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Revision: 1.67
Committed: Fri Jan 27 22:00:40 2012 UTC (12 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +0 -2 lines
Log Message:
remove unused variables, kernel_panic

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 // macro for this check, it had been inconsistent in this file.
33 #define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
34
35 /**
36 * Check if objects on a square interfere with building
37 */
38 static int
39 can_build_over (maptile *map, object *tmp, int x, int y)
40 {
41 object *ob;
42
43 ob = GET_MAP_OB (map, x, y);
44 while (ob)
45 {
46 /* if ob is not a marking rune or floor, then check special cases */
47 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
48 {
49 switch (tmp->type)
50 {
51 case SIGN:
52 case MAGIC_EAR:
53 /* Allow signs and magic ears to be built on books */
54 if (ob->type != BOOK)
55 return 0;
56 break;
57 case BUTTON:
58 case DETECTOR:
59 case PEDESTAL:
60 case T_HANDLE:
61 /* Allow buttons and levers to be built under gates */
62 if (ob->type != GATE && ob->type != DOOR)
63 return 0;
64 break;
65 default:
66 return 0;
67 }
68 }
69
70 ob = ob->above;
71 }
72
73 return 1;
74 }
75
76 /**
77 * Erases marking runes at specified location
78 */
79 static void
80 remove_marking_runes (maptile *map, int x, int y)
81 {
82 object *rune;
83 object *next;
84
85 rune = GET_MAP_OB (map, x, y);
86 while (rune)
87 {
88 next = rune->above;
89
90 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
91 rune->destroy ();
92
93 rune = next;
94 }
95 }
96
97 /**
98 * Returns an unused value for 'connected'.
99 * \param map: map for which to find a value
100 * \return 'connected' value with no item, or -1 if failure.
101 *
102 * Tries 1000 random values, then returns -1.
103 */
104 static shstr_tmp
105 find_unused_connected_value (maptile *map)
106 {
107 for (int i = 1000; --i; )
108 {
109 char buf[64];
110
111 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
112
113 shstr id (buf);
114
115 if (!map->find_link (id))
116 return id;
117 }
118
119 return shstr_tmp ();
120 }
121
122 /**
123 * Returns the marking rune on the square, for purposes of building connections
124 */
125 static object *
126 get_connection_rune (object *pl, int x, int y)
127 {
128 object *rune = GET_MAP_OB (pl->map, x, y);
129
130 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
131 rune = rune->above;
132
133 return rune;
134 }
135
136 /**
137 * Helper function for door/button/connected item building.
138 *
139 * Will search the specified spot for a marking rune.
140 * If not found, returns -1
141 * Else, searches a force in op's inventory matching the map's name
142 * and the rune's text.
143 * If found, returns the connection value associated
144 * else searches a new connection value, and adds the force to the player.
145 */
146 static shstr_tmp
147 find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
148 {
149 object *force;
150
151 if (!rune)
152 rune = get_connection_rune (pl, x, y);
153
154 if (!rune)
155 {
156 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
157 return shstr_tmp ();
158 }
159
160 /* Now, find force in player's inventory */
161 force = pl->inv;
162 while (force
163 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
164 || force->msg != rune->msg))
165 force = force->below;
166
167 if (!force)
168 /* No force, need to create & insert one */
169 {
170 /* Find unused value */
171 shstr_tmp id = find_unused_connected_value (pl->map);
172
173 if (!id)
174 {
175 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
176 return shstr_tmp ();
177 }
178
179 force = archetype::get (FORCE_NAME);
180 force->slaying = pl->map->path;
181 force->msg = rune->msg;
182 force->race = id;
183 force->set_speed (0);
184
185 insert_ob_in_ob (force, pl);
186
187 return id;
188 }
189
190 /* Found the force, everything's easy. */
191 return force->race;
192 }
193
194 /**
195 * Returns the book/scroll on the current square, for purposes of building
196 */
197 static object *
198 get_msg_book (object *pl, int x, int y)
199 {
200 object *book = GET_MAP_OB (pl->map, x, y);
201
202 while (book && (book->type != BOOK))
203 book = book->above;
204
205 return book;
206 }
207
208 /**
209 * Make the built object inherit the msg of books that are used with it.
210 * For objects already invisible (i.e. magic mouths & ears), also make it
211 * it inherit the face and the name with "talking " prepended.
212 */
213 static int
214 adjust_sign_msg (object *pl, int x, int y, object *tmp)
215 {
216 object *book;
217 char buf[MAX_BUF];
218 char buf2[MAX_BUF];
219
220 book = get_msg_book (pl, x, y);
221 if (!book)
222 {
223 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
224 return -1;
225 }
226
227 if (tmp->type == MAGIC_EAR)
228 {
229 snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
230 tmp->msg = buf;
231 }
232 else
233 tmp->msg = book->msg;
234
235 if (tmp->invisible)
236 {
237 if (book->custom_name)
238 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
239 else
240 snprintf (buf, sizeof (buf), "talking %s", &book->name);
241
242 tmp->name = buf;
243
244 if (book->name_pl)
245 {
246 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
247 tmp->name_pl = buf2;
248 }
249
250 tmp->face = book->face;
251 tmp->invisible = 0;
252 }
253
254 book->destroy ();
255 return 0;
256 }
257
258 /**
259 * Returns first item of type BUILDABLE_WALL.
260 */
261 static object *
262 get_wall (maptile *map, int x, int y)
263 {
264 object *wall = GET_MAP_OB (map, x, y);
265
266 while (wall && (BUILDABLE_WALL != wall->type))
267 wall = wall->above;
268
269 return wall;
270 }
271
272 /**
273 * Fixes walls around specified spot
274 *
275 * \param map is the map
276 * \param x
277 * \param y are the position to fix
278 *
279 * Basically it ensures the correct wall is put where needed.
280 *
281 * Note: x & y must be valid map coordinates.
282 */
283 static void
284 fix_walls (maptile *map, int x, int y)
285 {
286 char archetype[MAX_BUF];
287 char *underscore;
288 struct archetype *new_arch;
289
290 /* First, find the wall on that spot */
291 object *wall = get_wall (map, x, y);
292 if (!wall)
293 /* Nothing -> bail out */
294 return;
295
296 /* Find base name */
297 assign (archetype, wall->arch->archname);
298 underscore = strchr (archetype, '_');
299
300 /* search for the first _ before a number */
301 while (underscore && !isdigit (*(underscore + 1)))
302 underscore = strchr (underscore + 1, '_');
303
304 if (!underscore || !isdigit (*(underscore + 1)))
305 /* Not in a format we can change, bail out */
306 return;
307
308 underscore++;
309 *underscore = '\0';
310
311 int connect = 0;
312
313 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
314 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
315 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
316 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
317
318 strcat (archetype, wall_suffix [connect]);
319
320 /*
321 * Before anything, make sure the archetype does exist...
322 * If not, prolly an error...
323 */
324 new_arch = archetype::find (archetype);
325
326 if (!new_arch)
327 return;
328
329 /* Now delete current wall, and insert new one
330 * We save flags to avoid any trouble with buildable/non buildable, and so on
331 */
332 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
333
334 wall->destroy ();
335
336 wall = new_arch->instance ();
337 wall->type = BUILDABLE_WALL;
338 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
339 wall->flag = old_flags;
340 }
341
342 /**
343 * \brief Floor building function
344 *
345 * Floors can be build:
346 * - on existing floors, with or without a detector/button
347 * - on an existing wall, with or without a floor under it
348 *
349 * Note: this function will inconditionally change squares around (x, y)
350 * so don't call it with x == 0 for instance!
351 */
352 static void
353 apply_builder_floor (object *pl, object *material, int x, int y)
354 {
355 object *tmp, *above;
356 object *above_floor; /* Item above floor, if any */
357 struct archetype *new_floor;
358 struct archetype *new_wall;
359 int i, xt, yt, floor_removed;
360 char message[MAX_BUF];
361
362 sprintf (message, "You change the floor to better suit your tastes.");
363
364 /*
365 * Now the building part...
366 * First, remove wall(s) and floor(s) at position x, y
367 */
368 above_floor = NULL;
369 new_wall = NULL;
370 floor_removed = 0;
371 tmp = GET_MAP_OB (pl->map, x, y);
372 if (tmp)
373 {
374 while (tmp)
375 {
376 above = tmp->above;
377 if (BUILDABLE_WALL == tmp->type)
378 {
379 /* There was a wall, remove it & keep its archetype to make new walls */
380 new_wall = tmp->arch;
381 tmp->destroy ();
382 sprintf (message, "You destroy the wall and redo the floor.");
383 }
384 else if (IS_FLOOR (tmp))
385 {
386 tmp->destroy ();
387 floor_removed = 1;
388 }
389 else
390 {
391 if (floor_removed)
392 {
393 /* This is the first item that was above the floor */
394 above_floor = tmp;
395 floor_removed = 0;
396 }
397 }
398
399 tmp = above;
400 }
401 }
402
403 /* Now insert our floor */
404 new_floor = archetype::find (material->slaying);
405 if (!new_floor)
406 {
407 /* Not found, log & bail out */
408 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
409 return;
410 }
411
412 tmp = new_floor->instance ();
413 tmp->set_flag (FLAG_IS_BUILDABLE);
414 tmp->set_flag (FLAG_UNIQUE);
415 tmp->set_flag (FLAG_IS_FLOOR);
416 //tmp->type = FLOOR;
417 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
418
419 /*
420 * Next step: make sure there are either walls or floors around the new square
421 * Since building, you can have: blocking view / floor / wall / nothing
422 */
423 for (i = 1; i <= 8; i++)
424 {
425 xt = x + freearr_x[i];
426 yt = y + freearr_y[i];
427 tmp = GET_MAP_OB (pl->map, xt, yt);
428 if (!tmp)
429 {
430 /* Must insert floor & wall */
431 tmp = new_floor->instance ();
432 /* Better make the floor unique */
433 tmp->set_flag (FLAG_UNIQUE);
434 tmp->set_flag (FLAG_IS_BUILDABLE);
435 //tmp->type = FLOOR;
436 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
437 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
438 if (new_wall)
439 {
440 tmp = new_wall->instance ();
441 tmp->set_flag (FLAG_IS_BUILDABLE);
442 tmp->type = BUILDABLE_WALL;
443 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
444 }
445 }
446 }
447
448 /* Finally fixing walls to ensure nice continuous walls
449 * Note: 2 squares around are checked, because potentially we added walls around the building
450 * spot, so need to check that those new walls connect correctly
451 */
452 for (xt = x - 2; xt <= x + 2; xt++)
453 for (yt = y - 2; yt <= y + 2; yt++)
454 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
455 fix_walls (pl->map, xt, yt);
456
457 /* Now remove raw item from inventory */
458 material->decrease ();
459
460 /* And tell player about the fix */
461 new_draw_info (NDI_UNIQUE, 0, pl, message);
462 }
463
464 /**
465 * Wall building function
466 *
467 * Walls can be build:
468 * - on a floor without anything else
469 * - on an existing wall, with or without a floor
470 */
471 static void
472 apply_builder_wall (object *pl, object *material, int x, int y)
473 {
474 object *current_wall;
475 object *tmp;
476 int xt, yt;
477 struct archetype *new_wall;
478 char message[MAX_BUF];
479
480 remove_marking_runes (pl->map, x, y);
481
482 /* Grab existing wall, if any */
483 current_wall = NULL;
484 tmp = GET_MAP_OB (pl->map, x, y);
485 while (tmp && !current_wall)
486 {
487 if (BUILDABLE_WALL == tmp->type)
488 current_wall = tmp;
489
490 tmp = tmp->above;
491 }
492
493 /* Find the raw wall in inventory */
494 sprintf (message, "You build a wall.");
495
496 /* Now we can actually insert the wall */
497 new_wall = archetype::find (material->slaying);
498 if (!new_wall)
499 {
500 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
501 return;
502 }
503
504 tmp = new_wall->instance ();
505 tmp->type = BUILDABLE_WALL;
506 tmp->set_flag (FLAG_IS_BUILDABLE);
507 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
508
509 /* If existing wall, remove it, no need to fix other walls */
510 if (current_wall)
511 {
512 current_wall->destroy ();
513 fix_walls (pl->map, x, y);
514 sprintf (message, "You redecorate the wall to better suit your tastes.");
515 }
516 else
517 {
518 /* Else fix all walls around */
519 for (xt = x - 1; xt <= x + 1; xt++)
520 for (yt = y - 1; yt <= y + 1; yt++)
521 {
522 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
523 continue;
524
525 fix_walls (pl->map, xt, yt);
526 }
527 }
528
529 /* Now remove item from inventory */
530 material->decrease ();
531
532 /* And tell player what happened */
533 new_draw_info (NDI_UNIQUE, 0, pl, message);
534 }
535
536 /**
537 * Generic item builder.
538 *
539 * Item must be put on a square with a floor, you can have something under.
540 * Archetype of created object is item->slaying (raw material).
541 * Type of inserted item is tested for specific cases (doors & such).
542 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
543 */
544 static void
545 apply_builder_item (object *pl, object *item, int x, int y)
546 {
547 object *tmp;
548 struct archetype *arch;
549 int insert_flag;
550 object *floor;
551 object *con_rune;
552
553 /* Find floor */
554 floor = GET_MAP_OB (pl->map, x, y);
555 if (!floor)
556 {
557 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
558 return;
559 }
560
561 while (floor && !IS_FLOOR (floor))
562 floor = floor->above;
563
564 if (!floor)
565 {
566 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
567 return;
568 }
569 /* Create item, set flag, insert in map */
570 arch = archetype::find (item->slaying);
571 if (!arch)
572 return;
573
574 tmp = arch->instance ();
575
576 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
577 /* Floor has something on top that interferes with building */
578 {
579 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
580 return;
581 }
582
583 tmp->set_flag (FLAG_IS_BUILDABLE);
584 tmp->set_flag (FLAG_NO_PICK);
585
586 /*
587 * Str 1 is a flag that the item [pedestal] should go below the floor.
588 * Items under the floor on non-unique maps will not be saved,
589 * so make the item itself unique in this situation.
590 */
591 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
592 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
593 tmp->set_flag (FLAG_UNIQUE);
594
595 shstr_tmp connected;
596
597 switch (tmp->type)
598 {
599 case DOOR:
600 case GATE:
601 case BUTTON:
602 case DETECTOR:
603 case TIMED_GATE:
604 case PEDESTAL:
605 case T_HANDLE:
606 case MAGIC_EAR:
607 case SIGN:
608 /* Signs don't need a connection, but but magic mouths do. */
609 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
610 break;
611
612 con_rune = get_connection_rune (pl, x, y);
613 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
614 if (!connected)
615 {
616 /* Player already informed of failure by the previous function */
617 tmp->destroy ();
618 return;
619 }
620
621 /* Remove marking rune */
622 con_rune->destroy ();
623 }
624
625 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
626 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
627 if (adjust_sign_msg (pl, x, y, tmp) == -1)
628 {
629 tmp->destroy ();
630 return;
631 }
632
633 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
634 if (connected)
635 tmp->add_link (pl->map, connected);
636
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
638 item->decrease ();
639 }
640
641 /**
642 * Item remover.
643 *
644 * Removes first buildable item, either under or above the floor
645 */
646 static void
647 apply_builder_remove (object *pl, int dir)
648 {
649 object *item;
650 int x, y;
651
652 x = pl->x + freearr_x[dir];
653 y = pl->y + freearr_y[dir];
654
655 /* Check square */
656 item = GET_MAP_OB (pl->map, x, y);
657 if (!item)
658 {
659 /* Should not happen with previous tests, but we never know */
660 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
661 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
662 return;
663 }
664
665 if (IS_FLOOR (item))
666 item = item->above;
667
668 if (!item)
669 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
670 else if (item->type == BUILDABLE_WALL)
671 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
672 else if (!item->flag [FLAG_IS_BUILDABLE])
673 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
674 else
675 {
676 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
677 item->destroy ();
678 }
679 }
680
681
682 static void
683 replace_open_space_floor (object *os, object *material)
684 {
685 object *new_floor = archetype::get (material->slaying);
686 insert_ob_in_map_at (new_floor, os->map, os,
687 INS_BELOW_ORIGINATOR, os->x, os->y);
688 os->destroy ();
689 material->decrease ();
690 }
691
692 /**
693 * Quad building.
694 */
695 void
696 apply_builder_quad (object *pl, object *material, mapxy &pos)
697 {
698 object *open_space = 0;
699 object *floor = 0;
700
701 object *tmp = pos.ms ().bot;
702 bool floor_exists = false;
703 while (tmp)
704 {
705 if (floor_exists && tmp->flag [FLAG_IS_QUAD])
706 {
707 pl->failmsg (
708 "You can't build there, there is a block in the way.");
709 return;
710 }
711
712 if (IS_FLOOR (tmp))
713 {
714 floor = tmp;
715 floor_exists = true;
716
717 if (floor->arch->archname == shstr_quad_open_space)
718 {
719 open_space = floor;
720 }
721 else if (!floor->flag [FLAG_IS_QUAD])
722 {
723 pl->failmsg (
724 "You can't build there, the floor is not suited.");
725 return;
726 }
727 }
728
729 tmp = tmp->above;
730 }
731
732 if (open_space)
733 {
734 if (!material->slaying)
735 {
736 pl->failmsg (
737 "The floor is open and you can't fill it with that material."
738 "H<Use another material to fill the ceiling.>");
739 return;
740 }
741
742 replace_open_space_floor (open_space, material);
743 pl->contr->fire_on = 0; // TODO: stopgap, do not add more than one per keypress
744 return;
745 }
746 else if (floor)
747 {
748
749 maptile *upper_floor = pos.m->tile_available (TILE_UP);
750 if (!upper_floor)
751 {
752 pl->failmsg (
753 "Whoops, you can't see the ceiling.. H<You may try again.>");
754 return;
755 }
756
757 mapxy above_pos (upper_floor, pos.x, pos.y);
758 if (!above_pos.normalise ())
759 {
760 pl->failmsg (
761 "Whoops, you can't access the ceiling. H<You may try again.>");
762 return;
763 }
764
765 mapspace &above_ms = above_pos.ms ();
766 for (object *quad_obj = above_ms.top; quad_obj; quad_obj = quad_obj->below)
767 {
768 if (quad_obj->arch->archname == shstr_quad_open_space)
769 {
770 if (!material->slaying)
771 {
772 pl->failmsg (
773 "The ceiling is open and you can't fill it with that material."
774 "H<Use another material to fill the ceiling.>");
775 return;
776 }
777
778 replace_open_space_floor (quad_obj, material);
779 break;
780 }
781 }
782
783 if (material->destroyed ())
784 {
785 pl->failmsg (
786 "You don't have enough build material to build a wall here.");
787 return;
788 }
789
790 object *quad_wall = material->other_arch->instance ();
791 material->decrease ();
792
793 insert_ob_in_map_at (quad_wall, floor->map, 0,
794 INS_ABOVE_FLOOR_ONLY, floor->x, floor->y);
795 }
796 else
797 {
798 pl->failmsg ("You can't build a quad block here.");
799 }
800 }
801
802 /**
803 * Global building function
804 *
805 * This is the general map building function. Called when the player 'fires' a builder
806 * or remover object.
807 */
808 void
809 apply_map_builder (object *pl, int dir)
810 {
811 if (!pl->type == PLAYER)
812 return;
813
814 if (dir == 0)
815 {
816 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
817 return;
818 }
819
820 mapxy pos (pl); pos.move (dir);
821
822 if (!pos.normalise ())
823 {
824 pl->failmsg ("You can't build here. H<There is nothing in this direction.>");
825 return;
826 }
827
828 /*
829 * Check specified square
830 * The square must have only buildable items
831 * Exception: marking runes are all right,
832 * since they are used for special things like connecting doors / buttons
833 */
834
835 object *builder = pl->contr->ranged_ob;
836
837 object *tmp2 = pl->mark ();
838
839 object *tmp = 0;
840 for (tmp = pos.ms ().bot; tmp; tmp = tmp->above)
841 {
842 if (!tmp->flag [FLAG_IS_BUILDABLE]
843 && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
844 {
845 /* The item building function already has it's own special
846 * checks for this. And so does the quad building function.
847 */
848 if (!tmp2 || (tmp2->subtype != ST_MAT_ITEM && tmp2->subtype != ST_MAT_QUAD))
849 {
850 if (!INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
851 ARG_MAP (pl->map),
852 ARG_INT (pos.y), ARG_INT (pos.y),
853 ARG_INT (0)))
854 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
855
856 return;
857 }
858 }
859 }
860
861 /* Now we know the square is ok */
862 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
863 ARG_MAP (pl->map), ARG_INT (pos.x), ARG_INT (pos.y), ARG_INT (1)))
864 return;
865
866 if (builder->subtype == ST_BD_REMOVE)
867 /* Remover -> call specific function and bail out */
868 {
869 apply_builder_remove (pl, dir);
870 return;
871 }
872
873 if (builder->subtype == ST_BD_BUILD)
874 /*
875 * Builder.
876 * Find marked item to build, call specific function
877 */
878 {
879 tmp = tmp2;
880 if (!tmp)
881 {
882 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
883 return;
884 }
885
886 if (tmp->type != MATERIAL)
887 {
888 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
889 return;
890 }
891
892 switch (tmp->subtype)
893 {
894 case ST_MAT_FLOOR:
895 apply_builder_floor (pl, tmp, pos.x, pos.y);
896 return;
897
898 case ST_MAT_WALL:
899 apply_builder_wall (pl, tmp, pos.x, pos.y);
900 return;
901
902 case ST_MAT_ITEM:
903 apply_builder_item (pl, tmp, pos.x, pos.y);
904 return;
905
906 case ST_MAT_QUAD:
907 apply_builder_quad (pl, tmp, pos);
908 return;
909
910 default:
911 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
912 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
913 return;
914 }
915 }
916
917 /* Here, it means the builder has an invalid type */
918 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
919 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
920 }
921