.. epigraph::
- | *U was a usurer, a miserable elf;*
- | *V was a vintner, who drank all himself.*
+ | |CENTER| *U was a usurer, a miserable elf;*
+ | |CENTER| *V was a vintner, who drank all himself.*
.. only:: html
.. image:: /images/picV.png
:align: left
-.. raw:: latex
-
- \dropcap{v}
-
-iewed from the inside, Benny's café is warm and welcoming, and packed
-with lunchtime customers. We'll try to conjure up some appropriate
-images, but the main focus of the room isn't the decor: it's the door
-leading to the toilet -- and, perhaps, privacy?
+|V|\iewed from the inside, Benny's café is warm and welcoming, and packed
+with lunchtime customers. We'll try to conjure up some appropriate images,
+but the main focus of the room isn't the decor: it's the door leading to
+the toilet -- and, perhaps, privacy?
.. _homely-atmos:
],
has supporter;
-That ``before`` property, superficially normal, actually conceals a
+That :prop:`before` property, superficially normal, actually conceals a
little surprise. By now you should be entirely comfortable with using an
-object's ``before`` property to intercept an action directed at that
+object's :prop:`before` property to intercept an action directed at that
object; for example, if the player types HIT COUNTER then the counter's
-``before`` property is potentially able to intercept the resulting
+:prop:`before` property is potentially able to intercept the resulting
Attack action. However, the command PUT KEY ON COUNTER generates *two*
actions. First, a PutOn action is offered to the key (effectively
saying, do you want to be placed on top of the counter?); that’s the
normal bit. And then the surprise: a Receive action is offered to the
counter (effectively saying, are you happy to have the key placed on
-you?) Both actions have the same opportunity of returning ``false`` to
-let the action continue, ``true`` to prevent it.
+you?) Both actions have the same opportunity of returning :const:`false` to
+let the action continue, :const:`true` to prevent it.
.. todo::
Let's go step by step. Our hero enters the café dressed as John Covarth,
but will eventually manage to change clothes in the toilet, and he'll
have to cross back through the café to reach the street and win the
-game. The customers' ``description`` takes into consideration which
+game. The customers' :prop:`description` takes into consideration which
outfit the player character is wearing.
-In "William Tell" we’ve seen a brief manifestation of the ``life``
-property, but here we'll extend it a little. As we explained, ``life``
+In "William Tell" we’ve seen a brief manifestation of the :prop:`life`
+property, but here we'll extend it a little. As we explained, :prop:`life`
lets you intercept those actions particular to animate objects. Here we
trap ``Attack`` and ``Kiss`` to offer some customised messages for these
actions when applied to the customers. Also, we avoid conversation by
intercepting ``Ask``, ``Tell`` and ``Answer`` in order just to produce a
message which depends on the player character's attire.
-One other feature of ``animate`` objects is the possibility of giving
+One other feature of :attr:`animate` objects is the possibility of giving
them orders: BILL, SHAKE THE SPEAR or ANNIE, GET YOUR GUN . These
-actions are dealt with in the ``orders`` property and, as with the
-``life`` property, the embedded routine can become quite complex if you
+actions are dealt with in the :prop:`orders` property and, as with the
+:prop:`life` property, the embedded routine can become quite complex if you
want your NPCs to behave in an interesting way. In this case, we don't
need the customers to perform tasks for us, so instead we provide a
simple rejection message, just in case the player tries to order people
around.
-Which leaves us with the ``daemon`` bit. A daemon is a property normally
+Which leaves us with the :prop:`daemon` bit. A daemon is a property normally
used to perform some timed or repetitive action without the need of the
player’s direct interaction; for example, machines which work by
themselves, animals that move on their own, or people going about their
street clothes; and (c) once players manage to step into the street thus
dressed, the game is won. So, we can safely assume that if players enter
the café in their Captain’s outfit, they’ll be coming from the toilet.
-As a consequence of all this, we add an ``after`` property to the café
+As a consequence of all this, we add an :prop:`after` property to the café
room object:
.. code-block:: inform
leaving a room. We'll later see in detail how to deal with a player
trying to go away and how to avoid it if need be. For now, let’s just
mention that, in both cases, you have to intercept the ``Go`` action in
-a room object; if you trap it in a ``before`` property, you’re checking
-for departure from the room; if you trap it in an ``after`` property,
+a room object; if you trap it in a :prop:`before` property, you’re checking
+for departure from the room; if you trap it in an :prop:`after` property,
you’re checking for arrivals into the room. Right now we wish to know if
-the player just came from the toilet, so we use an ``after`` property.
+the player just came from the toilet, so we use an :prop:`after` property.
The first line:
normal rules for the other available directions.
Then we check whether the player character is wearing the costume, in
-which case it starts the ``daemon`` of the ``customers`` object. The use
+which case it starts the :prop:`daemon` of the ``customers`` object. The use
of the local ``first_time_out`` property ensures that the condition is
-``true`` only once, so the statement block attached to it runs also
+:const:`true` only once, so the statement block attached to it runs also
once.
We've finished with the customers in the café. Now, we have the toilet
We find this door in the café. We must specify the direction in which
the door leads and, as we have mentioned in the café's description, that
-would be to the north. That’s what the ``door_dir`` property is for, and
+would be to the north. That’s what the :prop:`door_dir` property is for, and
in this case it takes the value of the north direction property
-``n_to``. Then we must tell Inform the identity of the room to be found
-behind the door, hence the ``door_to`` property, which takes the value
+:prop:`n_to`. Then we must tell Inform the identity of the room to be found
+behind the door, hence the :prop:`door_to` property, which takes the value
of the toilet room -- to be defined later. Remember the café's
connection to the north, ``n_to toilet_door``? Thanks to it, Inform will
-know that the door is in the way, and thanks to the ``door_to``
+know that the door is in the way, and thanks to the :prop:`door_to`
property, what lies beyond.
-Doors *must* have the attribute ``door``, but beyond that we have a
+Doors *must* have the attribute :attr:`door`, but beyond that we have a
stock of options to help us define exactly what kind of door we are
-dealing with. As for containers, doors can be ``openable`` (which
+dealing with. As for containers, doors can be :attr:`openable` (which
activates the verbs OPEN and CLOSE so that they can be applied to this
object) and, since by default they are closed, you can give them the
-attribute ``open`` if you wish otherwise. Additionally, doors can be
-``lockable`` (which sets up the LOCK/UNLOCK verbs) and you can make them
-``locked`` to override their default unlocked status. The verbs LOCK
+attribute :attr:`open` if you wish otherwise. Additionally, doors can be
+:attr:`lockable` (which sets up the LOCK/UNLOCK verbs) and you can make them
+:attr:`locked` to override their default unlocked status. The verbs LOCK
and UNLOCK are expecting some kind of key object to operate the door.
-This must be defined using the ``with_key`` property, whose value should
+This must be defined using the :prop:`with_key` property, whose value should
be the internal ID of the key; in our example, the soon-to-be-defined
``toilet_key`` . If you don't supply this property, players won't be
able to lock or unlock the door.
with_key toilet_key,
has scenery door openable lockable locked;
-First of all, the door now needs a ``found_in`` property, since it's
-going to be located both in the café and the toilet. The ``description``
+First of all, the door now needs a :prop:`found_in` property, since it's
+going to be located both in the café and the toilet. The :prop:`description`
checks which side of the door we are looking at – testing the current
-value of the variable ``location``, which holds the room the player is
+value of the variable :var:`location`, which holds the room the player is
in -- because we have a scribbled note stuck on one side, but not on the
-other. And the ``door_dir`` and ``door_to`` properties must use the same
+other. And the :prop:`door_dir` and :prop:`door_to` properties must use the same
trick, because we travel north from the café into the toilet, but south
from the toilet into the café.
Object toilet_door
with short_name "toilet door",
-``short_name`` is a property that supplies the external name of an
+:prop:`short_name` is a property that supplies the external name of an
object, either as a string or an embedded routine. Normally, objects
retain the same external name throughout the game -- and the header
information method is perfect in that case -- but if it needs to change,
-it's easy to write a routine as the value of ``short_name``:
+it's easy to write a routine as the value of :prop:`short_name`:
.. code-block:: inform
Notice the ``return true`` at the end of the routine. You''ll recall
that the standard rule says "return false to carry on, true to take over
-and stop normal execution”. In the case of ``short_name``, "carry on"
+and stop normal execution”. In the case of :prop:`short_name`, "carry on"
means "and now display the external name from the header information",
-which is sometimes handy; for instance, you could write a ``short_name``
+which is sometimes handy; for instance, you could write a :prop:`short_name`
routine to prefix an object's external name with one of a range of
adjectives -- perhaps a shining/flickering/fading/useless lantern.
What's displayed if there isn't an external name in an object's header?
If you've read the section :ref:`compile-as-you-go`, you'll recall that
the interpreter simply uses the internal identifier within parentheses;
- that is, with no external name and no ``short_name`` property, we might
+ that is, with no external name and no :prop:`short_name` property, we might
see::
You open the (toilet_door).
If a few lines of code can make the life of the player easier, it's
worth a shot. Let's provide a few improvements to our toilet door in
-``before`` and ``after`` properties:
+:prop:`before` and :prop:`after` properties:
.. code-block:: inform
locked, something went wrong, so we ``return false`` to display the
standard message for an unsuccessful unlocking. Otherwise, the door is
now unlocked, so we inform the player that we are opening the door and
- redirect the action to actually open it, returning ``true`` to
+ redirect the action to actually open it, returning :const:`true` to
suppress the standard message.
-In all processes there is a library variable called ``keep_silent``,
-which can be either ``false`` (the normal state) or ``true``; when
-``true``, the interpreter does not display the associated message of an
+In all processes there is a library variable called :var:`keep_silent`,
+which can be either :const:`false` (the normal state) or :const:`true`; when
+:const:`true`, the interpreter does not display the associated message of an
action in progress, so we can avoid things like:
.. code-block:: transcript
You open the door to the toilet.
You unlock the door to the toilet and open it.
-Although we want to set ``keep_silent`` to ``true`` for the duration of
+Although we want to set :var:`keep_silent` to :const:`true` for the duration of
our extra processing, we need to reset it afterwards. In a case like
this, good design practice is to preserve its initial value (which was
-probably ``false``, but you should avoid risky assumptions); we use a
+probably :const:`false`, but you should avoid risky assumptions); we use a
local variable ``ks`` to remember that initial setting so that we can
safely restore it afterwards. You’ll remember that a local variable in a
standalone routine is declared between the routine’s name and the
ks = keep_silent;
-we are actually making ``ks`` equal to whatever value ``keep_silent``
-has (either ``true`` or ``false``; we actually don't care). We then set
-``keep_silent`` to ``true``, make the desired silent actions, and we
+we are actually making ``ks`` equal to whatever value :var:`keep_silent`
+has (either :const:`true` or :const:`false`; we actually don't care). We then set
+:var:`keep_silent` to :const:`true`, make the desired silent actions, and we
assign:
.. code-block:: inform
keep_silent = ks;
-which restores the value originally stored in ``ks`` to ``keep_silent``.
+which restores the value originally stored in ``ks`` to :var:`keep_silent`.
The effect is that we manage to leave it as it was before we tampered
with it.
perform any other action involving it), but we want to prevent the
interpreter from objecting that ``You can't see any such thing``. We've
made the ``toilet_key`` a child of the ``benny`` object, and you can see
-that Benny's got a ``transparent`` attribute; this means that the key is
+that Benny's got a :attr:`transparent` attribute; this means that the key is
in scope, and enables the player to refer to it without the interpreter
-complaining. Because Benny also has an ``animate`` attribute, the
+complaining. Because Benny also has an :attr:`animate` attribute, the
interpreter would normally intercept a TAKE KEY action with "That seems
to belong to Benny"; however, the same wouldn't apply to other commands
like TOUCH KEY and TASTE KEY . So, to prevent any interaction with the
-key while it’s in Benny’s pockets, we define a ``before`` property.
+key while it’s in Benny’s pockets, we define a :prop:`before` property.
.. code-block:: inform
"Benny is trusting you to look after that key.";
];
-All of the ``before`` properties that we've so far created have contained
+All of the :prop:`before` properties that we've so far created have contained
one or more labels specifying the actions which they are to intercept;
you'll remember that in "William Tell" we introduced the ``default`` action
(see :ref:`props-class`) to mean "any value not already catered
otherwise, the action continues unhindered.
(In fact, the hat-on-a-pole ``Prop`` introduced in :ref:`south-side` had
-this all-exclusive ``before`` property:
+this all-exclusive :prop:`before` property:
.. code-block:: inform
It would have behaved exactly the same if we'd omitted the ``default``
label, as we do here for Benny's key.)
-Another small innovation here: the ``invent`` library property (we
+Another small innovation here: the :prop:`invent` library property (we
didn’t make it up) which enables you to control how objects appear in
inventory listings, overriding the default. Left to itself, the
interpreter simply displays the object’s external name, preceded either
by a standard article like "a" or "some", or one specifically defined in
-the object's ``article`` property. Here we replace "the toilet key" with
+the object's :prop:`article` property. Here we replace "the toilet key" with
one of two more helpful descriptions, making it a most valuable object
in the eyes of John Covarth, and something to be despised haughtily by
Captain Fate once it's of no further use to him.