//*****************************************************************************
//
// cmd_builder.c
//
// various utilities (non-OLC) for builders, such as digging/filling exits,
// listing zone scripts/rooms/etc, and utilities for loading/purging mobs and
// objects.
//
//*****************************************************************************
#include "mud.h"
#include "world.h"
#include "zone.h"
#include "room.h"
#include "room_reset.h"
#include "character.h"
#include "object.h"
#include "handler.h"
#include "inform.h"
#include "utils.h"
#include "prototype.h"
//*****************************************************************************
// mandatory modules
//*****************************************************************************
#include "items/items.h"
//
// Load a copy of a specific mob/object
// usage: load <mob | obj> <vnum>
COMMAND(cmd_load) {
if(!arg || !*arg)
send_to_char(ch, "What did you want to load?\r\n");
else {
char type[SMALL_BUFFER];
char name[SMALL_BUFFER];
char locale[SMALL_BUFFER];
char key[SMALL_BUFFER];
arg = one_arg(arg, type);
if(!parse_worldkey_relative(ch, arg, name, locale)) {
send_to_char(ch, "What did you want to load?\r\n");
return;
}
sprintf(key, "%s@%s", name, locale);
if(!strncasecmp("mobile", type, strlen(type))) {
PROTO_DATA *proto = worldGetType(gameworld, "mproto", key);
if(proto == NULL)
send_to_char(ch, "No mobile prototype exists with that key.\r\n");
else if(protoIsAbstract(proto))
send_to_char(ch, "That prototype is abstract.\r\n");
else {
CHAR_DATA *mob = protoMobRun(proto);
if(mob == NULL)
send_to_char(ch, "There was an error running the prototype.\r\n");
else {
send_to_char(ch, "You create %s.\r\n", charGetName(mob));
char_to_room(mob, charGetRoom(ch));
}
}
}
else if(!strncasecmp("object", type, strlen(type))) {
PROTO_DATA *proto = worldGetType(gameworld, "oproto", key);
if(proto == NULL)
send_to_char(ch, "No object prototype exists with that key.\r\n");
else if(protoIsAbstract(proto))
send_to_char(ch, "That prototype is abstract.\r\n");
else {
OBJ_DATA *obj = protoObjRun(proto);
if(obj == NULL)
send_to_char(ch, "There was an error running the prototype.\r\n");
else {
send_to_char(ch, "You create %s.\r\n", objGetName(obj));
obj_to_char(obj, ch);
}
}
}
// type not found
else
send_to_char(ch, "What type of thing did you want to load?\r\n");
}
}
//
// remove an object or player from the game. If no argument is supplied, all
// objects and non-player characters are removed from the current room.
// usage: purge <target>
COMMAND(cmd_purge) {
void *found = NULL;
int found_type = PARSE_NONE;
if(!parse_args(ch, TRUE, cmd, arg, "| { ch.room.noself obj.room }",
&found, &found_type))
return;
// purge everything in the current room
if(found == NULL) {
LIST_ITERATOR *list_i = newListIterator(roomGetContents(charGetRoom(ch)));
OBJ_DATA *obj;
CHAR_DATA *vict;
send_to_char(ch, "You purge the room.\r\n");
message(ch, NULL, NULL, NULL, FALSE, TO_ROOM,
"$n raises $s arms, and white flames engulf the entire room.");
// purge all the objects.
ITERATE_LIST(obj, list_i)
extract_obj(obj);
deleteListIterator(list_i);
// and now all of the non-characters
list_i = newListIterator(roomGetCharacters(charGetRoom(ch)));
ITERATE_LIST(vict, list_i) {
if(vict == ch || !charIsNPC(vict))
continue;
extract_mobile(vict);
}
deleteListIterator(list_i);
}
// purge characters
else if(found_type == PARSE_CHAR) {
// we can only purge him if we have all the same groups as him, and more
if(!charHasMoreUserGroups(ch, found))
send_to_char(ch, "Erm, you better not try that on %s. %s has "
"just as much priviledges as you.\r\n",
HIMHER(found), HESHE(found));
else {
send_to_char(ch, "You purge %s.\r\n", charGetName(found));
message(ch, found, NULL, NULL, FALSE, TO_ROOM,
"$n raises $s arms, and white flames engulf $N.");
extract_mobile(found);
}
}
// purge objects
else if(found_type == PARSE_OBJ) {
send_to_char(ch, "You purge %s.\r\n", objGetName(found));
message(ch, NULL, found, NULL, FALSE, TO_ROOM,
"$n raises $s arms, and white flames engulf $o.");
obj_from_room(found);
extract_obj(found);
}
}
//
// reruns the room's load script, and replaces the old version of the room with
// the new one.
COMMAND(cmd_rreload) {
PROTO_DATA *proto = NULL;
ROOM_DATA *old_room = NULL;
ROOM_DATA *new_room = NULL;
ZONE_DATA *zone = NULL;
const char *key = roomGetClass(charGetRoom(ch));
// unless an arg is supplied, we're working on the current room.
if(arg && *arg)
key = get_fullkey_relative(arg, get_key_locale(key));
// make sure all of our requirements are met
if( (zone = worldGetZone(gameworld, get_key_locale(key))) == NULL)
send_to_char(ch, "That zone does not exist!\r\n");
else if(!canEditZone(zone, ch))
send_to_char(ch, "You are not authorized to edit that zone.\r\n");
else if( (proto = worldGetType(gameworld, "rproto", key)) == NULL)
send_to_char(ch, "No prototype for that room exists.\r\n");
else if(!worldRoomLoaded(gameworld, key))
send_to_char(ch, "No room with that key is currently loaded.\r\n");
else {
// try running the proto to get our new room...
old_room = worldGetRoom(gameworld, key);
new_room = protoRoomRun(proto);
if(new_room == NULL)
send_to_char(ch, "There was an error reloading the room.\r\n");
else {
do_mass_transfer(old_room, new_room, TRUE, TRUE, TRUE);
extract_room(old_room);
worldPutRoom(gameworld, key, new_room);
send_to_char(ch, "Room reloaded.\r\n");
}
}
}
//
// trigger all of a specified zone's reset scripts and such. If no vnum is
// supplied, the zone the user is currently in is reset.
// usage: zreset <zone vnum>
COMMAND(cmd_zreset) {
ZONE_DATA *zone = NULL;
if(!arg || !*arg)
zone= worldGetZone(gameworld,get_key_locale(roomGetClass(charGetRoom(ch))));
else
zone= worldGetZone(gameworld, arg);
if(zone == NULL)
send_to_char(ch, "Which zone did you want to reset?\r\n");
else if(!canEditZone(zone, ch))
send_to_char(ch, "You are not authorized to edit that zone.\r\n");
else {
send_to_char(ch, "%s has been reset.\r\n", zoneGetName(zone));
zoneForceReset(zone);
}
}
//*****************************************************************************
// Functions for deleting different prototype
//*****************************************************************************
COMMAND(cmd_rdelete) {
char *name = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word", &name))
return;
if(do_delete(ch, "rproto", deleteProto, name)) {
do_delete(ch, "reset", deleteResetList, name);
send_to_char(ch, "If the room has already been used, do not forget to "
"also purge the current instance of it.\r\n");
}
}
COMMAND(cmd_mdelete) {
char *name = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word", &name))
return;
do_delete(ch, "mproto", deleteProto, name);
}
COMMAND(cmd_odelete) {
char *name = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word", &name))
return;
do_delete(ch, "oproto", deleteProto, name);
}
//*****************************************************************************
// Functions for listing different types of data (zones, mobs, objs, etc...)
//*****************************************************************************
//
// returns yes/no if the prototype is abstract or not
const char *prototype_list_info(PROTO_DATA *data) {
static char buf[SMALL_BUFFER];
sprintf(buf, "%-50s %3s",
(*protoGetParents(data) ? protoGetParents(data) : "-------"),
(protoIsAbstract(data) ? "yes" : "no"));
return buf;
}
// this is used for the header when printing out zone proto info
#define PROTO_LIST_HEADER \
"Parents Abstract"
COMMAND(cmd_rlist) {
do_list(ch, (arg&&*arg?arg:get_key_locale(roomGetClass(charGetRoom(ch)))),
"rproto", PROTO_LIST_HEADER, prototype_list_info);
}
COMMAND(cmd_mlist) {
do_list(ch, (arg&&*arg?arg:get_key_locale(roomGetClass(charGetRoom(ch)))),
"mproto", PROTO_LIST_HEADER, prototype_list_info);
}
COMMAND(cmd_olist) {
do_list(ch, (arg&&*arg?arg:get_key_locale(roomGetClass(charGetRoom(ch)))),
"oproto", PROTO_LIST_HEADER, prototype_list_info);
}
COMMAND(cmd_mrename) {
char *from = NULL, *to = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word word", &from, &to))
return;
do_rename(ch, "mproto", from, to);
}
COMMAND(cmd_rrename) {
char *from = NULL, *to = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word word", &from, &to))
return;
if(do_rename(ch, "rproto", from, to)) {
do_rename(ch, "reset", from, to);
send_to_char(ch, "No not forget to purge any instances of %s already "
"loaded.\r\n", from);
}
}
COMMAND(cmd_orename) {
char *from = NULL, *to = NULL;
if(!parse_args(ch, TRUE, cmd, arg, "word word", &from, &to))
return;
do_rename(ch, "oproto", from, to);
}
COMMAND(cmd_zlist) {
LIST *keys = worldGetZoneKeys(gameworld);
// first, order all the zones
listSortWith(keys, strcasecmp);
// now, iterate across them all and show them
LIST_ITERATOR *zone_i = newListIterator(keys);
ZONE_DATA *zone = NULL;
char *key = NULL;
send_to_char(ch,
" {wKey Name Editors Timer\r\n"
"{b--------------------------------------------------------------------------------\r\n{n");
ITERATE_LIST(key, zone_i) {
if( (zone = worldGetZone(gameworld, key)) != NULL) {
send_to_char(ch, " {c%-14s %-30s %25s {w%5d\r\n", key, zoneGetName(zone),
zoneGetEditors(zone), zoneGetPulseTimer(zone));
}
} deleteListIterator(zone_i);
deleteListWith(keys, free);
send_to_char(ch, "{g");
}