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/cvs/deliantra/server/server/build_map.C
Revision: 1.17
Committed: Mon Dec 25 14:43:23 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +3 -3 lines
Log Message:
interim.checkin

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29 #include <sproto.h>
30
31 /**
32 * Check if objects on a square interfere with building
33 */
34 int
35 can_build_over (maptile *map, object *tmp, short x, short y)
36 {
37 object *ob;
38
39 ob = GET_MAP_OB (map, x, y);
40 while (ob)
41 {
42 /* if ob is not a marking rune or floor, then check special cases */
43 if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR)
44 {
45 switch (tmp->type)
46 {
47 case SIGN:
48 case MAGIC_EAR:
49 /* Allow signs and magic ears to be built on books */
50 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;
67 }
68 }
69 ob = ob->above;
70 }
71 return 1;
72 }
73
74 /**
75 * Erases marking runes at specified location
76 */
77 void
78 remove_marking_runes (maptile *map, short x, short y)
79 {
80 object *rune;
81 object *next;
82
83 rune = GET_MAP_OB (map, x, y);
84 while (rune)
85 {
86 next = rune->above;
87
88 if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark")))
89 rune->destroy ();
90
91 rune = next;
92 }
93 }
94
95 /**
96 * Returns an unused value for 'connected'.
97 * \param map: map for which to find a value
98 * \return 'connected' value with no item, or -1 if failure.
99 *
100 * Tries 1000 random values, then returns -1.
101 */
102 int
103 find_unused_connected_value (maptile *map)
104 {
105 int connected = 0;
106 int itest = 0;
107 oblinkpt *obp;
108
109 while (itest++ < 1000)
110 {
111 connected = 1 + rand () % 20000;
112 for (obp = map->buttons; obp && (obp->value != connected); obp = obp->next);
113
114 if (!obp)
115 return connected;
116 }
117
118 return -1;
119 }
120
121
122 /**
123 * Helper function for door/button/connected item building.
124 *
125 * Will search the specified spot for a marking rune.
126 * If not found, returns -1
127 * Else, searches a force in op's inventory matching the map's name
128 * and the rune's text.
129 * If found, returns the connection value associated
130 * else searches a new connection value, and adds the force to the player.
131 */
132 int
133 find_or_create_connection_for_map (object *pl, short x, short y, object *rune)
134 {
135 object *force;
136 int connected;
137
138 if (!rune)
139 rune = get_connection_rune (pl, x, y);
140
141 if (!rune)
142 {
143 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
144 return -1;
145 }
146
147 /* Now, find force in player's inventory */
148 force = pl->inv;
149 while (force
150 && ((force->type != FORCE) || (!force->slaying) || (strcmp (force->slaying, pl->map->path)) || (!force->msg)
151 || (strcmp (force->msg, rune->msg))))
152 force = force->below;
153
154 if (!force)
155 /* No force, need to create & insert one */
156 {
157 /* Find unused value */
158 connected = find_unused_connected_value (pl->map);
159 if (connected == -1)
160 {
161 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
162 return -1;
163 }
164
165 force = get_archetype (FORCE_NAME);
166 force->speed = 0;
167 update_ob_speed (force);
168 force->slaying = pl->map->path;
169 force->msg = rune->msg;
170 force->path_attuned = connected;
171 insert_ob_in_ob (force, pl);
172
173 return connected;
174 }
175
176 /* Found the force, everything's easy. */
177 return force->path_attuned;
178 }
179
180 /**
181 * Returns the marking rune on the square, for purposes of building connections
182 */
183 object *
184 get_connection_rune (object *pl, short x, short y)
185 {
186 object *rune;
187
188 rune = GET_MAP_OB (pl->map, x, y);
189 while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark"))))
190 rune = rune->above;
191 return rune;
192 }
193
194 /**
195 * Returns the book/scroll on the current square, for purposes of building
196 */
197 object *
198 get_msg_book (object *pl, short x, short y)
199 {
200 object *book;
201
202 book = GET_MAP_OB (pl->map, x, y);
203 while (book && (book->type != BOOK))
204 book = book->above;
205 return book;
206 }
207
208 /**
209 * Returns first item of type BUILDABLE_WALL.
210 */
211 object *
212 get_wall (maptile *map, int x, int y)
213 {
214 object *wall;
215
216 wall = GET_MAP_OB (map, x, y);
217 while (wall && (BUILDABLE_WALL != wall->type))
218 wall = wall->above;
219
220 return wall;
221 }
222
223 /**
224 * Fixes walls around specified spot
225 *
226 * \param map is the map
227 * \param x
228 * \param y are the position to fix
229 *
230 * Basically it ensures the correct wall is put where needed.
231 *
232 * Note: x & y must be valid map coordinates.
233 */
234 void
235 fix_walls (maptile *map, int x, int y)
236 {
237 object *wall;
238 char archetype[MAX_BUF];
239 char *underscore;
240 struct archetype *new_arch;
241
242
243 /* First, find the wall on that spot */
244 wall = get_wall (map, x, y);
245 if (!wall)
246 /* Nothing -> bail out */
247 return;
248
249 /* Find base name */
250 strcpy (archetype, wall->arch->name);
251 underscore = strchr (archetype, '_');
252
253 /* search for the first _ before a number */
254 while (underscore && !isdigit (*(underscore + 1)))
255 underscore = strchr (underscore + 1, '_');
256
257 if (!underscore || !isdigit (*(underscore + 1)))
258 /* Not in a format we can change, bail out */
259 return;
260
261 underscore++;
262 *underscore = '\0';
263
264 int connect = 0;
265
266 if ((x > 0) && get_wall (map, x - 1, y))
267 connect |= 1;
268 if ((x < map->width - 1) && get_wall (map, x + 1, y))
269 connect |= 2;
270
271 if ((y > 0) && get_wall (map, x, y - 1))
272 connect |= 4;
273
274 if ((y < map->height - 1) && get_wall (map, x, y + 1))
275 connect |= 8;
276
277 switch (connect)
278 {
279 case 0:
280 strcat (archetype, "0");
281
282 break;
283 case 1:
284 strcat (archetype, "1_3");
285
286 break;
287 case 2:
288 strcat (archetype, "1_4");
289
290 break;
291 case 3:
292 strcat (archetype, "2_1_2");
293
294 break;
295 case 4:
296 strcat (archetype, "1_2");
297
298 break;
299 case 5:
300 strcat (archetype, "2_2_4");
301
302 break;
303 case 6:
304 strcat (archetype, "2_2_1");
305
306 break;
307 case 7:
308 strcat (archetype, "3_1");
309
310 break;
311 case 8:
312 strcat (archetype, "1_1");
313
314 break;
315 case 9:
316 strcat (archetype, "2_2_3");
317
318 break;
319 case 10:
320 strcat (archetype, "2_2_2");
321
322 break;
323 case 11:
324 strcat (archetype, "3_3");
325
326 break;
327 case 12:
328 strcat (archetype, "2_1_1");
329
330 break;
331 case 13:
332 strcat (archetype, "3_4");
333
334 break;
335 case 14:
336 strcat (archetype, "3_2");
337
338 break;
339 case 15:
340 strcat (archetype, "4");
341
342 break;
343 }
344
345 /*
346 * Before anything, make sure the archetype does exist...
347 * If not, prolly an error...
348 */
349 new_arch = archetype::find (archetype);
350
351 if (!new_arch)
352 return;
353
354 /* Now delete current wall, and insert new one
355 * We save flags to avoid any trouble with buildable/non buildable, and so on
356 */
357 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
358
359 wall->destroy ();
360
361 wall = arch_to_object (new_arch);
362 wall->type = BUILDABLE_WALL;
363 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
364 wall->flag = old_flags;
365 }
366
367 /**
368 * \brief Floor building function
369 *
370 * Floors can be build:
371 * - on existing floors, with or without a detector/button
372 * - on an existing wall, with or without a floor under it
373 *
374 * Note: this function will inconditionally change squares around (x, y)
375 * so don't call it with x == 0 for instance!
376 */
377 void
378 apply_builder_floor (object *pl, object *material, short x, short y)
379 {
380 object *tmp, *above;
381 object *above_floor; /* Item above floor, if any */
382 struct archetype *new_floor;
383 struct archetype *new_wall;
384 int i, xt, yt, floor_removed;
385 char message[MAX_BUF];
386
387 sprintf (message, "You change the floor to better suit your tastes.");
388
389 /*
390 * Now the building part...
391 * First, remove wall(s) and floor(s) at position x, y
392 */
393 above_floor = NULL;
394 new_wall = NULL;
395 floor_removed = 0;
396 tmp = GET_MAP_OB (pl->map, x, y);
397 if (tmp)
398 {
399 while (tmp)
400 {
401 above = tmp->above;
402 if (BUILDABLE_WALL == tmp->type)
403 {
404 /* There was a wall, remove it & keep its archetype to make new walls */
405 new_wall = tmp->arch;
406 tmp->destroy ();
407 sprintf (message, "You destroy the wall and redo the floor.");
408 }
409 else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR)))
410 {
411 tmp->destroy ();
412 floor_removed = 1;
413 }
414 else
415 {
416 if (floor_removed)
417 above_floor = tmp;
418 }
419
420 tmp = above;
421 }
422 }
423
424 /* Now insert our floor */
425 new_floor = archetype::find (material->slaying);
426 if (!new_floor)
427 {
428 /* Not found, log & bail out */
429 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
430 return;
431 }
432
433 tmp = arch_to_object (new_floor);
434 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
435 SET_FLAG (tmp, FLAG_UNIQUE);
436 SET_FLAG (tmp, FLAG_IS_FLOOR);
437 tmp->type = FLOOR;
438 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
439
440 /*
441 * Next step: make sure there are either walls or floors around the new square
442 * Since building, you can have: blocking view / floor / wall / nothing
443 */
444 for (i = 1; i <= 8; i++)
445 {
446 xt = x + freearr_x[i];
447 yt = y + freearr_y[i];
448 tmp = GET_MAP_OB (pl->map, xt, yt);
449 if (!tmp)
450 {
451 /* Must insert floor & wall */
452 tmp = arch_to_object (new_floor);
453 /* Better make the floor unique */
454 SET_FLAG (tmp, FLAG_UNIQUE);
455 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
456 tmp->type = FLOOR;
457 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
458 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
459 if (new_wall)
460 {
461 tmp = arch_to_object (new_wall);
462 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
463 tmp->type = BUILDABLE_WALL;
464 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
465 }
466 }
467 }
468
469 /* Finally fixing walls to ensure nice continuous walls
470 * Note: 2 squares around are checked, because potentially we added walls around the building
471 * spot, so need to check that those new walls connect correctly
472 */
473 for (xt = x - 2; xt <= x + 2; xt++)
474 for (yt = y - 2; yt <= y + 2; yt++)
475 {
476 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
477 fix_walls (pl->map, xt, yt);
478 }
479
480 /* Now remove raw item from inventory */
481 decrease_ob (material);
482
483 /* And tell player about the fix */
484 new_draw_info (NDI_UNIQUE, 0, pl, message);
485 }
486
487 /**
488 * Wall radius fix function
489 */
490 void fix_walls_around (maptile *map, int x, int y)
491 {
492 for (int xt = x - 1; xt <= x + 1; xt++)
493 for (int yt = y - 1; yt <= y + 1; yt++)
494 {
495 if (OUT_OF_REAL_MAP (map, xt, yt))
496 continue;
497
498 fix_walls (map, xt, yt);
499 }
500 }
501
502 /**
503 * Wall building function
504 *
505 * Walls can be build:
506 * - on a floor without anything else
507 * - on an existing wall, with or without a floor
508 */
509 void
510 apply_builder_wall (object *pl, object *material, short x, short y)
511 {
512 object *current_wall;
513 object *tmp;
514 int xt, yt;
515 struct archetype *new_wall;
516 char message[MAX_BUF];
517
518 remove_marking_runes (pl->map, x, y);
519
520 /* Grab existing wall, if any */
521 current_wall = NULL;
522 tmp = GET_MAP_OB (pl->map, x, y);
523 while (tmp && !current_wall)
524 {
525 if (BUILDABLE_WALL == tmp->type)
526 current_wall = tmp;
527
528 tmp = tmp->above;
529 }
530
531 /* Find the raw wall in inventory */
532 sprintf (message, "You build a wall.");
533
534 /* Now we can actually insert the wall */
535 new_wall = archetype::find (material->slaying);
536 if (!new_wall)
537 {
538 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
539 return;
540 }
541
542 tmp = arch_to_object (new_wall);
543 tmp->type = BUILDABLE_WALL;
544 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
545 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
546
547 /* If existing wall, remove it, no need to fix other walls */
548 if (current_wall)
549 {
550 current_wall->destroy ();
551 fix_walls (pl->map, x, y);
552 sprintf (message, "You redecorate the wall to better suit your tastes.");
553 }
554 else
555 {
556 /* Else fix all walls around */
557 for (xt = x - 1; xt <= x + 1; xt++)
558 for (yt = y - 1; yt <= y + 1; yt++)
559 {
560 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
561 continue;
562
563 fix_walls (pl->map, xt, yt);
564 }
565 }
566
567 /* Now remove item from inventory */
568 decrease_ob (material);
569
570 /* And tell player what happened */
571 new_draw_info (NDI_UNIQUE, 0, pl, message);
572 }
573
574 /**
575 * Generic item builder.
576 *
577 * Item must be put on a square with a floor, you can have something under.
578 * Archetype of created object is item->slaying (raw material).
579 * Type of inserted item is tested for specific cases (doors & such).
580 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
581 */
582 void
583 apply_builder_item (object *pl, object *item, short x, short y)
584 {
585 object *tmp;
586 struct archetype *arch;
587 int insert_flag;
588 object *floor;
589 object *con_rune;
590 int connected;
591
592 /* Find floor */
593 floor = GET_MAP_OB (pl->map, x, y);
594 if (!floor)
595 {
596 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
597 return;
598 }
599
600 while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR)))
601 floor = floor->above;
602
603 if (!floor)
604 {
605 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
606 return;
607 }
608 /* Create item, set flag, insert in map */
609 arch = archetype::find (item->slaying);
610 if (!arch)
611 return;
612
613 tmp = arch_to_object (arch);
614
615 if ((floor->above) && (!can_build_over (pl->map, tmp, x, y)))
616 /* Floor has something on top that interferes with building */
617 {
618 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
619 return;
620 }
621
622 SET_FLAG (tmp, FLAG_IS_BUILDABLE);
623 SET_FLAG (tmp, FLAG_NO_PICK);
624
625 /*
626 * This doesn't work on non unique maps. pedestals under floor will not be saved...
627 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
628 */
629 insert_flag = INS_ABOVE_FLOOR_ONLY;
630
631 connected = 0;
632 switch (tmp->type)
633 {
634 case DOOR:
635 case GATE:
636 case BUTTON:
637 case DETECTOR:
638 case TIMED_GATE:
639 case PEDESTAL:
640 case CF_HANDLE:
641 case MAGIC_EAR:
642 case SIGN:
643 /* Signs don't need a connection, but but magic mouths do. */
644 if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth"))
645 break;
646 con_rune = get_connection_rune (pl, x, y);
647 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
648 if (connected == -1)
649 {
650 /* Player already informed of failure by the previous function */
651 tmp->destroy ();
652 return;
653 }
654 /* Remove marking rune */
655 con_rune->destroy ();
656 }
657
658 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
659 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
660 {
661 if (adjust_sign_msg (pl, x, y, tmp) == -1)
662 {
663 tmp->destroy ();
664 return;
665 }
666 }
667
668 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
669 if (connected != 0)
670 add_button_link (tmp, pl->map, connected);
671
672 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
673 decrease_ob_nr (item, 1);
674 }
675
676 /**
677 * Item remover.
678 *
679 * Removes first buildable item, either under or above the floor
680 */
681 void
682 apply_builder_remove (object *pl, int dir)
683 {
684 object *item;
685 short x, y;
686
687 x = pl->x + freearr_x[dir];
688 y = pl->y + freearr_y[dir];
689
690 /* Check square */
691 item = GET_MAP_OB (pl->map, x, y);
692 if (!item)
693 {
694 /* Should not happen with previous tests, but we never know */
695 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
696 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path);
697 return;
698 }
699
700 if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR))
701 item = item->above;
702
703 if (!item)
704 {
705 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
706 return;
707 }
708
709 /* Now remove object, with special cases (buttons & such) */
710 switch (item->type)
711 {
712 case BUILDABLE_WALL:
713 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
714 return;
715
716 case DOOR:
717 case BUTTON:
718 case GATE:
719 case TIMED_GATE:
720 case DETECTOR:
721 case PEDESTAL:
722 case CF_HANDLE:
723 case MAGIC_EAR:
724 case SIGN:
725 /* Special case: must unconnect */
726 if (QUERY_FLAG (item, FLAG_IS_LINKED))
727 remove_button_link (item);
728
729 /* Fall through */
730
731 default:
732 /* Remove generic item */
733 if (!QUERY_FLAG (item, FLAG_IS_BUILDABLE))
734 {
735 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
736 return;
737 }
738
739 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
740 item->destroy ();
741 }
742 }
743
744 /**
745 * Global building function
746 *
747 * This is the general map building function. Called when the player 'fires' a builder
748 * or remover object.
749 */
750 void
751 apply_map_builder (object *pl, int dir)
752 {
753 object *builder;
754 object *tmp;
755 object *tmp2;
756 short x, y;
757
758 if (!pl->type == PLAYER)
759 return;
760
761 /*if ( !player->map->unique )
762 {
763 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
764 return;
765 } */
766
767 if (dir == 0)
768 {
769 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
770 return;
771 }
772
773 x = pl->x + freearr_x[dir];
774 y = pl->y + freearr_y[dir];
775
776 if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y))
777 {
778 new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge...");
779 return;
780 }
781
782 /*
783 * Check specified square
784 * The square must have only buildable items
785 * Exception: marking runes are all right,
786 * since they are used for special things like connecting doors / buttons
787 */
788
789 tmp = GET_MAP_OB (pl->map, x, y);
790 if (!tmp)
791 {
792 /* Nothing, meaning player is standing next to an undefined square... */
793 LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path);
794 new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird.");
795 return;
796 }
797 tmp2 = find_marked_object (pl);
798 while (tmp)
799 {
800 if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark"))))
801 {
802 /* The item building function already has it's own special
803 * checks for this
804 */
805 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM))
806 {
807 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
808 return;
809 }
810 }
811 tmp = tmp->above;
812 }
813
814 /* Now we know the square is ok */
815 builder = pl->contr->ranges[range_builder];
816
817 if (builder->subtype == ST_BD_REMOVE)
818 /* Remover -> call specific function and bail out */
819 {
820 apply_builder_remove (pl, dir);
821 return;
822 }
823
824 if (builder->subtype == ST_BD_BUILD)
825 /*
826 * Builder.
827 * Find marked item to build, call specific function
828 */
829 {
830 tmp = tmp2;
831 if (!tmp)
832 {
833 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
834 return;
835 }
836
837 if (tmp->type != MATERIAL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
840 return;
841 }
842
843 switch (tmp->subtype)
844 {
845 case ST_MAT_FLOOR:
846 apply_builder_floor (pl, tmp, x, y);
847 return;
848
849 case ST_MAT_WALL:
850 apply_builder_wall (pl, tmp, x, y);
851 return;
852
853 case ST_MAT_ITEM:
854 apply_builder_item (pl, tmp, x, y);
855 return;
856
857 default:
858 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
859 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
860 return;
861 }
862 }
863
864 /* Here, it means the builder has an invalid type */
865 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
866 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
867 }
868
869 /**
870 * Make the built object inherit the msg of books that are used with it.
871 * For objects already invisible (i.e. magic mouths & ears), also make it
872 * it inherit the face and the name with "talking " prepended.
873 */
874 int
875 adjust_sign_msg (object *pl, short x, short y, object *tmp)
876 {
877 object *book;
878 char buf[MAX_BUF];
879 char buf2[MAX_BUF];
880
881 book = get_msg_book (pl, x, y);
882 if (!book)
883 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
885 return -1;
886 }
887
888 tmp->msg = book->msg;
889
890 if (tmp->invisible)
891 {
892 if (book->custom_name != NULL)
893 {
894 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
895 }
896 else
897 {
898 snprintf (buf, sizeof (buf), "talking %s", &book->name);
899 }
900 tmp->name = buf;
901
902 if (book->name_pl != NULL)
903 {
904 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
905 tmp->name_pl = buf2;
906 }
907
908 tmp->face = book->face;
909 tmp->invisible = 0;
910 }
911
912 book->destroy ();
913 return 0;
914 }