| | 1 | #charset "us-ascii" |
| | 2 | |
| | 3 | /* |
| | 4 | * Copyright (c) 2000, 2006 Michael J. Roberts. All Rights Reserved. |
| | 5 | * |
| | 6 | * TADS 3 Library - senses |
| | 7 | * |
| | 8 | * This module defines objects and functions related to senses. This |
| | 9 | * file is language-independent. |
| | 10 | */ |
| | 11 | |
| | 12 | /* include the library header */ |
| | 13 | #include "adv3.h" |
| | 14 | |
| | 15 | |
| | 16 | /* ------------------------------------------------------------------------ */ |
| | 17 | /* |
| | 18 | * Material: the base class for library objects that specify the way |
| | 19 | * senses pass through objects. |
| | 20 | */ |
| | 21 | class Material: object |
| | 22 | /* |
| | 23 | * Determine how a sense passes through the material. We'll return |
| | 24 | * a transparency level. (Individual materials should not need to |
| | 25 | * override this method, since it simply dispatches to the various |
| | 26 | * xxxThru methods.) |
| | 27 | */ |
| | 28 | senseThru(sense) |
| | 29 | { |
| | 30 | /* dispatch to the xxxThru method for the sense */ |
| | 31 | return self.(sense.thruProp); |
| | 32 | } |
| | 33 | |
| | 34 | /* |
| | 35 | * For each sense, each material must define an appropriate xxxThru |
| | 36 | * property that returns the transparency level for that sense |
| | 37 | * through the material. Any xxxThru property not defined in an |
| | 38 | * individual material defaults to opaque. |
| | 39 | */ |
| | 40 | seeThru = opaque |
| | 41 | hearThru = opaque |
| | 42 | smellThru = opaque |
| | 43 | touchThru = opaque |
| | 44 | ; |
| | 45 | |
| | 46 | /* |
| | 47 | * Adventium is the basic stuff of the game universe. This is the |
| | 48 | * default material for any object that doesn't specify a different |
| | 49 | * material. This type of material is opaque to all senses. |
| | 50 | */ |
| | 51 | adventium: Material |
| | 52 | seeThru = opaque |
| | 53 | hearThru = opaque |
| | 54 | smellThru = opaque |
| | 55 | touchThru = opaque |
| | 56 | ; |
| | 57 | |
| | 58 | /* |
| | 59 | * Paper is opaque to sight and touch, but allows sound and smell to |
| | 60 | * pass. |
| | 61 | */ |
| | 62 | paper: Material |
| | 63 | seeThru = opaque |
| | 64 | hearThru = transparent |
| | 65 | smellThru = transparent |
| | 66 | touchThru = opaque |
| | 67 | ; |
| | 68 | |
| | 69 | /* |
| | 70 | * Glass is transparent to light, but opaque to touch, sound, and smell. |
| | 71 | */ |
| | 72 | glass: Material |
| | 73 | seeThru = transparent |
| | 74 | hearThru = opaque |
| | 75 | smellThru = opaque |
| | 76 | touchThru = opaque |
| | 77 | ; |
| | 78 | |
| | 79 | /* |
| | 80 | * Fine Mesh is transparent to all senses except touch. |
| | 81 | */ |
| | 82 | fineMesh: Material |
| | 83 | seeThru = transparent |
| | 84 | hearThru = transparent |
| | 85 | smellThru = transparent |
| | 86 | touchThru = opaque |
| | 87 | ; |
| | 88 | |
| | 89 | /* |
| | 90 | * Coarse Mesh is transparent to all senses, including touch, but |
| | 91 | * doesn't allow large objects to pass through. |
| | 92 | */ |
| | 93 | coarseMesh: Material |
| | 94 | seeThru = transparent |
| | 95 | hearThru = transparent |
| | 96 | smellThru = transparent |
| | 97 | touchThru = transparent |
| | 98 | ; |
| | 99 | |
| | 100 | /* ------------------------------------------------------------------------ */ |
| | 101 | /* |
| | 102 | * Sense: the basic class for senses. |
| | 103 | */ |
| | 104 | class Sense: object |
| | 105 | /* |
| | 106 | * Each sense must define the property thruProp as a property |
| | 107 | * pointer giving the xxxThru property for the sense. The xxxThru |
| | 108 | * property is the property of a material which determines how the |
| | 109 | * sense passes through that material. |
| | 110 | */ |
| | 111 | thruProp = nil |
| | 112 | |
| | 113 | /* |
| | 114 | * Each sense must define the property sizeProp as a property |
| | 115 | * pointer giving the xxxSize property for the sense. The xxxSize |
| | 116 | * property is the property of a Thing which determines how "large" |
| | 117 | * the object is with respect to the sense. For example, sightSize |
| | 118 | * indicates how large the object is visually, while soundSize |
| | 119 | * indicates how loud the object is. |
| | 120 | * |
| | 121 | * The purpose of an object's size in a given sense is to determine |
| | 122 | * how well the object can be sensed through an obscuring medium or |
| | 123 | * at a distance. |
| | 124 | */ |
| | 125 | sizeProp = nil |
| | 126 | |
| | 127 | /* |
| | 128 | * Each sense must define the property presenceProp as a property |
| | 129 | * pointer giving the xxxPresence property for the sense. The |
| | 130 | * xxxPresence property is the property of a Thing which determines |
| | 131 | * whether or not the object has a "presence" in this sense, which is |
| | 132 | * to say whether or not the object is emitting any detectable |
| | 133 | * sensory data for the sense. For example, soundPresence indicates |
| | 134 | * whether or not a Thing is making any noise. |
| | 135 | * |
| | 136 | * The sensory presence is used to determine if an object is in |
| | 137 | * scope. An object with a detectable sensory presence is normally |
| | 138 | * in scope. Note that sounds and smells emitted by a tangible |
| | 139 | * object are frequently represented as additional intangible |
| | 140 | * objects, and in these cases the intangible object (the sensory |
| | 141 | * emanation) is usually the object with a sensory presence, rather |
| | 142 | * than the tangible object making the noise/odor. However, it is |
| | 143 | * sometimes obvious that a particular sound or odor is coming from a |
| | 144 | * particular kind of object, so the presence of the sound or odor |
| | 145 | * implies the presence of the source object and thus places the |
| | 146 | * source object in scope. In such cases, it is desirable for the |
| | 147 | * source object to have a sensory presence of its own, in addition |
| | 148 | * to the sensory presence of the intangible sensory emanation |
| | 149 | * object. |
| | 150 | * |
| | 151 | * Note that the "presence" doesn't have any effect on whether or not |
| | 152 | * an object can be sensed. Only the sense path matters for that: an |
| | 153 | * object without a presence can still be sensed if there's a |
| | 154 | * non-opaque sense path to the object. Presence only determines |
| | 155 | * whether or not an object is *actively* calling attention to |
| | 156 | * itself. |
| | 157 | */ |
| | 158 | presenceProp = nil |
| | 159 | |
| | 160 | /* |
| | 161 | * Each sense can define this property to specify a property pointer |
| | 162 | * used to define a Thing's "ambient" energy emissions. Senses |
| | 163 | * which do not use ambient energy should define this to nil. |
| | 164 | * |
| | 165 | * Some senses work only on directly emitted sensory data; human |
| | 166 | * hearing, for example, has no (at least effectively no) use for |
| | 167 | * reflected sound, and can sense objects only by the sounds they're |
| | 168 | * actually emitting. Sight, on the other hand, can make use not |
| | 169 | * only of light emitted by an object but of light reflected by the |
| | 170 | * object. So, sight defines an ambience property, whereas hearing, |
| | 171 | * touch, and smell do not. |
| | 172 | */ |
| | 173 | ambienceProp = nil |
| | 174 | |
| | 175 | /* |
| | 176 | * Determine if, in general, the given object can be sensed under |
| | 177 | * the given conditions. Returns true if so, nil if not. By |
| | 178 | * default, if the ambient level is zero, we'll return nil; |
| | 179 | * otherwise, if the transparency level is 'transparent', we'll |
| | 180 | * return true; otherwise, we'll consult the object's size: |
| | 181 | * |
| | 182 | * - Small objects cannot be sensed under less than transparent |
| | 183 | * conditions. |
| | 184 | * |
| | 185 | * - Medium or large objects can be sensed in any conditions other |
| | 186 | * than opaque. |
| | 187 | */ |
| | 188 | canObjBeSensed(obj, trans, ambient) |
| | 189 | { |
| | 190 | /* |
| | 191 | * if we use "reflected" energy, and the ambient energy level is |
| | 192 | * zero, we can't sense it |
| | 193 | */ |
| | 194 | if (ambienceProp != nil && ambient == 0) |
| | 195 | return nil; |
| | 196 | |
| | 197 | /* check the transparency level */ |
| | 198 | switch(trans) |
| | 199 | { |
| | 200 | case transparent: |
| | 201 | case attenuated: |
| | 202 | /* |
| | 203 | * we can always sense under transparent or attenuated |
| | 204 | * conditions |
| | 205 | */ |
| | 206 | return true; |
| | 207 | |
| | 208 | case distant: |
| | 209 | case obscured: |
| | 210 | /* |
| | 211 | * we can only sense medium and large objects under less |
| | 212 | * than transparent conditions |
| | 213 | */ |
| | 214 | return obj.(self.sizeProp) != small; |
| | 215 | |
| | 216 | default: |
| | 217 | /* we can never sense under other conditions */ |
| | 218 | return nil; |
| | 219 | } |
| | 220 | } |
| | 221 | ; |
| | 222 | |
| | 223 | /* |
| | 224 | * The senses. We define sight, sound, smell, and touch. We do not |
| | 225 | * define a separate sense for taste, since it would add nothing to our |
| | 226 | * model: you can taste something if and only if you can touch it. |
| | 227 | * |
| | 228 | * To add a new sense, you must do the following: |
| | 229 | * |
| | 230 | * - Define the sense object itself, in parallel to the senses defined |
| | 231 | * below. |
| | 232 | * |
| | 233 | * - Modify class Material to set the default transparency level for |
| | 234 | * this sense by defining the property xxxThru - for most senses, the |
| | 235 | * default transparency level is 'opaque', but you must decide on the |
| | 236 | * appropriate default for your new sense. |
| | 237 | * |
| | 238 | * - Modify class Thing to set the default xxxSize setting, if desired. |
| | 239 | * |
| | 240 | * - Modify class Thing to set the default xxxPresence setting, if |
| | 241 | * desired. |
| | 242 | * |
| | 243 | * - Modify each instance of class 'Material' that should have a |
| | 244 | * non-default transparency for the sense by defining the property |
| | 245 | * xxxThru for the material. |
| | 246 | * |
| | 247 | * - Modify class Actor to add the sense to the default mySenses list; |
| | 248 | * this is only necessary if the sense is one that all actors should |
| | 249 | * have by default. |
| | 250 | */ |
| | 251 | |
| | 252 | sight: Sense |
| | 253 | thruProp = &seeThru |
| | 254 | sizeProp = &sightSize |
| | 255 | presenceProp = &sightPresence |
| | 256 | ambienceProp = &brightness |
| | 257 | ; |
| | 258 | |
| | 259 | sound: Sense |
| | 260 | thruProp = &hearThru |
| | 261 | sizeProp = &soundSize |
| | 262 | presenceProp = &soundPresence |
| | 263 | ; |
| | 264 | |
| | 265 | smell: Sense |
| | 266 | thruProp = &smellThru |
| | 267 | sizeProp = &smellSize |
| | 268 | presenceProp = &smellPresence |
| | 269 | ; |
| | 270 | |
| | 271 | touch: Sense |
| | 272 | thruProp = &touchThru |
| | 273 | sizeProp = &touchSize |
| | 274 | presenceProp = &touchPresence |
| | 275 | |
| | 276 | /* |
| | 277 | * Override canObjBeSensed for touch. Unlike other senses, touch |
| | 278 | * requires physical contact with an object, so it cannot operate at |
| | 279 | * a distance, regardless of the size of an object. |
| | 280 | */ |
| | 281 | canObjBeSensed(obj, trans, ambient) |
| | 282 | { |
| | 283 | /* if it's distant, we can't sense the object no matter how large */ |
| | 284 | if (trans == distant) |
| | 285 | return nil; |
| | 286 | |
| | 287 | /* for other cases, inherit the default handling */ |
| | 288 | return inherited(obj, trans, ambient); |
| | 289 | } |
| | 290 | ; |
| | 291 | |
| | 292 | |
| | 293 | /* ------------------------------------------------------------------------ */ |
| | 294 | /* |
| | 295 | * "Add" two transparency levels, yielding a new transparency level. |
| | 296 | * This function can be used to determine the result of passing a sense |
| | 297 | * through multiple layers of material. |
| | 298 | */ |
| | 299 | transparencyAdd(a, b) |
| | 300 | { |
| | 301 | /* transparent + x -> x for all x */ |
| | 302 | if (a == transparent) |
| | 303 | return b; |
| | 304 | if (b == transparent) |
| | 305 | return a; |
| | 306 | |
| | 307 | /* opaque + x -> opaque for all x */ |
| | 308 | if (a == opaque || b == opaque) |
| | 309 | return opaque; |
| | 310 | |
| | 311 | /* |
| | 312 | * any other combinations yield opaque - we can't have two levels of |
| | 313 | * attenuation or obscuration without losing all detail and energy |
| | 314 | * transmission |
| | 315 | */ |
| | 316 | return opaque; |
| | 317 | } |
| | 318 | |
| | 319 | /* ------------------------------------------------------------------------ */ |
| | 320 | /* |
| | 321 | * Compare two transparency levels to determine which one is more |
| | 322 | * transparent. Returns 0 if the two levels are equally transparent, 1 |
| | 323 | * if the first one is more transparent, and -1 if the second one is |
| | 324 | * more transparent. The comparison follows this rule: |
| | 325 | * |
| | 326 | * transparent > attenuated > distant == obscured > opaque |
| | 327 | */ |
| | 328 | transparencyCompare(a, b) |
| | 329 | { |
| | 330 | /* |
| | 331 | * for the purposes of the comparison, consider obscured to be |
| | 332 | * identical to distant |
| | 333 | */ |
| | 334 | if (a == obscured) |
| | 335 | a = distant; |
| | 336 | if (b == obscured) |
| | 337 | b = distant; |
| | 338 | |
| | 339 | /* if they're the same, return zero to so indicate */ |
| | 340 | if (a == b) |
| | 341 | return 0; |
| | 342 | |
| | 343 | /* |
| | 344 | * We know they're not equal, so if one is transparent, then the |
| | 345 | * other one isn't. Thus, if either one is transparent, it's the |
| | 346 | * winner. |
| | 347 | */ |
| | 348 | if (a == transparent) |
| | 349 | return 1; |
| | 350 | if (b == transparent) |
| | 351 | return -1; |
| | 352 | |
| | 353 | /* |
| | 354 | * We know they're not equal and we know neither is transparent, so |
| | 355 | * if one is attenuated then the other is worse, and the attenuated |
| | 356 | * one is the winner. |
| | 357 | */ |
| | 358 | if (a == attenuated) |
| | 359 | return 1; |
| | 360 | if (b == attenuated) |
| | 361 | return -1; |
| | 362 | |
| | 363 | /* |
| | 364 | * We now know neither one is transparent or attenuated, and we've |
| | 365 | * already transformed obscured into distant, so the only possible |
| | 366 | * values remaining are distant and opaque. We know also they're |
| | 367 | * not equal, because we would have already returned if that were |
| | 368 | * the case. So, we can conclude that one must be distant and the |
| | 369 | * other must be opaque. Hence, the one that's opaque is the less |
| | 370 | * transparent one. |
| | 371 | */ |
| | 372 | if (a == opaque) |
| | 373 | return -1; |
| | 374 | else |
| | 375 | return 1; |
| | 376 | } |
| | 377 | |
| | 378 | /* ------------------------------------------------------------------------ */ |
| | 379 | /* |
| | 380 | * Given a brightness level and a transparency level, compute the |
| | 381 | * brightness as modified by the transparency level. |
| | 382 | */ |
| | 383 | adjustBrightness(br, trans) |
| | 384 | { |
| | 385 | switch(trans) |
| | 386 | { |
| | 387 | case transparent: |
| | 388 | case distant: |
| | 389 | /* |
| | 390 | * Transparent medium or distance - this doesn't modify |
| | 391 | * brightness at all. (Technically, distance would reduce |
| | 392 | * brightness somewhat, but the typical scale of an IF setting |
| | 393 | * isn't usually large enough that brightness should |
| | 394 | * significantly diminish.) |
| | 395 | */ |
| | 396 | return br; |
| | 397 | |
| | 398 | case attenuated: |
| | 399 | case obscured: |
| | 400 | /* |
| | 401 | * Distant, obscured, or attenuated. We reduce self-illuminating |
| | 402 | * light (level 1) and dim light (level 2) to nothing (level 0), |
| | 403 | * we leave nothing as nothing (obviously), and we reduce all |
| | 404 | * other levels one step. So, everything below level 3 goes to |
| | 405 | * 0, and everything at or above level 3 gets decremented by 1. |
| | 406 | */ |
| | 407 | return (br >= 3 ? br - 1 : 0); |
| | 408 | |
| | 409 | case opaque: |
| | 410 | /* opaque medium - nothing makes it through */ |
| | 411 | return 0; |
| | 412 | |
| | 413 | default: |
| | 414 | /* shouldn't get to other cases */ |
| | 415 | return nil; |
| | 416 | } |
| | 417 | } |
| | 418 | |
| | 419 | /* ------------------------------------------------------------------------ */ |
| | 420 | /* |
| | 421 | * SenseConnector: an object that can pass senses across room |
| | 422 | * boundaries. This is a mix-in class: add it to the superclass list of |
| | 423 | * the object before Thing (or a Thing subclass). |
| | 424 | * |
| | 425 | * A SenseConnector acts as a sense conduit across all of its locations, |
| | 426 | * so to establish a connection between locations, simply place a |
| | 427 | * SenseConnector in each location. Since a SenseConnector is useful |
| | 428 | * only when placed placed in multiple locations, SenseConnector is |
| | 429 | * based on MultiLoc. |
| | 430 | */ |
| | 431 | class SenseConnector: MultiLoc |
| | 432 | /* |
| | 433 | * A SenseConnector's material generally determines how senses pass |
| | 434 | * through the connection. |
| | 435 | */ |
| | 436 | connectorMaterial = adventium |
| | 437 | |
| | 438 | /* |
| | 439 | * Determine how senses pass through this connection. By default, |
| | 440 | * we simply use the material's transparency. |
| | 441 | */ |
| | 442 | transSensingThru(sense) { return connectorMaterial.senseThru(sense); } |
| | 443 | |
| | 444 | /* |
| | 445 | * Add the direct containment connections for this item to a lookup |
| | 446 | * table. |
| | 447 | * |
| | 448 | * Since we provide a sense connection among all of our containers, |
| | 449 | * add each of our containers to the list. |
| | 450 | */ |
| | 451 | addDirectConnections(tab) |
| | 452 | { |
| | 453 | /* add myself */ |
| | 454 | tab[self] = true; |
| | 455 | |
| | 456 | /* add my CollectiveGroup objects */ |
| | 457 | foreach (local cur in collectiveGroups) |
| | 458 | tab[cur] = true; |
| | 459 | |
| | 460 | /* add my contents */ |
| | 461 | foreach (local cur in contents) |
| | 462 | { |
| | 463 | if (tab[cur] == nil) |
| | 464 | cur.addDirectConnections(tab); |
| | 465 | } |
| | 466 | |
| | 467 | /* add my containers */ |
| | 468 | foreach (local cur in locationList) |
| | 469 | { |
| | 470 | if (tab[cur] == nil) |
| | 471 | cur.addDirectConnections(tab); |
| | 472 | } |
| | 473 | } |
| | 474 | |
| | 475 | /* |
| | 476 | * Transmit energy from a container onto me. |
| | 477 | */ |
| | 478 | shineFromWithout(fromParent, sense, ambient, fill) |
| | 479 | { |
| | 480 | /* if this increases my ambient level, accept the new level */ |
| | 481 | if (ambient > tmpAmbient_) |
| | 482 | { |
| | 483 | local levelThru; |
| | 484 | |
| | 485 | /* remember the new level and fill material to this point */ |
| | 486 | tmpAmbient_ = ambient; |
| | 487 | tmpAmbientFill_ = fill; |
| | 488 | |
| | 489 | /* transmit to my contents */ |
| | 490 | shineOnContents(sense, ambient, fill); |
| | 491 | |
| | 492 | /* |
| | 493 | * We must transmit this energy to each of our other |
| | 494 | * parents, possibly reduced for traversing our connector. |
| | 495 | * Calculate the new level after traversing our connector. |
| | 496 | */ |
| | 497 | levelThru = adjustBrightness(ambient, transSensingThru(sense)); |
| | 498 | |
| | 499 | /* |
| | 500 | * if there's anything left, transmit it to the other |
| | 501 | * containers |
| | 502 | */ |
| | 503 | if (levelThru >= 2) |
| | 504 | { |
| | 505 | /* transmit to each container except the source */ |
| | 506 | foreach (local cur in locationList) |
| | 507 | { |
| | 508 | /* if this isn't the sender, transmit to it */ |
| | 509 | if (cur != fromParent) |
| | 510 | cur.shineFromWithin(self, sense, levelThru, fill); |
| | 511 | } |
| | 512 | } |
| | 513 | } |
| | 514 | } |
| | 515 | |
| | 516 | /* |
| | 517 | * Build a sense path from a container to me |
| | 518 | */ |
| | 519 | sensePathFromWithout(fromParent, sense, trans, obs, fill) |
| | 520 | { |
| | 521 | /* |
| | 522 | * if there's better transparency along this path than along any |
| | 523 | * previous path we've used to visit this item, take this path |
| | 524 | */ |
| | 525 | if (transparencyCompare(trans, tmpTrans_) > 0) |
| | 526 | { |
| | 527 | local transThru; |
| | 528 | |
| | 529 | /* remember the new path to this point */ |
| | 530 | tmpTrans_ = trans; |
| | 531 | tmpObstructor_ = obs; |
| | 532 | |
| | 533 | /* we're coming to this object from outside */ |
| | 534 | tmpPathIsIn_ = true; |
| | 535 | |
| | 536 | /* transmit to my contents */ |
| | 537 | sensePathToContents(sense, trans, obs, fill); |
| | 538 | |
| | 539 | /* |
| | 540 | * We must transmit this energy to each of our other |
| | 541 | * parents, possibly reduced for traversing our connector. |
| | 542 | * Calculate the new level after traversing our connector. |
| | 543 | */ |
| | 544 | transThru = transparencyAdd(trans, transSensingThru(sense)); |
| | 545 | |
| | 546 | /* if we changed the transparency, we're the obstructor */ |
| | 547 | if (transThru != trans) |
| | 548 | obs = self; |
| | 549 | |
| | 550 | /* |
| | 551 | * if there's anything left, transmit it to the other |
| | 552 | * containers |
| | 553 | */ |
| | 554 | if (transThru != opaque) |
| | 555 | { |
| | 556 | /* transmit to each container except the source */ |
| | 557 | foreach (local cur in locationList) |
| | 558 | { |
| | 559 | /* if this isn't the sender, transmit to it */ |
| | 560 | if (cur != fromParent) |
| | 561 | cur.sensePathFromWithin(self, sense, |
| | 562 | transThru, obs, fill); |
| | 563 | } |
| | 564 | } |
| | 565 | } |
| | 566 | } |
| | 567 | |
| | 568 | /* |
| | 569 | * Call a function on each connected container. Since we provide a |
| | 570 | * sense path connection among our containers, we must iterate over |
| | 571 | * each of our containers. |
| | 572 | */ |
| | 573 | forEachConnectedContainer(func, [args]) |
| | 574 | { |
| | 575 | forEachContainer(func, args...); |
| | 576 | } |
| | 577 | |
| | 578 | /* |
| | 579 | * Return a list of my connected containers. We connect to all of |
| | 580 | * our containers, so simply return my location list. |
| | 581 | */ |
| | 582 | getConnectedContainers = (locationList) |
| | 583 | |
| | 584 | /* |
| | 585 | * Check moving an object through me. This is called when we try to |
| | 586 | * move an object from one of our containers to another of our |
| | 587 | * containers through me. By default, we don't allow it. |
| | 588 | */ |
| | 589 | checkMoveThrough(obj, dest) |
| | 590 | { |
| | 591 | /* return an error - cannot move through <self> */ |
| | 592 | return new CheckStatusFailure(&cannotMoveThroughMsg, obj, self); |
| | 593 | } |
| | 594 | |
| | 595 | /* |
| | 596 | * Check touching an object through me. This is called when an |
| | 597 | * actor tries to reach from one of my containers through me into |
| | 598 | * another of my containers. By default, we don't allow it. |
| | 599 | */ |
| | 600 | checkTouchThrough(obj, dest) |
| | 601 | { |
| | 602 | /* return an error - cannot reach through <self> */ |
| | 603 | return new CheckStatusFailure(&cannotReachThroughMsg, dest, self); |
| | 604 | } |
| | 605 | |
| | 606 | /* check for moving via a path */ |
| | 607 | checkMoveViaPath(obj, dest, op) |
| | 608 | { |
| | 609 | /* if moving through us, don't allow it */ |
| | 610 | if (op == PathThrough) |
| | 611 | return checkMoveThrough(obj, dest); |
| | 612 | |
| | 613 | /* if we can inherit, do so */ |
| | 614 | if (canInherit()) |
| | 615 | return inherited(obj, dest, op); |
| | 616 | |
| | 617 | /* return success by default */ |
| | 618 | return checkStatusSuccess; |
| | 619 | } |
| | 620 | |
| | 621 | /* check for touching via a path */ |
| | 622 | checkTouchViaPath(obj, dest, op) |
| | 623 | { |
| | 624 | /* if moving through us, don't allow it */ |
| | 625 | if (op == PathThrough) |
| | 626 | return checkTouchThrough(obj, dest); |
| | 627 | |
| | 628 | /* if we can inherit, do so */ |
| | 629 | if (canInherit()) |
| | 630 | return inherited(obj, dest, op); |
| | 631 | |
| | 632 | /* return success by default */ |
| | 633 | return checkStatusSuccess; |
| | 634 | } |
| | 635 | ; |
| | 636 | |
| | 637 | /* |
| | 638 | * Occluder: this is a mix-in class that can be used with multiple |
| | 639 | * inheritance to combine with other classes (such as SenseConnector, or |
| | 640 | * Thing subclasses), to create an "occluded view." This lets you |
| | 641 | * exclude certain objects from view, and you can make the exclusion vary |
| | 642 | * according to the point of view. |
| | 643 | * |
| | 644 | * This class is useful for situations where the view from one location |
| | 645 | * to another is partially obstructed. For example, suppose we have two |
| | 646 | * rooms, connected by a window between them. The window is the sense |
| | 647 | * connector that connects the two top-level locations, and it makes |
| | 648 | * objects in one room visible from the point of view of the other room. |
| | 649 | * Suppose that one room contains a bookcase, with its back to the |
| | 650 | * window. From the point of view of the other room, we can't see |
| | 651 | * anything inside the bookcase. This class allows for such special |
| | 652 | * situations. |
| | 653 | * |
| | 654 | * Note that occlusion rules are applied "globally" within a room - that |
| | 655 | * is, anything that an Occluder occludes will be removed from view, even |
| | 656 | * if it's visible from another, non-occluding connector. Hence, |
| | 657 | * occlusion always takes precedence over "inclusion" - if an object is |
| | 658 | * occluded just once, then it won't be in view, no matter how many times |
| | 659 | * it's added back into view by other connectors. This comes from the |
| | 660 | * order in which the occlusion rules are considered. Occlusion rules |
| | 661 | * are always run last, and they can't distinguish the connector that |
| | 662 | * added an object to view. So, we first run around and collect up |
| | 663 | * everything that can be seen, by considering all of the different paths |
| | 664 | * to seeing those things. Then, we go through all of the occlusion |
| | 665 | * rules that apply to the room, and we remove from view everything that |
| | 666 | * the occluding connectors want to occlude. |
| | 667 | */ |
| | 668 | class Occluder: object |
| | 669 | /* |
| | 670 | * Do we occlude the given object, in the given sense and from the |
| | 671 | * given point of view? This returns true if the object is occluded, |
| | 672 | * nil if not. By default, we simply ask the object whether it's |
| | 673 | * occluded by this occluder from the given POV. |
| | 674 | */ |
| | 675 | occludeObj(obj, sense, pov) |
| | 676 | { |
| | 677 | /* by default, simply ask the object what it thinks */ |
| | 678 | return obj.isOccludedBy(self, sense, pov); |
| | 679 | } |
| | 680 | |
| | 681 | /* |
| | 682 | * When we initialize for the sense path calculation, register to |
| | 683 | * receive notification after we've finished building the sense |
| | 684 | * table. We'll use the notification to remove any occluded objects |
| | 685 | * from the sense table. |
| | 686 | */ |
| | 687 | clearSenseInfo() |
| | 688 | { |
| | 689 | /* do the normal work */ |
| | 690 | inherited(); |
| | 691 | |
| | 692 | /* register for notification after we've built the table */ |
| | 693 | senseTmp.notifyList.append(self); |
| | 694 | } |
| | 695 | |
| | 696 | /* |
| | 697 | * Receive notification that the sense path calculation is now |
| | 698 | * finished. 'objs' is a LookupTable containing all of the objects |
| | 699 | * involved in the sense path calculation (the objects are the keys |
| | 700 | * in the table). Each object in the table now has its tmpXxx_ |
| | 701 | * properties set to the sense path data we've calculated for that |
| | 702 | * object - tmpTrans_ is the transparency to the object, tmpAmbient_ |
| | 703 | * is the ambient light level at the object, and so on. |
| | 704 | * |
| | 705 | * Since our job is to occlude certain objects from view, we'll run |
| | 706 | * through the table and test each object using our occlusion rule. |
| | 707 | * If we find that we do occlude an object, we'll set its |
| | 708 | * transparency to 'opaque' to indicate that it cannot be seen. |
| | 709 | */ |
| | 710 | finishSensePath(objs, sense) |
| | 711 | { |
| | 712 | /* get the point of view of the calculation */ |
| | 713 | local pov = senseTmp.pointOfView; |
| | 714 | |
| | 715 | /* run through the table, and apply our rule to each object */ |
| | 716 | objs.forEachAssoc(new function(key, val) |
| | 717 | { |
| | 718 | /* if this object is occluded, set its path to opaque */ |
| | 719 | if (occludeObj(key, sense, pov)) |
| | 720 | { |
| | 721 | /* set this object to opaque */ |
| | 722 | key.tmpTrans_ = key.tmpTransWithin_ = opaque; |
| | 723 | |
| | 724 | /* we're the obstructor for the object */ |
| | 725 | key.tmpObstructor_ = key.tmpObstructorWithin_ = self; |
| | 726 | } |
| | 727 | }); |
| | 728 | } |
| | 729 | ; |
| | 730 | |
| | 731 | /* |
| | 732 | * DistanceConnector: a special type of SenseConnector that connects its |
| | 733 | * locations with distance. This can be used for things like divided |
| | 734 | * rooms, where a single physical location is modeled with two or more |
| | 735 | * Room objects - the north and south end of a large cave, for example. |
| | 736 | * This is also useful for cases where two rooms are separate but open to |
| | 737 | * one another, such as a balcony overlooking a courtyard. |
| | 738 | * |
| | 739 | * Note that this inherits from both SenseConnector and Intangible. |
| | 740 | * Intangible is included as a base class because each instance will need |
| | 741 | * to derive from Thing, so that it fits into the normal sense model, but |
| | 742 | * will virtually never need any other physical presence in the game |
| | 743 | * world; Intangible fills both of these needs. |
| | 744 | */ |
| | 745 | class DistanceConnector: SenseConnector, Intangible |
| | 746 | /* all senses are connected through us, but at a distance */ |
| | 747 | transSensingThru(sense) { return distant; } |
| | 748 | |
| | 749 | /* |
| | 750 | * When checking for reaching through this connector, specialize the |
| | 751 | * failure message to indicate that distance is the specific problem. |
| | 752 | * (Without this specialization, we'd get a generic message when |
| | 753 | * trying to reach through the connector, such as "you can't reach |
| | 754 | * that through <self>." |
| | 755 | */ |
| | 756 | checkTouchThrough(obj, dest) |
| | 757 | { |
| | 758 | /* we can't touch through this connector due to the distance */ |
| | 759 | return new CheckStatusFailure(&tooDistantMsg, dest); |
| | 760 | } |
| | 761 | |
| | 762 | /* |
| | 763 | * Do allow moving an object through a distance connector. This |
| | 764 | * should generally only be involved at all when we're moving an |
| | 765 | * object programmatically, in which case we should already have |
| | 766 | * decided that the movement is allowable. Any command that tries to |
| | 767 | * move an object through a distance connector will almost certainly |
| | 768 | * have a suitable set of preconditions that checks for reachability, |
| | 769 | * which will in most cases disallow the action anyway before we get |
| | 770 | * to the point of wanting to move anything. |
| | 771 | */ |
| | 772 | checkMoveThrough(obj, dest) { return checkStatusSuccess; } |
| | 773 | |
| | 774 | /* |
| | 775 | * If we're responsible for blocking a thrown object's flight, we |
| | 776 | * need to provide a custom message. The default says that we |
| | 777 | * deflected the object as though we were a physical barrier. |
| | 778 | * Instead, in our case, the problem isn't deflection but simply |
| | 779 | * range - so we need to explain that the projectile fell short of |
| | 780 | * the target. |
| | 781 | * |
| | 782 | * By default, we assume that this connector interposes such a great |
| | 783 | * distance that a character can't throw something all the way to the |
| | 784 | * other side, which is why we provide this special message. If you |
| | 785 | * do want to allow actors to throw things all the way through the |
| | 786 | * distance connector to the connected location, you can override |
| | 787 | * checkMoveThrough like this: |
| | 788 | * |
| | 789 | * checkMoveThrough(obj, dest) { return checkStatusSuccess; } |
| | 790 | */ |
| | 791 | throwTargetHitWith(projectile, path) |
| | 792 | { |
| | 793 | /* |
| | 794 | * figure out where we fall to when we hit this object, then send |
| | 795 | * the object being thrown to that location |
| | 796 | */ |
| | 797 | getHitFallDestination(projectile, path) |
| | 798 | .receiveDrop(projectile, new DropTypeShortThrow(self, path)); |
| | 799 | } |
| | 800 | ; |
| | 801 | |
| | 802 | /* |
| | 803 | * A drop-type descriptor for a "short throw," which occurs when the |
| | 804 | * target is too far away to reach with our throw (i.e., the thrown |
| | 805 | * object falls short of the target). |
| | 806 | */ |
| | 807 | class DropTypeShortThrow: DropTypeThrow |
| | 808 | construct(target, path) |
| | 809 | { |
| | 810 | /* inherit the default handling */ |
| | 811 | inherited(target, path); |
| | 812 | |
| | 813 | /* we care about the *intended* target, not the distance connector */ |
| | 814 | target_ = path[path.length()]; |
| | 815 | } |
| | 816 | |
| | 817 | standardReport(obj, dest) |
| | 818 | { |
| | 819 | /* show the short-throw report */ |
| | 820 | mainReport(&throwFallShortMsg, obj, target_, |
| | 821 | dest.getNominalDropDestination()); |
| | 822 | } |
| | 823 | |
| | 824 | getReportPrefix(obj, dest) |
| | 825 | { |
| | 826 | /* return the short-throw prefix */ |
| | 827 | return gActor.getActionMessageObj().throwShortMsg(obj, target_); |
| | 828 | } |
| | 829 | ; |
| | 830 | |