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Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.11 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.64 by root, Sun May 1 16:58:17 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29#include <sproto.h> 30#include <sproto.h>
30 31
32// macro for this check, it had been inconsistent in this file.
33#define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
34
31/** 35/**
32 * Check if objects on a square interfere with building 36 * Check if objects on a square interfere with building
33 */ 37 */
34int 38static int
35can_build_over (maptile *map, object *tmp, short x, short y) 39can_build_over (maptile *map, object *tmp, int x, int y)
36{ 40{
37 object *ob; 41 object *ob;
38 42
39 ob = GET_MAP_OB (map, x, y); 43 ob = GET_MAP_OB (map, x, y);
40 while (ob) 44 while (ob)
41 { 45 {
42 /* if ob is not a marking rune or floor, then check special cases */ 46 /* if ob is not a marking rune or floor, then check special cases */
43 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR) 47 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
44 { 48 {
45 switch (tmp->type) 49 switch (tmp->type)
46 { 50 {
47 case SIGN: 51 case SIGN:
48 case MAGIC_EAR: 52 case MAGIC_EAR:
49 /* Allow signs and magic ears to be built on books */ 53 /* Allow signs and magic ears to be built on books */
50 if (ob->type != BOOK) 54 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; 55 return 0;
56 break;
57 case BUTTON:
58 case DETECTOR:
59 case PEDESTAL:
60 case T_HANDLE:
61 /* Allow buttons and levers to be built under gates */
62 if (ob->type != GATE && ob->type != DOOR)
63 return 0;
64 break;
65 default:
66 return 0;
67 } 67 }
68 } 68 }
69
69 ob = ob->above; 70 ob = ob->above;
70 } 71 }
72
71 return 1; 73 return 1;
72} 74}
73 75
74/** 76/**
75 * Erases marking runes at specified location 77 * Erases marking runes at specified location
76 */ 78 */
77void 79static void
78remove_marking_runes (maptile *map, short x, short y) 80remove_marking_runes (maptile *map, int x, int y)
79{ 81{
80 object *rune; 82 object *rune;
81 object *next; 83 object *next;
82 84
83 rune = GET_MAP_OB (map, x, y); 85 rune = GET_MAP_OB (map, x, y);
84 while (rune) 86 while (rune)
85 { 87 {
86 next = rune->above; 88 next = rune->above;
89
87 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark"))) 90 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
88 {
89 rune->remove ();
90 rune->destroy (0); 91 rune->destroy ();
91 } 92
92 rune = next; 93 rune = next;
93 } 94 }
94} 95}
95 96
96/** 97/**
98 * \param map: map for which to find a value 99 * \param map: map for which to find a value
99 * \return 'connected' value with no item, or -1 if failure. 100 * \return 'connected' value with no item, or -1 if failure.
100 * 101 *
101 * Tries 1000 random values, then returns -1. 102 * Tries 1000 random values, then returns -1.
102 */ 103 */
103int 104static shstr_tmp
104find_unused_connected_value (maptile *map) 105find_unused_connected_value (maptile *map)
105{ 106{
106 int connected = 0; 107 for (int i = 1000; --i; )
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 } 108 {
109 char buf[64];
118 110
111 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
112
113 shstr id (buf);
114
115 if (!map->find_link (id))
116 return id;
117 }
118
119 return shstr_tmp ();
120}
121
122/**
123 * Returns the marking rune on the square, for purposes of building connections
124 */
125static object *
126get_connection_rune (object *pl, int x, int y)
127{
128 object *rune = GET_MAP_OB (pl->map, x, y);
129
130 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
131 rune = rune->above;
132
119 return -1; 133 return rune;
120} 134}
121
122 135
123/** 136/**
124 * Helper function for door/button/connected item building. 137 * Helper function for door/button/connected item building.
125 * 138 *
126 * Will search the specified spot for a marking rune. 139 * Will search the specified spot for a marking rune.
128 * Else, searches a force in op's inventory matching the map's name 141 * Else, searches a force in op's inventory matching the map's name
129 * and the rune's text. 142 * and the rune's text.
130 * If found, returns the connection value associated 143 * If found, returns the connection value associated
131 * else searches a new connection value, and adds the force to the player. 144 * else searches a new connection value, and adds the force to the player.
132 */ 145 */
133int 146static shstr_tmp
134find_or_create_connection_for_map (object *pl, short x, short y, object *rune) 147find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
135{ 148{
136 object *force; 149 object *force;
137 int connected;
138 150
139 if (!rune) 151 if (!rune)
140 rune = get_connection_rune (pl, x, y); 152 rune = get_connection_rune (pl, x, y);
141 153
142 if (!rune) 154 if (!rune)
143 { 155 {
144 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name."); 156 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
145 return -1; 157 return shstr_tmp ();
146 } 158 }
147 159
148 /* Now, find force in player's inventory */ 160 /* Now, find force in player's inventory */
149 force = pl->inv; 161 force = pl->inv;
150 while (force 162 while (force
151 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg) 163 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
152 || (strcmp (force->msg, rune->msg)))) 164 || force->msg != rune->msg))
153 force = force->below; 165 force = force->below;
154 166
155 if (!force) 167 if (!force)
156 /* No force, need to create & insert one */ 168 /* No force, need to create & insert one */
157 { 169 {
158 /* Find unused value */ 170 /* Find unused value */
159 connected = find_unused_connected_value (pl->map); 171 shstr_tmp id = find_unused_connected_value (pl->map);
160 if (connected == -1) 172
173 if (!id)
161 { 174 {
162 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups."); 175 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
163 return -1; 176 return shstr_tmp ();
164 } 177 }
165 178
166 force = get_archetype (FORCE_NAME); 179 force = archetype::get (FORCE_NAME);
167 force->speed = 0;
168 update_ob_speed (force);
169 force->slaying = pl->map->path; 180 force->slaying = pl->map->path;
170 force->msg = rune->msg; 181 force->msg = rune->msg;
171 force->path_attuned = connected; 182 force->race = id;
183 force->set_speed (0);
184
172 insert_ob_in_ob (force, pl); 185 insert_ob_in_ob (force, pl);
173 186
174 return connected; 187 return id;
175 } 188 }
176 189
177 /* Found the force, everything's easy. */ 190 /* Found the force, everything's easy. */
178 return force->path_attuned; 191 return force->race;
179}
180
181/**
182 * Returns the marking rune on the square, for purposes of building connections
183 */
184object *
185get_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} 192}
194 193
195/** 194/**
196 * Returns the book/scroll on the current square, for purposes of building 195 * Returns the book/scroll on the current square, for purposes of building
197 */ 196 */
198object * 197static object *
199get_msg_book (object *pl, short x, short y) 198get_msg_book (object *pl, int x, int y)
200{ 199{
201 object *book;
202
203 book = GET_MAP_OB (pl->map, x, y); 200 object *book = GET_MAP_OB (pl->map, x, y);
201
204 while (book && (book->type != BOOK)) 202 while (book && (book->type != BOOK))
205 book = book->above; 203 book = book->above;
204
206 return book; 205 return book;
207} 206}
208 207
209/** 208/**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213static int
214adjust_sign_msg (object *pl, int x, int y, object *tmp)
215{
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 if (tmp->type == MAGIC_EAR)
228 {
229 snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
230 tmp->msg = buf;
231 }
232 else
233 tmp->msg = book->msg;
234
235 if (tmp->invisible)
236 {
237 if (book->custom_name)
238 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
239 else
240 snprintf (buf, sizeof (buf), "talking %s", &book->name);
241
242 tmp->name = buf;
243
244 if (book->name_pl)
245 {
246 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
247 tmp->name_pl = buf2;
248 }
249
250 tmp->face = book->face;
251 tmp->invisible = 0;
252 }
253
254 book->destroy ();
255 return 0;
256}
257
258/**
210 * Returns first item of type WALL. 259 * Returns first item of type BUILDABLE_WALL.
211 */ 260 */
212object * 261static object *
213get_wall (maptile *map, int x, int y) 262get_wall (maptile *map, int x, int y)
214{ 263{
215 object *wall;
216
217 wall = GET_MAP_OB (map, x, y); 264 object *wall = GET_MAP_OB (map, x, y);
265
218 while (wall && (WALL != wall->type)) 266 while (wall && (BUILDABLE_WALL != wall->type))
219 wall = wall->above; 267 wall = wall->above;
220 268
221 return wall; 269 return wall;
222} 270}
223 271
230 * 278 *
231 * Basically it ensures the correct wall is put where needed. 279 * Basically it ensures the correct wall is put where needed.
232 * 280 *
233 * Note: x & y must be valid map coordinates. 281 * Note: x & y must be valid map coordinates.
234 */ 282 */
235void 283static void
236fix_walls (maptile *map, int x, int y) 284fix_walls (maptile *map, int x, int y)
237{ 285{
238 int connect;
239 object *wall;
240 char archetype[MAX_BUF]; 286 char archetype[MAX_BUF];
241 char *underscore; 287 char *underscore;
242 uint32 old_flags[4];
243 struct archetype *new_arch; 288 struct archetype *new_arch;
244 int flag;
245
246 289
247 /* First, find the wall on that spot */ 290 /* First, find the wall on that spot */
248 wall = get_wall (map, x, y); 291 object *wall = get_wall (map, x, y);
249 if (!wall) 292 if (!wall)
250 /* Nothing -> bail out */ 293 /* Nothing -> bail out */
251 return; 294 return;
252 295
253 /* Find base name */ 296 /* Find base name */
254 strcpy (archetype, wall->arch->name); 297 assign (archetype, wall->arch->archname);
255 underscore = strchr (archetype, '_'); 298 underscore = strchr (archetype, '_');
256 299
257 /* search for the first _ before a number */ 300 /* search for the first _ before a number */
258 while (underscore && !isdigit (*(underscore + 1))) 301 while (underscore && !isdigit (*(underscore + 1)))
259 underscore = strchr (underscore + 1, '_'); 302 underscore = strchr (underscore + 1, '_');
263 return; 306 return;
264 307
265 underscore++; 308 underscore++;
266 *underscore = '\0'; 309 *underscore = '\0';
267 310
268 connect = 0; 311 int connect = 0;
269 312
270 if ((x > 0) && get_wall (map, x - 1, y)) 313 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
271 connect |= 1; 314 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
272 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y)) 315 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
273 connect |= 2; 316 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
274 317
275 if ((y > 0) && get_wall (map, x, y - 1)) 318 strcat (archetype, wall_suffix [connect]);
276 connect |= 4;
277
278 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
279 connect |= 8;
280
281 switch (connect)
282 {
283 case 0:
284 strcat (archetype, "0");
285
286 break;
287 case 1:
288 strcat (archetype, "1_3");
289
290 break;
291 case 2:
292 strcat (archetype, "1_4");
293
294 break;
295 case 3:
296 strcat (archetype, "2_1_2");
297
298 break;
299 case 4:
300 strcat (archetype, "1_2");
301
302 break;
303 case 5:
304 strcat (archetype, "2_2_4");
305
306 break;
307 case 6:
308 strcat (archetype, "2_2_1");
309
310 break;
311 case 7:
312 strcat (archetype, "3_1");
313
314 break;
315 case 8:
316 strcat (archetype, "1_1");
317
318 break;
319 case 9:
320 strcat (archetype, "2_2_3");
321
322 break;
323 case 10:
324 strcat (archetype, "2_2_2");
325
326 break;
327 case 11:
328 strcat (archetype, "3_3");
329
330 break;
331 case 12:
332 strcat (archetype, "2_1_1");
333
334 break;
335 case 13:
336 strcat (archetype, "3_4");
337
338 break;
339 case 14:
340 strcat (archetype, "3_2");
341
342 break;
343 case 15:
344 strcat (archetype, "4");
345
346 break;
347 }
348 319
349 /* 320 /*
350 * Before anything, make sure the archetype does exist... 321 * Before anything, make sure the archetype does exist...
351 * If not, prolly an error... 322 * If not, prolly an error...
352 */ 323 */
356 return; 327 return;
357 328
358 /* Now delete current wall, and insert new one 329 /* Now delete current wall, and insert new one
359 * We save flags to avoid any trouble with buildable/non buildable, and so on 330 * We save flags to avoid any trouble with buildable/non buildable, and so on
360 */ 331 */
361 for (flag = 0; flag < 4; flag++) 332 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
362 old_flags[flag] = wall->flags[flag]; 333
363 wall->remove ();
364 wall->destroy (0); 334 wall->destroy ();
365 335
366 wall = arch_to_object (new_arch); 336 wall = new_arch->instance ();
367 wall->type = WALL; 337 wall->type = BUILDABLE_WALL;
368 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); 338 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
369 for (flag = 0; flag < 4; flag++)
370 wall->flags[flag] = old_flags[flag]; 339 wall->flag = old_flags;
371} 340}
372 341
373/** 342/**
374 * \brief Floor building function 343 * \brief Floor building function
375 * 344 *
378 * - on an existing wall, with or without a floor under it 347 * - on an existing wall, with or without a floor under it
379 * 348 *
380 * Note: this function will inconditionally change squares around (x, y) 349 * Note: this function will inconditionally change squares around (x, y)
381 * so don't call it with x == 0 for instance! 350 * so don't call it with x == 0 for instance!
382 */ 351 */
383void 352static void
384apply_builder_floor (object *pl, object *material, short x, short y) 353apply_builder_floor (object *pl, object *material, int x, int y)
385{ 354{
386 object *tmp, *above; 355 object *tmp, *above;
387 object *above_floor; /* Item above floor, if any */ 356 object *above_floor; /* Item above floor, if any */
388 struct archetype *new_floor; 357 struct archetype *new_floor;
389 struct archetype *new_wall; 358 struct archetype *new_wall;
403 if (tmp) 372 if (tmp)
404 { 373 {
405 while (tmp) 374 while (tmp)
406 { 375 {
407 above = tmp->above; 376 above = tmp->above;
408 if (WALL == tmp->type) 377 if (BUILDABLE_WALL == tmp->type)
409 { 378 {
410 /* There was a wall, remove it & keep its archetype to make new walls */ 379 /* There was a wall, remove it & keep its archetype to make new walls */
411 new_wall = tmp->arch; 380 new_wall = tmp->arch;
412 tmp->remove ();
413 tmp->destroy (0); 381 tmp->destroy ();
414 sprintf (message, "You destroy the wall and redo the floor."); 382 sprintf (message, "You destroy the wall and redo the floor.");
415 } 383 }
416 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) 384 else if (IS_FLOOR (tmp))
417 { 385 {
418 tmp->remove ();
419 tmp->destroy (0); 386 tmp->destroy ();
420 floor_removed = 1; 387 floor_removed = 1;
421 } 388 }
422 else 389 else
423 { 390 {
424 if (floor_removed) 391 if (floor_removed)
392 {
393 /* This is the first item that was above the floor */
425 above_floor = tmp; 394 above_floor = tmp;
395 floor_removed = 0;
396 }
426 } 397 }
427 398
428 tmp = above; 399 tmp = above;
429 } 400 }
430 } 401 }
436 /* Not found, log & bail out */ 407 /* Not found, log & bail out */
437 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); 408 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
438 return; 409 return;
439 } 410 }
440 411
441 tmp = arch_to_object (new_floor); 412 tmp = new_floor->instance ();
442 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 413 tmp->set_flag (FLAG_IS_BUILDABLE);
443 SET_FLAG (tmp, FLAG_UNIQUE); 414 tmp->set_flag (FLAG_UNIQUE);
444 SET_FLAG (tmp, FLAG_IS_FLOOR); 415 tmp->set_flag (FLAG_IS_FLOOR);
445 tmp->type = FLOOR; 416 //tmp->type = FLOOR;
446 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y); 417 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
447 418
448 /* 419 /*
449 * Next step: make sure there are either walls or floors around the new square 420 * Next step: make sure there are either walls or floors around the new square
450 * Since building, you can have: blocking view / floor / wall / nothing 421 * Since building, you can have: blocking view / floor / wall / nothing
455 yt = y + freearr_y[i]; 426 yt = y + freearr_y[i];
456 tmp = GET_MAP_OB (pl->map, xt, yt); 427 tmp = GET_MAP_OB (pl->map, xt, yt);
457 if (!tmp) 428 if (!tmp)
458 { 429 {
459 /* Must insert floor & wall */ 430 /* Must insert floor & wall */
460 tmp = arch_to_object (new_floor); 431 tmp = new_floor->instance ();
461 /* Better make the floor unique */ 432 /* Better make the floor unique */
462 SET_FLAG (tmp, FLAG_UNIQUE); 433 tmp->set_flag (FLAG_UNIQUE);
463 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 434 tmp->set_flag (FLAG_IS_BUILDABLE);
464 tmp->type = FLOOR; 435 //tmp->type = FLOOR;
465 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 436 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
466 /* Insert wall if exists. Note: if it doesn't, the map is weird... */ 437 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
467 if (new_wall) 438 if (new_wall)
468 { 439 {
469 tmp = arch_to_object (new_wall); 440 tmp = new_wall->instance ();
470 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 441 tmp->set_flag (FLAG_IS_BUILDABLE);
471 tmp->type = WALL; 442 tmp->type = BUILDABLE_WALL;
472 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 443 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
473 } 444 }
474 } 445 }
475 } 446 }
476 447
478 * Note: 2 squares around are checked, because potentially we added walls around the building 449 * Note: 2 squares around are checked, because potentially we added walls around the building
479 * spot, so need to check that those new walls connect correctly 450 * spot, so need to check that those new walls connect correctly
480 */ 451 */
481 for (xt = x - 2; xt <= x + 2; xt++) 452 for (xt = x - 2; xt <= x + 2; xt++)
482 for (yt = y - 2; yt <= y + 2; yt++) 453 for (yt = y - 2; yt <= y + 2; yt++)
483 {
484 if (!OUT_OF_REAL_MAP (pl->map, xt, yt)) 454 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
485 fix_walls (pl->map, xt, yt); 455 fix_walls (pl->map, xt, yt);
486 }
487 456
488 /* Now remove raw item from inventory */ 457 /* Now remove raw item from inventory */
489 decrease_ob (material); 458 material->decrease ();
490 459
491 /* And tell player about the fix */ 460 /* And tell player about the fix */
492 new_draw_info (NDI_UNIQUE, 0, pl, message); 461 new_draw_info (NDI_UNIQUE, 0, pl, message);
493}
494
495/**
496 * Wall radius fix function
497 */
498void fix_walls_around (maptile *map, int x, int y)
499{
500 for (int xt = x - 1; xt <= x + 1; xt++)
501 for (int yt = y - 1; yt <= y + 1; yt++)
502 {
503 if (OUT_OF_REAL_MAP (map, xt, yt))
504 continue;
505
506 fix_walls (map, xt, yt);
507 }
508} 462}
509 463
510/** 464/**
511 * Wall building function 465 * Wall building function
512 * 466 *
513 * Walls can be build: 467 * Walls can be build:
514 * - on a floor without anything else 468 * - on a floor without anything else
515 * - on an existing wall, with or without a floor 469 * - on an existing wall, with or without a floor
516 */ 470 */
517void 471static void
518apply_builder_wall (object *pl, object *material, short x, short y) 472apply_builder_wall (object *pl, object *material, int x, int y)
519{ 473{
520 object *current_wall; 474 object *current_wall;
521 object *tmp; 475 object *tmp;
522 int xt, yt; 476 int xt, yt;
523 struct archetype *new_wall; 477 struct archetype *new_wall;
528 /* Grab existing wall, if any */ 482 /* Grab existing wall, if any */
529 current_wall = NULL; 483 current_wall = NULL;
530 tmp = GET_MAP_OB (pl->map, x, y); 484 tmp = GET_MAP_OB (pl->map, x, y);
531 while (tmp && !current_wall) 485 while (tmp && !current_wall)
532 { 486 {
533 if (WALL == tmp->type) 487 if (BUILDABLE_WALL == tmp->type)
534 current_wall = tmp; 488 current_wall = tmp;
535 489
536 tmp = tmp->above; 490 tmp = tmp->above;
537 } 491 }
538 492
545 { 499 {
546 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); 500 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
547 return; 501 return;
548 } 502 }
549 503
550 tmp = arch_to_object (new_wall); 504 tmp = new_wall->instance ();
551 tmp->type = WALL; 505 tmp->type = BUILDABLE_WALL;
552 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 506 tmp->set_flag (FLAG_IS_BUILDABLE);
553 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); 507 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
554 508
555 /* If existing wall, remove it, no need to fix other walls */ 509 /* If existing wall, remove it, no need to fix other walls */
556 if (current_wall) 510 if (current_wall)
557 { 511 {
558 current_wall->remove ();
559 current_wall->destroy (0); 512 current_wall->destroy ();
560 fix_walls (pl->map, x, y); 513 fix_walls (pl->map, x, y);
561 sprintf (message, "You redecorate the wall to better suit your tastes."); 514 sprintf (message, "You redecorate the wall to better suit your tastes.");
562 } 515 }
563 else 516 else
564 { 517 {
572 fix_walls (pl->map, xt, yt); 525 fix_walls (pl->map, xt, yt);
573 } 526 }
574 } 527 }
575 528
576 /* Now remove item from inventory */ 529 /* Now remove item from inventory */
577 decrease_ob (material); 530 material->decrease ();
578 531
579 /* And tell player what happened */ 532 /* And tell player what happened */
580 new_draw_info (NDI_UNIQUE, 0, pl, message); 533 new_draw_info (NDI_UNIQUE, 0, pl, message);
581} 534}
582 535
586 * Item must be put on a square with a floor, you can have something under. 539 * Item must be put on a square with a floor, you can have something under.
587 * Archetype of created object is item->slaying (raw material). 540 * Archetype of created object is item->slaying (raw material).
588 * Type of inserted item is tested for specific cases (doors & such). 541 * Type of inserted item is tested for specific cases (doors & such).
589 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess) 542 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
590 */ 543 */
591void 544static void
592apply_builder_item (object *pl, object *item, short x, short y) 545apply_builder_item (object *pl, object *item, int x, int y)
593{ 546{
594 object *tmp; 547 object *tmp;
595 struct archetype *arch; 548 struct archetype *arch;
596 int insert_flag; 549 int insert_flag;
597 object *floor; 550 object *floor;
598 object *con_rune; 551 object *con_rune;
599 int connected;
600 552
601 /* Find floor */ 553 /* Find floor */
602 floor = GET_MAP_OB (pl->map, x, y); 554 floor = GET_MAP_OB (pl->map, x, y);
603 if (!floor) 555 if (!floor)
604 { 556 {
605 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 557 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
606 return; 558 return;
607 } 559 }
608 560
609 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) 561 while (floor && !IS_FLOOR (floor))
610 floor = floor->above; 562 floor = floor->above;
611 563
612 if (!floor) 564 if (!floor)
613 { 565 {
614 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); 566 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
617 /* Create item, set flag, insert in map */ 569 /* Create item, set flag, insert in map */
618 arch = archetype::find (item->slaying); 570 arch = archetype::find (item->slaying);
619 if (!arch) 571 if (!arch)
620 return; 572 return;
621 573
622 tmp = arch_to_object (arch); 574 tmp = arch->instance ();
623 575
624 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y))) 576 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
625 /* Floor has something on top that interferes with building */ 577 /* Floor has something on top that interferes with building */
626 { 578 {
627 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 579 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
628 return; 580 return;
629 } 581 }
630 582
631 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 583 tmp->set_flag (FLAG_IS_BUILDABLE);
632 SET_FLAG (tmp, FLAG_NO_PICK); 584 tmp->set_flag (FLAG_NO_PICK);
633 585
634 /* 586 /*
635 * This doesn't work on non unique maps. pedestals under floor will not be saved... 587 * Str 1 is a flag that the item [pedestal] should go below the floor.
636 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; 588 * Items under the floor on non-unique maps will not be saved,
589 * so make the item itself unique in this situation.
637 */ 590 */
638 insert_flag = INS_ABOVE_FLOOR_ONLY; 591 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
592 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
593 tmp->set_flag (FLAG_UNIQUE);
639 594
640 connected = 0; 595 shstr_tmp connected;
596
641 switch (tmp->type) 597 switch (tmp->type)
642 { 598 {
643 case DOOR: 599 case DOOR:
644 case GATE: 600 case GATE:
645 case BUTTON: 601 case BUTTON:
646 case DETECTOR: 602 case DETECTOR:
647 case TIMED_GATE: 603 case TIMED_GATE:
648 case PEDESTAL: 604 case PEDESTAL:
649 case CF_HANDLE: 605 case T_HANDLE:
650 case MAGIC_EAR: 606 case MAGIC_EAR:
651 case SIGN: 607 case SIGN:
652 /* Signs don't need a connection, but but magic mouths do. */ 608 /* Signs don't need a connection, but but magic mouths do. */
653 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth")) 609 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
654 break; 610 break;
611
655 con_rune = get_connection_rune (pl, x, y); 612 con_rune = get_connection_rune (pl, x, y);
656 connected = find_or_create_connection_for_map (pl, x, y, con_rune); 613 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
657 if (connected == -1) 614 if (!connected)
658 { 615 {
659 /* Player already informed of failure by the previous function */ 616 /* Player already informed of failure by the previous function */
660 tmp->destroy (0); 617 tmp->destroy ();
661 return; 618 return;
662 } 619 }
620
663 /* Remove marking rune */ 621 /* Remove marking rune */
664 con_rune->remove ();
665 con_rune->destroy (0); 622 con_rune->destroy ();
666 } 623 }
667 624
668 /* For magic mouths/ears, and signs, take the msg from a book of scroll */ 625 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
669 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) 626 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
670 {
671 if (adjust_sign_msg (pl, x, y, tmp) == -1) 627 if (adjust_sign_msg (pl, x, y, tmp) == -1)
672 { 628 {
673 tmp->destroy (0); 629 tmp->destroy ();
674 return; 630 return;
675 } 631 }
676 }
677 632
678 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); 633 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
679 if (connected != 0) 634 if (connected)
680 add_button_link (tmp, pl->map, connected); 635 tmp->add_link (pl->map, connected);
681 636
682 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); 637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
683 decrease_ob_nr (item, 1); 638 item->decrease ();
684} 639}
685 640
686/** 641/**
687 * Item remover. 642 * Item remover.
688 * 643 *
689 * Removes first buildable item, either under or above the floor 644 * Removes first buildable item, either under or above the floor
690 */ 645 */
691void 646static void
692apply_builder_remove (object *pl, int dir) 647apply_builder_remove (object *pl, int dir)
693{ 648{
694 object *item; 649 object *item;
695 short x, y; 650 int x, y;
696 651
697 x = pl->x + freearr_x[dir]; 652 x = pl->x + freearr_x[dir];
698 y = pl->y + freearr_y[dir]; 653 y = pl->y + freearr_y[dir];
699 654
700 /* Check square */ 655 /* Check square */
701 item = GET_MAP_OB (pl->map, x, y); 656 item = GET_MAP_OB (pl->map, x, y);
702 if (!item) 657 if (!item)
703 { 658 {
704 /* Should not happen with previous tests, but we never know */ 659 /* Should not happen with previous tests, but we never know */
705 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 660 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
706 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path); 661 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
707 return; 662 return;
708 } 663 }
709 664
710 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) 665 if (IS_FLOOR (item))
711 item = item->above; 666 item = item->above;
712 667
713 if (!item) 668 if (!item)
714 {
715 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); 669 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
716 return; 670 else if (item->type == BUILDABLE_WALL)
717 }
718
719 /* Now remove object, with special cases (buttons & such) */
720 switch (item->type)
721 {
722 case WALL:
723 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); 671 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
724 return; 672 else if (!item->flag [FLAG_IS_BUILDABLE])
725 673 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
726 case DOOR: 674 else
727 case BUTTON: 675 {
728 case GATE:
729 case TIMED_GATE:
730 case DETECTOR:
731 case PEDESTAL:
732 case CF_HANDLE:
733 case MAGIC_EAR:
734 case SIGN:
735 /* Special case: must unconnect */
736 if (QUERY_FLAG (item, FLAG_IS_LINKED))
737 remove_button_link (item);
738
739 /* Fall through */
740
741 default:
742 /* Remove generic item */
743 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); 676 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
744 item->remove ();
745 item->destroy (0); 677 item->destroy ();
746 } 678 }
747} 679}
748 680
749/** 681/**
750 * Global building function 682 * Global building function
753 * or remover object. 685 * or remover object.
754 */ 686 */
755void 687void
756apply_map_builder (object *pl, int dir) 688apply_map_builder (object *pl, int dir)
757{ 689{
758 object *builder;
759 object *tmp;
760 object *tmp2;
761 short x, y; 690 int x, y;
762 691
763 if (!pl->type == PLAYER) 692 if (!pl->type == PLAYER)
764 return; 693 return;
765 694
766 /*if ( !player->map->unique ) 695 /*if ( !player->map->unique )
776 } 705 }
777 706
778 x = pl->x + freearr_x[dir]; 707 x = pl->x + freearr_x[dir];
779 y = pl->y + freearr_y[dir]; 708 y = pl->y + freearr_y[dir];
780 709
781 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y)) 710 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
782 { 711 {
783 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); 712 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
784 return; 713 return;
785 } 714 }
786 715
789 * The square must have only buildable items 718 * The square must have only buildable items
790 * Exception: marking runes are all right, 719 * Exception: marking runes are all right,
791 * since they are used for special things like connecting doors / buttons 720 * since they are used for special things like connecting doors / buttons
792 */ 721 */
793 722
794 tmp = GET_MAP_OB (pl->map, x, y); 723 object *tmp = GET_MAP_OB (pl->map, x, y);
795 if (!tmp) 724 if (!tmp)
796 { 725 {
797 /* Nothing, meaning player is standing next to an undefined square... */ 726 /* Nothing, meaning player is standing next to an undefined square... */
798 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path); 727 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
799 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); 728 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
800 return; 729 return;
801 } 730 }
802 tmp2 = find_marked_object (pl); 731
732 object *builder = pl->contr->ranged_ob;
733
734 object *tmp2 = pl->mark ();
735
803 while (tmp) 736 while (tmp)
804 { 737 {
805 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark")))) 738 if (!tmp->flag [FLAG_IS_BUILDABLE] && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
806 { 739 {
807 /* The item building function already has it's own special 740 /* The item building function already has it's own special
808 * checks for this 741 * checks for this
809 */ 742 */
810 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM)) 743 if (!tmp2 || tmp2->subtype != ST_MAT_ITEM)
811 { 744 {
745 if (!INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y), ARG_INT (0)))
812 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 746 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
747
813 return; 748 return;
814 } 749 }
815 } 750 }
751
816 tmp = tmp->above; 752 tmp = tmp->above;
817 } 753 }
818 754
819 /* Now we know the square is ok */ 755 /* Now we know the square is ok */
820 builder = pl->contr->ranges[range_builder]; 756 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y), ARG_INT (1)))
757 return;
821 758
822 if (builder->subtype == ST_BD_REMOVE) 759 if (builder->subtype == ST_BD_REMOVE)
823 /* Remover -> call specific function and bail out */ 760 /* Remover -> call specific function and bail out */
824 { 761 {
825 apply_builder_remove (pl, dir); 762 apply_builder_remove (pl, dir);
845 return; 782 return;
846 } 783 }
847 784
848 switch (tmp->subtype) 785 switch (tmp->subtype)
849 { 786 {
850 case ST_MAT_FLOOR: 787 case ST_MAT_FLOOR:
851 apply_builder_floor (pl, tmp, x, y); 788 apply_builder_floor (pl, tmp, x, y);
852 return; 789 return;
853 790
854 case ST_MAT_WALL: 791 case ST_MAT_WALL:
855 apply_builder_wall (pl, tmp, x, y); 792 apply_builder_wall (pl, tmp, x, y);
856 return; 793 return;
857 794
858 case ST_MAT_ITEM: 795 case ST_MAT_ITEM:
859 apply_builder_item (pl, tmp, x, y); 796 apply_builder_item (pl, tmp, x, y);
860 return; 797 return;
861 798
862 default: 799 default:
863 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); 800 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
864 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); 801 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
865 return; 802 return;
866 } 803 }
867 } 804 }
868 805
869 /* Here, it means the builder has an invalid type */ 806 /* Here, it means the builder has an invalid type */
870 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); 807 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
871 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); 808 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
872} 809}
873 810
874/**
875 * Make the built object inherit the msg of books that are used with it.
876 * For objects already invisible (i.e. magic mouths & ears), also make it
877 * it inherit the face and the name with "talking " prepended.
878 */
879int
880adjust_sign_msg (object *pl, short x, short y, object *tmp)
881{
882 object *book;
883 char buf[MAX_BUF];
884 char buf2[MAX_BUF];
885
886 book = get_msg_book (pl, x, y);
887 if (!book)
888 {
889 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
890 return -1;
891 }
892
893 tmp->msg = book->msg;
894
895 if (tmp->invisible)
896 {
897 if (book->custom_name != NULL)
898 {
899 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
900 }
901 else
902 {
903 snprintf (buf, sizeof (buf), "talking %s", &book->name);
904 }
905 tmp->name = buf;
906
907 if (book->name_pl != NULL)
908 {
909 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
910 tmp->name_pl = buf2;
911 }
912
913 tmp->face = book->face;
914 tmp->invisible = 0;
915 }
916 book->remove ();
917 book->destroy (0);
918 return 0;
919}

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