#charset "us-ascii"
#include "advlite.h"
/*---------------------------------------------------------------------------*/
/*
* SYMMETRICAL CONNECTOR (SYMCONN) EXTENSION
*/
symconnID: ModuleID
name = 'Symconn'
byline = 'by Eric Eve'
htmlByline = 'by Eric Eve'
version = '3'
;
/* Modification to Room for SymConn (symmetrical connector) extension */
modify Room
/*
* Modified for SYMCOMM EXTENSION to set up symmetrical connectors at
* preinit.
*/
preinitThing()
{
/* Carry out the inherited handling. */
inherited();
/*
* Go through each direction property listed in the Direction.opposites LookupTable.
*/
foreach(local dir in Direction.allDirections)
{
/*
* If this direction property on this room points to an object, then we may need to do
* some setting up.
*/
if(propType(dir.dirProp) == TypeObject)
{
/* Note the object this property is attached to */
local obj = self.(dir.dirProp);
/* Note the property pointer for the reverse direction. */
local revProp = Direction.oppositeProp(dir.dirProp);
/*
* If the object is a Room and its reverse direction property is nil, and the room
* has no connection back to us, then point that other room's reverse direction
* property to us, to make a symmetrical connection, provided we want reverse
* connections set up automatically.
*/
if(obj.ofKind(Room) && obj.propType(revProp) == TypeNil
&& autoBackConnections && !obj.getDirectionTo(self))
obj.(revProp) = self;
/*
* If the object is a SymConnector we need to carry out a different kind of
* initialization.
*/
if(obj.ofKind(AutoConnector))
// if(obj.ofKind(SymConnector))
{
/* First get the object to initialize itself. */
obj.initConnector(self, dir);
/*
* Note the destination to which the SymConnector should lead from the current
* room. This may be nil if we're initializing this SymConnector from both its
* rooms and we haven't initialized it from the other side yet.
*/
local dest = (obj.room2 == self ? obj.room1 : obj.room2);
dest = dest ?? obj.destination;
/*
* If we have a destination and that destination's reverse direction property
* isn't already set, and the destination has no other direction set to the
* SymConnector, and we want to set up reverse directions automatically, then
* set the reverse direction to point to the SymConnector.
*/
if(dest && dest.propType(revProp) == TypeNil && !dest.getDirection(obj)
&& autoBackConnections)
{
dest.(revProp) = obj;
if(obj.room1 == self && obj.room2Dir == nil)
obj.room2Dir = Direction.allDirections.valWhich({d: d.dirProp ==
revProp});
}
}
/*
* If we're attached to a TravelConnector that's neither a SymmConnector nor a
* Room, and autoBackConnection is true, and it's not a Door, try
* to set the reverse connection if it does not already exist.
*/
else if(obj.ofKind(TravelConnector) && autoBackConnections && !obj.ofKind(Room)
&& !obj.ofKind(Door))
{
/* Note the destination to which this TravelConnector leads. */
local dest = obj.getDestination(self);
/*
* If we have a destination and there's no way back from it to here and the
* reverse direction property of our destination is nil, then set that
* property to point back to us.
*/
if(dest && !dest.getDirectionTo(self) && dest.propType(revProp) == TypeNil)
{
dest.(revProp) = self;
}
}
/*
* Ensure that any UnlistedProxyConnectors - usually defined by means of the
* asExit(macro) - are matched by an UnlistedProxyConnector in the opposite
* direction in destination room where the direction in question is either up or
* down, provided we want to create automatic back connections.
*/
if(obj.ofKind(UnlistedProxyConnector) && dir.dirProp is in (&up, &down)
&& autoBackConnections)
{
local dest;
/*
* obtain the direction property for which the
* UnlistedProxyConnector is a proxy.
*/
local proxyProp = obj.direction.dirProp;
/*
* If this direction property points to an object, get its destination
* (assuming it's a TravelConnector or Room).
*/
if(propType(proxyProp) == TypeObject)
dest = self.(proxyProp).getDestination(self);
/*
* If we've found a destination, and its corresponding down or up property is
* undefined, then set up an UnlistedProxyConnector accordingly.
*/
if(dest && dest.propType(revProp) == TypeNil)
{
local backDir = dest.getDirectionTo(self);
if(backDir)
dest.(revProp) = new UnlistedProxyConnector(backDir);
}
}
}
}
}
/*
* Flag - do we want the library (specifically the preInit method of Thing) to automatically
* create connections back (in the reverse direction) from any rooms our direction properties
* (directlt, or indirectly via a TravelConnector) point to? By default we do (since that was
* the part of the original purpose of the SymmConn extension) but game code can set this to
* nil (either on the Room class or on individual rooms) to suppress it if it's not wanted -
* which may be the case if the this extension is being used for SymmConnectors rather than
* automated back connections (which is now unlikely given the availabliity of DSConnectors in
* the main library).
*/
autoBackConnections = true
/*
* update the vocab of any SymPassages in our contents list that have seperate room1Vocab and
* room2Vocab
*/
updateSymVocab()
{
/* loop through our contents */
foreach(local obj in contents)
{
/*
* We're only interested in SymPassages (and subclasses thereof) that define both
* their room1Vocab and room2Vocab properties as single-quoted strings.
*/
if(obj.ofKind(SymPassage) && obj.propType(&room1Vocab) == TypeSString
&& obj.propType(&room2Vocab) == TypeSString)
{
/*
* The new vocab we want to update this obj with is is room1Vocab if we're in its
* room1 and its room2Vocab otherwise.
*/
local newVocab = (obj.room1 == self ? obj.room1Vocab : obj.room2Vocab);
/* Update the vocab on obj. */
obj.replaceVocab(newVocab);
}
}
}
/*
* Modified in SYMCONN EXTENSION to update the vocab on any SymPassages in our destination.
*/
notifyDeparture(traveler, dest)
{
/* first carry out the inherited handling */
inherited(traveler, dest);
/* then update the vocab on our destination's SymPassages */
if(gPlayerChar.isOrIsIn(traveler))
dest.updateSymVocab();
}
;
/* Modification to DirState for SymConn (symmetrical connector) extension */
modify DirState
/*
* We exclude SymStairway because including 'up' or 'down' in its vocab confuses the parser's
* interpretation of CLIMB UP and CLIMB DOWN.
*/
appliesTo(obj)
{
return inherited(obj) && ! obj.ofKind(SymStairway);
}
;
/*
* Ensure that the vocab of any SymPassages located in the player character's starting location
* have the vocab appropriate to the side from which they're viewed.
*/
symVocabPreinit: PreinitObject
exec()
{
gPlayerChar.getOutermostRoom.updateSymVocab();
}
/*
* The updateSymVocab() method depends on MultiLocs (which includes SymPassages) having
* already been added to their locations' contents list, so we need to ensure that the
* initialization of MultiLocs has been carried out first.
*/
execBeforeMe = [multiLocInitiator]
;
/* Mix-in class for automating the set-up of various kinds of SymmConnector */
class AutoConnector: object
/*
* Initialize this SymConnector by setting up its room1 and room2 properties if they are not
* already defined. This method is normally called from the preinitThing() method of the room
* that first defines this connector. [SYMCOMM EXTENSION]
*/
initConnector(loc, dir)
{
/*
* Check if room1 and room2 have been defined on our rooms list property, and assign
* them if so. */
rooms = valToList(rooms);
/*
* If there are at least 2 entries in our rooms list, assiagn the first entry to room1 and
* the second entry to room 2.
*/
if(rooms.length > 1)
{
room1 = rooms[1];
room2 = rooms[2];
}
/*
* If room1 hasn't been defined yet, set it to loc (the room whose
* preinitThing() method has called this method), provided loc isn't room2.
*/
if(room1 == nil && room2 != loc)
room1 = loc;
/*
* If our destination property has been set to an object (which should
* be a room), carry out some further setting up.
*/
if(propType(&destination) == TypeObject && room2 == nil)
{
/* Set our room2 property to our destination */
room2 = destination;
}
/* if loc is room1, then set the direction from room1 to dir. */
if(room1 == loc)
room1Dir = dir;
/* if loc is room2, then set the direction from room2 to dir. */
if(room2 == loc)
room2Dir = dir;
}
;
/*
* A Symmetrical Connector is a special type of TravelConnector between rooms that can be
* traversed in either direction and that, optionally, can largely set itself up so that if the
* dir property of room1 points to this SymConnector, the reverse dir property of room2 also
* points to this SymConnector. [SYMCOMM EXTENSION]
*
* SymConnector is a type of TravelConnector (from which it descends by inheritance). A
* SymConnector can be traversed in both directions, and defining a SymConnector on a direction
* property of one room automatically attaches it to the reverse direction property of the room to
* which it leads. Otherwise, a SymConnector behaves much like any other TravelConnector, and can
* be used to define travel barriers or the side-effects of travel in much the same way.
*
* Internally a SymConnector defines a room1 property and a room2 property, room1 and room2 being
* the two rooms reciprocally connected by the SymConnector. The room1 and room2 can be set by the
* extension at preinit if the connector's destination is specified, but it's probably clearer and
* safer to explictily set the room1 and room2 properties.
*/
class SymConnector: AutoConnector, DSTravelConnector
;
/*
* Mix-in class to add additional funcionality to SymConnector type objects that have a physical
* presence in the game (such as passages and doors).
*/
class PhysicalAutoConnector: AutoConnector
/* Initialize this connector. */
initConnector(loc, dir)
{
/* Carry out the inherited (SymConnector) handling. */
inherited(loc, dir);
/*
* If it's not already there, move this physical connector into the two locations where it
* has a physical presence. Note that if this is being called from sides of the connector
* then the first time it's called either room1 or room2 may not yet be defined, so we
* need to test that room1 and room2 are not nil.
*/
if(room1 && !isIn(room1))
moveIntoAdd(room1);
if(room2 && ! isIn(room2))
moveIntoAdd(room2);
/*
* Initialize either room1Vocab or room2Vocab to our initial vocab (as defined on the
* object in game code) if either room2Vocab or room1Vocab respectively has been
* overridden to contain a single quoted string.
*/
if(propType(&room2Vocab) == TypeSString)
room1Vocab = vocab;
else if(propType(&room1Vocab) == TypeSString)
room2Vocab = vocab;
}
/*
* Our vocab when viewed from room1. If we want different vocab (including different names) on
* each side of this passage or door, we don't need to define both room1Vocab and room2Vocab
* since whichever we don't define will be initialized by the SYMCONN EXTENSION to our initial
* vocab. So we do need to ensure that our initial vocab will be that which applies to this
* passage/door on the side the player first encounters.
*/
room1Vocab = nil
/*
* Our vocab from the perspective of room2, if we want different vocab to apply to the two
* sides of this passage/door.
*/
room2Vocab = nil
;
/*
* A Symmetrical Passage is a single passage object that can be traversed in either direction and
* exists in both the locations it connects. [SYMCOMM EXTENSION]
*
* A SymPassage is very like a SymDoor, except that it can't be opened or closed (at least, not
* via player commands). The SymPassage class can be used to define passage-like objects such as
* passageways and archways that connect one location to another. A SymPassage is otherwise
* defined in exactly the same way as a SymDoor; from a player's perspective it is functionally
* equivalent to a Passage, the differences from the game author's point of view being that it can
* be defined using one game object instead of two and that this extension automatically takes
* care of setting up the connection in the reverse direction.
*/
class SymPassage: PhysicalAutoConnector, DSPassage
;
/*
* A Symmetrical Door is a door that can be traversed in either direction and exists in both the
* locations it connects. It behaves much like a regular Door, except that it uses only one
* object, not two, to represent the door. It behaves even more like DSDoor, from which it
* descends. [SYMCOMM EXTENSION]
*
* You'd typically use it by pointing the appropriate direction property of one room to point to
* it and then defining its room2 property as the room to which it leads, for example:
*
*. redRoom: Room 'Red Room'
*. "A door leads south. "
*.
*. south = blackDoor
*. ;
*.
*. blackDoor: SymDoor 'black door'
*. "It's black. "
*. room2 = greenRoom
*. ;
*.
*. greenRoom: Room 'Green Room'
*. "A door leads north. "
*. ;
*
* Note that a Symdoor is a MultiLoc, so we don't use the + notation to set its location when
* defining it; it exists in both locations. The SYMCOMMN EXTENSION will automatically set the
* north property of room2 (here greenRoom) to point to the same door (here blackDoor).
*
* Both sides of a SymDoor must have the same name ('black door' in the example above). You can,
* however, give the two sides of a SymDoor different descriptions if you wish by defining its
* room1Desc and room2Desc properties instead of its desc property (as you would expect, room1Desc
* and room2Desc will then be the descriptions of the door as seen from room1 and room2
* respectively, where room1 and room2 have the same meaning as they have on a SymConnector). You
* can also give the two sides of the SymDoor different lockabilities by defining room1Lockability
* and room2Lockability separately. Alternatively, if you want both sides to have the same locking
* behaviour, just override the lockability property. The one thing you can't do (without some
* clever extra coding of your own) is to define different keys for each side of a SymDoor.
*
* It's sometimes convenient to refer to a door by the direction it leads in (e.g. "The west door"
* or "The north door"). The symconn extension takes care of this for you automatically. For
* example, the black door in the example above can be referred to by the player as 'south door'
* when the player character is in redRoom and as 'north door' when the player character is
* greenRoom and the game will know which door is meant, without the game author having to take
* any steps to make this happen. If, however, you want to suppress this behaviour on a particular
* SymDoor, you can do so simply by overriding its attachDir property to nil (attachDir is a
* method that works out which direction property a SymDoor is attached to in the player
* character's location, which is used by the DirState State object to add the appropriate
* direction name adjectives, such as 'north', to the SymDoor's vocab).
*/
class SymDoor: PhysicalAutoConnector, DSDoor
;
/*
* A SymStairway is aingle object representing a stairway up from its lower end and a stairway
* down from its upper end. At the minimum we need to point a direction property of the room at
* one end of the SymStairway to point to the SymStairway and define the SymStairwa's room2 or
* destination propety to be its other end.
*
* If the SymStairway is defined on the up or down property of either of its ends, either
* directtly or indirectly, then this extension can work out which end of the Stairway is which
* (even if the up or down property points to the SymStairway indirectly via an asExit() macro)
* Otherwise game code needs to define at least one of the SymStairway's upperEnd or lowerEnd
* properties to point to the appropriate room.
*
* [THE SYMCONN EXIENSION must be present in your project if you want to use a SymStairway]
*/
class SymStairway: PhysicalAutoConnector, DSStairway
;
/*
* A SympPathPassage is a SymPassage that represents a path (or road or track or the like). so
* that following it or going down it is equivalent to going through it.
*/
class SymPathPassage: PhysicalAutoConnector, DSPathPassage
;
/*
* The noExit object can be used to block an exit that would otherwise be set
* as a reciprocal exit by Room.preinitThing(). This can be used to prevent
* this extension from creating symmetrical exits in cases where you don't
* want them. E.g. if north from the smallCave leads to largeCave, but south
* from largeCave doesn't lead anywhere (because the notional passage between
* the caves curves round, say), then you can set largeCave.south to noExit to
* prevent this extension from setting it to smallCave.
*
* The noExit object is thus a TravelConnector that simulates the effect of a
* nil exit in situations where a nil value might get overwritten by this
* extension. [SYMCOMM EXTENSION]
*/
noExit: TravelConnector
/*
* Since we're mimicking the absence of an exit, we don't want to be
* listed as one.
*/
isConnectorListed = nil
/* We're not a real exit, so no actor can pass through us. */
canTravelerPass(actor) { return nil; }
/*
* In order to behave just as a nil exit would, we call the actor's
* location's cannotGoThatWay() method to explain why travel isn't
* possible.
*/
explainTravelBarrier(actor)
{
actor.getOutermostRoom.cannotGoThatWay(gAction.direction);
}
;
Adv3Lite Library Reference Manual
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