#:use-module (ice-9 match)
#:use-module (oop goops)
#:export (<gameobj>
- gameobj-simple-name-f
gameobj-loc
gameobj-gm
- gameobj-name
gameobj-occupants
gameobj-actions
- gameobj-self-destruct))
+ gameobj-self-destruct
+
+ dyn-ref))
;;; Gameobj
;;; =======
(remove-occupant! (wrap-apply gameobj-remove-occupant!))
(set-loc! (wrap-apply gameobj-act-set-loc!))
(get-name (wrap-apply gameobj-get-name))
+ (set-name! (wrap-apply gameobj-act-set-name!))
(get-desc (wrap-apply gameobj-get-desc))
(goes-by (wrap-apply gameobj-act-goes-by))
(visible-name (wrap-apply gameobj-visible-name))
(self-destruct (wrap-apply gameobj-act-self-destruct))
- (tell (wrap-apply gameobj-tell-no-op))))
+ (tell (wrap-apply gameobj-tell-no-op))
+ (assist-replace (wrap-apply gameobj-act-assist-replace))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
#:val (slot-ref actor slot))))
+(define (gameobj-replace-step-occupants actor replace-reply)
+ (define occupants
+ (message-ref replace-reply 'occupants #f))
+ ;; Snarf all the occupants!
+ (display "replacing occupant\n")
+ (when occupants
+ (for-each
+ (lambda (occupant)
+ (<-wait actor occupant 'set-loc!
+ #:loc (actor-id actor)))
+ occupants)))
+
+(define gameobj-replace-steps*
+ (list gameobj-replace-step-occupants))
+
+(define (run-replacement actor message replace-steps)
+ (define replaces (message-ref message 'replace #f))
+ (when replaces
+ (let ((replace-reply
+ (<-wait actor replaces 'assist-replace)))
+ (for-each
+ (lambda (replace-step)
+ (replace-step actor replace-reply))
+ replace-steps))))
+
;; @@: This could be kind of a messy way of doing gameobj-init
;; stuff. If only we had generic methods :(
(define-mhandler (gameobj-init actor message)
- "Your most basic game object init procedure. Does nothing."
- #f)
+ "Your most basic game object init procedure.
+Assists in its replacement of occupants if necessary and nothing else."
+ (run-replacement actor message gameobj-replace-steps*))
(define (gameobj-goes-by gameobj)
"Find the name we go by. Defaults to #:name if nothing else provided."
(define gameobj-get-name (simple-slot-getter 'name))
+(define-mhandler (gameobj-act-set-name! actor message val)
+ (slot-set! actor 'name val))
+
(define-mhandler (gameobj-get-desc actor message whos-looking)
(define desc-text
(match (slot-ref actor 'desc)
(desc desc)))
(<-reply actor message #:val desc-text))
-(define (gameobj-simple-name-f gameobj)
- "Simplest version: return ourselves for our name."
- (gameobj-name gameobj))
-
(define (gameobj-visible-to-player? gameobj whos-looking)
"Check to see whether we're visible to the player or not.
By default, this is whether or not the generally-visible flag is set."
;; Unless an actor has a tell message, we just ignore it
(define gameobj-tell-no-op
(const 'no-op))
+
+(define (gameobj-replace-data-occupants actor)
+ "The general purpose list of replacement data"
+ (list #:occupants (hash-map->list (lambda (occupant _) occupant)
+ (slot-ref actor 'occupants))))
+
+(define (gameobj-replace-data* actor)
+ ;; For now, just call gameobj-replace-data-occupants.
+ ;; But there may be more in the future!
+ (gameobj-replace-data-occupants actor))
+
+;; So sad that objects must assist in their replacement ;_;
+;; But that's life in a live hacked game!
+(define (gameobj-act-assist-replace actor message)
+ "Vanilla method for assisting in self-replacement for live hacking"
+ (apply <-reply actor message
+ (gameobj-replace-data* actor)))
+
+\f
+;;; Utilities every gameobj has
+;;; ---------------------------
+
+(define (dyn-ref gameobj special-symbol)
+ "Dynamically look up a special object from the gm"
+ (match special-symbol
+ ;; if it's a symbol, look it up dynamically
+ ((? symbol? _)
+ (message-ref
+ (<-wait gameobj (slot-ref gameobj 'gm) 'lookup-special
+ #:symbol special-symbol)
+ 'val))
+ ;; if it's false, return nothing
+ ((#f #f))
+ ;; otherwise it's probably an address, return it as-is
+ (_ special-symbol)))