/* List all rooms in a zone. */ static void list_rooms(struct char_data *ch, zone_rnum rnum, room_vnum vmin, room_vnum vmax) { room_rnum i; room_vnum bottom, top; int j, counter = 0, len; char buf[MAX_STRING_LENGTH]; /* Expect a minimum / maximum number if the rnum for the zone is NOWHERE. */ if (rnum != NOWHERE) { bottom = zone_table[rnum].bot; top = zone_table[rnum].top; } else { bottom = vmin; top = vmax; } len = strlcpy(buf, "Index VNum Room Name Exits\r\n" "----- ------- -------------------------------------------- -----\r\n", sizeof(buf)); if (!top_of_world) return; for (i = 0; i <= top_of_world; i++) { /** Check to see if this room is one of the ones needed to be listed. **/ if ((world[i].number >= bottom) && (world[i].number <= top)) { counter++; len += snprintf(buf + len, sizeof(buf) - len, "%4d) [%s%-5d%s] %s%-*s%s %s", counter, QGRN, world[i].number, QNRM, QCYN, count_color_chars(world[i].name)+44, world[i].name, QNRM, world[i].proto_script ? "[TRIG] " : "" ); for (j = 0; j < DIR_COUNT; j++) { if (W_EXIT(i, j) == NULL) continue; if (W_EXIT(i, j)->to_room == NOWHERE) continue; if (world[W_EXIT(i, j)->to_room].zone != world[i].zone) len += snprintf(buf + len, sizeof(buf) - len, "(%s%d%s)", QYEL, world[W_EXIT(i, j)->to_room].number, QNRM); } len += snprintf(buf + len, sizeof(buf) - len, "\r\n"); if (len > sizeof(buf)) break; } } if (counter == 0) send_to_char(ch, "No rooms found for zone/range specified.\r\n"); else page_string(ch->desc, buf, TRUE); }
/************************************************************************\ ** 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); }
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; }
/* * 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; }
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; }