-See how the object deals only with ``Wear``, ``Disrobe`` and ``Change``.
-``Wear`` and ``Disrobe`` are standard library actions already defined in
-Inform, but we'll have to make a new verb to allow for CHANGE CLOTHES.
-In this game, ``Disrobe`` and ``Change`` are considered synonymous for
-all purposes; we'll deal with them first.
-
-The goal of the game is for players to change their clothes, so we might
-expect them to try this almost anywhere; but first of all we have to
-check that the ``clothes`` object is actually being worn. If not, we
-display a message reminding the player that this action has become
-irrelevant. What we do with the ``switch`` statement is to offer a
-variety of responses according to the ``location`` variable. The street
-(in or out of the booth) and the café all display refusals of some kind,
-until the player character manages to enter the toilet, where we
-additionally require that he locks the door before taking off his
-clothes. If the door is closed but not locked, he is interrupted in his
-naked state by a nervous woman who starts shouting, and the game is lost
-(this is not as unfair as it seems, because the player may always revert
-to the previous state with UNDO). If the door is locked, he succeeds in
-his transformation (we take away the ``worn`` attribute from the
-``clothes`` and give it to the ``costume`` instead). We add a special
-refusal to change in the dark, forcing players to turn on the light and
-then, we hope, to find the coin. And finally we code a ``default``
-entry; you'll remember that, in a ``switch`` statement, this is supposed
-to cater for any value not explicitly listed for the expression under
-control -- in this case, for the variable ``location``. Since we have
-already gone through all the possible locations of the game, this entry
-appears only as a defensive measure, just in case something unexpected
-happens (for instance, we might extend the game with another room and
-forget about this ``switch`` statement). In normal and controlled
-conditions, it should never be reached, but it doesn't hurt one bit to
-have it there.
-
-The ``Wear`` action just checks if these clothes are already being worn,
-to offer two different rejection responses: the goal of the game is to
-change into the hero's suit, after which we'll prevent a change back
-into ordinary clothes. So now we are dealing with a Captain Fate in full
+See how the object deals only with :act:`Wear`, :act:`Disrobe` and
+:act:`Change`. :act:`Wear` and :act:`Disrobe` are standard library actions
+already defined in Inform, but we'll have to make a new verb to allow for
+CHANGE CLOTHES. In this game, :act:`Disrobe` and :act:`Change` are
+considered synonymous for all purposes; we'll deal with them first.
+
+.. Generated by autoindex
+.. index::
+ pair: location; library variable
+ pair: worn; library attribute
+
+The goal of the game is for players to change their clothes, so we might
+expect them to try this almost anywhere; but first of all we have to check
+that the ``clothes`` object is actually being worn. If not, we display a
+message reminding the player that this action has become irrelevant. What
+we do with the ``switch`` statement is to offer a variety of responses
+according to the :var:`location` variable. The street (in or out of the
+booth) and the café all display refusals of some kind, until the player
+character manages to enter the toilet, where we additionally require that
+he locks the door before taking off his clothes. If the door is closed but
+not locked, he is interrupted in his naked state by a nervous woman who
+starts shouting, and the game is lost (this is not as unfair as it seems,
+because the player may always revert to the previous state with UNDO). If
+the door is locked, he succeeds in his transformation (we take away the
+:attr:`worn` attribute from the ``clothes`` and give it to the ``costume``
+instead). We add a special refusal to change in the dark, forcing players
+to turn on the light and then, we hope, to find the coin. And finally we
+code a ``default`` entry; you'll remember that, in a ``switch`` statement,
+this is supposed to cater for any value not explicitly listed for the
+expression under control -- in this case, for the variable :var:`location`.
+Since we have already gone through all the possible locations of the game,
+this entry appears only as a defensive measure, just in case something
+unexpected happens (for instance, we might extend the game with another
+room and forget about this ``switch`` statement). In normal and controlled
+conditions, it should never be reached, but it doesn't hurt one bit to have
+it there.
+
+The :act:`Wear` action just checks if these clothes are already being worn,
+to offer two different rejection responses: the goal of the game is to
+change into the hero's suit, after which we'll prevent a change back into
+ordinary clothes. So now we are dealing with a Captain Fate in full