location = before_cottage;
-to reset the value of the ``location`` variable to the
+to reset the value of the :var:`location` variable to the
``before_cottage`` object, and we wrote::
if (nest in branch) deadflag = 2;
-to reset the value of the ``deadflag`` variable to 2.
+to reset the value of the :var:`deadflag` variable to 2.
Later, we'll talk about the :term:`local variable` (see :ref:`routines`)
and about using object properties as variables (see :ref:`objects`).
...
The ``tree`` starts like this; the only real difference is that, because
- the player character can't move a ``scenery`` object, it's always going
- to be in the ``clearing``::
+ the player character can't move a :attr:`scenery` object, it's always
+ going to be in the ``clearing``::
Object tree "tall sycamore tree" clearing
...
By happy coincidence, those examples also demonstrate most of the different
types of value which can be assigned to a property. The value associated
-with the ``description`` property in this particular example is a string of
-characters in double quotes; the value associated with this ``e_to``
-property is the internal identity of an object; the ``name`` property is a
-bit unusual -- its value is a list of dictionary words, each in single
-quotes; the ``each_turn`` property has a value which is an :term:`embedded
-routine` (see :ref:`embedded-routines`). The only other type of value
-which is commonly found is a simple number; for example::
+with the :prop:`description` property in this particular example is a
+string of characters in double quotes; the value associated with this
+:prop:`e_to` property is the internal identity of an object; the
+:prop:`name` property is a bit unusual -- its value is a list of dictionary
+words, each in single quotes; the :prop:`each_turn` property has a value
+which is an :term:`embedded routine` (see :ref:`embedded-routines`). The
+only other type of value which is commonly found is a simple number; for
+example::
capacity 10,
In all, the library defines around forty-eight standard properties -- like
-``name`` and ``each_turn`` -- which you can associate with your objects;
-there's a complete list in :ref:`object-props`. And in :doc:`08` we show
-you how to invent your own property variables.
+:prop:`name` and :prop:`each_turn` -- which you can associate with your
+objects; there's a complete list in :ref:`object-props`. And in :doc:`08`
+we show you how to invent your own property variables.
Object attributes
-----------------
Constant Headline
"^A simple Inform example^by Roger Firth and Sonja Kesserich.^";
-and as the value of an object ``description`` property::
+and as the value of an object :prop:`description` property::
description "Too young to fly, the nestling tweets helplessly.",
action, that's what happens next.
So far, we've seen dictionary words used as the values of an object
-``name`` property::
+:prop:`name` property::
name 'bird^s' 'nest' 'twigs' 'moss',
which is an example of an :term:`assignment` statement, so-called because
the equals sign ``=`` assigns a new value (the internal ID of our
-``before_cottage`` room) to a variable (the global variable ``location``
+``before_cottage`` room) to a variable (the global variable :var:`location`
which is part of the library). Later we saw::
if (nest in branch) deadflag = 2;
deadflag = 2;
-which changes the value of the library variable ``deadflag`` from its
+which changes the value of the library variable :var:`deadflag` from its
current value to 2. Incidentally, ``if`` statements are often written
on two lines, with the "controlled" statement indented. This makes it
easier to read, but doesn't change the way that it works::