(traverse-check #:init-value (const #t)
#:init-keyword #:traverse-check))
-(define* (exit-can-traverse? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
+;; @@: Should we make whos-exiting optional? Would there ever be any
+;; reason?
+(define* (exit-can-traverse? exit room whos-exiting)
+ ((slot-ref exit 'traverse-check) exit room whos-exiting))
-(define* (exit-is-visible? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
+(define* (exit-is-visible? exit room whos-exiting)
+ ((slot-ref exit 'visible-check) exit room whos-exiting))
\f
;; in case it's a special
(dyn-ref room (slot-ref exit 'to))
#f))
+ (define player (message-from message))
(define player-name
- (mbody-val (<-wait (message-from message) 'get-name)))
+ (mbody-val (<-wait player 'get-name)))
(cond
(exit
- ;; Set the player's new location
- (<-wait (message-from message) 'set-loc!
- #:loc to-address)
- ;; Tell everyone else the person walked away
- (room-tell-room
- room
- (format #f "~a wanders ~a.\n"
- player-name direct-obj))
- (<- to-address 'announce-entrance
- #:who-entered (message-from message))
- ;; Have the new room update the player to the new location
- (<- to-address 'look-room
- #:to-id (message-from message)))
+ (call-with-values (lambda ()
+ (exit-can-traverse? exit room player))
+ (lambda* (can-traverse? #:optional player-flavortext
+ room-flavortext)
+ (if can-traverse?
+ ;; looks like we can go, so let's go!
+ (begin
+ ;; Set the player's new location
+ (<-wait player 'set-loc!
+ #:loc to-address)
+ (when player-flavortext
+ (<-wait player 'tell
+ #:text player-flavortext))
+ ;; Tell everyone else the person walked away
+ (room-tell-room
+ room (or room-flavortext
+ (format #f "~a wanders ~a.\n"
+ player-name direct-obj)))
+ (<- to-address 'announce-entrance
+ #:who-entered player)
+ ;; Have the new room update the player to the new location
+ (<- to-address 'look-room
+ #:to-id player))
+ ;; Otherwise, if we can't go...
+ (begin
+ (<- player 'tell
+ #:text (or player-flavortext
+ `("You try to go " ,direct-obj " but something "
+ "seems to block you.")))
+ (when room-flavortext
+ (room-tell-room room room-flavortext
+ #:exclude player)))))))
(else
- (<- (message-from message) 'tell
+ (<- player 'tell
#:text "You don't see any way to go there.\n"))))
(define (room-cmd-go-where room message)
(define* (room-look-room room message
- ;; Either send it to the #:to-id of the message,
- ;; or to the sender of the message
- #:key (to-id (message-from message)))
+ ;; Either send it to the #:to-id of the message,
+ ;; or to the sender of the message
+ #:key (to-id (message-from message)))
"Command: Player asks to look around the room"
(room-player-looks-around room to-id))