/************************************************************************
* OasisOLC - General / oasis.c v2.0 *
* Original author: Levork *
* Copyright 1996 by Harvey Gilpin *
* Copyright 1997-2001 by George Greer (greerga@circlemud.org) *
************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "interpreter.h"
#include "comm.h"
#include "db.h"
#include "shop.h"
#include "genolc.h"
#include "genmob.h"
#include "genshp.h"
#include "genzon.h"
#include "genwld.h"
#include "genobj.h"
#include "oasis.h"
#include "screen.h"
#include "dg_olc.h"
#include "handler.h"
#include "guild.h"
const char *nrm, *grn, *cyn, *yel;
/******************************************************************************/
/** External Data Structures **/
/******************************************************************************/
extern struct obj_data *obj_proto;
extern struct char_data *mob_proto;
extern struct room_data *world;
extern zone_rnum top_of_zone_table;
extern struct zone_data *zone_table;
extern struct descriptor_data *descriptor_list;
/******************************************************************************/
/** External Functions **/
/******************************************************************************/
int is_name(const char *str, const char *namelist);
void gedit_save_to_disk(int num);
void gedit_setup_existing(struct descriptor_data *d, int rgm_num);
void gedit_setup_new(struct descriptor_data *d);
void free_guild(struct guild_data *guild);
/******************************************************************************/
/** Internal Data Structures **/
/******************************************************************************/
struct olc_scmd_info_t {
const char *text;
int con_type;
} olc_scmd_info[] = {
{ "room", CON_REDIT },
{ "object", CON_OEDIT },
{ "zone", CON_ZEDIT },
{ "mobile", CON_MEDIT },
{ "shop", CON_SEDIT },
{ "config", CON_CEDIT },
{ "trigger", CON_TRIGEDIT },
{ "action", CON_AEDIT },
{ "guild", CON_GEDIT },
{ "\n", -1 }
};
/******************************************************************************/
/** Internal Functions **/
/******************************************************************************/
void free_config(struct config_data *data);
/* -------------------------------------------------------------------------- */
/*
* Only player characters should be using OLC anyway.
*/
void clear_screen(struct descriptor_data *d)
{
if (PRF_FLAGGED(d->character, PRF_CLS))
write_to_output(d, "[H[J");
}
/* -------------------------------------------------------------------------- */
/*
* Exported ACMD do_oasis function.
*
* This function is the OLC interface. It deals with all the
* generic OLC stuff, then passes control to the sub-olc sections.
*
* UPDATE:
* I believe that yes, putting the code together that is common in all of the
* olc functions is good to a certain extent, but the do_oasis command was
* getting ridiculous. Therefore, I have separated them into separate
* functions that get called from in do_oasis....yes, similar code, but it is
* easier to handle.... - Kip Potter
*/
ACMD(do_oasis)
{
/*
* No screwing around as a mobile.
*/
if (IS_NPC(ch) || !ch->desc)
return;
/*
* Prevent forcing people in OLC to edit other stuff.
* 'force' just lets command_interpreter() handle the input,
* regardless of the state of the victim.
* This can wreck havoc if people are i OLC already
* - ie. their input should have been redirected by nanny(), and
* never get to command_interpreter().
* -- Welcor 09/03
* - thanks to Mark Garringer (zizazat@hotmail.com) for the bug report.
*/
if (STATE(ch->desc) != CON_PLAYING)
return;
switch (subcmd) {
/*
* The command to see what needs to be saved, typically 'olc'.
*/
case SCMD_OLC_SAVEINFO:
do_show_save_list(ch);
break;
case SCMD_OASIS_CEDIT:
do_oasis_cedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_ZEDIT:
do_oasis_zedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_REDIT:
do_oasis_redit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_OEDIT:
do_oasis_oedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_MEDIT:
do_oasis_medit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_SEDIT:
do_oasis_sedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_AEDIT:
do_oasis_aedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_RLIST:
case SCMD_OASIS_MLIST:
case SCMD_OASIS_OLIST:
case SCMD_OASIS_SLIST:
case SCMD_OASIS_ZLIST:
case SCMD_OASIS_TLIST:
case SCMD_OASIS_GLIST:
do_oasis_list(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_TRIGEDIT:
do_oasis_trigedit(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_LINKS:
do_oasis_links(ch, argument, cmd, subcmd);
break;
case SCMD_OASIS_GEDIT:
do_oasis_gedit(ch, argument, cmd, subcmd);
break;
default:
log("SYSERR: (OLC) Invalid subcmd passed to do_oasis, subcmd - (%d)", subcmd);
return;
}
return;
}
/*------------------------------------------------------------*\
Exported utilities
\*------------------------------------------------------------*/
/*
* Set the colour string pointers for that which this char will
* see at color level NRM. Changing the entries here will change
* the colour scheme throughout the OLC.
*/
void get_char_colors(struct char_data *ch)
{
nrm = CCNRM(ch, C_NRM);
grn = CCGRN(ch, C_NRM);
cyn = CCCYN(ch, C_NRM);
yel = CCYEL(ch, C_NRM);
}
/*
* This procedure frees up the strings and/or the structures
* attatched to a descriptor, sets all flags back to how they
* should be.
*/
void cleanup_olc(struct descriptor_data *d, byte cleanup_type)
{
/*
* Clean up WHAT?
*/
if (d->olc == NULL)
return;
/*
* Check for a room. free_room doesn't perform
* sanity checks, we must be careful here.
*/
if (OLC_ROOM(d)) {
switch (cleanup_type) {
case CLEANUP_ALL:
/* free(OLC_SCRIPT(d)) equivalent */
free_proto_script(OLC_ROOM(d), WLD_TRIGGER);
free_room(OLC_ROOM(d));
break;
case CLEANUP_STRUCTS:
free(OLC_ROOM(d));
break;
case CLEANUP_CONFIG:
free_config(OLC_CONFIG(d));
break;
default: /* The caller has screwed up. */
log("SYSERR: cleanup_olc: Unknown type!");
break;
}
}
/*
* Check for an existing object in the OLC. The strings
* aren't part of the prototype any longer. They get added
* with strdup().
*/
if (OLC_OBJ(d)) {
free_object_strings(OLC_OBJ(d));
free(OLC_OBJ(d));
}
/*
* Check for a mob. free_mobile() makes sure strings are not in
* the prototype.
*/
if (OLC_MOB(d))
free_mobile(OLC_MOB(d));
/*
* Check for a zone. cleanup_type is irrelevant here, free() everything.
*/
if (OLC_ZONE(d)) {
free(OLC_ZONE(d)->name);
free(OLC_ZONE(d)->cmd);
free(OLC_ZONE(d));
}
/*
* Check for a shop. free_shop doesn't perform sanity checks, we must
* be careful here.
* OLC_SHOP(d) is a _copy_ - no pointers to the original. Just go ahead
* and free it all.
*/
if (OLC_SHOP(d)) {
// switch (cleanup_type) {
// case CLEANUP_ALL:
free_shop(OLC_SHOP(d));
// break;
// case CLEANUP_STRUCTS:
// free(OLC_SHOP(d));
// break;
// default:
/* The caller has screwed up but we already griped above. */
// break;
// }
}
/*. Check for a guild . */
if (OLC_GUILD(d)) {
switch (cleanup_type) {
case CLEANUP_ALL:
free_guild(OLC_GUILD(d));
break;
case CLEANUP_STRUCTS:
free(OLC_GUILD(d));
break;
default:
break;
}
}
/*. Check for aedit stuff -- M. Scott */
if (OLC_ACTION(d)) {
switch(cleanup_type) {
case CLEANUP_ALL:
free_action(OLC_ACTION(d));
break;
case CLEANUP_STRUCTS:
free(OLC_ACTION(d));
break;
default:
/* Caller has screwed up */
break;
}
}
/* free storage if allocated (for tedit and aedit) */
/* and Triggers */
/*
* this is the command list - it's been copied to disk already,
* so just free it -- Welcor
*/
if (OLC_STORAGE(d)) {
free(OLC_STORAGE(d));
OLC_STORAGE(d) = NULL;
}
/*
* Free this one regardless. If we've left olc, we've either made
* a fresh copy of it in the trig index, or we lost connection.
* Either way, we need to get rid of this.
*/
if (OLC_TRIG(d)) {
free_trigger(OLC_TRIG(d));
OLC_TRIG(d) = NULL;
}
/*
* OLC_SCRIPT is always set as trig_proto of OLC_OBJ/MOB/ROOM.
* Therefore it should not be free'd here.
*/
/*
* Restore descriptor playing status.
*/
if (d->character) {
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING);
act("$n stops using OLC.", TRUE, d->character, NULL, NULL, TO_ROOM);
if (cleanup_type == CLEANUP_CONFIG)
mudlog(BRF, LVL_IMMORT, TRUE, "OLC: %s stops editing the game configuration", GET_NAME(d->character));
else if (STATE(d) == CON_TEDIT)
mudlog(BRF, LVL_IMMORT, TRUE, "OLC: %s stops editing text files.", GET_NAME(d->character));
else
mudlog(BRF, LVL_IMMORT, TRUE, "OLC: %s stops editing zone %d allowed zone %d", GET_NAME(d->character), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(d->character));
STATE(d) = CON_PLAYING;
}
free(d->olc);
d->olc = NULL;
}
/*
* This function is an exact duplicate of the tag_argument function found in
* one of the ascii patches located on the circlemud ftp website.
*/
void split_argument(char *argument, char *tag)
{
char *tmp = argument, *ttag = tag, *wrt = argument;
int i;
for (i = 0; *tmp; tmp++, i++) {
if (*tmp != ' ' && *tmp != '=')
*(ttag++) = *tmp;
else if (*tmp == '=')
break;
}
*ttag = '\0';
while (*tmp == '=' || *tmp == ' ')
tmp++;
while (*tmp)
*(wrt++) = *(tmp++);
*wrt = '\0';
}
void free_config(struct config_data *data)
{
/****************************************************************************/
/** Free strings. **/
/****************************************************************************/
free_strings(data, OASIS_CFG);
/****************************************************************************/
/** Free the data structure. **/
/****************************************************************************/
free(data);
}
/******************************************************************************/
/** **/
/** Function : can_edit_zone() **/
/** **/
/** Description : Checks to see if a builder can modify the specified **/
/** zone. **/
/** **/
/** Arguments : **/
/** ch **/
/** The character requesting access to modify this zone. **/
/** rnum **/
/** The real number of the zone attempted to be modified. **/
/** **/
/** Returns : Returns TRUE if the builder has access, otherwise **/
/** FALSE. **/
/** **/
/******************************************************************************/
int can_edit_zone(struct char_data *ch, zone_rnum rnum)
{
/* no access if called with bad arguments */
if (!ch->desc || IS_NPC(ch) || rnum == NOWHERE)
return FALSE;
/* always access if ch is high enough level */
if (GET_LEVEL(ch) >= LVL_GRGOD)
return (TRUE);
/* always access if a player helped build the zone in the first place */
if (is_name(GET_NAME(ch), zone_table[rnum].builders))
return (TRUE);
/* no access if you haven't been assigned a zone */
if (GET_OLC_ZONE(ch) == NOWHERE)
return FALSE;
/* no access if you're not at least LVL_BUILDER */
if (GET_LEVEL(ch) < LVL_BUILDER)
return FALSE;
/* always access if you're assigned to this zone */
if (real_zone(GET_OLC_ZONE(ch)) == rnum)
return TRUE;
return (FALSE);
}