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/cvs/deliantra/server/server/build_map.C
Revision: 1.24
Committed: Mon Feb 5 02:07:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.23: +2 -2 lines
Log Message:
remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality

File Contents

# Content
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
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * 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 }