Roomclasstravel.t[22], senseRegion.t[207], english.t[2181]

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[207]:
modifications to Room to allow SenseRegions to work.

Modified in english.t[2181]:
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.

class Room :   TravelConnector   Thing

Superclass Tree   (in declaration order)

Room
        TravelConnector
                object
        Thing
                ReplaceRedirector
                        Redirector
                                object
                Mentionable
                        LMentionable
                                object

Subclass Tree  

(none)

Global Objects  

unknownDest_  varDest_ 

Summary of Properties  

aft  allowCompassDirections  allowDarkTravel  audibleRooms  autoName  cannotGoThatWayInDarkMsg  cannotGoThatWayMsg  contType  down  east  extraScopeItems  floorObj  fore  in  isDestinationKnown  isFixed  isLit  isOpen  lastSeenAt  linkedRooms  north  northeast  northwest  out  port  regions  remoteContentsLister  remoteMiscContentsList  remoteSecondSpecialList  smellableRooms  south  southeast  southwest  starboard  talkableRooms  throwableRooms  up  visibleRooms  visited  west 

Inherited from TravelConnector :
destination  isConnectorApparent  isConnectorListed  transmitsLight  travelBarriers 

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  bulk  bulkCapacity  canAttachToMe  canAttackWithMe  canBurnWithMe  canCleanWithMe  canClimbDownMe  canClimbUpMe  canCutWithMe  canDetachFromMe  canDigWithMe  canEnterOnMe  canFastenToMe  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  cannotGoNearThereMsg  cannotGoThroughMsg  cannotJumpOffMsg  cannotJumpOverMsg  cannotKissMsg  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  cannotSitOnMsg  cannotSmellMsg  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  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  globalParamName  groupOrder  hearNothingMsg  hiddenBehind  hiddenIn  hiddenUnder  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  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  listableContents  listenDesc  listOrder  listWith  location  lockability  lockedMsg  lookBehindMsg  lookInMsg  lookListed  lookThroughMsg  lookUnderMsg  markInventoryAsSeen  matchPullOnly  matchPushOnly  maxBulkHiddenBehind  maxBulkHiddenIn  maxBulkHiddenUnder  maxSingleBulk  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  okayLockMsg  okayOpenMsg  okayPushIntoMsg  okayPushOutOfMsg  okayUnlockMsg  opened  openStatusReportable  owner  ownsContents  paraBrksBtwnSubcontents  partOfYouMsg  preCondActor  pullNoEffectMsg  pushNoEffectMsg  readDesc  recognizableInDark  remapActor  remapBehind  remapIn  remapOn  remapProps  remapUnder  roomContentsLister  roomSubContentsLister  roomTitle  searchListed  seen  seenProp  shouldBeBroken  shouldNotBreakMsg  shouldNotPourIntoMsg  shouldNotPourOntoMsg  sightSize  sitOnScore  smellDesc  smellNothingMsg  smellSize  soundSize  specialDesc  specialDescBeforeContents  specialDescListWith  specialDescOrder  stagingLocation  standOnScore  stateDesc  tasteDesc  throwFallsShortMsg  tooDarkToSeeMsg  tooFarAwayToHearMsg  tooFarAwayToReadMsg  tooFarAwayToSeeDetailMsg  tooFarAwayToSmellMsg  turnNoEffectMsg  useInitSpecialDesc  useKey_  useSpecialDesc  viaMode  visibleInDark  vocabLikelihood  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  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  destination  dobjFor(Examine)  dobjFor(GetOutOf)  examineStatus  execTravel  getAllRegions  getDirection  getOutermostRoom  initVocab  inRoomName  interiorParent  iobjFor(PushTravelGetOutOf)  isIn  litWithin  lookOnEnter  notifyAfter  notifyBefore  notifyDeparture  regionsInCommonWith  roomAfterAction  roomBeforeAction  roomDaemon  setDestInfo  showConnectedMiscContents  showFirstConnectedSpecials  showFirstRemoteSpecials  showRemoteMiscContents  showSecondConnectedSpecials  showSecondRemoteSpecials  showStatuslineExits  statusName  travelerEntering  travelerLeaving  unmentionRemoteContents 

Inherited from TravelConnector :
afterTravelNotifications  beforeTravelNotifications  canTravelerPass  checkTravelBarriers  explainTravelBarrier  getDepartingDirection  getDestination  getTraveler  isConnectorVisible  isDestinationKnown  noteTraversal  sayActorFollowing  sayDeparting  sayNoDestination  travelDesc  travelVia  traversalMsg 

Inherited from Thing :
abcName  actionMoveInto  actorAction  addToAllContents  addToContents  afterAction  allContents  allowReachOut  beforeAction  beforeMovePushable  canHear  cannotPushTravelMsg  cannotReachOutMsg  canReach  canSee  canSmell  canTalkTo  checkDisplay  checkInsert  checkPushTravel  checkReach  checkReachIn  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(GoNear)  dobjFor(GoThrough)  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  getStatuslineExitsHeight  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(PushTravelThrough)  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  listRemoteContents  listSubcontentsOf  locationWhich  locType  lookAroundWithin  makeCleaned  makeFastened  makeLit  makeLocked  makeMovedTo  makeOn  makeOpen  makeSetting  makeWorn  moveHidden  moveInto  moveMLIntoAdd  moveMLOutOf  nominalOwner  noteSeen  notifyInsert  notifyRemove  notionalContents  outermostParent  outermostVisibleParent  ownedBy  preinitThing  pushTravelRevealItems  reachBlockedMsg  remoteInitSpecialDesc  remoteObjInName  remoteSpecialDesc  removeFromContents  revealOnMove  roomHeadline  roomSubhead  sayDontKnowHowToGetThere  sayDontKnowHowToReach  sayFindHidden  scoreObject  setHasSeen  setKnown  setKnowsAbout  setSeen  shinesOut  showRemoteSpecialDesc  showSpecialDesc  totalBulkIn  traceContainerPath  tryCheck  unmention  verifyActor  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  

afttravel.t[51]

no description available

allowCompassDirectionstravel.t[59]
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.

allowDarkTraveltravel.t[297]
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.

audibleRoomssenseRegion.t[223]
The lists of rooms we can smell, hear, talk or throw from/into from this room.

autoNameenglish.t[2200]
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.

cannotGoThatWayInDarkMsgtravel.t[273]
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.

cannotGoThatWayMsgtravel.t[248]
The Message to display if travel is disallowed in any given direction (because the corresponding direction property of the Room is nil).

contTypeOVERRIDDENtravel.t[391]
Anything in the Room is deemed to be inside it (this sounds tautologous, but it's why we give Room a contType of In).

downtravel.t[42]
no description available

easttravel.t[38]
no description available

extraScopeItemstravel.t[554]
A list of extra items to be added to scope when an action is carried out in this room.

floorObjtravel.t[127]
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.

foretravel.t[52]
no description available

intravel.t[43]
no description available

isDestinationKnowntravel.t[111]
By default our destination is known if we've been visited

isFixedOVERRIDDENtravel.t[88]
A Room is always fixed in place.

isLitOVERRIDDENtravel.t[85]
A Room is normally lit, but if we want a dark room we can override isLit to nil.

isOpenOVERRIDDENtravel.t[91]
A Room is always open

lastSeenAtOVERRIDDENtravel.t[557]
The location at which a Room was last seen is always itself.

linkedRoomssenseRegion.t[232]
The list of rooms to which we're linked by virtue of being in the same SenseRegion.

northtravel.t[37]
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.

northeasttravel.t[47]
no description available

northwesttravel.t[48]
no description available

outtravel.t[44]
no description available

porttravel.t[49]
no description available

regionstravel.t[410]
This room can optionally be in one or more regions. The regions property hold the region or a list of regions I'm in.

remoteContentsListersenseRegion.t[384]
The contents lister to use to list this room's miscellaneous contents when viewed from a remote location.

remoteMiscContentsListsenseRegion.t[267]
no description available

remoteSecondSpecialListsenseRegion.t[266]
These properties are for the internal use of the remote listing routines, and should normally be left alone by game code.

smellableRoomssenseRegion.t[224]
no description available

southtravel.t[39]
no description available

southeasttravel.t[45]
no description available

southwesttravel.t[46]
no description available

starboardtravel.t[50]
no description available

talkableRoomssenseRegion.t[225]
no description available

throwableRoomssenseRegion.t[226]
no description available

uptravel.t[41]
no description available

visibleRoomssenseRegion.t[217]
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)

visitedtravel.t[114]
Has this room been visited?

westtravel.t[40]
no description available

Methods  

addExtraScopeItems (action)travel.t[529]

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.

addToRegions ( )travel.t[422]
Add this room to the room list of all the regions it's in

afterTravel (traveler, connector)OVERRIDDENtravel.t[350]
afterTravel(traveler, connector) is called on the room traveler has just arrived in via connector.

allowShipboardDirections ( )travel.t[68]
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 ( )travel.t[433]
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)OVERRIDDENtravel.t[344]
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)senseRegion.t[422]
Can we hear into this room from loc (i.e. can an actor in loc hear something in this room?

canHearOutTo (loc)senseRegion.t[428]
Can we hear out from this room to loc (i.e. can an actor in this room hear something in loc)?

cannotGoThatWay (dir)travel.t[258]
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)travel.t[282]
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)travel.t[635]
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)senseRegion.t[413]
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)senseRegion.t[416]
Can we see out of this room to loc?

canSmellInFrom (loc)senseRegion.t[434]
Can we smell into this room from loc (i.e. can an actor in loc smell something in this room?

canSmellOutTo (loc)senseRegion.t[440]
Can we hear out from this room to loc (i.e. can an actor in this room hear something in loc)?

destination ( )travel.t[108]
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)OVERRIDDENtravel.t[601]
Examining a Room is the same as looking around within it.

dobjFor(GetOutOf)OVERRIDDENtravel.t[607]
Going out of a Room is the same as executing an OUT command

examineStatus ( )OVERRIDDENtravel.t[598]
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)OVERRIDDENtravel.t[138]
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.

getAllRegions ( )travel.t[441]
Calculate a list of all the regions this room belongs to

getDirection (conn)travel.t[580]
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).

getOutermostRoom ( )travel.t[242]
A Room's outermost room is itself.

initVocab ( )OVERRIDDENenglish.t[2182]
no description available

inRoomName (pov)senseRegion.t[401]
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).

interiorParent ( )OVERRIDDENtravel.t[518]
A Room has no interiorParent since it's a top-level container.

iobjFor(PushTravelGetOutOf)OVERRIDDENtravel.t[616]
Pushing an object out of a Room is the same as pushing it via the OUT exit.

isIn (region)OVERRIDDENtravel.t[416]
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 ( )OVERRIDDENtravel.t[97]
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[448]
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[448]:
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 ( )travel.t[316]
Call the after action notifications on this room and its regions

notifyBefore ( )travel.t[302]
Call the before action notifications on this room and its regions

notifyDeparture (traveler, dest)travel.t[461]
Carry out the notifications for a traveler leaving this room to go to dest.

regionsInCommonWith (other)travel.t[452]
return a list of regions that both this room and other are common to.

roomAfterAction ( )travel.t[336]
no description available

roomBeforeAction ( )travel.t[335]
roomBeforeAction and roomAfterAction are called just before and after the action phases of the current action. Individual instances can

roomDaemon ( )travel.t[399]
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.

setDestInfo (dirn, dest)travel.t[570]
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)OVERRIDDENsenseRegion.t[256]
List the miscellaneous contents of a remote room

showFirstConnectedSpecials (pov)OVERRIDDENsenseRegion.t[238]
Show the specialDescs of any items in the other rooms in our SenseRegions, where specialDescBeforeContents is true

showFirstRemoteSpecials (pov)senseRegion.t[277]
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)senseRegion.t[373]
List the miscellaneous list of items in this remote location

showSecondConnectedSpecials (pov)OVERRIDDENsenseRegion.t[249]
Show the specialDescs of any items in the other rooms in our SenseRegions, where specialDescBeforeContents is nil

showSecondRemoteSpecials (pov)senseRegion.t[363]
Show the removeSpecialDesc of each item in the second list of specials

showStatuslineExits ( )OVERRIDDENtravel.t[354]
show the exit list in the status line

statusName (actor)OVERRIDDENtravel.t[363]
The name of the room as it appears in the status line.

travelerEntering (traveler, origin)travel.t[514]
This method is invoked when traveler is about to enter this room from origin.

travelerLeaving (traveler, dest)travel.t[508]
This method is invoked when traveler is about to leave this room and go to dest.

unmentionRemoteContents ( )OVERRIDDENsenseRegion.t[390]
Reset the contents of all the remote rooms visible from this room to not having been mentioned.

Adv3Lite Library Reference Manual
Generated on 28/03/2016 from adv3Lite version 1.5