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Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.24 by root, Mon Feb 5 02:07:40 2007 UTC

1/* 1/*
2 * static char *rcsid_build_map =
3 * "$Id: build_map.C,v 1.3 2006/09/03 00:18:42 root Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
27 24
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <spells.h> 27#include <spells.h>
31#include <skills.h> 28#include <skills.h>
33#include <sproto.h> 30#include <sproto.h>
34 31
35/** 32/**
36 * Check if objects on a square interfere with building 33 * Check if objects on a square interfere with building
37 */ 34 */
35int
38int can_build_over( mapstruct* map, object* tmp, short x, short y) 36can_build_over (maptile *map, object *tmp, short x, short y)
39 { 37{
40 object* ob; 38 object *ob;
41 39
42 ob = GET_MAP_OB( map, x, y ); 40 ob = GET_MAP_OB (map, x, y);
43 while ( ob ) 41 while (ob)
44 { 42 {
45 /* if ob is not a marking rune or floor, then check special cases */ 43 /* if ob is not a marking rune or floor, then check special cases */
46 if ( strcmp( ob->arch->name, "rune_mark" ) && ob->type != FLOOR ) 44 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR)
45 {
46 switch (tmp->type)
47 { 47 {
48 switch ( tmp->type )
49 {
50 case SIGN: 48 case SIGN:
51 case MAGIC_EAR: 49 case MAGIC_EAR:
52 /* Allow signs and magic ears to be built on books */ 50 /* Allow signs and magic ears to be built on books */
53 if ( ob->type != BOOK ) { 51 if (ob->type != BOOK)
52 {
54 return 0; } 53 return 0;
54 }
55 break; 55 break;
56 case BUTTON: 56 case BUTTON:
57 case DETECTOR: 57 case DETECTOR:
58 case PEDESTAL: 58 case PEDESTAL:
59 case CF_HANDLE: 59 case CF_HANDLE:
60 /* Allow buttons and levers to be built under gates */ 60 /* Allow buttons and levers to be built under gates */
61 if ( ob->type != GATE && ob->type != DOOR ) { 61 if (ob->type != GATE && ob->type != DOOR)
62 {
62 return 0; } 63 return 0;
64 }
63 break; 65 break;
64 default: 66 default:
65 return 0; 67 return 0;
66 }
67 } 68 }
69 }
68 ob = ob->above; 70 ob = ob->above;
69 } 71 }
70 return 1; 72 return 1;
71 } 73}
72 74
73/** 75/**
74 * Erases marking runes at specified location 76 * Erases marking runes at specified location
75 */ 77 */
78void
76void remove_marking_runes( mapstruct* map, short x, short y ) 79remove_marking_runes (maptile *map, short x, short y)
77 { 80{
78 object* rune; 81 object *rune;
79 object* next; 82 object *next;
80 83
81 rune = GET_MAP_OB( map, x, y ); 84 rune = GET_MAP_OB (map, x, y);
82 while ( rune ) 85 while (rune)
83 { 86 {
84 next = rune->above; 87 next = rune->above;
88
85 if ( ( rune->type == SIGN ) && ( !strcmp( rune->arch->name, "rune_mark" ) ) ) 89 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
86 { 90 rune->destroy ();
87 remove_ob( rune ); 91
88 free_object( rune );
89 }
90 rune = next; 92 rune = next;
91 }
92 } 93 }
94}
93 95
94/** 96/**
95 * Returns an unused value for 'connected'. 97 * Returns an unused value for 'connected'.
96 * \param map: map for which to find a value 98 * \param map: map for which to find a value
97 * \return 'connected' value with no item, or -1 if failure. 99 * \return 'connected' value with no item, or -1 if failure.
98 * 100 *
99 * Tries 1000 random values, then returns -1. 101 * Tries 1000 random values, then returns -1.
100 */ 102 */
103int
101int find_unused_connected_value( mapstruct* map ) 104find_unused_connected_value (maptile *map)
102 { 105{
103 int connected = 0; 106 int connected = 0;
104 int itest = 0; 107 int itest = 0;
105 oblinkpt* obp; 108 oblinkpt *obp;
106 109
107 while ( itest++ < 1000 ) 110 while (itest++ < 1000)
108 { 111 {
109 connected = 1 + rand( ) % 20000; 112 connected = 1 + rand () % 20000;
110 for ( obp = map->buttons; obp && ( obp->value != connected ); obp = obp->next ); 113 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
111 114
112 if ( !obp ) 115 if (!obp)
113 return connected; 116 return connected;
114 } 117 }
115 118
116 return -1; 119 return -1;
117 } 120}
118 121
119 122
120/** 123/**
121 * Helper function for door/button/connected item building. 124 * Helper function for door/button/connected item building.
122 * 125 *
125 * Else, searches a force in op's inventory matching the map's name 128 * Else, searches a force in op's inventory matching the map's name
126 * and the rune's text. 129 * and the rune's text.
127 * If found, returns the connection value associated 130 * If found, returns the connection value associated
128 * else searches a new connection value, and adds the force to the player. 131 * else searches a new connection value, and adds the force to the player.
129 */ 132 */
133int
130int find_or_create_connection_for_map( object* pl, short x, short y, object* rune ) 134find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
131 { 135{
132 object* force; 136 object *force;
133 int connected; 137 int connected;
134 138
135 if ( !rune ) 139 if (!rune)
136 rune = get_connection_rune( pl, x, y ); 140 rune = get_connection_rune (pl, x, y);
137 141
138 if ( !rune ) 142 if (!rune)
139 { 143 {
140 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name." ); 144 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
141 return -1; 145 return -1;
142 } 146 }
143 147
144 /* Now, find force in player's inventory */ 148 /* Now, find force in player's inventory */
145 force = pl->inv; 149 force = pl->inv;
146 while ( force && ( ( force->type != FORCE ) || ( !force->slaying ) || ( strcmp( force->slaying, pl->map->path ) ) || ( !force->msg ) || ( strcmp( force->msg, rune->msg ) ) ) ) 150 while (force
151 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
152 || force->msg != rune->msg))
147 force = force->below; 153 force = force->below;
148 154
149 if ( !force ) 155 if (!force)
150 /* No force, need to create & insert one */ 156 /* No force, need to create & insert one */
151 { 157 {
152 /* Find unused value */ 158 /* Find unused value */
153 connected = find_unused_connected_value( pl->map ); 159 connected = find_unused_connected_value (pl->map);
154 if ( connected == -1 ) 160 if (connected == -1)
155 { 161 {
156 new_draw_info( NDI_UNIQUE, 0, pl, "Could not create more groups." ); 162 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
157 return -1; 163 return -1;
158 } 164 }
159 165
160 force = get_archetype( FORCE_NAME ); 166 force = get_archetype (FORCE_NAME);
161 force->speed = 0;
162 update_ob_speed( force );
163 force->slaying = pl->map->path; 167 force->slaying = pl->map->path;
164 force->msg = rune->msg; 168 force->msg = rune->msg;
165 force->path_attuned = connected; 169 force->path_attuned = connected;
170 force->set_speed (0);
166 insert_ob_in_ob( force, pl ); 171 insert_ob_in_ob (force, pl);
167 172
168 return connected; 173 return connected;
169 } 174 }
170 175
171 /* Found the force, everything's easy. */ 176 /* Found the force, everything's easy. */
172 return force->path_attuned; 177 return force->path_attuned;
173 } 178}
174 179
175/** 180/**
176 * Returns the marking rune on the square, for purposes of building connections 181 * Returns the marking rune on the square, for purposes of building connections
177 */ 182 */
183object *
178object* get_connection_rune( object* pl, short x, short y ) 184get_connection_rune (object *pl, short x, short y)
179 { 185{
180 object* rune; 186 object *rune;
181 187
182 rune = GET_MAP_OB( pl->map, x, y ); 188 rune = GET_MAP_OB (pl->map, x, y);
183 while ( rune && ( ( rune->type != SIGN ) || ( strcmp( rune->arch->name, "rune_mark" ) ) ) ) 189 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
184 rune = rune->above; 190 rune = rune->above;
185 return rune; 191 return rune;
186 } 192}
187 193
188/** 194/**
189 * 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
190 */ 196 */
197object *
191object* get_msg_book( object* pl, short x, short y ) 198get_msg_book (object *pl, short x, short y)
192 { 199{
193 object* book; 200 object *book;
194 201
195 book = GET_MAP_OB( pl->map, x, y ); 202 book = GET_MAP_OB (pl->map, x, y);
196 while ( book && ( book->type != BOOK ) ) 203 while (book && (book->type != BOOK))
197 book = book->above; 204 book = book->above;
198 return book; 205 return book;
199 } 206}
200 207
201/** 208/**
202 * Returns first item of type WALL. 209 * Returns first item of type BUILDABLE_WALL.
203 */ 210 */
211object *
204object* get_wall( mapstruct* map, int x, int y ) 212get_wall (maptile *map, int x, int y)
205 { 213{
206 object* wall; 214 object *wall;
207 215
208 wall = GET_MAP_OB( map, x, y ); 216 wall = GET_MAP_OB (map, x, y);
209 while ( wall && ( WALL != wall->type ) ) 217 while (wall && (BUILDABLE_WALL != wall->type))
210 wall = wall->above; 218 wall = wall->above;
211 219
212 return wall; 220 return wall;
213 } 221}
214 222
215/** 223/**
216 * Fixes walls around specified spot 224 * Fixes walls around specified spot
217 * 225 *
218 * \param map is the map 226 * \param map is the map
221 * 229 *
222 * Basically it ensures the correct wall is put where needed. 230 * Basically it ensures the correct wall is put where needed.
223 * 231 *
224 * Note: x & y must be valid map coordinates. 232 * Note: x & y must be valid map coordinates.
225 */ 233 */
234void
226void fix_walls( mapstruct* map, int x, int y ) 235fix_walls (maptile *map, int x, int y)
227 { 236{
228 int connect;
229 object* wall; 237 object *wall;
230 char archetype[ MAX_BUF ]; 238 char archetype[MAX_BUF];
231 char* underscore; 239 char *underscore;
232 uint32 old_flags[ 4 ];
233 struct archt* new_arch; 240 struct archetype *new_arch;
234 int flag;
235 241
242
236 /* First, find the wall on that spot */ 243 /* First, find the wall on that spot */
237 wall = get_wall( map, x, y ); 244 wall = get_wall (map, x, y);
238 if ( !wall ) 245 if (!wall)
239 /* Nothing -> bail out */ 246 /* Nothing -> bail out */
240 return; 247 return;
241 248
242 /* Find base name */ 249 /* Find base name */
243 strcpy( archetype, wall->arch->name ); 250 assign (archetype, wall->arch->name);
244 underscore = strchr( archetype, '_' ); 251 underscore = strchr (archetype, '_');
252
253 /* search for the first _ before a number */
254 while (underscore && !isdigit (*(underscore + 1)))
255 underscore = strchr (underscore + 1, '_');
256
245 if ( !underscore || ( !isdigit( *( underscore + 1 ) ) ) ) 257 if (!underscore || !isdigit (*(underscore + 1)))
246 /* Not in a format we can change, bail out */ 258 /* Not in a format we can change, bail out */
247 return; 259 return;
248 260
249 underscore++; 261 underscore++;
250 *underscore = '\0'; 262 *underscore = '\0';
251 263
264 int connect = 0;
265
266 if ((x > 0) && get_wall (map, x - 1, y))
252 connect = 0; 267 connect |= 1;
253 268 if ((x < map->width - 1) && get_wall (map, x + 1, y))
254 if ( ( x > 0 ) && get_wall( map, x - 1, y ) )
255 connect |= 1;
256 if ( ( x < MAP_WIDTH( map ) - 1 ) && get_wall( map, x + 1, y ) )
257 connect |= 2; 269 connect |= 2;
258 270
259 if ( ( y > 0 ) && get_wall( map, x, y - 1 ) ) 271 if ((y > 0) && get_wall (map, x, y - 1))
260 connect |= 4; 272 connect |= 4;
261 273
262 if ( ( y < MAP_HEIGHT( map ) - 1 ) && get_wall( map, x, y + 1 ) ) 274 if ((y < map->height - 1) && get_wall (map, x, y + 1))
263 connect |= 8; 275 connect |= 8;
264 276
265 switch( connect ) 277 switch (connect)
266 { 278 {
267 case 0: 279 case 0:
268 strcat( archetype, "0"); 280 strcat (archetype, "0");
281
269 break; 282 break;
270 case 1: 283 case 1:
271 strcat( archetype, "1_3"); 284 strcat (archetype, "1_3");
285
272 break; 286 break;
273 case 2: 287 case 2:
274 strcat( archetype, "1_4"); 288 strcat (archetype, "1_4");
289
275 break; 290 break;
276 case 3: 291 case 3:
277 strcat( archetype, "2_1_2"); 292 strcat (archetype, "2_1_2");
293
278 break; 294 break;
279 case 4: 295 case 4:
280 strcat( archetype, "1_2"); 296 strcat (archetype, "1_2");
297
281 break; 298 break;
282 case 5: 299 case 5:
283 strcat( archetype, "2_2_4"); 300 strcat (archetype, "2_2_4");
301
284 break; 302 break;
285 case 6: 303 case 6:
286 strcat( archetype, "2_2_1"); 304 strcat (archetype, "2_2_1");
305
287 break; 306 break;
288 case 7: 307 case 7:
289 strcat( archetype, "3_1"); 308 strcat (archetype, "3_1");
309
290 break; 310 break;
291 case 8: 311 case 8:
292 strcat( archetype, "1_1"); 312 strcat (archetype, "1_1");
313
293 break; 314 break;
294 case 9: 315 case 9:
295 strcat( archetype, "2_2_3"); 316 strcat (archetype, "2_2_3");
317
296 break; 318 break;
297 case 10: 319 case 10:
298 strcat( archetype, "2_2_2"); 320 strcat (archetype, "2_2_2");
321
299 break; 322 break;
300 case 11: 323 case 11:
301 strcat( archetype, "3_3"); 324 strcat (archetype, "3_3");
325
302 break; 326 break;
303 case 12: 327 case 12:
304 strcat( archetype, "2_1_1"); 328 strcat (archetype, "2_1_1");
329
305 break; 330 break;
306 case 13: 331 case 13:
307 strcat( archetype, "3_4"); 332 strcat (archetype, "3_4");
333
308 break; 334 break;
309 case 14: 335 case 14:
310 strcat( archetype, "3_2"); 336 strcat (archetype, "3_2");
337
311 break; 338 break;
312 case 15: 339 case 15:
313 strcat( archetype, "4"); 340 strcat (archetype, "4");
341
314 break; 342 break;
315 } 343 }
316 344
317 /* 345 /*
318 * Before anything, make sure the archetype does exist... 346 * Before anything, make sure the archetype does exist...
319 * If not, prolly an error... 347 * If not, prolly an error...
320 */ 348 */
321 new_arch = find_archetype( archetype ); 349 new_arch = archetype::find (archetype);
350
322 if ( !new_arch ) 351 if (!new_arch)
323 return; 352 return;
324 353
325 /* Now delete current wall, and insert new one 354 /* Now delete current wall, and insert new one
326 * We save flags to avoid any trouble with buildable/non buildable, and so on 355 * We save flags to avoid any trouble with buildable/non buildable, and so on
327 */ 356 */
328 for ( flag = 0; flag < 4; flag++ ) 357 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
329 old_flags[ flag ] = wall->flags[ flag ];
330 remove_ob( wall );
331 free_object( wall );
332 358
359 wall->destroy ();
360
333 wall = arch_to_object( new_arch ); 361 wall = arch_to_object (new_arch);
334 wall->type = WALL; 362 wall->type = BUILDABLE_WALL;
335 insert_ob_in_map_at( wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y ); 363 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
336 for ( flag = 0; flag < 4; flag++ ) 364 wall->flag = old_flags;
337 wall->flags[ flag ] = old_flags[ flag ]; 365}
338 }
339 366
340/** 367/**
341 * \brief Floor building function 368 * \brief Floor building function
342 * 369 *
343 * Floors can be build: 370 * Floors can be build:
345 * - on an existing wall, with or without a floor under it 372 * - on an existing wall, with or without a floor under it
346 * 373 *
347 * Note: this function will inconditionally change squares around (x, y) 374 * Note: this function will inconditionally change squares around (x, y)
348 * so don't call it with x == 0 for instance! 375 * so don't call it with x == 0 for instance!
349 */ 376 */
377void
350void apply_builder_floor(object* pl, object* material, short x, short y ) 378apply_builder_floor (object *pl, object *material, short x, short y)
351 { 379{
352 object* tmp, *above; 380 object *tmp, *above;
353 object* above_floor; /* Item above floor, if any */ 381 object *above_floor; /* Item above floor, if any */
354 struct archt* new_floor; 382 struct archetype *new_floor;
355 struct archt* new_wall; 383 struct archetype *new_wall;
356 int i, xt, yt, floor_removed; 384 int i, xt, yt, floor_removed;
357 char message[ MAX_BUF ]; 385 char message[MAX_BUF];
358 386
359 sprintf( message, "You change the floor to better suit your tastes." ); 387 sprintf (message, "You change the floor to better suit your tastes.");
360 388
361 /* 389 /*
362 * Now the building part... 390 * Now the building part...
363 * First, remove wall(s) and floor(s) at position x, y 391 * First, remove wall(s) and floor(s) at position x, y
364 */ 392 */
365 above_floor = NULL; 393 above_floor = NULL;
366 new_wall = NULL; 394 new_wall = NULL;
367 floor_removed = 0; 395 floor_removed = 0;
368 tmp = GET_MAP_OB( pl->map, x, y ); 396 tmp = GET_MAP_OB (pl->map, x, y);
369 if ( tmp ) 397 if (tmp)
370 { 398 {
371 while ( tmp ) 399 while (tmp)
400 {
401 above = tmp->above;
402 if (BUILDABLE_WALL == tmp->type)
372 { 403 {
373 above = tmp->above;
374 if ( WALL == tmp->type )
375 {
376 /* There was a wall, remove it & keep its archetype to make new walls */ 404 /* There was a wall, remove it & keep its archetype to make new walls */
377 new_wall = tmp->arch; 405 new_wall = tmp->arch;
378 remove_ob( tmp ); 406 tmp->destroy ();
379 free_object( tmp );
380 sprintf( message, "You destroy the wall and redo the floor." ); 407 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 } 408 }
396 } 409 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 { 410 {
425 /* Must insert floor & wall */ 411 tmp->destroy ();
426 tmp = arch_to_object( new_floor ); 412 floor_removed = 1;
427 /* Better make the floor unique */
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 } 413 }
441 } 414 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 { 415 {
450 if ( !OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 416 if (floor_removed)
451 fix_walls( pl->map, xt, yt ); 417 above_floor = tmp;
452 } 418 }
453 419
420 tmp = above;
421 }
422 }
423
424 /* Now insert our floor */
425 new_floor = archetype::find (material->slaying);
426 if (!new_floor)
427 {
428 /* Not found, log & bail out */
429 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
430 return;
431 }
432
433 tmp = arch_to_object (new_floor);
434 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
435 SET_FLAG (tmp, FLAG_UNIQUE);
436 SET_FLAG (tmp, FLAG_IS_FLOOR);
437 tmp->type = FLOOR;
438 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
439
440 /*
441 * Next step: make sure there are either walls or floors around the new square
442 * Since building, you can have: blocking view / floor / wall / nothing
443 */
444 for (i = 1; i <= 8; i++)
445 {
446 xt = x + freearr_x[i];
447 yt = y + freearr_y[i];
448 tmp = GET_MAP_OB (pl->map, xt, yt);
449 if (!tmp)
450 {
451 /* Must insert floor & wall */
452 tmp = arch_to_object (new_floor);
453 /* Better make the floor unique */
454 SET_FLAG (tmp, FLAG_UNIQUE);
455 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
456 tmp->type = FLOOR;
457 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
458 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
459 if (new_wall)
460 {
461 tmp = arch_to_object (new_wall);
462 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
463 tmp->type = BUILDABLE_WALL;
464 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
465 }
466 }
467 }
468
469 /* Finally fixing walls to ensure nice continuous walls
470 * Note: 2 squares around are checked, because potentially we added walls around the building
471 * spot, so need to check that those new walls connect correctly
472 */
473 for (xt = x - 2; xt <= x + 2; xt++)
474 for (yt = y - 2; yt <= y + 2; yt++)
475 {
476 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
477 fix_walls (pl->map, xt, yt);
478 }
479
454 /* Now remove raw item from inventory */ 480 /* Now remove raw item from inventory */
455 decrease_ob( material ); 481 decrease_ob (material);
456 482
457 /* And tell player about the fix */ 483 /* And tell player about the fix */
458 new_draw_info( NDI_UNIQUE, 0, pl, message ); 484 new_draw_info (NDI_UNIQUE, 0, pl, message);
485}
486
487/**
488 * Wall radius fix function
489 */
490void fix_walls_around (maptile *map, int x, int y)
491{
492 for (int xt = x - 1; xt <= x + 1; xt++)
493 for (int yt = y - 1; yt <= y + 1; yt++)
494 {
495 if (OUT_OF_REAL_MAP (map, xt, yt))
496 continue;
497
498 fix_walls (map, xt, yt);
459 } 499 }
500}
460 501
461/** 502/**
462 * Wall building function 503 * Wall building function
463 * 504 *
464 * Walls can be build: 505 * Walls can be build:
465 * - on a floor without anything else 506 * - on a floor without anything else
466 * - on an existing wall, with or without a floor 507 * - on an existing wall, with or without a floor
467 */ 508 */
509void
468void apply_builder_wall( object* pl, object* material, short x, short y ) 510apply_builder_wall (object *pl, object *material, short x, short y)
469 { 511{
470 object* current_wall; 512 object *current_wall;
471 object* tmp; 513 object *tmp;
472 int xt, yt; 514 int xt, yt;
473 struct archt* new_wall; 515 struct archetype *new_wall;
474 char message[ MAX_BUF ]; 516 char message[MAX_BUF];
475 517
476 remove_marking_runes( pl->map, x, y ); 518 remove_marking_runes (pl->map, x, y);
477 519
478 /* Grab existing wall, if any */ 520 /* Grab existing wall, if any */
479 current_wall = NULL; 521 current_wall = NULL;
480 tmp = GET_MAP_OB( pl->map, x, y ); 522 tmp = GET_MAP_OB (pl->map, x, y);
481 while ( tmp && !current_wall ) 523 while (tmp && !current_wall)
482 { 524 {
483 if ( WALL == tmp->type ) 525 if (BUILDABLE_WALL == tmp->type)
484 current_wall = tmp; 526 current_wall = tmp;
485 527
486 tmp = tmp->above; 528 tmp = tmp->above;
487 } 529 }
488 530
489 /* Find the raw wall in inventory */ 531 /* Find the raw wall in inventory */
490 sprintf( message, "You build a wall." ); 532 sprintf (message, "You build a wall.");
491 533
492 /* Now we can actually insert the wall */ 534 /* Now we can actually insert the wall */
493 new_wall = find_archetype( material->slaying ); 535 new_wall = archetype::find (material->slaying);
494 if ( !new_wall ) 536 if (!new_wall)
495 { 537 {
496 LOG( llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying ); 538 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
497 return; 539 return;
498 } 540 }
499 541
500 tmp = arch_to_object( new_wall ); 542 tmp = arch_to_object (new_wall);
501 tmp->type = WALL; 543 tmp->type = BUILDABLE_WALL;
502 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 544 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
503 insert_ob_in_map_at( tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y ); 545 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
504 546
505 /* If existing wall, remove it, no need to fix other walls */ 547 /* If existing wall, remove it, no need to fix other walls */
506 if ( current_wall ) 548 if (current_wall)
507 { 549 {
508 remove_ob( current_wall ); 550 current_wall->destroy ();
509 free_object( current_wall );
510 fix_walls( pl->map, x, y ); 551 fix_walls (pl->map, x, y);
511 sprintf( message, "You redecorate the wall to better suit your tastes." ); 552 sprintf (message, "You redecorate the wall to better suit your tastes.");
512 } 553 }
513 else 554 else
514 { 555 {
515 /* Else fix all walls around */ 556 /* Else fix all walls around */
516 for ( xt = x - 1; xt <= x + 1; xt++ ) 557 for (xt = x - 1; xt <= x + 1; xt++)
517 for ( yt = y - 1; yt <= y + 1; yt++ ) 558 for (yt = y - 1; yt <= y + 1; yt++)
518 { 559 {
519 if ( OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 560 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
520 continue; 561 continue;
521 562
522 fix_walls( pl->map, xt, yt ); 563 fix_walls (pl->map, xt, yt);
523 }
524 } 564 }
565 }
525 566
526 /* Now remove item from inventory */ 567 /* Now remove item from inventory */
527 decrease_ob( material ); 568 decrease_ob (material);
528 569
529 /* And tell player what happened */ 570 /* And tell player what happened */
530 new_draw_info( NDI_UNIQUE, 0, pl, message ); 571 new_draw_info (NDI_UNIQUE, 0, pl, message);
531 } 572}
532 573
533/** 574/**
534 * Generic item builder. 575 * Generic item builder.
535 * 576 *
536 * Item must be put on a square with a floor, you can have something under. 577 * 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). 578 * Archetype of created object is item->slaying (raw material).
538 * Type of inserted item is tested for specific cases (doors & such). 579 * 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) 580 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
540 */ 581 */
582void
541void apply_builder_item( object* pl, object* item, short x, short y ) 583apply_builder_item (object *pl, object *item, short x, short y)
542 { 584{
543 object* tmp; 585 object *tmp;
544 struct archt* arch; 586 struct archetype *arch;
545 int insert_flag; 587 int insert_flag;
546 object* floor; 588 object *floor;
547 object* con_rune; 589 object *con_rune;
548 int connected; 590 int connected;
549 591
550 /* Find floor */ 592 /* Find floor */
551 floor = GET_MAP_OB( pl->map, x, y ); 593 floor = GET_MAP_OB (pl->map, x, y);
552 if ( !floor ) 594 if (!floor)
553 { 595 {
554 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 596 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
555 return; 597 return;
556 } 598 }
557 599
558 while ( floor && ( floor->type != FLOOR ) && ( !QUERY_FLAG( floor, FLAG_IS_FLOOR ) ) ) 600 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
559 floor = floor->above; 601 floor = floor->above;
560 602
561 if ( !floor ) 603 if (!floor)
562 { 604 {
563 new_draw_info( NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here." ); 605 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
564 return; 606 return;
565 } 607 }
566 /* Create item, set flag, insert in map */ 608 /* Create item, set flag, insert in map */
567 arch = find_archetype( item->slaying ); 609 arch = archetype::find (item->slaying);
568 if ( !arch ) 610 if (!arch)
569 return; 611 return;
570 612
571 tmp = arch_to_object( arch ); 613 tmp = arch_to_object (arch);
572 614
573 if ( ( floor->above ) && ( !can_build_over(pl->map, tmp, x, y) ) ) 615 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
574 /* Floor has something on top that interferes with building */ 616 /* Floor has something on top that interferes with building */
575 { 617 {
576 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." ); 618 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
577 return; 619 return;
578 }
579 620 }
621
580 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 622 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
581 SET_FLAG( tmp, FLAG_NO_PICK ); 623 SET_FLAG (tmp, FLAG_NO_PICK);
582 624
583 /* 625 /*
584 * This doesn't work on non unique maps. pedestals under floor will not be saved... 626 * 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; 627 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
586 */ 628 */
587 insert_flag = INS_ABOVE_FLOOR_ONLY; 629 insert_flag = INS_ABOVE_FLOOR_ONLY;
588 630
589 connected = 0; 631 connected = 0;
590 switch( tmp->type ) 632 switch (tmp->type)
591 { 633 {
592 case DOOR: 634 case DOOR:
593 case GATE: 635 case GATE:
594 case BUTTON: 636 case BUTTON:
595 case DETECTOR: 637 case DETECTOR:
596 case TIMED_GATE: 638 case TIMED_GATE:
597 case PEDESTAL: 639 case PEDESTAL:
598 case CF_HANDLE: 640 case CF_HANDLE:
599 case MAGIC_EAR: 641 case MAGIC_EAR:
600 case SIGN: 642 case SIGN:
601 /* Signs don't need a connection, but but magic mouths do. */ 643 /* Signs don't need a connection, but but magic mouths do. */
602 if (tmp->type == SIGN && strcmp( tmp->arch->name, "magic_mouth" )) 644 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
603 break; 645 break;
604 con_rune = get_connection_rune( pl, x, y ); 646 con_rune = get_connection_rune (pl, x, y);
605 connected = find_or_create_connection_for_map( pl, x, y, con_rune ); 647 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
606 if ( connected == -1 ) 648 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 { 649 {
622 free_object( tmp ); 650 /* Player already informed of failure by the previous function */
651 tmp->destroy ();
623 return; 652 return;
624 } 653 }
654 /* Remove marking rune */
655 con_rune->destroy ();
656 }
657
658 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
659 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
660 {
661 if (adjust_sign_msg (pl, x, y, tmp) == -1)
625 } 662 {
663 tmp->destroy ();
664 return;
665 }
666 }
626 667
627 insert_ob_in_map_at( tmp, pl->map, floor, insert_flag, x, y ); 668 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
628 if ( connected != 0 ) 669 if (connected != 0)
629 add_button_link( tmp, pl->map, connected ); 670 add_button_link (tmp, pl->map, connected);
630 671
631 new_draw_info_format( NDI_UNIQUE, 0, pl, "You build the %s", query_name( tmp ) ); 672 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
632 decrease_ob_nr( item, 1 ); 673 decrease_ob_nr (item, 1);
633 } 674}
634 675
635/** 676/**
636 * Item remover. 677 * Item remover.
637 * 678 *
638 * Removes first buildable item, either under or above the floor 679 * Removes first buildable item, either under or above the floor
639 */ 680 */
681void
640void apply_builder_remove( object* pl, int dir ) 682apply_builder_remove (object *pl, int dir)
641 { 683{
642 object* item; 684 object *item;
643 short x, y; 685 short x, y;
644 686
645 x = pl->x + freearr_x[ dir ]; 687 x = pl->x + freearr_x[dir];
646 y = pl->y + freearr_y[ dir ]; 688 y = pl->y + freearr_y[dir];
647 689
648 /* Check square */ 690 /* Check square */
649 item = GET_MAP_OB( pl->map, x, y ); 691 item = GET_MAP_OB (pl->map, x, y);
650 if ( !item ) 692 if (!item)
651 { 693 {
652 /* Should not happen with previous tests, but we never know */ 694 /* Should not happen with previous tests, but we never know */
653 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 695 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 ); 696 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
655 return; 697 return;
656 } 698 }
657 699
658 if ( item->type == FLOOR || QUERY_FLAG(item,FLAG_IS_FLOOR) ) 700 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
659 item = item->above; 701 item = item->above;
660 702
661 if ( !item ) 703 if (!item)
662 {
663 new_draw_info( NDI_UNIQUE, 0, pl, "Nothing to remove." ); 704 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
664 return; 705 else if (item->type == BUILDABLE_WALL)
665 }
666
667 /* Now remove object, with special cases (buttons & such) */
668 switch ( item->type )
669 {
670 case WALL:
671 new_draw_info( NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor." ); 706 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 return; 707 else if (!item->flag [FLAG_IS_BUILDABLE])
673 708 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
674 case DOOR: 709 else
675 case BUTTON: 710 {
676 case GATE:
677 case TIMED_GATE:
678 case DETECTOR:
679 case PEDESTAL:
680 case CF_HANDLE:
681 case MAGIC_EAR:
682 case SIGN:
683 /* Special case: must unconnect */
684 if (QUERY_FLAG(item,FLAG_IS_LINKED))
685 remove_button_link( item );
686
687 /* Fall through */
688
689 default:
690 /* Remove generic item */
691 new_draw_info_format( NDI_UNIQUE, 0, pl, "You remove the %s", query_name( item ) ); 711 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
692 remove_ob( item ); 712 item->destroy ();
693 free_object( item );
694 }
695 } 713 }
714}
696 715
697/** 716/**
698 * Global building function 717 * Global building function
699 * 718 *
700 * This is the general map building function. Called when the player 'fires' a builder 719 * This is the general map building function. Called when the player 'fires' a builder
701 * or remover object. 720 * or remover object.
702 */ 721 */
722void
703void apply_map_builder( object* pl, int dir ) 723apply_map_builder (object *pl, int dir)
704 { 724{
705 object* builder; 725 object *builder;
706 object* tmp; 726 object *tmp;
707 object* tmp2; 727 object *tmp2;
708 short x, y; 728 short x, y;
709 729
710 if ( !pl->type == PLAYER ) 730 if (!pl->type == PLAYER)
711 return; 731 return;
712 732
713 /*if ( !player->map->unique ) 733 /*if ( !player->map->unique )
714 { 734 {
715 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); 735 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
716 return; 736 return;
717 }*/ 737 } */
718 738
719 if ( dir == 0 ) 739 if (dir == 0)
720 { 740 {
721 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself." ); 741 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
722 return; 742 return;
723 } 743 }
724 744
725 x = pl->x + freearr_x[ dir ]; 745 x = pl->x + freearr_x[dir];
726 y = pl->y + freearr_y[ dir ]; 746 y = pl->y + freearr_y[dir];
727 747
728 if ( ( 1 > x ) || ( 1 > y ) || ( ( MAP_WIDTH( pl->map ) - 2 ) < x ) || ( ( MAP_HEIGHT( pl->map ) - 2 ) < y ) ) 748 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
729 { 749 {
730 new_draw_info( NDI_UNIQUE, 0, pl, "Can't build on map edge..." ); 750 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
731 return; 751 return;
752 }
753
754 /*
755 * Check specified square
756 * The square must have only buildable items
757 * Exception: marking runes are all right,
758 * since they are used for special things like connecting doors / buttons
759 */
760
761 tmp = GET_MAP_OB (pl->map, x, y);
762 if (!tmp)
763 {
764 /* Nothing, meaning player is standing next to an undefined square... */
765 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
766 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
767 return;
768 }
769 tmp2 = find_marked_object (pl);
770 while (tmp)
771 {
772 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
732 } 773 {
774 /* The item building function already has it's own special
775 * checks for this
776 */
777 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
778 {
779 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
780 return;
781 }
782 }
783 tmp = tmp->above;
784 }
733 785
786 /* Now we know the square is ok */
787 builder = pl->contr->ranges[range_builder];
788
789 if (builder->subtype == ST_BD_REMOVE)
790 /* Remover -> call specific function and bail out */
791 {
792 apply_builder_remove (pl, dir);
793 return;
794 }
795
796 if (builder->subtype == ST_BD_BUILD)
734 /* 797 /*
735 * Check specified square 798 * Builder.
736 * The square must have only buildable items 799 * 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 */ 800 */
740 801 {
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; 802 tmp = tmp2;
784 if ( !tmp ) 803 if (!tmp)
785 { 804 {
786 new_draw_info( NDI_UNIQUE, 0, pl, "You need to mark raw materials to use." ); 805 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
787 return; 806 return;
788 } 807 }
789 808
790 if ( tmp->type != MATERIAL ) 809 if (tmp->type != MATERIAL)
791 { 810 {
792 new_draw_info( NDI_UNIQUE, 0, pl, "You can't use the marked item to build." ); 811 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
793 return; 812 return;
794 } 813 }
795 814
796 switch( tmp->subtype ) 815 switch (tmp->subtype)
797 { 816 {
798 case ST_MAT_FLOOR: 817 case ST_MAT_FLOOR:
799 apply_builder_floor( pl, tmp, x, y ); 818 apply_builder_floor (pl, tmp, x, y);
800 return; 819 return;
801 820
802 case ST_MAT_WALL: 821 case ST_MAT_WALL:
803 apply_builder_wall( pl, tmp, x, y ); 822 apply_builder_wall (pl, tmp, x, y);
804 return; 823 return;
805 824
806 case ST_MAT_ITEM: 825 case ST_MAT_ITEM:
807 apply_builder_item( pl, tmp, x, y ); 826 apply_builder_item (pl, tmp, x, y);
808 return; 827 return;
809 828
810 default: 829 default:
811 new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry." ); 830 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 ); 831 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
813 return; 832 return;
814 } 833 }
815 } 834 }
816 835
817 /* Here, it means the builder has an invalid type */ 836 /* 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." ); 837 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 ); 838 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
820 } 839}
821 840
822/** 841/**
823 * Make the built object inherit the msg of books that are used with it. 842 * 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 843 * For objects already invisible (i.e. magic mouths & ears), also make it
825 * it inherit the face and the name with "talking " prepended. 844 * it inherit the face and the name with "talking " prepended.
826 */ 845 */
846int
827int adjust_sign_msg( object* pl, short x, short y, object* tmp ) 847adjust_sign_msg (object *pl, short x, short y, object *tmp)
828 { 848{
829 object* book; 849 object *book;
830 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
831 char buf2[MAX_BUF]; 851 char buf2[MAX_BUF];
832 852
833 book = get_msg_book( pl, x, y ); 853 book = get_msg_book (pl, x, y);
834 if ( !book ) 854 if (!book)
835 { 855 {
836 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message." ); 856 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
837 return -1; 857 return -1;
838 } 858 }
839 859
840 tmp->msg = book->msg; 860 tmp->msg = book->msg;
841 861
842 if (tmp->invisible) 862 if (tmp->invisible)
843 { 863 {
844 if(book->custom_name != NULL) 864 if (book->custom_name != NULL)
845 { 865 {
846 snprintf(buf, sizeof(buf), "talking %s", &book->custom_name); 866 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
847 } else { 867 }
868 else
869 {
848 snprintf(buf, sizeof(buf), "talking %s", &book->name); 870 snprintf (buf, sizeof (buf), "talking %s", &book->name);
849 } 871 }
850 tmp->name = buf; 872 tmp->name = buf;
851 873
852 if (book->name_pl != NULL) 874 if (book->name_pl != NULL)
853 { 875 {
854 snprintf(buf2, sizeof(buf2), "talking %s", &book->name_pl); 876 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
855 tmp->name_pl = buf2; 877 tmp->name_pl = buf2;
856 }
857 878 }
879
858 tmp->face = book->face; 880 tmp->face = book->face;
859 tmp->invisible = 0; 881 tmp->invisible = 0;
860 } 882 }
861 remove_ob( book ); 883
862 free_object( book ); 884 book->destroy ();
863 return 0; 885 return 0;
864 } 886}

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