(define-module (mudsync room)
#:use-module (mudsync command)
#:use-module (mudsync gameobj)
+ #:use-module (mudsync utils)
#:use-module (8sync actors)
#:use-module (8sync agenda)
#:use-module (oop goops)
(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))
+;; @@: Should we make whos-exiting optional? Would there ever be any
+;; reason?
+(define* (exit-can-traverse? exit room whos-exiting)
+ ((slot-ref exit 'traverse-check) exit room whos-exiting))
-(define* (exit-is-visible? exit actor
- #:optional (target-actor (actor-id actor)))
- ((slot-ref exit 'traverse-check) exit actor target-actor))
+(define* (exit-is-visible? exit room whos-exiting)
+ ((slot-ref exit 'visible-check) exit room whos-exiting))
\f
;;; Rooms
;;; =====
-(define %room-contain-commands
- (list
- (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>
#:init-keyword #:exits
#:getter room-exits)
- (container-commands
- #:init-value (wrap %room-contain-commands))
+ (container-dom-commands
+ #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((empty-command cmd-look-room)))
+ ("go" ((empty-command cmd-go-where)
+ (loose-direct-command cmd-go)))
+ (("say" "\"" "'") ((greedy-command cmd-say)))
+ (("emote" "/me") ((greedy-command cmd-emote)))))
+
+ (container-sub-commands
+ #:allocation #:each-subclass
+ #:init-thunk
+ (build-commands
+ (("l" "look") ((loose-direct-command cmd-look-at-from-room)))))
(actions #:allocation #:each-subclass
#:init-thunk
;; 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-look-at-from-room room-look-dont-see-it)
(cmd-say room-cmd-say)
(cmd-emote room-cmd-emote))))
;; in case it's a special
(dyn-ref room (slot-ref exit 'to))
#f))
+ (define player (message-from message))
(define player-name
- (mbody-val (<-wait (message-from message) 'get-name)))
+ (mbody-val (<-wait player '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)))
+ (call-with-values (lambda ()
+ (exit-can-traverse? exit room player))
+ (lambda* (can-traverse? #:optional player-flavortext
+ room-flavortext)
+ (if can-traverse?
+ ;; looks like we can go, so let's go!
+ (begin
+ ;; Set the player's new location
+ (<-wait player 'set-loc!
+ #:loc to-address)
+ (when player-flavortext
+ (<-wait player 'tell
+ #:text player-flavortext))
+ ;; Tell everyone else the person walked away
+ (room-tell-room
+ room (or room-flavortext
+ (format #f "~a wanders ~a.\n"
+ player-name direct-obj)))
+ (<- to-address 'announce-entrance
+ #:who-entered player)
+ ;; Have the new room update the player to the new location
+ (<- to-address 'look-room
+ #:to-id player))
+ ;; Otherwise, if we can't go...
+ (begin
+ (<- player 'tell
+ #:text (or player-flavortext
+ `("You try to go " ,direct-obj " but something "
+ "seems to block you.")))
+ (when room-flavortext
+ (room-tell-room room room-flavortext
+ #:exclude player)))))))
(else
- (<- (message-from message) 'tell
+ (<- player 'tell
#:text "You don't see any way to go there.\n"))))
(define (room-cmd-go-where room message)
(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)))
+ ;; 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))
(lambda (return)
(for-each
(lambda (occupant)
- (mbody-receive (_ #:key goes-by)
- (<-wait occupant 'goes-by)
- (if (member called-this goes-by)
- (return occupant))))
+ (define goes-by (mbody-val (<-wait occupant 'goes-by)))
+ (if (ci-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 obj-desc)
- (<- (message-from message) 'tell #:text %formless-desc))))
- (else
- (<- (message-from message) 'tell
- #:text "You don't see that here, so you can't look at it.\n"))))
+(define* (room-look-dont-see-it room message #:key direct-obj)
+ "In general, if we get to this point, we didn't find something to look at."
+ (<- (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)