Bronze — 3 of 46

Emily Short

Release 13

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."