The Four-Eyed Guide to TADS 3 by David Welbourn index
Related action: OPEN dobjList.
>close >close floor |
close matches VerbRule(Close) which invokes CloseAction. [TODO]
en_us\en_us.t | Short description |
---|---|
VerbRule(Close) | Associates the grammars "close dobjList" and "shut dobjList" with CloseAction. |
Note: VerbRule(tag) is a macro defined in en_us.h. | Note: CloseAction is defined in actions.t (see below). |
actions.t |
Short description |
DefineTAction(Close) |
Defines class CloseAction: TAction |
Note: DefineTAction(name) is a macro defined in adv3.h. |
Note: TAction is a class defined in action.t. |
precond.t | Short description |
touchObj | |
thing.t | Short description |
Thing.dobjFor(Close) | By default, one must be able to touch something before one can close it. Also, it is illogical to close most things, e.g.: 'That isn't something you can close.' |
objects.t |
Short description |
Openable.dobjFor(Close) | If it's closed, the player is told it's already closed, e.g.: 'The safe is already closed.' If it's open, the game closes it with minimal fuss, e.g.: 'Closed.' |
travel.t | Short description |
Door.dobjFor(Close) | Handled almost the same as an Openable, except that the likelihood of closing a door one just travelled through is boosted to logical rank 120. |
class AutoClosingDoor: Door | This subclass of Door automatically closes itself when one goes through it, e.g.: 'After you go through the porch door, it closes behind you.' |
en_us\msg_neu.t | Short description |
playerActionMessages.okayClose | 'Closed. ' |
playerActionMessages.doorClosesBehind(obj) | 'After {you/he} go{es} through {the obj/him}, {it/he} close{s} behind {you/him}. ' |
playerActionMessages.cannotClose | '{That dobj/he} {is}n\'t something {you/he} can close. ' |
playerActionMessages.alreadyClosed | '{The dobj/he} {is} already closed. ' |
playerActionMessages.currentlyClosed | '{It\'s dobj} currently closed. ' |
npcActionMessages.okayClose | '{You/he} close{s} {the dobj/him}. ' |