;;; Mudsync --- Live hackable MUD ;;; Copyright © 2016 Christopher Allan Webber ;;; ;;; This file is part of Mudsync. ;;; ;;; Mudsync is free software; you can redistribute it and/or modify it ;;; under the terms of the GNU General Public License as published by ;;; the Free Software Foundation; either version 3 of the License, or ;;; (at your option) any later version. ;;; ;;; Mudsync is distributed in the hope that it will be useful, but ;;; WITHOUT ANY WARRANTY; without even the implied warranty of ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ;;; General Public License for more details. ;;; ;;; You should have received a copy of the GNU General Public License ;;; along with Mudsync. If not, see . (define-module (mudsync room) #:use-module (mudsync gameobj) #:use-module (8sync systems actors) #:use-module (8sync agenda) #:use-module (oop goops) #:export ( )) ;;; Rooms ;;; ===== (define-class () ;; Used for wiring (to-symbol #:accessor exit-to-symbol #:init-keyword #:to-symbol) ;; The actual address we use (to-address #:accessor exit-to-address #:init-keyword #:address) ;; Name of the room (@@: Should this be names?) (name #:accessor exit-name #:init-keyword #:name) (desc #:accessor exit-desc #:init-keyword #:desc) ;; *Note*: These two methods have an extra layer of indirection, but ;; it's for a good reason. (visible-check #:init-value (const #t) #:init-keyword #:visible-check) ;; By default all exits can be traversed (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)) (define* (exit-is-visible? exit actor #:optional (target-actor (actor-id actor))) ((slot-ref exit 'traverse-check) exit actor target-actor)) ;; Kind of a useful utility, maybe? (define (simple-slot-getter slot) (lambda (actor message) (reply-message actor message #:val (slot-ref actor slot)))) (define always (const #t)) ;; TODO: remove hack (define full-command list) ;; TODO: fill these in (define cmatch-just-verb #f) (define cmatch-direct-verb #f) (define cmatch-direct-obj #f) (define %room-contain-commands (list (full-command "look" cmatch-just-verb always 'look-room) (full-command "look" cmatch-direct-obj always 'look-member) (full-command "go" cmatch-just-verb always 'go-where) (full-command "go" cmatch-direct-obj always 'go-exit))) ;; TODO: Subclass from container? (define-class () (desc #:init-value "" #:init-keyword #:desc) ;; TODO: Switch this to be loc based ;; Uses a hash table like a set (values ignored) (occupants #:init-thunk make-hash-table) ;; A list of (exits #:init-value '() #:getter room-exits) ;; @@: Maybe eventually will inherit from some more general ;; game object class (contain-commands #:init-value %room-contain-commands) (message-handler #:allocation #:each-subclass #:init-value (make-action-dispatch ;; desc == description (get-desc (simple-slot-getter 'desc)) (get-name (simple-slot-getter 'name)) ((register-occupant! actor message who) "Register an actor as being a occupant of this room" (hash-set! (slot-ref actor 'occupants) who #t)) ((evict-occupant! actor message who) "De-register an occupant removed from the room" (hash-remove! (slot-ref actor 'occupants) who)) (wire-exits! (wrap-apply room-wire-exits!))))) (define (room-wire-exits! room message) "Actually hook up the rooms' exit addresses to the rooms they claim to point to." (for-each (lambda (exit) (define new-exit (<-wait room (gameobj-gm room) 'lookup-room #:symbol (exit-to-symbol exit))) (set! (exit-to-address exit) new-exit)) (room-exits room)))