.. 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
.. pull-quote::
- "Impersonating mild mannered John Covarth, assistant help boy at
- an Impersonating insignificant drugstore, you suddenly STOP
- when your acute hearing deciphers a stray radio call from the
- POLICE. There’s some MADMAN attacking the population in Granary
- Park! You must change into your Captain FATE costume fast...!"
+ "Impersonating mild mannered John Covarth, assistant help boy at an
+ insignificant drugstore, you suddenly STOP when your acute hearing
+ deciphers a stray radio call from the POLICE. There’s some MADMAN
+ attacking the population in Granary Park! You must change into your
+ Captain FATE costume fast...!"
which won't be so easy to do. In this short example, players will win
when they manage to change into their super-hero costume and fly away to
.. 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 <s1.html#s1_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.
``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 <sa4.html>` 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
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:`<strong><em>whatever new look</em></strong>`
.. 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