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Merge branch 'master' of https://github.com/ganelson/inform
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commit
7de0366151
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@ -689,8 +689,8 @@ int Indexes::sort_comparison(const void *ent1, const void *ent2) {
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if (Str::len(seelist) > 0) {
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if (lc > 0) WRITE("; ");
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HTML_OPEN_WITH("span", "class=\"indexsee\"");
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WRITE("see");
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if (lc > 0) WRITE(" also");
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WRITE("see ");
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if (lc > 0) WRITE("also ");
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HTML_CLOSE("span");
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match_results mr2 = Regexp::create_mr();
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while (Regexp::match(&mr2, seelist, L"(%c*?) *<-- *(%c*)")) {
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@ -12,7 +12,7 @@ This is divided into several parts. The first part is the system of rules for ge
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When play begins:
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say "Have you played interactive fiction before? >";
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now novice mode is whether or not the player consents.
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if the player consents, now novice mode is false.
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The rationale for asking the question this way, and not another, is that novices asked whether they would like instructions very often say no, even if they need them.
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@ -136,4 +136,4 @@ The suggestion about asking for help is no good unless we provide some. This mig
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Blistering Cold is a room. "It is white out here and very very very cold." The white door is a door. "[The white door] leads to [the other side of the white door]." It is west of the Blistering Cold and east of the Antarctic Research Station.
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Test me with "i / x radio / x door / s / i / x chair / x monograph / sit in chair / get up / n / open door / enter door".
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Test me with "i / x radio / x door / s / i / x chair / x monograph / sit in chair / get up / n / open door / enter door".
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@ -1396,6 +1396,7 @@ Note that rooms and regions are not allowed to have parts. (Rooms are already pa
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Though realism can become tiresome in interactive fiction, there are times when we cannot go along with Inform's normal assumption that all of a person's possessions are visible to everybody else. People are not like containers, which either show all of their holdings or not, according to whether they are open or transparent. If a man is carrying a fishing rod and a wallet, one will be on open show, the other not. Some clothing is outwardly visible, but not all.
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Whether or not something is concealed is not like the either/or properties we have seen so far - such as being "open" or "closed" - because it is not really a property of the thing itself, but depends on the habitual behaviour of its current owner. To talk about behaviour we have to use sentences of a kind not seen so far, and which will not fully be explained for some chapters to come.
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But straightforward cases are easy to write, if only by imitating the following examples.
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Here we make the Cloaked Villain invariably conceal anything she is holding or wearing:
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@ -8961,7 +8962,7 @@ doesn't throw a run-time problem the way that
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showme 1 divided by 0;
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does. Instead, it produces "plus infinity". Infinity behaves roughly the way we might expect - for example, "2 divided by plus infinity" produces 0 - but once it comes into a calculation the result probably lies on some extreme and won't be very useful. Amusingly, the following is correct Inform syntax:
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does. Instead, it produces "plus infinity". Infinity behaves roughly the way we might expect - for example, "2 divided by plus infinity" produces 0.0 - but once it comes into a calculation the result probably lies on some extreme and won't be very useful. Amusingly, the following is correct Inform syntax:
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plus infinity to the nearest whole number
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@ -9106,8 +9107,7 @@ This phrase produces an approximate square root, to the nearest integer, of the
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Trying to take the square root of a negative number will cause a run-time problem, because then we can't even nearly solve it.
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(Warning: this is slow to compute if the Z-machine setting is used. For
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best performance, use Glulx.)
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(Warning: this is slow to compute if the Z-machine setting is used. For best performance, use Glulx.)
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{end}
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{defn ph_realsquareroot}real square root of (arithmetic value) ... value
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@ -9124,8 +9124,7 @@ This phrase produces an approximate cube root, to the nearest integer, of the gi
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cube root of 27 = 3
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cube root of -27 = -3
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(Warning: this is not very accurate if the Z-machine setting is used. For
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best performance, use Glulx.)
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(Warning: this is not very accurate if the Z-machine setting is used. For best performance, use Glulx.)
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{end}
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We can compare numbers using either the traditional computer-programming symbols, or using words:
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@ -15191,8 +15190,7 @@ But how are we to get at these values? The answer is that we need to give a phra
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To decide what number is double (N - a number) (this is doubling):
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decide on N plus N.
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This is the same syntax used to name rules, and the idea is the same. If we
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try "showme doubling", the result is
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This is the same syntax used to name rules, and the idea is the same. If we try "showme doubling", the result is
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phrase number -> number: doubling
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