Passageclass
Base class for passages between rooms. This can be used for a passage that not only connects the rooms but also exists as an object in its own right within the rooms it connects.
In most cases, two passage objects will exist - one on each side of the passage, so one object in each room connected. One of the objects should be designated as the “master”; the other is the “slave.” The master object is the one which should implement all special behavior involving state changes (such as opening or closing a door).
This basic passage is not designed to be opened and closed; use Door for a passage that can be opened and closed.
class
Passage
:
Linkable
Fixture
TravelConnector
Superclass Tree (in declaration order)
Passage
Linkable
` object
[
Fixture](../object/Fixture.html)
[
NonPortable](../object/NonPortable.html)
[
Thing](../object/Thing.html)
[
VocabObject](../object/VocabObject.html)
object
[
TravelConnector](../object/TravelConnector.html)
[
Thing](../object/Thing.html)
[
VocabObject](../object/VocabObject.html)
object`
Subclass Tree
Passage
Stairway
StairwayDown
StairwayUp
ThroughPassage
BasicDoor
Door
AutoClosingDoor
SecretDoor
HiddenDoor
ExitOnlyPassage
PathPassage
Global Objects
(none)
Summary of Properties
Inherited from Fixture
:
cannotMoveMsg
cannotPutMsg
cannotTakeMsg
Inherited from NonPortable
:
bulk
contentsListed
isListed
isListedInContents
isListedInInventory
weight
Inherited from Thing
:
actorInAName
actorInName
actorInPrep
actorIntoName
actorOutOfName
actorOutOfPrep
aDisambigName
allStates
aName
brightness
canBeHeard
canBeSeen
canBeSmelled
canBeTouched
canMatchHer
canMatchHim
canMatchIt
canMatchThem
circularlyInMessage
collectiveGroup
collectiveGroups
contents
contentsListedInExamine
contentsListedSeparately
contentsLister
descContentsLister
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
lookInLister
moved
name
nameDoes
nameSays
nameSees
notTravelReadyMsg
objectNotifyList
objInPrep
obscuredInitSpecialDesc
obscuredSpecialDesc
owner
patElevenEighteen
patIsAlpha
patLeadingTagOrQuote
patOfPhrase
patOneLetterAnWord
patOneLetterWord
patSingleApostropheS
patTagOrQuoteChar
patUpperOrDigit
patVowelY
pluralDisambigName
pluralName
pronounSelector
roomDarkName
roomLocation
roomName
seen
sightPresence
sightSize
smellPresence
smellSize
soundPresence
soundSize
specialContentsLister
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
Inherited from TravelConnector
:
connectorStagingLocation
isCircularPassage
isConnectorListed
rememberCircularPassage
travelBarrier
travelMemory
Summary of Methods
canActorTravel
cannotTravel
connectorBack
dobjFor(LookThrough)
dobjFor(TravelVia)
fixedSource
getDestination
getFacets
initializeThing
initMasterObject
isConnectorPassable
isConnectorVisibleInDark
isOpen
Inherited from Linkable
:
masterObject
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)
hideFromAll
hideFromDefault
isOwnedBy
verifyMoveTo
Inherited from NonPortable
:
contentsInFixedIn
dobjFor(Examine)
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
childInNameGen
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(LieOn)
dobjFor(Light)
dobjFor(ListenTo)
dobjFor(Lock)
dobjFor(LockWith)
dobjFor(LookBehind)
dobjFor(LookIn)
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(SitOn)
dobjFor(Smell)
dobjFor(StandOn)
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
examineSpecialContents
examineStatus
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
getHitFallDestination
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(PutOn)
iobjFor(PutUnder)
iobjFor(ScrewWith)
iobjFor(ShowTo)
iobjFor(TakeFrom)
iobjFor(ThrowAt)
iobjFor(ThrowTo)
iobjFor(TurnWith)
iobjFor(UnfastenFrom)
iobjFor(UnlockWith)
iobjFor(UnplugFrom)
iobjFor(UnscrewWith)
isActorTravelReady
isComponentOf
isDirectlyIn
isIn
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
roomActorThereDesc
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
filterResolveList
inheritVocab
initializeVocab
initializeVocabWith
matchName
matchNameCommon
matchNameDisambig
throwNoMatchForLocation
throwNoMatchForPossessive
throwNothingInLocation
Inherited from TravelConnector
:
actorTravelPreCond
canTravelerPass
checkTravelBarriers
connectorGetConnectorTo
connectorTravelPreCond
createUnlistedProxy
darkTravel
describeArrival
describeDeparture
describeLocalArrival
describeLocalDeparture
describeRemoteTravel
explainTravelBarrier
getApparentDestination
isConnectorApparent
noteTraversal
rememberTravel
Properties
destination
Our destination - this is where the actor ends up when traveling through the passage (assuming the passage is open). By default, we return the “room location” of our other side’s container; in cases where our other side is not directly in our destination room (for example, the other side is part of some larger object structure), this property should be overridden to specify the actual destination.
If our otherSide is nil, the passage doesn’t go anywhere. This can be useful to create things that look and act like passages, but which don’t actually go anywhere - in other words, passage-like decorations.
isOpen_
internal open/closed status - open by default
otherSide
Our corresponding passage object on the other side of the passage. This will be set automatically during initialization based on the masterObject property of the slave - it is not generally necessary to set this manually.
Methods
canActorTravel (actor)
can the given actor travel through this passage?
cannotTravel ( )
Display our message when we don’t allow the actor to travel through the passage because the passage is closed. By default, we’ll simply display the default cannotTravel message for the actor’s location, but this can be overridden to provide a more specific report of the problem.
connectorBack (traveler, dest)
OVERRIDDEN
the connector back is our complementary side, if we have one
dobjFor(LookThrough)
OVERRIDDEN
inherit the default checks
dobjFor(TravelVia)
OVERRIDDEN
carry out travel via this connector
fixedSource (origin, traveler)
OVERRIDDEN
our source is always our destination, since we have a one-to-one relationship with our comlementary passage in the destination location (we point to it, it points to us)
getDestination (origin, traveler)
OVERRIDDEN
get my destination - just return my ‘destination’ property
getFacets ( )
OVERRIDDEN
our other side is the other facet of the passage
initializeThing ( )
OVERRIDDEN
Initialize. If we’re a slave, we’ll set up the otherSide relationship between this passage and our master passage.
initMasterObject (other)
Initialize the master object. The other side of a two-sided door will call this on the master object to let the master object know about the other side. ‘other’ is the other-side object. By default, we’ll simply remember the other object in our own ‘otherSide’ property.
isConnectorPassable (origin, traveler)
OVERRIDDEN
a passage is passable when it’s open
isConnectorVisibleInDark (origin, actor)
OVERRIDDEN
We’re not visible in the dark if we’re closed. If we’re open, the normal rules apply.
Normally, a passage is visible in the dark if there’s light in the adjoining location: our model is that enough light is leaking in through the passage to make the passage itself visible, but not enough to light anything else in the current room. In the case of a closed passage, though, we assume that it completely blocks any light from the other room, eliminating any indication of a passage.
If you do want an openable passage to be visible in the dark even when it’s closed, it’s probably better to make the passage self-illuminating (i.e., with brightness 1), because this will put the passage in scope and thus allow it to be manipulated.
isOpen ( )
get our open/closed status
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3