(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))
+ (goes-by (wrap-apply gameobj-goes-by))))
;;; *all* game components that talk to players should somehow
;;; derive from this class.
#:getter gameobj-gm)
;; a name to be known by
(name #:init-keyword #:name
- #:accessor gameobj-name)
+ #:init-value #f)
+ (goes-by #:init-keyword #:goes-by
+ #:init-value #f)
(desc #:init-value ""
#:init-keyword #:desc)
#:getter gameobj-name-f
#:init-value (wrap gameobj-simple-name-f))
- ;; Name aliases
- (aliases #:init-keyword #:aliases
- #:init-value '())
-
;; Commands we can handle
(commands #:init-value '())
"Your most basic game object init procedure. Does nothing."
#f)
+(define (gameobj-goes-by gameobj)
+ "Find the name we go by. Defaults to #:name if nothing else provided."
+ (cond ((slot-ref gameobj 'goes-by) =>
+ identity)
+ ((slot-ref gameobj 'name) =>
+ (lambda (name)
+ (list name)))
+ (else '())))
+
(define (val-or-run val-or-proc)
"Evaluate if a procedure, or just return otherwise"
(if (procedure? val-or-proc)
(define filtered-commands
(filter-commands (val-or-run (slot-ref actor 'commands))
verb))
- (<-reply actor message #:commands filtered-commands))
+ (<-reply actor message
+ #:commands filtered-commands
+ #:goes-by (gameobj-goes-by actor)))
(define-mhandler (gameobj-get-container-commands actor message verb)
(define filtered-commands
(define (gameobj-simple-name-f gameobj)
"Simplest version: return ourselves for our name."
(gameobj-name gameobj))
-
-