/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
*
* Known contributors to this file:
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2014
+ * Markus Armbruster, 2004-2015
*/
#include <config.h>
return RET_FAIL;
}
+ if (tlev < rqtech && player->god)
+ tlev = rqtech;
if (type < 0 || tlev < rqtech) {
pr("You can't build that!\n");
pr("Use `show %s build %d' to show types you can build.\n",
mat[I_HCM] = mp->m_hcm;
work = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
- if (sp->sct_type != SCT_HARBR) {
+ if (sp->sct_type != SCT_HARBR && !player->god) {
pr("Ships must be built in harbours.\n");
return 0;
}
mat[I_HCM] = lp->l_hcm;
work = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
- if (sp->sct_type != SCT_HEADQ) {
+ if (sp->sct_type != SCT_HEADQ && !player->god) {
pr("Land units must be built in headquarters.\n");
return 0;
}
switch (what) {
case 'b':
- if (natp->nat_level[NAT_TLEV] < buil_bt) {
+ if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
pr("Building a span requires a tech of %.0f\n", buil_bt);
return RET_FAIL;
}
pr("Bridge tower building is disabled.\n");
return RET_FAIL;
}
- if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
+ if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
pr("Building a tower requires a tech of %.0f\n",
buil_tower_bt);
return RET_FAIL;
int work;
int val;
int newx, newy;
- int nx, ny, i, good = 0;
char *p;
char buf[1024];
- if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
+ if (!opt_EASY_BRIDGES && !player->god) {
+ /* must have a bridge head or tower */
if (sp->sct_type != SCT_BTOWER) {
if (sp->sct_type != SCT_BHEAD)
return 0;
pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
return 0;
}
- if (opt_EASY_BRIDGES) {
- good = 0;
-
- for (i = 1; i <= 6; i++) {
- struct sctstr s2;
- nx = sect.sct_x + diroff[i][0];
- ny = sect.sct_y + diroff[i][1];
- getsect(nx, ny, &s2);
- if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
- good = 1;
- }
- if (!good) {
- pr("Bridges must be built adjacent to land or bridge towers.\n");
- pr("That sector is not adjacent to land or a bridge tower.\n");
- return 0;
+ if (!bridge_support_at(§, DIR_STOP)) {
+ if (opt_EASY_BRIDGES) {
+ pr("%s is not next to land or a bridge tower",
+ xyas(newx, newy, player->cnum));
+ } else {
+ /*
+ * Note: because players need a 60% bridge head or tower,
+ * we can get here only for a deity.
+ */
+ pr("%s is not next to a supporting bridge head or tower\n",
+ xyas(newx, newy, player->cnum));
}
- } /* end EASY_BRIDGES */
+ return 0;
+ }
build_charge(sp, mat, work, buil_bc, 100);
sect.sct_type = SCT_BSPAN;
int nx;
int ny;
- if (sp->sct_type != SCT_BSPAN) {
+ if (sp->sct_type != SCT_BSPAN && !player->god) {
pr("Bridge towers can only be built from bridge spans.\n");
return 0;
}
getsect(nx, ny, &s2);
if ((s2.sct_type != SCT_WATER) &&
(s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
- pr("Bridge towers cannot be built adjacent to land.\n");
- pr("That sector is adjacent to land.\n");
+ pr("%s is next to land, can't build bridge tower there",
+ xyas(newx, newy, player->cnum));
return 0;
}
}
sector_can_build(struct sctstr *sp, short mat[], int work,
int effic, char *what)
{
- int i, avail, ret;
- double needed;
+ int i, avail, ret, req;
+ double used;
+
+ if (player->god)
+ return 1; /* Deity builds ex nihilo */
if (sp->sct_effic < 60 && !player->god) {
pr("Sector %s is not 60%% efficient.\n",
ret = 1;
for (i = I_NONE + 1; i <= I_MAX; i++) {
- needed = mat[i] * (effic / 100.0);
- if (sp->sct_item[i] < needed) {
- pr("Not enough %s in %s (need %g more)\n",
+ used = mat[i] * effic;
+ req = (used + 99) / 100;
+ if (sp->sct_item[i] < req) {
+ pr("Not enough %s in %s (need %d more)\n",
ichr[i].i_name, xyas(sp->sct_x, sp->sct_y, player->cnum),
- ceil(needed - sp->sct_item[i]));
+ req - sp->sct_item[i]);
ret = 0;
}
- mat[i] = roundavg(needed);
+ mat[i] = roundavg(used / 100.0);
}
return ret;
{
int i;
+ if (player->god)
+ return; /* Deity builds ex nihilo */
+
for (i = I_NONE + 1; i <= I_MAX; i++)
sp->sct_item[i] -= mat[i];
sp->sct_avail -= (work * effic + 99) / 100;