Instead of examining the screen:
if ready to read the file of RSS Responses, say "From the screen you read:[line break][text of the file of RSS Responses]";
@@ -176,8 +176,8 @@
As far as the story file is concerned, then, it sends a request down the communication line by writing the chosen RSS feed to the file named "rssrequest", and expects a reply to come back down the line by being written to the file "rssreply". However, the story file needs to expect that this might take some time. (Maybe forever, if there is no program responding, or if the Internet connection is not working.) The story file marks the "rssreply" file as not ready before it makes a request; if it subsequently finds that the file is now ready, that must mean that the other program has done the honours, and that all is well. In the mean time, "The screen remains blank for now."
Now for the RSS-SCRIPT program. The following provides a crude but workable program suitable for running as a Perl script on a system which provides the standard Internet fetching program "curl": Mac OS X, for instance. (If you have OS X, you can paste the following into a (Unix-format) text file called "rss-script.pl", place it in your home folder, open the Terminal utility, type "perl rss-script.pl", and then hide the Terminal window again.)
-
- for (;;) { # repeat forever:
+
+
for (;;) { # repeat forever:
system("sleep 1"); # wait 1 second
diff --git a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc102.html b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc102.html
index 11b21412..ac0453d2 100644
--- a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc102.html
+++ b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc102.html
@@ -111,18 +111,18 @@
It may occasionally be useful to check whether all objects in our game have a given property. Here we have a "not for release" section that will run at the start of the game and alert us to any objects lacking description:
-
-
"Bic"
+
+
"Bic"
-
- Section 1 - Testing descriptions - Not for release
+
+
Section 1 - Testing descriptions - Not for release
-
- When play begins (this is the run property checks at the start of play rule):
+
+
When play begins (this is the run property checks at the start of play rule):
repeat with item running through things:
@@ -132,23 +132,23 @@
-
- Section 2 - Story
-
-
-
- The Staff Break Room is a room.
+
Section 2 - Story
- The player carries an orange, a Bic pen, and a napkin. The description of the orange is "It's a small hard pinch-skinned thing from the lunch room, probably with lots of pips and no juice."
+
The Staff Break Room is a room.
- The description of the napkin is "Slightly crumpled."
+
The player carries an orange, a Bic pen, and a napkin. The description of the orange is "It's a small hard pinch-skinned thing from the lunch room, probably with lots of pips and no juice."
+
+
+
+
+ The description of the napkin is "Slightly crumpled."
@@ -180,30 +180,30 @@
Sometimes we want to let testers of a game insert their own comments during a transcript, without those comments wasting turns of the game or producing lengthy or inappropriate parser errors. Many testers have a habit of prefacing comments with a punctuation mark, so let's say that we'd like to catch any command that starts with any punctuation at all:
-
-
"Alpha"
+
+
"Alpha"
-
- When play begins:
+
+
When play begins:
say "Hi, Larry! Thanks for testing my game!!"
-
- Unimplemented Room is a room. "Room description goes here..."
+
+
Unimplemented Room is a room. "Room description goes here..."
-
- The scary troll is a man in Unimplemented Room.
+
+
The scary troll is a man in Unimplemented Room.
-
- After reading a command (this is the ignore beta-comments rule):
+
+
After reading a command (this is the ignore beta-comments rule):
if the player's command matches the regular expression "^\p":
@@ -213,8 +213,8 @@
-
- Test me with "x me / x troll / !this game is a bit dull so far / kiss troll / ? does this troll do anything? / :yawn".
+
+
Test me with "x me / x troll / !this game is a bit dull so far / kiss troll / ? does this troll do anything? / :yawn".
diff --git a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc103.html b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc103.html
index 912f373a..5db20c05 100644
--- a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc103.html
+++ b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc103.html
@@ -111,23 +111,23 @@
If our map is largely or entirely set inside a single building, we might want to produce something that resembles a floorplan. It's possible to do this with a little tweaking, like so:
-
-
"Baedeker"
-
-
-
-
Dome is a room. North of Dome is North Chapel. South of the Dome is South Chapel. West of the Dome is Western End. Quiet Corner is northwest of the Dome, north of Western End, and west of North Chapel. Loud Corner is east of North Chapel, northeast of Dome, and north of Eastern End. Eastern End is north of Dim Corner and east of Dome. Dim Corner is southeast of Dome and east of South Chapel. Ruined Corner is southwest of Dome, west of South Chapel, and south of Western End.
+
"Baedeker"
- The church door is east of Eastern End and west of the Courtyard. The church door is a door.
+
Dome is a room. North of Dome is North Chapel. South of the Dome is South Chapel. West of the Dome is Western End. Quiet Corner is northwest of the Dome, north of Western End, and west of North Chapel. Loud Corner is east of North Chapel, northeast of Dome, and north of Eastern End. Eastern End is north of Dim Corner and east of Dome. Dim Corner is southeast of Dome and east of South Chapel. Ruined Corner is southwest of Dome, west of South Chapel, and south of Western End.
- Index map with
+
The church door is east of Eastern End and west of the Courtyard. The church door is a door.
+
+
+
+
+ Index map with
room-shape set to "square" and
@@ -184,83 +184,83 @@
-
-
"1691"
-
-
-
-
Fort James is a room.
+
"1691"
- Thames Street End is south of Fort James.
+
Fort James is a room.
- Lime Street is south of Thames Street End. West of Thames Street End is north of Fisher's Row. The description of Fisher's Row is "A waterfront street that runs south towards Chocolata Hole, where the small craft are harboured. It also continues north around the tip of the peninsula from here, turning into the east-west Thames Street."
+
Thames Street End is south of Fort James.
- Water Lane is east of Thames Street End.
+
Lime Street is south of Thames Street End. West of Thames Street End is north of Fisher's Row. The description of Fisher's Row is "A waterfront street that runs south towards Chocolata Hole, where the small craft are harboured. It also continues north around the tip of the peninsula from here, turning into the east-west Thames Street."
- East of Water Lane is a room called Thames Street at the Wherry Bridge. Thames Street at the Wherry Bridge has the description "To the southwest is the fishmarket; directly across the street is the entrance to a private alley through a brick archway."
+
Water Lane is east of Thames Street End.
- The Fishmarket is southwest of Thames Street at the Wherry Bridge.
+
East of Water Lane is a room called Thames Street at the Wherry Bridge. Thames Street at the Wherry Bridge has the description "To the southwest is the fishmarket; directly across the street is the entrance to a private alley through a brick archway."
- The Private Alley is south of Thames Street at the Wherry Bridge.
+
The Fishmarket is southwest of Thames Street at the Wherry Bridge.
- Thames Street by the King's House is east of Thames Street at the Wherry Bridge.
+
The Private Alley is south of Thames Street at the Wherry Bridge.
- Thames Street before Fort Carlisle is east of Thames Street by the King's House.
+
Thames Street by the King's House is east of Thames Street at the Wherry Bridge.
- South of Thames Street before Fort Carlisle is a room called Fort Carlisle. The description of Fort Carlisle is "Handsomely arrayed with cannons which you could fire at any moment -- though of course there are ships at dock which might be in the way."
+
Thames Street before Fort Carlisle is east of Thames Street by the King's House.
- Queen Street End is south of Lime Street.
+
South of Thames Street before Fort Carlisle is a room called Fort Carlisle. The description of Fort Carlisle is "Handsomely arrayed with cannons which you could fire at any moment -- though of course there are ships at dock which might be in the way."
- Queen Street Middle is east of Queen Street End.
+
Queen Street End is south of Lime Street.
- Queen Street East is east of Queen Street Middle and south of Private Alley.
+
Queen Street Middle is east of Queen Street End.
- Queen Street at the Prison is east of Queen Street East.
+
Queen Street East is east of Queen Street Middle and south of Private Alley.
- Index map with an EPS file and
+
Queen Street at the Prison is east of Queen Street East.
+
+
+
+
+ Index map with an EPS file and
Fisher's Row mapped southwest of Thames Street End,
@@ -328,18 +328,18 @@
The map-maker can be used in quite versatile ways, in short; though the default is a schematic line-and-box affair, that is hardly the only option. While the EPS created is not always the result of our dreams, Inform usually can be made to do most of the hard and boring part, leaving the author to do only a bit of aesthetic touchup.
In many previous examples, we have sent hapless deities wandering around a map of Greece; we might like to chart that for ourselves, in a semi-realistic fashion. So:
-
-
"Bay Leaves and Honey Wine"
+
+
"Bay Leaves and Honey Wine"
-
- Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
+
+
Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
-
- Index map with an EPS file and
+
+
Index map with an EPS file and
room-size set to 8,
diff --git a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc11.html b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc11.html
index ba552c00..9072d35b 100644
--- a/inform/StagingArea/Contents/Resources/en.lproj/Rdoc11.html
+++ b/inform/StagingArea/Contents/Resources/en.lproj/Rdoc11.html
@@ -118,76 +118,76 @@
It's tempting to handle the player's inability to interact with something with a simple instead rule:
-
-
"Waterworld 1"
-
-
-
-
A view is a kind of backdrop. Instead of doing something other than examining to a view, say "You are too far from [the noun] to do anything but look."
+
"Waterworld 1"
- The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
+
A view is a kind of backdrop. Instead of doing something other than examining to a view, say "You are too far from [the noun] to do anything but look."
- The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
+
The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
- Test me with "x sun / get sun / n / x sun / n / x sun".
+
The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
- Unfortunately, the rule does not address the case where the object in question is the second noun; so for instance the following example reveals the difficulty:
- "Waterworld 2"
+
Test me with "x sun / get sun / n / x sun / n / x sun".
+ Unfortunately, the rule does not address the case where the object in question is the second noun; so for instance the following example reveals the difficulty:
- A view is a kind of backdrop. Instead of doing something other than examining to a view, say "You are too far from [the noun] to do anything but look."
+
"Waterworld 2"
- The player carries a rope.
+
A view is a kind of backdrop. Instead of doing something other than examining to a view, say "You are too far from [the noun] to do anything but look."
- The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
+
The player carries a rope.
- The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
+
The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
- Test me with "x sun / get sun / n / x sun / n / x sun / tie rope to the sun".
+
The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
- ...where the response here behaves as though the sun is in reach. If we had a fully implemented tying action, the player would (even more disastrously) be allowed to lasso celestial objects.
- We could add a second instead rule as well:
- "Waterworld 3"
+
Test me with "x sun / get sun / n / x sun / n / x sun / tie rope to the sun".
+ ...where the response here behaves as though the sun is in reach. If we had a fully implemented tying action, the player would (even more disastrously) be allowed to lasso celestial objects.
+ We could add a second instead rule as well:
- A view is a kind of backdrop.
+
"Waterworld 3"
- Instead of doing something other than examining when the noun is a view:
+
A view is a kind of backdrop.
+
+
+
+
+ Instead of doing something other than examining when the noun is a view:
say "You are too far from [the noun] to do anything but look."
@@ -197,23 +197,23 @@
-
- The player carries a rope.
-
-
-
- The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
+
The player carries a rope.
- The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
+
The sun is a view. It is everywhere. The description is "A blazing sun makes you wish you had never been born."
- Test me with "x sun / get sun / n / x sun / n / x sun / tie rope to sun".
+
The Sahara is a room. North of the Sahara is More Sahara. North of More Sahara is Yet Further Sahara.
+
+
+
+
+ Test me with "x sun / get sun / n / x sun / n / x sun / tie rope to sun".
@@ -246,24 +246,24 @@
Sometimes we want to make a list of something too complicated to express in a say list... phrase. When this happens, we can instead mark all the items we want to mention as "marked for listing".
In this case, we have a lawn area made up of four rooms. We want each room to automatically describe the directions leading to the other parts of the lawn. To do this, we will first determine which directions are relevant and mark those for listing, then list them.
-
-
"Tiny Garden"
+
+
"Tiny Garden"
-
- The Herb Garden is a room. "Along this side of the house run your great-aunt's herb beds."
+
+
The Herb Garden is a room. "Along this side of the house run your great-aunt's herb beds."
-
- A Grassy Room is a kind of room. The printed name of a Grassy Room is usually "Lawn". The description of a Grassy Room is "The grass underfoot is thick and green. The lawn extends to [grassy directions] from here."
+
+
A Grassy Room is a kind of room. The printed name of a Grassy Room is usually "Lawn". The description of a Grassy Room is "The grass underfoot is thick and green. The lawn extends to [grassy directions] from here."
The following phrase goes through all the directions in the compass and marks the ones that are interesting to us at the moment.
-
- To say grassy directions:
+
+
To say grassy directions:
repeat with that way running through directions:
@@ -277,18 +277,18 @@
-
- Lawn1 is west of the Herb Garden. It contains a picnic table and a wicker basket. Lawn2 is south of Lawn1 and southeast of Lawn4. Lawn3 is southwest of Lawn1, west of Lawn2, and south of Lawn4. Lawn4 is west of Lawn1. Lawn4 contains a birdbath. The birdbath is fixed in place.
+
+
Lawn1 is west of the Herb Garden. It contains a picnic table and a wicker basket. Lawn2 is south of Lawn1 and southeast of Lawn4. Lawn3 is southwest of Lawn1, west of Lawn2, and south of Lawn4. Lawn4 is west of Lawn1. Lawn4 contains a birdbath. The birdbath is fixed in place.
-
- Lawn1, Lawn2, Lawn3, and Lawn4 are Grassy Rooms.
+
+
Lawn1, Lawn2, Lawn3, and Lawn4 are Grassy Rooms.
-
- Test me with "w / s / w / n".
+
+
Test me with "w / s / w / n".
@@ -320,13 +320,13 @@
The following rule appends a paragraph to every room description. We need not worry about doors (despite the pass in the Bernese Oberland known figuratively as the "Little Door").
-
-
"Hotel Stechelberg"
+
+
"Hotel Stechelberg"
-
- After looking:
+
+
After looking:
say "Yellow arms on the signpost point:-[line break]";
@@ -338,41 +338,41 @@
-
- Hotel Stechelberg is a room. "The wooden hiking inn at the end of the road, with flowerboxes, canton flags, outdoor tables and a triangular paddock for the cows contesting the annual Miss Stechelberg competition. Otto and Marianne do cheerful innkeeper things, while the sun blazes from a gentian-blue sky."
-
-
-
- A room can be dull or interesting. A room is usually dull.
+
Hotel Stechelberg is a room. "The wooden hiking inn at the end of the road, with flowerboxes, canton flags, outdoor tables and a triangular paddock for the cows contesting the annual Miss Stechelberg competition. Otto and Marianne do cheerful innkeeper things, while the sun blazes from a gentian-blue sky."
- North of Hotel Stechelberg is Trummelbachfalle. North of Trummelbachfalle is Lauterbrunnen. Lauterbrunnen is interesting.
+
A room can be dull or interesting. A room is usually dull.
- Southeast of Hotel Stechelberg is Trachsellauenen. Trachsellauenen is interesting.
+
North of Hotel Stechelberg is Trummelbachfalle. North of Trummelbachfalle is Lauterbrunnen. Lauterbrunnen is interesting.
- Test me with "look".
+
Southeast of Hotel Stechelberg is Trachsellauenen. Trachsellauenen is interesting.
- With a bit more work, the result might be:
- Hotel Stechelberg
+
Test me with "look".
+
+
+
+ With a bit more work, the result might be:
+
+ Hotel Stechelberg
The wooden hiking inn at the end of the road, with flowerboxes, canton flags, outdoor tables and a triangular paddock for the cows contesting the annual Miss Stechelberg competition. Otto and Marianne do cheerful innkeeper things, while the sun blazes from a gentian-blue sky.
-
- Yellow arms on the signpost point:-
+
+
Yellow arms on the signpost point:-
north for Lauterbrunnen: 2 Std.
@@ -414,60 +414,60 @@
Suppose we want to make an object that (unlike a backdrop) is definitely located in one room, but can be seen from far off. We want to allow the player to interact with it from a distance, but only using those actions that require visibility. Other actions should be denied:
-
-
"Carnivale"
-
-
-
-
The Fairground is a region. Park Entrance, By the Wheel, and Candy Stand are in Fairground. Candy Stand is north of By the Wheel. Park Entrance is west of Candy Stand and northwest of By the Wheel.
+
"Carnivale"
- The ferris wheel is scenery in By the Wheel. "It is extravagantly tall and carries several dozen glass gondolas for riders."
+
The Fairground is a region. Park Entrance, By the Wheel, and Candy Stand are in Fairground. Candy Stand is north of By the Wheel. Park Entrance is west of Candy Stand and northwest of By the Wheel.
- The description of By the Wheel is "You stand at the foot of an enormous ferris wheel, which turns far too quickly and never seems to stop for new riders."
+
The ferris wheel is scenery in By the Wheel. "It is extravagantly tall and carries several dozen glass gondolas for riders."
- The description of Park Entrance is "You are now just inside the gates. Behind you snakes a triple line of fairgoers all the way down the length of the valley to the railway station. Roughly southeast of here is the ferris wheel, towering over the other attractions."
+
The description of By the Wheel is "You stand at the foot of an enormous ferris wheel, which turns far too quickly and never seems to stop for new riders."
- The description of Candy Stand is "A hut in pale pink and baby blue dispenses marshmallow death's-heads, sugar-beetles, and other such treats. The giant ferris wheel is just off to the south from here."
+
The description of Park Entrance is "You are now just inside the gates. Behind you snakes a triple line of fairgoers all the way down the length of the valley to the railway station. Roughly southeast of here is the ferris wheel, towering over the other attractions."
- As the descriptions make clear, the ferris wheel should be visible from everywhere in the fair, so we'll borrow a line from the Activities chapter to make that happen:
- After deciding the scope of the player:
+
The description of Candy Stand is "A hut in pale pink and baby blue dispenses marshmallow death's-heads, sugar-beetles, and other such treats. The giant ferris wheel is just off to the south from here."
+
+
+
+ As the descriptions make clear, the ferris wheel should be visible from everywhere in the fair, so we'll borrow a line from the Activities chapter to make that happen:
+
+ After deciding the scope of the player:
if the location is in Fairground, place the ferris wheel in scope.
"Scope" determines what the player can interact with; by writing this rule, we make Inform understand all commands that refer to the ferris wheel when the player is anywhere in the fairground, instead of responding with
-
- You can't see any such thing.
+
+
You can't see any such thing.
as it normally would.
Now, by default, if the player were to type TOUCH FERRIS WHEEL while in another room, he would get the response
-
- You can't reach into By the Wheel.
+
+
You can't reach into By the Wheel.
This may not be quite what we want, but we can replace this text with our own reaching inside rule:
-
- Rule for reaching inside a room:
+
+
Rule for reaching inside a room:
say "You can only look from this distance.";
@@ -476,15 +476,15 @@
And because our accessibility rules are considered before the "Instead" phase, we can write the following rule confident that it will apply only when the player is in fact in range to touch the ferris wheel:
-
- Instead of touching the ferris wheel:
+
+
Instead of touching the ferris wheel:
say "You don't dare: it's spinning too fast."
-
- Test me with "x ferris wheel / touch ferris wheel / se / x ferris wheel / touch ferris wheel".
+
+
Test me with "x ferris wheel / touch ferris wheel / se / x ferris wheel / touch ferris wheel".
@@ -516,78 +516,78 @@
Using the compass directions in commands is a little bit finicky because directions are forbidden to figure in any interactions involving touch. (Really, directions are more a concept than an object; this is a compromise situation.) In any case, if we want to write a new command involving these, we need to be sure to specify that the direction is a visible thing. For instance:
-
-
"Eddystone"
-
-
-
-
The Lighthouse is a room. "A lonely place, but in these tense times, no one but the lighthouse keeper and a few trusted agents are allowed on the grounds at all, for fear of sabotage."
+
"Eddystone"
- The light is a fixed in place thing in the Lighthouse. "At the center of the room is the light itself, a 1000-Watt tungsten halogen light powered by diesel generator, and having a visible range of twenty-six nautical miles." Understand "lamp" as the light. It is lit. The light has a a direction called heading. The heading of the light is north.
+
The Lighthouse is a room. "A lonely place, but in these tense times, no one but the lighthouse keeper and a few trusted agents are allowed on the grounds at all, for fear of sabotage."
- A room is usually dark.
+
The light is a fixed in place thing in the Lighthouse. "At the center of the room is the light itself, a 1000-Watt tungsten halogen light powered by diesel generator, and having a visible range of twenty-six nautical miles." Understand "lamp" as the light. It is lit. The light has a a direction called heading. The heading of the light is north.
- Understand "turn [something] [a direction]" as reorienting it to. Reorienting it to is an action applying to two things.
+
A room is usually dark.
- will give us
- >turn light northeast
-
- You must name something more substantial.
+
Understand "turn [something] [a direction]" as reorienting it to. Reorienting it to is an action applying to two things.
- To avoid this mystifying result:
+ will give us
- "Eddystone"
+
>turn light northeast
+
+ You must name something more substantial.
+ To avoid this mystifying result:
- The Lighthouse is a room. "A lonely place, but in these tense times, no one but the lighthouse keeper and a few trusted agents are allowed on the grounds at all, for fear of sabotage."
+
"Eddystone"
- The light is a fixed in place thing in the Lighthouse. "At the center of the room is the light itself, a 1000-Watt tungsten halogen light powered by diesel generator, and having a visible range of twenty-six nautical miles." Understand "lamp" as the light. It is lit. The light has a direction called heading. The heading of the light is north.
+
The Lighthouse is a room. "A lonely place, but in these tense times, no one but the lighthouse keeper and a few trusted agents are allowed on the grounds at all, for fear of sabotage."
- A room is usually dark.
+
The light is a fixed in place thing in the Lighthouse. "At the center of the room is the light itself, a 1000-Watt tungsten halogen light powered by diesel generator, and having a visible range of twenty-six nautical miles." Understand "lamp" as the light. It is lit. The light has a direction called heading. The heading of the light is north.
- Understand "turn [something] [a direction]" as reorienting it to. Reorienting it to is an action applying to one thing and one visible thing.
+
A room is usually dark.
- Instead of turning the light, say "Try turning the light to the direction of your choice."
+
Understand "turn [something] [a direction]" as reorienting it to. Reorienting it to is an action applying to one thing and one visible thing.
- Check reorienting it to: if the noun is not the light, say "You couldn't do so meaningfully." instead; if the second noun is up or the second noun is down, say "The light only points in compass directions." instead.
+
Instead of turning the light, say "Try turning the light to the direction of your choice."
- And now that's done, we have a little fun calculating where the beam hits:
- Carry out reorienting it to:
+
Check reorienting it to: if the noun is not the light, say "You couldn't do so meaningfully." instead; if the second noun is up or the second noun is down, say "The light only points in compass directions." instead.
+
+
+
+ And now that's done, we have a little fun calculating where the beam hits:
+
+ Carry out reorienting it to:
now the heading of the light is the second noun;
@@ -605,43 +605,43 @@
-
- Report reorienting it to: say "The light now points [heading of the light][if the beam is in a room], spotlighting [the holder of the beam][otherwise], into empty space[end if]."
-
-
-
- The beam is a lit thing. Understand "light" or "brilliant" as the beam. "Brilliant light from the lighthouse floods the whole area." It is fixed in place. Instead of doing something other than examining to the beam: say "The light is, of course, intangible." The description is "The light is coming from the lighthouse, since the lamp is apparently pointed this way."
+
Report reorienting it to: say "The light now points [heading of the light][if the beam is in a room], spotlighting [the holder of the beam][otherwise], into empty space[end if]."
- Altitude is a kind of value. 200 ft specifies an altitude. A room has an altitude. The altitude of a room is usually 50 ft. The altitude of the Lighthouse is 100 ft.
+
The beam is a lit thing. Understand "light" or "brilliant" as the beam. "Brilliant light from the lighthouse floods the whole area." It is fixed in place. Instead of doing something other than examining to the beam: say "The light is, of course, intangible." The description is "The light is coming from the lighthouse, since the lamp is apparently pointed this way."
- Definition: a room is low if its altitude is 20 ft or less.
+
Altitude is a kind of value. 200 ft specifies an altitude. A room has an altitude. The altitude of a room is usually 50 ft. The altitude of the Lighthouse is 100 ft.
- The Jetty is south of the Lighthouse. "During daylight hours, a fine place to catch almost unlimited supplies of crayfish. Less entertaining by night."
+
Definition: a room is low if its altitude is 20 ft or less.
- North of the Lighthouse is the Uphill Road. The altitude of Uphill Road is 75 ft. North of Uphill Road is Hilltop. The altitude of Hilltop is 110 ft. The description of Hilltop is "The highest natural point around for miles; sometimes you will sit up here and watch for the lighthouse supply ship, the Lady Loch."
+
The Jetty is south of the Lighthouse. "During daylight hours, a fine place to catch almost unlimited supplies of crayfish. Less entertaining by night."
- Northeast of the Lighthouse is Open Field. East of the Lighthouse is Stanley Creek Valley. The description of Stanley Creek is "This place used to have some other name meaning Ghost Valley in the aboriginal language, but it was piously renamed by missionaries." Train Trestle is east of the Stanley Creek Valley. "The now-abandoned track of the Bush Pacific Railway runs here, above Stanley Creek." The altitude of Train Trestle is 100 ft.
+
North of the Lighthouse is the Uphill Road. The altitude of Uphill Road is 75 ft. North of Uphill Road is Hilltop. The altitude of Hilltop is 110 ft. The description of Hilltop is "The highest natural point around for miles; sometimes you will sit up here and watch for the lighthouse supply ship, the Lady Loch."
- Before going from a room (called source) to a room (called destination):
+
Northeast of the Lighthouse is Open Field. East of the Lighthouse is Stanley Creek Valley. The description of Stanley Creek is "This place used to have some other name meaning Ghost Valley in the aboriginal language, but it was piously renamed by missionaries." Train Trestle is east of the Stanley Creek Valley. "The now-abandoned track of the Bush Pacific Railway runs here, above Stanley Creek." The altitude of Train Trestle is 100 ft.
+
+
+
+
+ Before going from a room (called source) to a room (called destination):
if source is lower than destination:
@@ -655,8 +655,8 @@
-
- Test me with "turn lamp / turn lamp down / turn lamp east / e / e".
+
+
Test me with "turn lamp / turn lamp down / turn lamp east / e / e".
@@ -689,28 +689,28 @@
A map of linked rooms works well for modeling enclosed or indoor space, and somewhat less well for modeling large open spaces, where a person should reasonably be able to see things which are much too far away to touch. With some modifications to scoping, though, we can create an environment where objects in nearby rooms are described and viewable, and where the player will automatically move towards distant items before interacting with them physically.
-
-
"Rock Garden"
-
-
-
-
Section 1 - General Rules
+
"Rock Garden"
- Intervisibility relates rooms to each other in groups. The verb to be connected with means the intervisibility relation.
+
Section 1 - General Rules
- Definition: a room is inter-visible if it is connected with more than one room.
+
Intervisibility relates rooms to each other in groups. The verb to be connected with means the intervisibility relation.
- After deciding the scope of the player when the location is an inter-visible room:
+
Definition: a room is inter-visible if it is connected with more than one room.
+
+
+
+
+ After deciding the scope of the player when the location is an inter-visible room:
repeat with other place running through rooms which are connected with the location:
@@ -718,8 +718,8 @@
-
- Rule for reaching inside a room (called target) which is connected with the location:
+
+
Rule for reaching inside a room (called target) which is connected with the location:
let way be the best route from the location to the target;
@@ -739,8 +739,8 @@
-
- After looking when the location is an inter-visible room:
+
+
After looking when the location is an inter-visible room:
repeat with other place running through rooms which are connected with the location:
@@ -748,23 +748,23 @@
-
- Section 2 - The Scenario
-
-
-
- Rock Garden West is west of Rock Garden East. Rock Garden East contains a rake. Rock Garden West contains a bench and a maple leaf. The bench is an enterable supporter.
+
Section 2 - The Scenario
- Rock Garden West is connected with Rock Garden East.
+
Rock Garden West is west of Rock Garden East. Rock Garden East contains a rake. Rock Garden West contains a bench and a maple leaf. The bench is an enterable supporter.
- Test me with "get rake / drop rake / sit on bench / get rake".
+
Rock Garden West is connected with Rock Garden East.
+
+
+
+
+ Test me with "get rake / drop rake / sit on bench / get rake".
@@ -796,28 +796,28 @@
Suppose a game in which the player is wandering an open landscape with long vistas, allowing him to LOOK in some direction, or even look at an adjacent location.
-
-
"A View of Green Hills"
-
-
-
-
Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
+
"A View of Green Hills"
- Understand "look [direction]" as facing.
+
Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
- Facing is an action applying to one visible thing.
+
Understand "look [direction]" as facing.
- Carry out facing:
+
Facing is an action applying to one visible thing.
+
+
+
+
+ Carry out facing:
let the viewed item be the room noun from the location;
@@ -829,40 +829,40 @@
In rules about action handling, "noun" refers to the first object that the player has mentioned in his command, so if the player typed >LOOK WEST, "let the viewed item be the room noun from the location" would be processed as "let the viewed item be the room west from the location", and so on.
We can at need override the default behavior, if it is not going to be appropriate for the player to see the next room over. There is only sky above at any time, so...
-
- Instead of facing up:
+
+
Instead of facing up:
say "Above you is bright sky."
-
- Understand "look toward [any adjacent room]" as looking toward. Understand "examine [any adjacent room]" as looking toward.
+
+
Understand "look toward [any adjacent room]" as looking toward. Understand "examine [any adjacent room]" as looking toward.
-
- Looking toward is an action applying to one visible thing.
+
+
Looking toward is an action applying to one visible thing.
-
- Carry out looking toward:
+
+
Carry out looking toward:
say "You make out [the noun] that way."
This design allows us to create descriptions for rooms (as seen from the outside) which will work regardless of where we're looking from. For instance:
-
- Instead of looking toward Athens:
+
+
Instead of looking toward Athens:
say "Even from here you can make out the silhouette of the Acropolis."
-
- Test me with "look north / look south / look up / look east / east / look west".
+
+
Test me with "look north / look south / look up / look east / east / look west".
@@ -894,28 +894,28 @@
This time we're going to assume that the player can see into any room that is on a line of sight within one or two steps of travel.
-
-
"Stately Gardens"
-
-
-
-
Chapter 1 - Laying Out Rooms
+
"Stately Gardens"
- A room can be indoors or outdoors.
+
Chapter 1 - Laying Out Rooms
- Use full-length room descriptions.
+
A room can be indoors or outdoors.
- After deciding the scope of the player:
+
Use full-length room descriptions.
+
+
+
+
+ After deciding the scope of the player:
repeat with the way running through directions:
@@ -934,19 +934,19 @@
The obelisk is so large that it can be seen from every room. If we had a number of such large monuments we might want to write a systematic routine to handle them, but this will do for now.
-
- The room description heading rule is not listed in the carry out looking rules.
+
+
The room description heading rule is not listed in the carry out looking rules.
Now, we set things up so that the surrounding areas are described automatically as part of the room description:
-
- Building description is a truth state that varies. Building description is false.
+
+
Building description is a truth state that varies. Building description is false.
-
- After looking when the location is an outdoors room:
+
+
After looking when the location is an outdoors room:
now count of sentences is 0;
@@ -975,33 +975,33 @@
But perhaps there are a few rooms where we do not wish that to happen, so we'll build in exceptions for those.
-
- After looking in the rose garden:
+
+
After looking in the rose garden:
say "Otherwise, you are quite cut off.".
-
- After looking in the Ha-ha:
+
+
After looking in the Ha-ha:
do nothing.
And suppose we want to allow the player to look in any direction:
-
- Understand "look [direction]" or "look to/toward [direction]" as facing.
+
+
Understand "look [direction]" or "look to/toward [direction]" as facing.
-
- Facing is an action applying to one visible thing.
+
+
Facing is an action applying to one visible thing.
-
- Carry out facing:
+
+
Carry out facing:
let the viewed item be the room noun from the location;
@@ -1015,26 +1015,26 @@
-
- Instead of facing up:
+
+
Instead of facing up:
say "Above you is bright sky."
We also need to tell distant rooms how to describe themselves.
-
- Understand "look toward [any adjacent room]" as looking toward.
+
+
Understand "look toward [any adjacent room]" as looking toward.
-
- Looking toward is an action applying to one visible thing.
+
+
Looking toward is an action applying to one visible thing.
-
- Check looking toward a room which does not contain something mentionable:
+
+
Check looking toward a room which does not contain something mentionable:
if building description is false:
@@ -1042,8 +1042,8 @@
-
- Carry out looking toward:
+
+
Carry out looking toward:
now every thing is unmentioned;
@@ -1084,8 +1084,8 @@
And again, some exception needs to be made for seeing what's in the dip in the ground:
-
- Instead of looking toward the Ha-ha:
+
+
Instead of looking toward the Ha-ha:
now the chosen direction is the best route from the location to the noun;
@@ -1102,24 +1102,24 @@
The following is to account for cases where the player types "look toward obelisk" or similar, rather than looking toward a room:
-
- Understand "look toward [something]" as examining.
+
+
Understand "look toward [something]" as examining.
The following is arguably an unnecessary refinement, but the listing of items in the distance gets a bit repetitive unless we vary the sentence structure.
-
- Chosen direction is a direction that varies.
+
+
Chosen direction is a direction that varies.
-
- Count of sentences is a number that varies.
+
+
Count of sentences is a number that varies.
-
- Table of Distance Sentences
+
+
Table of Distance Sentences
@@ -1255,48 +1255,48 @@
Now, our ability to view things at a distance should be determined by the size of the things we're trying to see:
-
- Chapter 2 - Height
-
-
-
- A height is a kind of value. 10 feet 11 inches specifies a height. 10 feet 11 specifies a height. The verb to stand means the height property. The verb to measure means the height property. A thing has a height. The height of a thing is usually 3 feet 0.
+
Chapter 2 - Height
- Definition: a thing is tiny if its height is 0 feet 6 inches or less.
+
A height is a kind of value. 10 feet 11 inches specifies a height. 10 feet 11 specifies a height. The verb to stand means the height property. The verb to measure means the height property. A thing has a height. The height of a thing is usually 3 feet 0.
- Definition: a thing is short if its height is 3 feet 0 or less.
+
Definition: a thing is tiny if its height is 0 feet 6 inches or less.
- Definition: a thing is tall if its height is 6 feet 0 or more.
+
Definition: a thing is short if its height is 3 feet 0 or less.
- The height of a man is usually 5 feet 10 inches. The height of a woman is usually 5 feet 6 inches.
+
Definition: a thing is tall if its height is 6 feet 0 or more.
- Definition: a thing is monumental if it is taller than 25 feet 0 inches.
+
The height of a man is usually 5 feet 10 inches. The height of a woman is usually 5 feet 6 inches.
- Definition: a thing is mentionable if it stands tall enough to see.
+
Definition: a thing is monumental if it is taller than 25 feet 0 inches.
- To decide whether (item - a thing) stands tall enough to see:
+
Definition: a thing is mentionable if it stands tall enough to see.
+
+
+
+
+ To decide whether (item - a thing) stands tall enough to see:
if the item is in the Rose Garden and the item is shorter than the roses, no;
@@ -1310,8 +1310,8 @@
-
- Instead of examining something which is within a room (called the space) which is not the location:
+
+
Instead of examining something which is within a room (called the space) which is not the location:
if the location is adjacent to the space:
@@ -1336,13 +1336,13 @@
We might also want to be able to override, manually, the way distant things are described.
-
- Writing a distant paragraph about something is an activity.
+
+
Writing a distant paragraph about something is an activity.
-
- Rule for writing a distant paragraph about the lily pond:
+
+
Rule for writing a distant paragraph about the lily pond:
if the second noun is a room and something mentionable is in the second noun, say "A [lily pond], [chosen direction], patchily reflects [a list of mentionable things in the second noun] on the far side. [run paragraph on]";
@@ -1350,8 +1350,8 @@
-
- Rule for writing a distant paragraph about the roses:
+
+
Rule for writing a distant paragraph about the roses:
if something in the Rose Garden is taller than the roses,
@@ -1361,8 +1361,8 @@
-
- Rule for writing a distant paragraph about the obelisk:
+
+
Rule for writing a distant paragraph about the obelisk:
if a mentionable thing in the Upper Terrace is shorter than the obelisk,
@@ -1372,16 +1372,16 @@
-
- After writing a distant paragraph about something:
+
+
After writing a distant paragraph about something:
increment the count of sentences.
Moreover, proximate things might have special descriptions too.
-
- Rule for writing a paragraph about something tiny when the location is outdoors:
+
+
Rule for writing a paragraph about something tiny when the location is outdoors:
if the location is the Gravel Circle,
@@ -1391,8 +1391,8 @@
-
- Before doing something other than examining or approaching to something which is not within the location:
+
+
Before doing something other than examining or approaching to something which is not within the location:
if the player has the noun, continue the action;
@@ -1404,18 +1404,18 @@
-
- Understand "go toward/to/towards/near [something]" or "approach [something]" as approaching.
+
+
Understand "go toward/to/towards/near [something]" or "approach [something]" as approaching.
-
- Approaching is an action applying to one visible thing.
+
+
Approaching is an action applying to one visible thing.
-
- Check approaching:
+
+
Check approaching:
if the player is in something, say "You'll have to get up." instead;
@@ -1433,8 +1433,8 @@
-
- To head to (space - a room):
+
+
To head to (space - a room):
let the way be the best route from the location to the space;
@@ -1446,8 +1446,8 @@
-
- Carry out approaching:
+
+
Carry out approaching:
let space be the location of the noun;
@@ -1458,32 +1458,32 @@
This is a bit primitive, since if we had an occasion where going was blocked, we could get stuck in a loop. So we would need to be careful, but for this example it won't arise.
-
- Going state is a truth state that varies. Going state is false.
+
+
Going state is a truth state that varies. Going state is false.
-
- Check going:
+
+
Check going:
now going state is true.
-
- The description of a room is usually "[if going state is true]You drift [noun] across the open lawn[direction relative to obelisk]. [end if]An absolutely phenomenal quantity of manicured turf stretches from where you stand in almost every direction."
+
+
The description of a room is usually "[if going state is true]You drift [noun] across the open lawn[direction relative to obelisk]. [end if]An absolutely phenomenal quantity of manicured turf stretches from where you stand in almost every direction."
-
- Before reading a command:
+
+
Before reading a command:
now going state is false.
-
- To say direction relative to obelisk:
+
+
To say direction relative to obelisk:
if obelisk is in the location:
@@ -1499,13 +1499,13 @@
-
- Chapter 3 - The Grounds
+
+
Chapter 3 - The Grounds
-
- When play begins:
+
+
When play begins:
now the left hand status line is "Idyllic";
@@ -1513,117 +1513,117 @@
-
- The Gravel Circle, the Ha-ha, the Sheep Field, the Open Lawn, the Croquet Ground, the Rose Garden, the Upper Terrace, the Middle Terrace, and the Lower Terrace are outdoors.
-
-
-
- The Middle Terrace is north of the Lower Terrace and south of the Upper Terrace. The lily pond is fixed in place in the Middle Terrace."You [if going state is true]come to[otherwise]are at[end if] the north edge of a perfectly round lily pond, bordered with stones. Its surface patchily reflects [the marble anteater] on the south bank." A tent peg and a wilted orchid are in the Middle Terrace. The tent peg measures 0 feet 6. The orchid measures 0 feet 4.
+
The Gravel Circle, the Ha-ha, the Sheep Field, the Open Lawn, the Croquet Ground, the Rose Garden, the Upper Terrace, the Middle Terrace, and the Lower Terrace are outdoors.
- The description of the Lower Terrace is "[if going state is true]You climb [noun] up a small hillock[direction relative to obelisk][otherwise]You stand on a short, round, entirely artificial hillock[end if]."
+
The Middle Terrace is north of the Lower Terrace and south of the Upper Terrace. The lily pond is fixed in place in the Middle Terrace."You [if going state is true]come to[otherwise]are at[end if] the north edge of a perfectly round lily pond, bordered with stones. Its surface patchily reflects [the marble anteater] on the south bank." A tent peg and a wilted orchid are in the Middle Terrace. The tent peg measures 0 feet 6. The orchid measures 0 feet 4.
- The marble anteater is a fixed in place thing in the Lower Terrace. The height of marble anteater is 6 feet 2 inches."A marble anteater stands on a pedestal at the top of the hill. In the bright sunlight the white marble makes a striking contrast with [the obelisk] in the distance." The description is "The anteater is very much more than life-size."
+
The description of the Lower Terrace is "[if going state is true]You climb [noun] up a small hillock[direction relative to obelisk][otherwise]You stand on a short, round, entirely artificial hillock[end if]."
- The obelisk of black granite is a fixed in place thing in the Upper Terrace."Now that you are at the foot of it, you can properly appreciate the stupid immensity of the obelisk, pointing stonily at heaven." The height of the obelisk is 50 feet 0 inches. The description of the obelisk is "It stands ridiculously tall, and has an inscription on the face."
+
The marble anteater is a fixed in place thing in the Lower Terrace. The height of marble anteater is 6 feet 2 inches."A marble anteater stands on a pedestal at the top of the hill. In the bright sunlight the white marble makes a striking contrast with [the obelisk] in the distance." The description is "The anteater is very much more than life-size."
- The inscription is part of the obelisk. The height of the inscription is 0 feet 3 inches. The description of the inscription is "You can't read the squirming, pointed letters, but they make you uneasy.".
+
The obelisk of black granite is a fixed in place thing in the Upper Terrace."Now that you are at the foot of it, you can properly appreciate the stupid immensity of the obelisk, pointing stonily at heaven." The height of the obelisk is 50 feet 0 inches. The description of the obelisk is "It stands ridiculously tall, and has an inscription on the face."
- The Gravel Circle is west of the Upper Terrace, northwest of the Middle Terrace, and north of the Croquet Ground. The description of the Gravel Circle is "[if going state is true]You head [noun] until the lawn thins and[otherwise]Here the lawn[end if] gives way to a circle of raked gravel, which crunches pleasingly beneath you."
+
The inscription is part of the obelisk. The height of the inscription is 0 feet 3 inches. The description of the inscription is "You can't read the squirming, pointed letters, but they make you uneasy.".
- Instead of going northwest in the Upper Terrace, try going north.
+
The Gravel Circle is west of the Upper Terrace, northwest of the Middle Terrace, and north of the Croquet Ground. The description of the Gravel Circle is "[if going state is true]You head [noun] until the lawn thins and[otherwise]Here the lawn[end if] gives way to a circle of raked gravel, which crunches pleasingly beneath you."
- The Ha-ha is north of the Gravel Circle and northwest of the Upper Terrace. The description of the Ha-ha is "[if going state is true]The land dips here so suddenly that you do not know the dip is there until you're in it; but it prevents livestock from crossing barriers, and that is the important thing[otherwise]You are at the base of a steep-sided depression, so the lawn continues north and south more or less at the level of your head[end if].
+
Instead of going northwest in the Upper Terrace, try going north.
- The tip of [the obelisk] is the only thing you can make out from this depression, off to the southeast.". North of the Ha-ha is the Sheep Field. In the Sheep Field is an animal called a black sheep. The black sheep stands 4 feet 3 inches."A black sheep grazes placidly nearby." The description of the black sheep is "It reminds you of your Uncle Tim."
+
The Ha-ha is north of the Gravel Circle and northwest of the Upper Terrace. The description of the Ha-ha is "[if going state is true]The land dips here so suddenly that you do not know the dip is there until you're in it; but it prevents livestock from crossing barriers, and that is the important thing[otherwise]You are at the base of a steep-sided depression, so the lawn continues north and south more or less at the level of your head[end if].
- Before going from the Ha-ha:
-
- say "It's a bit of a scramble to get back up the side of the depression, and you keep slipping in the damp grass. But you manage at last."
+
The tip of [the obelisk] is the only thing you can make out from this depression, off to the southeast.". North of the Ha-ha is the Sheep Field. In the Sheep Field is an animal called a black sheep. The black sheep stands 4 feet 3 inches."A black sheep grazes placidly nearby." The description of the black sheep is "It reminds you of your Uncle Tim."
- The Rose Garden is southwest of the Lower Terrace. The thicket of red roses is a fixed in place thing in the Rose Garden. The thicket stands 4 feet 2 inches."Heavy red roses grow over a roughly horseshoe-shaped wall around you. Over this barrier, the head of [the marble anteater] is visible to the northwest, and the tip of [the obelisk] in the distance."
+
Before going from the Ha-ha:
+
+ say "It's a bit of a scramble to get back up the side of the depression, and you keep slipping in the damp grass. But you manage at last."
- The description of the Rose Garden is "[if going state is true]You slip [noun] into the enclosure of the rose garden. [end if]The rest of the park, and the world, seems muted and quiet."
+
The Rose Garden is southwest of the Lower Terrace. The thicket of red roses is a fixed in place thing in the Rose Garden. The thicket stands 4 feet 2 inches."Heavy red roses grow over a roughly horseshoe-shaped wall around you. Over this barrier, the head of [the marble anteater] is visible to the northwest, and the tip of [the obelisk] in the distance."
- Instead of smelling the rose garden: try smelling the roses. Instead of smelling the roses, say "The smell tickles the back of your throat and makes you want to cough."
+
The description of the Rose Garden is "[if going state is true]You slip [noun] into the enclosure of the rose garden. [end if]The rest of the park, and the world, seems muted and quiet."
- Instead of listening to the rose garden:
-
- say "You can't hear anything at all."
+
Instead of smelling the rose garden: try smelling the roses. Instead of smelling the roses, say "The smell tickles the back of your throat and makes you want to cough."
- The Open Lawn is north of the Rose Garden, west of the Lower Terrace, and southwest of the Middle Terrace. The Croquet Ground is north of the Open Lawn, west of the Middle Terrace, southwest of the Upper Terrace, and northwest of the Lower Terrace.
+
Instead of listening to the rose garden:
+
+ say "You can't hear anything at all."
- A discarded champagne cork is in the Open Lawn. It stands 0 feet 2 inches.
+
The Open Lawn is north of the Rose Garden, west of the Lower Terrace, and southwest of the Middle Terrace. The Croquet Ground is north of the Open Lawn, west of the Middle Terrace, southwest of the Upper Terrace, and northwest of the Lower Terrace.
- A stone bench is an enterable supporter in the Croquet Ground. It stands 3 feet 8 inches."There is a stone bench here -- a sort of stone sofa, really, with nymphs disporting themselves on the arms and back." The description of the bench is "It used to be a Roman sarcophagus -- hence the nymphs -- but someone has thoughtfully recarved it as lawn furniture."
+
A discarded champagne cork is in the Open Lawn. It stands 0 feet 2 inches.
- The half-size Bentley is a vehicle in the Gravel Circle."A sort of child's-toy version of a Bentley is parked [if something parkable is in the location]beside [the tallest parkable thing in the location][otherwise]close at hand[end if]." The description of the half-size Bentley is "Of beautiful and unambiguously luxurious lines, but sized down to hold only one or (at a stretch) two people, and powered by electricity." The half-size Bentley stands 3 feet 6 inches.
+
A stone bench is an enterable supporter in the Croquet Ground. It stands 3 feet 8 inches."There is a stone bench here -- a sort of stone sofa, really, with nymphs disporting themselves on the arms and back." The description of the bench is "It used to be a Roman sarcophagus -- hence the nymphs -- but someone has thoughtfully recarved it as lawn furniture."
- Definition: a thing is parkable if it is not a person and it is not the Bentley.
+
The half-size Bentley is a vehicle in the Gravel Circle."A sort of child's-toy version of a Bentley is parked [if something parkable is in the location]beside [the tallest parkable thing in the location][otherwise]close at hand[end if]." The description of the half-size Bentley is "Of beautiful and unambiguously luxurious lines, but sized down to hold only one or (at a stretch) two people, and powered by electricity." The half-size Bentley stands 3 feet 6 inches.
- Instead of touching the obelisk, say "Though it is black stone in sunlight, the obelisk is very cold to the touch."
+