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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 1.68 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (FORCE_NAME);
167 force->speed = 0;
168 update_ob_speed (force);
169 force->slaying = pl->map->path; 180 force->slaying = pl->map->path;
170 force->msg = rune->msg; 181 force->msg = rune->msg;
171 force->path_attuned = connected; 182 force->race = id;
183 force->set_speed (0);
184
172 insert_ob_in_ob (force, pl); 185 insert_ob_in_ob (force, pl);
173 186
174 return connected; 187 return id;
175 } 188 }
176 189
177 /* Found the force, everything's easy. */ 190 /* Found the force, everything's easy. */
178 return force->path_attuned; 191 return force->race;
179}
180
181/**
182 * Returns the marking rune on the square, for purposes of building connections
183 */
184object *
185get_connection_rune (object *pl, short x, short y)
186{
187 object *rune;
188
189 rune = GET_MAP_OB (pl->map, x, y);
190 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
191 rune = rune->above;
192 return rune;
193} 192}
194 193
195/** 194/**
196 * Returns the book/scroll on the current square, for purposes of building 195 * Returns the book/scroll on the current square, for purposes of building
197 */ 196 */
198object * 197static object *
199get_msg_book (object *pl, short x, short y) 198get_msg_book (object *pl, int x, int y)
200{ 199{
201 object *book;
202
203 book = GET_MAP_OB (pl->map, x, y); 200 object *book = GET_MAP_OB (pl->map, x, y);
201
204 while (book && (book->type != BOOK)) 202 while (book && (book->type != BOOK))
205 book = book->above; 203 book = book->above;
204
206 return book; 205 return book;
207} 206}
208 207
209/** 208/**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213static int
214adjust_sign_msg (object *pl, int x, int y, object *tmp)
215{
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 if (tmp->type == MAGIC_EAR)
228 {
229 snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
230 tmp->msg = buf;
231 }
232 else
233 tmp->msg = book->msg;
234
235 if (tmp->invisible)
236 {
237 if (book->custom_name)
238 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
239 else
240 snprintf (buf, sizeof (buf), "talking %s", &book->name);
241
242 tmp->name = buf;
243
244 if (book->name_pl)
245 {
246 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
247 tmp->name_pl = buf2;
248 }
249
250 tmp->face = book->face;
251 tmp->invisible = 0;
252 }
253
254 book->destroy ();
255 return 0;
256}
257
258/**
210 * Returns first item of type WALL. 259 * Returns first item of type BUILDABLE_WALL.
211 */ 260 */
212object * 261static object *
213get_wall (mapstruct *map, int x, int y) 262get_wall (maptile *map, int x, int y)
214{ 263{
215 object *wall;
216
217 wall = GET_MAP_OB (map, x, y); 264 object *wall = GET_MAP_OB (map, x, y);
265
218 while (wall && (WALL != wall->type)) 266 while (wall && (BUILDABLE_WALL != wall->type))
219 wall = wall->above; 267 wall = wall->above;
220 268
221 return wall; 269 return wall;
222} 270}
223 271
230 * 278 *
231 * Basically it ensures the correct wall is put where needed. 279 * Basically it ensures the correct wall is put where needed.
232 * 280 *
233 * Note: x & y must be valid map coordinates. 281 * Note: x & y must be valid map coordinates.
234 */ 282 */
235void 283static void
236fix_walls (mapstruct *map, int x, int y) 284fix_walls (maptile *map, int x, int y)
237{ 285{
238 int connect;
239 object *wall;
240 char archetype[MAX_BUF]; 286 char archetype[MAX_BUF];
241 char *underscore; 287 char *underscore;
242 uint32 old_flags[4];
243 struct archetype *new_arch; 288 struct archetype *new_arch;
244 int flag;
245 289
246 /* First, find the wall on that spot */ 290 /* First, find the wall on that spot */
247 wall = get_wall (map, x, y); 291 object *wall = get_wall (map, x, y);
248 if (!wall) 292 if (!wall)
249 /* Nothing -> bail out */ 293 /* Nothing -> bail out */
250 return; 294 return;
251 295
252 /* Find base name */ 296 /* Find base name */
253 strcpy (archetype, wall->arch->name); 297 assign (archetype, wall->arch->archname);
254 underscore = strchr (archetype, '_'); 298 underscore = strchr (archetype, '_');
255 299
300 /* search for the first _ before a number */
301 while (underscore && !isdigit (*(underscore + 1)))
302 underscore = strchr (underscore + 1, '_');
303
256 if (!underscore || (!isdigit (*(underscore + 1)))) 304 if (!underscore || !isdigit (*(underscore + 1)))
257 /* Not in a format we can change, bail out */ 305 /* Not in a format we can change, bail out */
258 return; 306 return;
259 307
260 underscore++; 308 underscore++;
261 *underscore = '\0'; 309 *underscore = '\0';
262 310
263 connect = 0; 311 int connect = 0;
264 312
265 if ((x > 0) && get_wall (map, x - 1, y)) 313 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
266 connect |= 1; 314 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)) 315 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
268 connect |= 2; 316 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
269 317
270 if ((y > 0) && get_wall (map, x, y - 1)) 318 strcat (archetype, wall_suffix [connect]);
271 connect |= 4;
272
273 if ((y < MAP_HEIGHT (map) - 1) && get_wall (map, x, y + 1))
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 }
343 319
344 /* 320 /*
345 * Before anything, make sure the archetype does exist... 321 * Before anything, make sure the archetype does exist...
346 * If not, prolly an error... 322 * If not, prolly an error...
347 */ 323 */
351 return; 327 return;
352 328
353 /* Now delete current wall, and insert new one 329 /* Now delete current wall, and insert new one
354 * We save flags to avoid any trouble with buildable/non buildable, and so on 330 * We save flags to avoid any trouble with buildable/non buildable, and so on
355 */ 331 */
356 for (flag = 0; flag < 4; flag++) 332 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);
360 333
361 wall = arch_to_object (new_arch); 334 wall->destroy ();
335
336 wall = new_arch->instance ();
362 wall->type = WALL; 337 wall->type = BUILDABLE_WALL;
363 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); 338 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
364 for (flag = 0; flag < 4; flag++)
365 wall->flags[flag] = old_flags[flag]; 339 wall->flag = old_flags;
366} 340}
367 341
368/** 342/**
369 * \brief Floor building function 343 * \brief Floor building function
370 * 344 *
373 * - on an existing wall, with or without a floor under it 347 * - on an existing wall, with or without a floor under it
374 * 348 *
375 * Note: this function will inconditionally change squares around (x, y) 349 * Note: this function will inconditionally change squares around (x, y)
376 * so don't call it with x == 0 for instance! 350 * so don't call it with x == 0 for instance!
377 */ 351 */
378void 352static void
379apply_builder_floor (object *pl, object *material, short x, short y) 353apply_builder_floor (object *pl, object *material, int x, int y)
380{ 354{
381 object *tmp, *above; 355 object *tmp, *above;
382 object *above_floor; /* Item above floor, if any */ 356 object *above_floor; /* Item above floor, if any */
383 struct archetype *new_floor; 357 struct archetype *new_floor;
384 struct archetype *new_wall; 358 struct archetype *new_wall;
398 if (tmp) 372 if (tmp)
399 { 373 {
400 while (tmp) 374 while (tmp)
401 { 375 {
402 above = tmp->above; 376 above = tmp->above;
403 if (WALL == tmp->type) 377 if (BUILDABLE_WALL == tmp->type)
404 { 378 {
405 /* There was a wall, remove it & keep its archetype to make new walls */ 379 /* There was a wall, remove it & keep its archetype to make new walls */
406 new_wall = tmp->arch; 380 new_wall = tmp->arch;
407 remove_ob (tmp); 381 tmp->destroy ();
408 free_object (tmp);
409 sprintf (message, "You destroy the wall and redo the floor."); 382 sprintf (message, "You destroy the wall and redo the floor.");
410 } 383 }
411 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) 384 else if (IS_FLOOR (tmp))
412 { 385 {
413 remove_ob (tmp); 386 tmp->destroy ();
414 free_object (tmp);
415 floor_removed = 1; 387 floor_removed = 1;
416 } 388 }
417 else 389 else
418 { 390 {
419 if (floor_removed) 391 if (floor_removed)
392 {
393 /* This is the first item that was above the floor */
420 above_floor = tmp; 394 above_floor = tmp;
395 floor_removed = 0;
396 }
421 } 397 }
422 398
423 tmp = above; 399 tmp = above;
424 } 400 }
425 } 401 }
431 /* Not found, log & bail out */ 407 /* Not found, log & bail out */
432 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); 408 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
433 return; 409 return;
434 } 410 }
435 411
436 tmp = arch_to_object (new_floor); 412 tmp = new_floor->instance ();
437 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 413 tmp->set_flag (FLAG_IS_BUILDABLE);
438 SET_FLAG (tmp, FLAG_UNIQUE); 414 tmp->set_flag (FLAG_UNIQUE);
439 SET_FLAG (tmp, FLAG_IS_FLOOR); 415 tmp->set_flag (FLAG_IS_FLOOR);
440 tmp->type = FLOOR; 416 //tmp->type = FLOOR;
441 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y); 417 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
442 418
443 /* 419 /*
444 * Next step: make sure there are either walls or floors around the new square 420 * Next step: make sure there are either walls or floors around the new square
445 * Since building, you can have: blocking view / floor / wall / nothing 421 * Since building, you can have: blocking view / floor / wall / nothing
450 yt = y + freearr_y[i]; 426 yt = y + freearr_y[i];
451 tmp = GET_MAP_OB (pl->map, xt, yt); 427 tmp = GET_MAP_OB (pl->map, xt, yt);
452 if (!tmp) 428 if (!tmp)
453 { 429 {
454 /* Must insert floor & wall */ 430 /* Must insert floor & wall */
455 tmp = arch_to_object (new_floor); 431 tmp = new_floor->instance ();
456 /* Better make the floor unique */ 432 /* Better make the floor unique */
457 SET_FLAG (tmp, FLAG_UNIQUE); 433 tmp->set_flag (FLAG_UNIQUE);
458 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 434 tmp->set_flag (FLAG_IS_BUILDABLE);
459 tmp->type = FLOOR; 435 //tmp->type = FLOOR;
460 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 436 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
461 /* Insert wall if exists. Note: if it doesn't, the map is weird... */ 437 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
462 if (new_wall) 438 if (new_wall)
463 { 439 {
464 tmp = arch_to_object (new_wall); 440 tmp = new_wall->instance ();
465 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 441 tmp->set_flag (FLAG_IS_BUILDABLE);
466 tmp->type = WALL; 442 tmp->type = BUILDABLE_WALL;
467 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); 443 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
468 } 444 }
469 } 445 }
470 } 446 }
471 447
473 * Note: 2 squares around are checked, because potentially we added walls around the building 449 * Note: 2 squares around are checked, because potentially we added walls around the building
474 * spot, so need to check that those new walls connect correctly 450 * spot, so need to check that those new walls connect correctly
475 */ 451 */
476 for (xt = x - 2; xt <= x + 2; xt++) 452 for (xt = x - 2; xt <= x + 2; xt++)
477 for (yt = y - 2; yt <= y + 2; yt++) 453 for (yt = y - 2; yt <= y + 2; yt++)
478 {
479 if (!OUT_OF_REAL_MAP (pl->map, xt, yt)) 454 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
480 fix_walls (pl->map, xt, yt); 455 fix_walls (pl->map, xt, yt);
481 }
482 456
483 /* Now remove raw item from inventory */ 457 /* Now remove raw item from inventory */
484 decrease_ob (material); 458 material->decrease ();
485 459
486 /* And tell player about the fix */ 460 /* And tell player about the fix */
487 new_draw_info (NDI_UNIQUE, 0, pl, message); 461 new_draw_info (NDI_UNIQUE, 0, pl, message);
488} 462}
489 463
492 * 466 *
493 * Walls can be build: 467 * Walls can be build:
494 * - on a floor without anything else 468 * - on a floor without anything else
495 * - on an existing wall, with or without a floor 469 * - on an existing wall, with or without a floor
496 */ 470 */
497void 471static void
498apply_builder_wall (object *pl, object *material, short x, short y) 472apply_builder_wall (object *pl, object *material, int x, int y)
499{ 473{
500 object *current_wall; 474 object *current_wall;
501 object *tmp; 475 object *tmp;
502 int xt, yt; 476 int xt, yt;
503 struct archetype *new_wall; 477 struct archetype *new_wall;
508 /* Grab existing wall, if any */ 482 /* Grab existing wall, if any */
509 current_wall = NULL; 483 current_wall = NULL;
510 tmp = GET_MAP_OB (pl->map, x, y); 484 tmp = GET_MAP_OB (pl->map, x, y);
511 while (tmp && !current_wall) 485 while (tmp && !current_wall)
512 { 486 {
513 if (WALL == tmp->type) 487 if (BUILDABLE_WALL == tmp->type)
514 current_wall = tmp; 488 current_wall = tmp;
515 489
516 tmp = tmp->above; 490 tmp = tmp->above;
517 } 491 }
518 492
525 { 499 {
526 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); 500 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
527 return; 501 return;
528 } 502 }
529 503
530 tmp = arch_to_object (new_wall); 504 tmp = new_wall->instance ();
531 tmp->type = WALL; 505 tmp->type = BUILDABLE_WALL;
532 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 506 tmp->set_flag (FLAG_IS_BUILDABLE);
533 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); 507 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
534 508
535 /* If existing wall, remove it, no need to fix other walls */ 509 /* If existing wall, remove it, no need to fix other walls */
536 if (current_wall) 510 if (current_wall)
537 { 511 {
538 remove_ob (current_wall); 512 current_wall->destroy ();
539 free_object (current_wall);
540 fix_walls (pl->map, x, y); 513 fix_walls (pl->map, x, y);
541 sprintf (message, "You redecorate the wall to better suit your tastes."); 514 sprintf (message, "You redecorate the wall to better suit your tastes.");
542 } 515 }
543 else 516 else
544 { 517 {
552 fix_walls (pl->map, xt, yt); 525 fix_walls (pl->map, xt, yt);
553 } 526 }
554 } 527 }
555 528
556 /* Now remove item from inventory */ 529 /* Now remove item from inventory */
557 decrease_ob (material); 530 material->decrease ();
558 531
559 /* And tell player what happened */ 532 /* And tell player what happened */
560 new_draw_info (NDI_UNIQUE, 0, pl, message); 533 new_draw_info (NDI_UNIQUE, 0, pl, message);
561} 534}
562 535
566 * Item must be put on a square with a floor, you can have something under. 539 * Item must be put on a square with a floor, you can have something under.
567 * Archetype of created object is item->slaying (raw material). 540 * Archetype of created object is item->slaying (raw material).
568 * Type of inserted item is tested for specific cases (doors & such). 541 * 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) 542 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
570 */ 543 */
571void 544static void
572apply_builder_item (object *pl, object *item, short x, short y) 545apply_builder_item (object *pl, object *item, int x, int y)
573{ 546{
574 object *tmp; 547 object *tmp;
575 struct archetype *arch; 548 struct archetype *arch;
576 int insert_flag; 549 int insert_flag;
577 object *floor; 550 object *floor;
578 object *con_rune; 551 object *con_rune;
579 int connected;
580 552
581 /* Find floor */ 553 /* Find floor */
582 floor = GET_MAP_OB (pl->map, x, y); 554 floor = GET_MAP_OB (pl->map, x, y);
583 if (!floor) 555 if (!floor)
584 { 556 {
585 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 557 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
586 return; 558 return;
587 } 559 }
588 560
589 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) 561 while (floor && !IS_FLOOR (floor))
590 floor = floor->above; 562 floor = floor->above;
591 563
592 if (!floor) 564 if (!floor)
593 { 565 {
594 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); 566 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
597 /* Create item, set flag, insert in map */ 569 /* Create item, set flag, insert in map */
598 arch = archetype::find (item->slaying); 570 arch = archetype::find (item->slaying);
599 if (!arch) 571 if (!arch)
600 return; 572 return;
601 573
602 tmp = arch_to_object (arch); 574 tmp = arch->instance ();
603 575
604 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y))) 576 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
605 /* Floor has something on top that interferes with building */ 577 /* Floor has something on top that interferes with building */
606 { 578 {
607 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 579 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
608 return; 580 return;
609 } 581 }
610 582
611 SET_FLAG (tmp, FLAG_IS_BUILDABLE); 583 tmp->set_flag (FLAG_IS_BUILDABLE);
612 SET_FLAG (tmp, FLAG_NO_PICK); 584 tmp->set_flag (FLAG_NO_PICK);
613 585
614 /* 586 /*
615 * This doesn't work on non unique maps. pedestals under floor will not be saved... 587 * Str 1 is a flag that the item [pedestal] should go below the floor.
616 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; 588 * Items under the floor on non-unique maps will not be saved,
589 * so make the item itself unique in this situation.
617 */ 590 */
618 insert_flag = INS_ABOVE_FLOOR_ONLY; 591 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
592 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
593 tmp->set_flag (FLAG_UNIQUE);
619 594
620 connected = 0; 595 shstr_tmp connected;
596
621 switch (tmp->type) 597 switch (tmp->type)
622 { 598 {
623 case DOOR: 599 case DOOR:
624 case GATE: 600 case GATE:
625 case BUTTON: 601 case BUTTON:
626 case DETECTOR: 602 case DETECTOR:
627 case TIMED_GATE: 603 case TIMED_GATE:
628 case PEDESTAL: 604 case PEDESTAL:
629 case CF_HANDLE: 605 case T_HANDLE:
630 case MAGIC_EAR: 606 case MAGIC_EAR:
631 case SIGN: 607 case SIGN:
632 /* Signs don't need a connection, but but magic mouths do. */ 608 /* Signs don't need a connection, but but magic mouths do. */
633 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth")) 609 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
634 break; 610 break;
611
635 con_rune = get_connection_rune (pl, x, y); 612 con_rune = get_connection_rune (pl, x, y);
636 connected = find_or_create_connection_for_map (pl, x, y, con_rune); 613 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
637 if (connected == -1) 614 if (!connected)
638 { 615 {
639 /* Player already informed of failure by the previous function */ 616 /* Player already informed of failure by the previous function */
640 free_object (tmp); 617 tmp->destroy ();
641 return; 618 return;
642 } 619 }
620
643 /* Remove marking rune */ 621 /* Remove marking rune */
644 remove_ob (con_rune); 622 con_rune->destroy ();
645 free_object (con_rune);
646 } 623 }
647 624
648 /* For magic mouths/ears, and signs, take the msg from a book of scroll */ 625 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
649 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) 626 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
650 {
651 if (adjust_sign_msg (pl, x, y, tmp) == -1) 627 if (adjust_sign_msg (pl, x, y, tmp) == -1)
652 { 628 {
653 free_object (tmp); 629 tmp->destroy ();
654 return; 630 return;
655 } 631 }
656 }
657 632
658 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); 633 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
659 if (connected != 0) 634 if (connected)
660 add_button_link (tmp, pl->map, connected); 635 tmp->add_link (pl->map, connected);
661 636
662 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); 637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
663 decrease_ob_nr (item, 1); 638 item->decrease ();
664} 639}
665 640
666/** 641/**
667 * Item remover. 642 * Item remover.
668 * 643 *
669 * Removes first buildable item, either under or above the floor 644 * Removes first buildable item, either under or above the floor
670 */ 645 */
671void 646static void
672apply_builder_remove (object *pl, int dir) 647apply_builder_remove (object *pl, int dir)
673{ 648{
674 object *item; 649 object *item;
675 short x, y; 650 int x, y;
676 651
677 x = pl->x + freearr_x[dir]; 652 x = pl->x + freearr_x[dir];
678 y = pl->y + freearr_y[dir]; 653 y = pl->y + freearr_y[dir];
679 654
680 /* Check square */ 655 /* Check square */
681 item = GET_MAP_OB (pl->map, x, y); 656 item = GET_MAP_OB (pl->map, x, y);
682 if (!item) 657 if (!item)
683 { 658 {
684 /* Should not happen with previous tests, but we never know */ 659 /* Should not happen with previous tests, but we never know */
685 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); 660 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); 661 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
687 return; 662 return;
688 } 663 }
689 664
690 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) 665 if (IS_FLOOR (item))
691 item = item->above; 666 item = item->above;
692 667
693 if (!item) 668 if (!item)
694 {
695 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); 669 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
670 else if (item->type == BUILDABLE_WALL)
671 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 else if (!item->flag [FLAG_IS_BUILDABLE])
673 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
674 else
675 {
676 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
677 item->destroy ();
678 }
679}
680
681
682static void
683replace_open_space_floor (object *os, object *material)
684{
685 object *new_floor = archetype::get (material->slaying);
686 insert_ob_in_map_at (new_floor, os->map, os,
687 INS_BELOW_ORIGINATOR, os->x, os->y);
688 os->destroy ();
689 material->decrease ();
690}
691
692/**
693 * Quad building.
694 */
695void
696apply_builder_quad (object *pl, object *material, mapxy &pos)
697{
698 object *open_space = 0;
699 object *floor = 0;
700
701 object *tmp = pos.ms ().bot;
702 bool floor_exists = false;
703 while (tmp)
704 {
705 if (floor_exists && tmp->flag [FLAG_IS_QUAD])
706 {
707 pl->failmsg (
708 "You can't build there, there is a block in the way.");
709 return;
710 }
711
712 if (IS_FLOOR (tmp))
713 {
714 floor = tmp;
715 floor_exists = true;
716
717 if (floor->arch->archname == shstr_quad_open_space)
718 {
719 open_space = floor;
720 }
721 else if (!floor->flag [FLAG_IS_QUAD])
722 {
723 pl->failmsg (
724 "You can't build there, the floor is not suited.");
725 return;
726 }
727 }
728
729 tmp = tmp->above;
730 }
731
732 if (open_space)
733 {
734 if (!material->slaying)
735 {
736 pl->failmsg (
737 "The floor is open and you can't fill it with that material."
738 "H<Use another material to fill the ceiling.>");
739 return;
740 }
741
742 replace_open_space_floor (open_space, material);
743 pl->contr->fire_on = 0; // TODO: stopgap, do not add more than one per keypress
696 return; 744 return;
697 } 745 }
698 746 else if (floor)
699 /* Now remove object, with special cases (buttons & such) */
700 switch (item->type)
701 { 747 {
702 case WALL: 748
703 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); 749 maptile *upper_floor = pos.m->tile_available (TILE_UP);
750 if (!upper_floor)
751 {
752 pl->failmsg (
753 "Whoops, you can't see the ceiling.. H<You may try again.>");
704 return; 754 return;
755 }
705 756
706 case DOOR: 757 mapxy above_pos (upper_floor, pos.x, pos.y);
707 case BUTTON: 758 if (!above_pos.normalise ())
708 case GATE: 759 {
709 case TIMED_GATE: 760 pl->failmsg (
710 case DETECTOR: 761 "Whoops, you can't access the ceiling. H<You may try again.>");
711 case PEDESTAL: 762 return;
712 case CF_HANDLE: 763 }
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);
718 764
719 /* Fall through */ 765 mapspace &above_ms = above_pos.ms ();
766 for (object *quad_obj = above_ms.top; quad_obj; quad_obj = quad_obj->below)
767 {
768 if (quad_obj->arch->archname == shstr_quad_open_space)
769 {
770 if (!material->slaying)
771 {
772 pl->failmsg (
773 "The ceiling is open and you can't fill it with that material."
774 "H<Use another material to fill the ceiling.>");
775 return;
776 }
720 777
721 default: 778 replace_open_space_floor (quad_obj, material);
722 /* Remove generic item */ 779 break;
723 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); 780 }
724 remove_ob (item); 781 }
725 free_object (item); 782
783 if (material->destroyed ())
784 {
785 pl->failmsg (
786 "You don't have enough build material to build a wall here.");
787 return;
788 }
789
790 object *quad_wall = material->other_arch->instance ();
791 material->decrease ();
792
793 insert_ob_in_map_at (quad_wall, floor->map, 0,
794 INS_ABOVE_FLOOR_ONLY, floor->x, floor->y);
795 }
796 else
797 {
798 pl->failmsg ("You can't build a quad block here.");
726 } 799 }
727} 800}
728 801
729/** 802/**
730 * Global building function 803 * Global building function
733 * or remover object. 806 * or remover object.
734 */ 807 */
735void 808void
736apply_map_builder (object *pl, int dir) 809apply_map_builder (object *pl, int dir)
737{ 810{
738 object *builder;
739 object *tmp;
740 object *tmp2;
741 short x, y;
742
743 if (!pl->type == PLAYER) 811 if (!pl->type == PLAYER)
744 return; 812 return;
745 813
746 /*if ( !player->map->unique )
747 {
748 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
749 return;
750 } */
751
752 if (dir == 0) 814 if (dir == 0)
753 { 815 {
754 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself."); 816 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
755 return; 817 return;
756 } 818 }
757 819
758 x = pl->x + freearr_x[dir]; 820 mapxy pos (pl); pos.move (dir);
759 y = pl->y + freearr_y[dir];
760 821
761 if ((1 > x) || (1 > y) || ((MAP_WIDTH (pl->map) - 2) < x) || ((MAP_HEIGHT (pl->map) - 2) < y)) 822 if (!pos.normalise ())
762 { 823 {
763 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); 824 pl->failmsg ("You can't build here. H<There is nothing in this direction.>");
764 return; 825 return;
765 } 826 }
766 827
767 /* 828 /*
768 * Check specified square 829 * Check specified square
769 * The square must have only buildable items 830 * The square must have only buildable items
770 * Exception: marking runes are all right, 831 * Exception: marking runes are all right,
771 * since they are used for special things like connecting doors / buttons 832 * since they are used for special things like connecting doors / buttons
772 */ 833 */
773 834
774 tmp = GET_MAP_OB (pl->map, x, y); 835 object *builder = pl->contr->ranged_ob;
775 if (!tmp) 836
776 { 837 object *tmp2 = pl->mark ();
777 /* Nothing, meaning player is standing next to an undefined square... */ 838
778 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path); 839 object *tmp = 0;
779 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); 840 for (tmp = pos.ms ().bot; tmp; tmp = tmp->above)
780 return;
781 } 841 {
782 tmp2 = find_marked_object (pl); 842 if (!tmp->flag [FLAG_IS_BUILDABLE]
783 while (tmp) 843 && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
784 {
785 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
786 { 844 {
787 /* The item building function already has it's own special 845 /* The item building function already has it's own special
788 * checks for this 846 * checks for this. And so does the quad building function.
789 */ 847 */
790 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM)) 848 if (!tmp2 || (tmp2->subtype != ST_MAT_ITEM && tmp2->subtype != ST_MAT_QUAD))
791 { 849 {
850 if (!INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
851 ARG_MAP (pl->map),
852 ARG_INT (pos.y), ARG_INT (pos.y),
853 ARG_INT (0)))
792 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); 854 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
855
793 return; 856 return;
794 } 857 }
795 } 858 }
796 tmp = tmp->above;
797 } 859 }
798 860
799 /* Now we know the square is ok */ 861 /* Now we know the square is ok */
800 builder = pl->contr->ranges[range_builder]; 862 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
863 ARG_MAP (pl->map), ARG_INT (pos.x), ARG_INT (pos.y), ARG_INT (1)))
864 return;
801 865
802 if (builder->subtype == ST_BD_REMOVE) 866 if (builder->subtype == ST_BD_REMOVE)
803 /* Remover -> call specific function and bail out */ 867 /* Remover -> call specific function and bail out */
804 { 868 {
805 apply_builder_remove (pl, dir); 869 apply_builder_remove (pl, dir);
825 return; 889 return;
826 } 890 }
827 891
828 switch (tmp->subtype) 892 switch (tmp->subtype)
829 { 893 {
830 case ST_MAT_FLOOR: 894 case ST_MAT_FLOOR:
831 apply_builder_floor (pl, tmp, x, y); 895 apply_builder_floor (pl, tmp, pos.x, pos.y);
832 return; 896 return;
833 897
834 case ST_MAT_WALL: 898 case ST_MAT_WALL:
835 apply_builder_wall (pl, tmp, x, y); 899 apply_builder_wall (pl, tmp, pos.x, pos.y);
836 return; 900 return;
837 901
838 case ST_MAT_ITEM: 902 case ST_MAT_ITEM:
839 apply_builder_item (pl, tmp, x, y); 903 apply_builder_item (pl, tmp, pos.x, pos.y);
840 return; 904 return;
841 905
906 case ST_MAT_QUAD:
907 apply_builder_quad (pl, tmp, pos);
908 return;
909
842 default: 910 default:
843 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); 911 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); 912 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
845 return; 913 return;
846 } 914 }
847 } 915 }
848 916
849 /* Here, it means the builder has an invalid type */ 917 /* 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."); 918 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); 919 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
852} 920}
853 921
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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