Ejemplo n.º 1
0
void
create_ship(region * r, unit * u, const struct ship_type *newtype, int want,
order * ord)
{
    ship *sh;
    int msize;
    const construction *cons = newtype->construction;
    order *new_order;

    if (!eff_skill(u, SK_SHIPBUILDING, r)) {
        cmistake(u, ord, 100, MSG_PRODUCE);
        return;
    }
    if (besieged(u)) {
        cmistake(u, ord, 60, MSG_PRODUCE);
        return;
    }

    /* check if skill and material for 1 size is available */
    if (eff_skill(u, cons->skill, r) < 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 = _min(want, msize);
    else
        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,
        parameters[P_SHIP]), sh->no);
    replace_order(&u->orders, ord, new_order);
    free_order(new_order);

    build_ship(u, sh, want);
}
Ejemplo n.º 2
0
static bool is_guardian_r(const unit * guard)
{
    if (guard->number == 0)
        return false;
    if (besieged(guard))
        return false;

    /* if region_owners exist then they may be guardians: */
    if (guard->building && rule_region_owners() && guard == building_owner(guard->building)) {
        faction *owner = region_get_owner(guard->region);
        if (owner == guard->faction) {
            building *bowner = largestbuilding(guard->region, &cmp_taxes, false);
            if (bowner == guard->building) {
                return true;
            }
        }
    }

    if ((guard->flags & UFL_GUARD) == 0)
        return false;
    return fval(u_race(guard), RCF_UNARMEDGUARD) || is_monsters(guard->faction) || (armedmen(guard, true) > 0);
}
Ejemplo n.º 3
0
int
build_building(unit * u, const building_type * btype, int id, int want, order * ord)
{
    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;
    static int rule_other = -1;

    assert(u->number);
    assert(btype->construction);
    if (eff_skill(u, SK_BUILDING, r) == 0) {
        cmistake(u, ord, 101, MSG_PRODUCE);
        return 0;
    }

    /* 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. */

    /* 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 (besieged(u)) {
        /* units under siege can not build */
        cmistake(u, ord, 60, 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) {
        if (rule_other < 0) {
            rule_other =
                get_param_int(global.parameters, "rules.build.other_buildings", 1);
        }
        if (!rule_other) {
            unit *owner = building_owner(b);
            if (!owner || owner->faction != u->faction) {
                cmistake(u, ord, 1222, MSG_PRODUCE);
                return 0;
            }
        }
    }

    if (b)
        built = b->size;
    if (n <= 0 || n == INT_MAX) {
        if (b == NULL) {
            if (btype->maxsize > 0) {
                n = btype->maxsize - built;
            }
            else {
                n = INT_MAX;
            }
        }
        else {
            if (b->type->maxsize > 0) {
                n = b->type->maxsize - built;
            }
            else {
                n = INT_MAX;
            }
        }
    }
    built = build(u, btype->construction, built, n);

    switch (built) {
    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->construction, want));
        break;
    case ELOWSKILL:
    case ENEEDSKILL:
        /* no skill, or not enough skill points to build */
        cmistake(u, ord, 50, MSG_PRODUCE);
        break;
    }
    if (built <= 0) {
        return built;
    }
    /* at this point, the building size is increased. */
    if (b == NULL) {
        /* build a new building */
        b = new_building(btype, r, lang);
        b->type = btype;
        fset(b, BLD_MAINTAINED | BLD_WORKING);

        /* Die Einheit befindet sich automatisch im Inneren der neuen Burg. */
        if (u->number && leave(u, false)) {
            u_set_building(u, b);
        }
    }

    btname = LOC(lang, btype->_name);

    if (want - built <= 0) {
        /* gebäude fertig */
        new_order = default_order(lang);
    }
    else if (want != INT_MAX) {
        /* reduzierte restgröße */
        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) {
        /* Neues Haus, Befehl mit Gebäudename */
        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);
    }

    b->size += built;
    fset(b, BLD_EXPANDED);

    update_lighthouse(b);

    ADDMSG(&u->faction->msgs, msg_message("buildbuilding",
        "building unit size", b, u, built));
    return built;
}
Ejemplo n.º 4
0
void build_road(region * r, unit * u, int size, direction_t d)
{
    int n, left;
    region *rn = rconnect(r, d);

    assert(u->number);
    if (!eff_skill(u, SK_ROAD_BUILDING, r)) {
        cmistake(u, u->thisorder, 103, MSG_PRODUCE);
        return;
    }
    if (besieged(u)) {
        cmistake(u, u->thisorder, 60, 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 = _min(size, left);
    /* 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;
        }
    }
    left = _min(n, left);

    /* n = maximum by skill. try to maximize it */
    n = u->number * eff_skill(u, SK_ROAD_BUILDING, r);
    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 = _min(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 sk = eff_skill(u, SK_ROAD_BUILDING, r);
            int todo = (left - n + sk - 1) / sk;
            todo = _min(todo, u->number);
            dm = _min(dm, todo);
            change_effect(u, oldpotiontype[P_DOMORE], -dm);
            n += dm * sk;
        }                           /* Auswirkung Schaffenstrunk */
    }

    /* make minimum of possible and available: */
    n = _min(left, n);

    /* 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) + (short)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, _min(n, u->number));
    }
    ADDMSG(&u->faction->msgs, msg_message("buildroad",
        "region unit size", r, u, n));
}