(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.
(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)))
+(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>
#: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!))
- (cmd-go (wrap-apply room-cmd-go))))
-
-(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)))
(find
(lambda (exit)
(equal? (exit-name exit) direct-obj))
- (pk 'later-exits (room-exits room))))
- (if exit
- (<- room (message-from message) 'tell
- #:text "Yeah you can go there...\n")
- (<- room (message-from message) 'tell
- #:text "I don't know where that is?\n")))
-
+ (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))))