We define the café room in simple form:
-.. code-block:: inform6
+.. code-block:: inform
Room cafe "Inside Benny's cafe"
with description
We've mentioned a counter:
-.. code-block:: inform6
+.. code-block:: inform
Appliance counter "counter" cafe
with name 'counter' 'bar',
and others that are not. Should these ones that are not be promoted
to having a typewriter font?
-The Receive action is generated by the library in the PutOnSub action
-handler, and also in InsertSub (so a command like PUT BIRD IN NEST sends
-a Receive to the nest object). There’s a matching LetGo, generated by
-the library from commands like TAKE KEY OFF COUNTER and REMOVE BIRD FROM
-NEST. Receive and LetGo are examples of what’s called a **fake action**.
+The Receive action is generated by the library in the PutOnSub action
+handler, and also in InsertSub (so a command like PUT BIRD IN NEST sends a
+Receive to the nest object). There’s a matching LetGo, generated by the
+library from commands like TAKE KEY OFF COUNTER and REMOVE BIRD FROM
+NEST. Receive and LetGo are examples of what’s called a :term:`fake
+action`.
.. note::
arrows are the only acceptable contents (recollect that ``~~``, to be
read as "not", turns true into false and vice versa):
- .. code-block:: inform6
+ .. code-block:: inform
before [;
Drop,Give:
We've also mentioned some customers. These are treated as NPCs, reacting
to our hero’s performance.
-.. code-block:: inform6
+.. code-block:: inform
Object customers "customers" cafe
with name 'customers' 'people' 'customer' 'men' 'women',
something interesting only while the player stays in the right place
(and hasn’t wandered, say, back into the toilet):
-.. code-block:: inform6
+.. code-block:: inform
if (location ~= cafe) return;
café room from the toilet for the first time, the value of the property
should be zero, so the statement block under the test:
-.. code-block:: inform6
+.. code-block:: inform
if (self.number_of_comments == 0) {
self.number_of_comments = 1;
We want the customers to indulge in witticisms once they see the
costumed Captain, but not on a completely predictable basis.
-.. code-block:: inform6
+.. code-block:: inform
if (random(2) == 1) ...
As a consequence of all this, we add an ``after`` property to the café
room object:
-.. code-block:: inform6
+.. code-block:: inform
Room cafe "Inside Benny's cafe"
...
The first line:
-.. code-block:: inform6
+.. code-block:: inform
if (noun ~= s_obj) return false;
Door objects require some specific properties and attributes. Let's
first code a simple door:
-.. code-block:: inform6
+.. code-block:: inform
Object toilet_door "toilet door" cafe
name name 'red' 'toilet' 'door',
little bit complicated and you''ll have to define routines for most
properties:
-.. code-block:: inform6
+.. code-block:: inform
Object toilet_door "toilet door"
with name 'red' 'toilet' 'door',
property`` is the thing. We have already talked about the external name
defined as part of an object's header information:
-.. code-block:: inform6
+.. code-block:: inform
Object toilet_door "toilet door"
to refer to the door. With identical effect, this could also have been
coded thus:
-.. code-block:: inform6
+.. code-block:: inform
Object toilet_door
with short_name "toilet door",
information method is perfect in that case -- but if it needs to change,
it's easy to write a routine as the value of ``short_name``:
-.. code-block:: inform6
+.. code-block:: inform
Object toilet_door
with name 'red' 'toilet' 'door'
identifier within parentheses; that is, with no external name and no
``short_name`` property, we might see:
- .. code-block:: inform6
+ .. code-block:: inform
You open the (toilet_door).
of our ``print`` statement, and then the standard rules would display
the internal ID:
- .. code-block:: inform6
+ .. code-block:: inform
You open the door to the toilet(toilet_door).
worth a shot. Let's provide a few improvements to our toilet door in
``before`` and ``after`` properties:
-.. code-block:: inform6
+.. code-block:: inform
before [ ks;
Open:
standalone routine is declared between the routine’s name and the
semicolon:
-.. code-block:: inform6
+.. code-block:: inform
[ BeenToBefore this_room;
declared between the ``[`` starting marker of the routine and the
semicolon:
-.. code-block:: inform6
+.. code-block:: inform
before [ ks;
spaces -- which are usable only within the embedded routine. When we
assign it thus:
-.. code-block:: inform6
+.. code-block:: inform
ks = keep_silent;
``keep_silent`` to ``true``, make the desired silent actions, and we
assign:
-.. code-block:: inform6
+.. code-block:: inform
keep_silent = ks;
toilet. A dead end? No, the description mentions a scribbled note on its
surface. This one should offer no problem:
-.. code-block:: inform6
+.. code-block:: inform
Object "scribbled note" cafe
with name 'scribbled' 'note',
detail throughout the next chapter, here we present a basic definition,
largely so that the key has a parent object.
-.. code-block:: inform6
+.. code-block:: inform
Object benny "Benny" cafe
with name 'benny',
like TOUCH KEY and TASTE KEY . So, to prevent any interaction with the
key while it’s in Benny’s pockets, we define a ``before`` property.
-.. code-block:: inform6
+.. code-block:: inform
before [;
if (self in benny)
(In fact, the hat-on-a-pole ``Prop`` introduced on page 91 had this
all-exclusive ``before`` property:
-.. code-block:: inform6
+.. code-block:: inform
before [;
default:
they'll try to examine the toilet room from the outside, it takes very
little effort to offer a sensible output just in case:
-.. code-block:: inform6
+.. code-block:: inform
Object outside_of_toilet "toilet" cafe
with name 'toilet' 'bath' 'rest' 'room' 'bathroom' 'restroom',