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/cvs/deliantra/server/server/build_map.C
Revision: 1.8
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -5 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.7 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
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     if (strcmp (ob->arch->name, "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     if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
88 elmex 1.1 {
89 root 1.5 remove_ob (rune);
90     free_object (rune);
91 elmex 1.1 }
92 root 1.5 rune = next;
93 elmex 1.1 }
94 root 1.5 }
95 elmex 1.1
96     /**
97     * Returns an unused value for 'connected'.
98     * \param map: map for which to find a value
99     * \return 'connected' value with no item, or -1 if failure.
100     *
101     * Tries 1000 random values, then returns -1.
102     */
103 root 1.5 int
104 root 1.8 find_unused_connected_value (maptile *map)
105 root 1.5 {
106     int connected = 0;
107     int itest = 0;
108     oblinkpt *obp;
109    
110     while (itest++ < 1000)
111 elmex 1.1 {
112 root 1.5 connected = 1 + rand () % 20000;
113     for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
114 elmex 1.1
115 root 1.5 if (!obp)
116     return connected;
117     }
118 elmex 1.1
119 root 1.5 return -1;
120     }
121 elmex 1.1
122    
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     && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
152     || (strcmp (force->msg, rune->msg))))
153     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->speed = 0;
168     update_ob_speed (force);
169     force->slaying = pl->map->path;
170     force->msg = rune->msg;
171     force->path_attuned = connected;
172     insert_ob_in_ob (force, pl);
173 elmex 1.1
174 root 1.5 return connected;
175     }
176 elmex 1.1
177 root 1.5 /* Found the force, everything's easy. */
178     return force->path_attuned;
179     }
180 elmex 1.1
181     /**
182     * Returns the marking rune on the square, for purposes of building connections
183     */
184 root 1.5 object *
185     get_connection_rune (object *pl, short x, short y)
186     {
187     object *rune;
188    
189     rune = GET_MAP_OB (pl->map, x, y);
190     while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
191     rune = rune->above;
192     return rune;
193     }
194    
195 elmex 1.1 /**
196     * Returns the book/scroll on the current square, for purposes of building
197     */
198 root 1.5 object *
199     get_msg_book (object *pl, short x, short y)
200     {
201     object *book;
202    
203     book = GET_MAP_OB (pl->map, x, y);
204     while (book && (book->type != BOOK))
205     book = book->above;
206     return book;
207     }
208 elmex 1.1
209     /**
210     * Returns first item of type WALL.
211     */
212 root 1.5 object *
213 root 1.8 get_wall (maptile *map, int x, int y)
214 root 1.5 {
215     object *wall;
216    
217     wall = GET_MAP_OB (map, x, y);
218     while (wall && (WALL != wall->type))
219     wall = wall->above;
220 elmex 1.1
221 root 1.5 return wall;
222     }
223 elmex 1.1
224     /**
225     * Fixes walls around specified spot
226     *
227     * \param map is the map
228     * \param x
229     * \param y are the position to fix
230     *
231     * Basically it ensures the correct wall is put where needed.
232     *
233     * Note: x & y must be valid map coordinates.
234     */
235 root 1.5 void
236 root 1.8 fix_walls (maptile *map, int x, int y)
237 root 1.5 {
238     int connect;
239     object *wall;
240     char archetype[MAX_BUF];
241     char *underscore;
242     uint32 old_flags[4];
243     struct archetype *new_arch;
244     int flag;
245    
246     /* First, find the wall on that spot */
247     wall = get_wall (map, x, y);
248     if (!wall)
249     /* Nothing -> bail out */
250     return;
251    
252     /* Find base name */
253     strcpy (archetype, wall->arch->name);
254     underscore = strchr (archetype, '_');
255    
256     if (!underscore || (!isdigit (*(underscore + 1))))
257     /* Not in a format we can change, bail out */
258     return;
259    
260     underscore++;
261     *underscore = '\0';
262    
263     connect = 0;
264    
265     if ((x > 0) && get_wall (map, x - 1, y))
266     connect |= 1;
267     if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
268     connect |= 2;
269 elmex 1.1
270 root 1.5 if ((y > 0) && get_wall (map, x, y - 1))
271     connect |= 4;
272 elmex 1.1
273 root 1.5 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
274     connect |= 8;
275 elmex 1.1
276 root 1.5 switch (connect)
277     {
278 elmex 1.1 case 0:
279 root 1.5 strcat (archetype, "0");
280    
281     break;
282 elmex 1.1 case 1:
283 root 1.5 strcat (archetype, "1_3");
284    
285     break;
286 elmex 1.1 case 2:
287 root 1.5 strcat (archetype, "1_4");
288    
289     break;
290 elmex 1.1 case 3:
291 root 1.5 strcat (archetype, "2_1_2");
292    
293     break;
294 elmex 1.1 case 4:
295 root 1.5 strcat (archetype, "1_2");
296    
297     break;
298 elmex 1.1 case 5:
299 root 1.5 strcat (archetype, "2_2_4");
300    
301     break;
302 elmex 1.1 case 6:
303 root 1.5 strcat (archetype, "2_2_1");
304    
305     break;
306 elmex 1.1 case 7:
307 root 1.5 strcat (archetype, "3_1");
308    
309     break;
310 elmex 1.1 case 8:
311 root 1.5 strcat (archetype, "1_1");
312    
313     break;
314 elmex 1.1 case 9:
315 root 1.5 strcat (archetype, "2_2_3");
316    
317     break;
318 elmex 1.1 case 10:
319 root 1.5 strcat (archetype, "2_2_2");
320    
321     break;
322 elmex 1.1 case 11:
323 root 1.5 strcat (archetype, "3_3");
324    
325     break;
326 elmex 1.1 case 12:
327 root 1.5 strcat (archetype, "2_1_1");
328    
329     break;
330 elmex 1.1 case 13:
331 root 1.5 strcat (archetype, "3_4");
332    
333     break;
334 elmex 1.1 case 14:
335 root 1.5 strcat (archetype, "3_2");
336    
337     break;
338 elmex 1.1 case 15:
339 root 1.5 strcat (archetype, "4");
340 elmex 1.1
341 root 1.5 break;
342     }
343 elmex 1.1
344 root 1.5 /*
345     * Before anything, make sure the archetype does exist...
346     * If not, prolly an error...
347     */
348 root 1.6 new_arch = archetype::find (archetype);
349 root 1.5
350     if (!new_arch)
351     return;
352    
353     /* Now delete current wall, and insert new one
354     * We save flags to avoid any trouble with buildable/non buildable, and so on
355     */
356     for (flag = 0; flag < 4; flag++)
357     old_flags[flag] = wall->flags[flag];
358     remove_ob (wall);
359     free_object (wall);
360    
361     wall = arch_to_object (new_arch);
362     wall->type = WALL;
363     insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
364     for (flag = 0; flag < 4; flag++)
365     wall->flags[flag] = old_flags[flag];
366     }
367 elmex 1.1
368     /**
369     * \brief Floor building function
370     *
371     * Floors can be build:
372     * - on existing floors, with or without a detector/button
373     * - on an existing wall, with or without a floor under it
374     *
375     * Note: this function will inconditionally change squares around (x, y)
376     * so don't call it with x == 0 for instance!
377     */
378 root 1.5 void
379     apply_builder_floor (object *pl, object *material, short x, short y)
380     {
381     object *tmp, *above;
382     object *above_floor; /* Item above floor, if any */
383     struct archetype *new_floor;
384     struct archetype *new_wall;
385     int i, xt, yt, floor_removed;
386     char message[MAX_BUF];
387    
388     sprintf (message, "You change the floor to better suit your tastes.");
389    
390     /*
391     * Now the building part...
392     * First, remove wall(s) and floor(s) at position x, y
393     */
394     above_floor = NULL;
395     new_wall = NULL;
396     floor_removed = 0;
397     tmp = GET_MAP_OB (pl->map, x, y);
398     if (tmp)
399     {
400     while (tmp)
401     {
402     above = tmp->above;
403     if (WALL == tmp->type)
404     {
405     /* There was a wall, remove it & keep its archetype to make new walls */
406     new_wall = tmp->arch;
407     remove_ob (tmp);
408     free_object (tmp);
409     sprintf (message, "You destroy the wall and redo the floor.");
410     }
411     else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
412     {
413     remove_ob (tmp);
414     free_object (tmp);
415     floor_removed = 1;
416     }
417     else
418     {
419     if (floor_removed)
420     above_floor = tmp;
421     }
422    
423     tmp = above;
424     }
425     }
426    
427     /* Now insert our floor */
428 root 1.6 new_floor = archetype::find (material->slaying);
429 root 1.5 if (!new_floor)
430     {
431     /* Not found, log & bail out */
432     LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
433     return;
434     }
435    
436     tmp = arch_to_object (new_floor);
437     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
438     SET_FLAG (tmp, FLAG_UNIQUE);
439     SET_FLAG (tmp, FLAG_IS_FLOOR);
440     tmp->type = FLOOR;
441     insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
442    
443     /*
444     * Next step: make sure there are either walls or floors around the new square
445     * Since building, you can have: blocking view / floor / wall / nothing
446     */
447     for (i = 1; i <= 8; i++)
448     {
449     xt = x + freearr_x[i];
450     yt = y + freearr_y[i];
451     tmp = GET_MAP_OB (pl->map, xt, yt);
452     if (!tmp)
453     {
454     /* Must insert floor & wall */
455     tmp = arch_to_object (new_floor);
456     /* Better make the floor unique */
457     SET_FLAG (tmp, FLAG_UNIQUE);
458     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
459     tmp->type = FLOOR;
460     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
461     /* Insert wall if exists. Note: if it doesn't, the map is weird... */
462     if (new_wall)
463     {
464     tmp = arch_to_object (new_wall);
465     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
466     tmp->type = WALL;
467     insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
468     }
469     }
470     }
471    
472     /* Finally fixing walls to ensure nice continuous walls
473     * Note: 2 squares around are checked, because potentially we added walls around the building
474     * spot, so need to check that those new walls connect correctly
475     */
476     for (xt = x - 2; xt <= x + 2; xt++)
477     for (yt = y - 2; yt <= y + 2; yt++)
478     {
479     if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
480     fix_walls (pl->map, xt, yt);
481     }
482    
483     /* Now remove raw item from inventory */
484     decrease_ob (material);
485    
486     /* And tell player about the fix */
487     new_draw_info (NDI_UNIQUE, 0, pl, message);
488     }
489 elmex 1.1
490     /**
491     * Wall building function
492     *
493     * Walls can be build:
494     * - on a floor without anything else
495     * - on an existing wall, with or without a floor
496     */
497 root 1.5 void
498     apply_builder_wall (object *pl, object *material, short x, short y)
499     {
500     object *current_wall;
501     object *tmp;
502     int xt, yt;
503     struct archetype *new_wall;
504     char message[MAX_BUF];
505 elmex 1.1
506 root 1.5 remove_marking_runes (pl->map, x, y);
507 elmex 1.1
508 root 1.5 /* Grab existing wall, if any */
509     current_wall = NULL;
510     tmp = GET_MAP_OB (pl->map, x, y);
511     while (tmp && !current_wall)
512     {
513     if (WALL == tmp->type)
514     current_wall = tmp;
515 elmex 1.1
516 root 1.5 tmp = tmp->above;
517     }
518 elmex 1.1
519 root 1.5 /* Find the raw wall in inventory */
520     sprintf (message, "You build a wall.");
521 elmex 1.1
522 root 1.5 /* Now we can actually insert the wall */
523 root 1.6 new_wall = archetype::find (material->slaying);
524 root 1.5 if (!new_wall)
525     {
526     LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
527     return;
528     }
529 elmex 1.1
530 root 1.5 tmp = arch_to_object (new_wall);
531     tmp->type = WALL;
532     SET_FLAG (tmp, FLAG_IS_BUILDABLE);
533     insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
534 elmex 1.1
535 root 1.5 /* If existing wall, remove it, no need to fix other walls */
536     if (current_wall)
537     {
538     remove_ob (current_wall);
539     free_object (current_wall);
540     fix_walls (pl->map, x, y);
541     sprintf (message, "You redecorate the wall to better suit your tastes.");
542     }
543     else
544     {
545     /* Else fix all walls around */
546     for (xt = x - 1; xt <= x + 1; xt++)
547     for (yt = y - 1; yt <= y + 1; yt++)
548     {
549     if (OUT_OF_REAL_MAP (pl->map, xt, yt))
550     continue;
551 elmex 1.1
552 root 1.5 fix_walls (pl->map, xt, yt);
553     }
554     }
555 elmex 1.1
556 root 1.5 /* Now remove item from inventory */
557     decrease_ob (material);
558 elmex 1.1
559 root 1.5 /* And tell player what happened */
560     new_draw_info (NDI_UNIQUE, 0, pl, message);
561     }
562 elmex 1.1
563     /**
564     * Generic item builder.
565     *
566     * Item must be put on a square with a floor, you can have something under.
567     * Archetype of created object is item->slaying (raw material).
568     * Type of inserted item is tested for specific cases (doors & such).
569     * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
570     */
571 root 1.5 void
572     apply_builder_item (object *pl, object *item, short x, short y)
573     {
574     object *tmp;
575     struct archetype *arch;
576     int insert_flag;
577     object *floor;
578     object *con_rune;
579     int connected;
580    
581     /* Find floor */
582     floor = GET_MAP_OB (pl->map, x, y);
583     if (!floor)
584 elmex 1.1 {
585 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
586     return;
587     }
588 elmex 1.1
589 root 1.5 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
590     floor = floor->above;
591    
592     if (!floor)
593     {
594     new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
595     return;
596     }
597     /* Create item, set flag, insert in map */
598 root 1.6 arch = archetype::find (item->slaying);
599 root 1.5 if (!arch)
600     return;
601 elmex 1.1
602 root 1.5 tmp = arch_to_object (arch);
603 elmex 1.1
604 root 1.5 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
605     /* Floor has something on top that interferes with building */
606     {
607     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
608     return;
609     }
610 elmex 1.1
611 root 1.5 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
612     SET_FLAG (tmp, FLAG_NO_PICK);
613 elmex 1.1
614 root 1.5 /*
615     * This doesn't work on non unique maps. pedestals under floor will not be saved...
616     insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
617     */
618     insert_flag = INS_ABOVE_FLOOR_ONLY;
619 elmex 1.1
620 root 1.5 connected = 0;
621     switch (tmp->type)
622     {
623 elmex 1.1 case DOOR:
624     case GATE:
625     case BUTTON:
626     case DETECTOR:
627     case TIMED_GATE:
628     case PEDESTAL:
629     case CF_HANDLE:
630 root 1.2 case MAGIC_EAR:
631     case SIGN:
632 root 1.5 /* Signs don't need a connection, but but magic mouths do. */
633     if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
634     break;
635     con_rune = get_connection_rune (pl, x, y);
636     connected = find_or_create_connection_for_map (pl, x, y, con_rune);
637     if (connected == -1)
638 root 1.2 {
639 root 1.5 /* Player already informed of failure by the previous function */
640     free_object (tmp);
641     return;
642 root 1.2 }
643 root 1.5 /* Remove marking rune */
644     remove_ob (con_rune);
645     free_object (con_rune);
646     }
647    
648     /* For magic mouths/ears, and signs, take the msg from a book of scroll */
649     if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
650     {
651     if (adjust_sign_msg (pl, x, y, tmp) == -1)
652     {
653     free_object (tmp);
654     return;
655 root 1.2 }
656 root 1.5 }
657 elmex 1.1
658 root 1.5 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
659     if (connected != 0)
660     add_button_link (tmp, pl->map, connected);
661 elmex 1.1
662 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
663     decrease_ob_nr (item, 1);
664     }
665 elmex 1.1
666     /**
667     * Item remover.
668     *
669     * Removes first buildable item, either under or above the floor
670     */
671 root 1.5 void
672     apply_builder_remove (object *pl, int dir)
673     {
674     object *item;
675     short x, y;
676 elmex 1.1
677 root 1.5 x = pl->x + freearr_x[dir];
678     y = pl->y + freearr_y[dir];
679 elmex 1.1
680 root 1.5 /* Check square */
681     item = GET_MAP_OB (pl->map, x, y);
682     if (!item)
683     {
684     /* Should not happen with previous tests, but we never know */
685     new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
686     LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
687     return;
688     }
689 elmex 1.1
690 root 1.5 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
691     item = item->above;
692 elmex 1.1
693 root 1.5 if (!item)
694     {
695     new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
696     return;
697     }
698 elmex 1.1
699 root 1.5 /* Now remove object, with special cases (buttons & such) */
700     switch (item->type)
701     {
702 elmex 1.1 case WALL:
703 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
704     return;
705 elmex 1.1
706     case DOOR:
707     case BUTTON:
708     case GATE:
709     case TIMED_GATE:
710     case DETECTOR:
711     case PEDESTAL:
712     case CF_HANDLE:
713     case MAGIC_EAR:
714     case SIGN:
715 root 1.5 /* Special case: must unconnect */
716     if (QUERY_FLAG (item, FLAG_IS_LINKED))
717     remove_button_link (item);
718 elmex 1.1
719 root 1.5 /* Fall through */
720 elmex 1.1
721     default:
722 root 1.5 /* Remove generic item */
723     new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
724     remove_ob (item);
725     free_object (item);
726 elmex 1.1 }
727 root 1.5 }
728 elmex 1.1
729     /**
730     * Global building function
731     *
732     * This is the general map building function. Called when the player 'fires' a builder
733     * or remover object.
734     */
735 root 1.5 void
736     apply_map_builder (object *pl, int dir)
737     {
738     object *builder;
739     object *tmp;
740     object *tmp2;
741     short x, y;
742    
743     if (!pl->type == PLAYER)
744     return;
745    
746     /*if ( !player->map->unique )
747     {
748     new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
749     return;
750     } */
751    
752     if (dir == 0)
753 elmex 1.1 {
754 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
755     return;
756     }
757    
758     x = pl->x + freearr_x[dir];
759     y = pl->y + freearr_y[dir];
760 elmex 1.1
761 root 1.5 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
762     {
763     new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
764     return;
765     }
766 elmex 1.1
767 root 1.5 /*
768     * Check specified square
769     * The square must have only buildable items
770     * Exception: marking runes are all right,
771     * since they are used for special things like connecting doors / buttons
772     */
773 elmex 1.1
774 root 1.5 tmp = GET_MAP_OB (pl->map, x, y);
775     if (!tmp)
776     {
777     /* Nothing, meaning player is standing next to an undefined square... */
778     LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
779     new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
780     return;
781     }
782     tmp2 = find_marked_object (pl);
783     while (tmp)
784     {
785     if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
786 elmex 1.1 {
787 root 1.5 /* The item building function already has it's own special
788     * checks for this
789     */
790     if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
791     {
792     new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
793     return;
794     }
795 elmex 1.1 }
796 root 1.5 tmp = tmp->above;
797     }
798 elmex 1.1
799 root 1.5 /* Now we know the square is ok */
800     builder = pl->contr->ranges[range_builder];
801 elmex 1.1
802 root 1.5 if (builder->subtype == ST_BD_REMOVE)
803     /* Remover -> call specific function and bail out */
804     {
805     apply_builder_remove (pl, dir);
806     return;
807     }
808 elmex 1.1
809 root 1.5 if (builder->subtype == ST_BD_BUILD)
810 elmex 1.1 /*
811 root 1.5 * Builder.
812     * Find marked item to build, call specific function
813 elmex 1.1 */
814 root 1.5 {
815     tmp = tmp2;
816     if (!tmp)
817 elmex 1.1 {
818 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
819     return;
820 elmex 1.1 }
821    
822 root 1.5 if (tmp->type != MATERIAL)
823 elmex 1.1 {
824 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
825     return;
826 elmex 1.1 }
827    
828 root 1.5 switch (tmp->subtype)
829 elmex 1.1 {
830 root 1.5 case ST_MAT_FLOOR:
831     apply_builder_floor (pl, tmp, x, y);
832     return;
833 elmex 1.1
834     case ST_MAT_WALL:
835 root 1.5 apply_builder_wall (pl, tmp, x, y);
836     return;
837 elmex 1.1
838     case ST_MAT_ITEM:
839 root 1.5 apply_builder_item (pl, tmp, x, y);
840     return;
841 elmex 1.1
842     default:
843 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
844     LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
845     return;
846 elmex 1.1 }
847 root 1.5 }
848    
849     /* Here, it means the builder has an invalid type */
850     new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
851     LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
852     }
853 elmex 1.1
854     /**
855     * Make the built object inherit the msg of books that are used with it.
856     * For objects already invisible (i.e. magic mouths & ears), also make it
857     * it inherit the face and the name with "talking " prepended.
858     */
859 root 1.5 int
860     adjust_sign_msg (object *pl, short x, short y, object *tmp)
861     {
862     object *book;
863     char buf[MAX_BUF];
864     char buf2[MAX_BUF];
865    
866     book = get_msg_book (pl, x, y);
867     if (!book)
868 elmex 1.1 {
869 root 1.5 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
870     return -1;
871     }
872 elmex 1.1
873 root 1.5 tmp->msg = book->msg;
874    
875     if (tmp->invisible)
876     {
877     if (book->custom_name != NULL)
878 elmex 1.1 {
879 root 1.5 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
880 root 1.2 }
881 root 1.5 else
882     {
883     snprintf (buf, sizeof (buf), "talking %s", &book->name);
884     }
885     tmp->name = buf;
886    
887     if (book->name_pl != NULL)
888 elmex 1.1 {
889 root 1.5 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
890     tmp->name_pl = buf2;
891     }
892    
893     tmp->face = book->face;
894     tmp->invisible = 0;
895 elmex 1.1 }
896 root 1.5 remove_ob (book);
897     free_object (book);
898     return 0;
899     }