Reviewing the basics
======================
+.. highlight:: inform
+
.. epigraph::
| *G was a gamester, who had but ill-luck;*
.. rubric:: Constants
-A **constant** is a name to which a value is given once and once only; you
-can't later use that name to stand for a different value. Think of it as a
-stone tablet on which you carve a number: a carving can't be undone, so
-that you see the same number every time you look at the stone.
+A :term:`constant` is a name to which a value is given once and once only;
+you can't later use that name to stand for a different value. Think of it
+as a stone tablet on which you carve a number: a carving can't be undone,
+so that you see the same number every time you look at the stone.
So far, we've seen a ``Constant`` being set up with its value as a string
of characters::
.. rubric:: Variables
-A **variable** is a name to which a value is given, but that value can be
-changed to a different one at any time. Think of it as a blackboard on
+A :term:`variable` is a name to which a value is given, but that value can
+be changed to a different one at any time. Think of it as a blackboard on
which you mark a number in chalk: whenever you need to, just wipe the board
and write up a new number.
Global location;
Global deadflag;
-The value of a **global variable** created in this way is initially 0, but
-you can change it at any time. For example, we used the statement::
+The value of a :term:`global variable` created in this way is initially 0,
+but you can change it at any time. For example, we used the statement::
location = before_cottage;
-to reset the value of the location variable to the ``before_cottage``
-object, and we wrote::
+to reset the value of the ``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.
-Later, we'll talk about the **local variable** (see "Routines" on page 179)
-and about using object properties as variables (see "Objects" on page 177).
+Later, we'll talk about the :term:`local variable` (see "Routines" on
+page 179) and about using object properties as variables (see "Objects" on
+page 177).
Object definitions
==================
indeed the player herself is also an object (one that's automatically
defined by the library).
-The general model of an **object** definition looks like this::
+.. todo::
+
+ The set-off below needs to be tweaked or perhaps a custom lexer
+ created to get italics in the right places.
+
+The general model of an :term:`object` definition looks like this::
Object obj_id "external_name" parent_obj_id
with property value ,
in between are three major blocks of information:
* immediately after the word ``Object`` is the header information;
-* the word ``with`` introduces the object's **properties**;
-* the word ``has`` introduces the object's **attributes**.
+* the word ``with`` introduces the object's :term:`properties`;
+* the word ``has`` introduces the object's :term:`attributes`.
.. rubric:: Object headers
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 **embedded
-routine** (see "Embedded routines" on page 58). The only other type of
+quotes; the ``each_turn`` property has a value which is an :term:`embedded
+routine` (see "Embedded routines" on page 58). The only other type of
value which is commonly found is a simple number; for example::
capacity 10,
specifically associated with that object. However, an attribute is a much
more limited form of variable, since it can have only two possible states:
present, and absent (also known as set/clear, on/off, or true/false;
-incidentally, a two-state variable like this is often called a **flag**).
-Initially, an attribute is either present (if you mention its name in the
-list) or absent (otherwise); if necessary, its state can change during play
-(and this is relatively common). We often say that a certain object
-currently *has* a certain attribute, or that conversely it *hasn't* got it.
+incidentally, a two-state variable like this is often called a
+:term:`flag`). Initially, an attribute is either present (if you mention
+its name in the list) or absent (otherwise); if necessary, its state can
+change during play (and this is relatively common). We often say that a
+certain object currently *has* a certain attribute, or that conversely it
+*hasn't* got it.
The attributes that we've come across so far are::
objects in the game.
Despite what we just said, Inform relationships *are* managed in terms of
-**parent** and **child** objects, though in a much broader sense than
-Wilhelm and Walter. When the player character is in a particular room --
-for example the forest -- we can say that:
+:term:`parent` and :term:`child` objects, though in a much broader sense
+than Wilhelm and Walter. When the player character is in a particular room
+-- for example the forest -- we can say that:
* the forest object is *the* parent of the player object, or alternatively
* the player object is *a* child of the forest object.
of the player (and *not* of the forest), and the player is both a parent
(of the bird) and a child (of the forest).
-In this diagram, we show how the object relationships change during the
-course of the game. The straight lines represent parent--child
-relationships, with the parent object at the top of the line, and the child
-object at the bottom.
+Here we show how the object relationships change during the course of the
+game. The straight lines represent parent--child relationships, with the
+parent object at the top of the line, and the child object at the bottom.
+
+1. At the start of the game:
+
+ .. blockdiag:: /figures/heidiobj1.diag
+ :align: center
+ :scale: 80%
+
+2. The player types: ``GO EAST``
+
+ .. blockdiag:: /figures/heidiobj2.diag
+ :align: center
+ :scale: 80%
+
+3. The player types: ``TAKE THE BIRD``
+
+ .. blockdiag:: /figures/heidiobj3.diag
+ :align: center
+ :scale: 80%
+
+4. The player types: ``GO NORTHEAST``
-.. list-table::
- :widths: 1 3 5
+ .. blockdiag:: /figures/heidiobj4.diag
+ :align: center
+ :scale: 80%
- * - 1.
- - At the start of the game:
- - .. image:: /images/heidiobj1.*
+5. The player types: ``PUT BIRD IN NEST``
- * - 2.
- - The player types: ``GO EAST``
- - .. image:: /images/heidiobj2.*
+ .. blockdiag:: /figures/heidiobj5.diag
+ :align: center
+ :scale: 80%
- * - 3.
- - The player types: ``TAKE THE BIRD``
- - .. image:: /images/heidiobj3.*
+6. The player types: ``TAKE NEST``
- * - 4.
- - The player types: ``GO NORTHEAST``
- - .. image:: /images/heidiobj4.*
+ .. blockdiag:: /figures/heidiobj6.diag
+ :align: center
+ :scale: 80%
- * - 5.
- - The player types: ``PUT BIRD IN NEST``
- - .. image:: /images/heidiobj5.*
+7. The player types: ``UP``
- * - 6.
- - The player types: ``TAKE NEST``
- - .. image:: /images/heidiobj6.*
+ .. blockdiag:: /figures/heidiobj7.diag
+ :align: center
+ :scale: 80%
- * - 7.
- - The player types: ``UP``
- - .. image:: /images/heidiobj7.*
+8. The player types: ``PUT NEST ON BRANCH``
- * - 8.
- - The player types: ``PUT NEST ON BRANCH``
- - .. image:: /images/heidiobj8.*
+ .. blockdiag:: /figures/heidiobj8.diag
+ :align: center
+ :scale: 80%
In this short example, we've taken a lot of time and space to spell out
exactly how the objects relationship patterns -- generally known as the
-**object tree** -- appear at each stage. Normally you wouldn't bother with
-this much detail (a) because the interpreter does most of the work for you,
-and (b) because in a real game there are usually too many objects for you
-to keep track of. What's important is that you understand the basic
+:term:`object tree` -- appear at each stage. Normally you wouldn't bother
+with this much detail (a) because the interpreter does most of the work for
+you, and (b) because in a real game there are usually too many objects for
+you to keep track of. What's important is that you understand the basic
principles: at any moment in time an object either has no parent (which
probably means either that it's a room, or that it's floating in hyperspace
and not currently part of the game) or exactly one parent -- the object
.. rubric:: Double quotes
-Double quotes "..." surround a **string** -- a letter, a word, a paragraph,
-or almost any number of characters -- which you want the interpreter to
-display while the game is being played. You can use the tilde ``~`` to
-represent a double quote inside the string, and the circumflex ``^`` to
-represent a newline (line break) character. Upper-case and lower-case
-letters are treated as different.
+Double quotes ``"..."`` surround a :term:`string` -- a letter, a word, a
+paragraph, or almost any number of characters -- which you want the
+interpreter to display while the game is being played. You can use the
+tilde ``~`` to represent a double quote inside the string, and the
+circumflex ``^`` to represent a newline (line break) character. Upper-case
+and lower-case letters are treated as different.
-A long string can be split over several lines; Inform transforms each line
-break (and any spaces around it) into a single space (extra spaces not at a
-line break are preserved, though). These two strings are equivalent::
+A long string can be split over several lines; Inform transforms each
+line break (and any spaces around it) into a single space (extra spaces
+*not* at a line break are preserved, though). These two strings are
+equivalent::
"This is a string of characters."
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 ``description`` property::
description "Too young to fly, the nestling tweets helplessly.",
.. rubric:: Single quotes
-Single quotes '...' surround a **dictionary word**. This has to be a
-single word -- no spaces -- and generally contains only letters (and
+Single quotes ``'...'`` surround a :term:`dictionary word`. This has to be
+a single word -- no spaces -- and generally contains only letters (and
occasionally numbers and hyphens), though you can use ``^`` to represent an
apostrophe inside the word. Upper-case and lower-case letters are treated
as identical; also, the interpreter normally looks only at the first nine
.. rubric:: Statements
-A **statement** is an instruction telling the interpreter to perform a
+A :term:`statement` is an instruction telling the interpreter to perform a
particular task -- to "do something" -- while the game is being played. A
real game usually has lots and lots of statements, but so far we've
encountered only a few. We saw::
location = before_cottage;
-which is an example of an **assignment** statement, so-called because the
-equals sign ``=`` assigns a new value (the internal ID of our
+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``
which is part of the library). Later we saw::
deadflag = 2;
-which changes the value of the library variable ``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::
+which changes the value of the library variable ``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::
if (nest in branch)
deadflag = 2;
.. rubric:: Standalone routines
-A **standalone routine** is a series of statements, collected together and
-given a name. When the routine is "called" -- by its given name -- those
-statements are executed. Here's the one that we've defined::
+A :term:`standalone routine` is a series of statements, collected together
+and given a name. When the routine is "called" -- by its given name --
+those statements are executed. Here's the one that we've defined::
[ Initialise; location = before_cottage; ];
You may have noticed that, although we've defined a routine named
``Initialise``, we've never actually called it. Don't worry -- the
- routine is called, by the Inform library, right at the start of a game.
+ routine *is* called, by the Inform library, right at the start of a
+ game.
.. rubric:: Embedded routines
-An **embedded routine** is much like a standalone routine, though it
+An :term:`embedded routine` is much like a standalone routine, though it
doesn't have a name and doesn't end in a semicolon. This is the one that
we defined::