(defparameter *nodes* '((living-room (you are in a the living-room. a wizard is snoring loudly on the couch.)) (garden (you are in a beautiful garden. there is a well in front of you.)) (attic (you are in the attic. there is a giant welding torch in the corner.)))) (defun describe-location (location nodes) (cadr (assoc location nodes))) (defparameter *edges* '((living-room (garden west door) (attic upstairs ladder)) (garden (living-room east door)) (attic (living-room downstairs ladder)))) (defun describe-path (edge) `(there is a ,(caddr edge) going ,(cadr edge) from here.)) (defun describe-paths (location edges) (apply #'append (mapcar #'describe-path (cdr (assoc location edges))))) (defparameter *objects* '(whiskey bucket frog chain)) (defparameter *object-locations* '((whiskey living-room) (bucket living-room) (chain garden) (frog garden))) (defun objects-at (loc objs obj-locs) (labels ((at-loc-p (obj) (eq (cadr (assoc obj obj-locs)) loc))) (remove-if-not #'at-loc-p objs))) (defun describe-objects (loc objs obj-loc) (labels ((describe-obj (obj) `(you see a ,obj on the floor.))) (apply #'append (mapcar #'describe-obj (objects-at loc objs obj-loc))))) (defparameter *location* 'living-room) (defun look () (append (describe-location *location* *nodes*) (describe-paths *location* *edges*) (describe-objects *location* *objects* *object-locations*))) (defun walk (direction) (let ((next (find direction (cdr (assoc *location* *edges*)) :key #'cadr))) (if next (progn (setf *location* (car next)) (look)) '(you cannot go that way.)))) (defun pickup (object) (cond ((member object (objects-at *location* *objects* *object-locations*)) (push (list object 'body) *object-locations*) `(you are now carring the ,object)) (t '(you cannot get that.)))) (defun inventory () (cons 'items- (objects-at 'body *objects* *object-locations*)))