;;; =====
(define-class <exit> ()
- ;; Used for wiring
- (to-symbol #:init-keyword #:to-symbol)
- ;; The actual address we use
- (to-address #:init-keyword #:address)
+ (to #:init-keyword #:to)
;; Name of the room (@@: Should this be names?)
(name #:getter exit-name
#:init-keyword #:name)
(empty-command "look" 'cmd-look-room)
(empty-command "go" 'cmd-go-where)
(loose-direct-command "go" 'cmd-go)
- (greedy-command "say" 'cmd-say)))
+ (greedy-command "say" 'cmd-say)
+ (greedy-command "emote" 'cmd-emote)))
(define room-actions
(build-actions
- ;; desc == description
- (init (wrap-apply room-init))
- (wire-exits! (wrap-apply room-wire-exits!))
(cmd-go (wrap-apply room-cmd-go))
(cmd-go-where (wrap-apply room-cmd-go-where))
+ (announce-entrance (wrap-apply room-announce-entrance))
(look-room (wrap-apply room-look-room))
(tell-room (wrap-apply room-act-tell-room))
;; in this case the command is the same version as the normal
;; look-room version
(cmd-look-room (wrap-apply room-look-room))
(cmd-look-at (wrap-apply room-look-at))
- (cmd-say (wrap-apply room-cmd-say))))
+ (cmd-say (wrap-apply room-cmd-say))
+ (cmd-emote (wrap-apply room-cmd-emote))))
(define room-actions*
(append room-actions gameobj-actions))
;; @@: Can remove this indirection once things settle
#:init-value (wrap-apply room-action-dispatch)))
-(define (room-init room message)
- (room-wire-exits! room))
-
-(define (room-wire-exits! room)
- "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
- (for-each
- (lambda (exit)
- (define new-exit
- (message-ref
- (<-wait room (gameobj-gm room) 'lookup-special
- #:symbol (slot-ref exit 'to-symbol))
- 'room-id))
-
- (slot-set! exit 'to-address new-exit))
-
- (room-exits room)))
-
(define-mhandler (room-cmd-go room message direct-obj)
(define exit
(find
(lambda (exit)
(equal? (exit-name exit) direct-obj))
(room-exits room)))
+ (define to-address (if exit
+ ;; Get the exit, but resolve it dynamically
+ ;; in case it's a special
+ (dyn-ref room (slot-ref exit 'to))
+ #f))
+ (define player-name
+ (message-ref (<-wait room (message-from message)
+ 'get-name) 'val))
(cond
(exit
;; Set the player's new location
(<-wait room (message-from message) 'set-loc!
- #:loc (slot-ref exit 'to-address))
+ #:loc to-address)
+ ;; Tell everyone else the person walked away
+ (room-tell-room
+ room
+ (format #f "~a wanders ~a.\n"
+ player-name direct-obj))
+ (<- room to-address 'announce-entrance
+ #:who-entered (message-from message))
;; Have the new room update the player to the new location
- (<- room (slot-ref exit 'to-address) 'look-room
+ (<- room to-address 'look-room
#:to-id (message-from message)))
(else
(<- room (message-from message) 'tell
(define goes-by
(message-ref (<-wait room occupant 'goes-by)
'goes-by #f))
- (display "here!\n")
(if (member called-this goes-by)
(return occupant)))
(hash-map->list (lambda (key val) key)
#f)))
(define %formless-desc
- "You don't see anything special about it.")
+ "You don't see anything special.")
(define-mhandler (room-look-at room message direct-obj)
"Look at a specific object in the room."
(define message-to-send
(format #f "~a says: ~a\n" player-name phrase))
(room-tell-room room message-to-send))
+
+(define-mhandler (room-cmd-emote room message phrase)
+ "Command: Say something to room participants."
+ (define player-name
+ (message-ref (<-wait room (message-from message)
+ 'get-name) 'val))
+ (define message-to-send
+ (format #f "* ~a ~a\n" player-name phrase))
+ (room-tell-room room message-to-send))
+
+(define-mhandler (room-announce-entrance room message who-entered)
+ (define player-name
+ (message-ref (<-wait room who-entered 'get-name)
+ 'val))
+ (define message-to-send
+ (format #f "~a enters the room.\n" player-name))
+ (room-tell-room room message-to-send
+ #:exclude who-entered))