Chapter 9: Props: Food, Clothing, Money, Toys, Books, Electronics
§9.1. Food; §9.2. Bags, Bottles, Boxes and Safes; §9.3. Clothing; §9.4. Money; §9.5. Dice and Playing Cards; §9.6. Reading Matter; §9.7. Painting and Labeling Devices; §9.8. Simple Machines; §9.9. Televisions and Radios; §9.10. Telephones; §9.11. Clocks and Scientific Instruments; §9.12. Cameras and Recording Devices
![]() | Contents of The Inform Recipe Book |
![]() | Chapter 8: Vehicles, Animals and Furniture |
![]() | Chapter 10: Physics: Substances, Ropes, Energy and Weight |
![]() | Indexes of the examples |
§9.1. Food
Inform provides an either/or property called "edible" and an action, "eating", for consuming edible things:
The lardy cake is edible. After eating the lardy cake, say "Sticky but delicious."
For eating something not immediately to hand, see Lollipop Guild. Delicious, Delicious Rocks, conversely, adds a sanity check which prevents the player from automatically taking inedible things only to be told they can't be eaten.
Inform does not normally simulate taste or digestion, but to provide foods with a range of flavours, see Would you...?; to make eating different foods affect the player differently, see Stone, or for the extreme case of poisoning foods, Candy. In MRE, hunger causes the player problems unless he regularly finds and eats food.
See Liquids for things to drink
See Dispensers and Supplies of Small Objects for a pizza buffet table from which the player may take all the slices he wants
For instance, if we want to give some objects a flavor:
Things are, in general, not edible by default, so we have to make them edible specifically in order to allow them to be eaten by the player. Here we've defined food to be edible by default, and we have given it a standard piece of flavor text.
Note that we use "if the noun provides a flavor..." to make sure that the property exists before attempting to use it. Otherwise, there is the risk that we will try to print a property that does not exist, resulting in errors in the game. We will only get the "It's [noun]-flavored." response if we successfully eat something that is not a food and does not have flavor text. To test this feature, let's suppose something that isn't exactly food but can theoretically be chewed on:
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For instance, if we want to give some objects a flavor:
Things are, in general, not edible by default, so we have to make them edible specifically in order to allow them to be eaten by the player. Here we've defined food to be edible by default, and we have given it a standard piece of flavor text.
Note that we use "if the noun provides a flavor..." to make sure that the property exists before attempting to use it. Otherwise, there is the risk that we will try to print a property that does not exist, resulting in errors in the game. We will only get the "It's [noun]-flavored." response if we successfully eat something that is not a food and does not have flavor text. To test this feature, let's suppose something that isn't exactly food but can theoretically be chewed on:
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