IndirectLockableclass | objects.t[3975] |
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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
IndirectLockable
Lockable
Linkable
object
cannotLockMsg
cannotUnlockMsg
lockStatusObvious
Inherited from Lockable
:
autoUnlockOnOpen
initiallyLocked
isLocked_
lockedDesc
lockStatusReportable
dobjFor(Lock)
dobjFor(LockWith)
dobjFor(Unlock)
dobjFor(UnlockWith)
Inherited from Lockable
:
dobjFor(Open)
examineStatus
initializeThing
isLocked
makeLocked
Inherited from Linkable
:
masterObject
cannotLockMsg | objects.t[4005] |
cannotUnlockMsg | objects.t[4006] |
lockStatusObvious OVERRIDDEN | objects.t[4002] |
dobjFor(Lock) OVERRIDDEN | objects.t[3976] |
dobjFor(LockWith) OVERRIDDEN | objects.t[3984] |
dobjFor(Unlock) OVERRIDDEN | objects.t[3985] |
dobjFor(UnlockWith) OVERRIDDEN | objects.t[3993] |