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/cvs/deliantra/server/server/build_map.C
Revision: 1.12
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +14 -20 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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 root 1.12
88 root 1.5 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
89 root 1.12 rune->destroy ();
90    
91 root 1.5 rune = next;
92 elmex 1.1 }
93 root 1.5 }
94 elmex 1.1
95     /**
96     * Returns an unused value for 'connected'.
97     * \param map: map for which to find a value
98     * \return 'connected' value with no item, or -1 if failure.
99     *
100     * Tries 1000 random values, then returns -1.
101     */
102 root 1.5 int
103 root 1.8 find_unused_connected_value (maptile *map)
104 root 1.5 {
105     int connected = 0;
106     int itest = 0;
107     oblinkpt *obp;
108    
109     while (itest++ < 1000)
110 elmex 1.1 {
111 root 1.5 connected = 1 + rand () % 20000;
112     for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
113 elmex 1.1
114 root 1.5 if (!obp)
115     return connected;
116     }
117 elmex 1.1
118 root 1.5 return -1;
119     }
120 elmex 1.1
121    
122     /**
123     * Helper function for door/button/connected item building.
124     *
125     * Will search the specified spot for a marking rune.
126     * If not found, returns -1
127     * Else, searches a force in op's inventory matching the map's name
128     * and the rune's text.
129     * If found, returns the connection value associated
130     * else searches a new connection value, and adds the force to the player.
131     */
132 root 1.5 int
133     find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
134     {
135     object *force;
136     int connected;
137    
138     if (!rune)
139     rune = get_connection_rune (pl, x, y);
140    
141     if (!rune)
142 elmex 1.1 {
143 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
144     return -1;
145     }
146 elmex 1.1
147 root 1.5 /* Now, find force in player's inventory */
148     force = pl->inv;
149     while (force
150     && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
151     || (strcmp (force->msg, rune->msg))))
152     force = force->below;
153 elmex 1.1
154 root 1.5 if (!force)
155     /* No force, need to create & insert one */
156     {
157     /* Find unused value */
158     connected = find_unused_connected_value (pl->map);
159     if (connected == -1)
160 elmex 1.1 {
161 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
162     return -1;
163 elmex 1.1 }
164    
165 root 1.5 force = get_archetype (FORCE_NAME);
166     force->speed = 0;
167     update_ob_speed (force);
168     force->slaying = pl->map->path;
169     force->msg = rune->msg;
170     force->path_attuned = connected;
171     insert_ob_in_ob (force, pl);
172 elmex 1.1
173 root 1.5 return connected;
174     }
175 elmex 1.1
176 root 1.5 /* Found the force, everything's easy. */
177     return force->path_attuned;
178     }
179 elmex 1.1
180     /**
181     * Returns the marking rune on the square, for purposes of building connections
182     */
183 root 1.5 object *
184     get_connection_rune (object *pl, short x, short y)
185     {
186     object *rune;
187    
188     rune = GET_MAP_OB (pl->map, x, y);
189     while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
190     rune = rune->above;
191     return rune;
192     }
193    
194 elmex 1.1 /**
195     * Returns the book/scroll on the current square, for purposes of building
196     */
197 root 1.5 object *
198     get_msg_book (object *pl, short x, short y)
199     {
200     object *book;
201    
202     book = GET_MAP_OB (pl->map, x, y);
203     while (book && (book->type != BOOK))
204     book = book->above;
205     return book;
206     }
207 elmex 1.1
208     /**
209     * Returns first item of type WALL.
210     */
211 root 1.5 object *
212 root 1.8 get_wall (maptile *map, int x, int y)
213 root 1.5 {
214     object *wall;
215    
216     wall = GET_MAP_OB (map, x, y);
217     while (wall && (WALL != wall->type))
218 elmex 1.10 wall = wall->above;
219 elmex 1.1
220 root 1.5 return wall;
221     }
222 elmex 1.1
223     /**
224     * Fixes walls around specified spot
225     *
226     * \param map is the map
227     * \param x
228     * \param y are the position to fix
229     *
230     * Basically it ensures the correct wall is put where needed.
231     *
232     * Note: x & y must be valid map coordinates.
233     */
234 root 1.5 void
235 root 1.8 fix_walls (maptile *map, int x, int y)
236 root 1.5 {
237     int connect;
238     object *wall;
239     char archetype[MAX_BUF];
240     char *underscore;
241     uint32 old_flags[4];
242     struct archetype *new_arch;
243     int flag;
244    
245 elmex 1.9
246 root 1.5 /* First, find the wall on that spot */
247     wall = get_wall (map, x, y);
248     if (!wall)
249     /* Nothing -> bail out */
250     return;
251    
252     /* Find base name */
253     strcpy (archetype, wall->arch->name);
254     underscore = strchr (archetype, '_');
255    
256 elmex 1.10 /* search for the first _ before a number */
257     while (underscore && !isdigit (*(underscore + 1)))
258     underscore = strchr (underscore + 1, '_');
259    
260     if (!underscore || !isdigit (*(underscore + 1)))
261 root 1.5 /* Not in a format we can change, bail out */
262     return;
263    
264     underscore++;
265     *underscore = '\0';
266    
267     connect = 0;
268    
269     if ((x > 0) && get_wall (map, x - 1, y))
270     connect |= 1;
271     if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
272     connect |= 2;
273 elmex 1.1
274 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
275     connect |= 4;
276 elmex 1.1
277 root 1.5 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
278     connect |= 8;
279 elmex 1.1
280 root 1.5 switch (connect)
281     {
282 elmex 1.1 case 0:
283 root 1.5 strcat (archetype, "0");
284    
285     break;
286 elmex 1.1 case 1:
287 root 1.5 strcat (archetype, "1_3");
288    
289     break;
290 elmex 1.1 case 2:
291 root 1.5 strcat (archetype, "1_4");
292    
293     break;
294 elmex 1.1 case 3:
295 root 1.5 strcat (archetype, "2_1_2");
296    
297     break;
298 elmex 1.1 case 4:
299 root 1.5 strcat (archetype, "1_2");
300    
301     break;
302 elmex 1.1 case 5:
303 root 1.5 strcat (archetype, "2_2_4");
304    
305     break;
306 elmex 1.1 case 6:
307 root 1.5 strcat (archetype, "2_2_1");
308    
309     break;
310 elmex 1.1 case 7:
311 root 1.5 strcat (archetype, "3_1");
312    
313     break;
314 elmex 1.1 case 8:
315 root 1.5 strcat (archetype, "1_1");
316    
317     break;
318 elmex 1.1 case 9:
319 root 1.5 strcat (archetype, "2_2_3");
320    
321     break;
322 elmex 1.1 case 10:
323 root 1.5 strcat (archetype, "2_2_2");
324    
325     break;
326 elmex 1.1 case 11:
327 root 1.5 strcat (archetype, "3_3");
328    
329     break;
330 elmex 1.1 case 12:
331 root 1.5 strcat (archetype, "2_1_1");
332    
333     break;
334 elmex 1.1 case 13:
335 root 1.5 strcat (archetype, "3_4");
336    
337     break;
338 elmex 1.1 case 14:
339 root 1.5 strcat (archetype, "3_2");
340    
341     break;
342 elmex 1.1 case 15:
343 root 1.5 strcat (archetype, "4");
344 elmex 1.1
345 root 1.5 break;
346     }
347 elmex 1.1
348 root 1.5 /*
349     * Before anything, make sure the archetype does exist...
350     * If not, prolly an error...
351     */
352 root 1.6 new_arch = archetype::find (archetype);
353 root 1.5
354     if (!new_arch)
355     return;
356    
357     /* Now delete current wall, and insert new one
358     * We save flags to avoid any trouble with buildable/non buildable, and so on
359     */
360     for (flag = 0; flag < 4; flag++)
361     old_flags[flag] = wall->flags[flag];
362 root 1.12
363     wall->destroy ();
364 root 1.5
365     wall = arch_to_object (new_arch);
366     wall->type = WALL;
367     insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
368     for (flag = 0; flag < 4; flag++)
369     wall->flags[flag] = old_flags[flag];
370     }
371 elmex 1.1
372     /**
373     * \brief Floor building function
374     *
375     * Floors can be build:
376     * - on existing floors, with or without a detector/button
377     * - on an existing wall, with or without a floor under it
378     *
379     * Note: this function will inconditionally change squares around (x, y)
380     * so don't call it with x == 0 for instance!
381     */
382 root 1.5 void
383     apply_builder_floor (object *pl, object *material, short x, short y)
384     {
385     object *tmp, *above;
386     object *above_floor; /* Item above floor, if any */
387     struct archetype *new_floor;
388     struct archetype *new_wall;
389     int i, xt, yt, floor_removed;
390     char message[MAX_BUF];
391    
392     sprintf (message, "You change the floor to better suit your tastes.");
393    
394     /*
395     * Now the building part...
396     * First, remove wall(s) and floor(s) at position x, y
397     */
398     above_floor = NULL;
399     new_wall = NULL;
400     floor_removed = 0;
401     tmp = GET_MAP_OB (pl->map, x, y);
402     if (tmp)
403     {
404     while (tmp)
405     {
406     above = tmp->above;
407     if (WALL == tmp->type)
408     {
409     /* There was a wall, remove it & keep its archetype to make new walls */
410     new_wall = tmp->arch;
411 root 1.12 tmp->destroy ();
412 root 1.5 sprintf (message, "You destroy the wall and redo the floor.");
413     }
414     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
415     {
416 root 1.12 tmp->destroy ();
417 root 1.5 floor_removed = 1;
418     }
419     else
420     {
421     if (floor_removed)
422     above_floor = tmp;
423     }
424    
425     tmp = above;
426     }
427     }
428    
429     /* Now insert our floor */
430 root 1.6 new_floor = archetype::find (material->slaying);
431 root 1.5 if (!new_floor)
432     {
433     /* Not found, log & bail out */
434     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
435     return;
436     }
437    
438     tmp = arch_to_object (new_floor);
439     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
440     SET_FLAG (tmp, FLAG_UNIQUE);
441     SET_FLAG (tmp, FLAG_IS_FLOOR);
442     tmp->type = FLOOR;
443     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
444    
445     /*
446     * Next step: make sure there are either walls or floors around the new square
447     * Since building, you can have: blocking view / floor / wall / nothing
448     */
449     for (i = 1; i <= 8; i++)
450     {
451     xt = x + freearr_x[i];
452     yt = y + freearr_y[i];
453     tmp = GET_MAP_OB (pl->map, xt, yt);
454     if (!tmp)
455     {
456     /* Must insert floor & wall */
457     tmp = arch_to_object (new_floor);
458     /* Better make the floor unique */
459     SET_FLAG (tmp, FLAG_UNIQUE);
460     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
461     tmp->type = FLOOR;
462     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
463     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
464     if (new_wall)
465     {
466     tmp = arch_to_object (new_wall);
467     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
468     tmp->type = WALL;
469     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
470     }
471     }
472     }
473    
474     /* Finally fixing walls to ensure nice continuous walls
475     * Note: 2 squares around are checked, because potentially we added walls around the building
476     * spot, so need to check that those new walls connect correctly
477     */
478     for (xt = x - 2; xt <= x + 2; xt++)
479     for (yt = y - 2; yt <= y + 2; yt++)
480     {
481     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
482     fix_walls (pl->map, xt, yt);
483     }
484    
485     /* Now remove raw item from inventory */
486     decrease_ob (material);
487    
488     /* And tell player about the fix */
489     new_draw_info (NDI_UNIQUE, 0, pl, message);
490     }
491 elmex 1.1
492     /**
493 elmex 1.9 * Wall radius fix function
494     */
495     void fix_walls_around (maptile *map, int x, int y)
496     {
497     for (int xt = x - 1; xt <= x + 1; xt++)
498     for (int yt = y - 1; yt <= y + 1; yt++)
499     {
500     if (OUT_OF_REAL_MAP (map, xt, yt))
501     continue;
502    
503     fix_walls (map, xt, yt);
504     }
505     }
506    
507     /**
508 elmex 1.1 * Wall building function
509     *
510     * Walls can be build:
511     * - on a floor without anything else
512     * - on an existing wall, with or without a floor
513     */
514 root 1.5 void
515     apply_builder_wall (object *pl, object *material, short x, short y)
516     {
517     object *current_wall;
518     object *tmp;
519     int xt, yt;
520     struct archetype *new_wall;
521     char message[MAX_BUF];
522 elmex 1.1
523 root 1.5 remove_marking_runes (pl->map, x, y);
524 elmex 1.1
525 root 1.5 /* Grab existing wall, if any */
526     current_wall = NULL;
527     tmp = GET_MAP_OB (pl->map, x, y);
528     while (tmp && !current_wall)
529     {
530     if (WALL == tmp->type)
531     current_wall = tmp;
532 elmex 1.1
533 root 1.5 tmp = tmp->above;
534     }
535 elmex 1.1
536 root 1.5 /* Find the raw wall in inventory */
537     sprintf (message, "You build a wall.");
538 elmex 1.1
539 root 1.5 /* Now we can actually insert the wall */
540 root 1.6 new_wall = archetype::find (material->slaying);
541 root 1.5 if (!new_wall)
542     {
543     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
544     return;
545     }
546 elmex 1.1
547 root 1.5 tmp = arch_to_object (new_wall);
548     tmp->type = WALL;
549     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
550     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
551 elmex 1.1
552 root 1.5 /* If existing wall, remove it, no need to fix other walls */
553     if (current_wall)
554     {
555 root 1.12 current_wall->destroy ();
556 root 1.5 fix_walls (pl->map, x, y);
557     sprintf (message, "You redecorate the wall to better suit your tastes.");
558     }
559     else
560     {
561     /* Else fix all walls around */
562     for (xt = x - 1; xt <= x + 1; xt++)
563     for (yt = y - 1; yt <= y + 1; yt++)
564     {
565     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
566     continue;
567 elmex 1.1
568 root 1.5 fix_walls (pl->map, xt, yt);
569     }
570     }
571 elmex 1.1
572 root 1.5 /* Now remove item from inventory */
573     decrease_ob (material);
574 elmex 1.1
575 root 1.5 /* And tell player what happened */
576     new_draw_info (NDI_UNIQUE, 0, pl, message);
577     }
578 elmex 1.1
579     /**
580     * Generic item builder.
581     *
582     * Item must be put on a square with a floor, you can have something under.
583     * Archetype of created object is item->slaying (raw material).
584     * Type of inserted item is tested for specific cases (doors & such).
585     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
586     */
587 root 1.5 void
588     apply_builder_item (object *pl, object *item, short x, short y)
589     {
590     object *tmp;
591     struct archetype *arch;
592     int insert_flag;
593     object *floor;
594     object *con_rune;
595     int connected;
596    
597     /* Find floor */
598     floor = GET_MAP_OB (pl->map, x, y);
599     if (!floor)
600 elmex 1.1 {
601 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
602     return;
603     }
604 elmex 1.1
605 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
606     floor = floor->above;
607    
608     if (!floor)
609     {
610     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
611     return;
612     }
613     /* Create item, set flag, insert in map */
614 root 1.6 arch = archetype::find (item->slaying);
615 root 1.5 if (!arch)
616     return;
617 elmex 1.1
618 root 1.5 tmp = arch_to_object (arch);
619 elmex 1.1
620 root 1.5 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
621     /* Floor has something on top that interferes with building */
622     {
623     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
624     return;
625     }
626 elmex 1.1
627 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
628     SET_FLAG (tmp, FLAG_NO_PICK);
629 elmex 1.1
630 root 1.5 /*
631     * This doesn't work on non unique maps. pedestals under floor will not be saved...
632     insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
633     */
634     insert_flag = INS_ABOVE_FLOOR_ONLY;
635 elmex 1.1
636 root 1.5 connected = 0;
637     switch (tmp->type)
638     {
639 elmex 1.1 case DOOR:
640     case GATE:
641     case BUTTON:
642     case DETECTOR:
643     case TIMED_GATE:
644     case PEDESTAL:
645     case CF_HANDLE:
646 root 1.2 case MAGIC_EAR:
647     case SIGN:
648 root 1.5 /* Signs don't need a connection, but but magic mouths do. */
649     if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
650     break;
651     con_rune = get_connection_rune (pl, x, y);
652     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
653     if (connected == -1)
654 root 1.2 {
655 root 1.5 /* Player already informed of failure by the previous function */
656 root 1.12 tmp->destroy ();
657 root 1.5 return;
658 root 1.2 }
659 root 1.5 /* Remove marking rune */
660 root 1.12 con_rune->destroy ();
661 root 1.5 }
662    
663     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
664     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
665     {
666     if (adjust_sign_msg (pl, x, y, tmp) == -1)
667     {
668 root 1.12 tmp->destroy ();
669 root 1.5 return;
670 root 1.2 }
671 root 1.5 }
672 elmex 1.1
673 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
674     if (connected != 0)
675     add_button_link (tmp, pl->map, connected);
676 elmex 1.1
677 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
678     decrease_ob_nr (item, 1);
679     }
680 elmex 1.1
681     /**
682     * Item remover.
683     *
684     * Removes first buildable item, either under or above the floor
685     */
686 root 1.5 void
687     apply_builder_remove (object *pl, int dir)
688     {
689     object *item;
690     short x, y;
691 elmex 1.1
692 root 1.5 x = pl->x + freearr_x[dir];
693     y = pl->y + freearr_y[dir];
694 elmex 1.1
695 root 1.5 /* Check square */
696     item = GET_MAP_OB (pl->map, x, y);
697     if (!item)
698     {
699     /* Should not happen with previous tests, but we never know */
700     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
701     LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
702     return;
703     }
704 elmex 1.1
705 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
706     item = item->above;
707 elmex 1.1
708 root 1.5 if (!item)
709     {
710     new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
711     return;
712     }
713 elmex 1.1
714 root 1.5 /* Now remove object, with special cases (buttons & such) */
715     switch (item->type)
716     {
717 elmex 1.1 case WALL:
718 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
719     return;
720 elmex 1.1
721     case DOOR:
722     case BUTTON:
723     case GATE:
724     case TIMED_GATE:
725     case DETECTOR:
726     case PEDESTAL:
727     case CF_HANDLE:
728     case MAGIC_EAR:
729     case SIGN:
730 root 1.5 /* Special case: must unconnect */
731     if (QUERY_FLAG (item, FLAG_IS_LINKED))
732     remove_button_link (item);
733 elmex 1.1
734 root 1.5 /* Fall through */
735 elmex 1.1
736     default:
737 root 1.5 /* Remove generic item */
738     new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
739 root 1.12 item->destroy ();
740 elmex 1.1 }
741 root 1.5 }
742 elmex 1.1
743     /**
744     * Global building function
745     *
746     * This is the general map building function. Called when the player 'fires' a builder
747     * or remover object.
748     */
749 root 1.5 void
750     apply_map_builder (object *pl, int dir)
751     {
752     object *builder;
753     object *tmp;
754     object *tmp2;
755     short x, y;
756    
757     if (!pl->type == PLAYER)
758     return;
759    
760     /*if ( !player->map->unique )
761     {
762     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
763     return;
764     } */
765    
766     if (dir == 0)
767 elmex 1.1 {
768 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
769     return;
770     }
771    
772     x = pl->x + freearr_x[dir];
773     y = pl->y + freearr_y[dir];
774 elmex 1.1
775 root 1.5 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
776     {
777     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
778     return;
779     }
780 elmex 1.1
781 root 1.5 /*
782     * Check specified square
783     * The square must have only buildable items
784     * Exception: marking runes are all right,
785     * since they are used for special things like connecting doors / buttons
786     */
787 elmex 1.1
788 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
789     if (!tmp)
790     {
791     /* Nothing, meaning player is standing next to an undefined square... */
792     LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
793     new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
794     return;
795     }
796     tmp2 = find_marked_object (pl);
797     while (tmp)
798     {
799     if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
800 elmex 1.1 {
801 root 1.5 /* The item building function already has it's own special
802     * checks for this
803     */
804     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
805     {
806     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
807     return;
808     }
809 elmex 1.1 }
810 root 1.5 tmp = tmp->above;
811     }
812 elmex 1.1
813 root 1.5 /* Now we know the square is ok */
814     builder = pl->contr->ranges[range_builder];
815 elmex 1.1
816 root 1.5 if (builder->subtype == ST_BD_REMOVE)
817     /* Remover -> call specific function and bail out */
818     {
819     apply_builder_remove (pl, dir);
820     return;
821     }
822 elmex 1.1
823 root 1.5 if (builder->subtype == ST_BD_BUILD)
824 elmex 1.1 /*
825 root 1.5 * Builder.
826     * Find marked item to build, call specific function
827 elmex 1.1 */
828 root 1.5 {
829     tmp = tmp2;
830     if (!tmp)
831 elmex 1.1 {
832 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
833     return;
834 elmex 1.1 }
835    
836 root 1.5 if (tmp->type != MATERIAL)
837 elmex 1.1 {
838 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
839     return;
840 elmex 1.1 }
841    
842 root 1.5 switch (tmp->subtype)
843 elmex 1.1 {
844 root 1.5 case ST_MAT_FLOOR:
845     apply_builder_floor (pl, tmp, x, y);
846     return;
847 elmex 1.1
848     case ST_MAT_WALL:
849 root 1.5 apply_builder_wall (pl, tmp, x, y);
850     return;
851 elmex 1.1
852     case ST_MAT_ITEM:
853 root 1.5 apply_builder_item (pl, tmp, x, y);
854     return;
855 elmex 1.1
856     default:
857 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
858     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
859     return;
860 elmex 1.1 }
861 root 1.5 }
862    
863     /* Here, it means the builder has an invalid type */
864     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
865     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
866     }
867 elmex 1.1
868     /**
869     * Make the built object inherit the msg of books that are used with it.
870     * For objects already invisible (i.e. magic mouths & ears), also make it
871     * it inherit the face and the name with "talking " prepended.
872     */
873 root 1.5 int
874     adjust_sign_msg (object *pl, short x, short y, object *tmp)
875     {
876     object *book;
877     char buf[MAX_BUF];
878     char buf2[MAX_BUF];
879    
880     book = get_msg_book (pl, x, y);
881     if (!book)
882 elmex 1.1 {
883 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
884     return -1;
885     }
886 elmex 1.1
887 root 1.5 tmp->msg = book->msg;
888    
889     if (tmp->invisible)
890     {
891     if (book->custom_name != NULL)
892 elmex 1.1 {
893 root 1.5 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
894 root 1.2 }
895 root 1.5 else
896     {
897     snprintf (buf, sizeof (buf), "talking %s", &book->name);
898     }
899     tmp->name = buf;
900    
901     if (book->name_pl != NULL)
902 elmex 1.1 {
903 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
904     tmp->name_pl = buf2;
905     }
906    
907     tmp->face = book->face;
908     tmp->invisible = 0;
909 elmex 1.1 }
910 root 1.12
911     book->destroy ();
912 root 1.5 return 0;
913     }