images, but the main focus of the room isn't the decor: it's the door
leading to the toilet -- and, perhaps, privacy?
+.. _homely-atmos:
+
A homely atmosphere
===================
.. note::
- in "William Tell" we defined the ``quiver``, way back in "The
- player's possessions" on page 83, as an ``open container``. As things
- stand, the player can put *any* held object, however inappropriate,
- into it. We could have trapped the Receive action to ensure that
- arrows are the only acceptable contents (recollect that ``~~``, to be
- read as "not", turns true into false and vice versa):
+ in "William Tell" we defined the ``quiver``, way back in
+ :ref:`possessions`, as an ``open container``. As things stand, the player
+ can put *any* held object, however inappropriate, into it. We could have
+ trapped the Receive action to ensure that arrows are the only acceptable
+ contents (recollect that ``~~``, to be read as "not", turns true into
+ false and vice versa):
.. code-block:: inform
.. note::
- what's displayed if there isn't an external name in an object's
- header? If you've read the section "Compile-as-you-go" on page 233,
- you'll recall that the interpreter simply uses the internal
- identifier within parentheses; that is, with no external name and no
- ``short_name`` property, we might see:
+ what's displayed if there isn't an external name in an object's header?
+ If you've read the section :ref:`compile-as-you-go`, you'll recall that
+ the interpreter simply uses the internal identifier within parentheses;
+ that is, with no external name and no ``short_name`` property, we might
+ see:
.. code-block:: inform
"Benny is trusting you to look after that key.";
];
-All of the ``before`` properties that we've so far created have
-contained one or more labels specifying the actions which they are to
-intercept; you'll remember that in "William Tell" we introduced the
-``default`` action (see "A class for props" on page 74) to mean "any
-value not already catered for". There's one of those labels here, for
-the Drop action, but that's preceded by a piece of code that will be
-executed at the start of *every* action directed at the key. If it’s
-still in Benny’s possession, we display a polite refusal; if the player
-has it then we prevent careless disposal; otherwise, the action
-continues unhindered.
-
-(In fact, the hat-on-a-pole ``Prop`` introduced on page 91 had this
-all-exclusive ``before`` property:
+All of the ``before`` properties that we've so far created have contained
+one or more labels specifying the actions which they are to intercept;
+you'll remember that in "William Tell" we introduced the ``default`` action
+(see :ref:`props-class`) to mean "any value not already catered
+for". There's one of those labels here, for the Drop action, but that's
+preceded by a piece of code that will be executed at the start of *every*
+action directed at the key. If it’s still in Benny’s possession, we display
+a polite refusal; if the player has it then we prevent careless disposal;
+otherwise, the action continues unhindered.
+
+(In fact, the hat-on-a-pole ``Prop`` introduced in :ref:`south-side` had
+this all-exclusive ``before`` property:
.. code-block:: inform