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/cvs/deliantra/server/server/build_map.c
Revision: 1.2
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_build_map =
3 * "$Id$";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33 #include <sproto.h>
34
35 /**
36 * Check if objects on a square interfere with building
37 */
38 int can_build_over( struct mapdef* map, object* tmp, short x, short y)
39 {
40 object* ob;
41
42 ob = GET_MAP_OB( map, x, y );
43 while ( ob )
44 {
45 /* if ob is not a marking rune or floor, then check special cases */
46 if ( strcmp( ob->arch->name, "rune_mark" ) && ob->type != FLOOR )
47 {
48 switch ( tmp->type )
49 {
50 case SIGN:
51 case MAGIC_EAR:
52 /* Allow signs and magic ears to be built on books */
53 if ( ob->type != BOOK ) {
54 return 0; }
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 return 0; }
63 break;
64 default:
65 return 0;
66 }
67 }
68 ob = ob->above;
69 }
70 return 1;
71 }
72
73 /**
74 * Erases marking runes at specified location
75 */
76 void remove_marking_runes( struct mapdef* map, short x, short y )
77 {
78 object* rune;
79 object* next;
80
81 rune = GET_MAP_OB( map, x, y );
82 while ( rune )
83 {
84 next = rune->above;
85 if ( ( rune->type == SIGN ) && ( !strcmp( rune->arch->name, "rune_mark" ) ) )
86 {
87 remove_ob( rune );
88 free_object( rune );
89 }
90 rune = next;
91 }
92 }
93
94 /**
95 * Returns an unused value for 'connected'.
96 * \param map: map for which to find a value
97 * \return 'connected' value with no item, or -1 if failure.
98 *
99 * Tries 1000 random values, then returns -1.
100 */
101 int find_unused_connected_value( struct mapdef* map )
102 {
103 int connected = 0;
104 int itest = 0;
105 oblinkpt* obp;
106
107 while ( itest++ < 1000 )
108 {
109 connected = 1 + rand( ) % 20000;
110 for ( obp = map->buttons; obp && ( obp->value != connected ); obp = obp->next );
111
112 if ( !obp )
113 return connected;
114 }
115
116 return -1;
117 }
118
119
120 /**
121 * Helper function for door/button/connected item building.
122 *
123 * Will search the specified spot for a marking rune.
124 * If not found, returns -1
125 * Else, searches a force in op's inventory matching the map's name
126 * and the rune's text.
127 * If found, returns the connection value associated
128 * else searches a new connection value, and adds the force to the player.
129 */
130 int find_or_create_connection_for_map( object* pl, short x, short y, object* rune )
131 {
132 object* force;
133 int connected;
134
135 if ( !rune )
136 rune = get_connection_rune( pl, x, y );
137
138 if ( !rune )
139 {
140 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name." );
141 return -1;
142 }
143
144 /* Now, find force in player's inventory */
145 force = pl->inv;
146 while ( force && ( ( force->type != FORCE ) || ( !force->slaying ) || ( strcmp( force->slaying, pl->map->path ) ) || ( !force->msg ) || ( strcmp( force->msg, rune->msg ) ) ) )
147 force = force->below;
148
149 if ( !force )
150 /* No force, need to create & insert one */
151 {
152 /* Find unused value */
153 connected = find_unused_connected_value( pl->map );
154 if ( connected == -1 )
155 {
156 new_draw_info( NDI_UNIQUE, 0, pl, "Could not create more groups." );
157 return -1;
158 }
159
160 force = get_archetype( FORCE_NAME );
161 force->speed = 0;
162 update_ob_speed( force );
163 force->slaying = add_string( pl->map->path );
164 force->msg = add_string( rune->msg );
165 force->path_attuned = connected;
166 insert_ob_in_ob( force, pl );
167
168 return connected;
169 }
170
171 /* Found the force, everything's easy. */
172 return force->path_attuned;
173 }
174
175 /**
176 * Returns the marking rune on the square, for purposes of building connections
177 */
178 object* get_connection_rune( object* pl, short x, short y )
179 {
180 object* rune;
181
182 rune = GET_MAP_OB( pl->map, x, y );
183 while ( rune && ( ( rune->type != SIGN ) || ( strcmp( rune->arch->name, "rune_mark" ) ) ) )
184 rune = rune->above;
185 return rune;
186 }
187
188 /**
189 * Returns the book/scroll on the current square, for purposes of building
190 */
191 object* get_msg_book( object* pl, short x, short y )
192 {
193 object* book;
194
195 book = GET_MAP_OB( pl->map, x, y );
196 while ( book && ( book->type != BOOK ) )
197 book = book->above;
198 return book;
199 }
200
201 /**
202 * Returns first item of type WALL.
203 */
204 object* get_wall( struct mapdef* map, int x, int y )
205 {
206 object* wall;
207
208 wall = GET_MAP_OB( map, x, y );
209 while ( wall && ( WALL != wall->type ) )
210 wall = wall->above;
211
212 return wall;
213 }
214
215 /**
216 * Fixes walls around specified spot
217 *
218 * \param map is the map
219 * \param x
220 * \param y are the position to fix
221 *
222 * Basically it ensures the correct wall is put where needed.
223 *
224 * Note: x & y must be valid map coordinates.
225 */
226 void fix_walls( struct mapdef* map, int x, int y )
227 {
228 int connect;
229 object* wall;
230 char archetype[ MAX_BUF ];
231 char* underscore;
232 uint32 old_flags[ 4 ];
233 struct archt* new_arch;
234 int flag;
235
236 /* First, find the wall on that spot */
237 wall = get_wall( map, x, y );
238 if ( !wall )
239 /* Nothing -> bail out */
240 return;
241
242 /* Find base name */
243 strcpy( archetype, wall->arch->name );
244 underscore = strchr( archetype, '_' );
245 if ( !underscore || ( !isdigit( *( underscore + 1 ) ) ) )
246 /* Not in a format we can change, bail out */
247 return;
248
249 underscore++;
250 *underscore = '\0';
251
252 connect = 0;
253
254 if ( ( x > 0 ) && get_wall( map, x - 1, y ) )
255 connect |= 1;
256 if ( ( x < MAP_WIDTH( map ) - 1 ) && get_wall( map, x + 1, y ) )
257 connect |= 2;
258
259 if ( ( y > 0 ) && get_wall( map, x, y - 1 ) )
260 connect |= 4;
261
262 if ( ( y < MAP_HEIGHT( map ) - 1 ) && get_wall( map, x, y + 1 ) )
263 connect |= 8;
264
265 switch( connect )
266 {
267 case 0:
268 strcat( archetype, "0");
269 break;
270 case 1:
271 strcat( archetype, "1_3");
272 break;
273 case 2:
274 strcat( archetype, "1_4");
275 break;
276 case 3:
277 strcat( archetype, "2_1_2");
278 break;
279 case 4:
280 strcat( archetype, "1_2");
281 break;
282 case 5:
283 strcat( archetype, "2_2_4");
284 break;
285 case 6:
286 strcat( archetype, "2_2_1");
287 break;
288 case 7:
289 strcat( archetype, "3_1");
290 break;
291 case 8:
292 strcat( archetype, "1_1");
293 break;
294 case 9:
295 strcat( archetype, "2_2_3");
296 break;
297 case 10:
298 strcat( archetype, "2_2_2");
299 break;
300 case 11:
301 strcat( archetype, "3_3");
302 break;
303 case 12:
304 strcat( archetype, "2_1_1");
305 break;
306 case 13:
307 strcat( archetype, "3_4");
308 break;
309 case 14:
310 strcat( archetype, "3_2");
311 break;
312 case 15:
313 strcat( archetype, "4");
314 break;
315 }
316
317 /*
318 * Before anything, make sure the archetype does exist...
319 * If not, prolly an error...
320 */
321 new_arch = find_archetype( archetype );
322 if ( !new_arch )
323 return;
324
325 /* Now delete current wall, and insert new one
326 * We save flags to avoid any trouble with buildable/non buildable, and so on
327 */
328 for ( flag = 0; flag < 4; flag++ )
329 old_flags[ flag ] = wall->flags[ flag ];
330 remove_ob( wall );
331 free_object( wall );
332
333 wall = arch_to_object( new_arch );
334 wall->type = WALL;
335 insert_ob_in_map_at( wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y );
336 for ( flag = 0; flag < 4; flag++ )
337 wall->flags[ flag ] = old_flags[ flag ];
338 }
339
340 /**
341 * \brief Floor building function
342 *
343 * Floors can be build:
344 * - on existing floors, with or without a detector/button
345 * - on an existing wall, with or without a floor under it
346 *
347 * Note: this function will inconditionally change squares around (x, y)
348 * so don't call it with x == 0 for instance!
349 */
350 void apply_builder_floor(object* pl, object* material, short x, short y )
351 {
352 object* tmp, *above;
353 object* above_floor; /* Item above floor, if any */
354 struct archt* new_floor;
355 struct archt* new_wall;
356 int i, xt, yt, floor_removed;
357 char message[ MAX_BUF ];
358
359 sprintf( message, "You change the floor to better suit your tastes." );
360
361 /*
362 * Now the building part...
363 * First, remove wall(s) and floor(s) at position x, y
364 */
365 above_floor = NULL;
366 new_wall = NULL;
367 floor_removed = 0;
368 tmp = GET_MAP_OB( pl->map, x, y );
369 if ( tmp )
370 {
371 while ( tmp )
372 {
373 above = tmp->above;
374 if ( WALL == tmp->type )
375 {
376 /* There was a wall, remove it & keep its archetype to make new walls */
377 new_wall = tmp->arch;
378 remove_ob( tmp );
379 free_object( tmp );
380 sprintf( message, "You destroy the wall and redo the floor." );
381 }
382 else if ( ( FLOOR == tmp->type ) || ( QUERY_FLAG(tmp, FLAG_IS_FLOOR ) ) )
383 {
384 remove_ob( tmp );
385 free_object( tmp );
386 floor_removed = 1;
387 }
388 else
389 {
390 if ( floor_removed )
391 above_floor = tmp;
392 }
393
394 tmp = above;
395 }
396 }
397
398 /* Now insert our floor */
399 new_floor = find_archetype( material->slaying );
400 if ( !new_floor )
401 {
402 /* Not found, log & bail out */
403 LOG( llevError, "apply_builder_floor: unable to find archetype %s.\n", material->slaying );
404 return;
405 }
406
407 tmp = arch_to_object( new_floor );
408 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
409 SET_FLAG( tmp, FLAG_UNIQUE );
410 SET_FLAG( tmp, FLAG_IS_FLOOR );
411 tmp->type = FLOOR;
412 insert_ob_in_map_at( tmp, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y );
413
414 /*
415 * Next step: make sure there are either walls or floors around the new square
416 * Since building, you can have: blocking view / floor / wall / nothing
417 */
418 for ( i = 1; i <= 8; i++ )
419 {
420 xt = x + freearr_x[ i ];
421 yt = y + freearr_y[ i ];
422 tmp = GET_MAP_OB( pl->map, xt, yt );
423 if ( !tmp )
424 {
425 /* Must insert floor & wall */
426 tmp = arch_to_object( new_floor );
427 /* Better make the floor unique */
428 SET_FLAG( tmp, FLAG_UNIQUE );
429 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
430 tmp->type = FLOOR;
431 insert_ob_in_map_at( tmp, pl->map, 0, 0, xt, yt );
432 /* Insert wall if exists. Note: if it doesn't, the map is weird... */
433 if ( new_wall )
434 {
435 tmp = arch_to_object( new_wall );
436 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
437 tmp->type = WALL;
438 insert_ob_in_map_at( tmp, pl->map, 0, 0, xt, yt );
439 }
440 }
441 }
442
443 /* Finally fixing walls to ensure nice continuous walls
444 * Note: 2 squares around are checked, because potentially we added walls around the building
445 * spot, so need to check that those new walls connect correctly
446 */
447 for ( xt = x - 2; xt <= x + 2; xt++ )
448 for ( yt = y - 2; yt <= y + 2; yt++ )
449 {
450 if ( !OUT_OF_REAL_MAP( pl->map, xt, yt ) )
451 fix_walls( pl->map, xt, yt );
452 }
453
454 /* Now remove raw item from inventory */
455 decrease_ob( material );
456
457 /* And tell player about the fix */
458 new_draw_info( NDI_UNIQUE, 0, pl, message );
459 }
460
461 /**
462 * Wall building function
463 *
464 * Walls can be build:
465 * - on a floor without anything else
466 * - on an existing wall, with or without a floor
467 */
468 void apply_builder_wall( object* pl, object* material, short x, short y )
469 {
470 object* current_wall;
471 object* tmp;
472 int xt, yt;
473 struct archt* new_wall;
474 char message[ MAX_BUF ];
475
476 remove_marking_runes( pl->map, x, y );
477
478 /* Grab existing wall, if any */
479 current_wall = NULL;
480 tmp = GET_MAP_OB( pl->map, x, y );
481 while ( tmp && !current_wall )
482 {
483 if ( WALL == tmp->type )
484 current_wall = tmp;
485
486 tmp = tmp->above;
487 }
488
489 /* Find the raw wall in inventory */
490 sprintf( message, "You build a wall." );
491
492 /* Now we can actually insert the wall */
493 new_wall = find_archetype( material->slaying );
494 if ( !new_wall )
495 {
496 LOG( llevError, "apply_builder_wall: unable to find archetype %s\n", material->slaying );
497 return;
498 }
499
500 tmp = arch_to_object( new_wall );
501 tmp->type = WALL;
502 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
503 insert_ob_in_map_at( tmp, pl->map, 0, INS_ABOVE_FLOOR_ONLY, x, y );
504
505 /* If existing wall, remove it, no need to fix other walls */
506 if ( current_wall )
507 {
508 remove_ob( current_wall );
509 free_object( current_wall );
510 fix_walls( pl->map, x, y );
511 sprintf( message, "You redecorate the wall to better suit your tastes." );
512 }
513 else
514 {
515 /* Else fix all walls around */
516 for ( xt = x - 1; xt <= x + 1; xt++ )
517 for ( yt = y - 1; yt <= y + 1; yt++ )
518 {
519 if ( OUT_OF_REAL_MAP( pl->map, xt, yt ) )
520 continue;
521
522 fix_walls( pl->map, xt, yt );
523 }
524 }
525
526 /* Now remove item from inventory */
527 decrease_ob( material );
528
529 /* And tell player what happened */
530 new_draw_info( NDI_UNIQUE, 0, pl, message );
531 }
532
533 /**
534 * Generic item builder.
535 *
536 * Item must be put on a square with a floor, you can have something under.
537 * Archetype of created object is item->slaying (raw material).
538 * Type of inserted item is tested for specific cases (doors & such).
539 * Item is inserted above the floor, unless Str == 1 (only for detectors i guess)
540 */
541 void apply_builder_item( object* pl, object* item, short x, short y )
542 {
543 object* tmp;
544 struct archt* arch;
545 int insert_flag;
546 object* floor;
547 object* con_rune;
548 int connected;
549
550 /* Find floor */
551 floor = GET_MAP_OB( pl->map, x, y );
552 if ( !floor )
553 {
554 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." );
555 return;
556 }
557
558 while ( floor && ( floor->type != FLOOR ) && ( !QUERY_FLAG( floor, FLAG_IS_FLOOR ) ) )
559 floor = floor->above;
560
561 if ( !floor )
562 {
563 new_draw_info( NDI_UNIQUE, 0, pl, "This square has no floor, you can't build here." );
564 return;
565 }
566 /* Create item, set flag, insert in map */
567 arch = find_archetype( item->slaying );
568 if ( !arch )
569 return;
570
571 tmp = arch_to_object( arch );
572
573 if ( ( floor->above ) && ( !can_build_over(pl->map, tmp, x, y) ) )
574 /* Floor has something on top that interferes with building */
575 {
576 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." );
577 return;
578 }
579
580 SET_FLAG( tmp, FLAG_IS_BUILDABLE );
581 SET_FLAG( tmp, FLAG_NO_PICK );
582
583 /*
584 * This doesn't work on non unique maps. pedestals under floor will not be saved...
585 insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
586 */
587 insert_flag = INS_ABOVE_FLOOR_ONLY;
588
589 connected = 0;
590 switch( tmp->type )
591 {
592 case DOOR:
593 case GATE:
594 case BUTTON:
595 case DETECTOR:
596 case TIMED_GATE:
597 case PEDESTAL:
598 case CF_HANDLE:
599 case MAGIC_EAR:
600 case SIGN:
601 /* Signs don't need a connection, but but magic mouths do. */
602 if (tmp->type == SIGN && strcmp( tmp->arch->name, "magic_mouth" ))
603 break;
604 con_rune = get_connection_rune( pl, x, y );
605 connected = find_or_create_connection_for_map( pl, x, y, con_rune );
606 if ( connected == -1 )
607 {
608 /* Player already informed of failure by the previous function */
609 free_object( tmp );
610 return;
611 }
612 /* Remove marking rune */
613 remove_ob( con_rune );
614 free_object( con_rune );
615 }
616
617 /* For magic mouths/ears, and signs, take the msg from a book of scroll */
618 if ((tmp->type == SIGN) || (tmp->type == MAGIC_EAR))
619 {
620 if (adjust_sign_msg( pl, x, y, tmp ) == -1)
621 {
622 free_object( tmp );
623 return;
624 }
625 }
626
627 insert_ob_in_map_at( tmp, pl->map, floor, insert_flag, x, y );
628 if ( connected != 0 )
629 add_button_link( tmp, pl->map, connected );
630
631 new_draw_info_format( NDI_UNIQUE, 0, pl, "You build the %s", query_name( tmp ) );
632 decrease_ob_nr( item, 1 );
633 }
634
635 /**
636 * Item remover.
637 *
638 * Removes first buildable item, either under or above the floor
639 */
640 void apply_builder_remove( object* pl, int dir )
641 {
642 object* item;
643 short x, y;
644
645 x = pl->x + freearr_x[ dir ];
646 y = pl->y + freearr_y[ dir ];
647
648 /* Check square */
649 item = GET_MAP_OB( pl->map, x, y );
650 if ( !item )
651 {
652 /* Should not happen with previous tests, but we never know */
653 new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." );
654 LOG( llevError, "apply_builder_remove: (null) square at (%d, %d, %s)\n", x, y, pl->map->path );
655 return;
656 }
657
658 if ( item->type == FLOOR || QUERY_FLAG(item,FLAG_IS_FLOOR) )
659 item = item->above;
660
661 if ( !item )
662 {
663 new_draw_info( NDI_UNIQUE, 0, pl, "Nothing to remove." );
664 return;
665 }
666
667 /* Now remove object, with special cases (buttons & such) */
668 switch ( item->type )
669 {
670 case WALL:
671 new_draw_info( NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor." );
672 return;
673
674 case DOOR:
675 case BUTTON:
676 case GATE:
677 case TIMED_GATE:
678 case DETECTOR:
679 case PEDESTAL:
680 case CF_HANDLE:
681 case MAGIC_EAR:
682 case SIGN:
683 /* Special case: must unconnect */
684 if (QUERY_FLAG(item,FLAG_IS_LINKED))
685 remove_button_link( item );
686
687 /* Fall through */
688
689 default:
690 /* Remove generic item */
691 new_draw_info_format( NDI_UNIQUE, 0, pl, "You remove the %s", query_name( item ) );
692 remove_ob( item );
693 free_object( item );
694 }
695 }
696
697 /**
698 * Global building function
699 *
700 * This is the general map building function. Called when the player 'fires' a builder
701 * or remover object.
702 */
703 void apply_map_builder( object* pl, int dir )
704 {
705 object* builder;
706 object* tmp;
707 object* tmp2;
708 short x, y;
709
710 if ( !pl->type == PLAYER )
711 return;
712
713 /*if ( !player->map->unique )
714 {
715 new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
716 return;
717 }*/
718
719 if ( dir == 0 )
720 {
721 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself." );
722 return;
723 }
724
725 x = pl->x + freearr_x[ dir ];
726 y = pl->y + freearr_y[ dir ];
727
728 if ( ( 1 > x ) || ( 1 > y ) || ( ( MAP_WIDTH( pl->map ) - 2 ) < x ) || ( ( MAP_HEIGHT( pl->map ) - 2 ) < y ) )
729 {
730 new_draw_info( NDI_UNIQUE, 0, pl, "Can't build on map edge..." );
731 return;
732 }
733
734 /*
735 * Check specified square
736 * The square must have only buildable items
737 * Exception: marking runes are all right,
738 * since they are used for special things like connecting doors / buttons
739 */
740
741 tmp = GET_MAP_OB( pl->map, x, y );
742 if ( !tmp )
743 {
744 /* Nothing, meaning player is standing next to an undefined square... */
745 LOG( llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path );
746 new_draw_info( NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird." );
747 return;
748 }
749 tmp2 = find_marked_object( pl );
750 while ( tmp )
751 {
752 if ( !QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) && ( ( tmp->type != SIGN )
753 || ( strcmp( tmp->arch->name, "rune_mark" ) ) ) )
754 {
755 /* The item building function already has it's own special
756 * checks for this
757 */
758 if ((!tmp2) || (tmp2->subtype != ST_MAT_ITEM ))
759 {
760 new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." );
761 return;
762 }
763 }
764 tmp = tmp->above;
765 }
766
767 /* Now we know the square is ok */
768 builder = pl->contr->ranges[ range_builder ];
769
770 if ( builder->subtype == ST_BD_REMOVE )
771 /* Remover -> call specific function and bail out */
772 {
773 apply_builder_remove( pl, dir );
774 return;
775 }
776
777 if ( builder->subtype == ST_BD_BUILD )
778 /*
779 * Builder.
780 * Find marked item to build, call specific function
781 */
782 {
783 tmp = tmp2;
784 if ( !tmp )
785 {
786 new_draw_info( NDI_UNIQUE, 0, pl, "You need to mark raw materials to use." );
787 return;
788 }
789
790 if ( tmp->type != MATERIAL )
791 {
792 new_draw_info( NDI_UNIQUE, 0, pl, "You can't use the marked item to build." );
793 return;
794 }
795
796 switch( tmp->subtype )
797 {
798 case ST_MAT_FLOOR:
799 apply_builder_floor( pl, tmp, x, y );
800 return;
801
802 case ST_MAT_WALL:
803 apply_builder_wall( pl, tmp, x, y );
804 return;
805
806 case ST_MAT_ITEM:
807 apply_builder_item( pl, tmp, x, y );
808 return;
809
810 default:
811 new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry." );
812 LOG( llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype );
813 return;
814 }
815 }
816
817 /* Here, it means the builder has an invalid type */
818 new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry." );
819 LOG( llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype );
820 }
821
822 /**
823 * Make the built object inherit the msg of books that are used with it.
824 * For objects already invisible (i.e. magic mouths & ears), also make it
825 * it inherit the face and the name with "talking " prepended.
826 */
827 int adjust_sign_msg( object* pl, short x, short y, object* tmp )
828 {
829 object* book;
830 char buf[MAX_BUF];
831 char buf2[MAX_BUF];
832
833 book = get_msg_book( pl, x, y );
834 if ( !book )
835 {
836 new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a book or scroll with the message." );
837 return -1;
838 }
839
840 tmp->msg = book->msg;
841 add_refcount( tmp->msg );
842
843 if (tmp->invisible)
844 {
845 if(book->custom_name != NULL)
846 {
847 snprintf(buf, sizeof(buf), "talking %s", book->custom_name);
848 } else {
849 snprintf(buf, sizeof(buf), "talking %s", book->name);
850 }
851 if ( tmp->name )
852 free_string( tmp->name );
853 tmp->name = add_string( buf );
854
855 if(book->name_pl != NULL)
856 {
857 snprintf(buf2, sizeof(buf2), "talking %s", book->name_pl);
858 if ( tmp->name_pl )
859 free_string( tmp->name_pl );
860 tmp->name_pl = add_string( buf2 );
861 }
862
863 tmp->face = book->face;
864 tmp->invisible = 0;
865 }
866 remove_ob( book );
867 free_object( book );
868 return 0;
869 }