- !...
-
-We won't let players give away their clothes or their costume (yes, an
-improbable action, but you never know). The toilet key and the coin are
-successfully transferred. The property ``key_not_returned`` will be set
-to true when we receive the toilet key from Benny (we have not coded
-that bit yet), and now, when we give it back, it's reset to ``false``.
-The ``move`` statement is in charge of the actual transfer of the object
-from the player's inventory to Benny, and we finally display a
-confirmation message. With the coin, we find a new statement:
-``remove``. This extracts the object from the object tree, so that it
-now has no parent. The effect is to make it disappear from the game
-(though you are not destroying the object permanently -- and indeed you
-could return it to the object tree using the ``move`` statement); as far
-as the player is concerned, there isn’t a COIN to be found anywhere. The
-``coffee_not_paid`` property will be set to true when Benny serves us
-the cup of coffee (again, we’ll see that in a moment); now we reset it
-to ``false``, which liberates the player from debt. This culminates with
-the ``"..."`` print-and-return statement, telling the player that the
-action was successful. In passing, remember that in "A homely
-atmosphere" on page 131 we defined the counter such that PUT KEY ON
+ ...
+
+We won't let players give away their clothes or their costume (yes, an
+improbable action, but you never know). The toilet key and the coin are
+successfully transferred. The property ``key_not_returned`` will be set to
+true when we receive the toilet key from Benny (we have not coded that bit
+yet), and now, when we give it back, it's reset to ``false``. The ``move``
+statement is in charge of the actual transfer of the object from the
+player's inventory to Benny, and we finally display a confirmation
+message. With the coin, we find a new statement: ``remove``. This extracts
+the object from the object tree, so that it now has no parent. The effect
+is to make it disappear from the game (though you are not destroying the
+object permanently -- and indeed you could return it to the object tree
+using the ``move`` statement); as far as the player is concerned, there
+isn’t a COIN to be found anywhere. The ``coffee_not_paid`` property will be
+set to true when Benny serves us the cup of coffee (again, we’ll see that
+in a moment); now we reset it to ``false``, which liberates the player from
+debt. This culminates with the ``"..."`` print-and-return statement,
+telling the player that the action was successful. In passing, remember
+that in :ref:`homely-atmos` we defined the counter such that PUT KEY ON