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/*
* static char *rcsid_build_map =
* "$Id: build_map.c 6980 2007-08-23 18:38:19Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2001 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 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 GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail to crossfire-devel@real-time.com
*/
#include <global.h>
#include <living.h>
#include <spells.h>
#include <skills.h>
#include <tod.h>
#include <sproto.h>
/**
* Check if objects on a square interfere with building.
*/
int can_build_over(struct mapdef* map, object* tmp, short x, short y) {
object* ob;
for ( ob = GET_MAP_OB( map, x, y ); ob; ob = ob->above) {
if (strcmp( ob->arch->name, "rune_mark" ) == 0)
/* you can always build on marking runes, used for connected building things. */
continue;
if ((ob->head && QUERY_FLAG(ob->head, FLAG_IS_BUILDABLE)) || (!ob->head && QUERY_FLAG(ob, FLAG_IS_BUILDABLE)))
/* Check for the flag is required, as this function
* can be called recursively on different spots.
*/
continue;
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 CF_HANDLE:
/* Allow buttons and levers to be built under gates */
if ( ob->type != GATE && ob->type != DOOR )
return 0;
break;
default:
return 0;
}
}
/* If builded item is multi-tile, need to check other parts too. */
if (tmp->more)
return can_build_over(map, tmp->more, x + tmp->more->arch->clone.x - tmp->arch->clone.x, y + tmp->more->arch->clone.y - tmp->arch->clone.y);
return 1;
}
/**
* Erases marking runes at specified location
*/
void remove_marking_runes( struct mapdef* map, short x, short y )
{
object* rune;
object* next;
rune = GET_MAP_OB( map, x, y );
while ( rune )
{
next = rune->above;
if ( ( rune->type == SIGN ) && ( !strcmp( rune->arch->name, "rune_mark" ) ) )
{
remove_ob( rune );
free_object( rune );
}
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.
*/
int find_unused_connected_value( struct mapdef* map )
{
int connected = 0;
int itest = 0;
oblinkpt* obp;
while ( itest++ < 1000 )
{
connected = 1 + rand( ) % 20000;
for ( obp = map->buttons; obp && ( obp->value != connected ); obp = obp->next );
if ( !obp )
return connected;
}
return -1;
}
/**
* 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.
*/
int find_or_create_connection_for_map( object* pl, short x, short y, object* rune )
{
object* force;
int connected;
if ( !rune )
rune = get_connection_rune( pl, x, y );
if ( !rune || !rune->msg )
{
new_draw_info( NDI_UNIQUE, 0, pl, "You need to put a marking rune with the group name." );
return -1;
}
/* Now, find force in player's inventory */
force = pl->inv;
while ( force && ( ( force->type != FORCE ) || ( !force->slaying ) || ( strcmp( force->slaying, pl->map->path ) ) || ( !force->msg ) || ( strcmp( force->msg, rune->msg ) ) ) )
force = force->below;
if ( !force )
/* No force, need to create & insert one */
{
/* Find unused value */
connected = find_unused_connected_value( pl->map );
if ( connected == -1 )
{
new_draw_info( NDI_UNIQUE, 0, pl, "Could not create more groups." );
return -1;
}
force = create_archetype( FORCE_NAME );
force->speed = 0;
update_ob_speed( force );
force->slaying = add_string( pl->map->path );
force->msg = add_string( rune->msg );
force->path_attuned = connected;
insert_ob_in_ob( force, pl );
return connected;
}
/* Found the force, everything's easy. */
return force->path_attuned;
}
/**
* Returns the marking rune on the square, for purposes of building connections
*/
object* get_connection_rune( object* pl, short x, short y )
{
object* rune;
rune = GET_MAP_OB( pl->map, x, y );
while ( rune && ( ( rune->type != SIGN ) || ( strcmp( rune->arch->name, "rune_mark" ) ) ) )
rune = rune->above;
return rune;
}
/**
* Returns the book/scroll on the current square, for purposes of building
*/
object* get_msg_book( object* pl, short x, short y )
{
object* book;
book = GET_MAP_OB( pl->map, x, y );
while ( book && ( book->type != BOOK ) )
book = book->above;
return book;
}
/**
* Returns first item of type WALL.
*/
object* get_wall( struct mapdef* map, int x, int y )
{
object* wall;
wall = GET_MAP_OB( map, x, y );
while ( wall && ( 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.
*/
void fix_walls( struct mapdef* map, int x, int y )
{
int connect;
object* wall;
char archetype[ MAX_BUF ];
char* underscore;
uint32 old_flags[ 4 ];
struct archt* new_arch;
int flag;
/* First, find the wall on that spot */
wall = get_wall( map, x, y );
if ( !wall )
/* Nothing -> bail out */
return;
/* Find base name */
strcpy( archetype, wall->arch->name );
underscore = strchr( archetype, '_' );
if ( !underscore || ( !isdigit( *( underscore + 1 ) ) ) )
/* Not in a format we can change, bail out */
return;
underscore++;
*underscore = '\0';
connect = 0;
if ( ( x > 0 ) && get_wall( map, x - 1, y ) )
connect |= 1;
if ( ( x < MAP_WIDTH( map ) - 1 ) && get_wall( map, x + 1, y ) )
connect |= 2;
if ( ( y > 0 ) && get_wall( map, x, y - 1 ) )
connect |= 4;
if ( ( y < MAP_HEIGHT( map ) - 1 ) && get_wall( map, x, y + 1 ) )
connect |= 8;
switch( connect )
{
case 0:
strcat( archetype, "0");
break;
case 1:
strcat( archetype, "1_3");
break;
case 2:
strcat( archetype, "1_4");
break;
case 3:
strcat( archetype, "2_1_2");
break;
case 4:
strcat( archetype, "1_2");
break;
case 5:
strcat( archetype, "2_2_4");
break;
case 6:
strcat( archetype, "2_2_1");
break;
case 7:
strcat( archetype, "3_1");
break;
case 8:
strcat( archetype, "1_1");
break;
case 9:
strcat( archetype, "2_2_3");
break;
case 10:
strcat( archetype, "2_2_2");
break;
case 11:
strcat( archetype, "3_3");
break;
case 12:
strcat( archetype, "2_1_1");
break;
case 13:
strcat( archetype, "3_4");
break;
case 14:
strcat( archetype, "3_2");
break;
case 15:
strcat( archetype, "4");
break;
}
/*
* Before anything, make sure the archetype does exist...
* If not, prolly an error...
*/
new_arch = find_archetype( 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
*/
for ( flag = 0; flag < 4; flag++ )
old_flags[ flag ] = wall->flags[ flag ];
remove_ob( wall );
free_object( wall );
wall = arch_to_object( new_arch );
wall->type = WALL;
insert_ob_in_map_at( wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y );
for ( flag = 0; flag < 4; flag++ )
wall->flags[ flag ] = old_flags[ flag ];
}
/**
* \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!
*/
void apply_builder_floor(object* pl, object* material, short x, short y )
{
object* tmp, *above;
object* above_floor; /* Item above floor, if any */
object* floor; /* Floor which would be removed if required */
struct archt* new_floor;
struct archt* new_wall;
int i, xt, yt, wall_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;
floor = NULL;
new_wall = NULL;
wall_removed = 0;
tmp = GET_MAP_OB( pl->map, x, y );
while ( tmp )
{
above = tmp->above;
if ( WALL == tmp->type )
{
/* There was a wall, remove it & keep its archetype to make new walls */
new_wall = tmp->arch;
remove_ob( tmp );
free_object( tmp );
sprintf( message, "You destroy the wall and redo the floor." );
wall_removed = 1;
if ( floor != NULL ) {
remove_ob(floor);
free_object(floor);
}
}
else if ( ( FLOOR == tmp->type ) || ( QUERY_FLAG(tmp, FLAG_IS_FLOOR ) ) )
{
floor = tmp;
}
else
{
if ( floor != NULL )
above_floor = tmp;
}
tmp = above;
}
if ( wall_removed == 0 && floor != NULL ) {
if ( floor->arch->name == material->slaying ) {
draw_ext_info( NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You feel too lazy to redo the exact same floor.", NULL);
return;
}
}
/* Now insert our floor */
new_floor = find_archetype( 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 = arch_to_object( new_floor );
SET_FLAG( tmp, FLAG_IS_BUILDABLE );
SET_FLAG( tmp, FLAG_UNIQUE );
SET_FLAG( tmp, 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 = arch_to_object( new_floor );
/* Better make the floor unique */
SET_FLAG( tmp, FLAG_UNIQUE );
SET_FLAG( tmp, 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 = arch_to_object( new_wall );
SET_FLAG( tmp, FLAG_IS_BUILDABLE );
tmp->type = 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 */
decrease_ob( material );
/* 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
*/
void apply_builder_wall( object* pl, object* material, short x, short y )
{
object* current_wall;
object* tmp;
int xt, yt;
struct archt* 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 ( 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 = find_archetype( material->slaying );
if ( !new_wall )
{
LOG( llevError, "apply_builder_wall: unable to find archetype %s\n", material->slaying );
return;
}
tmp = arch_to_object( new_wall );
tmp->type = WALL;
SET_FLAG( tmp, 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 )
{
remove_ob( current_wall );
free_object( current_wall );
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 */
decrease_ob( material );
/* 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.
*
* Note that it is the responsability of the caller to check whether the space is buildable or not.
*
* @param pl
* player building.
* @param item
* item being built.
* @param x
* @param y
* where to build.
*/
void apply_builder_item( object* pl, object* item, short x, short y )
{
object* tmp;
struct archt* arch;
int insert_flag;
object* floor;
object* con_rune;
int connected;
/* Find floor */
floor = GET_MAP_OB( pl->map, x, y );
if ( !floor )
{
new_draw_info( NDI_UNIQUE, 0, pl, "Invalid square." );
return;
}
while ( floor && ( floor->type != FLOOR ) && ( !QUERY_FLAG( floor, FLAG_IS_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 = find_archetype( item->slaying );
if ( !arch )
return;
tmp = object_create_arch(arch);
SET_FLAG( tmp, FLAG_IS_BUILDABLE );
SET_FLAG( tmp, FLAG_NO_PICK );
/*
* This doesn't work on non unique maps. pedestals under floor will not be saved...
insert_flag = ( item->stats.Str == 1 ) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
*/
insert_flag = INS_ABOVE_FLOOR_ONLY;
connected = 0;
switch( tmp->type )
{
case DOOR:
case GATE:
case BUTTON:
case DETECTOR:
case TIMED_GATE:
case PEDESTAL:
case CF_HANDLE:
case MAGIC_EAR:
case SIGN:
/* Signs don't need a connection, but but magic mouths do. */
if (tmp->type == SIGN && strcmp( tmp->arch->name, "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 == -1 )
{
/* Player already informed of failure by the previous function */
free_object( tmp );
return;
}
/* Remove marking rune */
remove_ob( con_rune );
free_object( con_rune );
}
/* 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)
{
free_object( tmp );
return;
}
}
insert_ob_in_map_at( tmp, pl->map, floor, insert_flag, x, y );
if ( connected != 0 )
add_button_link( tmp, pl->map, connected );
new_draw_info_format( NDI_UNIQUE, 0, pl, "You build the %s", query_name( tmp ) );
decrease_ob_nr( item, 1 );
}
/**
* Item remover.
*
* Removes first buildable item, either under or above the floor
*/
void apply_builder_remove( object* pl, int dir )
{
object* item;
short 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 ( item->type == FLOOR || QUERY_FLAG(item,FLAG_IS_FLOOR) )
item = item->above;
if ( !item )
{
new_draw_info( NDI_UNIQUE, 0, pl, "Nothing to remove." );
return;
}
/* Now remove object, with special cases (buttons & such) */
switch ( item->type )
{
case WALL:
new_draw_info( NDI_UNIQUE, 0, pl, "Can't remove a wall with that, build a floor." );
return;
case DOOR:
case BUTTON:
case GATE:
case TIMED_GATE:
case DETECTOR:
case PEDESTAL:
case CF_HANDLE:
case MAGIC_EAR:
case SIGN:
/* Special case: must unconnect */
if (QUERY_FLAG(item,FLAG_IS_LINKED))
remove_button_link( item );
/* Fall through */
default:
/* Remove generic item */
new_draw_info_format( NDI_UNIQUE, 0, pl, "You remove the %s", query_name( item ) );
remove_ob( item );
free_object( item );
}
}
/**
* Global building function
*
* This is the general map building function. Called when the player 'fires' a builder
* or remover object.
*/
void apply_map_builder( object* pl, int dir )
{
object* builder;
object* tmp;
short x, y;
if ( !pl->type == PLAYER )
return;
/*if ( !player->map->unique )
{
new_draw_info( NDI_UNIQUE, 0, player, "You can't build outside a unique map." );
return;
}*/
if ( dir == 0 )
{
new_draw_info( NDI_UNIQUE, 0, pl, "You can't build or destroy under yourself." );
return;
}
x = pl->x + freearr_x[ dir ];
y = pl->y + freearr_y[ dir ];
if ( ( 1 > x ) || ( 1 > y ) || ( ( MAP_WIDTH( pl->map ) - 2 ) < x ) || ( ( MAP_HEIGHT( pl->map ) - 2 ) < y ) )
{
new_draw_info( NDI_UNIQUE, 0, pl, "Can't build on map edge..." );
return;
}
/*
* Check specified square
* The square must have only buildable items
* Exception: marking runes are all right,
* since they are used for special things like connecting doors / buttons
*/
tmp = GET_MAP_OB( pl->map, x, y );
if ( !tmp )
{
/* Nothing, meaning player is standing next to an undefined square... */
LOG( llevError, "apply_map_builder: undefined square at (%d, %d, %s)\n", x, y, pl->map->path );
new_draw_info( NDI_UNIQUE, 0, pl, "You'd better not build here, it looks weird." );
return;
}
builder = pl->contr->ranges[ range_builder ];
if (builder->subtype != ST_BD_BUILD) {
while ( tmp ) {
if ( !QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) && ( ( tmp->type != SIGN )
|| ( strcmp( tmp->arch->name, "rune_mark" ) ) ) ) {
new_draw_info( NDI_UNIQUE, 0, pl, "You can't build here." );
return;
}
tmp = tmp->above;
}
}
/* Now we know the square is ok */
if ( builder->subtype == ST_BD_REMOVE )
/* Remover -> call specific function and bail out */
{
apply_builder_remove( pl, dir );
return;
}
if ( builder->subtype == ST_BD_BUILD )
/*
* Builder.
* Find marked item to build, call specific function
*/
{
tmp = find_marked_object(pl);
if ( !tmp )
{
new_draw_info( NDI_UNIQUE, 0, pl, "You need to mark raw materials to use." );
return;
}
if ( tmp->type != MATERIAL )
{
new_draw_info( NDI_UNIQUE, 0, pl, "You can't use the marked item to build." );
return;
}
if (!can_build_over(pl->map, tmp, x, y)) {
draw_ext_info( NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You can't build here.", NULL);
return;
}
switch( tmp->subtype )
{
case ST_MAT_FLOOR:
apply_builder_floor( pl, tmp, x, y );
return;
case ST_MAT_WALL:
apply_builder_wall( pl, tmp, x, y );
return;
case ST_MAT_ITEM:
apply_builder_item( pl, tmp, x, y );
return;
default:
new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this material, sorry." );
LOG( llevError, "apply_map_builder: invalid material subtype %d\n", tmp->subtype );
return;
}
}
/* Here, it means the builder has an invalid type */
new_draw_info( NDI_UNIQUE, 0, pl, "Don't know how to apply this tool, sorry." );
LOG( llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype );
}
/**
* 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.
*/
int adjust_sign_msg( object* pl, short x, short 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;
}
tmp->msg = book->msg;
add_refcount( tmp->msg );
if (tmp->invisible)
{
if(book->custom_name != NULL)
{
snprintf(buf, sizeof(buf), "talking %s", book->custom_name);
} else {
snprintf(buf, sizeof(buf), "talking %s", book->name);
}
if ( tmp->name )
free_string( tmp->name );
tmp->name = add_string( buf );
if(book->name_pl != NULL)
{
snprintf(buf2, sizeof(buf2), "talking %s", book->name_pl);
if ( tmp->name_pl )
free_string( tmp->name_pl );
tmp->name_pl = add_string( buf2 );
}
tmp->face = book->face;
tmp->invisible = 0;
}
remove_ob( book );
free_object( book );
return 0;
}
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