Move bridge building functions together, rename

Rename build_bridge() to build_bspan(), and build_tower() to
build_btower().
This commit is contained in:
Markus Armbruster 2011-04-23 07:46:54 +02:00
parent d7e0a7088c
commit bc09ffde00

View file

@ -54,10 +54,10 @@ static int build_ship(struct sctstr *sp,
struct mchrstr *mp, short *vec, int tlev);
static int build_land(struct sctstr *sp,
struct lchrstr *lp, short *vec, int tlev);
static int build_bridge(struct sctstr *sp, short *vec);
static int build_tower(struct sctstr *sp, short *vec);
static int build_plane(struct sctstr *sp,
struct plchrstr *pp, short *vec, int tlev);
static int build_bspan(struct sctstr *sp, short *vec);
static int build_btower(struct sctstr *sp, short *vec);
static int build_can_afford(double, char *);
/*
@ -265,10 +265,10 @@ buil(void)
built = build_ship(&sect, mp, sect.sct_item, tlev);
break;
case 'b':
built = build_bridge(&sect, sect.sct_item);
built = build_bspan(&sect, sect.sct_item);
break;
case 't':
built = build_tower(&sect, sect.sct_item);
built = build_btower(&sect, sect.sct_item);
break;
case 'n':
built = build_nuke(&sect, np, sect.sct_item, tlev);
@ -492,114 +492,6 @@ build_land(struct sctstr *sp, struct lchrstr *lp, short *vec, int tlev)
return 1;
}
static int
build_bridge(struct sctstr *sp, short *vec)
{
struct sctstr sect;
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 (sp->sct_type != SCT_BTOWER) {
if (sp->sct_type != SCT_BHEAD)
return 0;
if (sp->sct_newtype != 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;
}
if (!build_can_afford(buil_bc, 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);
return 0;
}
if (!player->argp[3]) {
pr("Bridge head at %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
nav_map(sp->sct_x, sp->sct_y, 1);
}
p = getstarg(player->argp[3], "build span in what direction? ", buf);
if (!p || !*p) {
return 0;
}
/* Sanity check time */
if (!check_sect_ok(sp))
return 0;
if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
pr("'%c' is not a valid direction...\n", *p);
direrr(NULL, NULL, NULL);
return 0;
}
newx = sp->sct_x + diroff[val][0];
newy = sp->sct_y + diroff[val][1];
if (getsect(newx, newy, &sect) == 0 || sect.sct_type != SCT_WATER) {
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;
}
} /* end EASY_BRIDGES */
sp->sct_avail -= avail;
player->dolcost += buil_bc;
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;
if (opt_MOB_ACCESS) {
game_tick_to_now(&sect.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
}
sect.sct_mines = 0;
map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
writemap(player->cnum);
putsect(&sect);
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_nuke(struct sctstr *sp, struct nchrstr *np, short *vec, int tlev)
{
@ -771,7 +663,115 @@ build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev)
}
static int
build_tower(struct sctstr *sp, short *vec)
build_bspan(struct sctstr *sp, short *vec)
{
struct sctstr sect;
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 (sp->sct_type != SCT_BTOWER) {
if (sp->sct_type != SCT_BHEAD)
return 0;
if (sp->sct_newtype != 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;
}
if (!build_can_afford(buil_bc, 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);
return 0;
}
if (!player->argp[3]) {
pr("Bridge head at %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
nav_map(sp->sct_x, sp->sct_y, 1);
}
p = getstarg(player->argp[3], "build span in what direction? ", buf);
if (!p || !*p) {
return 0;
}
/* Sanity check time */
if (!check_sect_ok(sp))
return 0;
if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
pr("'%c' is not a valid direction...\n", *p);
direrr(NULL, NULL, NULL);
return 0;
}
newx = sp->sct_x + diroff[val][0];
newy = sp->sct_y + diroff[val][1];
if (getsect(newx, newy, &sect) == 0 || sect.sct_type != SCT_WATER) {
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;
}
} /* end EASY_BRIDGES */
sp->sct_avail -= avail;
player->dolcost += buil_bc;
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;
if (opt_MOB_ACCESS) {
game_tick_to_now(&sect.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
}
sect.sct_mines = 0;
map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
writemap(player->cnum);
putsect(&sect);
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)
{
struct sctstr sect;
int val;