(use-modules (mudsync)
(mudsync container)
- (8sync actors)
- (8sync agenda)
+ (8sync)
(oop goops)
(ice-9 control)
(ice-9 format)
#:text (string-append (slot-ref actor 'read-text) "\n")))
-;; This one allows you to take from
-
+;; This one allows you to take from items that are proxied by it
(define-actor <proxy-items> (<gameobj>)
((cmd-take-from take-from-proxy))
(proxy-items #:init-keyword #:proxy-items))
(mbody-val (<-wait obj-id 'goes-by)))
(when (ci-member direct-obj goes-by)
(<- obj-id 'cmd-take #:direct-obj direct-obj #:player player)
- (escape)))
+ (escape #f)))
(slot-ref gameobj 'proxy-items))
(<- player 'tell
#:allocation #:each-subclass
#:init-thunk (build-commands
("sign" ((prep-direct-command cmd-sign-form '("as"))))))
+
(actions #:allocation #:each-subclass
#:init-thunk (build-actions
(cmd-sign-form sign-cmd-sign-in))))
#:desc " A shiny brass bell. Inscribed on its wooden base is the text
\"ring me for service\". You probably could \"ring the bell\" if you
wanted to."
- #:summons 'break-desk-clerk)
+ #:summons 'break-room:desk-clerk)
('lobby:sign-in-form
<sign-in-form> 'lobby
#:desc "It looks like you could sign this form and set your name.")
;; Object: curio cabinets
+ ;; TODO: respond to attempts to open the curio cabinet
('lobby:cabinet
<proxy-items> 'lobby
#:proxy-items '(lobby:porcelain-doll
;;; Grand hallway
;;; -------------
+(define-actor <disc-shield> (<gameobj>)
+ ((cmd-take disc-shield-take)))
+
+(define* (disc-shield-take gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (create-gameobj <glowing-disc> (gameobj-gm gameobj)
+ player) ;; set loc to player to put in player's inventory
+ (<- player 'tell
+ #:text '((p "As you attempt to pull the shield / disk platter
+from the statue a shining outline appears around it... and a
+completely separate, glowing copy of the disc materializes into your
+hands!")
+ (p "You hear a voice whispering: "
+ (i "\"Share the software... and you'll be free...\"")))))
+
+;;; This is the disc that gets put in the player's inventory
+(define-actor <glowing-disc> (<gameobj>)
+ ((cmd-drop glowing-disc-drop-cmd))
+ (initial-props
+ #:allocation #:each-subclass
+ #:init-thunk (build-props
+ '((hd-platter? . #t))))
+ (name #:allocation #:each-subclass
+ #:init-value "a glowing disc")
+ (desc #:allocation #:each-subclass
+ #:init-value "A brightly glowing disc. It's shaped like a hard
+drive platter, not unlike the one from the statue it came from. It's
+labeled \"RL02.5\".")
+ (goes-by #:init-value '("glowing disc" "glowing platter"
+ "glowing disc platter" "glowing disk platter"
+ "platter" "disc" "disk" "glowing shield")))
+
+(define* (glowing-disc-drop-cmd gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (<- player 'tell
+ #:text "You drop the glowing disc, and it shatters into a million
+pieces!")
+ (gameobj-self-destruct gameobj))
+
(define grand-hallway
(lol
('grand-hallway
`("Are you seriously considering desecrating a statue?")))
#:goes-by '("hackthena's horns" "horns" "horns of hacktena"))
('grand-hallway:disc-platter
- <gameobj> 'grand-hallway
- #:name "a hard disc platter"
- #:desc "This isn't a shield after all, it seems to be a hard disc
-platter! It looks kind of loose..."
+ <disc-shield> 'grand-hallway
+ #:name "Hackthena's shield"
+ #:desc "No wonder the \"shield\" looks unusual... it seems to be a hard disk
+platter! It has \"RL02.5\" written on it. It looks kind of loose."
#:invisible? #t
- #:goes-by '("hard disc platter" "disc platter" "disc" "shield" "platter"))))
+ #:goes-by '("hackthena's shield" "shield" "platter" "hard disk platter"))))
\f
;;; Playroom
('playroom
<room> #f
#:name "The Playroom"
- #:desc " There are toys scattered everywhere here. It's really unclear
-if this room is intended for children or child-like adults."
+ #:desc '(p (" There are toys scattered everywhere here. It's really unclear
+if this room is intended for children or child-like adults.")
+ (" There are doors to both the east and the west."))
#:exits
(list (make <exit>
#:name "east"
- #:to 'grand-hallway)))
+ #:to 'grand-hallway)
+ (make <exit>
+ #:name "west"
+ #:to 'computer-room)))
('playroom:cubey
<gameobj> 'playroom
#:name "Cubey"
;;; Computer room
;;; -------------
+;; Our computer and hard drive are based off the PDP-11 and the RL01 /
+;; RL02 disk drives. However we increment both by .5 (a true heresy)
+;; to distinguish both from the real thing.
+
+(define-actor <hard-drive> (<gameobj>)
+ ()
+ ;; the state moves from: empty -> with-disc -> loading -> ready
+ (state #:init-value 'empty
+ #:accessor .state))
+
+(define* (hard-drive-desc hard-drive #:optional whos-looking)
+ `((p "The hard drive is labeled \"RL02.5\". It's a little under a meter tall.")
+ (p "There is a slot where a disk platter could be inserted, "
+ ,(if (eq? (.state hard-drive) 'empty)
+ "which is currently empty"
+ "which contains a glowing platter")
+ ". There is a LOAD button "
+ ,(if (member (.state hard-drive) '(empty with-disc))
+ "which is glowing"
+ "which is pressed in and unlit")
+ ". There is a READY indicator "
+ ,(if (eq? (.state hard-drive) 'ready)
+ "which is glowing. The machine emits a gentle whirring noise."
+ "which is unlit."))))
+
+(define computer-room
+ (lol
+ ('computer-room
+ <room> #f
+ #:name "Computer Room"
+ #:desc '((p "A sizable computer cabinet covers a good portion of the left
+wall. It emits a pleasant hum which covers the room like a warm blanket.
+Connected to a computer is a large hard drive.")
+ (p "On the floor is a large steel panel. It is closed, but it has
+hinges which suggest it could be opened."))
+ #:exits
+ (list (make <exit>
+ #:name "east"
+ #:to 'playroom)))
+ ('computer-room:hard-drive
+ <hard-drive> 'computer-room
+ #:name "a hard drive"
+ #:desc (wrap-apply hard-drive-desc)
+ #:goes-by '("hard drive" "drive" "hard disk"))))
+
+
\f
;;; Game
;;; ----
(define (game-spec)
(append lobby grand-hallway smoking-parlor
- playroom break-room))
+ playroom break-room computer-room))
;; TODO: Provide command line args
(define (run-game . args)