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Address more of the TODO items.
[ibg.git]
/
chapters
/
10.rst
diff --git
a/chapters/10.rst
b/chapters/10.rst
index fd9cbf57a414d98d8dcb8385375a4cddb48f3908..cccb9b72cc663b8486e5f2154fd624fdcf999421 100644
(file)
--- a/
chapters/10.rst
+++ b/
chapters/10.rst
@@
-59,6
+59,8
@@
Fade up on: a nondescript city street
The game starts with meek John Covarth walking down the street. We set up
the game as usual:
The game starts with meek John Covarth walking down the street. We set up
the game as usual:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
!% -SD
.. code-block:: inform
!% -SD
@@
-232,6
+234,8
@@
normal room, it would seem logical that the phone booth is actually a big
box on the sidewalk; therefore we define a :attr:`container` set in the
street, which players may enter:
box on the sidewalk; therefore we define a :attr:`container` set in the
street, which players may enter:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
Appliance booth "phone booth" street
.. code-block:: inform
Appliance booth "phone booth" street
@@
-387,6
+391,8
@@
every time. There is another solution. We can make the
change its value: instead of a string, we write an embedded routine.
Here's the (almost) finished room:
change its value: instead of a string, we write an embedded routine.
Here's the (almost) finished room:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
Room street "On the street"
.. code-block:: inform
Room street "On the street"
@@
-414,6
+420,8
@@
Here's the (almost) finished room:
The description while inside the booth mentions the sidewalk, which
might invite the player to EXAMINE it. No problem:
The description while inside the booth mentions the sidewalk, which
might invite the player to EXAMINE it. No problem:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
Appliance "sidewalk" street
.. code-block:: inform
Appliance "sidewalk" street
@@
-431,6
+439,8
@@
result of a LOOK action (which will have to do with the way the café
looks from the *inside*); but while we are on the street we need
something else to describe it:
looks from the *inside*); but while we are on the street we need
something else to describe it:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
Appliance outside_of_cafe "Benny's cafe" street
.. code-block:: inform
Appliance outside_of_cafe "Benny's cafe" street
@@
-503,6
+513,8
@@
that it would be neater to handle the actual movement of the player in just
one place of our code, because this helps clarity. To achieve this, we
redirect the street's :prop:`n_to` property thus:
one place of our code, because this helps clarity. To achieve this, we
redirect the street's :prop:`n_to` property thus:
+.. include:: /config/typethis.rst
+
.. code-block:: inform
n_to [; <<Enter outside_of_cafe>>; ],
.. code-block:: inform
n_to [; <<Enter outside_of_cafe>>; ],
@@
-556,6
+568,8
@@
responses. If nothing else, this adds to the general atmosphere, a nicety
that many players regard as important. For this mission, we make use of
the :obj:`LibraryMessages` object.
that many players regard as important. For this mission, we make use of
the :obj:`LibraryMessages` object.
+.. include:: /config/typethis.rst
+
.. code-block:: inform
Include "Parser";
.. code-block:: inform
Include "Parser";