Can FINALLY interact with objects! Woohoo!
[mudsync.git] / mudsync / room.scm
index 09ebdcbc0db8531802edf22e6e56d69ea702befa..aee0636ab4c817c6e9c985d18c6bee1ef2b888e9 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 agenda)
   #:use-module (oop goops)
+  #:use-module (srfi srfi-1)
   #: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.
   ((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)))
+
+(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))
+   (look-room (wrap-apply room-look-room))
+   ;; in this case the command is the same version as the normal
+   ;; look-room version
+   (cmd-look-room (wrap-apply room-look-room))))
+
+(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)
 
-  (contain-commands
-   #:init-value %room-contain-commands)
+  (container-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)))
+  (cond
+   (exit
+    ;; Set the player's new location
+    (<-wait room (message-from message) 'set-loc!
+            #:loc (slot-ref exit 'to-address))
+    ;; 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 (room-player-looks-around room player-id)
+  "Handle looking around the room"
+  (define room-text
+    (format #f "**~a**\n~a\n"
+            (slot-ref room 'name)
+            (slot-ref room 'desc)))
+  (<- room player-id 'tell
+      #:text room-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))))