Beispiel #1
0
int find_first_step(sh_int src, sh_int target, int stay_zone)
{
  int curr_dir;
  sh_int curr_room;
  int src_zone = ((src - (src % 100)) / 100);
  int target_zone = ((target - (target % 100)) / 100);

  if (src < 0 || src > top_of_world || target < 0 || target > top_of_world) {
    stderr_log("Illegal value passed to find_first_step (graph.c)");
    return BFS_ERROR;
  }

  /* dez 19980805
   if ((src_zone != target_zone && stay_zone == 1) || stay_zone == 2) {
   return BFS_NO_PATH;
   }
   */
  if (src_zone != target_zone && stay_zone == 1) {
    return BFS_NO_PATH;
  }

  if (src == target) {
    return BFS_ALREADY_THERE;
  }

  /* clear marks first */
  for (curr_room = 0; curr_room <= top_of_world; curr_room++) {
    UNMARK(curr_room);
  }

  MARK(src);

  /* first, enqueue the first steps, saving which direction we're going. */
  for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) {
    if (VALID_EDGE(src, curr_dir)) {
      MARK(TOROOM(src, curr_dir));
      bfs_enqueue(TOROOM(src, curr_dir), curr_dir);
    }
  }
  /* now, do the classic BFS. */
  while (queue_head) {
    if (queue_head->room == target) {
      curr_dir = queue_head->dir;
      bfs_clear_queue();
      return curr_dir;
    } else {
      for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) {
        if (VALID_EDGE(queue_head->room, curr_dir)) {
          MARK(TOROOM(queue_head->room, curr_dir));
          bfs_enqueue(TOROOM(queue_head->room, curr_dir), queue_head->dir);
        }
      }
      bfs_dequeue();
    }
  }

  return BFS_NO_PATH;
}
Beispiel #2
0
int	VALID_EDGE(room_rnum x, int y)
{
	if (world[x].dir_option[y] == NULL || TOROOM(x, y) == NOWHERE)
		return 0;
	if (track_through_doors == FALSE && IS_CLOSED(x, y))
		return 0;
	if (ROOM_FLAGGED(TOROOM(x, y), ROOM_NOTRACK) || IS_MARKED(TOROOM(x, y)))
		return 0;

	return 1;
}
Beispiel #3
0
static int VALID_EDGE(room_rnum x, int y)
{
  if (world[x].dir_option[y] == NULL || TOROOM(x, y) == NOWHERE)
    return 0;
  if (CONFIG_TRACK_T_DOORS == FALSE && IS_CLOSED(x, y))
    return 0;
  if (ROOM_FLAGGED(TOROOM(x, y), ROOM_NOTRACK) || IS_MARKED(TOROOM(x, y)))
    return 0;

  return 1;
}
Beispiel #4
0
int VALID_EDGE(room_rnum x, int y, int edge_range, int through_doors)
{
	if (world[x]->dir_option[y] == NULL || TOROOM(x, y) == NOWHERE)
		return 0;

	// Попытка уползти в другую зону
	if (edge_range == EDGE_ZONE && (world[x]->zone != world[TOROOM(x, y)]->zone))
		return 0;

	if (through_doors == FALSE && IS_CLOSED(x, y))
		return 0;

	if (ROOM_FLAGGED(TOROOM(x, y), ROOM_NOTRACK) || IS_MARKED(TOROOM(x, y)))
		return 0;

	return 1;
}
Beispiel #5
0
/* 
 * find_first_step: given a source room and a target room, find the first
 * step on the shortest path from the source to the target.
 *
 * Intended usage: in mobile_activity, give a mob a dir to go if they're
 * tracking another mob or a PC.  Or, a 'track' skill for PCs.
 */
int	find_first_step(room_rnum src, room_rnum target)
{
	int curr_dir;
	room_rnum curr_room;

	if (src == NOWHERE || target == NOWHERE || src > top_of_world || target > top_of_world) {
		extended_mudlog(NRM, SYSL_BUGS, TRUE, "Illegal value %d or %d passed to find_first_step. (%s)", src, target, __FILE__);
		return (BFS_ERROR);
	}
	if (src == target)
		return (BFS_ALREADY_THERE);

	/* clear marks first, some OLC systems will save the mark. */
	for (curr_room = 0; curr_room <= top_of_world; curr_room++)
		UNMARK(curr_room);

	MARK(src);

	/* first, enqueue the first steps, saving which direction we're going. */
	for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++)
		if (VALID_EDGE(src, curr_dir)) {
			MARK(TOROOM(src, curr_dir));
			bfs_enqueue(TOROOM(src, curr_dir), curr_dir);
		}

	/* now, do the classic BFS. */
	while (queue_head) {
		if (queue_head->room == target) {
			curr_dir = queue_head->dir;
			bfs_clear_queue();
			return (curr_dir);
		} else {
			for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++)
	if (VALID_EDGE(queue_head->room, curr_dir)) {
		MARK(TOROOM(queue_head->room, curr_dir));
		bfs_enqueue(TOROOM(queue_head->room, curr_dir), queue_head->dir);
	}
			bfs_dequeue();
		}
	}

	return (BFS_NO_PATH);
}
Beispiel #6
0
/* should do sanity checks on vnums & remove invalid records */
void House_boot(void)
{
  struct house_control_rec temp_house;
  int real_house, real_atrium;
  FILE *fl;

  memset((char *)house_control,0,sizeof(struct house_control_rec)*MAX_HOUSES);

  if (!(fl = fopen(HCONTROL_FILE, "rb"))) {
    log("House control file does not exist.");
    return;
  }
  while (!feof(fl) && num_of_houses < MAX_HOUSES) {
    fread(&temp_house, sizeof(struct house_control_rec), 1, fl);

    if (feof(fl))
      break;

    if (get_name_by_id(temp_house.owner) == NULL)
      continue;			/* owner no longer exists -- skip */

    if ((real_house = real_room(temp_house.vnum)) < 0)
      continue;			/* this vnum doesn't exist -- skip */

    if ((find_house(temp_house.vnum)) >= 0)
      continue;			/* this vnum is already a hosue -- skip */

    if ((real_atrium = real_room(temp_house.atrium)) < 0)
      continue;			/* house doesn't have an atrium -- skip */

    if (temp_house.exit_num < 0 || temp_house.exit_num >= NUM_OF_DIRS)
      continue;			/* invalid exit num -- skip */

    if (TOROOM(real_house, temp_house.exit_num) != real_atrium)
      continue;			/* exit num mismatch -- skip */

    house_control[num_of_houses++] = temp_house;

    SET_BIT_AR(ROOM_FLAGS(real_house), ROOM_HOUSE);
    SET_BIT_AR(ROOM_FLAGS(real_house), ROOM_PRIVATE);
    SET_BIT_AR(ROOM_FLAGS(real_atrium), ROOM_ATRIUM);
    House_load(temp_house.vnum);
  }

  fclose(fl);
  House_save_control();
}
Beispiel #7
0
/*
 * find_first_step: given a source room and a target room, find the first
 * step on the shortest path from the source to the target.
 *
 * Intended usage: in mobile_activity, give a mob a dir to go if they're
 * tracking another mob or a PC.  Or, a 'track' skill for PCs.
 */
int find_first_step(room_rnum src, room_rnum target, CHAR_DATA * ch)
{

	int curr_dir, edge, through_doors;
	room_rnum curr_room, rnum_start = FIRST_ROOM, rnum_stop = top_of_world;

	if (src < FIRST_ROOM || src > top_of_world || target < FIRST_ROOM || target > top_of_world)
	{
		log("SYSERR: Illegal value %d or %d passed to find_first_step. (%s)", src, target, __FILE__);
		return (BFS_ERROR);
	}

	if (src == target)
		return (BFS_ALREADY_THERE);

	// clear marks first, some OLC systems will save the mark.
	if (IS_NPC(ch))
	{
		// Запрещаем искать мобам  в другой зоне ...
		if (world[src]->zone != world[target]->zone)
			return (BFS_ERROR);

		get_zone_rooms(world[src]->zone, &rnum_start, &rnum_stop);
		// Запрещаем мобам искать через двери ...
		through_doors = FALSE;
		edge = EDGE_ZONE;
	}
	else
	{
		// Игроки полноценно ищут в мире.
		through_doors = TRUE;
		edge = EDGE_WORLD;
	}

	for (curr_room = rnum_start; curr_room <= rnum_stop; curr_room++)
		UNMARK(curr_room);

	MARK(src);

	// переписано на вектор без реального очищения, чтобы не заниматься сотнями аллокаций памяти в секунду зря -- Krodo
	static std::vector<bfs_queue_struct> bfs_queue;
	static struct bfs_queue_struct temp_queue;

	// first, enqueue the first steps, saving which direction we're going.
	for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++)
		if (VALID_EDGE(src, curr_dir, edge, through_doors))
		{
			MARK(TOROOM(src, curr_dir));
			temp_queue.room = TOROOM(src, curr_dir);
			temp_queue.dir = curr_dir;
			bfs_queue.push_back(temp_queue);
		}
	// now, do the classic BFS.
	for (unsigned int i = 0; i < bfs_queue.size(); ++i)
	{
		if (bfs_queue[i].room == target)
		{
			curr_dir = bfs_queue[i].dir;
			bfs_queue.clear();
			return curr_dir;
		}
		else
		{
			for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++)
			{
				if (VALID_EDGE(bfs_queue[i].room, curr_dir, edge, through_doors))
				{
					MARK(TOROOM(bfs_queue[i].room, curr_dir));
					temp_queue.room = TOROOM(bfs_queue[i].room, curr_dir);
					temp_queue.dir = bfs_queue[i].dir;
					bfs_queue.push_back(temp_queue);
				}
			}
		}
	}
	bfs_queue.clear();
	sprintf(buf, "Mob (mob: %s vnum: %d) can't find path.", GET_NAME(ch), GET_MOB_VNUM(ch));
	mudlog(buf, NRM, -1, ERRLOG, TRUE);
	return (BFS_NO_PATH);
}
Beispiel #8
0
void hedit_parse(struct descriptor_data *d, char *arg)
{
	int i, j;

	if (OLC_MODE(d) > HEDIT_NUMERICAL_RESPONSE) {
		if (!isdigit(arg[0]) && ((*arg == '-') && (!isdigit(arg[1])))) {
			write_to_output(d, TRUE, "Field must be numerical, try again : ");
			return;
		}
	}
	switch (OLC_MODE(d)) {
/*-------------------------------------------------------------------*/
	case SEDIT_CONFIRM_SAVESTRING:
		switch (*arg) {
		case 'y':
		case 'Y':
			write_to_output(d, TRUE, "Saving house to memory.\r\n");
			hedit_save_internally(d);
			hedit_save_to_disk();
			extended_mudlog(BRF, SYSL_OLC, TRUE, "%s edits house %d.", GET_NAME(d->character), OLC_NUM(d));
			cleanup_olc(d, CLEANUP_STRUCTS);
			return;
		case 'n':
		case 'N':
			cleanup_olc(d, CLEANUP_ALL);
			return;
		default:
			write_to_output(d, TRUE, "Invalid choice!\r\nDo you wish to save the house? : ");
			return;
		}
		break;

/*-------------------------------------------------------------------*/
	case HEDIT_MAIN_MENU:
		i = 0;
		switch (*arg) {
		case 'q':
		case 'Q':
			if (OLC_VAL(d)) {		/* Anything been changed? */
				write_to_output(d, TRUE, "Do you wish to save the changes to the house? (y/n) : ");
				OLC_MODE(d) = HEDIT_CONFIRM_SAVESTRING;
			} else
				cleanup_olc(d, CLEANUP_ALL);
			return;
		case '0':
			OLC_MODE(d) = HEDIT_OWNER;
			write_to_output(d, TRUE, "Enter the name of the house owner : ");
			i--;
			return;
		case '1':
			OLC_MODE(d) = HEDIT_ATRIUM;
			write_to_output(d, TRUE, "Enter the room number of the atrium : ");
			i++;
			return;
		case '2':
			OLC_MODE(d) = HEDIT_EXIT;
			hedit_exits_menu(d);
			return;
		case '3':
			OLC_MODE(d) = HEDIT_MODE;
			hedit_modes_menu(d);
			return;
		case '4':
			OLC_MODE(d) = HEDIT_PRUNE_SAFE;
			hedit_prune_safe_menu(d);
			return;
		case '5':
			OLC_MODE(d) = HEDIT_COST;
			write_to_output(d, TRUE, "Enter the house cost : ");
			i++;
			return;
		case '6':
			OLC_MODE(d) = HEDIT_MAX_SECURE;
			write_to_output(d, TRUE, "Enter maximum number of secure containers : ");
			i++;
			return;
		case '7':
			OLC_MODE(d) = HEDIT_MAX_LOCKED;
			write_to_output(d, TRUE, "Enter maximum number of locked-down items : ");
			i++;
			return;
		case 'c':
		case 'C':
			hedit_owners_menu(d);
			return;
		case 'g':
		case 'G':
			hedit_guests_menu(d);
			return;
		case 'r':
		case 'R':
			hedit_rooms_menu(d);
			return;
		case 'd':
		case 'D':
			delete_house(d, OLC_NUM(d));
			cleanup_olc(d, CLEANUP_ALL);
			return;
		default:
			hedit_disp_menu(d);
			return;
		}

		if (i == 0)
			break;
		else if (i == 1)
			write_to_output(d, TRUE, "\r\nEnter new value : ");
		else if (i == -1)
			write_to_output(d, TRUE, "\r\nEnter new text :\r\n] ");
		else
			write_to_output(d, TRUE, "Oops...\r\n");
		return;
/*-------------------------------------------------------------------*/
	case HEDIT_ROOMS_MENU:
		switch (*arg) {
		case 'a':
		case 'A':
			write_to_output(d, TRUE, "\r\nEnter new room vnum number : ");
			OLC_MODE(d) = HEDIT_NEW_ROOM;
			return;
		case 'c':
		case 'C':
			hedit_compact_rooms_menu(d);
			return;
		case 'l':
		case 'L':
			hedit_rooms_menu(d);
			return;
		case 'd':
		case 'D':
			write_to_output(d, TRUE, "\r\nDelete which room? : ");
			OLC_MODE(d) = HEDIT_DELETE_ROOM;
			return;
		case 'q':
		case 'Q':
			break;
		}
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_COWNERS_MENU:
		switch (*arg) {
		case 'a':
		case 'A':
			write_to_output(d, TRUE, "\r\nEnter player name : ");
			OLC_MODE(d) = HEDIT_NEW_COWNER;
			return;
		case 'l':
		case 'L':
			hedit_owners_menu(d);
			return;
		case 'd':
		case 'D':
			write_to_output(d, TRUE, "\r\nDelete which co-owner? : ");
			OLC_MODE(d) = HEDIT_DELETE_COWNER;
			return;
		case 'q':
		case 'Q':
			break;
		}
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_GUESTS_MENU:
		switch (*arg) {
		case 'a':
		case 'A':
			write_to_output(d, TRUE, "\r\nEnter player name : ");
			OLC_MODE(d) = HEDIT_NEW_GUEST;
			return;
		case 'l':
		case 'L':
			hedit_guests_menu(d);
			return;
		case 'd':
		case 'D':
			write_to_output(d, TRUE, "\r\nDelete which guest? : ");
			OLC_MODE(d) = HEDIT_DELETE_GUEST;
			return;
		case 'q':
		case 'Q':
			break;
		}
		break;
/*-------------------------------------------------------------------*/
		/*
		 * Numerical responses.
		 */
/*-------------------------------------------------------------------*/
	case HEDIT_OWNER:
		if ((i = get_id_by_name(arg)) == NOBODY) {
			write_to_output(d, TRUE, "No such player, try again : ");
			return;
		}
		H_OWNER(OLC_HOUSE(d)) = i;
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_ATRIUM:
		if ((i = real_room(atoi(arg))) == NOWHERE) {
			write_to_output(d, TRUE, "No such room, try again : ");
			return;
		}
		if ((find_house(atoi(arg))) != NOWHERE) {
			write_to_output(d, TRUE, "That's a house room, try again : ");
			return;
		}
		H_ATRIUM(OLC_HOUSE(d)) = atoi(arg);
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_EXIT:
		/* Check for a valid exit. */
		if (atoi(arg) < 0 || atoi(arg) >= NUM_OF_DIRS) {
			write_to_output(d, TRUE, "\r\n&RThat's not a valid exit.&n\r\n\r\n");
			hedit_exits_menu(d);
			return;
		}
		/* Make sure we have a start room (first in list). */
		if ((i = real_room(H_ROOM(OLC_HOUSE(d), 0))) == NOWHERE) {
			write_to_output(d, TRUE, "\r\n&RYou have to define the starting room first.&n\r\n\r\n");
			break;
		}
		/* Make sure we have an atrium. */
		if ((j = real_room(H_ATRIUM(OLC_HOUSE(d)))) == NOWHERE) {
			write_to_output(d, TRUE, "\r\n&RYou have to define the atrium room first.&n\r\n\r\n");
			break;
		}
		/* Check for a valid exit leading out from start room. */
		if (TOROOM(i, atoi(arg)) == NOWHERE) {
			write_to_output(d, TRUE, "\r\n&RThere is no exit %s from room %d.&n\r\n\r\n", dirs[atoi(arg)], H_ROOM(OLC_HOUSE(d), 0));
			hedit_exits_menu(d);
			return;
		}
		/* Check for a valid return exit from the atrium. */
		if (TOROOM(j, rev_dir[atoi(arg)]) != i) {
			write_to_output(d, TRUE, "\r\n&RThe returning exit %s does not come from the atrium %d.&n\r\n\r\n", dirs[rev_dir[atoi(arg)]], H_ATRIUM(OLC_HOUSE(d)));
			hedit_exits_menu(d);
			return;
		}
		H_EXIT(OLC_HOUSE(d)) = atoi(arg);
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_MODE:
		i = atoi(arg);
		if (i < 0 || i >= NUM_HOUSE_FLAGS) {
			write_to_output(d, TRUE, "\r\n&RThat's not a valid house type.&n\r\n\r\n");
			hedit_modes_menu(d);
			return;
		}
		H_MODE(OLC_HOUSE(d)) = i;
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_PRUNE_SAFE:
		i = atoi(arg);
		if (i < 0 || i > 1) {
			write_to_output(d, TRUE, "\r\n&RValid choices are 0 or 1.&n\r\n\r\n");
			hedit_prune_safe_menu(d);
			return;
		}
		H_PRUNE_SAFE(OLC_HOUSE(d)) = i;
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_COST:
		H_COST(OLC_HOUSE(d)) = atoi(arg);
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_MAX_SECURE:
		if ((i = atoi(arg)) > HOUSE_MAX_SECURES) {
			write_to_output(d, TRUE, "Valid ranges are 0-%d : ", HOUSE_MAX_SECURES);
			return;
		}
		H_MAX_SECURE(OLC_HOUSE(d)) = i;
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_MAX_LOCKED:
		if ((i = atoi(arg)) > HOUSE_MAX_LOCKS) {
			write_to_output(d, TRUE, "Valid ranges are 0-%d : ", HOUSE_MAX_LOCKS);
			return;
		}
		H_MAX_LOCKED(OLC_HOUSE(d)) = i;
		break;
/*-------------------------------------------------------------------*/
	case HEDIT_NEW_ROOM:
		if ((i = atoi(arg)) != -1)
			if ((i = real_room(i)) < 0) {
				write_to_output(d, TRUE, "That room does not exist, try again : ");
				return;
			}
		if (i >= 0)
			add_to_house_list(&(H_ROOMS(OLC_HOUSE(d))), atoi(arg));
		hedit_rooms_menu(d);
		return;
	case HEDIT_DELETE_ROOM:
		remove_from_house_list(&(H_ROOMS(OLC_HOUSE(d))), atoi(arg));
		hedit_rooms_menu(d);
		return;

/*-------------------------------------------------------------------*/
	case HEDIT_NEW_COWNER:
		if ((i = get_id_by_name(arg)) == NOBODY) {
			write_to_output(d, TRUE, "No such player, try again : ");
			return;
		}
		if (i == H_OWNER(OLC_HOUSE(d))) {
			write_to_output(d, TRUE, "That player already owns the house, try again : ");
			return;
		}
		for (j = 0; H_COWNER(OLC_HOUSE(d), j) != NOBODY; j++) {
			if (i == H_COWNER(OLC_HOUSE(d), j)) {
				write_to_output(d, TRUE, "That player has already been added, try again : ");
				return;
			}
		}
		for (j = 0; H_GUEST(OLC_HOUSE(d), j) != NOBODY; j++) {
			if (i == H_GUEST(OLC_HOUSE(d), j)) {
				write_to_output(d, TRUE, "That player is listed as a guest, try again : ");
				return;
			}
		}
		if (i >= 0)
			add_to_house_list(&(H_COWNERS(OLC_HOUSE(d))), i);
		hedit_owners_menu(d);
		return;
	case HEDIT_DELETE_COWNER:
		remove_from_house_list(&(H_COWNERS(OLC_HOUSE(d))), atoi(arg));
		hedit_owners_menu(d);
		return;
/*-------------------------------------------------------------------*/
	case HEDIT_NEW_GUEST:
		if ((i = get_id_by_name(arg)) == NOBODY) {
			write_to_output(d, TRUE, "No such player, try again : ");
			return;
		}
		if (i == H_OWNER(OLC_HOUSE(d))) {
			write_to_output(d, TRUE, "That player already owns the house, try again : ");
			return;
		}
		for (j = 0; H_COWNER(OLC_HOUSE(d), j) != NOBODY; j++) {
			if (i == H_COWNER(OLC_HOUSE(d), j)) {
				write_to_output(d, TRUE, "That player is a co-owner, try again : ");
				return;
			}
		}
		for (j = 0; H_GUEST(OLC_HOUSE(d), j) != NOBODY; j++) {
			if (i == H_GUEST(OLC_HOUSE(d), j)) {
				write_to_output(d, TRUE, "That player has already been added, try again : ");
				return;
			}
		}
		if (i >= 0)
			add_to_house_list(&(H_GUESTS(OLC_HOUSE(d))), i);
		hedit_guests_menu(d);
		return;
	case HEDIT_DELETE_GUEST:
		remove_from_house_list(&(H_GUESTS(OLC_HOUSE(d))), atoi(arg));
		hedit_guests_menu(d);
		return;
/*-------------------------------------------------------------------*/
	default:
		/*
		 * We should never get here.
		 */
		cleanup_olc(d, CLEANUP_ALL);
		extended_mudlog(NRM, SYSL_BUGS, TRUE, "OLC: hedit_parse(): Reached default case!");
		write_to_output(d, TRUE, "Oops...\r\n");
		break;
	}
/*-------------------------------------------------------------------*/

/*
 * END OF CASE 
 * If we get here, we have probably changed something, and now want to
 * return to main menu.  Use OLC_VAL as a 'has changed' flag.
 */
	OLC_VAL(d) = 1;
	hedit_disp_menu(d);
}
Beispiel #9
0
void hcontrol_build_house(struct char_data * ch, char *arg)
{
  char arg1[MAX_INPUT_LENGTH];
  struct house_control_rec temp_house;
  int virt_house, real_house, real_atrium, virt_atrium, exit_num;
  long owner;

  if (num_of_houses >= MAX_HOUSES) {
    send_to_char("Max houses already defined.\r\n", ch);
    return;
  }

  /* first arg: house's vnum */
  arg = one_argument(arg, arg1);
  if (!*arg1) {
    send_to_char(HCONTROL_FORMAT, ch);
    return;
  }
  virt_house = atoi(arg1);
  if ((real_house = real_room(virt_house)) < 0) {
    send_to_char("No such room exists.\r\n", ch);
    return;
  }
  if ((find_house(virt_house)) >= 0) {
    send_to_char("House already exists.\r\n", ch);
    return;
  }

  /* second arg: direction of house's exit */
  arg = one_argument(arg, arg1);
  if (!*arg1) {
    send_to_char(HCONTROL_FORMAT, ch);
    return;
  }
  if ((exit_num = search_block(arg1, dirs, FALSE)) < 0) {
    sprintf(buf, "'%s' is not a valid direction.\r\n", arg1);
    send_to_char(buf, ch);
    return;
  }
  if (TOROOM(real_house, exit_num) == NOWHERE) {
    sprintf(buf, "There is no exit %s from room %d.\r\n", dirs[exit_num],
	    virt_house);
    send_to_char(buf, ch);
    return;
  }

  real_atrium = TOROOM(real_house, exit_num);
  virt_atrium = world[real_atrium].number;

  if (TOROOM(real_atrium, rev_dir[exit_num]) != real_house) {
    send_to_char("A house's exit must be a two-way door.\r\n", ch);
    return;
  }

  /* third arg: player's name */
  arg = one_argument(arg, arg1);
  if (!*arg1) {
    send_to_char(HCONTROL_FORMAT, ch);
    return;
  }
  if ((owner = get_id_by_name(arg1)) < 0) {
    sprintf(buf, "Unknown player '%s'.\r\n", arg1);
    send_to_char(buf, ch);
    return;
  }

  temp_house.mode = HOUSE_PRIVATE;
  temp_house.vnum = virt_house;
  temp_house.atrium = virt_atrium;
  temp_house.exit_num = exit_num;
  temp_house.built_on = time(0);
  temp_house.last_payment = 0;
  temp_house.owner = owner;
  temp_house.num_of_guests = 0;

  house_control[num_of_houses++] = temp_house;

  SET_BIT_AR(ROOM_FLAGS(real_house), ROOM_HOUSE);
  SET_BIT_AR(ROOM_FLAGS(real_house), ROOM_PRIVATE);
  SET_BIT_AR(ROOM_FLAGS(real_atrium), ROOM_ATRIUM);
  House_crashsave(virt_house);

  send_to_char("House built.  Mazel tov!\r\n", ch);
  House_save_control();
}