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