X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=worlds%2Fbricabrac.scm;h=085822681aede781b2ae326cd68d622f56029bd7;hp=6ac795a3eda6bf79e3e6db0e480c9c1dcb4bd91a;hb=30b63e1ad9cab75cf45509e7e58dc713ddc82a21;hpb=0baf1da2f8a5139139284c819f5bff1f91e72c65 diff --git a/worlds/bricabrac.scm b/worlds/bricabrac.scm index 6ac795a..0858226 100644 --- a/worlds/bricabrac.scm +++ b/worlds/bricabrac.scm @@ -19,8 +19,8 @@ ;;; Hotel Bricabrac (use-modules (mudsync) - (8sync actors) - (8sync agenda) + (mudsync container) + (8sync) (oop goops) (ice-9 control) (ice-9 format) @@ -61,8 +61,7 @@ #:text (string-append (slot-ref actor 'read-text) "\n"))) -;; This one allows you to take from - +;; This one allows you to take from items that are proxied by it (define-actor () ((cmd-take-from take-from-proxy)) (proxy-items #:init-keyword #:proxy-items)) @@ -79,12 +78,12 @@ (mbody-val (<-wait obj-id 'goes-by))) (when (ci-member direct-obj goes-by) (<- obj-id 'cmd-take #:direct-obj direct-obj #:player player) - (escape))) + (escape #f))) (slot-ref gameobj 'proxy-items)) - (cmd-take-from gameobj message - #:direct-obj direct-obj #:indir-obj indir-obj - #:preposition preposition #:player player)))) + (<- player 'tell + #:text `("You don't see any such " ,direct-obj " to take " + ,preposition " " ,(slot-ref gameobj 'name) "."))))) @@ -132,6 +131,7 @@ or 'skribe'? Now *that's* composition!")) #: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)))) @@ -219,7 +219,7 @@ character.\n"))) (take-me? #:init-value (lambda _ (values #f #:why-not - `("Hm... no... the cabinet is locked and the properitor " + `("Hm, well... the cabinet is locked and the properitor " "is right over there."))))) (define lobby @@ -280,7 +280,7 @@ 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." - #:summons 'break-desk-clerk) + #:summons 'break-room:desk-clerk) ('lobby:sign-in-form 'lobby @@ -289,6 +289,7 @@ wanted to." #:desc "It looks like you could sign this form and set your name.") ;; Object: curio cabinets + ;; TODO: respond to attempts to open the curio cabinet ('lobby:cabinet 'lobby #:proxy-items '(lobby:porcelain-doll @@ -412,6 +413,57 @@ this general shape in the 1990s." ;;; Grand hallway ;;; ------------- +(define-actor () + ((cmd-take disc-shield-take))) + +(define* (disc-shield-take gameobj message + #:key direct-obj + (player (message-from message))) + (create-gameobj (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 () + ((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)) + (define grand-hallway (lol ('grand-hallway @@ -490,12 +542,12 @@ Hackthena must be an emacs user." `("Are you seriously considering desecrating a statue?"))) #:goes-by '("hackthena's horns" "horns" "horns of hacktena")) ('grand-hallway:disc-platter - '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..." + 'grand-hallway + #:name "Hackthena's shield" + #:desc "No wonder the \"shield\" looks unusual... it seems to be a hard disk +platter! It has \"RL02.5\" written on it. It looks kind of loose." #:invisible? #t - #:goes-by '("hard disc platter" "disc platter" "disc" "shield" "platter")))) + #:goes-by '("hackthena's shield" "shield" "platter" "hard disk platter")))) ;;; Playroom @@ -506,12 +558,16 @@ platter! It looks kind of loose..." ('playroom #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 #:name "east" - #:to 'grand-hallway))) + #:to 'grand-hallway) + (make + #:name "west" + #:to 'computer-room))) ('playroom:cubey 'playroom #:name "Cubey" @@ -525,7 +581,7 @@ if this room is intended for children or child-like adults." #:desc " A warm and fuzzy cuddles plushie! It's a cuddlefish!") ('playroom:toy-chest - 'playroom + 'playroom #:name "a toy chest" #:goes-by '("toy chest" "chest") #:desc (lambda (toy-chest whos-looking) @@ -752,7 +808,7 @@ 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 @@ -871,7 +927,7 @@ if you need further help.") (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) @@ -925,13 +981,147 @@ the paint, but the wires themselves seem to be unusually sturdy." ;;; 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 () + ((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) + (<- (gameobj-loc gameobj) 'tell-room + #:text text)) + (define (tell-room-excluding-player text) + (<- (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.")))))) + +(define computer-room + (lol + ('computer-room + #f + #:name "Computer Room" + #:desc '((p "A sizable computer cabinet covers a good portion of the left +wall. It emits a pleasant hum which covers the room like a warm blanket. +Connected to a computer is a large hard drive.") + (p "On the floor is a large steel panel. It is closed, but it has +hinges which suggest it could be opened.")) + #:exits + (list (make + #:name "east" + #:to 'playroom))) + ('computer-room:hard-drive + 'computer-room + #:name "a hard drive" + #:desc (wrap-apply hard-drive-desc) + #:goes-by '("hard drive" "drive" "hard disk")))) + + ;;; Game ;;; ---- (define (game-spec) (append lobby grand-hallway smoking-parlor - playroom break-room)) + playroom break-room computer-room)) ;; TODO: Provide command line args (define (run-game . args)