+
+
+\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))))
+
+(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 thing-to-take
+ (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 (should-take-from-me)
+ (and thing-to-take
+ (slot-ref-maybe-runcheck gameobj 'take-from-me? player thing-to-take)))
+ ;; @@: Right now we give the same response to both something not being
+ ;; an occupant and to not being permitted to be removed. This isn't
+ ;; very rich and maybe not as helpful as it could be. Right now I'm
+ ;; trying to avoid "leaking" information about if an object isn't there.
+ ;; However maybe by making the different responses as slots which can be
+ ;; set, this wouldn't be a problem.
+ (define default-objection
+ "As much as you'd like to take it, it doesn't seem like you can.")
+ (define (thing-to-take-objection)
+ (mbody-receive (_ taken-ok? #:key why-not) ; does the object object to being removed?
+ (<-wait thing-to-take '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
+ ;; Is it not there, or maybe we won't allow it to be taken?
+ ((or (not thing-to-take) (not (should-take-from-me)))
+ (<- (message-from message) 'tell
+ #:text default-objection))
+ ;; the thing we wsant to take itself has objected...
+ ((thing-to-take-objection) =>
+ (lambda (objection)
+ (<- (message-from message) 'tell
+ #:text objection)))
+ ;; looks like we can take it
+ (else
+ (let ((thing-to-take-name
+ (mbody-val (<-wait thing-to-take 'get-name))))
+ ;; Wait to announce to the player just in case settting the location
+ ;; errors out or something. Maybe it's overthinking things, I dunno.
+ (<-wait thing-to-take 'set-loc! #:loc player)
+ (<- player 'tell
+ #:text `("You take " ,thing-to-take-name " from "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " takes " ,thing-to-take-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 (should-put-in-me)
+ (and this-thing
+ (slot-ref-maybe-runcheck gameobj 'put-in-me? player this-thing)))
+ ;; @@: Right now we give the same response to both something not being
+ ;; an occupant and to not being permitted to be removed. This isn't
+ ;; very rich and maybe not as helpful as it could be. Right now I'm
+ ;; trying to avoid "leaking" information about if an object isn't there.
+ ;; However maybe by making the different responses as slots which can be
+ ;; set, this wouldn't be a problem.
+ (define default-objection
+ "As much as you'd like to, it doesn't seem like you can put that in there.")
+ (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?
+ ((or (not this-thing) (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
+ (let ((this-thing-name
+ (mbody-val (<-wait this-thing 'get-name))))
+ ;; 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 " in "
+ ,our-name "."))
+ (<- player-loc 'tell-room
+ #:text `(,player-name " puts " ,this-thing-name " in "
+ ,our-name ".")
+ #:exclude player)))))