/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2012, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2016, 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, 2004-2012
+ * Markus Armbruster, 2004-2015
*/
#include <config.h>
#include <limits.h>
+#include <math.h>
+#include "chance.h"
#include "commands.h"
#include "game.h"
#include "land.h"
#include "plague.h"
#include "plane.h"
#include "ship.h"
-#include "treaty.h"
#include "unit.h"
static int build_ship(struct sctstr *sp, int type, int tlev);
static int build_land(struct sctstr *sp, int type, int tlev);
static int build_nuke(struct sctstr *sp, int type, int tlev);
static int build_plane(struct sctstr *sp, int type, int tlev);
+static int pick_unused_unit_uid(int);
static int build_bridge(char);
static int build_bspan(struct sctstr *sp);
static int build_btower(struct sctstr *sp);
-static int build_can_afford(double, char *);
+static int sector_can_build(struct sctstr *, short[], int, int, char *);
+static void build_charge(struct sctstr *, short[], int, double, int);
+static int build_can_afford(double, int, char *);
/*
* build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
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",
static int
build_ship(struct sctstr *sp, int type, int tlev)
{
- short *vec = sp->sct_item;
struct mchrstr *mp = &mchr[type];
+ short mat[I_MAX+1];
+ int work;
struct shpstr ship;
- struct nstr_item nstr;
- int avail;
- double cost;
- double eff = SHIP_MINEFF / 100.0;
- int lcm, hcm;
- int freeship = 0;
- hcm = roundavg(mp->m_hcm * eff);
- lcm = roundavg(mp->m_lcm * eff);
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = mp->m_lcm;
+ 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;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!sector_can_build(sp, mat, work, SHIP_MINEFF, mp->m_name))
return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- 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", avail);
+ if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
return 0;
- }
- cost = mp->m_cost * SHIP_MINEFF / 100.0;
- if (!build_can_afford(cost, mp->m_name))
- return 0;
- if (!trechk(player->cnum, 0, NEWSHP))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_SHIP);
- while (nxtitem(&nstr, &ship)) {
- if (ship.shp_own == 0) {
- freeship++;
- break;
- }
- }
- if (freeship == 0) {
- ef_extend(EF_SHIP, 50);
- }
- ef_blank(EF_SHIP, nstr.cur, &ship);
+ build_charge(sp, mat, work, mp->m_cost, SHIP_MINEFF);
+
+ ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
ship.shp_x = sp->sct_x;
ship.shp_y = sp->sct_y;
- ship.shp_own = player->cnum;
+ ship.shp_own = sp->sct_own;
ship.shp_type = mp - mchr;
ship.shp_effic = SHIP_MINEFF;
if (opt_MOB_ACCESS) {
ship.shp_pstage = PLG_HEALTHY;
ship.shp_ptime = 0;
ship.shp_name[0] = 0;
- ship.shp_orig_own = player->cnum;
+ ship.shp_orig_own = sp->sct_own;
ship.shp_orig_x = sp->sct_x;
ship.shp_orig_y = sp->sct_y;
shp_set_tech(&ship, tlev);
unit_wipe_orders((struct empobj *)&ship);
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
-
if (sp->sct_pstage == PLG_INFECT)
ship.shp_pstage = PLG_EXPOSED;
putship(ship.shp_uid, &ship);
static int
build_land(struct sctstr *sp, int type, int tlev)
{
- short *vec = sp->sct_item;
struct lchrstr *lp = &lchr[type];
+ short mat[I_MAX+1];
+ int work;
struct lndstr land;
- struct nstr_item nstr;
- int avail;
- double cost;
- double eff = LAND_MINEFF / 100.0;
- int mil, lcm, hcm, gun, shell;
- int freeland = 0;
-
-#if 0
- mil = roundavg(lp->l_mil * eff);
- shell = roundavg(lp->l_shell * eff);
- gun = roundavg(lp->l_gun * eff);
-#else
- mil = shell = gun = 0;
-#endif
- hcm = roundavg(lp->l_hcm * eff);
- lcm = roundavg(lp->l_lcm * eff);
-
- if (sp->sct_type != SCT_HEADQ) {
+
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = lp->l_lcm;
+ mat[I_HCM] = lp->l_hcm;
+ work = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
+
+ if (sp->sct_type != SCT_HEADQ && !player->god) {
pr("Land units must be built in headquarters.\n");
return 0;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!sector_can_build(sp, mat, work, LAND_MINEFF, lp->l_name))
return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-#if 0
- if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
- pr("Not enough guns in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_SHELL] < shell) {
- pr("Not enough shells in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_MILIT] < mil) {
- pr("Not enough military in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-#endif
- if (!trechk(player->cnum, 0, NEWLND))
- return 0;
- if (!check_sect_ok(sp))
+ if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
return 0;
- 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", avail);
- return 0;
- }
- cost = lp->l_cost * LAND_MINEFF / 100.0;
- if (!build_can_afford(cost, lp->l_name))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_LAND);
- while (nxtitem(&nstr, &land)) {
- if (land.lnd_own == 0) {
- freeland++;
- break;
- }
- }
- if (freeland == 0) {
- ef_extend(EF_LAND, 50);
- }
- ef_blank(EF_LAND, nstr.cur, &land);
+ build_charge(sp, mat, work, lp->l_cost, LAND_MINEFF);
+
+ ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
land.lnd_x = sp->sct_x;
land.lnd_y = sp->sct_y;
- land.lnd_own = player->cnum;
+ land.lnd_own = sp->sct_own;
land.lnd_type = lp - lchr;
land.lnd_effic = LAND_MINEFF;
if (opt_MOB_ACCESS) {
lnd_set_tech(&land, tlev);
unit_wipe_orders((struct empobj *)&land);
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
- vec[I_MILIT] -= mil;
- vec[I_GUN] -= gun;
- vec[I_SHELL] -= shell;
-
if (sp->sct_pstage == PLG_INFECT)
land.lnd_pstage = PLG_EXPOSED;
- putland(nstr.cur, &land);
+ putland(land.lnd_uid, &land);
pr("%s", prland(&land));
pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
return 1;
static int
build_nuke(struct sctstr *sp, int type, int tlev)
{
- short *vec = sp->sct_item;
struct nchrstr *np = &nchr[type];
+ short mat[I_MAX+1];
+ int work;
struct nukstr nuke;
- struct nstr_item nstr;
- int avail;
- int freenuke;
if (sp->sct_type != SCT_NUKE && !player->god) {
pr("Nuclear weapons must be built in nuclear plants.\n");
return 0;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
- vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
- pr("Not enough materials for a %s bomb in %s\n",
- np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
- np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
- return 0;
- }
- if (!build_can_afford(np->n_cost, np->n_name))
- return 0;
- 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 charge all the work right away.
*/
- 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", avail);
- return 0;
- }
- if (!trechk(player->cnum, 0, NEWNUK))
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = np->n_lcm;
+ mat[I_HCM] = np->n_hcm;
+ mat[I_OIL] = np->n_oil;
+ mat[I_RAD] = np->n_rad;
+ work = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
+
+ if (!sector_can_build(sp, mat, work, 100, np->n_name))
return 0;
- if (!check_sect_ok(sp))
+ if (!build_can_afford(np->n_cost, 100, np->n_name))
return 0;
- sp->sct_avail -= avail;
- player->dolcost += np->n_cost;
- snxtitem_all(&nstr, EF_NUKE);
- freenuke = 0;
- while (nxtitem(&nstr, &nuke)) {
- if (nuke.nuk_own == 0) {
- freenuke++;
- break;
- }
- }
- if (freenuke == 0) {
- ef_extend(EF_NUKE, 50);
- }
- ef_blank(EF_NUKE, nstr.cur, &nuke);
+ build_charge(sp, mat, work, np->n_cost, 100);
+
+ ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
nuke.nuk_x = sp->sct_x;
nuke.nuk_y = sp->sct_y;
nuke.nuk_own = sp->sct_own;
nuke.nuk_tech = tlev;
unit_wipe_orders((struct empobj *)&nuke);
- vec[I_HCM] -= np->n_hcm;
- vec[I_LCM] -= np->n_lcm;
- vec[I_OIL] -= np->n_oil;
- vec[I_RAD] -= np->n_rad;
-
putnuke(nuke.nuk_uid, &nuke);
pr("%s created in %s\n", prnuke(&nuke),
xyas(sp->sct_x, sp->sct_y, player->cnum));
static int
build_plane(struct sctstr *sp, int type, int tlev)
{
- short *vec = sp->sct_item;
struct plchrstr *pp = &plchr[type];
+ short mat[I_MAX+1];
+ int work;
struct plnstr plane;
- struct nstr_item nstr;
- int avail;
- double cost;
- double eff = PLANE_MINEFF / 100.0;
- int hcm, lcm, mil;
- int freeplane;
-
- mil = roundavg(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(pp->pl_hcm * eff);
- lcm = roundavg(pp->pl_lcm * eff);
+
+ memset(mat, 0, sizeof(mat));
+ mat[I_MILIT] = pp->pl_crew;
+ mat[I_LCM] = pp->pl_lcm;
+ mat[I_HCM] = pp->pl_hcm;
+ work = PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm);
+
if (sp->sct_type != SCT_AIRPT && !player->god) {
pr("Planes must be built in airports.\n");
return 0;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!sector_can_build(sp, mat, work, PLANE_MINEFF, pp->pl_name))
return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
return 0;
- }
- 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", avail);
- return 0;
- }
- cost = pp->pl_cost * PLANE_MINEFF / 100.0;
- if (!build_can_afford(cost, pp->pl_name))
- return 0;
- if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
- pr("Not enough military for crew in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (!trechk(player->cnum, 0, NEWPLN))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_PLANE);
- freeplane = 0;
- while (nxtitem(&nstr, &plane)) {
- if (plane.pln_own == 0) {
- freeplane++;
- break;
- }
- }
- if (freeplane == 0) {
- ef_extend(EF_PLANE, 50);
- }
- ef_blank(EF_PLANE, nstr.cur, &plane);
+ build_charge(sp, mat, work, pp->pl_cost, PLANE_MINEFF);
+
+ ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
plane.pln_x = sp->sct_x;
plane.pln_y = sp->sct_y;
plane.pln_own = sp->sct_own;
pln_set_tech(&plane, tlev);
unit_wipe_orders((struct empobj *)&plane);
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
- vec[I_MILIT] -= mil;
-
putplane(plane.pln_uid, &plane);
pr("%s built in sector %s\n", prplane(&plane),
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 1;
}
+static int
+pick_unused_unit_uid(int type)
+{
+ struct nstr_item nstr;
+ union empobj_storage unit;
+
+ snxtitem_all(&nstr, type);
+ while (nxtitem(&nstr, &unit)) {
+ if (!unit.gen.own)
+ return nstr.cur;
+ }
+ ef_extend(type, 50);
+ return nstr.cur;
+}
+
static int
build_bridge(char what)
{
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;
static int
build_bspan(struct sctstr *sp)
{
- short *vec = sp->sct_item;
struct sctstr sect;
+ short mat[I_MAX+1];
+ int work;
int val;
int newx, newy;
- int avail;
- 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;
}
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-
- if (vec[I_HCM] < buil_bh) {
- pr("%s only has %d unit%s of hcm,\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum),
- vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
- pr("(a bridge span requires %d)\n", buil_bh);
- return 0;
- }
+ memset(mat, 0, sizeof(mat));
+ mat[I_HCM] = buil_bh;
+ work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
- if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
+ if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
return 0;
- 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", avail);
+ if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
return 0;
- }
if (!player->argp[3]) {
pr("Bridge head at %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
if (!p || !*p) {
return 0;
}
- /* Sanity check time */
if (!check_sect_ok(sp))
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 (!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));
}
- 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;
- }
- } /* end EASY_BRIDGES */
- sp->sct_avail -= avail;
- player->dolcost += buil_bc;
+ return 0;
+ }
+ build_charge(sp, mat, work, buil_bc, 100);
+
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
sect.sct_effic = SCT_MINEFF;
putsect(§);
pr("Bridge span built over %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
- vec[I_HCM] -= buil_bh;
return 1;
}
static int
build_btower(struct sctstr *sp)
{
- short *vec = sp->sct_item;
struct sctstr sect;
+ short mat[I_MAX+1];
+ int work;
int val;
int newx, newy;
- int avail;
char *p;
char buf[1024];
int i;
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;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
+ memset(mat, 0, sizeof(mat));
+ mat[I_HCM] = buil_tower_bh;
+ work = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
- if (vec[I_HCM] < buil_tower_bh) {
- pr("%s only has %d unit%s of hcm,\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum),
- vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
- pr("(a bridge tower requires %d)\n", buil_tower_bh);
+ if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name))
return 0;
- }
-
- if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
- return 0;
- 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", avail);
+ if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
return 0;
- }
if (!player->argp[3]) {
pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
nav_map(sp->sct_x, sp->sct_y, 1);
if (!p || !*p) {
return 0;
}
- /* Sanity check time */
if (!check_sect_ok(sp))
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;
}
}
- sp->sct_avail -= avail;
- player->dolcost += buil_tower_bc;
+ build_charge(sp, mat, work, buil_tower_bc, 100);
+
sect.sct_type = SCT_BTOWER;
sect.sct_newtype = SCT_BTOWER;
sect.sct_effic = SCT_MINEFF;
putsect(§);
pr("Bridge tower built in %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
- vec[I_HCM] -= buil_tower_bh;
return 1;
}
static int
-build_can_afford(double cost, char *what)
+sector_can_build(struct sctstr *sp, short mat[], int work,
+ int effic, char *what)
+{
+ 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",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 0;
+ }
+
+ avail = (work * effic + 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), what);
+ pr(" (%d available work required)\n", avail);
+ return 0;
+ }
+
+ ret = 1;
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ 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),
+ req - sp->sct_item[i]);
+ ret = 0;
+ }
+ mat[i] = roundavg(used / 100.0);
+ }
+
+ return ret;
+}
+
+static void
+build_charge(struct sctstr *sp,
+ short mat[], int work, double cost, int effic)
+{
+ 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;
+ player->dolcost += cost * effic / 100.0;
+}
+
+static int
+build_can_afford(double cost, int effic, char *what)
{
struct natstr *natp = getnatp(player->cnum);
- if (natp->nat_money < player->dolcost + cost) {
+
+ if (natp->nat_money < player->dolcost + cost * effic / 100.0) {
pr("Not enough money left to build a %s\n", what);
return 0;
}