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The Beast of Torrack MoorAn interactive fiction by Linda Wright (2007) - the Inform 7 source text |
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Myrtlemove is a text that varies. Myrtlemove is "Miss Myrtle leaves.". To send Miss Myrtle outside from (building - a room) to (outdoors - a room): move Miss Myrtle to outdoors; if the location is outdoors begin; say "Suddenly, the door opens and Miss Myrtle appears before locking the door behind her."; end if; if the location is building begin; say "Suddenly, Miss Myrtle says 'Oh! Is that the time already? I must be going... sorry, but you'll have to leave too!' and she bustles you outside as she puts on her hat and coat before leaving herself."; move the player to outdoors; end if. To send Farmer Lamb inside from (outdoors - a room) to (building - a room): move Farmer Lamb to building; if the location is outdoors begin; say "Farmer Lamb enters the Farm and closes the door behind him."; end if. To send Miss Myrtle inside from (outdoors - a room) to (building - a room): move Miss Myrtle to building; if the location is outdoors begin; say "Fumbling in her bag, Miss Myrtle digs out a key, unlocks the door and goes in."; end if. Ermonmove is a text that varies. Ermonmove is "With a brief nod, the Reverend Ermon departs.". To send the Reverend outside from (building - a room) to (outdoors - a room): move the Reverend to outdoors; if the location is outdoors begin; say "Mumbling 'Oh hello...sorry can't stay,' the Reverend Ermon emerges from the house, shutting the door behind him."; end if; if the location is building begin; say "Muttering 'Oh Lawd, is that the time?' he pushes you out of the door and follows, apologising as he explains that he must go out."; move the player to outdoors; end if. To send the Reverend inside from (outdoors - a room) to (building - a room): move the Reverend to building; if the location is outdoors begin; say "Mumbling 'Ah, hello, nice to see you!' the Reverend unlocks the door and goes in."; end if. To send the mobile library to (destination - a room): move the mobile library to destination; if the location is destination begin; if the location is the Green, say "A mobile library has arrived, and, after a little manoeuvring, it is parked to the east of the Green before the doors are opened."; otherwise say "A mobile library wends its way through the traffic."; end if. At 10:57 AM: [ Mobile library enters road-room ] send the mobile library to road-room. At 10:58 AM: [ Mobile library enters high street west ] send the mobile library to High Street West. At 10:59 AM: [ Mobile library enters high street east ] send the mobile library to High Street East. At 11 AM: [ Open the pub door ] now the thick wooden door is unlocked; now the thick wooden door is open; if the player is in Outside-Pub, say "The pub door is opened."; [ Mobile library arrives ] send the mobile library to the Green; send the Ranger to the north with "The Ranger wanders north into the pub.". At 11:05 AM: [ Miss Myrtle leaves cottage ] send Miss Myrtle outside from Myrtle Cottage to Pretty Garden. At 11:06 AM: [ Myrtle: pretty garden -> church lane ] send Miss Myrtle to the north with myrtlemove. At 11:07 AM: [ Myrtle: church lane -> green ] send Miss Myrtle to the northwest with myrtlemove. At 11:08 AM: [ Myrtle: green -> library ] send Miss Myrtle to the east with myrtlemove. At 11:27 AM: [ Myrtle: library -> green ] send Miss Myrtle to the west with myrtlemove. At 11:28 AM: [ Myrtle: green -> church lane ] send Miss Myrtle to the southeast with myrtlemove. At 11:29 AM: [ Myrtle: church lane -> outside the church ] send Miss Myrtle to the southeast with myrtlemove. At 11:30 AM: [ Myrtle: outside the church -> church porch ] send Miss Myrtle to the south with myrtlemove; [ Tea shop opens ] now the tea-shop-door is unlocked; now the tea-shop-door is open. At 11:31 AM: [ Myrtle: church porch -> church ] send Miss Myrtle inside from church porch to church nave; now the large wooden door is unlocked; now the large wooden door is open. At 12:00 PM: now the current day is evening; [ Reverend: vicarage -> vicarage garden ] send the Reverend outside from vicarage to vicarage garden; [ Ranger: leaves pub ] send the Ranger to the south with "default". At 12:01 PM: [ Reverend: vicarage garden -> church lane ] send the Reverend to the northeast with ermonmove. At 12:02 PM: [ Reverend: church lane -> green ] send the Reverend to the northwest with ermonmove. At 12:03 PM: [ Reverend: green -> high street east ] send the Reverend to the west with ermonmove. At 12:04 PM: [ Reverend: high street east-> stores ] send the Reverend to the south with ermonmove. At 12:05 PM: [ Ranger: outside pub -> green ] send the Ranger to the south with "default". At 12:06 PM: [ Ranger: green -> moor lane west ] send the Ranger to the northeast with "default". At 12:07 PM: [ Ranger: moor lane west -> moor lane east ] send the Ranger to the east with "default". At 12:07 PM: [ Ranger: moor lane west -> moor lane east ] move the Ranger to ranger's house; if the location is moor lane east, say "The Ranger unlocks the door of his house and goes in.". At 12:19 PM: [ Reverend: stores-> high street east ] send the Reverend to the north with ermonmove. At 12:20 PM: [ Reverend: high street east-> green ] send the Reverend to the east with ermonmove. At 12:21 PM: [ Reverend: green-> library ] send the Reverend to the east with ermonmove. At 12:39 PM: [ Reverend: library-> green ] send the Reverend to the west with ermonmove. At 12:40 PM: [ Myrtle: church -> church porch] [ FIXME: what happens if the player is in the chancel? ] send Miss Myrtle outside from Church Nave to Church Porch; now the large wooden door is closed; now the large wooden door is locked; [ Reverend: green -> church lane ] send the Reverend to the southeast with ermonmove. At 12:41 PM: [ Myrtle: church porch -> outside the church ] send Miss Myrtle to the north with myrtlemove; [ Reverend: church lane -> vicarage garden ] send the Reverend to the southwest with ermonmove. At 12:42 PM: [ Myrtle: outside the church -> church lane] send Miss Myrtle to the northwest with myrtlemove; [ Reverend: vicarage garden -> vicarage ] send the Reverend inside from vicarage garden to vicarage. At 12:43 PM: [ Myrtle: church lane -> pretty garden ] send Miss Myrtle to the south with myrtlemove. At 12:44 PM: [ Myrtle: church lane -> pretty garden ] send Miss Myrtle to the south with myrtlemove. At 12:45 PM: [ Murtle: pretty garden -> myrtle cottage ] send Miss Myrtle inside from pretty garden to myrtle cottage. At 12:59 PM: [ Library closes ] if the location is the library-room begin; say "Miss Kriett suddenly announces that the library is now closed, and evicts you."; move the player to the green; now the mobile library is closed; end if; [ Stores closes for lunch ] if the location is the stores begin; say "Lily White announces that she is closing for lunch, and ushers you out."; move the player to high street east; end if; now the door of the stores is closed; now the door of the stores is locked. At 1:05 PM: [ Library drives away ] if the location is the green, say "The library is driven away."; move the mobile library to High Street East. At 1:06 PM: [ Library: high street east -> west ] move the mobile library to High Street West; At 1:07 PM: [ Library: drives off ] remove the mobile library from play. At 1:56 PM: [ Miss Myrtle leaves cottage again ] send Miss Myrtle outside from Myrtle Cottage to Pretty Garden. At 1:57 PM: [ Myrtle: pretty garden -> church lane ] send Miss Myrtle to the north with myrtlemove. At 1:58 PM: [ Myrtle: church lane -> church hall ] send Miss Myrtle inside from church lane to church hall; now the church hall door is unlocked; now the church hall door is closed. At 2 PM: [ Church hall door opens ] if the player is in church lane and the church hall door is closed, say "The door of the hall has just opened."; now the church hall door is unlocked; now the church hall door is open; [ Reverend: Vicarage -> attractive garden ] send the Reverend outside from Vicarage to vicarage garden. [ Stores opens after lunch ] now the door of the stores is unlocked; now the door of the stores is open. At 2:01 PM: [ Reverend: attractive garden -> church lane ] send the Reverend to the northeast with ermonmove. At 2:02 PM: [ Reverend: church lane -> church hall ] send the Reverend to the east with ermonmove. At 3 PM: [ Reverend: church hall -> church lane ] send the Reverend to the west with ermonmove. At 3:01 PM: [ Reverend: church lane -> green ] send the Reverend to the northwest with ermonmove. At 3:25 PM: [ Jumble sale over ] now the Church Hall door is closed; now the Church Hall door is locked; if the player is in the Church Hall begin; say "The Jumble Sale is now over and Miss Myrtle gently pushes you out before closing the door behind her."; move the player to Church Lane; move Miss Myrtle to Church Lane; otherwise; send Miss Myrtle outside from Church Hall to Church Lane; end if; now Miss Myrtle is seeking a raffle winner. At 3:26 PM: [ Miss Myrtle: church lane -> green ] send Miss Myrtle to the northwest with myrtlemove. At 3:27 PM: if Miss Myrtle is seeking a raffle winner, now the notice-board is amended; [ Myrtle: green -> high street east ] send Miss Myrtle to the west with myrtlemove. At 3:28 PM: [ Myrtle: high street east -> stores ] send Miss Myrtle to the south with myrtlemove. At 3:30 PM: [ Myrtle: stores -> high street east ] send Miss Myrtle to the north with myrtlemove. At 3:31 PM: [ Myrtle: high street east -> green ] send Miss Myrtle to the north with myrtlemove; [ Reverend: green -> church lane ] send the Reverend to the southeast with ermonmove. At 3:32 PM: [ Reverend: church lane -> vicarage garden ] send the Reverend to the southwest with ermonmove. At 3:33 PM: [ Reverend: vicarage garden -> vicarage ] send the Reverend inside from vicarage garden to vicarage. At 3:36 PM: [ Miss Myrtle: green -> church lane ] send Miss Myrtle to the southeast with myrtlemove. At 3:55 PM: [ Myrtle: Church Hall -> church lane ] send Miss Myrtle outside from church hall to church lane. At 4:15 PM: [ Myrtle: church lane -> pretty garden ] send Miss Myrtle to the south with myrtlemove. At 4:16 PM: [ Myrtle: church lane -> pretty garden ] send Miss Myrtle inside from pretty garden to myrtle cottage. At 5 PM: [ Vet's closes ] if the player is in vet's waiting room begin; say "The receptionist announces that it is closing time, and ushers you out the door."; move the player to high street west; end if; now the door of the stone building is closed; now the door of the stone building is locked; [ Estate agents closes ] if the player is in estate agents begin; say "The estate agent announces that it is closing time, and ushers you out the door."; move the player to high street east; end if; now the door of the estate agents is closed; now the door of the estate agents is locked. [ Stores closes ] if the player is in stores begin; say "Lily White announces that it is closing time, and ushers you out the door."; move the player to high street east; end if; now the door of the stores is closed; now the door of the stores is locked. At 6 PM: [ Tea shoppe closes ] if the player is in tea shoppe begin; say "The waitress announces that it is closing time, and ushers you out the door."; move the player to the green; end if; now the tea-shop-door is closed; now the tea-shop-door is locked. To say time-to-leave: say "It's getting dark outside. Deciding that you'll achieve nothing here, you say goodbye and leave.". To announce darkness with (message - a text): if the player is not carrying the torch or the torch is unlit begin; if the player is not in the shepherd's hut or the shepherds-fire is not in the shepherds-fireplace, say message; end if. At 6:40 PM: [ Doctor leaves conservatory? ] remove the doctor from play; [ Leave various cottages ] if the player is in Myrtle Cottage begin; say time-to-leave; move the player to pretty garden; otherwise if player is in Vicarage; say time-to-leave; move the player to vicarage garden; otherwise if player is in Ranger's House; say time-to-leave; move the player to Moor Lane East; otherwise; say "It's getting dark."; end if; change darkness index to 1; change the destination of Farmer Lamb to the farmyard; now Farmer Lamb is going home. At 6:55 PM: announce darkness with "You can hardly see.". At 7:15 PM: announce darkness with "You can hardly see.". At 7:30 PM: announce darkness with "It's becoming very difficult to see...". At 7:35 PM: now everywhere is dark; change darkness index to 2. At 11:00 PM: [ Pub closes ] if the player is in the pub begin; say "The publican announces that it is closing time, and ushers you out the door."; move the player to outside-pub; end if; now the thick wooden door is closed; now the thick wooden door is locked. |