NAME room.c - a standard room INHERITS basic_room.c (read basic_room.doc for further details) SETUP FUNCTIONS add_object remove_object SPECIAL PROPERTIES no_smart_items prevents all 'default' items, such as sky, floor, etc. also prevents those items prevented by 'some_smart_items' some_smart_items prevents 'you see nothing special' for words in long() no_default_exit_messages prevents 'You walk into a wall. *BONK*\n' messages. FEATURES Smarter clean up Default items Default actions on 'north', 'south', etc. ======================================================================= NAME add_object - Add a resident object SYNTAX void add_object(mixed ob) DESCRIPTION Given a filename, this function will clone that object every reset and move it to this room, unless: 1) The object is still in the room 2) The object is a monster, and still alive 3) The object has the property "unique_item" and is still somewhere in the game You can also give an already cloned object to 'add_object', this tells the room that this object was cloned here and that destructing it in clean_up is not a loss. Yet another option is to give it a string in the format "a" or "an " in which case add_object will call "/std/lib"->make(" ") to clone the object. NOTA BENE You need a ::reset(arg) first in you reset(arg) for this function to work. Also, calling this function _every_ reset will make you wind up with a lot of objects in your room, so don't do that. EXAMPLES add_object("@make_knight()"); add_object("an orc"); add_object("/players/profezzorn/bunny"); add_object("/players/profezzorn/desk"); SEE ALSO remove_object, 'man lib' ======================================================================= NAME remove_object - the opposite of add_object SYNTAX void remove_object(mixed ob) DESCRIPTION This function removes a file from the list to clone every reset. Note that it does not destruct already cloned objects. SEE ALSO add_object =======================================================================
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