#charset "us-ascii"
#include <tads.h>
#include "advlite.h"
/*
* DYNAMIC REGION EXTENSION
*
* A DynamicRegion is a Region that can be expanded or contracted during the
* course of play, but which comes with certain restrictions; in particular a
* DynamicRegion cannot be part of any other Region. [DYNAMICREGION EXTENSION]
*/
class DynamicRegion: Region
/*
* A DynamicRegion cannot be part of any other Region, so any value given
* to this property in game code will be ignored. [DYNAMICREGION EXTENSION]
*/
regions = nil
/* A DynamicRegion cannot be in any other region, so we simply return nil [DYNAMICREGION EXTENSION] */
isIn(region)
{
return nil;
}
/* The list of regions a DynamicRegion is in is simply an empty list. [DYNAMICREGION EXTENSION] */
allRegions = []
/*
* Add an additional room (passed as the rm parameter) to our list of
* rooms. This method is intended for internal library use at PreInit
* only. [DYNAMICREGION EXTENSION]
*/
addToRoomList(rm)
{
/*
* Add rm to our existing roomList, making sure we don't duplicate an
* existing entry, and converting the roomList from nil to a list if
* isn't a list already.
*/
roomList = nilToList(roomList).appendUnique([rm]);
}
/*
* Put extra items in scope when action is carried out in any room in this
* region. [DYNAMICREGION EXTENSION]
*/
addExtraScopeItems(action)
{
/*
* Add our list of extraScopeItems to the existing scopeList of the
* action, avoiding creating any duplicate entries.
*/
action.scopeList =
action.scopeList.appendUnique(valToList(extraScopeItems));
}
/* Carry out before notifications on the region [DYNAMICREGION EXTENSION] */
notifyBefore()
{
/* Just call our own regionBeforeAction() method [DYNAMICREGION EXTENSION] */
regionBeforeAction();
}
/* Carry out after notifications on the region [DYNAMICREGION EXTENSION] */
notifyAfter()
{
/* Just call our own regionAfterAction() method */
regionAfterAction();
}
/*
* Expand this region by adding rm to it. rm may be a single Room or a
* list of Rooms or a single Region or a list of Regions or a list of
* Rooms and Regions. Note, however, that the effect of specifying Regions
* as an argument to this method is only a shorthand way of specifying the
* rooms the Regions contain; no permanent relationship is created between
* a DynamicRegion and any other Regions added to it.
* [DYNAMICREGION EXTENSION]
*/
expandRegion(rm)
{
/* Convert rm to a list if it isn't one already */
rm = valToList(rm);
foreach(local cur in rm)
{
if(cur.ofKind(Region))
{
roomList = valToList(roomList).appendUnique(cur.roomList);
foreach(local r in cur.roomList)
r.regions = valToList(r.regions).appendUnique([self]);
}
else
{
roomList = valToList(roomList).appendUnique([cur]);
cur.regions = valToList(cur.regions).appendUnique([self]);
cur.allRegions = valToList(cur.allRegions).appendUnique([self]);
}
}
/* Carry out any extra adjustments needed. */
extraAdjustments(rm, true);
}
/*
* Remove rm from this Region. The rm parameter has the same meaning as
* for expandRegion(rm) [DYNAMICREGION EXTENSION].
*/
contractRegion(rm)
{
/* Convert rm to a list if it isn't one already */
rm = valToList(rm);
foreach(local cur in rm)
{
if(cur.ofKind(Region))
{
roomList = valToList(roomList) - cur.roomList;
foreach(local r in cur.roomList)
r.regions = valToList(r.regions) - self;
}
else
{
roomList = valToList(roomList) - cur;
cur.regions = valToList(cur.regions) - self;
cur.allRegions = valToList(cur.allRegions) - self;
}
}
/* Carry out any extra adjustments needed. */
extraAdjustments(rm, nil);
}
/*
* Carry out any additional adjustments that need to be made as
* side-effects to adding or removing rooms. By default we do nothing here
* but game code can override as necessary. The rm parameter is the list
* of rooms/regions that have just been added (if expanding is true) or
* subtracted (if expanded is nil) from this region. [DYNAMICREGION EXTENSION]
*/
extraAdjustments(rm, expanded) { }
;
/*
* Modifications to Region to work safely with DynamicRegion
* [DYNAMICREGION EXTENSION */
*/
modify Region
/*
* A DynamicRegion cannot contain other regions
* [DYNAMIC REGION EXTENSION]
*/
isIn(region)
{
if(region && region.ofKind(DynamicRegion))
return nil;
return inherited(region);
}
/*
* A Region is not allowed to be part of a DynamicRegion, so clear out any
* DynamicRegions from our list of Regions at PreInit.
* [DYNAMIC REGION EXTENSION]
*/
makeRegionLists()
{
regions = valToList(regions).subset({r: !r.ofKind(DynamicRegion) });
inherited();
}
/*
* Tests whether this room is currently contained within region in the
* sense that all our rooms are also in region.
* [DYNAMIC REGION EXTENSION]
*/
isCurrentlyWithin(region)
{
return (roomList.intersect(region.roomList).length == roomList.length);
}
;
Adv3Lite Library Reference Manual
Generated on 03/07/2024 from adv3Lite version 2.1