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Revision: 1.36
Committed: Thu Jan 1 11:41:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +27 -27 lines
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# 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 1.33 * Copyright (©) 2005,2006,2007,2008 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 1.36 if (ob->arch->archname != shstr_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 1.36 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
89 root 1.35 rune->destroy ();
90 root 1.12
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 1.31 connected = rndm (0x20000000UL) + 0x60000000UL;
112    
113     for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next)
114     ;
115 elmex 1.1
116 root 1.5 if (!obp)
117     return connected;
118     }
119 elmex 1.1
120 root 1.5 return -1;
121     }
122 elmex 1.1
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 root 1.24 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
152     || force->msg != rune->msg))
153 root 1.5 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->slaying = pl->map->path;
168     force->msg = rune->msg;
169     force->path_attuned = connected;
170 root 1.19 force->set_speed (0);
171 root 1.5 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 root 1.31 object *rune = GET_MAP_OB (pl->map, x, y);
187 root 1.5
188 root 1.36 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
189 root 1.5 rune = rune->above;
190 root 1.31
191 root 1.5 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 root 1.31 object *book = GET_MAP_OB (pl->map, x, y);
201 root 1.5
202     while (book && (book->type != BOOK))
203     book = book->above;
204 root 1.31
205 root 1.5 return book;
206     }
207 elmex 1.1
208     /**
209 elmex 1.13 * Returns first item of type BUILDABLE_WALL.
210 elmex 1.1 */
211 root 1.5 object *
212 root 1.8 get_wall (maptile *map, int x, int y)
213 root 1.5 {
214 root 1.31 object *wall = GET_MAP_OB (map, x, y);
215 root 1.5
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     char archetype[MAX_BUF];
237     char *underscore;
238     struct archetype *new_arch;
239    
240     /* First, find the wall on that spot */
241 root 1.31 object *wall = get_wall (map, x, y);
242 root 1.5 if (!wall)
243     /* Nothing -> bail out */
244     return;
245    
246     /* Find base name */
247 root 1.27 assign (archetype, wall->arch->archname);
248 root 1.5 underscore = strchr (archetype, '_');
249    
250 elmex 1.10 /* search for the first _ before a number */
251     while (underscore && !isdigit (*(underscore + 1)))
252     underscore = strchr (underscore + 1, '_');
253    
254     if (!underscore || !isdigit (*(underscore + 1)))
255 root 1.5 /* Not in a format we can change, bail out */
256     return;
257    
258     underscore++;
259     *underscore = '\0';
260    
261 elmex 1.14 int connect = 0;
262 root 1.5
263     if ((x > 0) && get_wall (map, x - 1, y))
264     connect |= 1;
265 root 1.17 if ((x < map->width - 1) && get_wall (map, x + 1, y))
266 root 1.5 connect |= 2;
267 elmex 1.1
268 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
269     connect |= 4;
270 elmex 1.1
271 root 1.17 if ((y < map->height - 1) && get_wall (map, x, y + 1))
272 root 1.5 connect |= 8;
273 elmex 1.1
274 root 1.5 switch (connect)
275     {
276 elmex 1.1 case 0:
277 root 1.5 strcat (archetype, "0");
278    
279     break;
280 elmex 1.1 case 1:
281 root 1.5 strcat (archetype, "1_3");
282    
283     break;
284 elmex 1.1 case 2:
285 root 1.5 strcat (archetype, "1_4");
286    
287     break;
288 elmex 1.1 case 3:
289 root 1.5 strcat (archetype, "2_1_2");
290    
291     break;
292 elmex 1.1 case 4:
293 root 1.5 strcat (archetype, "1_2");
294    
295     break;
296 elmex 1.1 case 5:
297 root 1.5 strcat (archetype, "2_2_4");
298    
299     break;
300 elmex 1.1 case 6:
301 root 1.5 strcat (archetype, "2_2_1");
302    
303     break;
304 elmex 1.1 case 7:
305 root 1.5 strcat (archetype, "3_1");
306    
307     break;
308 elmex 1.1 case 8:
309 root 1.5 strcat (archetype, "1_1");
310    
311     break;
312 elmex 1.1 case 9:
313 root 1.5 strcat (archetype, "2_2_3");
314    
315     break;
316 elmex 1.1 case 10:
317 root 1.5 strcat (archetype, "2_2_2");
318    
319     break;
320 elmex 1.1 case 11:
321 root 1.5 strcat (archetype, "3_3");
322    
323     break;
324 elmex 1.1 case 12:
325 root 1.5 strcat (archetype, "2_1_1");
326    
327     break;
328 elmex 1.1 case 13:
329 root 1.5 strcat (archetype, "3_4");
330    
331     break;
332 elmex 1.1 case 14:
333 root 1.5 strcat (archetype, "3_2");
334    
335     break;
336 elmex 1.1 case 15:
337 root 1.5 strcat (archetype, "4");
338 elmex 1.1
339 root 1.5 break;
340     }
341 elmex 1.1
342 root 1.5 /*
343     * Before anything, make sure the archetype does exist...
344     * If not, prolly an error...
345     */
346 root 1.6 new_arch = archetype::find (archetype);
347 root 1.5
348     if (!new_arch)
349     return;
350    
351     /* Now delete current wall, and insert new one
352     * We save flags to avoid any trouble with buildable/non buildable, and so on
353     */
354 root 1.15 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
355 root 1.12
356 root 1.35 wall->destroy ();
357 root 1.5
358     wall = arch_to_object (new_arch);
359 elmex 1.13 wall->type = BUILDABLE_WALL;
360 root 1.5 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
361 root 1.15 wall->flag = old_flags;
362 root 1.5 }
363 elmex 1.1
364     /**
365     * \brief Floor building function
366     *
367     * Floors can be build:
368     * - on existing floors, with or without a detector/button
369     * - on an existing wall, with or without a floor under it
370     *
371     * Note: this function will inconditionally change squares around (x, y)
372     * so don't call it with x == 0 for instance!
373     */
374 root 1.5 void
375     apply_builder_floor (object *pl, object *material, short x, short y)
376     {
377     object *tmp, *above;
378     object *above_floor; /* Item above floor, if any */
379     struct archetype *new_floor;
380     struct archetype *new_wall;
381     int i, xt, yt, floor_removed;
382     char message[MAX_BUF];
383    
384     sprintf (message, "You change the floor to better suit your tastes.");
385    
386     /*
387     * Now the building part...
388     * First, remove wall(s) and floor(s) at position x, y
389     */
390     above_floor = NULL;
391     new_wall = NULL;
392     floor_removed = 0;
393     tmp = GET_MAP_OB (pl->map, x, y);
394     if (tmp)
395     {
396     while (tmp)
397     {
398     above = tmp->above;
399 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
400 root 1.5 {
401     /* There was a wall, remove it & keep its archetype to make new walls */
402     new_wall = tmp->arch;
403 root 1.35 tmp->destroy ();
404 root 1.5 sprintf (message, "You destroy the wall and redo the floor.");
405     }
406     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
407     {
408 root 1.35 tmp->destroy ();
409 root 1.5 floor_removed = 1;
410     }
411     else
412     {
413     if (floor_removed)
414     above_floor = tmp;
415     }
416    
417     tmp = above;
418     }
419     }
420    
421     /* Now insert our floor */
422 root 1.6 new_floor = archetype::find (material->slaying);
423 root 1.5 if (!new_floor)
424     {
425     /* Not found, log & bail out */
426     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
427     return;
428     }
429    
430     tmp = arch_to_object (new_floor);
431     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
432     SET_FLAG (tmp, FLAG_UNIQUE);
433     SET_FLAG (tmp, FLAG_IS_FLOOR);
434     tmp->type = FLOOR;
435     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
436    
437     /*
438     * Next step: make sure there are either walls or floors around the new square
439     * Since building, you can have: blocking view / floor / wall / nothing
440     */
441     for (i = 1; i <= 8; i++)
442     {
443     xt = x + freearr_x[i];
444     yt = y + freearr_y[i];
445     tmp = GET_MAP_OB (pl->map, xt, yt);
446     if (!tmp)
447     {
448     /* Must insert floor & wall */
449     tmp = arch_to_object (new_floor);
450     /* Better make the floor unique */
451     SET_FLAG (tmp, FLAG_UNIQUE);
452     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
453     tmp->type = FLOOR;
454     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
455     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
456     if (new_wall)
457     {
458     tmp = arch_to_object (new_wall);
459     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
460 elmex 1.13 tmp->type = BUILDABLE_WALL;
461 root 1.5 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
462     }
463     }
464     }
465    
466     /* Finally fixing walls to ensure nice continuous walls
467     * Note: 2 squares around are checked, because potentially we added walls around the building
468     * spot, so need to check that those new walls connect correctly
469     */
470     for (xt = x - 2; xt <= x + 2; xt++)
471     for (yt = y - 2; yt <= y + 2; yt++)
472     {
473     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
474     fix_walls (pl->map, xt, yt);
475     }
476    
477     /* Now remove raw item from inventory */
478 root 1.32 material->decrease ();
479 root 1.5
480     /* And tell player about the fix */
481     new_draw_info (NDI_UNIQUE, 0, pl, message);
482     }
483 elmex 1.1
484     /**
485 elmex 1.9 * Wall radius fix function
486     */
487     void fix_walls_around (maptile *map, int x, int y)
488     {
489     for (int xt = x - 1; xt <= x + 1; xt++)
490     for (int yt = y - 1; yt <= y + 1; yt++)
491     {
492     if (OUT_OF_REAL_MAP (map, xt, yt))
493     continue;
494    
495     fix_walls (map, xt, yt);
496     }
497     }
498    
499     /**
500 elmex 1.1 * Wall building function
501     *
502     * Walls can be build:
503     * - on a floor without anything else
504     * - on an existing wall, with or without a floor
505     */
506 root 1.5 void
507     apply_builder_wall (object *pl, object *material, short x, short y)
508     {
509     object *current_wall;
510     object *tmp;
511     int xt, yt;
512     struct archetype *new_wall;
513     char message[MAX_BUF];
514 elmex 1.1
515 root 1.5 remove_marking_runes (pl->map, x, y);
516 elmex 1.1
517 root 1.5 /* Grab existing wall, if any */
518     current_wall = NULL;
519     tmp = GET_MAP_OB (pl->map, x, y);
520     while (tmp && !current_wall)
521     {
522 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
523 root 1.5 current_wall = tmp;
524 elmex 1.1
525 root 1.5 tmp = tmp->above;
526     }
527 elmex 1.1
528 root 1.5 /* Find the raw wall in inventory */
529     sprintf (message, "You build a wall.");
530 elmex 1.1
531 root 1.5 /* Now we can actually insert the wall */
532 root 1.6 new_wall = archetype::find (material->slaying);
533 root 1.5 if (!new_wall)
534     {
535     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
536     return;
537     }
538 elmex 1.1
539 root 1.5 tmp = arch_to_object (new_wall);
540 elmex 1.13 tmp->type = BUILDABLE_WALL;
541 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
542     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
543 elmex 1.1
544 root 1.5 /* If existing wall, remove it, no need to fix other walls */
545     if (current_wall)
546     {
547 root 1.35 current_wall->destroy ();
548 root 1.5 fix_walls (pl->map, x, y);
549     sprintf (message, "You redecorate the wall to better suit your tastes.");
550     }
551     else
552     {
553     /* Else fix all walls around */
554     for (xt = x - 1; xt <= x + 1; xt++)
555     for (yt = y - 1; yt <= y + 1; yt++)
556     {
557     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
558     continue;
559 elmex 1.1
560 root 1.5 fix_walls (pl->map, xt, yt);
561     }
562     }
563 elmex 1.1
564 root 1.5 /* Now remove item from inventory */
565 root 1.32 material->decrease ();
566 elmex 1.1
567 root 1.5 /* And tell player what happened */
568     new_draw_info (NDI_UNIQUE, 0, pl, message);
569     }
570 elmex 1.1
571     /**
572     * Generic item builder.
573     *
574     * Item must be put on a square with a floor, you can have something under.
575     * Archetype of created object is item->slaying (raw material).
576     * Type of inserted item is tested for specific cases (doors & such).
577     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
578     */
579 root 1.5 void
580     apply_builder_item (object *pl, object *item, short x, short y)
581     {
582     object *tmp;
583     struct archetype *arch;
584     int insert_flag;
585     object *floor;
586     object *con_rune;
587     int connected;
588    
589     /* Find floor */
590     floor = GET_MAP_OB (pl->map, x, y);
591     if (!floor)
592 elmex 1.1 {
593 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
594     return;
595     }
596 elmex 1.1
597 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
598     floor = floor->above;
599    
600     if (!floor)
601     {
602     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
603     return;
604     }
605     /* Create item, set flag, insert in map */
606 root 1.6 arch = archetype::find (item->slaying);
607 root 1.5 if (!arch)
608     return;
609 elmex 1.1
610 root 1.5 tmp = arch_to_object (arch);
611 elmex 1.1
612 elmex 1.29 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
613 root 1.5 /* Floor has something on top that interferes with building */
614     {
615     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
616     return;
617     }
618 elmex 1.1
619 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
620     SET_FLAG (tmp, FLAG_NO_PICK);
621 elmex 1.1
622 root 1.5 /*
623     * This doesn't work on non unique maps. pedestals under floor will not be saved...
624     insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
625     */
626     insert_flag = INS_ABOVE_FLOOR_ONLY;
627 elmex 1.1
628 root 1.5 connected = 0;
629     switch (tmp->type)
630     {
631 root 1.36 case DOOR:
632     case GATE:
633     case BUTTON:
634     case DETECTOR:
635     case TIMED_GATE:
636     case PEDESTAL:
637     case CF_HANDLE:
638     case MAGIC_EAR:
639     case SIGN:
640     /* Signs don't need a connection, but but magic mouths do. */
641     if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
642     break;
643    
644     con_rune = get_connection_rune (pl, x, y);
645     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
646     if (connected == -1)
647     {
648     /* Player already informed of failure by the previous function */
649     tmp->destroy ();
650     return;
651     }
652 root 1.34
653 root 1.36 /* Remove marking rune */
654     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 1.35 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 root 1.32 item->decrease ();
673 root 1.5 }
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 root 1.35 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 1.36 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_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 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
866 root 1.5 else
867 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->name);
868    
869 root 1.5 tmp->name = buf;
870    
871     if (book->name_pl != NULL)
872 elmex 1.1 {
873 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
874     tmp->name_pl = buf2;
875     }
876    
877     tmp->face = book->face;
878     tmp->invisible = 0;
879 elmex 1.1 }
880 root 1.12
881 root 1.35 book->destroy ();
882 root 1.5 return 0;
883     }