Testing and changing the fundamental spatial relations.


§1. The Core Tree. Whereas I6 traditionally has a simple object tree hierarchy for containment, support, carrying and so on, the I7 template also uses the component_* properties to provide a second tree which defines the "part of" relation. These two trees interact in a subtle way, and it took a very long time to work out the simplest way to express this.

The {\it core} of an object is the root of its subtree in the component relation tree. So for a television set with a control panel which has a button on, the core for the button (and also for the panel and the set) will be the set. When X is a part of Y, it must be spatially in the same position as Y, and so the spatial location of X is determined by the position in the object tree of its core. (In effect, the spatial situation can be found by contracting together all nodes corresponding to objects which are parts of each other, but it would waste memory to construct such a tree: CoreOfParentOfCoreOf simulates what the parent operation would be in such a tree if it existed, wasting a little time instead.)

The {\it holder} of an object is its component parent, if it is part of something, or its object-tree parent if it has one. It is illegal for both of these to be non-nothing, so this is unambiguous.

It is just possible for HolderOf to be called before the player has been placed into the model world, in cases where Inform is checking a past tense condition in the opening pre-turn. We don't want to return nothing then because that would make it true that

    HolderOf(player) == ContainerOf(player)

and similar conditions — thus, it would appear that in the immediate past the player had been on the holder of the player, which is not in fact the case.

[ HolderOf o;
    if (InitialSituation-->DONE_INIS == false) {
        if (o == InitialSituation-->PLAYER_OBJECT_INIS) {
            if (InitialSituation-->START_OBJECT_INIS)
                return InitialSituation-->START_OBJECT_INIS;
            return InitialSituation-->START_ROOM_INIS;
        }
    }
    if (o) {
        if (o ofclass K3_direction) return nothing;
        if ((o provides component_parent) && (o.component_parent)) return o.component_parent;
        return parent(o);
    }
    return nothing;
];

[ ParentOf o;
    if (o) o = parent(o);
    return o;
];

[ CoreOf o;
    while (o && (o provides component_parent) && (o.component_parent)) o = o.component_parent;
    return o;
];

[ CoreOfParentOfCoreOf o;
    while (o && (o provides component_parent) && (o.component_parent)) o = o.component_parent;
    if (o) o = parent(o);
    while (o && (o provides component_parent) && (o.component_parent)) o = o.component_parent;
    return o;
];

§2. The holding relation. The following is essentially a wrapper for MoveObject used by the relation "holding".

[ MakeHolderOf F H;
    if ((F ofclass K2_thing) &&
        (H ofclass K1_room or K5_container or K6_supporter or K8_person)) {
        MoveObject(F, H);
    } else if ((F ofclass K9_region) && (H ofclass K9_region)) {
        MoveObject(F, H);
    } else if ((F ofclass K2_thing or K1_room or K3_direction or K9_region) ||
        (H ofclass K2_thing or K1_room or K3_direction or K9_region)) {
        IssueNonThingRTP(F, H);
    } else {
        move F to H;
    }
];

[ IssueNonThingRTP X Y;
    IssueRTP("UsedSpatialRelationOnNonThing",
        "Holding, wearing and carrying are for things only.", WorldModelKitRTPs);
    print "*** Attempted to move ", (the) X, " to ", (the) Y, ".^";
    rtrue;
];

[ RoomContainerOf obj;
    return LocationOf(obj);
];

[ MakeRoomContainerOf F H;
    if ((F ofclass K2_thing) && (H ofclass K1_room)) {
        MoveObject(F, H);
    } else {
        IssueNonThingRTP(F, H);
    }
];

§3. Climbing the Core Tree. LocationOf returns the room in which an object can be found, or nothing if it is out of play. Directions and regions are always out of play. Doors and backdrops can be in multiple places: if they are in the current location, then that's the answer; otherwise a two-sided door is in its "front side", and a backdrop in the earliest declared room which it's currently in. For a room, LocationOf is necessarily itself.

CommonAncestor finds the nearest object indirectly containing o1 and o2, or returns nothing if there is no common ancestor. (This is a port of CommonAncestor from the I6 library, adapted to work on the core tree.)

[ LocationOf o;
    if (~~(o ofclass K1_room or K2_thing)) return nothing;
    if (o ofclass K4_door) {
        if (parent(o) == real_location) return real_location;
        return FrontSideOfDoor(o);
    }
    if (o ofclass K7_backdrop) {
        print "(deciding ", (the) O, " is at ", (the) BackdropLocation(o), ") ";
        return BackdropLocation(o);
    }
    while (o) {
        if (o ofclass K1_room) return o;
        o = CoreOfParentOfCoreOf(o);
    }
    return nothing;
];

[ CommonAncestor o1 o2 i j;
    o1 = CoreOf(o1);
    o2 = CoreOf(o2);

    for (i=o1: i: i = CoreOfParentOfCoreOf(i))
        for (j=o2: j: j = CoreOfParentOfCoreOf(j))
            if (j == i) return j;

    return nothing;
];

[ IndirectlyContains o1 o2;
    if (o1) {
        while (o2) {
            if ((o1 ofclass K1_room) && (o2 ofclass K4_door)) {
                if (o1 == FrontSideOfDoor(o2)) rtrue;
                if (o1 == BackSideOfDoor(o2)) rtrue;
                rfalse;
            }
            if (o2 ofclass K7_backdrop) {
                if (o1 ofclass K1_room) return BackdropLocation(o2, o1);
                rfalse;
            }
            o2 = HolderOf(o2);
            if (o2 == o1) rtrue;
        }
    }
    rfalse;
];

§4. To Decide Whether In. A curiosity, this: the I6 definition of "To decide whether in (obj - object)". As can be seen, there are three possible interpretations of "in", depending on the kind of object, so this could all be done with three different definitions in the Standard Rules, so that run-time type checking would decide which to apply: but that would produce a little overhead and make the code for this rather common operation a bit complicated. Besides, this way we can produce a respectable run-time problem message when the phrase is misapplied.

Note that "in X" is not equivalent to "the player is in X": the latter uses direct containment, whereas we use indirect containment. Thus "in the Hall" and "in the laundry-basket" are both true if the player is in a laundry-basket in the Hall.

[ WhetherIn obj;
    if (obj has enterable) {
        if (IndirectlyContains(obj, player)) rtrue;
        rfalse;
    }
    if (obj ofclass K9_region) return TestRegionalContainment(real_location, obj);
    if (obj ofclass K1_room) {
        if (obj == real_location) rtrue;
        rfalse;
    }
    IssueRTP("TestedInForNonRoomOrRegion",
        "Can only test if the current location is in a room or region.", WorldModelKitRTPs);
    print "*** ", (The) obj, " is neither.^";
    rfalse;
];

§5. Containment Relation. This is the single most important relation in I7: direct containment. It is complicated by the fact that "A is in B" is represented differently at run-time when A is a room and B is a region, and when it isn't.

For each A there is at most one B such that "A is in B" is true. Because of this we test the relation with a function of one variable which turns A into B, rather than a function of two variables returning true or false. ContainerOf is that function.

I7 frequently needs to compile loops over all A such that "A is in B". In simpler relations (such as the support relation below) it can do this efficiently by iterating through the object-tree children of B, but for containment we have to provide an iterator function TestContainmentRange, as otherwise we would get the wrong result when B is a region.

[ ContainerOf A p;
    if (A ofclass K1_room) {
        return A.map_region;
    }
    if (A ofclass K2_thing or K9_region) {
        p = parent(A);
        if (p == nothing) return nothing;
        if (p ofclass K5_container) return p;
        if (p ofclass K1_room) return p;
        if (p ofclass K9_region) return p;
    }
    return nothing;
];

[ MakeContainerOf F T;
    if ((F ofclass K1_room) && (T ofclass K9_region))
        F.map_region = T;
    else if ((F ofclass K2_thing) && (T ofclass K5_container or K1_room or K9_region))
        MoveObject(F, T);
    else if ((F ofclass K9_region) && (T ofclass K9_region))
        MoveObject(F, T);
    else {
        IssueRTP("MadeIllegalContainment",
            "Tried to put something into something else in an impossible way.",
            WorldModelKitRTPs);
        print "*** Attempted to put ", (the) F, " in ", (the) T, ".^";
        rtrue;
    }
];

[ TestContainmentRange obj e f;
    if (obj ofclass K9_region) {
        objectloop (f ofclass K1_room && f.map_region == obj)
            if (f > e) return f;
        return nothing;
    }
    if (obj ofclass K5_container or K1_room) {
        if (e == nothing) return child(obj);
        return sibling(e);
    }
    return nothing;
];

§6. Support Relation. This then is simpler, with no need for an iterator governing searches.

[ SupporterOf obj p;
    p = parent(obj);
    if (p == nothing) return nothing;
    if (p ofclass K6_supporter) return p;
    return nothing;
];

[ MakeSupporterOf F H;
    if ((F ofclass K2_thing) && (H ofclass K6_supporter)) {
        MoveObject(F, H);
    } else {
        IssueNonThingRTP(F, H);
    }
];

§7. Carrying Relation. Only people may carry, and something worn is not in this sense carried.

[ CarrierOf obj p;
    p = parent(obj);
    if (p && (p ofclass K8_person) && (obj hasnt worn)) return p;
    return nothing;
];

[ MakeCarrierOf F H;
    if ((F ofclass K2_thing) && (H ofclass K8_person)) {
        give H ~worn;
        MoveObject(F, H);
    } else {
        IssueNonThingRTP(F, H);
    }
];

[ UncarryObject X P Q;
    if (CarrierOf(X) == P) {
        give X ~worn;
        Q = HolderOf(P);
        if (Q) {
            move X to Q;
        } else {
            remove Q;
        }
    }
];

§8. Wearing Clothes. An object X is worn by a person P if and only if (i) the object tree parent of X is P, and (ii) X has the worn attribute. In fact for I7 purposes we are careful to ensure that (ii) happens only when (i) does in any case: if X is moved in the object tree, or made a part of something, or removed from play, then worn is removed.

[ WearObject X P opt;
    if (X == nothing) rfalse;
    if ((X ofclass K2_thing) && (P ofclass K8_person)) {
        if (X notin P) MoveObject(X, P, opt);
        give X worn;
    } else {
        IssueNonThingRTP(X, P);
    }
];

[ UnwearObject X P;
    if (WearerOf(X) == P) give X ~worn;
];

[ WearerOf obj p;
    p = parent(obj);
    if (p && (p ofclass K8_person) && (obj ofclass K2_thing) && (obj has worn)) return p;
    return nothing;
];

§9. Having Relation. A person has something if and only if he either wears or carries it.

+replacing(from BasicInformKit) [ OwnerOf obj p;
    p = parent(obj);
    if (p && (p ofclass K8_person)) return p;
    return nothing;
];

§10. Making Parts. Note that MakePart removes the part-to-be from the object tree before attaching it: it cannot, of course, be the core of the resulting object.

[ PartOf P;
    if (P ofclass K2_thing) return P.component_parent;
    return nothing;
];

[ MakePart P Of First;
    if ((P ofclass K2_thing) && ((Of == nothing) || (Of ofclass K2_thing))) {
        if (P == player) return IssueMadePlayerPartOfSomething(Of);
        if (parent(P)) remove P; give P ~worn;
        if (Of == nothing) { DetachPart(P); return; }
        if (P.component_parent) DetachPart(P);
        P.component_parent = Of;
        First = Of.component_child;
        Of.component_child = P; P.component_sibling = First;
    } else {
        IssueNonThingRTP(P, Of);
    }
];

[ DetachPart P From Daddy O;
    Daddy = P.component_parent; P.component_parent = nothing;
    if (Daddy == nothing) { P.component_sibling = nothing; return; }
    if (Daddy.component_child == P) {
        Daddy.component_child = P.component_sibling;
        P.component_sibling = nothing; return;
    }
    for (O = Daddy.component_child: O: O = O.component_sibling)
        if (O.component_sibling == P) {
            O.component_sibling = P.component_sibling;
            P.component_sibling = nothing; return;
        }
];

§11. Movements. Note that an object is detached from its component parent, if it has one, when moved.

+replacing(from BasicInformKit) [ MoveObject F T opt going_mode was L;
    if (F == nothing) return IssueRTP("NothingMoved",
        "You can't move nothing.", WorldModelKitRTPs);
    if (F ofclass K7_backdrop) {
        if (T ofclass K9_region) {
            give F ~absent; F.found_in = T.regional_found_in;
            if (TestRegionalContainment(LocationOf(player), T)) move F to LocationOf(player);
            else remove F;
            return; }
        if (T == FoundEverywhere) {
            give F ~absent; F.found_in = FoundEverywhere;
            return;
        }
        IssueRTP("BackdropMoved",
            "A backdrop can only be moved to a region.",
            WorldModelKitRTPs);
        print "*** Tried to move ", (the) F, " to ", (the) T, ".^";
        rtrue;
    }
    if (F ofclass K4_door) return IssueRTP("RemovedDoorFromPlay",
        "Tried to move a door.", WorldModelKitRTPs);
    if (T ofclass K9_region) {
        IssueRTP("NonBackdropMovedToRegion",
            "Only a backdrop can be moved to a region.",
            WorldModelKitRTPs);
        print "*** Tried to move ", (the) F, " to ", (the) T, ".^";
        rtrue;
    }
    if (T == FoundEverywhere) return IssueBackdropOnlyRTP(F);
    if (~~(F ofclass K2_thing)) {
        IssueRTP("NonThingMoved",
            "Only things can move around.", WorldModelKitRTPs);
        print "*** Tried to move ", (the) F, " to ", (the) T, ".^";
        return;
    }
    if (F has worn) {
        give F ~worn;
        if (F in T) return;
    }
    DetachPart(F);
    if (going_mode == false) {
        if (F == player) { PlayerTo(T, opt); return; }
        if (IndirectlyContains(F, player)) {
            L = LocationOf(T);
            if (L == nothing) return IssueMovedPlayerOffStage();
            if (LocationOf(player) ~= L) {
                was = parent(player);
                move player to real_location;
                move F to T;
                PlayerTo(was, true);
                return;
            }
        }
    }
    move F to T;
];

[ IssueBackdropOnlyRTP obj;
    IssueRTP("NonBackdropMovedToMultipleRooms",
        "Only backdrops can be moved to multiple rooms or regions.", WorldModelKitRTPs);
    print "*** ", (The) obj, " is not a backdrop.^";
    rtrue;
];

[ RemoveFromPlay F;
    if (F == nothing) return IssueRTP("NothingRemoved",
        "You can't remove nothing from play.", WorldModelKitRTPs);
    if (F == player) return IssueRTP("RemovedPlayerFromPlay",
        "You can't remove the player from play.", WorldModelKitRTPs);
    if (F ofclass K4_door) return IssueRTP("RemovedDoorFromPlay",
        "You can't remove a door from play.", WorldModelKitRTPs);
    if (F ofclass K1_room) { SetRegionalContainment(F, nothing); return; }
    if (IndirectlyContains(F, player)) return IssueMovedPlayerOffStage();
    give F ~worn; DetachPart(F);
    if (F ofclass K7_backdrop) give F absent;
    remove F;
];

[ IssueMovedPlayerOffStage;
    return IssueRTP("MovedPlayerOffStage",
        "You can't move the player off-stage.", WorldModelKitRTPs);
];

§12. On Stage. The following implements the "on-stage" and "off-stage" adjectives provided by the Standard Rules. Here, as above, note that the I6 attribute absent marks a floating object (see below) which has been removed from play; in I7 only doors and backdrops are allowed to float, and only backdrops are allowed to be removed from play.

[ OnStage O set x;
    if (O ofclass K1_room) rfalse;
    if (set < 0) {
        while (metaclass(O) == Object) {
            if (O ofclass K1_room) rtrue;
            if (O ofclass K9_region) rfalse;
            if (O ofclass K4_door) rtrue;
            if (O ofclass K7_backdrop) { if (O has absent) rfalse; rtrue; }
            x = O.component_parent; if (x) { O = x; continue; }
            x = parent(O); if (x) { O = x; continue; }
            rfalse;
        }
    }
    x = OnStage(O, -1);
    if ((x) && (set == false)) RemoveFromPlay(O);
    if ((x == false) && (set)) MoveObject(O, real_location);
    rfalse;
];

§13. Moving the Player. Note that the player object can only be moved by this routine: this allows us to maintain the invariant for real_location and location (for which, see "Light.i6t") and to ensure that multiply-present objects can be witnessed where they need to be.

[ PlayerTo newplace flag L;
    L = LocationOf(newplace);
    if (L == nothing) return IssueMovedPlayerOffStage();
    @push actor; actor = player;
    move player to newplace;
    location = L;
    real_location = location;
    MoveFloatingObjects();
    SilentlyConsiderLight();
    DivideParagraphPoint();
    if (flag == 0) R_Process(##Look);
    if (flag == 1) give location visited;
    if (flag == 2) AbbreviatedRoomDescription();
    @pull actor;
];

§14. Move During Going. The following routine preserves the invariant for real_location, but gets location wrong since it doesn't adjust for light. Nor are floating objects moved. It should be used only in the course of other operations which get the rest of this right. (I7 uses it only for the "going" action, where these various operations are each handled by different named rules to increase the flexibility of the system.)

[ MoveDuringGoing F T;
    MoveObject(F, T, 0, true);
    if (actor == player) {
        location = LocationOf(player);
        real_location = location;
    }
];

§15. Being Everywhere. The following is used as the found_in property for any backdrop which is "everywhere", that is, which is found in every room.

[ FoundEverywhere; rtrue; ];

§16. Testing Everywhere.

[ BackdropEverywhere O;
    if (O ofclass K7_backdrop) {
        if (O has absent) rfalse;
        if (O.found_in == FoundEverywhere) rtrue;
    }
    rfalse;
];

§17. Changing the Player. It is very important that nobody simply change the value of the player variable, because so much else must be updated when the identity of the player changes: the light situation, floating objects, the real_location and so on. Because of this, the Inform compiler contains code which compiles an assertion of the proposition "is(player, \(X\))" into a function call ChangePlayer(X) rather than a variable assignment player = X. So we cannot catch out the system by writing "now the player is Mr Henderson".

We must ensure that if player is initially X, is changed to Y, and is then changed back to X, that both X and Y end exactly as they began — hence the flummery below with using remove_proper to ensure that proper is left with the correct value. Note that:

[ ChangePlayer obj flag;
    if (~~(obj ofclass K8_person)) {
        IssueRTP("ChangedPlayerToNonPerson",
            "A player can only be changed to a person.", WorldModelKitRTPs);
        print "*** Tried to change player to ", (the) obj, ", which is not a person.^";
        rtrue;
    }
    if (~~(OnStage(obj, -1))) {
        IssueRTP("ChangedPlayerToOffStagePerson",
            "Attempt to change the player to a person off-stage.",
            WorldModelKitRTPs);
        print "*** ", (The) obj, " is currently off-stage.^";
        rtrue;
    }
    if (obj.component_parent) return IssueMadePlayerPartOfSomething(obj);
    if (obj == player) return;

    give player ~concealed;
    if (player has remove_proper) give player ~proper;
    if (player == selfobj) {
        player.saved_short_name = player.short_name;
        player.short_name = PRINT_PROTAGONIST_INTERNAL_RM('c');
    }
    player = obj;
    if (player == selfobj) {
        player.short_name = player.saved_short_name;
    }
    if (player hasnt proper) give player remove_proper; when changing out again
    give player concealed;
    give player proper;

    location = LocationOf(player); real_location = location;
    MoveFloatingObjects();
    SilentlyConsiderLight();
];

[ IssueMadePlayerPartOfSomething obj;
    IssueRTP("MadePlayerPartOfSomething",
        "Tried to make the player part of something.",
        WorldModelKitRTPs);
    print "*** Tried to make the player part of ", (the) obj, ".^";
    rtrue;
];

§18. Floating Objects. A single object can only be in one position in the object tree, yet backdrops and doors must be present in multiple rooms. This is accomplished by making them, in I6 jargon, "floating objects": objects which move in the tree whenever the player does, so that — from the player's perspective — they are always present when they should be. In I6, almost anything can be made a floating object, but in I7 this is strictly and only used for backdrops and two-sided doors.

There are several conceptual problems with this scheme: chiefly that it assumes that the only witness to the spatial arrangement of objects is the player. In I6 that was usually true, but in I7, where every person can undertake actions, it really isn't true any longer: if the objects float to follow the player, it means that they are not present with other people who might need to interact with them. This is why the accessibility rules are somewhat hacked for backdrops and doors (see "Light.i6t"). In fact we generally achieve the illusion we want, but this is largely because it is difficult to catch out all the exceptions for backdrops and doors, and because in practice authors tend not to set things up so that the presence or absence of backdrops much affects what non-player characters do.

All the same, the scheme is not logically defensible, and this is why we do not allow the user to create new categories of floating objects in I7.

The I6 implementation of MoveFloatingObjects acted on the location rather than the real_location, which (a) meant that multiply-present objects could include thedark — the generic Darkness place — as one possible location, but (b) assumed that the only sense by which the player could witness an object was sight. In I7, thedark is not a valid room, and we are a bit more careful about the senses.

[ MoveFloatingObjects toroom i k l m address flag;
    if (toroom == nothing) toroom = real_location;
    if (toroom == nothing) return;
    objectloop (i) {
        address = i.&found_in;
        if (address ~= 0 && i hasnt absent) {
            if (ZRegion(address-->0) == 2) {
                m = address-->0;
                .TestPropositionally;
                if (m.call(toroom) ~= 0) move i to toroom;
                else { if (i in toroom) remove i; }
            } else {
                k = i.#found_in;
                for (l=0 : l<k/WORDSIZE : l++) {
                    m = address-->l;
                    if (ZRegion(m) == 2) jump TestPropositionally;
                    if (m == toroom || m in toroom) {
                        if (i notin toroom) move i to toroom;
                        flag = true;
                    }
                }
                if (flag == false) { if (i in toroom) remove i; }
            }
            if ((i ofclass K4_door) && (parent(i) == nothing)) {
                move i to (i.door_to());
            }
        }
    }
];

[ MoveBackdrop bd D x address;
    if (~~(bd ofclass K7_backdrop)) return IssueBackdropOnlyRTP(bd);
    if (bd.#found_in > WORDSIZE) {
        address = bd.&found_in;
        address-->0 = D;
    } else bd.found_in = D;
    give bd ~absent;
    MoveFloatingObjects();
];

§19. Backdrop Location. This determines what the "location" of a backdrop is, or, if "target" is other than nothing, determines whether it can ever be the location. Note that this routine also works for two-sided doors, despite its name.

[ BackdropLocation O target address m x i k l r sl;
    if (O has absent) return nothing;
    if ((target == nothing or real_location) && (parent(O) == real_location))
        return real_location;
    address = O.&found_in;
    if (address ~= 0) {
        k = O.#found_in;
        for (l=0 : l<k/WORDSIZE : l++) {
            m = address-->l;
            if (ZRegion(m) == 2) {
                sl = location;
                if (target) {
                    location = target;
                    r = m.call();
                    if (r ~= 0) { location = sl; return target; }
                } else {
                    objectloop (x ofclass K1_room) {
                        location = x;
                        r = m.call();
                        if (r ~= 0) { location = sl; return x; }
                    }
                }
                location = sl;
            } else {
                if (m ofclass K9_region) {
                    objectloop (x ofclass K1_room)
                        if (TestRegionalContainment(x, m))
                            if (target == nothing or x)
                                return x;
                } else {
                    if (target == nothing or m) return m;
                }
            }
        }
    }
    return nothing;
];

§20. Map Connections. MapConnection returns the room which is in the given direction (as an object) from the given room: it is used, among other things, to test the "mapped east of" and similar relations. (The same relations are asserted true with AssertMapConnection and false with AssertMapUnconnection.)

RoomOrDoorFrom returns either the room or door which is in the given direction, and is thus simpler (since it doesn't have to investigate what is through such a door).

Both routines return values which are type-safe in I7 provided the kind of value they are assigned to is "object": neither returns any specific kind of object without fail. (MapConnection is always either a door or nothing, but nothing is not a typesafe value for "door".)

Note that map connections via doors are immutable.

[ MapConnection from_room dir
    in_direction through_door;
    if ((from_room ofclass K1_room) && (dir ofclass K3_direction)) {
        in_direction = Map_Storage-->
            ((from_room.IK1_Count)*No_Directions + dir.IK3_Count);
        if (in_direction ofclass K1_room) return in_direction;
        if (in_direction ofclass K4_door) {
            @push location;
            location = from_room;
            through_door = in_direction.door_to();
            @pull location;
            if (through_door ofclass K1_room) return through_door;
        }
    }
    return nothing;
];

[ DoorFrom obj dir rv;
    rv = RoomOrDoorFrom(obj, dir);
    if (rv ofclass K4_door) return rv;
    return nothing;
];

[ RoomOrDoorFrom obj dir use_doors in_direction sl through_door;
    if ((obj ofclass K1_room) && (dir ofclass K3_direction)) {
        in_direction = Map_Storage-->
            ((obj.IK1_Count)*No_Directions + dir.IK3_Count);
        if (in_direction ofclass K1_room or K4_door) return in_direction;
    }
    return nothing;
];

[ AssertMapConnection r1 dir r2 in_direction;
    SignalMapChange();
    in_direction = Map_Storage-->
        ((r1.IK1_Count)*No_Directions + dir.IK3_Count);
    if ((in_direction == 0) || (in_direction ofclass K1_room)) {
        Map_Storage-->((r1.IK1_Count)*No_Directions + dir.IK3_Count) = r2;
        return;
    }
    if (in_direction ofclass K4_door) {
        IssueDoorMovedRTP(r1, dir);
        return;
    }
    IssueRTP("CouldNotChangeMapConnection",
        "This map connection could not be changed.",
        WorldModelKitRTPs);
    print "Tried to change ", (the) dir, " exit of ", (the) r1,
        ", but it didn't seem to have such an exit to change.^";
];

[ AssertMapUnconnection r1 dir r2 in_direction;
    SignalMapChange();
    in_direction = Map_Storage-->
        ((r1.IK1_Count)*No_Directions + dir.IK3_Count);
    if (r1 ofclass K4_door) {
        IssueDoorMovedRTP(r1, dir);
        return;
    }
    if (in_direction == r2)
        Map_Storage-->((r1.IK1_Count)*No_Directions + dir.IK3_Count) = 0;
    return;
];

[ IssueDoorMovedRTP room dir;
    IssueRTP("DoorMoved",
        "Map connections to doors cannot be changed.", WorldModelKitRTPs);
    rtrue;
];

§21. Adjacency Relation. A relation between two rooms which, note, does not see connections through doors.

[ TestAdjacency R1 R2 i row;
    if ((R1 == nothing) || (R2 == nothing)) rfalse;
    if (R1 ofclass K9_region) { IssueTestedAdjacencyRTP(R1); rfalse; }
    else if (R2 ofclass K9_region) { IssueTestedAdjacencyRTP(R2); rfalse; }
    row = (R1.IK1_Count)*No_Directions;
    for (i=0: i<No_Directions: i++, row++)
        if (Map_Storage-->row == R2) rtrue;
    rfalse;
];

[ IssueTestedAdjacencyRTP region;
    IssueRTP("TestedAdjacencyToRegion",
        "You can't test whether something is adjacent to a region.", WorldModelKitRTPs);
    print "*** The region you tried this with was ", (the) region, ".^";
    rtrue;
];

§22. Regional Containment Relation. This tests whether an object with a definite physical location is in a given region. (For a two-sided door which straddles regions, the front side is what counts; for a backdrop, a direction or another region, the answer is always no.) We rely on the fact that every room object has a map_region property which is the smallest region containing it, if any does, and nothing otherwise; region objects are then in the object tree such that parenthood corresponds to spatial containment. (Note that in I7, a region must either completely contain another region, or else have no overlap with it.)

[ TestRegionalContainment obj region o;
    if ((obj == nothing) || (region == nothing)) rfalse;
    Set o to the region of the room containing obj
    if (obj ofclass K9_region) {
        o = parent(obj);
    } else {
        while (~~(obj ofclass K1_room)) {
            if (obj == nothing) rfalse;
            if (obj ofclass K7_backdrop or K4_door) {
                if (obj has absent) rfalse;
                objectloop (o ofclass K1_room)
                    if (TestRegionalContainment(o, region))
                        if (BackdropLocation(obj, o))
                            rtrue;
                rfalse;
            }
            obj = HolderOf(obj);
        }
        o = obj.map_region;
    }
    Test whether region is, or indirectly contains, o
    while (o) {
        if (o == region) rtrue;
        o = parent(o);
    }
    rfalse;
];

[ SetRegionalContainment obj region o;
    if ((obj ofclass K1_room) && ((region ofclass K9_region) || (region == nothing))) {
        obj.map_region = region;
    } else if ((obj ofclass K9_region) &&
        ((region ofclass K9_region) || (region == nothing))) {
        o = region;
        while (o) {
            if (o == obj) return IssueNoRegionChangeRTP(obj, region);
            o = parent(o);
        }
        move obj to region;
    } else if (TestRegionalContainment(obj, region) == false) {
        IssueNoRegionChangeRTP(obj, region);
    }
];

[ IssueNoRegionChangeRTP obj region;
    IssueRTP("ChangedRegionOfNonRoomOrRegion",
        "Only rooms and regions can change region.",
        WorldModelKitRTPs);
    print "*** Attempted to move ", (the) obj, " to ", (the) region, ".^";
    rtrue;
];

§23. Doors. There are two sorts of door: one-sided and two-sided.

A two-sided door is in two rooms at once: one is called the front side, the other the back side. The front side is the one declared first in the source. Note that a one-sided door is also an I6 object of class K4_door, and then the front side is the room holding it, while the back side is nothing.

The door_to property calculates the room which the door leads to; that of course depends on which side of it the player is standing. Similarly, door_dir calculates the direction it leads in. Unlike the I6 setup, where door_dir returned the direction property (n_to, s_to, etc.), here in I7's template it returns the direction object (n_obj, s_obj, etc.)

[ FrontSideOfDoor D; if (~~(D ofclass K4_door)) rfalse;
    if (D provides found_in) return (D.&found_in)-->0; Two-sided
    return parent(D); One-sided
];

[ BackSideOfDoor D; if (~~(D ofclass K4_door)) rfalse;
    if (D provides found_in) return (D.&found_in)-->1; Two-sided
    return nothing; One-sided
];

[ OtherSideOfDoor D from_room rv;
    if (D ofclass K4_door) {
        @push location;
        location = LocationOf(from_room);
        rv = D.door_to();
        @pull location;
    }
    return rv;
];

[ DirectionDoorLeadsIn D from_room rv dir;
    if (D ofclass K4_door) {
        @push location;
        location = LocationOf(from_room);
        rv = D.door_dir();
        @pull location;
    }
    return rv;
];

§24. Visibility Relation. We use TestScope to decide whether there is a line of sight from A to B; it's a relation which cannot be asserted true or false.

[ TestVisibility A B;
    if ((A ofclass K2_thing) && (B ofclass K2_thing)) {
        if (~~OffersLight(parent(CoreOf(A)))) rfalse;
        if (suppress_scope_loops) rtrue;
        return TestScope(B, A);
    }
    rfalse;
];

§25. Audibility Relation. For now, this is the same test as visibility except that it does not require light to see by.

[ TestAudibility A B res saved;
    if (suppress_scope_loops) rtrue;
    if ((A ofclass K2_thing) && (B ofclass K2_thing)) {
        saved = location; if (location == thedark) location = real_location;
        res = TestScope(B, A);
        location = saved;
        return res;
    }
    rfalse;
];

§26. Touchability Relation. We use ObjectIsUntouchable to decide whether there is physical access from A to B; it's a relation which cannot be asserted true or false.

[ TestTouchability A B rv;
    if (~~((A ofclass K2_thing) && (B ofclass K2_thing))) rfalse;
    if (A ofclass K4_door or K7_backdrop) MoveFloatingObjects(LocationOf(B));
    if (B ofclass K4_door or K7_backdrop) MoveFloatingObjects(LocationOf(A));
    if (TestScope(B,A) == false) rv = true;
    else rv = ObjectIsUntouchable(B, true, A);
    if (A ofclass K4_door or K7_backdrop) MoveFloatingObjects();
    if (rv) rfalse;
    rtrue;
];

§27. Concealment Relation. An activity determines whether one object conceals another; it's a relation which cannot be asserted true or false.

[ TestConcealment A B;
    if (A ofclass K2_thing && B ofclass K2_thing) {
        if (IndirectlyContains(A, B)) {
            particular_possession = B;
            if (CarryOutActivity(DECIDING_CONCEALED_POSSESS_ACT, A)) rtrue;
        }
    }
    rfalse;
];