travel.t

documentation
#charset "us-ascii"
#include "advlite.h"


/*
 *   ****************************************************************************
 *    room.t 
 *    This module forms part of the adv3Lite library 
 *    (c) 2012-13 Eric Eve
 */

property lastTravelInfo;
property cannotGoShowExits;
property pcArrivalTurn;

/* 
 *   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.
 */     
class Room: TravelConnector, Thing
    
    
    /*  
     *   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.
     */
    north = nil
    east = nil
    south = nil
    west = nil
    up = nil
    down = nil
    in = nil
    out = nil
    southeast = nil
    southwest = nil
    northeast = nil
    northwest = nil
    port = nil
    starboard = nil
    aft = nil
    fore = nil
    
    /*
     *   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.
     */
    allowCompassDirections = true
    
    /*
     *   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.
     */
    allowShipboardDirections()
    {
        for(local dir in ShipboardDirection.shipboardDirections)
        {
            if(propType(dir.dirProp) != TypeNil)
                return true;
        }
        
        return nil;
    }
    
	
	
    /* 
     *   A Room is normally lit, but if we want a dark room we can override
     *   isLit to nil.
     */   
    isLit = true
    
    /*   A Room is always fixed in place. */
    isFixed = true
    
    /*   A Room is always open */
    isOpen = true
    
    /*   
     *   A Room is lit within it it's illuminated (it's either lit itself or
     *   contains a light source
     */
    litWithin()
    {
        return isIlluminated;
    }
    
    
    /*   
     *   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).
     */
    destination { return self; }
    
    /* By default our destination is known if we've been visited */
    isDestinationKnown = (visited)
    
    /* Has this room been visited? */
    visited = nil
 
    /* 
     *   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.
     */
    floorObj = defaultGround       
    
    /* 
     *   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.
     */     
    execTravel(actor, traveler, conn)
    {        
        /*   Note whether we want to look around on entering this room. */
        local lookAroundOnEntering = lookOnEnter(actor);
        
        /* 
         *   Note the traveler's current location, so we can check subsequently
         *   whether travel actually took place.
         */
        local oldLoc = traveler.getOutermostRoom();
        
        /*   
         *   Get our destination when starting from oldLoc (for a room this
         *   should normally evaluate to self)
         */
        local dest = getDestination(oldLoc);
        
        /*  Carry out the before travel notification */
        conn.beforeTravelNotifications(traveler);
        
        /* 
         *   Note the actor's old travel info in case we have to restore it
         *   after a failed travel attempt.
         */
        if(actor != gPlayerChar)
            local oldTravelInfo = actor.lastTravelInfo;
        
        if(actor == gPlayerChar)
        {                  
            /* 
             *   Before carrying out the travel make a note of the room the
             *   player character is about to leave.
             */
            libGlobal.lastLoc = oldLoc;                               
        }
        
        /* 
         *   Otherwise if the player character can see the actor traverse the
         *   connector, note the fact on the actor, so that the information is
         *   available should the player character wish to follow the actor.
         */
        else if(Q.canSee(gPlayerChar, actor))
            actor.lastTravelInfo = [oldLoc, conn];
        
        /*   
         *   Note that actor is traversing the Travel Connector. This can be
         *   used to carry out any side-effects of the travel, such as
         *   describing it.
         */             
        
        conn.noteTraversal(actor); 
        
        /* Notify the actor's current room that the actor is about to depart. */
        oldLoc.notifyDeparture(actor, dest);
        
        /*  Move the traveling object into its destination */
        traveler.actionMoveInto(dest);
        
        if(gPlayerChar.isOrIsIn(traveler))
        {
            /* 
             *   Notify any actors in the location that the player character has
             *   just arrived.
             */
            
            if(defined(Actor))
            {
                local notifyList = allContents.subset({o: defined(Actor) && o.ofKind(Actor)});
                
                notifyList.forEach({a: a.pcArrivalTurn = gTurns });
            }
            
            /* Show a room description if appropriate */
            if(lookAroundOnEntering)
                lookAroundWithin();
        }
        
        /*  
         *   Execute the after travel notifications, provided that the actor
         *   actually ended up in a new location.
         */
        if(self != oldLoc)
        {               
            conn.afterTravelNotifications(traveler);
        }
        
        /* 
         *   If we're not the player character and we failed to go anywhere,
         *   restore our old travel info.
         */
        if(actor != gPlayerChar && actor.getOutermostRoom == oldLoc)
            actor.lastTravelInfo = oldTravelInfo;
    }
    
    /* 
     *   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.
     */
    lookOnEnter(obj)
    {
        return true;
    }    
    
    
    /*  A Room's outermost room is itself. */
    getOutermostRoom { return self; }
    
    /*  A Room's outermost visible parent is itself. */
    outermostVisibleParent() { return self; }
    
    /*  A Room's outermost parent is itself. */
    outermostParent = self
    
    
    /* 
     *   The Message to display if travel is disallowed in any given direction
     *   (because the corresponding direction property of the Room is nil).
     */    
    cannotGoThatWayMsg = BMsg(cannot go, '{I} {can\'t} go that way. ' )
    
    /*   
     *   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.
     */
    cannotGoThatWay(dir)
    {
        "<<cannotGoThatWayMsg>>";
        if(gExitLister != nil)
            gExitLister.cannotGoShowExits(gActor, self);
        
        "<.p>";
    }
    
    /*  
     *   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.
     */
    cannotGoThatWayInDarkMsg = BMsg(cannot go in dark, 'It{dummy}{\'s} too dark
        to see where {i}{\'m} going. ')
    
    
    /*   
     *   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.
     */
    cannotGoThatWayInDark(dir)
    {
        "<<cannotGoThatWayInDarkMsg>><.p>";
        if(gExitLister != nil)
            gExitLister.cannotGoShowExits(gActor, self);
        
        "<.p>";
    }
                                    
    
    /* 
     *   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.
     */    
    allowDarkTravel = nil
    
       
    
    /* Call the before action notifications on this room and its regions */
    notifyBefore()
    {
        /* Call our own roomBeforeAction() */
        roomBeforeAction();
        
        /* 
         *   Notify all the regions we're in of the action that's about to take
         *   place.
         */
        foreach(local reg in valToList(regions))
            reg.notifyBefore();
    }
    
    /* Call the after action notifications on this room and its regions */
    notifyAfter()
    {
        /* Call our own roomAfterAction() */
        roomAfterAction();
        
        /* 
         *   Notify all the regions we're in of the action that's just taken
         *   place.
         */
        foreach(local reg in valToList(regions))
            reg.notifyAfter();
    }
    
    
    /* 
     *   roomBeforeAction and roomAfterAction are called just before and after
     *   the action phases of the current action. Individual instances can
     *   override to react to the particular actions.     */
    
    roomBeforeAction() { }
    roomAfterAction() { }
   
    
    /*   
     *   beforeTravel(traveler, connector) is called on the room traveler is
     *   in just as traveler is about to attempt travel via connector (a
     *   TravelConnector object).
     */
    beforeTravel(traveler, connector) { }
    
    /*   
     *   afterTravel(traveler, connector) is called on the room traveler has
     *   just arrived in via connector.
     */
    afterTravel(traveler, connector) { }
    
    
    /* show the exit list in the status line */
    showStatuslineExits()
    {
        /* if we have a global exit lister, ask it to show the exits */
        if (gExitLister != nil)
            gExitLister.showStatuslineExits();
    }

    
    /*  The name of the room as it appears in the status line. */
    statusName(actor)
    {
        local nestedLoc = '';
        
        /*  
         *   If the actor is not directly in the room we add the actor's
         *   immediate container in parentheses after the room name.
         */
        if(!actor.location.ofKind(Room))
            nestedLoc = BMsg(actor nested location name,  
                             ' (<<actor.location.objInPrep>> 
                <<actor.location.theName>>)');
        
        /*  
         *   If the Room is illuminated, display its ordinary room title,
         *   followed by the actor's immediate location if it's not the Room. If
         *   the Room is in darkness, use the darkName instead of the roomTitle.
         */
        if(isIlluminated)
            "<<roomTitle>><<nestedLoc>>";
        else
            "<<darkName>><<nestedLoc>>";
    }
    
    /*  
     *   Anything in the Room is deemed to be inside it (this sounds
     *   tautologous, but it's why we give Room a contType of In).
     */
    contType = In
    
    /* 
     *   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.
     */    
    roomDaemon() 
    {
        if(ofKind(Script) &&!(noScriptAfterListen && gActionIs(Listen)))
            doScript();
    }
    
    /* 
     *   Flag, do we want to prevent out script firing after a LISTEN command? By default we do
     *   because otherwise the respose to a LISTEN command might clash with an atmospheric message
     *   appearing on the same turn.
     */
    noScriptAfterListen = true
    
    
    /* 
     *   This room can optionally be in one or more regions. The regions
     *   property hold the region or a list of regions I'm in.
     */    
    regions = nil
    
    /* 
     *   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.
     */    
    isIn(region)
    {
        return valToList(regions).indexWhich({x: x.isOrIsIn(region)}) != nil;
    }
    
    /* Add this room to the room list of all the regions it's in */    
    addToRegions()
    {
        foreach(local reg in valToList(regions))
            reg.addToRoomList(self);
    }
    
    /* 
     *   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.
     */    
    allRegions()
    {
        local ar = getAllRegions();
        allRegions = ar;
        return ar;        
    }
    
    /* Calculate a list of all the regions this room belongs to */
    getAllRegions()
    {
        local thisRegions = new Vector(valToList(regions));
        foreach(local reg in valToList(regions))
            thisRegions.appendUnique(reg.allRegions);
        
        return thisRegions.toList();
    }
    
    
    /* return a list of regions that both this room and other are common to. */    
    regionsInCommonWith(other)
    {
        return allRegions.subset({x: x.roomList.indexOf(other) != nil});        
    }
    
    /* 
     *   Carry out the notifications for a traveler leaving this room to go to
     *   dest.
     */
    notifyDeparture(traveler, dest)
    {
        /* Notify the current room of the impending departure */
        travelerLeaving(traveler, dest);
        
                
        /* 
         *   Notify any regions the traveler is about to leave of the impending
         *   departure         */
        
        local commonRegs = regionsInCommonWith(dest);
        
        /* 
         *   The regions I'm about to leave are all the regions this room is in
         *   less those that this room has in common with my destination.
         */
        local regsLeft = allRegions - commonRegs;
        
        
        /*   
         *   Notify all the regions that the traveler is leaving that the
         *   traveler is leaving to go to dest.
         */
        foreach(local reg in regsLeft)
            reg.travelerLeaving(traveler, dest);
        
        /* 
         *   The regions I'm about to enter are all the regions the destination
         *   room is in, less those this room has in common with the
         *   destination.
         */        
        local regsEntered = dest.allRegions - commonRegs;
        
        
        /* Notify any regions I'm about to enter of my impending arrival. */
        foreach(local reg in regsEntered)
            reg.travelerEntering(traveler, self);
        
        /* notify the destination room of the impending arrival */        
        dest.travelerEntering(traveler, self);
    }
    
    
    /* 
     *   This method is invoked when traveler is about to leave this room and go
     *   to dest.
     */
    travelerLeaving(traveler, dest) { }
    
    /* 
     *   This method is invoked when traveler is about to enter this room 
     *   from origin.
     */
    travelerEntering(traveler, origin) { }
    
   
    /*    A Room has no interiorParent since it's a top-level container. */
    interiorParent()
    {
        return nil;
    }
    
    /* 
     *   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.
     */    
    addExtraScopeItems(action)
    {
        /* 
         *   Append the extra scope items defined on this Room to the action's
         *   scope list.
         */
        action.scopeList =
            action.scopeList.appendUnique(valToList(extraScopeItems));
        
        /*  Add any extra scope items defined on any regions we're in. */
        foreach(local reg in valToList(regions))
            reg.addExtraScopeItems(action);
        
        /* 
         *   By default we'll also add our floor object to scope if we have one
         *   and it isn't already in scope.
         */        
        if(floorObj != nil)
            action.scopeList = action.scopeList.appendUnique([floorObj]);
    }
    
    /*  
     *   A list of extra items to be added to scope when an action is carried
     *   out in this room.
     */
    extraScopeItems = []
    
    /*   The location at which a Room was last seen is always itself. */
    lastSeenAt = (self)
    
    /* 
     *   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.
     */    
    setDestInfo(dirn, dest)
    {
        libGlobal.addExtraDestInfo(self, dirn, dest);
    }
    
    /* 
     *   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).
     */
    getDirection(conn)
    {
        for(local dir = firstObj(Direction); dir != nil; dir = nextObj(dir,
            Direction))
        {
            if(propType(dir.dirProp) == TypeObject && self.(dir.dirProp) == conn)
                return dir;
        }
        
        return nil;
    }
    
    /* 
     *   The getDirectionTo method returns the direction by which one would need to travel from this
     *   room to travel to dest not via an UnlistedProxy Connector (normally defined by the asExit()
     *   macro. If none of the room's direction properties clearly leads to dest via a
     *   TravelConnector including a Room) then return nil.
     */
    getDirectionTo(dest)
    {
        for(local dir = firstObj(Direction); dir != nil; dir = nextObj(dir,
            Direction))
        {
            local conn;
            
            if(propType(dir.dirProp) == TypeObject)
            {                                
                conn = self.(dir.dirProp);              
                
                if(conn && !conn.ofKind(UnlistedProxyConnector) 
                   &&  conn.getDestination(self) == dest)           
                    return dir;
            }
                
        }
        
        
        return nil;
    }
    
    /* Rooms are generally large emough to allow them to be smelt or listened to. */    
    smellSize = large
    soundSize = large
    
    
    /* 
     *   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.
     */
    examineStatus() { display(&stateDesc); }

    /*  Examining a Room is the same as looking around within it. */
    dobjFor(Examine)
    {
        action() { lookAroundWithin(); }
    }

    /*  Going out of a Room is the same as executing an OUT command */
    dobjFor(GetOutOf)
    {
        action() { GoOut.execAction(gCommand); }
    }
    
    /*  
     *   Pushing an object out of a Room is the same as pushing it via the OUT
     *   exit.
     */
    iobjFor(PushTravelGetOutOf)
    {
        action()
        {
            gCommand.verbProd.dirMatch = object { dir = outDir; };
            gAction = PushTravelDir;
            PushTravelDir.execAction(gCommand);
        }
    }
 
    /* 
     *   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. ") ]
     */                
    cannotReachTargetMsg(target)
    { 
        return target.tooFarAwayMsg;
    }
    
    /* 
     *   Get the connector object explicitly or implicitly defined on prop, even if it uses the
     *   asExit macro. If it's not an object, return nil;
     */
    getConnector(prop)
    {
        
        if(propType(prop) == TypeObject)
        {
            local conn = self.(prop);           
            
            if(conn.ofKind(UnlistedProxyConnector))        
                
            {
                local dir = conn.direction;
                
                prop = dir.dirProp;
                
                if(propType(prop) == TypeObject)
                    return self.(prop);          
            }    
            
            return conn;
            
        }
        
        return nil;      
        
    }
    
    /* 
     *   If we've defined a roomFirstDesc and this room description hasn't been displayed before,
     *   display our roomFirstDesc, otherwise display our desc.
     */
    interiorDesc()
    {
        if(propType(&roomFirstDesc) != TypeNil && !examined)
            roomFirstDesc;
        else
            desc;
    }
    
    /* 
     *   The description of this room to be used when it has not previously examined (and is thus
     *   being described fot the first time). If this is left as nil, we simply use the desc
     *   instead.
     */
    roomFirstDesc = nil
    
    /* 
     *   Check whether this room is familiar by farming out the question to the relevant xxxFamiliar
     *   prop, which game code will need to define if this is different for different actors.
     */
    isFamiliar(prop = &familiar)
    {
        return self.(prop);
    }
;

/* 
 *   A Door is something that can be open and closed (and optionally locked),
 *   and which must be open to allow travel through. Doors are defined in pairs,
 *   with each Door representing one side of the door and pointing to the other
 *   side via its otherSide property. */

class Door: TravelConnector, Thing
    
    /* A door is generally openable */
    isOpenable = true
    
    /* Most doors start out closed. */
    isOpen = nil
    
    /* Doors generally aren't listed separately in room descriptions. */
    isListed = nil
    
    /* 
     *   A door is something fixed in place, not something that can be picked up
     *   and carried around.
     */
    isFixed = true
    
    /* 
     *   By default we leave game authors to decide if and how they want to
     *   report whether a door is open or closed.
     */
    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?
     */
    autoUnlock = nil
    
    /* 
     *   A physical door is represented by two objects in code, each
     *   representing one side of the door and each present in one of the two
     *   locations the door connects. Each side needs to point to the other side
     *   through its otherSide property.
     */    
    otherSide = nil

    /* 
     *   We're visible in the dark if the room on the other side of us is
     *   illuminated
     */    
    visibleInDark
    {
        if(destination != nil && transmitsLight)
            return destination.isIlluminated;
        
        return nil;
    }
    
    /*   A Door is something it makes sense to go through. */
    canGoThroughMe = true
    
    /*   Make a Door open (stat = true) or closed (stat = nil) */
    makeOpen(stat)
    {
        /*  Carry out the inherited handling. */
        inherited(stat);
        
        /*  
         *   If we have an otherSide, make it open or closed at the same time so
         *   both sides of the Door stay in sync.
         */
        if(otherSide != nil)
        {
            otherSide.isOpen = stat;
            if(stat)
                otherSide.opened = true;
        }
    }
    
    /*  Make a Door locked (stat = true) or unlocked (stat = nil) */
    makeLocked(stat)
    {
        /* Carry out the inherited handling. */
        inherited(stat);
        
        /* 
         *   If we have an otherSide, make it locked or unlocked at the same
         *   time so both sides of the Door stay in sync.
         */
        if(otherSide != nil)
            otherSide.isLocked = stat;
    }
    
    /*  
     *   The most likely barrier to travel through a door is that the door is
     *   closed and locked, so we check for than after the other kinds of travel
     *   barrier.
     */
    
    checkTravelBarriers(traveler)
    {
        /* 
         *   Carry out the inherited checking of travel barriers and return nil
         *   if they fail to indicate that travel through the door is not
         *   possible.
         */
        if(inherited(traveler) == nil)
            return nil;
        
        /*  If the Door isn't open, try to open it via an implicit action. */
        if(!isOpen)
        {
            /* 
             *   If it's the player character that's trying to move, try opening
             *   the door via an implicit action and display the result as an
             *   implicit action report.
             */
            if(gPlayerChar.isOrIsIn(traveler))
            {
                if(tryImplicitAction(Open, self))
                    "<<gAction.buildImplicitActionAnnouncement(true)>>";
            }
            
            /*   
             *   Otherwise get the traveler to try to open the door via an
             *   implicit action.
             */
            else if(tryImplicitActorAction(traveler, Open, self))
            {                   
//                /* 
//                 *   If the player character can see the traveler open the door,
//                 *   report the fact that the traveler does so.
//                 */
//                if(gPlayerChar.canSee(traveler))
//                    sayTravelerOpensDoor(traveler);
//                
//                else if(otherSide && gPlayerChar.canSee(otherSide))                
//                    sayDoorOpens();                                
                
            }
            
            /* 
             *   If we're not allowed to open this door via an implicit action
             *   (because opening it is marked as dangerous or nonObvious at the
             *   verify stage) display a message explaining why the travel can't
             *   be carried out, provided the player char can see the traveler.
             */
            
            else if(gPlayerChar.canSee(traveler))            
            {
                local obj = self;
                gMessageParams(obj);                
                
                say(cannotGoThroughClosedDoorMsg);
            }
        }
        
       
        
        /* 
         *   We pass the travel barrier test if and only if the door ends up
         *   open.
         */
        return isOpen;
    }

    /* 
     *   Message to display when the player character sees the traveler opening
     *   this door.
     */
    sayTravelerOpensDoor(traveler)
    {
        gMessageParams(traveler);
        local obj = self;
        gMessageParams(obj);
        DMsg(npc opens door, '{The subj traveler} open{s/ed} {the
            obj}. ');
        
    }
    
    /* 
     *   Message to display when the door is opened from the other side so the
     *   player character can't see who is opening it.
     */
    sayDoorOpens()
    {
        local obj = otherSide;
        gMessageParams(obj);
        DMsg(door opens, '{The subj obj} open{s/ed}. ');
    }
    
    /*  Execute travel through this door. */
    execTravel(actor, traveler, conn)
    {
        /* 
         *   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 door
         *   lead to.
         */
        if(otherSide != nil && actor == gPlayerChar &&
           actor.isIn(destination))
        { 
            otherSide.isDestinationKnown = true;
            isDestinationKnown = true;
        }
    }
    

   
    /*  
     *   The message to display if travel is attempted through this door when
     *   it's closed and we're not allowed to open it via an implicit action.
     */
    cannotGoThroughClosedDoorMsg =  BMsg(cannot go through closed door, 
                                         '{The subj obj} {is} in the way. ')
    
    /*   
     *   By default the player character doesn't start off knowing where this
     *   door leads. Once the pc has been through the door in either direction
     *   this becomes true on both sides of the door.
     */
    isDestinationKnown = nil
   
    /*   Preinitialize a door */
    preinitThing()
    {
        /*  Carry out the inherited handling */
        inherited;
        
        /* 
         *   in addition to carrying out Thing's preinitialization, carry out
         *   some additional housekeeping to ensure that this door is in sync
         *   with its other side.
         */        
        if(otherSide == nil)
        {
            /* 
             *   If the otherSide hasn't been defined and we're compiling for
             *   debugging, display a warning message.
             */
            #ifdef __DEBUG
            "WARNING!!! <<theName>> in << getOutermostRoom != nil ?
              getOutermostRoom.name : 'nil'>> has no otherside.<.p>";           
            
            #endif
        }
        else
        {
            /* 
             *   If our otherSide doesn't already point to us, make it do so.
             *   This allows game authors to get away with only specifying one
             *   side of the connection.
             */
            if(otherSide.otherSide != self)
                otherSide.otherSide = self;
            
            /*   
             *   If we've made one side of the door locked, the chances are we
             *   intend the other side of the door to start out locked too.
             */
            if(isLocked)
                otherSide.isLocked = true;
            
            
            /*   
             *   Likewise, if we've made one side of the door open, the chances
             *   are we intend the other side of the door to start out open too.
             */
            if(isOpen)
                otherSide.isOpen = true;
            
            /*  Add the other side to our list of facets. */
            getFacets += otherSide;
            
        }       
    }
    
    /*  The destination is the room to which this door leads. */
    destination()
    {
        /*  If we don't have an other side, then we don't lead anywhere. */
        if(otherSide == nil)
            return nil;
            
        
        /* Otherwise this door leads to the room containing its other side */
        return otherSide.getOutermostRoom;
    }
    
    /*  Going through a door is the same as traveling via it. */
    dobjFor(GoThrough)
    {
        preCond = [travelPermitted, touchObj, objOpen]
        
        action() { travelVia(gActor); }
    }
    
    /*  Entering a door is the same as going through it. */
    dobjFor(Enter) asDobjFor(GoThrough)
    
    iobjFor(PushTravelThrough)
    {
        preCond = [travelPermitted, touchObj, objOpen]
    }
        
    
    /*  
     *   The appropriate action for push an object via a door is
     *   PushTravelThrough
     */
    PushTravelVia = PushTravelThrough
    
    /*  
     *   Display message announcing that traveler has left via this door. The
     *   traveler would normally be an NPC visible to the player character.
     */
    sayDeparting(traveler)
    {
        gMessageParams(traveler);
        DMsg(say departing through door, '{The subj traveler} {leaves} through
            {1}. ', theName);
    }
    
    /* 
     *   Display message announcing that follower is following leader through
     *   this door.
     */
    sayActorFollowing(follower, leader)
    {
        /* Create message parameter substitutions for the follower and leader */
        gMessageParams(follower, leader);  
        
        DMsg(say following through door, '{The subj follower} follow{s/ed} {the
            leader} through {1}. ', theName);
    }
    
    traversalMsg = BMsg(traverse door, 'through {1}', theName)
;

/* Base mix-in class for defining various types of double-sided (two-way) travel connectors */
class DSBase: object
   /* The two rooms we connnect. */
    room1 = nil
    room2 = nil 
    
    /* Short service methods that can be used to abbreviate game code */
    /* Test whether the player character is in our room1 */
    inRoom1 = (room1 && gSafePlayerChar.isIn(room1))
    
    /* Test whether the player character is in our room2 */
    inRoom2 = (room2 && gSafePlayerChar.isIn(room2)) 
    
    /* return a or b depending on which room the player char is in */
    byRoom(args) { return inRoom1 ? args[1] : args[2]; }
    
    /*   
     *   Our destination depends on our origin. 
     */
    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;
    }
    
    /* 
     *   Returns the direction property to which this connector object is connected in
     *   the player character's current location, e.g. &west. This is used on 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.
     */
    attachedDir()
    {
        /* 
         *   Get the direction this door leads in from the player character's current location.
         */
        local dir = doorDir();     
        
        /* 
         *   Return the direction property of that location which points to this
         *   door.
         */
        return dir == nil ? nil : dir.dirProp;         
    }
    
    /*  
     *   Returns the direction in which this connector object leads from the player character's
     *   current location (or nil, if the player character isn't in one of the rooms this door is
     *   located it).
     */
    doorDir()
    {
         /* Get the player character's current room location. */
        local loc = gPlayerChar.getOutermostRoom;
        
        /* 
         *   Return the direction that points to us from the player character's current location.
         */
        return connDir(loc);        
        
    }
    
    
    connDir(origin)
    {
        /*  
         *   Get the direction object whose dirProp corresponds to the dirProp
         *   on origin (a 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: origin.propType(d.dirProp) == TypeObject 
            && origin.(d.dirProp) == self });
        
        return dir;
    }
    
    
    /* 
     *   The direction an actor needs to travel in to travel via us from room1. This is set up in
     *   Room initObj();
     */
    room1Dir() { return connDir(room1); }
    
    /* 
     *   The direction an actor needs to travel in to travel via us from room2. This is set up in
     *   Room initObj();
     */
    room2Dir()  { return connDir(room2); }
    
    /*   
     *   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 is known if each of the rooms we connect is either visited or familiar. */
    isDestinationKnown = (room1.familiar || room1.visited) && (room2.familiar || room2.visited)
       
;

/* Mix-in class for creating double-sided (two-way) doors, passages, stairs and the like */
class DSCon: DSBase, MultiLoc
        
    /* We are located in the two rooms we connect. */
    initialLocationList = [room1, room2]
    
    /* 
     *   Our destination depends on which room the actor going through us starts out in. If it's
     *   room1 our destination is room2, otherwise it's room1.
     */
//    destination = gActor.getOutermostRoom == room1 ? room2 : room1
    
    /* 
     *   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  */
    room1Desc = nil
    
    /*  Our description as seen from room2 */
    room2Desc = nil   
 
    /* 
     *   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;
    }
    
    
;




/* 
 *   A DSDoor (Double Sided Door) can be used to implement a door as a single object present in two
 *   locations (defined on its room1 and room2 properties) instead of having to define the two sides
 *   of the door as two separate Door objects. This will often be convenient whenever the two sides
 *   of the door are sufficiently similar (in having the name name and vocab, even if their
 *   descriptions vary slightly, which can be achieved by writing a description that varies
 *   according to the location of the player character). Although both sides of a DSDoor need to be
 *   referred to by the player using the same vocab words, players can additionally refer to a
 *   DSDoor by its direction relative to the player character (e.g. EAST DOOR or NW DOOR); this is
 *   handled automatically by the DSDoor class without game authors needing to handle such
 *   directional adjectives themselves.
 */
class DSDoor: DSCon, Door    
    
    /* 
     *   As we're a double-sided door, we only need to manage our own isOpen status; we don't need
     *   to refer to our other side.
     */
    makeOpen(stat) { isOpen = stat; }
    
    /* 
     *   As we're a double-sided door, we only need to manage our own isOLocked status; we don't
     *   need to refer to our other side.
     */    
    makeLocked(stat) { isLocked = stat; }
    
        
    /*   
     *   We need to use DSCon's preinitTbing() method rather than Door's, since Door's does a whole
     *   lot with our otherSide property, which we don't need or want to use.
     */
    preinitThing() { inherited DSCon(); }     
    
    /*
     *   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. 
     */
    lockability = (gActor.getOutermostRoom == room1 ? room1Lockability : room2Lockability)
    
    /*
     *   Our lockability on the room1 side of the door. 
     */
    room1Lockability = notLockable
    
    /*
     *   Our lockability on the room2 side of the door. 
     */    
    room2Lockability = notLockable
    
;


  /* 
   *   A TravelConnector is an object that can be attached to the directional
   *   exit property of a room to facilitate (or optionally block) travel in the
   *   associated direction and carry out any side-effects of that travel. A
   *   TravelConnector may be used as an abstract object to implement travel, or
   *   a subclass of TravelConnector such as Door, Passage, StairwayUp or
   *   StairwayDown may be used to represent a physical object via which travel
   *   occurs. The Room class also inherits from TravelConnector.
   *
   *   Whether the base TravelConnector class or one of its subclasses is used,
   *   travel is carried out via a TravelConnector by calling its travelVia()
   *   method.
   */
class TravelConnector: object    
    
    /* 
     *   Is this connector apparent? That is, would it be apparent to an
     *   observer under normal lighting conditions, as opposed to being
     *   concealed? By default we'll suppose a TravelConnector is apparent
     *   unless it's explicitly hidden.
     */
    isConnectorApparent = !isHidden
    
    /* 
     *   Should this exit be shown in the exit lister? By default we'll assumed
     *   it should be it it's visible. 
     */
    isConnectorListed = isConnectorVisible
    
    /*   
     *   Does light pass through this TravelConnector from its destination (so
     *   that it's visible in the dark even its location is dark.).
     */
    transmitsLight = true
    
    /*  
     *   A TravelConnector (or at least, the exit it represents) is visible if
     *   it's apparent (i.e. not concealed in some way) and if the lighting
     *   conditions are adequate, or if it's visible in the dark.
     */
    isConnectorVisible()
    {
        local loc = gPlayerChar.getOutermostRoom();
        local dest = getDestination(loc);
        return (isConnectorApparent && 
                          (loc.isIlluminated
                              || (dest != nil && dest.isIlluminated
                                  && transmitsLight)
                           || visibleInDark));
    }
    
    /* The room to which this TravelConnector leads when it is traversed */    
    destination = nil
    
    /* 
     *   The room to which this TravelConnector leads when it is traversed from
     *   origin.
     */    
    getDestination(origin)
    {
        return destination;
    }
    
    /* 
     *   Does the player char know where this travel connector leads? By default
     *   s/he doesn't until s/he's visited its destination, but this could be
     *   overridden for an area the PC is supposed to know well when the game
     *   starts, such as their own house.
     */    
    isDestinationKnown()
    {
        local loc = gPlayerChar.getOutermostRoom();
        local dest = getDestination(loc);
        return (dest != nil && dest.isDestinationKnown);
    }
    
    /*   A travel connector is usually open. */
    isOpen = true
    
    /* 
     *   Carrier out travel via this connector, first checking that travel
     *   through this connector is permitted for this actor.
     */    
    travelVia(actor)
    {
        /* 
         *   The traveler is the object actually doing the travelling; usually
         *   it's just the actor, but if the actor is in a vehicle, it will be
         *   the vehicle.
         */
        local traveler = getTraveler(actor);       
        
        /* 
         *   Check the travel barriers on this TravelConnector to ensure that
         *   travel is permitted. If so carry out the travel. If not
         *   checkTravelBarriers will have reported the reason why travel is
         *   blocked.
         */
        if(checkTravelBarriers(traveler))           
            execTravel(actor, traveler, self);               
    }
    
   
    
    /* 
     *   Get the traveler associated with this actor. Normally the traveler will
     *   be the same as the actor, but if the actor is in a vehicle, then the
     *   traveler will be the vehicle.
     */
    getTraveler(actor)
    {
        
        local loc = actor.location;
        
        while(loc != nil && !loc.ofKind(Room))
        {
            if(loc.isVehicle)
                return loc;
            
            loc = loc.location;
        }
        
        
        return actor;
    }
    
    /*  Execute the travel for this actor via this connector */
    execTravel(actor, traveler, conn)
    {
        local loc = traveler.getOutermostRoom();
        local dest = getDestination(loc);
        
        /* If we have a destination, let our destination handle it */
        if(dest != nil)
            dest.execTravel(actor, traveler, conn);        
        
        else 
        {    
            /* 
             *   Carry out the beforeTravel notifications, since this can't be
             *   done by our destination, but something in scope may still want
             *   to react to or prohibit the attempt to travel.
             */
            beforeTravelNotifications(actor);
            
            /*  
             *   Then call our noteTraversal method to carry out the
             *   side-effects of travel; since we don't lead anywhere this may
             *   be the only reason we exist. If, however, our noteTraversal()
             *   method fails to display any output, instead display a report
             *   that this connector doesn't lead anywhere.
             */
            if(gOutStream.watchForOutput({:noteTraversal(actor)}) == nil)
                sayNoDestination();
        }
    }
    
    /* 
     *   Display a message saying that this travel connector doesn't actually
     *   lead anywhere; this may be needed if our destination is nil and our
     *   noteTraversal() method doesn't display anything.
     */
    sayNoDestination()
    {
        DMsg(no destination, 'That{dummy} {doesn\'t} lead anywhere. ');
    }

       
    /*  
     *   If the actor doing the traveling is the player character, display the
     *   travelDesc. Note that although this might normally be a simple
     *   description of the travel, the travelDesc method could also be used to
     *   carry out any other side-effects of the travel via this connector.
     */
    noteTraversal(actor)
    {
        if(actor == gPlayerChar && !(gAction.isPushTravelAction && suppressTravelDescForPushTravel))
        {                
            travelDesc;
            "<.p>";
        }
        
        /* 
         *   Note that the actor has traversed us. If the actor is in a vehicle, also note the
         *   vehicle has traversed us.
         */
        local travelers = (actor.location && actor.location.isVehicle)
            ? [actor, actor.location] : [actor];
        
        traversedBy = traversedBy.appendUnique(travelers); 
    }
    
    /* 
     *   A list of the actors, vehicles and pushTraverers that have traversed this TravelConnector.
     *   This is maintained by the noteTraversal(), so game code should normally treat this property
     *   as read-only.
     */
    traversedBy = []
    
    /* 
     *   Test whether this TravelConnector has been traversed by traveler (which may be an actor, a
     *   vehicle, or something pushed through the TravelConnector by an actor).
     */
    hasBeenTraversedBy(traveler)
    {
        /* Return true if traveler is in our travdersedBy list. */
        return traversedBy.indexOf(traveler) != nil;
    }    
    
    /* Have we been traversed by the player character? Return true if and only if we have. */
    traversed = (hasBeenTraversedBy(gPlayerChar))
    
    /* Carry out the before travel notifications for this actor. */
    beforeTravelNotifications(actor)
    {
        /* 
         *   Call the before travel notifications on every object that's in
         *   scope for the actor.
         */
        Q.scopeList(actor).toList.forEach({x: x.beforeTravel(actor, self)});
        
        
        
         /* 
          *   Finall, carry out before travel notifications in all the regions
          *   the traveler starts out in.
          */
        foreach(local reg in actor.getOutermostRoom.allRegions)
            reg.regionBeforeTravel(actor, self);
    }
    
    /* Carry out the after travel notifications for this actor */
    afterTravelNotifications(actor)
    {
        /* 
         *   Call the after travel notification for every object that's in scope
         *   for this actor.
         */
        Q.scopeList(actor).toList.forEach({x: x.afterTravel(actor, self)});
        
        /*   
         *   Finally, carry out after travel notifications in all the regions
         *   the traveler ends up in.
         */
        foreach(local reg in actor.getOutermostRoom.allRegions)
            reg.regionAfterTravel(actor, self); 
        
    }

        
        
    /*  
     *   Method that should return true is actor is allowed to pass through this
     *   TravelConnector and nil otherwise. We allow travel by default but this
     *   could be overridden to block travel under certain conditions.
     */
    canTravelerPass(actor) { return true; }
    
    
    /*  
     *   If canTravelerPass returns nil explainTravelBarrier should display a
     *   message explaining why travel has been prohibited.
     */
    explainTravelBarrier(actor) { }
    
    /*   
     *   Carry out any side effects of travel if the traveler is the player
     *   character. Typically we might just display some text describing the
     *   travel here, but this method could be used for any side-effects of the
     *   travel. If the TravelConnector is mixed in with an EventList class then
     *   the default behaviour is to call the doScript() method here to drive
     *   the EventList.
     */
    travelDesc() 
    { 
        if(ofKind(Script))
            doScript();
    }
    
    /* 
     *   an additional TravelBarrier or a list of TravelBarriers to check on
     *   this TravelConnector to see if travel is allowed.
     */
    travelBarriers = nil
       
    
    /* 
     *   Check all the travel barriers associated with this connector to
     *   determine whether the traveler is allowed to pass through this travel
     *   connector.
     */
    checkTravelBarriers(traveler)
    {
        /* first check our own built-in barrier test. */
        if(!canTravelerPass(traveler))
        {
            /* 
             *   If travel is not permitted display a message explaining why and
             *   then return nil to cancel the travel.
             */
            explainTravelBarrier(traveler);
            return nil;
        }
        
        /* Then check any additional travel barrier objects */
        if(valToList(travelBarriers).indexWhich({b: b.checkTravelBarrier
                                                (traveler,  self) == nil}))
            return nil;
        
        /* 
         *   If we've reached this point then no travel barrier is objecting to
         *   the traveler traveling to this connector, so return true to signal
         *   that travel is permitted.
         */
        return true;   
    }
    
    
    /* 
     *   Display a message to say that an actor is departing via this connector.
     *   On the base class the default behaviour is to describe the departure
     *   via a compass direction. The actor in question would normally be an NPC
     *   visible to the player character.
     */
    sayDeparting(traveler)
    {       
        /* Create a message parameter substitution for the traveler */
        gMessageParams(traveler);        
        
        /* Find the direction to which this connector is attached. */
        local depdir = getDepartingDirection(traveler);
        
        if(depdir == nil)
            DMsg(say departing vague, '<.p>{The subj traveler} {leaves} the
                area. ');
        else        
            DMsg(say departing dir, '<.p>{The subj traveler} {goes} {1}. '
                 , depdir.departureName);
                        
    }
    
    /* 
     *   Display a message to say that follower is following leader in the
     *   direction of this connector.
     */
    sayActorFollowing(follower, leader)
    {
        /* Create a message parameter substitution for the traveler */
        gMessageParams(follower, leader);        
        
        /* Find the direction to which this connector is attached. */
        local depdir = getDepartingDirection(follower);
        
        if(depdir == nil)
            DMsg(say following vague, '<.p>{The subj follower} follow{s/ed} {the
                leader}. ');
        else        
            DMsg(say following dir, '<.p>{The subj follower} follow{s/ed} {the
                leader} {1}. ', depdir.departureName);
        
    }
    
    /* 
     *   Create a phrase describing the direction of travel through this
     *   connector (e.g. 'to the north')
     */
    traversalMsg()
    {
        local depDir = getDepartingDirection(gActor);
        
        return  BMsg(traverse connector, '{1}', depDir.departureName);
    }
    
   
    /* 
     *   Get the direction traveler needs to go in to traverse this connector
     *   from traveler's current location.
     */
    getDepartingDirection(traveler)
    {                
        /* Note what room the traveler is in prior to departure */
        local room = traveler.getOutermostRoom;
        
        /* Return the direction to which this connector is attached. */
        return room.getDirection(self);
    }
    
    /* 
     *   The TravelVia action is supplied so game code can execute a TravelVia
     *   action on a TravelConnector; there is no TRAVEL VIA command that can be
     *   issued directly by a player, but a player command may be translated
     *   into this action.
     */    
    dobjFor(TravelVia)
    {
        preCond = [travelPermitted]
        
        action()
        {
            /* 
             *   For now, we just call the travelVia() method on the
             *   TravelConnector. Subsequentlly we might add appropriate code
             *   for the other action phases.
             */
            travelVia(gActor);
        }
    }
    
    dobjFor(GoThrough)
    {
        preCond = [travelPermitted]
    }
    
    
    iobjFor(PushTravelThrough)
    {
        preCond = [travelPermitted]
        verify() 
        {  
            
        }
        
        check() { checkPushTravel(); }       
    }
    
    
    /* Check the travel barriers on the indirect object of the action */
    checkPushTravel()
    {
        /* 
         *   First check the travel barriers for the actor doing the pushing.
         *   Only go on to check those for the item being pushed if the actor
         *   can travel, so we don't see the same messages twice.
         */
        if(checkTravelBarriers(gActor))        
            checkTravelBarriers(gDobj);      
    }
    
    
    /* 
     *   The appropriate PushTravelAction for pushing something something
     *   through a TravelConnector.
     */
    PushTravelVia = PushTravelThrough
    
    
    /* 
     *   If we display a message for pushing something via us, we probably don't also want the
     *   travelDesc describing the actor's travel. Game code can override if both messages are
     *   wanted when push-travelling.
     */
    suppressTravelDescForPushTravel = true
    
;


/* 
 *   An UnlistedProxyConnector is a special kind of TravelConnector created by
 *   the asExit macro to make one exit do duty for another. There is probably
 *   never any need for this class to be used explicitly in game code, since
 *   game authors will always use the asExit macro instead.
 */
class UnlistedProxyConnector: TravelConnector
    
    /* The direction property for which we're a proxy. */
    proxyForProp = direction.dirProp
    
    /* 
     *   The loc parameter should contain the room in which this UnlistedProxyConnector is used, but
     *   calling code will need to supply it.
     */
    proxyForConnector(loc)
    {
        local ptype = loc.propType(proxyForProp);
        
        return ptype == TypeObject ? loc.(proxyForProp) : ptype;       
            
    }   
    
    
    /* An UnlistedProxyConnector is never listed as an exit in its own right. */
    isConnectorListed = nil
    
    /* 
     *   We'll assume an UnlistedProxyListedConnector is always 'visible', since
     *   it's a proxy for some other connector which will handle the actual
     *   visibility conditions.
     */
    isConnectorVisible = true
    
    
    /* Carry out travel via this connector. */
    travelVia(traveler)
    {
        /* Get the travel connector for which we're a proxy. */
        local conn = proxyForConnector(traveler.getOutermostRoom);
        
        /* 
         *   If the connector is actually a TravelConnector, then execute travel via that connector.
         */
        if(objOfKind(conn,TravelConnector))            
            conn.travelVia(traveler);
        
        /* 
         *   Otherwise, the direction we're a proxy for points to something else that's not a
         *   TravelConnector, such as a string or method, in which case call the nonTravel()
         *   function to handle
         it.*/
        else
            nonTravel(traveler.getOutermostRoom, direction);
            
    }
    
    
    /* Construct a new UnlistedProxyConnector. */
    construct(dir_)
    {
        /* Note the direction this connector is a proxy for. */
        direction = dir_;        
        
    }
    
  
    /* 
     *   We don't want an UnlistedProxyConnector to trigger any travel
     *   notifications since these will be triggered - if appropriate - on the
     *   real connector we point to.     */
    
    beforeTravelNotifications(actor) {}    
    afterTravelNotifications(actor) {}
    
    /* 
     *   Return the actual destination, if any, an actor will arrive at by traversing the connector
     *   we're a proxy for from origin.
     */
    getDestination(origin)
    {
        local conn = proxyForConnector(origin);
               
        return objOfKind(conn, TravelConnector) ? conn.getDestination(origin) : nil;
        
    }
     /* 
      *   Handle going through this connector by calling our travelVia() method to execute travel
      *   via the connector for which we're a proxy.
      */
    dobjFor(GoThrough)
    {      
        preCond = [travelPermitted]   
        
        action { travelVia(gActor); }
    }
;

/* 
 *   A TravelBarrier is an object that can optionally be associated with one or
 *   more TravelConnectors to define additional conditional (or even
 *   unconditional) barriers preventing travel.
 */
class TravelBarrier: object
    
    /* 
     *   This method should return true to permit the traveler to travel via
     *   connector and nil to prohibit travel. By default we simply allow travel
     *   but particular instances will need to override this method to specify
     *   the conditions under which travel is or is not permitted.
     */
    canTravelerPass(traveler, connector)
    {
        return true;
    }
    
    /*  
     *   Display some text explaining why traveler is not permitted to travel
     *   via connector when canTravelerPass() returns nil.
     */
    explainTravelBarrier(traveler, connector)
    {
    }
    
    /* 
     *   Check whether traveler can pass through this connector. If it can,
     *   return true; otherise explain why travel is disallowed and return nil.
     */    
    checkTravelBarrier(traveler, connector)
    {
        if(canTravelerPass(traveler, connector))
            return true;
        
        explainTravelBarrier(traveler, connector);
        return nil;
    }
;

/* 
 *   A Direction object represents a direction in which an actor might attempt
 *   to travel. The library defines eight compass directions (north, south,
 *   etc.) and a further eight special directions (in, out, up, down, port,
 *   starboard, fore and aft), but game code can define additional directions if
 *   required.
 *
 *   The convention that should be followed in naming a Direction object is to
 *   use the name of the direction followed by Dir; e.g. the Direction object
 *   corresponding to north is called northDir. Custom directions should follow
 *   the same convention, since it is assumed by the goInstead() and goNested()
 *   macros.
 */
class Direction: object
    
    /* 
     *   The exit property of a room association with this Direction, e.g.
     *   &north (corresponding to northDir).
     */
    dirProp = nil
    
    /*  
     *   The name of this direction, e.g. 'north'. This is the name that appears
     *   in the exit lister.
     */
    name = nil
    
    /*   Class property: a LookupTable matching names to direction objects. */
    nameTab = static new LookupTable()
    
    /*  
     *   The name to use when departing via this direction, e.g. 'to the north'
     */
    departureName = nil
    
    /*
     *   Initialize.  We'll use this routine to add each Direction instance to
     *   the master direction list (Direction.allDirections) during
     *   pre-initialization. 
     */
    initializeDirection()
    {
        /* add myself to the master direction list */
        Direction.allDirections.append(self);
        
        /* add myself to the master direction table */
        Direction.nameTab[name] = self;			  
    }

    /*
     *   Class initialization - this is called once on the class object.
     *   We'll build our master list of all of the Direction objects in
     *   the game, and then sort the list using the sorting order.  
     */
    classInit()
    {
        /* initialize each individual Direction object */
        forEachInstance(Direction, { dir: dir.initializeDirection() });

        /* 
         *   sort the direction list according to the individual Directin
         *   objects' defined sorting orders 
         */
        allDirections.sort(SortAsc, {a, b: a.sortingOrder - b.sortingOrder});
    }

    /* 
     *   Our sorting order in the master list.  We use this to present
     *   directions in a consistent, aesthetically pleasing order in
     *   listings involving multiple directions.  The sorting order is
     *   simply an integer that gives the relative position in the list;
     *   the list of directions is sorted from lowest sorting order to
     *   highest.  Sorting order numbers don't have to be contiguous,
     *   since we simply put the directions in an order that makes the
     *   sortingOrder values ascend through the list.  
     */
    sortingOrder = 1
    
    /* 
     *   A Class property containing a Vector of all the directions defined in
     *   the game (the 16 defined in the library plus any additionasl custom
     *   directions defined in game code)
     */
    allDirections = static new Vector(12)
   
    /*   The direction that is opposite to this one. */
    opposite = nil
    
    /*   The dirProp that's the opposite to prop */
    oppositeProp(prop)
    {
        local dir = allDirections.valWhich({d: d.dirProp == prop});
        
        return dir == nil ? nil : 
        (dir.opposite == nil ? nil : dir.opposite.dirProp);
    }
        
    /* The direction to which prop points. */
    propDir(prop)
    {
        return allDirections.valWhich({d: d.dirProp == prop});
    }
    
;

/* The compass directions */
class CompassDirection: Direction
    initializeDirection()
	{
	   /* Carry out the inherited handling */
	   inherited();
	   
	   /* Add myself to the list of compass directions */
	   CompassDirection.compassDirections.append(self);
	}
	
	/* 
	  * A Class property containing a Vector of all the compass
	  * directions defined in the game.
	  */
	compassDirections = static new Vector(8)
;

/*  The sixteen directions defined in the library */
northDir: CompassDirection
    dirProp = &north
    name = BMsg(north, 'north')
    departureName = BMsg(depart north, 'to the north')
    sortingOrder = 1000
    opposite = southDir
;

eastDir: CompassDirection
    dirProp = &east
    name = BMsg(east, 'east')
    departureName = BMsg(depart east, 'to the east')
    sortingOrder = 1100
    opposite = westDir
;

southDir: CompassDirection
    dirProp = &south
    name = BMsg(south, 'south')
    departureName = BMsg(depart south, 'to the south')
    sortingOrder = 1200
    opposite = northDir
;

westDir: CompassDirection
    dirProp = &west
    name = BMsg(west, 'west')
    departureName = BMsg(depart west, 'to the west')
    sortingOrder = 1300
    opposite = eastDir
;

northeastDir: CompassDirection
    dirProp = &northeast
    name = BMsg(northeast, 'northeast')
    departureName = BMsg(depart northeast, 'to the northeast')
    sortingOrder = 1400
    opposite = southwestDir
;

northwestDir: CompassDirection
    dirProp = &northwest
    name = BMsg(northwest, 'northwest')
    departureName = BMsg(depart northwest, 'to the northwest')
    sortingOrder = 1500
    opposite = northeastDir
;

southeastDir: CompassDirection
    dirProp = &southeast
    name = BMsg(southeast, 'southeast')
    departureName = BMsg(depart southeast, 'to the southeast')
    sortingOrder = 1600
    opposite = northwestDir
;

southwestDir: CompassDirection
    dirProp = &southwest
    name = BMsg(southwest, 'southwest')
    departureName = BMsg(depart southwest, 'to the southwest')
    sortingOrder = 1700
    opposite = northeastDir
;

downDir: Direction
    dirProp = &down
    name = BMsg(down, 'down')
    departureName = BMsg(depart down, 'down')
    sortingOrder = 2000
    opposite = upDir
;

upDir: Direction
    dirProp = &up
    name = BMsg(up, 'up')
    departureName = BMsg(depart up, 'up')
    sortingOrder = 2100
    opposite = downDir
;

inDir: Direction
    dirProp = &in
    name = BMsg(in, 'in')
    departureName = BMsg(depart in, 'inside')
    sortingOrder = 3000
    opposite = outDir
;

outDir: Direction
    dirProp = &out
    name = BMsg(out, 'out')
    departureName = BMsg(depart out, 'out')
    sortingOrder = 3100
    opposite = inDir
;

/* Directions for use aboard a vessel such as a ship */
class ShipboardDirection: Direction
    initializeDirection()
	{
	   /* Carry out the inherited handling */
	   inherited();
	   
	   /* Add myself to the list of shipboard directions */
	   ShipboardDirection.shipboardDirections.append(self);
	} 
    

    /* 
	  * A Class property containing a Vector of all the shipboard
	  * directions defined in the game.
	  */
	shipboardDirections = static new Vector (4)
;

portDir: ShipboardDirection
    dirProp = &port
    name = BMsg(port, 'port')
    departureName = BMsg(depart port, 'to port')
    sortingOrder = 4000
    opposite = starboardDir
;

starboardDir: ShipboardDirection
    dirProp = &starboard
    name = BMsg(starboard, 'starboard')
    departureName = BMsg(depart starboard, 'to starboard')
    sortingOrder = 4100
    opposite = portDir
;

foreDir: ShipboardDirection
    dirProp = &fore
    name = BMsg(forward, 'forward')
    departureName = BMsg(depart forward, 'forward')
    sortingOrder = 4200
    opposite = aftDir
;

aftDir: ShipboardDirection
    dirProp = &aft
    name = BMsg(aft, 'aft')
    departureName = BMsg(depart aft, 'aft')
    sortingOrder = 4300
    opposite = foreDir
;

/*  
 *   A Region is an object representing several rooms or even several other
 *   Regions.
 */
class Region: object
    
    /* 
     *   This region can optionally be in one or more regions. The regions
     *   property hold the region or a the list of regions I'm in.
     */    
    regions = nil
    
    /* 
     *   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.
     */    
    isIn(region)
    {               
        return valToList(regions).indexWhich({x: x.isOrIsIn(region)}) != nil;
    }
    
    /*  Is this Region either itself region or contained within in region */
    isOrIsIn(region)
    {
        return region == self || isIn(region); 
    }
    
    /* 
     *   A list of all the regions this Region is within; in addition to any
     *   regions this Region is directly in (defined on its regions property)
     *   this will include all the regions it's indirectly in (i.e. any regions
     *   the regions it's in are in and so forth).
     */
    allRegions()
    {
        /* Start with a vector of all the regions we're directly in */
        local thisRegions = new Vector(valToList(regions));
        
        /* 
         *   For each of the regions we're directly in, append all the regions
         *   they're in.
         */
        foreach(local reg in valToList(regions))
            thisRegions.appendUnique(reg.allRegions);
        
        /*   Convert the Vector to a list and return it. */
        return thisRegions.toList();
    }
    
    /* 
     *   A list of all the rooms in this region. This is built automatically at
     *   preinit and shouldn't be altered by the user/author.
     */    
    roomList = nil
    
    /*   
     *   A user-defined list of the rooms in this region. At Preinit this will
     *   be used along with the regions property of any rooms to build the
     *   roomList of this Region.
     */
    rooms = nil
       
    /* 
     *   Build the list of regions in all the rooms in this this region by going
     *   through every room defined in the roomList and adding us to its list of
     *   regions. Note that this is provided as an alternative way to define
     *   what rooms start out in which regions.     
     */
    
    makeRegionLists()
    {       
        if(rooms != nil)
        {
            foreach(local r in rooms)
                r.regions = valToList(r.regions).appendUnique([self]);
        }       
    }
    
    /* 
     *   Is the player char familiar with every room in this region. This should
     *   be set to true for a region whose geography the PC starts out familiar
     *   with, such as the layout of his own house.
     */    
    familiar = nil
    
    /* 
     *   For games that track different familiarity on different Actors, we can call this method
     *   with &xxxFamiliart to farm out the answer to the appropriate xxxFamiliar property, which
     *   we'll need to define on this region.
     */
    isFamiliar(prop = &familiar)
    {
        return self.(prop);
    }
    
    /* 
     *   Go through all the rooms in this region setting them to familiar if the
     *   region is familiar.
     */    
    setFamiliarRooms(prop = &familiar)
    {
        if(isFamiliar(prop))
        {
            /* 
             *   If this Region is familiar then go through each room in the
             *   list of rooms in the Region and mark it as familiar.
             */
            foreach(local rm in valToList(roomList))
            {
                rm.(prop) = true;                
            }
        }
    }
    
      
        
    /* 
     *   To add an object to our contents we need to add it to the contents of
     *   every room in this region. If the optional vec parameter is supplied it
     *   must be a vector; the rooms will then be added to the vector as well.
     *   The vec parameter is primarily for use by the MultiLoc class.
     */    
    addToContents(obj, vec?)
    {
        foreach(local cur in roomList)
        {
            cur.addToContents(obj, vec);
        }
    }
    
    /* 
     *   To remove an object from our contents we need to remove it from the
     *   contents of every room in the region. If the optional vec parameter is
     *   supplied it must be a vector; the rooms will then be removed from the
     *   vector as well.
     */         
    removeFromContents(obj, vec?)
    {
        foreach(local cur in roomList)
        {
            cur.removeFromContents(obj, vec);
        }
    }
    
    /* 
     *   Add an additional room (passed as the rm parameter) to our list of
     *   rooms. This method is intended for internal library use at PreInit
     *   only.
     */
    addToRoomList(rm)
    {
        /* 
         *   Add rm to our existing roomList, making sure we don't duplicate an
         *   existing entry, and converting the roomList from nil to a list if
         *   isn't a list already.
         */
        roomList = nilToList(roomList).appendUnique([rm]);
        
        /*  Add rm to the room list of all the regions we're in */
        foreach(local cur in valToList(regions))
            cur.addToRoomList(rm);
    }
    
    /* 
     *   Put extra items in scope when action is carried out in any room in this
     *   region.
     */
    addExtraScopeItems(action)
    {
        /* 
         *   Add our list of extraScopeItems to the existing scopeList of the
         *   action, avoiding creating any duplicate entries.
         */
        action.scopeList =
            action.scopeList.appendUnique(valToList(extraScopeItems));
        
        /* 
         *   Add any further additional scope items from any of the regions
         *   that this region is in.
         */
        foreach(local reg in valToList(regions))
            reg.addExtraScopeItems(action);
    }
    
    /* 
     *   A list of items that should be added to the standard scope list for
     *   actions carried out in any room in this region.
     */
    extraScopeItems = []
    
     /* 
      *   This method is invoked when traveler is about to leave this region and
      *   go to dest (the destination room).
      */
    travelerLeaving(traveler, dest) { }
    
     /* 
      *   This method is invoked when traveler is about to enter this region
      *   from origin (the room traveled from.
      */    
    travelerEntering(traveler, origin) { }
    
    /* Carry out before notifications on the region */
    notifyBefore()
    {
        /* First call our own regionBeforeAction() method */
        regionBeforeAction();
        
        /* 
         *   Then call the beforeAction notification on all the regions we're
         *   in.
         */
        foreach(local reg in valToList(regions))
            reg.notifyBefore();
    }
    
    /* 
     *   This method is called just before an action takes places in this
     *   region.
     */
    regionBeforeAction() { }
    
    /* Carry out after notifications on the region */
    notifyAfter()
    {
        /* First call our own regionAfterAction() method */
        regionAfterAction();
        
        /* 
         *   Then call the afterAction notification on all the regions we're
         *   in.
         */
        foreach(local reg in valToList(regions))
            reg.notifyAfter();
    }
    
    /* Method called just after an action has taken place in this region. */
    regionAfterAction() { }
    
    /* 
     *   This method is called just before travel takes places in this
     *   region (when traveler is about to travel via connector).
     */
    regionBeforeTravel(traveler, connector) { }       
   
    
    /* 
     *   Method called just after travel has taken place in this region (when
     *   traveler has just traveled via connector).
     */
    regionAfterTravel(traveler, connector) { }
    
    /*   
     *   Should the fastGoTo option be used in this region (i.e. traveling from
     *   one room in the region to another is all done in one turn without the
     *   need for CONTINUE, even if several steps are involved)? Note that the
     *   value of this setting has no effect if gameMain.fastGoTo is true, since
     *   then the fastGoTo setting is always in effect.
     */
    fastGoTo = nil
    
    /* 
     *   Move a MultiLoc (ml) into this region, by moving it into every room in
     *   this Region.
     */
    moveMLIntoAdd(ml)
    {
        roomList.forEach({r: ml.moveIntoAdd(r)});
    }
    
    /*  
     *   Move a MultiLoc (ml) out of this region, by moving it out of every room
     *   in the Region.
     */
    moveMLOutOf(ml)
    {
        roomList.forEach({r: ml.moveOutOf(r)});
    }
    
    /* 
     *   The regionDaemon method is executed on ever region in which the player character is
     *   currently located. By default we call the region's doScript() method so that the if the
     *   region is mixed in with an EventList class, that EventList can be executed.
     */
    regionDaemon { doScript(); }
    
    
;
/* 
 *   Go through each room and add it to every regions it's (directly or
 *   indirectly) in. Then if the region is familiar, mark all its rooms as
 *   familiar.
 */
regionPreinit: PreinitObject    
    execute()
    {
        forEachInstance(Region, {r: r.makeRegionLists });
        
        forEachInstance(Room, {r: r.addToRegions()} );
        
        forEachInstance(Region, { r: r.setFamiliarRooms() } );
    }
    
;


/* 
 *   Function to handle what will probably be non-travel in a direction that doesn't point to exit.
 *   The loc parameter specifies the room we're attempting travel from. For use as a common routine
 *   called by TravelAction, PushTravelDir and UnlistedProxyConnnector.
 *.
 */
nonTravel(loc, dir)
{
    
    /* Note whether we meet the lighting conditions to permit travel */
    local illum = loc.allowDarkTravel || loc.isIlluminated;
    
    local conn;
    
    switch (loc.propType(dir.dirProp))
    {
        /* 
         *   If there's nothing there, simply display the appropriate message explaining that travel
         *   that way isn't possible.
         */
    case TypeNil:
        if(illum && gActor == gPlayerChar)
            loc.cannotGoThatWay(dir);
        else if(gActor == gPlayerChar)
            loc.cannotGoThatWayInDark(dir);            
        break;
        
        
        /* 
         *   If the direction property points to a double-quoted method or a string, then provided
         *   the illumination is right, we display the string or execute the method. Otherwise show
         *   the message saying we can't travel that way in the dark.
         */            
    case TypeDString:
    case TypeCode:                
        if(illum)
        {
            /* 
             *   Call the before travel notifications on every object that's in scope for the actor.
             *   Since we don't have a connector object to pass to the beforeTravel notifications,
             *   we use the direction object instead.
             */
            Q.scopeList(gActor).toList.forEach({x: x.beforeTravel(gActor,
                dir)});
            
            
            /*  
             *   If going this way would take us to a known destination that's a Room (so that
             *   executing the travel should take the actor out of his/her current room) notify the
             *   current room that the actor is about to depart.
             */                
            local dest;
            
            if(loc.propType(dir.dirProp) == TypeCode)                
                dest = libGlobal.extraDestInfo[[loc, dir]];
            else
                dest = nil;
            
            if(dest && dest.ofKind(Room))
                loc.notifyDeparture(gActor, dest);
            
            /*  
             *   Then execute the method or display the double-quoted string.
             */
            loc.(dir.dirProp);
            
            /* 
             *   If we've just executed a method, it may have moved the actor to a new location, so
             *   if the actor is the player character note where the method took the actor to so
             *   that the pathfinder can find a route via this exit.
             */
            if(gActor == gPlayerChar)
                libGlobal.addExtraDestInfo(loc, dir,
                                           gActor.getOutermostRoom);
        }
        else if(gActor == gPlayerChar)
            loc.cannotGoThatWayInDark(dir);
        break;
        
        /* 
         *   If the direction property points to a single-quoted string, simply display the string
         *   if the illumination is sufficient, otherwise display the message saying we can't go
         *   that way in the dark. If the actor isn't the player character, do nothing.
         */
    case TypeSString:
        if(gActor == gPlayerChar)
        {
            conn = loc.(dir.dirProp);
            if(illum)
            {
                say(conn);
                libGlobal.addExtraDestInfo(loc, dir,
                                           gActor.getOutermostRoom); 
            }
            else
                loc.cannotGoThatWayInDark(dir);
        }    
        break;
        
    }        
}
Adv3Lite Library Reference Manual
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