symconn.t
#charset "us-ascii"
#include "advlite.h"
/*---------------------------------------------------------------------------*/
/*
* SYMMETRICAL CONNECTOR (SYMCONN) EXTENSION
*/
symconnID: ModuleID
name = 'Symconn'
byline = 'by Eric Eve'
htmlByline = 'by Eric Eve'
version = '2'
;
/* Modification to Room for SymConn (symmetrical connector) extension */
modify Room
/*
* Modified for SYMCOMM EXTENSION to set up symmetrical connectors at
* preinit.
*/
preinitThing()
{
/* Carry out the inherited handling. */
inherited();
/*
* Go through each direction property listed in the Direction.opposites LookupTable.
*/
foreach(local dir in Direction.allDirections)
{
/*
* If this direction property on this room points to an object, then we may need to do
* some setting up.
*/
if(propType(dir.dirProp) == TypeObject)
{
/* Note the object this property is attached to */
local obj = self.(dir.dirProp);
/* Note the property pointer for the reverse direction. */
local revProp = Direction.oppositeProp(dir.dirProp);
/*
* If the object is a Room and its reverse direction property is nil, and the room
* has no connection back to us, then point that other room's reverse direction
* property to us, to make a symmetrical connection, provided we want reverse
* connections set up automatically.
*/
if(obj.ofKind(Room) && obj.propType(revProp) == TypeNil
&& autoBackConnections && !obj.getDirectionTo(self))
obj.(revProp) = self;
/*
* If the object is a SymConnector we need to carry out a different kind of
* initialization.
*/
if(obj.ofKind(SymConnector))
{
/* First get the object to initialize itself. */
obj.initConnector(self, dir);
/*
* Note the destination to which the SymConnector should lead from the current
* room. This may be nil if we're initializing this SymConnector from both its
* rooms and we haven't initialized it from the other side yet.
*/
local dest = (obj.room2 == self ? obj.room1 : obj.room2);
dest = dest ?? obj.destination;
/*
* If we have a destination and that destination's reverse direction property
* isn't already set, and the destination has no other direction set to the
* SymConnector, and we want to set up reverse directions automatically, then
* set the reverse direction to point to the SymConnector.
*/
if(dest && dest.propType(revProp) == TypeNil && !dest.getDirection(obj)
&& autoBackConnections)
{
dest.(revProp) = obj;
if(obj.room1 == self && obj.room2Dir == nil)
obj.room2Dir = Direction.allDirections.valWhich({d: d.dirProp ==
revProp});
}
}
/*
* If we're attached to a TravelConnector that's neither a SymmConnector nor a
* Room, and autoBackConnection is true, and it's not a Door, try
* to set the reverse connection if it does not already exist.
*/
else if(obj.ofKind(TravelConnector) && autoBackConnections && !obj.ofKind(Room)
&& !obj.ofKind(Door))
{
/* Note the destination to which this TravelConnector leads. */
local dest = obj.getDestination(self);
/*
* If we have a destination and there's no way back from it to here and the
* reverse direction property of our destination is nil, then set that
* property to point back to us.
*/
if(dest && !dest.getDirectionTo(self) && dest.propType(revProp) == TypeNil)
{
dest.(revProp) = self;
}
}
/*
* Ensure that any UnlistedProxyConnectors - usually defined by means of the
* asExit(macro) - are matched by an UnlistedProxyConnector in the opposite
* direction in destination room where the direction in question is either up or
* down, provided we want to create automatic back connections.
*/
if(obj.ofKind(UnlistedProxyConnector) && dir.dirProp is in (&up, &down)
&& autoBackConnections)
{
local dest;
/*
* obtain the direction property for which the
* UnlistedProxyConnector is a proxy.
*/
local proxyProp = obj.direction.dirProp;
/*
* If this direction property points to an object, get its destination
* (assuming it's a TravelConnector or Room).
*/
if(propType(proxyProp) == TypeObject)
dest = self.(proxyProp).getDestination(self);
/*
* If we've found a destination, and its corresponding down or up property is
* undefined, then set up an UnlistedProxyConnector accordingly.
*/
if(dest && dest.propType(revProp) == TypeNil)
{
local backDir = dest.getDirectionTo(self);
if(backDir)
dest.(revProp) = new UnlistedProxyConnector(backDir);
}
}
}
}
}
/*
* 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
* automated back connections. */
autoBackConnections = true
/*
* update the vocab of any SymPassages in our contents list that have seperate room1Vocab and
* room2Vocab
*/
updateSymVocab()
{
/* loop through our contents */
foreach(local obj in contents)
{
/*
* We're only interested in SymPassages (and subclasses thereof) that define both
* their room1Vocab and room2Vocab properties as single-quoted strings.
*/
if(obj.ofKind(SymPassage) && obj.propType(&room1Vocab) == TypeSString
&& obj.propType(&room2Vocab) == TypeSString)
{
/*
* The new vocab we want to update this obj with is is room1Vocab if we're in its
* room1 and its room2Vocab otherwise.
*/
local newVocab = (obj.room1 == self ? obj.room1Vocab : obj.room2Vocab);
/* Update the vocab on obj. */
obj.replaceVocab(newVocab);
}
}
}
/*
* Modified in SYMCONN EXTENSION to update the vocab on any SymPassages in our destination.
*/
notifyDeparture(traveler, dest)
{
/* first carry out the inherited handling */
inherited(traveler, dest);
/* then update the vocab on our destination's SymPassages */
if(gPlayerChar.isOrIsIn(traveler))
dest.updateSymVocab();
}
;
/* Modification to DirState for SymConn (symmetrical connector) extension */
modify DirState
/*
* We exclude SymStairway because including 'up' or 'down' in its vocab confuses the parser's
* interpretation of CLIMB UP and CLIMB DOWN.
*/
appliesTo(obj)
{
return inherited(obj) && ! obj.ofKind(SymStairway);
}
;
/*
* Ensure that the vocab of any SymPassages located in the player character's starting location
* have the vocab appropriate to the side from which they're viewed.
*/
symVocabPreinit: PreinitObject
exec()
{
gPlayerChar.getOutermostRoom.updateSymVocab();
}
/*
* The updateSymVocab() method depends on MultiLocs (which includes SymPassages) having
* already been added to their locations' contents list, so we need to ensure that the
* initialization of MultiLocs has been carried out first.
*/
execBeforeMe = [multiLocInitiator]
;
/*
* A Symmetrical Connector is a special type of TravelConnector between rooms that can be
* traversed in either direction and that, optionally, can largely set itself up so that if the
* dir property of room1 points to this SymConnector, the reverse dir property of room2 also
* points to this SymConnector. [SYMCOMM EXTENSION]
*
* SymConnector is a type of TravelConnector (from which it descends by inheritance). A
* SymConnector can be traversed in both directions, and defining a SymConnector on a direction
* property of one room automatically attaches it to the reverse direction property of the room to
* which it leads. Otherwise, a SymConnector behaves much like any other TravelConnector, and can
* be used to define travel barriers or the side-effects of travel in much the same way.
*
* Internally a SymConnector defines a room1 property and a room2 property, room1 and room2 being
* the two rooms reciprocally connected by the SymConnector. The room1 and room2 can be set by the
* extension at preinit if the connector's destination is specified, but it's probably clearer and
* safer to explictly set the room1 and room2 properties.
*/
class SymConnector: TravelConnector
/*
* The room from/to which this SymConnector leads. Note we can leave this
* to be set up by our initConnector() method. [SYMCOMM EXTENSION]
*/
room1 = nil
/*
* The room to/from which this SymConnector leads. [SYMCOMM EXTENSION]
*/
room2 = nil
/*
* The direction an actor needs to travel in to travel via us from room1. This is set up in
* Room initObj();
*/
room1Dir = nil
/*
* The direction an actor needs to travel in to travel via us from room2. This is set up in
* Room initObj();
*/
room2Dir = nil
/*
* The name of our direction of travel from the point of view of the player character
* depending on whether the pc is in room1 or room2.
*/
dirName = inRoom1 ? room1Dir.name : room2Dir.name
/*
* Our destination depends on our origin. [SYMCOMM EXTENSION]
*/
getDestination(origin)
{
/* If we start out from room1 then this connector leads to room2 */
if(origin == room1)
return room2;
/* If we start out from room2 then this connector leads to room1 */
if(origin == room2)
return room1;
/* Otherwise, it doesn't lead anywhere. */
return nil;
}
/*
* Our notional destination (if this is defined it will be copied to room2
* at preinit). [SYMCOMM EXTENSION]
*/
destination = nil
/*
* Execute travel through this connector. The difference for the SYMCOMM EXTENSION is that an
* actor travelling through this connector ends up knowing where both sides lead to.
*/
execTravel(actor, traveler, conn)
{
/* Note the actor's starting location. */
local loc = actor.getOutermostRoom();
/*
* Carry out the inherited handling (which delegates most of the work
* to our destination).
*/
inherited(actor, traveler, conn);
/*
* If the actor carrying out the travel is the player character, note
* that the player character now knows where both sides of the
* connector lead to.
*/
if(actor == gPlayerChar && actor.isIn(getDestination(loc)))
{
isDestinationKnown = true;
}
}
/*
* By default the player character doesn't start off knowing where this
* connector leads. Once the pc has been through the connector in either
* direction this becomes true on both sides of the connector.
* [SYMCOMM EXTENSION]
*/
isDestinationKnown = nil
/* A SymConnector is usually open. [SYMCOMM EXTENSION] */
isOpen = true
/*
* The rooms property provides an alternative and slightly shorthand way of defining our two
* rooms. If defined, it must contain exactlty two rooms in the order [room1, room2].
*/
rooms = []
/*
* Initialize this SymConnector by setting up its room1 and room2 properties if they are not
* already defined. This method is normally called from the preinitThing() method of the room
* that first defines this connector. [SYMCOMM EXTENSION]
*/
initConnector(loc, dir)
{
/*
* Check if room1 and room2 have been defined on our rooms list property, and assign
* them if so.
*/
rooms = valToList(rooms);
if(rooms.length > 1)
{
room1 = rooms[1];
room2 = rooms[2];
}
/*
* If room1 hasn't been defined yet, set it to loc (the room whose
* preinitThing() method has called this method), provided loc isn't room2.
*/
if(room1 == nil && room2 != loc)
room1 = loc;
/*
* If our destination property has been set to an object (which should
* be a room), carry out some further setting up.
*/
if(propType(&destination) == TypeObject && room2 == nil)
{
/* Set our room2 property to our destination */
room2 = destination;
}
if(room1 == loc)
room1Dir = dir;
if(room2 == loc)
room2Dir = dir;
}
/* Short service methods that can be used to abbreviate game code */
/* Test whether the player character is in our room1 */
inRoom1 = (room1 && gPlayerChar.isIn(room1))
/* Test whether the player character is in our room2 */
inRoom2 = (room2 && gPlayerChar.isIn(room2))
/* return a or b depending on which room the player char is in */
byRoom(args) { return inRoom1 ? args[1] : args[2]; }
;
/*
* A Symmetrical Passage is a single passage object that can be traversed in either direction and
* exists in both the locations it connects. [SYMCOMM EXTENSION]
*
* A SymPassage is very like a SymDoor, except that it can't be opened or closed (at least, not
* via player commands). The SymPassage class can be used to define passage-like objects such as
* passageways and archways that connect one location to another. A SymPassage is otherwise
* defined in exactly the same way as a SymDoor; from a player's perspective it is functionally
* equivalent to a Passage, the differences from the game author's point of view being that it can
* be defined using one game object instead of two and that this extension automatically takes
* care of setting up the connection in the reverse direction.
*/
class SymPassage: MultiLoc, SymConnector, Thing
/*
* By default we can vary the description of the passage according to the
* location of the actor (and hence, according to which side it's viewed
* from), but if we want the passage to be described in the same way from
* both sides then we can simply override the desc property with a single
* description. [SYMCOMM EXTENSION]
*/
desc()
{
if(gActor.isIn(room1))
room1Desc;
else
room2Desc;
}
/* Our description as seen from room1 [SYMCOMM EXTENSION] */
room1Desc = nil
/* Our description as seen from room2 [SYMCOMM EXTENSION] */
room2Desc = nil
/* A passage is generally something fixed in place.[SYMCOMM EXTENSION] */
isFixed = true
/* Going through a passage is the same as traveling via it.[ SYMCOMM EXTENSION] */
dobjFor(GoThrough)
{
action() { travelVia(gActor); }
}
/* Entering a passage is the same as going through it. [SYMCOMM EXTENSION] */
dobjFor(Enter) asDobjFor(GoThrough)
/* Going along a Passage is the same as going through it */
dobjFor(GoAlong) asDobjFor(GoThrough)
/* A Passage is something it makes sense to go through. [SYMCOMM EXTENSION] */
canGoThroughMe = true
/*
* The appropriate action for pushing an object via a passage is
* PushTravelThrough [SYMCOMM EXTENSION]
*/
PushTravelVia = PushTravelThrough
/* Initialize this passage (called at preinit from Room.preinitThing) [SYMCOMM EXTENSION] */
initConnector(loc, dir)
{
/* Carry out the inherited (SymConnector) handling. */
inherited(loc, dir);
/*
* Move this passage into the two locations where it has a physical
* presence. Note that if this is being called from sides of the connector
* then the first time it's called either room1 or room2 may not yet be defined,
* so we need to test that room1 and room2 are not nil.
*/
if(room1)
moveIntoAdd(room1);
if(room2)
moveIntoAdd(room2);
/*
* Initialize either room1Vocab or room2Vocab to our initial vocab (as defined on the
* object in game code) if either room2Vocab or room1Vocab respectively has been
* overridden to contain a single quoted string.
*/
if(propType(&room2Vocab) == TypeSString)
room1Vocab = vocab;
else if(propType(&room1Vocab) == TypeSString)
room2Vocab = vocab;
}
/*
* Display message announcing that traveler has left via this door. The
* traveler would normally be an NPC visible to the player character.
* [SYMCOMM EXTENSION]
*/
sayDeparting(traveler)
{
delegated Door(traveler);
}
/*
* Display message announcing that follower is following leader through
* this door. [SYMCOMM EXTENSION]
*/
sayActorFollowing(follower, leader)
{
delegated Door(follower, leader);
}
/* [SYMCOMM EXTENSION] delegate our traversal message to the Door class. */
traversalMsg = delegated Door
/*
* Returns the direction property to which this passage is connected in
* the player character's current location, e.g. &west. This is used by
* DirState to add the appropriate adjective (e.g. 'west') to our vocab,
* so that the player can refer to us by the direction in which we lead.
* If you don't want this direction to be included in the vocab of this
* object, override attachedDir to nil. [SYMCOMM EXTENSION]
*/
attachedDir()
{
/* Get the player character's current room location. */
local loc = gPlayerChar.getOutermostRoom;
/*
* Get the direction object whose dirProp corresponds to the dirProp
* on the room which points to this object (we do this because
* Direction.allDirections provides the only way to get at a list of
* every dirProp).
*/
local dir = Direction.allDirections.valWhich(
{ d: loc.propType(d.dirProp) == TypeObject
&& loc.(d.dirProp) == self });
/*
* Return the direction property of that location which points to this
* passage.
*/
return dir == nil ? nil : dir.dirProp;
}
/*
* We're visible in the dark if the room on either side of us is
* illuminated [SYMCOMM EXTENSION]
*/
visibleInDark
{
if(transmitsLight && room1 && room2)
return room1.isIlluminated || room2.isIlluminated;
return nil;
}
/*
* Our vocab when viewed from room1. If we want different vocab (including different names) on
* each side of this passage or door, we don't need to define both room1Vocab and room2Vocab
* since whichever we don't define will be initialized by the SYMCONN EXTENSION to our initial
* vocab. So we do need to ensure that our initial vocab will be that which applies to this
* passage/door on the side the player first encounters.
*/
room1Vocab = nil
/*
* Our vocab from the perspective of room2, if we want different vocab to apply to the two
* sides of this passage/door.
*/
room2Vocab = nil
;
/*
* A Symmetrical Door is a door that can be traversed in either direction and exists in both the
* locations it connects. It behaves much like a regular Door, except that it uses only one
* object, not two, to represent the door. [SYMCOMM EXTENSION]
*
* You'd typically use it by pointing the appropriate direction property of one room to point to
* it and then defining its room2 property as the room to which it leads, for example:
*
*. redRoom: Room 'Red Room'
*. "A door leads south. "
*.
*. south = blackDoor
*. ;
*.
*. blackDoor: SymDoor 'black door'
*. "It's black. "
*. room2 = greenRoom
*. ;
*.
*. greenRoom: Room 'Green Room'
*. "A door leads north. "
*. ;
*
* Note that a Symdoor is a MultiLoc, so we don't use the + notation to set its location when
* defining it; it exists in both locations. The SYMCOMMN EXTENSION will automatically set the
* north property of room2 (here greenRoom) to point to the same door (here blackDoor).
*
* Both sides of a SymDoor must have the same name ('black door' in the example above). You can,
* however, give the two sides of a SymDoor different descriptions if you wish by defining its
* room1Desc and room2Desc properties instead of its desc property (as you would expect, room1Desc
* and room2Desc will then be the descriptions of the door as seen from room1 and room2
* respectively, where room1 and room2 have the same meaning as they have on a SymConnector). You
* can also give the two sides of the SymDoor different lockabilities by defining room1Lockability
* and room2Lockability separately. Alternatively, if you want both sides to have the same locking
* behaviour, just override the lockability property. The one thing you can't do (without some
* clever extra coding of your own) is to define different keys for each side of a SymDoor.
*
* It's sometimes convenient to refer to a door by the direction it leads in (e.g. "The west door"
* or "The north door"). The symconn extension takes care of this for you automatically. For
* example, the black door in the example above can be referred to by the player as 'south door'
* when the player character is in redRoom and as 'north door' when the player character is
* greenRoom and the game will know which door is meant, without the game author having to take
* any steps to make this happen. If, however, you want to suppress this behaviour on a particular
* SymDoor, you can do so simply by overriding its attachDir property to nil (attachDir is a
* method that works out which direction property a SymDoor is attached to in the player
* character's location, which is used by the DirState State object to add the appropriate
* direction name adjectives, such as 'north', to the SymDoor's vocab).
*/
class SymDoor: SymPassage
/* A door is usually openable. [SYMCOMM EXTENSION] */
isOpenable = true
/* A door usually starts out closed. [SYMCOMM EXTENSION] */
isOpen = nil
/*
* Although SymDoor doesn't inherit from Door, it needs to use Door's
* checkTravelBarriers() method to attempt to open the door via an
* implicit action if an attempt is made to go through it when it's
* closed. [SYMCOMM EXTENSION]
*/
checkTravelBarriers(traveler)
{
return delegated Door(traveler);
}
/*
* If we can't go through the door, use Door's version of the appropriate
* method. [SYMCOMM EXTENSION]
*/
cannotGoThroughClosedDoorMsg = delegated Door
/*
* By default we leave game authors to decide if and how they want to
* report whether a door is open or closed. [SYMCOMM EXTENSION]
*/
openStatusReportable = nil
/*
* Flag, do we want to attempt to unlock this door via an implicit action
* if someone attempts to open it while it's locked? [SYMCOMM EXTENSION]
*/
autoUnlock = nil
/*
* The lockability of this Door (notLockable, lockableWithKey, lockableWithoutKey, or
* indirectLockable). This can be different for each side of the door, in which case set
* room1Lockability and room2Lockability individually and the game will use the lockability
* appropriate to the location of the current actor. If you want the same lockability for both
* sides of the door, simply override lockability accordingly. [SYMCONN EXTENSION]
*/
lockability = (gActor.getOutermostRoom == room1 ? room1Lockability : room2Lockability)
/*
* Our lockability on the room1 side of the door. [SYMCONN EXTENSION]
*/
room1Lockability = notLockable
/*
* Our lockability on the room2 side of the door. [SYMCONN EXTENSION]
*/
room2Lockability = notLockable
dobjFor(GoThrough)
{
preCond = [travelPermitted, touchObj, objOpen]
}
iobjFor(PushTravelThrough)
{
preCond = [travelPermitted, touchObj, objOpen]
}
;
/*
* A SymStairway is aingle object representing a stairway up from its lower end and a stairway
* down from its upper end. At the minimum we need to point a direction property of the room at
* one end of the SymStairway to point to the SymStairway and define the SymStairwa's room2 or
* destination propety to be its other end.
*
* If the SymStairway is defined on the up or down property of either of its ends, either
* directtly or indirectly, then this extension can work out which end of the Stairway is which
* (even if the up or down property points to the SymStairway indirectly via an asExit() macro)
* Otherwise game code needs to define at least one of the SymStairway's upperEnd or lowerEnd
* properties to point to the appropriate room.
*
* [THE SYMCONN EXIENSION must be present in your project if you want to use a SymStairway]
*/
class SymStairway: SymPassage
/* The room at the upper end of this staircase */
upperEnd = nil
/* The room at the lower end of this staircase */
lowerEnd = nil
/*
* initialise this SymStairway by first carrying out the inherited initialization and then
* trying to determine which end of the stairway is the upperEnd and which the lowerEnd.
*/
initConnector(loc, dir)
{
/* Carry out the inherited handling. */
inherited(loc, dir);
/*
* If the lower end is not yet defined and room1 points to us on its up property, then our
* lower end must be room 1.
*/
if(lowerEnd == nil && room1 && room1.getConnector(&up) == self)
lowerEnd = room1;
/*
* If the upper end is not yet defined and room1 points to us on its down property, then
* our upper end must be room 1.
*/
if(upperEnd == nil && room1 && room1.getConnector(&down) == self)
upperEnd = room1;
/*
* If the lower end is not yet defined and room2 points to us on its up property, then our
* lower end must be room 2.
*/
if(lowerEnd == nil && room2 && room2.getConnector(&up) == self)
lowerEnd = room2;
/*
* If the upper end is not yet defined and room2 points to us on its down property, then
* our upper end must be room 2.
*/
if(upperEnd == nil && room2 && room2.getConnector(&down) == self)
upperEnd = room2;
/*
* If the upper end is not yet defined but the lower end is, then our upper end must be
* whichever room isn't the lower end.
*/
if(upperEnd == nil && lowerEnd)
upperEnd = lowerEnd == room1 ? room2 : room1;
/*
* If the lower end is not yet defined but the upper end is, then our lower end must be
* whichever room isn't the upper end.
*/
if(lowerEnd == nil && upperEnd)
lowerEnd = upperEnd == room1 ? room2 : room1;
}
/* Climbing a stairway is equivalent to climbimg up it. */
dobjFor(ClimbUp) asDobjFor(Climb)
/* Climbing down a SymStairway is equivalent to travelling via it. */
dobjFor(ClimbDown)
{
action { travelVia(gActor); }
}
/* Climbing up SymStairway is equivalent to travelling via it. */
dobjFor(Climb)
{
action { travelVia(gActor); }
}
/* We can climb up this stairway if and only if we're at its lower end. */
isClimbable = location.isOrIsIn(lowerEnd)
/* We can climb down this stairway if and only if we're at its upper end. */
canClimbDownMe = location.isOrIsIn(upperEnd)
/* Use Thing's cannotDownMsg */
cannotClimbDownMsg = (delegated StairwayUp)
cannotClimbMsg = (delegated StairwayDown)
/*
* The appropriate PushTravelAction for pushing something something up or down a
* SymStairway.
*/
PushTravelVia = location.isOrIsIn(lowerEnd) ? PushTravelClimbUp : PushTravelClimbDown
/*
* Display message announcing that traveler (typically an NPC whose
* departure is witnessed by the player character) has left via this
* staircase.
*/
sayDeparting(traveler)
{
if(location.isOrIsIn(lowerEnd))
delegated StairwayUp(traveler);
else
delegated StairwayDown(traveler);
}
/*
* Display message announcing that follower is following leader up
* this staircase.
*/
sayActorFollowing(follower, leader)
{
/* Create message parameter substitutions for the follower and leader */
if(location.isOrIsIn(lowerEnd))
delegated StairwayUp(follower, leader);
else
delegated StairwayDown(follower, leader);
}
/* The message for traversing this stairway - we delegate to Thing's message. */
traversalMsg = location.isOrIsIn(lowerEnd) ? delegated StairwayUp : delegated StairwayDown
/* a trio of short service methods to provide convenient abbreviations in game code */
/* Is the player character in our upper end room? */
inUpper = (upperEnd && gPlayerChar.isIn(upperEnd))
/* Is the player character in our lower end room? */
inLower = (lowerEnd && gPlayerChar.isIn(lowerEnd))
/*
* Return a or b depending on whether or not the player character is in our upperEnd room.
* This is primarily intended to ease the writing of descriptions or travelDescs which vary
* slightly according to which end we're at, e.g. "The stairs lead steeply <<byUpLo('down',
* 'up')>> "
*/
byEnd(arg) { return inUpper ? arg[1] : arg[2]; }
/*
* Retuen 'down' or 'up' depending on whether we're at the upper or lower end of the stairway.
*/
upOrDown = inUpper ? downDir.name : upDir.name
;
/*
* A SympPathPassage is a SymPassage that represents a path (or road or track or the like). so
* that following it or going down it is equivalent to going through it.
*/
class SymPathPassage: SymPassage
/* Make followinng a path the same as going through it. */
dobjFor(Follow) asDobjFor(GoThrough)
/* Make going down a path the same as going through it. */
dobjFor(ClimbDown) asDobjFor(GoThrough)
/* Make going up a path the same as going through it. */
dobjFor(ClimbUp) asDobjFor(GoThrough)
/*
* One most naturally talks of going 'down' a path; by default we use the message from the
* PathPassage class.
*/
traversalMsg = delegated PathPassage
;
/*
* The noExit object can be used to block an exit that would otherwise be set
* as a reciprocal exit by Room.preinitThing(). This can be used to prevent
* this extension from creating symmetrical exits in cases where you don't
* want them. E.g. if north from the smallCave leads to largeCave, but south
* from largeCave doesn't lead anywhere (because the notional passage between
* the caves curves round, say), then you can set largeCave.south to noExit to
* prevent this extension from setting it to smallCave.
*
* The noExit object is thus a TravelConnector that simulates the effect of a
* nil exit in situations where a nil value might get overwritten by this
* extension. [SYMCOMM EXTENSION]
*/
noExit: TravelConnector
/*
* Since we're mimicking the absence of an exit, we don't want to be
* listed as one.
*/
isConnectorListed = nil
/* We're not a real exit, so no actor can pass through us. */
canTravelerPass(actor) { return nil; }
/*
* In order to behave just as a nil exit would, we call the actor's
* location's cannotGoThatWay() method to explain why travel isn't
* possible.
*/
explainTravelBarrier(actor)
{
actor.getOutermostRoom.cannotGoThatWay(gAction.direction);
}
;
Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1