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/cvs/deliantra/server/server/build_map.C
Revision: 1.9
Committed: Mon Dec 4 15:15:34 2006 UTC (17 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +19 -1 lines
Log Message:
added fix_walls_around for the builder ui extension.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29 #include <sproto.h>
30
31 /**
32 * Check if objects on a square interfere with building
33 */
34 int
35 can_build_over (maptile *map, object *tmp, short x, short y)
36 {
37 object *ob;
38
39 ob = GET_MAP_OB (map, x, y);
40 while (ob)
41 {
42 /* if ob is not a marking rune or floor, then check special cases */
43 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR)
44 {
45 switch (tmp->type)
46 {
47 case SIGN:
48 case MAGIC_EAR:
49 /* Allow signs and magic ears to be built on books */
50 if (ob->type != BOOK)
51 {
52 return 0;
53 }
54 break;
55 case BUTTON:
56 case DETECTOR:
57 case PEDESTAL:
58 case CF_HANDLE:
59 /* Allow buttons and levers to be built under gates */
60 if (ob->type != GATE && ob->type != DOOR)
61 {
62 return 0;
63 }
64 break;
65 default:
66 return 0;
67 }
68 }
69 ob = ob->above;
70 }
71 return 1;
72 }
73
74 /**
75 * Erases marking runes at specified location
76 */
77 void
78 remove_marking_runes (maptile *map, short x, short y)
79 {
80 object *rune;
81 object *next;
82
83 rune = GET_MAP_OB (map, x, y);
84 while (rune)
85 {
86 next = rune->above;
87 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
88 {
89 remove_ob (rune);
90 free_object (rune);
91 }
92 rune = next;
93 }
94 }
95
96 /**
97 * Returns an unused value for 'connected'.
98 * \param map: map for which to find a value
99 * \return 'connected' value with no item, or -1 if failure.
100 *
101 * Tries 1000 random values, then returns -1.
102 */
103 int
104 find_unused_connected_value (maptile *map)
105 {
106 int connected = 0;
107 int itest = 0;
108 oblinkpt *obp;
109
110 while (itest++ < 1000)
111 {
112 connected = 1 + rand () % 20000;
113 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
114
115 if (!obp)
116 return connected;
117 }
118
119 return -1;
120 }
121
122
123 /**
124 * Helper function for door/button/connected item building.
125 *
126 * Will search the specified spot for a marking rune.
127 * If not found, returns -1
128 * Else, searches a force in op's inventory matching the map's name
129 * and the rune's text.
130 * If found, returns the connection value associated
131 * else searches a new connection value, and adds the force to the player.
132 */
133 int
134 find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
135 {
136 object *force;
137 int connected;
138
139 if (!rune)
140 rune = get_connection_rune (pl, x, y);
141
142 if (!rune)
143 {
144 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
145 return -1;
146 }
147
148 /* Now, find force in player's inventory */
149 force = pl->inv;
150 while (force
151 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
152 || (strcmp (force->msg, rune->msg))))
153 force = force->below;
154
155 if (!force)
156 /* No force, need to create & insert one */
157 {
158 /* Find unused value */
159 connected = find_unused_connected_value (pl->map);
160 if (connected == -1)
161 {
162 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
163 return -1;
164 }
165
166 force = get_archetype (FORCE_NAME);
167 force->speed = 0;
168 update_ob_speed (force);
169 force->slaying = pl->map->path;
170 force->msg = rune->msg;
171 force->path_attuned = connected;
172 insert_ob_in_ob (force, pl);
173
174 return connected;
175 }
176
177 /* Found the force, everything's easy. */
178 return force->path_attuned;
179 }
180
181 /**
182 * Returns the marking rune on the square, for purposes of building connections
183 */
184 object *
185 get_connection_rune (object *pl, short x, short y)
186 {
187 object *rune;
188
189 rune = GET_MAP_OB (pl->map, x, y);
190 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
191 rune = rune->above;
192 return rune;
193 }
194
195 /**
196 * Returns the book/scroll on the current square, for purposes of building
197 */
198 object *
199 get_msg_book (object *pl, short x, short y)
200 {
201 object *book;
202
203 book = GET_MAP_OB (pl->map, x, y);
204 while (book && (book->type != BOOK))
205 book = book->above;
206 return book;
207 }
208
209 /**
210 * Returns first item of type WALL.
211 */
212 object *
213 get_wall (maptile *map, int x, int y)
214 {
215 object *wall;
216
217 wall = GET_MAP_OB (map, x, y);
218 while (wall && (WALL != wall->type))
219 {
220 wall = wall->above;
221 }
222
223 return wall;
224 }
225
226 /**
227 * Fixes walls around specified spot
228 *
229 * \param map is the map
230 * \param x
231 * \param y are the position to fix
232 *
233 * Basically it ensures the correct wall is put where needed.
234 *
235 * Note: x & y must be valid map coordinates.
236 */
237 void
238 fix_walls (maptile *map, int x, int y)
239 {
240 int connect;
241 object *wall;
242 char archetype[MAX_BUF];
243 char *underscore;
244 uint32 old_flags[4];
245 struct archetype *new_arch;
246 int flag;
247
248
249 /* First, find the wall on that spot */
250 wall = get_wall (map, x, y);
251 if (!wall)
252 /* Nothing -> bail out */
253 return;
254
255 /* Find base name */
256 strcpy (archetype, wall->arch->name);
257 underscore = strchr (archetype, '_');
258
259 if (!underscore || (!isdigit (*(underscore + 1))))
260 /* Not in a format we can change, bail out */
261 return;
262
263 underscore++;
264 *underscore = '\0';
265
266 connect = 0;
267
268 if ((x > 0) && get_wall (map, x - 1, y))
269 connect |= 1;
270 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y))
271 connect |= 2;
272
273 if ((y > 0) && get_wall (map, x, y - 1))
274 connect |= 4;
275
276 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
277 connect |= 8;
278
279 switch (connect)
280 {
281 case 0:
282 strcat (archetype, "0");
283
284 break;
285 case 1:
286 strcat (archetype, "1_3");
287
288 break;
289 case 2:
290 strcat (archetype, "1_4");
291
292 break;
293 case 3:
294 strcat (archetype, "2_1_2");
295
296 break;
297 case 4:
298 strcat (archetype, "1_2");
299
300 break;
301 case 5:
302 strcat (archetype, "2_2_4");
303
304 break;
305 case 6:
306 strcat (archetype, "2_2_1");
307
308 break;
309 case 7:
310 strcat (archetype, "3_1");
311
312 break;
313 case 8:
314 strcat (archetype, "1_1");
315
316 break;
317 case 9:
318 strcat (archetype, "2_2_3");
319
320 break;
321 case 10:
322 strcat (archetype, "2_2_2");
323
324 break;
325 case 11:
326 strcat (archetype, "3_3");
327
328 break;
329 case 12:
330 strcat (archetype, "2_1_1");
331
332 break;
333 case 13:
334 strcat (archetype, "3_4");
335
336 break;
337 case 14:
338 strcat (archetype, "3_2");
339
340 break;
341 case 15:
342 strcat (archetype, "4");
343
344 break;
345 }
346
347 /*
348 * Before anything, make sure the archetype does exist...
349 * If not, prolly an error...
350 */
351 new_arch = archetype::find (archetype);
352
353 if (!new_arch)
354 return;
355
356 /* Now delete current wall, and insert new one
357 * We save flags to avoid any trouble with buildable/non buildable, and so on
358 */
359 for (flag = 0; flag < 4; flag++)
360 old_flags[flag] = wall->flags[flag];
361 remove_ob (wall);
362 free_object (wall);
363
364 wall = arch_to_object (new_arch);
365 wall->type = WALL;
366 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
367 for (flag = 0; flag < 4; flag++)
368 wall->flags[flag] = old_flags[flag];
369 }
370
371 /**
372 * \brief Floor building function
373 *
374 * Floors can be build:
375 * - on existing floors, with or without a detector/button
376 * - on an existing wall, with or without a floor under it
377 *
378 * Note: this function will inconditionally change squares around (x, y)
379 * so don't call it with x == 0 for instance!
380 */
381 void
382 apply_builder_floor (object *pl, object *material, short x, short y)
383 {
384 object *tmp, *above;
385 object *above_floor; /* Item above floor, if any */
386 struct archetype *new_floor;
387 struct archetype *new_wall;
388 int i, xt, yt, floor_removed;
389 char message[MAX_BUF];
390
391 sprintf (message, "You change the floor to better suit your tastes.");
392
393 /*
394 * Now the building part...
395 * First, remove wall(s) and floor(s) at position x, y
396 */
397 above_floor = NULL;
398 new_wall = NULL;
399 floor_removed = 0;
400 tmp = GET_MAP_OB (pl->map, x, y);
401 if (tmp)
402 {
403 while (tmp)
404 {
405 above = tmp->above;
406 if (WALL == tmp->type)
407 {
408 /* There was a wall, remove it & keep its archetype to make new walls */
409 new_wall = tmp->arch;
410 remove_ob (tmp);
411 free_object (tmp);
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 remove_ob (tmp);
417 free_object (tmp);
418 floor_removed = 1;
419 }
420 else
421 {
422 if (floor_removed)
423 above_floor = tmp;
424 }
425
426 tmp = above;
427 }
428 }
429
430 /* Now insert our floor */
431 new_floor = archetype::find (material->slaying);
432 if (!new_floor)
433 {
434 /* Not found, log & bail out */
435 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
436 return;
437 }
438
439 tmp = arch_to_object (new_floor);
440 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
441 SET_FLAG (tmp, FLAG_UNIQUE);
442 SET_FLAG (tmp, FLAG_IS_FLOOR);
443 tmp->type = FLOOR;
444 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
445
446 /*
447 * Next step: make sure there are either walls or floors around the new square
448 * Since building, you can have: blocking view / floor / wall / nothing
449 */
450 for (i = 1; i <= 8; i++)
451 {
452 xt = x + freearr_x[i];
453 yt = y + freearr_y[i];
454 tmp = GET_MAP_OB (pl->map, xt, yt);
455 if (!tmp)
456 {
457 /* Must insert floor & wall */
458 tmp = arch_to_object (new_floor);
459 /* Better make the floor unique */
460 SET_FLAG (tmp, FLAG_UNIQUE);
461 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
462 tmp->type = FLOOR;
463 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
464 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
465 if (new_wall)
466 {
467 tmp = arch_to_object (new_wall);
468 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
469 tmp->type = WALL;
470 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
471 }
472 }
473 }
474
475 /* Finally fixing walls to ensure nice continuous walls
476 * Note: 2 squares around are checked, because potentially we added walls around the building
477 * spot, so need to check that those new walls connect correctly
478 */
479 for (xt = x - 2; xt <= x + 2; xt++)
480 for (yt = y - 2; yt <= y + 2; yt++)
481 {
482 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
483 fix_walls (pl->map, xt, yt);
484 }
485
486 /* Now remove raw item from inventory */
487 decrease_ob (material);
488
489 /* And tell player about the fix */
490 new_draw_info (NDI_UNIQUE, 0, pl, message);
491 }
492
493 /**
494 * Wall radius fix function
495 */
496 void fix_walls_around (maptile *map, int x, int y)
497 {
498 for (int xt = x - 1; xt <= x + 1; xt++)
499 for (int yt = y - 1; yt <= y + 1; yt++)
500 {
501 if (OUT_OF_REAL_MAP (map, xt, yt))
502 continue;
503
504 fix_walls (map, xt, yt);
505 }
506 }
507
508 /**
509 * Wall building function
510 *
511 * Walls can be build:
512 * - on a floor without anything else
513 * - on an existing wall, with or without a floor
514 */
515 void
516 apply_builder_wall (object *pl, object *material, short x, short y)
517 {
518 object *current_wall;
519 object *tmp;
520 int xt, yt;
521 struct archetype *new_wall;
522 char message[MAX_BUF];
523
524 remove_marking_runes (pl->map, x, y);
525
526 /* Grab existing wall, if any */
527 current_wall = NULL;
528 tmp = GET_MAP_OB (pl->map, x, y);
529 while (tmp && !current_wall)
530 {
531 if (WALL == tmp->type)
532 current_wall = tmp;
533
534 tmp = tmp->above;
535 }
536
537 /* Find the raw wall in inventory */
538 sprintf (message, "You build a wall.");
539
540 /* Now we can actually insert the wall */
541 new_wall = archetype::find (material->slaying);
542 if (!new_wall)
543 {
544 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
545 return;
546 }
547
548 tmp = arch_to_object (new_wall);
549 tmp->type = WALL;
550 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
551 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
552
553 /* If existing wall, remove it, no need to fix other walls */
554 if (current_wall)
555 {
556 remove_ob (current_wall);
557 free_object (current_wall);
558 fix_walls (pl->map, x, y);
559 sprintf (message, "You redecorate the wall to better suit your tastes.");
560 }
561 else
562 {
563 /* Else fix all walls around */
564 for (xt = x - 1; xt <= x + 1; xt++)
565 for (yt = y - 1; yt <= y + 1; yt++)
566 {
567 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
568 continue;
569
570 fix_walls (pl->map, xt, yt);
571 }
572 }
573
574 /* Now remove item from inventory */
575 decrease_ob (material);
576
577 /* And tell player what happened */
578 new_draw_info (NDI_UNIQUE, 0, pl, message);
579 }
580
581 /**
582 * Generic item builder.
583 *
584 * Item must be put on a square with a floor, you can have something under.
585 * Archetype of created object is item->slaying (raw material).
586 * Type of inserted item is tested for specific cases (doors & such).
587 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
588 */
589 void
590 apply_builder_item (object *pl, object *item, short x, short y)
591 {
592 object *tmp;
593 struct archetype *arch;
594 int insert_flag;
595 object *floor;
596 object *con_rune;
597 int connected;
598
599 /* Find floor */
600 floor = GET_MAP_OB (pl->map, x, y);
601 if (!floor)
602 {
603 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
604 return;
605 }
606
607 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
608 floor = floor->above;
609
610 if (!floor)
611 {
612 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
613 return;
614 }
615 /* Create item, set flag, insert in map */
616 arch = archetype::find (item->slaying);
617 if (!arch)
618 return;
619
620 tmp = arch_to_object (arch);
621
622 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
623 /* Floor has something on top that interferes with building */
624 {
625 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
626 return;
627 }
628
629 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
630 SET_FLAG (tmp, FLAG_NO_PICK);
631
632 /*
633 * This doesn't work on non unique maps. pedestals under floor will not be saved...
634 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
635 */
636 insert_flag = INS_ABOVE_FLOOR_ONLY;
637
638 connected = 0;
639 switch (tmp->type)
640 {
641 case DOOR:
642 case GATE:
643 case BUTTON:
644 case DETECTOR:
645 case TIMED_GATE:
646 case PEDESTAL:
647 case CF_HANDLE:
648 case MAGIC_EAR:
649 case SIGN:
650 /* Signs don't need a connection, but but magic mouths do. */
651 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
652 break;
653 con_rune = get_connection_rune (pl, x, y);
654 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
655 if (connected == -1)
656 {
657 /* Player already informed of failure by the previous function */
658 free_object (tmp);
659 return;
660 }
661 /* Remove marking rune */
662 remove_ob (con_rune);
663 free_object (con_rune);
664 }
665
666 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
667 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
668 {
669 if (adjust_sign_msg (pl, x, y, tmp) == -1)
670 {
671 free_object (tmp);
672 return;
673 }
674 }
675
676 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
677 if (connected != 0)
678 add_button_link (tmp, pl->map, connected);
679
680 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
681 decrease_ob_nr (item, 1);
682 }
683
684 /**
685 * Item remover.
686 *
687 * Removes first buildable item, either under or above the floor
688 */
689 void
690 apply_builder_remove (object *pl, int dir)
691 {
692 object *item;
693 short x, y;
694
695 x = pl->x + freearr_x[dir];
696 y = pl->y + freearr_y[dir];
697
698 /* Check square */
699 item = GET_MAP_OB (pl->map, x, y);
700 if (!item)
701 {
702 /* Should not happen with previous tests, but we never know */
703 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
704 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
705 return;
706 }
707
708 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
709 item = item->above;
710
711 if (!item)
712 {
713 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
714 return;
715 }
716
717 /* Now remove object, with special cases (buttons & such) */
718 switch (item->type)
719 {
720 case WALL:
721 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
722 return;
723
724 case DOOR:
725 case BUTTON:
726 case GATE:
727 case TIMED_GATE:
728 case DETECTOR:
729 case PEDESTAL:
730 case CF_HANDLE:
731 case MAGIC_EAR:
732 case SIGN:
733 /* Special case: must unconnect */
734 if (QUERY_FLAG (item, FLAG_IS_LINKED))
735 remove_button_link (item);
736
737 /* Fall through */
738
739 default:
740 /* Remove generic item */
741 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
742 remove_ob (item);
743 free_object (item);
744 }
745 }
746
747 /**
748 * Global building function
749 *
750 * This is the general map building function. Called when the player 'fires' a builder
751 * or remover object.
752 */
753 void
754 apply_map_builder (object *pl, int dir)
755 {
756 object *builder;
757 object *tmp;
758 object *tmp2;
759 short x, y;
760
761 if (!pl->type == PLAYER)
762 return;
763
764 /*if ( !player->map->unique )
765 {
766 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
767 return;
768 } */
769
770 if (dir == 0)
771 {
772 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
773 return;
774 }
775
776 x = pl->x + freearr_x[dir];
777 y = pl->y + freearr_y[dir];
778
779 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y))
780 {
781 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
782 return;
783 }
784
785 /*
786 * Check specified square
787 * The square must have only buildable items
788 * Exception: marking runes are all right,
789 * since they are used for special things like connecting doors / buttons
790 */
791
792 tmp = GET_MAP_OB (pl->map, x, y);
793 if (!tmp)
794 {
795 /* Nothing, meaning player is standing next to an undefined square... */
796 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
797 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
798 return;
799 }
800 tmp2 = find_marked_object (pl);
801 while (tmp)
802 {
803 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
804 {
805 /* The item building function already has it's own special
806 * checks for this
807 */
808 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
809 {
810 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
811 return;
812 }
813 }
814 tmp = tmp->above;
815 }
816
817 /* Now we know the square is ok */
818 builder = pl->contr->ranges[range_builder];
819
820 if (builder->subtype == ST_BD_REMOVE)
821 /* Remover -> call specific function and bail out */
822 {
823 apply_builder_remove (pl, dir);
824 return;
825 }
826
827 if (builder->subtype == ST_BD_BUILD)
828 /*
829 * Builder.
830 * Find marked item to build, call specific function
831 */
832 {
833 tmp = tmp2;
834 if (!tmp)
835 {
836 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
837 return;
838 }
839
840 if (tmp->type != MATERIAL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
843 return;
844 }
845
846 switch (tmp->subtype)
847 {
848 case ST_MAT_FLOOR:
849 apply_builder_floor (pl, tmp, x, y);
850 return;
851
852 case ST_MAT_WALL:
853 apply_builder_wall (pl, tmp, x, y);
854 return;
855
856 case ST_MAT_ITEM:
857 apply_builder_item (pl, tmp, x, y);
858 return;
859
860 default:
861 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
862 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
863 return;
864 }
865 }
866
867 /* Here, it means the builder has an invalid type */
868 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
869 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
870 }
871
872 /**
873 * Make the built object inherit the msg of books that are used with it.
874 * For objects already invisible (i.e. magic mouths & ears), also make it
875 * it inherit the face and the name with "talking " prepended.
876 */
877 int
878 adjust_sign_msg (object *pl, short x, short y, object *tmp)
879 {
880 object *book;
881 char buf[MAX_BUF];
882 char buf2[MAX_BUF];
883
884 book = get_msg_book (pl, x, y);
885 if (!book)
886 {
887 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
888 return -1;
889 }
890
891 tmp->msg = book->msg;
892
893 if (tmp->invisible)
894 {
895 if (book->custom_name != NULL)
896 {
897 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
898 }
899 else
900 {
901 snprintf (buf, sizeof (buf), "talking %s", &book->name);
902 }
903 tmp->name = buf;
904
905 if (book->name_pl != NULL)
906 {
907 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
908 tmp->name_pl = buf2;
909 }
910
911 tmp->face = book->face;
912 tmp->invisible = 0;
913 }
914 remove_ob (book);
915 free_object (book);
916 return 0;
917 }