X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=0ce19b6799bc2ecf2dbd168ad50507750072e177;hp=ebd4db7276c44aecd5b307c10a43edc5f7b48486;hb=0817a105f789bd12bd0ced0b80df8b671391f338;hpb=f22e3b3e60031ebb8ef6260692bf8c03dcce1c60 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index ebd4db7..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. @@ -78,9 +83,11 @@ (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")))) @@ -99,8 +106,28 @@ (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?) @@ -144,6 +171,7 @@ (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) @@ -155,6 +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) @@ -164,6 +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) @@ -191,13 +241,36 @@ (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 (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 (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 +;; 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) + (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) => @@ -319,13 +392,15 @@ 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 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. @@ -407,6 +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 @@ -419,6 +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)))