Floorclass
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
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
actorInPrep
OVERRIDDEN
no description available
actorOutOfPrep
OVERRIDDEN
no description available
objInPrep
OVERRIDDEN
no description available
putDestMessage
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)
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)
no description available
childInNameGen (childName, myName)
OVERRIDDEN
no description available
dobjFor(LieOn)
OVERRIDDEN
‘lie on floor’ causes the actor to lie down in the room
dobjFor(SitOn)
OVERRIDDEN
‘sit on floor’ causes the actor to sit in the containing room
dobjFor(StandOn)
OVERRIDDEN
‘stand on floor’ causes actor to stand in the containing room
hideFromDefault (action)
OVERRIDDEN
specifically allow me as a default for STAND ON, SIT ON, and LIE ON
iobjFor(PutOn)
OVERRIDDEN
‘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
‘throw x at floor’
isActorOnFloor (actor)
is the given actor already on the floor?
isObjListedInRoomPart (obj)
OVERRIDDEN
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)
perform sitting/standing/lying on the floor
roomActorHereDesc (actor)
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)
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)
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
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)
mention the actor as part of the EXAMINE description of a nested room containing the actor
roomOkayPostureChange (actor)
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)
verify sitting/standing/lying on the floor
TADS 3 Library Manual
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