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Revision: 1.11
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +18 -18 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
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 The authors can be reached via e-mail to <crossfire@schmorp.de>
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 (strcmp (ob->arch->name, "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 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
88 {
89 rune->remove ();
90 rune->destroy (0);
91 }
92 rune = next;
93 }
94 }
95
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 int
104 find_unused_connected_value (maptile *map)
105 {
106 int connected = 0;
107 int itest = 0;
108 oblinkpt *obp;
109
110 while (itest++ < 1000)
111 {
112 connected = 1 + rand () % 20000;
113 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
114
115 if (!obp)
116 return connected;
117 }
118
119 return -1;
120 }
121
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 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 {
144 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
145 return -1;
146 }
147
148 /* 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
155 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 {
162 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
163 return -1;
164 }
165
166 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
174 return connected;
175 }
176
177 /* Found the force, everything's easy. */
178 return force->path_attuned;
179 }
180
181 /**
182 * Returns the marking rune on the square, for purposes of building connections
183 */
184 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 /**
196 * Returns the book/scroll on the current square, for purposes of building
197 */
198 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
209 /**
210 * Returns first item of type WALL.
211 */
212 object *
213 get_wall (maptile *map, int x, int y)
214 {
215 object *wall;
216
217 wall = GET_MAP_OB (map, x, y);
218 while (wall && (WALL != wall->type))
219 wall = wall->above;
220
221 return wall;
222 }
223
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 void
236 fix_walls (maptile *map, int x, int y)
237 {
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
247 /* First, find the wall on that spot */
248 wall = get_wall (map, x, y);
249 if (!wall)
250 /* Nothing -> bail out */
251 return;
252
253 /* Find base name */
254 strcpy (archetype, wall->arch->name);
255 underscore = strchr (archetype, '_');
256
257 /* search for the first _ before a number */
258 while (underscore && !isdigit (*(underscore + 1)))
259 underscore = strchr (underscore + 1, '_');
260
261 if (!underscore || !isdigit (*(underscore + 1)))
262 /* Not in a format we can change, bail out */
263 return;
264
265 underscore++;
266 *underscore = '\0';
267
268 connect = 0;
269
270 if ((x > 0) && get_wall (map, x - 1, y))
271 connect |= 1;
272 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
273 connect |= 2;
274
275 if ((y > 0) && get_wall (map, x, y - 1))
276 connect |= 4;
277
278 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
279 connect |= 8;
280
281 switch (connect)
282 {
283 case 0:
284 strcat (archetype, "0");
285
286 break;
287 case 1:
288 strcat (archetype, "1_3");
289
290 break;
291 case 2:
292 strcat (archetype, "1_4");
293
294 break;
295 case 3:
296 strcat (archetype, "2_1_2");
297
298 break;
299 case 4:
300 strcat (archetype, "1_2");
301
302 break;
303 case 5:
304 strcat (archetype, "2_2_4");
305
306 break;
307 case 6:
308 strcat (archetype, "2_2_1");
309
310 break;
311 case 7:
312 strcat (archetype, "3_1");
313
314 break;
315 case 8:
316 strcat (archetype, "1_1");
317
318 break;
319 case 9:
320 strcat (archetype, "2_2_3");
321
322 break;
323 case 10:
324 strcat (archetype, "2_2_2");
325
326 break;
327 case 11:
328 strcat (archetype, "3_3");
329
330 break;
331 case 12:
332 strcat (archetype, "2_1_1");
333
334 break;
335 case 13:
336 strcat (archetype, "3_4");
337
338 break;
339 case 14:
340 strcat (archetype, "3_2");
341
342 break;
343 case 15:
344 strcat (archetype, "4");
345
346 break;
347 }
348
349 /*
350 * Before anything, make sure the archetype does exist...
351 * If not, prolly an error...
352 */
353 new_arch = archetype::find (archetype);
354
355 if (!new_arch)
356 return;
357
358 /* Now delete current wall, and insert new one
359 * We save flags to avoid any trouble with buildable/non buildable, and so on
360 */
361 for (flag = 0; flag < 4; flag++)
362 old_flags[flag] = wall->flags[flag];
363 wall->remove ();
364 wall->destroy (0);
365
366 wall = arch_to_object (new_arch);
367 wall->type = WALL;
368 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
369 for (flag = 0; flag < 4; flag++)
370 wall->flags[flag] = old_flags[flag];
371 }
372
373 /**
374 * \brief Floor building function
375 *
376 * Floors can be build:
377 * - on existing floors, with or without a detector/button
378 * - on an existing wall, with or without a floor under it
379 *
380 * Note: this function will inconditionally change squares around (x, y)
381 * so don't call it with x == 0 for instance!
382 */
383 void
384 apply_builder_floor (object *pl, object *material, short x, short y)
385 {
386 object *tmp, *above;
387 object *above_floor; /* Item above floor, if any */
388 struct archetype *new_floor;
389 struct archetype *new_wall;
390 int i, xt, yt, floor_removed;
391 char message[MAX_BUF];
392
393 sprintf (message, "You change the floor to better suit your tastes.");
394
395 /*
396 * Now the building part...
397 * First, remove wall(s) and floor(s) at position x, y
398 */
399 above_floor = NULL;
400 new_wall = NULL;
401 floor_removed = 0;
402 tmp = GET_MAP_OB (pl->map, x, y);
403 if (tmp)
404 {
405 while (tmp)
406 {
407 above = tmp->above;
408 if (WALL == tmp->type)
409 {
410 /* There was a wall, remove it & keep its archetype to make new walls */
411 new_wall = tmp->arch;
412 tmp->remove ();
413 tmp->destroy (0);
414 sprintf (message, "You destroy the wall and redo the floor.");
415 }
416 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
417 {
418 tmp->remove ();
419 tmp->destroy (0);
420 floor_removed = 1;
421 }
422 else
423 {
424 if (floor_removed)
425 above_floor = tmp;
426 }
427
428 tmp = above;
429 }
430 }
431
432 /* Now insert our floor */
433 new_floor = archetype::find (material->slaying);
434 if (!new_floor)
435 {
436 /* Not found, log & bail out */
437 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
438 return;
439 }
440
441 tmp = arch_to_object (new_floor);
442 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
443 SET_FLAG (tmp, FLAG_UNIQUE);
444 SET_FLAG (tmp, FLAG_IS_FLOOR);
445 tmp->type = FLOOR;
446 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
447
448 /*
449 * Next step: make sure there are either walls or floors around the new square
450 * Since building, you can have: blocking view / floor / wall / nothing
451 */
452 for (i = 1; i <= 8; i++)
453 {
454 xt = x + freearr_x[i];
455 yt = y + freearr_y[i];
456 tmp = GET_MAP_OB (pl->map, xt, yt);
457 if (!tmp)
458 {
459 /* Must insert floor & wall */
460 tmp = arch_to_object (new_floor);
461 /* Better make the floor unique */
462 SET_FLAG (tmp, FLAG_UNIQUE);
463 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
464 tmp->type = FLOOR;
465 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
466 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
467 if (new_wall)
468 {
469 tmp = arch_to_object (new_wall);
470 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
471 tmp->type = WALL;
472 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
473 }
474 }
475 }
476
477 /* Finally fixing walls to ensure nice continuous walls
478 * Note: 2 squares around are checked, because potentially we added walls around the building
479 * spot, so need to check that those new walls connect correctly
480 */
481 for (xt = x - 2; xt <= x + 2; xt++)
482 for (yt = y - 2; yt <= y + 2; yt++)
483 {
484 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
485 fix_walls (pl->map, xt, yt);
486 }
487
488 /* Now remove raw item from inventory */
489 decrease_ob (material);
490
491 /* And tell player about the fix */
492 new_draw_info (NDI_UNIQUE, 0, pl, message);
493 }
494
495 /**
496 * Wall radius fix function
497 */
498 void fix_walls_around (maptile *map, int x, int y)
499 {
500 for (int xt = x - 1; xt <= x + 1; xt++)
501 for (int yt = y - 1; yt <= y + 1; yt++)
502 {
503 if (OUT_OF_REAL_MAP (map, xt, yt))
504 continue;
505
506 fix_walls (map, xt, yt);
507 }
508 }
509
510 /**
511 * Wall building function
512 *
513 * Walls can be build:
514 * - on a floor without anything else
515 * - on an existing wall, with or without a floor
516 */
517 void
518 apply_builder_wall (object *pl, object *material, short x, short y)
519 {
520 object *current_wall;
521 object *tmp;
522 int xt, yt;
523 struct archetype *new_wall;
524 char message[MAX_BUF];
525
526 remove_marking_runes (pl->map, x, y);
527
528 /* Grab existing wall, if any */
529 current_wall = NULL;
530 tmp = GET_MAP_OB (pl->map, x, y);
531 while (tmp && !current_wall)
532 {
533 if (WALL == tmp->type)
534 current_wall = tmp;
535
536 tmp = tmp->above;
537 }
538
539 /* Find the raw wall in inventory */
540 sprintf (message, "You build a wall.");
541
542 /* Now we can actually insert the wall */
543 new_wall = archetype::find (material->slaying);
544 if (!new_wall)
545 {
546 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
547 return;
548 }
549
550 tmp = arch_to_object (new_wall);
551 tmp->type = WALL;
552 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
553 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
554
555 /* If existing wall, remove it, no need to fix other walls */
556 if (current_wall)
557 {
558 current_wall->remove ();
559 current_wall->destroy (0);
560 fix_walls (pl->map, x, y);
561 sprintf (message, "You redecorate the wall to better suit your tastes.");
562 }
563 else
564 {
565 /* Else fix all walls around */
566 for (xt = x - 1; xt <= x + 1; xt++)
567 for (yt = y - 1; yt <= y + 1; yt++)
568 {
569 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
570 continue;
571
572 fix_walls (pl->map, xt, yt);
573 }
574 }
575
576 /* Now remove item from inventory */
577 decrease_ob (material);
578
579 /* And tell player what happened */
580 new_draw_info (NDI_UNIQUE, 0, pl, message);
581 }
582
583 /**
584 * Generic item builder.
585 *
586 * Item must be put on a square with a floor, you can have something under.
587 * Archetype of created object is item->slaying (raw material).
588 * Type of inserted item is tested for specific cases (doors & such).
589 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
590 */
591 void
592 apply_builder_item (object *pl, object *item, short x, short y)
593 {
594 object *tmp;
595 struct archetype *arch;
596 int insert_flag;
597 object *floor;
598 object *con_rune;
599 int connected;
600
601 /* Find floor */
602 floor = GET_MAP_OB (pl->map, x, y);
603 if (!floor)
604 {
605 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
606 return;
607 }
608
609 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
610 floor = floor->above;
611
612 if (!floor)
613 {
614 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
615 return;
616 }
617 /* Create item, set flag, insert in map */
618 arch = archetype::find (item->slaying);
619 if (!arch)
620 return;
621
622 tmp = arch_to_object (arch);
623
624 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
625 /* Floor has something on top that interferes with building */
626 {
627 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
628 return;
629 }
630
631 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
632 SET_FLAG (tmp, FLAG_NO_PICK);
633
634 /*
635 * This doesn't work on non unique maps. pedestals under floor will not be saved...
636 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
637 */
638 insert_flag = INS_ABOVE_FLOOR_ONLY;
639
640 connected = 0;
641 switch (tmp->type)
642 {
643 case DOOR:
644 case GATE:
645 case BUTTON:
646 case DETECTOR:
647 case TIMED_GATE:
648 case PEDESTAL:
649 case CF_HANDLE:
650 case MAGIC_EAR:
651 case SIGN:
652 /* Signs don't need a connection, but but magic mouths do. */
653 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
654 break;
655 con_rune = get_connection_rune (pl, x, y);
656 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
657 if (connected == -1)
658 {
659 /* Player already informed of failure by the previous function */
660 tmp->destroy (0);
661 return;
662 }
663 /* Remove marking rune */
664 con_rune->remove ();
665 con_rune->destroy (0);
666 }
667
668 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
669 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
670 {
671 if (adjust_sign_msg (pl, x, y, tmp) == -1)
672 {
673 tmp->destroy (0);
674 return;
675 }
676 }
677
678 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
679 if (connected != 0)
680 add_button_link (tmp, pl->map, connected);
681
682 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
683 decrease_ob_nr (item, 1);
684 }
685
686 /**
687 * Item remover.
688 *
689 * Removes first buildable item, either under or above the floor
690 */
691 void
692 apply_builder_remove (object *pl, int dir)
693 {
694 object *item;
695 short x, y;
696
697 x = pl->x + freearr_x[dir];
698 y = pl->y + freearr_y[dir];
699
700 /* Check square */
701 item = GET_MAP_OB (pl->map, x, y);
702 if (!item)
703 {
704 /* Should not happen with previous tests, but we never know */
705 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
706 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
707 return;
708 }
709
710 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
711 item = item->above;
712
713 if (!item)
714 {
715 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
716 return;
717 }
718
719 /* Now remove object, with special cases (buttons & such) */
720 switch (item->type)
721 {
722 case WALL:
723 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
724 return;
725
726 case DOOR:
727 case BUTTON:
728 case GATE:
729 case TIMED_GATE:
730 case DETECTOR:
731 case PEDESTAL:
732 case CF_HANDLE:
733 case MAGIC_EAR:
734 case SIGN:
735 /* Special case: must unconnect */
736 if (QUERY_FLAG (item, FLAG_IS_LINKED))
737 remove_button_link (item);
738
739 /* Fall through */
740
741 default:
742 /* Remove generic item */
743 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
744 item->remove ();
745 item->destroy (0);
746 }
747 }
748
749 /**
750 * Global building function
751 *
752 * This is the general map building function. Called when the player 'fires' a builder
753 * or remover object.
754 */
755 void
756 apply_map_builder (object *pl, int dir)
757 {
758 object *builder;
759 object *tmp;
760 object *tmp2;
761 short x, y;
762
763 if (!pl->type == PLAYER)
764 return;
765
766 /*if ( !player->map->unique )
767 {
768 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
769 return;
770 } */
771
772 if (dir == 0)
773 {
774 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
775 return;
776 }
777
778 x = pl->x + freearr_x[dir];
779 y = pl->y + freearr_y[dir];
780
781 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
782 {
783 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
784 return;
785 }
786
787 /*
788 * Check specified square
789 * The square must have only buildable items
790 * Exception: marking runes are all right,
791 * since they are used for special things like connecting doors / buttons
792 */
793
794 tmp = GET_MAP_OB (pl->map, x, y);
795 if (!tmp)
796 {
797 /* Nothing, meaning player is standing next to an undefined square... */
798 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
799 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
800 return;
801 }
802 tmp2 = find_marked_object (pl);
803 while (tmp)
804 {
805 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
806 {
807 /* The item building function already has it's own special
808 * checks for this
809 */
810 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
811 {
812 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
813 return;
814 }
815 }
816 tmp = tmp->above;
817 }
818
819 /* Now we know the square is ok */
820 builder = pl->contr->ranges[range_builder];
821
822 if (builder->subtype == ST_BD_REMOVE)
823 /* Remover -> call specific function and bail out */
824 {
825 apply_builder_remove (pl, dir);
826 return;
827 }
828
829 if (builder->subtype == ST_BD_BUILD)
830 /*
831 * Builder.
832 * Find marked item to build, call specific function
833 */
834 {
835 tmp = tmp2;
836 if (!tmp)
837 {
838 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
839 return;
840 }
841
842 if (tmp->type != MATERIAL)
843 {
844 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
845 return;
846 }
847
848 switch (tmp->subtype)
849 {
850 case ST_MAT_FLOOR:
851 apply_builder_floor (pl, tmp, x, y);
852 return;
853
854 case ST_MAT_WALL:
855 apply_builder_wall (pl, tmp, x, y);
856 return;
857
858 case ST_MAT_ITEM:
859 apply_builder_item (pl, tmp, x, y);
860 return;
861
862 default:
863 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
864 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
865 return;
866 }
867 }
868
869 /* Here, it means the builder has an invalid type */
870 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
871 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
872 }
873
874 /**
875 * Make the built object inherit the msg of books that are used with it.
876 * For objects already invisible (i.e. magic mouths & ears), also make it
877 * it inherit the face and the name with "talking " prepended.
878 */
879 int
880 adjust_sign_msg (object *pl, short x, short y, object *tmp)
881 {
882 object *book;
883 char buf[MAX_BUF];
884 char buf2[MAX_BUF];
885
886 book = get_msg_book (pl, x, y);
887 if (!book)
888 {
889 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
890 return -1;
891 }
892
893 tmp->msg = book->msg;
894
895 if (tmp->invisible)
896 {
897 if (book->custom_name != NULL)
898 {
899 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
900 }
901 else
902 {
903 snprintf (buf, sizeof (buf), "talking %s", &book->name);
904 }
905 tmp->name = buf;
906
907 if (book->name_pl != NULL)
908 {
909 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
910 tmp->name_pl = buf2;
911 }
912
913 tmp->face = book->face;
914 tmp->invisible = 0;
915 }
916 book->remove ();
917 book->destroy (0);
918 return 0;
919 }