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Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.5 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.24 by root, Mon Feb 5 02:07:40 2007 UTC

1
2/* 1/*
3 * static char *rcsid_build_map =
4 * "$Id: build_map.C,v 1.5 2006/09/10 15:59:57 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 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>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <spells.h> 27#include <spells.h>
33#include <skills.h> 28#include <skills.h>
36 31
37/** 32/**
38 * Check if objects on a square interfere with building 33 * Check if objects on a square interfere with building
39 */ 34 */
40int 35int
41can_build_over (mapstruct *map, object *tmp, short x, short y) 36can_build_over (maptile *map, object *tmp, short x, short y)
42{ 37{
43 object *ob; 38 object *ob;
44 39
45 ob = GET_MAP_OB (map, x, y); 40 ob = GET_MAP_OB (map, x, y);
46 while (ob) 41 while (ob)
79 74
80/** 75/**
81 * Erases marking runes at specified location 76 * Erases marking runes at specified location
82 */ 77 */
83void 78void
84remove_marking_runes (mapstruct *map, short x, short y) 79remove_marking_runes (maptile *map, short x, short y)
85{ 80{
86 object *rune; 81 object *rune;
87 object *next; 82 object *next;
88 83
89 rune = GET_MAP_OB (map, x, y); 84 rune = GET_MAP_OB (map, x, y);
90 while (rune) 85 while (rune)
91 { 86 {
92 next = rune->above; 87 next = rune->above;
88
93 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark"))) 89 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
94 { 90 rune->destroy ();
95 remove_ob (rune); 91
96 free_object (rune);
97 }
98 rune = next; 92 rune = next;
99 } 93 }
100} 94}
101 95
102/** 96/**
105 * \return 'connected' value with no item, or -1 if failure. 99 * \return 'connected' value with no item, or -1 if failure.
106 * 100 *
107 * Tries 1000 random values, then returns -1. 101 * Tries 1000 random values, then returns -1.
108 */ 102 */
109int 103int
110find_unused_connected_value (mapstruct *map) 104find_unused_connected_value (maptile *map)
111{ 105{
112 int connected = 0; 106 int connected = 0;
113 int itest = 0; 107 int itest = 0;
114 oblinkpt *obp; 108 oblinkpt *obp;
115 109
152 } 146 }
153 147
154 /* Now, find force in player's inventory */ 148 /* Now, find force in player's inventory */
155 force = pl->inv; 149 force = pl->inv;
156 while (force 150 while (force
157 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg) 151 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
158 || (strcmp (force->msg, rune->msg)))) 152 || force->msg != rune->msg))
159 force = force->below; 153 force = force->below;
160 154
161 if (!force) 155 if (!force)
162 /* No force, need to create & insert one */ 156 /* No force, need to create & insert one */
163 { 157 {
168 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.");
169 return -1; 163 return -1;
170 } 164 }
171 165
172 force = get_archetype (FORCE_NAME); 166 force = get_archetype (FORCE_NAME);
173 force->speed = 0;
174 update_ob_speed (force);
175 force->slaying = pl->map->path; 167 force->slaying = pl->map->path;
176 force->msg = rune->msg; 168 force->msg = rune->msg;
177 force->path_attuned = connected; 169 force->path_attuned = connected;
170 force->set_speed (0);
178 insert_ob_in_ob (force, pl); 171 insert_ob_in_ob (force, pl);
179 172
180 return connected; 173 return connected;
181 } 174 }
182 175
211 book = book->above; 204 book = book->above;
212 return book; 205 return book;
213} 206}
214 207
215/** 208/**
216 * Returns first item of type WALL. 209 * Returns first item of type BUILDABLE_WALL.
217 */ 210 */
218object * 211object *
219get_wall (mapstruct *map, int x, int y) 212get_wall (maptile *map, int x, int y)
220{ 213{
221 object *wall; 214 object *wall;
222 215
223 wall = GET_MAP_OB (map, x, y); 216 wall = GET_MAP_OB (map, x, y);
224 while (wall && (WALL != wall->type)) 217 while (wall && (BUILDABLE_WALL != wall->type))
225 wall = wall->above; 218 wall = wall->above;
226 219
227 return wall; 220 return wall;
228} 221}
229 222
237 * Basically it ensures the correct wall is put where needed. 230 * Basically it ensures the correct wall is put where needed.
238 * 231 *
239 * Note: x & y must be valid map coordinates. 232 * Note: x & y must be valid map coordinates.
240 */ 233 */
241void 234void
242fix_walls (mapstruct *map, int x, int y) 235fix_walls (maptile *map, int x, int y)
243{ 236{
244 int connect;
245 object *wall; 237 object *wall;
246 char archetype[MAX_BUF]; 238 char archetype[MAX_BUF];
247 char *underscore; 239 char *underscore;
248 uint32 old_flags[4];
249 struct archetype *new_arch; 240 struct archetype *new_arch;
250 int flag; 241
251 242
252 /* First, find the wall on that spot */ 243 /* First, find the wall on that spot */
253 wall = get_wall (map, x, y); 244 wall = get_wall (map, x, y);
254 if (!wall) 245 if (!wall)
255 /* Nothing -> bail out */ 246 /* Nothing -> bail out */
256 return; 247 return;
257 248
258 /* Find base name */ 249 /* Find base name */
259 strcpy (archetype, wall->arch->name); 250 assign (archetype, wall->arch->name);
260 underscore = strchr (archetype, '_'); 251 underscore = strchr (archetype, '_');
261 252
253 /* search for the first _ before a number */
254 while (underscore && !isdigit (*(underscore + 1)))
255 underscore = strchr (underscore + 1, '_');
256
262 if (!underscore || (!isdigit (*(underscore + 1)))) 257 if (!underscore || !isdigit (*(underscore + 1)))
263 /* Not in a format we can change, bail out */ 258 /* Not in a format we can change, bail out */
264 return; 259 return;
265 260
266 underscore++; 261 underscore++;
267 *underscore = '\0'; 262 *underscore = '\0';
268 263
269 connect = 0; 264 int connect = 0;
270 265
271 if ((x > 0) && get_wall (map, x - 1, y)) 266 if ((x > 0) && get_wall (map, x - 1, y))
272 connect |= 1; 267 connect |= 1;
273 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y)) 268 if ((x < map->width - 1) && get_wall (map, x + 1, y))
274 connect |= 2; 269 connect |= 2;
275 270
276 if ((y > 0) && get_wall (map, x, y - 1)) 271 if ((y > 0) && get_wall (map, x, y - 1))
277 connect |= 4; 272 connect |= 4;
278 273
279 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1)) 274 if ((y < map->height - 1) && get_wall (map, x, y + 1))
280 connect |= 8; 275 connect |= 8;
281 276
282 switch (connect) 277 switch (connect)
283 { 278 {
284 case 0: 279 case 0:
349 344
350 /* 345 /*
351 * Before anything, make sure the archetype does exist... 346 * Before anything, make sure the archetype does exist...
352 * If not, prolly an error... 347 * If not, prolly an error...
353 */ 348 */
354 new_arch = find_archetype (archetype); 349 new_arch = archetype::find (archetype);
355 350
356 if (!new_arch) 351 if (!new_arch)
357 return; 352 return;
358 353
359 /* Now delete current wall, and insert new one 354 /* Now delete current wall, and insert new one
360 * 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
361 */ 356 */
362 for (flag = 0; flag < 4; flag++) 357 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
363 old_flags[flag] = wall->flags[flag]; 358
364 remove_ob (wall); 359 wall->destroy ();
365 free_object (wall);
366 360
367 wall = arch_to_object (new_arch); 361 wall = arch_to_object (new_arch);
368 wall->type = WALL; 362 wall->type = BUILDABLE_WALL;
369 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);
370 for (flag = 0; flag < 4; flag++)
371 wall->flags[flag] = old_flags[flag]; 364 wall->flag = old_flags;
372} 365}
373 366
374/** 367/**
375 * \brief Floor building function 368 * \brief Floor building function
376 * 369 *
404 if (tmp) 397 if (tmp)
405 { 398 {
406 while (tmp) 399 while (tmp)
407 { 400 {
408 above = tmp->above; 401 above = tmp->above;
409 if (WALL == tmp->type) 402 if (BUILDABLE_WALL == tmp->type)
410 { 403 {
411 /* 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 */
412 new_wall = tmp->arch; 405 new_wall = tmp->arch;
413 remove_ob (tmp); 406 tmp->destroy ();
414 free_object (tmp);
415 sprintf (message, "You destroy the wall and redo the floor."); 407 sprintf (message, "You destroy the wall and redo the floor.");
416 } 408 }
417 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) 409 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
418 { 410 {
419 remove_ob (tmp); 411 tmp->destroy ();
420 free_object (tmp);
421 floor_removed = 1; 412 floor_removed = 1;
422 } 413 }
423 else 414 else
424 { 415 {
425 if (floor_removed) 416 if (floor_removed)
429 tmp = above; 420 tmp = above;
430 } 421 }
431 } 422 }
432 423
433 /* Now insert our floor */ 424 /* Now insert our floor */
434 new_floor = find_archetype (material->slaying); 425 new_floor = archetype::find (material->slaying);
435 if (!new_floor) 426 if (!new_floor)
436 { 427 {
437 /* Not found, log & bail out */ 428 /* Not found, log & bail out */
438 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); 429 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
439 return; 430 return;
467 /* Insert wall if exists. Note: if it doesn't, the map is weird... */ 458 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
468 if (new_wall) 459 if (new_wall)
469 { 460 {
470 tmp = arch_to_object (new_wall); 461 tmp = arch_to_object (new_wall);
471 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 462 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
472 tmp->type = WALL; 463 tmp->type = BUILDABLE_WALL;
473 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 464 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
474 } 465 }
475 } 466 }
476 } 467 }
477 468
492 /* And tell player about the fix */ 483 /* And tell player about the fix */
493 new_draw_info (NDI_UNIQUE, 0, pl, message); 484 new_draw_info (NDI_UNIQUE, 0, pl, message);
494} 485}
495 486
496/** 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);
499 }
500}
501
502/**
497 * Wall building function 503 * Wall building function
498 * 504 *
499 * Walls can be build: 505 * Walls can be build:
500 * - on a floor without anything else 506 * - on a floor without anything else
501 * - on an existing wall, with or without a floor 507 * - on an existing wall, with or without a floor
514 /* Grab existing wall, if any */ 520 /* Grab existing wall, if any */
515 current_wall = NULL; 521 current_wall = NULL;
516 tmp = GET_MAP_OB (pl->map, x, y); 522 tmp = GET_MAP_OB (pl->map, x, y);
517 while (tmp && !current_wall) 523 while (tmp && !current_wall)
518 { 524 {
519 if (WALL == tmp->type) 525 if (BUILDABLE_WALL == tmp->type)
520 current_wall = tmp; 526 current_wall = tmp;
521 527
522 tmp = tmp->above; 528 tmp = tmp->above;
523 } 529 }
524 530
525 /* Find the raw wall in inventory */ 531 /* Find the raw wall in inventory */
526 sprintf (message, "You build a wall."); 532 sprintf (message, "You build a wall.");
527 533
528 /* Now we can actually insert the wall */ 534 /* Now we can actually insert the wall */
529 new_wall = find_archetype (material->slaying); 535 new_wall = archetype::find (material->slaying);
530 if (!new_wall) 536 if (!new_wall)
531 { 537 {
532 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);
533 return; 539 return;
534 } 540 }
535 541
536 tmp = arch_to_object (new_wall); 542 tmp = arch_to_object (new_wall);
537 tmp->type = WALL; 543 tmp->type = BUILDABLE_WALL;
538 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 544 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
539 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);
540 546
541 /* If existing wall, remove it, no need to fix other walls */ 547 /* If existing wall, remove it, no need to fix other walls */
542 if (current_wall) 548 if (current_wall)
543 { 549 {
544 remove_ob (current_wall); 550 current_wall->destroy ();
545 free_object (current_wall);
546 fix_walls (pl->map, x, y); 551 fix_walls (pl->map, x, y);
547 sprintf (message, "You redecorate the wall to better suit your tastes."); 552 sprintf (message, "You redecorate the wall to better suit your tastes.");
548 } 553 }
549 else 554 else
550 { 555 {
599 { 604 {
600 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.");
601 return; 606 return;
602 } 607 }
603 /* Create item, set flag, insert in map */ 608 /* Create item, set flag, insert in map */
604 arch = find_archetype (item->slaying); 609 arch = archetype::find (item->slaying);
605 if (!arch) 610 if (!arch)
606 return; 611 return;
607 612
608 tmp = arch_to_object (arch); 613 tmp = arch_to_object (arch);
609 614
641 con_rune = get_connection_rune (pl, x, y); 646 con_rune = get_connection_rune (pl, x, y);
642 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);
643 if (connected == -1) 648 if (connected == -1)
644 { 649 {
645 /* Player already informed of failure by the previous function */ 650 /* Player already informed of failure by the previous function */
646 free_object (tmp); 651 tmp->destroy ();
647 return; 652 return;
648 } 653 }
649 /* Remove marking rune */ 654 /* Remove marking rune */
650 remove_ob (con_rune); 655 con_rune->destroy ();
651 free_object (con_rune);
652 } 656 }
653 657
654 /* For magic mouths/ears, and signs, take the msg from a book of scroll */ 658 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
655 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) 659 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
656 { 660 {
657 if (adjust_sign_msg (pl, x, y, tmp) == -1) 661 if (adjust_sign_msg (pl, x, y, tmp) == -1)
658 { 662 {
659 free_object (tmp); 663 tmp->destroy ();
660 return; 664 return;
661 } 665 }
662 } 666 }
663 667
664 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);
687 item = GET_MAP_OB (pl->map, x, y); 691 item = GET_MAP_OB (pl->map, x, y);
688 if (!item) 692 if (!item)
689 { 693 {
690 /* Should not happen with previous tests, but we never know */ 694 /* Should not happen with previous tests, but we never know */
691 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 695 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
692 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path); 696 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
693 return; 697 return;
694 } 698 }
695 699
696 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) 700 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
697 item = item->above; 701 item = item->above;
698 702
699 if (!item) 703 if (!item)
700 {
701 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); 704 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
702 return; 705 else if (item->type == BUILDABLE_WALL)
703 }
704
705 /* Now remove object, with special cases (buttons & such) */
706 switch (item->type)
707 {
708 case WALL:
709 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); 706 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
710 return; 707 else if (!item->flag [FLAG_IS_BUILDABLE])
711 708 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
712 case DOOR: 709 else
713 case BUTTON: 710 {
714 case GATE:
715 case TIMED_GATE:
716 case DETECTOR:
717 case PEDESTAL:
718 case CF_HANDLE:
719 case MAGIC_EAR:
720 case SIGN:
721 /* Special case: must unconnect */
722 if (QUERY_FLAG (item, FLAG_IS_LINKED))
723 remove_button_link (item);
724
725 /* Fall through */
726
727 default:
728 /* Remove generic item */
729 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); 711 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
730 remove_ob (item); 712 item->destroy ();
731 free_object (item);
732 } 713 }
733} 714}
734 715
735/** 716/**
736 * Global building function 717 * Global building function
762 } 743 }
763 744
764 x = pl->x + freearr_x[dir]; 745 x = pl->x + freearr_x[dir];
765 y = pl->y + freearr_y[dir]; 746 y = pl->y + freearr_y[dir];
766 747
767 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))
768 { 749 {
769 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...");
770 return; 751 return;
771 } 752 }
772 753
779 760
780 tmp = GET_MAP_OB (pl->map, x, y); 761 tmp = GET_MAP_OB (pl->map, x, y);
781 if (!tmp) 762 if (!tmp)
782 { 763 {
783 /* Nothing, meaning player is standing next to an undefined square... */ 764 /* Nothing, meaning player is standing next to an undefined square... */
784 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path); 765 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
785 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); 766 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
786 return; 767 return;
787 } 768 }
788 tmp2 = find_marked_object (pl); 769 tmp2 = find_marked_object (pl);
789 while (tmp) 770 while (tmp)
897 } 878 }
898 879
899 tmp->face = book->face; 880 tmp->face = book->face;
900 tmp->invisible = 0; 881 tmp->invisible = 0;
901 } 882 }
902 remove_ob (book); 883
903 free_object (book); 884 book->destroy ();
904 return 0; 885 return 0;
905} 886}

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