built = build_plane(§, pp, sect.sct_item, tlev);
break;
default:
- pr("internal error in build (%d)\n", what);
+ CANT_HAPPEN("Bad WHAT");
return RET_FAIL;
}
if (built) {
{
struct shpstr ship;
struct nstr_item nstr;
- int cost, i;
- int w_p_eff, x;
- float eff = ((float)SHIP_MINEFF / 100.0);
- int points, lcm, hcm;
+ int avail, cost, i;
+ float eff = SHIP_MINEFF / 100.0;
+ int lcm, hcm;
int freeship = 0;
int techdiff;
- hcm = roundavg(((double)mp->m_hcm * (double)eff));
- lcm = roundavg(((double)mp->m_lcm * (double)eff));
+ hcm = roundavg((double)mp->m_hcm * eff);
+ lcm = roundavg((double)mp->m_lcm * eff);
if (sp->sct_type != SCT_HARBR) {
pr("Ships must be built in harbours.\n");
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 0;
}
- w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < SHIP_MINEFF) {
+ avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
- pr(" (%d available work required)\n",
- 1 + (w_p_eff * SHIP_MINEFF) / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
- cost = mp->m_cost * eff;
+ cost = mp->m_cost * SHIP_MINEFF / 100;
if (cash < cost) {
pr("Not enough money left to build a %s\n", mp->m_name);
return 0;
return 0;
if (!check_sect_ok(sp))
return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_SHIP);
ship.shp_orig_y = sp->sct_y;
ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
ship.shp_rflags = 0;
- for (x = 0; x < 10; x++)
- ship.shp_rpath[x] = 0;
+ memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
vec[I_LCM] -= lcm;
vec[I_HCM] -= hcm;
{
struct lndstr land;
struct nstr_item nstr;
- int cost;
- int w_p_eff;
- int points;
+ int avail, cost;
struct natstr *natp;
- float eff = ((float)LAND_MINEFF / 100.0);
+ float eff = LAND_MINEFF / 100.0;
int mil, lcm, hcm, gun, shell;
int freeland = 0;
- /*
- mil = roundavg(((double)lp->l_mil * (double)eff));
- shell = roundavg(((double)lp->l_shell * (double)eff));
- gun = roundavg(((double)lp->l_gun * (double)eff));
- */
+#if 0
+ mil = roundavg(((double)lp->l_mil * eff));
+ shell = roundavg(((double)lp->l_shell * eff));
+ gun = roundavg(((double)lp->l_gun * eff));
+#else
mil = shell = gun = 0;
- hcm = roundavg(((double)lp->l_hcm * (double)eff));
- lcm = roundavg(((double)lp->l_lcm * (double)eff));
+#endif
+ hcm = roundavg(((double)lp->l_hcm * eff));
+ lcm = roundavg(((double)lp->l_lcm * eff));
natp = getnatp(player->cnum);
return 0;
if (!check_sect_ok(sp))
return 0;
- w_p_eff = (20 + lp->l_lcm + (lp->l_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < LAND_MINEFF) {
+ avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
- pr(" (%d available work required)\n",
- 1 + (w_p_eff * LAND_MINEFF) / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
- cost = ((float)lp->l_cost * eff);
- /* cost = (int)LND_COST(cost, tlev - lp->l_tech); */
+ cost = lp->l_cost * LAND_MINEFF / 100;
if (cash < cost) {
pr("Not enough money left to build a %s\n", lp->l_name);
return 0;
}
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * LAND_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_LAND);
struct sctstr sect;
int val;
int newx, newy;
- int w_p_eff;
- int points;
+ int avail;
int nx, ny, i, good = 0;
s_char *p;
s_char buf[1024];
pr("you only have %d.\n", cash);
return 0;
}
- w_p_eff = buil_bh * 2;
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < 20) {
+ avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a bridge\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
if (!player->argp[3]) {
return 0;
}
} /* end EASY_BRIDGES */
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ sp->sct_avail -= avail;
player->dolcost += buil_bc;
cash -= buil_bc;
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
- sect.sct_effic = 20;
+ sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;
build_nuke(register struct sctstr *sp, register struct nchrstr *np,
short *vec)
{
- int w_p_eff;
- int points;
+ int avail;
if (sp->sct_type != SCT_NUKE && !player->god) {
pr("Nuclear weapons must be built in nuclear plants.\n");
pr("You need $%d, you only have %d.\n", np->n_cost, cash);
return 0;
}
- w_p_eff = np->n_rad + np->n_oil + np->n_lcm + np->n_hcm * 2;
- points = sp->sct_avail * 100 / w_p_eff;
+ avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
/*
* XXX when nukes turn into units (or whatever), then
* make them start at 20%. Since they don't have efficiency
- * now, we choose 20% as a "big" number.
+ * now, we charge all the work right away.
*/
- if (points < 20) {
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a %s;\n",
xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
- pr(" (%d available work required)\n", 1 + w_p_eff * 20 / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
if (!trechk(player->cnum, 0, NEWNUK))
return 0;
if (!check_sect_ok(sp))
return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ sp->sct_avail -= avail;
player->dolcost += np->n_cost;
cash -= np->n_cost;
nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
short *vec, int tlev)
{
struct plnstr plane;
- int cost;
+ int avail, cost;
struct nstr_item nstr;
- float eff = ((float)PLANE_MINEFF / 100.0);
- int points;
- int w_p_eff;
+ float eff = PLANE_MINEFF / 100.0;
int hcm, lcm, mil;
int freeplane = 0;
- mil = roundavg(((double)pp->pl_crew * (double)eff));
+ mil = roundavg(((double)pp->pl_crew * eff));
/* Always use at least 1 mil to build a plane */
if (mil == 0 && pp->pl_crew > 0)
mil = 1;
- hcm = roundavg(((double)pp->pl_hcm * (double)eff));
- lcm = roundavg(((double)pp->pl_lcm * (double)eff));
+ hcm = roundavg(((double)pp->pl_hcm * eff));
+ lcm = roundavg(((double)pp->pl_lcm * eff));
if (sp->sct_type != SCT_AIRPT && !player->god) {
pr("Planes must be built in airports.\n");
return 0;
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 0;
}
- w_p_eff = (20 + pp->pl_lcm + (pp->pl_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < PLANE_MINEFF) {
+ avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
- pr(" (%d available work required)\n",
- 1 + PLANE_MINEFF * w_p_eff / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
- cost = pp->pl_cost * eff;
+ cost = pp->pl_cost * PLANE_MINEFF / 100;
if (cash < cost) {
pr("Not enough money left to build a %s\n", pp->pl_name);
return 0;
return 0;
if (!check_sect_ok(sp))
return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_PLANE);
* planes may have their own stats (like based on tech maybe? :) ) Thus,
* the code now checks the pln_acc, pln_load and pln_fuel instead of using
* the static definitions of them. */
-/*
- n = (int) (pp->pl_range * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- plane.pln_range = n;
- plane.pln_range_max = n;
- n = (int) (pp->pl_att * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- plane.pln_att = n;
- n = (int) (pp->pl_def * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- if (n < pp->pl_def)
- n = pp->pl_def;
- plane.pln_def = n;
- plane.pln_acc = pp->pl_acc;
- plane.pln_load = pp->pl_load;
- plane.pln_fuel = pp->pl_fuel;
-*/
plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
struct sctstr sect;
int val;
int newx, newy;
- int w_p_eff;
- int points;
+ int avail;
s_char *p;
s_char buf[1024];
int good;
pr("you only have %d.\n", cash);
return 0;
}
- w_p_eff = buil_tower_bh * 2;
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < 20) {
+ avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
pr("Not enough available work in %s to build a bridge tower\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
if (!player->argp[3]) {
return 0;
}
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ sp->sct_avail -= avail;
player->dolcost += buil_tower_bc;
cash -= buil_tower_bc;
sect.sct_type = SCT_BTOWER;
sect.sct_newtype = SCT_BTOWER;
- sect.sct_effic = 20;
+ sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;