| | 1 | #charset "us-ascii" |
| | 2 | |
| | 3 | /* |
| | 4 | * Copyright (c) 2000, 2006 by Michael J. Roberts. All Rights Reserved. |
| | 5 | * |
| | 6 | * TADS 3 Library - Thing |
| | 7 | * |
| | 8 | * This module defines Thing, the base class for physical objects in the |
| | 9 | * simulation. We also define some utility classes that Thing uses |
| | 10 | * internally. |
| | 11 | */ |
| | 12 | |
| | 13 | /* include the library header */ |
| | 14 | #include "adv3.h" |
| | 15 | |
| | 16 | |
| | 17 | /* ------------------------------------------------------------------------ */ |
| | 18 | /* |
| | 19 | * this property is defined in the 'exits' module, but declare it here |
| | 20 | * in case we're not including the 'exits' module |
| | 21 | */ |
| | 22 | property lookAroundShowExits; |
| | 23 | |
| | 24 | |
| | 25 | /* ------------------------------------------------------------------------ */ |
| | 26 | /* |
| | 27 | * Sense Information entry. Thing.senseInfoTable() returns a list of |
| | 28 | * these objects to provide full sensory detail on the objects within |
| | 29 | * range of a sense. |
| | 30 | */ |
| | 31 | class SenseInfo: object |
| | 32 | construct(obj, trans, obstructor, ambient) |
| | 33 | { |
| | 34 | /* set the object being described */ |
| | 35 | self.obj = obj; |
| | 36 | |
| | 37 | /* remember the transparency and obstructor */ |
| | 38 | self.trans = trans; |
| | 39 | self.obstructor = obstructor; |
| | 40 | |
| | 41 | /* |
| | 42 | * set the energy level, as seen from the point of view - adjust |
| | 43 | * the level by the transparency |
| | 44 | */ |
| | 45 | self.ambient = (ambient != nil |
| | 46 | ? adjustBrightness(ambient, trans) |
| | 47 | : nil); |
| | 48 | } |
| | 49 | |
| | 50 | /* the object being sensed */ |
| | 51 | obj = nil |
| | 52 | |
| | 53 | /* the transparency from the point of view to this object */ |
| | 54 | trans = nil |
| | 55 | |
| | 56 | /* the obstructor that introduces a non-transparent value of trans */ |
| | 57 | obstructor = nil |
| | 58 | |
| | 59 | /* the ambient sense energy level at this object */ |
| | 60 | ambient = nil |
| | 61 | |
| | 62 | /* |
| | 63 | * compare this SenseInfo object's transparency to the other one; |
| | 64 | * returns a number greater than zero if 'self' is more transparent, |
| | 65 | * zero if they're equally transparent, or a negative number if |
| | 66 | * 'self' is less transparent |
| | 67 | */ |
| | 68 | compareTransTo(other) { return transparencyCompare(trans, other.trans); } |
| | 69 | |
| | 70 | /* |
| | 71 | * Return the more transparent of two SenseInfo objects. Either |
| | 72 | * argument can be nil, in which case we'll return the non-nil one; |
| | 73 | * if both are nil, we'll return nil. If they're equal, we'll return |
| | 74 | * the first one. |
| | 75 | */ |
| | 76 | selectMoreTrans(a, b) |
| | 77 | { |
| | 78 | /* if one or the other is nil, return the non-nil one */ |
| | 79 | if (a == nil) |
| | 80 | return b; |
| | 81 | else if (b == nil) |
| | 82 | return a; |
| | 83 | else if (a.compareTransTo(b) >= 0) |
| | 84 | return a; |
| | 85 | else |
| | 86 | return b; |
| | 87 | } |
| | 88 | ; |
| | 89 | |
| | 90 | /* |
| | 91 | * Can-Touch information. This object keeps track of whether or not a |
| | 92 | * given object is able to reach out and touch another object. |
| | 93 | */ |
| | 94 | class CanTouchInfo: object |
| | 95 | /* construct, given the touch path */ |
| | 96 | construct(path) { touchPath = path; } |
| | 97 | |
| | 98 | /* the full reach-and-touch path from the source to the target */ |
| | 99 | touchPath = nil |
| | 100 | |
| | 101 | /* |
| | 102 | * if we have calculated whether or not the source can touch the |
| | 103 | * target, we'll set the property canTouch to nil or true |
| | 104 | * accordingly; if this property is left undefined, this information |
| | 105 | * has never been calculated |
| | 106 | */ |
| | 107 | // canTouch = nil |
| | 108 | ; |
| | 109 | |
| | 110 | /* |
| | 111 | * Given a sense information table (a LookupTable returned from |
| | 112 | * Thing.senseInfoTable()), return a vector of only those objects in the |
| | 113 | * table that match the given criteria. |
| | 114 | * |
| | 115 | * 'func' is a function that takes two arguments, func(obj, info), where |
| | 116 | * 'obj' is a simulation object and 'info' is the corresponding |
| | 117 | * SenseInfo object. This function is invoked for each object in the |
| | 118 | * sense info table; if 'func' returns true, then 'obj' is part of the |
| | 119 | * list that we return. |
| | 120 | * |
| | 121 | * The return value is a simple vector of game objects. (Note that |
| | 122 | * SenseInfo objects are not returned - just the simulation objects.) |
| | 123 | */ |
| | 124 | senseInfoTableSubset(senseTab, func) |
| | 125 | { |
| | 126 | local vec; |
| | 127 | |
| | 128 | /* set up a vector for the return list */ |
| | 129 | vec = new Vector(32); |
| | 130 | |
| | 131 | /* scan the table for objects matching criteria given by 'func' */ |
| | 132 | senseTab.forEachAssoc(new function(obj, info) |
| | 133 | { |
| | 134 | /* if the function accepts this object, include it in the vector */ |
| | 135 | if ((func)(obj, info)) |
| | 136 | vec.append(obj); |
| | 137 | }); |
| | 138 | |
| | 139 | /* return the result vector */ |
| | 140 | return vec; |
| | 141 | } |
| | 142 | |
| | 143 | /* |
| | 144 | * Sense calculation scratch-pad globals. Many of the sense |
| | 145 | * calculations involve recursive descents of portions of the |
| | 146 | * containment tree. In the course of these calculations, it's |
| | 147 | * sometimes useful to have information about the entire operation in |
| | 148 | * one of the recursive calls. We could pass the information around as |
| | 149 | * extra parameters, but that adds overhead, and performance is critical |
| | 150 | * in the sense routines (because they tend to get invoked a *lot*). To |
| | 151 | * reduce the overhead, particularly for information that's not needed |
| | 152 | * very often, we stuff some information into this global object rather |
| | 153 | * than passing it around through parameters. |
| | 154 | * |
| | 155 | * Note that this object is transient because this information is useful |
| | 156 | * only during the course of a single tree traversal, and so doesn't |
| | 157 | * need to be saved or undone. |
| | 158 | */ |
| | 159 | transient senseTmp: object |
| | 160 | /* |
| | 161 | * The point of view of the sense calculation. This is the starting |
| | 162 | * point of a sense traversal; it's the object that's viewing the |
| | 163 | * other objects. |
| | 164 | */ |
| | 165 | pointOfView = nil |
| | 166 | |
| | 167 | /* post-calculation notification list */ |
| | 168 | notifyList = static new Vector(16) |
| | 169 | ; |
| | 170 | |
| | 171 | |
| | 172 | /* ------------------------------------------------------------------------ */ |
| | 173 | /* |
| | 174 | * Command check status object. This is an abstract object that we use |
| | 175 | * in to report results from a check of various kinds. |
| | 176 | * |
| | 177 | * The purpose of this object is to consolidate the code for certain |
| | 178 | * kinds of command checks into a single routine that can be used for |
| | 179 | * different purposes - verification, selection from multiple |
| | 180 | * possibilities (such as multiple paths), and command action |
| | 181 | * processing. This object encapsulates a status - success or failure - |
| | 182 | * and, when the status is failure, a message giving the reason for the |
| | 183 | * failure. |
| | 184 | */ |
| | 185 | class CheckStatus: object |
| | 186 | /* did the check succeed or fail? */ |
| | 187 | isSuccess = nil |
| | 188 | |
| | 189 | /* |
| | 190 | * the message property or string, and parameters, for failure - |
| | 191 | * this is for use with reportFailure or the like |
| | 192 | */ |
| | 193 | msgProp = nil |
| | 194 | msgParams = [] |
| | 195 | ; |
| | 196 | |
| | 197 | /* |
| | 198 | * Success status object. Note that this is a single object, not a |
| | 199 | * class - there's no distinct information per success indicator, so we |
| | 200 | * only need this single success indicator for all uses. |
| | 201 | */ |
| | 202 | checkStatusSuccess: CheckStatus |
| | 203 | isSuccess = true |
| | 204 | ; |
| | 205 | |
| | 206 | /* |
| | 207 | * Failure status object. Unlike the success indicator, this is a |
| | 208 | * class, because we need to keep track of the separate failure message |
| | 209 | * for each kind of failure. |
| | 210 | */ |
| | 211 | class CheckStatusFailure: CheckStatus |
| | 212 | construct(prop, [params]) |
| | 213 | { |
| | 214 | isSuccess = nil; |
| | 215 | msgProp = prop; |
| | 216 | msgParams = params; |
| | 217 | } |
| | 218 | ; |
| | 219 | |
| | 220 | |
| | 221 | /* ------------------------------------------------------------------------ */ |
| | 222 | /* |
| | 223 | * Equivalent group state information. This keeps track of a state and |
| | 224 | * the number of items in that state when we're listing a group of |
| | 225 | * equivalent items in different states. |
| | 226 | */ |
| | 227 | class EquivalentStateInfo: object |
| | 228 | construct(st, obj, nameProp) |
| | 229 | { |
| | 230 | /* remember the state object and the name property to display */ |
| | 231 | stateObj = st; |
| | 232 | stateNameProp = nameProp; |
| | 233 | |
| | 234 | /* this is the first one in this state */ |
| | 235 | stateVec = new Vector(8); |
| | 236 | stateVec.append(obj); |
| | 237 | } |
| | 238 | |
| | 239 | /* add an object to the list of equivalent objects in this state */ |
| | 240 | addEquivObj(obj) { stateVec.append(obj); } |
| | 241 | |
| | 242 | /* get the number of equivalent items in the same state */ |
| | 243 | getEquivCount() { return stateVec.length(); } |
| | 244 | |
| | 245 | /* get the list of equivalent items in the same state */ |
| | 246 | getEquivList() { return stateVec; } |
| | 247 | |
| | 248 | /* get the name to use for listing purposes */ |
| | 249 | getName() { return stateObj.(stateNameProp)(stateVec); } |
| | 250 | |
| | 251 | /* the ThingState object describing the state */ |
| | 252 | stateObj = nil |
| | 253 | |
| | 254 | /* the property to evaluate to get the name for listing purposes */ |
| | 255 | stateNameProp = nil |
| | 256 | |
| | 257 | /* list of items in this same state */ |
| | 258 | stateVec = nil |
| | 259 | ; |
| | 260 | |
| | 261 | |
| | 262 | /* ------------------------------------------------------------------------ */ |
| | 263 | /* |
| | 264 | * Drop Descriptor. This is passed to the receiveDrop() method of a |
| | 265 | * "drop destination" when an object is discarded via commands such as |
| | 266 | * DROP or THROW. The purpose of the descriptor is to identify the type |
| | 267 | * of command being performed, so that the receiveDrop() method can |
| | 268 | * generate an appropriate report message. |
| | 269 | */ |
| | 270 | class DropType: object |
| | 271 | /* |
| | 272 | * Generate the standard report message for the action. The drop |
| | 273 | * destination's receiveDrop() method can call this if the standard |
| | 274 | * message is adequate to describe the result of the action. |
| | 275 | * |
| | 276 | * 'obj' is the object being dropped, and 'dest' is the drop |
| | 277 | * destination. |
| | 278 | */ |
| | 279 | // standardReport(obj, dest) { /* subclasses must override */ } |
| | 280 | |
| | 281 | /* |
| | 282 | * Get a short report describing the action without saying where the |
| | 283 | * object ended up. This is roughly the same as the standard report, |
| | 284 | * but omits any information on where the object lands, so that the |
| | 285 | * caller can show a separate message explaining that part. |
| | 286 | * |
| | 287 | * The report must be worded such that the object being dropped is |
| | 288 | * the logical antecedent for any subsequent text. This means that |
| | 289 | * callers can use a pronoun to refer back to the object dropped, |
| | 290 | * allowing for more natural sequences to be constructed. (It |
| | 291 | * usually sounds stilted to repeat the full name: "You drop the box. |
| | 292 | * The box falls into the chasm." It's better if we can use a |
| | 293 | * pronoun in the second sentence: "You drop the box. It falls into |
| | 294 | * the chasm.") |
| | 295 | * |
| | 296 | * 'obj' is the object being dropped, and 'dest' is the drop |
| | 297 | * destination. |
| | 298 | */ |
| | 299 | // getReportPrefix(obj, dest) { return ''; } |
| | 300 | ; |
| | 301 | |
| | 302 | /* |
| | 303 | * A drop-type descriptor for the DROP command. Since we have no need to |
| | 304 | * include any varying parameters in this object, we simply provide this |
| | 305 | * singleton instance. |
| | 306 | */ |
| | 307 | dropTypeDrop: DropType |
| | 308 | standardReport(obj, dest) |
| | 309 | { |
| | 310 | /* show the default "Dropped" response */ |
| | 311 | defaultReport(&okayDropMsg); |
| | 312 | } |
| | 313 | |
| | 314 | getReportPrefix(obj, dest) |
| | 315 | { |
| | 316 | /* return the standard "You drop the <obj>" message */ |
| | 317 | return gActor.getActionMessageObj().droppingObjMsg(obj); |
| | 318 | } |
| | 319 | ; |
| | 320 | |
| | 321 | /* |
| | 322 | * A drop-type descriptor for the THROW command. This object keeps track |
| | 323 | * of the target (the object that was hit by the projectile) and the |
| | 324 | * projectile's path to the target. The projectile is simply the direct |
| | 325 | * object. |
| | 326 | */ |
| | 327 | class DropTypeThrow: DropType |
| | 328 | construct(target, path) |
| | 329 | { |
| | 330 | /* remember the target and path */ |
| | 331 | target_ = target; |
| | 332 | path_ = path; |
| | 333 | } |
| | 334 | |
| | 335 | standardReport(obj, dest) |
| | 336 | { |
| | 337 | local nominalDest; |
| | 338 | |
| | 339 | /* get the nominal drop destination */ |
| | 340 | nominalDest = dest.getNominalDropDestination(); |
| | 341 | |
| | 342 | /* |
| | 343 | * if the actual target and the nominal destination are the same, |
| | 344 | * just say that it lands on the destination; otherwise, say that |
| | 345 | * it bounces off the target and falls to the nominal destination |
| | 346 | */ |
| | 347 | if (target_ == nominalDest) |
| | 348 | mainReport(&throwFallMsg, obj, target_); |
| | 349 | else |
| | 350 | mainReport(&throwHitFallMsg, obj, target_, nominalDest); |
| | 351 | } |
| | 352 | |
| | 353 | getReportPrefix(obj, dest) |
| | 354 | { |
| | 355 | /* return the standard "The <projectile> hits the <target>" message */ |
| | 356 | return gActor.getActionMessageObj().throwHitMsg(obj, target_); |
| | 357 | } |
| | 358 | |
| | 359 | /* the object that was hit by the projectile */ |
| | 360 | target_ = nil |
| | 361 | |
| | 362 | /* the path the projectile took to reach the target */ |
| | 363 | path_ = nil |
| | 364 | ; |
| | 365 | |
| | 366 | |
| | 367 | /* ------------------------------------------------------------------------ */ |
| | 368 | /* |
| | 369 | * Bag Affinity Info - this class keeps track of the affinity of a bag |
| | 370 | * of holding for an object it might contain. We use this class in |
| | 371 | * building bag affinity lists. |
| | 372 | */ |
| | 373 | class BagAffinityInfo: object |
| | 374 | construct(obj, bulk, aff, bag) |
| | 375 | { |
| | 376 | /* save our parameters */ |
| | 377 | obj_ = obj; |
| | 378 | bulk_ = bulk; |
| | 379 | aff_ = aff; |
| | 380 | bag_ = bag; |
| | 381 | } |
| | 382 | |
| | 383 | /* |
| | 384 | * Compare this item to another item, for affinity ranking purposes. |
| | 385 | * Returns positive if I should rank higher than the other item, |
| | 386 | * zero if we have equal ranking, negative if I rank lower than the |
| | 387 | * other item. |
| | 388 | */ |
| | 389 | compareAffinityTo(other) |
| | 390 | { |
| | 391 | /* |
| | 392 | * if this object is the indirect object of 'take from', treat |
| | 393 | * it as having the lowest ranking |
| | 394 | */ |
| | 395 | if (gActionIs(TakeFrom) && gIobj == obj_) |
| | 396 | return -1; |
| | 397 | |
| | 398 | /* if we have different affinities, sort according to affinity */ |
| | 399 | if (aff_ != other.aff_) |
| | 400 | return aff_ - other.aff_; |
| | 401 | |
| | 402 | /* we have the same affinity, so put the higher bulk item first */ |
| | 403 | if (bulk_ != other.bulk_) |
| | 404 | return bulk_ - other.bulk_; |
| | 405 | |
| | 406 | /* |
| | 407 | * We have the same affinity and same bulk; rank according to |
| | 408 | * how recently the items were picked up. Put away the oldest |
| | 409 | * items first, so the lower holding (older) index has the |
| | 410 | * higher ranking. (Note that because lower holding index is |
| | 411 | * the higher ranking, we return the negative of the holding |
| | 412 | * index comparison.) |
| | 413 | */ |
| | 414 | return other.obj_.holdingIndex - obj_.holdingIndex; |
| | 415 | } |
| | 416 | |
| | 417 | /* |
| | 418 | * given a vector of affinities, remove the most recent item (as |
| | 419 | * indicated by holdingIndex) and return the BagAffinityInfo object |
| | 420 | */ |
| | 421 | removeMostRecent(vec) |
| | 422 | { |
| | 423 | local best = vec[1]; |
| | 424 | |
| | 425 | /* find the most recent item */ |
| | 426 | foreach (local cur in vec) |
| | 427 | { |
| | 428 | /* if this is better than the best so far, remember it */ |
| | 429 | if (cur.obj_.holdingIndex > best.obj_.holdingIndex) |
| | 430 | best = cur; |
| | 431 | } |
| | 432 | |
| | 433 | /* remove the best item from the vector */ |
| | 434 | vec.removeElement(best); |
| | 435 | |
| | 436 | /* return the best item */ |
| | 437 | return best; |
| | 438 | } |
| | 439 | |
| | 440 | /* the object the bag wants to contain */ |
| | 441 | obj_ = nil |
| | 442 | |
| | 443 | /* the object's bulk */ |
| | 444 | bulk_ = nil |
| | 445 | |
| | 446 | /* the bag that wants to contain the object */ |
| | 447 | bag_ = nil |
| | 448 | |
| | 449 | /* affinity of the bag for the object */ |
| | 450 | aff_ = nil |
| | 451 | ; |
| | 452 | |
| | 453 | |
| | 454 | /* ------------------------------------------------------------------------ */ |
| | 455 | /* |
| | 456 | * "State" of a Thing. This is an object abstractly describing the |
| | 457 | * state of an object that can assume different states. |
| | 458 | * |
| | 459 | * The 'listName', 'inventoryName', and 'wornName' give the names of |
| | 460 | * state as displayed in room/contents listings, inventory listings, and |
| | 461 | * listings of items being worn by an actor. This state name is |
| | 462 | * displayed along with the item name (usually parenthetically after the |
| | 463 | * item name, but the exact nature of the display is controlled by the |
| | 464 | * language-specific part of the library). |
| | 465 | * |
| | 466 | * The 'listingOrder' is an integer giving the listing order of this |
| | 467 | * state relative to other states of the same kind of object. When we |
| | 468 | * show a list of equivalent items in different states, we'll order the |
| | 469 | * state names in ascending order of listingOrder. |
| | 470 | */ |
| | 471 | class ThingState: object |
| | 472 | /* |
| | 473 | * The name of the state to use in ordinary room/object contents |
| | 474 | * listings. If the name is nil, no extra state information is shown |
| | 475 | * in a listing for an object in this state. (It's often desirable |
| | 476 | * to leave the most ordinary state an object can be in unnamed, to |
| | 477 | * avoid belaboring the obvious. For example, a match that isn't |
| | 478 | * burning would probably not want to mention "(not lit)" every time |
| | 479 | * it's listed.) |
| | 480 | * |
| | 481 | * 'lst' is a list of the objects being listed in this state. If |
| | 482 | * we're only listing a single object, this will be a list with one |
| | 483 | * element giving the object being listed. If we're listing a |
| | 484 | * counted set of equivalent items all in this same state, this will |
| | 485 | * be the list of items. Everything in 'lst' will be equivalent (in |
| | 486 | * the isEquivalent sense). |
| | 487 | */ |
| | 488 | listName(lst) { return nil; } |
| | 489 | |
| | 490 | /* |
| | 491 | * The state name to use in inventory lists. By default, we just use |
| | 492 | * the base name. 'lst' has the same meaning as in listName(). |
| | 493 | */ |
| | 494 | inventoryName(lst) { return listName(lst); } |
| | 495 | |
| | 496 | /* |
| | 497 | * The state name to use in listings of items being worn. By |
| | 498 | * default, we just use the base name. 'lst' has the same meaning as |
| | 499 | * in listName(). |
| | 500 | */ |
| | 501 | wornName(lst) { return listName(lst); } |
| | 502 | |
| | 503 | /* the relative listing order */ |
| | 504 | listingOrder = 0 |
| | 505 | |
| | 506 | /* |
| | 507 | * Match the name of an object in this state. 'obj' is the object |
| | 508 | * to be matched; 'origTokens' and 'adjustedTokens' have the same |
| | 509 | * meanings they do for Thing.matchName; and 'states' is a list of |
| | 510 | * all of the possible states the object can assume. |
| | 511 | * |
| | 512 | * Implementation of this is always language-specific. In most |
| | 513 | * cases, this should do something along the lines of checking for |
| | 514 | * the presence (in the token list) of words that only apply to |
| | 515 | * other states, rejecting the match if any such words are found. |
| | 516 | * For example, the ThingState object representing the unlit state |
| | 517 | * of a light source might check for the presence of 'lit' as an |
| | 518 | * adjective, and reject the object if it's found. |
| | 519 | */ |
| | 520 | matchName(obj, origTokens, adjustedTokens, states) |
| | 521 | { |
| | 522 | /* by default, simply match the object */ |
| | 523 | return obj; |
| | 524 | } |
| | 525 | ; |
| | 526 | |
| | 527 | /* ------------------------------------------------------------------------ */ |
| | 528 | /* |
| | 529 | * Object with vocabulary. This is the base class for any object that |
| | 530 | * can define vocabulary words. |
| | 531 | */ |
| | 532 | class VocabObject: object |
| | 533 | /* |
| | 534 | * Match a name as used in a noun phrase in a player's command to |
| | 535 | * this object. The parser calls this routine to test this object |
| | 536 | * for a match to a noun phrase when all of the following conditions |
| | 537 | * are true: |
| | 538 | * |
| | 539 | * - this object is in scope; |
| | 540 | * |
| | 541 | * - our vocabulary matches the noun phrase, which means that ALL of |
| | 542 | * the words in the player's noun phrase are associated with this |
| | 543 | * object with the corresponding parts of speech. Note the special |
| | 544 | * wildcard vocabulary words: '#' as an adjective matches any number |
| | 545 | * used as an adjective; '*' as a noun matches any word used as any |
| | 546 | * part of speech. |
| | 547 | * |
| | 548 | * 'origTokens' is the list of the original input words making up |
| | 549 | * the noun phrase, in canonical tokenizer format. Each element of |
| | 550 | * this list is a sublist representing one token. |
| | 551 | * |
| | 552 | * 'adjustedTokens' is the "adjusted" token list, which provides |
| | 553 | * more information on how the parser is analyzing the phrase but |
| | 554 | * may not contain the exact original tokens of the command. In the |
| | 555 | * adjusted list, the tokens are represented by pairs of values in |
| | 556 | * the list: the first value of each pair is a string giving the |
| | 557 | * adjusted token text, and the second value of the pair is a |
| | 558 | * property ID giving the part of speech of the parser's |
| | 559 | * interpretation of the phrase. For example, if the noun phrase is |
| | 560 | * "red book", the list might look like ['red', &adjective, 'book', |
| | 561 | * &noun]. |
| | 562 | * |
| | 563 | * The adjusted token list in some cases contains different tokens |
| | 564 | * than the original input. For example, when the command contains |
| | 565 | * a spelled-out number, the parser will translate the spelled-out |
| | 566 | * number to a numeral format and provide the numeral string in the |
| | 567 | * adjusted token list: 'a hundred and thirty-four' will become |
| | 568 | * '134' in the adjusted token list. |
| | 569 | * |
| | 570 | * If this object does not match the noun phrase, this routine |
| | 571 | * returns nil. If the object is a match, the routine returns |
| | 572 | * 'self'. The routine can also return a different object, or even |
| | 573 | * a list of objects - in this case, the parser will consider the |
| | 574 | * noun phrase to have matched the returned object or objects rather |
| | 575 | * than this original match. |
| | 576 | * |
| | 577 | * Note that it isn't necessary to check that the input tokens match |
| | 578 | * our defined vocabulary words, because the parser will already |
| | 579 | * have done that for us. This routine is only called after the |
| | 580 | * parser has already determined that all of the noun phrase's words |
| | 581 | * match ours. |
| | 582 | * |
| | 583 | * By default, we do two things. First, we check to see if ALL of |
| | 584 | * our tokens are "weak" tokens, and if they are, we indicate that |
| | 585 | * we do NOT match the phrase. Second, if we pass the "weak token" |
| | 586 | * test, we'll invoke the common handling in matchNameCommon(), and |
| | 587 | * return the result. |
| | 588 | * |
| | 589 | * In most cases, games will want to override matchNameCommon() |
| | 590 | * instead of this routine. matchNameCommon() is the common handler |
| | 591 | * for both normal and disambiguation-reply matching, so overriding |
| | 592 | * that one routine will take care of both kinds of matching. Games |
| | 593 | * will only need to override matchName() separately in cases where |
| | 594 | * they need to differentiate normal matching and disambiguation |
| | 595 | * matching. |
| | 596 | */ |
| | 597 | matchName(origTokens, adjustedTokens) |
| | 598 | { |
| | 599 | /* if we have a weak-token list, check the tokens */ |
| | 600 | weakTest: |
| | 601 | if (weakTokens != nil) |
| | 602 | { |
| | 603 | local sc = languageGlobals.dictComparator; |
| | 604 | |
| | 605 | /* check to see if all of our tokens are "weak" */ |
| | 606 | for (local i = 1, local len = adjustedTokens.length() ; |
| | 607 | i <= len ; i += 2) |
| | 608 | { |
| | 609 | /* get the current token and its type */ |
| | 610 | local tok = adjustedTokens[i]; |
| | 611 | local typ = adjustedTokens[i+1]; |
| | 612 | |
| | 613 | /* |
| | 614 | * if this is a miscWord token, skip it - these aren't |
| | 615 | * vocabulary matches, so we won't find them in either |
| | 616 | * our weak or strong vocabulary lists |
| | 617 | */ |
| | 618 | if (typ == &miscWord) |
| | 619 | continue; |
| | 620 | |
| | 621 | /* if this token isn't in our weak list, it's not weak */ |
| | 622 | if (weakTokens.indexWhich({x: sc.matchValues(tok, x) != 0}) |
| | 623 | == nil) |
| | 624 | { |
| | 625 | /* |
| | 626 | * It's not in the weak list, so this isn't a weak |
| | 627 | * token; therefore the phrase isn't weak, so we do |
| | 628 | * not wish to veto the match. There's no need to |
| | 629 | * keep looking; simply break out of the weak test |
| | 630 | * entirely, since we've now passed. |
| | 631 | */ |
| | 632 | break weakTest; |
| | 633 | } |
| | 634 | } |
| | 635 | |
| | 636 | /* |
| | 637 | * If we get here, it means we got through the loop without |
| | 638 | * finding any non-weak tokens. This means the entire |
| | 639 | * phrase is weak, which means that we don't match it. |
| | 640 | * Return nil to indicate that this is not a match. |
| | 641 | */ |
| | 642 | return nil; |
| | 643 | } |
| | 644 | |
| | 645 | /* invoke the common handling */ |
| | 646 | return matchNameCommon(origTokens, adjustedTokens); |
| | 647 | } |
| | 648 | |
| | 649 | /* |
| | 650 | * Match a name in a disambiguation response. This is similar to |
| | 651 | * matchName(), but is called for each object in an ambiguous object |
| | 652 | * list for which a disambiguation response was provided. As with |
| | 653 | * matchName(), we only call this routine for objects that match the |
| | 654 | * dictionary vocabulary. |
| | 655 | * |
| | 656 | * This routine is separate from matchName() because a |
| | 657 | * disambiguation response usually only contains a partial name. |
| | 658 | * For example, the exchange might go something like this: |
| | 659 | * |
| | 660 | * >take box |
| | 661 | *. Which box do you mean, the cardboard box, or the wood box? |
| | 662 | * >cardboard |
| | 663 | * |
| | 664 | * Note that it is not safe to assume that the disambiguation |
| | 665 | * response can be prepended to the original noun phrase to make a |
| | 666 | * complete noun phrase; if this were safe, we'd simply concatenate |
| | 667 | * the two strings and call matchName(). This would work for the |
| | 668 | * example above, since we'd get "cardboard box" as the new noun |
| | 669 | * phrase, but it wouldn't work in general. Consider these examples: |
| | 670 | * |
| | 671 | * >open post office box |
| | 672 | *. Which post office box do you mean, box 100, box 101, or box 102? |
| | 673 | * |
| | 674 | * >take jewel |
| | 675 | *. Which jewel do you mean, the emerald, or the diamond? |
| | 676 | * |
| | 677 | * There's no general way of assembling the disambiguation response |
| | 678 | * and the original noun phrase together into a new noun phrase, so |
| | 679 | * rather than trying to use matchName() for both purposes, we |
| | 680 | * simply use a separate routine to match the disambiguation name. |
| | 681 | * |
| | 682 | * Note that, when this routine is called, this object will have |
| | 683 | * been previously matched with matchName(), so there is no question |
| | 684 | * that this object matches the original noun phrase. The only |
| | 685 | * question is whether or not this object matches the response to |
| | 686 | * the "which one do you mean" question. |
| | 687 | * |
| | 688 | * The return value has the same meaning as for matchName(). |
| | 689 | * |
| | 690 | * By default, we simply invoke the common handler. Note that games |
| | 691 | * will usually want to override matchNameCommon() instead of this |
| | 692 | * routine, since matchNameCommon() provides common handling for the |
| | 693 | * main match and disambiguation match cases. Games should only |
| | 694 | * override this routine when they need to do something different |
| | 695 | * for normal vs disambiguation matching. |
| | 696 | */ |
| | 697 | matchNameDisambig(origTokens, adjustedTokens) |
| | 698 | { |
| | 699 | /* by default, use the same common processing */ |
| | 700 | return matchNameCommon(origTokens, adjustedTokens); |
| | 701 | } |
| | 702 | |
| | 703 | /* |
| | 704 | * Common handling for the main matchName() and the disambiguation |
| | 705 | * handler matchNameDisambig(). By default, we'll check with our |
| | 706 | * state object if we have a state object; if not, we'll simply |
| | 707 | * return 'self' to indicate that we do indeed match the given |
| | 708 | * tokens. |
| | 709 | * |
| | 710 | * In most cases, when a game wishes to customize name matching for |
| | 711 | * an object, it can simply override this routine. This routine |
| | 712 | * provides common handling for matchName() and matchNameDisambig(), |
| | 713 | * so overriding this routine will take care of both the normal and |
| | 714 | * disambiguation matching cases. In cases where a game needs to |
| | 715 | * customize only normal matching or only disambiguation matching, |
| | 716 | * it can override one of those other routines instead. |
| | 717 | */ |
| | 718 | matchNameCommon(origTokens, adjustedTokens) |
| | 719 | { |
| | 720 | local st; |
| | 721 | |
| | 722 | /* |
| | 723 | * if we have a state, ask our state object to check for words |
| | 724 | * applying only to other states |
| | 725 | */ |
| | 726 | if ((st = getState()) != nil) |
| | 727 | return st.matchName(self, origTokens, adjustedTokens, allStates); |
| | 728 | |
| | 729 | /* by default, accept the parser's determination that we match */ |
| | 730 | return self; |
| | 731 | } |
| | 732 | |
| | 733 | /* |
| | 734 | * Plural resolution order. When a command contains a plural noun |
| | 735 | * phrase, we'll sort the items that match the plural phrase in |
| | 736 | * ascending order of this property value. |
| | 737 | * |
| | 738 | * In most cases, the plural resolution order doesn't matter. Once |
| | 739 | * in a while, though, a set of objects will be named as "first," |
| | 740 | * "second," "third," and so on; in these cases, it's nice to have |
| | 741 | * the order of resolution match the nominal ordering. |
| | 742 | * |
| | 743 | * Note that the sorting order only applies within the matches for a |
| | 744 | * particular plural phrase, not globally throughout the entire list |
| | 745 | * of objects in a command. For example, if the player types TAKE |
| | 746 | * BOXES AND BOOKS, we'll sort the boxes in one group, and then we'll |
| | 747 | * sort the books as a separate group - but all of the boxes will |
| | 748 | * come before any of the books, regardless of the plural orders. |
| | 749 | * |
| | 750 | * >take books and boxes |
| | 751 | *. first book: Taken. |
| | 752 | *. second book: Taken. |
| | 753 | *. third book: Taken. |
| | 754 | *. left box: Taken. |
| | 755 | *. middle box: Taken. |
| | 756 | *. right box: Taken. |
| | 757 | */ |
| | 758 | pluralOrder = 100 |
| | 759 | |
| | 760 | /* |
| | 761 | * Disambiguation prompt order. When we interactively prompt for |
| | 762 | * help resolving an ambiguous noun phrase, we'll put the list of |
| | 763 | * ambiguous matches in ascending order of this property value. |
| | 764 | * |
| | 765 | * In most cases, the prompt order doesn't matter, so most objects |
| | 766 | * won't have to override the default setting. Sometimes, though, a |
| | 767 | * set of objects will be identified in the game as "first", |
| | 768 | * "second", "third", etc., and in these cases it's desirable to have |
| | 769 | * the objects presented in the same order as the names indicate: |
| | 770 | * |
| | 771 | * Which door do you mean, the first door, the second door, or the |
| | 772 | * third door? |
| | 773 | * |
| | 774 | * By default, we use the same value as our pluralOrder, since the |
| | 775 | * plural order has essentially the same purpose. |
| | 776 | */ |
| | 777 | disambigPromptOrder = (pluralOrder) |
| | 778 | |
| | 779 | /* |
| | 780 | * Intrinsic parsing likelihood. During disambiguation, if the |
| | 781 | * parser finds two objects with equivalent logicalness (as |
| | 782 | * determined by the 'verify' process for the particular Action being |
| | 783 | * performed), it will pick the one with the higher intrinsic |
| | 784 | * likelihood value. The default value is zero, which makes all |
| | 785 | * objects equivalent by default. Set a higher value to make the |
| | 786 | * parser prefer this object in cases of ambiguity. |
| | 787 | */ |
| | 788 | vocabLikelihood = 0 |
| | 789 | |
| | 790 | /* |
| | 791 | * Filter an ambiguous noun phrase resolution list. The parser calls |
| | 792 | * this method for each object that matches an ambiguous noun phrase |
| | 793 | * or an ALL phrase, to allow the object to modify the resolution |
| | 794 | * list. This method allows the object to act globally on the entire |
| | 795 | * list, so that the filtering can be sensitive to the presence or |
| | 796 | * absence in the list of other objects, and can affect the presence |
| | 797 | * of other objects. |
| | 798 | * |
| | 799 | * 'lst' is a list of ResolveInfo objects describing the tentative |
| | 800 | * resolution of the noun phrase. 'action' is the Action object |
| | 801 | * representing the command. 'whichObj' is the object role |
| | 802 | * identifier of the object being resolved (DirectObject, |
| | 803 | * IndirectObject, etc). 'np' is the noun phrase production that |
| | 804 | * we're resolving; this is usually a subclass of NounPhraseProd. |
| | 805 | * 'requiredNum' is the number of objects required, when an exact |
| | 806 | * quantity is specified; this is nil in cases where the quantity is |
| | 807 | * unspecified, as in 'all' or an unquantified plural ("take coins"). |
| | 808 | * |
| | 809 | * The result is a new list of ResolveInfo objects, which need not |
| | 810 | * contain any of the objects of the original list, and can add new |
| | 811 | * objects not in the original list, as desired. |
| | 812 | * |
| | 813 | * By default, we simply return the original list. |
| | 814 | */ |
| | 815 | filterResolveList(lst, action, whichObj, np, requiredNum) |
| | 816 | { |
| | 817 | /* return the original list unchanged */ |
| | 818 | return lst; |
| | 819 | } |
| | 820 | |
| | 821 | /* |
| | 822 | * Expand a pronoun list. This is essentially complementary to |
| | 823 | * filterResolveList: the function is to "unfilter" a pronoun binding |
| | 824 | * that contains this object so that it restores any objects that |
| | 825 | * would have been filtered out by filterResolveList from the |
| | 826 | * original noun phrase binding. |
| | 827 | * |
| | 828 | * This routine is called whenever the parser is called upon to |
| | 829 | * resolve a pronoun ("TAKE THEM"). This routine is called for each |
| | 830 | * object in the "raw" pronoun binding, which is simply the list of |
| | 831 | * objects that was stored by the previous command as the antecedent |
| | 832 | * for the pronoun. After this routine has been called for each |
| | 833 | * object in the raw pronoun binding, the final list will be passed |
| | 834 | * through filterResolveList(). |
| | 835 | * |
| | 836 | * 'lst' is the raw pronoun binding so far, which might reflect |
| | 837 | * changes made by this method called on previous objects in the |
| | 838 | * list. 'typ' is the pronoun type (PronounIt, PronounThem, etc) |
| | 839 | * describing the pronoun phrase being resolved. The return value is |
| | 840 | * the new pronoun binding list; if this routine doesn't need to make |
| | 841 | * any changes, it should simply return 'lst'. |
| | 842 | * |
| | 843 | * In some cases, filterResolveList chooses which of two or more |
| | 844 | * possible ways to bind a noun phrase, with the binding dependent |
| | 845 | * upon other conditions, such as the current action. In these |
| | 846 | * cases, it's often desirable for a subsequent pronoun reference to |
| | 847 | * make the same decision again, choosing from the full set of |
| | 848 | * possible bindings. This routine facilitates that by letting the |
| | 849 | * object put back objects that were filtered out, so that the |
| | 850 | * filtering can once again run on the full set of possible bindings |
| | 851 | * for the pronoun reference. |
| | 852 | * |
| | 853 | * This base implementation just returns the original list unchanged. |
| | 854 | * See CollectiveGroup for an override that uses this. |
| | 855 | */ |
| | 856 | expandPronounList(typ, lst) { return lst; } |
| | 857 | |
| | 858 | /* |
| | 859 | * Our list of "weak" tokens. This is a token that is acceptable in |
| | 860 | * our vocabulary, but which we can only use in combination with one |
| | 861 | * or more "strong" tokens. (A token is strong if it's not weak, so |
| | 862 | * we need only keep track of one or the other kind. Weak tokens |
| | 863 | * are much less common than strong tokens, so it takes a lot less |
| | 864 | * space if we store the weak ones instead of the strong ones.) |
| | 865 | * |
| | 866 | * The purpose of weak tokens is to allow players to use more words |
| | 867 | * to refer to some objects without creating ambiguity. For |
| | 868 | * example, if we have a house, and a front door of the house, we |
| | 869 | * might want to allow the player to call the front door "front door |
| | 870 | * of house." If we just defined the door's vocabulary thus, |
| | 871 | * though, we'd create ambiguity if the player tried to refer to |
| | 872 | * "house," even though this obviously doesn't create any ambiguity |
| | 873 | * to a human reader. Weak tokens fix the problem: we define |
| | 874 | * "house" as a weak token for the front door, which allows the |
| | 875 | * player to refer to the front door as "front door of house", but |
| | 876 | * prevents the front door from matching just "house". |
| | 877 | * |
| | 878 | * By default, this is nil to indicate that we don't have any weak |
| | 879 | * tokens to check. If the object has weak tokens, this should be |
| | 880 | * set to a list of strings giving the weak tokens. |
| | 881 | */ |
| | 882 | weakTokens = nil |
| | 883 | |
| | 884 | /* |
| | 885 | * By default, every object can be used as the resolution of a |
| | 886 | * possessive qualifier phrase (e.g., "bob" in "bob's book"). If |
| | 887 | * this property is set to nil for an object, that object can never |
| | 888 | * be used as a possessive. Note that has nothing to do with |
| | 889 | * establishing ownership relationships between objects; it controls |
| | 890 | * only the resolution of possessive phrases during parsing to |
| | 891 | * concrete game objects. |
| | 892 | */ |
| | 893 | canResolvePossessive = true |
| | 894 | |
| | 895 | /* |
| | 896 | * Throw an appropriate parser error when this object is used in a |
| | 897 | * player command as a possessive qualifier (such as when 'self' is |
| | 898 | * the "bob" in "take bob's key"), and we don't own anything matching |
| | 899 | * the object name that we qualify. This is only called when 'self' |
| | 900 | * is in scope. By default, we throw the standard parser error ("Bob |
| | 901 | * doesn't appear to have any such thing"). 'txt' is the |
| | 902 | * lower-cased, HTMLified text that of the qualified object name |
| | 903 | * ("key" in "bob's key"). |
| | 904 | */ |
| | 905 | throwNoMatchForPossessive(txt) |
| | 906 | { throw new ParseFailureException(&noMatchForPossessive, self, txt); } |
| | 907 | |
| | 908 | /* |
| | 909 | * Throw an appropriate parser error when this object is used in a |
| | 910 | * player command to locationally qualify another object (such as |
| | 911 | * when we're the box in "examine the key in the box"), and there's |
| | 912 | * no object among our contents with the given name. By default, we |
| | 913 | * throw the standard parser error ("You see no key in the box"). |
| | 914 | */ |
| | 915 | throwNoMatchForLocation(txt) |
| | 916 | { throw new ParseFailureException(&noMatchForLocation, self, txt); } |
| | 917 | |
| | 918 | /* |
| | 919 | * Throw an appropriate parser error when this object is used in a |
| | 920 | * player command to locationally qualify "all" (such as when we're |
| | 921 | * the box in "examine everything in the box"), and we have no |
| | 922 | * contents. By default, we throw the standard parser error ("You |
| | 923 | * see nothing unusual in the box"). |
| | 924 | */ |
| | 925 | throwNothingInLocation() |
| | 926 | { throw new ParseFailureException(¬hingInLocation, self); } |
| | 927 | |
| | 928 | /* |
| | 929 | * Get a list of the other "facets" of this object. A facet is |
| | 930 | * another program object that to the player looks like the same or |
| | 931 | * part of the same physical object. For example, it's often |
| | 932 | * convenient to represent a door using two game objects - one for |
| | 933 | * each side - but the two really represent the same door from the |
| | 934 | * player's perspective. |
| | 935 | * |
| | 936 | * The parser uses an object's facets to resolve a pronoun when the |
| | 937 | * original antecedent goes out of scope. In our door example, if |
| | 938 | * we refer to the door, then walk through it to the other side, |
| | 939 | * then refer to 'it', the parser will realize from the facet |
| | 940 | * relationship that 'it' now refers to the other side of the door. |
| | 941 | */ |
| | 942 | getFacets() { return []; } |
| | 943 | |
| | 944 | /* |
| | 945 | * Ownership: a vocab-object can be marked as owned by a given Thing. |
| | 946 | * This allows command input to refer to the owned object using |
| | 947 | * possessive syntax (such as, in English, "x's y"). |
| | 948 | * |
| | 949 | * This method returns true if 'self' is owned by 'obj'. The parser |
| | 950 | * generally tests for ownership in this direction, as opposed to |
| | 951 | * asking for obj's owner, because a given object might have multiple |
| | 952 | * owners, and might not be able to enumerate them all (or, at least, |
| | 953 | * might not be able to enumerate them efficiently). It's usually |
| | 954 | * efficient to determine whether a given object qualifies as an |
| | 955 | * owner, and from the parser's persepctive that's the question |
| | 956 | * anyway, since it wants to determine if the "x" in "x's y" |
| | 957 | * qualifies as my owner. |
| | 958 | * |
| | 959 | * By default, we simply return true if 'obj' matches our 'owner' |
| | 960 | * property (and is not nil). |
| | 961 | */ |
| | 962 | isOwnedBy(obj) { return owner != nil && owner == obj; } |
| | 963 | |
| | 964 | /* |
| | 965 | * Get our nominal owner. This is the owner that we report for this |
| | 966 | * object if we're asked to distinguish this object from another |
| | 967 | * object in a disambiguation prompt. The nominal owner isn't |
| | 968 | * necessarily the only owner. Note that if getNominalOwner() |
| | 969 | * returns a non-nil value, isOwnedBy(getNominalOwner()) should |
| | 970 | * always return true. |
| | 971 | * |
| | 972 | * By default, we'll simply return our 'owner' property. |
| | 973 | */ |
| | 974 | getNominalOwner() { return owner; } |
| | 975 | |
| | 976 | /* our explicit owner, if any */ |
| | 977 | owner = nil |
| | 978 | ; |
| | 979 | |
| | 980 | /* ------------------------------------------------------------------------ */ |
| | 981 | /* |
| | 982 | * Find the best facet from the given list of facets, from the |
| | 983 | * perspective of the given actor. We'll find the facet that has the |
| | 984 | * best visibility, or, visibilities being equal, the best touchability. |
| | 985 | */ |
| | 986 | findBestFacet(actor, lst) |
| | 987 | { |
| | 988 | local infoList; |
| | 989 | local best; |
| | 990 | |
| | 991 | /* |
| | 992 | * if the list has no elements, there's no result; if it has only one |
| | 993 | * element, it's obviously the best one |
| | 994 | */ |
| | 995 | if (lst.length() == 0) |
| | 996 | return nil; |
| | 997 | if (lst.length() == 1) |
| | 998 | return lst[1]; |
| | 999 | |
| | 1000 | /* make a list of the visibilities of the given facets */ |
| | 1001 | infoList = lst.mapAll({x: new SightTouchInfo(actor, x)}); |
| | 1002 | |
| | 1003 | /* scan the list and find the entry with the best results */ |
| | 1004 | best = nil; |
| | 1005 | foreach (local cur in infoList) |
| | 1006 | best = SightTouchInfo.selectBetter(best, cur); |
| | 1007 | |
| | 1008 | /* return the best result */ |
| | 1009 | return best.obj_; |
| | 1010 | } |
| | 1011 | |
| | 1012 | /* |
| | 1013 | * A small data structure class recording SenseInfo objects for sight and |
| | 1014 | * touch. We use this to pick the best facet from a list of facets. |
| | 1015 | */ |
| | 1016 | class SightTouchInfo: object |
| | 1017 | construct(actor, obj) |
| | 1018 | { |
| | 1019 | /* remember our object */ |
| | 1020 | obj_ = obj; |
| | 1021 | |
| | 1022 | /* get the visual SenseInfo in the actor's best sight-like sense */ |
| | 1023 | visInfo = actor.bestVisualInfo(obj); |
| | 1024 | |
| | 1025 | /* get the 'touch' SenseInfo for the object */ |
| | 1026 | touchInfo = actor.senseObj(touch, obj); |
| | 1027 | } |
| | 1028 | |
| | 1029 | /* the object we're associated with */ |
| | 1030 | obj_ = nil |
| | 1031 | |
| | 1032 | /* our SenseInfo objects for sight and touch */ |
| | 1033 | visInfo = nil |
| | 1034 | touchInfo = nil |
| | 1035 | |
| | 1036 | /* |
| | 1037 | * Class method: select the "better" of two SightTouchInfo's. |
| | 1038 | * Returns the one with the more transparent visual status, or, |
| | 1039 | * visual transparencies being equal, the one with the more |
| | 1040 | * transparent touch status. |
| | 1041 | */ |
| | 1042 | selectBetter(a, b) |
| | 1043 | { |
| | 1044 | local d; |
| | 1045 | |
| | 1046 | /* if one or the other is nil, return the non-nil one */ |
| | 1047 | if (a == nil) |
| | 1048 | return b; |
| | 1049 | if (b == nil) |
| | 1050 | return a; |
| | 1051 | |
| | 1052 | /* if the visual transparencies differ, compare visually */ |
| | 1053 | d = a.visInfo.compareTransTo(b.visInfo); |
| | 1054 | if (d > 0) |
| | 1055 | return a; |
| | 1056 | else if (d < 0) |
| | 1057 | return b; |
| | 1058 | else |
| | 1059 | { |
| | 1060 | /* the visual status it the same, so compare by touch */ |
| | 1061 | d = a.touchInfo.compareTransTo(b.touchInfo); |
| | 1062 | if (d >= 0) |
| | 1063 | return a; |
| | 1064 | else |
| | 1065 | return b; |
| | 1066 | } |
| | 1067 | } |
| | 1068 | ; |
| | 1069 | |
| | 1070 | /* ------------------------------------------------------------------------ */ |
| | 1071 | /* |
| | 1072 | * Thing: the basic class for game objects. An object of this class |
| | 1073 | * represents a physical object in the simulation. |
| | 1074 | */ |
| | 1075 | class Thing: VocabObject |
| | 1076 | /* |
| | 1077 | * on constructing a new Thing, initialize it as we would a |
| | 1078 | * statically instantiated Thing |
| | 1079 | */ |
| | 1080 | construct() |
| | 1081 | { |
| | 1082 | /* |
| | 1083 | * If we haven't already been through here for this object, do |
| | 1084 | * the static initialization. (Because many library classes and |
| | 1085 | * game objects inherit from multiple Thing subclasses, we'll |
| | 1086 | * sometimes inherit this constructor multiple times in the |
| | 1087 | * course of creating a single new object. The set-up work we do |
| | 1088 | * isn't meant to be repeated and can create internal |
| | 1089 | * inconsistencies if it is.) |
| | 1090 | */ |
| | 1091 | if (!isThingConstructed) |
| | 1092 | { |
| | 1093 | /* inherit base class construction */ |
| | 1094 | inherited(); |
| | 1095 | |
| | 1096 | /* initialize the Thing properties */ |
| | 1097 | initializeThing(); |
| | 1098 | |
| | 1099 | /* note that we've been through this constructor now */ |
| | 1100 | isThingConstructed = true; |
| | 1101 | } |
| | 1102 | } |
| | 1103 | |
| | 1104 | /* |
| | 1105 | * Have we been through Thing.construct() yet for this object? Note |
| | 1106 | * that this will only be set for dynamically created instances |
| | 1107 | * (i.e., objects created with 'new'). |
| | 1108 | */ |
| | 1109 | isThingConstructed = nil |
| | 1110 | |
| | 1111 | /* |
| | 1112 | * My global parameter name. This is a name that can be used in |
| | 1113 | * {xxx} parameters in messages to refer directly to this object. |
| | 1114 | * This is nil by default, which means we have no global parameter |
| | 1115 | * name. Define this to a single-quoted string to set a global |
| | 1116 | * parameter name. |
| | 1117 | * |
| | 1118 | * Global parameter names can be especially useful for objects whose |
| | 1119 | * names change in the course of the game, such as actors who are |
| | 1120 | * known by one name until introduced, after which they're known by |
| | 1121 | * another name. It's a little nicer to write "{He/the bob}" than |
| | 1122 | * "<<bob.theName>>". We can do this with a global parameter name, |
| | 1123 | * because it allows us to use {bob} as a message parameter, even |
| | 1124 | * when the actor isn't involved directly in any command. |
| | 1125 | * |
| | 1126 | * Note that these parameter names are global, so no two objects are |
| | 1127 | * allowed to have the same name. These names are also subordinate |
| | 1128 | * to the parameter names in the current Action, so names that the |
| | 1129 | * actions define, such as 'dobj' and 'actor', should usually be |
| | 1130 | * avoided. |
| | 1131 | */ |
| | 1132 | globalParamName = nil |
| | 1133 | |
| | 1134 | /* |
| | 1135 | * Set the global parameter name dynamically. If you need to add a |
| | 1136 | * new global parameter name at run-time, call this rather than |
| | 1137 | * setting the property directly, to ensure that the name is added to |
| | 1138 | * the message builder's name table. You can also use this to delete |
| | 1139 | * an object's global parameter name, by passing nil for the new |
| | 1140 | * name. |
| | 1141 | * |
| | 1142 | * (You only need to use this method if you want to add or change a |
| | 1143 | * name dynamically at run-time, because the library automatically |
| | 1144 | * initializes the table for objects with globalParamName settings |
| | 1145 | * defined at compile-time.) |
| | 1146 | */ |
| | 1147 | setGlobalParamName(name) |
| | 1148 | { |
| | 1149 | /* if we already had a name in the table, remove our old name */ |
| | 1150 | if (globalParamName != nil |
| | 1151 | && langMessageBuilder.nameTable_[globalParamName] == self) |
| | 1152 | langMessageBuilder.nameTable_.removeElement(globalParamName); |
| | 1153 | |
| | 1154 | /* remember our name locally */ |
| | 1155 | globalParamName = name; |
| | 1156 | |
| | 1157 | /* add the name to the message builder's table */ |
| | 1158 | if (name != nil) |
| | 1159 | langMessageBuilder.nameTable_[name] = self; |
| | 1160 | } |
| | 1161 | |
| | 1162 | /* |
| | 1163 | * "Special" description. This is the generic place to put a |
| | 1164 | * description of the object that should appear in the containing |
| | 1165 | * room's full description. If the object defines a special |
| | 1166 | * description, the object is NOT listed in the basic contents list |
| | 1167 | * of the room, because listing it with the contents would be |
| | 1168 | * redundant with the special description. |
| | 1169 | * |
| | 1170 | * By default, we have no special description. If a special |
| | 1171 | * description is desired, define this to a double-quoted string |
| | 1172 | * containing the special description, or to a method that displays |
| | 1173 | * the special description. |
| | 1174 | */ |
| | 1175 | specialDesc = nil |
| | 1176 | |
| | 1177 | /* |
| | 1178 | * The special descriptions to use under obscured and distant |
| | 1179 | * viewing conditions. By default, these simply display the normal |
| | 1180 | * special description, but these can be overridden if desired to |
| | 1181 | * show different messages under these viewing conditions. |
| | 1182 | * |
| | 1183 | * Note that if you override these alternative special descriptions, |
| | 1184 | * you MUST also provide a base specialDesc. The library figures |
| | 1185 | * out whether or not to show any sort of specialDesc first, based |
| | 1186 | * on the presence of a non-nil specialDesc; only then does the |
| | 1187 | * library figure out which particular variation to use. |
| | 1188 | * |
| | 1189 | * Note that remoteSpecialDesc takes precedence over these methods. |
| | 1190 | * That is, when 'self' is in a separate top-level room from the |
| | 1191 | * point-of-view actor, we'll use remoteSpecialDesc to generate our |
| | 1192 | * description, even if the sense path to 'self' is distant or |
| | 1193 | * obscured. |
| | 1194 | */ |
| | 1195 | distantSpecialDesc = (specialDesc) |
| | 1196 | obscuredSpecialDesc = (specialDesc) |
| | 1197 | |
| | 1198 | /* |
| | 1199 | * The "remote" special description. This is the special |
| | 1200 | * description that will be used when this object is not in the |
| | 1201 | * point-of-view actor's current top-level room, but is visible in a |
| | 1202 | * connected room. For example, if two top-level rooms are |
| | 1203 | * connected by a window, so that an actor in one room can see the |
| | 1204 | * objects in the other room, this method will be used to generate |
| | 1205 | * the description of the object when the actor is in the other |
| | 1206 | * room, viewing this object through the window. |
| | 1207 | * |
| | 1208 | * By default, we just use the special description. It's usually |
| | 1209 | * better to customize this to describe the object from the given |
| | 1210 | * point of view. 'actor' is the point-of-view actor. |
| | 1211 | */ |
| | 1212 | remoteSpecialDesc(actor) { distantSpecialDesc; } |
| | 1213 | |
| | 1214 | /* |
| | 1215 | * List order for the special description. Whenever there's more |
| | 1216 | * than one object showing a specialDesc at the same time (in a |
| | 1217 | * single room description, for example), we'll use this to order the |
| | 1218 | * specialDesc displays. We'll display in ascending order of this |
| | 1219 | * value. By default, we use the same value for everything, so |
| | 1220 | * listing order is arbitrary; when one specialDesc should appear |
| | 1221 | * before or after another, this property can be used to control the |
| | 1222 | * relative ordering. |
| | 1223 | */ |
| | 1224 | specialDescOrder = 100 |
| | 1225 | |
| | 1226 | /* |
| | 1227 | * Special description phase. We list special descriptions for a |
| | 1228 | * room's full description in two phases: one phase before we show |
| | 1229 | * the room's portable contents list, and another phase after we show |
| | 1230 | * the contents list. This property controls the phase in which we |
| | 1231 | * show this item's special description. This only affects special |
| | 1232 | * descriptions that are shown with room descriptions; in other |
| | 1233 | * cases, such as "examine" descriptions of objects, all of the |
| | 1234 | * special descriptions are usually shown together. |
| | 1235 | * |
| | 1236 | * By default, we show our special description (if any) before the |
| | 1237 | * room's contents listing, because most special descriptions act |
| | 1238 | * like extensions of the room's main description and thus should be |
| | 1239 | * grouped directly with the room's descriptive text. Objects with |
| | 1240 | * special descriptions that are meant to indicate more ephemeral |
| | 1241 | * properties of the location can override this to be listed after |
| | 1242 | * the room's portable contents. |
| | 1243 | * |
| | 1244 | * One situation where you usually will want to list a special |
| | 1245 | * description after contents is when the special description applies |
| | 1246 | * to an item that's contained in a portable item. Since the |
| | 1247 | * container will be listed with the room contents, as it's portable, |
| | 1248 | * we'll usually want the special description of this child item to |
| | 1249 | * show up after the contents listing, so that it shows up after its |
| | 1250 | * container is mentioned. |
| | 1251 | * |
| | 1252 | * Note that the specialDescOrder is secondary to this phase |
| | 1253 | * grouping, because we essentially list special items in two |
| | 1254 | * separate groups. |
| | 1255 | */ |
| | 1256 | specialDescBeforeContents = true |
| | 1257 | |
| | 1258 | /* |
| | 1259 | * Show my special description, given a SenseInfo object for the |
| | 1260 | * visual sense path from the point of view of the description. |
| | 1261 | */ |
| | 1262 | showSpecialDescWithInfo(info, pov) |
| | 1263 | { |
| | 1264 | local povActor = getPOVActorDefault(gActor); |
| | 1265 | |
| | 1266 | /* |
| | 1267 | * Determine what to show, based on the point-of-view location |
| | 1268 | * and the sense path. If the point of view isn't in the same |
| | 1269 | * top-level location as 'self', OR the actor isn't the same as |
| | 1270 | * the POV, use the remote special description; otherwise, select |
| | 1271 | * the obscured, distant, or basic special description according |
| | 1272 | * to the transparency of the sense path. |
| | 1273 | */ |
| | 1274 | if (getOutermostRoom() != povActor.getOutermostRoom() |
| | 1275 | || pov != povActor) |
| | 1276 | { |
| | 1277 | /* |
| | 1278 | * different top-level rooms, or different actor and POV - |
| | 1279 | * use the remote description |
| | 1280 | */ |
| | 1281 | showRemoteSpecialDesc(povActor); |
| | 1282 | } |
| | 1283 | else if (info.trans == obscured) |
| | 1284 | { |
| | 1285 | /* we're obscured, so show our obscured special description */ |
| | 1286 | showObscuredSpecialDesc(); |
| | 1287 | } |
| | 1288 | else if (info.trans == distant) |
| | 1289 | { |
| | 1290 | /* we're at a distance, so use our distant special description */ |
| | 1291 | showDistantSpecialDesc(); |
| | 1292 | } |
| | 1293 | else if (canDetailsBeSensed(sight, info, pov)) |
| | 1294 | { |
| | 1295 | /* |
| | 1296 | * we're not obscured or distant, and our details can be |
| | 1297 | * sensed, so show our fully-visible special description |
| | 1298 | */ |
| | 1299 | showSpecialDesc(); |
| | 1300 | } |
| | 1301 | } |
| | 1302 | |
| | 1303 | /* |
| | 1304 | * Show the special description, if we have one. If we are using |
| | 1305 | * our initial description, we'll show that; otherwise, if we have a |
| | 1306 | * specialDesc property, we'll show that. |
| | 1307 | * |
| | 1308 | * Note that the initial description overrides the specialDesc |
| | 1309 | * property whenever useInitSpecialDesc() returns true. This allows |
| | 1310 | * an object to have both an initial description that is used until |
| | 1311 | * the object is moved, and a separate special description used |
| | 1312 | * thereafter. |
| | 1313 | */ |
| | 1314 | showSpecialDesc() |
| | 1315 | { |
| | 1316 | /* |
| | 1317 | * if we are to use our initial description, show that; |
| | 1318 | * otherwise, show our special description |
| | 1319 | */ |
| | 1320 | if (useInitSpecialDesc()) |
| | 1321 | initSpecialDesc; |
| | 1322 | else |
| | 1323 | specialDesc; |
| | 1324 | } |
| | 1325 | |
| | 1326 | /* show the special description under obscured viewing conditions */ |
| | 1327 | showObscuredSpecialDesc() |
| | 1328 | { |
| | 1329 | if (useInitSpecialDesc()) |
| | 1330 | obscuredInitSpecialDesc; |
| | 1331 | else |
| | 1332 | obscuredSpecialDesc; |
| | 1333 | } |
| | 1334 | |
| | 1335 | /* show the special description under distant viewing conditions */ |
| | 1336 | showDistantSpecialDesc() |
| | 1337 | { |
| | 1338 | if (useInitSpecialDesc()) |
| | 1339 | distantInitSpecialDesc; |
| | 1340 | else |
| | 1341 | distantSpecialDesc; |
| | 1342 | } |
| | 1343 | |
| | 1344 | /* show the remote special description */ |
| | 1345 | showRemoteSpecialDesc(actor) |
| | 1346 | { |
| | 1347 | if (useInitSpecialDesc()) |
| | 1348 | remoteInitSpecialDesc(actor); |
| | 1349 | else |
| | 1350 | remoteSpecialDesc(actor); |
| | 1351 | } |
| | 1352 | |
| | 1353 | /* |
| | 1354 | * Determine if we should use a special description. By default, we |
| | 1355 | * have a special description if we have either a non-nil |
| | 1356 | * specialDesc property, or we have an initial description. |
| | 1357 | */ |
| | 1358 | useSpecialDesc() |
| | 1359 | { |
| | 1360 | /* |
| | 1361 | * if we have a non-nil specialDesc, or we are to use an initial |
| | 1362 | * description, we have a special description |
| | 1363 | */ |
| | 1364 | return propType(&specialDesc) != TypeNil || useInitSpecialDesc(); |
| | 1365 | } |
| | 1366 | |
| | 1367 | /* |
| | 1368 | * Determine if we should use our special description in the given |
| | 1369 | * room's LOOK AROUND description. By default, this simply returns |
| | 1370 | * useSpecialDesc(). |
| | 1371 | */ |
| | 1372 | useSpecialDescInRoom(room) { return useSpecialDesc(); } |
| | 1373 | |
| | 1374 | /* |
| | 1375 | * Determine if we should use our special description in the given |
| | 1376 | * object's contents listings, for the purposes of "examine <cont>" |
| | 1377 | * or "look in <cont>". By default, we'll use our special |
| | 1378 | * description for a given container if we'd use our special |
| | 1379 | * description in general, AND we're actually inside the container |
| | 1380 | * being examined. |
| | 1381 | */ |
| | 1382 | useSpecialDescInContents(cont) |
| | 1383 | { |
| | 1384 | /* |
| | 1385 | * if we would otherwise use a special description, and we are |
| | 1386 | * contained within the given object, use our special description |
| | 1387 | * in the container |
| | 1388 | */ |
| | 1389 | return useSpecialDesc() && self.isIn(cont); |
| | 1390 | } |
| | 1391 | |
| | 1392 | /* |
| | 1393 | * Show our special description as part of a parent's full |
| | 1394 | * description. |
| | 1395 | */ |
| | 1396 | showSpecialDescInContentsWithInfo(info, pov, cont) |
| | 1397 | { |
| | 1398 | local povActor = getPOVActorDefault(gActor); |
| | 1399 | |
| | 1400 | /* determine what to show, based on the location and sense path */ |
| | 1401 | if (getOutermostRoom() != povActor.getOutermostRoom() |
| | 1402 | || pov != povActor) |
| | 1403 | showRemoteSpecialDescInContents(povActor, cont); |
| | 1404 | else if (info.trans == obscured) |
| | 1405 | showObscuredSpecialDescInContents(povActor, cont); |
| | 1406 | else if (info.trans == distant) |
| | 1407 | showDistantSpecialDescInContents(povActor, cont); |
| | 1408 | else if (canDetailsBeSensed(sight, info, pov)) |
| | 1409 | showSpecialDescInContents(povActor, cont); |
| | 1410 | } |
| | 1411 | |
| | 1412 | /* |
| | 1413 | * Show the special description in contents listings under various |
| | 1414 | * sense conditions. By default, we'll use the corresponding special |
| | 1415 | * descriptions for full room descriptions. These can be overridden |
| | 1416 | * to show special versions of the description when we're examining |
| | 1417 | * particular containers, if desired. 'actor' is the actor doing the |
| | 1418 | * looking. |
| | 1419 | */ |
| | 1420 | showSpecialDescInContents(actor, cont) |
| | 1421 | { showSpecialDesc(); } |
| | 1422 | showObscuredSpecialDescInContents(actor, cont) |
| | 1423 | { showObscuredSpecialDesc(); } |
| | 1424 | showDistantSpecialDescInContents(actor, cont) |
| | 1425 | { showDistantSpecialDesc(); } |
| | 1426 | showRemoteSpecialDescInContents(actor, cont) |
| | 1427 | { showRemoteSpecialDesc(actor); } |
| | 1428 | |
| | 1429 | /* |
| | 1430 | * If we define a non-nil initSpecialDesc, this property will be |
| | 1431 | * called to describe the object in room listings as long as the |
| | 1432 | * object is in its "initial" state (as determined by isInInitState: |
| | 1433 | * this is usually true until the object is first moved to a new |
| | 1434 | * location). By default, objects don't have initial descriptions. |
| | 1435 | * |
| | 1436 | * If this is non-nil, and the object is portable, this will be used |
| | 1437 | * (as long as the object is in its initial state) instead of |
| | 1438 | * showing the object in an ordinary room-contents listing. This |
| | 1439 | * can be used to give the object a special mention in its initial |
| | 1440 | * location in the game, rather than letting the ordinary |
| | 1441 | * room-contents lister lump it in with all of the other portable |
| | 1442 | * object lying around. |
| | 1443 | */ |
| | 1444 | initSpecialDesc = nil |
| | 1445 | |
| | 1446 | /* |
| | 1447 | * The initial descriptions to use under obscured and distant |
| | 1448 | * viewing conditions. By default, these simply show the plain |
| | 1449 | * initSpecialDesc; these can be overridden, if desired, to show |
| | 1450 | * alternative messages when viewing conditions are less than ideal. |
| | 1451 | * |
| | 1452 | * Note that in order for one of these alternative initial |
| | 1453 | * descriptions to be shown, the regular initSpecialDesc MUST be |
| | 1454 | * defined, even if it's never actually used. We make the decision |
| | 1455 | * to display these other descriptions based on the existence of a |
| | 1456 | * non-nil initSpecialDesc, so always define initSpecialDesc |
| | 1457 | * whenever these are defined. |
| | 1458 | */ |
| | 1459 | obscuredInitSpecialDesc = (initSpecialDesc) |
| | 1460 | distantInitSpecialDesc = (initSpecialDesc) |
| | 1461 | |
| | 1462 | /* the initial remote special description */ |
| | 1463 | remoteInitSpecialDesc(actor) { distantInitSpecialDesc; } |
| | 1464 | |
| | 1465 | /* |
| | 1466 | * If we define a non-nil initDesc, and the object is in its initial |
| | 1467 | * description state (as indicated by isInInitState), then we'll use |
| | 1468 | * this property instead of "desc" to describe the object when |
| | 1469 | * examined. This can be used to customize the description the |
| | 1470 | * player sees in parallel to initSpecialDesc. |
| | 1471 | */ |
| | 1472 | initDesc = nil |
| | 1473 | |
| | 1474 | /* |
| | 1475 | * Am I in my "initial state"? This is used to determine if we |
| | 1476 | * should show the initial special description (initSpecialDesc) and |
| | 1477 | * initial examine description (initDesc) when describing the |
| | 1478 | * object. By default, we consider the object to be in its initial |
| | 1479 | * state until the first time it's moved. |
| | 1480 | * |
| | 1481 | * You can override this to achieve other effects. For example, if |
| | 1482 | * you want to use the initial description only the first time the |
| | 1483 | * object is examined, and then revert to the ordinary description, |
| | 1484 | * you could override this to return (!described). |
| | 1485 | */ |
| | 1486 | isInInitState = (!moved) |
| | 1487 | |
| | 1488 | /* |
| | 1489 | * Determine whether or not I should be mentioned in my containing |
| | 1490 | * room's description (on LOOK AROUND) using my initial special |
| | 1491 | * description (initSpecialDesc). This returns true if I have an |
| | 1492 | * initial description that isn't nil, and I'm in my initial state. |
| | 1493 | * If this returns nil, the object should be described in room |
| | 1494 | * descriptions using the ordinary generated message (either the |
| | 1495 | * specialDesc, if we have one, or the ordinary mention in the list |
| | 1496 | * of portable room contents). |
| | 1497 | */ |
| | 1498 | useInitSpecialDesc() |
| | 1499 | { return isInInitState && propType(&initSpecialDesc) != TypeNil; } |
| | 1500 | |
| | 1501 | /* |
| | 1502 | * Determine if I should be described on EXAMINE using my initial |
| | 1503 | * examine description (initDesc). This returns true if I have an |
| | 1504 | * initial examine desription that isn't nil, and I'm in my initial |
| | 1505 | * state. If this returns nil, we'll show our ordinary description |
| | 1506 | * (given by the 'desc' property). |
| | 1507 | */ |
| | 1508 | useInitDesc() |
| | 1509 | { return isInInitState && propType(&initDesc) != TypeNil; } |
| | 1510 | |
| | 1511 | |
| | 1512 | /* |
| | 1513 | * Flag: I've been moved out of my initial location. Whenever we |
| | 1514 | * move the object to a new location, we'll set this to true. |
| | 1515 | */ |
| | 1516 | moved = nil |
| | 1517 | |
| | 1518 | /* |
| | 1519 | * Flag: I've been seen by the player character. This is nil by |
| | 1520 | * default; we set this to true whenever we show a room description |
| | 1521 | * from the player character's perspective, and the object is |
| | 1522 | * visible. The object doesn't actually have to be mentioned in the |
| | 1523 | * room description to be marked as seen - it merely has to be |
| | 1524 | * visible to the player character. |
| | 1525 | * |
| | 1526 | * Note that this is only the DEFAULT 'seen' property, which all |
| | 1527 | * Actor objects use by default. The ACTUAL property that a given |
| | 1528 | * Actor uses depends on the actor's seenProp, which allows a game to |
| | 1529 | * keep track separately of what each actor has seen by using |
| | 1530 | * different 'seen' properties for different actors. |
| | 1531 | */ |
| | 1532 | seen = nil |
| | 1533 | |
| | 1534 | /* |
| | 1535 | * Flag: suppress the automatic setting of the "seen" status for this |
| | 1536 | * object in room and object descriptions. Normally, we'll |
| | 1537 | * automatically mark every visible object as seen (by calling |
| | 1538 | * gActor.setHasSeen()) whenever we do a LOOK AROUND. We'll also |
| | 1539 | * automatically mark as seen every visible object within an object |
| | 1540 | * examined explicitly (such as with EXAMINE, LOOK IN, LOOK ON, or |
| | 1541 | * OPEN). This property can override this automatic status change: |
| | 1542 | * when this property is true, we will NOT mark this object as seen |
| | 1543 | * in any of these cases. When this property is true, the game must |
| | 1544 | * explicitly mark the object as seen, if and when desired, by |
| | 1545 | * calling actor.setHasSeen(). |
| | 1546 | * |
| | 1547 | * Sometimes, an object is not meant to be immediately obvious. For |
| | 1548 | * example, a puzzle box might have a hidden button that can't be |
| | 1549 | * seen on casual examination. In these cases, you can use |
| | 1550 | * suppressAutoSeen to ensure that the object won't be marked as seen |
| | 1551 | * merely by virtue of its being visible at the time of a LOOK AROUND |
| | 1552 | * or EXAMINE command. |
| | 1553 | * |
| | 1554 | * Note that this property does NOT affect the object's actual |
| | 1555 | * visibility or other sensory attributes. This property merely |
| | 1556 | * controls the automatic setting of the "seen" status of the object. |
| | 1557 | */ |
| | 1558 | suppressAutoSeen = nil |
| | 1559 | |
| | 1560 | /* |
| | 1561 | * Flag: I've been desribed. This is nil by default; we set this to |
| | 1562 | * true whenever the player explicitly examines the object. |
| | 1563 | */ |
| | 1564 | described = nil |
| | 1565 | |
| | 1566 | /* |
| | 1567 | * Mark all visible contents of 'self' as having been seen. |
| | 1568 | * 'infoTab' is a LookupTable of sight information, as returned by |
| | 1569 | * visibleInfoTable(). This should be called any time an object is |
| | 1570 | * examined in such a way that its contents should be considered to |
| | 1571 | * have been seen. |
| | 1572 | * |
| | 1573 | * We will NOT mark as seen any objects that have suppressAutoSeen |
| | 1574 | * set to true. |
| | 1575 | */ |
| | 1576 | setContentsSeenBy(infoTab, actor) |
| | 1577 | { |
| | 1578 | /* |
| | 1579 | * run through the table of visible objects, and mark each one |
| | 1580 | * that's contained within 'self' as having been seen |
| | 1581 | */ |
| | 1582 | infoTab.forEachAssoc(new function(obj, info) |
| | 1583 | { |
| | 1584 | if (obj.isIn(self) && !obj.suppressAutoSeen) |
| | 1585 | actor.setHasSeen(obj); |
| | 1586 | }); |
| | 1587 | } |
| | 1588 | |
| | 1589 | /* |
| | 1590 | * Mark everything visible as having been seen. 'infoTab' is a |
| | 1591 | * LookupTable of sight information, as returned by |
| | 1592 | * visibleInfoTable(). We'll mark everything visible in the table |
| | 1593 | * as having been seen by the actor, EXCEPT objects that have |
| | 1594 | * suppressAutoSeen set to true. |
| | 1595 | */ |
| | 1596 | setAllSeenBy(infoTab, actor) |
| | 1597 | { |
| | 1598 | /* mark everything as seen, except suppressAutoSeen items */ |
| | 1599 | infoTab.forEachAssoc(new function(obj, info) |
| | 1600 | { |
| | 1601 | if (!obj.suppressAutoSeen) |
| | 1602 | actor.setHasSeen(obj); |
| | 1603 | }); |
| | 1604 | } |
| | 1605 | |
| | 1606 | /* |
| | 1607 | * Note that I've been seen by the given actor, setting the given |
| | 1608 | * "seen" property. This routine notifies the object that it's just |
| | 1609 | * been observed by the given actor, allowing it to take any special |
| | 1610 | * action it wants to take in such cases. |
| | 1611 | */ |
| | 1612 | noteSeenBy(actor, prop) |
| | 1613 | { |
| | 1614 | /* by default, simply set the given "seen" property to true */ |
| | 1615 | self.(prop) = true; |
| | 1616 | } |
| | 1617 | |
| | 1618 | /* |
| | 1619 | * Flag: this object is explicitly "known" to actors in the game, |
| | 1620 | * even if it's never been seen. This allows the object to be |
| | 1621 | * resolved as a topic in ASK ABOUT commands and the like. |
| | 1622 | * Sometimes, actors know about an object even before it's been seen |
| | 1623 | * - they might simply know about it from background knowledge, or |
| | 1624 | * they might hear about it from another character, for example. |
| | 1625 | * |
| | 1626 | * Like the 'seen' property, this is merely the DEFAULT 'known' |
| | 1627 | * property that we use for actors. Each actor can individually use |
| | 1628 | * a separate property to track its own knowledge if it prefers; it |
| | 1629 | * can do this simply by overriding its isKnownProp property. |
| | 1630 | */ |
| | 1631 | isKnown = nil |
| | 1632 | |
| | 1633 | /* |
| | 1634 | * Hide from 'all' for a given action. If this returns true, this |
| | 1635 | * object will never be included in 'all' lists for the given action |
| | 1636 | * class. This should generally be set only for objects that serve |
| | 1637 | * some sort of internal purpose and don't represent physical |
| | 1638 | * objects in the model world. By default, objects are not hidden |
| | 1639 | * from 'all' lists. |
| | 1640 | * |
| | 1641 | * Note that returning nil doesn't put the object into an 'all' |
| | 1642 | * list. Rather, it simply *leaves* it in any 'all' list it should |
| | 1643 | * happen to be in. Each action controls its own selection criteria |
| | 1644 | * for 'all', and different verbs use different criteria. No matter |
| | 1645 | * how an action chooses its 'all' list, though, an item will always |
| | 1646 | * be excluded if hideFromAll() returns true for the item. |
| | 1647 | */ |
| | 1648 | hideFromAll(action) { return nil; } |
| | 1649 | |
| | 1650 | /* |
| | 1651 | * Hide from defaulting for a given action. By default, we're |
| | 1652 | * hidden from being used as a default object for a given action if |
| | 1653 | * we're hidden from the action for 'all'. |
| | 1654 | */ |
| | 1655 | hideFromDefault(action) { return hideFromAll(action); } |
| | 1656 | |
| | 1657 | /* |
| | 1658 | * Determine if I'm to be listed at all in my room's description, |
| | 1659 | * and in descriptions of objects containing my container. |
| | 1660 | * |
| | 1661 | * Most objects should be listed normally, but some types of objects |
| | 1662 | * should be suppressed from the normal room listing. For example, |
| | 1663 | * fixed-in-place scenery objects are generally described in the |
| | 1664 | * custom message for the containing room, so these are normally |
| | 1665 | * omitted from the listing of the room's contents. |
| | 1666 | * |
| | 1667 | * By default, we'll return the same thing as isListedInContents - |
| | 1668 | * that is, if this object is to be listed when its *direct* |
| | 1669 | * container is examined, it'll also be listed by default when any |
| | 1670 | * further enclosing container (including the enclosing room) is |
| | 1671 | * described. Individual objects can override this to use different |
| | 1672 | * rules. |
| | 1673 | * |
| | 1674 | * Why would we want to be able to list an object when examining in |
| | 1675 | * its direct container, but not when examining an enclosing |
| | 1676 | * container, or the enclosing room? The most common reason is to |
| | 1677 | * control the level of detail, to avoid overloading the broad |
| | 1678 | * description of the room and the main things in it with every |
| | 1679 | * detail of every deeply-nested container. |
| | 1680 | */ |
| | 1681 | isListed { return isListedInContents; } |
| | 1682 | |
| | 1683 | /* |
| | 1684 | * Determine if I'm listed in explicit "examine" and "look in" |
| | 1685 | * descriptions of my direct container. |
| | 1686 | * |
| | 1687 | * By default, we return true as long as we're not using our special |
| | 1688 | * description in this particular context. Examining or looking in a |
| | 1689 | * container will normally show special message for any contents of |
| | 1690 | * the container, so we don't want to list the items with special |
| | 1691 | * descriptions in the ordinary list as well. |
| | 1692 | */ |
| | 1693 | isListedInContents { return !useSpecialDescInContents(location); } |
| | 1694 | |
| | 1695 | /* |
| | 1696 | * Determine if I'm listed in inventory listings. By default, we |
| | 1697 | * include every item in an inventory list. |
| | 1698 | */ |
| | 1699 | isListedInInventory { return true; } |
| | 1700 | |
| | 1701 | /* |
| | 1702 | * by default, regular objects are not listed when they arrive |
| | 1703 | * aboard vehicles (only actors are normally listed in this fashion) |
| | 1704 | */ |
| | 1705 | isListedAboardVehicle = nil |
| | 1706 | |
| | 1707 | /* |
| | 1708 | * Determine if I'm listed as being located in the given room part. |
| | 1709 | * We'll first check to make sure the object is nominally contained |
| | 1710 | * in the room part; if not, it's not listed in the room part. We'll |
| | 1711 | * then ask the room part itself to make the final determination. |
| | 1712 | */ |
| | 1713 | isListedInRoomPart(part) |
| | 1714 | { |
| | 1715 | /* |
| | 1716 | * list me if I'm nominally contained in the room part AND the |
| | 1717 | * room part wants me listed |
| | 1718 | */ |
| | 1719 | return (isNominallyInRoomPart(part) |
| | 1720 | && part.isObjListedInRoomPart(self)); |
| | 1721 | } |
| | 1722 | |
| | 1723 | /* |
| | 1724 | * Determine if we're nominally in the given room part (floor, |
| | 1725 | * ceiling, wall, etc). This returns true if we *appear* to be |
| | 1726 | * located directly in/on the given room part object. |
| | 1727 | * |
| | 1728 | * In most cases, a portable object might start out with a special |
| | 1729 | * initial room part location, but once moved and then dropped |
| | 1730 | * somewhere, ends up nominally in the nominal drop destination of |
| | 1731 | * the location where it was dropped. For example, a poster might |
| | 1732 | * start out being nominally attached to a wall, or a light bulb |
| | 1733 | * might be nominally hanging from the ceiling; if these objects are |
| | 1734 | * taken and then dropped somewhere, they'll simply end up on the |
| | 1735 | * floor. |
| | 1736 | * |
| | 1737 | * Our default behavior models this. If we've never been moved, |
| | 1738 | * we'll indicate that we're in our initial room part location, |
| | 1739 | * given by initNominalRoomPartLocation. Once we've been moved (or |
| | 1740 | * if our initNominalRoomPartLocation is nil), we'll figure out what |
| | 1741 | * the nominal drop destination is for our current container, and |
| | 1742 | * then see if we appear to be in that nominal drop destination. |
| | 1743 | */ |
| | 1744 | isNominallyInRoomPart(part) |
| | 1745 | { |
| | 1746 | /* |
| | 1747 | * If we're not directly in the apparent container of the given |
| | 1748 | * room part, then we certainly are not even nominally in the |
| | 1749 | * room part. We only appear to be in a room part when we're |
| | 1750 | * actually in the room directly containing the room part. |
| | 1751 | */ |
| | 1752 | if (location == nil |
| | 1753 | || location.getRoomPartLocation(part) != location) |
| | 1754 | return nil; |
| | 1755 | |
| | 1756 | /* if we've never been moved, use our initial room part location */ |
| | 1757 | if (!moved && initNominalRoomPartLocation != nil) |
| | 1758 | return (part == initNominalRoomPartLocation); |
| | 1759 | |
| | 1760 | /* if we have an explicit special room part location, use that */ |
| | 1761 | if (specialNominalRoomPartLocation != nil) |
| | 1762 | return (part == specialNominalRoomPartLocation); |
| | 1763 | |
| | 1764 | /* |
| | 1765 | * We don't seem to have an initial or special room part |
| | 1766 | * location, but there's still one more possibility: if the room |
| | 1767 | * part is the nominal drop destination, then we are by default |
| | 1768 | * nominally in that room part, because that's where we |
| | 1769 | * otherwise end up in the absence of any special room part |
| | 1770 | * location setting. |
| | 1771 | */ |
| | 1772 | if (location.getNominalDropDestination() == part) |
| | 1773 | return true; |
| | 1774 | |
| | 1775 | /* we aren't nominally in the given room part */ |
| | 1776 | return nil; |
| | 1777 | } |
| | 1778 | |
| | 1779 | /* |
| | 1780 | * Determine if I should show my special description with the |
| | 1781 | * description of the given room part (floor, ceiling, wall, etc). |
| | 1782 | * |
| | 1783 | * By default, we'll include our special description with a room |
| | 1784 | * part's description if either (1) we are using our initial |
| | 1785 | * description, and our initNominalRoomPartLocation is the given |
| | 1786 | * part; or (2) we are using our special description, and our |
| | 1787 | * specialNominalRoomPartLocation is the given part. |
| | 1788 | * |
| | 1789 | * Note that, by default, we do NOT use our special description for |
| | 1790 | * the "default" room part location - that is, for the nominal drop |
| | 1791 | * destination for our containing room, which is where we end up by |
| | 1792 | * default, in the absence of an initial or special room part |
| | 1793 | * location setting. We don't use our special description in this |
| | 1794 | * default location because special descriptions are most frequently |
| | 1795 | * used to describe an object that is specially situated, and hence |
| | 1796 | * we don't want to assume a default situation. |
| | 1797 | */ |
| | 1798 | useSpecialDescInRoomPart(part) |
| | 1799 | { |
| | 1800 | /* if we're not nominally in the part, rule it out */ |
| | 1801 | if (!isNominallyInRoomPart(part)) |
| | 1802 | return nil; |
| | 1803 | |
| | 1804 | /* |
| | 1805 | * if we're using our initial description, and we are explicitly |
| | 1806 | * in the given room part initially, use the special description |
| | 1807 | * for the room part |
| | 1808 | */ |
| | 1809 | if (useInitSpecialDesc() && initNominalRoomPartLocation == part) |
| | 1810 | return true; |
| | 1811 | |
| | 1812 | /* |
| | 1813 | * if we're using our special description, and we are explicitly |
| | 1814 | * in the given room part as our special location, use the |
| | 1815 | * special description |
| | 1816 | */ |
| | 1817 | if (useSpecialDesc() && specialNominalRoomPartLocation == part) |
| | 1818 | return true; |
| | 1819 | |
| | 1820 | /* do not use the special description in the room part */ |
| | 1821 | return nil; |
| | 1822 | } |
| | 1823 | |
| | 1824 | /* |
| | 1825 | * Our initial room part location. By default, we set this to nil, |
| | 1826 | * which means that we'll use the nominal drop destination of our |
| | 1827 | * actual initial location when asked. If desired, this can be set |
| | 1828 | * to another part; for example, if a poster is initially described |
| | 1829 | * as being "on the north wall," this should set to the default north |
| | 1830 | * wall object. |
| | 1831 | */ |
| | 1832 | initNominalRoomPartLocation = nil |
| | 1833 | |
| | 1834 | /* |
| | 1835 | * Our "special" room part location. By default, we set this to |
| | 1836 | * nil, which means that we'll use the nominal drop destination of |
| | 1837 | * our actual current location when asked. |
| | 1838 | * |
| | 1839 | * This property has a function similar to |
| | 1840 | * initNominalRoomPartLocation, but is used to describe the nominal |
| | 1841 | * room part container of the object has been moved (and even before |
| | 1842 | * it's been moved, if initNominalRoomPartLocation is nil). |
| | 1843 | * |
| | 1844 | * It's rare for an object to have a special room part location |
| | 1845 | * after it's been moved, because most games simply don't provide |
| | 1846 | * commands for things like re-attaching a poster to a wall or |
| | 1847 | * re-hanging a fan from the ceiling. When it is possible to move |
| | 1848 | * an object to a new special location, though, this property can be |
| | 1849 | * used to flag its new special location. |
| | 1850 | */ |
| | 1851 | specialNominalRoomPartLocation = nil |
| | 1852 | |
| | 1853 | /* |
| | 1854 | * Determine if my contents are to be listed when I'm shown in a |
| | 1855 | * listing (in a room description, inventory list, or a description |
| | 1856 | * of my container). |
| | 1857 | * |
| | 1858 | * Note that this doesn't affect listing my contents when I'm |
| | 1859 | * *directly* examined - use contentsListedInExamine to control that. |
| | 1860 | * |
| | 1861 | * By default, we'll list our contents in these situations if (1) we |
| | 1862 | * have some kind of presence in the description of whatever it is |
| | 1863 | * the player is looking at, either by being listed in the ordinary |
| | 1864 | * way (that is, isListed is true) or in a custom way (via a |
| | 1865 | * specialDesc), and (2) contentsListedInExamine is true. The |
| | 1866 | * reasoning behind this default is that if the object itself shows |
| | 1867 | * up in the description, then we usually want its contents to be |
| | 1868 | * mentioned as well, but if the object itself isn't mentioned, then |
| | 1869 | * its contents probably shouldn't be, either. And in any case, if |
| | 1870 | * the contents aren't listed even when we *directly* examine the |
| | 1871 | * object, then we almost certainly don't want its contents mentioned |
| | 1872 | * when we only indirectly mention the object in the course of |
| | 1873 | * describing something enclosing it. |
| | 1874 | */ |
| | 1875 | contentsListed = (contentsListedInExamine |
| | 1876 | && (isListed || useSpecialDesc())) |
| | 1877 | |
| | 1878 | /* |
| | 1879 | * Determine if my contents are to be listed when I'm directly |
| | 1880 | * examined (with an EXAMINE/LOOK AT command). By default, we |
| | 1881 | * *always* list our contents when we're directly examined. |
| | 1882 | */ |
| | 1883 | contentsListedInExamine = true |
| | 1884 | |
| | 1885 | /* |
| | 1886 | * Determine if my contents are listed separately from my own list |
| | 1887 | * entry. If this is true, then my contents will be listed in a |
| | 1888 | * separate sentence from my own listing; for example, if 'self' is a |
| | 1889 | * box, we'll be listed like so: |
| | 1890 | * |
| | 1891 | *. You are carrying a box. The box contains a key and a book. |
| | 1892 | * |
| | 1893 | * By default, this is nil, which means that we list our contents |
| | 1894 | * parenthetically after our name: |
| | 1895 | * |
| | 1896 | *. You are carrying a box (which contains a key and a book). |
| | 1897 | * |
| | 1898 | * Using a separate listing is sometimes desirable for an object that |
| | 1899 | * will routinely contain listable objects that in turn have listable |
| | 1900 | * contents of their own, because it can help break up a long listing |
| | 1901 | * that would otherwise use too many nested parentheticals. |
| | 1902 | * |
| | 1903 | * Note that this only applies to "wide" listings; "tall" listings |
| | 1904 | * will show contents in the indented tree format regardless of this |
| | 1905 | * setting. |
| | 1906 | */ |
| | 1907 | contentsListedSeparately = nil |
| | 1908 | |
| | 1909 | /* |
| | 1910 | * The language-dependent part of the library must provide a couple |
| | 1911 | * of basic descriptor methods that we depend upon. We provide |
| | 1912 | * several descriptor methods that we base on the basic methods. |
| | 1913 | * The basic methods that must be provided by the language extension |
| | 1914 | * are: |
| | 1915 | * |
| | 1916 | * listName - return a string giving the "list name" of the object; |
| | 1917 | * that is, the name that should appear in inventory and room |
| | 1918 | * contents lists. This is called with the visual sense info set |
| | 1919 | * according to the point of view. |
| | 1920 | * |
| | 1921 | * countName(count) - return a string giving the "counted name" of |
| | 1922 | * the object; that is, the name as it should appear with the given |
| | 1923 | * quantifier. In English, this might return something like 'one |
| | 1924 | * box' or 'three books'. This is called with the visual sense info |
| | 1925 | * set according to the point of view. |
| | 1926 | */ |
| | 1927 | |
| | 1928 | /* |
| | 1929 | * Show this item as part of a list. 'options' is a combination of |
| | 1930 | * ListXxx flags indicating the type of listing. 'infoTab' is a |
| | 1931 | * lookup table of SenseInfo objects giving the sense information |
| | 1932 | * for the point of view. |
| | 1933 | */ |
| | 1934 | showListItem(options, pov, infoTab) |
| | 1935 | { |
| | 1936 | /* show the list, using the 'listName' of the state */ |
| | 1937 | showListItemGen(options, pov, infoTab, &listName); |
| | 1938 | } |
| | 1939 | |
| | 1940 | /* |
| | 1941 | * General routine to show the item as part of a list. |
| | 1942 | * 'stateNameProp' is the property to use in any listing state |
| | 1943 | * object to obtain the state name. |
| | 1944 | */ |
| | 1945 | showListItemGen(options, pov, infoTab, stateNameProp) |
| | 1946 | { |
| | 1947 | local info; |
| | 1948 | local st; |
| | 1949 | local stName; |
| | 1950 | |
| | 1951 | /* get my visual information from the point of view */ |
| | 1952 | info = infoTab[self]; |
| | 1953 | |
| | 1954 | /* show the item's list name */ |
| | 1955 | say(withVisualSenseInfo(pov, info, &listName)); |
| | 1956 | |
| | 1957 | /* |
| | 1958 | * If we have a list state with a name, show it. Note that to |
| | 1959 | * obtain the state name, we have to pass a list of the objects |
| | 1960 | * being listed to the stateNameProp method of the state object; |
| | 1961 | * we're the only object we're showing for this particular |
| | 1962 | * display list element, so we simply pass a single-element list |
| | 1963 | * containing 'self'. |
| | 1964 | */ |
| | 1965 | if ((st = getStateWithInfo(info, pov)) != nil |
| | 1966 | && (stName = st.(stateNameProp)([self])) != nil) |
| | 1967 | { |
| | 1968 | /* we have a state with a name - show it */ |
| | 1969 | gLibMessages.showListState(stName); |
| | 1970 | } |
| | 1971 | } |
| | 1972 | |
| | 1973 | /* |
| | 1974 | * Show this item as part of a list, grouped with a count of |
| | 1975 | * list-equivalent items. |
| | 1976 | */ |
| | 1977 | showListItemCounted(lst, options, pov, infoTab) |
| | 1978 | { |
| | 1979 | /* show the item using the 'listName' property of the state */ |
| | 1980 | showListItemCountedGen(lst, options, pov, infoTab, &listName); |
| | 1981 | } |
| | 1982 | |
| | 1983 | /* |
| | 1984 | * General routine to show this item as part of a list, grouped with |
| | 1985 | * a count of list-equivalent items. 'stateNameProp' is the |
| | 1986 | * property of any list state object that we should use to obtain |
| | 1987 | * the name of the listing state. |
| | 1988 | */ |
| | 1989 | showListItemCountedGen(lst, options, pov, infoTab, stateNameProp) |
| | 1990 | { |
| | 1991 | local info; |
| | 1992 | local stateList; |
| | 1993 | |
| | 1994 | /* get the visual information from the point of view */ |
| | 1995 | info = infoTab[self]; |
| | 1996 | |
| | 1997 | /* show our counted name */ |
| | 1998 | say(countListName(lst.length(), pov, info)); |
| | 1999 | |
| | 2000 | /* check for list states */ |
| | 2001 | stateList = new Vector(10); |
| | 2002 | foreach (local cur in lst) |
| | 2003 | { |
| | 2004 | local st; |
| | 2005 | |
| | 2006 | /* get this item's sense information from the list */ |
| | 2007 | info = infoTab[cur]; |
| | 2008 | |
| | 2009 | /* |
| | 2010 | * if this item has a list state with a name, include it in |
| | 2011 | * our list of states to show |
| | 2012 | */ |
| | 2013 | if ((st = cur.getStateWithInfo(info, pov)) != nil |
| | 2014 | && st.(stateNameProp)(lst) != nil) |
| | 2015 | { |
| | 2016 | local stInfo; |
| | 2017 | |
| | 2018 | /* |
| | 2019 | * if this state is already in our list, simply |
| | 2020 | * increment the count of items in this state; |
| | 2021 | * otherwise, add the new state to the list |
| | 2022 | */ |
| | 2023 | stInfo = stateList.valWhich({x: x.stateObj == st}); |
| | 2024 | if (stInfo != nil) |
| | 2025 | { |
| | 2026 | /* it's already in the list - count the new item */ |
| | 2027 | stInfo.addEquivObj(cur); |
| | 2028 | } |
| | 2029 | else |
| | 2030 | { |
| | 2031 | /* it's not in the list - add it */ |
| | 2032 | stateList.append( |
| | 2033 | new EquivalentStateInfo(st, cur, stateNameProp)); |
| | 2034 | } |
| | 2035 | } |
| | 2036 | } |
| | 2037 | |
| | 2038 | /* if the state list is non-empty, show it */ |
| | 2039 | if (stateList.length() != 0) |
| | 2040 | { |
| | 2041 | /* put the state list in its desired order */ |
| | 2042 | stateList.sort(SortAsc, {a, b: (a.stateObj.listingOrder |
| | 2043 | - b.stateObj.listingOrder)}); |
| | 2044 | |
| | 2045 | /* |
| | 2046 | * If there's only one item in the state list, and all of |
| | 2047 | * the objects are in that state, then show the "all in |
| | 2048 | * state" message. Otherwise, show the list of states with |
| | 2049 | * counts. |
| | 2050 | * |
| | 2051 | * (Note that it's possible to have just one state in the |
| | 2052 | * list without having all of the objects in this state, |
| | 2053 | * because we could have some of the objects in an unnamed |
| | 2054 | * state, in which case they wouldn't contribute to the list |
| | 2055 | * at all.) |
| | 2056 | */ |
| | 2057 | if (stateList.length() == 1 |
| | 2058 | && stateList[1].getEquivCount() == lst.length()) |
| | 2059 | { |
| | 2060 | /* everything is in the same state */ |
| | 2061 | gLibMessages.allInSameListState(stateList[1].getEquivList(), |
| | 2062 | stateList[1].getName()); |
| | 2063 | } |
| | 2064 | else |
| | 2065 | { |
| | 2066 | /* list the state items */ |
| | 2067 | equivalentStateLister.showListAll(stateList.toList(), 0, 0); |
| | 2068 | } |
| | 2069 | } |
| | 2070 | } |
| | 2071 | |
| | 2072 | /* |
| | 2073 | * Single-item counted listing description. This is used to display |
| | 2074 | * an item with a count of equivalent items ("four gold coins"). |
| | 2075 | * 'info' is the sense information from the current point of view |
| | 2076 | * for 'self', which we take to be representative of the sense |
| | 2077 | * information for all of the equivalent items. |
| | 2078 | */ |
| | 2079 | countListName(equivCount, pov, info) |
| | 2080 | { |
| | 2081 | return withVisualSenseInfo(pov, info, &countName, equivCount); |
| | 2082 | } |
| | 2083 | |
| | 2084 | /* |
| | 2085 | * Show this item as part of an inventory list. By default, we'll |
| | 2086 | * show the regular list item name. |
| | 2087 | */ |
| | 2088 | showInventoryItem(options, pov, infoTab) |
| | 2089 | { |
| | 2090 | /* show the item, using the inventory state name */ |
| | 2091 | showListItemGen(options, pov, infoTab, &inventoryName); |
| | 2092 | } |
| | 2093 | showInventoryItemCounted(lst, options, pov, infoTab) |
| | 2094 | { |
| | 2095 | /* show the item, using the inventory state name */ |
| | 2096 | showListItemCountedGen(lst, options, pov, infoTab, &inventoryName); |
| | 2097 | } |
| | 2098 | |
| | 2099 | /* |
| | 2100 | * Show this item as part of a list of items being worn. |
| | 2101 | */ |
| | 2102 | showWornItem(options, pov, infoTab) |
| | 2103 | { |
| | 2104 | /* show the item, using the worn-listing state name */ |
| | 2105 | showListItemGen(options, pov, infoTab, &wornName); |
| | 2106 | } |
| | 2107 | showWornItemCounted(lst, options, pov, infoTab) |
| | 2108 | { |
| | 2109 | /* show the item, using the worn-listing state name */ |
| | 2110 | showListItemCountedGen(lst, options, pov, infoTab, &wornName); |
| | 2111 | } |
| | 2112 | |
| | 2113 | /* |
| | 2114 | * Get the "listing state" of the object, given the visual sense |
| | 2115 | * information for the object from the point of view for which we're |
| | 2116 | * generating the listing. This returns a ThingState object |
| | 2117 | * describing the object's state for the purposes of listings. This |
| | 2118 | * should return nil if the object doesn't have varying states for |
| | 2119 | * listings. |
| | 2120 | * |
| | 2121 | * By default, we return a list state if the visual sense path is |
| | 2122 | * transparent or attenuated, or we have large visual scale. In |
| | 2123 | * other cases, we assume that the details of the object are not |
| | 2124 | * visible under the current sense conditions; since the list state |
| | 2125 | * is normally a detail of the object, we don't return a list state |
| | 2126 | * when the details of the object are not visible. |
| | 2127 | */ |
| | 2128 | getStateWithInfo(info, pov) |
| | 2129 | { |
| | 2130 | /* |
| | 2131 | * if our details can be sensed, return the list state; |
| | 2132 | * otherwise, return nil, since the list state is a detail |
| | 2133 | */ |
| | 2134 | if (canDetailsBeSensed(sight, info, pov)) |
| | 2135 | return getState(); |
| | 2136 | else |
| | 2137 | return nil; |
| | 2138 | } |
| | 2139 | |
| | 2140 | /* |
| | 2141 | * Get our state - returns a ThingState object describing the state. |
| | 2142 | * By default, we don't have varying states, so we simply return |
| | 2143 | * nil. |
| | 2144 | */ |
| | 2145 | getState = nil |
| | 2146 | |
| | 2147 | /* |
| | 2148 | * Get a list of all of our possible states. For an object that can |
| | 2149 | * assume varying states as represented by getState, this should |
| | 2150 | * return the list of all possible states that the object can |
| | 2151 | * assume. |
| | 2152 | */ |
| | 2153 | allStates = [] |
| | 2154 | |
| | 2155 | /* |
| | 2156 | * The default long description, which is displayed in response to |
| | 2157 | * an explicit player request to examine the object. We'll use a |
| | 2158 | * generic library message; most objects should override this to |
| | 2159 | * customize the object's desription. |
| | 2160 | * |
| | 2161 | * Note that we show this as a "default descriptive report," because |
| | 2162 | * this default message indicates merely that there's nothing |
| | 2163 | * special to say about the object. If we generate any additional |
| | 2164 | * description messages, such as status reports ("it's open" or "it |
| | 2165 | * contains a gold key") or special descriptions for things inside, |
| | 2166 | * we clearly *do* have something special to say about the object, |
| | 2167 | * so we'll want to suppress the nothing-special message. To |
| | 2168 | * accomplish this suppression, all we have to do is report our |
| | 2169 | * generic description as a default descriptive report, and the |
| | 2170 | * transcript will automatically filter it out if there are any |
| | 2171 | * other reports for this same action. |
| | 2172 | * |
| | 2173 | * Note that any time this is overridden by an object with any sort |
| | 2174 | * of actual description, the override should NOT use |
| | 2175 | * defaultDescReport. Instead, simply set this to display the |
| | 2176 | * descriptive message directly: |
| | 2177 | * |
| | 2178 | * desc = "It's a big green box. " |
| | 2179 | */ |
| | 2180 | desc { defaultDescReport(&thingDescMsg, self); } |
| | 2181 | |
| | 2182 | /* |
| | 2183 | * Our LOOK IN description. This is shown when we explicitly LOOK IN |
| | 2184 | * the object. By default, we just report that there's nothing |
| | 2185 | * unusual inside. |
| | 2186 | */ |
| | 2187 | lookInDesc { mainReport(¬hingInsideMsg); } |
| | 2188 | |
| | 2189 | /* |
| | 2190 | * The default "distant" description. If this is defined for an |
| | 2191 | * object, then we evaluate it to display the description when an |
| | 2192 | * actor explicitly examines this object from a point of view where |
| | 2193 | * we have a "distant" sight path to the object. |
| | 2194 | * |
| | 2195 | * If this property is left undefined for an object, then we'll |
| | 2196 | * describe this object when it's distant in one of two ways. If |
| | 2197 | * the object has its 'sightSize' property set to 'large', we'll |
| | 2198 | * display the ordinary 'desc', because its large visual size makes |
| | 2199 | * its details visible at a distance. If the 'sightSize' is |
| | 2200 | * anything else, we'll instead display the default library message |
| | 2201 | * indicating that the object is too far away to see any details. |
| | 2202 | * |
| | 2203 | * To display a specific description when the object is distant, set |
| | 2204 | * this to a double-quoted string, or to a method that displays a |
| | 2205 | * message. |
| | 2206 | */ |
| | 2207 | // distantDesc = "the distant description" |
| | 2208 | |
| | 2209 | /* the default distant description */ |
| | 2210 | defaultDistantDesc { gLibMessages.distantThingDesc(self); } |
| | 2211 | |
| | 2212 | /* |
| | 2213 | * The "obscured" description. If this is defined for an object, |
| | 2214 | * then we call it to display the description when an actor |
| | 2215 | * explicitly examines this object from a point of view where we |
| | 2216 | * have an "obscured" sight path to the object. |
| | 2217 | * |
| | 2218 | * If this property is left undefined for an object, then we'll |
| | 2219 | * describe this object when it's obscured in one of two ways. If |
| | 2220 | * the object has its 'sightSize' property set to 'large', we'll |
| | 2221 | * display the ordinary 'desc', because its large visual size makes |
| | 2222 | * its details visible even when the object is obscured. If the |
| | 2223 | * 'sightSize' is anything else, we'll instead display the default |
| | 2224 | * library message indicating that the object is too obscured to see |
| | 2225 | * any details. |
| | 2226 | * |
| | 2227 | * To display a specific description when the object is visually |
| | 2228 | * obscured, override this to a method that displays your message. |
| | 2229 | * 'obs' is the object that's obstructing the view - this will be |
| | 2230 | * something on our sense path, such as a dirty window, that the |
| | 2231 | * actor has to look through to see 'self'. |
| | 2232 | */ |
| | 2233 | // obscuredDesc(obs) { "the obscured description"; } |
| | 2234 | |
| | 2235 | /* |
| | 2236 | * The "remote" description. If this is defined for an object, then |
| | 2237 | * we call it to display the description when an actor explicitly |
| | 2238 | * examines this object from a separate top-level location. That |
| | 2239 | * is, when the actor's outermost enclosing room is different from |
| | 2240 | * our own outermost enclosing room, we'll use this description. |
| | 2241 | * |
| | 2242 | * If this property is left undefined, then we'll describe this |
| | 2243 | * object when it's distant as though it were in the same room. So, |
| | 2244 | * we'll select the obscured, distant, or ordinary description, |
| | 2245 | * according to the sense path. |
| | 2246 | */ |
| | 2247 | // remoteDesc(pov) { "the remote description" } |
| | 2248 | |
| | 2249 | /* the default obscured description */ |
| | 2250 | defaultObscuredDesc(obs) { gLibMessages.obscuredThingDesc(self, obs); } |
| | 2251 | |
| | 2252 | /* |
| | 2253 | * The "sound description," which is the description displayed when |
| | 2254 | * an actor explicitly listens to the object. This is used when we |
| | 2255 | * have a transparent sense path and no associated "emanation" |
| | 2256 | * object; when we have an associated emanation object, we use its |
| | 2257 | * description instead of this one. |
| | 2258 | */ |
| | 2259 | soundDesc { defaultDescReport(&thingSoundDescMsg, self); } |
| | 2260 | |
| | 2261 | /* distant sound description */ |
| | 2262 | distantSoundDesc { gLibMessages.distantThingSoundDesc(self); } |
| | 2263 | |
| | 2264 | /* obscured sound description */ |
| | 2265 | obscuredSoundDesc(obs) { gLibMessages.obscuredThingSoundDesc(self, obs); } |
| | 2266 | |
| | 2267 | /* |
| | 2268 | * The "smell description," which is the description displayed when |
| | 2269 | * an actor explicitly smells the object. This is used when we have |
| | 2270 | * a transparent sense path to the object, and we have no |
| | 2271 | * "emanation" object; when we have an associated emanation object, |
| | 2272 | * we use its description instead of this one. |
| | 2273 | */ |
| | 2274 | smellDesc { defaultDescReport(&thingSmellDescMsg, self); } |
| | 2275 | |
| | 2276 | /* distant smell description */ |
| | 2277 | distantSmellDesc { gLibMessages.distantThingSmellDesc(self); } |
| | 2278 | |
| | 2279 | /* obscured smell description */ |
| | 2280 | obscuredSmellDesc(obs) { gLibMessages.obscuredThingSmellDesc(self, obs); } |
| | 2281 | |
| | 2282 | /* |
| | 2283 | * The "taste description," which is the description displayed when |
| | 2284 | * an actor explicitly tastes the object. Note that, unlike sound |
| | 2285 | * and smell, we don't distinguish levels of transparency or |
| | 2286 | * distance with taste, because tasting an object requires direct |
| | 2287 | * physical contact with it. |
| | 2288 | */ |
| | 2289 | tasteDesc { gLibMessages.thingTasteDesc(self); } |
| | 2290 | |
| | 2291 | /* |
| | 2292 | * The "feel description," which is the description displayed when |
| | 2293 | * an actor explicitly feels the object. As with taste, we don't |
| | 2294 | * distinguish transparency or distance. |
| | 2295 | */ |
| | 2296 | feelDesc { gLibMessages.thingFeelDesc(self); } |
| | 2297 | |
| | 2298 | /* |
| | 2299 | * Show the smell/sound description for the object as part of a room |
| | 2300 | * description. These are displayed when the object is in the room |
| | 2301 | * and it has a presence in the corresponding sense. By default, |
| | 2302 | * these show nothing. |
| | 2303 | * |
| | 2304 | * In most cases, regular objects don't override these, because most |
| | 2305 | * regular objects have no direct sensory presence of their own. |
| | 2306 | * Instead, a Noise or Odor is created and added to the object's |
| | 2307 | * direct contents, and the Noise or Odor provides the object's |
| | 2308 | * sense presence. |
| | 2309 | */ |
| | 2310 | smellHereDesc() { } |
| | 2311 | soundHereDesc() { } |
| | 2312 | |
| | 2313 | /* |
| | 2314 | * "Equivalence" flag. If this flag is set, then all objects with |
| | 2315 | * the same immediate superclass will be considered interchangeable; |
| | 2316 | * such objects will be listed collectively in messages (so we would |
| | 2317 | * display "five coins" rather than "a coin, a coin, a coin, a coin, |
| | 2318 | * and a coin"), and will be treated as equivalent in resolving noun |
| | 2319 | * phrases to objects in user input. |
| | 2320 | * |
| | 2321 | * By default, this property is nil, since we want most objects to |
| | 2322 | * be treated as unique. |
| | 2323 | */ |
| | 2324 | isEquivalent = nil |
| | 2325 | |
| | 2326 | /* |
| | 2327 | * My Distinguisher list. This is a list of Distinguisher objects |
| | 2328 | * that can be used to distinguish this object from other objects. |
| | 2329 | * |
| | 2330 | * Distinguishers are listed in order of priority. The |
| | 2331 | * disambiguation process looks for distinguishers capable of telling |
| | 2332 | * objects apart, starting with the first in the list. The |
| | 2333 | * BasicDistinguisher is generally first in every object's list, |
| | 2334 | * because any two objects can be told apart if they come from |
| | 2335 | * different classes. |
| | 2336 | * |
| | 2337 | * By default, each object has the "basic" distinguisher, which tells |
| | 2338 | * objects apart on the basis of the "isEquivalent" property and |
| | 2339 | * their superclasses; the ownership distinguisher, which tells |
| | 2340 | * objects apart based on ownership; and the location distinguisher, |
| | 2341 | * which identifies objects by their immediate containers. |
| | 2342 | */ |
| | 2343 | distinguishers = [basicDistinguisher, |
| | 2344 | ownershipDistinguisher, |
| | 2345 | locationDistinguisher] |
| | 2346 | |
| | 2347 | /* |
| | 2348 | * Get the distinguisher to use for printing this object's name in an |
| | 2349 | * action announcement (such as a multi-object, default object, or |
| | 2350 | * vague-match announcement). We check the global option setting to |
| | 2351 | * see if we should actually use distinguishers for this; if so, we |
| | 2352 | * call getInScopeDistinguisher() to find the correct distinguisher, |
| | 2353 | * otherwise we use the "null" distinguisher, which simply lists |
| | 2354 | * objects by their base names. |
| | 2355 | */ |
| | 2356 | getAnnouncementDistinguisher() |
| | 2357 | { |
| | 2358 | return (gameMain.useDistinguishersInAnnouncements |
| | 2359 | ? getInScopeDistinguisher() |
| | 2360 | : nullDistinguisher); |
| | 2361 | } |
| | 2362 | |
| | 2363 | /* |
| | 2364 | * Get a distinguisher that differentiates me from all of the other |
| | 2365 | * objects in scope, if possible, or at least from some of the other |
| | 2366 | * objects in scope. We use this to generate object announcements, |
| | 2367 | * since it will do the best job of distinguishing the object being |
| | 2368 | * announced from other nearby objects. |
| | 2369 | */ |
| | 2370 | getInScopeDistinguisher() |
| | 2371 | { |
| | 2372 | local bestDist, bestCnt; |
| | 2373 | |
| | 2374 | /* get the list of objects in scope, excluding myself */ |
| | 2375 | local s = gActor.scopeList() - self; |
| | 2376 | |
| | 2377 | /* |
| | 2378 | * now include only the objects that are basic equivalents - |
| | 2379 | * these are the only ones we care about telling apart from us, |
| | 2380 | * since all of the other objects can be distinguished by their |
| | 2381 | * disambig name |
| | 2382 | */ |
| | 2383 | s = s.subset({obj: !basicDistinguisher.canDistinguish(self, obj)}); |
| | 2384 | |
| | 2385 | /* if we're unique by vocabulary, don't bother */ |
| | 2386 | if (s.length() == 0) |
| | 2387 | return basicDistinguisher; |
| | 2388 | |
| | 2389 | /* as a last resort, fall back on the basic distinguisher */ |
| | 2390 | bestDist = basicDistinguisher; |
| | 2391 | bestCnt = s.countWhich({obj: bestDist.canDistinguish(self, obj)}); |
| | 2392 | |
| | 2393 | /* |
| | 2394 | * run through my distinguisher list looking for the |
| | 2395 | * distinguisher that can tell me apart from the largest number |
| | 2396 | * of my vocab equivalents |
| | 2397 | */ |
| | 2398 | foreach (local dist in distinguishers) |
| | 2399 | { |
| | 2400 | /* if this is the default, skip it */ |
| | 2401 | if (dist == bestDist) |
| | 2402 | continue; |
| | 2403 | |
| | 2404 | /* check to see how many objects 'dist' can distinguish me from */ |
| | 2405 | local cnt = s.countWhich({obj: dist.canDistinguish(self, obj)}); |
| | 2406 | |
| | 2407 | /* |
| | 2408 | * if it can distinguish me from every other object, use this |
| | 2409 | * one - it uniquely identifies me |
| | 2410 | */ |
| | 2411 | if (cnt == s.length()) |
| | 2412 | return dist; |
| | 2413 | |
| | 2414 | /* |
| | 2415 | * that can't distinguish us from everything else here, but |
| | 2416 | * if it's the best so far, remember it; we'll fall back on |
| | 2417 | * the best that we find if we fail to find a perfect |
| | 2418 | * distinguisher |
| | 2419 | */ |
| | 2420 | if (cnt > bestCnt) |
| | 2421 | { |
| | 2422 | bestDist = dist; |
| | 2423 | bestCnt = cnt; |
| | 2424 | } |
| | 2425 | } |
| | 2426 | |
| | 2427 | /* |
| | 2428 | * We didn't find any distinguishers that can tell me apart from |
| | 2429 | * every other object, so choose the one that can tell me apart |
| | 2430 | * from the most other objects. |
| | 2431 | */ |
| | 2432 | return bestDist; |
| | 2433 | } |
| | 2434 | |
| | 2435 | /* |
| | 2436 | * Determine if I'm equivalent, for the purposes of command |
| | 2437 | * vocabulary, to given object. |
| | 2438 | * |
| | 2439 | * We'll run through our list of distinguishers and check with each |
| | 2440 | * one to see if it can tell us apart from the other object. If we |
| | 2441 | * can find at least one distinguisher that can tell us apart, we're |
| | 2442 | * not equivalent. If we have no distinguisher that can tell us |
| | 2443 | * apart from the other object, we're equivalent. |
| | 2444 | */ |
| | 2445 | isVocabEquivalent(obj) |
| | 2446 | { |
| | 2447 | /* |
| | 2448 | * Check each distinguisher - if we can find one that can tell |
| | 2449 | * us apart from the other object, we're not equivalent. If |
| | 2450 | * there are no distinguishers that can tell us apart, we're |
| | 2451 | * equivalent. |
| | 2452 | */ |
| | 2453 | return (distinguishers.indexWhich( |
| | 2454 | {cur: cur.canDistinguish(self, obj)}) == nil); |
| | 2455 | } |
| | 2456 | |
| | 2457 | /* |
| | 2458 | * My associated "collective group" objects. A collective group is |
| | 2459 | * an abstract object, not part of the simulation (i.e, not directly |
| | 2460 | * manipulable by characters as a separate object) that can stand in |
| | 2461 | * for an entire group of related objects in some actions. For |
| | 2462 | * example, we might have a collective "money" object that stands in |
| | 2463 | * for any group of coins and paper bills for "examine" commands, so |
| | 2464 | * that when the player says something like "look at money" or "count |
| | 2465 | * money," we use the single collective money object to handle the |
| | 2466 | * command rather than running the command iteratively on each of the |
| | 2467 | * individual coins and bills present. |
| | 2468 | * |
| | 2469 | * We can have be associated with more than one collective group. |
| | 2470 | * For example, a diamond could be in a "treasure" group as well as a |
| | 2471 | * "jewelry" group. |
| | 2472 | * |
| | 2473 | * The associated collective objects are normally of class |
| | 2474 | * CollectiveGroup. By default, if our 'collectiveGroup' property is |
| | 2475 | * not nil, our list consists of that one item; otherwise we just use |
| | 2476 | * an empty list. |
| | 2477 | */ |
| | 2478 | collectiveGroups = (collectiveGroup != nil ? [collectiveGroup] : []) |
| | 2479 | |
| | 2480 | /* |
| | 2481 | * Our collective group. Note - this property is obsolescent; it's |
| | 2482 | * supported only for compatibility with old code. New games should |
| | 2483 | * use 'collectiveGroups' instead. |
| | 2484 | */ |
| | 2485 | collectiveGroup = nil |
| | 2486 | |
| | 2487 | /* |
| | 2488 | * Are we associated with the given collective group? We do if it's |
| | 2489 | * in our collectiveGroups list. |
| | 2490 | */ |
| | 2491 | hasCollectiveGroup(g) { return collectiveGroups.indexOf(g) != nil; } |
| | 2492 | |
| | 2493 | /* |
| | 2494 | * "List Group" objects. This specifies a list of ListGroup objects |
| | 2495 | * that we use to list this object in object listings, such as |
| | 2496 | * inventory lists and room contents lists. |
| | 2497 | * |
| | 2498 | * An object can be grouped in more than one way. When multiple |
| | 2499 | * groups are specified here, the order is significant: |
| | 2500 | * |
| | 2501 | * - To the extent two groups entirely overlap, which is to say that |
| | 2502 | * one of the pair entirely contains the other (for example, if |
| | 2503 | * every coin is a kind of money, then the "money" listing group |
| | 2504 | * would contain every object in the "coin" group, plus other |
| | 2505 | * objects as well: the coin group is a subset of the money group), |
| | 2506 | * the groups must be listed from most general to most specific (for |
| | 2507 | * our money/coin example, then, money would come before coin in the |
| | 2508 | * group list). |
| | 2509 | * |
| | 2510 | * - When two groups do not overlap, then the earlier one in our |
| | 2511 | * list is given higher priority. |
| | 2512 | * |
| | 2513 | * By default, we return an empty list. |
| | 2514 | */ |
| | 2515 | listWith = [] |
| | 2516 | |
| | 2517 | /* |
| | 2518 | * Get the list group for my special description. This works like |
| | 2519 | * the ordinary listWith, but is used to group me with other objects |
| | 2520 | * showing special descriptions, rather than in ordinary listings. |
| | 2521 | */ |
| | 2522 | specialDescListWith = [] |
| | 2523 | |
| | 2524 | /* |
| | 2525 | * Our interior room name. This is the status line name we display |
| | 2526 | * when an actor is within this object and can't see out to the |
| | 2527 | * enclosing room. Since we can't rely on the enclosing room's |
| | 2528 | * status line name if we can't see the enclosing room, we must |
| | 2529 | * provide one of our own. |
| | 2530 | * |
| | 2531 | * By default, we'll use our regular name. |
| | 2532 | */ |
| | 2533 | roomName = (name) |
| | 2534 | |
| | 2535 | /* |
| | 2536 | * Show our interior description. We use this to generate the long |
| | 2537 | * "look" description for the room when an actor is within this |
| | 2538 | * object and cannot see the enclosing room. |
| | 2539 | * |
| | 2540 | * Note that this is used ONLY when the actor cannot see the |
| | 2541 | * enclosing room - when the enclosing room is visible (because the |
| | 2542 | * nested room is something like a chair that doesn't enclose the |
| | 2543 | * actor, or can enclose the actor but is open or transparent), then |
| | 2544 | * we'll simply use the description of the enclosing room instead, |
| | 2545 | * adding a note to the short name shown at the start of the room |
| | 2546 | * description indicating that the actor is in the nested room. |
| | 2547 | * |
| | 2548 | * By default, we'll show the appropriate "actor here" description |
| | 2549 | * for the posture, so we'll say something like "You are sitting on |
| | 2550 | * the red chair" or "You are in the phone booth." Instances can |
| | 2551 | * override this to customize the description with something more |
| | 2552 | * detailed, if desired. |
| | 2553 | */ |
| | 2554 | roomDesc { gActor.listActorPosture(getPOVActorDefault(gActor)); } |
| | 2555 | |
| | 2556 | /* |
| | 2557 | * Show our first-time room description. This is the description we |
| | 2558 | * show when the actor is seeing our interior description for the |
| | 2559 | * first time. By default, we just show the ordinary room |
| | 2560 | * description, but this can be overridden to provide a special |
| | 2561 | * description the first time the actor sees the room. |
| | 2562 | */ |
| | 2563 | roomFirstDesc { roomDesc; } |
| | 2564 | |
| | 2565 | /* |
| | 2566 | * Show our remote viewing description. This is used when we show a |
| | 2567 | * description of a room, via lookAroundWithin, and the actor who's |
| | 2568 | * viewing the room is remote. Note that the library never does this |
| | 2569 | * itself, since there's no command in the basic library that lets a |
| | 2570 | * player view a remote room. However, a game might want to generate |
| | 2571 | * such a description to handle a command like LOOK THROUGH KEYHOLE, |
| | 2572 | * so we provide this extra description method for the game's use. |
| | 2573 | * |
| | 2574 | * By default, we simply show the normal room description. You'll |
| | 2575 | * probably want to override this any time you actually use it, |
| | 2576 | * though, to describe what the actor sees from the remote point of |
| | 2577 | * view. |
| | 2578 | */ |
| | 2579 | roomRemoteDesc(actor) { roomDesc; } |
| | 2580 | |
| | 2581 | /* our interior room name when we're in the dark */ |
| | 2582 | roomDarkName = (gLibMessages.roomDarkName) |
| | 2583 | |
| | 2584 | /* show our interior description in the dark */ |
| | 2585 | roomDarkDesc { gLibMessages.roomDarkDesc; } |
| | 2586 | |
| | 2587 | /* |
| | 2588 | * Describe an actor in this location either from the point of view |
| | 2589 | * of a separate top-level room, or at a distance. This is called |
| | 2590 | * when we're showing a room description (for LOOK AROUND), and the |
| | 2591 | * given actor is in a remote room or at a distance visually from |
| | 2592 | * the actor doing the looking, and the given actor is contained |
| | 2593 | * within this room. |
| | 2594 | * |
| | 2595 | * By default, if we have a location, and the actor doing the |
| | 2596 | * looking can see out into the enclosing room, we'll defer to the |
| | 2597 | * location. Otherwise, we'll show a default library message ("The |
| | 2598 | * actor is nearby"). |
| | 2599 | */ |
| | 2600 | roomActorThereDesc(actor) |
| | 2601 | { |
| | 2602 | local pov = getPOV(); |
| | 2603 | |
| | 2604 | /* |
| | 2605 | * if we have an enclosing location, and the POV actor can see |
| | 2606 | * out to our location, defer to our location; otherwise, show |
| | 2607 | * the default library message |
| | 2608 | */ |
| | 2609 | if (location != nil && pov != nil && pov.canSee(location)) |
| | 2610 | location.roomActorThereDesc(actor); |
| | 2611 | else |
| | 2612 | gLibMessages.actorInRemoteRoom(actor, self, pov); |
| | 2613 | } |
| | 2614 | |
| | 2615 | /* |
| | 2616 | * Look around from the point of view of this object and on behalf of |
| | 2617 | * the given actor. This can be used to generate a description as |
| | 2618 | * seen from this object by the given actor, and is suitable for |
| | 2619 | * cases where the actor can use this object as a sensing device. We |
| | 2620 | * simply pass this through to lookAroundPov(), passing 'self' as the |
| | 2621 | * point-of-view object. |
| | 2622 | * |
| | 2623 | * 'verbose' is a combination of LookXxx flags (defined in adv3.h) |
| | 2624 | * indicating what style of description we want. This can also be |
| | 2625 | * 'true', in which case we'll show the standard verbose listing |
| | 2626 | * (LookRoomName | LookRoomDesc | LookListSpecials | |
| | 2627 | * LookListPortables); or 'nil', in which case we'll use the standard |
| | 2628 | * terse listing (LookRoomName | LookListSpecials | |
| | 2629 | * LookListPortables). |
| | 2630 | */ |
| | 2631 | lookAround(actor, verbose) |
| | 2632 | { |
| | 2633 | /* look around from my point of view */ |
| | 2634 | lookAroundPov(actor, self, verbose); |
| | 2635 | } |
| | 2636 | |
| | 2637 | /* |
| | 2638 | * Look around from within this object, looking from the given point |
| | 2639 | * of view and on behalf of the given actor. |
| | 2640 | * |
| | 2641 | * 'actor' is the actor doing the looking, and 'pov' is the point of |
| | 2642 | * view of the description. These are usually the same, but need not |
| | 2643 | * be. For example, an actor could be looking at a room through a |
| | 2644 | * hole in the wall, in which case the POV would be the object |
| | 2645 | * representing the "side" of the hole in the room being described. |
| | 2646 | * Or, the actor could be observing a remote room via a |
| | 2647 | * closed-circuit television system, in which case the POV would be |
| | 2648 | * the camera in the remote room. (The POV is the physical object |
| | 2649 | * receiving the photons in the location being described, so it's the |
| | 2650 | * camera, not the TV monitor that the actor's looking at.) |
| | 2651 | * |
| | 2652 | * 'verbose' has the same meaning as it does in lookAround(). |
| | 2653 | * |
| | 2654 | * This routine checks to see if 'self' is the "look-around ceiling," |
| | 2655 | * which is for most purposes the outermost visible container of this |
| | 2656 | * object; see isLookAroundCeiling() for more. If this object is the |
| | 2657 | * look-around ceiling, then we'll call lookAroundWithin() to |
| | 2658 | * generate the description of the interior of 'self'; otherwise, |
| | 2659 | * we'll recursively defer to our immediate container so that it can |
| | 2660 | * make the same test. In most cases, the outermost visible |
| | 2661 | * container that actually generates the description will be a Room |
| | 2662 | * or a NestedRoom. |
| | 2663 | */ |
| | 2664 | lookAroundPov(actor, pov, verbose) |
| | 2665 | { |
| | 2666 | /* |
| | 2667 | * If we're the "look around ceiling," generate the description |
| | 2668 | * within this room. Otherwise, we have an enclosing location |
| | 2669 | * that provides the interior description. |
| | 2670 | */ |
| | 2671 | if (isLookAroundCeiling(actor, pov)) |
| | 2672 | { |
| | 2673 | /* we're the "ceiling," so describe our interior */ |
| | 2674 | fromPOV(actor, pov, &lookAroundWithin, actor, pov, verbose); |
| | 2675 | } |
| | 2676 | else |
| | 2677 | { |
| | 2678 | /* our location provides the interior description */ |
| | 2679 | location.lookAroundPov(actor, pov, verbose); |
| | 2680 | } |
| | 2681 | } |
| | 2682 | |
| | 2683 | /* |
| | 2684 | * Are we the "look around ceiling"? If so, it means that a LOOK |
| | 2685 | * AROUND for an actor within this location (or from a point of view |
| | 2686 | * within this location) will use our own interior description, via |
| | 2687 | * lookAroundWithin(). If we're not the ceiling, then we defer to |
| | 2688 | * our location, letting it describe its interior. |
| | 2689 | * |
| | 2690 | * By default, we're the ceiling if we're a top-level room (that is, |
| | 2691 | * we have no enclosing location), OR it's not possible to see out to |
| | 2692 | * our location. In either of these cases, we can't see anything |
| | 2693 | * outside of this room, so we have to generate our own interior |
| | 2694 | * description. However, if we do have a location that we can see, |
| | 2695 | * then we'll assume that this object just represents a facet of its |
| | 2696 | * enclosing location, so the enclosing location provides the room |
| | 2697 | * interior description. |
| | 2698 | * |
| | 2699 | * In some cases, a room might want to provide its own LOOK AROUND |
| | 2700 | * interior description directly even if its location is visible. |
| | 2701 | * For example, if the player's inside a wooden booth with a small |
| | 2702 | * window that can see out to the enclosing location, LOOK AROUND |
| | 2703 | * should probably describe the interior of the booth rather than the |
| | 2704 | * enclosing location: even though the exterior is technically |
| | 2705 | * visible, the booth clearly dominates the view, from the player's |
| | 2706 | * perspective. In this case, we'd want to override this routine to |
| | 2707 | * indicate that we're the LOOK AROUND ceiling, despite our |
| | 2708 | * location's visibility. |
| | 2709 | */ |
| | 2710 | isLookAroundCeiling(actor, pov) |
| | 2711 | { |
| | 2712 | /* |
| | 2713 | * if we don't have a location, or we can't see our location, |
| | 2714 | * then we have to provide our own description, so we're the LOOK |
| | 2715 | * AROUND "ceiling" |
| | 2716 | */ |
| | 2717 | return (location == nil || !actor.canSee(location)); |
| | 2718 | } |
| | 2719 | |
| | 2720 | /* |
| | 2721 | * Provide a "room description" of the interior of this object. This |
| | 2722 | * routine is primarily intended as a subroutine of lookAround() and |
| | 2723 | * lookAroundPov() - most game code shouldn't need to call this |
| | 2724 | * routine directly. Note that if you *do* call this routine |
| | 2725 | * directly, you *must* set the global point-of-view variables, which |
| | 2726 | * you can do most easily by calling this routine indirectly through |
| | 2727 | * the fromPOV() method. |
| | 2728 | * |
| | 2729 | * The library calls this method when an actor performs a "look |
| | 2730 | * around" command, and the actor is within this object, and the |
| | 2731 | * actor can't see anything outside of this object; this can happen |
| | 2732 | * simply because we're a top-level room, but it can also happen when |
| | 2733 | * we're a closed opaque container or there's not enough light to see |
| | 2734 | * the enclosing location. |
| | 2735 | * |
| | 2736 | * The parameters have the same meaning as they do in |
| | 2737 | * lookAroundPov(). |
| | 2738 | * |
| | 2739 | * Note that this method must be overridden if a room overrides the |
| | 2740 | * standard mechanism for representing its contents list (i.e., it |
| | 2741 | * doesn't store its complete set of direct contents in its |
| | 2742 | * 'contents' list property). |
| | 2743 | * |
| | 2744 | * In most cases, this routine will only be called in Room and |
| | 2745 | * NestedRoom objects, because actors can normally only enter those |
| | 2746 | * types of objects. However, it is possible to try to describe the |
| | 2747 | * interior of other types of objects if (1) the game allows actors |
| | 2748 | * to enter other types of objects, or (2) the game provides a |
| | 2749 | * non-actor point-of-view object, such as a video camera, that can |
| | 2750 | * be placed in ordinary containers and which transmit what they see |
| | 2751 | * for remote viewing. |
| | 2752 | */ |
| | 2753 | lookAroundWithin(actor, pov, verbose) |
| | 2754 | { |
| | 2755 | local illum; |
| | 2756 | local infoTab; |
| | 2757 | local info; |
| | 2758 | local specialList; |
| | 2759 | local specialBefore, specialAfter; |
| | 2760 | |
| | 2761 | /* check for the special 'true' and 'nil' settings for 'verbose' */ |
| | 2762 | if (verbose == true) |
| | 2763 | { |
| | 2764 | /* true -> show the standard verbose description */ |
| | 2765 | verbose = (LookRoomName | LookRoomDesc |
| | 2766 | | LookListSpecials | LookListPortables); |
| | 2767 | } |
| | 2768 | else if (verbose == nil) |
| | 2769 | { |
| | 2770 | /* nil -> show the standard terse description */ |
| | 2771 | verbose = (LookRoomName | LookListSpecials | LookListPortables); |
| | 2772 | } |
| | 2773 | |
| | 2774 | /* |
| | 2775 | * if we've never seen the room before, include the room |
| | 2776 | * description, even if it wasn't specifically requested |
| | 2777 | */ |
| | 2778 | if (!actor.hasSeen(self)) |
| | 2779 | verbose |= LookRoomDesc; |
| | 2780 | |
| | 2781 | /* |
| | 2782 | * get a table of all of the objects that the viewer can sense |
| | 2783 | * in the location using sight-like senses |
| | 2784 | */ |
| | 2785 | infoTab = actor.visibleInfoTableFromPov(pov); |
| | 2786 | |
| | 2787 | /* get the ambient illumination at the point of view */ |
| | 2788 | info = infoTab[pov]; |
| | 2789 | if (info != nil) |
| | 2790 | { |
| | 2791 | /* get the ambient illumination from the info list item */ |
| | 2792 | illum = info.ambient; |
| | 2793 | } |
| | 2794 | else |
| | 2795 | { |
| | 2796 | /* the actor's not in the list, so it must be completely dark */ |
| | 2797 | illum = 0; |
| | 2798 | } |
| | 2799 | |
| | 2800 | /* |
| | 2801 | * adjust the list of described items (usually, this removes the |
| | 2802 | * point-of-view object from the list, to ensure that we don't |
| | 2803 | * list it among the room's contents) |
| | 2804 | */ |
| | 2805 | adjustLookAroundTable(infoTab, pov, actor); |
| | 2806 | |
| | 2807 | /* if desired, display the room name */ |
| | 2808 | if ((verbose & LookRoomName) != 0) |
| | 2809 | { |
| | 2810 | "<.roomname>"; |
| | 2811 | lookAroundWithinName(actor, illum); |
| | 2812 | "<./roomname>"; |
| | 2813 | } |
| | 2814 | |
| | 2815 | /* if we're in verbose mode, display the full description */ |
| | 2816 | if ((verbose & LookRoomDesc) != 0) |
| | 2817 | { |
| | 2818 | /* display the full room description */ |
| | 2819 | "<.roomdesc>"; |
| | 2820 | lookAroundWithinDesc(actor, illum); |
| | 2821 | "<./roomdesc>"; |
| | 2822 | } |
| | 2823 | |
| | 2824 | /* show the initial special descriptions, if desired */ |
| | 2825 | if ((verbose & LookListSpecials) != 0) |
| | 2826 | { |
| | 2827 | local plst; |
| | 2828 | |
| | 2829 | /* |
| | 2830 | * Display any special description messages for visible |
| | 2831 | * objects, other than those carried by the actor. These |
| | 2832 | * messages are part of the verbose description rather than |
| | 2833 | * the portable item listing, because these messages are |
| | 2834 | * meant to look like part of the room's full description |
| | 2835 | * and thus should not be included in a non-verbose listing. |
| | 2836 | * |
| | 2837 | * Note that we only want to show objects that are currently |
| | 2838 | * using special descriptions AND which aren't contained in |
| | 2839 | * the actor doing the looking, so subset the list |
| | 2840 | * accordingly. |
| | 2841 | */ |
| | 2842 | specialList = specialDescList( |
| | 2843 | infoTab, |
| | 2844 | {obj: obj.useSpecialDescInRoom(self) && !obj.isIn(actor)}); |
| | 2845 | |
| | 2846 | /* |
| | 2847 | * partition the special list into the parts to be shown |
| | 2848 | * before and after the portable contents list |
| | 2849 | */ |
| | 2850 | plst = partitionList(specialList, |
| | 2851 | {obj: obj.specialDescBeforeContents}); |
| | 2852 | specialBefore = plst[1]; |
| | 2853 | specialAfter = plst[2]; |
| | 2854 | |
| | 2855 | /* |
| | 2856 | * at this point, describe only the items that are to be |
| | 2857 | * listed specially before the room's portable contents list |
| | 2858 | */ |
| | 2859 | specialContentsLister.showList(pov, nil, specialBefore, |
| | 2860 | 0, 0, infoTab, nil); |
| | 2861 | } |
| | 2862 | |
| | 2863 | /* show the portable items, if desired */ |
| | 2864 | if ((verbose & LookListPortables) != 0) |
| | 2865 | { |
| | 2866 | /* |
| | 2867 | * Describe each visible object directly contained in the |
| | 2868 | * room that wants to be listed - generally, we list any |
| | 2869 | * mobile objects that don't have special descriptions. We |
| | 2870 | * list items in all room descriptions, verbose or not, |
| | 2871 | * because the portable item list is more of a status display |
| | 2872 | * than it is a part of the full description. |
| | 2873 | * |
| | 2874 | * Note that the infoTab has sense data that will ensure that |
| | 2875 | * we don't show anything we shouldn't if the room is dark. |
| | 2876 | */ |
| | 2877 | lookAroundWithinContents(actor, illum, infoTab); |
| | 2878 | } |
| | 2879 | |
| | 2880 | /* |
| | 2881 | * If we're showing special descriptions, show the special descs |
| | 2882 | * for any items that want to be listed after the room's portable |
| | 2883 | * contents. |
| | 2884 | */ |
| | 2885 | if ((verbose & LookListSpecials) != 0) |
| | 2886 | { |
| | 2887 | /* show the subset that's listed after the room contents */ |
| | 2888 | specialContentsLister.showList(pov, nil, specialAfter, |
| | 2889 | 0, 0, infoTab, nil); |
| | 2890 | } |
| | 2891 | |
| | 2892 | /* show all of the sounds we can hear */ |
| | 2893 | lookAroundWithinSense(actor, pov, sound, roomListenLister); |
| | 2894 | |
| | 2895 | /* show all of the odors we can smell */ |
| | 2896 | lookAroundWithinSense(actor, pov, smell, roomSmellLister); |
| | 2897 | |
| | 2898 | /* show the exits, if desired */ |
| | 2899 | lookAroundWithinShowExits(actor, illum); |
| | 2900 | |
| | 2901 | /* |
| | 2902 | * If we're not in the dark, note that we've been seen. Don't |
| | 2903 | * count this as having seen the location if we're in the dark, |
| | 2904 | * since we won't normally describe any detail in the dark. |
| | 2905 | */ |
| | 2906 | if (illum > 1) |
| | 2907 | actor.setHasSeen(self); |
| | 2908 | } |
| | 2909 | |
| | 2910 | /* |
| | 2911 | * Display the "status line" name of the room. This is normally a |
| | 2912 | * brief, single-line description. |
| | 2913 | * |
| | 2914 | * By long-standing convention, each location in a game usually has a |
| | 2915 | * distinctive name that's displayed here. Players usually find |
| | 2916 | * these names helpful in forming a mental map of the game. |
| | 2917 | * |
| | 2918 | * By default, if we have an enclosing location, and the actor can |
| | 2919 | * see the enclosing location, we'll defer to the location. |
| | 2920 | * Otherwise, we'll display our roo interior name. |
| | 2921 | */ |
| | 2922 | statusName(actor) |
| | 2923 | { |
| | 2924 | /* |
| | 2925 | * use the enclosing location's status name if there is an |
| | 2926 | * enclosing location and its visible; otherwise, show our |
| | 2927 | * interior room name |
| | 2928 | */ |
| | 2929 | if (location != nil && actor.canSee(location)) |
| | 2930 | location.statusName(actor); |
| | 2931 | else |
| | 2932 | lookAroundWithinName(actor, actor.getVisualAmbient()); |
| | 2933 | } |
| | 2934 | |
| | 2935 | /* |
| | 2936 | * Adjust the sense table a "look around" command. This is called |
| | 2937 | * after we calculate the sense info table, but before we start |
| | 2938 | * describing any of the room's contents, to give us a chance to |
| | 2939 | * remove any items we don't want described (or, conceivably, to add |
| | 2940 | * any items we do want described but which won't show up with the |
| | 2941 | * normal sense calculations). |
| | 2942 | * |
| | 2943 | * By default, we simply remove the point-of-view object from the |
| | 2944 | * list, to ensure that it's not included among the objects mentioned |
| | 2945 | * as being in the room. We don't want to mention the point of view |
| | 2946 | * because the POV object because a POV isn't normally in its own |
| | 2947 | * field of view. |
| | 2948 | */ |
| | 2949 | adjustLookAroundTable(tab, pov, actor) |
| | 2950 | { |
| | 2951 | /* remove the POV object from the table */ |
| | 2952 | tab.removeElement(pov); |
| | 2953 | |
| | 2954 | /* give the actor a chance to adjust the table as well */ |
| | 2955 | if (self not in (actor, pov)) |
| | 2956 | { |
| | 2957 | /* let the POV object adjust the table */ |
| | 2958 | pov.adjustLookAroundTable(tab, pov, actor); |
| | 2959 | |
| | 2960 | /* if the actor differs from the POV, let it adjust the table */ |
| | 2961 | if (actor != pov) |
| | 2962 | actor.adjustLookAroundTable(tab, pov, actor); |
| | 2963 | } |
| | 2964 | } |
| | 2965 | |
| | 2966 | /* |
| | 2967 | * Show my name for a "look around" command. This is used to display |
| | 2968 | * the location name when we're providing the room description. |
| | 2969 | * 'illum' is the ambient visual sense level at the point of view. |
| | 2970 | * |
| | 2971 | * By default, we show our interior room name or interior dark room |
| | 2972 | * name, as appropriate to the ambient light level at the point of |
| | 2973 | * view. |
| | 2974 | */ |
| | 2975 | lookAroundWithinName(actor, illum) |
| | 2976 | { |
| | 2977 | /* |
| | 2978 | * if there's light, show our name; otherwise, show our |
| | 2979 | * in-the-dark name |
| | 2980 | */ |
| | 2981 | if (illum > 1) |
| | 2982 | { |
| | 2983 | /* we can see, so show our interior description */ |
| | 2984 | "\^<<roomName>>"; |
| | 2985 | } |
| | 2986 | else |
| | 2987 | { |
| | 2988 | /* we're in the dark, so show our default dark name */ |
| | 2989 | say(roomDarkName); |
| | 2990 | } |
| | 2991 | |
| | 2992 | /* show the actor's posture as part of the description */ |
| | 2993 | actor.actorRoomNameStatus(self); |
| | 2994 | } |
| | 2995 | |
| | 2996 | /* |
| | 2997 | * Show our "look around" long description. This is used to display |
| | 2998 | * the location's full description when we're providing the room |
| | 2999 | * description - that is, when the actor doing the looking is inside |
| | 3000 | * me. This displays only the room-specific portion of the room's |
| | 3001 | * description; it does not display the status line or anything |
| | 3002 | * about the room's dynamic contents. |
| | 3003 | */ |
| | 3004 | lookAroundWithinDesc(actor, illum) |
| | 3005 | { |
| | 3006 | /* |
| | 3007 | * check for illumination - we must have at least dim ambient |
| | 3008 | * lighting (level 2) to see the room's long description |
| | 3009 | */ |
| | 3010 | if (illum > 1) |
| | 3011 | { |
| | 3012 | local pov = getPOVDefault(actor); |
| | 3013 | |
| | 3014 | /* |
| | 3015 | * Display the normal description of the room - use the |
| | 3016 | * roomRemoteDesc if the actor isn't in the same room OR the |
| | 3017 | * point of view isn't the same as the actor; use the |
| | 3018 | * firstDesc if this is the first time in the room; and |
| | 3019 | * otherwise the basic roomDesc. |
| | 3020 | */ |
| | 3021 | if (!actor.isIn(self) || actor != pov) |
| | 3022 | { |
| | 3023 | /* we're viewing the room remotely */ |
| | 3024 | roomRemoteDesc(actor); |
| | 3025 | } |
| | 3026 | else if (actor.hasSeen(self)) |
| | 3027 | { |
| | 3028 | /* we've seen it already - show the basic room description */ |
| | 3029 | roomDesc; |
| | 3030 | } |
| | 3031 | else |
| | 3032 | { |
| | 3033 | /* |
| | 3034 | * we've never seen this location before - show the |
| | 3035 | * first-time description |
| | 3036 | */ |
| | 3037 | roomFirstDesc; |
| | 3038 | } |
| | 3039 | } |
| | 3040 | else |
| | 3041 | { |
| | 3042 | /* display the in-the-dark description of the room */ |
| | 3043 | roomDarkDesc; |
| | 3044 | } |
| | 3045 | } |
| | 3046 | |
| | 3047 | /* |
| | 3048 | * Show my room contents for a "look around" description within this |
| | 3049 | * object. |
| | 3050 | */ |
| | 3051 | lookAroundWithinContents(actor, illum, infoTab) |
| | 3052 | { |
| | 3053 | local lst; |
| | 3054 | local lister; |
| | 3055 | local remoteLst; |
| | 3056 | local outer; |
| | 3057 | local recurse; |
| | 3058 | |
| | 3059 | /* get our outermost enclosing room */ |
| | 3060 | outer = getOutermostRoom(); |
| | 3061 | |
| | 3062 | /* mark everything visible from the room as having been seen */ |
| | 3063 | setAllSeenBy(infoTab, actor); |
| | 3064 | |
| | 3065 | /* |
| | 3066 | * if the illumination is less than 'dim' (level 2), display |
| | 3067 | * only self-illuminating items |
| | 3068 | */ |
| | 3069 | if (illum != nil && illum < 2) |
| | 3070 | { |
| | 3071 | /* |
| | 3072 | * We're in the dark - list only those objects that the actor |
| | 3073 | * can sense via the sight-like senses, which will be the |
| | 3074 | * list of self-illuminating objects. Don't include items |
| | 3075 | * being carried by the actor, though, since those don't |
| | 3076 | * count as part of the actor's surroundings. (To produce |
| | 3077 | * this list, simply make a list consisting of all of the |
| | 3078 | * objects in the sense info table that aren't contained in |
| | 3079 | * the actor; since the table naturally includes only objects |
| | 3080 | * that are illuminated, the entire contents of the table |
| | 3081 | * will give us the visible objects.) |
| | 3082 | */ |
| | 3083 | lst = senseInfoTableSubset( |
| | 3084 | infoTab, {obj, info: !obj.isIn(actor)}); |
| | 3085 | |
| | 3086 | /* use my dark contents lister */ |
| | 3087 | lister = darkRoomContentsLister; |
| | 3088 | |
| | 3089 | /* there are no remote-room lists to generate */ |
| | 3090 | remoteLst = nil; |
| | 3091 | |
| | 3092 | /* |
| | 3093 | * Since we can't see what we're looking at, we can't see the |
| | 3094 | * positional relationships among the things we're looking |
| | 3095 | * at, so we can't show the contents tree recursively. We |
| | 3096 | * just want to show our flat list of what's visible on |
| | 3097 | * account of self-illumination. |
| | 3098 | */ |
| | 3099 | recurse = nil; |
| | 3100 | } |
| | 3101 | else |
| | 3102 | { |
| | 3103 | /* start with my contents list */ |
| | 3104 | lst = contents; |
| | 3105 | |
| | 3106 | /* always remove the actor from the list */ |
| | 3107 | lst -= actor; |
| | 3108 | |
| | 3109 | /* |
| | 3110 | * Use the normal (lighted) lister. Note that if the actor |
| | 3111 | * isn't in the same room, or the point of view isn't the |
| | 3112 | * same as the actor, we want to generate remote |
| | 3113 | * descriptions, so use the remote contents lister in these |
| | 3114 | * cases. |
| | 3115 | */ |
| | 3116 | lister = (actor.isIn(self) && actor == getPOVDefault(actor) |
| | 3117 | ? roomContentsLister |
| | 3118 | : remoteRoomContentsLister(self)); |
| | 3119 | |
| | 3120 | /* |
| | 3121 | * Generate a list of all of the *other* top-level rooms |
| | 3122 | * with contents visible from here. To do this, build a |
| | 3123 | * list of all of the unique top-level rooms, other than our |
| | 3124 | * own top-level room, that contain items in the visible |
| | 3125 | * information table. |
| | 3126 | */ |
| | 3127 | remoteLst = new Vector(5); |
| | 3128 | infoTab.forEachAssoc(new function(obj, info) |
| | 3129 | { |
| | 3130 | /* if this object isn't in our top-level room, note it */ |
| | 3131 | if (obj != outer && !obj.isIn(outer)) |
| | 3132 | { |
| | 3133 | local objOuter; |
| | 3134 | |
| | 3135 | /* |
| | 3136 | * it's not in our top-level room, so find its |
| | 3137 | * top-level room |
| | 3138 | */ |
| | 3139 | objOuter = obj.getOutermostRoom(); |
| | 3140 | |
| | 3141 | /* if this one isn't in our list yet, add it */ |
| | 3142 | if (remoteLst.indexOf(objOuter) == nil) |
| | 3143 | remoteLst.append(objOuter); |
| | 3144 | } |
| | 3145 | }); |
| | 3146 | |
| | 3147 | /* |
| | 3148 | * since we can see what we're looking at, show the |
| | 3149 | * relationships among the contents by listing recursively |
| | 3150 | */ |
| | 3151 | recurse = true; |
| | 3152 | } |
| | 3153 | |
| | 3154 | /* add a paragraph before the room's contents */ |
| | 3155 | "<.p>"; |
| | 3156 | |
| | 3157 | /* show the contents */ |
| | 3158 | lister.showList(actor, self, lst, (recurse ? ListRecurse : 0), |
| | 3159 | 0, infoTab, nil); |
| | 3160 | |
| | 3161 | /* |
| | 3162 | * if we can see anything in remote top-level rooms, show the |
| | 3163 | * contents of each other room with visible contents |
| | 3164 | */ |
| | 3165 | if (remoteLst != nil) |
| | 3166 | { |
| | 3167 | /* show each remote room's contents */ |
| | 3168 | for (local i = 1, local len = remoteLst.length() ; i <= len ; ++i) |
| | 3169 | { |
| | 3170 | local cur; |
| | 3171 | local cont; |
| | 3172 | |
| | 3173 | /* get this item */ |
| | 3174 | cur = remoteLst[i]; |
| | 3175 | |
| | 3176 | /* start with the direct contents of this remote room */ |
| | 3177 | cont = cur.contents; |
| | 3178 | |
| | 3179 | /* |
| | 3180 | * Remove any objects that are also contents of the |
| | 3181 | * local room or of any other room we've already listed. |
| | 3182 | * It's possible that we have a MultiLoc that's in one |
| | 3183 | * or more of the visible top-level locations, so we |
| | 3184 | * need to make sure we only list each one once. |
| | 3185 | */ |
| | 3186 | cont = cont.subset({x: !x.isIn(outer)}); |
| | 3187 | for (local j = 1 ; j < i ; ++j) |
| | 3188 | cont = cont.subset({x: !x.isIn(remoteLst[j])}); |
| | 3189 | |
| | 3190 | /* |
| | 3191 | * list this remote room's contents using our remote |
| | 3192 | * lister for this remote room |
| | 3193 | */ |
| | 3194 | outer.remoteRoomContentsLister(cur).showList( |
| | 3195 | actor, cur, cont, ListRecurse, 0, infoTab, nil); |
| | 3196 | } |
| | 3197 | } |
| | 3198 | } |
| | 3199 | |
| | 3200 | /* |
| | 3201 | * Add to the room description a list of things we notice through a |
| | 3202 | * specific sense. This is used to add things we can hear and smell |
| | 3203 | * to a room description. |
| | 3204 | */ |
| | 3205 | lookAroundWithinSense(actor, pov, sense, lister) |
| | 3206 | { |
| | 3207 | local infoTab; |
| | 3208 | local presenceList; |
| | 3209 | |
| | 3210 | /* |
| | 3211 | * get the information table for the desired sense from the |
| | 3212 | * given point of view |
| | 3213 | */ |
| | 3214 | infoTab = pov.senseInfoTable(sense); |
| | 3215 | |
| | 3216 | /* |
| | 3217 | * Get the list of everything with a presence in this sense. |
| | 3218 | * Include only items that aren't part of the actor's inventory, |
| | 3219 | * since inventory items aren't part of the room and thus |
| | 3220 | * shouldn't be described as part of the room. |
| | 3221 | */ |
| | 3222 | presenceList = senseInfoTableSubset(infoTab, |
| | 3223 | {obj, info: obj.(sense.presenceProp) && !obj.isIn(actor)}); |
| | 3224 | |
| | 3225 | /* mark each item in the presence list as known */ |
| | 3226 | foreach (local cur in presenceList) |
| | 3227 | actor.setKnowsAbout(cur); |
| | 3228 | |
| | 3229 | /* list the items */ |
| | 3230 | lister.showList(pov, nil, presenceList, 0, 0, infoTab, nil); |
| | 3231 | } |
| | 3232 | |
| | 3233 | /* |
| | 3234 | * Show the exits from this room as part of a description of the |
| | 3235 | * room, if applicable. By default, if we have an exit lister |
| | 3236 | * object, we'll invoke it to show the exits. |
| | 3237 | */ |
| | 3238 | lookAroundWithinShowExits(actor, illum) |
| | 3239 | { |
| | 3240 | /* if we have an exit lister, have it show a list of exits */ |
| | 3241 | if (gExitLister != nil) |
| | 3242 | gExitLister.lookAroundShowExits(actor, self, illum); |
| | 3243 | } |
| | 3244 | |
| | 3245 | /* |
| | 3246 | * Get my lighted room contents lister - this is the Lister object |
| | 3247 | * that we use to display the room's contents when the room is lit. |
| | 3248 | * We'll return the default library room lister. |
| | 3249 | */ |
| | 3250 | roomContentsLister { return roomLister; } |
| | 3251 | |
| | 3252 | /* |
| | 3253 | * Get my lister for the contents of the given remote room. A |
| | 3254 | * remote room is a separate top-level room that an actor can see |
| | 3255 | * from its current location; for example, if two top-level rooms |
| | 3256 | * are connected by a window, so that an actor standing in one room |
| | 3257 | * can see into the other room, then the other room is the remote |
| | 3258 | * room, from the actor's perspective. |
| | 3259 | * |
| | 3260 | * This is called on the actor's outermost room to get the lister |
| | 3261 | * for objects visible in the given remote room. This lets each |
| | 3262 | * room customize the way it describes the objects in adjoining |
| | 3263 | * rooms as seen from its point of view. |
| | 3264 | * |
| | 3265 | * We provide a simple default lister that yields decent results in |
| | 3266 | * most cases. However, it's often desirable to customize this, to |
| | 3267 | * be more specific about how we see the items: "Through the window, |
| | 3268 | * you see..." or "Further down the hall, you see...". An easy way |
| | 3269 | * to provide such custom listings is to return a new |
| | 3270 | * CustomRoomLister, supplying the prefix and suffix strings as |
| | 3271 | * parameters: |
| | 3272 | * |
| | 3273 | *. return new CustomRoomLister( |
| | 3274 | *. 'Further down the hall, {you/he} see{s}', '.'); |
| | 3275 | */ |
| | 3276 | remoteRoomContentsLister(other) { return new RemoteRoomLister(other); } |
| | 3277 | |
| | 3278 | /* |
| | 3279 | * Get my dark room contents lister - this is the Lister object we'll |
| | 3280 | * use to display the room's self-illuminating contents when the room |
| | 3281 | * is dark. |
| | 3282 | */ |
| | 3283 | darkRoomContentsLister { return darkRoomLister; } |
| | 3284 | |
| | 3285 | /* |
| | 3286 | * Get the outermost containing room. We return our container, if |
| | 3287 | * we have one, or self if not. |
| | 3288 | */ |
| | 3289 | getOutermostRoom() |
| | 3290 | { |
| | 3291 | /* return our container's outermost room, if we have one */ |
| | 3292 | return (location != nil ? location.getOutermostRoom() : self); |
| | 3293 | } |
| | 3294 | |
| | 3295 | /* get the outermost room that's visible from the given point of view */ |
| | 3296 | getOutermostVisibleRoom(pov) |
| | 3297 | { |
| | 3298 | local enc; |
| | 3299 | |
| | 3300 | /* |
| | 3301 | * Get our outermost enclosing visible room - this is the |
| | 3302 | * outermost enclosing room that the POV can see. If we manage |
| | 3303 | * to find an enclosing visible room, return that, since it's |
| | 3304 | * "more outer" than we are. |
| | 3305 | */ |
| | 3306 | if (location != nil |
| | 3307 | && (enc = location.getOutermostVisibleRoom(pov)) != nil) |
| | 3308 | return enc; |
| | 3309 | |
| | 3310 | /* |
| | 3311 | * We either don't have any enclosing rooms, or none of them are |
| | 3312 | * visible. So, our outermost enclosing room is one of two |
| | 3313 | * things: if we're visible, it's us; if we're not even visible |
| | 3314 | * ourselves, there's no visible room at all, so return nil. |
| | 3315 | */ |
| | 3316 | return (pov.canSee(self) ? self : nil); |
| | 3317 | } |
| | 3318 | |
| | 3319 | /* |
| | 3320 | * Get the location traveler - this is the object that's actually |
| | 3321 | * going to change location when a traveler within this location |
| | 3322 | * performs a travel command to travel via the given connector. By |
| | 3323 | * default, we'll indicate what our containing room indicates. (The |
| | 3324 | * enclosing room might be a vehicle or an ordinary room; in any |
| | 3325 | * case, it'll know what to do, so we merely have to ask it.) |
| | 3326 | * |
| | 3327 | * We defer to our enclosing room by default because this allows for |
| | 3328 | * things like a seat in a car: the actor is sitting in the seat and |
| | 3329 | * starts traveling in the car, so the seat calls the enclosing room, |
| | 3330 | * which is the car, and the car returns itself, since it's the car |
| | 3331 | * that will be traveling. |
| | 3332 | */ |
| | 3333 | getLocTraveler(trav, conn) |
| | 3334 | { |
| | 3335 | /* |
| | 3336 | * if we have a location, defer to it; otherwise, just return the |
| | 3337 | * proposed traveler |
| | 3338 | */ |
| | 3339 | return (location != nil ? location.getLocTraveler(trav, conn) : trav); |
| | 3340 | } |
| | 3341 | |
| | 3342 | /* |
| | 3343 | * Get the "location push traveler" - this is the object that's going |
| | 3344 | * to travel for a push-travel action performed by a traveler within |
| | 3345 | * this location. This is called by a traveler within this location |
| | 3346 | * to find out if the location wants to be involved in the travel, as |
| | 3347 | * a vehicle might be. By default, we let our location handle it, if |
| | 3348 | * we have one. |
| | 3349 | */ |
| | 3350 | getLocPushTraveler(trav, obj) |
| | 3351 | { |
| | 3352 | /* |
| | 3353 | * defer to our location if we have one, otherwise just use the |
| | 3354 | * proposed traveler |
| | 3355 | */ |
| | 3356 | return (location != nil |
| | 3357 | ? location.getLocPushTraveler(trav, obj) |
| | 3358 | : trav); |
| | 3359 | } |
| | 3360 | |
| | 3361 | /* |
| | 3362 | * Get the travel preconditions for an actor in this location. For |
| | 3363 | * ordinary objects, we'll just defer to our container, if we have |
| | 3364 | * one. |
| | 3365 | */ |
| | 3366 | roomTravelPreCond() |
| | 3367 | { |
| | 3368 | /* if we have a location, defer to it */ |
| | 3369 | if (location != nil) |
| | 3370 | return location.roomTravelPreCond(); |
| | 3371 | |
| | 3372 | /* |
| | 3373 | * we have no location, and we impose no conditions of our by |
| | 3374 | * default, so simply return an empty list |
| | 3375 | */ |
| | 3376 | return []; |
| | 3377 | } |
| | 3378 | |
| | 3379 | /* |
| | 3380 | * Determine if the current gActor, who is directly in this location, |
| | 3381 | * is "travel ready." This means that the actor is ready, as far as |
| | 3382 | * this location is concerned, to traverse the given connector. By |
| | 3383 | * default, we'll defer to our location. |
| | 3384 | * |
| | 3385 | * Note that if you override this to return nil, you should also |
| | 3386 | * provide a custom 'notTravelReadyMsg' property that explains the |
| | 3387 | * objection. |
| | 3388 | */ |
| | 3389 | isActorTravelReady(conn) |
| | 3390 | { |
| | 3391 | /* if we have a location, defer to it */ |
| | 3392 | if (location != nil) |
| | 3393 | return location.isActorTravelReady(conn); |
| | 3394 | |
| | 3395 | /* |
| | 3396 | * we have no location, and we impose no conditions of our own by |
| | 3397 | * default, so we have no objection |
| | 3398 | */ |
| | 3399 | return true; |
| | 3400 | } |
| | 3401 | |
| | 3402 | /* explain the reason isActorTravelReady() returned nil */ |
| | 3403 | notTravelReadyMsg = (location != nil ? location.notTravelReadyMsg : nil) |
| | 3404 | |
| | 3405 | /* show a list of exits as part of failed travel - defer to location */ |
| | 3406 | cannotGoShowExits(actor) |
| | 3407 | { |
| | 3408 | if (location != nil) |
| | 3409 | location.cannotGoShowExits(actor); |
| | 3410 | } |
| | 3411 | |
| | 3412 | /* show exits in the statusline - defer to our location */ |
| | 3413 | showStatuslineExits() |
| | 3414 | { |
| | 3415 | if (location != nil) |
| | 3416 | location.showStatuslineExits(); |
| | 3417 | } |
| | 3418 | |
| | 3419 | /* get the status line exit lister height - defer to our location */ |
| | 3420 | getStatuslineExitsHeight() |
| | 3421 | { return location != nil ? location.getStatuslineExitsHeight() : 0; } |
| | 3422 | |
| | 3423 | /* |
| | 3424 | * Get the travel connector from this location in the given |
| | 3425 | * direction. |
| | 3426 | * |
| | 3427 | * Map all of the directional connections to their values in the |
| | 3428 | * enclosing location, except for any explicitly defined in this |
| | 3429 | * object. (In most cases, ordinary objects won't define any |
| | 3430 | * directional connectors directly, since those connections usually |
| | 3431 | * apply only to top-level rooms.) |
| | 3432 | * |
| | 3433 | * If 'actor' is non-nil, we'll limit our search to enclosing |
| | 3434 | * locations that the actor can currently see. If 'actor' is nil, |
| | 3435 | * we'll consider any connector in any enclosing location, whether |
| | 3436 | * the actor can see the enclosing location or not. It's useful to |
| | 3437 | * pass in a nil actor in cases where we're interested in the |
| | 3438 | * structure of the map and not actual travel, such as when |
| | 3439 | * constructing an automatic map or computing possible courses |
| | 3440 | * between locations. |
| | 3441 | */ |
| | 3442 | getTravelConnector(dir, actor) |
| | 3443 | { |
| | 3444 | local conn; |
| | 3445 | |
| | 3446 | /* |
| | 3447 | * if we explicitly define the link property, and the result is a |
| | 3448 | * non-nil value, use that definition |
| | 3449 | */ |
| | 3450 | if (propDefined(dir.dirProp) && (conn = self.(dir.dirProp)) != nil) |
| | 3451 | return conn; |
| | 3452 | |
| | 3453 | /* |
| | 3454 | * We don't define the direction link explicitly. If the actor |
| | 3455 | * can see our container, or there's no actor involved, retrieve |
| | 3456 | * the link from our container; otherwise, stop here, and simply |
| | 3457 | * return the default link for the direction. |
| | 3458 | */ |
| | 3459 | if (location != nil && (actor == nil || actor.canSee(location))) |
| | 3460 | { |
| | 3461 | /* |
| | 3462 | * the actor can see out to our location (or there's no actor |
| | 3463 | * involved at all), so get the connector for the location |
| | 3464 | */ |
| | 3465 | return location.getTravelConnector(dir, actor); |
| | 3466 | } |
| | 3467 | else |
| | 3468 | { |
| | 3469 | /* |
| | 3470 | * the actor can't see our location, so there's no way to |
| | 3471 | * travel this way - return the default connector for the |
| | 3472 | * direction |
| | 3473 | */ |
| | 3474 | return dir.defaultConnector(self); |
| | 3475 | } |
| | 3476 | } |
| | 3477 | |
| | 3478 | /* |
| | 3479 | * Search our direction list for a connector that will lead the |
| | 3480 | * given actor to the given destination. |
| | 3481 | */ |
| | 3482 | getConnectorTo(actor, dest) |
| | 3483 | { |
| | 3484 | local conn; |
| | 3485 | |
| | 3486 | /* search all of our directions */ |
| | 3487 | foreach (local dir in Direction.allDirections) |
| | 3488 | { |
| | 3489 | /* get the connector for this direction */ |
| | 3490 | conn = getTravelConnector(dir, actor); |
| | 3491 | |
| | 3492 | /* ask the connector for a connector to the given destination */ |
| | 3493 | if (conn != nil) |
| | 3494 | conn = conn.connectorGetConnectorTo(self, actor, dest); |
| | 3495 | |
| | 3496 | /* if we found a valid connector, return it */ |
| | 3497 | if (conn != nil) |
| | 3498 | return conn; |
| | 3499 | } |
| | 3500 | |
| | 3501 | /* didn't find a match */ |
| | 3502 | return nil; |
| | 3503 | } |
| | 3504 | |
| | 3505 | /* |
| | 3506 | * Find a direction linked to a given connector, for travel by the |
| | 3507 | * given actor. Returns the first direction (as a Direction object) |
| | 3508 | * we find linked to the connector, or nil if we don't find any |
| | 3509 | * direction linked to it. |
| | 3510 | */ |
| | 3511 | directionForConnector(conn, actor) |
| | 3512 | { |
| | 3513 | /* search all known directions */ |
| | 3514 | foreach (local dir in Direction.allDirections) |
| | 3515 | { |
| | 3516 | /* if this direction is linked to the connector, return it */ |
| | 3517 | if (self.getTravelConnector(dir, actor) == conn) |
| | 3518 | return dir; |
| | 3519 | } |
| | 3520 | |
| | 3521 | /* we didn't find any directions linked to the connector */ |
| | 3522 | return nil; |
| | 3523 | } |
| | 3524 | |
| | 3525 | /* |
| | 3526 | * Find the "local" direction link from this object to the given |
| | 3527 | * travel connector. We'll only consider our own local direction |
| | 3528 | * links; we won't consider enclosing objects. |
| | 3529 | */ |
| | 3530 | localDirectionLinkForConnector(conn) |
| | 3531 | { |
| | 3532 | /* scan all direction links */ |
| | 3533 | foreach (local dir in Direction.allDirections) |
| | 3534 | { |
| | 3535 | /* |
| | 3536 | * if we define this direction property to point to this |
| | 3537 | * connector, we've found our required location |
| | 3538 | */ |
| | 3539 | if (self.(dir.dirProp) == conn) |
| | 3540 | return dir; |
| | 3541 | } |
| | 3542 | |
| | 3543 | /* we didn't find a direction linked to the given connector */ |
| | 3544 | return nil; |
| | 3545 | } |
| | 3546 | |
| | 3547 | /* |
| | 3548 | * Check that a traveler is directly in this room. By default, a |
| | 3549 | * Thing is not a room, so a connector within a Thing actually |
| | 3550 | * requires the traveler to be in the Thing's container, not in the |
| | 3551 | * Thing itself. So, defer to our container. |
| | 3552 | */ |
| | 3553 | checkTravelerDirectlyInRoom(traveler, allowImplicit) |
| | 3554 | { |
| | 3555 | /* defer to our location */ |
| | 3556 | return location.checkTravelerDirectlyInRoom(traveler, allowImplicit); |
| | 3557 | } |
| | 3558 | |
| | 3559 | /* |
| | 3560 | * Check, using pre-condition rules, that the actor is removed from |
| | 3561 | * this nested location and moved to its exit destination. |
| | 3562 | * |
| | 3563 | * This is called when the actor is attempting to move to an object |
| | 3564 | * outside of this object while the actor is within this object (for |
| | 3565 | * example, if we have a platform containing a box containing a |
| | 3566 | * chair, 'self' is the box, and the actor is in the chair, an |
| | 3567 | * attempt to move to the platform will trigger a call to |
| | 3568 | * box.checkActorOutOfNested). |
| | 3569 | * |
| | 3570 | * By default, we're not a nested location, but we could *contain* |
| | 3571 | * nested locations. So what we need to do is defer to the child |
| | 3572 | * object that actually contains the actor, to let it figure out what |
| | 3573 | * it means to move the actor out of itself. |
| | 3574 | */ |
| | 3575 | checkActorOutOfNested(allowImplicit) |
| | 3576 | { |
| | 3577 | /* find the child containing the actor, and ask it to do the work */ |
| | 3578 | foreach (local cur in contents) |
| | 3579 | { |
| | 3580 | if (gActor.isIn(cur)) |
| | 3581 | return cur.checkActorOutOfNested(allowImplicit); |
| | 3582 | } |
| | 3583 | |
| | 3584 | /* didn't find a child containing the actor; just fail */ |
| | 3585 | reportFailure(&cannotDoFromHereMsg); |
| | 3586 | exit; |
| | 3587 | } |
| | 3588 | |
| | 3589 | /* |
| | 3590 | * Get my "room location." If 'self' is capable of holding actors, |
| | 3591 | * this should return 'self'; otherwise, it should return the |
| | 3592 | * nearest enclosing container that's a room location. By default, |
| | 3593 | * we simply return our location's room location. |
| | 3594 | */ |
| | 3595 | roomLocation = (location != nil ? location.roomLocation : nil) |
| | 3596 | |
| | 3597 | /* |
| | 3598 | * Get the apparent location of one of our room parts (the floor, |
| | 3599 | * the ceiling, etc). By default, we'll simply ask our container |
| | 3600 | * about it, since a nested room by default doesn't have any of the |
| | 3601 | * standard room parts. |
| | 3602 | */ |
| | 3603 | getRoomPartLocation(part) |
| | 3604 | { |
| | 3605 | if (location != nil) |
| | 3606 | return location.getRoomPartLocation(part); |
| | 3607 | else |
| | 3608 | return nil; |
| | 3609 | } |
| | 3610 | |
| | 3611 | /* |
| | 3612 | * By default, an object containing the player character will forward |
| | 3613 | * the roomDaemon() call up to the container. |
| | 3614 | */ |
| | 3615 | roomDaemon() |
| | 3616 | { |
| | 3617 | if (location != nil) |
| | 3618 | location.roomDaemon(); |
| | 3619 | } |
| | 3620 | |
| | 3621 | /* |
| | 3622 | * Our room atmospheric message list. This can be set to an |
| | 3623 | * EventList that provides messages to be displayed while the player |
| | 3624 | * character is within this object. |
| | 3625 | * |
| | 3626 | * By default, if our container is visible to us, we'll use our |
| | 3627 | * container's atmospheric messages. This can be overridden to |
| | 3628 | * provide our own atmosphere list when the player character is in |
| | 3629 | * this object. |
| | 3630 | */ |
| | 3631 | atmosphereList() |
| | 3632 | { |
| | 3633 | if (location != nil && gPlayerChar.canSee(location)) |
| | 3634 | return location.atmosphereList; |
| | 3635 | else |
| | 3636 | return nil; |
| | 3637 | } |
| | 3638 | |
| | 3639 | /* |
| | 3640 | * Get the notification list actions performed by actors within this |
| | 3641 | * object. Ordinary objects don't have room notification lists, but |
| | 3642 | * we might be part of a nested set of objects that includes rooms, |
| | 3643 | * so simply look to our container for the notification list. |
| | 3644 | */ |
| | 3645 | getRoomNotifyList() |
| | 3646 | { |
| | 3647 | local lst = []; |
| | 3648 | |
| | 3649 | /* get the notification lists for our immediate containers */ |
| | 3650 | forEachContainer( |
| | 3651 | {cont: lst = lst.appendUnique(cont.getRoomNotifyList())}); |
| | 3652 | |
| | 3653 | /* return the result */ |
| | 3654 | return lst; |
| | 3655 | } |
| | 3656 | |
| | 3657 | /* |
| | 3658 | * Are we aboard a ship? By default, we'll return our location's |
| | 3659 | * setting for this property; if we have no location, we'll return |
| | 3660 | * nil. In general, this should be overridden in shipboard rooms to |
| | 3661 | * return true. |
| | 3662 | * |
| | 3663 | * The purpose of this property is to indicate to the travel system |
| | 3664 | * that shipboard directions (fore, aft, port, starboard) make sense |
| | 3665 | * here. When this returns true, and an actor attempts travel in a |
| | 3666 | * shipboard direction that doesn't allow travel here, we'll use the |
| | 3667 | * standard noTravel message. When this returns nil, attempting to |
| | 3668 | * move in a shipboard direction will show a different response that |
| | 3669 | * indicates that such directions are not meaningful when not aboard |
| | 3670 | * a ship of some kind. |
| | 3671 | * |
| | 3672 | * Note that we look to our location unconditionally - we don't |
| | 3673 | * bother to check to see if we're open, transparent, or anything |
| | 3674 | * like that, so we'll check with our location even if the actor |
| | 3675 | * can't see the location. The idea is that, no matter how nested |
| | 3676 | * within opaque containers we are, we should still know that we're |
| | 3677 | * aboard a ship. This might not always be appropriate; if the |
| | 3678 | * actor is magically transported into an opaque container that |
| | 3679 | * happens to be aboard a ship somewhere, the actor probably |
| | 3680 | * shouldn't think of the location as shipboard until escaping the |
| | 3681 | * container, unless they'd know because of the rocking of the ship |
| | 3682 | * or some other sensory factor that would come through the opaque |
| | 3683 | * container. When the shipboard nature of an interior location |
| | 3684 | * should not be known to the actor, this should simply be |
| | 3685 | * overridden to return nil. |
| | 3686 | */ |
| | 3687 | isShipboard() |
| | 3688 | { |
| | 3689 | /* if we have a location, use its setting; otherwise return nil */ |
| | 3690 | return (location != nil ? location.isShipboard() : nil); |
| | 3691 | } |
| | 3692 | |
| | 3693 | /* |
| | 3694 | * When an actor takes me, the actor will assign me a holding index |
| | 3695 | * value, which is simply a serial number indicating the order in |
| | 3696 | * which I was picked up. This lets the actor determine which items |
| | 3697 | * have been held longest: the item with the lowest holding index |
| | 3698 | * has been held the longest. |
| | 3699 | */ |
| | 3700 | holdingIndex = 0 |
| | 3701 | |
| | 3702 | /* |
| | 3703 | * An object has "weight" and "bulk" specifying how heavy and how |
| | 3704 | * large the object is. These are in arbitrary units, and by |
| | 3705 | * default everything has a weight of 1 and a bulk of 1. |
| | 3706 | */ |
| | 3707 | weight = 1 |
| | 3708 | bulk = 1 |
| | 3709 | |
| | 3710 | /* |
| | 3711 | * Calculate the bulk contained within this object. By default, |
| | 3712 | * we'll simply add up the bulks of all of our contents. |
| | 3713 | */ |
| | 3714 | getBulkWithin() |
| | 3715 | { |
| | 3716 | local total; |
| | 3717 | |
| | 3718 | /* add up the bulks of our contents */ |
| | 3719 | total = 0; |
| | 3720 | foreach (local cur in contents) |
| | 3721 | total += cur.getBulk(); |
| | 3722 | |
| | 3723 | /* return the total */ |
| | 3724 | return total; |
| | 3725 | } |
| | 3726 | |
| | 3727 | /* |
| | 3728 | * get my "destination name," for travel purposes; by default, we |
| | 3729 | * simply defer to our location, if we have one |
| | 3730 | */ |
| | 3731 | getDestName(actor, origin) |
| | 3732 | { |
| | 3733 | if (location != nil) |
| | 3734 | return location.getDestName(actor, origin); |
| | 3735 | else |
| | 3736 | return ''; |
| | 3737 | } |
| | 3738 | |
| | 3739 | /* |
| | 3740 | * Get the effective location of an actor directly within me, for the |
| | 3741 | * purposes of a "follow" command. To follow someone, we must have |
| | 3742 | * the same effective follow location that the target had when we |
| | 3743 | * last observed the target leaving. |
| | 3744 | * |
| | 3745 | * For most objects, we simply defer to the location. |
| | 3746 | */ |
| | 3747 | effectiveFollowLocation = (location != nil |
| | 3748 | ? location.effectiveFollowLocation |
| | 3749 | : self) |
| | 3750 | |
| | 3751 | /* |
| | 3752 | * Get the destination for an object dropped within me. Ordinary |
| | 3753 | * objects can't contain actors, so an actor can't directly drop |
| | 3754 | * something within a regular Thing, but the same effect could occur |
| | 3755 | * if an actor throws a projectile, since the projectile might reach |
| | 3756 | * either the target or an intermediate obstruction, then bounce off |
| | 3757 | * and land in whatever contains the object hit. |
| | 3758 | * |
| | 3759 | * By default, objects dropped within us won't stay within us, but |
| | 3760 | * will land in our container's drop destination. |
| | 3761 | * |
| | 3762 | * 'obj' is the object being dropped. In some cases, the drop |
| | 3763 | * destination might differ according to the object; for example, if |
| | 3764 | * the floor is a metal grating, a large object might land on the |
| | 3765 | * grating when dropped, but a small object such as a coin might drop |
| | 3766 | * through the grating to the room below. Note that 'obj' can be |
| | 3767 | * nil, if the caller simply wants to determine the generic |
| | 3768 | * destination where a *typical* object would land if dropped - this |
| | 3769 | * routine must therefore not assume that 'obj' is non-nil. |
| | 3770 | * |
| | 3771 | * 'path' is the sense path (as returned by selectPathTo and the |
| | 3772 | * like) traversed by the operation that's seeking the drop |
| | 3773 | * destination. For ordinary single-location objects, the path is |
| | 3774 | * irrelevant, but this information is sometimes useful for |
| | 3775 | * multi-location objects to let them know which "side" we approached |
| | 3776 | * them from. Note that the path can be nil, so this routine must |
| | 3777 | * not depend upon a path being supplied; if the path is nil, the |
| | 3778 | * routine should assume that the ordinary "touch" sense path from |
| | 3779 | * the current actor to 'self' is to be used, because the actor is |
| | 3780 | * effectively reaching out and placing an object on self. This |
| | 3781 | * means that when calling this routine, you can supply a nil path |
| | 3782 | * any time the actor is simply dropping an object. |
| | 3783 | */ |
| | 3784 | getDropDestination(obj, path) |
| | 3785 | { |
| | 3786 | /* |
| | 3787 | * by default, the object lands in our container's drop |
| | 3788 | * destination; if we don't have a container, drop it here |
| | 3789 | */ |
| | 3790 | return location != nil |
| | 3791 | ? location.getDropDestination(obj, path) |
| | 3792 | : self; |
| | 3793 | } |
| | 3794 | |
| | 3795 | /* |
| | 3796 | * Adjust a drop destination chosen in a THROW. This is called on |
| | 3797 | * the object that was chosen as the preliminary landing location for |
| | 3798 | * the thrown object, as calculated by getHitFallDestination(), to |
| | 3799 | * give the preliminary destination a chance to redirect the landing |
| | 3800 | * to another object. For example, if the preliminary destination |
| | 3801 | * simply isn't a suitable surface or container where a projectile |
| | 3802 | * could land, or it's not big enough to hold the projectile, the |
| | 3803 | * preliminary destination could override this method to redirect the |
| | 3804 | * landing to a more suitable object. |
| | 3805 | * |
| | 3806 | * By default, we don't need to make any adjustment, so we simply |
| | 3807 | * return 'self' to indicate that this can be used as the actual |
| | 3808 | * destination. |
| | 3809 | */ |
| | 3810 | adjustThrowDestination(thrownObj, path) |
| | 3811 | { |
| | 3812 | return self; |
| | 3813 | } |
| | 3814 | |
| | 3815 | /* |
| | 3816 | * Receive a dropped object. This is called when we are the actual |
| | 3817 | * (not nominal) drop destination for an object being dropped, |
| | 3818 | * thrown, or otherwise discarded. This routine is responsible for |
| | 3819 | * carrying out the drop operation, and reporting the result of the |
| | 3820 | * command. |
| | 3821 | * |
| | 3822 | * 'desc' is a "drop descriptor": an object of class DropType, which |
| | 3823 | * describes how the object is being discarded. This can be a |
| | 3824 | * DropTypeDrop for a DROP command, a DropTypeThrow for a THROW |
| | 3825 | * command, or custom types defined by the game or by library |
| | 3826 | * extensions. |
| | 3827 | * |
| | 3828 | * In most cases, the actual *result* of dropping the object will |
| | 3829 | * always be the same for a given location, regardless of which |
| | 3830 | * command initiated the drop, so this routine won't usually have to |
| | 3831 | * look at 'desc' at all to figure out what happens. |
| | 3832 | * |
| | 3833 | * However, the *message* we generate does usually vary according to |
| | 3834 | * the drop type, because this is the report for the entire command. |
| | 3835 | * There are three main ways of handling this variation. |
| | 3836 | * |
| | 3837 | * - First, you can check what kind of descriptor it is (using |
| | 3838 | * ofKind, for example), and generate a custom message for each kind |
| | 3839 | * of descriptor. Be aware that any library extensions you're using |
| | 3840 | * might have added new DropType subclasses. |
| | 3841 | * |
| | 3842 | * - Second, experienced programmers might prefer the arguably |
| | 3843 | * cleaner OO "visitor" pattern: treat 'desc' as a visitor, calling a |
| | 3844 | * single method that you define for your custom message. You'll |
| | 3845 | * have to define that custom method in each DropType subclass, of |
| | 3846 | * course. |
| | 3847 | * |
| | 3848 | * - Third, you can build a custom message by combining the standard |
| | 3849 | * "message fragment" prefix provided by the drop descriptor with |
| | 3850 | * your own suffix. The prefix will always be the start of a |
| | 3851 | * sentence describing what the player did: "You drop the box", "The |
| | 3852 | * ball hits the wall and bounces off", and so on. Since the |
| | 3853 | * fragment always has the form of the start of a sentence, you can |
| | 3854 | * always add your own suffix: ", and falls to the floor", for |
| | 3855 | * example, or ", and falls into the chasm". Note that if you're |
| | 3856 | * using one of the other approaches above, you'll probably want to |
| | 3857 | * combine that approach with this one to handle cases where you |
| | 3858 | * don't recognize the drop descriptor type. |
| | 3859 | * |
| | 3860 | * By default, we simply move the object into self and display the |
| | 3861 | * standard message using the descriptor (we use the "visitor" |
| | 3862 | * pattern to display that standard message). This can be overridden |
| | 3863 | * in cases where it's necessary to move the object to a different |
| | 3864 | * location, or to invoke a side effect. |
| | 3865 | */ |
| | 3866 | receiveDrop(obj, desc) |
| | 3867 | { |
| | 3868 | /* simply move the object into self */ |
| | 3869 | obj.moveInto(self); |
| | 3870 | |
| | 3871 | /* generate the standard message */ |
| | 3872 | desc.standardReport(obj, self); |
| | 3873 | } |
| | 3874 | |
| | 3875 | /* |
| | 3876 | * Get the nominal destination for an object dropped into this |
| | 3877 | * object. This is used to report where an object ends up when the |
| | 3878 | * object is moved into me by some indirect route, such as throwing |
| | 3879 | * the object. |
| | 3880 | * |
| | 3881 | * By default, most objects simply return themselves, so we'll |
| | 3882 | * report something like "obj lands {in/on} self". Some objects |
| | 3883 | * might want to report a different object as the destination; for |
| | 3884 | * example, an indoor room might want to report objects as falling |
| | 3885 | * onto the floor. |
| | 3886 | */ |
| | 3887 | getNominalDropDestination() { return self; } |
| | 3888 | |
| | 3889 | /* |
| | 3890 | * Announce myself as a default object for an action. By default, |
| | 3891 | * we'll show the standard library message announcing a default. |
| | 3892 | */ |
| | 3893 | announceDefaultObject(whichObj, action, resolvedAllObjects) |
| | 3894 | { |
| | 3895 | /* use the standard library message for the announcement */ |
| | 3896 | return gLibMessages.announceDefaultObject( |
| | 3897 | self, whichObj, action, resolvedAllObjects); |
| | 3898 | } |
| | 3899 | |
| | 3900 | /* |
| | 3901 | * Calculate my total weight. Weight is generally inclusive of the |
| | 3902 | * weights of contents or components, because anything inside an |
| | 3903 | * object normally contributes to the object's total weight. |
| | 3904 | */ |
| | 3905 | getWeight() |
| | 3906 | { |
| | 3907 | local total; |
| | 3908 | |
| | 3909 | /* start with my own intrinsic weight */ |
| | 3910 | total = weight; |
| | 3911 | |
| | 3912 | /* |
| | 3913 | * add the weights of my direct contents, recursively |
| | 3914 | * calculating their total weights |
| | 3915 | */ |
| | 3916 | foreach (local cur in contents) |
| | 3917 | total += cur.getWeight(); |
| | 3918 | |
| | 3919 | /* return the total */ |
| | 3920 | return total; |
| | 3921 | } |
| | 3922 | |
| | 3923 | /* |
| | 3924 | * Calculate my total bulk. Most objects have a fixed external |
| | 3925 | * shape (and thus bulk) that doesn't vary as contents are added or |
| | 3926 | * removed, so our default implementation simply returns our |
| | 3927 | * intrinsic bulk without considering any contents. |
| | 3928 | * |
| | 3929 | * Some objects do change shape as contents are added. Such objects |
| | 3930 | * can override this routine to provide the appropriate behavior. |
| | 3931 | * (We don't try to provide a parameterized total bulk calculator |
| | 3932 | * here because there are too many possible ways a container's bulk |
| | 3933 | * could be affected by its contents or by other factors.) |
| | 3934 | * |
| | 3935 | * If an object's bulk depends on its contents, the object should |
| | 3936 | * override notifyInsert() so that it calls checkBulkChange() - this |
| | 3937 | * will ensure that an object won't suddenly become too large for |
| | 3938 | * its container (or holding actor). |
| | 3939 | */ |
| | 3940 | getBulk() |
| | 3941 | { |
| | 3942 | /* by default, simply return my intrinsic bulk */ |
| | 3943 | return bulk; |
| | 3944 | } |
| | 3945 | |
| | 3946 | /* |
| | 3947 | * Calculate the amount of bulk that this object contributes towards |
| | 3948 | * encumbering an actor directly holding the item. By default, this |
| | 3949 | * simply returns my total bulk. |
| | 3950 | * |
| | 3951 | * Some types of objects will override this to cause the object to |
| | 3952 | * contribute more or less bulk to an actor holding the object. For |
| | 3953 | * example, an article of clothing being worn by an actor typically |
| | 3954 | * contributes no bulk at all to the actor's encumbrance, because an |
| | 3955 | * actor wearing an item typically doesn't also have to hold on to |
| | 3956 | * the item. Or, a small animal might encumber an actor more than |
| | 3957 | * its normal bulk because it's squirming around trying to get free. |
| | 3958 | */ |
| | 3959 | getEncumberingBulk(actor) |
| | 3960 | { |
| | 3961 | /* by default, return our normal total bulk */ |
| | 3962 | return getBulk(); |
| | 3963 | } |
| | 3964 | |
| | 3965 | /* |
| | 3966 | * Calculate the amount of weight that this object contributes |
| | 3967 | * towards encumbering an actor directly holding the item. By |
| | 3968 | * default, this simply returns my total weight. |
| | 3969 | * |
| | 3970 | * Note that we don't recursively sum the encumbering weights of our |
| | 3971 | * contents - we simply sum the actual weights. We do it this way |
| | 3972 | * because items within a container aren't being directly held by |
| | 3973 | * the actor, so any difference between the encumbering and actual |
| | 3974 | * weights should not apply, even though the actor is indirectly |
| | 3975 | * holding the items. If a subclass does want the sum of the |
| | 3976 | * encumbering weights, it should override this to make that |
| | 3977 | * calculation. |
| | 3978 | */ |
| | 3979 | getEncumberingWeight(actor) |
| | 3980 | { |
| | 3981 | /* by default, return our normal total weight */ |
| | 3982 | return getWeight(); |
| | 3983 | } |
| | 3984 | |
| | 3985 | /* |
| | 3986 | * "What if" test. Make the given changes temporarily, bypassing |
| | 3987 | * any side effects that would normally be associated with the |
| | 3988 | * changes; invokes the given callback; then remove the changes. |
| | 3989 | * Returns the result of calling the callback function. |
| | 3990 | * |
| | 3991 | * The changes are expressed as pairs of argument values. The first |
| | 3992 | * value in a pair is a property, and the second is a new value for |
| | 3993 | * the property. For each pair, we'll set the given property to the |
| | 3994 | * given value. The setting is direct - we don't invoke any method, |
| | 3995 | * because we don't want to cause any side effects at this point; |
| | 3996 | * we're interested only in what the world would look like if the |
| | 3997 | * given changes were to go into effect. |
| | 3998 | * |
| | 3999 | * A special property value of 'moveInto' can be used to indicate |
| | 4000 | * that the object should be moved into another object for the test. |
| | 4001 | * In this case, the second element of the pair is not a value to be |
| | 4002 | * stored into the moveInto property, but instead the value is a new |
| | 4003 | * location for the object. We'll call the baseMoveInto method to |
| | 4004 | * move the object to the given new location. |
| | 4005 | * |
| | 4006 | * In any case, after making the changes, we'll invoke the given |
| | 4007 | * callback function, which we'll call with no arguments. |
| | 4008 | * |
| | 4009 | * Finally, on our way out, we'll restore the properties we changed |
| | 4010 | * to their original values. We once again do this without any side |
| | 4011 | * effects. Note that we restore the old values even if we exit |
| | 4012 | * with an exception. |
| | 4013 | */ |
| | 4014 | whatIf(func, [changes]) |
| | 4015 | { |
| | 4016 | local oldList; |
| | 4017 | local cnt; |
| | 4018 | local i; |
| | 4019 | |
| | 4020 | /* |
| | 4021 | * Allocate a vector with one slot per change, so that we have a |
| | 4022 | * place to store the old values of the properties we're |
| | 4023 | * changing. Note that the argument list has two entries (prop, |
| | 4024 | * value) for each change. |
| | 4025 | */ |
| | 4026 | cnt = changes.length(); |
| | 4027 | oldList = new Vector(cnt / 2); |
| | 4028 | |
| | 4029 | /* run through the change list and make each change */ |
| | 4030 | for (i = 1 ; i <= cnt ; i += 2) |
| | 4031 | { |
| | 4032 | local curProp; |
| | 4033 | local newVal; |
| | 4034 | |
| | 4035 | /* get the current property and new value */ |
| | 4036 | curProp = changes[i]; |
| | 4037 | newVal = changes[i+1]; |
| | 4038 | |
| | 4039 | /* see what we have */ |
| | 4040 | switch(curProp) |
| | 4041 | { |
| | 4042 | case &moveInto: |
| | 4043 | /* |
| | 4044 | * It's the special moveInto property. This indicates |
| | 4045 | * that we are to move self into the given new |
| | 4046 | * location. First save the current location, then |
| | 4047 | * use baseMoveInto to make the change without |
| | 4048 | * triggering any side effects. Note that if this |
| | 4049 | * would create circular containment, we won't make |
| | 4050 | * the move. |
| | 4051 | */ |
| | 4052 | oldList.append(saveLocation()); |
| | 4053 | if (newVal != self && !newVal.isIn(self)) |
| | 4054 | baseMoveInto(newVal); |
| | 4055 | break; |
| | 4056 | |
| | 4057 | default: |
| | 4058 | /* |
| | 4059 | * Anything else is a property to which we want to |
| | 4060 | * assign the given new value. Remember the old value |
| | 4061 | * in our original values vector, then set the new value |
| | 4062 | * from the argument. |
| | 4063 | */ |
| | 4064 | oldList.append(self.(curProp)); |
| | 4065 | self.(curProp) = newVal; |
| | 4066 | break; |
| | 4067 | } |
| | 4068 | } |
| | 4069 | |
| | 4070 | /* |
| | 4071 | * the changes are now in effect - invoke the given callback |
| | 4072 | * function to check things out under the new conditions, but |
| | 4073 | * protect the code so that we are sure to restore things on the |
| | 4074 | * way out |
| | 4075 | */ |
| | 4076 | try |
| | 4077 | { |
| | 4078 | /* invoke the given callback, returning the result */ |
| | 4079 | return (func)(); |
| | 4080 | } |
| | 4081 | finally |
| | 4082 | { |
| | 4083 | /* run through the change list and undo each change */ |
| | 4084 | for (i = 1, local j = 1 ; i <= cnt ; i += 2, ++j) |
| | 4085 | { |
| | 4086 | local curProp; |
| | 4087 | local oldVal; |
| | 4088 | |
| | 4089 | /* get the current property and old value */ |
| | 4090 | curProp = changes[i]; |
| | 4091 | oldVal = oldList[j]; |
| | 4092 | |
| | 4093 | /* see what we have */ |
| | 4094 | switch(curProp) |
| | 4095 | { |
| | 4096 | case &moveInto: |
| | 4097 | /* restore the location that we saved */ |
| | 4098 | restoreLocation(oldVal); |
| | 4099 | break; |
| | 4100 | |
| | 4101 | default: |
| | 4102 | /* restore the property value */ |
| | 4103 | self.(curProp) = oldVal; |
| | 4104 | break; |
| | 4105 | } |
| | 4106 | } |
| | 4107 | } |
| | 4108 | } |
| | 4109 | |
| | 4110 | /* |
| | 4111 | * Run a what-if test to see what would happen if this object were |
| | 4112 | * being held directly by the given actor. |
| | 4113 | */ |
| | 4114 | whatIfHeldBy(func, actor) |
| | 4115 | { |
| | 4116 | /* |
| | 4117 | * by default, simply run the what-if test with this object |
| | 4118 | * moved into the actor's inventory |
| | 4119 | */ |
| | 4120 | return whatIf(func, &moveInto, actor); |
| | 4121 | } |
| | 4122 | |
| | 4123 | /* |
| | 4124 | * Check a proposed change in my bulk. When this is called, the new |
| | 4125 | * bulk should already be in effect (the best way to do this when |
| | 4126 | * just making a check is via whatIf). |
| | 4127 | * |
| | 4128 | * This routine can be called during the 'check' or 'action' stages |
| | 4129 | * of processing a command to determine if a change in my bulk would |
| | 4130 | * cause a problem. If so, we'll add a failure report and exit the |
| | 4131 | * command. |
| | 4132 | * |
| | 4133 | * By default, notify our immediate container of the change to see |
| | 4134 | * if there's any objection. A change in an object's bulk typically |
| | 4135 | * only aaffects its container or containers. |
| | 4136 | * |
| | 4137 | * The usual way to invoke this routine in a 'check' or 'action' |
| | 4138 | * routine is with something like this: |
| | 4139 | * |
| | 4140 | * whatIf({: checkBulkChange()}, &inflated, true); |
| | 4141 | * |
| | 4142 | * This checks to see if the change in my bulk implied by changing |
| | 4143 | * self.inflated to true would present a problem for my container, |
| | 4144 | * terminating with a reportFailure+exit if so. |
| | 4145 | */ |
| | 4146 | checkBulkChange() |
| | 4147 | { |
| | 4148 | /* |
| | 4149 | * Notify each of our containers of a change in our bulk; if |
| | 4150 | * any container has a problem with our new bulk, it can |
| | 4151 | * report a failure and exit. |
| | 4152 | */ |
| | 4153 | forEachContainer( |
| | 4154 | {loc: loc.checkBulkChangeWithin(self)}); |
| | 4155 | } |
| | 4156 | |
| | 4157 | /* |
| | 4158 | * Check a bulk change of one of my direct contents, given by obj. |
| | 4159 | * When this is called, 'obj' will be (tentatively) set to reflect |
| | 4160 | * its proposed new bulk; if this routine doesn't like the new bulk, |
| | 4161 | * it should issue a failure report and exit the command, which will |
| | 4162 | * cancel the command that would have caused the change and will |
| | 4163 | * prevent the proposed change from taking effect. |
| | 4164 | * |
| | 4165 | * By default, we'll do nothing; subclasses that are sensitive to |
| | 4166 | * the bulks of their contents should override this. |
| | 4167 | */ |
| | 4168 | checkBulkChangeWithin(changingObj) |
| | 4169 | { |
| | 4170 | } |
| | 4171 | |
| | 4172 | /* |
| | 4173 | * Get "bag of holding" affinities for the given list of objects. |
| | 4174 | * For each item in the list, we'll get the item's bulk, and get |
| | 4175 | * each bag's affinity for containing the item. We'll note the bag |
| | 4176 | * with the highest affinity. Once we have the list, we'll put it |
| | 4177 | * in descending order of affinity, and return the result as a |
| | 4178 | * vector. |
| | 4179 | */ |
| | 4180 | getBagAffinities(lst) |
| | 4181 | { |
| | 4182 | local infoVec; |
| | 4183 | local bagVec; |
| | 4184 | |
| | 4185 | /* |
| | 4186 | * First, build a list of all of the bags of holding within me. |
| | 4187 | * We start with the list of bags because we want to check each |
| | 4188 | * object to see which bag we might want to put it in. |
| | 4189 | */ |
| | 4190 | bagVec = new Vector(10); |
| | 4191 | getBagsOfHolding(bagVec); |
| | 4192 | |
| | 4193 | /* if there are no bags of holding, there will be no affinities */ |
| | 4194 | if (bagVec.length() == 0) |
| | 4195 | return []; |
| | 4196 | |
| | 4197 | /* create a vector to hold information on each child item */ |
| | 4198 | infoVec = new Vector(lst.length()); |
| | 4199 | |
| | 4200 | /* look at each child item */ |
| | 4201 | foreach (local cur in lst) |
| | 4202 | { |
| | 4203 | local maxAff; |
| | 4204 | local bestBag; |
| | 4205 | |
| | 4206 | /* find the bag with the highest affinity for this item */ |
| | 4207 | maxAff = 0; |
| | 4208 | bestBag = nil; |
| | 4209 | foreach (local bag in bagVec) |
| | 4210 | { |
| | 4211 | local aff; |
| | 4212 | |
| | 4213 | /* get this bag's affinity for this item */ |
| | 4214 | aff = bag.affinityFor(cur); |
| | 4215 | |
| | 4216 | /* |
| | 4217 | * If this is the best so far, note it. If this bag has |
| | 4218 | * an affinity of zero for this item, it means it |
| | 4219 | * doesn't want it at all, so don't even consider it in |
| | 4220 | * this case. |
| | 4221 | */ |
| | 4222 | if (aff != 0 && (bestBag == nil || aff > maxAff)) |
| | 4223 | { |
| | 4224 | /* this is the best so far - note it */ |
| | 4225 | maxAff = aff; |
| | 4226 | bestBag = bag; |
| | 4227 | } |
| | 4228 | } |
| | 4229 | |
| | 4230 | /* |
| | 4231 | * if we found a bag that wants this item, add it to our |
| | 4232 | * list of results |
| | 4233 | */ |
| | 4234 | if (bestBag != nil) |
| | 4235 | infoVec.append(new BagAffinityInfo( |
| | 4236 | cur, cur.getEncumberingBulk(self), |
| | 4237 | maxAff, bestBag)); |
| | 4238 | } |
| | 4239 | |
| | 4240 | /* sort the list in descending order of affinity */ |
| | 4241 | infoVec = infoVec.sort(SortDesc, {a, b: a.compareAffinityTo(b)}); |
| | 4242 | |
| | 4243 | /* |
| | 4244 | * Go through the list and ensure that any item in the list |
| | 4245 | * that's destined to go inside another item that's also in the |
| | 4246 | * list gets put in the other item before the second item gets |
| | 4247 | * put in its bag. For example, if we have a credit card that |
| | 4248 | * goes in a wallet, and a wallet that goes in a pocket, we want |
| | 4249 | * to ensure that we put the credit card in the wallet before we |
| | 4250 | * put the wallet in the pocket. |
| | 4251 | * |
| | 4252 | * The point of this reordering is that, in some cases, we might |
| | 4253 | * not be able to move the first item once the second item has |
| | 4254 | * been moved. In our credit-card/wallet/pocket example, the |
| | 4255 | * wallet might have to be closed to go in the pocket, at which |
| | 4256 | * point we'd have to take it out again to put the credit card |
| | 4257 | * into it, defeating the purpose of having put it away in the |
| | 4258 | * first place. We avoid these kinds of circular traps by |
| | 4259 | * making sure the list is ordered such that we dispose of the |
| | 4260 | * credit card first, then the wallet. |
| | 4261 | * |
| | 4262 | * To avoid looping forever in cases of circular containment, |
| | 4263 | * don't allow any more moves than there are items in the list. |
| | 4264 | */ |
| | 4265 | for (local i = 1, local len = infoVec.length(), local moves = 0 ; |
| | 4266 | i <= len && moves <= len ; ++i) |
| | 4267 | { |
| | 4268 | /* get this item and its destination */ |
| | 4269 | local cur = infoVec[i]; |
| | 4270 | local dest = cur.bag_; |
| | 4271 | |
| | 4272 | /* |
| | 4273 | * check to see if the destination itself appears in the |
| | 4274 | * list as an item to be bagged |
| | 4275 | */ |
| | 4276 | local idx = infoVec.indexWhich({x: x.obj_ == dest}); |
| | 4277 | |
| | 4278 | /* |
| | 4279 | * if the destination item appears in the list before the |
| | 4280 | * current item, move the current item before its |
| | 4281 | * destination |
| | 4282 | */ |
| | 4283 | if (idx != nil && idx < i) |
| | 4284 | { |
| | 4285 | /* remove the current item from the list */ |
| | 4286 | infoVec.removeElementAt(i); |
| | 4287 | |
| | 4288 | /* re-insert it just before its destination item */ |
| | 4289 | infoVec.insertAt(idx, cur); |
| | 4290 | |
| | 4291 | /* count the move */ |
| | 4292 | ++moves; |
| | 4293 | |
| | 4294 | /* |
| | 4295 | * Now, back up and resume the scan from the item just |
| | 4296 | * after the item that moves our destination bag. This |
| | 4297 | * will ensure that any items destined to go in the bag |
| | 4298 | * we just moved are caught. (Although note that we |
| | 4299 | * start just after the destination item, rather than at |
| | 4300 | * the destination item, because the destination item |
| | 4301 | * can't be legitimately moved at this point: if it is, |
| | 4302 | * it's because we have a circular containment plan. We |
| | 4303 | * obviously can't resolve circular containment into a |
| | 4304 | * linear ordering, so there's no point in even looking |
| | 4305 | * at the destination item again at this point. If we |
| | 4306 | * have a circular chain that's several elements long, |
| | 4307 | * this won't avoid getting stuck; for that, we have to |
| | 4308 | * count on our 'moves' limit.) |
| | 4309 | */ |
| | 4310 | i = idx + 1; |
| | 4311 | } |
| | 4312 | } |
| | 4313 | |
| | 4314 | /* return the result */ |
| | 4315 | return infoVec; |
| | 4316 | } |
| | 4317 | |
| | 4318 | /* |
| | 4319 | * Find all of the bags of holding contained within this object and |
| | 4320 | * add them to the given vector. By default, we'll simply recurse |
| | 4321 | * into our children so they can add their bags of holding. |
| | 4322 | */ |
| | 4323 | getBagsOfHolding(vec) |
| | 4324 | { |
| | 4325 | /* |
| | 4326 | * if my contents can't be touched from outside, there's no |
| | 4327 | * point in traversing our children |
| | 4328 | */ |
| | 4329 | if (transSensingIn(touch) != transparent) |
| | 4330 | return; |
| | 4331 | |
| | 4332 | /* add each of my children's bags to the list */ |
| | 4333 | foreach (local cur in contents) |
| | 4334 | cur.getBagsOfHolding(vec); |
| | 4335 | } |
| | 4336 | |
| | 4337 | /* |
| | 4338 | * The strength of the light the object is giving off, if indeed it |
| | 4339 | * is giving off light. This value should be one of the following: |
| | 4340 | * |
| | 4341 | * 0: The object is giving off no light at all. |
| | 4342 | * |
| | 4343 | * 1: The object is self-illuminating, but doesn't give off enough |
| | 4344 | * light to illuminate any other objects. This is suitable for |
| | 4345 | * something like an LED digital clock. |
| | 4346 | * |
| | 4347 | * 2: The object gives off dim light. This level is bright enough to |
| | 4348 | * illuminate nearby objects, but not enough to go through obscuring |
| | 4349 | * media, and not enough for certain activities requiring strong |
| | 4350 | * lighting, such as reading. |
| | 4351 | * |
| | 4352 | * 3: The object gives off medium light. This level is bright enough |
| | 4353 | * to illuminate nearby objects, and is enough for most activities, |
| | 4354 | * including reading and the like. Traveling through an obscuring |
| | 4355 | * medium reduces this level to dim (2). |
| | 4356 | * |
| | 4357 | * 4: The object gives off strong light. This level is bright enough |
| | 4358 | * to illuminate nearby objects, and travel through an obscuring |
| | 4359 | * medium reduces it to medium light (3). |
| | 4360 | * |
| | 4361 | * Note that the special value -1 is reserved as an invalid level, |
| | 4362 | * used to flag certain events (such as the need to recalculate the |
| | 4363 | * ambient light level from a new point of view). |
| | 4364 | * |
| | 4365 | * Most objects do not give off light at all. |
| | 4366 | */ |
| | 4367 | brightness = 0 |
| | 4368 | |
| | 4369 | /* |
| | 4370 | * Sense sizes of the object. Each object has an individual size for |
| | 4371 | * each sense. By default, objects are medium for all senses; this |
| | 4372 | * allows them to be sensed from a distance or through an obscuring |
| | 4373 | * medium, but doesn't allow their details to be sensed. |
| | 4374 | */ |
| | 4375 | sightSize = medium |
| | 4376 | soundSize = medium |
| | 4377 | smellSize = medium |
| | 4378 | touchSize = medium |
| | 4379 | |
| | 4380 | /* |
| | 4381 | * Determine whether or not the object has a "presence" in each |
| | 4382 | * sense. An object has a presence in a sense if an actor |
| | 4383 | * immediately adjacent to the object could detect the object by the |
| | 4384 | * sense alone. For example, an object has a "hearing presence" if |
| | 4385 | * it is making some kind of noise, and does not if it is silent. |
| | 4386 | * |
| | 4387 | * Presence in a given sense is an intrinsic (which does not imply |
| | 4388 | * unchanging) property of the object, in that presence is |
| | 4389 | * independent of the relationship to any given actor. If an alarm |
| | 4390 | * clock is ringing, it has a hearing presence, unconditionally; it |
| | 4391 | * doesn't matter if the alarm clock is sealed inside a sound-proof |
| | 4392 | * box, because whether or not a given actor has a sense path to the |
| | 4393 | * object is a matter for a different computation. |
| | 4394 | * |
| | 4395 | * Note that presence doesn't control access: an actor might have |
| | 4396 | * access to an object for a sense even if the object has no |
| | 4397 | * presence in the sense. Presence indicates whether or not the |
| | 4398 | * object is actively emitting sensory data that would make an actor |
| | 4399 | * aware of the object without specifically trying to apply the |
| | 4400 | * sense to the object. |
| | 4401 | * |
| | 4402 | * By default, an object is visible and touchable, but does not emit |
| | 4403 | * any sound or odor. |
| | 4404 | */ |
| | 4405 | sightPresence = true |
| | 4406 | soundPresence = nil |
| | 4407 | smellPresence = nil |
| | 4408 | touchPresence = true |
| | 4409 | |
| | 4410 | /* |
| | 4411 | * My "contents lister." This is a Lister object that we use to |
| | 4412 | * display the contents of this object for room descriptions, |
| | 4413 | * inventories, and the like. |
| | 4414 | */ |
| | 4415 | contentsLister = thingContentsLister |
| | 4416 | |
| | 4417 | /* |
| | 4418 | * the Lister to use when showing my contents as part of my own |
| | 4419 | * description (i.e., for Examine commands) |
| | 4420 | */ |
| | 4421 | descContentsLister = thingDescContentsLister |
| | 4422 | |
| | 4423 | /* |
| | 4424 | * the Lister to use when showing my contents in response to a |
| | 4425 | * LookIn command |
| | 4426 | */ |
| | 4427 | lookInLister = thingLookInLister |
| | 4428 | |
| | 4429 | /* |
| | 4430 | * my "in-line" contents lister - this is the Lister object that |
| | 4431 | * we'll use to display my contents parenthetically as part of my |
| | 4432 | * list entry in a second-level contents listing |
| | 4433 | */ |
| | 4434 | inlineContentsLister = inlineListingContentsLister |
| | 4435 | |
| | 4436 | /* |
| | 4437 | * My "special" contents lister. This is the Lister to use to |
| | 4438 | * display the special descriptions for objects that have special |
| | 4439 | * descriptions when we're showing a room description for this |
| | 4440 | * object. |
| | 4441 | */ |
| | 4442 | specialContentsLister = specialDescLister |
| | 4443 | |
| | 4444 | |
| | 4445 | /* |
| | 4446 | * Determine if I can be sensed under the given conditions. Returns |
| | 4447 | * true if the object can be sensed, nil if not. If this method |
| | 4448 | * returns nil, this object will not be considered in scope for the |
| | 4449 | * current conditions. |
| | 4450 | * |
| | 4451 | * By default, we return nil if the ambient energy level for the |
| | 4452 | * object is zero. If the ambient level is non-zero, we'll return |
| | 4453 | * true in 'transparent' conditions, nil for 'opaque', and we'll let |
| | 4454 | * the sense decide via its canObjBeSensed() method for any other |
| | 4455 | * transparency conditions. Note that 'ambient' as given here is the |
| | 4456 | * ambient level *at the object*, not as seen along my sense path - |
| | 4457 | * so this should NOT be given as the ambient value from a SenseInfo, |
| | 4458 | * which has already been adjusted for the sense path. |
| | 4459 | */ |
| | 4460 | canBeSensed(sense, trans, ambient) |
| | 4461 | { |
| | 4462 | /* |
| | 4463 | * adjust the ambient level for the transparency path, if the |
| | 4464 | * sense uses ambience at all |
| | 4465 | */ |
| | 4466 | if (sense.ambienceProp != nil) |
| | 4467 | { |
| | 4468 | /* |
| | 4469 | * adjust the ambient level for the transparency - if that |
| | 4470 | * leaves a level of zero, the object can't be sensed |
| | 4471 | */ |
| | 4472 | if (adjustBrightness(ambient, trans) == 0) |
| | 4473 | return nil; |
| | 4474 | } |
| | 4475 | |
| | 4476 | /* check the viewing conditions */ |
| | 4477 | switch(trans) |
| | 4478 | { |
| | 4479 | case transparent: |
| | 4480 | case attenuated: |
| | 4481 | /* |
| | 4482 | * under transparent or attenuated conditions, I appear as |
| | 4483 | * myself |
| | 4484 | */ |
| | 4485 | return true; |
| | 4486 | |
| | 4487 | case obscured: |
| | 4488 | case distant: |
| | 4489 | /* |
| | 4490 | * ask the sense to determine if I can be sensed under these |
| | 4491 | * conditions |
| | 4492 | */ |
| | 4493 | return sense.canObjBeSensed(self, trans, ambient); |
| | 4494 | |
| | 4495 | default: |
| | 4496 | /* for any other conditions, I can't be sensed at all */ |
| | 4497 | return nil; |
| | 4498 | } |
| | 4499 | } |
| | 4500 | |
| | 4501 | /* |
| | 4502 | * Determine if I can be sensed IN DETAIL in the given sense, with |
| | 4503 | * the given SenseInfo description. By default, an object's details |
| | 4504 | * can be sensed if the sense path is 'transparent' or 'attenuated', |
| | 4505 | * OR the object's scale in the sense is 'large'. |
| | 4506 | */ |
| | 4507 | canDetailsBeSensed(sense, info, pov) |
| | 4508 | { |
| | 4509 | /* if the sense path is opaque, we can be sensed */ |
| | 4510 | if (info == nil || info.trans == opaque) |
| | 4511 | return nil; |
| | 4512 | |
| | 4513 | /* |
| | 4514 | * if we have 'large' scale in the sense, our details can be |
| | 4515 | * sensed under any conditions |
| | 4516 | */ |
| | 4517 | if (self.(sense.sizeProp) == large) |
| | 4518 | return true; |
| | 4519 | |
| | 4520 | /* |
| | 4521 | * we don't have 'large' scale in the sense, so we can be sensed |
| | 4522 | * in detail only if the sense path is 'transparent' or |
| | 4523 | * 'attenuated' |
| | 4524 | */ |
| | 4525 | return (info.trans is in (transparent, attenuated)); |
| | 4526 | } |
| | 4527 | |
| | 4528 | /* |
| | 4529 | * Call a method on this object from the given point of view. We'll |
| | 4530 | * push the current point of view, call the method, then restore the |
| | 4531 | * enclosing point of view. |
| | 4532 | */ |
| | 4533 | fromPOV(actor, pov, propToCall, [args]) |
| | 4534 | { |
| | 4535 | /* push the new point of view */ |
| | 4536 | pushPOV(actor, pov); |
| | 4537 | |
| | 4538 | /* make sure we pop the point of view no matter how we leave */ |
| | 4539 | try |
| | 4540 | { |
| | 4541 | /* call the method */ |
| | 4542 | self.(propToCall)(args...); |
| | 4543 | } |
| | 4544 | finally |
| | 4545 | { |
| | 4546 | /* restore the enclosing point of view on the way out */ |
| | 4547 | popPOV(); |
| | 4548 | } |
| | 4549 | } |
| | 4550 | |
| | 4551 | /* |
| | 4552 | * Every Thing has a location, which is the Thing that contains this |
| | 4553 | * object. A Thing's location can only be a simple object |
| | 4554 | * reference, or nil; it cannot be a list, and it cannot be a method. |
| | 4555 | * |
| | 4556 | * If the location is nil, the object does not exist anywhere in the |
| | 4557 | * simulation's physical model. A nil location can be used to |
| | 4558 | * remove an object from the game world, temporarily or permanently. |
| | 4559 | * |
| | 4560 | * In general, the 'location' property should be declared for each |
| | 4561 | * statically defined object (explicitly or implicitly via the '+' |
| | 4562 | * syntax). 'location' is a private property - it should never be |
| | 4563 | * evaluated or changed by any subclass or by any other object. |
| | 4564 | * Only Thing methods may evaluate or change the 'location' |
| | 4565 | * property. So, you can declare a 'location' property when |
| | 4566 | * defining an object, but you should essentially never refer to |
| | 4567 | * 'location' directly in any other context; instead, use the |
| | 4568 | * location and containment methods (isIn, etc) when you want to |
| | 4569 | * know an object's containment relationship to another object. |
| | 4570 | */ |
| | 4571 | location = nil |
| | 4572 | |
| | 4573 | /* |
| | 4574 | * Get the direct container we have in common with the given object, |
| | 4575 | * if any. Returns at most one common container. Returns nil if |
| | 4576 | * there is no common location. |
| | 4577 | */ |
| | 4578 | getCommonDirectContainer(obj) |
| | 4579 | { |
| | 4580 | local found; |
| | 4581 | |
| | 4582 | /* we haven't found one yet */ |
| | 4583 | found = nil; |
| | 4584 | |
| | 4585 | /* scan each of our containers for one in common with 'loc' */ |
| | 4586 | forEachContainer(new function(loc) { |
| | 4587 | /* |
| | 4588 | * If this location of ours is a direct container of the |
| | 4589 | * other object, it is a common location, so note it. |
| | 4590 | */ |
| | 4591 | if (obj.isDirectlyIn(loc)) |
| | 4592 | found = loc; |
| | 4593 | }); |
| | 4594 | |
| | 4595 | /* return what we found */ |
| | 4596 | return found; |
| | 4597 | } |
| | 4598 | |
| | 4599 | /* |
| | 4600 | * Get the container (direct or indirect) we have in common with the |
| | 4601 | * object, if any. |
| | 4602 | */ |
| | 4603 | getCommonContainer(obj) |
| | 4604 | { |
| | 4605 | local found; |
| | 4606 | |
| | 4607 | /* we haven't found one yet */ |
| | 4608 | found = nil; |
| | 4609 | |
| | 4610 | /* scan each of our containers for one in common with 'loc' */ |
| | 4611 | forEachContainer(new function(loc) { |
| | 4612 | /* |
| | 4613 | * If this location of ours is a direct container of the |
| | 4614 | * other object, it is a common location, so note it. |
| | 4615 | */ |
| | 4616 | if (obj.isIn(loc)) |
| | 4617 | found = loc; |
| | 4618 | }); |
| | 4619 | |
| | 4620 | /* if we found a common container, return it */ |
| | 4621 | if (found != nil) |
| | 4622 | return found; |
| | 4623 | |
| | 4624 | /* |
| | 4625 | * we didn't find obj's container among our direct containers, |
| | 4626 | * so try our direct container's containers |
| | 4627 | */ |
| | 4628 | forEachContainer(new function(loc) { |
| | 4629 | local cur; |
| | 4630 | |
| | 4631 | /* try finding for a common container of this container */ |
| | 4632 | cur = loc.getCommonContainer(obj); |
| | 4633 | |
| | 4634 | /* if we found it, note it */ |
| | 4635 | if (cur != nil) |
| | 4636 | found = cur; |
| | 4637 | }); |
| | 4638 | |
| | 4639 | /* return what we found */ |
| | 4640 | return found; |
| | 4641 | } |
| | 4642 | |
| | 4643 | /* |
| | 4644 | * Get our "identity" object. This is the object that we appear to |
| | 4645 | * be an inseparable part of. |
| | 4646 | * |
| | 4647 | * In most cases, an object is its own identity object. However, |
| | 4648 | * there are times when the object that a player sees isn't the same |
| | 4649 | * as the object that the parser resolves, because we're modeling a |
| | 4650 | * single physical object with several programming objects. For |
| | 4651 | * example, a complex container has one or more secret internal |
| | 4652 | * program objects representing the different sub-containers; as far |
| | 4653 | * as the player is concerned, all of the sub-containers are just |
| | 4654 | * aspects of the parent complex container, not separate object, so |
| | 4655 | * the sub-containers all have the identity of the parent complex |
| | 4656 | * container. |
| | 4657 | * |
| | 4658 | * By default, this is simply 'self'. Objects that take their |
| | 4659 | * effective identities from other objects must override this |
| | 4660 | * accordingly. |
| | 4661 | */ |
| | 4662 | getIdentityObject() { return self; } |
| | 4663 | |
| | 4664 | /* |
| | 4665 | * Am I a component of the given object? The base Thing is not a |
| | 4666 | * component of anything, so we'll simply return nil. |
| | 4667 | */ |
| | 4668 | isComponentOf(obj) { return nil; } |
| | 4669 | |
| | 4670 | /* |
| | 4671 | * General initialization - this will be called during preinit so |
| | 4672 | * that we can set up the initial values of any derived internal |
| | 4673 | * properties. |
| | 4674 | */ |
| | 4675 | initializeThing() |
| | 4676 | { |
| | 4677 | /* initialize our location settings */ |
| | 4678 | initializeLocation(); |
| | 4679 | |
| | 4680 | /* |
| | 4681 | * if we're marked 'equivalent', it means we're interchangeable |
| | 4682 | * in parser input with other objects with the same name; set up |
| | 4683 | * our equivalence group listing if so |
| | 4684 | */ |
| | 4685 | if (isEquivalent) |
| | 4686 | initializeEquivalent(); |
| | 4687 | |
| | 4688 | /* if we have a global parameter name, add it to the global table */ |
| | 4689 | if (globalParamName != nil) |
| | 4690 | langMessageBuilder.nameTable_[globalParamName] = self; |
| | 4691 | } |
| | 4692 | |
| | 4693 | /* |
| | 4694 | * Initialize my location's contents list - add myself to my |
| | 4695 | * container during initialization |
| | 4696 | */ |
| | 4697 | initializeLocation() |
| | 4698 | { |
| | 4699 | if (location != nil) |
| | 4700 | location.addToContents(self); |
| | 4701 | } |
| | 4702 | |
| | 4703 | /* |
| | 4704 | * Initialize this class object for listing its instances that are |
| | 4705 | * marked with isEquivalent. We'll initialize a list group that |
| | 4706 | * lists our equivalent instances as a group. |
| | 4707 | * |
| | 4708 | * Objects are grouped by their equivalence key - each set of objects |
| | 4709 | * with the same key is part of the same group. The key is |
| | 4710 | * determined by the language module, but is usually just the basic |
| | 4711 | * disambiguation name (the 'disambigName' property in English, for |
| | 4712 | * example). |
| | 4713 | */ |
| | 4714 | initializeEquivalent() |
| | 4715 | { |
| | 4716 | /* |
| | 4717 | * If we're already in an equivalence group (because our key has |
| | 4718 | * changed, for example, or due to inheritance), remove the |
| | 4719 | * existing group from the group list. If the group isn't |
| | 4720 | * changing after all, we'll just add it back, so removing it |
| | 4721 | * should be harmless. |
| | 4722 | */ |
| | 4723 | if (equivalentGrouper != nil) |
| | 4724 | listWith -= equivalentGrouper; |
| | 4725 | |
| | 4726 | /* look up our equivalence key in the global table of groupers */ |
| | 4727 | equivalentGrouper = equivalentGrouperTable[equivalenceKey]; |
| | 4728 | |
| | 4729 | /* if there's no grouper for our key, create one */ |
| | 4730 | if (equivalentGrouper == nil) |
| | 4731 | { |
| | 4732 | /* create a new grouper */ |
| | 4733 | equivalentGrouper = equivalentGrouperClass.createInstance(); |
| | 4734 | |
| | 4735 | /* add it to the table */ |
| | 4736 | equivalentGrouperTable[equivalenceKey] = equivalentGrouper; |
| | 4737 | } |
| | 4738 | |
| | 4739 | /* |
| | 4740 | * Add it to our list, as long as our listWith isn't already |
| | 4741 | * defined as a method. Note that we intentionally add it as the |
| | 4742 | * last element, because an equivalent group is the most specific |
| | 4743 | * kind of group possible. |
| | 4744 | */ |
| | 4745 | if (propType(&listWith) != TypeCode) |
| | 4746 | listWith += equivalentGrouper; |
| | 4747 | } |
| | 4748 | |
| | 4749 | /* |
| | 4750 | * A static game-wide table of equivalence groups. This has a table |
| | 4751 | * of ListGroupEquivalent-derived objects, keyed by equivalence name. |
| | 4752 | * Each group of objects with the same equivalence name is listed in |
| | 4753 | * the same group and so has the same grouper object. |
| | 4754 | */ |
| | 4755 | equivalentGrouperTable = static (new LookupTable(32, 64)) |
| | 4756 | |
| | 4757 | /* |
| | 4758 | * my equivalence grouper class - when we initialize, we'll create a |
| | 4759 | * grouper of this class and store it in equivalentGrouper |
| | 4760 | */ |
| | 4761 | equivalentGrouperClass = ListGroupEquivalent |
| | 4762 | |
| | 4763 | /* |
| | 4764 | * Our equivalent item grouper. During initialization, we will |
| | 4765 | * create an equivalent grouper and store it in this property for |
| | 4766 | * each class object that has instances marked with isEquivalent. |
| | 4767 | * Note that this is stored with the class, because we want each of |
| | 4768 | * our equivalent instances to share the same grouper object so that |
| | 4769 | * they are listed together as a group. |
| | 4770 | */ |
| | 4771 | equivalentGrouper = nil |
| | 4772 | |
| | 4773 | /* |
| | 4774 | * My contents. This is a list of the objects that this object |
| | 4775 | * directly contains. |
| | 4776 | */ |
| | 4777 | contents = [] |
| | 4778 | |
| | 4779 | /* |
| | 4780 | * Get my associated noise object. By default, this looks for an |
| | 4781 | * item of class Noise directly within me. |
| | 4782 | */ |
| | 4783 | getNoise() |
| | 4784 | { |
| | 4785 | /* |
| | 4786 | * Look for a Noise object among my direct contents. Only look |
| | 4787 | * for a noise with an active sound presence. |
| | 4788 | */ |
| | 4789 | return contents.valWhich( |
| | 4790 | {obj: obj.ofKind(Noise) && obj.soundPresence}); |
| | 4791 | } |
| | 4792 | |
| | 4793 | /* |
| | 4794 | * Get my associated odor object. By default, this looks for an |
| | 4795 | * item of class Odor directly within me. |
| | 4796 | */ |
| | 4797 | getOdor() |
| | 4798 | { |
| | 4799 | /* |
| | 4800 | * Look for an Odor object among my direct contents. Only look |
| | 4801 | * for an odor with an active smell presence. |
| | 4802 | */ |
| | 4803 | return contents.valWhich( |
| | 4804 | {obj: obj.ofKind(Odor) && obj.smellPresence}); |
| | 4805 | } |
| | 4806 | |
| | 4807 | /* |
| | 4808 | * Get a vector of all of my contents, recursively including |
| | 4809 | * contents of contents. |
| | 4810 | */ |
| | 4811 | allContents() |
| | 4812 | { |
| | 4813 | local vec; |
| | 4814 | |
| | 4815 | /* start with an empty vector */ |
| | 4816 | vec = new Vector(32); |
| | 4817 | |
| | 4818 | /* add all of my contents to the vector */ |
| | 4819 | addAllContents(vec); |
| | 4820 | |
| | 4821 | /* return the result */ |
| | 4822 | return vec; |
| | 4823 | } |
| | 4824 | |
| | 4825 | /* |
| | 4826 | * Get a list of objects suitable for matching ALL in TAKE ALL FROM |
| | 4827 | * <self>. By default, this simply returns the list of everything in |
| | 4828 | * scope that's directly inside 'self'. |
| | 4829 | */ |
| | 4830 | getAllForTakeFrom(scopeList) |
| | 4831 | { |
| | 4832 | /* |
| | 4833 | * include only objects contained within 'self' that aren't |
| | 4834 | * components of 'self' |
| | 4835 | */ |
| | 4836 | return scopeList.subset( |
| | 4837 | {x: x != self && x.isDirectlyIn(self) && !x.isComponentOf(self)}); |
| | 4838 | } |
| | 4839 | |
| | 4840 | /* |
| | 4841 | * add myself and all of my contents, recursively including contents |
| | 4842 | * of contents, to a vector |
| | 4843 | */ |
| | 4844 | addAllContents(vec) |
| | 4845 | { |
| | 4846 | /* visit everything in my contents */ |
| | 4847 | foreach (local cur in contents) |
| | 4848 | { |
| | 4849 | /* |
| | 4850 | * if this item is already in the vector, skip it - we've |
| | 4851 | * already visited it and its contents |
| | 4852 | */ |
| | 4853 | if (vec.indexOf(cur) != nil) |
| | 4854 | continue; |
| | 4855 | |
| | 4856 | /* add this item */ |
| | 4857 | vec.append(cur); |
| | 4858 | |
| | 4859 | /* add this item's contents recursively */ |
| | 4860 | cur.addAllContents(vec); |
| | 4861 | } |
| | 4862 | } |
| | 4863 | |
| | 4864 | /* |
| | 4865 | * Show the contents of this object, as part of a recursive listing |
| | 4866 | * generated as part of the description of our container, our |
| | 4867 | * container's container, or any further enclosing container. |
| | 4868 | * |
| | 4869 | * If the object has any contents, we'll display a listing of the |
| | 4870 | * contents. This is used to display the object's contents as part |
| | 4871 | * of the description of a room ("look around"), of an object |
| | 4872 | * ("examine box"), or of an object's contents ("look in box"). |
| | 4873 | * |
| | 4874 | * 'options' is the set of flags that we'll pass to showList(), and |
| | 4875 | * has the same meaning as for that function. |
| | 4876 | * |
| | 4877 | * 'infoTab' is a lookup table of SenseInfo objects for the objects |
| | 4878 | * that the actor to whom we're showing the contents listing can see |
| | 4879 | * via the sight-like senses. |
| | 4880 | * |
| | 4881 | * This method should be overridden by any object that doesn't store |
| | 4882 | * its contents using a simple 'contents' list property. |
| | 4883 | */ |
| | 4884 | showObjectContents(pov, lister, options, indent, infoTab) |
| | 4885 | { |
| | 4886 | local cont; |
| | 4887 | |
| | 4888 | /* get my listable contents */ |
| | 4889 | cont = lister.getListedContents(self, infoTab); |
| | 4890 | |
| | 4891 | /* if the surviving list isn't empty, show it */ |
| | 4892 | if (cont != []) |
| | 4893 | lister.showList(pov, self, cont, options, indent, infoTab, nil); |
| | 4894 | } |
| | 4895 | |
| | 4896 | /* |
| | 4897 | * Show the contents of this object as part of an inventory listing. |
| | 4898 | * By default, we simply use the same listing we do for the normal |
| | 4899 | * contents listing. |
| | 4900 | */ |
| | 4901 | showInventoryContents(pov, lister, options, indent, infoTab) |
| | 4902 | { |
| | 4903 | /* by default, use the normal room/object contents listing */ |
| | 4904 | showObjectContents(pov, lister, options, indent, infoTab); |
| | 4905 | } |
| | 4906 | |
| | 4907 | /* |
| | 4908 | * Get my listed contents for recursive object descriptions. This |
| | 4909 | * returns the list of the direct contents that we'll mention when |
| | 4910 | * we're examining our container's container, a further enclosing |
| | 4911 | * container, or the enclosing room. |
| | 4912 | * |
| | 4913 | * By default, we'll return the same list we'll display on direct |
| | 4914 | * examination of this object. |
| | 4915 | */ |
| | 4916 | getListedContents(lister, infoTab) |
| | 4917 | { |
| | 4918 | /* |
| | 4919 | * return the contents we'd list when directly examining self, |
| | 4920 | * limited to the listable contents |
| | 4921 | */ |
| | 4922 | return getContentsForExamine(lister, infoTab) |
| | 4923 | .subset({x: lister.isListed(x)}); |
| | 4924 | } |
| | 4925 | |
| | 4926 | /* |
| | 4927 | * Get the listed contents in a direct examination of this object. |
| | 4928 | * By default, this simply returns a list of all of our direct |
| | 4929 | * contents that are included in the info table. |
| | 4930 | */ |
| | 4931 | getContentsForExamine(lister, infoTab) |
| | 4932 | { |
| | 4933 | /* |
| | 4934 | * return only my direct contents that are found in the infoTab, |
| | 4935 | * since these are the objects that can be sensed from the |
| | 4936 | * actor's point of view |
| | 4937 | */ |
| | 4938 | return contents.subset({x: infoTab[x] != nil}); |
| | 4939 | } |
| | 4940 | |
| | 4941 | /* |
| | 4942 | * Is this a "top-level" location? A top-level location is an |
| | 4943 | * object which doesn't have another container, so its 'location' |
| | 4944 | * property is nil, but which is part of the game universe anyway. |
| | 4945 | * In most cases, a top-level location is simply a Room, since the |
| | 4946 | * network of rooms makes up the game's map. |
| | 4947 | * |
| | 4948 | * If an object has no location and is not itself a top-level |
| | 4949 | * location, then the object is not part of the game world. It's |
| | 4950 | * sometimes useful to remove objects from the game world, such as |
| | 4951 | * when they're destroyed within the context of the game. |
| | 4952 | */ |
| | 4953 | isTopLevel = nil |
| | 4954 | |
| | 4955 | /* |
| | 4956 | * Determine if I'm is inside another Thing. Returns true if this |
| | 4957 | * object is contained within 'obj', directly or indirectly (that |
| | 4958 | * is, this returns true if my immediate container is 'obj', OR my |
| | 4959 | * immediate container is in 'obj', recursively defined). |
| | 4960 | * |
| | 4961 | * isIn(nil) returns true if this object is "outside" the game |
| | 4962 | * world, which means that the object is not reachable from anywhere |
| | 4963 | * in the game map and is thus not part of the simulation. This is |
| | 4964 | * the case if our outermost container is NOT a top-level object, as |
| | 4965 | * indicated by its isTopLevel property. If we're inside an object |
| | 4966 | * marked as a top-level object, or we're inside an object that's |
| | 4967 | * inside a top-level object (and so on), then we're part of the |
| | 4968 | * game world, so isIn(nil) will return nil. If our outermost |
| | 4969 | * container is has a nil isTopLevel property, isIn(nil) will return |
| | 4970 | * true. |
| | 4971 | * |
| | 4972 | * Note that our notion of "in" is not limited to enclosing |
| | 4973 | * containment, because the same containment hierarchy is used to |
| | 4974 | * represent all types of containment relationships, including |
| | 4975 | * things being "on" other things and part of other things. |
| | 4976 | */ |
| | 4977 | isIn(obj) |
| | 4978 | { |
| | 4979 | local loc = location; |
| | 4980 | |
| | 4981 | /* if we have no location, we're not inside any object */ |
| | 4982 | if (loc == nil) |
| | 4983 | { |
| | 4984 | /* |
| | 4985 | * We have no container, so there are two possibilities: |
| | 4986 | * either we're not part of the game world at all, or we're |
| | 4987 | * a top-level object, which is an object that's explicitly |
| | 4988 | * part of the game world and at the top of the containment |
| | 4989 | * tree. Our 'isTopLevel' property determines which it is. |
| | 4990 | * |
| | 4991 | * If they're asking us if we're inside 'nil', then what |
| | 4992 | * they want to know is if we're outside the game world. If |
| | 4993 | * we're not a top-level object, we are outside the game |
| | 4994 | * world, so isIn(nil) is true; if we are a top-level |
| | 4995 | * object, then we're explicitly part of the game world, so |
| | 4996 | * isIn(nil) is false. |
| | 4997 | * |
| | 4998 | * If they're asking us if we're inside any non-nil object, |
| | 4999 | * then they simply want to know if we're inside that |
| | 5000 | * object. So, if 'obj' is not nil, we must return nil: |
| | 5001 | * we're not in any object, so we can't be in 'obj'. |
| | 5002 | */ |
| | 5003 | if (obj == nil) |
| | 5004 | { |
| | 5005 | /* |
| | 5006 | * they want to know if we're outside the simulation |
| | 5007 | * entirely: return true if we're NOT a top-level |
| | 5008 | * object, nil otherwise |
| | 5009 | */ |
| | 5010 | return !isTopLevel; |
| | 5011 | } |
| | 5012 | else |
| | 5013 | { |
| | 5014 | /* |
| | 5015 | * they want to know if we're inside some specific |
| | 5016 | * object; we can't be, because we're not in any object |
| | 5017 | */ |
| | 5018 | return nil; |
| | 5019 | } |
| | 5020 | } |
| | 5021 | |
| | 5022 | /* if obj is my immediate container, I'm obviously in it */ |
| | 5023 | if (loc == obj) |
| | 5024 | return true; |
| | 5025 | |
| | 5026 | /* I'm in obj if my container is in obj */ |
| | 5027 | return loc.isIn(obj); |
| | 5028 | } |
| | 5029 | |
| | 5030 | /* |
| | 5031 | * Determine if I'm directly inside another Thing. Returns true if |
| | 5032 | * this object is contained directly within obj. Returns nil if |
| | 5033 | * this object isn't directly within obj, even if it is indirectly |
| | 5034 | * in obj (i.e., its container is directly or indirectly in obj). |
| | 5035 | */ |
| | 5036 | isDirectlyIn(obj) |
| | 5037 | { |
| | 5038 | /* I'm directly in obj only if it's my immediate container */ |
| | 5039 | return location == obj; |
| | 5040 | } |
| | 5041 | |
| | 5042 | /* |
| | 5043 | * Determine if I'm "nominally" inside the given Thing. Returns true |
| | 5044 | * if the object is actually within the given object, OR the object |
| | 5045 | * is a room part and I'm nominally in the room part. |
| | 5046 | */ |
| | 5047 | isNominallyIn(obj) |
| | 5048 | { |
| | 5049 | /* if I'm actually in the given object, I'm nominally in it as well */ |
| | 5050 | if (isIn(obj)) |
| | 5051 | return true; |
| | 5052 | |
| | 5053 | /* |
| | 5054 | * if the object is a room part, and we're nominally in the room |
| | 5055 | * part, then we're nominally in the object |
| | 5056 | */ |
| | 5057 | if (obj.ofKind(RoomPart) && isNominallyInRoomPart(obj)) |
| | 5058 | return true; |
| | 5059 | |
| | 5060 | /* we're not nominally in the object */ |
| | 5061 | return nil; |
| | 5062 | } |
| | 5063 | |
| | 5064 | /* |
| | 5065 | * Determine if this object is contained within an item fixed in |
| | 5066 | * place within the given location. We'll check our container to |
| | 5067 | * see if its contents are within an object fixed in place in the |
| | 5068 | * given location. |
| | 5069 | * |
| | 5070 | * This is a rather specific check that might seem a bit odd, but |
| | 5071 | * for some purposes it's useful to treat objects within fixed |
| | 5072 | * containers in a location as though they were in the location |
| | 5073 | * itself, because fixtures of a location are to some extent parts |
| | 5074 | * of the location. |
| | 5075 | */ |
| | 5076 | isInFixedIn(loc) |
| | 5077 | { |
| | 5078 | /* return true if my location's contents are in fixed things */ |
| | 5079 | return location != nil && location.contentsInFixedIn(loc); |
| | 5080 | } |
| | 5081 | |
| | 5082 | /* Am I either inside 'obj', or equal to 'obj'? */ |
| | 5083 | isOrIsIn(obj) { return self == obj || isIn(obj); } |
| | 5084 | |
| | 5085 | /* |
| | 5086 | * Are my contents within a fixed item that is within the given |
| | 5087 | * location? By default, we return nil because we are not ourselves |
| | 5088 | * fixed. |
| | 5089 | */ |
| | 5090 | contentsInFixedIn(loc) { return nil; } |
| | 5091 | |
| | 5092 | /* |
| | 5093 | * Determine if I'm "held" by an actor, for the purposes of being |
| | 5094 | * manipulated in an action. In most cases, an object is considered |
| | 5095 | * held by an actor if it's directly within the actor's inventory, |
| | 5096 | * because the actor's direct inventory represents the contents of |
| | 5097 | * the actors hands (or equivalent). |
| | 5098 | * |
| | 5099 | * Some classes might override this to change the definition of |
| | 5100 | * "held" to include things not directly in the actor's inventory or |
| | 5101 | * exclude things directly in the inventory. For example, an item |
| | 5102 | * being worn is generally not considered held even though it might |
| | 5103 | * be in the direct inventory, and a key on a keyring is considered |
| | 5104 | * held if the keyring is being held. |
| | 5105 | */ |
| | 5106 | isHeldBy(actor) |
| | 5107 | { |
| | 5108 | /* |
| | 5109 | * by default, an object is held if and only if it's in the |
| | 5110 | * direct inventory of the actor |
| | 5111 | */ |
| | 5112 | return isDirectlyIn(actor); |
| | 5113 | } |
| | 5114 | |
| | 5115 | /* |
| | 5116 | * Are we being held by the given actor for the purposes of the |
| | 5117 | * objHeld precondition? By default, and in almost all cases, this |
| | 5118 | * simply returns isHeldBy(). In some rare cases, it might make |
| | 5119 | * sense to consider an object to meet the objHeld condition even if |
| | 5120 | * isHeldBy returns nil; for example, an actor's hands and other |
| | 5121 | * body parts can't be considered to be held, but they also don't |
| | 5122 | * need to be for any command operating on them. |
| | 5123 | */ |
| | 5124 | meetsObjHeld(actor) { return isHeldBy(actor); } |
| | 5125 | |
| | 5126 | /* |
| | 5127 | * Add to a vector all of my contents that are directly held when |
| | 5128 | * I'm being directly held. This is used to add the direct contents |
| | 5129 | * of an item to scope when the item itself is being directly held. |
| | 5130 | * |
| | 5131 | * In most cases, we do nothing. Certain types of objects override |
| | 5132 | * this because they consider their contents to be held if they're |
| | 5133 | * held. For example, a keyring considers all of its keys to be |
| | 5134 | * held if the keyring itself is held, because the keys are attached |
| | 5135 | * to the keyring rather than contained within it. |
| | 5136 | */ |
| | 5137 | appendHeldContents(vec) |
| | 5138 | { |
| | 5139 | /* by default, do nothing */ |
| | 5140 | } |
| | 5141 | |
| | 5142 | /* |
| | 5143 | * Determine if I'm "owned" by another object. By default, if we |
| | 5144 | * have an explicit owner, then we are owned by 'obj' if and only if |
| | 5145 | * 'obj' is our explicit owner; otherwise, if 'obj' is our immediate |
| | 5146 | * location, and our immediate location can own us (as reported by |
| | 5147 | * obj.canOwn(self)), then 'obj' owns us; otherwise, 'obj' owns us |
| | 5148 | * if our immediate location CANNOT own us AND our immediate |
| | 5149 | * location is owned by 'obj'. This last case is tricky: it means |
| | 5150 | * that if we're inside something other than 'obj' that can own us, |
| | 5151 | * such as another actor, then 'obj' doesn't own us because our |
| | 5152 | * immediate location does; it also means that if we're inside an |
| | 5153 | * object that has an explicit owner rather than an owner based on |
| | 5154 | * location, we have the same explicit owner, so a dollar bill |
| | 5155 | * inside Bob's wallet which is in turn being carried by Charlie is |
| | 5156 | * owned by Bob, not Charlie. |
| | 5157 | * |
| | 5158 | * This is used to determine ownership for the purpose of |
| | 5159 | * possessives in commands. Ownership is not always exclusive: it |
| | 5160 | * is possible for a given object to have multiple owners in some |
| | 5161 | * cases. For example, if Bob and Bill are both sitting on a couch, |
| | 5162 | * the couch could be referred to as "bob's couch" or "bill's |
| | 5163 | * couch", so the couch is owned by both Bob and Bill. It is also |
| | 5164 | * possible for an object to be unowned. |
| | 5165 | * |
| | 5166 | * In most cases, ownership is a function of location (possession is |
| | 5167 | * nine-tenths of the law, as they say), but not always; in some |
| | 5168 | * cases, an object has a particular owner regardless of its |
| | 5169 | * location, such as "bob's wallet". This default implementation |
| | 5170 | * allows for ownership by location, as well as explicit ownership, |
| | 5171 | * with explicit ownership (as indicated by the self.owner property) |
| | 5172 | * taking precedence. |
| | 5173 | */ |
| | 5174 | isOwnedBy(obj) |
| | 5175 | { |
| | 5176 | local cont; |
| | 5177 | |
| | 5178 | /* |
| | 5179 | * if I have an explicit owner, then obj is my owner if it |
| | 5180 | * matches my explicit owner |
| | 5181 | */ |
| | 5182 | if (owner != nil) |
| | 5183 | return owner == obj; |
| | 5184 | |
| | 5185 | /* |
| | 5186 | * Check my immediate container to see if it's the owner in |
| | 5187 | * question. |
| | 5188 | */ |
| | 5189 | if (isDirectlyIn(obj)) |
| | 5190 | { |
| | 5191 | /* |
| | 5192 | * My immediate container is the owner of interest. If this |
| | 5193 | * container can own me, then I'm owned by it because we |
| | 5194 | * didn't find any other owners first. Otherwise, I'm not |
| | 5195 | * owned by it because it can't own me in the first place. |
| | 5196 | */ |
| | 5197 | return obj.canOwn(self); |
| | 5198 | } |
| | 5199 | |
| | 5200 | /* presume we have a single-location container */ |
| | 5201 | cont = location; |
| | 5202 | |
| | 5203 | /* check to see if we have no single location */ |
| | 5204 | if (cont == nil) |
| | 5205 | { |
| | 5206 | /* |
| | 5207 | * I have no location, so either I'm not inside anything at |
| | 5208 | * all, or I have multiple locations. If we're indirectly |
| | 5209 | * in 'obj', then proceed up the containment tree branch by |
| | 5210 | * which 'obj' contains us. If we're not even indirectly in |
| | 5211 | * 'obj', then there's no containment relationship that |
| | 5212 | * establishes ownership. |
| | 5213 | */ |
| | 5214 | if (isIn(obj)) |
| | 5215 | { |
| | 5216 | /* |
| | 5217 | * we're indirectly in 'obj', so get the containment |
| | 5218 | * branch on which we're contained by 'obj' |
| | 5219 | */ |
| | 5220 | forEachContainer(new function(x) |
| | 5221 | { |
| | 5222 | if (x == obj || x.isIn(obj)) |
| | 5223 | cont = x; |
| | 5224 | }); |
| | 5225 | } |
| | 5226 | else |
| | 5227 | { |
| | 5228 | /* |
| | 5229 | * we're not in 'obj', so there's no containment |
| | 5230 | * relationship that establishes ownership |
| | 5231 | */ |
| | 5232 | return nil; |
| | 5233 | } |
| | 5234 | } |
| | 5235 | |
| | 5236 | /* |
| | 5237 | * My immediate container is not the object of interest. If |
| | 5238 | * this container can own me, then I'm owned by this container |
| | 5239 | * and NOT by obj. |
| | 5240 | */ |
| | 5241 | if (cont.canOwn(self)) |
| | 5242 | return nil; |
| | 5243 | |
| | 5244 | /* |
| | 5245 | * My container can't own me, so it's not my owner, so our owner |
| | 5246 | * is my container's owner - thus, I'm owned by obj if my |
| | 5247 | * location is owned by obj. |
| | 5248 | */ |
| | 5249 | return cont.isOwnedBy(obj); |
| | 5250 | } |
| | 5251 | |
| | 5252 | /* |
| | 5253 | * My explicit owner. By default, objects do not have explicit |
| | 5254 | * owners, which means that the owner at any given time is |
| | 5255 | * determined by the object's location - my innermost container that |
| | 5256 | * can own me is my owner. |
| | 5257 | * |
| | 5258 | * However, in some cases, an object is inherently owned by a |
| | 5259 | * particular other object (usually an actor), and this is invariant |
| | 5260 | * even when the object moves to a new location not within the |
| | 5261 | * owner. For such cases, this property can be set to the explicit |
| | 5262 | * owner object, which will cause self.isOwnedBy(obj) to return true |
| | 5263 | * if and only if obj == self.owner. |
| | 5264 | */ |
| | 5265 | owner = nil |
| | 5266 | |
| | 5267 | /* |
| | 5268 | * Get the "nominal owner" of this object. This is the owner that |
| | 5269 | * we report for the object if asked to distinguish this object from |
| | 5270 | * another via the OwnershipDistinguisher. Note that the nominal |
| | 5271 | * owner is not necessarily the only owner, because an object can |
| | 5272 | * have multiple owners in some cases; however, the nominal owner |
| | 5273 | * must always be an owner, in that isOwnedBy(getNominalOwner()) |
| | 5274 | * should always return true. |
| | 5275 | * |
| | 5276 | * By default, if we have an explicit owner, we'll return that. |
| | 5277 | * Otherwise, if our immediate container can own us, we'll return |
| | 5278 | * our immediate container. Otherwise, we'll return our immediate |
| | 5279 | * container's nominal owner. Note that this last case means that a |
| | 5280 | * dollar bill inside Bob's wallet will be Bob's dollar bill, even |
| | 5281 | * if Bob's wallet is currently being carried by another actor. |
| | 5282 | */ |
| | 5283 | getNominalOwner() |
| | 5284 | { |
| | 5285 | /* if we have an explicit owner, return that */ |
| | 5286 | if (owner != nil) |
| | 5287 | return owner; |
| | 5288 | |
| | 5289 | /* if we have no location, we have no owner */ |
| | 5290 | if (location == nil) |
| | 5291 | return nil; |
| | 5292 | |
| | 5293 | /* if our immediate location can own us, return it */ |
| | 5294 | if (location.canOwn(self)) |
| | 5295 | return location; |
| | 5296 | |
| | 5297 | /* return our immediate location's owner */ |
| | 5298 | return location.getNominalOwner(); |
| | 5299 | } |
| | 5300 | |
| | 5301 | /* |
| | 5302 | * Can I own the given object? By default, objects cannot own other |
| | 5303 | * objects. This can be overridden when ownership is desired. |
| | 5304 | * |
| | 5305 | * This doesn't determine that we *do* own the given object, but |
| | 5306 | * only that we *can* own the given object. |
| | 5307 | */ |
| | 5308 | canOwn(obj) { return nil; } |
| | 5309 | |
| | 5310 | /* |
| | 5311 | * Get the carrying actor. This is the nearest enclosing location |
| | 5312 | * that's an actor. |
| | 5313 | */ |
| | 5314 | getCarryingActor() |
| | 5315 | { |
| | 5316 | /* if I don't have a location, there's no carrier */ |
| | 5317 | if (location == nil) |
| | 5318 | return nil; |
| | 5319 | |
| | 5320 | /* if my location is an actor, it's the carrying actor */ |
| | 5321 | if (location.isActor) |
| | 5322 | return location; |
| | 5323 | |
| | 5324 | /* return my location's carrying actor */ |
| | 5325 | return location.getCarryingActor(); |
| | 5326 | } |
| | 5327 | |
| | 5328 | /* |
| | 5329 | * Try making the current command's actor hold me. By default, |
| | 5330 | * we'll simply try a "take" command on the object. |
| | 5331 | */ |
| | 5332 | tryHolding() |
| | 5333 | { |
| | 5334 | /* |
| | 5335 | * Try an implicit 'take' command. If the actor is carrying the |
| | 5336 | * object indirectly, make the command "take from" instead, |
| | 5337 | * since what we really want to do is take the object out of its |
| | 5338 | * container. |
| | 5339 | */ |
| | 5340 | if (isIn(gActor)) |
| | 5341 | return tryImplicitAction(TakeFrom, self, location); |
| | 5342 | else |
| | 5343 | return tryImplicitAction(Take, self); |
| | 5344 | } |
| | 5345 | |
| | 5346 | /* |
| | 5347 | * Try moving the given object into this object, with an implied |
| | 5348 | * command. By default, since an ordinary Thing doesn't have a way |
| | 5349 | * of adding new contents by a player command, this does nothing. |
| | 5350 | * Containers and other objects that can hold new contents can |
| | 5351 | * override this as appropriate. |
| | 5352 | */ |
| | 5353 | tryMovingObjInto(obj) { return nil; } |
| | 5354 | |
| | 5355 | /* |
| | 5356 | * Report a failure of the condition that tryMovingObjInto tries to |
| | 5357 | * bring into effect. By default, this simply says that the object |
| | 5358 | * must be in 'self'. Some objects might want to override this when |
| | 5359 | * they describe containment specially; for example, an actor might |
| | 5360 | * want to say that the actor "must be carrying" the object. |
| | 5361 | */ |
| | 5362 | mustMoveObjInto(obj) { reportFailure(&mustBeInMsg, obj, self); } |
| | 5363 | |
| | 5364 | /* |
| | 5365 | * Add an object to my contents. |
| | 5366 | * |
| | 5367 | * Note that this should NOT be overridden to cause side effects - |
| | 5368 | * if side effects are desired when inserting a new object into my |
| | 5369 | * contents, use notifyInsert(). This routine is not allowed to |
| | 5370 | * cause side effects because it is sometimes necessary to bypass |
| | 5371 | * side effects when moving an item. |
| | 5372 | */ |
| | 5373 | addToContents(obj) |
| | 5374 | { |
| | 5375 | /* add the object to my contents list */ |
| | 5376 | contents += obj; |
| | 5377 | } |
| | 5378 | |
| | 5379 | /* |
| | 5380 | * Remove an object from my contents. |
| | 5381 | * |
| | 5382 | * Do NOT override this routine to cause side effects. If side |
| | 5383 | * effects are desired when removing an object, use notifyRemove(). |
| | 5384 | */ |
| | 5385 | removeFromContents(obj) |
| | 5386 | { |
| | 5387 | /* remove the object from my contents list */ |
| | 5388 | contents -= obj; |
| | 5389 | } |
| | 5390 | |
| | 5391 | /* |
| | 5392 | * Save my location for later restoration. Returns a value suitable |
| | 5393 | * for passing to restoreLocation. |
| | 5394 | */ |
| | 5395 | saveLocation() |
| | 5396 | { |
| | 5397 | /* |
| | 5398 | * I'm an ordinary object with only one location, so simply |
| | 5399 | * return the location |
| | 5400 | */ |
| | 5401 | return location; |
| | 5402 | } |
| | 5403 | |
| | 5404 | /* |
| | 5405 | * Restore a previously saved location. Does not trigger any side |
| | 5406 | * effects. |
| | 5407 | */ |
| | 5408 | restoreLocation(oldLoc) |
| | 5409 | { |
| | 5410 | /* move myself without side effects into my old container */ |
| | 5411 | baseMoveInto(oldLoc); |
| | 5412 | } |
| | 5413 | |
| | 5414 | /* |
| | 5415 | * Move this object to a new container. Before the move is actually |
| | 5416 | * performed, we notify the items in the movement path of the |
| | 5417 | * change, then we send notifyRemove and notifyInsert messages to |
| | 5418 | * the old and new containment trees, respectively. |
| | 5419 | * |
| | 5420 | * All notifications are sent before the object is actually moved. |
| | 5421 | * This means that the current game state at the time of the |
| | 5422 | * notifications reflects the state before the move. |
| | 5423 | */ |
| | 5424 | moveInto(newContainer) |
| | 5425 | { |
| | 5426 | /* notify the path */ |
| | 5427 | moveIntoNotifyPath(newContainer); |
| | 5428 | |
| | 5429 | /* perform the main moveInto operations */ |
| | 5430 | mainMoveInto(newContainer); |
| | 5431 | } |
| | 5432 | |
| | 5433 | /* |
| | 5434 | * Move this object to a new container as part of travel. This is |
| | 5435 | * almost the same as the regular moveInto(), but does not attempt |
| | 5436 | * to calculate and notify the sense path to the new location. We |
| | 5437 | * omit the path notification because travel is done via travel |
| | 5438 | * connections, which are not necessarily the same as sense |
| | 5439 | * connections. |
| | 5440 | */ |
| | 5441 | moveIntoForTravel(newContainer) |
| | 5442 | { |
| | 5443 | /* |
| | 5444 | * perform the main moveInto operations, omitting the path |
| | 5445 | * notification |
| | 5446 | */ |
| | 5447 | mainMoveInto(newContainer); |
| | 5448 | } |
| | 5449 | |
| | 5450 | /* |
| | 5451 | * Main moveInto - this is the mid-level containment changer; this |
| | 5452 | * routine sends notifications to the old and new container, but |
| | 5453 | * doesn't notify anything along the connecting sense path. |
| | 5454 | */ |
| | 5455 | mainMoveInto(newContainer) |
| | 5456 | { |
| | 5457 | /* notify my container that I'm being removed */ |
| | 5458 | sendNotifyRemove(self, newContainer, ¬ifyRemove); |
| | 5459 | |
| | 5460 | /* notify my new container that I'm about to be added */ |
| | 5461 | if (newContainer != nil) |
| | 5462 | newContainer.sendNotifyInsert(self, newContainer, ¬ifyInsert); |
| | 5463 | |
| | 5464 | /* notify myself that I'm about to be moved */ |
| | 5465 | notifyMoveInto(newContainer); |
| | 5466 | |
| | 5467 | /* perform the basic containment change */ |
| | 5468 | baseMoveInto(newContainer); |
| | 5469 | |
| | 5470 | /* note that I've been moved */ |
| | 5471 | moved = true; |
| | 5472 | } |
| | 5473 | |
| | 5474 | /* |
| | 5475 | * Base moveInto - this is the low-level containment changer; this |
| | 5476 | * routine does not send any notifications to any containers, and |
| | 5477 | * does not mark the object as moved. This form should be used only |
| | 5478 | * for internal library-initiated state changes, since it bypasses |
| | 5479 | * all of the normal side effects of moving an object to a new |
| | 5480 | * container. |
| | 5481 | */ |
| | 5482 | baseMoveInto(newContainer) |
| | 5483 | { |
| | 5484 | /* if I have a container, remove myself from its contents list */ |
| | 5485 | if (location != nil) |
| | 5486 | location.removeFromContents(self); |
| | 5487 | |
| | 5488 | /* remember my new location */ |
| | 5489 | location = newContainer; |
| | 5490 | |
| | 5491 | /* |
| | 5492 | * if I'm not being moved into nil, add myself to the |
| | 5493 | * container's contents |
| | 5494 | */ |
| | 5495 | if (location != nil) |
| | 5496 | location.addToContents(self); |
| | 5497 | } |
| | 5498 | |
| | 5499 | /* |
| | 5500 | * Notify each element of the move path of a moveInto operation. |
| | 5501 | */ |
| | 5502 | moveIntoNotifyPath(newContainer) |
| | 5503 | { |
| | 5504 | local path; |
| | 5505 | |
| | 5506 | /* calculate the path; if there isn't one, there's nothing to do */ |
| | 5507 | if ((path = getMovePathTo(newContainer)) == nil) |
| | 5508 | return; |
| | 5509 | |
| | 5510 | /* |
| | 5511 | * We must fix up the path's final element, depending on whether |
| | 5512 | * we're moving into the new container from the outside or from |
| | 5513 | * the inside. |
| | 5514 | */ |
| | 5515 | if (isIn(newContainer)) |
| | 5516 | { |
| | 5517 | /* |
| | 5518 | * We're already in the new container, so we're moving into |
| | 5519 | * the new container from the inside. The final element of |
| | 5520 | * the path is the new container, but since we're stopping |
| | 5521 | * within the new container, we don't need to traverse out |
| | 5522 | * of it. Simply remove the final two elements of the path, |
| | 5523 | * since we're not going to make this traversal when moving |
| | 5524 | * the object. |
| | 5525 | */ |
| | 5526 | path = path.sublist(1, path.length() - 2); |
| | 5527 | } |
| | 5528 | else |
| | 5529 | { |
| | 5530 | /* |
| | 5531 | * We're moving into the new container from the outside. |
| | 5532 | * Since we calculated the path to the container, we must |
| | 5533 | * now add a final element to traverse into the container; |
| | 5534 | * the final object in the path doesn't matter, since it's |
| | 5535 | * just a placeholder for the new item inside the container |
| | 5536 | */ |
| | 5537 | path += [PathIn, nil]; |
| | 5538 | } |
| | 5539 | |
| | 5540 | /* traverse the path, sending a notification to each element */ |
| | 5541 | traversePath(path, new function(target, op) { |
| | 5542 | /* notify this path element */ |
| | 5543 | target.notifyMoveViaPath(self, newContainer, op); |
| | 5544 | |
| | 5545 | /* continue the traversal */ |
| | 5546 | return true; |
| | 5547 | }); |
| | 5548 | } |
| | 5549 | |
| | 5550 | /* |
| | 5551 | * Call a function on each container. If we have no location, we |
| | 5552 | * won't invoke the function at all. We'll invoke the function as |
| | 5553 | * follows: |
| | 5554 | * |
| | 5555 | * (func)(location, args...) |
| | 5556 | */ |
| | 5557 | forEachContainer(func, [args]) |
| | 5558 | { |
| | 5559 | /* call the function on our location, if we have one */ |
| | 5560 | if (location != nil) |
| | 5561 | (func)(location, args...); |
| | 5562 | } |
| | 5563 | |
| | 5564 | /* |
| | 5565 | * Call a function on each *connected* container. For most objects, |
| | 5566 | * this is the same as forEachContainer, but objects that don't |
| | 5567 | * connect their containers for sense purposes would do nothing |
| | 5568 | * here. |
| | 5569 | */ |
| | 5570 | forEachConnectedContainer(func, [args]) |
| | 5571 | { |
| | 5572 | /* by default, use the standard forEachContainer handling */ |
| | 5573 | forEachContainer(func, args...); |
| | 5574 | } |
| | 5575 | |
| | 5576 | /* |
| | 5577 | * Get a list of all of my connected containers. This simply returns |
| | 5578 | * the list that forEachConnectedContainer() iterates over. |
| | 5579 | */ |
| | 5580 | getConnectedContainers() |
| | 5581 | { |
| | 5582 | local loc; |
| | 5583 | |
| | 5584 | /* |
| | 5585 | * if I have a non-nil location, return a list containing it; |
| | 5586 | * otherwise, simply return an empty list |
| | 5587 | */ |
| | 5588 | return ((loc = location) == nil ? [] : [loc]); |
| | 5589 | } |
| | 5590 | |
| | 5591 | /* |
| | 5592 | * Clone this object for inclusion in a MultiInstance's contents |
| | 5593 | * tree. When we clone an instance object for a MultiInstance, we'll |
| | 5594 | * also clone its contents, and their contents, and so on. This |
| | 5595 | * routine creates a private copy of all of our contents. |
| | 5596 | */ |
| | 5597 | cloneMultiInstanceContents() |
| | 5598 | { |
| | 5599 | local origContents; |
| | 5600 | |
| | 5601 | /* |
| | 5602 | * Remember my current contents list, then clear it out. We want |
| | 5603 | * a private copy of everything in our contents list, so we want |
| | 5604 | * to forget our references to the template contents and start |
| | 5605 | * from scratch. |
| | 5606 | */ |
| | 5607 | origContents = contents; |
| | 5608 | contents = []; |
| | 5609 | |
| | 5610 | /* clone each entry in our contents list */ |
| | 5611 | foreach (local cur in origContents) |
| | 5612 | cur.cloneForMultiInstanceContents(self); |
| | 5613 | } |
| | 5614 | |
| | 5615 | /* |
| | 5616 | * Create a clone for inclusion in MultiInstance contents. We'll |
| | 5617 | * recursively clone our own contents. |
| | 5618 | */ |
| | 5619 | cloneForMultiInstanceContents(loc) |
| | 5620 | { |
| | 5621 | /* create a new instance of myself */ |
| | 5622 | local cl = createInstance(); |
| | 5623 | |
| | 5624 | /* move it into the new location */ |
| | 5625 | cl.baseMoveInto(loc); |
| | 5626 | |
| | 5627 | /* clone its contents */ |
| | 5628 | cl.cloneMultiInstanceContents(); |
| | 5629 | } |
| | 5630 | |
| | 5631 | /* |
| | 5632 | * Determine if I'm a valid staging location for the given nested |
| | 5633 | * room destination 'dest'. This is called when the actor is |
| | 5634 | * attempting to enter the nested room 'dest', and the travel |
| | 5635 | * handlers find that we're the staging location for the room. (A |
| | 5636 | * "staging location" is the location the actor is required to |
| | 5637 | * occupy immediately before moving into the destination.) |
| | 5638 | * |
| | 5639 | * If this object is a valid staging location, the routine should |
| | 5640 | * simply do nothing. If this object isn't valid as a staging |
| | 5641 | * location, this routine should display an appropriate message and |
| | 5642 | * terminate the command with 'exit'. |
| | 5643 | * |
| | 5644 | * An arbitrary object can't be a staging location, simply because |
| | 5645 | * an actor can't enter an arbitrary object. So, by default, we'll |
| | 5646 | * explain that we can't enter this object. If the destination is |
| | 5647 | * contained within us, we'll provide a more specific explanation |
| | 5648 | * indicating that the problem is that the destination is within us. |
| | 5649 | */ |
| | 5650 | checkStagingLocation(dest) |
| | 5651 | { |
| | 5652 | /* |
| | 5653 | * if the destination is within us, explain specifically that |
| | 5654 | * this is the problem |
| | 5655 | */ |
| | 5656 | if (dest.isIn(self)) |
| | 5657 | reportFailure(&invalidStagingContainerMsg, self, dest); |
| | 5658 | else |
| | 5659 | reportFailure(&invalidStagingLocationMsg, self); |
| | 5660 | |
| | 5661 | /* terminate the command */ |
| | 5662 | exit; |
| | 5663 | } |
| | 5664 | |
| | 5665 | /* |
| | 5666 | * by default, objects don't accept commands |
| | 5667 | */ |
| | 5668 | acceptCommand(issuingActor) |
| | 5669 | { |
| | 5670 | /* report that we don't accept commands */ |
| | 5671 | gLibMessages.cannotTalkTo(self, issuingActor); |
| | 5672 | |
| | 5673 | /* tell the caller we don't accept commands */ |
| | 5674 | return nil; |
| | 5675 | } |
| | 5676 | |
| | 5677 | /* |
| | 5678 | * by default, most objects are not logical targets for commands |
| | 5679 | */ |
| | 5680 | isLikelyCommandTarget = nil |
| | 5681 | |
| | 5682 | /* |
| | 5683 | * Get my extra scope items. This is a list of any items that we |
| | 5684 | * want to add to command scope (i.e., the set of all items to which |
| | 5685 | * an actor is allowed to refer with noun phrases) when we are |
| | 5686 | * ourselves in the command scope. Returns a list of the items to |
| | 5687 | * add (or just [] if there are no items to add). |
| | 5688 | * |
| | 5689 | * By default, we add nothing. |
| | 5690 | */ |
| | 5691 | getExtraScopeItems(actor) { return []; } |
| | 5692 | |
| | 5693 | /* |
| | 5694 | * Generate a lookup table of all of the objects connected by |
| | 5695 | * containment to this object. This table includes all containment |
| | 5696 | * connections, even through closed containers and the like. |
| | 5697 | * |
| | 5698 | * The table is keyed by object; the associated values are |
| | 5699 | * meaningless, as all that matters is whether or not an object is |
| | 5700 | * in the table. |
| | 5701 | */ |
| | 5702 | connectionTable() |
| | 5703 | { |
| | 5704 | local tab; |
| | 5705 | local cache; |
| | 5706 | |
| | 5707 | /* if we already have a cached connection list, return it */ |
| | 5708 | if ((cache = libGlobal.connectionCache) != nil |
| | 5709 | && (tab = cache[self]) != nil) |
| | 5710 | return tab; |
| | 5711 | |
| | 5712 | /* remember the point of view globally, in case anyone needs it */ |
| | 5713 | senseTmp.pointOfView = self; |
| | 5714 | |
| | 5715 | /* create a lookup table for the results */ |
| | 5716 | tab = new LookupTable(32, 64); |
| | 5717 | |
| | 5718 | /* add everything connected to me */ |
| | 5719 | addDirectConnections(tab); |
| | 5720 | |
| | 5721 | /* cache the list, if we caching is active */ |
| | 5722 | if (cache != nil) |
| | 5723 | cache[self] = tab; |
| | 5724 | |
| | 5725 | /* return the table */ |
| | 5726 | return tab; |
| | 5727 | } |
| | 5728 | |
| | 5729 | /* |
| | 5730 | * Add this item and its direct containment connections to the lookup |
| | 5731 | * table. This must recursively add all connected objects that |
| | 5732 | * aren't already in the table. |
| | 5733 | */ |
| | 5734 | addDirectConnections(tab) |
| | 5735 | { |
| | 5736 | local cur; |
| | 5737 | |
| | 5738 | /* add myself */ |
| | 5739 | tab[self] = true; |
| | 5740 | |
| | 5741 | /* |
| | 5742 | * Add my CollectiveGroup objects, if any. We don't have to |
| | 5743 | * traverse into the CollectiveGroup objects, since they don't |
| | 5744 | * connect us or itself to anything else; our connection to a |
| | 5745 | * collective group is one-way. |
| | 5746 | */ |
| | 5747 | foreach (cur in collectiveGroups) |
| | 5748 | tab[cur] = true; |
| | 5749 | |
| | 5750 | /* |
| | 5751 | * Add my contents to the table. Loop over our contents list, |
| | 5752 | * and add each item that's not already in the table, then |
| | 5753 | * recursively everything connected to that item. |
| | 5754 | * |
| | 5755 | * Note that we use a C-style 'for' loop to iterate over the list |
| | 5756 | * by index, rather than a more modern tads-style 'foreach' loop, |
| | 5757 | * purely for performance reasons: this code is called an awful |
| | 5758 | * lot, and the iteration by loop index is very slightly faster. |
| | 5759 | * A 'foreach' requires calling a couple of methods of an |
| | 5760 | * iterator object each time through the loop, whereas we can do |
| | 5761 | * the index-based 'for' loop entirely with cached local |
| | 5762 | * variables. The performance difference is negligible for one |
| | 5763 | * time through any given loop; it only matters to us here |
| | 5764 | * because this routine tends to be invoked *extremely* |
| | 5765 | * frequently (an average of roughly 500 times per turn in the |
| | 5766 | * library sample game, for example). Game authors are strongly |
| | 5767 | * advised to consider 'foreach' and 'for' equivalent in |
| | 5768 | * performance for most purposes - just choose the clearest |
| | 5769 | * construct for your situation. |
| | 5770 | */ |
| | 5771 | for (local clst = contents, local i = 1, |
| | 5772 | local len = clst.length() ; i <= len ; ++i) |
| | 5773 | { |
| | 5774 | /* get the current item */ |
| | 5775 | cur = clst[i]; |
| | 5776 | |
| | 5777 | /* if it's not already in the table, add it (recursively) */ |
| | 5778 | if (tab[cur] == nil) |
| | 5779 | cur.addDirectConnections(tab); |
| | 5780 | } |
| | 5781 | |
| | 5782 | /* add my container if it's not already in the table */ |
| | 5783 | if ((cur = location) != nil && tab[cur] == nil) |
| | 5784 | cur.addDirectConnections(tab); |
| | 5785 | } |
| | 5786 | |
| | 5787 | /* |
| | 5788 | * Try an implicit action that would remove this object as an |
| | 5789 | * obstructor to 'obj' from the perspective of the current actor in |
| | 5790 | * the given sense. This is invoked when this object is acting as |
| | 5791 | * an obstructor between the current actor and 'obj' for the given |
| | 5792 | * sense, and the caller wants to perform a command that requires a |
| | 5793 | * clear sense path to the given object in the given sense. |
| | 5794 | * |
| | 5795 | * If it is possible to perform an implicit command that would clear |
| | 5796 | * the obstruction, try performing the command, and return true. |
| | 5797 | * Otherwise, simply return nil. The usual implied command rules |
| | 5798 | * should be followed (which can be accomplished simply by using |
| | 5799 | * tryImplictAction() to execute any implied command). |
| | 5800 | * |
| | 5801 | * The particular type of command that would remove this obstructor |
| | 5802 | * can vary by obstructor class. For a container, for example, an |
| | 5803 | * "open" command is the usual remedy. |
| | 5804 | */ |
| | 5805 | tryImplicitRemoveObstructor(sense, obj) |
| | 5806 | { |
| | 5807 | /* by default, we have no way of clearing our obstruction */ |
| | 5808 | return nil; |
| | 5809 | } |
| | 5810 | |
| | 5811 | /* |
| | 5812 | * Display a message explaining why we are obstructing a sense path |
| | 5813 | * to the given object. |
| | 5814 | */ |
| | 5815 | cannotReachObject(obj) |
| | 5816 | { |
| | 5817 | /* |
| | 5818 | * Default objects have no particular obstructive capabilities, |
| | 5819 | * so we can't do anything but show the default message. This |
| | 5820 | * is a last resort that should rarely be used; normally, we |
| | 5821 | * will be able to identify a specific obstructor that overrides |
| | 5822 | * this to explain precisely what kind of obstruction is |
| | 5823 | * involved. |
| | 5824 | */ |
| | 5825 | gLibMessages.cannotReachObject(obj); |
| | 5826 | } |
| | 5827 | |
| | 5828 | /* |
| | 5829 | * Display a message explaining that the source of a sound cannot be |
| | 5830 | * seen because I am visually obstructing it. By default, we show |
| | 5831 | * nothing at all; subclasses can override this to provide a better |
| | 5832 | * explanation when possible. |
| | 5833 | */ |
| | 5834 | cannotSeeSoundSource(obj) { } |
| | 5835 | |
| | 5836 | /* explain why we cannot see the source of an odor */ |
| | 5837 | cannotSeeSmellSource(obj) { } |
| | 5838 | |
| | 5839 | /* |
| | 5840 | * Get the path for this object reaching out and touching the given |
| | 5841 | * object. This can be used to determine whether or not an actor |
| | 5842 | * can touch the given object. |
| | 5843 | */ |
| | 5844 | getTouchPathTo(obj) |
| | 5845 | { |
| | 5846 | local path; |
| | 5847 | local key = [self, obj]; |
| | 5848 | local cache; |
| | 5849 | local info; |
| | 5850 | |
| | 5851 | /* if we have a cache, try finding the data in the cache */ |
| | 5852 | if ((cache = libGlobal.canTouchCache) != nil |
| | 5853 | && (info = cache[key]) != nil) |
| | 5854 | { |
| | 5855 | /* we have a cache entry - return the path from the cache */ |
| | 5856 | return info.touchPath; |
| | 5857 | } |
| | 5858 | |
| | 5859 | /* select the path from here to the target object */ |
| | 5860 | path = selectPathTo(obj, &canTouchViaPath); |
| | 5861 | |
| | 5862 | /* if caching is enabled, add a cache entry for the path */ |
| | 5863 | if (cache != nil) |
| | 5864 | cache[key] = new CanTouchInfo(path); |
| | 5865 | |
| | 5866 | /* return the path */ |
| | 5867 | return path; |
| | 5868 | } |
| | 5869 | |
| | 5870 | /* |
| | 5871 | * Determine if I can touch the given object. By default, we can |
| | 5872 | * always touch our immediate container; otherwise, we can touch |
| | 5873 | * anything with a touch path that we can traverse. |
| | 5874 | */ |
| | 5875 | canTouch(obj) |
| | 5876 | { |
| | 5877 | local path; |
| | 5878 | local result; |
| | 5879 | local key = [self, obj]; |
| | 5880 | local cache; |
| | 5881 | local info; |
| | 5882 | |
| | 5883 | /* if we have a cache, check the cache for the desired data */ |
| | 5884 | if ((cache = libGlobal.canTouchCache) != nil |
| | 5885 | && (info = cache[key]) != nil) |
| | 5886 | { |
| | 5887 | /* if we cached the canTouch result, return it */ |
| | 5888 | if (info.propDefined(&canTouch)) |
| | 5889 | return info.canTouch; |
| | 5890 | |
| | 5891 | /* |
| | 5892 | * we didn't calculate the canTouch result, but we at least |
| | 5893 | * have a cached path that we can avoid recalculating |
| | 5894 | */ |
| | 5895 | path = info.touchPath; |
| | 5896 | } |
| | 5897 | else |
| | 5898 | { |
| | 5899 | /* we don't have a cached path, so calculate it anew */ |
| | 5900 | path = getTouchPathTo(obj); |
| | 5901 | } |
| | 5902 | |
| | 5903 | /* if there's no 'touch' path, we can't touch the object */ |
| | 5904 | if (path == nil) |
| | 5905 | { |
| | 5906 | /* there's no path */ |
| | 5907 | result = nil; |
| | 5908 | } |
| | 5909 | else |
| | 5910 | { |
| | 5911 | /* we have a path - check to see if we can reach along it */ |
| | 5912 | result = traversePath(path, |
| | 5913 | {ele, op: ele.canTouchViaPath(self, obj, op)}); |
| | 5914 | } |
| | 5915 | |
| | 5916 | /* if caching is active, cache our result */ |
| | 5917 | if (cache != nil) |
| | 5918 | { |
| | 5919 | /* if we don't already have a cache entry, create one */ |
| | 5920 | if (info == nil) |
| | 5921 | cache[key] = info = new CanTouchInfo(path); |
| | 5922 | |
| | 5923 | /* save our canTouch result in the cache entry */ |
| | 5924 | info.canTouch = result; |
| | 5925 | } |
| | 5926 | |
| | 5927 | /* return the result */ |
| | 5928 | return result; |
| | 5929 | } |
| | 5930 | |
| | 5931 | /* |
| | 5932 | * Find the object that prevents us from touching the given object. |
| | 5933 | */ |
| | 5934 | findTouchObstructor(obj) |
| | 5935 | { |
| | 5936 | /* cache 'touch' sense path information */ |
| | 5937 | cacheSenseInfo(connectionTable(), touch); |
| | 5938 | |
| | 5939 | /* return the opaque obstructor for the sense of touch */ |
| | 5940 | return findOpaqueObstructor(touch, obj); |
| | 5941 | } |
| | 5942 | |
| | 5943 | /* |
| | 5944 | * Get the path for moving this object from its present location to |
| | 5945 | * the given new container. |
| | 5946 | */ |
| | 5947 | getMovePathTo(newLoc) |
| | 5948 | { |
| | 5949 | /* |
| | 5950 | * select the path from here to the new location, using the |
| | 5951 | * canMoveViaPath method to discriminate among different path |
| | 5952 | * possibilities. |
| | 5953 | */ |
| | 5954 | return selectPathTo(newLoc, &canMoveViaPath); |
| | 5955 | } |
| | 5956 | |
| | 5957 | /* |
| | 5958 | * Get the path for throwing this object from its present location |
| | 5959 | * to the given target object. |
| | 5960 | */ |
| | 5961 | getThrowPathTo(newLoc) |
| | 5962 | { |
| | 5963 | /* |
| | 5964 | * select the path from here to the target, using the |
| | 5965 | * canThrowViaPath method to discriminate among different paths |
| | 5966 | */ |
| | 5967 | return selectPathTo(newLoc, &canThrowViaPath); |
| | 5968 | } |
| | 5969 | |
| | 5970 | /* |
| | 5971 | * Determine if we can traverse self for moving the given object in |
| | 5972 | * the given manner. This is used to determine if a containment |
| | 5973 | * connection path can be used to move an object to a new location. |
| | 5974 | * Returns a CheckStatus object indicating success if we can |
| | 5975 | * traverse self, failure if not. |
| | 5976 | * |
| | 5977 | * By default, we'll simply return a success indicator. Subclasses |
| | 5978 | * might want to override this for particular conditions. For |
| | 5979 | * example, containers would normally override this to return nil |
| | 5980 | * when attempting to move an object in or out of a closed |
| | 5981 | * container. Some special containers might also want to override |
| | 5982 | * this to allow moving an object in or out only if the object is |
| | 5983 | * below a certain size threshold, for example. |
| | 5984 | * |
| | 5985 | * 'obj' is the object being moved, and 'dest' is the destination of |
| | 5986 | * the move. |
| | 5987 | * |
| | 5988 | * 'op' is one of the pathXxx operations - PathIn, PathOut, PathPeer |
| | 5989 | * - specifying what kind of movement is being attempted. PathIn |
| | 5990 | * indicates that we're moving 'obj' from outside self to inside |
| | 5991 | * self; PathOut indicates the opposite. PathPeer indicates that |
| | 5992 | * we're moving 'obj' entirely within self - this normally means |
| | 5993 | * that we've moved the object out of one of our contents and will |
| | 5994 | * move it into another of our contents. |
| | 5995 | */ |
| | 5996 | checkMoveViaPath(obj, dest, op) { return checkStatusSuccess; } |
| | 5997 | |
| | 5998 | /* |
| | 5999 | * Determine if we can traverse this object for throwing the given |
| | 6000 | * object in the given manner. By default, this returns the same |
| | 6001 | * thing as canMoveViaPath, since throwing is in most cases the same |
| | 6002 | * as ordinary movement. Objects can override this when throwing an |
| | 6003 | * object through this path element should be treated differently |
| | 6004 | * from ordinary movement. |
| | 6005 | */ |
| | 6006 | checkThrowViaPath(obj, dest, op) |
| | 6007 | { return checkMoveViaPath(obj, dest, op); } |
| | 6008 | |
| | 6009 | /* |
| | 6010 | * Determine if we can traverse self in the given manner for the |
| | 6011 | * purposes of 'obj' touching another object. 'obj' is usually an |
| | 6012 | * actor; this determines if 'obj' is allowed to reach through this |
| | 6013 | * path element on the way to touching another object. |
| | 6014 | * |
| | 6015 | * By default, this returns the same thing as canMoveViaPath, since |
| | 6016 | * touching is in most cases the same as ordinary movement of an |
| | 6017 | * object from one location to another. Objects can overridet his |
| | 6018 | * when touching an object through this path element should be |
| | 6019 | * treated differently from moving an object. |
| | 6020 | */ |
| | 6021 | checkTouchViaPath(obj, dest, op) |
| | 6022 | { return checkMoveViaPath(obj, dest, op); } |
| | 6023 | |
| | 6024 | /* |
| | 6025 | * Determine if we can traverse this object for moving the given |
| | 6026 | * object via a path. Calls checkMoveViaPath(), and returns true if |
| | 6027 | * checkMoveViaPath() indicates success, nil if it indicates failure. |
| | 6028 | * |
| | 6029 | * Note that this method should generally not be overridden; only |
| | 6030 | * checkMoveViaPath() should usually need to be overridden. |
| | 6031 | */ |
| | 6032 | canMoveViaPath(obj, dest, op) |
| | 6033 | { return checkMoveViaPath(obj, dest, op).isSuccess; } |
| | 6034 | |
| | 6035 | /* determine if we can throw an object via this path */ |
| | 6036 | canThrowViaPath(obj, dest, op) |
| | 6037 | { return checkThrowViaPath(obj, dest, op).isSuccess; } |
| | 6038 | |
| | 6039 | /* determine if we can reach out and touch an object via this path */ |
| | 6040 | canTouchViaPath(obj, dest, op) |
| | 6041 | { return checkTouchViaPath(obj, dest, op).isSuccess; } |
| | 6042 | |
| | 6043 | /* |
| | 6044 | * Check moving an object through this container via a path. This |
| | 6045 | * method is called during moveInto to notify each element along a |
| | 6046 | * move path that the movement is about to occur. We call |
| | 6047 | * checkMoveViaPath(); if it indicates failure, we'll report the |
| | 6048 | * failure encoded in the status object and terminate the command |
| | 6049 | * with 'exit'. |
| | 6050 | * |
| | 6051 | * Note that this method should generally not be overridden; only |
| | 6052 | * checkMoveViaPath() should usually need to be overridden. |
| | 6053 | */ |
| | 6054 | notifyMoveViaPath(obj, dest, op) |
| | 6055 | { |
| | 6056 | local stat; |
| | 6057 | |
| | 6058 | /* check the move */ |
| | 6059 | stat = checkMoveViaPath(obj, dest, op); |
| | 6060 | |
| | 6061 | /* if it's a failure, report the failure message and terminate */ |
| | 6062 | if (!stat.isSuccess) |
| | 6063 | { |
| | 6064 | /* report the failure */ |
| | 6065 | reportFailure(stat.msgProp, stat.msgParams...); |
| | 6066 | |
| | 6067 | /* terminate the command */ |
| | 6068 | exit; |
| | 6069 | } |
| | 6070 | } |
| | 6071 | |
| | 6072 | /* |
| | 6073 | * Choose a path from this object to a given object. If no paths |
| | 6074 | * are available, returns nil. If any paths exist, we'll find the |
| | 6075 | * shortest usable one, calling the given property on each object in |
| | 6076 | * the path to determine if the traversals are allowed. |
| | 6077 | * |
| | 6078 | * If we can find a path, but there are no good paths, we'll return |
| | 6079 | * the shortest unusable path. This can be useful for explaining |
| | 6080 | * why the traversal is impossible. |
| | 6081 | */ |
| | 6082 | selectPathTo(obj, traverseProp) |
| | 6083 | { |
| | 6084 | local allPaths; |
| | 6085 | local goodPaths; |
| | 6086 | local minPath; |
| | 6087 | |
| | 6088 | /* get the paths from here to the given object */ |
| | 6089 | allPaths = getAllPathsTo(obj); |
| | 6090 | |
| | 6091 | /* if we found no paths, the answer is obvious */ |
| | 6092 | if (allPaths.length() == 0) |
| | 6093 | return nil; |
| | 6094 | |
| | 6095 | /* start off with an empty vector for the good paths */ |
| | 6096 | goodPaths = new Vector(allPaths.length()); |
| | 6097 | |
| | 6098 | /* go through the paths and find the good ones */ |
| | 6099 | for (local i = 1, local len = allPaths.length() ; i <= len ; ++i) |
| | 6100 | { |
| | 6101 | local path = allPaths[i]; |
| | 6102 | local ok; |
| | 6103 | |
| | 6104 | /* |
| | 6105 | * traverse the path, calling the traversal check property |
| | 6106 | * on each point in the path; if any check property returns |
| | 6107 | * nil, it means that the traversal isn't allowed at that |
| | 6108 | * point, so we can't use the path |
| | 6109 | */ |
| | 6110 | ok = true; |
| | 6111 | traversePath(path, new function(target, op) { |
| | 6112 | /* |
| | 6113 | * Invoke the check property on this target. If it |
| | 6114 | * doesn't allow the traversal, the path is unusable. |
| | 6115 | */ |
| | 6116 | if (target.(traverseProp)(self, obj, op)) |
| | 6117 | { |
| | 6118 | /* we're still okay - continue the path traversal */ |
| | 6119 | return true; |
| | 6120 | } |
| | 6121 | else |
| | 6122 | { |
| | 6123 | /* failed - note that the path is no good */ |
| | 6124 | ok = nil; |
| | 6125 | |
| | 6126 | /* there's no need to continue the path traversal */ |
| | 6127 | return nil; |
| | 6128 | } |
| | 6129 | }); |
| | 6130 | |
| | 6131 | /* |
| | 6132 | * if we didn't find any objections to the path, add this to |
| | 6133 | * the list of good paths |
| | 6134 | */ |
| | 6135 | if (ok) |
| | 6136 | goodPaths.append(path); |
| | 6137 | } |
| | 6138 | |
| | 6139 | /* if there are no good paths, take the shortest bad path */ |
| | 6140 | if (goodPaths.length() == 0) |
| | 6141 | goodPaths = allPaths; |
| | 6142 | |
| | 6143 | /* find the shortest of the paths we're still considering */ |
| | 6144 | minPath = nil; |
| | 6145 | for (local i = 1, local len = goodPaths.length() ; i <= len ; ++i) |
| | 6146 | { |
| | 6147 | /* get the current path */ |
| | 6148 | local path = goodPaths[i]; |
| | 6149 | |
| | 6150 | /* if this is the best so far, note it */ |
| | 6151 | if (minPath == nil || path.length() < minPath.length()) |
| | 6152 | minPath = path; |
| | 6153 | } |
| | 6154 | |
| | 6155 | /* return the shortest good path */ |
| | 6156 | return minPath; |
| | 6157 | } |
| | 6158 | |
| | 6159 | /* |
| | 6160 | * Traverse a containment connection path, calling the given |
| | 6161 | * function for each element. In each call to the callback, 'obj' |
| | 6162 | * is the container object being traversed, and 'op' is the |
| | 6163 | * operation being used to traverse it. |
| | 6164 | * |
| | 6165 | * At each stage, the callback returns true to continue the |
| | 6166 | * traversal, nil if we are to stop the traversal. |
| | 6167 | * |
| | 6168 | * Returns nil if any callback returns nil, true if all callbacks |
| | 6169 | * return true. |
| | 6170 | */ |
| | 6171 | traversePath(path, func) |
| | 6172 | { |
| | 6173 | local len; |
| | 6174 | local target; |
| | 6175 | |
| | 6176 | /* |
| | 6177 | * if there's no path at all, there's nothing to do - simply |
| | 6178 | * return true in this case, because no traversal callback can |
| | 6179 | * fail when there are no traversal callbacks to begin with |
| | 6180 | */ |
| | 6181 | if (path == nil || (len = path.length()) == 0) |
| | 6182 | return true; |
| | 6183 | |
| | 6184 | /* traverse from the path's starting point */ |
| | 6185 | if (path[1] != nil && !(func)(path[1], PathFrom)) |
| | 6186 | return nil; |
| | 6187 | |
| | 6188 | /* run through this path and see if the traversals are allowed */ |
| | 6189 | for (target = nil, local i = 2 ; i <= len ; i += 2) |
| | 6190 | { |
| | 6191 | local op; |
| | 6192 | |
| | 6193 | /* get the next traversal operation */ |
| | 6194 | op = path[i]; |
| | 6195 | |
| | 6196 | /* check the next traversal to see if it's allowed */ |
| | 6197 | switch(op) |
| | 6198 | { |
| | 6199 | case PathIn: |
| | 6200 | /* |
| | 6201 | * traverse in - notify the previous object, since it's |
| | 6202 | * the container we're entering |
| | 6203 | */ |
| | 6204 | target = path[i-1]; |
| | 6205 | break; |
| | 6206 | |
| | 6207 | case PathOut: |
| | 6208 | /* |
| | 6209 | * traversing out of the current container - tell the |
| | 6210 | * next object, since it's the object we're leaving |
| | 6211 | */ |
| | 6212 | target = path[i+1]; |
| | 6213 | break; |
| | 6214 | |
| | 6215 | case PathPeer: |
| | 6216 | /* |
| | 6217 | * traversing from one object to a containment peer - |
| | 6218 | * notify the container in common to both peers |
| | 6219 | */ |
| | 6220 | target = path[i-1].getCommonDirectContainer(path[i+1]); |
| | 6221 | break; |
| | 6222 | |
| | 6223 | case PathThrough: |
| | 6224 | /* |
| | 6225 | * traversing through a multi-location connector (the |
| | 6226 | * previous and next object will always be the same in |
| | 6227 | * this case, so it doesn't really matter which we |
| | 6228 | * choose) |
| | 6229 | */ |
| | 6230 | target = path[i-1]; |
| | 6231 | break; |
| | 6232 | } |
| | 6233 | |
| | 6234 | /* call the traversal callback */ |
| | 6235 | if (target != nil && !(func)(target, op)) |
| | 6236 | { |
| | 6237 | /* the callback told us not to continue */ |
| | 6238 | return nil; |
| | 6239 | } |
| | 6240 | } |
| | 6241 | |
| | 6242 | /* |
| | 6243 | * Traverse to the path's ending point, if we haven't already. |
| | 6244 | * Some operations do traverse to the right-hand element |
| | 6245 | * (PathOut in particular), in which case we'll already have |
| | 6246 | * reached the target. Most operations traverse the left-hand |
| | 6247 | * element, though, so in these cases we need to visit the last |
| | 6248 | * element explicitly. |
| | 6249 | */ |
| | 6250 | if (path[len] != nil |
| | 6251 | && path[len] != target |
| | 6252 | && !(func)(path[len], PathTo)) |
| | 6253 | return nil; |
| | 6254 | |
| | 6255 | /* all callbacks told us to continue */ |
| | 6256 | return true; |
| | 6257 | } |
| | 6258 | |
| | 6259 | /* |
| | 6260 | * Build a vector containing all of the possible paths we can |
| | 6261 | * traverse to get from me to the given object. The return value is |
| | 6262 | * a vector of paths; each path is a list of containment operations |
| | 6263 | * needed to get from here to there. |
| | 6264 | * |
| | 6265 | * Each path item in the vector is a list arranged like so: |
| | 6266 | * |
| | 6267 | * [obj, op, obj, op, obj] |
| | 6268 | * |
| | 6269 | * Each 'obj' is an object, and each 'op' is an operation enum |
| | 6270 | * (PathIn, PathOut, PathPeer) that specifies how to get from the |
| | 6271 | * preceding object to the next object. The first object in the |
| | 6272 | * list is always the starting object (i.e., self), and the last is |
| | 6273 | * always the target object ('obj'). |
| | 6274 | */ |
| | 6275 | getAllPathsTo(obj) |
| | 6276 | { |
| | 6277 | local vec; |
| | 6278 | |
| | 6279 | /* create an empty vector to hold the return set */ |
| | 6280 | vec = new Vector(10); |
| | 6281 | |
| | 6282 | /* look along each connection from me */ |
| | 6283 | buildContainmentPaths(vec, [self], obj); |
| | 6284 | |
| | 6285 | /* if there's no path, check the object for a special path */ |
| | 6286 | if (obj != nil && vec.length() == 0) |
| | 6287 | obj.specialPathFrom(self, vec); |
| | 6288 | |
| | 6289 | /* return the vector */ |
| | 6290 | return vec; |
| | 6291 | } |
| | 6292 | |
| | 6293 | /* |
| | 6294 | * Get a "special" path from the given starting object to me. |
| | 6295 | * src.getAllPathsTo(obj) calls this on 'obj' when it can't find any |
| | 6296 | * actual containment path from 'src' to 'obj'. If desired, this |
| | 6297 | * method should add the path or paths to the vector 'vec'. |
| | 6298 | * |
| | 6299 | * By default, we do nothing at all. The purpose of this routine is |
| | 6300 | * to allow special objects that exist outside the normal containment |
| | 6301 | * model to insinuate themselves into the sense model under special |
| | 6302 | * conditions of their choosing. |
| | 6303 | */ |
| | 6304 | specialPathFrom(src, vec) { } |
| | 6305 | |
| | 6306 | /* |
| | 6307 | * Service routine for getAllPathsTo: build a vector of the |
| | 6308 | * containment paths starting with this object. |
| | 6309 | */ |
| | 6310 | buildContainmentPaths(vec, pathHere, obj) |
| | 6311 | { |
| | 6312 | local i, len; |
| | 6313 | local cur; |
| | 6314 | |
| | 6315 | /* scan each of our contents */ |
| | 6316 | for (i = 1, len = contents.length() ; i <= len ; ++i) |
| | 6317 | { |
| | 6318 | /* get the current item */ |
| | 6319 | cur = contents[i]; |
| | 6320 | |
| | 6321 | /* |
| | 6322 | * If this item is the target, we've found what we're |
| | 6323 | * looking for - simply add the path to here to the return |
| | 6324 | * vector. |
| | 6325 | * |
| | 6326 | * Otherwise, if this item isn't already in the path, |
| | 6327 | * traverse into it; if it's already in the path, there's no |
| | 6328 | * need to look at it because we've already looked at it to |
| | 6329 | * get here |
| | 6330 | */ |
| | 6331 | if (cur == obj) |
| | 6332 | { |
| | 6333 | /* |
| | 6334 | * The path to here is the path to the target. Append |
| | 6335 | * the target object itself with an 'in' operation. |
| | 6336 | * Before adding the path to the result set, normalize |
| | 6337 | * it. |
| | 6338 | */ |
| | 6339 | vec.append(normalizePath(pathHere + [PathIn, obj])); |
| | 6340 | } |
| | 6341 | else if (pathHere.indexOf(cur) == nil) |
| | 6342 | { |
| | 6343 | /* |
| | 6344 | * look at this item, adding it to the path with an |
| | 6345 | * 'enter child' traversal |
| | 6346 | */ |
| | 6347 | cur.buildContainmentPaths(vec, pathHere + [PathIn, cur], obj); |
| | 6348 | } |
| | 6349 | } |
| | 6350 | |
| | 6351 | /* scan each of our locations */ |
| | 6352 | for (local clst = getConnectedContainers, i = 1, len = clst.length() ; |
| | 6353 | i <= len ; ++i) |
| | 6354 | { |
| | 6355 | /* get the current item */ |
| | 6356 | cur = clst[i]; |
| | 6357 | |
| | 6358 | /* |
| | 6359 | * If this item is the target, we've found what we're |
| | 6360 | * looking for. Otherwise, if this item isn't already in |
| | 6361 | * the path, traverse into it |
| | 6362 | */ |
| | 6363 | if (cur == obj) |
| | 6364 | { |
| | 6365 | /* |
| | 6366 | * We have the path to the target. Add the traversal to |
| | 6367 | * the container to the path, normalize the path, and |
| | 6368 | * add the path to the result set. |
| | 6369 | */ |
| | 6370 | vec.append(normalizePath(pathHere + [PathOut, cur])); |
| | 6371 | } |
| | 6372 | else if (pathHere.indexOf(cur) == nil) |
| | 6373 | { |
| | 6374 | /* |
| | 6375 | * Look at this container, adding it to the path with an |
| | 6376 | * 'exit to container' traversal. |
| | 6377 | */ |
| | 6378 | cur.buildContainmentPaths(vec, |
| | 6379 | pathHere + [PathOut, cur], obj); |
| | 6380 | } |
| | 6381 | } |
| | 6382 | } |
| | 6383 | |
| | 6384 | /* |
| | 6385 | * "Normalize" a containment path to remove redundant containment |
| | 6386 | * traversals. |
| | 6387 | * |
| | 6388 | * First, we expand any sequence of in+out operations that take us |
| | 6389 | * out of one root-level containment tree and into another to |
| | 6390 | * include a "through" operation for the multi-location object being |
| | 6391 | * traversed. For example, if 'a' and 'c' do not share a common |
| | 6392 | * container, then we will turn this: |
| | 6393 | * |
| | 6394 | * [a PathIn b PathOut c] |
| | 6395 | * |
| | 6396 | * into this: |
| | 6397 | * |
| | 6398 | * [a PathIn b PathThrough b PathOut c] |
| | 6399 | * |
| | 6400 | * This will ensure that when we traverse the path, we will |
| | 6401 | * explicitly traverse through the connector material of 'b'. |
| | 6402 | * |
| | 6403 | * Second, we replace any sequence of out+in operations through a |
| | 6404 | * common container with "peer" operations across the container's |
| | 6405 | * contents directly. For example, a path that looks like this |
| | 6406 | * |
| | 6407 | * [a PathOut b PathIn c] |
| | 6408 | * |
| | 6409 | * will be normalized to this: |
| | 6410 | * |
| | 6411 | * [a PathPeer c] |
| | 6412 | * |
| | 6413 | * This means that we go directly from a to c, traversing through |
| | 6414 | * the fill medium of their common container 'b' but not actually |
| | 6415 | * traversing out of 'b' and back into it. |
| | 6416 | */ |
| | 6417 | normalizePath(path) |
| | 6418 | { |
| | 6419 | /* |
| | 6420 | * Traverse the path looking for items to normalize with the |
| | 6421 | * (in-out)->(through) transformation. Start at the second |
| | 6422 | * element, which is the first path operation code. |
| | 6423 | */ |
| | 6424 | for (local i = 2 ; i <= path.length() ; i += 2) |
| | 6425 | { |
| | 6426 | /* |
| | 6427 | * If we're on an 'in' operation, and an 'out' operation |
| | 6428 | * immediately follows, and the object before the 'in' and |
| | 6429 | * the object after the 'out' do not share a common |
| | 6430 | * container, we must add an explicit 'through' step for the |
| | 6431 | * multi-location connector being traversed. |
| | 6432 | */ |
| | 6433 | if (path[i] == PathIn |
| | 6434 | && i + 2 <= path.length() |
| | 6435 | && path[i+2] == PathOut |
| | 6436 | && path[i-1].getCommonDirectContainer(path[i+3]) == nil) |
| | 6437 | { |
| | 6438 | /* we need to add a 'through' operation */ |
| | 6439 | path = path.sublist(1, i + 1) |
| | 6440 | + PathThrough |
| | 6441 | + path.sublist(i + 1); |
| | 6442 | } |
| | 6443 | } |
| | 6444 | |
| | 6445 | /* |
| | 6446 | * make another pass, this time applying the (out-in)->peer |
| | 6447 | * transformation |
| | 6448 | */ |
| | 6449 | for (local i = 2 ; i <= path.length() ; i += 2) |
| | 6450 | { |
| | 6451 | /* |
| | 6452 | * If we're on an 'out' operation, and an 'in' operation |
| | 6453 | * immediately follows, we can collapse the out+in sequence |
| | 6454 | * to a single 'peer' operation. |
| | 6455 | */ |
| | 6456 | if (path[i] == PathOut |
| | 6457 | && i + 2 <= path.length() |
| | 6458 | && path[i+2] == PathIn) |
| | 6459 | { |
| | 6460 | /* |
| | 6461 | * this sequence can be collapsed to a single 'peer' |
| | 6462 | * operation - rewrite the path accordingly |
| | 6463 | */ |
| | 6464 | path = path.sublist(1, i - 1) |
| | 6465 | + PathPeer |
| | 6466 | + path.sublist(i + 3); |
| | 6467 | } |
| | 6468 | } |
| | 6469 | |
| | 6470 | /* return the normalized path */ |
| | 6471 | return path; |
| | 6472 | } |
| | 6473 | |
| | 6474 | /* |
| | 6475 | * Get the visual sense information for this object from the current |
| | 6476 | * global point of view. If we have explicit sense information set |
| | 6477 | * with setSenseInfo, we'll return that; otherwise, we'll calculate |
| | 6478 | * the current sense information for the given point of view. |
| | 6479 | * Returns a SenseInfo object giving the information. |
| | 6480 | */ |
| | 6481 | getVisualSenseInfo() |
| | 6482 | { |
| | 6483 | local infoTab; |
| | 6484 | |
| | 6485 | /* if we have explicit sense information already set, use it */ |
| | 6486 | if (explicitVisualSenseInfo != nil) |
| | 6487 | return explicitVisualSenseInfo; |
| | 6488 | |
| | 6489 | /* calculate the sense information for the point of view */ |
| | 6490 | infoTab = getPOVDefault(gActor).visibleInfoTable(); |
| | 6491 | |
| | 6492 | /* return the information on myself from the table */ |
| | 6493 | return infoTab[self]; |
| | 6494 | } |
| | 6495 | |
| | 6496 | /* |
| | 6497 | * Call a description method with explicit point-of-view and the |
| | 6498 | * related point-of-view sense information. 'pov' is the point of |
| | 6499 | * view object, which is usually an actor; 'senseInfo' is a |
| | 6500 | * SenseInfo object giving the sense information for this object, |
| | 6501 | * which we'll use instead of dynamically calculating the sense |
| | 6502 | * information for the duration of the routine called. |
| | 6503 | */ |
| | 6504 | withVisualSenseInfo(pov, senseInfo, methodToCall, [args]) |
| | 6505 | { |
| | 6506 | local oldSenseInfo; |
| | 6507 | |
| | 6508 | /* push the sense information */ |
| | 6509 | oldSenseInfo = setVisualSenseInfo(senseInfo); |
| | 6510 | |
| | 6511 | /* push the point of view */ |
| | 6512 | pushPOV(pov, pov); |
| | 6513 | |
| | 6514 | /* make sure we restore the old value no matter how we leave */ |
| | 6515 | try |
| | 6516 | { |
| | 6517 | /* |
| | 6518 | * call the method with the given arguments, and return the |
| | 6519 | * result |
| | 6520 | */ |
| | 6521 | return self.(methodToCall)(args...); |
| | 6522 | } |
| | 6523 | finally |
| | 6524 | { |
| | 6525 | /* restore the old point of view */ |
| | 6526 | popPOV(); |
| | 6527 | |
| | 6528 | /* restore the old sense information */ |
| | 6529 | setVisualSenseInfo(oldSenseInfo); |
| | 6530 | } |
| | 6531 | } |
| | 6532 | |
| | 6533 | /* |
| | 6534 | * Set the explicit visual sense information; if this is not nil, |
| | 6535 | * getVisualSenseInfo() will return this rather than calculating the |
| | 6536 | * live value. Returns the old value, which is a SenseInfo or nil. |
| | 6537 | */ |
| | 6538 | setVisualSenseInfo(info) |
| | 6539 | { |
| | 6540 | local oldInfo; |
| | 6541 | |
| | 6542 | /* remember the old value */ |
| | 6543 | oldInfo = explicitVisualSenseInfo; |
| | 6544 | |
| | 6545 | /* remember the new value */ |
| | 6546 | explicitVisualSenseInfo = info; |
| | 6547 | |
| | 6548 | /* return the original value */ |
| | 6549 | return oldInfo; |
| | 6550 | } |
| | 6551 | |
| | 6552 | /* current explicit visual sense information overriding live value */ |
| | 6553 | explicitVisualSenseInfo = nil |
| | 6554 | |
| | 6555 | /* |
| | 6556 | * Determine how accessible my contents are to a sense. Any items |
| | 6557 | * contained within a Thing are considered external features of the |
| | 6558 | * Thing, hence they are transparently accessible to all senses. |
| | 6559 | */ |
| | 6560 | transSensingIn(sense) { return transparent; } |
| | 6561 | |
| | 6562 | /* |
| | 6563 | * Determine how accessible peers of this object are to the contents |
| | 6564 | * of this object, via a given sense. This has the same meaning as |
| | 6565 | * transSensingIn(), but in the opposite direction: whereas |
| | 6566 | * transSensingIn() determines how accessible my contents are from |
| | 6567 | * the outside, this determines how accessible the outside is from |
| | 6568 | * the contents. |
| | 6569 | * |
| | 6570 | * By default, we simply return the same thing as transSensingIn(), |
| | 6571 | * since most containers are symmetrical for sense passing from |
| | 6572 | * inside to outside or outside to inside. However, we distinguish |
| | 6573 | * this as a separate method so that asymmetrical containers can |
| | 6574 | * have different effects in the different directions; for example, |
| | 6575 | * a box made of one-way mirrors might be transparent when looking |
| | 6576 | * from the inside to the outside, but opaque in the other |
| | 6577 | * direction. |
| | 6578 | */ |
| | 6579 | transSensingOut(sense) { return transSensingIn(sense); } |
| | 6580 | |
| | 6581 | /* |
| | 6582 | * Get my "fill medium." This is an object of class FillMedium that |
| | 6583 | * permeates our interior, such as fog or smoke. This object |
| | 6584 | * affects the transmission of senses from one of our children to |
| | 6585 | * another, or between our interior and exterior. |
| | 6586 | * |
| | 6587 | * Note that the FillMedium object is usually a regular object in |
| | 6588 | * scope, so that the player can refer to the fill medium. For |
| | 6589 | * example, if a room is filled with fog, the player might want to |
| | 6590 | * be able to refer to the fog in a command. |
| | 6591 | * |
| | 6592 | * By default, our medium is the same as our parent's medium, on the |
| | 6593 | * assumption that fill media diffuse throughout the location's |
| | 6594 | * interior. Note, though, that Container overrides this so that a |
| | 6595 | * closed Container is isolated from its parent's fill medium - |
| | 6596 | * think of a closed bottle within a room filled with smoke. |
| | 6597 | * However, a fill medium doesn't expand from a child into its |
| | 6598 | * containers - it only diffuses into nested containers, never out. |
| | 6599 | * |
| | 6600 | * An object at the outermost containment level has no fill medium |
| | 6601 | * by default, so we return nil if our location is nil. |
| | 6602 | * |
| | 6603 | * Note that, unlike the "surface" material, the fill medium is |
| | 6604 | * assumed to be isotropic - that is, it has the same sense-passing |
| | 6605 | * characteristics regardless of the direction in which the energy |
| | 6606 | * is traversing the medium. Since we don't have any information in |
| | 6607 | * our containment model about the positions of our objects relative |
| | 6608 | * to one another, we have no way to express anisotropy in the fill |
| | 6609 | * medium among our children anyway. |
| | 6610 | * |
| | 6611 | * Note further that energy going in or out of this object must |
| | 6612 | * traverse both the fill medium and the surface of the object |
| | 6613 | * itself. Since we have no other information on the relative |
| | 6614 | * positions of our contents, we can only assume that they're |
| | 6615 | * uniformly distributed through our interior, so it is necessary to |
| | 6616 | * traverse the same amount of fill material to go from one child to |
| | 6617 | * any other or from a child to our inner surface. |
| | 6618 | * |
| | 6619 | * As a sense is transmitted, several consecutive traversals of a |
| | 6620 | * single fill material (i.e., a single object reference) will be |
| | 6621 | * treated as a single traversal of the material. Since we don't |
| | 6622 | * have a notion of distance in our containment model, we can't |
| | 6623 | * assume that we cover a certain amount of distance just because we |
| | 6624 | * traverse a certain number of containment levels. So, if we have |
| | 6625 | * three nested containment levels all inheriting a single fill |
| | 6626 | * material from their outermost parent, traversing from the inner |
| | 6627 | * container to the outer container will count as a single traversal |
| | 6628 | * of the material. |
| | 6629 | */ |
| | 6630 | fillMedium() |
| | 6631 | { |
| | 6632 | local loc; |
| | 6633 | |
| | 6634 | return ((loc = location) != nil ? loc.fillMedium() : nil); |
| | 6635 | } |
| | 6636 | |
| | 6637 | /* |
| | 6638 | * Can I see/hear/smell the given object? By default, an object can |
| | 6639 | * "see" (or "hear", etc) another if there's a clear path in the |
| | 6640 | * corresponding basic sense to the other object. Note that actors |
| | 6641 | * override this, because they have a subjective view of the senses: |
| | 6642 | * an actor might see in a special infrared vision sense rather than |
| | 6643 | * (or in addition to) the normal 'sight' sense, for example. |
| | 6644 | */ |
| | 6645 | canSee(obj) { return senseObj(sight, obj).trans != opaque; } |
| | 6646 | canHear(obj) { return senseObj(sound, obj).trans != opaque; } |
| | 6647 | canSmell(obj) { return senseObj(smell, obj).trans != opaque; } |
| | 6648 | |
| | 6649 | /* can the given actor see/hear/smell/touch me? */ |
| | 6650 | canBeSeenBy(actor) { return actor.canSee(self); } |
| | 6651 | canBeHeardBy(actor) { return actor.canHear(self); } |
| | 6652 | canBeSmelledBy(actor) { return actor.canSmell(self); } |
| | 6653 | canBeTouchedBy(actor) { return actor.canTouch(self); } |
| | 6654 | |
| | 6655 | /* can the player character see/hear/smell/touch me? */ |
| | 6656 | canBeSeen = (canBeSeenBy(gPlayerChar)) |
| | 6657 | canBeHeard = (canBeHeardBy(gPlayerChar)) |
| | 6658 | canBeSmelled = (canBeSmelledBy(gPlayerChar)) |
| | 6659 | canBeTouched = (canBeTouchedBy(gPlayerChar)) |
| | 6660 | |
| | 6661 | /* |
| | 6662 | * Am I occluded by the given Occluder when viewed in the given sense |
| | 6663 | * from the given point of view? The default Occluder implementation |
| | 6664 | * calls this on each object involved in the sense path to determine |
| | 6665 | * if it should occlude the object. Returns true if we're occluded |
| | 6666 | * by the given Occluder, nil if not. By default, we simply return |
| | 6667 | * nil to indicate that we're not occluded. |
| | 6668 | */ |
| | 6669 | isOccludedBy(occluder, sense, pov) { return nil; } |
| | 6670 | |
| | 6671 | /* |
| | 6672 | * Determine how well I can sense the given object. Returns a |
| | 6673 | * SenseInfo object describing the sense path from my point of view |
| | 6674 | * to the object. |
| | 6675 | * |
| | 6676 | * Note that, because 'distant', 'attenuated', and 'obscured' |
| | 6677 | * transparency levels always compound (with one another and with |
| | 6678 | * themselves) to opaque, there will never be more than a single |
| | 6679 | * obstructor in a path, because any path with two or more |
| | 6680 | * obstructors would be an opaque path, and hence not a path at all. |
| | 6681 | */ |
| | 6682 | senseObj(sense, obj) |
| | 6683 | { |
| | 6684 | local info; |
| | 6685 | |
| | 6686 | /* get the sense information from the table */ |
| | 6687 | info = senseInfoTable(sense)[obj]; |
| | 6688 | |
| | 6689 | /* if we couldn't find the object, return an 'opaque' indication */ |
| | 6690 | if (info == nil) |
| | 6691 | info = new SenseInfo(obj, opaque, nil, 0); |
| | 6692 | |
| | 6693 | /* return the sense data descriptor */ |
| | 6694 | return info; |
| | 6695 | } |
| | 6696 | |
| | 6697 | /* |
| | 6698 | * Find an opaque obstructor. This can be called immediately after |
| | 6699 | * calling senseObj() when senseObj() indicates that the object is |
| | 6700 | * opaquely obscured. We will find the nearest (by containment) |
| | 6701 | * object where the sense status is non-opaque, and we'll return |
| | 6702 | * that object. |
| | 6703 | * |
| | 6704 | * senseObj() by itself does not determine the obstructor when the |
| | 6705 | * sense path is opaque, because doing so requires extra work. The |
| | 6706 | * sense path calculator that senseObj() uses cuts off its search |
| | 6707 | * whenever it reaches an opaque point, because beyond that point |
| | 6708 | * nothing can be sensed. |
| | 6709 | * |
| | 6710 | * This can only be called immediately after calling senseObj() |
| | 6711 | * because we re-use the same cached sense path information that |
| | 6712 | * senseObj() uses. |
| | 6713 | */ |
| | 6714 | findOpaqueObstructor(sense, obj) |
| | 6715 | { |
| | 6716 | local path; |
| | 6717 | |
| | 6718 | /* get all of the paths from here to there */ |
| | 6719 | path = getAllPathsTo(obj); |
| | 6720 | |
| | 6721 | /* |
| | 6722 | * if there are no paths, we won't be able to find a specific |
| | 6723 | * obstructor - the object simply isn't connected to us at all |
| | 6724 | */ |
| | 6725 | if (path == nil) |
| | 6726 | return nil; |
| | 6727 | |
| | 6728 | /* |
| | 6729 | * Arbitrarily take the first path - there must be an opaque |
| | 6730 | * obstructor on every path or we never would have been called |
| | 6731 | * in the first place. One opaque obstructor is as good as any |
| | 6732 | * other for our purposes. |
| | 6733 | */ |
| | 6734 | path = path[1]; |
| | 6735 | |
| | 6736 | /* |
| | 6737 | * The last thing in the list that can be sensed is the opaque |
| | 6738 | * obstructor. Note that the path entries alternate between |
| | 6739 | * objects and traversal operations. |
| | 6740 | */ |
| | 6741 | for (local i = 3, local len = path.length() ; i <= len ; i += 2) |
| | 6742 | { |
| | 6743 | local obj; |
| | 6744 | local trans; |
| | 6745 | local ambient; |
| | 6746 | |
| | 6747 | /* get this object */ |
| | 6748 | obj = path[i]; |
| | 6749 | |
| | 6750 | /* |
| | 6751 | * get the appropriate sense direction - if the path takes |
| | 6752 | * us out, look at the interior sense data for the object; |
| | 6753 | * otherwise look at its exterior sense data |
| | 6754 | */ |
| | 6755 | if (path[i-1] == PathOut) |
| | 6756 | { |
| | 6757 | /* we're looking outward, so use the interior data */ |
| | 6758 | trans = obj.tmpTransWithin_; |
| | 6759 | ambient = obj.tmpAmbientWithin_; |
| | 6760 | } |
| | 6761 | else |
| | 6762 | { |
| | 6763 | /* we're looking inward, so use the exterior data */ |
| | 6764 | trans = obj.tmpTrans_; |
| | 6765 | ambient = obj.tmpAmbient_; |
| | 6766 | } |
| | 6767 | |
| | 6768 | /* |
| | 6769 | * if this item cannot be sensed, the previous item is the |
| | 6770 | * opaque obstructor |
| | 6771 | */ |
| | 6772 | if (!obj.canBeSensed(sense, trans, ambient)) |
| | 6773 | { |
| | 6774 | /* can't sense it - the previous item is the obstructor */ |
| | 6775 | return path[i-2]; |
| | 6776 | } |
| | 6777 | } |
| | 6778 | |
| | 6779 | /* we didn't find any obstructor */ |
| | 6780 | return nil; |
| | 6781 | } |
| | 6782 | |
| | 6783 | /* |
| | 6784 | * Build a list of full information on all of the objects reachable |
| | 6785 | * from me through the given sense, along with full information for |
| | 6786 | * each object's sense characteristics. |
| | 6787 | * |
| | 6788 | * We return a lookup table of each object that can be sensed (in |
| | 6789 | * the given sense) from the point of view of 'self'. The key for |
| | 6790 | * each entry in the table is an object, and the corresponding value |
| | 6791 | * is a SenseInfo object describing the sense conditions for the |
| | 6792 | * object. |
| | 6793 | */ |
| | 6794 | senseInfoTable(sense) |
| | 6795 | { |
| | 6796 | local objs; |
| | 6797 | local tab; |
| | 6798 | local siz; |
| | 6799 | local cache; |
| | 6800 | local key = [self, sense]; |
| | 6801 | |
| | 6802 | /* if we have cached sense information, simply return it */ |
| | 6803 | if ((cache = libGlobal.senseCache) != nil |
| | 6804 | && (tab = cache[key]) != nil) |
| | 6805 | return tab; |
| | 6806 | |
| | 6807 | /* |
| | 6808 | * get the list of objects connected to us by containment - |
| | 6809 | * since the only way senses can travel between objects is via |
| | 6810 | * containment relationships, this is the complete set of |
| | 6811 | * objects that could be connected to us by any senses |
| | 6812 | */ |
| | 6813 | objs = connectionTable(); |
| | 6814 | |
| | 6815 | /* we're the point of view for this path calculation */ |
| | 6816 | senseTmp.pointOfView = self; |
| | 6817 | |
| | 6818 | /* cache the sensory information for all of these objects */ |
| | 6819 | cacheSenseInfo(objs, sense); |
| | 6820 | |
| | 6821 | /* build a table of all of the objects we can reach */ |
| | 6822 | siz = objs.getEntryCount(); |
| | 6823 | tab = new LookupTable(32, siz == 0 ? 32 : siz); |
| | 6824 | objs.forEachAssoc(new function(cur, val) |
| | 6825 | { |
| | 6826 | /* add this object's sense information to the table */ |
| | 6827 | cur.addToSenseInfoTable(sense, tab); |
| | 6828 | }); |
| | 6829 | |
| | 6830 | /* add the information vector to the sense cache */ |
| | 6831 | if (cache != nil) |
| | 6832 | cache[key] = tab; |
| | 6833 | |
| | 6834 | /* return the result table */ |
| | 6835 | return tab; |
| | 6836 | } |
| | 6837 | |
| | 6838 | /* |
| | 6839 | * Add myself to a sense info table. This is called by |
| | 6840 | * senseInfoTable() for each object connected by containment to the |
| | 6841 | * source object 'src', after we've fully traversed the containment |
| | 6842 | * tree to initialize our current-sense properties (tmpAmbient_, |
| | 6843 | * tmpTrans_, etc). |
| | 6844 | * |
| | 6845 | * Our job is to figure out if 'src' can sense us, and add a |
| | 6846 | * SenseInfo entry to the LookupTable 'tab' (which is keyed by |
| | 6847 | * object, hence our key is simply 'self') if 'src' can indeed sense |
| | 6848 | * us. |
| | 6849 | * |
| | 6850 | * Note that an object that wants to set up its own special sensory |
| | 6851 | * data can do so by overriding this. This routine will only be |
| | 6852 | * called on objects connected to 'src' by containment, though, so if |
| | 6853 | * an object overrides this in order to implement a special sensory |
| | 6854 | * system that's outside of the normal containment model, it must |
| | 6855 | * somehow ensure that it gets included in the containment connection |
| | 6856 | * table in the first place. |
| | 6857 | */ |
| | 6858 | addToSenseInfoTable(sense, tab) |
| | 6859 | { |
| | 6860 | local trans; |
| | 6861 | local ambient; |
| | 6862 | local obs; |
| | 6863 | |
| | 6864 | /* |
| | 6865 | * consider the appropriate set of data, depending on whether the |
| | 6866 | * source is looking out from within me, or in from outside of me |
| | 6867 | */ |
| | 6868 | if (tmpPathIsIn_) |
| | 6869 | { |
| | 6870 | /* we're looking in from without, so use our exterior data */ |
| | 6871 | trans = tmpTrans_; |
| | 6872 | ambient = tmpAmbient_; |
| | 6873 | obs = tmpObstructor_; |
| | 6874 | } |
| | 6875 | else |
| | 6876 | { |
| | 6877 | /* we're looking out from within, so use our interior data */ |
| | 6878 | trans = tmpTransWithin_; |
| | 6879 | ambient = tmpAmbientWithin_; |
| | 6880 | obs = tmpObstructorWithin_; |
| | 6881 | } |
| | 6882 | |
| | 6883 | /* if the source can sense us, add ourself to the data */ |
| | 6884 | if (canBeSensed(sense, trans, ambient)) |
| | 6885 | tab[self] = new SenseInfo(self, trans, obs, ambient); |
| | 6886 | } |
| | 6887 | |
| | 6888 | /* |
| | 6889 | * Build a list of the objects reachable from me through the given |
| | 6890 | * sense and with a presence in the sense. |
| | 6891 | */ |
| | 6892 | sensePresenceList(sense) |
| | 6893 | { |
| | 6894 | local infoTab; |
| | 6895 | |
| | 6896 | /* get the full sense list */ |
| | 6897 | infoTab = senseInfoTable(sense); |
| | 6898 | |
| | 6899 | /* |
| | 6900 | * return only the subset of items that have a presence in this |
| | 6901 | * sense, and return only the items themselves, not the |
| | 6902 | * SenseInfo objects |
| | 6903 | */ |
| | 6904 | return senseInfoTableSubset(infoTab, |
| | 6905 | {obj, info: obj.(sense.presenceProp)}); |
| | 6906 | } |
| | 6907 | |
| | 6908 | /* |
| | 6909 | * Determine the highest ambient sense level at this object for any |
| | 6910 | * of the given senses. |
| | 6911 | * |
| | 6912 | * Note that this method changes certain global variables used during |
| | 6913 | * sense and scope calculations. Because of this, be careful not to |
| | 6914 | * call this method *during* sense or scope calculations. In |
| | 6915 | * particular, don't call this from an object's canBeSensed() method |
| | 6916 | * or anything it calls. For example, don't call this from a |
| | 6917 | * Hidden.discovered method. |
| | 6918 | */ |
| | 6919 | senseAmbientMax(senses) |
| | 6920 | { |
| | 6921 | local objs; |
| | 6922 | local maxSoFar; |
| | 6923 | |
| | 6924 | /* we don't have any level so far */ |
| | 6925 | maxSoFar = 0; |
| | 6926 | |
| | 6927 | /* get the table of connected objects */ |
| | 6928 | objs = connectionTable(); |
| | 6929 | |
| | 6930 | /* go through each sense */ |
| | 6931 | for (local i = 1, local lst = senses, local len = lst.length() ; |
| | 6932 | i <= len ; ++i) |
| | 6933 | { |
| | 6934 | /* |
| | 6935 | * cache the ambient level for this sense for everything |
| | 6936 | * connected by containment |
| | 6937 | */ |
| | 6938 | cacheAmbientInfo(objs, lst[i]); |
| | 6939 | |
| | 6940 | /* |
| | 6941 | * if our cached level for this sense is the highest so far, |
| | 6942 | * remember it |
| | 6943 | */ |
| | 6944 | if (tmpAmbient_ > maxSoFar) |
| | 6945 | maxSoFar = tmpAmbient_; |
| | 6946 | } |
| | 6947 | |
| | 6948 | /* return the highest level we found */ |
| | 6949 | return maxSoFar; |
| | 6950 | } |
| | 6951 | |
| | 6952 | /* |
| | 6953 | * Cache sensory information for all objects in the given list from |
| | 6954 | * the point of view of self. This caches the ambient energy level |
| | 6955 | * at each object, if the sense uses ambient energy, and the |
| | 6956 | * transparency and obstructor on the best path in the sense to the |
| | 6957 | * object. 'objs' is the connection table, as generated by |
| | 6958 | * connectionTable(). |
| | 6959 | */ |
| | 6960 | cacheSenseInfo(objs, sense) |
| | 6961 | { |
| | 6962 | /* clear out the end-of-calculation notification list */ |
| | 6963 | local nlst = senseTmp.notifyList; |
| | 6964 | if (nlst.length() != 0) |
| | 6965 | nlst.removeRange(1, nlst.length()); |
| | 6966 | |
| | 6967 | /* first, calculate the ambient energy level at each object */ |
| | 6968 | cacheAmbientInfo(objs, sense); |
| | 6969 | |
| | 6970 | /* next, cache the sense path from here to each object */ |
| | 6971 | cacheSensePath(sense); |
| | 6972 | |
| | 6973 | /* notify each object in the notification list */ |
| | 6974 | for (local i = 1, local len = nlst.length() ; i <= len ; ++i) |
| | 6975 | nlst[i].finishSensePath(objs, sense); |
| | 6976 | } |
| | 6977 | |
| | 6978 | /* |
| | 6979 | * Cache the ambient energy level at each object in the table. The |
| | 6980 | * list must include everything connected by containment. |
| | 6981 | */ |
| | 6982 | cacheAmbientInfo(objs, sense) |
| | 6983 | { |
| | 6984 | local aprop; |
| | 6985 | |
| | 6986 | /* |
| | 6987 | * if this sense has ambience, transmit energy from sources to |
| | 6988 | * all reachable objects; otherwise, just clear out the sense |
| | 6989 | * data |
| | 6990 | */ |
| | 6991 | if ((aprop = sense.ambienceProp) != nil) |
| | 6992 | { |
| | 6993 | local sources; |
| | 6994 | |
| | 6995 | /* create a vector to hold the set of ambient energy sources */ |
| | 6996 | sources = new Vector(16); |
| | 6997 | |
| | 6998 | /* |
| | 6999 | * Clear out any cached sensory information from past |
| | 7000 | * calculations, and note objects that have ambient energy to |
| | 7001 | * propagate. |
| | 7002 | */ |
| | 7003 | objs.forEachAssoc(new function(cur, val) |
| | 7004 | { |
| | 7005 | /* clear old sensory information for this object */ |
| | 7006 | cur.clearSenseInfo(); |
| | 7007 | |
| | 7008 | /* if it's an energy source, note it */ |
| | 7009 | if (cur.(aprop) != 0) |
| | 7010 | sources.append(cur); |
| | 7011 | }); |
| | 7012 | |
| | 7013 | /* |
| | 7014 | * Calculate the ambient energy level at each object. To do |
| | 7015 | * this, start at each energy source and transmit its energy |
| | 7016 | * to all objects within reach of the sense. |
| | 7017 | */ |
| | 7018 | for (local i = 1, local len = sources.length() ; i <= len ; ++i) |
| | 7019 | { |
| | 7020 | /* get this item */ |
| | 7021 | local cur = sources[i]; |
| | 7022 | |
| | 7023 | /* if this item transmits energy, process it */ |
| | 7024 | if (cur.(aprop) != 0) |
| | 7025 | cur.transmitAmbient(sense); |
| | 7026 | } |
| | 7027 | } |
| | 7028 | else |
| | 7029 | { |
| | 7030 | /* |
| | 7031 | * this sense doesn't use ambience - all we need to do is |
| | 7032 | * clear out any old sense data for this object |
| | 7033 | */ |
| | 7034 | objs.forEachAssoc({cur, val: cur.clearSenseInfo()}); |
| | 7035 | } |
| | 7036 | } |
| | 7037 | |
| | 7038 | /* |
| | 7039 | * Transmit my radiating energy to everything within reach of the |
| | 7040 | * sense. |
| | 7041 | */ |
| | 7042 | transmitAmbient(sense) |
| | 7043 | { |
| | 7044 | local ambient; |
| | 7045 | |
| | 7046 | /* get the energy level I'm transmitting */ |
| | 7047 | ambient = self.(sense.ambienceProp); |
| | 7048 | |
| | 7049 | /* if this is greater than my ambient level so far, take it */ |
| | 7050 | if (ambient > tmpAmbient_) |
| | 7051 | { |
| | 7052 | /* |
| | 7053 | * remember the new settings: start me with my own ambience, |
| | 7054 | * and with no fill medium in the way (there's nothing |
| | 7055 | * between me and myself, so I shine on myself with full |
| | 7056 | * force and with no intervening fill medium) |
| | 7057 | */ |
| | 7058 | tmpAmbient_ = ambient; |
| | 7059 | tmpAmbientFill_ = nil; |
| | 7060 | |
| | 7061 | /* |
| | 7062 | * if the level is at least 2, transmit to adjacent objects |
| | 7063 | * (level 1 is self-illumination only, so we don't transmit |
| | 7064 | * to anything else) |
| | 7065 | */ |
| | 7066 | if (ambient >= 2) |
| | 7067 | { |
| | 7068 | /* transmit to my containers */ |
| | 7069 | shineOnLoc(sense, ambient, nil); |
| | 7070 | |
| | 7071 | /* shine on my contents */ |
| | 7072 | shineOnContents(sense, ambient, nil); |
| | 7073 | } |
| | 7074 | } |
| | 7075 | |
| | 7076 | /* |
| | 7077 | * Apply our interior self-illumination if necessary. If we're |
| | 7078 | * self-illuminating, and our interior surface doesn't already |
| | 7079 | * have higher ambient energy from another source, then the |
| | 7080 | * ambient energy at our inner surface is simply 1, since we |
| | 7081 | * self-illuminate inside as well as outside. |
| | 7082 | */ |
| | 7083 | if (ambient == 1 && ambient > tmpAmbientWithin_) |
| | 7084 | tmpAmbientWithin_ = ambient; |
| | 7085 | } |
| | 7086 | |
| | 7087 | /* |
| | 7088 | * Transmit ambient energy to my location or locations. |
| | 7089 | */ |
| | 7090 | shineOnLoc(sense, ambient, fill) |
| | 7091 | { |
| | 7092 | /* |
| | 7093 | * shine on my container, if I have one, and its immediate |
| | 7094 | * children |
| | 7095 | */ |
| | 7096 | if (location != nil) |
| | 7097 | location.shineFromWithin(self, sense, ambient, fill); |
| | 7098 | } |
| | 7099 | |
| | 7100 | /* |
| | 7101 | * Shine ambient energy at my surface onto my contents. |
| | 7102 | */ |
| | 7103 | shineOnContents(sense, ambient, fill) |
| | 7104 | { |
| | 7105 | local levelWithin; |
| | 7106 | |
| | 7107 | /* |
| | 7108 | * Figure the level of energy to transmit to my contents. To |
| | 7109 | * reach my contents, the ambient energy here must traverse our |
| | 7110 | * surface. Since we want to know what the ambient light at our |
| | 7111 | * surface looks like when viewed from our interior, we must use |
| | 7112 | * the sensing-out transparency. |
| | 7113 | */ |
| | 7114 | levelWithin = adjustBrightness(ambient, transSensingOut(sense)); |
| | 7115 | |
| | 7116 | /* |
| | 7117 | * Remember our ambient level at our inner surface, if the |
| | 7118 | * adjusted transmission is higher than our tentative ambient |
| | 7119 | * level already set from another source or path. Note that the |
| | 7120 | * tmpAmbientWithin_ caches the ambient level at our inner |
| | 7121 | * surface, which comes before we adjust for our fill medium |
| | 7122 | * (because our fill medium is enclosed by our inner surface). |
| | 7123 | */ |
| | 7124 | if (levelWithin >= 2 && levelWithin > tmpAmbientWithin_) |
| | 7125 | { |
| | 7126 | local fillWithin; |
| | 7127 | |
| | 7128 | /* note my new interior ambience */ |
| | 7129 | tmpAmbientWithin_ = levelWithin; |
| | 7130 | |
| | 7131 | /* |
| | 7132 | * If there's a new fill material in my interior that the |
| | 7133 | * ambient energy here hasn't already just traversed, we must |
| | 7134 | * further adjust the ambient level in my interior by the |
| | 7135 | * fill transparency. |
| | 7136 | */ |
| | 7137 | fillWithin = tmpFillMedium_; |
| | 7138 | if (fillWithin != fill && fillWithin != nil) |
| | 7139 | { |
| | 7140 | /* |
| | 7141 | * we're traversing a new fill material - adjust the |
| | 7142 | * brightness further for the fill material |
| | 7143 | */ |
| | 7144 | levelWithin = adjustBrightness(levelWithin, |
| | 7145 | fillWithin.senseThru(sense)); |
| | 7146 | } |
| | 7147 | |
| | 7148 | /* if that leaves any ambience in my interior, transmit it */ |
| | 7149 | if (levelWithin >= 2) |
| | 7150 | { |
| | 7151 | /* shine on each object directly within me */ |
| | 7152 | for (local clst = contents, local i = 1, |
| | 7153 | local len = clst.length() ; i <= len ; ++i) |
| | 7154 | { |
| | 7155 | /* transmit the ambient energy to this child item */ |
| | 7156 | clst[i].shineFromWithout(self, sense, |
| | 7157 | levelWithin, fillWithin); |
| | 7158 | } |
| | 7159 | } |
| | 7160 | } |
| | 7161 | } |
| | 7162 | |
| | 7163 | /* |
| | 7164 | * Transmit ambient energy from an object within me. This transmits |
| | 7165 | * to my outer surface, and also to my own immediate children - in |
| | 7166 | * other words, to the peers of the child shining on us. We need to |
| | 7167 | * transmit to the source's peers right now, because it might |
| | 7168 | * degrade the ambient energy to go out through our surface. |
| | 7169 | */ |
| | 7170 | shineFromWithin(fromChild, sense, ambient, fill) |
| | 7171 | { |
| | 7172 | local levelWithout; |
| | 7173 | local levelWithin; |
| | 7174 | local fillWithin; |
| | 7175 | |
| | 7176 | /* |
| | 7177 | * Calculate the change in energy as the sense makes its way to |
| | 7178 | * our "inner surface," and to peers of the sender - in both |
| | 7179 | * cases, the energy must traverse our fill medium to get to the |
| | 7180 | * next object. |
| | 7181 | * |
| | 7182 | * As always, energy must never traverse a single fill medium |
| | 7183 | * more than once consecutively, so if the last fill material is |
| | 7184 | * the same as the fill material here, no further adjustment is |
| | 7185 | * necessary for another traversal of the same material. |
| | 7186 | */ |
| | 7187 | levelWithin = ambient; |
| | 7188 | fillWithin = tmpFillMedium_; |
| | 7189 | if (fillWithin != fill && fillWithin != nil) |
| | 7190 | { |
| | 7191 | /* adjust the brightness for the fill traversal */ |
| | 7192 | levelWithin = adjustBrightness(levelWithin, |
| | 7193 | fillWithin.senseThru(sense)); |
| | 7194 | } |
| | 7195 | |
| | 7196 | /* if there's no energy left to transmit, we're done */ |
| | 7197 | if (levelWithin < 2) |
| | 7198 | return; |
| | 7199 | |
| | 7200 | /* |
| | 7201 | * Since we're transmitting the energy from within us, calculate |
| | 7202 | * any attenuation as the energy goes from our inner surface to |
| | 7203 | * our outer surface - this is the energy that makes it through |
| | 7204 | * to our exterior and thus is the new ambient level at our |
| | 7205 | * surface. We must calculate the attenuation that a viewer |
| | 7206 | * from outside sees looking at an energy source within us, so |
| | 7207 | * we must use the sensing-in transparency. |
| | 7208 | * |
| | 7209 | * Note that we start here with the level within that we've |
| | 7210 | * already calculated: we assume that the energy from our child |
| | 7211 | * must first traverse our interior medium before reaching our |
| | 7212 | * "inner surface," at which point it must then further traverse |
| | 7213 | * our surface material to reach our "outer surface," at which |
| | 7214 | * point it's the ambient level at our exterior. |
| | 7215 | */ |
| | 7216 | levelWithout = adjustBrightness(levelWithin, transSensingIn(sense)); |
| | 7217 | |
| | 7218 | /* |
| | 7219 | * The level at our outer surface is the new ambient level for |
| | 7220 | * this object. The last fill material traversed is the fill |
| | 7221 | * material within me. If it's the best yet, take it. |
| | 7222 | */ |
| | 7223 | if (levelWithout > tmpAmbient_) |
| | 7224 | { |
| | 7225 | /* it's the best so far - cache it */ |
| | 7226 | tmpAmbient_ = levelWithout; |
| | 7227 | tmpAmbientFill_ = fillWithin; |
| | 7228 | |
| | 7229 | /* transmit to our containers */ |
| | 7230 | shineOnLoc(sense, levelWithout, fillWithin); |
| | 7231 | } |
| | 7232 | |
| | 7233 | /* transmit the level within to each peer of the sender */ |
| | 7234 | if (levelWithin > tmpAmbientWithin_) |
| | 7235 | { |
| | 7236 | /* note our level within */ |
| | 7237 | tmpAmbientWithin_ = levelWithin; |
| | 7238 | |
| | 7239 | /* transmit to each of our children */ |
| | 7240 | for (local i = 1, local clst = contents, |
| | 7241 | local len = clst.length() ; i <= len ; ++i) |
| | 7242 | { |
| | 7243 | /* get the current item */ |
| | 7244 | local cur = clst[i]; |
| | 7245 | |
| | 7246 | /* if it's not the source, shine on it */ |
| | 7247 | if (cur != fromChild) |
| | 7248 | cur.shineFromWithout(self, sense, |
| | 7249 | levelWithin, fillWithin); |
| | 7250 | } |
| | 7251 | } |
| | 7252 | } |
| | 7253 | |
| | 7254 | /* |
| | 7255 | * Transmit ambient energy from an object immediately containing me. |
| | 7256 | */ |
| | 7257 | shineFromWithout(fromParent, sense, level, fill) |
| | 7258 | { |
| | 7259 | /* if this is the best level yet, take it and transmit it */ |
| | 7260 | if (level > tmpAmbient_) |
| | 7261 | { |
| | 7262 | /* cache this new best level */ |
| | 7263 | tmpAmbient_ = level; |
| | 7264 | tmpAmbientFill_ = fill; |
| | 7265 | |
| | 7266 | /* transmit it down to my children */ |
| | 7267 | shineOnContents(sense, level, fill); |
| | 7268 | } |
| | 7269 | } |
| | 7270 | |
| | 7271 | /* |
| | 7272 | * Cache the sense path for each object reachable from this point of |
| | 7273 | * view. Fills in tmpTrans_ and tmpObstructor_ for each object with |
| | 7274 | * the best transparency path from the object to me. |
| | 7275 | */ |
| | 7276 | cacheSensePath(sense) |
| | 7277 | { |
| | 7278 | /* the view from me to myself is unobstructed */ |
| | 7279 | tmpPathIsIn_ = true; |
| | 7280 | tmpTrans_ = transparent; |
| | 7281 | tmpTransWithin_ = transparent; |
| | 7282 | tmpObstructor_ = nil; |
| | 7283 | tmpObstructorWithin_ = nil; |
| | 7284 | |
| | 7285 | /* build a path to my containers */ |
| | 7286 | sensePathToLoc(sense, transparent, nil, nil); |
| | 7287 | |
| | 7288 | /* build a path to my contents */ |
| | 7289 | sensePathToContents(sense, transparent, nil, nil); |
| | 7290 | } |
| | 7291 | |
| | 7292 | /* |
| | 7293 | * Build a path to my location or locations |
| | 7294 | */ |
| | 7295 | sensePathToLoc(sense, trans, obs, fill) |
| | 7296 | { |
| | 7297 | /* |
| | 7298 | * proceed to my container, if I have one, and its immediate |
| | 7299 | * children |
| | 7300 | */ |
| | 7301 | if (location != nil) |
| | 7302 | location.sensePathFromWithin(self, sense, trans, obs, fill); |
| | 7303 | } |
| | 7304 | |
| | 7305 | /* |
| | 7306 | * Build a sense path to my contents |
| | 7307 | */ |
| | 7308 | sensePathToContents(sense, trans, obs, fill) |
| | 7309 | { |
| | 7310 | local transWithin; |
| | 7311 | local obsWithin; |
| | 7312 | local fillWithin; |
| | 7313 | |
| | 7314 | /* |
| | 7315 | * Figure the transparency to my contents. To reach my |
| | 7316 | * contents, we must look in through our surface. If we change |
| | 7317 | * the transparency, we're the new obstructor. |
| | 7318 | */ |
| | 7319 | transWithin = transparencyAdd(trans, transSensingIn(sense)); |
| | 7320 | obsWithin = (trans == transWithin ? obs : self); |
| | 7321 | |
| | 7322 | /* |
| | 7323 | * If there's a new fill material in my interior that we haven't |
| | 7324 | * already just traversed, we must further adjust the |
| | 7325 | * transparency by the fill transparency. |
| | 7326 | */ |
| | 7327 | fillWithin = tmpFillMedium_; |
| | 7328 | if (fillWithin != fill && fillWithin != nil) |
| | 7329 | { |
| | 7330 | local oldTransWithin = transWithin; |
| | 7331 | |
| | 7332 | /* we're traversing a new fill material */ |
| | 7333 | transWithin = transparencyAdd(transWithin, |
| | 7334 | fillWithin.senseThru(sense)); |
| | 7335 | if (transWithin != oldTransWithin) |
| | 7336 | obsWithin = fill; |
| | 7337 | } |
| | 7338 | |
| | 7339 | /* if the path isn't opaque, proceed to my contents */ |
| | 7340 | if (transWithin != opaque) |
| | 7341 | { |
| | 7342 | /* build a path to each child */ |
| | 7343 | for (local clst = contents, |
| | 7344 | local i = 1, local len = clst.length() ; i <= len ; ++i) |
| | 7345 | { |
| | 7346 | /* build a path to this child */ |
| | 7347 | clst[i].sensePathFromWithout(self, sense, transWithin, |
| | 7348 | obsWithin, fillWithin); |
| | 7349 | } |
| | 7350 | } |
| | 7351 | } |
| | 7352 | |
| | 7353 | /* |
| | 7354 | * Build a path from an object within me. |
| | 7355 | */ |
| | 7356 | sensePathFromWithin(fromChild, sense, trans, obs, fill) |
| | 7357 | { |
| | 7358 | local transWithin; |
| | 7359 | local fillWithin; |
| | 7360 | local transWithout; |
| | 7361 | local obsWithout; |
| | 7362 | |
| | 7363 | /* |
| | 7364 | * Calculate the transparency change along the path from the |
| | 7365 | * child to our "inner surface" and to peers of the sender - in |
| | 7366 | * both cases, we must traverse the fill material. |
| | 7367 | * |
| | 7368 | * As always, energy must never traverse a single fill medium |
| | 7369 | * more than once consecutively, so if the last fill material is |
| | 7370 | * the same as the fill material here, no further adjustment is |
| | 7371 | * necessary for another traversal of the same material. |
| | 7372 | */ |
| | 7373 | transWithin = trans; |
| | 7374 | fillWithin = tmpFillMedium_; |
| | 7375 | if (fillWithin != fill && fillWithin != nil) |
| | 7376 | { |
| | 7377 | /* adjust for traversing a new fill material */ |
| | 7378 | transWithin = transparencyAdd(transWithin, |
| | 7379 | fillWithin.senseThru(sense)); |
| | 7380 | if (transWithin != trans) |
| | 7381 | obs = fillWithin; |
| | 7382 | } |
| | 7383 | |
| | 7384 | /* if we're opaque at this point, we're done */ |
| | 7385 | if (transWithin == opaque) |
| | 7386 | return; |
| | 7387 | |
| | 7388 | /* |
| | 7389 | * Calculate the transparency going from our inner surface to |
| | 7390 | * our outer surface - we must traverse our own material to |
| | 7391 | * travel this segment. |
| | 7392 | */ |
| | 7393 | transWithout = transparencyAdd(transWithin, transSensingOut(sense)); |
| | 7394 | obsWithout = (transWithout != transWithin ? self : obs); |
| | 7395 | |
| | 7396 | /* |
| | 7397 | * We now have the path to our outer surface. The last fill |
| | 7398 | * material traversed is the fill material within me. If this |
| | 7399 | * is the best yet, remember it. |
| | 7400 | */ |
| | 7401 | if (transparencyCompare(transWithout, tmpTrans_) > 0) |
| | 7402 | { |
| | 7403 | /* it's the best so far - cache it */ |
| | 7404 | tmpTrans_ = transWithout; |
| | 7405 | tmpObstructor_ = obsWithout; |
| | 7406 | |
| | 7407 | /* we're coming to this object from within */ |
| | 7408 | tmpPathIsIn_ = nil; |
| | 7409 | |
| | 7410 | /* transmit to our containers */ |
| | 7411 | sensePathToLoc(sense, transWithout, obsWithout, fillWithin); |
| | 7412 | } |
| | 7413 | |
| | 7414 | /* |
| | 7415 | * if this is the best interior transparency yet, build a path |
| | 7416 | * to each peer of the sender |
| | 7417 | */ |
| | 7418 | if (transparencyCompare(transWithin, tmpTransWithin_) > 0) |
| | 7419 | { |
| | 7420 | /* it's the best so far - cache it */ |
| | 7421 | tmpTransWithin_ = transWithin; |
| | 7422 | tmpObstructorWithin_ = obs; |
| | 7423 | |
| | 7424 | /* we're coming to this object from within */ |
| | 7425 | tmpPathIsIn_ = nil; |
| | 7426 | |
| | 7427 | /* build a path to each peer of the sender */ |
| | 7428 | for (local i = 1, local clst = contents, |
| | 7429 | local len = clst.length() ; i <= len ; ++i) |
| | 7430 | { |
| | 7431 | /* get this item */ |
| | 7432 | local cur = clst[i]; |
| | 7433 | |
| | 7434 | /* if it's not the source, build a path to it */ |
| | 7435 | if (cur != fromChild) |
| | 7436 | cur.sensePathFromWithout(self, sense, transWithin, |
| | 7437 | obs, fillWithin); |
| | 7438 | } |
| | 7439 | } |
| | 7440 | } |
| | 7441 | |
| | 7442 | /* |
| | 7443 | * Build a path from an object immediately containing me. |
| | 7444 | */ |
| | 7445 | sensePathFromWithout(fromParent, sense, trans, obs, fill) |
| | 7446 | { |
| | 7447 | /* if this is the best level yet, take it and keep going */ |
| | 7448 | if (transparencyCompare(trans, tmpTrans_) > 0) |
| | 7449 | { |
| | 7450 | /* remember this new best level */ |
| | 7451 | tmpTrans_ = trans; |
| | 7452 | tmpObstructor_ = obs; |
| | 7453 | |
| | 7454 | /* we're coming to this object from outside */ |
| | 7455 | tmpPathIsIn_ = true; |
| | 7456 | |
| | 7457 | /* build a path down into my children */ |
| | 7458 | sensePathToContents(sense, trans, obs, fill); |
| | 7459 | } |
| | 7460 | } |
| | 7461 | |
| | 7462 | |
| | 7463 | /* |
| | 7464 | * Clear the sensory scratch-pad properties, in preparation for a |
| | 7465 | * sensory calculation pass. |
| | 7466 | */ |
| | 7467 | clearSenseInfo() |
| | 7468 | { |
| | 7469 | tmpPathIsIn_ = true; |
| | 7470 | tmpAmbient_ = 0; |
| | 7471 | tmpAmbientWithin_ = 0; |
| | 7472 | tmpAmbientFill_ = nil; |
| | 7473 | tmpTrans_ = opaque; |
| | 7474 | tmpTransWithin_ = opaque; |
| | 7475 | tmpObstructor_ = nil; |
| | 7476 | tmpObstructorWithin_ = nil; |
| | 7477 | |
| | 7478 | /* pre-calculate my fill medium */ |
| | 7479 | tmpFillMedium_ = fillMedium(); |
| | 7480 | } |
| | 7481 | |
| | 7482 | /* |
| | 7483 | * Scratch-pad for calculating ambient energy level - valid only |
| | 7484 | * after calcAmbience and until the game state changes in any way. |
| | 7485 | * This is for internal use within the sense propagation methods |
| | 7486 | * only. |
| | 7487 | */ |
| | 7488 | tmpAmbient_ = 0 |
| | 7489 | |
| | 7490 | /* |
| | 7491 | * Last fill material traversed by the ambient sense energy in |
| | 7492 | * tmpAmbient_. We must keep track of this so that we can treat |
| | 7493 | * consecutive traversals of the same fill material as equivalent to |
| | 7494 | * a single traversal. |
| | 7495 | */ |
| | 7496 | tmpAmbientFill_ = nil |
| | 7497 | |
| | 7498 | /* |
| | 7499 | * Scrach-pad for the best transparency level to this object from |
| | 7500 | * the current point of view. This is used during cacheSenseInfo to |
| | 7501 | * keep track of the sense path to this object. |
| | 7502 | */ |
| | 7503 | tmpTrans_ = opaque |
| | 7504 | |
| | 7505 | /* |
| | 7506 | * Scratch-pad for the obstructor that contributed to a |
| | 7507 | * non-transparent path to this object in tmpTrans_. |
| | 7508 | */ |
| | 7509 | tmpObstructor_ = nil |
| | 7510 | |
| | 7511 | /* |
| | 7512 | * Scratch-pads for the ambient level, best transparency, and |
| | 7513 | * obstructor to our *interior* surface. We keep track of these |
| | 7514 | * separately from the exterior data so that we can tell what we |
| | 7515 | * look like from the persepctive of an object within us. |
| | 7516 | */ |
| | 7517 | tmpAmbientWithin_ = 0 |
| | 7518 | tmpTransWithin_ = opaque |
| | 7519 | tmpObstructorWithin_ = nil |
| | 7520 | |
| | 7521 | /* |
| | 7522 | * Scratch-pad for the sense path direction at this object. If this |
| | 7523 | * is true, the sense path is pointing inward - that is, the path |
| | 7524 | * from the source object to here is entering from outside me. |
| | 7525 | * Otherwise, the sense path is pointing outward. |
| | 7526 | */ |
| | 7527 | tmpPathIsIn_ = true |
| | 7528 | |
| | 7529 | /* |
| | 7530 | * My fill medium. We cache this during each sense path |
| | 7531 | * calculation, since the fill medium calculation often requires |
| | 7532 | * traversing several containment levels. |
| | 7533 | */ |
| | 7534 | tmpFillMedium_ = nil |
| | 7535 | |
| | 7536 | /* |
| | 7537 | * Merge two senseInfoTable tables. Merges the second table into |
| | 7538 | * the first. If an object appears only in the first table, the |
| | 7539 | * entry is left unchanged; if an object appears only in the second |
| | 7540 | * table, the entry is added to the first table. If an object |
| | 7541 | * appears in both tables, we'll keep the one with better detail or |
| | 7542 | * brightness, adding it to the first table if it's the one in the |
| | 7543 | * second table. |
| | 7544 | */ |
| | 7545 | mergeSenseInfoTable(a, b) |
| | 7546 | { |
| | 7547 | /* if either table is nil, return the other table */ |
| | 7548 | if (a == nil) |
| | 7549 | return b; |
| | 7550 | else if (b == nil) |
| | 7551 | return a; |
| | 7552 | |
| | 7553 | /* |
| | 7554 | * iterate over the second table, merging each item from the |
| | 7555 | * second table into the corresponding item in the first table |
| | 7556 | */ |
| | 7557 | b.forEachAssoc({obj, info: a[obj] = mergeSenseInfo(a[obj], info)}); |
| | 7558 | |
| | 7559 | /* return the merged first table */ |
| | 7560 | return a; |
| | 7561 | } |
| | 7562 | |
| | 7563 | /* |
| | 7564 | * Merge two SenseInfo items. Chooses the "better" of the two items |
| | 7565 | * and returns it, where "better" is defined as more transparent, |
| | 7566 | * or, transparencies being equal, brighter in ambient energy. |
| | 7567 | */ |
| | 7568 | mergeSenseInfo(a, b) |
| | 7569 | { |
| | 7570 | /* if one or the other is nil, return the non-nil one */ |
| | 7571 | if (a == nil) |
| | 7572 | return b; |
| | 7573 | if (b == nil) |
| | 7574 | return a; |
| | 7575 | |
| | 7576 | /* |
| | 7577 | * Both items are non-nil, so keep the better of the two. If |
| | 7578 | * the transparencies aren't equal, keep the one that's more |
| | 7579 | * transparent. Otherwise, keep the one with higher ambient |
| | 7580 | * energy. |
| | 7581 | */ |
| | 7582 | if (a.trans == b.trans) |
| | 7583 | { |
| | 7584 | /* |
| | 7585 | * The transparencies are equal, so choose the one with |
| | 7586 | * higher ambient energy. If those are the same, |
| | 7587 | * arbitrarily keep the first one. |
| | 7588 | */ |
| | 7589 | if (a.ambient >= b.ambient) |
| | 7590 | return a; |
| | 7591 | else |
| | 7592 | return b; |
| | 7593 | } |
| | 7594 | else |
| | 7595 | { |
| | 7596 | /* |
| | 7597 | * The transparencies are unequal, so pick the one with |
| | 7598 | * better transparency. |
| | 7599 | */ |
| | 7600 | if (transparencyCompare(a.trans, b.trans) < 0) |
| | 7601 | return b; |
| | 7602 | else |
| | 7603 | return a; |
| | 7604 | } |
| | 7605 | } |
| | 7606 | |
| | 7607 | /* |
| | 7608 | * Receive notification that a command is about to be performed. |
| | 7609 | * This is called on each object connected by containment with the |
| | 7610 | * actor performing the command, and on any objects explicitly |
| | 7611 | * registered with the actor, the actor's location and its locations |
| | 7612 | * up to the outermost container, or the directly involved objects. |
| | 7613 | */ |
| | 7614 | beforeAction() |
| | 7615 | { |
| | 7616 | /* by default, do nothing */ |
| | 7617 | } |
| | 7618 | |
| | 7619 | /* |
| | 7620 | * Receive notification that a command has just been performed. |
| | 7621 | * This is called by the same rules as beforeAction(), but under the |
| | 7622 | * conditions prevailing after the command has been completed. |
| | 7623 | */ |
| | 7624 | afterAction() |
| | 7625 | { |
| | 7626 | /* by default, do nothing */ |
| | 7627 | } |
| | 7628 | |
| | 7629 | /* |
| | 7630 | * Receive notification that a traveler (an actor or a vehicle, for |
| | 7631 | * example) is about to depart via travelerTravelTo(), OR that an |
| | 7632 | * actor is about to move among nested locations via travelWithin(). |
| | 7633 | * This notification is sent to each object connected to the traveler |
| | 7634 | * by containment, just before the traveler departs. |
| | 7635 | * |
| | 7636 | * If the traveler is traveling between top-level locations, |
| | 7637 | * 'connector' is the TravelConnector object being traversed. If an |
| | 7638 | * actor is merely moving between nested locations, 'connector' will |
| | 7639 | * be nil. |
| | 7640 | */ |
| | 7641 | beforeTravel(traveler, connector) { /* do nothing by default */ } |
| | 7642 | |
| | 7643 | /* |
| | 7644 | * Receive notification that a traveler has just arrived via |
| | 7645 | * travelerTravelTo(). This notification is sent to each object |
| | 7646 | * connected to the traveler by containment, in its new location, |
| | 7647 | * just after the travel completes. |
| | 7648 | */ |
| | 7649 | afterTravel(traveler, connector) { /* do nothing by default */ } |
| | 7650 | |
| | 7651 | /* |
| | 7652 | * Get my notification list - this is a list of objects on which we |
| | 7653 | * must call beforeAction and afterAction when this object is |
| | 7654 | * involved in a command as the direct object, indirect object, or |
| | 7655 | * any addition object (other than as the actor performing the |
| | 7656 | * command). |
| | 7657 | * |
| | 7658 | * The general notification mechanism always includes in the |
| | 7659 | * notification list all of the objects connected by containment to |
| | 7660 | * the actor; this method allows for explicit registration of |
| | 7661 | * additional objects that must be notified when commands are |
| | 7662 | * performed on this object even when the other objects are nowhere |
| | 7663 | * nearby. |
| | 7664 | */ |
| | 7665 | getObjectNotifyList() |
| | 7666 | { |
| | 7667 | /* return our registration list */ |
| | 7668 | return objectNotifyList; |
| | 7669 | } |
| | 7670 | |
| | 7671 | /* |
| | 7672 | * Add an item to our registered notification list for actions |
| | 7673 | * involving this object as the direct object, indirect object, and |
| | 7674 | * so on. |
| | 7675 | * |
| | 7676 | * Items can be added here if they must be notified of actions |
| | 7677 | * involving this object regardless of the physical proximity of |
| | 7678 | * this item and the notification item. |
| | 7679 | */ |
| | 7680 | addObjectNotifyItem(obj) |
| | 7681 | { |
| | 7682 | objectNotifyList += obj; |
| | 7683 | } |
| | 7684 | |
| | 7685 | /* remove an item from the registered notification list */ |
| | 7686 | removeObjectNotifyItem(obj) |
| | 7687 | { |
| | 7688 | objectNotifyList -= obj; |
| | 7689 | } |
| | 7690 | |
| | 7691 | /* our list of registered notification items */ |
| | 7692 | objectNotifyList = [] |
| | 7693 | |
| | 7694 | /* -------------------------------------------------------------------- */ |
| | 7695 | /* |
| | 7696 | * Verify a proposed change of location of this object from its |
| | 7697 | * current container hierarchy to the given new container. We'll |
| | 7698 | * verify removal from each container up to but not including a |
| | 7699 | * parent that's in common with the new container - we stop upon |
| | 7700 | * reaching the common parent because the object isn't leaving the |
| | 7701 | * common parent, but merely repositioned around within it. We'll |
| | 7702 | * also verify insertion into each new parent from the first |
| | 7703 | * non-common parent on down to the immediate new container. |
| | 7704 | * |
| | 7705 | * This routine is called any time an actor action would cause this |
| | 7706 | * object to be moved to a new container, so it is the common point |
| | 7707 | * at which to intercept any action that would attempt to move the |
| | 7708 | * object. |
| | 7709 | */ |
| | 7710 | verifyMoveTo(newLoc) |
| | 7711 | { |
| | 7712 | /* check removal up to the common parent */ |
| | 7713 | sendNotifyRemove(self, newLoc, &verifyRemove); |
| | 7714 | |
| | 7715 | /* check insertion into parents up to the common parent */ |
| | 7716 | if (newLoc != nil) |
| | 7717 | newLoc.sendNotifyInsert(self, newLoc, &verifyInsert); |
| | 7718 | } |
| | 7719 | |
| | 7720 | /* |
| | 7721 | * Send the given notification to each direct parent, each of their |
| | 7722 | * direct parents, and so forth, stopping when we reach parents that |
| | 7723 | * we have in common with our new location. We don't notify parents |
| | 7724 | * in common with new location (or their parents) because we're not |
| | 7725 | * actually removing the object from the common parents. |
| | 7726 | */ |
| | 7727 | sendNotifyRemove(obj, newLoc, msg) |
| | 7728 | { |
| | 7729 | /* send notification to each container, as appropriate */ |
| | 7730 | forEachContainer(new function(loc) { |
| | 7731 | /* |
| | 7732 | * If this container contains the new location, don't send it |
| | 7733 | * (or its parents) notification, since we're not leaving it. |
| | 7734 | * Otherwise, send the notification and proceed to its |
| | 7735 | * parents. |
| | 7736 | */ |
| | 7737 | if (newLoc == nil |
| | 7738 | || (loc != newLoc && !newLoc.isIn(loc))) |
| | 7739 | { |
| | 7740 | /* notify this container of the removal */ |
| | 7741 | loc.(msg)(obj); |
| | 7742 | |
| | 7743 | /* recursively notify this container's containers */ |
| | 7744 | loc.sendNotifyRemove(obj, newLoc, msg); |
| | 7745 | } |
| | 7746 | }); |
| | 7747 | } |
| | 7748 | |
| | 7749 | /* |
| | 7750 | * Send the given notification to each direct parent, each of their |
| | 7751 | * direct parents, and so forth, stopping when we reach parents that |
| | 7752 | * we have in common with our new location. We don't notify parents |
| | 7753 | * in common with new location (or their parents). |
| | 7754 | * |
| | 7755 | * This should always be called *before* a change of location is |
| | 7756 | * actually put into effect, so that we will still be in our old |
| | 7757 | * container when this is called. 'obj' is the object being |
| | 7758 | * inserted, and 'newCont' is the new direct container. |
| | 7759 | */ |
| | 7760 | sendNotifyInsert(obj, newCont, msg) |
| | 7761 | { |
| | 7762 | /* |
| | 7763 | * If the object is already in me, there's no need to notify |
| | 7764 | * myself of the insertion; otherwise, send the notification. |
| | 7765 | * |
| | 7766 | * If the object is already inside me indirectly, and we're |
| | 7767 | * moving it directly in me, still notify myself, since we're |
| | 7768 | * still picking up a new direct child. |
| | 7769 | */ |
| | 7770 | if (!obj.isIn(self)) |
| | 7771 | { |
| | 7772 | /* |
| | 7773 | * before we notify ourselves, notify my own parents - this |
| | 7774 | * sends the notifications from the outside in |
| | 7775 | */ |
| | 7776 | forEachContainer({loc: loc.sendNotifyInsert(obj, newCont, msg)}); |
| | 7777 | |
| | 7778 | /* notify this potential container of the insertion */ |
| | 7779 | self.(msg)(obj, newCont); |
| | 7780 | } |
| | 7781 | else if (newCont == self && !obj.isDirectlyIn(self)) |
| | 7782 | { |
| | 7783 | /* notify myself of the new direct insertion */ |
| | 7784 | self.(msg)(obj, self); |
| | 7785 | } |
| | 7786 | } |
| | 7787 | |
| | 7788 | /* |
| | 7789 | * Verify removal of an object from my contents or a child object's |
| | 7790 | * contents. By default we allow the removal. This is to be called |
| | 7791 | * during verification only, so gVerifyResult is valid when this is |
| | 7792 | * called. |
| | 7793 | */ |
| | 7794 | verifyRemove(obj) |
| | 7795 | { |
| | 7796 | } |
| | 7797 | |
| | 7798 | /* |
| | 7799 | * Verify insertion of an object into my contents. By default we |
| | 7800 | * allow it, unless I'm already inside the other object. This is to |
| | 7801 | * be called only during verification. |
| | 7802 | */ |
| | 7803 | verifyInsert(obj, newCont) |
| | 7804 | { |
| | 7805 | /* |
| | 7806 | * If I'm inside the other object, don't allow it, since this |
| | 7807 | * would create circular containment. |
| | 7808 | */ |
| | 7809 | if (isIn(obj)) |
| | 7810 | illogicalNow(obj.circularlyInMessage, newCont, obj); |
| | 7811 | } |
| | 7812 | |
| | 7813 | /* |
| | 7814 | * my message indicating that another object x cannot be put into me |
| | 7815 | * because I'm already in x |
| | 7816 | */ |
| | 7817 | circularlyInMessage = &circularlyInMsg |
| | 7818 | |
| | 7819 | /* |
| | 7820 | * Receive notification that we are about to remove an object from |
| | 7821 | * this container. This is normally called during the action() |
| | 7822 | * phase. |
| | 7823 | * |
| | 7824 | * When an object is about to be moved via moveInto(), the library |
| | 7825 | * calls notifyRemove on the old container tree, then notifyInsert on |
| | 7826 | * the new container tree, then notifyMoveInto on the object being |
| | 7827 | * moved. Any of these routines can cancel the operation by |
| | 7828 | * displaying an explanatory message and calling 'exit'. |
| | 7829 | */ |
| | 7830 | notifyRemove(obj) |
| | 7831 | { |
| | 7832 | } |
| | 7833 | |
| | 7834 | /* |
| | 7835 | * Receive notification that we are about to insert a new object into |
| | 7836 | * this container. 'obj' is the object being moved, and 'newCont' is |
| | 7837 | * the new direct container (which might be a child of ours). This |
| | 7838 | * is normally called during the action() phase. |
| | 7839 | * |
| | 7840 | * During moveInto(), this is called on the new container tree after |
| | 7841 | * notifyRemove has been called on the old container tree. This |
| | 7842 | * routine can cancel the move by displaying an explanatory message |
| | 7843 | * and calling 'exit'. |
| | 7844 | */ |
| | 7845 | notifyInsert(obj, newCont) |
| | 7846 | { |
| | 7847 | } |
| | 7848 | |
| | 7849 | /* |
| | 7850 | * Receive notification that I'm about to be moved to a new |
| | 7851 | * container. By default, we do nothing; subclasses can override |
| | 7852 | * this to do any special processing when this object is moved. This |
| | 7853 | * is normally called during the action() phase. |
| | 7854 | * |
| | 7855 | * During moveInto(), this routine is called after notifyRemove() and |
| | 7856 | * notifyInsert() have been called on the old and new container trees |
| | 7857 | * (respectively). This routine can cancel the move by displaying an |
| | 7858 | * explanatory message and calling 'exit'. |
| | 7859 | * |
| | 7860 | * This routine is the last in the notification sequence, so if this |
| | 7861 | * routine doesn't cancel the move, then the move will definitely |
| | 7862 | * happen (at least to the extent that we'll definitely call |
| | 7863 | * baseMoveInto() to carry out the move). |
| | 7864 | */ |
| | 7865 | notifyMoveInto(newCont) |
| | 7866 | { |
| | 7867 | } |
| | 7868 | |
| | 7869 | /* -------------------------------------------------------------------- */ |
| | 7870 | /* |
| | 7871 | * Determine if one property on this object effectively "hides" |
| | 7872 | * another. This is a sort of override check for two distinct |
| | 7873 | * properties. |
| | 7874 | * |
| | 7875 | * We look at the object to determine where prop1 and prop2 are |
| | 7876 | * defined in the class hierarchy. If prop1 isn't defined, it |
| | 7877 | * definitely doesn't hide prop2. If prop2 isn't defined, prop1 |
| | 7878 | * definitely hides it. If both are defined, then prop1 hides prop2 |
| | 7879 | * if and only if it is defined at a point in the class hierarchy |
| | 7880 | * that is "more specialized" than prop2. That is, for prop1 to |
| | 7881 | * hide prop2, the class that defines prop1 must either be the same |
| | 7882 | * as the class that defines prop2, or the class where prop1 is |
| | 7883 | * defined must inherit from the class that defines prop2, or the |
| | 7884 | * class where prop1 is defined must be earlier in a multiple |
| | 7885 | * inheritance list than the class defining prop2. |
| | 7886 | */ |
| | 7887 | propHidesProp(prop1, prop2) |
| | 7888 | { |
| | 7889 | local definer1; |
| | 7890 | local definer2; |
| | 7891 | |
| | 7892 | /* |
| | 7893 | * get the classes in our hierarchy where the two properties are |
| | 7894 | * defined |
| | 7895 | */ |
| | 7896 | definer1 = propDefined(prop1, PropDefGetClass); |
| | 7897 | definer2 = propDefined(prop2, PropDefGetClass); |
| | 7898 | |
| | 7899 | /* if prop1 isn't defined, it definitely doesn't hide prop2 */ |
| | 7900 | if (definer1 == nil) |
| | 7901 | return nil; |
| | 7902 | |
| | 7903 | /* if prop1 isn't defined, prop1 definitely hides it */ |
| | 7904 | if (definer2 == nil) |
| | 7905 | return true; |
| | 7906 | |
| | 7907 | /* |
| | 7908 | * They're both defined. If definer1 inherits from definer2, |
| | 7909 | * then prop1 definitely hides prop2. |
| | 7910 | */ |
| | 7911 | if (definer1.ofKind(definer2)) |
| | 7912 | return true; |
| | 7913 | |
| | 7914 | /* |
| | 7915 | * if definer2 inherits from definer1, then prop2 hides prop1, |
| | 7916 | * so prop1 doesn't hide prop2 |
| | 7917 | */ |
| | 7918 | if (definer2.ofKind(definer1)) |
| | 7919 | return nil; |
| | 7920 | |
| | 7921 | /* |
| | 7922 | * The two classes don't have an inheritance relation among |
| | 7923 | * themselves, but they might still be related in our own |
| | 7924 | * hierarchy by multiple inheritance. In particular, if there |
| | 7925 | * is some point in the hierarchy where we have multiple base |
| | 7926 | * classes, and one class among the multiple bases inherits from |
| | 7927 | * definer1 and the other from definer2, then the one that's |
| | 7928 | * earlier in the multiple inheritance list is the hider. |
| | 7929 | */ |
| | 7930 | return superHidesSuper(definer1, definer2); |
| | 7931 | } |
| | 7932 | |
| | 7933 | /* |
| | 7934 | * Determine if a given superclass of ours hides another superclass |
| | 7935 | * of ours, by being inherited (directly or indirectly) in our class |
| | 7936 | * list ahead of the other. |
| | 7937 | */ |
| | 7938 | superHidesSuper(s1, s2) |
| | 7939 | { |
| | 7940 | local lst; |
| | 7941 | local idx1, idx2; |
| | 7942 | |
| | 7943 | /* get our superclass list */ |
| | 7944 | lst = getSuperclassList(); |
| | 7945 | |
| | 7946 | /* if we have no superclass, there is no hiding */ |
| | 7947 | if (lst.length() == 0) |
| | 7948 | return nil; |
| | 7949 | |
| | 7950 | /* |
| | 7951 | * if we have only one element, there's obviously no hiding |
| | 7952 | * going on at this level, so simply traverse into the |
| | 7953 | * superclass to see if the hiding happens there |
| | 7954 | */ |
| | 7955 | if (lst.length() == 1) |
| | 7956 | return lst[1].superHidesSuper(s1, s2); |
| | 7957 | |
| | 7958 | /* |
| | 7959 | * Scan the superclass list to determine the first superclass to |
| | 7960 | * which each of the two superclasses is related. Stop looking |
| | 7961 | * when we find both superclasses or exhaust our list. |
| | 7962 | */ |
| | 7963 | for (local i = 1, idx1 = idx2 = nil ; |
| | 7964 | i <= lst.length() && (idx1 == nil || idx2 == nil) ; ++i) |
| | 7965 | { |
| | 7966 | /* |
| | 7967 | * if we haven't found s1 yet, and this superclass of ours |
| | 7968 | * inherits from s1, this is the earliest at which we've |
| | 7969 | * found s1 |
| | 7970 | */ |
| | 7971 | if (idx1 == nil && lst[i].ofKind(s1)) |
| | 7972 | idx1 = i; |
| | 7973 | |
| | 7974 | /* likewise for the other superclass */ |
| | 7975 | if (idx2 == nil && lst[i].ofKind(s2)) |
| | 7976 | idx2 = i; |
| | 7977 | } |
| | 7978 | |
| | 7979 | /* |
| | 7980 | * if we found the two superclasses at different points in our |
| | 7981 | * hierarchy, the one that comes earlier hides the other; so, if |
| | 7982 | * idx1 is less than idx2, s1 hides s2, and if idx1 is greater |
| | 7983 | * than idx2, s2 hides s1 (equivalently, s1 doesn't hide s2) |
| | 7984 | */ |
| | 7985 | if (idx1 != idx2) |
| | 7986 | return idx1 < idx2; |
| | 7987 | |
| | 7988 | /* |
| | 7989 | * We found both superclasses at the same point in our |
| | 7990 | * hierarchy, so they must be multiply inherited by this base |
| | 7991 | * class or one of its classes. Keep looking up the hierarchy |
| | 7992 | * for our answer. |
| | 7993 | */ |
| | 7994 | return lst[idx1].superHidesSuper(s1, s2); |
| | 7995 | } |
| | 7996 | |
| | 7997 | /* |
| | 7998 | * Generic "check" failure routine. This displays the given failure |
| | 7999 | * message, then performs an 'exit' to cancel the current command. |
| | 8000 | * 'msg' is the message to display - it can be a single-quoted string |
| | 8001 | * with the message text, or a property pointer. If 'msg' is a |
| | 8002 | * property pointer, any necessary message parameters can be supplied |
| | 8003 | * as additional 'params' arguments. |
| | 8004 | */ |
| | 8005 | failCheck(msg, [params]) |
| | 8006 | { |
| | 8007 | reportFailure(msg, params...); |
| | 8008 | exit; |
| | 8009 | } |
| | 8010 | |
| | 8011 | /* -------------------------------------------------------------------- */ |
| | 8012 | /* |
| | 8013 | * "Examine" action |
| | 8014 | */ |
| | 8015 | dobjFor(Examine) |
| | 8016 | { |
| | 8017 | preCond = [objVisible] |
| | 8018 | verify() |
| | 8019 | { |
| | 8020 | /* give slight preference to an object being held */ |
| | 8021 | if (!isIn(gActor)) |
| | 8022 | logicalRank(80, 'not held'); |
| | 8023 | } |
| | 8024 | action() |
| | 8025 | { |
| | 8026 | /* |
| | 8027 | * call our mainExamine method from the current actor's point |
| | 8028 | * of view |
| | 8029 | */ |
| | 8030 | fromPOV(gActor, gActor, &mainExamine); |
| | 8031 | } |
| | 8032 | } |
| | 8033 | |
| | 8034 | /* |
| | 8035 | * Main examination processing. This is called with the current |
| | 8036 | * global POV set to the actor performing the 'examine' command. |
| | 8037 | */ |
| | 8038 | mainExamine() |
| | 8039 | { |
| | 8040 | /* perform the basic 'examine' action */ |
| | 8041 | basicExamine(); |
| | 8042 | |
| | 8043 | /* |
| | 8044 | * listen to and smell the object, but only show a message if we |
| | 8045 | * have an explicitly associated Noise/Odor object |
| | 8046 | */ |
| | 8047 | basicExamineListen(nil); |
| | 8048 | basicExamineSmell(nil); |
| | 8049 | |
| | 8050 | /* show special descriptions for any contents */ |
| | 8051 | examineSpecialContents(); |
| | 8052 | } |
| | 8053 | |
| | 8054 | /* |
| | 8055 | * Perform the basic 'examine' action. This shows either the normal |
| | 8056 | * or initial long description (the latter only if the object hasn't |
| | 8057 | * been moved yet, and it has a special initial examine |
| | 8058 | * description), and marks the object as having been described at |
| | 8059 | * least once. |
| | 8060 | */ |
| | 8061 | basicExamine() |
| | 8062 | { |
| | 8063 | local info; |
| | 8064 | local t; |
| | 8065 | |
| | 8066 | /* check the transparency to viewing this object */ |
| | 8067 | info = getVisualSenseInfo(); |
| | 8068 | t = info.trans; |
| | 8069 | |
| | 8070 | /* |
| | 8071 | * If the viewing conditions are 'obscured' or 'distant', use |
| | 8072 | * the special, custom messages for those conditions. |
| | 8073 | * Otherwise, if the details are visible (which will be the case |
| | 8074 | * even for a distant or obscured object if its sightSize is set |
| | 8075 | * to 'large'), use the ordinary 'desc' description. Otherwise, |
| | 8076 | * use an appropriate default description indicating that the |
| | 8077 | * object's details aren't visible. |
| | 8078 | */ |
| | 8079 | if (getOutermostRoom() != getPOVDefault(gActor).getOutermostRoom() |
| | 8080 | && propDefined(&remoteDesc)) |
| | 8081 | { |
| | 8082 | /* we're remote, so show our remote description */ |
| | 8083 | remoteDesc(getPOVDefault(gActor)); |
| | 8084 | } |
| | 8085 | else if (t == obscured && propDefined(&obscuredDesc)) |
| | 8086 | { |
| | 8087 | /* we're obscured, so show our special obscured description */ |
| | 8088 | obscuredDesc(info.obstructor); |
| | 8089 | } |
| | 8090 | else if (t == distant && propDefined(&distantDesc)) |
| | 8091 | { |
| | 8092 | /* we're distant, so show our special distant description */ |
| | 8093 | distantDesc; |
| | 8094 | } |
| | 8095 | else if (canDetailsBeSensed(sight, info, getPOVDefault(gActor))) |
| | 8096 | { |
| | 8097 | /* |
| | 8098 | * Viewing conditions and/or scale are suitable for showing |
| | 8099 | * full details, so show my normal long description. Use |
| | 8100 | * the initDesc if desired, otherwise show the normal "desc" |
| | 8101 | * description. |
| | 8102 | */ |
| | 8103 | if (useInitDesc()) |
| | 8104 | initDesc; |
| | 8105 | else |
| | 8106 | desc; |
| | 8107 | |
| | 8108 | /* note that we've examined it */ |
| | 8109 | described = true; |
| | 8110 | |
| | 8111 | /* show any subclass-specific status */ |
| | 8112 | examineStatus(); |
| | 8113 | } |
| | 8114 | else if (t == obscured) |
| | 8115 | { |
| | 8116 | /* |
| | 8117 | * we're obscured, and we're not large enough to see the |
| | 8118 | * details anyway, and we don't have a special description |
| | 8119 | * for when we're obscured; show the default description of |
| | 8120 | * an obscured object |
| | 8121 | */ |
| | 8122 | defaultObscuredDesc(info.obstructor); |
| | 8123 | } |
| | 8124 | else if (t == distant) |
| | 8125 | { |
| | 8126 | /* |
| | 8127 | * we're distant, and we're not large enough to see the |
| | 8128 | * details anyway, and we don't have a special distant |
| | 8129 | * description; show the default distant description |
| | 8130 | */ |
| | 8131 | defaultDistantDesc; |
| | 8132 | } |
| | 8133 | } |
| | 8134 | |
| | 8135 | /* |
| | 8136 | * Show any status associated with the object as part of the full |
| | 8137 | * description. This is shown after the basicExamine() message, and |
| | 8138 | * is only displayed if we can see full details of the object |
| | 8139 | * according to the viewing conditions. |
| | 8140 | * |
| | 8141 | * By default, we simply show our contents. Even though this base |
| | 8142 | * class isn't set up as a container from the player's perspective, |
| | 8143 | * we could contain components which are themselves containers. So, |
| | 8144 | * to ensure that we properly describe any contents of our contents, |
| | 8145 | * we need to list our children. |
| | 8146 | */ |
| | 8147 | examineStatus() |
| | 8148 | { |
| | 8149 | /* list my contents */ |
| | 8150 | examineListContents(); |
| | 8151 | } |
| | 8152 | |
| | 8153 | /* |
| | 8154 | * List my contents as part of Examine processing. We'll recursively |
| | 8155 | * list contents of contents; this will ensure that even if we have |
| | 8156 | * no listable contents, we'll list any listable contents of our |
| | 8157 | * contents. |
| | 8158 | */ |
| | 8159 | examineListContents() |
| | 8160 | { |
| | 8161 | /* show our contents with our normal contents lister */ |
| | 8162 | examineListContentsWith(descContentsLister); |
| | 8163 | } |
| | 8164 | |
| | 8165 | /* list my contents for an "examine", using the given lister */ |
| | 8166 | examineListContentsWith(lister) |
| | 8167 | { |
| | 8168 | local tab; |
| | 8169 | local lst; |
| | 8170 | |
| | 8171 | /* get the actor's visual sense information */ |
| | 8172 | tab = gActor.visibleInfoTable(); |
| | 8173 | |
| | 8174 | /* mark my contents as having been seen */ |
| | 8175 | setContentsSeenBy(tab, gActor); |
| | 8176 | |
| | 8177 | /* if we don't list our contents on Examine, do nothing */ |
| | 8178 | if (!contentsListedInExamine) |
| | 8179 | return; |
| | 8180 | |
| | 8181 | /* get my listed contents for 'examine' */ |
| | 8182 | lst = getContentsForExamine(lister, tab); |
| | 8183 | |
| | 8184 | /* show my listable contents, if I have any */ |
| | 8185 | lister.showList(gActor, self, lst, ListRecurse, 0, tab, nil); |
| | 8186 | } |
| | 8187 | |
| | 8188 | /* |
| | 8189 | * Basic examination of the object for sound. If the object has an |
| | 8190 | * associated noise object, we'll describe it. |
| | 8191 | * |
| | 8192 | * If 'explicit' is true, we'll show our soundDesc if we have no |
| | 8193 | * associated Noise object; otherwise, we'll show nothing at all |
| | 8194 | * unless we have a Noise object. |
| | 8195 | */ |
| | 8196 | basicExamineListen(explicit) |
| | 8197 | { |
| | 8198 | local obj; |
| | 8199 | local info; |
| | 8200 | local t; |
| | 8201 | |
| | 8202 | /* get my associated Noise object, if we have one */ |
| | 8203 | obj = getNoise(); |
| | 8204 | |
| | 8205 | /* |
| | 8206 | * If this is not an explicit LISTEN command, only add the sound |
| | 8207 | * description if we have a Noise object that is not marked as |
| | 8208 | * "ambient." |
| | 8209 | */ |
| | 8210 | if (!explicit && (obj == nil || obj.isAmbient)) |
| | 8211 | return; |
| | 8212 | |
| | 8213 | /* get our sensory information from the actor's point of view */ |
| | 8214 | info = getPOVDefault(gActor).senseObj(sound, self); |
| | 8215 | t = info.trans; |
| | 8216 | |
| | 8217 | /* |
| | 8218 | * If we have a transparent path to the object, or we have |
| | 8219 | * 'large' sound scale, show full details. Otherwise, show the |
| | 8220 | * appropriate non-detailed message for the listening conditions. |
| | 8221 | */ |
| | 8222 | if (canDetailsBeSensed(sound, info, getPOVDefault(gActor))) |
| | 8223 | { |
| | 8224 | /* |
| | 8225 | * We can hear full details. If we have a Noise object, show |
| | 8226 | * its "listen to source" description; otherwise, show our |
| | 8227 | * own default sound description. |
| | 8228 | */ |
| | 8229 | if (obj != nil) |
| | 8230 | { |
| | 8231 | /* note the explicit display of the Noise description */ |
| | 8232 | obj.noteDisplay(); |
| | 8233 | |
| | 8234 | /* show the examine-source description of the Noise */ |
| | 8235 | obj.sourceDesc; |
| | 8236 | } |
| | 8237 | else |
| | 8238 | { |
| | 8239 | /* we have no Noise, so use our own description */ |
| | 8240 | soundDesc; |
| | 8241 | } |
| | 8242 | } |
| | 8243 | else if (t == obscured) |
| | 8244 | { |
| | 8245 | /* show our 'obscured' description */ |
| | 8246 | obscuredSoundDesc(info.obstructor); |
| | 8247 | } |
| | 8248 | else if (t == distant) |
| | 8249 | { |
| | 8250 | /* show our 'distant' description */ |
| | 8251 | distantSoundDesc; |
| | 8252 | } |
| | 8253 | |
| | 8254 | /* |
| | 8255 | * If this is an explicit LISTEN TO directed at this object, also |
| | 8256 | * mention any sounds we can hear from objects inside me, other |
| | 8257 | * than the Noise object we've explicitly mentioned, that have a |
| | 8258 | * sound presence. |
| | 8259 | */ |
| | 8260 | if (explicit) |
| | 8261 | { |
| | 8262 | local senseTab; |
| | 8263 | local presenceList; |
| | 8264 | |
| | 8265 | /* get the set of objects we can hear */ |
| | 8266 | senseTab = getPOVDefault(gActor).senseInfoTable(sound); |
| | 8267 | |
| | 8268 | /* get the subset with a sound presence that are inside me */ |
| | 8269 | presenceList = senseInfoTableSubset( |
| | 8270 | senseTab, |
| | 8271 | {x, info: x.soundPresence && x.isIn(self) && x != obj}); |
| | 8272 | |
| | 8273 | /* show the soundHereDesc for each of these */ |
| | 8274 | foreach (local cur in presenceList) |
| | 8275 | cur.soundHereDesc(); |
| | 8276 | } |
| | 8277 | } |
| | 8278 | |
| | 8279 | /* |
| | 8280 | * Basic examination of the object for odor. If the object has an |
| | 8281 | * associated odor object, we'll describe it. |
| | 8282 | */ |
| | 8283 | basicExamineSmell(explicit) |
| | 8284 | { |
| | 8285 | local obj; |
| | 8286 | local info; |
| | 8287 | local t; |
| | 8288 | |
| | 8289 | /* get our associated Odor object, if any */ |
| | 8290 | obj = getOdor(); |
| | 8291 | |
| | 8292 | /* |
| | 8293 | * If this is not an explicit SMELL command, only add the odor |
| | 8294 | * description if we have an Odor object that is not marked as |
| | 8295 | * "ambient." |
| | 8296 | */ |
| | 8297 | if (!explicit && (obj == nil || obj.isAmbient)) |
| | 8298 | return; |
| | 8299 | |
| | 8300 | /* get our sensory information from the actor's point of view */ |
| | 8301 | info = getPOVDefault(gActor).senseObj(smell, self); |
| | 8302 | t = info.trans; |
| | 8303 | |
| | 8304 | /* |
| | 8305 | * If we have a transparent path to the object, or we have |
| | 8306 | * 'large' sound scale, show full details. Otherwise, show the |
| | 8307 | * appropriate non-detailed message for the listening conditions. |
| | 8308 | */ |
| | 8309 | if (canDetailsBeSensed(smell, info, getPOVDefault(gActor))) |
| | 8310 | { |
| | 8311 | /* if we have a Noise object, show its "listen to source" */ |
| | 8312 | if (obj != nil) |
| | 8313 | { |
| | 8314 | /* note the explicit display of the Odor description */ |
| | 8315 | obj.noteDisplay(); |
| | 8316 | |
| | 8317 | /* show the examine-source description of the Odor */ |
| | 8318 | obj.sourceDesc; |
| | 8319 | } |
| | 8320 | else |
| | 8321 | { |
| | 8322 | /* we have no associated Odor; show our default description */ |
| | 8323 | smellDesc; |
| | 8324 | } |
| | 8325 | } |
| | 8326 | else if (t == obscured) |
| | 8327 | { |
| | 8328 | /* show our 'obscured' description */ |
| | 8329 | obscuredSmellDesc(info.obstructor); |
| | 8330 | } |
| | 8331 | else if (t == distant) |
| | 8332 | { |
| | 8333 | /* show our 'distant' description */ |
| | 8334 | distantSmellDesc; |
| | 8335 | } |
| | 8336 | |
| | 8337 | /* |
| | 8338 | * If this is an explicit SMELL command directed at this object, |
| | 8339 | * also mention any odors we can detect from objects inside me, |
| | 8340 | * other than the Odor object we've explicitly mentioned, that |
| | 8341 | * have an odor presence. |
| | 8342 | */ |
| | 8343 | if (explicit) |
| | 8344 | { |
| | 8345 | local senseTab; |
| | 8346 | local presenceList; |
| | 8347 | |
| | 8348 | /* get the set of objects we can smell */ |
| | 8349 | senseTab = getPOVDefault(gActor).senseInfoTable(smell); |
| | 8350 | |
| | 8351 | /* get the subset with a smell presence that are inside me */ |
| | 8352 | presenceList = senseInfoTableSubset( |
| | 8353 | senseTab, |
| | 8354 | {x, info: x.smellPresence && x.isIn(self) && x != obj}); |
| | 8355 | |
| | 8356 | /* show the smellHereDesc for each of these */ |
| | 8357 | foreach (local cur in presenceList) |
| | 8358 | cur.smellHereDesc(); |
| | 8359 | } |
| | 8360 | } |
| | 8361 | |
| | 8362 | /* |
| | 8363 | * Basic examination of an object for taste. Unlike the |
| | 8364 | * smell/listen examination routines, we don't bother using a |
| | 8365 | * separate sensory emanation object for tasting, as tasting is |
| | 8366 | * always an explicit action, never passive. Furthermore, since |
| | 8367 | * tasting requires direct physical contact with the object, we |
| | 8368 | * don't differentiate levels of transparency or distance. |
| | 8369 | */ |
| | 8370 | basicExamineTaste() |
| | 8371 | { |
| | 8372 | /* simply show our taste description */ |
| | 8373 | tasteDesc; |
| | 8374 | } |
| | 8375 | |
| | 8376 | /* |
| | 8377 | * Basic examination of an object for touch. As with the basic |
| | 8378 | * taste examination, we don't use an emanation object or |
| | 8379 | * distinguish transparency levels, because feeling an object |
| | 8380 | * requires direct physical contact. |
| | 8381 | */ |
| | 8382 | basicExamineFeel() |
| | 8383 | { |
| | 8384 | /* simply show our touch description */ |
| | 8385 | feelDesc; |
| | 8386 | } |
| | 8387 | |
| | 8388 | /* |
| | 8389 | * Show the special descriptions of any contents. We'll run through |
| | 8390 | * the visible information list for the location; for any visible |
| | 8391 | * item inside me that is using its special description, we'll |
| | 8392 | * display the special description as a separate paragraph. |
| | 8393 | */ |
| | 8394 | examineSpecialContents() |
| | 8395 | { |
| | 8396 | local lst; |
| | 8397 | local infoTab; |
| | 8398 | |
| | 8399 | /* get the actor's table of visible items */ |
| | 8400 | infoTab = gActor.visibleInfoTable(); |
| | 8401 | |
| | 8402 | /* |
| | 8403 | * get the objects using special descriptions and contained |
| | 8404 | * within this object |
| | 8405 | */ |
| | 8406 | lst = specialDescList(infoTab, |
| | 8407 | {obj: obj.useSpecialDescInContents(self)}); |
| | 8408 | |
| | 8409 | /* show the special descriptions */ |
| | 8410 | (new SpecialDescContentsLister(self)).showList( |
| | 8411 | gActor, nil, lst, 0, 0, infoTab, nil); |
| | 8412 | } |
| | 8413 | |
| | 8414 | /* |
| | 8415 | * Given a visible object info table (from Actor.visibleInfoTable()), |
| | 8416 | * get the list of objects, filtered by the given condition and |
| | 8417 | * sorted by specialDescOrder. |
| | 8418 | */ |
| | 8419 | specialDescList(infoTab, cond) |
| | 8420 | { |
| | 8421 | local lst; |
| | 8422 | |
| | 8423 | /* |
| | 8424 | * get a list of all of the objects in the table - the objects |
| | 8425 | * are the keys, so we just want a list of the keys |
| | 8426 | */ |
| | 8427 | lst = infoTab.keysToList(); |
| | 8428 | |
| | 8429 | /* subset the list for the given condition */ |
| | 8430 | lst = lst.subset(cond); |
| | 8431 | |
| | 8432 | /* |
| | 8433 | * Sort the list in ascending order of specialDescOrder, and |
| | 8434 | * return the result. Where the specialDescOrder is the same, |
| | 8435 | * and one object is inside another, put the outer object earlier |
| | 8436 | * in the list; this will ensure that we'll generally list |
| | 8437 | * objects before their contents, except when the special desc |
| | 8438 | * list order specifically says otherwise. |
| | 8439 | */ |
| | 8440 | return lst.sort(SortAsc, new function(a, b) { |
| | 8441 | /* if the list orders are different, go by list order */ |
| | 8442 | if (a.specialDescOrder != b.specialDescOrder) |
| | 8443 | return a.specialDescOrder - b.specialDescOrder; |
| | 8444 | |
| | 8445 | /* |
| | 8446 | * the list order is the same; if one is inside the other, |
| | 8447 | * list the outer one first |
| | 8448 | */ |
| | 8449 | if (a.isIn(b)) |
| | 8450 | return 1; |
| | 8451 | else if (b.isIn(a)) |
| | 8452 | return -1; |
| | 8453 | else |
| | 8454 | return 0; |
| | 8455 | }); |
| | 8456 | } |
| | 8457 | |
| | 8458 | |
| | 8459 | /* -------------------------------------------------------------------- */ |
| | 8460 | /* |
| | 8461 | * "Read" |
| | 8462 | */ |
| | 8463 | dobjFor(Read) |
| | 8464 | { |
| | 8465 | preCond = [objVisible] |
| | 8466 | verify() |
| | 8467 | { |
| | 8468 | /* |
| | 8469 | * reduce the likelihood that they want to read an ordinary |
| | 8470 | * item, but allow it |
| | 8471 | */ |
| | 8472 | logicalRank(50, 'not readable'); |
| | 8473 | |
| | 8474 | /* give slight preference to an object being held */ |
| | 8475 | if (!isIn(gActor)) |
| | 8476 | logicalRank(80, 'not held'); |
| | 8477 | } |
| | 8478 | action() |
| | 8479 | { |
| | 8480 | /* simply show the ordinary description */ |
| | 8481 | actionDobjExamine(); |
| | 8482 | } |
| | 8483 | } |
| | 8484 | |
| | 8485 | /* -------------------------------------------------------------------- */ |
| | 8486 | /* |
| | 8487 | * "Look in" |
| | 8488 | */ |
| | 8489 | dobjFor(LookIn) |
| | 8490 | { |
| | 8491 | preCond = [objVisible] |
| | 8492 | verify() |
| | 8493 | { |
| | 8494 | /* give slight preference to an object being held */ |
| | 8495 | if (!isIn(gActor)) |
| | 8496 | logicalRank(80, 'not held'); |
| | 8497 | } |
| | 8498 | action() |
| | 8499 | { |
| | 8500 | /* show our LOOK IN description */ |
| | 8501 | lookInDesc; |
| | 8502 | } |
| | 8503 | } |
| | 8504 | |
| | 8505 | /* -------------------------------------------------------------------- */ |
| | 8506 | /* |
| | 8507 | * "Search". By default, we make "search obj" do the same thing as |
| | 8508 | * "look in obj". |
| | 8509 | */ |
| | 8510 | dobjFor(Search) asDobjFor(LookIn) |
| | 8511 | |
| | 8512 | /* -------------------------------------------------------------------- */ |
| | 8513 | /* |
| | 8514 | * "Look under" |
| | 8515 | */ |
| | 8516 | dobjFor(LookUnder) |
| | 8517 | { |
| | 8518 | preCond = [objVisible] |
| | 8519 | verify() { } |
| | 8520 | action() { mainReport(¬hingUnderMsg); } |
| | 8521 | } |
| | 8522 | |
| | 8523 | /* -------------------------------------------------------------------- */ |
| | 8524 | /* |
| | 8525 | * "Look behind" |
| | 8526 | */ |
| | 8527 | dobjFor(LookBehind) |
| | 8528 | { |
| | 8529 | preCond = [objVisible] |
| | 8530 | verify() { } |
| | 8531 | action() { mainReport(¬hingBehindMsg); } |
| | 8532 | } |
| | 8533 | |
| | 8534 | /* -------------------------------------------------------------------- */ |
| | 8535 | /* |
| | 8536 | * "Look through" |
| | 8537 | */ |
| | 8538 | dobjFor(LookThrough) |
| | 8539 | { |
| | 8540 | verify() { } |
| | 8541 | action() { mainReport(¬hingThroughMsg); } |
| | 8542 | } |
| | 8543 | |
| | 8544 | /* -------------------------------------------------------------------- */ |
| | 8545 | /* |
| | 8546 | * "Listen to" |
| | 8547 | */ |
| | 8548 | dobjFor(ListenTo) |
| | 8549 | { |
| | 8550 | preCond = [objAudible] |
| | 8551 | verify() { } |
| | 8552 | action() |
| | 8553 | { |
| | 8554 | /* show our "listen" description explicitly */ |
| | 8555 | fromPOV(gActor, gActor, &basicExamineListen, true); |
| | 8556 | } |
| | 8557 | } |
| | 8558 | |
| | 8559 | /* -------------------------------------------------------------------- */ |
| | 8560 | /* |
| | 8561 | * "Smell" |
| | 8562 | */ |
| | 8563 | dobjFor(Smell) |
| | 8564 | { |
| | 8565 | preCond = [objSmellable] |
| | 8566 | verify() { } |
| | 8567 | action() |
| | 8568 | { |
| | 8569 | /* |
| | 8570 | * show our 'smell' description, explicitly showing our |
| | 8571 | * default description if we don't have an Odor association |
| | 8572 | */ |
| | 8573 | fromPOV(gActor, gActor, &basicExamineSmell, true); |
| | 8574 | } |
| | 8575 | } |
| | 8576 | |
| | 8577 | /* -------------------------------------------------------------------- */ |
| | 8578 | /* |
| | 8579 | * "Taste" |
| | 8580 | */ |
| | 8581 | dobjFor(Taste) |
| | 8582 | { |
| | 8583 | /* to taste an object, we have to be able to touch it */ |
| | 8584 | preCond = [touchObj] |
| | 8585 | verify() |
| | 8586 | { |
| | 8587 | /* you *can* taste anything, but for most things it's unlikely */ |
| | 8588 | logicalRank(50, 'not edible'); |
| | 8589 | } |
| | 8590 | action() |
| | 8591 | { |
| | 8592 | /* show our "taste" description */ |
| | 8593 | fromPOV(gActor, gActor, &basicExamineTaste); |
| | 8594 | } |
| | 8595 | } |
| | 8596 | |
| | 8597 | /* -------------------------------------------------------------------- */ |
| | 8598 | /* |
| | 8599 | * "Feel" |
| | 8600 | */ |
| | 8601 | dobjFor(Feel) |
| | 8602 | { |
| | 8603 | /* to feel an object, we have to be able to touch it */ |
| | 8604 | preCond = [touchObj] |
| | 8605 | verify() { } |
| | 8606 | action() |
| | 8607 | { |
| | 8608 | /* show our "feel" description */ |
| | 8609 | fromPOV(gActor, gActor, &basicExamineFeel); |
| | 8610 | } |
| | 8611 | } |
| | 8612 | |
| | 8613 | |
| | 8614 | /* -------------------------------------------------------------------- */ |
| | 8615 | /* |
| | 8616 | * "Take" action |
| | 8617 | */ |
| | 8618 | |
| | 8619 | dobjFor(Take) |
| | 8620 | { |
| | 8621 | preCond = [touchObj, objNotWorn, roomToHoldObj] |
| | 8622 | verify() |
| | 8623 | { |
| | 8624 | /* |
| | 8625 | * if the object is already being held by the actor, it |
| | 8626 | * makes no sense at the moment to take it |
| | 8627 | */ |
| | 8628 | if (isDirectlyIn(gActor)) |
| | 8629 | { |
| | 8630 | /* I'm already holding it, so this is not logical */ |
| | 8631 | illogicalAlready(&alreadyHoldingMsg); |
| | 8632 | } |
| | 8633 | else |
| | 8634 | { |
| | 8635 | local carrier; |
| | 8636 | |
| | 8637 | /* |
| | 8638 | * If the object isn't being held, it's logical to take |
| | 8639 | * it. However, rank objects being carried as less |
| | 8640 | * likely than objects not being carried, because in an |
| | 8641 | * ambiguous situation, it's more likely that an actor |
| | 8642 | * would want to take something not being carried at all |
| | 8643 | * than something already being carried inside another |
| | 8644 | * object. |
| | 8645 | */ |
| | 8646 | if (isIn(gActor)) |
| | 8647 | logicalRank(70, 'already in'); |
| | 8648 | |
| | 8649 | /* |
| | 8650 | * If the object is being carried by another actor, |
| | 8651 | * reduce the likelihood, since taking something from |
| | 8652 | * another actor is usually less likely than taking |
| | 8653 | * something out of one's own possessions or from the |
| | 8654 | * location. |
| | 8655 | */ |
| | 8656 | carrier = getCarryingActor(); |
| | 8657 | if (carrier != nil && carrier != gActor) |
| | 8658 | logicalRank(60, 'other owner'); |
| | 8659 | } |
| | 8660 | |
| | 8661 | /* |
| | 8662 | * verify transfer from the current container hierarchy to |
| | 8663 | * the new container hierarchy |
| | 8664 | */ |
| | 8665 | verifyMoveTo(gActor); |
| | 8666 | } |
| | 8667 | |
| | 8668 | action() |
| | 8669 | { |
| | 8670 | /* move me into the actor's direct contents */ |
| | 8671 | moveInto(gActor); |
| | 8672 | |
| | 8673 | /* issue our default acknowledgment of the command */ |
| | 8674 | defaultReport(&okayTakeMsg); |
| | 8675 | } |
| | 8676 | } |
| | 8677 | |
| | 8678 | /* -------------------------------------------------------------------- */ |
| | 8679 | /* |
| | 8680 | * "Remove" processing. We'll treat "remove dobj" as meaning "take |
| | 8681 | * dobj from <something>", where <something> is elided and must be |
| | 8682 | * determined. |
| | 8683 | * |
| | 8684 | * This should be overridden in certain cases. For clothing, |
| | 8685 | * "remove dobj" should be the same as "doff dobj". For removable |
| | 8686 | * components, this should imply removing the component from its |
| | 8687 | * container. |
| | 8688 | */ |
| | 8689 | dobjFor(Remove) |
| | 8690 | { |
| | 8691 | preCond = [touchObj, objNotWorn, roomToHoldObj] |
| | 8692 | verify() |
| | 8693 | { |
| | 8694 | /* if we're already held, there's nothing to remove me from */ |
| | 8695 | if (isHeldBy(gActor)) |
| | 8696 | illogicalNow(&cannotRemoveHeldMsg); |
| | 8697 | } |
| | 8698 | action() { askForIobj(TakeFrom); } |
| | 8699 | } |
| | 8700 | |
| | 8701 | /* -------------------------------------------------------------------- */ |
| | 8702 | /* |
| | 8703 | * "Take from" processing |
| | 8704 | */ |
| | 8705 | dobjFor(TakeFrom) |
| | 8706 | { |
| | 8707 | preCond = [touchObj, objNotWorn, roomToHoldObj] |
| | 8708 | verify() |
| | 8709 | { |
| | 8710 | /* |
| | 8711 | * we can only take something from something else if the thing |
| | 8712 | * is inside the other thing |
| | 8713 | */ |
| | 8714 | if (gIobj != nil && !self.isIn(gIobj)) |
| | 8715 | illogicalAlready(gIobj.takeFromNotInMessage); |
| | 8716 | |
| | 8717 | /* treat this otherwise like a regular "take" */ |
| | 8718 | verifyDobjTake(); |
| | 8719 | } |
| | 8720 | check() |
| | 8721 | { |
| | 8722 | /* apply the same checks as for a regular "take" */ |
| | 8723 | checkDobjTake(); |
| | 8724 | } |
| | 8725 | action() |
| | 8726 | { |
| | 8727 | /* we've passed our checks, so process it as a regular "take" */ |
| | 8728 | replaceAction(Take, self); |
| | 8729 | } |
| | 8730 | } |
| | 8731 | iobjFor(TakeFrom) |
| | 8732 | { |
| | 8733 | verify() |
| | 8734 | { |
| | 8735 | /* check what we know about the dobj */ |
| | 8736 | if (gDobj == nil) |
| | 8737 | { |
| | 8738 | /* |
| | 8739 | * We haven't yet resolved the direct object; check the |
| | 8740 | * tentative direct object list, and count us as |
| | 8741 | * illogical if none of the possible direct objects are |
| | 8742 | * in me. |
| | 8743 | */ |
| | 8744 | if (gTentativeDobj.indexWhich({x: x.obj_.isIn(self)}) == nil) |
| | 8745 | illogicalAlready(takeFromNotInMessage); |
| | 8746 | else if (gTentativeDobj.indexWhich( |
| | 8747 | {x: x.obj_.isDirectlyIn(self)}) != nil) |
| | 8748 | logicalRank(150, 'directly in'); |
| | 8749 | } |
| | 8750 | else if (!gDobj.isIn(self)) |
| | 8751 | { |
| | 8752 | /* |
| | 8753 | * the dobj isn't in me, so it's obviously not logical |
| | 8754 | * to take the dobj out of me |
| | 8755 | */ |
| | 8756 | illogicalAlready(takeFromNotInMessage); |
| | 8757 | } |
| | 8758 | else if (gDobj.isDirectlyIn(self)) |
| | 8759 | { |
| | 8760 | /* |
| | 8761 | * it's slightly more likely that they want to remove |
| | 8762 | * the object from its direct container |
| | 8763 | */ |
| | 8764 | logicalRank(150, 'directly in'); |
| | 8765 | } |
| | 8766 | } |
| | 8767 | } |
| | 8768 | |
| | 8769 | /* general message for "take from" when an object isn't in me */ |
| | 8770 | takeFromNotInMessage = &takeFromNotInMsg |
| | 8771 | |
| | 8772 | /* -------------------------------------------------------------------- */ |
| | 8773 | /* |
| | 8774 | * "Drop" verb processing |
| | 8775 | */ |
| | 8776 | dobjFor(Drop) |
| | 8777 | { |
| | 8778 | preCond = [objHeld] |
| | 8779 | verify() |
| | 8780 | { |
| | 8781 | /* the object must be held by the actor, at least indirectly */ |
| | 8782 | if (isIn(gActor)) |
| | 8783 | { |
| | 8784 | /* |
| | 8785 | * it's being held, so dropping it makes sense; verify |
| | 8786 | * transfer from the current container hierarchy to the |
| | 8787 | * new one |
| | 8788 | */ |
| | 8789 | verifyMoveTo(gActor.getDropDestination(self, nil)); |
| | 8790 | } |
| | 8791 | else |
| | 8792 | { |
| | 8793 | /* it's not being held, so this is simply not logical */ |
| | 8794 | illogicalAlready(¬CarryingMsg); |
| | 8795 | } |
| | 8796 | } |
| | 8797 | |
| | 8798 | action() |
| | 8799 | { |
| | 8800 | /* send the object to the actor's drop destination */ |
| | 8801 | gActor.getDropDestination(self, nil) |
| | 8802 | .receiveDrop(self, dropTypeDrop); |
| | 8803 | } |
| | 8804 | } |
| | 8805 | |
| | 8806 | /* -------------------------------------------------------------------- */ |
| | 8807 | /* |
| | 8808 | * "Put In" verb processing. Default objects cannot contain other |
| | 8809 | * objects, but they can be put in arbitrary containers. |
| | 8810 | */ |
| | 8811 | dobjFor(PutIn) |
| | 8812 | { |
| | 8813 | preCond = [objHeld] |
| | 8814 | verify() |
| | 8815 | { |
| | 8816 | /* |
| | 8817 | * It makes no sense to put us in a container we're already |
| | 8818 | * directly in. (It's fine to put it in something it's |
| | 8819 | * indirectly in, though - doing so takes it out of the |
| | 8820 | * intermediate container and moves it directly into the |
| | 8821 | * indirect object.) |
| | 8822 | */ |
| | 8823 | if (gIobj != nil && isDirectlyIn(gIobj)) |
| | 8824 | illogicalAlready(&alreadyPutInMsg); |
| | 8825 | |
| | 8826 | /* can't put in self, obviously */ |
| | 8827 | if (gIobj == self) |
| | 8828 | illogicalSelf(&cannotPutInSelfMsg); |
| | 8829 | |
| | 8830 | /* verify the transfer */ |
| | 8831 | verifyMoveTo(gIobj); |
| | 8832 | } |
| | 8833 | } |
| | 8834 | iobjFor(PutIn) |
| | 8835 | { |
| | 8836 | preCond = [touchObj] |
| | 8837 | verify() |
| | 8838 | { |
| | 8839 | /* by default, objects cannot be put in this object */ |
| | 8840 | illogical(¬AContainerMsg); |
| | 8841 | } |
| | 8842 | } |
| | 8843 | |
| | 8844 | /* -------------------------------------------------------------------- */ |
| | 8845 | /* |
| | 8846 | * "Put On" processing. Default objects cannot have other objects |
| | 8847 | * put on them, but they can be put on surfaces. |
| | 8848 | */ |
| | 8849 | dobjFor(PutOn) |
| | 8850 | { |
| | 8851 | preCond = [objHeld] |
| | 8852 | verify() |
| | 8853 | { |
| | 8854 | /* it makes no sense to put us on a surface we're already on */ |
| | 8855 | if (gIobj != nil && isDirectlyIn(gIobj)) |
| | 8856 | illogicalAlready(&alreadyPutOnMsg); |
| | 8857 | |
| | 8858 | /* can't put on self, obviously */ |
| | 8859 | if (gIobj == self) |
| | 8860 | illogicalSelf(&cannotPutOnSelfMsg); |
| | 8861 | |
| | 8862 | /* verify the transfer */ |
| | 8863 | verifyMoveTo(gIobj); |
| | 8864 | } |
| | 8865 | } |
| | 8866 | |
| | 8867 | iobjFor(PutOn) |
| | 8868 | { |
| | 8869 | preCond = [touchObj] |
| | 8870 | verify() |
| | 8871 | { |
| | 8872 | /* by default, objects cannot be put on this object */ |
| | 8873 | illogical(¬ASurfaceMsg); |
| | 8874 | } |
| | 8875 | } |
| | 8876 | |
| | 8877 | /* -------------------------------------------------------------------- */ |
| | 8878 | /* |
| | 8879 | * "PutUnder" action |
| | 8880 | */ |
| | 8881 | dobjFor(PutUnder) |
| | 8882 | { |
| | 8883 | preCond = [objHeld] |
| | 8884 | verify() { } |
| | 8885 | } |
| | 8886 | |
| | 8887 | iobjFor(PutUnder) |
| | 8888 | { |
| | 8889 | preCond = [touchObj] |
| | 8890 | verify() { illogical(&cannotPutUnderMsg); } |
| | 8891 | } |
| | 8892 | |
| | 8893 | /* -------------------------------------------------------------------- */ |
| | 8894 | /* |
| | 8895 | * "PutBehind" action |
| | 8896 | */ |
| | 8897 | dobjFor(PutBehind) |
| | 8898 | { |
| | 8899 | preCond = [objHeld] |
| | 8900 | verify() { } |
| | 8901 | } |
| | 8902 | |
| | 8903 | iobjFor(PutBehind) |
| | 8904 | { |
| | 8905 | preCond = [touchObj] |
| | 8906 | verify() { illogical(&cannotPutBehindMsg); } |
| | 8907 | } |
| | 8908 | |
| | 8909 | /* -------------------------------------------------------------------- */ |
| | 8910 | /* |
| | 8911 | * "Wear" action |
| | 8912 | */ |
| | 8913 | dobjFor(Wear) |
| | 8914 | { |
| | 8915 | verify() { illogical(¬WearableMsg); } |
| | 8916 | } |
| | 8917 | |
| | 8918 | /* -------------------------------------------------------------------- */ |
| | 8919 | /* |
| | 8920 | * "Doff" action |
| | 8921 | */ |
| | 8922 | dobjFor(Doff) |
| | 8923 | { |
| | 8924 | verify() { illogical(¬DoffableMsg); } |
| | 8925 | } |
| | 8926 | |
| | 8927 | /* -------------------------------------------------------------------- */ |
| | 8928 | /* |
| | 8929 | * "Kiss" |
| | 8930 | */ |
| | 8931 | dobjFor(Kiss) |
| | 8932 | { |
| | 8933 | preCond = [touchObj] |
| | 8934 | verify() { logicalRank(50, 'not kissable'); } |
| | 8935 | action() { mainReport(&cannotKissMsg); } |
| | 8936 | } |
| | 8937 | |
| | 8938 | /* -------------------------------------------------------------------- */ |
| | 8939 | /* |
| | 8940 | * "Ask for" action |
| | 8941 | */ |
| | 8942 | dobjFor(AskFor) |
| | 8943 | { |
| | 8944 | verify() { illogical(¬AddressableMsg, self); } |
| | 8945 | } |
| | 8946 | |
| | 8947 | /* -------------------------------------------------------------------- */ |
| | 8948 | /* |
| | 8949 | * "Talk to" |
| | 8950 | */ |
| | 8951 | dobjFor(TalkTo) |
| | 8952 | { |
| | 8953 | verify() { illogical(¬AddressableMsg, self); } |
| | 8954 | } |
| | 8955 | |
| | 8956 | /* -------------------------------------------------------------------- */ |
| | 8957 | /* |
| | 8958 | * "Give to" action |
| | 8959 | */ |
| | 8960 | dobjFor(GiveTo) |
| | 8961 | { |
| | 8962 | preCond = [objHeld] |
| | 8963 | verify() |
| | 8964 | { |
| | 8965 | /* |
| | 8966 | * if the intended recipient already has the object, there's |
| | 8967 | * no point in trying this |
| | 8968 | */ |
| | 8969 | if (gIobj != nil && isHeldBy(gIobj)) |
| | 8970 | illogicalAlready(&giveAlreadyHasMsg); |
| | 8971 | |
| | 8972 | /* inherit any further processing */ |
| | 8973 | inherited(); |
| | 8974 | } |
| | 8975 | } |
| | 8976 | iobjFor(GiveTo) |
| | 8977 | { |
| | 8978 | preCond = [touchObj] |
| | 8979 | verify() { illogical(&cannotGiveToMsg); } |
| | 8980 | } |
| | 8981 | |
| | 8982 | /* -------------------------------------------------------------------- */ |
| | 8983 | /* |
| | 8984 | * "Show to" action |
| | 8985 | */ |
| | 8986 | dobjFor(ShowTo) |
| | 8987 | { |
| | 8988 | preCond = [objHeld] |
| | 8989 | verify() |
| | 8990 | { |
| | 8991 | /* it's more likely that we want to show something held */ |
| | 8992 | if (isHeldBy(gActor)) |
| | 8993 | { |
| | 8994 | /* I'm being held - use the default logical ranking */ |
| | 8995 | } |
| | 8996 | else if (isIn(gActor)) |
| | 8997 | { |
| | 8998 | /* |
| | 8999 | * the actor isn't hold me, but I am in the actor's |
| | 9000 | * inventory, so reduce the likelihood only slightly |
| | 9001 | */ |
| | 9002 | logicalRank(80, 'not held'); |
| | 9003 | } |
| | 9004 | else |
| | 9005 | { |
| | 9006 | /* |
| | 9007 | * the actor isn't even carrying me, so reduce our |
| | 9008 | * likelihood even more |
| | 9009 | */ |
| | 9010 | logicalRank(70, 'not carried'); |
| | 9011 | } |
| | 9012 | } |
| | 9013 | check() |
| | 9014 | { |
| | 9015 | /* |
| | 9016 | * The direct object must be visible to the indirect object |
| | 9017 | * in order for the indirect object to be shown the direct |
| | 9018 | * object. |
| | 9019 | */ |
| | 9020 | if (!gIobj.canSee(self)) |
| | 9021 | { |
| | 9022 | reportFailure(&actorCannotSeeMsg, gIobj, self); |
| | 9023 | exit; |
| | 9024 | } |
| | 9025 | |
| | 9026 | /* |
| | 9027 | * The actor performing the showing must also be visible to |
| | 9028 | * the indirect object, otherwise the actor wouldn't be able |
| | 9029 | * to attract the indirect object's attention to do the |
| | 9030 | * showing. |
| | 9031 | */ |
| | 9032 | if (!gIobj.canSee(gActor)) |
| | 9033 | { |
| | 9034 | reportFailure(&actorCannotSeeMsg, gIobj, gActor); |
| | 9035 | exit; |
| | 9036 | } |
| | 9037 | } |
| | 9038 | } |
| | 9039 | iobjFor(ShowTo) |
| | 9040 | { |
| | 9041 | verify() { illogical(&cannotShowToMsg); } |
| | 9042 | } |
| | 9043 | |
| | 9044 | /* -------------------------------------------------------------------- */ |
| | 9045 | /* |
| | 9046 | * "Ask about" action |
| | 9047 | */ |
| | 9048 | dobjFor(AskAbout) |
| | 9049 | { |
| | 9050 | verify() { illogical(¬AddressableMsg, self); } |
| | 9051 | } |
| | 9052 | |
| | 9053 | /* -------------------------------------------------------------------- */ |
| | 9054 | /* |
| | 9055 | * "Tell about" action |
| | 9056 | */ |
| | 9057 | dobjFor(TellAbout) |
| | 9058 | { |
| | 9059 | verify() { illogical(¬AddressableMsg, self); } |
| | 9060 | } |
| | 9061 | |
| | 9062 | /* -------------------------------------------------------------------- */ |
| | 9063 | /* |
| | 9064 | * Vague "ask" and "tell" - these are for syntactically incorrect ASK |
| | 9065 | * and TELL phrasings, so that we can provide better error feedback. |
| | 9066 | */ |
| | 9067 | dobjFor(AskVague) |
| | 9068 | { |
| | 9069 | verify() { illogical(&askVagueMsg); } |
| | 9070 | } |
| | 9071 | dobjFor(TellVague) |
| | 9072 | { |
| | 9073 | verify() { illogical(&tellVagueMsg); } |
| | 9074 | } |
| | 9075 | |
| | 9076 | /* -------------------------------------------------------------------- */ |
| | 9077 | /* |
| | 9078 | * "Follow" action |
| | 9079 | */ |
| | 9080 | dobjFor(Follow) |
| | 9081 | { |
| | 9082 | verify() |
| | 9083 | { |
| | 9084 | /* make sure I'm followable to start with */ |
| | 9085 | if (!verifyFollowable()) |
| | 9086 | return; |
| | 9087 | |
| | 9088 | /* it makes no sense to follow myself */ |
| | 9089 | if (gActor == gDobj) |
| | 9090 | illogical(&cannotFollowSelfMsg); |
| | 9091 | |
| | 9092 | /* ask the actor to verify following the object */ |
| | 9093 | gActor.actorVerifyFollow(self); |
| | 9094 | } |
| | 9095 | action() |
| | 9096 | { |
| | 9097 | /* ask the actor to carry out the follow */ |
| | 9098 | gActor.actorActionFollow(self); |
| | 9099 | } |
| | 9100 | } |
| | 9101 | |
| | 9102 | /* |
| | 9103 | * Verify that I'm a followable object. By default, it's not |
| | 9104 | * logical to follow an arbitrary object. If I'm not followable, |
| | 9105 | * this routine will generate an appropriate illogical() explanation |
| | 9106 | * and return nil. If I'm followable, we'll return true. |
| | 9107 | */ |
| | 9108 | verifyFollowable() |
| | 9109 | { |
| | 9110 | illogical(¬FollowableMsg); |
| | 9111 | return nil; |
| | 9112 | } |
| | 9113 | |
| | 9114 | /* -------------------------------------------------------------------- */ |
| | 9115 | /* |
| | 9116 | * "Attack" action. |
| | 9117 | */ |
| | 9118 | dobjFor(Attack) |
| | 9119 | { |
| | 9120 | preCond = [touchObj] |
| | 9121 | verify() { } |
| | 9122 | action() { mainReport(&uselessToAttackMsg); } |
| | 9123 | } |
| | 9124 | |
| | 9125 | /* -------------------------------------------------------------------- */ |
| | 9126 | /* |
| | 9127 | * "Attack with" action - attack with (presumably) a weapon. |
| | 9128 | */ |
| | 9129 | dobjFor(AttackWith) |
| | 9130 | { |
| | 9131 | preCond = [touchObj] |
| | 9132 | |
| | 9133 | /* |
| | 9134 | * it makes as much sense to attack any object as any other, but |
| | 9135 | * by default attacking an object has no effect |
| | 9136 | */ |
| | 9137 | verify() { } |
| | 9138 | action() { mainReport(&uselessToAttackMsg); } |
| | 9139 | } |
| | 9140 | iobjFor(AttackWith) |
| | 9141 | { |
| | 9142 | preCond = [objHeld] |
| | 9143 | verify() { illogical(¬AWeaponMsg); } |
| | 9144 | } |
| | 9145 | |
| | 9146 | /* -------------------------------------------------------------------- */ |
| | 9147 | /* |
| | 9148 | * "Throw" action. By default, we'll simply re-route this to a |
| | 9149 | * "throw at" action. Objects that can meaningfully be thrown |
| | 9150 | * without any specific target can override this. |
| | 9151 | * |
| | 9152 | * Note that we don't apply an preconditions or verification, since |
| | 9153 | * we don't really do anything with the action ourselves. If an |
| | 9154 | * object overrides this, it should add any preconditions and |
| | 9155 | * verifications that are appropriate. |
| | 9156 | */ |
| | 9157 | dobjFor(Throw) |
| | 9158 | { |
| | 9159 | verify() { } |
| | 9160 | action() { askForIobj(ThrowAt); } |
| | 9161 | } |
| | 9162 | |
| | 9163 | /* -------------------------------------------------------------------- */ |
| | 9164 | /* |
| | 9165 | * "Throw <direction>". By default, we simply reject this and |
| | 9166 | * explain that the command to use is THROW AT. With one exception: |
| | 9167 | * we treat THROW <down> as equivalent to THROW AT FLOOR, and use the |
| | 9168 | * default library message for that command instead. |
| | 9169 | */ |
| | 9170 | dobjFor(ThrowDir) |
| | 9171 | { |
| | 9172 | verify() |
| | 9173 | { |
| | 9174 | if (gAction.getDirection() == downDirection) |
| | 9175 | illogicalAlready(¬CarryingMsg); |
| | 9176 | } |
| | 9177 | action() |
| | 9178 | { |
| | 9179 | /* |
| | 9180 | * explain that we should use THROW AT (or DROP, in the case |
| | 9181 | * of THROW DOWN) |
| | 9182 | */ |
| | 9183 | reportFailure(gAction.getDirection() == downDirection |
| | 9184 | ? &shouldNotThrowAtFloorMsg |
| | 9185 | : &dontThrowDirMsg); |
| | 9186 | } |
| | 9187 | } |
| | 9188 | |
| | 9189 | |
| | 9190 | /* -------------------------------------------------------------------- */ |
| | 9191 | /* |
| | 9192 | * "Throw at" action |
| | 9193 | */ |
| | 9194 | dobjFor(ThrowAt) |
| | 9195 | { |
| | 9196 | preCond = [objHeld] |
| | 9197 | verify() |
| | 9198 | { |
| | 9199 | /* by default, we can throw something if we can drop it */ |
| | 9200 | verifyMoveTo(gActor.getDropDestination(self, nil)); |
| | 9201 | |
| | 9202 | /* can't throw something at itself */ |
| | 9203 | if (gIobj == self) |
| | 9204 | illogicalSelf(&cannotThrowAtSelfMsg); |
| | 9205 | |
| | 9206 | /* can't throw dobj at iobj if iobj is in dobj */ |
| | 9207 | if (gIobj != nil && gIobj.isIn(self)) |
| | 9208 | illogicalNow(&cannotThrowAtContentsMsg); |
| | 9209 | } |
| | 9210 | action() |
| | 9211 | { |
| | 9212 | /* |
| | 9213 | * process a 'throw' operation, finishing with hitting the |
| | 9214 | * target if we get that far |
| | 9215 | */ |
| | 9216 | processThrow(gIobj, &throwTargetHitWith); |
| | 9217 | } |
| | 9218 | } |
| | 9219 | iobjFor(ThrowAt) |
| | 9220 | { |
| | 9221 | /* by default, anything can be a target */ |
| | 9222 | verify() { } |
| | 9223 | } |
| | 9224 | |
| | 9225 | /* |
| | 9226 | * Process a 'throw' command. This is common handling that can be |
| | 9227 | * used for any sort of throwing (throw at, throw to, throw in, |
| | 9228 | * etc). The projectile is self, and 'target' is the thing we're |
| | 9229 | * throwing at or to. 'hitProp' is the property to call on 'target' |
| | 9230 | * if we reach the target. |
| | 9231 | */ |
| | 9232 | processThrow(target, hitProp) |
| | 9233 | { |
| | 9234 | local path; |
| | 9235 | local stat; |
| | 9236 | |
| | 9237 | /* get the throw path */ |
| | 9238 | path = getThrowPathTo(target); |
| | 9239 | |
| | 9240 | /* traverse the path with throwViaPath */ |
| | 9241 | stat = traversePath( |
| | 9242 | path, {obj, op: throwViaPath(obj, op, target, path)}); |
| | 9243 | |
| | 9244 | /* |
| | 9245 | * If we made it all the way through the path without complaint, |
| | 9246 | * process hitting the target. If something along the path |
| | 9247 | * finished the traversal (by returning nil), we'll consider the |
| | 9248 | * action complete - the object along that path that canceled |
| | 9249 | * the traversal is responsible for having displayed an |
| | 9250 | * appropriate message. |
| | 9251 | */ |
| | 9252 | if (stat) |
| | 9253 | target.(hitProp)(self, path); |
| | 9254 | } |
| | 9255 | |
| | 9256 | /* |
| | 9257 | * Carry out a 'throw' operation along a path. 'self' is the |
| | 9258 | * projectile; 'obj' is the path element being traversed, and 'op' is |
| | 9259 | * the operation being used to traverse the element. 'target' is the |
| | 9260 | * object we're throwing 'self' at. 'path' is the projectile's full |
| | 9261 | * path (in getThrowPathTo format). |
| | 9262 | * |
| | 9263 | * By default, we'll use the standard canThrowViaPath handling (which |
| | 9264 | * invokes the even more basic checkThrowViaPath) to determine if we |
| | 9265 | * can make this traversal. If so, we'll proceed with the throw; |
| | 9266 | * otherwise, we'll stop the throw by calling stopThrowViaPath() and |
| | 9267 | * returning the result. |
| | 9268 | */ |
| | 9269 | throwViaPath(obj, op, target, path) |
| | 9270 | { |
| | 9271 | /* |
| | 9272 | * By default, if we can throw the object through self, return |
| | 9273 | * true to allow the caller to proceed; otherwise, describe the |
| | 9274 | * object as hitting this element and falling to the appropriate |
| | 9275 | * point. |
| | 9276 | */ |
| | 9277 | if (obj.canThrowViaPath(self, target, op)) |
| | 9278 | { |
| | 9279 | /* no objection - allow the traversal to proceed */ |
| | 9280 | return true; |
| | 9281 | } |
| | 9282 | else |
| | 9283 | { |
| | 9284 | /* can't do it - stop the throw and return the result */ |
| | 9285 | return obj.stopThrowViaPath(self, path); |
| | 9286 | } |
| | 9287 | } |
| | 9288 | |
| | 9289 | /* |
| | 9290 | * Process the effect of throwing the object 'projectile' at the |
| | 9291 | * target 'self'. By default, we'll move the projectile to the |
| | 9292 | * target's drop location, and display a message saying that there |
| | 9293 | * was no effect other than the projectile dropping to the floor (or |
| | 9294 | * whatever it drops to). 'path' is the path we took to reach the |
| | 9295 | * target, as returned from getThrowPathTo(); this lets us determine |
| | 9296 | * how we approached the target. |
| | 9297 | */ |
| | 9298 | throwTargetHitWith(projectile, path) |
| | 9299 | { |
| | 9300 | /* |
| | 9301 | * figure out where we fall to when we hit this object, then send |
| | 9302 | * the object being thrown to that location |
| | 9303 | */ |
| | 9304 | getHitFallDestination(projectile, path) |
| | 9305 | .receiveDrop(projectile, new DropTypeThrow(self, path)); |
| | 9306 | } |
| | 9307 | |
| | 9308 | /* |
| | 9309 | * Stop a 'throw' operation along a path. 'self' is the object in |
| | 9310 | * the path that is impassable by 'projectile' according to |
| | 9311 | * canThrowViaPath(), and 'path' is the getThrowPathTo-style path of |
| | 9312 | * objects traversed in the projectile's trajectory. |
| | 9313 | * |
| | 9314 | * The return value is taken as a path traversal continuation |
| | 9315 | * indicator: nil means to stop the traversal, which is to say that |
| | 9316 | * the 'throw' command finishes here. If we don't really want to |
| | 9317 | * stop the traversal, we can return 'true' to let the traversal |
| | 9318 | * continue. |
| | 9319 | * |
| | 9320 | * By default, we'll stop the throw by doing the same thing we would |
| | 9321 | * have done if we had successfully thrown the object at 'self' - the |
| | 9322 | * whole reason we're stopping the throw is that we're in the way, so |
| | 9323 | * the effect is the same as though we were the intended target to |
| | 9324 | * begin with. This is the normal handling when we can't throw |
| | 9325 | * through 'obj' because 'obj' is a closed container or is otherwise |
| | 9326 | * impassable by self when thrown. This can be overridden to provide |
| | 9327 | * different handling if needed. |
| | 9328 | */ |
| | 9329 | stopThrowViaPath(projectile, path) |
| | 9330 | { |
| | 9331 | /* we've been hit */ |
| | 9332 | throwTargetHitWith(projectile, path); |
| | 9333 | |
| | 9334 | /* tell the caller to stop the traversal */ |
| | 9335 | return nil; |
| | 9336 | } |
| | 9337 | |
| | 9338 | /* |
| | 9339 | * Get the "hit-and-fall" destination for a thrown object. This is |
| | 9340 | * called when we interrupt a thrown object's trajectory because |
| | 9341 | * we're in the way of its trajectory. |
| | 9342 | * |
| | 9343 | * For example, if the actor is inside a cage, and tries to throw a |
| | 9344 | * projectile at an object outside the cage, and the cage blocks the |
| | 9345 | * projectile's passage, then this routine is called on the cage to |
| | 9346 | * determine where the projectile ends up. The projectile's ultimate |
| | 9347 | * destination is the hit-and-fall destination for the cage: it's |
| | 9348 | * where the project ends up when it hits me and then falls to the |
| | 9349 | * ground, its trajectory cut short. |
| | 9350 | * |
| | 9351 | * 'thrownObj' is the projectile thrown, 'self' is the target object, |
| | 9352 | * and 'path' is the path the projectile took to reach us. The path |
| | 9353 | * is of the form returned by getThrowPathTo(). Note that the path |
| | 9354 | * could extend beyond 'self', because the original target might have |
| | 9355 | * been a different object - we could simply have interrupted the |
| | 9356 | * projectile's course. |
| | 9357 | */ |
| | 9358 | getHitFallDestination(thrownObj, path) |
| | 9359 | { |
| | 9360 | local prvCont; |
| | 9361 | local prvOp; |
| | 9362 | local idx; |
| | 9363 | local dest; |
| | 9364 | local common; |
| | 9365 | |
| | 9366 | /* find myself in the path */ |
| | 9367 | idx = path.indexOf(self); |
| | 9368 | |
| | 9369 | /* |
| | 9370 | * get the container traversed just before us in the path (it's |
| | 9371 | * two positions before us in the path list, because the path |
| | 9372 | * consists of alternating objects and operators) |
| | 9373 | */ |
| | 9374 | prvCont = path[idx - 2]; |
| | 9375 | |
| | 9376 | /* get the operation that got from the last container to us */ |
| | 9377 | prvOp = path[idx - 1]; |
| | 9378 | |
| | 9379 | /* |
| | 9380 | * If the previous container is within us, we're throwing from |
| | 9381 | * inside to the outside, so the object falls within me; |
| | 9382 | * otherwise, the object bounces off the outside and falls |
| | 9383 | * outside me. |
| | 9384 | * |
| | 9385 | * If the projectile traversed *inward* from the previous item in |
| | 9386 | * the path, then we should simply land in the drop destination |
| | 9387 | * of the previous item itself, since we're coming in through |
| | 9388 | * that item. If the previous item is a peer of ours, though, we |
| | 9389 | * traversed *across* the item, so land in our common direct |
| | 9390 | * container. |
| | 9391 | * |
| | 9392 | * Note that in certain cases, the previous "container" will be |
| | 9393 | * the projectile itself; this happens when the thrower is |
| | 9394 | * throwing the object at itself (as in "throw it at me"). In |
| | 9395 | * these cases, we'll assume that the the thrower is *holding* |
| | 9396 | * rather than containing the object, in which case the object |
| | 9397 | * isn't actually inside the thrower, in which case we want to |
| | 9398 | * use the location's drop destination. |
| | 9399 | */ |
| | 9400 | if (prvCont == thrownObj) |
| | 9401 | { |
| | 9402 | /* throwing object at self - land in my location's drop dest */ |
| | 9403 | dest = (location != nil |
| | 9404 | ? location.getDropDestination(thrownObj, path) |
| | 9405 | : self); |
| | 9406 | } |
| | 9407 | else if (prvCont.isIn(self)) |
| | 9408 | { |
| | 9409 | /* throwing from within - land in my own drop destination */ |
| | 9410 | dest = getDropDestination(thrownObj, path); |
| | 9411 | } |
| | 9412 | else if (prvOp == PathPeer |
| | 9413 | && (common = getCommonDirectContainer(prvCont)) != nil) |
| | 9414 | { |
| | 9415 | /* |
| | 9416 | * We're coming over from a peer, and we found a container in |
| | 9417 | * common with the peer. Land in the common container's drop |
| | 9418 | * destination. |
| | 9419 | */ |
| | 9420 | dest = common.getDropDestination(thrownObj, path); |
| | 9421 | } |
| | 9422 | else |
| | 9423 | { |
| | 9424 | /* |
| | 9425 | * Either we're coming in from a container, or we weren't |
| | 9426 | * able to find a container in common with the peer. In |
| | 9427 | * either case, the projectile lands in the 'drop' |
| | 9428 | * destination of the previous object in the path. |
| | 9429 | */ |
| | 9430 | dest = prvCont.getDropDestination(thrownObj, path); |
| | 9431 | } |
| | 9432 | |
| | 9433 | /* |
| | 9434 | * Whatever we found, give the destination itself a chance to |
| | 9435 | * make any necessary adjustments. |
| | 9436 | */ |
| | 9437 | return dest.adjustThrowDestination(thrownObj, path); |
| | 9438 | } |
| | 9439 | |
| | 9440 | /* -------------------------------------------------------------------- */ |
| | 9441 | /* |
| | 9442 | * "Throw to" action |
| | 9443 | */ |
| | 9444 | dobjFor(ThrowTo) |
| | 9445 | { |
| | 9446 | preCond = [objHeld] |
| | 9447 | verify() |
| | 9448 | { |
| | 9449 | /* |
| | 9450 | * by default, we can throw an object to someone if we can |
| | 9451 | * throw it at them |
| | 9452 | */ |
| | 9453 | verifyDobjThrowAt(); |
| | 9454 | } |
| | 9455 | action() |
| | 9456 | { |
| | 9457 | /* |
| | 9458 | * process a 'throw' operation, finishing with the target |
| | 9459 | * trying to catch the object if we get that far |
| | 9460 | */ |
| | 9461 | processThrow(gIobj, &throwTargetCatch); |
| | 9462 | } |
| | 9463 | } |
| | 9464 | |
| | 9465 | iobjFor(ThrowTo) |
| | 9466 | { |
| | 9467 | verify() |
| | 9468 | { |
| | 9469 | /* by default, we don't want to catch anything */ |
| | 9470 | illogical(&cannotThrowToMsg); |
| | 9471 | } |
| | 9472 | } |
| | 9473 | |
| | 9474 | /* |
| | 9475 | * Process the effect of throwing the object 'obj' to the catcher |
| | 9476 | * 'self'. By default, we'll simply move the projectile into self. |
| | 9477 | */ |
| | 9478 | throwTargetCatch(obj, path) |
| | 9479 | { |
| | 9480 | /* take the object */ |
| | 9481 | obj.moveInto(self); |
| | 9482 | |
| | 9483 | /* generate the default message if we successfully took the object */ |
| | 9484 | if (obj.isDirectlyIn(self)) |
| | 9485 | mainReport(&throwCatchMsg, obj, self); |
| | 9486 | } |
| | 9487 | |
| | 9488 | /* -------------------------------------------------------------------- */ |
| | 9489 | /* |
| | 9490 | * "Dig" action - by default, simply re-reoute to dig-with, since we |
| | 9491 | * generally need a digging implement to dig in anything. Some |
| | 9492 | * objects might want to override this to allow digging without any |
| | 9493 | * implement; a sandy beach, for example, might allow digging in the |
| | 9494 | * sand without a shovel. |
| | 9495 | */ |
| | 9496 | dobjFor(Dig) |
| | 9497 | { |
| | 9498 | preCond = [touchObj] |
| | 9499 | verify() { } |
| | 9500 | action() { askForIobj(DigWith); } |
| | 9501 | } |
| | 9502 | |
| | 9503 | /* -------------------------------------------------------------------- */ |
| | 9504 | /* |
| | 9505 | * "DigWith" action |
| | 9506 | */ |
| | 9507 | dobjFor(DigWith) |
| | 9508 | { |
| | 9509 | preCond = [touchObj] |
| | 9510 | verify() { illogical(&cannotDigMsg); } |
| | 9511 | } |
| | 9512 | iobjFor(DigWith) |
| | 9513 | { |
| | 9514 | preCond = [objHeld] |
| | 9515 | verify() { illogical(&cannotDigWithMsg); } |
| | 9516 | } |
| | 9517 | |
| | 9518 | /* -------------------------------------------------------------------- */ |
| | 9519 | /* |
| | 9520 | * "jump over" |
| | 9521 | */ |
| | 9522 | dobjFor(JumpOver) |
| | 9523 | { |
| | 9524 | verify() { illogical(&cannotJumpOverMsg); } |
| | 9525 | } |
| | 9526 | |
| | 9527 | /* -------------------------------------------------------------------- */ |
| | 9528 | /* |
| | 9529 | * "jump off" |
| | 9530 | */ |
| | 9531 | dobjFor(JumpOff) |
| | 9532 | { |
| | 9533 | verify() { illogical(&cannotJumpOffMsg); } |
| | 9534 | } |
| | 9535 | |
| | 9536 | /* -------------------------------------------------------------------- */ |
| | 9537 | /* |
| | 9538 | * "Push" action |
| | 9539 | */ |
| | 9540 | dobjFor(Push) |
| | 9541 | { |
| | 9542 | preCond = [touchObj] |
| | 9543 | verify() { logicalRank(50, 'not pushable'); } |
| | 9544 | action() { reportFailure(&pushNoEffectMsg); } |
| | 9545 | } |
| | 9546 | |
| | 9547 | /* -------------------------------------------------------------------- */ |
| | 9548 | /* |
| | 9549 | * "Pull" action |
| | 9550 | */ |
| | 9551 | dobjFor(Pull) |
| | 9552 | { |
| | 9553 | preCond = [touchObj] |
| | 9554 | verify() { logicalRank(50, 'not pullable'); } |
| | 9555 | action() { reportFailure(&pullNoEffectMsg); } |
| | 9556 | } |
| | 9557 | |
| | 9558 | /* -------------------------------------------------------------------- */ |
| | 9559 | /* |
| | 9560 | * "Move" action |
| | 9561 | */ |
| | 9562 | dobjFor(Move) |
| | 9563 | { |
| | 9564 | preCond = [touchObj] |
| | 9565 | verify() { logicalRank(50, 'not movable'); } |
| | 9566 | action() { reportFailure(&moveNoEffectMsg); } |
| | 9567 | } |
| | 9568 | |
| | 9569 | /* -------------------------------------------------------------------- */ |
| | 9570 | /* |
| | 9571 | * "MoveWith" action |
| | 9572 | */ |
| | 9573 | dobjFor(MoveWith) |
| | 9574 | { |
| | 9575 | preCond = [iobjTouchObj] |
| | 9576 | verify() { logicalRank(50, 'not movable'); } |
| | 9577 | action() { reportFailure(&moveNoEffectMsg); } |
| | 9578 | } |
| | 9579 | iobjFor(MoveWith) |
| | 9580 | { |
| | 9581 | preCond = [objHeld] |
| | 9582 | verify() { illogical(&cannotMoveWithMsg); } |
| | 9583 | } |
| | 9584 | |
| | 9585 | /* -------------------------------------------------------------------- */ |
| | 9586 | /* |
| | 9587 | * "MoveTo" action |
| | 9588 | */ |
| | 9589 | dobjFor(MoveTo) |
| | 9590 | { |
| | 9591 | preCond = [touchObj] |
| | 9592 | verify() { logicalRank(50, 'not movable'); } |
| | 9593 | action() { reportFailure(&moveToNoEffectMsg); } |
| | 9594 | } |
| | 9595 | |
| | 9596 | /* -------------------------------------------------------------------- */ |
| | 9597 | /* |
| | 9598 | * "Turn" action |
| | 9599 | */ |
| | 9600 | dobjFor(Turn) |
| | 9601 | { |
| | 9602 | preCond = [touchObj] |
| | 9603 | verify() { illogical(&cannotTurnMsg); } |
| | 9604 | } |
| | 9605 | |
| | 9606 | /* -------------------------------------------------------------------- */ |
| | 9607 | /* |
| | 9608 | * "Turn to" action |
| | 9609 | */ |
| | 9610 | dobjFor(TurnTo) |
| | 9611 | { |
| | 9612 | preCond = [touchObj] |
| | 9613 | verify() { illogical(&cannotTurnMsg); } |
| | 9614 | } |
| | 9615 | |
| | 9616 | /* -------------------------------------------------------------------- */ |
| | 9617 | /* |
| | 9618 | * "TurnWith" action |
| | 9619 | */ |
| | 9620 | dobjFor(TurnWith) |
| | 9621 | { |
| | 9622 | preCond = [iobjTouchObj] |
| | 9623 | verify() { illogical(&cannotTurnMsg); } |
| | 9624 | } |
| | 9625 | iobjFor(TurnWith) |
| | 9626 | { |
| | 9627 | preCond = [objHeld] |
| | 9628 | verify() { illogical(&cannotTurnWithMsg); } |
| | 9629 | } |
| | 9630 | |
| | 9631 | /* -------------------------------------------------------------------- */ |
| | 9632 | /* |
| | 9633 | * "Set" action |
| | 9634 | */ |
| | 9635 | dobjFor(Set) |
| | 9636 | { |
| | 9637 | verify() { } |
| | 9638 | action() { askForIobj(PutOn); } |
| | 9639 | } |
| | 9640 | |
| | 9641 | /* -------------------------------------------------------------------- */ |
| | 9642 | /* |
| | 9643 | * "SetTo" action |
| | 9644 | */ |
| | 9645 | dobjFor(SetTo) |
| | 9646 | { |
| | 9647 | preCond = [touchObj] |
| | 9648 | verify() { illogical(&cannotSetToMsg); } |
| | 9649 | } |
| | 9650 | |
| | 9651 | /* -------------------------------------------------------------------- */ |
| | 9652 | /* |
| | 9653 | * "Consult" action |
| | 9654 | */ |
| | 9655 | dobjFor(Consult) |
| | 9656 | { |
| | 9657 | preCond = [touchObj] |
| | 9658 | verify() { illogical(&cannotConsultMsg); } |
| | 9659 | } |
| | 9660 | |
| | 9661 | dobjFor(ConsultAbout) |
| | 9662 | { |
| | 9663 | preCond = [touchObj] |
| | 9664 | verify() { illogical(&cannotConsultMsg); } |
| | 9665 | } |
| | 9666 | |
| | 9667 | /* -------------------------------------------------------------------- */ |
| | 9668 | /* |
| | 9669 | * "Type on" action |
| | 9670 | */ |
| | 9671 | dobjFor(TypeOn) |
| | 9672 | { |
| | 9673 | preCond = [touchObj] |
| | 9674 | verify() { illogical(&cannotTypeOnMsg); } |
| | 9675 | |
| | 9676 | /* |
| | 9677 | * if the verifier is overridden to allow typing on this object, |
| | 9678 | * by default just ask for a missing literal phrase, since we |
| | 9679 | * need something to type on this object |
| | 9680 | */ |
| | 9681 | action() { askForLiteral(TypeLiteralOn); } |
| | 9682 | } |
| | 9683 | |
| | 9684 | /* |
| | 9685 | * "Type <literal> on" action |
| | 9686 | */ |
| | 9687 | dobjFor(TypeLiteralOn) |
| | 9688 | { |
| | 9689 | preCond = [touchObj] |
| | 9690 | verify() { illogical(&cannotTypeOnMsg); } |
| | 9691 | } |
| | 9692 | |
| | 9693 | /* -------------------------------------------------------------------- */ |
| | 9694 | /* |
| | 9695 | * "Enter on" action |
| | 9696 | */ |
| | 9697 | dobjFor(EnterOn) |
| | 9698 | { |
| | 9699 | preCond = [touchObj] |
| | 9700 | verify() { illogical(&cannotEnterOnMsg); } |
| | 9701 | } |
| | 9702 | |
| | 9703 | /* -------------------------------------------------------------------- */ |
| | 9704 | /* |
| | 9705 | * "Switch" action |
| | 9706 | */ |
| | 9707 | dobjFor(Switch) |
| | 9708 | { |
| | 9709 | preCond = [touchObj] |
| | 9710 | verify() { illogical(&cannotSwitchMsg); } |
| | 9711 | } |
| | 9712 | |
| | 9713 | /* -------------------------------------------------------------------- */ |
| | 9714 | /* |
| | 9715 | * "Flip" action |
| | 9716 | */ |
| | 9717 | dobjFor(Flip) |
| | 9718 | { |
| | 9719 | preCond = [touchObj] |
| | 9720 | verify() { illogical(&cannotFlipMsg); } |
| | 9721 | } |
| | 9722 | |
| | 9723 | /* -------------------------------------------------------------------- */ |
| | 9724 | /* |
| | 9725 | * "TurnOn" action |
| | 9726 | */ |
| | 9727 | dobjFor(TurnOn) |
| | 9728 | { |
| | 9729 | preCond = [touchObj] |
| | 9730 | verify() { illogical(&cannotTurnOnMsg); } |
| | 9731 | } |
| | 9732 | |
| | 9733 | /* -------------------------------------------------------------------- */ |
| | 9734 | /* |
| | 9735 | * "TurnOff" action |
| | 9736 | */ |
| | 9737 | dobjFor(TurnOff) |
| | 9738 | { |
| | 9739 | preCond = [touchObj] |
| | 9740 | verify() { illogical(&cannotTurnOffMsg); } |
| | 9741 | } |
| | 9742 | |
| | 9743 | /* -------------------------------------------------------------------- */ |
| | 9744 | /* |
| | 9745 | * "Light" action. By default, we treat this as equivalent to |
| | 9746 | * "burn". |
| | 9747 | */ |
| | 9748 | dobjFor(Light) asDobjFor(Burn) |
| | 9749 | |
| | 9750 | /* -------------------------------------------------------------------- */ |
| | 9751 | /* |
| | 9752 | * "Burn". By default, we ask for something to use to burn the |
| | 9753 | * object, since most objects are not self-igniting. |
| | 9754 | */ |
| | 9755 | dobjFor(Burn) |
| | 9756 | { |
| | 9757 | preCond = [touchObj] |
| | 9758 | verify() |
| | 9759 | { |
| | 9760 | /* |
| | 9761 | * although we can in principle burn anything, most things |
| | 9762 | * are unlikely choices for burning |
| | 9763 | */ |
| | 9764 | logicalRank(50, 'not flammable'); |
| | 9765 | } |
| | 9766 | action() |
| | 9767 | { |
| | 9768 | /* rephrase this as a "burn with" command */ |
| | 9769 | askForIobj(BurnWith); |
| | 9770 | } |
| | 9771 | } |
| | 9772 | |
| | 9773 | /* -------------------------------------------------------------------- */ |
| | 9774 | /* |
| | 9775 | * "Burn with" |
| | 9776 | */ |
| | 9777 | dobjFor(BurnWith) |
| | 9778 | { |
| | 9779 | preCond = [touchObj] |
| | 9780 | verify() { illogical(&cannotBurnMsg); } |
| | 9781 | } |
| | 9782 | iobjFor(BurnWith) |
| | 9783 | { |
| | 9784 | preCond = [objHeld] |
| | 9785 | verify() { illogical(&cannotBurnWithMsg); } |
| | 9786 | } |
| | 9787 | |
| | 9788 | /* -------------------------------------------------------------------- */ |
| | 9789 | /* |
| | 9790 | * "Extinguish" |
| | 9791 | */ |
| | 9792 | dobjFor(Extinguish) |
| | 9793 | { |
| | 9794 | preCond = [touchObj] |
| | 9795 | verify() { illogical(&cannotExtinguishMsg); } |
| | 9796 | } |
| | 9797 | |
| | 9798 | /* -------------------------------------------------------------------- */ |
| | 9799 | /* |
| | 9800 | * "AttachTo" action |
| | 9801 | */ |
| | 9802 | dobjFor(AttachTo) |
| | 9803 | { |
| | 9804 | preCond = [touchObj] |
| | 9805 | verify() { illogical(&cannotAttachMsg); } |
| | 9806 | } |
| | 9807 | iobjFor(AttachTo) |
| | 9808 | { |
| | 9809 | preCond = [touchObj] |
| | 9810 | verify() { illogical(&cannotAttachToMsg); } |
| | 9811 | } |
| | 9812 | |
| | 9813 | /* -------------------------------------------------------------------- */ |
| | 9814 | /* |
| | 9815 | * "DetachFrom" action |
| | 9816 | */ |
| | 9817 | dobjFor(DetachFrom) |
| | 9818 | { |
| | 9819 | preCond = [touchObj] |
| | 9820 | verify() { illogical(&cannotDetachMsg); } |
| | 9821 | } |
| | 9822 | iobjFor(DetachFrom) |
| | 9823 | { |
| | 9824 | preCond = [touchObj] |
| | 9825 | verify() { illogical(&cannotDetachFromMsg); } |
| | 9826 | } |
| | 9827 | |
| | 9828 | /* -------------------------------------------------------------------- */ |
| | 9829 | /* |
| | 9830 | * "Detach" action |
| | 9831 | */ |
| | 9832 | dobjFor(Detach) |
| | 9833 | { |
| | 9834 | preCond = [touchObj] |
| | 9835 | verify() { illogical(&cannotDetachMsg); } |
| | 9836 | } |
| | 9837 | |
| | 9838 | /* -------------------------------------------------------------------- */ |
| | 9839 | /* |
| | 9840 | * "Break" action |
| | 9841 | */ |
| | 9842 | dobjFor(Break) |
| | 9843 | { |
| | 9844 | preCond = [touchObj] |
| | 9845 | verify() { illogical(&shouldNotBreakMsg); } |
| | 9846 | } |
| | 9847 | |
| | 9848 | /* -------------------------------------------------------------------- */ |
| | 9849 | /* |
| | 9850 | * "Cut with" action |
| | 9851 | */ |
| | 9852 | dobjFor(CutWith) |
| | 9853 | { |
| | 9854 | preCond = [touchObj] |
| | 9855 | verify() { logicalRank(50, 'not cuttable'); } |
| | 9856 | action() { reportFailure(&cutNoEffectMsg); } |
| | 9857 | } |
| | 9858 | |
| | 9859 | iobjFor(CutWith) |
| | 9860 | { |
| | 9861 | preCond = [touchObj] |
| | 9862 | verify() { illogical(&cannotCutWithMsg); } |
| | 9863 | } |
| | 9864 | |
| | 9865 | /* -------------------------------------------------------------------- */ |
| | 9866 | /* |
| | 9867 | * "Climb", "climb up", and "climb down" actions |
| | 9868 | */ |
| | 9869 | dobjFor(Climb) |
| | 9870 | { |
| | 9871 | preCond = [touchObj] |
| | 9872 | verify() { illogical(&cannotClimbMsg); } |
| | 9873 | } |
| | 9874 | |
| | 9875 | dobjFor(ClimbUp) |
| | 9876 | { |
| | 9877 | preCond = [touchObj] |
| | 9878 | verify() { illogical(&cannotClimbMsg); } |
| | 9879 | } |
| | 9880 | |
| | 9881 | dobjFor(ClimbDown) |
| | 9882 | { |
| | 9883 | preCond = [touchObj] |
| | 9884 | verify() { illogical(&cannotClimbMsg); } |
| | 9885 | } |
| | 9886 | |
| | 9887 | /* -------------------------------------------------------------------- */ |
| | 9888 | /* |
| | 9889 | * "Open" action |
| | 9890 | */ |
| | 9891 | dobjFor(Open) |
| | 9892 | { |
| | 9893 | preCond = [touchObj] |
| | 9894 | verify() { illogical(&cannotOpenMsg); } |
| | 9895 | } |
| | 9896 | |
| | 9897 | /* -------------------------------------------------------------------- */ |
| | 9898 | /* |
| | 9899 | * "Close" action |
| | 9900 | */ |
| | 9901 | dobjFor(Close) |
| | 9902 | { |
| | 9903 | preCond = [touchObj] |
| | 9904 | verify() { illogical(&cannotCloseMsg); } |
| | 9905 | } |
| | 9906 | |
| | 9907 | /* -------------------------------------------------------------------- */ |
| | 9908 | /* |
| | 9909 | * "Lock" action |
| | 9910 | */ |
| | 9911 | dobjFor(Lock) |
| | 9912 | { |
| | 9913 | preCond = [touchObj] |
| | 9914 | verify() { illogical(&cannotLockMsg); } |
| | 9915 | } |
| | 9916 | |
| | 9917 | /* -------------------------------------------------------------------- */ |
| | 9918 | /* |
| | 9919 | * "Unlock" action |
| | 9920 | */ |
| | 9921 | dobjFor(Unlock) |
| | 9922 | { |
| | 9923 | preCond = [touchObj] |
| | 9924 | verify() { illogical(&cannotUnlockMsg); } |
| | 9925 | } |
| | 9926 | |
| | 9927 | /* -------------------------------------------------------------------- */ |
| | 9928 | /* |
| | 9929 | * "LockWith" action |
| | 9930 | */ |
| | 9931 | dobjFor(LockWith) |
| | 9932 | { |
| | 9933 | preCond = [touchObj] |
| | 9934 | verify() { illogical(&cannotLockMsg); } |
| | 9935 | } |
| | 9936 | iobjFor(LockWith) |
| | 9937 | { |
| | 9938 | preCond = [objHeld] |
| | 9939 | verify() { illogical(&cannotLockWithMsg); } |
| | 9940 | } |
| | 9941 | |
| | 9942 | /* -------------------------------------------------------------------- */ |
| | 9943 | /* |
| | 9944 | * "UnlockWith" action |
| | 9945 | */ |
| | 9946 | dobjFor(UnlockWith) |
| | 9947 | { |
| | 9948 | preCond = [touchObj] |
| | 9949 | verify() { illogical(&cannotUnlockMsg); } |
| | 9950 | } |
| | 9951 | iobjFor(UnlockWith) |
| | 9952 | { |
| | 9953 | preCond = [objHeld] |
| | 9954 | verify() { illogical(&cannotUnlockWithMsg); } |
| | 9955 | } |
| | 9956 | |
| | 9957 | /* -------------------------------------------------------------------- */ |
| | 9958 | /* |
| | 9959 | * "Eat" action |
| | 9960 | */ |
| | 9961 | dobjFor(Eat) |
| | 9962 | { |
| | 9963 | /* |
| | 9964 | * generally, an object must be held to be eaten; this can be |
| | 9965 | * overridden on an object-by-object basis as desired |
| | 9966 | */ |
| | 9967 | preCond = [objHeld] |
| | 9968 | verify() { illogical(&cannotEatMsg); } |
| | 9969 | } |
| | 9970 | |
| | 9971 | /* -------------------------------------------------------------------- */ |
| | 9972 | /* |
| | 9973 | * "Drink" action |
| | 9974 | */ |
| | 9975 | dobjFor(Drink) |
| | 9976 | { |
| | 9977 | preCond = [objHeld] |
| | 9978 | verify() { illogical(&cannotDrinkMsg); } |
| | 9979 | } |
| | 9980 | |
| | 9981 | /* -------------------------------------------------------------------- */ |
| | 9982 | /* |
| | 9983 | * "Pour" |
| | 9984 | */ |
| | 9985 | dobjFor(Pour) |
| | 9986 | { |
| | 9987 | preCond = [touchObj] |
| | 9988 | verify() { illogical(&cannotPourMsg); } |
| | 9989 | } |
| | 9990 | |
| | 9991 | /* -------------------------------------------------------------------- */ |
| | 9992 | /* |
| | 9993 | * "Pour into" |
| | 9994 | */ |
| | 9995 | dobjFor(PourInto) |
| | 9996 | { |
| | 9997 | preCond = [touchObj] |
| | 9998 | verify() { illogical(&cannotPourMsg); } |
| | 9999 | } |
| | 10000 | iobjFor(PourInto) |
| | 10001 | { |
| | 10002 | preCond = [touchObj] |
| | 10003 | verify() { illogical(&cannotPourIntoMsg); } |
| | 10004 | } |
| | 10005 | |
| | 10006 | /* -------------------------------------------------------------------- */ |
| | 10007 | /* |
| | 10008 | * "Pour onto" |
| | 10009 | */ |
| | 10010 | dobjFor(PourOnto) |
| | 10011 | { |
| | 10012 | preCond = [touchObj] |
| | 10013 | verify() { illogical(&cannotPourMsg); } |
| | 10014 | } |
| | 10015 | iobjFor(PourOnto) |
| | 10016 | { |
| | 10017 | preCond = [touchObj] |
| | 10018 | verify() { illogical(&cannotPourOntoMsg); } |
| | 10019 | } |
| | 10020 | |
| | 10021 | /* -------------------------------------------------------------------- */ |
| | 10022 | /* |
| | 10023 | * "Clean" action |
| | 10024 | */ |
| | 10025 | dobjFor(Clean) |
| | 10026 | { |
| | 10027 | preCond = [touchObj] |
| | 10028 | verify() { illogical(&cannotCleanMsg); } |
| | 10029 | } |
| | 10030 | |
| | 10031 | /* -------------------------------------------------------------------- */ |
| | 10032 | /* |
| | 10033 | * "CleanWith" action |
| | 10034 | */ |
| | 10035 | dobjFor(CleanWith) |
| | 10036 | { |
| | 10037 | preCond = [touchObj] |
| | 10038 | verify() { illogical(&cannotCleanMsg); } |
| | 10039 | } |
| | 10040 | iobjFor(CleanWith) |
| | 10041 | { |
| | 10042 | preCond = [objHeld] |
| | 10043 | verify() { illogical(&cannotCleanWithMsg); } |
| | 10044 | } |
| | 10045 | |
| | 10046 | /* -------------------------------------------------------------------- */ |
| | 10047 | /* |
| | 10048 | * "SitOn" action |
| | 10049 | */ |
| | 10050 | dobjFor(SitOn) |
| | 10051 | { |
| | 10052 | preCond = [touchObj] |
| | 10053 | verify() { illogical(&cannotSitOnMsg); } |
| | 10054 | } |
| | 10055 | |
| | 10056 | /* -------------------------------------------------------------------- */ |
| | 10057 | /* |
| | 10058 | * "LieOn" action |
| | 10059 | */ |
| | 10060 | dobjFor(LieOn) |
| | 10061 | { |
| | 10062 | preCond = [touchObj] |
| | 10063 | verify() { illogical(&cannotLieOnMsg); } |
| | 10064 | } |
| | 10065 | |
| | 10066 | /* -------------------------------------------------------------------- */ |
| | 10067 | /* |
| | 10068 | * "StandOn" action |
| | 10069 | */ |
| | 10070 | dobjFor(StandOn) |
| | 10071 | { |
| | 10072 | preCond = [touchObj] |
| | 10073 | verify() { illogical(&cannotStandOnMsg); } |
| | 10074 | } |
| | 10075 | |
| | 10076 | /* -------------------------------------------------------------------- */ |
| | 10077 | /* |
| | 10078 | * "Board" action |
| | 10079 | */ |
| | 10080 | dobjFor(Board) |
| | 10081 | { |
| | 10082 | preCond = [touchObj] |
| | 10083 | verify() { illogical(&cannotBoardMsg); } |
| | 10084 | } |
| | 10085 | |
| | 10086 | /* -------------------------------------------------------------------- */ |
| | 10087 | /* |
| | 10088 | * "Get out of" (unboard) action |
| | 10089 | */ |
| | 10090 | dobjFor(GetOutOf) |
| | 10091 | { |
| | 10092 | verify() { illogical(&cannotUnboardMsg); } |
| | 10093 | } |
| | 10094 | |
| | 10095 | /* |
| | 10096 | * "Get off of" action |
| | 10097 | */ |
| | 10098 | dobjFor(GetOffOf) |
| | 10099 | { |
| | 10100 | verify() { illogical(&cannotGetOffOfMsg); } |
| | 10101 | } |
| | 10102 | |
| | 10103 | /* -------------------------------------------------------------------- */ |
| | 10104 | /* |
| | 10105 | * "Fasten" action |
| | 10106 | */ |
| | 10107 | dobjFor(Fasten) |
| | 10108 | { |
| | 10109 | preCond = [touchObj] |
| | 10110 | verify() { illogical(&cannotFastenMsg); } |
| | 10111 | } |
| | 10112 | |
| | 10113 | /* -------------------------------------------------------------------- */ |
| | 10114 | /* |
| | 10115 | * "Fasten to" action |
| | 10116 | */ |
| | 10117 | dobjFor(FastenTo) |
| | 10118 | { |
| | 10119 | preCond = [touchObj] |
| | 10120 | verify() { illogical(&cannotFastenMsg); } |
| | 10121 | } |
| | 10122 | iobjFor(FastenTo) |
| | 10123 | { |
| | 10124 | preCond = [touchObj] |
| | 10125 | verify() { illogical(&cannotFastenToMsg); } |
| | 10126 | } |
| | 10127 | |
| | 10128 | /* -------------------------------------------------------------------- */ |
| | 10129 | /* |
| | 10130 | * "Unfasten" action |
| | 10131 | */ |
| | 10132 | dobjFor(Unfasten) |
| | 10133 | { |
| | 10134 | preCond = [touchObj] |
| | 10135 | verify() { illogical(&cannotUnfastenMsg); } |
| | 10136 | } |
| | 10137 | |
| | 10138 | /* -------------------------------------------------------------------- */ |
| | 10139 | /* |
| | 10140 | * "Unfasten from" action |
| | 10141 | */ |
| | 10142 | dobjFor(UnfastenFrom) |
| | 10143 | { |
| | 10144 | preCond = [touchObj] |
| | 10145 | verify() { illogical(&cannotUnfastenMsg); } |
| | 10146 | } |
| | 10147 | iobjFor(UnfastenFrom) |
| | 10148 | { |
| | 10149 | preCond = [touchObj] |
| | 10150 | verify() { illogical(&cannotUnfastenFromMsg); } |
| | 10151 | } |
| | 10152 | |
| | 10153 | /* -------------------------------------------------------------------- */ |
| | 10154 | /* |
| | 10155 | * "PlugIn" action |
| | 10156 | */ |
| | 10157 | dobjFor(PlugIn) |
| | 10158 | { |
| | 10159 | preCond = [touchObj] |
| | 10160 | verify() { illogical(&cannotPlugInMsg); } |
| | 10161 | } |
| | 10162 | |
| | 10163 | /* -------------------------------------------------------------------- */ |
| | 10164 | /* |
| | 10165 | * "PlugInto" action |
| | 10166 | */ |
| | 10167 | dobjFor(PlugInto) |
| | 10168 | { |
| | 10169 | preCond = [touchObj] |
| | 10170 | verify() { illogical(&cannotPlugInMsg); } |
| | 10171 | } |
| | 10172 | iobjFor(PlugInto) |
| | 10173 | { |
| | 10174 | preCond = [touchObj] |
| | 10175 | verify() { illogical(&cannotPlugInToMsg); } |
| | 10176 | } |
| | 10177 | |
| | 10178 | /* -------------------------------------------------------------------- */ |
| | 10179 | /* |
| | 10180 | * "Unplug" action |
| | 10181 | */ |
| | 10182 | dobjFor(Unplug) |
| | 10183 | { |
| | 10184 | preCond = [touchObj] |
| | 10185 | verify() { illogical(&cannotUnplugMsg); } |
| | 10186 | } |
| | 10187 | |
| | 10188 | /* -------------------------------------------------------------------- */ |
| | 10189 | /* |
| | 10190 | * "UnplugFrom" action |
| | 10191 | */ |
| | 10192 | dobjFor(UnplugFrom) |
| | 10193 | { |
| | 10194 | preCond = [touchObj] |
| | 10195 | verify() { illogical(&cannotUnplugMsg); } |
| | 10196 | } |
| | 10197 | iobjFor(UnplugFrom) |
| | 10198 | { |
| | 10199 | preCond = [touchObj] |
| | 10200 | verify() { illogical(&cannotUnplugFromMsg); } |
| | 10201 | } |
| | 10202 | |
| | 10203 | /* -------------------------------------------------------------------- */ |
| | 10204 | /* |
| | 10205 | * "Screw" action |
| | 10206 | */ |
| | 10207 | dobjFor(Screw) |
| | 10208 | { |
| | 10209 | preCond = [touchObj] |
| | 10210 | verify() { illogical(&cannotScrewMsg); } |
| | 10211 | } |
| | 10212 | |
| | 10213 | /* -------------------------------------------------------------------- */ |
| | 10214 | /* |
| | 10215 | * "ScrewWith" action |
| | 10216 | */ |
| | 10217 | dobjFor(ScrewWith) |
| | 10218 | { |
| | 10219 | preCond = [iobjTouchObj] |
| | 10220 | verify() { illogical(&cannotScrewMsg); } |
| | 10221 | } |
| | 10222 | iobjFor(ScrewWith) |
| | 10223 | { |
| | 10224 | preCond = [objHeld] |
| | 10225 | verify() { illogical(&cannotScrewWithMsg); } |
| | 10226 | } |
| | 10227 | |
| | 10228 | /* -------------------------------------------------------------------- */ |
| | 10229 | /* |
| | 10230 | * "Unscrew" action |
| | 10231 | */ |
| | 10232 | dobjFor(Unscrew) |
| | 10233 | { |
| | 10234 | preCond = [touchObj] |
| | 10235 | verify() { illogical(&cannotUnscrewMsg); } |
| | 10236 | } |
| | 10237 | |
| | 10238 | /* -------------------------------------------------------------------- */ |
| | 10239 | /* |
| | 10240 | * "UnscrewWith" action |
| | 10241 | */ |
| | 10242 | dobjFor(UnscrewWith) |
| | 10243 | { |
| | 10244 | preCond = [iobjTouchObj] |
| | 10245 | verify() { illogical(&cannotUnscrewMsg); } |
| | 10246 | } |
| | 10247 | iobjFor(UnscrewWith) |
| | 10248 | { |
| | 10249 | preCond = [objHeld] |
| | 10250 | verify() { illogical(&cannotUnscrewWithMsg); } |
| | 10251 | } |
| | 10252 | |
| | 10253 | /* -------------------------------------------------------------------- */ |
| | 10254 | /* |
| | 10255 | * "Enter" |
| | 10256 | */ |
| | 10257 | dobjFor(Enter) |
| | 10258 | { |
| | 10259 | preCond = [touchObj] |
| | 10260 | verify() { illogical(&cannotEnterMsg); } |
| | 10261 | } |
| | 10262 | |
| | 10263 | /* |
| | 10264 | * "Go through" |
| | 10265 | */ |
| | 10266 | dobjFor(GoThrough) |
| | 10267 | { |
| | 10268 | preCond = [touchObj] |
| | 10269 | verify() { illogical(&cannotGoThroughMsg); } |
| | 10270 | } |
| | 10271 | |
| | 10272 | /* -------------------------------------------------------------------- */ |
| | 10273 | /* |
| | 10274 | * Push in Direction action - this is for commands like "push |
| | 10275 | * boulder north" or "drag sled into cave". |
| | 10276 | */ |
| | 10277 | dobjFor(PushTravel) |
| | 10278 | { |
| | 10279 | preCond = [touchObj] |
| | 10280 | verify() { illogical(&cannotPushTravelMsg); } |
| | 10281 | } |
| | 10282 | |
| | 10283 | /* |
| | 10284 | * For all of the two-object forms, map these using our general |
| | 10285 | * push-travel mapping. We do all of this mapping here, rather than |
| | 10286 | * in the action definition, so that individual objects can change |
| | 10287 | * the meanings of these verbs for special cases as appropriate. |
| | 10288 | */ |
| | 10289 | mapPushTravelHandlers(PushTravelThrough, GoThrough) |
| | 10290 | mapPushTravelHandlers(PushTravelEnter, Enter) |
| | 10291 | mapPushTravelHandlers(PushTravelGetOutOf, GetOutOf) |
| | 10292 | mapPushTravelHandlers(PushTravelClimbUp, ClimbUp) |
| | 10293 | mapPushTravelHandlers(PushTravelClimbDown, ClimbDown) |
| | 10294 | ; |
| | 10295 | |