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Revision: 1.62
Committed: Fri Jul 2 16:24:25 2010 UTC (13 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +1 -21 lines
Log Message:
introduce wall_suffix

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * 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 *
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 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 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
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 // macro for this check, it had been inconsistent in this file.
33 #define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
34
35 /**
36 * Check if objects on a square interfere with building
37 */
38 static int
39 can_build_over (maptile *map, object *tmp, int x, int y)
40 {
41 object *ob;
42
43 ob = GET_MAP_OB (map, x, y);
44 while (ob)
45 {
46 /* if ob is not a marking rune or floor, then check special cases */
47 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
48 {
49 switch (tmp->type)
50 {
51 case SIGN:
52 case MAGIC_EAR:
53 /* Allow signs and magic ears to be built on books */
54 if (ob->type != BOOK)
55 return 0;
56 break;
57 case BUTTON:
58 case DETECTOR:
59 case PEDESTAL:
60 case T_HANDLE:
61 /* Allow buttons and levers to be built under gates */
62 if (ob->type != GATE && ob->type != DOOR)
63 return 0;
64 break;
65 default:
66 return 0;
67 }
68 }
69
70 ob = ob->above;
71 }
72
73 return 1;
74 }
75
76 /**
77 * Erases marking runes at specified location
78 */
79 static void
80 remove_marking_runes (maptile *map, int x, int y)
81 {
82 object *rune;
83 object *next;
84
85 rune = GET_MAP_OB (map, x, y);
86 while (rune)
87 {
88 next = rune->above;
89
90 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
91 rune->destroy ();
92
93 rune = next;
94 }
95 }
96
97 /**
98 * Returns an unused value for 'connected'.
99 * \param map: map for which to find a value
100 * \return 'connected' value with no item, or -1 if failure.
101 *
102 * Tries 1000 random values, then returns -1.
103 */
104 static shstr_tmp
105 find_unused_connected_value (maptile *map)
106 {
107 for (int i = 1000; --i; )
108 {
109 char buf[64];
110
111 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
112
113 shstr id (buf);
114
115 if (!map->find_link (id))
116 return id;
117 }
118
119 return shstr_tmp ();
120 }
121
122 /**
123 * Returns the marking rune on the square, for purposes of building connections
124 */
125 static object *
126 get_connection_rune (object *pl, int x, int y)
127 {
128 object *rune = GET_MAP_OB (pl->map, x, y);
129
130 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
131 rune = rune->above;
132
133 return rune;
134 }
135
136 /**
137 * Helper function for door/button/connected item building.
138 *
139 * Will search the specified spot for a marking rune.
140 * If not found, returns -1
141 * Else, searches a force in op's inventory matching the map's name
142 * and the rune's text.
143 * If found, returns the connection value associated
144 * else searches a new connection value, and adds the force to the player.
145 */
146 static shstr_tmp
147 find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
148 {
149 object *force;
150
151 if (!rune)
152 rune = get_connection_rune (pl, x, y);
153
154 if (!rune)
155 {
156 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
157 return shstr_tmp ();
158 }
159
160 /* Now, find force in player's inventory */
161 force = pl->inv;
162 while (force
163 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
164 || force->msg != rune->msg))
165 force = force->below;
166
167 if (!force)
168 /* No force, need to create & insert one */
169 {
170 /* Find unused value */
171 shstr_tmp id = find_unused_connected_value (pl->map);
172
173 if (!id)
174 {
175 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
176 return shstr_tmp ();
177 }
178
179 force = get_archetype (FORCE_NAME);
180 force->slaying = pl->map->path;
181 force->msg = rune->msg;
182 force->race = id;
183 force->set_speed (0);
184
185 insert_ob_in_ob (force, pl);
186
187 return id;
188 }
189
190 /* Found the force, everything's easy. */
191 return force->race;
192 }
193
194 /**
195 * Returns the book/scroll on the current square, for purposes of building
196 */
197 static object *
198 get_msg_book (object *pl, int x, int y)
199 {
200 object *book = GET_MAP_OB (pl->map, x, y);
201
202 while (book && (book->type != BOOK))
203 book = book->above;
204
205 return book;
206 }
207
208 /**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213 static int
214 adjust_sign_msg (object *pl, int x, int y, object *tmp)
215 {
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 if (tmp->type == MAGIC_EAR)
228 {
229 snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
230 tmp->msg = buf;
231 }
232 else
233 tmp->msg = book->msg;
234
235 if (tmp->invisible)
236 {
237 if (book->custom_name)
238 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
239 else
240 snprintf (buf, sizeof (buf), "talking %s", &book->name);
241
242 tmp->name = buf;
243
244 if (book->name_pl)
245 {
246 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
247 tmp->name_pl = buf2;
248 }
249
250 tmp->face = book->face;
251 tmp->invisible = 0;
252 }
253
254 book->destroy ();
255 return 0;
256 }
257
258 /**
259 * Returns first item of type BUILDABLE_WALL.
260 */
261 static object *
262 get_wall (maptile *map, int x, int y)
263 {
264 object *wall = GET_MAP_OB (map, x, y);
265
266 while (wall && (BUILDABLE_WALL != wall->type))
267 wall = wall->above;
268
269 return wall;
270 }
271
272 /**
273 * Fixes walls around specified spot
274 *
275 * \param map is the map
276 * \param x
277 * \param y are the position to fix
278 *
279 * Basically it ensures the correct wall is put where needed.
280 *
281 * Note: x & y must be valid map coordinates.
282 */
283 static void
284 fix_walls (maptile *map, int x, int y)
285 {
286 char archetype[MAX_BUF];
287 char *underscore;
288 struct archetype *new_arch;
289
290 /* First, find the wall on that spot */
291 object *wall = get_wall (map, x, y);
292 if (!wall)
293 /* Nothing -> bail out */
294 return;
295
296 /* Find base name */
297 assign (archetype, wall->arch->archname);
298 underscore = strchr (archetype, '_');
299
300 /* search for the first _ before a number */
301 while (underscore && !isdigit (*(underscore + 1)))
302 underscore = strchr (underscore + 1, '_');
303
304 if (!underscore || !isdigit (*(underscore + 1)))
305 /* Not in a format we can change, bail out */
306 return;
307
308 underscore++;
309 *underscore = '\0';
310
311 int connect = 0;
312
313 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
314 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
315 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
316 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
317
318 strcat (archetype, wall_suffix [connect]);
319
320 /*
321 * Before anything, make sure the archetype does exist...
322 * If not, prolly an error...
323 */
324 new_arch = archetype::find (archetype);
325
326 if (!new_arch)
327 return;
328
329 /* Now delete current wall, and insert new one
330 * We save flags to avoid any trouble with buildable/non buildable, and so on
331 */
332 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
333
334 wall->destroy ();
335
336 wall = new_arch->instance ();
337 wall->type = BUILDABLE_WALL;
338 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
339 wall->flag = old_flags;
340 }
341
342 /**
343 * \brief Floor building function
344 *
345 * Floors can be build:
346 * - on existing floors, with or without a detector/button
347 * - on an existing wall, with or without a floor under it
348 *
349 * Note: this function will inconditionally change squares around (x, y)
350 * so don't call it with x == 0 for instance!
351 */
352 static void
353 apply_builder_floor (object *pl, object *material, int x, int y)
354 {
355 object *tmp, *above;
356 object *above_floor; /* Item above floor, if any */
357 struct archetype *new_floor;
358 struct archetype *new_wall;
359 int i, xt, yt, floor_removed;
360 char message[MAX_BUF];
361
362 sprintf (message, "You change the floor to better suit your tastes.");
363
364 /*
365 * Now the building part...
366 * First, remove wall(s) and floor(s) at position x, y
367 */
368 above_floor = NULL;
369 new_wall = NULL;
370 floor_removed = 0;
371 tmp = GET_MAP_OB (pl->map, x, y);
372 if (tmp)
373 {
374 while (tmp)
375 {
376 above = tmp->above;
377 if (BUILDABLE_WALL == tmp->type)
378 {
379 /* There was a wall, remove it & keep its archetype to make new walls */
380 new_wall = tmp->arch;
381 tmp->destroy ();
382 sprintf (message, "You destroy the wall and redo the floor.");
383 }
384 else if (IS_FLOOR (tmp))
385 {
386 tmp->destroy ();
387 floor_removed = 1;
388 }
389 else
390 {
391 if (floor_removed)
392 {
393 /* This is the first item that was above the floor */
394 above_floor = tmp;
395 floor_removed = 0;
396 }
397 }
398
399 tmp = above;
400 }
401 }
402
403 /* Now insert our floor */
404 new_floor = archetype::find (material->slaying);
405 if (!new_floor)
406 {
407 /* Not found, log & bail out */
408 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
409 return;
410 }
411
412 tmp = new_floor->instance ();
413 tmp->set_flag (FLAG_IS_BUILDABLE);
414 tmp->set_flag (FLAG_UNIQUE);
415 tmp->set_flag (FLAG_IS_FLOOR);
416 //tmp->type = FLOOR;
417 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
418
419 /*
420 * Next step: make sure there are either walls or floors around the new square
421 * Since building, you can have: blocking view / floor / wall / nothing
422 */
423 for (i = 1; i <= 8; i++)
424 {
425 xt = x + freearr_x[i];
426 yt = y + freearr_y[i];
427 tmp = GET_MAP_OB (pl->map, xt, yt);
428 if (!tmp)
429 {
430 /* Must insert floor & wall */
431 tmp = new_floor->instance ();
432 /* Better make the floor unique */
433 tmp->set_flag (FLAG_UNIQUE);
434 tmp->set_flag (FLAG_IS_BUILDABLE);
435 //tmp->type = FLOOR;
436 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
437 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
438 if (new_wall)
439 {
440 tmp = new_wall->instance ();
441 tmp->set_flag (FLAG_IS_BUILDABLE);
442 tmp->type = BUILDABLE_WALL;
443 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
444 }
445 }
446 }
447
448 /* Finally fixing walls to ensure nice continuous walls
449 * Note: 2 squares around are checked, because potentially we added walls around the building
450 * spot, so need to check that those new walls connect correctly
451 */
452 for (xt = x - 2; xt <= x + 2; xt++)
453 for (yt = y - 2; yt <= y + 2; yt++)
454 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
455 fix_walls (pl->map, xt, yt);
456
457 /* Now remove raw item from inventory */
458 material->decrease ();
459
460 /* And tell player about the fix */
461 new_draw_info (NDI_UNIQUE, 0, pl, message);
462 }
463
464 /**
465 * Wall building function
466 *
467 * Walls can be build:
468 * - on a floor without anything else
469 * - on an existing wall, with or without a floor
470 */
471 static void
472 apply_builder_wall (object *pl, object *material, int x, int y)
473 {
474 object *current_wall;
475 object *tmp;
476 int xt, yt;
477 struct archetype *new_wall;
478 char message[MAX_BUF];
479
480 remove_marking_runes (pl->map, x, y);
481
482 /* Grab existing wall, if any */
483 current_wall = NULL;
484 tmp = GET_MAP_OB (pl->map, x, y);
485 while (tmp && !current_wall)
486 {
487 if (BUILDABLE_WALL == tmp->type)
488 current_wall = tmp;
489
490 tmp = tmp->above;
491 }
492
493 /* Find the raw wall in inventory */
494 sprintf (message, "You build a wall.");
495
496 /* Now we can actually insert the wall */
497 new_wall = archetype::find (material->slaying);
498 if (!new_wall)
499 {
500 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
501 return;
502 }
503
504 tmp = new_wall->instance ();
505 tmp->type = BUILDABLE_WALL;
506 tmp->set_flag (FLAG_IS_BUILDABLE);
507 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
508
509 /* If existing wall, remove it, no need to fix other walls */
510 if (current_wall)
511 {
512 current_wall->destroy ();
513 fix_walls (pl->map, x, y);
514 sprintf (message, "You redecorate the wall to better suit your tastes.");
515 }
516 else
517 {
518 /* Else fix all walls around */
519 for (xt = x - 1; xt <= x + 1; xt++)
520 for (yt = y - 1; yt <= y + 1; yt++)
521 {
522 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
523 continue;
524
525 fix_walls (pl->map, xt, yt);
526 }
527 }
528
529 /* Now remove item from inventory */
530 material->decrease ();
531
532 /* And tell player what happened */
533 new_draw_info (NDI_UNIQUE, 0, pl, message);
534 }
535
536 /**
537 * Generic item builder.
538 *
539 * Item must be put on a square with a floor, you can have something under.
540 * Archetype of created object is item->slaying (raw material).
541 * Type of inserted item is tested for specific cases (doors & such).
542 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
543 */
544 static void
545 apply_builder_item (object *pl, object *item, int x, int y)
546 {
547 object *tmp;
548 struct archetype *arch;
549 int insert_flag;
550 object *floor;
551 object *con_rune;
552
553 /* Find floor */
554 floor = GET_MAP_OB (pl->map, x, y);
555 if (!floor)
556 {
557 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
558 return;
559 }
560
561 while (floor && !IS_FLOOR (floor))
562 floor = floor->above;
563
564 if (!floor)
565 {
566 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
567 return;
568 }
569 /* Create item, set flag, insert in map */
570 arch = archetype::find (item->slaying);
571 if (!arch)
572 return;
573
574 tmp = arch->instance ();
575
576 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
577 /* Floor has something on top that interferes with building */
578 {
579 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
580 return;
581 }
582
583 tmp->set_flag (FLAG_IS_BUILDABLE);
584 tmp->set_flag (FLAG_NO_PICK);
585
586 /*
587 * Str 1 is a flag that the item [pedestal] should go below the floor.
588 * Items under the floor on non-unique maps will not be saved,
589 * so make the item itself unique in this situation.
590 */
591 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
592 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
593 tmp->set_flag (FLAG_UNIQUE);
594
595 shstr_tmp connected;
596
597 switch (tmp->type)
598 {
599 case DOOR:
600 case GATE:
601 case BUTTON:
602 case DETECTOR:
603 case TIMED_GATE:
604 case PEDESTAL:
605 case T_HANDLE:
606 case MAGIC_EAR:
607 case SIGN:
608 /* Signs don't need a connection, but but magic mouths do. */
609 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
610 break;
611
612 con_rune = get_connection_rune (pl, x, y);
613 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
614 if (!connected)
615 {
616 /* Player already informed of failure by the previous function */
617 tmp->destroy ();
618 return;
619 }
620
621 /* Remove marking rune */
622 con_rune->destroy ();
623 }
624
625 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
626 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
627 if (adjust_sign_msg (pl, x, y, tmp) == -1)
628 {
629 tmp->destroy ();
630 return;
631 }
632
633 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
634 if (connected)
635 tmp->add_link (pl->map, connected);
636
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
638 item->decrease ();
639 }
640
641 /**
642 * Item remover.
643 *
644 * Removes first buildable item, either under or above the floor
645 */
646 static void
647 apply_builder_remove (object *pl, int dir)
648 {
649 object *item;
650 int x, y;
651
652 x = pl->x + freearr_x[dir];
653 y = pl->y + freearr_y[dir];
654
655 /* Check square */
656 item = GET_MAP_OB (pl->map, x, y);
657 if (!item)
658 {
659 /* Should not happen with previous tests, but we never know */
660 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
661 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
662 return;
663 }
664
665 if (IS_FLOOR (item))
666 item = item->above;
667
668 if (!item)
669 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
670 else if (item->type == BUILDABLE_WALL)
671 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 else if (!item->flag [FLAG_IS_BUILDABLE])
673 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
674 else
675 {
676 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
677 item->destroy ();
678 }
679 }
680
681 /**
682 * Global building function
683 *
684 * This is the general map building function. Called when the player 'fires' a builder
685 * or remover object.
686 */
687 void
688 apply_map_builder (object *pl, int dir)
689 {
690 int x, y;
691
692 if (!pl->type == PLAYER)
693 return;
694
695 /*if ( !player->map->unique )
696 {
697 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
698 return;
699 } */
700
701 if (dir == 0)
702 {
703 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
704 return;
705 }
706
707 x = pl->x + freearr_x[dir];
708 y = pl->y + freearr_y[dir];
709
710 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
711 {
712 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
713 return;
714 }
715
716 /*
717 * Check specified square
718 * The square must have only buildable items
719 * Exception: marking runes are all right,
720 * since they are used for special things like connecting doors / buttons
721 */
722
723 object *tmp = GET_MAP_OB (pl->map, x, y);
724 if (!tmp)
725 {
726 /* Nothing, meaning player is standing next to an undefined square... */
727 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
728 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
729 return;
730 }
731
732 object *builder = pl->contr->ranged_ob;
733
734 object *tmp2 = pl->mark ();
735
736 while (tmp)
737 {
738 if (!tmp->flag [FLAG_IS_BUILDABLE] && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
739 {
740 /* The item building function already has it's own special
741 * checks for this
742 */
743 if (!tmp2 || tmp2->subtype != ST_MAT_ITEM)
744 {
745 if (!INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y), ARG_INT (0)))
746 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
747
748 return;
749 }
750 }
751
752 tmp = tmp->above;
753 }
754
755 /* Now we know the square is ok */
756 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y), ARG_INT (1)))
757 return;
758
759 if (builder->subtype == ST_BD_REMOVE)
760 /* Remover -> call specific function and bail out */
761 {
762 apply_builder_remove (pl, dir);
763 return;
764 }
765
766 if (builder->subtype == ST_BD_BUILD)
767 /*
768 * Builder.
769 * Find marked item to build, call specific function
770 */
771 {
772 tmp = tmp2;
773 if (!tmp)
774 {
775 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
776 return;
777 }
778
779 if (tmp->type != MATERIAL)
780 {
781 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
782 return;
783 }
784
785 switch (tmp->subtype)
786 {
787 case ST_MAT_FLOOR:
788 apply_builder_floor (pl, tmp, x, y);
789 return;
790
791 case ST_MAT_WALL:
792 apply_builder_wall (pl, tmp, x, y);
793 return;
794
795 case ST_MAT_ITEM:
796 apply_builder_item (pl, tmp, x, y);
797 return;
798
799 default:
800 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
801 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
802 return;
803 }
804 }
805
806 /* Here, it means the builder has an invalid type */
807 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
808 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
809 }
810