;; 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)
(contain-commands #:init-value #f))
+(define (gameobj-simple-name-f gameobj)
+ "Simplest version: return ourselves for our name."
+ (gameobj-name gameobj))
+
+
\f
;;; Rooms
;;; =====
#:val (slot-ref actor slot))))
+;; TODO: Subclass from container?
(define-class <room> (<gameobj>)
- (name #:init-keyword #:name)
(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 <exit>
;; @@: Maybe eventually <room> will inherit from some more general
;; game object class
+ (contain-commands
+ #:init-value %room-contain-commands)
+
(message-handler
#:allocation #:each-subclass
#:init-value
(hash-remove! (slot-ref actor 'occupants) who))
(wire-exits! (wrap-apply room-wire-exits!)))))
+(define always (const #t))
+
+(define %room-contain-commands
+ (list
+ (command "look" cmatch-just-verb always 'look-room)
+ (command "look" cmatch-direct-obj always 'look-member)
+ (command "go" cmathc-just-verb always 'go-where)
+ (command "go" cmatch-direct-obj always 'go-exit)))
+
+
(define (room-wire-exits! room message)
"Actually hook up the rooms' exit addresses to the rooms they
claim to point to."
;; Connection id
(client #:accessor player-client)
+ (self-commands
+ #:init-value #f ; TODO: Set me to a reasonable default
+ #:accessor player-self-commands)
+
(message-handler
#:init-value
(make-action-dispatch