From: Christopher Allan Webber Date: Thu, 26 Jan 2017 21:59:48 +0000 (-0600) Subject: Switching from #:generally-visible to #:invisible? as visibility flag X-Git-Tag: fosdem-2017~72 X-Git-Url: https://jxself.org/git/?p=mudsync.git;a=commitdiff_plain;h=4eaef5c5c3c2e076d443dcd872850f6b0adf07ef;ds=sidebyside Switching from #:generally-visible to #:invisible? as visibility flag --- diff --git a/mudsync/gameobj.scm b/mudsync/gameobj.scm index f14babe..779c092 100644 --- a/mudsync/gameobj.scm +++ b/mudsync/gameobj.scm @@ -93,10 +93,10 @@ ("drop" ((direct-command cmd-drop #:obvious? #f))))) ;; 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... + (invisible? #:init-value #f + #:init-keyword #:invisible?) + ;; TODO: Fold this into a procedure in invisible? similar + ;; to take-me? and etc (visible-to-player? #:init-value (wrap-apply gameobj-visible-to-player?)) @@ -322,7 +322,7 @@ and whos-asking, and see if we should just return it or run it." (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)) + (not (slot-ref gameobj 'invisible?))) (define* (gameobj-visible-name actor message #:key whos-looking) ;; Are we visible? diff --git a/worlds/bricabrac.scm b/worlds/bricabrac.scm index 4a92406..a84b76d 100644 --- a/worlds/bricabrac.scm +++ b/worlds/bricabrac.scm @@ -276,14 +276,14 @@ Ooh, ~a!" (random-choice ('thing:lobby:porcelain-doll 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a creepy porcelain doll" #:desc "It strikes you that while the doll is technically well crafted, it's also the stuff of nightmares." #:goes-by '("porcelain doll" "doll")) ('thing:lobby:1950s-robots 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a set of 1950s robots" #:desc "There's a whole set of these 1950s style robots. They seem to be stamped out of tin, and have various decorations of levers @@ -291,7 +291,7 @@ and buttons and springs. Some of them have wind-up knobs on them." #:goes-by '("robot" "robots" "1950s robot" "1950s robots")) ('thing:lobby:tea-set 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a tea set" #:desc "A complete tea set. Some of the cups are chipped. You can imagine yourself joining a tea party using this set, around a @@ -299,7 +299,7 @@ nice table with some doilies, drinking some Earl Grey tea, hot. Mmmm." #:goes-by '("tea set" "tea")) ('thing:lobby:mustard-pot 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a mustard pot" #:desc '((p "It's a mustard pot. I mean, it's kind of cool, it has a nice design, and it's an antique, but you can't imagine putting something @@ -308,7 +308,7 @@ like this in a museum.") #:goes-by '("mustard pot" "antique mustard pot" "mustard")) ('thing:lobby:head-of-elvis 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "the pickled head of Elvis" #:desc '((p "It's a jar full of some briny-looking liquid and... a free floating head. The head looks an awful lot like Elvis, and @@ -322,7 +322,7 @@ everything you read.")) "elvis" "Elvis" "head" "pickled head")) ('thing:lobby:circuitboard-of-evlis 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "the pickled circuitboard of Evlis" #:desc '((p "It's a circuitboard from a Lisp Machine called EVLIS. This is quite the find, and you bet just about anyone interested in @@ -336,7 +336,7 @@ Too bad...")) "evlis" "Evlis" "EVLIS" "circuitboard" "pickled circuitboard")) ('thing:lobby:teletype-scroll 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a scroll of teletype" #:desc '((p "This is a scroll of teletype paper. It's a bit old and yellowed but the type is very legible. It says:") @@ -357,7 +357,7 @@ English language surrounding the word 'free' have lead to a lot of terminology d "scroll of teletype paper holding the software four freedoms")) ('thing:lobby:orange-cat-phone 'room:lobby - #:generally-visible #f + #:invisible? #t #:name "a telephone shaped like an orange cartoon cat" #:desc "It's made out of a cheap plastic, and it's very orange. It resembles a striped tabby, and it's eyes hold the emotion of @@ -545,7 +545,7 @@ seat in the room, though." ('thing:smoking-parlor:no-smoking-sign 'room:smoking-parlor - #:generally-visible #f + #:invisible? #t #:name "No Smoking Sign" #:desc "This sign says \"No Smoking\" in big, red letters. It has some bits of bubble gum stuck to it... yuck." @@ -801,13 +801,13 @@ hotel insignia. She appears to be rather exhausted." #:goes-by '("hotel desk clerk" "clerk" "desk clerk")) ('thing:break-room:void 'room:break-room - #:generally-visible #f + #:invisible? #t #:name "The Void" #:desc "As you stare into the void, the void stares back into you." #:goes-by '("void" "abyss" "nothingness" "scenery")) ('thing:break-room:fence 'room:break-room - #:generally-visible #f + #:invisible? #t #:name "break room cage" #:desc "It's a mostly-cubical wire mesh surrounding the break area. You can see through the gaps, but they're too small to put more than a