============================
The town square, notionally one enormous open space, is represented by
-three rooms. Here's the south side::
+three rooms. Here's the south side:
+
+.. include:: /config/typethis.rst
+
+::
Room south_square "South side of the square"
with description
n_to north_square,
s_to south_square;
-and the pole::
+and the pole:
+
+.. include:: /config/typethis.rst
+
+::
Furniture pole "hat on a pole" mid_square
with name 'wooden' 'pole' 'pine' 'hat' 'black' 'red' 'brim' 'feathers',
using ``PlayerTo(marketplace)``, and finally ``return true`` to tell the
interpreter that we've handled this part of the :act:`Go` action ourselves.
And so, at long last, here's the complete code for the ``mid_square``, the
-most complicated object in the whole game::
+most complicated object in the whole game:
+
+.. include:: /config/typethis.rst
+
+::
Room mid_square "Middle of the square"
with description
============================
The only way to get here is by saluting the pole and then moving north; not
-very likely, but good game design is about predicting the unpredictable. ::
+very likely, but good game design is about predicting the unpredictable.
+
+.. include:: /config/typethis.rst
+
+::
Room north_square "North side of the square"
with description
In this game, we never set :var:`deadflag` to 1, but we do use values of 2
and 3. So we'd better define a ``DeathMessage`` routine to tell players
-what they've done::
+what they've done:
+
+.. include:: /config/typethis.rst
+
+::
[ DeathMessage; print "You have screwed up a favourite folk story"; ];