Chapter 8: Vehicles, Animals and Furniture
8.2. Ships, Trains and Elevators

This section covers vehicles whose interior consists of at least one entire room. Moving into this room constitutes boarding: there is then some pause while it travels: moving out again disembarks at a different location. The only complication arising is how the player controls the journey (by talking to someone? by pressing buttons? by steering?).

The Unbuttoned Elevator Affair provides the simplest possible whole-room vehicle, which ferries between two fixed points. If you are at one of these, it must be the other one you want to get to, so there is no need for controls.

Dubai is a much more elaborate elevator, with many possible destinations, chosen using buttons inside the elevator.

Empire simulates a train journey. Here there are no controls as such, but the train passes through a sequence of stops spaced apart in time, so the player chooses an exit by getting out at the right moment.

On a very large, slowish craft such as a cruise liner, we are not so much travelling in a vehicle: it's more as if we are visiting a whole building, which becomes our world for the (probably long) duration of the journey. The liner steers around in long, slow curves, changing its orientation in the water, so that (if we think of "north" as a strictly magnetic matter, anyway) north is constantly rotating: something we don't notice on board because our own reference points, provided by the ship itself, stay fixed relative to ourselves. Because of this, some ships in IF are navigated using FORE, AFT, PORT and STARBOARD directions rather than NORTH, EAST, SOUTH and WEST: see Fore.

* See Bicycles, Cars and Boats for smaller conveyances


8
* Example  The Unbuttoned Elevator Affair
A simple elevator connecting two floors which is operated simply by walking in and out, and has no buttons or fancy doors.

WI
239
*** Example  Dubai
An elevator which connects any of 27 floors in a luxury hotel.

WI
323
* Example  Fore
Understand "fore", "aft", "port", and "starboard", but only when the player is on a vessel.

WI

Suppose we want to understand shipboard directions, but only when the player is aboard a vessel. It might be tempting to do only:

"Fore"

Understand "fore" or "f" as north when the location is in the Ship. Understand "aft" or "a" as south when the location is in the Ship. Understand "port" or "p" as west when the location is in the Ship. Understand "starboard" or "sb" as east when the location is in the Ship.

but then we get "that's not a verb I understand" when the player tries ship directions on land, and that's obviously wrong.

Similarly, we don't want to use "understand... as a mistake" with this set of things because we are correcting the name of a noun, not the phrasing of a verb.

So we might choose to catch and correct mistakes at the reading a command stage:

Understand "fore" or "f" or "aft" or "port" or "p" or "starboard" or "sb" as "[shipboard direction]". Understand "a" or "go a" as "[going aft]".

After reading a command:
    if the location is not in the Ship and the player's command includes "[shipboard direction]"
    begin;
        say "You're not at sea now, sailor.";
        reject the player's command;
    end if;
    if the location is not in the Ship and the player's command matches "[going aft]"
    begin;
        say "You're not at sea now, sailor.";
        reject the player's command;
    end if.

Bow is a room. South of Bow is By Foremast. South of By Foremast is By Mainmast. South of By Mainmast is By Mizzenmast. South of By Mizzenmast is By Jiggermast. South of By Jiggermast is Stern.

The Ship is a region. Bow, By Foremast, By Mainmast, By Mizzenmast, By Jiggermast, and Stern are in Ship.

The Dock is west of By Mainmast.

Test me with "aft / port / a / p / starboard".

If desired, we could insert an equivalent set of refusals if the player tried to use north, south, etc., aboard ship.

133
** Example  Empire
A train which follows a schedule, stopping at a number of different locations.

WI


PreviousContentsNext