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Revision: 1.38
Committed: Fri Oct 9 21:21:49 2009 UTC (14 years, 8 months ago) by sf-marcmagus
Content type: text/plain
Branch: MAIN
Changes since 1.37: +11 -4 lines
Log Message:
Make builder insert pedestals correctly under floor.
Make the pedestals unique on non-unique maps so they're preserved.
Fix floor replacement so it doesn't sometimes put the new floor too high.

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 1.33 * 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 1.37 static shstr_tmp
103 root 1.8 find_unused_connected_value (maptile *map)
104 root 1.5 {
105 root 1.37 for (int i = 1000; --i; )
106     {
107     char buf[64];
108 root 1.5
109 root 1.37 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
110 root 1.31
111 root 1.37 shstr id (buf);
112 elmex 1.1
113 root 1.37 if (!map->find_link (id))
114     return id;
115 root 1.5 }
116 elmex 1.1
117 root 1.37 return shstr_tmp ();
118 root 1.5 }
119 elmex 1.1
120     /**
121     * Helper function for door/button/connected item building.
122     *
123     * Will search the specified spot for a marking rune.
124     * If not found, returns -1
125     * Else, searches a force in op's inventory matching the map's name
126     * and the rune's text.
127     * If found, returns the connection value associated
128     * else searches a new connection value, and adds the force to the player.
129     */
130 root 1.37 static shstr_tmp
131 root 1.5 find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
132     {
133     object *force;
134    
135     if (!rune)
136     rune = get_connection_rune (pl, x, y);
137    
138     if (!rune)
139 elmex 1.1 {
140 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
141 root 1.37 return shstr_tmp ();
142 root 1.5 }
143 elmex 1.1
144 root 1.5 /* Now, find force in player's inventory */
145     force = pl->inv;
146     while (force
147 root 1.24 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
148     || force->msg != rune->msg))
149 root 1.5 force = force->below;
150 elmex 1.1
151 root 1.5 if (!force)
152     /* No force, need to create & insert one */
153     {
154     /* Find unused value */
155 root 1.37 shstr_tmp id = find_unused_connected_value (pl->map);
156    
157     if (!id)
158 elmex 1.1 {
159 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
160 root 1.37 return shstr_tmp ();
161 elmex 1.1 }
162    
163 root 1.5 force = get_archetype (FORCE_NAME);
164     force->slaying = pl->map->path;
165 root 1.37 force->msg = rune->msg;
166     force->race = id;
167 root 1.19 force->set_speed (0);
168 root 1.37
169 root 1.5 insert_ob_in_ob (force, pl);
170 elmex 1.1
171 root 1.37 return id;
172 root 1.5 }
173 elmex 1.1
174 root 1.5 /* Found the force, everything's easy. */
175 root 1.37 return force->race;
176 root 1.5 }
177 elmex 1.1
178     /**
179     * Returns the marking rune on the square, for purposes of building connections
180     */
181 root 1.5 object *
182     get_connection_rune (object *pl, short x, short y)
183     {
184 root 1.31 object *rune = GET_MAP_OB (pl->map, x, y);
185 root 1.5
186 root 1.36 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
187 root 1.5 rune = rune->above;
188 root 1.31
189 root 1.5 return rune;
190     }
191    
192 elmex 1.1 /**
193     * Returns the book/scroll on the current square, for purposes of building
194     */
195 root 1.5 object *
196     get_msg_book (object *pl, short x, short y)
197     {
198 root 1.31 object *book = GET_MAP_OB (pl->map, x, y);
199 root 1.5
200     while (book && (book->type != BOOK))
201     book = book->above;
202 root 1.31
203 root 1.5 return book;
204     }
205 elmex 1.1
206     /**
207 elmex 1.13 * Returns first item of type BUILDABLE_WALL.
208 elmex 1.1 */
209 root 1.5 object *
210 root 1.8 get_wall (maptile *map, int x, int y)
211 root 1.5 {
212 root 1.31 object *wall = GET_MAP_OB (map, x, y);
213 root 1.5
214 elmex 1.13 while (wall && (BUILDABLE_WALL != wall->type))
215 elmex 1.10 wall = wall->above;
216 elmex 1.1
217 root 1.5 return wall;
218     }
219 elmex 1.1
220     /**
221     * Fixes walls around specified spot
222     *
223     * \param map is the map
224     * \param x
225     * \param y are the position to fix
226     *
227     * Basically it ensures the correct wall is put where needed.
228     *
229     * Note: x & y must be valid map coordinates.
230     */
231 root 1.5 void
232 root 1.8 fix_walls (maptile *map, int x, int y)
233 root 1.5 {
234     char archetype[MAX_BUF];
235     char *underscore;
236     struct archetype *new_arch;
237    
238     /* First, find the wall on that spot */
239 root 1.31 object *wall = get_wall (map, x, y);
240 root 1.5 if (!wall)
241     /* Nothing -> bail out */
242     return;
243    
244     /* Find base name */
245 root 1.27 assign (archetype, wall->arch->archname);
246 root 1.5 underscore = strchr (archetype, '_');
247    
248 elmex 1.10 /* search for the first _ before a number */
249     while (underscore && !isdigit (*(underscore + 1)))
250     underscore = strchr (underscore + 1, '_');
251    
252     if (!underscore || !isdigit (*(underscore + 1)))
253 root 1.5 /* Not in a format we can change, bail out */
254     return;
255    
256     underscore++;
257     *underscore = '\0';
258    
259 elmex 1.14 int connect = 0;
260 root 1.5
261     if ((x > 0) && get_wall (map, x - 1, y))
262     connect |= 1;
263 root 1.17 if ((x < map->width - 1) && get_wall (map, x + 1, y))
264 root 1.5 connect |= 2;
265 elmex 1.1
266 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
267     connect |= 4;
268 elmex 1.1
269 root 1.17 if ((y < map->height - 1) && get_wall (map, x, y + 1))
270 root 1.5 connect |= 8;
271 elmex 1.1
272 root 1.5 switch (connect)
273     {
274 elmex 1.1 case 0:
275 root 1.5 strcat (archetype, "0");
276    
277     break;
278 elmex 1.1 case 1:
279 root 1.5 strcat (archetype, "1_3");
280    
281     break;
282 elmex 1.1 case 2:
283 root 1.5 strcat (archetype, "1_4");
284    
285     break;
286 elmex 1.1 case 3:
287 root 1.5 strcat (archetype, "2_1_2");
288    
289     break;
290 elmex 1.1 case 4:
291 root 1.5 strcat (archetype, "1_2");
292    
293     break;
294 elmex 1.1 case 5:
295 root 1.5 strcat (archetype, "2_2_4");
296    
297     break;
298 elmex 1.1 case 6:
299 root 1.5 strcat (archetype, "2_2_1");
300    
301     break;
302 elmex 1.1 case 7:
303 root 1.5 strcat (archetype, "3_1");
304    
305     break;
306 elmex 1.1 case 8:
307 root 1.5 strcat (archetype, "1_1");
308    
309     break;
310 elmex 1.1 case 9:
311 root 1.5 strcat (archetype, "2_2_3");
312    
313     break;
314 elmex 1.1 case 10:
315 root 1.5 strcat (archetype, "2_2_2");
316    
317     break;
318 elmex 1.1 case 11:
319 root 1.5 strcat (archetype, "3_3");
320    
321     break;
322 elmex 1.1 case 12:
323 root 1.5 strcat (archetype, "2_1_1");
324    
325     break;
326 elmex 1.1 case 13:
327 root 1.5 strcat (archetype, "3_4");
328    
329     break;
330 elmex 1.1 case 14:
331 root 1.5 strcat (archetype, "3_2");
332    
333     break;
334 elmex 1.1 case 15:
335 root 1.5 strcat (archetype, "4");
336 elmex 1.1
337 root 1.5 break;
338     }
339 elmex 1.1
340 root 1.5 /*
341     * Before anything, make sure the archetype does exist...
342     * If not, prolly an error...
343     */
344 root 1.6 new_arch = archetype::find (archetype);
345 root 1.5
346     if (!new_arch)
347     return;
348    
349     /* Now delete current wall, and insert new one
350     * We save flags to avoid any trouble with buildable/non buildable, and so on
351     */
352 root 1.15 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
353 root 1.12
354 root 1.35 wall->destroy ();
355 root 1.5
356     wall = arch_to_object (new_arch);
357 elmex 1.13 wall->type = BUILDABLE_WALL;
358 root 1.5 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
359 root 1.15 wall->flag = old_flags;
360 root 1.5 }
361 elmex 1.1
362     /**
363     * \brief Floor building function
364     *
365     * Floors can be build:
366     * - on existing floors, with or without a detector/button
367     * - on an existing wall, with or without a floor under it
368     *
369     * Note: this function will inconditionally change squares around (x, y)
370     * so don't call it with x == 0 for instance!
371     */
372 root 1.5 void
373     apply_builder_floor (object *pl, object *material, short x, short y)
374     {
375     object *tmp, *above;
376     object *above_floor; /* Item above floor, if any */
377     struct archetype *new_floor;
378     struct archetype *new_wall;
379     int i, xt, yt, floor_removed;
380     char message[MAX_BUF];
381    
382     sprintf (message, "You change the floor to better suit your tastes.");
383    
384     /*
385     * Now the building part...
386     * First, remove wall(s) and floor(s) at position x, y
387     */
388     above_floor = NULL;
389     new_wall = NULL;
390     floor_removed = 0;
391     tmp = GET_MAP_OB (pl->map, x, y);
392     if (tmp)
393     {
394     while (tmp)
395     {
396     above = tmp->above;
397 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
398 root 1.5 {
399     /* There was a wall, remove it & keep its archetype to make new walls */
400     new_wall = tmp->arch;
401 root 1.35 tmp->destroy ();
402 root 1.5 sprintf (message, "You destroy the wall and redo the floor.");
403     }
404     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
405     {
406 root 1.35 tmp->destroy ();
407 root 1.5 floor_removed = 1;
408     }
409     else
410     {
411     if (floor_removed)
412 sf-marcmagus 1.38 {
413     /* This is the first item that was above the floor */
414     above_floor = tmp;
415     floor_removed = 0;
416     }
417 root 1.5 }
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 root 1.32 material->decrease ();
481 root 1.5
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 1.35 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 root 1.32 material->decrease ();
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    
590     /* Find floor */
591     floor = GET_MAP_OB (pl->map, x, y);
592     if (!floor)
593 elmex 1.1 {
594 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
595     return;
596     }
597 elmex 1.1
598 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
599     floor = floor->above;
600    
601     if (!floor)
602     {
603     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
604     return;
605     }
606     /* Create item, set flag, insert in map */
607 root 1.6 arch = archetype::find (item->slaying);
608 root 1.5 if (!arch)
609     return;
610 elmex 1.1
611 root 1.5 tmp = arch_to_object (arch);
612 elmex 1.1
613 elmex 1.29 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
614 root 1.5 /* Floor has something on top that interferes with building */
615     {
616     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
617     return;
618     }
619 elmex 1.1
620 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
621     SET_FLAG (tmp, FLAG_NO_PICK);
622 elmex 1.1
623 root 1.5 /*
624 sf-marcmagus 1.38 * Str 1 is a flag that the item [pedestal] should go below the floor.
625     * Items under the floor on non-unique maps will not be saved,
626     * so make the item itself unique in this situation.
627 root 1.5 */
628 sf-marcmagus 1.38 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
629     if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
630     SET_FLAG (tmp, FLAG_UNIQUE);
631 elmex 1.1
632 root 1.37 shstr_tmp connected;
633    
634 root 1.5 switch (tmp->type)
635     {
636 root 1.36 case DOOR:
637     case GATE:
638     case BUTTON:
639     case DETECTOR:
640     case TIMED_GATE:
641     case PEDESTAL:
642     case CF_HANDLE:
643     case MAGIC_EAR:
644     case SIGN:
645     /* Signs don't need a connection, but but magic mouths do. */
646     if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
647     break;
648    
649     con_rune = get_connection_rune (pl, x, y);
650     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
651 root 1.37 if (!connected)
652 root 1.36 {
653     /* Player already informed of failure by the previous function */
654     tmp->destroy ();
655     return;
656     }
657 root 1.34
658 root 1.36 /* Remove marking rune */
659     con_rune->destroy ();
660 root 1.5 }
661    
662     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
663     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
664     {
665     if (adjust_sign_msg (pl, x, y, tmp) == -1)
666     {
667 root 1.35 tmp->destroy ();
668 root 1.5 return;
669 root 1.2 }
670 root 1.5 }
671 elmex 1.1
672 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
673 root 1.37 if (connected)
674     tmp->add_link (pl->map, connected);
675 elmex 1.1
676 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
677 root 1.32 item->decrease ();
678 root 1.5 }
679 elmex 1.1
680     /**
681     * Item remover.
682     *
683     * Removes first buildable item, either under or above the floor
684     */
685 root 1.5 void
686     apply_builder_remove (object *pl, int dir)
687     {
688     object *item;
689     short x, y;
690 elmex 1.1
691 root 1.5 x = pl->x + freearr_x[dir];
692     y = pl->y + freearr_y[dir];
693 elmex 1.1
694 root 1.5 /* Check square */
695     item = GET_MAP_OB (pl->map, x, y);
696     if (!item)
697     {
698     /* Should not happen with previous tests, but we never know */
699     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
700 root 1.20 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
701 root 1.5 return;
702     }
703 elmex 1.1
704 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
705     item = item->above;
706 elmex 1.1
707 root 1.5 if (!item)
708 root 1.18 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
709     else if (item->type == BUILDABLE_WALL)
710     new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
711     else if (!item->flag [FLAG_IS_BUILDABLE])
712     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
713     else
714 root 1.5 {
715 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
716 root 1.35 item->destroy ();
717 elmex 1.1 }
718 root 1.5 }
719 elmex 1.1
720     /**
721     * Global building function
722     *
723     * This is the general map building function. Called when the player 'fires' a builder
724     * or remover object.
725     */
726 root 1.5 void
727     apply_map_builder (object *pl, int dir)
728     {
729     object *builder;
730     object *tmp;
731     object *tmp2;
732     short x, y;
733    
734     if (!pl->type == PLAYER)
735     return;
736    
737     /*if ( !player->map->unique )
738     {
739     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
740     return;
741     } */
742    
743     if (dir == 0)
744 elmex 1.1 {
745 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
746     return;
747     }
748    
749     x = pl->x + freearr_x[dir];
750     y = pl->y + freearr_y[dir];
751 elmex 1.1
752 root 1.17 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
753 root 1.5 {
754     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
755     return;
756     }
757 elmex 1.1
758 root 1.5 /*
759     * Check specified square
760     * The square must have only buildable items
761     * Exception: marking runes are all right,
762     * since they are used for special things like connecting doors / buttons
763     */
764 elmex 1.1
765 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
766     if (!tmp)
767     {
768     /* Nothing, meaning player is standing next to an undefined square... */
769 root 1.20 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
770 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
771     return;
772     }
773 root 1.25
774 root 1.5 tmp2 = find_marked_object (pl);
775     while (tmp)
776     {
777 root 1.36 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
778 elmex 1.1 {
779 root 1.5 /* The item building function already has it's own special
780     * checks for this
781     */
782     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
783     {
784     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
785     return;
786     }
787 elmex 1.1 }
788 root 1.5 tmp = tmp->above;
789     }
790 elmex 1.1
791 root 1.5 /* Now we know the square is ok */
792 root 1.25 builder = pl->contr->ranged_ob;
793 elmex 1.1
794 root 1.5 if (builder->subtype == ST_BD_REMOVE)
795     /* Remover -> call specific function and bail out */
796     {
797     apply_builder_remove (pl, dir);
798     return;
799     }
800 elmex 1.1
801 root 1.5 if (builder->subtype == ST_BD_BUILD)
802 elmex 1.1 /*
803 root 1.5 * Builder.
804     * Find marked item to build, call specific function
805 elmex 1.1 */
806 root 1.5 {
807     tmp = tmp2;
808     if (!tmp)
809 elmex 1.1 {
810 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
811     return;
812 elmex 1.1 }
813    
814 root 1.5 if (tmp->type != MATERIAL)
815 elmex 1.1 {
816 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
817     return;
818 elmex 1.1 }
819    
820 root 1.5 switch (tmp->subtype)
821 elmex 1.1 {
822 root 1.5 case ST_MAT_FLOOR:
823     apply_builder_floor (pl, tmp, x, y);
824     return;
825 elmex 1.1
826     case ST_MAT_WALL:
827 root 1.5 apply_builder_wall (pl, tmp, x, y);
828     return;
829 elmex 1.1
830     case ST_MAT_ITEM:
831 root 1.5 apply_builder_item (pl, tmp, x, y);
832     return;
833 elmex 1.1
834     default:
835 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
836     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
837     return;
838 elmex 1.1 }
839 root 1.5 }
840    
841     /* Here, it means the builder has an invalid type */
842     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
843     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
844     }
845 elmex 1.1
846     /**
847     * Make the built object inherit the msg of books that are used with it.
848     * For objects already invisible (i.e. magic mouths & ears), also make it
849     * it inherit the face and the name with "talking " prepended.
850     */
851 root 1.5 int
852     adjust_sign_msg (object *pl, short x, short y, object *tmp)
853     {
854     object *book;
855     char buf[MAX_BUF];
856     char buf2[MAX_BUF];
857    
858     book = get_msg_book (pl, x, y);
859     if (!book)
860 elmex 1.1 {
861 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
862     return -1;
863     }
864 elmex 1.1
865 root 1.5 tmp->msg = book->msg;
866    
867     if (tmp->invisible)
868     {
869     if (book->custom_name != NULL)
870 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
871 root 1.5 else
872 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->name);
873    
874 root 1.5 tmp->name = buf;
875    
876     if (book->name_pl != NULL)
877 elmex 1.1 {
878 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
879     tmp->name_pl = buf2;
880     }
881    
882     tmp->face = book->face;
883     tmp->invisible = 0;
884 elmex 1.1 }
885 root 1.12
886 root 1.35 book->destroy ();
887 root 1.5 return 0;
888     }