- | *O was an oyster girl, and went about town;*
- | *P was a parson, and wore a black gown.*
+ | |CENTER| *O was an oyster girl, and went about town;*
+ | |CENTER| *P was a parson, and wore a black gown.*
there, but they don't do much. Their most interesting characteristic is
probably that they trap two actions -- ``FireAt`` and ``Talk`` -- which are
*not* part of the library, but instead new actions that we've defined
there, but they don't do much. Their most interesting characteristic is
probably that they trap two actions -- ``FireAt`` and ``Talk`` -- which are
*not* part of the library, but instead new actions that we've defined
-specially for this game. We'll talk about those actions in "Verbs, verbs,
-verbs" on page 111, at which time the role of this ``before`` property will
-make more sense.
+specially for this game. We'll talk about those actions in :ref:`verbs`,
+at which time the role of this ``before`` property will make more sense.
Creating new property variables like this -- at the drop of a hat, as it
were -- is the recommended approach, but it isn't the only possibility.
Creating new property variables like this -- at the drop of a hat, as it
were -- is the recommended approach, but it isn't the only possibility.
Back to the ``mid_square`` room. We've said that we need to detect Wilhelm
trying to leave this room, which we can do by trapping the ``Go`` action in
Back to the ``mid_square`` room. We've said that we need to detect Wilhelm
trying to leave this room, which we can do by trapping the ``Go`` action in
* 2 -- the game is over. The interpreter displays "You have won".
* any other value -- the game is over, but there aren't any appropriate
messages built into the library. Instead, the interpreter looks for an
* 2 -- the game is over. The interpreter displays "You have won".
* any other value -- the game is over, but there aren't any appropriate
messages built into the library. Instead, the interpreter looks for an
- **entry point** routine called ``DeathMessage`` -- which we must provide
- -- where we can define our own tailored "end messages".
+ :term:`entry point` routine called ``DeathMessage`` -- which we must
+ provide -- where we can define our own tailored "end messages".
In this game, we never set ``deadflag`` to 1, but we do use values of 2
and 3. So we'd better define a ``DeathMessage`` routine to tell players
In this game, we never set ``deadflag`` to 1, but we do use values of 2
and 3. So we'd better define a ``DeathMessage`` routine to tell players