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/cvs/deliantra/server/server/build_map.C
Revision: 1.37
Committed: Thu Jan 8 03:03:24 2009 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_76, rel-2_77, rel-2_75, rel-2_79, rel-2_78
Changes since 1.36: +25 -27 lines
Log Message:
connected => shstr, beginning of mapscript

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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 *
13 * 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 *
18 * 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 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
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 int
35 can_build_over (maptile *map, object *tmp, short x, short y)
36 {
37 object *ob;
38
39 ob = GET_MAP_OB (map, x, y);
40 while (ob)
41 {
42 /* if ob is not a marking rune or floor, then check special cases */
43 if (ob->arch->archname != shstr_rune_mark && ob->type != FLOOR)
44 {
45 switch (tmp->type)
46 {
47 case SIGN:
48 case MAGIC_EAR:
49 /* Allow signs and magic ears to be built on books */
50 if (ob->type != BOOK)
51 {
52 return 0;
53 }
54 break;
55 case BUTTON:
56 case DETECTOR:
57 case PEDESTAL:
58 case CF_HANDLE:
59 /* 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 default:
66 return 0;
67 }
68 }
69 ob = ob->above;
70 }
71 return 1;
72 }
73
74 /**
75 * Erases marking runes at specified location
76 */
77 void
78 remove_marking_runes (maptile *map, short x, short y)
79 {
80 object *rune;
81 object *next;
82
83 rune = GET_MAP_OB (map, x, y);
84 while (rune)
85 {
86 next = rune->above;
87
88 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
89 rune->destroy ();
90
91 rune = next;
92 }
93 }
94
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 static shstr_tmp
103 find_unused_connected_value (maptile *map)
104 {
105 for (int i = 1000; --i; )
106 {
107 char buf[64];
108
109 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
110
111 shstr id (buf);
112
113 if (!map->find_link (id))
114 return id;
115 }
116
117 return shstr_tmp ();
118 }
119
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 static shstr_tmp
131 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 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
141 return shstr_tmp ();
142 }
143
144 /* Now, find force in player's inventory */
145 force = pl->inv;
146 while (force
147 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
148 || force->msg != rune->msg))
149 force = force->below;
150
151 if (!force)
152 /* No force, need to create & insert one */
153 {
154 /* Find unused value */
155 shstr_tmp id = find_unused_connected_value (pl->map);
156
157 if (!id)
158 {
159 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
160 return shstr_tmp ();
161 }
162
163 force = get_archetype (FORCE_NAME);
164 force->slaying = pl->map->path;
165 force->msg = rune->msg;
166 force->race = id;
167 force->set_speed (0);
168
169 insert_ob_in_ob (force, pl);
170
171 return id;
172 }
173
174 /* Found the force, everything's easy. */
175 return force->race;
176 }
177
178 /**
179 * Returns the marking rune on the square, for purposes of building connections
180 */
181 object *
182 get_connection_rune (object *pl, short x, short y)
183 {
184 object *rune = GET_MAP_OB (pl->map, x, y);
185
186 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
187 rune = rune->above;
188
189 return rune;
190 }
191
192 /**
193 * Returns the book/scroll on the current square, for purposes of building
194 */
195 object *
196 get_msg_book (object *pl, short x, short y)
197 {
198 object *book = GET_MAP_OB (pl->map, x, y);
199
200 while (book && (book->type != BOOK))
201 book = book->above;
202
203 return book;
204 }
205
206 /**
207 * Returns first item of type BUILDABLE_WALL.
208 */
209 object *
210 get_wall (maptile *map, int x, int y)
211 {
212 object *wall = GET_MAP_OB (map, x, y);
213
214 while (wall && (BUILDABLE_WALL != wall->type))
215 wall = wall->above;
216
217 return wall;
218 }
219
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 void
232 fix_walls (maptile *map, int x, int y)
233 {
234 char archetype[MAX_BUF];
235 char *underscore;
236 struct archetype *new_arch;
237
238 /* First, find the wall on that spot */
239 object *wall = get_wall (map, x, y);
240 if (!wall)
241 /* Nothing -> bail out */
242 return;
243
244 /* Find base name */
245 assign (archetype, wall->arch->archname);
246 underscore = strchr (archetype, '_');
247
248 /* 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 /* Not in a format we can change, bail out */
254 return;
255
256 underscore++;
257 *underscore = '\0';
258
259 int connect = 0;
260
261 if ((x > 0) && get_wall (map, x - 1, y))
262 connect |= 1;
263 if ((x < map->width - 1) && get_wall (map, x + 1, y))
264 connect |= 2;
265
266 if ((y > 0) && get_wall (map, x, y - 1))
267 connect |= 4;
268
269 if ((y < map->height - 1) && get_wall (map, x, y + 1))
270 connect |= 8;
271
272 switch (connect)
273 {
274 case 0:
275 strcat (archetype, "0");
276
277 break;
278 case 1:
279 strcat (archetype, "1_3");
280
281 break;
282 case 2:
283 strcat (archetype, "1_4");
284
285 break;
286 case 3:
287 strcat (archetype, "2_1_2");
288
289 break;
290 case 4:
291 strcat (archetype, "1_2");
292
293 break;
294 case 5:
295 strcat (archetype, "2_2_4");
296
297 break;
298 case 6:
299 strcat (archetype, "2_2_1");
300
301 break;
302 case 7:
303 strcat (archetype, "3_1");
304
305 break;
306 case 8:
307 strcat (archetype, "1_1");
308
309 break;
310 case 9:
311 strcat (archetype, "2_2_3");
312
313 break;
314 case 10:
315 strcat (archetype, "2_2_2");
316
317 break;
318 case 11:
319 strcat (archetype, "3_3");
320
321 break;
322 case 12:
323 strcat (archetype, "2_1_1");
324
325 break;
326 case 13:
327 strcat (archetype, "3_4");
328
329 break;
330 case 14:
331 strcat (archetype, "3_2");
332
333 break;
334 case 15:
335 strcat (archetype, "4");
336
337 break;
338 }
339
340 /*
341 * Before anything, make sure the archetype does exist...
342 * If not, prolly an error...
343 */
344 new_arch = archetype::find (archetype);
345
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 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
353
354 wall->destroy ();
355
356 wall = arch_to_object (new_arch);
357 wall->type = BUILDABLE_WALL;
358 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
359 wall->flag = old_flags;
360 }
361
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 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 if (BUILDABLE_WALL == tmp->type)
398 {
399 /* There was a wall, remove it & keep its archetype to make new walls */
400 new_wall = tmp->arch;
401 tmp->destroy ();
402 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 tmp->destroy ();
407 floor_removed = 1;
408 }
409 else
410 {
411 if (floor_removed)
412 above_floor = tmp;
413 }
414
415 tmp = above;
416 }
417 }
418
419 /* Now insert our floor */
420 new_floor = archetype::find (material->slaying);
421 if (!new_floor)
422 {
423 /* Not found, log & bail out */
424 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
425 return;
426 }
427
428 tmp = arch_to_object (new_floor);
429 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
430 SET_FLAG (tmp, FLAG_UNIQUE);
431 SET_FLAG (tmp, FLAG_IS_FLOOR);
432 tmp->type = FLOOR;
433 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
434
435 /*
436 * Next step: make sure there are either walls or floors around the new square
437 * Since building, you can have: blocking view / floor / wall / nothing
438 */
439 for (i = 1; i <= 8; i++)
440 {
441 xt = x + freearr_x[i];
442 yt = y + freearr_y[i];
443 tmp = GET_MAP_OB (pl->map, xt, yt);
444 if (!tmp)
445 {
446 /* Must insert floor & wall */
447 tmp = arch_to_object (new_floor);
448 /* Better make the floor unique */
449 SET_FLAG (tmp, FLAG_UNIQUE);
450 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
451 tmp->type = FLOOR;
452 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
453 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
454 if (new_wall)
455 {
456 tmp = arch_to_object (new_wall);
457 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
458 tmp->type = BUILDABLE_WALL;
459 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
460 }
461 }
462 }
463
464 /* Finally fixing walls to ensure nice continuous walls
465 * Note: 2 squares around are checked, because potentially we added walls around the building
466 * spot, so need to check that those new walls connect correctly
467 */
468 for (xt = x - 2; xt <= x + 2; xt++)
469 for (yt = y - 2; yt <= y + 2; yt++)
470 {
471 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
472 fix_walls (pl->map, xt, yt);
473 }
474
475 /* Now remove raw item from inventory */
476 material->decrease ();
477
478 /* And tell player about the fix */
479 new_draw_info (NDI_UNIQUE, 0, pl, message);
480 }
481
482 /**
483 * Wall radius fix function
484 */
485 void fix_walls_around (maptile *map, int x, int y)
486 {
487 for (int xt = x - 1; xt <= x + 1; xt++)
488 for (int yt = y - 1; yt <= y + 1; yt++)
489 {
490 if (OUT_OF_REAL_MAP (map, xt, yt))
491 continue;
492
493 fix_walls (map, xt, yt);
494 }
495 }
496
497 /**
498 * Wall building function
499 *
500 * Walls can be build:
501 * - on a floor without anything else
502 * - on an existing wall, with or without a floor
503 */
504 void
505 apply_builder_wall (object *pl, object *material, short x, short y)
506 {
507 object *current_wall;
508 object *tmp;
509 int xt, yt;
510 struct archetype *new_wall;
511 char message[MAX_BUF];
512
513 remove_marking_runes (pl->map, x, y);
514
515 /* Grab existing wall, if any */
516 current_wall = NULL;
517 tmp = GET_MAP_OB (pl->map, x, y);
518 while (tmp && !current_wall)
519 {
520 if (BUILDABLE_WALL == tmp->type)
521 current_wall = tmp;
522
523 tmp = tmp->above;
524 }
525
526 /* Find the raw wall in inventory */
527 sprintf (message, "You build a wall.");
528
529 /* Now we can actually insert the wall */
530 new_wall = archetype::find (material->slaying);
531 if (!new_wall)
532 {
533 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
534 return;
535 }
536
537 tmp = arch_to_object (new_wall);
538 tmp->type = BUILDABLE_WALL;
539 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
540 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
541
542 /* If existing wall, remove it, no need to fix other walls */
543 if (current_wall)
544 {
545 current_wall->destroy ();
546 fix_walls (pl->map, x, y);
547 sprintf (message, "You redecorate the wall to better suit your tastes.");
548 }
549 else
550 {
551 /* Else fix all walls around */
552 for (xt = x - 1; xt <= x + 1; xt++)
553 for (yt = y - 1; yt <= y + 1; yt++)
554 {
555 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
556 continue;
557
558 fix_walls (pl->map, xt, yt);
559 }
560 }
561
562 /* Now remove item from inventory */
563 material->decrease ();
564
565 /* And tell player what happened */
566 new_draw_info (NDI_UNIQUE, 0, pl, message);
567 }
568
569 /**
570 * Generic item builder.
571 *
572 * Item must be put on a square with a floor, you can have something under.
573 * Archetype of created object is item->slaying (raw material).
574 * Type of inserted item is tested for specific cases (doors & such).
575 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
576 */
577 void
578 apply_builder_item (object *pl, object *item, short x, short y)
579 {
580 object *tmp;
581 struct archetype *arch;
582 int insert_flag;
583 object *floor;
584 object *con_rune;
585
586 /* Find floor */
587 floor = GET_MAP_OB (pl->map, x, y);
588 if (!floor)
589 {
590 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
591 return;
592 }
593
594 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
595 floor = floor->above;
596
597 if (!floor)
598 {
599 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
600 return;
601 }
602 /* Create item, set flag, insert in map */
603 arch = archetype::find (item->slaying);
604 if (!arch)
605 return;
606
607 tmp = arch_to_object (arch);
608
609 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
610 /* Floor has something on top that interferes with building */
611 {
612 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
613 return;
614 }
615
616 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
617 SET_FLAG (tmp, FLAG_NO_PICK);
618
619 /*
620 * This doesn't work on non unique maps. pedestals under floor will not be saved...
621 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
622 */
623 insert_flag = INS_ABOVE_FLOOR_ONLY;
624
625 shstr_tmp connected;
626
627 switch (tmp->type)
628 {
629 case DOOR:
630 case GATE:
631 case BUTTON:
632 case DETECTOR:
633 case TIMED_GATE:
634 case PEDESTAL:
635 case CF_HANDLE:
636 case MAGIC_EAR:
637 case SIGN:
638 /* Signs don't need a connection, but but magic mouths do. */
639 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
640 break;
641
642 con_rune = get_connection_rune (pl, x, y);
643 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
644 if (!connected)
645 {
646 /* Player already informed of failure by the previous function */
647 tmp->destroy ();
648 return;
649 }
650
651 /* Remove marking rune */
652 con_rune->destroy ();
653 }
654
655 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
656 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
657 {
658 if (adjust_sign_msg (pl, x, y, tmp) == -1)
659 {
660 tmp->destroy ();
661 return;
662 }
663 }
664
665 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
666 if (connected)
667 tmp->add_link (pl->map, connected);
668
669 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
670 item->decrease ();
671 }
672
673 /**
674 * Item remover.
675 *
676 * Removes first buildable item, either under or above the floor
677 */
678 void
679 apply_builder_remove (object *pl, int dir)
680 {
681 object *item;
682 short x, y;
683
684 x = pl->x + freearr_x[dir];
685 y = pl->y + freearr_y[dir];
686
687 /* Check square */
688 item = GET_MAP_OB (pl->map, x, y);
689 if (!item)
690 {
691 /* Should not happen with previous tests, but we never know */
692 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
693 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
694 return;
695 }
696
697 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
698 item = item->above;
699
700 if (!item)
701 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
702 else if (item->type == BUILDABLE_WALL)
703 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
704 else if (!item->flag [FLAG_IS_BUILDABLE])
705 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
706 else
707 {
708 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
709 item->destroy ();
710 }
711 }
712
713 /**
714 * Global building function
715 *
716 * This is the general map building function. Called when the player 'fires' a builder
717 * or remover object.
718 */
719 void
720 apply_map_builder (object *pl, int dir)
721 {
722 object *builder;
723 object *tmp;
724 object *tmp2;
725 short x, y;
726
727 if (!pl->type == PLAYER)
728 return;
729
730 /*if ( !player->map->unique )
731 {
732 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
733 return;
734 } */
735
736 if (dir == 0)
737 {
738 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
739 return;
740 }
741
742 x = pl->x + freearr_x[dir];
743 y = pl->y + freearr_y[dir];
744
745 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
746 {
747 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
748 return;
749 }
750
751 /*
752 * Check specified square
753 * The square must have only buildable items
754 * Exception: marking runes are all right,
755 * since they are used for special things like connecting doors / buttons
756 */
757
758 tmp = GET_MAP_OB (pl->map, x, y);
759 if (!tmp)
760 {
761 /* Nothing, meaning player is standing next to an undefined square... */
762 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
763 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
764 return;
765 }
766
767 tmp2 = find_marked_object (pl);
768 while (tmp)
769 {
770 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
771 {
772 /* The item building function already has it's own special
773 * checks for this
774 */
775 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
776 {
777 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
778 return;
779 }
780 }
781 tmp = tmp->above;
782 }
783
784 /* Now we know the square is ok */
785 builder = pl->contr->ranged_ob;
786
787 if (builder->subtype == ST_BD_REMOVE)
788 /* Remover -> call specific function and bail out */
789 {
790 apply_builder_remove (pl, dir);
791 return;
792 }
793
794 if (builder->subtype == ST_BD_BUILD)
795 /*
796 * Builder.
797 * Find marked item to build, call specific function
798 */
799 {
800 tmp = tmp2;
801 if (!tmp)
802 {
803 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
804 return;
805 }
806
807 if (tmp->type != MATERIAL)
808 {
809 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
810 return;
811 }
812
813 switch (tmp->subtype)
814 {
815 case ST_MAT_FLOOR:
816 apply_builder_floor (pl, tmp, x, y);
817 return;
818
819 case ST_MAT_WALL:
820 apply_builder_wall (pl, tmp, x, y);
821 return;
822
823 case ST_MAT_ITEM:
824 apply_builder_item (pl, tmp, x, y);
825 return;
826
827 default:
828 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
829 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
830 return;
831 }
832 }
833
834 /* Here, it means the builder has an invalid type */
835 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
836 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
837 }
838
839 /**
840 * Make the built object inherit the msg of books that are used with it.
841 * For objects already invisible (i.e. magic mouths & ears), also make it
842 * it inherit the face and the name with "talking " prepended.
843 */
844 int
845 adjust_sign_msg (object *pl, short x, short y, object *tmp)
846 {
847 object *book;
848 char buf[MAX_BUF];
849 char buf2[MAX_BUF];
850
851 book = get_msg_book (pl, x, y);
852 if (!book)
853 {
854 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
855 return -1;
856 }
857
858 tmp->msg = book->msg;
859
860 if (tmp->invisible)
861 {
862 if (book->custom_name != NULL)
863 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
864 else
865 snprintf (buf, sizeof (buf), "talking %s", &book->name);
866
867 tmp->name = buf;
868
869 if (book->name_pl != NULL)
870 {
871 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
872 tmp->name_pl = buf2;
873 }
874
875 tmp->face = book->face;
876 tmp->invisible = 0;
877 }
878
879 book->destroy ();
880 return 0;
881 }