Places (a.k.a. locations or rooms)It is time to define the game's locations. There are three of them: the foyer, the cloakroom and the bar. Definitions of A-code places look exactly like definitions of objects. The major directive PLACE (or, synonymously, LOCATION) is followed on the same line by a list of synonymous names, except that place names are not added to the player's vocabulary, unless prefixed with the plus sign. A place definition can be optionally followed by two descriptions: a short one and a long one, the latter being signalled by the % sign. The short description is shown by the SAY directive and the longest one available (be it long or short) by the DESCRIBE directive. However, this being a minimalist implementation, since the game spec does not mandate use of short and long descriptions, we'll stick to using not-so-short short ones. place FOYER You are standing in a spacious hall, splendidly decorated in red and gold, with glittering chandeliers overhead. The entrance from the street is to the north, and there are doorways south and west. place CLOAKROOM The walls of this small room were clearly once lined with hooks, though now only one remains. The exit is a door to the east. place BAR [It is too dark here to see anything!/The bar, much rougher than you'd have guessed after the opulence of the foyer to the north, is completely empty. A message is scratched in the sawdust on the floor.] As you may have guessed, the presence of a text switch in the bar's description indicates that A-code places too can have internal states. In this case the bar is either completely dark or brightly lit.
| ||||