| | 1 | #charset "us-ascii" |
| | 2 | |
| | 3 | /* |
| | 4 | * Copyright (c) 2000, 2006 Michael J. Roberts. All Rights Reserved. |
| | 5 | * |
| | 6 | * TADS 3 Library - point of view |
| | 7 | * |
| | 8 | * This module provides definitions related to point of view and sensory |
| | 9 | * context. When we generate output, we do so with respect to a |
| | 10 | * particular point of view; different points of view can result in |
| | 11 | * different output, because of the viewer's distance from an object, for |
| | 12 | * example, or because of the presence of obscuring materials between the |
| | 13 | * viewer and the viewed object. We also generate output in a particular |
| | 14 | * sensory context, which controls whether or not a message that |
| | 15 | * describes an object with respect to a particular sense should be |
| | 16 | * generated at all; for example, if the viewer can't see an object |
| | 17 | * because of darkness or an obscuring layer of material, messages about |
| | 18 | * the object's visual appearance should not be generated. |
| | 19 | */ |
| | 20 | |
| | 21 | /* include the library header */ |
| | 22 | #include "adv3.h" |
| | 23 | |
| | 24 | |
| | 25 | /* ------------------------------------------------------------------------ */ |
| | 26 | /* |
| | 27 | * Call a function with a given sensory context. |
| | 28 | * |
| | 29 | * The sensory context specifies the source of any messages generated in |
| | 30 | * the course of the routine we invoke and the sense which those |
| | 31 | * messages use to convey information. If the player character cannot |
| | 32 | * sense the source object in the given sense, then we block all |
| | 33 | * messages generated while calling this function. |
| | 34 | * |
| | 35 | * If the source object is nil, this establishes a neutral sense context |
| | 36 | * in which all messages are visible. |
| | 37 | * |
| | 38 | * This can be used for processing events that are not directly |
| | 39 | * initiated by the player character, such as non-player character |
| | 40 | * activities or scheduled events (fuses and daemons). The idea is that |
| | 41 | * anything described in the course of calling our routine is physically |
| | 42 | * associated with the source object and relates to the given sense, so |
| | 43 | * if the player character cannot sense the source object, then the |
| | 44 | * player should not be aware of these happenings and thus should not |
| | 45 | * see the messages. |
| | 46 | * |
| | 47 | * Sense contexts are not nested in their effects - we will show or hide |
| | 48 | * the messages that our callback routine generates regardless of |
| | 49 | * whether or not messages are hidden by an enclosing sensory context. |
| | 50 | * So, this routine effectively switches to the new sense context for |
| | 51 | * the duration of the callback, eliminating the effect of any enclosing |
| | 52 | * context. However, we do restore the enclosing sense context before |
| | 53 | * returning, so there is no lasting net effect on the global sense |
| | 54 | * context. |
| | 55 | */ |
| | 56 | callWithSenseContext(source, sense, func) |
| | 57 | { |
| | 58 | return senseContext.withSenseContext(source, sense, func); |
| | 59 | } |
| | 60 | |
| | 61 | /* |
| | 62 | * Sense context output filter. When the sense context doesn't allow |
| | 63 | * the player character to sense whatever's going on, we'll block all |
| | 64 | * output; otherwise, we'll pass output through unchanged. |
| | 65 | */ |
| | 66 | senseContext: SwitchableCaptureFilter |
| | 67 | /* |
| | 68 | * Recalculate the current sense context. We will check to see if |
| | 69 | * the player character can sense the current sense context's source |
| | 70 | * object in the current sense context's sense, and show or hide |
| | 71 | * output from this point forward accordingly. This can be called |
| | 72 | * any time conditions change in such a way that the sense context |
| | 73 | * should be refigured. |
| | 74 | */ |
| | 75 | recalcSenseContext() |
| | 76 | { |
| | 77 | /* |
| | 78 | * simply invalidate the cached status; this will ensure that we |
| | 79 | * recalculate the status the next time we're called upon to |
| | 80 | * determine whether or not we need to block output |
| | 81 | */ |
| | 82 | cached_ = nil; |
| | 83 | } |
| | 84 | |
| | 85 | /* |
| | 86 | * Get our current blocking status. If we've already cached the |
| | 87 | * status, we'll return the cached status; otherwise, we'll compute |
| | 88 | * and cache the new blocking status, based on the current sensory |
| | 89 | * environment. |
| | 90 | */ |
| | 91 | isBlocking() |
| | 92 | { |
| | 93 | /* if we haven't cached the status, compute the new status */ |
| | 94 | if (!cached_) |
| | 95 | { |
| | 96 | /* calculate the new status based on the current environment */ |
| | 97 | isBlocking_ = shouldBlock(); |
| | 98 | |
| | 99 | /* we now have a valid cached status */ |
| | 100 | cached_ = true; |
| | 101 | } |
| | 102 | |
| | 103 | /* return the cached status */ |
| | 104 | return isBlocking_; |
| | 105 | } |
| | 106 | |
| | 107 | /* our current cached blocking status, and its validity */ |
| | 108 | isBlocking_ = nil |
| | 109 | cached_ = true |
| | 110 | |
| | 111 | /* |
| | 112 | * Calculate whether or not I should be blocking output according to |
| | 113 | * the current game state. Returns true if so, nil if not. |
| | 114 | */ |
| | 115 | shouldBlock() |
| | 116 | { |
| | 117 | /* |
| | 118 | * Determine if the new sense context allows messages to be |
| | 119 | * displayed. If there is no source object, we allow |
| | 120 | * everything; otherwise, we only allow messages if the player |
| | 121 | * character can sense the source object in the given sense. |
| | 122 | */ |
| | 123 | if (source_ == nil) |
| | 124 | { |
| | 125 | /* neutral sense context - allow messages */ |
| | 126 | return nil; |
| | 127 | } |
| | 128 | else |
| | 129 | { |
| | 130 | /* |
| | 131 | * Determine if the player character can sense the given |
| | 132 | * object. If the source can be sensed with any degree of |
| | 133 | * transparency other than 'opaque', allow the messages. |
| | 134 | */ |
| | 135 | return (libGlobal.playerChar.senseObj(sense_, source_) |
| | 136 | .trans == opaque); |
| | 137 | } |
| | 138 | } |
| | 139 | |
| | 140 | /* invoke a callback with a given sense context */ |
| | 141 | withSenseContext(source, sense, func) |
| | 142 | { |
| | 143 | local oldSource, oldSense; |
| | 144 | |
| | 145 | /* remember the old sense and source values */ |
| | 146 | oldSource = source_; |
| | 147 | oldSense = sense_; |
| | 148 | |
| | 149 | /* set up the new sense context */ |
| | 150 | setSenseContext(source, sense); |
| | 151 | |
| | 152 | /* make sure we restore the old status on the way out */ |
| | 153 | try |
| | 154 | { |
| | 155 | /* invoke the callback */ |
| | 156 | return (func)(); |
| | 157 | } |
| | 158 | finally |
| | 159 | { |
| | 160 | /* restore the old sense context */ |
| | 161 | setSenseContext(oldSource, oldSense); |
| | 162 | } |
| | 163 | } |
| | 164 | |
| | 165 | /* |
| | 166 | * Set a sense context. |
| | 167 | */ |
| | 168 | setSenseContext(source, sense) |
| | 169 | { |
| | 170 | /* remember the new setings */ |
| | 171 | source_ = source; |
| | 172 | sense_ = sense; |
| | 173 | |
| | 174 | /* calculate the new sensory status */ |
| | 175 | recalcSenseContext(); |
| | 176 | } |
| | 177 | |
| | 178 | /* the source object and sense of the sensory context */ |
| | 179 | sense_ = nil |
| | 180 | source_ = nil |
| | 181 | ; |
| | 182 | |
| | 183 | /* ------------------------------------------------------------------------ */ |
| | 184 | /* |
| | 185 | * Get the current point-of-view actor - this is the actor who's |
| | 186 | * performing the action (LOOK AROUND, EXAMINE, SMELL, etc) that's |
| | 187 | * generating the current description. |
| | 188 | */ |
| | 189 | getPOVActor() |
| | 190 | { |
| | 191 | return libGlobal.pointOfViewActor; |
| | 192 | } |
| | 193 | |
| | 194 | /* |
| | 195 | * Get the current point of view. In *most* cases, this is the same as |
| | 196 | * the point-of-view actor: the actor is looking around with its own |
| | 197 | * eyes, so it's the point of view. However, this can differ from the |
| | 198 | * actor when the actor is viewing the location being described through |
| | 199 | * an intermediary of some kind. For example, if an actor is observing a |
| | 200 | * remote room through a closed-circuit TV system, the point of view |
| | 201 | * would be the camera in the remote room (not the TV - the point of view |
| | 202 | * is intended to be the object that's physically absorbing the light |
| | 203 | * rays or other sensory equivalents). |
| | 204 | */ |
| | 205 | getPOV() |
| | 206 | { |
| | 207 | return libGlobal.pointOfView; |
| | 208 | } |
| | 209 | |
| | 210 | /* get the POV actor, returning the given default if there isn't one set */ |
| | 211 | getPOVActorDefault(dflt) |
| | 212 | { |
| | 213 | /* start with the global setting */ |
| | 214 | local val = libGlobal.pointOfViewActor; |
| | 215 | |
| | 216 | /* if that's not nil, return it; otherwise, return the default */ |
| | 217 | return (val != nil ? val : dflt); |
| | 218 | } |
| | 219 | |
| | 220 | /* get the POV, returning the given default if there isn't one set */ |
| | 221 | getPOVDefault(dflt) |
| | 222 | { |
| | 223 | /* start with the global setting */ |
| | 224 | local val = libGlobal.pointOfView; |
| | 225 | |
| | 226 | /* if that's not nil, return it; otherwise, return the default */ |
| | 227 | return (val != nil ? val : dflt); |
| | 228 | } |
| | 229 | |
| | 230 | /* |
| | 231 | * Change the point of view without altering the point-of-view stack |
| | 232 | */ |
| | 233 | setPOV(actor, pov) |
| | 234 | { |
| | 235 | /* set the new point of view */ |
| | 236 | libGlobal.pointOfViewActor = actor; |
| | 237 | libGlobal.pointOfView = pov; |
| | 238 | } |
| | 239 | |
| | 240 | /* |
| | 241 | * Set the root point of view. This doesn't affect the current point of |
| | 242 | * view unless there is no current point of view; this merely sets the |
| | 243 | * outermost default point of view. |
| | 244 | */ |
| | 245 | setRootPOV(actor, pov) |
| | 246 | { |
| | 247 | local stk = libGlobal.povStack; |
| | 248 | |
| | 249 | /* |
| | 250 | * if there's nothing in the stacked list, set the current point of |
| | 251 | * view; otherwise, just set the innermost stacked element |
| | 252 | */ |
| | 253 | if (stk.length() == 0) |
| | 254 | { |
| | 255 | /* there is no point of view, so set the current point of view */ |
| | 256 | libGlobal.pointOfViewActor = actor; |
| | 257 | libGlobal.pointOfView = pov; |
| | 258 | } |
| | 259 | else |
| | 260 | { |
| | 261 | /* set the innermost stacked point of view */ |
| | 262 | stk[1] = pov; |
| | 263 | stk[2] = actor; |
| | 264 | } |
| | 265 | } |
| | 266 | |
| | 267 | /* |
| | 268 | * Push the current point of view |
| | 269 | */ |
| | 270 | pushPOV(actor, pov) |
| | 271 | { |
| | 272 | /* stack the current one */ |
| | 273 | libGlobal.povStack.append(libGlobal.pointOfView); |
| | 274 | libGlobal.povStack.append(libGlobal.pointOfViewActor); |
| | 275 | |
| | 276 | /* set the new point of view */ |
| | 277 | setPOV(actor, pov); |
| | 278 | } |
| | 279 | |
| | 280 | /* |
| | 281 | * Pop the most recent point of view pushed |
| | 282 | */ |
| | 283 | popPOV() |
| | 284 | { |
| | 285 | local stk = libGlobal.povStack; |
| | 286 | local len; |
| | 287 | |
| | 288 | /* check if there's anything left on the stack */ |
| | 289 | len = stk.length(); |
| | 290 | if (len != 0) |
| | 291 | { |
| | 292 | /* take the most recent element off the stack */ |
| | 293 | libGlobal.pointOfViewActor = stk[len]; |
| | 294 | libGlobal.pointOfView = stk[len - 1]; |
| | 295 | |
| | 296 | /* take the actor and POV objects off the stack */ |
| | 297 | stk.removeRange(len - 1, len); |
| | 298 | } |
| | 299 | else |
| | 300 | { |
| | 301 | /* nothing on the stack - clear the point of view */ |
| | 302 | libGlobal.pointOfViewActor = nil; |
| | 303 | libGlobal.pointOfView = nil; |
| | 304 | } |
| | 305 | } |
| | 306 | |
| | 307 | /* |
| | 308 | * Clear the point of view and all stacked elements |
| | 309 | */ |
| | 310 | clearPOV() |
| | 311 | { |
| | 312 | local len; |
| | 313 | local stk = libGlobal.povStack; |
| | 314 | |
| | 315 | /* forget the current point of view */ |
| | 316 | setPOV(nil, nil); |
| | 317 | |
| | 318 | /* drop everything on the stack */ |
| | 319 | len = stk.length(); |
| | 320 | stk.removeRange(1, len); |
| | 321 | } |
| | 322 | |
| | 323 | /* |
| | 324 | * Call a function from a point of view. We'll set the new point of |
| | 325 | * view, call the function with the given arguments, then restore the |
| | 326 | * original point of view. |
| | 327 | */ |
| | 328 | callFromPOV(actor, pov, funcToCall, [args]) |
| | 329 | { |
| | 330 | /* push the new point of view */ |
| | 331 | pushPOV(actor, pov); |
| | 332 | |
| | 333 | /* make sure we pop the point of view no matter how we leave */ |
| | 334 | try |
| | 335 | { |
| | 336 | /* call the function */ |
| | 337 | (funcToCall)(args...); |
| | 338 | } |
| | 339 | finally |
| | 340 | { |
| | 341 | /* restore the enclosing point of view on the way out */ |
| | 342 | popPOV(); |
| | 343 | } |
| | 344 | } |
| | 345 | |
| | 346 | |