ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/build_map.C
(Generate patch)

Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.4 by root, Fri Sep 8 16:53:57 2006 UTC vs.
Revision 1.5 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_build_map = 3 * static char *rcsid_build_map =
3 * "$Id: build_map.C,v 1.4 2006/09/08 16:53:57 root Exp $"; 4 * "$Id: build_map.C,v 1.5 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
33#include <sproto.h> 35#include <sproto.h>
34 36
35/** 37/**
36 * Check if objects on a square interfere with building 38 * Check if objects on a square interfere with building
37 */ 39 */
40int
38int can_build_over( mapstruct* map, object* tmp, short x, short y) 41can_build_over (mapstruct *map, object *tmp, short x, short y)
39 { 42{
40 object* ob; 43 object *ob;
41 44
42 ob = GET_MAP_OB( map, x, y ); 45 ob = GET_MAP_OB (map, x, y);
43 while ( ob ) 46 while (ob)
44 { 47 {
45 /* if ob is not a marking rune or floor, then check special cases */ 48 /* if ob is not a marking rune or floor, then check special cases */
46 if ( strcmp( ob->arch->name, "rune_mark" ) && ob->type != FLOOR ) 49 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR)
50 {
51 switch (tmp->type)
47 { 52 {
48 switch ( tmp->type )
49 {
50 case SIGN: 53 case SIGN:
51 case MAGIC_EAR: 54 case MAGIC_EAR:
52 /* Allow signs and magic ears to be built on books */ 55 /* Allow signs and magic ears to be built on books */
53 if ( ob->type != BOOK ) { 56 if (ob->type != BOOK)
57 {
54 return 0; } 58 return 0;
59 }
55 break; 60 break;
56 case BUTTON: 61 case BUTTON:
57 case DETECTOR: 62 case DETECTOR:
58 case PEDESTAL: 63 case PEDESTAL:
59 case CF_HANDLE: 64 case CF_HANDLE:
60 /* Allow buttons and levers to be built under gates */ 65 /* Allow buttons and levers to be built under gates */
61 if ( ob->type != GATE && ob->type != DOOR ) { 66 if (ob->type != GATE && ob->type != DOOR)
67 {
62 return 0; } 68 return 0;
69 }
63 break; 70 break;
64 default: 71 default:
65 return 0; 72 return 0;
66 }
67 } 73 }
74 }
68 ob = ob->above; 75 ob = ob->above;
69 } 76 }
70 return 1; 77 return 1;
71 } 78}
72 79
73/** 80/**
74 * Erases marking runes at specified location 81 * Erases marking runes at specified location
75 */ 82 */
83void
76void remove_marking_runes( mapstruct* map, short x, short y ) 84remove_marking_runes (mapstruct *map, short x, short y)
77 { 85{
78 object* rune; 86 object *rune;
79 object* next; 87 object *next;
80 88
81 rune = GET_MAP_OB( map, x, y ); 89 rune = GET_MAP_OB (map, x, y);
82 while ( rune ) 90 while (rune)
83 { 91 {
84 next = rune->above; 92 next = rune->above;
85 if ( ( rune->type == SIGN ) && ( !strcmp( rune->arch->name, "rune_mark" ) ) ) 93 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
86 { 94 {
87 remove_ob( rune ); 95 remove_ob (rune);
88 free_object( rune ); 96 free_object (rune);
89 } 97 }
90 rune = next; 98 rune = next;
91 }
92 } 99 }
100}
93 101
94/** 102/**
95 * Returns an unused value for 'connected'. 103 * Returns an unused value for 'connected'.
96 * \param map: map for which to find a value 104 * \param map: map for which to find a value
97 * \return 'connected' value with no item, or -1 if failure. 105 * \return 'connected' value with no item, or -1 if failure.
98 * 106 *
99 * Tries 1000 random values, then returns -1. 107 * Tries 1000 random values, then returns -1.
100 */ 108 */
109int
101int find_unused_connected_value( mapstruct* map ) 110find_unused_connected_value (mapstruct *map)
102 { 111{
103 int connected = 0; 112 int connected = 0;
104 int itest = 0; 113 int itest = 0;
105 oblinkpt* obp; 114 oblinkpt *obp;
106 115
107 while ( itest++ < 1000 ) 116 while (itest++ < 1000)
108 { 117 {
109 connected = 1 + rand( ) % 20000; 118 connected = 1 + rand () % 20000;
110 for ( obp = map->buttons; obp && ( obp->value != connected ); obp = obp->next ); 119 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
111 120
112 if ( !obp ) 121 if (!obp)
113 return connected; 122 return connected;
114 } 123 }
115 124
116 return -1; 125 return -1;
117 } 126}
118 127
119 128
120/** 129/**
121 * Helper function for door/button/connected item building. 130 * Helper function for door/button/connected item building.
122 * 131 *
125 * Else, searches a force in op's inventory matching the map's name 134 * Else, searches a force in op's inventory matching the map's name
126 * and the rune's text. 135 * and the rune's text.
127 * If found, returns the connection value associated 136 * If found, returns the connection value associated
128 * else searches a new connection value, and adds the force to the player. 137 * else searches a new connection value, and adds the force to the player.
129 */ 138 */
139int
130int find_or_create_connection_for_map( object* pl, short x, short y, object* rune ) 140find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
131 { 141{
132 object* force; 142 object *force;
133 int connected; 143 int connected;
134 144
135 if ( !rune ) 145 if (!rune)
136 rune = get_connection_rune( pl, x, y ); 146 rune = get_connection_rune (pl, x, y);
137 147
138 if ( !rune ) 148 if (!rune)
139 { 149 {
140 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name." ); 150 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
141 return -1; 151 return -1;
142 } 152 }
143 153
144 /* Now, find force in player's inventory */ 154 /* Now, find force in player's inventory */
145 force = pl->inv; 155 force = pl->inv;
156 while (force
146 while ( force && ( ( force->type != FORCE ) || ( !force->slaying ) || ( strcmp( force->slaying, pl->map->path ) ) || ( !force->msg ) || ( strcmp( force->msg, rune->msg ) ) ) ) 157 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
158 || (strcmp (force->msg, rune->msg))))
147 force = force->below; 159 force = force->below;
148 160
149 if ( !force ) 161 if (!force)
150 /* No force, need to create & insert one */ 162 /* No force, need to create & insert one */
151 { 163 {
152 /* Find unused value */ 164 /* Find unused value */
153 connected = find_unused_connected_value( pl->map ); 165 connected = find_unused_connected_value (pl->map);
154 if ( connected == -1 ) 166 if (connected == -1)
155 { 167 {
156 new_draw_info( NDI_UNIQUE, 0, pl, "Could not create more groups." ); 168 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
157 return -1; 169 return -1;
158 } 170 }
159 171
160 force = get_archetype( FORCE_NAME ); 172 force = get_archetype (FORCE_NAME);
161 force->speed = 0; 173 force->speed = 0;
162 update_ob_speed( force ); 174 update_ob_speed (force);
163 force->slaying = pl->map->path; 175 force->slaying = pl->map->path;
164 force->msg = rune->msg; 176 force->msg = rune->msg;
165 force->path_attuned = connected; 177 force->path_attuned = connected;
166 insert_ob_in_ob( force, pl ); 178 insert_ob_in_ob (force, pl);
167 179
168 return connected; 180 return connected;
169 } 181 }
170 182
171 /* Found the force, everything's easy. */ 183 /* Found the force, everything's easy. */
172 return force->path_attuned; 184 return force->path_attuned;
173 } 185}
174 186
175/** 187/**
176 * Returns the marking rune on the square, for purposes of building connections 188 * Returns the marking rune on the square, for purposes of building connections
177 */ 189 */
190object *
178object* get_connection_rune( object* pl, short x, short y ) 191get_connection_rune (object *pl, short x, short y)
179 { 192{
180 object* rune; 193 object *rune;
181 194
182 rune = GET_MAP_OB( pl->map, x, y ); 195 rune = GET_MAP_OB (pl->map, x, y);
183 while ( rune && ( ( rune->type != SIGN ) || ( strcmp( rune->arch->name, "rune_mark" ) ) ) ) 196 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
184 rune = rune->above; 197 rune = rune->above;
185 return rune; 198 return rune;
186 } 199}
187 200
188/** 201/**
189 * Returns the book/scroll on the current square, for purposes of building 202 * Returns the book/scroll on the current square, for purposes of building
190 */ 203 */
204object *
191object* get_msg_book( object* pl, short x, short y ) 205get_msg_book (object *pl, short x, short y)
192 { 206{
193 object* book; 207 object *book;
194 208
195 book = GET_MAP_OB( pl->map, x, y ); 209 book = GET_MAP_OB (pl->map, x, y);
196 while ( book && ( book->type != BOOK ) ) 210 while (book && (book->type != BOOK))
197 book = book->above; 211 book = book->above;
198 return book; 212 return book;
199 } 213}
200 214
201/** 215/**
202 * Returns first item of type WALL. 216 * Returns first item of type WALL.
203 */ 217 */
218object *
204object* get_wall( mapstruct* map, int x, int y ) 219get_wall (mapstruct *map, int x, int y)
205 { 220{
206 object* wall; 221 object *wall;
207 222
208 wall = GET_MAP_OB( map, x, y ); 223 wall = GET_MAP_OB (map, x, y);
209 while ( wall && ( WALL != wall->type ) ) 224 while (wall && (WALL != wall->type))
210 wall = wall->above; 225 wall = wall->above;
211 226
212 return wall; 227 return wall;
213 } 228}
214 229
215/** 230/**
216 * Fixes walls around specified spot 231 * Fixes walls around specified spot
217 * 232 *
218 * \param map is the map 233 * \param map is the map
221 * 236 *
222 * Basically it ensures the correct wall is put where needed. 237 * Basically it ensures the correct wall is put where needed.
223 * 238 *
224 * Note: x & y must be valid map coordinates. 239 * Note: x & y must be valid map coordinates.
225 */ 240 */
241void
226void fix_walls( mapstruct* map, int x, int y ) 242fix_walls (mapstruct *map, int x, int y)
227 { 243{
228 int connect; 244 int connect;
229 object* wall; 245 object *wall;
230 char archetype[ MAX_BUF ]; 246 char archetype[MAX_BUF];
231 char* underscore; 247 char *underscore;
232 uint32 old_flags[ 4 ]; 248 uint32 old_flags[4];
233 struct archetype* new_arch; 249 struct archetype *new_arch;
234 int flag; 250 int flag;
235 251
236 /* First, find the wall on that spot */ 252 /* First, find the wall on that spot */
237 wall = get_wall( map, x, y ); 253 wall = get_wall (map, x, y);
238 if ( !wall ) 254 if (!wall)
239 /* Nothing -> bail out */ 255 /* Nothing -> bail out */
240 return; 256 return;
241 257
242 /* Find base name */ 258 /* Find base name */
243 strcpy( archetype, wall->arch->name ); 259 strcpy (archetype, wall->arch->name);
244 underscore = strchr( archetype, '_' ); 260 underscore = strchr (archetype, '_');
261
245 if ( !underscore || ( !isdigit( *( underscore + 1 ) ) ) ) 262 if (!underscore || (!isdigit (*(underscore + 1))))
246 /* Not in a format we can change, bail out */ 263 /* Not in a format we can change, bail out */
247 return; 264 return;
248 265
249 underscore++; 266 underscore++;
250 *underscore = '\0'; 267 *underscore = '\0';
251 268
252 connect = 0; 269 connect = 0;
253 270
254 if ( ( x > 0 ) && get_wall( map, x - 1, y ) ) 271 if ((x > 0) && get_wall (map, x - 1, y))
255 connect |= 1; 272 connect |= 1;
256 if ( ( x < MAP_WIDTH( map ) - 1 ) && get_wall( map, x + 1, y ) ) 273 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
257 connect |= 2; 274 connect |= 2;
258 275
259 if ( ( y > 0 ) && get_wall( map, x, y - 1 ) ) 276 if ((y > 0) && get_wall (map, x, y - 1))
260 connect |= 4; 277 connect |= 4;
261 278
262 if ( ( y < MAP_HEIGHT( map ) - 1 ) && get_wall( map, x, y + 1 ) ) 279 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
263 connect |= 8; 280 connect |= 8;
264 281
265 switch( connect ) 282 switch (connect)
266 { 283 {
267 case 0: 284 case 0:
268 strcat( archetype, "0"); 285 strcat (archetype, "0");
286
269 break; 287 break;
270 case 1: 288 case 1:
271 strcat( archetype, "1_3"); 289 strcat (archetype, "1_3");
290
272 break; 291 break;
273 case 2: 292 case 2:
274 strcat( archetype, "1_4"); 293 strcat (archetype, "1_4");
294
275 break; 295 break;
276 case 3: 296 case 3:
277 strcat( archetype, "2_1_2"); 297 strcat (archetype, "2_1_2");
298
278 break; 299 break;
279 case 4: 300 case 4:
280 strcat( archetype, "1_2"); 301 strcat (archetype, "1_2");
302
281 break; 303 break;
282 case 5: 304 case 5:
283 strcat( archetype, "2_2_4"); 305 strcat (archetype, "2_2_4");
306
284 break; 307 break;
285 case 6: 308 case 6:
286 strcat( archetype, "2_2_1"); 309 strcat (archetype, "2_2_1");
310
287 break; 311 break;
288 case 7: 312 case 7:
289 strcat( archetype, "3_1"); 313 strcat (archetype, "3_1");
314
290 break; 315 break;
291 case 8: 316 case 8:
292 strcat( archetype, "1_1"); 317 strcat (archetype, "1_1");
318
293 break; 319 break;
294 case 9: 320 case 9:
295 strcat( archetype, "2_2_3"); 321 strcat (archetype, "2_2_3");
322
296 break; 323 break;
297 case 10: 324 case 10:
298 strcat( archetype, "2_2_2"); 325 strcat (archetype, "2_2_2");
326
299 break; 327 break;
300 case 11: 328 case 11:
301 strcat( archetype, "3_3"); 329 strcat (archetype, "3_3");
330
302 break; 331 break;
303 case 12: 332 case 12:
304 strcat( archetype, "2_1_1"); 333 strcat (archetype, "2_1_1");
334
305 break; 335 break;
306 case 13: 336 case 13:
307 strcat( archetype, "3_4"); 337 strcat (archetype, "3_4");
338
308 break; 339 break;
309 case 14: 340 case 14:
310 strcat( archetype, "3_2"); 341 strcat (archetype, "3_2");
342
311 break; 343 break;
312 case 15: 344 case 15:
313 strcat( archetype, "4"); 345 strcat (archetype, "4");
346
314 break; 347 break;
315 } 348 }
316 349
317 /* 350 /*
318 * Before anything, make sure the archetype does exist... 351 * Before anything, make sure the archetype does exist...
319 * If not, prolly an error... 352 * If not, prolly an error...
320 */ 353 */
321 new_arch = find_archetype( archetype ); 354 new_arch = find_archetype (archetype);
355
322 if ( !new_arch ) 356 if (!new_arch)
323 return; 357 return;
324 358
325 /* Now delete current wall, and insert new one 359 /* Now delete current wall, and insert new one
326 * We save flags to avoid any trouble with buildable/non buildable, and so on 360 * We save flags to avoid any trouble with buildable/non buildable, and so on
327 */ 361 */
328 for ( flag = 0; flag < 4; flag++ ) 362 for (flag = 0; flag < 4; flag++)
329 old_flags[ flag ] = wall->flags[ flag ]; 363 old_flags[flag] = wall->flags[flag];
330 remove_ob( wall ); 364 remove_ob (wall);
331 free_object( wall ); 365 free_object (wall);
332 366
333 wall = arch_to_object( new_arch ); 367 wall = arch_to_object (new_arch);
334 wall->type = WALL; 368 wall->type = WALL;
335 insert_ob_in_map_at( wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y ); 369 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
336 for ( flag = 0; flag < 4; flag++ ) 370 for (flag = 0; flag < 4; flag++)
337 wall->flags[ flag ] = old_flags[ flag ]; 371 wall->flags[flag] = old_flags[flag];
338 } 372}
339 373
340/** 374/**
341 * \brief Floor building function 375 * \brief Floor building function
342 * 376 *
343 * Floors can be build: 377 * Floors can be build:
345 * - on an existing wall, with or without a floor under it 379 * - on an existing wall, with or without a floor under it
346 * 380 *
347 * Note: this function will inconditionally change squares around (x, y) 381 * Note: this function will inconditionally change squares around (x, y)
348 * so don't call it with x == 0 for instance! 382 * so don't call it with x == 0 for instance!
349 */ 383 */
384void
350void apply_builder_floor(object* pl, object* material, short x, short y ) 385apply_builder_floor (object *pl, object *material, short x, short y)
351 { 386{
352 object* tmp, *above; 387 object *tmp, *above;
353 object* above_floor; /* Item above floor, if any */ 388 object *above_floor; /* Item above floor, if any */
354 struct archetype* new_floor; 389 struct archetype *new_floor;
355 struct archetype* new_wall; 390 struct archetype *new_wall;
356 int i, xt, yt, floor_removed; 391 int i, xt, yt, floor_removed;
357 char message[ MAX_BUF ]; 392 char message[MAX_BUF];
358 393
359 sprintf( message, "You change the floor to better suit your tastes." ); 394 sprintf (message, "You change the floor to better suit your tastes.");
360 395
361 /* 396 /*
362 * Now the building part... 397 * Now the building part...
363 * First, remove wall(s) and floor(s) at position x, y 398 * First, remove wall(s) and floor(s) at position x, y
364 */ 399 */
365 above_floor = NULL; 400 above_floor = NULL;
366 new_wall = NULL; 401 new_wall = NULL;
367 floor_removed = 0; 402 floor_removed = 0;
368 tmp = GET_MAP_OB( pl->map, x, y ); 403 tmp = GET_MAP_OB (pl->map, x, y);
369 if ( tmp ) 404 if (tmp)
370 { 405 {
371 while ( tmp ) 406 while (tmp)
407 {
408 above = tmp->above;
409 if (WALL == tmp->type)
372 { 410 {
373 above = tmp->above;
374 if ( WALL == tmp->type )
375 {
376 /* There was a wall, remove it & keep its archetype to make new walls */ 411 /* There was a wall, remove it & keep its archetype to make new walls */
377 new_wall = tmp->arch; 412 new_wall = tmp->arch;
378 remove_ob( tmp ); 413 remove_ob (tmp);
379 free_object( tmp ); 414 free_object (tmp);
380 sprintf( message, "You destroy the wall and redo the floor." ); 415 sprintf (message, "You destroy the wall and redo the floor.");
381 }
382 else if ( ( FLOOR == tmp->type ) || ( QUERY_FLAG(tmp, FLAG_IS_FLOOR ) ) )
383 {
384 remove_ob( tmp );
385 free_object( tmp );
386 floor_removed = 1;
387 }
388 else
389 {
390 if ( floor_removed )
391 above_floor = tmp;
392 }
393
394 tmp = above;
395 } 416 }
396 } 417 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
397
398 /* Now insert our floor */
399 new_floor = find_archetype( material->slaying );
400 if ( !new_floor )
401 {
402 /* Not found, log & bail out */
403 LOG( llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying );
404 return;
405 }
406
407 tmp = arch_to_object( new_floor );
408 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
409 SET_FLAG( tmp, FLAG_UNIQUE );
410 SET_FLAG( tmp, FLAG_IS_FLOOR );
411 tmp->type = FLOOR;
412 insert_ob_in_map_at( tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y );
413
414 /*
415 * Next step: make sure there are either walls or floors around the new square
416 * Since building, you can have: blocking view / floor / wall / nothing
417 */
418 for ( i = 1; i <= 8; i++ )
419 {
420 xt = x + freearr_x[ i ];
421 yt = y + freearr_y[ i ];
422 tmp = GET_MAP_OB( pl->map, xt, yt );
423 if ( !tmp )
424 { 418 {
425 /* Must insert floor & wall */ 419 remove_ob (tmp);
426 tmp = arch_to_object( new_floor ); 420 free_object (tmp);
427 /* Better make the floor unique */ 421 floor_removed = 1;
428 SET_FLAG( tmp, FLAG_UNIQUE );
429 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
430 tmp->type = FLOOR;
431 insert_ob_in_map_at( tmp, pl->map, 0, 0, xt, yt );
432 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
433 if ( new_wall )
434 {
435 tmp = arch_to_object( new_wall );
436 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
437 tmp->type = WALL;
438 insert_ob_in_map_at( tmp, pl->map, 0, 0, xt, yt );
439 }
440 } 422 }
441 } 423 else
442
443 /* Finally fixing walls to ensure nice continuous walls
444 * Note: 2 squares around are checked, because potentially we added walls around the building
445 * spot, so need to check that those new walls connect correctly
446 */
447 for ( xt = x - 2; xt <= x + 2; xt++ )
448 for ( yt = y - 2; yt <= y + 2; yt++ )
449 { 424 {
450 if ( !OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 425 if (floor_removed)
451 fix_walls( pl->map, xt, yt ); 426 above_floor = tmp;
452 } 427 }
453 428
429 tmp = above;
430 }
431 }
432
433 /* Now insert our floor */
434 new_floor = find_archetype (material->slaying);
435 if (!new_floor)
436 {
437 /* Not found, log & bail out */
438 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
439 return;
440 }
441
442 tmp = arch_to_object (new_floor);
443 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
444 SET_FLAG (tmp, FLAG_UNIQUE);
445 SET_FLAG (tmp, FLAG_IS_FLOOR);
446 tmp->type = FLOOR;
447 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
448
449 /*
450 * Next step: make sure there are either walls or floors around the new square
451 * Since building, you can have: blocking view / floor / wall / nothing
452 */
453 for (i = 1; i <= 8; i++)
454 {
455 xt = x + freearr_x[i];
456 yt = y + freearr_y[i];
457 tmp = GET_MAP_OB (pl->map, xt, yt);
458 if (!tmp)
459 {
460 /* Must insert floor & wall */
461 tmp = arch_to_object (new_floor);
462 /* Better make the floor unique */
463 SET_FLAG (tmp, FLAG_UNIQUE);
464 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
465 tmp->type = FLOOR;
466 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
467 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
468 if (new_wall)
469 {
470 tmp = arch_to_object (new_wall);
471 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
472 tmp->type = WALL;
473 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
474 }
475 }
476 }
477
478 /* Finally fixing walls to ensure nice continuous walls
479 * Note: 2 squares around are checked, because potentially we added walls around the building
480 * spot, so need to check that those new walls connect correctly
481 */
482 for (xt = x - 2; xt <= x + 2; xt++)
483 for (yt = y - 2; yt <= y + 2; yt++)
484 {
485 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
486 fix_walls (pl->map, xt, yt);
487 }
488
454 /* Now remove raw item from inventory */ 489 /* Now remove raw item from inventory */
455 decrease_ob( material ); 490 decrease_ob (material);
456 491
457 /* And tell player about the fix */ 492 /* And tell player about the fix */
458 new_draw_info( NDI_UNIQUE, 0, pl, message ); 493 new_draw_info (NDI_UNIQUE, 0, pl, message);
459 } 494}
460 495
461/** 496/**
462 * Wall building function 497 * Wall building function
463 * 498 *
464 * Walls can be build: 499 * Walls can be build:
465 * - on a floor without anything else 500 * - on a floor without anything else
466 * - on an existing wall, with or without a floor 501 * - on an existing wall, with or without a floor
467 */ 502 */
503void
468void apply_builder_wall( object* pl, object* material, short x, short y ) 504apply_builder_wall (object *pl, object *material, short x, short y)
469 { 505{
470 object* current_wall; 506 object *current_wall;
471 object* tmp; 507 object *tmp;
472 int xt, yt; 508 int xt, yt;
473 struct archetype* new_wall; 509 struct archetype *new_wall;
474 char message[ MAX_BUF ]; 510 char message[MAX_BUF];
475 511
476 remove_marking_runes( pl->map, x, y ); 512 remove_marking_runes (pl->map, x, y);
477 513
478 /* Grab existing wall, if any */ 514 /* Grab existing wall, if any */
479 current_wall = NULL; 515 current_wall = NULL;
480 tmp = GET_MAP_OB( pl->map, x, y ); 516 tmp = GET_MAP_OB (pl->map, x, y);
481 while ( tmp && !current_wall ) 517 while (tmp && !current_wall)
482 { 518 {
483 if ( WALL == tmp->type ) 519 if (WALL == tmp->type)
484 current_wall = tmp; 520 current_wall = tmp;
485 521
486 tmp = tmp->above; 522 tmp = tmp->above;
487 } 523 }
488 524
489 /* Find the raw wall in inventory */ 525 /* Find the raw wall in inventory */
490 sprintf( message, "You build a wall." ); 526 sprintf (message, "You build a wall.");
491 527
492 /* Now we can actually insert the wall */ 528 /* Now we can actually insert the wall */
493 new_wall = find_archetype( material->slaying ); 529 new_wall = find_archetype (material->slaying);
494 if ( !new_wall ) 530 if (!new_wall)
495 { 531 {
496 LOG( llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying ); 532 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
497 return; 533 return;
498 } 534 }
499 535
500 tmp = arch_to_object( new_wall ); 536 tmp = arch_to_object (new_wall);
501 tmp->type = WALL; 537 tmp->type = WALL;
502 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 538 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
503 insert_ob_in_map_at( tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y ); 539 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
504 540
505 /* If existing wall, remove it, no need to fix other walls */ 541 /* If existing wall, remove it, no need to fix other walls */
506 if ( current_wall ) 542 if (current_wall)
507 { 543 {
508 remove_ob( current_wall ); 544 remove_ob (current_wall);
509 free_object( current_wall ); 545 free_object (current_wall);
510 fix_walls( pl->map, x, y ); 546 fix_walls (pl->map, x, y);
511 sprintf( message, "You redecorate the wall to better suit your tastes." ); 547 sprintf (message, "You redecorate the wall to better suit your tastes.");
512 } 548 }
513 else 549 else
514 { 550 {
515 /* Else fix all walls around */ 551 /* Else fix all walls around */
516 for ( xt = x - 1; xt <= x + 1; xt++ ) 552 for (xt = x - 1; xt <= x + 1; xt++)
517 for ( yt = y - 1; yt <= y + 1; yt++ ) 553 for (yt = y - 1; yt <= y + 1; yt++)
518 { 554 {
519 if ( OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 555 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
520 continue; 556 continue;
521 557
522 fix_walls( pl->map, xt, yt ); 558 fix_walls (pl->map, xt, yt);
523 }
524 } 559 }
560 }
525 561
526 /* Now remove item from inventory */ 562 /* Now remove item from inventory */
527 decrease_ob( material ); 563 decrease_ob (material);
528 564
529 /* And tell player what happened */ 565 /* And tell player what happened */
530 new_draw_info( NDI_UNIQUE, 0, pl, message ); 566 new_draw_info (NDI_UNIQUE, 0, pl, message);
531 } 567}
532 568
533/** 569/**
534 * Generic item builder. 570 * Generic item builder.
535 * 571 *
536 * Item must be put on a square with a floor, you can have something under. 572 * Item must be put on a square with a floor, you can have something under.
537 * Archetype of created object is item->slaying (raw material). 573 * Archetype of created object is item->slaying (raw material).
538 * Type of inserted item is tested for specific cases (doors & such). 574 * Type of inserted item is tested for specific cases (doors & such).
539 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess) 575 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
540 */ 576 */
577void
541void apply_builder_item( object* pl, object* item, short x, short y ) 578apply_builder_item (object *pl, object *item, short x, short y)
542 { 579{
543 object* tmp; 580 object *tmp;
544 struct archetype* arch; 581 struct archetype *arch;
545 int insert_flag; 582 int insert_flag;
546 object* floor; 583 object *floor;
547 object* con_rune; 584 object *con_rune;
548 int connected; 585 int connected;
549 586
550 /* Find floor */ 587 /* Find floor */
551 floor = GET_MAP_OB( pl->map, x, y ); 588 floor = GET_MAP_OB (pl->map, x, y);
552 if ( !floor ) 589 if (!floor)
553 { 590 {
554 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 591 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
555 return; 592 return;
556 } 593 }
557 594
558 while ( floor && ( floor->type != FLOOR ) && ( !QUERY_FLAG( floor, FLAG_IS_FLOOR ) ) ) 595 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
559 floor = floor->above; 596 floor = floor->above;
560 597
561 if ( !floor ) 598 if (!floor)
562 { 599 {
563 new_draw_info( NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here." ); 600 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
564 return; 601 return;
565 } 602 }
566 /* Create item, set flag, insert in map */ 603 /* Create item, set flag, insert in map */
567 arch = find_archetype( item->slaying ); 604 arch = find_archetype (item->slaying);
568 if ( !arch ) 605 if (!arch)
569 return; 606 return;
570 607
571 tmp = arch_to_object( arch ); 608 tmp = arch_to_object (arch);
572 609
573 if ( ( floor->above ) && ( !can_build_over(pl->map, tmp, x, y) ) ) 610 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
574 /* Floor has something on top that interferes with building */ 611 /* Floor has something on top that interferes with building */
575 { 612 {
576 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." ); 613 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
577 return; 614 return;
578 }
579 615 }
616
580 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 617 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
581 SET_FLAG( tmp, FLAG_NO_PICK ); 618 SET_FLAG (tmp, FLAG_NO_PICK);
582 619
583 /* 620 /*
584 * This doesn't work on non unique maps. pedestals under floor will not be saved... 621 * This doesn't work on non unique maps. pedestals under floor will not be saved...
585 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; 622 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
586 */ 623 */
587 insert_flag = INS_ABOVE_FLOOR_ONLY; 624 insert_flag = INS_ABOVE_FLOOR_ONLY;
588 625
589 connected = 0; 626 connected = 0;
590 switch( tmp->type ) 627 switch (tmp->type)
591 { 628 {
592 case DOOR: 629 case DOOR:
593 case GATE: 630 case GATE:
594 case BUTTON: 631 case BUTTON:
595 case DETECTOR: 632 case DETECTOR:
596 case TIMED_GATE: 633 case TIMED_GATE:
597 case PEDESTAL: 634 case PEDESTAL:
598 case CF_HANDLE: 635 case CF_HANDLE:
599 case MAGIC_EAR: 636 case MAGIC_EAR:
600 case SIGN: 637 case SIGN:
601 /* Signs don't need a connection, but but magic mouths do. */ 638 /* Signs don't need a connection, but but magic mouths do. */
602 if (tmp->type == SIGN && strcmp( tmp->arch->name, "magic_mouth" )) 639 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
603 break; 640 break;
604 con_rune = get_connection_rune( pl, x, y ); 641 con_rune = get_connection_rune (pl, x, y);
605 connected = find_or_create_connection_for_map( pl, x, y, con_rune ); 642 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
606 if ( connected == -1 ) 643 if (connected == -1)
607 {
608 /* Player already informed of failure by the previous function */
609 free_object( tmp );
610 return;
611 }
612 /* Remove marking rune */
613 remove_ob( con_rune );
614 free_object( con_rune );
615 }
616
617 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
618 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
619 {
620 if (adjust_sign_msg( pl, x, y, tmp ) == -1)
621 { 644 {
645 /* Player already informed of failure by the previous function */
622 free_object( tmp ); 646 free_object (tmp);
623 return; 647 return;
624 } 648 }
649 /* Remove marking rune */
650 remove_ob (con_rune);
651 free_object (con_rune);
652 }
653
654 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
655 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
656 {
657 if (adjust_sign_msg (pl, x, y, tmp) == -1)
625 } 658 {
659 free_object (tmp);
660 return;
661 }
662 }
626 663
627 insert_ob_in_map_at( tmp, pl->map, floor, insert_flag, x, y ); 664 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
628 if ( connected != 0 ) 665 if (connected != 0)
629 add_button_link( tmp, pl->map, connected ); 666 add_button_link (tmp, pl->map, connected);
630 667
631 new_draw_info_format( NDI_UNIQUE, 0, pl, "You build the %s", query_name( tmp ) ); 668 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
632 decrease_ob_nr( item, 1 ); 669 decrease_ob_nr (item, 1);
633 } 670}
634 671
635/** 672/**
636 * Item remover. 673 * Item remover.
637 * 674 *
638 * Removes first buildable item, either under or above the floor 675 * Removes first buildable item, either under or above the floor
639 */ 676 */
677void
640void apply_builder_remove( object* pl, int dir ) 678apply_builder_remove (object *pl, int dir)
641 { 679{
642 object* item; 680 object *item;
643 short x, y; 681 short x, y;
644 682
645 x = pl->x + freearr_x[ dir ]; 683 x = pl->x + freearr_x[dir];
646 y = pl->y + freearr_y[ dir ]; 684 y = pl->y + freearr_y[dir];
647 685
648 /* Check square */ 686 /* Check square */
649 item = GET_MAP_OB( pl->map, x, y ); 687 item = GET_MAP_OB (pl->map, x, y);
650 if ( !item ) 688 if (!item)
651 { 689 {
652 /* Should not happen with previous tests, but we never know */ 690 /* Should not happen with previous tests, but we never know */
653 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 691 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
654 LOG( llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path ); 692 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
655 return; 693 return;
656 } 694 }
657 695
658 if ( item->type == FLOOR || QUERY_FLAG(item,FLAG_IS_FLOOR) ) 696 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
659 item = item->above; 697 item = item->above;
660 698
661 if ( !item ) 699 if (!item)
662 { 700 {
663 new_draw_info( NDI_UNIQUE, 0, pl, "Nothing to remove." ); 701 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
664 return; 702 return;
665 } 703 }
666 704
667 /* Now remove object, with special cases (buttons & such) */ 705 /* Now remove object, with special cases (buttons & such) */
668 switch ( item->type ) 706 switch (item->type)
669 { 707 {
670 case WALL: 708 case WALL:
671 new_draw_info( NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor." ); 709 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 return; 710 return;
673 711
674 case DOOR: 712 case DOOR:
675 case BUTTON: 713 case BUTTON:
676 case GATE: 714 case GATE:
677 case TIMED_GATE: 715 case TIMED_GATE:
678 case DETECTOR: 716 case DETECTOR:
679 case PEDESTAL: 717 case PEDESTAL:
680 case CF_HANDLE: 718 case CF_HANDLE:
681 case MAGIC_EAR: 719 case MAGIC_EAR:
682 case SIGN: 720 case SIGN:
683 /* Special case: must unconnect */ 721 /* Special case: must unconnect */
684 if (QUERY_FLAG(item,FLAG_IS_LINKED)) 722 if (QUERY_FLAG (item, FLAG_IS_LINKED))
685 remove_button_link( item ); 723 remove_button_link (item);
686 724
687 /* Fall through */ 725 /* Fall through */
688 726
689 default: 727 default:
690 /* Remove generic item */ 728 /* Remove generic item */
691 new_draw_info_format( NDI_UNIQUE, 0, pl, "You remove the %s", query_name( item ) ); 729 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
692 remove_ob( item ); 730 remove_ob (item);
693 free_object( item ); 731 free_object (item);
694 }
695 } 732 }
733}
696 734
697/** 735/**
698 * Global building function 736 * Global building function
699 * 737 *
700 * This is the general map building function. Called when the player 'fires' a builder 738 * This is the general map building function. Called when the player 'fires' a builder
701 * or remover object. 739 * or remover object.
702 */ 740 */
741void
703void apply_map_builder( object* pl, int dir ) 742apply_map_builder (object *pl, int dir)
704 { 743{
705 object* builder; 744 object *builder;
706 object* tmp; 745 object *tmp;
707 object* tmp2; 746 object *tmp2;
708 short x, y; 747 short x, y;
709 748
710 if ( !pl->type == PLAYER ) 749 if (!pl->type == PLAYER)
711 return; 750 return;
712 751
713 /*if ( !player->map->unique ) 752 /*if ( !player->map->unique )
714 { 753 {
715 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); 754 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
716 return; 755 return;
717 }*/ 756 } */
718 757
719 if ( dir == 0 ) 758 if (dir == 0)
720 { 759 {
721 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself." ); 760 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
722 return; 761 return;
723 } 762 }
724 763
725 x = pl->x + freearr_x[ dir ]; 764 x = pl->x + freearr_x[dir];
726 y = pl->y + freearr_y[ dir ]; 765 y = pl->y + freearr_y[dir];
727 766
728 if ( ( 1 > x ) || ( 1 > y ) || ( ( MAP_WIDTH( pl->map ) - 2 ) < x ) || ( ( MAP_HEIGHT( pl->map ) - 2 ) < y ) ) 767 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
729 { 768 {
730 new_draw_info( NDI_UNIQUE, 0, pl, "Can't build on map edge..." ); 769 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
731 return; 770 return;
771 }
772
773 /*
774 * Check specified square
775 * The square must have only buildable items
776 * Exception: marking runes are all right,
777 * since they are used for special things like connecting doors / buttons
778 */
779
780 tmp = GET_MAP_OB (pl->map, x, y);
781 if (!tmp)
782 {
783 /* Nothing, meaning player is standing next to an undefined square... */
784 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
785 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
786 return;
787 }
788 tmp2 = find_marked_object (pl);
789 while (tmp)
790 {
791 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
732 } 792 {
793 /* The item building function already has it's own special
794 * checks for this
795 */
796 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
797 {
798 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
799 return;
800 }
801 }
802 tmp = tmp->above;
803 }
733 804
805 /* Now we know the square is ok */
806 builder = pl->contr->ranges[range_builder];
807
808 if (builder->subtype == ST_BD_REMOVE)
809 /* Remover -> call specific function and bail out */
810 {
811 apply_builder_remove (pl, dir);
812 return;
813 }
814
815 if (builder->subtype == ST_BD_BUILD)
734 /* 816 /*
735 * Check specified square 817 * Builder.
736 * The square must have only buildable items 818 * Find marked item to build, call specific function
737 * Exception: marking runes are all right,
738 * since they are used for special things like connecting doors / buttons
739 */ 819 */
740 820 {
741 tmp = GET_MAP_OB( pl->map, x, y );
742 if ( !tmp )
743 {
744 /* Nothing, meaning player is standing next to an undefined square... */
745 LOG( llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path );
746 new_draw_info( NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird." );
747 return;
748 }
749 tmp2 = find_marked_object( pl );
750 while ( tmp )
751 {
752 if ( !QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) && ( ( tmp->type != SIGN )
753 || ( strcmp( tmp->arch->name, "rune_mark" ) ) ) )
754 {
755 /* The item building function already has it's own special
756 * checks for this
757 */
758 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM ))
759 {
760 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." );
761 return;
762 }
763 }
764 tmp = tmp->above;
765 }
766
767 /* Now we know the square is ok */
768 builder = pl->contr->ranges[ range_builder ];
769
770 if ( builder->subtype == ST_BD_REMOVE )
771 /* Remover -> call specific function and bail out */
772 {
773 apply_builder_remove( pl, dir );
774 return;
775 }
776
777 if ( builder->subtype == ST_BD_BUILD )
778 /*
779 * Builder.
780 * Find marked item to build, call specific function
781 */
782 {
783 tmp = tmp2; 821 tmp = tmp2;
784 if ( !tmp ) 822 if (!tmp)
785 { 823 {
786 new_draw_info( NDI_UNIQUE, 0, pl, "You need to mark raw materials to use." ); 824 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
787 return; 825 return;
788 } 826 }
789 827
790 if ( tmp->type != MATERIAL ) 828 if (tmp->type != MATERIAL)
791 { 829 {
792 new_draw_info( NDI_UNIQUE, 0, pl, "You can't use the marked item to build." ); 830 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
793 return; 831 return;
794 } 832 }
795 833
796 switch( tmp->subtype ) 834 switch (tmp->subtype)
797 { 835 {
798 case ST_MAT_FLOOR: 836 case ST_MAT_FLOOR:
799 apply_builder_floor( pl, tmp, x, y ); 837 apply_builder_floor (pl, tmp, x, y);
800 return; 838 return;
801 839
802 case ST_MAT_WALL: 840 case ST_MAT_WALL:
803 apply_builder_wall( pl, tmp, x, y ); 841 apply_builder_wall (pl, tmp, x, y);
804 return; 842 return;
805 843
806 case ST_MAT_ITEM: 844 case ST_MAT_ITEM:
807 apply_builder_item( pl, tmp, x, y ); 845 apply_builder_item (pl, tmp, x, y);
808 return; 846 return;
809 847
810 default: 848 default:
811 new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry." ); 849 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
812 LOG( llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype ); 850 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
813 return; 851 return;
814 } 852 }
815 } 853 }
816 854
817 /* Here, it means the builder has an invalid type */ 855 /* Here, it means the builder has an invalid type */
818 new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry." ); 856 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
819 LOG( llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype ); 857 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
820 } 858}
821 859
822/** 860/**
823 * Make the built object inherit the msg of books that are used with it. 861 * Make the built object inherit the msg of books that are used with it.
824 * For objects already invisible (i.e. magic mouths & ears), also make it 862 * For objects already invisible (i.e. magic mouths & ears), also make it
825 * it inherit the face and the name with "talking " prepended. 863 * it inherit the face and the name with "talking " prepended.
826 */ 864 */
865int
827int adjust_sign_msg( object* pl, short x, short y, object* tmp ) 866adjust_sign_msg (object *pl, short x, short y, object *tmp)
828 { 867{
829 object* book; 868 object *book;
830 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
831 char buf2[MAX_BUF]; 870 char buf2[MAX_BUF];
832 871
833 book = get_msg_book( pl, x, y ); 872 book = get_msg_book (pl, x, y);
834 if ( !book ) 873 if (!book)
835 { 874 {
836 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message." ); 875 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
837 return -1; 876 return -1;
838 } 877 }
839 878
840 tmp->msg = book->msg; 879 tmp->msg = book->msg;
841 880
842 if (tmp->invisible) 881 if (tmp->invisible)
843 { 882 {
844 if(book->custom_name != NULL) 883 if (book->custom_name != NULL)
845 { 884 {
846 snprintf(buf, sizeof(buf), "talking %s", &book->custom_name); 885 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
847 } else { 886 }
887 else
888 {
848 snprintf(buf, sizeof(buf), "talking %s", &book->name); 889 snprintf (buf, sizeof (buf), "talking %s", &book->name);
849 } 890 }
850 tmp->name = buf; 891 tmp->name = buf;
851 892
852 if (book->name_pl != NULL) 893 if (book->name_pl != NULL)
853 { 894 {
854 snprintf(buf2, sizeof(buf2), "talking %s", &book->name_pl); 895 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
855 tmp->name_pl = buf2; 896 tmp->name_pl = buf2;
856 }
857 897 }
898
858 tmp->face = book->face; 899 tmp->face = book->face;
859 tmp->invisible = 0; 900 tmp->invisible = 0;
860 } 901 }
861 remove_ob( book ); 902 remove_ob (book);
862 free_object( book ); 903 free_object (book);
863 return 0; 904 return 0;
864 } 905}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines