/* Do not remove the headers from this file! see /USAGE for more info. */
/*
** vehicle.c
**
** An object that can be driven around.
**
** 951123, Deathblade: created
** 951221, Rust: rewrote it completely due to the new mesaging system.
** 032299, Tigran: Heavy modifications to work with the new exit system
*/
inherit NON_ROOM;
inherit M_SMARTMOVE;
inherit M_MESSAGES;
private nosave int notify_all = 1;
private nosave string entrancemsg;
private nosave string exitmsg;
nosave function set_driving_hook;
nosave function change_driving_hook;
protected void set_move_notification(int a)
{
notify_all = a;
}
protected void set_arrival_msg(string s)
{
add_msg("enter",s);
}
protected void set_departure_msg(string s)
{
add_msg("leave",s);
}
string get_arrival_msg()
{
return query_msg("enter");
}
string get_departure_msg()
{
return query_msg("leave");
}
void set_vehicle_msg(string inmsg, string outmsg)
{
entrancemsg = inmsg;
exitmsg = outmsg;
}
mixed default_message(int enter)
{
if (is_player_inside() && enter)
{
return exitmsg;
}
else if (!is_player_inside() && enter)
{
return entrancemsg;
}
return "";
}
int can_travel()
{
return 1;
}
object array get_riders()
{
return filter(all_inventory(this_object()), (:$1->is_living():));
}
string show_contents()
{
if(environment(this_body()) != this_object())
return inventory_recurse(0, get_riders());
return ::show_contents();
}
string get_riders_as_string()
{
// Get the inventory of the horse.
object array inv = all_inventory(this_object());
// Filter out anything that isn't living.
object array riders = filter(inv, (: $1->is_living() :));
if(!sizeof(riders))
{
return 0;
}
// Return a string that's a comma seperated list of the riders.
if(sizeof(riders) == 1)
{
return riders[0]->short();
}
return implode(map(riders[0..<2], (: $1->short() :)), ", ")+ " and " +
riders[<1]->short();
}
//Override of notify_move() from M_SMARTMOVE so we can tell all
// the passengers that we moved. (if we want to)
void notify_move()
{
object *inv;
object curr;
if(!notify_all)
return;
inv = all_inventory(this_object());
foreach(curr in inv) {
if(curr->query_link())
curr->force_game_command("look");
}
}
int is_vehicle()
{
return 1;
}
mixed enter_check()
{
if(environment(this_body())!=environment(this_object())&&
query_relation(this_body()) )
return "You are already there. Maybe you should stand up first.";
return 1;
}
void change_driving_hook_func(string direction)
{
object array new_driver=get_riders();
this_body()->set_driving_vehicle(0);
if(sizeof(new_driver))
{
new_driver[0]->set_driving_vehicle(1);
new_driver[0]->simple_action("$N $vmove into the drivers position.",new_driver[0]);
}
}
void set_driving_hook_func(string direction)
{
if(sizeof(get_riders())==1)
this_body()->set_driving_vehicle(1);
}
void mudlib_setup()
{
::mudlib_setup();
change_driving_hook=(:change_driving_hook_func:);
set_driving_hook=(:set_driving_hook_func:);
/* Add the relations that should more than likely exist on all vehicles.
* It seems as though "on" is really the only one that is applicable.
* If it isn't, well then remove the relation and add the appropriate one*/
add_relation("in",VERY_LARGE*3);
set_default_relation("in");
add_hook("person_arrived",set_driving_hook);
add_hook("person_left",change_driving_hook);
add_method("get in",this_object(),(:enter_check:));
add_method("get out",(:environment(this_object()):));
set_default_enter_message( (: default_message, 1 :) );
set_default_exit_message((: default_message, 0 :));
}