X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=chapters%2F10.rst;h=0d51d8af1af731678b16581a11c6740dea18f357;hb=b339390ab1a13e134841cb9b57c7259261c8561f;hp=3274de9610788d79a8fa7ac0604670f1fac88420;hpb=2a223f38ada318aa468e46210b7f92941816100e;p=ibg.git diff --git a/chapters/10.rst b/chapters/10.rst index 3274de9..0d51d8a 100644 --- a/chapters/10.rst +++ b/chapters/10.rst @@ -4,23 +4,19 @@ Captain Fate: take 1 .. epigraph:: - | *S was a sailor, and spent all he got;* - | *T was a tinker, and mended a pot.* + | |CENTER| *S was a sailor, and spent all he got;* + | |CENTER| *T was a tinker, and mended a pot.* .. only:: html .. image:: /images/picS.png :align: left -.. raw:: latex - - \dropcap{s} - -imple though they are, our two games have covered most of the basic -functionality of Inform, providing enough solid ground underfoot -for you to start creating simple stories. Even if some of what you've -encountered doesn't make sense yet, you should be able to browse a -game's source code and form a general understanding of what is going on. +|S|\imple though they are, our two games have covered most of the basic +functionality of Inform, providing enough solid ground underfoot for you to +start creating simple stories. Even if some of what you've encountered +doesn't make sense yet, you should be able to browse a game's source code +and form a general understanding of what is going on. We'll now design a third game, to show you a few additional features and give you some more sample code to analyse. In "Heidi" we tried to make @@ -443,13 +439,13 @@ something else to describe it: .. 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 |DM4| explains in detail how to display these characters + in :dm4:`§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. @@ -524,12 +520,12 @@ rip with a snatch of Wagner, you may intercept the ``Sing`` action in a ``before`` property and alter its default, pretty useless behaviour. If not, it's "Your singing is abominable" for you. -All actions, useful or not, have a stock of messages associated with -them (the messages are held in the ``english.h`` library file and listed -in Appendix 4 of the *Inform Designer's Manual*). We have already seen -one way of altering the player character's description -- "As good -looking as ever" -- in "William Tell", but the other defaults may also -be redefined to suit your tastes and circumstantial needs. +All actions, useful or not, have a stock of messages associated with them +(the messages are held in the ``english.h`` library file and listed in +:dm4:`Appendix 4 ` of the |DM4|). We have already seen one way of +altering the player character's description -- "As good looking as ever" -- +in "William Tell", but the other defaults may also be redefined to suit +your tastes and circumstantial needs. John Covarth, aka Captain Fate, could happily settle for most of these default messages, but we deem it worthwhile to give him some customised @@ -643,21 +639,22 @@ opt for the not-so-hot approach for some overriding reason. Don't feel discouraged; choices like this become more common (and easier) as your experience grows. -.. todo:: +.. Ugh. Ghastly, but it does the job. + +.. |WNL_LATEX| replace:: :latex:`\emph{\textbf{whatever new look}}` - That "whatever new look" below needs to be italicized and bolded for - LaTeX. +.. |WNL_HTML| replace:: :html:`whatever new look` .. 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 + 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 =`` + |WNL_LATEX| |WNL_HTML| 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