Example #1
0
/* Extract an object from the world */
void extract_obj(struct obj_data * obj)
{
  struct obj_data *temp;

  if (obj->worn_by != NULL)
    if (unequip_char(obj->worn_by, obj->worn_on) != obj)
      log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
  if (obj->in_room != NOWHERE)
    obj_from_room(obj);
  else if (obj->carried_by)
    obj_from_char(obj);
  else if (obj->in_obj)
    obj_from_obj(obj);

  /* Get rid of the contents of the object, as well. */
  while (obj->contains)
    extract_obj(obj->contains);

  REMOVE_FROM_LIST(obj, object_list, next);

  if (GET_OBJ_RNUM(obj) >= 0)
    (obj_index[GET_OBJ_RNUM(obj)].number)--;

  if (SCRIPT(obj))
    extract_script(SCRIPT(obj));

  free_obj(obj);
}
Example #2
0
/* Save new/edited mob to memory. */
void medit_save_internally(struct descriptor_data *d)
{
  int i;
  mob_rnum new_rnum;
  struct descriptor_data *dsc;
  struct char_data *mob;

  i = (real_mobile(OLC_NUM(d)) == NOBODY);

  if ((new_rnum = add_mobile(OLC_MOB(d), OLC_NUM(d))) == NOBODY) {
    log("medit_save_internally: add_mobile failed.");
    return;
  }

  /* Update triggers and free old proto list */
  if (mob_proto[new_rnum].proto_script &&
      mob_proto[new_rnum].proto_script != OLC_SCRIPT(d))
    free_proto_script(&mob_proto[new_rnum], MOB_TRIGGER);

  mob_proto[new_rnum].proto_script = OLC_SCRIPT(d);

  /* this takes care of the mobs currently in-game */
  for (mob = character_list; mob; mob = mob->next) {
    if (GET_MOB_RNUM(mob) != new_rnum)
      continue;

    /* remove any old scripts */
    if (SCRIPT(mob))
      extract_script(mob, MOB_TRIGGER);

    free_proto_script(mob, MOB_TRIGGER);
    copy_proto_script(&mob_proto[new_rnum], mob, MOB_TRIGGER);
    assign_triggers(mob, MOB_TRIGGER);
  }
  /* end trigger update */

  if (!i)	/* Only renumber on new mobiles. */
    return;

  /* Update keepers in shops being edited and other mobs being edited. */
  for (dsc = descriptor_list; dsc; dsc = dsc->next) {
    if (STATE(dsc) == CON_SEDIT)
      S_KEEPER(OLC_SHOP(dsc)) += (S_KEEPER(OLC_SHOP(dsc)) != NOTHING && S_KEEPER(OLC_SHOP(dsc)) >= new_rnum);
    else if (STATE(dsc) == CON_MEDIT)
      GET_MOB_RNUM(OLC_MOB(dsc)) += (GET_MOB_RNUM(OLC_MOB(dsc)) != NOTHING && GET_MOB_RNUM(OLC_MOB(dsc)) >= new_rnum);
  }

  /* Update other people in zedit too. From: C.Raehl 4/27/99 */
  for (dsc = descriptor_list; dsc; dsc = dsc->next)
    if (STATE(dsc) == CON_ZEDIT)
      for (i = 0; OLC_ZONE(dsc)->cmd[i].command != 'S'; i++)
        if (OLC_ZONE(dsc)->cmd[i].command == 'M')
          if (OLC_ZONE(dsc)->cmd[i].arg1 >= new_rnum)
            OLC_ZONE(dsc)->cmd[i].arg1++;
}
Example #3
0
/* Extract an object from the world */
void extract_obj(struct obj_data *obj)
{
  struct char_data *ch, *next = NULL;
  struct obj_data *temp;

  if (obj->worn_by != NULL)
    if (unequip_char(obj->worn_by, obj->worn_on) != obj)
      log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
  if (IN_ROOM(obj) != NOWHERE)
    obj_from_room(obj);
  else if (obj->carried_by)
    obj_from_char(obj);
  else if (obj->in_obj)
    obj_from_obj(obj);

  if (OBJ_SAT_IN_BY(obj)){
    for (ch = OBJ_SAT_IN_BY(obj); OBJ_SAT_IN_BY(obj); ch = next){
      if (!NEXT_SITTING(ch))
        OBJ_SAT_IN_BY(obj) = NULL;
      else
        OBJ_SAT_IN_BY(obj) = (next = NEXT_SITTING(ch));
      SITTING(ch) = NULL;
      NEXT_SITTING(ch) = NULL;
    }
  }

  /* Get rid of the contents of the object, as well. */
  while (obj->contains)
    extract_obj(obj->contains);

  REMOVE_FROM_LIST(obj, object_list, next);

  if (GET_OBJ_RNUM(obj) != NOTHING)
    (obj_index[GET_OBJ_RNUM(obj)].number)--;

  if (SCRIPT(obj))
    extract_script(obj, OBJ_TRIGGER);

  if (obj->events != NULL) {
	  if (obj->events->iSize > 0) {
		struct event * pEvent;

		while ((pEvent = simple_list(obj->events)) != NULL)
		  event_cancel(pEvent);
	  }
	  free_list(obj->events);
    obj->events = NULL;
  }

  if (GET_OBJ_RNUM(obj) == NOTHING || obj->proto_script != obj_proto[GET_OBJ_RNUM(obj)].proto_script)
    free_proto_script(obj, OBJ_TRIGGER);

  free_obj(obj);
}
Example #4
0
/* copy an entire script from one holder (mob/obj/room) to another */
void script_copy(void *dst, void *src, int type)
{
	struct script_data *s_src = NULL;
	struct script_data *s_dst = NULL;
	trig_data *t_src, *t_dst;

	/* find the scripts of the source and destination */
	switch (type) {
	case MOB_TRIGGER:
		s_src = SCRIPT((struct char_data *)src);
		s_dst = SCRIPT((struct char_data *)dst);
		((struct char_data *)dst)->proto_script =
			((struct char_data *)src)->proto_script;
	 break;
	case OBJ_TRIGGER:
		s_src = SCRIPT((struct obj_data *)src);
		s_dst = SCRIPT((struct obj_data *)dst);
		((struct obj_data *)dst)->proto_script =
			((struct obj_data *)src)->proto_script;
		break;
	case WLD_TRIGGER:
		s_src = SCRIPT((struct room_data *)src);
		s_dst = SCRIPT((struct room_data *)dst);
		((struct room_data *)dst)->proto_script =
			((struct room_data *)src)->proto_script;
		break;
	default:
		mlog("SYSERR: Unknown type code sent to script_copy()!");
		break;
	}

	/*
	 * make sure the dst doesnt already have a script
	 * if it does, delete it
	 */
	if (s_dst) extract_script(s_dst);

	/* copy the scrip data */
	s_dst->types = s_src->types;
	t_src = TRIGGERS(s_src);
	while (t_src) {
		CREATE(t_dst, trig_data, 1);
		if (!TRIGGERS(s_dst)) TRIGGERS(s_dst) = t_dst;
		trig_data_copy(t_dst, t_src);
		t_dst = t_dst->next;
		t_src = t_src->next;
	}

}
Example #5
0
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char(struct char_data * ch)
{
  struct char_data *k, *temp;
  struct descriptor_data *t_desc;
  struct obj_data *obj;
  int i, freed = 0;
  //int j;

  extern struct char_data *combat_list;

  ACMD(do_return);

  void die_follower(struct char_data * ch);


  if (!IS_NPC(ch) && !ch->desc) {
    for (t_desc = descriptor_list; t_desc; t_desc = t_desc->next) {
      if (t_desc->original == ch) {
	do_return(t_desc->character, "", 0, 0);
      }
    }
  }

  if (ch->in_room == NOWHERE) {
    log("SYSERR: NOWHERE extracting char. (handler.c, extract_char)");
    exit(1);
  }

  if (ch->followers || ch->master) {
    die_follower(ch);
  }

  if (RIDING(ch) || RIDDEN_BY(ch))
   dismount_char(ch);

   REMOVE_BIT(PLR_FLAGS(ch), PLR_FISHING);

   REMOVE_BIT(PLR_FLAGS(ch), PLR_FISH_ON);

   REMOVE_BIT(PLR_FLAGS(ch), PLR_DIGGING);

   REMOVE_BIT(PLR_FLAGS(ch), PLR_DIG_ON);

   REMOVE_BIT(PLR_FLAGS(ch), PLR_FIRE_ON);

   REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);

   //REMOVE_BIT(PRF_FLAGS(ch), PRF_DISGUISE);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_MAGE);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_MONK);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_KNIGHT);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_CLERIC);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_BARD);
   //REMOVE_BIT(PLR_FLAGS(ch), PLR_BEGGAR);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_COURIER);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_BEAR);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_BIRD);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_WOLF);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_RABBIT);
   REMOVE_BIT(PLR_FLAGS(ch), PLR_CAT);

  /* Forget snooping, if applicable */
  if (ch->desc) {
    if (ch->desc->snooping) {
      ch->desc->snooping->snoop_by = NULL;
      ch->desc->snooping = NULL;
    }

    if (ch->desc->snoop_by) {
      SEND_TO_Q("Your victim is no longer among us.\r\n",
		ch->desc->snoop_by);
      ch->desc->snoop_by->snooping = NULL;
      ch->desc->snoop_by = NULL;
    }
  }

  /* transfer objects to room, if any */
  while (ch->carrying) {
    obj = ch->carrying;
    obj_from_char(obj);
    obj_to_room(obj, ch->in_room);
  }

  /* transfer equipment to room, if any */
  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i)) {
      obj_to_room(unequip_char(ch, i), ch->in_room);
    }
  }

  if (FIGHTING(ch)) {
    stop_fighting(ch);
  }

  for (k = combat_list; k; k = temp) {
    temp = k->next_fighting;
    if (FIGHTING(k) == ch) {
      stop_fighting(k);
    }
  }

  char_from_room(ch);

  /* pull the char from the list */
  REMOVE_FROM_LIST(ch, character_list, next);

  if (ch->desc && ch->desc->original) {
    do_return(ch, NULL, 0, 0);
  }

  if (!IS_NPC(ch)) {
    save_char(ch, NOWHERE);
    Crash_delete_crashfile(ch);
  } else {
    if (GET_MOB_RNUM(ch) > -1) {     /* if mobile */
      mob_index[GET_MOB_RNUM(ch)].number--;
    }
    clearMemory(ch);		/* Only NPC's can have memory */

    if (SCRIPT(ch)) {
      extract_script(SCRIPT(ch));
    }

    free_char(ch);
    freed = 1;
  }

  if (!freed && ch->desc != NULL) {
    STATE(ch->desc) = CON_MENU;
    SEND_TO_Q(MENU, ch->desc);
  } else {  /* if a player gets purged from within the game */
    if (ch->master || ch->followers)
      die_follower(ch);
    if (!freed) {
      free_char(ch);
    }
  }
}
Example #6
0
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char_final(struct char_data *ch)
{
  struct char_data *k, *temp;
  struct descriptor_data *d;
  struct obj_data *obj;
  int i;

  if (IN_ROOM(ch) == NOWHERE) {
    log("SYSERR: NOWHERE extracting char %s. (%s, extract_char_final)",
        GET_NAME(ch), __FILE__);
    exit(1);
  }

  /* We're booting the character of someone who has switched so first we need
   * to stuff them back into their own body.  This will set ch->desc we're
   * checking below this loop to the proper value. */
  if (!IS_NPC(ch) && !ch->desc) {
    for (d = descriptor_list; d; d = d->next)
      if (d->original == ch) {
	do_return(d->character, NULL, 0, 0);
        break;
      }
  }

  if (ch->desc) {
    /* This time we're extracting the body someone has switched into (not the
     * body of someone switching as above) so we need to put the switcher back
     * to their own body. If this body is not possessed, the owner won't have a
     * body after the removal so dump them to the main menu. */
    if (ch->desc->original)
      do_return(ch, NULL, 0, 0);
    else {
      /* Now we boot anybody trying to log in with the same character, to help
       * guard against duping.  CON_DISCONNECT is used to close a descriptor
       * without extracting the d->character associated with it, for being
       * link-dead, so we want CON_CLOSE to clean everything up. If we're
       * here, we know it's a player so no IS_NPC check required. */
      for (d = descriptor_list; d; d = d->next) {
        if (d == ch->desc)
          continue;
        if (d->character && GET_IDNUM(ch) == GET_IDNUM(d->character))
          STATE(d) = CON_CLOSE;
      }
      STATE(ch->desc) = CON_MENU;
      write_to_output(ch->desc, "%s", CONFIG_MENU);
    }
  }

  /* On with the character's assets... */
  if (ch->followers || ch->master)
    die_follower(ch);

  /* Check to see if we are grouped! */
  if (GROUP(ch))
    leave_group(ch);

  /* transfer objects to room, if any */
  while (ch->carrying) {
    obj = ch->carrying;
    obj_from_char(obj);
    obj_to_room(obj, IN_ROOM(ch));
  }

  /* transfer equipment to room, if any */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i))
      obj_to_room(unequip_char(ch, i), IN_ROOM(ch));

  if (FIGHTING(ch))
    stop_fighting(ch);

  for (k = combat_list; k; k = temp) {
    temp = k->next_fighting;
    if (FIGHTING(k) == ch)
      stop_fighting(k);
  }
  
  /* Whipe character from the memory of hunters and other intelligent NPCs... */
  for (temp = character_list; temp; temp = temp->next) {
    /* PCs can't use MEMORY, and don't use HUNTING() */
    if (!IS_NPC(temp))
      continue;
    /* If "temp" is hunting our extracted char, stop the hunt. */
    if (HUNTING(temp) == ch)
      HUNTING(temp) = NULL;
    /* If "temp" has allocated memory data and our ch is a PC, forget the 
     * extracted character (if he/she is remembered) */  
    if (!IS_NPC(ch) && GET_POS(ch) == POS_DEAD && MEMORY(temp))
      forget(temp, ch); /* forget() is safe to use without a check. */
  }

  char_from_room(ch);

  if (IS_NPC(ch)) {
    if (GET_MOB_RNUM(ch) != NOTHING)	/* prototyped */
      mob_index[GET_MOB_RNUM(ch)].number--;
    clearMemory(ch);

    if (SCRIPT(ch))
      extract_script(ch, MOB_TRIGGER);

    if (SCRIPT_MEM(ch))
      extract_script_mem(SCRIPT_MEM(ch));
  } else {
    save_char(ch);
    Crash_delete_crashfile(ch);
  }

  /* If there's a descriptor, they're in the menu now. */
  if (IS_NPC(ch) || !ch->desc)
    free_char(ch);
}
Example #7
0
void oedit_save_internally(struct descriptor_data *d)
{
  int i;
  obj_rnum robj_num;
  struct descriptor_data *dsc;
  struct obj_data *obj;

  i = (real_object(OLC_NUM(d)) == NOTHING);

  if ((robj_num = add_object(OLC_OBJ(d), OLC_NUM(d))) == NOTHING) {
    log("oedit_save_internally: add_object failed.");
    return;
  }

  /* Update triggers : */
  /* Free old proto list  */
  if (obj_proto[robj_num].proto_script &&
      obj_proto[robj_num].proto_script != OLC_SCRIPT(d)) 
    free_proto_script(&obj_proto[robj_num], OBJ_TRIGGER);   
  /* this will handle new instances of the object: */
  obj_proto[robj_num].proto_script = OLC_SCRIPT(d);

  /* this takes care of the objects currently in-game */
  for (obj = object_list; obj; obj = obj->next) {
    if (obj->item_number != robj_num)
      continue;
    /* remove any old scripts */
    if (SCRIPT(obj)) 
      extract_script(obj, OBJ_TRIGGER);

    free_proto_script(obj, OBJ_TRIGGER);
    copy_proto_script(&obj_proto[robj_num], obj, OBJ_TRIGGER);
    assign_triggers(obj, OBJ_TRIGGER);
  }
  /* end trigger update */

  if (!i)	/* If it's not a new object, don't renumber. */
    return;

  /*
   * Renumber produce in shops being edited.
   */
  for (dsc = descriptor_list; dsc; dsc = dsc->next)
    if (STATE(dsc) == CON_SEDIT)
      for (i = 0; S_PRODUCT(OLC_SHOP(dsc), i) != NOTHING; i++)
	if (S_PRODUCT(OLC_SHOP(dsc), i) >= robj_num)
	  S_PRODUCT(OLC_SHOP(dsc), i)++;


  /* Update other people in zedit too. From: C.Raehl 4/27/99 */
  for (dsc = descriptor_list; dsc; dsc = dsc->next)
    if (STATE(dsc) == CON_ZEDIT)
      for (i = 0; OLC_ZONE(dsc)->cmd[i].command != 'S'; i++)
        switch (OLC_ZONE(dsc)->cmd[i].command) {
          case 'P':
            OLC_ZONE(dsc)->cmd[i].arg3 += (OLC_ZONE(dsc)->cmd[i].arg3 >= robj_num);
            /* Fall through. */
          case 'E':
          case 'G':
          case 'O':
            OLC_ZONE(dsc)->cmd[i].arg1 += (OLC_ZONE(dsc)->cmd[i].arg1 >= robj_num);
            break;
          case 'R':
            OLC_ZONE(dsc)->cmd[i].arg2 += (OLC_ZONE(dsc)->cmd[i].arg2 >= robj_num);
            break;
          default:
          break;
        }
}
Example #8
0
/*
 * This function will copy the strings so be sure you free your own
 * copies of the description, title, and such.
 */
room_rnum add_room(struct room_data *room)
{
  struct char_data *tch;
  struct obj_data *tobj;
  int i, j, found = FALSE;

  if (room == NULL)
    return NOWHERE;

  if ((i = real_room(room->number)) != NOWHERE) {
    tch = world[i].people; 
    tobj = world[i].contents;
    copy_room(&world[i], room);
    world[i].people = tch;
    world[i].contents = tobj;
    add_to_save_list(zone_table[room->zone].number, SL_WLD);
    log("GenOLC: add_room: Updated existing room #%d.", room->number);
    return i;
  }

  RECREATE(world, struct room_data, top_of_world + 2);
  top_of_world++;

  for (i = top_of_world; i > 0; i--) {
    if (room->number > world[i - 1].number) {
      world[i] = *room;
      copy_room_strings(&world[i], room);
      found = i;
      break;
    } else {
      /* Copy the room over now. */
      world[i] = world[i - 1];

      /* People in this room must have their in_rooms moved up one. */
      for (tch = world[i].people; tch; tch = tch->next_in_room)
	IN_ROOM(tch) += (IN_ROOM(tch) != NOWHERE);

      /* Move objects too. */
      for (tobj = world[i].contents; tobj; tobj = tobj->next_content)
	IN_ROOM(tobj) += (IN_ROOM(tobj) != NOWHERE);
    }
  }
  if (!found) {
    world[0] = *room;	/* Last place, in front. */
    copy_room_strings(&world[0], room);
  }

  log("GenOLC: add_room: Added room %d at index #%d.", room->number, found);

  /* found is equal to the array index where we added the room. */

  /*
   * Find what zone that room was in so we can update the loading table.
   */
  for (i = room->zone; i <= top_of_zone_table; i++)
    for (j = 0; ZCMD(i, j).command != 'S'; j++)
      switch (ZCMD(i, j).command) {
      case 'M':
      case 'O':
      case 'T':
      case 'V':
	ZCMD(i, j).arg3 += (ZCMD(i, j).arg3 >= found);
	break;
      case 'D':
      case 'R':
	ZCMD(i, j).arg1 += (ZCMD(i, j).arg1 >= found);
      case 'G':
      case 'P':
      case 'E':
      case '*':
	/* Known zone entries we don't care about. */
        break;
      default:
        mudlog(BRF, LVL_DEITY, TRUE, "SYSERR: GenOLC: add_room: Unknown zone entry found!");
      }
      
  /*
   * Update the loadroom table. Adds 1 or 0.
   */
  r_mortal_start_room += (r_mortal_start_room >= found);
  r_immort_start_room += (r_immort_start_room >= found);
  r_frozen_start_room += (r_frozen_start_room >= found);
  r_newbie_start_room += (r_newbie_start_room >= found);
  r_sorin_start_room  += (r_sorin_start_room  >= found);
  /*
   * Update world exits & triggers.
   */
  for (i = top_of_world; i >= 0; i--) {
    /* exits */
    for (j = 0; j < NUM_OF_DIRS; j++)
      if (W_EXIT(i, j))
	W_EXIT(i, j)->to_room += (W_EXIT(i, j)->to_room >= found);

    /* TRIGGERS */
      if(SCRIPT(&world[i])) {
        extract_script(SCRIPT(&world[i]));
        SCRIPT(&world[i]) = NULL;
      }
      assign_triggers(&world[i], WLD_TRIGGER);
  }

  add_to_save_list(zone_table[room->zone].number, SL_WLD);

  /*
   * Return what array entry we placed the new room in.
   */
  return found;
}
Example #9
0
void oedit_parse(struct descriptor_data *d, char *arg)
{
  int number, max_val, min_val;
  char *oldtext = NULL;
  struct board_info *tmp;
  struct obj_data *obj;
  obj_rnum robj;

  switch (OLC_MODE(d)) {

  case OEDIT_CONFIRM_SAVESTRING:
    switch (*arg) {
    case 'y':
    case 'Y':
      oedit_save_internally(d);
      mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE, 
              "OLC: %s edits obj %d", GET_NAME(d->character), OLC_NUM(d));
      if (CONFIG_OLC_SAVE) {
      oedit_save_to_disk(real_zone_by_thing(OLC_NUM(d)));
      write_to_output(d, "Object saved to disk.\r\n");
      } else
      write_to_output(d, "Object saved to memory.\r\n");
      if (GET_OBJ_TYPE(OLC_OBJ(d)) == ITEM_BOARD) {
        if ((tmp=locate_board(GET_OBJ_VNUM(OLC_OBJ(d)))) != NULL) {
          save_board(tmp);
        } else {
          tmp = create_new_board(GET_OBJ_VNUM(OLC_OBJ(d)));
          BOARD_NEXT(tmp) = bboards;
          bboards = tmp;
        }
      }
      /* Fall through. */
    case 'n':
    case 'N':
      cleanup_olc(d, CLEANUP_ALL);
      return;
    case 'a': /* abort quit */
    case 'A': 
      oedit_disp_menu(d);
      return;
    default:
      write_to_output(d, "Invalid choice!\r\n");
      write_to_output(d, "Do you wish to save your changes? : \r\n");
      return;
    }

  case OEDIT_MAIN_MENU:
    /*
     * Throw us out to whichever edit mode based on user input.
     */
    switch (*arg) {
    case 'q':
    case 'Q':
      if (STATE(d) != CON_IEDIT) {
      if (OLC_VAL(d)) {	/* Something has been modified. */
        write_to_output(d, "Do you wish to save your changes? : ");
	OLC_MODE(d) = OEDIT_CONFIRM_SAVESTRING;
      } else
	cleanup_olc(d, CLEANUP_ALL);
      } else {
        send_to_char(d->character, "\r\nCommitting iedit changes.\r\n");
        obj = OLC_IOBJ(d);
        *obj = *(OLC_OBJ(d));
        GET_ID(obj) = max_obj_id++;
        /* find_obj helper */
        add_to_lookup_table(GET_ID(obj), (void *)obj);
        if (GET_OBJ_VNUM(obj) != NOTHING) {
          /* remove any old scripts */
          if (SCRIPT(obj)) {
            extract_script(obj, OBJ_TRIGGER);
            SCRIPT(obj) = NULL;
          }

          free_proto_script(obj, OBJ_TRIGGER);
          robj = real_object(GET_OBJ_VNUM(obj));
          copy_proto_script(&obj_proto[robj], obj, OBJ_TRIGGER);
          assign_triggers(obj, OBJ_TRIGGER);
        }
        SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_UNIQUE_SAVE);
  /* Xap - ought to save the old pointer, free after assignment I suppose */
        mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE,
               "OLC: %s iedit a unique #%d", GET_NAME(d->character), GET_OBJ_VNUM(obj));
        if (d->character) {
          REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING);
          STATE(d) = CON_PLAYING;
          act("$n stops using OLC.", TRUE, d->character, 0, 0, TO_ROOM);
        }
        free(d->olc);
        d->olc = NULL;
      }
      return;
    case '1':
      write_to_output(d, "Enter namelist : ");
      OLC_MODE(d) = OEDIT_EDIT_NAMELIST;
      break;
    case '2':
      write_to_output(d, "Enter short desc : ");
      OLC_MODE(d) = OEDIT_SHORTDESC;
      break;
    case '3':
      write_to_output(d, "Enter long desc :-\r\n| ");
      OLC_MODE(d) = OEDIT_LONGDESC;
      break;
    case '4':
      OLC_MODE(d) = OEDIT_ACTDESC;
      send_editor_help(d);
      write_to_output(d, "Enter action description:\r\n\r\n");
      if (OLC_OBJ(d)->action_description) {
	write_to_output(d, "%s", OLC_OBJ(d)->action_description);
	oldtext = strdup(OLC_OBJ(d)->action_description);
      }
      string_write(d, &OLC_OBJ(d)->action_description, MAX_MESSAGE_LENGTH, 0, oldtext);
      OLC_VAL(d) = 1;
      break;
    case '5':
      oedit_disp_type_menu(d);
      OLC_MODE(d) = OEDIT_TYPE;
      break;
    case '6':
      oedit_disp_extra_menu(d);
      OLC_MODE(d) = OEDIT_EXTRAS;
      break;
    case '7':
      oedit_disp_wear_menu(d);
      OLC_MODE(d) = OEDIT_WEAR;
      break;
    case '8':
      write_to_output(d, "Enter weight : ");
      OLC_MODE(d) = OEDIT_WEIGHT;
      break;
    case '9':
      write_to_output(d, "Enter cost : ");
      OLC_MODE(d) = OEDIT_COST;
      break;
    case 'a':
    case 'A':
      write_to_output(d, "Enter cost per day : ");
      OLC_MODE(d) = OEDIT_COSTPERDAY;
      break;
    case 'b':
    case 'B':
      write_to_output(d, "Enter timer : ");
      OLC_MODE(d) = OEDIT_TIMER;
      break;
    case 'c':
    case 'C':
      /*
       * Clear any old values  
       */
      GET_OBJ_VAL(OLC_OBJ(d), 0) = 0;
      GET_OBJ_VAL(OLC_OBJ(d), 1) = 0;
      GET_OBJ_VAL(OLC_OBJ(d), 2) = 0;
      GET_OBJ_VAL(OLC_OBJ(d), 3) = 0;
      OLC_VAL(d) = 1;
      oedit_disp_val1_menu(d);
      break;
    case 'd':
    case 'D':
      oedit_disp_prompt_apply_menu(d);
      break;
    case 'e':
    case 'E':
      /*
       * If extra descriptions don't exist.
       */
      if (OLC_OBJ(d)->ex_description == NULL) {
	CREATE(OLC_OBJ(d)->ex_description, struct extra_descr_data, 1);
	OLC_OBJ(d)->ex_description->next = NULL;
      }
      OLC_DESC(d) = OLC_OBJ(d)->ex_description;
      oedit_disp_extradesc_menu(d);
      break;
    case 'm':
    case 'M':
      write_to_output(d, "Enter new minimum level: ");
      OLC_MODE(d) = OEDIT_LEVEL;
      break;
    case 'p':
    case 'P':
      oedit_disp_perm_menu(d);
      OLC_MODE(d) = OEDIT_PERM;
      break;
    case 's':
    case 'S':
      if (STATE(d) != CON_IEDIT) {
      OLC_SCRIPT_EDIT_MODE(d) = SCRIPT_MAIN_MENU;
      dg_script_menu(d);
      } else {
        write_to_output(d, "\r\nScripts cannot be modified on individual objects.\r\nEnter choice : ");
      }
      return;
    default:
      oedit_disp_menu(d);
      break;
    }
    return;			/*
				 * end of OEDIT_MAIN_MENU 
				 */

  case OLC_SCRIPT_EDIT:
    if (dg_script_edit_parse(d, arg)) return;
    break;


  case OEDIT_EDIT_NAMELIST:
    if (!genolc_checkstring(d, arg))
      break;
    if (OLC_OBJ(d)->name)
      free(OLC_OBJ(d)->name);
    OLC_OBJ(d)->name = str_udup(arg);
    break;

  case OEDIT_SHORTDESC:
    if (!genolc_checkstring(d, arg))
      break;
    if (OLC_OBJ(d)->short_description)
      free(OLC_OBJ(d)->short_description);
    OLC_OBJ(d)->short_description = str_udup(arg);
    break;

  case OEDIT_LONGDESC:
    if (!genolc_checkstring(d, arg))
      break;
    if (OLC_OBJ(d)->description)
      free(OLC_OBJ(d)->description);
    OLC_OBJ(d)->description = str_udup(arg);
    break;

  case OEDIT_TYPE:
    number = atoi(arg);
    if ((number < 1) || (number >= NUM_ITEM_TYPES)) {
      write_to_output(d, "Invalid choice, try again : ");
      return;
    } else
      GET_OBJ_TYPE(OLC_OBJ(d)) = number;
    /* what's the boundschecking worth if we don't do this ? -- Welcor */
    GET_OBJ_VAL(OLC_OBJ(d), 0) = GET_OBJ_VAL(OLC_OBJ(d), 1) =
      GET_OBJ_VAL(OLC_OBJ(d), 2) = GET_OBJ_VAL(OLC_OBJ(d), 3) = 0;
    break;

  case OEDIT_EXTRAS:
    number = atoi(arg);
    if ((number < 0) || (number > NUM_ITEM_FLAGS)) {
      oedit_disp_extra_menu(d);
      return;
    } else if (number == 0)
      break;
    else {
      TOGGLE_BIT_AR(GET_OBJ_EXTRA(OLC_OBJ(d)), number - 1);
      oedit_disp_extra_menu(d);
      return;
    }

  case OEDIT_WEAR:
    number = atoi(arg);
    if ((number < 0) || (number > NUM_ITEM_WEARS)) {
      write_to_output(d, "That's not a valid choice!\r\n");
      oedit_disp_wear_menu(d);
      return;
    } else if (number == 0)	/* Quit. */
      break;
    else {
      TOGGLE_BIT_AR(GET_OBJ_WEAR(OLC_OBJ(d)), (number - 1));
      oedit_disp_wear_menu(d);
      return;
    }

  case OEDIT_WEIGHT:
    GET_OBJ_WEIGHT(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_WEIGHT);
    break;

  case OEDIT_COST:
    GET_OBJ_COST(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_COST);
    break;

  case OEDIT_COSTPERDAY:
    GET_OBJ_RENT(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_RENT);
    break;

  case OEDIT_TIMER:
    switch (GET_OBJ_TYPE(OLC_OBJ(d))) { 
      case ITEM_PORTAL: 
        GET_OBJ_TIMER(OLC_OBJ(d)) = LIMIT(atoi(arg), -1, MAX_OBJ_TIMER); 
        break; 
      default: 
        GET_OBJ_TIMER(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, MAX_OBJ_TIMER); 
        break; 
    } 
    break; 

  case OEDIT_LEVEL:
    GET_OBJ_LEVEL(OLC_OBJ(d)) = LIMIT(atoi(arg), 0, LVL_IMPL);
    break;

  case OEDIT_PERM:
    if ((number = atoi(arg)) == 0)
      break;
    if (number > 0 && number <= NUM_AFF_FLAGS) {
      /* Setting AFF_CHARM on objects like this is dangerous. */
      if (number != AFF_CHARM) {
        TOGGLE_BIT_AR(GET_OBJ_PERM(OLC_OBJ(d)), number);
      }
    } 
    oedit_disp_perm_menu(d);
    return;

  case OEDIT_VALUE_1:
    /*
     * Lucky, I don't need to check any of these for out of range values.
     * Hmm, I'm not so sure - Rv  
     */
    switch (GET_OBJ_TYPE(OLC_OBJ(d))) {
      case ITEM_WEAPON:
	GET_OBJ_VAL(OLC_OBJ(d), 0) = MIN(MAX(atoi(arg), -50), 50);
	break;
      case ITEM_CONTAINER:
        GET_OBJ_VAL(OLC_OBJ(d), 0) = LIMIT(atoi(arg), -1, MAX_CONTAINER_SIZE); 
        break;
      default:
    GET_OBJ_VAL(OLC_OBJ(d), 0) = atoi(arg);
    }
    /*
     * proceed to menu 2 
     */
    oedit_disp_val2_menu(d);
    return;
  case OEDIT_VALUE_2:
    /*
     * Here, I do need to check for out of range values.
     */
    number = atoi(arg);
    switch (GET_OBJ_TYPE(OLC_OBJ(d))) {
    case ITEM_SCROLL:
    case ITEM_POTION:
      if (number == 0 || number == -1)
	GET_OBJ_VAL(OLC_OBJ(d), 1) = -1;
      else
        GET_OBJ_VAL(OLC_OBJ(d), 1) = LIMIT(number, 1, NUM_SPELLS-1);
	oedit_disp_val3_menu(d);
      break;
    case ITEM_CONTAINER:
    case ITEM_VEHICLE:
    case ITEM_HATCH:
    case ITEM_WINDOW:
    case ITEM_PORTAL:
      /*
       * Needs some special handling since we are dealing with flag values
       * here.
       */
      if (number < 0 || number > 4)
	oedit_disp_container_flags_menu(d);
      else if (number != 0) {
        TOGGLE_BIT(GET_OBJ_VAL(OLC_OBJ(d), 1), 1 << (number - 1));
        OLC_VAL(d) = 1;
	oedit_disp_val2_menu(d);
      } else
	oedit_disp_val3_menu(d);
      break;
    case ITEM_WEAPON:
      GET_OBJ_VAL(OLC_OBJ(d), 1) = LIMIT(number, 1, MAX_WEAPON_NDICE); 
      oedit_disp_val3_menu(d);
      break;

    default:
      GET_OBJ_VAL(OLC_OBJ(d), 1) = number;
      oedit_disp_val3_menu(d);
    }
    return;

  case OEDIT_VALUE_3:
    number = atoi(arg);
    /*
     * Quick'n'easy error checking.
     */
    switch (GET_OBJ_TYPE(OLC_OBJ(d))) {
    case ITEM_SCROLL:
    case ITEM_POTION:
      if (number == 0 || number == -1) {
	GET_OBJ_VAL(OLC_OBJ(d), 2) = -1;
        oedit_disp_val4_menu(d);
	return;
      }
      min_val = 1;
      max_val = NUM_SPELLS - 1;
      break;
    case ITEM_WEAPON:
      min_val = 1;
      max_val = MAX_WEAPON_SDICE;
      break;
    case ITEM_WAND:
    case ITEM_STAFF:
      min_val = 0;
      max_val = 20;
      break;
    case ITEM_DRINKCON:
    case ITEM_FOUNTAIN:
      min_val = 0;
      max_val = NUM_LIQ_TYPES - 1;
      break;
    case ITEM_KEY:
      min_val = 0;
      max_val = 32099;
      break;
    default:
      min_val = -32000;
      max_val = 32000;
    }
    GET_OBJ_VAL(OLC_OBJ(d), 2) = LIMIT(number, min_val, max_val);
    oedit_disp_val4_menu(d);
    return;

  case OEDIT_VALUE_4:
    number = atoi(arg);
    switch (GET_OBJ_TYPE(OLC_OBJ(d))) {
    case ITEM_SCROLL:
    case ITEM_POTION:
      if (number == 0 || number == -1) {
        GET_OBJ_VAL(OLC_OBJ(d), 3) = -1;
        oedit_disp_menu(d);
        return;
      }
      min_val = 1;
      max_val = NUM_SPELLS - 1;
      break;
    case ITEM_WAND:
    case ITEM_STAFF:
      min_val = 1;
      max_val = NUM_SPELLS - 1;
      break;
    case ITEM_WEAPON:
      min_val = 0;
      max_val = NUM_ATTACK_TYPES - 1;
      break;
    default:
      min_val = -32000;
      max_val = 32000;
      break;
    }
    GET_OBJ_VAL(OLC_OBJ(d), 3) = LIMIT(number, min_val, max_val);
    break;

  case OEDIT_PROMPT_APPLY:
    if ((number = atoi(arg)) == 0)
      break;
    else if (number < 0 || number > MAX_OBJ_AFFECT) {
      oedit_disp_prompt_apply_menu(d);
      return;
    }
    OLC_VAL(d) = number - 1;
    OLC_MODE(d) = OEDIT_APPLY;
    oedit_disp_apply_menu(d);
    return;

  case OEDIT_APPLY:
    if ((number = atoi(arg)) == 0) {
      OLC_OBJ(d)->affected[OLC_VAL(d)].location = 0;
      OLC_OBJ(d)->affected[OLC_VAL(d)].modifier = 0;
      oedit_disp_prompt_apply_menu(d);
    } else if (number < 0 || number >= NUM_APPLIES)
      oedit_disp_apply_menu(d);
    else {
      int counter;

      /* add in check here if already applied.. deny builders another */
      if (GET_LEVEL(d->character) < LVL_IMPL) {
        for (counter = 0; counter < MAX_OBJ_AFFECT; counter++) {
          if (OLC_OBJ(d)->affected[counter].location == number) {
            write_to_output(d, "Object already has that apply.");
            return;
          }
        }
      }

      OLC_OBJ(d)->affected[OLC_VAL(d)].location = number;
      write_to_output(d, "Modifier : ");
      OLC_MODE(d) = OEDIT_APPLYMOD;
    }
    return;

  case OEDIT_APPLYMOD:
    OLC_OBJ(d)->affected[OLC_VAL(d)].modifier = atoi(arg);
    oedit_disp_prompt_apply_menu(d);
    return;

  case OEDIT_EXTRADESC_KEY:
    if (genolc_checkstring(d, arg)) {
      if (OLC_DESC(d)->keyword)
        free(OLC_DESC(d)->keyword);
      OLC_DESC(d)->keyword = str_udup(arg);
    }
    oedit_disp_extradesc_menu(d);
    return;

  case OEDIT_EXTRADESC_MENU:
    switch ((number = atoi(arg))) {
    case 0:
      if (!OLC_DESC(d)->keyword || !OLC_DESC(d)->description) {
        struct extra_descr_data *temp;

	if (OLC_DESC(d)->keyword)
	  free(OLC_DESC(d)->keyword);
	if (OLC_DESC(d)->description)
	  free(OLC_DESC(d)->description);

	/*
	 * Clean up pointers  
	 */
	REMOVE_FROM_LIST(OLC_DESC(d), OLC_OBJ(d)->ex_description, next);
	free(OLC_DESC(d));
	OLC_DESC(d) = NULL;
      }
    break;

    case 1:
      OLC_MODE(d) = OEDIT_EXTRADESC_KEY;
      write_to_output(d, "Enter keywords, separated by spaces :-\r\n| ");
      return;

    case 2:
      OLC_MODE(d) = OEDIT_EXTRADESC_DESCRIPTION;
      send_editor_help(d);
      write_to_output(d, "Enter the extra description:\r\n\r\n");
      if (OLC_DESC(d)->description) {
	write_to_output(d, "%s", OLC_DESC(d)->description);
	oldtext = strdup(OLC_DESC(d)->description);
      }
      string_write(d, &OLC_DESC(d)->description, MAX_MESSAGE_LENGTH, 0, oldtext);
      OLC_VAL(d) = 1;
      return;

    case 3:
      /*
       * Only go to the next description if this one is finished.
       */
      if (OLC_DESC(d)->keyword && OLC_DESC(d)->description) {
	struct extra_descr_data *new_extra;

	if (OLC_DESC(d)->next)
	  OLC_DESC(d) = OLC_DESC(d)->next;
	else {	/* Make new extra description and attach at end. */
	  CREATE(new_extra, struct extra_descr_data, 1);
	  OLC_DESC(d)->next = new_extra;
	  OLC_DESC(d) = OLC_DESC(d)->next;
	}
      }
      /*
       * No break - drop into default case.
       */
    default:
      oedit_disp_extradesc_menu(d);
      return;
    }
    break;
  default:
    mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: Reached default case in oedit_parse()!");
    write_to_output(d, "Oops...\r\n");
    break;
  }
Example #10
0
int delete_mobile(mob_rnum refpt)
{
  struct char_data *live_mob;
  struct char_data *proto;
  int counter, cmd_no;
  mob_vnum vnum;
  zone_rnum zone;

#if CIRCLE_UNSIGNED_INDEX
  if (refpt == NOBODY || refpt > top_of_mobt) {
#else
  if (refpt < 0 || refpt > top_of_mobt) {
#endif
    log("SYSERR: GenOLC: delete_mobile: Invalid rnum %d.", refpt);
    return NOBODY;
  }

  vnum = mob_index[refpt].vnum;
  proto = &mob_proto[refpt];
  
  extract_mobile_all(vnum);
  extract_char(proto);

  for (counter = refpt; counter < top_of_mobt; counter++) {
    mob_index[counter] = mob_index[counter + 1];
    mob_proto[counter] = mob_proto[counter + 1];
    mob_proto[counter].nr--;
  }

  top_of_mobt--;
  RECREATE(mob_index, struct index_data, top_of_mobt + 1);
  RECREATE(mob_proto, struct char_data, top_of_mobt + 1);

  /* Update live mobile rnums. */
  for (live_mob = character_list; live_mob; live_mob = live_mob->next)
    GET_MOB_RNUM(live_mob) -= (GET_MOB_RNUM(live_mob) >= refpt);

  /* Update zone table. */
  for (zone = 0; zone <= top_of_zone_table; zone++)
    for (cmd_no = 0; ZCMD(zone, cmd_no).command != 'S'; cmd_no++)
      if (ZCMD(zone, cmd_no).command == 'M'){
       if (ZCMD(zone, cmd_no).arg1 == refpt) {
        delete_zone_command(&zone_table[zone], cmd_no);
        } else
          ZCMD(zone, cmd_no).arg1 -= (ZCMD(zone, cmd_no).arg1 > refpt);
        }

  /* Update shop keepers. */
  if (shop_index)
    for (counter = 0; counter <= top_shop; counter++)
      SHOP_KEEPER(counter) -= (SHOP_KEEPER(counter) >= refpt);

  save_mobiles(real_zone_by_thing(vnum));

  return refpt;
}

int copy_mobile_strings(struct char_data *t, struct char_data *f)
{
  if (f->player.name)
    t->player.name = strdup(f->player.name);
  if (f->player.title)
    t->player.title = strdup(f->player.title);
  if (f->player.short_descr)
    t->player.short_descr = strdup(f->player.short_descr);
  if (f->player.long_descr)
    t->player.long_descr = strdup(f->player.long_descr);
  if (f->player.description)
    t->player.description = strdup(f->player.description);
  return TRUE;
}

int update_mobile_strings(struct char_data *t, struct char_data *f)
{
  if (f->player.name)
    t->player.name = f->player.name;
  if (f->player.title)
    t->player.title = f->player.title;
  if (f->player.short_descr)
    t->player.short_descr = f->player.short_descr;
  if (f->player.long_descr)
    t->player.long_descr = f->player.long_descr;
  if (f->player.description)
    t->player.description = f->player.description;
  return TRUE;
}

int free_mobile_strings(struct char_data *mob)
{
  if (mob->player.name)
    free(mob->player.name);
  if (mob->player.title)
    free(mob->player.title);
  if (mob->player.short_descr)
    free(mob->player.short_descr);
  if (mob->player.long_descr)
    free(mob->player.long_descr);
  if (mob->player.description)
    free(mob->player.description);
  return TRUE;
}

/* Free a mobile structure that has been edited. Take care of existing mobiles
 * and their mob_proto! */
int free_mobile(struct char_data *mob)
{
  mob_rnum i;

  if (mob == NULL)
    return FALSE;

  /* Non-prototyped mobile.  Also known as new mobiles. */
  if ((i = GET_MOB_RNUM(mob)) == NOBODY) {
    free_mobile_strings(mob);
    /* free script proto list */
    free_proto_script(mob, MOB_TRIGGER);
   } else {	/* Prototyped mobile. */
    if (mob->player.name && mob->player.name != mob_proto[i].player.name)
      free(mob->player.name);
    if (mob->player.title && mob->player.title != mob_proto[i].player.title)
      free(mob->player.title);
    if (mob->player.short_descr && mob->player.short_descr != mob_proto[i].player.short_descr)
      free(mob->player.short_descr);
    if (mob->player.long_descr && mob->player.long_descr != mob_proto[i].player.long_descr)
      free(mob->player.long_descr);
    if (mob->player.description && mob->player.description != mob_proto[i].player.description)
      free(mob->player.description);
    /* free script proto list if it's not the prototype */
    if (mob->proto_script && mob->proto_script != mob_proto[i].proto_script)
      free_proto_script(mob, MOB_TRIGGER);
  }
  while (mob->affected)
    affect_remove(mob, mob->affected);

  /* free any assigned scripts */
  if (SCRIPT(mob))
    extract_script(mob, MOB_TRIGGER);

  free(mob);
  return TRUE;
}
Example #11
0
int delete_room(room_rnum rnum)
{
  room_rnum i;
  int j;
  struct char_data *ppl, *next_ppl;
  struct obj_data *obj, *next_obj;
  struct room_data *room;

  if (rnum <= 0 || rnum > top_of_world)	/* Can't delete void yet. */
    return FALSE;

  room = &world[rnum];

  add_to_save_list(zone_table[room->zone].number, SL_WLD);

  /* remove from realnum lookup tree */
  htree_del(room_htree, room->number);

  /* This is something you might want to read about in the logs. */
  log("GenOLC: delete_room: Deleting room #%d (%s).", room->number, room->name);

  if (r_mortal_start_room == rnum) {
    log("WARNING: GenOLC: delete_room: Deleting mortal start room!");
    r_mortal_start_room = 0;	/* The Void */
  }
  if (r_immort_start_room == rnum) {
    log("WARNING: GenOLC: delete_room: Deleting immortal start room!");
    r_immort_start_room = 0;	/* The Void */
  }
  if (r_frozen_start_room == rnum) {
    log("WARNING: GenOLC: delete_room: Deleting frozen start room!");
    r_frozen_start_room = 0;	/* The Void */
  }

  /*
   * Dump the contents of this room into the Void.  We could also just
   * extract the people, mobs, and objects here.
   */
  for (obj = world[rnum].contents; obj; obj = next_obj) {
    next_obj = obj->next_content;
    obj_from_room(obj);
    obj_to_room(obj, 0);
  }
  for (ppl = world[rnum].people; ppl; ppl = next_ppl) {
    next_ppl = ppl->next_in_room;
    char_from_room(ppl);
    char_to_room(ppl, 0);
  }

  free_room_strings(room);
  if (SCRIPT(room))
    extract_script(room, WLD_TRIGGER);
  free_proto_script(room, WLD_TRIGGER);

  /*
   * Change any exit going to this room to go the void.
   * Also fix all the exits pointing to rooms above this.
   */
  i = top_of_world + 1;
  do {
    i--;
    for (j = 0; j < NUM_OF_DIRS; j++)
      if (W_EXIT(i, j) == NULL)
        continue;
      else if (W_EXIT(i, j)->to_room > rnum)
        W_EXIT(i, j)->to_room -= (W_EXIT(i, j)->to_room != NOWHERE); /* with unsigned NOWHERE > any rnum */
      else if (W_EXIT(i, j)->to_room == rnum) {
      	if ((!W_EXIT(i, j)->keyword || !*W_EXIT(i, j)->keyword) &&
      	    (!W_EXIT(i, j)->general_description || !*W_EXIT(i, j)->general_description)) {
          /* no description, remove exit completely */
          if (W_EXIT(i, j)->keyword)
            free(W_EXIT(i, j)->keyword);
          if (W_EXIT(i, j)->general_description)
            free(W_EXIT(i, j)->general_description);
          free(W_EXIT(i, j));
          W_EXIT(i, j) = NULL;
        } else { 
          /* description is set, just point to nowhere */
          W_EXIT(i, j)->to_room = NOWHERE;
        }
      }
  } while (i > 0);

  /*
   * Find what zone that room was in so we can update the loading table.
   */
  for (i = 0; i <= top_of_zone_table; i++)
    for (j = 0; ZCMD(i , j).command != 'S'; j++)
      switch (ZCMD(i, j).command) {
      case 'M':
      case 'O':
      case 'T':
      case 'V':
	if (ZCMD(i, j).arg3 == rnum)
	  ZCMD(i, j).command = '*';	/* Cancel command. */
	else if (ZCMD(i, j).arg3 > rnum)
	  ZCMD(i, j).arg3 -= (ZCMD(i, j).arg3 != NOWHERE); /* with unsigned NOWHERE > any rnum */
	break;
      case 'D':
      case 'R':
	if (ZCMD(i, j).arg1 == rnum)
	  ZCMD(i, j).command = '*';	/* Cancel command. */
	else if (ZCMD(i, j).arg1 > rnum)
	  ZCMD(i, j).arg1 -= (ZCMD(i, j).arg1 != NOWHERE); /* with unsigned NOWHERE > any rnum */
      case 'G':
      case 'P':
      case 'E':
      case '*':
        /* Known zone entries we don't care about. */
        break;
      default:
        mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: delete_room: Unknown zone entry found!");
      }

  /*
   * Remove this room from all shop lists.
   */
  {
    extern int top_shop;
    for (i = 0;i < top_shop;i++) {
      for (j = 0;SHOP_ROOM(i, j) != NOWHERE;j++) {
        if (SHOP_ROOM(i, j) == world[rnum].number)
          SHOP_ROOM(i, j) = 0; /* set to the void */
      }
    }
  }
  /*
   * Now we actually move the rooms down.
   */
  for (i = rnum; i < top_of_world; i++) {
    world[i] = world[i + 1];
    update_wait_events(&world[i], &world[i+1]);

    for (ppl = world[i].people; ppl; ppl = ppl->next_in_room)
      IN_ROOM(ppl) -= (IN_ROOM(ppl) != NOWHERE);	/* Redundant check? */

    for (obj = world[i].contents; obj; obj = obj->next_content)
      IN_ROOM(obj) -= (IN_ROOM(obj) != NOWHERE);	/* Redundant check? */
  }

  top_of_world--;
  RECREATE(world, struct room_data, top_of_world + 1);

  return TRUE;
}