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Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.34 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * static char *rcsid_build_map = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: build_map.C,v 1.2 2006/08/29 08:01:37 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
33#include <sproto.h> 29#include <sproto.h>
34 30
35/** 31/**
36 * Check if objects on a square interfere with building 32 * Check if objects on a square interfere with building
37 */ 33 */
34int
38int can_build_over( mapstruct* map, object* tmp, short x, short y) 35can_build_over (maptile *map, object *tmp, short x, short y)
39 { 36{
40 object* ob; 37 object *ob;
41 38
42 ob = GET_MAP_OB( map, x, y ); 39 ob = GET_MAP_OB (map, x, y);
43 while ( ob ) 40 while (ob)
44 { 41 {
45 /* if ob is not a marking rune or floor, then check special cases */ 42 /* if ob is not a marking rune or floor, then check special cases */
46 if ( strcmp( ob->arch->name, "rune_mark" ) && ob->type != FLOOR ) 43 if (strcmp (ob->arch->archname, "rune_mark") && ob->type != FLOOR)
44 {
45 switch (tmp->type)
47 { 46 {
48 switch ( tmp->type )
49 {
50 case SIGN: 47 case SIGN:
51 case MAGIC_EAR: 48 case MAGIC_EAR:
52 /* Allow signs and magic ears to be built on books */ 49 /* Allow signs and magic ears to be built on books */
53 if ( ob->type != BOOK ) { 50 if (ob->type != BOOK)
51 {
54 return 0; } 52 return 0;
53 }
55 break; 54 break;
56 case BUTTON: 55 case BUTTON:
57 case DETECTOR: 56 case DETECTOR:
58 case PEDESTAL: 57 case PEDESTAL:
59 case CF_HANDLE: 58 case CF_HANDLE:
60 /* Allow buttons and levers to be built under gates */ 59 /* Allow buttons and levers to be built under gates */
61 if ( ob->type != GATE && ob->type != DOOR ) { 60 if (ob->type != GATE && ob->type != DOOR)
61 {
62 return 0; } 62 return 0;
63 }
63 break; 64 break;
64 default: 65 default:
65 return 0; 66 return 0;
66 }
67 } 67 }
68 }
68 ob = ob->above; 69 ob = ob->above;
69 } 70 }
70 return 1; 71 return 1;
71 } 72}
72 73
73/** 74/**
74 * Erases marking runes at specified location 75 * Erases marking runes at specified location
75 */ 76 */
77void
76void remove_marking_runes( mapstruct* map, short x, short y ) 78remove_marking_runes (maptile *map, short x, short y)
77 { 79{
78 object* rune; 80 object *rune;
79 object* next; 81 object *next;
80 82
81 rune = GET_MAP_OB( map, x, y ); 83 rune = GET_MAP_OB (map, x, y);
82 while ( rune ) 84 while (rune)
83 { 85 {
84 next = rune->above; 86 next = rune->above;
87
85 if ( ( rune->type == SIGN ) && ( !strcmp( rune->arch->name, "rune_mark" ) ) ) 88 if (rune->type == SIGN && !strcmp (rune->arch->archname, "rune_mark"))
86 { 89 rune->destroy (true);
87 remove_ob( rune ); 90
88 free_object( rune );
89 }
90 rune = next; 91 rune = next;
91 }
92 } 92 }
93}
93 94
94/** 95/**
95 * Returns an unused value for 'connected'. 96 * Returns an unused value for 'connected'.
96 * \param map: map for which to find a value 97 * \param map: map for which to find a value
97 * \return 'connected' value with no item, or -1 if failure. 98 * \return 'connected' value with no item, or -1 if failure.
98 * 99 *
99 * Tries 1000 random values, then returns -1. 100 * Tries 1000 random values, then returns -1.
100 */ 101 */
102int
101int find_unused_connected_value( mapstruct* map ) 103find_unused_connected_value (maptile *map)
102 { 104{
103 int connected = 0; 105 int connected = 0;
104 int itest = 0; 106 int itest = 0;
105 oblinkpt* obp; 107 oblinkpt *obp;
106 108
107 while ( itest++ < 1000 ) 109 while (itest++ < 1000)
108 { 110 {
109 connected = 1 + rand( ) % 20000; 111 connected = rndm (0x20000000UL) + 0x60000000UL;
112
110 for ( obp = map->buttons; obp && ( obp->value != connected ); obp = obp->next ); 113 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next)
114 ;
111 115
112 if ( !obp ) 116 if (!obp)
113 return connected; 117 return connected;
114 } 118 }
115 119
116 return -1; 120 return -1;
117 } 121}
118
119 122
120/** 123/**
121 * Helper function for door/button/connected item building. 124 * Helper function for door/button/connected item building.
122 * 125 *
123 * Will search the specified spot for a marking rune. 126 * Will search the specified spot for a marking rune.
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 = add_string( pl->map->path ); 167 force->slaying = pl->map->path;
164 force->msg = add_string( 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;
181
182 rune = GET_MAP_OB( pl->map, x, y ); 186 object *rune = GET_MAP_OB (pl->map, x, y);
187
183 while ( rune && ( ( rune->type != SIGN ) || ( strcmp( rune->arch->name, "rune_mark" ) ) ) ) 188 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->archname, "rune_mark"))))
184 rune = rune->above; 189 rune = rune->above;
190
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;
194
195 book = GET_MAP_OB( pl->map, x, y ); 200 object *book = GET_MAP_OB (pl->map, x, y);
201
196 while ( book && ( book->type != BOOK ) ) 202 while (book && (book->type != BOOK))
197 book = book->above; 203 book = book->above;
204
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;
207
208 wall = GET_MAP_OB( map, x, y ); 214 object *wall = GET_MAP_OB (map, x, y);
215
209 while ( wall && ( WALL != wall->type ) ) 216 while (wall && (BUILDABLE_WALL != wall->type))
210 wall = wall->above; 217 wall = wall->above;
211 218
212 return wall; 219 return wall;
213 } 220}
214 221
215/** 222/**
216 * Fixes walls around specified spot 223 * Fixes walls around specified spot
217 * 224 *
218 * \param map is the map 225 * \param map is the map
221 * 228 *
222 * Basically it ensures the correct wall is put where needed. 229 * Basically it ensures the correct wall is put where needed.
223 * 230 *
224 * Note: x & y must be valid map coordinates. 231 * Note: x & y must be valid map coordinates.
225 */ 232 */
233void
226void fix_walls( mapstruct* map, int x, int y ) 234fix_walls (maptile *map, int x, int y)
227 { 235{
228 int connect;
229 object* wall;
230 char archetype[ MAX_BUF ]; 236 char archetype[MAX_BUF];
231 char* underscore; 237 char *underscore;
232 uint32 old_flags[ 4 ];
233 struct archt* new_arch; 238 struct archetype *new_arch;
234 int flag;
235 239
236 /* First, find the wall on that spot */ 240 /* First, find the wall on that spot */
237 wall = get_wall( map, x, y ); 241 object *wall = get_wall (map, x, y);
238 if ( !wall ) 242 if (!wall)
239 /* Nothing -> bail out */ 243 /* Nothing -> bail out */
240 return; 244 return;
241 245
242 /* Find base name */ 246 /* Find base name */
243 strcpy( archetype, wall->arch->name ); 247 assign (archetype, wall->arch->archname);
244 underscore = strchr( archetype, '_' ); 248 underscore = strchr (archetype, '_');
249
250 /* search for the first _ before a number */
251 while (underscore && !isdigit (*(underscore + 1)))
252 underscore = strchr (underscore + 1, '_');
253
245 if ( !underscore || ( !isdigit( *( underscore + 1 ) ) ) ) 254 if (!underscore || !isdigit (*(underscore + 1)))
246 /* Not in a format we can change, bail out */ 255 /* Not in a format we can change, bail out */
247 return; 256 return;
248 257
249 underscore++; 258 underscore++;
250 *underscore = '\0'; 259 *underscore = '\0';
251 260
261 int connect = 0;
262
263 if ((x > 0) && get_wall (map, x - 1, y))
252 connect = 0; 264 connect |= 1;
253 265 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; 266 connect |= 2;
258 267
259 if ( ( y > 0 ) && get_wall( map, x, y - 1 ) ) 268 if ((y > 0) && get_wall (map, x, y - 1))
260 connect |= 4; 269 connect |= 4;
261 270
262 if ( ( y < MAP_HEIGHT( map ) - 1 ) && get_wall( map, x, y + 1 ) ) 271 if ((y < map->height - 1) && get_wall (map, x, y + 1))
263 connect |= 8; 272 connect |= 8;
264 273
265 switch( connect ) 274 switch (connect)
266 { 275 {
267 case 0: 276 case 0:
268 strcat( archetype, "0"); 277 strcat (archetype, "0");
278
269 break; 279 break;
270 case 1: 280 case 1:
271 strcat( archetype, "1_3"); 281 strcat (archetype, "1_3");
282
272 break; 283 break;
273 case 2: 284 case 2:
274 strcat( archetype, "1_4"); 285 strcat (archetype, "1_4");
286
275 break; 287 break;
276 case 3: 288 case 3:
277 strcat( archetype, "2_1_2"); 289 strcat (archetype, "2_1_2");
290
278 break; 291 break;
279 case 4: 292 case 4:
280 strcat( archetype, "1_2"); 293 strcat (archetype, "1_2");
294
281 break; 295 break;
282 case 5: 296 case 5:
283 strcat( archetype, "2_2_4"); 297 strcat (archetype, "2_2_4");
298
284 break; 299 break;
285 case 6: 300 case 6:
286 strcat( archetype, "2_2_1"); 301 strcat (archetype, "2_2_1");
302
287 break; 303 break;
288 case 7: 304 case 7:
289 strcat( archetype, "3_1"); 305 strcat (archetype, "3_1");
306
290 break; 307 break;
291 case 8: 308 case 8:
292 strcat( archetype, "1_1"); 309 strcat (archetype, "1_1");
310
293 break; 311 break;
294 case 9: 312 case 9:
295 strcat( archetype, "2_2_3"); 313 strcat (archetype, "2_2_3");
314
296 break; 315 break;
297 case 10: 316 case 10:
298 strcat( archetype, "2_2_2"); 317 strcat (archetype, "2_2_2");
318
299 break; 319 break;
300 case 11: 320 case 11:
301 strcat( archetype, "3_3"); 321 strcat (archetype, "3_3");
322
302 break; 323 break;
303 case 12: 324 case 12:
304 strcat( archetype, "2_1_1"); 325 strcat (archetype, "2_1_1");
326
305 break; 327 break;
306 case 13: 328 case 13:
307 strcat( archetype, "3_4"); 329 strcat (archetype, "3_4");
330
308 break; 331 break;
309 case 14: 332 case 14:
310 strcat( archetype, "3_2"); 333 strcat (archetype, "3_2");
334
311 break; 335 break;
312 case 15: 336 case 15:
313 strcat( archetype, "4"); 337 strcat (archetype, "4");
338
314 break; 339 break;
315 } 340 }
316 341
317 /* 342 /*
318 * Before anything, make sure the archetype does exist... 343 * Before anything, make sure the archetype does exist...
319 * If not, prolly an error... 344 * If not, prolly an error...
320 */ 345 */
321 new_arch = find_archetype( archetype ); 346 new_arch = archetype::find (archetype);
347
322 if ( !new_arch ) 348 if (!new_arch)
323 return; 349 return;
324 350
325 /* Now delete current wall, and insert new one 351 /* Now delete current wall, and insert new one
326 * We save flags to avoid any trouble with buildable/non buildable, and so on 352 * We save flags to avoid any trouble with buildable/non buildable, and so on
327 */ 353 */
328 for ( flag = 0; flag < 4; flag++ ) 354 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 );
332 355
356 wall->destroy (true);
357
333 wall = arch_to_object( new_arch ); 358 wall = arch_to_object (new_arch);
334 wall->type = WALL; 359 wall->type = BUILDABLE_WALL;
335 insert_ob_in_map_at( wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y ); 360 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
336 for ( flag = 0; flag < 4; flag++ ) 361 wall->flag = old_flags;
337 wall->flags[ flag ] = old_flags[ flag ]; 362}
338 }
339 363
340/** 364/**
341 * \brief Floor building function 365 * \brief Floor building function
342 * 366 *
343 * Floors can be build: 367 * Floors can be build:
345 * - on an existing wall, with or without a floor under it 369 * - on an existing wall, with or without a floor under it
346 * 370 *
347 * Note: this function will inconditionally change squares around (x, y) 371 * Note: this function will inconditionally change squares around (x, y)
348 * so don't call it with x == 0 for instance! 372 * so don't call it with x == 0 for instance!
349 */ 373 */
374void
350void apply_builder_floor(object* pl, object* material, short x, short y ) 375apply_builder_floor (object *pl, object *material, short x, short y)
351 { 376{
352 object* tmp, *above; 377 object *tmp, *above;
353 object* above_floor; /* Item above floor, if any */ 378 object *above_floor; /* Item above floor, if any */
354 struct archt* new_floor; 379 struct archetype *new_floor;
355 struct archt* new_wall; 380 struct archetype *new_wall;
356 int i, xt, yt, floor_removed; 381 int i, xt, yt, floor_removed;
357 char message[ MAX_BUF ]; 382 char message[MAX_BUF];
358 383
359 sprintf( message, "You change the floor to better suit your tastes." ); 384 sprintf (message, "You change the floor to better suit your tastes.");
360 385
361 /* 386 /*
362 * Now the building part... 387 * Now the building part...
363 * First, remove wall(s) and floor(s) at position x, y 388 * First, remove wall(s) and floor(s) at position x, y
364 */ 389 */
365 above_floor = NULL; 390 above_floor = NULL;
366 new_wall = NULL; 391 new_wall = NULL;
367 floor_removed = 0; 392 floor_removed = 0;
368 tmp = GET_MAP_OB( pl->map, x, y ); 393 tmp = GET_MAP_OB (pl->map, x, y);
369 if ( tmp ) 394 if (tmp)
370 { 395 {
371 while ( tmp ) 396 while (tmp)
397 {
398 above = tmp->above;
399 if (BUILDABLE_WALL == tmp->type)
372 { 400 {
373 above = tmp->above;
374 if ( WALL == tmp->type )
375 {
376 /* There was a wall, remove it & keep its archetype to make new walls */ 401 /* There was a wall, remove it & keep its archetype to make new walls */
377 new_wall = tmp->arch; 402 new_wall = tmp->arch;
378 remove_ob( tmp ); 403 tmp->destroy (true);
379 free_object( tmp );
380 sprintf( message, "You destroy the wall and redo the floor." ); 404 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 } 405 }
396 } 406 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 { 407 {
425 /* Must insert floor & wall */ 408 tmp->destroy (true);
426 tmp = arch_to_object( new_floor ); 409 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 } 410 }
441 } 411 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 { 412 {
450 if ( !OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 413 if (floor_removed)
451 fix_walls( pl->map, xt, yt ); 414 above_floor = tmp;
452 } 415 }
453 416
417 tmp = above;
418 }
419 }
420
421 /* Now insert our floor */
422 new_floor = archetype::find (material->slaying);
423 if (!new_floor)
424 {
425 /* Not found, log & bail out */
426 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
427 return;
428 }
429
430 tmp = arch_to_object (new_floor);
431 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
432 SET_FLAG (tmp, FLAG_UNIQUE);
433 SET_FLAG (tmp, FLAG_IS_FLOOR);
434 tmp->type = FLOOR;
435 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
436
437 /*
438 * Next step: make sure there are either walls or floors around the new square
439 * Since building, you can have: blocking view / floor / wall / nothing
440 */
441 for (i = 1; i <= 8; i++)
442 {
443 xt = x + freearr_x[i];
444 yt = y + freearr_y[i];
445 tmp = GET_MAP_OB (pl->map, xt, yt);
446 if (!tmp)
447 {
448 /* Must insert floor & wall */
449 tmp = arch_to_object (new_floor);
450 /* Better make the floor unique */
451 SET_FLAG (tmp, FLAG_UNIQUE);
452 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
453 tmp->type = FLOOR;
454 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
455 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
456 if (new_wall)
457 {
458 tmp = arch_to_object (new_wall);
459 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
460 tmp->type = BUILDABLE_WALL;
461 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
462 }
463 }
464 }
465
466 /* Finally fixing walls to ensure nice continuous walls
467 * Note: 2 squares around are checked, because potentially we added walls around the building
468 * spot, so need to check that those new walls connect correctly
469 */
470 for (xt = x - 2; xt <= x + 2; xt++)
471 for (yt = y - 2; yt <= y + 2; yt++)
472 {
473 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
474 fix_walls (pl->map, xt, yt);
475 }
476
454 /* Now remove raw item from inventory */ 477 /* Now remove raw item from inventory */
455 decrease_ob( material ); 478 material->decrease ();
456 479
457 /* And tell player about the fix */ 480 /* And tell player about the fix */
458 new_draw_info( NDI_UNIQUE, 0, pl, message ); 481 new_draw_info (NDI_UNIQUE, 0, pl, message);
482}
483
484/**
485 * Wall radius fix function
486 */
487void fix_walls_around (maptile *map, int x, int y)
488{
489 for (int xt = x - 1; xt <= x + 1; xt++)
490 for (int yt = y - 1; yt <= y + 1; yt++)
491 {
492 if (OUT_OF_REAL_MAP (map, xt, yt))
493 continue;
494
495 fix_walls (map, xt, yt);
459 } 496 }
497}
460 498
461/** 499/**
462 * Wall building function 500 * Wall building function
463 * 501 *
464 * Walls can be build: 502 * Walls can be build:
465 * - on a floor without anything else 503 * - on a floor without anything else
466 * - on an existing wall, with or without a floor 504 * - on an existing wall, with or without a floor
467 */ 505 */
506void
468void apply_builder_wall( object* pl, object* material, short x, short y ) 507apply_builder_wall (object *pl, object *material, short x, short y)
469 { 508{
470 object* current_wall; 509 object *current_wall;
471 object* tmp; 510 object *tmp;
472 int xt, yt; 511 int xt, yt;
473 struct archt* new_wall; 512 struct archetype *new_wall;
474 char message[ MAX_BUF ]; 513 char message[MAX_BUF];
475 514
476 remove_marking_runes( pl->map, x, y ); 515 remove_marking_runes (pl->map, x, y);
477 516
478 /* Grab existing wall, if any */ 517 /* Grab existing wall, if any */
479 current_wall = NULL; 518 current_wall = NULL;
480 tmp = GET_MAP_OB( pl->map, x, y ); 519 tmp = GET_MAP_OB (pl->map, x, y);
481 while ( tmp && !current_wall ) 520 while (tmp && !current_wall)
482 { 521 {
483 if ( WALL == tmp->type ) 522 if (BUILDABLE_WALL == tmp->type)
484 current_wall = tmp; 523 current_wall = tmp;
485 524
486 tmp = tmp->above; 525 tmp = tmp->above;
487 } 526 }
488 527
489 /* Find the raw wall in inventory */ 528 /* Find the raw wall in inventory */
490 sprintf( message, "You build a wall." ); 529 sprintf (message, "You build a wall.");
491 530
492 /* Now we can actually insert the wall */ 531 /* Now we can actually insert the wall */
493 new_wall = find_archetype( material->slaying ); 532 new_wall = archetype::find (material->slaying);
494 if ( !new_wall ) 533 if (!new_wall)
495 { 534 {
496 LOG( llevError, "apply_builder_wall: unable to find archetype %s\n", material->slaying ); 535 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
497 return; 536 return;
498 } 537 }
499 538
500 tmp = arch_to_object( new_wall ); 539 tmp = arch_to_object (new_wall);
501 tmp->type = WALL; 540 tmp->type = BUILDABLE_WALL;
502 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 541 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
503 insert_ob_in_map_at( tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y ); 542 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
504 543
505 /* If existing wall, remove it, no need to fix other walls */ 544 /* If existing wall, remove it, no need to fix other walls */
506 if ( current_wall ) 545 if (current_wall)
507 { 546 {
508 remove_ob( current_wall ); 547 current_wall->destroy (true);
509 free_object( current_wall );
510 fix_walls( pl->map, x, y ); 548 fix_walls (pl->map, x, y);
511 sprintf( message, "You redecorate the wall to better suit your tastes." ); 549 sprintf (message, "You redecorate the wall to better suit your tastes.");
512 } 550 }
513 else 551 else
514 { 552 {
515 /* Else fix all walls around */ 553 /* Else fix all walls around */
516 for ( xt = x - 1; xt <= x + 1; xt++ ) 554 for (xt = x - 1; xt <= x + 1; xt++)
517 for ( yt = y - 1; yt <= y + 1; yt++ ) 555 for (yt = y - 1; yt <= y + 1; yt++)
518 { 556 {
519 if ( OUT_OF_REAL_MAP( pl->map, xt, yt ) ) 557 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
520 continue; 558 continue;
521 559
522 fix_walls( pl->map, xt, yt ); 560 fix_walls (pl->map, xt, yt);
523 }
524 } 561 }
562 }
525 563
526 /* Now remove item from inventory */ 564 /* Now remove item from inventory */
527 decrease_ob( material ); 565 material->decrease ();
528 566
529 /* And tell player what happened */ 567 /* And tell player what happened */
530 new_draw_info( NDI_UNIQUE, 0, pl, message ); 568 new_draw_info (NDI_UNIQUE, 0, pl, message);
531 } 569}
532 570
533/** 571/**
534 * Generic item builder. 572 * Generic item builder.
535 * 573 *
536 * Item must be put on a square with a floor, you can have something under. 574 * 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). 575 * Archetype of created object is item->slaying (raw material).
538 * Type of inserted item is tested for specific cases (doors & such). 576 * 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) 577 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
540 */ 578 */
579void
541void apply_builder_item( object* pl, object* item, short x, short y ) 580apply_builder_item (object *pl, object *item, short x, short y)
542 { 581{
543 object* tmp; 582 object *tmp;
544 struct archt* arch; 583 struct archetype *arch;
545 int insert_flag; 584 int insert_flag;
546 object* floor; 585 object *floor;
547 object* con_rune; 586 object *con_rune;
548 int connected; 587 int connected;
549 588
550 /* Find floor */ 589 /* Find floor */
551 floor = GET_MAP_OB( pl->map, x, y ); 590 floor = GET_MAP_OB (pl->map, x, y);
552 if ( !floor ) 591 if (!floor)
553 { 592 {
554 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 593 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
555 return; 594 return;
556 } 595 }
557 596
558 while ( floor && ( floor->type != FLOOR ) && ( !QUERY_FLAG( floor, FLAG_IS_FLOOR ) ) ) 597 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
559 floor = floor->above; 598 floor = floor->above;
560 599
561 if ( !floor ) 600 if (!floor)
562 { 601 {
563 new_draw_info( NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here." ); 602 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
564 return; 603 return;
565 } 604 }
566 /* Create item, set flag, insert in map */ 605 /* Create item, set flag, insert in map */
567 arch = find_archetype( item->slaying ); 606 arch = archetype::find (item->slaying);
568 if ( !arch ) 607 if (!arch)
569 return; 608 return;
570 609
571 tmp = arch_to_object( arch ); 610 tmp = arch_to_object (arch);
572 611
573 if ( ( floor->above ) && ( !can_build_over(pl->map, tmp, x, y) ) ) 612 if (!floor->flag[FLAG_IS_BUILDABLE] || (floor->above) && (!can_build_over (pl->map, tmp, x, y)))
574 /* Floor has something on top that interferes with building */ 613 /* Floor has something on top that interferes with building */
575 { 614 {
576 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." ); 615 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
577 return; 616 return;
578 }
579 617 }
618
580 SET_FLAG( tmp, FLAG_IS_BUILDABLE ); 619 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
581 SET_FLAG( tmp, FLAG_NO_PICK ); 620 SET_FLAG (tmp, FLAG_NO_PICK);
582 621
583 /* 622 /*
584 * This doesn't work on non unique maps. pedestals under floor will not be saved... 623 * 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; 624 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
586 */ 625 */
587 insert_flag = INS_ABOVE_FLOOR_ONLY; 626 insert_flag = INS_ABOVE_FLOOR_ONLY;
588 627
589 connected = 0; 628 connected = 0;
590 switch( tmp->type ) 629 switch (tmp->type)
591 { 630 {
592 case DOOR: 631 case DOOR:
593 case GATE: 632 case GATE:
594 case BUTTON: 633 case BUTTON:
595 case DETECTOR: 634 case DETECTOR:
596 case TIMED_GATE: 635 case TIMED_GATE:
597 case PEDESTAL: 636 case PEDESTAL:
598 case CF_HANDLE: 637 case CF_HANDLE:
599 case MAGIC_EAR: 638 case MAGIC_EAR:
600 case SIGN: 639 case SIGN:
601 /* Signs don't need a connection, but but magic mouths do. */ 640 /* Signs don't need a connection, but but magic mouths do. */
602 if (tmp->type == SIGN && strcmp( tmp->arch->name, "magic_mouth" )) 641 if (tmp->type == SIGN && strcmp (tmp->arch->archname, "magic_mouth"))
603 break; 642 break;
643
604 con_rune = get_connection_rune( pl, x, y ); 644 con_rune = get_connection_rune (pl, x, y);
605 connected = find_or_create_connection_for_map( pl, x, y, con_rune ); 645 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
606 if ( connected == -1 ) 646 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 { 647 {
622 free_object( tmp ); 648 /* Player already informed of failure by the previous function */
649 tmp->destroy (true);
623 return; 650 return;
624 } 651 }
652
653 /* Remove marking rune */
654 con_rune->destroy (true);
655 }
656
657 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
658 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
659 {
660 if (adjust_sign_msg (pl, x, y, tmp) == -1)
625 } 661 {
662 tmp->destroy (true);
663 return;
664 }
665 }
626 666
627 insert_ob_in_map_at( tmp, pl->map, floor, insert_flag, x, y ); 667 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
628 if ( connected != 0 ) 668 if (connected != 0)
629 add_button_link( tmp, pl->map, connected ); 669 add_button_link (tmp, pl->map, connected);
630 670
631 new_draw_info_format( NDI_UNIQUE, 0, pl, "You build the %s", query_name( tmp ) ); 671 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
632 decrease_ob_nr( item, 1 ); 672 item->decrease ();
633 } 673}
634 674
635/** 675/**
636 * Item remover. 676 * Item remover.
637 * 677 *
638 * Removes first buildable item, either under or above the floor 678 * Removes first buildable item, either under or above the floor
639 */ 679 */
680void
640void apply_builder_remove( object* pl, int dir ) 681apply_builder_remove (object *pl, int dir)
641 { 682{
642 object* item; 683 object *item;
643 short x, y; 684 short x, y;
644 685
645 x = pl->x + freearr_x[ dir ]; 686 x = pl->x + freearr_x[dir];
646 y = pl->y + freearr_y[ dir ]; 687 y = pl->y + freearr_y[dir];
647 688
648 /* Check square */ 689 /* Check square */
649 item = GET_MAP_OB( pl->map, x, y ); 690 item = GET_MAP_OB (pl->map, x, y);
650 if ( !item ) 691 if (!item)
651 { 692 {
652 /* Should not happen with previous tests, but we never know */ 693 /* Should not happen with previous tests, but we never know */
653 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." ); 694 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 ); 695 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
655 return; 696 return;
656 } 697 }
657 698
658 if ( item->type == FLOOR || QUERY_FLAG(item,FLAG_IS_FLOOR) ) 699 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
659 item = item->above; 700 item = item->above;
660 701
661 if ( !item ) 702 if (!item)
662 {
663 new_draw_info( NDI_UNIQUE, 0, pl, "Nothing to remove." ); 703 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
664 return; 704 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." ); 705 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 return; 706 else if (!item->flag [FLAG_IS_BUILDABLE])
673 707 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
674 case DOOR: 708 else
675 case BUTTON: 709 {
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 ) ); 710 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
692 remove_ob( item ); 711 item->destroy (true);
693 free_object( item );
694 }
695 } 712 }
713}
696 714
697/** 715/**
698 * Global building function 716 * Global building function
699 * 717 *
700 * This is the general map building function. Called when the player 'fires' a builder 718 * This is the general map building function. Called when the player 'fires' a builder
701 * or remover object. 719 * or remover object.
702 */ 720 */
721void
703void apply_map_builder( object* pl, int dir ) 722apply_map_builder (object *pl, int dir)
704 { 723{
705 object* builder; 724 object *builder;
706 object* tmp; 725 object *tmp;
707 object* tmp2; 726 object *tmp2;
708 short x, y; 727 short x, y;
709 728
710 if ( !pl->type == PLAYER ) 729 if (!pl->type == PLAYER)
711 return; 730 return;
712 731
713 /*if ( !player->map->unique ) 732 /*if ( !player->map->unique )
714 { 733 {
715 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); 734 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
716 return; 735 return;
717 }*/ 736 } */
718 737
719 if ( dir == 0 ) 738 if (dir == 0)
720 { 739 {
721 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself." ); 740 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
722 return; 741 return;
723 } 742 }
724 743
725 x = pl->x + freearr_x[ dir ]; 744 x = pl->x + freearr_x[dir];
726 y = pl->y + freearr_y[ dir ]; 745 y = pl->y + freearr_y[dir];
727 746
728 if ( ( 1 > x ) || ( 1 > y ) || ( ( MAP_WIDTH( pl->map ) - 2 ) < x ) || ( ( MAP_HEIGHT( pl->map ) - 2 ) < y ) ) 747 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
729 { 748 {
730 new_draw_info( NDI_UNIQUE, 0, pl, "Can't build on map edge..." ); 749 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
731 return; 750 return;
751 }
752
753 /*
754 * Check specified square
755 * The square must have only buildable items
756 * Exception: marking runes are all right,
757 * since they are used for special things like connecting doors / buttons
758 */
759
760 tmp = GET_MAP_OB (pl->map, x, y);
761 if (!tmp)
762 {
763 /* Nothing, meaning player is standing next to an undefined square... */
764 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
765 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
766 return;
767 }
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->archname, "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->ranged_ob;
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 add_refcount( tmp->msg ); 861
842
843 if (tmp->invisible) 862 if (tmp->invisible)
844 { 863 {
845 if(book->custom_name != NULL) 864 if (book->custom_name != NULL)
846 {
847 snprintf(buf, sizeof(buf), "talking %s", book->custom_name); 865 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
848 } else { 866 else
849 snprintf(buf, sizeof(buf), "talking %s", book->name); 867 snprintf (buf, sizeof (buf), "talking %s", &book->name);
850 } 868
851 if ( tmp->name ) 869 tmp->name = buf;
852 free_string( tmp->name ); 870
853 tmp->name = add_string( buf );
854
855 if(book->name_pl != NULL) 871 if (book->name_pl != NULL)
856 { 872 {
857 snprintf(buf2, sizeof(buf2), "talking %s", book->name_pl); 873 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
858 if ( tmp->name_pl )
859 free_string( tmp->name_pl );
860 tmp->name_pl = add_string( buf2 ); 874 tmp->name_pl = buf2;
861 }
862 875 }
876
863 tmp->face = book->face; 877 tmp->face = book->face;
864 tmp->invisible = 0; 878 tmp->invisible = 0;
865 } 879 }
866 remove_ob( book ); 880
867 free_object( book ); 881 book->destroy (true);
868 return 0; 882 return 0;
869 } 883}

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