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 |
1.40 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
|
|
* the terms of the Affero GNU General Public License as published by the |
10 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
|
|
* 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 |
1.40 |
* You should have received a copy of the Affero GNU General Public License |
19 |
|
|
* and the GNU General Public License along with this program. If not, see |
20 |
|
|
* <http://www.gnu.org/licenses/>. |
21 |
pippijn |
1.22 |
* |
22 |
root |
1.30 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
pippijn |
1.22 |
*/ |
24 |
elmex |
1.1 |
|
25 |
|
|
#include <global.h> |
26 |
|
|
#include <living.h> |
27 |
|
|
#include <spells.h> |
28 |
|
|
#include <skills.h> |
29 |
|
|
#include <tod.h> |
30 |
|
|
#include <sproto.h> |
31 |
|
|
|
32 |
|
|
/** |
33 |
|
|
* Check if objects on a square interfere with building |
34 |
|
|
*/ |
35 |
root |
1.43 |
static int |
36 |
|
|
can_build_over (maptile *map, object *tmp, int x, int y) |
37 |
root |
1.5 |
{ |
38 |
|
|
object *ob; |
39 |
|
|
|
40 |
|
|
ob = GET_MAP_OB (map, x, y); |
41 |
|
|
while (ob) |
42 |
elmex |
1.1 |
{ |
43 |
root |
1.5 |
/* if ob is not a marking rune or floor, then check special cases */ |
44 |
root |
1.36 |
if (ob->arch->archname != shstr_rune_mark && ob->type != FLOOR) |
45 |
elmex |
1.1 |
{ |
46 |
root |
1.5 |
switch (tmp->type) |
47 |
root |
1.2 |
{ |
48 |
root |
1.39 |
case SIGN: |
49 |
|
|
case MAGIC_EAR: |
50 |
|
|
/* Allow signs and magic ears to be built on books */ |
51 |
|
|
if (ob->type != BOOK) |
52 |
root |
1.5 |
return 0; |
53 |
root |
1.39 |
break; |
54 |
|
|
case BUTTON: |
55 |
|
|
case DETECTOR: |
56 |
|
|
case PEDESTAL: |
57 |
root |
1.41 |
case T_HANDLE: |
58 |
root |
1.39 |
/* Allow buttons and levers to be built under gates */ |
59 |
|
|
if (ob->type != GATE && ob->type != DOOR) |
60 |
|
|
return 0; |
61 |
|
|
break; |
62 |
|
|
default: |
63 |
|
|
return 0; |
64 |
elmex |
1.1 |
} |
65 |
root |
1.2 |
} |
66 |
root |
1.39 |
|
67 |
root |
1.5 |
ob = ob->above; |
68 |
elmex |
1.1 |
} |
69 |
root |
1.49 |
|
70 |
root |
1.5 |
return 1; |
71 |
|
|
} |
72 |
elmex |
1.1 |
|
73 |
|
|
/** |
74 |
|
|
* Erases marking runes at specified location |
75 |
|
|
*/ |
76 |
root |
1.43 |
static void |
77 |
|
|
remove_marking_runes (maptile *map, int x, int y) |
78 |
root |
1.5 |
{ |
79 |
|
|
object *rune; |
80 |
|
|
object *next; |
81 |
|
|
|
82 |
|
|
rune = GET_MAP_OB (map, x, y); |
83 |
|
|
while (rune) |
84 |
elmex |
1.1 |
{ |
85 |
root |
1.5 |
next = rune->above; |
86 |
root |
1.12 |
|
87 |
root |
1.36 |
if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark) |
88 |
root |
1.35 |
rune->destroy (); |
89 |
root |
1.12 |
|
90 |
root |
1.5 |
rune = next; |
91 |
elmex |
1.1 |
} |
92 |
root |
1.5 |
} |
93 |
elmex |
1.1 |
|
94 |
|
|
/** |
95 |
|
|
* Returns an unused value for 'connected'. |
96 |
|
|
* \param map: map for which to find a value |
97 |
|
|
* \return 'connected' value with no item, or -1 if failure. |
98 |
|
|
* |
99 |
|
|
* Tries 1000 random values, then returns -1. |
100 |
|
|
*/ |
101 |
root |
1.37 |
static shstr_tmp |
102 |
root |
1.8 |
find_unused_connected_value (maptile *map) |
103 |
root |
1.5 |
{ |
104 |
root |
1.37 |
for (int i = 1000; --i; ) |
105 |
|
|
{ |
106 |
|
|
char buf[64]; |
107 |
root |
1.5 |
|
108 |
root |
1.37 |
snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U); |
109 |
root |
1.31 |
|
110 |
root |
1.37 |
shstr id (buf); |
111 |
elmex |
1.1 |
|
112 |
root |
1.37 |
if (!map->find_link (id)) |
113 |
|
|
return id; |
114 |
root |
1.5 |
} |
115 |
elmex |
1.1 |
|
116 |
root |
1.37 |
return shstr_tmp (); |
117 |
root |
1.5 |
} |
118 |
elmex |
1.1 |
|
119 |
|
|
/** |
120 |
root |
1.43 |
* Returns the marking rune on the square, for purposes of building connections |
121 |
|
|
*/ |
122 |
|
|
static object * |
123 |
|
|
get_connection_rune (object *pl, int x, int y) |
124 |
|
|
{ |
125 |
|
|
object *rune = GET_MAP_OB (pl->map, x, y); |
126 |
|
|
|
127 |
|
|
while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark)) |
128 |
|
|
rune = rune->above; |
129 |
|
|
|
130 |
|
|
return rune; |
131 |
|
|
} |
132 |
|
|
|
133 |
|
|
/** |
134 |
elmex |
1.1 |
* Helper function for door/button/connected item building. |
135 |
|
|
* |
136 |
|
|
* Will search the specified spot for a marking rune. |
137 |
|
|
* If not found, returns -1 |
138 |
|
|
* Else, searches a force in op's inventory matching the map's name |
139 |
|
|
* and the rune's text. |
140 |
|
|
* If found, returns the connection value associated |
141 |
|
|
* else searches a new connection value, and adds the force to the player. |
142 |
|
|
*/ |
143 |
root |
1.37 |
static shstr_tmp |
144 |
root |
1.43 |
find_or_create_connection_for_map (object *pl, int x, int y, object *rune) |
145 |
root |
1.5 |
{ |
146 |
|
|
object *force; |
147 |
|
|
|
148 |
|
|
if (!rune) |
149 |
|
|
rune = get_connection_rune (pl, x, y); |
150 |
|
|
|
151 |
|
|
if (!rune) |
152 |
elmex |
1.1 |
{ |
153 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name."); |
154 |
root |
1.37 |
return shstr_tmp (); |
155 |
root |
1.5 |
} |
156 |
elmex |
1.1 |
|
157 |
root |
1.5 |
/* Now, find force in player's inventory */ |
158 |
|
|
force = pl->inv; |
159 |
|
|
while (force |
160 |
root |
1.24 |
&& ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg |
161 |
|
|
|| force->msg != rune->msg)) |
162 |
root |
1.5 |
force = force->below; |
163 |
elmex |
1.1 |
|
164 |
root |
1.5 |
if (!force) |
165 |
|
|
/* No force, need to create & insert one */ |
166 |
|
|
{ |
167 |
|
|
/* Find unused value */ |
168 |
root |
1.37 |
shstr_tmp id = find_unused_connected_value (pl->map); |
169 |
|
|
|
170 |
|
|
if (!id) |
171 |
elmex |
1.1 |
{ |
172 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups."); |
173 |
root |
1.37 |
return shstr_tmp (); |
174 |
elmex |
1.1 |
} |
175 |
|
|
|
176 |
root |
1.5 |
force = get_archetype (FORCE_NAME); |
177 |
|
|
force->slaying = pl->map->path; |
178 |
root |
1.37 |
force->msg = rune->msg; |
179 |
|
|
force->race = id; |
180 |
root |
1.19 |
force->set_speed (0); |
181 |
root |
1.37 |
|
182 |
root |
1.5 |
insert_ob_in_ob (force, pl); |
183 |
elmex |
1.1 |
|
184 |
root |
1.37 |
return id; |
185 |
root |
1.5 |
} |
186 |
elmex |
1.1 |
|
187 |
root |
1.5 |
/* Found the force, everything's easy. */ |
188 |
root |
1.37 |
return force->race; |
189 |
root |
1.5 |
} |
190 |
elmex |
1.1 |
|
191 |
|
|
/** |
192 |
root |
1.43 |
* Returns the book/scroll on the current square, for purposes of building |
193 |
elmex |
1.1 |
*/ |
194 |
root |
1.43 |
static object * |
195 |
|
|
get_msg_book (object *pl, int x, int y) |
196 |
root |
1.5 |
{ |
197 |
root |
1.43 |
object *book = GET_MAP_OB (pl->map, x, y); |
198 |
root |
1.5 |
|
199 |
root |
1.43 |
while (book && (book->type != BOOK)) |
200 |
|
|
book = book->above; |
201 |
root |
1.31 |
|
202 |
root |
1.43 |
return book; |
203 |
root |
1.5 |
} |
204 |
|
|
|
205 |
elmex |
1.1 |
/** |
206 |
root |
1.43 |
* Make the built object inherit the msg of books that are used with it. |
207 |
|
|
* For objects already invisible (i.e. magic mouths & ears), also make it |
208 |
|
|
* it inherit the face and the name with "talking " prepended. |
209 |
elmex |
1.1 |
*/ |
210 |
root |
1.43 |
static int |
211 |
|
|
adjust_sign_msg (object *pl, int x, int y, object *tmp) |
212 |
root |
1.5 |
{ |
213 |
root |
1.43 |
object *book; |
214 |
|
|
char buf[MAX_BUF]; |
215 |
|
|
char buf2[MAX_BUF]; |
216 |
|
|
|
217 |
|
|
book = get_msg_book (pl, x, y); |
218 |
|
|
if (!book) |
219 |
|
|
{ |
220 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message."); |
221 |
|
|
return -1; |
222 |
|
|
} |
223 |
|
|
|
224 |
|
|
tmp->msg = book->msg; |
225 |
|
|
|
226 |
|
|
if (tmp->invisible) |
227 |
|
|
{ |
228 |
root |
1.44 |
if (book->custom_name) |
229 |
root |
1.43 |
snprintf (buf, sizeof (buf), "talking %s", &book->custom_name); |
230 |
|
|
else |
231 |
|
|
snprintf (buf, sizeof (buf), "talking %s", &book->name); |
232 |
|
|
|
233 |
|
|
tmp->name = buf; |
234 |
|
|
|
235 |
root |
1.44 |
if (book->name_pl) |
236 |
root |
1.43 |
{ |
237 |
|
|
snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl); |
238 |
|
|
tmp->name_pl = buf2; |
239 |
|
|
} |
240 |
root |
1.5 |
|
241 |
root |
1.43 |
tmp->face = book->face; |
242 |
|
|
tmp->invisible = 0; |
243 |
|
|
} |
244 |
root |
1.31 |
|
245 |
root |
1.43 |
book->destroy (); |
246 |
|
|
return 0; |
247 |
root |
1.5 |
} |
248 |
elmex |
1.1 |
|
249 |
|
|
/** |
250 |
elmex |
1.13 |
* Returns first item of type BUILDABLE_WALL. |
251 |
elmex |
1.1 |
*/ |
252 |
root |
1.43 |
static object * |
253 |
root |
1.8 |
get_wall (maptile *map, int x, int y) |
254 |
root |
1.5 |
{ |
255 |
root |
1.31 |
object *wall = GET_MAP_OB (map, x, y); |
256 |
root |
1.5 |
|
257 |
elmex |
1.13 |
while (wall && (BUILDABLE_WALL != wall->type)) |
258 |
elmex |
1.10 |
wall = wall->above; |
259 |
elmex |
1.1 |
|
260 |
root |
1.5 |
return wall; |
261 |
|
|
} |
262 |
elmex |
1.1 |
|
263 |
|
|
/** |
264 |
|
|
* Fixes walls around specified spot |
265 |
|
|
* |
266 |
|
|
* \param map is the map |
267 |
|
|
* \param x |
268 |
|
|
* \param y are the position to fix |
269 |
|
|
* |
270 |
|
|
* Basically it ensures the correct wall is put where needed. |
271 |
|
|
* |
272 |
|
|
* Note: x & y must be valid map coordinates. |
273 |
|
|
*/ |
274 |
root |
1.45 |
static void |
275 |
root |
1.8 |
fix_walls (maptile *map, int x, int y) |
276 |
root |
1.5 |
{ |
277 |
|
|
char archetype[MAX_BUF]; |
278 |
|
|
char *underscore; |
279 |
|
|
struct archetype *new_arch; |
280 |
|
|
|
281 |
|
|
/* First, find the wall on that spot */ |
282 |
root |
1.31 |
object *wall = get_wall (map, x, y); |
283 |
root |
1.5 |
if (!wall) |
284 |
|
|
/* Nothing -> bail out */ |
285 |
|
|
return; |
286 |
|
|
|
287 |
|
|
/* Find base name */ |
288 |
root |
1.27 |
assign (archetype, wall->arch->archname); |
289 |
root |
1.5 |
underscore = strchr (archetype, '_'); |
290 |
|
|
|
291 |
elmex |
1.10 |
/* search for the first _ before a number */ |
292 |
|
|
while (underscore && !isdigit (*(underscore + 1))) |
293 |
|
|
underscore = strchr (underscore + 1, '_'); |
294 |
|
|
|
295 |
|
|
if (!underscore || !isdigit (*(underscore + 1))) |
296 |
root |
1.5 |
/* Not in a format we can change, bail out */ |
297 |
|
|
return; |
298 |
|
|
|
299 |
|
|
underscore++; |
300 |
|
|
*underscore = '\0'; |
301 |
|
|
|
302 |
elmex |
1.14 |
int connect = 0; |
303 |
root |
1.5 |
|
304 |
root |
1.42 |
if (x > 0 && get_wall (map, x - 1, y)) connect |= 1; |
305 |
|
|
if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2; |
306 |
|
|
if (y > 0 && get_wall (map, x, y - 1)) connect |= 4; |
307 |
|
|
if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8; |
308 |
|
|
|
309 |
|
|
// one bit per dir, 1 left, 2 right, 4 up, 8 down |
310 |
|
|
static const char *walltype[16] = { |
311 |
|
|
"0", |
312 |
|
|
"1_3", |
313 |
|
|
"1_4", |
314 |
|
|
"2_1_2", |
315 |
|
|
"1_2", |
316 |
|
|
"2_2_4", |
317 |
|
|
"2_2_1", |
318 |
|
|
"3_1", |
319 |
|
|
"1_1", |
320 |
|
|
"2_2_3", |
321 |
|
|
"2_2_2", |
322 |
|
|
"3_3", |
323 |
|
|
"2_1_1", |
324 |
|
|
"3_4", |
325 |
|
|
"3_2", |
326 |
|
|
"4" |
327 |
|
|
}; |
328 |
elmex |
1.1 |
|
329 |
root |
1.42 |
strcat (archetype, walltype [connect]); |
330 |
elmex |
1.1 |
|
331 |
root |
1.5 |
/* |
332 |
|
|
* Before anything, make sure the archetype does exist... |
333 |
|
|
* If not, prolly an error... |
334 |
|
|
*/ |
335 |
root |
1.6 |
new_arch = archetype::find (archetype); |
336 |
root |
1.5 |
|
337 |
|
|
if (!new_arch) |
338 |
|
|
return; |
339 |
|
|
|
340 |
|
|
/* Now delete current wall, and insert new one |
341 |
|
|
* We save flags to avoid any trouble with buildable/non buildable, and so on |
342 |
|
|
*/ |
343 |
root |
1.15 |
object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off |
344 |
root |
1.12 |
|
345 |
root |
1.35 |
wall->destroy (); |
346 |
root |
1.5 |
|
347 |
root |
1.47 |
wall = new_arch->instance (); |
348 |
elmex |
1.13 |
wall->type = BUILDABLE_WALL; |
349 |
root |
1.5 |
insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); |
350 |
root |
1.15 |
wall->flag = old_flags; |
351 |
root |
1.5 |
} |
352 |
elmex |
1.1 |
|
353 |
|
|
/** |
354 |
|
|
* \brief Floor building function |
355 |
|
|
* |
356 |
|
|
* Floors can be build: |
357 |
|
|
* - on existing floors, with or without a detector/button |
358 |
|
|
* - on an existing wall, with or without a floor under it |
359 |
|
|
* |
360 |
|
|
* Note: this function will inconditionally change squares around (x, y) |
361 |
|
|
* so don't call it with x == 0 for instance! |
362 |
|
|
*/ |
363 |
root |
1.43 |
static void |
364 |
|
|
apply_builder_floor (object *pl, object *material, int x, int y) |
365 |
root |
1.5 |
{ |
366 |
|
|
object *tmp, *above; |
367 |
|
|
object *above_floor; /* Item above floor, if any */ |
368 |
|
|
struct archetype *new_floor; |
369 |
|
|
struct archetype *new_wall; |
370 |
|
|
int i, xt, yt, floor_removed; |
371 |
|
|
char message[MAX_BUF]; |
372 |
|
|
|
373 |
|
|
sprintf (message, "You change the floor to better suit your tastes."); |
374 |
|
|
|
375 |
|
|
/* |
376 |
|
|
* Now the building part... |
377 |
|
|
* First, remove wall(s) and floor(s) at position x, y |
378 |
|
|
*/ |
379 |
|
|
above_floor = NULL; |
380 |
|
|
new_wall = NULL; |
381 |
|
|
floor_removed = 0; |
382 |
|
|
tmp = GET_MAP_OB (pl->map, x, y); |
383 |
|
|
if (tmp) |
384 |
|
|
{ |
385 |
|
|
while (tmp) |
386 |
|
|
{ |
387 |
|
|
above = tmp->above; |
388 |
elmex |
1.13 |
if (BUILDABLE_WALL == tmp->type) |
389 |
root |
1.5 |
{ |
390 |
|
|
/* There was a wall, remove it & keep its archetype to make new walls */ |
391 |
|
|
new_wall = tmp->arch; |
392 |
root |
1.35 |
tmp->destroy (); |
393 |
root |
1.5 |
sprintf (message, "You destroy the wall and redo the floor."); |
394 |
|
|
} |
395 |
|
|
else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) |
396 |
|
|
{ |
397 |
root |
1.35 |
tmp->destroy (); |
398 |
root |
1.5 |
floor_removed = 1; |
399 |
|
|
} |
400 |
|
|
else |
401 |
|
|
{ |
402 |
|
|
if (floor_removed) |
403 |
sf-marcmagus |
1.38 |
{ |
404 |
|
|
/* This is the first item that was above the floor */ |
405 |
|
|
above_floor = tmp; |
406 |
|
|
floor_removed = 0; |
407 |
|
|
} |
408 |
root |
1.5 |
} |
409 |
|
|
|
410 |
|
|
tmp = above; |
411 |
|
|
} |
412 |
|
|
} |
413 |
|
|
|
414 |
|
|
/* Now insert our floor */ |
415 |
root |
1.6 |
new_floor = archetype::find (material->slaying); |
416 |
root |
1.5 |
if (!new_floor) |
417 |
|
|
{ |
418 |
|
|
/* Not found, log & bail out */ |
419 |
|
|
LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); |
420 |
|
|
return; |
421 |
|
|
} |
422 |
|
|
|
423 |
root |
1.47 |
tmp = new_floor->instance (); |
424 |
root |
1.5 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
425 |
|
|
SET_FLAG (tmp, FLAG_UNIQUE); |
426 |
|
|
SET_FLAG (tmp, FLAG_IS_FLOOR); |
427 |
|
|
tmp->type = FLOOR; |
428 |
|
|
insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y); |
429 |
|
|
|
430 |
|
|
/* |
431 |
|
|
* Next step: make sure there are either walls or floors around the new square |
432 |
|
|
* Since building, you can have: blocking view / floor / wall / nothing |
433 |
|
|
*/ |
434 |
|
|
for (i = 1; i <= 8; i++) |
435 |
|
|
{ |
436 |
|
|
xt = x + freearr_x[i]; |
437 |
|
|
yt = y + freearr_y[i]; |
438 |
|
|
tmp = GET_MAP_OB (pl->map, xt, yt); |
439 |
|
|
if (!tmp) |
440 |
|
|
{ |
441 |
|
|
/* Must insert floor & wall */ |
442 |
root |
1.47 |
tmp = new_floor->instance (); |
443 |
root |
1.5 |
/* Better make the floor unique */ |
444 |
|
|
SET_FLAG (tmp, FLAG_UNIQUE); |
445 |
|
|
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
446 |
|
|
tmp->type = FLOOR; |
447 |
|
|
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); |
448 |
|
|
/* Insert wall if exists. Note: if it doesn't, the map is weird... */ |
449 |
|
|
if (new_wall) |
450 |
|
|
{ |
451 |
root |
1.47 |
tmp = new_wall->instance (); |
452 |
root |
1.5 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
453 |
elmex |
1.13 |
tmp->type = BUILDABLE_WALL; |
454 |
root |
1.5 |
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); |
455 |
|
|
} |
456 |
|
|
} |
457 |
|
|
} |
458 |
|
|
|
459 |
|
|
/* Finally fixing walls to ensure nice continuous walls |
460 |
|
|
* Note: 2 squares around are checked, because potentially we added walls around the building |
461 |
|
|
* spot, so need to check that those new walls connect correctly |
462 |
|
|
*/ |
463 |
|
|
for (xt = x - 2; xt <= x + 2; xt++) |
464 |
|
|
for (yt = y - 2; yt <= y + 2; yt++) |
465 |
root |
1.44 |
if (!OUT_OF_REAL_MAP (pl->map, xt, yt)) |
466 |
|
|
fix_walls (pl->map, xt, yt); |
467 |
root |
1.5 |
|
468 |
|
|
/* Now remove raw item from inventory */ |
469 |
root |
1.32 |
material->decrease (); |
470 |
root |
1.5 |
|
471 |
|
|
/* And tell player about the fix */ |
472 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, message); |
473 |
|
|
} |
474 |
elmex |
1.1 |
|
475 |
|
|
/** |
476 |
|
|
* Wall building function |
477 |
|
|
* |
478 |
|
|
* Walls can be build: |
479 |
|
|
* - on a floor without anything else |
480 |
|
|
* - on an existing wall, with or without a floor |
481 |
|
|
*/ |
482 |
root |
1.43 |
static void |
483 |
|
|
apply_builder_wall (object *pl, object *material, int x, int y) |
484 |
root |
1.5 |
{ |
485 |
|
|
object *current_wall; |
486 |
|
|
object *tmp; |
487 |
|
|
int xt, yt; |
488 |
|
|
struct archetype *new_wall; |
489 |
|
|
char message[MAX_BUF]; |
490 |
elmex |
1.1 |
|
491 |
root |
1.5 |
remove_marking_runes (pl->map, x, y); |
492 |
elmex |
1.1 |
|
493 |
root |
1.5 |
/* Grab existing wall, if any */ |
494 |
|
|
current_wall = NULL; |
495 |
|
|
tmp = GET_MAP_OB (pl->map, x, y); |
496 |
|
|
while (tmp && !current_wall) |
497 |
|
|
{ |
498 |
elmex |
1.13 |
if (BUILDABLE_WALL == tmp->type) |
499 |
root |
1.5 |
current_wall = tmp; |
500 |
elmex |
1.1 |
|
501 |
root |
1.5 |
tmp = tmp->above; |
502 |
|
|
} |
503 |
elmex |
1.1 |
|
504 |
root |
1.5 |
/* Find the raw wall in inventory */ |
505 |
|
|
sprintf (message, "You build a wall."); |
506 |
elmex |
1.1 |
|
507 |
root |
1.5 |
/* Now we can actually insert the wall */ |
508 |
root |
1.6 |
new_wall = archetype::find (material->slaying); |
509 |
root |
1.5 |
if (!new_wall) |
510 |
|
|
{ |
511 |
|
|
LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); |
512 |
|
|
return; |
513 |
|
|
} |
514 |
elmex |
1.1 |
|
515 |
root |
1.47 |
tmp = new_wall->instance (); |
516 |
elmex |
1.13 |
tmp->type = BUILDABLE_WALL; |
517 |
root |
1.5 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
518 |
|
|
insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); |
519 |
elmex |
1.1 |
|
520 |
root |
1.5 |
/* If existing wall, remove it, no need to fix other walls */ |
521 |
|
|
if (current_wall) |
522 |
|
|
{ |
523 |
root |
1.35 |
current_wall->destroy (); |
524 |
root |
1.5 |
fix_walls (pl->map, x, y); |
525 |
|
|
sprintf (message, "You redecorate the wall to better suit your tastes."); |
526 |
|
|
} |
527 |
|
|
else |
528 |
|
|
{ |
529 |
|
|
/* Else fix all walls around */ |
530 |
|
|
for (xt = x - 1; xt <= x + 1; xt++) |
531 |
|
|
for (yt = y - 1; yt <= y + 1; yt++) |
532 |
|
|
{ |
533 |
|
|
if (OUT_OF_REAL_MAP (pl->map, xt, yt)) |
534 |
|
|
continue; |
535 |
elmex |
1.1 |
|
536 |
root |
1.5 |
fix_walls (pl->map, xt, yt); |
537 |
|
|
} |
538 |
|
|
} |
539 |
elmex |
1.1 |
|
540 |
root |
1.5 |
/* Now remove item from inventory */ |
541 |
root |
1.32 |
material->decrease (); |
542 |
elmex |
1.1 |
|
543 |
root |
1.5 |
/* And tell player what happened */ |
544 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, message); |
545 |
|
|
} |
546 |
elmex |
1.1 |
|
547 |
|
|
/** |
548 |
|
|
* Generic item builder. |
549 |
|
|
* |
550 |
|
|
* Item must be put on a square with a floor, you can have something under. |
551 |
|
|
* Archetype of created object is item->slaying (raw material). |
552 |
|
|
* Type of inserted item is tested for specific cases (doors & such). |
553 |
|
|
* Item is inserted above the floor, unless Str == 1 (only for detectors i guess) |
554 |
|
|
*/ |
555 |
root |
1.43 |
static void |
556 |
|
|
apply_builder_item (object *pl, object *item, int x, int y) |
557 |
root |
1.5 |
{ |
558 |
|
|
object *tmp; |
559 |
|
|
struct archetype *arch; |
560 |
|
|
int insert_flag; |
561 |
|
|
object *floor; |
562 |
|
|
object *con_rune; |
563 |
|
|
|
564 |
|
|
/* Find floor */ |
565 |
|
|
floor = GET_MAP_OB (pl->map, x, y); |
566 |
|
|
if (!floor) |
567 |
elmex |
1.1 |
{ |
568 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
569 |
|
|
return; |
570 |
|
|
} |
571 |
elmex |
1.1 |
|
572 |
root |
1.5 |
while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) |
573 |
|
|
floor = floor->above; |
574 |
|
|
|
575 |
|
|
if (!floor) |
576 |
|
|
{ |
577 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); |
578 |
|
|
return; |
579 |
|
|
} |
580 |
|
|
/* Create item, set flag, insert in map */ |
581 |
root |
1.6 |
arch = archetype::find (item->slaying); |
582 |
root |
1.5 |
if (!arch) |
583 |
|
|
return; |
584 |
elmex |
1.1 |
|
585 |
root |
1.47 |
tmp = arch->instance (); |
586 |
elmex |
1.1 |
|
587 |
root |
1.49 |
if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y)) |
588 |
root |
1.5 |
/* Floor has something on top that interferes with building */ |
589 |
|
|
{ |
590 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
591 |
|
|
return; |
592 |
|
|
} |
593 |
elmex |
1.1 |
|
594 |
root |
1.5 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
595 |
|
|
SET_FLAG (tmp, FLAG_NO_PICK); |
596 |
elmex |
1.1 |
|
597 |
root |
1.5 |
/* |
598 |
sf-marcmagus |
1.38 |
* Str 1 is a flag that the item [pedestal] should go below the floor. |
599 |
|
|
* Items under the floor on non-unique maps will not be saved, |
600 |
|
|
* so make the item itself unique in this situation. |
601 |
root |
1.5 |
*/ |
602 |
root |
1.49 |
insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; |
603 |
sf-marcmagus |
1.38 |
if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset) |
604 |
|
|
SET_FLAG (tmp, FLAG_UNIQUE); |
605 |
elmex |
1.1 |
|
606 |
root |
1.37 |
shstr_tmp connected; |
607 |
|
|
|
608 |
root |
1.5 |
switch (tmp->type) |
609 |
|
|
{ |
610 |
root |
1.36 |
case DOOR: |
611 |
|
|
case GATE: |
612 |
|
|
case BUTTON: |
613 |
|
|
case DETECTOR: |
614 |
|
|
case TIMED_GATE: |
615 |
|
|
case PEDESTAL: |
616 |
root |
1.41 |
case T_HANDLE: |
617 |
root |
1.36 |
case MAGIC_EAR: |
618 |
|
|
case SIGN: |
619 |
|
|
/* Signs don't need a connection, but but magic mouths do. */ |
620 |
|
|
if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth) |
621 |
|
|
break; |
622 |
|
|
|
623 |
|
|
con_rune = get_connection_rune (pl, x, y); |
624 |
|
|
connected = find_or_create_connection_for_map (pl, x, y, con_rune); |
625 |
root |
1.37 |
if (!connected) |
626 |
root |
1.36 |
{ |
627 |
|
|
/* Player already informed of failure by the previous function */ |
628 |
|
|
tmp->destroy (); |
629 |
|
|
return; |
630 |
|
|
} |
631 |
root |
1.34 |
|
632 |
root |
1.36 |
/* Remove marking rune */ |
633 |
|
|
con_rune->destroy (); |
634 |
root |
1.5 |
} |
635 |
|
|
|
636 |
|
|
/* For magic mouths/ears, and signs, take the msg from a book of scroll */ |
637 |
|
|
if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) |
638 |
root |
1.43 |
if (adjust_sign_msg (pl, x, y, tmp) == -1) |
639 |
|
|
{ |
640 |
|
|
tmp->destroy (); |
641 |
|
|
return; |
642 |
|
|
} |
643 |
elmex |
1.1 |
|
644 |
root |
1.5 |
insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); |
645 |
root |
1.37 |
if (connected) |
646 |
|
|
tmp->add_link (pl->map, connected); |
647 |
elmex |
1.1 |
|
648 |
root |
1.5 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); |
649 |
root |
1.32 |
item->decrease (); |
650 |
root |
1.5 |
} |
651 |
elmex |
1.1 |
|
652 |
|
|
/** |
653 |
|
|
* Item remover. |
654 |
|
|
* |
655 |
|
|
* Removes first buildable item, either under or above the floor |
656 |
|
|
*/ |
657 |
root |
1.43 |
static void |
658 |
root |
1.5 |
apply_builder_remove (object *pl, int dir) |
659 |
|
|
{ |
660 |
|
|
object *item; |
661 |
root |
1.43 |
int x, y; |
662 |
elmex |
1.1 |
|
663 |
root |
1.5 |
x = pl->x + freearr_x[dir]; |
664 |
|
|
y = pl->y + freearr_y[dir]; |
665 |
elmex |
1.1 |
|
666 |
root |
1.5 |
/* Check square */ |
667 |
|
|
item = GET_MAP_OB (pl->map, x, y); |
668 |
|
|
if (!item) |
669 |
|
|
{ |
670 |
|
|
/* Should not happen with previous tests, but we never know */ |
671 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
672 |
root |
1.20 |
LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path); |
673 |
root |
1.5 |
return; |
674 |
|
|
} |
675 |
elmex |
1.1 |
|
676 |
root |
1.5 |
if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) |
677 |
|
|
item = item->above; |
678 |
elmex |
1.1 |
|
679 |
root |
1.5 |
if (!item) |
680 |
root |
1.18 |
new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); |
681 |
|
|
else if (item->type == BUILDABLE_WALL) |
682 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); |
683 |
|
|
else if (!item->flag [FLAG_IS_BUILDABLE]) |
684 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item)); |
685 |
|
|
else |
686 |
root |
1.5 |
{ |
687 |
root |
1.18 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); |
688 |
root |
1.35 |
item->destroy (); |
689 |
elmex |
1.1 |
} |
690 |
root |
1.5 |
} |
691 |
elmex |
1.1 |
|
692 |
|
|
/** |
693 |
|
|
* Global building function |
694 |
|
|
* |
695 |
|
|
* This is the general map building function. Called when the player 'fires' a builder |
696 |
|
|
* or remover object. |
697 |
|
|
*/ |
698 |
root |
1.5 |
void |
699 |
|
|
apply_map_builder (object *pl, int dir) |
700 |
|
|
{ |
701 |
|
|
object *builder; |
702 |
|
|
object *tmp; |
703 |
|
|
object *tmp2; |
704 |
root |
1.43 |
int x, y; |
705 |
root |
1.5 |
|
706 |
|
|
if (!pl->type == PLAYER) |
707 |
|
|
return; |
708 |
|
|
|
709 |
|
|
/*if ( !player->map->unique ) |
710 |
|
|
{ |
711 |
|
|
new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); |
712 |
|
|
return; |
713 |
|
|
} */ |
714 |
|
|
|
715 |
|
|
if (dir == 0) |
716 |
elmex |
1.1 |
{ |
717 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself."); |
718 |
|
|
return; |
719 |
|
|
} |
720 |
|
|
|
721 |
|
|
x = pl->x + freearr_x[dir]; |
722 |
|
|
y = pl->y + freearr_y[dir]; |
723 |
elmex |
1.1 |
|
724 |
root |
1.17 |
if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y)) |
725 |
root |
1.5 |
{ |
726 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); |
727 |
|
|
return; |
728 |
|
|
} |
729 |
elmex |
1.1 |
|
730 |
root |
1.5 |
/* |
731 |
|
|
* Check specified square |
732 |
|
|
* The square must have only buildable items |
733 |
|
|
* Exception: marking runes are all right, |
734 |
|
|
* since they are used for special things like connecting doors / buttons |
735 |
|
|
*/ |
736 |
elmex |
1.1 |
|
737 |
root |
1.5 |
tmp = GET_MAP_OB (pl->map, x, y); |
738 |
|
|
if (!tmp) |
739 |
|
|
{ |
740 |
|
|
/* Nothing, meaning player is standing next to an undefined square... */ |
741 |
root |
1.20 |
LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path); |
742 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); |
743 |
|
|
return; |
744 |
|
|
} |
745 |
root |
1.25 |
|
746 |
root |
1.5 |
tmp2 = find_marked_object (pl); |
747 |
|
|
while (tmp) |
748 |
|
|
{ |
749 |
root |
1.36 |
if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark)) |
750 |
elmex |
1.1 |
{ |
751 |
root |
1.5 |
/* The item building function already has it's own special |
752 |
|
|
* checks for this |
753 |
|
|
*/ |
754 |
root |
1.49 |
if (!tmp2 || tmp2->subtype != ST_MAT_ITEM) |
755 |
root |
1.5 |
{ |
756 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
757 |
|
|
return; |
758 |
|
|
} |
759 |
elmex |
1.1 |
} |
760 |
root |
1.48 |
|
761 |
root |
1.5 |
tmp = tmp->above; |
762 |
|
|
} |
763 |
elmex |
1.1 |
|
764 |
root |
1.5 |
/* Now we know the square is ok */ |
765 |
root |
1.25 |
builder = pl->contr->ranged_ob; |
766 |
elmex |
1.1 |
|
767 |
root |
1.5 |
if (builder->subtype == ST_BD_REMOVE) |
768 |
|
|
/* Remover -> call specific function and bail out */ |
769 |
|
|
{ |
770 |
|
|
apply_builder_remove (pl, dir); |
771 |
|
|
return; |
772 |
|
|
} |
773 |
elmex |
1.1 |
|
774 |
root |
1.5 |
if (builder->subtype == ST_BD_BUILD) |
775 |
elmex |
1.1 |
/* |
776 |
root |
1.5 |
* Builder. |
777 |
|
|
* Find marked item to build, call specific function |
778 |
elmex |
1.1 |
*/ |
779 |
root |
1.5 |
{ |
780 |
|
|
tmp = tmp2; |
781 |
|
|
if (!tmp) |
782 |
elmex |
1.1 |
{ |
783 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use."); |
784 |
|
|
return; |
785 |
elmex |
1.1 |
} |
786 |
|
|
|
787 |
root |
1.5 |
if (tmp->type != MATERIAL) |
788 |
elmex |
1.1 |
{ |
789 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build."); |
790 |
|
|
return; |
791 |
elmex |
1.1 |
} |
792 |
|
|
|
793 |
root |
1.5 |
switch (tmp->subtype) |
794 |
elmex |
1.1 |
{ |
795 |
root |
1.5 |
case ST_MAT_FLOOR: |
796 |
|
|
apply_builder_floor (pl, tmp, x, y); |
797 |
|
|
return; |
798 |
elmex |
1.1 |
|
799 |
|
|
case ST_MAT_WALL: |
800 |
root |
1.5 |
apply_builder_wall (pl, tmp, x, y); |
801 |
|
|
return; |
802 |
elmex |
1.1 |
|
803 |
|
|
case ST_MAT_ITEM: |
804 |
root |
1.5 |
apply_builder_item (pl, tmp, x, y); |
805 |
|
|
return; |
806 |
elmex |
1.1 |
|
807 |
|
|
default: |
808 |
root |
1.5 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); |
809 |
|
|
LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); |
810 |
|
|
return; |
811 |
elmex |
1.1 |
} |
812 |
root |
1.5 |
} |
813 |
|
|
|
814 |
|
|
/* Here, it means the builder has an invalid type */ |
815 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); |
816 |
|
|
LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); |
817 |
|
|
} |
818 |
elmex |
1.1 |
|