(SCT_BLD_WORK, SHP_BLD_WORK, PLN_BLD_WORK, LND_BLD_WORK,

NUK_BLD_WORK): New, to encapsulate the formula in one place.

(SCT_MINEFF): New.  Use it instead of literal 20.

(buil): Use CANT_HAPPEN() for internal error.

(build_ship, build_land, build_bridge, build_nuke, build_plane,
build_tower): Simplify avail calculation.

(lupgr, supgr, pupgr): Charge 15% of total build avail instead of an
undocumented amount computed from build lcm and hcm.

(build_ship, build_land, build_bridge, build_nuke, build_plane,
build_tower, lupgr, supgr, pupgr): Fix reporting of required avail
when there's not enough.  Closes #942823.

(lupgr, supgr, pupgr): Code printed cost rounded down, but required
and charged unrounded cost.  Confusing.  Round cost down, like the
build command.  Closes #942811.

(UPGR_COST, UPGR_EFF, lupgr, supgr, pupgr): New UPGR_COST, UPGR_COST replace
literal values.

(show_bridge, show_tower): Don't claim bridge building requires
`workers' (whatever that is), since it doesn't.
This commit is contained in:
Markus Armbruster 2004-05-15 13:23:39 +00:00
parent 3d5e881ae4
commit 17494e74d1
14 changed files with 128 additions and 155 deletions

View file

@ -326,7 +326,7 @@ buil(void)
built = build_plane(&sect, pp, sect.sct_item, tlev);
break;
default:
pr("internal error in build (%d)\n", what);
CANT_HAPPEN("Bad WHAT");
return RET_FAIL;
}
if (built) {
@ -346,15 +346,14 @@ build_ship(register struct sctstr *sp, register struct mchrstr *mp,
{
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");
@ -370,16 +369,14 @@ build_ship(register struct sctstr *sp, register struct mchrstr *mp,
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;
@ -388,7 +385,7 @@ build_ship(register struct sctstr *sp, register struct mchrstr *mp,
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);
@ -453,8 +450,7 @@ build_ship(register struct sctstr *sp, register struct mchrstr *mp,
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;
@ -475,22 +471,21 @@ build_land(register struct sctstr *sp, register struct lchrstr *lp,
{
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);
@ -529,22 +524,19 @@ build_land(register struct sctstr *sp, register struct lchrstr *lp,
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);
@ -626,8 +618,7 @@ build_bridge(register struct sctstr *sp, short *vec)
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];
@ -695,12 +686,11 @@ build_bridge(register struct sctstr *sp, short *vec)
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]) {
@ -744,12 +734,12 @@ build_bridge(register struct sctstr *sp, short *vec)
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;
@ -776,8 +766,7 @@ static int
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");
@ -800,24 +789,23 @@ build_nuke(register struct sctstr *sp, register struct nchrstr *np,
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);
@ -835,20 +823,18 @@ build_plane(register struct sctstr *sp, register struct plchrstr *pp,
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;
@ -863,16 +849,14 @@ build_plane(register struct sctstr *sp, register struct plchrstr *pp,
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;
@ -886,7 +870,7 @@ build_plane(register struct sctstr *sp, register struct plchrstr *pp,
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);
@ -921,26 +905,6 @@ build_plane(register struct sctstr *sp, register struct plchrstr *pp,
* 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));
@ -974,8 +938,7 @@ build_tower(register struct sctstr *sp, short *vec)
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;
@ -1016,12 +979,11 @@ build_tower(register struct sctstr *sp, short *vec)
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]) {
@ -1068,12 +1030,12 @@ build_tower(register struct sctstr *sp, short *vec)
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;