The Beast of Torrack Moor

An interactive fiction by Linda Wright (2007) - the Inform 7 source text

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Chapter 5 - Timetable

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.