forked from github/server
- construction can have building-requirements
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@ -1221,6 +1221,10 @@ recruit_archetype(unit * u, order * ord)
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/* no skill, or not enough skill points to build */
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cmistake(u, ord, 50, MSG_PRODUCE);
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break;
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case EBUILDINGREQ:
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ADDMSG(&u->faction->msgs,
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msg_feedback(u, u->thisorder, "building_needed", "building", arch->ctype->btype->_name));
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break;
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default:
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assert(!"unhandled return value from build() in recruit_archetype");
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}
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@ -1338,6 +1342,10 @@ manufacture(unit * u, const item_type * itype, int want)
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ADDMSG(&u->faction->msgs,
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msg_feedback(u, u->thisorder, "skill_needed", "skill", sk));
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return;
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case EBUILDINGREQ:
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ADDMSG(&u->faction->msgs,
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msg_feedback(u, u->thisorder, "building_needed", "building", itype->construction->btype->_name));
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return;
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case ELOWSKILL:
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ADDMSG(&u->faction->msgs,
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msg_feedback(u, u->thisorder, "manufacture_skills", "skill minskill product",
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@ -1736,6 +1744,10 @@ create_potion(unit * u, const potion_type * ptype, int want)
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/* no skill, or not enough skill points to build */
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cmistake(u, u->thisorder, 50, MSG_PRODUCE);
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break;
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case EBUILDINGREQ:
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ADDMSG(&u->faction->msgs,
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msg_feedback(u, u->thisorder, "building_needed", "building", ptype->itype->construction->btype->_name));
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break;
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case ECOMPLETE:
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assert(0);
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break;
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@ -608,6 +608,14 @@ build(unit * u, const construction * ctype, int completed, int want)
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if (type==NULL) return 0;
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if (type->improvement==NULL && completed==type->maxsize)
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return ECOMPLETE;
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if (type->btype!=NULL) {
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building * b;
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if (!u->building || u->building->type!=type->btype) {
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return EBUILDINGREQ;
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}
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b = inside_building(u);
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if (b==NULL) return EBUILDINGREQ;
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}
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if (type->skill!=NOSKILL) {
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int effsk;
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@ -35,29 +35,32 @@ extern "C" {
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struct xml_tag;
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typedef struct requirement {
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const struct resource_type * rtype;
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int number;
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double recycle; /* recycling quota */
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const struct resource_type * rtype;
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int number;
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double recycle; /* recycling quota */
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} requirement;
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typedef struct construction {
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skill_t skill; /* skill req'd per point of size */
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int minskill; /* skill req'd per point of size */
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skill_t skill; /* skill req'd per point of size */
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int minskill; /* skill req'd per point of size */
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int maxsize; /* maximum size of this type */
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int reqsize; /* size of object using up 1 set of requirement. */
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requirement * materials; /* material req'd to build one object */
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int maxsize; /* maximum size of this type */
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int reqsize; /* size of object using up 1 set of requirement. */
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requirement * materials; /* material req'd to build one object */
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const struct building_type * btype;
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/* building type required to make this thing */
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struct construction * improvement;
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/* next level, if upgradable. if more than one of these items
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* can be built (weapons, armour) per turn, must not be NULL,
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* but point to the same type again:
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* const_sword.improvement = &const_sword
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* last level of a building points to NULL, as do objects of
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* an unlimited size.
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*/
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struct attrib * attribs;
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/* stores skill modifiers and other attributes */
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struct construction * improvement;
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/* next level, if upgradable. if more than one of these items
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* can be built (weapons, armour) per turn, must not be NULL,
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* but point to the same type again:
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* const_sword.improvement = &const_sword
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* last level of a building points to NULL, as do objects of
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* an unlimited size.
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*/
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struct attrib * attribs;
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/* stores skill modifiers and other attributes */
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} construction;
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extern int destroy_cmd(struct unit * u, struct order * ord);
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@ -88,6 +91,7 @@ extern struct message * msg_materials_required(struct unit * u, struct order * o
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#define ENEEDSKILL -2
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#define ECOMPLETE -3
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#define ENOMATERIALS -4
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#define EBUILDINGREQ -5
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#ifdef __cplusplus
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}
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@ -384,11 +384,11 @@ findbuildingtype(const char * name, const struct locale * lang)
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void
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register_buildings(void)
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{
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register_function((pf_generic)&init_smithy, "init_smithy");
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register_function((pf_generic)&castle_name, "castle_name");
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register_function((pf_generic)&fort_name, "fort_name");
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register_function((pf_generic)&init_smithy, "init_smithy");
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register_function((pf_generic)&castle_name, "castle_name");
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register_function((pf_generic)&fort_name, "fort_name");
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#ifdef WDW_PYRAMID
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register_function((pf_generic)&pyramid_name, "pyramid_name");
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register_function((pf_generic)&pyramid_name, "pyramid_name");
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#endif
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}
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@ -53,6 +53,20 @@ without prior permission by the authors of Eressea.
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static boolean gamecode_enabled = false;
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static building_type * bt_get_or_create(const char * name)
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{
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if (name!=NULL) {
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building_type * btype = bt_find(name);
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if (btype==NULL) {
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btype = calloc(sizeof(building_type), 1);
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btype->_name = strdup(name);
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bt_register(btype);
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}
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return btype;
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}
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return NULL;
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}
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void
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enable_xml_gamecode(void)
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{
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@ -180,6 +194,12 @@ xml_readconstruction(xmlXPathContextPtr xpath, xmlNodeSetPtr nodeSet, constructi
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con->maxsize = xml_ivalue(node, "maxsize", -1);
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con->minskill = xml_ivalue(node, "minskill", -1);
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con->reqsize = xml_ivalue(node, "reqsize", -1);
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propValue = xmlGetProp(node, BAD_CAST "building");
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if (propValue!=NULL) {
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con->btype = bt_get_or_create((const char*)propValue);
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xmlFree(propValue);
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}
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/* read construction/requirement */
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xpath->node = node;
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@ -244,12 +264,7 @@ parse_buildings(xmlDocPtr doc)
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propValue = xmlGetProp(node, BAD_CAST "name");
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assert(propValue!=NULL);
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btype = bt_find((const char*)propValue);
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if (btype==NULL) {
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btype = calloc(sizeof(building_type), 1);
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btype->_name = strdup((const char *)propValue);
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bt_register(btype);
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}
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btype = bt_get_or_create((const char*)propValue);
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xmlFree(propValue);
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btype->capacity = xml_ivalue(node, "capacity", -1);
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@ -1026,12 +1041,7 @@ parse_resources(xmlDocPtr doc)
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propValue = xmlGetProp(node, BAD_CAST "building");
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if (propValue!=NULL) {
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btype = bt_find((const char*)propValue);
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if (btype==NULL) {
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btype = calloc(sizeof(building_type), 1);
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btype->_name = strdup((const char *)propValue);
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bt_register(btype);
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}
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btype = bt_get_or_create((const char*)propValue);
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xmlFree(propValue);
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}
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rdata->modifiers[k].btype = btype;
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@ -1050,12 +1060,7 @@ parse_resources(xmlDocPtr doc)
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} else if (strcmp((const char *)propValue, "require")==0) {
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xmlChar * propBldg = xmlGetProp(node, BAD_CAST "building");
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if (propBldg!=NULL) {
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btype = bt_find((const char*)propBldg);
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if (btype==NULL) {
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btype = calloc(sizeof(building_type), 1);
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btype->_name = strdup((const char *)propBldg);
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bt_register(btype);
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}
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btype = bt_get_or_create((const char*)propBldg);
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rdata->modifiers[k].btype = btype;
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rdata->modifiers[k].flags = RMF_REQUIREDBUILDING;
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xmlFree(propBldg);
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@ -0,0 +1,14 @@
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<?xml version="1.0"?>
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<resources>
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<resource name="charger">
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<item big="yes" weight="5000" score="10" capacity="7000" animal="yes">
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<construction skill="training" minskill="4" reqsize="1">
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<requirement type="money" quantity="200"/>
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<requirement type="iron" quantity="1"/>
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</construction>
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<function name="give" value="givehorses"/>
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</item>
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</resource>
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</resources>
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@ -38,6 +38,7 @@
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<skill name="magic" modifier="-1"/>
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<skill name="mining" modifier="1"/>
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<skill name="quarrying" modifier="1"/>
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<skill name="riding" modifier="-99"/>
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<skill name="sailing" modifier="-1"/>
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<skill name="shipcraft" modifier="-1"/>
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<skill name="tactics" modifier="1"/>
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@ -6968,6 +6968,16 @@
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<text locale="fr">"'$order($command)' - $race($race,0) are peace-loving and will not attack anyone."</text>
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<text locale="en">"'$order($command)' - $race($race,0) are peace-loving and will not attack anyone."</text>
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</message>
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<message name="building_needed" section="production">
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<type>
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<arg name="unit" type="unit"/>
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<arg name="region" type="region"/>
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<arg name="command" type="order"/>
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<arg name="building" type="name"/>
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</type>
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<text locale="de">"$unit($unit) in $region($region): '$order($command)' - Die Einheit steht nicht im benötigten Gebäude, $localize($building)."</text>
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<text locale="en">"$unit($unit) in $region($region): '$order($command)' - The unit must be in a $localize($building) to produce this."</text>
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</message>
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<message name="skill_needed" section="production">
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<type>
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<arg name="unit" type="unit"/>
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