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/cvs/deliantra/server/server/build_map.C
Revision: 1.10
Committed: Mon Dec 4 15:48:13 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -4 lines
Log Message:
fixed a bug in the fix_walls heuristic of finding compatible walls.
now fake walls can be build properly!

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.7 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <living.h>
26     #include <spells.h>
27     #include <skills.h>
28     #include <tod.h>
29     #include <sproto.h>
30    
31     /**
32     * Check if objects on a square interfere with building
33     */
34 root 1.5 int
35 root 1.8 can_build_over (maptile *map, object *tmp, short x, short y)
36 root 1.5 {
37     object *ob;
38    
39     ob = GET_MAP_OB (map, x, y);
40     while (ob)
41 elmex 1.1 {
42 root 1.5 /* if ob is not a marking rune or floor, then check special cases */
43     if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR)
44 elmex 1.1 {
45 root 1.5 switch (tmp->type)
46 root 1.2 {
47     case SIGN:
48     case MAGIC_EAR:
49 root 1.5 /* Allow signs and magic ears to be built on books */
50     if (ob->type != BOOK)
51     {
52     return 0;
53     }
54     break;
55 root 1.2 case BUTTON:
56     case DETECTOR:
57 elmex 1.1 case PEDESTAL:
58     case CF_HANDLE:
59 root 1.5 /* Allow buttons and levers to be built under gates */
60     if (ob->type != GATE && ob->type != DOOR)
61     {
62     return 0;
63     }
64     break;
65 root 1.2 default:
66 root 1.5 return 0;
67 elmex 1.1 }
68 root 1.2 }
69 root 1.5 ob = ob->above;
70 elmex 1.1 }
71 root 1.5 return 1;
72     }
73 elmex 1.1
74     /**
75     * Erases marking runes at specified location
76     */
77 root 1.5 void
78 root 1.8 remove_marking_runes (maptile *map, short x, short y)
79 root 1.5 {
80     object *rune;
81     object *next;
82    
83     rune = GET_MAP_OB (map, x, y);
84     while (rune)
85 elmex 1.1 {
86 root 1.5 next = rune->above;
87     if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
88 elmex 1.1 {
89 root 1.5 remove_ob (rune);
90     free_object (rune);
91 elmex 1.1 }
92 root 1.5 rune = next;
93 elmex 1.1 }
94 root 1.5 }
95 elmex 1.1
96     /**
97     * Returns an unused value for 'connected'.
98     * \param map: map for which to find a value
99     * \return 'connected' value with no item, or -1 if failure.
100     *
101     * Tries 1000 random values, then returns -1.
102     */
103 root 1.5 int
104 root 1.8 find_unused_connected_value (maptile *map)
105 root 1.5 {
106     int connected = 0;
107     int itest = 0;
108     oblinkpt *obp;
109    
110     while (itest++ < 1000)
111 elmex 1.1 {
112 root 1.5 connected = 1 + rand () % 20000;
113     for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
114 elmex 1.1
115 root 1.5 if (!obp)
116     return connected;
117     }
118 elmex 1.1
119 root 1.5 return -1;
120     }
121 elmex 1.1
122    
123     /**
124     * Helper function for door/button/connected item building.
125     *
126     * Will search the specified spot for a marking rune.
127     * If not found, returns -1
128     * Else, searches a force in op's inventory matching the map's name
129     * and the rune's text.
130     * If found, returns the connection value associated
131     * else searches a new connection value, and adds the force to the player.
132     */
133 root 1.5 int
134     find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
135     {
136     object *force;
137     int connected;
138    
139     if (!rune)
140     rune = get_connection_rune (pl, x, y);
141    
142     if (!rune)
143 elmex 1.1 {
144 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
145     return -1;
146     }
147 elmex 1.1
148 root 1.5 /* Now, find force in player's inventory */
149     force = pl->inv;
150     while (force
151     && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
152     || (strcmp (force->msg, rune->msg))))
153     force = force->below;
154 elmex 1.1
155 root 1.5 if (!force)
156     /* No force, need to create & insert one */
157     {
158     /* Find unused value */
159     connected = find_unused_connected_value (pl->map);
160     if (connected == -1)
161 elmex 1.1 {
162 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
163     return -1;
164 elmex 1.1 }
165    
166 root 1.5 force = get_archetype (FORCE_NAME);
167     force->speed = 0;
168     update_ob_speed (force);
169     force->slaying = pl->map->path;
170     force->msg = rune->msg;
171     force->path_attuned = connected;
172     insert_ob_in_ob (force, pl);
173 elmex 1.1
174 root 1.5 return connected;
175     }
176 elmex 1.1
177 root 1.5 /* Found the force, everything's easy. */
178     return force->path_attuned;
179     }
180 elmex 1.1
181     /**
182     * Returns the marking rune on the square, for purposes of building connections
183     */
184 root 1.5 object *
185     get_connection_rune (object *pl, short x, short y)
186     {
187     object *rune;
188    
189     rune = GET_MAP_OB (pl->map, x, y);
190     while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
191     rune = rune->above;
192     return rune;
193     }
194    
195 elmex 1.1 /**
196     * Returns the book/scroll on the current square, for purposes of building
197     */
198 root 1.5 object *
199     get_msg_book (object *pl, short x, short y)
200     {
201     object *book;
202    
203     book = GET_MAP_OB (pl->map, x, y);
204     while (book && (book->type != BOOK))
205     book = book->above;
206     return book;
207     }
208 elmex 1.1
209     /**
210     * Returns first item of type WALL.
211     */
212 root 1.5 object *
213 root 1.8 get_wall (maptile *map, int x, int y)
214 root 1.5 {
215     object *wall;
216    
217     wall = GET_MAP_OB (map, x, y);
218     while (wall && (WALL != wall->type))
219 elmex 1.10 wall = wall->above;
220 elmex 1.1
221 root 1.5 return wall;
222     }
223 elmex 1.1
224     /**
225     * Fixes walls around specified spot
226     *
227     * \param map is the map
228     * \param x
229     * \param y are the position to fix
230     *
231     * Basically it ensures the correct wall is put where needed.
232     *
233     * Note: x & y must be valid map coordinates.
234     */
235 root 1.5 void
236 root 1.8 fix_walls (maptile *map, int x, int y)
237 root 1.5 {
238     int connect;
239     object *wall;
240     char archetype[MAX_BUF];
241     char *underscore;
242     uint32 old_flags[4];
243     struct archetype *new_arch;
244     int flag;
245    
246 elmex 1.9
247 root 1.5 /* First, find the wall on that spot */
248     wall = get_wall (map, x, y);
249     if (!wall)
250     /* Nothing -> bail out */
251     return;
252    
253     /* Find base name */
254     strcpy (archetype, wall->arch->name);
255     underscore = strchr (archetype, '_');
256    
257 elmex 1.10 /* search for the first _ before a number */
258     while (underscore && !isdigit (*(underscore + 1)))
259     underscore = strchr (underscore + 1, '_');
260    
261     if (!underscore || !isdigit (*(underscore + 1)))
262 root 1.5 /* Not in a format we can change, bail out */
263     return;
264    
265     underscore++;
266     *underscore = '\0';
267    
268     connect = 0;
269    
270     if ((x > 0) && get_wall (map, x - 1, y))
271     connect |= 1;
272     if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
273     connect |= 2;
274 elmex 1.1
275 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
276     connect |= 4;
277 elmex 1.1
278 root 1.5 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
279     connect |= 8;
280 elmex 1.1
281 root 1.5 switch (connect)
282     {
283 elmex 1.1 case 0:
284 root 1.5 strcat (archetype, "0");
285    
286     break;
287 elmex 1.1 case 1:
288 root 1.5 strcat (archetype, "1_3");
289    
290     break;
291 elmex 1.1 case 2:
292 root 1.5 strcat (archetype, "1_4");
293    
294     break;
295 elmex 1.1 case 3:
296 root 1.5 strcat (archetype, "2_1_2");
297    
298     break;
299 elmex 1.1 case 4:
300 root 1.5 strcat (archetype, "1_2");
301    
302     break;
303 elmex 1.1 case 5:
304 root 1.5 strcat (archetype, "2_2_4");
305    
306     break;
307 elmex 1.1 case 6:
308 root 1.5 strcat (archetype, "2_2_1");
309    
310     break;
311 elmex 1.1 case 7:
312 root 1.5 strcat (archetype, "3_1");
313    
314     break;
315 elmex 1.1 case 8:
316 root 1.5 strcat (archetype, "1_1");
317    
318     break;
319 elmex 1.1 case 9:
320 root 1.5 strcat (archetype, "2_2_3");
321    
322     break;
323 elmex 1.1 case 10:
324 root 1.5 strcat (archetype, "2_2_2");
325    
326     break;
327 elmex 1.1 case 11:
328 root 1.5 strcat (archetype, "3_3");
329    
330     break;
331 elmex 1.1 case 12:
332 root 1.5 strcat (archetype, "2_1_1");
333    
334     break;
335 elmex 1.1 case 13:
336 root 1.5 strcat (archetype, "3_4");
337    
338     break;
339 elmex 1.1 case 14:
340 root 1.5 strcat (archetype, "3_2");
341    
342     break;
343 elmex 1.1 case 15:
344 root 1.5 strcat (archetype, "4");
345 elmex 1.1
346 root 1.5 break;
347     }
348 elmex 1.1
349 root 1.5 /*
350     * Before anything, make sure the archetype does exist...
351     * If not, prolly an error...
352     */
353 root 1.6 new_arch = archetype::find (archetype);
354 root 1.5
355     if (!new_arch)
356     return;
357    
358     /* Now delete current wall, and insert new one
359     * We save flags to avoid any trouble with buildable/non buildable, and so on
360     */
361     for (flag = 0; flag < 4; flag++)
362     old_flags[flag] = wall->flags[flag];
363     remove_ob (wall);
364     free_object (wall);
365    
366     wall = arch_to_object (new_arch);
367     wall->type = WALL;
368     insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
369     for (flag = 0; flag < 4; flag++)
370     wall->flags[flag] = old_flags[flag];
371     }
372 elmex 1.1
373     /**
374     * \brief Floor building function
375     *
376     * Floors can be build:
377     * - on existing floors, with or without a detector/button
378     * - on an existing wall, with or without a floor under it
379     *
380     * Note: this function will inconditionally change squares around (x, y)
381     * so don't call it with x == 0 for instance!
382     */
383 root 1.5 void
384     apply_builder_floor (object *pl, object *material, short x, short y)
385     {
386     object *tmp, *above;
387     object *above_floor; /* Item above floor, if any */
388     struct archetype *new_floor;
389     struct archetype *new_wall;
390     int i, xt, yt, floor_removed;
391     char message[MAX_BUF];
392    
393     sprintf (message, "You change the floor to better suit your tastes.");
394    
395     /*
396     * Now the building part...
397     * First, remove wall(s) and floor(s) at position x, y
398     */
399     above_floor = NULL;
400     new_wall = NULL;
401     floor_removed = 0;
402     tmp = GET_MAP_OB (pl->map, x, y);
403     if (tmp)
404     {
405     while (tmp)
406     {
407     above = tmp->above;
408     if (WALL == tmp->type)
409     {
410     /* There was a wall, remove it & keep its archetype to make new walls */
411     new_wall = tmp->arch;
412     remove_ob (tmp);
413     free_object (tmp);
414     sprintf (message, "You destroy the wall and redo the floor.");
415     }
416     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
417     {
418     remove_ob (tmp);
419     free_object (tmp);
420     floor_removed = 1;
421     }
422     else
423     {
424     if (floor_removed)
425     above_floor = tmp;
426     }
427    
428     tmp = above;
429     }
430     }
431    
432     /* Now insert our floor */
433 root 1.6 new_floor = archetype::find (material->slaying);
434 root 1.5 if (!new_floor)
435     {
436     /* Not found, log & bail out */
437     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
438     return;
439     }
440    
441     tmp = arch_to_object (new_floor);
442     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
443     SET_FLAG (tmp, FLAG_UNIQUE);
444     SET_FLAG (tmp, FLAG_IS_FLOOR);
445     tmp->type = FLOOR;
446     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
447    
448     /*
449     * Next step: make sure there are either walls or floors around the new square
450     * Since building, you can have: blocking view / floor / wall / nothing
451     */
452     for (i = 1; i <= 8; i++)
453     {
454     xt = x + freearr_x[i];
455     yt = y + freearr_y[i];
456     tmp = GET_MAP_OB (pl->map, xt, yt);
457     if (!tmp)
458     {
459     /* Must insert floor & wall */
460     tmp = arch_to_object (new_floor);
461     /* Better make the floor unique */
462     SET_FLAG (tmp, FLAG_UNIQUE);
463     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
464     tmp->type = FLOOR;
465     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
466     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
467     if (new_wall)
468     {
469     tmp = arch_to_object (new_wall);
470     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
471     tmp->type = WALL;
472     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
473     }
474     }
475     }
476    
477     /* Finally fixing walls to ensure nice continuous walls
478     * Note: 2 squares around are checked, because potentially we added walls around the building
479     * spot, so need to check that those new walls connect correctly
480     */
481     for (xt = x - 2; xt <= x + 2; xt++)
482     for (yt = y - 2; yt <= y + 2; yt++)
483     {
484     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
485     fix_walls (pl->map, xt, yt);
486     }
487    
488     /* Now remove raw item from inventory */
489     decrease_ob (material);
490    
491     /* And tell player about the fix */
492     new_draw_info (NDI_UNIQUE, 0, pl, message);
493     }
494 elmex 1.1
495     /**
496 elmex 1.9 * Wall radius fix function
497     */
498     void fix_walls_around (maptile *map, int x, int y)
499     {
500     for (int xt = x - 1; xt <= x + 1; xt++)
501     for (int yt = y - 1; yt <= y + 1; yt++)
502     {
503     if (OUT_OF_REAL_MAP (map, xt, yt))
504     continue;
505    
506     fix_walls (map, xt, yt);
507     }
508     }
509    
510     /**
511 elmex 1.1 * Wall building function
512     *
513     * Walls can be build:
514     * - on a floor without anything else
515     * - on an existing wall, with or without a floor
516     */
517 root 1.5 void
518     apply_builder_wall (object *pl, object *material, short x, short y)
519     {
520     object *current_wall;
521     object *tmp;
522     int xt, yt;
523     struct archetype *new_wall;
524     char message[MAX_BUF];
525 elmex 1.1
526 root 1.5 remove_marking_runes (pl->map, x, y);
527 elmex 1.1
528 root 1.5 /* Grab existing wall, if any */
529     current_wall = NULL;
530     tmp = GET_MAP_OB (pl->map, x, y);
531     while (tmp && !current_wall)
532     {
533     if (WALL == tmp->type)
534     current_wall = tmp;
535 elmex 1.1
536 root 1.5 tmp = tmp->above;
537     }
538 elmex 1.1
539 root 1.5 /* Find the raw wall in inventory */
540     sprintf (message, "You build a wall.");
541 elmex 1.1
542 root 1.5 /* Now we can actually insert the wall */
543 root 1.6 new_wall = archetype::find (material->slaying);
544 root 1.5 if (!new_wall)
545     {
546     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
547     return;
548     }
549 elmex 1.1
550 root 1.5 tmp = arch_to_object (new_wall);
551     tmp->type = WALL;
552     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
553     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
554 elmex 1.1
555 root 1.5 /* If existing wall, remove it, no need to fix other walls */
556     if (current_wall)
557     {
558     remove_ob (current_wall);
559     free_object (current_wall);
560     fix_walls (pl->map, x, y);
561     sprintf (message, "You redecorate the wall to better suit your tastes.");
562     }
563     else
564     {
565     /* Else fix all walls around */
566     for (xt = x - 1; xt <= x + 1; xt++)
567     for (yt = y - 1; yt <= y + 1; yt++)
568     {
569     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
570     continue;
571 elmex 1.1
572 root 1.5 fix_walls (pl->map, xt, yt);
573     }
574     }
575 elmex 1.1
576 root 1.5 /* Now remove item from inventory */
577     decrease_ob (material);
578 elmex 1.1
579 root 1.5 /* And tell player what happened */
580     new_draw_info (NDI_UNIQUE, 0, pl, message);
581     }
582 elmex 1.1
583     /**
584     * Generic item builder.
585     *
586     * Item must be put on a square with a floor, you can have something under.
587     * Archetype of created object is item->slaying (raw material).
588     * Type of inserted item is tested for specific cases (doors & such).
589     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
590     */
591 root 1.5 void
592     apply_builder_item (object *pl, object *item, short x, short y)
593     {
594     object *tmp;
595     struct archetype *arch;
596     int insert_flag;
597     object *floor;
598     object *con_rune;
599     int connected;
600    
601     /* Find floor */
602     floor = GET_MAP_OB (pl->map, x, y);
603     if (!floor)
604 elmex 1.1 {
605 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
606     return;
607     }
608 elmex 1.1
609 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
610     floor = floor->above;
611    
612     if (!floor)
613     {
614     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
615     return;
616     }
617     /* Create item, set flag, insert in map */
618 root 1.6 arch = archetype::find (item->slaying);
619 root 1.5 if (!arch)
620     return;
621 elmex 1.1
622 root 1.5 tmp = arch_to_object (arch);
623 elmex 1.1
624 root 1.5 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
625     /* Floor has something on top that interferes with building */
626     {
627     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
628     return;
629     }
630 elmex 1.1
631 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
632     SET_FLAG (tmp, FLAG_NO_PICK);
633 elmex 1.1
634 root 1.5 /*
635     * This doesn't work on non unique maps. pedestals under floor will not be saved...
636     insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
637     */
638     insert_flag = INS_ABOVE_FLOOR_ONLY;
639 elmex 1.1
640 root 1.5 connected = 0;
641     switch (tmp->type)
642     {
643 elmex 1.1 case DOOR:
644     case GATE:
645     case BUTTON:
646     case DETECTOR:
647     case TIMED_GATE:
648     case PEDESTAL:
649     case CF_HANDLE:
650 root 1.2 case MAGIC_EAR:
651     case SIGN:
652 root 1.5 /* Signs don't need a connection, but but magic mouths do. */
653     if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
654     break;
655     con_rune = get_connection_rune (pl, x, y);
656     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
657     if (connected == -1)
658 root 1.2 {
659 root 1.5 /* Player already informed of failure by the previous function */
660     free_object (tmp);
661     return;
662 root 1.2 }
663 root 1.5 /* Remove marking rune */
664     remove_ob (con_rune);
665     free_object (con_rune);
666     }
667    
668     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
669     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
670     {
671     if (adjust_sign_msg (pl, x, y, tmp) == -1)
672     {
673     free_object (tmp);
674     return;
675 root 1.2 }
676 root 1.5 }
677 elmex 1.1
678 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
679     if (connected != 0)
680     add_button_link (tmp, pl->map, connected);
681 elmex 1.1
682 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
683     decrease_ob_nr (item, 1);
684     }
685 elmex 1.1
686     /**
687     * Item remover.
688     *
689     * Removes first buildable item, either under or above the floor
690     */
691 root 1.5 void
692     apply_builder_remove (object *pl, int dir)
693     {
694     object *item;
695     short x, y;
696 elmex 1.1
697 root 1.5 x = pl->x + freearr_x[dir];
698     y = pl->y + freearr_y[dir];
699 elmex 1.1
700 root 1.5 /* Check square */
701     item = GET_MAP_OB (pl->map, x, y);
702     if (!item)
703     {
704     /* Should not happen with previous tests, but we never know */
705     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
706     LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
707     return;
708     }
709 elmex 1.1
710 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
711     item = item->above;
712 elmex 1.1
713 root 1.5 if (!item)
714     {
715     new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
716     return;
717     }
718 elmex 1.1
719 root 1.5 /* Now remove object, with special cases (buttons & such) */
720     switch (item->type)
721     {
722 elmex 1.1 case WALL:
723 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
724     return;
725 elmex 1.1
726     case DOOR:
727     case BUTTON:
728     case GATE:
729     case TIMED_GATE:
730     case DETECTOR:
731     case PEDESTAL:
732     case CF_HANDLE:
733     case MAGIC_EAR:
734     case SIGN:
735 root 1.5 /* Special case: must unconnect */
736     if (QUERY_FLAG (item, FLAG_IS_LINKED))
737     remove_button_link (item);
738 elmex 1.1
739 root 1.5 /* Fall through */
740 elmex 1.1
741     default:
742 root 1.5 /* Remove generic item */
743     new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
744     remove_ob (item);
745     free_object (item);
746 elmex 1.1 }
747 root 1.5 }
748 elmex 1.1
749     /**
750     * Global building function
751     *
752     * This is the general map building function. Called when the player 'fires' a builder
753     * or remover object.
754     */
755 root 1.5 void
756     apply_map_builder (object *pl, int dir)
757     {
758     object *builder;
759     object *tmp;
760     object *tmp2;
761     short x, y;
762    
763     if (!pl->type == PLAYER)
764     return;
765    
766     /*if ( !player->map->unique )
767     {
768     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
769     return;
770     } */
771    
772     if (dir == 0)
773 elmex 1.1 {
774 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
775     return;
776     }
777    
778     x = pl->x + freearr_x[dir];
779     y = pl->y + freearr_y[dir];
780 elmex 1.1
781 root 1.5 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
782     {
783     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
784     return;
785     }
786 elmex 1.1
787 root 1.5 /*
788     * Check specified square
789     * The square must have only buildable items
790     * Exception: marking runes are all right,
791     * since they are used for special things like connecting doors / buttons
792     */
793 elmex 1.1
794 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
795     if (!tmp)
796     {
797     /* Nothing, meaning player is standing next to an undefined square... */
798     LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
799     new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
800     return;
801     }
802     tmp2 = find_marked_object (pl);
803     while (tmp)
804     {
805     if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
806 elmex 1.1 {
807 root 1.5 /* The item building function already has it's own special
808     * checks for this
809     */
810     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
811     {
812     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
813     return;
814     }
815 elmex 1.1 }
816 root 1.5 tmp = tmp->above;
817     }
818 elmex 1.1
819 root 1.5 /* Now we know the square is ok */
820     builder = pl->contr->ranges[range_builder];
821 elmex 1.1
822 root 1.5 if (builder->subtype == ST_BD_REMOVE)
823     /* Remover -> call specific function and bail out */
824     {
825     apply_builder_remove (pl, dir);
826     return;
827     }
828 elmex 1.1
829 root 1.5 if (builder->subtype == ST_BD_BUILD)
830 elmex 1.1 /*
831 root 1.5 * Builder.
832     * Find marked item to build, call specific function
833 elmex 1.1 */
834 root 1.5 {
835     tmp = tmp2;
836     if (!tmp)
837 elmex 1.1 {
838 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
839     return;
840 elmex 1.1 }
841    
842 root 1.5 if (tmp->type != MATERIAL)
843 elmex 1.1 {
844 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
845     return;
846 elmex 1.1 }
847    
848 root 1.5 switch (tmp->subtype)
849 elmex 1.1 {
850 root 1.5 case ST_MAT_FLOOR:
851     apply_builder_floor (pl, tmp, x, y);
852     return;
853 elmex 1.1
854     case ST_MAT_WALL:
855 root 1.5 apply_builder_wall (pl, tmp, x, y);
856     return;
857 elmex 1.1
858     case ST_MAT_ITEM:
859 root 1.5 apply_builder_item (pl, tmp, x, y);
860     return;
861 elmex 1.1
862     default:
863 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
864     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
865     return;
866 elmex 1.1 }
867 root 1.5 }
868    
869     /* Here, it means the builder has an invalid type */
870     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
871     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
872     }
873 elmex 1.1
874     /**
875     * Make the built object inherit the msg of books that are used with it.
876     * For objects already invisible (i.e. magic mouths & ears), also make it
877     * it inherit the face and the name with "talking " prepended.
878     */
879 root 1.5 int
880     adjust_sign_msg (object *pl, short x, short y, object *tmp)
881     {
882     object *book;
883     char buf[MAX_BUF];
884     char buf2[MAX_BUF];
885    
886     book = get_msg_book (pl, x, y);
887     if (!book)
888 elmex 1.1 {
889 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
890     return -1;
891     }
892 elmex 1.1
893 root 1.5 tmp->msg = book->msg;
894    
895     if (tmp->invisible)
896     {
897     if (book->custom_name != NULL)
898 elmex 1.1 {
899 root 1.5 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
900 root 1.2 }
901 root 1.5 else
902     {
903     snprintf (buf, sizeof (buf), "talking %s", &book->name);
904     }
905     tmp->name = buf;
906    
907     if (book->name_pl != NULL)
908 elmex 1.1 {
909 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
910     tmp->name_pl = buf2;
911     }
912    
913     tmp->face = book->face;
914     tmp->invisible = 0;
915 elmex 1.1 }
916 root 1.5 remove_ob (book);
917     free_object (book);
918     return 0;
919     }