;****************************************************************************** ; QUEST.PRP ; ; This file contains all property definitions needed by Quest. Note that there ; is a certain amount of overlap in the property definitions. Also included ; in this file are vocabulary definitions and global variable definitions. ;----------------------------------------------------------------------------- ;----------------------------------------------------------------------------- ; Map Properties ; ; Map properties are used by the LOCATION super-class to link locations to one ; another. The normal directions are used by the adventurer (player). Others ; are used by mobile actors. Mobile actors directions will be noted by comments ; when they occur. ;----------------------------------------------------------------------------- (property north ; player north northeast ; player northeast east ; player east southeast ; player southeast south ; player south southwest ; player southwest west ; player west northwest ; player northwest up ; player up down ; player down wolf-dir-1 ; Wolf can move 1 of 2 directions (chosen randomly) each time wolf-dir-2 ; it moves. entrance ; player entering an object, like the blockhouse egress ; player exiting from an object, like the blockhouse ) ;----------------------------------------------------------------------------- ; Basic Object Properties ; ; These properties are shared by most objects. Note that the DESCRIPTION ; properties below are used by the LOCATION super-class and the BASIC-THING ; class for different but similar purposes. ;----------------------------------------------------------------------------- (property initial-location ; the initial location of a "thing" description ; the "long" description of a location or object short-description ; the short description of a location or object sound ; the sound of a location or object if you listen odor ; the smell of an object or location if you sniff get-err-msg ; Specific complaint about taking an object value ; an object's treasure value first-move ; an object's first movement response to "take object" normal-description ; an object's normal description been-moved ; Has an object been moved from initial location? transparent ; Is object transparent? makes-light ; Can object emit enough light to see by? counter ; Count down timer lighted ; Is object lit? capacity ; Amount item will hold weight ; encumberance of object (in GP) (1 GP= 1/10 pound) read-msg ; object's message (signs, etc) def-msg ; object's definition water ; is water present? special ; have special take procedure (T/nil) crystal ; object is made of crystal, and thus acid proof (T/nil) ) ;----------------------------------------------------------------------------- ; Link Properties ; ; These properties are used to link objects together "geographically", in other ; words, to show which objects are where. Each super-class of object has ; different combinations of these properties. ; ; Objects with the LOCATION super-class are rooms. By definition (in QUEST) ; rooms can contain objects, but not be contained by other objects. Therefore ; the LOCATION super-class uses only the child property, since an object's ; child is the first object contained within it. ; ; Other object super-classes may be contained by rooms, and so need the parent ; and sibling properties. An object's parent is the object which contains it. ; An object's sibling is any other objects also contained by an object's parent. ; ; For example, if we have a room that contains a chair, a desk, and a picture, ; the relationship looks like this: (Downward arrows show child, sideways ; arrows show siblings) ; ; Room ; | ; V ; Desk --> Chair --> Picture ; ; The parent of DESK, CHAIR, and PICTURE is ROOM. ;----------------------------------------------------------------------------- (property parent ; the object or location containing this object sibling ; the next object contained by this object's parent child ; the first object contained by this object ) ;----------------------------------------------------------------------------- ; Location Properties ; ; These properties apply only to locations. ;----------------------------------------------------------------------------- (property visited ; true if location has been visited by player up-error ; text message about inability to move up down-error ; text message about inability to move down side-error ; text message about inability to move sideways ) ;----------------------------------------------------------------------------- ; Portal Properties ; ; The PORTAL super-class is an object that acts like a gate (the magical kind) ; that teleports the player from one location to the location containing the ; other portal (portals are always paired, unlike real doorways). Note that ; a portal might actually resemble a normal doorway. ;----------------------------------------------------------------------------- ; Portal properties (property closed ; true if the portal is closed locked ; true if the portal is locked key ; key to unlock the portal other-side ; the other portal in a pair open-desc ; description of the door opening (Minus "the door") close-desc ; description of the door closing " " " unlock-desc ; description of the door unlocking " " " lock-desc ; description of the door locking " " " ) ;----------------------------------------------------------------------------- ; Weapon Properties ; ; These properties apply to weapons. ;----------------------------------------------------------------------------- (property kills ; True if can damage opponent low-damage ; Weapon's minimum damage when hits high-damage ; Weapon's maximum damage when hits damage-bonus ; magical damage bonus hit-bonus ; magical bonus to hit ) ;----------------------------------------------------------------------------- ; Actor Properties ; ; These properties apply to actors (note that all actors might not have all ; properties.) ;----------------------------------------------------------------------------- (property shy ; Actor disappears after hello or get hello-msg ; Message spoken by actor TH0 ; To hit AC0 (AD&D style) hit-points ; AD&D style hit points armour-class ; AD&D style armour class poisoned ; amount of poison in adventurer's system ) ;***************************************************************************** ; VOCABULARY DEFINITIONS ; ; The vocabulary below is very basic, because further vocabulary words will be ; added by the noun, adjective, verb, and preposition commands. ;----------------------------------------------------------------------------- (synonym north n) (synonym south s) (synonym east e) (synonym west w) (synonym up u climb) (synonym down d) (synonym inventory i inven) (synonym northeast ne) (synonym northwest nw) (synonym southeast se) (synonym southwest sw) (synonym go walk) (synonym look l) (conjunction and) (article the that a an) ;***************************************************************************** ; VARIABLE DEFINITIONS ; ; The following variables are certain globally recognized ones. ;----------------------------------------------------------------------------- (variable curloc ; the location of the player character %actor ; the actor object %dobject ; the direct object %iobject ; the indirect object obj ; this is just an experiment, remove later )