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Comparing deliantra/server/server/build_map.C (file contents):
Revision 1.7 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.57 by elmex, Tue Apr 13 18:10:54 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <spells.h> 27#include <spells.h>
27#include <skills.h> 28#include <skills.h>
28#include <tod.h> 29#include <tod.h>
29#include <sproto.h> 30#include <sproto.h>
30 31
32// macro for this check, it had been inconsistent in this file.
33#define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
34
31/** 35/**
32 * Check if objects on a square interfere with building 36 * Check if objects on a square interfere with building
33 */ 37 */
34int 38static int
35can_build_over (mapstruct *map, object *tmp, short x, short y) 39can_build_over (maptile *map, object *tmp, int x, int y)
36{ 40{
37 object *ob; 41 object *ob;
38 42
39 ob = GET_MAP_OB (map, x, y); 43 ob = GET_MAP_OB (map, x, y);
40 while (ob) 44 while (ob)
41 { 45 {
42 /* if ob is not a marking rune or floor, then check special cases */ 46 /* if ob is not a marking rune or floor, then check special cases */
43 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR) 47 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
44 { 48 {
45 switch (tmp->type) 49 switch (tmp->type)
46 { 50 {
47 case SIGN: 51 case SIGN:
48 case MAGIC_EAR: 52 case MAGIC_EAR:
49 /* Allow signs and magic ears to be built on books */ 53 /* Allow signs and magic ears to be built on books */
50 if (ob->type != BOOK) 54 if (ob->type != BOOK)
51 {
52 return 0;
53 }
54 break;
55 case BUTTON:
56 case DETECTOR:
57 case PEDESTAL:
58 case CF_HANDLE:
59 /* Allow buttons and levers to be built under gates */
60 if (ob->type != GATE && ob->type != DOOR)
61 {
62 return 0;
63 }
64 break;
65 default:
66 return 0; 55 return 0;
56 break;
57 case BUTTON:
58 case DETECTOR:
59 case PEDESTAL:
60 case T_HANDLE:
61 /* Allow buttons and levers to be built under gates */
62 if (ob->type != GATE && ob->type != DOOR)
63 return 0;
64 break;
65 default:
66 return 0;
67 } 67 }
68 } 68 }
69
69 ob = ob->above; 70 ob = ob->above;
70 } 71 }
72
71 return 1; 73 return 1;
72} 74}
73 75
74/** 76/**
75 * Erases marking runes at specified location 77 * Erases marking runes at specified location
76 */ 78 */
77void 79static void
78remove_marking_runes (mapstruct *map, short x, short y) 80remove_marking_runes (maptile *map, int x, int y)
79{ 81{
80 object *rune; 82 object *rune;
81 object *next; 83 object *next;
82 84
83 rune = GET_MAP_OB (map, x, y); 85 rune = GET_MAP_OB (map, x, y);
84 while (rune) 86 while (rune)
85 { 87 {
86 next = rune->above; 88 next = rune->above;
89
87 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark"))) 90 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
88 { 91 rune->destroy ();
89 remove_ob (rune); 92
90 free_object (rune);
91 }
92 rune = next; 93 rune = next;
93 } 94 }
94} 95}
95 96
96/** 97/**
98 * \param map: map for which to find a value 99 * \param map: map for which to find a value
99 * \return 'connected' value with no item, or -1 if failure. 100 * \return 'connected' value with no item, or -1 if failure.
100 * 101 *
101 * Tries 1000 random values, then returns -1. 102 * Tries 1000 random values, then returns -1.
102 */ 103 */
103int 104static shstr_tmp
104find_unused_connected_value (mapstruct *map) 105find_unused_connected_value (maptile *map)
105{ 106{
106 int connected = 0; 107 for (int i = 1000; --i; )
107 int itest = 0;
108 oblinkpt *obp;
109
110 while (itest++ < 1000)
111 {
112 connected = 1 + rand () % 20000;
113 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
114
115 if (!obp)
116 return connected;
117 } 108 {
109 char buf[64];
118 110
111 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
112
113 shstr id (buf);
114
115 if (!map->find_link (id))
116 return id;
117 }
118
119 return shstr_tmp ();
120}
121
122/**
123 * Returns the marking rune on the square, for purposes of building connections
124 */
125static object *
126get_connection_rune (object *pl, int x, int y)
127{
128 object *rune = GET_MAP_OB (pl->map, x, y);
129
130 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
131 rune = rune->above;
132
119 return -1; 133 return rune;
120} 134}
121
122 135
123/** 136/**
124 * Helper function for door/button/connected item building. 137 * Helper function for door/button/connected item building.
125 * 138 *
126 * Will search the specified spot for a marking rune. 139 * Will search the specified spot for a marking rune.
128 * Else, searches a force in op's inventory matching the map's name 141 * Else, searches a force in op's inventory matching the map's name
129 * and the rune's text. 142 * and the rune's text.
130 * If found, returns the connection value associated 143 * If found, returns the connection value associated
131 * else searches a new connection value, and adds the force to the player. 144 * else searches a new connection value, and adds the force to the player.
132 */ 145 */
133int 146static shstr_tmp
134find_or_create_connection_for_map (object *pl, short x, short y, object *rune) 147find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
135{ 148{
136 object *force; 149 object *force;
137 int connected;
138 150
139 if (!rune) 151 if (!rune)
140 rune = get_connection_rune (pl, x, y); 152 rune = get_connection_rune (pl, x, y);
141 153
142 if (!rune) 154 if (!rune)
143 { 155 {
144 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name."); 156 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
145 return -1; 157 return shstr_tmp ();
146 } 158 }
147 159
148 /* Now, find force in player's inventory */ 160 /* Now, find force in player's inventory */
149 force = pl->inv; 161 force = pl->inv;
150 while (force 162 while (force
151 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg) 163 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
152 || (strcmp (force->msg, rune->msg)))) 164 || force->msg != rune->msg))
153 force = force->below; 165 force = force->below;
154 166
155 if (!force) 167 if (!force)
156 /* No force, need to create & insert one */ 168 /* No force, need to create & insert one */
157 { 169 {
158 /* Find unused value */ 170 /* Find unused value */
159 connected = find_unused_connected_value (pl->map); 171 shstr_tmp id = find_unused_connected_value (pl->map);
160 if (connected == -1) 172
173 if (!id)
161 { 174 {
162 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups."); 175 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
163 return -1; 176 return shstr_tmp ();
164 } 177 }
165 178
166 force = get_archetype (FORCE_NAME); 179 force = get_archetype (FORCE_NAME);
167 force->speed = 0;
168 update_ob_speed (force);
169 force->slaying = pl->map->path; 180 force->slaying = pl->map->path;
170 force->msg = rune->msg; 181 force->msg = rune->msg;
171 force->path_attuned = connected; 182 force->race = id;
183 force->set_speed (0);
184
172 insert_ob_in_ob (force, pl); 185 insert_ob_in_ob (force, pl);
173 186
174 return connected; 187 return id;
175 } 188 }
176 189
177 /* Found the force, everything's easy. */ 190 /* Found the force, everything's easy. */
178 return force->path_attuned; 191 return force->race;
179}
180
181/**
182 * Returns the marking rune on the square, for purposes of building connections
183 */
184object *
185get_connection_rune (object *pl, short x, short y)
186{
187 object *rune;
188
189 rune = GET_MAP_OB (pl->map, x, y);
190 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
191 rune = rune->above;
192 return rune;
193} 192}
194 193
195/** 194/**
196 * Returns the book/scroll on the current square, for purposes of building 195 * Returns the book/scroll on the current square, for purposes of building
197 */ 196 */
198object * 197static object *
199get_msg_book (object *pl, short x, short y) 198get_msg_book (object *pl, int x, int y)
200{ 199{
201 object *book;
202
203 book = GET_MAP_OB (pl->map, x, y); 200 object *book = GET_MAP_OB (pl->map, x, y);
201
204 while (book && (book->type != BOOK)) 202 while (book && (book->type != BOOK))
205 book = book->above; 203 book = book->above;
204
206 return book; 205 return book;
207} 206}
208 207
209/** 208/**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213static int
214adjust_sign_msg (object *pl, int x, int y, object *tmp)
215{
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 tmp->msg = book->msg;
228
229 if (tmp->invisible)
230 {
231 if (book->custom_name)
232 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
233 else
234 snprintf (buf, sizeof (buf), "talking %s", &book->name);
235
236 tmp->name = buf;
237
238 if (book->name_pl)
239 {
240 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
241 tmp->name_pl = buf2;
242 }
243
244 tmp->face = book->face;
245 tmp->invisible = 0;
246 }
247
248 book->destroy ();
249 return 0;
250}
251
252/**
210 * Returns first item of type WALL. 253 * Returns first item of type BUILDABLE_WALL.
211 */ 254 */
212object * 255static object *
213get_wall (mapstruct *map, int x, int y) 256get_wall (maptile *map, int x, int y)
214{ 257{
215 object *wall;
216
217 wall = GET_MAP_OB (map, x, y); 258 object *wall = GET_MAP_OB (map, x, y);
259
218 while (wall && (WALL != wall->type)) 260 while (wall && (BUILDABLE_WALL != wall->type))
219 wall = wall->above; 261 wall = wall->above;
220 262
221 return wall; 263 return wall;
222} 264}
223 265
230 * 272 *
231 * Basically it ensures the correct wall is put where needed. 273 * Basically it ensures the correct wall is put where needed.
232 * 274 *
233 * Note: x & y must be valid map coordinates. 275 * Note: x & y must be valid map coordinates.
234 */ 276 */
235void 277static void
236fix_walls (mapstruct *map, int x, int y) 278fix_walls (maptile *map, int x, int y)
237{ 279{
238 int connect;
239 object *wall;
240 char archetype[MAX_BUF]; 280 char archetype[MAX_BUF];
241 char *underscore; 281 char *underscore;
242 uint32 old_flags[4];
243 struct archetype *new_arch; 282 struct archetype *new_arch;
244 int flag;
245 283
246 /* First, find the wall on that spot */ 284 /* First, find the wall on that spot */
247 wall = get_wall (map, x, y); 285 object *wall = get_wall (map, x, y);
248 if (!wall) 286 if (!wall)
249 /* Nothing -> bail out */ 287 /* Nothing -> bail out */
250 return; 288 return;
251 289
252 /* Find base name */ 290 /* Find base name */
253 strcpy (archetype, wall->arch->name); 291 assign (archetype, wall->arch->archname);
254 underscore = strchr (archetype, '_'); 292 underscore = strchr (archetype, '_');
255 293
294 /* search for the first _ before a number */
295 while (underscore && !isdigit (*(underscore + 1)))
296 underscore = strchr (underscore + 1, '_');
297
256 if (!underscore || (!isdigit (*(underscore + 1)))) 298 if (!underscore || !isdigit (*(underscore + 1)))
257 /* Not in a format we can change, bail out */ 299 /* Not in a format we can change, bail out */
258 return; 300 return;
259 301
260 underscore++; 302 underscore++;
261 *underscore = '\0'; 303 *underscore = '\0';
262 304
263 connect = 0; 305 int connect = 0;
264 306
265 if ((x > 0) && get_wall (map, x - 1, y)) 307 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
266 connect |= 1; 308 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
267 if ((x < MAP_WIDTH (map) - 1) && get_wall (map, x + 1, y)) 309 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
268 connect |= 2; 310 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
269 311
270 if ((y > 0) && get_wall (map, x, y - 1)) 312 // one bit per dir, 1 left, 2 right, 4 up, 8 down
271 connect |= 4; 313 static const char *walltype[16] = {
314 "0",
315 "1_3",
316 "1_4",
317 "2_1_2",
318 "1_2",
319 "2_2_4",
320 "2_2_1",
321 "3_1",
322 "1_1",
323 "2_2_3",
324 "2_2_2",
325 "3_3",
326 "2_1_1",
327 "3_4",
328 "3_2",
329 "4"
330 };
272 331
273 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1)) 332 strcat (archetype, walltype [connect]);
274 connect |= 8;
275
276 switch (connect)
277 {
278 case 0:
279 strcat (archetype, "0");
280
281 break;
282 case 1:
283 strcat (archetype, "1_3");
284
285 break;
286 case 2:
287 strcat (archetype, "1_4");
288
289 break;
290 case 3:
291 strcat (archetype, "2_1_2");
292
293 break;
294 case 4:
295 strcat (archetype, "1_2");
296
297 break;
298 case 5:
299 strcat (archetype, "2_2_4");
300
301 break;
302 case 6:
303 strcat (archetype, "2_2_1");
304
305 break;
306 case 7:
307 strcat (archetype, "3_1");
308
309 break;
310 case 8:
311 strcat (archetype, "1_1");
312
313 break;
314 case 9:
315 strcat (archetype, "2_2_3");
316
317 break;
318 case 10:
319 strcat (archetype, "2_2_2");
320
321 break;
322 case 11:
323 strcat (archetype, "3_3");
324
325 break;
326 case 12:
327 strcat (archetype, "2_1_1");
328
329 break;
330 case 13:
331 strcat (archetype, "3_4");
332
333 break;
334 case 14:
335 strcat (archetype, "3_2");
336
337 break;
338 case 15:
339 strcat (archetype, "4");
340
341 break;
342 }
343 333
344 /* 334 /*
345 * Before anything, make sure the archetype does exist... 335 * Before anything, make sure the archetype does exist...
346 * If not, prolly an error... 336 * If not, prolly an error...
347 */ 337 */
351 return; 341 return;
352 342
353 /* Now delete current wall, and insert new one 343 /* Now delete current wall, and insert new one
354 * We save flags to avoid any trouble with buildable/non buildable, and so on 344 * We save flags to avoid any trouble with buildable/non buildable, and so on
355 */ 345 */
356 for (flag = 0; flag < 4; flag++) 346 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
357 old_flags[flag] = wall->flags[flag];
358 remove_ob (wall);
359 free_object (wall);
360 347
361 wall = arch_to_object (new_arch); 348 wall->destroy ();
349
350 wall = new_arch->instance ();
362 wall->type = WALL; 351 wall->type = BUILDABLE_WALL;
363 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); 352 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
364 for (flag = 0; flag < 4; flag++)
365 wall->flags[flag] = old_flags[flag]; 353 wall->flag = old_flags;
366} 354}
367 355
368/** 356/**
369 * \brief Floor building function 357 * \brief Floor building function
370 * 358 *
373 * - on an existing wall, with or without a floor under it 361 * - on an existing wall, with or without a floor under it
374 * 362 *
375 * Note: this function will inconditionally change squares around (x, y) 363 * Note: this function will inconditionally change squares around (x, y)
376 * so don't call it with x == 0 for instance! 364 * so don't call it with x == 0 for instance!
377 */ 365 */
378void 366static void
379apply_builder_floor (object *pl, object *material, short x, short y) 367apply_builder_floor (object *pl, object *material, int x, int y)
380{ 368{
381 object *tmp, *above; 369 object *tmp, *above;
382 object *above_floor; /* Item above floor, if any */ 370 object *above_floor; /* Item above floor, if any */
383 struct archetype *new_floor; 371 struct archetype *new_floor;
384 struct archetype *new_wall; 372 struct archetype *new_wall;
398 if (tmp) 386 if (tmp)
399 { 387 {
400 while (tmp) 388 while (tmp)
401 { 389 {
402 above = tmp->above; 390 above = tmp->above;
403 if (WALL == tmp->type) 391 if (BUILDABLE_WALL == tmp->type)
404 { 392 {
405 /* There was a wall, remove it & keep its archetype to make new walls */ 393 /* There was a wall, remove it & keep its archetype to make new walls */
406 new_wall = tmp->arch; 394 new_wall = tmp->arch;
407 remove_ob (tmp); 395 tmp->destroy ();
408 free_object (tmp);
409 sprintf (message, "You destroy the wall and redo the floor."); 396 sprintf (message, "You destroy the wall and redo the floor.");
410 } 397 }
411 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) 398 else if (IS_FLOOR (tmp))
412 { 399 {
413 remove_ob (tmp); 400 tmp->destroy ();
414 free_object (tmp);
415 floor_removed = 1; 401 floor_removed = 1;
416 } 402 }
417 else 403 else
418 { 404 {
419 if (floor_removed) 405 if (floor_removed)
406 {
407 /* This is the first item that was above the floor */
420 above_floor = tmp; 408 above_floor = tmp;
409 floor_removed = 0;
410 }
421 } 411 }
422 412
423 tmp = above; 413 tmp = above;
424 } 414 }
425 } 415 }
431 /* Not found, log & bail out */ 421 /* Not found, log & bail out */
432 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); 422 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
433 return; 423 return;
434 } 424 }
435 425
436 tmp = arch_to_object (new_floor); 426 tmp = new_floor->instance ();
437 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 427 tmp->set_flag (FLAG_IS_BUILDABLE);
438 SET_FLAG (tmp, FLAG_UNIQUE); 428 tmp->set_flag (FLAG_UNIQUE);
439 SET_FLAG (tmp, FLAG_IS_FLOOR); 429 tmp->set_flag (FLAG_IS_FLOOR);
440 tmp->type = FLOOR; 430 //tmp->type = FLOOR;
441 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y); 431 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
442 432
443 /* 433 /*
444 * Next step: make sure there are either walls or floors around the new square 434 * Next step: make sure there are either walls or floors around the new square
445 * Since building, you can have: blocking view / floor / wall / nothing 435 * Since building, you can have: blocking view / floor / wall / nothing
450 yt = y + freearr_y[i]; 440 yt = y + freearr_y[i];
451 tmp = GET_MAP_OB (pl->map, xt, yt); 441 tmp = GET_MAP_OB (pl->map, xt, yt);
452 if (!tmp) 442 if (!tmp)
453 { 443 {
454 /* Must insert floor & wall */ 444 /* Must insert floor & wall */
455 tmp = arch_to_object (new_floor); 445 tmp = new_floor->instance ();
456 /* Better make the floor unique */ 446 /* Better make the floor unique */
457 SET_FLAG (tmp, FLAG_UNIQUE); 447 tmp->set_flag (FLAG_UNIQUE);
458 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 448 tmp->set_flag (FLAG_IS_BUILDABLE);
459 tmp->type = FLOOR; 449 //tmp->type = FLOOR;
460 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 450 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
461 /* Insert wall if exists. Note: if it doesn't, the map is weird... */ 451 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
462 if (new_wall) 452 if (new_wall)
463 { 453 {
464 tmp = arch_to_object (new_wall); 454 tmp = new_wall->instance ();
465 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 455 tmp->set_flag (FLAG_IS_BUILDABLE);
466 tmp->type = WALL; 456 tmp->type = BUILDABLE_WALL;
467 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 457 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
468 } 458 }
469 } 459 }
470 } 460 }
471 461
473 * Note: 2 squares around are checked, because potentially we added walls around the building 463 * Note: 2 squares around are checked, because potentially we added walls around the building
474 * spot, so need to check that those new walls connect correctly 464 * spot, so need to check that those new walls connect correctly
475 */ 465 */
476 for (xt = x - 2; xt <= x + 2; xt++) 466 for (xt = x - 2; xt <= x + 2; xt++)
477 for (yt = y - 2; yt <= y + 2; yt++) 467 for (yt = y - 2; yt <= y + 2; yt++)
478 {
479 if (!OUT_OF_REAL_MAP (pl->map, xt, yt)) 468 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
480 fix_walls (pl->map, xt, yt); 469 fix_walls (pl->map, xt, yt);
481 }
482 470
483 /* Now remove raw item from inventory */ 471 /* Now remove raw item from inventory */
484 decrease_ob (material); 472 material->decrease ();
485 473
486 /* And tell player about the fix */ 474 /* And tell player about the fix */
487 new_draw_info (NDI_UNIQUE, 0, pl, message); 475 new_draw_info (NDI_UNIQUE, 0, pl, message);
488} 476}
489 477
492 * 480 *
493 * Walls can be build: 481 * Walls can be build:
494 * - on a floor without anything else 482 * - on a floor without anything else
495 * - on an existing wall, with or without a floor 483 * - on an existing wall, with or without a floor
496 */ 484 */
497void 485static void
498apply_builder_wall (object *pl, object *material, short x, short y) 486apply_builder_wall (object *pl, object *material, int x, int y)
499{ 487{
500 object *current_wall; 488 object *current_wall;
501 object *tmp; 489 object *tmp;
502 int xt, yt; 490 int xt, yt;
503 struct archetype *new_wall; 491 struct archetype *new_wall;
508 /* Grab existing wall, if any */ 496 /* Grab existing wall, if any */
509 current_wall = NULL; 497 current_wall = NULL;
510 tmp = GET_MAP_OB (pl->map, x, y); 498 tmp = GET_MAP_OB (pl->map, x, y);
511 while (tmp && !current_wall) 499 while (tmp && !current_wall)
512 { 500 {
513 if (WALL == tmp->type) 501 if (BUILDABLE_WALL == tmp->type)
514 current_wall = tmp; 502 current_wall = tmp;
515 503
516 tmp = tmp->above; 504 tmp = tmp->above;
517 } 505 }
518 506
525 { 513 {
526 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); 514 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
527 return; 515 return;
528 } 516 }
529 517
530 tmp = arch_to_object (new_wall); 518 tmp = new_wall->instance ();
531 tmp->type = WALL; 519 tmp->type = BUILDABLE_WALL;
532 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 520 tmp->set_flag (FLAG_IS_BUILDABLE);
533 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); 521 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
534 522
535 /* If existing wall, remove it, no need to fix other walls */ 523 /* If existing wall, remove it, no need to fix other walls */
536 if (current_wall) 524 if (current_wall)
537 { 525 {
538 remove_ob (current_wall); 526 current_wall->destroy ();
539 free_object (current_wall);
540 fix_walls (pl->map, x, y); 527 fix_walls (pl->map, x, y);
541 sprintf (message, "You redecorate the wall to better suit your tastes."); 528 sprintf (message, "You redecorate the wall to better suit your tastes.");
542 } 529 }
543 else 530 else
544 { 531 {
552 fix_walls (pl->map, xt, yt); 539 fix_walls (pl->map, xt, yt);
553 } 540 }
554 } 541 }
555 542
556 /* Now remove item from inventory */ 543 /* Now remove item from inventory */
557 decrease_ob (material); 544 material->decrease ();
558 545
559 /* And tell player what happened */ 546 /* And tell player what happened */
560 new_draw_info (NDI_UNIQUE, 0, pl, message); 547 new_draw_info (NDI_UNIQUE, 0, pl, message);
561} 548}
562 549
566 * Item must be put on a square with a floor, you can have something under. 553 * Item must be put on a square with a floor, you can have something under.
567 * Archetype of created object is item->slaying (raw material). 554 * Archetype of created object is item->slaying (raw material).
568 * Type of inserted item is tested for specific cases (doors & such). 555 * Type of inserted item is tested for specific cases (doors & such).
569 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess) 556 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
570 */ 557 */
571void 558static void
572apply_builder_item (object *pl, object *item, short x, short y) 559apply_builder_item (object *pl, object *item, int x, int y)
573{ 560{
574 object *tmp; 561 object *tmp;
575 struct archetype *arch; 562 struct archetype *arch;
576 int insert_flag; 563 int insert_flag;
577 object *floor; 564 object *floor;
578 object *con_rune; 565 object *con_rune;
579 int connected;
580 566
581 /* Find floor */ 567 /* Find floor */
582 floor = GET_MAP_OB (pl->map, x, y); 568 floor = GET_MAP_OB (pl->map, x, y);
583 if (!floor) 569 if (!floor)
584 { 570 {
585 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 571 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
586 return; 572 return;
587 } 573 }
588 574
589 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) 575 while (floor && !IS_FLOOR (floor))
590 floor = floor->above; 576 floor = floor->above;
591 577
592 if (!floor) 578 if (!floor)
593 { 579 {
594 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); 580 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
597 /* Create item, set flag, insert in map */ 583 /* Create item, set flag, insert in map */
598 arch = archetype::find (item->slaying); 584 arch = archetype::find (item->slaying);
599 if (!arch) 585 if (!arch)
600 return; 586 return;
601 587
602 tmp = arch_to_object (arch); 588 tmp = arch->instance ();
603 589
604 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y))) 590 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
605 /* Floor has something on top that interferes with building */ 591 /* Floor has something on top that interferes with building */
606 { 592 {
607 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 593 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
608 return; 594 return;
609 } 595 }
610 596
611 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 597 tmp->set_flag (FLAG_IS_BUILDABLE);
612 SET_FLAG (tmp, FLAG_NO_PICK); 598 tmp->set_flag (FLAG_NO_PICK);
613 599
614 /* 600 /*
615 * This doesn't work on non unique maps. pedestals under floor will not be saved... 601 * Str 1 is a flag that the item [pedestal] should go below the floor.
616 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; 602 * Items under the floor on non-unique maps will not be saved,
603 * so make the item itself unique in this situation.
617 */ 604 */
618 insert_flag = INS_ABOVE_FLOOR_ONLY; 605 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
606 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
607 tmp->set_flag (FLAG_UNIQUE);
619 608
620 connected = 0; 609 shstr_tmp connected;
610
621 switch (tmp->type) 611 switch (tmp->type)
622 { 612 {
623 case DOOR: 613 case DOOR:
624 case GATE: 614 case GATE:
625 case BUTTON: 615 case BUTTON:
626 case DETECTOR: 616 case DETECTOR:
627 case TIMED_GATE: 617 case TIMED_GATE:
628 case PEDESTAL: 618 case PEDESTAL:
629 case CF_HANDLE: 619 case T_HANDLE:
630 case MAGIC_EAR: 620 case MAGIC_EAR:
631 case SIGN: 621 case SIGN:
632 /* Signs don't need a connection, but but magic mouths do. */ 622 /* Signs don't need a connection, but but magic mouths do. */
633 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth")) 623 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
634 break; 624 break;
625
635 con_rune = get_connection_rune (pl, x, y); 626 con_rune = get_connection_rune (pl, x, y);
636 connected = find_or_create_connection_for_map (pl, x, y, con_rune); 627 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
637 if (connected == -1) 628 if (!connected)
638 { 629 {
639 /* Player already informed of failure by the previous function */ 630 /* Player already informed of failure by the previous function */
640 free_object (tmp); 631 tmp->destroy ();
641 return; 632 return;
642 } 633 }
634
643 /* Remove marking rune */ 635 /* Remove marking rune */
644 remove_ob (con_rune); 636 con_rune->destroy ();
645 free_object (con_rune);
646 } 637 }
647 638
648 /* For magic mouths/ears, and signs, take the msg from a book of scroll */ 639 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
649 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) 640 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
650 {
651 if (adjust_sign_msg (pl, x, y, tmp) == -1) 641 if (adjust_sign_msg (pl, x, y, tmp) == -1)
652 { 642 {
653 free_object (tmp); 643 tmp->destroy ();
654 return; 644 return;
655 } 645 }
656 }
657 646
658 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); 647 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
659 if (connected != 0) 648 if (connected)
660 add_button_link (tmp, pl->map, connected); 649 tmp->add_link (pl->map, connected);
661 650
662 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); 651 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
663 decrease_ob_nr (item, 1); 652 item->decrease ();
664} 653}
665 654
666/** 655/**
667 * Item remover. 656 * Item remover.
668 * 657 *
669 * Removes first buildable item, either under or above the floor 658 * Removes first buildable item, either under or above the floor
670 */ 659 */
671void 660static void
672apply_builder_remove (object *pl, int dir) 661apply_builder_remove (object *pl, int dir)
673{ 662{
674 object *item; 663 object *item;
675 short x, y; 664 int x, y;
676 665
677 x = pl->x + freearr_x[dir]; 666 x = pl->x + freearr_x[dir];
678 y = pl->y + freearr_y[dir]; 667 y = pl->y + freearr_y[dir];
679 668
680 /* Check square */ 669 /* Check square */
681 item = GET_MAP_OB (pl->map, x, y); 670 item = GET_MAP_OB (pl->map, x, y);
682 if (!item) 671 if (!item)
683 { 672 {
684 /* Should not happen with previous tests, but we never know */ 673 /* Should not happen with previous tests, but we never know */
685 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 674 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
686 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path); 675 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
687 return; 676 return;
688 } 677 }
689 678
690 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) 679 if (IS_FLOOR (item))
691 item = item->above; 680 item = item->above;
692 681
693 if (!item) 682 if (!item)
694 {
695 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); 683 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
696 return; 684 else if (item->type == BUILDABLE_WALL)
697 }
698
699 /* Now remove object, with special cases (buttons & such) */
700 switch (item->type)
701 {
702 case WALL:
703 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); 685 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
704 return; 686 else if (!item->flag [FLAG_IS_BUILDABLE])
705 687 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
706 case DOOR: 688 else
707 case BUTTON: 689 {
708 case GATE:
709 case TIMED_GATE:
710 case DETECTOR:
711 case PEDESTAL:
712 case CF_HANDLE:
713 case MAGIC_EAR:
714 case SIGN:
715 /* Special case: must unconnect */
716 if (QUERY_FLAG (item, FLAG_IS_LINKED))
717 remove_button_link (item);
718
719 /* Fall through */
720
721 default:
722 /* Remove generic item */
723 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); 690 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
724 remove_ob (item); 691 item->destroy ();
725 free_object (item);
726 } 692 }
727} 693}
728 694
729/** 695/**
730 * Global building function 696 * Global building function
733 * or remover object. 699 * or remover object.
734 */ 700 */
735void 701void
736apply_map_builder (object *pl, int dir) 702apply_map_builder (object *pl, int dir)
737{ 703{
738 object *builder; 704 object *builder = 0;
739 object *tmp; 705 object *tmp = 0;
740 object *tmp2; 706 object *tmp2 = 0;
741 short x, y; 707 int x, y;
742 708
743 if (!pl->type == PLAYER) 709 if (!pl->type == PLAYER)
744 return; 710 return;
745 711
746 /*if ( !player->map->unique ) 712 /*if ( !player->map->unique )
756 } 722 }
757 723
758 x = pl->x + freearr_x[dir]; 724 x = pl->x + freearr_x[dir];
759 y = pl->y + freearr_y[dir]; 725 y = pl->y + freearr_y[dir];
760 726
761 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y)) 727 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
762 { 728 {
763 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); 729 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
764 return; 730 return;
765 } 731 }
766 732
773 739
774 tmp = GET_MAP_OB (pl->map, x, y); 740 tmp = GET_MAP_OB (pl->map, x, y);
775 if (!tmp) 741 if (!tmp)
776 { 742 {
777 /* Nothing, meaning player is standing next to an undefined square... */ 743 /* Nothing, meaning player is standing next to an undefined square... */
778 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path); 744 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path);
779 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); 745 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
780 return; 746 return;
781 } 747 }
748
749 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder), ARG_MAP (pl->map), ARG_INT (x), ARG_INT (y)))
750 return;
751
782 tmp2 = find_marked_object (pl); 752 tmp2 = find_marked_object (pl);
783 while (tmp) 753 while (tmp)
784 { 754 {
785 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark")))) 755 if (!tmp->flag [FLAG_IS_BUILDABLE] && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
786 { 756 {
787 /* The item building function already has it's own special 757 /* The item building function already has it's own special
788 * checks for this 758 * checks for this
789 */ 759 */
790 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM)) 760 if (!tmp2 || tmp2->subtype != ST_MAT_ITEM)
791 { 761 {
792 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 762 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
793 return; 763 return;
794 } 764 }
795 } 765 }
766
796 tmp = tmp->above; 767 tmp = tmp->above;
797 } 768 }
798 769
799 /* Now we know the square is ok */ 770 /* Now we know the square is ok */
800 builder = pl->contr->ranges[range_builder]; 771 builder = pl->contr->ranged_ob;
801 772
802 if (builder->subtype == ST_BD_REMOVE) 773 if (builder->subtype == ST_BD_REMOVE)
803 /* Remover -> call specific function and bail out */ 774 /* Remover -> call specific function and bail out */
804 { 775 {
805 apply_builder_remove (pl, dir); 776 apply_builder_remove (pl, dir);
825 return; 796 return;
826 } 797 }
827 798
828 switch (tmp->subtype) 799 switch (tmp->subtype)
829 { 800 {
830 case ST_MAT_FLOOR: 801 case ST_MAT_FLOOR:
831 apply_builder_floor (pl, tmp, x, y); 802 apply_builder_floor (pl, tmp, x, y);
832 return; 803 return;
833 804
834 case ST_MAT_WALL: 805 case ST_MAT_WALL:
835 apply_builder_wall (pl, tmp, x, y); 806 apply_builder_wall (pl, tmp, x, y);
836 return; 807 return;
837 808
838 case ST_MAT_ITEM: 809 case ST_MAT_ITEM:
839 apply_builder_item (pl, tmp, x, y); 810 apply_builder_item (pl, tmp, x, y);
840 return; 811 return;
841 812
842 default: 813 default:
843 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); 814 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
844 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); 815 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
845 return; 816 return;
846 } 817 }
847 } 818 }
848 819
849 /* Here, it means the builder has an invalid type */ 820 /* Here, it means the builder has an invalid type */
850 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); 821 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
851 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); 822 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
852} 823}
853 824
854/**
855 * Make the built object inherit the msg of books that are used with it.
856 * For objects already invisible (i.e. magic mouths & ears), also make it
857 * it inherit the face and the name with "talking " prepended.
858 */
859int
860adjust_sign_msg (object *pl, short x, short y, object *tmp)
861{
862 object *book;
863 char buf[MAX_BUF];
864 char buf2[MAX_BUF];
865
866 book = get_msg_book (pl, x, y);
867 if (!book)
868 {
869 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
870 return -1;
871 }
872
873 tmp->msg = book->msg;
874
875 if (tmp->invisible)
876 {
877 if (book->custom_name != NULL)
878 {
879 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
880 }
881 else
882 {
883 snprintf (buf, sizeof (buf), "talking %s", &book->name);
884 }
885 tmp->name = buf;
886
887 if (book->name_pl != NULL)
888 {
889 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
890 tmp->name_pl = buf2;
891 }
892
893 tmp->face = book->face;
894 tmp->invisible = 0;
895 }
896 remove_ob (book);
897 free_object (book);
898 return 0;
899}

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