thing.t | documentation |
#charset "us-ascii" /* * Copyright (c) 2000, 2006 by Michael J. Roberts. All Rights Reserved. * * TADS 3 Library - Thing * * This module defines Thing, the base class for physical objects in the * simulation. We also define some utility classes that Thing uses * internally. */ /* include the library header */ #include "adv3.h" /* ------------------------------------------------------------------------ */ /* * this property is defined in the 'exits' module, but declare it here * in case we're not including the 'exits' module */ property lookAroundShowExits; /* ------------------------------------------------------------------------ */ /* * Sense Information entry. Thing.senseInfoTable() returns a list of * these objects to provide full sensory detail on the objects within * range of a sense. */ class SenseInfo: object construct(obj, trans, obstructor, ambient) { /* set the object being described */ self.obj = obj; /* remember the transparency and obstructor */ self.trans = trans; self.obstructor = obstructor; /* * set the energy level, as seen from the point of view - adjust * the level by the transparency */ self.ambient = (ambient != nil ? adjustBrightness(ambient, trans) : nil); } /* the object being sensed */ obj = nil /* the transparency from the point of view to this object */ trans = nil /* the obstructor that introduces a non-transparent value of trans */ obstructor = nil /* the ambient sense energy level at this object */ ambient = nil /* * compare this SenseInfo object's transparency to the other one; * returns a number greater than zero if 'self' is more transparent, * zero if they're equally transparent, or a negative number if * 'self' is less transparent */ compareTransTo(other) { return transparencyCompare(trans, other.trans); } /* * Return the more transparent of two SenseInfo objects. Either * argument can be nil, in which case we'll return the non-nil one; * if both are nil, we'll return nil. If they're equal, we'll return * the first one. */ selectMoreTrans(a, b) { /* if one or the other is nil, return the non-nil one */ if (a == nil) return b; else if (b == nil) return a; else if (a.compareTransTo(b) >= 0) return a; else return b; } ; /* * Can-Touch information. This object keeps track of whether or not a * given object is able to reach out and touch another object. */ class CanTouchInfo: object /* construct, given the touch path */ construct(path) { touchPath = path; } /* the full reach-and-touch path from the source to the target */ touchPath = nil /* * if we have calculated whether or not the source can touch the * target, we'll set the property canTouch to nil or true * accordingly; if this property is left undefined, this information * has never been calculated */ // canTouch = nil ; /* * Given a sense information table (a LookupTable returned from * Thing.senseInfoTable()), return a vector of only those objects in the * table that match the given criteria. * * 'func' is a function that takes two arguments, func(obj, info), where * 'obj' is a simulation object and 'info' is the corresponding * SenseInfo object. This function is invoked for each object in the * sense info table; if 'func' returns true, then 'obj' is part of the * list that we return. * * The return value is a simple vector of game objects. (Note that * SenseInfo objects are not returned - just the simulation objects.) */ senseInfoTableSubset(senseTab, func) { local vec; /* set up a vector for the return list */ vec = new Vector(32); /* scan the table for objects matching criteria given by 'func' */ senseTab.forEachAssoc(function(obj, info) { /* if the function accepts this object, include it in the vector */ if ((func)(obj, info)) vec.append(obj); }); /* return the result vector */ return vec; } /* * Sense calculation scratch-pad globals. Many of the sense * calculations involve recursive descents of portions of the * containment tree. In the course of these calculations, it's * sometimes useful to have information about the entire operation in * one of the recursive calls. We could pass the information around as * extra parameters, but that adds overhead, and performance is critical * in the sense routines (because they tend to get invoked a *lot*). To * reduce the overhead, particularly for information that's not needed * very often, we stuff some information into this global object rather * than passing it around through parameters. * * Note that this object is transient because this information is useful * only during the course of a single tree traversal, and so doesn't * need to be saved or undone. */ transient senseTmp: object /* * The point of view of the sense calculation. This is the starting * point of a sense traversal; it's the object that's viewing the * other objects. */ pointOfView = nil /* post-calculation notification list */ notifyList = static new Vector(16) ; /* ------------------------------------------------------------------------ */ /* * Command check status object. This is an abstract object that we use * in to report results from a check of various kinds. * * The purpose of this object is to consolidate the code for certain * kinds of command checks into a single routine that can be used for * different purposes - verification, selection from multiple * possibilities (such as multiple paths), and command action * processing. This object encapsulates a status - success or failure - * and, when the status is failure, a message giving the reason for the * failure. */ class CheckStatus: object /* did the check succeed or fail? */ isSuccess = nil /* * the message property or string, and parameters, for failure - * this is for use with reportFailure or the like */ msgProp = nil msgParams = [] ; /* * Success status object. Note that this is a single object, not a * class - there's no distinct information per success indicator, so we * only need this single success indicator for all uses. */ checkStatusSuccess: CheckStatus isSuccess = true ; /* * Failure status object. Unlike the success indicator, this is a * class, because we need to keep track of the separate failure message * for each kind of failure. */ class CheckStatusFailure: CheckStatus construct(prop, [params]) { isSuccess = nil; msgProp = prop; msgParams = params; } ; /* ------------------------------------------------------------------------ */ /* * Equivalent group state information. This keeps track of a state and * the number of items in that state when we're listing a group of * equivalent items in different states. */ class EquivalentStateInfo: object construct(st, obj, nameProp) { /* remember the state object and the name property to display */ stateObj = st; stateNameProp = nameProp; /* this is the first one in this state */ stateVec = new Vector(8); stateVec.append(obj); } /* add an object to the list of equivalent objects in this state */ addEquivObj(obj) { stateVec.append(obj); } /* get the number of equivalent items in the same state */ getEquivCount() { return stateVec.length(); } /* get the list of equivalent items in the same state */ getEquivList() { return stateVec; } /* get the name to use for listing purposes */ getName() { return stateObj.(stateNameProp)(stateVec); } /* the ThingState object describing the state */ stateObj = nil /* the property to evaluate to get the name for listing purposes */ stateNameProp = nil /* list of items in this same state */ stateVec = nil ; /* ------------------------------------------------------------------------ */ /* * Drop Descriptor. This is passed to the receiveDrop() method of a * "drop destination" when an object is discarded via commands such as * DROP or THROW. The purpose of the descriptor is to identify the type * of command being performed, so that the receiveDrop() method can * generate an appropriate report message. */ class DropType: object /* * Generate the standard report message for the action. The drop * destination's receiveDrop() method can call this if the standard * message is adequate to describe the result of the action. * * 'obj' is the object being dropped, and 'dest' is the drop * destination. */ // standardReport(obj, dest) { /* subclasses must override */ } /* * Get a short report describing the action without saying where the * object ended up. This is roughly the same as the standard report, * but omits any information on where the object lands, so that the * caller can show a separate message explaining that part. * * The report must be worded such that the object being dropped is * the logical antecedent for any subsequent text. This means that * callers can use a pronoun to refer back to the object dropped, * allowing for more natural sequences to be constructed. (It * usually sounds stilted to repeat the full name: "You drop the box. * The box falls into the chasm." It's better if we can use a * pronoun in the second sentence: "You drop the box. It falls into * the chasm.") * * 'obj' is the object being dropped, and 'dest' is the drop * destination. */ // getReportPrefix(obj, dest) { return ''; } ; /* * A drop-type descriptor for the DROP command. Since we have no need to * include any varying parameters in this object, we simply provide this * singleton instance. */ dropTypeDrop: DropType standardReport(obj, dest) { /* show the default "Dropped" response */ defaultReport(&okayDropMsg); } getReportPrefix(obj, dest) { /* return the standard "You drop the <obj>" message */ return gActor.getActionMessageObj().droppingObjMsg(obj); } ; /* * A drop-type descriptor for the THROW command. This object keeps track * of the target (the object that was hit by the projectile) and the * projectile's path to the target. The projectile is simply the direct * object. */ class DropTypeThrow: DropType construct(target, path) { /* remember the target and path */ target_ = target; path_ = path; } standardReport(obj, dest) { local nominalDest; /* get the nominal drop destination */ nominalDest = dest.getNominalDropDestination(); /* * if the actual target and the nominal destination are the same, * just say that it lands on the destination; otherwise, say that * it bounces off the target and falls to the nominal destination */ if (target_ == nominalDest) mainReport(&throwFallMsg, obj, target_); else mainReport(&throwHitFallMsg, obj, target_, nominalDest); } getReportPrefix(obj, dest) { /* return the standard "The <projectile> hits the <target>" message */ return gActor.getActionMessageObj().throwHitMsg(obj, target_); } /* the object that was hit by the projectile */ target_ = nil /* the path the projectile took to reach the target */ path_ = nil ; /* ------------------------------------------------------------------------ */ /* * Bag Affinity Info - this class keeps track of the affinity of a bag * of holding for an object it might contain. We use this class in * building bag affinity lists. */ class BagAffinityInfo: object construct(obj, bulk, aff, bag) { /* save our parameters */ obj_ = obj; bulk_ = bulk; aff_ = aff; bag_ = bag; } /* * Compare this item to another item, for affinity ranking purposes. * Returns positive if I should rank higher than the other item, * zero if we have equal ranking, negative if I rank lower than the * other item. */ compareAffinityTo(other) { /* * if this object is the indirect object of 'take from', treat * it as having the lowest ranking */ if (gActionIs(TakeFrom) && gIobj == obj_) return -1; /* if we have different affinities, sort according to affinity */ if (aff_ != other.aff_) return aff_ - other.aff_; /* we have the same affinity, so put the higher bulk item first */ if (bulk_ != other.bulk_) return bulk_ - other.bulk_; /* * We have the same affinity and same bulk; rank according to * how recently the items were picked up. Put away the oldest * items first, so the lower holding (older) index has the * higher ranking. (Note that because lower holding index is * the higher ranking, we return the negative of the holding * index comparison.) */ return other.obj_.holdingIndex - obj_.holdingIndex; } /* * given a vector of affinities, remove the most recent item (as * indicated by holdingIndex) and return the BagAffinityInfo object */ removeMostRecent(vec) { local best = vec[1]; /* find the most recent item */ foreach (local cur in vec) { /* if this is better than the best so far, remember it */ if (cur.obj_.holdingIndex > best.obj_.holdingIndex) best = cur; } /* remove the best item from the vector */ vec.removeElement(best); /* return the best item */ return best; } /* the object the bag wants to contain */ obj_ = nil /* the object's bulk */ bulk_ = nil /* the bag that wants to contain the object */ bag_ = nil /* affinity of the bag for the object */ aff_ = nil ; /* ------------------------------------------------------------------------ */ /* * "State" of a Thing. This is an object abstractly describing the * state of an object that can assume different states. * * The 'listName', 'inventoryName', and 'wornName' give the names of * state as displayed in room/contents listings, inventory listings, and * listings of items being worn by an actor. This state name is * displayed along with the item name (usually parenthetically after the * item name, but the exact nature of the display is controlled by the * language-specific part of the library). * * The 'listingOrder' is an integer giving the listing order of this * state relative to other states of the same kind of object. When we * show a list of equivalent items in different states, we'll order the * state names in ascending order of listingOrder. */ class ThingState: object /* * The name of the state to use in ordinary room/object contents * listings. If the name is nil, no extra state information is shown * in a listing for an object in this state. (It's often desirable * to leave the most ordinary state an object can be in unnamed, to * avoid belaboring the obvious. For example, a match that isn't * burning would probably not want to mention "(not lit)" every time * it's listed.) * * 'lst' is a list of the objects being listed in this state. If * we're only listing a single object, this will be a list with one * element giving the object being listed. If we're listing a * counted set of equivalent items all in this same state, this will * be the list of items. Everything in 'lst' will be equivalent (in * the isEquivalent sense). */ listName(lst) { return nil; } /* * The state name to use in inventory lists. By default, we just use * the base name. 'lst' has the same meaning as in listName(). */ inventoryName(lst) { return listName(lst); } /* * The state name to use in listings of items being worn. By * default, we just use the base name. 'lst' has the same meaning as * in listName(). */ wornName(lst) { return listName(lst); } /* the relative listing order */ listingOrder = 0 /* * Match the name of an object in this state. 'obj' is the object * to be matched; 'origTokens' and 'adjustedTokens' have the same * meanings they do for Thing.matchName; and 'states' is a list of * all of the possible states the object can assume. * * Implementation of this is always language-specific. In most * cases, this should do something along the lines of checking for * the presence (in the token list) of words that only apply to * other states, rejecting the match if any such words are found. * For example, the ThingState object representing the unlit state * of a light source might check for the presence of 'lit' as an * adjective, and reject the object if it's found. */ matchName(obj, origTokens, adjustedTokens, states) { /* by default, simply match the object */ return obj; } ; /* ------------------------------------------------------------------------ */ /* * Object with vocabulary. This is the base class for any object that * can define vocabulary words. */ class VocabObject: object /* * Match a name as used in a noun phrase in a player's command to * this object. The parser calls this routine to test this object * for a match to a noun phrase when all of the following conditions * are true: * * - this object is in scope; * * - our vocabulary matches the noun phrase, which means that ALL of * the words in the player's noun phrase are associated with this * object with the corresponding parts of speech. Note the special * wildcard vocabulary words: '#' as an adjective matches any number * used as an adjective; '*' as a noun matches any word used as any * part of speech. * * 'origTokens' is the list of the original input words making up * the noun phrase, in canonical tokenizer format. Each element of * this list is a sublist representing one token. * * 'adjustedTokens' is the "adjusted" token list, which provides * more information on how the parser is analyzing the phrase but * may not contain the exact original tokens of the command. In the * adjusted list, the tokens are represented by pairs of values in * the list: the first value of each pair is a string giving the * adjusted token text, and the second value of the pair is a * property ID giving the part of speech of the parser's * interpretation of the phrase. For example, if the noun phrase is * "red book", the list might look like ['red', &adjective, 'book', * &noun]. * * The adjusted token list in some cases contains different tokens * than the original input. For example, when the command contains * a spelled-out number, the parser will translate the spelled-out * number to a numeral format and provide the numeral string in the * adjusted token list: 'a hundred and thirty-four' will become * '134' in the adjusted token list. * * If this object does not match the noun phrase, this routine * returns nil. If the object is a match, the routine returns * 'self'. The routine can also return a different object, or even * a list of objects - in this case, the parser will consider the * noun phrase to have matched the returned object or objects rather * than this original match. * * Note that it isn't necessary to check that the input tokens match * our defined vocabulary words, because the parser will already * have done that for us. This routine is only called after the * parser has already determined that all of the noun phrase's words * match ours. * * By default, we do two things. First, we check to see if ALL of * our tokens are "weak" tokens, and if they are, we indicate that * we do NOT match the phrase. Second, if we pass the "weak token" * test, we'll invoke the common handling in matchNameCommon(), and * return the result. * * In most cases, games will want to override matchNameCommon() * instead of this routine. matchNameCommon() is the common handler * for both normal and disambiguation-reply matching, so overriding * that one routine will take care of both kinds of matching. Games * will only need to override matchName() separately in cases where * they need to differentiate normal matching and disambiguation * matching. */ matchName(origTokens, adjustedTokens) { /* if we have a weak-token list, check the tokens */ weakTest: if (weakTokens != nil) { local sc = languageGlobals.dictComparator; /* check to see if all of our tokens are "weak" */ for (local i = 1, local len = adjustedTokens.length() ; i <= len ; i += 2) { /* get the current token and its type */ local tok = adjustedTokens[i]; local typ = adjustedTokens[i+1]; /* * if this is a miscWord token, skip it - these aren't * vocabulary matches, so we won't find them in either * our weak or strong vocabulary lists */ if (typ == &miscWord) continue; /* if this token isn't in our weak list, it's not weak */ if (weakTokens.indexWhich({x: sc.matchValues(tok, x) != 0}) == nil) { /* * It's not in the weak list, so this isn't a weak * token; therefore the phrase isn't weak, so we do * not wish to veto the match. There's no need to * keep looking; simply break out of the weak test * entirely, since we've now passed. */ break weakTest; } } /* * If we get here, it means we got through the loop without * finding any non-weak tokens. This means the entire * phrase is weak, which means that we don't match it. * Return nil to indicate that this is not a match. */ return nil; } /* invoke the common handling */ return matchNameCommon(origTokens, adjustedTokens); } /* * Match a name in a disambiguation response. This is similar to * matchName(), but is called for each object in an ambiguous object * list for which a disambiguation response was provided. As with * matchName(), we only call this routine for objects that match the * dictionary vocabulary. * * This routine is separate from matchName() because a * disambiguation response usually only contains a partial name. * For example, the exchange might go something like this: * * >take box *. Which box do you mean, the cardboard box, or the wood box? * >cardboard * * Note that it is not safe to assume that the disambiguation * response can be prepended to the original noun phrase to make a * complete noun phrase; if this were safe, we'd simply concatenate * the two strings and call matchName(). This would work for the * example above, since we'd get "cardboard box" as the new noun * phrase, but it wouldn't work in general. Consider these examples: * * >open post office box *. Which post office box do you mean, box 100, box 101, or box 102? * * >take jewel *. Which jewel do you mean, the emerald, or the diamond? * * There's no general way of assembling the disambiguation response * and the original noun phrase together into a new noun phrase, so * rather than trying to use matchName() for both purposes, we * simply use a separate routine to match the disambiguation name. * * Note that, when this routine is called, this object will have * been previously matched with matchName(), so there is no question * that this object matches the original noun phrase. The only * question is whether or not this object matches the response to * the "which one do you mean" question. * * The return value has the same meaning as for matchName(). * * By default, we simply invoke the common handler. Note that games * will usually want to override matchNameCommon() instead of this * routine, since matchNameCommon() provides common handling for the * main match and disambiguation match cases. Games should only * override this routine when they need to do something different * for normal vs disambiguation matching. */ matchNameDisambig(origTokens, adjustedTokens) { /* by default, use the same common processing */ return matchNameCommon(origTokens, adjustedTokens); } /* * Common handling for the main matchName() and the disambiguation * handler matchNameDisambig(). By default, we'll check with our * state object if we have a state object; if not, we'll simply * return 'self' to indicate that we do indeed match the given * tokens. * * In most cases, when a game wishes to customize name matching for * an object, it can simply override this routine. This routine * provides common handling for matchName() and matchNameDisambig(), * so overriding this routine will take care of both the normal and * disambiguation matching cases. In cases where a game needs to * customize only normal matching or only disambiguation matching, * it can override one of those other routines instead. */ matchNameCommon(origTokens, adjustedTokens) { local st; /* * if we have a state, ask our state object to check for words * applying only to other states */ if ((st = getState()) != nil) return st.matchName(self, origTokens, adjustedTokens, allStates); /* by default, accept the parser's determination that we match */ return self; } /* * Plural resolution order. When a command contains a plural noun * phrase, we'll sort the items that match the plural phrase in * ascending order of this property value. * * In most cases, the plural resolution order doesn't matter. Once * in a while, though, a set of objects will be named as "first," * "second," "third," and so on; in these cases, it's nice to have * the order of resolution match the nominal ordering. * * Note that the sorting order only applies within the matches for a * particular plural phrase, not globally throughout the entire list * of objects in a command. For example, if the player types TAKE * BOXES AND BOOKS, we'll sort the boxes in one group, and then we'll * sort the books as a separate group - but all of the boxes will * come before any of the books, regardless of the plural orders. * * >take books and boxes *. first book: Taken. *. second book: Taken. *. third book: Taken. *. left box: Taken. *. middle box: Taken. *. right box: Taken. */ pluralOrder = 100 /* * Disambiguation prompt order. When we interactively prompt for * help resolving an ambiguous noun phrase, we'll put the list of * ambiguous matches in ascending order of this property value. * * In most cases, the prompt order doesn't matter, so most objects * won't have to override the default setting. Sometimes, though, a * set of objects will be identified in the game as "first", * "second", "third", etc., and in these cases it's desirable to have * the objects presented in the same order as the names indicate: * * Which door do you mean, the first door, the second door, or the * third door? * * By default, we use the same value as our pluralOrder, since the * plural order has essentially the same purpose. */ disambigPromptOrder = (pluralOrder) /* * Intrinsic parsing likelihood. During disambiguation, if the * parser finds two objects with equivalent logicalness (as * determined by the 'verify' process for the particular Action being * performed), it will pick the one with the higher intrinsic * likelihood value. The default value is zero, which makes all * objects equivalent by default. Set a higher value to make the * parser prefer this object in cases of ambiguity. */ vocabLikelihood = 0 /* * Filter an ambiguous noun phrase resolution list. The parser calls * this method for each object that matches an ambiguous noun phrase * or an ALL phrase, to allow the object to modify the resolution * list. This method allows the object to act globally on the entire * list, so that the filtering can be sensitive to the presence or * absence in the list of other objects, and can affect the presence * of other objects. * * 'lst' is a list of ResolveInfo objects describing the tentative * resolution of the noun phrase. 'action' is the Action object * representing the command. 'whichObj' is the object role * identifier of the object being resolved (DirectObject, * IndirectObject, etc). 'np' is the noun phrase production that * we're resolving; this is usually a subclass of NounPhraseProd. * 'requiredNum' is the number of objects required, when an exact * quantity is specified; this is nil in cases where the quantity is * unspecified, as in 'all' or an unquantified plural ("take coins"). * * The result is a new list of ResolveInfo objects, which need not * contain any of the objects of the original list, and can add new * objects not in the original list, as desired. * * By default, we simply return the original list. */ filterResolveList(lst, action, whichObj, np, requiredNum) { /* return the original list unchanged */ return lst; } /* * Expand a pronoun list. This is essentially complementary to * filterResolveList: the function is to "unfilter" a pronoun binding * that contains this object so that it restores any objects that * would have been filtered out by filterResolveList from the * original noun phrase binding. * * This routine is called whenever the parser is called upon to * resolve a pronoun ("TAKE THEM"). This routine is called for each * object in the "raw" pronoun binding, which is simply the list of * objects that was stored by the previous command as the antecedent * for the pronoun. After this routine has been called for each * object in the raw pronoun binding, the final list will be passed * through filterResolveList(). * * 'lst' is the raw pronoun binding so far, which might reflect * changes made by this method called on previous objects in the * list. 'typ' is the pronoun type (PronounIt, PronounThem, etc) * describing the pronoun phrase being resolved. The return value is * the new pronoun binding list; if this routine doesn't need to make * any changes, it should simply return 'lst'. * * In some cases, filterResolveList chooses which of two or more * possible ways to bind a noun phrase, with the binding dependent * upon other conditions, such as the current action. In these * cases, it's often desirable for a subsequent pronoun reference to * make the same decision again, choosing from the full set of * possible bindings. This routine facilitates that by letting the * object put back objects that were filtered out, so that the * filtering can once again run on the full set of possible bindings * for the pronoun reference. * * This base implementation just returns the original list unchanged. * See CollectiveGroup for an override that uses this. */ expandPronounList(typ, lst) { return lst; } /* * Our list of "weak" tokens. This is a token that is acceptable in * our vocabulary, but which we can only use in combination with one * or more "strong" tokens. (A token is strong if it's not weak, so * we need only keep track of one or the other kind. Weak tokens * are much less common than strong tokens, so it takes a lot less * space if we store the weak ones instead of the strong ones.) * * The purpose of weak tokens is to allow players to use more words * to refer to some objects without creating ambiguity. For * example, if we have a house, and a front door of the house, we * might want to allow the player to call the front door "front door * of house." If we just defined the door's vocabulary thus, * though, we'd create ambiguity if the player tried to refer to * "house," even though this obviously doesn't create any ambiguity * to a human reader. Weak tokens fix the problem: we define * "house" as a weak token for the front door, which allows the * player to refer to the front door as "front door of house", but * prevents the front door from matching just "house". * * By default, this is nil to indicate that we don't have any weak * tokens to check. If the object has weak tokens, this should be * set to a list of strings giving the weak tokens. */ weakTokens = nil /* * By default, every object can be used as the resolution of a * possessive qualifier phrase (e.g., "bob" in "bob's book"). If * this property is set to nil for an object, that object can never * be used as a possessive. Note that has nothing to do with * establishing ownership relationships between objects; it controls * only the resolution of possessive phrases during parsing to * concrete game objects. */ canResolvePossessive = true /* * Throw an appropriate parser error when this object is used in a * player command as a possessive qualifier (such as when 'self' is * the "bob" in "take bob's key"), and we don't own anything matching * the object name that we qualify. This is only called when 'self' * is in scope. By default, we throw the standard parser error ("Bob * doesn't appear to have any such thing"). 'txt' is the * lower-cased, HTMLified text that of the qualified object name * ("key" in "bob's key"). */ throwNoMatchForPossessive(txt) { throw new ParseFailureException(&noMatchForPossessive, self, txt); } /* * Throw an appropriate parser error when this object is used in a * player command to locationally qualify another object (such as * when we're the box in "examine the key in the box"), and there's * no object among our contents with the given name. By default, we * throw the standard parser error ("You see no key in the box"). */ throwNoMatchForLocation(txt) { throw new ParseFailureException(&noMatchForLocation, self, txt); } /* * Throw an appropriate parser error when this object is used in a * player command to locationally qualify "all" (such as when we're * the box in "examine everything in the box"), and we have no * contents. By default, we throw the standard parser error ("You * see nothing unusual in the box"). */ throwNothingInLocation() { throw new ParseFailureException(¬hingInLocation, self); } /* * Get a list of the other "facets" of this object. A facet is * another program object that to the player looks like the same or * part of the same physical object. For example, it's often * convenient to represent a door using two game objects - one for * each side - but the two really represent the same door from the * player's perspective. * * The parser uses an object's facets to resolve a pronoun when the * original antecedent goes out of scope. In our door example, if * we refer to the door, then walk through it to the other side, * then refer to 'it', the parser will realize from the facet * relationship that 'it' now refers to the other side of the door. */ getFacets() { return []; } /* * Ownership: a vocab-object can be marked as owned by a given Thing. * This allows command input to refer to the owned object using * possessive syntax (such as, in English, "x's y"). * * This method returns true if 'self' is owned by 'obj'. The parser * generally tests for ownership in this direction, as opposed to * asking for obj's owner, because a given object might have multiple * owners, and might not be able to enumerate them all (or, at least, * might not be able to enumerate them efficiently). It's usually * efficient to determine whether a given object qualifies as an * owner, and from the parser's persepctive that's the question * anyway, since it wants to determine if the "x" in "x's y" * qualifies as my owner. * * By default, we simply return true if 'obj' matches our 'owner' * property (and is not nil). */ isOwnedBy(obj) { return owner != nil && owner == obj; } /* * Get our nominal owner. This is the owner that we report for this * object if we're asked to distinguish this object from another * object in a disambiguation prompt. The nominal owner isn't * necessarily the only owner. Note that if getNominalOwner() * returns a non-nil value, isOwnedBy(getNominalOwner()) should * always return true. * * By default, we'll simply return our 'owner' property. */ getNominalOwner() { return owner; } /* our explicit owner, if any */ owner = nil ; /* ------------------------------------------------------------------------ */ /* * Find the best facet from the given list of facets, from the * perspective of the given actor. We'll find the facet that has the * best visibility, or, visibilities being equal, the best touchability. */ findBestFacet(actor, lst) { local infoList; local best; /* * if the list has no elements, there's no result; if it has only one * element, it's obviously the best one */ if (lst.length() == 0) return nil; if (lst.length() == 1) return lst[1]; /* make a list of the visibilities of the given facets */ infoList = lst.mapAll({x: new SightTouchInfo(actor, x)}); /* scan the list and find the entry with the best results */ best = nil; foreach (local cur in infoList) best = SightTouchInfo.selectBetter(best, cur); /* return the best result */ return best.obj_; } /* * A small data structure class recording SenseInfo objects for sight and * touch. We use this to pick the best facet from a list of facets. */ class SightTouchInfo: object construct(actor, obj) { /* remember our object */ obj_ = obj; /* get the visual SenseInfo in the actor's best sight-like sense */ visInfo = actor.bestVisualInfo(obj); /* get the 'touch' SenseInfo for the object */ touchInfo = actor.senseObj(touch, obj); } /* the object we're associated with */ obj_ = nil /* our SenseInfo objects for sight and touch */ visInfo = nil touchInfo = nil /* * Class method: select the "better" of two SightTouchInfo's. * Returns the one with the more transparent visual status, or, * visual transparencies being equal, the one with the more * transparent touch status. */ selectBetter(a, b) { local d; /* if one or the other is nil, return the non-nil one */ if (a == nil) return b; if (b == nil) return a; /* if the visual transparencies differ, compare visually */ d = a.visInfo.compareTransTo(b.visInfo); if (d > 0) return a; else if (d < 0) return b; else { /* the visual status it the same, so compare by touch */ d = a.touchInfo.compareTransTo(b.touchInfo); if (d >= 0) return a; else return b; } } ; /* ------------------------------------------------------------------------ */ /* * Thing: the basic class for game objects. An object of this class * represents a physical object in the simulation. */ class Thing: VocabObject /* * on constructing a new Thing, initialize it as we would a * statically instantiated Thing */ construct() { /* * If we haven't already been through here for this object, do * the static initialization. (Because many library classes and * game objects inherit from multiple Thing subclasses, we'll * sometimes inherit this constructor multiple times in the * course of creating a single new object. The set-up work we do * isn't meant to be repeated and can create internal * inconsistencies if it is.) */ if (!isThingConstructed) { /* inherit base class construction */ inherited(); /* initialize the Thing properties */ initializeThing(); /* note that we've been through this constructor now */ isThingConstructed = true; } } /* * Have we been through Thing.construct() yet for this object? Note * that this will only be set for dynamically created instances * (i.e., objects created with 'new'). */ isThingConstructed = nil /* * My global parameter name. This is a name that can be used in * {xxx} parameters in messages to refer directly to this object. * This is nil by default, which means we have no global parameter * name. Define this to a single-quoted string to set a global * parameter name. * * Global parameter names can be especially useful for objects whose * names change in the course of the game, such as actors who are * known by one name until introduced, after which they're known by * another name. It's a little nicer to write "{He/the bob}" than * "<<bob.theName>>". We can do this with a global parameter name, * because it allows us to use {bob} as a message parameter, even * when the actor isn't involved directly in any command. * * Note that these parameter names are global, so no two objects are * allowed to have the same name. These names are also subordinate * to the parameter names in the current Action, so names that the * actions define, such as 'dobj' and 'actor', should usually be * avoided. */ globalParamName = nil /* * Set the global parameter name dynamically. If you need to add a * new global parameter name at run-time, call this rather than * setting the property directly, to ensure that the name is added to * the message builder's name table. You can also use this to delete * an object's global parameter name, by passing nil for the new * name. * * (You only need to use this method if you want to add or change a * name dynamically at run-time, because the library automatically * initializes the table for objects with globalParamName settings * defined at compile-time.) */ setGlobalParamName(name) { /* if we already had a name in the table, remove our old name */ if (globalParamName != nil && langMessageBuilder.nameTable_[globalParamName] == self) langMessageBuilder.nameTable_.removeElement(globalParamName); /* remember our name locally */ globalParamName = name; /* add the name to the message builder's table */ if (name != nil) langMessageBuilder.nameTable_[name] = self; } /* * "Special" description. This is the generic place to put a * description of the object that should appear in the containing * room's full description. If the object defines a special * description, the object is NOT listed in the basic contents list * of the room, because listing it with the contents would be * redundant with the special description. * * By default, we have no special description. If a special * description is desired, define this to a double-quoted string * containing the special description, or to a method that displays * the special description. */ specialDesc = nil /* * The special descriptions to use under obscured and distant * viewing conditions. By default, these simply display the normal * special description, but these can be overridden if desired to * show different messages under these viewing conditions. * * Note that if you override these alternative special descriptions, * you MUST also provide a base specialDesc. The library figures * out whether or not to show any sort of specialDesc first, based * on the presence of a non-nil specialDesc; only then does the * library figure out which particular variation to use. * * Note that remoteSpecialDesc takes precedence over these methods. * That is, when 'self' is in a separate top-level room from the * point-of-view actor, we'll use remoteSpecialDesc to generate our * description, even if the sense path to 'self' is distant or * obscured. */ distantSpecialDesc = (specialDesc) obscuredSpecialDesc = (specialDesc) /* * The "remote" special description. This is the special * description that will be used when this object is not in the * point-of-view actor's current top-level room, but is visible in a * connected room. For example, if two top-level rooms are * connected by a window, so that an actor in one room can see the * objects in the other room, this method will be used to generate * the description of the object when the actor is in the other * room, viewing this object through the window. * * By default, we just use the special description. It's usually * better to customize this to describe the object from the given * point of view. 'actor' is the point-of-view actor. */ remoteSpecialDesc(actor) { distantSpecialDesc; } /* * List order for the special description. Whenever there's more * than one object showing a specialDesc at the same time (in a * single room description, for example), we'll use this to order the * specialDesc displays. We'll display in ascending order of this * value. By default, we use the same value for everything, so * listing order is arbitrary; when one specialDesc should appear * before or after another, this property can be used to control the * relative ordering. */ specialDescOrder = 100 /* * Special description phase. We list special descriptions for a * room's full description in two phases: one phase before we show * the room's portable contents list, and another phase after we show * the contents list. This property controls the phase in which we * show this item's special description. This only affects special * descriptions that are shown with room descriptions; in other * cases, such as "examine" descriptions of objects, all of the * special descriptions are usually shown together. * * By default, we show our special description (if any) before the * room's contents listing, because most special descriptions act * like extensions of the room's main description and thus should be * grouped directly with the room's descriptive text. Objects with * special descriptions that are meant to indicate more ephemeral * properties of the location can override this to be listed after * the room's portable contents. * * One situation where you usually will want to list a special * description after contents is when the special description applies * to an item that's contained in a portable item. Since the * container will be listed with the room contents, as it's portable, * we'll usually want the special description of this child item to * show up after the contents listing, so that it shows up after its * container is mentioned. * * Note that the specialDescOrder is secondary to this phase * grouping, because we essentially list special items in two * separate groups. */ specialDescBeforeContents = true /* * Show my special description, given a SenseInfo object for the * visual sense path from the point of view of the description. */ showSpecialDescWithInfo(info, pov) { local povActor = getPOVActorDefault(gActor); /* * Determine what to show, based on the point-of-view location * and the sense path. If the point of view isn't in the same * top-level location as 'self', OR the actor isn't the same as * the POV, use the remote special description; otherwise, select * the obscured, distant, or basic special description according * to the transparency of the sense path. */ if (getOutermostRoom() != povActor.getOutermostRoom() || pov != povActor) { /* * different top-level rooms, or different actor and POV - * use the remote description */ showRemoteSpecialDesc(povActor); } else if (info.trans == obscured) { /* we're obscured, so show our obscured special description */ showObscuredSpecialDesc(); } else if (info.trans == distant) { /* we're at a distance, so use our distant special description */ showDistantSpecialDesc(); } else if (canDetailsBeSensed(sight, info, pov)) { /* * we're not obscured or distant, and our details can be * sensed, so show our fully-visible special description */ showSpecialDesc(); } } /* * Show the special description, if we have one. If we are using * our initial description, we'll show that; otherwise, if we have a * specialDesc property, we'll show that. * * Note that the initial description overrides the specialDesc * property whenever useInitSpecialDesc() returns true. This allows * an object to have both an initial description that is used until * the object is moved, and a separate special description used * thereafter. */ showSpecialDesc() { /* * if we are to use our initial description, show that; * otherwise, show our special description */ if (useInitSpecialDesc()) initSpecialDesc; else specialDesc; } /* show the special description under obscured viewing conditions */ showObscuredSpecialDesc() { if (useInitSpecialDesc()) obscuredInitSpecialDesc; else obscuredSpecialDesc; } /* show the special description under distant viewing conditions */ showDistantSpecialDesc() { if (useInitSpecialDesc()) distantInitSpecialDesc; else distantSpecialDesc; } /* show the remote special description */ showRemoteSpecialDesc(actor) { if (useInitSpecialDesc()) remoteInitSpecialDesc(actor); else remoteSpecialDesc(actor); } /* * Determine if we should use a special description. By default, we * have a special description if we have either a non-nil * specialDesc property, or we have an initial description. */ useSpecialDesc() { /* * if we have a non-nil specialDesc, or we are to use an initial * description, we have a special description */ return propType(&specialDesc) != TypeNil || useInitSpecialDesc(); } /* * Determine if we should use our special description in the given * room's LOOK AROUND description. By default, this simply returns * useSpecialDesc(). */ useSpecialDescInRoom(room) { return useSpecialDesc(); } /* * Determine if we should use our special description in the given * object's contents listings, for the purposes of "examine <cont>" * or "look in <cont>". By default, we'll use our special * description for a given container if we'd use our special * description in general, AND we're actually inside the container * being examined. */ useSpecialDescInContents(cont) { /* * if we would otherwise use a special description, and we are * contained within the given object, use our special description * in the container */ return useSpecialDesc() && self.isIn(cont); } /* * Show our special description as part of a parent's full * description. */ showSpecialDescInContentsWithInfo(info, pov, cont) { local povActor = getPOVActorDefault(gActor); /* determine what to show, based on the location and sense path */ if (getOutermostRoom() != povActor.getOutermostRoom() || pov != povActor) showRemoteSpecialDescInContents(povActor, cont); else if (info.trans == obscured) showObscuredSpecialDescInContents(povActor, cont); else if (info.trans == distant) showDistantSpecialDescInContents(povActor, cont); else if (canDetailsBeSensed(sight, info, pov)) showSpecialDescInContents(povActor, cont); } /* * Show the special description in contents listings under various * sense conditions. By default, we'll use the corresponding special * descriptions for full room descriptions. These can be overridden * to show special versions of the description when we're examining * particular containers, if desired. 'actor' is the actor doing the * looking. */ showSpecialDescInContents(actor, cont) { showSpecialDesc(); } showObscuredSpecialDescInContents(actor, cont) { showObscuredSpecialDesc(); } showDistantSpecialDescInContents(actor, cont) { showDistantSpecialDesc(); } showRemoteSpecialDescInContents(actor, cont) { showRemoteSpecialDesc(actor); } /* * If we define a non-nil initSpecialDesc, this property will be * called to describe the object in room listings as long as the * object is in its "initial" state (as determined by isInInitState: * this is usually true until the object is first moved to a new * location). By default, objects don't have initial descriptions. * * If this is non-nil, and the object is portable, this will be used * (as long as the object is in its initial state) instead of * showing the object in an ordinary room-contents listing. This * can be used to give the object a special mention in its initial * location in the game, rather than letting the ordinary * room-contents lister lump it in with all of the other portable * object lying around. */ initSpecialDesc = nil /* * The initial descriptions to use under obscured and distant * viewing conditions. By default, these simply show the plain * initSpecialDesc; these can be overridden, if desired, to show * alternative messages when viewing conditions are less than ideal. * * Note that in order for one of these alternative initial * descriptions to be shown, the regular initSpecialDesc MUST be * defined, even if it's never actually used. We make the decision * to display these other descriptions based on the existence of a * non-nil initSpecialDesc, so always define initSpecialDesc * whenever these are defined. */ obscuredInitSpecialDesc = (initSpecialDesc) distantInitSpecialDesc = (initSpecialDesc) /* the initial remote special description */ remoteInitSpecialDesc(actor) { distantInitSpecialDesc; } /* * If we define a non-nil initDesc, and the object is in its initial * description state (as indicated by isInInitState), then we'll use * this property instead of "desc" to describe the object when * examined. This can be used to customize the description the * player sees in parallel to initSpecialDesc. */ initDesc = nil /* * Am I in my "initial state"? This is used to determine if we * should show the initial special description (initSpecialDesc) and * initial examine description (initDesc) when describing the * object. By default, we consider the object to be in its initial * state until the first time it's moved. * * You can override this to achieve other effects. For example, if * you want to use the initial description only the first time the * object is examined, and then revert to the ordinary description, * you could override this to return (!described). */ isInInitState = (!moved) /* * Determine whether or not I should be mentioned in my containing * room's description (on LOOK AROUND) using my initial special * description (initSpecialDesc). This returns true if I have an * initial description that isn't nil, and I'm in my initial state. * If this returns nil, the object should be described in room * descriptions using the ordinary generated message (either the * specialDesc, if we have one, or the ordinary mention in the list * of portable room contents). */ useInitSpecialDesc() { return isInInitState && propType(&initSpecialDesc) != TypeNil; } /* * Determine if I should be described on EXAMINE using my initial * examine description (initDesc). This returns true if I have an * initial examine desription that isn't nil, and I'm in my initial * state. If this returns nil, we'll show our ordinary description * (given by the 'desc' property). */ useInitDesc() { return isInInitState && propType(&initDesc) != TypeNil; } /* * Flag: I've been moved out of my initial location. Whenever we * move the object to a new location, we'll set this to true. */ moved = nil /* * Flag: I've been seen by the player character. This is nil by * default; we set this to true whenever we show a room description * from the player character's perspective, and the object is * visible. The object doesn't actually have to be mentioned in the * room description to be marked as seen - it merely has to be * visible to the player character. * * Note that this is only the DEFAULT 'seen' property, which all * Actor objects use by default. The ACTUAL property that a given * Actor uses depends on the actor's seenProp, which allows a game to * keep track separately of what each actor has seen by using * different 'seen' properties for different actors. */ seen = nil /* * Flag: suppress the automatic setting of the "seen" status for this * object in room and object descriptions. Normally, we'll * automatically mark every visible object as seen (by calling * gActor.setHasSeen()) whenever we do a LOOK AROUND. We'll also * automatically mark as seen every visible object within an object * examined explicitly (such as with EXAMINE, LOOK IN, LOOK ON, or * OPEN). This property can override this automatic status change: * when this property is true, we will NOT mark this object as seen * in any of these cases. When this property is true, the game must * explicitly mark the object as seen, if and when desired, by * calling actor.setHasSeen(). * * Sometimes, an object is not meant to be immediately obvious. For * example, a puzzle box might have a hidden button that can't be * seen on casual examination. In these cases, you can use * suppressAutoSeen to ensure that the object won't be marked as seen * merely by virtue of its being visible at the time of a LOOK AROUND * or EXAMINE command. * * Note that this property does NOT affect the object's actual * visibility or other sensory attributes. This property merely * controls the automatic setting of the "seen" status of the object. */ suppressAutoSeen = nil /* * Flag: I've been desribed. This is nil by default; we set this to * true whenever the player explicitly examines the object. */ described = nil /* * Mark all visible contents of 'self' as having been seen. * 'infoTab' is a LookupTable of sight information, as returned by * visibleInfoTable(). This should be called any time an object is * examined in such a way that its contents should be considered to * have been seen. * * We will NOT mark as seen any objects that have suppressAutoSeen * set to true. */ setContentsSeenBy(infoTab, actor) { /* * run through the table of visible objects, and mark each one * that's contained within 'self' as having been seen */ infoTab.forEachAssoc(function(obj, info) { if (obj.isIn(self) && !obj.suppressAutoSeen) actor.setHasSeen(obj); }); } /* * Mark everything visible as having been seen. 'infoTab' is a * LookupTable of sight information, as returned by * visibleInfoTable(). We'll mark everything visible in the table * as having been seen by the actor, EXCEPT objects that have * suppressAutoSeen set to true. */ setAllSeenBy(infoTab, actor) { /* mark everything as seen, except suppressAutoSeen items */ infoTab.forEachAssoc(function(obj, info) { if (!obj.suppressAutoSeen) actor.setHasSeen(obj); }); } /* * Note that I've been seen by the given actor, setting the given * "seen" property. This routine notifies the object that it's just * been observed by the given actor, allowing it to take any special * action it wants to take in such cases. */ noteSeenBy(actor, prop) { /* by default, simply set the given "seen" property to true */ self.(prop) = true; } /* * Flag: this object is explicitly "known" to actors in the game, * even if it's never been seen. This allows the object to be * resolved as a topic in ASK ABOUT commands and the like. * Sometimes, actors know about an object even before it's been seen * - they might simply know about it from background knowledge, or * they might hear about it from another character, for example. * * Like the 'seen' property, this is merely the DEFAULT 'known' * property that we use for actors. Each actor can individually use * a separate property to track its own knowledge if it prefers; it * can do this simply by overriding its isKnownProp property. */ isKnown = nil /* * Hide from 'all' for a given action. If this returns true, this * object will never be included in 'all' lists for the given action * class. This should generally be set only for objects that serve * some sort of internal purpose and don't represent physical * objects in the model world. By default, objects are not hidden * from 'all' lists. * * Note that returning nil doesn't put the object into an 'all' * list. Rather, it simply *leaves* it in any 'all' list it should * happen to be in. Each action controls its own selection criteria * for 'all', and different verbs use different criteria. No matter * how an action chooses its 'all' list, though, an item will always * be excluded if hideFromAll() returns true for the item. */ hideFromAll(action) { return nil; } /* * Hide from defaulting for a given action. By default, we're * hidden from being used as a default object for a given action if * we're hidden from the action for 'all'. */ hideFromDefault(action) { return hideFromAll(action); } /* * Determine if I'm to be listed at all in my room's description, * and in descriptions of objects containing my container. * * Most objects should be listed normally, but some types of objects * should be suppressed from the normal room listing. For example, * fixed-in-place scenery objects are generally described in the * custom message for the containing room, so these are normally * omitted from the listing of the room's contents. * * By default, we'll return the same thing as isListedInContents - * that is, if this object is to be listed when its *direct* * container is examined, it'll also be listed by default when any * further enclosing container (including the enclosing room) is * described. Individual objects can override this to use different * rules. * * Why would we want to be able to list an object when examining in * its direct container, but not when examining an enclosing * container, or the enclosing room? The most common reason is to * control the level of detail, to avoid overloading the broad * description of the room and the main things in it with every * detail of every deeply-nested container. */ isListed { return isListedInContents; } /* * Determine if I'm listed in explicit "examine" and "look in" * descriptions of my direct container. * * By default, we return true as long as we're not using our special * description in this particular context. Examining or looking in a * container will normally show special message for any contents of * the container, so we don't want to list the items with special * descriptions in the ordinary list as well. */ isListedInContents { return !useSpecialDescInContents(location); } /* * Determine if I'm listed in inventory listings. By default, we * include every item in an inventory list. */ isListedInInventory { return true; } /* * by default, regular objects are not listed when they arrive * aboard vehicles (only actors are normally listed in this fashion) */ isListedAboardVehicle = nil /* * Determine if I'm listed as being located in the given room part. * We'll first check to make sure the object is nominally contained * in the room part; if not, it's not listed in the room part. We'll * then ask the room part itself to make the final determination. */ isListedInRoomPart(part) { /* * list me if I'm nominally contained in the room part AND the * room part wants me listed */ return (isNominallyInRoomPart(part) && part.isObjListedInRoomPart(self)); } /* * Determine if we're nominally in the given room part (floor, * ceiling, wall, etc). This returns true if we *appear* to be * located directly in/on the given room part object. * * In most cases, a portable object might start out with a special * initial room part location, but once moved and then dropped * somewhere, ends up nominally in the nominal drop destination of * the location where it was dropped. For example, a poster might * start out being nominally attached to a wall, or a light bulb * might be nominally hanging from the ceiling; if these objects are * taken and then dropped somewhere, they'll simply end up on the * floor. * * Our default behavior models this. If we've never been moved, * we'll indicate that we're in our initial room part location, * given by initNominalRoomPartLocation. Once we've been moved (or * if our initNominalRoomPartLocation is nil), we'll figure out what * the nominal drop destination is for our current container, and * then see if we appear to be in that nominal drop destination. */ isNominallyInRoomPart(part) { /* * If we're not directly in the apparent container of the given * room part, then we certainly are not even nominally in the * room part. We only appear to be in a room part when we're * actually in the room directly containing the room part. */ if (location == nil || location.getRoomPartLocation(part) != location) return nil; /* if we've never been moved, use our initial room part location */ if (!moved && initNominalRoomPartLocation != nil) return (part == initNominalRoomPartLocation); /* if we have an explicit special room part location, use that */ if (specialNominalRoomPartLocation != nil) return (part == specialNominalRoomPartLocation); /* * We don't seem to have an initial or special room part * location, but there's still one more possibility: if the room * part is the nominal drop destination, then we are by default * nominally in that room part, because that's where we * otherwise end up in the absence of any special room part * location setting. */ if (location.getNominalDropDestination() == part) return true; /* we aren't nominally in the given room part */ return nil; } /* * Determine if I should show my special description with the * description of the given room part (floor, ceiling, wall, etc). * * By default, we'll include our special description with a room * part's description if either (1) we are using our initial * description, and our initNominalRoomPartLocation is the given * part; or (2) we are using our special description, and our * specialNominalRoomPartLocation is the given part. * * Note that, by default, we do NOT use our special description for * the "default" room part location - that is, for the nominal drop * destination for our containing room, which is where we end up by * default, in the absence of an initial or special room part * location setting. We don't use our special description in this * default location because special descriptions are most frequently * used to describe an object that is specially situated, and hence * we don't want to assume a default situation. */ useSpecialDescInRoomPart(part) { /* if we're not nominally in the part, rule it out */ if (!isNominallyInRoomPart(part)) return nil; /* * if we're using our initial description, and we are explicitly * in the given room part initially, use the special description * for the room part */ if (useInitSpecialDesc() && initNominalRoomPartLocation == part) return true; /* * if we're using our special description, and we are explicitly * in the given room part as our special location, use the * special description */ if (useSpecialDesc() && specialNominalRoomPartLocation == part) return true; /* do not use the special description in the room part */ return nil; } /* * Our initial room part location. By default, we set this to nil, * which means that we'll use the nominal drop destination of our * actual initial location when asked. If desired, this can be set * to another part; for example, if a poster is initially described * as being "on the north wall," this should set to the default north * wall object. */ initNominalRoomPartLocation = nil /* * Our "special" room part location. By default, we set this to * nil, which means that we'll use the nominal drop destination of * our actual current location when asked. * * This property has a function similar to * initNominalRoomPartLocation, but is used to describe the nominal * room part container of the object has been moved (and even before * it's been moved, if initNominalRoomPartLocation is nil). * * It's rare for an object to have a special room part location * after it's been moved, because most games simply don't provide * commands for things like re-attaching a poster to a wall or * re-hanging a fan from the ceiling. When it is possible to move * an object to a new special location, though, this property can be * used to flag its new special location. */ specialNominalRoomPartLocation = nil /* * Determine if my contents are to be listed when I'm shown in a * listing (in a room description, inventory list, or a description * of my container). * * Note that this doesn't affect listing my contents when I'm * *directly* examined - use contentsListedInExamine to control that. * * By default, we'll list our contents in these situations if (1) we * have some kind of presence in the description of whatever it is * the player is looking at, either by being listed in the ordinary * way (that is, isListed is true) or in a custom way (via a * specialDesc), and (2) contentsListedInExamine is true. The * reasoning behind this default is that if the object itself shows * up in the description, then we usually want its contents to be * mentioned as well, but if the object itself isn't mentioned, then * its contents probably shouldn't be, either. And in any case, if * the contents aren't listed even when we *directly* examine the * object, then we almost certainly don't want its contents mentioned * when we only indirectly mention the object in the course of * describing something enclosing it. */ contentsListed = (contentsListedInExamine && (isListed || useSpecialDesc())) /* * Determine if my contents are to be listed when I'm directly * examined (with an EXAMINE/LOOK AT command). By default, we * *always* list our contents when we're directly examined. */ contentsListedInExamine = true /* * Determine if my contents are listed separately from my own list * entry. If this is true, then my contents will be listed in a * separate sentence from my own listing; for example, if 'self' is a * box, we'll be listed like so: * *. You are carrying a box. The box contains a key and a book. * * By default, this is nil, which means that we list our contents * parenthetically after our name: * *. You are carrying a box (which contains a key and a book). * * Using a separate listing is sometimes desirable for an object that * will routinely contain listable objects that in turn have listable * contents of their own, because it can help break up a long listing * that would otherwise use too many nested parentheticals. * * Note that this only applies to "wide" listings; "tall" listings * will show contents in the indented tree format regardless of this * setting. */ contentsListedSeparately = nil /* * The language-dependent part of the library must provide a couple * of basic descriptor methods that we depend upon. We provide * several descriptor methods that we base on the basic methods. * The basic methods that must be provided by the language extension * are: * * listName - return a string giving the "list name" of the object; * that is, the name that should appear in inventory and room * contents lists. This is called with the visual sense info set * according to the point of view. * * countName(count) - return a string giving the "counted name" of * the object; that is, the name as it should appear with the given * quantifier. In English, this might return something like 'one * box' or 'three books'. This is called with the visual sense info * set according to the point of view. */ /* * Show this item as part of a list. 'options' is a combination of * ListXxx flags indicating the type of listing. 'infoTab' is a * lookup table of SenseInfo objects giving the sense information * for the point of view. */ showListItem(options, pov, infoTab) { /* show the list, using the 'listName' of the state */ showListItemGen(options, pov, infoTab, &listName); } /* * General routine to show the item as part of a list. * 'stateNameProp' is the property to use in any listing state * object to obtain the state name. */ showListItemGen(options, pov, infoTab, stateNameProp) { local info; local st; local stName; /* get my visual information from the point of view */ info = infoTab[self]; /* show the item's list name */ say(withVisualSenseInfo(pov, info, &listName)); /* * If we have a list state with a name, show it. Note that to * obtain the state name, we have to pass a list of the objects * being listed to the stateNameProp method of the state object; * we're the only object we're showing for this particular * display list element, so we simply pass a single-element list * containing 'self'. */ if ((st = getStateWithInfo(info, pov)) != nil && (stName = st.(stateNameProp)([self])) != nil) { /* we have a state with a name - show it */ gLibMessages.showListState(stName); } } /* * Show this item as part of a list, grouped with a count of * list-equivalent items. */ showListItemCounted(lst, options, pov, infoTab) { /* show the item using the 'listName' property of the state */ showListItemCountedGen(lst, options, pov, infoTab, &listName); } /* * General routine to show this item as part of a list, grouped with * a count of list-equivalent items. 'stateNameProp' is the * property of any list state object that we should use to obtain * the name of the listing state. */ showListItemCountedGen(lst, options, pov, infoTab, stateNameProp) { local info; local stateList; /* get the visual information from the point of view */ info = infoTab[self]; /* show our counted name */ say(countListName(lst.length(), pov, info)); /* check for list states */ stateList = new Vector(10); foreach (local cur in lst) { local st; /* get this item's sense information from the list */ info = infoTab[cur]; /* * if this item has a list state with a name, include it in * our list of states to show */ if ((st = cur.getStateWithInfo(info, pov)) != nil && st.(stateNameProp)(lst) != nil) { local stInfo; /* * if this state is already in our list, simply * increment the count of items in this state; * otherwise, add the new state to the list */ stInfo = stateList.valWhich({x: x.stateObj == st}); if (stInfo != nil) { /* it's already in the list - count the new item */ stInfo.addEquivObj(cur); } else { /* it's not in the list - add it */ stateList.append( new EquivalentStateInfo(st, cur, stateNameProp)); } } } /* if the state list is non-empty, show it */ if (stateList.length() != 0) { /* put the state list in its desired order */ stateList.sort(SortAsc, {a, b: (a.stateObj.listingOrder - b.stateObj.listingOrder)}); /* * If there's only one item in the state list, and all of * the objects are in that state, then show the "all in * state" message. Otherwise, show the list of states with * counts. * * (Note that it's possible to have just one state in the * list without having all of the objects in this state, * because we could have some of the objects in an unnamed * state, in which case they wouldn't contribute to the list * at all.) */ if (stateList.length() == 1 && stateList[1].getEquivCount() == lst.length()) { /* everything is in the same state */ gLibMessages.allInSameListState(stateList[1].getEquivList(), stateList[1].getName()); } else { /* list the state items */ equivalentStateLister.showListAll(stateList.toList(), 0, 0); } } } /* * Single-item counted listing description. This is used to display * an item with a count of equivalent items ("four gold coins"). * 'info' is the sense information from the current point of view * for 'self', which we take to be representative of the sense * information for all of the equivalent items. */ countListName(equivCount, pov, info) { return withVisualSenseInfo(pov, info, &countName, equivCount); } /* * Show this item as part of an inventory list. By default, we'll * show the regular list item name. */ showInventoryItem(options, pov, infoTab) { /* show the item, using the inventory state name */ showListItemGen(options, pov, infoTab, &inventoryName); } showInventoryItemCounted(lst, options, pov, infoTab) { /* show the item, using the inventory state name */ showListItemCountedGen(lst, options, pov, infoTab, &inventoryName); } /* * Show this item as part of a list of items being worn. */ showWornItem(options, pov, infoTab) { /* show the item, using the worn-listing state name */ showListItemGen(options, pov, infoTab, &wornName); } showWornItemCounted(lst, options, pov, infoTab) { /* show the item, using the worn-listing state name */ showListItemCountedGen(lst, options, pov, infoTab, &wornName); } /* * Get the "listing state" of the object, given the visual sense * information for the object from the point of view for which we're * generating the listing. This returns a ThingState object * describing the object's state for the purposes of listings. This * should return nil if the object doesn't have varying states for * listings. * * By default, we return a list state if the visual sense path is * transparent or attenuated, or we have large visual scale. In * other cases, we assume that the details of the object are not * visible under the current sense conditions; since the list state * is normally a detail of the object, we don't return a list state * when the details of the object are not visible. */ getStateWithInfo(info, pov) { /* * if our details can be sensed, return the list state; * otherwise, return nil, since the list state is a detail */ if (canDetailsBeSensed(sight, info, pov)) return getState(); else return nil; } /* * Get our state - returns a ThingState object describing the state. * By default, we don't have varying states, so we simply return * nil. */ getState = nil /* * Get a list of all of our possible states. For an object that can * assume varying states as represented by getState, this should * return the list of all possible states that the object can * assume. */ allStates = [] /* * The default long description, which is displayed in response to * an explicit player request to examine the object. We'll use a * generic library message; most objects should override this to * customize the object's desription. * * Note that we show this as a "default descriptive report," because * this default message indicates merely that there's nothing * special to say about the object. If we generate any additional * description messages, such as status reports ("it's open" or "it * contains a gold key") or special descriptions for things inside, * we clearly *do* have something special to say about the object, * so we'll want to suppress the nothing-special message. To * accomplish this suppression, all we have to do is report our * generic description as a default descriptive report, and the * transcript will automatically filter it out if there are any * other reports for this same action. * * Note that any time this is overridden by an object with any sort * of actual description, the override should NOT use * defaultDescReport. Instead, simply set this to display the * descriptive message directly: * * desc = "It's a big green box. " */ desc { defaultDescReport(&thingDescMsg, self); } /* * Our LOOK IN description. This is shown when we explicitly LOOK IN * the object. By default, we just report that there's nothing * unusual inside. */ lookInDesc { mainReport(¬hingInsideMsg); } /* * The default "distant" description. If this is defined for an * object, then we evaluate it to display the description when an * actor explicitly examines this object from a point of view where * we have a "distant" sight path to the object. * * If this property is left undefined for an object, then we'll * describe this object when it's distant in one of two ways. If * the object has its 'sightSize' property set to 'large', we'll * display the ordinary 'desc', because its large visual size makes * its details visible at a distance. If the 'sightSize' is * anything else, we'll instead display the default library message * indicating that the object is too far away to see any details. * * To display a specific description when the object is distant, set * this to a double-quoted string, or to a method that displays a * message. */ // distantDesc = "the distant description" /* the default distant description */ defaultDistantDesc { gLibMessages.distantThingDesc(self); } /* * The "obscured" description. If this is defined for an object, * then we call it to display the description when an actor * explicitly examines this object from a point of view where we * have an "obscured" sight path to the object. * * If this property is left undefined for an object, then we'll * describe this object when it's obscured in one of two ways. If * the object has its 'sightSize' property set to 'large', we'll * display the ordinary 'desc', because its large visual size makes * its details visible even when the object is obscured. If the * 'sightSize' is anything else, we'll instead display the default * library message indicating that the object is too obscured to see * any details. * * To display a specific description when the object is visually * obscured, override this to a method that displays your message. * 'obs' is the object that's obstructing the view - this will be * something on our sense path, such as a dirty window, that the * actor has to look through to see 'self'. */ // obscuredDesc(obs) { "the obscured description"; } /* * The "remote" description. If this is defined for an object, then * we call it to display the description when an actor explicitly * examines this object from a separate top-level location. That * is, when the actor's outermost enclosing room is different from * our own outermost enclosing room, we'll use this description. * * If this property is left undefined, then we'll describe this * object when it's distant as though it were in the same room. So, * we'll select the obscured, distant, or ordinary description, * according to the sense path. */ // remoteDesc(pov) { "the remote description" } /* the default obscured description */ defaultObscuredDesc(obs) { gLibMessages.obscuredThingDesc(self, obs); } /* * The "sound description," which is the description displayed when * an actor explicitly listens to the object. This is used when we * have a transparent sense path and no associated "emanation" * object; when we have an associated emanation object, we use its * description instead of this one. */ soundDesc { defaultDescReport(&thingSoundDescMsg, self); } /* distant sound description */ distantSoundDesc { gLibMessages.distantThingSoundDesc(self); } /* obscured sound description */ obscuredSoundDesc(obs) { gLibMessages.obscuredThingSoundDesc(self, obs); } /* * The "smell description," which is the description displayed when * an actor explicitly smells the object. This is used when we have * a transparent sense path to the object, and we have no * "emanation" object; when we have an associated emanation object, * we use its description instead of this one. */ smellDesc { defaultDescReport(&thingSmellDescMsg, self); } /* distant smell description */ distantSmellDesc { gLibMessages.distantThingSmellDesc(self); } /* obscured smell description */ obscuredSmellDesc(obs) { gLibMessages.obscuredThingSmellDesc(self, obs); } /* * The "taste description," which is the description displayed when * an actor explicitly tastes the object. Note that, unlike sound * and smell, we don't distinguish levels of transparency or * distance with taste, because tasting an object requires direct * physical contact with it. */ tasteDesc { gLibMessages.thingTasteDesc(self); } /* * The "feel description," which is the description displayed when * an actor explicitly feels the object. As with taste, we don't * distinguish transparency or distance. */ feelDesc { gLibMessages.thingFeelDesc(self); } /* * Show the smell/sound description for the object as part of a room * description. These are displayed when the object is in the room * and it has a presence in the corresponding sense. By default, * these show nothing. * * In most cases, regular objects don't override these, because most * regular objects have no direct sensory presence of their own. * Instead, a Noise or Odor is created and added to the object's * direct contents, and the Noise or Odor provides the object's * sense presence. */ smellHereDesc() { } soundHereDesc() { } /* * "Equivalence" flag. If this flag is set, then all objects with * the same immediate superclass will be considered interchangeable; * such objects will be listed collectively in messages (so we would * display "five coins" rather than "a coin, a coin, a coin, a coin, * and a coin"), and will be treated as equivalent in resolving noun * phrases to objects in user input. * * By default, this property is nil, since we want most objects to * be treated as unique. */ isEquivalent = nil /* * My Distinguisher list. This is a list of Distinguisher objects * that can be used to distinguish this object from other objects. * * Distinguishers are listed in order of priority. The * disambiguation process looks for distinguishers capable of telling * objects apart, starting with the first in the list. The * BasicDistinguisher is generally first in every object's list, * because any two objects can be told apart if they come from * different classes. * * By default, each object has the "basic" distinguisher, which tells * objects apart on the basis of the "isEquivalent" property and * their superclasses; the ownership distinguisher, which tells * objects apart based on ownership; and the location distinguisher, * which identifies objects by their immediate containers. */ distinguishers = [basicDistinguisher, ownershipDistinguisher, locationDistinguisher] /* * Get the distinguisher to use for printing this object's name in an * action announcement (such as a multi-object, default object, or * vague-match announcement). We check the global option setting to * see if we should actually use distinguishers for this; if so, we * call getInScopeDistinguisher() to find the correct distinguisher, * otherwise we use the "null" distinguisher, which simply lists * objects by their base names. * * 'lst' is the list of other objects from which we're trying to * differentiate 'self'. The reason 'lst' is given is that it lets * us choose the simplest name for each object that usefully * distinguishes it; to do this, we need to know exactly what we're * distinguishing it from. */ getAnnouncementDistinguisher(lst) { return (gameMain.useDistinguishersInAnnouncements ? getBestDistinguisher(lst) : nullDistinguisher); } /* * Get a distinguisher that differentiates me from all of the other * objects in scope, if possible, or at least from some of the other * objects in scope. */ getInScopeDistinguisher() { /* return the best distinguisher for the objects in scope */ return getBestDistinguisher(gActor.scopeList()); } /* * Get a distinguisher that differentiates me from all of the other * objects in the given list, if possible, or from as many of the * other objects as possible. */ getBestDistinguisher(lst) { local bestDist, bestCnt; /* remove 'self' from the list */ lst -= self; /* * Try the "null" distinguisher, which distinguishes objects * simply by their base names - if that can tell us apart from * the other objects, there's no need for anything more * elaborate. So, calculate the list of indistinguishable * objects using the null distinguisher, and if it's empty, we * can just use the null distinguisher as our result. */ if (lst.subset({obj: !nullDistinguisher.canDistinguish(self, obj)}) .length() == 0) return nullDistinguisher; /* * Reduce the list to the set of objects that are basic * equivalents of mine - these are the only ones we care about * telling apart from us, since all of the other objects can be * distinguished by their disambig name. */ lst = lst.subset( {obj: !basicDistinguisher.canDistinguish(self, obj)}); /* if the basic distinguisher can tell us apart, just use it */ if (lst.length() == 0) return basicDistinguisher; /* as a last resort, fall back on the basic distinguisher */ bestDist = basicDistinguisher; bestCnt = lst.countWhich({obj: bestDist.canDistinguish(self, obj)}); /* * run through my distinguisher list looking for the * distinguisher that can tell me apart from the largest number * of my vocab equivalents */ foreach (local dist in distinguishers) { /* if this is the default, skip it */ if (dist == bestDist) continue; /* check to see how many objects 'dist' can distinguish me from */ local cnt = lst.countWhich({obj: dist.canDistinguish(self, obj)}); /* * if it can distinguish me from every other object, use this * one - it uniquely identifies me */ if (cnt == lst.length()) return dist; /* * that can't distinguish us from everything else here, but * if it's the best so far, remember it; we'll fall back on * the best that we find if we fail to find a perfect * distinguisher */ if (cnt > bestCnt) { bestDist = dist; bestCnt = cnt; } } /* * We didn't find any distinguishers that can tell me apart from * every other object, so choose the one that can tell me apart * from the most other objects. */ return bestDist; } /* * Determine if I'm equivalent, for the purposes of command * vocabulary, to given object. * * We'll run through our list of distinguishers and check with each * one to see if it can tell us apart from the other object. If we * can find at least one distinguisher that can tell us apart, we're * not equivalent. If we have no distinguisher that can tell us * apart from the other object, we're equivalent. */ isVocabEquivalent(obj) { /* * Check each distinguisher - if we can find one that can tell * us apart from the other object, we're not equivalent. If * there are no distinguishers that can tell us apart, we're * equivalent. */ return (distinguishers.indexWhich( {cur: cur.canDistinguish(self, obj)}) == nil); } /* * My associated "collective group" objects. A collective group is * an abstract object, not part of the simulation (i.e, not directly * manipulable by characters as a separate object) that can stand in * for an entire group of related objects in some actions. For * example, we might have a collective "money" object that stands in * for any group of coins and paper bills for "examine" commands, so * that when the player says something like "look at money" or "count * money," we use the single collective money object to handle the * command rather than running the command iteratively on each of the * individual coins and bills present. * * The value is a list because this object can be associated with * more than one collective group. For example, a diamond could be * in a "treasure" group as well as a "jewelry" group. * * The associated collective objects are normally of class * CollectiveGroup. By default, if our 'collectiveGroup' property is * not nil, our list consists of that one item; otherwise we just use * an empty list. */ collectiveGroups = (collectiveGroup != nil ? [collectiveGroup] : []) /* * Our collective group. Note - this property is obsolescent; it's * supported only for compatibility with old code. New games should * use 'collectiveGroups' instead. */ collectiveGroup = nil /* * Are we associated with the given collective group? We do if it's * in our collectiveGroups list. */ hasCollectiveGroup(g) { return collectiveGroups.indexOf(g) != nil; } /* * "List Group" objects. This specifies a list of ListGroup objects * that we use to list this object in object listings, such as * inventory lists and room contents lists. * * An object can be grouped in more than one way. When multiple * groups are specified here, the order is significant: * * - To the extent two groups entirely overlap, which is to say that * one of the pair entirely contains the other (for example, if * every coin is a kind of money, then the "money" listing group * would contain every object in the "coin" group, plus other * objects as well: the coin group is a subset of the money group), * the groups must be listed from most general to most specific (for * our money/coin example, then, money would come before coin in the * group list). * * - When two groups do not overlap, then the earlier one in our * list is given higher priority. * * By default, we return an empty list. */ listWith = [] /* * Get the list group for my special description. This works like * the ordinary listWith, but is used to group me with other objects * showing special descriptions, rather than in ordinary listings. */ specialDescListWith = [] /* * Our interior room name. This is the status line name we display * when an actor is within this object and can't see out to the * enclosing room. Since we can't rely on the enclosing room's * status line name if we can't see the enclosing room, we must * provide one of our own. * * By default, we'll use our regular name. */ roomName = (name) /* * Show our interior description. We use this to generate the long * "look" description for the room when an actor is within this * object and cannot see the enclosing room. * * Note that this is used ONLY when the actor cannot see the * enclosing room - when the enclosing room is visible (because the * nested room is something like a chair that doesn't enclose the * actor, or can enclose the actor but is open or transparent), then * we'll simply use the description of the enclosing room instead, * adding a note to the short name shown at the start of the room * description indicating that the actor is in the nested room. * * By default, we'll show the appropriate "actor here" description * for the posture, so we'll say something like "You are sitting on * the red chair" or "You are in the phone booth." Instances can * override this to customize the description with something more * detailed, if desired. */ roomDesc { gActor.listActorPosture(getPOVActorDefault(gActor)); } /* * Show our first-time room description. This is the description we * show when the actor is seeing our interior description for the * first time. By default, we just show the ordinary room * description, but this can be overridden to provide a special * description the first time the actor sees the room. */ roomFirstDesc { roomDesc; } /* * Show our remote viewing description. This is used when we show a * description of a room, via lookAroundWithin, and the actor who's * viewing the room is remote. Note that the library never does this * itself, since there's no command in the basic library that lets a * player view a remote room. However, a game might want to generate * such a description to handle a command like LOOK THROUGH KEYHOLE, * so we provide this extra description method for the game's use. * * By default, we simply show the normal room description. You'll * probably want to override this any time you actually use it, * though, to describe what the actor sees from the remote point of * view. */ roomRemoteDesc(actor) { roomDesc; } /* our interior room name when we're in the dark */ roomDarkName = (gLibMessages.roomDarkName) /* show our interior description in the dark */ roomDarkDesc { gLibMessages.roomDarkDesc; } /* * Describe an actor in this location either from the point of view * of a separate top-level room, or at a distance. This is called * when we're showing a room description (for LOOK AROUND), and the * given actor is in a remote room or at a distance visually from * the actor doing the looking, and the given actor is contained * within this room. * * By default, if we have a location, and the actor doing the * looking can see out into the enclosing room, we'll defer to the * location. Otherwise, we'll show a default library message ("The * actor is nearby"). */ roomActorThereDesc(actor) { local pov = getPOV(); /* * if we have an enclosing location, and the POV actor can see * out to our location, defer to our location; otherwise, show * the default library message */ if (location != nil && pov != nil && pov.canSee(location)) location.roomActorThereDesc(actor); else gLibMessages.actorInRemoteRoom(actor, self, pov); } /* * Look around from the point of view of this object and on behalf of * the given actor. This can be used to generate a description as * seen from this object by the given actor, and is suitable for * cases where the actor can use this object as a sensing device. We * simply pass this through to lookAroundPov(), passing 'self' as the * point-of-view object. * * 'verbose' is a combination of LookXxx flags (defined in adv3.h) * indicating what style of description we want. This can also be * 'true', in which case we'll show the standard verbose listing * (LookRoomName | LookRoomDesc | LookListSpecials | * LookListPortables); or 'nil', in which case we'll use the standard * terse listing (LookRoomName | LookListSpecials | * LookListPortables). */ lookAround(actor, verbose) { /* look around from my point of view */ lookAroundPov(actor, self, verbose); } /* * Look around from within this object, looking from the given point * of view and on behalf of the given actor. * * 'actor' is the actor doing the looking, and 'pov' is the point of * view of the description. These are usually the same, but need not * be. For example, an actor could be looking at a room through a * hole in the wall, in which case the POV would be the object * representing the "side" of the hole in the room being described. * Or, the actor could be observing a remote room via a * closed-circuit television system, in which case the POV would be * the camera in the remote room. (The POV is the physical object * receiving the photons in the location being described, so it's the * camera, not the TV monitor that the actor's looking at.) * * 'verbose' has the same meaning as it does in lookAround(). * * This routine checks to see if 'self' is the "look-around ceiling," * which is for most purposes the outermost visible container of this * object; see isLookAroundCeiling() for more. If this object is the * look-around ceiling, then we'll call lookAroundWithin() to * generate the description of the interior of 'self'; otherwise, * we'll recursively defer to our immediate container so that it can * make the same test. In most cases, the outermost visible * container that actually generates the description will be a Room * or a NestedRoom. */ lookAroundPov(actor, pov, verbose) { /* * If we're the "look around ceiling," generate the description * within this room. Otherwise, we have an enclosing location * that provides the interior description. */ if (isLookAroundCeiling(actor, pov)) { /* we're the "ceiling," so describe our interior */ fromPOV(actor, pov, &lookAroundWithin, actor, pov, verbose); } else { /* our location provides the interior description */ location.lookAroundPov(actor, pov, verbose); } } /* * Are we the "look around ceiling"? If so, it means that a LOOK * AROUND for an actor within this location (or from a point of view * within this location) will use our own interior description, via * lookAroundWithin(). If we're not the ceiling, then we defer to * our location, letting it describe its interior. * * By default, we're the ceiling if we're a top-level room (that is, * we have no enclosing location), OR it's not possible to see out to * our location. In either of these cases, we can't see anything * outside of this room, so we have to generate our own interior * description. However, if we do have a location that we can see, * then we'll assume that this object just represents a facet of its * enclosing location, so the enclosing location provides the room * interior description. * * In some cases, a room might want to provide its own LOOK AROUND * interior description directly even if its location is visible. * For example, if the player's inside a wooden booth with a small * window that can see out to the enclosing location, LOOK AROUND * should probably describe the interior of the booth rather than the * enclosing location: even though the exterior is technically * visible, the booth clearly dominates the view, from the player's * perspective. In this case, we'd want to override this routine to * indicate that we're the LOOK AROUND ceiling, despite our * location's visibility. */ isLookAroundCeiling(actor, pov) { /* * if we don't have a location, or we can't see our location, * then we have to provide our own description, so we're the LOOK * AROUND "ceiling" */ return (location == nil || !actor.canSee(location)); } /* * Provide a "room description" of the interior of this object. This * routine is primarily intended as a subroutine of lookAround() and * lookAroundPov() - most game code shouldn't need to call this * routine directly. Note that if you *do* call this routine * directly, you *must* set the global point-of-view variables, which * you can do most easily by calling this routine indirectly through * the fromPOV() method. * * The library calls this method when an actor performs a "look * around" command, and the actor is within this object, and the * actor can't see anything outside of this object; this can happen * simply because we're a top-level room, but it can also happen when * we're a closed opaque container or there's not enough light to see * the enclosing location. * * The parameters have the same meaning as they do in * lookAroundPov(). * * Note that this method must be overridden if a room overrides the * standard mechanism for representing its contents list (i.e., it * doesn't store its complete set of direct contents in its * 'contents' list property). * * In most cases, this routine will only be called in Room and * NestedRoom objects, because actors can normally only enter those * types of objects. However, it is possible to try to describe the * interior of other types of objects if (1) the game allows actors * to enter other types of objects, or (2) the game provides a * non-actor point-of-view object, such as a video camera, that can * be placed in ordinary containers and which transmit what they see * for remote viewing. */ lookAroundWithin(actor, pov, verbose) { local illum; local infoTab; local info; local specialList; local specialBefore, specialAfter; /* check for the special 'true' and 'nil' settings for 'verbose' */ if (verbose == true) { /* true -> show the standard verbose description */ verbose = (LookRoomName | LookRoomDesc | LookListSpecials | LookListPortables); } else if (verbose == nil) { /* nil -> show the standard terse description */ verbose = (LookRoomName | LookListSpecials | LookListPortables); } /* * if we've never seen the room before, include the room * description, even if it wasn't specifically requested */ if (!actor.hasSeen(self)) verbose |= LookRoomDesc; /* * get a table of all of the objects that the viewer can sense * in the location using sight-like senses */ infoTab = actor.visibleInfoTableFromPov(pov); /* get the ambient illumination at the point of view */ info = infoTab[pov]; if (info != nil) { /* get the ambient illumination from the info list item */ illum = info.ambient; } else { /* the actor's not in the list, so it must be completely dark */ illum = 0; } /* * adjust the list of described items (usually, this removes the * point-of-view object from the list, to ensure that we don't * list it among the room's contents) */ adjustLookAroundTable(infoTab, pov, actor); /* if desired, display the room name */ if ((verbose & LookRoomName) != 0) { "<.roomname>"; lookAroundWithinName(actor, illum); "<./roomname>"; } /* if we're in verbose mode, display the full description */ if ((verbose & LookRoomDesc) != 0) { /* display the full room description */ "<.roomdesc>"; lookAroundWithinDesc(actor, illum); "<./roomdesc>"; } /* show the initial special descriptions, if desired */ if ((verbose & LookListSpecials) != 0) { local plst; /* * Display any special description messages for visible * objects, other than those carried by the actor. These * messages are part of the verbose description rather than * the portable item listing, because these messages are * meant to look like part of the room's full description * and thus should not be included in a non-verbose listing. * * Note that we only want to show objects that are currently * using special descriptions AND which aren't contained in * the actor doing the looking, so subset the list * accordingly. */ specialList = specialDescList( infoTab, {obj: obj.useSpecialDescInRoom(self) && !obj.isIn(actor)}); /* * partition the special list into the parts to be shown * before and after the portable contents list */ plst = partitionList(specialList, {obj: obj.specialDescBeforeContents}); specialBefore = plst[1]; specialAfter = plst[2]; /* * at this point, describe only the items that are to be * listed specially before the room's portable contents list */ specialContentsLister.showList(pov, nil, specialBefore, 0, 0, infoTab, nil); } /* show the portable items, if desired */ if ((verbose & LookListPortables) != 0) { /* * Describe each visible object directly contained in the * room that wants to be listed - generally, we list any * mobile objects that don't have special descriptions. We * list items in all room descriptions, verbose or not, * because the portable item list is more of a status display * than it is a part of the full description. * * Note that the infoTab has sense data that will ensure that * we don't show anything we shouldn't if the room is dark. */ lookAroundWithinContents(actor, illum, infoTab); } /* * If we're showing special descriptions, show the special descs * for any items that want to be listed after the room's portable * contents. */ if ((verbose & LookListSpecials) != 0) { /* show the subset that's listed after the room contents */ specialContentsLister.showList(pov, nil, specialAfter, 0, 0, infoTab, nil); } /* show all of the sounds we can hear */ lookAroundWithinSense(actor, pov, sound, roomListenLister); /* show all of the odors we can smell */ lookAroundWithinSense(actor, pov, smell, roomSmellLister); /* show the exits, if desired */ lookAroundWithinShowExits(actor, illum); /* * If we're not in the dark, note that we've been seen. Don't * count this as having seen the location if we're in the dark, * since we won't normally describe any detail in the dark. */ if (illum > 1) actor.setHasSeen(self); } /* * Display the "status line" name of the room. This is normally a * brief, single-line description. * * By long-standing convention, each location in a game usually has a * distinctive name that's displayed here. Players usually find * these names helpful in forming a mental map of the game. * * By default, if we have an enclosing location, and the actor can * see the enclosing location, we'll defer to the location. * Otherwise, we'll display our roo interior name. */ statusName(actor) { /* * use the enclosing location's status name if there is an * enclosing location and its visible; otherwise, show our * interior room name */ if (location != nil && actor.canSee(location)) location.statusName(actor); else lookAroundWithinName(actor, actor.getVisualAmbient()); } /* * Adjust the sense table a "look around" command. This is called * after we calculate the sense info table, but before we start * describing any of the room's contents, to give us a chance to * remove any items we don't want described (or, conceivably, to add * any items we do want described but which won't show up with the * normal sense calculations). * * By default, we simply remove the point-of-view object from the * list, to ensure that it's not included among the objects mentioned * as being in the room. We don't want to mention the point of view * because the POV object because a POV isn't normally in its own * field of view. */ adjustLookAroundTable(tab, pov, actor) { /* remove the POV object from the table */ tab.removeElement(pov); /* give the actor a chance to adjust the table as well */ if (self not in (actor, pov)) { /* let the POV object adjust the table */ pov.adjustLookAroundTable(tab, pov, actor); /* if the actor differs from the POV, let it adjust the table */ if (actor != pov) actor.adjustLookAroundTable(tab, pov, actor); } } /* * Show my name for a "look around" command. This is used to display * the location name when we're providing the room description. * 'illum' is the ambient visual sense level at the point of view. * * By default, we show our interior room name or interior dark room * name, as appropriate to the ambient light level at the point of * view. */ lookAroundWithinName(actor, illum) { /* * if there's light, show our name; otherwise, show our * in-the-dark name */ if (illum > 1) { /* we can see, so show our interior description */ "\^<<roomName>>"; } else { /* we're in the dark, so show our default dark name */ say(roomDarkName); } /* show the actor's posture as part of the description */ actor.actorRoomNameStatus(self); } /* * Show our "look around" long description. This is used to display * the location's full description when we're providing the room * description - that is, when the actor doing the looking is inside * me. This displays only the room-specific portion of the room's * description; it does not display the status line or anything * about the room's dynamic contents. */ lookAroundWithinDesc(actor, illum) { /* * check for illumination - we must have at least dim ambient * lighting (level 2) to see the room's long description */ if (illum > 1) { local pov = getPOVDefault(actor); /* * Display the normal description of the room - use the * roomRemoteDesc if the actor isn't in the same room OR the * point of view isn't the same as the actor; use the * firstDesc if this is the first time in the room; and * otherwise the basic roomDesc. */ if (!actor.isIn(self) || actor != pov) { /* we're viewing the room remotely */ roomRemoteDesc(actor); } else if (actor.hasSeen(self)) { /* we've seen it already - show the basic room description */ roomDesc; } else { /* * we've never seen this location before - show the * first-time description */ roomFirstDesc; } } else { /* display the in-the-dark description of the room */ roomDarkDesc; } } /* * Show my room contents for a "look around" description within this * object. */ lookAroundWithinContents(actor, illum, infoTab) { local lst; local lister; local remoteLst; local recurse; /* get our outermost enclosing room */ local outer = getOutermostRoom(); /* mark everything visible from the room as having been seen */ setAllSeenBy(infoTab, actor); /* * if the illumination is less than 'dim' (level 2), display * only self-illuminating items */ if (illum != nil && illum < 2) { /* * We're in the dark - list only those objects that the actor * can sense via the sight-like senses, which will be the * list of self-illuminating objects. Don't include items * being carried by the actor, though, since those don't * count as part of the actor's surroundings. (To produce * this list, simply make a list consisting of all of the * objects in the sense info table that aren't contained in * the actor; since the table naturally includes only objects * that are illuminated, the entire contents of the table * will give us the visible objects.) */ lst = senseInfoTableSubset( infoTab, {obj, info: !obj.isIn(actor)}); /* use my dark contents lister */ lister = darkRoomContentsLister; /* there are no remote-room lists to generate */ remoteLst = nil; /* * Since we can't see what we're looking at, we can't see the * positional relationships among the things we're looking * at, so we can't show the contents tree recursively. We * just want to show our flat list of what's visible on * account of self-illumination. */ recurse = nil; } else { /* start with my contents list */ lst = contents; /* always remove the actor from the list */ lst -= actor; /* * Use the normal (lighted) lister. Note that if the actor * isn't in the same room, or the point of view isn't the * same as the actor, we want to generate remote * descriptions, so use the remote contents lister in these * cases. */ lister = (actor.isIn(self) && actor == getPOVDefault(actor) ? roomContentsLister : remoteRoomContentsLister(self)); /* * Generate a list of all of the *other* top-level rooms * with contents visible from here. To do this, build a * list of all of the unique top-level rooms, other than our * own top-level room, that contain items in the visible * information table. */ remoteLst = new Vector(5); infoTab.forEachAssoc(function(obj, info) { /* if this object isn't in our top-level room, note it */ if (obj != outer && !obj.isIn(outer)) { local objOuter; /* * it's not in our top-level room, so find its * top-level room */ objOuter = obj.getOutermostRoom(); /* if this one isn't in our list yet, add it */ if (remoteLst.indexOf(objOuter) == nil) remoteLst.append(objOuter); } }); /* * since we can see what we're looking at, show the * relationships among the contents by listing recursively */ recurse = true; } /* add a paragraph before the room's contents */ "<.p>"; /* show the contents */ lister.showList(actor, self, lst, (recurse ? ListRecurse : 0), 0, infoTab, nil, examinee: self); /* * if we can see anything in remote top-level rooms, show the * contents of each other room with visible contents */ if (remoteLst != nil) { /* show each remote room's contents */ for (local i = 1, local len = remoteLst.length() ; i <= len ; ++i) { local cur; local cont; /* get this item */ cur = remoteLst[i]; /* start with the direct contents of this remote room */ cont = cur.contents; /* * Remove any objects that are also contents of the * local room or of any other room we've already listed. * It's possible that we have a MultiLoc that's in one * or more of the visible top-level locations, so we * need to make sure we only list each one once. */ cont = cont.subset({x: !x.isIn(outer)}); for (local j = 1 ; j < i ; ++j) cont = cont.subset({x: !x.isIn(remoteLst[j])}); /* * list this remote room's contents using our remote * lister for this remote room */ outer.remoteRoomContentsLister(cur).showList( actor, cur, cont, ListRecurse, 0, infoTab, nil, examinee: self); } } } /* * Add to the room description a list of things we notice through a * specific sense. This is used to add things we can hear and smell * to a room description. */ lookAroundWithinSense(actor, pov, sense, lister) { local infoTab; local presenceList; /* * get the information table for the desired sense from the * given point of view */ infoTab = pov.senseInfoTable(sense); /* * Get the list of everything with a presence in this sense. * Include only items that aren't part of the actor's inventory, * since inventory items aren't part of the room and thus * shouldn't be described as part of the room. */ presenceList = senseInfoTableSubset(infoTab, {obj, info: obj.(sense.presenceProp) && !obj.isIn(actor)}); /* mark each item in the presence list as known */ foreach (local cur in presenceList) actor.setKnowsAbout(cur); /* list the items */ lister.showList(pov, nil, presenceList, 0, 0, infoTab, nil, examinee: self); } /* * Show the exits from this room as part of a description of the * room, if applicable. By default, if we have an exit lister * object, we'll invoke it to show the exits. */ lookAroundWithinShowExits(actor, illum) { /* if we have an exit lister, have it show a list of exits */ if (gExitLister != nil) gExitLister.lookAroundShowExits(actor, self, illum); } /* * Get my lighted room contents lister - this is the Lister object * that we use to display the room's contents when the room is lit. * We'll return the default library room lister. */ roomContentsLister { return roomLister; } /* * Get my lister for the contents of the given remote room. A * remote room is a separate top-level room that an actor can see * from its current location; for example, if two top-level rooms * are connected by a window, so that an actor standing in one room * can see into the other room, then the other room is the remote * room, from the actor's perspective. * * This is called on the actor's outermost room to get the lister * for objects visible in the given remote room. This lets each * room customize the way it describes the objects in adjoining * rooms as seen from its point of view. * * We provide a simple default lister that yields decent results in * most cases. However, it's often desirable to customize this, to * be more specific about how we see the items: "Through the window, * you see..." or "Further down the hall, you see...". An easy way * to provide such custom listings is to return a new * CustomRoomLister, supplying the prefix and suffix strings as * parameters: * *. return new CustomRoomLister( *. 'Further down the hall, {you/he} see{s}', '.'); */ remoteRoomContentsLister(other) { return new RemoteRoomLister(other); } /* * Get my dark room contents lister - this is the Lister object we'll * use to display the room's self-illuminating contents when the room * is dark. */ darkRoomContentsLister { return darkRoomLister; } /* * Get the outermost containing room. We return our container, if * we have one, or self if not. */ getOutermostRoom() { /* return our container's outermost room, if we have one */ return (location != nil ? location.getOutermostRoom() : self); } /* get the outermost room that's visible from the given point of view */ getOutermostVisibleRoom(pov) { local enc; /* * Get our outermost enclosing visible room - this is the * outermost enclosing room that the POV can see. If we manage * to find an enclosing visible room, return that, since it's * "more outer" than we are. */ if (location != nil && (enc = location.getOutermostVisibleRoom(pov)) != nil) return enc; /* * We either don't have any enclosing rooms, or none of them are * visible. So, our outermost enclosing room is one of two * things: if we're visible, it's us; if we're not even visible * ourselves, there's no visible room at all, so return nil. */ return (pov.canSee(self) ? self : nil); } /* * Get the location traveler - this is the object that's actually * going to change location when a traveler within this location * performs a travel command to travel via the given connector. By * default, we'll indicate what our containing room indicates. (The * enclosing room might be a vehicle or an ordinary room; in any * case, it'll know what to do, so we merely have to ask it.) * * We defer to our enclosing room by default because this allows for * things like a seat in a car: the actor is sitting in the seat and * starts traveling in the car, so the seat calls the enclosing room, * which is the car, and the car returns itself, since it's the car * that will be traveling. */ getLocTraveler(trav, conn) { /* * if we have a location, defer to it; otherwise, just return the * proposed traveler */ return (location != nil ? location.getLocTraveler(trav, conn) : trav); } /* * Get the "location push traveler" - this is the object that's going * to travel for a push-travel action performed by a traveler within * this location. This is called by a traveler within this location * to find out if the location wants to be involved in the travel, as * a vehicle might be. By default, we let our location handle it, if * we have one. */ getLocPushTraveler(trav, obj) { /* * defer to our location if we have one, otherwise just use the * proposed traveler */ return (location != nil ? location.getLocPushTraveler(trav, obj) : trav); } /* * Get the travel preconditions for an actor in this location. For * ordinary objects, we'll just defer to our container, if we have * one. */ roomTravelPreCond() { /* if we have a location, defer to it */ if (location != nil) return location.roomTravelPreCond(); /* * we have no location, and we impose no conditions of our by * default, so simply return an empty list */ return []; } /* * Determine if the current gActor, who is directly in this location, * is "travel ready." This means that the actor is ready, as far as * this location is concerned, to traverse the given connector. By * default, we'll defer to our location. * * Note that if you override this to return nil, you should also * provide a custom 'notTravelReadyMsg' property that explains the * objection. */ isActorTravelReady(conn) { /* if we have a location, defer to it */ if (location != nil) return location.isActorTravelReady(conn); /* * we have no location, and we impose no conditions of our own by * default, so we have no objection */ return true; } /* explain the reason isActorTravelReady() returned nil */ notTravelReadyMsg = (location != nil ? location.notTravelReadyMsg : nil) /* show a list of exits as part of failed travel - defer to location */ cannotGoShowExits(actor) { if (location != nil) location.cannotGoShowExits(actor); } /* show exits in the statusline - defer to our location */ showStatuslineExits() { if (location != nil) location.showStatuslineExits(); } /* get the status line exit lister height - defer to our location */ getStatuslineExitsHeight() { return location != nil ? location.getStatuslineExitsHeight() : 0; } /* * Get the travel connector from this location in the given * direction. * * Map all of the directional connections to their values in the * enclosing location, except for any explicitly defined in this * object. (In most cases, ordinary objects won't define any * directional connectors directly, since those connections usually * apply only to top-level rooms.) * * If 'actor' is non-nil, we'll limit our search to enclosing * locations that the actor can currently see. If 'actor' is nil, * we'll consider any connector in any enclosing location, whether * the actor can see the enclosing location or not. It's useful to * pass in a nil actor in cases where we're interested in the * structure of the map and not actual travel, such as when * constructing an automatic map or computing possible courses * between locations. */ getTravelConnector(dir, actor) { local conn; /* * if we explicitly define the link property, and the result is a * non-nil value, use that definition */ if (propDefined(dir.dirProp) && (conn = self.(dir.dirProp)) != nil) return conn; /* * We don't define the direction link explicitly. If the actor * can see our container, or there's no actor involved, retrieve * the link from our container; otherwise, stop here, and simply * return the default link for the direction. */ if (location != nil && (actor == nil || actor.canSee(location))) { /* * the actor can see out to our location (or there's no actor * involved at all), so get the connector for the location */ return location.getTravelConnector(dir, actor); } else { /* * the actor can't see our location, so there's no way to * travel this way - return the default connector for the * direction */ return dir.defaultConnector(self); } } /* * Search our direction list for a connector that will lead the * given actor to the given destination. */ getConnectorTo(actor, dest) { local conn; /* search all of our directions */ foreach (local dir in Direction.allDirections) { /* get the connector for this direction */ conn = getTravelConnector(dir, actor); /* ask the connector for a connector to the given destination */ if (conn != nil) conn = conn.connectorGetConnectorTo(self, actor, dest); /* if we found a valid connector, return it */ if (conn != nil) return conn; } /* didn't find a match */ return nil; } /* * Find a direction linked to a given connector, for travel by the * given actor. Returns the first direction (as a Direction object) * we find linked to the connector, or nil if we don't find any * direction linked to it. */ directionForConnector(conn, actor) { /* search all known directions */ foreach (local dir in Direction.allDirections) { /* if this direction is linked to the connector, return it */ if (self.getTravelConnector(dir, actor) == conn) return dir; } /* we didn't find any directions linked to the connector */ return nil; } /* * Find the "local" direction link from this object to the given * travel connector. We'll only consider our own local direction * links; we won't consider enclosing objects. */ localDirectionLinkForConnector(conn) { /* scan all direction links */ foreach (local dir in Direction.allDirections) { /* * if we define this direction property to point to this * connector, we've found our required location */ if (self.(dir.dirProp) == conn) return dir; } /* we didn't find a direction linked to the given connector */ return nil; } /* * Check that a traveler is directly in this room. By default, a * Thing is not a room, so a connector within a Thing actually * requires the traveler to be in the Thing's container, not in the * Thing itself. So, defer to our container. */ checkTravelerDirectlyInRoom(traveler, allowImplicit) { /* defer to our location */ return location.checkTravelerDirectlyInRoom(traveler, allowImplicit); } /* * Check, using pre-condition rules, that the actor is removed from * this nested location and moved to its exit destination. * * This is called when the actor is attempting to move to an object * outside of this object while the actor is within this object (for * example, if we have a platform containing a box containing a * chair, 'self' is the box, and the actor is in the chair, an * attempt to move to the platform will trigger a call to * box.checkActorOutOfNested). * * By default, we're not a nested location, but we could *contain* * nested locations. So what we need to do is defer to the child * object that actually contains the actor, to let it figure out what * it means to move the actor out of itself. */ checkActorOutOfNested(allowImplicit) { /* find the child containing the actor, and ask it to do the work */ foreach (local cur in contents) { if (gActor.isIn(cur)) return cur.checkActorOutOfNested(allowImplicit); } /* didn't find a child containing the actor; just fail */ reportFailure(&cannotDoFromHereMsg); exit; } /* * Get my "room location." If 'self' is capable of holding actors, * this should return 'self'; otherwise, it should return the * nearest enclosing container that's a room location. By default, * we simply return our location's room location. */ roomLocation = (location != nil ? location.roomLocation : nil) /* * Get the apparent location of one of our room parts (the floor, * the ceiling, etc). By default, we'll simply ask our container * about it, since a nested room by default doesn't have any of the * standard room parts. */ getRoomPartLocation(part) { if (location != nil) return location.getRoomPartLocation(part); else return nil; } /* * By default, an object containing the player character will forward * the roomDaemon() call up to the container. */ roomDaemon() { if (location != nil) location.roomDaemon(); } /* * Our room atmospheric message list. This can be set to an * EventList that provides messages to be displayed while the player * character is within this object. * * By default, if our container is visible to us, we'll use our * container's atmospheric messages. This can be overridden to * provide our own atmosphere list when the player character is in * this object. */ atmosphereList() { if (location != nil && gPlayerChar.canSee(location)) return location.atmosphereList; else return nil; } /* * Get the notification list actions performed by actors within this * object. Ordinary objects don't have room notification lists, but * we might be part of a nested set of objects that includes rooms, * so simply look to our container for the notification list. */ getRoomNotifyList() { local lst = []; /* get the notification lists for our immediate containers */ forEachContainer( {cont: lst = lst.appendUnique(cont.getRoomNotifyList())}); /* return the result */ return lst; } /* * Are we aboard a ship? By default, we'll return our location's * setting for this property; if we have no location, we'll return * nil. In general, this should be overridden in shipboard rooms to * return true. * * The purpose of this property is to indicate to the travel system * that shipboard directions (fore, aft, port, starboard) make sense * here. When this returns true, and an actor attempts travel in a * shipboard direction that doesn't allow travel here, we'll use the * standard noTravel message. When this returns nil, attempting to * move in a shipboard direction will show a different response that * indicates that such directions are not meaningful when not aboard * a ship of some kind. * * Note that we look to our location unconditionally - we don't * bother to check to see if we're open, transparent, or anything * like that, so we'll check with our location even if the actor * can't see the location. The idea is that, no matter how nested * within opaque containers we are, we should still know that we're * aboard a ship. This might not always be appropriate; if the * actor is magically transported into an opaque container that * happens to be aboard a ship somewhere, the actor probably * shouldn't think of the location as shipboard until escaping the * container, unless they'd know because of the rocking of the ship * or some other sensory factor that would come through the opaque * container. When the shipboard nature of an interior location * should not be known to the actor, this should simply be * overridden to return nil. */ isShipboard() { /* if we have a location, use its setting; otherwise return nil */ return (location != nil ? location.isShipboard() : nil); } /* * When an actor takes me, the actor will assign me a holding index * value, which is simply a serial number indicating the order in * which I was picked up. This lets the actor determine which items * have been held longest: the item with the lowest holding index * has been held the longest. */ holdingIndex = 0 /* * An object has "weight" and "bulk" specifying how heavy and how * large the object is. These are in arbitrary units, and by * default everything has a weight of 1 and a bulk of 1. */ weight = 1 bulk = 1 /* * Calculate the bulk contained within this object. By default, * we'll simply add up the bulks of all of our contents. */ getBulkWithin() { local total; /* add up the bulks of our contents */ total = 0; foreach (local cur in contents) total += cur.getBulk(); /* return the total */ return total; } /* * get my "destination name," for travel purposes; by default, we * simply defer to our location, if we have one */ getDestName(actor, origin) { if (location != nil) return location.getDestName(actor, origin); else return ''; } /* * Get the effective location of an actor directly within me, for the * purposes of a "follow" command. To follow someone, we must have * the same effective follow location that the target had when we * last observed the target leaving. * * For most objects, we simply defer to the location. */ effectiveFollowLocation = (location != nil ? location.effectiveFollowLocation : self) /* * Get the destination for an object dropped within me. Ordinary * objects can't contain actors, so an actor can't directly drop * something within a regular Thing, but the same effect could occur * if an actor throws a projectile, since the projectile might reach * either the target or an intermediate obstruction, then bounce off * and land in whatever contains the object hit. * * By default, objects dropped within us won't stay within us, but * will land in our container's drop destination. * * 'obj' is the object being dropped. In some cases, the drop * destination might differ according to the object; for example, if * the floor is a metal grating, a large object might land on the * grating when dropped, but a small object such as a coin might drop * through the grating to the room below. Note that 'obj' can be * nil, if the caller simply wants to determine the generic * destination where a *typical* object would land if dropped - this * routine must therefore not assume that 'obj' is non-nil. * * 'path' is the sense path (as returned by selectPathTo and the * like) traversed by the operation that's seeking the drop * destination. For ordinary single-location objects, the path is * irrelevant, but this information is sometimes useful for * multi-location objects to let them know which "side" we approached * them from. Note that the path can be nil, so this routine must * not depend upon a path being supplied; if the path is nil, the * routine should assume that the ordinary "touch" sense path from * the current actor to 'self' is to be used, because the actor is * effectively reaching out and placing an object on self. This * means that when calling this routine, you can supply a nil path * any time the actor is simply dropping an object. */ getDropDestination(obj, path) { /* * by default, the object lands in our container's drop * destination; if we don't have a container, drop it here */ return location != nil ? location.getDropDestination(obj, path) : self; } /* * Adjust a drop destination chosen in a THROW. This is called on * the object that was chosen as the preliminary landing location for * the thrown object, as calculated by getHitFallDestination(), to * give the preliminary destination a chance to redirect the landing * to another object. For example, if the preliminary destination * simply isn't a suitable surface or container where a projectile * could land, or it's not big enough to hold the projectile, the * preliminary destination could override this method to redirect the * landing to a more suitable object. * * By default, we don't need to make any adjustment, so we simply * return 'self' to indicate that this can be used as the actual * destination. */ adjustThrowDestination(thrownObj, path) { return self; } /* * Receive a dropped object. This is called when we are the actual * (not nominal) drop destination for an object being dropped, * thrown, or otherwise discarded. This routine is responsible for * carrying out the drop operation, and reporting the result of the * command. * * 'desc' is a "drop descriptor": an object of class DropType, which * describes how the object is being discarded. This can be a * DropTypeDrop for a DROP command, a DropTypeThrow for a THROW * command, or custom types defined by the game or by library * extensions. * * In most cases, the actual *result* of dropping the object will * always be the same for a given location, regardless of which * command initiated the drop, so this routine won't usually have to * look at 'desc' at all to figure out what happens. * * However, the *message* we generate does usually vary according to * the drop type, because this is the report for the entire command. * There are three main ways of handling this variation. * * - First, you can check what kind of descriptor it is (using * ofKind, for example), and generate a custom message for each kind * of descriptor. Be aware that any library extensions you're using * might have added new DropType subclasses. * * - Second, experienced programmers might prefer the arguably * cleaner OO "visitor" pattern: treat 'desc' as a visitor, calling a * single method that you define for your custom message. You'll * have to define that custom method in each DropType subclass, of * course. * * - Third, you can build a custom message by combining the standard * "message fragment" prefix provided by the drop descriptor with * your own suffix. The prefix will always be the start of a * sentence describing what the player did: "You drop the box", "The * ball hits the wall and bounces off", and so on. Since the * fragment always has the form of the start of a sentence, you can * always add your own suffix: ", and falls to the floor", for * example, or ", and falls into the chasm". Note that if you're * using one of the other approaches above, you'll probably want to * combine that approach with this one to handle cases where you * don't recognize the drop descriptor type. * * By default, we simply move the object into self and display the * standard message using the descriptor (we use the "visitor" * pattern to display that standard message). This can be overridden * in cases where it's necessary to move the object to a different * location, or to invoke a side effect. */ receiveDrop(obj, desc) { /* simply move the object into self */ obj.moveInto(self); /* generate the standard message */ desc.standardReport(obj, self); } /* * Get the nominal destination for an object dropped into this * object. This is used to report where an object ends up when the * object is moved into me by some indirect route, such as throwing * the object. * * By default, most objects simply return themselves, so we'll * report something like "obj lands {in/on} self". Some objects * might want to report a different object as the destination; for * example, an indoor room might want to report objects as falling * onto the floor. */ getNominalDropDestination() { return self; } /* * Announce myself as a default object for an action. By default, * we'll show the standard library message announcing a default. */ announceDefaultObject(whichObj, action, resolvedAllObjects) { /* use the standard library message for the announcement */ return gLibMessages.announceDefaultObject( self, whichObj, action, resolvedAllObjects); } /* * Calculate my total weight. Weight is generally inclusive of the * weights of contents or components, because anything inside an * object normally contributes to the object's total weight. */ getWeight() { local total; /* start with my own intrinsic weight */ total = weight; /* * add the weights of my direct contents, recursively * calculating their total weights */ foreach (local cur in contents) total += cur.getWeight(); /* return the total */ return total; } /* * Calculate my total bulk. Most objects have a fixed external * shape (and thus bulk) that doesn't vary as contents are added or * removed, so our default implementation simply returns our * intrinsic bulk without considering any contents. * * Some objects do change shape as contents are added. Such objects * can override this routine to provide the appropriate behavior. * (We don't try to provide a parameterized total bulk calculator * here because there are too many possible ways a container's bulk * could be affected by its contents or by other factors.) * * If an object's bulk depends on its contents, the object should * override notifyInsert() so that it calls checkBulkChange() - this * will ensure that an object won't suddenly become too large for * its container (or holding actor). */ getBulk() { /* by default, simply return my intrinsic bulk */ return bulk; } /* * Calculate the amount of bulk that this object contributes towards * encumbering an actor directly holding the item. By default, this * simply returns my total bulk. * * Some types of objects will override this to cause the object to * contribute more or less bulk to an actor holding the object. For * example, an article of clothing being worn by an actor typically * contributes no bulk at all to the actor's encumbrance, because an * actor wearing an item typically doesn't also have to hold on to * the item. Or, a small animal might encumber an actor more than * its normal bulk because it's squirming around trying to get free. */ getEncumberingBulk(actor) { /* by default, return our normal total bulk */ return getBulk(); } /* * Calculate the amount of weight that this object contributes * towards encumbering an actor directly holding the item. By * default, this simply returns my total weight. * * Note that we don't recursively sum the encumbering weights of our * contents - we simply sum the actual weights. We do it this way * because items within a container aren't being directly held by * the actor, so any difference between the encumbering and actual * weights should not apply, even though the actor is indirectly * holding the items. If a subclass does want the sum of the * encumbering weights, it should override this to make that * calculation. */ getEncumberingWeight(actor) { /* by default, return our normal total weight */ return getWeight(); } /* * "What if" test. Make the given changes temporarily, bypassing * any side effects that would normally be associated with the * changes; invokes the given callback; then remove the changes. * Returns the result of calling the callback function. * * The changes are expressed as pairs of argument values. The first * value in a pair is a property, and the second is a new value for * the property. For each pair, we'll set the given property to the * given value. The setting is direct - we don't invoke any method, * because we don't want to cause any side effects at this point; * we're interested only in what the world would look like if the * given changes were to go into effect. * * A special property value of 'moveInto' can be used to indicate * that the object should be moved into another object for the test. * In this case, the second element of the pair is not a value to be * stored into the moveInto property, but instead the value is a new * location for the object. We'll call the baseMoveInto method to * move the object to the given new location. * * In any case, after making the changes, we'll invoke the given * callback function, which we'll call with no arguments. * * Finally, on our way out, we'll restore the properties we changed * to their original values. We once again do this without any side * effects. Note that we restore the old values even if we exit * with an exception. */ whatIf(func, [changes]) { local oldList; local cnt; local i; /* * Allocate a vector with one slot per change, so that we have a * place to store the old values of the properties we're * changing. Note that the argument list has two entries (prop, * value) for each change. */ cnt = changes.length(); oldList = new Vector(cnt / 2); /* run through the change list and make each change */ for (i = 1 ; i <= cnt ; i += 2) { local curProp; local newVal; /* get the current property and new value */ curProp = changes[i]; newVal = changes[i+1]; /* see what we have */ switch(curProp) { case &moveInto: /* * It's the special moveInto property. This indicates * that we are to move self into the given new * location. First save the current location, then * use baseMoveInto to make the change without * triggering any side effects. Note that if this * would create circular containment, we won't make * the move. */ oldList.append(saveLocation()); if (newVal != self && !newVal.isIn(self)) baseMoveInto(newVal); break; default: /* * Anything else is a property to which we want to * assign the given new value. Remember the old value * in our original values vector, then set the new value * from the argument. */ oldList.append(self.(curProp)); self.(curProp) = newVal; break; } } /* * the changes are now in effect - invoke the given callback * function to check things out under the new conditions, but * protect the code so that we are sure to restore things on the * way out */ try { /* invoke the given callback, returning the result */ return (func)(); } finally { /* run through the change list and undo each change */ for (i = 1, local j = 1 ; i <= cnt ; i += 2, ++j) { local curProp; local oldVal; /* get the current property and old value */ curProp = changes[i]; oldVal = oldList[j]; /* see what we have */ switch(curProp) { case &moveInto: /* restore the location that we saved */ restoreLocation(oldVal); break; default: /* restore the property value */ self.(curProp) = oldVal; break; } } } } /* * Run a what-if test to see what would happen if this object were * being held directly by the given actor. */ whatIfHeldBy(func, actor) { /* * by default, simply run the what-if test with this object * moved into the actor's inventory */ return whatIf(func, &moveInto, actor); } /* * Check a proposed change in my bulk. When this is called, the new * bulk should already be in effect (the best way to do this when * just making a check is via whatIf). * * This routine can be called during the 'check' or 'action' stages * of processing a command to determine if a change in my bulk would * cause a problem. If so, we'll add a failure report and exit the * command. * * By default, notify our immediate container of the change to see * if there's any objection. A change in an object's bulk typically * only aaffects its container or containers. * * The usual way to invoke this routine in a 'check' or 'action' * routine is with something like this: * * whatIf({: checkBulkChange()}, &inflated, true); * * This checks to see if the change in my bulk implied by changing * self.inflated to true would present a problem for my container, * terminating with a reportFailure+exit if so. */ checkBulkChange() { /* * Notify each of our containers of a change in our bulk; if * any container has a problem with our new bulk, it can * report a failure and exit. */ forEachContainer( {loc: loc.checkBulkChangeWithin(self)}); } /* * Check a bulk change of one of my direct contents, given by obj. * When this is called, 'obj' will be (tentatively) set to reflect * its proposed new bulk; if this routine doesn't like the new bulk, * it should issue a failure report and exit the command, which will * cancel the command that would have caused the change and will * prevent the proposed change from taking effect. * * By default, we'll do nothing; subclasses that are sensitive to * the bulks of their contents should override this. */ checkBulkChangeWithin(changingObj) { } /* * Get "bag of holding" affinities for the given list of objects. * For each item in the list, we'll get the item's bulk, and get * each bag's affinity for containing the item. We'll note the bag * with the highest affinity. Once we have the list, we'll put it * in descending order of affinity, and return the result as a * vector. */ getBagAffinities(lst) { local infoVec; local bagVec; /* * First, build a list of all of the bags of holding within me. * We start with the list of bags because we want to check each * object to see which bag we might want to put it in. */ bagVec = new Vector(10); getBagsOfHolding(bagVec); /* if there are no bags of holding, there will be no affinities */ if (bagVec.length() == 0) return []; /* create a vector to hold information on each child item */ infoVec = new Vector(lst.length()); /* look at each child item */ foreach (local cur in lst) { local maxAff; local bestBag; /* find the bag with the highest affinity for this item */ maxAff = 0; bestBag = nil; foreach (local bag in bagVec) { local aff; /* get this bag's affinity for this item */ aff = bag.affinityFor(cur); /* * If this is the best so far, note it. If this bag has * an affinity of zero for this item, it means it * doesn't want it at all, so don't even consider it in * this case. */ if (aff != 0 && (bestBag == nil || aff > maxAff)) { /* this is the best so far - note it */ maxAff = aff; bestBag = bag; } } /* * if we found a bag that wants this item, add it to our * list of results */ if (bestBag != nil) infoVec.append(new BagAffinityInfo( cur, cur.getEncumberingBulk(self), maxAff, bestBag)); } /* sort the list in descending order of affinity */ infoVec = infoVec.sort(SortDesc, {a, b: a.compareAffinityTo(b)}); /* * Go through the list and ensure that any item in the list * that's destined to go inside another item that's also in the * list gets put in the other item before the second item gets * put in its bag. For example, if we have a credit card that * goes in a wallet, and a wallet that goes in a pocket, we want * to ensure that we put the credit card in the wallet before we * put the wallet in the pocket. * * The point of this reordering is that, in some cases, we might * not be able to move the first item once the second item has * been moved. In our credit-card/wallet/pocket example, the * wallet might have to be closed to go in the pocket, at which * point we'd have to take it out again to put the credit card * into it, defeating the purpose of having put it away in the * first place. We avoid these kinds of circular traps by * making sure the list is ordered such that we dispose of the * credit card first, then the wallet. * * To avoid looping forever in cases of circular containment, * don't allow any more moves than there are items in the list. */ for (local i = 1, local len = infoVec.length(), local moves = 0 ; i <= len && moves <= len ; ++i) { /* get this item and its destination */ local cur = infoVec[i]; local dest = cur.bag_; /* * check to see if the destination itself appears in the * list as an item to be bagged */ local idx = infoVec.indexWhich({x: x.obj_ == dest}); /* * if the destination item appears in the list before the * current item, move the current item before its * destination */ if (idx != nil && idx < i) { /* remove the current item from the list */ infoVec.removeElementAt(i); /* re-insert it just before its destination item */ infoVec.insertAt(idx, cur); /* count the move */ ++moves; /* * Now, back up and resume the scan from the item just * after the item that moves our destination bag. This * will ensure that any items destined to go in the bag * we just moved are caught. (Although note that we * start just after the destination item, rather than at * the destination item, because the destination item * can't be legitimately moved at this point: if it is, * it's because we have a circular containment plan. We * obviously can't resolve circular containment into a * linear ordering, so there's no point in even looking * at the destination item again at this point. If we * have a circular chain that's several elements long, * this won't avoid getting stuck; for that, we have to * count on our 'moves' limit.) */ i = idx + 1; } } /* return the result */ return infoVec; } /* * Find all of the bags of holding contained within this object and * add them to the given vector. By default, we'll simply recurse * into our children so they can add their bags of holding. */ getBagsOfHolding(vec) { /* * if my contents can't be touched from outside, there's no * point in traversing our children */ if (transSensingIn(touch) != transparent) return; /* add each of my children's bags to the list */ foreach (local cur in contents) cur.getBagsOfHolding(vec); } /* * The strength of the light the object is giving off, if indeed it * is giving off light. This value should be one of the following: * * 0: The object is giving off no light at all. * * 1: The object is self-illuminating, but doesn't give off enough * light to illuminate any other objects. This is suitable for * something like an LED digital clock. * * 2: The object gives off dim light. This level is bright enough to * illuminate nearby objects, but not enough to go through obscuring * media, and not enough for certain activities requiring strong * lighting, such as reading. * * 3: The object gives off medium light. This level is bright enough * to illuminate nearby objects, and is enough for most activities, * including reading and the like. Traveling through an obscuring * medium reduces this level to dim (2). * * 4: The object gives off strong light. This level is bright enough * to illuminate nearby objects, and travel through an obscuring * medium reduces it to medium light (3). * * Note that the special value -1 is reserved as an invalid level, * used to flag certain events (such as the need to recalculate the * ambient light level from a new point of view). * * Most objects do not give off light at all. */ brightness = 0 /* * Sense sizes of the object. Each object has an individual size for * each sense. By default, objects are medium for all senses; this * allows them to be sensed from a distance or through an obscuring * medium, but doesn't allow their details to be sensed. */ sightSize = medium soundSize = medium smellSize = medium touchSize = medium /* * Determine whether or not the object has a "presence" in each * sense. An object has a presence in a sense if an actor * immediately adjacent to the object could detect the object by the * sense alone. For example, an object has a "hearing presence" if * it is making some kind of noise, and does not if it is silent. * * Presence in a given sense is an intrinsic (which does not imply * unchanging) property of the object, in that presence is * independent of the relationship to any given actor. If an alarm * clock is ringing, it has a hearing presence, unconditionally; it * doesn't matter if the alarm clock is sealed inside a sound-proof * box, because whether or not a given actor has a sense path to the * object is a matter for a different computation. * * Note that presence doesn't control access: an actor might have * access to an object for a sense even if the object has no * presence in the sense. Presence indicates whether or not the * object is actively emitting sensory data that would make an actor * aware of the object without specifically trying to apply the * sense to the object. * * By default, an object is visible and touchable, but does not emit * any sound or odor. */ sightPresence = true soundPresence = nil smellPresence = nil touchPresence = true /* * My "contents lister." This is a Lister object that we use to * display the contents of this object for room descriptions, * inventories, and the like. */ contentsLister = thingContentsLister /* * the Lister to use when showing my contents as part of my own * description (i.e., for Examine commands) */ descContentsLister = thingDescContentsLister /* * the Lister to use when showing my contents in response to a * LookIn command */ lookInLister = thingLookInLister /* * my "in-line" contents lister - this is the Lister object that * we'll use to display my contents parenthetically as part of my * list entry in a second-level contents listing */ inlineContentsLister = inlineListingContentsLister /* * My "special" contents lister. This is the Lister to use to * display the special descriptions for objects that have special * descriptions when we're showing a room description for this * object. */ specialContentsLister = specialDescLister /* * Determine if I can be sensed under the given conditions. Returns * true if the object can be sensed, nil if not. If this method * returns nil, this object will not be considered in scope for the * current conditions. * * By default, we return nil if the ambient energy level for the * object is zero. If the ambient level is non-zero, we'll return * true in 'transparent' conditions, nil for 'opaque', and we'll let * the sense decide via its canObjBeSensed() method for any other * transparency conditions. Note that 'ambient' as given here is the * ambient level *at the object*, not as seen along my sense path - * so this should NOT be given as the ambient value from a SenseInfo, * which has already been adjusted for the sense path. */ canBeSensed(sense, trans, ambient) { /* * adjust the ambient level for the transparency path, if the * sense uses ambience at all */ if (sense.ambienceProp != nil) { /* * adjust the ambient level for the transparency - if that * leaves a level of zero, the object can't be sensed */ if (adjustBrightness(ambient, trans) == 0) return nil; } /* check the viewing conditions */ switch(trans) { case transparent: case attenuated: /* * under transparent or attenuated conditions, I appear as * myself */ return true; case obscured: case distant: /* * ask the sense to determine if I can be sensed under these * conditions */ return sense.canObjBeSensed(self, trans, ambient); default: /* for any other conditions, I can't be sensed at all */ return nil; } } /* * Determine if I can be sensed IN DETAIL in the given sense, with * the given SenseInfo description. By default, an object's details * can be sensed if the sense path is 'transparent' or 'attenuated', * OR the object's scale in the sense is 'large'. */ canDetailsBeSensed(sense, info, pov) { /* if the sense path is opaque, we can be sensed */ if (info == nil || info.trans == opaque) return nil; /* * if we have 'large' scale in the sense, our details can be * sensed under any conditions */ if (self.(sense.sizeProp) == large) return true; /* * we don't have 'large' scale in the sense, so we can be sensed * in detail only if the sense path is 'transparent' or * 'attenuated' */ return (info.trans is in (transparent, attenuated)); } /* * Call a method on this object from the given point of view. We'll * push the current point of view, call the method, then restore the * enclosing point of view. */ fromPOV(actor, pov, propToCall, [args]) { /* push the new point of view */ pushPOV(actor, pov); /* make sure we pop the point of view no matter how we leave */ try { /* call the method */ self.(propToCall)(args...); } finally { /* restore the enclosing point of view on the way out */ popPOV(); } } /* * Every Thing has a location, which is the Thing that contains this * object. A Thing's location can only be a simple object * reference, or nil; it cannot be a list, and it cannot be a method. * * If the location is nil, the object does not exist anywhere in the * simulation's physical model. A nil location can be used to * remove an object from the game world, temporarily or permanently. * * In general, the 'location' property should be declared for each * statically defined object (explicitly or implicitly via the '+' * syntax). 'location' is a private property - it should never be * evaluated or changed by any subclass or by any other object. * Only Thing methods may evaluate or change the 'location' * property. So, you can declare a 'location' property when * defining an object, but you should essentially never refer to * 'location' directly in any other context; instead, use the * location and containment methods (isIn, etc) when you want to * know an object's containment relationship to another object. */ location = nil /* * Get the direct container we have in common with the given object, * if any. Returns at most one common container. Returns nil if * there is no common location. */ getCommonDirectContainer(obj) { /* we haven't found one yet */ local found = nil; /* scan each of our containers for one in common with 'loc' */ forEachContainer(function(loc) { /* * If this location of ours is a direct container of the * other object, it is a common location, so note it. */ if (obj.isDirectlyIn(loc)) found = loc; }); /* return what we found */ return found; } /* * Get the container (direct or indirect) we have in common with the * object, if any. */ getCommonContainer(obj) { /* we haven't found one yet */ local found = nil; /* scan each of our containers for one in common with 'loc' */ forEachContainer(function(loc) { /* * If this location of ours is a direct container of the * other object, it is a common location, so note it. */ if (obj.isIn(loc)) found = loc; }); /* if we found a common container, return it */ if (found != nil) return found; /* * we didn't find obj's container among our direct containers, * so try our direct container's containers */ forEachContainer(function(loc) { local cur; /* try finding for a common container of this container */ cur = loc.getCommonContainer(obj); /* if we found it, note it */ if (cur != nil) found = cur; }); /* return what we found */ return found; } /* * Get our "identity" object. This is the object that we appear to * be an inseparable part of. * * In most cases, an object is its own identity object. However, * there are times when the object that a player sees isn't the same * as the object that the parser resolves, because we're modeling a * single physical object with several programming objects. For * example, a complex container has one or more secret internal * program objects representing the different sub-containers; as far * as the player is concerned, all of the sub-containers are just * aspects of the parent complex container, not separate object, so * the sub-containers all have the identity of the parent complex * container. * * By default, this is simply 'self'. Objects that take their * effective identities from other objects must override this * accordingly. */ getIdentityObject() { return self; } /* * Am I a component of the given object? The base Thing is not a * component of anything, so we'll simply return nil. */ isComponentOf(obj) { return nil; } /* * General initialization - this will be called during preinit so * that we can set up the initial values of any derived internal * properties. */ initializeThing() { /* initialize our location settings */ initializeLocation(); /* * if we're marked 'equivalent', it means we're interchangeable * in parser input with other objects with the same name; set up * our equivalence group listing if so */ if (isEquivalent) initializeEquivalent(); /* if we have a global parameter name, add it to the global table */ if (globalParamName != nil) langMessageBuilder.nameTable_[globalParamName] = self; } /* * Initialize my location's contents list - add myself to my * container during initialization */ initializeLocation() { if (location != nil) location.addToContents(self); } /* * Initialize this class object for listing its instances that are * marked with isEquivalent. We'll initialize a list group that * lists our equivalent instances as a group. * * Objects are grouped by their equivalence key - each set of objects * with the same key is part of the same group. The key is * determined by the language module, but is usually just the basic * disambiguation name (the 'disambigName' property in English, for * example). */ initializeEquivalent() { /* * If we're already in an equivalence group (because our key has * changed, for example, or due to inheritance), remove the * existing group from the group list. If the group isn't * changing after all, we'll just add it back, so removing it * should be harmless. */ if (equivalentGrouper != nil) listWith -= equivalentGrouper; /* look up our equivalence key in the global table of groupers */ equivalentGrouper = equivalentGrouperTable[equivalenceKey]; /* if there's no grouper for our key, create one */ if (equivalentGrouper == nil) { /* create a new grouper */ equivalentGrouper = equivalentGrouperClass.createInstance(); /* add it to the table */ equivalentGrouperTable[equivalenceKey] = equivalentGrouper; } /* * Add it to our list, as long as our listWith isn't already * defined as a method. Note that we intentionally add it as the * last element, because an equivalent group is the most specific * kind of group possible. */ if (propType(&listWith) != TypeCode) listWith += equivalentGrouper; } /* * A static game-wide table of equivalence groups. This has a table * of ListGroupEquivalent-derived objects, keyed by equivalence name. * Each group of objects with the same equivalence name is listed in * the same group and so has the same grouper object. */ equivalentGrouperTable = static (new LookupTable(32, 64)) /* * my equivalence grouper class - when we initialize, we'll create a * grouper of this class and store it in equivalentGrouper */ equivalentGrouperClass = ListGroupEquivalent /* * Our equivalent item grouper. During initialization, we will * create an equivalent grouper and store it in this property for * each class object that has instances marked with isEquivalent. * Note that this is stored with the class, because we want each of * our equivalent instances to share the same grouper object so that * they are listed together as a group. */ equivalentGrouper = nil /* * My contents. This is a list of the objects that this object * directly contains. */ contents = [] /* * Get my associated noise object. By default, this looks for an * item of class Noise directly within me. */ getNoise() { /* * Look for a Noise object among my direct contents. Only look * for a noise with an active sound presence. */ return contents.valWhich( {obj: obj.ofKind(Noise) && obj.soundPresence}); } /* * Get my associated odor object. By default, this looks for an * item of class Odor directly within me. */ getOdor() { /* * Look for an Odor object among my direct contents. Only look * for an odor with an active smell presence. */ return contents.valWhich( {obj: obj.ofKind(Odor) && obj.smellPresence}); } /* * Get a vector of all of my contents, recursively including * contents of contents. */ allContents() { local vec; /* start with an empty vector */ vec = new Vector(32); /* add all of my contents to the vector */ addAllContents(vec); /* return the result */ return vec; } /* * Get a list of objects suitable for matching ALL in TAKE ALL FROM * <self>. By default, this simply returns the list of everything in * scope that's directly inside 'self'. */ getAllForTakeFrom(scopeList) { /* * include only objects contained within 'self' that aren't * components of 'self' */ return scopeList.subset( {x: x != self && x.isDirectlyIn(self) && !x.isComponentOf(self)}); } /* * add myself and all of my contents, recursively including contents * of contents, to a vector */ addAllContents(vec) { /* visit everything in my contents */ foreach (local cur in contents) { /* * if this item is already in the vector, skip it - we've * already visited it and its contents */ if (vec.indexOf(cur) != nil) continue; /* add this item */ vec.append(cur); /* add this item's contents recursively */ cur.addAllContents(vec); } } /* * Show the contents of this object, as part of a recursive listing * generated as part of the description of our container, our * container's container, or any further enclosing container. * * If the object has any contents, we'll display a listing of the * contents. This is used to display the object's contents as part * of the description of a room ("look around"), of an object * ("examine box"), or of an object's contents ("look in box"). * * 'options' is the set of flags that we'll pass to showList(), and * has the same meaning as for that function. * * 'infoTab' is a lookup table of SenseInfo objects for the objects * that the actor to whom we're showing the contents listing can see * via the sight-like senses. * * This method should be overridden by any object that doesn't store * its contents using a simple 'contents' list property. */ showObjectContents(pov, lister, options, indent, infoTab) { /* get my listable contents */ local cont = lister.getListedContents(self, infoTab); /* if the surviving list isn't empty, show it */ if (cont != []) lister.showList(pov, self, cont, options, indent, infoTab, nil); } /* * Show the contents of this object as part of an inventory listing. * By default, we simply use the same listing we do for the normal * contents listing. */ showInventoryContents(pov, lister, options, indent, infoTab) { /* by default, use the normal room/object contents listing */ showObjectContents(pov, lister, options, indent, infoTab); } /* * Get my listed contents for recursive object descriptions. This * returns the list of the direct contents that we'll mention when * we're examining our container's container, a further enclosing * container, or the enclosing room. * * By default, we'll return the same list we'll display on direct * examination of this object. */ getListedContents(lister, infoTab) { /* * return the contents we'd list when directly examining self, * limited to the listable contents */ return getContentsForExamine(lister, infoTab) .subset({x: lister.isListed(x)}); } /* * Get the listed contents in a direct examination of this object. * By default, this simply returns a list of all of our direct * contents that are included in the info table. */ getContentsForExamine(lister, infoTab) { /* * return only my direct contents that are found in the infoTab, * since these are the objects that can be sensed from the * actor's point of view */ return contents.subset({x: infoTab[x] != nil}); } /* * Is this a "top-level" location? A top-level location is an * object which doesn't have another container, so its 'location' * property is nil, but which is part of the game universe anyway. * In most cases, a top-level location is simply a Room, since the * network of rooms makes up the game's map. * * If an object has no location and is not itself a top-level * location, then the object is not part of the game world. It's * sometimes useful to remove objects from the game world, such as * when they're destroyed within the context of the game. */ isTopLevel = nil /* * Determine if I'm is inside another Thing. Returns true if this * object is contained within 'obj', directly or indirectly (that * is, this returns true if my immediate container is 'obj', OR my * immediate container is in 'obj', recursively defined). * * isIn(nil) returns true if this object is "outside" the game * world, which means that the object is not reachable from anywhere * in the game map and is thus not part of the simulation. This is * the case if our outermost container is NOT a top-level object, as * indicated by its isTopLevel property. If we're inside an object * marked as a top-level object, or we're inside an object that's * inside a top-level object (and so on), then we're part of the * game world, so isIn(nil) will return nil. If our outermost * container is has a nil isTopLevel property, isIn(nil) will return * true. * * Note that our notion of "in" is not limited to enclosing * containment, because the same containment hierarchy is used to * represent all types of containment relationships, including * things being "on" other things and part of other things. */ isIn(obj) { local loc = location; /* if we have no location, we're not inside any object */ if (loc == nil) { /* * We have no container, so there are two possibilities: * either we're not part of the game world at all, or we're * a top-level object, which is an object that's explicitly * part of the game world and at the top of the containment * tree. Our 'isTopLevel' property determines which it is. * * If they're asking us if we're inside 'nil', then what * they want to know is if we're outside the game world. If * we're not a top-level object, we are outside the game * world, so isIn(nil) is true; if we are a top-level * object, then we're explicitly part of the game world, so * isIn(nil) is false. * * If they're asking us if we're inside any non-nil object, * then they simply want to know if we're inside that * object. So, if 'obj' is not nil, we must return nil: * we're not in any object, so we can't be in 'obj'. */ if (obj == nil) { /* * they want to know if we're outside the simulation * entirely: return true if we're NOT a top-level * object, nil otherwise */ return !isTopLevel; } else { /* * they want to know if we're inside some specific * object; we can't be, because we're not in any object */ return nil; } } /* if obj is my immediate container, I'm obviously in it */ if (loc == obj) return true; /* I'm in obj if my container is in obj */ return loc.isIn(obj); } /* * Determine if I'm directly inside another Thing. Returns true if * this object is contained directly within obj. Returns nil if * this object isn't directly within obj, even if it is indirectly * in obj (i.e., its container is directly or indirectly in obj). */ isDirectlyIn(obj) { /* I'm directly in obj only if it's my immediate container */ return location == obj; } /* * Determine if I'm "nominally" inside the given Thing. Returns true * if the object is actually within the given object, OR the object * is a room part and I'm nominally in the room part. */ isNominallyIn(obj) { /* if I'm actually in the given object, I'm nominally in it as well */ if (isIn(obj)) return true; /* * if the object is a room part, and we're nominally in the room * part, then we're nominally in the object */ if (obj.ofKind(RoomPart) && isNominallyInRoomPart(obj)) return true; /* we're not nominally in the object */ return nil; } /* * Determine if this object is contained within an item fixed in * place within the given location. We'll check our container to * see if its contents are within an object fixed in place in the * given location. * * This is a rather specific check that might seem a bit odd, but * for some purposes it's useful to treat objects within fixed * containers in a location as though they were in the location * itself, because fixtures of a location are to some extent parts * of the location. */ isInFixedIn(loc) { /* return true if my location's contents are in fixed things */ return location != nil && location.contentsInFixedIn(loc); } /* Am I either inside 'obj', or equal to 'obj'? */ isOrIsIn(obj) { return self == obj || isIn(obj); } /* * Are my contents within a fixed item that is within the given * location? By default, we return nil because we are not ourselves * fixed. */ contentsInFixedIn(loc) { return nil; } /* * Determine if I'm "held" by an actor, for the purposes of being * manipulated in an action. In most cases, an object is considered * held by an actor if it's directly within the actor's inventory, * because the actor's direct inventory represents the contents of * the actors hands (or equivalent). * * Some classes might override this to change the definition of * "held" to include things not directly in the actor's inventory or * exclude things directly in the inventory. For example, an item * being worn is generally not considered held even though it might * be in the direct inventory, and a key on a keyring is considered * held if the keyring is being held. */ isHeldBy(actor) { /* * by default, an object is held if and only if it's in the * direct inventory of the actor */ return isDirectlyIn(actor); } /* * Are we being held by the given actor for the purposes of the * objHeld precondition? By default, and in almost all cases, this * simply returns isHeldBy(). In some rare cases, it might make * sense to consider an object to meet the objHeld condition even if * isHeldBy returns nil; for example, an actor's hands and other * body parts can't be considered to be held, but they also don't * need to be for any command operating on them. */ meetsObjHeld(actor) { return isHeldBy(actor); } /* * Add to a vector all of my contents that are directly held when * I'm being directly held. This is used to add the direct contents * of an item to scope when the item itself is being directly held. * * In most cases, we do nothing. Certain types of objects override * this because they consider their contents to be held if they're * held. For example, a keyring considers all of its keys to be * held if the keyring itself is held, because the keys are attached * to the keyring rather than contained within it. */ appendHeldContents(vec) { /* by default, do nothing */ } /* * Determine if I'm "owned" by another object. By default, if we * have an explicit owner, then we are owned by 'obj' if and only if * 'obj' is our explicit owner; otherwise, if 'obj' is our immediate * location, and our immediate location can own us (as reported by * obj.canOwn(self)), then 'obj' owns us; otherwise, 'obj' owns us * if our immediate location CANNOT own us AND our immediate * location is owned by 'obj'. This last case is tricky: it means * that if we're inside something other than 'obj' that can own us, * such as another actor, then 'obj' doesn't own us because our * immediate location does; it also means that if we're inside an * object that has an explicit owner rather than an owner based on * location, we have the same explicit owner, so a dollar bill * inside Bob's wallet which is in turn being carried by Charlie is * owned by Bob, not Charlie. * * This is used to determine ownership for the purpose of * possessives in commands. Ownership is not always exclusive: it * is possible for a given object to have multiple owners in some * cases. For example, if Bob and Bill are both sitting on a couch, * the couch could be referred to as "bob's couch" or "bill's * couch", so the couch is owned by both Bob and Bill. It is also * possible for an object to be unowned. * * In most cases, ownership is a function of location (possession is * nine-tenths of the law, as they say), but not always; in some * cases, an object has a particular owner regardless of its * location, such as "bob's wallet". This default implementation * allows for ownership by location, as well as explicit ownership, * with explicit ownership (as indicated by the self.owner property) * taking precedence. */ isOwnedBy(obj) { local cont; /* * if I have an explicit owner, then obj is my owner if it * matches my explicit owner */ if (owner != nil) return owner == obj; /* * Check my immediate container to see if it's the owner in * question. */ if (isDirectlyIn(obj)) { /* * My immediate container is the owner of interest. If this * container can own me, then I'm owned by it because we * didn't find any other owners first. Otherwise, I'm not * owned by it because it can't own me in the first place. */ return obj.canOwn(self); } /* presume we have a single-location container */ cont = location; /* check to see if we have no single location */ if (cont == nil) { /* * I have no location, so either I'm not inside anything at * all, or I have multiple locations. If we're indirectly * in 'obj', then proceed up the containment tree branch by * which 'obj' contains us. If we're not even indirectly in * 'obj', then there's no containment relationship that * establishes ownership. */ if (isIn(obj)) { /* * we're indirectly in 'obj', so get the containment * branch on which we're contained by 'obj' */ forEachContainer(function(x) { if (x == obj || x.isIn(obj)) cont = x; }); } else { /* * we're not in 'obj', so there's no containment * relationship that establishes ownership */ return nil; } } /* * My immediate container is not the object of interest. If * this container can own me, then I'm owned by this container * and NOT by obj. */ if (cont.canOwn(self)) return nil; /* * My container can't own me, so it's not my owner, so our owner * is my container's owner - thus, I'm owned by obj if my * location is owned by obj. */ return cont.isOwnedBy(obj); } /* * My explicit owner. By default, objects do not have explicit * owners, which means that the owner at any given time is * determined by the object's location - my innermost container that * can own me is my owner. * * However, in some cases, an object is inherently owned by a * particular other object (usually an actor), and this is invariant * even when the object moves to a new location not within the * owner. For such cases, this property can be set to the explicit * owner object, which will cause self.isOwnedBy(obj) to return true * if and only if obj == self.owner. */ owner = nil /* * Get the "nominal owner" of this object. This is the owner that * we report for the object if asked to distinguish this object from * another via the OwnershipDistinguisher. Note that the nominal * owner is not necessarily the only owner, because an object can * have multiple owners in some cases; however, the nominal owner * must always be an owner, in that isOwnedBy(getNominalOwner()) * should always return true. * * By default, if we have an explicit owner, we'll return that. * Otherwise, if our immediate container can own us, we'll return * our immediate container. Otherwise, we'll return our immediate * container's nominal owner. Note that this last case means that a * dollar bill inside Bob's wallet will be Bob's dollar bill, even * if Bob's wallet is currently being carried by another actor. */ getNominalOwner() { /* if we have an explicit owner, return that */ if (owner != nil) return owner; /* if we have no location, we have no owner */ if (location == nil) return nil; /* if our immediate location can own us, return it */ if (location.canOwn(self)) return location; /* return our immediate location's owner */ return location.getNominalOwner(); } /* * Can I own the given object? By default, objects cannot own other * objects. This can be overridden when ownership is desired. * * This doesn't determine that we *do* own the given object, but * only that we *can* own the given object. */ canOwn(obj) { return nil; } /* * Get the carrying actor. This is the nearest enclosing location * that's an actor. */ getCarryingActor() { /* if I don't have a location, there's no carrier */ if (location == nil) return nil; /* if my location is an actor, it's the carrying actor */ if (location.isActor) return location; /* return my location's carrying actor */ return location.getCarryingActor(); } /* * Try making the current command's actor hold me. By default, * we'll simply try a "take" command on the object. */ tryHolding() { /* * Try an implicit 'take' command. If the actor is carrying the * object indirectly, make the command "take from" instead, * since what we really want to do is take the object out of its * container. */ if (isIn(gActor)) return tryImplicitAction(TakeFrom, self, location); else return tryImplicitAction(Take, self); } /* * Try moving the given object into this object, with an implied * command. By default, since an ordinary Thing doesn't have a way * of adding new contents by a player command, this does nothing. * Containers and other objects that can hold new contents can * override this as appropriate. */ tryMovingObjInto(obj) { return nil; } /* * Report a failure of the condition that tryMovingObjInto tries to * bring into effect. By default, this simply says that the object * must be in 'self'. Some objects might want to override this when * they describe containment specially; for example, an actor might * want to say that the actor "must be carrying" the object. */ mustMoveObjInto(obj) { reportFailure(&mustBeInMsg, obj, self); } /* * Add an object to my contents. * * Note that this should NOT be overridden to cause side effects - * if side effects are desired when inserting a new object into my * contents, use notifyInsert(). This routine is not allowed to * cause side effects because it is sometimes necessary to bypass * side effects when moving an item. */ addToContents(obj) { /* add the object to my contents list */ if (contents.indexOf(obj) == nil) contents += obj; } /* * Remove an object from my contents. * * Do NOT override this routine to cause side effects. If side * effects are desired when removing an object, use notifyRemove(). */ removeFromContents(obj) { /* remove the object from my contents list */ contents -= obj; } /* * Save my location for later restoration. Returns a value suitable * for passing to restoreLocation. */ saveLocation() { /* * I'm an ordinary object with only one location, so simply * return the location */ return location; } /* * Restore a previously saved location. Does not trigger any side * effects. */ restoreLocation(oldLoc) { /* move myself without side effects into my old container */ baseMoveInto(oldLoc); } /* * Move this object to a new container. Before the move is actually * performed, we notify the items in the movement path of the * change, then we send notifyRemove and notifyInsert messages to * the old and new containment trees, respectively. * * All notifications are sent before the object is actually moved. * This means that the current game state at the time of the * notifications reflects the state before the move. */ moveInto(newContainer) { /* notify the path */ moveIntoNotifyPath(newContainer); /* perform the main moveInto operations */ mainMoveInto(newContainer); } /* * Move this object to a new container as part of travel. This is * almost the same as the regular moveInto(), but does not attempt * to calculate and notify the sense path to the new location. We * omit the path notification because travel is done via travel * connections, which are not necessarily the same as sense * connections. */ moveIntoForTravel(newContainer) { /* * perform the main moveInto operations, omitting the path * notification */ mainMoveInto(newContainer); } /* * Main moveInto - this is the mid-level containment changer; this * routine sends notifications to the old and new container, but * doesn't notify anything along the connecting sense path. */ mainMoveInto(newContainer) { /* notify my container that I'm being removed */ sendNotifyRemove(self, newContainer, ¬ifyRemove); /* notify my new container that I'm about to be added */ if (newContainer != nil) newContainer.sendNotifyInsert(self, newContainer, ¬ifyInsert); /* notify myself that I'm about to be moved */ notifyMoveInto(newContainer); /* perform the basic containment change */ baseMoveInto(newContainer); /* note that I've been moved */ moved = true; } /* * Base moveInto - this is the low-level containment changer; this * routine does not send any notifications to any containers, and * does not mark the object as moved. This form should be used only * for internal library-initiated state changes, since it bypasses * all of the normal side effects of moving an object to a new * container. */ baseMoveInto(newContainer) { /* if I have a container, remove myself from its contents list */ if (location != nil) location.removeFromContents(self); /* remember my new location */ location = newContainer; /* * if I'm not being moved into nil, add myself to the * container's contents */ if (location != nil) location.addToContents(self); } /* * Notify each element of the move path of a moveInto operation. */ moveIntoNotifyPath(newContainer) { local path; /* calculate the path; if there isn't one, there's nothing to do */ if ((path = getMovePathTo(newContainer)) == nil) return; /* * We must fix up the path's final element, depending on whether * we're moving into the new container from the outside or from * the inside. */ if (isIn(newContainer)) { /* * We're already in the new container, so we're moving into * the new container from the inside. The final element of * the path is the new container, but since we're stopping * within the new container, we don't need to traverse out * of it. Simply remove the final two elements of the path, * since we're not going to make this traversal when moving * the object. */ path = path.sublist(1, path.length() - 2); } else { /* * We're moving into the new container from the outside. * Since we calculated the path to the container, we must * now add a final element to traverse into the container; * the final object in the path doesn't matter, since it's * just a placeholder for the new item inside the container */ path += [PathIn, nil]; } /* traverse the path, sending a notification to each element */ traversePath(path, function(target, op) { /* notify this path element */ target.notifyMoveViaPath(self, newContainer, op); /* continue the traversal */ return true; }); } /* * Call a function on each container. If we have no location, we * won't invoke the function at all. We'll invoke the function as * follows: * * (func)(location, args...) */ forEachContainer(func, [args]) { /* call the function on our location, if we have one */ if (location != nil) (func)(location, args...); } /* * Call a function on each *connected* container. For most objects, * this is the same as forEachContainer, but objects that don't * connect their containers for sense purposes would do nothing * here. */ forEachConnectedContainer(func, [args]) { /* by default, use the standard forEachContainer handling */ forEachContainer(func, args...); } /* * Get a list of all of my connected containers. This simply returns * the list that forEachConnectedContainer() iterates over. */ getConnectedContainers() { local loc; /* * if I have a non-nil location, return a list containing it; * otherwise, simply return an empty list */ return ((loc = location) == nil ? [] : [loc]); } /* * Clone this object for inclusion in a MultiInstance's contents * tree. When we clone an instance object for a MultiInstance, we'll * also clone its contents, and their contents, and so on. This * routine creates a private copy of all of our contents. */ cloneMultiInstanceContents() { local origContents; /* * Remember my current contents list, then clear it out. We want * a private copy of everything in our contents list, so we want * to forget our references to the template contents and start * from scratch. */ origContents = contents; contents = []; /* clone each entry in our contents list */ foreach (local cur in origContents) cur.cloneForMultiInstanceContents(self); } /* * Create a clone for inclusion in MultiInstance contents. We'll * recursively clone our own contents. */ cloneForMultiInstanceContents(loc) { /* create a new instance of myself */ local cl = createInstance(); /* move it into the new location */ cl.baseMoveInto(loc); /* clone its contents */ cl.cloneMultiInstanceContents(); } /* * Determine if I'm a valid staging location for the given nested * room destination 'dest'. This is called when the actor is * attempting to enter the nested room 'dest', and the travel * handlers find that we're the staging location for the room. (A * "staging location" is the location the actor is required to * occupy immediately before moving into the destination.) * * If this object is a valid staging location, the routine should * simply do nothing. If this object isn't valid as a staging * location, this routine should display an appropriate message and * terminate the command with 'exit'. * * An arbitrary object can't be a staging location, simply because * an actor can't enter an arbitrary object. So, by default, we'll * explain that we can't enter this object. If the destination is * contained within us, we'll provide a more specific explanation * indicating that the problem is that the destination is within us. */ checkStagingLocation(dest) { /* * if the destination is within us, explain specifically that * this is the problem */ if (dest.isIn(self)) reportFailure(&invalidStagingContainerMsg, self, dest); else reportFailure(&invalidStagingLocationMsg, self); /* terminate the command */ exit; } /* * by default, objects don't accept commands */ acceptCommand(issuingActor) { /* report that we don't accept commands */ gLibMessages.cannotTalkTo(self, issuingActor); /* tell the caller we don't accept commands */ return nil; } /* * by default, most objects are not logical targets for commands */ isLikelyCommandTarget = nil /* * Get my extra scope items. This is a list of any items that we * want to add to command scope (i.e., the set of all items to which * an actor is allowed to refer with noun phrases) when we are * ourselves in the command scope. Returns a list of the items to * add (or just [] if there are no items to add). * * By default, we add nothing. */ getExtraScopeItems(actor) { return []; } /* * Generate a lookup table of all of the objects connected by * containment to this object. This table includes all containment * connections, even through closed containers and the like. * * The table is keyed by object; the associated values are * meaningless, as all that matters is whether or not an object is * in the table. */ connectionTable() { local tab; local cache; /* if we already have a cached connection list, return it */ if ((cache = libGlobal.connectionCache) != nil && (tab = cache[self]) != nil) return tab; /* remember the point of view globally, in case anyone needs it */ senseTmp.pointOfView = self; /* create a lookup table for the results */ tab = new LookupTable(32, 64); /* add everything connected to me */ addDirectConnections(tab); /* cache the list, if we caching is active */ if (cache != nil) cache[self] = tab; /* return the table */ return tab; } /* * Add this item and its direct containment connections to the lookup * table. This must recursively add all connected objects that * aren't already in the table. */ addDirectConnections(tab) { local cur; /* add myself */ tab[self] = true; /* * Add my CollectiveGroup objects, if any. We don't have to * traverse into the CollectiveGroup objects, since they don't * connect us or itself to anything else; our connection to a * collective group is one-way. */ foreach (cur in collectiveGroups) tab[cur] = true; /* * Add my contents to the table. Loop over our contents list, * and add each item that's not already in the table, then * recursively everything connected to that item. * * Note that we use a C-style 'for' loop to iterate over the list * by index, rather than a more modern tads-style 'foreach' loop, * purely for performance reasons: this code is called an awful * lot, and the iteration by loop index is very slightly faster. * A 'foreach' requires calling a couple of methods of an * iterator object each time through the loop, whereas we can do * the index-based 'for' loop entirely with cached local * variables. The performance difference is negligible for one * time through any given loop; it only matters to us here * because this routine tends to be invoked *extremely* * frequently (an average of roughly 500 times per turn in the * library sample game, for example). Game authors are strongly * advised to consider 'foreach' and 'for' equivalent in * performance for most purposes - just choose the clearest * construct for your situation. */ for (local clst = contents, local i = 1, local len = clst.length() ; i <= len ; ++i) { /* get the current item */ cur = clst[i]; /* if it's not already in the table, add it (recursively) */ if (tab[cur] == nil) cur.addDirectConnections(tab); } /* add my container if it's not already in the table */ if ((cur = location) != nil && tab[cur] == nil) cur.addDirectConnections(tab); } /* * Try an implicit action that would remove this object as an * obstructor to 'obj' from the perspective of the current actor in * the given sense. This is invoked when this object is acting as * an obstructor between the current actor and 'obj' for the given * sense, and the caller wants to perform a command that requires a * clear sense path to the given object in the given sense. * * If it is possible to perform an implicit command that would clear * the obstruction, try performing the command, and return true. * Otherwise, simply return nil. The usual implied command rules * should be followed (which can be accomplished simply by using * tryImplictAction() to execute any implied command). * * The particular type of command that would remove this obstructor * can vary by obstructor class. For a container, for example, an * "open" command is the usual remedy. */ tryImplicitRemoveObstructor(sense, obj) { /* by default, we have no way of clearing our obstruction */ return nil; } /* * Display a message explaining why we are obstructing a sense path * to the given object. */ cannotReachObject(obj) { /* * Default objects have no particular obstructive capabilities, * so we can't do anything but show the default message. This * is a last resort that should rarely be used; normally, we * will be able to identify a specific obstructor that overrides * this to explain precisely what kind of obstruction is * involved. */ gLibMessages.cannotReachObject(obj); } /* * Display a message explaining that the source of a sound cannot be * seen because I am visually obstructing it. By default, we show * nothing at all; subclasses can override this to provide a better * explanation when possible. */ cannotSeeSoundSource(obj) { } /* explain why we cannot see the source of an odor */ cannotSeeSmellSource(obj) { } /* * Get the path for this object reaching out and touching the given * object. This can be used to determine whether or not an actor * can touch the given object. */ getTouchPathTo(obj) { local path; local key = [self, obj]; local cache; local info; /* if we have a cache, try finding the data in the cache */ if ((cache = libGlobal.canTouchCache) != nil && (info = cache[key]) != nil) { /* we have a cache entry - return the path from the cache */ return info.touchPath; } /* select the path from here to the target object */ path = selectPathTo(obj, &canTouchViaPath); /* if caching is enabled, add a cache entry for the path */ if (cache != nil) cache[key] = new CanTouchInfo(path); /* return the path */ return path; } /* * Determine if I can touch the given object. By default, we can * always touch our immediate container; otherwise, we can touch * anything with a touch path that we can traverse. */ canTouch(obj) { local path; local result; local key = [self, obj]; local cache; local info; /* if we have a cache, check the cache for the desired data */ if ((cache = libGlobal.canTouchCache) != nil && (info = cache[key]) != nil) { /* if we cached the canTouch result, return it */ if (info.propDefined(&canTouch)) return info.canTouch; /* * we didn't calculate the canTouch result, but we at least * have a cached path that we can avoid recalculating */ path = info.touchPath; } else { /* we don't have a cached path, so calculate it anew */ path = getTouchPathTo(obj); } /* if there's no 'touch' path, we can't touch the object */ if (path == nil) { /* there's no path */ result = nil; } else { /* we have a path - check to see if we can reach along it */ result = traversePath(path, {ele, op: ele.canTouchViaPath(self, obj, op)}); } /* if caching is active, cache our result */ if (cache != nil) { /* if we don't already have a cache entry, create one */ if (info == nil) cache[key] = info = new CanTouchInfo(path); /* save our canTouch result in the cache entry */ info.canTouch = result; } /* return the result */ return result; } /* * Find the object that prevents us from touching the given object. */ findTouchObstructor(obj) { /* cache 'touch' sense path information */ cacheSenseInfo(connectionTable(), touch); /* return the opaque obstructor for the sense of touch */ return findOpaqueObstructor(touch, obj); } /* * Get the path for moving this object from its present location to * the given new container. */ getMovePathTo(newLoc) { /* * select the path from here to the new location, using the * canMoveViaPath method to discriminate among different path * possibilities. */ return selectPathTo(newLoc, &canMoveViaPath); } /* * Get the path for throwing this object from its present location * to the given target object. */ getThrowPathTo(newLoc) { /* * select the path from here to the target, using the * canThrowViaPath method to discriminate among different paths */ return selectPathTo(newLoc, &canThrowViaPath); } /* * Determine if we can traverse self for moving the given object in * the given manner. This is used to determine if a containment * connection path can be used to move an object to a new location. * Returns a CheckStatus object indicating success if we can * traverse self, failure if not. * * By default, we'll simply return a success indicator. Subclasses * might want to override this for particular conditions. For * example, containers would normally override this to return nil * when attempting to move an object in or out of a closed * container. Some special containers might also want to override * this to allow moving an object in or out only if the object is * below a certain size threshold, for example. * * 'obj' is the object being moved, and 'dest' is the destination of * the move. * * 'op' is one of the pathXxx operations - PathIn, PathOut, PathPeer * - specifying what kind of movement is being attempted. PathIn * indicates that we're moving 'obj' from outside self to inside * self; PathOut indicates the opposite. PathPeer indicates that * we're moving 'obj' entirely within self - this normally means * that we've moved the object out of one of our contents and will * move it into another of our contents. */ checkMoveViaPath(obj, dest, op) { return checkStatusSuccess; } /* * Determine if we can traverse this object for throwing the given * object in the given manner. By default, this returns the same * thing as canMoveViaPath, since throwing is in most cases the same * as ordinary movement. Objects can override this when throwing an * object through this path element should be treated differently * from ordinary movement. */ checkThrowViaPath(obj, dest, op) { return checkMoveViaPath(obj, dest, op); } /* * Determine if we can traverse self in the given manner for the * purposes of 'obj' touching another object. 'obj' is usually an * actor; this determines if 'obj' is allowed to reach through this * path element on the way to touching another object. * * By default, this returns the same thing as canMoveViaPath, since * touching is in most cases the same as ordinary movement of an * object from one location to another. Objects can overridet his * when touching an object through this path element should be * treated differently from moving an object. */ checkTouchViaPath(obj, dest, op) { return checkMoveViaPath(obj, dest, op); } /* * Determine if we can traverse this object for moving the given * object via a path. Calls checkMoveViaPath(), and returns true if * checkMoveViaPath() indicates success, nil if it indicates failure. * * Note that this method should generally not be overridden; only * checkMoveViaPath() should usually need to be overridden. */ canMoveViaPath(obj, dest, op) { return checkMoveViaPath(obj, dest, op).isSuccess; } /* determine if we can throw an object via this path */ canThrowViaPath(obj, dest, op) { return checkThrowViaPath(obj, dest, op).isSuccess; } /* determine if we can reach out and touch an object via this path */ canTouchViaPath(obj, dest, op) { return checkTouchViaPath(obj, dest, op).isSuccess; } /* * Check moving an object through this container via a path. This * method is called during moveInto to notify each element along a * move path that the movement is about to occur. We call * checkMoveViaPath(); if it indicates failure, we'll report the * failure encoded in the status object and terminate the command * with 'exit'. * * Note that this method should generally not be overridden; only * checkMoveViaPath() should usually need to be overridden. */ notifyMoveViaPath(obj, dest, op) { local stat; /* check the move */ stat = checkMoveViaPath(obj, dest, op); /* if it's a failure, report the failure message and terminate */ if (!stat.isSuccess) { /* report the failure */ reportFailure(stat.msgProp, stat.msgParams...); /* terminate the command */ exit; } } /* * Choose a path from this object to a given object. If no paths * are available, returns nil. If any paths exist, we'll find the * shortest usable one, calling the given property on each object in * the path to determine if the traversals are allowed. * * If we can find a path, but there are no good paths, we'll return * the shortest unusable path. This can be useful for explaining * why the traversal is impossible. */ selectPathTo(obj, traverseProp) { local allPaths; local goodPaths; local minPath; /* get the paths from here to the given object */ allPaths = getAllPathsTo(obj); /* if we found no paths, the answer is obvious */ if (allPaths.length() == 0) return nil; /* start off with an empty vector for the good paths */ goodPaths = new Vector(allPaths.length()); /* go through the paths and find the good ones */ for (local i = 1, local len = allPaths.length() ; i <= len ; ++i) { local path = allPaths[i]; local ok; /* * traverse the path, calling the traversal check property * on each point in the path; if any check property returns * nil, it means that the traversal isn't allowed at that * point, so we can't use the path */ ok = true; traversePath(path, function(target, op) { /* * Invoke the check property on this target. If it * doesn't allow the traversal, the path is unusable. */ if (target.(traverseProp)(self, obj, op)) { /* we're still okay - continue the path traversal */ return true; } else { /* failed - note that the path is no good */ ok = nil; /* there's no need to continue the path traversal */ return nil; } }); /* * if we didn't find any objections to the path, add this to * the list of good paths */ if (ok) goodPaths.append(path); } /* if there are no good paths, take the shortest bad path */ if (goodPaths.length() == 0) goodPaths = allPaths; /* find the shortest of the paths we're still considering */ minPath = nil; for (local i = 1, local len = goodPaths.length() ; i <= len ; ++i) { /* get the current path */ local path = goodPaths[i]; /* if this is the best so far, note it */ if (minPath == nil || path.length() < minPath.length()) minPath = path; } /* return the shortest good path */ return minPath; } /* * Traverse a containment connection path, calling the given * function for each element. In each call to the callback, 'obj' * is the container object being traversed, and 'op' is the * operation being used to traverse it. * * At each stage, the callback returns true to continue the * traversal, nil if we are to stop the traversal. * * Returns nil if any callback returns nil, true if all callbacks * return true. */ traversePath(path, func) { local len; local target; /* * if there's no path at all, there's nothing to do - simply * return true in this case, because no traversal callback can * fail when there are no traversal callbacks to begin with */ if (path == nil || (len = path.length()) == 0) return true; /* traverse from the path's starting point */ if (path[1] != nil && !(func)(path[1], PathFrom)) return nil; /* run through this path and see if the traversals are allowed */ for (target = nil, local i = 2 ; i <= len ; i += 2) { local op; /* get the next traversal operation */ op = path[i]; /* check the next traversal to see if it's allowed */ switch(op) { case PathIn: /* * traverse in - notify the previous object, since it's * the container we're entering */ target = path[i-1]; break; case PathOut: /* * traversing out of the current container - tell the * next object, since it's the object we're leaving */ target = path[i+1]; break; case PathPeer: /* * traversing from one object to a containment peer - * notify the container in common to both peers */ target = path[i-1].getCommonDirectContainer(path[i+1]); break; case PathThrough: /* * traversing through a multi-location connector (the * previous and next object will always be the same in * this case, so it doesn't really matter which we * choose) */ target = path[i-1]; break; } /* call the traversal callback */ if (target != nil && !(func)(target, op)) { /* the callback told us not to continue */ return nil; } } /* * Traverse to the path's ending point, if we haven't already. * Some operations do traverse to the right-hand element * (PathOut in particular), in which case we'll already have * reached the target. Most operations traverse the left-hand * element, though, so in these cases we need to visit the last * element explicitly. */ if (path[len] != nil && path[len] != target && !(func)(path[len], PathTo)) return nil; /* all callbacks told us to continue */ return true; } /* * Build a vector containing all of the possible paths we can * traverse to get from me to the given object. The return value is * a vector of paths; each path is a list of containment operations * needed to get from here to there. * * Each path item in the vector is a list arranged like so: * * [obj, op, obj, op, obj] * * Each 'obj' is an object, and each 'op' is an operation enum * (PathIn, PathOut, PathPeer) that specifies how to get from the * preceding object to the next object. The first object in the * list is always the starting object (i.e., self), and the last is * always the target object ('obj'). */ getAllPathsTo(obj) { local vec; /* create an empty vector to hold the return set */ vec = new Vector(10); /* look along each connection from me */ buildContainmentPaths(vec, [self], obj); /* if there's no path, check the object for a special path */ if (obj != nil && vec.length() == 0) obj.specialPathFrom(self, vec); /* return the vector */ return vec; } /* * Get a "special" path from the given starting object to me. * src.getAllPathsTo(obj) calls this on 'obj' when it can't find any * actual containment path from 'src' to 'obj'. If desired, this * method should add the path or paths to the vector 'vec'. * * By default, we do nothing at all. The purpose of this routine is * to allow special objects that exist outside the normal containment * model to insinuate themselves into the sense model under special * conditions of their choosing. */ specialPathFrom(src, vec) { } /* * Service routine for getAllPathsTo: build a vector of the * containment paths starting with this object. */ buildContainmentPaths(vec, pathHere, obj) { local i, len; local cur; /* scan each of our contents */ for (i = 1, len = contents.length() ; i <= len ; ++i) { /* get the current item */ cur = contents[i]; /* * If this item is the target, we've found what we're * looking for - simply add the path to here to the return * vector. * * Otherwise, if this item isn't already in the path, * traverse into it; if it's already in the path, there's no * need to look at it because we've already looked at it to * get here */ if (cur == obj) { /* * The path to here is the path to the target. Append * the target object itself with an 'in' operation. * Before adding the path to the result set, normalize * it. */ vec.append(normalizePath(pathHere + [PathIn, obj])); } else if (pathHere.indexOf(cur) == nil) { /* * look at this item, adding it to the path with an * 'enter child' traversal */ cur.buildContainmentPaths(vec, pathHere + [PathIn, cur], obj); } } /* scan each of our locations */ for (local clst = getConnectedContainers, i = 1, len = clst.length() ; i <= len ; ++i) { /* get the current item */ cur = clst[i]; /* * If this item is the target, we've found what we're * looking for. Otherwise, if this item isn't already in * the path, traverse into it */ if (cur == obj) { /* * We have the path to the target. Add the traversal to * the container to the path, normalize the path, and * add the path to the result set. */ vec.append(normalizePath(pathHere + [PathOut, cur])); } else if (pathHere.indexOf(cur) == nil) { /* * Look at this container, adding it to the path with an * 'exit to container' traversal. */ cur.buildContainmentPaths(vec, pathHere + [PathOut, cur], obj); } } } /* * "Normalize" a containment path to remove redundant containment * traversals. * * First, we expand any sequence of in+out operations that take us * out of one root-level containment tree and into another to * include a "through" operation for the multi-location object being * traversed. For example, if 'a' and 'c' do not share a common * container, then we will turn this: * * [a PathIn b PathOut c] * * into this: * * [a PathIn b PathThrough b PathOut c] * * This will ensure that when we traverse the path, we will * explicitly traverse through the connector material of 'b'. * * Second, we replace any sequence of out+in operations through a * common container with "peer" operations across the container's * contents directly. For example, a path that looks like this * * [a PathOut b PathIn c] * * will be normalized to this: * * [a PathPeer c] * * This means that we go directly from a to c, traversing through * the fill medium of their common container 'b' but not actually * traversing out of 'b' and back into it. */ normalizePath(path) { /* * Traverse the path looking for items to normalize with the * (in-out)->(through) transformation. Start at the second * element, which is the first path operation code. */ for (local i = 2 ; i <= path.length() ; i += 2) { /* * If we're on an 'in' operation, and an 'out' operation * immediately follows, and the object before the 'in' and * the object after the 'out' do not share a common * container, we must add an explicit 'through' step for the * multi-location connector being traversed. */ if (path[i] == PathIn && i + 2 <= path.length() && path[i+2] == PathOut && path[i-1].getCommonDirectContainer(path[i+3]) == nil) { /* we need to add a 'through' operation */ path = path.sublist(1, i + 1) + PathThrough + path.sublist(i + 1); } } /* * make another pass, this time applying the (out-in)->peer * transformation */ for (local i = 2 ; i <= path.length() ; i += 2) { /* * If we're on an 'out' operation, and an 'in' operation * immediately follows, we can collapse the out+in sequence * to a single 'peer' operation. */ if (path[i] == PathOut && i + 2 <= path.length() && path[i+2] == PathIn) { /* * this sequence can be collapsed to a single 'peer' * operation - rewrite the path accordingly */ path = path.sublist(1, i - 1) + PathPeer + path.sublist(i + 3); } } /* return the normalized path */ return path; } /* * Get the visual sense information for this object from the current * global point of view. If we have explicit sense information set * with setSenseInfo, we'll return that; otherwise, we'll calculate * the current sense information for the given point of view. * Returns a SenseInfo object giving the information. */ getVisualSenseInfo() { local infoTab; /* if we have explicit sense information already set, use it */ if (explicitVisualSenseInfo != nil) return explicitVisualSenseInfo; /* calculate the sense information for the point of view */ infoTab = getPOVDefault(gActor).visibleInfoTable(); /* return the information on myself from the table */ return infoTab[self]; } /* * Call a description method with explicit point-of-view and the * related point-of-view sense information. 'pov' is the point of * view object, which is usually an actor; 'senseInfo' is a * SenseInfo object giving the sense information for this object, * which we'll use instead of dynamically calculating the sense * information for the duration of the routine called. */ withVisualSenseInfo(pov, senseInfo, methodToCall, [args]) { local oldSenseInfo; /* push the sense information */ oldSenseInfo = setVisualSenseInfo(senseInfo); /* push the point of view */ pushPOV(pov, pov); /* make sure we restore the old value no matter how we leave */ try { /* * call the method with the given arguments, and return the * result */ return self.(methodToCall)(args...); } finally { /* restore the old point of view */ popPOV(); /* restore the old sense information */ setVisualSenseInfo(oldSenseInfo); } } /* * Set the explicit visual sense information; if this is not nil, * getVisualSenseInfo() will return this rather than calculating the * live value. Returns the old value, which is a SenseInfo or nil. */ setVisualSenseInfo(info) { local oldInfo; /* remember the old value */ oldInfo = explicitVisualSenseInfo; /* remember the new value */ explicitVisualSenseInfo = info; /* return the original value */ return oldInfo; } /* current explicit visual sense information overriding live value */ explicitVisualSenseInfo = nil /* * Determine how accessible my contents are to a sense. Any items * contained within a Thing are considered external features of the * Thing, hence they are transparently accessible to all senses. */ transSensingIn(sense) { return transparent; } /* * Determine how accessible peers of this object are to the contents * of this object, via a given sense. This has the same meaning as * transSensingIn(), but in the opposite direction: whereas * transSensingIn() determines how accessible my contents are from * the outside, this determines how accessible the outside is from * the contents. * * By default, we simply return the same thing as transSensingIn(), * since most containers are symmetrical for sense passing from * inside to outside or outside to inside. However, we distinguish * this as a separate method so that asymmetrical containers can * have different effects in the different directions; for example, * a box made of one-way mirrors might be transparent when looking * from the inside to the outside, but opaque in the other * direction. */ transSensingOut(sense) { return transSensingIn(sense); } /* * Get my "fill medium." This is an object of class FillMedium that * permeates our interior, such as fog or smoke. This object * affects the transmission of senses from one of our children to * another, or between our interior and exterior. * * Note that the FillMedium object is usually a regular object in * scope, so that the player can refer to the fill medium. For * example, if a room is filled with fog, the player might want to * be able to refer to the fog in a command. * * By default, our medium is the same as our parent's medium, on the * assumption that fill media diffuse throughout the location's * interior. Note, though, that Container overrides this so that a * closed Container is isolated from its parent's fill medium - * think of a closed bottle within a room filled with smoke. * However, a fill medium doesn't expand from a child into its * containers - it only diffuses into nested containers, never out. * * An object at the outermost containment level has no fill medium * by default, so we return nil if our location is nil. * * Note that, unlike the "surface" material, the fill medium is * assumed to be isotropic - that is, it has the same sense-passing * characteristics regardless of the direction in which the energy * is traversing the medium. Since we don't have any information in * our containment model about the positions of our objects relative * to one another, we have no way to express anisotropy in the fill * medium among our children anyway. * * Note further that energy going in or out of this object must * traverse both the fill medium and the surface of the object * itself. Since we have no other information on the relative * positions of our contents, we can only assume that they're * uniformly distributed through our interior, so it is necessary to * traverse the same amount of fill material to go from one child to * any other or from a child to our inner surface. * * As a sense is transmitted, several consecutive traversals of a * single fill material (i.e., a single object reference) will be * treated as a single traversal of the material. Since we don't * have a notion of distance in our containment model, we can't * assume that we cover a certain amount of distance just because we * traverse a certain number of containment levels. So, if we have * three nested containment levels all inheriting a single fill * material from their outermost parent, traversing from the inner * container to the outer container will count as a single traversal * of the material. */ fillMedium() { local loc; return ((loc = location) != nil ? loc.fillMedium() : nil); } /* * Can I see/hear/smell the given object? By default, an object can * "see" (or "hear", etc) another if there's a clear path in the * corresponding basic sense to the other object. Note that actors * override this, because they have a subjective view of the senses: * an actor might see in a special infrared vision sense rather than * (or in addition to) the normal 'sight' sense, for example. */ canSee(obj) { return senseObj(sight, obj).trans != opaque; } canHear(obj) { return senseObj(sound, obj).trans != opaque; } canSmell(obj) { return senseObj(smell, obj).trans != opaque; } /* can the given actor see/hear/smell/touch me? */ canBeSeenBy(actor) { return actor.canSee(self); } canBeHeardBy(actor) { return actor.canHear(self); } canBeSmelledBy(actor) { return actor.canSmell(self); } canBeTouchedBy(actor) { return actor.canTouch(self); } /* can the player character see/hear/smell/touch me? */ canBeSeen = (canBeSeenBy(gPlayerChar)) canBeHeard = (canBeHeardBy(gPlayerChar)) canBeSmelled = (canBeSmelledBy(gPlayerChar)) canBeTouched = (canBeTouchedBy(gPlayerChar)) /* * Am I occluded by the given Occluder when viewed in the given sense * from the given point of view? The default Occluder implementation * calls this on each object involved in the sense path to determine * if it should occlude the object. Returns true if we're occluded * by the given Occluder, nil if not. By default, we simply return * nil to indicate that we're not occluded. */ isOccludedBy(occluder, sense, pov) { return nil; } /* * Determine how well I can sense the given object. Returns a * SenseInfo object describing the sense path from my point of view * to the object. * * Note that, because 'distant', 'attenuated', and 'obscured' * transparency levels always compound (with one another and with * themselves) to opaque, there will never be more than a single * obstructor in a path, because any path with two or more * obstructors would be an opaque path, and hence not a path at all. */ senseObj(sense, obj) { local info; /* get the sense information from the table */ info = senseInfoTable(sense)[obj]; /* if we couldn't find the object, return an 'opaque' indication */ if (info == nil) info = new SenseInfo(obj, opaque, nil, 0); /* return the sense data descriptor */ return info; } /* * Find an opaque obstructor. This can be called immediately after * calling senseObj() when senseObj() indicates that the object is * opaquely obscured. We will find the nearest (by containment) * object where the sense status is non-opaque, and we'll return * that object. * * senseObj() by itself does not determine the obstructor when the * sense path is opaque, because doing so requires extra work. The * sense path calculator that senseObj() uses cuts off its search * whenever it reaches an opaque point, because beyond that point * nothing can be sensed. * * This can only be called immediately after calling senseObj() * because we re-use the same cached sense path information that * senseObj() uses. */ findOpaqueObstructor(sense, obj) { local path; /* get all of the paths from here to there */ path = getAllPathsTo(obj); /* * if there are no paths, we won't be able to find a specific * obstructor - the object simply isn't connected to us at all */ if (path == nil) return nil; /* * Arbitrarily take the first path - there must be an opaque * obstructor on every path or we never would have been called * in the first place. One opaque obstructor is as good as any * other for our purposes. */ path = path[1]; /* * The last thing in the list that can be sensed is the opaque * obstructor. Note that the path entries alternate between * objects and traversal operations. */ for (local i = 3, local len = path.length() ; i <= len ; i += 2) { local obj; local trans; local ambient; /* get this object */ obj = path[i]; /* * get the appropriate sense direction - if the path takes * us out, look at the interior sense data for the object; * otherwise look at its exterior sense data */ if (path[i-1] == PathOut) { /* we're looking outward, so use the interior data */ trans = obj.tmpTransWithin_; ambient = obj.tmpAmbientWithin_; } else { /* we're looking inward, so use the exterior data */ trans = obj.tmpTrans_; ambient = obj.tmpAmbient_; } /* * if this item cannot be sensed, the previous item is the * opaque obstructor */ if (!obj.canBeSensed(sense, trans, ambient)) { /* can't sense it - the previous item is the obstructor */ return path[i-2]; } } /* we didn't find any obstructor */ return nil; } /* * Build a list of full information on all of the objects reachable * from me through the given sense, along with full information for * each object's sense characteristics. * * We return a lookup table of each object that can be sensed (in * the given sense) from the point of view of 'self'. The key for * each entry in the table is an object, and the corresponding value * is a SenseInfo object describing the sense conditions for the * object. */ senseInfoTable(sense) { local objs; local tab; local siz; local cache; local key = [self, sense]; /* if we have cached sense information, simply return it */ if ((cache = libGlobal.senseCache) != nil && (tab = cache[key]) != nil) return tab; /* * get the list of objects connected to us by containment - * since the only way senses can travel between objects is via * containment relationships, this is the complete set of * objects that could be connected to us by any senses */ objs = connectionTable(); /* we're the point of view for this path calculation */ senseTmp.pointOfView = self; /* cache the sensory information for all of these objects */ cacheSenseInfo(objs, sense); /* build a table of all of the objects we can reach */ siz = objs.getEntryCount(); tab = new LookupTable(32, siz == 0 ? 32 : siz); objs.forEachAssoc(function(cur, val) { /* add this object's sense information to the table */ cur.addToSenseInfoTable(sense, tab); }); /* add the information vector to the sense cache */ if (cache != nil) cache[key] = tab; /* return the result table */ return tab; } /* * Add myself to a sense info table. This is called by * senseInfoTable() for each object connected by containment to the * source object 'src', after we've fully traversed the containment * tree to initialize our current-sense properties (tmpAmbient_, * tmpTrans_, etc). * * Our job is to figure out if 'src' can sense us, and add a * SenseInfo entry to the LookupTable 'tab' (which is keyed by * object, hence our key is simply 'self') if 'src' can indeed sense * us. * * Note that an object that wants to set up its own special sensory * data can do so by overriding this. This routine will only be * called on objects connected to 'src' by containment, though, so if * an object overrides this in order to implement a special sensory * system that's outside of the normal containment model, it must * somehow ensure that it gets included in the containment connection * table in the first place. */ addToSenseInfoTable(sense, tab) { local trans; local ambient; local obs; /* * consider the appropriate set of data, depending on whether the * source is looking out from within me, or in from outside of me */ if (tmpPathIsIn_) { /* we're looking in from without, so use our exterior data */ trans = tmpTrans_; ambient = tmpAmbient_; obs = tmpObstructor_; } else { /* we're looking out from within, so use our interior data */ trans = tmpTransWithin_; ambient = tmpAmbientWithin_; obs = tmpObstructorWithin_; } /* if the source can sense us, add ourself to the data */ if (canBeSensed(sense, trans, ambient)) tab[self] = new SenseInfo(self, trans, obs, ambient); } /* * Build a list of the objects reachable from me through the given * sense and with a presence in the sense. */ sensePresenceList(sense) { local infoTab; /* get the full sense list */ infoTab = senseInfoTable(sense); /* * return only the subset of items that have a presence in this * sense, and return only the items themselves, not the * SenseInfo objects */ return senseInfoTableSubset(infoTab, {obj, info: obj.(sense.presenceProp)}); } /* * Determine the highest ambient sense level at this object for any * of the given senses. * * Note that this method changes certain global variables used during * sense and scope calculations. Because of this, be careful not to * call this method *during* sense or scope calculations. In * particular, don't call this from an object's canBeSensed() method * or anything it calls. For example, don't call this from a * Hidden.discovered method. */ senseAmbientMax(senses) { local objs; local maxSoFar; /* we don't have any level so far */ maxSoFar = 0; /* get the table of connected objects */ objs = connectionTable(); /* go through each sense */ for (local i = 1, local lst = senses, local len = lst.length() ; i <= len ; ++i) { /* * cache the ambient level for this sense for everything * connected by containment */ cacheAmbientInfo(objs, lst[i]); /* * if our cached level for this sense is the highest so far, * remember it */ if (tmpAmbient_ > maxSoFar) maxSoFar = tmpAmbient_; } /* return the highest level we found */ return maxSoFar; } /* * Cache sensory information for all objects in the given list from * the point of view of self. This caches the ambient energy level * at each object, if the sense uses ambient energy, and the * transparency and obstructor on the best path in the sense to the * object. 'objs' is the connection table, as generated by * connectionTable(). */ cacheSenseInfo(objs, sense) { /* clear out the end-of-calculation notification list */ local nlst = senseTmp.notifyList; if (nlst.length() != 0) nlst.removeRange(1, nlst.length()); /* first, calculate the ambient energy level at each object */ cacheAmbientInfo(objs, sense); /* next, cache the sense path from here to each object */ cacheSensePath(sense); /* notify each object in the notification list */ for (local i = 1, local len = nlst.length() ; i <= len ; ++i) nlst[i].finishSensePath(objs, sense); } /* * Cache the ambient energy level at each object in the table. The * list must include everything connected by containment. */ cacheAmbientInfo(objs, sense) { local aprop; /* * if this sense has ambience, transmit energy from sources to * all reachable objects; otherwise, just clear out the sense * data */ if ((aprop = sense.ambienceProp) != nil) { local sources; /* create a vector to hold the set of ambient energy sources */ sources = new Vector(16); /* * Clear out any cached sensory information from past * calculations, and note objects that have ambient energy to * propagate. */ objs.forEachAssoc(function(cur, val) { /* clear old sensory information for this object */ cur.clearSenseInfo(); /* if it's an energy source, note it */ if (cur.(aprop) != 0) sources.append(cur); }); /* * Calculate the ambient energy level at each object. To do * this, start at each energy source and transmit its energy * to all objects within reach of the sense. */ for (local i = 1, local len = sources.length() ; i <= len ; ++i) { /* get this item */ local cur = sources[i]; /* if this item transmits energy, process it */ if (cur.(aprop) != 0) cur.transmitAmbient(sense); } } else { /* * this sense doesn't use ambience - all we need to do is * clear out any old sense data for this object */ objs.forEachAssoc({cur, val: cur.clearSenseInfo()}); } } /* * Transmit my radiating energy to everything within reach of the * sense. */ transmitAmbient(sense) { local ambient; /* get the energy level I'm transmitting */ ambient = self.(sense.ambienceProp); /* if this is greater than my ambient level so far, take it */ if (ambient > tmpAmbient_) { /* * remember the new settings: start me with my own ambience, * and with no fill medium in the way (there's nothing * between me and myself, so I shine on myself with full * force and with no intervening fill medium) */ tmpAmbient_ = ambient; tmpAmbientFill_ = nil; /* * if the level is at least 2, transmit to adjacent objects * (level 1 is self-illumination only, so we don't transmit * to anything else) */ if (ambient >= 2) { /* transmit to my containers */ shineOnLoc(sense, ambient, nil); /* shine on my contents */ shineOnContents(sense, ambient, nil); } } /* * Apply our interior self-illumination if necessary. If we're * self-illuminating, and our interior surface doesn't already * have higher ambient energy from another source, then the * ambient energy at our inner surface is simply 1, since we * self-illuminate inside as well as outside. */ if (ambient == 1 && ambient > tmpAmbientWithin_) tmpAmbientWithin_ = ambient; } /* * Transmit ambient energy to my location or locations. */ shineOnLoc(sense, ambient, fill) { /* * shine on my container, if I have one, and its immediate * children */ if (location != nil) location.shineFromWithin(self, sense, ambient, fill); } /* * Shine ambient energy at my surface onto my contents. */ shineOnContents(sense, ambient, fill) { local levelWithin; /* * Figure the level of energy to transmit to my contents. To * reach my contents, the ambient energy here must traverse our * surface. Since we want to know what the ambient light at our * surface looks like when viewed from our interior, we must use * the sensing-out transparency. */ levelWithin = adjustBrightness(ambient, transSensingOut(sense)); /* * Remember our ambient level at our inner surface, if the * adjusted transmission is higher than our tentative ambient * level already set from another source or path. Note that the * tmpAmbientWithin_ caches the ambient level at our inner * surface, which comes before we adjust for our fill medium * (because our fill medium is enclosed by our inner surface). */ if (levelWithin >= 2 && levelWithin > tmpAmbientWithin_) { local fillWithin; /* note my new interior ambience */ tmpAmbientWithin_ = levelWithin; /* * If there's a new fill material in my interior that the * ambient energy here hasn't already just traversed, we must * further adjust the ambient level in my interior by the * fill transparency. */ fillWithin = tmpFillMedium_; if (fillWithin != fill && fillWithin != nil) { /* * we're traversing a new fill material - adjust the * brightness further for the fill material */ levelWithin = adjustBrightness(levelWithin, fillWithin.senseThru(sense)); } /* if that leaves any ambience in my interior, transmit it */ if (levelWithin >= 2) { /* shine on each object directly within me */ for (local clst = contents, local i = 1, local len = clst.length() ; i <= len ; ++i) { /* transmit the ambient energy to this child item */ clst[i].shineFromWithout(self, sense, levelWithin, fillWithin); } } } } /* * Transmit ambient energy from an object within me. This transmits * to my outer surface, and also to my own immediate children - in * other words, to the peers of the child shining on us. We need to * transmit to the source's peers right now, because it might * degrade the ambient energy to go out through our surface. */ shineFromWithin(fromChild, sense, ambient, fill) { local levelWithout; local levelWithin; local fillWithin; /* * Calculate the change in energy as the sense makes its way to * our "inner surface," and to peers of the sender - in both * cases, the energy must traverse our fill medium to get to the * next object. * * As always, energy must never traverse a single fill medium * more than once consecutively, so if the last fill material is * the same as the fill material here, no further adjustment is * necessary for another traversal of the same material. */ levelWithin = ambient; fillWithin = tmpFillMedium_; if (fillWithin != fill && fillWithin != nil) { /* adjust the brightness for the fill traversal */ levelWithin = adjustBrightness(levelWithin, fillWithin.senseThru(sense)); } /* if there's no energy left to transmit, we're done */ if (levelWithin < 2) return; /* * Since we're transmitting the energy from within us, calculate * any attenuation as the energy goes from our inner surface to * our outer surface - this is the energy that makes it through * to our exterior and thus is the new ambient level at our * surface. We must calculate the attenuation that a viewer * from outside sees looking at an energy source within us, so * we must use the sensing-in transparency. * * Note that we start here with the level within that we've * already calculated: we assume that the energy from our child * must first traverse our interior medium before reaching our * "inner surface," at which point it must then further traverse * our surface material to reach our "outer surface," at which * point it's the ambient level at our exterior. */ levelWithout = adjustBrightness(levelWithin, transSensingIn(sense)); /* * The level at our outer surface is the new ambient level for * this object. The last fill material traversed is the fill * material within me. If it's the best yet, take it. */ if (levelWithout > tmpAmbient_) { /* it's the best so far - cache it */ tmpAmbient_ = levelWithout; tmpAmbientFill_ = fillWithin; /* transmit to our containers */ shineOnLoc(sense, levelWithout, fillWithin); } /* transmit the level within to each peer of the sender */ if (levelWithin > tmpAmbientWithin_) { /* note our level within */ tmpAmbientWithin_ = levelWithin; /* transmit to each of our children */ for (local i = 1, local clst = contents, local len = clst.length() ; i <= len ; ++i) { /* get the current item */ local cur = clst[i]; /* if it's not the source, shine on it */ if (cur != fromChild) cur.shineFromWithout(self, sense, levelWithin, fillWithin); } } } /* * Transmit ambient energy from an object immediately containing me. */ shineFromWithout(fromParent, sense, level, fill) { /* if this is the best level yet, take it and transmit it */ if (level > tmpAmbient_) { /* cache this new best level */ tmpAmbient_ = level; tmpAmbientFill_ = fill; /* transmit it down to my children */ shineOnContents(sense, level, fill); } } /* * Cache the sense path for each object reachable from this point of * view. Fills in tmpTrans_ and tmpObstructor_ for each object with * the best transparency path from the object to me. */ cacheSensePath(sense) { /* the view from me to myself is unobstructed */ tmpPathIsIn_ = true; tmpTrans_ = transparent; tmpTransWithin_ = transparent; tmpObstructor_ = nil; tmpObstructorWithin_ = nil; /* build a path to my containers */ sensePathToLoc(sense, transparent, nil, nil); /* build a path to my contents */ sensePathToContents(sense, transparent, nil, nil); } /* * Build a path to my location or locations */ sensePathToLoc(sense, trans, obs, fill) { /* * proceed to my container, if I have one, and its immediate * children */ if (location != nil) location.sensePathFromWithin(self, sense, trans, obs, fill); } /* * Build a sense path to my contents */ sensePathToContents(sense, trans, obs, fill) { local transWithin; local obsWithin; local fillWithin; /* * Figure the transparency to my contents. To reach my * contents, we must look in through our surface. If we change * the transparency, we're the new obstructor. */ transWithin = transparencyAdd(trans, transSensingIn(sense)); obsWithin = (trans == transWithin ? obs : self); /* * If there's a new fill material in my interior that we haven't * already just traversed, we must further adjust the * transparency by the fill transparency. */ fillWithin = tmpFillMedium_; if (fillWithin != fill && fillWithin != nil) { local oldTransWithin = transWithin; /* we're traversing a new fill material */ transWithin = transparencyAdd(transWithin, fillWithin.senseThru(sense)); if (transWithin != oldTransWithin) obsWithin = fill; } /* if the path isn't opaque, proceed to my contents */ if (transWithin != opaque) { /* build a path to each child */ for (local clst = contents, local i = 1, local len = clst.length() ; i <= len ; ++i) { /* build a path to this child */ clst[i].sensePathFromWithout(self, sense, transWithin, obsWithin, fillWithin); } } } /* * Build a path from an object within me. */ sensePathFromWithin(fromChild, sense, trans, obs, fill) { local transWithin; local fillWithin; local transWithout; local obsWithout; /* * Calculate the transparency change along the path from the * child to our "inner surface" and to peers of the sender - in * both cases, we must traverse the fill material. * * As always, energy must never traverse a single fill medium * more than once consecutively, so if the last fill material is * the same as the fill material here, no further adjustment is * necessary for another traversal of the same material. */ transWithin = trans; fillWithin = tmpFillMedium_; if (fillWithin != fill && fillWithin != nil) { /* adjust for traversing a new fill material */ transWithin = transparencyAdd(transWithin, fillWithin.senseThru(sense)); if (transWithin != trans) obs = fillWithin; } /* if we're opaque at this point, we're done */ if (transWithin == opaque) return; /* * Calculate the transparency going from our inner surface to * our outer surface - we must traverse our own material to * travel this segment. */ transWithout = transparencyAdd(transWithin, transSensingOut(sense)); obsWithout = (transWithout != transWithin ? self : obs); /* * We now have the path to our outer surface. The last fill * material traversed is the fill material within me. If this * is the best yet, remember it. */ if (transparencyCompare(transWithout, tmpTrans_) > 0) { /* it's the best so far - cache it */ tmpTrans_ = transWithout; tmpObstructor_ = obsWithout; /* we're coming to this object from within */ tmpPathIsIn_ = nil; /* transmit to our containers */ sensePathToLoc(sense, transWithout, obsWithout, fillWithin); } /* * if this is the best interior transparency yet, build a path * to each peer of the sender */ if (transparencyCompare(transWithin, tmpTransWithin_) > 0) { /* it's the best so far - cache it */ tmpTransWithin_ = transWithin; tmpObstructorWithin_ = obs; /* we're coming to this object from within */ tmpPathIsIn_ = nil; /* build a path to each peer of the sender */ for (local i = 1, local clst = contents, local len = clst.length() ; i <= len ; ++i) { /* get this item */ local cur = clst[i]; /* if it's not the source, build a path to it */ if (cur != fromChild) cur.sensePathFromWithout(self, sense, transWithin, obs, fillWithin); } } } /* * Build a path from an object immediately containing me. */ sensePathFromWithout(fromParent, sense, trans, obs, fill) { /* if this is the best level yet, take it and keep going */ if (transparencyCompare(trans, tmpTrans_) > 0) { /* remember this new best level */ tmpTrans_ = trans; tmpObstructor_ = obs; /* we're coming to this object from outside */ tmpPathIsIn_ = true; /* build a path down into my children */ sensePathToContents(sense, trans, obs, fill); } } /* * Clear the sensory scratch-pad properties, in preparation for a * sensory calculation pass. */ clearSenseInfo() { tmpPathIsIn_ = true; tmpAmbient_ = 0; tmpAmbientWithin_ = 0; tmpAmbientFill_ = nil; tmpTrans_ = opaque; tmpTransWithin_ = opaque; tmpObstructor_ = nil; tmpObstructorWithin_ = nil; /* pre-calculate my fill medium */ tmpFillMedium_ = fillMedium(); } /* * Scratch-pad for calculating ambient energy level - valid only * after calcAmbience and until the game state changes in any way. * This is for internal use within the sense propagation methods * only. */ tmpAmbient_ = 0 /* * Last fill material traversed by the ambient sense energy in * tmpAmbient_. We must keep track of this so that we can treat * consecutive traversals of the same fill material as equivalent to * a single traversal. */ tmpAmbientFill_ = nil /* * Scrach-pad for the best transparency level to this object from * the current point of view. This is used during cacheSenseInfo to * keep track of the sense path to this object. */ tmpTrans_ = opaque /* * Scratch-pad for the obstructor that contributed to a * non-transparent path to this object in tmpTrans_. */ tmpObstructor_ = nil /* * Scratch-pads for the ambient level, best transparency, and * obstructor to our *interior* surface. We keep track of these * separately from the exterior data so that we can tell what we * look like from the persepctive of an object within us. */ tmpAmbientWithin_ = 0 tmpTransWithin_ = opaque tmpObstructorWithin_ = nil /* * Scratch-pad for the sense path direction at this object. If this * is true, the sense path is pointing inward - that is, the path * from the source object to here is entering from outside me. * Otherwise, the sense path is pointing outward. */ tmpPathIsIn_ = true /* * My fill medium. We cache this during each sense path * calculation, since the fill medium calculation often requires * traversing several containment levels. */ tmpFillMedium_ = nil /* * Merge two senseInfoTable tables. Merges the second table into * the first. If an object appears only in the first table, the * entry is left unchanged; if an object appears only in the second * table, the entry is added to the first table. If an object * appears in both tables, we'll keep the one with better detail or * brightness, adding it to the first table if it's the one in the * second table. */ mergeSenseInfoTable(a, b) { /* if either table is nil, return the other table */ if (a == nil) return b; else if (b == nil) return a; /* * iterate over the second table, merging each item from the * second table into the corresponding item in the first table */ b.forEachAssoc({obj, info: a[obj] = mergeSenseInfo(a[obj], info)}); /* return the merged first table */ return a; } /* * Merge two SenseInfo items. Chooses the "better" of the two items * and returns it, where "better" is defined as more transparent, * or, transparencies being equal, brighter in ambient energy. */ mergeSenseInfo(a, b) { /* if one or the other is nil, return the non-nil one */ if (a == nil) return b; if (b == nil) return a; /* * Both items are non-nil, so keep the better of the two. If * the transparencies aren't equal, keep the one that's more * transparent. Otherwise, keep the one with higher ambient * energy. */ if (a.trans == b.trans) { /* * The transparencies are equal, so choose the one with * higher ambient energy. If those are the same, * arbitrarily keep the first one. */ if (a.ambient >= b.ambient) return a; else return b; } else { /* * The transparencies are unequal, so pick the one with * better transparency. */ if (transparencyCompare(a.trans, b.trans) < 0) return b; else return a; } } /* * Receive notification that a command is about to be performed. * This is called on each object connected by containment with the * actor performing the command, and on any objects explicitly * registered with the actor, the actor's location and its locations * up to the outermost container, or the directly involved objects. */ beforeAction() { /* by default, do nothing */ } /* * Receive notification that a command has just been performed. * This is called by the same rules as beforeAction(), but under the * conditions prevailing after the command has been completed. */ afterAction() { /* by default, do nothing */ } /* * Receive notification that a traveler (an actor or a vehicle, for * example) is about to depart via travelerTravelTo(), OR that an * actor is about to move among nested locations via travelWithin(). * This notification is sent to each object connected to the traveler * by containment, just before the traveler departs. * * If the traveler is traveling between top-level locations, * 'connector' is the TravelConnector object being traversed. If an * actor is merely moving between nested locations, 'connector' will * be nil. */ beforeTravel(traveler, connector) { /* do nothing by default */ } /* * Receive notification that a traveler has just arrived via * travelerTravelTo(). This notification is sent to each object * connected to the traveler by containment, in its new location, * just after the travel completes. */ afterTravel(traveler, connector) { /* do nothing by default */ } /* * Get my notification list - this is a list of objects on which we * must call beforeAction and afterAction when this object is * involved in a command as the direct object, indirect object, or * any addition object (other than as the actor performing the * command). * * The general notification mechanism always includes in the * notification list all of the objects connected by containment to * the actor; this method allows for explicit registration of * additional objects that must be notified when commands are * performed on this object even when the other objects are nowhere * nearby. */ getObjectNotifyList() { /* return our registration list */ return objectNotifyList; } /* * Add an item to our registered notification list for actions * involving this object as the direct object, indirect object, and * so on. * * Items can be added here if they must be notified of actions * involving this object regardless of the physical proximity of * this item and the notification item. */ addObjectNotifyItem(obj) { objectNotifyList += obj; } /* remove an item from the registered notification list */ removeObjectNotifyItem(obj) { objectNotifyList -= obj; } /* our list of registered notification items */ objectNotifyList = [] /* -------------------------------------------------------------------- */ /* * Verify a proposed change of location of this object from its * current container hierarchy to the given new container. We'll * verify removal from each container up to but not including a * parent that's in common with the new container - we stop upon * reaching the common parent because the object isn't leaving the * common parent, but merely repositioned around within it. We'll * also verify insertion into each new parent from the first * non-common parent on down to the immediate new container. * * This routine is called any time an actor action would cause this * object to be moved to a new container, so it is the common point * at which to intercept any action that would attempt to move the * object. */ verifyMoveTo(newLoc) { /* check removal up to the common parent */ sendNotifyRemove(self, newLoc, &verifyRemove); /* check insertion into parents up to the common parent */ if (newLoc != nil) newLoc.sendNotifyInsert(self, newLoc, &verifyInsert); } /* * Send the given notification to each direct parent, each of their * direct parents, and so forth, stopping when we reach parents that * we have in common with our new location. We don't notify parents * in common with new location (or their parents) because we're not * actually removing the object from the common parents. */ sendNotifyRemove(obj, newLoc, msg) { /* send notification to each container, as appropriate */ forEachContainer(function(loc) { /* * If this container contains the new location, don't send it * (or its parents) notification, since we're not leaving it. * Otherwise, send the notification and proceed to its * parents. */ if (newLoc == nil || (loc != newLoc && !newLoc.isIn(loc))) { /* notify this container of the removal */ loc.(msg)(obj); /* recursively notify this container's containers */ loc.sendNotifyRemove(obj, newLoc, msg); } }); } /* * Send the given notification to each direct parent, each of their * direct parents, and so forth, stopping when we reach parents that * we have in common with our new location. We don't notify parents * in common with new location (or their parents). * * This should always be called *before* a change of location is * actually put into effect, so that we will still be in our old * container when this is called. 'obj' is the object being * inserted, and 'newCont' is the new direct container. */ sendNotifyInsert(obj, newCont, msg) { /* * If the object is already in me, there's no need to notify * myself of the insertion; otherwise, send the notification. * * If the object is already inside me indirectly, and we're * moving it directly in me, still notify myself, since we're * still picking up a new direct child. */ if (!obj.isIn(self)) { /* * before we notify ourselves, notify my own parents - this * sends the notifications from the outside in */ forEachContainer({loc: loc.sendNotifyInsert(obj, newCont, msg)}); /* notify this potential container of the insertion */ self.(msg)(obj, newCont); } else if (newCont == self && !obj.isDirectlyIn(self)) { /* notify myself of the new direct insertion */ self.(msg)(obj, self); } } /* * Verify removal of an object from my contents or a child object's * contents. By default we allow the removal. This is to be called * during verification only, so gVerifyResult is valid when this is * called. */ verifyRemove(obj) { } /* * Verify insertion of an object into my contents. By default we * allow it, unless I'm already inside the other object. This is to * be called only during verification. */ verifyInsert(obj, newCont) { /* * If I'm inside the other object, don't allow it, since this * would create circular containment. */ if (isIn(obj)) illogicalNow(obj.circularlyInMessage, newCont, obj); } /* * my message indicating that another object x cannot be put into me * because I'm already in x */ circularlyInMessage = &circularlyInMsg /* * Receive notification that we are about to remove an object from * this container. This is normally called during the action() * phase. * * When an object is about to be moved via moveInto(), the library * calls notifyRemove on the old container tree, then notifyInsert on * the new container tree, then notifyMoveInto on the object being * moved. Any of these routines can cancel the operation by * displaying an explanatory message and calling 'exit'. */ notifyRemove(obj) { } /* * Receive notification that we are about to insert a new object into * this container. 'obj' is the object being moved, and 'newCont' is * the new direct container (which might be a child of ours). This * is normally called during the action() phase. * * During moveInto(), this is called on the new container tree after * notifyRemove has been called on the old container tree. This * routine can cancel the move by displaying an explanatory message * and calling 'exit'. */ notifyInsert(obj, newCont) { } /* * Receive notification that I'm about to be moved to a new * container. By default, we do nothing; subclasses can override * this to do any special processing when this object is moved. This * is normally called during the action() phase. * * During moveInto(), this routine is called after notifyRemove() and * notifyInsert() have been called on the old and new container trees * (respectively). This routine can cancel the move by displaying an * explanatory message and calling 'exit'. * * This routine is the last in the notification sequence, so if this * routine doesn't cancel the move, then the move will definitely * happen (at least to the extent that we'll definitely call * baseMoveInto() to carry out the move). */ notifyMoveInto(newCont) { } /* -------------------------------------------------------------------- */ /* * Determine if one property on this object effectively "hides" * another. This is a sort of override check for two distinct * properties. * * We look at the object to determine where prop1 and prop2 are * defined in the class hierarchy. If prop1 isn't defined, it * definitely doesn't hide prop2. If prop2 isn't defined, prop1 * definitely hides it. If both are defined, then prop1 hides prop2 * if and only if it is defined at a point in the class hierarchy * that is "more specialized" than prop2. That is, for prop1 to * hide prop2, the class that defines prop1 must either be the same * as the class that defines prop2, or the class where prop1 is * defined must inherit from the class that defines prop2, or the * class where prop1 is defined must be earlier in a multiple * inheritance list than the class defining prop2. */ propHidesProp(prop1, prop2) { local definer1; local definer2; /* * get the classes in our hierarchy where the two properties are * defined */ definer1 = propDefined(prop1, PropDefGetClass); definer2 = propDefined(prop2, PropDefGetClass); /* if prop1 isn't defined, it definitely doesn't hide prop2 */ if (definer1 == nil) return nil; /* if prop1 isn't defined, prop1 definitely hides it */ if (definer2 == nil) return true; /* * They're both defined. If definer1 inherits from definer2, * then prop1 definitely hides prop2. */ if (definer1.ofKind(definer2)) return true; /* * if definer2 inherits from definer1, then prop2 hides prop1, * so prop1 doesn't hide prop2 */ if (definer2.ofKind(definer1)) return nil; /* * The two classes don't have an inheritance relation among * themselves, but they might still be related in our own * hierarchy by multiple inheritance. In particular, if there * is some point in the hierarchy where we have multiple base * classes, and one class among the multiple bases inherits from * definer1 and the other from definer2, then the one that's * earlier in the multiple inheritance list is the hider. */ return superHidesSuper(definer1, definer2); } /* * Determine if a given superclass of ours hides another superclass * of ours, by being inherited (directly or indirectly) in our class * list ahead of the other. */ superHidesSuper(s1, s2) { local lst; local idx1, idx2; /* get our superclass list */ lst = getSuperclassList(); /* if we have no superclass, there is no hiding */ if (lst.length() == 0) return nil; /* * if we have only one element, there's obviously no hiding * going on at this level, so simply traverse into the * superclass to see if the hiding happens there */ if (lst.length() == 1) return lst[1].superHidesSuper(s1, s2); /* * Scan the superclass list to determine the first superclass to * which each of the two superclasses is related. Stop looking * when we find both superclasses or exhaust our list. */ for (local i = 1, idx1 = idx2 = nil ; i <= lst.length() && (idx1 == nil || idx2 == nil) ; ++i) { /* * if we haven't found s1 yet, and this superclass of ours * inherits from s1, this is the earliest at which we've * found s1 */ if (idx1 == nil && lst[i].ofKind(s1)) idx1 = i; /* likewise for the other superclass */ if (idx2 == nil && lst[i].ofKind(s2)) idx2 = i; } /* * if we found the two superclasses at different points in our * hierarchy, the one that comes earlier hides the other; so, if * idx1 is less than idx2, s1 hides s2, and if idx1 is greater * than idx2, s2 hides s1 (equivalently, s1 doesn't hide s2) */ if (idx1 != idx2) return idx1 < idx2; /* * We found both superclasses at the same point in our * hierarchy, so they must be multiply inherited by this base * class or one of its classes. Keep looking up the hierarchy * for our answer. */ return lst[idx1].superHidesSuper(s1, s2); } /* * Generic "check" failure routine. This displays the given failure * message, then performs an 'exit' to cancel the current command. * 'msg' is the message to display - it can be a single-quoted string * with the message text, or a property pointer. If 'msg' is a * property pointer, any necessary message parameters can be supplied * as additional 'params' arguments. */ failCheck(msg, [params]) { reportFailure(msg, params...); exit; } /* -------------------------------------------------------------------- */ /* * "Examine" action */ dobjFor(Examine) { preCond = [objVisible] verify() { /* give slight preference to an object being held */ if (!isIn(gActor)) logicalRank(80, 'not held'); } action() { /* * call our mainExamine method from the current actor's point * of view */ fromPOV(gActor, gActor, &mainExamine); } } /* * Main examination processing. This is called with the current * global POV set to the actor performing the 'examine' command. */ mainExamine() { /* perform the basic 'examine' action */ basicExamine(); /* * listen to and smell the object, but only show a message if we * have an explicitly associated Noise/Odor object */ basicExamineListen(nil); basicExamineSmell(nil); /* show special descriptions for any contents */ examineSpecialContents(); } /* * Perform the basic 'examine' action. This shows either the normal * or initial long description (the latter only if the object hasn't * been moved yet, and it has a special initial examine * description), and marks the object as having been described at * least once. */ basicExamine() { /* check the transparency to viewing this object */ local info = getVisualSenseInfo(); local t = info.trans; /* * If the viewing conditions are 'obscured' or 'distant', use * the special, custom messages for those conditions. * Otherwise, if the details are visible (which will be the case * even for a distant or obscured object if its sightSize is set * to 'large'), use the ordinary 'desc' description. Otherwise, * use an appropriate default description indicating that the * object's details aren't visible. */ if (getOutermostRoom() != getPOVDefault(gActor).getOutermostRoom() && propDefined(&remoteDesc)) { /* we're remote, so show our remote description */ remoteDesc(getPOVDefault(gActor)); } else if (t == obscured && propDefined(&obscuredDesc)) { /* we're obscured, so show our special obscured description */ obscuredDesc(info.obstructor); } else if (t == distant && propDefined(&distantDesc)) { /* we're distant, so show our special distant description */ distantDesc; } else if (canDetailsBeSensed(sight, info, getPOVDefault(gActor))) { /* * Viewing conditions and/or scale are suitable for showing * full details, so show my normal long description. Use * the initDesc if desired, otherwise show the normal "desc" * description. */ if (useInitDesc()) initDesc; else desc; /* note that we've examined it */ described = true; /* show any subclass-specific status */ examineStatus(); } else if (t == obscured) { /* * we're obscured, and we're not large enough to see the * details anyway, and we don't have a special description * for when we're obscured; show the default description of * an obscured object */ defaultObscuredDesc(info.obstructor); } else if (t == distant) { /* * we're distant, and we're not large enough to see the * details anyway, and we don't have a special distant * description; show the default distant description */ defaultDistantDesc; } } /* * Show any status associated with the object as part of the full * description. This is shown after the basicExamine() message, and * is only displayed if we can see full details of the object * according to the viewing conditions. * * By default, we simply show our contents. Even though this base * class isn't set up as a container from the player's perspective, * we could contain components which are themselves containers. So, * to ensure that we properly describe any contents of our contents, * we need to list our children. */ examineStatus() { /* list my contents */ examineListContents(); } /* * List my contents as part of Examine processing. We'll recursively * list contents of contents; this will ensure that even if we have * no listable contents, we'll list any listable contents of our * contents. */ examineListContents() { /* show our contents with our normal contents lister */ examineListContentsWith(descContentsLister); } /* list my contents for an "examine", using the given lister */ examineListContentsWith(lister) { /* get the actor's visual sense information */ local tab = gActor.visibleInfoTable(); /* mark my contents as having been seen */ setContentsSeenBy(tab, gActor); /* if we don't list our contents on Examine, do nothing */ if (!contentsListedInExamine) return; /* get my listed contents for 'examine' */ local lst = getContentsForExamine(lister, tab); /* show my listable contents, if I have any */ lister.showList(gActor, self, lst, ListRecurse, 0, tab, nil, examinee: self); } /* * Basic examination of the object for sound. If the object has an * associated noise object, we'll describe it. * * If 'explicit' is true, we'll show our soundDesc if we have no * associated Noise object; otherwise, we'll show nothing at all * unless we have a Noise object. */ basicExamineListen(explicit) { /* get my associated Noise object, if we have one */ local obj = getNoise(); /* * If this is not an explicit LISTEN command, only add the sound * description if we have a Noise object that is not marked as * "ambient." */ if (!explicit && (obj == nil || obj.isAmbient)) return; /* get our sensory information from the actor's point of view */ local info = getPOVDefault(gActor).senseObj(sound, self); local t = info.trans; /* * If we have a transparent path to the object, or we have * 'large' sound scale, show full details. Otherwise, show the * appropriate non-detailed message for the listening conditions. */ if (canDetailsBeSensed(sound, info, getPOVDefault(gActor))) { /* * We can hear full details. If we have a Noise object, show * its "listen to source" description; otherwise, show our * own default sound description. */ if (obj != nil) { /* note the explicit display of the Noise description */ obj.noteDisplay(); /* show the examine-source description of the Noise */ obj.sourceDesc; } else { /* we have no Noise, so use our own description */ soundDesc; } } else if (t == obscured) { /* show our 'obscured' description */ obscuredSoundDesc(info.obstructor); } else if (t == distant) { /* show our 'distant' description */ distantSoundDesc; } /* * If this is an explicit LISTEN TO directed at this object, also * mention any sounds we can hear from objects inside me, other * than the Noise object we've explicitly mentioned, that have a * sound presence. */ if (explicit) { local senseTab; local presenceList; /* get the set of objects we can hear */ senseTab = getPOVDefault(gActor).senseInfoTable(sound); /* get the subset with a sound presence that are inside me */ presenceList = senseInfoTableSubset( senseTab, {x, info: x.soundPresence && x.isIn(self) && x != obj}); /* show the soundHereDesc for each of these */ foreach (local cur in presenceList) cur.soundHereDesc(); } } /* * Basic examination of the object for odor. If the object has an * associated odor object, we'll describe it. */ basicExamineSmell(explicit) { local obj; local info; local t; /* get our associated Odor object, if any */ obj = getOdor(); /* * If this is not an explicit SMELL command, only add the odor * description if we have an Odor object that is not marked as * "ambient." */ if (!explicit && (obj == nil || obj.isAmbient)) return; /* get our sensory information from the actor's point of view */ info = getPOVDefault(gActor).senseObj(smell, self); t = info.trans; /* * If we have a transparent path to the object, or we have * 'large' sound scale, show full details. Otherwise, show the * appropriate non-detailed message for the listening conditions. */ if (canDetailsBeSensed(smell, info, getPOVDefault(gActor))) { /* if we have a Noise object, show its "listen to source" */ if (obj != nil) { /* note the explicit display of the Odor description */ obj.noteDisplay(); /* show the examine-source description of the Odor */ obj.sourceDesc; } else { /* we have no associated Odor; show our default description */ smellDesc; } } else if (t == obscured) { /* show our 'obscured' description */ obscuredSmellDesc(info.obstructor); } else if (t == distant) { /* show our 'distant' description */ distantSmellDesc; } /* * If this is an explicit SMELL command directed at this object, * also mention any odors we can detect from objects inside me, * other than the Odor object we've explicitly mentioned, that * have an odor presence. */ if (explicit) { local senseTab; local presenceList; /* get the set of objects we can smell */ senseTab = getPOVDefault(gActor).senseInfoTable(smell); /* get the subset with a smell presence that are inside me */ presenceList = senseInfoTableSubset( senseTab, {x, info: x.smellPresence && x.isIn(self) && x != obj}); /* show the smellHereDesc for each of these */ foreach (local cur in presenceList) cur.smellHereDesc(); } } /* * Basic examination of an object for taste. Unlike the * smell/listen examination routines, we don't bother using a * separate sensory emanation object for tasting, as tasting is * always an explicit action, never passive. Furthermore, since * tasting requires direct physical contact with the object, we * don't differentiate levels of transparency or distance. */ basicExamineTaste() { /* simply show our taste description */ tasteDesc; } /* * Basic examination of an object for touch. As with the basic * taste examination, we don't use an emanation object or * distinguish transparency levels, because feeling an object * requires direct physical contact. */ basicExamineFeel() { /* simply show our touch description */ feelDesc; } /* * Show the special descriptions of any contents. We'll run through * the visible information list for the location; for any visible * item inside me that is using its special description, we'll * display the special description as a separate paragraph. */ examineSpecialContents() { /* get the actor's table of visible items */ local infoTab = gActor.visibleInfoTable(); /* * get the objects using special descriptions and contained * within this object */ local lst = specialDescList( infoTab, {obj: obj.useSpecialDescInContents(self)}); /* show the special descriptions */ (new SpecialDescContentsLister(self)).showList( gActor, nil, lst, 0, 0, infoTab, nil); } /* * Given a visible object info table (from Actor.visibleInfoTable()), * get the list of objects, filtered by the given condition and * sorted by specialDescOrder. */ specialDescList(infoTab, cond) { local lst; /* * get a list of all of the objects in the table - the objects * are the keys, so we just want a list of the keys */ lst = infoTab.keysToList(); /* subset the list for the given condition */ lst = lst.subset(cond); /* * Sort the list in ascending order of specialDescOrder, and * return the result. Where the specialDescOrder is the same, * and one object is inside another, put the outer object earlier * in the list; this will ensure that we'll generally list * objects before their contents, except when the special desc * list order specifically says otherwise. */ return lst.sort(SortAsc, function(a, b) { /* if the list orders are different, go by list order */ if (a.specialDescOrder != b.specialDescOrder) return a.specialDescOrder - b.specialDescOrder; /* * the list order is the same; if one is inside the other, * list the outer one first */ if (a.isIn(b)) return 1; else if (b.isIn(a)) return -1; else return 0; }); } /* -------------------------------------------------------------------- */ /* * "Read" */ dobjFor(Read) { preCond = [objVisible] verify() { /* * reduce the likelihood that they want to read an ordinary * item, but allow it */ logicalRank(50, 'not readable'); /* give slight preference to an object being held */ if (!isIn(gActor)) logicalRank(80, 'not held'); } action() { /* simply show the ordinary description */ actionDobjExamine(); } } /* -------------------------------------------------------------------- */ /* * "Look in" */ dobjFor(LookIn) { preCond = [objVisible] verify() { /* give slight preference to an object being held */ if (!isIn(gActor)) logicalRank(80, 'not held'); } action() { /* show our LOOK IN description */ lookInDesc; } } /* -------------------------------------------------------------------- */ /* * "Search". By default, we make "search obj" do the same thing as * "look in obj". */ dobjFor(Search) asDobjFor(LookIn) /* -------------------------------------------------------------------- */ /* * "Look under" */ dobjFor(LookUnder) { preCond = [objVisible] verify() { } action() { mainReport(¬hingUnderMsg); } } /* -------------------------------------------------------------------- */ /* * "Look behind" */ dobjFor(LookBehind) { preCond = [objVisible] verify() { } action() { mainReport(¬hingBehindMsg); } } /* -------------------------------------------------------------------- */ /* * "Look through" */ dobjFor(LookThrough) { verify() { } action() { mainReport(¬hingThroughMsg); } } /* -------------------------------------------------------------------- */ /* * "Listen to" */ dobjFor(ListenTo) { preCond = [objAudible] verify() { } action() { /* show our "listen" description explicitly */ fromPOV(gActor, gActor, &basicExamineListen, true); } } /* -------------------------------------------------------------------- */ /* * "Smell" */ dobjFor(Smell) { preCond = [objSmellable] verify() { } action() { /* * show our 'smell' description, explicitly showing our * default description if we don't have an Odor association */ fromPOV(gActor, gActor, &basicExamineSmell, true); } } /* -------------------------------------------------------------------- */ /* * "Taste" */ dobjFor(Taste) { /* to taste an object, we have to be able to touch it */ preCond = [touchObj] verify() { /* you *can* taste anything, but for most things it's unlikely */ logicalRank(50, 'not edible'); } action() { /* show our "taste" description */ fromPOV(gActor, gActor, &basicExamineTaste); } } /* -------------------------------------------------------------------- */ /* * "Feel" */ dobjFor(Feel) { /* to feel an object, we have to be able to touch it */ preCond = [touchObj] verify() { } action() { /* show our "feel" description */ fromPOV(gActor, gActor, &basicExamineFeel); } } /* -------------------------------------------------------------------- */ /* * "Take" action */ dobjFor(Take) { preCond = [touchObj, objNotWorn, roomToHoldObj] verify() { /* * if the object is already being held by the actor, it * makes no sense at the moment to take it */ if (isDirectlyIn(gActor)) { /* I'm already holding it, so this is not logical */ illogicalAlready(&alreadyHoldingMsg); } else { local carrier; /* * If the object isn't being held, it's logical to take * it. However, rank objects being carried as less * likely than objects not being carried, because in an * ambiguous situation, it's more likely that an actor * would want to take something not being carried at all * than something already being carried inside another * object. */ if (isIn(gActor)) logicalRank(70, 'already in'); /* * If the object is being carried by another actor, * reduce the likelihood, since taking something from * another actor is usually less likely than taking * something out of one's own possessions or from the * location. */ carrier = getCarryingActor(); if (carrier != nil && carrier != gActor) logicalRank(60, 'other owner'); } /* * verify transfer from the current container hierarchy to * the new container hierarchy */ verifyMoveTo(gActor); } action() { /* move me into the actor's direct contents */ moveInto(gActor); /* issue our default acknowledgment of the command */ defaultReport(&okayTakeMsg); } } /* -------------------------------------------------------------------- */ /* * "Remove" processing. We'll treat "remove dobj" as meaning "take * dobj from <something>", where <something> is elided and must be * determined. * * This should be overridden in certain cases. For clothing, * "remove dobj" should be the same as "doff dobj". For removable * components, this should imply removing the component from its * container. */ dobjFor(Remove) { preCond = [touchObj, objNotWorn, roomToHoldObj] verify() { /* if we're already held, there's nothing to remove me from */ if (isHeldBy(gActor)) illogicalNow(&cannotRemoveHeldMsg); } action() { askForIobj(TakeFrom); } } /* -------------------------------------------------------------------- */ /* * "Take from" processing */ dobjFor(TakeFrom) { preCond = [touchObj, objNotWorn, roomToHoldObj] verify() { /* * we can only take something from something else if the thing * is inside the other thing */ if (gIobj != nil && !self.isIn(gIobj)) illogicalAlready(gIobj.takeFromNotInMessage); /* treat this otherwise like a regular "take" */ verifyDobjTake(); } check() { /* apply the same checks as for a regular "take" */ checkDobjTake(); } action() { /* we've passed our checks, so process it as a regular "take" */ replaceAction(Take, self); } } iobjFor(TakeFrom) { verify() { /* check what we know about the dobj */ if (gDobj == nil) { /* * We haven't yet resolved the direct object; check the * tentative direct object list, and count us as * illogical if none of the possible direct objects are * in me. */ if (gTentativeDobj.indexWhich({x: x.obj_.isIn(self)}) == nil) illogicalAlready(takeFromNotInMessage); else if (gTentativeDobj.indexWhich( {x: x.obj_.isDirectlyIn(self)}) != nil) logicalRank(150, 'directly in'); } else if (!gDobj.isIn(self)) { /* * the dobj isn't in me, so it's obviously not logical * to take the dobj out of me */ illogicalAlready(takeFromNotInMessage); } else if (gDobj.isDirectlyIn(self)) { /* * it's slightly more likely that they want to remove * the object from its direct container */ logicalRank(150, 'directly in'); } } } /* general message for "take from" when an object isn't in me */ takeFromNotInMessage = &takeFromNotInMsg /* -------------------------------------------------------------------- */ /* * "Drop" verb processing */ dobjFor(Drop) { preCond = [objHeld] verify() { /* the object must be held by the actor, at least indirectly */ if (isIn(gActor)) { /* * it's being held, so dropping it makes sense; verify * transfer from the current container hierarchy to the * new one */ verifyMoveTo(gActor.getDropDestination(self, nil)); } else { /* it's not being held, so this is simply not logical */ illogicalAlready(¬CarryingMsg); } } action() { /* send the object to the actor's drop destination */ gActor.getDropDestination(self, nil) .receiveDrop(self, dropTypeDrop); } } /* -------------------------------------------------------------------- */ /* * "Put In" verb processing. Default objects cannot contain other * objects, but they can be put in arbitrary containers. */ dobjFor(PutIn) { preCond = [objHeld] verify() { /* * It makes no sense to put us in a container we're already * directly in. (It's fine to put it in something it's * indirectly in, though - doing so takes it out of the * intermediate container and moves it directly into the * indirect object.) */ if (gIobj != nil && isDirectlyIn(gIobj)) illogicalAlready(&alreadyPutInMsg); /* can't put in self, obviously */ if (gIobj == self) illogicalSelf(&cannotPutInSelfMsg); /* verify the transfer */ verifyMoveTo(gIobj); } } iobjFor(PutIn) { preCond = [touchObj] verify() { /* by default, objects cannot be put in this object */ illogical(¬AContainerMsg); } } /* -------------------------------------------------------------------- */ /* * "Put On" processing. Default objects cannot have other objects * put on them, but they can be put on surfaces. */ dobjFor(PutOn) { preCond = [objHeld] verify() { /* it makes no sense to put us on a surface we're already on */ if (gIobj != nil && isDirectlyIn(gIobj)) illogicalAlready(&alreadyPutOnMsg); /* can't put on self, obviously */ if (gIobj == self) illogicalSelf(&cannotPutOnSelfMsg); /* verify the transfer */ verifyMoveTo(gIobj); } } iobjFor(PutOn) { preCond = [touchObj] verify() { /* by default, objects cannot be put on this object */ illogical(¬ASurfaceMsg); } } /* -------------------------------------------------------------------- */ /* * "PutUnder" action */ dobjFor(PutUnder) { preCond = [objHeld] verify() { } } iobjFor(PutUnder) { preCond = [touchObj] verify() { illogical(&cannotPutUnderMsg); } } /* -------------------------------------------------------------------- */ /* * "PutBehind" action */ dobjFor(PutBehind) { preCond = [objHeld] verify() { } } iobjFor(PutBehind) { preCond = [touchObj] verify() { illogical(&cannotPutBehindMsg); } } /* -------------------------------------------------------------------- */ /* * "Wear" action */ dobjFor(Wear) { verify() { illogical(¬WearableMsg); } } /* -------------------------------------------------------------------- */ /* * "Doff" action */ dobjFor(Doff) { verify() { illogical(¬DoffableMsg); } } /* -------------------------------------------------------------------- */ /* * "Kiss" */ dobjFor(Kiss) { preCond = [touchObj] verify() { logicalRank(50, 'not kissable'); } action() { mainReport(&cannotKissMsg); } } /* -------------------------------------------------------------------- */ /* * "Ask for" action */ dobjFor(AskFor) { verify() { illogical(¬AddressableMsg, self); } } /* -------------------------------------------------------------------- */ /* * "Talk to" */ dobjFor(TalkTo) { verify() { illogical(¬AddressableMsg, self); } } /* -------------------------------------------------------------------- */ /* * "Give to" action */ dobjFor(GiveTo) { preCond = [objHeld] verify() { /* * if the intended recipient already has the object, there's * no point in trying this */ if (gIobj != nil && isHeldBy(gIobj)) illogicalAlready(&giveAlreadyHasMsg); /* inherit any further processing */ inherited(); } } iobjFor(GiveTo) { preCond = [touchObj] verify() { illogical(&cannotGiveToMsg); } } /* -------------------------------------------------------------------- */ /* * "Show to" action */ dobjFor(ShowTo) { preCond = [objHeld] verify() { /* it's more likely that we want to show something held */ if (isHeldBy(gActor)) { /* I'm being held - use the default logical ranking */ } else if (isIn(gActor)) { /* * the actor isn't hold me, but I am in the actor's * inventory, so reduce the likelihood only slightly */ logicalRank(80, 'not held'); } else { /* * the actor isn't even carrying me, so reduce our * likelihood even more */ logicalRank(70, 'not carried'); } } check() { /* * The direct object must be visible to the indirect object * in order for the indirect object to be shown the direct * object. */ if (!gIobj.canSee(self)) { reportFailure(&actorCannotSeeMsg, gIobj, self); exit; } /* * The actor performing the showing must also be visible to * the indirect object, otherwise the actor wouldn't be able * to attract the indirect object's attention to do the * showing. */ if (!gIobj.canSee(gActor)) { reportFailure(&actorCannotSeeMsg, gIobj, gActor); exit; } } } iobjFor(ShowTo) { verify() { illogical(&cannotShowToMsg); } } /* -------------------------------------------------------------------- */ /* * "Ask about" action */ dobjFor(AskAbout) { verify() { illogical(¬AddressableMsg, self); } } /* -------------------------------------------------------------------- */ /* * "Tell about" action */ dobjFor(TellAbout) { verify() { illogical(¬AddressableMsg, self); } } /* -------------------------------------------------------------------- */ /* * Vague "ask" and "tell" - these are for syntactically incorrect ASK * and TELL phrasings, so that we can provide better error feedback. */ dobjFor(AskVague) { verify() { illogical(&askVagueMsg); } } dobjFor(TellVague) { verify() { illogical(&tellVagueMsg); } } /* -------------------------------------------------------------------- */ /* * "Follow" action */ dobjFor(Follow) { verify() { /* make sure I'm followable to start with */ if (!verifyFollowable()) return; /* it makes no sense to follow myself */ if (gActor == gDobj) illogical(&cannotFollowSelfMsg); /* ask the actor to verify following the object */ gActor.actorVerifyFollow(self); } action() { /* ask the actor to carry out the follow */ gActor.actorActionFollow(self); } } /* * Verify that I'm a followable object. By default, it's not * logical to follow an arbitrary object. If I'm not followable, * this routine will generate an appropriate illogical() explanation * and return nil. If I'm followable, we'll return true. */ verifyFollowable() { illogical(¬FollowableMsg); return nil; } /* -------------------------------------------------------------------- */ /* * "Attack" action. */ dobjFor(Attack) { preCond = [touchObj] verify() { } action() { mainReport(&uselessToAttackMsg); } } /* -------------------------------------------------------------------- */ /* * "Attack with" action - attack with (presumably) a weapon. */ dobjFor(AttackWith) { preCond = [touchObj] /* * it makes as much sense to attack any object as any other, but * by default attacking an object has no effect */ verify() { } action() { mainReport(&uselessToAttackMsg); } } iobjFor(AttackWith) { preCond = [objHeld] verify() { illogical(¬AWeaponMsg); } } /* -------------------------------------------------------------------- */ /* * "Throw" action. By default, we'll simply re-route this to a * "throw at" action. Objects that can meaningfully be thrown * without any specific target can override this. * * Note that we don't apply an preconditions or verification, since * we don't really do anything with the action ourselves. If an * object overrides this, it should add any preconditions and * verifications that are appropriate. */ dobjFor(Throw) { verify() { } action() { askForIobj(ThrowAt); } } /* -------------------------------------------------------------------- */ /* * "Throw <direction>". By default, we simply reject this and * explain that the command to use is THROW AT. With one exception: * we treat THROW <down> as equivalent to THROW AT FLOOR, and use the * default library message for that command instead. */ dobjFor(ThrowDir) { verify() { if (gAction.getDirection() == downDirection) illogicalAlready(&shouldNotThrowAtFloorMsg); } action() { /* * explain that we should use THROW AT (or DROP, in the case * of THROW DOWN) */ reportFailure(gAction.getDirection() == downDirection ? &shouldNotThrowAtFloorMsg : &dontThrowDirMsg); } } /* -------------------------------------------------------------------- */ /* * "Throw at" action */ dobjFor(ThrowAt) { preCond = [objHeld] verify() { /* by default, we can throw something if we can drop it */ verifyMoveTo(gActor.getDropDestination(self, nil)); /* can't throw something at itself */ if (gIobj == self) illogicalSelf(&cannotThrowAtSelfMsg); /* can't throw dobj at iobj if iobj is in dobj */ if (gIobj != nil && gIobj.isIn(self)) illogicalNow(&cannotThrowAtContentsMsg); } action() { /* * process a 'throw' operation, finishing with hitting the * target if we get that far */ processThrow(gIobj, &throwTargetHitWith); } } iobjFor(ThrowAt) { /* by default, anything can be a target */ verify() { } } /* * Process a 'throw' command. This is common handling that can be * used for any sort of throwing (throw at, throw to, throw in, * etc). The projectile is self, and 'target' is the thing we're * throwing at or to. 'hitProp' is the property to call on 'target' * if we reach the target. */ processThrow(target, hitProp) { local path; local stat; /* get the throw path */ path = getThrowPathTo(target); /* traverse the path with throwViaPath */ stat = traversePath( path, {obj, op: throwViaPath(obj, op, target, path)}); /* * If we made it all the way through the path without complaint, * process hitting the target. If something along the path * finished the traversal (by returning nil), we'll consider the * action complete - the object along that path that canceled * the traversal is responsible for having displayed an * appropriate message. */ if (stat) target.(hitProp)(self, path); } /* * Carry out a 'throw' operation along a path. 'self' is the * projectile; 'obj' is the path element being traversed, and 'op' is * the operation being used to traverse the element. 'target' is the * object we're throwing 'self' at. 'path' is the projectile's full * path (in getThrowPathTo format). * * By default, we'll use the standard canThrowViaPath handling (which * invokes the even more basic checkThrowViaPath) to determine if we * can make this traversal. If so, we'll proceed with the throw; * otherwise, we'll stop the throw by calling stopThrowViaPath() and * returning the result. */ throwViaPath(obj, op, target, path) { /* * By default, if we can throw the object through self, return * true to allow the caller to proceed; otherwise, describe the * object as hitting this element and falling to the appropriate * point. */ if (obj.canThrowViaPath(self, target, op)) { /* no objection - allow the traversal to proceed */ return true; } else { /* can't do it - stop the throw and return the result */ return obj.stopThrowViaPath(self, path); } } /* * Process the effect of throwing the object 'projectile' at the * target 'self'. By default, we'll move the projectile to the * target's drop location, and display a message saying that there * was no effect other than the projectile dropping to the floor (or * whatever it drops to). 'path' is the path we took to reach the * target, as returned from getThrowPathTo(); this lets us determine * how we approached the target. */ throwTargetHitWith(projectile, path) { /* * figure out where we fall to when we hit this object, then send * the object being thrown to that location */ getHitFallDestination(projectile, path) .receiveDrop(projectile, new DropTypeThrow(self, path)); } /* * Stop a 'throw' operation along a path. 'self' is the object in * the path that is impassable by 'projectile' according to * canThrowViaPath(), and 'path' is the getThrowPathTo-style path of * objects traversed in the projectile's trajectory. * * The return value is taken as a path traversal continuation * indicator: nil means to stop the traversal, which is to say that * the 'throw' command finishes here. If we don't really want to * stop the traversal, we can return 'true' to let the traversal * continue. * * By default, we'll stop the throw by doing the same thing we would * have done if we had successfully thrown the object at 'self' - the * whole reason we're stopping the throw is that we're in the way, so * the effect is the same as though we were the intended target to * begin with. This is the normal handling when we can't throw * through 'obj' because 'obj' is a closed container or is otherwise * impassable by self when thrown. This can be overridden to provide * different handling if needed. */ stopThrowViaPath(projectile, path) { /* we've been hit */ throwTargetHitWith(projectile, path); /* tell the caller to stop the traversal */ return nil; } /* * Get the "hit-and-fall" destination for a thrown object. This is * called when we interrupt a thrown object's trajectory because * we're in the way of its trajectory. * * For example, if the actor is inside a cage, and tries to throw a * projectile at an object outside the cage, and the cage blocks the * projectile's passage, then this routine is called on the cage to * determine where the projectile ends up. The projectile's ultimate * destination is the hit-and-fall destination for the cage: it's * where the project ends up when it hits me and then falls to the * ground, its trajectory cut short. * * 'thrownObj' is the projectile thrown, 'self' is the target object, * and 'path' is the path the projectile took to reach us. The path * is of the form returned by getThrowPathTo(). Note that the path * could extend beyond 'self', because the original target might have * been a different object - we could simply have interrupted the * projectile's course. */ getHitFallDestination(thrownObj, path) { local prvCont; local prvOp; local idx; local dest; local common; /* find myself in the path */ idx = path.indexOf(self); /* * get the container traversed just before us in the path (it's * two positions before us in the path list, because the path * consists of alternating objects and operators) */ prvCont = path[idx - 2]; /* get the operation that got from the last container to us */ prvOp = path[idx - 1]; /* * If the previous container is within us, we're throwing from * inside to the outside, so the object falls within me; * otherwise, the object bounces off the outside and falls * outside me. * * If the projectile traversed *inward* from the previous item in * the path, then we should simply land in the drop destination * of the previous item itself, since we're coming in through * that item. If the previous item is a peer of ours, though, we * traversed *across* the item, so land in our common direct * container. * * Note that in certain cases, the previous "container" will be * the projectile itself; this happens when the thrower is * throwing the object at itself (as in "throw it at me"). In * these cases, we'll assume that the the thrower is *holding* * rather than containing the object, in which case the object * isn't actually inside the thrower, in which case we want to * use the location's drop destination. */ if (prvCont == thrownObj) { /* throwing object at self - land in my location's drop dest */ dest = (location != nil ? location.getDropDestination(thrownObj, path) : self); } else if (prvCont.isIn(self)) { /* throwing from within - land in my own drop destination */ dest = getDropDestination(thrownObj, path); } else if (prvOp == PathPeer && (common = getCommonDirectContainer(prvCont)) != nil) { /* * We're coming over from a peer, and we found a container in * common with the peer. Land in the common container's drop * destination. */ dest = common.getDropDestination(thrownObj, path); } else { /* * Either we're coming in from a container, or we weren't * able to find a container in common with the peer. In * either case, the projectile lands in the 'drop' * destination of the previous object in the path. */ dest = prvCont.getDropDestination(thrownObj, path); } /* * Whatever we found, give the destination itself a chance to * make any necessary adjustments. */ return dest.adjustThrowDestination(thrownObj, path); } /* -------------------------------------------------------------------- */ /* * "Throw to" action */ dobjFor(ThrowTo) { preCond = [objHeld] verify() { /* * by default, we can throw an object to someone if we can * throw it at them */ verifyDobjThrowAt(); } action() { /* * process a 'throw' operation, finishing with the target * trying to catch the object if we get that far */ processThrow(gIobj, &throwTargetCatch); } } iobjFor(ThrowTo) { verify() { /* by default, we don't want to catch anything */ illogical(&cannotThrowToMsg); } } /* * Process the effect of throwing the object 'obj' to the catcher * 'self'. By default, we'll simply move the projectile into self. */ throwTargetCatch(obj, path) { /* take the object */ obj.moveInto(self); /* generate the default message if we successfully took the object */ if (obj.isDirectlyIn(self)) mainReport(&throwCatchMsg, obj, self); } /* -------------------------------------------------------------------- */ /* * "Dig" action - by default, simply re-reoute to dig-with, since we * generally need a digging implement to dig in anything. Some * objects might want to override this to allow digging without any * implement; a sandy beach, for example, might allow digging in the * sand without a shovel. */ dobjFor(Dig) { preCond = [touchObj] verify() { } action() { askForIobj(DigWith); } } /* -------------------------------------------------------------------- */ /* * "DigWith" action */ dobjFor(DigWith) { preCond = [touchObj] verify() { illogical(&cannotDigMsg); } } iobjFor(DigWith) { preCond = [objHeld] verify() { illogical(&cannotDigWithMsg); } } /* -------------------------------------------------------------------- */ /* * "jump over" */ dobjFor(JumpOver) { verify() { illogical(&cannotJumpOverMsg); } } /* -------------------------------------------------------------------- */ /* * "jump off" */ dobjFor(JumpOff) { verify() { illogical(&cannotJumpOffMsg); } } /* -------------------------------------------------------------------- */ /* * "Push" action */ dobjFor(Push) { preCond = [touchObj] verify() { logicalRank(50, 'not pushable'); } action() { reportFailure(&pushNoEffectMsg); } } /* -------------------------------------------------------------------- */ /* * "Pull" action */ dobjFor(Pull) { preCond = [touchObj] verify() { logicalRank(50, 'not pullable'); } action() { reportFailure(&pullNoEffectMsg); } } /* -------------------------------------------------------------------- */ /* * "Move" action */ dobjFor(Move) { preCond = [touchObj] verify() { logicalRank(50, 'not movable'); } action() { reportFailure(&moveNoEffectMsg); } } /* -------------------------------------------------------------------- */ /* * "MoveWith" action */ dobjFor(MoveWith) { preCond = [iobjTouchObj] verify() { logicalRank(50, 'not movable'); } action() { reportFailure(&moveNoEffectMsg); } } iobjFor(MoveWith) { preCond = [objHeld] verify() { illogical(&cannotMoveWithMsg); } } /* -------------------------------------------------------------------- */ /* * "MoveTo" action */ dobjFor(MoveTo) { preCond = [touchObj] verify() { logicalRank(50, 'not movable'); } action() { reportFailure(&moveToNoEffectMsg); } } /* -------------------------------------------------------------------- */ /* * "Turn" action */ dobjFor(Turn) { preCond = [touchObj] verify() { illogical(&cannotTurnMsg); } } /* -------------------------------------------------------------------- */ /* * "Turn to" action */ dobjFor(TurnTo) { preCond = [touchObj] verify() { illogical(&cannotTurnMsg); } } /* -------------------------------------------------------------------- */ /* * "TurnWith" action */ dobjFor(TurnWith) { preCond = [iobjTouchObj] verify() { illogical(&cannotTurnMsg); } } iobjFor(TurnWith) { preCond = [objHeld] verify() { illogical(&cannotTurnWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Set" action */ dobjFor(Set) { verify() { } action() { askForIobj(PutOn); } } /* -------------------------------------------------------------------- */ /* * "SetTo" action */ dobjFor(SetTo) { preCond = [touchObj] verify() { illogical(&cannotSetToMsg); } } /* -------------------------------------------------------------------- */ /* * "Consult" action */ dobjFor(Consult) { preCond = [touchObj] verify() { illogical(&cannotConsultMsg); } } dobjFor(ConsultAbout) { preCond = [touchObj] verify() { illogical(&cannotConsultMsg); } } /* -------------------------------------------------------------------- */ /* * "Type on" action */ dobjFor(TypeOn) { preCond = [touchObj] verify() { illogical(&cannotTypeOnMsg); } /* * if the verifier is overridden to allow typing on this object, * by default just ask for a missing literal phrase, since we * need something to type on this object */ action() { askForLiteral(TypeLiteralOn); } } /* * "Type <literal> on" action */ dobjFor(TypeLiteralOn) { preCond = [touchObj] verify() { illogical(&cannotTypeOnMsg); } } /* -------------------------------------------------------------------- */ /* * "Enter on" action */ dobjFor(EnterOn) { preCond = [touchObj] verify() { illogical(&cannotEnterOnMsg); } } /* -------------------------------------------------------------------- */ /* * "Switch" action */ dobjFor(Switch) { preCond = [touchObj] verify() { illogical(&cannotSwitchMsg); } } /* -------------------------------------------------------------------- */ /* * "Flip" action */ dobjFor(Flip) { preCond = [touchObj] verify() { illogical(&cannotFlipMsg); } } /* -------------------------------------------------------------------- */ /* * "TurnOn" action */ dobjFor(TurnOn) { preCond = [touchObj] verify() { illogical(&cannotTurnOnMsg); } } /* -------------------------------------------------------------------- */ /* * "TurnOff" action */ dobjFor(TurnOff) { preCond = [touchObj] verify() { illogical(&cannotTurnOffMsg); } } /* -------------------------------------------------------------------- */ /* * "Light" action. By default, we treat this as equivalent to * "burn". */ dobjFor(Light) asDobjFor(Burn) /* -------------------------------------------------------------------- */ /* * "Burn". By default, we ask for something to use to burn the * object, since most objects are not self-igniting. */ dobjFor(Burn) { preCond = [touchObj] verify() { /* * although we can in principle burn anything, most things * are unlikely choices for burning */ logicalRank(50, 'not flammable'); } action() { /* rephrase this as a "burn with" command */ askForIobj(BurnWith); } } /* -------------------------------------------------------------------- */ /* * "Burn with" */ dobjFor(BurnWith) { preCond = [touchObj] verify() { illogical(&cannotBurnMsg); } } iobjFor(BurnWith) { preCond = [objHeld] verify() { illogical(&cannotBurnWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Extinguish" */ dobjFor(Extinguish) { preCond = [touchObj] verify() { illogical(&cannotExtinguishMsg); } } /* -------------------------------------------------------------------- */ /* * "AttachTo" action */ dobjFor(AttachTo) { preCond = [touchObj] verify() { illogical(&cannotAttachMsg); } } iobjFor(AttachTo) { preCond = [touchObj] verify() { illogical(&cannotAttachToMsg); } } /* -------------------------------------------------------------------- */ /* * "DetachFrom" action */ dobjFor(DetachFrom) { preCond = [touchObj] verify() { illogical(&cannotDetachMsg); } } iobjFor(DetachFrom) { preCond = [touchObj] verify() { illogical(&cannotDetachFromMsg); } } /* -------------------------------------------------------------------- */ /* * "Detach" action */ dobjFor(Detach) { preCond = [touchObj] verify() { illogical(&cannotDetachMsg); } } /* -------------------------------------------------------------------- */ /* * "Break" action */ dobjFor(Break) { preCond = [touchObj] verify() { illogical(&shouldNotBreakMsg); } } /* -------------------------------------------------------------------- */ /* * "Cut with" action */ dobjFor(CutWith) { preCond = [touchObj] verify() { logicalRank(50, 'not cuttable'); } action() { reportFailure(&cutNoEffectMsg); } } iobjFor(CutWith) { preCond = [touchObj] verify() { illogical(&cannotCutWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Climb", "climb up", and "climb down" actions */ dobjFor(Climb) { preCond = [touchObj] verify() { illogical(&cannotClimbMsg); } } dobjFor(ClimbUp) { preCond = [touchObj] verify() { illogical(&cannotClimbMsg); } } dobjFor(ClimbDown) { preCond = [touchObj] verify() { illogical(&cannotClimbMsg); } } /* -------------------------------------------------------------------- */ /* * "Open" action */ dobjFor(Open) { preCond = [touchObj] verify() { illogical(&cannotOpenMsg); } } /* -------------------------------------------------------------------- */ /* * "Close" action */ dobjFor(Close) { preCond = [touchObj] verify() { illogical(&cannotCloseMsg); } } /* -------------------------------------------------------------------- */ /* * "Lock" action */ dobjFor(Lock) { preCond = [touchObj] verify() { illogical(&cannotLockMsg); } } /* -------------------------------------------------------------------- */ /* * "Unlock" action */ dobjFor(Unlock) { preCond = [touchObj] verify() { illogical(&cannotUnlockMsg); } } /* -------------------------------------------------------------------- */ /* * "LockWith" action */ dobjFor(LockWith) { preCond = [touchObj] verify() { illogical(&cannotLockMsg); } } iobjFor(LockWith) { preCond = [objHeld] verify() { illogical(&cannotLockWithMsg); } } /* -------------------------------------------------------------------- */ /* * "UnlockWith" action */ dobjFor(UnlockWith) { preCond = [touchObj] verify() { illogical(&cannotUnlockMsg); } } iobjFor(UnlockWith) { preCond = [objHeld] verify() { illogical(&cannotUnlockWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Eat" action */ dobjFor(Eat) { /* * generally, an object must be held to be eaten; this can be * overridden on an object-by-object basis as desired */ preCond = [objHeld] verify() { illogical(&cannotEatMsg); } } /* -------------------------------------------------------------------- */ /* * "Drink" action */ dobjFor(Drink) { preCond = [objHeld] verify() { illogical(&cannotDrinkMsg); } } /* -------------------------------------------------------------------- */ /* * "Pour" */ dobjFor(Pour) { preCond = [touchObj] verify() { illogical(&cannotPourMsg); } } /* -------------------------------------------------------------------- */ /* * "Pour into" */ dobjFor(PourInto) { preCond = [touchObj] verify() { illogical(&cannotPourMsg); } } iobjFor(PourInto) { preCond = [touchObj] verify() { illogical(&cannotPourIntoMsg); } } /* -------------------------------------------------------------------- */ /* * "Pour onto" */ dobjFor(PourOnto) { preCond = [touchObj] verify() { illogical(&cannotPourMsg); } } iobjFor(PourOnto) { preCond = [touchObj] verify() { illogical(&cannotPourOntoMsg); } } /* -------------------------------------------------------------------- */ /* * "Clean" action */ dobjFor(Clean) { preCond = [touchObj] verify() { illogical(&cannotCleanMsg); } } /* -------------------------------------------------------------------- */ /* * "CleanWith" action */ dobjFor(CleanWith) { preCond = [touchObj] verify() { illogical(&cannotCleanMsg); } } iobjFor(CleanWith) { preCond = [objHeld] verify() { illogical(&cannotCleanWithMsg); } } /* -------------------------------------------------------------------- */ /* * "SitOn" action */ dobjFor(SitOn) { preCond = [touchObj] verify() { illogical(&cannotSitOnMsg); } } /* -------------------------------------------------------------------- */ /* * "LieOn" action */ dobjFor(LieOn) { preCond = [touchObj] verify() { illogical(&cannotLieOnMsg); } } /* -------------------------------------------------------------------- */ /* * "StandOn" action */ dobjFor(StandOn) { preCond = [touchObj] verify() { illogical(&cannotStandOnMsg); } } /* -------------------------------------------------------------------- */ /* * "Board" action */ dobjFor(Board) { preCond = [touchObj] verify() { illogical(&cannotBoardMsg); } } /* -------------------------------------------------------------------- */ /* * "Get out of" (unboard) action */ dobjFor(GetOutOf) { verify() { illogical(&cannotUnboardMsg); } } /* * "Get off of" action */ dobjFor(GetOffOf) { verify() { illogical(&cannotGetOffOfMsg); } } /* -------------------------------------------------------------------- */ /* * "Fasten" action */ dobjFor(Fasten) { preCond = [touchObj] verify() { illogical(&cannotFastenMsg); } } /* -------------------------------------------------------------------- */ /* * "Fasten to" action */ dobjFor(FastenTo) { preCond = [touchObj] verify() { illogical(&cannotFastenMsg); } } iobjFor(FastenTo) { preCond = [touchObj] verify() { illogical(&cannotFastenToMsg); } } /* -------------------------------------------------------------------- */ /* * "Unfasten" action */ dobjFor(Unfasten) { preCond = [touchObj] verify() { illogical(&cannotUnfastenMsg); } } /* -------------------------------------------------------------------- */ /* * "Unfasten from" action */ dobjFor(UnfastenFrom) { preCond = [touchObj] verify() { illogical(&cannotUnfastenMsg); } } iobjFor(UnfastenFrom) { preCond = [touchObj] verify() { illogical(&cannotUnfastenFromMsg); } } /* -------------------------------------------------------------------- */ /* * "PlugIn" action */ dobjFor(PlugIn) { preCond = [touchObj] verify() { illogical(&cannotPlugInMsg); } } /* -------------------------------------------------------------------- */ /* * "PlugInto" action */ dobjFor(PlugInto) { preCond = [touchObj] verify() { illogical(&cannotPlugInMsg); } } iobjFor(PlugInto) { preCond = [touchObj] verify() { illogical(&cannotPlugInToMsg); } } /* -------------------------------------------------------------------- */ /* * "Unplug" action */ dobjFor(Unplug) { preCond = [touchObj] verify() { illogical(&cannotUnplugMsg); } } /* -------------------------------------------------------------------- */ /* * "UnplugFrom" action */ dobjFor(UnplugFrom) { preCond = [touchObj] verify() { illogical(&cannotUnplugMsg); } } iobjFor(UnplugFrom) { preCond = [touchObj] verify() { illogical(&cannotUnplugFromMsg); } } /* -------------------------------------------------------------------- */ /* * "Screw" action */ dobjFor(Screw) { preCond = [touchObj] verify() { illogical(&cannotScrewMsg); } } /* -------------------------------------------------------------------- */ /* * "ScrewWith" action */ dobjFor(ScrewWith) { preCond = [iobjTouchObj] verify() { illogical(&cannotScrewMsg); } } iobjFor(ScrewWith) { preCond = [objHeld] verify() { illogical(&cannotScrewWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Unscrew" action */ dobjFor(Unscrew) { preCond = [touchObj] verify() { illogical(&cannotUnscrewMsg); } } /* -------------------------------------------------------------------- */ /* * "UnscrewWith" action */ dobjFor(UnscrewWith) { preCond = [iobjTouchObj] verify() { illogical(&cannotUnscrewMsg); } } iobjFor(UnscrewWith) { preCond = [objHeld] verify() { illogical(&cannotUnscrewWithMsg); } } /* -------------------------------------------------------------------- */ /* * "Enter" */ dobjFor(Enter) { preCond = [touchObj] verify() { illogical(&cannotEnterMsg); } } /* * "Go through" */ dobjFor(GoThrough) { preCond = [touchObj] verify() { illogical(&cannotGoThroughMsg); } } /* -------------------------------------------------------------------- */ /* * Push in Direction action - this is for commands like "push * boulder north" or "drag sled into cave". */ dobjFor(PushTravel) { preCond = [touchObj] verify() { illogical(&cannotPushTravelMsg); } } /* * For all of the two-object forms, map these using our general * push-travel mapping. We do all of this mapping here, rather than * in the action definition, so that individual objects can change * the meanings of these verbs for special cases as appropriate. */ mapPushTravelHandlers(PushTravelThrough, GoThrough) mapPushTravelHandlers(PushTravelEnter, Enter) mapPushTravelHandlers(PushTravelGetOutOf, GetOutOf) mapPushTravelHandlers(PushTravelClimbUp, ClimbUp) mapPushTravelHandlers(PushTravelClimbDown, ClimbDown) ;
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3
Generated on 5/16/2013 from TADS version 3.1.3