<room> #f
#:name "Hotel Lobby"
#:desc
- " You're in some sort of hotel lobby. You see a large sign hanging
-over the desk that says \"Hotel Bricabrac\". On the desk is a bell
-that says \"ring for service\". Terrible music plays from a speaker
-somewhere overhead.
- The room is lined with various curio cabinets, filled with all sorts
-of kitschy junk. It looks like whoever decorated this place had great
-ambitions, but actually assembled it all in a hurry and used whatever
-kind of objects they found lying around.
- There's a door to the north leading to some kind of hallway."
+ '((p "You're in some sort of hotel lobby. You see a large sign hanging "
+ "over the desk that says \"Hotel Bricabrac\". On the desk is a bell "
+ "that says \"'ring bell' for service\". Terrible music plays from a speaker "
+ "somewhere overhead. "
+ "The room is lined with various curio cabinets, filled with all sorts "
+ "of kitschy junk. It looks like whoever decorated this place had great "
+ "ambitions, but actually assembled it all in a hurry and used whatever "
+ "kind of objects they found lying around.")
+ (p "There's a door to the north leading to some kind of hallway."))
#:exits
(list (make <exit>
#:name "north"
('npc:lobby:hotel-owner
<chatty-npc> 'room:lobby
#:name "a frumpy fellow"
- #:desc " Whoever this is, they looks totally exhausted. They're
+ #:desc
+ '((p " Whoever this is, they looks totally exhausted. They're
collapsed into the only comfortable looking chair in the room and you
don't get the sense that they're likely to move any time soon.
You notice they're wearing a sticker badly adhesed to their clothing
which says \"Hotel Proprietor\", but they look so disorganized that you
think that can't possibly be true... can it?
Despite their exhaustion, you sense they'd be happy to chat with you,
-though the conversation may be a bit one sided."
+though the conversation may be a bit one sided."))
#:goes-by '("frumpy fellow" "fellow"
"Chris Webber" ; heh, did you rtfc? or was it so obvious?
"hotel proprietor" "proprietor")
#:name "sign-in form"
#:goes-by '("sign-in form" "form" "signin form")
#:desc "It looks like you could sign this form and set your name.")
- ;; Object: desk
- ;; - Object: bell
- ;; - Object: sign in form
- ;; - Object: pamphlet
- ;; Object: <invisible bell>: reprimands that you want to ring the
- ;; bell on the desk
)
)
<gameobj> 'room:grand-hallway
#:name "a statue"
#:desc " The statue is of a serious-looking bearded man with long, flowing hair.
-The inscription says \"St. Ignucius\".
It has a large physical halo. Removing it is tempting, but it looks pretty
well fastened."
#:goes-by '("statue" "st ignucius" "st. ignucius"))))
('room:smoking-parlor
<room> #f
#:name "Smoking Parlor"
- #:desc " This room looks quite posh. There are huge comfy seats you can sit in
-if you like.
- Strangely, you see a large sign saying \"No Smoking\". The owners must
-have installed this place and then changed their mind later.
- There's a door to the west leading back to the grand hallway, and
-a nondescript steel door to the south, leading apparently outside."
+ #:desc
+ '((p "This room looks quite posh. There are huge comfy seats you can sit in
+if you like. Strangely, you see a large sign saying \"No Smoking\". The owners must
+have installed this place and then changed their mind later.")
+ (p "There's a door to the west leading back to the grand hallway, and
+a nondescript steel door to the south, leading apparently outside."))
#:exits
(list (make <exit>
#:name "west"
(make <exit>
#:name "south"
#:to 'room:break-room)))
- ('thing:smoking-room:chair
+ ('thing:smoking-parlor:chair
<furniture> 'room:smoking-parlor
#:name "a comfy leather chair"
#:desc " That leather chair looks really comfy!"
#:sit-phrase "sink into"
#:sit-phrase-third-person "sinks into"
#:sit-name "the comfy leather chair")
- ('thing:smoking-room:sofa
+ ('thing:smoking-parlor:sofa
<furniture> 'room:smoking-parlor
#:name "a plush leather sofa"
#:desc " That leather chair looks really comfy!"
#:sit-phrase "sprawl out on"
#:sit-phrase-third-person "sprawls out on into"
#:sit-name "the plush leather couch")
- ('thing:smoking-room:bar-stool
+ ('thing:smoking-parlor:bar-stool
<furniture> 'room:smoking-parlor
#:name "a bar stool"
#:desc " Conveniently located near the bar! Not the most comfortable
"frood" "prefect" "ford")
#:catchphrases prefect-quotes)
- ;; TODO: Cigar dispenser
+ ('thing:smoking-parlor:no-smoking-sign
+ <thing> 'room:smoking-parlor
+ #:generally-visible #f
+ #:name "No Smoking Sign"
+ #:desc "This sign says \"No Smoking\" in big, red letters.
+It has some bits of bubble gum stuck to it... yuck."
+ #:goes-by '("no smoking sign" "sign"))
+ ;; TODO: Cigar dispenser
))
\f
(update-loop clerk-act-update-loop)
(be-summoned clerk-act-be-summoned))))
-(define (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
(define clerk-knows-about
- "'changing name', 'common commands', and 'about the hotel'")
+ "'ask clerk about changing name', 'ask clerk about common commands', and 'ask clerk about the hotel'")
(define clerk-general-helpful-line
(string-append
(random-choice clerk-slacking-complaints)
"\"\n")))))
-(define (clerk-cmd-ask-incomplete clerk message)
+(define (clerk-cmd-ask-incomplete clerk message . _)
(<- (message-from message) 'tell
#:text "The clerk says, \"Ask about what?\"\n"))
"The clerk fumbles around for a cigarette.\n"))
(define clerk-working-impatience-texts
- '("The clerk struggles to retain an interested and polite smile.\n"
- "The clerk checks the time on her phone.\n"
- "The clerk taps her foot.\n"
- "The clerk takes a deep breath.\n"
- "The clerk yawns.\n"
- "The clerk drums her nails on the counter.\n"
- "The clerk clicks around on the desk computer.\n"))
+ '("The clerk hums something, but you're not sure what it is."
+ "The clerk attempts to change the overhead music, but the dial seems broken."
+ "The clerk clicks around on the desk computer."
+ "The clerk scribbles an equation on a memo pad, then crosses it out."
+ "The clerk mutters something about the proprietor having no idea how to run a hotel."
+ "The clerk thumbs through a printout of some physics paper."))
(define clerk-slack-excuse-text
- "The desk clerk excuses herself, claiming she has important things to
-attend to.\n")
+ "The desk clerk excuses herself, but says you are welcome to ring the bell
+if you need further help.")
(define clerk-return-to-slacking-text
"The desk clerk enters and slams the door behind her.\n")
(match (slot-ref clerk 'state)
('slacking
(tell-room (random-choice clerk-slacking-texts))
- (8sleep (+ (random 10) 10))
+ (8sleep (+ (random 20) 15))
(loop-if-not-destructed))
('on-duty
(if (> (slot-ref clerk 'patience) 0)
(tell-room (random-choice clerk-working-impatience-texts))
(slot-set! clerk 'patience (- (slot-ref clerk 'patience)
(+ (random 2) 1)))
- (8sleep (+ (random 25) 20))
+ (8sleep (+ (random 60) 40))
(loop-if-not-destructed))
;; Back to slacking
(begin
#:name "the hotel desk clerk"
#:desc " The hotel clerk is wearing a neatly pressed uniform bearing the
hotel insignia. She looks like she'd much rather be somewhere else."
- #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))))
+ #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))
+ ('thing:break-room:void
+ <thing> 'room:break-room
+ #:generally-visible #f
+ #:name "The Void"
+ #:desc "As you stare into the void, the void stares back into you."
+ #:goes-by '("void" "abyss" "nothingness"))))
\f
;;; Game
;;; ----
-(define game-spec
+(define (game-spec)
(append lobby grand-hallway smoking-parlor
playroom break-room))
;; TODO: Provide command line args
(define (run-game . args)
- (run-demo game-spec 'room:lobby #:repl-server #t))
+ (run-demo (game-spec) 'room:lobby #:repl-server #t))