If it figures out what direction the door is in (by looking for door exits), it walks you in that direction. Otherwise V-WALK prints "Did you have any particular direction in mind?"
As far as I can see, these are the only doors in the game:
PARKVIEW-DOOR
APARTMENT-DOOR
UNOPENABLE-DOOR
RED-TUBECAR-DOOR
BROWN-TUBECAR-DOOR
PARKVIEW-DOOR is in PARKVIEW-APARTMENTS, and doesn't handle the THROUGH action at all. It should be trivial to handle it, and just make the player walk west.
APARTMENT-DOOR is local global to PARKVIEW-HALL (which uses a door exit, so "ENTER DOOR" works) and LIVING-ROOM (which doesn't), and is moved to FOYER at the end of the game. APARTMENT-DOOR-F handles the THROUGH action, but only for FOYER:
<COND (<AND <EQUAL? ,HERE ,FOYER>
<VERB? OPEN THROUGH>>
<DO-WALK ,P?NORTH>)
It would need a case for LIVING-ROOM as well.
UNOPENABLE-DOOR is local global to quite a few rooms. It could handle THROUGH the same way it already handles OPEN:
(<VERB? OPEN>
<TELL "The door is locked." CR>)
RED-TUBECAR-DOOR and BROWN-TUBECAR-DOOR work fine.
V-THROUGH
has this default handling for entering objects withDOORBIT
:If it figures out what direction the door is in (by looking for door exits), it walks you in that direction. Otherwise
V-WALK
prints "Did you have any particular direction in mind?"As far as I can see, these are the only doors in the game:
PARKVIEW-DOOR
is inPARKVIEW-APARTMENTS
, and doesn't handle theTHROUGH
action at all. It should be trivial to handle it, and just make the player walk west.APARTMENT-DOOR
is local global toPARKVIEW-HALL
(which uses a door exit, so "ENTER DOOR" works) andLIVING-ROOM
(which doesn't), and is moved toFOYER
at the end of the game.APARTMENT-DOOR-F
handles theTHROUGH
action, but only forFOYER
:It would need a case for
LIVING-ROOM
as well.UNOPENABLE-DOOR
is local global to quite a few rooms. It could handleTHROUGH
the same way it already handlesOPEN
:RED-TUBECAR-DOOR
andBROWN-TUBECAR-DOOR
work fine.