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Revision: 1.73
Committed: Sat Nov 17 23:40:03 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.72: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <living.h>
28 #include <spells.h>
29 #include <skills.h>
30 #include <tod.h>
31 #include <sproto.h>
32
33 // macro for this check, it had been inconsistent in this file.
34 #define IS_FLOOR(x) x->flag [FLAG_IS_FLOOR]
35
36 /**
37 * Check if objects on a square interfere with building
38 */
39 static int
40 can_build_over (maptile *map, object *tmp, int x, int y)
41 {
42 object *ob;
43
44 ob = GET_MAP_OB (map, x, y);
45 while (ob)
46 {
47 /* if ob is not a marking rune or floor, then check special cases */
48 if (ob->arch->archname != shstr_rune_mark && !IS_FLOOR (ob))
49 {
50 switch (tmp->type)
51 {
52 case SIGN:
53 case MAGIC_EAR:
54 /* Allow signs and magic ears to be built on books */
55 if (ob->type != BOOK)
56 return 0;
57 break;
58 case BUTTON:
59 case DETECTOR:
60 case PEDESTAL:
61 case T_HANDLE:
62 /* Allow buttons and levers to be built under gates */
63 if (ob->type != GATE && ob->type != DOOR)
64 return 0;
65 break;
66 default:
67 return 0;
68 }
69 }
70
71 ob = ob->above;
72 }
73
74 return 1;
75 }
76
77 /**
78 * Erases marking runes at specified location
79 */
80 static void
81 remove_marking_runes (maptile *map, int x, int y)
82 {
83 object *rune;
84 object *next;
85
86 rune = GET_MAP_OB (map, x, y);
87 while (rune)
88 {
89 next = rune->above;
90
91 if (rune->type == SIGN && rune->arch->archname == shstr_rune_mark)
92 rune->destroy ();
93
94 rune = next;
95 }
96 }
97
98 /**
99 * Returns an unused value for 'connected'.
100 * \param map: map for which to find a value
101 * \return 'connected' value with no item, or -1 if failure.
102 *
103 * Tries 1000 random values, then returns -1.
104 */
105 static shstr_tmp
106 find_unused_connected_value (maptile *map)
107 {
108 for (int i = 1000; --i; )
109 {
110 char buf[64];
111
112 snprintf (buf, sizeof (buf), "built-%x", rndm (0xf0000000U) + 0x10000000U);
113
114 shstr id (buf);
115
116 if (!map->find_link (id))
117 return id;
118 }
119
120 return shstr_tmp ();
121 }
122
123 /**
124 * Returns the marking rune on the square, for purposes of building connections
125 */
126 static object *
127 get_connection_rune (object *pl, int x, int y)
128 {
129 object *rune = GET_MAP_OB (pl->map, x, y);
130
131 while (rune && (rune->type != SIGN || rune->arch->archname != shstr_rune_mark))
132 rune = rune->above;
133
134 return rune;
135 }
136
137 /**
138 * Helper function for door/button/connected item building.
139 *
140 * Will search the specified spot for a marking rune.
141 * If not found, returns -1
142 * Else, searches a force in op's inventory matching the map's name
143 * and the rune's text.
144 * If found, returns the connection value associated
145 * else searches a new connection value, and adds the force to the player.
146 */
147 static shstr_tmp
148 find_or_create_connection_for_map (object *pl, int x, int y, object *rune)
149 {
150 object *force;
151
152 if (!rune)
153 rune = get_connection_rune (pl, x, y);
154
155 if (!rune)
156 {
157 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name.");
158 return shstr_tmp ();
159 }
160
161 /* Now, find force in player's inventory */
162 force = pl->inv;
163 while (force
164 && ((force->type != FORCE) || !force->slaying || force->slaying != pl->map->path || !force->msg
165 || force->msg != rune->msg))
166 force = force->below;
167
168 if (!force)
169 /* No force, need to create & insert one */
170 {
171 /* Find unused value */
172 shstr_tmp id = find_unused_connected_value (pl->map);
173
174 if (!id)
175 {
176 new_draw_info (NDI_UNIQUE, 0, pl, "Could not create more groups.");
177 return shstr_tmp ();
178 }
179
180 force = archetype::get (FORCE_NAME);
181 force->slaying = pl->map->path;
182 force->msg = rune->msg;
183 force->race = id;
184 force->set_speed (0);
185
186 insert_ob_in_ob (force, pl);
187
188 return id;
189 }
190
191 /* Found the force, everything's easy. */
192 return force->race;
193 }
194
195 /**
196 * Returns the book/scroll on the current square, for purposes of building
197 */
198 static object *
199 get_msg_book (object *pl, int x, int y)
200 {
201 object *book = GET_MAP_OB (pl->map, x, y);
202
203 while (book && (book->type != BOOK))
204 book = book->above;
205
206 return book;
207 }
208
209 /**
210 * Make the built object inherit the msg of books that are used with it.
211 * For objects already invisible (i.e. magic mouths & ears), also make it
212 * it inherit the face and the name with "talking " prepended.
213 */
214 static int
215 adjust_sign_msg (object *pl, int x, int y, object *tmp)
216 {
217 object *book;
218 char buf[MAX_BUF];
219 char buf2[MAX_BUF];
220
221 book = get_msg_book (pl, x, y);
222 if (!book)
223 {
224 new_draw_info (NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message.");
225 return -1;
226 }
227
228 if (tmp->type == MAGIC_EAR)
229 {
230 snprintf (buf, sizeof (buf), "@match %s", &(book->msg));
231 tmp->msg = buf;
232 }
233 else
234 tmp->msg = book->msg;
235
236 if (tmp->invisible)
237 {
238 if (book->custom_name)
239 snprintf (buf, sizeof (buf), "talking %s", &book->custom_name);
240 else
241 snprintf (buf, sizeof (buf), "talking %s", &book->name);
242
243 tmp->name = buf;
244
245 if (book->name_pl)
246 {
247 snprintf (buf2, sizeof (buf2), "talking %s", &book->name_pl);
248 tmp->name_pl = buf2;
249 }
250
251 tmp->face = book->face;
252 tmp->invisible = 0;
253 }
254
255 book->destroy ();
256 return 0;
257 }
258
259 /**
260 * Returns first item of type BUILDABLE_WALL.
261 */
262 static object *
263 get_wall (maptile *map, int x, int y)
264 {
265 object *wall = GET_MAP_OB (map, x, y);
266
267 while (wall && (BUILDABLE_WALL != wall->type))
268 wall = wall->above;
269
270 return wall;
271 }
272
273 /**
274 * Fixes walls around specified spot
275 *
276 * \param map is the map
277 * \param x
278 * \param y are the position to fix
279 *
280 * Basically it ensures the correct wall is put where needed.
281 *
282 * Note: x & y must be valid map coordinates.
283 */
284 static void
285 fix_walls (maptile *map, int x, int y)
286 {
287 char archetype[MAX_BUF];
288 char *underscore;
289 struct archetype *new_arch;
290
291 /* First, find the wall on that spot */
292 object *wall = get_wall (map, x, y);
293 if (!wall)
294 /* Nothing -> bail out */
295 return;
296
297 /* Find base name */
298 assign (archetype, wall->arch->archname);
299 underscore = strchr (archetype, '_');
300
301 /* search for the first _ before a number */
302 while (underscore && !isdigit (*(underscore + 1)))
303 underscore = strchr (underscore + 1, '_');
304
305 if (!underscore || !isdigit (*(underscore + 1)))
306 /* Not in a format we can change, bail out */
307 return;
308
309 underscore++;
310 *underscore = '\0';
311
312 int connect = 0;
313
314 if (x > 0 && get_wall (map, x - 1, y)) connect |= 1;
315 if (x < map->width - 1 && get_wall (map, x + 1, y)) connect |= 2;
316 if (y > 0 && get_wall (map, x, y - 1)) connect |= 4;
317 if (y < map->height - 1 && get_wall (map, x, y + 1)) connect |= 8;
318
319 strcat (archetype, wall_suffix [connect]);
320
321 /*
322 * Before anything, make sure the archetype does exist...
323 * If not, prolly an error...
324 */
325 new_arch = archetype::find (archetype);
326
327 if (!new_arch)
328 return;
329
330 /* Now delete current wall, and insert new one
331 * We save flags to avoid any trouble with buildable/non buildable, and so on
332 */
333 object::flags_t old_flags = wall->flag; // elmex: this is where C++ pays off
334
335 wall->destroy ();
336
337 wall = new_arch->instance ();
338 wall->type = BUILDABLE_WALL;
339 insert_ob_in_map_at (wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
340 wall->flag = old_flags;
341 }
342
343 /**
344 * \brief Floor building function
345 *
346 * Floors can be build:
347 * - on existing floors, with or without a detector/button
348 * - on an existing wall, with or without a floor under it
349 *
350 * Note: this function will inconditionally change squares around (x, y)
351 * so don't call it with x == 0 for instance!
352 */
353 static void
354 apply_builder_floor (object *pl, object *material, int x, int y)
355 {
356 object *tmp, *above;
357 object *above_floor; /* Item above floor, if any */
358 struct archetype *new_floor;
359 struct archetype *new_wall;
360 int i, xt, yt, floor_removed;
361 char message[MAX_BUF];
362
363 sprintf (message, "You change the floor to better suit your tastes.");
364
365 /*
366 * Now the building part...
367 * First, remove wall(s) and floor(s) at position x, y
368 */
369 above_floor = NULL;
370 new_wall = NULL;
371 floor_removed = 0;
372 tmp = GET_MAP_OB (pl->map, x, y);
373 if (tmp)
374 {
375 while (tmp)
376 {
377 above = tmp->above;
378 if (BUILDABLE_WALL == tmp->type)
379 {
380 /* There was a wall, remove it & keep its archetype to make new walls */
381 new_wall = tmp->arch;
382 tmp->destroy ();
383 sprintf (message, "You destroy the wall and redo the floor.");
384 }
385 else if (IS_FLOOR (tmp))
386 {
387 tmp->destroy ();
388 floor_removed = 1;
389 }
390 else
391 {
392 if (floor_removed)
393 {
394 /* This is the first item that was above the floor */
395 above_floor = tmp;
396 floor_removed = 0;
397 }
398 }
399
400 tmp = above;
401 }
402 }
403
404 /* Now insert our floor */
405 new_floor = archetype::find (material->slaying);
406 if (!new_floor)
407 {
408 /* Not found, log & bail out */
409 LOG (llevError, "apply_builder_floor: unable to find archetype %s.\n", &material->slaying);
410 return;
411 }
412
413 tmp = new_floor->instance ();
414 tmp->set_flag (FLAG_IS_BUILDABLE);
415 tmp->set_flag (FLAG_UNIQUE);
416 tmp->set_flag (FLAG_IS_FLOOR);
417 //tmp->type = FLOOR;
418 insert_ob_in_map_at (tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
419
420 /*
421 * Next step: make sure there are either walls or floors around the new square
422 * Since building, you can have: blocking view / floor / wall / nothing
423 */
424 for (i = 1; i <= 8; i++)
425 {
426 xt = x + DIRX (i);
427 yt = y + DIRY (i);
428 tmp = GET_MAP_OB (pl->map, xt, yt);
429 if (!tmp)
430 {
431 /* Must insert floor & wall */
432 tmp = new_floor->instance ();
433 /* Better make the floor unique */
434 tmp->set_flag (FLAG_UNIQUE);
435 tmp->set_flag (FLAG_IS_BUILDABLE);
436 //tmp->type = FLOOR;
437 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
438 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
439 if (new_wall)
440 {
441 tmp = new_wall->instance ();
442 tmp->set_flag (FLAG_IS_BUILDABLE);
443 tmp->type = BUILDABLE_WALL;
444 insert_ob_in_map_at (tmp, pl->map, 0, 0, xt, yt);
445 }
446 }
447 }
448
449 /* Finally fixing walls to ensure nice continuous walls
450 * Note: 2 squares around are checked, because potentially we added walls around the building
451 * spot, so need to check that those new walls connect correctly
452 */
453 for (xt = x - 2; xt <= x + 2; xt++)
454 for (yt = y - 2; yt <= y + 2; yt++)
455 if (!OUT_OF_REAL_MAP (pl->map, xt, yt))
456 fix_walls (pl->map, xt, yt);
457
458 /* Now remove raw item from inventory */
459 material->decrease ();
460
461 /* And tell player about the fix */
462 new_draw_info (NDI_UNIQUE, 0, pl, message);
463 }
464
465 /**
466 * Wall building function
467 *
468 * Walls can be build:
469 * - on a floor without anything else
470 * - on an existing wall, with or without a floor
471 */
472 static void
473 apply_builder_wall (object *pl, object *material, int x, int y)
474 {
475 object *current_wall;
476 object *tmp;
477 int xt, yt;
478 struct archetype *new_wall;
479 char message[MAX_BUF];
480
481 remove_marking_runes (pl->map, x, y);
482
483 /* Grab existing wall, if any */
484 current_wall = NULL;
485 tmp = GET_MAP_OB (pl->map, x, y);
486 while (tmp && !current_wall)
487 {
488 if (BUILDABLE_WALL == tmp->type)
489 current_wall = tmp;
490
491 tmp = tmp->above;
492 }
493
494 /* Find the raw wall in inventory */
495 sprintf (message, "You build a wall.");
496
497 /* Now we can actually insert the wall */
498 new_wall = archetype::find (material->slaying);
499 if (!new_wall)
500 {
501 LOG (llevError, "apply_builder_wall: unable to find archetype %s\n", &material->slaying);
502 return;
503 }
504
505 tmp = new_wall->instance ();
506 tmp->type = BUILDABLE_WALL;
507 tmp->set_flag (FLAG_IS_BUILDABLE);
508 insert_ob_in_map_at (tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y);
509
510 /* If existing wall, remove it, no need to fix other walls */
511 if (current_wall)
512 {
513 current_wall->destroy ();
514 fix_walls (pl->map, x, y);
515 sprintf (message, "You redecorate the wall to better suit your tastes.");
516 }
517 else
518 {
519 /* Else fix all walls around */
520 for (xt = x - 1; xt <= x + 1; xt++)
521 for (yt = y - 1; yt <= y + 1; yt++)
522 {
523 if (OUT_OF_REAL_MAP (pl->map, xt, yt))
524 continue;
525
526 fix_walls (pl->map, xt, yt);
527 }
528 }
529
530 /* Now remove item from inventory */
531 material->decrease ();
532
533 /* And tell player what happened */
534 new_draw_info (NDI_UNIQUE, 0, pl, message);
535 }
536
537 /**
538 * Generic item builder.
539 *
540 * Item must be put on a square with a floor, you can have something under.
541 * Archetype of created object is item->slaying (raw material).
542 * Type of inserted item is tested for specific cases (doors & such).
543 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
544 */
545 static void
546 apply_builder_item (object *pl, object *item, int x, int y)
547 {
548 object *tmp;
549 struct archetype *arch;
550 int insert_flag;
551 object *floor;
552 object *con_rune;
553
554 /* Find floor */
555 floor = GET_MAP_OB (pl->map, x, y);
556 if (!floor)
557 {
558 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
559 return;
560 }
561
562 while (floor && !IS_FLOOR (floor))
563 floor = floor->above;
564
565 if (!floor)
566 {
567 new_draw_info (NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here.");
568 return;
569 }
570 /* Create item, set flag, insert in map */
571 arch = archetype::find (item->slaying);
572 if (!arch)
573 return;
574
575 tmp = arch->instance ();
576
577 if (!floor->flag[FLAG_IS_BUILDABLE] || floor->above && !can_build_over (pl->map, tmp, x, y))
578 /* Floor has something on top that interferes with building */
579 {
580 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
581 return;
582 }
583
584 tmp->set_flag (FLAG_IS_BUILDABLE);
585 tmp->set_flag (FLAG_NO_PICK);
586
587 /*
588 * Str 1 is a flag that the item [pedestal] should go below the floor.
589 * Items under the floor on non-unique maps will not be saved,
590 * so make the item itself unique in this situation.
591 */
592 insert_flag = item->stats.Str == 1 ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
593 if (insert_flag == INS_BELOW_ORIGINATOR && !pl->map->no_reset)
594 tmp->set_flag (FLAG_UNIQUE);
595
596 shstr_tmp connected;
597
598 switch (tmp->type)
599 {
600 case DOOR:
601 case GATE:
602 case BUTTON:
603 case DETECTOR:
604 case TIMED_GATE:
605 case PEDESTAL:
606 case T_HANDLE:
607 case MAGIC_EAR:
608 case SIGN:
609 /* Signs don't need a connection, but but magic mouths do. */
610 if (tmp->type == SIGN && tmp->arch->archname != shstr_magic_mouth)
611 break;
612
613 con_rune = get_connection_rune (pl, x, y);
614 connected = find_or_create_connection_for_map (pl, x, y, con_rune);
615 if (!connected)
616 {
617 /* Player already informed of failure by the previous function */
618 tmp->destroy ();
619 return;
620 }
621
622 /* Remove marking rune */
623 con_rune->destroy ();
624 }
625
626 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
627 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
628 if (adjust_sign_msg (pl, x, y, tmp) == -1)
629 {
630 tmp->destroy ();
631 return;
632 }
633
634 insert_ob_in_map_at (tmp, pl->map, floor, insert_flag, x, y);
635 if (connected)
636 tmp->add_link (pl->map, connected);
637
638 new_draw_info_format (NDI_UNIQUE, 0, pl, "You build the %s", query_name (tmp));
639 item->decrease ();
640 }
641
642 /**
643 * Item remover.
644 *
645 * Removes first buildable item, either under or above the floor
646 */
647 static void
648 apply_builder_remove (object *pl, int dir)
649 {
650 object *item;
651 int x, y;
652
653 x = pl->x + DIRX (dir);
654 y = pl->y + DIRY (dir);
655
656 /* Check square */
657 item = GET_MAP_OB (pl->map, x, y);
658 if (!item)
659 {
660 /* Should not happen with previous tests, but we never know */
661 new_draw_info (NDI_UNIQUE, 0, pl, "Invalid square.");
662 LOG (llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, &pl->map->path);
663 return;
664 }
665
666 if (IS_FLOOR (item))
667 item = item->above;
668
669 if (!item)
670 new_draw_info (NDI_UNIQUE, 0, pl, "Nothing to remove.");
671 else if (item->type == BUILDABLE_WALL)
672 new_draw_info (NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor.");
673 else if (!item->flag [FLAG_IS_BUILDABLE])
674 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't remove the %s, it's not buildable!", query_name (item));
675 else
676 {
677 new_draw_info_format (NDI_UNIQUE, 0, pl, "You remove the %s", query_name (item));
678 item->destroy ();
679 }
680 }
681
682
683 static void
684 replace_open_space_floor (object *os, object *material)
685 {
686 object *new_floor = archetype::get (material->slaying);
687 insert_ob_in_map_at (new_floor, os->map, os,
688 INS_BELOW_ORIGINATOR, os->x, os->y);
689 os->destroy ();
690 material->decrease ();
691 }
692
693 /**
694 * Quad building.
695 */
696 static void
697 apply_builder_quad (object *pl, object *material, mapxy &pos)
698 {
699 object *open_space = 0;
700 object *floor = 0;
701
702 object *tmp = pos.ms ().bot;
703 bool floor_exists = false;
704 while (tmp)
705 {
706 if (floor_exists && tmp->flag [FLAG_IS_QUAD])
707 {
708 pl->failmsg ("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 open_space = floor;
719 else if (!floor->flag [FLAG_IS_QUAD])
720 {
721 pl->failmsg ("You can't build there, the floor is not suited.");
722 return;
723 }
724 }
725
726 tmp = tmp->above;
727 }
728
729 if (open_space)
730 {
731 if (!material->slaying)
732 {
733 pl->failmsg (
734 "The floor is open and you can't fill it with that material."
735 "H<Use another material to fill the ceiling.>"
736 );
737 return;
738 }
739
740 replace_open_space_floor (open_space, material);
741 pl->contr->fire_on = 0; // TODO: stopgap, do not add more than one per keypress
742 return;
743 }
744 else if (floor)
745 {
746
747 maptile *upper_floor = pos.m->tile_available (TILE_UP);
748 if (!upper_floor)
749 {
750 pl->failmsg ("Whoops, you can't see the ceiling.. H<You may try again.>");
751 return;
752 }
753
754 mapxy above_pos (upper_floor, pos.x, pos.y);
755 if (!above_pos.normalise ())
756 {
757 pl->failmsg ("Whoops, you can't access the ceiling. H<You may try again.>");
758 return;
759 }
760
761 mapspace &above_ms = above_pos.ms ();
762 for (object *quad_obj = above_ms.top; quad_obj; quad_obj = quad_obj->below)
763 {
764 if (quad_obj->arch->archname == shstr_quad_open_space)
765 {
766 if (!material->slaying)
767 {
768 pl->failmsg ("The ceiling is open and you can't fill it with that material."
769 "H<Use another material to fill the ceiling.>");
770 return;
771 }
772
773 replace_open_space_floor (quad_obj, material);
774 break;
775 }
776 }
777
778 if (material->destroyed ())
779 {
780 pl->failmsg ("You don't have enough build material to build a wall here.");
781 return;
782 }
783
784 object *quad_wall = material->other_arch->instance ();
785 material->decrease ();
786
787 insert_ob_in_map_at (quad_wall, floor->map, 0,
788 INS_ABOVE_FLOOR_ONLY, floor->x, floor->y);
789 }
790 else
791 pl->failmsg ("You can't build a quad block here.");
792 }
793
794 /**
795 * Global building function
796 *
797 * This is the general map building function. Called when the player 'fires' a builder
798 * or remover object.
799 */
800 void
801 apply_map_builder (object *pl, int dir)
802 {
803 if (!pl->type == PLAYER)
804 return;
805
806 if (dir == 0)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself.");
809 return;
810 }
811
812 mapxy pos (pl); pos.move (dir);
813
814 if (!pos.normalise ())
815 {
816 pl->failmsg ("You can't build here. H<There is nothing in this direction.>");
817 return;
818 }
819
820 /*
821 * Check specified square
822 * The square must have only buildable items
823 * Exception: marking runes are all right,
824 * since they are used for special things like connecting doors / buttons
825 */
826
827 object *builder = pl->contr->ranged_ob;
828
829 object *tmp2 = pl->mark ();
830
831 object *tmp = 0;
832 for (tmp = pos.ms ().bot; tmp; tmp = tmp->above)
833 {
834 if (!tmp->flag [FLAG_IS_BUILDABLE]
835 && (tmp->type != SIGN || tmp->arch->archname != shstr_rune_mark))
836 {
837 /* The item building function already has it's own special
838 * checks for this. And so does the quad building function.
839 */
840 if (!tmp2 || (tmp2->subtype != ST_MAT_ITEM && tmp2->subtype != ST_MAT_QUAD))
841 {
842 if (!INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
843 ARG_MAP (pl->map),
844 ARG_INT (pos.y), ARG_INT (pos.y),
845 ARG_INT (0)))
846 new_draw_info (NDI_UNIQUE, 0, pl, "You can't build here.");
847
848 return;
849 }
850 }
851 }
852
853 /* Now we know the square is ok */
854 if (INVOKE_PLAYER (BUILD, pl->contr, ARG_OBJECT (builder),
855 ARG_MAP (pl->map), ARG_INT (pos.x), ARG_INT (pos.y), ARG_INT (1)))
856 return;
857
858 if (builder->subtype == ST_BD_REMOVE)
859 /* Remover -> call specific function and bail out */
860 {
861 apply_builder_remove (pl, dir);
862 return;
863 }
864
865 if (builder->subtype == ST_BD_BUILD)
866 /*
867 * Builder.
868 * Find marked item to build, call specific function
869 */
870 {
871 tmp = tmp2;
872 if (!tmp)
873 {
874 new_draw_info (NDI_UNIQUE, 0, pl, "You need to mark raw materials to use.");
875 return;
876 }
877
878 if (tmp->type != MATERIAL)
879 {
880 new_draw_info (NDI_UNIQUE, 0, pl, "You can't use the marked item to build.");
881 return;
882 }
883
884 switch (tmp->subtype)
885 {
886 case ST_MAT_FLOOR:
887 apply_builder_floor (pl, tmp, pos.x, pos.y);
888 return;
889
890 case ST_MAT_WALL:
891 apply_builder_wall (pl, tmp, pos.x, pos.y);
892 return;
893
894 case ST_MAT_ITEM:
895 apply_builder_item (pl, tmp, pos.x, pos.y);
896 return;
897
898 case ST_MAT_QUAD:
899 apply_builder_quad (pl, tmp, pos);
900 return;
901
902 default:
903 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry.");
904 LOG (llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype);
905 return;
906 }
907 }
908
909 /* Here, it means the builder has an invalid type */
910 new_draw_info (NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry.");
911 LOG (llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
912 }
913