(set-loc! (wrap-apply gameobj-set-loc!))
(get-name (wrap-apply gameobj-get-name))
(get-desc (wrap-apply gameobj-get-desc))
- (goes-by (wrap-apply gameobj-goes-by))))
+ (goes-by (wrap-apply gameobj-act-goes-by))
+ (visible-name (wrap-apply gameobj-visible-name))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(define-class <gameobj> (<actor>)
;; location id
(loc #:init-value #f
- #:accessor gameobj-loc)
+ #:getter gameobj-loc)
;; Uses a hash table like a set (values ignored)
(occupants #:init-thunk make-hash-table
- #:accessor gameobj-occupants)
+ #:getter gameobj-occupants)
;; game master id
(gm #:init-keyword #:gm
(goes-by #:init-keyword #:goes-by
#:init-value #f)
- (desc #:init-value ""
+ (desc #:init-value #f
#:init-keyword #:desc)
;; how to print our name
(container-commands #:init-value '())
(message-handler
#:init-value
- (simple-dispatcher gameobj-actions)))
+ (simple-dispatcher gameobj-actions))
+
+ ;; Most objects are generally visible by default
+ (generally-visible #:init-value #t
+ #:init-keyword #:generally-visible)
+ ;; @@: Would be preferable to be using generic methods for this...
+ ;; Hopefully we can port this to Guile 2.2 soon...
+ (visible-to-player?
+ #:init-value (wrap-apply gameobj-visible-to-player?)))
;;; gameobj message handlers
(list name)))
(else '())))
+(define (gameobj-act-goes-by actor message)
+ "Reply to a message requesting what we go by."
+ (<-reply actor message
+ #:goes-by (gameobj-goes-by actor)))
+
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
(if (procedure? val-or-proc)
commands))
(define-mhandler (gameobj-get-commands actor message verb)
+ "Get commands a co-occupant of the room might execute for VERB"
(define filtered-commands
(filter-commands (val-or-run (slot-ref actor 'commands))
verb))
#:goes-by (gameobj-goes-by actor)))
(define-mhandler (gameobj-get-container-commands actor message verb)
+ "Get commands as the container / room of message's sender"
(define filtered-commands
(filter-commands (val-or-run (slot-ref actor 'container-commands))
verb))
(<-reply actor message #:commands filtered-commands))
(define-mhandler (gameobj-add-occupant! actor message who)
+ "Add an actor to our list of present occupants"
(hash-set! (slot-ref actor 'occupants)
who #t))
(define-mhandler (gameobj-remove-occupant! actor message who)
+ "Remove an occupant from the room."
(hash-remove! (slot-ref actor 'occupants) who))
(define-mhandler (gameobj-get-occupants actor message)
+ "Get all present occupants of the room."
(define occupants
(hash-map->list (lambda (key val) key)
(gameobj-occupants actor)))
;; @@: Should it really be #:id ? Maybe #:loc-id or #:loc?
(define-mhandler (gameobj-set-loc! actor message loc)
+ "Set the location of this object."
(define old-loc (gameobj-loc actor))
(format #t "DEBUG: Location set to ~s for ~s\n"
loc (actor-id-actor actor))
- (set! (gameobj-loc actor) loc)
+ (slot-set! actor 'loc loc)
;; Change registation of where we currently are
(if loc
(<-wait actor loc 'add-occupant! #:who (actor-id actor)))
(define (gameobj-simple-name-f gameobj)
"Simplest version: return ourselves for our name."
(gameobj-name gameobj))
+
+(define (gameobj-visible-to-player? gameobj whos-looking)
+ "Check to see whether we're visible to the player or not.
+By default, this is whether or not the generally-visible flag is set."
+ (slot-ref gameobj 'generally-visible))
+
+(define-mhandler (gameobj-visible-name actor message whos-looking)
+ ;; Are we visible?
+ (define we-are-visible
+ ((slot-ref actor 'visible-to-player?) actor whos-looking))
+
+ (define name-to-return
+ (if we-are-visible
+ ;; Return our name
+ (match (slot-ref actor 'name)
+ ((? procedure? name-proc)
+ (name-proc actor whos-looking))
+ ((? string? name)
+ name)
+ (#f #f))
+ #f))
+ (<-reply actor message #:text name-to-return))