!--------------------------------------------------------------------------- !****************************************** CUTSCENES, CHAPTER ENDINGS, ETC. !---------------------------------------------------------------------------- routine PrintText07(val1,val2) { select val1 ! These are mainly the longer bits, especially where players aren't ! directly controlling the action. These are lead-ins to chapters, ! endings for chapters, specific events in each chapter, etc. case 1 { !Player picks up the locket, after discovering it in the grass. select val2 case 1 { !Usage: (7,1,1) !The first part of the cutscene. "You reach down for the pendant, and turn it over in your open palm. Ornate and heart-shaped, the pendant is a locket with a silver chain looped through a ring at the crux. It springs open as you rub your thumb over its intricate swirls and patterns. Inside, cut like a heart to match the locket, is a small portrait of a man and a woman holding an infant.\n" "This belongs to someone. Why has it been discarded? Or lost?\n" } case 2 { !Usage: (7,1,2) !And then the rest. "\nYou snap it closed, loop the chain around your sheath so that the pendant hangs safely at your side, and resume your journey." "\nThe grassland seems to stretch on forever.\n" } } case 2 { !Usage: (7,2) !A blob of text that happens when the bull pulls the wagon. "With effort, the angry bull pulls the wagon upright. Then it charges away, down the hill, toward the barn.\n" "The wagon picks up speed quickly (as does the bull), but when it takes a turn north toward open pasture, the wagon slams ahead, into one wall of the barn. The rope comes loose from the wagon's hitch, and the bull races away. In moments, it's long gone into the northern pasture, dragging the rope away behind it.\n" "The wagon is broken and useless now, tipped over to its side again, against the barn, entirely blocking this side's entrance." } case 3 { !Usage: (7,3) ! This happens after approaching the girl for the first time. ! We've already printed text that mentions her, right before. ! I'm going to do some choppy writing here, but primarily for ! the effect of it. I hope it works the way I intend it to. "Her mouth opens widely in a scream you can't hear. Her hair waves wildly in a wind you don't feel. Her face is white, smooth, and plain: featureless.\n" "No, she notices you now.\n" "Her dark eyes widen, lines form on her face, and she rushes toward you; around and past you. She is impossibly fast. You turn, and she is already at the barn's side, where the stone path ends to the northeast." if (barn_southexit is open) { "\nShe is gone now, into the barn through the open panel." } else { "\nShe stops for a moment at "; if InList(barn_southexit,found_in,barn) { !We had already encountered the panel. "the blocked entrance. "; } else { !We hadn't yet noticed it. "a panel blocking an entrance into the barn. "; } "In another moment, the panel is up.\n" "She is gone now, into the barn." } girl_starts_moving !Move to the barn, and begin the daemon. } case 4 { !Cutscene between Part 1 and Part 2. select val2 case 1 { !Usage: (7,4,1) !The first part of the cutscene. Girl turns back to normal. "The swarm scatters in all directions, becoming a thousand black dots against the gray walls. In unison, every bee shatters into black dust, which fades to white and vanishes.\n" } case 2 { !Usage: (7,4,2) "\nThe girl is smiling. She is no longer bee-like. Her face is real, and her black hair has a luster it didn't before. She clutches the pendant to her heart, looks up at you with eyes that express her gratitude, and offers a thankful nod. She turns, twirling a yellow dress that is vividly brighter now, and points to the beam that bars the double doors.\n" } case 3 { !Usage: (7,4,3) "\nYou lift the beam, drop it to the side, and pull the doors open for her. When she leaves, you follow her back to the yard.\n" "The old woman runs out from the house, comes down from the porch, and embraces the girl. Her eyes seem less glassy now, her skin less wrinkled, and her complexion less pale. She smiles even as tears form in her eyes, and she meets your gaze long enough to express joy and thanks. You smile, nod back, "; if Contains(player, gate_key) { "place the gate key on the edge of the porch, "; } "and look back to the west. Your journey is far from over.\n" } case 4 { !Usage: (7,4,4) "\nYou head back along the path a short ways, then continue on a different path to the "; print game_fore_dir.name; ". It isn't long before you come upon the narrow stream you followed earlier. As it leads generally in the right direction, you decide to follow it ahead and through a wooded area.\n" } case 5 { !Usage: (7,4,5) "\nIn the heat of midday, these few miles of shaded streamside are a welcomed change after both the dusty, desolate farm trail and the open grassland before it. In the thickest of it, the sun shines through only in rare gaps. Tall, thick trees are undoubtedly well nourished by the gradually widening stream.\n" } } case 5 { !Usage: (7,5) - a very brief cutscene. !Continued from treetop.long_desc. Player is picked up in net. "\n...Impossible. Isn't it? Boats don't fly. Do they? Its motionless wings seem more vestigial than functional." } case 6 { !Usage: (7,6) - pushing it *does* work (gray spider). "The spider expects another attack with your sword, so it's unprepared when you shove it backwards. It has nowhere to go but down. You see it land safely as the barge comes closer to the ground. The spider is quickly left behind, and is the last off the barge.\n" "You notice, for the first time, that the other spiders have dropped their stolen cargo and are now in pursuit of the barge. Although the deck is cleared of them for the moment, it won't remain that way if the barge loses speed or sets down.\n" "The barge loses speed and sets down. The spiders approach from the distant "; print game_back_dir.name; ", which is aft. The cabin, where the captain has gone, is also that way." } case 7 { !Usage: (7,7) - Cutscene when we first raise the rails. "It takes a good deal of effort. A vibration felt through the handles indicates that below-deck machinery assists. You bring the handles up the sides of the post, and wooden rails extend upward from the lip around the deck's edge as you do. With a final push, you lift and turn the handles so that they come to rest in the slight dips about one-third up the post." "\nSpiders reach the aft end of the barge. They jump, but not high enough to clear the fence-like rails. They climb, but the outer side provides no purchase. They're unable to come aboard." "\nThe captain appears for a moment at the entrance to the cabin. With a relieved smile, he motions you inside. Then he steps back again, disappearing from view." } case 8 { !Usage: (7,8) - Cutscene where captain lands at the windmill. ! Note that a single sentence begins the paragraph, before this. "Now that he can see to port and starboard, he looks even more concerned. He peers out a port-side window briefly, then spends a little longer looking starboard. With a shake of his head, which you interpret as a bad sign, he begins to turn the wheel and operate the levers of the helm." ! This is a clue that he's a ghost, although it might just end ! up confusing players into thinking "operate" is an action. It ! probably should be made to be an action, possibly aliased. indent "It seemed as though he never actually touched the helm, yet the barge begins a series of sweeping turns. He watches the land ahead and to the sides, perhaps looking for something in particular. When he spots it, the barge "; if (barge_fore_dir = w_obj): "loses speed as it "; else: "turns on a westerly heading and "; "descends once again into the lowland. Momentarily, it sets down near a windmill." indent "The captain rushes out to the "; if (barge_fore_dir ~= w_obj): print w_obj.name; ", onto the "; "deck." AddScore(53) !Because we landed at the windmill. } case 9 { !Usage: (7,9) - Cutscene for dropping the sail arm. "You move the sail arm over enough that the top end comes loose. It falls against one of the mast's two handles at the bottom, then tips over to aft." "\nThe captain stands below, perhaps preoccupied with something else or too shocked to react quickly enough. You reach for one edge of the sail arm, but too late. The captain is directly below when it slams down across the deck. It is flat against the deck now, and a wispy white dust cloud swirls in the middle of it, having roughly the same shape as the captain." "\nThe cloud comes together, seemingly more solid, and the captain remains unharmed. He looks up, clearly confused. He extends one arm to look it over, and then the other. He shakes his head, showing a sadness and regret that will haunt you forever. Then he turns, points down at the sail arm, and then over to the empty starboard slot." if (not captain.misc #5) { !If we didn't already show him the parchment, we drop it. "\nYou lose your grip on the motherly maiden's parchment. It falls to the deck, at the captain's feet." } } case 10 { !Cutscene between Part2 and Part3, when we dump the cargo. select val2 case 1 { !Usage: (7,10,1) - The barge tips forward. !One sentence was printed already, before calling this. "The barge shudders violently and dips forward. You are thrown against the helm as the front wall tips downward. The captain stands nearby, unaffected by the change in alignment, but apparently pleased with the result.\n" } case 2 { !Usage: (7,10,2) - Cargo is lost, but captain doesn't mind. "\nYou push levers and turn the wheel back, but it isn't soon enough. You can see cargo sliding across the deck, hitting the front ridge, tipping and tumbling to the ground far below. In moments, the deck is clear. The cargo is lost. The captain just smiles, as the barge levels out once again. He puts a hand on your shoulder, but you can't feel it. He gives a grateful nod, and then takes his place at the helm.\n" } case 3 { !Usage: (7,10,3) - Sail farther along, then set down. print "\nThe barge sails "; barge_fore_dir.name; ", over rough terrain and under a darkening sky. The captain guides his vessel lower by unknown means. After a time, and after covering a distance that would have taken more than two days on foot, a small fishing village appears at the horizon ahead and below. You step out onto the deck while the captain brings the barge down in a rocky but comparatively flat area, "; ! I originally intended to alter the entire movement scheme in ! part 3, based on forward/backward. That's just going to be too ! confusing, not just for development, but for a walkthrough. So, ! we'll land west of the village, unless we're traveling west, ! and then we'll say we overshot it and landed west of it. if (game_fore_dir = w_obj, nw_obj, sw_obj) { ! Landing west would mean we overshot the village. "a few miles beyond the village and to the west.\n" } else { ! Any north, south, or easterly direction is okay. "just a few miles west of the village.\n" } } case 4 { !Usage: (7,10,4) - Disembark, and farewell. print "\nBefore you disembark, you nod a farewell to the captain. He smiles while he fades away. As you duck below deck level, down the starboard ladder, you catch one last glimpse. He looks peaceful, and then he's gone. In moments, the ladder begins to decay. Vines crawl up the side of the barge. Wooden panels crack and fall. The hull breaks, and the barge sags against the rocks. You have walked a fair distance and put the barge far behind you by the time it stops. "; if Contains(player,bones): "You throw the fish bones away. "; if Contains(player, pipe) and Contains(player,rusty_lock) { ! If the player has the pipe, they won't need the rusty ! lock in the next chapter. Otherwise, they can put it in ! the sack to weigh down the pressure plate. "You drop the rusty lock. "; } "A storm is coming, and your destination is only a few miles ahead.\n" } case 5 { !Usage: (7,10,5) - Originally room desc intro, but was too long. "\nYou walk east toward the village, over ground that is dry and cracked. What seemed at first to be upwardly sloping land to the north and south becomes a channel when the way narrows. The ground is lower or the walls have risen, making it more obvious that you have walked these last miles along the bottom of a dry riverbed.\n" } } case 11 { ! Cutscenes when pouring water on the saplings. select val2 case 1 { !Usage: (7,11,1) - Pouring water for the first time. "You tip up the flask and empty its contents onto one of the larger saplings. The water runs off and drips to the ground, soaking quickly into the hardened topsoil.\n" "The sapling shakes in a way that shouldn't be possible. Others around it do likewise, but only for the briefest of moments.\n" "It seems thirsty still, but your flask is empty." } case 2 { !Usage: (7,11,2) - Pouring water for the second time. "You pour more water onto the same sapling. This time, it seems to soak into it, becoming part of it, drawn in and absorbed.\n" "The other saplings shake, while this one leans upward. The hazy hint of a manlike form stretches from its limbs. The form appears to be in anguish, but it musters the strength to stand tall. A golden glow spreads out from an outstretched arm, and the world goes white.\n" "When your vision clears, everything around you is still; frozen. Dark clouds have stopped. The saplings are motionless. The wind is gone.\n" "With a jarring abruptness, the world resumes. The clouds move and the saplings sway in the breeze, but it's all sluggish. You are moving faster than you should be, while the rest of the world goes on as normal.\n" "Or maybe the world is slower. You can't be sure." } } case 12 { select val2 case 1 { ! Cutscenes after beating the tyrant in battle. "\nHe scoots away, toward the door-sized panel in the north wall. He glares at you, makes a rude gesture, and then lifts the panel enough so that he can exit through the opening.\n" "All the while, he never takes his malicious yellow eyes from you. He backs into the doorway, not bothering to look behind himself, and then he bolts out."; if (fishnet in panel_hooks) { print newline !Because he gets caught. } else { print " The panel closes, and he's gone." } } case 2 { ! When the tyrant gets tangled up in the net. Begin with a ! blank line, because some "exiting" text was shown first. "\nHe backs right into the fishing net that hangs from hooks on the outside. Lacking the grace of battle, he falls back, pulling the net down and around himself.\n" } case 3 { ! Continuation of Part 3 ending cutscene. "\nYou hurry over to the door, where the tyrant struggles and rolls, completely wrapped in the net now. He fumbles with his sword, but it falls from his grasp. He glares at you, outraged, fires water arrows that you easily dodge, and then stretches out, chest heaving in defeat.\n" "You grab the net and pick up the tyrant. He makes a few feeble attempts to claw you, and to slice through the fabric of the net, but the effort is in vain. You have captured him.\n" } case 4 { ! Continuation of Part 3 ending cutscene. "\nYou leave the chamber, climb up the ladder to the wharf, and walk east, toward the village.\n" "Lightning dances through the dark clouds. Drops of rain begin to strike the parched ground. The wind comes fast and cold, and as you enter the village, sheets of rain are drenching the land." "\nThrough it all, you can see the river filling. The ground turns to mud, and you break into a wide smile. The tyrant struggles in the net, but he can't escape. He is probably screaming, but you can't hear him.\n" } case 5 { ! Continuation of Part 3 ending cutscene. "\nThe dark trees are regaining their lost foliage. The smaller ones, the saplings, are bathed in golden light. In a moment, they take other forms; men, women, children. They are still at first, but then they move. The tyrant cringes in the net, but the people ignore him. They are coming toward you.\n" "The men heft you up to their shoulders. They are happy; grateful. They carry you around the village, smiling, dancing, celebrating. The rain keeps coming, and the people are free. The people are strong; they have a power the tyrant probably didn't expect, and you feel certain that this, above all else, is why the tyrant failed here.\n" "Then you see her, standing against the setting sun.\n" } case 6 { ! Almost last part of the Part 3 ending sequence. "\nHow is the motherly maiden here? You left her this morning, in Homesdale, and you have traveled farther than anyone can in as much time. She is smiling. She nods to you. She looks amused, but also proud.\n" "She motions to you, beckoning you. The villagers put you down, and they fade away. The huts fade away, all but one. The water well crumbles, and its brown and green stone becomes a garden path. The ground is green and alive. Rain falls, and the tyrant keeps struggling in the net.\n" } case 7 { ! The last part goes here, for the ending of Part 3. "\nThe motherly maiden moves to the hut, but it isn't a hut. It's larger; a house. She's standing at the back door, and she motions for you to come inside.\n" "You can't refuse the motherly maiden.\n" "Your adventure is at an end.\n" } } case 13 { ! And it all comes down to this. The proverbial pay-off. The end. select val2 case 1 { "You open the back door. You spot the boy almost instantly.\n" "When you asked Dale to catch Tyrant, you didn't expect to see the poor cat wrapped up in a volleyball net. You step out into the rain and open your umbrella, and you stand waiting until he sees you.\n" "You shake your head when you notice just how busy he's been. Adam's lumber is strewn about the yard. No, it isn't really scattered. Dale has organized it into some kind of raft, with an old wagon wheel propped up near one end.\n" } case 2 { "\nDale smiles as he wipes dirt from his arms and legs. Then he raises high a long stick, as if in victory. You can't help but smile too. \"Alright, little swordsman,\" you tell him in sign. \"Bring Tyrant inside. He's old, and he's not accustomed to rough play. And you know he goes to the vet tomorrow.\"\n" "Dale signs \"okay, mom\" in reply.\n" } case 3 { "\n\"Also, please stack up your father's lumber tomorrow. He needs it to finish the shed. And by the way, Mrs. Hucklebee called, from next door. She asked me to tell you thanks for finding the necklace, but you scared her granddaughter a little when you chased her home with that stick.\"\n" "\"Sorry, mom\", he signs backs. Then he motions to the lumber. \"It's a flying boat, but I'll put it all back.\"\n" } case 4 { "\n\"Alright, little swordsman.\" You smile your best motherly maiden smile. \"It's really raining hard now. Come in, clean up, and let's have dinner. I bet you're terribly famished after saving the world all day.\"\n" } } }