X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=blobdiff_plain;f=mudsync%2Fgameobj.scm;h=3957e0a4d40303898888af5828632f9e7f0525cb;hp=6011be2fccc1d07ecf2004f8b7c26c08f89e8359;hb=HEAD;hpb=fc80f814a2ebd5e562e9e5dbf74eea8daf063db7 diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index 6011be2..fbf4a72 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -1,5 +1,5 @@ ;;; Mudsync --- Live hackable MUD -;;; Copyright © 2016 Christopher Allan Webber +;;; Copyright © 2016 Christine Lemmer-Webber ;;; ;;; This file is part of Mudsync. ;;; @@ -32,8 +32,10 @@ #:use-module (oop goops) #:export ( + create-gameobj gameobj-loc gameobj-gm + gameobj-desc gameobj-act-init gameobj-set-loc! @@ -47,6 +49,7 @@ 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)) @@ -84,11 +87,12 @@ ;; 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) @@ -102,6 +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! @@ -178,6 +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) @@ -187,6 +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) @@ -214,6 +241,7 @@ (replace-step actor occupants)) replace-steps)))) +(define %nothing (cons '*the* '*nothing*)) (define (gameobj-setup-props gameobj) (define class (class-of gameobj)) (define props (slot-ref gameobj 'props)) @@ -223,7 +251,8 @@ ;; 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 + (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)))) @@ -242,7 +271,7 @@ (hashq-set! (slot-ref gameobj 'props) key val)) (define* (gameobj-act-get-prop actor message key #:optional dflt) - (gameobj-get-prop actor key 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." @@ -365,10 +394,10 @@ 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) @@ -455,6 +484,8 @@ 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 @@ -467,6 +498,17 @@ 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)))