+
+
+\f
+;;; Basic actions
+;;; -------------
+
+(define* (cmd-take gameobj message #:key direct-obj)
+ (define player (message-from message))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ (define self-should-take
+ (slot-ref-maybe-runcheck gameobj 'take-me? player))
+ ;; @@: Is there any reason to allow the room to object in the way
+ ;; that there is for dropping? It doesn't seem like it.
+ ;; TODO: Allow gameobj to customize
+ (if self-should-take
+ ;; Set the location to whoever's picking us up
+ (begin
+ (gameobj-set-loc! gameobj player)
+ (<- player 'tell
+ #:text (format #f "You pick up ~a.\n"
+ our-name))
+ (<- player-loc 'tell-room
+ #:text (format #f "~a picks up ~a.\n"
+ player-name
+ our-name)
+ #:exclude player))
+ (<- player 'tell
+ #:text (format #f "It doesn't seem like you can take ~a.\n"
+ our-name))))
+
+(define* (cmd-drop gameobj message #:key direct-obj)
+ (define player (message-from message))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ (define should-drop
+ (slot-ref-maybe-runcheck gameobj 'drop-me? player))
+ (define (room-objection-to-drop)
+ (mbody-receive (_ drop-ok? #:key why-not) ; does the room object to dropping?
+ (<-wait player-loc 'ok-to-drop-here? player (actor-id gameobj))
+ (and (not drop-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not
+ `("You'd love to drop " ,our-name
+ " but for some reason it doesn't seem like you can"
+ " do that here.")))))
+ (cond
+ ((not player-loc)
+ (<- player 'tell
+ #:text `("It doesn't seem like you can drop " ,our-name
+ " here, because you don't seem to be anywhere?!?")))
+ ;; TODO: Let ourselves supply a reason why not.
+ ((not should-drop)
+ (<- player 'tell
+ #:text (format #f "It doesn't seem like you can drop ~a.\n"
+ our-name)))
+ ((room-objection-to-drop)
+ (<- player 'tell
+ #:text room-objection-to-drop))
+ (else
+ (gameobj-set-loc! gameobj player-loc)
+ ;; TODO: Allow more flavortext here.
+ (<- player 'tell
+ #:text (format #f "You drop ~a.\n"
+ our-name))
+ (<- player-loc 'tell-room
+ #:text (format #f "~a drops ~a.\n"
+ player-name
+ our-name)
+ #:exclude player))))
+
+;; @@: Moving this to a container subclass/mixin could allow a lot more
+;; customization of take out / put in phrases
+(define* (cmd-take-from gameobj message
+ #:key direct-obj indir-obj preposition)
+ (define player (message-from message))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ ;; We need to check if we even have such a thing
+ (define this-thing
+ (call/ec
+ (lambda (return)
+ (for-each (lambda (occupant)
+ (mbody-receive (_ #:key goes-by)
+ (<-wait occupant 'goes-by)
+ (when (member direct-obj goes-by)
+ (return occupant))))
+ (gameobj-occupants gameobj))
+ ;; nothing found
+ #f)))
+ (define (this-thing-name)
+ (mbody-val (<-wait this-thing 'get-name)))
+ (define (should-take-from-me)
+ (and this-thing
+ (slot-ref-maybe-runcheck gameobj 'take-from-me? player this-thing)))
+ (define (default-objection)
+ `("Unfortunately, it doesn't seem like you can take "
+ (this-thing-name) " " preposition " " our-name "."))
+
+ (define (this-thing-objection)
+ (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed?
+ (<-wait this-thing 'ok-to-be-taken-from? player) ; @@ no need to supply from where
+ (and (not taken-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not
+ (default-objection)))))
+ (cond
+ ;; Wait, aren't we going to check (should-take-from-me) later?
+ ;; Well yes, but this checks if there's a #f as the value, which
+ ;; is a much clearer indication that this doesn't take *anything*.
+ ((not (slot-ref gameobj 'take-from-me?))
+ (<- player 'tell
+ #:text `("It's not really clear how to take something " ,preposition
+ " " ,our-name ".")))
+
+ ;; Unfortunately this does leak information about what is contained
+ ;; by us. Maybe not what's wanted in all circumstances.
+ ((not this-thing)
+ (<- player 'tell
+ #:text `("You don't see any such " ,direct-obj " to take from "
+ ,our-name ".")))
+ ;; A particular objection to taking this thing.
+ ;; We should allow customizing the reason here, which could be
+ ;; provided by the 'ok-to-be-taken-from? slot.
+ ((not (should-take-from-me))
+ (<- player 'tell
+ #:text (default-objection)))
+ ;; the thing we wsant to take itself has objected...
+ ((this-thing-objection) =>
+ (lambda (objection)
+ (<- player 'tell
+ #:text objection)))
+ ;; looks like we can take it
+ (else
+ ;; Wait to announce to the player just in case settting the location
+ ;; errors out or something. Maybe it's overthinking things, I dunno.
+ (<-wait this-thing 'set-loc! #:loc player)
+ (<- player 'tell
+ #:text `("You take " ,(this-thing-name) " from "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " takes " ,(this-thing-name) " from "
+ ,our-name ".")
+ #:exclude player))))
+
+(define* (cmd-put-in gameobj message
+ #:key direct-obj indir-obj preposition)
+ (define player (message-from message))
+ (define player-name
+ (mbody-val (<-wait player 'get-name)))
+ (define player-loc
+ (mbody-val (<-wait player 'get-loc)))
+ (define our-name (slot-ref gameobj 'name))
+ ;; We need to check if we even have such a thing
+ (define this-thing
+ (call/ec
+ (lambda (return)
+ (for-each (lambda (occupant)
+ (mbody-receive (_ #:key goes-by)
+ (<-wait occupant 'goes-by)
+ (when (member direct-obj goes-by)
+ (return occupant))))
+ (mbody-val (<-wait player 'get-occupants)))
+ ;; nothing found
+ #f)))
+ (define (this-thing-name)
+ (mbody-val (<-wait this-thing 'get-name)))
+ (define (should-put-in-me)
+ (and this-thing
+ (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing)))
+ (define (default-objection)
+ `("As much as you'd like to, it doesn't seem like you can put "
+ ,(this-thing-name) " " ,preposition " " ,our-name "."))
+ (define (this-thing-objection)
+ (mbody-receive (_ put-in-ok? #:key why-not) ; does the object object to being moved?
+ (<-wait this-thing 'ok-to-be-put-in? player (actor-id gameobj))
+ (and (not put-in-ok?)
+ ;; Either give the specified reason, or give a boilerplate one
+ (or why-not (default-objection)))))
+ (cond
+ ;; Is it not there, or maybe we won't allow it to be taken?
+ ((not this-thing)
+ (<- (message-from message) 'tell
+ #:text `("You don't seem to have any such " ,direct-obj " to put "
+ ,preposition " " ,our-name ".")))
+
+ ((or (not (should-put-in-me)))
+ (<- (message-from message) 'tell
+ #:text (default-objection)))
+ ;; the thing we wsant to take itself has objected...
+ ((this-thing-objection) =>
+ (lambda (objection)
+ (<- (message-from message) 'tell
+ #:text objection)))
+ ;; looks like we can take it
+ (else
+ ;; Wait to announce to the player just in case settting the location
+ ;; errors out or something. Maybe it's overthinking things, I dunno.
+ (<-wait this-thing 'set-loc! #:loc (actor-id gameobj))
+ (<- player 'tell
+ #:text `("You put " ,(this-thing-name) " " ,preposition " "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " puts " ,(this-thing-name) " " ,preposition " "
+ ,our-name ".")
+ #:exclude player))))