1 ;;; Mudsync --- Live hackable MUD
2 ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
4 ;;; This file is part of Mudsync.
6 ;;; Mudsync is free software; you can redistribute it and/or modify it
7 ;;; under the terms of the GNU General Public License as published by
8 ;;; the Free Software Foundation; either version 3 of the License, or
9 ;;; (at your option) any later version.
11 ;;; Mudsync is distributed in the hope that it will be useful, but
12 ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
13 ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 ;;; General Public License for more details.
16 ;;; You should have received a copy of the GNU General Public License
17 ;;; along with Mudsync. If not, see <http://www.gnu.org/licenses/>.
19 (define-module (mudsync room)
20 #:use-module (mudsync command)
21 #:use-module (mudsync gameobj)
22 #:use-module (8sync systems actors)
23 #:use-module (8sync agenda)
24 #:use-module (oop goops)
25 #:use-module (srfi srfi-1)
26 #:use-module (ice-9 control)
37 (define-class <exit> ()
39 (to-symbol #:init-keyword #:to-symbol)
40 ;; The actual address we use
41 (to-address #:init-keyword #:address)
42 ;; Name of the room (@@: Should this be names?)
43 (name #:getter exit-name
44 #:init-keyword #:name)
45 (desc #:init-keyword #:desc
48 ;; *Note*: These two methods have an extra layer of indirection, but
49 ;; it's for a good reason.
50 (visible-check #:init-value (const #t)
51 #:init-keyword #:visible-check)
52 ;; By default all exits can be traversed
53 (traverse-check #:init-value (const #t)
54 #:init-keyword #:traverse-check))
56 (define* (exit-can-traverse? exit actor
57 #:optional (target-actor (actor-id actor)))
58 ((slot-ref exit 'traverse-check) exit actor target-actor))
60 (define* (exit-is-visible? exit actor
61 #:optional (target-actor (actor-id actor)))
62 ((slot-ref exit 'traverse-check) exit actor target-actor))
69 (define %room-contain-commands
71 (loose-direct-command "look" 'cmd-look-at)
72 (empty-command "look" 'cmd-look-room)
73 (empty-command "go" 'cmd-go-where)
74 (loose-direct-command "go" 'cmd-go)
75 (greedy-command "say" 'cmd-say)
76 (greedy-command "emote" 'cmd-emote)))
80 ;; desc == description
81 (init (wrap-apply room-init))
82 (wire-exits! (wrap-apply room-wire-exits!))
83 (cmd-go (wrap-apply room-cmd-go))
84 (cmd-go-where (wrap-apply room-cmd-go-where))
85 (announce-entrance (wrap-apply room-announce-entrance))
86 (look-room (wrap-apply room-look-room))
87 (tell-room (wrap-apply room-act-tell-room))
88 ;; in this case the command is the same version as the normal
90 (cmd-look-room (wrap-apply room-look-room))
91 (cmd-look-at (wrap-apply room-look-at))
92 (cmd-say (wrap-apply room-cmd-say))
93 (cmd-emote (wrap-apply room-cmd-emote))))
96 (append room-actions gameobj-actions))
98 (define room-action-dispatch
99 (simple-dispatcher room-actions*))
101 ;; TODO: Subclass from container?
102 (define-class <room> (<gameobj>)
104 (exits #:init-value '()
105 #:init-keyword #:exits
109 #:init-value (wrap %room-contain-commands))
112 #:allocation #:each-subclass
113 ;; @@: Can remove this indirection once things settle
114 #:init-value (wrap-apply room-action-dispatch)))
116 (define (room-init room message)
117 (room-wire-exits! room))
119 (define (room-wire-exits! room)
120 "Actually hook up the rooms' exit addresses to the rooms they
126 (<-wait room (gameobj-gm room) 'lookup-special
127 #:symbol (slot-ref exit 'to-symbol))
130 (slot-set! exit 'to-address new-exit))
134 (define-mhandler (room-cmd-go room message direct-obj)
138 (equal? (exit-name exit) direct-obj))
140 (define to-address (slot-ref exit 'to-address))
142 (message-ref (<-wait room (message-from message)
146 ;; Set the player's new location
147 (<-wait room (message-from message) 'set-loc!
149 ;; Tell everyone else the person walked away
152 (format #f "~a wanders ~a.\n"
153 player-name direct-obj))
154 (<- room to-address 'announce-entrance
155 #:who-entered (message-from message))
156 ;; Have the new room update the player to the new location
157 (<- room (slot-ref exit 'to-address) 'look-room
158 #:to-id (message-from message)))
160 (<- room (message-from message) 'tell
161 #:text "You don't see any way to go there.\n"))))
163 (define-mhandler (room-cmd-go-where room message)
164 (<- room (message-from message) 'tell
165 #:text "Go where?\n"))
169 (define (list-words-as-string words)
170 "A little utility for listing a bunch of words in an English-style list"
171 ;; TODO: This could be made faster by traversing the O(n)
172 ;; list once, not twice
173 (let ((word-length (length words)))
175 ((eqv? word-length 0) "")
176 ((eqv? word-length 1) (car words))
178 ;; TODO: and this is NOT efficient
186 (define (room-player-looks-around room player-id)
187 "Handle looking around the room"
190 (format #f "**~a**\n~a\n"
191 (slot-ref room 'name)
192 (slot-ref room 'desc)))
194 ;; Get a list of other things the player would see in the room
195 (define occupant-names-all
199 (<-wait room occupant 'visible-name
200 #:whos-looking player-id)
203 (lambda (x) (equal? x player-id))
204 (hash-map->list (lambda (x _) x)
205 (slot-ref room 'occupants)))))
207 ;; Strip out the #f responses (these aren't listed because they lack a name
208 ;; or they aren't "obviously visible" to the player)
209 (define occupant-names-filtered
210 (filter identity occupant-names-all))
212 (define occupant-names-string
213 (if (eq? occupant-names-filtered '())
215 (format #f "You see here: ~a.\n"
216 (list-words-as-string occupant-names-filtered))))
219 (if occupant-names-string
220 (string-append room-text occupant-names-string)
223 (<- room player-id 'tell
227 (define-mhandler (room-look-room room message)
228 "Command: Player asks to look around the room"
229 (room-player-looks-around
231 ;; Either send it to the #:to-id of the message, or to the
232 ;; sender of the message
233 (message-ref message 'to-id
234 (message-from message))))
236 (define (room-find-thing-called room called-this)
237 "Find something called CALLED-THIS in the room, if any."
243 (message-ref (<-wait room occupant 'goes-by)
245 (if (member called-this goes-by)
247 (hash-map->list (lambda (key val) key)
248 (slot-ref room 'occupants)))
251 (define %formless-desc
252 "You don't see anything special.")
254 (define-mhandler (room-look-at room message direct-obj)
255 "Look at a specific object in the room."
256 (define matching-object
257 (room-find-thing-called room direct-obj))
263 (<-wait room matching-object 'get-desc
264 #:whos-looking (message-from message))
267 (<- room (message-from message) 'tell
268 #:text (string-append obj-desc "\n"))
269 (<- room (message-from message) 'tell
270 #:text (string-append %formless-desc "\n")))))
272 (<- room (message-from message) 'tell
273 #:text "You don't see that here, so you can't look at it.\n"))))
276 (define* (room-tell-room room text #:key exclude wait)
277 (define who-to-tell (gameobj-occupants room #:exclude exclude))
280 ;; @@: Does anything really care?
281 (define deliver-method
285 (deliver-method room tell-me 'tell
289 (define-mhandler (room-act-tell-room room message text)
290 "Tell the room some messages."
291 (define exclude (message-ref message 'exclude #f))
292 (define wait-delivery (message-ref message 'wait #f))
293 (room-tell-room room text
295 #:wait wait-delivery))
297 (define-mhandler (room-cmd-say room message phrase)
298 "Command: Say something to room participants."
300 (message-ref (<-wait room (message-from message)
302 (define message-to-send
303 (format #f "~a says: ~a\n" player-name phrase))
304 (room-tell-room room message-to-send))
306 (define-mhandler (room-cmd-emote room message phrase)
307 "Command: Say something to room participants."
309 (message-ref (<-wait room (message-from message)
311 (define message-to-send
312 (format #f "* ~a ~a\n" player-name phrase))
313 (room-tell-room room message-to-send))
315 (define-mhandler (room-announce-entrance room message who-entered)
317 (message-ref (<-wait room who-entered 'get-name)
319 (define message-to-send
320 (format #f "~a enters the room.\n" player-name))
321 (room-tell-room room message-to-send
322 #:exclude who-entered))