Notice how the syntax coloring thinks that the exclaimation point
above is a comment. This is another problem with the built-in inform6
- syntax colorer.
+ syntax highlighter.
That takes care of entering the booth. But what about leaving it?
Players may type EXIT or OUT while they are inside an enterable
],
has enterable proper;
-.. todo::
-
- Figure out how to set off this entire note section as an indented block
+.. note::
-NOTE : although the text of our guide calls Benny's establishment a
-"café" -- note the acute "e" -- the game itself simplifies this to
-"cafe". We do this for clarity, not because Inform doesn't support
-accented characters. The *Inform Designer's Manual* explains in detail
-how to display these characters in "§1.11 *How text is printed*" and
-provides the whole Z-machine character set in Table 2. In our case, we
-could have displayed this::
+ although the text of our guide calls Benny's establishment a "café"
+ -- note the acute "e" -- the game itself simplifies this to "cafe".
+ We do this for clarity, not because Inform doesn't support accented
+ characters. The *Inform Designer's Manual* explains in detail how to
+ display these characters in "§1.11 *How text is printed*" and
+ provides the whole Z-machine character set in Table 2. In our case,
+ we could have displayed this::
- The town's favourite for a quick snack, Benny's café has a 50's ROCKETSHIP look.
+ The town's favourite for a quick snack, Benny's café has a 50's ROCKETSHIP look.
-by defining the ``description`` property as any of these:
+ by defining the ``description`` property as any of these:
-.. code-block:: inform6
+ .. code-block:: inform6
- description
- "The town's favourite for a quick snack, Benny's caf@'e has a 50's
- ROCKETSHIP look.",
+ description
+ "The town's favourite for a quick snack, Benny's caf@'e has a 50's
+ ROCKETSHIP look.",
- description
- "The town's favourite for a quick snack, Benny's caf@@170 has a 50's
- ROCKETSHIP look.",
+ description
+ "The town's favourite for a quick snack, Benny's caf@@170 has a 50's
+ ROCKETSHIP look.",
- description
- "The town's favourite for a quick snack, Benny's caf@{E9} has a 50's
- ROCKETSHIP look.",
+ description
+ "The town's favourite for a quick snack, Benny's caf@{E9} has a 50's
+ ROCKETSHIP look.",
-However, all three forms are harder to read than the vanilla "cafe", so
-we've opted for the simple life.
-
-.. todo::
-
- Indented block ends here
+ However, all three forms are harder to read than the vanilla "cafe", so
+ we've opted for the simple life.
Unlike the sidewalk object, we offer more than a mere description. Since
the player may try ENTER CAFE as a reasonable way of access -- which
.. todo::
That block of code above should be colored. Is there a defect in the
- syntax coloring code?
+ syntax highlighting code?
where 39 is the number for the standard message "That's not something
you need to refer to in the course of this game" -- displayed when the
player mentions a noun which is listed in a room's name property, as we
did for the ``street``.
-.. todo::
-
- Begin big chunk of indented text. Also, NOTE should be in bigcaps.
-
-NOTE : remember that when we are testing for different values of the
-same variable, we can also use the switch statement. For the Miscellany
-entry, the following code would work just as nicely:
-
-.. code-block:: inform6
-
- ...
- Miscellany:
- switch (lm_n) {
- 19:
- if (clothes has worn)
- "In your secret identity's outfit, you manage most
- efficaciously to look like a two-cent loser, a
- good-for-nothing wimp.";
- else
- "Now that you are wearing your costume, you project
- the image of power UNBOUND, of ballooned,
- multicoloured MUSCLE, of DASHING yet MODEST chic.";
- 38:
- "That's not a verb you need to SUCCESSFULLY save the day.";
- 39:
- "That's not something you need to refer to in order to SAVE the day.";
- }
-
-.. todo::
-
- End big indented chunk
+.. note::
+
+ remember that when we are testing for different values of the
+ same variable, we can also use the switch statement. For the
+ Miscellany entry, the following code would work just as nicely:
+
+ .. code-block:: inform6
+
+ ...
+ Miscellany:
+ switch (lm_n) {
+ 19:
+ if (clothes has worn)
+ "In your secret identity's outfit, you manage most
+ efficaciously to look like a two-cent loser, a
+ good-for-nothing wimp.";
+ else
+ "Now that you are wearing your costume, you project
+ the image of power UNBOUND, of ballooned,
+ multicoloured MUSCLE, of DASHING yet MODEST chic.";
+ 38:
+ "That's not a verb you need to SUCCESSFULLY save the day.";
+ 39:
+ "That's not something you need to refer to in order to SAVE the day.";
+ }
Not surprisingly, the default message for self-examination: "As good
looking as ever" is a ``Miscellany`` entry -- it's number 19 -- so we
.. todo::
- Begin big indented chunk. That "whatever new look" needs to be italicized.
+ That "whatever new look" below needs to be italicized and bolded for LaTeX
-NOTE: going back to our example, an alternative approach would be to set
-the variable ``player.description`` in the ``Initialise`` routine (as we
-did with "William Tell") to the "ordinary clothes" string, and then
-later change it as the need arises. It is a variable, after all, and you
-can alter its value with another statement like ``player.description =
-*whatever new look*`` anywhere in your code. This alternative solution
-might be better if we intended changing the description of the player
-many times through the game. Since we plan to have only two states, the
-``LibraryMessages`` approach will do just fine.
-
-.. todo::
+.. note::
- End big indented chunk
+ going back to our example, an alternative approach would be to set
+ the variable ``player.description`` in the ``Initialise`` routine (as we
+ did with "William Tell") to the "ordinary clothes" string, and then
+ later change it as the need arises. It is a variable, after all, and you
+ can alter its value with another statement like ``player.description =``
+ *whatever new look* anywhere in your code. This alternative solution
+ might be better if we intended changing the description of the player
+ many times through the game. Since we plan to have only two states, the
+ ``LibraryMessages`` approach will do just fine.
A final warning: as we explained when extending the standard verb
grammars, you *could* edit the appropriate library file and change all