Note that properties and attributes (flags) are declared implicitly
in OBJECT definitions. They have no explicit
definitions in the ZIL source to link to.
Properties
#15 |
ACTION |
rtn | |
#16 |
ADJECTIVE |
adjs | |
#3 |
ADVFCN |
rtn | |
#9 |
CAPACITY |
int | |
#4 |
CONTFCN |
rtn | |
#18 |
CROSS |
dir | |
#6 |
DESCFCN |
rtn | |
#22 |
DOWN |
dir | |
#30 |
EAST |
dir | |
#10 |
FDESC |
str | |
#12 |
GLOBAL |
objs | |
#21 |
IN |
dir | |
#19 |
LAND |
dir | |
#13 |
LDESC |
str | |
#27 |
NE |
dir | |
#31 |
NORTH |
dir | |
#26 |
NW |
dir | |
#20 |
OUT |
dir | |
#11 |
PSEUDO |
wordrtns | |
#25 |
SE |
dir | |
#14 |
SIZE |
int | |
#28 |
SOUTH |
dir | |
#2 |
STRENGTH |
int | |
#24 |
SW |
dir | |
#17 |
SYNONYM |
words | |
#7 |
TEXT |
str | |
#23 |
UP |
dir | |
#8 |
VALUE |
int | Set for valuable objects, and rooms which are difficult to reach. Picking up the object or entering the room awards you this many points. (And then the property is set to zero, to indicate that you’ve scored it.) Valuable objects also have the STAGGERED flag, but the game almost never checks this. The |
#5 |
VTYPE |
int | |
#29 |
WEST |
dir |
Attributes
#30 |
ACTORBIT |
flag | |
#26 |
BURNBIT |
flag | |
#23 |
CLIMBBIT |
flag | |
#18 |
CONTBIT |
flag | |
#22 |
DOORBIT |
flag | |
#21 |
DRINKBIT |
flag | |
#1 |
FIGHTBIT |
flag | |
#25 |
FLAMEBIT |
flag | |
#20 |
FOODBIT |
flag | |
#9 |
INVISIBLE |
flag | |
#31 |
LIGHTBIT |
flag | Set for objects which the player can sensibly This is different from ONBIT, which indicates objects that are currently lit up. See also BURNBIT, objects which the player can |
#14 |
NDESCBIT |
flag | |
#6 |
NONLANDBIT |
flag | Set for “rooms” in which you float in the air – or might float, at least. If the room has any walkable floor, it will also have RLANDBIT. This flag is also set for objects which are (temporarily) much larger than you. This happens to anything you’re not holding when you shrink yourself in the Tea Room. |
#5 |
NWALLBIT |
flag | Set for “rooms” which are in the open air. The game does not use this flag for anything, however. |
#19 |
ONBIT |
flag | |
#11 |
OPENBIT |
flag | |
#16 |
READBIT |
flag | |
#12 |
RLANDBIT |
flag | Set for rooms which are solid ground. (Most of them.) The alternative is NONLANDBIT, but several rooms have both. |
#24 |
RMUNGBIT |
flag | Not applied to real objects. |
#0 |
SACREDBIT |
flag | Not used in Zork 2. |
#4 |
SEARCHBIT |
flag | |
#10 |
STAGGERED |
flag | Set for valuable objects – not just the demon’s treasures, but the spheres, the wand, and the collar. However, the game generally relies on the VALUE property rather than |
#8 |
SURFACEBIT |
flag | |
#17 |
TAKEBIT |
flag | |
#28 |
TOOLBIT |
flag | |
#2 |
TOUCHBIT |
flag | |
#7 |
TRANSBIT |
flag | |
#13 |
TRYTAKEBIT |
flag | |
#15 |
TURNBIT |
flag | |
#27 |
VEHBIT |
flag | |
#29 |
WEAPONBIT |
flag | |
#3 |
WEARBIT |
flag |