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Link: [ https://ganelson.github.io/inform/if-module/index.html]] https://ganelson.github.io/inform/if-module/index.html)
Up: [[Inform7 Compiler Readers Guide]]
Contents
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- Chapter 1: Starting Up
- IF Module - Setting up the use of this module.
- Chapter 2: Bibliographic Data
- Bibliographic Data (if) - To manage the special variables providing bibliographic data on the work of IF being generated (title, author's name and so forth), and to write the Library Card in the index.
- Release Instructions To write the iFiction record for the work of IF compiled, its release instructions and its picture manifest, if any.
- The iFiction Record - To write the iFiction record for the work of IF compiled.
- The Blurb File - To write the blurb file of instructions for inblorb to release the project.
- Chapter 3: Space and Time
- Spatial Model - A feature which constructs the fundamental spatial model used by IF, to represent containment, support, carrying, wearing, and incorporation.
- Everywhere, Nowhere and Here - To define the unary predicates for some anaphoric location adjectives.
- Spatial Relations - Binary predicates for spatial relationships.
- Spatial Inferences - Six families of inference used by the spatial feature.
- Persons - A feature giving minimal support for switchable devices.
- The Player (if) - A feature to give a special role to a person who is the protagonist.
- Devices - A feature giving minimal support for switchable devices.
- Backdrops - A feature to provide support for backdrop objects, which are present as scenery in multiple rooms at once.
- Regions - A feature providing support for grouping rooms together into named and nestable regions.
- The Map (if) - A feature to provide a geographical model, linking rooms and doors together in oppositely-paired directions.
- Map Connection Relations - To define one binary predicate for each map direction, such as "mapped north of".
- Timed Rules- A feature to support rules like "At 12:03AM: ...".
- Scenes - A feature to support named periods of time during an interactive story.
- The Score - A feature to support the score variables.
- Mapping Hint Requests - Special sentences giving layout or design hints on how to produce the World map in the index and an EPS map.
- Chapter 4: Actions
- Actions Plugin - A feature for actions, by which animate characters change the world model.
- Actions-Only Nodes and Annotations - Additional syntax tree node and annotation types used by the actions feature.
- Action Kinds - Three action-related kinds of value.
- Action Conditions - A special condition for testing against action patterns.
- Actions (if) - Each different sort of impulse to do something is an "action name".
- Action Semantics - Constraints on how actions may be used in the model world.
- Action Variables - Variables shared by the rules of the rulebooks processing an action.
- Action Name Names - There is an annoying profusion of ways an action can have a name.
- Action Patterns - An action pattern is a description which may match many actions or none. The text "doing something" matches every action, while "throwing something at a door in a dark room" is seldom matched.
- Action Name Lists - Action name lists are used in parsing action patterns, and identify which action names seem to be possible within them.
- Action Pattern Clauses - Pattern-matches on individual nouns in an action are called clauses.
- Parse Action Patterns - Turning text into APs.
- Parse Clauses - Parsing the clauses part of an AP from source text.
- Explicit Actions - An exactly specified action is called "explicit".
- Named Action Patterns (if) - A named action pattern is a categorisation of behaviour.
- Going - A feature to provide a little extra support for the "going" action.
- Rules Predicated on Actions - Rules can be set to run only if the action matches a given pattern.
- Chapter 5: Command Parser
- Parsing Plugin - A feature for command-parser support.
- Understand Sentences - Command parser grammar is laid out in special Understand... sentences.
- Command Grammars (if) - The possible command text following a command verb, or referring to a single concept or object, is gathered into a "command grammar".
- Command Grammar Lines (if) - A CG line is a list of CG tokens to specify a textual pattern. For example, "take [something] out" is a CG line of three tokens.
- Command Grammar Tokens (if) - CGs are list of CG lines, which are lists of CG tokens.
- Determination Types - Command grammars, their lines and their tokens may each "determine" up to two values, and here we provide a way to describe the range of those.
- Property Visibility - Some properties can be referred to in the player's commands.
- Test Scripts (if) - A rudimentary but useful testing system for runnign short sequences of commands through the command parser at runtime.
- Chapter 6: Dialogue