X-Git-Url: https://jxself.org/git/?p=ibg.git;a=blobdiff_plain;f=chapters%2F10.rst;h=1f1d4b20d6d00267a02088d1c5997d9d1f208174;hp=f93ada8d1cd1e19f8c169e161442e2b097077e86;hb=a94081289bc21041a8daac44d8c8b6714a831281;hpb=9eb5de056be1d88d440d391ac5030dd05fe6a3a8 diff --git a/chapters/10.rst b/chapters/10.rst index f93ada8..1f1d4b2 100644 --- a/chapters/10.rst +++ b/chapters/10.rst @@ -65,7 +65,7 @@ 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: -.. code-block:: inform6 +.. code-block:: inform !% -SD !============================================================================ @@ -132,7 +132,7 @@ up the game as usual: Almost everything is familar, apart from a few details: -.. code-block:: inform6 +.. code-block:: inform Constant MANUAL_PRONOUNS; Constant MAX_SCORE 2; @@ -166,7 +166,7 @@ we've decided to modestly award one point for each. By the way, the use of an equals sign ``=`` is optional with ``Constant``; these two lines have identical effect: -.. code-block:: inform6 +.. code-block:: inform Constant ROOM_SCORE 1; @@ -176,7 +176,7 @@ Another difference has to do with a special short-hand method that Inform provides for displaying strings of text. Until now, we have shown you: -.. code-block:: inform6 +.. code-block:: inform print "And now for something completely different...^"; return true; ... @@ -187,7 +187,7 @@ newline character, and return true. As you have seen in the previous example games, this happens quite a lot, so there is a yet shorter way of achieving the same result: -.. code-block:: inform6 +.. code-block:: inform "And now for something completely different..."; @@ -204,7 +204,7 @@ statement instead. You'll notice that -- unusually for a room -- our ``street`` object has a ``name`` property: -.. code-block:: inform6 +.. code-block:: inform Room street "On the street" with name 'city' 'buildings' 'skyscrapers' 'shops' 'apartments' 'cars', @@ -227,7 +227,7 @@ a normal room, it would seem logical that the phone booth is actually a big box on the sidewalk; therefore we define a ``container`` set in the street, which players may enter: -.. code-block:: inform6 +.. code-block:: inform Appliance booth "phone booth" street with name 'old' 'red' 'picturesque' 'phone' 'booth' 'cabin' @@ -270,7 +270,7 @@ intercept this attempt and redirect it (while we're at it, we add a connection to the as-yet-undefined café room and a default message for the movement which is not allowed): -.. code-block:: inform6 +.. code-block:: inform Room street "On the street" with name city' 'buildings' 'skyscrapers' 'shops' 'apartments' 'cars', @@ -284,12 +284,6 @@ the movement which is not allowed): "No time now for exploring! You'll move much faster in your Captain FATE costume."; -.. todo:: - - Notice how the syntax coloring thinks that the exclaimation point - above is a comment. This is another problem with the built-in inform6 - syntax colorer. - That takes care of entering the booth. But what about leaving it? Players may type EXIT or OUT while they are inside an enterable container and the interpreter will oblige but, again, they might type @@ -297,7 +291,7 @@ NORTH. This is a problem, since we are actually in the street (albeit inside the booth) and to the north we have the café. We may provide for this condition in the room's ``before`` property: -.. code-block:: inform6 +.. code-block:: inform before [; Go: @@ -310,7 +304,7 @@ connection. However, that would be an ambiguous command, for it could also refer to the café, so we express our bafflement and force the player to try something else: -.. code-block:: inform6 +.. code-block:: inform n_to cafe, s_to [; <>; ], @@ -342,7 +336,7 @@ the ``inside_description`` of the container. If the library decides we can’t see outside the container, only the inside_description is displayed. Take for instance the following (simplified) example: -.. code-block:: inform6 +.. code-block:: inform Room stage "On stage" with description @@ -388,7 +382,7 @@ property of the ``street`` room a bit more complex, and change its value: instead of a string, we write an embedded routine. Here's the (almost) finished room: -.. code-block:: inform6 +.. code-block:: inform Room street "On the street" with name 'city' 'buildings' 'skyscrapers' 'shops' 'apartments' 'cars', @@ -415,7 +409,7 @@ value: instead of a string, we write an embedded routine. Here's the The description while inside the booth mentions the sidewalk, which might invite the player to EXAMINE it. No problem: -.. code-block:: inform6 +.. code-block:: inform Appliance "sidewalk" street with name sidewalk' 'pavement' 'street', @@ -432,7 +426,7 @@ 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: -.. code-block:: inform6 +.. code-block:: inform Appliance outside_of_cafe "Benny's cafe" street with name 'benny^s' 'cafe' 'entrance', @@ -448,42 +442,36 @@ something else to describe it: ], has enterable proper; -.. todo:: - - Figure out how to set off this entire note section as an indented block +.. note:: -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 *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:: - The town's favourite for a quick snack, Benny's café has a 50's ROCKETSHIP look. + The town's favourite for a quick snack, Benny's café has a 50's ROCKETSHIP look. -by defining the ``description`` property as any of these: + by defining the ``description`` property as any of these: -.. code-block:: inform6 + .. code-block:: inform - description - "The town's favourite for a quick snack, Benny's caf@'e has a 50's - ROCKETSHIP look.", + description + "The town's favourite for a quick snack, Benny's caf@'e has a 50's + ROCKETSHIP look.", - description - "The town's favourite for a quick snack, Benny's caf@@170 has a 50's - ROCKETSHIP look.", + description + "The town's favourite for a quick snack, Benny's caf@@170 has a 50's + ROCKETSHIP look.", - description - "The town's favourite for a quick snack, Benny's caf@{E9} has a 50's - ROCKETSHIP look.", + description + "The town's favourite for a quick snack, Benny's caf@{E9} has a 50's + ROCKETSHIP look.", -However, all three forms are harder to read than the vanilla "cafe", so -we've opted for the simple life. - -.. todo:: - - Indented block ends here + However, all three forms are harder to read than the vanilla "cafe", so + we've opted for the simple life. Unlike the sidewalk object, we offer more than a mere description. Since the player may try ENTER CAFE as a reasonable way of access -- which @@ -504,7 +492,7 @@ out 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 ``n_to`` property thus: -.. code-block:: inform6 +.. code-block:: inform n_to [; <>; ], @@ -552,7 +540,7 @@ 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 ``LibraryMessages`` object. -.. code-block:: inform6 +.. code-block:: inform Include "Parser"; @@ -605,52 +593,41 @@ of responses. The variable ``lm_n`` holds the current value of the number of the message to be displayed, so you can change the default with a test like this: -.. code-block:: inform6 +.. code-block:: inform if (lm_n == 39) "That's not something you need to refer to in order to SAVE the day."; -.. todo:: - - That block of code above should be colored. Is there a defect in the - syntax coloring code? - where 39 is the number for the standard message "That's not something you need to refer to in the course of this game" -- displayed when the player mentions a noun which is listed in a room's name property, as we did for the ``street``. -.. todo:: - - Begin big chunk of indented text. Also, NOTE should be in bigcaps. - -NOTE : remember that when we are testing for different values of the -same variable, we can also use the switch statement. For the Miscellany -entry, the following code would work just as nicely: - -.. code-block:: inform6 - - ... - Miscellany: - switch (lm_n) { - 19: - if (clothes has worn) - "In your secret identity's outfit, you manage most - efficaciously to look like a two-cent loser, a - good-for-nothing wimp."; - else - "Now that you are wearing your costume, you project - the image of power UNBOUND, of ballooned, - multicoloured MUSCLE, of DASHING yet MODEST chic."; - 38: - "That's not a verb you need to SUCCESSFULLY save the day."; - 39: - "That's not something you need to refer to in order to SAVE the day."; - } - -.. todo:: - - End big indented chunk +.. note:: + + Remember that when we are testing for different values of the + same variable, we can also use the switch statement. For the + Miscellany entry, the following code would work just as nicely: + + .. code-block:: inform + + ... + Miscellany: + switch (lm_n) { + 19: + if (clothes has worn) + "In your secret identity's outfit, you manage most + efficaciously to look like a two-cent loser, a + good-for-nothing wimp."; + else + "Now that you are wearing your costume, you project + the image of power UNBOUND, of ballooned, + multicoloured MUSCLE, of DASHING yet MODEST chic."; + 38: + "That's not a verb you need to SUCCESSFULLY save the day."; + 39: + "That's not something you need to refer to in order to SAVE the day."; + } Not surprisingly, the default message for self-examination: "As good looking as ever" is a ``Miscellany`` entry -- it's number 19 -- so we @@ -671,21 +648,19 @@ experience grows. .. todo:: - Begin big indented chunk. That "whatever new look" needs to be italicized. + That "whatever new look" below needs to be italicized and bolded for LaTeX -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 -``LibraryMessages`` approach will do just fine. - -.. todo:: +.. note:: - End big indented chunk + 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 + ``LibraryMessages`` approach will do just fine. A final warning: as we explained when extending the standard verb grammars, you *could* edit the appropriate library file and change all