#:use-module (ice-9 match)
#:use-module (oop goops)
#:export (<gameobj>
- gameobj-simple-name-f
gameobj-loc
gameobj-gm
- gameobj-name
- gameobj-name-f
- gameobj-actions))
+ gameobj-occupants
+ gameobj-actions
+ gameobj-self-destruct))
;;; Gameobj
;;; =======
(get-occupants (wrap-apply gameobj-get-occupants))
(add-occupant! (wrap-apply gameobj-add-occupant!))
(remove-occupant! (wrap-apply gameobj-remove-occupant!))
- (set-loc! (wrap-apply gameobj-set-loc!))
+ (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-goes-by))
- (visible-name (wrap-apply gameobj-visible-name))))
+ (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))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
#:getter gameobj-loc)
;; Uses a hash table like a set (values ignored)
- (occupants #:init-thunk make-hash-table
- #:getter gameobj-occupants)
+ (occupants #:init-thunk make-hash-table)
;; game master id
(gm #:init-keyword #:gm
(goes-by #:init-keyword #:goes-by
#:init-value #f)
- (desc #:init-value ""
+ (desc #:init-value #f
#:init-keyword #:desc)
- ;; how to print our name
- (name-f #:init-keyword #:name-f
- #:getter gameobj-name-f
- #:init-value (wrap gameobj-simple-name-f))
-
;; Commands we can handle
(commands #:init-value '())
(simple-dispatcher gameobj-actions))
;; Most objects are generally visible by default
- (generally-visible #:init-value #t)
+ (generally-visible #:init-value #t
+ #:init-keyword #:generally-visible)
;; @@: Would be preferable to be using generic methods for this...
;; Hopefully we can port this to Guile 2.2 soon...
(visible-to-player?
(list name)))
(else '())))
+(define (gameobj-act-goes-by actor message)
+ "Reply to a message requesting what we go by."
+ (<-reply actor message
+ #:goes-by (gameobj-goes-by actor)))
+
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
(if (procedure? val-or-proc)
"Remove an occupant from the room."
(hash-remove! (slot-ref actor 'occupants) who))
+(define* (gameobj-occupants gameobj #:key exclude)
+ (hash-fold
+ (lambda (occupant _ prev)
+ (define exclude-it?
+ (match exclude
+ ;; Empty list and #f are non-exclusion
+ (() #f)
+ (#f #f)
+ ;; A list of addresses... since our address object is (annoyingly)
+ ;; currently a simple cons cell...
+ ((exclude-1 ... exclude-rest)
+ (pk 'failboat (member occupant (pk 'exclude-lst exclude))))
+ ;; Must be an individual address!
+ (_ (equal? occupant exclude))))
+ (if exclude-it?
+ prev
+ (cons occupant prev)))
+ '()
+ (slot-ref gameobj 'occupants)))
+
(define-mhandler (gameobj-get-occupants actor message)
"Get all present occupants of the room."
+ (define exclude (message-ref message 'exclude #f))
(define occupants
- (hash-map->list (lambda (key val) key)
- (gameobj-occupants actor)))
+ (gameobj-occupants actor #:exclude exclude))
(<-reply actor message
#:occupants occupants))
-;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
-(define-mhandler (gameobj-set-loc! actor message loc)
+(define (gameobj-set-loc! gameobj loc)
"Set the location of this object."
- (define old-loc (gameobj-loc actor))
+ (define old-loc (gameobj-loc gameobj))
(format #t "DEBUG: Location set to ~s for ~s\n"
- loc (actor-id-actor actor))
+ loc (actor-id-actor gameobj))
- (slot-set! actor 'loc loc)
+ (slot-set! gameobj 'loc loc)
;; Change registation of where we currently are
(if loc
- (<-wait actor loc 'add-occupant! #:who (actor-id actor)))
+ (<-wait gameobj loc 'add-occupant! #:who (actor-id gameobj)))
(if old-loc
- (<-wait actor old-loc 'remove-occupant! #:who (actor-id actor))))
+ (<-wait gameobj old-loc 'remove-occupant! #:who (actor-id gameobj))))
+
+;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
+(define-mhandler (gameobj-act-set-loc! actor message loc)
+ "Action routine to set the location."
+ (gameobj-set-loc! actor loc))
(define gameobj-get-name (simple-slot-getter 'name))
-(define gameobj-get-desc (simple-slot-getter 'desc))
-(define (gameobj-simple-name-f gameobj)
- "Simplest version: return ourselves for our name."
- (gameobj-name gameobj))
+(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)
+ ((? procedure? desc-proc)
+ (desc-proc actor whos-looking))
+ (desc desc)))
+ (<-reply actor message #:val desc-text))
(define (gameobj-visible-to-player? gameobj whos-looking)
"Check to see whether we're visible to the player or not.
(#f #f))
#f))
(<-reply actor message #:text name-to-return))
+
+(define (gameobj-self-destruct gameobj)
+ "General gameobj self destruction routine"
+ ;; Unregister from being in any particular room
+ (gameobj-set-loc! gameobj #f)
+ ;; Boom!
+ (self-destruct gameobj))
+
+(define-mhandler (gameobj-act-self-destruct gameobj message)
+ "Action routine for self destruction"
+ (gameobj-self-destruct gameobj))
+
+;; Unless an actor has a tell message, we just ignore it
+(define gameobj-tell-no-op
+ (const 'no-op))