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)
36 (define-class <exit> ()
38 (to-symbol #:init-keyword #:to-symbol)
39 ;; The actual address we use
40 (to-address #:init-keyword #:address)
41 ;; Name of the room (@@: Should this be names?)
42 (name #:getter exit-name
43 #:init-keyword #:name)
44 (desc #:init-keyword #:desc
47 ;; *Note*: These two methods have an extra layer of indirection, but
48 ;; it's for a good reason.
49 (visible-check #:init-value (const #t)
50 #:init-keyword #:visible-check)
51 ;; By default all exits can be traversed
52 (traverse-check #:init-value (const #t)
53 #:init-keyword #:traverse-check))
55 (define* (exit-can-traverse? exit actor
56 #:optional (target-actor (actor-id actor)))
57 ((slot-ref exit 'traverse-check) exit actor target-actor))
59 (define* (exit-is-visible? exit actor
60 #:optional (target-actor (actor-id actor)))
61 ((slot-ref exit 'traverse-check) exit actor target-actor))
68 (define %room-contain-commands
70 (loose-direct-command "look" 'cmd-look-at)
71 (empty-command "look" 'cmd-look-room)
72 (empty-command "go" 'cmd-go-where)
73 (loose-direct-command "go" 'cmd-go)))
77 ;; desc == description
78 (init (wrap-apply room-init))
79 (wire-exits! (wrap-apply room-wire-exits!))
80 (cmd-go (wrap-apply room-cmd-go))
81 (cmd-go-where (wrap-apply room-cmd-go-where))
82 (look-room (wrap-apply room-look-room))
83 ;; in this case the command is the same version as the normal
85 (cmd-look-room (wrap-apply room-look-room))))
88 (append room-actions gameobj-actions))
90 (define room-action-dispatch
91 (simple-dispatcher room-actions*))
93 ;; TODO: Subclass from container?
94 (define-class <room> (<gameobj>)
96 (exits #:init-value '()
97 #:init-keyword #:exits
101 #:init-value (wrap %room-contain-commands))
104 #:allocation #:each-subclass
105 ;; @@: Can remove this indirection once things settle
106 #:init-value (wrap-apply room-action-dispatch)))
108 (define (room-init room message)
109 (room-wire-exits! room))
111 (define (room-wire-exits! room)
112 "Actually hook up the rooms' exit addresses to the rooms they
118 (<-wait room (gameobj-gm room) 'lookup-special
119 #:symbol (slot-ref exit 'to-symbol))
122 (slot-set! exit 'to-address new-exit))
126 (define-mhandler (room-cmd-go room message direct-obj)
130 (equal? (exit-name exit) direct-obj))
134 ;; Set the player's new location
135 (<-wait room (message-from message) 'set-loc!
136 #:loc (slot-ref exit 'to-address))
137 ;; Have the new room update the player to the new location
138 (<- room (slot-ref exit '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-mhandler (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
180 (<-wait room occupant 'visible-name
181 #:whos-looking player-id)
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-mhandler (room-look-room room message)
209 "Command: Player asks to look around the room"
210 (room-player-looks-around
212 ;; Either send it to the #:to-id of the message, or to the
213 ;; sender of the message
214 (message-ref message 'to-id
215 (message-from message))))