Generic Booth #140
Aliases: Generic Booth, booth
13 verbs · 69 properties · 0 children
Verbs
| Verb | Spec | Flags | Definer | Lines |
|---|---|---|---|---|
l*ook | any any any | rxd | #140 | 10 |
look_self | this none this | rxd | #140 | 8 |
o*ut e*xit leave | none none none | rxd | #140 | 10 |
go | any any any | rd | #140 | 4 |
yell | any any any | rd | #140 | 8 |
tell | this none this | rxd | #140 | 6 |
@exdescribe | this none none | rd | #140 | 7 |
dr*op th*row | this none none | rxd | #140 | 13 |
g*et t*ake | this none none | rxd | #140 | 8 |
enter | this none none | rd | #140 | 8 |
@listen | this at/to any | rd | #140 | 19 |
@clear @window | this at/to any | rd | #140 | 19 |
init_for_core | this none this | rxd | #140 | 19 |
Properties
| Property | Definer | Flags | Owner | Value |
|---|---|---|---|---|
listen | #140 | r | #2 | 1 |
exterior_description | #140 | rc | #36 | "You see the outside of a portable room." |
clear | #140 | r | #2 | 1 |
arrive_msg | #140 | rc | #36 | "%N %<appears> from %l." |
depart_msg | #140 | rc | #36 | "%N %<leaves> for " |
not_my_tell | #140 | r | #2 | 1 |
x_loc | #140 | r | #2 | 1 |
y_loc | #140 | r | #2 | 1 |
virtual_exit_task | #118 | r | #2 | <clear> |
defaulting_exit_oleave_msg | #118 | rc | #36 | <clear> |
blessed_entrances | #118 | rc | #36 | <clear> |
virtual_exits | #118 | rc | #36 | {} |
give_short_alias | #118 | rc | #36 | <clear> |
virtual_exit_to_use | #118 | r | #2 | <clear> |
lit_from_outside | #118 | rc | #36 | <clear> |
bot_locked | #104 | rc | #36 | <clear> |
fakes | #104 | r | #36 | <clear> |
retail | #104 | rc | #36 | 0 |
seat | #104 | r | #36 | <clear> |
pool | #104 | r | #36 | <clear> |
seat_desc | #104 | r | #36 | <clear> |
pool_desc | #104 | r | #36 | <clear> |
sit_phrase | #104 | rc | #36 | <clear> |
stand_phrase | #104 | rc | #36 | <clear> |
swim_phrase | #104 | rc | #36 | <clear> |
dry_phrase | #104 | rc | #36 | <clear> |
push_phrase | #104 | rc | #36 | <clear> |
seat_aliai | #104 | r | #36 | <clear> |
pool_aliai | #104 | r | #36 | <clear> |
seat_contents | #104 | r | #36 | <clear> |
pool_contents | #104 | r | #36 | <clear> |
seat_max | #104 | r | #36 | <clear> |
pool_max | #104 | r | #36 | <clear> |
details | #104 | rc | #36 | <clear> |
temp_detail_index | #104 | rc | #36 | <clear> |
temp_detail_desc | #104 | rc | #36 | <clear> |
outdoors | #104 | r | #36 | <clear> |
attack_queue | #104 | r | #2 | <clear> |
battle_on | #104 | r | #2 | <clear> |
stop_msg | #104 | rc | #36 | <clear> |
remove_msg | #104 | rc | #36 | <clear> |
dump_msg | #104 | rc | #36 | <clear> |
dump_loc | #104 | rc | #36 | <clear> |
sanctuary | #104 | rc | #36 | <clear> |
ansi_title | #104 | r | #36 | <clear> |
dark_desc | #104 | rc | #36 | <clear> |
title_style | #104 | rc | #36 | <clear> |
build_help | #104 | rc | #36 | list of 5{"\"@clear @window <on/off>\" - toggles a simple window to the outside. It does not create a window object that can be opened or closed, but does makes the walls opaque or transparent.", "", "@exdescribe <room> - enters an editor to describe the exterior.", "", "\"@listen <on/off>\" - set room to be able to listen through the walls."} |
battle_task | #104 | r | #2 | <clear> |
dig_level | #104 | rc | #36 | <clear> |
holes | #104 | r | #2 | <clear> |
help_msg | #104 | rc | #36 | {"yell <string> - screams <string> to the outside."} |
who_location_msg | #3 | rc | #36 | <clear> |
free_home | #3 | rc | #36 | <clear> |
victim_ejection_msg | #3 | rc | #36 | <clear> |
ejection_msg | #3 | rc | #36 | <clear> |
oejection_msg | #3 | rc | #36 | <clear> |
residents | #3 | rc | #36 | <clear> |
free_entry | #3 | rc | #36 | <clear> |
entrances | #3 | c | #36 | <clear> |
blessed_object | #3 | rc | #36 | <clear> |
blessed_task | #3 | rc | #36 | <clear> |
exits | #3 | c | #36 | <clear> |
dark | #3 | rc | #36 | <clear> |
ctype | #3 | rc | #36 | <clear> |
key | #1 | c | #36 | 0 |
aliases | #1 | rc | #36 | {"Generic Booth", "booth"} |
description | #1 | rc | #36 | <clear> |
object_size | #1 | r | #36 | {10821, -1090650497} |
Ancestry
Ancestors (nearest first): #118 virtual exit room → #104 RPG room → #3 generic room → #1 Root Class
Children: none
Call graph
Source
l*ook
Referenced by
none
Source
1if ((dobjstr == "out") || (dobjstr == "outside")) 2if (((player.location == this) && (!prepstr)) && this.clear) 3player:tell("Outside ", this:title(), ":"); 4this.location:look_self(); 5else 6player:tell("You cannot see outside ", this:title(), "."); 7endif 8else 9pass(@args); 10endif
look_self
Referenced by
none
Source
1if (player.location == this) 2return pass(@args); 3endif 4player:tell_lines(this.exterior_description); 5if (this.clear) 6player:tell("On the inside you can see:"); 7return pass(@args); 8endif
o*ut e*xit leave
Referenced by
none
Source
1if (player.location != this) 2return player:tell("You're not in ", this:title(), "!!"); 3endif 4$you:say_action(tostr(this.depart_msg, this.location:title(), ".")); 5this.not_my_tell = 0; 6this.location:announce($string_utils:pronoun_sub(this.arrive_msg, player)); 7player:moveto(this.location); 8this.not_my_tell = 1; 9player.x_loc = this.x_loc; 10player.y_loc = this.y_loc;
go
Referenced by
none
Source
1if (((!args) || (dobjstr == "out")) || (iobjstr == "out")) 2return this:out(); 3endif 4pass(@args);
yell
Referenced by
none
Source
1if (player.location != this) 2return player:tell("You're not there."); 3endif 4this.not_my_tell = 0; 5this.location:announce_all(player:titlec(), " yells: **", argstr, "** from ", this:title(), "."); 6this.not_my_tell = 1; 7this:announce(player:titlec(), " yells: **", argstr, "**"); 8player:tell("You yell: **", argstr, "**");
tell
Referenced by
none
Source
1if (this.listen == 0) 2return pass(@args); 3endif 4if (this.not_my_tell) 5this:announce_all("[Outside] ", @args); 6endif
@exdescribe
Referenced by
none
Source
1if ((player != this.owner) && (!player.wizard)) 2return player:tell("You don't own ", this:title(), "!"); 3endif 4player:tell("Please enter ", this:title(), "'s exterior description: "); 5x = $command_utils:read_lines(); 6this.exterior_description = x; 7player:tell("Exterior description has been set.");
dr*op th*row
Referenced by
none
Source
1set_task_perms(callers() ? caller_perms() | player); 2if (this.location != player) 3player:tell("You don't have that."); 4elseif (!player.location:acceptable(this)) 5player:tell("You can't drop that here."); 6else 7this:moveto(player.location); 8if (this.location == player.location) 9$you:say_action(tostr("%N %<drops> ", this:title(), ".")); 10else 11player:tell("You can't seem to drop that here."); 12endif 13endif
g*et t*ake
Referenced by
none
Source
1if (this.location != player.location) 2player:tell("You don't see that here."); 3elseif (((player == this.owner) || (player == this.location.owner)) || player.wizard) 4this:moveto(player); 5$you:say_action(tostr("%N %<takes> ", this:title(), ".")); 6else 7player:tell("You can't move that."); 8endif
enter
Referenced by
none
Source
1if (player.location != this.location) 2return player:tell("You're not in ", this.location:title(), "!!"); 3endif 4$you:say_action(tostr(this.depart_msg, this:title(), ".")); 5this.not_my_tell = 0; 6this:announce($string_utils:pronoun_sub(this.arrive_msg, player)); 7player:moveto(this); 8this.not_my_tell = 1;
@listen
Referenced by
none
Source
1if ((player == this.owner) || player.wizard) 2if (iobjstr == "on") 3if (this.listen == 1) 4return player:Tell(this:titlec(), " is already in listening mode."); 5endif 6player:tell(this:titlec(), " is now listening to it's location."); 7this.listen = 1; 8elseif (iobjstr == "off") 9if (this.listen == 0) 10return player:tell(this:titlec(), " is not currently listening."); 11endif 12player:tell(this:titlec(), " is no longer listening to its location."); 13this.listen = 0; 14else 15player:tell(this.listen ? "Listening is on." | "Listening is off."); 16endif 17else 18player:tell("Only the owner can change the listening status of ", this:title(), "."); 19endif
@clear @window
Referenced by
none
Source
1if ((player == this.owner) || player.wizard) 2if (iobjstr == "on") 3if (this.clear == 1) 4return player:tell(this:titlec(), " is already clear."); 5endif 6player:tell(this:titlec(), " is no longer opaque."); 7this.clear = 1; 8elseif (iobjstr == "off") 9if (this.clear == 0) 10return player:tell(this:titlec(), " currently has no window."); 11endif 12player:tell(this:titlec(), " is now opaque."); 13this.clear = 0; 14else 15player:tell(this.clear ? "Room clear." | "Room opaque."); 16endif 17else 18player:tell("Only the owner can change the opacity of ", this:title(), "."); 19endif
init_for_core
Referenced by
none
Source
1if (caller_perms().wizard) 2if (this == $booth) 3this.listen = 1; 4this.exterior_description = "You see the outside of a portable room."; 5this.clear = 1; 6this.arrive_msg = "%N %<appears> from %l."; 7this.depart_msg = "%N %<leaves> for "; 8this.not_my_tell = 1; 9this.x_loc = 1; 10this.y_loc = 1; 11else 12for p in (properties($booth)) 13if ((!p) in {"build_help", "help_msg"}) 14clear_property(this, p); 15endif 16endfor 17endif 18return pass(@args); 19endif