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Revision: 1.39
Committed: Mon Oct 12 04:02:17 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +16 -19 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 root 1.39 case SIGN:
48     case MAGIC_EAR:
49     /* Allow signs and magic ears to be built on books */
50     if (ob->type != BOOK)
51 root 1.5 return 0;
52 root 1.39 break;
53     case BUTTON:
54     case DETECTOR:
55     case PEDESTAL:
56     case CF_HANDLE:
57     /* Allow buttons and levers to be built under gates */
58     if (ob->type != GATE && ob->type != DOOR)
59     return 0;
60     break;
61     default:
62     return 0;
63 elmex 1.1 }
64 root 1.2 }
65 root 1.39
66 root 1.5 ob = ob->above;
67 elmex 1.1 }
68 root 1.5 return 1;
69     }
70 elmex 1.1
71     /**
72     * Erases marking runes at specified location
73     */
74 root 1.5 void
75 root 1.8 remove_marking_runes (maptile *map, short x, short y)
76 root 1.5 {
77     object *rune;
78     object *next;
79    
80     rune = GET_MAP_OB (map, x, y);
81     while (rune)
82 elmex 1.1 {
83 root 1.5 next = rune->above;
84 root 1.12
85 root 1.36 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
86 root 1.35 rune->destroy ();
87 root 1.12
88 root 1.5 rune = next;
89 elmex 1.1 }
90 root 1.5 }
91 elmex 1.1
92     /**
93     * Returns an unused value for 'connected'.
94     * \param map: map for which to find a value
95     * \return 'connected' value with no item, or -1 if failure.
96     *
97     * Tries 1000 random values, then returns -1.
98     */
99 root 1.37 static shstr_tmp
100 root 1.8 find_unused_connected_value (maptile *map)
101 root 1.5 {
102 root 1.37 for (int i = 1000; --i; )
103     {
104     char buf[64];
105 root 1.5
106 root 1.37 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
107 root 1.31
108 root 1.37 shstr id (buf);
109 elmex 1.1
110 root 1.37 if (!map->find_link (id))
111     return id;
112 root 1.5 }
113 elmex 1.1
114 root 1.37 return shstr_tmp ();
115 root 1.5 }
116 elmex 1.1
117     /**
118     * Helper function for door/button/connected item building.
119     *
120     * Will search the specified spot for a marking rune.
121     * If not found, returns -1
122     * Else, searches a force in op's inventory matching the map's name
123     * and the rune's text.
124     * If found, returns the connection value associated
125     * else searches a new connection value, and adds the force to the player.
126     */
127 root 1.37 static shstr_tmp
128 root 1.5 find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
129     {
130     object *force;
131    
132     if (!rune)
133     rune = get_connection_rune (pl, x, y);
134    
135     if (!rune)
136 elmex 1.1 {
137 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
138 root 1.37 return shstr_tmp ();
139 root 1.5 }
140 elmex 1.1
141 root 1.5 /* Now, find force in player's inventory */
142     force = pl->inv;
143     while (force
144 root 1.24 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
145     || force->msg != rune->msg))
146 root 1.5 force = force->below;
147 elmex 1.1
148 root 1.5 if (!force)
149     /* No force, need to create & insert one */
150     {
151     /* Find unused value */
152 root 1.37 shstr_tmp id = find_unused_connected_value (pl->map);
153    
154     if (!id)
155 elmex 1.1 {
156 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
157 root 1.37 return shstr_tmp ();
158 elmex 1.1 }
159    
160 root 1.5 force = get_archetype (FORCE_NAME);
161     force->slaying = pl->map->path;
162 root 1.37 force->msg = rune->msg;
163     force->race = id;
164 root 1.19 force->set_speed (0);
165 root 1.37
166 root 1.5 insert_ob_in_ob (force, pl);
167 elmex 1.1
168 root 1.37 return id;
169 root 1.5 }
170 elmex 1.1
171 root 1.5 /* Found the force, everything's easy. */
172 root 1.37 return force->race;
173 root 1.5 }
174 elmex 1.1
175     /**
176     * Returns the marking rune on the square, for purposes of building connections
177     */
178 root 1.5 object *
179     get_connection_rune (object *pl, short x, short y)
180     {
181 root 1.31 object *rune = GET_MAP_OB (pl->map, x, y);
182 root 1.5
183 root 1.36 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
184 root 1.5 rune = rune->above;
185 root 1.31
186 root 1.5 return rune;
187     }
188    
189 elmex 1.1 /**
190     * Returns the book/scroll on the current square, for purposes of building
191     */
192 root 1.5 object *
193     get_msg_book (object *pl, short x, short y)
194     {
195 root 1.31 object *book = GET_MAP_OB (pl->map, x, y);
196 root 1.5
197     while (book && (book->type != BOOK))
198     book = book->above;
199 root 1.31
200 root 1.5 return book;
201     }
202 elmex 1.1
203     /**
204 elmex 1.13 * Returns first item of type BUILDABLE_WALL.
205 elmex 1.1 */
206 root 1.5 object *
207 root 1.8 get_wall (maptile *map, int x, int y)
208 root 1.5 {
209 root 1.31 object *wall = GET_MAP_OB (map, x, y);
210 root 1.5
211 elmex 1.13 while (wall && (BUILDABLE_WALL != wall->type))
212 elmex 1.10 wall = wall->above;
213 elmex 1.1
214 root 1.5 return wall;
215     }
216 elmex 1.1
217     /**
218     * Fixes walls around specified spot
219     *
220     * \param map is the map
221     * \param x
222     * \param y are the position to fix
223     *
224     * Basically it ensures the correct wall is put where needed.
225     *
226     * Note: x & y must be valid map coordinates.
227     */
228 root 1.5 void
229 root 1.8 fix_walls (maptile *map, int x, int y)
230 root 1.5 {
231     char archetype[MAX_BUF];
232     char *underscore;
233     struct archetype *new_arch;
234    
235     /* First, find the wall on that spot */
236 root 1.31 object *wall = get_wall (map, x, y);
237 root 1.5 if (!wall)
238     /* Nothing -> bail out */
239     return;
240    
241     /* Find base name */
242 root 1.27 assign (archetype, wall->arch->archname);
243 root 1.5 underscore = strchr (archetype, '_');
244    
245 elmex 1.10 /* search for the first _ before a number */
246     while (underscore && !isdigit (*(underscore + 1)))
247     underscore = strchr (underscore + 1, '_');
248    
249     if (!underscore || !isdigit (*(underscore + 1)))
250 root 1.5 /* Not in a format we can change, bail out */
251     return;
252    
253     underscore++;
254     *underscore = '\0';
255    
256 elmex 1.14 int connect = 0;
257 root 1.5
258     if ((x > 0) && get_wall (map, x - 1, y))
259     connect |= 1;
260 root 1.17 if ((x < map->width - 1) && get_wall (map, x + 1, y))
261 root 1.5 connect |= 2;
262 elmex 1.1
263 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
264     connect |= 4;
265 elmex 1.1
266 root 1.17 if ((y < map->height - 1) && get_wall (map, x, y + 1))
267 root 1.5 connect |= 8;
268 elmex 1.1
269 root 1.5 switch (connect)
270     {
271 elmex 1.1 case 0:
272 root 1.5 strcat (archetype, "0");
273    
274     break;
275 elmex 1.1 case 1:
276 root 1.5 strcat (archetype, "1_3");
277    
278     break;
279 elmex 1.1 case 2:
280 root 1.5 strcat (archetype, "1_4");
281    
282     break;
283 elmex 1.1 case 3:
284 root 1.5 strcat (archetype, "2_1_2");
285    
286     break;
287 elmex 1.1 case 4:
288 root 1.5 strcat (archetype, "1_2");
289    
290     break;
291 elmex 1.1 case 5:
292 root 1.5 strcat (archetype, "2_2_4");
293    
294     break;
295 elmex 1.1 case 6:
296 root 1.5 strcat (archetype, "2_2_1");
297    
298     break;
299 elmex 1.1 case 7:
300 root 1.5 strcat (archetype, "3_1");
301    
302     break;
303 elmex 1.1 case 8:
304 root 1.5 strcat (archetype, "1_1");
305    
306     break;
307 elmex 1.1 case 9:
308 root 1.5 strcat (archetype, "2_2_3");
309    
310     break;
311 elmex 1.1 case 10:
312 root 1.5 strcat (archetype, "2_2_2");
313    
314     break;
315 elmex 1.1 case 11:
316 root 1.5 strcat (archetype, "3_3");
317    
318     break;
319 elmex 1.1 case 12:
320 root 1.5 strcat (archetype, "2_1_1");
321    
322     break;
323 elmex 1.1 case 13:
324 root 1.5 strcat (archetype, "3_4");
325    
326     break;
327 elmex 1.1 case 14:
328 root 1.5 strcat (archetype, "3_2");
329    
330     break;
331 elmex 1.1 case 15:
332 root 1.5 strcat (archetype, "4");
333 elmex 1.1
334 root 1.5 break;
335     }
336 elmex 1.1
337 root 1.5 /*
338     * Before anything, make sure the archetype does exist...
339     * If not, prolly an error...
340     */
341 root 1.6 new_arch = archetype::find (archetype);
342 root 1.5
343     if (!new_arch)
344     return;
345    
346     /* Now delete current wall, and insert new one
347     * We save flags to avoid any trouble with buildable/non buildable, and so on
348     */
349 root 1.15 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
350 root 1.12
351 root 1.35 wall->destroy ();
352 root 1.5
353     wall = arch_to_object (new_arch);
354 elmex 1.13 wall->type = BUILDABLE_WALL;
355 root 1.5 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
356 root 1.15 wall->flag = old_flags;
357 root 1.5 }
358 elmex 1.1
359     /**
360     * \brief Floor building function
361     *
362     * Floors can be build:
363     * - on existing floors, with or without a detector/button
364     * - on an existing wall, with or without a floor under it
365     *
366     * Note: this function will inconditionally change squares around (x, y)
367     * so don't call it with x == 0 for instance!
368     */
369 root 1.5 void
370     apply_builder_floor (object *pl, object *material, short x, short y)
371     {
372     object *tmp, *above;
373     object *above_floor; /* Item above floor, if any */
374     struct archetype *new_floor;
375     struct archetype *new_wall;
376     int i, xt, yt, floor_removed;
377     char message[MAX_BUF];
378    
379     sprintf (message, "You change the floor to better suit your tastes.");
380    
381     /*
382     * Now the building part...
383     * First, remove wall(s) and floor(s) at position x, y
384     */
385     above_floor = NULL;
386     new_wall = NULL;
387     floor_removed = 0;
388     tmp = GET_MAP_OB (pl->map, x, y);
389     if (tmp)
390     {
391     while (tmp)
392     {
393     above = tmp->above;
394 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
395 root 1.5 {
396     /* There was a wall, remove it & keep its archetype to make new walls */
397     new_wall = tmp->arch;
398 root 1.35 tmp->destroy ();
399 root 1.5 sprintf (message, "You destroy the wall and redo the floor.");
400     }
401     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
402     {
403 root 1.35 tmp->destroy ();
404 root 1.5 floor_removed = 1;
405     }
406     else
407     {
408     if (floor_removed)
409 sf-marcmagus 1.38 {
410     /* This is the first item that was above the floor */
411     above_floor = tmp;
412     floor_removed = 0;
413     }
414 root 1.5 }
415    
416     tmp = above;
417     }
418     }
419    
420     /* Now insert our floor */
421 root 1.6 new_floor = archetype::find (material->slaying);
422 root 1.5 if (!new_floor)
423     {
424     /* Not found, log & bail out */
425     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
426     return;
427     }
428    
429     tmp = arch_to_object (new_floor);
430     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
431     SET_FLAG (tmp, FLAG_UNIQUE);
432     SET_FLAG (tmp, FLAG_IS_FLOOR);
433     tmp->type = FLOOR;
434     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
435    
436     /*
437     * Next step: make sure there are either walls or floors around the new square
438     * Since building, you can have: blocking view / floor / wall / nothing
439     */
440     for (i = 1; i <= 8; i++)
441     {
442     xt = x + freearr_x[i];
443     yt = y + freearr_y[i];
444     tmp = GET_MAP_OB (pl->map, xt, yt);
445     if (!tmp)
446     {
447     /* Must insert floor & wall */
448     tmp = arch_to_object (new_floor);
449     /* Better make the floor unique */
450     SET_FLAG (tmp, FLAG_UNIQUE);
451     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
452     tmp->type = FLOOR;
453     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
454     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
455     if (new_wall)
456     {
457     tmp = arch_to_object (new_wall);
458     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
459 elmex 1.13 tmp->type = BUILDABLE_WALL;
460 root 1.5 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
461     }
462     }
463     }
464    
465     /* Finally fixing walls to ensure nice continuous walls
466     * Note: 2 squares around are checked, because potentially we added walls around the building
467     * spot, so need to check that those new walls connect correctly
468     */
469     for (xt = x - 2; xt <= x + 2; xt++)
470     for (yt = y - 2; yt <= y + 2; yt++)
471     {
472     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
473     fix_walls (pl->map, xt, yt);
474     }
475    
476     /* Now remove raw item from inventory */
477 root 1.32 material->decrease ();
478 root 1.5
479     /* And tell player about the fix */
480     new_draw_info (NDI_UNIQUE, 0, pl, message);
481     }
482 elmex 1.1
483     /**
484 elmex 1.9 * Wall radius fix function
485     */
486     void fix_walls_around (maptile *map, int x, int y)
487     {
488     for (int xt = x - 1; xt <= x + 1; xt++)
489     for (int yt = y - 1; yt <= y + 1; yt++)
490     {
491     if (OUT_OF_REAL_MAP (map, xt, yt))
492     continue;
493    
494     fix_walls (map, xt, yt);
495     }
496     }
497    
498     /**
499 elmex 1.1 * Wall building function
500     *
501     * Walls can be build:
502     * - on a floor without anything else
503     * - on an existing wall, with or without a floor
504     */
505 root 1.5 void
506     apply_builder_wall (object *pl, object *material, short x, short y)
507     {
508     object *current_wall;
509     object *tmp;
510     int xt, yt;
511     struct archetype *new_wall;
512     char message[MAX_BUF];
513 elmex 1.1
514 root 1.5 remove_marking_runes (pl->map, x, y);
515 elmex 1.1
516 root 1.5 /* Grab existing wall, if any */
517     current_wall = NULL;
518     tmp = GET_MAP_OB (pl->map, x, y);
519     while (tmp && !current_wall)
520     {
521 elmex 1.13 if (BUILDABLE_WALL == tmp->type)
522 root 1.5 current_wall = tmp;
523 elmex 1.1
524 root 1.5 tmp = tmp->above;
525     }
526 elmex 1.1
527 root 1.5 /* Find the raw wall in inventory */
528     sprintf (message, "You build a wall.");
529 elmex 1.1
530 root 1.5 /* Now we can actually insert the wall */
531 root 1.6 new_wall = archetype::find (material->slaying);
532 root 1.5 if (!new_wall)
533     {
534     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
535     return;
536     }
537 elmex 1.1
538 root 1.5 tmp = arch_to_object (new_wall);
539 elmex 1.13 tmp->type = BUILDABLE_WALL;
540 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
541     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
542 elmex 1.1
543 root 1.5 /* If existing wall, remove it, no need to fix other walls */
544     if (current_wall)
545     {
546 root 1.35 current_wall->destroy ();
547 root 1.5 fix_walls (pl->map, x, y);
548     sprintf (message, "You redecorate the wall to better suit your tastes.");
549     }
550     else
551     {
552     /* Else fix all walls around */
553     for (xt = x - 1; xt <= x + 1; xt++)
554     for (yt = y - 1; yt <= y + 1; yt++)
555     {
556     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
557     continue;
558 elmex 1.1
559 root 1.5 fix_walls (pl->map, xt, yt);
560     }
561     }
562 elmex 1.1
563 root 1.5 /* Now remove item from inventory */
564 root 1.32 material->decrease ();
565 elmex 1.1
566 root 1.5 /* And tell player what happened */
567     new_draw_info (NDI_UNIQUE, 0, pl, message);
568     }
569 elmex 1.1
570     /**
571     * Generic item builder.
572     *
573     * Item must be put on a square with a floor, you can have something under.
574     * Archetype of created object is item->slaying (raw material).
575     * Type of inserted item is tested for specific cases (doors & such).
576     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
577     */
578 root 1.5 void
579     apply_builder_item (object *pl, object *item, short x, short y)
580     {
581     object *tmp;
582     struct archetype *arch;
583     int insert_flag;
584     object *floor;
585     object *con_rune;
586    
587     /* Find floor */
588     floor = GET_MAP_OB (pl->map, x, y);
589     if (!floor)
590 elmex 1.1 {
591 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
592     return;
593     }
594 elmex 1.1
595 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
596     floor = floor->above;
597    
598     if (!floor)
599     {
600     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
601     return;
602     }
603     /* Create item, set flag, insert in map */
604 root 1.6 arch = archetype::find (item->slaying);
605 root 1.5 if (!arch)
606     return;
607 elmex 1.1
608 root 1.5 tmp = arch_to_object (arch);
609 elmex 1.1
610 elmex 1.29 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
611 root 1.5 /* Floor has something on top that interferes with building */
612     {
613     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
614     return;
615     }
616 elmex 1.1
617 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
618     SET_FLAG (tmp, FLAG_NO_PICK);
619 elmex 1.1
620 root 1.5 /*
621 sf-marcmagus 1.38 * Str 1 is a flag that the item [pedestal] should go below the floor.
622     * Items under the floor on non-unique maps will not be saved,
623     * so make the item itself unique in this situation.
624 root 1.5 */
625 sf-marcmagus 1.38 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
626     if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
627     SET_FLAG (tmp, FLAG_UNIQUE);
628 elmex 1.1
629 root 1.37 shstr_tmp connected;
630    
631 root 1.5 switch (tmp->type)
632     {
633 root 1.36 case DOOR:
634     case GATE:
635     case BUTTON:
636     case DETECTOR:
637     case TIMED_GATE:
638     case PEDESTAL:
639     case CF_HANDLE:
640     case MAGIC_EAR:
641     case SIGN:
642     /* Signs don't need a connection, but but magic mouths do. */
643     if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
644     break;
645    
646     con_rune = get_connection_rune (pl, x, y);
647     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
648 root 1.37 if (!connected)
649 root 1.36 {
650     /* Player already informed of failure by the previous function */
651     tmp->destroy ();
652     return;
653     }
654 root 1.34
655 root 1.36 /* Remove marking rune */
656     con_rune->destroy ();
657 root 1.5 }
658    
659     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
660     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
661     {
662     if (adjust_sign_msg (pl, x, y, tmp) == -1)
663     {
664 root 1.35 tmp->destroy ();
665 root 1.5 return;
666 root 1.2 }
667 root 1.5 }
668 elmex 1.1
669 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
670 root 1.37 if (connected)
671     tmp->add_link (pl->map, connected);
672 elmex 1.1
673 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
674 root 1.32 item->decrease ();
675 root 1.5 }
676 elmex 1.1
677     /**
678     * Item remover.
679     *
680     * Removes first buildable item, either under or above the floor
681     */
682 root 1.5 void
683     apply_builder_remove (object *pl, int dir)
684     {
685     object *item;
686     short x, y;
687 elmex 1.1
688 root 1.5 x = pl->x + freearr_x[dir];
689     y = pl->y + freearr_y[dir];
690 elmex 1.1
691 root 1.5 /* Check square */
692     item = GET_MAP_OB (pl->map, x, y);
693     if (!item)
694     {
695     /* Should not happen with previous tests, but we never know */
696     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
697 root 1.20 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
698 root 1.5 return;
699     }
700 elmex 1.1
701 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
702     item = item->above;
703 elmex 1.1
704 root 1.5 if (!item)
705 root 1.18 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
706     else if (item->type == BUILDABLE_WALL)
707     new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
708     else if (!item->flag [FLAG_IS_BUILDABLE])
709     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
710     else
711 root 1.5 {
712 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
713 root 1.35 item->destroy ();
714 elmex 1.1 }
715 root 1.5 }
716 elmex 1.1
717     /**
718     * Global building function
719     *
720     * This is the general map building function. Called when the player 'fires' a builder
721     * or remover object.
722     */
723 root 1.5 void
724     apply_map_builder (object *pl, int dir)
725     {
726     object *builder;
727     object *tmp;
728     object *tmp2;
729     short x, y;
730    
731     if (!pl->type == PLAYER)
732     return;
733    
734     /*if ( !player->map->unique )
735     {
736     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
737     return;
738     } */
739    
740     if (dir == 0)
741 elmex 1.1 {
742 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
743     return;
744     }
745    
746     x = pl->x + freearr_x[dir];
747     y = pl->y + freearr_y[dir];
748 elmex 1.1
749 root 1.17 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
750 root 1.5 {
751     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
752     return;
753     }
754 elmex 1.1
755 root 1.5 /*
756     * Check specified square
757     * The square must have only buildable items
758     * Exception: marking runes are all right,
759     * since they are used for special things like connecting doors / buttons
760     */
761 elmex 1.1
762 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
763     if (!tmp)
764     {
765     /* Nothing, meaning player is standing next to an undefined square... */
766 root 1.20 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
767 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
768     return;
769     }
770 root 1.25
771 root 1.5 tmp2 = find_marked_object (pl);
772     while (tmp)
773     {
774 root 1.36 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
775 elmex 1.1 {
776 root 1.5 /* The item building function already has it's own special
777     * checks for this
778     */
779     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
780     {
781     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
782     return;
783     }
784 elmex 1.1 }
785 root 1.5 tmp = tmp->above;
786     }
787 elmex 1.1
788 root 1.5 /* Now we know the square is ok */
789 root 1.25 builder = pl->contr->ranged_ob;
790 elmex 1.1
791 root 1.5 if (builder->subtype == ST_BD_REMOVE)
792     /* Remover -> call specific function and bail out */
793     {
794     apply_builder_remove (pl, dir);
795     return;
796     }
797 elmex 1.1
798 root 1.5 if (builder->subtype == ST_BD_BUILD)
799 elmex 1.1 /*
800 root 1.5 * Builder.
801     * Find marked item to build, call specific function
802 elmex 1.1 */
803 root 1.5 {
804     tmp = tmp2;
805     if (!tmp)
806 elmex 1.1 {
807 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
808     return;
809 elmex 1.1 }
810    
811 root 1.5 if (tmp->type != MATERIAL)
812 elmex 1.1 {
813 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
814     return;
815 elmex 1.1 }
816    
817 root 1.5 switch (tmp->subtype)
818 elmex 1.1 {
819 root 1.5 case ST_MAT_FLOOR:
820     apply_builder_floor (pl, tmp, x, y);
821     return;
822 elmex 1.1
823     case ST_MAT_WALL:
824 root 1.5 apply_builder_wall (pl, tmp, x, y);
825     return;
826 elmex 1.1
827     case ST_MAT_ITEM:
828 root 1.5 apply_builder_item (pl, tmp, x, y);
829     return;
830 elmex 1.1
831     default:
832 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
833     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
834     return;
835 elmex 1.1 }
836 root 1.5 }
837    
838     /* Here, it means the builder has an invalid type */
839     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
840     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
841     }
842 elmex 1.1
843     /**
844     * Make the built object inherit the msg of books that are used with it.
845     * For objects already invisible (i.e. magic mouths & ears), also make it
846     * it inherit the face and the name with "talking " prepended.
847     */
848 root 1.5 int
849     adjust_sign_msg (object *pl, short x, short y, object *tmp)
850     {
851     object *book;
852     char buf[MAX_BUF];
853     char buf2[MAX_BUF];
854    
855     book = get_msg_book (pl, x, y);
856     if (!book)
857 elmex 1.1 {
858 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
859     return -1;
860     }
861 elmex 1.1
862 root 1.5 tmp->msg = book->msg;
863    
864     if (tmp->invisible)
865     {
866     if (book->custom_name != NULL)
867 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
868 root 1.5 else
869 root 1.34 snprintf (buf, sizeof (buf), "talking %s", &book->name);
870    
871 root 1.5 tmp->name = buf;
872    
873     if (book->name_pl != NULL)
874 elmex 1.1 {
875 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
876     tmp->name_pl = buf2;
877     }
878    
879     tmp->face = book->face;
880     tmp->invisible = 0;
881 elmex 1.1 }
882 root 1.12
883 root 1.35 book->destroy ();
884 root 1.5 return 0;
885     }