*
* Known contributors to this file:
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2013
+ * Markus Armbruster, 2004-2014
*/
#include <config.h>
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 void build_material_use(short[], short[], int);
+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]
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], mat_100[I_MAX+1];
+ int work;
struct shpstr ship;
- int avail;
- double cost;
- double eff = SHIP_MINEFF / 100.0;
- int lcm, hcm;
- hcm = roundavg(mp->m_hcm * eff);
- lcm = roundavg(mp->m_lcm * eff);
+ memset(mat_100, 0, sizeof(mat_100));
+ mat_100[I_LCM] = mp->m_lcm;
+ mat_100[I_HCM] = mp->m_hcm;
+ build_material_use(mat, mat_100, SHIP_MINEFF);
+ work = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
if (sp->sct_type != SCT_HARBR) {
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));
+ if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
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);
- return 0;
- }
- cost = mp->m_cost * SHIP_MINEFF / 100.0;
- if (!build_can_afford(cost, mp->m_name))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
+ 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;
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], mat_100[I_MAX+1];
+ int work;
struct lndstr land;
- int avail;
- double cost;
- double eff = LAND_MINEFF / 100.0;
- int mil, lcm, hcm, gun, shell;
-
-#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);
+
+ memset(mat_100, 0, sizeof(mat_100));
+ mat_100[I_LCM] = lp->l_lcm;
+ mat_100[I_HCM] = lp->l_hcm;
+ build_material_use(mat, mat_100, LAND_MINEFF);
+ work = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
if (sp->sct_type != SCT_HEADQ) {
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));
+ if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
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
- 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;
+ 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;
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(land.lnd_uid, &land);
np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
return 0;
}
- if (!build_can_afford(np->n_cost, np->n_name))
+ if (!build_can_afford(np->n_cost, 100, np->n_name))
return 0;
avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
/*
}
sp->sct_avail -= avail;
player->dolcost += np->n_cost;
+
ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
nuke.nuk_x = sp->sct_x;
nuke.nuk_y = sp->sct_y;
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], mat_100[I_MAX+1];
+ int work;
struct plnstr plane;
- int avail;
- double cost;
double eff = PLANE_MINEFF / 100.0;
- int hcm, lcm, mil;
+ int mil;
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_100, 0, sizeof(mat_100));
+ mat_100[I_LCM] = pp->pl_lcm;
+ mat_100[I_HCM] = pp->pl_hcm;
+ build_material_use(mat, mat_100, PLANE_MINEFF);
+ 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));
- 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 = (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);
+ if (!sector_can_build(sp, mat, work, PLANE_MINEFF, pp->pl_name))
return 0;
- }
- cost = pp->pl_cost * PLANE_MINEFF / 100.0;
- if (!build_can_afford(cost, pp->pl_name))
+ if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
return 0;
- if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
+ if (sp->sct_item[I_MILIT] < mil) {
pr("Not enough military for crew in %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 0;
}
- sp->sct_avail -= avail;
- player->dolcost += cost;
+ sp->sct_item[I_MILIT] -= mil;
+ 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;
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 0;
}
- if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
+ if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
return 0;
avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
if (sp->sct_avail < avail) {
return 0;
}
- if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
+ if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
return 0;
avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
if (sp->sct_avail < avail) {
return 1;
}
+static void
+build_material_use(short mat[], short mat_100[], int effic)
+{
+ int i;
+
+ for (i = I_MAX; i > I_NONE; i--) {
+ mat[i] = mat_100[i] ? roundavg(mat_100[i] * (effic / 100.0)) : 0;
+ }
+}
+
+static int
+sector_can_build(struct sctstr *sp, short mat[], int work,
+ int effic, char *what)
+{
+ int i, avail;
+
+ 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;
+ }
+
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ if (sp->sct_item[i] < mat[i]) {
+ pr("Not enough materials in %s\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;
+ }
+
+ return 1;
+}
+
+static void
+build_charge(struct sctstr *sp,
+ short mat[], int work, double cost, int effic)
+{
+ int i;
+
+ 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, char *what)
+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;
}