[plt-scheme] Casting SPELs in Lisp^H^H^H^H Scheme

From: namekuseijin (namekuseijin at gmail.com)
Date: Wed Jan 13 13:41:35 EST 2010

nice, but I still prefer Inform 7 for interactive-fiction:

http://inform7.com/

can't beat something like:

    "Cave Entrance"

    The Cobble Crawl is a room. "You are crawling over cobbles in a
low passage. There is a dim light at the east end of the passage."

    A wicker cage is here. "There is a small wicker cage discarded nearby."

    The Debris Room is west of the Crawl. "You are in a debris room
filled with stuff washed in from the surface. A low wide passage with
cobbles becomes plugged with mud and debris here, but an awkward
canyon leads upward and west. A note on the wall says, 'Magic word
XYZZY'."

    The black rod is here. "A three foot black rod with a rusty star
on one end lies nearby."

    Above the Debris Room is the Sloping E/W Canyon. West of the
Canyon is the Orange River Chamber.


which I7's compiler readily transforms into a full game (well, at
least the first area).

Careful, you may be hooked and abandon Scheme hacking altogether! ^_^

Andrew Plotkin created in the past a game that is a Lisp interpreter
in Inform 6:

http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/lists.z5.js

(and yea, parchment's a z-code interpreter written in javascript)


On Tue, Jan 12, 2010 at 12:51 AM, Eli Barzilay <eli at barzilay.org> wrote:
> In case someone is interested in translating
> http://www.lisperati.com/casting.html -- here's the code, translated
> to PLT.
>
> -------------------------------------------------------------------------------
> #lang scheme
>
> (define *objects* '(whiskey-bottle bucket frog chain))
>
> (define *map*
>  '((living-room (you are in the living-room of a wizards house. there is a wizard snoring loudly on the couch.)
>                 (west door garden)
>                 (upstairs stairway attic))
>    (garden (you are in a beautiful garden. there is a well in front of you.)
>            (east door living-room))
>    (attic (you are in the attic of the abandoned house. there is a giant welding torch in the corner.)
>           (downstairs stairway living-room))))
>
> (define *object-locations*
>  '((whiskey-bottle living-room)
>    (bucket living-room)
>    (chain garden)
>    (frog garden)))
>
> (define *location* 'living-room)
>
> (define (describe-location location map)
>  (second (assoc location map)))
>
> (define (describe-path path)
>  `(there is a ,(second path) going ,(first path) from here.))
>
> (define (describe-paths location map)
>  (append-map describe-path (cddr (assoc location map))))
>
> (define (is-at? obj loc obj-loc)
>  (eq? (second (assoc obj obj-loc)) loc))
>
> (define (describe-floor loc objs obj-loc)
>  (append-map (lambda (x)
>                `(you see a ,x on the floor.))
>              (filter (lambda (x) (is-at? x loc obj-loc))
>                      objs)))
>
> (define (look)
>  (append (describe-location *location* *map*)
>          (describe-paths *location* *map*)
>          (describe-floor *location* *objects* *object-locations*)))
>
> (define (walk-direction direction)
>  (let ([next (assoc direction (cddr (assoc *location* *map*)))])
>    (cond [next (set! *location* (third next)) (look)]
>          [else '(you cant go that way.)])))
>
> (define-syntax-rule (defspel rest ...) (define-syntax-rule rest ...))
>
> (defspel (walk direction)
>  (walk-direction 'direction))
>
> (defspel (push! x l) (set! l (cons x l)))
>
> (define (pickup-object object)
>  (cond [(is-at? object *location* *object-locations*)
>         (push! (list object 'body) *object-locations*)
>         `(you are now carrying the ,object)]
>        [else '(you cannot get that.)]))
>
> (defspel (pickup object)
>  (pickup-object 'object))
>
> (define (inventory)
>  (filter (lambda (x)
>            (is-at? x 'body *object-locations*))
>          *objects*))
>
> (define (have object)
>  (member object (inventory)))
>
> (define *chain-welded* #f)
>
> (define *bucket-filled* #f)
>
> (defspel (game-action command subj obj place rest ...)
>  (defspel (command subject object)
>    (cond [(and (eq? *location* 'place)
>                (eq? 'subject 'subj)
>                (eq? 'object 'obj)
>                (have 'subj))
>           rest ...]
>          [else '(i cant command like that.)])))
>
> (game-action weld chain bucket attic
>  (cond [(have 'bucket)
>         (set! *chain-welded* #t)
>         '(the chain is now securely welded to the bucket.)]
>        [else '(you do not have a bucket.)]))
>
> (game-action dunk bucket well garden
>  (cond [*chain-welded*
>         (set! *bucket-filled* #t)
>         '(the bucket is now full of water)]
>        [else '(the water level is too low to reach.)]))
>
> (game-action splash bucket wizard living-room
>  (cond [(not *bucket-filled*) '(the bucket has nothing in it.)]
>        [(have 'frog) '(the wizard awakens and sees that you stole his frog. he is so upset he banishes you to the netherworlds- you lose! the end.)]
>        [else '(the wizard awakens from his slumber and greets you warmly. he hands you the magic low-carb donut- you win! the end.)]))
>
> -------------------------------------------------------------------------------
>
> --
>          ((lambda (x) (x x)) (lambda (x) (x x)))          Eli Barzilay:
>                    http://barzilay.org/                   Maze is Life!
> _________________________________________________
>  For list-related administrative tasks:
>  http://list.cs.brown.edu/mailman/listinfo/plt-scheme
>


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