(init (wrap-apply player-init))
(handle-input (wrap-apply player-handle-input))
(tell (wrap-apply player-tell))
- (disconnect-self-destruct (wrap-apply player-disconnect-self-destruct))))
+ (disconnect-self-destruct (wrap-apply player-disconnect-self-destruct))
+ (cmd-inventory (wrap-apply player-cmd-inventory))))
(define player-actions*
(append player-actions
(define player-dispatcher
(simple-dispatcher player-actions*))
+(define player-self-commands
+ (list
+ (empty-command "inventory" 'cmd-inventory)
+ ;; aliases...
+ ;; @@: Should use an "alias" system for common aliases?
+ (empty-command "inv" 'cmd-inventory)
+ (empty-command "i" 'cmd-inventory)))
+
(define-class <player> (<gameobj>)
(username #:init-keyword #:username
#:getter player-username)
- (self-commands
- #:init-value '()
- #:getter player-self-commands)
+ (self-commands #:init-value player-self-commands)
(message-handler
#:init-value
- ;; @@: We're gonna need action inheritance real awful soon, huh?
(wrap-apply player-dispatcher)))
(slot-ref player 'name))))
(gameobj-self-destruct player))
+(define-mhandler (player-cmd-inventory player message)
+ "Display the inventory for the player"
+ (define inv-names
+ (map
+ (lambda (inv-item)
+ (message-ref (<-wait player inv-item 'get-name)
+ 'val))
+ (gameobj-occupants player)))
+ (define text-to-show
+ (if (eq? inv-names '())
+ "You aren't carrying anything.\n"
+ (apply string-append
+ "You are carrying:\n"
+ (map (lambda (item-name)
+ (string-append " * " item-name "\n"))
+ inv-names))))
+ (<- player (actor-id player) 'tell #:text text-to-show))
+
;;; Command handling
;;; ================
;; Append our own command handlers
(define our-commands
- (player-self-commands player))
+ (filter
+ (lambda (cmd)
+ (equal? (command-verbs cmd) verb))
+ (val-or-run
+ (slot-ref player 'self-commands))))
;; TODO: Append our inventory's relevant command handlers