Roomclass
travel.t[22], senseRegion.t[220], english.t[2185], objtime.t[370], postures.t[528], roomparts.t[71], sensory.t[709], symconn.t[18], viewport.t[164]
A Room is a top location in which the player character, other actors and other objects may be located. It may represent any discrete unit of space, not necessarily a room in a building. Normally actors may only interact with objects in the same room as themselves, but the senseRegion module allows us to define sensory connections between rooms.
Modified in
senseRegion.t[220]:
modifications to Room to allow SenseRegions to work.
Modified in
english.t[2185]:
English language modifications to Room. Here we simply allow a Room to
take its vocab from its roomTitle property if vocab is not already
defined; this reduces the need to type the same text twice when the two
are effectively the same.
Modified in
objtime.t[370]:
Modifications for OBJTIME extension, so make traversing a connector take
a certain amount of game time.
Modified in
postures.t[528]:
Modifications to Room class for use with POSTURES EXTENSION.
Modified in
roomparts.t[71]:
Modifications to the Room class to allow for room parts. Note that the
standard adv3Lite library already supplies a foor in every room defined
via its floorObj property. [MODIFIED FOR ROOMPARTS EXTENSION]
Modified in
sensory.t[709]:
MODIFICATIONS FOR SENSORY EXTENSION
Modified in
symconn.t[18]:
Modification to Room for SymConn (symmetrical connector) extension
Modified in
viewport.t[164]:
Modifications to Room class for VIEWPORT EXTENSION
class
Room
:
TravelConnector
Thing
Superclass Tree (in declaration order)
Room
TravelConnector
` object
[
Thing](../object/Thing.html)
[
ReplaceRedirector](../object/ReplaceRedirector.html)
[
Redirector](../object/Redirector.html)
object
[
Mentionable](../object/Mentionable.html)
[
LMentionable](../object/LMentionable.html)
object`
Subclass Tree
Room
OutdoorRoom
Global Objects
Summary of Properties
aft
allowCompassDirections
allowDarkTravel
audibleRooms
autoBackConnections
autoName
canLieInMe
cannotGoThatWayInDarkMsg
cannotGoThatWayMsg
canSitInMe
canStandInMe
ceilingObj
contType
down
east
extraScopeItems
floorObj
fore
in
isDestinationKnown
isFixed
isLit
isOpen
lastSeenAt
linkedRooms
listOrder
north
northeast
northwest
noScriptAfterListen
out
outermostParent
port
regions
remoteContentsLister
remoteMiscContentsList
remoteSecondSpecialList
roomFirstDesc
roomsViewed
smellableRooms
south
southeast
southwest
starboard
talkableRooms
throwableRooms
up
visibleRooms
visited
wallObjs
west
Inherited from TravelConnector
:
destination
isConnectorApparent
isConnectorListed
PushTravelVia
suppressTravelDescForPushTravel
transmitsLight
travelBarriers
traversalTime
traversed
traversedBy
Inherited from Thing
:
actorAlreadyInMsg
actorAlreadyOnMsg
actorNotInMsg
actorNotOnMsg
allowPourIntoMe
allowPourOntoMe
alreadyCleanMsg
alreadyClosedMsg
alreadyFastenedMsg
alreadyHasMsg
alreadyHeldMsg
alreadyInMsg
alreadyLitMsg
alreadyLockedMsg
alreadyMovedToMsg
alreadyOnMsg
alreadyOpenMsg
alreadyPresentMsg
alreadyThereMsg
alreadyWornMsg
autoGetOutToReach
autoTakeOnFindHidden
autoUnlock
brightness
brightnessForReading
brightnessOff
brightnessOn
bulk
bulkCapacity
canAttachToMe
canAttackWithMe
canBurnWithMe
canCleanWithMe
canClimbDownMe
canClimbUpMe
canCutWithMe
canDetachFromMe
canDigWithMe
canEnterOnMe
canFastenToMe
canGoAlongMe
canGoThrougMe
canHearIn
canHearOut
canJumpOffMe
canJumpOverMe
canLieOnMe
canLockWithMe
canLookBehindMe
canLookThroughMe
canLookUnderMe
canMoveToMe
canMoveWithMe
cannotAttachMsg
cannotAttachToMsg
cannotAttachToSelfMsg
cannotAttackMsg
cannotAttackWithMsg
cannotAttackWithSelfMsg
cannotBoardMsg
cannotBreakMsg
cannotBurnMsg
cannotBurnWithMsg
cannotCleanMsg
cannotCleanWithMsg
cannotClimbDownMsg
cannotClimbMsg
cannotCloseMsg
cannotConsultMsg
cannotCutMsg
cannotCutWithMsg
cannotCutWithSelfMsg
cannotDetachFromMsg
cannotDetachFromSelfMsg
cannotDetachMsg
cannotDigMsg
cannotDigWithMsg
cannotDigWithSelfMsg
cannotDoffMsg
cannotDrinkMsg
cannotDropMsg
cannotEatMsg
cannotEnterMsg
cannotEnterOnMsg
cannotExtinguishMsg
cannotFastenMsg
cannotFastenToMsg
cannotFastenToSelfMsg
cannotFeelMsg
cannotFlipMsg
cannotFollowMsg
cannotFollowSelfMsg
cannotGetInCarriedMsg
cannotGetOnCarriedMsg
cannotGiveToMsg
cannotGiveToSelfMsg
cannotGoAlongMsg
cannotGoNearThereMsg
cannotGoThroughMsg
cannotJumpOffMsg
cannotJumpOverMsg
cannotKissMsg
cannotLieInMsg
cannotLieOnMsg
cannotLightMsg
cannotLockWithMsg
cannotLockWithSelfMsg
cannotLookBehindMsg
cannotLookThroughMsg
cannotLookUnderMsg
cannotMoveMsg
cannotMoveToMsg
cannotMoveToSelfMsg
cannotMoveWithMsg
cannotMoveWithSelfMsg
cannotOpenMsg
cannotPlugIntoMsg
cannotPlugIntoSelfMsg
cannotPlugMsg
cannotPourIntoMsg
cannotPourIntoSelfMsg
cannotPourMsg
cannotPourOntoMsg
cannotPourOntoSelfMsg
cannotPullMsg
cannotPurloinContainerMsg
cannotPurloinRoomMsg
cannotPurloinSelfMsg
cannotPushDownMsg
cannotPushIntoMsg
cannotPushMsg
cannotPushOwnContainerMsg
cannotPushThroughMsg
cannotPushUpMsg
cannotPushViaSelfMsg
cannotPutBehindMsg
cannotPutInMsg
cannotPutInSelfMsg
cannotPutMsg
cannotPutOnMsg
cannotPutUnderMsg
cannotReadMsg
cannotRemoveMsg
cannotScrewMsg
cannotScrewWithMsg
cannotScrewWithSelfMsg
cannotSetMsg
cannotSetToMsg
cannotShowToMsg
cannotShowToSelfMsg
cannotSitInMsg
cannotSitOnMsg
cannotSmellMsg
cannotStandInMsg
cannotStandOnMsg
cannotTakeFromSelfMsg
cannotTakeMsg
cannotTakeMyContainerMsg
cannotTakeSelfMsg
cannotTalkToMsg
cannotTalkToSelfMsg
cannotTasteMsg
cannotThrowAtMsg
cannotThrowAtSelfMsg
cannotThrowMsg
cannotThrowToMsg
cannotThrowToSelfMsg
cannotTurnMsg
cannotTurnToMsg
cannotTurnWithMsg
cannotTurnWithSelfMsg
cannotTypeOnMsg
cannotUnfastenFromMsg
cannotUnfastenFromSelfMsg
cannotUnfastenMsg
cannotUnlockWithMsg
cannotUnlockWithSelfMsg
cannotUnplugFromMsg
cannotUnplugFromSelfMsg
cannotUnplugMsg
cannotUnscrewMsg
cannotUnscrewWithMsg
cannotUnscrewWithSelfMsg
cannotWearMsg
cannotWriteOnMsg
canPlugIntoMe
canPourIntoMe
canPourOntoMe
canPullTravel
canPushTravel
canPutBehindMe
canPutInMe
canPutUnderMe
canReachIn
canReachOut
canScrewWithMe
canSeeIn
canSeeOut
canSetMeTo
canSitOnMe
canSmellIn
canSmellOut
canStandOnMe
canSupply
canTalkToMe
canThrowAtMe
canThrowToMe
canTurnMeTo
canTurnWithMe
canTypeOnMe
canUnfastenFromMe
canUnlockWithMe
canUnplugFromMe
canUnscrewWithMe
canWriteOnMe
checkAttackMsg
checkFeelMsg
checkKissMsg
circularlyInMsg
collectiveGroups
contents
contentsListed
contentsListedInExamine
contentsListedInLook
contentsListedInSearch
currentInterlocutor
curSetting
darkName
decorationActions
decorationActions
defaultPosture
desc
directlyHeld
directlyIn
directlyWorn
distinguishByContents
dontNeedCleaningObjMsg
dropItemsBehind
dropItemsUnder
dropLocation
enclosing
examined
examineListed
examineLister
exitLocation
extContents
familiar
feelDesc
findHiddenDest
fluidName
futileToAttackMsg
futileToKissMsg
getBulkHiddenBehind
getBulkHiddenIn
getBulkHiddenUnder
getFacets
getOutermostRoom
getOutToJump
getWeightHiddenBehind
getWeightHiddenIn
getWeightHiddenUnder
globalParamName
groupOrder
hearNothingMsg
hiddenBehind
hiddenIn
hiddenUnder
illuminationThreshold
inDarkDesc
indirectLockableMsg
initSpecialDesc
intContents
interiorDesc
inventoryListed
isAttachable
isAttackable
isBoardable
isBreakable
isBurnable
isClean
isCleanable
isClimbable
isCloseable
isConsultable
isCuttable
isDecoration
isDetachable
isDiggable
isDoffable
isDrinkable
isDroppable
isEdible
isEnterable
isExtinguishable
isFastenable
isFastened
isFeelable
isFlippable
isFollowable
isHidden
isInitialPlayerChar
isKissable
isLightable
isListed
isLocked
isMoveable
isOn
isOpenable
isPlayerChar
isPlugable
isPourable
isProminentNoise
isProminentSmell
isPullable
isPushable
isReadable
isRemoveable
isScrewable
isSettable
isSmellable
isSwitchable
isTakeable
isTasteable
isThrowable
isTransparent
isTurnable
isUnfastenable
isUnplugable
isUnscrewable
isVehicle
isWearable
keyDoesntWorkMsg
keyList
keyNotNeededMsg
kissRank
known
knownKeyList
knownProp
lieOnScore
lightSources
listableContents
listenDesc
listenDescWithoutSource
listenDescWithSource
listWith
location
lockability
lockedMsg
lookBehindMsg
lookInMsg
lookListed
lookThroughMsg
lookUnderMsg
markInventoryAsSeen
matchPullOnly
matchPushOnly
maxBulkHiddenBehind
maxBulkHiddenIn
maxBulkHiddenUnder
maxSingleBulk
maxSingleWeight
maxWeightHiddenBehind
maxWeightHiddenIn
maxWeightHiddenUnder
mentioned
moved
movedTo
moveNoEffectMsg
mustBeCleanedWith
myInventoryLister
myLookBehindLister
myLookInLister
myLookUnderLister
myOpeningContentsLister
myWornLister
needsCleaning
noLongerTalkingToAnyoneMsg
nominalContents
noNeedToCleanMsg
notFastenedMsg
notHoldingMsg
notImportantMsg
notInMsg
notLitMsg
notLockableMsg
notLockedMsg
notSwitchableMsg
notTalkingToAnyoneMsg
notWornMsg
objInPrep
objIntoPrep
okayCleanMsg
okayGetOutOfMsg
okayLieInMsg
okayLieOnMsg
okayLockMsg
okayOpenMsg
okayPushIntoMsg
okayPushOutOfMsg
okaySetMsg
okaySitInMsg
okaySitOnMsg
okayStandInMsg
okayStandOnMsg
okayUnlockMsg
opacity
opened
openStatusReportable
owner
ownsContents
paraBrksBtwnSubcontents
partOfYouMsg
posture
preCondActor
pullNoEffectMsg
pushNoEffectMsg
readDesc
recognizableInDark
remapActor
remapBehind
remapIn
remapOn
remapProps
remapUnder
roomContentsLister
roomPart
roomPartDesc
roomSubContentsLister
roomTitle
searchListed
seen
seenProp
shouldBeBroken
shouldNotBreakMsg
shouldNotPourIntoMsg
shouldNotPourOntoMsg
sightSize
sitOnScore
smellDesc
smellDescWithoutSource
smellDescWithSource
smellNothingMsg
smellObj
smellSize
soundObj
soundSize
specialDesc
specialDescBeforeContents
specialDescListWith
specialDescOrder
stagingLocation
standOnScore
stateDesc
tasteDesc
throwFallsShortMsg
tooDarkToReadMsg
tooDarkToSeeMsg
tooFarAwayToHearMsg
tooFarAwayToReadMsg
tooFarAwayToSeeDetailMsg
tooFarAwayToSmellMsg
totalWeight
turnLastExamined
turnLastMoved
turnLastMovedInto
turnNoEffectMsg
useInitSpecialDesc
useKey_
useSpecialDesc
viaMode
visibleInDark
vocabLikelihood
weight
weightCapacity
withKeyMsg
wornBy
Inherited from Mentionable
:
ambiguouslyPlural
disambigGroup
disambigMatchPhrases
disambigName
disambigOrder
isHer
isHim
isIt
massNoun
matchPhrases
matchPhrasesExclude
name
person
plural
proper
qualified
states
vocab
vocabWords
Inherited from LMentionable
:
acronymPluralPat
alphaCharPat
aName
apostPluralPat
apostSPat
deannotatePat
dictComp
dummyName
elevenEighteenPat
emptyVocabWords
esPluralPat
firstWordPat
heName
herName
hersName
himName
iesPluralPat
irregularPlurals
lastWordPat
leadingTagOrQuotePat
menPluralPat
objInName
objIntoName
objName
objOutOfName
oneLetterAnWordPat
oneLetterWordPat
ownerNamed
pluralPat
posPat
possAdj
possEnding
possNoun
prepList
prepPhrasePat
prepWordPat
pronounMap
properNamePat
properPat
reflexiveName
specialAOrAn
tagOrQuotePat
thatName
thatObjName
theName
theObjName
trimPat
truncationLength
weakWordPat
Summary of Methods
addExtraScopeItems
addToRegions
afterTravel
allowShipboardDirections
allRegions
beforeTravel
canHearInFrom
canHearOutTo
cannotGoThatWay
cannotGoThatWayInDark
cannotReachTargetMsg
canSeeInFrom
canSeeOutTo
canSmellInFrom
canSmellOutTo
describeRemotely
destination
dobjFor(Examine)
dobjFor(GetOutOf)
examineStatus
execTravel
getAllRegions
getConnector
getDirection
getDirectionTo
getOutermostRoom
initVocab
inRoomName
interiorDesc
interiorParent
iobjFor(PushTravelGetOutOf)
isIn
litWithin
lookOnEnter
notifyAfter
notifyBefore
notifyDeparture
outermostVisibleParent
preinitThing
regionsInCommonWith
remoteRoomListOrder
roomAfterAction
roomBeforeAction
roomDaemon
roomRemoteDesc
setDestInfo
showConnectedMiscContents
showFirstConnectedSpecials
showFirstRemoteSpecials
showRemoteMiscContents
showSecondConnectedSpecials
showSecondRemoteSpecials
showStatuslineExits
sortRoomSublist
statusName
travelerEntering
travelerLeaving
unmentionRemoteContents
updateSymVocab
Inherited from TravelConnector
:
afterTravelNotifications
beforeTravelNotifications
canTravelerPass
checkPushTravel
checkTravelBarriers
dobjFor(GoThrough)
dobjFor(TravelVia)
explainTravelBarrier
getDepartingDirection
getDestination
getTraveler
hasBeenTraversedBy
iobjFor(PushTravelThrough)
isConnectorVisible
isDestinationKnown
noteTraversal
sayActorFollowing
sayDeparting
sayNoDestination
travelDesc
travelVia
traversalMsg
traversalTimeFrom
Inherited from Thing
:
abcName
accumulateBrightness
accumulatedBrightnessWithin
actionMoveInto
actorAction
addToAllContents
addToContents
afterAction
allContents
allowReachOut
aobjFor
beforeAction
beforeMovePushable
brightnessWithin
byRoom
canHear
cannotPushTravelMsg
cannotReachOutMsg
canReach
canSee
canSmell
canTalkTo
checkDisplay
checkInsert
checkReach
checkReachIn
checkRemove
checkRoomToHold
checkSetting
childLocType
commonContainingParent
commonInteriorParent
containerPath
containerPathBlock
darkDesc
describeMovePushable
describePushTravel
directChildParent
discover
display
displayAlt
dobjFor(AskAbout)
dobjFor(AskFor)
dobjFor(Attach)
dobjFor(AttachTo)
dobjFor(Attack)
dobjFor(AttackWith)
dobjFor(Board)
dobjFor(Break)
dobjFor(Burn)
dobjFor(BurnWith)
dobjFor(Clean)
dobjFor(CleanWith)
dobjFor(Climb)
dobjFor(ClimbDown)
dobjFor(ClimbUp)
dobjFor(Close)
dobjFor(ConsultAbout)
dobjFor(Cut)
dobjFor(CutWith)
dobjFor(Default)
dobjFor(Detach)
dobjFor(DetachFrom)
dobjFor(Dig)
dobjFor(DigWith)
dobjFor(Doff)
dobjFor(Drink)
dobjFor(Drop)
dobjFor(Eat)
dobjFor(Enter)
dobjFor(EnterOn)
dobjFor(Extinguish)
dobjFor(Fasten)
dobjFor(FastenTo)
dobjFor(Feel)
dobjFor(Flip)
dobjFor(Follow)
dobjFor(GetOff)
dobjFor(GiveTo)
dobjFor(GiveToImplicit)
dobjFor(GoAlong)
dobjFor(GoNear)
dobjFor(GoTo)
dobjFor(JumpOff)
dobjFor(JumpOver)
dobjFor(Kiss)
dobjFor(LieIn)
dobjFor(LieOn)
dobjFor(LieOn)
dobjFor(Light)
dobjFor(ListenTo)
dobjFor(Lock)
dobjFor(LockWith)
dobjFor(LookBehind)
dobjFor(LookIn)
dobjFor(LookThrough)
dobjFor(LookUnder)
dobjFor(Move)
dobjFor(MoveTo)
dobjFor(MoveWith)
dobjFor(Open)
dobjFor(PlugIn)
dobjFor(PlugInto)
dobjFor(Pour)
dobjFor(PourInto)
dobjFor(PourOnto)
dobjFor(Pull)
dobjFor(Purloin)
dobjFor(Push)
dobjFor(PushTravelClimbDown)
dobjFor(PushTravelClimbUp)
dobjFor(PushTravelDir)
dobjFor(PushTravelEnter)
dobjFor(PushTravelGetOutOf)
dobjFor(PushTravelThrough)
dobjFor(PutBehind)
dobjFor(PutIn)
dobjFor(PutOn)
dobjFor(PutUnder)
dobjFor(QueryAbout)
dobjFor(Read)
dobjFor(Remove)
dobjFor(SayTo)
dobjFor(Screw)
dobjFor(ScrewWith)
dobjFor(Search)
dobjFor(Set)
dobjFor(SetTo)
dobjFor(ShowTo)
dobjFor(ShowToImplicit)
dobjFor(SitIn)
dobjFor(SitOn)
dobjFor(SitOn)
dobjFor(SmellSomething)
dobjFor(StandIn)
dobjFor(StandOn)
dobjFor(StandOn)
dobjFor(Strike)
dobjFor(SwitchOff)
dobjFor(SwitchOn)
dobjFor(SwitchVague)
dobjFor(Take)
dobjFor(TakeFrom)
dobjFor(TakeFrom)
dobjFor(TalkAbout)
dobjFor(TalkTo)
dobjFor(Taste)
dobjFor(TellAbout)
dobjFor(Throw)
dobjFor(ThrowAt)
dobjFor(ThrowDir)
dobjFor(ThrowTo)
dobjFor(Turn)
dobjFor(TurnTo)
dobjFor(TurnWith)
dobjFor(TypeOn)
dobjFor(TypeOnVague)
dobjFor(Unfasten)
dobjFor(UnfastenFrom)
dobjFor(Unlock)
dobjFor(UnlockWith)
dobjFor(Unplug)
dobjFor(UnplugFrom)
dobjFor(Unscrew)
dobjFor(UnscrewWith)
dobjFor(Wear)
dobjFor(WriteOn)
doPushTravel
filterResolveList
findHidden
findPlausibleKey
firstContainerPathBlock
getBulkWithin
getCarriedBulk
getCarriedWeight
getStatuslineExitsHeight
getWeightWithin
handleCommand
hasSeen
hideFromAll
iobjFor(AttachTo)
iobjFor(AttackWith)
iobjFor(BurnWith)
iobjFor(CleanWith)
iobjFor(CutWith)
iobjFor(Default)
iobjFor(DetachFrom)
iobjFor(DigWith)
iobjFor(FastenTo)
iobjFor(GiveTo)
iobjFor(LockWith)
iobjFor(MoveTo)
iobjFor(MoveWith)
iobjFor(PlugInto)
iobjFor(PourInto)
iobjFor(PourOnto)
iobjFor(PushTravelClimbDown)
iobjFor(PushTravelClimbUp)
iobjFor(PushTravelEnter)
iobjFor(PutBehind)
iobjFor(PutIn)
iobjFor(PutOn)
iobjFor(PutUnder)
iobjFor(ScrewWith)
iobjFor(ShowTo)
iobjFor(TakeFrom)
iobjFor(ThrowAt)
iobjFor(ThrowTo)
iobjFor(TurnWith)
iobjFor(UnfastenFrom)
iobjFor(UnlockWith)
iobjFor(UnplugFrom)
iobjFor(UnscrewWith)
isAudibleFrom
isChild
isDirectChild
isDirectlyHeldBy
isDirectlyIn
isDirectlyWornBy
isHeldBy
isIlluminated
isInterior
isOrIsIn
isOutside
isReadableFrom
isSmellableFrom
isThereALightSourceIn
isVisibleFrom
isWornBy
knowsAbout
listableContentsOf
listContents
listenDesc
listRemoteContents
listSubcontentsOf
locationWhich
locType
lookAroundWithin
makeCleaned
makeFastened
makeLit
makeLocked
makeMovedTo
makeOn
makeOpen
makeSetting
makeWorn
moveHidden
moveInto
moveMLIntoAdd
moveMLOutOf
nestedLoc
nominalOwner
noteSeen
notifyEvent
notifyInsert
notifyRemove
notifySightEvent
notifySmellEvent
notifySoundEvent
notionalContents
outermostParent
ownedBy
pushTravelRevealItems
reachBlockedMsg
remoteBrightness
remoteInitSpecialDesc
remoteObjInName
remoteSpecialDesc
removeFromContents
revealOnMove
roomHeadline
roomSubhead
sayCantBearMoreWeight
sayDontKnowHowToGetThere
sayDontKnowHowToReach
sayFindHidden
sayPushTravel
sayTooHeavy
sayTooHeavyToHide
scoreObject
setHasSeen
setKnown
setKnowsAbout
setSeen
shinesOut
showRemoteSpecialDesc
showSpecialDesc
smellDesc
totalBulkIn
totalWeightIn
traceContainerPath
tryCheck
tryMakingPosture
unmention
verifyActor
verifyEnterPosture
verifyPushTravel
wouldBeLitFor
Inherited from ReplaceRedirector
:
redirect
Inherited from Redirector
:
doInstead
doNested
doOtherAction
Inherited from Mentionable
:
construct
matchName
matchNameCommon
matchNameDisambig
phraseMatchName
simpleMatchName
Inherited from LMentionable
:
addDictWord
addVocab
addVocabWord
aNameFrom
aNameFromPoss
classInit
contify
distinguishedName
ifPronoun
inheritVocab
initVocabWord
locify
matchPronoun
pluralNameFrom
pluralWordFrom
possessify
pronoun
removeVocabWord
replaceVocab
theNameFrom
theNameIs
Properties
aft
no description available
allowCompassDirections
Are compass directions allowed for travel from this room? By default we’ll allow thema anywhere, but game code may wish to override this for rooms that are aboard a vessel.
allowDarkTravel
Normally we don’t allow travel from this location if both it and the destination are in darkness. To allow travel from this location in any case set allowDarkTravel to true.
audibleRooms
The lists of rooms we can smell, hear, talk or throw from/into from this room.
autoBackConnections
Flag - do we want the library (specifically the preInit method of Thing) to automatically create connections back (in the reverse direction) from any rooms our direction properties (directlt, or indirectly via a TravelConnector) point to? By default we do (since that was the part of the original purpose of the SymmConn extension) but game code can set this to nil (either on the Room class or on individual rooms) to suppress it if it’s not wanted - which may be the case if the this extension is being used for SymmConnectors rather than
autoName
Flag: do we want this room to take its vocab (and hence its name) from its roomTitle property if its vocab property isn’t explicitly defined? By default we do.
canLieInMe
OVERRIDDEN
no description available
cannotGoThatWayInDarkMsg
The message to display when travel is attempted in the dark, either in a direction for which no destination (or other handling) is defined, or in a direction in which the exit is not visible in the dark.
cannotGoThatWayMsg
The Message to display if travel is disallowed in any given direction (because the corresponding direction property of the Room is nil).
canSitInMe
OVERRIDDEN
no description available
canStandInMe
OVERRIDDEN
By default we assume that an actor can sit, stand or lie in a room [DEFINED IN POSTURES EXTENSION]
ceilingObj
The ceilingObj property defines the object to be used for this Room’s ceiling. By default we use the defaultCeiling object defined below. [DEFINED IN ROOMPARTS EXTENSION]
contType
OVERRIDDEN
Anything in the Room is deemed to be inside it (this sounds tautologous, but it’s why we give Room a contType of In).
down
no description available
east
no description available
extraScopeItems
A list of extra items to be added to scope when an action is carried out in this room.
floorObj
Although we don’t define room parts in general, we do give every Room a floor so that the parser can refer to objects ‘on the ground’ when asking disambiguation questions. By default we supply every Room with the defaultGround MultiLoc object to represent its floor. You can if you like replace this with a custom floor object in particular rooms, but it’s highly recommended that you define your custom floor to be of the Floor class. It’s also legal to define floorObj as nil on a Room that represents an obviously floorless place, such as the top of a mast or tree.
fore
no description available
in
no description available
isDestinationKnown
By default our destination is known if we’ve been visited
isFixed
OVERRIDDEN
A Room is always fixed in place.
isLit
OVERRIDDEN
A Room is normally lit, but if we want a dark room we can override isLit to nil.
isOpen
OVERRIDDEN
A Room is always open
lastSeenAt
OVERRIDDEN
The location at which a Room was last seen is always itself.
linkedRooms
The list of rooms to which we’re linked by virtue of being in the same SenseRegion.
// listOrder
OVERRIDDENInterface
description only
listOrder is inherited from Thing with a default value of 100. For a Room in a SenseRegion it can control the order in which other rooms in the SenseRegion have their contents described (higher = later), although this can be adjusted via the remoteRoomListOrder(pov) method.
north
The direction properties (north, south, etc.) define what happens when travel is attempted in the corresponding direction. A direction property may be defined as another Room (in which case traveling in the corresponding direction takes the actor directly to that Room), or to a TravelConnector (including a Door or Stairway), or to a single-quoted or double-quoted string (which is then simply displayed) or to a method (which is then executed). It is recommended that methods only be used when the effect of attempted travel is something other than ordinary travel; to impose conditions on travel or define the side-effects of travel it’s usually better to use a TravelConnector object.
northeast
no description available
northwest
no description available
noScriptAfterListen
Flag, do we want to prevent out script firing after a LISTEN command? By default we do because otherwise the respose to a LISTEN command might clash with an atmospheric message appearing on the same turn.
out
no description available
outermostParent
A Room’s outermost parent is itself.
port
no description available
regions
This room can optionally be in one or more regions. The regions property hold the region or a list of regions I’m in.
remoteContentsLister
The contents lister to use to list this room’s miscellaneous contents when viewed from a remote location.
remoteMiscContentsList
no description available
remoteSecondSpecialList
These properties are for the internal use of the remote listing routines, and should normally be left alone by game code.
roomFirstDesc
The description of this room to be used when it has not previously examined (and is thus being described fot the first time). If this is left as nil, we simply use the desc instead.
roomsViewed
The list of rooms viewed from Viewports from within this room. This enables the player to refer to objects in rooms that have been viewed. [DEFINED ON VIEWPORT EXTENSION]
smellableRooms
no description available
south
no description available
southeast
no description available
southwest
no description available
starboard
no description available
talkableRooms
no description available
throwableRooms
no description available
up
no description available
visibleRooms
The list of rooms that are visible from this room. Ordinarily this list is constructed at Preinit by any Sense Regions this room belongs to, so shouldn’t normally be manually adjusted by game code. It’s conceivable that game code could tweak these lists after Preinit, though, perhaps to create a one-way connection (e.g. to model a high room that overlooks lower ones)
visited
Has this room been visited?
wallObjs
The wallObjs property defines the list of walls in this Room. By default we define use the four default walls. Particular rooms that don’t have four walls (e.g. a length of passage) or which want to use custom wall objects can override this. [DEFINED IN ROOMPARTS EXTENSION]
west
no description available
Methods
addExtraScopeItems (action)
travel.t[542], viewport.t[196]
Add extra items into scope for the action. By default we simply add the items from our extraScopeItems list together with those of any regions we’re it. This allows commonly visible items such as the sky to be added to scope in dark outdoor rooms, for instance.
Modified in
viewport.t[196]:
Once the player character has viewed remote rooms and their contents via
a Viewport, the player may want to refer to them in commands, if only to
examine them, so we need to add them to scope. [MODIFIED FOR VIEWPORT
EXTENSION]
addToRegions ( )
Add this room to the room list of all the regions it’s in
afterTravel (traveler, connector)
OVERRIDDEN
afterTravel(traveler, connector) is called on the room traveler has just arrived in via connector.
allowShipboardDirections ( )
Are shipboard directions meaningful in this room? By default we’ll make them so if and only if this room defines at least one shipboard directional exit. Game code may wish to modify this, for example, on the hold of a ship that only defines an up direction but where shipboard directions would still in principle be meaningful.
allRegions ( )
The list of all the regions this room belongs to. This is calculated the first time this property is queried and then stored in the property.
beforeTravel (traveler, connector)
OVERRIDDEN
beforeTravel(traveler, connector) is called on the room traveler is in just as traveler is about to attempt travel via connector (a TravelConnector object).
canHearInFrom (loc)
Can we hear into this room from loc (i.e. can an actor in loc hear something in this room?
canHearOutTo (loc)
Can we hear out from this room to loc (i.e. can an actor in this room hear something in loc)?
cannotGoThatWay (dir)
The method that is called when travel is attempted in a direction (given the dir parameter) for which nothing is defined. By default we simply display the cannotGoThatWayMsg followed by a list of exits, but this can be overridden if desired, and different responses given for different directions. Note that the dir parameter will be passed as a direction object. e.g. northDir.
cannotGoThatWayInDark (dir)
The method that’s called when travel is attempted by an undefined or invisible exit in the dark. By default we display the cannotGoThatWayInDarkMsg followed by a list of visible exits, but game code can override this.
cannotReachTargetMsg (target)
Optional method that returns a single-quoted string explaining why target (normally an object in a remote location) cannot be reached from this room. By default we just return the target’s tooFarAwayMsg but this can be overridden, for example, to return the same format of message for every target that can’t be reached from this room (e.g. “You can’t reach [the target] from the meadow. “) ]
canSeeInFrom (loc)
The following six methods take effect only if there would otherwise be a sensory connection between the current room and loc due to their being in the same SenseRegion.
Can we see into this room from loc?
canSeeOutTo (loc)
Can we see out of this room to loc?
canSmellInFrom (loc)
Can we smell into this room from loc (i.e. can an actor in loc smell something in this room?
canSmellOutTo (loc)
Can we hear out from this room to loc (i.e. can an actor in this room hear something in loc)?
describeRemotely ( )
[DEFINED ON VIEWPORT EXTENSION] Used for describing a Room when seen through a Viewport.
destination ( )
Since a Room provides the TravelConnector interface, we need to define where it leads to when one attempts to travel via it; a Room always leads to itself (i.e. traveling via a Room takes one to that Room).
dobjFor(Examine)
OVERRIDDEN
travel.t[642], viewport.t[214]
Examining a Room is the same as looking around within it.
Modified in
viewport.t[214]:
[MODIFIED FOR VIEWPORT EXTENSION]
dobjFor(GetOutOf)
OVERRIDDEN
Going out of a Room is the same as executing an OUT command
examineStatus ( )
OVERRIDDEN
By default we don’t want the examineStatus method of a Room to do anything except displaying the stateDesc, should we have defined one. In particular we don’t want it to list the contents of the Room, since Looking Around will do this anyway.
execTravel (actor, traveler, conn)
OVERRIDDEN
When executing travel we move the traveler into the room. Then, if the traveler is the player char we perform a look around in the room, provided we should look around on entering the room. actor is the actor doing the traveling, traveler is the traveler doing the traveling (normally the same as actor unless actor is in a Vehicle, in which case traveler will be the Vehicle) and conn is the TravelConnector the vehicle is traversing in order to reach this room.
Modified in
objtime.t[372]:
Modified in OBJTIME EXTENSION to add the traversal time for entering the
room.
getAllRegions ( )
Calculate a list of all the regions this room belongs to
getConnector (prop)
Get the connector object explictly or implicitly defined on prop, even if it uses the asExit macro. If it’s not an object, return nil;
getDirection (conn)
The getDirection method returns the direction by which one would need to travel from this room to travel via the connector conn (or nil if none of the room’s direction properties point to conn).
getDirectionTo (dest)
The getDirectionTo method returns the direction by which one would need to travel from this room to travel to dest not via an UnlistedProxy Connector (normally defined by the asExit() macro. If none of the room’s direction properties clearly leads to dest via a TravelConnector including a Room) then return nil.
getOutermostRoom ( )
A Room’s outermost room is itself.
initVocab ( )
OVERRIDDEN
no description available
inRoomName (pov)
The name that’s used to introduce a list of miscellaneous objects in this room when viewed from a remote location containing the pov object (normally the player character).
interiorDesc ( )
If we’ve defined a roomFirstDesc and this room description hasn’t been displayed before, display our roomFirstDesc, otherwise display our desc.
interiorParent ( )
OVERRIDDEN
A Room has no interiorParent since it’s a top-level container.
iobjFor(PushTravelGetOutOf)
OVERRIDDEN
Pushing an object out of a Room is the same as pushing it via the OUT exit.
isIn (region)
OVERRIDDEN
A Room can’t be in another Room or a Thing, but it can notionally be in a Region, so we check to see if we’re in the list of our regions.
litWithin ( )
OVERRIDDEN
A Room is lit within it it’s illuminated (it’s either lit itself or contains a light source
lookOnEnter (obj)
travel.t[234], senseRegion.t[461]
Should we look around on entering this room? By default we should; this is overridden in senseRegion.t to provide for the possibility of a “continuous space” implementation.
Modified in
senseRegion.t[461]:
Should we look around on entering this room? Normally we should, unless
both the room obj is travelling from and the room it’s travelling to
(normally this room) both belong in a SenseRegion whose contSpace
property is true.
notifyAfter ( )
Call the after action notifications on this room and its regions
notifyBefore ( )
Call the before action notifications on this room and its regions
notifyDeparture (traveler, dest)
travel.t[474], sensory.t[714], symconn.t[200], viewport.t[182]
Carry out the notifications for a traveler leaving this room to go to dest.
Modified in
sensory.t[714]:
Reset every SensoryEmanation in this room to its initial state when the
player character leaves this room. [MODIFIED FOR SENSORY EXTENSION]
Modified in
symconn.t[200]:
Modified in SYMCONN EXTENSION to update the vocab on any SymPassages in
our destination.
Modified in
viewport.t[182]:
Reset the list of rooms viewed when the player character leaves the
room. [MODIFIED FOR VIEWPORT EXTENSION]
outermostVisibleParent ( )
OVERRIDDEN
A Room’s outermost visible parent is itself.
preinitThing ( )
OVERRIDDEN
Modified for SYMCOMM EXTENSION to set up symmetrical connectors at preinit.
regionsInCommonWith (other)
return a list of regions that both this room and other are common to.
remoteRoomListOrder (pov)
For a Room in a SenseRegion return the order in which other rooms in the SenseRegion have their contents described (higher = later) from the point of view of the pov object, which will normally be the room from which the viewing, smelling or listening is being performed. By default we just return the Room’s listOrder.
roomAfterAction ( )
no description available
roomBeforeAction ( )
roomBeforeAction and roomAfterAction are called just before and after the action phases of the current action. Individual instances can
roomDaemon ( )
This method is invoked on the player char’s current room at the end of every action. By default we run our doScript() method if we’re also a Script (that is, if the Room has been mixed in with an EventList class), thereby facilitating the display of atmospheric messages.
roomRemoteDesc (pov)
The roomRemoteDesc() is the description of the room as seen via a Viewport from pov. [DEFINED ON VIEWPORT EXTENSION]
setDestInfo (dirn, dest)
Convenience method to set information about the destination dirn from this room. The dirn parameter should be specified as a direction object (e.g. northDir) and the dest parameter as a room. Note this is only meaningful for direction properties specified as methods (as opposed to Rooms, Doors or other TravelConnectors or as strings), and is only useful for priming the route finder at the start of the game before the player has tried to go in this direction from this room. Once the player tries this direction the dest info table will be overwritten with information about where it actually leads.
showConnectedMiscContents (pov)
OVERRIDDEN
List the miscellaneous contents of a remote room
showFirstConnectedSpecials (pov)
OVERRIDDEN
Show the specialDescs of any items in the other rooms in our SenseRegions, where specialDescBeforeContents is true
showFirstRemoteSpecials (pov)
In additional to showing the first (i.e. pre-miscellaneous) list of items with specialDescs in remote locations, the showFirstRemoteSpecials() method builds the other lists of objects for the subsequent methods to use. pov is the point of view object (typically the player character) from whose point of view the list is being constructed.
showRemoteMiscContents (pov)
List the miscellaneous list of items in this remote location
showSecondConnectedSpecials (pov)
OVERRIDDEN
Show the specialDescs of any items in the other rooms in our SenseRegions, where specialDescBeforeContents is nil
showSecondRemoteSpecials (pov)
Show the removeSpecialDesc of each item in the second list of specials
showStatuslineExits ( )
OVERRIDDEN
show the exit list in the status line
sortRoomSublist (sublist, pov)
Sort a sublist of rooms in ascending order of their remoteRoomListOrder(pov) and return the result.
statusName (actor)
OVERRIDDEN
travel.t[369], postures.t[541]
The name of the room as it appears in the status line.
Modified in
postures.t[541]:
The name of the room as it appears in the status line. [MODIFIED FOR
POSTURES EXTENSION to include the actor’s posture]
travelerEntering (traveler, origin)
This method is invoked when traveler is about to enter this room from origin.
travelerLeaving (traveler, dest)
This method is invoked when traveler is about to leave this room and go to dest.
unmentionRemoteContents ( )
OVERRIDDEN
Reset the contents of all the remote rooms visible from this room to not having been mentioned.
updateSymVocab ( )
update the vocab of any SymPassages in our contents list that have seperate room1Vocab and room2Vocab
Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1