described
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The described property is simply a flag that indicates whether an object has been explicitly examined by the player. It starts out at nil, and is set to true when the player EXAMINES the object. We can take advantage of this to provide a slightly smoother response if the player first picks up the coin and only then examines it, by explaining on what is then the first examination that the 'small brassy object' is in fact a coin; and while we're at it we can also use it to avoid needlessly calling the changeName() routine more than once (note that this test must come before we call the inherited handling, or changeName will never be called):


brassCoin : Thing '(small) brassy object' 'small brassy object' @longCave
  "<<described ? nil : 'It turns out to be a coin. '>>
    On the obverse is the head of King Freddie the Fat, and on the reverse
   is stamped ONE GROAT. " 
   initSpecialDesc = "{A coin/he} lies on the ground in a dim corner of the cave. "
   initDesc = "It looks like it might be a coin of some sort. "
   globalParamName = 'coin'
   specialDesc = "{A coin/he} lies on the floor. "   
   useSpecialDesc { return location.ofKind(Room) || useInitSpecialDesc(); }
   dobjFor(Examine)
   {
     action()
     {
        if (!described) changeName();
    
inherited;
     }
   }
   changeName()
   {
     name = 'small brass coin';
     cmdDict.removeWord(self, 'object', &noun);
     initializeVocabWith('brass coin/groat*coins');
   } 
;

If this is beginning to seem like a lot of complicated work for one simple coin, don't worry; in practice most object definitions are not nearly this elaborate, we have made this one so mainly to illustrate what can be done with some of the methods and properties of Thing, not what must be done on each occasion. Our small brass coin is now well and truly defined enough, and we shall move on to define some other Things to populate our game world.