SpecialTravelActionclassactions.t[831]

Base class for special travel actions like CLIMB or JUMP or XYZZY which refer to similar-named properties on the current room without implying any particular direction. This is similar to TravelAction except that we define the property pointer on the action subclasses rather than any associated direction.

Note that concrete instances of SpecialTravelAction can normally be defined using the macro *. DefSpecialTravel(action, prop, voc); *. Where action is both the action name and the associated VerbRule tag, prop is a property pointer for the property we want to use on Room, and voc is the vocab/grammar we want to use to invoke the action, e.g., *. DefSpecialTravel(Xyzzy, &xyzzy, 'xyzzy') darkTravelAllowed = true;

class SpecialTravelAction :   IAction

Superclass Tree   (in declaration order)

SpecialTravelAction
        IAction
                Action
                        ReplaceRedirector
                                Redirector
                                        object

Subclass Tree  

(none)

Global Objects  

ClimbVague  Jump 

Summary of Properties  

baseActionClass  darkTravelAllowed  noGoodHereMsg  requireOutOfNested  travelProp 

Inherited from IAction :
againRepeatsParse 

Inherited from Action :
actionFailed  advanceOnFailure  allowAll  combineDuplicateObjects  extraMessageParams  failCheckMsg  failedActionCountsAsTurn  implicitTimeTaken  includeInUndo  isConversational  isImplicit  isRepeatable  oldRoom  parentAction  parentAllowAll  preCond  redirectParent  reportImplicitActions  scopeList  spellingPriority  synthParamID  timeTaken  turnsTaken  unhides  verbRule  verifyObj  wasIlluminated 

Summary of Methods  

connotTravelInDark  execAction  fallback  getOutOfNested  noteRetval 

Inherited from IAction :
checkAction  execResolvedAction  resolvedObjectsInScope  scoreObjects  setResolvedObjects 

Inherited from Action :
acknowledgeNotifyStatus  addExtraScopeItems  addImplicitTime  advanceTime  afterAction  announceObject  beforeAction  buildImplicitActionAnnouncement  buildScopeList  checkActionPreconditions  commandNotPresent  exec  execCycle  execGroup  getAll  getAllUnhidden  getMessageParam  getPostImplicitReports  implicitAnnouncement  reportAction  setMessageParam  setMessageParams  spPrefix  spSuffix  synthMessageParam  turnSequence  verify  verifyObjRole  wrapObjectsNP 

Inherited from ReplaceRedirector :
redirect 

Inherited from Redirector :
askMissingLiteral  doInstead  doNested  doOtherAction 

Properties  

baseActionClassactions.t[832]

no description available

darkTravelAllowedactions.t[845]
Is rhis travel permitted in the dark? By default we don't permit this but subclasses can override (for example if implememting travel via a magic work like XYZZY where light levels may not be relevant).

noGoodHereMsgactions.t[953]
The message to display when our travelProp doesn't point to anything usable in the current location.

requireOutOfNestedactions.t[851]
Does the traveler need to be out of any nested room before travel can proceed? Normally this will be the case.

travelPropactions.t[838]
Property pointer for The property defined on a Room that this action will match, e.g. &jump or &xyxxy. Subclasses MUST override this to an appropriate value.

Methods  

connotTravelInDark (loc)actions.t[943]

The message to display is travel is attempted in the dark from loc when dark travel is not allowed.

execAction (cmd)OVERRIDDENactions.t[855]
Carry out the travel (or other action) defined on our associated room property.

fallback (loc)actions.t[936]
Our fallback() method to use if our travelProp does not point to a non-nil property defined on the actor's currec location. By default we just display our noGoodHereMsg.

getOutOfNested (conn)actions.t[968]
Get our traveler out of any nested room it's in.

noteRetval (loc, val)actions.t[961]
A chance to do something else with the return value of a method, triggered by travel, defined on a direction property of a Room. loc is the room in question (where the travel started from) and val is the return value from the method. The detault is to display the val if val is a single-quoted string but do nothing otherwise, but game code can override.

Adv3Lite Library Reference Manual
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