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 |
|
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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->slaying = pl->map->path; |
167 |
force->msg = rune->msg; |
168 |
force->path_attuned = connected; |
169 |
force->set_speed (0); |
170 |
insert_ob_in_ob (force, pl); |
171 |
|
172 |
return connected; |
173 |
} |
174 |
|
175 |
/* Found the force, everything's easy. */ |
176 |
return force->path_attuned; |
177 |
} |
178 |
|
179 |
/** |
180 |
* Returns the marking rune on the square, for purposes of building connections |
181 |
*/ |
182 |
object * |
183 |
get_connection_rune (object *pl, short x, short y) |
184 |
{ |
185 |
object *rune; |
186 |
|
187 |
rune = GET_MAP_OB (pl->map, x, y); |
188 |
while (rune && ((rune->type != SIGN) || (strcmp (rune->arch->name, "rune_mark")))) |
189 |
rune = rune->above; |
190 |
return rune; |
191 |
} |
192 |
|
193 |
/** |
194 |
* Returns the book/scroll on the current square, for purposes of building |
195 |
*/ |
196 |
object * |
197 |
get_msg_book (object *pl, short x, short y) |
198 |
{ |
199 |
object *book; |
200 |
|
201 |
book = GET_MAP_OB (pl->map, x, y); |
202 |
while (book && (book->type != BOOK)) |
203 |
book = book->above; |
204 |
return book; |
205 |
} |
206 |
|
207 |
/** |
208 |
* Returns first item of type BUILDABLE_WALL. |
209 |
*/ |
210 |
object * |
211 |
get_wall (maptile *map, int x, int y) |
212 |
{ |
213 |
object *wall; |
214 |
|
215 |
wall = GET_MAP_OB (map, x, y); |
216 |
while (wall && (BUILDABLE_WALL != wall->type)) |
217 |
wall = wall->above; |
218 |
|
219 |
return wall; |
220 |
} |
221 |
|
222 |
/** |
223 |
* Fixes walls around specified spot |
224 |
* |
225 |
* \param map is the map |
226 |
* \param x |
227 |
* \param y are the position to fix |
228 |
* |
229 |
* Basically it ensures the correct wall is put where needed. |
230 |
* |
231 |
* Note: x & y must be valid map coordinates. |
232 |
*/ |
233 |
void |
234 |
fix_walls (maptile *map, int x, int y) |
235 |
{ |
236 |
object *wall; |
237 |
char archetype[MAX_BUF]; |
238 |
char *underscore; |
239 |
struct archetype *new_arch; |
240 |
|
241 |
|
242 |
/* First, find the wall on that spot */ |
243 |
wall = get_wall (map, x, y); |
244 |
if (!wall) |
245 |
/* Nothing -> bail out */ |
246 |
return; |
247 |
|
248 |
/* Find base name */ |
249 |
strcpy (archetype, wall->arch->name); |
250 |
underscore = strchr (archetype, '_'); |
251 |
|
252 |
/* search for the first _ before a number */ |
253 |
while (underscore && !isdigit (*(underscore + 1))) |
254 |
underscore = strchr (underscore + 1, '_'); |
255 |
|
256 |
if (!underscore || !isdigit (*(underscore + 1))) |
257 |
/* Not in a format we can change, bail out */ |
258 |
return; |
259 |
|
260 |
underscore++; |
261 |
*underscore = '\0'; |
262 |
|
263 |
int connect = 0; |
264 |
|
265 |
if ((x > 0) && get_wall (map, x - 1, y)) |
266 |
connect |= 1; |
267 |
if ((x < map->width - 1) && get_wall (map, x + 1, y)) |
268 |
connect |= 2; |
269 |
|
270 |
if ((y > 0) && get_wall (map, x, y - 1)) |
271 |
connect |= 4; |
272 |
|
273 |
if ((y < map->height - 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 |
|
344 |
/* |
345 |
* Before anything, make sure the archetype does exist... |
346 |
* If not, prolly an error... |
347 |
*/ |
348 |
new_arch = archetype::find (archetype); |
349 |
|
350 |
if (!new_arch) |
351 |
return; |
352 |
|
353 |
/* Now delete current wall, and insert new one |
354 |
* We save flags to avoid any trouble with buildable/non buildable, and so on |
355 |
*/ |
356 |
object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off |
357 |
|
358 |
wall->destroy (); |
359 |
|
360 |
wall = arch_to_object (new_arch); |
361 |
wall->type = BUILDABLE_WALL; |
362 |
insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y); |
363 |
wall->flag = old_flags; |
364 |
} |
365 |
|
366 |
/** |
367 |
* \brief Floor building function |
368 |
* |
369 |
* Floors can be build: |
370 |
* - on existing floors, with or without a detector/button |
371 |
* - on an existing wall, with or without a floor under it |
372 |
* |
373 |
* Note: this function will inconditionally change squares around (x, y) |
374 |
* so don't call it with x == 0 for instance! |
375 |
*/ |
376 |
void |
377 |
apply_builder_floor (object *pl, object *material, short x, short y) |
378 |
{ |
379 |
object *tmp, *above; |
380 |
object *above_floor; /* Item above floor, if any */ |
381 |
struct archetype *new_floor; |
382 |
struct archetype *new_wall; |
383 |
int i, xt, yt, floor_removed; |
384 |
char message[MAX_BUF]; |
385 |
|
386 |
sprintf (message, "You change the floor to better suit your tastes."); |
387 |
|
388 |
/* |
389 |
* Now the building part... |
390 |
* First, remove wall(s) and floor(s) at position x, y |
391 |
*/ |
392 |
above_floor = NULL; |
393 |
new_wall = NULL; |
394 |
floor_removed = 0; |
395 |
tmp = GET_MAP_OB (pl->map, x, y); |
396 |
if (tmp) |
397 |
{ |
398 |
while (tmp) |
399 |
{ |
400 |
above = tmp->above; |
401 |
if (BUILDABLE_WALL == tmp->type) |
402 |
{ |
403 |
/* There was a wall, remove it & keep its archetype to make new walls */ |
404 |
new_wall = tmp->arch; |
405 |
tmp->destroy (); |
406 |
sprintf (message, "You destroy the wall and redo the floor."); |
407 |
} |
408 |
else if ((FLOOR == tmp->type) || (QUERY_FLAG (tmp, FLAG_IS_FLOOR))) |
409 |
{ |
410 |
tmp->destroy (); |
411 |
floor_removed = 1; |
412 |
} |
413 |
else |
414 |
{ |
415 |
if (floor_removed) |
416 |
above_floor = tmp; |
417 |
} |
418 |
|
419 |
tmp = above; |
420 |
} |
421 |
} |
422 |
|
423 |
/* Now insert our floor */ |
424 |
new_floor = archetype::find (material->slaying); |
425 |
if (!new_floor) |
426 |
{ |
427 |
/* Not found, log & bail out */ |
428 |
LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying); |
429 |
return; |
430 |
} |
431 |
|
432 |
tmp = arch_to_object (new_floor); |
433 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
434 |
SET_FLAG (tmp, FLAG_UNIQUE); |
435 |
SET_FLAG (tmp, FLAG_IS_FLOOR); |
436 |
tmp->type = FLOOR; |
437 |
insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y); |
438 |
|
439 |
/* |
440 |
* Next step: make sure there are either walls or floors around the new square |
441 |
* Since building, you can have: blocking view / floor / wall / nothing |
442 |
*/ |
443 |
for (i = 1; i <= 8; i++) |
444 |
{ |
445 |
xt = x + freearr_x[i]; |
446 |
yt = y + freearr_y[i]; |
447 |
tmp = GET_MAP_OB (pl->map, xt, yt); |
448 |
if (!tmp) |
449 |
{ |
450 |
/* Must insert floor & wall */ |
451 |
tmp = arch_to_object (new_floor); |
452 |
/* Better make the floor unique */ |
453 |
SET_FLAG (tmp, FLAG_UNIQUE); |
454 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
455 |
tmp->type = FLOOR; |
456 |
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); |
457 |
/* Insert wall if exists. Note: if it doesn't, the map is weird... */ |
458 |
if (new_wall) |
459 |
{ |
460 |
tmp = arch_to_object (new_wall); |
461 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
462 |
tmp->type = BUILDABLE_WALL; |
463 |
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt); |
464 |
} |
465 |
} |
466 |
} |
467 |
|
468 |
/* Finally fixing walls to ensure nice continuous walls |
469 |
* Note: 2 squares around are checked, because potentially we added walls around the building |
470 |
* spot, so need to check that those new walls connect correctly |
471 |
*/ |
472 |
for (xt = x - 2; xt <= x + 2; xt++) |
473 |
for (yt = y - 2; yt <= y + 2; yt++) |
474 |
{ |
475 |
if (!OUT_OF_REAL_MAP (pl->map, xt, yt)) |
476 |
fix_walls (pl->map, xt, yt); |
477 |
} |
478 |
|
479 |
/* Now remove raw item from inventory */ |
480 |
decrease_ob (material); |
481 |
|
482 |
/* And tell player about the fix */ |
483 |
new_draw_info (NDI_UNIQUE, 0, pl, message); |
484 |
} |
485 |
|
486 |
/** |
487 |
* Wall radius fix function |
488 |
*/ |
489 |
void fix_walls_around (maptile *map, int x, int y) |
490 |
{ |
491 |
for (int xt = x - 1; xt <= x + 1; xt++) |
492 |
for (int yt = y - 1; yt <= y + 1; yt++) |
493 |
{ |
494 |
if (OUT_OF_REAL_MAP (map, xt, yt)) |
495 |
continue; |
496 |
|
497 |
fix_walls (map, xt, yt); |
498 |
} |
499 |
} |
500 |
|
501 |
/** |
502 |
* Wall building function |
503 |
* |
504 |
* Walls can be build: |
505 |
* - on a floor without anything else |
506 |
* - on an existing wall, with or without a floor |
507 |
*/ |
508 |
void |
509 |
apply_builder_wall (object *pl, object *material, short x, short y) |
510 |
{ |
511 |
object *current_wall; |
512 |
object *tmp; |
513 |
int xt, yt; |
514 |
struct archetype *new_wall; |
515 |
char message[MAX_BUF]; |
516 |
|
517 |
remove_marking_runes (pl->map, x, y); |
518 |
|
519 |
/* Grab existing wall, if any */ |
520 |
current_wall = NULL; |
521 |
tmp = GET_MAP_OB (pl->map, x, y); |
522 |
while (tmp && !current_wall) |
523 |
{ |
524 |
if (BUILDABLE_WALL == tmp->type) |
525 |
current_wall = tmp; |
526 |
|
527 |
tmp = tmp->above; |
528 |
} |
529 |
|
530 |
/* Find the raw wall in inventory */ |
531 |
sprintf (message, "You build a wall."); |
532 |
|
533 |
/* Now we can actually insert the wall */ |
534 |
new_wall = archetype::find (material->slaying); |
535 |
if (!new_wall) |
536 |
{ |
537 |
LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying); |
538 |
return; |
539 |
} |
540 |
|
541 |
tmp = arch_to_object (new_wall); |
542 |
tmp->type = BUILDABLE_WALL; |
543 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
544 |
insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y); |
545 |
|
546 |
/* If existing wall, remove it, no need to fix other walls */ |
547 |
if (current_wall) |
548 |
{ |
549 |
current_wall->destroy (); |
550 |
fix_walls (pl->map, x, y); |
551 |
sprintf (message, "You redecorate the wall to better suit your tastes."); |
552 |
} |
553 |
else |
554 |
{ |
555 |
/* Else fix all walls around */ |
556 |
for (xt = x - 1; xt <= x + 1; xt++) |
557 |
for (yt = y - 1; yt <= y + 1; yt++) |
558 |
{ |
559 |
if (OUT_OF_REAL_MAP (pl->map, xt, yt)) |
560 |
continue; |
561 |
|
562 |
fix_walls (pl->map, xt, yt); |
563 |
} |
564 |
} |
565 |
|
566 |
/* Now remove item from inventory */ |
567 |
decrease_ob (material); |
568 |
|
569 |
/* And tell player what happened */ |
570 |
new_draw_info (NDI_UNIQUE, 0, pl, message); |
571 |
} |
572 |
|
573 |
/** |
574 |
* Generic item builder. |
575 |
* |
576 |
* Item must be put on a square with a floor, you can have something under. |
577 |
* Archetype of created object is item->slaying (raw material). |
578 |
* Type of inserted item is tested for specific cases (doors & such). |
579 |
* Item is inserted above the floor, unless Str == 1 (only for detectors i guess) |
580 |
*/ |
581 |
void |
582 |
apply_builder_item (object *pl, object *item, short x, short y) |
583 |
{ |
584 |
object *tmp; |
585 |
struct archetype *arch; |
586 |
int insert_flag; |
587 |
object *floor; |
588 |
object *con_rune; |
589 |
int connected; |
590 |
|
591 |
/* Find floor */ |
592 |
floor = GET_MAP_OB (pl->map, x, y); |
593 |
if (!floor) |
594 |
{ |
595 |
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
596 |
return; |
597 |
} |
598 |
|
599 |
while (floor && (floor->type != FLOOR) && (!QUERY_FLAG (floor, FLAG_IS_FLOOR))) |
600 |
floor = floor->above; |
601 |
|
602 |
if (!floor) |
603 |
{ |
604 |
new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here."); |
605 |
return; |
606 |
} |
607 |
/* Create item, set flag, insert in map */ |
608 |
arch = archetype::find (item->slaying); |
609 |
if (!arch) |
610 |
return; |
611 |
|
612 |
tmp = arch_to_object (arch); |
613 |
|
614 |
if ((floor->above) && (!can_build_over (pl->map, tmp, x, y))) |
615 |
/* Floor has something on top that interferes with building */ |
616 |
{ |
617 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
618 |
return; |
619 |
} |
620 |
|
621 |
SET_FLAG (tmp, FLAG_IS_BUILDABLE); |
622 |
SET_FLAG (tmp, FLAG_NO_PICK); |
623 |
|
624 |
/* |
625 |
* This doesn't work on non unique maps. pedestals under floor will not be saved... |
626 |
insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY; |
627 |
*/ |
628 |
insert_flag = INS_ABOVE_FLOOR_ONLY; |
629 |
|
630 |
connected = 0; |
631 |
switch (tmp->type) |
632 |
{ |
633 |
case DOOR: |
634 |
case GATE: |
635 |
case BUTTON: |
636 |
case DETECTOR: |
637 |
case TIMED_GATE: |
638 |
case PEDESTAL: |
639 |
case CF_HANDLE: |
640 |
case MAGIC_EAR: |
641 |
case SIGN: |
642 |
/* Signs don't need a connection, but but magic mouths do. */ |
643 |
if (tmp->type == SIGN && strcmp (tmp->arch->name, "magic_mouth")) |
644 |
break; |
645 |
con_rune = get_connection_rune (pl, x, y); |
646 |
connected = find_or_create_connection_for_map (pl, x, y, con_rune); |
647 |
if (connected == -1) |
648 |
{ |
649 |
/* Player already informed of failure by the previous function */ |
650 |
tmp->destroy (); |
651 |
return; |
652 |
} |
653 |
/* Remove marking rune */ |
654 |
con_rune->destroy (); |
655 |
} |
656 |
|
657 |
/* For magic mouths/ears, and signs, take the msg from a book of scroll */ |
658 |
if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR)) |
659 |
{ |
660 |
if (adjust_sign_msg (pl, x, y, tmp) == -1) |
661 |
{ |
662 |
tmp->destroy (); |
663 |
return; |
664 |
} |
665 |
} |
666 |
|
667 |
insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y); |
668 |
if (connected != 0) |
669 |
add_button_link (tmp, pl->map, connected); |
670 |
|
671 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp)); |
672 |
decrease_ob_nr (item, 1); |
673 |
} |
674 |
|
675 |
/** |
676 |
* Item remover. |
677 |
* |
678 |
* Removes first buildable item, either under or above the floor |
679 |
*/ |
680 |
void |
681 |
apply_builder_remove (object *pl, int dir) |
682 |
{ |
683 |
object *item; |
684 |
short x, y; |
685 |
|
686 |
x = pl->x + freearr_x[dir]; |
687 |
y = pl->y + freearr_y[dir]; |
688 |
|
689 |
/* Check square */ |
690 |
item = GET_MAP_OB (pl->map, x, y); |
691 |
if (!item) |
692 |
{ |
693 |
/* Should not happen with previous tests, but we never know */ |
694 |
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square."); |
695 |
LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path); |
696 |
return; |
697 |
} |
698 |
|
699 |
if (item->type == FLOOR || QUERY_FLAG (item, FLAG_IS_FLOOR)) |
700 |
item = item->above; |
701 |
|
702 |
if (!item) |
703 |
new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); |
704 |
else if (item->type == BUILDABLE_WALL) |
705 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); |
706 |
else if (!item->flag [FLAG_IS_BUILDABLE]) |
707 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item)); |
708 |
else |
709 |
{ |
710 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); |
711 |
item->destroy (); |
712 |
} |
713 |
} |
714 |
|
715 |
/** |
716 |
* Global building function |
717 |
* |
718 |
* This is the general map building function. Called when the player 'fires' a builder |
719 |
* or remover object. |
720 |
*/ |
721 |
void |
722 |
apply_map_builder (object *pl, int dir) |
723 |
{ |
724 |
object *builder; |
725 |
object *tmp; |
726 |
object *tmp2; |
727 |
short x, y; |
728 |
|
729 |
if (!pl->type == PLAYER) |
730 |
return; |
731 |
|
732 |
/*if ( !player->map->unique ) |
733 |
{ |
734 |
new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); |
735 |
return; |
736 |
} */ |
737 |
|
738 |
if (dir == 0) |
739 |
{ |
740 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself."); |
741 |
return; |
742 |
} |
743 |
|
744 |
x = pl->x + freearr_x[dir]; |
745 |
y = pl->y + freearr_y[dir]; |
746 |
|
747 |
if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y)) |
748 |
{ |
749 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); |
750 |
return; |
751 |
} |
752 |
|
753 |
/* |
754 |
* Check specified square |
755 |
* The square must have only buildable items |
756 |
* Exception: marking runes are all right, |
757 |
* since they are used for special things like connecting doors / buttons |
758 |
*/ |
759 |
|
760 |
tmp = GET_MAP_OB (pl->map, x, y); |
761 |
if (!tmp) |
762 |
{ |
763 |
/* Nothing, meaning player is standing next to an undefined square... */ |
764 |
LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path); |
765 |
new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); |
766 |
return; |
767 |
} |
768 |
tmp2 = find_marked_object (pl); |
769 |
while (tmp) |
770 |
{ |
771 |
if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark")))) |
772 |
{ |
773 |
/* The item building function already has it's own special |
774 |
* checks for this |
775 |
*/ |
776 |
if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM)) |
777 |
{ |
778 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
779 |
return; |
780 |
} |
781 |
} |
782 |
tmp = tmp->above; |
783 |
} |
784 |
|
785 |
/* Now we know the square is ok */ |
786 |
builder = pl->contr->ranges[range_builder]; |
787 |
|
788 |
if (builder->subtype == ST_BD_REMOVE) |
789 |
/* Remover -> call specific function and bail out */ |
790 |
{ |
791 |
apply_builder_remove (pl, dir); |
792 |
return; |
793 |
} |
794 |
|
795 |
if (builder->subtype == ST_BD_BUILD) |
796 |
/* |
797 |
* Builder. |
798 |
* Find marked item to build, call specific function |
799 |
*/ |
800 |
{ |
801 |
tmp = tmp2; |
802 |
if (!tmp) |
803 |
{ |
804 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use."); |
805 |
return; |
806 |
} |
807 |
|
808 |
if (tmp->type != MATERIAL) |
809 |
{ |
810 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build."); |
811 |
return; |
812 |
} |
813 |
|
814 |
switch (tmp->subtype) |
815 |
{ |
816 |
case ST_MAT_FLOOR: |
817 |
apply_builder_floor (pl, tmp, x, y); |
818 |
return; |
819 |
|
820 |
case ST_MAT_WALL: |
821 |
apply_builder_wall (pl, tmp, x, y); |
822 |
return; |
823 |
|
824 |
case ST_MAT_ITEM: |
825 |
apply_builder_item (pl, tmp, x, y); |
826 |
return; |
827 |
|
828 |
default: |
829 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); |
830 |
LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); |
831 |
return; |
832 |
} |
833 |
} |
834 |
|
835 |
/* Here, it means the builder has an invalid type */ |
836 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); |
837 |
LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); |
838 |
} |
839 |
|
840 |
/** |
841 |
* Make the built object inherit the msg of books that are used with it. |
842 |
* For objects already invisible (i.e. magic mouths & ears), also make it |
843 |
* it inherit the face and the name with "talking " prepended. |
844 |
*/ |
845 |
int |
846 |
adjust_sign_msg (object *pl, short x, short y, object *tmp) |
847 |
{ |
848 |
object *book; |
849 |
char buf[MAX_BUF]; |
850 |
char buf2[MAX_BUF]; |
851 |
|
852 |
book = get_msg_book (pl, x, y); |
853 |
if (!book) |
854 |
{ |
855 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message."); |
856 |
return -1; |
857 |
} |
858 |
|
859 |
tmp->msg = book->msg; |
860 |
|
861 |
if (tmp->invisible) |
862 |
{ |
863 |
if (book->custom_name != NULL) |
864 |
{ |
865 |
snprintf (buf, sizeof (buf), "talking %s", &book->custom_name); |
866 |
} |
867 |
else |
868 |
{ |
869 |
snprintf (buf, sizeof (buf), "talking %s", &book->name); |
870 |
} |
871 |
tmp->name = buf; |
872 |
|
873 |
if (book->name_pl != NULL) |
874 |
{ |
875 |
snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl); |
876 |
tmp->name_pl = buf2; |
877 |
} |
878 |
|
879 |
tmp->face = book->face; |
880 |
tmp->invisible = 0; |
881 |
} |
882 |
|
883 |
book->destroy (); |
884 |
return 0; |
885 |
} |