ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/build_map.C
Revision: 1.13
Committed: Wed Dec 20 12:13:47 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.12: +14 -8 lines
Log Message:
removed TRAP_PART, renamed WALL to BUILDABLE_WALL to reflect the usage
of this type these days and fixed generic destroyer not to remove
players and other objects that can crash the server (hopefully).

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
88 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "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 int
103 find_unused_connected_value (maptile *map)
104 {
105 int connected = 0;
106 int itest = 0;
107 oblinkpt *obp;
108
109 while (itest++ < 1000)
110 {
111 connected = 1 + rand () % 20000;
112 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
113
114 if (!obp)
115 return connected;
116 }
117
118 return -1;
119 }
120
121
122 /**
123 * Helper function for door/button/connected item building.
124 *
125 * Will search the specified spot for a marking rune.
126 * If not found, returns -1
127 * Else, searches a force in op's inventory matching the map's name
128 * and the rune's text.
129 * If found, returns the connection value associated
130 * else searches a new connection value, and adds the force to the player.
131 */
132 int
133 find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
134 {
135 object *force;
136 int connected;
137
138 if (!rune)
139 rune = get_connection_rune (pl, x, y);
140
141 if (!rune)
142 {
143 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
144 return -1;
145 }
146
147 /* Now, find force in player's inventory */
148 force = pl->inv;
149 while (force
150 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
151 || (strcmp (force->msg, rune->msg))))
152 force = force->below;
153
154 if (!force)
155 /* No force, need to create & insert one */
156 {
157 /* Find unused value */
158 connected = find_unused_connected_value (pl->map);
159 if (connected == -1)
160 {
161 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
162 return -1;
163 }
164
165 force = get_archetype (FORCE_NAME);
166 force->speed = 0;
167 update_ob_speed (force);
168 force->slaying = pl->map->path;
169 force->msg = rune->msg;
170 force->path_attuned = connected;
171 insert_ob_in_ob (force, pl);
172
173 return connected;
174 }
175
176 /* Found the force, everything's easy. */
177 return force->path_attuned;
178 }
179
180 /**
181 * Returns the marking rune on the square, for purposes of building connections
182 */
183 object *
184 get_connection_rune (object *pl, short x, short y)
185 {
186 object *rune;
187
188 rune = GET_MAP_OB (pl->map, x, y);
189 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
190 rune = rune->above;
191 return rune;
192 }
193
194 /**
195 * Returns the book/scroll on the current square, for purposes of building
196 */
197 object *
198 get_msg_book (object *pl, short x, short y)
199 {
200 object *book;
201
202 book = GET_MAP_OB (pl->map, x, y);
203 while (book && (book->type != BOOK))
204 book = book->above;
205 return book;
206 }
207
208 /**
209 * Returns first item of type BUILDABLE_WALL.
210 */
211 object *
212 get_wall (maptile *map, int x, int y)
213 {
214 object *wall;
215
216 wall = GET_MAP_OB (map, x, y);
217 while (wall && (BUILDABLE_WALL != wall->type))
218 wall = wall->above;
219
220 return wall;
221 }
222
223 /**
224 * Fixes walls around specified spot
225 *
226 * \param map is the map
227 * \param x
228 * \param y are the position to fix
229 *
230 * Basically it ensures the correct wall is put where needed.
231 *
232 * Note: x & y must be valid map coordinates.
233 */
234 void
235 fix_walls (maptile *map, int x, int y)
236 {
237 int connect;
238 object *wall;
239 char archetype[MAX_BUF];
240 char *underscore;
241 uint32 old_flags[4];
242 struct archetype *new_arch;
243 int flag;
244
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 /* search for the first _ before a number */
257 while (underscore && !isdigit (*(underscore + 1)))
258 underscore = strchr (underscore + 1, '_');
259
260 if (!underscore || !isdigit (*(underscore + 1)))
261 /* Not in a format we can change, bail out */
262 return;
263
264 underscore++;
265 *underscore = '\0';
266
267 connect = 0;
268
269 if ((x > 0) && get_wall (map, x - 1, y))
270 connect |= 1;
271 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
272 connect |= 2;
273
274 if ((y > 0) && get_wall (map, x, y - 1))
275 connect |= 4;
276
277 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
278 connect |= 8;
279
280 switch (connect)
281 {
282 case 0:
283 strcat (archetype, "0");
284
285 break;
286 case 1:
287 strcat (archetype, "1_3");
288
289 break;
290 case 2:
291 strcat (archetype, "1_4");
292
293 break;
294 case 3:
295 strcat (archetype, "2_1_2");
296
297 break;
298 case 4:
299 strcat (archetype, "1_2");
300
301 break;
302 case 5:
303 strcat (archetype, "2_2_4");
304
305 break;
306 case 6:
307 strcat (archetype, "2_2_1");
308
309 break;
310 case 7:
311 strcat (archetype, "3_1");
312
313 break;
314 case 8:
315 strcat (archetype, "1_1");
316
317 break;
318 case 9:
319 strcat (archetype, "2_2_3");
320
321 break;
322 case 10:
323 strcat (archetype, "2_2_2");
324
325 break;
326 case 11:
327 strcat (archetype, "3_3");
328
329 break;
330 case 12:
331 strcat (archetype, "2_1_1");
332
333 break;
334 case 13:
335 strcat (archetype, "3_4");
336
337 break;
338 case 14:
339 strcat (archetype, "3_2");
340
341 break;
342 case 15:
343 strcat (archetype, "4");
344
345 break;
346 }
347
348 /*
349 * Before anything, make sure the archetype does exist...
350 * If not, prolly an error...
351 */
352 new_arch = archetype::find (archetype);
353
354 if (!new_arch)
355 return;
356
357 /* Now delete current wall, and insert new one
358 * We save flags to avoid any trouble with buildable/non buildable, and so on
359 */
360 for (flag = 0; flag < 4; flag++)
361 old_flags[flag] = wall->flags[flag];
362
363 wall->destroy ();
364
365 wall = arch_to_object (new_arch);
366 wall->type = BUILDABLE_WALL;
367 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
368 for (flag = 0; flag < 4; flag++)
369 wall->flags[flag] = old_flags[flag];
370 }
371
372 /**
373 * \brief Floor building function
374 *
375 * Floors can be build:
376 * - on existing floors, with or without a detector/button
377 * - on an existing wall, with or without a floor under it
378 *
379 * Note: this function will inconditionally change squares around (x, y)
380 * so don't call it with x == 0 for instance!
381 */
382 void
383 apply_builder_floor (object *pl, object *material, short x, short y)
384 {
385 object *tmp, *above;
386 object *above_floor; /* Item above floor, if any */
387 struct archetype *new_floor;
388 struct archetype *new_wall;
389 int i, xt, yt, floor_removed;
390 char message[MAX_BUF];
391
392 sprintf (message, "You change the floor to better suit your tastes.");
393
394 /*
395 * Now the building part...
396 * First, remove wall(s) and floor(s) at position x, y
397 */
398 above_floor = NULL;
399 new_wall = NULL;
400 floor_removed = 0;
401 tmp = GET_MAP_OB (pl->map, x, y);
402 if (tmp)
403 {
404 while (tmp)
405 {
406 above = tmp->above;
407 if (BUILDABLE_WALL == tmp->type)
408 {
409 /* There was a wall, remove it & keep its archetype to make new walls */
410 new_wall = tmp->arch;
411 tmp->destroy ();
412 sprintf (message, "You destroy the wall and redo the floor.");
413 }
414 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
415 {
416 tmp->destroy ();
417 floor_removed = 1;
418 }
419 else
420 {
421 if (floor_removed)
422 above_floor = tmp;
423 }
424
425 tmp = above;
426 }
427 }
428
429 /* Now insert our floor */
430 new_floor = archetype::find (material->slaying);
431 if (!new_floor)
432 {
433 /* Not found, log & bail out */
434 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
435 return;
436 }
437
438 tmp = arch_to_object (new_floor);
439 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
440 SET_FLAG (tmp, FLAG_UNIQUE);
441 SET_FLAG (tmp, FLAG_IS_FLOOR);
442 tmp->type = FLOOR;
443 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
444
445 /*
446 * Next step: make sure there are either walls or floors around the new square
447 * Since building, you can have: blocking view / floor / wall / nothing
448 */
449 for (i = 1; i <= 8; i++)
450 {
451 xt = x + freearr_x[i];
452 yt = y + freearr_y[i];
453 tmp = GET_MAP_OB (pl->map, xt, yt);
454 if (!tmp)
455 {
456 /* Must insert floor & wall */
457 tmp = arch_to_object (new_floor);
458 /* Better make the floor unique */
459 SET_FLAG (tmp, FLAG_UNIQUE);
460 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
461 tmp->type = FLOOR;
462 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
463 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
464 if (new_wall)
465 {
466 tmp = arch_to_object (new_wall);
467 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
468 tmp->type = BUILDABLE_WALL;
469 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
470 }
471 }
472 }
473
474 /* Finally fixing walls to ensure nice continuous walls
475 * Note: 2 squares around are checked, because potentially we added walls around the building
476 * spot, so need to check that those new walls connect correctly
477 */
478 for (xt = x - 2; xt <= x + 2; xt++)
479 for (yt = y - 2; yt <= y + 2; yt++)
480 {
481 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
482 fix_walls (pl->map, xt, yt);
483 }
484
485 /* Now remove raw item from inventory */
486 decrease_ob (material);
487
488 /* And tell player about the fix */
489 new_draw_info (NDI_UNIQUE, 0, pl, message);
490 }
491
492 /**
493 * Wall radius fix function
494 */
495 void fix_walls_around (maptile *map, int x, int y)
496 {
497 for (int xt = x - 1; xt <= x + 1; xt++)
498 for (int yt = y - 1; yt <= y + 1; yt++)
499 {
500 if (OUT_OF_REAL_MAP (map, xt, yt))
501 continue;
502
503 fix_walls (map, xt, yt);
504 }
505 }
506
507 /**
508 * Wall building function
509 *
510 * Walls can be build:
511 * - on a floor without anything else
512 * - on an existing wall, with or without a floor
513 */
514 void
515 apply_builder_wall (object *pl, object *material, short x, short y)
516 {
517 object *current_wall;
518 object *tmp;
519 int xt, yt;
520 struct archetype *new_wall;
521 char message[MAX_BUF];
522
523 remove_marking_runes (pl->map, x, y);
524
525 /* Grab existing wall, if any */
526 current_wall = NULL;
527 tmp = GET_MAP_OB (pl->map, x, y);
528 while (tmp && !current_wall)
529 {
530 if (BUILDABLE_WALL == tmp->type)
531 current_wall = tmp;
532
533 tmp = tmp->above;
534 }
535
536 /* Find the raw wall in inventory */
537 sprintf (message, "You build a wall.");
538
539 /* Now we can actually insert the wall */
540 new_wall = archetype::find (material->slaying);
541 if (!new_wall)
542 {
543 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
544 return;
545 }
546
547 tmp = arch_to_object (new_wall);
548 tmp->type = BUILDABLE_WALL;
549 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
550 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
551
552 /* If existing wall, remove it, no need to fix other walls */
553 if (current_wall)
554 {
555 current_wall->destroy ();
556 fix_walls (pl->map, x, y);
557 sprintf (message, "You redecorate the wall to better suit your tastes.");
558 }
559 else
560 {
561 /* Else fix all walls around */
562 for (xt = x - 1; xt <= x + 1; xt++)
563 for (yt = y - 1; yt <= y + 1; yt++)
564 {
565 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
566 continue;
567
568 fix_walls (pl->map, xt, yt);
569 }
570 }
571
572 /* Now remove item from inventory */
573 decrease_ob (material);
574
575 /* And tell player what happened */
576 new_draw_info (NDI_UNIQUE, 0, pl, message);
577 }
578
579 /**
580 * Generic item builder.
581 *
582 * Item must be put on a square with a floor, you can have something under.
583 * Archetype of created object is item->slaying (raw material).
584 * Type of inserted item is tested for specific cases (doors & such).
585 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
586 */
587 void
588 apply_builder_item (object *pl, object *item, short x, short y)
589 {
590 object *tmp;
591 struct archetype *arch;
592 int insert_flag;
593 object *floor;
594 object *con_rune;
595 int connected;
596
597 /* Find floor */
598 floor = GET_MAP_OB (pl->map, x, y);
599 if (!floor)
600 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
602 return;
603 }
604
605 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
606 floor = floor->above;
607
608 if (!floor)
609 {
610 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
611 return;
612 }
613 /* Create item, set flag, insert in map */
614 arch = archetype::find (item->slaying);
615 if (!arch)
616 return;
617
618 tmp = arch_to_object (arch);
619
620 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
621 /* Floor has something on top that interferes with building */
622 {
623 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
624 return;
625 }
626
627 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
628 SET_FLAG (tmp, FLAG_NO_PICK);
629
630 /*
631 * This doesn't work on non unique maps. pedestals under floor will not be saved...
632 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
633 */
634 insert_flag = INS_ABOVE_FLOOR_ONLY;
635
636 connected = 0;
637 switch (tmp->type)
638 {
639 case DOOR:
640 case GATE:
641 case BUTTON:
642 case DETECTOR:
643 case TIMED_GATE:
644 case PEDESTAL:
645 case CF_HANDLE:
646 case MAGIC_EAR:
647 case SIGN:
648 /* Signs don't need a connection, but but magic mouths do. */
649 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
650 break;
651 con_rune = get_connection_rune (pl, x, y);
652 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
653 if (connected == -1)
654 {
655 /* Player already informed of failure by the previous function */
656 tmp->destroy ();
657 return;
658 }
659 /* Remove marking rune */
660 con_rune->destroy ();
661 }
662
663 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
664 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
665 {
666 if (adjust_sign_msg (pl, x, y, tmp) == -1)
667 {
668 tmp->destroy ();
669 return;
670 }
671 }
672
673 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
674 if (connected != 0)
675 add_button_link (tmp, pl->map, connected);
676
677 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
678 decrease_ob_nr (item, 1);
679 }
680
681 /**
682 * Item remover.
683 *
684 * Removes first buildable item, either under or above the floor
685 */
686 void
687 apply_builder_remove (object *pl, int dir)
688 {
689 object *item;
690 short x, y;
691
692 x = pl->x + freearr_x[dir];
693 y = pl->y + freearr_y[dir];
694
695 /* Check square */
696 item = GET_MAP_OB (pl->map, x, y);
697 if (!item)
698 {
699 /* Should not happen with previous tests, but we never know */
700 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
701 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
702 return;
703 }
704
705 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
706 item = item->above;
707
708 if (!item)
709 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
711 return;
712 }
713
714 /* Now remove object, with special cases (buttons & such) */
715 switch (item->type)
716 {
717 case BUILDABLE_WALL:
718 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
719 return;
720
721 case DOOR:
722 case BUTTON:
723 case GATE:
724 case TIMED_GATE:
725 case DETECTOR:
726 case PEDESTAL:
727 case CF_HANDLE:
728 case MAGIC_EAR:
729 case SIGN:
730 /* Special case: must unconnect */
731 if (QUERY_FLAG (item, FLAG_IS_LINKED))
732 remove_button_link (item);
733
734 /* Fall through */
735
736 default:
737 /* Remove generic item */
738 if (!QUERY_FLAG (item, FLAG_IS_BUILDABLE))
739 {
740 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
741 return;
742 }
743
744 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
745 item->destroy ();
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
917 book->destroy ();
918 return 0;
919 }