コード例 #1
0
ファイル: genshp.c プロジェクト: ryantm/deimos-mud
int add_shop(struct shop_data *nshp)
{
  shop_rnum rshop;
  int found = 0;
  zone_rnum rznum = real_zone_by_thing(S_NUM(nshp));

  /*
   * The shop already exists, just update it.
   */
  if ((rshop = real_shop(S_NUM(nshp))) != NOWHERE) {
    free_shop_strings(&shop_index[rshop]);
    copy_shop(&shop_index[rshop], nshp);
    if (rznum != NOWHERE)
      add_to_save_list(zone_table[rznum].number, SL_SHP);
    else
      mudlog("SYSERR: GenOLC: Cannot determine shop zone.", BRF, LVL_BUILDER, TRUE);
    return rshop;
  }

  top_shop++;
  RECREATE(shop_index, struct shop_data, top_shop + 1);

  for (rshop = top_shop; rshop > 0; rshop--) {
    if (nshp->vnum > SHOP_NUM(rshop - 1)) {
      found = rshop;

      /* Make a "nofree" variant and remove these later. */
      shop_index[rshop].in_room = NULL;
      shop_index[rshop].producing = NULL;
      shop_index[rshop].type = NULL;

      copy_shop(&shop_index[rshop], nshp);
      break;
    }
    shop_index[rshop] = shop_index[rshop - 1];
  }

  if (!found) {
    /* Make a "nofree" variant and remove these later. */
    shop_index[rshop].in_room = NULL;
    shop_index[rshop].producing = NULL;
    shop_index[rshop].type = NULL;

    copy_shop(&shop_index[0], nshp);
  }

  if (rznum != NOWHERE)
    add_to_save_list(zone_table[rznum].number, SL_SHP);
  else
    mudlog("SYSERR: GenOLC: Cannot determine shop zone.", BRF, LVL_BUILDER, TRUE);

  return rshop;
}
コード例 #2
0
ファイル: genobj.c プロジェクト: ryantm/deimos-mud
obj_rnum add_object(struct obj_data *newobj, obj_vnum ovnum)
{
  int found = NOTHING;
  zone_rnum rznum = real_zone_by_thing(ovnum);

  /*
   * Write object to internal tables.
   */
  if ((newobj->item_number = real_object(ovnum)) != NOTHING) {
    copy_object(&obj_proto[newobj->item_number], newobj);
    update_objects(&obj_proto[newobj->item_number]);
    add_to_save_list(zone_table[rznum].number, SL_OBJ);
    return newobj->item_number;
  }

  found = insert_object(newobj, ovnum);
  adjust_objects(found);
  add_to_save_list(zone_table[rznum].number, SL_OBJ);
  return (found);
}
コード例 #3
0
ファイル: genmob.c プロジェクト: vedicveko/Aarait
int delete_mobile(mob_rnum refpt)
{
  struct char_data *live_mob;
  int vnum, counter, zone, cmd_no;

  if (refpt < 0 || refpt > top_of_mobt) {
    log("SYSERR: GenOLC: delete_mobile: Invalid rnum %d.", refpt);
    return FALSE;
  }

  vnum = mob_index[refpt].vnum;
  add_to_save_list(zone_table[real_zone_by_thing(vnum)].number, SL_MOB);
  extract_mobile_all(vnum);
  free_mobile_strings(&mob_proto[refpt]);

  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')
	ZCMD(zone, cmd_no).arg1 -= (ZCMD(zone, cmd_no).arg1 >= refpt);

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

  return TRUE;
}
コード例 #4
0
ファイル: genqst.c プロジェクト: mystickdreamer/tba365
int add_quest(struct aq_data *nqst)
{
  qst_rnum rnum;
  mob_rnum qmrnum;
  zone_rnum rznum = real_zone_by_thing(nqst->vnum);

  /* The quest already exists, just update it.  */
  if ((rnum = real_quest(nqst->vnum)) != NOWHERE) {
    copy_quest(&aquest_table[rnum], nqst, TRUE);
  } else {
    /* increase the number of quest table entries */
    total_quests++;
    RECREATE(aquest_table, struct aq_data, total_quests );
    /* Initialise top quest strings to null */
    QST_NAME(total_quests - 1) = NULL;
    QST_DESC(total_quests - 1) = NULL;
    QST_INFO(total_quests - 1) = NULL;
    QST_DONE(total_quests - 1) = NULL;
    QST_QUIT(total_quests - 1) = NULL;
    /* Now process enties from the top down to see where the new one goes */
    for (rnum = total_quests - 1; rnum > 0; rnum--) {
      if (nqst->vnum > QST_NUM(rnum - 1))
        break; //found the place
      aquest_table[rnum] = aquest_table[rnum - 1]; //shift quest up one
    }
    copy_quest(&aquest_table[rnum], nqst, FALSE);
  }
  qmrnum = real_mobile(QST_MASTER(rnum));
  /* Make sure we assign spec procs to the questmaster */
  if (qmrnum != NOBODY && mob_index[qmrnum].func &&
     mob_index[qmrnum].func != questmaster)
     QST_FUNC(rnum) = mob_index[qmrnum].func;
  if(qmrnum != NOBODY) 
    mob_index[qmrnum].func = questmaster;

  /* And make sure we save the updated quest information to disk */
  if (rznum != NOWHERE)
    add_to_save_list(zone_table[rznum].number, SL_QST);
  else
    mudlog(BRF, ADMLVL_BUILDER, TRUE,
           "SYSERR: GenOLC: Cannot determine quest zone.");

  return rnum;
}
コード例 #5
0
ファイル: genqst.c プロジェクト: mystickdreamer/tba365
int delete_quest(qst_rnum rnum)
{
  qst_rnum i;
  zone_rnum rznum;
  mob_vnum qm = QST_MASTER(rnum);
  SPECIAL (*tempfunc);
  int  quests_remaining = 0;

  if (rnum >= total_quests)
    return FALSE;
  rznum = real_zone_by_thing(QST_NUM(rnum)); 
  log("GenOLC: delete_quest: Deleting quest #%d (%s).",
       QST_NUM(rnum), QST_NAME(rnum));
  /* make a note of the quest master's secondary spec proc */
  tempfunc = QST_FUNC(rnum);


  free_quest_strings(&aquest_table[rnum]);
  for (i = rnum; i < total_quests - 1; i++) {
    aquest_table[i] = aquest_table[i + 1];
  }
  total_quests--;
  if (total_quests > 0)
    RECREATE(aquest_table, struct aq_data, total_quests);
  else {
    free(aquest_table);
    aquest_table = NULL; 
   }
  if (rznum != NOWHERE)
     add_to_save_list(zone_table[rznum].number, SL_QST);
  else
    mudlog(BRF, ADMLVL_BUILDER, TRUE,
           "SYSERR: GenOLC: Cannot determine quest zone.");
  /* does the questmaster mob have any quests left? */
  if (qm != NOBODY) {
    for (i = 0; i < total_quests; i++) {
      if (QST_MASTER(i) == qm)
        quests_remaining++;
    }
    if (quests_remaining == 0)
      mob_index[qm].func = tempfunc; // point back to original spec proc
  }
  return TRUE;
}
コード例 #6
0
ファイル: zedit.c プロジェクト: vedicveko/Aarait
/*
 * Save all the information in the player's temporary buffer back into
 * the current zone table.
 */
void zedit_save_internally(struct descriptor_data *d)
{
  int	mobloaded = FALSE,
	objloaded = FALSE,
	subcmd = 0,
	room_num = real_room(OLC_NUM(d));

  remove_room_zone_commands(OLC_ZNUM(d), room_num);

  /*
   * Now add all the entries in the players descriptor list  
   */
  for (subcmd = 0; MYCMD.command != 'S'; subcmd++) {
    add_cmd_to_list(&(zone_table[OLC_ZNUM(d)].cmd), &MYCMD, subcmd);

    /*
     * Since Circle does not keep track of what rooms the 'G', 'E', and
     * 'P' commands are exitted in, but OasisOLC groups zone commands
     * by rooms, this creates interesting problems when builders use these
     * commands without loading a mob or object first.  This fix prevents such
     * commands from being saved and 'wandering' through the zone command
     * list looking for mobs/objects to latch onto.
     * C.Raehl 4/27/99
     */
    switch (MYCMD.command) {
      case 'M':
        mobloaded = TRUE;
        break;
      case 'G':
      case 'E':
        if (mobloaded)
          break;
        SEND_TO_Q("Equip/Give command not saved since no mob was loaded first.\r\n", d);
        remove_cmd_from_list(&(OLC_ZONE(d)->cmd), subcmd);
        break;
      case 'O':
        objloaded = TRUE;
        break;
      case 'P':
        if (objloaded)
          break;
        SEND_TO_Q("Put command not saved since another object was not loaded first.\r\n", d);
        remove_cmd_from_list(&(OLC_ZONE(d)->cmd), subcmd);
        break;
      default:
        mobloaded = objloaded = FALSE;
        break;
    }
  }

  /*
   * Finally, if zone headers have been changed, copy over  
   */
  if (OLC_ZONE(d)->number) {
    free(zone_table[OLC_ZNUM(d)].name);
    zone_table[OLC_ZNUM(d)].name = str_dup(OLC_ZONE(d)->name);
    zone_table[OLC_ZNUM(d)].top = OLC_ZONE(d)->top;
    zone_table[OLC_ZNUM(d)].reset_mode = OLC_ZONE(d)->reset_mode;
    zone_table[OLC_ZNUM(d)].lifespan = OLC_ZONE(d)->lifespan;
  }
  add_to_save_list(zone_table[OLC_ZNUM(d)].number, SL_ZON);
}
コード例 #7
0
ファイル: genmob.c プロジェクト: vedicveko/Aarait
int add_mobile(struct char_data *mob, mob_vnum vnum)
{
  int rnum, i, found = FALSE, shop, cmd_no;
  zone_rnum zone;
  struct char_data *live_mob;

  if ((rnum = real_mobile(vnum)) != NOBODY) {
    /* Copy over the mobile and free() the old strings. */
    copy_mobile(&mob_proto[rnum], mob);

    /* Now re-point all existing mobile strings to here. */
    for (live_mob = character_list; live_mob; live_mob = live_mob->next)
      if (rnum == live_mob->nr)
        update_mobile_strings(live_mob, &mob_proto[rnum]);

    add_to_save_list(zone_table[real_zone_by_thing(vnum)].number, SL_MOB);
    log("GenOLC: add_mobile: Updated existing mobile #%d.", vnum);
    return TRUE;
  }

  RECREATE(mob_proto, struct char_data, top_of_mobt + 2);
  RECREATE(mob_index, struct index_data, top_of_mobt + 2);
  top_of_mobt++;

  for (i = top_of_mobt; i > 0; i--) {
    if (vnum > mob_index[i - 1].vnum) {
      mob_proto[i] = *mob;
      mob_proto[i].nr = i;
      copy_mobile_strings(mob_proto + i, mob);
      mob_index[i].vnum = vnum;
      mob_index[i].number = 0;
      mob_index[i].func = 0;
      found = i;
      break;
    }
    mob_index[i] = mob_index[i - 1];
    mob_proto[i] = mob_proto[i - 1];
    mob_proto[i].nr++;
  }
  if (!found) {
    mob_proto[0] = *mob;
    mob_proto[0].nr = 0;
    copy_mobile_strings(&mob_proto[0], mob);
    mob_index[0].vnum = vnum;
    mob_index[0].number = 0;
    mob_index[0].func = 0;
  }

  log("GenOLC: add_mobile: Added mobile %d at index #%d.", vnum, found);

#if CONFIG_GENOLC_MOBPROG
  GET_MPROG(OLC_MOB(d)) = OLC_MPROGL(d);
  GET_MPROG_TYPE(OLC_MOB(d)) = (OLC_MPROGL(d) ? OLC_MPROGL(d)->type : 0);
  while (OLC_MPROGL(d)) {
    GET_MPROG_TYPE(OLC_MOB(d)) |= OLC_MPROGL(d)->type;
    OLC_MPROGL(d) = OLC_MPROGL(d)->next;
  }
#endif

  /*
   * 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) >= found);

  /*
   * 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')
	ZCMD(zone, cmd_no).arg1 += (ZCMD(zone, cmd_no).arg1 >= found);

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

  add_to_save_list(zone_table[real_zone_by_thing(vnum)].number, SL_MOB);
  return found;
}
コード例 #8
0
ファイル: genzon.c プロジェクト: mysidia/circle31dgpy
zone_rnum create_new_zone(zone_vnum vzone_num, room_vnum bottom, room_vnum top, const char **error)
{
  FILE *fp;
  struct zone_data *zone;
  int i;
  zone_rnum rznum;
  char buf[MAX_STRING_LENGTH];

  if (vzone_num < 0) {
    *error = "You can't make negative zones.\r\n";
    return NOWHERE;
  } else if (bottom > top) {
    *error = "Bottom room cannot be greater than top room.\r\n";
    return NOWHERE;
  }

#if _CIRCLEMUD < CIRCLEMUD_VERSION(3,0,21)
  /*
   * New with bpl19, the OLC interface should decide whether
   * to allow overlap before calling this function. There
   * are more complicated rules for that but it's not covered
   * here.
   */
  if (vzone_num > 326) {
    *error = "326 is the highest zone allowed.\r\n";
    return NOWHERE;
  }

  /*
   * Make sure the zone does not exist.
   */
  room = vzone_num * 100; /* Old CircleMUD 100-zones. */
  for (i = 0; i <= top_of_zone_table; i++)
    if (genolc_zone_bottom(i) <= room && zone_table[i].top >= room) {
      *error = "A zone already covers that area.\r\n";
      return NOWHERE;
    }
#else
  for (i = 0; i < top_of_zone_table; i++)
    if (zone_table[i].number == vzone_num) {
      *error = "That virtual zone already exists.\r\n";
      return NOWHERE;
     }
#endif

  /*
   * Create the zone file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.zon", ZON_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new zone file.");
    *error = "Could not write zone file.\r\n";
    return NOWHERE;
  }
#if _CIRCLEMUD >= CIRCLEMUD_VERSION(3,0,21)
  /* File format changed. */
  fprintf(fp, "#%d\nNone~\nNew Zone~\n%d %d 30 2\nS\n$\n", vzone_num, bottom, top);
#else
  fprintf(fp, "#%d\nNew Zone~\n%d 30 2\nS\n$\n", vzone_num, (vzone_num * 100) + 99);
#endif
  fclose(fp);

  /*
   * Create the room file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.wld", WLD_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new world file.");
    *error = "Could not write world file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nThe Beginning~\nNot much here.\n~\n%d 0 0\nS\n$\n", bottom, vzone_num);
  fclose(fp);

  /*
   * Create the mobile file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.mob", MOB_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new mob file.");
    *error = "Could not write mobile file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the object file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.obj", OBJ_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new obj file.");
    *error = "Could not write object file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the shop file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.shp", SHP_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new shop file.");
    *error = "Could not write shop file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /*
   * Create the trigger file.
   */
  snprintf(buf, sizeof(buf), "%s/%d.trg", TRG_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new trigger file");
    *error = "Could not write trigger file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /*
   * Update index files.
   */
  create_world_index(vzone_num, "zon");
  create_world_index(vzone_num, "wld");
  create_world_index(vzone_num, "mob");
  create_world_index(vzone_num, "obj");
  create_world_index(vzone_num, "shp");
  create_world_index(vzone_num, "trg");

  /*
   * Make a new zone in memory. This was the source of all the zedit new
   * crashes reported to the CircleMUD list. It was happily overwriting
   * the stack.  This new loop by Andrew Helm fixes that problem and is
   * more understandable at the same time.
   *
   * The variable is 'top_of_zone_table_table + 2' because we need record 0
   * through top_of_zone (top_of_zone_table + 1 items) and a new one which
   * makes it top_of_zone_table + 2 elements large.
   */
  RECREATE(zone_table, struct zone_data, top_of_zone_table + 2);
  zone_table[top_of_zone_table + 1].number = 32000;

  if (vzone_num > zone_table[top_of_zone_table].number)
    rznum = top_of_zone_table + 1;
  else {
    for (i = top_of_zone_table + 1; i > 0 && vzone_num < zone_table[i - 1].number; i--)
      zone_table[i] = zone_table[i - 1];
    rznum = i;
  }
  zone = &zone_table[rznum];

  /*
   * Ok, insert the new zone here.
   */  
  zone->name = strdup("New Zone");
  zone->number = vzone_num;
  zone->builders = strdup("None");
#if _CIRCLEMUD >= CIRCLEMUD_VERSION(3,0,21)
  zone->bot = bottom;
  zone->top = top;
#else
  zone->top = (vzone_num * 100) + 99;
#endif
  zone->lifespan = 30;
  zone->age = 0;
  zone->reset_mode = 2;
  /*
   * No zone commands, just terminate it with an 'S'
   */
  CREATE(zone->cmd, struct reset_com, 1);
  zone->cmd[0].command = 'S';

  top_of_zone_table++;

  add_to_save_list(zone->number, SL_ZON);
  return rznum;
}
コード例 #9
0
ファイル: genzon.c プロジェクト: bigmac12/Mac-s-CWG
zone_rnum create_new_zone(zone_vnum vzone_num, room_vnum bottom, room_vnum top, const char **error)
{
  FILE *fp;
  struct zone_data *zone;
  int i;
  zone_rnum rznum;
  char buf[MAX_STRING_LENGTH];

#if CIRCLE_UNSIGNED_INDEX
  if (vzone_num == NOWHERE) {
#else
  if (vzone_num < 0) {
#endif
    *error = "You can't make negative zones.\r\n";
    return NOWHERE;
  } else if (bottom > top) {
    *error = "Bottom room cannot be greater than top room.\r\n";
    return NOWHERE;
  }

#if _CIRCLEMUD < CIRCLEMUD_VERSION(3,0,21)
  /*
   * New with bpl19, the OLC interface should decide whether
   * to allow overlap before calling this function. There
   * are more complicated rules for that but it's not covered
   * here.
   */
  if (vzone_num > 326) {
    *error = "326 is the highest zone allowed.\r\n";
    return NOWHERE;
  }

  /*
   * Make sure the zone does not exist.
   */
  room = vzone_num * 100; /* Old CircleMUD 100-zones. */
  for (i = 0; i <= top_of_zone_table; i++)
    if (genolc_zone_bottom(i) <= room && zone_table[i].top >= room) {
      *error = "A zone already covers that area.\r\n";
      return NOWHERE;
    }
#else
  for (i = 0; i < top_of_zone_table; i++)
    if (zone_table[i].number == vzone_num) {
      *error = "That virtual zone already exists.\r\n";
      return NOWHERE;
     }
#endif

  /*
   * Create the zone file.
   */
  snprintf(buf, sizeof(buf), "%s%d.zon", ZON_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new zone file.");
    *error = "Could not write zone file.\r\n";
    return NOWHERE;
  }
#if _CIRCLEMUD >= CIRCLEMUD_VERSION(3,0,21)
  /* File format changed. */
  fprintf(fp, "#%d\nNone~\nNew Zone~\n%d %d 30 2\nS\n$\n", vzone_num, bottom, top);
#else
  fprintf(fp, "#%d\nNew Zone~\n%d 30 2\nS\n$\n", vzone_num, (vzone_num * 100) + 99);
#endif
  fclose(fp);

  /*
   * Create the room file.
   */
  snprintf(buf, sizeof(buf), "%s%d.wld", WLD_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new world file.");
    *error = "Could not write world file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nThe Beginning~\nNot much here.\n~\n%d 0 0\nS\n$\n", bottom, vzone_num);
  fclose(fp);

  /*
   * Create the mobile file.
   */
  snprintf(buf, sizeof(buf), "%s%d.mob", MOB_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new mob file.");
    *error = "Could not write mobile file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the object file.
   */
  snprintf(buf, sizeof(buf), "%s%d.obj", OBJ_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new obj file.");
    *error = "Could not write object file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the shop file.
   */
  snprintf(buf, sizeof(buf), "%s%d.shp", SHP_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new shop file.");
    *error = "Could not write shop file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /*
   * Create the trigger file.
   */
  snprintf(buf, sizeof(buf), "%s%d.trg", TRG_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new trigger file");
    *error = "Could not write trigger file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /*
   * Create Gld file .
   */
  snprintf(buf, sizeof(buf), "%s/%i.gld", GLD_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new guild file");
    *error = "Could not write guild file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /*
   * Update index files.
   */
  create_world_index(vzone_num, "zon");
  create_world_index(vzone_num, "wld");
  create_world_index(vzone_num, "mob");
  create_world_index(vzone_num, "obj");
  create_world_index(vzone_num, "shp");
  create_world_index(vzone_num, "trg");
  create_world_index(vzone_num, "gld");
  
  /*
   * Make a new zone in memory. This was the source of all the zedit new
   * crashes reported to the CircleMUD list. It was happily overwriting
   * the stack.  This new loop by Andrew Helm fixes that problem and is
   * more understandable at the same time.
   *
   * The variable is 'top_of_zone_table_table + 2' because we need record 0
   * through top_of_zone (top_of_zone_table + 1 items) and a new one which
   * makes it top_of_zone_table + 2 elements large.
   */
  RECREATE(zone_table, struct zone_data, top_of_zone_table + 2);
  zone_table[top_of_zone_table + 1].number = 32000;

  if (vzone_num > zone_table[top_of_zone_table].number)
    rznum = top_of_zone_table + 1;
  else {
    int j, room;
    for (i = top_of_zone_table + 1; i > 0 && vzone_num < zone_table[i - 1].number; i--) {
      zone_table[i] = zone_table[i - 1];
      for (j = zone_table[i].bot; j <= zone_table[i].top; j++)
        if ((room = real_room(j)) != NOWHERE)
          world[room].zone++;
    } 
    rznum = i;
  }
  zone = &zone_table[rznum];

  /*
   * Ok, insert the new zone here.
   */  
  zone->name = strdup("New Zone");
  zone->number = vzone_num;
  zone->builders = strdup("None");
#if _CIRCLEMUD >= CIRCLEMUD_VERSION(3,0,21)
  zone->bot = bottom;
  zone->top = top;
#else
  zone->top = (vzone_num * 100) + 99;
#endif
  zone->lifespan = 30;
  zone->age = 0;
  zone->reset_mode = 2;
  zone->zone_flags[0] = 0;
  zone->zone_flags[1] = 0;
  zone->zone_flags[2] = 0;
  zone->zone_flags[3] = 0;
  zone->min_level = 0;
  zone->max_level = LVL_IMPL;
  /*
   * No zone commands, just terminate it with an 'S'
   */
  CREATE(zone->cmd, struct reset_com, 1);
  zone->cmd[0].command = 'S';

  top_of_zone_table++;

  for (i = top_of_world; i > 0; i--)
    if (world[i].zone < real_zone(rznum))
      break;
    else
      world[i].zone = real_zone_by_thing(GET_ROOM_VNUM(i)); 

  add_to_save_list(zone->number, SL_ZON);
  return rznum;
}

/*-------------------------------------------------------------------*/

void create_world_index(int znum, const char *type)
{
  FILE *newfile, *oldfile;
  char new_name[32], old_name[32], *prefix;
  int num, found = FALSE;
  char buf[MAX_STRING_LENGTH];
  char buf1[MAX_STRING_LENGTH];

  switch (*type) {
  case 'z':
    prefix = ZON_PREFIX;
    break;
  case 'w':
    prefix = WLD_PREFIX;
    break;
  case 'o':
    prefix = OBJ_PREFIX;
    break;
  case 'm':
    prefix = MOB_PREFIX;
    break;
  case 's':
    prefix = SHP_PREFIX;
    break;
  case 't':
    prefix = TRG_PREFIX;
    break;
  case 'g':
    prefix = GLD_PREFIX;
    break;
  default:
    /*
     * Caller messed up  
     */
    return;
  }

  snprintf(old_name, sizeof(old_name), "%s/index", prefix);
  snprintf(new_name, sizeof(new_name), "%s/newindex", prefix);

  if (!(oldfile = fopen(old_name, "r"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Failed to open %s.", old_name);
    return;
  } else if (!(newfile = fopen(new_name, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Failed to open %s.", new_name);
    fclose(oldfile);
    return;
  }

  /*
   * Index contents must be in order: search through the old file for the
   * right place, insert the new file, then copy the rest over. 
   */
  snprintf(buf1, sizeof(buf1), "%d.%s", znum, type);
  while (get_line(oldfile, buf)) {
    if (*buf == '$') {
      /*
       * The following used to add a blank line, thanks to Brian Taylor for the fix... (Mythran)
       */
      fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1)-1) : "$\n"));
      break;
    } else if (!found) {
      sscanf(buf, "%d", &num);
      if (num == znum) {
        found = TRUE;
      } else if (num > znum) {
	found = TRUE;
	fprintf(newfile, "%s\n", buf1);
      }
    }
    fprintf(newfile, "%s\n", buf);
  }

  fclose(newfile);
  fclose(oldfile);
  /*
   * Out with the old, in with the new.
   */
  remove(old_name);
  rename(new_name, old_name);
}
コード例 #10
0
ファイル: oasis_delete.c プロジェクト: mysidia/circle31dgpy
/************************************************************************\
 ** Description :                                                      **
 **   Removes a room from memory, updates the world list, and moves    **
 **   all of the objects, mobiles, and players to the void.            **
 **                                                                    **
 ** Return Value:                                                      **
 **   TRUE if successful...otherwise, FALSE.                           **
 **                                                                    **
 ** Parameters  :                                                      **
 **   rnum      : The real number of the room requested to delete.     **
\************************************************************************/
int remove_room_from_memory(room_rnum rnum)
{
  struct char_data *tch;
  struct obj_data *obj;
  struct room_data *room;
  int i, j;
  
  if (rnum <= 0 || rnum > top_of_world)
    return FALSE;
  
  room = &world[rnum];
  
  add_to_save_list(zone_table[room->zone].number, SL_WLD);
  
  log("GenOLC: delete_room: Deleting room #%d (%s).", room->number, room->name);
  
  /*
   * Dump the contents of this room into the void.  We could also just
   * exract the people, mobs, and objects here.
   */
  for (obj = world[rnum].contents; obj; obj = obj->next_content) {
    obj_from_room(obj);
    obj_to_room(obj, 0);
  }
  
  for (tch = world[rnum].people; tch; tch = tch->next_in_room) {
    char_from_room(tch);
    char_to_room(tch, 0);
  }
  
  free_room(room);
  
  /*
   * Change any exit going to this room to go to the void.  This way,
   * the builders know when they type show errors.
   */
  for (i = top_of_world; i >= 0; 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--;
      else if (W_EXIT(i, j)->to_room == rnum)
        W_EXIT(i, j)->to_room = 0;
  
  /*
   * Find what zone the 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':
          if (ZCMD(i, j).arg3 == rnum)
            ZCMD(i, j).command = '*'; 		/* Cancel Command */
          else if (ZCMD(i, j).arg3 > rnum)
            ZCMD(i, j).arg3--;
          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--;
          break;
        case 'G':
        case 'P':
        case 'E':
        case '*':
          /* Known zone entries we don't use here. */
          break;
        default:
          mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: delete_room: Unknown zone entry found!");
      }
  
  /*
   * Now we actually move the rooms down.
   */
  for (i = rnum; i < top_of_world; i++) {
    world[i] = world[i + 1];
    
    for (tch = world[i].people; tch; tch = tch->next_in_room)
      IN_ROOM(tch) -= (IN_ROOM(tch) != NOWHERE);  	/* Redundant Check? */
    
    for (obj = world[i].contents; obj; obj = obj->next_content)
      IN_ROOM(obj) -= (IN_ROOM(obj) != NOWHERE);
  }
  
  top_of_world--;
  RECREATE(world, struct room_data, top_of_world + 1);
  return (TRUE);
}
コード例 #11
0
ファイル: genzon.c プロジェクト: vedicveko/Aarait
zone_rnum create_new_zone(zone_vnum vzone_num, const char **error)
{
  FILE *fp;
  struct zone_data *zone;
  int i, room;
  zone_rnum rznum;

  if (vzone_num < 0) {
    *error = "You can't make negative zones.\r\n";
    return NOWHERE;
  }

  if (vzone_num > 326) {
    *error = "326 is the highest zone allowed.\r\n";
    return NOWHERE;
  }

  /*
   * Make sure the zone does not exist.
   */
  room = vzone_num * 100;
  for (i = 0; i <= top_of_zone_table; i++)
    if (zone_table[i].number * 100 <= room && zone_table[i].top >= room) {
      *error = "A zone already covers that area.\r\n";
      return NOWHERE;
    }

  /*
   * Create the zone file.
   */
  sprintf(buf, "%s/%d.zon", ZON_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog("SYSERR: OLC: Can't write new zone file.", BRF, LVL_IMPL, TRUE);
    *error = "Could not write zone file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nNew Zone~\n%d 30 2\nS\n$\n", vzone_num, (vzone_num * 100) + 99);
  fclose(fp);

  /*
   * Create the room file.
   */
  sprintf(buf, "%s/%d.wld", WLD_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog("SYSERR: OLC: Can't write new world file.", BRF, LVL_IMPL, TRUE);
    *error = "Could not write world file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nThe Beginning~\nNot much here.\n~\n%d 0 0\nS\n$\n", vzone_num * 100, vzone_num);
  fclose(fp);

  /*
   * Create the mobile file.
   */
  sprintf(buf, "%s/%d.mob", MOB_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog("SYSERR: OLC: Can't write new mob file.", BRF, LVL_IMPL, TRUE);
    *error = "Could not write mobile file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the object file.
   */
  sprintf(buf, "%s/%d.obj", OBJ_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog("SYSERR: OLC: Can't write new obj file.", BRF, LVL_IMPL, TRUE);
    *error = "Could not write object file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /*
   * Create the shop file.
   */
  sprintf(buf, "%s/%d.shp", SHP_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog("SYSERR: OLC: Can't write new shop file.", BRF, LVL_IMPL, TRUE);
    *error = "Could not write shop file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);


 /*
  * Create the quest file.
  */
 sprintf(buf, "%s/%d.qst", QST_PREFIX, vzone_num);
 if (!(fp = fopen(buf, "w"))) {
   mudlog("SYSERR: OLC: Can't write new trigger file", BRF, LVL_IMPL, TRUE);
   return NOWHERE;
 }
 fprintf(fp, "$~\n");
 fclose(fp);

  /*
   * Update index files.
   */
  create_world_index(vzone_num, "zon");
  create_world_index(vzone_num, "wld");
  create_world_index(vzone_num, "mob");
  create_world_index(vzone_num, "obj");
  create_world_index(vzone_num, "shp");
  create_world_index(vzone_num, "qst");

  /*
   * Make a new zone in memory. This was the source of all the zedit new
   * crashes reported to the CircleMUD list. It was happily overwriting
   * the stack.  This new loop by Andrew Helm fixes that problem and is
   * more understandable at the same time.
   *
   * The variable is 'top_of_zone_table_table + 2' because we need record 0
   * through top_of_zone (top_of_zone_table + 1 items) and a new one which
   * makes it top_of_zone_table + 2 elements large.
   */
  RECREATE(zone_table, struct zone_data, top_of_zone_table + 2);
  zone_table[top_of_zone_table + 1].number = 32000;

  if (vzone_num > zone_table[top_of_zone_table].number)
    rznum = top_of_zone_table + 1;
  else {
    for (i = top_of_zone_table + 1; i > 0 && vzone_num < zone_table[i - 1].number; i--)
      zone_table[i] = zone_table[i - 1];
    rznum = i;
  }
  zone = &zone_table[rznum];

  /*
   * Ok, insert the new zone here.
   */  
  zone->name = str_dup("New Zone");
  zone->number = vzone_num;
  zone->top = (vzone_num * 100) + 99;
  zone->lifespan = 30;
  zone->age = 0;
  zone->reset_mode = 2;
  /*
   * No zone commands, just terminate it with an 'S'
   */
  CREATE(zone->cmd, struct reset_com, 1);
  zone->cmd[0].command = 'S';

  top_of_zone_table++;

  add_to_save_list(zone->number, SL_ZON);
  return rznum;
}
コード例 #12
0
ファイル: genzon.c プロジェクト: ryantm/deimos-mud
zone_rnum create_new_zone(zone_vnum vzone_num, room_vnum bottom, room_vnum top, const char **error)
{
  FILE *fp;
  struct zone_data *zone;
  int i;
  zone_rnum rznum;
  char buf[MAX_STRING_LENGTH];

#if CIRCLE_UNSIGNED_INDEX
  if (vzone_num == NOWHERE) {
#else
  if (vzone_num < 0) {
#endif
    *error = "You can't make negative zones.\r\n";
    return NOWHERE;
  } else if (bottom > top) {
    *error = "Bottom room cannot be greater than top room.\r\n";
    return NOWHERE;
  }

  for (i = 0; i < top_of_zone_table; i++)
    if (zone_table[i].number == vzone_num) {
      *error = "That virtual zone already exists.\r\n";
      return NOWHERE;
     }

  /* Create the zone file. */
  snprintf(buf, sizeof(buf), "%s/%d.zon", ZON_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new zone file.");
    *error = "Could not write zone file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nNone~\nNew Zone~\n%d %d 30 2\nS\n$\n", vzone_num, bottom, top);
  fclose(fp);

  /* Create the room file. */
  snprintf(buf, sizeof(buf), "%s/%d.wld", WLD_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new world file.");
    *error = "Could not write world file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "#%d\nThe Beginning~\nNot much here.\n~\n%d 0 0\nS\n$\n", bottom, vzone_num);
  fclose(fp);

  /* Create the mobile file. */
  snprintf(buf, sizeof(buf), "%s/%d.mob", MOB_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new mob file.");
    *error = "Could not write mobile file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /* Create the object file. */
  snprintf(buf, sizeof(buf), "%s/%d.obj", OBJ_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new obj file.");
    *error = "Could not write object file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$\n");
  fclose(fp);

  /* Create the shop file. */
  snprintf(buf, sizeof(buf), "%s/%d.shp", SHP_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new shop file.");
    *error = "Could not write shop file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /* Create the trigger file. */
  snprintf(buf, sizeof(buf), "%s/%d.trg", TRG_PREFIX, vzone_num);
  if (!(fp = fopen(buf, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Can't write new trigger file");
    *error = "Could not write trigger file.\r\n";
    return NOWHERE;
  }
  fprintf(fp, "$~\n");
  fclose(fp);

  /* Update index files. */
  create_world_index(vzone_num, "zon");
  create_world_index(vzone_num, "wld");
  create_world_index(vzone_num, "mob");
  create_world_index(vzone_num, "obj");
  create_world_index(vzone_num, "shp");
  create_world_index(vzone_num, "trg");

  /* Make a new zone in memory. This was the source of all the zedit new 
   * crashes. It was happily overwriting the stack.  This new loop by Andrew 
   * Helm fixes that problem and is more understandable at the same time.
   *
   * The variable is 'top_of_zone_table_table + 2' because we need record 0
   * through top_of_zone (top_of_zone_table + 1 items) and a new one which
   * makes it top_of_zone_table + 2 elements large. */
  RECREATE(zone_table, struct zone_data, top_of_zone_table + 2);
  zone_table[top_of_zone_table + 1].number = 32000;

  if (vzone_num > zone_table[top_of_zone_table].number)
    rznum = top_of_zone_table + 1;
  else {
    int j, room;
    for (i = top_of_zone_table + 1; i > 0 && vzone_num < zone_table[i - 1].number; i--) {
      zone_table[i] = zone_table[i - 1];
      for (j = zone_table[i].bot; j <= zone_table[i].top; j++)
        if ((room = real_room(j)) != NOWHERE)
          world[room].zone++;
    }
rznum = i;
  }
  zone = &zone_table[rznum];

  /* Ok, insert the new zone here. */
  zone->name = strdup("New Zone");
  zone->number = vzone_num;
  zone->builders = strdup("None");
  zone->bot = bottom;
  zone->top = top;
  zone->lifespan = 30;
  zone->age = 0;
  zone->reset_mode = 2;
  /* No zone commands, just terminate it with an 'S' */
  CREATE(zone->cmd, struct reset_com, 1);
  zone->cmd[0].command = 'S';

  top_of_zone_table++;

  add_to_save_list(zone->number, SL_ZON);
  return rznum;
}

void create_world_index(int znum, const char *type)
{
  FILE *newfile, *oldfile;
  char new_name[32], old_name[32], *prefix;
  int num, found = FALSE;
  char buf[MAX_STRING_LENGTH];
  char buf1[MAX_STRING_LENGTH];

  switch (*type) {
  case 'z':
    prefix = ZON_PREFIX;
    break;
  case 'w':
    prefix = WLD_PREFIX;
    break;
  case 'o':
    prefix = OBJ_PREFIX;
    break;
  case 'm':
    prefix = MOB_PREFIX;
    break;
  case 's':
    prefix = SHP_PREFIX;
    break;
  case 't':
    prefix = TRG_PREFIX;
    break;
  default:
    /* Caller messed up. */
    return;
  }

  snprintf(old_name, sizeof(old_name), "%s/index", prefix);
  snprintf(new_name, sizeof(new_name), "%s/newindex", prefix);

  if (!(oldfile = fopen(old_name, "r"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Failed to open %s.", old_name);
    return;
  } else if (!(newfile = fopen(new_name, "w"))) {
    mudlog(BRF, LVL_IMPL, TRUE, "SYSERR: OLC: Failed to open %s.", new_name);
    fclose(oldfile);
    return;
  }

  /* Index contents must be in order: search through the old file for the right
   * place, insert the new file, then copy the rest over. */
  snprintf(buf1, sizeof(buf1), "%d.%s", znum, type);
  while (get_line(oldfile, buf)) {
    if (*buf == '$') {
      /* The following used to add a blank line, thanks to Brian Taylor for the fix. */
      fprintf(newfile, "%s", (!found ? strncat(buf1, "\n$\n", sizeof(buf1)-1) : "$\n"));
      break;
    } else if (!found) {
      sscanf(buf, "%d", &num);
      if (num > znum) {
	found = TRUE;
	fprintf(newfile, "%s\n", buf1);
      }
    }
    fprintf(newfile, "%s\n", buf);
  }

  fclose(newfile);
  fclose(oldfile);
  /* Out with the old, in with the new. */
  remove(old_name);
  rename(new_name, old_name);
}
コード例 #13
0
ファイル: genwld.c プロジェクト: nitetrip/nitetripCode
/*
 * 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;
}
コード例 #14
0
ファイル: genwld.c プロジェクト: nitetrip/nitetripCode
int delete_room(room_rnum rnum)
{
  int i, 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);

  /* 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_newbie_start_room == rnum) {
    log("WARNING: GenOLC: delete_room: Deleting newbie start room!");
    r_newbie_start_room = 0;	/* The Void */
  }
  if (r_sorin_start_room == rnum) {
    log("WARNING: GenOLC: delete_room: Deleting sorin start room!");
    r_sorin_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);

  /*
   * Change any exit going to this room to go the void.
   * Also fix all the exits pointing to rooms above this.
   */
  for (i = top_of_world; i >= 0; 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--;
      else if (W_EXIT(i, j)->to_room == rnum)
        W_EXIT(i, j)->to_room = 0;	/* Some may argue -1. */

  /*
   * 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--;
	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--;
      case 'G':
      case 'P':
      case 'E':
      case '*':
        /* Known zone entries we don't care about. */
        break;
      default:
        mudlog(BRF, LVL_DEITY, TRUE, "SYSERR: GenOLC: delete_room: Unknown zone entry found!");
      }

  /*
   * Now we actually move the rooms down.
   */
  for (i = rnum; i < top_of_world; i++) {
    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;
}
コード例 #15
0
ファイル: genwld.c プロジェクト: bigmac12/Mac-s-CWG
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;
}