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BronzeAn interactive fiction by Emily Short (2006) - the Inform 7 source text |
| Home page Contents Previous Next Complete text | Section 1 - Doors
The initial appearance of a door is usually "Nearby [an item described] leads [item described direction]." The description of a door is usually "[if open]It stands open[otherwise]It is closed[end if][if locked] and locked[otherwise] and unlocked[end if]." To say (item - a thing) direction: let place be a random room; let the place be the other side of the item; if the place is visited, say "[way through the item] to [the place in lower case]"; otherwise say "[way through the item]". Instead of attacking a closed door: say "[The noun] reverberates but does not open." Understand "knock on [something]" or "knock [something]" as attacking. Understand the commands "bang" and "tap" and "rap" as "knock". Before printing the name of an open door (called target) when looking or going: if the target is a staircase, do nothing; otherwise say "open ". To decide what direction is the way through (threshold - a door): let far side be the other side of threshold; let way be the best route from the location to the far side, using even locked doors; if way is a direction, decide on the way; decide on inside. Instead of looking under something which is carried by the player: say "Since you are holding [the noun], it stands to reason that nothing of interest could be concealed beneath." Instead of looking under something which is worn by the player: say "Underneath there is only yourself." Instead of looking under a door: say "[The noun] meets the floor with very little space to spare." |