Usenet.com

www.Usenet.com

Group Index

Rec Thread Archive from Usenet.com

<-- __Chronological__ --> <-- __Thread__ -->

Re: [T2] darkroom: making certain things visible



I had a more specific thought or two.  Here's what you could do to
have a standard pitch black room which allows you to see and take the
object "torch":

startroom: darkroom
   (insert sdesc, ldesc, directions...)
    lookAround(verbosity) =
    {
        inherited.lookAround(verbosity);
//do what a darkroom would normally do, but then:
        if(not self.islit and torch.location=self)
            "\nYou detect your torch's distinct odor nearby."
//i.e. we want a torch-specific message if we're dark and it's here.
    }
    roomCheck(v) =
    {
        if(v=takeVerb) return true;
        pass roomCheck;
//don't stop "take" at this point.  everything else as normal.
//not sure you can "pass" here.  also try: return inherited.roomCheck(v);
    }
    roomAction(actor, v, dobj, prep, io) =
    {
        if(v=takeVerb and dobj=torch) return;
//don't do anything if it's "take torch"
        pass roomAction;
//do normal stuff.
    }
;

so the idea is that you'd get a description like:

It's pitch black.
You detect your torch's distinct odor nearby.

Kevin Venzke





<-- __Chronological__ --> <-- __Thread__ -->


Usenet.com



Please check out one of the premium Usenet Newsgroup Service Providers below for access to Usenet.