You can now kiss the frog!
[mudsync.git] / mudsync / room.scm
index 8f1e0a330d9ab2323ba495b9ac2b0185f5111eb6..ed4eafe46eec597ae393d46c3b07ab35a61fd801 100644 (file)
@@ -1,5 +1,5 @@
 ;;; Mudsync --- Live hackable MUD
-;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
+;;; Copyright © 2016 Christine Lemmer-Webber <cwebber@dustycloud.org>
 ;;;
 ;;; This file is part of Mudsync.
 ;;;
@@ -32,7 +32,8 @@
 ;;; =====
 
 (define-class <exit> ()
-  (to #:init-keyword #:to)
+  (to #:init-keyword #:to
+      #:init-value #f)
   ;; Name of the room (@@: Should this be names?)
   (name #:getter exit-name
         #:init-keyword #:name)
 ;;; Rooms
 ;;; =====
 
+(define (exit-shorthand name)
+  (lambda (room message)
+    (room-cmd-go room message #:direct-obj name)))
+
 ;; TODO: Subclass from container?
 (define-class <room> (<gameobj>)
   ;; A list of <exit>
     ("go" ((empty-command cmd-go-where)
            (loose-direct-command cmd-go)))
     (("say" "\"" "'") ((greedy-command cmd-say)))
-    (("emote" "/me") ((greedy-command cmd-emote)))))
+    (("emote" "/me") ((greedy-command cmd-emote)))
+    ;; movement aliases
+    (("n" "north") ((empty-command go-north)))
+    (("ne" "northeast") ((empty-command go-northeast)))
+    (("e" "east") ((empty-command go-east)))
+    (("se" "southeast") ((empty-command go-southeast)))
+    (("s" "south") ((empty-command go-south)))
+    (("sw" "southwest") ((empty-command go-southwest)))
+    (("w" "west") ((empty-command go-west)))
+    (("nw" "northwest") ((empty-command go-northwest)))
+    (("u" "up") ((empty-command go-up)))
+    (("d" "down") ((empty-command go-down)))))
 
   (container-sub-commands
    #:allocation #:each-subclass
             (cmd-look-room room-look-room)
             (cmd-look-at-from-room room-look-dont-see-it)
             (cmd-say room-cmd-say)
-            (cmd-emote room-cmd-emote))))
+            (cmd-emote room-cmd-emote)
+            ;; movement aliases
+            (go-north (exit-shorthand "north"))
+            (go-northeast (exit-shorthand "northeast"))
+            (go-east (exit-shorthand "east"))
+            (go-southeast (exit-shorthand "southeast"))
+            (go-south (exit-shorthand "south"))
+            (go-southwest (exit-shorthand "southwest"))
+            (go-west (exit-shorthand "west"))
+            (go-northwest (exit-shorthand "northwest"))
+            (go-up (exit-shorthand "up"))
+            (go-down (exit-shorthand "down")))))
+
+(define common-exit-aliases
+  '(("n" . "north")
+    ("ne" . "northeast")
+    ("e" . "east")
+    ("se" . "southeast")
+    ("s" . "south")
+    ("sw" . "southwest")
+    ("w" . "west")
+    ("nw" . "northwest")
+    ("u" . "up")
+    ("d" . "down")))
+
+(define (dealias-exit-name exit-name)
+  (or (assoc-ref common-exit-aliases exit-name)
+      exit-name))
 
 (define* (room-cmd-go room message #:key direct-obj)
   (define exit
     (find
      (lambda (exit)
-       (equal? (exit-name exit) direct-obj))
+       (equal? (exit-name exit) (dealias-exit-name direct-obj)))
      (room-exits room)))
   (define to-address (if exit
                          ;; Get the exit, but resolve it dynamically
                         (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)))))))
+        (cond
+         ;; The exit itself objects to moving
+         ((not can-traverse?)
+          (<- 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)))
+         ;; to-address points nowhere, or exit not set.
+         ((not exit)
+          (<- player 'tell
+              #:text '((i "Yikes!") " Something weird is going on. "
+                       "It seems like this exit leads nowhere, "
+                       "in a programming bug kind of way. "
+                       "Maybe tell an administrator?")))
+         ;; looks like we can go, so let's go!
+         (else
+          ;; 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))))))
    (else
     (<- player 'tell
         #:text "You don't see any way to go there.\n"))))
   ;; Get the room text
   (define room-text
     `((strong "=> " ,(slot-ref room 'name) " <=")
-      (p ,(slot-ref room 'desc))))
+      (p ,(gameobj-desc room))))
 
   ;; Get a list of other things the player would see in the room
   (define occupant-names-all