server/src/kernel/build.c

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#ifdef _MSC_VER
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#include <platform.h>
#endif
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#include "build.h"
#include "alchemy.h"
#include "direction.h"
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#include "move.h"
#include "study.h"
#include "guard.h"
#include "laws.h"
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#include "skill.h"
#include "lighthouse.h"
/* kernel includes */
#include <kernel/ally.h>
#include <kernel/alliance.h>
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#include <kernel/attrib.h>
#include <kernel/building.h>
#include <kernel/config.h>
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#include <kernel/connection.h>
#include <kernel/curse.h>
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#include <kernel/event.h>
#include <kernel/faction.h>
#include <kernel/group.h>
#include <kernel/item.h>
#include <kernel/messages.h>
#include <kernel/order.h>
#include <kernel/pool.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/resources.h>
#include <kernel/ship.h>
#include <kernel/terrain.h>
#include <kernel/terrainid.h>
#include <kernel/unit.h>
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/* from libutil */
#include <util/goodies.h>
#include <util/language.h>
#include <util/log.h>
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#include <util/param.h>
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#include <util/parser.h>
#include <util/resolve.h>
#include <util/strings.h>
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/* from libc */
#include <assert.h>
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#include <errno.h>
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#include <limits.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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struct building *getbuilding(const struct region *r)
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{
building *b = findbuilding(getid());
if (b == NULL || r != b->region)
return NULL;
return b;
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}
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ship *getship(const struct region * r)
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{
ship *sh, *sx = findship(getid());
for (sh = r->ships; sh; sh = sh->next) {
if (sh == sx)
return sh;
}
return NULL;
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}
/* ------------------------------------------------------------- */
/* ------------------------------------------------------------- */
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static void destroy_road(unit * u, int nmax, struct order *ord)
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{
char token[128];
const char *s = gettoken(token, sizeof(token));
direction_t d = s ? get_direction(s, u->faction->locale) : NODIRECTION;
if (d == NODIRECTION) {
/* Die Richtung wurde nicht erkannt */
cmistake(u, ord, 71, MSG_PRODUCE);
}
else {
unit *u2;
region *r = u->region;
int road, n = nmax;
if (nmax > SHRT_MAX) {
n = SHRT_MAX;
}
else if (nmax < 0) {
n = 0;
}
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->faction != u->faction && is_guard(u2)
&& cansee(u2->faction, u->region, u, 0)
&& !alliedunit(u, u2->faction, HELP_GUARD)) {
cmistake(u, ord, 70, MSG_EVENT);
return;
}
}
road = rroad(r, d);
if (n > road) n = road;
if (n != 0) {
region *r2 = rconnect(r, d);
int willdo = effskill(u, SK_ROAD_BUILDING, NULL) * u->number;
if (willdo > n) willdo = n;
if (willdo == 0) {
/* TODO: error message */
}
else if (willdo > SHRT_MAX)
road = 0;
else
road = (short)(road - willdo);
rsetroad(r, d, road);
if (willdo > 0) {
ADDMSG(&u->faction->msgs, msg_message("destroy_road",
"unit from to", u, r, r2));
}
}
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}
}
static int recycle(unit *u, construction *con, int size) {
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/* TODO: Nicht an ZERSTOERE mit Punktangabe angepasst! */
int c;
for (c = 0; con->materials[c].number; ++c) {
const requirement *rq = con->materials + c;
int num = (rq->number * size / con->reqsize) / 2;
if (num) {
change_resource(u, rq->rtype, num);
}
}
return size;
}
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int destroy_cmd(unit * u, struct order *ord)
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{
char token[128];
ship *sh;
unit *u2;
region *r = u->region;
int size = 0;
const char *s;
int n = INT_MAX;
if (u->number < 1)
return 1;
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if (fval(u, UFL_LONGACTION)) {
cmistake(u, ord, 52, MSG_PRODUCE);
return 52;
}
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init_order_depr(ord);
s = gettoken(token, sizeof(token));
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if (s && *s) {
ERRNO_CHECK();
n = atoi(s);
errno = 0;
if (n <= 0) {
n = INT_MAX;
}
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else {
s = gettoken(token, sizeof(token));
}
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}
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if (s && isparam(s, u->faction->locale, P_ROAD)) {
destroy_road(u, n, ord);
return 0;
}
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if (u->building) {
building *b = u->building;
if (u != building_owner(b)) {
cmistake(u, ord, 138, MSG_PRODUCE);
return 138;
}
if (fval(b->type, BTF_INDESTRUCTIBLE)) {
cmistake(u, ord, 138, MSG_PRODUCE);
return 138;
}
if (n >= b->size) {
building_stage *stage;
/* destroy completly */
/* all units leave the building */
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->building == b) {
leave_building(u2);
}
}
ADDMSG(&u->faction->msgs, msg_message("destroy", "building unit", b, u));
for (stage = b->type->stages; stage; stage = stage->next) {
size = recycle(u, stage->construction, size);
}
remove_building(&r->buildings, b);
}
else {
/* TODO: partial destroy does not recycle */
b->size -= n;
ADDMSG(&u->faction->msgs, msg_message("destroy_partial",
"building unit", b, u));
}
}
else if (u->ship) {
sh = u->ship;
if (u != ship_owner(sh)) {
cmistake(u, ord, 138, MSG_PRODUCE);
return 138;
}
if (fval(r->terrain, SEA_REGION)) {
cmistake(u, ord, 14, MSG_EVENT);
return 14;
}
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if (n >= (sh->size * 100) / ship_maxsize(sh)) {
/* destroy completly */
/* all units leave the ship */
for (u2 = r->units; u2; u2 = u2->next) {
if (u2->ship == sh) {
leave_ship(u2);
}
}
ADDMSG(&u->faction->msgs, msg_message("shipdestroy",
"unit region ship", u, r, sh));
size = recycle(u, sh->type->construction, size);
remove_ship(&sh->region->ships, sh);
}
else {
/* partial destroy */
sh->size -= (ship_maxsize(sh) * n) / 100;
ADDMSG(&u->faction->msgs, msg_message("shipdestroy_partial",
"unit region ship", u, r, sh));
}
}
else {
cmistake(u, ord, 138, MSG_PRODUCE);
return 138;
}
return 0;
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}
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/* ------------------------------------------------------------- */
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void build_road(unit * u, int size, direction_t d)
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{
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region *r = u->region;
int n, left, effsk;
region *rn = rconnect(r, d);
assert(u->number);
effsk = effskill(u, SK_ROAD_BUILDING, NULL);
if (!effsk) {
cmistake(u, u->thisorder, 103, MSG_PRODUCE);
return;
}
if (rn == NULL || rn->terrain->max_road < 0) {
cmistake(u, u->thisorder, 94, MSG_PRODUCE);
return;
}
if (r->terrain->max_road < 0) {
cmistake(u, u->thisorder, 94, MSG_PRODUCE);
return;
}
if (r->terrain == newterrain(T_SWAMP)) {
/* wenn kein Damm existiert */
const struct building_type *bt_dam = bt_find("dam");
if (!bt_dam || !buildingtype_exists(r, bt_dam, true)) {
cmistake(u, u->thisorder, 132, MSG_PRODUCE);
return;
}
}
else if (r->terrain == newterrain(T_DESERT)) {
const struct building_type *bt_caravan = bt_find("caravan");
/* wenn keine Karawanserei existiert */
if (!bt_caravan || !buildingtype_exists(r, bt_caravan, true)) {
cmistake(u, u->thisorder, 133, MSG_PRODUCE);
return;
}
}
else if (r->terrain == newterrain(T_GLACIER)) {
const struct building_type *bt_tunnel = bt_find("tunnel");
/* wenn kein Tunnel existiert */
if (!bt_tunnel || !buildingtype_exists(r, bt_tunnel, true)) {
cmistake(u, u->thisorder, 131, MSG_PRODUCE);
return;
}
}
/* left kann man noch bauen */
left = r->terrain->max_road - rroad(r, d);
/* hoffentlich ist r->road <= r->terrain->max_road, n also >= 0 */
if (left <= 0) {
ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder,
"error_roads_finished", ""));
return;
}
if (size > 0 && left > size) {
left = size;
}
/* baumaximum anhand der rohstoffe */
if (u_race(u) == get_race(RC_STONEGOLEM)) {
n = u->number * GOLEM_STONE;
}
else {
n = get_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, left);
if (n == 0) {
cmistake(u, u->thisorder, 151, MSG_PRODUCE);
return;
}
}
if (n < left) left = n;
/* n = maximum by skill. try to maximize it */
n = u->number * effsk;
if (n < left) {
const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
if (itm != NULL && itm->number > 0) {
int rings = (u->number < itm->number) ? u->number : itm->number;
n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
}
}
if (n < left) {
int dm = get_effect(u, oldpotiontype[P_DOMORE]);
if (dm != 0) {
int todo = (left - n + effsk - 1) / effsk;
if (todo > u->number) todo = u->number;
if (dm > todo) dm = todo;
change_effect(u, oldpotiontype[P_DOMORE], -dm);
n += dm * effsk;
} /* Auswirkung Schaffenstrunk */
}
/* make minimum of possible and available: */
if (n > left) n = left;
/* n is now modified by several special effects, so we have to
* minimize it again to make sure the road will not grow beyond
* maximum. */
rsetroad(r, d, rroad(r, d) + n);
if (u_race(u) == get_race(RC_STONEGOLEM)) {
int golemsused = n / GOLEM_STONE;
if (n % GOLEM_STONE != 0) {
++golemsused;
}
scale_number(u, u->number - golemsused);
}
else {
use_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, n);
/* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
produceexp(u, SK_ROAD_BUILDING, (n < u->number) ? n : u->number);
}
ADDMSG(&u->faction->msgs, msg_message("buildroad",
"region unit size", r, u, n));
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}
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/* ------------------------------------------------------------- */
/* ** ** ** ** ** ** *
* new build rules *
* ** ** ** ** ** ** */
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static int required(int size, int msize, int maxneed)
/* um size von msize Punkten zu bauen,
* braucht man required von maxneed resourcen */
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{
int used;
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assert(msize > 0);
used = size * maxneed / msize;
if (size * maxneed % msize)
++used;
return used;
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}
static int matmod(const unit * u, const resource_type * rtype, int value)
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{
if (rtype->modifiers) {
variant save = frac_one;
const struct building_type *btype = NULL;
const struct race *rc = u_race(u);
resource_mod *mod;
if (u->building && inside_building(u)) {
btype = u->building->type;
}
for (mod = rtype->modifiers; mod->type != RMT_END; ++mod) {
if (mod->type == RMT_USE_SAVE) {
if (!mod->btype || mod->btype == btype) {
if (!mod->race_mask || (mod->race_mask & rc->mask_item)) {
save = frac_mul(save, mod->value);
}
}
}
}
return value * save.sa[0] / save.sa[1];
}
return value;
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}
int roqf_factor(void)
{
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static int config;
static int value;
if (config_changed(&config)) {
value = config_get_int("rules.economy.roqf", 10);
}
return value;
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}
static int use_materials(unit *u, const construction *type, int n, int completed) {
if (type->materials) {
int c;
for (c = 0; type->materials[c].number; c++) {
const struct resource_type *rtype = type->materials[c].rtype;
int prebuilt =
required(completed, type->reqsize, type->materials[c].number);
int need =
required(completed + n, type->reqsize, type->materials[c].number);
int multi, canuse = 100; /* normalization */
canuse = matmod(u, rtype, canuse);
assert(canuse >= 0);
assert(canuse % 100 == 0
|| !"only constant multipliers are implemented in build()");
multi = canuse / 100;
if (canuse < 0) {
return canuse; /* pass errors to caller */
}
use_pooled(u, rtype, GET_DEFAULT,
(need - prebuilt + multi - 1) / multi);
}
}
return 0;
}
static int count_materials(unit *u, const construction *type, int n, int completed)
{
if (type->materials) {
int c;
for (c = 0; n > 0 && type->materials[c].number; c++) {
const struct resource_type *rtype = type->materials[c].rtype;
int canuse = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);
canuse = matmod(u, rtype, canuse);
assert(canuse >= 0);
if (type->reqsize > 1) {
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int prebuilt = required(completed, type->reqsize,
type->materials[c].number);
while (n > 0) {
int need =
required(completed + n, type->reqsize, type->materials[c].number);
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if (need - prebuilt <= canuse) {
break;
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}
--n; /* TODO: optimieren? */
}
}
else {
int maxn = canuse / type->materials[c].number;
if (maxn < n) {
n = maxn;
}
}
}
}
return n;
}
int build_skill(unit *u, int basesk, int skill_mod) {
int effsk, skills;
int dm = get_effect(u, oldpotiontype[P_DOMORE]);
effsk = basesk + skill_mod;
assert(effsk >= 0);
skills = effsk * u->number;
/* technically, nimblefinge and domore should be in a global set of
* "game"-attributes, (as at_skillmod) but for a while, we're leaving
* them in here. */
if (dm != 0) {
/* Auswirkung Schaffenstrunk */
if (dm > u->number) dm = u->number;
change_effect(u, oldpotiontype[P_DOMORE], -dm);
skills += dm * effsk;
}
return skills;
}
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/** Use up resources for building an object.
* Build up to 'size' points of 'type', where 'completed'
* of the first object have already been finished. return the
* actual size that could be built.
*/
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static int build_limited(unit * u, const construction * con, int completed, int number, int want, int basesk, int *skill_total) {
int skills = *skill_total;
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int made = 0, maxsize;
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assert(con);
if (want <= 0) {
return 0;
}
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maxsize = con->maxsize * number;
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if (completed == maxsize) {
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return ECOMPLETE;
}
for (; want > 0 && skills > 0;) {
int err, n;
/* Hier ist entweder maxsize == -1, oder completed < maxsize.
* Andernfalls ist das Datenfile oder sonstwas kaputt...
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* (enno): Nein, das ist fuer Dinge, bei denen die naechste Ausbaustufe
* die gleiche wie die vorherige ist. z.b. Gegenstaende.
*/
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if (maxsize > 0) {
completed = completed % (maxsize);
}
else {
completed = 0;
assert(con->reqsize >= 1);
}
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if (basesk < con->minskill) {
if (made == 0)
return ELOWSKILL;
else
break; /* not good enough to go on */
}
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/* n = maximum buildable size */
if (con->minskill > 1) {
n = skills / con->minskill;
}
else {
n = skills;
}
/* Flinkfingerring wirkt nicht auf Mengenbegrenzte (magische)
* Talente */
if (faction_skill_limit(u->faction, con->skill) == INT_MAX) {
const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
int i = itm ? itm->number : 0;
if (i > 0) {
int rings = (u->number < i) ? u->number : i;
n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
}
}
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if (want < n) n = want;
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if (maxsize > 0) {
int req = maxsize - completed;
if (req < n) n = req;
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want = n;
}
n = count_materials(u, con, n, completed);
if (n <= 0) {
if (made == 0)
return ENOMATERIALS;
else
break;
}
err = use_materials(u, con, n, completed);
if (err < 0) {
return err;
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}
made += n;
skills -= n * con->minskill;
want -= n;
completed = completed + n;
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}
*skill_total = skills;
return made;
}
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int build(unit * u, int number, const construction * con, int completed, int want, int skill_mod)
{
int skills = INT_MAX; /* number of skill points remainig */
int made, basesk = 0;
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assert(number >= 1);
assert(con->skill != NOSKILL);
basesk = effskill(u, con->skill, NULL);
if (basesk == 0) {
return ENEEDSKILL;
}
skills = build_skill(u, basesk, skill_mod);
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made = build_limited(u, con, completed, number, want, basesk, &skills);
/* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
if (made > 0) {
produceexp(u, con->skill, (made < u->number) ? made : u->number);
}
return made;
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}
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message *msg_materials_required(unit * u, order * ord,
const construction * ctype, int multi)
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{
int c;
message *msg;
/* something missing from the list of materials */
resource *reslist = NULL;
if (multi <= 0 || multi == INT_MAX)
multi = 1;
for (c = 0; ctype && ctype->materials[c].number; ++c) {
resource *res = malloc(sizeof(resource));
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if (!res) abort();
res->number = multi * ctype->materials[c].number / ctype->reqsize;
res->type = ctype->materials[c].rtype;
res->next = reslist;
reslist = res;
}
msg = msg_feedback(u, ord, "build_required", "required", reslist);
while (reslist) {
resource *res = reslist->next;
free(reslist);
reslist = res;
}
return msg;
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}
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int maxbuild(const unit * u, const construction * cons)
/* calculate maximum size that can be built from available material */
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{
int c;
int maximum = INT_MAX;
for (c = 0; cons->materials[c].number; c++) {
const resource_type *rtype = cons->materials[c].rtype;
int have = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);
int need = required(1, cons->reqsize, cons->materials[c].number);
if (have < need) {
return 0;
}
else {
int b = have / need;
if (maximum > b) maximum = b;
}
}
return maximum;
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}
static int build_failure(unit *u, order *ord, const building_type *btype, int want, int err) {
switch (err) {
case ECOMPLETE:
/* the building is already complete */
cmistake(u, ord, 4, MSG_PRODUCE);
break;
case ENOMATERIALS:
ADDMSG(&u->faction->msgs, msg_materials_required(u, ord,
btype->stages->construction, want));
break;
case ELOWSKILL:
case ENEEDSKILL:
/* no skill, or not enough skill points to build */
cmistake(u, ord, 50, MSG_PRODUCE);
break;
}
return err;
}
static int build_stages(unit *u, const building_type *btype, int built, int n, int basesk, int *skill_total) {
const building_stage *stage;
int made = 0;
for (stage = btype->stages; stage; stage = stage->next) {
const construction * con = stage->construction;
if (con->maxsize < 0 || con->maxsize > built) {
int err, want = INT_MAX;
if (n < INT_MAX) {
/* do not build more than n total */
want = n - made;
}
if (con->maxsize > 0) {
/* do not build more than the rest of the stage */
int todo = con->maxsize - built;
if (todo < want) {
want = todo;
}
}
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err = build_limited(u, con, 1, built, want, basesk, skill_total);
if (err < 0) {
if (made == 0) {
/* could not make any part at all */
return err;
}
else {
/* could not build any part of this stage (low skill, etc). */
break;
}
}
else {
/* err is the amount we built of this stage */
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built += err;
made += err;
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if (con->maxsize > 0 && built < con->maxsize) {
/* we did not finish the stage, can quit here */
break;
}
}
}
/* build the next stage: */
if (built >= con->maxsize && con->maxsize > 0) {
built -= con->maxsize;
}
}
return made;
}
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int
build_building(unit * u, const building_type * btype, int id, int want, order * ord)
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{
region *r = u->region;
int n = want, built = 0;
building *b = NULL;
/* einmalige Korrektur */
const char *btname;
order *new_order = NULL;
const struct locale *lang = u->faction->locale;
int skills, basesk; /* number of skill points remainig */
assert(u->number);
assert(btype->stages && btype->stages->construction);
basesk = effskill(u, SK_BUILDING, NULL);
skills = build_skill(u, basesk, 0);
if (skills == 0) {
cmistake(u, ord, 101, MSG_PRODUCE);
return 0;
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}
/* Falls eine Nummer angegeben worden ist, und ein Gebaeude mit der
* betreffenden Nummer existiert, ist b nun gueltig. Wenn keine Burg
* gefunden wurde, dann wird nicht einfach eine neue erbaut. Ansonsten
* baut man an der eigenen burg weiter. */
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/* Wenn die angegebene Nummer falsch ist, KEINE Burg bauen! */
if (id > 0) { /* eine Nummer angegeben, keine neue Burg bauen */
b = findbuilding(id);
if (!b || b->region != u->region) { /* eine Burg mit dieser Nummer gibt es hier nicht */
/* vieleicht Tippfehler und die eigene Burg ist gemeint? */
if (u->building && u->building->type == btype) {
b = u->building;
}
else {
/* keine neue Burg anfangen wenn eine Nummer angegeben war */
cmistake(u, ord, 6, MSG_PRODUCE);
return 0;
}
}
}
else if (u->building && u->building->type == btype) {
b = u->building;
}
if (b) {
btype = b->type;
}
if (fval(btype, BTF_UNIQUE) && buildingtype_exists(r, btype, false)) {
/* only one of these per region */
cmistake(u, ord, 93, MSG_PRODUCE);
return 0;
}
if (btype->flags & BTF_NOBUILD) {
/* special building, cannot be built */
cmistake(u, ord, 221, MSG_PRODUCE);
return 0;
}
if ((r->terrain->flags & LAND_REGION) == 0) {
/* special terrain, cannot build */
cmistake(u, ord, 221, MSG_PRODUCE);
return 0;
}
if (btype->flags & BTF_ONEPERTURN) {
if (b && fval(b, BLD_EXPANDED)) {
cmistake(u, ord, 318, MSG_PRODUCE);
return 0;
}
n = 1;
}
if (b) {
bool rule_other = config_get_int("rules.build.other_buildings", 1) != 0;
if (!rule_other) {
unit *owner = building_owner(b);
if (!owner || owner->faction != u->faction) {
cmistake(u, ord, 1222, MSG_PRODUCE);
return 0;
}
}
built = b->size;
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}
if (btype->maxsize > 0) {
int remain = btype->maxsize - built;
if (remain < n) {
n = remain;
}
}
built = build_stages(u, btype, built, n, basesk, &skills);
if (built < 0) {
return build_failure(u, ord, btype, want, built);
}
if (b) {
b->size += built;
} else {
/* build a new building */
b = new_building(btype, r, lang);
b->size = built;
b->type = btype;
fset(b, BLD_MAINTAINED);
/* Die Einheit befindet sich automatisch im Inneren der neuen Burg. */
if (u->number && leave(u, false)) {
u_set_building(u, b);
}
}
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btname = LOC(lang, btype->_name);
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if (want <= built) {
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/* gebaeude fertig */
new_order = default_order(lang);
}
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else if (want != INT_MAX && btname) {
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/* reduzierte restgroesse */
const char *hasspace = strchr(btname, ' ');
if (hasspace) {
new_order =
create_order(K_MAKE, lang, "%d \"%s\" %i", n - built, btname, b->no);
}
else {
new_order =
create_order(K_MAKE, lang, "%d %s %i", n - built, btname, b->no);
}
}
else if (btname) {
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/* Neues Haus, Befehl mit Gebaeudename */
const char *hasspace = strchr(btname, ' ');
if (hasspace) {
new_order = create_order(K_MAKE, lang, "\"%s\" %i", btname, b->no);
}
else {
new_order = create_order(K_MAKE, lang, "%s %i", btname, b->no);
}
}
if (new_order) {
replace_order(&u->orders, ord, new_order);
free_order(new_order);
}
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ADDMSG(&u->faction->msgs, msg_message("buildbuilding",
"building unit size", b, u, built));
if (b->type->maxsize > 0 && b->size > b->type->maxsize) {
log_error("build: %s has size=%d, maxsize=%d", buildingname(b), b->size, b->type->maxsize);
}
fset(b, BLD_EXPANDED);
if (is_lighthouse(btype)) {
update_lighthouse(b);
}
return built;
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}
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static void build_ship(unit * u, ship * sh, int want)
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{
const construction *construction = sh->type->construction;
int size = (sh->size * DAMAGE_SCALE - sh->damage) / DAMAGE_SCALE;
int n;
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int can = build(u, sh->number, construction, size, want, 0);
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if ((n = ship_maxsize(sh) - sh->size) > 0 && can > 0) {
if (can >= n) {
sh->size += n;
can -= n;
}
else {
sh->size += can;
n = can;
can = 0;
}
}
if (sh->damage && can) {
int repair = can * DAMAGE_SCALE;
if (repair > sh->damage) repair = sh->damage;
n += repair / DAMAGE_SCALE;
if (repair % DAMAGE_SCALE)
++n;
sh->damage = sh->damage - repair;
}
if (n)
ADDMSG(&u->faction->msgs,
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msg_message("buildship", "ship unit size", sh, u, n));
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}
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void create_ship(unit * u, const struct ship_type *newtype, int want,
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order * ord)
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{
ship *sh;
int msize;
const construction *cons = newtype->construction;
order *new_order;
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region * r = u->region;
if (!effskill(u, SK_SHIPBUILDING, NULL)) {
cmistake(u, ord, 100, MSG_PRODUCE);
return;
}
/* check if skill and material for 1 size is available */
if (effskill(u, cons->skill, NULL) < cons->minskill) {
ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder,
"error_build_skill_low", "value", cons->minskill));
return;
}
msize = maxbuild(u, cons);
if (msize == 0) {
cmistake(u, ord, 88, MSG_PRODUCE);
return;
}
if (want <= 0 || want > msize) {
want = msize;
}
sh = new_ship(newtype, r, u->faction->locale);
if (leave(u, false)) {
if (fval(u_race(u), RCF_CANSAIL)) {
u_set_ship(u, sh);
}
}
new_order =
create_order(K_MAKE, u->faction->locale, "%s %i", LOC(u->faction->locale,
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parameters[P_SHIP]), sh->no);
replace_order(&u->orders, ord, new_order);
free_order(new_order);
build_ship(u, sh, want);
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}
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void continue_ship(unit * u, int want)
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{
const construction *cons;
ship *sh;
int msize;
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region * r = u->region;
if (!effskill(u, SK_SHIPBUILDING, NULL)) {
cmistake(u, u->thisorder, 100, MSG_PRODUCE);
return;
}
/* Die Schiffsnummer bzw der Schiffstyp wird eingelesen */
sh = getship(r);
if (!sh)
sh = u->ship;
if (!sh) {
cmistake(u, u->thisorder, 20, MSG_PRODUCE);
return;
}
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msize = ship_maxsize(sh);
if (sh->size >= msize && !sh->damage) {
cmistake(u, u->thisorder, 16, MSG_PRODUCE);
return;
}
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cons = sh->type->construction;
if (effskill(u, cons->skill, NULL) < cons->minskill) {
ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder,
"error_build_skill_low", "value", cons->minskill));
return;
}
msize = maxbuild(u, cons);
if (msize == 0) {
cmistake(u, u->thisorder, 88, MSG_PRODUCE);
return;
}
if (want <= 0 || want > msize) {
want = msize;
}
build_ship(u, sh, want);
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}
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void free_construction(struct construction *cons)
{
free(cons->materials);
free(cons);
}