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