/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
#include
#include
// macro for this check, it had been inconsistent in this file.
#define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
/**
* Check if objects on a square interfere with building
*/
static int
can_build_over (maptile *map, object *tmp, int x, int y)
{
object *ob;
ob = GET_MAP_OB (map, x, y);
while (ob)
{
/* if ob is not a marking rune or floor, then check special cases */
if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
{
switch (tmp->type)
{
case SIGN:
case MAGIC_EAR:
/* Allow signs and magic ears to be built on books */
if (ob->type != BOOK)
return 0;
break;
case BUTTON:
case DETECTOR:
case PEDESTAL:
case T_HANDLE:
/* Allow buttons and levers to be built under gates */
if (ob->type != GATE && ob->type != DOOR)
return 0;
break;
default:
return 0;
}
}
ob = ob->above;
}
return 1;
}
/**
* Erases marking runes at specified location
*/
static void
remove_marking_runes (maptile *map, int x, int y)
{
object *rune;
object *next;
rune = GET_MAP_OB (map, x, y);
while (rune)
{
next = rune->above;
if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
rune->destroy ();
rune = next;
}
}
/**
* Returns an unused value for 'connected'.
* \param map: map for which to find a value
* \return 'connected' value with no item, or -1 if failure.
*
* Tries 1000 random values, then returns -1.
*/
static shstr_tmp
find_unused_connected_value (maptile *map)
{
for (int i = 1000; --i; )
{
char buf[64];
snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
shstr id (buf);
if (!map->find_link (id))
return id;
}
return shstr_tmp ();
}
/**
* Returns the marking rune on the square, for purposes of building connections
*/
static object *
get_connection_rune (object *pl, int x, int y)
{
object *rune = GET_MAP_OB (pl->map, x, y);
while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
rune = rune->above;
return rune;
}
/**
* Helper function for door/button/connected item building.
*
* Will search the specified spot for a marking rune.
* If not found, returns -1
* Else, searches a force in op's inventory matching the map's name
* and the rune's text.
* If found, returns the connection value associated
* else searches a new connection value, and adds the force to the player.
*/
static shstr_tmp
find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
{
object *force;
if (!rune)
rune = get_connection_rune (pl, x, y);
if (!rune)
{
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
return shstr_tmp ();
}
/* Now, find force in player's inventory */
force = pl->inv;
while (force
&& ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
|| force->msg != rune->msg))
force = force->below;
if (!force)
/* No force, need to create & insert one */
{
/* Find unused value */
shstr_tmp id = find_unused_connected_value (pl->map);
if (!id)
{
new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
return shstr_tmp ();
}
force = archetype::get (FORCE_NAME);
force->slaying = pl->map->path;
force->msg = rune->msg;
force->race = id;
force->set_speed (0);
insert_ob_in_ob (force, pl);
return id;
}
/* Found the force, everything's easy. */
return force->race;
}
/**
* Returns the book/scroll on the current square, for purposes of building
*/
static object *
get_msg_book (object *pl, int x, int y)
{
object *book = GET_MAP_OB (pl->map, x, y);
while (book && (book->type != BOOK))
book = book->above;
return book;
}
/**
* Make the built object inherit the msg of books that are used with it.
* For objects already invisible (i.e. magic mouths & ears), also make it
* it inherit the face and the name with "talking " prepended.
*/
static int
adjust_sign_msg (object *pl, int x, int y, object *tmp)
{
object *book;
char buf[MAX_BUF];
char buf2[MAX_BUF];
book = get_msg_book (pl, x, y);
if (!book)
{
new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
return -1;
}
if (tmp->type == MAGIC_EAR)
{
snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
tmp->msg = buf;
}
else
tmp->msg = book->msg;
if (tmp->invisible)
{
if (book->custom_name)
snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
else
snprintf (buf, sizeof (buf), "talking %s", &book->name);
tmp->name = buf;
if (book->name_pl)
{
snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
tmp->name_pl = buf2;
}
tmp->face = book->face;
tmp->invisible = 0;
}
book->destroy ();
return 0;
}
/**
* Returns first item of type BUILDABLE_WALL.
*/
static object *
get_wall (maptile *map, int x, int y)
{
object *wall = GET_MAP_OB (map, x, y);
while (wall && (BUILDABLE_WALL != wall->type))
wall = wall->above;
return wall;
}
/**
* Fixes walls around specified spot
*
* \param map is the map
* \param x
* \param y are the position to fix
*
* Basically it ensures the correct wall is put where needed.
*
* Note: x & y must be valid map coordinates.
*/
static void
fix_walls (maptile *map, int x, int y)
{
char archetype[MAX_BUF];
char *underscore;
struct archetype *new_arch;
/* First, find the wall on that spot */
object *wall = get_wall (map, x, y);
if (!wall)
/* Nothing -> bail out */
return;
/* Find base name */
assign (archetype, wall->arch->archname);
underscore = strchr (archetype, '_');
/* search for the first _ before a number */
while (underscore && !isdigit (*(underscore + 1)))
underscore = strchr (underscore + 1, '_');
if (!underscore || !isdigit (*(underscore + 1)))
/* Not in a format we can change, bail out */
return;
underscore++;
*underscore = '\0';
int connect = 0;
if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
strcat (archetype, wall_suffix [connect]);
/*
* Before anything, make sure the archetype does exist...
* If not, prolly an error...
*/
new_arch = archetype::find (archetype);
if (!new_arch)
return;
/* Now delete current wall, and insert new one
* We save flags to avoid any trouble with buildable/non buildable, and so on
*/
object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
wall->destroy ();
wall = new_arch->instance ();
wall->type = BUILDABLE_WALL;
insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
wall->flag = old_flags;
}
/**
* \brief Floor building function
*
* Floors can be build:
* - on existing floors, with or without a detector/button
* - on an existing wall, with or without a floor under it
*
* Note: this function will inconditionally change squares around (x, y)
* so don't call it with x == 0 for instance!
*/
static void
apply_builder_floor (object *pl, object *material, int x, int y)
{
object *tmp, *above;
object *above_floor; /* Item above floor, if any */
struct archetype *new_floor;
struct archetype *new_wall;
int i, xt, yt, floor_removed;
char message[MAX_BUF];
sprintf (message, "You change the floor to better suit your tastes.");
/*
* Now the building part...
* First, remove wall(s) and floor(s) at position x, y
*/
above_floor = NULL;
new_wall = NULL;
floor_removed = 0;
tmp = GET_MAP_OB (pl->map, x, y);
if (tmp)
{
while (tmp)
{
above = tmp->above;
if (BUILDABLE_WALL == tmp->type)
{
/* There was a wall, remove it & keep its archetype to make new walls */
new_wall = tmp->arch;
tmp->destroy ();
sprintf (message, "You destroy the wall and redo the floor.");
}
else if (IS_FLOOR (tmp))
{
tmp->destroy ();
floor_removed = 1;
}
else
{
if (floor_removed)
{
/* This is the first item that was above the floor */
above_floor = tmp;
floor_removed = 0;
}
}
tmp = above;
}
}
/* Now insert our floor */
new_floor = archetype::find (material->slaying);
if (!new_floor)
{
/* Not found, log & bail out */
LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
return;
}
tmp = new_floor->instance ();
tmp->set_flag (FLAG_IS_BUILDABLE);
tmp->set_flag (FLAG_UNIQUE);
tmp->set_flag (FLAG_IS_FLOOR);
//tmp->type = FLOOR;
insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
/*
* Next step: make sure there are either walls or floors around the new square
* Since building, you can have: blocking view / floor / wall / nothing
*/
for (i = 1; i <= 8; i++)
{
xt = x + freearr_x[i];
yt = y + freearr_y[i];
tmp = GET_MAP_OB (pl->map, xt, yt);
if (!tmp)
{
/* Must insert floor & wall */
tmp = new_floor->instance ();
/* Better make the floor unique */
tmp->set_flag (FLAG_UNIQUE);
tmp->set_flag (FLAG_IS_BUILDABLE);
//tmp->type = FLOOR;
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
/* Insert wall if exists. Note: if it doesn't, the map is weird... */
if (new_wall)
{
tmp = new_wall->instance ();
tmp->set_flag (FLAG_IS_BUILDABLE);
tmp->type = BUILDABLE_WALL;
insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
}
}
}
/* Finally fixing walls to ensure nice continuous walls
* Note: 2 squares around are checked, because potentially we added walls around the building
* spot, so need to check that those new walls connect correctly
*/
for (xt = x - 2; xt <= x + 2; xt++)
for (yt = y - 2; yt <= y + 2; yt++)
if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
fix_walls (pl->map, xt, yt);
/* Now remove raw item from inventory */
material->decrease ();
/* And tell player about the fix */
new_draw_info (NDI_UNIQUE, 0, pl, message);
}
/**
* Wall building function
*
* Walls can be build:
* - on a floor without anything else
* - on an existing wall, with or without a floor
*/
static void
apply_builder_wall (object *pl, object *material, int x, int y)
{
object *current_wall;
object *tmp;
int xt, yt;
struct archetype *new_wall;
char message[MAX_BUF];
remove_marking_runes (pl->map, x, y);
/* Grab existing wall, if any */
current_wall = NULL;
tmp = GET_MAP_OB (pl->map, x, y);
while (tmp && !current_wall)
{
if (BUILDABLE_WALL == tmp->type)
current_wall = tmp;
tmp = tmp->above;
}
/* Find the raw wall in inventory */
sprintf (message, "You build a wall.");
/* Now we can actually insert the wall */
new_wall = archetype::find (material->slaying);
if (!new_wall)
{
LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
return;
}
tmp = new_wall->instance ();
tmp->type = BUILDABLE_WALL;
tmp->set_flag (FLAG_IS_BUILDABLE);
insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
/* If existing wall, remove it, no need to fix other walls */
if (current_wall)
{
current_wall->destroy ();
fix_walls (pl->map, x, y);
sprintf (message, "You redecorate the wall to better suit your tastes.");
}
else
{
/* Else fix all walls around */
for (xt = x - 1; xt <= x + 1; xt++)
for (yt = y - 1; yt <= y + 1; yt++)
{
if (OUT_OF_REAL_MAP (pl->map, xt, yt))
continue;
fix_walls (pl->map, xt, yt);
}
}
/* Now remove item from inventory */
material->decrease ();
/* And tell player what happened */
new_draw_info (NDI_UNIQUE, 0, pl, message);
}
/**
* Generic item builder.
*
* Item must be put on a square with a floor, you can have something under.
* Archetype of created object is item->slaying (raw material).
* Type of inserted item is tested for specific cases (doors & such).
* Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
*/
static void
apply_builder_item (object *pl, object *item, int x, int y)
{
object *tmp;
struct archetype *arch;
int insert_flag;
object *floor;
object *con_rune;
/* Find floor */
floor = GET_MAP_OB (pl->map, x, y);
if (!floor)
{
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
return;
}
while (floor && !IS_FLOOR (floor))
floor = floor->above;
if (!floor)
{
new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
return;
}
/* Create item, set flag, insert in map */
arch = archetype::find (item->slaying);
if (!arch)
return;
tmp = arch->instance ();
if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
/* Floor has something on top that interferes with building */
{
new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
return;
}
tmp->set_flag (FLAG_IS_BUILDABLE);
tmp->set_flag (FLAG_NO_PICK);
/*
* Str 1 is a flag that the item [pedestal] should go below the floor.
* Items under the floor on non-unique maps will not be saved,
* so make the item itself unique in this situation.
*/
insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
tmp->set_flag (FLAG_UNIQUE);
shstr_tmp connected;
switch (tmp->type)
{
case DOOR:
case GATE:
case BUTTON:
case DETECTOR:
case TIMED_GATE:
case PEDESTAL:
case T_HANDLE:
case MAGIC_EAR:
case SIGN:
/* Signs don't need a connection, but but magic mouths do. */
if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
break;
con_rune = get_connection_rune (pl, x, y);
connected = find_or_create_connection_for_map (pl, x, y, con_rune);
if (!connected)
{
/* Player already informed of failure by the previous function */
tmp->destroy ();
return;
}
/* Remove marking rune */
con_rune->destroy ();
}
/* For magic mouths/ears, and signs, take the msg from a book of scroll */
if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
if (adjust_sign_msg (pl, x, y, tmp) == -1)
{
tmp->destroy ();
return;
}
insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
if (connected)
tmp->add_link (pl->map, connected);
new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
item->decrease ();
}
/**
* Item remover.
*
* Removes first buildable item, either under or above the floor
*/
static void
apply_builder_remove (object *pl, int dir)
{
object *item;
int x, y;
x = pl->x + freearr_x[dir];
y = pl->y + freearr_y[dir];
/* Check square */
item = GET_MAP_OB (pl->map, x, y);
if (!item)
{
/* Should not happen with previous tests, but we never know */
new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
return;
}
if (IS_FLOOR (item))
item = item->above;
if (!item)
new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
else if (item->type == BUILDABLE_WALL)
new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
else if (!item->flag [FLAG_IS_BUILDABLE])
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
else
{
new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
item->destroy ();
}
}
static void
replace_open_space_floor (object *os, object *material)
{
object *new_floor = archetype::get (material->slaying);
insert_ob_in_map_at (new_floor, os->map, os,
INS_BELOW_ORIGINATOR, os->x, os->y);
os->destroy ();
material->decrease ();
}
/**
* Quad building.
*/
void
apply_builder_quad (object *pl, object *material, mapxy &pos)
{
object *open_space = 0;
object *floor = 0;
object *tmp = pos.ms ().bot;
bool floor_exists = false;
while (tmp)
{
if (floor_exists && tmp->flag [FLAG_IS_QUAD])
{
pl->failmsg (
"You can't build there, there is a block in the way.");
return;
}
if (IS_FLOOR (tmp))
{
floor = tmp;
floor_exists = true;
if (floor->arch->archname == shstr_quad_open_space)
{
open_space = floor;
}
else if (!floor->flag [FLAG_IS_QUAD])
{
pl->failmsg (
"You can't build there, the floor is not suited.");
return;
}
}
tmp = tmp->above;
}
if (open_space)
{
if (!material->slaying)
{
pl->failmsg (
"The floor is open and you can't fill it with that material."
"H