Floorclasstravel.t[5171], en_us.t[3023]

Base class for the default floor and the default ground of a top-level room. The floor and ground are where things usually go when dropped, and they're the locations where actors within a room are normally standing.

Modified in en_us.t[3023]:
English-specific modifications for the default room parts.

class Floor :   RoomPart

Superclass Tree   (in declaration order)

Floor
        RoomPart
                Fixture
                        NonPortable
                                Thing
                                        VocabObject
                                                object

Subclass Tree  

(none)

Global Objects  

defaultFloor  defaultGround 

Summary of Properties  

actorInPrep  actorOutOfPrep  objInPrep  putDestMessage 

Inherited from RoomPart :
contentsLister  descContentsLister  lookInLister  nothingBehindMsg  nothingThroughMsg  nothingUnderMsg  sightSize  specialContentsLister 

Inherited from Fixture :
cannotMoveMsg  cannotPutMsg  cannotTakeMsg 

Inherited from NonPortable :
bulk  contentsListed  isListed  isListedInContents  isListedInInventory  weight 

Inherited from Thing :
actorInAName  actorInName  actorIntoName  actorOutOfName  aDisambigName  allStates  aName  brightness  canBeHeard  canBeSeen  canBeSmelled  canBeTouched  canMatchHer  canMatchHim  canMatchIt  canMatchThem  circularlyInMessage  collectiveGroup  collectiveGroups  contents  contentsListedInExamine  contentsListedSeparately  described  disambigEquivName  disambigName  distantDesc  distantInitSpecialDesc  distantSpecialDesc  distinguishers  dummyName  effectiveFollowLocation  equivalenceKey  equivalentGrouper  equivalentGrouperClass  equivalentGrouperTable  esEndingPat  explicitVisualSenseInfo  getState  globalParamName  holdingIndex  iesEndingPat  initDesc  initNominalRoomPartLocation  initSpecialDesc  inlineContentsLister  isEquivalent  isHer  isHim  isInInitState  isKnown  isLikelyCommandTarget  isListedAboardVehicle  isMassNoun  isPlural  isProperName  isQualifiedName  isThingConstructed  isTopLevel  listName  listWith  location  moved  name  nameDoes  nameSays  nameSees  notTravelReadyMsg  objectNotifyList  obscuredInitSpecialDesc  obscuredSpecialDesc  owner  patElevenEighteen  patIsAlpha  patLeadingTagOrQuote  patOfPhrase  patOneLetterAnWord  patOneLetterWord  patSingleApostropheS  patTagOrQuoteChar  patUpperOrDigit  patVowelY  pluralDisambigName  pluralName  pronounSelector  roomDarkName  roomLocation  roomName  seen  sightPresence  smellPresence  smellSize  soundPresence  soundSize  specialDesc  specialDescBeforeContents  specialDescListWith  specialDescOrder  specialNominalRoomPartLocation  suppressAutoSeen  takeFromNotInMessage  theDisambigName  theName  theNamePossNoun  tmpAmbient_  tmpAmbientFill_  tmpAmbientWithin_  tmpFillMedium_  tmpObstructor_  tmpObstructorWithin_  tmpPathIsIn_  tmpTrans_  tmpTransWithin_  touchPresence  touchSize  verbCan  verbCannot  verbCant  verbEndingSD  verbEndingSEd  verbEndingSMessageBuilder_  verbMust  verbToCome  verbToDo  verbToGo  verbToLeave  verbToSay  verbToSee  verbWill  verbWont 

Inherited from VocabObject :
canResolvePossessive  disambigPromptOrder  pluralOrder  vocabLikelihood  vocabWords  weakTokens 

Summary of Methods  

actorInGroupPrefix  actorInGroupSuffix  childInNameGen  dobjFor(LieOn)  dobjFor(SitOn)  dobjFor(StandOn)  hideFromDefault  iobjFor(PutOn)  iobjFor(ThrowAt)  isActorOnFloor  isObjListedInRoomPart  performEntry  roomActorHereDesc  roomActorPostureDesc  roomActorStatus  roomActorThereDesc  roomListActorPosture  roomOkayPostureChange  verifyEntry 

Inherited from RoomPart :
dobjFor(Examine)  dobjFor(LookIn)  examinePartContents  examineSpecialContents  examineStatus  filterResolveList  getHitFallDestination  hideFromAll  initializeThing  isIn  moveIntoAdd  moveOutOf 

Inherited from Fixture :
dobjFor(Move)  dobjFor(MoveTo)  dobjFor(MoveWith)  dobjFor(Pull)  dobjFor(Push)  dobjFor(PushTravel)  dobjFor(PutBehind)  dobjFor(PutIn)  dobjFor(PutOn)  dobjFor(PutUnder)  dobjFor(Take)  dobjFor(TakeFrom)  dobjFor(ThrowAt)  dobjFor(ThrowDir)  isOwnedBy  verifyMoveTo 

Inherited from NonPortable :
contentsInFixedIn  dobjFor(ShowTo)  isHeldBy  meetsObjHeld 

Inherited from Thing :
acceptCommand  addAllContents  addDirectConnections  addObjectNotifyItem  addToContents  addToSenseInfoTable  adjustLookAroundTable  adjustThrowDestination  afterAction  afterTravel  allContents  aNameFrom  aNameObj  aNameOwnerLoc  announceDefaultObject  appendHeldContents  atmosphereList  baseMoveInto  basicExamine  basicExamineFeel  basicExamineListen  basicExamineSmell  basicExamineTaste  beforeAction  beforeTravel  buildContainmentPaths  cacheAmbientInfo  cacheSenseInfo  cacheSensePath  canBeHeardBy  canBeSeenBy  canBeSensed  canBeSmelledBy  canBeTouchedBy  canDetailsBeSensed  canHear  canMatchPronounType  canMoveViaPath  cannotGoShowExits  cannotReachObject  cannotSeeSmellSource  cannotSeeSoundSource  canOwn  canSee  canSmell  canThrowViaPath  canTouch  canTouchViaPath  checkActorOutOfNested  checkBulkChange  checkBulkChangeWithin  checkMoveViaPath  checkStagingLocation  checkThrowViaPath  checkTouchViaPath  checkTravelerDirectlyInRoom  childInName  childInNameWithOwner  childInRemoteName  clearSenseInfo  cloneForMultiInstanceContents  cloneMultiInstanceContents  conjugateRegularVerb  connectionTable  construct  countDisambigName  countListName  countName  countNameFrom  countNameOwnerLoc  darkRoomContentsLister  defaultDistantDesc  defaultObscuredDesc  desc  directionForConnector  distantSmellDesc  distantSoundDesc  dobjFor(AskAbout)  dobjFor(AskFor)  dobjFor(AskVague)  dobjFor(AttachTo)  dobjFor(Attack)  dobjFor(AttackWith)  dobjFor(Board)  dobjFor(Break)  dobjFor(Burn)  dobjFor(BurnWith)  dobjFor(Clean)  dobjFor(CleanWith)  dobjFor(Climb)  dobjFor(ClimbDown)  dobjFor(ClimbUp)  dobjFor(Close)  dobjFor(Consult)  dobjFor(ConsultAbout)  dobjFor(CutWith)  dobjFor(Detach)  dobjFor(DetachFrom)  dobjFor(Dig)  dobjFor(DigWith)  dobjFor(Doff)  dobjFor(Drink)  dobjFor(Drop)  dobjFor(Eat)  dobjFor(Enter)  dobjFor(EnterOn)  dobjFor(Extinguish)  dobjFor(Fasten)  dobjFor(FastenTo)  dobjFor(Feel)  dobjFor(Flip)  dobjFor(Follow)  dobjFor(GetOffOf)  dobjFor(GetOutOf)  dobjFor(GiveTo)  dobjFor(GoThrough)  dobjFor(JumpOff)  dobjFor(JumpOver)  dobjFor(Kiss)  dobjFor(Light)  dobjFor(ListenTo)  dobjFor(Lock)  dobjFor(LockWith)  dobjFor(LookBehind)  dobjFor(LookThrough)  dobjFor(LookUnder)  dobjFor(Open)  dobjFor(PlugIn)  dobjFor(PlugInto)  dobjFor(Pour)  dobjFor(PourInto)  dobjFor(PourOnto)  dobjFor(Read)  dobjFor(Remove)  dobjFor(Screw)  dobjFor(ScrewWith)  dobjFor(Search)  dobjFor(Set)  dobjFor(SetTo)  dobjFor(Smell)  dobjFor(Strike)  dobjFor(Switch)  dobjFor(TalkTo)  dobjFor(Taste)  dobjFor(TellAbout)  dobjFor(TellVague)  dobjFor(Throw)  dobjFor(ThrowTo)  dobjFor(Turn)  dobjFor(TurnOff)  dobjFor(TurnOn)  dobjFor(TurnTo)  dobjFor(TurnWith)  dobjFor(TypeLiteralOn)  dobjFor(TypeOn)  dobjFor(Unfasten)  dobjFor(UnfastenFrom)  dobjFor(Unlock)  dobjFor(UnlockWith)  dobjFor(Unplug)  dobjFor(UnplugFrom)  dobjFor(Unscrew)  dobjFor(UnscrewWith)  dobjFor(Wear)  examineListContents  examineListContentsWith  failCheck  feelDesc  fillMedium  findOpaqueObstructor  findTouchObstructor  forEachConnectedContainer  forEachContainer  fromPOV  getAllForTakeFrom  getAllPathsTo  getAnnouncementDistinguisher  getBagAffinities  getBagsOfHolding  getBestDistinguisher  getBulk  getBulkWithin  getCarryingActor  getCommonContainer  getCommonDirectContainer  getConnectedContainers  getConnectorTo  getContentsForExamine  getDestName  getDropDestination  getEncumberingBulk  getEncumberingWeight  getExtraScopeItems  getIdentityObject  getInScopeDistinguisher  getListedContents  getLocPushTraveler  getLocTraveler  getMovePathTo  getNoise  getNominalDropDestination  getNominalOwner  getObjectNotifyList  getOdor  getOutermostRoom  getOutermostVisibleRoom  getRoomNotifyList  getRoomPartLocation  getStateWithInfo  getStatuslineExitsHeight  getThrowPathTo  getTouchPathTo  getTravelConnector  getVisualSenseInfo  getWeight  hasCollectiveGroup  initializeEquivalent  initializeLocation  inRoomName  iobjFor(AttachTo)  iobjFor(AttackWith)  iobjFor(BurnWith)  iobjFor(CleanWith)  iobjFor(CutWith)  iobjFor(DetachFrom)  iobjFor(DigWith)  iobjFor(FastenTo)  iobjFor(GiveTo)  iobjFor(LockWith)  iobjFor(MoveWith)  iobjFor(PlugInto)  iobjFor(PourInto)  iobjFor(PourOnto)  iobjFor(PutBehind)  iobjFor(PutIn)  iobjFor(PutUnder)  iobjFor(ScrewWith)  iobjFor(ShowTo)  iobjFor(TakeFrom)  iobjFor(ThrowTo)  iobjFor(TurnWith)  iobjFor(UnfastenFrom)  iobjFor(UnlockWith)  iobjFor(UnplugFrom)  iobjFor(UnscrewWith)  isActorTravelReady  isComponentOf  isDirectlyIn  isInFixedIn  isListed  isListedInContents  isListedInInventory  isListedInRoomPart  isLookAroundCeiling  isNominallyIn  isNominallyInRoomPart  isOccludedBy  isOrIsIn  isShipboard  isVocabEquivalent  itIs  itNom  itObj  itPossAdj  itPossNoun  itVerb  listCardinality  localDirectionLinkForConnector  lookAround  lookAroundPov  lookAroundWithin  lookAroundWithinContents  lookAroundWithinDesc  lookAroundWithinName  lookAroundWithinSense  lookAroundWithinShowExits  lookInDesc  mainExamine  mainMoveInto  mapPushTravelHandlers  mapPushTravelHandlers  mapPushTravelHandlers  mapPushTravelHandlers  mapPushTravelHandlers  mergeSenseInfo  mergeSenseInfoTable  moveInto  moveIntoForTravel  moveIntoNotifyPath  mustMoveObjInto  nameIs  nameIsnt  nameVerb  normalizePath  notePromptByOwnerLoc  notePromptByPossAdj  noteSeenBy  notifyInsert  notifyMoveInto  notifyMoveViaPath  notifyRemove  obscuredDesc  obscuredSmellDesc  obscuredSoundDesc  pluralNameFrom  processThrow  propHidesProp  propWithPresent  putInName  receiveDrop  remoteDesc  remoteInitSpecialDesc  remoteRoomContentsLister  remoteSpecialDesc  removeFromContents  removeObjectNotifyItem  restoreLocation  roomContentsLister  roomDaemon  roomDarkDesc  roomDesc  roomFirstDesc  roomRemoteDesc  roomTravelPreCond  saveLocation  selectPathTo  sendNotifyInsert  sendNotifyRemove  senseAmbientMax  senseInfoTable  senseObj  sensePathFromWithin  sensePathFromWithout  sensePathToContents  sensePathToLoc  sensePresenceList  setAllSeenBy  setContentsSeenBy  setGlobalParamName  setVisualSenseInfo  shineFromWithin  shineFromWithout  shineOnContents  shineOnLoc  showDistantSpecialDesc  showDistantSpecialDescInContents  showInventoryContents  showInventoryItem  showInventoryItemCounted  showListItem  showListItemCounted  showListItemCountedGen  showListItemGen  showObjectContents  showObscuredSpecialDesc  showObscuredSpecialDescInContents  showRemoteSpecialDesc  showRemoteSpecialDescInContents  showSpecialDesc  showSpecialDescInContents  showSpecialDescInContentsWithInfo  showSpecialDescWithInfo  showStatuslineExits  showWornItem  showWornItemCounted  smellDesc  smellHereDesc  soundDesc  soundHereDesc  specialDescList  specialPathFrom  statusName  stopThrowViaPath  superHidesSuper  tasteDesc  thatNom  thatObj  theNameFrom  theNameObj  theNameOwnerLoc  theNameWithOwner  throwTargetCatch  throwTargetHitWith  throwViaPath  transmitAmbient  transSensingIn  transSensingOut  traversePath  tryHolding  tryImplicitRemoveObstructor  tryMovingObjInto  useInitDesc  useInitSpecialDesc  useSpecialDesc  useSpecialDescInContents  useSpecialDescInRoom  useSpecialDescInRoomPart  verbEndingEs  verbEndingIes  verbEndingS  verbToHave  verbWas  verifyFollowable  verifyInsert  verifyRemove  whatIf  whatIfHeldBy  withVisualSenseInfo 

Inherited from VocabObject :
addToDictionary  expandPronounList  getFacets  inheritVocab  initializeVocab  initializeVocabWith  matchName  matchNameCommon  matchNameDisambig  throwNoMatchForLocation  throwNoMatchForPossessive  throwNothingInLocation 

Properties  

actorInPrepOVERRIDDENen_us.t[3026]

no description available

actorOutOfPrepOVERRIDDENen_us.t[3027]
no description available

objInPrepOVERRIDDENen_us.t[3025]
no description available

putDestMessagetravel.t[5225]
The message we use to describe this object prepositionally, as the destination of a throw or drop. This should be a gLibMessages property with the appropriate prepositional phrase. We use a custom message specific to floor-like objects.

Methods  

actorInGroupPrefix (pov, posture, remote, lst)travel.t[5440]

Prefix and suffix messages for listing a group of actors nominally on the this floor. Actors are said to be on the floor when they're really in the location containing the floor.

If we're talking about a remote location, simply describe it as the location rather than mentioning the floor, since the floor is a trivial part of the remote location not worth mentioning.

If we're local, and we're standing, we'll simply say that we're "standing here"; again, saying that we're standing on the floor is stating the obvious. If we're not standing, we will mention that we're on the floor.

actorInGroupSuffix (pov, posture, remote, lst)travel.t[5449]
no description available

childInNameGen (childName, myName)OVERRIDDENen_us.t[3024]
no description available

dobjFor(LieOn)OVERRIDDENtravel.t[5336]
'lie on floor' causes the actor to lie down in the room

dobjFor(SitOn)OVERRIDDENtravel.t[5326]
'sit on floor' causes the actor to sit in the containing room

dobjFor(StandOn)OVERRIDDENtravel.t[5316]
'stand on floor' causes actor to stand in the containing room

hideFromDefault (action)OVERRIDDENtravel.t[5173]
specifically allow me as a default for STAND ON, SIT ON, and LIE ON

iobjFor(PutOn)OVERRIDDENtravel.t[5203]
'put x on floor' equals 'drop x'. Add a precondition that the drop destination is the main room, since otherwise we could have strange results if we dropped something inside a nested room.

iobjFor(ThrowAt)OVERRIDDENtravel.t[5228]
'throw x at floor'

isActorOnFloor (actor)travel.t[5250]
is the given actor already on the floor?

isObjListedInRoomPart (obj)OVERRIDDENtravel.t[5192]
When explicitly examining a Floor object, list any objects that are listed in the normal room description (as in LOOK AROUND). By default, the floor is the nominal container for anything directly in the room, so we'll normally want LOOK AROUND and LOOK AT FLOOR to produce the same list of objects.

performEntry (newPosture)travel.t[5302]
perform sitting/standing/lying on the floor

roomActorHereDesc (actor)travel.t[5351]
Mention that an actor is here, as part of a room description. When the actor is standing, just say that the actor is here, since it's overstating the obvious to say that the actor is standing on the floor. For other postures, do mention the floor.

roomActorPostureDesc (actor)travel.t[5389]
Show the actor's posture here. When we're standing on the floor, don't mention the posture, as this is too trivial a condition to state. Otherwise, mention it as normal for a nested room.

roomActorStatus (actor)travel.t[5378]
Show our room name status for an actor on the floor. Since standing on the floor is the trivial default for any room, we won't bother mentioning it. Other postures we'll mention the same way we would for any nested room.

roomActorThereDesc (actor)OVERRIDDENtravel.t[5370]
Mention that an actor is here, as part of a room description. Since a floor is a trivial part of its enclosing room, there's no point in mentioning that we're on the floor, as that's stating the obvious; instead, simply describe the actor as being in the actor's actual enclosing room.

roomListActorPosture (actor)travel.t[5414]
mention the actor as part of the EXAMINE description of a nested room containing the actor

roomOkayPostureChange (actor)travel.t[5402]
Generate an acknowledgment for a posture change here. If the actor is standing, just say "okay, you're now standing" without mentioning the floor, since standing on the floor is the trivial default. For other postures, say that we're sitting/lying/etc on the floor.

verifyEntry (newPosture, alreadyMsg)travel.t[5260]
verify sitting/standing/lying on the floor

TADS 3 Library Manual
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