Maps and etc
[mudsync.git] / worlds / bricabrac.scm
index b816c88a8ed592340b252cf2bb1c53ce9080eb91..55e9cc2654f476355f2019e379a4a4b9d73cbd2b 100644 (file)
@@ -19,9 +19,8 @@
 ;;; Hotel Bricabrac
 
 (use-modules (mudsync)
-             (mudsync parser)
-             (8sync actors)
-             (8sync agenda)
+             (mudsync container)
+             (8sync)
              (oop goops)
              (ice-9 control)
              (ice-9 format)
 ;;; Some simple object types.
 ;;; =========================
 
-(define readable-commands
-  (list
-   (direct-command "read" 'cmd-read)))
-
-(define readable-commands*
-  (append readable-commands
-          thing-commands))
-
-(define-class <readable> (<thing>)
+(define-class <readable> (<gameobj>)
   (read-text #:init-value "All it says is: \"Blah blah blah.\""
              #:init-keyword #:read-text)
   (commands
-   #:init-value readable-commands*)
+   #:allocation #:each-subclass
+   #:init-thunk (build-commands
+                 ("read" ((direct-command cmd-read)))))
   (actions #:allocation #:each-subclass
-           #:init-value (build-actions
+           #: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
-      #: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
   (<- (message-from message) 'tell
       #:text text-to-send))
 
-(define chat-commands
-  (list
-   (direct-command "chat" 'cmd-chat)
-   (direct-command "talk" 'cmd-chat)))
-
 (define hotel-owner-grumps
   '("Eight sinks!  Eight sinks!  And I couldn't unwind them..."
     "Don't mind the mess.  I built this place on a dare, you
@@ -105,30 +118,22 @@ or 'skribe'?  Now *that's* composition!"))
   (catchphrases #:init-value '("Blarga blarga blarga!")
                 #:init-keyword #:catchphrases)
   (commands
-   #:init-value chat-commands)
+   #:allocation #:each-subclass
+   #:init-thunk (build-commands
+                 (("chat" "talk") ((direct-command cmd-chat)))))
   (actions #:allocation #:each-subclass
-           #:init-value
+           #:init-thunk
            (build-actions
             (cmd-chat npc-chat-randomly))))
 
-(define random-bricabrac
-  '("a creepy porcelain doll"
-    "assorted 1950s robots"
-    "an exquisite tea set"
-    "an antique mustard pot"
-    "the pickled head of Elvis"
-    "the pickled circuitboard of EVLIS"
-    "a scroll of teletype paper holding the software Four Freedoms"
-    "a telephone shaped like an orange cartoon cat"))
-
 (define-class <sign-in-form> (<gameobj>)
   (commands
-   #:init-value
-   (list
-    (prep-direct-command "sign" 'cmd-sign-form
-                         '("as"))))
+   #:allocation #:each-subclass
+   #:init-thunk (build-commands
+                 ("sign" ((prep-direct-command cmd-sign-form '("as"))))))
+
   (actions #:allocation #:each-subclass
-           #:init-value (build-actions
+           #:init-thunk (build-actions
                          (cmd-sign-form sign-cmd-sign-in))))
 
 
@@ -160,20 +165,15 @@ Alphanumerics, _ and - only, 2-15 characters, starts with an alphabetic
 character.\n")))
 
 
-(define summoning-bell-commands
-  (list
-   (direct-command "ring" 'cmd-ring)))
-(define summoning-bell-commands*
-  (append summoning-bell-commands
-          thing-commands*))
-
-(define-class <summoning-bell> (<thing>)
+(define-class <summoning-bell> (<gameobj>)
   (summons #:init-keyword #:summons)
 
   (commands
-   #:init-value summoning-bell-commands*)
+   #:allocation #:each-subclass
+   #:init-thunk (build-commands
+                 ("ring" ((direct-command cmd-ring)))))
   (actions #:allocation #:each-subclass
-           #:init-value (build-actions
+           #:init-thunk (build-actions
                          (cmd-ring summoning-bell-cmd-ring))))
 
 (define* (summoning-bell-cmd-ring bell message . _)
@@ -215,9 +215,16 @@ character.\n")))
     "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
-   ('room:lobby
+   ('lobby
     <room> #f
     #:name "Hotel Lobby"
     #:desc
@@ -233,10 +240,10 @@ character.\n")))
     #:exits
     (list (make <exit>
             #:name "north"
-            #:to 'room:grand-hallway)))
+            #:to 'grand-hallway)))
    ;; NPC: hotel owner
-   ('npc:lobby:hotel-owner
-    <chatty-npc> 'room:lobby
+   ('lobby:hotel-owner
+    <chatty-npc> 'lobby
     #:name "a frumpy fellow"
     #:desc
     '((p "  Whoever this is, they looks totally exhausted.  They're
@@ -252,8 +259,8 @@ though the conversation may be a bit one sided."))
                 "hotel proprietor" "proprietor")
     #:catchphrases hotel-owner-grumps)
    ;; Object: Sign
-   ('thing:lobby:sign
-    <readable> 'room:lobby
+   ('lobby:sign
+    <readable> 'lobby
     #:name "the Hotel Bricabrac sign"
     #:desc "  It strikes you that there's something funny going on with this sign.
 Sure enough, if you look at it hard enough, you can tell that someone
@@ -266,73 +273,307 @@ Classy!"
                 "hotel bricabrac sign"
                 "lobby sign"))
 
-   ('thing:lobby:bell
-    <summoning-bell> 'room:lobby
+   ('lobby:bell
+    <summoning-bell> 'lobby
     #:name "a shiny brass bell"
     #:goes-by '("shiny brass bell" "shiny bell" "brass bell" "bell")
     #: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 'npc:break-room: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
-   ('thing:lobby:cabinet
-    <gameobj> 'room:lobby
+   ;; TODO: respond to attempts to open the curio cabinet
+   ('lobby:cabinet
+    <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")
+    #:goes-by '("curio cabinet" "cabinet" "bricabrac cabinet"
+                "cabinet of curiosities")
     #:desc (lambda _
              (format #f "  The curio cabinet is full of all sorts of oddities!
 Something catches your eye!
-Ooh, ~a!" (random-choice random-bricabrac))))
-   ('thing:lobby:sign-in-form
-    <sign-in-form> 'room: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.")
-   ;; Object: desk
-   ;;  - Object: bell
-   ;;  - Object: sign in form
-   ;;  - Object: pamphlet
-   ;; Object: <invisible bell>: reprimands that you want to ring the
-   ;;   bell on the desk
-   )
-  )
+Ooh, ~a!" (random-choice
+           '("a creepy porcelain doll"
+             "assorted 1950s robots"
+             "an exquisite tea set"
+             "an antique mustard pot"
+             "the pickled head of Elvis"
+             "the pickled circuitboard of EVLIS"
+             "a scroll of teletype paper holding the software Four Freedoms"
+             "a telephone shaped like an orange cartoon cat")))))
+
+   ('lobby:porcelain-doll
+    <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
+    <cabinet-item> 'lobby
+    #:invisible? #t
+    #:name "a set of 1950s robots"
+    #:desc "There's a whole set of these 1950s style robots.
+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
+    <cabinet-item> 'lobby
+    #:invisible? #t
+    #:name "a tea set"
+    #:desc "A complete tea set.  Some of the cups are chipped.
+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
+    <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
+nice design, and it's an antique, but you can't imagine putting something
+like this in a museum.")
+             (p "Ha... imagine that... a mustard museum."))
+    #:goes-by '("mustard pot" "antique mustard pot" "mustard"))
+   ('lobby:head-of-elvis
+    <cabinet-item> 'lobby
+    #:invisible? #t
+    #:name "the pickled head of Elvis"
+    #:desc '((p "It's a jar full of some briny-looking liquid and...
+a free floating head.  The head looks an awful lot like Elvis, and
+definitely not the younger Elvis.  The hair even somehow maintains
+that signature swoop while suspended in liquid.  But of course it's
+not Elvis.")
+             (p "Oh, wait, it has a label at the bottom which says:
+\"This is really the head of Elvis\".  Well... maybe don't believe
+everything you read."))
+    #:goes-by '("pickled head of elvis" "pickled head of Elvis"
+                "elvis" "Elvis" "head" "pickled head"))
+   ('lobby:circuitboard-of-evlis
+    <cabinet-item> 'lobby
+    #:invisible? #t
+    #:name "the pickled circuitboard of Evlis"
+    #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS.
+This is quite the find, and you bet just about anyone interested in
+preserving computer history would love to get their hands on this.")
+             (p "Unfortunately, whatever moron did acquire this has
+no idea what it means to preserve computers, so here it is floating
+in some kind of briny liquid.  It appears to be heavily corroded.
+Too bad..."))
+    #:goes-by '("pickled circuitboard of evlis" "pickled circuitboard of Evlis"
+                "pickled circuitboard of EVLIS"
+                "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard"))
+   ('lobby:teletype-scroll
+    <cabinet-item> 'lobby
+    #:invisible? #t
+    #:name "a scroll of teletype"
+    #:desc '((p "This is a scroll of teletype paper.  It's a bit old
+and yellowed but the type is very legible.  It says:")
+             (br)
+             (i
+              (p (strong "== The four essential freedoms =="))
+              (p "A program is free software if the program's users have
+the four essential freedoms: ")
+              (ul (li "The freedom to run the program as you wish, for any purpose (freedom 0).")
+                  (li "The freedom to study how the program works, and change it so it does your computing as you wish (freedom 1). Access to the source code is a precondition for this.")
+                  (li "The freedom to redistribute copies so you can help your neighbor (freedom 2).")
+                  (li "The freedom to distribute copies of your modified versions to others (freedom 3). By doing this you can give the whole community a chance to benefit from your changes. Access to the source code is a precondition for this.")))
+             (p "You get this feeling that ambiguities in the
+English language surrounding the word 'free' have lead to a lot of terminology debates."))
+    #:goes-by '("scroll of teletype" "scroll of teletype paper" "teletype scroll"
+                "teletype paper" "scroll" "four freedoms"
+                "scroll of teletype paper holding the software Four Freedoms"
+                "scroll of teletype paper holding the software four freedoms"))
+   ('lobby:orange-cat-phone
+    <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.
+It resembles a striped tabby, and it's eyes hold the emotion of
+a being both sleepy and smarmy.
+You suspect that someone, somewhere made a ton of cash on items holding
+this general shape in the 1990s."
+    #:goes-by '("orange cartoon cat phone" "orange cartoon cat telephone"
+                "orange cat phone" "orange cat telephone"
+                "cartoon cat phone" "cartoon cat"
+                "cat phone" "cat telephone" "phone" "telephone"))))
 
 
 \f
 ;;; 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!")))
+  (<- (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
-   ('room:grand-hallway
+   ('grand-hallway
     <room> #f
     #:name "Grand Hallway"
-    #:desc "  A majestic red carpet runs down the center of the room.
+    #:desc '((p "  A majestic red carpet runs down the center of the room.
 Busts of serious looking people line the walls, but there's no
-clear indication that they have any logical relation to this place.
-  In the center is a large statue of a bearded man.  You wonder what
-that's all about?
-  To the south is the lobby.  A door to the east is labeled \"smoking
-room\", while a door to the west is labeled \"playroom\"."
+clear indication that they have any logical relation to this place.")
+             (p "In the center is a large statue of a woman in a warrior's
+pose, but something is strange about her weapon and shield.  You wonder what
+that's all about?")
+             (p "To the south is the lobby.  A door to the east is labeled \"smoking
+room\", while a door to the west is labeled \"playroom\"."))
     #:exits
     (list (make <exit>
             #:name "south"
-            #:to 'room:lobby)
+            #:to 'lobby)
           (make <exit>
             #:name "west"
-            #:to 'room:playroom)
+            #:to 'playroom)
           (make <exit>
             #:name "east"
-            #:to 'room:smoking-parlor)))
-   ('thing:ignucius-statue
-    <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"))))
+            #: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
+    <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.")
+             (p "Hackthena holds the form of a human woman.  She wears flowing
+robes, has a pear of curly bovine-esque horns protruding from the sides of her
+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."))
+    #: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"
+    #:desc "Whoa, this isn't just any old keyboard, this is a Knight Keyboard!
+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
+    #: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"))
+   ('grand-hallway:hackthena-horns
+    <gameobj> 'grand-hallway
+    #:name "Hackthena's horns"
+    #:desc "They're not unlike a Gnu's horns."
+    #:invisible? #t
+    #: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
@@ -340,26 +581,56 @@ well fastened."
 
 (define playroom
   (lol
-   ('room: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 'room:grand-hallway)))
-   ('thing:playroom:cubey
-    <thing> 'room:playroom
-    #:name "cubey"
-    #:takeable #t
+            #:to 'grand-hallway)
+          (make <exit>
+            #:name "west"
+            #:to 'computer-room)))
+   ('playroom:cubey
+    <gameobj> 'playroom
+    #:name "Cubey"
+    #:take-me? #t
     #:desc "  It's a little foam cube with googly eyes on it.  So cute!")
-   ('thing:cuddles-plushie
-    <thing> 'room:playroom
-    #:name "a cuddles plushie"
+   ('playroom:cuddles-plushie
+    <gameobj> 'playroom
+    #:name "a Cuddles plushie"
     #:goes-by '("plushie" "cuddles plushie" "cuddles")
-    #:takeable #t
-    #:desc "  A warm and fuzzy cuddles plushie!  It's a cuddlefish!")))
+    #:take-me? #t
+    #:desc "  A warm and fuzzy cuddles plushie!  It's a cuddlefish!")
+
+   ('playroom:toy-chest
+    <container> 'playroom
+    #:name "a toy chest"
+    #:goes-by '("toy chest" "chest")
+    #:desc (lambda (toy-chest whos-looking)
+             (let ((contents (gameobj-occupants toy-chest)))
+               `((p "A brightly painted wooden chest.  The word \"TOYS\" is "
+                    "engraved on it.")
+                 (p "Inside you see:"
+                    ,(if (eq? contents '())
+                         " nothing!  It's empty!"
+                         `(ul ,(map (lambda (occupant)
+                                      `(li ,(mbody-val
+                                             (<-wait occupant 'get-name))))
+                                    (gameobj-occupants toy-chest))))))))
+    #:take-from-me? #t
+    #:put-in-me? #t)
+
+   ;; Things inside the toy chest
+   ('playroom:toy-chest:rubber-duck
+    <gameobj> 'playroom:toy-chest
+    #:name "a rubber duck"
+    #:goes-by '("rubber duck" "duck")
+    #:take-me? #t
+    #:desc "It's a yellow rubber duck with a bright orange beak.")))
 
 
 \f
@@ -382,11 +653,11 @@ if this room is intended for children or child-like adults."
   (sit-name #:init-keyword #:sit-name)
 
   (commands
-   #:init-value
-   (list
-    (direct-command "sit" 'cmd-sit-furniture)))
+   #:allocation #:each-subclass
+   #:init-thunk (build-commands
+                 ("sit" ((direct-command cmd-sit-furniture)))))
   (actions #:allocation #:each-subclass
-           #:init-value (build-actions
+           #:init-thunk (build-actions
                          (cmd-sit-furniture furniture-cmd-sit))))
 
 (define* (furniture-cmd-sit actor message #:key direct-obj)
@@ -406,7 +677,7 @@ if this room is intended for children or child-like adults."
 
 (define smoking-parlor
   (lol
-   ('room:smoking-parlor
+   ('smoking-parlor
     <room> #f
     #:name "Smoking Parlor"
     #:desc
@@ -418,20 +689,20 @@ a nondescript steel door to the south, leading apparently outside."))
     #:exits
     (list (make <exit>
             #:name "west"
-            #:to 'room:grand-hallway)
+            #:to 'grand-hallway)
           (make <exit>
             #:name "south"
-            #:to 'room:break-room)))
-   ('thing:smoking-room:chair
-    <furniture> 'room:smoking-parlor
+            #:to 'break-room)))
+   ('smoking-parlor:chair
+    <furniture> 'smoking-parlor
     #:name "a comfy leather chair"
     #:desc "  That leather chair looks really comfy!"
     #:goes-by '("leather chair" "comfy leather chair" "chair")
     #:sit-phrase "sink into"
     #:sit-phrase-third-person "sinks into"
     #:sit-name "the comfy leather chair")
-   ('thing:smoking-room:sofa
-    <furniture> 'room:smoking-parlor
+   ('smoking-parlor:sofa
+    <furniture> 'smoking-parlor
     #:name "a plush leather sofa"
     #:desc "  That leather chair looks really comfy!"
     #:goes-by '("leather sofa" "plush leather sofa" "sofa"
@@ -439,8 +710,8 @@ a nondescript steel door to the south, leading apparently outside."))
     #:sit-phrase "sprawl out on"
     #:sit-phrase-third-person "sprawls out on into"
     #:sit-name "the plush leather couch")
-   ('thing:smoking-room:bar-stool
-    <furniture> 'room:smoking-parlor
+   ('smoking-parlor:bar-stool
+    <furniture> 'smoking-parlor
     #:name "a bar stool"
     #:desc "  Conveniently located near the bar!  Not the most comfortable
 seat in the room, though."
@@ -448,16 +719,23 @@ seat in the room, though."
     #:sit-phrase "hop on"
     #:sit-phrase-third-person "hops onto"
     #:sit-name "the bar stool")
-   ('npc:ford-prefect
-    <chatty-npc> 'room:smoking-parlor
+   ('ford-prefect
+    <chatty-npc> '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
+   ('smoking-parlor:no-smoking-sign
+    <gameobj> 'smoking-parlor
+    #:invisible? #t
+    #: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
@@ -465,27 +743,23 @@ seat in the room, though."
 ;;; Breakroom
 ;;; ---------
 
-(define clerk-commands
-  (list
-   (direct-command "talk" 'cmd-chat)
-   (direct-command "chat" 'cmd-chat)
-   (direct-command "ask" 'cmd-ask-incomplete)
-   (prep-direct-command "ask" 'cmd-ask-about)
-   (direct-command "dismiss" 'cmd-dismiss)))
-(define clerk-commands*
-  (append clerk-commands thing-commands*))
-
-(define-class <desk-clerk> (<thing>)
+(define-class <desk-clerk> (<gameobj>)
   ;; The desk clerk has three states:
   ;;  - on-duty: Arrived, and waiting for instructions (and losing patience
   ;;    gradually)
   ;;  - slacking: In the break room, probably smoking a cigarette
   ;;    or checking text messages
   (state #:init-value 'slacking)
-  (commands #:init-value clerk-commands*)
+  (commands #:allocation #:each-subclass
+            #:init-thunk
+            (build-commands
+             (("talk" "chat") ((direct-command cmd-chat)))
+             ("ask" ((direct-command cmd-ask-incomplete)
+                     (prep-direct-command cmd-ask-about)))
+             ("dismiss" ((direct-command cmd-dismiss)))))
   (patience #:init-value 0)
   (actions #:allocation #:each-subclass
-           #:init-value (build-actions
+           #:init-thunk (build-actions
                          (init clerk-act-init)
                          (cmd-chat clerk-cmd-chat)
                          (cmd-ask-incomplete clerk-cmd-ask-incomplete)
@@ -494,7 +768,7 @@ seat in the room, though."
                          (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
@@ -560,7 +834,7 @@ with tuition at where it is..."))
                         #: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
@@ -586,7 +860,7 @@ so there's no need to ring the bell.\n"))
          #:text
          "The clerk's ears perk up, she stamps out a cigarette, and she
 runs out of the room!\n")
-     (gameobj-set-loc! clerk (dyn-ref clerk 'room:lobby))
+     (gameobj-set-loc! clerk (dyn-ref clerk 'lobby))
      (slot-set! clerk 'patience 8)
      (slot-set! clerk 'state 'on-duty)
      (<- (gameobj-loc clerk) 'tell-room
@@ -611,7 +885,7 @@ You can ask me about the following:
 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))
+     (gameobj-set-loc! clerk (dyn-ref clerk 'break-room))
      (slot-set! clerk 'state 'slacking)
      (<- (gameobj-loc clerk) 'tell-room
          #:text clerk-return-to-slacking-text
@@ -630,19 +904,16 @@ The clerk leaves the room in a hurry.\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 thumbs through a printout of some physics paper.\n"
-    "The clerk mutters that her dissertation isn't going to write itself.\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")
@@ -667,7 +938,7 @@ attend to.\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)
@@ -676,13 +947,13 @@ attend to.\n")
            (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
            (tell-room clerk-slack-excuse-text)
            ;; back bto the break room
-           (gameobj-set-loc! clerk (pk 'break-room (dyn-ref clerk 'room: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)
@@ -692,7 +963,7 @@ attend to.\n")
 
 (define break-room
   (lol
-   ('room:break-room
+   ('break-room
     <room> #f
     #:name "Employee Break Room"
     #:desc "  This is less a room and more of an outdoor wire cage.  You get
@@ -704,14 +975,28 @@ the scenery tapers off nothingness.  But that can't be right, can it?"
     #:exits
     (list (make <exit>
             #:name "north"
-            #:to 'room:smoking-parlor))
-    )
-   ('npc:break-room:desk-clerk
-    <desk-clerk> 'room:break-room
+            #:to 'smoking-parlor)))
+   ('break-room:desk-clerk
+    <desk-clerk> 'break-room
     #: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"))))
+hotel insignia.  She appears to be rather exhausted."
+    #:goes-by '("hotel desk clerk" "clerk" "desk clerk"))
+   ('break-room:void
+    <gameobj> 'break-room
+    #:invisible? #t
+    #:name "The Void"
+    #:desc "As you stare into the void, the void stares back into you."
+    #:goes-by '("void" "abyss" "nothingness" "scenery"))
+   ('break-room:fence
+    <gameobj> 'break-room
+    #:invisible? #t
+    #:name "break room cage"
+    #:desc "It's a mostly-cubical wire mesh surrounding the break area.
+You can see through the gaps, but they're too small to put more than a
+couple of fingers through.  There appears to be some wear and tear to
+the paint, but the wires themselves seem to be unusually sturdy."
+    #:goes-by '("fence" "cage" "wire cage"))))
 
 
 \f
@@ -722,15 +1007,319 @@ hotel insignia.  She looks like she'd much rather be somewhere else."
 ;;; 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
-          playroom break-room))
+          playroom break-room computer-room underground-lab))
 
 ;; TODO: Provide command line args
 (define (run-game . args)
-  (run-demo (game-spec) 'room:lobby #:repl-server #t))
+  (run-demo (game-spec) 'lobby #:repl-server #t))