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- ;;; Mudsync --- Live hackable MUD
- ;;; Copyright © 2016 Christopher Allan Webber <cwebber@dustycloud.org>
- ;;;
- ;;; This file is part of Mudsync.
- ;;;
- ;;; Mudsync is free software; you can redistribute it and/or modify it
- ;;; under the terms of the GNU General Public License as published by
- ;;; the Free Software Foundation; either version 3 of the License, or
- ;;; (at your option) any later version.
- ;;;
- ;;; Mudsync is distributed in the hope that it will be useful, but
- ;;; WITHOUT ANY WARRANTY; without even the implied warranty of
- ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- ;;; General Public License for more details.
- ;;;
- ;;; You should have received a copy of the GNU General Public License
- ;;; 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 (mudsync utils)
- #:use-module (8sync actors)
- #:use-module (8sync agenda)
- #:use-module (oop goops)
- #:use-module (srfi srfi-1)
- #:use-module (ice-9 control)
- #:export (<room> <exit>))
- ;;; Exits
- ;;; =====
- (define-class <exit> ()
- (to #:init-keyword #:to
- #:init-value #f)
- ;; Name of the room (@@: Should this be names?)
- (name #:getter exit-name
- #:init-keyword #:name)
- (desc #:init-keyword #:desc
- #:init-value #f)
- ;; *Note*: These two methods have an extra layer of indirection, but
- ;; it's for a good reason.
- (visible-check #:init-value (const #t)
- #:init-keyword #:visible-check)
- ;; By default all exits can be traversed
- (traverse-check #:init-value (const #t)
- #:init-keyword #:traverse-check))
- ;; @@: 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 room whos-exiting)
- ((slot-ref exit 'visible-check) exit room whos-exiting))
- ;;; 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>
- (exits #:init-value '()
- #:init-keyword #:exits
- #:getter room-exits)
- (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)))
- ;; 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
- #:init-thunk
- (build-commands
- (("l" "look") ((loose-direct-command cmd-look-at-from-room)))))
- (actions #:allocation #:each-subclass
- #:init-thunk
- (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-from-room room-look-dont-see-it)
- (cmd-say room-cmd-say)
- (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) (dealias-exit-name 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 (message-from message))
- (define player-name
- (mbody-val (<-wait player 'get-name)))
- (cond
- (exit
- (call-with-values (lambda ()
- (exit-can-traverse? exit room player))
- (lambda* (can-traverse? #:optional player-flavortext
- room-flavortext)
- (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"))))
- (define (room-cmd-go-where room message)
- (<- (message-from message) 'tell
- #:text "Go where?\n"))
- ;;; look commands
- (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 ,(gameobj-desc room))))
- ;; 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 occupant-names-string
- (if (eq? occupant-names-filtered '())
- #f
- (format #f "You see here: ~a.\n"
- (string-join occupant-names-filtered
- ", "))))
- (define final-text
- (if occupant-names-string
- `(,@room-text
- (p (em ,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)
- (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* (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)
- (define who-to-tell (gameobj-occupants room #:exclude exclude))
- (for-each
- (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))
- (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))
- (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))
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