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Revision: 1.30
Committed: Thu Nov 8 19:43:26 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.29: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.30 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.22 *
4 root 1.30 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.26 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.22 *
8 root 1.30 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.22 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.26 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.22 *
21 root 1.30 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.22 */
23 elmex 1.1
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 root 1.27 if (strcmp (ob->arch->archname, "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 1.27 if ((rune->type == SIGN) && (!strcmp (rune->arch->archname, "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 root 1.24 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
151     || force->msg != rune->msg))
152 root 1.5 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->slaying = pl->map->path;
167     force->msg = rune->msg;
168     force->path_attuned = connected;
169 root 1.19 force->set_speed (0);
170 root 1.5 insert_ob_in_ob (force, pl);
171 elmex 1.1
172 root 1.5 return connected;
173     }
174 elmex 1.1
175 root 1.5 /* Found the force, everything's easy. */
176     return force->path_attuned;
177     }
178 elmex 1.1
179     /**
180     * Returns the marking rune on the square, for purposes of building connections
181     */
182 root 1.5 object *
183     get_connection_rune (object *pl, short x, short y)
184     {
185     object *rune;
186    
187     rune = GET_MAP_OB (pl->map, x, y);
188 root 1.27 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->archname, "rune_mark"))))
189 root 1.5 rune = rune->above;
190     return rune;
191     }
192    
193 elmex 1.1 /**
194     * Returns the book/scroll on the current square, for purposes of building
195     */
196 root 1.5 object *
197     get_msg_book (object *pl, short x, short y)
198     {
199     object *book;
200    
201     book = GET_MAP_OB (pl->map, x, y);
202     while (book && (book->type != BOOK))
203     book = book->above;
204     return book;
205     }
206 elmex 1.1
207     /**
208 elmex 1.13 * Returns first item of type BUILDABLE_WALL.
209 elmex 1.1 */
210 root 1.5 object *
211 root 1.8 get_wall (maptile *map, int x, int y)
212 root 1.5 {
213     object *wall;
214    
215     wall = GET_MAP_OB (map, x, y);
216 elmex 1.13 while (wall && (BUILDABLE_WALL != wall->type))
217 elmex 1.10 wall = wall->above;
218 elmex 1.1
219 root 1.5 return wall;
220     }
221 elmex 1.1
222     /**
223     * Fixes walls around specified spot
224     *
225     * \param map is the map
226     * \param x
227     * \param y are the position to fix
228     *
229     * Basically it ensures the correct wall is put where needed.
230     *
231     * Note: x & y must be valid map coordinates.
232     */
233 root 1.5 void
234 root 1.8 fix_walls (maptile *map, int x, int y)
235 root 1.5 {
236     object *wall;
237     char archetype[MAX_BUF];
238     char *underscore;
239     struct archetype *new_arch;
240    
241 elmex 1.9
242 root 1.5 /* First, find the wall on that spot */
243     wall = get_wall (map, x, y);
244     if (!wall)
245     /* Nothing -> bail out */
246     return;
247    
248     /* Find base name */
249 root 1.27 assign (archetype, wall->arch->archname);
250 root 1.5 underscore = strchr (archetype, '_');
251    
252 elmex 1.10 /* search for the first _ before a number */
253     while (underscore && !isdigit (*(underscore + 1)))
254     underscore = strchr (underscore + 1, '_');
255    
256     if (!underscore || !isdigit (*(underscore + 1)))
257 root 1.5 /* Not in a format we can change, bail out */
258     return;
259    
260     underscore++;
261     *underscore = '\0';
262    
263 elmex 1.14 int connect = 0;
264 root 1.5
265     if ((x > 0) && get_wall (map, x - 1, y))
266     connect |= 1;
267 root 1.17 if ((x < map->width - 1) && get_wall (map, x + 1, y))
268 root 1.5 connect |= 2;
269 elmex 1.1
270 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
271     connect |= 4;
272 elmex 1.1
273 root 1.17 if ((y < map->height - 1) && get_wall (map, x, y + 1))
274 root 1.5 connect |= 8;
275 elmex 1.1
276 root 1.5 switch (connect)
277     {
278 elmex 1.1 case 0:
279 root 1.5 strcat (archetype, "0");
280    
281     break;
282 elmex 1.1 case 1:
283 root 1.5 strcat (archetype, "1_3");
284    
285     break;
286 elmex 1.1 case 2:
287 root 1.5 strcat (archetype, "1_4");
288    
289     break;
290 elmex 1.1 case 3:
291 root 1.5 strcat (archetype, "2_1_2");
292    
293     break;
294 elmex 1.1 case 4:
295 root 1.5 strcat (archetype, "1_2");
296    
297     break;
298 elmex 1.1 case 5:
299 root 1.5 strcat (archetype, "2_2_4");
300    
301     break;
302 elmex 1.1 case 6:
303 root 1.5 strcat (archetype, "2_2_1");
304    
305     break;
306 elmex 1.1 case 7:
307 root 1.5 strcat (archetype, "3_1");
308    
309     break;
310 elmex 1.1 case 8:
311 root 1.5 strcat (archetype, "1_1");
312    
313     break;
314 elmex 1.1 case 9:
315 root 1.5 strcat (archetype, "2_2_3");
316    
317     break;
318 elmex 1.1 case 10:
319 root 1.5 strcat (archetype, "2_2_2");
320    
321     break;
322 elmex 1.1 case 11:
323 root 1.5 strcat (archetype, "3_3");
324    
325     break;
326 elmex 1.1 case 12:
327 root 1.5 strcat (archetype, "2_1_1");
328    
329     break;
330 elmex 1.1 case 13:
331 root 1.5 strcat (archetype, "3_4");
332    
333     break;
334 elmex 1.1 case 14:
335 root 1.5 strcat (archetype, "3_2");
336    
337     break;
338 elmex 1.1 case 15:
339 root 1.5 strcat (archetype, "4");
340 elmex 1.1
341 root 1.5 break;
342     }
343 elmex 1.1
344 root 1.5 /*
345     * Before anything, make sure the archetype does exist...
346     * If not, prolly an error...
347     */
348 root 1.6 new_arch = archetype::find (archetype);
349 root 1.5
350     if (!new_arch)
351     return;
352    
353     /* Now delete current wall, and insert new one
354     * We save flags to avoid any trouble with buildable/non buildable, and so on
355     */
356 root 1.15 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
357 root 1.12
358     wall->destroy ();
359 root 1.5
360     wall = arch_to_object (new_arch);
361 elmex 1.13 wall->type = BUILDABLE_WALL;
362 root 1.5 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
363 root 1.15 wall->flag = old_flags;
364 root 1.5 }
365 elmex 1.1
366     /**
367     * \brief Floor building function
368     *
369     * Floors can be build:
370     * - on existing floors, with or without a detector/button
371     * - on an existing wall, with or without a floor under it
372     *
373     * Note: this function will inconditionally change squares around (x, y)
374     * so don't call it with x == 0 for instance!
375     */
376 root 1.5 void
377     apply_builder_floor (object *pl, object *material, short x, short y)
378     {
379     object *tmp, *above;
380     object *above_floor; /* Item above floor, if any */
381     struct archetype *new_floor;
382     struct archetype *new_wall;
383     int i, xt, yt, floor_removed;
384     char message[MAX_BUF];
385    
386     sprintf (message, "You change the floor to better suit your tastes.");
387    
388     /*
389     * Now the building part...
390     * First, remove wall(s) and floor(s) at position x, y
391     */
392     above_floor = NULL;
393     new_wall = NULL;
394     floor_removed = 0;
395     tmp = GET_MAP_OB (pl->map, x, y);
396     if (tmp)
397     {
398     while (tmp)
399     {
400     above = tmp->above;
401 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
402 root 1.5 {
403     /* There was a wall, remove it & keep its archetype to make new walls */
404     new_wall = tmp->arch;
405 root 1.12 tmp->destroy ();
406 root 1.5 sprintf (message, "You destroy the wall and redo the floor.");
407     }
408     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
409     {
410 root 1.12 tmp->destroy ();
411 root 1.5 floor_removed = 1;
412     }
413     else
414     {
415     if (floor_removed)
416     above_floor = tmp;
417     }
418    
419     tmp = above;
420     }
421     }
422    
423     /* Now insert our floor */
424 root 1.6 new_floor = archetype::find (material->slaying);
425 root 1.5 if (!new_floor)
426     {
427     /* Not found, log & bail out */
428     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
429     return;
430     }
431    
432     tmp = arch_to_object (new_floor);
433     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
434     SET_FLAG (tmp, FLAG_UNIQUE);
435     SET_FLAG (tmp, FLAG_IS_FLOOR);
436     tmp->type = FLOOR;
437     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
438    
439     /*
440     * Next step: make sure there are either walls or floors around the new square
441     * Since building, you can have: blocking view / floor / wall / nothing
442     */
443     for (i = 1; i <= 8; i++)
444     {
445     xt = x + freearr_x[i];
446     yt = y + freearr_y[i];
447     tmp = GET_MAP_OB (pl->map, xt, yt);
448     if (!tmp)
449     {
450     /* Must insert floor & wall */
451     tmp = arch_to_object (new_floor);
452     /* Better make the floor unique */
453     SET_FLAG (tmp, FLAG_UNIQUE);
454     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
455     tmp->type = FLOOR;
456     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
457     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
458     if (new_wall)
459     {
460     tmp = arch_to_object (new_wall);
461     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
462 elmex 1.13 tmp->type = BUILDABLE_WALL;
463 root 1.5 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
464     }
465     }
466     }
467    
468     /* Finally fixing walls to ensure nice continuous walls
469     * Note: 2 squares around are checked, because potentially we added walls around the building
470     * spot, so need to check that those new walls connect correctly
471     */
472     for (xt = x - 2; xt <= x + 2; xt++)
473     for (yt = y - 2; yt <= y + 2; yt++)
474     {
475     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
476     fix_walls (pl->map, xt, yt);
477     }
478    
479     /* Now remove raw item from inventory */
480     decrease_ob (material);
481    
482     /* And tell player about the fix */
483     new_draw_info (NDI_UNIQUE, 0, pl, message);
484     }
485 elmex 1.1
486     /**
487 elmex 1.9 * Wall radius fix function
488     */
489     void fix_walls_around (maptile *map, int x, int y)
490     {
491     for (int xt = x - 1; xt <= x + 1; xt++)
492     for (int yt = y - 1; yt <= y + 1; yt++)
493     {
494     if (OUT_OF_REAL_MAP (map, xt, yt))
495     continue;
496    
497     fix_walls (map, xt, yt);
498     }
499     }
500    
501     /**
502 elmex 1.1 * Wall building function
503     *
504     * Walls can be build:
505     * - on a floor without anything else
506     * - on an existing wall, with or without a floor
507     */
508 root 1.5 void
509     apply_builder_wall (object *pl, object *material, short x, short y)
510     {
511     object *current_wall;
512     object *tmp;
513     int xt, yt;
514     struct archetype *new_wall;
515     char message[MAX_BUF];
516 elmex 1.1
517 root 1.5 remove_marking_runes (pl->map, x, y);
518 elmex 1.1
519 root 1.5 /* Grab existing wall, if any */
520     current_wall = NULL;
521     tmp = GET_MAP_OB (pl->map, x, y);
522     while (tmp && !current_wall)
523     {
524 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
525 root 1.5 current_wall = tmp;
526 elmex 1.1
527 root 1.5 tmp = tmp->above;
528     }
529 elmex 1.1
530 root 1.5 /* Find the raw wall in inventory */
531     sprintf (message, "You build a wall.");
532 elmex 1.1
533 root 1.5 /* Now we can actually insert the wall */
534 root 1.6 new_wall = archetype::find (material->slaying);
535 root 1.5 if (!new_wall)
536     {
537     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
538     return;
539     }
540 elmex 1.1
541 root 1.5 tmp = arch_to_object (new_wall);
542 elmex 1.13 tmp->type = BUILDABLE_WALL;
543 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
544     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
545 elmex 1.1
546 root 1.5 /* If existing wall, remove it, no need to fix other walls */
547     if (current_wall)
548     {
549 root 1.12 current_wall->destroy ();
550 root 1.5 fix_walls (pl->map, x, y);
551     sprintf (message, "You redecorate the wall to better suit your tastes.");
552     }
553     else
554     {
555     /* Else fix all walls around */
556     for (xt = x - 1; xt <= x + 1; xt++)
557     for (yt = y - 1; yt <= y + 1; yt++)
558     {
559     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
560     continue;
561 elmex 1.1
562 root 1.5 fix_walls (pl->map, xt, yt);
563     }
564     }
565 elmex 1.1
566 root 1.5 /* Now remove item from inventory */
567     decrease_ob (material);
568 elmex 1.1
569 root 1.5 /* And tell player what happened */
570     new_draw_info (NDI_UNIQUE, 0, pl, message);
571     }
572 elmex 1.1
573     /**
574     * Generic item builder.
575     *
576     * Item must be put on a square with a floor, you can have something under.
577     * Archetype of created object is item->slaying (raw material).
578     * Type of inserted item is tested for specific cases (doors & such).
579     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
580     */
581 root 1.5 void
582     apply_builder_item (object *pl, object *item, short x, short y)
583     {
584     object *tmp;
585     struct archetype *arch;
586     int insert_flag;
587     object *floor;
588     object *con_rune;
589     int connected;
590    
591     /* Find floor */
592     floor = GET_MAP_OB (pl->map, x, y);
593     if (!floor)
594 elmex 1.1 {
595 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
596     return;
597     }
598 elmex 1.1
599 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
600     floor = floor->above;
601    
602     if (!floor)
603     {
604     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
605     return;
606     }
607     /* Create item, set flag, insert in map */
608 root 1.6 arch = archetype::find (item->slaying);
609 root 1.5 if (!arch)
610     return;
611 elmex 1.1
612 root 1.5 tmp = arch_to_object (arch);
613 elmex 1.1
614 elmex 1.29 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
615 root 1.5 /* Floor has something on top that interferes with building */
616     {
617     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
618     return;
619     }
620 elmex 1.1
621 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
622     SET_FLAG (tmp, FLAG_NO_PICK);
623 elmex 1.1
624 root 1.5 /*
625     * This doesn't work on non unique maps. pedestals under floor will not be saved...
626     insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
627     */
628     insert_flag = INS_ABOVE_FLOOR_ONLY;
629 elmex 1.1
630 root 1.5 connected = 0;
631     switch (tmp->type)
632     {
633 elmex 1.1 case DOOR:
634     case GATE:
635     case BUTTON:
636     case DETECTOR:
637     case TIMED_GATE:
638     case PEDESTAL:
639     case CF_HANDLE:
640 root 1.2 case MAGIC_EAR:
641     case SIGN:
642 root 1.5 /* Signs don't need a connection, but but magic mouths do. */
643 root 1.27 if (tmp->type == SIGN && strcmp (tmp->arch->archname, "magic_mouth"))
644 root 1.5 break;
645     con_rune = get_connection_rune (pl, x, y);
646     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
647     if (connected == -1)
648 root 1.2 {
649 root 1.5 /* Player already informed of failure by the previous function */
650 root 1.12 tmp->destroy ();
651 root 1.5 return;
652 root 1.2 }
653 root 1.5 /* Remove marking rune */
654 root 1.12 con_rune->destroy ();
655 root 1.5 }
656    
657     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
658     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
659     {
660     if (adjust_sign_msg (pl, x, y, tmp) == -1)
661     {
662 root 1.12 tmp->destroy ();
663 root 1.5 return;
664 root 1.2 }
665 root 1.5 }
666 elmex 1.1
667 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
668     if (connected != 0)
669     add_button_link (tmp, pl->map, connected);
670 elmex 1.1
671 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
672     decrease_ob_nr (item, 1);
673     }
674 elmex 1.1
675     /**
676     * Item remover.
677     *
678     * Removes first buildable item, either under or above the floor
679     */
680 root 1.5 void
681     apply_builder_remove (object *pl, int dir)
682     {
683     object *item;
684     short x, y;
685 elmex 1.1
686 root 1.5 x = pl->x + freearr_x[dir];
687     y = pl->y + freearr_y[dir];
688 elmex 1.1
689 root 1.5 /* Check square */
690     item = GET_MAP_OB (pl->map, x, y);
691     if (!item)
692     {
693     /* Should not happen with previous tests, but we never know */
694     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
695 root 1.20 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
696 root 1.5 return;
697     }
698 elmex 1.1
699 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
700     item = item->above;
701 elmex 1.1
702 root 1.5 if (!item)
703 root 1.18 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
704     else if (item->type == BUILDABLE_WALL)
705     new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
706     else if (!item->flag [FLAG_IS_BUILDABLE])
707     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
708     else
709 root 1.5 {
710 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
711     item->destroy ();
712 elmex 1.1 }
713 root 1.5 }
714 elmex 1.1
715     /**
716     * Global building function
717     *
718     * This is the general map building function. Called when the player 'fires' a builder
719     * or remover object.
720     */
721 root 1.5 void
722     apply_map_builder (object *pl, int dir)
723     {
724     object *builder;
725     object *tmp;
726     object *tmp2;
727     short x, y;
728    
729     if (!pl->type == PLAYER)
730     return;
731    
732     /*if ( !player->map->unique )
733     {
734     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
735     return;
736     } */
737    
738     if (dir == 0)
739 elmex 1.1 {
740 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
741     return;
742     }
743    
744     x = pl->x + freearr_x[dir];
745     y = pl->y + freearr_y[dir];
746 elmex 1.1
747 root 1.17 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
748 root 1.5 {
749     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
750     return;
751     }
752 elmex 1.1
753 root 1.5 /*
754     * Check specified square
755     * The square must have only buildable items
756     * Exception: marking runes are all right,
757     * since they are used for special things like connecting doors / buttons
758     */
759 elmex 1.1
760 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
761     if (!tmp)
762     {
763     /* Nothing, meaning player is standing next to an undefined square... */
764 root 1.20 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
765 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
766     return;
767     }
768 root 1.25
769 root 1.5 tmp2 = find_marked_object (pl);
770     while (tmp)
771     {
772 root 1.27 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->archname, "rune_mark"))))
773 elmex 1.1 {
774 root 1.5 /* The item building function already has it's own special
775     * checks for this
776     */
777     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
778     {
779     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
780     return;
781     }
782 elmex 1.1 }
783 root 1.5 tmp = tmp->above;
784     }
785 elmex 1.1
786 root 1.5 /* Now we know the square is ok */
787 root 1.25 builder = pl->contr->ranged_ob;
788 elmex 1.1
789 root 1.5 if (builder->subtype == ST_BD_REMOVE)
790     /* Remover -> call specific function and bail out */
791     {
792     apply_builder_remove (pl, dir);
793     return;
794     }
795 elmex 1.1
796 root 1.5 if (builder->subtype == ST_BD_BUILD)
797 elmex 1.1 /*
798 root 1.5 * Builder.
799     * Find marked item to build, call specific function
800 elmex 1.1 */
801 root 1.5 {
802     tmp = tmp2;
803     if (!tmp)
804 elmex 1.1 {
805 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
806     return;
807 elmex 1.1 }
808    
809 root 1.5 if (tmp->type != MATERIAL)
810 elmex 1.1 {
811 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
812     return;
813 elmex 1.1 }
814    
815 root 1.5 switch (tmp->subtype)
816 elmex 1.1 {
817 root 1.5 case ST_MAT_FLOOR:
818     apply_builder_floor (pl, tmp, x, y);
819     return;
820 elmex 1.1
821     case ST_MAT_WALL:
822 root 1.5 apply_builder_wall (pl, tmp, x, y);
823     return;
824 elmex 1.1
825     case ST_MAT_ITEM:
826 root 1.5 apply_builder_item (pl, tmp, x, y);
827     return;
828 elmex 1.1
829     default:
830 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
831     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
832     return;
833 elmex 1.1 }
834 root 1.5 }
835    
836     /* Here, it means the builder has an invalid type */
837     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
838     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
839     }
840 elmex 1.1
841     /**
842     * Make the built object inherit the msg of books that are used with it.
843     * For objects already invisible (i.e. magic mouths & ears), also make it
844     * it inherit the face and the name with "talking " prepended.
845     */
846 root 1.5 int
847     adjust_sign_msg (object *pl, short x, short y, object *tmp)
848     {
849     object *book;
850     char buf[MAX_BUF];
851     char buf2[MAX_BUF];
852    
853     book = get_msg_book (pl, x, y);
854     if (!book)
855 elmex 1.1 {
856 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
857     return -1;
858     }
859 elmex 1.1
860 root 1.5 tmp->msg = book->msg;
861    
862     if (tmp->invisible)
863     {
864     if (book->custom_name != NULL)
865 elmex 1.1 {
866 root 1.5 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
867 root 1.2 }
868 root 1.5 else
869     {
870     snprintf (buf, sizeof (buf), "talking %s", &book->name);
871     }
872     tmp->name = buf;
873    
874     if (book->name_pl != NULL)
875 elmex 1.1 {
876 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
877     tmp->name_pl = buf2;
878     }
879    
880     tmp->face = book->face;
881     tmp->invisible = 0;
882 elmex 1.1 }
883 root 1.12
884     book->destroy ();
885 root 1.5 return 0;
886     }