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This commit is contained in:
Graham Nelson 2022-09-05 00:09:33 +01:00
commit 7de0366151
3 changed files with 9 additions and 11 deletions

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@ -689,8 +689,8 @@ int Indexes::sort_comparison(const void *ent1, const void *ent2) {
if (Str::len(seelist) > 0) {
if (lc > 0) WRITE("; ");
HTML_OPEN_WITH("span", "class=\"indexsee\"");
WRITE("see");
if (lc > 0) WRITE(" also");
WRITE("see ");
if (lc > 0) WRITE("also ");
HTML_CLOSE("span");
match_results mr2 = Regexp::create_mr();
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
When play begins:
say "Have you played interactive fiction before? >";
now novice mode is whether or not the player consents.
if the player consents, now novice mode is false.
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.
@ -136,4 +136,4 @@ The suggestion about asking for help is no good unless we provide some. This mig
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.
Test me with "i / x radio / x door / s / i / x chair / x monograph / sit in chair / get up / n / open door / enter door".
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
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.
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.
But straightforward cases are easy to write, if only by imitating the following examples.
Here we make the Cloaked Villain invariably conceal anything she is holding or wearing:
@ -8961,7 +8962,7 @@ doesn't throw a run-time problem the way that
showme 1 divided by 0;
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:
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:
plus infinity to the nearest whole number
@ -9106,8 +9107,7 @@ This phrase produces an approximate square root, to the nearest integer, of the
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.
(Warning: this is slow to compute if the Z-machine setting is used. For
best performance, use Glulx.)
(Warning: this is slow to compute if the Z-machine setting is used. For best performance, use Glulx.)
{end}
{defn ph_realsquareroot}real square root of (arithmetic value) ... value
@ -9124,8 +9124,7 @@ This phrase produces an approximate cube root, to the nearest integer, of the gi
cube root of 27 = 3
cube root of -27 = -3
(Warning: this is not very accurate if the Z-machine setting is used. For
best performance, use Glulx.)
(Warning: this is not very accurate if the Z-machine setting is used. For best performance, use Glulx.)
{end}
We can compare numbers using either the traditional computer-programming symbols, or using words:
@ -15191,8 +15190,7 @@ But how are we to get at these values? The answer is that we need to give a phra
To decide what number is double (N - a number) (this is doubling):
decide on N plus N.
This is the same syntax used to name rules, and the idea is the same. If we
try "showme doubling", the result is
This is the same syntax used to name rules, and the idea is the same. If we try "showme doubling", the result is
phrase number -> number: doubling