Maps and etc
[mudsync.git] / worlds / bricabrac.scm
index 548db77b0540cf9f1866dda90bbbf6ee840a076e..55e9cc2654f476355f2019e379a4a4b9d73cbd2b 100644 (file)
@@ -19,8 +19,8 @@
 ;;; Hotel Bricabrac
 
 (use-modules (mudsync)
 ;;; Hotel Bricabrac
 
 (use-modules (mudsync)
-             (8sync actors)
-             (8sync agenda)
+             (mudsync container)
+             (8sync)
              (oop goops)
              (ice-9 control)
              (ice-9 format)
              (oop goops)
              (ice-9 control)
              (ice-9 format)
            #:init-thunk (build-actions
                          (cmd-read readable-cmd-read))))
 
            #:init-thunk (build-actions
                          (cmd-read readable-cmd-read))))
 
-(define (readable-cmd-read actor message)
+(define (readable-cmd-read actor message . _)
   (<- (message-from message) 'tell
   (<- (message-from message) 'tell
-      #:text (string-append (slot-ref actor 'read-text) "\n")))
+      #:text (slot-ref actor 'read-text)))
+
+
+;; 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))
+
+(define* (take-from-proxy gameobj message
+                          #:key direct-obj indir-obj preposition
+                          (player (message-from message)))
+  (call/ec
+   (lambda (escape)
+     (for-each
+      (lambda (obj-sym)
+        (define obj-id (dyn-ref gameobj obj-sym))
+        (define goes-by
+          (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 #f)))
+      (slot-ref gameobj 'proxy-items))
+
+     (<- player 'tell
+        #:text `("You don't see any such " ,direct-obj " to take "
+                 ,preposition " " ,(slot-ref gameobj 'name) ".")))))
 
 
 \f
 
 
 \f
@@ -106,6 +131,7 @@ or 'skribe'?  Now *that's* composition!"))
    #:allocation #:each-subclass
    #:init-thunk (build-commands
                  ("sign" ((prep-direct-command cmd-sign-form '("as"))))))
    #: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))))
   (actions #:allocation #:each-subclass
            #:init-thunk (build-actions
                          (cmd-sign-form sign-cmd-sign-in))))
@@ -189,6 +215,13 @@ character.\n")))
     "How can you have money if none of you produces anything?"
     "On no account allow Arthur to request tea on this ship."))
 
     "How can you have money if none of you produces anything?"
     "On no account allow Arthur to request tea on this ship."))
 
+(define-class <cabinet-item> (<gameobj>)
+  (take-me? #:init-value
+            (lambda _
+              (values #f #:why-not
+                      `("Hm, well... the cabinet is locked and the properitor "
+                        "is right over there.")))))
+
 (define lobby
   (lol
    ('lobby
 (define lobby
   (lol
    ('lobby
@@ -247,11 +280,24 @@ Classy!"
     #: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."
     #: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
+    #: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 like so: "
+             (i "sign form as <my-name-here>")))
 
    ;; Object: curio cabinets
 
    ;; Object: curio cabinets
+   ;; TODO: respond to attempts to open the curio cabinet
    ('lobby:cabinet
    ('lobby:cabinet
-    <gameobj> 'lobby
+    <proxy-items> 'lobby
+    #:proxy-items '(lobby:porcelain-doll
+                    lobby:1950s-robots
+                    lobby:tea-set lobby:mustard-pot
+                    lobby:head-of-elvis lobby:circuitboard-of-evlis
+                    lobby:teletype-scroll lobby:orange-cat-phone)
     #:name "a curio cabinet"
     #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet"
                 "cabinet of curiosities")
     #:name "a curio cabinet"
     #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet"
                 "cabinet of curiosities")
@@ -267,21 +313,16 @@ Ooh, ~a!" (random-choice
              "the pickled circuitboard of EVLIS"
              "a scroll of teletype paper holding the software Four Freedoms"
              "a telephone shaped like an orange cartoon cat")))))
              "the pickled circuitboard of EVLIS"
              "a scroll of teletype paper holding the software Four Freedoms"
              "a telephone shaped like an orange cartoon cat")))))
-   ('lobby:sign-in-form
-    <sign-in-form> 'lobby
-    #: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.")
 
    ('lobby:porcelain-doll
 
    ('lobby:porcelain-doll
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a creepy porcelain doll"
     #:desc "It strikes you that while the doll is technically well crafted,
 it's also the stuff of nightmares."
     #:goes-by '("porcelain doll" "doll"))
    ('lobby:1950s-robots
     #:invisible? #t
     #:name "a creepy porcelain doll"
     #:desc "It strikes you that while the doll is technically well crafted,
 it's also the stuff of nightmares."
     #:goes-by '("porcelain doll" "doll"))
    ('lobby:1950s-robots
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a set of 1950s robots"
     #:desc "There's a whole set of these 1950s style robots.
     #:invisible? #t
     #:name "a set of 1950s robots"
     #:desc "There's a whole set of these 1950s style robots.
@@ -289,7 +330,7 @@ They seem to be stamped out of tin, and have various decorations of levers
 and buttons and springs.  Some of them have wind-up knobs on them."
     #:goes-by '("robot" "robots" "1950s robot" "1950s robots"))
    ('lobby:tea-set
 and buttons and springs.  Some of them have wind-up knobs on them."
     #:goes-by '("robot" "robots" "1950s robot" "1950s robots"))
    ('lobby:tea-set
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a tea set"
     #:desc "A complete tea set.  Some of the cups are chipped.
     #:invisible? #t
     #:name "a tea set"
     #:desc "A complete tea set.  Some of the cups are chipped.
@@ -297,7 +338,7 @@ You can imagine yourself joining a tea party using this set, around a
 nice table with some doilies, drinking some Earl Grey tea, hot.  Mmmm."
     #:goes-by '("tea set" "tea"))
    ('lobby:mustard-pot
 nice table with some doilies, drinking some Earl Grey tea, hot.  Mmmm."
     #:goes-by '("tea set" "tea"))
    ('lobby:mustard-pot
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a mustard pot"
     #:desc '((p "It's a mustard pot.  I mean, it's kind of cool, it has a
     #:invisible? #t
     #:name "a mustard pot"
     #:desc '((p "It's a mustard pot.  I mean, it's kind of cool, it has a
@@ -306,7 +347,7 @@ like this in a museum.")
              (p "Ha... imagine that... a mustard museum."))
     #:goes-by '("mustard pot" "antique mustard pot" "mustard"))
    ('lobby:head-of-elvis
              (p "Ha... imagine that... a mustard museum."))
     #:goes-by '("mustard pot" "antique mustard pot" "mustard"))
    ('lobby:head-of-elvis
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "the pickled head of Elvis"
     #:desc '((p "It's a jar full of some briny-looking liquid and...
     #:invisible? #t
     #:name "the pickled head of Elvis"
     #:desc '((p "It's a jar full of some briny-looking liquid and...
@@ -320,7 +361,7 @@ everything you read."))
     #:goes-by '("pickled head of elvis" "pickled head of Elvis"
                 "elvis" "Elvis" "head" "pickled head"))
    ('lobby:circuitboard-of-evlis
     #:goes-by '("pickled head of elvis" "pickled head of Elvis"
                 "elvis" "Elvis" "head" "pickled head"))
    ('lobby:circuitboard-of-evlis
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "the pickled circuitboard of Evlis"
     #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS.
     #:invisible? #t
     #:name "the pickled circuitboard of Evlis"
     #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS.
@@ -334,7 +375,7 @@ Too bad..."))
                 "pickled circuitboard of EVLIS"
                 "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard"))
    ('lobby:teletype-scroll
                 "pickled circuitboard of EVLIS"
                 "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard"))
    ('lobby:teletype-scroll
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a scroll of teletype"
     #:desc '((p "This is a scroll of teletype paper.  It's a bit old
     #:invisible? #t
     #:name "a scroll of teletype"
     #:desc '((p "This is a scroll of teletype paper.  It's a bit old
@@ -355,7 +396,7 @@ English language surrounding the word 'free' have lead to a lot of terminology d
                 "scroll of teletype paper holding the software Four Freedoms"
                 "scroll of teletype paper holding the software four freedoms"))
    ('lobby:orange-cat-phone
                 "scroll of teletype paper holding the software Four Freedoms"
                 "scroll of teletype paper holding the software four freedoms"))
    ('lobby:orange-cat-phone
-    <gameobj> 'lobby
+    <cabinet-item> 'lobby
     #:invisible? #t
     #:name "a telephone shaped like an orange cartoon cat"
     #:desc "It's made out of a cheap plastic, and it's very orange.
     #:invisible? #t
     #:name "a telephone shaped like an orange cartoon cat"
     #:desc "It's made out of a cheap plastic, and it's very orange.
@@ -373,30 +414,72 @@ this general shape in the 1990s."
 ;;; Grand hallway
 ;;; -------------
 
 ;;; Grand hallway
 ;;; -------------
 
-(define-actor <hackthena> (<gameobj>)
-  ((cmd-take-from hackthena-cmd-take-from)))
-
-(define* (hackthena-cmd-take-from gameobj message
-                                  #:key direct-obj indir-obj preposition
-                                  (player (message-from message)))
-  (define keyboard-goes-by
-    (mbody-val (<-wait (dyn-ref gameobj 'grand-hallway:keyboard) 'goes-by)))
-  (define disc-platter-goes-by
-    (mbody-val (<-wait (dyn-ref gameobj 'grand-hallway:disc-platter) 'goes-by)))
-
-  (cond ((member direct-obj keyboard-goes-by)
-         (<- player 'tell
-             #:text `("Are you kidding?  Do you know how hard it is to find "
-                      "a Knight Keyboard?  There's no way she's going "
-                      "to give that up.")))
-        ((member direct-obj disc-platter-goes-by)
-         'TODO)
-        (else
-         (<- player 'tell
-             #:text
-             `("Hackthena doesn't appear to be holding " ,direct-obj
-               ".")))))
+(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!")))
+  (<- (gameobj-loc gameobj) 'tell-room
+        #:text `(,(mbody-val (<-wait player 'get-name))
+                 " pulls on the shield of the statue, and a glowing "
+                 "copy of it materializes into their hands!")
+        #:exclude player)
+  (<- (gameobj-loc gameobj) 'tell-room
+      #:text
+      '(p "You hear a voice whisper: "
+          (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!")
+  (<- (mbody-val (<-wait player 'get-loc)) 'tell-room
+      #:text `(,(mbody-val (<-wait player 'get-name))
+               " drops a glowing disc, and it shatters into a million pieces!")
+      #:exclude player)
+  (gameobj-self-destruct gameobj))
+
+\f
+;;; Grand hallway
+
+(define lobby-map-text
+  "\
+                        |  :       :  |
+  .----------.----------.  :   &   :  .----------.----------.
+  | computer |          |& :YOU ARE: &|  smoking | *UNDER*  |
+  | room     + playroom +  : HERE  :  +  parlor  | *CONS-   |
+  |    >     |          |& :       : &|          | TRUCTION*|
+  '----------'----------'-++-------++-'-------+--'----------'
+                       |    '-----'    |     |   |
+                       :     LOBBY     :     '---'
+                        '.           .'
+                          '---------'")
 
 (define grand-hallway
   (lol
 
 (define grand-hallway
   (lol
@@ -421,9 +504,31 @@ room\", while a door to the west is labeled \"playroom\"."))
           (make <exit>
             #:name "east"
             #:to 'smoking-parlor)))
           (make <exit>
             #:name "east"
             #:to 'smoking-parlor)))
+   ('grand-hallway:map
+    <readable> 'grand-hallway
+    #:name "the hotel map"
+    #:desc '("This appears to be a map of the hotel. "
+             "Like the hotel itself, it seems to be "
+             "incomplete."
+             "You could read it if you want to.")
+    #:read-text `(pre ,lobby-map-text)
+    #:goes-by '("map" "hotel map"))
+   ('grand-hallway:carpet
+    <gameobj> 'grand-hallway
+    #:name "the Grand Hallway carpet"
+    #:desc "It's very red, except in the places where it's very worn."
+    #:invisible? #t
+    #:goes-by '("red carpet" "carpet"))
+   ('grand-hallway:busts
+    <gameobj> 'grand-hallway
+    #:name "the busts of serious people"
+    #:desc "There are about 6 of them in total.  They look distinguished
+but there's no indication of who they are."
+    #:invisible? #t
+    #:goes-by '("busts" "bust" "busts of serious people" "bust of serious person"))
    ('grand-hallway:hackthena-statue
    ('grand-hallway:hackthena-statue
-    <hackthena> 'grand-hallway
-    #:name "a statue"
+    <proxy-items> 'grand-hallway
+    #:name "the statue of Hackthena"
     #:desc '((p "The base of the statue says \"Hackthena, guardian of the hacker
 spirit\".  You've heard of Hackthena... not a goddess, but spiritual protector of
 all good hacks, and legendary hacker herself.")
     #:desc '((p "The base of the statue says \"Hackthena, guardian of the hacker
 spirit\".  You've heard of Hackthena... not a goddess, but spiritual protector of
 all good hacks, and legendary hacker herself.")
@@ -433,7 +538,10 @@ head, wears a pair of horn-rimmed glasses, and appears posed as if for battle.
 But instead of a weapon, she seems to hold some sort of keyboard.  And her
 shield... well it's round like a shield, but something seems off about it.
 You'd better take a closer look to be sure."))
 But instead of a weapon, she seems to hold some sort of keyboard.  And her
 shield... well it's round like a shield, but something seems off about it.
 You'd better take a closer look to be sure."))
-    #:goes-by '("hackthena statue" "hackthena" "statue" "statue of hackthena"))
+    #:goes-by '("hackthena statue" "hackthena" "statue" "statue of hackthena")
+    #:proxy-items '(grand-hallway:keyboard
+                    grand-hallway:disc-platter
+                    grand-hallway:hackthena-horns))
    ('grand-hallway:keyboard
     <gameobj> 'grand-hallway
     #:name "a Knight Keyboard"
    ('grand-hallway:keyboard
     <gameobj> 'grand-hallway
     #:name "a Knight Keyboard"
@@ -442,14 +550,30 @@ Any space cadet can see that with that kind of layout a hack-and-slayer could
 thrash out some serious key-chords like there's no tomorrow.  You guess
 Hackthena must be an emacs user."
     #:invisible? #t
 thrash out some serious key-chords like there's no tomorrow.  You guess
 Hackthena must be an emacs user."
     #:invisible? #t
+    #:take-me? (lambda _
+                 (values #f
+                         #:why-not
+                         `("Are you kidding?  Do you know how hard it is to find "
+                              "a Knight Keyboard?  There's no way she's going "
+                              "to give that up.")))
     #:goes-by '("knight keyboard" "keyboard"))
     #:goes-by '("knight keyboard" "keyboard"))
-   ('grand-hallway:disc-platter
+   ('grand-hallway:hackthena-horns
     <gameobj> 'grand-hallway
     <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..."
+    #:name "Hackthena's horns"
+    #:desc "They're not unlike a Gnu's horns."
     #:invisible? #t
     #:invisible? #t
-    #:goes-by '("hard disc platter" "disc platter" "disc" "shield" "platter"))))
+    #:take-me? (lambda _
+                 (values #f
+                         #:why-not
+                         `("Are you seriously considering desecrating a statue?")))
+    #:goes-by '("hackthena's horns" "horns" "horns of hacktena"))
+   ('grand-hallway:disc-platter
+    <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 '("hackthena's shield" "shield" "platter" "hard disk platter"))))
 
 \f
 ;;; Playroom
 
 \f
 ;;; Playroom
@@ -460,26 +584,30 @@ platter!  It looks kind of loose..."
    ('playroom
     <room> #f
     #:name "The 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"
     #:exits
     (list (make <exit>
             #:name "east"
-            #:to 'grand-hallway)))
+            #:to 'grand-hallway)
+          (make <exit>
+            #:name "west"
+            #:to 'computer-room)))
    ('playroom:cubey
     <gameobj> 'playroom
    ('playroom:cubey
     <gameobj> 'playroom
-    #:name "cubey"
+    #:name "Cubey"
     #:take-me? #t
     #:desc "  It's a little foam cube with googly eyes on it.  So cute!")
    ('playroom:cuddles-plushie
     <gameobj> 'playroom
     #:take-me? #t
     #:desc "  It's a little foam cube with googly eyes on it.  So cute!")
    ('playroom:cuddles-plushie
     <gameobj> 'playroom
-    #:name "a cuddles plushie"
+    #:name "a Cuddles plushie"
     #:goes-by '("plushie" "cuddles plushie" "cuddles")
     #:take-me? #t
     #:desc "  A warm and fuzzy cuddles plushie!  It's a cuddlefish!")
 
    ('playroom:toy-chest
     #:goes-by '("plushie" "cuddles plushie" "cuddles")
     #:take-me? #t
     #:desc "  A warm and fuzzy cuddles plushie!  It's a cuddlefish!")
 
    ('playroom:toy-chest
-    <gameobj> 'playroom
+    <container> 'playroom
     #:name "a toy chest"
     #:goes-by '("toy chest" "chest")
     #:desc (lambda (toy-chest whos-looking)
     #:name "a toy chest"
     #:goes-by '("toy chest" "chest")
     #:desc (lambda (toy-chest whos-looking)
@@ -706,7 +834,7 @@ with tuition at where it is..."))
                         #:allow-other-keys)
   (match (slot-ref clerk 'state)
     ('on-duty
                         #:allow-other-keys)
   (match (slot-ref clerk 'state)
     ('on-duty
-     (match (assoc (pk 'indir indir-obj) clerk-help-topics)
+     (match (assoc indir-obj clerk-help-topics)
        ((_ . info)
            (<- (message-from message) 'tell
                #:text
        ((_ . info)
            (<- (message-from message) 'tell
                #:text
@@ -825,7 +953,7 @@ if you need further help.")
          (begin
            (tell-room clerk-slack-excuse-text)
            ;; back bto the break room
          (begin
            (tell-room clerk-slack-excuse-text)
            ;; back bto the break room
-           (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'break-room)))
+           (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
            (tell-room clerk-return-to-slacking-text)
            ;; annnnnd back to slacking
            (slot-set! clerk 'state 'slacking)
            (tell-room clerk-return-to-slacking-text)
            ;; annnnnd back to slacking
            (slot-set! clerk 'state 'slacking)
@@ -879,13 +1007,317 @@ the paint, but the wires themselves seem to be unusually sturdy."
 ;;; Computer room
 ;;; -------------
 
 ;;; 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>)
+  ((cmd-put-in hard-drive-insert)
+   (cmd-push-button hard-drive-push-button)
+   (get-state hard-drive-act-get-state))
+  (commands #:allocation #:each-subclass
+            #:init-thunk (build-commands
+                          ("insert" ((prep-indir-command cmd-put-in
+                                                         '("in" "inside" "into"))))
+                          (("press" "push") ((prep-indir-command cmd-push-button)))))
+  ;; the state moves from: empty -> with-disc -> loading -> ready
+  (state #:init-value 'empty
+         #:accessor .state))
+
+(define (hard-drive-act-get-state hard-drive message)
+  (<-reply message (.state hard-drive)))
+
+(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."
+            "which is unlit.")
+       ,(if (member (.state hard-drive) '(loading ready))
+            "  The machine emits a gentle whirring noise."
+            ""))))
+
+(define* (hard-drive-push-button gameobj message
+                                 #:key direct-obj indir-obj preposition
+                                 (player (message-from message)))
+  (define (tell-room text)
+    (<-wait (gameobj-loc gameobj) 'tell-room
+            #:text text))
+  (define (tell-room-excluding-player text)
+    (<-wait (gameobj-loc gameobj) 'tell-room
+            #:text text
+            #:exclude player))
+  (cond
+   ((ci-member direct-obj '("button" "load button" "load"))
+    (tell-room-excluding-player
+     `(,(mbody-val (<-wait player 'get-name))
+       " presses the button on the hard disk."))
+    (<- player 'tell
+        #:text "You press the button on the hard disk.")
+
+    (case (.state gameobj)
+      ((empty)
+       ;; I have no idea what this drive did when you didn't have a platter
+       ;; in it and pressed load, but I know there was a FAULT button.
+       (tell-room "You hear some movement inside the hard drive...")
+       (8sleep 1.5)
+       (tell-room
+        '("... but then the FAULT button blinks a couple times. "
+          "What could be missing?")))
+      ((with-disc)
+       (set! (.state gameobj) 'loading)
+       (tell-room "The hard disk begins to spin up!")
+       (8sleep 2)
+       (set! (.state gameobj) 'ready)
+       (tell-room "The READY light turns on!"))
+      ((loading ready)
+       (<- player 'tell
+           #:text '("Pressing the button does nothing right now, "
+                    "but it does feel satisfying.")))))
+   (else
+    (<- player 'tell
+        #:text '("How could you think of pressing anything else "
+                 "but that tantalizing button right in front of you?")))))
+
+(define* (hard-drive-insert gameobj message
+                            #:key direct-obj indir-obj preposition
+                            (player (message-from message)))
+  (define our-name (slot-ref gameobj 'name))
+  (define this-thing
+    (call/ec
+     (lambda (return)
+       (for-each (lambda (occupant)
+                   (define goes-by (mbody-val (<-wait occupant 'goes-by)))
+                   (when (ci-member direct-obj goes-by)
+                     (return occupant)))
+                 (mbody-val (<-wait player 'get-occupants)))
+       ;; nothing found
+       #f)))
+  (cond
+   ((not this-thing)
+    (<- player 'tell
+        #:text `("You don't seem to have any such " ,direct-obj " to put "
+                 ,preposition " " ,our-name ".")))
+   ((not (mbody-val (<-wait this-thing 'get-prop 'hd-platter?)))
+    (<- player 'tell
+        #:text `("It wouldn't make sense to put "
+                 ,(mbody-val (<-wait this-thing 'get-name))
+                 " " ,preposition " " ,our-name ".")))
+   ((not (eq? (.state gameobj) 'empty))
+    (<- player 'tell
+        #:text "The disk drive already has a platter in it."))
+   (else
+    (set! (.state gameobj) 'with-disc)
+    (<- player 'tell
+        #:text '((p "You insert the glowing disc into the drive.")
+                 (p "The LOAD button begins to glow."))))))
+
+;; The computar
+(define-actor <computer> (<gameobj>)
+  ((cmd-run-program computer-run-program)
+   (cmd-run-what (lambda (gameobj message . _)
+                   (<- (message-from message) 'tell
+                       #:text '("The computer is already running, and a program appears "
+                                "ready to run."
+                                "you mean to \"run the program on the computer\"")))))
+  (commands #:allocation #:each-subclass
+            #:init-thunk (build-commands
+                          ("run" ((prep-indir-command cmd-run-program
+                                                      '("on"))
+                                  (direct-command cmd-run-what))))))
+
+(define* (computer-run-program gameobj message
+                               #:key direct-obj indir-obj preposition
+                               (player (message-from message)))
+  (define (hd-state)
+    (mbody-val (<-wait (dyn-ref gameobj 'computer-room:hard-drive) 'get-state)))
+  (define (tell-room text)
+    (<-wait (gameobj-loc gameobj) 'tell-room
+        #:text text))
+  (define (tell-room-excluding-player text)
+    (<-wait (gameobj-loc gameobj) 'tell-room
+            #:text text
+            #:exclude player))
+  (define (tell-player text)
+    (<-wait player 'tell
+            #:text text))
+  (cond
+   ((ci-member direct-obj '("program"))
+    (tell-room-excluding-player
+     `(,(mbody-val (<-wait player 'get-name))
+       " runs the program loaded on the computer..."))
+    (tell-player "You run the program on the computer...")
+
+    (cond
+     ((not (eq? (hd-state) 'ready))
+      (tell-room '("... but it errors out. "
+                   "It seems to be complaining about a " (b "DISK ERROR!")
+                   ". It looks like it is missing some essential software.")))
+     (else
+      (<- (dyn-ref gameobj 'computer-room:floor-panel) 'open-up))))))
+
+
+;; floor panel
+(define-actor <floor-panel> (<gameobj>)
+  ;; TODO: Add "open" verb, since obviously people will try that
+  ((open? (lambda (panel message)
+            (<-reply message (slot-ref panel 'open))))
+   (open-up floor-panel-open-up))
+  (open #:init-value #f))
+
+(define (floor-panel-open-up panel message)
+  (if (slot-ref panel 'open)
+      (<- (gameobj-loc panel) 'tell-room
+          #:text '("You hear some gears grind around the hinges of the "
+                   "floor panel, but it appears to already be open."))
+      (begin
+        (slot-set! panel 'open #t)
+        (<- (gameobj-loc panel) 'tell-room
+            #:text '("You hear some gears grind, as the metal panel on "
+                     "the ground opens and reveals a stairwell going down!")))))
+
+(define* (floor-panel-desc panel #:optional whos-looking)
+  `("It's a large metal panel on the floor in the middle of the room. "
+    ,(if (slot-ref panel 'open)
+         '("It's currently wide open, revealing a spiraling staircase "
+           "which descends into darkness.")
+         '("It's currently closed shut, but there are clearly hinges, and "
+           "it seems like there is a mechanism which probably opens it via "
+           "some automation.  What could be down there?"))))
+
+(define computer-room
+  (lol
+   ('computer-room
+    <room> #f
+    #:name "Computer Room"
+    #:desc (lambda (gameobj whos-looking)
+             (define panel-open
+               (mbody-val (<-wait (dyn-ref gameobj 'computer-room:floor-panel)
+                                  'open?)))
+             `((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.  "
+                  ,(if panel-open
+                       '("It is wide open, exposing a spiral staircase "
+                         "which descends into darkness.")
+                       '("It is closed, but it has hinges which "
+                         "suggest it could be opened.")))))
+    #:exits
+    (list (make <exit>
+            #:name "east"
+            #:to 'playroom)
+          (make <exit>
+            #:name "down"
+            #:to 'underground-lab
+            #:traverse-check
+            (lambda (exit room whos-exiting)
+              (define panel-open
+                (mbody-val (<-wait (dyn-ref room 'computer-room:floor-panel)
+                                   'open?)))
+              (if panel-open
+                  (values #t "You descend the spiral staircase.")
+                  (values #f '("You'd love to go down, but the only way "
+                               "through is through that metal panel, "
+                               "which seems closed.")))))))
+   ('computer-room:hard-drive
+    <hard-drive> 'computer-room
+    #:name "the hard drive"
+    #:desc (wrap-apply hard-drive-desc)
+    #:goes-by '("hard drive" "drive" "hard disk"))
+   ('computer-room:computer
+    <computer> 'computer-room
+    #:name "the computer"
+    #:desc '((p "It's a coat closet sized computer labeled \"PDP-11.5\". ")
+             (p "The computer is itself turned on, and it looks like it is "
+                "all set up for you to run a program on it."))
+    #:goes-by '("computer"))
+   ('computer-room:floor-panel
+    <floor-panel> 'computer-room
+    #:name "a floor panel"
+    #:desc (wrap-apply floor-panel-desc)
+    #:invisible? #t
+    #:goes-by '("floor panel" "panel"))))
+
+\f
+;;; * UNDERGROUND SECTION OF THE GAME! *
+
+\f
+;;; The lab
+
+(define underground-map-text
+  "\
+                            _______           |
+                         .-' @     '-.         \\   ?????
+                       .'             '.       .\\             
+                       |  [8sync Hive] |======'  '-_____
+                       ',      M      ,'
+                        '.         @ .'                                  
+                          \\  @     /                    
+                           '-__+__-'                
+                            '.  @ .'
+     .--------------.         \\ /
+     | [Guile Async |  .-------+------.
+     |    Museum]   |  |     [Lab] #!#|  .-------------.
+     |             @|  |  MM          |  |[Federation  |
+     | &      ^     +##+@ ||     <    +##|     Station]|
+     |              |  |           @  |  |             |
+     |         &  # |  |*You-Are-Here*|  '-------------'
+     | #   ^        | #+-------+------'
+     '-------+------' #        #
+             #        #        #
+             #        #   .-----------.
+           .-+----.   #   |#       F  |
+           |@?+%? +####   | ^   f##   |
+           '------'       |  f    f  %|
+                          |F [Mudsync |
+                          | $  Swamp] |
+                          '-----------'")
+
+(define underground-lab
+  (lol
+   ('underground-lab
+    <room> #f
+    #:name "Underground laboratory"
+    #:desc '("This appears to be some sort of underground laboratory. "
+             )
+    #:exits
+    (list (make <exit>
+            #:name "up"
+            #:to 'computer-room
+            #:traverse-check
+            (lambda (exit room whos-exiting)
+              (values #t "You climb the spiral staircase.")))))
+
+   ;; Test tubes
+   ;; map
+   ('underground-lab:map
+    <readable> 'underground-lab
+    #:name "the underground map"
+    #:desc '("This appears to be a map of the surrounding area. "
+             "You could read it if you want to.")
+    #:read-text `(pre ,underground-map-text)
+    #:goes-by '("map" "underground map" "lab map"))))
+
+
+
+
+
 \f
 ;;; Game
 ;;; ----
 
 (define (game-spec)
   (append lobby grand-hallway smoking-parlor
 \f
 ;;; Game
 ;;; ----
 
 (define (game-spec)
   (append lobby grand-hallway smoking-parlor
-          playroom break-room))
+          playroom break-room computer-room underground-lab))
 
 ;; TODO: Provide command line args
 (define (run-game . args)
 
 ;; TODO: Provide command line args
 (define (run-game . args)