<HEAD> <TITLE> init - function in an object called by move_object() to initialize verb/actions </TITLE> </HEAD> <BODY BACKGROUND=http://www.imaginary.com/~beek/gifs/bg.jpg TEXT=#000000 ALINK=#FFFF00 VLINK=#550000 LINK=#000099> <center> <H1> init - function in an object called by move_object() to initialize verb/actions </H1> </center> <p> <b> void init(); </b> <p> This function is not called if NO_ADD_ACTIONS is defined. <p> When the mudlib moves an object "A" inside another object "B", the driver (the move_object() efunction) does the following: <p> <DL> <DT> <IMG SRC = http://www.imaginary.com/Graphics/Whiteball.gif> if "A" is living, causes "A" to call the init() in "B" <DT> <IMG SRC = http://www.imaginary.com/Graphics/Whiteball.gif> causes each living object in the inventory of "B" to call init() in "A". regardless of whether "A" is living or not. <DT> <IMG SRC = http://www.imaginary.com/Graphics/Whiteball.gif> if "A" is living, causes "A" to call the init() in each object in the inventory of "B". </DL> <p> Note: an object is considered to be living if enable_commands() has been called by that object. <p> Typically, the init() function in an object is used to call add_action() for each command that the object offers. <p> See also: <A HREF=../efuns/objects/move_object.html> move_object </A>, <A HREF=../efuns/interactive/enable_commands.html> enable_commands </A>, <A HREF=../efuns/mudlib/living.html> living </A>, <A HREF=../efuns/interactive/add_action.html> add_action </A>