§9.7. Telling the time
Now that we have the time of day, we can of course use this value in room descriptions and the like:
The Clock Chamber is a room. "The dark chamber behind the clock face, a mill-room of gears which grind down the seconds. Through the glass you can see the reversed hands reading [the time of day]."
It seems odd, though, to read a precise numerical description of the time here: after all, it isn't a digital clock. A friendlier version would use:
say "[(time) in words]"
This text substitution produces the given time written out in English sentence form. For example:
"Through the glass you can see the reversed hands reading [the time of day in words]."
Through the glass you can see the reversed hands reading twenty to nine.
To reiterate an example which came up earlier, we could even work the time of day into the command prompt, which would lend the proper sense of urgency to a game played out against the clock:
When play begins: now the command prompt is "[time of day] >".
|Start of Chapter 9: Time|
|Back to §9.6. The time of day|
|Onward to §9.8. Approximate times, lengths of time|
Though Inform normally prints times in AM/PM terms, it stores the hours and minutes as 24-hour time; so, if we like, we can easily extract that information again thus:
The Situation Room is a room.
To say (relevant time - a time) as 24h time:
let H be the hours part of relevant time;
let M be the minutes part of relevant time;
say "[H]:[if M is less than 10]0[end if][M]".
When play begins:
now the time of day is 6:09 PM;
now the right hand status line is "[time of day as 24h time]".
Test me with "z".