formatted output
[mudsync.git] / mudsync / room.scm
index 09ebdcbc0db8531802edf22e6e56d69ea702befa..6efac433f4c34b895c31a738511a53ac602ec3d7 100644 (file)
 ;;; along with Mudsync.  If not, see <http://www.gnu.org/licenses/>.
 
 (define-module (mudsync room)
+  #:use-module (mudsync command)
   #:use-module (mudsync gameobj)
-  #:use-module (8sync systems actors)
+  #:use-module (8sync actors)
   #:use-module (8sync agenda)
   #:use-module (oop goops)
-  #:export (<room>
-            room-actions
-            room-actions*
+  #:use-module (srfi srfi-1)
+  #:use-module (ice-9 control)
+  #:export (<room> <exit>))
 
-            <exit>))
-
-;;; Rooms
+\f
+;;; Exits
 ;;; =====
 
 (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)
+  (to #:init-keyword #:to)
   ;; 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.
   ((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)
+\f
+;;; Rooms
+;;; =====
 
 (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)))
-
+   (loose-direct-command "look" 'cmd-look-at)
+   (empty-command "look" 'cmd-look-room)
+   (empty-command "go" 'cmd-go-where)
+   (loose-direct-command "go" 'cmd-go)
+   (greedy-command "say" 'cmd-say)
+   (greedy-command "\"" 'cmd-say)
+   (greedy-command "'" 'cmd-say)
+   (greedy-command "emote" 'cmd-emote)
+   (greedy-command "/me" 'cmd-emote)))
 
 ;; TODO: Subclass from container?
 (define-class <room> (<gameobj>)
   ;; A list of <exit>
   (exits #:init-value '()
+         #:init-keyword #:exits
          #:getter room-exits)
 
-  (contain-commands
-   #:init-value %room-contain-commands)
+  (container-commands
+   #:init-value (wrap %room-contain-commands))
+
+  (actions #:allocation #:each-subclass
+           #:init-value
+           (build-actions
+            (cmd-go room-cmd-go)
+            (cmd-go-where room-cmd-go-where)
+            (announce-entrance room-announce-entrance)
+            (look-room room-look-room)
+            (tell-room room-act-tell-room)
+            ;; in this case the command is the same version as the normal
+            ;; look-room version
+            (cmd-look-room room-look-room)
+            (cmd-look-at room-look-at)
+            (cmd-say room-cmd-say)
+            (cmd-emote room-cmd-emote))))
+
+(define* (room-cmd-go room message #:key direct-obj)
+  (define exit
+    (find
+     (lambda (exit)
+       (equal? (exit-name exit) direct-obj))
+     (room-exits room)))
+  (define to-address (if exit
+                         ;; Get the exit, but resolve it dynamically
+                         ;; in case it's a special
+                         (dyn-ref room (slot-ref exit 'to))
+                         #f))
+  (define player-name
+    (mbody-val (<-wait (message-from message) 'get-name)))
+  (cond
+   (exit
+    ;; Set the player's new location
+    (<-wait (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))
+    (<- to-address 'announce-entrance
+        #:who-entered (message-from message))
+    ;; Have the new room update the player to the new location
+    (<- to-address 'look-room
+        #:to-id (message-from message)))
+   (else
+    (<- (message-from message) 'tell
+        #:text "You don't see any way to go there.\n"))))
 
-  (message-handler
-   #:allocation #:each-subclass
-   ;; @@: Can remove this indirection once things settle
-   #:init-value (wrap-apply room-action-dispatch)))
+(define (room-cmd-go-where room message)
+  (<- (message-from message) 'tell
+      #:text "Go where?\n"))
 
+;;; look commands
 
-(define room-actions
-  (build-actions
-   ;; desc == description
-   (wire-exits! (wrap-apply room-wire-exits!))))
+(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-actions*
-  (append room-actions gameobj-actions))
+(define (room-player-looks-around room player-id)
+  "Handle looking around the room"
+  ;; Get the room text
+  (define room-text
+    `((strong "=> " ,(slot-ref room 'name) " <=")
+      (p ,(slot-ref room 'desc))))
 
-(define room-action-dispatch
-  (simple-dispatcher room-actions*))
+  ;; Get a list of other things the player would see in the room
+  (define occupant-names-all
+    (map
+     (lambda (occupant)
+       (call-with-message (<-wait occupant 'visible-name
+                                  #:whos-looking player-id)
+                          (lambda* (_ #:key text)
+                            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 (room-wire-exits! room message)
-  "Actually hook up the rooms' exit addresses to the rooms they
-claim to point to."
+  (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
+        `(,@room-text
+          (p (i ,occupant-names-string)))
+        room-text))
+  
+  (<- player-id 'tell
+      #:text final-text))
+
+
+(define* (room-look-room room message
+                            ;; Either send it to the #:to-id of the message,
+                            ;; or to the sender of the message
+                            #:key (to-id (message-from message)))
+  "Command: Player asks to look around the room"
+  (room-player-looks-around room to-id))
+
+(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)
+        (mbody-receive (_ #:key goes-by)
+            (<-wait occupant 'goes-by)
+          (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* (room-look-at room message #:key 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
+           (mbody-val (<-wait matching-object 'get-desc
+                            #:whos-looking (message-from message)))))
+      (if obj-desc
+          (<- (message-from message) 'tell
+              #:text (string-append obj-desc "\n"))
+          (<- (message-from message) 'tell
+              #:text (string-append %formless-desc "\n")))))
+   (else
+    (<- (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 (exit)
-     (define new-exit
-       (<-wait room (gameobj-gm room) 'lookup-room
-               #:symbol (exit-to-symbol exit)))
+   (lambda (tell-me)
+     ;; @@: Does anything really care?
+     (define deliver-method
+       (if wait
+           <-wait
+           <-))
+     (deliver-method tell-me 'tell
+                     #:text text))
+   who-to-tell))
+
+(define* (room-act-tell-room room message #:key text exclude wait)
+  "Tell the room some messages."
+  (room-tell-room room text
+                  #:exclude exclude
+                  #:wait wait))
 
-     (set! (exit-to-address exit) new-exit))
+(define* (room-cmd-say room message #:key phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (mbody-val (<-wait (message-from message) 'get-name)))
+  (define message-to-send
+    `((b "<" ,player-name ">") " " ,phrase))
+  (room-tell-room room message-to-send))
 
-   (room-exits room)))
+(define* (room-cmd-emote room message #:key phrase)
+  "Command: Say something to room participants."
+  (define player-name
+    (mbody-val (<-wait (message-from message) 'get-name)))
+  (define message-to-send
+    `((b "* " ,player-name) " " ,phrase))
+  (room-tell-room room message-to-send))
 
+(define* (room-announce-entrance room message #:key who-entered)
+  (define player-name
+    (mbody-val (<-wait who-entered 'get-name)))
+  (define message-to-send
+    (format #f "~a enters the room.\n" player-name))
+  (room-tell-room room message-to-send
+                  #:exclude who-entered))