Floorclass

travel.t[5171], en_us.t[3023]

Superclass
Tree

Subclass
Tree

Global
Objects

Property
Summary

Method
Summary

Property
Details

Method
Details

Base class for the default floor and the default ground of a top-level room. The floor and ground are where things usually go when dropped, and they’re the locations where actors within a room are normally standing.

Modified in en_us.t[3023]:
English-specific modifications for the default room parts.

class Floor :   RoomPart

Superclass Tree   (in declaration order)

Floor
RoomPart
Fixture
NonPortable
Thing
VocabObject
`                                                 object`

Subclass Tree  

(none)

Global Objects  

defaultFloor defaultGround

Summary of Properties  

actorInPrep actorOutOfPrep objInPrep putDestMessage

Inherited from RoomPart :
contentsLister descContentsLister lookInLister nothingBehindMsg nothingThroughMsg nothingUnderMsg sightSize specialContentsLister

Inherited from Fixture :
cannotMoveMsg cannotPutMsg cannotTakeMsg

Inherited from NonPortable :
bulk contentsListed isListed isListedInContents isListedInInventory weight

Inherited from Thing :
actorInAName actorInName actorIntoName actorOutOfName aDisambigName allStates aName brightness canBeHeard canBeSeen canBeSmelled canBeTouched canMatchHer canMatchHim canMatchIt canMatchThem circularlyInMessage collectiveGroup collectiveGroups contents contentsListedInExamine contentsListedSeparately described disambigEquivName disambigName distantDesc distantInitSpecialDesc distantSpecialDesc distinguishers dummyName effectiveFollowLocation equivalenceKey equivalentGrouper equivalentGrouperClass equivalentGrouperTable esEndingPat explicitVisualSenseInfo getState globalParamName holdingIndex iesEndingPat initDesc initNominalRoomPartLocation initSpecialDesc inlineContentsLister isEquivalent isHer isHim isInInitState isKnown isLikelyCommandTarget isListedAboardVehicle isMassNoun isPlural isProperName isQualifiedName isThingConstructed isTopLevel listName listWith location moved name nameDoes nameSays nameSees notTravelReadyMsg objectNotifyList obscuredInitSpecialDesc obscuredSpecialDesc owner patElevenEighteen patIsAlpha patLeadingTagOrQuote patOfPhrase patOneLetterAnWord patOneLetterWord patSingleApostropheS patTagOrQuoteChar patUpperOrDigit patVowelY pluralDisambigName pluralName pronounSelector roomDarkName roomLocation roomName seen sightPresence smellPresence smellSize soundPresence soundSize specialDesc specialDescBeforeContents specialDescListWith specialDescOrder specialNominalRoomPartLocation suppressAutoSeen takeFromNotInMessage theDisambigName theName theNamePossNoun tmpAmbient_ tmpAmbientFill_ tmpAmbientWithin_ tmpFillMedium_ tmpObstructor_ tmpObstructorWithin_ tmpPathIsIn_ tmpTrans_ tmpTransWithin_ touchPresence touchSize verbCan verbCannot verbCant verbEndingSD verbEndingSEd verbEndingSMessageBuilder_ verbMust verbToCome verbToDo verbToGo verbToLeave verbToSay verbToSee verbWill verbWont

Inherited from VocabObject :
canResolvePossessive disambigPromptOrder pluralOrder vocabLikelihood vocabWords weakTokens

Summary of Methods  

actorInGroupPrefix actorInGroupSuffix childInNameGen dobjFor(LieOn) dobjFor(SitOn) dobjFor(StandOn) hideFromDefault iobjFor(PutOn) iobjFor(ThrowAt) isActorOnFloor isObjListedInRoomPart performEntry roomActorHereDesc roomActorPostureDesc roomActorStatus roomActorThereDesc roomListActorPosture roomOkayPostureChange verifyEntry

Inherited from RoomPart :
dobjFor(Examine) dobjFor(LookIn) examinePartContents examineSpecialContents examineStatus filterResolveList getHitFallDestination hideFromAll initializeThing isIn moveIntoAdd moveOutOf

Inherited from Fixture :
dobjFor(Move) dobjFor(MoveTo) dobjFor(MoveWith) dobjFor(Pull) dobjFor(Push) dobjFor(PushTravel) dobjFor(PutBehind) dobjFor(PutIn) dobjFor(PutOn) dobjFor(PutUnder) dobjFor(Take) dobjFor(TakeFrom) dobjFor(ThrowAt) dobjFor(ThrowDir) isOwnedBy verifyMoveTo

Inherited from NonPortable :
contentsInFixedIn dobjFor(ShowTo) isHeldBy meetsObjHeld

Inherited from Thing :
acceptCommand addAllContents addDirectConnections addObjectNotifyItem addToContents addToSenseInfoTable adjustLookAroundTable adjustThrowDestination afterAction afterTravel allContents aNameFrom aNameObj aNameOwnerLoc announceDefaultObject appendHeldContents atmosphereList baseMoveInto basicExamine basicExamineFeel basicExamineListen basicExamineSmell basicExamineTaste beforeAction beforeTravel buildContainmentPaths cacheAmbientInfo cacheSenseInfo cacheSensePath canBeHeardBy canBeSeenBy canBeSensed canBeSmelledBy canBeTouchedBy canDetailsBeSensed canHear canMatchPronounType canMoveViaPath cannotGoShowExits cannotReachObject cannotSeeSmellSource cannotSeeSoundSource canOwn canSee canSmell canThrowViaPath canTouch canTouchViaPath checkActorOutOfNested checkBulkChange checkBulkChangeWithin checkMoveViaPath checkStagingLocation checkThrowViaPath checkTouchViaPath checkTravelerDirectlyInRoom childInName childInNameWithOwner childInRemoteName clearSenseInfo cloneForMultiInstanceContents cloneMultiInstanceContents conjugateRegularVerb connectionTable construct countDisambigName countListName countName countNameFrom countNameOwnerLoc darkRoomContentsLister defaultDistantDesc defaultObscuredDesc desc directionForConnector distantSmellDesc distantSoundDesc dobjFor(AskAbout) dobjFor(AskFor) dobjFor(AskVague) dobjFor(AttachTo) dobjFor(Attack) dobjFor(AttackWith) dobjFor(Board) dobjFor(Break) dobjFor(Burn) dobjFor(BurnWith) dobjFor(Clean) dobjFor(CleanWith) dobjFor(Climb) dobjFor(ClimbDown) dobjFor(ClimbUp) dobjFor(Close) dobjFor(Consult) dobjFor(ConsultAbout) dobjFor(CutWith) dobjFor(Detach) dobjFor(DetachFrom) dobjFor(Dig) dobjFor(DigWith) dobjFor(Doff) dobjFor(Drink) dobjFor(Drop) dobjFor(Eat) dobjFor(Enter) dobjFor(EnterOn) dobjFor(Extinguish) dobjFor(Fasten) dobjFor(FastenTo) dobjFor(Feel) dobjFor(Flip) dobjFor(Follow) dobjFor(GetOffOf) dobjFor(GetOutOf) dobjFor(GiveTo) dobjFor(GoThrough) dobjFor(JumpOff) dobjFor(JumpOver) dobjFor(Kiss) dobjFor(Light) dobjFor(ListenTo) dobjFor(Lock) dobjFor(LockWith) dobjFor(LookBehind) dobjFor(LookThrough) dobjFor(LookUnder) dobjFor(Open) dobjFor(PlugIn) dobjFor(PlugInto) dobjFor(Pour) dobjFor(PourInto) dobjFor(PourOnto) dobjFor(Read) dobjFor(Remove) dobjFor(Screw) dobjFor(ScrewWith) dobjFor(Search) dobjFor(Set) dobjFor(SetTo) dobjFor(Smell) dobjFor(Strike) dobjFor(Switch) dobjFor(TalkTo) dobjFor(Taste) dobjFor(TellAbout) dobjFor(TellVague) dobjFor(Throw) dobjFor(ThrowTo) dobjFor(Turn) dobjFor(TurnOff) dobjFor(TurnOn) dobjFor(TurnTo) dobjFor(TurnWith) dobjFor(TypeLiteralOn) dobjFor(TypeOn) dobjFor(Unfasten) dobjFor(UnfastenFrom) dobjFor(Unlock) dobjFor(UnlockWith) dobjFor(Unplug) dobjFor(UnplugFrom) dobjFor(Unscrew) dobjFor(UnscrewWith) dobjFor(Wear) examineListContents examineListContentsWith failCheck feelDesc fillMedium findOpaqueObstructor findTouchObstructor forEachConnectedContainer forEachContainer fromPOV getAllForTakeFrom getAllPathsTo getAnnouncementDistinguisher getBagAffinities getBagsOfHolding getBestDistinguisher getBulk getBulkWithin getCarryingActor getCommonContainer getCommonDirectContainer getConnectedContainers getConnectorTo getContentsForExamine getDestName getDropDestination getEncumberingBulk getEncumberingWeight getExtraScopeItems getIdentityObject getInScopeDistinguisher getListedContents getLocPushTraveler getLocTraveler getMovePathTo getNoise getNominalDropDestination getNominalOwner getObjectNotifyList getOdor getOutermostRoom getOutermostVisibleRoom getRoomNotifyList getRoomPartLocation getStateWithInfo getStatuslineExitsHeight getThrowPathTo getTouchPathTo getTravelConnector getVisualSenseInfo getWeight hasCollectiveGroup initializeEquivalent initializeLocation inRoomName iobjFor(AttachTo) iobjFor(AttackWith) iobjFor(BurnWith) iobjFor(CleanWith) iobjFor(CutWith) iobjFor(DetachFrom) iobjFor(DigWith) iobjFor(FastenTo) iobjFor(GiveTo) iobjFor(LockWith) iobjFor(MoveWith) iobjFor(PlugInto) iobjFor(PourInto) iobjFor(PourOnto) iobjFor(PutBehind) iobjFor(PutIn) iobjFor(PutUnder) iobjFor(ScrewWith) iobjFor(ShowTo) iobjFor(TakeFrom) iobjFor(ThrowTo) iobjFor(TurnWith) iobjFor(UnfastenFrom) iobjFor(UnlockWith) iobjFor(UnplugFrom) iobjFor(UnscrewWith) isActorTravelReady isComponentOf isDirectlyIn isInFixedIn isListed isListedInContents isListedInInventory isListedInRoomPart isLookAroundCeiling isNominallyIn isNominallyInRoomPart isOccludedBy isOrIsIn isShipboard isVocabEquivalent itIs itNom itObj itPossAdj itPossNoun itVerb listCardinality localDirectionLinkForConnector lookAround lookAroundPov lookAroundWithin lookAroundWithinContents lookAroundWithinDesc lookAroundWithinName lookAroundWithinSense lookAroundWithinShowExits lookInDesc mainExamine mainMoveInto mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers mapPushTravelHandlers mergeSenseInfo mergeSenseInfoTable moveInto moveIntoForTravel moveIntoNotifyPath mustMoveObjInto nameIs nameIsnt nameVerb normalizePath notePromptByOwnerLoc notePromptByPossAdj noteSeenBy notifyInsert notifyMoveInto notifyMoveViaPath notifyRemove obscuredDesc obscuredSmellDesc obscuredSoundDesc pluralNameFrom processThrow propHidesProp propWithPresent putInName receiveDrop remoteDesc remoteInitSpecialDesc remoteRoomContentsLister remoteSpecialDesc removeFromContents removeObjectNotifyItem restoreLocation roomContentsLister roomDaemon roomDarkDesc roomDesc roomFirstDesc roomRemoteDesc roomTravelPreCond saveLocation selectPathTo sendNotifyInsert sendNotifyRemove senseAmbientMax senseInfoTable senseObj sensePathFromWithin sensePathFromWithout sensePathToContents sensePathToLoc sensePresenceList setAllSeenBy setContentsSeenBy setGlobalParamName setVisualSenseInfo shineFromWithin shineFromWithout shineOnContents shineOnLoc showDistantSpecialDesc showDistantSpecialDescInContents showInventoryContents showInventoryItem showInventoryItemCounted showListItem showListItemCounted showListItemCountedGen showListItemGen showObjectContents showObscuredSpecialDesc showObscuredSpecialDescInContents showRemoteSpecialDesc showRemoteSpecialDescInContents showSpecialDesc showSpecialDescInContents showSpecialDescInContentsWithInfo showSpecialDescWithInfo showStatuslineExits showWornItem showWornItemCounted smellDesc smellHereDesc soundDesc soundHereDesc specialDescList specialPathFrom statusName stopThrowViaPath superHidesSuper tasteDesc thatNom thatObj theNameFrom theNameObj theNameOwnerLoc theNameWithOwner throwTargetCatch throwTargetHitWith throwViaPath transmitAmbient transSensingIn transSensingOut traversePath tryHolding tryImplicitRemoveObstructor tryMovingObjInto useInitDesc useInitSpecialDesc useSpecialDesc useSpecialDescInContents useSpecialDescInRoom useSpecialDescInRoomPart verbEndingEs verbEndingIes verbEndingS verbToHave verbWas verifyFollowable verifyInsert verifyRemove whatIf whatIfHeldBy withVisualSenseInfo

Inherited from VocabObject :
addToDictionary expandPronounList getFacets inheritVocab initializeVocab initializeVocabWith matchName matchNameCommon matchNameDisambig throwNoMatchForLocation throwNoMatchForPossessive throwNothingInLocation

Properties  

actorInPrepOVERRIDDEN

en_us.t[3026]

no description available

actorOutOfPrepOVERRIDDEN

en_us.t[3027]

no description available

objInPrepOVERRIDDEN

en_us.t[3025]

no description available

putDestMessage

travel.t[5225]

The message we use to describe this object prepositionally, as the destination of a throw or drop. This should be a gLibMessages property with the appropriate prepositional phrase. We use a custom message specific to floor-like objects.

Methods  

actorInGroupPrefix (pov, posture, remote, lst)

travel.t[5440]

Prefix and suffix messages for listing a group of actors nominally on the this floor. Actors are said to be on the floor when they’re really in the location containing the floor.

If we’re talking about a remote location, simply describe it as the location rather than mentioning the floor, since the floor is a trivial part of the remote location not worth mentioning.

If we’re local, and we’re standing, we’ll simply say that we’re “standing here”; again, saying that we’re standing on the floor is stating the obvious. If we’re not standing, we will mention that we’re on the floor.

actorInGroupSuffix (pov, posture, remote, lst)

travel.t[5449]

no description available

childInNameGen (childName, myName)OVERRIDDEN

en_us.t[3024]

no description available

dobjFor(LieOn)OVERRIDDEN

travel.t[5336]

‘lie on floor’ causes the actor to lie down in the room

dobjFor(SitOn)OVERRIDDEN

travel.t[5326]

‘sit on floor’ causes the actor to sit in the containing room

dobjFor(StandOn)OVERRIDDEN

travel.t[5316]

‘stand on floor’ causes actor to stand in the containing room

hideFromDefault (action)OVERRIDDEN

travel.t[5173]

specifically allow me as a default for STAND ON, SIT ON, and LIE ON

iobjFor(PutOn)OVERRIDDEN

travel.t[5203]

‘put x on floor’ equals ‘drop x’. Add a precondition that the drop destination is the main room, since otherwise we could have strange results if we dropped something inside a nested room.

iobjFor(ThrowAt)OVERRIDDEN

travel.t[5228]

‘throw x at floor’

isActorOnFloor (actor)

travel.t[5250]

is the given actor already on the floor?

isObjListedInRoomPart (obj)OVERRIDDEN

travel.t[5192]

When explicitly examining a Floor object, list any objects that are listed in the normal room description (as in LOOK AROUND). By default, the floor is the nominal container for anything directly in the room, so we’ll normally want LOOK AROUND and LOOK AT FLOOR to produce the same list of objects.

performEntry (newPosture)

travel.t[5302]

perform sitting/standing/lying on the floor

roomActorHereDesc (actor)

travel.t[5351]

Mention that an actor is here, as part of a room description. When the actor is standing, just say that the actor is here, since it’s overstating the obvious to say that the actor is standing on the floor. For other postures, do mention the floor.

roomActorPostureDesc (actor)

travel.t[5389]

Show the actor’s posture here. When we’re standing on the floor, don’t mention the posture, as this is too trivial a condition to state. Otherwise, mention it as normal for a nested room.

roomActorStatus (actor)

travel.t[5378]

Show our room name status for an actor on the floor. Since standing on the floor is the trivial default for any room, we won’t bother mentioning it. Other postures we’ll mention the same way we would for any nested room.

roomActorThereDesc (actor)OVERRIDDEN

travel.t[5370]

Mention that an actor is here, as part of a room description. Since a floor is a trivial part of its enclosing room, there’s no point in mentioning that we’re on the floor, as that’s stating the obvious; instead, simply describe the actor as being in the actor’s actual enclosing room.

roomListActorPosture (actor)

travel.t[5414]

mention the actor as part of the EXAMINE description of a nested room containing the actor

roomOkayPostureChange (actor)

travel.t[5402]

Generate an acknowledgment for a posture change here. If the actor is standing, just say “okay, you’re now standing” without mentioning the floor, since standing on the floor is the trivial default. For other postures, say that we’re sitting/lying/etc on the floor.

verifyEntry (newPosture, alreadyMsg)

travel.t[5260]

verify sitting/standing/lying on the floor

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3