Qobject | query.t[40] |
Superclass Tree | Property Summary | Method Summary | Property Details | Method Details |
For any query, there are two sources of answers. First, there's the standard answer based on the basic "physics" of the adventure world model. Second, there are any number of custom answers from Special objects, which define customizations that apply to specific combinations of actors, locations, objects, times, or just about anything else that the game can model.
The standard physics-based answer is the default. It provides the answer if there are no active Special objects that provide custom answers.
If there are active Specials, the only ones that matter for a particular query are the ones that define that query's method. If there are any active Special objects that define a query method, calling Q.foo() actually calls the highest-priority Special's version of the foo() method. That Special method can in turn call the next lower priority Special using next(). If there are no active Special objects defining a query method, the default handler in QDefaults will be used automatically.
Q : object
canHear
canReach
canSee
canSmell
canTalkTo
canThrowTo
inLight
knownScopeList
reachBlocker
reachProblem
reachProblemCheck
reachProblemVerify
scentBlocker
scopeList
sightBlocker
soundBlocker
topicScopeList
dynamicSpecials | query.t[159] |
canHear (a, b) | query.t[115] |
canReach (a, b) | query.t[84] |
canSee (a, b) | query.t[66] |
canSmell (a, b) | query.t[131] |
canTalkTo (a, b) | query.t[147] |
canThrowTo (a, b) | query.t[151] |
inLight (a) | query.t[60] |
knownScopeList ( ) | query.t[50] |
reachBlocker (a, b) | query.t[94] |
reachProblem (a, b) | query.t[103] |
reachProblemCheck (a, b) | query.t[109] |
reachProblemVerify (a, b) | query.t[106] |
scentBlocker (a, b) | query.t[141] |
scopeList (actor) | query.t[46] |
sightBlocker (a, b) | query.t[77] |
soundBlocker (a, b) | query.t[125] |
topicScopeList ( ) | query.t[53] |