Added emote!
[mudsync.git] / mudsync / room.scm
index 1a898cc5262347c485487556dca357135a5a6d8a..0b0e85262f5f878b54bfbce6ca84a42dd49f3adb 100644 (file)
   #:use-module (8sync systems actors)
   #:use-module (8sync agenda)
   #:use-module (oop goops)
+  #:use-module (srfi srfi-1)
+  #:use-module (ice-9 control)
   #:export (<room>
             room-actions
             room-actions*
 
             <exit>))
 
-;;; Rooms
+\f
+;;; Exits
 ;;; =====
 
 (define-class <exit> ()
   ;; Used for wiring
-  (to-symbol #:accessor exit-to-symbol
-             #:init-keyword #:to-symbol)
+  (to-symbol #:init-keyword #:to-symbol)
   ;; The actual address we use
-  (to-address #:accessor exit-to-address
-              #:init-keyword #:address)
+  (to-address #:init-keyword #:address)
   ;; Name of the room (@@: Should this be names?)
-  (name #:accessor exit-name
+  (name #:getter exit-name
         #:init-keyword #:name)
-  (desc #:accessor exit-desc
-               #:init-keyword #:desc)
+  (desc #:init-keyword #:desc
+        #:init-value #f)
 
   ;; *Note*: These two methods have an extra layer of indirection, but
   ;;   it's for a good reason.
                            #:optional (target-actor (actor-id actor)))
   ((slot-ref exit 'traverse-check) exit actor target-actor))
 
+
+\f
+;;; Rooms
+;;; =====
+
 (define %room-contain-commands
   (list
    (loose-direct-command "look" 'cmd-look-at)
    (empty-command "look" 'cmd-look-room)
-   (loose-direct-command "go" 'cmd-go)))
+   (empty-command "go" 'cmd-go-where)
+   (loose-direct-command "go" 'cmd-go)
+   (greedy-command "say" 'cmd-say)
+   (greedy-command "emote" 'cmd-emote)))
+
+(define room-actions
+  (build-actions
+   ;; desc == description
+   (init (wrap-apply room-init))
+   (wire-exits! (wrap-apply room-wire-exits!))
+   (cmd-go (wrap-apply room-cmd-go))
+   (cmd-go-where (wrap-apply room-cmd-go-where))
+   (announce-entrance (wrap-apply room-announce-entrance))
+   (look-room (wrap-apply room-look-room))
+   (tell-room (wrap-apply room-act-tell-room))
+   ;; in this case the command is the same version as the normal
+   ;; look-room version
+   (cmd-look-room (wrap-apply room-look-room))
+   (cmd-look-at (wrap-apply room-look-at))
+   (cmd-say (wrap-apply room-cmd-say))
+   (cmd-emote (wrap-apply room-cmd-emote))))
+
+(define room-actions*
+  (append room-actions gameobj-actions))
+
+(define room-action-dispatch
+  (simple-dispatcher room-actions*))
 
 ;; TODO: Subclass from container?
 (define-class <room> (<gameobj>)
   ;; A list of <exit>
   (exits #:init-value '()
+         #:init-keyword #:exits
          #:getter room-exits)
 
   (container-commands
-   #:init-value %room-contain-commands)
+   #:init-value (wrap %room-contain-commands))
 
   (message-handler
    #:allocation #:each-subclass
    ;; @@: Can remove this indirection once things settle
    #:init-value (wrap-apply room-action-dispatch)))
 
+(define (room-init room message)
+  (room-wire-exits! room))
 
-(define room-actions
-  (build-actions
-   ;; desc == description
-   (wire-exits! (wrap-apply room-wire-exits!))))
-
-(define room-actions*
-  (append room-actions gameobj-actions))
-
-(define room-action-dispatch
-  (simple-dispatcher room-actions*))
-
-
-(define (room-wire-exits! room message)
+(define (room-wire-exits! room)
   "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)))
+       (message-ref
+        (<-wait room (gameobj-gm room) 'lookup-special
+                #:symbol (slot-ref exit 'to-symbol))
+        'room-id))
 
-     (set! (exit-to-address exit) new-exit))
+     (slot-set! exit 'to-address new-exit))
 
    (room-exits room)))
 
+(define-mhandler (room-cmd-go room message direct-obj)
+  (define exit
+    (find
+     (lambda (exit)
+       (equal? (exit-name exit) direct-obj))
+     (room-exits room)))
+  (define to-address (slot-ref exit 'to-address))
+  (define player-name
+    (message-ref (<-wait room (message-from message)
+                         'get-name) 'val))
+  (cond
+   (exit
+    ;; Set the player's new location
+    (<-wait room (message-from message) 'set-loc!
+            #:loc to-address)
+    ;; Tell everyone else the person walked away
+    (room-tell-room
+     room
+     (format #f "~a wanders ~a.\n"
+             player-name direct-obj))
+    (<- room to-address 'announce-entrance
+        #:who-entered (message-from message))
+    ;; Have the new room update the player to the new location
+    (<- room (slot-ref exit 'to-address) 'look-room
+        #:to-id (message-from message)))
+   (else
+    (<- room (message-from message) 'tell
+        #:text "You don't see any way to go there.\n"))))
+
+(define-mhandler (room-cmd-go-where room message)
+  (<- room (message-from message) 'tell
+      #:text "Go where?\n"))
+
+;;; look commands
+
+(define (list-words-as-string words)
+  "A little utility for listing a bunch of words in an English-style list"
+  ;; TODO: This could be made faster by traversing the O(n)
+  ;;   list once, not twice
+  (let ((word-length (length words)))
+    (cond 
+     ((eqv? word-length 0) "")
+     ((eqv? word-length 1) (car words))
+     (else
+      ;; TODO: and this is NOT efficient
+      (string-append
+       (string-join
+        (drop-right words 1)
+        ", ")
+       " and "
+       (last words))))))
+
+(define (room-player-looks-around room player-id)
+  "Handle looking around the room"
+  ;; Get the room text
+  (define room-text
+    (format #f "**~a**\n~a\n"
+            (slot-ref room 'name)
+            (slot-ref room 'desc)))
+
+  ;; Get a list of other things the player would see in the room
+  (define occupant-names-all
+    (map
+     (lambda (occupant)
+       (message-ref
+        (<-wait room occupant 'visible-name
+                #:whos-looking player-id)
+        'text))
+     (remove
+      (lambda (x) (equal? x player-id))
+      (hash-map->list (lambda (x _) x)
+                      (slot-ref room 'occupants)))))
+
+  ;; Strip out the #f responses (these aren't listed because they lack a name
+  ;; or they aren't "obviously visible" to the player)
+  (define occupant-names-filtered
+    (filter identity occupant-names-all))
+
+  (define occupant-names-string
+    (if (eq? occupant-names-filtered '())
+        #f
+        (format #f "You see here: ~a.\n"
+                (list-words-as-string occupant-names-filtered))))
+
+  (define final-text
+    (if occupant-names-string
+        (string-append room-text occupant-names-string)
+        room-text))
+  
+  (<- room player-id 'tell
+      #:text final-text))
+
+
+(define-mhandler (room-look-room room message)
+  "Command: Player asks to look around the room"
+  (room-player-looks-around
+   room
+   ;; Either send it to the #:to-id of the message, or to the
+   ;; sender of the message
+   (message-ref message 'to-id
+                (message-from message))))
+
+(define (room-find-thing-called room called-this)
+  "Find something called CALLED-THIS in the room, if any."
+  (call/ec
+   (lambda (return)
+     (for-each
+      (lambda (occupant)
+        (define goes-by
+          (message-ref (<-wait room occupant 'goes-by)
+                       'goes-by #f))
+        (if (member called-this goes-by)
+            (return occupant)))
+      (hash-map->list (lambda (key val) key)
+                      (slot-ref room 'occupants)))
+     #f)))
+
+(define %formless-desc
+  "You don't see anything special.")
+
+(define-mhandler (room-look-at room message direct-obj)
+  "Look at a specific object in the room."
+  (define matching-object
+    (room-find-thing-called room direct-obj))
+
+  (cond
+   (matching-object
+    (let ((obj-desc
+           (message-ref
+            (<-wait room matching-object 'get-desc
+                    #:whos-looking (message-from message))
+            'val)))
+      (if obj-desc
+          (<- room (message-from message) 'tell
+              #:text (string-append obj-desc "\n"))
+          (<- room (message-from message) 'tell
+              #:text (string-append %formless-desc "\n")))))
+   (else
+    (<- room (message-from message) 'tell
+        #:text "You don't see that here, so you can't look at it.\n"))))
+
+
+(define* (room-tell-room room text #:key exclude wait)
+  (define who-to-tell (gameobj-occupants room #:exclude exclude))
+  (for-each
+   (lambda (tell-me)
+     ;; @@: Does anything really care?
+     (define deliver-method
+       (if wait
+           <-wait
+           <-))
+     (deliver-method room tell-me 'tell
+                     #:text text))
+   who-to-tell))
+
+(define-mhandler (room-act-tell-room room message text)
+  "Tell the room some messages."
+  (define exclude (message-ref message 'exclude #f))
+  (define wait-delivery (message-ref message 'wait #f))
+  (room-tell-room room text
+                  #:exclude exclude
+                  #:wait wait-delivery))
+
+(define-mhandler (room-cmd-say room message phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (message-ref (<-wait room (message-from message)
+                         'get-name) 'val))
+  (define message-to-send
+    (format #f "~a says: ~a\n" player-name phrase))
+  (room-tell-room room message-to-send))
+
+(define-mhandler (room-cmd-emote room message phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (message-ref (<-wait room (message-from message)
+                         'get-name) 'val))
+  (define message-to-send
+    (format #f "* ~a ~a\n" player-name phrase))
+  (room-tell-room room message-to-send))
+
+(define-mhandler (room-announce-entrance room message who-entered)
+  (define player-name
+    (message-ref (<-wait room who-entered 'get-name)
+                 'val))
+  (define message-to-send
+    (format #f "~a enters the room.\n" player-name))
+  (room-tell-room room message-to-send
+                  #:exclude who-entered))