+ ;; dominant version (goes before everything)
+ (container-dom-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
+ ;; subordinate version (goes after everything)
+ (container-sub-commands #:allocation #:each-subclass
+ #:init-thunk (build-commands))
+
+ ;; Commands we can handle by being contained by something else
+ (contained-commands #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
+ ("drop" ((direct-command cmd-drop #:obvious? #f)))))
+
+ ;; The extremely squishy concept of "props"... properties!
+ ;; These are flags, etc etc of various types. This is a hashq table.
+ ;; These have upsides and downsides, but the big upside is that you can
+ ;; query a "prop" of a prospective gameobj without knowing what type of
+ ;; gameobj that is, and not fear some kind of breakage.
+ ;;
+ ;; props by default only have a 'get-prop read-only action handler;
+ ;; any coordination of setting a prop between actors must be
+ ;; added to that actor, to keep things from getting out of control.
+ (props #:init-thunk make-hash-table
+ #:init-keyword #:props)
+ ;; gameobjs may inherit an initial list of these via the
+ ;; initial-props slot, which must always have its
+ ;; #:allocation #:each-subclass and use (build-props) for the
+ ;; #:init-thunk.
+ ;; The vanilla gameobj has no props, on purpose.
+ (initial-props #:allocation #:each-subclass
+ #:init-thunk (build-props '()))
+
+ ;; Most objects are generally visible by default
+ (invisible? #:init-value #f
+ #:init-keyword #:invisible?)
+ ;; TODO: Fold this into a procedure in invisible? similar
+ ;; to take-me? and etc
+ (visible-to-player?
+ #:init-value (wrap-apply gameobj-visible-to-player?))
+
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting #:key from)
+ (take-me? #:init-value #f
+ #:init-keyword #:take-me?)
+ ;; Can be a boolean or a procedure accepting
+ ;; (gameobj whos-acting where)
+ (drop-me? #:init-value #t
+ #:init-keyword #:drop-me?)
+
+ ;; TODO: Remove this and use actor-alive? instead.
+ ;; Set this on self-destruct
+ ;; (checked by some "long running" game routines)
+ (destructed #:init-value #f)
+
+ (actions #:allocation #:each-subclass
+ ;;; Actions supported by all gameobj
+ #:init-thunk
+ (build-actions
+ (init gameobj-act-init)
+ ;; Commands for co-occupants
+ (get-commands gameobj-get-commands)
+ ;; Commands for participants in a room
+ (get-container-dom-commands gameobj-get-container-dom-commands)
+ (get-container-sub-commands gameobj-get-container-sub-commands)
+ ;; Commands for inventory items, etc (occupants of the gameobj commanding)
+ (get-contained-commands gameobj-get-contained-commands)
+
+ (get-occupants gameobj-get-occupants)
+ (add-occupant! gameobj-add-occupant!)
+ (remove-occupant! gameobj-remove-occupant!)
+ (get-loc gameobj-act-get-loc)
+ (set-loc! gameobj-act-set-loc!)
+ (get-name gameobj-get-name)
+ (set-name! gameobj-act-set-name!)
+ (get-desc gameobj-get-desc)
+ (get-prop gameobj-act-get-prop)
+ (goes-by gameobj-act-goes-by)
+ (visible-name gameobj-visible-name)
+ (self-destruct gameobj-act-self-destruct)
+ (tell gameobj-tell-no-op)
+ (assist-replace gameobj-act-assist-replace)
+ (ok-to-drop-here? (lambda (gameobj message . _)
+ (<-reply message #t))) ; ok to drop by default
+ (ok-to-be-taken-from? gameobj-ok-to-be-taken-from)
+ (ok-to-be-put-in? gameobj-ok-to-be-put-in)
+
+ ;; Common commands
+ (cmd-look-at cmd-look-at)
+ (cmd-take cmd-take)
+ (cmd-drop cmd-drop)
+ (cmd-take-from cmd-take-from-no-op)
+ (cmd-put-in cmd-put-in-no-op))))
+
+
+;;; gameobj message handlers
+;;; ========================
+
+;; TODO: This init stuff is a mess, and should be redone now that
+;; we have the *init* action stuff. We've really spread out the
+;; logic for creating a gameobj in several places, eg gm-inject-special!
+(define (create-gameobj class gm loc . args)
+ "Create a gameobj of CLASS with GM and set to location LOC, applying rest of ARGS.
+Note that this doesn't do any special dyn-ref of the location."
+ (let ((new-gameobj (apply create-actor (%current-actor) class
+ #:gm gm args)))
+ ;; Set the location
+ (<-wait new-gameobj 'set-loc! #:loc loc)
+ ;; Initialize the object
+ (<-wait new-gameobj 'init)))
+
+;; ;; @@: Should we also dyn-ref the loc here? We can do that, unlike with
+;; ;; create-gameobj.
+;; ;; Another route could be to have set-loc! itself know how to use the
+;; ;; dyn-ref.
+;; (define (gameobj-create-gameobj gameobj class loc . args)
+;; "Like create-gameobj but saves the step of passing in the gm."
+;; (apply create-gameobj class (gameobj-gm gameobj) loc args))
+
+;; Kind of a useful utility, maybe?
+(define (simple-slot-getter slot)
+ (lambda (actor message)
+ (<-reply message (slot-ref actor slot))))
+
+(define (gameobj-replace-step-occupants actor occupants)
+ ;; Snarf all the occupants!
+ (display "replacing occupant\n")
+ (when occupants
+ (for-each
+ (lambda (occupant)
+ (<-wait occupant 'set-loc!
+ #:loc (actor-id actor)))
+ occupants)))
+
+(define gameobj-replace-steps*
+ (list gameobj-replace-step-occupants))
+
+(define (run-replacement actor replaces replace-steps)
+ (when replaces
+ (mbody-receive (_ #:key occupants)
+ (<-wait replaces 'assist-replace)
+ (for-each
+ (lambda (replace-step)
+ (replace-step actor occupants))
+ replace-steps))))
+
+(define %nothing (cons '*the* '*nothing*))
+(define (gameobj-setup-props gameobj)
+ (define class (class-of gameobj))
+ (define props (slot-ref gameobj 'props))
+ (maybe-build-rmeta-slot-cache! class 'initial-props
+ eq? hashq-set! hashq-ref)
+ ;; Kind of a kludge... we read through the rmeta-slot-cache
+ ;; and use that to build up the table
+ (hash-for-each
+ (lambda (key value)
+ (when (eq? (hashq-ref props key %nothing) ; don't override init'ed instance values
+ %nothing)
+ (hashq-set! props key value)))
+ (rmeta-slot-cache (class-slot-ref class 'initial-props))))
+
+;; TODO: Use the *init* action?
+;; We could also use a generic method if they didn't have
+;; what I'm pretty sure is O(n) dispatch in GOOPS...
+(define* (gameobj-act-init actor message #:key replace)
+ "Your most basic game object init procedure."
+ (gameobj-setup-props actor)
+ (run-replacement actor replace gameobj-replace-steps*))
+
+(define* (gameobj-get-prop gameobj key #:optional dflt)
+ (hashq-ref (slot-ref gameobj 'props) key dflt))
+
+(define* (gameobj-set-prop! gameobj key val)
+ (hashq-set! (slot-ref gameobj 'props) key val))
+
+(define* (gameobj-act-get-prop actor message key #:optional dflt)
+ (<-reply message (gameobj-get-prop actor key dflt)))
+
+(define (gameobj-goes-by gameobj)
+ "Find the name we go by. Defaults to #:name if nothing else provided."
+ (cond ((slot-ref gameobj 'goes-by) =>
+ identity)
+ ((slot-ref gameobj 'name) =>
+ (lambda (name)
+ (list name)))
+ (else '())))
+
+(define (gameobj-act-goes-by actor message)
+ "Reply to a message requesting what we go by."
+ (<-reply message (gameobj-goes-by actor)))
+
+(define (val-or-run val-or-proc)
+ "Evaluate if a procedure, or just return otherwise"
+ (if (procedure? val-or-proc)
+ (val-or-proc)
+ val-or-proc))
+
+(define (get-candidate-commands actor rmeta-sym verb)
+ (class-rmeta-ref (class-of actor) rmeta-sym verb
+ #:dflt '()))
+
+(define* (gameobj-get-commands actor message #:key verb)
+ "Get commands a co-occupant of the room might execute for VERB"
+ (define candidate-commands
+ (get-candidate-commands actor 'commands verb))
+ (<-reply message
+ #:commands candidate-commands
+ #:goes-by (gameobj-goes-by actor)))
+
+(define* (gameobj-get-container-dom-commands actor message #:key verb)
+ "Get (dominant) commands as the container / room of message's sender"
+ (define candidate-commands
+ (get-candidate-commands actor 'container-dom-commands verb))
+ (<-reply message #:commands candidate-commands))
+
+(define* (gameobj-get-container-sub-commands actor message #:key verb)
+ "Get (subordinate) commands as the container / room of message's sender"
+ (define candidate-commands
+ (get-candidate-commands actor 'container-sub-commands verb))
+ (<-reply message #:commands candidate-commands))
+
+(define* (gameobj-get-contained-commands actor message #:key verb)
+ "Get commands as being contained (eg inventory) of commanding gameobj"
+ (define candidate-commands
+ (get-candidate-commands actor 'contained-commands verb))
+ (<-reply message
+ #:commands candidate-commands
+ #:goes-by (gameobj-goes-by actor)))
+
+(define* (gameobj-add-occupant! actor message #:key who)
+ "Add an actor to our list of present occupants"
+ (hash-set! (slot-ref actor 'occupants)
+ who #t))
+
+(define* (gameobj-remove-occupant! actor message #:key who)
+ "Remove an occupant from the room."
+ (hash-remove! (slot-ref actor 'occupants) who))
+
+(define* (gameobj-occupants gameobj #:key exclude)
+ (hash-fold
+ (lambda (occupant _ prev)
+ (define exclude-it?
+ (match exclude
+ ;; Empty list and #f are non-exclusion
+ (() #f)
+ (#f #f)
+ ;; A list of addresses... since our address object is (annoyingly)
+ ;; currently a simple cons cell...
+ ((exclude-1 ... exclude-rest)
+ (member occupant exclude))
+ ;; Must be an individual address!
+ (_ (equal? occupant exclude))))
+ (if exclude-it?
+ prev
+ (cons occupant prev)))
+ '()
+ (slot-ref gameobj 'occupants)))
+
+(define* (gameobj-get-occupants actor message #:key exclude)
+ "Get all present occupants of the room."
+ (define occupants
+ (gameobj-occupants actor #:exclude exclude))
+ (<-reply message occupants))
+
+(define (gameobj-act-get-loc actor message)
+ (<-reply message (slot-ref actor 'loc)))
+
+(define (gameobj-set-loc! gameobj loc)
+ "Set the location of this object."
+ (define old-loc (gameobj-loc gameobj))
+ (format #t "DEBUG: Location set to ~s for ~s\n"
+ loc (actor-id-actor gameobj))
+
+ (when (not (equal? old-loc loc))
+ (slot-set! gameobj 'loc loc)
+ ;; Change registation of where we currently are
+ (if old-loc
+ (<-wait old-loc 'remove-occupant! #:who (actor-id gameobj)))
+ (if loc
+ (<-wait loc 'add-occupant! #:who (actor-id gameobj)))))
+
+;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
+(define* (gameobj-act-set-loc! actor message #:key loc)
+ "Action routine to set the location."
+ (gameobj-set-loc! actor loc))
+
+(define (slot-ref-maybe-runcheck gameobj slot whos-asking . other-args)
+ "Do a slot-ref on gameobj, evaluating it including ourselves
+and whos-asking, and see if we should just return it or run it."
+ (match (slot-ref gameobj slot)
+ ((? procedure? slot-val-proc)
+ (apply slot-val-proc gameobj whos-asking other-args))
+ (anything-else anything-else)))
+
+(define gameobj-get-name (simple-slot-getter 'name))
+
+(define* (gameobj-act-set-name! actor message val)
+ (slot-set! actor 'name val))
+
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
+ ((? procedure? desc-proc)
+ (desc-proc gameobj whos-looking))
+ (desc desc)))
+
+(define* (gameobj-get-desc actor message #:key whos-looking)
+ "This is the action equivalent of the gameobj-desc getter"
+ (<-reply message (gameobj-desc actor #:whos-looking whos-looking)))
+
+(define (gameobj-visible-to-player? gameobj whos-looking)
+ "Check to see whether we're visible to the player or not.
+By default, this is whether or not the generally-visible flag is set."
+ (not (slot-ref gameobj 'invisible?)))
+
+(define* (gameobj-visible-name actor message #:key whos-looking)
+ ;; Are we visible?
+ (define we-are-visible
+ ((slot-ref actor 'visible-to-player?) actor whos-looking))
+
+ (define name-to-return
+ (if we-are-visible
+ ;; Return our name
+ (match (slot-ref actor 'name)
+ ((? procedure? name-proc)
+ (name-proc actor whos-looking))
+ ((? string? name)
+ name)
+ (#f #f))
+ #f))
+ (<-reply message #:text name-to-return))
+
+(define (gameobj-self-destruct gameobj)
+ "General gameobj self destruction routine"
+ ;; Unregister from being in any particular room
+ (gameobj-set-loc! gameobj #f)
+ (slot-set! gameobj 'destructed #t)
+ ;; Boom!
+ (self-destruct gameobj))
+
+(define* (gameobj-act-self-destruct gameobj message #:key why)
+ "Action routine for self destruction"
+ (gameobj-self-destruct gameobj))
+
+;; Unless an actor has a tell message, we just ignore it
+(define gameobj-tell-no-op
+ (const 'no-op))
+
+(define (gameobj-replace-data-occupants gameobj)
+ "The general purpose list of replacement data"
+ (list #:occupants (hash-map->list (lambda (occupant _) occupant)
+ (slot-ref gameobj 'occupants))))
+
+(define (gameobj-replace-data* gameobj)
+ ;; For now, just call gameobj-replace-data-occupants.
+ ;; But there may be more in the future!
+ (gameobj-replace-data-occupants gameobj))
+
+;; So sad that objects must assist in their replacement ;_;
+;; But that's life in a live hacked game!
+(define (gameobj-act-assist-replace gameobj message)
+ "Vanilla method for assisting in self-replacement for live hacking"
+ (apply <-reply message
+ (gameobj-replace-data* gameobj)))
+
+(define (gameobj-ok-to-be-taken-from gameobj message whos-acting)
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'take-me?
+ whos-acting #:from #t))
+ ;; This allows this to reply with #:why-not if appropriate
+ (lambda args
+ (apply <-reply message args))))
+
+(define (gameobj-ok-to-be-put-in gameobj message whos-acting where)
+ (call-with-values (lambda ()
+ (slot-ref-maybe-runcheck gameobj 'drop-me?
+ whos-acting where))
+ ;; This allows this to reply with #:why-not if appropriate
+ (lambda args
+ (apply <-reply message args))))
+
+\f
+;;; Utilities every gameobj has
+;;; ---------------------------
+
+(define (dyn-ref gameobj special-symbol)
+ "Dynamically look up a special object from the gm"
+ (match special-symbol
+ ;; if it's a symbol, look it up dynamically
+ ((? symbol? _)
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
+ (mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)))
+ ;; if it's false, return nothing
+ (#f #f)
+ ;; otherwise it's probably an address, return it as-is
+ (_ special-symbol)))
+
+
+\f
+;;; Basic actions
+;;; -------------
+
+(define %formless-desc
+ "You don't see anything special.")
+
+(define* (cmd-look-at gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (let ((desc
+ (or (gameobj-desc gameobj #:whos-looking player)
+ %formless-desc)))
+ (<- player 'tell #:text desc)))