1
0
Fork 0
mirror of https://gitlab.com/Oreolek/black_phone.git synced 2024-04-30 08:09:48 +03:00
black_phone/lib/room.coffee

257 lines
8.1 KiB
CoffeeScript

# I confess that this world model heavily borrows from INSTEAD engine. - A.Y.
require('./salet.coffee')
obj = require('./obj.coffee')
markdown = require('./markdown.coffee')
assert = (msg, assertion) -> console.assert assertion, msg
Function.prototype.fcall = Function.prototype.call
Boolean.prototype.fcall = () ->
return this.valueOf()
String.prototype.fcall = () ->
return this
way_to = (content, ref) ->
return "<a href='#{ref}' class='way' id='waylink-#{ref}'>#{content}</a>"
Array::remove = (e) -> @[t..t] = [] if (t = @indexOf(e)) > -1
class SaletRoom
constructor: (spec) ->
@visited = 0
@title = "Room"
@objects = {}
@canView = true
@canChoose = true
@priority = 1
@displayOrder = 1
@tags = []
@choices = ""
@optionText = "Choice"
# room illustration image, VN-style. Can be a GIF or WEBM. Can be a function.
@pic = false
@dsc = false # room description
@extendSection = false
@distance = Infinity # distance to the destination
@clear = true # clear the screen on entering the room?
@entering = (system, from) =>
###
I call SaletRoom.exit every time the player exits to another room.
Unlike @after this gets called after the section is closed.
It's a styling difference.
###
@exit = (system, to) =>
return true
###
I call SaletRoom.enter every time the player enters this room but before the section is opened.
Unlike @before this gets called before the current section is opened.
It's a styling difference.
The upstream Undum version does not allow you to redefine @enter function easily but allows custom @exit one.
It was renamed as @entering to achieve API consistency.
###
@enter = (system, from) =>
return true
###
Salet's Undum version calls Situation.entering every time a situation is entered, and
passes it three arguments; The character object, the system object,
and a string referencing the previous situation, or null if there is
none (ie, for the starting situation).
My version of `enter` splits the location description from the effects.
Also if f == this.name (we're in the same location) the `before` and `after` callbacks are ignored.
###
@entering = (system, f) =>
if @clear and f?
system.view.clearContent()
else
system.view.removeTransient()
if f != @name and f?
@visited++
if system.rooms[f].exit?
system.rooms[f].exit system, @name
if @enter
@enter system, f
if not @extendSection
classes = if @classes then ' ' + @classes.join(' ') else ''
room = document.getElementById('current-room')
if room?
room.removeAttribute('id')
system.view.append "<section id='current-room' data-room='#{@name}' class='room-#{@name}#{classes}'></section>"
if f != @name and @before?
system.view.write markdown(@before.fcall(this, system, f))
system.view.write @look system, f
if f != @name and @after?
system.view.write markdown(@after.fcall(this, system, f))
if @beforeChoices?
@beforeChoices.fcall(this, system, f)
if @choices
system.view.writeChoices(system, system.getSituationIdChoices(@choices, @maxChoices))
if @afterChoices?
@afterChoices.fcall(this, system, f)
if system.autosave
system.saveGame()
###
An internal function to get the room's description and the descriptions of
every object in this room.
###
@look = (system, f) =>
system.view.updateWays(system, @ways, @name)
retval = ""
if @pic
retval += '<div class="pic">'+system.view.pictureTag(@pic.fcall(this, system, f))+'</div>'
# Print the room description
if @dsc and @dsc != ""
dsc = @dsc.fcall(this, system, f).toString()
retval += markdown(dsc)
objDescriptions = []
for thing in @objects
if thing.name and typeof(thing.look) == "function" and thing.level == 0 and thing.look(system, f)
objDescriptions.push ({
order: thing.order,
content: thing.look(system, f)
})
objDescriptions.sort((a, b) ->
return a.order - b.order
)
for description in objDescriptions
retval += description.content
return retval
###
Puts an object in this room.
###
@take = (thing) =>
@objects.push(thing)
@drop = (name) =>
for thing in @objects
if thing.name == name
index = @objects.indexOf(thing)
@objects.splice(index, 1)
###
Object action. A function or a string which comes when you click on the object link.
You could interpret this as an EXAMINE verb or USE one, it's your call.
###
@act = (system, action) =>
if (link = action.match(/^_(act|cycle)_(.+)$/)) #object action
for thing in @objects
if thing.name == link[2]
if link[1] == "act"
# If it's takeable, the player can take this object.
# If not, we check the "act" function.
if thing.takeable
system.character.take(thing)
@drop name
system.view.clearContent()
@entering.fcall(this, system, @name)
return system.view.write(thing.take.fcall(thing, system).toString())
if thing.act
system.view.changeLevel(thing.level)
return system.view.write(
system.view.wrapLevel(
thing.act.fcall(thing, system).toString(),
thing.level
)
)
# the loop is done but no return came - match not found
console.error("Could not find #{link[2]} in current room.")
# we're done with objects, now check the regular actions
actionClass = action.match(/^_(\w+)_(.+)$/)
that = this
responses = {
writer: (ref) ->
content = that.writers[ref].fcall(that, system, action)
output = markdown(content)
system.view.write(output)
replacer: (ref) ->
content = that.writers[ref].fcall(that, system, action)
system.view.replace(content, '#'+ref)
inserter: (ref) ->
content = that.writers[ref].fcall(that, system, action)
output = markdown(content)
system.view.write(output, '#'+ref)
}
if (actionClass)
# Matched a special action class
[responder, ref] = [actionClass[1], actionClass[2]]
if(!@writers.hasOwnProperty(actionClass[2]))
throw new Error("Tried to call undefined writer: #{action}");
responses[responder](ref);
else if (@actions.hasOwnProperty(action))
@actions[action].call(this, system, action);
else
throw new Error("Tried to call undefined action: #{action}");
# Marks every room in the game with distance to this room
@destination = () =>
@distance = 0
candidates = [this]
while candidates.length > 0
current_room = candidates.shift()
if current_room.ways
for node in current_room.ways
if node.distance == Infinity
node.distance = current_room.distance + 1
candidates.push(node)
@register = (salet) =>
if not @name?
console.error("Situation has no name")
return this
salet.rooms[@name] = this
return this
@writers = {
cyclewriter: (salet) =>
responses = @cycle
if typeof responses == "function"
responses = responses()
cycleIndex = window.localStorage.getItem("cycleIndex")
cycleIndex ?= 0
response = responses[cycleIndex]
cycleIndex++
if cycleIndex == responses.length
cycleIndex = 0
window.localStorage.setItem("cycleIndex", cycleIndex)
return salet.view.cycleLink(response)
}
for index, value of spec
this[index] = value
return this
room = (name, salet, spec) ->
spec ?= {}
spec.name = name
return new SaletRoom(spec).register(salet)
module.exports = room