Floor class | travel.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

`actorInPrep` OVERRIDDEN | `en_us.t[3026]`

no description available

`actorOutOfPrep` OVERRIDDEN | `en_us.t[3027]`

no description available

`objInPrep` OVERRIDDEN | `en_us.t[3025]`

no description available

`putDestMessage` | `travel.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)`OVERRIDDEN | `en_us.t[3024]`

no description available

`dobjFor(LieOn)`OVERRIDDEN | `travel.t[5336]`

'lie on floor' causes the actor to lie down in the room

`dobjFor(SitOn)`OVERRIDDEN | `travel.t[5326]`

'sit on floor' causes the actor to sit in the containing room

`dobjFor(StandOn)`OVERRIDDEN | `travel.t[5316]`

'stand on floor' causes actor to stand in the containing room

`hideFromDefault (action)`OVERRIDDEN | `travel.t[5173]`

specifically allow me as a default for STAND ON, SIT ON, and LIE ON

`iobjFor(PutOn)`OVERRIDDEN | `travel.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)`OVERRIDDEN | `travel.t[5228]`

'throw x at floor'

`isActorOnFloor (actor)` | `travel.t[5250]`

is the given actor already on the floor?

`isObjListedInRoomPart (obj)`OVERRIDDEN | `travel.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)`OVERRIDDEN | `travel.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
Generated on 8/21/2012 from TADS version 3.1.2