X-Git-Url: https://jxself.org/git/?p=ibg.git;a=blobdiff_plain;f=chapters%2F08.rst;h=45c54d2bee6a543902e56f84a6d605aa2ed4e323;hp=db5715c13fc48e2825451ea05d60b371d0c637f9;hb=8009937904cf79341a9c23c9c5e7b541606bfcb6;hpb=9f5abf3a7762275e6ae1f1a29c6594994ba07e2c diff --git a/chapters/08.rst b/chapters/08.rst index db5715c..45c54d2 100644 --- a/chapters/08.rst +++ b/chapters/08.rst @@ -25,7 +25,11 @@ The south side of the square ============================ 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 @@ -131,7 +135,11 @@ room:: 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', @@ -516,7 +524,11 @@ we didn't give it to him earlier in the game), relocate to the final room 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 @@ -572,7 +584,11 @@ The north side of the square ============================ 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 @@ -606,7 +622,11 @@ the end of every turn; these are the values that it's expecting to find: 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"; ];