#:use-module (oop goops)
#:export (<gameobj>
+ create-gameobj
gameobj-loc
gameobj-gm
+ gameobj-desc
gameobj-act-init
gameobj-set-loc!
slot-ref-maybe-runcheck
val-or-run
+ build-props
dyn-ref
;; Some of the more common commands
+ cmd-look-at
cmd-take cmd-drop
cmd-take-from-no-op cmd-put-in-no-op))
;;; Gameobj
;;; =======
+(define build-props build-rmeta-slot)
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(desc #:init-value #f
#:init-keyword #:desc)
+ ;; @@: Maybe commands should be renamed to verbs, I dunno
;; Commands we can handle
(commands #:allocation #:each-subclass
#:init-thunk (build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
("take" ((direct-command cmd-take)
(prep-indir-command cmd-take-from
'("from" "out of"))))
("put" ((prep-indir-command cmd-put-in
- '("in" "inside" "on"))))))
+ '("in" "inside" "into" "on"))))))
;; Commands we can handle by being something's container
;; dominant version (goes before everything)
(contained-commands #:allocation #:each-subclass
#:init-thunk
(build-commands
+ (("l" "look") ((direct-command cmd-look-at)))
("drop" ((direct-command cmd-drop #:obvious? #f)))))
+ ;; The extremely squishy concept of "props"... properties!
+ ;; These are flags, etc etc of various types. This is a hashq table.
+ ;; These have upsides and downsides, but the big upside is that you can
+ ;; query a "prop" of a prospective gameobj without knowing what type of
+ ;; gameobj that is, and not fear some kind of breakage.
+ ;;
+ ;; props by default only have a 'get-prop read-only action handler;
+ ;; any coordination of setting a prop between actors must be
+ ;; added to that actor, to keep things from getting out of control.
+ (props #:init-thunk make-hash-table
+ #:init-keyword #:props)
+ ;; gameobjs may inherit an initial list of these via the
+ ;; initial-props slot, which must always have its
+ ;; #:allocation #:each-subclass and use (build-props) for the
+ ;; #:init-thunk.
+ ;; The vanilla gameobj has no props, on purpose.
+ (initial-props #:allocation #:each-subclass
+ #:init-thunk (build-props '()))
+
;; Most objects are generally visible by default
(invisible? #:init-value #f
#:init-keyword #:invisible?)
(get-name gameobj-get-name)
(set-name! gameobj-act-set-name!)
(get-desc gameobj-get-desc)
+ (get-prop gameobj-act-get-prop)
(goes-by gameobj-act-goes-by)
(visible-name gameobj-visible-name)
(self-destruct gameobj-act-self-destruct)
(ok-to-be-put-in? gameobj-ok-to-be-put-in)
;; Common commands
+ (cmd-look-at cmd-look-at)
(cmd-take cmd-take)
(cmd-drop cmd-drop)
(cmd-take-from cmd-take-from-no-op)
;;; gameobj message handlers
;;; ========================
+;; TODO: This init stuff is a mess, and should be redone now that
+;; we have the *init* action stuff. We've really spread out the
+;; logic for creating a gameobj in several places, eg gm-inject-special!
+(define (create-gameobj class gm loc . args)
+ "Create a gameobj of CLASS with GM and set to location LOC, applying rest of ARGS.
+Note that this doesn't do any special dyn-ref of the location."
+ (let ((new-gameobj (apply create-actor (%current-actor) class
+ #:gm gm args)))
+ ;; Set the location
+ (<-wait new-gameobj 'set-loc! #:loc loc)
+ ;; Initialize the object
+ (<-wait new-gameobj 'init)))
+
+;; ;; @@: Should we also dyn-ref the loc here? We can do that, unlike with
+;; ;; create-gameobj.
+;; ;; Another route could be to have set-loc! itself know how to use the
+;; ;; dyn-ref.
+;; (define (gameobj-create-gameobj gameobj class loc . args)
+;; "Like create-gameobj but saves the step of passing in the gm."
+;; (apply create-gameobj class (gameobj-gm gameobj) loc args))
+
;; Kind of a useful utility, maybe?
(define (simple-slot-getter slot)
(lambda (actor message)
(replace-step actor occupants))
replace-steps))))
-;; @@: This could be kind of a messy way of doing gameobj-act-init
-;; stuff. If only we had generic methods :(
+(define %nothing (cons '*the* '*nothing*))
+(define (gameobj-setup-props gameobj)
+ (define class (class-of gameobj))
+ (define props (slot-ref gameobj 'props))
+ (maybe-build-rmeta-slot-cache! class 'initial-props
+ eq? hashq-set! hashq-ref)
+ ;; Kind of a kludge... we read through the rmeta-slot-cache
+ ;; and use that to build up the table
+ (hash-for-each
+ (lambda (key value)
+ (when (eq? (hashq-ref props key %nothing) ; don't override init'ed instance values
+ %nothing)
+ (hashq-set! props key value)))
+ (rmeta-slot-cache (class-slot-ref class 'initial-props))))
+
+;; TODO: Use the *init* action?
+;; We could also use a generic method if they didn't have
+;; what I'm pretty sure is O(n) dispatch in GOOPS...
(define* (gameobj-act-init actor message #:key replace)
- "Your most basic game object init procedure.
-Assists in its replacement of occupants if necessary and nothing else."
+ "Your most basic game object init procedure."
+ (gameobj-setup-props actor)
(run-replacement actor replace gameobj-replace-steps*))
+(define* (gameobj-get-prop gameobj key #:optional dflt)
+ (hashq-ref (slot-ref gameobj 'props) key dflt))
+
+(define* (gameobj-set-prop! gameobj key val)
+ (hashq-set! (slot-ref gameobj 'props) key val))
+
+(define* (gameobj-act-get-prop actor message key #:optional dflt)
+ (<-reply message (gameobj-get-prop actor key dflt)))
+
(define (gameobj-goes-by gameobj)
"Find the name we go by. Defaults to #:name if nothing else provided."
(cond ((slot-ref gameobj 'goes-by) =>
(define* (gameobj-act-set-name! actor message val)
(slot-set! actor 'name val))
+(define* (gameobj-desc gameobj #:key whos-looking)
+ (match (slot-ref gameobj 'desc)
+ ((? procedure? desc-proc)
+ (desc-proc gameobj whos-looking))
+ (desc desc)))
+
(define* (gameobj-get-desc actor message #:key whos-looking)
- (define desc-text
- (match (slot-ref actor 'desc)
- ((? procedure? desc-proc)
- (desc-proc actor whos-looking))
- (desc desc)))
- (<-reply message desc-text))
+ "This is the action equivalent of the gameobj-desc getter"
+ (<-reply message (gameobj-desc actor #:whos-looking whos-looking)))
(define (gameobj-visible-to-player? gameobj whos-looking)
"Check to see whether we're visible to the player or not.
(match special-symbol
;; if it's a symbol, look it up dynamically
((? symbol? _)
+ ;; TODO: If we get back an #f at this point, should we throw
+ ;; an error? Obviously #f is okay, but maybe not if
(mbody-val (<-wait (slot-ref gameobj 'gm) 'lookup-special
#:symbol special-symbol)))
;; if it's false, return nothing
;;; Basic actions
;;; -------------
+(define %formless-desc
+ "You don't see anything special.")
+
+(define* (cmd-look-at gameobj message
+ #:key direct-obj
+ (player (message-from message)))
+ (let ((desc
+ (or (gameobj-desc gameobj #:whos-looking player)
+ %formless-desc)))
+ (<- player 'tell #:text desc)))
+
(define* (cmd-take gameobj message
#:key direct-obj
(player (message-from message)))