to me by Kuang-che Wu.  Current, you need
		to manually edit the Makefile to have a -DBIG5 to the DEFINES
		line.  If you have language specific patches, I will be 
		willing to add them as well, but you must provide me with 
		the code to be be added.
		Changed: action.c, parse.c, variables.c, functions.c -- dsc

09/16/00	Fixed the typo with the checking for ncurses and curses.
		Changed: configure.in -- dsc

09/10/00	Replaced DST_NONE with 0 as not all machines have that
		defined.
		Changed: chat.c -- dsc

09/07/00	Released tintin v1.83 -- dsc

09/07/00	Made it so that tintin will check first for termcap, then
		check for curse and then for ncurse.  Hopefully that will
		resolve the problem some people having with the tgetent.
		Changed: configure.in -- dsc

09/07/00	tintin will check for a TINTIN_HELP environment variable.
		This will allow you to get tintin to check a shared tintin
		help file.  All you need to do is to set the TINTIN_HELP 
		variable to the directory your help file is located.
		Changed: help.c -- dsc

09/06/00	Found a error with the install-sh script.  The script would
		FAIL.  Fixed the problem with it.
		Changed: install-sh -- dsc

09/03/00	Corrected a bug with the #random function.  asd@scene-hu.com
		provided the one line fix.
		Changed: misc.c -- dsc

08/26/00	Corrected a bug with the install.sh script.  There was
		a typo in the installing gzip version of the help files.
		Decided that the dl directory isn't needed in the tintin++
		directory.  Users should create a dl or change the download
		location in the chat.conf file.
		Changed: install.sh
		Deleted: dl directory -- dsc

08/25/00	Fixed the problem of HP-UX not linking because of the
		order of the libraries.  Put -lreadline before everything
		else.  Also put in -lhistory for the history stuff.  It
		seems that my compiler isn't as picky as others and allowed
		me to link without the -lhistory.
		Changed: Makefile.in -- dsc

08/16/00	Released tintin v1.82 -- dsc

08/16/00	Movied the MODIFICATIONS and MOD.ycjhi files into the docs
		directory.
		Moved: MODIFICATIONS, MOD.ycjhi -- dsc

08/16/00	Added a FAQ file.  Hopefully it will answer some of the most
		commonly asked questions.
		Added: FAQ -- dsc

08/12/00	Added an ENABLE field to the chat.conf file.  It is enabled
		by default, but you can turn off the chat feature by setting
		the value of ENABLE to 0.  There still isn't all that much
		error checking with the chat features, which will be 
		corrected in the future.
		Changed: main.c, rl.c, chat.c -- dsc

07/25/00	Cleaned up all the warnings in chat.c.
		Changed: chat.c -- dsc

07/21/00	Updated the .tt_help.txt file with the new chat commands.
		Also added in a helpversion entry, this just lists the date
		the helpfile was last modified to track which version of
		the helpfile that is installed.  Make sure you do a make 
		install to update your help files.
		Changed: support/.tt.help.txt.Z -- dsc

07/20/00	With the addition of chat, the encryption code that I hacked
		together is really not needed.  I've removed the code for it
		as chat looks to be a nicer command than my ugly encrypt code.
		If people really want it, let me know and I'll put it back
		in, but I don't think it's really needed.
		Changed: misc.c, protos/misc.proto, parse.c -- dsc

07/20/00	chat has been added.  This is very similiar to using an instant
		messager program or using irc.  The chat feature is compatiable
		with mudmaster (or it should be).  The code is by Sean Butler.
		I tried to contact him about the use of his code, but could
		not contact him.  And I am assuming he would allow for the use
		of his code unless notified otherwise.  Added him to the
		credit file.  The code needs alot of clean up and modifications
		still, but the basic functionality is all there.  Currently,
		it will try to figure out your IP address, unless you set
		it in your chat.conf file.  To start a chat, you would do
		a #call .  Once you have connected, you can do a
		#chat  .  You can also do a #chatall
		to send a message to everybody your connected to.  Bug me to
		write up some docs on it, but the commands should be pretty
		straight forward (take a peek in the chat.c for a list of 
		commands).  You can also transfer files (I personally
		haven't tested it).
		Added: chat.c -- dsc
		Created: protos/chat.proto -- dsc
		Changed: CREDITS, main.c, rl.c, parse.c -- dsc

07/16/00	Added a --libdir to configure.  This is needed if you don't
		have your libraries (readline) in standard library locates.
		This change is kind of a hack since I need to hardcore
		the -lreadline in the Makefile.in, but since you can't really
		use tintin without readline, having it hardcoded isn't a
		problem.  Need to play with autoconf more to see if there
		is a better solution.
		Changed: configure.in, Makefile.in, INSTALL -- dsc

07/06/00	Added a #clearhistory command.  This will clear out your
		history of commands entered.
		Changed: parse.c -- dsc

07/06/00	Added a BUG and TODO file.  This is to let everybody know
		what I think are bugs and what I plan on working.  If you have
		any input on bugs or things you would like to see added to 
		tintin, feel free to let me know.
		Added: BUGS, TODO -- dsc

07/05/00	Worked some on the bindkey command.  It doesn't do anything
		really, but I spent some time playing with readline and now
		have a better idea of how to get it to work.
		Changed: bindkey.c, protos/bindkey.proto -- dsc

06/23/00	Fixed a bug with the #read and #newread.  They both
		would fail if your command file contain any blank lines.
		Changed: files.c  -- dsc

06/23/00	I've decided to move the #read command now to be
		#newread and move the #oldread back as the default #read
		command.  If you wish to use the multi-line code, use the
		#newread command.  After it's been tested a while, I will
		make it the default #read command.
		Changed: parse.c, files.c, protos/files.proto -- dsc

06/23/00	Added in the fixes for functions submitted by Kaung-che Wu.
		Functions still need work though.
		Changed: variables.c, protos/variables.proto, function.c -- dsc

06/22/00	Cleaned up the install-sh script a bit.
		Changed: install-sh -- dsc

06/22/00	Played more and now you can select the default directory
		tt++ is put.  It will default to the src directory.  Like
		the --includedir, you change the bindir by doing a
		./configure --bindir=.

		Example:
		You want to put tt++ in ~/bin

		./configure --bindir=~/bin
		make
		make install
		Changed: Makefile.in, configure.in, INSTALL -- dsc

06/22/00	I've played with the autoconf some and made some improvements
		to it.  If you put readline in a non-standard directory
		(ie not in /usr/local/include), you can specify that with
		./configure --includedir=.  
		For example, if you put the readline library in say
		tintin/src/readline. Then in the tintin/src directory,
		you can do a ./configure --includedir=. (current directory).

		Another example, if you put readline in /tmp/readline,
		you can do a ./configure --includedir=/tmp

		As you need to put in the parent directory of the readline
		directory.
		Changed: Makefile.in, configure.in, INSTALL -- dsc

06/19/00	I've added some missing code for functions that
		was submitted by Kuang-Che Wu.
		Changed: llist.c, files.c -- dsc

06/18/00	I've enabled the fixed_math by default now.  This probably
		will not affect most tintin users, but if you use / or *
		you may be affected and may want to either change your
		script or to use the #fixedmath to disable it.
		Changed: tintin.h -- dsc

06/18/00	Put in a fix to a crash bug with verbatim when you don't
		have a session.  Thanks to Kuang-che Wu for the bug
		report and fix.
		Changed: parse.c -- dsc

06/18/00	Made a fix to the #message command.  It was not listing out
		the different message toggle-ables and made some slight
		improvements to it.
		Changed: misc.c -- dsc

06/18/00	Did further testing and I found a work around.  I'll look
		into this problem further when I get a chance, but the
		working will allow people to use the #crypt and #decrypt
		functions. Added an example of how to make use of it
		in the docs/example1.script file.  Somebody probably can
		write a something better, but it does work.  If anybody
		wants to write better examples (with explainations) I
		would be happy to include them.  Also if you use it, you
		may want to disable the variable messages (#message variable 
		off) to reduce the spam (it is on by default). -- dsc
		
06/09/00	Modified the #crypt and #decrypt functions.  They currently
		used a fixed key, but will change that soon.  I had to change
		the way it was set up because I was trying to do it the lazy
		way and use the ASCII character set table.  The old function
		mostly worked, but for some keys it would give you funky 
		results.

		The work around noted in the previous entry does not work.
		I will need to fix the bug for these commands to be useful.
		The problem is in the parser.
		Changes: misc.c -- dsc

06/03/00	Added a #crypt and a #decrypt function for "encrypting" text.
		I remember seeing a tintin script that did this ages ago
		on the newsgroup.  I decided to implement the code into
		tintin.  Although shortly this code will not be so useful
		with the incoming chat feature, but this feature might be
		fun to use to annoy imms with *polishes his halo* :)
		It's extremely simple, but it should be more than enough to
		ensure nobody that you don't want to read the text will.
		The syntax is: 
		#crypt  
		#decrypt  
		Currently, the key used to encrypt the data is a fixed key,
		but will add in a feature to change the key.

		This works fine except I seem to hit a bug when testing
		the feature. The bug is that tintin will substitutue
		everything in an alias with multiple commands
		#alias {ereply} {#crypt {$$0} {bleh}; reply $bleh}
		however
		#alias {ereply} 
		   {#unvar {$bleh} #crypt {$$0} {bleh}; reply $bleh}
		will work fine.  

		I will probably fix this bug at a future date, but it looks
		to be a bit mess/large change to fix in a critical function.
		And it would be far to easy to introduce new bugs there.
		Changed: misc.c, protos/misc.proto, parse.c -- dsc
	
05/29/00	Added the option of stripping the binary in the install-sh
		script.  Striping will produce a smaller execuatable, but it
		makes it harder to debug.  But most people will not need to
		debug tintin and would probably want to strip tt++.
		Changed: install-sh -- dsc

05/29/00	*cough* hacked a*cough* Fix to the issue #2 (see 5/5/00 entry) 
		with the new read_command().  The read_command function will
		ignore any line that starts with a "#nop" and will not parse it
		so it will not care about unbalanced braces.  I probably will
		look for a better fix/rewrite the code in the future.  This
		should resolve all the problems with the read_command.
		Changed: files.c -- dsc

05/27/00	Put in Yoon-Chan Jhi's fix to the syserr().  This should solve
		solve the problem some people have with compiling tintin.
		Changed: utils.c -- dsc

05/23/00	Made a few some modifications to the configure.in script to
		hopefully make it more informative when running ./configure.
		Changed: configure.in -- dsc

05/05/00	Fixed the problem with the read_command() not taking
		commands with no arguments (ie #fixedmath).
		Changed: files.c -- dsc

05/05/00	Ran dos2unix on the example2.script.  This solves part
		of the problem, with the new read_command(), but still
		have the following issues.  1) it will not allow
		unbalanced braces in #nop.  2) it will not take commands 
		with no arguments (ie #fixedmath).
		Changed: docs/example2.script -- dsc

05/05/00	Modified the translate_telnet_protocol() to be a void
		function.  There really isn't a need for it to return
		anything.
		Changed: net.c, protos/net.proto -- dsc

04/30/00	Released tintin v1.81.  I want to push it out now or else
		it would probably be another 3+ weeks and I've promised to
		put this out within a week or two (and it's been like 2 1/2 
		weeks now). -- dsc

04/30/00	Tracked down a problem I was having connecting to a mud
		server.  tintin was just kicking me out at the same point.
		This was due to a change in the read_mud_buffer to use
		the new translate_telnet_protocol().  I've put in a fix for
		it, but I'll probably redo the fix later.
		Changed: net.c -- dsc

04/30/00	Made a bug fix to the read_command function.  If your
		command file only contained a "#ses {l} {localhost 4000}"
		It wasn't connecting when you started up tintin or when
		you #read your command file.  
		Changed: files.c -- dsc

04/29/00	I've included the sample tintin command file that Greg
		Milford sent me as it's a nice demostration of how to use
		tintin.  This may be useful to people in learning how to
		make the best use of tintin.
		Created: docs/example2.script (the script by Greg)
		Renamed: docs/example.script to docs/example1.script -- dsc

04/29/00	I've intergrated a change to the read_command function by
		Greg Milford.  The change allows for multi-line command
		files.  See the docs/example.script for how it will look.
		The only downside to the change is that you must use braces
		ie #alias a {say blah} will not work, you need to do 
		#alias {a} {say blah}.  The read_command will try to recover
		from commands that are not written correct by ignore it and
		everything after the error and then return to tintin.
		So if you have 10 aliases and tintin says that it read in 5
		aliases, then tintin didn't like your 6th aliases you wrote
		and you should go check it.  I've kept the old #read command
		as #oldread if you really want to use that, but it will
		probably be removed at a future date.
		Changed: files.c, protos/files.proto, CREDITS, 
			 docs/example.script -- dsc

04/29/00	I've updated the tintin help file so that it now includes
		all the tintin commands.  Some of the tintin help files are
		a *cough* bit sparse, but they are now listed :)  I still
		need to update the manual and some of the entries in the 
		tintin help file needs to be expanding (just a tinnie bit ;))
		Changed: support/.tt_help.Z -- dsc

04/12/00	Put in Yoon-Chan Jhi's change to #ifmatch.  The only real
		change is that it no longer has an else keyword.  This
		matchs the syntax of other tintin commands.
		Changed: ivars.c -- dsc

04/09/00	Cleaned up some warning.
		Changed: walk.c, session.c -- dsc

04/09/00	I've added an example.script in the tintin/docs directory.
		This includes some basic examples (which I will expand on
		when I have more time) and it includes Yoon-Chan Jhi's
		auto reconnect script.
		Created: docs/example.script -- dsc

04/09/00	I've put in all of Yoon-Chan Jhi's changes which includes
		a zMud-like slow walk function (I don't know, I never used
		zMud before), an auto reconnect feature.  I'm testing them 
		to make sure I've gotten everything that he submitted to me 
		working correctly  There were alot of changes and hopefully 
		some changes didn't slip by me.  I've made some minor
		modifications to his code, but they were very limited
		at this point.  (Don't ask me what they were, cuz I don't
		remember :))
		Created: walk.c, protos/walk.proto
		Changed: net.c, session.c, tintin.h, parse.c -- dsc

04/08/00	Put in Yoon-Chan Jhi's change to connect_mud so that the
		error messages would be more helpful than just couldn't
		connect.  Didn't know about the strerror() till now.
		Learned something :)
		Changes: net.c -- dsc

04/08/00 	It's amazing what you can learn if you read :)  According,
		to man (3) bcopy, bcopy has been deprecated.  So that explains
		why some compilers give you those problems when compiling
		with the -O2 flag.  This was chitchat's suggestion on how
		to solve the problem, but I wasn't comfort just commenting
		out the use of a function to silence a compiler warning.  But
		on further research saw that bcopy was deprecated.  In light 
		of that, I've added back in -O2 flag and I've removed the 
		use of bcopy. I've also updated the configure script to
		stop checking for bcopy since it isn't used anymore.
		Changes: Makefile.in, tintin.h, configure -- dsc

04/08/00	Added chitchat and Yoon-Chan Jhi to the credits file for
		their contributions to tintin.
		Changes: CREDITS -- dsc

04/05/00	I've added in ycjhi's change to read_buffer_mud, which
		fixes the problem with tintin sometimes eating a
		character after getting an GA.   As a note the GA 
		sequence will send a \n in tintin to solve an 
		occassion problem with actions not being triggered.
		The code, except for minor modifications, were done by 
		Yoon-Chan Jhi.
		Changes: net.c, protos/net.c -- dsc

04/05/00	Changed the tickset command so that the code and
		the manual both agree with each other.  According
		to the manual tickset will turn on the timer if it's
		not on, but the code doesn't do that.  Now it will.
		This is minor, but the code and manual should agree
		with each other, or what's the point of the manual if
		it's wrong?
		Changed: ticks.c -- dsc

04/03/00	Changed the ticksize command so that you will need to
		enter a number between 1 and 1000.  You previous could
		crash tintin because it would try to divide by 0.  There
		isn't any reason why you would want to set your ticksize
		to zero unless you wanted to crash tintin :P  So 1 to 1000
		should be a suitable range.  Let me know if there is a reason
		why you would want to have anything outside that range.
		Changed: ticks.c -- dsc

03/08/00	Added a bindkey.proto and a bindkey.c file for the
		future bindkey command.  This will be for binding keys to
		a command.  ie #bindkey {f1} {}.  This doesn't do
		anything yet.
		Created: bindkey.proto and bindkey.c -- dsc

02/23/00	Fixed a bug with the parsing of input.  It would display the
		wrong value, but the result is correct.
		If you did the following:
		#var {a} {1}
		#math {a} {$a+1};#showme $a
		This would show you 1 and not 2.  The value stored in $a is
		correct, but it would display 1.  It will now show the correct
		value 2.  Thanks to aladrin@elven.comm.au for the bug report.
		Changed: parse.c, protos/parse.proto -- dsc
		
02/23/00	Removed the -ansi flag from the Makefile and removed the
		declaration of popen and pclose and made asorted cleanup 
		of things that were hacks/bad ideas.
		Changed: Makefile.in, protos/help.proto, misc.c -- dsc

02/19/00	Added in the brokentelnet value to the #info command.

02/12/00	Released tintin v1.80 -- dsc

02/12/00	Verified that the fix for CR/LF worked on the test mud listed
		on the webboard.

02/09/00	I think I corrected the problem with CR/LF with certain muds.
		Please let me know if I did/or didn't.  Do a #brokentelnet 
		to enable it to test.
		Changed: net.c, misc.c, main.c, parse.c, protos/misc.proto, 
		protos/main.proto -- dsc

12/26/99	Updated the README and the doc/sgi files
		Changed: README, doc/sgi -- dsc

12/26/99	Increased the buffer for #textin for people that need to
		read in a large text file.  Didn't increase all buffers 
		since that may be a waste of memory, but for #textin you
		may need more than 1024 so I've increased it to 4096.  
		Problem was brought to my attention by chitchat's ytin.
		Changed: text.c -- dsc

12/26/99	Fixed the math command completely (I think, let me know
		if i'm wrong).  You *MUST* have #fixedmath 1 set for
		you to use the new math, or else it will continue to use
		the old broken math.  Eventually, this will be the default
		but for now, you will have to enable it.  Fix came
		from chitchat's ytin.  With the fixed math, you will
		get 4 from #math {a} {6/3*2}.  With the old math, you
		will get 1 from #math {a} {6/3*2}.
		Changed: ivars.c, protos/ivars.proto -- dsc

12/21/99	Ahh, gotta love short-circuit evalation :)  Fixed a
		crash bug.  If you did a #message 1, it will crash.
		It's fixed now.  Who says it doesn't pay to be lazy? :)
		Changed: misc.c -- dsc

12/19/99	Added Fixed Math to the #info output.
		Changed: misc.c -- dsc

12/18/99	Added a new command to enable and disable the math
		code (will also be used for priority on math symbols when
		I add in that code).  THE DEFAULT IS TO USE THE BROKEN
		CODE.  To enable the fixed math code do a #fixedmath.
		Eventually, I will make it default to fixedmath on, but
		for now, I'll keep it at off.
		Changed: main.c, parse.c, misc.c, protos/main.proto,
			 protos/misc.proto -- dsc

12/18/99	Looked at the #math {x} {$x+1} problem.  I've decided
		to just return an error instead of initializing the
		undefined variable to 0.  No answer is better than a wrong
		answer in my opinion.  If tintin automatically creates a 
		variable, typos would create new variables and people would 
		wonder why it kept failing.  This way, there is no doubt, 
		that something is wrong with the math expression.  This 
		should save people time trying to debug their scripts 
		looking for why their math call always returns the same 
		(wrong) value.  
		
		#math {x} {$x+1} -> old math will create and set x to zero
				 -> new math will error and not create a 
					     variable
				
		Changed: ivars.c, protos/ivars.proto -- dsc

12/17/99	Added a sanity check for values entred for #sleep, #timetry
		#tries.
		Changed: misc.c -- dsc

12/17/99	Added in the code for #sleep.  The syntax is #sleep