/******************************************************************************/
/** OasisOLC - InGame OLC Copying v2.0 **/
/** Original author: Levork **/
/** Copyright 1996 Harvey Gilpin **/
/** Copyright 1997-2001 George Greer (greerga@circlemud.org) **/
/** Copyright 2002 Kip Potter [Mythran] (kip_potter@hotmail.com) **/
/******************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "genolc.h"
#include "genzon.h"
#include "genwld.h"
#include "oasis.h"
#include "improved-edit.h"
#include "constants.h"
/******************************************************************************/
/** Internal Functions **/
/******************************************************************************/
ACMD(do_dig);
ACMD(do_room_copy);
room_vnum redit_find_new_vnum(zone_rnum zone);
int buildwalk(struct char_data *ch, int dir);
/******************************************************************************/
/** Commands **/
/******************************************************************************/
ACMD(do_dig)
{
char sdir[MAX_INPUT_LENGTH], sroom[MAX_INPUT_LENGTH], *new_room_name;
room_vnum rvnum = NOWHERE;
room_rnum rrnum = NOWHERE;
zone_rnum zone;
int dir = 0, rawvnum;
struct descriptor_data *d = ch->desc; /* will save us some typing */
/* Grab the room's name (if available). */
new_room_name = two_arguments(argument, sdir, sroom);
skip_spaces(&new_room_name);
/* Can't dig if we don't know where to go. */
if (!*sdir || !*sroom) {
send_to_char(ch, "Format: dig <direction> <room> - to create an exit\r\n"
" dig <direction> -1 - to delete an exit\r\n");
return;
}
rawvnum = atoi(sroom);
if (rawvnum == -1)
rvnum = NOWHERE;
else
rvnum = (room_vnum)rawvnum;
rrnum = real_room(rvnum);
dir = search_block(sdir, dirs, FALSE);
zone = world[IN_ROOM(ch)].zone;
if (dir < 0) {
send_to_char(ch, "Can not create an exit to the '%s'.\r\n", sdir);
return;
}
/* Make sure that the builder has access to the zone he's in. */
if ((zone == NOWHERE) || !can_edit_zone(ch, zone)) {
send_to_char(ch, "You do not have permission to edit this zone.\r\n");
return;
}
/*
* Lets not allow digging to limbo.
* After all, it'd just get us more errors on 'show errors'
*/
if (rvnum == 0) {
send_to_char(ch, "The target exists, but you can't dig to limbo!\r\n");
return;
}
/*
* target room == -1 removes the exit
*/
if (rvnum == NOTHING) {
if (W_EXIT(IN_ROOM(ch), dir)) {
/* free the old pointers, if any */
if (W_EXIT(IN_ROOM(ch), dir)->general_description)
free(W_EXIT(IN_ROOM(ch), dir)->general_description);
if (W_EXIT(IN_ROOM(ch), dir)->keyword)
free(W_EXIT(IN_ROOM(ch), dir)->keyword);
free(W_EXIT(IN_ROOM(ch), dir));
W_EXIT(IN_ROOM(ch), dir) = NULL;
add_to_save_list(zone_table[world[IN_ROOM(ch)].zone].number, SL_WLD);
send_to_char(ch, "You remove the exit to the %s.\r\n", dirs[dir]);
return;
}
send_to_char(ch, "There is no exit to the %s.\r\n"
"No exit removed.\r\n", dirs[dir]);
return;
}
/*
* Can't dig in a direction, if it's already a door.
*/
if (W_EXIT(IN_ROOM(ch), dir)) {
send_to_char(ch, "There already is an exit to the %s.\r\n", dirs[dir]);
return;
}
/* Make sure that the builder has access to the zone he's linking to. */
zone = real_zone_by_thing(rvnum);
if (zone == NOWHERE) {
send_to_char(ch, "You cannot link to a non-existing zone!\r\n");
return;
}
if (!can_edit_zone(ch, zone)) {
send_to_char(ch, "You do not have permission to edit room #%d.\r\n", rvnum);
return;
}
/*
* Now we know the builder is allowed to make the link
*/
/* If the room doesn't exist, create it.*/
if (rrnum == NOWHERE) {
/*
* Give the descriptor an olc struct.
* This way we can let redit_save_internally handle the room adding.
*/
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
free(d->olc);
}
CREATE(d->olc, struct oasis_olc_data, 1);
OLC_ZNUM(d) = zone;
OLC_NUM(d) = rvnum;
CREATE(OLC_ROOM(d), struct room_data, 1);
/* Copy the room's name. */
if (*new_room_name)
OLC_ROOM(d)->name = strdup(new_room_name);
else
OLC_ROOM(d)->name = strdup("An unfinished room");
/* Copy the room's description.*/
OLC_ROOM(d)->description = strdup("You are in an unfinished room.\r\n");
OLC_ROOM(d)->zone = OLC_ZNUM(d);
OLC_ROOM(d)->number = NOWHERE;
/*
* Save the new room to memory.
* redit_save_internally handles adding the room in the right place, etc.
*/
redit_save_internally(d);
OLC_VAL(d) = 0;
send_to_char(ch, "New room (%d) created.\r\n", rvnum);
cleanup_olc(d, CLEANUP_STRUCTS);
/*
* update rrnum to the correct room rnum after adding the room
*/
rrnum = real_room(rvnum);
}
/*
* Now dig.
*/
CREATE(W_EXIT(IN_ROOM(ch), dir), struct room_direction_data, 1);
W_EXIT(IN_ROOM(ch), dir)->general_description = NULL;
W_EXIT(IN_ROOM(ch), dir)->keyword = NULL;
W_EXIT(IN_ROOM(ch), dir)->to_room = rrnum;
add_to_save_list(zone_table[world[IN_ROOM(ch)].zone].number, SL_WLD);
send_to_char(ch, "You make an exit %s to room %d (%s).\r\n",
dirs[dir], rvnum, world[rrnum].name);
/*
* check if we can dig from there to here.
*/
if (W_EXIT(rrnum, rev_dir[dir]))
send_to_char(ch, "Can not dig from %d to here. The target room already has an exit to the %s.\r\n",
rvnum, dirs[rev_dir[dir]]);
else {
CREATE(W_EXIT(rrnum, rev_dir[dir]), struct room_direction_data, 1);
W_EXIT(rrnum, rev_dir[dir])->general_description = NULL;
W_EXIT(rrnum, rev_dir[dir])->keyword = NULL;
W_EXIT(rrnum, rev_dir[dir])->to_room = IN_ROOM(ch);
add_to_save_list(zone_table[world[rrnum].zone].number, SL_WLD);
}
}
ACMD(do_room_copy)
{
struct room_data *room_src, *room_dst;
int room_num, j, buf_num;
zone_rnum dst_zone;
struct descriptor_data *dsc;
char buf[MAX_INPUT_LENGTH];
one_argument(argument, buf);
if (!*buf) {
send_to_char(ch, "Usage: rclone <target room>\r\n");
return;
}
if (real_room((buf_num = atoi(buf))) != NOWHERE) {
send_to_char(ch, "That room already exist!\r\n");
return;
}
if ((dst_zone = real_zone_by_thing(buf_num)) == NOWHERE) {
send_to_char(ch, "Sorry, there is no zone for that number!\r\n");
return;
}
if (!can_edit_zone(ch, dst_zone) ||
!can_edit_zone(ch, world[IN_ROOM(ch)].zone) ) {
send_to_char(ch, "You may only copy rooms within your designated zone(s)!\r\n");
return;
}
room_src = &world[IN_ROOM(ch)];
CREATE(room_dst, struct room_data, 1);
room_dst->zone = dst_zone;
/*
* Allocate space for all strings.
*/
send_to_char(ch, "Cloning room....\r\n");
room_dst->name = str_udup(world[IN_ROOM(ch)].name);
room_dst->description = str_udup(world[IN_ROOM(ch)].description);
room_dst->description = str_udup(world[IN_ROOM(ch)].description);
room_dst->number = buf_num;
/* sprintbitarray(world[IN_ROOM(ch)].room_flags, room_bits, RF_ARRAY_MAX, buf2);
room_dst->room_flags = buf2; */
/*
* Extra descriptions, if necessary.
*/
send_to_char(ch, "Cloning extra descriptions....\r\n");
if (world[IN_ROOM(ch)].ex_description) {
struct extra_descr_data *tdesc, *temp, *temp2;
CREATE(temp, struct extra_descr_data, 1);
room_dst->ex_description = temp;
for (tdesc = world[IN_ROOM(ch)].ex_description; tdesc; tdesc = tdesc->next) {
temp->keyword = strdup(tdesc->keyword);
temp->description = strdup(tdesc->description);
if (tdesc->next) {
CREATE(temp2, struct extra_descr_data, 1);
temp->next = temp2;
temp = temp2;
} else
temp->next = NULL;
}
}
/*
* Now save the room in the right place:
*/
send_to_char(ch, "Saving new room...\r\n");
if ((room_num = add_room(room_dst)) == NOWHERE) {
send_to_char(ch, "Something went wrong...\r\n");
log("SYSERR: do_room_copy: Something failed! (%d)", room_num);
return;
}
/* Idea contributed by C.Raehl 4/27/99 */
for (dsc = descriptor_list; dsc; dsc = dsc->next) {
if (dsc == ch->desc)
continue;
if (STATE(dsc) == CON_ZEDIT) {
for (j = 0; OLC_ZONE(dsc)->cmd[j].command != 'S'; j++)
switch (OLC_ZONE(dsc)->cmd[j].command) {
case 'O':
case 'M':
OLC_ZONE(dsc)->cmd[j].arg3 += (OLC_ZONE(dsc)->cmd[j].arg3 >= room_num);
break;
case 'D':
OLC_ZONE(dsc)->cmd[j].arg2 += (OLC_ZONE(dsc)->cmd[j].arg2 >= room_num);
/* Fall through */
case 'R':
OLC_ZONE(dsc)->cmd[j].arg1 += (OLC_ZONE(dsc)->cmd[j].arg1 >= room_num);
break;
}
} else if (STATE(dsc) == CON_REDIT) {
for (j = 0; j < NUM_OF_DIRS; j++)
if (OLC_ROOM(dsc)->dir_option[j])
if (OLC_ROOM(dsc)->dir_option[j]->to_room >= room_num)
OLC_ROOM(dsc)->dir_option[j]->to_room++;
}
}
add_to_save_list(real_zone_by_thing(atoi(buf)), SL_WLD);
redit_save_to_disk(real_zone_by_thing(atoi(buf)));
send_to_char(ch, "Room cloned to %d.\r\nAll Done.\r\n", buf_num);
}
/****************************************************************************
* BuildWalk - OasisOLC Extension by D. Tyler Barnes *
****************************************************************************/
/* For buildwalk. Finds the next free vnum in the zone */
room_vnum redit_find_new_vnum(zone_rnum zone)
{
room_vnum vnum = genolc_zone_bottom(zone);
room_rnum rnum = real_room(vnum);
if (rnum == NOWHERE)
return NOWHERE;
for(;;) {
if (vnum > zone_table[zone].top)
return(NOWHERE);
if (rnum > top_of_world || world[rnum].number > vnum)
break;
rnum++;
vnum++;
}
return(vnum);
}
int buildwalk(struct char_data *ch, int dir)
{
char buf[MAX_INPUT_LENGTH];
room_vnum vnum;
room_rnum rnum;
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_BUILDWALK) &&
GET_LEVEL(ch) >= LVL_BUILDER) {
get_char_colors(ch);
if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) {
send_to_char(ch, "You do not have build permissions in this zone.\r\n");
} else if ((vnum = redit_find_new_vnum(world[ch->in_room].zone)) == NOWHERE)
send_to_char(ch, "No free vnums are available in this zone!\r\n");
else {
struct descriptor_data *d = ch->desc;
/*
* Give the descriptor an olc struct.
* This way we can let redit_save_internally handle the room adding.
*/
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
free(d->olc);
}
CREATE(d->olc, struct oasis_olc_data, 1);
OLC_ZNUM(d) = world[IN_ROOM(ch)].zone;
OLC_NUM(d) = vnum;
CREATE(OLC_ROOM(d), struct room_data, 1);
OLC_ROOM(d)->name = strdup("New BuildWalk Room");
sprintf(buf, "This unfinished room was created by %s.\r\n", GET_NAME(ch));
OLC_ROOM(d)->description = strdup(buf);
OLC_ROOM(d)->zone = OLC_ZNUM(d);
OLC_ROOM(d)->number = NOWHERE;
/*
* Save the new room to memory.
* redit_save_internally handles adding the room in the right place, etc.
*/
redit_save_internally(d);
OLC_VAL(d) = 0;
/* Link rooms */
rnum = real_room(vnum);
CREATE(EXIT(ch, dir), struct room_direction_data, 1);
EXIT(ch, dir)->to_room = rnum;
CREATE(world[rnum].dir_option[rev_dir[dir]], struct room_direction_data, 1);
world[rnum].dir_option[rev_dir[dir]]->to_room = ch->in_room;
/* Report room creation to user */
send_to_char(ch, "%sRoom #%d created by BuildWalk.%s\r\n", yel, vnum, nrm);
cleanup_olc(d, CLEANUP_STRUCTS);
return (1);
}
}
return(0);
}