;;; Lobby
;;; -----
-(define-mhandler (npc-chat-randomly actor message)
+(define (npc-chat-randomly actor message . _)
(define text-to-send
(format #f "~a says: \"~a\"\n"
(slot-ref actor 'name)
(and (irregex-match name-sre name)
(not (member name forbidden-words))))
-(define-mhandler (sign-cmd-sign-in actor message direct-obj indir-obj)
+(define* (sign-cmd-sign-in actor message
+ #:key direct-obj indir-obj preposition)
(define old-name
- (message-ref
- (<-wait actor (message-from message) 'get-name)
- 'val))
+ (msg-receive (_ #:key val)
+ (<-wait actor (message-from message) 'get-name)
+ val))
(define name indir-obj)
(if (valid-name? indir-obj)
(begin
#:init-value
(simple-dispatcher summoning-bell-actions*)))
-(define-mhandler (summoning-bell-cmd-ring bell message)
+(define (summoning-bell-cmd-ring bell message)
+ ;; Call back to actor who invoked this message handler
+ ;; and find out their name. We'll call *their* get-name message
+ ;; handler... meanwhile, this procedure suspends until we get
+ ;; their response.
(define who-rang
- (message-ref
- (<-wait bell (message-from message) 'get-name)
- 'val))
+ (msg-receive (_ #:key val)
+ (<-wait bell (message-from message) 'get-name)
+ val))
+ ;; Now we'll invoke the "tell" message handler on the player
+ ;; who rang us, displaying this text on their screen.
+ ;; This one just uses <- instead of <-wait, since we don't
+ ;; care when it's delivered; we're not following up on it.
(<- bell (message-from message) 'tell
#:text "*ring ring!* You ring the bell!\n")
+ ;; We also want everyone else in the room to "hear" the bell,
+ ;; but they get a different message since they aren't the ones
+ ;; ringing it. Notice here's where we make use of the invoker's
+ ;; name as extracted and assigned to the who-rang variable.
+ ;; Notice how we send this message to our "location", which
+ ;; forwards it to the rest of the occupants in the room.
(<- bell (gameobj-loc bell) 'tell-room
#:text
(format #f "*ring ring!* ~a rings the bell!\n"
who-rang)
#:exclude (message-from message))
-
+ ;; Now we perform the primary task of the bell, which is to summon
+ ;; the "clerk" character to the room. (This is configurable,
+ ;; so we dynamically look up their address.)
(<- bell (dyn-ref bell (slot-ref bell 'summons)) 'be-summoned
#:who-summoned (message-from message)))
+(define prefect-quotes
+ '("I'm a frood who really knows where my towel is!"
+ "On no account allow a Vogon to read poetry at you."
+ "Time is an illusion, lunchtime doubly so!"
+ "How can you have money if none of you produces anything?"
+ "On no account allow Arthur to request tea on this ship."))
+
(define lobby
(lol
('room:lobby
"Chris Webber" ; heh, did you rtfc? or was it so obvious?
"hotel proprietor" "proprietor")
#:catchphrases hotel-owner-grumps)
- ;; NPC: desk clerk (comes when you ring the s)
- ;; impatient teenager, only stays around for a few minutes
- ;; complaining, then leaves.
-
;; Object: Sign
('thing:lobby:sign
<readable> 'room:lobby
('thing:cuddles-plushie
<thing> 'room:playroom
#:name "a cuddles plushie"
- #:goes-by '("plushie" "cuddles plushie")
+ #:goes-by '("plushie" "cuddles plushie" "cuddles")
#:takeable #t
#:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!")))
(cmd-sit-furniture (wrap-apply furniture-cmd-sit)))
gameobj-actions))))
-(define-mhandler (furniture-cmd-sit actor message direct-obj)
+(define* (furniture-cmd-sit actor message #:key direct-obj)
(define player-name
- (message-ref
- (<-wait actor (message-from message) 'get-name)
- 'val))
+ (msg-receive (_ #:key val)
+ (<-wait actor (message-from message) 'get-name)
+ val))
(<- actor (message-from message) 'tell
#:text (format #f "You ~a ~a.\n"
(slot-ref actor 'sit-phrase)
#:sit-phrase "hop on"
#:sit-phrase-third-person "hops onto"
#:sit-name "the bar stool")
+ ('npc:ford-prefect
+ <chatty-npc> 'room:smoking-parlor
+ #:name "Ford Prefect"
+ #:desc "Just some guy, you know?"
+ #:goes-by '("Ford Prefect" "ford prefect"
+ "frood" "prefect" "ford")
+ #:catchphrases prefect-quotes)
;; TODO: Cigar dispenser
(direct-command "talk" 'cmd-chat)
(direct-command "chat" 'cmd-chat)
(direct-command "ask" 'cmd-ask-incomplete)
- (prep-direct-command "ask" 'cmd-ask-about)))
+ (prep-direct-command "ask" 'cmd-ask-about)
+ (direct-command "dismiss" 'cmd-dismiss)))
(define clerk-commands*
(append clerk-commands thing-commands*))
(cmd-chat (wrap-apply clerk-cmd-chat))
(cmd-ask-incomplete (wrap-apply clerk-cmd-ask-incomplete))
(cmd-ask-about (wrap-apply clerk-cmd-ask))
+ (cmd-dismiss (wrap-apply clerk-cmd-dismiss))
(update-loop (wrap-apply clerk-act-update-loop))
(be-summoned (wrap-apply clerk-act-be-summoned))))
(define clerk-actions* (append clerk-actions
#:init-value
(simple-dispatcher clerk-actions*)))
-(define-mhandler (clerk-act-init clerk message)
+(define (clerk-act-init clerk message)
;; call the gameobj main init method
(gameobj-act-init clerk message)
;; start our main loop
energy particle physicist. But ya gotta pay the bills, especially
with tuition at where it is..."))
-(define-mhandler (clerk-cmd-chat clerk message)
+(define* (clerk-cmd-chat clerk message #:key direct-obj)
(match (slot-ref clerk 'state)
('on-duty
(<- clerk (message-from message) 'tell
(random-choice clerk-slacking-complaints)
"\"\n")))))
-(define-mhandler (clerk-cmd-ask-incomplete clerk message)
+(define (clerk-cmd-ask-incomplete clerk message)
(<- clerk (message-from message) 'tell
#:text "The clerk says, \"Ask about what?\"\n"))
(define clerk-doesnt-know-text
"The clerk apologizes and says she doesn't know about that topic.\n")
-(define-mhandler (clerk-cmd-ask clerk message indir-obj)
+(define (clerk-cmd-ask clerk message indir-obj)
(match (slot-ref clerk 'state)
('on-duty
(match (assoc (pk 'indir indir-obj) clerk-help-topics)
(<- clerk (message-from message) 'tell
#:text "The clerk says, \"Sorry, I'm on my break.\"\n"))))
-(define-mhandler (clerk-act-be-summoned clerk message who-summoned)
+(define (clerk-act-be-summoned clerk message who-summoned)
(match (slot-ref clerk 'state)
('on-duty
(<- clerk who-summoned 'tell
You can ask me about the following:
" clerk-knows-about ".\"\n")))))
+(define (clerk-cmd-dismiss clerk message)
+ (define player-name
+ (msg-receive (_ #:key val)
+ (<-wait clerk (message-from message) 'get-name)
+ val))
+ (match (slot-ref clerk 'state)
+ ('on-duty
+ (<- clerk (gameobj-loc clerk) 'tell-room
+ #:text
+ (format #f "\"Thanks ~a!\" says the clerk. \"I have somewhere I need to be.\"
+The clerk leaves the room in a hurry.\n"
+ player-name)
+ #:exclude (actor-id clerk))
+ (gameobj-set-loc! clerk (dyn-ref clerk 'room:break-room))
+ (slot-set! clerk 'state 'slacking)
+ (<- clerk (gameobj-loc clerk) 'tell-room
+ #:text clerk-return-to-slacking-text
+ #:exclude (actor-id clerk)))
+ ('slacking
+ (<- clerk (message-from message) 'tell
+ #:text "The clerk sternly asks you to not be so dismissive.\n"))))
+
(define clerk-slacking-texts
'("The clerk takes a long drag on her cigarette.\n"
"The clerk scrolls through text messages on her phone.\n"
(define clerk-return-to-slacking-text
"The desk clerk enters and slams the door behind her.\n")
-(define-mhandler (clerk-act-update-loop clerk message)
+(define (clerk-act-update-loop clerk message)
(define (tell-room text)
(<- clerk (gameobj-loc clerk) 'tell-room
- #:text text))
- (define (loop return)
- (define (stop-if-destructed)
- (if (slot-ref clerk 'destructed)
- (return #f)))
- (match (slot-ref clerk 'state)
- ('slacking
- (tell-room (random-choice clerk-slacking-texts))
- (8sleep (+ (random 10) 10))
- (stop-if-destructed)
- (loop return))
- ('on-duty
- (if (> (slot-ref clerk 'patience) 0)
- ;; Keep working but lose patience gradually
- (begin
- (tell-room (random-choice clerk-working-impatience-texts))
- (slot-set! clerk 'patience (- (slot-ref clerk 'patience)
- (+ (random 2) 1)))
- (8sleep (+ (random 25) 20))
- (stop-if-destructed)
- (loop return))
- ;; Back to slacking
- (begin
- (tell-room clerk-slack-excuse-text)
- ;; back bto the break room
- (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room:break-room)))
- (tell-room clerk-return-to-slacking-text)
- ;; annnnnd back to slacking
- (slot-set! clerk 'state 'slacking)
- (8sleep (+ (random 30) 15))
- (stop-if-destructed)
- (loop return))))))
- (call/ec loop))
+ #:text text
+ #:exclude (actor-id clerk)))
+ (define (loop-if-not-destructed)
+ (if (not (slot-ref clerk 'destructed))
+ (<- clerk (actor-id clerk) 'update-loop)))
+ (match (slot-ref clerk 'state)
+ ('slacking
+ (tell-room (random-choice clerk-slacking-texts))
+ (8sleep (+ (random 10) 10))
+ (loop-if-not-destructed))
+ ('on-duty
+ (if (> (slot-ref clerk 'patience) 0)
+ ;; Keep working but lose patience gradually
+ (begin
+ (tell-room (random-choice clerk-working-impatience-texts))
+ (slot-set! clerk 'patience (- (slot-ref clerk 'patience)
+ (+ (random 2) 1)))
+ (8sleep (+ (random 25) 20))
+ (loop-if-not-destructed))
+ ;; Back to slacking
+ (begin
+ (tell-room clerk-slack-excuse-text)
+ ;; back bto the break room
+ (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room:break-room)))
+ (tell-room clerk-return-to-slacking-text)
+ ;; annnnnd back to slacking
+ (slot-set! clerk 'state 'slacking)
+ (8sleep (+ (random 30) 15))
+ (loop-if-not-destructed))))))
+
(define break-room
(lol