phantasmal_dgd_v1/
phantasmal_dgd_v1/bin/
phantasmal_dgd_v1/doc/
phantasmal_dgd_v1/mud/doc/
phantasmal_dgd_v1/mud/doc/api/
phantasmal_dgd_v1/mud/doc/kernel/
phantasmal_dgd_v1/mud/doc/kernel/hook/
phantasmal_dgd_v1/mud/doc/kernel/lfun/
phantasmal_dgd_v1/mud/include/
phantasmal_dgd_v1/mud/include/kernel/
phantasmal_dgd_v1/mud/kernel/lib/
phantasmal_dgd_v1/mud/kernel/lib/api/
phantasmal_dgd_v1/mud/kernel/obj/
phantasmal_dgd_v1/mud/kernel/sys/
phantasmal_dgd_v1/mud/tmp/
phantasmal_dgd_v1/mud/usr/System/
phantasmal_dgd_v1/mud/usr/System/keys/
phantasmal_dgd_v1/mud/usr/System/obj/
phantasmal_dgd_v1/mud/usr/System/open/lib/
phantasmal_dgd_v1/mud/usr/common/data/
phantasmal_dgd_v1/mud/usr/common/lib/parsed/
phantasmal_dgd_v1/mud/usr/common/obj/telopt/
phantasmal_dgd_v1/mud/usr/common/obj/ustate/
phantasmal_dgd_v1/mud/usr/game/
phantasmal_dgd_v1/mud/usr/game/include/
phantasmal_dgd_v1/mud/usr/game/obj/
phantasmal_dgd_v1/mud/usr/game/object/
phantasmal_dgd_v1/mud/usr/game/object/stuff/
phantasmal_dgd_v1/mud/usr/game/sys/
phantasmal_dgd_v1/mud/usr/game/text/
phantasmal_dgd_v1/mud/usr/game/users/
phantasmal_dgd_v1/src/host/
phantasmal_dgd_v1/src/host/beos/
phantasmal_dgd_v1/src/host/mac/
phantasmal_dgd_v1/src/host/unix/
phantasmal_dgd_v1/src/host/win32/res/
phantasmal_dgd_v1/src/kfun/
phantasmal_dgd_v1/src/lpc/
phantasmal_dgd_v1/src/parser/
#include <kernel/kernel.h>

#include <phantasmal/map.h>
#include <phantasmal/phrase.h>
#include <phantasmal/lpc_names.h>

/* Mobile: structure for a sentient, not-necessarily-player critter's
   mind.  The mobile will be attached to a body under any normal
   circumstances.
*/

inherit unq DTD_UNQABLE;
inherit tag TAGGED;

/*
 * cached vars
 */

static object body;     /* The mobile's body -- an OBJECT of some type */
static object location;
static int    number;

static void create(varargs int clone) {
  unq::create();
  tag::create();
}

void upgraded(void) {
  unq::upgraded();
  tag::upgraded();
}


/*
 * System functions
 *
 * Functions used to deal with the mobile elsewhere in the MUD
 */

void assign_body(object new_body) {
  if(!SYSTEM() && !COMMON() && !GAME()) {
    error("Only authorized objects can assign a mobile a new body!");
  }

  if(body) {
    body->set_mobile(nil);
    body = nil;
  }

  if(new_body) {
    new_body->set_mobile(this_object());
  }

  body = new_body;
  location = body->get_location();
}

object get_body(void) {
  return body;
}

object get_user(void) {
  /* return nil, the default mobile doesn't have a user */
  return nil;
}

void set_user(object new_user) {
  error("Can't set the user of this kind of mobile");
}

int get_number(void) {
  return number;
}

nomask void set_number(int new_num) {
  if(previous_program() != MOBILED) {
    error("Only MOBILED can set mobile numbers!");
  }
  number = new_num;
}

void notify_moved(object obj) {
  if(SYSTEM() || COMMON())
    location = body->get_location();
}

/*
 * Action functions
 * 
 * Functions called by the user object or inherited objects to do
 * stuff through mobile's body
 */

/*
 * Say
 *
 * Tells something to everyone in the room
 */

nomask void say(string msg) {
  if(!SYSTEM() && !COMMON() && !GAME())
    return;

  location->enum_room_mobiles("hook_say", ({ this_object() }), body, msg );

  if (get_user()) {
    get_user()->message("You say: " + msg + "\r\n");
  }
}

/*
 * emote()
 *
 * Sends an emote to everyone in the room.  Emotes may be completely replaced
 * by souls eventually. (Keith Dunwoody's personal preference).
 */

nomask void emote(string str) {
  if(!SYSTEM() && !COMMON() && !GAME())
    return;

  /* For an emote, show the user the same message everybody else sees.
     For instance "Bob sits still." rather than "You sits still.". */
  location->enum_room_mobiles("hook_emote", ({ }), body, str);
}

/*
 * social()
 *
 * Does a social/soul action.  This will be visible to everyone in the
 * room and may appear different to the (optional) target.  The "target"
 * parameter should point to the target's body.
 */

nomask void social(string verb, object target) {
  if(!SYSTEM() && !COMMON() && !GAME())
    return;

  location->enum_room_mobiles("hook_social", ({ }), body, target, verb);
  return;
}

/*
 * void whisper()
 *
 * object to: body of the object to whisper to.
 *
 * Whisper to someone or something.  They must be in the same location as you.
 */
nomask void whisper(object to, string str) {
  object mob;

  if(!SYSTEM() && !COMMON() && !GAME())
    return;

  if (to->get_location() != location) {
    return;
  }

  mob = to->get_mobile();
  if (mob == nil) {
    return;
  }
  mob->hook_whisper(body, str);
  if (get_user()) {
    get_user()->message("You whisper to ");
    get_user()->send_phrase(to->get_brief());
    get_user()->message(": " + str + "\r\n");
  }
  location->enum_room_mobiles("hook_whisper_other",
			      ({ this_object(), mob }), body, to);
  
  return;
}

/*
 * path_place()
 *
 * moves the object along the path, removing the object from all objects
 * in rem_path, and adding it to all objects in add_path, in order.
 * rem_path & add_path must already be in the proper order -- no checks
 * are performed.
 */
private atomic void path_place(object user, object *rem_path,
			       object *add_path, object obj) {
  int i;
  object env, my_user;
  string reason;

  /* assume the full move can be performed.  If it can't we'll throw an error,
     which will cause this function to be completely undone when the error
     occurs.  Hurray for atomics!
  */

  my_user = get_user();

  for (i = 0; i < sizeof(rem_path); ++i) {
    env = rem_path[i]->get_location();
    if ((reason = rem_path[i]->can_remove(my_user, body, obj, env)) ||
	(reason = obj->can_get(my_user, body, env)) ||
	(reason = env->can_put(my_user, body, obj, rem_path[i]))) {
      error("$" + reason);
    } else {
      /* call function in object for removing from the current room */
      obj->get(body, env);
      rem_path[i]->remove(body, obj, env);
      rem_path[i]->remove_from_container(obj);
      env->add_to_container(obj);
      env->put(body, obj, rem_path[i]);
    }
  }

  /* now add this object to the objects in the add path in order */
  for (i = 0; i < sizeof(add_path); ++i) {
    env = add_path[i]->get_location();
    if ((reason = add_path[i]->can_put(my_user, body, obj, env)) ||
	(reason = obj->can_get(my_user, body, add_path[i])) ||
	(reason = env->can_remove(my_user, body, obj, add_path[i]))) {
      error("$" + reason);
    } else {
      obj->get(body, add_path[i]);
      env->remove(body, obj, add_path[i]);
      env->remove_from_container(obj);
      add_path[i]->add_to_container(obj);
      add_path[i]->put(body, obj, env);
    }
  }
}

/* 
 * place()
 *
 * move the object obj from its current position into the object to.
 * obj and to must both be contained somewhere in the current room,
 * though not necessarily directly in it.
 *
 * returns nil on success, a reason for the failure on failure
 */
nomask string place(object obj, object to) {
  object cur_loc;
  object *rem_tree, *add_tree;
  int common;
  string err;    
  object user;
  int i;

  if(!SYSTEM() && !COMMON() && !GAME())
    return "Access denied!";

  /* find out how many rooms this object can be removed from, ending 
   * when we find the mobile's location.
   */

  rem_tree = ({ });
  add_tree = ({ });

  cur_loc = obj->get_location();
  while(cur_loc != location) {
    if (cur_loc == nil) {
      /* the object to move isn't a descendent of the mobile's current
       * location
       */
      if (get_user()) {
	err = obj->get_brief()->to_string(get_user());
      } else {
	err = obj->get_brief()->get_content_by_lang(LANG_englishUS);
      }
      err += " is not in this room";
      return err;
    }

    rem_tree += ({ cur_loc });
    cur_loc = cur_loc->get_location();
  }

  /* do the same thing for moving the object into the container, except
   * include the container */

  cur_loc = to;
  while (cur_loc != location) {
    if (cur_loc == nil) {
      /* the place to move to is not a descendent of the mob's location
       * so return an error
       */
      if (get_user()) {
	err = to->get_brief()->to_string(get_user()); + " is not in this room";
      } else {
	err = to->get_brief()->get_content_by_lang(LANG_englishUS);
      }
      err += " is not in this room";

      return err;
    }

    add_tree += ({ cur_loc });
    cur_loc = cur_loc->get_location();
  }

  /* remove all common elements from the ends of the remove & add lists */

  common = sizeof(add_tree & rem_tree);

  if (common != 0) {
    add_tree = add_tree[..(sizeof(add_tree)-common-1)];
    rem_tree = rem_tree[..(sizeof(rem_tree)-common-1)];
  }

  err = catch(path_place(get_user(), rem_tree, add_tree, obj));

  if (err) {
    /* non-serious errors will be prefixed with a '$' -- in which case we
     * strip the leading $, and return the error.
     */
    if (err[0] == '$') {
      return err[1..];
    } else {
      /* serious error -- re-throw */
      error(err);
    }
  }

  return nil;
}

/*
 * string open()
 *
 * have the mobile attempt to open the given object.
 *
 * return nil on success, or a string indicating the reason for
 * the failure on failure.  (replace this by a phrase later?)
 */
nomask string open(object obj) {
  object link_exit, obj2;
  int isexit, objnum;

  if(!SYSTEM() && !COMMON() && !GAME())
    return "Access denied!";

  isexit = 0;

  objnum = obj->get_number();
  obj2 = EXITD->get_exit_by_num(objnum);
  if (obj2) {
    isexit = 1;
  }

  if(!obj->is_openable() || (!obj->is_container())) {
    return "That can't be opened!";
  }

  if(obj->is_open()) {
    return "That's already open.";
  }

  if(obj->is_locked()) {
    return "That appears to be locked.";
  }

  if (isexit) {
    obj->set_open(1);
    if (obj->get_link()!=-1) {
      link_exit = EXITD->get_exit_by_num(obj->get_link());
      link_exit->set_open(1);
    }
  } else {
    obj->set_open(1);
  }

  if(!isexit && obj->get_location() != body
     && obj->get_location() != location) {
    return "You can't reach that from here.";
  }

  return nil;
}

/*
 * string close()
 *
 * have the mobile attempt to close the given object.
 *
 * return nil on success, or a string indicating the reason for
 * the failure on failure.  (replace this by a phrase later?)
 */
nomask string close(object obj) {
  object link_exit, obj2;
  int isexit, objnum;

  if(!SYSTEM() && !COMMON() && !GAME())
    return "Access denied!";

  isexit = 0;

  objnum = obj->get_number();
  obj2 = EXITD->get_exit_by_num(objnum);
  if (obj2) {
    isexit = 1;
  }

  if(!obj->is_openable() || (!obj->is_container())) {
    return "That can't be closed!";
  }

  if(!obj->is_open()) {
    return "That's already closed.";
  }

  if(obj->get_location() != location
     && obj->get_location() != body
     && !isexit) {
    return "You can't reach that from here.";
  }

  if (isexit) {
    if (obj->get_link()!=-1) {
      link_exit = EXITD->get_exit_by_num(obj->get_link());
      link_exit->set_open(0);
    }
  }
  obj->set_open(0);

  return nil;
}


/*
 * string move()
 *
 * move's the mobile's body through the given exit.
 *
 * return nil on success, or a string indicating the reason for
 * the failure on failure.  (replace this by a phrase later?)
 */

nomask string move(int dir) {
  object dest;
  object exit;
  string reason;

  if(!SYSTEM() && !COMMON() && !GAME())
    return "Access Denied!";

  exit = location->get_exit(dir);
  if (!exit) {
    return "There's no exit in that direction!";
  }

  dest = exit->get_destination();
  if (!dest) {
    return "That exit doesn't seem to lead anywhere!";
  }

  /* NB.  I do want a = (not == ), as in other places like this*/
  if (reason = location->can_leave(get_user(), body, dir)) {
    return reason;
  }

  if (reason = exit->can_pass(get_user(), body)) {
    return reason;
  }

  if (reason = dest->can_enter(get_user(), body,
			       EXITD->opposite_direction(dir))) {
    return reason;
  }
  
/*  if (!exit->is_open()) {
    return "That way is closed.\n\r";
  } */

  location->leave(body, dir);
  location->remove_from_container(body);
  exit->pass(body);
  dest->add_to_container(body);
  dest->enter(body, EXITD->opposite_direction(dir));

  return nil;
}


/*
 * string teleport()
 *
 * teleport's the mobile's body to the given destination.
 * 
 * parameters:
 * force -- if true, forces the teleport to always succeed.
 *
 * return -- the reason why the teleport didn't succeed, or nil on success
 */

nomask string teleport(object dest, int force) {
  string reason;

  if(!SYSTEM() && !COMMON() && !GAME())
    return "Access Denied!";

  if (!force) {
    if (location) {
      if (reason = location->can_leave(get_user(), body, DIR_TELEPORT)) {
	return reason;
      }
    }
    
    if (reason = dest->can_enter(get_user(), body, DIR_TELEPORT)) {
      return reason;
    }
  }

  if (location) {
    location->leave(body, DIR_TELEPORT);
    location->remove_from_container(body);
  }

  dest->add_to_container(body);
  dest->enter(body, DIR_TELEPORT);

  return nil;
}


/*
 * Hook functions
 *
 * Functions which can be overridden in a derived class to respond to external
 * events.  In the standard mobile object, these have empty definitions
 *
 * Don't bother calling these base functions, as they will never do anyting.
 * they're here as documentation, nothing else.
 */

void hook_say(object body, string message) {
}

void hook_emote(object body, string message) {
}

void hook_social(object body, object target, string verb) {
}

void hook_whisper(object body, string message) {
}

void hook_whisper_other(object body, object target) {
}

void hook_leave(object leaving_body, int direction) {
}

void hook_enter(object entering_body, int direction) {
}


/*
 * UNQ functions
 */

string to_unq_text(void) {
  string ret;
  int    bodynum;

  if(!SYSTEM() && !COMMON() && !GAME())
    return nil;

  if(body) {
    bodynum = body->get_number();
  } else {
    bodynum = -1;
  }

  ret  = "~mobile{\n";
  ret += "  ~type{" + this_object()->get_type() + "}\n";
  ret += "  ~name{"
    + body->get_brief()->get_content_by_lang(LANG_englishUS)
    + "}\n";
  ret += "  ~number{" + number + "}\n";
  ret += "  ~body{" + bodynum + "}\n";
  if(function_object("mobile_unq_fields", this_object())) {
    ret += "  ~data{\n";
    ret += this_object()->mobile_unq_fields();
    ret += "  }\n";
  }
  ret += "}\n\n";

  return ret;
}

void from_dtd_unq(mixed* unq) {
  error("Override from_dtd_unq to call it!");
}

/* We don't override from_dtd_unq, but we *do* provide parsing functionality
   for the really basic stuff like number and body.  Child objects may
   choose to use this.  It extracts the fields it uses, leaving the
   rest.
*/
static mixed mobile_from_dtd_unq(mixed* unq) {
  mixed *ret, *ctr;
  int    bodynum;

  ctr = unq;

  while(sizeof(ctr) > 0) {
    if(!STRINGD->stricmp(ctr[0][0], "body")) {
      bodynum = ctr[0][1];
      if(bodynum != -1) {
	body = MAPD->get_room_by_num(bodynum);
	if(!body)
	  error("Can't find body for mobile, object #" + bodynum + "!\n");
	location = body->get_location();
      } else {
	body = nil;
	location = nil;
      }
    } else if(!STRINGD->stricmp(ctr[0][0], "number")) {
      number = ctr[0][1];
    } else if(!STRINGD->stricmp(ctr[0][0], "type")) {
      /* Do nothing, already taken care of */
    } else if(!STRINGD->stricmp(ctr[0][0], "data")) {
      ret = ({ ctr[0][1] });
    } else if(!STRINGD->stricmp(ctr[0][0], "name")) {
      /* This is just a comment.  Ignore it. */
    } else {
      error("Unrecognized field in mobile structure!");
    }
    ctr = ctr[1..];
  }

  return ret;
}

string get_type(void) {
  error("Called get_type on /usr/common/lib/mobile without overriding!");
}