;;; Actions supported by all gameobj
(define gameobj-actions
(build-actions
+ (init (wrap-apply gameobj-init))
(get-commands (wrap-apply gameobj-get-commands))
(get-container-commands (wrap-apply gameobj-get-container-commands))
(get-occupants (wrap-apply gameobj-get-occupants))
(remove-occupant! (wrap-apply gameobj-remove-occupant!))
(set-loc! (wrap-apply gameobj-set-loc!))
(get-name (wrap-apply gameobj-get-name))
- (get-desc (wrap-apply gameobj-get-desc))
- ))
+ (get-desc (wrap-apply gameobj-get-desc))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(reply-message actor message
#:val (slot-ref actor slot))))
+
+;; @@: This could be kind of a messy way of doing gameobj-init
+;; stuff. If only we had generic methods :(
+(define-mhandler (gameobj-init actor message)
+ "Your most basic game object init procedure. Does nothing."
+ #f)
+
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
(if (procedure? val-or-proc)