# thing.t | documentation

    #charset "us-ascii"

    /*
     *   Copyright (c) 2000, 2006 by Michael J. Roberts.  All Rights Reserved.
     *
     *   TADS 3 Library - Thing
     *
     *   This module defines Thing, the base class for physical objects in the
     *   simulation.  We also define some utility classes that Thing uses
     *   internally.
     */

    /* include the library header */
    #include "adv3.h"

    /* ------------------------------------------------------------------------ */
    /*
     *   this property is defined in the 'exits' module, but declare it here
     *   in case we're not including the 'exits' module
     */
    property lookAroundShowExits;

    /* ------------------------------------------------------------------------ */
    /*
     *   Sense Information entry.  Thing.senseInfoTable() returns a list of
     *   these objects to provide full sensory detail on the objects within
     *   range of a sense.
     */
    class SenseInfo: object
        construct(obj, trans, obstructor, ambient)
        {
            /* set the object being described */
            self.obj = obj;

            /* remember the transparency and obstructor */
            self.trans = trans;
            self.obstructor = obstructor;

            /*
             *   set the energy level, as seen from the point of view - adjust
             *   the level by the transparency
             */
            self.ambient = (ambient != nil
                            ? adjustBrightness(ambient, trans)
                            : nil);
        }

        /* the object being sensed */
        obj = nil

        /* the transparency from the point of view to this object */
        trans = nil

        /* the obstructor that introduces a non-transparent value of trans */
        obstructor = nil

        /* the ambient sense energy level at this object */
        ambient = nil

        /*
         *   compare this SenseInfo object's transparency to the other one;
         *   returns a number greater than zero if 'self' is more transparent,
         *   zero if they're equally transparent, or a negative number if
         *   'self' is less transparent
         */
        compareTransTo(other) { return transparencyCompare(trans, other.trans); }

        /*
         *   Return the more transparent of two SenseInfo objects.  Either
         *   argument can be nil, in which case we'll return the non-nil one;
         *   if both are nil, we'll return nil.  If they're equal, we'll return
         *   the first one.
         */
        selectMoreTrans(a, b)
        {
            /* if one or the other is nil, return the non-nil one */
            if (a == nil)
                return b;
            else if (b == nil)
                return a;
            else if (a.compareTransTo(b) >= 0)
                return a;
            else
                return b;
        }
    ;

    /*
     *   Can-Touch information.  This object keeps track of whether or not a
     *   given object is able to reach out and touch another object.
     */
    class CanTouchInfo: object
        /* construct, given the touch path */
        construct(path) { touchPath = path; }

        /* the full reach-and-touch path from the source to the target */
        touchPath = nil

        /*
         *   if we have calculated whether or not the source can touch the
         *   target, we'll set the property canTouch to nil or true
         *   accordingly; if this property is left undefined, this information
         *   has never been calculated
         */
        // canTouch = nil
    ;

    /*
     *   Given a sense information table (a LookupTable returned from
     *   Thing.senseInfoTable()), return a vector of only those objects in the
     *   table that match the given criteria.
     *
     *   'func' is a function that takes two arguments, func(obj, info), where
     *   'obj' is a simulation object and 'info' is the corresponding
     *   SenseInfo object.  This function is invoked for each object in the
     *   sense info table; if 'func' returns true, then 'obj' is part of the
     *   list that we return.
     *
     *   The return value is a simple vector of game objects.  (Note that
     *   SenseInfo objects are not returned - just the simulation objects.)
     */
    senseInfoTableSubset(senseTab, func)
    {
        local vec;

        /* set up a vector for the return list */
        vec = new Vector(32);

        /* scan the table for objects matching criteria given by 'func' */
        senseTab.forEachAssoc(function(obj, info)
        {
            /* if the function accepts this object, include it in the vector */
            if ((func)(obj, info))
                vec.append(obj);
        });

        /* return the result vector */
        return vec;
    }

    /*
     *   Sense calculation scratch-pad globals.  Many of the sense
     *   calculations involve recursive descents of portions of the
     *   containment tree.  In the course of these calculations, it's
     *   sometimes useful to have information about the entire operation in
     *   one of the recursive calls.  We could pass the information around as
     *   extra parameters, but that adds overhead, and performance is critical
     *   in the sense routines (because they tend to get invoked a *lot*).  To
     *   reduce the overhead, particularly for information that's not needed
     *   very often, we stuff some information into this global object rather
     *   than passing it around through parameters.
     *
     *   Note that this object is transient because this information is useful
     *   only during the course of a single tree traversal, and so doesn't
     *   need to be saved or undone.
     */
    transient senseTmp: object
        /*
         *   The point of view of the sense calculation.  This is the starting
         *   point of a sense traversal; it's the object that's viewing the
         *   other objects.
         */
        pointOfView = nil

        /* post-calculation notification list */
        notifyList = static new Vector(16)
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Command check status object.  This is an abstract object that we use
     *   in to report results from a check of various kinds.
     *
     *   The purpose of this object is to consolidate the code for certain
     *   kinds of command checks into a single routine that can be used for
     *   different purposes - verification, selection from multiple
     *   possibilities (such as multiple paths), and command action
     *   processing.  This object encapsulates a status - success or failure -
     *   and, when the status is failure, a message giving the reason for the
     *   failure.
     */
    class CheckStatus: object
        /* did the check succeed or fail? */
        isSuccess = nil

        /*
         *   the message property or string, and parameters, for failure -
         *   this is for use with reportFailure or the like
         */
        msgProp = nil
        msgParams = []
    ;

    /*
     *   Success status object.  Note that this is a single object, not a
     *   class - there's no distinct information per success indicator, so we
     *   only need this single success indicator for all uses.
     */
    checkStatusSuccess: CheckStatus
        isSuccess = true
    ;

    /*
     *   Failure status object.  Unlike the success indicator, this is a
     *   class, because we need to keep track of the separate failure message
     *   for each kind of failure.
     */
    class CheckStatusFailure: CheckStatus
        construct(prop, [params])
        {
            isSuccess = nil;
            msgProp = prop;
            msgParams = params;
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Equivalent group state information.  This keeps track of a state and
     *   the number of items in that state when we're listing a group of
     *   equivalent items in different states.
     */
    class EquivalentStateInfo: object
        construct(st, obj, nameProp)
        {
            /* remember the state object and the name property to display */
            stateObj = st;
            stateNameProp = nameProp;

            /* this is the first one in this state */
            stateVec = new Vector(8);
            stateVec.append(obj);
        }

        /* add an object to the list of equivalent objects in this state */
        addEquivObj(obj) { stateVec.append(obj); }

        /* get the number of equivalent items in the same state */
        getEquivCount() { return stateVec.length(); }

        /* get the list of equivalent items in the same state */
        getEquivList() { return stateVec; }

        /* get the name to use for listing purposes */
        getName() { return stateObj.(stateNameProp)(stateVec); }

        /* the ThingState object describing the state */
        stateObj = nil

        /* the property to evaluate to get the name for listing purposes */
        stateNameProp = nil

        /* list of items in this same state */
        stateVec = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Drop Descriptor.  This is passed to the receiveDrop() method of a
     *   "drop destination" when an object is discarded via commands such as
     *   DROP or THROW.  The purpose of the descriptor is to identify the type
     *   of command being performed, so that the receiveDrop() method can
     *   generate an appropriate report message.
     */
    class DropType: object
        /*
         *   Generate the standard report message for the action.  The drop
         *   destination's receiveDrop() method can call this if the standard
         *   message is adequate to describe the result of the action.
         *
         *   'obj' is the object being dropped, and 'dest' is the drop
         *   destination.
         */
        // standardReport(obj, dest) { /* subclasses must override */ }

        /*
         *   Get a short report describing the action without saying where the
         *   object ended up.  This is roughly the same as the standard report,
         *   but omits any information on where the object lands, so that the
         *   caller can show a separate message explaining that part.
         *
         *   The report must be worded such that the object being dropped is
         *   the logical antecedent for any subsequent text.  This means that
         *   callers can use a pronoun to refer back to the object dropped,
         *   allowing for more natural sequences to be constructed.  (It
         *   usually sounds stilted to repeat the full name: "You drop the box.
         *   The box falls into the chasm."  It's better if we can use a
         *   pronoun in the second sentence: "You drop the box. It falls into
         *   the chasm.")
         *
         *   'obj' is the object being dropped, and 'dest' is the drop
         *   destination.
         */
        // getReportPrefix(obj, dest) { return ''; }
    ;

    /*
     *   A drop-type descriptor for the DROP command.  Since we have no need to
     *   include any varying parameters in this object, we simply provide this
     *   singleton instance.
     */
    dropTypeDrop: DropType
        standardReport(obj, dest)
        {
            /* show the default "Dropped" response */
            defaultReport(&okayDropMsg);
        }

        getReportPrefix(obj, dest)
        {
            /* return the standard "You drop the <obj>" message */
            return gActor.getActionMessageObj().droppingObjMsg(obj);
        }
    ;

    /*
     *   A drop-type descriptor for the THROW command.  This object keeps track
     *   of the target (the object that was hit by the projectile) and the
     *   projectile's path to the target.  The projectile is simply the direct
     *   object.
     */
    class DropTypeThrow: DropType
        construct(target, path)
        {
            /* remember the target and path */
            target_ = target;
            path_ = path;
        }

        standardReport(obj, dest)
        {
            local nominalDest;

            /* get the nominal drop destination */
            nominalDest = dest.getNominalDropDestination();

            /*
             *   if the actual target and the nominal destination are the same,
             *   just say that it lands on the destination; otherwise, say that
             *   it bounces off the target and falls to the nominal destination
             */
            if (target_ == nominalDest)
                mainReport(&throwFallMsg, obj, target_);
            else
                mainReport(&throwHitFallMsg, obj, target_, nominalDest);
        }

        getReportPrefix(obj, dest)
        {
            /* return the standard "The <projectile> hits the <target>" message */
            return gActor.getActionMessageObj().throwHitMsg(obj, target_);
        }

        /* the object that was hit by the projectile */
        target_ = nil

        /* the path the projectile took to reach the target */
        path_ = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Bag Affinity Info - this class keeps track of the affinity of a bag
     *   of holding for an object it might contain.  We use this class in
     *   building bag affinity lists.
     */
    class BagAffinityInfo: object
        construct(obj, bulk, aff, bag)
        {
            /* save our parameters */
            obj_ = obj;
            bulk_ = bulk;
            aff_ = aff;
            bag_ = bag;
        }

        /*
         *   Compare this item to another item, for affinity ranking purposes.
         *   Returns positive if I should rank higher than the other item,
         *   zero if we have equal ranking, negative if I rank lower than the
         *   other item.
         */
        compareAffinityTo(other)
        {
            /*
             *   if this object is the indirect object of 'take from', treat
             *   it as having the lowest ranking
             */
            if (gActionIs(TakeFrom) && gIobj == obj_)
                return -1;

            /* if we have different affinities, sort according to affinity */
            if (aff_ != other.aff_)
                return aff_ - other.aff_;

            /* we have the same affinity, so put the higher bulk item first */
            if (bulk_ != other.bulk_)
                return bulk_ - other.bulk_;

            /*
             *   We have the same affinity and same bulk; rank according to
             *   how recently the items were picked up.  Put away the oldest
             *   items first, so the lower holding (older) index has the
             *   higher ranking.  (Note that because lower holding index is
             *   the higher ranking, we return the negative of the holding
             *   index comparison.)
             */
            return other.obj_.holdingIndex - obj_.holdingIndex;
        }

        /*
         *   given a vector of affinities, remove the most recent item (as
         *   indicated by holdingIndex) and return the BagAffinityInfo object
         */
        removeMostRecent(vec)
        {
            local best = vec[1];

            /* find the most recent item */
            foreach (local cur in vec)
            {
                /* if this is better than the best so far, remember it */
                if (cur.obj_.holdingIndex > best.obj_.holdingIndex)
                    best = cur;
            }

            /* remove the best item from the vector */
            vec.removeElement(best);

            /* return the best item */
            return best;
        }

        /* the object the bag wants to contain */
        obj_ = nil

        /* the object's bulk */
        bulk_ = nil

        /* the bag that wants to contain the object */
        bag_ = nil

        /* affinity of the bag for the object */
        aff_ = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   "State" of a Thing.  This is an object abstractly describing the
     *   state of an object that can assume different states.
     *
     *   The 'listName', 'inventoryName', and 'wornName' give the names of
     *   state as displayed in room/contents listings, inventory listings, and
     *   listings of items being worn by an actor.  This state name is
     *   displayed along with the item name (usually parenthetically after the
     *   item name, but the exact nature of the display is controlled by the
     *   language-specific part of the library).
     *
     *   The 'listingOrder' is an integer giving the listing order of this
     *   state relative to other states of the same kind of object.  When we
     *   show a list of equivalent items in different states, we'll order the
     *   state names in ascending order of listingOrder.
     */
    class ThingState: object
        /*
         *   The name of the state to use in ordinary room/object contents
         *   listings.  If the name is nil, no extra state information is shown
         *   in a listing for an object in this state.  (It's often desirable
         *   to leave the most ordinary state an object can be in unnamed, to
         *   avoid belaboring the obvious.  For example, a match that isn't
         *   burning would probably not want to mention "(not lit)" every time
         *   it's listed.)
         *
         *   'lst' is a list of the objects being listed in this state.  If
         *   we're only listing a single object, this will be a list with one
         *   element giving the object being listed.  If we're listing a
         *   counted set of equivalent items all in this same state, this will
         *   be the list of items.  Everything in 'lst' will be equivalent (in
         *   the isEquivalent sense).
         */
        listName(lst) { return nil; }

        /*
         *   The state name to use in inventory lists.  By default, we just use
         *   the base name.  'lst' has the same meaning as in listName().
         */
        inventoryName(lst) { return listName(lst); }

        /*
         *   The state name to use in listings of items being worn.  By
         *   default, we just use the base name.  'lst' has the same meaning as
         *   in listName().
         */
        wornName(lst) { return listName(lst); }

        /* the relative listing order */
        listingOrder = 0

        /*
         *   Match the name of an object in this state.  'obj' is the object
         *   to be matched; 'origTokens' and 'adjustedTokens' have the same
         *   meanings they do for Thing.matchName; and 'states' is a list of
         *   all of the possible states the object can assume.
         *
         *   Implementation of this is always language-specific.  In most
         *   cases, this should do something along the lines of checking for
         *   the presence (in the token list) of words that only apply to
         *   other states, rejecting the match if any such words are found.
         *   For example, the ThingState object representing the unlit state
         *   of a light source might check for the presence of 'lit' as an
         *   adjective, and reject the object if it's found.
         */
        matchName(obj, origTokens, adjustedTokens, states)
        {
            /* by default, simply match the object */
            return obj;
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Object with vocabulary.  This is the base class for any object that
     *   can define vocabulary words.
     */
    class VocabObject: object
        /*
         *   Match a name as used in a noun phrase in a player's command to
         *   this object.  The parser calls this routine to test this object
         *   for a match to a noun phrase when all of the following conditions
         *   are true:
         *
         *   - this object is in scope;
         *
         *   - our vocabulary matches the noun phrase, which means that ALL of
         *   the words in the player's noun phrase are associated with this
         *   object with the corresponding parts of speech.  Note the special
         *   wildcard vocabulary words: '#' as an adjective matches any number
         *   used as an adjective; '*' as a noun matches any word used as any
         *   part of speech.
         *
         *   'origTokens' is the list of the original input words making up
         *   the noun phrase, in canonical tokenizer format.  Each element of
         *   this list is a sublist representing one token.
         *
         *   'adjustedTokens' is the "adjusted" token list, which provides
         *   more information on how the parser is analyzing the phrase but
         *   may not contain the exact original tokens of the command.  In the
         *   adjusted list, the tokens are represented by pairs of values in
         *   the list: the first value of each pair is a string giving the
         *   adjusted token text, and the second value of the pair is a
         *   property ID giving the part of speech of the parser's
         *   interpretation of the phrase.  For example, if the noun phrase is
         *   "red book", the list might look like ['red', &adjective, 'book',
         *   &noun].
         *
         *   The adjusted token list in some cases contains different tokens
         *   than the original input.  For example, when the command contains
         *   a spelled-out number, the parser will translate the spelled-out
         *   number to a numeral format and provide the numeral string in the
         *   adjusted token list: 'a hundred and thirty-four' will become
         *   '134' in the adjusted token list.
         *
         *   If this object does not match the noun phrase, this routine
         *   returns nil.  If the object is a match, the routine returns
         *   'self'.  The routine can also return a different object, or even
         *   a list of objects - in this case, the parser will consider the
         *   noun phrase to have matched the returned object or objects rather
         *   than this original match.
         *
         *   Note that it isn't necessary to check that the input tokens match
         *   our defined vocabulary words, because the parser will already
         *   have done that for us.  This routine is only called after the
         *   parser has already determined that all of the noun phrase's words
         *   match ours.
         *
         *   By default, we do two things.  First, we check to see if ALL of
         *   our tokens are "weak" tokens, and if they are, we indicate that
         *   we do NOT match the phrase.  Second, if we pass the "weak token"
         *   test, we'll invoke the common handling in matchNameCommon(), and
         *   return the result.
         *
         *   In most cases, games will want to override matchNameCommon()
         *   instead of this routine.  matchNameCommon() is the common handler
         *   for both normal and disambiguation-reply matching, so overriding
         *   that one routine will take care of both kinds of matching.  Games
         *   will only need to override matchName() separately in cases where
         *   they need to differentiate normal matching and disambiguation
         *   matching.
         */
        matchName(origTokens, adjustedTokens)
        {
            /* if we have a weak-token list, check the tokens */
        weakTest:
            if (weakTokens != nil)
            {
                local sc = languageGlobals.dictComparator;

                /* check to see if all of our tokens are "weak" */
                for (local i = 1, local len = adjustedTokens.length() ;
                     i <= len ; i += 2)
                {
                    /* get the current token and its type */
                    local tok = adjustedTokens[i];
                    local typ = adjustedTokens[i+1];

                    /*
                     *   if this is a miscWord token, skip it - these aren't
                     *   vocabulary matches, so we won't find them in either
                     *   our weak or strong vocabulary lists
                     */
                    if (typ == &miscWord)
                        continue;

                    /* if this token isn't in our weak list, it's not weak */
                    if (weakTokens.indexWhich({x: sc.matchValues(tok, x) != 0})
                        == nil)
                    {
                        /*
                         *   It's not in the weak list, so this isn't a weak
                         *   token; therefore the phrase isn't weak, so we do
                         *   not wish to veto the match.  There's no need to
                         *   keep looking; simply break out of the weak test
                         *   entirely, since we've now passed.
                         */
                        break weakTest;
                    }
                }

                /*
                 *   If we get here, it means we got through the loop without
                 *   finding any non-weak tokens.  This means the entire
                 *   phrase is weak, which means that we don't match it.
                 *   Return nil to indicate that this is not a match.
                 */
                return nil;
             }

            /* invoke the common handling */
            return matchNameCommon(origTokens, adjustedTokens);
        }

        /*
         *   Match a name in a disambiguation response.  This is similar to
         *   matchName(), but is called for each object in an ambiguous object
         *   list for which a disambiguation response was provided.  As with
         *   matchName(), we only call this routine for objects that match the
         *   dictionary vocabulary.
         *
         *   This routine is separate from matchName() because a
         *   disambiguation response usually only contains a partial name.
         *   For example, the exchange might go something like this:
         *
         *   >take box
         *.  Which box do you mean, the cardboard box, or the wood box?
         *   >cardboard
         *
         *   Note that it is not safe to assume that the disambiguation
         *   response can be prepended to the original noun phrase to make a
         *   complete noun phrase; if this were safe, we'd simply concatenate
         *   the two strings and call matchName().  This would work for the
         *   example above, since we'd get "cardboard box" as the new noun
         *   phrase, but it wouldn't work in general.  Consider these examples:
         *
         *   >open post office box
         *.  Which post office box do you mean, box 100, box 101, or box 102?
         *
         *   >take jewel
         *.  Which jewel do you mean, the emerald, or the diamond?
         *
         *   There's no general way of assembling the disambiguation response
         *   and the original noun phrase together into a new noun phrase, so
         *   rather than trying to use matchName() for both purposes, we
         *   simply use a separate routine to match the disambiguation name.
         *
         *   Note that, when this routine is called, this object will have
         *   been previously matched with matchName(), so there is no question
         *   that this object matches the original noun phrase.  The only
         *   question is whether or not this object matches the response to
         *   the "which one do you mean" question.
         *
         *   The return value has the same meaning as for matchName().
         *
         *   By default, we simply invoke the common handler.  Note that games
         *   will usually want to override matchNameCommon() instead of this
         *   routine, since matchNameCommon() provides common handling for the
         *   main match and disambiguation match cases.  Games should only
         *   override this routine when they need to do something different
         *   for normal vs disambiguation matching.
         */
        matchNameDisambig(origTokens, adjustedTokens)
        {
            /* by default, use the same common processing */
            return matchNameCommon(origTokens, adjustedTokens);
        }

        /*
         *   Common handling for the main matchName() and the disambiguation
         *   handler matchNameDisambig().  By default, we'll check with our
         *   state object if we have a state object; if not, we'll simply
         *   return 'self' to indicate that we do indeed match the given
         *   tokens.
         *
         *   In most cases, when a game wishes to customize name matching for
         *   an object, it can simply override this routine.  This routine
         *   provides common handling for matchName() and matchNameDisambig(),
         *   so overriding this routine will take care of both the normal and
         *   disambiguation matching cases.  In cases where a game needs to
         *   customize only normal matching or only disambiguation matching,
         *   it can override one of those other routines instead.
         */
        matchNameCommon(origTokens, adjustedTokens)
        {
            local st;

            /*
             *   if we have a state, ask our state object to check for words
             *   applying only to other states
             */
            if ((st = getState()) != nil)
                return st.matchName(self, origTokens, adjustedTokens, allStates);

            /* by default, accept the parser's determination that we match */
            return self;
        }

        /*
         *   Plural resolution order.  When a command contains a plural noun
         *   phrase, we'll sort the items that match the plural phrase in
         *   ascending order of this property value.
         *
         *   In most cases, the plural resolution order doesn't matter.  Once
         *   in a while, though, a set of objects will be named as "first,"
         *   "second," "third," and so on; in these cases, it's nice to have
         *   the order of resolution match the nominal ordering.
         *
         *   Note that the sorting order only applies within the matches for a
         *   particular plural phrase, not globally throughout the entire list
         *   of objects in a command.  For example, if the player types TAKE
         *   BOXES AND BOOKS, we'll sort the boxes in one group, and then we'll
         *   sort the books as a separate group - but all of the boxes will
         *   come before any of the books, regardless of the plural orders.
         *
         *   >take books and boxes
         *.  first book: Taken.
         *.  second book: Taken.
         *.  third book: Taken.
         *.  left box: Taken.
         *.  middle box: Taken.
         *.  right box: Taken.
         */
        pluralOrder = 100

        /*
         *   Disambiguation prompt order.  When we interactively prompt for
         *   help resolving an ambiguous noun phrase, we'll put the list of
         *   ambiguous matches in ascending order of this property value.
         *
         *   In most cases, the prompt order doesn't matter, so most objects
         *   won't have to override the default setting.  Sometimes, though, a
         *   set of objects will be identified in the game as "first",
         *   "second", "third", etc., and in these cases it's desirable to have
         *   the objects presented in the same order as the names indicate:
         *
         *   Which door do you mean, the first door, the second door, or the
         *   third door?
         *
         *   By default, we use the same value as our pluralOrder, since the
         *   plural order has essentially the same purpose.
         */
        disambigPromptOrder = (pluralOrder)

        /*
         *   Intrinsic parsing likelihood.  During disambiguation, if the
         *   parser finds two objects with equivalent logicalness (as
         *   determined by the 'verify' process for the particular Action being
         *   performed), it will pick the one with the higher intrinsic
         *   likelihood value.  The default value is zero, which makes all
         *   objects equivalent by default.  Set a higher value to make the
         *   parser prefer this object in cases of ambiguity.
         */
        vocabLikelihood = 0

        /*
         *   Filter an ambiguous noun phrase resolution list.  The parser calls
         *   this method for each object that matches an ambiguous noun phrase
         *   or an ALL phrase, to allow the object to modify the resolution
         *   list.  This method allows the object to act globally on the entire
         *   list, so that the filtering can be sensitive to the presence or
         *   absence in the list of other objects, and can affect the presence
         *   of other objects.
         *
         *   'lst' is a list of ResolveInfo objects describing the tentative
         *   resolution of the noun phrase.  'action' is the Action object
         *   representing the command.  'whichObj' is the object role
         *   identifier of the object being resolved (DirectObject,
         *   IndirectObject, etc).  'np' is the noun phrase production that
         *   we're resolving; this is usually a subclass of NounPhraseProd.
         *   'requiredNum' is the number of objects required, when an exact
         *   quantity is specified; this is nil in cases where the quantity is
         *   unspecified, as in 'all' or an unquantified plural ("take coins").
         *
         *   The result is a new list of ResolveInfo objects, which need not
         *   contain any of the objects of the original list, and can add new
         *   objects not in the original list, as desired.
         *
         *   By default, we simply return the original list.
         */
        filterResolveList(lst, action, whichObj, np, requiredNum)
        {
            /* return the original list unchanged */
            return lst;
        }

        /*
         *   Expand a pronoun list.  This is essentially complementary to
         *   filterResolveList: the function is to "unfilter" a pronoun binding
         *   that contains this object so that it restores any objects that
         *   would have been filtered out by filterResolveList from the
         *   original noun phrase binding.
         *
         *   This routine is called whenever the parser is called upon to
         *   resolve a pronoun ("TAKE THEM").  This routine is called for each
         *   object in the "raw" pronoun binding, which is simply the list of
         *   objects that was stored by the previous command as the antecedent
         *   for the pronoun.  After this routine has been called for each
         *   object in the raw pronoun binding, the final list will be passed
         *   through filterResolveList().
         *
         *   'lst' is the raw pronoun binding so far, which might reflect
         *   changes made by this method called on previous objects in the
         *   list.  'typ' is the pronoun type (PronounIt, PronounThem, etc)
         *   describing the pronoun phrase being resolved.  The return value is
         *   the new pronoun binding list; if this routine doesn't need to make
         *   any changes, it should simply return 'lst'.
         *
         *   In some cases, filterResolveList chooses which of two or more
         *   possible ways to bind a noun phrase, with the binding dependent
         *   upon other conditions, such as the current action.  In these
         *   cases, it's often desirable for a subsequent pronoun reference to
         *   make the same decision again, choosing from the full set of
         *   possible bindings.  This routine facilitates that by letting the
         *   object put back objects that were filtered out, so that the
         *   filtering can once again run on the full set of possible bindings
         *   for the pronoun reference.
         *
         *   This base implementation just returns the original list unchanged.
         *   See CollectiveGroup for an override that uses this.
         */
        expandPronounList(typ, lst) { return lst; }

        /*
         *   Our list of "weak" tokens.  This is a token that is acceptable in
         *   our vocabulary, but which we can only use in combination with one
         *   or more "strong" tokens.  (A token is strong if it's not weak, so
         *   we need only keep track of one or the other kind.  Weak tokens
         *   are much less common than strong tokens, so it takes a lot less
         *   space if we store the weak ones instead of the strong ones.)
         *
         *   The purpose of weak tokens is to allow players to use more words
         *   to refer to some objects without creating ambiguity.  For
         *   example, if we have a house, and a front door of the house, we
         *   might want to allow the player to call the front door "front door
         *   of house."  If we just defined the door's vocabulary thus,
         *   though, we'd create ambiguity if the player tried to refer to
         *   "house," even though this obviously doesn't create any ambiguity
         *   to a human reader.  Weak tokens fix the problem: we define
         *   "house" as a weak token for the front door, which allows the
         *   player to refer to the front door as "front door of house", but
         *   prevents the front door from matching just "house".
         *
         *   By default, this is nil to indicate that we don't have any weak
         *   tokens to check.  If the object has weak tokens, this should be
         *   set to a list of strings giving the weak tokens.
         */
        weakTokens = nil

        /*
         *   By default, every object can be used as the resolution of a
         *   possessive qualifier phrase (e.g., "bob" in "bob's book").  If
         *   this property is set to nil for an object, that object can never
         *   be used as a possessive.  Note that has nothing to do with
         *   establishing ownership relationships between objects; it controls
         *   only the resolution of possessive phrases during parsing to
         *   concrete game objects.
         */
        canResolvePossessive = true

        /*
         *   Throw an appropriate parser error when this object is used in a
         *   player command as a possessive qualifier (such as when 'self' is
         *   the "bob" in "take bob's key"), and we don't own anything matching
         *   the object name that we qualify.  This is only called when 'self'
         *   is in scope.  By default, we throw the standard parser error ("Bob
         *   doesn't appear to have any such thing").  'txt' is the
         *   lower-cased, HTMLified text that of the qualified object name
         *   ("key" in "bob's key").
         */
        throwNoMatchForPossessive(txt)
            { throw new ParseFailureException(&noMatchForPossessive, self, txt); }

        /*
         *   Throw an appropriate parser error when this object is used in a
         *   player command to locationally qualify another object (such as
         *   when we're the box in "examine the key in the box"), and there's
         *   no object among our contents with the given name.  By default, we
         *   throw the standard parser error ("You see no key in the box").
         */
        throwNoMatchForLocation(txt)
            { throw new ParseFailureException(&noMatchForLocation, self, txt); }

        /*
         *   Throw an appropriate parser error when this object is used in a
         *   player command to locationally qualify "all" (such as when we're
         *   the box in "examine everything in the box"), and we have no
         *   contents.  By default, we throw the standard parser error ("You
         *   see nothing unusual in the box").
         */
        throwNothingInLocation()
            { throw new ParseFailureException(&nothingInLocation, self); }

        /*
         *   Get a list of the other "facets" of this object.  A facet is
         *   another program object that to the player looks like the same or
         *   part of the same physical object.  For example, it's often
         *   convenient to represent a door using two game objects - one for
         *   each side - but the two really represent the same door from the
         *   player's perspective.
         *
         *   The parser uses an object's facets to resolve a pronoun when the
         *   original antecedent goes out of scope.  In our door example, if
         *   we refer to the door, then walk through it to the other side,
         *   then refer to 'it', the parser will realize from the facet
         *   relationship that 'it' now refers to the other side of the door.
         */
        getFacets() { return []; }

        /*
         *   Ownership: a vocab-object can be marked as owned by a given Thing.
         *   This allows command input to refer to the owned object using
         *   possessive syntax (such as, in English, "x's y").
         *
         *   This method returns true if 'self' is owned by 'obj'.  The parser
         *   generally tests for ownership in this direction, as opposed to
         *   asking for obj's owner, because a given object might have multiple
         *   owners, and might not be able to enumerate them all (or, at least,
         *   might not be able to enumerate them efficiently).  It's usually
         *   efficient to determine whether a given object qualifies as an
         *   owner, and from the parser's persepctive that's the question
         *   anyway, since it wants to determine if the "x" in "x's y"
         *   qualifies as my owner.
         *
         *   By default, we simply return true if 'obj' matches our 'owner'
         *   property (and is not nil).
         */
        isOwnedBy(obj) { return owner != nil && owner == obj; }

        /*
         *   Get our nominal owner.  This is the owner that we report for this
         *   object if we're asked to distinguish this object from another
         *   object in a disambiguation prompt.  The nominal owner isn't
         *   necessarily the only owner.  Note that if getNominalOwner()
         *   returns a non-nil value, isOwnedBy(getNominalOwner()) should
         *   always return true.
         *
         *   By default, we'll simply return our 'owner' property.
         */
        getNominalOwner() { return owner; }

        /* our explicit owner, if any */
        owner = nil
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Find the best facet from the given list of facets, from the
     *   perspective of the given actor.  We'll find the facet that has the
     *   best visibility, or, visibilities being equal, the best touchability.
     */
    findBestFacet(actor, lst)
    {
        local infoList;
        local best;

        /*
         *   if the list has no elements, there's no result; if it has only one
         *   element, it's obviously the best one
         */
        if (lst.length() == 0)
            return nil;
        if (lst.length() == 1)
            return lst[1];

        /* make a list of the visibilities of the given facets */
        infoList = lst.mapAll({x: new SightTouchInfo(actor, x)});

        /* scan the list and find the entry with the best results */
        best = nil;
        foreach (local cur in infoList)
            best = SightTouchInfo.selectBetter(best, cur);

        /* return the best result */
        return best.obj_;
    }

    /*
     *   A small data structure class recording SenseInfo objects for sight and
     *   touch.  We use this to pick the best facet from a list of facets.
     */
    class SightTouchInfo: object
        construct(actor, obj)
        {
            /* remember our object */
            obj_ = obj;

            /* get the visual SenseInfo in the actor's best sight-like sense */
            visInfo = actor.bestVisualInfo(obj);

            /* get the 'touch' SenseInfo for the object */
            touchInfo = actor.senseObj(touch, obj);
        }

        /* the object we're associated with */
        obj_ = nil

        /* our SenseInfo objects for sight and touch */
        visInfo = nil
        touchInfo = nil

        /*
         *   Class method: select the "better" of two SightTouchInfo's.
         *   Returns the one with the more transparent visual status, or,
         *   visual transparencies being equal, the one with the more
         *   transparent touch status.
         */
        selectBetter(a, b)
        {
            local d;

            /* if one or the other is nil, return the non-nil one */
            if (a == nil)
                return b;
            if (b == nil)
                return a;

            /* if the visual transparencies differ, compare visually */
            d = a.visInfo.compareTransTo(b.visInfo);
            if (d > 0)
                return a;
            else if (d < 0)
                return b;
            else
            {
                /* the visual status it the same, so compare by touch */
                d = a.touchInfo.compareTransTo(b.touchInfo);
                if (d >= 0)
                    return a;
                else
                    return b;
            }
        }
    ;

    /* ------------------------------------------------------------------------ */
    /*
     *   Thing: the basic class for game objects.  An object of this class
     *   represents a physical object in the simulation.
     */
    class Thing: VocabObject
        /*
         *   on constructing a new Thing, initialize it as we would a
         *   statically instantiated Thing
         */
        construct()
        {
            /*
             *   If we haven't already been through here for this object, do
             *   the static initialization.  (Because many library classes and
             *   game objects inherit from multiple Thing subclasses, we'll
             *   sometimes inherit this constructor multiple times in the
             *   course of creating a single new object.  The set-up work we do
             *   isn't meant to be repeated and can create internal
             *   inconsistencies if it is.)
             */
            if (!isThingConstructed)
            {
                /* inherit base class construction */
                inherited();

                /* initialize the Thing properties */
                initializeThing();

                /* note that we've been through this constructor now */
                isThingConstructed = true;
            }
        }

        /*
         *   Have we been through Thing.construct() yet for this object?  Note
         *   that this will only be set for dynamically created instances
         *   (i.e., objects created with 'new').
         */
        isThingConstructed = nil

        /*
         *   My global parameter name.  This is a name that can be used in
         *   {xxx} parameters in messages to refer directly to this object.
         *   This is nil by default, which means we have no global parameter
         *   name.  Define this to a single-quoted string to set a global
         *   parameter name.
         *
         *   Global parameter names can be especially useful for objects whose
         *   names change in the course of the game, such as actors who are
         *   known by one name until introduced, after which they're known by
         *   another name.  It's a little nicer to write "{He/the bob}" than
         *   "<<bob.theName>>".  We can do this with a global parameter name,
         *   because it allows us to use {bob} as a message parameter, even
         *   when the actor isn't involved directly in any command.
         *
         *   Note that these parameter names are global, so no two objects are
         *   allowed to have the same name.  These names are also subordinate
         *   to the parameter names in the current Action, so names that the
         *   actions define, such as 'dobj' and 'actor', should usually be
         *   avoided.
         */
        globalParamName = nil

        /*
         *   Set the global parameter name dynamically.  If you need to add a
         *   new global parameter name at run-time, call this rather than
         *   setting the property directly, to ensure that the name is added to
         *   the message builder's name table.  You can also use this to delete
         *   an object's global parameter name, by passing nil for the new
         *   name.
         *
         *   (You only need to use this method if you want to add or change a
         *   name dynamically at run-time, because the library automatically
         *   initializes the table for objects with globalParamName settings
         *   defined at compile-time.)
         */
        setGlobalParamName(name)
        {
            /* if we already had a name in the table, remove our old name */
            if (globalParamName != nil
                && langMessageBuilder.nameTable_[globalParamName] == self)
                langMessageBuilder.nameTable_.removeElement(globalParamName);

            /* remember our name locally */
            globalParamName = name;

            /* add the name to the message builder's table */
            if (name != nil)
                langMessageBuilder.nameTable_[name] = self;
        }

        /*
         *   "Special" description.  This is the generic place to put a
         *   description of the object that should appear in the containing
         *   room's full description.  If the object defines a special
         *   description, the object is NOT listed in the basic contents list
         *   of the room, because listing it with the contents would be
         *   redundant with the special description.
         *
         *   By default, we have no special description.  If a special
         *   description is desired, define this to a double-quoted string
         *   containing the special description, or to a method that displays
         *   the special description.
         */
        specialDesc = nil

        /*
         *   The special descriptions to use under obscured and distant
         *   viewing conditions.  By default, these simply display the normal
         *   special description, but these can be overridden if desired to
         *   show different messages under these viewing conditions.
         *
         *   Note that if you override these alternative special descriptions,
         *   you MUST also provide a base specialDesc.  The library figures
         *   out whether or not to show any sort of specialDesc first, based
         *   on the presence of a non-nil specialDesc; only then does the
         *   library figure out which particular variation to use.
         *
         *   Note that remoteSpecialDesc takes precedence over these methods.
         *   That is, when 'self' is in a separate top-level room from the
         *   point-of-view actor, we'll use remoteSpecialDesc to generate our
         *   description, even if the sense path to 'self' is distant or
         *   obscured.
         */
        distantSpecialDesc = (specialDesc)
        obscuredSpecialDesc = (specialDesc)

        /*
         *   The "remote" special description.  This is the special
         *   description that will be used when this object is not in the
         *   point-of-view actor's current top-level room, but is visible in a
         *   connected room.  For example, if two top-level rooms are
         *   connected by a window, so that an actor in one room can see the
         *   objects in the other room, this method will be used to generate
         *   the description of the object when the actor is in the other
         *   room, viewing this object through the window.
         *
         *   By default, we just use the special description.  It's usually
         *   better to customize this to describe the object from the given
         *   point of view.  'actor' is the point-of-view actor.
         */
        remoteSpecialDesc(actor) { distantSpecialDesc; }

        /*
         *   List order for the special description.  Whenever there's more
         *   than one object showing a specialDesc at the same time (in a
         *   single room description, for example), we'll use this to order the
         *   specialDesc displays.  We'll display in ascending order of this
         *   value.  By default, we use the same value for everything, so
         *   listing order is arbitrary; when one specialDesc should appear
         *   before or after another, this property can be used to control the
         *   relative ordering.
         */
        specialDescOrder = 100

        /*
         *   Special description phase.  We list special descriptions for a
         *   room's full description in two phases: one phase before we show
         *   the room's portable contents list, and another phase after we show
         *   the contents list.  This property controls the phase in which we
         *   show this item's special description.  This only affects special
         *   descriptions that are shown with room descriptions; in other
         *   cases, such as "examine" descriptions of objects, all of the
         *   special descriptions are usually shown together.
         *
         *   By default, we show our special description (if any) before the
         *   room's contents listing, because most special descriptions act
         *   like extensions of the room's main description and thus should be
         *   grouped directly with the room's descriptive text.  Objects with
         *   special descriptions that are meant to indicate more ephemeral
         *   properties of the location can override this to be listed after
         *   the room's portable contents.
         *
         *   One situation where you usually will want to list a special
         *   description after contents is when the special description applies
         *   to an item that's contained in a portable item.  Since the
         *   container will be listed with the room contents, as it's portable,
         *   we'll usually want the special description of this child item to
         *   show up after the contents listing, so that it shows up after its
         *   container is mentioned.
         *
         *   Note that the specialDescOrder is secondary to this phase
         *   grouping, because we essentially list special items in two
         *   separate groups.
         */
        specialDescBeforeContents = true

        /*
         *   Show my special description, given a SenseInfo object for the
         *   visual sense path from the point of view of the description.
         */
        showSpecialDescWithInfo(info, pov)
        {
            local povActor = getPOVActorDefault(gActor);

            /*
             *   Determine what to show, based on the point-of-view location
             *   and the sense path.  If the point of view isn't in the same
             *   top-level location as 'self', OR the actor isn't the same as
             *   the POV, use the remote special description; otherwise, select
             *   the obscured, distant, or basic special description according
             *   to the transparency of the sense path.
             */
            if (getOutermostRoom() != povActor.getOutermostRoom()
                || pov != povActor)
            {
                /*
                 *   different top-level rooms, or different actor and POV -
                 *   use the remote description
                 */
                showRemoteSpecialDesc(povActor);
            }
            else if (info.trans == obscured)
            {
                /* we're obscured, so show our obscured special description */
                showObscuredSpecialDesc();
            }
            else if (info.trans == distant)
            {
                /* we're at a distance, so use our distant special description */
                showDistantSpecialDesc();
            }
            else if (canDetailsBeSensed(sight, info, pov))
            {
                /*
                 *   we're not obscured or distant, and our details can be
                 *   sensed, so show our fully-visible special description
                 */
                showSpecialDesc();
            }
        }

        /*
         *   Show the special description, if we have one.  If we are using
         *   our initial description, we'll show that; otherwise, if we have a
         *   specialDesc property, we'll show that.
         *
         *   Note that the initial description overrides the specialDesc
         *   property whenever useInitSpecialDesc() returns true.  This allows
         *   an object to have both an initial description that is used until
         *   the object is moved, and a separate special description used
         *   thereafter.
         */
        showSpecialDesc()
        {
            /*
             *   if we are to use our initial description, show that;
             *   otherwise, show our special description
             */
            if (useInitSpecialDesc())
                initSpecialDesc;
            else
                specialDesc;
        }

        /* show the special description under obscured viewing conditions */
        showObscuredSpecialDesc()
        {
            if (useInitSpecialDesc())
                obscuredInitSpecialDesc;
            else
                obscuredSpecialDesc;
        }

        /* show the special description under distant viewing conditions */
        showDistantSpecialDesc()
        {
            if (useInitSpecialDesc())
                distantInitSpecialDesc;
            else
                distantSpecialDesc;
        }

        /* show the remote special description */
        showRemoteSpecialDesc(actor)
        {
            if (useInitSpecialDesc())
                remoteInitSpecialDesc(actor);
            else
                remoteSpecialDesc(actor);
        }

        /*
         *   Determine if we should use a special description.  By default, we
         *   have a special description if we have either a non-nil
         *   specialDesc property, or we have an initial description.
         */
        useSpecialDesc()
        {
            /*
             *   if we have a non-nil specialDesc, or we are to use an initial
             *   description, we have a special description
             */
            return propType(&specialDesc) != TypeNil || useInitSpecialDesc();
        }

        /*
         *   Determine if we should use our special description in the given
         *   room's LOOK AROUND description.  By default, this simply returns
         *   useSpecialDesc().
         */
        useSpecialDescInRoom(room) { return useSpecialDesc(); }

        /*
         *   Determine if we should use our special description in the given
         *   object's contents listings, for the purposes of "examine <cont>"
         *   or "look in <cont>".  By default, we'll use our special
         *   description for a given container if we'd use our special
         *   description in general, AND we're actually inside the container
         *   being examined.
         */
        useSpecialDescInContents(cont)
        {
            /*
             *   if we would otherwise use a special description, and we are
             *   contained within the given object, use our special description
             *   in the container
             */
            return useSpecialDesc() && self.isIn(cont);
        }

        /*
         *   Show our special description as part of a parent's full
         *   description.
         */
        showSpecialDescInContentsWithInfo(info, pov, cont)
        {
            local povActor = getPOVActorDefault(gActor);

            /* determine what to show, based on the location and sense path */
            if (getOutermostRoom() != povActor.getOutermostRoom()
                || pov != povActor)
                showRemoteSpecialDescInContents(povActor, cont);
            else if (info.trans == obscured)
                showObscuredSpecialDescInContents(povActor, cont);
            else if (info.trans == distant)
                showDistantSpecialDescInContents(povActor, cont);
            else if (canDetailsBeSensed(sight, info, pov))
                showSpecialDescInContents(povActor, cont);
        }

        /*
         *   Show the special description in contents listings under various
         *   sense conditions.  By default, we'll use the corresponding special
         *   descriptions for full room descriptions.  These can be overridden
         *   to show special versions of the description when we're examining
         *   particular containers, if desired.  'actor' is the actor doing the
         *   looking.
         */
        showSpecialDescInContents(actor, cont)
            { showSpecialDesc(); }
        showObscuredSpecialDescInContents(actor, cont)
            { showObscuredSpecialDesc(); }
        showDistantSpecialDescInContents(actor, cont)
            { showDistantSpecialDesc(); }
        showRemoteSpecialDescInContents(actor, cont)
            { showRemoteSpecialDesc(actor); }

        /*
         *   If we define a non-nil initSpecialDesc, this property will be
         *   called to describe the object in room listings as long as the
         *   object is in its "initial" state (as determined by isInInitState:
         *   this is usually true until the object is first moved to a new
         *   location).  By default, objects don't have initial descriptions.
         *
         *   If this is non-nil, and the object is portable, this will be used
         *   (as long as the object is in its initial state) instead of
         *   showing the object in an ordinary room-contents listing.  This
         *   can be used to give the object a special mention in its initial
         *   location in the game, rather than letting the ordinary
         *   room-contents lister lump it in with all of the other portable
         *   object lying around.
         */
        initSpecialDesc = nil

        /*
         *   The initial descriptions to use under obscured and distant
         *   viewing conditions.  By default, these simply show the plain
         *   initSpecialDesc; these can be overridden, if desired, to show
         *   alternative messages when viewing conditions are less than ideal.
         *
         *   Note that in order for one of these alternative initial
         *   descriptions to be shown, the regular initSpecialDesc MUST be
         *   defined, even if it's never actually used.  We make the decision
         *   to display these other descriptions based on the existence of a
         *   non-nil initSpecialDesc, so always define initSpecialDesc
         *   whenever these are defined.
         */
        obscuredInitSpecialDesc = (initSpecialDesc)
        distantInitSpecialDesc = (initSpecialDesc)

        /* the initial remote special description */
        remoteInitSpecialDesc(actor) { distantInitSpecialDesc; }

        /*
         *   If we define a non-nil initDesc, and the object is in its initial
         *   description state (as indicated by isInInitState), then we'll use
         *   this property instead of "desc" to describe the object when
         *   examined.  This can be used to customize the description the
         *   player sees in parallel to initSpecialDesc.
         */
        initDesc = nil

        /*
         *   Am I in my "initial state"?  This is used to determine if we
         *   should show the initial special description (initSpecialDesc) and
         *   initial examine description (initDesc) when describing the
         *   object.  By default, we consider the object to be in its initial
         *   state until the first time it's moved.
         *
         *   You can override this to achieve other effects.  For example, if
         *   you want to use the initial description only the first time the
         *   object is examined, and then revert to the ordinary description,
         *   you could override this to return (!described).
         */
        isInInitState = (!moved)

        /*
         *   Determine whether or not I should be mentioned in my containing
         *   room's description (on LOOK AROUND) using my initial special
         *   description (initSpecialDesc).  This returns true if I have an
         *   initial description that isn't nil, and I'm in my initial state.
         *   If this returns nil, the object should be described in room
         *   descriptions using the ordinary generated message (either the
         *   specialDesc, if we have one, or the ordinary mention in the list
         *   of portable room contents).
         */
        useInitSpecialDesc()
            { return isInInitState && propType(&initSpecialDesc) != TypeNil; }

        /*
         *   Determine if I should be described on EXAMINE using my initial
         *   examine description (initDesc).  This returns true if I have an
         *   initial examine desription that isn't nil, and I'm in my initial
         *   state.  If this returns nil, we'll show our ordinary description
         *   (given by the 'desc' property).
         */
        useInitDesc()
            { return isInInitState && propType(&initDesc) != TypeNil; }

        /*
         *   Flag: I've been moved out of my initial location.  Whenever we
         *   move the object to a new location, we'll set this to true.
         */
        moved = nil

        /*
         *   Flag: I've been seen by the player character.  This is nil by
         *   default; we set this to true whenever we show a room description
         *   from the player character's perspective, and the object is
         *   visible.  The object doesn't actually have to be mentioned in the
         *   room description to be marked as seen - it merely has to be
         *   visible to the player character.
         *
         *   Note that this is only the DEFAULT 'seen' property, which all
         *   Actor objects use by default.  The ACTUAL property that a given
         *   Actor uses depends on the actor's seenProp, which allows a game to
         *   keep track separately of what each actor has seen by using
         *   different 'seen' properties for different actors.
         */
        seen = nil

        /*
         *   Flag: suppress the automatic setting of the "seen" status for this
         *   object in room and object descriptions.  Normally, we'll
         *   automatically mark every visible object as seen (by calling
         *   gActor.setHasSeen()) whenever we do a LOOK AROUND.  We'll also
         *   automatically mark as seen every visible object within an object
         *   examined explicitly (such as with EXAMINE, LOOK IN, LOOK ON, or
         *   OPEN).  This property can override this automatic status change:
         *   when this property is true, we will NOT mark this object as seen
         *   in any of these cases.  When this property is true, the game must
         *   explicitly mark the object as seen, if and when desired, by
         *   calling actor.setHasSeen().
         *
         *   Sometimes, an object is not meant to be immediately obvious.  For
         *   example, a puzzle box might have a hidden button that can't be
         *   seen on casual examination.  In these cases, you can use
         *   suppressAutoSeen to ensure that the object won't be marked as seen
         *   merely by virtue of its being visible at the time of a LOOK AROUND
         *   or EXAMINE command.
         *
         *   Note that this property does NOT affect the object's actual
         *   visibility or other sensory attributes.  This property merely
         *   controls the automatic setting of the "seen" status of the object.
         */
        suppressAutoSeen = nil

        /*
         *   Flag: I've been desribed.  This is nil by default; we set this to
         *   true whenever the player explicitly examines the object.
         */
        described = nil

        /*
         *   Mark all visible contents of 'self' as having been seen.
         *   'infoTab' is a LookupTable of sight information, as returned by
         *   visibleInfoTable().  This should be called any time an object is
         *   examined in such a way that its contents should be considered to
         *   have been seen.
         *
         *   We will NOT mark as seen any objects that have suppressAutoSeen
         *   set to true.
         */
        setContentsSeenBy(infoTab, actor)
        {
            /*
             *   run through the table of visible objects, and mark each one
             *   that's contained within 'self' as having been seen
             */
            infoTab.forEachAssoc(function(obj, info)
            {
                if (obj.isIn(self) && !obj.suppressAutoSeen)
                    actor.setHasSeen(obj);
            });
        }

        /*
         *   Mark everything visible as having been seen.  'infoTab' is a
         *   LookupTable of sight information, as returned by
         *   visibleInfoTable().  We'll mark everything visible in the table
         *   as having been seen by the actor, EXCEPT objects that have
         *   suppressAutoSeen set to true.
         */
        setAllSeenBy(infoTab, actor)
        {
            /* mark everything as seen, except suppressAutoSeen items */
            infoTab.forEachAssoc(function(obj, info)
            {
                if (!obj.suppressAutoSeen)
                    actor.setHasSeen(obj);
            });
        }

        /*
         *   Note that I've been seen by the given actor, setting the given
         *   "seen" property.  This routine notifies the object that it's just
         *   been observed by the given actor, allowing it to take any special
         *   action it wants to take in such cases.
         */
        noteSeenBy(actor, prop)
        {
            /* by default, simply set the given "seen" property to true */
            self.(prop) = true;
        }

        /*
         *   Flag: this object is explicitly "known" to actors in the game,
         *   even if it's never been seen.  This allows the object to be
         *   resolved as a topic in ASK ABOUT commands and the like.
         *   Sometimes, actors know about an object even before it's been seen
         *   - they might simply know about it from background knowledge, or
         *   they might hear about it from another character, for example.
         *
         *   Like the 'seen' property, this is merely the DEFAULT 'known'
         *   property that we use for actors.  Each actor can individually use
         *   a separate property to track its own knowledge if it prefers; it
         *   can do this simply by overriding its isKnownProp property.
         */
        isKnown = nil

        /*
         *   Hide from 'all' for a given action.  If this returns true, this
         *   object will never be included in 'all' lists for the given action
         *   class.  This should generally be set only for objects that serve
         *   some sort of internal purpose and don't represent physical
         *   objects in the model world.  By default, objects are not hidden
         *   from 'all' lists.
         *
         *   Note that returning nil doesn't put the object into an 'all'
         *   list.  Rather, it simply *leaves* it in any 'all' list it should
         *   happen to be in.  Each action controls its own selection criteria
         *   for 'all', and different verbs use different criteria.  No matter
         *   how an action chooses its 'all' list, though, an item will always
         *   be excluded if hideFromAll() returns true for the item.
         */
        hideFromAll(action) { return nil; }

        /*
         *   Hide from defaulting for a given action.  By default, we're
         *   hidden from being used as a default object for a given action if
         *   we're hidden from the action for 'all'.
         */
        hideFromDefault(action) { return hideFromAll(action); }

        /*
         *   Determine if I'm to be listed at all in my room's description,
         *   and in descriptions of objects containing my container.
         *
         *   Most objects should be listed normally, but some types of objects
         *   should be suppressed from the normal room listing.  For example,
         *   fixed-in-place scenery objects are generally described in the
         *   custom message for the containing room, so these are normally
         *   omitted from the listing of the room's contents.
         *
         *   By default, we'll return the same thing as isListedInContents -
         *   that is, if this object is to be listed when its *direct*
         *   container is examined, it'll also be listed by default when any
         *   further enclosing container (including the enclosing room) is
         *   described.  Individual objects can override this to use different
         *   rules.
         *
         *   Why would we want to be able to list an object when examining in
         *   its direct container, but not when examining an enclosing
         *   container, or the enclosing room?  The most common reason is to
         *   control the level of detail, to avoid overloading the broad
         *   description of the room and the main things in it with every
         *   detail of every deeply-nested container.
         */
        isListed { return isListedInContents; }

        /*
         *   Determine if I'm listed in explicit "examine" and "look in"
         *   descriptions of my direct container.
         *
         *   By default, we return true as long as we're not using our special
         *   description in this particular context.  Examining or looking in a
         *   container will normally show special message for any contents of
         *   the container, so we don't want to list the items with special
         *   descriptions in the ordinary list as well.
         */
        isListedInContents { return !useSpecialDescInContents(location); }

        /*
         *   Determine if I'm listed in inventory listings.  By default, we
         *   include every item in an inventory list.
         */
        isListedInInventory { return true; }

        /*
         *   by default, regular objects are not listed when they arrive
         *   aboard vehicles (only actors are normally listed in this fashion)
         */
        isListedAboardVehicle = nil

        /*
         *   Determine if I'm listed as being located in the given room part.
         *   We'll first check to make sure the object is nominally contained
         *   in the room part; if not, it's not listed in the room part.  We'll
         *   then ask the room part itself to make the final determination.
         */
        isListedInRoomPart(part)
        {
            /*
             *   list me if I'm nominally contained in the room part AND the
             *   room part wants me listed
             */
            return (isNominallyInRoomPart(part)
                    && part.isObjListedInRoomPart(self));
        }

        /*
         *   Determine if we're nominally in the given room part (floor,
         *   ceiling, wall, etc).  This returns true if we *appear* to be
         *   located directly in/on the given room part object.
         *
         *   In most cases, a portable object might start out with a special
         *   initial room part location, but once moved and then dropped
         *   somewhere, ends up nominally in the nominal drop destination of
         *   the location where it was dropped.  For example, a poster might
         *   start out being nominally attached to a wall, or a light bulb
         *   might be nominally hanging from the ceiling; if these objects are
         *   taken and then dropped somewhere, they'll simply end up on the
         *   floor.
         *
         *   Our default behavior models this.  If we've never been moved,
         *   we'll indicate that we're in our initial room part location,
         *   given by initNominalRoomPartLocation.  Once we've been moved (or
         *   if our initNominalRoomPartLocation is nil), we'll figure out what
         *   the nominal drop destination is for our current container, and
         *   then see if we appear to be in that nominal drop destination.
         */
        isNominallyInRoomPart(part)
        {
            /*
             *   If we're not directly in the apparent container of the given
             *   room part, then we certainly are not even nominally in the
             *   room part.  We only appear to be in a room part when we're
             *   actually in the room directly containing the room part.
             */
            if (location == nil
                || location.getRoomPartLocation(part) != location)
                return nil;

            /* if we've never been moved, use our initial room part location */
            if (!moved && initNominalRoomPartLocation != nil)
                return (part == initNominalRoomPartLocation);

            /* if we have an explicit special room part location, use that */
            if (specialNominalRoomPartLocation != nil)
                return (part == specialNominalRoomPartLocation);

            /*
             *   We don't seem to have an initial or special room part
             *   location, but there's still one more possibility: if the room
             *   part is the nominal drop destination, then we are by default
             *   nominally in that room part, because that's where we
             *   otherwise end up in the absence of any special room part
             *   location setting.
             */
            if (location.getNominalDropDestination() == part)
                return true;

            /* we aren't nominally in the given room part */
            return nil;
        }

        /*
         *   Determine if I should show my special description with the
         *   description of the given room part (floor, ceiling, wall, etc).
         *
         *   By default, we'll include our special description with a room
         *   part's description if either (1) we are using our initial
         *   description, and our initNominalRoomPartLocation is the given
         *   part; or (2) we are using our special description, and our
         *   specialNominalRoomPartLocation is the given part.
         *
         *   Note that, by default, we do NOT use our special description for
         *   the "default" room part location - that is, for the nominal drop
         *   destination for our containing room, which is where we end up by
         *   default, in the absence of an initial or special room part
         *   location setting.  We don't use our special description in this
         *   default location because special descriptions are most frequently
         *   used to describe an object that is specially situated, and hence
         *   we don't want to assume a default situation.
         */
        useSpecialDescInRoomPart(part)
        {
            /* if we're not nominally in the part, rule it out */
            if (!isNominallyInRoomPart(part))
                return nil;

            /*
             *   if we're using our initial description, and we are explicitly
             *   in the given room part initially, use the special description
             *   for the room part
             */
            if (useInitSpecialDesc() && initNominalRoomPartLocation == part)
                return true;

            /*
             *   if we're using our special description, and we are explicitly
             *   in the given room part as our special location, use the
             *   special description
             */
            if (useSpecialDesc() && specialNominalRoomPartLocation == part)
                return true;

            /* do not use the special description in the room part */
            return nil;
        }

        /*
         *   Our initial room part location.  By default, we set this to nil,
         *   which means that we'll use the nominal drop destination of our
         *   actual initial location when asked.  If desired, this can be set
         *   to another part; for example, if a poster is initially described
         *   as being "on the north wall," this should set to the default north
         *   wall object.
         */
        initNominalRoomPartLocation = nil

        /*
         *   Our "special" room part location.  By default, we set this to
         *   nil, which means that we'll use the nominal drop destination of
         *   our actual current location when asked.
         *
         *   This property has a function similar to
         *   initNominalRoomPartLocation, but is used to describe the nominal
         *   room part container of the object has been moved (and even before
         *   it's been moved, if initNominalRoomPartLocation is nil).
         *
         *   It's rare for an object to have a special room part location
         *   after it's been moved, because most games simply don't provide
         *   commands for things like re-attaching a poster to a wall or
         *   re-hanging a fan from the ceiling.  When it is possible to move
         *   an object to a new special location, though, this property can be
         *   used to flag its new special location.
         */
        specialNominalRoomPartLocation = nil

        /*
         *   Determine if my contents are to be listed when I'm shown in a
         *   listing (in a room description, inventory list, or a description
         *   of my container).
         *
         *   Note that this doesn't affect listing my contents when I'm
         *   *directly* examined - use contentsListedInExamine to control that.
         *
         *   By default, we'll list our contents in these situations if (1) we
         *   have some kind of presence in the description of whatever it is
         *   the player is looking at, either by being listed in the ordinary
         *   way (that is, isListed is true) or in a custom way (via a
         *   specialDesc), and (2) contentsListedInExamine is true.  The
         *   reasoning behind this default is that if the object itself shows
         *   up in the description, then we usually want its contents to be
         *   mentioned as well, but if the object itself isn't mentioned, then
         *   its contents probably shouldn't be, either.  And in any case, if
         *   the contents aren't listed even when we *directly* examine the
         *   object, then we almost certainly don't want its contents mentioned
         *   when we only indirectly mention the object in the course of
         *   describing something enclosing it.
         */
        contentsListed = (contentsListedInExamine
                          && (isListed || useSpecialDesc()))

        /*
         *   Determine if my contents are to be listed when I'm directly
         *   examined (with an EXAMINE/LOOK AT command).  By default, we
         *   *always* list our contents when we're directly examined.
         */
        contentsListedInExamine = true

        /*
         *   Determine if my contents are listed separately from my own list
         *   entry.  If this is true, then my contents will be listed in a
         *   separate sentence from my own listing; for example, if 'self' is a
         *   box, we'll be listed like so:
         *
         *.    You are carrying a box. The box contains a key and a book.
         *
         *   By default, this is nil, which means that we list our contents
         *   parenthetically after our name:
         *
         *.     You are carrying a box (which contains a key and a book).
         *
         *   Using a separate listing is sometimes desirable for an object that
         *   will routinely contain listable objects that in turn have listable
         *   contents of their own, because it can help break up a long listing
         *   that would otherwise use too many nested parentheticals.
         *
         *   Note that this only applies to "wide" listings; "tall" listings
         *   will show contents in the indented tree format regardless of this
         *   setting.
         */
        contentsListedSeparately = nil

        /*
         *   The language-dependent part of the library must provide a couple
         *   of basic descriptor methods that we depend upon.  We provide
         *   several descriptor methods that we base on the basic methods.
         *   The basic methods that must be provided by the language extension
         *   are:
         *
         *   listName - return a string giving the "list name" of the object;
         *   that is, the name that should appear in inventory and room
         *   contents lists.  This is called with the visual sense info set
         *   according to the point of view.
         *
         *   countName(count) - return a string giving the "counted name" of
         *   the object; that is, the name as it should appear with the given
         *   quantifier.  In English, this might return something like 'one
         *   box' or 'three books'.  This is called with the visual sense info
         *   set according to the point of view.
         */

        /*
         *   Show this item as part of a list.  'options' is a combination of
         *   ListXxx flags indicating the type of listing.  'infoTab' is a
         *   lookup table of SenseInfo objects giving the sense information
         *   for the point of view.
         */
        showListItem(options, pov, infoTab)
        {
            /* show the list, using the 'listName' of the state */
            showListItemGen(options, pov, infoTab, &listName);
        }

        /*
         *   General routine to show the item as part of a list.
         *   'stateNameProp' is the property to use in any listing state
         *   object to obtain the state name.
         */
        showListItemGen(options, pov, infoTab, stateNameProp)
        {
            local info;
            local st;
            local stName;

            /* get my visual information from the point of view */
            info = infoTab[self];

            /* show the item's list name */
            say(withVisualSenseInfo(pov, info, &listName));

            /*
             *   If we have a list state with a name, show it.  Note that to
             *   obtain the state name, we have to pass a list of the objects
             *   being listed to the stateNameProp method of the state object;
             *   we're the only object we're showing for this particular
             *   display list element, so we simply pass a single-element list
             *   containing 'self'.
             */
            if ((st = getStateWithInfo(info, pov)) != nil
                && (stName = st.(stateNameProp)([self])) != nil)
            {
                /* we have a state with a name - show it */
                gLibMessages.showListState(stName);
            }
        }

        /*
         *   Show this item as part of a list, grouped with a count of
         *   list-equivalent items.
         */
        showListItemCounted(lst, options, pov, infoTab)
        {
            /* show the item using the 'listName' property of the state */
            showListItemCountedGen(lst, options, pov, infoTab, &listName);
        }

        /*
         *   General routine to show this item as part of a list, grouped with
         *   a count of list-equivalent items.  'stateNameProp' is the
         *   property of any list state object that we should use to obtain
         *   the name of the listing state.
         */
        showListItemCountedGen(lst, options, pov, infoTab, stateNameProp)
        {
            local info;
            local stateList;

            /* get the visual information from the point of view */
            info = infoTab[self];

            /* show our counted name */
            say(countListName(lst.length(), pov, info));

            /* check for list states */
            stateList = new Vector(10);
            foreach (local cur in lst)
            {
                local st;

                /* get this item's sense information from the list */
                info = infoTab[cur];

                /*
                 *   if this item has a list state with a name, include it in
                 *   our list of states to show
                 */
                if ((st = cur.getStateWithInfo(info, pov)) != nil
                    && st.(stateNameProp)(lst) != nil)
                {
                    local stInfo;

                    /*
                     *   if this state is already in our list, simply
                     *   increment the count of items in this state;
                     *   otherwise, add the new state to the list
                     */
                    stInfo = stateList.valWhich({x: x.stateObj == st});
                    if (stInfo != nil)
                    {
                        /* it's already in the list - count the new item */
                        stInfo.addEquivObj(cur);
                    }
                    else
                    {
                        /* it's not in the list - add it */
                        stateList.append(
                            new EquivalentStateInfo(st, cur, stateNameProp));
                    }
                }
            }

            /* if the state list is non-empty, show it */
            if (stateList.length() != 0)
            {
                /* put the state list in its desired order */
                stateList.sort(SortAsc, {a, b: (a.stateObj.listingOrder
                                                - b.stateObj.listingOrder)});

                /*
                 *   If there's only one item in the state list, and all of
                 *   the objects are in that state, then show the "all in
                 *   state" message.  Otherwise, show the list of states with
                 *   counts.
                 *
                 *   (Note that it's possible to have just one state in the
                 *   list without having all of the objects in this state,
                 *   because we could have some of the objects in an unnamed
                 *   state, in which case they wouldn't contribute to the list
                 *   at all.)
                 */
                if (stateList.length() == 1
                    && stateList[1].getEquivCount() == lst.length())
                {
                    /* everything is in the same state */
                    gLibMessages.allInSameListState(stateList[1].getEquivList(),
                                                    stateList[1].getName());
                }
                else
                {
                    /* list the state items */
                    equivalentStateLister.showListAll(stateList.toList(), 0, 0);
                }
            }
        }

        /*
         *   Single-item counted listing description.  This is used to display
         *   an item with a count of equivalent items ("four gold coins").
         *   'info' is the sense information from the current point of view
         *   for 'self', which we take to be representative of the sense
         *   information for all of the equivalent items.
         */
        countListName(equivCount, pov, info)
        {
            return withVisualSenseInfo(pov, info, &countName, equivCount);
        }

        /*
         *   Show this item as part of an inventory list.  By default, we'll
         *   show the regular list item name.
         */
        showInventoryItem(options, pov, infoTab)
        {
            /* show the item, using the inventory state name */
            showListItemGen(options, pov, infoTab, &inventoryName);
        }
        showInventoryItemCounted(lst, options, pov, infoTab)
        {
            /* show the item, using the inventory state name */
            showListItemCountedGen(lst, options, pov, infoTab, &inventoryName);
        }

        /*
         *   Show this item as part of a list of items being worn.
         */
        showWornItem(options, pov, infoTab)
        {
            /* show the item, using the worn-listing state name */
            showListItemGen(options, pov, infoTab, &wornName);
        }
        showWornItemCounted(lst, options, pov, infoTab)
        {
            /* show the item, using the worn-listing state name */
            showListItemCountedGen(lst, options, pov, infoTab, &wornName);
        }

        /*
         *   Get the "listing state" of the object, given the visual sense
         *   information for the object from the point of view for which we're
         *   generating the listing.  This returns a ThingState object
         *   describing the object's state for the purposes of listings.  This
         *   should return nil if the object doesn't have varying states for
         *   listings.
         *
         *   By default, we return a list state if the visual sense path is
         *   transparent or attenuated, or we have large visual scale.  In
         *   other cases, we assume that the details of the object are not
         *   visible under the current sense conditions; since the list state
         *   is normally a detail of the object, we don't return a list state
         *   when the details of the object are not visible.
         */
        getStateWithInfo(info, pov)
        {
            /*
             *   if our details can be sensed, return the list state;
             *   otherwise, return nil, since the list state is a detail
             */
            if (canDetailsBeSensed(sight, info, pov))
                return getState();
            else
                return nil;
        }

        /*
         *   Get our state - returns a ThingState object describing the state.
         *   By default, we don't have varying states, so we simply return
         *   nil.
         */
        getState = nil

        /*
         *   Get a list of all of our possible states.  For an object that can
         *   assume varying states as represented by getState, this should
         *   return the list of all possible states that the object can
         *   assume.
         */
        allStates = []

        /*
         *   The default long description, which is displayed in response to
         *   an explicit player request to examine the object.  We'll use a
         *   generic library message; most objects should override this to
         *   customize the object's desription.
         *
         *   Note that we show this as a "default descriptive report," because
         *   this default message indicates merely that there's nothing
         *   special to say about the object.  If we generate any additional
         *   description messages, such as status reports ("it's open" or "it
         *   contains a gold key") or special descriptions for things inside,
         *   we clearly *do* have something special to say about the object,
         *   so we'll want to suppress the nothing-special message.  To
         *   accomplish this suppression, all we have to do is report our
         *   generic description as a default descriptive report, and the
         *   transcript will automatically filter it out if there are any
         *   other reports for this same action.
         *
         *   Note that any time this is overridden by an object with any sort
         *   of actual description, the override should NOT use
         *   defaultDescReport.  Instead, simply set this to display the
         *   descriptive message directly:
         *
         *   desc = "It's a big green box. "
         */
        desc { defaultDescReport(&thingDescMsg, self); }

        /*
         *   Our LOOK IN description.  This is shown when we explicitly LOOK IN
         *   the object.  By default, we just report that there's nothing
         *   unusual inside.
         */
        lookInDesc { mainReport(&nothingInsideMsg); }

        /*
         *   The default "distant" description.  If this is defined for an
         *   object, then we evaluate it to display the description when an
         *   actor explicitly examines this object from a point of view where
         *   we have a "distant" sight path to the object.
         *
         *   If this property is left undefined for an object, then we'll
         *   describe this object when it's distant in one of two ways.  If
         *   the object has its 'sightSize' property set to 'large', we'll
         *   display the ordinary 'desc', because its large visual size makes
         *   its details visible at a distance.  If the 'sightSize' is
         *   anything else, we'll instead display the default library message
         *   indicating that the object is too far away to see any details.
         *
         *   To display a specific description when the object is distant, set
         *   this to a double-quoted string, or to a method that displays a
         *   message.
         */
        // distantDesc = "the distant description"

        /* the default distant description */
        defaultDistantDesc { gLibMessages.distantThingDesc(self); }

        /*
         *   The "obscured" description.  If this is defined for an object,
         *   then we call it to display the description when an actor
         *   explicitly examines this object from a point of view where we
         *   have an "obscured" sight path to the object.
         *
         *   If this property is left undefined for an object, then we'll
         *   describe this object when it's obscured in one of two ways.  If
         *   the object has its 'sightSize' property set to 'large', we'll
         *   display the ordinary 'desc', because its large visual size makes
         *   its details visible even when the object is obscured.  If the
         *   'sightSize' is anything else, we'll instead display the default
         *   library message indicating that the object is too obscured to see
         *   any details.
         *
         *   To display a specific description when the object is visually
         *   obscured, override this to a method that displays your message.
         *   'obs' is the object that's obstructing the view - this will be
         *   something on our sense path, such as a dirty window, that the
         *   actor has to look through to see 'self'.
         */
        // obscuredDesc(obs) { "the obscured description"; }

        /*
         *   The "remote" description.  If this is defined for an object, then
         *   we call it to display the description when an actor explicitly
         *   examines this object from a separate top-level location.  That
         *   is, when the actor's outermost enclosing room is different from
         *   our own outermost enclosing room, we'll use this description.
         *
         *   If this property is left undefined, then we'll describe this
         *   object when it's distant as though it were in the same room.  So,
         *   we'll select the obscured, distant, or ordinary description,
         *   according to the sense path.
         */
        // remoteDesc(pov) { "the remote description" }

        /* the default obscured description */
        defaultObscuredDesc(obs) { gLibMessages.obscuredThingDesc(self, obs); }

        /*
         *   The "sound description," which is the description displayed when
         *   an actor explicitly listens to the object.  This is used when we
         *   have a transparent sense path and no associated "emanation"
         *   object; when we have an associated emanation object, we use its
         *   description instead of this one.
         */
        soundDesc { defaultDescReport(&thingSoundDescMsg, self); }

        /* distant sound description */
        distantSoundDesc { gLibMessages.distantThingSoundDesc(self); }

        /* obscured sound description */
        obscuredSoundDesc(obs) { gLibMessages.obscuredThingSoundDesc(self, obs); }

        /*
         *   The "smell description," which is the description displayed when
         *   an actor explicitly smells the object.  This is used when we have
         *   a transparent sense path to the object, and we have no
         *   "emanation" object; when we have an associated emanation object,
         *   we use its description instead of this one.
         */
        smellDesc { defaultDescReport(&thingSmellDescMsg, self); }

        /* distant smell description */
        distantSmellDesc { gLibMessages.distantThingSmellDesc(self); }

        /* obscured smell description */
        obscuredSmellDesc(obs) { gLibMessages.obscuredThingSmellDesc(self, obs); }

        /*
         *   The "taste description," which is the description displayed when
         *   an actor explicitly tastes the object.  Note that, unlike sound
         *   and smell, we don't distinguish levels of transparency or
         *   distance with taste, because tasting an object requires direct
         *   physical contact with it.
         */
        tasteDesc { gLibMessages.thingTasteDesc(self); }

        /*
         *   The "feel description," which is the description displayed when
         *   an actor explicitly feels the object.  As with taste, we don't
         *   distinguish transparency or distance.
         */
        feelDesc { gLibMessages.thingFeelDesc(self); }

        /*
         *   Show the smell/sound description for the object as part of a room
         *   description.  These are displayed when the object is in the room
         *   and it has a presence in the corresponding sense.  By default,
         *   these show nothing.
         *
         *   In most cases, regular objects don't override these, because most
         *   regular objects have no direct sensory presence of their own.
         *   Instead, a Noise or Odor is created and added to the object's
         *   direct contents, and the Noise or Odor provides the object's
         *   sense presence.
         */
        smellHereDesc() { }
        soundHereDesc() { }

        /*
         *   "Equivalence" flag.  If this flag is set, then all objects with
         *   the same immediate superclass will be considered interchangeable;
         *   such objects will be listed collectively in messages (so we would
         *   display "five coins" rather than "a coin, a coin, a coin, a coin,
         *   and a coin"), and will be treated as equivalent in resolving noun
         *   phrases to objects in user input.
         *
         *   By default, this property is nil, since we want most objects to
         *   be treated as unique.
         */
        isEquivalent = nil

        /*
         *   My Distinguisher list.  This is a list of Distinguisher objects
         *   that can be used to distinguish this object from other objects.
         *
         *   Distinguishers are listed in order of priority.  The
         *   disambiguation process looks for distinguishers capable of telling
         *   objects apart, starting with the first in the list.  The
         *   BasicDistinguisher is generally first in every object's list,
         *   because any two objects can be told apart if they come from
         *   different classes.
         *
         *   By default, each object has the "basic" distinguisher, which tells
         *   objects apart on the basis of the "isEquivalent" property and
         *   their superclasses; the ownership distinguisher, which tells
         *   objects apart based on ownership; and the location distinguisher,
         *   which identifies objects by their immediate containers.
         */
        distinguishers = [basicDistinguisher,
                          ownershipDistinguisher,
                          locationDistinguisher]

        /*
         *   Get the distinguisher to use for printing this object's name in an
         *   action announcement (such as a multi-object, default object, or
         *   vague-match announcement).  We check the global option setting to
         *   see if we should actually use distinguishers for this; if so, we
         *   call getInScopeDistinguisher() to find the correct distinguisher,
         *   otherwise we use the "null" distinguisher, which simply lists
         *   objects by their base names.
         *
         *   'lst' is the list of other objects from which we're trying to
         *   differentiate 'self'.  The reason 'lst' is given is that it lets
         *   us choose the simplest name for each object that usefully
         *   distinguishes it; to do this, we need to know exactly what we're
         *   distinguishing it from.
         */
        getAnnouncementDistinguisher(lst)
        {
            return (gameMain.useDistinguishersInAnnouncements
                    ? getBestDistinguisher(lst)
                    : nullDistinguisher);
        }

        /*
         *   Get a distinguisher that differentiates me from all of the other
         *   objects in scope, if possible, or at least from some of the other
         *   objects in scope.
         */
        getInScopeDistinguisher()
        {
            /* return the best distinguisher for the objects in scope */
            return getBestDistinguisher(gActor.scopeList());
        }

        /*
         *   Get a distinguisher that differentiates me from all of the other
         *   objects in the given list, if possible, or from as many of the
         *   other objects as possible.
         */
        getBestDistinguisher(lst)
        {
            local bestDist, bestCnt;

            /* remove 'self' from the list */
            lst -= self;

            /*
             *   Try the "null" distinguisher, which distinguishes objects
             *   simply by their base names - if that can tell us apart from
             *   the other objects, there's no need for anything more
             *   elaborate.  So, calculate the list of indistinguishable
             *   objects using the null distinguisher, and if it's empty, we
             *   can just use the null distinguisher as our result.
             */
            if (lst.subset({obj: !nullDistinguisher.canDistinguish(self, obj)})
                .length() == 0)
                return nullDistinguisher;

            /*
             *   Reduce the list to the set of objects that are basic
             *   equivalents of mine - these are the only ones we care about
             *   telling apart from us, since all of the other objects can be
             *   distinguished by their disambig name.
             */
            lst = lst.subset(
                {obj: !basicDistinguisher.canDistinguish(self, obj)});

            /* if the basic distinguisher can tell us apart, just use it */
            if (lst.length() == 0)
                return basicDistinguisher;

            /* as a last resort, fall back on the basic distinguisher */
            bestDist = basicDistinguisher;
            bestCnt = lst.countWhich({obj: bestDist.canDistinguish(self, obj)});

            /*
             *   run through my distinguisher list looking for the
             *   distinguisher that can tell me apart from the largest number
             *   of my vocab equivalents
             */
            foreach (local dist in distinguishers)
            {
                /* if this is the default, skip it */
                if (dist == bestDist)
                    continue;

                /* check to see how many objects 'dist' can distinguish me from */
                local cnt = lst.countWhich({obj: dist.canDistinguish(self, obj)});

                /*
                 *   if it can distinguish me from every other object, use this
                 *   one - it uniquely identifies me
                 */
                if (cnt == lst.length())
                    return dist;

                /*
                 *   that can't distinguish us from everything else here, but
                 *   if it's the best so far, remember it; we'll fall back on
                 *   the best that we find if we fail to find a perfect
                 *   distinguisher
                 */
                if (cnt > bestCnt)
                {
                    bestDist = dist;
                    bestCnt = cnt;
                }
            }

            /*
             *   We didn't find any distinguishers that can tell me apart from
             *   every other object, so choose the one that can tell me apart
             *   from the most other objects.
             */
            return bestDist;
        }

        /*
         *   Determine if I'm equivalent, for the purposes of command
         *   vocabulary, to given object.
         *
         *   We'll run through our list of distinguishers and check with each
         *   one to see if it can tell us apart from the other object.  If we
         *   can find at least one distinguisher that can tell us apart, we're
         *   not equivalent.  If we have no distinguisher that can tell us
         *   apart from the other object, we're equivalent.
         */
        isVocabEquivalent(obj)
        {
            /*
             *   Check each distinguisher - if we can find one that can tell
             *   us apart from the other object, we're not equivalent.  If
             *   there are no distinguishers that can tell us apart, we're
             *   equivalent.
             */
            return (distinguishers.indexWhich(
                {cur: cur.canDistinguish(self, obj)}) == nil);
        }

        /*
         *   My associated "collective group" objects.  A collective group is
         *   an abstract object, not part of the simulation (i.e, not directly
         *   manipulable by characters as a separate object) that can stand in
         *   for an entire group of related objects in some actions.  For
         *   example, we might have a collective "money" object that stands in
         *   for any group of coins and paper bills for "examine" commands, so
         *   that when the player says something like "look at money" or "count
         *   money," we use the single collective money object to handle the
         *   command rather than running the command iteratively on each of the
         *   individual coins and bills present.
         *
         *   The value is a list because this object can be associated with
         *   more than one collective group.  For example, a diamond could be
         *   in a "treasure" group as well as a "jewelry" group.
         *
         *   The associated collective objects are normally of class
         *   CollectiveGroup.  By default, if our 'collectiveGroup' property is
         *   not nil, our list consists of that one item; otherwise we just use
         *   an empty list.
         */
        collectiveGroups = (collectiveGroup != nil ? [collectiveGroup] : [])

        /*
         *   Our collective group.  Note - this property is obsolescent; it's
         *   supported only for compatibility with old code.  New games should
         *   use 'collectiveGroups' instead.
         */
        collectiveGroup = nil

        /*
         *   Are we associated with the given collective group?  We do if it's
         *   in our collectiveGroups list.
         */
        hasCollectiveGroup(g) { return collectiveGroups.indexOf(g) != nil; }

        /*
         *   "List Group" objects.  This specifies a list of ListGroup objects
         *   that we use to list this object in object listings, such as
         *   inventory lists and room contents lists.
         *
         *   An object can be grouped in more than one way.  When multiple
         *   groups are specified here, the order is significant:
         *
         *   - To the extent two groups entirely overlap, which is to say that
         *   one of the pair entirely contains the other (for example, if
         *   every coin is a kind of money, then the "money" listing group
         *   would contain every object in the "coin" group, plus other
         *   objects as well: the coin group is a subset of the money group),
         *   the groups must be listed from most general to most specific (for
         *   our money/coin example, then, money would come before coin in the
         *   group list).
         *
         *   - When two groups do not overlap, then the earlier one in our
         *   list is given higher priority.
         *
         *   By default, we return an empty list.
         */
        listWith = []

        /*
         *   Get the list group for my special description.  This works like
         *   the ordinary listWith, but is used to group me with other objects
         *   showing special descriptions, rather than in ordinary listings.
         */
        specialDescListWith = []

        /*
         *   Our interior room name.  This is the status line name we display
         *   when an actor is within this object and can't see out to the
         *   enclosing room.  Since we can't rely on the enclosing room's
         *   status line name if we can't see the enclosing room, we must
         *   provide one of our own.
         *
         *   By default, we'll use our regular name.
         */
        roomName = (name)

        /*
         *   Show our interior description.  We use this to generate the long
         *   "look" description for the room when an actor is within this
         *   object and cannot see the enclosing room.
         *
         *   Note that this is used ONLY when the actor cannot see the
         *   enclosing room - when the enclosing room is visible (because the
         *   nested room is something like a chair that doesn't enclose the
         *   actor, or can enclose the actor but is open or transparent), then
         *   we'll simply use the description of the enclosing room instead,
         *   adding a note to the short name shown at the start of the room
         *   description indicating that the actor is in the nested room.
         *
         *   By default, we'll show the appropriate "actor here" description
         *   for the posture, so we'll say something like "You are sitting on
         *   the red chair" or "You are in the phone booth."  Instances can
         *   override this to customize the description with something more
         *   detailed, if desired.
         */
        roomDesc { gActor.listActorPosture(getPOVActorDefault(gActor)); }

        /*
         *   Show our first-time room description.  This is the description we
         *   show when the actor is seeing our interior description for the
         *   first time.  By default, we just show the ordinary room
         *   description, but this can be overridden to provide a special
         *   description the first time the actor sees the room.
         */
        roomFirstDesc { roomDesc; }

        /*
         *   Show our remote viewing description.  This is used when we show a
         *   description of a room, via lookAroundWithin, and the actor who's
         *   viewing the room is remote.  Note that the library never does this
         *   itself, since there's no command in the basic library that lets a
         *   player view a remote room.  However, a game might want to generate
         *   such a description to handle a command like LOOK THROUGH KEYHOLE,
         *   so we provide this extra description method for the game's use.
         *
         *   By default, we simply show the normal room description.  You'll
         *   probably want to override this any time you actually use it,
         *   though, to describe what the actor sees from the remote point of
         *   view.
         */
        roomRemoteDesc(actor) { roomDesc; }

        /* our interior room name when we're in the dark */
        roomDarkName = (gLibMessages.roomDarkName)

        /* show our interior description in the dark */
        roomDarkDesc { gLibMessages.roomDarkDesc; }

        /*
         *   Describe an actor in this location either from the point of view
         *   of a separate top-level room, or at a distance.  This is called
         *   when we're showing a room description (for LOOK AROUND), and the
         *   given actor is in a remote room or at a distance visually from
         *   the actor doing the looking, and the given actor is contained
         *   within this room.
         *
         *   By default, if we have a location, and the actor doing the
         *   looking can see out into the enclosing room, we'll defer to the
         *   location.  Otherwise, we'll show a default library message ("The
         *   actor is nearby").
         */
        roomActorThereDesc(actor)
        {
            local pov = getPOV();

            /*
             *   if we have an enclosing location, and the POV actor can see
             *   out to our location, defer to our location; otherwise, show
             *   the default library message
             */
            if (location != nil && pov != nil && pov.canSee(location))
                location.roomActorThereDesc(actor);
            else
                gLibMessages.actorInRemoteRoom(actor, self, pov);
        }

        /*
         *   Look around from the point of view of this object and on behalf of
         *   the given actor.  This can be used to generate a description as
         *   seen from this object by the given actor, and is suitable for
         *   cases where the actor can use this object as a sensing device.  We
         *   simply pass this through to lookAroundPov(), passing 'self' as the
         *   point-of-view object.
         *
         *   'verbose' is a combination of LookXxx flags (defined in adv3.h)
         *   indicating what style of description we want.  This can also be
         *   'true', in which case we'll show the standard verbose listing
         *   (LookRoomName | LookRoomDesc | LookListSpecials |
         *   LookListPortables); or 'nil', in which case we'll use the standard
         *   terse listing (LookRoomName | LookListSpecials |
         *   LookListPortables).
         */
        lookAround(actor, verbose)
        {
            /* look around from my point of view */
            lookAroundPov(actor, self, verbose);
        }

        /*
         *   Look around from within this object, looking from the given point
         *   of view and on behalf of the given actor.
         *
         *   'actor' is the actor doing the looking, and 'pov' is the point of
         *   view of the description.  These are usually the same, but need not
         *   be.  For example, an actor could be looking at a room through a
         *   hole in the wall, in which case the POV would be the object
         *   representing the "side" of the hole in the room being described.
         *   Or, the actor could be observing a remote room via a
         *   closed-circuit television system, in which case the POV would be
         *   the camera in the remote room.  (The POV is the physical object
         *   receiving the photons in the location being described, so it's the
         *   camera, not the TV monitor that the actor's looking at.)
         *
         *   'verbose' has the same meaning as it does in lookAround().
         *
         *   This routine checks to see if 'self' is the "look-around ceiling,"
         *   which is for most purposes the outermost visible container of this
         *   object; see isLookAroundCeiling() for more.  If this object is the
         *   look-around ceiling, then we'll call lookAroundWithin() to
         *   generate the description of the interior of 'self'; otherwise,
         *   we'll recursively defer to our immediate container so that it can
         *   make the same test.  In most cases, the outermost visible
         *   container that actually generates the description will be a Room
         *   or a NestedRoom.
         */
        lookAroundPov(actor, pov, verbose)
        {
            /*
             *   If we're the "look around ceiling," generate the description
             *   within this room.  Otherwise, we have an enclosing location
             *   that provides the interior description.
             */
            if (isLookAroundCeiling(actor, pov))
            {
                /* we're the "ceiling," so describe our interior */
                fromPOV(actor, pov, &lookAroundWithin, actor, pov, verbose);
            }
            else
            {
                /* our location provides the interior description */
                location.lookAroundPov(actor, pov, verbose);
            }
        }

        /*
         *   Are we the "look around ceiling"?  If so, it means that a LOOK
         *   AROUND for an actor within this location (or from a point of view
         *   within this location) will use our own interior description, via
         *   lookAroundWithin().  If we're not the ceiling, then we defer to
         *   our location, letting it describe its interior.
         *
         *   By default, we're the ceiling if we're a top-level room (that is,
         *   we have no enclosing location), OR it's not possible to see out to
         *   our location.  In either of these cases, we can't see anything
         *   outside of this room, so we have to generate our own interior
         *   description.  However, if we do have a location that we can see,
         *   then we'll assume that this object just represents a facet of its
         *   enclosing location, so the enclosing location provides the room
         *   interior description.
         *
         *   In some cases, a room might want to provide its own LOOK AROUND
         *   interior description directly even if its location is visible.
         *   For example, if the player's inside a wooden booth with a small
         *   window that can see out to the enclosing location, LOOK AROUND
         *   should probably describe the interior of the booth rather than the
         *   enclosing location: even though the exterior is technically
         *   visible, the booth clearly dominates the view, from the player's
         *   perspective.  In this case, we'd want to override this routine to
         *   indicate that we're the LOOK AROUND ceiling, despite our
         *   location's visibility.
         */
        isLookAroundCeiling(actor, pov)
        {
            /*
             *   if we don't have a location, or we can't see our location,
             *   then we have to provide our own description, so we're the LOOK
             *   AROUND "ceiling"
             */
            return (location == nil || !actor.canSee(location));
        }

        /*
         *   Provide a "room description" of the interior of this object.  This
         *   routine is primarily intended as a subroutine of lookAround() and
         *   lookAroundPov() - most game code shouldn't need to call this
         *   routine directly.  Note that if you *do* call this routine
         *   directly, you *must* set the global point-of-view variables, which
         *   you can do most easily by calling this routine indirectly through
         *   the fromPOV() method.
         *
         *   The library calls this method when an actor performs a "look
         *   around" command, and the actor is within this object, and the
         *   actor can't see anything outside of this object; this can happen
         *   simply because we're a top-level room, but it can also happen when
         *   we're a closed opaque container or there's not enough light to see
         *   the enclosing location.
         *
         *   The parameters have the same meaning as they do in
         *   lookAroundPov().
         *
         *   Note that this method must be overridden if a room overrides the
         *   standard mechanism for representing its contents list (i.e., it
         *   doesn't store its complete set of direct contents in its
         *   'contents' list property).
         *
         *   In most cases, this routine will only be called in Room and
         *   NestedRoom objects, because actors can normally only enter those
         *   types of objects.  However, it is possible to try to describe the
         *   interior of other types of objects if (1) the game allows actors
         *   to enter other types of objects, or (2) the game provides a
         *   non-actor point-of-view object, such as a video camera, that can
         *   be placed in ordinary containers and which transmit what they see
         *   for remote viewing.
         */
        lookAroundWithin(actor, pov, verbose)
        {
            local illum;
            local infoTab;
            local info;
            local specialList;
            local specialBefore, specialAfter;

            /* check for the special 'true' and 'nil' settings for 'verbose' */
            if (verbose == true)
            {
                /* true -> show the standard verbose description */
                verbose = (LookRoomName | LookRoomDesc
                           | LookListSpecials | LookListPortables);
            }
            else if (verbose == nil)
            {
                /* nil -> show the standard terse description */
                verbose = (LookRoomName | LookListSpecials | LookListPortables);
            }

            /*
             *   if we've never seen the room before, include the room
             *   description, even if it wasn't specifically requested
             */
            if (!actor.hasSeen(self))
                verbose |= LookRoomDesc;

            /*
             *   get a table of all of the objects that the viewer can sense
             *   in the location using sight-like senses
             */
            infoTab = actor.visibleInfoTableFromPov(pov);

            /* get the ambient illumination at the point of view */
            info = infoTab[pov];
            if (info != nil)
            {
                /* get the ambient illumination from the info list item */
                illum = info.ambient;
            }
            else
            {
                /* the actor's not in the list, so it must be completely dark */
                illum = 0;
            }

            /*
             *   adjust the list of described items (usually, this removes the
             *   point-of-view object from the list, to ensure that we don't
             *   list it among the room's contents)
             */
            adjustLookAroundTable(infoTab, pov, actor);

            /* if desired, display the room name */
            if ((verbose & LookRoomName) != 0)
            {
                "<.roomname>";
                lookAroundWithinName(actor, illum);
                "<./roomname>";
            }

            /* if we're in verbose mode, display the full description */
            if ((verbose & LookRoomDesc) != 0)
            {
                /* display the full room description */
                "<.roomdesc>";
                lookAroundWithinDesc(actor, illum);
                "<./roomdesc>";
            }

            /* show the initial special descriptions, if desired */
            if ((verbose & LookListSpecials) != 0)
            {
                local plst;

                /*
                 *   Display any special description messages for visible
                 *   objects, other than those carried by the actor.  These
                 *   messages are part of the verbose description rather than
                 *   the portable item listing, because these messages are
                 *   meant to look like part of the room's full description
                 *   and thus should not be included in a non-verbose listing.
                 *
                 *   Note that we only want to show objects that are currently
                 *   using special descriptions AND which aren't contained in
                 *   the actor doing the looking, so subset the list
                 *   accordingly.
                 */
                specialList = specialDescList(
                    infoTab,
                    {obj: obj.useSpecialDescInRoom(self) && !obj.isIn(actor)});

                /*
                 *   partition the special list into the parts to be shown
                 *   before and after the portable contents list
                 */
                plst = partitionList(specialList,
                                     {obj: obj.specialDescBeforeContents});
                specialBefore = plst[1];
                specialAfter = plst[2];

                /*
                 *   at this point, describe only the items that are to be
                 *   listed specially before the room's portable contents list
                 */
                specialContentsLister.showList(pov, nil, specialBefore,
                                               0, 0, infoTab, nil);
            }

            /* show the portable items, if desired */
            if ((verbose & LookListPortables) != 0)
            {
                /*
                 *   Describe each visible object directly contained in the
                 *   room that wants to be listed - generally, we list any
                 *   mobile objects that don't have special descriptions.  We
                 *   list items in all room descriptions, verbose or not,
                 *   because the portable item list is more of a status display
                 *   than it is a part of the full description.
                 *
                 *   Note that the infoTab has sense data that will ensure that
                 *   we don't show anything we shouldn't if the room is dark.
                 */
                lookAroundWithinContents(actor, illum, infoTab);
            }

            /*
             *   If we're showing special descriptions, show the special descs
             *   for any items that want to be listed after the room's portable
             *   contents.
             */
            if ((verbose & LookListSpecials) != 0)
            {
                /* show the subset that's listed after the room contents */
                specialContentsLister.showList(pov, nil, specialAfter,
                                               0, 0, infoTab, nil);
            }

            /* show all of the sounds we can hear */
            lookAroundWithinSense(actor, pov, sound, roomListenLister);

            /* show all of the odors we can smell */
            lookAroundWithinSense(actor, pov, smell, roomSmellLister);

            /* show the exits, if desired */
            lookAroundWithinShowExits(actor, illum);

            /*
             *   If we're not in the dark, note that we've been seen.  Don't
             *   count this as having seen the location if we're in the dark,
             *   since we won't normally describe any detail in the dark.
             */
            if (illum > 1)
                actor.setHasSeen(self);
        }

        /*
         *   Display the "status line" name of the room.  This is normally a
         *   brief, single-line description.
         *
         *   By long-standing convention, each location in a game usually has a
         *   distinctive name that's displayed here.  Players usually find
         *   these names helpful in forming a mental map of the game.
         *
         *   By default, if we have an enclosing location, and the actor can
         *   see the enclosing location, we'll defer to the location.
         *   Otherwise, we'll display our roo interior name.
         */
        statusName(actor)
        {
            /*
             *   use the enclosing location's status name if there is an
             *   enclosing location and its visible; otherwise, show our
             *   interior room name
             */
            if (location != nil && actor.canSee(location))
                location.statusName(actor);
            else
                lookAroundWithinName(actor, actor.getVisualAmbient());
        }

        /*
         *   Adjust the sense table a "look around" command.  This is called
         *   after we calculate the sense info table, but before we start
         *   describing any of the room's contents, to give us a chance to
         *   remove any items we don't want described (or, conceivably, to add
         *   any items we do want described but which won't show up with the
         *   normal sense calculations).
         *
         *   By default, we simply remove the point-of-view object from the
         *   list, to ensure that it's not included among the objects mentioned
         *   as being in the room.  We don't want to mention the point of view
         *   because the POV object because a POV isn't normally in its own
         *   field of view.
         */
        adjustLookAroundTable(tab, pov, actor)
        {
            /* remove the POV object from the table */
            tab.removeElement(pov);

            /* give the actor a chance to adjust the table as well */
            if (self not in (actor, pov))
            {
                /* let the POV object adjust the table */
                pov.adjustLookAroundTable(tab, pov, actor);

                /* if the actor differs from the POV, let it adjust the table */
                if (actor != pov)
                    actor.adjustLookAroundTable(tab, pov, actor);
            }
        }

        /*
         *   Show my name for a "look around" command.  This is used to display
         *   the location name when we're providing the room description.
         *   'illum' is the ambient visual sense level at the point of view.
         *
         *   By default, we show our interior room name or interior dark room
         *   name, as appropriate to the ambient light level at the point of
         *   view.
         */
        lookAroundWithinName(actor, illum)
        {
            /*
             *   if there's light, show our name; otherwise, show our
             *   in-the-dark name
             */
            if (illum > 1)
            {
                /* we can see, so show our interior description */
                "\^<<roomName>>";
            }
            else
            {
                /* we're in the dark, so show our default dark name */
                say(roomDarkName);
            }

            /* show the actor's posture as part of the description */
            actor.actorRoomNameStatus(self);
        }

        /*
         *   Show our "look around" long description.  This is used to display
         *   the location's full description when we're providing the room
         *   description - that is, when the actor doing the looking is inside
         *   me.  This displays only the room-specific portion of the room's
         *   description; it does not display the status line or anything
         *   about the room's dynamic contents.
         */
        lookAroundWithinDesc(actor, illum)
        {
            /*
             *   check for illumination - we must have at least dim ambient
             *   lighting (level 2) to see the room's long description
             */
            if (illum > 1)
            {
                local pov = getPOVDefault(actor);

                /*
                 *   Display the normal description of the room - use the
                 *   roomRemoteDesc if the actor isn't in the same room OR the
                 *   point of view isn't the same as the actor; use the
                 *   firstDesc if this is the first time in the room; and
                 *   otherwise the basic roomDesc.
                 */
                if (!actor.isIn(self) || actor != pov)
                {
                    /* we're viewing the room remotely */
                    roomRemoteDesc(actor);
                }
                else if (actor.hasSeen(self))
                {
                    /* we've seen it already - show the basic room description */
                    roomDesc;
                }
                else
                {
                    /*
                     *   we've never seen this location before - show the
                     *   first-time description
                     */
                    roomFirstDesc;
                }
            }
            else
            {
                /* display the in-the-dark description of the room */
                roomDarkDesc;
            }
        }

        /*
         *   Show my room contents for a "look around" description within this
         *   object.
         */
        lookAroundWithinContents(actor, illum, infoTab)
        {
            local lst;
            local lister;
            local remoteLst;
            local recurse;

            /* get our outermost enclosing room */
            local outer = getOutermostRoom();

            /* mark everything visible from the room as having been seen */
            setAllSeenBy(infoTab, actor);

            /*
             *   if the illumination is less than 'dim' (level 2), display
             *   only self-illuminating items
             */
            if (illum != nil && illum < 2)
            {
                /*
                 *   We're in the dark - list only those objects that the actor
                 *   can sense via the sight-like senses, which will be the
                 *   list of self-illuminating objects.  Don't include items
                 *   being carried by the actor, though, since those don't
                 *   count as part of the actor's surroundings.  (To produce
                 *   this list, simply make a list consisting of all of the
                 *   objects in the sense info table that aren't contained in
                 *   the actor; since the table naturally includes only objects
                 *   that are illuminated, the entire contents of the table
                 *   will give us the visible objects.)
                 */
                lst = senseInfoTableSubset(
                    infoTab, {obj, info: !obj.isIn(actor)});

                /* use my dark contents lister */
                lister = darkRoomContentsLister;

                /* there are no remote-room lists to generate */
                remoteLst = nil;

                /*
                 *   Since we can't see what we're looking at, we can't see the
                 *   positional relationships among the things we're looking
                 *   at, so we can't show the contents tree recursively.  We
                 *   just want to show our flat list of what's visible on
                 *   account of self-illumination.
                 */
                recurse = nil;
            }
            else
            {
                /* start with my contents list */
                lst = contents;

                /* always remove the actor from the list */
                lst -= actor;

                /*
                 *   Use the normal (lighted) lister.  Note that if the actor
                 *   isn't in the same room, or the point of view isn't the
                 *   same as the actor, we want to generate remote
                 *   descriptions, so use the remote contents lister in these
                 *   cases.
                 */
                lister = (actor.isIn(self) && actor == getPOVDefault(actor)
                          ? roomContentsLister
                          : remoteRoomContentsLister(self));

                /*
                 *   Generate a list of all of the *other* top-level rooms
                 *   with contents visible from here.  To do this, build a
                 *   list of all of the unique top-level rooms, other than our
                 *   own top-level room, that contain items in the visible
                 *   information table.
                 */
                remoteLst = new Vector(5);
                infoTab.forEachAssoc(function(obj, info)
                {
                    /* if this object isn't in our top-level room, note it */
                    if (obj != outer && !obj.isIn(outer))
                    {
                        local objOuter;

                        /*
                         *   it's not in our top-level room, so find its
                         *   top-level room
                         */
                        objOuter = obj.getOutermostRoom();

                        /* if this one isn't in our list yet, add it */
                        if (remoteLst.indexOf(objOuter) == nil)
                            remoteLst.append(objOuter);
                    }
                });

                /*
                 *   since we can see what we're looking at, show the
                 *   relationships among the contents by listing recursively
                 */
                recurse = true;
            }

            /* add a paragraph before the room's contents */
            "<.p>";

            /* show the contents */
            lister.showList(actor, self, lst, (recurse ? ListRecurse : 0),
                            0, infoTab, nil, examinee: self);

            /*
             *   if we can see anything in remote top-level rooms, show the
             *   contents of each other room with visible contents
             */
            if (remoteLst != nil)
            {
                /* show each remote room's contents */
                for (local i = 1, local len = remoteLst.length() ; i <= len ; ++i)
                {
                    local cur;
                    local cont;

                    /* get this item */
                    cur = remoteLst[i];

                    /* start with the direct contents of this remote room */
                    cont = cur.contents;

                    /*
                     *   Remove any objects that are also contents of the
                     *   local room or of any other room we've already listed.
                     *   It's possible that we have a MultiLoc that's in one
                     *   or more of the visible top-level locations, so we
                     *   need to make sure we only list each one once.
                     */
                    cont = cont.subset({x: !x.isIn(outer)});
                    for (local j = 1 ; j < i ; ++j)
                        cont = cont.subset({x: !x.isIn(remoteLst[j])});

                    /*
                     *   list this remote room's contents using our remote
                     *   lister for this remote room
                     */
                    outer.remoteRoomContentsLister(cur).showList(
                        actor, cur, cont, ListRecurse, 0, infoTab, nil,
                        examinee: self);
                }
            }
        }

        /*
         *   Add to the room description a list of things we notice through a
         *   specific sense.  This is used to add things we can hear and smell
         *   to a room description.
         */
        lookAroundWithinSense(actor, pov, sense, lister)
        {
            local infoTab;
            local presenceList;

            /*
             *   get the information table for the desired sense from the
             *   given point of view
             */
            infoTab = pov.senseInfoTable(sense);

            /*
             *   Get the list of everything with a presence in this sense.
             *   Include only items that aren't part of the actor's inventory,
             *   since inventory items aren't part of the room and thus
             *   shouldn't be described as part of the room.
             */
            presenceList = senseInfoTableSubset(infoTab,
                {obj, info: obj.(sense.presenceProp) && !obj.isIn(actor)});

            /* mark each item in the presence list as known */
            foreach (local cur in presenceList)
                actor.setKnowsAbout(cur);

            /* list the items */
            lister.showList(pov, nil, presenceList, 0, 0, infoTab, nil,
                            examinee: self);
        }

        /*
         *   Show the exits from this room as part of a description of the
         *   room, if applicable.  By default, if we have an exit lister
         *   object, we'll invoke it to show the exits.
         */
        lookAroundWithinShowExits(actor, illum)
        {
            /* if we have an exit lister, have it show a list of exits */
            if (gExitLister != nil)
                gExitLister.lookAroundShowExits(actor, self, illum);
        }

        /*
         *   Get my lighted room contents lister - this is the Lister object
         *   that we use to display the room's contents when the room is lit.
         *   We'll return the default library room lister.
         */
        roomContentsLister { return roomLister; }

        /*
         *   Get my lister for the contents of the given remote room.  A
         *   remote room is a separate top-level room that an actor can see
         *   from its current location; for example, if two top-level rooms
         *   are connected by a window, so that an actor standing in one room
         *   can see into the other room, then the other room is the remote
         *   room, from the actor's perspective.
         *
         *   This is called on the actor's outermost room to get the lister
         *   for objects visible in the given remote room.  This lets each
         *   room customize the way it describes the objects in adjoining
         *   rooms as seen from its point of view.
         *
         *   We provide a simple default lister that yields decent results in
         *   most cases.  However, it's often desirable to customize this, to
         *   be more specific about how we see the items: "Through the window,
         *   you see..." or "Further down the hall, you see...".  An easy way
         *   to provide such custom listings is to return a new
         *   CustomRoomLister, supplying the prefix and suffix strings as
         *   parameters:
         *
         *.    return new CustomRoomLister(
         *.       'Further down the hall, {you/he} see{s}', '.');
         */
        remoteRoomContentsLister(other) { return new RemoteRoomLister(other); }

        /*
         *   Get my dark room contents lister - this is the Lister object we'll
         *   use to display the room's self-illuminating contents when the room
         *   is dark.
         */
        darkRoomContentsLister { return darkRoomLister; }

        /*
         *   Get the outermost containing room.  We return our container, if
         *   we have one, or self if not.
         */
        getOutermostRoom()
        {
            /* return our container's outermost room, if we have one */
            return (location != nil ? location.getOutermostRoom() : self);
        }

        /* get the outermost room that's visible from the given point of view */
        getOutermostVisibleRoom(pov)
        {
            local enc;

            /*
             *   Get our outermost enclosing visible room - this is the
             *   outermost enclosing room that the POV can see.  If we manage
             *   to find an enclosing visible room, return that, since it's
             *   "more outer" than we are.
             */
            if (location != nil
                && (enc = location.getOutermostVisibleRoom(pov)) != nil)
                return enc;

            /*
             *   We either don't have any enclosing rooms, or none of them are
             *   visible.  So, our outermost enclosing room is one of two
             *   things: if we're visible, it's us; if we're not even visible
             *   ourselves, there's no visible room at all, so return nil.
             */
            return (pov.canSee(self) ? self : nil);
        }

        /*
         *   Get the location traveler - this is the object that's actually
         *   going to change location when a traveler within this location
         *   performs a travel command to travel via the given connector.  By
         *   default, we'll indicate what our containing room indicates.  (The
         *   enclosing room might be a vehicle or an ordinary room; in any
         *   case, it'll know what to do, so we merely have to ask it.)
         *
         *   We defer to our enclosing room by default because this allows for
         *   things like a seat in a car: the actor is sitting in the seat and
         *   starts traveling in the car, so the seat calls the enclosing room,
         *   which is the car, and the car returns itself, since it's the car
         *   that will be traveling.
         */
        getLocTraveler(trav, conn)
        {
            /*
             *   if we have a location, defer to it; otherwise, just return the
             *   proposed traveler
             */
            return (location != nil ? location.getLocTraveler(trav, conn) : trav);
        }

        /*
         *   Get the "location push traveler" - this is the object that's going
         *   to travel for a push-travel action performed by a traveler within
         *   this location.  This is called by a traveler within this location
         *   to find out if the location wants to be involved in the travel, as
         *   a vehicle might be.  By default, we let our location handle it, if
         *   we have one.
         */
        getLocPushTraveler(trav, obj)
        {
            /*
             *   defer to our location if we have one, otherwise just use the
             *   proposed traveler
             */
            return (location != nil
                    ? location.getLocPushTraveler(trav, obj)
                    : trav);
        }

        /*
         *   Get the travel preconditions for an actor in this location.  For
         *   ordinary objects, we'll just defer to our container, if we have
         *   one.
         */
        roomTravelPreCond()
        {
            /* if we have a location, defer to it */
            if (location != nil)
                return location.roomTravelPreCond();

            /*
             *   we have no location, and we impose no conditions of our by
             *   default, so simply return an empty list
             */
            return [];
        }

        /*
         *   Determine if the current gActor, who is directly in this location,
         *   is "travel ready."  This means that the actor is ready, as far as
         *   this location is concerned, to traverse the given connector.  By
         *   default, we'll defer to our location.
         *
         *   Note that if you override this to return nil, you should also
         *   provide a custom 'notTravelReadyMsg' property that explains the
         *   objection.
         */
        isActorTravelReady(conn)
        {
            /* if we have a location, defer to it */
            if (location != nil)
                return location.isActorTravelReady(conn);

            /*
             *   we have no location, and we impose no conditions of our own by
             *   default, so we have no objection
             */
            return true;
        }

        /* explain the reason isActorTravelReady() returned nil */
        notTravelReadyMsg = (location != nil ? location.notTravelReadyMsg : nil)

        /* show a list of exits as part of failed travel - defer to location */
        cannotGoShowExits(actor)
        {
            if (location != nil)
                location.cannotGoShowExits(actor);
        }

        /* show exits in the statusline - defer to our location */
        showStatuslineExits()
        {
            if (location != nil)
                location.showStatuslineExits();
        }

        /* get the status line exit lister height - defer to our location */
        getStatuslineExitsHeight()
            { return location != nil ? location.getStatuslineExitsHeight() : 0; }

        /*
         *   Get the travel connector from this location in the given
         *   direction.
         *
         *   Map all of the directional connections to their values in the
         *   enclosing location, except for any explicitly defined in this
         *   object.  (In most cases, ordinary objects won't define any
         *   directional connectors directly, since those connections usually
         *   apply only to top-level rooms.)
         *
         *   If 'actor' is non-nil, we'll limit our search to enclosing
         *   locations that the actor can currently see.  If 'actor' is nil,
         *   we'll consider any connector in any enclosing location, whether
         *   the actor can see the enclosing location or not.  It's useful to
         *   pass in a nil actor in cases where we're interested in the
         *   structure of the map and not actual travel, such as when
         *   constructing an automatic map or computing possible courses
         *   between locations.
         */
        getTravelConnector(dir, actor)
        {
            local conn;

            /*
             *   if we explicitly define the link property, and the result is a
             *   non-nil value, use that definition
             */
            if (propDefined(dir.dirProp) && (conn = self.(dir.dirProp)) != nil)
                return conn;

            /*
             *   We don't define the direction link explicitly.  If the actor
             *   can see our container, or there's no actor involved, retrieve
             *   the link from our container; otherwise, stop here, and simply
             *   return the default link for the direction.
             */
            if (location != nil && (actor == nil || actor.canSee(location)))
            {
                /*
                 *   the actor can see out to our location (or there's no actor
                 *   involved at all), so get the connector for the location
                 */
                return location.getTravelConnector(dir, actor);
            }
            else
            {
                /*
                 *   the actor can't see our location, so there's no way to
                 *   travel this way - return the default connector for the
                 *   direction
                 */
                return dir.defaultConnector(self);
            }
        }

        /*
         *   Search our direction list for a connector that will lead the
         *   given actor to the given destination.
         */
        getConnectorTo(actor, dest)
        {
            local conn;

            /* search all of our directions */
            foreach (local dir in Direction.allDirections)
            {
                /* get the connector for this direction */
                conn = getTravelConnector(dir, actor);

                /* ask the connector for a connector to the given destination */
                if (conn != nil)
                    conn = conn.connectorGetConnectorTo(self, actor, dest);

                /* if we found a valid connector, return it */
                if (conn != nil)
                    return conn;
            }

            /* didn't find a match */
            return nil;
        }

        /*
         *   Find a direction linked to a given connector, for travel by the
         *   given actor.  Returns the first direction (as a Direction object)
         *   we find linked to the connector, or nil if we don't find any
         *   direction linked to it.
         */
        directionForConnector(conn, actor)
        {
            /* search all known directions */
            foreach (local dir in Direction.allDirections)
            {
                /* if this direction is linked to the connector, return it */
                if (self.getTravelConnector(dir, actor) == conn)
                    return dir;
            }

            /* we didn't find any directions linked to the connector */
            return nil;
        }

        /*
         *   Find the "local" direction link from this object to the given
         *   travel connector.  We'll only consider our own local direction
         *   links; we won't consider enclosing objects.
         */
        localDirectionLinkForConnector(conn)
        {
            /* scan all direction links */
            foreach (local dir in Direction.allDirections)
            {
                /*
                 *   if we define this direction property to point to this
                 *   connector, we've found our required location
                 */
                if (self.(dir.dirProp) == conn)
                    return dir;
            }

            /* we didn't find a direction linked to the given connector */
            return nil;
        }

        /*
         *   Check that a traveler is directly in this room.  By default, a
         *   Thing is not a room, so a connector within a Thing actually
         *   requires the traveler to be in the Thing's container, not in the
         *   Thing itself.  So, defer to our container.
         */
        checkTravelerDirectlyInRoom(traveler, allowImplicit)
        {
            /* defer to our location */
            return location.checkTravelerDirectlyInRoom(traveler, allowImplicit);
        }

        /*
         *   Check, using pre-condition rules, that the actor is removed from
         *   this nested location and moved to its exit destination.
         *
         *   This is called when the actor is attempting to move to an object
         *   outside of this object while the actor is within this object (for
         *   example, if we have a platform containing a box containing a
         *   chair, 'self' is the box, and the actor is in the chair, an
         *   attempt to move to the platform will trigger a call to
         *   box.checkActorOutOfNested).
         *
         *   By default, we're not a nested location, but we could *contain*
         *   nested locations.  So what we need to do is defer to the child
         *   object that actually contains the actor, to let it figure out what
         *   it means to move the actor out of itself.
         */
        checkActorOutOfNested(allowImplicit)
        {
            /* find the child containing the actor, and ask it to do the work */
            foreach (local cur in contents)
            {
                if (gActor.isIn(cur))
                    return cur.checkActorOutOfNested(allowImplicit);
            }

            /* didn't find a child containing the actor; just fail */
            reportFailure(&cannotDoFromHereMsg);
            exit;
        }

        /*
         *   Get my "room location."  If 'self' is capable of holding actors,
         *   this should return 'self'; otherwise, it should return the
         *   nearest enclosing container that's a room location.  By default,
         *   we simply return our location's room location.
         */
        roomLocation = (location != nil ? location.roomLocation : nil)

        /*
         *   Get the apparent location of one of our room parts (the floor,
         *   the ceiling, etc).  By default, we'll simply ask our container
         *   about it, since a nested room by default doesn't have any of the
         *   standard room parts.
         */
        getRoomPartLocation(part)
        {
            if (location != nil)
                return location.getRoomPartLocation(part);
            else
                return nil;
        }

        /*
         *   By default, an object containing the player character will forward
         *   the roomDaemon() call up to the container.
         */
        roomDaemon()
        {
            if (location != nil)
                location.roomDaemon();
        }

        /*
         *   Our room atmospheric message list.  This can be set to an
         *   EventList that provides messages to be displayed while the player
         *   character is within this object.
         *
         *   By default, if our container is visible to us, we'll use our
         *   container's atmospheric messages.  This can be overridden to
         *   provide our own atmosphere list when the player character is in
         *   this object.
         */
        atmosphereList()
        {
            if (location != nil && gPlayerChar.canSee(location))
                return location.atmosphereList;
            else
                return nil;
        }

        /*
         *   Get the notification list actions performed by actors within this
         *   object.  Ordinary objects don't have room notification lists, but
         *   we might be part of a nested set of objects that includes rooms,
         *   so simply look to our container for the notification list.
         */
        getRoomNotifyList()
        {
            local lst = [];

            /* get the notification lists for our immediate containers */
            forEachContainer(
                {cont: lst = lst.appendUnique(cont.getRoomNotifyList())});

            /* return the result */
            return lst;
        }

        /*
         *   Are we aboard a ship?  By default, we'll return our location's
         *   setting for this property; if we have no location, we'll return
         *   nil.  In general, this should be overridden in shipboard rooms to
         *   return true.
         *
         *   The purpose of this property is to indicate to the travel system
         *   that shipboard directions (fore, aft, port, starboard) make sense
         *   here.  When this returns true, and an actor attempts travel in a
         *   shipboard direction that doesn't allow travel here, we'll use the
         *   standard noTravel message.  When this returns nil, attempting to
         *   move in a shipboard direction will show a different response that
         *   indicates that such directions are not meaningful when not aboard
         *   a ship of some kind.
         *
         *   Note that we look to our location unconditionally - we don't
         *   bother to check to see if we're open, transparent, or anything
         *   like that, so we'll check with our location even if the actor
         *   can't see the location.  The idea is that, no matter how nested
         *   within opaque containers we are, we should still know that we're
         *   aboard a ship.  This might not always be appropriate; if the
         *   actor is magically transported into an opaque container that
         *   happens to be aboard a ship somewhere, the actor probably
         *   shouldn't think of the location as shipboard until escaping the
         *   container, unless they'd know because of the rocking of the ship
         *   or some other sensory factor that would come through the opaque
         *   container.  When the shipboard nature of an interior location
         *   should not be known to the actor, this should simply be
         *   overridden to return nil.
         */
        isShipboard()
        {
            /* if we have a location, use its setting; otherwise return nil */
            return (location != nil ? location.isShipboard() : nil);
        }

        /*
         *   When an actor takes me, the actor will assign me a holding index
         *   value, which is simply a serial number indicating the order in
         *   which I was picked up.  This lets the actor determine which items
         *   have been held longest: the item with the lowest holding index
         *   has been held the longest.
         */
        holdingIndex = 0

        /*
         *   An object has "weight" and "bulk" specifying how heavy and how
         *   large the object is.  These are in arbitrary units, and by
         *   default everything has a weight of 1 and a bulk of 1.
         */
        weight = 1
        bulk = 1

        /*
         *   Calculate the bulk contained within this object.  By default,
         *   we'll simply add up the bulks of all of our contents.
         */
        getBulkWithin()
        {
            local total;

            /* add up the bulks of our contents */
            total = 0;
            foreach (local cur in contents)
                total += cur.getBulk();

            /* return the total */
            return total;
        }

        /*
         *   get my "destination name," for travel purposes; by default, we
         *   simply defer to our location, if we have one
         */
        getDestName(actor, origin)
        {
            if (location != nil)
                return location.getDestName(actor, origin);
            else
                return '';
        }

        /*
         *   Get the effective location of an actor directly within me, for the
         *   purposes of a "follow" command.  To follow someone, we must have
         *   the same effective follow location that the target had when we
         *   last observed the target leaving.
         *
         *   For most objects, we simply defer to the location.
         */
        effectiveFollowLocation = (location != nil
                                   ? location.effectiveFollowLocation
                                   : self)

        /*
         *   Get the destination for an object dropped within me.  Ordinary
         *   objects can't contain actors, so an actor can't directly drop
         *   something within a regular Thing, but the same effect could occur
         *   if an actor throws a projectile, since the projectile might reach
         *   either the target or an intermediate obstruction, then bounce off
         *   and land in whatever contains the object hit.
         *
         *   By default, objects dropped within us won't stay within us, but
         *   will land in our container's drop destination.
         *
         *   'obj' is the object being dropped.  In some cases, the drop
         *   destination might differ according to the object; for example, if
         *   the floor is a metal grating, a large object might land on the
         *   grating when dropped, but a small object such as a coin might drop
         *   through the grating to the room below.  Note that 'obj' can be
         *   nil, if the caller simply wants to determine the generic
         *   destination where a *typical* object would land if dropped - this
         *   routine must therefore not assume that 'obj' is non-nil.
         *
         *   'path' is the sense path (as returned by selectPathTo and the
         *   like) traversed by the operation that's seeking the drop
         *   destination.  For ordinary single-location objects, the path is
         *   irrelevant, but this information is sometimes useful for
         *   multi-location objects to let them know which "side" we approached
         *   them from.  Note that the path can be nil, so this routine must
         *   not depend upon a path being supplied; if the path is nil, the
         *   routine should assume that the ordinary "touch" sense path from
         *   the current actor to 'self' is to be used, because the actor is
         *   effectively reaching out and placing an object on self.  This
         *   means that when calling this routine, you can supply a nil path
         *   any time the actor is simply dropping an object.
         */
        getDropDestination(obj, path)
        {
            /*
             *   by default, the object lands in our container's drop
             *   destination; if we don't have a container, drop it here
             */
            return location != nil
                ? location.getDropDestination(obj, path)
                : self;
        }

        /*
         *   Adjust a drop destination chosen in a THROW.  This is called on
         *   the object that was chosen as the preliminary landing location for
         *   the thrown object, as calculated by getHitFallDestination(), to
         *   give the preliminary destination a chance to redirect the landing
         *   to another object.  For example, if the preliminary destination
         *   simply isn't a suitable surface or container where a projectile
         *   could land, or it's not big enough to hold the projectile, the
         *   preliminary destination could override this method to redirect the
         *   landing to a more suitable object.
         *
         *   By default, we don't need to make any adjustment, so we simply
         *   return 'self' to indicate that this can be used as the actual
         *   destination.
         */
        adjustThrowDestination(thrownObj, path)
        {
            return self;
        }

        /*
         *   Receive a dropped object.  This is called when we are the actual
         *   (not nominal) drop destination for an object being dropped,
         *   thrown, or otherwise discarded.  This routine is responsible for
         *   carrying out the drop operation, and reporting the result of the
         *   command.
         *
         *   'desc' is a "drop descriptor": an object of class DropType, which
         *   describes how the object is being discarded.  This can be a
         *   DropTypeDrop for a DROP command, a DropTypeThrow for a THROW
         *   command, or custom types defined by the game or by library
         *   extensions.
         *
         *   In most cases, the actual *result* of dropping the object will
         *   always be the same for a given location, regardless of which
         *   command initiated the drop, so this routine won't usually have to
         *   look at 'desc' at all to figure out what happens.
         *
         *   However, the *message* we generate does usually vary according to
         *   the drop type, because this is the report for the entire command.
         *   There are three main ways of handling this variation.
         *
         *   - First, you can check what kind of descriptor it is (using
         *   ofKind, for example), and generate a custom message for each kind
         *   of descriptor.  Be aware that any library extensions you're using
         *   might have added new DropType subclasses.
         *
         *   - Second, experienced programmers might prefer the arguably
         *   cleaner OO "visitor" pattern: treat 'desc' as a visitor, calling a
         *   single method that you define for your custom message.  You'll
         *   have to define that custom method in each DropType subclass, of
         *   course.
         *
         *   - Third, you can build a custom message by combining the standard
         *   "message fragment" prefix provided by the drop descriptor with
         *   your own suffix.  The prefix will always be the start of a
         *   sentence describing what the player did: "You drop the box", "The
         *   ball hits the wall and bounces off", and so on.  Since the
         *   fragment always has the form of the start of a sentence, you can
         *   always add your own suffix: ", and falls to the floor", for
         *   example, or ", and falls into the chasm".  Note that if you're
         *   using one of the other approaches above, you'll probably want to
         *   combine that approach with this one to handle cases where you
         *   don't recognize the drop descriptor type.
         *
         *   By default, we simply move the object into self and display the
         *   standard message using the descriptor (we use the "visitor"
         *   pattern to display that standard message).  This can be overridden
         *   in cases where it's necessary to move the object to a different
         *   location, or to invoke a side effect.
         */
        receiveDrop(obj, desc)
        {
            /* simply move the object into self */
            obj.moveInto(self);

            /* generate the standard message */
            desc.standardReport(obj, self);
        }

        /*
         *   Get the nominal destination for an object dropped into this
         *   object.  This is used to report where an object ends up when the
         *   object is moved into me by some indirect route, such as throwing
         *   the object.
         *
         *   By default, most objects simply return themselves, so we'll
         *   report something like "obj lands {in/on} self".  Some objects
         *   might want to report a different object as the destination; for
         *   example, an indoor room might want to report objects as falling
         *   onto the floor.
         */
        getNominalDropDestination() { return self; }

        /*
         *   Announce myself as a default object for an action.  By default,
         *   we'll show the standard library message announcing a default.
         */
        announceDefaultObject(whichObj, action, resolvedAllObjects)
        {
            /* use the standard library message for the announcement */
            return gLibMessages.announceDefaultObject(
                self, whichObj, action, resolvedAllObjects);
        }

        /*
         *   Calculate my total weight.  Weight is generally inclusive of the
         *   weights of contents or components, because anything inside an
         *   object normally contributes to the object's total weight.
         */
        getWeight()
        {
            local total;

            /* start with my own intrinsic weight */
            total = weight;

            /*
             *   add the weights of my direct contents, recursively
             *   calculating their total weights
             */
            foreach (local cur in contents)
                total += cur.getWeight();

            /* return the total */
            return total;
        }

        /*
         *   Calculate my total bulk.  Most objects have a fixed external
         *   shape (and thus bulk) that doesn't vary as contents are added or
         *   removed, so our default implementation simply returns our
         *   intrinsic bulk without considering any contents.
         *
         *   Some objects do change shape as contents are added.  Such objects
         *   can override this routine to provide the appropriate behavior.
         *   (We don't try to provide a parameterized total bulk calculator
         *   here because there are too many possible ways a container's bulk
         *   could be affected by its contents or by other factors.)
         *
         *   If an object's bulk depends on its contents, the object should
         *   override notifyInsert() so that it calls checkBulkChange() - this
         *   will ensure that an object won't suddenly become too large for
         *   its container (or holding actor).
         */
        getBulk()
        {
            /* by default, simply return my intrinsic bulk */
            return bulk;
        }

        /*
         *   Calculate the amount of bulk that this object contributes towards
         *   encumbering an actor directly holding the item.  By default, this
         *   simply returns my total bulk.
         *
         *   Some types of objects will override this to cause the object to
         *   contribute more or less bulk to an actor holding the object.  For
         *   example, an article of clothing being worn by an actor typically
         *   contributes no bulk at all to the actor's encumbrance, because an
         *   actor wearing an item typically doesn't also have to hold on to
         *   the item.  Or, a small animal might encumber an actor more than
         *   its normal bulk because it's squirming around trying to get free.
         */
        getEncumberingBulk(actor)
        {
            /* by default, return our normal total bulk */
            return getBulk();
        }

        /*
         *   Calculate the amount of weight that this object contributes
         *   towards encumbering an actor directly holding the item.  By
         *   default, this simply returns my total weight.
         *
         *   Note that we don't recursively sum the encumbering weights of our
         *   contents - we simply sum the actual weights.  We do it this way
         *   because items within a container aren't being directly held by
         *   the actor, so any difference between the encumbering and actual
         *   weights should not apply, even though the actor is indirectly
         *   holding the items.  If a subclass does want the sum of the
         *   encumbering weights, it should override this to make that
         *   calculation.
         */
        getEncumberingWeight(actor)
        {
            /* by default, return our normal total weight */
            return getWeight();
        }

        /*
         *   "What if" test.  Make the given changes temporarily, bypassing
         *   any side effects that would normally be associated with the
         *   changes; invokes the given callback; then remove the changes.
         *   Returns the result of calling the callback function.
         *
         *   The changes are expressed as pairs of argument values.  The first
         *   value in a pair is a property, and the second is a new value for
         *   the property.  For each pair, we'll set the given property to the
         *   given value.  The setting is direct - we don't invoke any method,
         *   because we don't want to cause any side effects at this point;
         *   we're interested only in what the world would look like if the
         *   given changes were to go into effect.
         *
         *   A special property value of 'moveInto' can be used to indicate
         *   that the object should be moved into another object for the test.
         *   In this case, the second element of the pair is not a value to be
         *   stored into the moveInto property, but instead the value is a new
         *   location for the object.  We'll call the baseMoveInto method to
         *   move the object to the given new location.
         *
         *   In any case, after making the changes, we'll invoke the given
         *   callback function, which we'll call with no arguments.
         *
         *   Finally, on our way out, we'll restore the properties we changed
         *   to their original values.  We once again do this without any side
         *   effects.  Note that we restore the old values even if we exit
         *   with an exception.
         */
        whatIf(func, [changes])
        {
            local oldList;
            local cnt;
            local i;

            /*
             *   Allocate a vector with one slot per change, so that we have a
             *   place to store the old values of the properties we're
             *   changing.  Note that the argument list has two entries (prop,
             *   value) for each change.
             */
            cnt = changes.length();
            oldList = new Vector(cnt / 2);

            /* run through the change list and make each change */
            for (i = 1 ; i <= cnt ; i += 2)
            {
                local curProp;
                local newVal;

                /* get the current property and new value */
                curProp = changes[i];
                newVal = changes[i+1];

                /* see what we have */
                switch(curProp)
                {
                case &moveInto:
                    /*
                     *   It's the special moveInto property.  This indicates
                     *   that we are to move self into the given new
                     *   location.  First save the current location, then
                     *   use baseMoveInto to make the change without
                     *   triggering any side effects.  Note that if this
                     *   would create circular containment, we won't make
                     *   the move.
                     */
                    oldList.append(saveLocation());
                    if (newVal != self && !newVal.isIn(self))
                        baseMoveInto(newVal);
                    break;

                default:
                    /*
                     *   Anything else is a property to which we want to
                     *   assign the given new value.  Remember the old value
                     *   in our original values vector, then set the new value
                     *   from the argument.
                     */
                    oldList.append(self.(curProp));
                    self.(curProp) = newVal;
                    break;
                }
            }

            /*
             *   the changes are now in effect - invoke the given callback
             *   function to check things out under the new conditions, but
             *   protect the code so that we are sure to restore things on the
             *   way out
             */
            try
            {
                /* invoke the given callback, returning the result */
                return (func)();
            }
            finally
            {
                /* run through the change list and undo each change */
                for (i = 1, local j = 1 ; i <= cnt ; i += 2, ++j)
                {
                    local curProp;
                    local oldVal;

                    /* get the current property and old value */
                    curProp = changes[i];
                    oldVal = oldList[j];

                    /* see what we have */
                    switch(curProp)
                    {
                    case &moveInto:
                        /* restore the location that we saved */
                        restoreLocation(oldVal);
                        break;

                    default:
                        /* restore the property value */
                        self.(curProp) = oldVal;
                        break;
                    }
                }
            }
        }

        /*
         *   Run a what-if test to see what would happen if this object were
         *   being held directly by the given actor.
         */
        whatIfHeldBy(func, actor)
        {
            /*
             *   by default, simply run the what-if test with this object
             *   moved into the actor's inventory
             */
            return whatIf(func, &moveInto, actor);
        }

        /*
         *   Check a proposed change in my bulk.  When this is called, the new
         *   bulk should already be in effect (the best way to do this when
         *   just making a check is via whatIf).
         *
         *   This routine can be called during the 'check' or 'action' stages
         *   of processing a command to determine if a change in my bulk would
         *   cause a problem.  If so, we'll add a failure report and exit the
         *   command.
         *
         *   By default, notify our immediate container of the change to see
         *   if there's any objection.  A change in an object's bulk typically
         *   only aaffects its container or containers.
         *
         *   The usual way to invoke this routine in a 'check' or 'action'
         *   routine is with something like this:
         *
         *      whatIf({: checkBulkChange()}, &inflated, true);
         *
         *   This checks to see if the change in my bulk implied by changing
         *   self.inflated to true would present a problem for my container,
         *   terminating with a reportFailure+exit if so.
         */
        checkBulkChange()
        {
            /*
             *   Notify each of our containers of a change in our bulk; if
             *   any container has a problem with our new bulk, it can
             *   report a failure and exit.
             */
            forEachContainer(
                {loc: loc.checkBulkChangeWithin(self)});
        }

        /*
         *   Check a bulk change of one of my direct contents, given by obj.
         *   When this is called, 'obj' will be (tentatively) set to reflect
         *   its proposed new bulk; if this routine doesn't like the new bulk,
         *   it should issue a failure report and exit the command, which will
         *   cancel the command that would have caused the change and will
         *   prevent the proposed change from taking effect.
         *
         *   By default, we'll do nothing; subclasses that are sensitive to
         *   the bulks of their contents should override this.
         */
        checkBulkChangeWithin(changingObj)
        {
        }

        /*
         *   Get "bag of holding" affinities for the given list of objects.
         *   For each item in the list, we'll get the item's bulk, and get
         *   each bag's affinity for containing the item.  We'll note the bag
         *   with the highest affinity.  Once we have the list, we'll put it
         *   in descending order of affinity, and return the result as a
         *   vector.
         */
        getBagAffinities(lst)
        {
            local infoVec;
            local bagVec;

            /*
             *   First, build a list of all of the bags of holding within me.
             *   We start with the list of bags because we want to check each
             *   object to see which bag we might want to put it in.
             */
            bagVec = new Vector(10);
            getBagsOfHolding(bagVec);

            /* if there are no bags of holding, there will be no affinities */
            if (bagVec.length() == 0)
                return [];

            /* create a vector to hold information on each child item */
            infoVec = new Vector(lst.length());

            /* look at each child item */
            foreach (local cur in lst)
            {
                local maxAff;
                local bestBag;

                /* find the bag with the highest affinity for this item */
                maxAff = 0;
                bestBag = nil;
                foreach (local bag in bagVec)
                {
                    local aff;

                    /* get this bag's affinity for this item */
                    aff = bag.affinityFor(cur);

                    /*
                     *   If this is the best so far, note it.  If this bag has
                     *   an affinity of zero for this item, it means it
                     *   doesn't want it at all, so don't even consider it in
                     *   this case.
                     */
                    if (aff != 0 && (bestBag == nil || aff > maxAff))
                    {
                        /* this is the best so far - note it */
                        maxAff = aff;
                        bestBag = bag;
                    }
                }

                /*
                 *   if we found a bag that wants this item, add it to our
                 *   list of results
                 */
                if (bestBag != nil)
                    infoVec.append(new BagAffinityInfo(
                        cur, cur.getEncumberingBulk(self),
                        maxAff, bestBag));
            }

            /* sort the list in descending order of affinity */
            infoVec = infoVec.sort(SortDesc, {a, b: a.compareAffinityTo(b)});

            /*
             *   Go through the list and ensure that any item in the list
             *   that's destined to go inside another item that's also in the
             *   list gets put in the other item before the second item gets
             *   put in its bag.  For example, if we have a credit card that
             *   goes in a wallet, and a wallet that goes in a pocket, we want
             *   to ensure that we put the credit card in the wallet before we
             *   put the wallet in the pocket.
             *
             *   The point of this reordering is that, in some cases, we might
             *   not be able to move the first item once the second item has
             *   been moved.  In our credit-card/wallet/pocket example, the
             *   wallet might have to be closed to go in the pocket, at which
             *   point we'd have to take it out again to put the credit card
             *   into it, defeating the purpose of having put it away in the
             *   first place.  We avoid these kinds of circular traps by
             *   making sure the list is ordered such that we dispose of the
             *   credit card first, then the wallet.
             *
             *   To avoid looping forever in cases of circular containment,
             *   don't allow any more moves than there are items in the list.
             */
            for (local i = 1, local len = infoVec.length(), local moves = 0 ;
                 i <= len && moves <= len ; ++i)
            {
                /* get this item and its destination */
                local cur = infoVec[i];
                local dest = cur.bag_;

                /*
                 *   check to see if the destination itself appears in the
                 *   list as an item to be bagged
                 */
                local idx = infoVec.indexWhich({x: x.obj_ == dest});

                /*
                 *   if the destination item appears in the list before the
                 *   current item, move the current item before its
                 *   destination
                 */
                if (idx != nil && idx < i)
                {
                    /* remove the current item from the list */
                    infoVec.removeElementAt(i);

                    /* re-insert it just before its destination item */
                    infoVec.insertAt(idx, cur);

                    /* count the move */
                    ++moves;

                    /*
                     *   Now, back up and resume the scan from the item just
                     *   after the item that moves our destination bag.  This
                     *   will ensure that any items destined to go in the bag
                     *   we just moved are caught.  (Although note that we
                     *   start just after the destination item, rather than at
                     *   the destination item, because the destination item
                     *   can't be legitimately moved at this point: if it is,
                     *   it's because we have a circular containment plan.  We
                     *   obviously can't resolve circular containment into a
                     *   linear ordering, so there's no point in even looking
                     *   at the destination item again at this point.  If we
                     *   have a circular chain that's several elements long,
                     *   this won't avoid getting stuck; for that, we have to
                     *   count on our 'moves' limit.)
                     */
                    i = idx + 1;
                }
            }

            /* return the result */
            return infoVec;
        }

        /*
         *   Find all of the bags of holding contained within this object and
         *   add them to the given vector.  By default, we'll simply recurse
         *   into our children so they can add their bags of holding.
         */
        getBagsOfHolding(vec)
        {
            /*
             *   if my contents can't be touched from outside, there's no
             *   point in traversing our children
             */
            if (transSensingIn(touch) != transparent)
                return;

            /* add each of my children's bags to the list */
            foreach (local cur in contents)
                cur.getBagsOfHolding(vec);
        }

        /*
         *   The strength of the light the object is giving off, if indeed it
         *   is giving off light.  This value should be one of the following:
         *
         *   0: The object is giving off no light at all.
         *
         *   1: The object is self-illuminating, but doesn't give off enough
         *   light to illuminate any other objects.  This is suitable for
         *   something like an LED digital clock.
         *
         *   2: The object gives off dim light.  This level is bright enough to
         *   illuminate nearby objects, but not enough to go through obscuring
         *   media, and not enough for certain activities requiring strong
         *   lighting, such as reading.
         *
         *   3: The object gives off medium light.  This level is bright enough
         *   to illuminate nearby objects, and is enough for most activities,
         *   including reading and the like.  Traveling through an obscuring
         *   medium reduces this level to dim (2).
         *
         *   4: The object gives off strong light.  This level is bright enough
         *   to illuminate nearby objects, and travel through an obscuring
         *   medium reduces it to medium light (3).
         *
         *   Note that the special value -1 is reserved as an invalid level,
         *   used to flag certain events (such as the need to recalculate the
         *   ambient light level from a new point of view).
         *
         *   Most objects do not give off light at all.
         */
        brightness = 0

        /*
         *   Sense sizes of the object.  Each object has an individual size for
         *   each sense.  By default, objects are medium for all senses; this
         *   allows them to be sensed from a distance or through an obscuring
         *   medium, but doesn't allow their details to be sensed.
         */
        sightSize = medium
        soundSize = medium
        smellSize = medium
        touchSize = medium

        /*
         *   Determine whether or not the object has a "presence" in each
         *   sense.  An object has a presence in a sense if an actor
         *   immediately adjacent to the object could detect the object by the
         *   sense alone.  For example, an object has a "hearing presence" if
         *   it is making some kind of noise, and does not if it is silent.
         *
         *   Presence in a given sense is an intrinsic (which does not imply
         *   unchanging) property of the object, in that presence is
         *   independent of the relationship to any given actor.  If an alarm
         *   clock is ringing, it has a hearing presence, unconditionally; it
         *   doesn't matter if the alarm clock is sealed inside a sound-proof
         *   box, because whether or not a given actor has a sense path to the
         *   object is a matter for a different computation.
         *
         *   Note that presence doesn't control access: an actor might have
         *   access to an object for a sense even if the object has no
         *   presence in the sense.  Presence indicates whether or not the
         *   object is actively emitting sensory data that would make an actor
         *   aware of the object without specifically trying to apply the
         *   sense to the object.
         *
         *   By default, an object is visible and touchable, but does not emit
         *   any sound or odor.
         */
        sightPresence = true
        soundPresence = nil
        smellPresence = nil
        touchPresence = true

        /*
         *   My "contents lister."  This is a Lister object that we use to
         *   display the contents of this object for room descriptions,
         *   inventories, and the like.
         */
        contentsLister = thingContentsLister

        /*
         *   the Lister to use when showing my contents as part of my own
         *   description (i.e., for Examine commands)
         */
        descContentsLister = thingDescContentsLister

        /*
         *   the Lister to use when showing my contents in response to a
         *   LookIn command
         */
        lookInLister = thingLookInLister

        /*
         *   my "in-line" contents lister - this is the Lister object that
         *   we'll use to display my contents parenthetically as part of my
         *   list entry in a second-level contents listing
         */
        inlineContentsLister = inlineListingContentsLister

        /*
         *   My "special" contents lister.  This is the Lister to use to
         *   display the special descriptions for objects that have special
         *   descriptions when we're showing a room description for this
         *   object.
         */
        specialContentsLister = specialDescLister

        /*
         *   Determine if I can be sensed under the given conditions.  Returns
         *   true if the object can be sensed, nil if not.  If this method
         *   returns nil, this object will not be considered in scope for the
         *   current conditions.
         *
         *   By default, we return nil if the ambient energy level for the
         *   object is zero.  If the ambient level is non-zero, we'll return
         *   true in 'transparent' conditions, nil for 'opaque', and we'll let
         *   the sense decide via its canObjBeSensed() method for any other
         *   transparency conditions.  Note that 'ambient' as given here is the
         *   ambient level *at the object*, not as seen along my sense path -
         *   so this should NOT be given as the ambient value from a SenseInfo,
         *   which has already been adjusted for the sense path.
         */
        canBeSensed(sense, trans, ambient)
        {
            /*
             *   adjust the ambient level for the transparency path, if the
             *   sense uses ambience at all
             */
            if (sense.ambienceProp != nil)
            {
                /*
                 *   adjust the ambient level for the transparency - if that
                 *   leaves a level of zero, the object can't be sensed
                 */
                if (adjustBrightness(ambient, trans) == 0)
                    return nil;
            }

            /* check the viewing conditions */
            switch(trans)
            {
            case transparent:
            case attenuated:
                /*
                 *   under transparent or attenuated conditions, I appear as
                 *   myself
                 */
                return true;

            case obscured:
            case distant:
                /*
                 *   ask the sense to determine if I can be sensed under these
                 *   conditions
                 */
                return sense.canObjBeSensed(self, trans, ambient);

            default:
                /* for any other conditions, I can't be sensed at all */
                return nil;
            }
        }

        /*
         *   Determine if I can be sensed IN DETAIL in the given sense, with
         *   the given SenseInfo description.  By default, an object's details
         *   can be sensed if the sense path is 'transparent' or 'attenuated',
         *   OR the object's scale in the sense is 'large'.
         */
        canDetailsBeSensed(sense, info, pov)
        {
            /* if the sense path is opaque, we can be sensed */
            if (info == nil || info.trans == opaque)
                return nil;

            /*
             *   if we have 'large' scale in the sense, our details can be
             *   sensed under any conditions
             */
            if (self.(sense.sizeProp) == large)
                return true;

            /*
             *   we don't have 'large' scale in the sense, so we can be sensed
             *   in detail only if the sense path is 'transparent' or
             *   'attenuated'
             */
            return (info.trans is in (transparent, attenuated));
        }

        /*
         *   Call a method on this object from the given point of view.  We'll
         *   push the current point of view, call the method, then restore the
         *   enclosing point of view.
         */
        fromPOV(actor, pov, propToCall, [args])
        {
            /* push the new point of view */
            pushPOV(actor, pov);

            /* make sure we pop the point of view no matter how we leave */
            try
            {
                /* call the method */
                self.(propToCall)(args...);
            }
            finally
            {
                /* restore the enclosing point of view on the way out */
                popPOV();
            }
        }

        /*
         *   Every Thing has a location, which is the Thing that contains this
         *   object.  A Thing's location can only be a simple object
         *   reference, or nil; it cannot be a list, and it cannot be a method.
         *
         *   If the location is nil, the object does not exist anywhere in the
         *   simulation's physical model.  A nil location can be used to
         *   remove an object from the game world, temporarily or permanently.
         *
         *   In general, the 'location' property should be declared for each
         *   statically defined object (explicitly or implicitly via the '+'
         *   syntax).  'location' is a private property - it should never be
         *   evaluated or changed by any subclass or by any other object.
         *   Only Thing methods may evaluate or change the 'location'
         *   property.  So, you can declare a 'location' property when
         *   defining an object, but you should essentially never refer to
         *   'location' directly in any other context; instead, use the
         *   location and containment methods (isIn, etc) when you want to
         *   know an object's containment relationship to another object.
         */
        location = nil

        /*
         *   Get the direct container we have in common with the given object,
         *   if any.  Returns at most one common container.  Returns nil if
         *   there is no common location.
         */
        getCommonDirectContainer(obj)
        {
            /* we haven't found one yet */
            local found = nil;

            /* scan each of our containers for one in common with 'loc' */
            forEachContainer(function(loc) {
                /*
                 *   If this location of ours is a direct container of the
                 *   other object, it is a common location, so note it.
                 */
                if (obj.isDirectlyIn(loc))
                    found = loc;
            });

            /* return what we found */
            return found;
        }

        /*
         *   Get the container (direct or indirect) we have in common with the
         *   object, if any.
         */
        getCommonContainer(obj)
        {
            /* we haven't found one yet */
            local found = nil;

            /* scan each of our containers for one in common with 'loc' */
            forEachContainer(function(loc) {
                /*
                 *   If this location of ours is a direct container of the
                 *   other object, it is a common location, so note it.
                 */
                if (obj.isIn(loc))
                    found = loc;
            });

            /* if we found a common container, return it */
            if (found != nil)
                return found;

            /*
             *   we didn't find obj's container among our direct containers,
             *   so try our direct container's containers
             */
            forEachContainer(function(loc) {
                local cur;

                /* try finding for a common container of this container */
                cur = loc.getCommonContainer(obj);

                /* if we found it, note it */
                if (cur != nil)
                    found = cur;
            });

            /* return what we found */
            return found;
        }

        /*
         *   Get our "identity" object.  This is the object that we appear to
         *   be an inseparable part of.
         *
         *   In most cases, an object is its own identity object.  However,
         *   there are times when the object that a player sees isn't the same
         *   as the object that the parser resolves, because we're modeling a
         *   single physical object with several programming objects.  For
         *   example, a complex container has one or more secret internal
         *   program objects representing the different sub-containers; as far
         *   as the player is concerned, all of the sub-containers are just
         *   aspects of the parent complex container, not separate object, so
         *   the sub-containers all have the identity of the parent complex
         *   container.
         *
         *   By default, this is simply 'self'.  Objects that take their
         *   effective identities from other objects must override this
         *   accordingly.
         */
        getIdentityObject() { return self; }

        /*
         *   Am I a component of the given object?  The base Thing is not a
         *   component of anything, so we'll simply return nil.
         */
        isComponentOf(obj) { return nil; }

        /*
         *   General initialization - this will be called during preinit so
         *   that we can set up the initial values of any derived internal
         *   properties.
         */
        initializeThing()
        {
            /* initialize our location settings */
            initializeLocation();

            /*
             *   if we're marked 'equivalent', it means we're interchangeable
             *   in parser input with other objects with the same name; set up
             *   our equivalence group listing if so
             */
            if (isEquivalent)
                initializeEquivalent();

            /* if we have a global parameter name, add it to the global table */
            if (globalParamName != nil)
                langMessageBuilder.nameTable_[globalParamName] = self;
        }

        /*
         *   Initialize my location's contents list - add myself to my
         *   container during initialization
         */
        initializeLocation()
        {
            if (location != nil)
                location.addToContents(self);
        }

        /*
         *   Initialize this class object for listing its instances that are
         *   marked with isEquivalent.  We'll initialize a list group that
         *   lists our equivalent instances as a group.
         *
         *   Objects are grouped by their equivalence key - each set of objects
         *   with the same key is part of the same group.  The key is
         *   determined by the language module, but is usually just the basic
         *   disambiguation name (the 'disambigName' property in English, for
         *   example).
         */
        initializeEquivalent()
        {
            /*
             *   If we're already in an equivalence group (because our key has
             *   changed, for example, or due to inheritance), remove the
             *   existing group from the group list.  If the group isn't
             *   changing after all, we'll just add it back, so removing it
             *   should be harmless.
             */
            if (equivalentGrouper != nil)
                listWith -= equivalentGrouper;

            /* look up our equivalence key in the global table of groupers */
            equivalentGrouper = equivalentGrouperTable[equivalenceKey];

            /* if there's no grouper for our key, create one */
            if (equivalentGrouper == nil)
            {
                /* create a new grouper */
                equivalentGrouper = equivalentGrouperClass.createInstance();

                /* add it to the table */
                equivalentGrouperTable[equivalenceKey] = equivalentGrouper;
            }

            /*
             *   Add it to our list, as long as our listWith isn't already
             *   defined as a method.  Note that we intentionally add it as the
             *   last element, because an equivalent group is the most specific
             *   kind of group possible.
             */
            if (propType(&listWith) != TypeCode)
                listWith += equivalentGrouper;
        }

        /*
         *   A static game-wide table of equivalence groups.  This has a table
         *   of ListGroupEquivalent-derived objects, keyed by equivalence name.
         *   Each group of objects with the same equivalence name is listed in
         *   the same group and so has the same grouper object.
         */
        equivalentGrouperTable = static (new LookupTable(32, 64))

        /*
         *   my equivalence grouper class - when we initialize, we'll create a
         *   grouper of this class and store it in equivalentGrouper
         */
        equivalentGrouperClass = ListGroupEquivalent

        /*
         *   Our equivalent item grouper.  During initialization, we will
         *   create an equivalent grouper and store it in this property for
         *   each class object that has instances marked with isEquivalent.
         *   Note that this is stored with the class, because we want each of
         *   our equivalent instances to share the same grouper object so that
         *   they are listed together as a group.
         */
        equivalentGrouper = nil

        /*
         *   My contents.  This is a list of the objects that this object
         *   directly contains.
         */
        contents = []

        /*
         *   Get my associated noise object.  By default, this looks for an
         *   item of class Noise directly within me.
         */
        getNoise()
        {
            /*
             *   Look for a Noise object among my direct contents.  Only look
             *   for a noise with an active sound presence.
             */
            return contents.valWhich(
                {obj: obj.ofKind(Noise) && obj.soundPresence});
        }

        /*
         *   Get my associated odor object.  By default, this looks for an
         *   item of class Odor directly within me.
         */
        getOdor()
        {
            /*
             *   Look for an Odor object among my direct contents.  Only look
             *   for an odor with an active smell presence.
             */
            return contents.valWhich(
                {obj: obj.ofKind(Odor) && obj.smellPresence});
        }

        /*
         *   Get a vector of all of my contents, recursively including
         *   contents of contents.
         */
        allContents()
        {
            local vec;

            /* start with an empty vector */
            vec = new Vector(32);

            /* add all of my contents to the vector */
            addAllContents(vec);

            /* return the result */
            return vec;
        }

        /*
         *   Get a list of objects suitable for matching ALL in TAKE ALL FROM
         *   <self>.  By default, this simply returns the list of everything in
         *   scope that's directly inside 'self'.
         */
        getAllForTakeFrom(scopeList)
        {
            /*
             *   include only objects contained within 'self' that aren't
             *   components of 'self'
             */
            return scopeList.subset(
                {x: x != self && x.isDirectlyIn(self) && !x.isComponentOf(self)});
        }

        /*
         *   add myself and all of my contents, recursively including contents
         *   of contents, to a vector
         */
        addAllContents(vec)
        {
            /* visit everything in my contents */
            foreach (local cur in contents)
            {
                /*
                 *   if this item is already in the vector, skip it - we've
                 *   already visited it and its contents
                 */
                if (vec.indexOf(cur) != nil)
                    continue;

                /* add this item */
                vec.append(cur);

                /* add this item's contents recursively */
                cur.addAllContents(vec);
            }
        }

        /*
         *   Show the contents of this object, as part of a recursive listing
         *   generated as part of the description of our container, our
         *   container's container, or any further enclosing container.
         *
         *   If the object has any contents, we'll display a listing of the
         *   contents.  This is used to display the object's contents as part
         *   of the description of a room ("look around"), of an object
         *   ("examine box"), or of an object's contents ("look in box").
         *
         *   'options' is the set of flags that we'll pass to showList(), and
         *   has the same meaning as for that function.
         *
         *   'infoTab' is a lookup table of SenseInfo objects for the objects
         *   that the actor to whom we're showing the contents listing can see
         *   via the sight-like senses.
         *
         *   This method should be overridden by any object that doesn't store
         *   its contents using a simple 'contents' list property.
         */
        showObjectContents(pov, lister, options, indent, infoTab)
        {
            /* get my listable contents */
            local cont = lister.getListedContents(self, infoTab);

            /* if the surviving list isn't empty, show it */
            if (cont != [])
                lister.showList(pov, self, cont, options, indent, infoTab, nil);
        }

        /*
         *   Show the contents of this object as part of an inventory listing.
         *   By default, we simply use the same listing we do for the normal
         *   contents listing.
         */
        showInventoryContents(pov, lister, options, indent, infoTab)
        {
            /* by default, use the normal room/object contents listing */
            showObjectContents(pov, lister, options, indent, infoTab);
        }

        /*
         *   Get my listed contents for recursive object descriptions.  This
         *   returns the list of the direct contents that we'll mention when
         *   we're examining our container's container, a further enclosing
         *   container, or the enclosing room.
         *
         *   By default, we'll return the same list we'll display on direct
         *   examination of this object.
         */
        getListedContents(lister, infoTab)
        {
            /*
             *   return the contents we'd list when directly examining self,
             *   limited to the listable contents
             */
            return getContentsForExamine(lister, infoTab)
                .subset({x: lister.isListed(x)});
        }

        /*
         *   Get the listed contents in a direct examination of this object.
         *   By default, this simply returns a list of all of our direct
         *   contents that are included in the info table.
         */
        getContentsForExamine(lister, infoTab)
        {
            /*
             *   return only my direct contents that are found in the infoTab,
             *   since these are the objects that can be sensed from the
             *   actor's point of view
             */
            return contents.subset({x: infoTab[x] != nil});
        }

        /*
         *   Is this a "top-level" location?  A top-level location is an
         *   object which doesn't have another container, so its 'location'
         *   property is nil, but which is part of the game universe anyway.
         *   In most cases, a top-level location is simply a Room, since the
         *   network of rooms makes up the game's map.
         *
         *   If an object has no location and is not itself a top-level
         *   location, then the object is not part of the game world.  It's
         *   sometimes useful to remove objects from the game world, such as
         *   when they're destroyed within the context of the game.
         */
        isTopLevel = nil

        /*
         *   Determine if I'm is inside another Thing.  Returns true if this
         *   object is contained within 'obj', directly or indirectly (that
         *   is, this returns true if my immediate container is 'obj', OR my
         *   immediate container is in 'obj', recursively defined).
         *
         *   isIn(nil) returns true if this object is "outside" the game
         *   world, which means that the object is not reachable from anywhere
         *   in the game map and is thus not part of the simulation.  This is
         *   the case if our outermost container is NOT a top-level object, as
         *   indicated by its isTopLevel property.  If we're inside an object
         *   marked as a top-level object, or we're inside an object that's
         *   inside a top-level object (and so on), then we're part of the
         *   game world, so isIn(nil) will return nil.  If our outermost
         *   container is has a nil isTopLevel property, isIn(nil) will return
         *   true.
         *
         *   Note that our notion of "in" is not limited to enclosing
         *   containment, because the same containment hierarchy is used to
         *   represent all types of containment relationships, including
         *   things being "on" other things and part of other things.
         */
        isIn(obj)
        {
            local loc = location;

            /* if we have no location, we're not inside any object */
            if (loc == nil)
            {
                /*
                 *   We have no container, so there are two possibilities:
                 *   either we're not part of the game world at all, or we're
                 *   a top-level object, which is an object that's explicitly
                 *   part of the game world and at the top of the containment
                 *   tree.  Our 'isTopLevel' property determines which it is.
                 *
                 *   If they're asking us if we're inside 'nil', then what
                 *   they want to know is if we're outside the game world.  If
                 *   we're not a top-level object, we are outside the game
                 *   world, so isIn(nil) is true; if we are a top-level
                 *   object, then we're explicitly part of the game world, so
                 *   isIn(nil) is false.
                 *
                 *   If they're asking us if we're inside any non-nil object,
                 *   then they simply want to know if we're inside that
                 *   object.  So, if 'obj' is not nil, we must return nil:
                 *   we're not in any object, so we can't be in 'obj'.
                 */
                if (obj == nil)
                {
                    /*
                     *   they want to know if we're outside the simulation
                     *   entirely: return true if we're NOT a top-level
                     *   object, nil otherwise
                     */
                    return !isTopLevel;
                }
                else
                {
                    /*
                     *   they want to know if we're inside some specific
                     *   object; we can't be, because we're not in any object
                     */
                    return nil;
                }
            }

            /* if obj is my immediate container, I'm obviously in it */
            if (loc == obj)
                return true;

            /* I'm in obj if my container is in obj */
            return loc.isIn(obj);
        }

        /*
         *   Determine if I'm directly inside another Thing.  Returns true if
         *   this object is contained directly within obj.  Returns nil if
         *   this object isn't directly within obj, even if it is indirectly
         *   in obj (i.e., its container is directly or indirectly in obj).
         */
        isDirectlyIn(obj)
        {
            /* I'm directly in obj only if it's my immediate container */
            return location == obj;
        }

        /*
         *   Determine if I'm "nominally" inside the given Thing.  Returns true
         *   if the object is actually within the given object, OR the object
         *   is a room part and I'm nominally in the room part.
         */
        isNominallyIn(obj)
        {
            /* if I'm actually in the given object, I'm nominally in it as well */
            if (isIn(obj))
                return true;

            /*
             *   if the object is a room part, and we're nominally in the room
             *   part, then we're nominally in the object
             */
            if (obj.ofKind(RoomPart) && isNominallyInRoomPart(obj))
                return true;

            /* we're not nominally in the object */
            return nil;
        }

        /*
         *   Determine if this object is contained within an item fixed in
         *   place within the given location.  We'll check our container to
         *   see if its contents are within an object fixed in place in the
         *   given location.
         *
         *   This is a rather specific check that might seem a bit odd, but
         *   for some purposes it's useful to treat objects within fixed
         *   containers in a location as though they were in the location
         *   itself, because fixtures of a location are to some extent parts
         *   of the location.
         */
        isInFixedIn(loc)
        {
            /* return true if my location's contents are in fixed things */
            return location != nil && location.contentsInFixedIn(loc);
        }

        /* Am I either inside 'obj', or equal to 'obj'?  */
        isOrIsIn(obj) { return self == obj || isIn(obj); }

        /*
         *   Are my contents within a fixed item that is within the given
         *   location?  By default, we return nil because we are not ourselves
         *   fixed.
         */
        contentsInFixedIn(loc) { return nil; }

        /*
         *   Determine if I'm "held" by an actor, for the purposes of being
         *   manipulated in an action.  In most cases, an object is considered
         *   held by an actor if it's directly within the actor's inventory,
         *   because the actor's direct inventory represents the contents of
         *   the actors hands (or equivalent).
         *
         *   Some classes might override this to change the definition of
         *   "held" to include things not directly in the actor's inventory or
         *   exclude things directly in the inventory.  For example, an item
         *   being worn is generally not considered held even though it might
         *   be in the direct inventory, and a key on a keyring is considered
         *   held if the keyring is being held.
         */
        isHeldBy(actor)
        {
            /*
             *   by default, an object is held if and only if it's in the
             *   direct inventory of the actor
             */
            return isDirectlyIn(actor);
        }

        /*
         *   Are we being held by the given actor for the purposes of the
         *   objHeld precondition?  By default, and in almost all cases, this
         *   simply returns isHeldBy().  In some rare cases, it might make
         *   sense to consider an object to meet the objHeld condition even if
         *   isHeldBy returns nil; for example, an actor's hands and other
         *   body parts can't be considered to be held, but they also don't
         *   need to be for any command operating on them.
         */
        meetsObjHeld(actor) { return isHeldBy(actor); }

        /*
         *   Add to a vector all of my contents that are directly held when
         *   I'm being directly held.  This is used to add the direct contents
         *   of an item to scope when the item itself is being directly held.
         *
         *   In most cases, we do nothing.  Certain types of objects override
         *   this because they consider their contents to be held if they're
         *   held.  For example, a keyring considers all of its keys to be
         *   held if the keyring itself is held, because the keys are attached
         *   to the keyring rather than contained within it.
         */
        appendHeldContents(vec)
        {
            /* by default, do nothing */
        }

        /*
         *   Determine if I'm "owned" by another object.  By default, if we
         *   have an explicit owner, then we are owned by 'obj' if and only if
         *   'obj' is our explicit owner; otherwise, if 'obj' is our immediate
         *   location, and our immediate location can own us (as reported by
         *   obj.canOwn(self)), then 'obj' owns us; otherwise, 'obj' owns us
         *   if our immediate location CANNOT own us AND our immediate
         *   location is owned by 'obj'.  This last case is tricky: it means
         *   that if we're inside something other than 'obj' that can own us,
         *   such as another actor, then 'obj' doesn't own us because our
         *   immediate location does; it also means that if we're inside an
         *   object that has an explicit owner rather than an owner based on
         *   location, we have the same explicit owner, so a dollar bill
         *   inside Bob's wallet which is in turn being carried by Charlie is
         *   owned by Bob, not Charlie.
         *
         *   This is used to determine ownership for the purpose of
         *   possessives in commands.  Ownership is not always exclusive: it
         *   is possible for a given object to have multiple owners in some
         *   cases.  For example, if Bob and Bill are both sitting on a couch,
         *   the couch could be referred to as "bob's couch" or "bill's
         *   couch", so the couch is owned by both Bob and Bill.  It is also
         *   possible for an object to be unowned.
         *
         *   In most cases, ownership is a function of location (possession is
         *   nine-tenths of the law, as they say), but not always; in some
         *   cases, an object has a particular owner regardless of its
         *   location, such as "bob's wallet".  This default implementation
         *   allows for ownership by location, as well as explicit ownership,
         *   with explicit ownership (as indicated by the self.owner property)
         *   taking precedence.
         */
        isOwnedBy(obj)
        {
            local cont;

            /*
             *   if I have an explicit owner, then obj is my owner if it
             *   matches my explicit owner
             */
            if (owner != nil)
                return owner == obj;

            /*
             *   Check my immediate container to see if it's the owner in
             *   question.
             */
            if (isDirectlyIn(obj))
            {
                /*
                 *   My immediate container is the owner of interest.  If this
                 *   container can own me, then I'm owned by it because we
                 *   didn't find any other owners first.  Otherwise, I'm not
                 *   owned by it because it can't own me in the first place.
                 */
                return obj.canOwn(self);
            }

            /* presume we have a single-location container */
            cont = location;

            /* check to see if we have no single location */
            if (cont == nil)
            {
                /*
                 *   I have no location, so either I'm not inside anything at
                 *   all, or I have multiple locations.  If we're indirectly
                 *   in 'obj', then proceed up the containment tree branch by
                 *   which 'obj' contains us.  If we're not even indirectly in
                 *   'obj', then there's no containment relationship that
                 *   establishes ownership.
                 */
                if (isIn(obj))
                {
                    /*
                     *   we're indirectly in 'obj', so get the containment
                     *   branch on which we're contained by 'obj'
                     */
                    forEachContainer(function(x)
                    {
                        if (x == obj || x.isIn(obj))
                            cont = x;
                    });
                }
                else
                {
                    /*
                     *   we're not in 'obj', so there's no containment
                     *   relationship that establishes ownership
                     */
                    return nil;
                }
            }

            /*
             *   My immediate container is not the object of interest.  If
             *   this container can own me, then I'm owned by this container
             *   and NOT by obj.
             */
            if (cont.canOwn(self))
                return nil;

            /*
             *   My container can't own me, so it's not my owner, so our owner
             *   is my container's owner - thus, I'm owned by obj if my
             *   location is owned by obj.
             */
            return cont.isOwnedBy(obj);
        }

        /*
         *   My explicit owner.  By default, objects do not have explicit
         *   owners, which means that the owner at any given time is
         *   determined by the object's location - my innermost container that
         *   can own me is my owner.
         *
         *   However, in some cases, an object is inherently owned by a
         *   particular other object (usually an actor), and this is invariant
         *   even when the object moves to a new location not within the
         *   owner.  For such cases, this property can be set to the explicit
         *   owner object, which will cause self.isOwnedBy(obj) to return true
         *   if and only if obj == self.owner.
         */
        owner = nil

        /*
         *   Get the "nominal owner" of this object.  This is the owner that
         *   we report for the object if asked to distinguish this object from
         *   another via the OwnershipDistinguisher.  Note that the nominal
         *   owner is not necessarily the only owner, because an object can
         *   have multiple owners in some cases; however, the nominal owner
         *   must always be an owner, in that isOwnedBy(getNominalOwner())
         *   should always return true.
         *
         *   By default, if we have an explicit owner, we'll return that.
         *   Otherwise, if our immediate container can own us, we'll return
         *   our immediate container.  Otherwise, we'll return our immediate
         *   container's nominal owner.  Note that this last case means that a
         *   dollar bill inside Bob's wallet will be Bob's dollar bill, even
         *   if Bob's wallet is currently being carried by another actor.
         */
        getNominalOwner()
        {
            /* if we have an explicit owner, return that */
            if (owner != nil)
                return owner;

            /* if we have no location, we have no owner */
            if (location == nil)
                return nil;

            /* if our immediate location can own us, return it */
            if (location.canOwn(self))
                return location;

            /* return our immediate location's owner */
            return location.getNominalOwner();
        }

        /*
         *   Can I own the given object?  By default, objects cannot own other
         *   objects.  This can be overridden when ownership is desired.
         *
         *   This doesn't determine that we *do* own the given object, but
         *   only that we *can* own the given object.
         */
        canOwn(obj) { return nil; }

        /*
         *   Get the carrying actor.  This is the nearest enclosing location
         *   that's an actor.
         */
        getCarryingActor()
        {
            /* if I don't have a location, there's no carrier */
            if (location == nil)
                return nil;

            /* if my location is an actor, it's the carrying actor */
            if (location.isActor)
                return location;

            /* return my location's carrying actor */
            return location.getCarryingActor();
        }

        /*
         *   Try making the current command's actor hold me.  By default,
         *   we'll simply try a "take" command on the object.
         */
        tryHolding()
        {
            /*
             *   Try an implicit 'take' command.  If the actor is carrying the
             *   object indirectly, make the command "take from" instead,
             *   since what we really want to do is take the object out of its
             *   container.
             */
            if (isIn(gActor))
                return tryImplicitAction(TakeFrom, self, location);
            else
                return tryImplicitAction(Take, self);
        }

        /*
         *   Try moving the given object into this object, with an implied
         *   command.  By default, since an ordinary Thing doesn't have a way
         *   of adding new contents by a player command, this does nothing.
         *   Containers and other objects that can hold new contents can
         *   override this as appropriate.
         */
        tryMovingObjInto(obj) { return nil; }

        /*
         *   Report a failure of the condition that tryMovingObjInto tries to
         *   bring into effect.  By default, this simply says that the object
         *   must be in 'self'.  Some objects might want to override this when
         *   they describe containment specially; for example, an actor might
         *   want to say that the actor "must be carrying" the object.
         */
        mustMoveObjInto(obj) { reportFailure(&mustBeInMsg, obj, self); }

        /*
         *   Add an object to my contents.
         *
         *   Note that this should NOT be overridden to cause side effects -
         *   if side effects are desired when inserting a new object into my
         *   contents, use notifyInsert().  This routine is not allowed to
         *   cause side effects because it is sometimes necessary to bypass
         *   side effects when moving an item.
         */
        addToContents(obj)
        {
            /* add the object to my contents list */
            if (contents.indexOf(obj) == nil)
                contents += obj;
        }

        /*
         *   Remove an object from my contents.
         *
         *   Do NOT override this routine to cause side effects.  If side
         *   effects are desired when removing an object, use notifyRemove().
         */
        removeFromContents(obj)
        {
            /* remove the object from my contents list */
            contents -= obj;
        }

        /*
         *   Save my location for later restoration.  Returns a value suitable
         *   for passing to restoreLocation.
         */
        saveLocation()
        {
            /*
             *   I'm an ordinary object with only one location, so simply
             *   return the location
             */
            return location;
        }

        /*
         *   Restore a previously saved location.  Does not trigger any side
         *   effects.
         */
        restoreLocation(oldLoc)
        {
            /* move myself without side effects into my old container */
            baseMoveInto(oldLoc);
        }

        /*
         *   Move this object to a new container.  Before the move is actually
         *   performed, we notify the items in the movement path of the
         *   change, then we send notifyRemove and notifyInsert messages to
         *   the old and new containment trees, respectively.
         *
         *   All notifications are sent before the object is actually moved.
         *   This means that the current game state at the time of the
         *   notifications reflects the state before the move.
         */
        moveInto(newContainer)
        {
            /* notify the path */
            moveIntoNotifyPath(newContainer);

            /* perform the main moveInto operations */
            mainMoveInto(newContainer);
        }

        /*
         *   Move this object to a new container as part of travel.  This is
         *   almost the same as the regular moveInto(), but does not attempt
         *   to calculate and notify the sense path to the new location.  We
         *   omit the path notification because travel is done via travel
         *   connections, which are not necessarily the same as sense
         *   connections.
         */
        moveIntoForTravel(newContainer)
        {
            /*
             *   perform the main moveInto operations, omitting the path
             *   notification
             */
            mainMoveInto(newContainer);
        }

        /*
         *   Main moveInto - this is the mid-level containment changer; this
         *   routine sends notifications to the old and new container, but
         *   doesn't notify anything along the connecting sense path.
         */
        mainMoveInto(newContainer)
        {
            /* notify my container that I'm being removed */
            sendNotifyRemove(self, newContainer, &notifyRemove);

            /* notify my new container that I'm about to be added */
            if (newContainer != nil)
                newContainer.sendNotifyInsert(self, newContainer, &notifyInsert);

            /* notify myself that I'm about to be moved */
            notifyMoveInto(newContainer);

            /* perform the basic containment change */
            baseMoveInto(newContainer);

            /* note that I've been moved */
            moved = true;
        }

        /*
         *   Base moveInto - this is the low-level containment changer; this
         *   routine does not send any notifications to any containers, and
         *   does not mark the object as moved.  This form should be used only
         *   for internal library-initiated state changes, since it bypasses
         *   all of the normal side effects of moving an object to a new
         *   container.
         */
        baseMoveInto(newContainer)
        {
            /* if I have a container, remove myself from its contents list */
            if (location != nil)
                location.removeFromContents(self);

            /* remember my new location */
            location = newContainer;

            /*
             *   if I'm not being moved into nil, add myself to the
             *   container's contents
             */
            if (location != nil)
                location.addToContents(self);
        }

        /*
         *   Notify each element of the move path of a moveInto operation.
         */
        moveIntoNotifyPath(newContainer)
        {
            local path;

            /* calculate the path; if there isn't one, there's nothing to do */
            if ((path = getMovePathTo(newContainer)) == nil)
                return;

            /*
             *   We must fix up the path's final element, depending on whether
             *   we're moving into the new container from the outside or from
             *   the inside.
             */
            if (isIn(newContainer))
            {
                /*
                 *   We're already in the new container, so we're moving into
                 *   the new container from the inside.  The final element of
                 *   the path is the new container, but since we're stopping
                 *   within the new container, we don't need to traverse out
                 *   of it.  Simply remove the final two elements of the path,
                 *   since we're not going to make this traversal when moving
                 *   the object.
                 */
                path = path.sublist(1, path.length() - 2);
            }
            else
            {
                /*
                 *   We're moving into the new container from the outside.
                 *   Since we calculated the path to the container, we must
                 *   now add a final element to traverse into the container;
                 *   the final object in the path doesn't matter, since it's
                 *   just a placeholder for the new item inside the container
                 */
                path += [PathIn, nil];
            }

            /* traverse the path, sending a notification to each element */
            traversePath(path, function(target, op) {
                /* notify this path element */
                target.notifyMoveViaPath(self, newContainer, op);

                /* continue the traversal */
                return true;
            });
        }

        /*
         *   Call a function on each container.  If we have no location, we
         *   won't invoke the function at all.  We'll invoke the function as
         *   follows:
         *
         *   (func)(location, args...)
         */
        forEachContainer(func, [args])
        {
            /* call the function on our location, if we have one */
            if (location != nil)
                (func)(location, args...);
        }

        /*
         *   Call a function on each *connected* container.  For most objects,
         *   this is the same as forEachContainer, but objects that don't
         *   connect their containers for sense purposes would do nothing
         *   here.
         */
        forEachConnectedContainer(func, [args])
        {
            /* by default, use the standard forEachContainer handling */
            forEachContainer(func, args...);
        }

        /*
         *   Get a list of all of my connected containers.  This simply returns
         *   the list that forEachConnectedContainer() iterates over.
         */
        getConnectedContainers()
        {
            local loc;

            /*
             *   if I have a non-nil location, return a list containing it;
             *   otherwise, simply return an empty list
             */
            return ((loc = location) == nil ? [] : [loc]);
        }

        /*
         *   Clone this object for inclusion in a MultiInstance's contents
         *   tree.  When we clone an instance object for a MultiInstance, we'll
         *   also clone its contents, and their contents, and so on.  This
         *   routine creates a private copy of all of our contents.
         */
        cloneMultiInstanceContents()
        {
            local origContents;

            /*
             *   Remember my current contents list, then clear it out.  We want
             *   a private copy of everything in our contents list, so we want
             *   to forget our references to the template contents and start
             *   from scratch.
             */
            origContents = contents;
            contents = [];

            /* clone each entry in our contents list */
            foreach (local cur in origContents)
                cur.cloneForMultiInstanceContents(self);
        }

        /*
         *   Create a clone for inclusion in MultiInstance contents.  We'll
         *   recursively clone our own contents.
         */
        cloneForMultiInstanceContents(loc)
        {
            /* create a new instance of myself */
            local cl = createInstance();

            /* move it into the new location */
            cl.baseMoveInto(loc);

            /* clone its contents */
            cl.cloneMultiInstanceContents();
        }

        /*
         *   Determine if I'm a valid staging location for the given nested
         *   room destination 'dest'.  This is called when the actor is
         *   attempting to enter the nested room 'dest', and the travel
         *   handlers find that we're the staging location for the room.  (A
         *   "staging location" is the location the actor is required to
         *   occupy immediately before moving into the destination.)
         *
         *   If this object is a valid staging location, the routine should
         *   simply do nothing.  If this object isn't valid as a staging
         *   location, this routine should display an appropriate message and
         *   terminate the command with 'exit'.
         *
         *   An arbitrary object can't be a staging location, simply because
         *   an actor can't enter an arbitrary object.  So, by default, we'll
         *   explain that we can't enter this object.  If the destination is
         *   contained within us, we'll provide a more specific explanation
         *   indicating that the problem is that the destination is within us.
         */
        checkStagingLocation(dest)
        {
            /*
             *   if the destination is within us, explain specifically that
             *   this is the problem
             */
            if (dest.isIn(self))
                reportFailure(&invalidStagingContainerMsg, self, dest);
            else
                reportFailure(&invalidStagingLocationMsg, self);

            /* terminate the command */
            exit;
        }

        /*
         *   by default, objects don't accept commands
         */
        acceptCommand(issuingActor)
        {
            /* report that we don't accept commands */
            gLibMessages.cannotTalkTo(self, issuingActor);

            /* tell the caller we don't accept commands */
            return nil;
        }

        /*
         *   by default, most objects are not logical targets for commands
         */
        isLikelyCommandTarget = nil

        /*
         *   Get my extra scope items.  This is a list of any items that we
         *   want to add to command scope (i.e., the set of all items to which
         *   an actor is allowed to refer with noun phrases) when we are
         *   ourselves in the command scope.  Returns a list of the items to
         *   add (or just [] if there are no items to add).
         *
         *   By default, we add nothing.
         */
        getExtraScopeItems(actor) { return []; }

        /*
         *   Generate a lookup table of all of the objects connected by
         *   containment to this object.  This table includes all containment
         *   connections, even through closed containers and the like.
         *
         *   The table is keyed by object; the associated values are
         *   meaningless, as all that matters is whether or not an object is
         *   in the table.
         */
        connectionTable()
        {
            local tab;
            local cache;

            /* if we already have a cached connection list, return it */
            if ((cache = libGlobal.connectionCache) != nil
                && (tab = cache[self]) != nil)
                return tab;

            /* remember the point of view globally, in case anyone needs it */
            senseTmp.pointOfView = self;

            /* create a lookup table for the results */
            tab = new LookupTable(32, 64);

            /* add everything connected to me */
            addDirectConnections(tab);

            /* cache the list, if we caching is active */
            if (cache != nil)
                cache[self] = tab;

            /* return the table */
            return tab;
        }

        /*
         *   Add this item and its direct containment connections to the lookup
         *   table.  This must recursively add all connected objects that
         *   aren't already in the table.
         */
        addDirectConnections(tab)
        {
            local cur;

            /* add myself */
            tab[self] = true;

            /*
             *   Add my CollectiveGroup objects, if any.  We don't have to
             *   traverse into the CollectiveGroup objects, since they don't
             *   connect us or itself to anything else; our connection to a
             *   collective group is one-way.
             */
            foreach (cur in collectiveGroups)
                tab[cur] = true;

            /*
             *   Add my contents to the table.  Loop over our contents list,
             *   and add each item that's not already in the table, then
             *   recursively everything connected to that item.
             *
             *   Note that we use a C-style 'for' loop to iterate over the list
             *   by index, rather than a more modern tads-style 'foreach' loop,
             *   purely for performance reasons: this code is called an awful
             *   lot, and the iteration by loop index is very slightly faster.
             *   A 'foreach' requires calling a couple of methods of an
             *   iterator object each time through the loop, whereas we can do
             *   the index-based 'for' loop entirely with cached local
             *   variables.  The performance difference is negligible for one
             *   time through any given loop; it only matters to us here
             *   because this routine tends to be invoked *extremely*
             *   frequently (an average of roughly 500 times per turn in the
             *   library sample game, for example).  Game authors are strongly
             *   advised to consider 'foreach' and 'for' equivalent in
             *   performance for most purposes - just choose the clearest
             *   construct for your situation.
             */
            for (local clst = contents, local i = 1,
                 local len = clst.length() ; i <= len ; ++i)
            {
                /* get the current item */
                cur = clst[i];

                /* if it's not already in the table, add it (recursively) */
                if (tab[cur] == nil)
                    cur.addDirectConnections(tab);
            }

            /* add my container if it's not already in the table */
            if ((cur = location) != nil && tab[cur] == nil)
                cur.addDirectConnections(tab);
        }

        /*
         *   Try an implicit action that would remove this object as an
         *   obstructor to 'obj' from the perspective of the current actor in
         *   the given sense.  This is invoked when this object is acting as
         *   an obstructor between the current actor and 'obj' for the given
         *   sense, and the caller wants to perform a command that requires a
         *   clear sense path to the given object in the given sense.
         *
         *   If it is possible to perform an implicit command that would clear
         *   the obstruction, try performing the command, and return true.
         *   Otherwise, simply return nil.  The usual implied command rules
         *   should be followed (which can be accomplished simply by using
         *   tryImplictAction() to execute any implied command).
         *
         *   The particular type of command that would remove this obstructor
         *   can vary by obstructor class.  For a container, for example, an
         *   "open" command is the usual remedy.
         */
        tryImplicitRemoveObstructor(sense, obj)
        {
            /* by default, we have no way of clearing our obstruction */
            return nil;
        }

        /*
         *   Display a message explaining why we are obstructing a sense path
         *   to the given object.
         */
        cannotReachObject(obj)
        {
            /*
             *   Default objects have no particular obstructive capabilities,
             *   so we can't do anything but show the default message.  This
             *   is a last resort that should rarely be used; normally, we
             *   will be able to identify a specific obstructor that overrides
             *   this to explain precisely what kind of obstruction is
             *   involved.
             */
            gLibMessages.cannotReachObject(obj);
        }

        /*
         *   Display a message explaining that the source of a sound cannot be
         *   seen because I am visually obstructing it.  By default, we show
         *   nothing at all; subclasses can override this to provide a better
         *   explanation when possible.
         */
        cannotSeeSoundSource(obj) { }

        /* explain why we cannot see the source of an odor */
        cannotSeeSmellSource(obj) { }

        /*
         *   Get the path for this object reaching out and touching the given
         *   object.  This can be used to determine whether or not an actor
         *   can touch the given object.
         */
        getTouchPathTo(obj)
        {
            local path;
            local key = [self, obj];
            local cache;
            local info;

            /* if we have a cache, try finding the data in the cache */
            if ((cache = libGlobal.canTouchCache) != nil
                && (info = cache[key]) != nil)
            {
                /* we have a cache entry - return the path from the cache */
                return info.touchPath;
            }

            /* select the path from here to the target object */
            path = selectPathTo(obj, &canTouchViaPath);

            /* if caching is enabled, add a cache entry for the path */
            if (cache != nil)
                cache[key] = new CanTouchInfo(path);

            /* return the path */
            return path;
        }

        /*
         *   Determine if I can touch the given object.  By default, we can
         *   always touch our immediate container; otherwise, we can touch
         *   anything with a touch path that we can traverse.
         */
        canTouch(obj)
        {
            local path;
            local result;
            local key = [self, obj];
            local cache;
            local info;

            /* if we have a cache, check the cache for the desired data */
            if ((cache = libGlobal.canTouchCache) != nil
                && (info = cache[key]) != nil)
            {
                /* if we cached the canTouch result, return it */
                if (info.propDefined(&canTouch))
                    return info.canTouch;

                /*
                 *   we didn't calculate the canTouch result, but we at least
                 *   have a cached path that we can avoid recalculating
                 */
                path = info.touchPath;
            }
            else
            {
                /* we don't have a cached path, so calculate it anew */
                path = getTouchPathTo(obj);
            }

            /* if there's no 'touch' path, we can't touch the object */
            if (path == nil)
            {
                /* there's no path */
                result = nil;
            }
            else
            {
                /* we have a path - check to see if we can reach along it */
                result = traversePath(path,
                    {ele, op: ele.canTouchViaPath(self, obj, op)});
            }

            /* if caching is active, cache our result */
            if (cache != nil)
            {
                /* if we don't already have a cache entry, create one */
                if (info == nil)
                    cache[key] = info = new CanTouchInfo(path);

                /* save our canTouch result in the cache entry */
                info.canTouch = result;
            }

            /* return the result */
            return result;
        }

        /*
         *   Find the object that prevents us from touching the given object.
         */
        findTouchObstructor(obj)
        {
            /* cache 'touch' sense path information */
            cacheSenseInfo(connectionTable(), touch);

            /* return the opaque obstructor for the sense of touch */
            return findOpaqueObstructor(touch, obj);
        }

        /*
         *   Get the path for moving this object from its present location to
         *   the given new container.
         */
        getMovePathTo(newLoc)
        {
            /*
             *   select the path from here to the new location, using the
             *   canMoveViaPath method to discriminate among different path
             *   possibilities.
             */
            return selectPathTo(newLoc, &canMoveViaPath);
        }

        /*
         *   Get the path for throwing this object from its present location
         *   to the given target object.
         */
        getThrowPathTo(newLoc)
        {
            /*
             *   select the path from here to the target, using the
             *   canThrowViaPath method to discriminate among different paths
             */
            return selectPathTo(newLoc, &canThrowViaPath);
        }

        /*
         *   Determine if we can traverse self for moving the given object in
         *   the given manner.  This is used to determine if a containment
         *   connection path can be used to move an object to a new location.
         *   Returns a CheckStatus object indicating success if we can
         *   traverse self, failure if not.
         *
         *   By default, we'll simply return a success indicator.  Subclasses
         *   might want to override this for particular conditions.  For
         *   example, containers would normally override this to return nil
         *   when attempting to move an object in or out of a closed
         *   container.  Some special containers might also want to override
         *   this to allow moving an object in or out only if the object is
         *   below a certain size threshold, for example.
         *
         *   'obj' is the object being moved, and 'dest' is the destination of
         *   the move.
         *
         *   'op' is one of the pathXxx operations - PathIn, PathOut, PathPeer
         *   - specifying what kind of movement is being attempted.  PathIn
         *   indicates that we're moving 'obj' from outside self to inside
         *   self; PathOut indicates the opposite.  PathPeer indicates that
         *   we're moving 'obj' entirely within self - this normally means
         *   that we've moved the object out of one of our contents and will
         *   move it into another of our contents.
         */
        checkMoveViaPath(obj, dest, op) { return checkStatusSuccess; }

        /*
         *   Determine if we can traverse this object for throwing the given
         *   object in the given manner.  By default, this returns the same
         *   thing as canMoveViaPath, since throwing is in most cases the same
         *   as ordinary movement.  Objects can override this when throwing an
         *   object through this path element should be treated differently
         *   from ordinary movement.
         */
        checkThrowViaPath(obj, dest, op)
            { return checkMoveViaPath(obj, dest, op); }

        /*
         *   Determine if we can traverse self in the given manner for the
         *   purposes of 'obj' touching another object.  'obj' is usually an
         *   actor; this determines if 'obj' is allowed to reach through this
         *   path element on the way to touching another object.
         *
         *   By default, this returns the same thing as canMoveViaPath, since
         *   touching is in most cases the same as ordinary movement of an
         *   object from one location to another.  Objects can overridet his
         *   when touching an object through this path element should be
         *   treated differently from moving an object.
         */
        checkTouchViaPath(obj, dest, op)
            { return checkMoveViaPath(obj, dest, op); }

        /*
         *   Determine if we can traverse this object for moving the given
         *   object via a path.  Calls checkMoveViaPath(), and returns true if
         *   checkMoveViaPath() indicates success, nil if it indicates failure.
         *
         *   Note that this method should generally not be overridden; only
         *   checkMoveViaPath() should usually need to be overridden.
         */
        canMoveViaPath(obj, dest, op)
            { return checkMoveViaPath(obj, dest, op).isSuccess; }

        /* determine if we can throw an object via this path */
        canThrowViaPath(obj, dest, op)
            { return checkThrowViaPath(obj, dest, op).isSuccess; }

        /* determine if we can reach out and touch an object via this path */
        canTouchViaPath(obj, dest, op)
            { return checkTouchViaPath(obj, dest, op).isSuccess; }

        /*
         *   Check moving an object through this container via a path.  This
         *   method is called during moveInto to notify each element along a
         *   move path that the movement is about to occur.  We call
         *   checkMoveViaPath(); if it indicates failure, we'll report the
         *   failure encoded in the status object and terminate the command
         *   with 'exit'.
         *
         *   Note that this method should generally not be overridden; only
         *   checkMoveViaPath() should usually need to be overridden.
         */
        notifyMoveViaPath(obj, dest, op)
        {
            local stat;

            /* check the move */
            stat = checkMoveViaPath(obj, dest, op);

            /* if it's a failure, report the failure message and terminate */
            if (!stat.isSuccess)
            {
                /* report the failure */
                reportFailure(stat.msgProp, stat.msgParams...);

                /* terminate the command */
                exit;
            }
        }

        /*
         *   Choose a path from this object to a given object.  If no paths
         *   are available, returns nil.  If any paths exist, we'll find the
         *   shortest usable one, calling the given property on each object in
         *   the path to determine if the traversals are allowed.
         *
         *   If we can find a path, but there are no good paths, we'll return
         *   the shortest unusable path.  This can be useful for explaining
         *   why the traversal is impossible.
         */
        selectPathTo(obj, traverseProp)
        {
            local allPaths;
            local goodPaths;
            local minPath;

            /* get the paths from here to the given object */
            allPaths = getAllPathsTo(obj);

            /* if we found no paths, the answer is obvious */
            if (allPaths.length() == 0)
                return nil;

            /* start off with an empty vector for the good paths */
            goodPaths = new Vector(allPaths.length());

            /* go through the paths and find the good ones */
            for (local i = 1, local len = allPaths.length() ; i <= len ; ++i)
            {
                local path = allPaths[i];
                local ok;

                /*
                 *   traverse the path, calling the traversal check property
                 *   on each point in the path; if any check property returns
                 *   nil, it means that the traversal isn't allowed at that
                 *   point, so we can't use the path
                 */
                ok = true;
                traversePath(path, function(target, op) {
                    /*
                     *   Invoke the check property on this target.  If it
                     *   doesn't allow the traversal, the path is unusable.
                     */
                    if (target.(traverseProp)(self, obj, op))
                    {
                        /* we're still okay - continue the path traversal */
                        return true;
                    }
                    else
                    {
                        /* failed - note that the path is no good */
                        ok = nil;

                        /* there's no need to continue the path traversal */
                        return nil;
                    }
                });

                /*
                 *   if we didn't find any objections to the path, add this to
                 *   the list of good paths
                 */
                if (ok)
                    goodPaths.append(path);
            }

            /* if there are no good paths, take the shortest bad path */
            if (goodPaths.length() == 0)
                goodPaths = allPaths;

            /* find the shortest of the paths we're still considering */
            minPath = nil;
            for (local i = 1, local len = goodPaths.length() ; i <= len ; ++i)
            {
                /* get the current path */
                local path = goodPaths[i];

                /* if this is the best so far, note it */
                if (minPath == nil || path.length() < minPath.length())
                    minPath = path;
            }

            /* return the shortest good path */
            return minPath;
        }

        /*
         *   Traverse a containment connection path, calling the given
         *   function for each element.  In each call to the callback, 'obj'
         *   is the container object being traversed, and 'op' is the
         *   operation being used to traverse it.
         *
         *   At each stage, the callback returns true to continue the
         *   traversal, nil if we are to stop the traversal.
         *
         *   Returns nil if any callback returns nil, true if all callbacks
         *   return true.
         */
        traversePath(path, func)
        {
            local len;
            local target;

            /*
             *   if there's no path at all, there's nothing to do - simply
             *   return true in this case, because no traversal callback can
             *   fail when there are no traversal callbacks to begin with
             */
            if (path == nil || (len = path.length()) == 0)
                return true;

            /* traverse from the path's starting point */
            if (path[1] != nil && !(func)(path[1], PathFrom))
                return nil;

            /* run through this path and see if the traversals are allowed */
            for (target = nil, local i = 2 ; i <= len ; i += 2)
            {
                local op;

                /* get the next traversal operation */
                op = path[i];

                /* check the next traversal to see if it's allowed */
                switch(op)
                {
                case PathIn:
                    /*
                     *   traverse in - notify the previous object, since it's
                     *   the container we're entering
                     */
                    target = path[i-1];
                    break;

                case PathOut:
                    /*
                     *   traversing out of the current container - tell the
                     *   next object, since it's the object we're leaving
                     */
                    target = path[i+1];
                    break;

                case PathPeer:
                    /*
                     *   traversing from one object to a containment peer -
                     *   notify the container in common to both peers
                     */
                    target = path[i-1].getCommonDirectContainer(path[i+1]);
                    break;

                case PathThrough:
                    /*
                     *   traversing through a multi-location connector (the
                     *   previous and next object will always be the same in
                     *   this case, so it doesn't really matter which we
                     *   choose)
                     */
                    target = path[i-1];
                    break;
                }

                /* call the traversal callback */
                if (target != nil && !(func)(target, op))
                {
                    /* the callback told us not to continue */
                    return nil;
                }
            }

            /*
             *   Traverse to the path's ending point, if we haven't already.
             *   Some operations do traverse to the right-hand element
             *   (PathOut in particular), in which case we'll already have
             *   reached the target.  Most operations traverse the left-hand
             *   element, though, so in these cases we need to visit the last
             *   element explicitly.
             */
            if (path[len] != nil
                && path[len] != target
                && !(func)(path[len], PathTo))
                return nil;

            /* all callbacks told us to continue */
            return true;
        }

        /*
         *   Build a vector containing all of the possible paths we can
         *   traverse to get from me to the given object.  The return value is
         *   a vector of paths; each path is a list of containment operations
         *   needed to get from here to there.
         *
         *   Each path item in the vector is a list arranged like so:
         *
         *   [obj, op, obj, op, obj]
         *
         *   Each 'obj' is an object, and each 'op' is an operation enum
         *   (PathIn, PathOut, PathPeer) that specifies how to get from the
         *   preceding object to the next object.  The first object in the
         *   list is always the starting object (i.e., self), and the last is
         *   always the target object ('obj').
         */
        getAllPathsTo(obj)
        {
            local vec;

            /* create an empty vector to hold the return set */
            vec = new Vector(10);

            /* look along each connection from me */
            buildContainmentPaths(vec, [self], obj);

            /* if there's no path, check the object for a special path */
            if (obj != nil && vec.length() == 0)
                obj.specialPathFrom(self, vec);

            /* return the vector */
            return vec;
        }

        /*
         *   Get a "special" path from the given starting object to me.
         *   src.getAllPathsTo(obj) calls this on 'obj' when it can't find any
         *   actual containment path from 'src' to 'obj'.  If desired, this
         *   method should add the path or paths to the vector 'vec'.
         *
         *   By default, we do nothing at all.  The purpose of this routine is
         *   to allow special objects that exist outside the normal containment
         *   model to insinuate themselves into the sense model under special
         *   conditions of their choosing.
         */
        specialPathFrom(src, vec) { }

        /*
         *   Service routine for getAllPathsTo: build a vector of the
         *   containment paths starting with this object.
         */
        buildContainmentPaths(vec, pathHere, obj)
        {
            local i, len;
            local cur;

            /* scan each of our contents */
            for (i = 1, len = contents.length() ; i <= len ; ++i)
            {
                /* get the current item */
                cur = contents[i];

                /*
                 *   If this item is the target, we've found what we're
                 *   looking for - simply add the path to here to the return
                 *   vector.
                 *
                 *   Otherwise, if this item isn't already in the path,
                 *   traverse into it; if it's already in the path, there's no
                 *   need to look at it because we've already looked at it to
                 *   get here
                 */
                if (cur == obj)
                {
                    /*
                     *   The path to here is the path to the target.  Append
                     *   the target object itself with an 'in' operation.
                     *   Before adding the path to the result set, normalize
                     *   it.
                     */
                    vec.append(normalizePath(pathHere + [PathIn, obj]));
                }
                else if (pathHere.indexOf(cur) == nil)
                {
                    /*
                     *   look at this item, adding it to the path with an
                     *   'enter child' traversal
                     */
                    cur.buildContainmentPaths(vec, pathHere + [PathIn, cur], obj);
                }
            }

            /* scan each of our locations */
            for (local clst = getConnectedContainers, i = 1, len = clst.length() ;
                 i <= len ; ++i)
            {
                /* get the current item */
                cur = clst[i];

                /*
                 *   If this item is the target, we've found what we're
                 *   looking for.  Otherwise, if this item isn't already in
                 *   the path, traverse into it
                 */
                if (cur == obj)
                {
                    /*
                     *   We have the path to the target.  Add the traversal to
                     *   the container to the path, normalize the path, and
                     *   add the path to the result set.
                     */
                    vec.append(normalizePath(pathHere + [PathOut, cur]));
                }
                else if (pathHere.indexOf(cur) == nil)
                {
                    /*
                     *   Look at this container, adding it to the path with an
                     *   'exit to container' traversal.
                     */
                    cur.buildContainmentPaths(vec,
                                              pathHere + [PathOut, cur], obj);
                }
            }
        }

        /*
         *   "Normalize" a containment path to remove redundant containment
         *   traversals.
         *
         *   First, we expand any sequence of in+out operations that take us
         *   out of one root-level containment tree and into another to
         *   include a "through" operation for the multi-location object being
         *   traversed.  For example, if 'a' and 'c' do not share a common
         *   container, then we will turn this:
         *
         *     [a PathIn b PathOut c]
         *
         *   into this:
         *
         *     [a PathIn b PathThrough b PathOut c]
         *
         *   This will ensure that when we traverse the path, we will
         *   explicitly traverse through the connector material of 'b'.
         *
         *   Second, we replace any sequence of out+in operations through a
         *   common container with "peer" operations across the container's
         *   contents directly.  For example, a path that looks like this
         *
         *     [a PathOut b PathIn c]
         *
         *   will be normalized to this:
         *
         *     [a PathPeer c]
         *
         *   This means that we go directly from a to c, traversing through
         *   the fill medium of their common container 'b' but not actually
         *   traversing out of 'b' and back into it.
         */
        normalizePath(path)
        {
            /*
             *   Traverse the path looking for items to normalize with the
             *   (in-out)->(through) transformation.  Start at the second
             *   element, which is the first path operation code.
             */
            for (local i = 2 ; i <= path.length() ; i += 2)
            {
                /*
                 *   If we're on an 'in' operation, and an 'out' operation
                 *   immediately follows, and the object before the 'in' and
                 *   the object after the 'out' do not share a common
                 *   container, we must add an explicit 'through' step for the
                 *   multi-location connector being traversed.
                 */
                if (path[i] == PathIn
                    && i + 2 <= path.length()
                    && path[i+2] == PathOut
                    && path[i-1].getCommonDirectContainer(path[i+3]) == nil)
                {
                    /* we need to add a 'through' operation */
                    path = path.sublist(1, i + 1)
                           + PathThrough
                           + path.sublist(i + 1);
                }
            }

            /*
             *   make another pass, this time applying the (out-in)->peer
             *   transformation
             */
            for (local i = 2 ; i <= path.length() ; i += 2)
            {
                /*
                 *   If we're on an 'out' operation, and an 'in' operation
                 *   immediately follows, we can collapse the out+in sequence
                 *   to a single 'peer' operation.
                 */
                if (path[i] == PathOut
                    && i + 2 <= path.length()
                    && path[i+2] == PathIn)
                {
                    /*
                     *   this sequence can be collapsed to a single 'peer'
                     *   operation - rewrite the path accordingly
                     */
                    path = path.sublist(1, i - 1)
                           + PathPeer
                           + path.sublist(i + 3);
                }
            }

            /* return the normalized path */
            return path;
        }

        /*
         *   Get the visual sense information for this object from the current
         *   global point of view.  If we have explicit sense information set
         *   with setSenseInfo, we'll return that; otherwise, we'll calculate
         *   the current sense information for the given point of view.
         *   Returns a SenseInfo object giving the information.
         */
        getVisualSenseInfo()
        {
            local infoTab;

            /* if we have explicit sense information already set, use it */
            if (explicitVisualSenseInfo != nil)
                return explicitVisualSenseInfo;

            /* calculate the sense information for the point of view */
            infoTab = getPOVDefault(gActor).visibleInfoTable();

            /* return the information on myself from the table */
            return infoTab[self];
        }

        /*
         *   Call a description method with explicit point-of-view and the
         *   related point-of-view sense information.  'pov' is the point of
         *   view object, which is usually an actor; 'senseInfo' is a
         *   SenseInfo object giving the sense information for this object,
         *   which we'll use instead of dynamically calculating the sense
         *   information for the duration of the routine called.
         */
        withVisualSenseInfo(pov, senseInfo, methodToCall, [args])
        {
            local oldSenseInfo;

            /* push the sense information */
            oldSenseInfo = setVisualSenseInfo(senseInfo);

            /* push the point of view */
            pushPOV(pov, pov);

            /* make sure we restore the old value no matter how we leave */
            try
            {
                /*
                 *   call the method with the given arguments, and return the
                 *   result
                 */
                return self.(methodToCall)(args...);
            }
            finally
            {
                /* restore the old point of view */
                popPOV();

                /* restore the old sense information */
                setVisualSenseInfo(oldSenseInfo);
            }
        }

        /*
         *   Set the explicit visual sense information; if this is not nil,
         *   getVisualSenseInfo() will return this rather than calculating the
         *   live value.  Returns the old value, which is a SenseInfo or nil.
         */
        setVisualSenseInfo(info)
        {
            local oldInfo;

            /* remember the old value */
            oldInfo = explicitVisualSenseInfo;

            /* remember the new value */
            explicitVisualSenseInfo = info;

            /* return the original value */
            return oldInfo;
        }

        /* current explicit visual sense information overriding live value */
        explicitVisualSenseInfo = nil

        /*
         *   Determine how accessible my contents are to a sense.  Any items
         *   contained within a Thing are considered external features of the
         *   Thing, hence they are transparently accessible to all senses.
         */
        transSensingIn(sense) { return transparent; }

        /*
         *   Determine how accessible peers of this object are to the contents
         *   of this object, via a given sense.  This has the same meaning as
         *   transSensingIn(), but in the opposite direction: whereas
         *   transSensingIn() determines how accessible my contents are from
         *   the outside, this determines how accessible the outside is from
         *   the contents.
         *
         *   By default, we simply return the same thing as transSensingIn(),
         *   since most containers are symmetrical for sense passing from
         *   inside to outside or outside to inside.  However, we distinguish
         *   this as a separate method so that asymmetrical containers can
         *   have different effects in the different directions; for example,
         *   a box made of one-way mirrors might be transparent when looking
         *   from the inside to the outside, but opaque in the other
         *   direction.
         */
        transSensingOut(sense) { return transSensingIn(sense); }

        /*
         *   Get my "fill medium."  This is an object of class FillMedium that
         *   permeates our interior, such as fog or smoke.  This object
         *   affects the transmission of senses from one of our children to
         *   another, or between our interior and exterior.
         *
         *   Note that the FillMedium object is usually a regular object in
         *   scope, so that the player can refer to the fill medium.  For
         *   example, if a room is filled with fog, the player might want to
         *   be able to refer to the fog in a command.
         *
         *   By default, our medium is the same as our parent's medium, on the
         *   assumption that fill media diffuse throughout the location's
         *   interior.  Note, though, that Container overrides this so that a
         *   closed Container is isolated from its parent's fill medium -
         *   think of a closed bottle within a room filled with smoke.
         *   However, a fill medium doesn't expand from a child into its
         *   containers - it only diffuses into nested containers, never out.
         *
         *   An object at the outermost containment level has no fill medium
         *   by default, so we return nil if our location is nil.
         *
         *   Note that, unlike the "surface" material, the fill medium is
         *   assumed to be isotropic - that is, it has the same sense-passing
         *   characteristics regardless of the direction in which the energy
         *   is traversing the medium.  Since we don't have any information in
         *   our containment model about the positions of our objects relative
         *   to one another, we have no way to express anisotropy in the fill
         *   medium among our children anyway.
         *
         *   Note further that energy going in or out of this object must
         *   traverse both the fill medium and the surface of the object
         *   itself.  Since we have no other information on the relative
         *   positions of our contents, we can only assume that they're
         *   uniformly distributed through our interior, so it is necessary to
         *   traverse the same amount of fill material to go from one child to
         *   any other or from a child to our inner surface.
         *
         *   As a sense is transmitted, several consecutive traversals of a
         *   single fill material (i.e., a single object reference) will be
         *   treated as a single traversal of the material.  Since we don't
         *   have a notion of distance in our containment model, we can't
         *   assume that we cover a certain amount of distance just because we
         *   traverse a certain number of containment levels.  So, if we have
         *   three nested containment levels all inheriting a single fill
         *   material from their outermost parent, traversing from the inner
         *   container to the outer container will count as a single traversal
         *   of the material.
         */
        fillMedium()
        {
            local loc;

            return ((loc = location) != nil ? loc.fillMedium() : nil);
        }

        /*
         *   Can I see/hear/smell the given object?  By default, an object can
         *   "see" (or "hear", etc) another if there's a clear path in the
         *   corresponding basic sense to the other object.  Note that actors
         *   override this, because they have a subjective view of the senses:
         *   an actor might see in a special infrared vision sense rather than
         *   (or in addition to) the normal 'sight' sense, for example.
         */
        canSee(obj) { return senseObj(sight, obj).trans != opaque; }
        canHear(obj) { return senseObj(sound, obj).trans != opaque; }
        canSmell(obj) { return senseObj(smell, obj).trans != opaque; }

        /* can the given actor see/hear/smell/touch me? */
        canBeSeenBy(actor) { return actor.canSee(self); }
        canBeHeardBy(actor) { return actor.canHear(self); }
        canBeSmelledBy(actor) { return actor.canSmell(self); }
        canBeTouchedBy(actor) { return actor.canTouch(self); }

        /* can the player character see/hear/smell/touch me? */
        canBeSeen = (canBeSeenBy(gPlayerChar))
        canBeHeard = (canBeHeardBy(gPlayerChar))
        canBeSmelled = (canBeSmelledBy(gPlayerChar))
        canBeTouched = (canBeTouchedBy(gPlayerChar))

        /*
         *   Am I occluded by the given Occluder when viewed in the given sense
         *   from the given point of view?  The default Occluder implementation
         *   calls this on each object involved in the sense path to determine
         *   if it should occlude the object.  Returns true if we're occluded
         *   by the given Occluder, nil if not.  By default, we simply return
         *   nil to indicate that we're not occluded.
         */
        isOccludedBy(occluder, sense, pov) { return nil; }

        /*
         *   Determine how well I can sense the given object.  Returns a
         *   SenseInfo object describing the sense path from my point of view
         *   to the object.
         *
         *   Note that, because 'distant', 'attenuated', and 'obscured'
         *   transparency levels always compound (with one another and with
         *   themselves) to opaque, there will never be more than a single
         *   obstructor in a path, because any path with two or more
         *   obstructors would be an opaque path, and hence not a path at all.
         */
        senseObj(sense, obj)
        {
            local info;

            /* get the sense information from the table */
            info = senseInfoTable(sense)[obj];

            /* if we couldn't find the object, return an 'opaque' indication */
            if (info == nil)
                info = new SenseInfo(obj, opaque, nil, 0);

            /* return the sense data descriptor */
            return info;
        }

        /*
         *   Find an opaque obstructor.  This can be called immediately after
         *   calling senseObj() when senseObj() indicates that the object is
         *   opaquely obscured.  We will find the nearest (by containment)
         *   object where the sense status is non-opaque, and we'll return
         *   that object.
         *
         *   senseObj() by itself does not determine the obstructor when the
         *   sense path is opaque, because doing so requires extra work.  The
         *   sense path calculator that senseObj() uses cuts off its search
         *   whenever it reaches an opaque point, because beyond that point
         *   nothing can be sensed.
         *
         *   This can only be called immediately after calling senseObj()
         *   because we re-use the same cached sense path information that
         *   senseObj() uses.
         */
        findOpaqueObstructor(sense, obj)
        {
            local path;

            /* get all of the paths from here to there */
            path = getAllPathsTo(obj);

            /*
             *   if there are no paths, we won't be able to find a specific
             *   obstructor - the object simply isn't connected to us at all
             */
            if (path == nil)
                return nil;

            /*
             *   Arbitrarily take the first path - there must be an opaque
             *   obstructor on every path or we never would have been called
             *   in the first place.  One opaque obstructor is as good as any
             *   other for our purposes.
             */
            path = path[1];

            /*
             *   The last thing in the list that can be sensed is the opaque
             *   obstructor.  Note that the path entries alternate between
             *   objects and traversal operations.
             */
            for (local i = 3, local len = path.length() ; i <= len ; i += 2)
            {
                local obj;
                local trans;
                local ambient;

                /* get this object */
                obj = path[i];

                /*
                 *   get the appropriate sense direction - if the path takes
                 *   us out, look at the interior sense data for the object;
                 *   otherwise look at its exterior sense data
                 */
                if (path[i-1] == PathOut)
                {
                    /* we're looking outward, so use the interior data */
                    trans = obj.tmpTransWithin_;
                    ambient = obj.tmpAmbientWithin_;
                }
                else
                {
                    /* we're looking inward, so use the exterior data */
                    trans = obj.tmpTrans_;
                    ambient = obj.tmpAmbient_;
                }

                /*
                 *   if this item cannot be sensed, the previous item is the
                 *   opaque obstructor
                 */
                if (!obj.canBeSensed(sense, trans, ambient))
                {
                    /* can't sense it - the previous item is the obstructor */
                    return path[i-2];
                }
            }

            /* we didn't find any obstructor */
            return nil;
        }

        /*
         *   Build a list of full information on all of the objects reachable
         *   from me through the given sense, along with full information for
         *   each object's sense characteristics.
         *
         *   We return a lookup table of each object that can be sensed (in
         *   the given sense) from the point of view of 'self'.  The key for
         *   each entry in the table is an object, and the corresponding value
         *   is a SenseInfo object describing the sense conditions for the
         *   object.
         */
        senseInfoTable(sense)
        {
            local objs;
            local tab;
            local siz;
            local cache;
            local key = [self, sense];

            /* if we have cached sense information, simply return it */
            if ((cache = libGlobal.senseCache) != nil
                && (tab = cache[key]) != nil)
                return tab;

            /*
             *   get the list of objects connected to us by containment -
             *   since the only way senses can travel between objects is via
             *   containment relationships, this is the complete set of
             *   objects that could be connected to us by any senses
             */
            objs = connectionTable();

            /* we're the point of view for this path calculation */
            senseTmp.pointOfView = self;

            /* cache the sensory information for all of these objects */
            cacheSenseInfo(objs, sense);

            /* build a table of all of the objects we can reach */
            siz = objs.getEntryCount();
            tab = new LookupTable(32, siz == 0 ? 32 : siz);
            objs.forEachAssoc(function(cur, val)
            {
                /* add this object's sense information to the table */
                cur.addToSenseInfoTable(sense, tab);
            });

            /* add the information vector to the sense cache */
            if (cache != nil)
                cache[key] = tab;

            /* return the result table */
            return tab;
        }

        /*
         *   Add myself to a sense info table.  This is called by
         *   senseInfoTable() for each object connected by containment to the
         *   source object 'src', after we've fully traversed the containment
         *   tree to initialize our current-sense properties (tmpAmbient_,
         *   tmpTrans_, etc).
         *
         *   Our job is to figure out if 'src' can sense us, and add a
         *   SenseInfo entry to the LookupTable 'tab' (which is keyed by
         *   object, hence our key is simply 'self') if 'src' can indeed sense
         *   us.
         *
         *   Note that an object that wants to set up its own special sensory
         *   data can do so by overriding this.  This routine will only be
         *   called on objects connected to 'src' by containment, though, so if
         *   an object overrides this in order to implement a special sensory
         *   system that's outside of the normal containment model, it must
         *   somehow ensure that it gets included in the containment connection
         *   table in the first place.
         */
        addToSenseInfoTable(sense, tab)
        {
            local trans;
            local ambient;
            local obs;

            /*
             *   consider the appropriate set of data, depending on whether the
             *   source is looking out from within me, or in from outside of me
             */
            if (tmpPathIsIn_)
            {
                /* we're looking in from without, so use our exterior data */
                trans = tmpTrans_;
                ambient = tmpAmbient_;
                obs = tmpObstructor_;
            }
            else
            {
                /* we're looking out from within, so use our interior data */
                trans = tmpTransWithin_;
                ambient = tmpAmbientWithin_;
                obs = tmpObstructorWithin_;
            }

            /* if the source can sense us, add ourself to the data */
            if (canBeSensed(sense, trans, ambient))
                tab[self] = new SenseInfo(self, trans, obs, ambient);
        }

        /*
         *   Build a list of the objects reachable from me through the given
         *   sense and with a presence in the sense.
         */
        sensePresenceList(sense)
        {
            local infoTab;

            /* get the full sense list */
            infoTab = senseInfoTable(sense);

            /*
             *   return only the subset of items that have a presence in this
             *   sense, and return only the items themselves, not the
             *   SenseInfo objects
             */
            return senseInfoTableSubset(infoTab,
                {obj, info: obj.(sense.presenceProp)});
        }

        /*
         *   Determine the highest ambient sense level at this object for any
         *   of the given senses.
         *
         *   Note that this method changes certain global variables used during
         *   sense and scope calculations.  Because of this, be careful not to
         *   call this method *during* sense or scope calculations.  In
         *   particular, don't call this from an object's canBeSensed() method
         *   or anything it calls.  For example, don't call this from a
         *   Hidden.discovered method.
         */
        senseAmbientMax(senses)
        {
            local objs;
            local maxSoFar;

            /* we don't have any level so far */
            maxSoFar = 0;

            /* get the table of connected objects */
            objs = connectionTable();

            /* go through each sense */
            for (local i = 1, local lst = senses, local len = lst.length() ;
                 i <= len ; ++i)
            {
                /*
                 *   cache the ambient level for this sense for everything
                 *   connected by containment
                 */
                cacheAmbientInfo(objs, lst[i]);

                /*
                 *   if our cached level for this sense is the highest so far,
                 *   remember it
                 */
                if (tmpAmbient_ > maxSoFar)
                    maxSoFar = tmpAmbient_;
            }

            /* return the highest level we found */
            return maxSoFar;
        }

        /*
         *   Cache sensory information for all objects in the given list from
         *   the point of view of self.  This caches the ambient energy level
         *   at each object, if the sense uses ambient energy, and the
         *   transparency and obstructor on the best path in the sense to the
         *   object.  'objs' is the connection table, as generated by
         *   connectionTable().
         */
        cacheSenseInfo(objs, sense)
        {
            /* clear out the end-of-calculation notification list */
            local nlst = senseTmp.notifyList;
            if (nlst.length() != 0)
                nlst.removeRange(1, nlst.length());

            /* first, calculate the ambient energy level at each object */
            cacheAmbientInfo(objs, sense);

            /* next, cache the sense path from here to each object */
            cacheSensePath(sense);

            /* notify each object in the notification list */
            for (local i = 1, local len = nlst.length() ; i <= len ; ++i)
                nlst[i].finishSensePath(objs, sense);
        }

        /*
         *   Cache the ambient energy level at each object in the table.  The
         *   list must include everything connected by containment.
         */
        cacheAmbientInfo(objs, sense)
        {
            local aprop;

            /*
             *   if this sense has ambience, transmit energy from sources to
             *   all reachable objects; otherwise, just clear out the sense
             *   data
             */
            if ((aprop = sense.ambienceProp) != nil)
            {
                local sources;

                /* create a vector to hold the set of ambient energy sources */
                sources = new Vector(16);

                /*
                 *   Clear out any cached sensory information from past
                 *   calculations, and note objects that have ambient energy to
                 *   propagate.
                 */
                objs.forEachAssoc(function(cur, val)
                {
                    /* clear old sensory information for this object */
                    cur.clearSenseInfo();

                    /* if it's an energy source, note it */
                    if (cur.(aprop) != 0)
                        sources.append(cur);
                });

                /*
                 *   Calculate the ambient energy level at each object.  To do
                 *   this, start at each energy source and transmit its energy
                 *   to all objects within reach of the sense.
                 */
                for (local i = 1, local len = sources.length() ; i <= len ; ++i)
                {
                    /* get this item */
                    local cur = sources[i];

                    /* if this item transmits energy, process it */
                    if (cur.(aprop) != 0)
                        cur.transmitAmbient(sense);
                }
            }
            else
            {
                /*
                 *   this sense doesn't use ambience - all we need to do is
                 *   clear out any old sense data for this object
                 */
                objs.forEachAssoc({cur, val: cur.clearSenseInfo()});
            }
        }

        /*
         *   Transmit my radiating energy to everything within reach of the
         *   sense.
         */
        transmitAmbient(sense)
        {
            local ambient;

            /* get the energy level I'm transmitting */
            ambient = self.(sense.ambienceProp);

            /* if this is greater than my ambient level so far, take it */
            if (ambient > tmpAmbient_)
            {
                /*
                 *   remember the new settings: start me with my own ambience,
                 *   and with no fill medium in the way (there's nothing
                 *   between me and myself, so I shine on myself with full
                 *   force and with no intervening fill medium)
                 */
                tmpAmbient_ = ambient;
                tmpAmbientFill_ = nil;

                /*
                 *   if the level is at least 2, transmit to adjacent objects
                 *   (level 1 is self-illumination only, so we don't transmit
                 *   to anything else)
                 */
                if (ambient >= 2)
                {
                    /* transmit to my containers */
                    shineOnLoc(sense, ambient, nil);

                    /* shine on my contents */
                    shineOnContents(sense, ambient, nil);
                }
            }

            /*
             *   Apply our interior self-illumination if necessary.  If we're
             *   self-illuminating, and our interior surface doesn't already
             *   have higher ambient energy from another source, then the
             *   ambient energy at our inner surface is simply 1, since we
             *   self-illuminate inside as well as outside.
             */
            if (ambient == 1 && ambient > tmpAmbientWithin_)
                tmpAmbientWithin_ = ambient;
        }

        /*
         *   Transmit ambient energy to my location or locations.
         */
        shineOnLoc(sense, ambient, fill)
        {
            /*
             *   shine on my container, if I have one, and its immediate
             *   children
             */
            if (location != nil)
                location.shineFromWithin(self, sense, ambient, fill);
        }

        /*
         *   Shine ambient energy at my surface onto my contents.
         */
        shineOnContents(sense, ambient, fill)
        {
            local levelWithin;

            /*
             *   Figure the level of energy to transmit to my contents.  To
             *   reach my contents, the ambient energy here must traverse our
             *   surface.  Since we want to know what the ambient light at our
             *   surface looks like when viewed from our interior, we must use
             *   the sensing-out transparency.
             */
            levelWithin = adjustBrightness(ambient, transSensingOut(sense));

            /*
             *   Remember our ambient level at our inner surface, if the
             *   adjusted transmission is higher than our tentative ambient
             *   level already set from another source or path.  Note that the
             *   tmpAmbientWithin_ caches the ambient level at our inner
             *   surface, which comes before we adjust for our fill medium
             *   (because our fill medium is enclosed by our inner surface).
             */
            if (levelWithin >= 2 && levelWithin > tmpAmbientWithin_)
            {
                local fillWithin;

                /* note my new interior ambience */
                tmpAmbientWithin_ = levelWithin;

                /*
                 *   If there's a new fill material in my interior that the
                 *   ambient energy here hasn't already just traversed, we must
                 *   further adjust the ambient level in my interior by the
                 *   fill transparency.
                 */
                fillWithin = tmpFillMedium_;
                if (fillWithin != fill && fillWithin != nil)
                {
                    /*
                     *   we're traversing a new fill material - adjust the
                     *   brightness further for the fill material
                     */
                    levelWithin = adjustBrightness(levelWithin,
                                                   fillWithin.senseThru(sense));
                }

                /* if that leaves any ambience in my interior, transmit it */
                if (levelWithin >= 2)
                {
                    /* shine on each object directly within me */
                    for (local clst = contents, local i = 1,
                         local len = clst.length() ; i <= len ; ++i)
                    {
                        /* transmit the ambient energy to this child item */
                        clst[i].shineFromWithout(self, sense,
                                                 levelWithin, fillWithin);
                    }
                }
            }
        }

        /*
         *   Transmit ambient energy from an object within me.  This transmits
         *   to my outer surface, and also to my own immediate children - in
         *   other words, to the peers of the child shining on us.  We need to
         *   transmit to the source's peers right now, because it might
         *   degrade the ambient energy to go out through our surface.
         */
        shineFromWithin(fromChild, sense, ambient, fill)
        {
            local levelWithout;
            local levelWithin;
            local fillWithin;

            /*
             *   Calculate the change in energy as the sense makes its way to
             *   our "inner surface," and to peers of the sender - in both
             *   cases, the energy must traverse our fill medium to get to the
             *   next object.
             *
             *   As always, energy must never traverse a single fill medium
             *   more than once consecutively, so if the last fill material is
             *   the same as the fill material here, no further adjustment is
             *   necessary for another traversal of the same material.
             */
            levelWithin = ambient;
            fillWithin = tmpFillMedium_;
            if (fillWithin != fill && fillWithin != nil)
            {
                /* adjust the brightness for the fill traversal */
                levelWithin = adjustBrightness(levelWithin,
                                               fillWithin.senseThru(sense));
            }

            /* if there's no energy left to transmit, we're done */
            if (levelWithin < 2)
                return;

            /*
             *   Since we're transmitting the energy from within us, calculate
             *   any attenuation as the energy goes from our inner surface to
             *   our outer surface - this is the energy that makes it through
             *   to our exterior and thus is the new ambient level at our
             *   surface.  We must calculate the attenuation that a viewer
             *   from outside sees looking at an energy source within us, so
             *   we must use the sensing-in transparency.
             *
             *   Note that we start here with the level within that we've
             *   already calculated: we assume that the energy from our child
             *   must first traverse our interior medium before reaching our
             *   "inner surface," at which point it must then further traverse
             *   our surface material to reach our "outer surface," at which
             *   point it's the ambient level at our exterior.
             */
            levelWithout = adjustBrightness(levelWithin, transSensingIn(sense));

            /*
             *   The level at our outer surface is the new ambient level for
             *   this object.  The last fill material traversed is the fill
             *   material within me.  If it's the best yet, take it.
             */
            if (levelWithout > tmpAmbient_)
            {
                /* it's the best so far - cache it */
                tmpAmbient_ = levelWithout;
                tmpAmbientFill_ = fillWithin;

                /* transmit to our containers */
                shineOnLoc(sense, levelWithout, fillWithin);
            }

            /* transmit the level within to each peer of the sender */
            if (levelWithin > tmpAmbientWithin_)
            {
                /* note our level within */
                tmpAmbientWithin_ = levelWithin;

                /* transmit to each of our children */
                for (local i = 1, local clst = contents,
                     local len = clst.length() ; i <= len ; ++i)
                {
                    /* get the current item */
                    local cur = clst[i];

                    /* if it's not the source, shine on it */
                    if (cur != fromChild)
                        cur.shineFromWithout(self, sense,
                                             levelWithin, fillWithin);
                }
            }
        }

        /*
         *   Transmit ambient energy from an object immediately containing me.
         */
        shineFromWithout(fromParent, sense, level, fill)
        {
            /* if this is the best level yet, take it and transmit it */
            if (level > tmpAmbient_)
            {
                /* cache this new best level */
                tmpAmbient_ = level;
                tmpAmbientFill_ = fill;

                /* transmit it down to my children */
                shineOnContents(sense, level, fill);
            }
        }

        /*
         *   Cache the sense path for each object reachable from this point of
         *   view.  Fills in tmpTrans_ and tmpObstructor_ for each object with
         *   the best transparency path from the object to me.
         */
        cacheSensePath(sense)
        {
            /* the view from me to myself is unobstructed */
            tmpPathIsIn_ = true;
            tmpTrans_ = transparent;
            tmpTransWithin_ = transparent;
            tmpObstructor_ = nil;
            tmpObstructorWithin_ = nil;

            /* build a path to my containers */
            sensePathToLoc(sense, transparent, nil, nil);

            /* build a path to my contents */
            sensePathToContents(sense, transparent, nil, nil);
        }

        /*
         *   Build a path to my location or locations
         */
        sensePathToLoc(sense, trans, obs, fill)
        {
            /*
             *   proceed to my container, if I have one, and its immediate
             *   children
             */
            if (location != nil)
                location.sensePathFromWithin(self, sense, trans, obs, fill);
        }

        /*
         *   Build a sense path to my contents
         */
        sensePathToContents(sense, trans, obs, fill)
        {
            local transWithin;
            local obsWithin;
            local fillWithin;

            /*
             *   Figure the transparency to my contents.  To reach my
             *   contents, we must look in through our surface.  If we change
             *   the transparency, we're the new obstructor.
             */
            transWithin = transparencyAdd(trans, transSensingIn(sense));
            obsWithin = (trans == transWithin ? obs : self);

            /*
             *   If there's a new fill material in my interior that we haven't
             *   already just traversed, we must further adjust the
             *   transparency by the fill transparency.
             */
            fillWithin = tmpFillMedium_;
            if (fillWithin != fill && fillWithin != nil)
            {
                local oldTransWithin = transWithin;

                /* we're traversing a new fill material */
                transWithin = transparencyAdd(transWithin,
                                              fillWithin.senseThru(sense));
                if (transWithin != oldTransWithin)
                    obsWithin = fill;
            }

            /* if the path isn't opaque, proceed to my contents */
            if (transWithin != opaque)
            {
                /* build a path to each child */
                for (local clst = contents,
                     local i = 1, local len = clst.length() ; i <= len ; ++i)
                {
                    /* build a path to this child */
                    clst[i].sensePathFromWithout(self, sense, transWithin,
                                                 obsWithin, fillWithin);
                }
            }
        }

        /*
         *   Build a path from an object within me.
         */
        sensePathFromWithin(fromChild, sense, trans, obs, fill)
        {
            local transWithin;
            local fillWithin;
            local transWithout;
            local obsWithout;

            /*
             *   Calculate the transparency change along the path from the
             *   child to our "inner surface" and to peers of the sender - in
             *   both cases, we must traverse the fill material.
             *
             *   As always, energy must never traverse a single fill medium
             *   more than once consecutively, so if the last fill material is
             *   the same as the fill material here, no further adjustment is
             *   necessary for another traversal of the same material.
             */
            transWithin = trans;
            fillWithin = tmpFillMedium_;
            if (fillWithin != fill && fillWithin != nil)
            {
                /* adjust for traversing a new fill material */
                transWithin = transparencyAdd(transWithin,
                                              fillWithin.senseThru(sense));
                if (transWithin != trans)
                    obs = fillWithin;
            }

            /* if we're opaque at this point, we're done */
            if (transWithin == opaque)
                return;

            /*
             *   Calculate the transparency going from our inner surface to
             *   our outer surface - we must traverse our own material to
             *   travel this segment.
             */
            transWithout = transparencyAdd(transWithin, transSensingOut(sense));
            obsWithout = (transWithout != transWithin ? self : obs);

            /*
             *   We now have the path to our outer surface.  The last fill
             *   material traversed is the fill material within me.  If this
             *   is the best yet, remember it.
             */
            if (transparencyCompare(transWithout, tmpTrans_) > 0)
            {
                /* it's the best so far - cache it */
                tmpTrans_ = transWithout;
                tmpObstructor_ = obsWithout;

                /* we're coming to this object from within */
                tmpPathIsIn_ = nil;

                /* transmit to our containers */
                sensePathToLoc(sense, transWithout, obsWithout, fillWithin);
            }

            /*
             *   if this is the best interior transparency yet, build a path
             *   to each peer of the sender
             */
            if (transparencyCompare(transWithin, tmpTransWithin_) > 0)
            {
                /* it's the best so far - cache it */
                tmpTransWithin_ = transWithin;
                tmpObstructorWithin_ = obs;

                /* we're coming to this object from within */
                tmpPathIsIn_ = nil;

                /* build a path to each peer of the sender */
                for (local i = 1, local clst = contents,
                     local len = clst.length() ; i <= len ; ++i)
                {
                    /* get this item */
                    local cur = clst[i];

                    /* if it's not the source, build a path to it */
                    if (cur != fromChild)
                        cur.sensePathFromWithout(self, sense, transWithin,
                                                 obs, fillWithin);
                }
            }
        }

        /*
         *   Build a path from an object immediately containing me.
         */
        sensePathFromWithout(fromParent, sense, trans, obs, fill)
        {
            /* if this is the best level yet, take it and keep going */
            if (transparencyCompare(trans, tmpTrans_) > 0)
            {
                /* remember this new best level */
                tmpTrans_ = trans;
                tmpObstructor_ = obs;

                /* we're coming to this object from outside */
                tmpPathIsIn_ = true;

                /* build a path down into my children */
                sensePathToContents(sense, trans, obs, fill);
            }
        }

        /*
         *   Clear the sensory scratch-pad properties, in preparation for a
         *   sensory calculation pass.
         */
        clearSenseInfo()
        {
            tmpPathIsIn_ = true;
            tmpAmbient_ = 0;
            tmpAmbientWithin_ = 0;
            tmpAmbientFill_ = nil;
            tmpTrans_ = opaque;
            tmpTransWithin_ = opaque;
            tmpObstructor_ = nil;
            tmpObstructorWithin_ = nil;

            /* pre-calculate my fill medium */
            tmpFillMedium_ = fillMedium();
        }

        /*
         *   Scratch-pad for calculating ambient energy level - valid only
         *   after calcAmbience and until the game state changes in any way.
         *   This is for internal use within the sense propagation methods
         *   only.
         */
        tmpAmbient_ = 0

        /*
         *   Last fill material traversed by the ambient sense energy in
         *   tmpAmbient_.  We must keep track of this so that we can treat
         *   consecutive traversals of the same fill material as equivalent to
         *   a single traversal.
         */
        tmpAmbientFill_ = nil

        /*
         *   Scrach-pad for the best transparency level to this object from
         *   the current point of view.  This is used during cacheSenseInfo to
         *   keep track of the sense path to this object.
         */
        tmpTrans_ = opaque

        /*
         *   Scratch-pad for the obstructor that contributed to a
         *   non-transparent path to this object in tmpTrans_.
         */
        tmpObstructor_ = nil

        /*
         *   Scratch-pads for the ambient level, best transparency, and
         *   obstructor to our *interior* surface.  We keep track of these
         *   separately from the exterior data so that we can tell what we
         *   look like from the persepctive of an object within us.
         */
        tmpAmbientWithin_ = 0
        tmpTransWithin_ = opaque
        tmpObstructorWithin_ = nil

        /*
         *   Scratch-pad for the sense path direction at this object.  If this
         *   is true, the sense path is pointing inward - that is, the path
         *   from the source object to here is entering from outside me.
         *   Otherwise, the sense path is pointing outward.
         */
        tmpPathIsIn_ = true

        /*
         *   My fill medium.  We cache this during each sense path
         *   calculation, since the fill medium calculation often requires
         *   traversing several containment levels.
         */
        tmpFillMedium_ = nil

        /*
         *   Merge two senseInfoTable tables.  Merges the second table into
         *   the first.  If an object appears only in the first table, the
         *   entry is left unchanged; if an object appears only in the second
         *   table, the entry is added to the first table.  If an object
         *   appears in both tables, we'll keep the one with better detail or
         *   brightness, adding it to the first table if it's the one in the
         *   second table.
         */
        mergeSenseInfoTable(a, b)
        {
            /* if either table is nil, return the other table */
            if (a == nil)
                return b;
            else if (b == nil)
                return a;

            /*
             *   iterate over the second table, merging each item from the
             *   second table into the corresponding item in the first table
             */
            b.forEachAssoc({obj, info: a[obj] = mergeSenseInfo(a[obj], info)});

            /* return the merged first table */
            return a;
        }

        /*
         *   Merge two SenseInfo items.  Chooses the "better" of the two items
         *   and returns it, where "better" is defined as more transparent,
         *   or, transparencies being equal, brighter in ambient energy.
         */
        mergeSenseInfo(a, b)
        {
            /* if one or the other is nil, return the non-nil one */
            if (a == nil)
                return b;
            if (b == nil)
                return a;

            /*
             *   Both items are non-nil, so keep the better of the two.  If
             *   the transparencies aren't equal, keep the one that's more
             *   transparent.  Otherwise, keep the one with higher ambient
             *   energy.
             */
            if (a.trans == b.trans)
            {
                /*
                 *   The transparencies are equal, so choose the one with
                 *   higher ambient energy.  If those are the same,
                 *   arbitrarily keep the first one.
                 */
                if (a.ambient >= b.ambient)
                    return a;
                else
                    return b;
            }
            else
            {
                /*
                 *   The transparencies are unequal, so pick the one with
                 *   better transparency.
                 */
                if (transparencyCompare(a.trans, b.trans) < 0)
                    return b;
                else
                    return a;
            }
        }

        /*
         *   Receive notification that a command is about to be performed.
         *   This is called on each object connected by containment with the
         *   actor performing the command, and on any objects explicitly
         *   registered with the actor, the actor's location and its locations
         *   up to the outermost container, or the directly involved objects.
         */
        beforeAction()
        {
            /* by default, do nothing */
        }

        /*
         *   Receive notification that a command has just been performed.
         *   This is called by the same rules as beforeAction(), but under the
         *   conditions prevailing after the command has been completed.
         */
        afterAction()
        {
            /* by default, do nothing */
        }

        /*
         *   Receive notification that a traveler (an actor or a vehicle, for
         *   example) is about to depart via travelerTravelTo(), OR that an
         *   actor is about to move among nested locations via travelWithin().
         *   This notification is sent to each object connected to the traveler
         *   by containment, just before the traveler departs.
         *
         *   If the traveler is traveling between top-level locations,
         *   'connector' is the TravelConnector object being traversed.  If an
         *   actor is merely moving between nested locations, 'connector' will
         *   be nil.
         */
        beforeTravel(traveler, connector) { /* do nothing by default */ }

        /*
         *   Receive notification that a traveler has just arrived via
         *   travelerTravelTo().  This notification is sent to each object
         *   connected to the traveler by containment, in its new location,
         *   just after the travel completes.
         */
        afterTravel(traveler, connector) { /* do nothing by default */ }

        /*
         *   Get my notification list - this is a list of objects on which we
         *   must call beforeAction and afterAction when this object is
         *   involved in a command as the direct object, indirect object, or
         *   any addition object (other than as the actor performing the
         *   command).
         *
         *   The general notification mechanism always includes in the
         *   notification list all of the objects connected by containment to
         *   the actor; this method allows for explicit registration of
         *   additional objects that must be notified when commands are
         *   performed on this object even when the other objects are nowhere
         *   nearby.
         */
        getObjectNotifyList()
        {
            /* return our registration list */
            return objectNotifyList;
        }

        /*
         *   Add an item to our registered notification list for actions
         *   involving this object as the direct object, indirect object, and
         *   so on.
         *
         *   Items can be added here if they must be notified of actions
         *   involving this object regardless of the physical proximity of
         *   this item and the notification item.
         */
        addObjectNotifyItem(obj)
        {
            objectNotifyList += obj;
        }

        /* remove an item from the registered notification list */
        removeObjectNotifyItem(obj)
        {
            objectNotifyList -= obj;
        }

        /* our list of registered notification items */
        objectNotifyList = []

        /* -------------------------------------------------------------------- */
        /*
         *   Verify a proposed change of location of this object from its
         *   current container hierarchy to the given new container.  We'll
         *   verify removal from each container up to but not including a
         *   parent that's in common with the new container - we stop upon
         *   reaching the common parent because the object isn't leaving the
         *   common parent, but merely repositioned around within it.  We'll
         *   also verify insertion into each new parent from the first
         *   non-common parent on down to the immediate new container.
         *
         *   This routine is called any time an actor action would cause this
         *   object to be moved to a new container, so it is the common point
         *   at which to intercept any action that would attempt to move the
         *   object.
         */
        verifyMoveTo(newLoc)
        {
            /* check removal up to the common parent */
            sendNotifyRemove(self, newLoc, &verifyRemove);

            /* check insertion into parents up to the common parent */
            if (newLoc != nil)
                newLoc.sendNotifyInsert(self, newLoc, &verifyInsert);
        }

        /*
         *   Send the given notification to each direct parent, each of their
         *   direct parents, and so forth, stopping when we reach parents that
         *   we have in common with our new location.  We don't notify parents
         *   in common with new location (or their parents) because we're not
         *   actually removing the object from the common parents.
         */
        sendNotifyRemove(obj, newLoc, msg)
        {
            /* send notification to each container, as appropriate */
            forEachContainer(function(loc) {
                /*
                 *   If this container contains the new location, don't send it
                 *   (or its parents) notification, since we're not leaving it.
                 *   Otherwise, send the notification and proceed to its
                 *   parents.
                 */
                if (newLoc == nil
                    || (loc != newLoc && !newLoc.isIn(loc)))
                {
                    /* notify this container of the removal */
                    loc.(msg)(obj);

                    /* recursively notify this container's containers */
                    loc.sendNotifyRemove(obj, newLoc, msg);
                }
            });
        }

        /*
         *   Send the given notification to each direct parent, each of their
         *   direct parents, and so forth, stopping when we reach parents that
         *   we have in common with our new location.  We don't notify parents
         *   in common with new location (or their parents).
         *
         *   This should always be called *before* a change of location is
         *   actually put into effect, so that we will still be in our old
         *   container when this is called.  'obj' is the object being
         *   inserted, and 'newCont' is the new direct container.
         */
        sendNotifyInsert(obj, newCont, msg)
        {
            /*
             *   If the object is already in me, there's no need to notify
             *   myself of the insertion; otherwise, send the notification.
             *
             *   If the object is already inside me indirectly, and we're
             *   moving it directly in me, still notify myself, since we're
             *   still picking up a new direct child.
             */
            if (!obj.isIn(self))
            {
                /*
                 *   before we notify ourselves, notify my own parents - this
                 *   sends the notifications from the outside in
                 */
                forEachContainer({loc: loc.sendNotifyInsert(obj, newCont, msg)});

                /* notify this potential container of the insertion */
                self.(msg)(obj, newCont);
            }
            else if (newCont == self && !obj.isDirectlyIn(self))
            {
                /* notify myself of the new direct insertion */
                self.(msg)(obj, self);
            }
        }

        /*
         *   Verify removal of an object from my contents or a child object's
         *   contents.  By default we allow the removal.  This is to be called
         *   during verification only, so gVerifyResult is valid when this is
         *   called.
         */
        verifyRemove(obj)
        {
        }

        /*
         *   Verify insertion of an object into my contents.  By default we
         *   allow it, unless I'm already inside the other object.  This is to
         *   be called only during verification.
         */
        verifyInsert(obj, newCont)
        {
            /*
             *   If I'm inside the other object, don't allow it, since this
             *   would create circular containment.
             */
            if (isIn(obj))
                illogicalNow(obj.circularlyInMessage, newCont, obj);
        }

        /*
         *   my message indicating that another object x cannot be put into me
         *   because I'm already in x
         */
        circularlyInMessage = &circularlyInMsg

        /*
         *   Receive notification that we are about to remove an object from
         *   this container.  This is normally called during the action()
         *   phase.
         *
         *   When an object is about to be moved via moveInto(), the library
         *   calls notifyRemove on the old container tree, then notifyInsert on
         *   the new container tree, then notifyMoveInto on the object being
         *   moved.  Any of these routines can cancel the operation by
         *   displaying an explanatory message and calling 'exit'.
         */
        notifyRemove(obj)
        {
        }

        /*
         *   Receive notification that we are about to insert a new object into
         *   this container.  'obj' is the object being moved, and 'newCont' is
         *   the new direct container (which might be a child of ours).  This
         *   is normally called during the action() phase.
         *
         *   During moveInto(), this is called on the new container tree after
         *   notifyRemove has been called on the old container tree.  This
         *   routine can cancel the move by displaying an explanatory message
         *   and calling 'exit'.
         */
        notifyInsert(obj, newCont)
        {
        }

        /*
         *   Receive notification that I'm about to be moved to a new
         *   container.  By default, we do nothing; subclasses can override
         *   this to do any special processing when this object is moved.  This
         *   is normally called during the action() phase.
         *
         *   During moveInto(), this routine is called after notifyRemove() and
         *   notifyInsert() have been called on the old and new container trees
         *   (respectively).  This routine can cancel the move by displaying an
         *   explanatory message and calling 'exit'.
         *
         *   This routine is the last in the notification sequence, so if this
         *   routine doesn't cancel the move, then the move will definitely
         *   happen (at least to the extent that we'll definitely call
         *   baseMoveInto() to carry out the move).
         */
        notifyMoveInto(newCont)
        {
        }

        /* -------------------------------------------------------------------- */
        /*
         *   Determine if one property on this object effectively "hides"
         *   another.  This is a sort of override check for two distinct
         *   properties.
         *
         *   We look at the object to determine where prop1 and prop2 are
         *   defined in the class hierarchy.  If prop1 isn't defined, it
         *   definitely doesn't hide prop2.  If prop2 isn't defined, prop1
         *   definitely hides it.  If both are defined, then prop1 hides prop2
         *   if and only if it is defined at a point in the class hierarchy
         *   that is "more specialized" than prop2.  That is, for prop1 to
         *   hide prop2, the class that defines prop1 must either be the same
         *   as the class that defines prop2, or the class where prop1 is
         *   defined must inherit from the class that defines prop2, or the
         *   class where prop1 is defined must be earlier in a multiple
         *   inheritance list than the class defining prop2.
         */
        propHidesProp(prop1, prop2)
        {
            local definer1;
            local definer2;

            /*
             *   get the classes in our hierarchy where the two properties are
             *   defined
             */
            definer1 = propDefined(prop1, PropDefGetClass);
            definer2 = propDefined(prop2, PropDefGetClass);

            /* if prop1 isn't defined, it definitely doesn't hide prop2 */
            if (definer1 == nil)
                return nil;

            /* if prop1 isn't defined, prop1 definitely hides it */
            if (definer2 == nil)
                return true;

            /*
             *   They're both defined.  If definer1 inherits from definer2,
             *   then prop1 definitely hides prop2.
             */
            if (definer1.ofKind(definer2))
                return true;

            /*
             *   if definer2 inherits from definer1, then prop2 hides prop1,
             *   so prop1 doesn't hide prop2
             */
            if (definer2.ofKind(definer1))
                return nil;

            /*
             *   The two classes don't have an inheritance relation among
             *   themselves, but they might still be related in our own
             *   hierarchy by multiple inheritance.  In particular, if there
             *   is some point in the hierarchy where we have multiple base
             *   classes, and one class among the multiple bases inherits from
             *   definer1 and the other from definer2, then the one that's
             *   earlier in the multiple inheritance list is the hider.
             */
            return superHidesSuper(definer1, definer2);
        }

        /*
         *   Determine if a given superclass of ours hides another superclass
         *   of ours, by being inherited (directly or indirectly) in our class
         *   list ahead of the other.
         */
        superHidesSuper(s1, s2)
        {
            local lst;
            local idx1, idx2;

            /* get our superclass list */
            lst = getSuperclassList();

            /* if we have no superclass, there is no hiding */
            if (lst.length() == 0)
                return nil;

            /*
             *   if we have only one element, there's obviously no hiding
             *   going on at this level, so simply traverse into the
             *   superclass to see if the hiding happens there
             */
            if (lst.length() == 1)
                return lst[1].superHidesSuper(s1, s2);

            /*
             *   Scan the superclass list to determine the first superclass to
             *   which each of the two superclasses is related.  Stop looking
             *   when we find both superclasses or exhaust our list.
             */
            for (local i = 1, idx1 = idx2 = nil ;
                 i <= lst.length() && (idx1 == nil || idx2 == nil) ; ++i)
            {
                /*
                 *   if we haven't found s1 yet, and this superclass of ours
                 *   inherits from s1, this is the earliest at which we've
                 *   found s1
                 */
                if (idx1 == nil && lst[i].ofKind(s1))
                    idx1 = i;

                /* likewise for the other superclass */
                if (idx2 == nil && lst[i].ofKind(s2))
                    idx2 = i;
            }

            /*
             *   if we found the two superclasses at different points in our
             *   hierarchy, the one that comes earlier hides the other; so, if
             *   idx1 is less than idx2, s1 hides s2, and if idx1 is greater
             *   than idx2, s2 hides s1 (equivalently, s1 doesn't hide s2)
             */
            if (idx1 != idx2)
                return idx1 < idx2;

            /*
             *   We found both superclasses at the same point in our
             *   hierarchy, so they must be multiply inherited by this base
             *   class or one of its classes.  Keep looking up the hierarchy
             *   for our answer.
             */
            return lst[idx1].superHidesSuper(s1, s2);
        }

        /*
         *   Generic "check" failure routine.  This displays the given failure
         *   message, then performs an 'exit' to cancel the current command.
         *   'msg' is the message to display - it can be a single-quoted string
         *   with the message text, or a property pointer.  If 'msg' is a
         *   property pointer, any necessary message parameters can be supplied
         *   as additional 'params' arguments.
         */
        failCheck(msg, [params])
        {
            reportFailure(msg, params...);
            exit;
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Examine" action
         */
        dobjFor(Examine)
        {
            preCond = [objVisible]
            verify()
            {
                /* give slight preference to an object being held */
                if (!isIn(gActor))
                    logicalRank(80, 'not held');
            }
            action()
            {
                /*
                 *   call our mainExamine method from the current actor's point
                 *   of view
                 */
                fromPOV(gActor, gActor, &mainExamine);
            }
        }

        /*
         *   Main examination processing.  This is called with the current
         *   global POV set to the actor performing the 'examine' command.
         */
        mainExamine()
        {
            /* perform the basic 'examine' action */
            basicExamine();

            /*
             *   listen to and smell the object, but only show a message if we
             *   have an explicitly associated Noise/Odor object
             */
            basicExamineListen(nil);
            basicExamineSmell(nil);

            /* show special descriptions for any contents */
            examineSpecialContents();
        }

        /*
         *   Perform the basic 'examine' action.  This shows either the normal
         *   or initial long description (the latter only if the object hasn't
         *   been moved yet, and it has a special initial examine
         *   description), and marks the object as having been described at
         *   least once.
         */
        basicExamine()
        {
            /* check the transparency to viewing this object */
            local info = getVisualSenseInfo();
            local t = info.trans;

            /*
             *   If the viewing conditions are 'obscured' or 'distant', use
             *   the special, custom messages for those conditions.
             *   Otherwise, if the details are visible (which will be the case
             *   even for a distant or obscured object if its sightSize is set
             *   to 'large'), use the ordinary 'desc' description.  Otherwise,
             *   use an appropriate default description indicating that the
             *   object's details aren't visible.
             */
            if (getOutermostRoom() != getPOVDefault(gActor).getOutermostRoom()
                && propDefined(&remoteDesc))
            {
                /* we're remote, so show our remote description */
                remoteDesc(getPOVDefault(gActor));
            }
            else if (t == obscured && propDefined(&obscuredDesc))
            {
                /* we're obscured, so show our special obscured description */
                obscuredDesc(info.obstructor);
            }
            else if (t == distant && propDefined(&distantDesc))
            {
                /* we're distant, so show our special distant description */
                distantDesc;
            }
            else if (canDetailsBeSensed(sight, info, getPOVDefault(gActor)))
            {
                /*
                 *   Viewing conditions and/or scale are suitable for showing
                 *   full details, so show my normal long description.  Use
                 *   the initDesc if desired, otherwise show the normal "desc"
                 *   description.
                 */
                if (useInitDesc())
                    initDesc;
                else
                    desc;

                /* note that we've examined it */
                described = true;

                /* show any subclass-specific status */
                examineStatus();
            }
            else if (t == obscured)
            {
                /*
                 *   we're obscured, and we're not large enough to see the
                 *   details anyway, and we don't have a special description
                 *   for when we're obscured; show the default description of
                 *   an obscured object
                 */
                defaultObscuredDesc(info.obstructor);
            }
            else if (t == distant)
            {
                /*
                 *   we're distant, and we're not large enough to see the
                 *   details anyway, and we don't have a special distant
                 *   description; show the default distant description
                 */
                defaultDistantDesc;
            }
        }

        /*
         *   Show any status associated with the object as part of the full
         *   description.  This is shown after the basicExamine() message, and
         *   is only displayed if we can see full details of the object
         *   according to the viewing conditions.
         *
         *   By default, we simply show our contents.  Even though this base
         *   class isn't set up as a container from the player's perspective,
         *   we could contain components which are themselves containers.  So,
         *   to ensure that we properly describe any contents of our contents,
         *   we need to list our children.
         */
        examineStatus()
        {
            /* list my contents */
            examineListContents();
        }

        /*
         *   List my contents as part of Examine processing.  We'll recursively
         *   list contents of contents; this will ensure that even if we have
         *   no listable contents, we'll list any listable contents of our
         *   contents.
         */
        examineListContents()
        {
            /* show our contents with our normal contents lister */
            examineListContentsWith(descContentsLister);
        }

        /* list my contents for an "examine", using the given lister */
        examineListContentsWith(lister)
        {
            /* get the actor's visual sense information */
            local tab = gActor.visibleInfoTable();

            /* mark my contents as having been seen */
            setContentsSeenBy(tab, gActor);

            /* if we don't list our contents on Examine, do nothing */
            if (!contentsListedInExamine)
                return;

            /* get my listed contents for 'examine' */
            local lst = getContentsForExamine(lister, tab);

            /* show my listable contents, if I have any */
            lister.showList(gActor, self, lst, ListRecurse, 0, tab, nil,
                            examinee: self);
        }

        /*
         *   Basic examination of the object for sound.  If the object has an
         *   associated noise object, we'll describe it.
         *
         *   If 'explicit' is true, we'll show our soundDesc if we have no
         *   associated Noise object; otherwise, we'll show nothing at all
         *   unless we have a Noise object.
         */
        basicExamineListen(explicit)
        {
            /* get my associated Noise object, if we have one */
            local obj = getNoise();

            /*
             *   If this is not an explicit LISTEN command, only add the sound
             *   description if we have a Noise object that is not marked as
             *   "ambient."
             */
            if (!explicit && (obj == nil || obj.isAmbient))
                return;

            /* get our sensory information from the actor's point of view */
            local info = getPOVDefault(gActor).senseObj(sound, self);
            local t = info.trans;

            /*
             *   If we have a transparent path to the object, or we have
             *   'large' sound scale, show full details.  Otherwise, show the
             *   appropriate non-detailed message for the listening conditions.
             */
            if (canDetailsBeSensed(sound, info, getPOVDefault(gActor)))
            {
                /*
                 *   We can hear full details.  If we have a Noise object, show
                 *   its "listen to source" description; otherwise, show our
                 *   own default sound description.
                 */
                if (obj != nil)
                {
                    /* note the explicit display of the Noise description */
                    obj.noteDisplay();

                    /* show the examine-source description of the Noise */
                    obj.sourceDesc;
                }
                else
                {
                    /* we have no Noise, so use our own description */
                    soundDesc;
                }
            }
            else if (t == obscured)
            {
                /* show our 'obscured' description */
                obscuredSoundDesc(info.obstructor);
            }
            else if (t == distant)
            {
                /* show our 'distant' description */
                distantSoundDesc;
            }

            /*
             *   If this is an explicit LISTEN TO directed at this object, also
             *   mention any sounds we can hear from objects inside me, other
             *   than the Noise object we've explicitly mentioned, that have a
             *   sound presence.
             */
            if (explicit)
            {
                local senseTab;
                local presenceList;

                /* get the set of objects we can hear */
                senseTab = getPOVDefault(gActor).senseInfoTable(sound);

                /* get the subset with a sound presence that are inside me */
                presenceList = senseInfoTableSubset(
                    senseTab,
                    {x, info: x.soundPresence && x.isIn(self) && x != obj});

                /* show the soundHereDesc for each of these */
                foreach (local cur in presenceList)
                    cur.soundHereDesc();
            }
        }

        /*
         *   Basic examination of the object for odor.  If the object has an
         *   associated odor object, we'll describe it.
         */
        basicExamineSmell(explicit)
        {
            local obj;
            local info;
            local t;

            /* get our associated Odor object, if any */
            obj = getOdor();

            /*
             *   If this is not an explicit SMELL command, only add the odor
             *   description if we have an Odor object that is not marked as
             *   "ambient."
             */
            if (!explicit && (obj == nil || obj.isAmbient))
                return;

            /* get our sensory information from the actor's point of view */
            info = getPOVDefault(gActor).senseObj(smell, self);
            t = info.trans;

            /*
             *   If we have a transparent path to the object, or we have
             *   'large' sound scale, show full details.  Otherwise, show the
             *   appropriate non-detailed message for the listening conditions.
             */
            if (canDetailsBeSensed(smell, info, getPOVDefault(gActor)))
            {
                /* if we have a Noise object, show its "listen to source" */
                if (obj != nil)
                {
                    /* note the explicit display of the Odor description */
                    obj.noteDisplay();

                    /* show the examine-source description of the Odor */
                    obj.sourceDesc;
                }
                else
                {
                    /* we have no associated Odor; show our default description */
                    smellDesc;
                }
            }
            else if (t == obscured)
            {
                /* show our 'obscured' description */
                obscuredSmellDesc(info.obstructor);
            }
            else if (t == distant)
            {
                /* show our 'distant' description */
                distantSmellDesc;
            }

            /*
             *   If this is an explicit SMELL command directed at this object,
             *   also mention any odors we can detect from objects inside me,
             *   other than the Odor object we've explicitly mentioned, that
             *   have an odor presence.
             */
            if (explicit)
            {
                local senseTab;
                local presenceList;

                /* get the set of objects we can smell */
                senseTab = getPOVDefault(gActor).senseInfoTable(smell);

                /* get the subset with a smell presence that are inside me */
                presenceList = senseInfoTableSubset(
                    senseTab,
                    {x, info: x.smellPresence && x.isIn(self) && x != obj});

                /* show the smellHereDesc for each of these */
                foreach (local cur in presenceList)
                    cur.smellHereDesc();
            }
        }

        /*
         *   Basic examination of an object for taste.  Unlike the
         *   smell/listen examination routines, we don't bother using a
         *   separate sensory emanation object for tasting, as tasting is
         *   always an explicit action, never passive.  Furthermore, since
         *   tasting requires direct physical contact with the object, we
         *   don't differentiate levels of transparency or distance.
         */
        basicExamineTaste()
        {
            /* simply show our taste description */
            tasteDesc;
        }

        /*
         *   Basic examination of an object for touch.  As with the basic
         *   taste examination, we don't use an emanation object or
         *   distinguish transparency levels, because feeling an object
         *   requires direct physical contact.
         */
        basicExamineFeel()
        {
            /* simply show our touch description */
            feelDesc;
        }

        /*
         *   Show the special descriptions of any contents.  We'll run through
         *   the visible information list for the location; for any visible
         *   item inside me that is using its special description, we'll
         *   display the special description as a separate paragraph.
         */
        examineSpecialContents()
        {
            /* get the actor's table of visible items */
            local infoTab = gActor.visibleInfoTable();

            /*
             *   get the objects using special descriptions and contained
             *   within this object
             */
            local lst = specialDescList(
                infoTab, {obj: obj.useSpecialDescInContents(self)});

            /* show the special descriptions */
            (new SpecialDescContentsLister(self)).showList(
                gActor, nil, lst, 0, 0, infoTab, nil);
        }

        /*
         *   Given a visible object info table (from Actor.visibleInfoTable()),
         *   get the list of objects, filtered by the given condition and
         *   sorted by specialDescOrder.
         */
        specialDescList(infoTab, cond)
        {
            local lst;

            /*
             *   get a list of all of the objects in the table - the objects
             *   are the keys, so we just want a list of the keys
             */
            lst = infoTab.keysToList();

            /* subset the list for the given condition */
            lst = lst.subset(cond);

            /*
             *   Sort the list in ascending order of specialDescOrder, and
             *   return the result.  Where the specialDescOrder is the same,
             *   and one object is inside another, put the outer object earlier
             *   in the list; this will ensure that we'll generally list
             *   objects before their contents, except when the special desc
             *   list order specifically says otherwise.
             */
            return lst.sort(SortAsc, function(a, b) {
                /* if the list orders are different, go by list order */
                if (a.specialDescOrder != b.specialDescOrder)
                    return a.specialDescOrder - b.specialDescOrder;

                /*
                 *   the list order is the same; if one is inside the other,
                 *   list the outer one first
                 */
                if (a.isIn(b))
                    return 1;
                else if (b.isIn(a))
                    return -1;
                else
                    return 0;
            });
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Read"
         */
        dobjFor(Read)
        {
            preCond = [objVisible]
            verify()
            {
                /*
                 *   reduce the likelihood that they want to read an ordinary
                 *   item, but allow it
                 */
                logicalRank(50, 'not readable');

                /* give slight preference to an object being held */
                if (!isIn(gActor))
                    logicalRank(80, 'not held');
            }
            action()
            {
                /* simply show the ordinary description */
                actionDobjExamine();
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Look in"
         */
        dobjFor(LookIn)
        {
            preCond = [objVisible]
            verify()
            {
                /* give slight preference to an object being held */
                if (!isIn(gActor))
                    logicalRank(80, 'not held');
            }
            action()
            {
                /* show our LOOK IN description */
                lookInDesc;
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Search".  By default, we make "search obj" do the same thing as
         *   "look in obj".
         */
        dobjFor(Search) asDobjFor(LookIn)

        /* -------------------------------------------------------------------- */
        /*
         *   "Look under"
         */
        dobjFor(LookUnder)
        {
            preCond = [objVisible]
            verify() { }
            action() { mainReport(&nothingUnderMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Look behind"
         */
        dobjFor(LookBehind)
        {
            preCond = [objVisible]
            verify() { }
            action() { mainReport(&nothingBehindMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Look through"
         */
        dobjFor(LookThrough)
        {
            verify() { }
            action() { mainReport(&nothingThroughMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Listen to"
         */
        dobjFor(ListenTo)
        {
            preCond = [objAudible]
            verify() { }
            action()
            {
                /* show our "listen" description explicitly */
                fromPOV(gActor, gActor, &basicExamineListen, true);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Smell"
         */
        dobjFor(Smell)
        {
            preCond = [objSmellable]
            verify() { }
            action()
            {
                /*
                 *   show our 'smell' description, explicitly showing our
                 *   default description if we don't have an Odor association
                 */
                fromPOV(gActor, gActor, &basicExamineSmell, true);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Taste"
         */
        dobjFor(Taste)
        {
            /* to taste an object, we have to be able to touch it */
            preCond = [touchObj]
            verify()
            {
                /* you *can* taste anything, but for most things it's unlikely */
                logicalRank(50, 'not edible');
            }
            action()
            {
                /* show our "taste" description */
                fromPOV(gActor, gActor, &basicExamineTaste);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Feel"
         */
        dobjFor(Feel)
        {
            /* to feel an object, we have to be able to touch it */
            preCond = [touchObj]
            verify() { }
            action()
            {
                /* show our "feel" description */
                fromPOV(gActor, gActor, &basicExamineFeel);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Take" action
         */

        dobjFor(Take)
        {
            preCond = [touchObj, objNotWorn, roomToHoldObj]
            verify()
            {
                /*
                 *   if the object is already being held by the actor, it
                 *   makes no sense at the moment to take it
                 */
                if (isDirectlyIn(gActor))
                {
                    /* I'm already holding it, so this is not logical */
                    illogicalAlready(&alreadyHoldingMsg);
                }
                else
                {
                    local carrier;

                    /*
                     *   If the object isn't being held, it's logical to take
                     *   it.  However, rank objects being carried as less
                     *   likely than objects not being carried, because in an
                     *   ambiguous situation, it's more likely that an actor
                     *   would want to take something not being carried at all
                     *   than something already being carried inside another
                     *   object.
                     */
                    if (isIn(gActor))
                        logicalRank(70, 'already in');

                    /*
                     *   If the object is being carried by another actor,
                     *   reduce the likelihood, since taking something from
                     *   another actor is usually less likely than taking
                     *   something out of one's own possessions or from the
                     *   location.
                     */
                    carrier = getCarryingActor();
                    if (carrier != nil && carrier != gActor)
                        logicalRank(60, 'other owner');
                }

                /*
                 *   verify transfer from the current container hierarchy to
                 *   the new container hierarchy
                 */
                verifyMoveTo(gActor);
            }

            action()
            {
                /* move me into the actor's direct contents */
                moveInto(gActor);

                /* issue our default acknowledgment of the command */
                defaultReport(&okayTakeMsg);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Remove" processing.  We'll treat "remove dobj" as meaning "take
         *   dobj from <something>", where <something> is elided and must be
         *   determined.
         *
         *   This should be overridden in certain cases.  For clothing,
         *   "remove dobj" should be the same as "doff dobj".  For removable
         *   components, this should imply removing the component from its
         *   container.
         */
        dobjFor(Remove)
        {
            preCond = [touchObj, objNotWorn, roomToHoldObj]
            verify()
            {
                /* if we're already held, there's nothing to remove me from */
                if (isHeldBy(gActor))
                    illogicalNow(&cannotRemoveHeldMsg);
            }
            action() { askForIobj(TakeFrom); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Take from" processing
         */
        dobjFor(TakeFrom)
        {
            preCond = [touchObj, objNotWorn, roomToHoldObj]
            verify()
            {
                /*
                 *   we can only take something from something else if the thing
                 *   is inside the other thing
                 */
                if (gIobj != nil && !self.isIn(gIobj))
                    illogicalAlready(gIobj.takeFromNotInMessage);

                /* treat this otherwise like a regular "take" */
                verifyDobjTake();
            }
            check()
            {
                /* apply the same checks as for a regular "take" */
                checkDobjTake();
            }
            action()
            {
                /* we've passed our checks, so process it as a regular "take" */
                replaceAction(Take, self);
            }
        }
        iobjFor(TakeFrom)
        {
            verify()
            {
                /* check what we know about the dobj */
                if (gDobj == nil)
                {
                    /*
                     *   We haven't yet resolved the direct object; check the
                     *   tentative direct object list, and count us as
                     *   illogical if none of the possible direct objects are
                     *   in me.
                     */
                    if (gTentativeDobj.indexWhich({x: x.obj_.isIn(self)}) == nil)
                        illogicalAlready(takeFromNotInMessage);
                    else if (gTentativeDobj.indexWhich(
                        {x: x.obj_.isDirectlyIn(self)}) != nil)
                        logicalRank(150, 'directly in');
                }
                else if (!gDobj.isIn(self))
                {
                    /*
                     *   the dobj isn't in me, so it's obviously not logical
                     *   to take the dobj out of me
                     */
                    illogicalAlready(takeFromNotInMessage);
                }
                else if (gDobj.isDirectlyIn(self))
                {
                    /*
                     *   it's slightly more likely that they want to remove
                     *   the object from its direct container
                     */
                    logicalRank(150, 'directly in');
                }
            }
        }

        /* general message for "take from" when an object isn't in me */
        takeFromNotInMessage = &takeFromNotInMsg

        /* -------------------------------------------------------------------- */
        /*
         *   "Drop" verb processing
         */
        dobjFor(Drop)
        {
            preCond = [objHeld]
            verify()
            {
                /* the object must be held by the actor, at least indirectly */
                if (isIn(gActor))
                {
                    /*
                     *   it's being held, so dropping it makes sense; verify
                     *   transfer from the current container hierarchy to the
                     *   new one
                     */
                    verifyMoveTo(gActor.getDropDestination(self, nil));
                }
                else
                {
                    /* it's not being held, so this is simply not logical */
                    illogicalAlready(&notCarryingMsg);
                }
            }

            action()
            {
                /* send the object to the actor's drop destination */
                gActor.getDropDestination(self, nil)
                    .receiveDrop(self, dropTypeDrop);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Put In" verb processing.  Default objects cannot contain other
         *   objects, but they can be put in arbitrary containers.
         */
        dobjFor(PutIn)
        {
            preCond = [objHeld]
            verify()
            {
                /*
                 *   It makes no sense to put us in a container we're already
                 *   directly in.  (It's fine to put it in something it's
                 *   indirectly in, though - doing so takes it out of the
                 *   intermediate container and moves it directly into the
                 *   indirect object.)
                 */
                if (gIobj != nil && isDirectlyIn(gIobj))
                    illogicalAlready(&alreadyPutInMsg);

                /* can't put in self, obviously */
                if (gIobj == self)
                    illogicalSelf(&cannotPutInSelfMsg);

                /* verify the transfer */
                verifyMoveTo(gIobj);
            }
        }
        iobjFor(PutIn)
        {
            preCond = [touchObj]
            verify()
            {
                /* by default, objects cannot be put in this object */
                illogical(&notAContainerMsg);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Put On" processing.  Default objects cannot have other objects
         *   put on them, but they can be put on surfaces.
         */
        dobjFor(PutOn)
        {
            preCond = [objHeld]
            verify()
            {
                /* it makes no sense to put us on a surface we're already on */
                if (gIobj != nil && isDirectlyIn(gIobj))
                    illogicalAlready(&alreadyPutOnMsg);

                /* can't put on self, obviously */
                if (gIobj == self)
                    illogicalSelf(&cannotPutOnSelfMsg);

                /* verify the transfer */
                verifyMoveTo(gIobj);
            }
        }

        iobjFor(PutOn)
        {
            preCond = [touchObj]
            verify()
            {
                /* by default, objects cannot be put on this object */
                illogical(&notASurfaceMsg);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "PutUnder" action
         */
        dobjFor(PutUnder)
        {
            preCond = [objHeld]
            verify() { }
        }

        iobjFor(PutUnder)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPutUnderMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "PutBehind" action
         */
        dobjFor(PutBehind)
        {
            preCond = [objHeld]
            verify() { }
        }

        iobjFor(PutBehind)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPutBehindMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Wear" action
         */
        dobjFor(Wear)
        {
            verify() { illogical(&notWearableMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Doff" action
         */
        dobjFor(Doff)
        {
            verify() { illogical(&notDoffableMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Kiss"
         */
        dobjFor(Kiss)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not kissable'); }
            action() { mainReport(&cannotKissMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Ask for" action
         */
        dobjFor(AskFor)
        {
            verify() { illogical(&notAddressableMsg, self); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Talk to"
         */
        dobjFor(TalkTo)
        {
            verify() { illogical(&notAddressableMsg, self); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Give to" action
         */
        dobjFor(GiveTo)
        {
            preCond = [objHeld]
            verify()
            {
                /*
                 *   if the intended recipient already has the object, there's
                 *   no point in trying this
                 */
                if (gIobj != nil && isHeldBy(gIobj))
                    illogicalAlready(&giveAlreadyHasMsg);

                /* inherit any further processing */
                inherited();
            }
        }
        iobjFor(GiveTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotGiveToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Show to" action
         */
        dobjFor(ShowTo)
        {
            preCond = [objHeld]
            verify()
            {
                /* it's more likely that we want to show something held */
                if (isHeldBy(gActor))
                {
                    /* I'm being held - use the default logical ranking */
                }
                else if (isIn(gActor))
                {
                    /*
                     *   the actor isn't hold me, but I am in the actor's
                     *   inventory, so reduce the likelihood only slightly
                     */
                    logicalRank(80, 'not held');
                }
                else
                {
                    /*
                     *   the actor isn't even carrying me, so reduce our
                     *   likelihood even more
                     */
                    logicalRank(70, 'not carried');
                }
            }
            check()
            {
                /*
                 *   The direct object must be visible to the indirect object
                 *   in order for the indirect object to be shown the direct
                 *   object.
                 */
                if (!gIobj.canSee(self))
                {
                    reportFailure(&actorCannotSeeMsg, gIobj, self);
                    exit;
                }

                /*
                 *   The actor performing the showing must also be visible to
                 *   the indirect object, otherwise the actor wouldn't be able
                 *   to attract the indirect object's attention to do the
                 *   showing.
                 */
                if (!gIobj.canSee(gActor))
                {
                    reportFailure(&actorCannotSeeMsg, gIobj, gActor);
                    exit;
                }
            }
        }
        iobjFor(ShowTo)
        {
            verify() { illogical(&cannotShowToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Ask about" action
         */
        dobjFor(AskAbout)
        {
            verify() { illogical(&notAddressableMsg, self); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Tell about" action
         */
        dobjFor(TellAbout)
        {
            verify() { illogical(&notAddressableMsg, self); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   Vague "ask" and "tell" - these are for syntactically incorrect ASK
         *   and TELL phrasings, so that we can provide better error feedback.
         */
        dobjFor(AskVague)
        {
            verify() { illogical(&askVagueMsg); }
        }
        dobjFor(TellVague)
        {
            verify() { illogical(&tellVagueMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Follow" action
         */
        dobjFor(Follow)
        {
            verify()
            {
                /* make sure I'm followable to start with */
                if (!verifyFollowable())
                    return;

                /* it makes no sense to follow myself */
                if (gActor == gDobj)
                    illogical(&cannotFollowSelfMsg);

                /* ask the actor to verify following the object */
                gActor.actorVerifyFollow(self);
            }
            action()
            {
                /* ask the actor to carry out the follow */
                gActor.actorActionFollow(self);
            }
        }

        /*
         *   Verify that I'm a followable object.  By default, it's not
         *   logical to follow an arbitrary object.  If I'm not followable,
         *   this routine will generate an appropriate illogical() explanation
         *   and return nil.  If I'm followable, we'll return true.
         */
        verifyFollowable()
        {
            illogical(&notFollowableMsg);
            return nil;
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Attack" action.
         */
        dobjFor(Attack)
        {
            preCond = [touchObj]
            verify() { }
            action() { mainReport(&uselessToAttackMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Attack with" action - attack with (presumably) a weapon.
         */
        dobjFor(AttackWith)
        {
            preCond = [touchObj]

            /*
             *   it makes as much sense to attack any object as any other, but
             *   by default attacking an object has no effect
             */
            verify() { }
            action() { mainReport(&uselessToAttackMsg); }
        }
        iobjFor(AttackWith)
        {
            preCond = [objHeld]
            verify() { illogical(&notAWeaponMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Throw" action.  By default, we'll simply re-route this to a
         *   "throw at" action.  Objects that can meaningfully be thrown
         *   without any specific target can override this.
         *
         *   Note that we don't apply an preconditions or verification, since
         *   we don't really do anything with the action ourselves.  If an
         *   object overrides this, it should add any preconditions and
         *   verifications that are appropriate.
         */
        dobjFor(Throw)
        {
            verify() { }
            action() { askForIobj(ThrowAt); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Throw <direction>".  By default, we simply reject this and
         *   explain that the command to use is THROW AT.  With one exception:
         *   we treat THROW <down> as equivalent to THROW AT FLOOR, and use the
         *   default library message for that command instead.
         */
        dobjFor(ThrowDir)
        {
            verify()
            {
                if (gAction.getDirection() == downDirection)
                    illogicalAlready(&shouldNotThrowAtFloorMsg);
            }
            action()
            {
                /*
                 *   explain that we should use THROW AT (or DROP, in the case
                 *   of THROW DOWN)
                 */
                reportFailure(gAction.getDirection() == downDirection
                              ? &shouldNotThrowAtFloorMsg
                              : &dontThrowDirMsg);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Throw at" action
         */
        dobjFor(ThrowAt)
        {
            preCond = [objHeld]
            verify()
            {
                /* by default, we can throw something if we can drop it */
                verifyMoveTo(gActor.getDropDestination(self, nil));

                /* can't throw something at itself */
                if (gIobj == self)
                    illogicalSelf(&cannotThrowAtSelfMsg);

                /* can't throw dobj at iobj if iobj is in dobj */
                if (gIobj != nil && gIobj.isIn(self))
                    illogicalNow(&cannotThrowAtContentsMsg);
            }
            action()
            {
                /*
                 *   process a 'throw' operation, finishing with hitting the
                 *   target if we get that far
                 */
                processThrow(gIobj, &throwTargetHitWith);
            }
        }
        iobjFor(ThrowAt)
        {
            /* by default, anything can be a target */
            verify() { }
        }

        /*
         *   Process a 'throw' command.  This is common handling that can be
         *   used for any sort of throwing (throw at, throw to, throw in,
         *   etc).  The projectile is self, and 'target' is the thing we're
         *   throwing at or to.  'hitProp' is the property to call on 'target'
         *   if we reach the target.
         */
        processThrow(target, hitProp)
        {
            local path;
            local stat;

            /* get the throw path */
            path = getThrowPathTo(target);

            /* traverse the path with throwViaPath */
            stat = traversePath(
                path, {obj, op: throwViaPath(obj, op, target, path)});

            /*
             *   If we made it all the way through the path without complaint,
             *   process hitting the target.  If something along the path
             *   finished the traversal (by returning nil), we'll consider the
             *   action complete - the object along that path that canceled
             *   the traversal is responsible for having displayed an
             *   appropriate message.
             */
            if (stat)
                target.(hitProp)(self, path);
        }

        /*
         *   Carry out a 'throw' operation along a path.  'self' is the
         *   projectile; 'obj' is the path element being traversed, and 'op' is
         *   the operation being used to traverse the element.  'target' is the
         *   object we're throwing 'self' at.  'path' is the projectile's full
         *   path (in getThrowPathTo format).
         *
         *   By default, we'll use the standard canThrowViaPath handling (which
         *   invokes the even more basic checkThrowViaPath) to determine if we
         *   can make this traversal.  If so, we'll proceed with the throw;
         *   otherwise, we'll stop the throw by calling stopThrowViaPath() and
         *   returning the result.
         */
        throwViaPath(obj, op, target, path)
        {
            /*
             *   By default, if we can throw the object through self, return
             *   true to allow the caller to proceed; otherwise, describe the
             *   object as hitting this element and falling to the appropriate
             *   point.
             */
            if (obj.canThrowViaPath(self, target, op))
            {
                /* no objection - allow the traversal to proceed */
                return true;
            }
            else
            {
                /* can't do it - stop the throw and return the result */
                return obj.stopThrowViaPath(self, path);
            }
        }

        /*
         *   Process the effect of throwing the object 'projectile' at the
         *   target 'self'.  By default, we'll move the projectile to the
         *   target's drop location, and display a message saying that there
         *   was no effect other than the projectile dropping to the floor (or
         *   whatever it drops to).  'path' is the path we took to reach the
         *   target, as returned from getThrowPathTo(); this lets us determine
         *   how we approached the target.
         */
        throwTargetHitWith(projectile, path)
        {
            /*
             *   figure out where we fall to when we hit this object, then send
             *   the object being thrown to that location
             */
            getHitFallDestination(projectile, path)
                .receiveDrop(projectile, new DropTypeThrow(self, path));
        }

        /*
         *   Stop a 'throw' operation along a path.  'self' is the object in
         *   the path that is impassable by 'projectile' according to
         *   canThrowViaPath(), and 'path' is the getThrowPathTo-style path of
         *   objects traversed in the projectile's trajectory.
         *
         *   The return value is taken as a path traversal continuation
         *   indicator: nil means to stop the traversal, which is to say that
         *   the 'throw' command finishes here.  If we don't really want to
         *   stop the traversal, we can return 'true' to let the traversal
         *   continue.
         *
         *   By default, we'll stop the throw by doing the same thing we would
         *   have done if we had successfully thrown the object at 'self' - the
         *   whole reason we're stopping the throw is that we're in the way, so
         *   the effect is the same as though we were the intended target to
         *   begin with.  This is the normal handling when we can't throw
         *   through 'obj' because 'obj' is a closed container or is otherwise
         *   impassable by self when thrown.  This can be overridden to provide
         *   different handling if needed.
         */
        stopThrowViaPath(projectile, path)
        {
            /* we've been hit */
            throwTargetHitWith(projectile, path);

            /* tell the caller to stop the traversal  */
            return nil;
        }

        /*
         *   Get the "hit-and-fall" destination for a thrown object.  This is
         *   called when we interrupt a thrown object's trajectory because
         *   we're in the way of its trajectory.
         *
         *   For example, if the actor is inside a cage, and tries to throw a
         *   projectile at an object outside the cage, and the cage blocks the
         *   projectile's passage, then this routine is called on the cage to
         *   determine where the projectile ends up.  The projectile's ultimate
         *   destination is the hit-and-fall destination for the cage: it's
         *   where the project ends up when it hits me and then falls to the
         *   ground, its trajectory cut short.
         *
         *   'thrownObj' is the projectile thrown, 'self' is the target object,
         *   and 'path' is the path the projectile took to reach us.  The path
         *   is of the form returned by getThrowPathTo().  Note that the path
         *   could extend beyond 'self', because the original target might have
         *   been a different object - we could simply have interrupted the
         *   projectile's course.
         */
        getHitFallDestination(thrownObj, path)
        {
            local prvCont;
            local prvOp;
            local idx;
            local dest;
            local common;

            /* find myself in the path */
            idx = path.indexOf(self);

            /*
             *   get the container traversed just before us in the path (it's
             *   two positions before us in the path list, because the path
             *   consists of alternating objects and operators)
             */
            prvCont = path[idx - 2];

            /* get the operation that got from the last container to us */
            prvOp = path[idx - 1];

            /*
             *   If the previous container is within us, we're throwing from
             *   inside to the outside, so the object falls within me;
             *   otherwise, the object bounces off the outside and falls
             *   outside me.
             *
             *   If the projectile traversed *inward* from the previous item in
             *   the path, then we should simply land in the drop destination
             *   of the previous item itself, since we're coming in through
             *   that item.  If the previous item is a peer of ours, though, we
             *   traversed *across* the item, so land in our common direct
             *   container.
             *
             *   Note that in certain cases, the previous "container" will be
             *   the projectile itself; this happens when the thrower is
             *   throwing the object at itself (as in "throw it at me").  In
             *   these cases, we'll assume that the the thrower is *holding*
             *   rather than containing the object, in which case the object
             *   isn't actually inside the thrower, in which case we want to
             *   use the location's drop destination.
             */
            if (prvCont == thrownObj)
            {
                /* throwing object at self - land in my location's drop dest */
                dest = (location != nil
                        ? location.getDropDestination(thrownObj, path)
                        : self);
            }
            else if (prvCont.isIn(self))
            {
                /* throwing from within - land in my own drop destination */
                dest = getDropDestination(thrownObj, path);
            }
            else if (prvOp == PathPeer
                     && (common = getCommonDirectContainer(prvCont)) != nil)
            {
                /*
                 *   We're coming over from a peer, and we found a container in
                 *   common with the peer.  Land in the common container's drop
                 *   destination.
                 */
                dest = common.getDropDestination(thrownObj, path);
            }
            else
            {
                /*
                 *   Either we're coming in from a container, or we weren't
                 *   able to find a container in common with the peer.  In
                 *   either case, the projectile lands in the 'drop'
                 *   destination of the previous object in the path.
                 */
                dest = prvCont.getDropDestination(thrownObj, path);
            }

            /*
             *   Whatever we found, give the destination itself a chance to
             *   make any necessary adjustments.
             */
            return dest.adjustThrowDestination(thrownObj, path);
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Throw to" action
         */
        dobjFor(ThrowTo)
        {
            preCond = [objHeld]
            verify()
            {
                /*
                 *   by default, we can throw an object to someone if we can
                 *   throw it at them
                 */
                verifyDobjThrowAt();
            }
            action()
            {
                /*
                 *   process a 'throw' operation, finishing with the target
                 *   trying to catch the object if we get that far
                 */
                processThrow(gIobj, &throwTargetCatch);
            }
        }

        iobjFor(ThrowTo)
        {
            verify()
            {
                /* by default, we don't want to catch anything */
                illogical(&cannotThrowToMsg);
            }
        }

        /*
         *   Process the effect of throwing the object 'obj' to the catcher
         *   'self'.  By default, we'll simply move the projectile into self.
         */
        throwTargetCatch(obj, path)
        {
            /* take the object */
            obj.moveInto(self);

            /* generate the default message if we successfully took the object */
            if (obj.isDirectlyIn(self))
                mainReport(&throwCatchMsg, obj, self);
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Dig" action - by default, simply re-reoute to dig-with, since we
         *   generally need a digging implement to dig in anything.  Some
         *   objects might want to override this to allow digging without any
         *   implement; a sandy beach, for example, might allow digging in the
         *   sand without a shovel.
         */
        dobjFor(Dig)
        {
            preCond = [touchObj]
            verify() { }
            action() { askForIobj(DigWith); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "DigWith" action
         */
        dobjFor(DigWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotDigMsg); }
        }
        iobjFor(DigWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotDigWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "jump over"
         */
        dobjFor(JumpOver)
        {
            verify() { illogical(&cannotJumpOverMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "jump off"
         */
        dobjFor(JumpOff)
        {
            verify() { illogical(&cannotJumpOffMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Push" action
         */
        dobjFor(Push)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not pushable'); }
            action() { reportFailure(&pushNoEffectMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Pull" action
         */
        dobjFor(Pull)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not pullable'); }
            action() { reportFailure(&pullNoEffectMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Move" action
         */
        dobjFor(Move)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not movable'); }
            action() { reportFailure(&moveNoEffectMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "MoveWith" action
         */
        dobjFor(MoveWith)
        {
            preCond = [iobjTouchObj]
            verify() { logicalRank(50, 'not movable'); }
            action() { reportFailure(&moveNoEffectMsg); }
        }
        iobjFor(MoveWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotMoveWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "MoveTo" action
         */
        dobjFor(MoveTo)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not movable'); }
            action() { reportFailure(&moveToNoEffectMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Turn" action
         */
        dobjFor(Turn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTurnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Turn to" action
         */
        dobjFor(TurnTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTurnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "TurnWith" action
         */
        dobjFor(TurnWith)
        {
            preCond = [iobjTouchObj]
            verify() { illogical(&cannotTurnMsg); }
        }
        iobjFor(TurnWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotTurnWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Set" action
         */
        dobjFor(Set)
        {
            verify() { }
            action() { askForIobj(PutOn); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "SetTo" action
         */
        dobjFor(SetTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotSetToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Consult" action
         */
        dobjFor(Consult)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotConsultMsg); }
        }

        dobjFor(ConsultAbout)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotConsultMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Type on" action
         */
        dobjFor(TypeOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTypeOnMsg); }

            /*
             *   if the verifier is overridden to allow typing on this object,
             *   by default just ask for a missing literal phrase, since we
             *   need something to type on this object
             */
            action() { askForLiteral(TypeLiteralOn); }
        }

        /*
         *   "Type <literal> on" action
         */
        dobjFor(TypeLiteralOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTypeOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Enter on" action
         */
        dobjFor(EnterOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotEnterOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Switch" action
         */
        dobjFor(Switch)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotSwitchMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Flip" action
         */
        dobjFor(Flip)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotFlipMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "TurnOn" action
         */
        dobjFor(TurnOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTurnOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "TurnOff" action
         */
        dobjFor(TurnOff)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotTurnOffMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Light" action.  By default, we treat this as equivalent to
         *   "burn".
         */
        dobjFor(Light) asDobjFor(Burn)

        /* -------------------------------------------------------------------- */
        /*
         *   "Burn".  By default, we ask for something to use to burn the
         *   object, since most objects are not self-igniting.
         */
        dobjFor(Burn)
        {
            preCond = [touchObj]
            verify()
            {
                /*
                 *   although we can in principle burn anything, most things
                 *   are unlikely choices for burning
                 */
                logicalRank(50, 'not flammable');
            }
            action()
            {
                /* rephrase this as a "burn with" command */
                askForIobj(BurnWith);
            }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Burn with"
         */
        dobjFor(BurnWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotBurnMsg); }
        }
        iobjFor(BurnWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotBurnWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Extinguish"
         */
        dobjFor(Extinguish)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotExtinguishMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "AttachTo" action
         */
        dobjFor(AttachTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotAttachMsg); }
        }
        iobjFor(AttachTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotAttachToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "DetachFrom" action
         */
        dobjFor(DetachFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotDetachMsg); }
        }
        iobjFor(DetachFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotDetachFromMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Detach" action
         */
        dobjFor(Detach)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotDetachMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Break" action
         */
        dobjFor(Break)
        {
            preCond = [touchObj]
            verify() { illogical(&shouldNotBreakMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Cut with" action
         */
        dobjFor(CutWith)
        {
            preCond = [touchObj]
            verify() { logicalRank(50, 'not cuttable'); }
            action() { reportFailure(&cutNoEffectMsg); }
        }

        iobjFor(CutWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotCutWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Climb", "climb up", and "climb down" actions
         */
        dobjFor(Climb)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotClimbMsg); }
        }

        dobjFor(ClimbUp)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotClimbMsg); }
        }

        dobjFor(ClimbDown)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotClimbMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Open" action
         */
        dobjFor(Open)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotOpenMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Close" action
         */
        dobjFor(Close)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotCloseMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Lock" action
         */
        dobjFor(Lock)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotLockMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Unlock" action
         */
        dobjFor(Unlock)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnlockMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "LockWith" action
         */
        dobjFor(LockWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotLockMsg); }
        }
        iobjFor(LockWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotLockWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "UnlockWith" action
         */
        dobjFor(UnlockWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnlockMsg); }
        }
        iobjFor(UnlockWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotUnlockWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Eat" action
         */
        dobjFor(Eat)
        {
            /*
             *   generally, an object must be held to be eaten; this can be
             *   overridden on an object-by-object basis as desired
             */
            preCond = [objHeld]
            verify() { illogical(&cannotEatMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Drink" action
         */
        dobjFor(Drink)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotDrinkMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Pour"
         */
        dobjFor(Pour)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPourMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Pour into"
         */
        dobjFor(PourInto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPourMsg); }
        }
        iobjFor(PourInto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPourIntoMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Pour onto"
         */
        dobjFor(PourOnto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPourMsg); }
        }
        iobjFor(PourOnto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPourOntoMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Clean" action
         */
        dobjFor(Clean)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotCleanMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "CleanWith" action
         */
        dobjFor(CleanWith)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotCleanMsg); }
        }
        iobjFor(CleanWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotCleanWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "SitOn" action
         */
        dobjFor(SitOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotSitOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "LieOn" action
         */
        dobjFor(LieOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotLieOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "StandOn" action
         */
        dobjFor(StandOn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotStandOnMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Board" action
         */
        dobjFor(Board)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotBoardMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Get out of" (unboard) action
         */
        dobjFor(GetOutOf)
        {
            verify() { illogical(&cannotUnboardMsg); }
        }

        /*
         *   "Get off of" action
         */
        dobjFor(GetOffOf)
        {
            verify() { illogical(&cannotGetOffOfMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Fasten" action
         */
        dobjFor(Fasten)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotFastenMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Fasten to" action
         */
        dobjFor(FastenTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotFastenMsg); }
        }
        iobjFor(FastenTo)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotFastenToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Unfasten" action
         */
        dobjFor(Unfasten)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnfastenMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Unfasten from" action
         */
        dobjFor(UnfastenFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnfastenMsg); }
        }
        iobjFor(UnfastenFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnfastenFromMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "PlugIn" action
         */
        dobjFor(PlugIn)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPlugInMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "PlugInto" action
         */
        dobjFor(PlugInto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPlugInMsg); }
        }
        iobjFor(PlugInto)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPlugInToMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Unplug" action
         */
        dobjFor(Unplug)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnplugMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "UnplugFrom" action
         */
        dobjFor(UnplugFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnplugMsg); }
        }
        iobjFor(UnplugFrom)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnplugFromMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Screw" action
         */
        dobjFor(Screw)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotScrewMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "ScrewWith" action
         */
        dobjFor(ScrewWith)
        {
            preCond = [iobjTouchObj]
            verify() { illogical(&cannotScrewMsg); }
        }
        iobjFor(ScrewWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotScrewWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Unscrew" action
         */
        dobjFor(Unscrew)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotUnscrewMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "UnscrewWith" action
         */
        dobjFor(UnscrewWith)
        {
            preCond = [iobjTouchObj]
            verify() { illogical(&cannotUnscrewMsg); }
        }
        iobjFor(UnscrewWith)
        {
            preCond = [objHeld]
            verify() { illogical(&cannotUnscrewWithMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   "Enter"
         */
        dobjFor(Enter)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotEnterMsg); }
        }

        /*
         *   "Go through"
         */
        dobjFor(GoThrough)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotGoThroughMsg); }
        }

        /* -------------------------------------------------------------------- */
        /*
         *   Push in Direction action - this is for commands like "push
         *   boulder north" or "drag sled into cave".
         */
        dobjFor(PushTravel)
        {
            preCond = [touchObj]
            verify() { illogical(&cannotPushTravelMsg); }
        }

        /*
         *   For all of the two-object forms, map these using our general
         *   push-travel mapping.  We do all of this mapping here, rather than
         *   in the action definition, so that individual objects can change
         *   the meanings of these verbs for special cases as appropriate.
         */
        mapPushTravelHandlers(PushTravelThrough, GoThrough)
        mapPushTravelHandlers(PushTravelEnter, Enter)
        mapPushTravelHandlers(PushTravelGetOutOf, GetOutOf)
        mapPushTravelHandlers(PushTravelClimbUp, ClimbUp)
        mapPushTravelHandlers(PushTravelClimbDown, ClimbDown)
    ;

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3