Defining the street
===================
-This is the street room, the location where the game starts::
+This is the street room, the location where the game starts:
+
+.. include:: /config/typethis.rst
+
+::
Room street "A street in Altdorf"
with description [;
The street's description mentions various items -- the gate, the people,
etc. -- which ought to exist within the game (albeit only in minimal form)
to sustain the illusion of hustle and bustle. Our ``Prop`` class is ideal
-for this::
+for this:
+
+.. include:: /config/typethis.rst
+
+::
Prop "south gate" street
with name 'south' 'southern' 'wooden' 'gate',
========================
Since our ``Initialise`` routine has already mentioned them, we might as
-well define Wilhelm's bow and arrows::
+well define Wilhelm's bow and arrows:
+
+.. include:: /config/typethis.rst
+
+::
Object bow "bow"
with name 'bow',
the quiver.
An empty quiver is pretty useless, so here's the class used to define
-Wilhelm's stock of arrows. This class has some unusual features::
+Wilhelm's stock of arrows. This class has some unusual features:
+
+.. include:: /config/typethis.rst
+
+::
Class Arrow
with name 'arrow' 'arrows//p',
The interpreter will do this for us if our objects are "indistinguishable",
best achieved by making them members of a class which includes both
:prop:`name` and :prop:`plural` properties. We define the actual arrows
-very simply, like this::
+very simply, like this:
+
+.. include:: /config/typethis.rst
+
+::
Arrow "arrow" quiver;
Arrow "arrow" quiver;
Moving further along the street
===============================
-As Wilhelm moves north towards the square, he comes to this room::
+As Wilhelm moves north towards the square, he comes to this room:
+
+.. include:: /config/typethis.rst
+
+::
Room below_square "Further along the street"
with description
n_to south_square,
s_to street;
-No surprises there, nor in most of the supporting scenery objects. ::
+No surprises there, nor in most of the supporting scenery objects.
+
+.. include:: /config/typethis.rst
+
+::
Furniture stall "fruit and vegetable stall" below_square
with name 'fruit' 'veg' 'vegetable' 'stall' 'table',
But not here: we've kept our three NPCs -- Helga, Walter and the vogt -- as
simple as possible. Nevertheless, we can establish some fundamental
-principles; here's the class upon which we base our NPCs::
+principles; here's the class upon which we base our NPCs:
+
+.. include:: /config/typethis.rst
+
+::
Class NPC
with life [;
that in this game we've implemented only a simpler TALK verb (which we
describe in :ref:`verbs`).
-Based on the NPC class we've created, here's Helga::
+Based on the NPC class we've created, here's Helga:
+
+.. include:: /config/typethis.rst
+
+::
NPC stallholder "Helga" below_square
with name 'stallholder' 'greengrocer' 'monger' 'shopkeeper' 'merchant'