/**************************************************************************
* File: oasis_copy.c Part of tbaMUD *
* Usage: Oasis OLC copying. *
* *
* By Levork. Copyright 1996 Harvey Gilpin. 1997-2001 George Greer. *
* 2002 Kip Potter [Mythran]. *
**************************************************************************/
#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 "shop.h"
#include "genshp.h"
#include "genolc.h"
#include "genzon.h"
#include "genwld.h"
#include "oasis.h"
#include "improved-edit.h"
#include "constants.h"
#include "dg_scripts.h"
/* Local, filescope function prototypes */
/* Utility function for buildwalk */
static room_vnum redit_find_new_vnum(zone_rnum zone);
/***********************************************************
* This function makes use of the high level OLC functions *
* to copy most types of mud objects. The type of data is *
* determined by the subcmd variable and the functions are *
* looked up in a table. *
***********************************************************/
ACMD(do_oasis_copy)
{
int i, src_vnum, src_rnum, dst_vnum, dst_rnum;
char buf1[MAX_INPUT_LENGTH];
char buf2[MAX_INPUT_LENGTH];
struct descriptor_data *d;
struct {
int con_type;
IDXTYPE (*binary_search)(IDXTYPE vnum);
void (*save_func)(struct descriptor_data *d);
void (*setup_existing)(struct descriptor_data *d, int rnum);
const char *command;
const char *text;
} oasis_copy_info[] = {
{ CON_REDIT, real_room, redit_save_internally, redit_setup_existing, "rcopy", "room" },
{ CON_OEDIT, real_object, oedit_save_internally, oedit_setup_existing, "ocopy", "object" },
{ CON_MEDIT, real_mobile, medit_save_internally, medit_setup_existing, "mcopy", "mobile" },
{ CON_SEDIT, real_shop, sedit_save_internally, sedit_setup_existing, "scopy", "shop" },
{ CON_TRIGEDIT, real_trigger, trigedit_save, trigedit_setup_existing, "tcopy", "trigger" },
{ -1, NULL, NULL, NULL, "\n", "\n" }
};
/* Find the given connection type in the table (passed in subcmd). */
for (i = 0; *(oasis_copy_info[i].text) != '\n'; i++)
if (subcmd == oasis_copy_info[i].con_type)
break;
/* If not found, we don't support copying that type of data. */
if (*(oasis_copy_info[i].text) == '\n')
return;
/* No copying as a mob or while being forced. */
if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING)
return;
/* We need two arguments. */
two_arguments(argument, buf1, buf2);
/* Both arguments are required and they must be numeric. */
if (!*buf2 || !is_number(buf1) || !is_number(buf2)) {
send_to_char(ch, "Syntax: %s <source vnum> <target vnum>\r\n", oasis_copy_info[i].command);
return;
}
/* We can't copy non-existing data. */
/* Note: the source data can be in any zone. It's not restricted */
/* to the builder's designated OLC zone. */
src_vnum = atoi(buf1);
src_rnum = (*oasis_copy_info[i].binary_search)(src_vnum);
if (src_rnum == NOWHERE) {
send_to_char(ch, "The source %s (#%d) does not exist.\r\n", oasis_copy_info[i].text, src_vnum);
return;
}
/* Don't copy if the target already exists. */
dst_vnum = atoi(buf2);
dst_rnum = (*oasis_copy_info[i].binary_search)(dst_vnum);
if (dst_rnum != NOWHERE) {
send_to_char(ch, "The target %s (#%d) already exists.\r\n", oasis_copy_info[i].text, dst_vnum);
return;
}
/* Check that whatever it is isn't already being edited. */
for (d = descriptor_list; d; d = d->next) {
if (STATE(d) == subcmd) {
if (d->olc && OLC_NUM(d) == dst_vnum) {
send_to_char(ch, "The target %s (#%d) is currently being edited by %s.\r\n",
oasis_copy_info[i].text, dst_vnum, GET_NAME(d->character));
return;
}
}
}
d = ch->desc;
/* Give the descriptor an OLC structure. */
if (d->olc) {
mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
free(d->olc);
}
/* Create the OLC structure. */
CREATE(d->olc, struct oasis_olc_data, 1);
/* Find the zone. */
if ((OLC_ZNUM(d) = real_zone_by_thing(dst_vnum)) == NOWHERE) {
send_to_char(ch, "Sorry, there is no zone for the given vnum (#%d)!\r\n", dst_vnum);
free(d->olc);
d->olc = NULL;
return;
}
/* Make sure the builder is allowed to modify the target zone. */
if (!can_edit_zone(ch, OLC_ZNUM(d))) {
send_cannot_edit(ch, zone_table[OLC_ZNUM(d)].number);
free(d->olc);
d->olc = NULL;
return;
}
/* We tell the OLC functions that we want to save to the target vnum. */
OLC_NUM(d) = dst_vnum;
/* Perform the copy. */
send_to_char(ch, "Copying %s: source: #%d, dest: #%d.\r\n", oasis_copy_info[i].text, src_vnum, dst_vnum);
(*oasis_copy_info[i].setup_existing)(d, src_rnum);
(*oasis_copy_info[i].save_func)(d);
/* Currently CLEANUP_ALL should be used for everything. */
cleanup_olc(d, CLEANUP_ALL);
send_to_char(ch, "Done.\r\n");
}
/* 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, "You cannot 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_ALL);
/* 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, "You cannot 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);
}
}
/* BuildWalk - OasisOLC Extension by D. Tyler Barnes. */
/* For buildwalk. Finds the next free vnum in the zone */
static 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 vnum;
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[IN_ROOM(ch)].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;
OLC_ROOM(d)->sector_type = GET_BUILDWALK_SECTOR(ch);
/* 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 = IN_ROOM(ch);
/* 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);
}