Appendix F -- Inform library
==============================
+.. |ADD| replace:: **+**
+
+.. The ⊕ symbol doesn't work in LaTeX.
+
.. default-role:: samp
.. only:: html
If defined (between Includes of `Parser` and `VerbLib`), changes standard
library messages:
+ .. only:: html
+
| `Object LibraryMessages`
| `with before [;`
| `{action}: "{string}";`
| `...`
| `];`
+ .. todo::
+
+ Get this to work properly in LaTeX. Currently get a 'too deeply
+ nested' error.
+
`selfobj`
The default player object. Avoid: use instead the `player` variable,
which usually refers to `selfobj`.
`wn`
The input stream word number, counting from 1.
+.. _library-routines:
+
Library routines
================
Returns the type of its `{arg}` : 3 for a string address, 2 for a routine
address, 1 for an object number, or 0 otherwise.
+.. _object-props:
+
Object properties
=================
| `{property} [; {routine_id}(); ]`
| `{property} {routine_id}`
-In this appendix, "⊕" marks an additive property. Where a `Class` and an
+In this appendix, |ADD| marks an additive property. Where a `Class` and an
`Object` of that class both define the same property, the value specified
for the `Object` normally overrides the value inherited from the `Class`.
However, if the property is additive then both values apply, with the
The `{value}` can be a space-separated list of `{obj_ids}`, or a routine
which invokes `PlaceInScope()` or `ScopeWithin()` to specify objects.
-`after` ⊕
+`after` |ADD|
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every `{action}` which occurs
here.
For a non-English object: its definite and indefinite articles. The
`{value}` is an array of strings.
-`before` ⊕
+`before` |ADD|
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every action which occurs
here.
`StartDaemon({obj_id})` and which then runs once each turn until
deactivated by `StopDaemon({obj_id})`.
-`describe` ⊕
+`describe` |ADD|
For an object: called before the object's description is output. For a
room: called before the room's (long) description is output.
`e_to`
See `d_to`.
-`each_turn` ⊕
+`each_turn` |ADD|
Invoked at the end of each turn (after all appropriate daemons and
timers) whenever the object is in scope. The `{value}` can be a string,
or a routine.
`inventory_stage` has the value 2, and the routine should return `false`
to continue, or `true` to stop processing and produce no further output.
-`life` ⊕
+`life` |ADD|
For an `animate` object: receives person-to-person actions (`Answer`,
`Ask`, `Attack`, `Give`, `Kiss`, `Order`, `Show`, `Tell`, `ThrowAt` and
`WakeOther`) for which this is the `{noun}`. The `{value}` is a routine
`n_to`
See `d_to`.
-`name` ⊕
+`name` |ADD|
Defines a space-separated list of words which are added to the Inform
dictionary. Each word can be supplied in apostrophes '...' or quotes
"..."; in all other cases only words in apostrophes update the
`nw_to`
See `d_to`.
-`orders` ⊕
+`orders` |ADD|
For an `animate` or `talkable` object: the `{value}` is a routine called
to carry out the player's orders. The routine should return `false` to
continue, or `true` to stop processing the action and produce no further
For a `lockable` object: the `{obj_id}` (generally some kind of key)
needed to lock and unlock the object, or `nothing` if no key fits.
+.. _object-attrs:
+
Object attributes
=================
`worn`
For a `clothing` object: is being worn.
+.. _entry-points:
+
Optional entry points
=====================
`UnknownVerb()`
Called when an unusual verb is encountered.
+.. _group-1-actions:
+
Group 1 actions
===============
`XTree` "`TREE`"
=============== ===================================================
+.. _group-2-actions:
+
Group 2 actions
===============
`Wear` "`DON`", "`PUT ON`", "`WEAR`"
============= =============================================================
+.. _group-3-actions:
+
Group 3 actions
===============