Used by `invent` and `list_together` properties.
`keep_silent`
- Normally `false`; `true` makes most group 2 actions silent.
+ Normally `false`; `true` makes most :ref:`group 2 actions
+ <group-2-actions>` silent.
`location`
The player's current room; unless that's dark, when it contains
`wn`
The input stream word number, counting from 1.
+.. _library-routines:
+
Library routines
================
A scored task has been achieved.
`AfterRoutines()`
- In a group 2 action, controls output of "after" messages.
+ In a :ref:`group 2 action <group-2-actions>`, controls output of "after"
+ messages.
`AllowPushDir()`
An object can be pushed from one location to another.
`DrawStatusLine()`
Refreshes the status line; happens anyway at end of each turn.
-`GetGNAOfObject(obj_id)`
+`GetGNAOfObject({obj_id})`
Returns gender-number-animation 0..11 of the `{obj_id}`.
-`HasLightSource(obj_id)`
+`HasLightSource({obj_id})`
Returns `true` if the `{obj_id}` has light.
`IndirectlyContains({parnt_obj_id,obj_id})`
Returns `true` if `{obj_id}` is currently a child or grand-child or
great-grand-child... of the `{parent_object}`.
-`IsSeeThrough(obj_id)`
+`IsSeeThrough({obj_id})`
Returns `true` if light can pass through the `{obj_id}`.
`Locale({obj_id,"string1","string2"})`
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
=================
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
===============
Group 2 actions usually work, given the right circumstances.
+.. tabularcolumns:: |l|p{5in}|
+
============= =============================================================
`Close` "`CLOSE [UP]`", "`COVER [UP]`", "`SHUT [UP]`"
`Disrobe` "`DISROBE`", "`DOFF`", "`REMOVE`", "`SHED`", "`TAKE OFF`"
`Wear` "`DON`", "`PUT ON`", "`WEAR`"
============= =============================================================
+.. _group-3-actions:
+
Group 3 actions
===============
Group 3 actions are by default stubs which output a message and stop at the
"before" stage (so there is no "after" stage).
+.. tabularcolumns:: |l|p{5in}|
+
============= =============================================================
`Answer` "`ANSWER TO`", "`SAY TO`",
"`SHOUT TO`", "`SPEAK TO`"
Fake actions handle some special cases, or represent "real" actions from
the viewpoint of the second object.
+.. tabularcolumns:: |l|p{5in}|
+
================ ========================================================
`LetGo` Generated by `Remove`.
`ListMiscellany` Outputs a range of inventory messages.