1 |
|
2 |
/* |
3 |
* static char *rcsid_build_map = |
4 |
* "$Id: build_map.C,v 1.5 2006-09-10 15:59:57 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The authors can be reached via e-mail to crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
#include <global.h> |
31 |
#include <living.h> |
32 |
#include <spells.h> |
33 |
#include <skills.h> |
34 |
#include <tod.h> |
35 |
#include <sproto.h> |
36 |
|
37 |
/** |
38 |
* Check if objects on a square interfere with building |
39 |
*/ |
40 |
int |
41 |
can_build_over (mapstruct *map, object *tmp, short x, short y) |
42 |
{ |
43 |
object *ob; |
44 |
|
45 |
ob = GET_MAP_OB (map, x, y); |
46 |
while (ob) |
47 |
{ |
48 |
/* if ob is not a marking rune or floor, then check special cases */ |
49 |
if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR) |
50 |
{ |
51 |
switch (tmp->type) |
52 |
{ |
53 |
case SIGN: |
54 |
case MAGIC_EAR: |
55 |
/* Allow signs and magic ears to be built on books */ |
56 |
if (ob->type != BOOK) |
57 |
{ |
58 |
return 0; |
59 |
} |
60 |
break; |
61 |
case BUTTON: |
62 |
case DETECTOR: |
63 |
case PEDESTAL: |
64 |
case CF_HANDLE: |
65 |
/* Allow buttons and levers to be built under gates */ |
66 |
if (ob->type != GATE && ob->type != DOOR) |
67 |
{ |
68 |
return 0; |
69 |
} |
70 |
break; |
71 |
default: |
72 |
return 0; |
73 |
} |
74 |
} |
75 |
ob = ob->above; |
76 |
} |
77 |
return 1; |
78 |
} |
79 |
|
80 |
/** |
81 |
* Erases marking runes at specified location |
82 |
*/ |
83 |
void |
84 |
remove_marking_runes (mapstruct *map, short x, short y) |
85 |
{ |
86 |
object *rune; |
87 |
object *next; |
88 |
|
89 |
rune = GET_MAP_OB (map, x, y); |
90 |
while (rune) |
91 |
{ |
92 |
next = rune->above; |
93 |
if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark"))) |
94 |
{ |
95 |
remove_ob (rune); |
96 |
free_object (rune); |
97 |
} |
98 |
rune = next; |
99 |
} |
100 |
} |
101 |
|
102 |
/** |
103 |
* Returns an unused value for 'connected'. |
104 |
* \param map: map for which to find a value |
105 |
* \return 'connected' value with no item, or -1 if failure. |
106 |
* |
107 |
* Tries 1000 random values, then returns -1. |
108 |
*/ |
109 |
int |
110 |
find_unused_connected_value (mapstruct *map) |
111 |
{ |
112 |
int connected = 0; |
113 |
int itest = 0; |
114 |
oblinkpt *obp; |
115 |
|
116 |
while (itest++ < 1000) |
117 |
{ |
118 |
connected = 1 + rand () % 20000; |
119 |
for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next); |
120 |
|
121 |
if (!obp) |
122 |
return connected; |
123 |
} |
124 |
|
125 |
return -1; |
126 |
} |
127 |
|
128 |
|
129 |
/** |
130 |
* Helper function for door/button/connected item building. |
131 |
* |
132 |
* Will search the specified spot for a marking rune. |
133 |
* If not found, returns -1 |
134 |
* Else, searches a force in op's inventory matching the map's name |
135 |
* and the rune's text. |
136 |
* If found, returns the connection value associated |
137 |
* else searches a new connection value, and adds the force to the player. |
138 |
*/ |
139 |
int |
140 |
find_or_create_connection_for_map (object *pl, short x, short y, object *rune) |
141 |
{ |
142 |
object *force; |
143 |
int connected; |
144 |
|
145 |
if (!rune) |
146 |
rune = get_connection_rune (pl, x, y); |
147 |
|
148 |
if (!rune) |
149 |
{ |
150 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name."); |
151 |
return -1; |
152 |
} |
153 |
|
154 |
/* Now, find force in player's inventory */ |
155 |
force = pl->inv; |
156 |
while (force |
157 |
&& ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg) |
158 |
|| (strcmp (force->msg, rune->msg)))) |
159 |
force = force->below; |
160 |
|
161 |
if (!force) |
162 |
/* No force, need to create & insert one */ |
163 |
{ |
164 |
/* Find unused value */ |
165 |
connected = find_unused_connected_value (pl->map); |
166 |
if (connected == -1) |
167 |
{ |
168 |
new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups."); |
169 |
return -1; |
170 |
} |
171 |
|
172 |
force = get_archetype (FORCE_NAME); |
173 |
force->speed = 0; |
174 |
update_ob_speed (force); |
175 |
force->slaying = pl->map->path; |
176 |
force->msg = rune->msg; |
177 |
force->path_attuned = connected; |
178 |
insert_ob_in_ob (force, pl); |
179 |
|
180 |
return connected; |
181 |
} |
182 |
|
183 |
/* Found the force, everything's easy. */ |
184 |
return force->path_attuned; |
185 |
} |
186 |
|
187 |
/** |
188 |
* Returns the marking rune on the square, for purposes of building connections |
189 |
*/ |
190 |
object * |
191 |
get_connection_rune (object *pl, short x, short y) |
192 |
{ |
193 |
object *rune; |
194 |
|
195 |
rune = GET_MAP_OB (pl->map, x, y); |
196 |
while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark")))) |
197 |
rune = rune->above; |
198 |
return rune; |
199 |
} |
200 |
|
201 |
/** |
202 |
* Returns the book/scroll on the current square, for purposes of building |
203 |
*/ |
204 |
object * |
205 |
get_msg_book (object *pl, short x, short y) |
206 |
{ |
207 |
object *book; |
208 |
|
209 |
book = GET_MAP_OB (pl->map, x, y); |
210 |
while (book && (book->type != BOOK)) |
211 |
book = book->above; |
212 |
return book; |
213 |
} |
214 |
|
215 |
/** |
216 |
* Returns first item of type WALL. |
217 |
*/ |
218 |
object * |
219 |
get_wall (mapstruct *map, int x, int y) |
220 |
{ |
221 |
object *wall; |
222 |
|
223 |
wall = GET_MAP_OB (map, x, y); |
224 |
while (wall && (WALL != wall->type)) |
225 |
wall = wall->above; |
226 |
|
227 |
return wall; |
228 |
} |
229 |
|
230 |
/** |
231 |
* Fixes walls around specified spot |
232 |
* |
233 |
* \param map is the map |
234 |
* \param x |
235 |
* \param y are the position to fix |
236 |
* |
237 |
* Basically it ensures the correct wall is put where needed. |
238 |
* |
239 |
* Note: x & y must be valid map coordinates. |
240 |
*/ |
241 |
void |
242 |
fix_walls (mapstruct *map, int x, int y) |
243 |
{ |
244 |
int connect; |
245 |
object *wall; |
246 |
char archetype[MAX_BUF]; |
247 |
char *underscore; |
248 |
uint32 old_flags[4]; |
249 |
struct archetype *new_arch; |
250 |
int flag; |
251 |
|
252 |
/* First, find the wall on that spot */ |
253 |
wall = get_wall (map, x, y); |
254 |
if (!wall) |
255 |
/* Nothing -> bail out */ |
256 |
return; |
257 |
|
258 |
/* Find base name */ |
259 |
strcpy (archetype, wall->arch->name); |
260 |
underscore = strchr (archetype, '_'); |
261 |
|
262 |
if (!underscore || (!isdigit (*(underscore + 1)))) |
263 |
/* Not in a format we can change, bail out */ |
264 |
return; |
265 |
|
266 |
underscore++; |
267 |
*underscore = '\0'; |
268 |
|
269 |
connect = 0; |
270 |
|
271 |
if ((x > 0) && get_wall (map, x - 1, y)) |
272 |
connect |= 1; |
273 |
if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y)) |
274 |
connect |= 2; |
275 |
|
276 |
if ((y > 0) && get_wall (map, x, y - 1)) |
277 |
connect |= 4; |
278 |
|
279 |
if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1)) |
280 |
connect |= 8; |
281 |
|
282 |
switch (connect) |
283 |
{ |
284 |
case 0: |
285 |
strcat (archetype, "0"); |
286 |
|
287 |
break; |
288 |
case 1: |
289 |
strcat (archetype, "1_3"); |
290 |
|
291 |
break; |
292 |
case 2: |
293 |
strcat (archetype, "1_4"); |
294 |
|
295 |
break; |
296 |
case 3: |
297 |
strcat (archetype, "2_1_2"); |
298 |
|
299 |
break; |
300 |
case 4: |
301 |
strcat (archetype, "1_2"); |
302 |
|
303 |
break; |
304 |
case 5: |
305 |
strcat (archetype, "2_2_4"); |
306 |
|
307 |
break; |
308 |
case 6: |
309 |
strcat (archetype, "2_2_1"); |
310 |
|
311 |
break; |
312 |
case 7: |
313 |
strcat (archetype, "3_1"); |
314 |
|
315 |
break; |
316 |
case 8: |
317 |
strcat (archetype, "1_1"); |
318 |
|
319 |
break; |
320 |
case 9: |
321 |
strcat (archetype, "2_2_3"); |
322 |
|
323 |
break; |
324 |
case 10: |
325 |
strcat (archetype, "2_2_2"); |
326 |
|
327 |
break; |
328 |
case 11: |
329 |
strcat (archetype, "3_3"); |
330 |
|
331 |
break; |
332 |
case 12: |
333 |
strcat (archetype, "2_1_1"); |
334 |
|
335 |
break; |
336 |
case 13: |
337 |
strcat (archetype, "3_4"); |
338 |
|
339 |
break; |
340 |
case 14: |
341 |
strcat (archetype, "3_2"); |
342 |
|
343 |
break; |
344 |
case 15: |
345 |
strcat (archetype, "4"); |
346 |
|
347 |
break; |
348 |
} |
349 |
|
350 |
/* |
351 |
* Before anything, make sure the archetype does exist... |
352 |
* If not, prolly an error... |
353 |
*/ |
354 |
new_arch = archetype::find (archetype); |
355 |
|
356 |
if (!new_arch) |
357 |
return; |
358 |
|
359 |
/* Now delete current wall, and insert new one |
360 |
* We save flags to avoid any trouble with buildable/non buildable, and so on |
361 |
*/ |
362 |
for (flag = 0; flag < 4; flag++) |
363 |
old_flags[flag] = wall->flags[flag]; |
364 |
remove_ob (wall); |
365 |
free_object (wall); |
366 |
|
367 |
wall = arch_to_object (new_arch); |
368 |
wall->type = WALL; |
369 |
insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); |
370 |
for (flag = 0; flag < 4; flag++) |
371 |
wall->flags[flag] = old_flags[flag]; |
372 |
} |
373 |
|
374 |
/** |
375 |
* \brief Floor building function |
376 |
* |
377 |
* Floors can be build: |
378 |
* - on existing floors, with or without a detector/button |
379 |
* - on an existing wall, with or without a floor under it |
380 |
* |
381 |
* Note: this function will inconditionally change squares around (x, y) |
382 |
* so don't call it with x == 0 for instance! |
383 |
*/ |
384 |
void |
385 |
apply_builder_floor (object *pl, object *material, short x, short y) |
386 |
{ |
387 |
object *tmp, *above; |
388 |
object *above_floor; /* Item above floor, if any */ |
389 |
struct archetype *new_floor; |
390 |
struct archetype *new_wall; |
391 |
int i, xt, yt, floor_removed; |
392 |
char message[MAX_BUF]; |
393 |
|
394 |
sprintf (message, "You change the floor to better suit your tastes."); |
395 |
|
396 |
/* |
397 |
* Now the building part... |
398 |
* First, remove wall(s) and floor(s) at position x, y |
399 |
*/ |
400 |
above_floor = NULL; |
401 |
new_wall = NULL; |
402 |
floor_removed = 0; |
403 |
tmp = GET_MAP_OB (pl->map, x, y); |
404 |
if (tmp) |
405 |
{ |
406 |
while (tmp) |
407 |
{ |
408 |
above = tmp->above; |
409 |
if (WALL == tmp->type) |
410 |
{ |
411 |
/* There was a wall, remove it & keep its archetype to make new walls */ |
412 |
new_wall = tmp->arch; |
413 |
remove_ob (tmp); |
414 |
free_object (tmp); |
415 |
sprintf (message, "You destroy the wall and redo the floor."); |
416 |
} |
417 |
else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) |
418 |
{ |
419 |
remove_ob (tmp); |
420 |
free_object (tmp); |
421 |
floor_removed = 1; |
422 |
} |
423 |
else |
424 |
{ |
425 |
if (floor_removed) |
426 |
above_floor = tmp; |
427 |
} |
428 |
|
429 |
tmp = above; |
430 |
} |
431 |
} |
432 |
|
433 |
/* Now insert our floor */ |
434 |
new_floor = archetype::find (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 |
|
489 |
/* Now remove raw item from inventory */ |
490 |
decrease_ob (material); |
491 |
|
492 |
/* And tell player about the fix */ |
493 |
new_draw_info (NDI_UNIQUE, 0, pl, message); |
494 |
} |
495 |
|
496 |
/** |
497 |
* Wall building function |
498 |
* |
499 |
* Walls can be build: |
500 |
* - on a floor without anything else |
501 |
* - on an existing wall, with or without a floor |
502 |
*/ |
503 |
void |
504 |
apply_builder_wall (object *pl, object *material, short x, short y) |
505 |
{ |
506 |
object *current_wall; |
507 |
object *tmp; |
508 |
int xt, yt; |
509 |
struct archetype *new_wall; |
510 |
char message[MAX_BUF]; |
511 |
|
512 |
remove_marking_runes (pl->map, x, y); |
513 |
|
514 |
/* Grab existing wall, if any */ |
515 |
current_wall = NULL; |
516 |
tmp = GET_MAP_OB (pl->map, x, y); |
517 |
while (tmp && !current_wall) |
518 |
{ |
519 |
if (WALL == tmp->type) |
520 |
current_wall = tmp; |
521 |
|
522 |
tmp = tmp->above; |
523 |
} |
524 |
|
525 |
/* Find the raw wall in inventory */ |
526 |
sprintf (message, "You build a wall."); |
527 |
|
528 |
/* Now we can actually insert the wall */ |
529 |
new_wall = archetype::find (material->slaying); |
530 |
if (!new_wall) |
531 |
{ |
532 |
LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); |
533 |
return; |
534 |
} |
535 |
|
536 |
tmp = arch_to_object (new_wall); |
537 |
tmp->type = WALL; |
538 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
539 |
insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); |
540 |
|
541 |
/* If existing wall, remove it, no need to fix other walls */ |
542 |
if (current_wall) |
543 |
{ |
544 |
remove_ob (current_wall); |
545 |
free_object (current_wall); |
546 |
fix_walls (pl->map, x, y); |
547 |
sprintf (message, "You redecorate the wall to better suit your tastes."); |
548 |
} |
549 |
else |
550 |
{ |
551 |
/* Else fix all walls around */ |
552 |
for (xt = x - 1; xt <= x + 1; xt++) |
553 |
for (yt = y - 1; yt <= y + 1; yt++) |
554 |
{ |
555 |
if (OUT_OF_REAL_MAP (pl->map, xt, yt)) |
556 |
continue; |
557 |
|
558 |
fix_walls (pl->map, xt, yt); |
559 |
} |
560 |
} |
561 |
|
562 |
/* Now remove item from inventory */ |
563 |
decrease_ob (material); |
564 |
|
565 |
/* And tell player what happened */ |
566 |
new_draw_info (NDI_UNIQUE, 0, pl, message); |
567 |
} |
568 |
|
569 |
/** |
570 |
* Generic item builder. |
571 |
* |
572 |
* Item must be put on a square with a floor, you can have something under. |
573 |
* Archetype of created object is item->slaying (raw material). |
574 |
* Type of inserted item is tested for specific cases (doors & such). |
575 |
* Item is inserted above the floor, unless Str == 1 (only for detectors i guess) |
576 |
*/ |
577 |
void |
578 |
apply_builder_item (object *pl, object *item, short x, short y) |
579 |
{ |
580 |
object *tmp; |
581 |
struct archetype *arch; |
582 |
int insert_flag; |
583 |
object *floor; |
584 |
object *con_rune; |
585 |
int connected; |
586 |
|
587 |
/* Find floor */ |
588 |
floor = GET_MAP_OB (pl->map, x, y); |
589 |
if (!floor) |
590 |
{ |
591 |
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
592 |
return; |
593 |
} |
594 |
|
595 |
while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) |
596 |
floor = floor->above; |
597 |
|
598 |
if (!floor) |
599 |
{ |
600 |
new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); |
601 |
return; |
602 |
} |
603 |
/* Create item, set flag, insert in map */ |
604 |
arch = archetype::find (item->slaying); |
605 |
if (!arch) |
606 |
return; |
607 |
|
608 |
tmp = arch_to_object (arch); |
609 |
|
610 |
if ((floor->above) && (!can_build_over (pl->map, tmp, x, y))) |
611 |
/* Floor has something on top that interferes with building */ |
612 |
{ |
613 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
614 |
return; |
615 |
} |
616 |
|
617 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
618 |
SET_FLAG (tmp, FLAG_NO_PICK); |
619 |
|
620 |
/* |
621 |
* This doesn't work on non unique maps. pedestals under floor will not be saved... |
622 |
insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; |
623 |
*/ |
624 |
insert_flag = INS_ABOVE_FLOOR_ONLY; |
625 |
|
626 |
connected = 0; |
627 |
switch (tmp->type) |
628 |
{ |
629 |
case DOOR: |
630 |
case GATE: |
631 |
case BUTTON: |
632 |
case DETECTOR: |
633 |
case TIMED_GATE: |
634 |
case PEDESTAL: |
635 |
case CF_HANDLE: |
636 |
case MAGIC_EAR: |
637 |
case SIGN: |
638 |
/* Signs don't need a connection, but but magic mouths do. */ |
639 |
if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth")) |
640 |
break; |
641 |
con_rune = get_connection_rune (pl, x, y); |
642 |
connected = find_or_create_connection_for_map (pl, x, y, con_rune); |
643 |
if (connected == -1) |
644 |
{ |
645 |
/* Player already informed of failure by the previous function */ |
646 |
free_object (tmp); |
647 |
return; |
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) |
658 |
{ |
659 |
free_object (tmp); |
660 |
return; |
661 |
} |
662 |
} |
663 |
|
664 |
insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); |
665 |
if (connected != 0) |
666 |
add_button_link (tmp, pl->map, connected); |
667 |
|
668 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); |
669 |
decrease_ob_nr (item, 1); |
670 |
} |
671 |
|
672 |
/** |
673 |
* Item remover. |
674 |
* |
675 |
* Removes first buildable item, either under or above the floor |
676 |
*/ |
677 |
void |
678 |
apply_builder_remove (object *pl, int dir) |
679 |
{ |
680 |
object *item; |
681 |
short x, y; |
682 |
|
683 |
x = pl->x + freearr_x[dir]; |
684 |
y = pl->y + freearr_y[dir]; |
685 |
|
686 |
/* Check square */ |
687 |
item = GET_MAP_OB (pl->map, x, y); |
688 |
if (!item) |
689 |
{ |
690 |
/* Should not happen with previous tests, but we never know */ |
691 |
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
692 |
LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path); |
693 |
return; |
694 |
} |
695 |
|
696 |
if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) |
697 |
item = item->above; |
698 |
|
699 |
if (!item) |
700 |
{ |
701 |
new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); |
702 |
return; |
703 |
} |
704 |
|
705 |
/* Now remove object, with special cases (buttons & such) */ |
706 |
switch (item->type) |
707 |
{ |
708 |
case WALL: |
709 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); |
710 |
return; |
711 |
|
712 |
case DOOR: |
713 |
case BUTTON: |
714 |
case GATE: |
715 |
case TIMED_GATE: |
716 |
case DETECTOR: |
717 |
case PEDESTAL: |
718 |
case CF_HANDLE: |
719 |
case MAGIC_EAR: |
720 |
case SIGN: |
721 |
/* Special case: must unconnect */ |
722 |
if (QUERY_FLAG (item, FLAG_IS_LINKED)) |
723 |
remove_button_link (item); |
724 |
|
725 |
/* Fall through */ |
726 |
|
727 |
default: |
728 |
/* Remove generic item */ |
729 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); |
730 |
remove_ob (item); |
731 |
free_object (item); |
732 |
} |
733 |
} |
734 |
|
735 |
/** |
736 |
* Global building function |
737 |
* |
738 |
* This is the general map building function. Called when the player 'fires' a builder |
739 |
* or remover object. |
740 |
*/ |
741 |
void |
742 |
apply_map_builder (object *pl, int dir) |
743 |
{ |
744 |
object *builder; |
745 |
object *tmp; |
746 |
object *tmp2; |
747 |
short x, y; |
748 |
|
749 |
if (!pl->type == PLAYER) |
750 |
return; |
751 |
|
752 |
/*if ( !player->map->unique ) |
753 |
{ |
754 |
new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); |
755 |
return; |
756 |
} */ |
757 |
|
758 |
if (dir == 0) |
759 |
{ |
760 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself."); |
761 |
return; |
762 |
} |
763 |
|
764 |
x = pl->x + freearr_x[dir]; |
765 |
y = pl->y + freearr_y[dir]; |
766 |
|
767 |
if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y)) |
768 |
{ |
769 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); |
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")))) |
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 |
} |
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) |
816 |
/* |
817 |
* Builder. |
818 |
* Find marked item to build, call specific function |
819 |
*/ |
820 |
{ |
821 |
tmp = tmp2; |
822 |
if (!tmp) |
823 |
{ |
824 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use."); |
825 |
return; |
826 |
} |
827 |
|
828 |
if (tmp->type != MATERIAL) |
829 |
{ |
830 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build."); |
831 |
return; |
832 |
} |
833 |
|
834 |
switch (tmp->subtype) |
835 |
{ |
836 |
case ST_MAT_FLOOR: |
837 |
apply_builder_floor (pl, tmp, x, y); |
838 |
return; |
839 |
|
840 |
case ST_MAT_WALL: |
841 |
apply_builder_wall (pl, tmp, x, y); |
842 |
return; |
843 |
|
844 |
case ST_MAT_ITEM: |
845 |
apply_builder_item (pl, tmp, x, y); |
846 |
return; |
847 |
|
848 |
default: |
849 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); |
850 |
LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); |
851 |
return; |
852 |
} |
853 |
} |
854 |
|
855 |
/* Here, it means the builder has an invalid type */ |
856 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); |
857 |
LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); |
858 |
} |
859 |
|
860 |
/** |
861 |
* Make the built object inherit the msg of books that are used with it. |
862 |
* For objects already invisible (i.e. magic mouths & ears), also make it |
863 |
* it inherit the face and the name with "talking " prepended. |
864 |
*/ |
865 |
int |
866 |
adjust_sign_msg (object *pl, short x, short y, object *tmp) |
867 |
{ |
868 |
object *book; |
869 |
char buf[MAX_BUF]; |
870 |
char buf2[MAX_BUF]; |
871 |
|
872 |
book = get_msg_book (pl, x, y); |
873 |
if (!book) |
874 |
{ |
875 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message."); |
876 |
return -1; |
877 |
} |
878 |
|
879 |
tmp->msg = book->msg; |
880 |
|
881 |
if (tmp->invisible) |
882 |
{ |
883 |
if (book->custom_name != NULL) |
884 |
{ |
885 |
snprintf (buf, sizeof (buf), "talking %s", &book->custom_name); |
886 |
} |
887 |
else |
888 |
{ |
889 |
snprintf (buf, sizeof (buf), "talking %s", &book->name); |
890 |
} |
891 |
tmp->name = buf; |
892 |
|
893 |
if (book->name_pl != NULL) |
894 |
{ |
895 |
snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl); |
896 |
tmp->name_pl = buf2; |
897 |
} |
898 |
|
899 |
tmp->face = book->face; |
900 |
tmp->invisible = 0; |
901 |
} |
902 |
remove_ob (book); |
903 |
free_object (book); |
904 |
return 0; |
905 |
} |