IndirectLockableclass | objects.t[3894] |
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This is useful for a couple of situations. First, it's useful when we want to create a locked object that simply can't be unlocked, such as a locked door that forms a permanent boundary of the map. Second, it's useful for locked objects that must be unlocked by some other means, such as manipulating an external mechanism (pulling a lever, say). In these cases, the trick is to figure out the separate means of unlocking the door, so we don't want the LOCK and UNLOCK commands to work directly.
class
IndirectLockable : Lockable
(none)
(none)
Inherited from
Inherited from
Inherited from IndirectLockable
Lockable
Linkable
object
cannotLockMsg
cannotUnlockMsg
lockStatusObvious
Lockable
:
autoUnlockOnOpen
initiallyLocked
isLocked_
lockedDesc
lockStatusReportable
dobjFor(Lock)
dobjFor(LockWith)
dobjFor(Unlock)
dobjFor(UnlockWith)
Lockable
:
dobjFor(Open)
examineStatus
initializeThing
isLocked
makeLocked
Linkable
:
masterObject
cannotLockMsg | objects.t[3924] |
cannotUnlockMsg | objects.t[3925] |
lockStatusObvious OVERRIDDEN | objects.t[3921] |
dobjFor(Lock) OVERRIDDEN | objects.t[3895] |
dobjFor(LockWith) OVERRIDDEN | objects.t[3903] |
dobjFor(Unlock) OVERRIDDEN | objects.t[3904] |
dobjFor(UnlockWith) OVERRIDDEN | objects.t[3912] |