(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-goes-by))
+ (visible-name (wrap-apply gameobj-visible-name))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
(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)
+ ;; @@: 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
(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))