1 |
/* |
2 |
* CrossFire, A Multiplayer game for X-windows |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <living.h> |
27 |
#include <spells.h> |
28 |
#include <skills.h> |
29 |
#include <tod.h> |
30 |
#include <sproto.h> |
31 |
|
32 |
/** |
33 |
* Check if objects on a square interfere with building |
34 |
*/ |
35 |
int |
36 |
can_build_over (maptile *map, object *tmp, short x, short y) |
37 |
{ |
38 |
object *ob; |
39 |
|
40 |
ob = GET_MAP_OB (map, x, y); |
41 |
while (ob) |
42 |
{ |
43 |
/* if ob is not a marking rune or floor, then check special cases */ |
44 |
if (strcmp (ob->arch->name, "rune_mark") && ob->type != FLOOR) |
45 |
{ |
46 |
switch (tmp->type) |
47 |
{ |
48 |
case SIGN: |
49 |
case MAGIC_EAR: |
50 |
/* Allow signs and magic ears to be built on books */ |
51 |
if (ob->type != BOOK) |
52 |
{ |
53 |
return 0; |
54 |
} |
55 |
break; |
56 |
case BUTTON: |
57 |
case DETECTOR: |
58 |
case PEDESTAL: |
59 |
case CF_HANDLE: |
60 |
/* Allow buttons and levers to be built under gates */ |
61 |
if (ob->type != GATE && ob->type != DOOR) |
62 |
{ |
63 |
return 0; |
64 |
} |
65 |
break; |
66 |
default: |
67 |
return 0; |
68 |
} |
69 |
} |
70 |
ob = ob->above; |
71 |
} |
72 |
return 1; |
73 |
} |
74 |
|
75 |
/** |
76 |
* Erases marking runes at specified location |
77 |
*/ |
78 |
void |
79 |
remove_marking_runes (maptile *map, short x, short y) |
80 |
{ |
81 |
object *rune; |
82 |
object *next; |
83 |
|
84 |
rune = GET_MAP_OB (map, x, y); |
85 |
while (rune) |
86 |
{ |
87 |
next = rune->above; |
88 |
|
89 |
if ((rune->type == SIGN) && (!strcmp (rune->arch->name, "rune_mark"))) |
90 |
rune->destroy (); |
91 |
|
92 |
rune = next; |
93 |
} |
94 |
} |
95 |
|
96 |
/** |
97 |
* Returns an unused value for 'connected'. |
98 |
* \param map: map for which to find a value |
99 |
* \return 'connected' value with no item, or -1 if failure. |
100 |
* |
101 |
* Tries 1000 random values, then returns -1. |
102 |
*/ |
103 |
int |
104 |
find_unused_connected_value (maptile *map) |
105 |
{ |
106 |
int connected = 0; |
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 |
} |
118 |
|
119 |
return -1; |
120 |
} |
121 |
|
122 |
|
123 |
/** |
124 |
* Helper function for door/button/connected item building. |
125 |
* |
126 |
* Will search the specified spot for a marking rune. |
127 |
* If not found, returns -1 |
128 |
* Else, searches a force in op's inventory matching the map's name |
129 |
* and the rune's text. |
130 |
* If found, returns the connection value associated |
131 |
* else searches a new connection value, and adds the force to the player. |
132 |
*/ |
133 |
int |
134 |
find_or_create_connection_for_map (object *pl, short x, short y, object *rune) |
135 |
{ |
136 |
object *force; |
137 |
int connected; |
138 |
|
139 |
if (!rune) |
140 |
rune = get_connection_rune (pl, x, y); |
141 |
|
142 |
if (!rune) |
143 |
{ |
144 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name."); |
145 |
return -1; |
146 |
} |
147 |
|
148 |
/* Now, find force in player's inventory */ |
149 |
force = pl->inv; |
150 |
while (force |
151 |
&& ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg |
152 |
|| force->msg != rune->msg)) |
153 |
force = force->below; |
154 |
|
155 |
if (!force) |
156 |
/* No force, need to create & insert one */ |
157 |
{ |
158 |
/* Find unused value */ |
159 |
connected = find_unused_connected_value (pl->map); |
160 |
if (connected == -1) |
161 |
{ |
162 |
new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups."); |
163 |
return -1; |
164 |
} |
165 |
|
166 |
force = get_archetype (FORCE_NAME); |
167 |
force->slaying = pl->map->path; |
168 |
force->msg = rune->msg; |
169 |
force->path_attuned = connected; |
170 |
force->set_speed (0); |
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 |
assign (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 |
new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove."); |
705 |
else if (item->type == BUILDABLE_WALL) |
706 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor."); |
707 |
else if (!item->flag [FLAG_IS_BUILDABLE]) |
708 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item)); |
709 |
else |
710 |
{ |
711 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item)); |
712 |
item->destroy (); |
713 |
} |
714 |
} |
715 |
|
716 |
/** |
717 |
* Global building function |
718 |
* |
719 |
* This is the general map building function. Called when the player 'fires' a builder |
720 |
* or remover object. |
721 |
*/ |
722 |
void |
723 |
apply_map_builder (object *pl, int dir) |
724 |
{ |
725 |
object *builder; |
726 |
object *tmp; |
727 |
object *tmp2; |
728 |
short x, y; |
729 |
|
730 |
if (!pl->type == PLAYER) |
731 |
return; |
732 |
|
733 |
/*if ( !player->map->unique ) |
734 |
{ |
735 |
new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." ); |
736 |
return; |
737 |
} */ |
738 |
|
739 |
if (dir == 0) |
740 |
{ |
741 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself."); |
742 |
return; |
743 |
} |
744 |
|
745 |
x = pl->x + freearr_x[dir]; |
746 |
y = pl->y + freearr_y[dir]; |
747 |
|
748 |
if ((1 > x) || (1 > y) || ((pl->map->width - 2) < x) || ((pl->map->height - 2) < y)) |
749 |
{ |
750 |
new_draw_info (NDI_UNIQUE, 0, pl, "Can't build on map edge..."); |
751 |
return; |
752 |
} |
753 |
|
754 |
/* |
755 |
* Check specified square |
756 |
* The square must have only buildable items |
757 |
* Exception: marking runes are all right, |
758 |
* since they are used for special things like connecting doors / buttons |
759 |
*/ |
760 |
|
761 |
tmp = GET_MAP_OB (pl->map, x, y); |
762 |
if (!tmp) |
763 |
{ |
764 |
/* Nothing, meaning player is standing next to an undefined square... */ |
765 |
LOG (llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, &pl->map->path); |
766 |
new_draw_info (NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird."); |
767 |
return; |
768 |
} |
769 |
tmp2 = find_marked_object (pl); |
770 |
while (tmp) |
771 |
{ |
772 |
if (!QUERY_FLAG (tmp, FLAG_IS_BUILDABLE) && ((tmp->type != SIGN) || (strcmp (tmp->arch->name, "rune_mark")))) |
773 |
{ |
774 |
/* The item building function already has it's own special |
775 |
* checks for this |
776 |
*/ |
777 |
if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM)) |
778 |
{ |
779 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here."); |
780 |
return; |
781 |
} |
782 |
} |
783 |
tmp = tmp->above; |
784 |
} |
785 |
|
786 |
/* Now we know the square is ok */ |
787 |
builder = pl->contr->ranges[range_builder]; |
788 |
|
789 |
if (builder->subtype == ST_BD_REMOVE) |
790 |
/* Remover -> call specific function and bail out */ |
791 |
{ |
792 |
apply_builder_remove (pl, dir); |
793 |
return; |
794 |
} |
795 |
|
796 |
if (builder->subtype == ST_BD_BUILD) |
797 |
/* |
798 |
* Builder. |
799 |
* Find marked item to build, call specific function |
800 |
*/ |
801 |
{ |
802 |
tmp = tmp2; |
803 |
if (!tmp) |
804 |
{ |
805 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use."); |
806 |
return; |
807 |
} |
808 |
|
809 |
if (tmp->type != MATERIAL) |
810 |
{ |
811 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build."); |
812 |
return; |
813 |
} |
814 |
|
815 |
switch (tmp->subtype) |
816 |
{ |
817 |
case ST_MAT_FLOOR: |
818 |
apply_builder_floor (pl, tmp, x, y); |
819 |
return; |
820 |
|
821 |
case ST_MAT_WALL: |
822 |
apply_builder_wall (pl, tmp, x, y); |
823 |
return; |
824 |
|
825 |
case ST_MAT_ITEM: |
826 |
apply_builder_item (pl, tmp, x, y); |
827 |
return; |
828 |
|
829 |
default: |
830 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry."); |
831 |
LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype); |
832 |
return; |
833 |
} |
834 |
} |
835 |
|
836 |
/* Here, it means the builder has an invalid type */ |
837 |
new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry."); |
838 |
LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype); |
839 |
} |
840 |
|
841 |
/** |
842 |
* Make the built object inherit the msg of books that are used with it. |
843 |
* For objects already invisible (i.e. magic mouths & ears), also make it |
844 |
* it inherit the face and the name with "talking " prepended. |
845 |
*/ |
846 |
int |
847 |
adjust_sign_msg (object *pl, short x, short y, object *tmp) |
848 |
{ |
849 |
object *book; |
850 |
char buf[MAX_BUF]; |
851 |
char buf2[MAX_BUF]; |
852 |
|
853 |
book = get_msg_book (pl, x, y); |
854 |
if (!book) |
855 |
{ |
856 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message."); |
857 |
return -1; |
858 |
} |
859 |
|
860 |
tmp->msg = book->msg; |
861 |
|
862 |
if (tmp->invisible) |
863 |
{ |
864 |
if (book->custom_name != NULL) |
865 |
{ |
866 |
snprintf (buf, sizeof (buf), "talking %s", &book->custom_name); |
867 |
} |
868 |
else |
869 |
{ |
870 |
snprintf (buf, sizeof (buf), "talking %s", &book->name); |
871 |
} |
872 |
tmp->name = buf; |
873 |
|
874 |
if (book->name_pl != NULL) |
875 |
{ |
876 |
snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl); |
877 |
tmp->name_pl = buf2; |
878 |
} |
879 |
|
880 |
tmp->face = book->face; |
881 |
tmp->invisible = 0; |
882 |
} |
883 |
|
884 |
book->destroy (); |
885 |
return 0; |
886 |
} |