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10.1. Object properties
The following object properties are defined in
standard.adl. The ADL programmer using standard.adl is
advised not to re-use these properties with different
meanings, as strange and unusual things will happen.
SEEN = 16;
OPENS = 15;
LOCKS = 14;
OPENED = 13;
LOCKED = 12;
TRANS = 11;
LIGHT = 10;
FLAME = 9;
NOTAKE = 8;
AllLink = 29;
SAVESENT = 28;
This leaves boolean properties 1 though 7 and integer
properties 17 through 28 free for the programmer's
definition and use. The above properties are used as
follows:
SEEN The standard looking daemon sets this
property of a room to TRUE whenever the
player visits the room.
OPENS This property should be set to TRUE if it
is possible to open or close the object
(a treasure chest would be an example of
this).
LOCKS This property should be set to TRUE if it
is possible to lock or unlock the object
(a door might be a good example of this).
OPENED This property is set to TRUE if the
object is already opened and FALSE if the
object is closed. This is meaningful
only if OPENS is TRUE.
LOCKED This property is set to TRUE if the
object is locked and FALSE if the object
is unlocked. This is meaningful only if
LOCKS is TRUE.
TRANS This property should be set to TRUE if
the object is transparent (a glass box or
a bottle would be a good example of
this).
LIGHT This property should be set to TRUE if
the object gives off light (in the case
of a transportable object like a flash-
light) or if the object is intrinsically
lit (like an outdoor location).
FLAME This property should be set to TRUE if
the object is on fire.
NOTAKE This property should be set to TRUE if it
is desired that "take" and "drop" ignore
the object when "take all" or "drop all"
are requested.
AllLink This property is used by the PREACT and
ACTION routines of the verbs "take" and
"drop" and should not be used by anything
else.
SAVESENT This property is used to hold the start-
ing number of a block of six global vari-
ables in which to store a sentence for
use with ActAction, below.