server/src/common/kernel/building.c

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2001-01-25 10:37:55 +01:00
/* vi: set ts=2:
*
* $Id: building.c,v 1.8 2001/04/12 17:21:43 enno Exp $
2001-01-25 10:37:55 +01:00
* Eressea PB(E)M host Copyright (C) 1998-2000
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
*/
#include <config.h>
#include "eressea.h"
#include "building.h"
/* kernel includes */
#include "item.h"
#include "curse.h" /* f<>r C_NOCOST */
#include "unit.h"
#include "region.h"
#include "language.h"
#include "skill.h"
#include "save.h"
/* util includes */
#include <base36.h>
#include <resolve.h>
#include <event.h>
/* libc includes */
#include <assert.h>
#include <stdlib.h>
#include <string.h>
/* attributes includes */
#include <attributes/matmod.h>
building_typelist *buildingtypes;
const building_type *
bt_find(const char* name)
{
const struct building_typelist * btl = buildingtypes;
while (btl && strcasecmp(btl->type->_name, name)) btl = btl->next;
if (!btl) {
btl = buildingtypes;
while (btl && strncasecmp(btl->type->_name, name, strlen(name))) btl = btl->next;
}
return btl?btl->type:NULL;
}
void
bt_register(const building_type * type)
{
struct building_typelist * btl = malloc(sizeof(building_type));
btl->type = type;
btl->next = buildingtypes;
buildingtypes = btl;
}
int
buildingcapacity(const building * b)
{
if (b->type->capacity>=0) {
if (b->type->maxcapacity>=0)
return min(b->type->maxcapacity, b->size * b->type->capacity);
return b->size * b->type->capacity;
}
if (b->size>=b->type->maxsize) return b->type->maxcapacity;
return 0;
}
attrib_type at_building_generic_type = {
"building_generic_type", NULL, NULL, NULL, a_writestring, a_readstring, ATF_UNIQUE
};
const char *
buildingtype(const building * b, int bsize, const locale * lang)
{
const char * s = NULL;
const building_type * btype = b->type;
if (btype == &bt_generic) {
const attrib *a = a_find(b->attribs, &at_building_generic_type);
if (a) s = (const char*)a->data.v;
}
if (btype->name) s = btype->name(bsize, lang);
if (s==NULL) s = locale_string(lang, btype->_name);
if (s==NULL) s = btype->_name;
return s;
}
int
buildingmaintenance(const building * b, resource_t rtype)
{
const building_type * bt = b->type;
int c, cost=0;
if (is_cursed(b->attribs, C_NOCOST, 0)) {
return 0;
}
for (c=0;bt->maintenance && bt->maintenance[c].number;++c) {
const maintenance * m = bt->maintenance + c;
if (m->type==rtype) {
if (fval(m, MTF_VARIABLE))
cost += (b->size * m->number);
else
cost += m->number;
}
}
return cost;
}
#define BMAXHASH 8191
static building *buildhash[BMAXHASH];
void
bhash(building * b)
{
building *old = buildhash[b->no % BMAXHASH];
buildhash[b->no % BMAXHASH] = b;
b->nexthash = old;
}
void
bunhash(building * b)
{
building **show;
for (show = &buildhash[b->no % BMAXHASH]; *show; show = &(*show)->nexthash) {
if ((*show)->no == b->no)
break;
}
if (*show) {
assert(*show == b);
*show = (*show)->nexthash;
b->nexthash = 0;
}
}
static building *
bfindhash(int i)
{
building *old;
for (old = buildhash[i % BMAXHASH]; old; old = old->nexthash)
if (old->no == i)
return old;
return 0;
}
building *
findbuilding(int i)
{
return bfindhash(i);
}
/* ** old building types ** */
/** Building: Fortification */
#ifdef NEW_BUILDINGS
enum {
B_SITE,
B_FORTIFICATION,
B_TOWER,
B_CASTLE,
B_FORTRESS,
B_CITADEL,
MAXBUILDINGS
};
#endif
static const char *
castle_name(int bsize, const locale * lang)
{
const char * fname[MAXBUILDINGS] = {
"site",
"fortification",
"tower",
"castle",
"fortress",
"citadel" };
const construction * ctype = bt_castle.construction;
int i = 0;
while (ctype &&
ctype->maxsize != -1
&& ctype->maxsize<=bsize) {
bsize-=ctype->maxsize;
ctype=ctype->improvement;
++i;
}
return locale_string(lang, fname[i]);
}
static requirement castle_req[] = {
{ R_STONE, 1, 0.5 },
{ NORESOURCE, 0, 0.0 },
};
static const construction castle_bld[MAXBUILDINGS] = {
{ SK_BUILDING, 1, 2, 1, castle_req, &castle_bld[1] },
{ SK_BUILDING, 2, 8, 1, castle_req, &castle_bld[2] },
{ SK_BUILDING, 3, 40, 1, castle_req, &castle_bld[3] },
{ SK_BUILDING, 4, 200, 1, castle_req, &castle_bld[4] },
{ SK_BUILDING, 5, 1000, 1, castle_req, &castle_bld[5] },
{ SK_BUILDING, 6, -1, 1, castle_req, NULL }
};
building_type bt_castle = {
"castle",
BFL_NONE,
1, 4, -1,
NULL,
&castle_bld[0],
castle_name
};
/** Building: Lighthouse */
static const maintenance lighthouse_keep[] = {
{ R_SILVER, 100, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement lighthouse_req[] = {
{ R_IRON, 1, 0.5 },
{ R_WOOD, 1, 0.5 },
{ R_STONE, 2, 0.5 },
{ R_SILVER, 100, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction lighthouse_bld = {
SK_BUILDING, 3,
-1, 1, lighthouse_req,
NULL
};
building_type bt_lighthouse = {
"lighthouse",
BFL_NONE,
1, 4, -1,
lighthouse_keep,
&lighthouse_bld
};
/** Building: Mine */
static const maintenance mine_keep[] = {
/* resource, number, flags */
{ R_SILVER, 500, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement mine_req[] = {
/* resource, number, recycle */
{ R_IRON, 1, 0.5 },
{ R_WOOD, 10, 0.5 },
{ R_STONE, 5, 0.5 },
{ R_SILVER, 250, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction mine_bld = {
SK_BUILDING, 4, /* skill, minskill */
-1, 1, mine_req, /* maxsize, reqsize, required */
NULL /* improvement */
};
building_type bt_mine = {
"mine", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac, maxcap, maxsize */
mine_keep, /* maintenance */
&mine_bld, /* construction */
NULL /* name() */
};
/** Building: Quarry */
static const maintenance quarry_keep[] = {
/* resource, number, flags */
{ R_SILVER, 250, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement quarry_req[] = {
/* resource, number, recycle */
{ R_IRON, 1, 0.5 },
{ R_WOOD, 5, 0.5 },
{ R_STONE, 1, 0.5 },
{ R_SILVER, 250, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction quarry_bld = {
SK_BUILDING, 2, /* skill, minskill */
-1, 1, quarry_req, /* maxsize, reqsize, required */
NULL /* improvement */
};
building_type bt_quarry = {
"quarry", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac, maxcap, maxsize */
quarry_keep, /* maintenance */
&quarry_bld, /* construction */
NULL /* name() */
};
/** Building: harbour */
static const maintenance harbour_keep[] = {
/* resource, number, flags */
{ R_SILVER, 250, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement harbour_req[] = {
/* resource, number, recycle */
{ R_WOOD, 125, 0.5 },
{ R_STONE, 125, 0.5 },
{ R_SILVER, 6250, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction harbour_bld = {
SK_BUILDING, 3, /* skill, minskill */
25, 25, harbour_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_harbour = {
"harbour", /* _name */
BFL_NONE, /* flags */
1, 25, 25, /* capac/size, maxcapac, maxsize */
harbour_keep, /* maintenance */
&harbour_bld, /* construction */
NULL /* name() */
};
/** Building: academy */
static const maintenance academy_keep[] = {
/* resource, number, flags */
{ R_SILVER, 1000, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement academy_req[] = {
/* resource, number, recycle */
{ R_WOOD, 125, 0.5 },
{ R_STONE, 125, 0.5 },
{ R_IRON, 25, 0.0 },
{ R_SILVER, 12500, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction academy_bld = {
SK_BUILDING, 3, /* skill, minskill */
25, 25, academy_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_academy = {
"academy", /* _name */
BFL_NONE, /* flags */
-1, 25, 25, /* capac/size, maxcapac, maxsize */
academy_keep, /* maintenance */
&academy_bld, /* construction */
NULL /* name() */
};
/** Building: magictower */
static const maintenance magictower_keep[] = {
/* resource, number, flags */
{ R_SILVER, 1000, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement magictower_req[] = {
/* resource, number, recycle */
{ R_WOOD, 150, 0.5 },
{ R_STONE, 250, 0.5 },
{ R_MALLORN, 100, 0.5 },
{ R_IRON, 150, 0.5 },
{ R_EOG, 100, 0.5 },
{ R_SILVER, 25000, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction magictower_bld = {
SK_BUILDING, 5, /* skill, minskill */
50, 50, magictower_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_magictower = {
"magictower", /* _name */
BFL_NONE, /* flags */
-1, 2, 50, /* capac/size, maxcapac, maxsize */
magictower_keep, /* maintenance */
&magictower_bld, /* construction */
NULL /* name() */
};
/** Building: smithy */
static const maintenance smithy_keep[] = {
/* resource, number, flags */
{ R_SILVER, 300, MTF_VITAL },
{ R_WOOD, 1, MTF_NONE },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement smithy_req[] = {
/* resource, number, recycle */
{ R_WOOD, 5, 0.5 },
{ R_STONE, 5, 0.5 },
{ R_IRON, 2, 0.5 },
{ R_SILVER, 200, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction smithy_bld = {
SK_BUILDING, 3, /* skill, minskill */
-1, 1, smithy_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_smithy = {
"smithy", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac/size, maxcapac, maxsize */
smithy_keep, /* maintenance */
&smithy_bld, /* construction */
NULL /* name() */
};
/** Building: sawmill */
static const maintenance sawmill_keep[] = {
/* resource, number, flags */
{ R_SILVER, 250, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement sawmill_req[] = {
/* resource, number, recycle */
{ R_WOOD, 5, 0.5 },
{ R_STONE, 5, 0.5 },
{ R_IRON, 3, 0.5 },
{ R_SILVER, 200, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction sawmill_bld = {
SK_BUILDING, 3, /* skill, minskill */
-1, 1, sawmill_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_sawmill = {
"sawmill", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac/size, maxcapac, maxsize */
sawmill_keep, /* maintenance */
&sawmill_bld, /* construction */
NULL /* name() */
};
/** Building: stables */
static const maintenance stables_keep[] = {
/* resource, number, flags */
{ R_SILVER, 150, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement stables_req[] = {
/* resource, number, recycle */
{ R_WOOD, 4, 0.5 },
{ R_STONE, 2, 0.5 },
{ R_IRON, 1, 0.5 },
{ R_SILVER, 100, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction stables_bld = {
SK_BUILDING, 2, /* skill, minskill */
-1, 1, stables_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_stables = {
"stables", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac/size, maxcapac, maxsize */
stables_keep, /* maintenance */
&stables_bld, /* construction */
NULL /* name() */
};
static requirement monument_req[] = {
/* resource, number, recycle */
{ R_WOOD, 1, 0.5 },
{ R_STONE, 1, 0.5 },
{ R_IRON, 1, 0.5 },
{ R_SILVER, 400, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction monument_bld = {
SK_BUILDING, 4, /* skill, minskill */
-1, 1, monument_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_monument = {
"monument", /* _name */
BFL_NONE, /* flags */
1, -1, -1, /* capac/size, maxcapac, maxsize */
NULL, /* maintenance */
&monument_bld, /* construction */
NULL /* name() */
};
/** Building: dam */
static const maintenance dam_keep[] = {
/* resource, number, flags */
{ R_WOOD, 3, MTF_NONE },
{ R_SILVER, 1000, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement dam_req[] = {
/* resource, number, recycle */
{ R_IRON, 50, 0.5 },
{ R_WOOD, 500, 0.5 },
{ R_STONE, 250, 0.5 },
{ R_SILVER, 25000, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction dam_bld = {
SK_BUILDING, 4, /* skill, minskill */
50, 50, dam_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_dam = {
"dam", /* _name */
BFL_NONE, /* flags */
1, -1, 50, /* capac/size, maxcapac, maxsize */
dam_keep, /* maintenance */
&dam_bld, /* construction */
NULL /* name() */
};
/** Building: caravan */
static const maintenance caravan_keep[] = {
/* resource, number, flags */
{ R_HORSE, 2, MTF_NONE },
{ R_SILVER, 3000, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement caravan_req[] = {
/* resource, number, recycle */
{ R_IRON, 10, 0.5 },
{ R_WOOD, 50, 0.5 },
{ R_STONE, 10, 0.5 },
{ R_SILVER, 5000, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction caravan_bld = {
SK_BUILDING, 2, /* skill, minskill */
10, 10, caravan_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_caravan = {
"caravan", /* _name */
BFL_NONE, /* flags */
1, -1, 10, /* capac/size, maxcapac, maxsize */
caravan_keep, /* maintenance */
&caravan_bld, /* construction */
NULL /* name() */
};
/** Building: tunnel */
static const maintenance tunnel_keep[] = {
/* resource, number, flags */
{ R_HORSE, 2, MTF_NONE },
{ R_SILVER, 100, MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement tunnel_req[] = {
/* resource, number, recycle */
{ R_IRON, 100, 0.5 },
{ R_WOOD, 500, 0.5 },
{ R_STONE, 1000, 0.5 },
{ R_SILVER,30000, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction tunnel_bld = {
SK_BUILDING, 6, /* skill, minskill */
100, 100, tunnel_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_tunnel = {
"tunnel", /* _name */
BFL_NONE, /* flags */
1, -1, 100, /* capac/size, maxcapac, maxsize */
tunnel_keep, /* maintenance */
&tunnel_bld, /* construction */
NULL /* name() */
};
/** Building: inn */
static const maintenance inn_keep[] = {
/* resource, number, flags */
{ R_SILVER, 5, MTF_VARIABLE|MTF_VITAL },
{ NORESOURCE, 0, MTF_NONE },
};
static requirement inn_req[] = {
/* resource, number, recycle */
{ R_IRON, 10, 0.5 },
{ R_WOOD, 30, 0.5 },
{ R_STONE, 40, 0.5 },
{ R_SILVER, 2000, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction inn_bld = {
SK_BUILDING, 2, /* skill, minskill */
10, 10, inn_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_inn = {
"inn", /* _name */
BFL_NONE, /* flags */
1, 10, 10, /* capac/size, maxcapac, maxsize */
inn_keep, /* maintenance */
&inn_bld, /* construction */
NULL /* name() */
};
/** Building: stonecircle */
static requirement stonecircle_req[] = {
/* resource, number, recycle */
{ R_WOOD, 500, 0.5 },
{ R_STONE, 500, 0.5 },
{ R_SILVER, 0, 0.0 },
{ NORESOURCE, 0, 0.0 },
};
static const construction stonecircle_bld = {
SK_BUILDING, 2, /* skill, minskill */
100, 100, stonecircle_req, /* maxsize, reqsize, required for size */
NULL /* improvement */
};
building_type bt_stonecircle = {
"stonecircle", /* _name */
BFL_NONE, /* flags */
-1, -1, 100, /* capac/size, maxcapac, maxsize */
NULL, /* maintenance */
&stonecircle_bld, /* construction */
NULL /* name() */
};
/** Building: blessedstonecircle */
building_type bt_blessedstonecircle = {
"blessedstonecircle", /* _name */
BTF_NOBUILD, /* flags */
-1, -1, 100, /* capac/size, maxcapac, maxsize */
NULL, /* maintenance */
&stonecircle_bld, /* construction */
NULL /* name() */
};
/** Building: illusion */
building_type bt_illusion = {
"illusion", /* _name */
BTF_NOBUILD, /* flags */
0, 0, 0, /* capac/size, maxcapac, maxsize */
NULL, /* maintenance */
NULL, /* construction */
NULL /* name() */
};
/** Building: Generisches Geb<65>ude */
building_type bt_generic = {
"generic", /* _name */
BTF_NOBUILD, /* flags */
-1, -1, 1, /* capac/size, maxcapac, maxsize */
NULL, /* maintenance */
NULL, /* construction */
NULL /* name() */
};
/*
name, maxsize, minskill, kapazitaet,
M_EISEN, M_HOLZ, M_STEIN, M_SILBER, M_EOG, M_MALLORN, M_MAX_MAT,
unterhalt, per_size, spezial, unterhalt_spezial, flags
buildingt buildingdaten[MAXBUILDINGTYPES] =
{
{"Burg", -1, 1, -1, {0, 0, 1, 0, 0, 0}, 0, 0, 0, 0, 0},
{"Leuchtturm", -1, 3, 4, {1, 1, 2, 100, 0, 0}, 100, 0, 0, 0, 0},
{"Bergwerk", -1, 4, -1, {1, 10, 5, 250, 0, 0}, 500, 0, 0, 0, 0},
{"Steinbruch", -1, 2, -1, {1, 5, 1, 250, 0, 0}, 250, 0, 0, 0, 0},
{"Hafen", 25, 3, -1, {0, 5, 5, 250, 0, 0}, 250, 0, 0, 0, 0},
{"Akademie", 25, 3, 25, {1, 5, 5, 500, 0, 0}, 1000, 0, 0, 0, 0},
{"Magierturm", 50, 5, 2, {3, 3, 5, 500, 2, 2}, 1000, 0, 0, 0, 0},
{"Schmiede", -1, 3, -1, {2, 5, 5, 200, 0, 0}, 300, 0, I_WOOD, 1, 0},
{"S<EFBFBD>gewerk", -1, 3, -1, {3, 5, 5, 200, 0, 0}, 250, 0, 0, 0, 0},
{"Pferdezucht", -1, 2, -1, {1, 4, 2, 100, 0, 0}, 150, 0, 0, 0, 0},
{"Monument", -1, 4, -1, {1, 1, 1, 400, 0, 0}, 0, 0, 0, 0, 0},
{"Damm", 50, 4, -1, {1, 10, 5, 500, 0, 0}, 1000, 0, I_WOOD, 3, 0},
{"Karawanserei", 10, 2, -1, {1, 5, 1, 500, 0, 0}, 3000, 0, I_HORSE, 2, 0},
{"Tunnel", 100, 6, -1, {1, 5, 10, 300, 0, 0}, 100, 0, I_STONE, 2, 0},
{"Taverne", -1, 2, 10, {1, 3, 4, 200, 0, 0}, 0, 5, 0, 0, 0},
{"Steinkreis", 100, 5, -1, {0, 5, 5, 0, 0, 0}, 0, 0, 0, 0, 0},
{"Gesegneter Steinkreis", 100, 5, -1, {0, 5, 5, 0, 0, 0}, 0, 0, 0, 0, NO_BUILD},
{"Traumschl<EFBFBD><EFBFBD>chen", 0, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, 0, NO_BUILD}
};
*/
const building_type * oldbuildings[MAXBUILDINGTYPES] = {
&bt_castle,
&bt_lighthouse,
&bt_mine,
&bt_quarry,
&bt_harbour,
&bt_academy,
&bt_magictower,
&bt_smithy,
&bt_sawmill,
&bt_stables,
&bt_monument,
&bt_dam,
&bt_caravan,
&bt_tunnel,
&bt_inn,
&bt_stonecircle,
&bt_blessedstonecircle,
&bt_illusion,
};
/* for finding out what was meant by a particular building string */
static local_names * bnames;
const building_type *
findbuildingtype(const char * name, const locale * lang)
{
local_names * bn = bnames;
void * i;
while (bn) {
if (bn->lang==lang) break;
bn=bn->next;
}
if (!bn) {
struct building_typelist * btl = buildingtypes;
bn = calloc(sizeof(local_names), 1);
bn->next = bnames;
bn->lang = lang;
while (btl) {
const char * n = locale_string(lang, btl->type->_name);
addtoken(&bn->names, n, (void*)btl->type);
btl=btl->next;
}
bnames = bn;
}
if (findtoken(&bn->names, name, &i)==E_TOK_NOMATCH) return NULL;
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return (const building_type*)i;
}
static int
sm_smithy(const unit * u, const region * r, skill_t sk, int value) /* skillmod */
{
if (sk==SK_WEAPONSMITH || sk==SK_ARMORER) {
if (u->region == r) return value + 1;
}
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return value;
}
static int
mm_smithy(const unit * u, const resource_type * rtype, int value) /* material-mod */
{
if (rtype == oldresourcetype[R_IRON]) return value * 2;
return value;
}
void
init_buildings(void)
{
a_add(&bt_smithy.attribs, make_skillmod(NOSKILL, SMF_PRODUCTION, sm_smithy, 0, 0));
a_add(&bt_smithy.attribs, make_matmod(mm_smithy));
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}
void
bt_write(FILE * F, const building_type * bt)
{
fprintf(F, "BUILDINGTYPE %s\n", bt->_name);
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a_write(F, bt->attribs); /* scheisse, weil nicht CR-Format */
fputs("\n", F);
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fprintf(F, "\"%s\";name\n", bt->_name);
fprintf(F, "%d;flags\n", bt->flags);
fprintf(F, "%d;capacity\n", bt->capacity);
fprintf(F, "%d;maxcapacity\n", bt->maxcapacity);
fprintf(F, "%d;maxsize\n", bt->maxsize);
if (bt->maintenance!=NULL) assert(!"not implemented");
if (bt->construction!=NULL) assert(!"not implemented");
if (bt->construction!=NULL) assert(!"not implemented");
if (bt->name!=NULL) assert(!"not implemented");
fputs("END BUILDINGTYPE\n", F);
}
building_type *
bt_read(FILE * F)
/* this function is pretty picky */
{
building_type * bt = calloc(sizeof(building_type), 1);
int i = fscanf(F, "%s\n", buf);
if (i==0 || i==EOF) {
free(bt);
return NULL;
}
bt->_name = strdup(buf);
a_read(F, &bt->attribs); /* scheisse, weil nicht CR. */
for (;;) {
char * semi = buf;
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fgets(buf, sizeof(buf), F);
if (strlen(buf)==1) continue;
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buf[strlen(buf)-1]=0;
for(;;) {
char * s = strchr(semi, ';');
if (s==NULL) break;
semi = s + 1;
}
if (semi==buf) {
assert(!strcmp(buf, "END BUILDINGTYPE"));
break;
}
*(semi-1)=0;
if (buf[0]=='\"') {
char * s = buf+1;
assert(*(semi-2)=='\"');
*(semi-2)=0;
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if (!strcmp(semi, "name") && !bt->_name) bt->_name = strdup(s);
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}
else {
int j = atoi(buf);
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switch (semi[0]) {
case 'c':
if (!strcmp(semi, "capacity")) bt->capacity=j;
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break;
case 'f':
if (!strcmp(semi, "flags")) bt->flags=j;
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break;
case 'm':
if (!strcmp(semi, "maxcapacity")) bt->maxcapacity=j;
else if (!strcmp(semi, "maxsize")) bt->maxsize=j;
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break;
}
}
}
bt_register(bt);
return bt;
}
building_type *
bt_make(const char * name, int flags, int capacity, int maxcapacity, int maxsize)
{
building_type * btype = calloc(sizeof(building_type), 1);
btype->_name = name;
btype->flags = flags | BTF_DYNAMIC;
btype->capacity = capacity;
btype->maxcapacity = maxcapacity;
btype->maxsize = maxsize;
bt_register(btype);
return btype;
}
void *
resolve_building(void * id) {
return findbuilding((int)id);
}
void
building_write(const struct building * b, FILE * F)
{
fprintf(F, "%s ", b?itoa36(b->no):"0");
}
int
building_read(struct building ** b, FILE * F)
{
int id;
char zText[10];
fscanf(F, "%s ", zText);
id = atoi36(zText);
if (id==0) {
*b = NULL;
return 0;
}
else {
*b = findbuilding(id);
if (*b==NULL) ur_add((void*)id, (void**)b, resolve_building);
return 1;
}
}
building *
new_building(const struct building_type * btype, region * r, const struct locale * lang)
{
building *b = (building *) calloc(1, sizeof(building));
b->no = newcontainerid();
bhash(b);
b->type = btype;
set_string(&b->display, "");
fset(b, FL_UNNAMED);
b->region = r;
addlist(&r->buildings, b);
{
static char buffer[IDSIZE + 1 + NAMESIZE + 1];
if(b->type==&bt_castle)
sprintf(buffer, "%s %s", locale_string(lang, btype->_name), buildingid(b));
else
sprintf(buffer, "%s %s", buildingtype(b, 0, lang), buildingid(b));
set_string(&b->name, buffer);
}
return b;
}
void
destroy_building(building * b)
{
unit *u;
if(!bfindhash(b->no)) return;
#ifdef OLD_TRIGGER
do_trigger(b, TYP_BUILDING, TR_DESTRUCT);
#endif
for(u=b->region->units; u; u=u->next) {
if(u->building == b) leave(b->region, u);
}
b->size = 0;
if (b->type == &bt_lighthouse) update_lighthouse(b);
bunhash(b);
#ifdef OLD_TRIGGER
change_all_pointers(b, TYP_BUILDING, NULL);
#endif
#if 0 /* Memoryleak. Aber ohne klappt das Rendern nicht! */
removelist(&b->region->buildings, b);
#endif
/* Stattdessen nur aus Liste entfernen, aber im Speicher halten. */
choplist(&b->region->buildings, b);
handle_event(&b->attribs, "destroy", b);
}
extern attrib_type at_icastle;
int
buildingeffsize(const building * b, boolean img)
{
int i = b->size, n = 0;
const building_type * btype = &bt_castle;
const construction * cons = btype->construction;
if (b==NULL) return 0;
if (b->type!=btype) {
if (img) {
const attrib * a = a_find(b->attribs, &at_icastle);
if (!a || a->data.v != btype) return 0;
} else return 0;
}
assert(cons);
while (cons && cons->maxsize != -1 && i>=cons->maxsize) {
i-=cons->maxsize;
cons = cons->improvement;
++n;
}
if (n>0)
return n;
return 0;
}
unit *
buildingowner(const region * r, const building * b)
{
unit *u = NULL;
unit *first = NULL;
#ifndef BROKEN_OWNERS
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assert(r == b->region);
#endif
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/* Pr<50>fen ob Eigent<6E>mer am leben. */
for (u = r->units; u; u = u->next) {
if (u->building == b) {
if (!first && u->number > 0)
first = u;
if (fval(u, FL_OWNER) && u->number > 0)
return u;
if (u->number == 0)
freset(u, FL_OWNER);
}
}
/* Eigent<6E>mer tot oder kein Eigent<6E>mer vorhanden. Erste lebende Einheit
* nehmen. */
if (first)
fset(first, FL_OWNER);
return first;
}