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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* This file handles all ingame construction functions: builders, destroyers, building materials.
*
* Basically, those enable a player to alter in real-time a map.
*
* @todo document building, forces used to store connection values, ...
*/
#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.
*
* @param map
* map we're building on.
* @param new_item
* item the player is trying to build.
* @param x
* @param y
* coordinates where to build.
* @return
* 0 if tmp can't be built on the spot, 1 if it can be built.
*/
static int can_build_over(struct mapdef *map, object *new_item, short x, short y) {
FOR_MAP_PREPARE(map, x, y, tmp) {
object *ob;
ob = HEAD(tmp);
if (strcmp(ob->arch->name, "rune_mark") == 0)
/* you can always build on marking runes, used for connected building things. */
continue;
if (QUERY_FLAG(ob, FLAG_IS_BUILDABLE))
/* Check for the flag is required, as this function
* can be called recursively on different spots.
*/
continue;
switch (new_item->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;
}
} FOR_MAP_FINISH();
/* If item being built is multi-tile, need to check other parts too. */
if (new_item->more)
return can_build_over(map, new_item->more, x+new_item->more->arch->clone.x-new_item->arch->clone.x, y+new_item->more->arch->clone.y-new_item->arch->clone.y);
return 1;
}
/**
* Returns the marking rune on the square, for purposes of building connections.
*
* @param pl
* player trying to build.
* @param x
* @param y
* coordinates to search.
* @return
* marking rune, NULL if none found.
*/
static object *get_connection_rune(object *pl, short x, short y) {
FOR_MAP_PREPARE(pl->map, x, y, rune)
if (rune->type == SIGN && strcmp(rune->arch->name, "rune_mark") == 0)
return rune;
FOR_MAP_FINISH();
return NULL;
}
/**
* Returns the book/scroll on the current square, for purposes of building
*
* @param pl
* player trying to build.
* @param x
* @param y
* coordinates to search.
* @return
* book, NULL if none found.
*/
static object *get_msg_book(object *pl, short x, short y) {
FOR_MAP_PREPARE(pl->map, x, y, book)
if (book->type == BOOK)
return book;
FOR_MAP_FINISH();
return NULL;
}
/**
* Returns first item of type WALL.
*
* @param map
* @param x
* @param y
* where to search.
* @return
* wall, or NULL if none found.
* @todo isn't there a similar function somewhere? put this in a common library?
* investigate possible merge with retrofit_joined_wall() used for random maps
*/
static object *get_wall(struct mapdef *map, int x, int y) {
FOR_MAP_PREPARE(map, x, y, wall)
if (wall->type == WALL)
return wall;
FOR_MAP_FINISH();
return NULL;
}
/**
* Erases all marking runes at specified location (before building a wall)
*
* @param map
* @param x
* @param y
* coordinates to erase runes at.
*/
static void remove_marking_runes(struct mapdef *map, short x, short y) {
FOR_MAP_PREPARE(map, x, y, rune) {
if ((rune->type == SIGN) && (!strcmp(rune->arch->name, "rune_mark"))) {
object_remove(rune);
object_free_drop_inventory(rune);
}
} FOR_MAP_FINISH();
}
/**
* 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.
*
* The book is removed during the operation.
*
* @param pl
* player building.
* @param x
* @param y
* building coordinates.
* @param tmp
* object that is being built.
* @return
* -1 if no text found, 0 if ok to build.
*/
static 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) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You need to put a book or scroll with the message.");
return -1;
}
object_set_msg(tmp, book->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;
}
object_remove(book);
object_free_drop_inventory(book);
return 0;
}
/**
* Returns an unused value for 'connected'.
*
* Tries 1000 random values, then returns -1.
*
* @param map
* map for which to find a value
* @return
* 'connected' value with no item, or -1 if failure.
*/
static 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.
*
* @param pl
* player building.
* @param x
* @param y
* coordinates where to build.
* @param rune
* rune used to indicate the connection value. If NULL, building is searched for one.
* @return
* -1 for failure, else connection value.
*/
static 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) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You need to put a marking rune with the group name.");
return -1;
}
/* Now, find force in player's inventory */
force = NULL;
FOR_INV_PREPARE(pl, tmp) {
if (tmp->type == FORCE
&& tmp->slaying != NULL && strcmp(tmp->slaying, pl->map->path) == 0
&& tmp->msg != NULL && tmp->msg == rune->msg) {
force = tmp;
break;
}
} FOR_INV_FINISH();
if (!force) {
/* No force, need to create & insert one */
/* Find unused value */
connected = find_unused_connected_value(pl->map);
if (connected == -1) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"Could not create more groups.");
return -1;
}
force = create_archetype(FORCE_NAME);
force->speed = 0;
object_update_speed(force);
force->slaying = add_string(pl->map->path);
object_set_msg(force, rune->msg);
force->path_attuned = connected;
object_insert_in_ob(force, pl);
return connected;
}
/* Found the force, everything's easy. */
return force->path_attuned;
}
/**
* Fixes walls around specified spot
*
* Basically it ensures the correct wall is put where needed.
*
* @note
* x & y must be valid map coordinates.
*
* @param map
* @param x
* @param y
* position to fix.
* @todo
* investigate possible merge with retrofit_joined_wall() used for random maps
*/
static 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;
int len;
int has_window;
/* First, find the wall on that spot */
wall = get_wall(map, x, y);
if (!wall)
/* Nothing -> bail out */
return;
/* Find base name */
strncpy(archetype, wall->arch->name, sizeof(archetype));
archetype[sizeof(archetype)-1] = '\0';
underscore = strchr(archetype, '_');
if (!underscore)
/* Not in a format we can change, bail out */
return;
has_window = 0;
if (!strcmp(underscore+1, "win1"))
has_window = 1;
else if (!strcmp(underscore+1, "win2"))
has_window = 1;
else if (!isdigit(*(underscore+1)))
return;
underscore++;
*underscore = '\0';
len = sizeof(archetype)-strlen(archetype)-2;
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:
strncat(archetype, "0", len);
break;
case 1:
strncat(archetype, "1_3", len);
break;
case 2:
strncat(archetype, "1_4", len);
break;
case 3:
if (has_window) {
strncat(archetype, "win2", len);
} else {
strncat(archetype, "2_1_2", len);
}
break;
case 4:
strncat(archetype, "1_2", len);
break;
case 5:
strncat(archetype, "2_2_4", len);
break;
case 6:
strncat(archetype, "2_2_1", len);
break;
case 7:
strncat(archetype, "3_1", len);
break;
case 8:
strncat(archetype, "1_1", len);
break;
case 9:
strncat(archetype, "2_2_3", len);
break;
case 10:
strncat(archetype, "2_2_2", len);
break;
case 11:
strncat(archetype, "3_3", len);
break;
case 12:
if (has_window) {
strncat(archetype, "win1", len);
} else {
strncat(archetype, "2_1_1", len);
}
break;
case 13:
strncat(archetype, "3_4", len);
break;
case 14:
strncat(archetype, "3_2", len);
break;
case 15:
strncat(archetype, "4", len);
break;
}
/*
* No need to change anything if the old and new names are identical.
*/
if (!strncmp(archetype, wall->arch->name, sizeof(archetype)))
return;
/*
* 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];
object_remove(wall);
object_free_drop_inventory(wall);
wall = arch_to_object(new_arch);
wall->type = WALL;
object_insert_in_map_at(wall, map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
for (flag = 0; flag < 4; flag++)
wall->flags[flag] = old_flags[flag];
}
/**
* Floor building function.
*
* Floors can be built:
* - 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!
*
* @param pl
* player building.
* @param new_floor
* new floor object
* @param x
* @param y
* where to build.
* @return
* 1 if the floor was built
*/
static int apply_builder_floor(object *pl, object *new_floor, short x, short y) {
object *above_floor; /* Item above floor, if any */
object *floor; /* Floor which would be removed if required */
struct archt *new_wall;
int i, xt, yt, wall_removed;
char message[MAX_BUF];
snprintf(message, sizeof(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;
FOR_MAP_PREPARE(pl->map, x, y, tmp) {
if (WALL == tmp->type) {
/* There was a wall, remove it & keep its archetype to make new walls */
new_wall = tmp->arch;
object_remove(tmp);
object_free_drop_inventory(tmp);
snprintf(message, sizeof(message), "You destroy the wall and redo the floor.");
wall_removed = 1;
if (floor != NULL) {
object_remove(floor);
object_free_drop_inventory(floor);
floor = NULL;
}
} else if ((FLOOR == tmp->type) || (QUERY_FLAG(tmp, FLAG_IS_FLOOR))) {
floor = tmp;
} else {
if (floor != NULL)
above_floor = tmp;
}
} FOR_MAP_FINISH();
if (wall_removed == 0 && floor != NULL) {
if (floor->arch == new_floor->arch) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You feel too lazy to redo the exact same floor.");
object_free_drop_inventory(new_floor);
return 0;
}
}
SET_FLAG(new_floor, FLAG_UNIQUE);
SET_FLAG(new_floor, FLAG_IS_FLOOR);
new_floor->type = FLOOR;
object_insert_in_map_at(new_floor, pl->map, above_floor, above_floor ? INS_BELOW_ORIGINATOR : INS_ON_TOP, x, y);
/* if there was a floor, remove it */
if (floor) {
object_remove(floor);
object_free_drop_inventory(floor);
floor = NULL;
}
/*
* 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++) {
object *tmp;
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->arch);
/* Better make the floor unique */
SET_FLAG(tmp, FLAG_UNIQUE);
SET_FLAG(tmp, FLAG_IS_BUILDABLE);
tmp->type = FLOOR;
object_insert_in_map_at(tmp, pl->map, NULL, 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;
object_insert_in_map_at(tmp, pl->map, NULL, 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);
}
/* Tell player about the fix */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, message);
return 1;
}
/**
* Wall building function
*
* Walls can be built:
* - on a floor without anything else
* - on an existing wall, with or without a floor
*
* @param pl
* player building.
* @param new_wall
* new wall object
* @param x
* @param y
* where to build.
* @return
* 1 if the wall was built
*/
static int apply_builder_wall(object *pl, object *new_wall, short x, short y) {
object *current_wall;
char message[MAX_BUF];
remove_marking_runes(pl->map, x, y);
current_wall = get_wall(pl->map, x, y);
if (current_wall) {
char current_basename[MAX_BUF];
char new_basename[MAX_BUF];
char *underscore;
/* Check if the old and new archetypes have the same prefix */
strncpy(current_basename, current_wall->arch->name, sizeof(current_basename));
current_basename[sizeof(current_basename)-1] = '\0';
underscore = strchr(current_basename, '_');
if (underscore && isdigit(*(underscore+1))) {
underscore++;
*underscore = '\0';
}
strncpy(new_basename, new_wall->arch->name, sizeof(new_basename));
new_basename[sizeof(new_basename)-1] = '\0';
underscore = strchr(new_basename, '_');
if (underscore && isdigit(*(underscore+1))) {
underscore++;
*underscore = '\0';
}
if (!strncmp(current_basename, new_basename, sizeof(new_basename))) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You feel too lazy to redo the exact same wall.");
object_free_drop_inventory(new_wall);
return 0;
}
}
snprintf(message, sizeof(message), "You build a wall.");
new_wall->type = WALL;
if (current_wall) {
/* If existing wall, replace it, no need to fix other walls */
object_remove(current_wall);
object_free_drop_inventory(current_wall);
object_insert_in_map_at(new_wall, pl->map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
fix_walls(pl->map, x, y);
snprintf(message, sizeof(message), "You redecorate the wall to better suit your tastes.");
} else {
int xt, yt;
/* Else insert new wall and fix all walls around */
object_insert_in_map_at(new_wall, pl->map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
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);
}
}
/* Tell player what happened */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, message);
return 1;
}
/**
* Window building function
*
* Windows can be built only on top of existing vertical or horizontal walls
* (*wall_2_1_1 or *wall_2_1_2).
*
* @param pl
* player building.
* @param new_wall_win
* new windowed wall object
* @param x
* @param y
* where to build.
* @return
* 1 if the window was built
*/
static int apply_builder_window(object *pl, object *new_wall_win, short x, short y) {
object *current_wall;
char archetype[MAX_BUF];
struct archt *new_arch;
object *window;
uint32 old_flags[4];
int flag;
/* Too bad, we never use the window contained in the building material */
object_free_drop_inventory(new_wall_win);
current_wall = get_wall(pl->map, x, y);
if (current_wall) {
char *underscore;
strncpy(archetype, current_wall->arch->name, sizeof(archetype));
archetype[sizeof(archetype)-1] = '\0';
underscore = strchr(archetype, '_');
if (underscore) {
underscore++;
/* Check if the current wall has a window */
if (!strcmp(underscore, "win1")
|| !strcmp(underscore, "win2")) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You feel too lazy to redo the window.");
return 0;
}
if (!strcmp(underscore, "2_1_1"))
strcpy(underscore, "win1");
else if (!strcmp(underscore, "2_1_2"))
strcpy(underscore, "win2");
else {
/* Wrong wall orientation */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You cannot build a window in that wall.");
return 0;
}
}
} else {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"There is no wall there.");
return 0;
}
new_arch = find_archetype(archetype);
if (!new_arch) {
/* That type of wall doesn't have corresponding window archetypes */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You cannot build a window in that wall.");
return 0;
}
/* Now delete current wall, and insert new one with a window
* We save flags to avoid any trouble with buildable/non buildable, and so on
*/
for (flag = 0; flag < 4; flag++)
old_flags[flag] = current_wall->flags[flag];
object_remove(current_wall);
object_free_drop_inventory(current_wall);
window = arch_to_object(new_arch);
window->type = WALL;
object_insert_in_map_at(window, pl->map, NULL, INS_ABOVE_FLOOR_ONLY, x, y);
for (flag = 0; flag < 4; flag++)
window->flags[flag] = old_flags[flag];
/* Tell player what happened */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "You build a window in the wall.");
return 1;
}
/**
* Generic item builder.
*
* Item must be put on a square with a floor, you can have something under.
*
* 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 new_item
* new item being built
* @param x
* @param y
* where to build.
* @return
* 1 if the item was built
*/
static int apply_builder_item(object *pl, object *new_item, short x, short y) {
int insert_flag;
object *floor;
object *con_rune;
int connected;
char name[MAX_BUF];
/* Find floor */
floor = GET_MAP_OB(pl->map, x, y);
if (!floor) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD, "Invalid square.");
object_free_drop_inventory(new_item);
return 0;
}
FOR_OB_AND_ABOVE_PREPARE(floor)
if (floor->type == FLOOR || QUERY_FLAG(floor, FLAG_IS_FLOOR))
break;
FOR_OB_AND_ABOVE_FINISH();
if (!floor) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"This square has no floor, you can't build here.");
object_free_drop_inventory(new_item);
return 0;
}
SET_FLAG(new_item, FLAG_NO_PICK);
/*
* This doesn't work on non unique maps. pedestals under floor will not be saved...
* insert_flag = (material->stats.Str == 1) ? INS_BELOW_ORIGINATOR : INS_ABOVE_FLOOR_ONLY;
*/
insert_flag = INS_ABOVE_FLOOR_ONLY;
connected = 0;
con_rune = NULL;
switch (new_item->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 (new_item->type == SIGN && strcmp(new_item->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 */
object_free_drop_inventory(new_item);
return 0;
}
}
/* For magic mouths/ears, and signs, take the msg from a book of scroll */
if ((new_item->type == SIGN) || (new_item->type == MAGIC_EAR)) {
if (adjust_sign_msg(pl, x, y, new_item) == -1) {
object_free_drop_inventory(new_item);
return 0;
}
}
if (con_rune != NULL) {
/* Remove marking rune */
object_remove(con_rune);
object_free_drop_inventory(con_rune);
}
object_insert_in_map_at(new_item, pl->map, floor, insert_flag, x, y);
if (connected != 0)
add_button_link(new_item, pl->map, connected);
query_name(new_item, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You build the %s",
name);
return 1;
}
/**
* Item remover.
*
* Removes first buildable item, either under or above the floor
*
* @param pl
* player removing an item.
* @param dir
* direction the player is trying to remove.
*/
void apply_builder_remove(object *pl, int dir) {
object *item;
short x, y;
char name[MAX_BUF];
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 */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"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) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"Nothing to remove.");
return;
}
/* Now remove object, with special cases (buttons & such) */
switch (item->type) {
case WALL:
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"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 */
query_name(item, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You remove the %s",
name);
object_remove(item);
object_free_drop_inventory(item);
}
}
/**
* Global building function
*
* This is the general map building function. Called when the player 'fires' a
* builder or remover object.
*
* @param pl
* player building or removing.
* @param dir
* building direction.
*/
void apply_map_builder(object *pl, int dir) {
object *builder;
object *tmp;
short x, y;
if (!pl->type == PLAYER)
return;
if (dir == 0) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"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)) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"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);
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You'd better not build here, it looks weird.");
return;
}
builder = pl->contr->ranges[range_builder];
if (builder->subtype != ST_BD_BUILD) {
FOR_OB_AND_ABOVE_PREPARE(tmp)
if (!QUERY_FLAG(tmp, FLAG_IS_BUILDABLE)
&& ((tmp->type != SIGN) || (strcmp(tmp->arch->name, "rune_mark")))) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You can't build here.");
return;
}
FOR_OB_AND_ABOVE_FINISH();
}
/* 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) {
object *material;
struct archt *new_arch;
object *new_item;
int built = 0;
/* Builder -> find material, get new item, call specific function */
/* find the marked item to buld */
material = find_marked_object(pl);
if (!material) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You need to mark raw materials to use.");
return;
}
if (material->type != MATERIAL) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You can't use the marked item to build.");
return;
}
/* create a new object from the raw materials */
new_arch = find_archetype(material->slaying);
if (!new_arch) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You can't use this strange material.");
LOG(llevError, "apply_map_builder: unable to find archetype %s\n", material->slaying);
return;
}
new_item = object_create_arch(new_arch);
SET_FLAG(new_item, FLAG_IS_BUILDABLE);
if (!can_build_over(pl->map, new_item, x, y)) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"You can't build here.");
return;
}
/* insert the new object in the map */
switch (material->subtype) {
case ST_MAT_FLOOR:
built = apply_builder_floor(pl, new_item, x, y);
break;
case ST_MAT_WALL:
built = apply_builder_wall(pl, new_item, x, y);
break;
case ST_MAT_ITEM:
built = apply_builder_item(pl, new_item, x, y);
break;
case ST_MAT_WINDOW:
built = apply_builder_window(pl, new_item, x, y);
break;
default:
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"Don't know how to apply this material, sorry.");
LOG(llevError, "apply_map_builder: invalid material subtype %d\n", material->subtype);
break;
}
if (built)
object_decrease_nrof_by_one(material);
return;
}
/* Here, it means the builder has an invalid type */
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BUILD,
"Don't know how to apply this tool, sorry.");
LOG(llevError, "apply_map_builder: invalid builder subtype %d\n", builder->subtype);
}
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