+ ;; Directory of "special" objects.
+ (special-dir #:init-thunk make-hash-table
+ #:getter gm-special-dir)
+
+ ;; Room directory. Room symbols to locations.
+ (room-dir #:init-thunk make-hash-table
+ #:getter gm-room-dir)
+
+ ;; A mapping of client ids to in-game actors
+ ;; and a reverse ;p
+ (client-dir #:init-thunk make-hash-table
+ #:getter gm-client-dir)
+ (reverse-client-dir #:init-thunk make-hash-table
+ #:getter gm-reverse-client-dir)
+
+ ;; Network manager
+ (network-manager #:accessor gm-network-manager
+ #:init-value #f)
+
+ ;; How we get a new connection acclimated to the system
+ (new-conn-handler #:accessor gm-new-conn-handler
+ #:init-keyword #:new-conn-handler)
+
+ (message-handler
+ #:init-value
+ (make-action-dispatch
+ (init-world (wrap-apply gm-init-world))
+ (client-input (wrap-apply gm-handle-client-input))
+ (lookup-room (wrap-apply gm-lookup-room))
+ (new-client (wrap-apply gm-new-client))
+ (write-home (wrap-apply gm-write-home)))))
+
+
+;;; .. begin world init stuff ..
+
+(define (gm-init-world gm message)
+ ;; Load database
+ ;; TODO
+
+ ;; Init basic rooms / structure
+ (gm-init-rooms gm (message-ref message 'room-spec))
+
+ ;; Restore database-based actors
+ ;; TODO
+
+ ;; Set up the network
+ (gm-setup-network gm))
+
+(define (gm-init-rooms gm rooms-spec)
+ "Initialize the prebuilt rooms"
+ ;; @@: Would it be nicer to just allow passing in
+ ;; #:exits to the room spec itself?
+ (define (exit-from-spec exit-spec)
+ "Take room exits syntax from the spec, turn it into exits"
+ (match exit-spec
+ ((name to-symbol desc)
+ (make <exit>
+ #:name name
+ #:to-symbol to-symbol
+ #:desc desc))))
+
+ (define rooms
+ (map
+ (match-lambda
+ ((room-symbol room-class
+ room-args ...
+ (room-exits ...))
+ ;; initialize the room
+ (let ((room
+ (apply create-actor* gm room-class "room"
+ #:gm (actor-id gm)
+ #:exits (map exit-from-spec room-exits)
+ room-args)))
+ ;; register the room
+ (hash-set! (gm-room-dir gm) room-symbol room)
+ ;; pass it back to the map
+ room)))
+ rooms-spec))
+
+ ;; now wire up all the exits
+ (for-each
+ (lambda (room)
+ (format #t "Wiring up ~s...\n" (address->string room))
+ (<-wait gm room 'wire-exits!))
+ rooms))
+
+
+(define (gm-setup-network gm)
+ ;; Create a default network manager if none available
+ (set! (gm-network-manager gm)
+ (create-actor* gm <network-manager> "netman"
+ #:send-input-to (actor-id gm)))
+
+ ;; TODO: Add host and port options
+ (<-wait gm (gm-network-manager gm) 'start-listening))
+
+(define (gm-setup-database gm)
+ 'TODO)
+
+;;; .. end world init stuff ...
+
+(define-mhandler (gm-new-client actor message client)
+ ;; @@: Maybe more indirection than needed for this
+ ((gm-new-conn-handler actor) actor client))
+
+
+(define (gm-handle-client-input actor message)
+ "Handle input from a client."
+ (define client-id (message-ref message 'client))
+ (define input (message-ref message 'data))
+ (format #t "From ~s: ~s\n" client-id input)
+ (<- actor (gm-network-manager actor) 'send-to-client
+ #:client client-id
+ #:data "Thanks, we got it!\n"))
+
+(define-mhandler (gm-lookup-room actor message symbol)
+ (define room-id
+ (slot-ref (gm-room-dir actor) symbol))
+ (<-reply actor message room-id))
+
+(define-mhandler (gm-write-home actor message text)
+ (define client-id (hash-ref (gm-reverse-client-dir actor)
+ (message-from message)))
+ (<- actor (gm-network-manager actor) 'send-to-client
+ #:client client-id
+ #:data text))
+
+
+;;; GM utilities
+
+(define (gm-register-client! gm client-id player)
+ (hash-set! (gm-client-dir gm) client-id player)
+ (hash-set! (gm-reverse-client-dir gm) player client-id))
+
+(define (gm-unregister-client! gm client-id)
+ "Remove a connection/player combo and ask them to self destruct"
+ (match (hash-remove! (gm-client-dir gm) client-id) ; Remove from our client dir
+ ((_ . player-id)
+ ;; Remove from reverse table too
+ (hash-remove! (gm-reverse-client-dir gm) client-id)
+ ;; Destroy player
+ (<- gm player-id 'destroy-self))
+ (#f (throw 'no-client-to-unregister
+ "Can't unregister a client that doesn't exist?"
+ client-id))))
+
+;;; An easy default
+
+(define (make-default-room-conn-handler default-room)
+ "Make a handler for a GM that dumps people in a default room
+with an anonymous persona"
+ (let ((count 0))
+ (lambda (gm client-id)
+ (define guest-name (string-append "Guest-"
+ (number->string count)))
+ (define room-id
+ (hash-ref (gm-room-dir gm) default-room))
+ ;; create and register the player
+ (define player
+ (create-actor* gm <player> "player"
+ #:username guest-name
+ #:gm (actor-id gm)
+ #:client client-id))
+
+ ;; Register the player in our database of players -> connections
+ (gm-register-client! gm client-id player)
+ ;; Dump the player into the default room
+ (<-wait gm player 'set-loc! #:id room-id)
+ ;; Initialize the player
+ (<- gm player 'init))))
+
+
+;;; Game actor
+;;; ==========
+
+;;; *all* game components that talk to players should somehow
+;;; derive from this class.
+;;; And all of them need a GM!
+
+(define-class <gameobj> (<actor>)
+ ;; location id
+ (loc #:init-value #f
+ #:accessor gameobj-loc)
+ ;; game master id
+ (gm #:init-keyword #:gm
+ #:getter gameobj-gm)
+ ;; a name to be known by
+ (name #:init-keyword #:name
+ #:accessor gameobj-name)
+
+ ;; how to print our name
+ (name-f #:init-keyword #:name-f
+ #:getter gameobj-name-f
+ #:init-value gameobj-simple-name-f)
+
+ ;; Name aliases
+ (aliases #:init-keyword #:aliases
+ #:init-value '())
+
+ ;; Commands we can handle
+ (commands #:init-value #f)
+ ;; Commands we can handle by being something's container
+ (contain-commands #:init-value #f))
+
+
+(define (gameobj-simple-name-f gameobj)
+ "Simplest version: return ourselves for our name."
+ (gameobj-name gameobj))
+
+
+\f
+;;; Rooms
+;;; =====
+
+;; @@: Maybe make this into a record type when this congeals a bit?
+;; I dunno?
+
+(define-class <exit> ()
+ ;; 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-class <room> (<gameobj>)
+ (desc #:init-value ""
+ #:init-keyword #:desc)
+ ;; Uses a hash table like a set (values ignored)
+ (occupants #:init-thunk make-hash-table)
+ ;; A list of <exit>
+ (exits #:init-value '()
+ #:getter room-exits)
+ ;; @@: Maybe eventually <room> will inherit from some more general
+ ;; game object class
+