void zedit_new_zone(struct char_data *ch, int vzone_num) { int result; const char *error; struct descriptor_data *dsc; if ((result = create_new_zone(vzone_num, &error)) < 0) { SEND_TO_Q(error, ch->desc); return; } for (dsc = descriptor_list; dsc; dsc = dsc->next) { switch (STATE(dsc)) { case CON_REDIT: OLC_ROOM(dsc)->zone += (OLC_ZNUM(dsc) >= result); /* Fall through. */ case CON_ZEDIT: case CON_MEDIT: case CON_SEDIT: case CON_OEDIT: OLC_ZNUM(dsc) += (OLC_ZNUM(dsc) >= result); break; default: break; } } sprintf(buf, "OLC: %s creates new zone #%d", GET_NAME(ch), vzone_num); mudlog(buf, BRF, MAX(LVL_BUILDER, GET_INVIS_LEV(ch)), TRUE); SEND_TO_Q("Zone create successfully\r\n", ch->desc); }
void zedit_setup(struct descriptor_data *d, int room_num) { struct zone_data *zone; int subcmd = 0, count = 0, cmd_room = -1; /* * Allocate one scratch zone structure. */ CREATE(zone, struct zone_data, 1); /* * Copy all the zone header information over. */ zone->name = str_dup(zone_table[OLC_ZNUM(d)].name); zone->lifespan = zone_table[OLC_ZNUM(d)].lifespan; zone->top = zone_table[OLC_ZNUM(d)].top; zone->reset_mode = zone_table[OLC_ZNUM(d)].reset_mode; /* * The remaining fields are used as a 'has been modified' flag */ zone->number = 0; /* Header information has changed. */ zone->age = 0; /* The commands have changed. */ /* * Start the reset command list with a terminator. */ CREATE(zone->cmd, struct reset_com, 1); zone->cmd[0].command = 'S'; /* * Add all entries in zone_table that relate to this room. */ while (ZCMD(OLC_ZNUM(d), subcmd).command != 'S') { switch (ZCMD(OLC_ZNUM(d), subcmd).command) { case 'M': case 'O': cmd_room = ZCMD(OLC_ZNUM(d), subcmd).arg3; break; case 'D': case 'R': cmd_room = ZCMD(OLC_ZNUM(d), subcmd).arg1; break; default: break; } if (cmd_room == room_num) { add_cmd_to_list(&(zone->cmd), &ZCMD(OLC_ZNUM(d), subcmd), count); count++; } subcmd++; } OLC_ZONE(d) = zone; /* * Display main menu. */ zedit_disp_menu(d); }
void aedit_save_internally(struct descriptor_data *d) { struct social_messg *new_soc_mess_list = NULL; int i; /* add a new social into the list */ if (OLC_ZNUM(d) > top_of_socialt) { CREATE(new_soc_mess_list, struct social_messg, top_of_socialt + 2); for (i = 0; i <= top_of_socialt; i++) new_soc_mess_list[i] = soc_mess_list[i]; new_soc_mess_list[++top_of_socialt] = *OLC_ACTION(d); free(soc_mess_list); soc_mess_list = new_soc_mess_list; create_command_list(); sort_commands(); }
static void hedit_save_internally(struct descriptor_data *d) { struct help_index_element *new_help_table = NULL; if (OLC_ZNUM(d) == NOWHERE) { int i; CREATE(new_help_table, struct help_index_element, top_of_helpt + 2); for (i = 0; i < top_of_helpt; i++) new_help_table[i] = help_table[i]; new_help_table[top_of_helpt++] = *OLC_HELP(d); free(help_table); help_table = new_help_table; } else
void zedit_parse(struct descriptor_data *d, char *arg) { int pos, i = 0; switch (OLC_MODE(d)) { /*-------------------------------------------------------------------*/ case ZEDIT_CONFIRM_SAVESTRING: switch (*arg) { case 'y': case 'Y': /* * Save the zone in memory, hiding invisible people. */ SEND_TO_Q("Saving zone info in memory.\r\n", d); zedit_save_internally(d); sprintf(buf, "OLC: %s edits zone info for room %d.", GET_NAME(d->character), OLC_NUM(d)); mudlog(buf, CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE); /* FALL THROUGH */ case 'n': case 'N': cleanup_olc(d, CLEANUP_ALL); break; default: SEND_TO_Q("Invalid choice!\r\n", d); SEND_TO_Q("Do you wish to save the zone info? : ", d); break; } break; /* End of ZEDIT_CONFIRM_SAVESTRING */ /*-------------------------------------------------------------------*/ case ZEDIT_MAIN_MENU: switch (*arg) { case 'q': case 'Q': if (OLC_ZONE(d)->age || OLC_ZONE(d)->number) { SEND_TO_Q("Do you wish to save the changes to the zone info? (y//n) : ", d); OLC_MODE(d) = ZEDIT_CONFIRM_SAVESTRING; } else { SEND_TO_Q("No changes made.\r\n", d); cleanup_olc(d, CLEANUP_ALL); } break; case 'n': case 'N': /* * New entry. */ SEND_TO_Q("What number in the list should the new command be? : ", d); OLC_MODE(d) = ZEDIT_NEW_ENTRY; break; case 'e': case 'E': /* * Change an entry. */ SEND_TO_Q("Which command do you wish to change? : ", d); OLC_MODE(d) = ZEDIT_CHANGE_ENTRY; break; case 'd': case 'D': /* * Delete an entry. */ SEND_TO_Q("Which command do you wish to delete? : ", d); OLC_MODE(d) = ZEDIT_DELETE_ENTRY; break; case 'z': case 'Z': /* * Edit zone name. */ SEND_TO_Q("Enter new zone name : ", d); OLC_MODE(d) = ZEDIT_ZONE_NAME; break; case 't': case 'T': /* * Edit top of zone. */ if (GET_LEVEL(d->character) < LVL_IMPL) zedit_disp_menu(d); else { SEND_TO_Q("Enter new top of zone : ", d); OLC_MODE(d) = ZEDIT_ZONE_TOP; } break; case 'l': case 'L': /* * Edit zone lifespan. */ SEND_TO_Q("Enter new zone lifespan : ", d); OLC_MODE(d) = ZEDIT_ZONE_LIFE; break; case 'r': case 'R': /* * Edit zone reset mode. */ SEND_TO_Q("\r\n" "0) Never reset\r\n" "1) Reset only when no players in zone\r\n" "2) Normal reset\r\n" "Enter new zone reset type : ", d); OLC_MODE(d) = ZEDIT_ZONE_RESET; break; default: zedit_disp_menu(d); break; } break; /* End of ZEDIT_MAIN_MENU */ /*-------------------------------------------------------------------*/ case ZEDIT_NEW_ENTRY: /* * Get the line number and insert the new line. */ pos = atoi(arg); if (isdigit(*arg) && new_command(OLC_ZONE(d), pos)) { if (start_change_command(d, pos)) { zedit_disp_comtype(d); OLC_ZONE(d)->age = 1; } } else zedit_disp_menu(d); break; /*-------------------------------------------------------------------*/ case ZEDIT_DELETE_ENTRY: /* * Get the line number and delete the line. */ pos = atoi(arg); if (isdigit(*arg)) { delete_command(OLC_ZONE(d), pos); OLC_ZONE(d)->age = 1; } zedit_disp_menu(d); break; /*-------------------------------------------------------------------*/ case ZEDIT_CHANGE_ENTRY: /* * Parse the input for which line to edit, and goto next quiz. */ pos = atoi(arg); if (isdigit(*arg) && start_change_command(d, pos)) { zedit_disp_comtype(d); OLC_ZONE(d)->age = 1; } else zedit_disp_menu(d); break; /*-------------------------------------------------------------------*/ case ZEDIT_COMMAND_TYPE: /* * Parse the input for which type of command this is, and goto next * quiz. */ OLC_CMD(d).command = toupper(*arg); if (!OLC_CMD(d).command || (strchr("MOPEDGR", OLC_CMD(d).command) == NULL)) { SEND_TO_Q("Invalid choice, try again : ", d); } else { if (OLC_VAL(d)) { /* If there was a previous command. */ SEND_TO_Q("Is this command dependent on the success of the previous one? (y//n)\r\n", d); OLC_MODE(d) = ZEDIT_IF_FLAG; } else { /* 'if-flag' not appropriate. */ OLC_CMD(d).if_flag = 0; zedit_disp_arg1(d); } } break; /*-------------------------------------------------------------------*/ case ZEDIT_IF_FLAG: /* * Parse the input for the if flag, and goto next quiz. */ switch (*arg) { case 'y': case 'Y': OLC_CMD(d).if_flag = 1; break; case 'n': case 'N': OLC_CMD(d).if_flag = 0; break; default: SEND_TO_Q("Try again : ", d); return; } zedit_disp_arg1(d); break; /*-------------------------------------------------------------------*/ case ZEDIT_ARG1: /* * Parse the input for arg1, and goto next quiz. */ if (!isdigit(*arg)) { SEND_TO_Q("Must be a numeric value, try again : ", d); return; } switch (OLC_CMD(d).command) { case 'M': if ((pos = real_mobile(atoi(arg))) >= 0) { OLC_CMD(d).arg1 = pos; zedit_disp_arg2(d); } else SEND_TO_Q("That mobile does not exist, try again : ", d); break; case 'O': case 'P': case 'E': case 'G': if ((pos = real_object(atoi(arg))) >= 0) { OLC_CMD(d).arg1 = pos; zedit_disp_arg2(d); } else SEND_TO_Q("That object does not exist, try again : ", d); break; case 'D': case 'R': default: /* * We should never get here. */ cleanup_olc(d, CLEANUP_ALL); mudlog("SYSERR: OLC: zedit_parse(): case ARG1: Ack!", BRF, LVL_BUILDER, TRUE); SEND_TO_Q("Oops...\r\n", d); break; } break; /*-------------------------------------------------------------------*/ case ZEDIT_ARG2: /* * Parse the input for arg2, and goto next quiz. */ if (!isdigit(*arg)) { SEND_TO_Q("Must be a numeric value, try again : ", d); return; } switch (OLC_CMD(d).command) { case 'M': case 'O': OLC_CMD(d).arg2 = atoi(arg); OLC_CMD(d).arg3 = real_room(OLC_NUM(d)); zedit_disp_arg4(d); break; case 'G': OLC_CMD(d).arg2 = atoi(arg); zedit_disp_arg4(d); break; case 'P': case 'E': OLC_CMD(d).arg2 = atoi(arg); zedit_disp_arg3(d); break; case 'D': pos = atoi(arg); /* * Count directions. */ if (pos < 0 || pos > NUM_OF_DIRS) SEND_TO_Q("Try again : ", d); else { OLC_CMD(d).arg2 = pos; zedit_disp_arg3(d); } break; case 'R': if ((pos = real_object(atoi(arg))) >= 0) { OLC_CMD(d).arg2 = pos; zedit_disp_menu(d); } else SEND_TO_Q("That object does not exist, try again : ", d); break; default: /* * We should never get here, but just in case... */ cleanup_olc(d, CLEANUP_ALL); mudlog("SYSERR: OLC: zedit_parse(): case ARG2: Ack!", BRF, LVL_BUILDER, TRUE); SEND_TO_Q("Oops...\r\n", d); break; } break; /*-------------------------------------------------------------------*/ case ZEDIT_ARG3: /* * Parse the input for arg3, and goto arg4's menu. */ if (!isdigit(*arg)) { SEND_TO_Q("Must be a numeric value, try again : ", d); return; } switch (OLC_CMD(d).command) { case 'E': pos = atoi(arg); /* * Count number of wear positions. We could use NUM_WEARS, this is * more reliable. */ while (*equipment_types[i] != '\n') i++; if (pos < 0 || pos > i) SEND_TO_Q("Try again : ", d); else { OLC_CMD(d).arg3 = pos; zedit_disp_arg4(d); } break; case 'P': if ((pos = real_object(atoi(arg))) >= 0) { OLC_CMD(d).arg3 = pos; zedit_disp_arg4(d); } else SEND_TO_Q("That object does not exist, try again : ", d); break; case 'D': pos = atoi(arg); if (pos < 0 || pos > 2) SEND_TO_Q("Try again : ", d); else { OLC_CMD(d).arg3 = pos; zedit_disp_arg4(d); } break; case 'M': case 'O': case 'G': case 'R': default: /* * We should never get here, but just in case... */ cleanup_olc(d, CLEANUP_ALL); mudlog("SYSERR: OLC: zedit_parse(): case ARG3: Ack!", BRF, LVL_BUILDER, TRUE); SEND_TO_Q("Oops...\r\n", d); break; } break; case ZEDIT_ARG4: /* * Parse the input for arg4, and go back to main menu. */ if (!isdigit(*arg)) { SEND_TO_Q("Must be a numeric value, try again : ", d); return; } switch (OLC_CMD(d).command) { case 'M': case 'O': case 'G': case 'E': pos = atoi(arg); if (pos < 0 || pos > 100) SEND_TO_Q("Try again : ", d); else { OLC_CMD(d).arg4 = pos; zedit_disp_menu(d); } break; case 'P': case 'D': OLC_CMD(d).arg3 = 100; break; default: /* * We should never get here, but just in case... */ cleanup_olc(d, CLEANUP_ALL); mudlog("SYSERR: OLC: zedit_parse(): case ARG3: Ack!", BRF, LVL_BUILDER, TRUE); SEND_TO_Q("Oops...\r\n", d); break; } break; /*-------------------------------------------------------------------*/ case ZEDIT_ZONE_NAME: /* * Add new name and return to main menu. */ if (genolc_checkstring(d, arg)) { if (OLC_ZONE(d)->name) free(OLC_ZONE(d)->name); else log("SYSERR: OLC: ZEDIT_ZONE_NAME: no name to free!"); OLC_ZONE(d)->name = str_dup(arg); OLC_ZONE(d)->number = 1; } zedit_disp_menu(d); break; /*-------------------------------------------------------------------*/ case ZEDIT_ZONE_RESET: /* * Parse and add new reset_mode and return to main menu. */ pos = atoi(arg); if (!isdigit(*arg) || pos < 0 || pos > 2) SEND_TO_Q("Try again (0-2) : ", d); else { OLC_ZONE(d)->reset_mode = pos; OLC_ZONE(d)->number = 1; zedit_disp_menu(d); } break; /*-------------------------------------------------------------------*/ case ZEDIT_ZONE_LIFE: /* * Parse and add new lifespan and return to main menu. */ pos = atoi(arg); if (!isdigit(*arg) || pos < 0 || pos > 240) SEND_TO_Q("Try again (0-240) : ", d); else { OLC_ZONE(d)->lifespan = pos; OLC_ZONE(d)->number = 1; zedit_disp_menu(d); } break; /*-------------------------------------------------------------------*/ case ZEDIT_ZONE_TOP: /* * Parse and add new top room in zone and return to main menu. */ if (OLC_ZNUM(d) == top_of_zone_table) OLC_ZONE(d)->top = LIMIT(atoi(arg), OLC_ZNUM(d) * 100, 32000); else OLC_ZONE(d)->top = LIMIT(atoi(arg), OLC_ZNUM(d) * 100, zone_table[OLC_ZNUM(d) + 1].number * 100); zedit_disp_menu(d); break; /*-------------------------------------------------------------------*/ default: /* * We should never get here, but just in case... */ cleanup_olc(d, CLEANUP_ALL); mudlog("SYSERR: OLC: zedit_parse(): Reached default case!", BRF, LVL_BUILDER, TRUE); SEND_TO_Q("Oops...\r\n", d); break; } }
/* * the main menu */ void zedit_disp_menu(struct descriptor_data *d) { int subcmd = 0, room, counter = 0; get_char_colors(d->character); clear_screen(d); room = real_room(OLC_NUM(d)); /* * Menu header */ sprintf(buf, "Room number: %s%d%s Room zone: %s%d\r\n" "%sZ%s) Zone name : %s%s\r\n" "%sL%s) Lifespan : %s%d minutes\r\n" "%sT%s) Top of zone : %s%d\r\n" "%sR%s) Reset Mode : %s%s%s\r\n" "[Command list]\r\n", cyn, OLC_NUM(d), nrm, cyn, zone_table[OLC_ZNUM(d)].number, grn, nrm, yel, OLC_ZONE(d)->name ? OLC_ZONE(d)->name : "<NONE!>", grn, nrm, yel, OLC_ZONE(d)->lifespan, grn, nrm, yel, OLC_ZONE(d)->top, grn, nrm, yel, OLC_ZONE(d)->reset_mode ? ((OLC_ZONE(d)->reset_mode == 1) ? "Reset when no players are in zone." : "Normal reset.") : "Never reset", nrm ); /* * Print the commands for this room into display buffer. */ while (MYCMD.command != 'S') { /* * Translate what the command means. */ switch (MYCMD.command) { case 'M': sprintf(buf2, "%sLoad %s [%s%d%s], Max : %d, Percent: %d", MYCMD.if_flag ? " then " : "", mob_proto[MYCMD.arg1].player.short_descr, cyn, mob_index[MYCMD.arg1].vnum, yel, MYCMD.arg2, MYCMD.arg4 ); break; case 'G': sprintf(buf2, "%sGive it %s [%s%d%s], Max : %d, Percent: %d", MYCMD.if_flag ? " then " : "", obj_proto[MYCMD.arg1].short_description, cyn, obj_index[MYCMD.arg1].vnum, yel, MYCMD.arg2, MYCMD.arg4 ); break; case 'O': sprintf(buf2, "%sLoad %s [%s%d%s], Max : %d, Percent: %d", MYCMD.if_flag ? " then " : "", obj_proto[MYCMD.arg1].short_description, cyn, obj_index[MYCMD.arg1].vnum, yel, MYCMD.arg2, MYCMD.arg4 ); break; case 'E': sprintf(buf2, "%sEquip with %s [%s%d%s], %s, Max : %d, Percent: %d", MYCMD.if_flag ? " then " : "", obj_proto[MYCMD.arg1].short_description, cyn, obj_index[MYCMD.arg1].vnum, yel, equipment_types[MYCMD.arg3], MYCMD.arg2, MYCMD.arg4 ); break; case 'P': sprintf(buf2, "%sPut %s [%s%d%s] in %s [%s%d%s], Max : %d", MYCMD.if_flag ? " then " : "", obj_proto[MYCMD.arg1].short_description, cyn, obj_index[MYCMD.arg1].vnum, yel, obj_proto[MYCMD.arg3].short_description, cyn, obj_index[MYCMD.arg3].vnum, yel, MYCMD.arg2 ); break; case 'R': sprintf(buf2, "%sRemove %s [%s%d%s] from room.", MYCMD.if_flag ? " then " : "", obj_proto[MYCMD.arg2].short_description, cyn, obj_index[MYCMD.arg2].vnum, yel ); break; case 'D': sprintf(buf2, "%sSet door %s as %s.", MYCMD.if_flag ? " then " : "", dirs[MYCMD.arg2], MYCMD.arg3 ? ((MYCMD.arg3 == 1) ? "closed" : "locked") : "open" ); break; default: strcpy(buf2, "<Unknown Command>"); break; } /* * Build the display buffer for this command */ sprintf(buf1, "%s%d - %s%s\r\n", nrm, counter++, yel, buf2); strcat(buf, buf1); subcmd++; } /* * Finish off menu */ sprintf(buf1, "%s%d - <END OF LIST>\r\n" "%sN%s) New command.\r\n" "%sE%s) Edit a command.\r\n" "%sD%s) Delete a command.\r\n" "%sQ%s) Quit\r\nEnter your choice : ", nrm, counter, grn, nrm, grn, nrm, grn, nrm, grn, nrm ); strcat(buf, buf1); SEND_TO_Q(buf, d); OLC_MODE(d) = ZEDIT_MAIN_MENU; }
/* * 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); }
/* This procedure frees up the strings and/or the structures attatched to a * descriptor, sets all flags back to how they should be. */ void cleanup_olc(struct descriptor_data *d, byte cleanup_type) { /* Clean up WHAT? */ if (d->olc == NULL) return; /* Check for a room. free_room doesn't perform sanity checks, we must be * careful here. */ if (OLC_ROOM(d)) { switch (cleanup_type) { case CLEANUP_ALL: /* free(OLC_SCRIPT(d)) equivalent */ free_proto_script(OLC_ROOM(d), WLD_TRIGGER); free_room(OLC_ROOM(d)); break; case CLEANUP_STRUCTS: free(OLC_ROOM(d)); break; case CLEANUP_CONFIG: free_config(OLC_CONFIG(d)); break; default: /* The caller has screwed up. */ log("SYSERR: cleanup_olc: Unknown type!"); break; } } /* Check for an existing object in the OLC. The strings aren't part of the * prototype any longer. They get added with strdup(). */ if (OLC_OBJ(d)) { free_object_strings(OLC_OBJ(d)); free(OLC_OBJ(d)); } /* Check for a mob. free_mobile() makes sure strings are not in the * prototype. */ if (OLC_MOB(d)) free_mobile(OLC_MOB(d)); /* Check for a zone. cleanup_type is irrelevant here, free() everything. */ if (OLC_ZONE(d)) { if (OLC_ZONE(d)->builders) free(OLC_ZONE(d)->builders); if (OLC_ZONE(d)->name) free(OLC_ZONE(d)->name); if (OLC_ZONE(d)->cmd) free(OLC_ZONE(d)->cmd); free(OLC_ZONE(d)); } /* Check for a shop. free_shop doesn't perform sanity checks, we must be * careful here. OLC_SHOP(d) is a _copy_ - no pointers to the original. Just * go ahead and free it all. */ if (OLC_SHOP(d)) free_shop(OLC_SHOP(d)); /* Check for a quest. */ if (OLC_QUEST(d)) { switch (cleanup_type) { case CLEANUP_ALL: free_quest(OLC_QUEST(d)); break; case CLEANUP_STRUCTS: free(OLC_QUEST(d)); break; default: break; } } /*. Check for aedit stuff -- M. Scott */ if (OLC_ACTION(d)) { switch(cleanup_type) { case CLEANUP_ALL: free_action(OLC_ACTION(d)); break; case CLEANUP_STRUCTS: free(OLC_ACTION(d)); break; default: /* Caller has screwed up */ break; } } /* Used for cleanup of Hedit */ if (OLC_HELP(d)) { switch(cleanup_type) { case CLEANUP_ALL: free_help(OLC_HELP(d)); break; case CLEANUP_STRUCTS: free(OLC_HELP(d)); break; default: break; } } if (OLC_IBT(d)) { free_olc_ibt(OLC_IBT(d)); OLC_IBT(d) = NULL; } if (OLC_MSG_LIST(d)) { free_message_list(OLC_MSG_LIST(d)); OLC_MSG_LIST(d) = NULL; OLC_MSG(d) = NULL; } /* Free storage if allocated (tedit, aedit, and trigedit). This is the command * list - it's been copied to disk already, so just free it -Welcor. */ if (OLC_STORAGE(d)) { free(OLC_STORAGE(d)); OLC_STORAGE(d) = NULL; } /* Free this one regardless. If we've left olc, we've either made a fresh * copy of it in the trig index, or we lost connection. Either way, we need * to get rid of this. */ if (OLC_TRIG(d)) { free_trigger(OLC_TRIG(d)); OLC_TRIG(d) = NULL; } /* Free this one regardless. If we've left olc, we've either copied the * * preferences to the player, or we lost connection. Either way, we need * * to get rid of this. */ if(OLC_PREFS(d)) { /*. There is nothing else really to free, except this... .*/ free(OLC_PREFS(d)); OLC_PREFS(d) = NULL; } /* OLC_SCRIPT is always set as trig_proto of OLC_OBJ/MOB/ROOM. Therefore it * should not be free'd here. */ /* Restore descriptor playing status. */ if (d->character) { REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); act("$n stops using OLC.", TRUE, d->character, NULL, NULL, TO_ROOM); if (cleanup_type == CLEANUP_CONFIG) mudlog(BRF, ADMLVL_IMMORT, TRUE, "OLC: %s stops editing the game configuration", GET_NAME(d->character)); else if (STATE(d) == CON_TEDIT) mudlog(BRF, ADMLVL_IMMORT, TRUE, "OLC: %s stops editing text files.", GET_NAME(d->character)); else if (STATE(d) == CON_HEDIT) mudlog(CMP, ADMLVL_IMMORT, TRUE, "OLC: %s stops editing help files.", GET_NAME(d->character)); else mudlog(CMP, ADMLVL_IMMORT, TRUE, "OLC: %s stops editing zone %d allowed zone %d", GET_NAME(d->character), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(d->character)); STATE(d) = CON_PLAYING; } free(d->olc); d->olc = NULL; }
/* * This procedure frees up the strings and/or the structures * attatched to a descriptor, sets all flags back to how they * should be. */ void cleanup_olc(struct descriptor_data *d, byte cleanup_type) { /* * Clean up WHAT? */ if (d->olc == NULL) return; /* * Check for a room. free_room doesn't perform * sanity checks, we must be careful here. */ if (OLC_ROOM(d)) { switch (cleanup_type) { case CLEANUP_ALL: free_room(OLC_ROOM(d)); break; case CLEANUP_STRUCTS: free(OLC_ROOM(d)); break; default: /* The caller has screwed up. */ log("SYSERR: cleanup_olc: Unknown type!"); break; } } /* * Check for an existing object in the OLC. The strings * aren't part of the prototype any longer. They get added * with strdup(). */ if (OLC_OBJ(d)) { free_object_strings(OLC_OBJ(d)); free(OLC_OBJ(d)); } /* * Check for a mob. free_mobile() makes sure strings are not in * the prototype. */ if (OLC_MOB(d)) free_mobile(OLC_MOB(d)); /* * Check for a zone. cleanup_type is irrelevant here, free() everything. */ if (OLC_ZONE(d)) { free(OLC_ZONE(d)->name); free(OLC_ZONE(d)->cmd); free(OLC_ZONE(d)); } /* * Check for a shop. free_shop doesn't perform sanity checks, we must * be careful here. */ if (OLC_SHOP(d)) { switch (cleanup_type) { case CLEANUP_ALL: free_shop(OLC_SHOP(d)); break; case CLEANUP_STRUCTS: free(OLC_SHOP(d)); break; default: /* The caller has screwed up but we already griped above. */ break; } } /* Triggers */ #if 0 /* * this is the command list - it's been copied to disk already, * so just free it -- Welcor */ if (OLC_STORAGE(d)) { free(OLC_STORAGE(d)); OLC_STORAGE(d) = NULL; } /* * Free this one regardless. If we've left olc, we've either made * a fresh copy of it in the trig index, or we lost connection. * Either way, we need to get rid of this. */ if (OLC_TRIG(d)) { free_trigger(OLC_TRIG(d)); OLC_STORAGE(d) = NULL; } #endif /* * Restore descriptor playing status. */ if (d->character) { REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING); STATE(d) = CON_PLAYING; act("$n stops using OLC.", TRUE, d->character, NULL, NULL, TO_ROOM); mudlog(CMP, LVL_IMMORT, TRUE, "OLC: %s stops editing zone %d allowed zone %d", GET_NAME(d->character), zone_table[OLC_ZNUM(d)].number, GET_OLC_ZONE(d->character)); } free(d->olc); d->olc = NULL; }