Sometimes we may want a room to be visible from the outside in one location, but treated as a separate location when we are inside. The simplest way to do this is to make the exterior form of the object into a door object, and to describe it differently from different vantage points. (Doors in general are described more fully in the Doors section of the Things chapter.)
Here we've arranged for the booth to be described in the initial room description in different ways depending on where the player is when viewing it. We might like to do the same if the player takes a closer look:
And now we put it in place:
…and make sure that the booth-and-door object responds to all the names we have used for it in different places:
Test me with "examine booth / open door of the booth / in / examine door / close door / look / examine crack of light".
A magician's booth stands in the corner, painted dark blue with glittering gold stars.
> examine booth
It is dark blue and glittering with gold stars. It has been firmly shut.
> open door of the booth
You open the magician's booth.
The door stands open to the outside.
> examine door
The booth door is wide open.
> close door
You close the magician's booth.
A crack of light indicates the way back out to the center ring.
> examine crack of light
The booth door is shut, admitting only a thin crack of light.
A final nice touch, if we're so inclined, is to borrow from the Basic Actions chapter and make the player automatically open the booth door before trying to enter:
For the contrasting case of a space that is nested inside another place and is not its own room -- say a stall at an open-air market, or a rowboat on a lake -- see the example "Tamed".