X-Git-Url: https://jxself.org/git/?p=ibg.git;a=blobdiff_plain;f=chapters%2F12.rst;h=d00131f3b0ccffe28c198e352bb8666168739176;hp=4e8654ad071dc9891228bebe1f81f16824f8f24a;hb=d102cdffefa7d68901d9f6e7d564656270bd0280;hpb=78cb9e8b269e9d3aeddd213190abdafacf4fc74e diff --git a/chapters/12.rst b/chapters/12.rst index 4e8654a..d00131f 100644 --- a/chapters/12.rst +++ b/chapters/12.rst @@ -64,15 +64,14 @@ there are rules about where exactly this Include should be placed in your source code. It is not unusual to find other suggestions and warnings. -To help us out of the disambiguation problem with the word TOILET, we -are going to use Neil Cerutti's extension ``pname.h``, which is designed -for situations precisely like this. First, we follow the link to the IF -archive and download the compressed file ``pname.zip``, which contains -two more files: ``pname.h`` and ``pname.txt``. We place these files in -the folder where we are currently developing our game or, if using the -environment we proposed in "Tools of the trade" on page 17, in the -``Inform\Lib\Contrib`` folder. The text file offers instructions about -installation and usage. Here we find a warning: +To help us out of the disambiguation problem with the word TOILET, we are +going to use Neil Cerutti's extension ``pname.h``, which is designed for +situations precisely like this. First, we follow the link to the IF archive +and download the compressed file ``pname.zip``, which contains two more +files: ``pname.h`` and ``pname.txt``. We place these files in the folder +where we are currently developing our game or, if using the environment we +proposed in :doc:`02`, in the ``Inform\Lib\Contrib`` folder. The text file +offers instructions about installation and usage. Here we find a warning: This version of pname.h is recommended for use only with version 6/10 of the Inform Library. @@ -340,25 +339,24 @@ statement as shorthand for: if (noun == clothes) { whatever }; !... -We won't let players give away their clothes or their costume (yes, an -improbable action, but you never know). The toilet key and the coin are -successfully transferred. The property ``key_not_returned`` will be set -to true when we receive the toilet key from Benny (we have not coded -that bit yet), and now, when we give it back, it's reset to ``false``. -The ``move`` statement is in charge of the actual transfer of the object -from the player's inventory to Benny, and we finally display a -confirmation message. With the coin, we find a new statement: -``remove``. This extracts the object from the object tree, so that it -now has no parent. The effect is to make it disappear from the game -(though you are not destroying the object permanently -- and indeed you -could return it to the object tree using the ``move`` statement); as far -as the player is concerned, there isn’t a COIN to be found anywhere. The -``coffee_not_paid`` property will be set to true when Benny serves us -the cup of coffee (again, we’ll see that in a moment); now we reset it -to ``false``, which liberates the player from debt. This culminates with -the ``"..."`` print-and-return statement, telling the player that the -action was successful. In passing, remember that in "A homely -atmosphere" on page 131 we defined the counter such that PUT KEY ON +We won't let players give away their clothes or their costume (yes, an +improbable action, but you never know). The toilet key and the coin are +successfully transferred. The property ``key_not_returned`` will be set to +true when we receive the toilet key from Benny (we have not coded that bit +yet), and now, when we give it back, it's reset to ``false``. The ``move`` +statement is in charge of the actual transfer of the object from the +player's inventory to Benny, and we finally display a confirmation +message. With the coin, we find a new statement: ``remove``. This extracts +the object from the object tree, so that it now has no parent. The effect +is to make it disappear from the game (though you are not destroying the +object permanently -- and indeed you could return it to the object tree +using the ``move`` statement); as far as the player is concerned, there +isn’t a COIN to be found anywhere. The ``coffee_not_paid`` property will be +set to true when Benny serves us the cup of coffee (again, we’ll see that +in a moment); now we reset it to ``false``, which liberates the player from +debt. This culminates with the ``"..."`` print-and-return statement, +telling the player that the action was successful. In passing, remember +that in :ref:`homely-atmos` we defined the counter such that PUT KEY ON COUNTER is automatically translated into GIVE KEY TO BENNY . Why move the key to Benny but remove the coin instead? Once players