X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=worlds%2Fbricabrac.scm;h=3f71ce71aef194b94786bc7012c023403654fd39;hp=e4014656086d840d59de217966c9d51f130788f4;hb=0171d36c85d9fe770d136661c3e1fe9c478895a1;hpb=ac149d2fed1ec8685458b492462bead29cf3ef20 diff --git a/worlds/bricabrac.scm b/worlds/bricabrac.scm index e401465..3f71ce7 100644 --- a/worlds/bricabrac.scm +++ b/worlds/bricabrac.scm @@ -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) @@ -46,21 +45,15 @@ ;;; Some simple object types. ;;; ========================= -(define readable-commands - (list - (direct-command "read" 'cmd-read))) - -(define readable-commands* - (append readable-commands - thing-commands)) - -(define-class () +(define-class () (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) @@ -68,6 +61,31 @@ #:text (string-append (slot-ref actor 'read-text) "\n"))) +;; 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)) + +(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) "."))))) + + ;;; Lobby ;;; ----- @@ -80,11 +98,6 @@ (<- (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 () (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 () +(define-class () (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 () + (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 #f #:name "Hotel Lobby" #:desc @@ -233,10 +240,10 @@ character.\n"))) #:exits (list (make #:name "north" - #:to 'room:grand-hallway))) + #:to 'grand-hallway))) ;; NPC: hotel owner - ('npc:lobby:hotel-owner - 'room:lobby + ('lobby:hotel-owner + '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 - 'room:lobby + ('lobby:sign + '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 +273,270 @@ Classy!" "hotel bricabrac sign" "lobby sign")) - ('thing:lobby:bell - 'room:lobby + ('lobby: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 + '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: curio cabinets - ('thing:lobby:cabinet - 'room:lobby + ;; TODO: respond to attempts to open the curio cabinet + ('lobby:cabinet + '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 - '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: : 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 + '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 + '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 + '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 + '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 + '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 + '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 + '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 + '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")))) ;;; 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, there is a bright glow... and a completely separate, +glowing copy of the disc materializes into your hands!") + (p "You hear a voice whispering in your ear: " + (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!") + (gameobj-self-destruct gameobj)) + (define grand-hallway (lol - ('room:grand-hallway + ('grand-hallway #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 #:name "south" - #:to 'room:lobby) + #:to 'lobby) (make #:name "west" - #:to 'room:playroom) + #:to 'playroom) (make #:name "east" - #:to 'room:smoking-parlor))) - ('thing:ignucius-statue - '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:carpet + '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 + '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 + #: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 + '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 + '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 + 'grand-hallway + #:name "Hackthena's shield" + #:desc "This isn't a shield after all, 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")))) ;;; Playroom @@ -340,26 +544,56 @@ well fastened." (define playroom (lol - ('room:playroom + ('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 'room:grand-hallway))) - ('thing:playroom:cubey - 'room:playroom - #:name "cubey" - #:takeable #t + #:to 'grand-hallway) + (make + #:name "west" + #:to 'computer-room))) + ('playroom:cubey + 'playroom + #:name "Cubey" + #:take-me? #t #:desc " It's a little foam cube with googly eyes on it. So cute!") - ('thing:cuddles-plushie - 'room:playroom - #:name "a cuddles plushie" + ('playroom:cuddles-plushie + '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 + '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 + '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."))) @@ -382,11 +616,11 @@ 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 +640,7 @@ if this room is intended for children or child-like adults." (define smoking-parlor (lol - ('room:smoking-parlor + ('smoking-parlor #f #:name "Smoking Parlor" #:desc @@ -418,20 +652,20 @@ a nondescript steel door to the south, leading apparently outside.")) #:exits (list (make #:name "west" - #:to 'room:grand-hallway) + #:to 'grand-hallway) (make #:name "south" - #:to 'room:break-room))) - ('thing:smoking-parlor:chair - 'room:smoking-parlor + #:to 'break-room))) + ('smoking-parlor:chair + '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-parlor:sofa - 'room:smoking-parlor + ('smoking-parlor:sofa + 'smoking-parlor #:name "a plush leather sofa" #:desc " That leather chair looks really comfy!" #:goes-by '("leather sofa" "plush leather sofa" "sofa" @@ -439,8 +673,8 @@ 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-parlor:bar-stool - 'room:smoking-parlor + ('smoking-parlor:bar-stool + 'smoking-parlor #:name "a bar stool" #:desc " Conveniently located near the bar! Not the most comfortable seat in the room, though." @@ -448,17 +682,17 @@ seat in the room, though." #:sit-phrase "hop on" #:sit-phrase-third-person "hops onto" #:sit-name "the bar stool") - ('npc:ford-prefect - 'room:smoking-parlor + ('ford-prefect + 'smoking-parlor #:name "Ford Prefect" #:desc "Just some guy, you know?" #:goes-by '("Ford Prefect" "ford prefect" "frood" "prefect" "ford") #:catchphrases prefect-quotes) - ('thing:smoking-parlor:no-smoking-sign - 'room:smoking-parlor - #:generally-visible #f + ('smoking-parlor:no-smoking-sign + '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." @@ -472,27 +706,23 @@ It has some bits of bubble gum stuck to it... yuck." ;;; 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 () +(define-class () ;; 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) @@ -501,7 +731,7 @@ It has some bits of bubble gum stuck to it... yuck." (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 @@ -593,7 +823,7 @@ 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 @@ -618,7 +848,7 @@ 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 @@ -637,19 +867,16 @@ 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") @@ -674,7 +901,7 @@ 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) @@ -683,13 +910,13 @@ 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 (pk 'break-room (dyn-ref clerk 'break-room))) (tell-room clerk-return-to-slacking-text) ;; annnnnd back to slacking (slot-set! clerk 'state 'slacking) @@ -699,7 +926,7 @@ attend to.\n") (define break-room (lol - ('room:break-room + ('break-room #f #:name "Employee Break Room" #:desc " This is less a room and more of an outdoor wire cage. You get @@ -711,14 +938,28 @@ the scenery tapers off nothingness. But that can't be right, can it?" #:exits (list (make #:name "north" - #:to 'room:smoking-parlor)) - ) - ('npc:break-room:desk-clerk - 'room:break-room + #:to 'smoking-parlor))) + ('break-room: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 + '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 + '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")))) @@ -729,15 +970,61 @@ 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 () + () + ;; the state moves from: empty -> with-disc -> loading -> ready + (state #:init-value 'empty + #:accessor .state)) + +(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. The machine emits a gentle whirring noise." + "which is unlit.")))) + +(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) - (run-demo (game-spec) 'room:lobby #:repl-server #t)) + (run-demo (game-spec) 'lobby #:repl-server #t))