/**************************************************************************
* File: genwld.c Part of tbaMUD *
* Usage: Generic OLC Library - Rooms. *
* *
* By Levork. Copyright 1996 by Harvey Gilpin, 1997-2001 by George Greer. *
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "db.h"
#include "handler.h"
#include "comm.h"
#include "genolc.h"
#include "genwld.h"
#include "genzon.h"
#include "shop.h"
#include "dg_olc.h"
#include "mud_event.h"
/* This function will copy the strings so be sure you free your own copies of
* the description, title, and such. */
room_rnum add_room(struct room_data *room)
{
struct char_data *tch;
struct obj_data *tobj;
int j, found = FALSE;
room_rnum i;
if (room == NULL)
return NOWHERE;
if ((i = real_room(room->number)) != NOWHERE) {
if (SCRIPT(&world[i]))
extract_script(&world[i], WLD_TRIGGER);
tch = world[i].people;
tobj = world[i].contents;
copy_room(&world[i], room);
world[i].people = tch;
world[i].contents = tobj;
add_to_save_list(zone_table[room->zone].number, SL_WLD);
log("GenOLC: add_room: Updated existing room #%d.", room->number);
return i;
}
RECREATE(world, struct room_data, top_of_world + 2);
top_of_world++;
for (i = top_of_world; i > 0; i--) {
if (room->number > world[i - 1].number) {
world[i] = *room;
copy_room_strings(&world[i], room);
found = i;
break;
} else {
/* Copy the room over now. */
world[i] = world[i - 1];
update_wait_events(&world[i], &world[i-1]);
/* People in this room must have their in_rooms moved up one. */
for (tch = world[i].people; tch; tch = tch->next_in_room)
IN_ROOM(tch) += (IN_ROOM(tch) != NOWHERE);
/* Move objects too. */
for (tobj = world[i].contents; tobj; tobj = tobj->next_content)
IN_ROOM(tobj) += (IN_ROOM(tobj) != NOWHERE);
}
}
if (!found) {
world[0] = *room; /* Last place, in front. */
copy_room_strings(&world[0], room);
}
log("GenOLC: add_room: Added room %d at index #%d.", room->number, found);
/* found is equal to the array index where we added the room. */
/* Find what zone that room was in so we can update the loading table. */
for (i = room->zone; i <= top_of_zone_table; i++)
for (j = 0; ZCMD(i, j).command != 'S'; j++)
switch (ZCMD(i, j).command) {
case 'M':
case 'O':
case 'T':
case 'V':
ZCMD(i, j).arg3 += (ZCMD(i, j).arg3 != NOWHERE && ZCMD(i, j).arg3 >= found);
break;
case 'D':
case 'R':
ZCMD(i, j).arg1 += (ZCMD(i, j).arg1 != NOWHERE && ZCMD(i, j).arg1 >= found);
case 'G':
case 'P':
case 'E':
case '*':
/* Known zone entries we don't care about. */
break;
default:
mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: add_room: Unknown zone entry found!");
}
/* Update the loadroom table. Adds 1 or 0. */
r_mortal_start_room += (r_mortal_start_room >= found);
r_immort_start_room += (r_immort_start_room >= found);
r_frozen_start_room += (r_frozen_start_room >= found);
/* Update world exits. */
i = top_of_world + 1;
do {
i--;
for (j = 0; j < DIR_COUNT; j++)
if (W_EXIT(i, j) && W_EXIT(i, j)->to_room != NOWHERE)
W_EXIT(i, j)->to_room += (W_EXIT(i, j)->to_room >= found);
} while (i > 0);
add_to_save_list(zone_table[room->zone].number, SL_WLD);
/* Return what array entry we placed the new room in. */
return found;
}
int delete_room(room_rnum rnum)
{
room_rnum i;
int j;
struct char_data *ppl, *next_ppl;
struct obj_data *obj, *next_obj;
struct room_data *room;
if (rnum <= 0 || rnum > top_of_world) /* Can't delete void yet. */
return FALSE;
room = &world[rnum];
add_to_save_list(zone_table[room->zone].number, SL_WLD);
/* This is something you might want to read about in the logs. */
log("GenOLC: delete_room: Deleting room #%d (%s).", room->number, room->name);
if (r_mortal_start_room == rnum) {
log("WARNING: GenOLC: delete_room: Deleting mortal start room!");
r_mortal_start_room = 0; /* The Void */
}
if (r_immort_start_room == rnum) {
log("WARNING: GenOLC: delete_room: Deleting immortal start room!");
r_immort_start_room = 0; /* The Void */
}
if (r_frozen_start_room == rnum) {
log("WARNING: GenOLC: delete_room: Deleting frozen start room!");
r_frozen_start_room = 0; /* The Void */
}
/* Dump the contents of this room into the Void. We could also just extract
* the people, mobs, and objects here. */
for (obj = world[rnum].contents; obj; obj = next_obj) {
next_obj = obj->next_content;
obj_from_room(obj);
obj_to_room(obj, 0);
}
for (ppl = world[rnum].people; ppl; ppl = next_ppl) {
next_ppl = ppl->next_in_room;
char_from_room(ppl);
char_to_room(ppl, 0);
}
free_room_strings(room);
if (SCRIPT(room))
extract_script(room, WLD_TRIGGER);
free_proto_script(room, WLD_TRIGGER);
if (room->events != NULL) {
if (room->events->iSize > 0) {
struct event * pEvent;
while ((pEvent = simple_list(room->events)) != NULL)
event_cancel(pEvent);
}
free_list(room->events);
room->events = NULL;
}
/* Change any exit going to this room to go the void. Also fix all the exits
* pointing to rooms above this. */
i = top_of_world + 1;
do {
i--;
for (j = 0; j < DIR_COUNT; j++) {
if (W_EXIT(i, j) == NULL)
continue;
else if (W_EXIT(i, j)->to_room > rnum)
W_EXIT(i, j)->to_room -= (W_EXIT(i, j)->to_room != NOWHERE); /* with unsigned NOWHERE > any rnum */
else if (W_EXIT(i, j)->to_room == rnum) {
if ((!W_EXIT(i, j)->keyword || !*W_EXIT(i, j)->keyword) &&
(!W_EXIT(i, j)->general_description || !*W_EXIT(i, j)->general_description)) {
/* no description, remove exit completely */
if (W_EXIT(i, j)->keyword)
free(W_EXIT(i, j)->keyword);
if (W_EXIT(i, j)->general_description)
free(W_EXIT(i, j)->general_description);
free(W_EXIT(i, j));
W_EXIT(i, j) = NULL;
} else {
/* description is set, just point to nowhere */
W_EXIT(i, j)->to_room = NOWHERE;
}
}
}
} while (i > 0);
/* Find what zone that room was in so we can update the loading table. */
for (i = 0; i <= top_of_zone_table; i++)
for (j = 0; ZCMD(i , j).command != 'S'; j++)
switch (ZCMD(i, j).command) {
case 'M':
case 'O':
case 'T':
case 'V':
if (ZCMD(i, j).arg3 == rnum)
ZCMD(i, j).command = '*'; /* Cancel command. */
else if (ZCMD(i, j).arg3 > rnum)
ZCMD(i, j).arg3 -= (ZCMD(i, j).arg3 != NOWHERE); /* with unsigned NOWHERE > any rnum */
break;
case 'D':
case 'R':
if (ZCMD(i, j).arg1 == rnum)
ZCMD(i, j).command = '*'; /* Cancel command. */
else if (ZCMD(i, j).arg1 > rnum)
ZCMD(i, j).arg1 -= (ZCMD(i, j).arg1 != NOWHERE); /* with unsigned NOWHERE > any rnum */
case 'G':
case 'P':
case 'E':
case '*':
/* Known zone entries we don't care about. */
break;
default:
mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: delete_room: Unknown zone entry found!");
}
/* Remove this room from all shop lists. */
for (i = 0; i <= top_shop; i++) {
for (j = 0;SHOP_ROOM(i, j) != NOWHERE;j++) {
if (SHOP_ROOM(i, j) == world[rnum].number)
SHOP_ROOM(i, j) = 0; /* set to the void */
}
}
/* Now we actually move the rooms down. */
for (i = rnum; i < top_of_world; i++) {
world[i] = world[i + 1];
update_wait_events(&world[i], &world[i+1]);
for (ppl = world[i].people; ppl; ppl = ppl->next_in_room)
IN_ROOM(ppl) -= (IN_ROOM(ppl) != NOWHERE); /* Redundant check? */
for (obj = world[i].contents; obj; obj = obj->next_content)
IN_ROOM(obj) -= (IN_ROOM(obj) != NOWHERE); /* Redundant check? */
}
top_of_world--;
RECREATE(world, struct room_data, top_of_world + 1);
return TRUE;
}
int save_rooms(zone_rnum rzone)
{
int i;
struct room_data *room;
FILE *sf;
char filename[128];
char buf[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
#if CIRCLE_UNSIGNED_INDEX
if (rzone == NOWHERE || rzone > top_of_zone_table) {
#else
if (rzone < 0 || rzone > top_of_zone_table) {
#endif
log("SYSERR: GenOLC: save_rooms: Invalid zone number %d passed! (0-%d)", rzone, top_of_zone_table);
return FALSE;
}
log("GenOLC: save_rooms: Saving rooms in zone #%d (%d-%d).",
zone_table[rzone].number, genolc_zone_bottom(rzone), zone_table[rzone].top);
snprintf(filename, sizeof(filename), "%s/%d.new", WLD_PREFIX, zone_table[rzone].number);
if (!(sf = fopen(filename, "w"))) {
perror("SYSERR: save_rooms");
return FALSE;
}
for (i = genolc_zone_bottom(rzone); i <= zone_table[rzone].top; i++) {
room_rnum rnum;
if ((rnum = real_room(i)) != NOWHERE) {
int j;
room = (world + rnum);
/* Copy the description and strip off trailing newlines. */
strncpy(buf, room->description ? room->description : "Empty room.", sizeof(buf)-1 );
strip_cr(buf);
/* Save the numeric and string section of the file. */
sprintf(buf2, "#%d\n"
"%s%c\n"
"%s%c\n"
"%d %d %d %d %d %d\n",
room->number,
room->name ? room->name : "Untitled", STRING_TERMINATOR,
buf, STRING_TERMINATOR,
zone_table[room->zone].number, room->room_flags[0], room->room_flags[1], room->room_flags[2],
room->room_flags[3], room->sector_type
);
fprintf(sf, "%s", convert_from_tabs(buf2));
/* Now you write out the exits for the room. */
for (j = 0; j < DIR_COUNT; j++) {
if (R_EXIT(room, j)) {
int dflag;
if (R_EXIT(room, j)->general_description) {
strncpy(buf, R_EXIT(room, j)->general_description, sizeof(buf)-1);
strip_cr(buf);
} else
*buf = '\0';
/* Figure out door flag. */
if (IS_SET(R_EXIT(room, j)->exit_info, EX_ISDOOR)) {
if (IS_SET(R_EXIT(room, j)->exit_info, EX_PICKPROOF))
dflag = 2;
else
dflag = 1;
if (IS_SET(R_EXIT(room, j)->exit_info, EX_HIDDEN))
dflag += 2;
} else
dflag = 0;
if (R_EXIT(room, j)->keyword)
strncpy(buf1, R_EXIT(room, j)->keyword, sizeof(buf1)-1 );
else
*buf1 = '\0';
/* Now write the exit to the file. */
fprintf(sf, "D%d\n"
"%s~\n"
"%s~\n"
"%d %d %d\n", j, buf, buf1, dflag,
R_EXIT(room, j)->key != NOTHING ? R_EXIT(room, j)->key : -1,
R_EXIT(room, j)->to_room != NOWHERE ? world[R_EXIT(room, j)->to_room].number : -1);
}
}
if (room->ex_description) {
struct extra_descr_data *xdesc;
for (xdesc = room->ex_description; xdesc; xdesc = xdesc->next) {
strncpy(buf, xdesc->description, sizeof(buf));
strip_cr(buf);
fprintf(sf, "E\n"
"%s~\n"
"%s~\n", xdesc->keyword, buf);
}
}
fprintf(sf, "S\n");
script_save_to_disk(sf, room, WLD_TRIGGER);
}
}
/* Write the final line and close it. */
fprintf(sf, "$~\n");
fclose(sf);
/* Old file we're replacing. */
snprintf(buf, sizeof(buf), "%s/%d.wld", WLD_PREFIX, zone_table[rzone].number);
remove(buf);
rename(filename, buf);
if (in_save_list(zone_table[rzone].number, SL_WLD))
remove_from_save_list(zone_table[rzone].number, SL_WLD);
return TRUE;
}
int copy_room(struct room_data *to, struct room_data *from)
{
free_room_strings(to);
*to = *from;
copy_room_strings(to, from);
to->events = from->events;
/* Don't put people and objects in two locations. Should this be done here? */
from->people = NULL;
from->contents = NULL;
from->events = NULL;
return TRUE;
}
/* Copy strings over so bad things don't happen. We do not free the existing
* strings here because copy_room() did a shallow copy previously and we'd be
* freeing the very strings we're copying. If this function is used elsewhere,
* be sure to free_room_strings() the 'dest' room first. */
int copy_room_strings(struct room_data *dest, struct room_data *source)
{
int i;
if (dest == NULL || source == NULL) {
log("SYSERR: GenOLC: copy_room_strings: NULL values passed.");
return FALSE;
}
dest->description = str_udup(source->description);
dest->name = str_udup(source->name);
for (i = 0; i < DIR_COUNT; i++) {
if (!R_EXIT(source, i))
continue;
CREATE(R_EXIT(dest, i), struct room_direction_data, 1);
*R_EXIT(dest, i) = *R_EXIT(source, i);
if (R_EXIT(source, i)->general_description)
R_EXIT(dest, i)->general_description = strdup(R_EXIT(source, i)->general_description);
if (R_EXIT(source, i)->keyword)
R_EXIT(dest, i)->keyword = strdup(R_EXIT(source, i)->keyword);
}
if (source->ex_description)
copy_ex_descriptions(&dest->ex_description, source->ex_description);
return TRUE;
}
int free_room_strings(struct room_data *room)
{
int i;
/* Free descriptions. */
if (room->name)
free(room->name);
if (room->description)
free(room->description);
if (room->ex_description)
free_ex_descriptions(room->ex_description);
/* Free exits. */
for (i = 0; i < DIR_COUNT; i++) {
if (room->dir_option[i]) {
if (room->dir_option[i]->general_description)
free(room->dir_option[i]->general_description);
if (room->dir_option[i]->keyword)
free(room->dir_option[i]->keyword);
free(room->dir_option[i]);
room->dir_option[i] = NULL;
}
}
return TRUE;
}