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> ()
38 (to #:init-keyword #:to)
39 ;; Name of the room (@@: Should this be names?)
40 (name #:getter exit-name
41 #:init-keyword #:name)
42 (desc #:init-keyword #:desc
45 ;; *Note*: These two methods have an extra layer of indirection, but
46 ;; it's for a good reason.
47 (visible-check #:init-value (const #t)
48 #:init-keyword #:visible-check)
49 ;; By default all exits can be traversed
50 (traverse-check #:init-value (const #t)
51 #:init-keyword #:traverse-check))
53 (define* (exit-can-traverse? exit actor
54 #:optional (target-actor (actor-id actor)))
55 ((slot-ref exit 'traverse-check) exit actor target-actor))
57 (define* (exit-is-visible? exit actor
58 #:optional (target-actor (actor-id actor)))
59 ((slot-ref exit 'traverse-check) exit actor target-actor))
66 (define %room-contain-commands
68 (loose-direct-command "look" 'cmd-look-at)
69 (empty-command "look" 'cmd-look-room)
70 (empty-command "go" 'cmd-go-where)
71 (loose-direct-command "go" 'cmd-go)
72 (greedy-command "say" 'cmd-say)
73 (greedy-command "emote" 'cmd-emote)))
77 (cmd-go (wrap-apply room-cmd-go))
78 (cmd-go-where (wrap-apply room-cmd-go-where))
79 (announce-entrance (wrap-apply room-announce-entrance))
80 (look-room (wrap-apply room-look-room))
81 (tell-room (wrap-apply room-act-tell-room))
82 ;; in this case the command is the same version as the normal
84 (cmd-look-room (wrap-apply room-look-room))
85 (cmd-look-at (wrap-apply room-look-at))
86 (cmd-say (wrap-apply room-cmd-say))
87 (cmd-emote (wrap-apply room-cmd-emote))))
90 (append room-actions gameobj-actions))
92 (define room-action-dispatch
93 (simple-dispatcher room-actions*))
95 ;; TODO: Subclass from container?
96 (define-class <room> (<gameobj>)
98 (exits #:init-value '()
99 #:init-keyword #:exits
103 #:init-value (wrap %room-contain-commands))
106 #:allocation #:each-subclass
107 ;; @@: Can remove this indirection once things settle
108 #:init-value (wrap-apply room-action-dispatch)))
110 (define* (room-cmd-go room message #:key direct-obj)
114 (equal? (exit-name exit) direct-obj))
116 (define to-address (if exit
117 ;; Get the exit, but resolve it dynamically
118 ;; in case it's a special
119 (dyn-ref room (slot-ref exit 'to))
122 (msg-receive (_ #:key val)
123 (<-wait room (message-from message) 'get-name)
127 ;; Set the player's new location
128 (<-wait room (message-from message) 'set-loc!
130 ;; Tell everyone else the person walked away
133 (format #f "~a wanders ~a.\n"
134 player-name direct-obj))
135 (<- room to-address 'announce-entrance
136 #:who-entered (message-from message))
137 ;; Have the new room update the player to the new location
138 (<- room to-address 'look-room
139 #:to-id (message-from message)))
141 (<- room (message-from message) 'tell
142 #:text "You don't see any way to go there.\n"))))
144 (define (room-cmd-go-where room message)
145 (<- room (message-from message) 'tell
146 #:text "Go where?\n"))
150 (define (list-words-as-string words)
151 "A little utility for listing a bunch of words in an English-style list"
152 ;; TODO: This could be made faster by traversing the O(n)
153 ;; list once, not twice
154 (let ((word-length (length words)))
156 ((eqv? word-length 0) "")
157 ((eqv? word-length 1) (car words))
159 ;; TODO: and this is NOT efficient
167 (define (room-player-looks-around room player-id)
168 "Handle looking around the room"
171 (format #f "**~a**\n~a\n"
172 (slot-ref room 'name)
173 (slot-ref room 'desc)))
175 ;; Get a list of other things the player would see in the room
176 (define occupant-names-all
179 (call-with-message (<-wait room occupant 'visible-name
180 #:whos-looking player-id)
181 (lambda* (_ #:key text)
184 (lambda (x) (equal? x player-id))
185 (hash-map->list (lambda (x _) x)
186 (slot-ref room 'occupants)))))
188 ;; Strip out the #f responses (these aren't listed because they lack a name
189 ;; or they aren't "obviously visible" to the player)
190 (define occupant-names-filtered
191 (filter identity occupant-names-all))
193 (define occupant-names-string
194 (if (eq? occupant-names-filtered '())
196 (format #f "You see here: ~a.\n"
197 (list-words-as-string occupant-names-filtered))))
200 (if occupant-names-string
201 (string-append room-text occupant-names-string)
204 (<- room player-id 'tell
208 (define* (room-look-room room message
209 ;; Either send it to the #:to-id of the message,
210 ;; or to the sender of the message
211 #:key (to-id (message-from message)))
212 "Command: Player asks to look around the room"
213 (room-player-looks-around room to-id))
215 (define (room-find-thing-called room called-this)
216 "Find something called CALLED-THIS in the room, if any."
221 (msg-receive (_ #:key goes-by)
222 (<-wait room occupant 'goes-by)
223 (if (member called-this goes-by)
225 (hash-map->list (lambda (key val) key)
226 (slot-ref room 'occupants)))
229 (define %formless-desc
230 "You don't see anything special.")
232 (define* (room-look-at room message #:key direct-obj)
233 "Look at a specific object in the room."
234 (define matching-object
235 (room-find-thing-called room direct-obj))
240 (msg-receive (_ #:key val)
241 (<-wait room matching-object 'get-desc
242 #:whos-looking (message-from message))
245 (<- room (message-from message) 'tell
246 #:text (string-append obj-desc "\n"))
247 (<- room (message-from message) 'tell
248 #:text (string-append %formless-desc "\n")))))
250 (<- room (message-from message) 'tell
251 #:text "You don't see that here, so you can't look at it.\n"))))
254 (define* (room-tell-room room text #:key exclude wait)
255 (define who-to-tell (gameobj-occupants room #:exclude exclude))
258 ;; @@: Does anything really care?
259 (define deliver-method
263 (deliver-method room tell-me 'tell
267 (define* (room-act-tell-room room message #:key text exclude wait)
268 "Tell the room some messages."
269 (room-tell-room room text
273 (define* (room-cmd-say room message #:key phrase)
274 "Command: Say something to room participants."
276 (msg-receive (_ #:key val)
277 (<-wait room (message-from message)
280 (define message-to-send
281 (format #f "~a says: ~a\n" player-name phrase))
282 (room-tell-room room message-to-send))
284 (define* (room-cmd-emote room message #:key phrase)
285 "Command: Say something to room participants."
287 (msg-receive (_ #:key val)
288 (<-wait room (message-from message)
291 (define message-to-send
292 (format #f "* ~a ~a\n" player-name phrase))
293 (room-tell-room room message-to-send))
295 (define* (room-announce-entrance room message #:key who-entered)
297 (msg-receive (_ #:key val)
298 (<-wait room who-entered 'get-name)
300 (define message-to-send
301 (format #f "~a enters the room.\n" player-name))
302 (room-tell-room room message-to-send
303 #:exclude who-entered))