X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=0ce19b6799bc2ecf2dbd168ad50507750072e177;hb=ca179fab03d8ebbe2e36d90dd65bd4000a0fb57b;hp=9e331da1466647cb8a022f562531af8fa3eb0a50;hpb=a2459572d0e68a0d5a0a7a5a3876c8c23794161b;p=mudsync.git diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 9e331da..0ce19b6 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -32,8 +32,10 @@ #:use-module (oop goops) #:export ( + create-gameobj gameobj-loc gameobj-gm + gameobj-desc gameobj-act-init gameobj-set-loc! @@ -43,15 +45,18 @@ 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. @@ -82,6 +87,7 @@ ;; 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")))) @@ -100,6 +106,7 @@ (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! @@ -111,13 +118,15 @@ ;; 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) + (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 (wrap-rmeta-slot). + ;; #: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-rmeta-slot '())) + #:init-thunk (build-props '())) ;; Most objects are generally visible by default (invisible? #:init-value #f @@ -174,6 +183,7 @@ (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) @@ -183,6 +193,27 @@ ;;; 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) @@ -215,10 +246,13 @@ (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) - (hashq-set! props key value)) - (rmeta-slot-table (class-slot-ref class 'initial-props)))) + (when (not (hashq-ref props key value)) ; don't override init'ed instance values + (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 @@ -228,10 +262,10 @@ (gameobj-setup-props actor) (run-replacement actor replace gameobj-replace-steps*)) -(define* (gameobj-get-prop actor key #:optional dflt) +(define* (gameobj-get-prop gameobj key #:optional dflt) (hashq-ref (slot-ref gameobj 'props) key dflt)) -(define* (gameobj-set-prop! actor key val) +(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) @@ -358,10 +392,10 @@ and whos-asking, and see if we should just return it or run it." (define* (gameobj-act-set-name! actor message val) (slot-set! actor 'name val)) -(define* (gameobj-desc actor #:key whos-looking) - (match (slot-ref actor 'desc) +(define* (gameobj-desc gameobj #:key whos-looking) + (match (slot-ref gameobj 'desc) ((? procedure? desc-proc) - (desc-proc actor whos-looking)) + (desc-proc gameobj whos-looking)) (desc desc))) (define* (gameobj-get-desc actor message #:key whos-looking) @@ -448,6 +482,8 @@ By default, this is whether or not the generally-visible flag is set." (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 @@ -460,6 +496,17 @@ By default, this is whether or not the generally-visible flag is set." ;;; 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)))