Play Live Overview Routines Objects Global Vars Properties

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

#13 ACTION rtn
#12 ADJECTIVE adjs
#5 CAPACITY int
#18 CROSS dir
#14 DESCFCN rtn
#22 DOWN dir
#30 EAST dir
#3 ENTER dir
#9 FDESC str
#7 GLOBAL objs
#21 IN dir
#19 LAND dir
#4 LDESC str
#27 NE dir
#31 NORTH dir
#26 NW dir
#20 OUT dir
#16 PSEUDO wordrtns
#25 SE dir
#10 SIZE int
#28 SOUTH dir
#11 STRENGTH int

Only the ADVENTURER has this property, and Zork 3 never uses it.

#24 SW dir
#17 SYNONYM words
#6 TEXT str
#23 UP dir
#8 VALUE int

Only the SWORD has this property, and Zork 3 never uses it.

#15 VTYPE int
#29 WEST dir

Attributes

#13 BURNBIT flag

Set for objects which the player can BURN. (It might be a bad idea, but you can do it.)

This is different from FLAMEBIT, which indicates objects that are currently on fire. See also LIGHTBIT, objects which the player can TURN ON.

#24 CLIMBBIT flag
#10 CONTBIT flag
#9 DOORBIT flag
#22 DRINKBIT flag
#6 FLAMEBIT flag

Set for objects which are on fire. Such objects normally also have ONBIT.

This is different from BURNBIT, which indicates objects that the player can BURN.

#5 FOODBIT flag
#28 INVISIBLE flag
#19 LIGHTBIT flag

Set for objects which the player can sensibly TURN ON/OFF (e.g. the LAMP).

This is different from ONBIT, which indicates objects that are currently lit up. See also BURNBIT, objects which the player can BURN.

#25 NDESCBIT flag
#15 ONBIT flag

Set for glowing objects and naturally-illuminated rooms.

This is different from LIGHTBIT, which indicates objects that the player can TURN ON. See also FLAMEBIT, objects which are on fire.

#12 OPENBIT flag
#14 READBIT flag
#16 RLANDBIT flag

Notionally this is for rooms which are solid ground. But Zork 3 doesn’t make use of this; every room has RLANDBIT, even ON-LAKE and IN-LAKE.

#29 RMUNGBIT flag

Not applied to real objects. RMUNGBIT is a hack used in grammar lines; it means the object is optional (but the preposition before it is required). This allows the parser to accept commands like LOOK AROUND.

#31 SEARCHBIT flag
#26 SURFACEBIT flag
#20 TAKEBIT flag
#23 TOOLBIT flag
#27 TOUCHBIT flag
#30 TRANSBIT flag
#17 TRYTAKEBIT flag
#8 TURNBIT flag
#7 VEHBIT flag
#11 VICBIT flag

Generally set for living beings, though not the ADVENTURER.

This is almost the same as VILLAIN, but some verbs use VILLAIN and some VICBIT, with no obvious pattern.

Interestingly, the MIRROR has VICBIT, possibly to support the idea of attacking and breaking it. This leads to a few buggy messages, though. (Try GIVE LAMP TO MIRROR, for example.)

#21 VILLAIN flag

Generally set for living beings, although they are generally not villainous in Zork 3. The SWORD reacts to this flag.

Compare VICBIT.

The ADVENTURER has the VILLAIN flag, which leads to a few buggy messages. Try HELLO ME or WAKE ME, for example. (The sword-glow avoids this, at least, since the ADVENTURER is also INVISIBLE.)

#18 WEAPONBIT flag
#4 WEARBIT flag