/**************************************************************************
*  File: oasis_copy.c                                      Part of tbaMUD *
*  Usage: Oasis OLC copying.                                              *
*                                                                         *
* By Levork. Copyright 1996 Harvey Gilpin. 1997-2001 George Greer.        *
* 2002 Kip Potter [Mythran].                                              *
**************************************************************************/

#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "shop.h"
#include "genshp.h"
#include "genolc.h"
#include "genzon.h"
#include "genwld.h"
#include "oasis.h"
#include "improved-edit.h"
#include "constants.h"
#include "dg_scripts.h"

/* Local, filescope function prototypes */
/* Utility function for buildwalk */
static room_vnum redit_find_new_vnum(zone_rnum zone);


/***********************************************************
* This function makes use of the high level OLC functions  *
* to copy most types of mud objects. The type of data is   *
* determined by the subcmd variable and the functions are  *
* looked up in a table.                                    *
***********************************************************/
ACMD(do_oasis_copy)
{
  int i, src_vnum, src_rnum, dst_vnum, dst_rnum;
  char buf1[MAX_INPUT_LENGTH];
  char buf2[MAX_INPUT_LENGTH];
  struct descriptor_data *d;

  struct {
    int con_type;
    IDXTYPE (*binary_search)(IDXTYPE vnum);
    void (*save_func)(struct descriptor_data *d);
    void (*setup_existing)(struct descriptor_data *d, int rnum);
    const char *command;
    const char *text;
  } oasis_copy_info[] = {
    { CON_REDIT,  real_room,   redit_save_internally, redit_setup_existing, "rcopy", "room" },
    { CON_OEDIT,  real_object, oedit_save_internally, oedit_setup_existing, "ocopy", "object" },
    { CON_MEDIT,  real_mobile, medit_save_internally, medit_setup_existing, "mcopy", "mobile" },
    { CON_SEDIT,  real_shop,   sedit_save_internally, sedit_setup_existing, "scopy", "shop" },
    { CON_TRIGEDIT, real_trigger, trigedit_save,   trigedit_setup_existing, "tcopy", "trigger" },
    { -1,         NULL,        NULL,                  NULL,                 "\n", "\n" }
  };

  /* Find the given connection type in the table (passed in subcmd). */
  for (i = 0; *(oasis_copy_info[i].text) != '\n'; i++)
    if (subcmd == oasis_copy_info[i].con_type)
      break;
  /* If not found, we don't support copying that type of data. */
  if (*(oasis_copy_info[i].text) == '\n')
    return;

  /* No copying as a mob or while being forced. */
  if (IS_NPC(ch) || !ch->desc || STATE(ch->desc) != CON_PLAYING) 
    return;

  /* We need two arguments. */
  two_arguments(argument, buf1, buf2);

  /* Both arguments are required and they must be numeric. */
  if (!*buf2 || !is_number(buf1) || !is_number(buf2)) {
    send_to_char(ch, "Syntax: %s <source vnum> <target vnum>\r\n", oasis_copy_info[i].command);
    return;
  }

  /* We can't copy non-existing data. */
  /* Note: the source data can be in any zone. It's not restricted */
  /* to the builder's designated OLC zone. */
  src_vnum = atoi(buf1);
  src_rnum = (*oasis_copy_info[i].binary_search)(src_vnum);
  if (src_rnum == NOWHERE) {
    send_to_char(ch, "The source %s (#%d) does not exist.\r\n", oasis_copy_info[i].text, src_vnum);
    return;
  }

  /* Don't copy if the target already exists. */
  dst_vnum = atoi(buf2);
  dst_rnum = (*oasis_copy_info[i].binary_search)(dst_vnum);
  if (dst_rnum != NOWHERE) {
    send_to_char(ch, "The target %s (#%d) already exists.\r\n", oasis_copy_info[i].text, dst_vnum);
    return;
  }

  /* Check that whatever it is isn't already being edited. */
  for (d = descriptor_list; d; d = d->next) {
    if (STATE(d) == subcmd) {
      if (d->olc && OLC_NUM(d) == dst_vnum) {
	send_to_char(ch, "The target %s (#%d) is currently being edited by %s.\r\n",
	oasis_copy_info[i].text, dst_vnum, GET_NAME(d->character));
        return;
      }
    }
  }

  d = ch->desc;

  /* Give the descriptor an OLC structure. */
  if (d->olc) {
    mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_oasis_copy: Player already had olc structure.");
    free(d->olc);
  }

  /* Create the OLC structure. */
  CREATE(d->olc, struct oasis_olc_data, 1);

  /* Find the zone. */
  if ((OLC_ZNUM(d) = real_zone_by_thing(dst_vnum)) == NOWHERE) {
    send_to_char(ch, "Sorry, there is no zone for the given vnum (#%d)!\r\n", dst_vnum);
    free(d->olc);
    d->olc = NULL;
    return;
  }

  /* Make sure the builder is allowed to modify the target zone. */
  if (!can_edit_zone(ch, OLC_ZNUM(d))) {
    send_cannot_edit(ch, zone_table[OLC_ZNUM(d)].number);
    free(d->olc);
    d->olc = NULL;
    return;
  }

  /* We tell the OLC functions that we want to save to the target vnum. */
  OLC_NUM(d) = dst_vnum;

  /* Perform the copy. */
  send_to_char(ch, "Copying %s: source: #%d, dest: #%d.\r\n", oasis_copy_info[i].text, src_vnum, dst_vnum);
  (*oasis_copy_info[i].setup_existing)(d, src_rnum);
  (*oasis_copy_info[i].save_func)(d);

  /* Currently CLEANUP_ALL should be used for everything. */
  cleanup_olc(d, CLEANUP_ALL);
  send_to_char(ch, "Done.\r\n");
}

/* Commands */
ACMD(do_dig)
{
  char sdir[MAX_INPUT_LENGTH], sroom[MAX_INPUT_LENGTH], *new_room_name;
  room_vnum rvnum = NOWHERE;
  room_rnum rrnum = NOWHERE;
  zone_rnum zone;
  int dir = 0, rawvnum;
  struct descriptor_data *d = ch->desc; /* will save us some typing */

  /* Grab the room's name (if available). */
  new_room_name = two_arguments(argument, sdir, sroom);
  skip_spaces(&new_room_name);

  /* Can't dig if we don't know where to go. */
  if (!*sdir || !*sroom) {
    send_to_char(ch, "Format: dig <direction> <room> - to create an exit\r\n"
                     "        dig <direction> -1     - to delete an exit\r\n");
    return;
  }

  rawvnum = atoi(sroom);
  if (rawvnum == -1)
    rvnum = NOWHERE;
  else
    rvnum = (room_vnum)rawvnum;
  rrnum = real_room(rvnum);
  dir = search_block(sdir, dirs, FALSE);
  zone = world[IN_ROOM(ch)].zone;

  if (dir < 0) {
    send_to_char(ch, "You cannot create an exit to the '%s'.\r\n", sdir);
    return;
  }
  /* Make sure that the builder has access to the zone he's in. */
  if ((zone == NOWHERE) || !can_edit_zone(ch, zone)) {
    send_to_char(ch, "You do not have permission to edit this zone.\r\n");
    return;
  }
  /* Lets not allow digging to limbo. After all, it'd just get us more errors 
   * on 'show errors.' */
  if (rvnum == 0) {
   send_to_char(ch, "The target exists, but you can't dig to limbo!\r\n");
   return;
  }
  /* Target room == -1 removes the exit. */
  if (rvnum == NOTHING) {
    if (W_EXIT(IN_ROOM(ch), dir)) {
      /* free the old pointers, if any */
      if (W_EXIT(IN_ROOM(ch), dir)->general_description)
        free(W_EXIT(IN_ROOM(ch), dir)->general_description);
      if (W_EXIT(IN_ROOM(ch), dir)->keyword)
        free(W_EXIT(IN_ROOM(ch), dir)->keyword);
      free(W_EXIT(IN_ROOM(ch), dir));
      W_EXIT(IN_ROOM(ch), dir) = NULL;
      add_to_save_list(zone_table[world[IN_ROOM(ch)].zone].number, SL_WLD);
      send_to_char(ch, "You remove the exit to the %s.\r\n", dirs[dir]);
      return;
    }
    send_to_char(ch, "There is no exit to the %s.\r\n"
                     "No exit removed.\r\n", dirs[dir]);
    return;
  }
  /* Can't dig in a direction, if it's already a door. */
  if (W_EXIT(IN_ROOM(ch), dir)) {
      send_to_char(ch, "There already is an exit to the %s.\r\n", dirs[dir]);
      return;
  }

  /* Make sure that the builder has access to the zone he's linking to. */
  zone = real_zone_by_thing(rvnum);
  if (zone == NOWHERE) {
    send_to_char(ch, "You cannot link to a non-existing zone!\r\n");
    return;
  }
  if (!can_edit_zone(ch, zone)) {
    send_to_char(ch, "You do not have permission to edit room #%d.\r\n", rvnum);
    return;
  }
  /* Now we know the builder is allowed to make the link. */
  /* If the room doesn't exist, create it.*/
  if (rrnum == NOWHERE) {
    /* Give the descriptor an olc struct. This way we can let 
     * redit_save_internally handle the room adding. */
    if (d->olc) {
      mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: do_dig: Player already had olc structure.");
      free(d->olc);
    }
    CREATE(d->olc, struct oasis_olc_data, 1);
    OLC_ZNUM(d) = zone;
    OLC_NUM(d) = rvnum;
    CREATE(OLC_ROOM(d), struct room_data, 1);


    /* Copy the room's name. */
    if (*new_room_name)
     OLC_ROOM(d)->name = strdup(new_room_name);
    else
     OLC_ROOM(d)->name = strdup("An unfinished room");

    /* Copy the room's description.*/
    OLC_ROOM(d)->description = strdup("You are in an unfinished room.\r\n");
    OLC_ROOM(d)->zone = OLC_ZNUM(d);
    OLC_ROOM(d)->number = NOWHERE;

    /* Save the new room to memory. redit_save_internally handles adding the 
     * room in the right place, etc. */
    redit_save_internally(d);
    OLC_VAL(d) = 0;

    send_to_char(ch, "New room (%d) created.\r\n", rvnum);
    cleanup_olc(d, CLEANUP_ALL);
    /* Update rrnum to the correct room rnum after adding the room. */
    rrnum = real_room(rvnum);
  }

  /* Now dig. */
  CREATE(W_EXIT(IN_ROOM(ch), dir), struct room_direction_data, 1);
  W_EXIT(IN_ROOM(ch), dir)->general_description = NULL;
  W_EXIT(IN_ROOM(ch), dir)->keyword = NULL;
  W_EXIT(IN_ROOM(ch), dir)->to_room = rrnum;
  add_to_save_list(zone_table[world[IN_ROOM(ch)].zone].number, SL_WLD);

  send_to_char(ch, "You make an exit %s to room %d (%s).\r\n",
                   dirs[dir], rvnum, world[rrnum].name);

  /* Check if we can dig from there to here. */
  if (W_EXIT(rrnum, rev_dir[dir]))
    send_to_char(ch, "You cannot dig from %d to here. The target room already has an exit to the %s.\r\n",
                     rvnum, dirs[rev_dir[dir]]);
  else {
    CREATE(W_EXIT(rrnum, rev_dir[dir]), struct room_direction_data, 1);
    W_EXIT(rrnum, rev_dir[dir])->general_description = NULL;
    W_EXIT(rrnum, rev_dir[dir])->keyword = NULL;
    W_EXIT(rrnum, rev_dir[dir])->to_room = IN_ROOM(ch);
    add_to_save_list(zone_table[world[rrnum].zone].number, SL_WLD);
  }
}

/* BuildWalk - OasisOLC Extension by D. Tyler Barnes. */
/* For buildwalk. Finds the next free vnum in the zone */
static room_vnum redit_find_new_vnum(zone_rnum zone)
{
  room_vnum vnum = genolc_zone_bottom(zone);
  room_rnum rnum = real_room(vnum);

  if (rnum == NOWHERE)
    return NOWHERE;

  for(;;) {
    if (vnum > zone_table[zone].top)
      return(NOWHERE);
    if (rnum > top_of_world || world[rnum].number > vnum)
      break;
    rnum++;
    vnum++;
  }
  return(vnum);
}

int buildwalk(struct char_data *ch, int dir)
{
  char buf[MAX_INPUT_LENGTH];
  room_vnum vnum;
  room_rnum rnum;

  if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_BUILDWALK) &&
      GET_LEVEL(ch) >= LVL_BUILDER) {

    get_char_colors(ch);

    if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) {
      send_to_char(ch, "You do not have build permissions in this zone.\r\n");
    } else if ((vnum = redit_find_new_vnum(world[IN_ROOM(ch)].zone)) == NOWHERE) {
      send_to_char(ch, "No free vnums are available in this zone!\r\n");
    } else {
      struct descriptor_data *d = ch->desc;
      /* Give the descriptor an olc struct. This way we can let 
       * redit_save_internally handle the room adding. */
      if (d->olc) {
        mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: buildwalk(): Player already had olc structure.");
        free(d->olc);
      }
      CREATE(d->olc, struct oasis_olc_data, 1);
      OLC_ZNUM(d) = world[IN_ROOM(ch)].zone;
      OLC_NUM(d) = vnum;
      CREATE(OLC_ROOM(d), struct room_data, 1);

      OLC_ROOM(d)->name = strdup("New BuildWalk Room");

      sprintf(buf, "This unfinished room was created by %s.\r\n", GET_NAME(ch));
      OLC_ROOM(d)->description = strdup(buf);
      OLC_ROOM(d)->zone = OLC_ZNUM(d);
      OLC_ROOM(d)->number = NOWHERE;

      /* Save the new room to memory. redit_save_internally handles adding the 
       * room in the right place, etc. */
      redit_save_internally(d);
      OLC_VAL(d) = 0;

      /* Link rooms */
      rnum = real_room(vnum);
      CREATE(EXIT(ch, dir), struct room_direction_data, 1);
      EXIT(ch, dir)->to_room = rnum;
      CREATE(world[rnum].dir_option[rev_dir[dir]], struct room_direction_data, 1);
      world[rnum].dir_option[rev_dir[dir]]->to_room = IN_ROOM(ch);

      /* Report room creation to user */
      send_to_char(ch, "%sRoom #%d created by BuildWalk.%s\r\n", yel, vnum, nrm);
      cleanup_olc(d, CLEANUP_STRUCTS);

      return (1);

    }
  }

  return(0);
}
