// mudlib:   Lil 
// file:     user.c
// purpose:  is the representation of an interactive (user) in the MUD
#include <globals.h>
inherit BASE;
private string name;
#ifdef __INTERACTIVE_CATCH_TELL__
void catch_tell(string str) {
    receive(str);
}
#endif
// replace this with a functioning version.
string
query_cwd()
{
	return "";
}
// logon: move this to /single/login.c when login.c gets written.
void
logon()
{
	write("Welcome to Lil.\n> ");
}
// query_name: called by various objects needing to know this user's name.
string
query_name()
{
	return name;
}
void
set_name(string arg)
{
//  may wish to add security to prevent just anyone from changing
//  someone else's name.
	name = arg;
}
// called by the present() efun (and some others) to determine whether
// an object is referred as an 'arg'.
int
id(string arg)
{
	return (arg == query_name()) || base::id(arg);
}
#ifndef __OLD_ED__
void
write_prompt() {
    switch (query_ed_mode()) {
	case 0:
	case -2:
	    write(":");
	    break;
	case -1:
	    write("> ");
	    break;
	default:
	    write("*\b");
	    break;
    }
}
void
start_ed(string file) {
    write(ed_start(file, 0));
}
#endif
#ifdef __NO_ADD_ACTION__
void
exec_command(string arg) {
    string *parts = explode(arg, " ");
    string verb = sizeof(parts) ? parts[0] : "";
    string rest = implode(parts[1..], " ");
    string cmd_path = COMMAND_PREFIX + verb;
    object cobj = load_object(cmd_path);
    if (cobj) {
	cobj->main(rest);
    } else {
	// maybe call an emote/soul daemon here
    }
}
void
process_input(string arg) {
#ifndef __OLD_ED__
    if (query_ed_mode() != -1) {
	if (arg[0] != '!') {
	    write(ed_cmd(arg));
	    return;
	}
	arg = arg[1..];
    }
#endif
    exec_command(arg);
}
#else
string
process_input(string arg)
{
#ifndef __OLD_ED__
    if (query_ed_mode() != -1) {
	if (arg[0] != '!') {
	    write(ed_cmd(arg));
	    return 0;
	}
	arg = arg[1..];
    }
#endif
    // possible to modify player input here before driver parses it.
    return arg;
}
int
commandHook(string arg)
{
    string cmd_path;
    object cobj;
    cmd_path = COMMAND_PREFIX + query_verb();
    cobj = load_object(cmd_path);
    if (cobj) {
	return (int)cobj->main(arg);
    } else {
	// maybe call an emote/soul daemon here
    }
    return 0;
}
// init: called by the driver to give the object a chance to add some
// actions (see the MudOS "applies" documentation for a better description).
void
init()
{
	// using "" as the second argument to add_action() causes the driver
	// to call commandHook() for those user inputs not matched by other
	// add_action defined commands (thus 'commandHook' becomes the default
	// action for those verbs without an explicitly associated action).
	if (this_object() == this_player()) {
		add_action("commandHook", "", 1);
	}
}
#endif
// create: called by the driver after an object is compiled.
void
create()
{
#ifdef __PACKAGE_UIDS__
    seteuid(0); // so that login.c can export uid to us
#endif
}
// receive_message: called by the message() efun.
void
receive_message(string newclass, string msg)
{
	// the meaning of 'class' is at the mudlib's discretion
	receive(msg);
}
// setup: used to configure attributes that aren't known by this_object()
// at create() time such as living_name (and so can't be done in create()).
void
setup()
{
    set_heart_beat(1);
#ifdef __PACKAGE_UIDS__
    seteuid(getuid(this_object()));
#endif
#ifndef __NO_WIZARDS__
    enable_wizard();
#endif
#ifndef __NO_ADD_ACTION__
    set_living_name(query_name());
    enable_commands();
    add_action("commandHook", "", 1);
#else
    set_this_player(this_object());
#endif
}
// net_dead: called by the gamedriver when an interactive player loses
// hir network connection to the mud.
#ifndef __NO_ENVIRONMENT__
void tell_room(object ob, string msg) {
    foreach (ob in all_inventory(ob) - ({ this_object() }))
        tell_object(ob, msg);
}
#endif
void
net_dead()
{
    set_heart_beat(0);
#ifndef __NO_ENVIRONMENT__
    tell_room(environment(), query_name() + " is link-dead.\n");
#endif
}
// reconnect: called by the login.c object when a netdead player reconnects.
void
reconnect()
{
    set_heart_beat(1);
#ifndef __NO_ENVIRONMENT__
    tell_room(environment(), "Reconnected.\n");
    tell_room(environment(), query_name() + " has reconnected.\n");
#endif
}