Example #1
0
/**************************************************************************
  Marks all techs which are requirements for goal in
  pplayer->research->inventions[goal].required_techs. Works recursive.
**************************************************************************/
static void build_required_techs_helper(struct player *pplayer,
					Tech_type_id tech,
					Tech_type_id goal)
{
  /* The is_tech_a_req_for_goal condition is true if the tech is
   * already marked */
  if (!player_invention_reachable(pplayer, tech, FALSE)
      || player_invention_state(pplayer, tech) == TECH_KNOWN
      || is_tech_a_req_for_goal(pplayer, tech, goal)) {
    return;
  }

  /* Mark the tech as required for the goal */
  BV_SET(player_research_get(pplayer)->inventions[goal].required_techs, tech);

  if (advance_required(tech, AR_ONE) == goal
      || advance_required(tech, AR_TWO) == goal) {
    log_fatal("tech \"%s\": requires itself",
              advance_name_by_player(pplayer, goal));
    exit(EXIT_FAILURE);
  }

  build_required_techs_helper(pplayer, advance_required(tech, AR_ONE), goal);
  build_required_techs_helper(pplayer, advance_required(tech, AR_TWO), goal);
}
Example #2
0
/**************************************************************************
  Returns TRUE iff the given tech is ever reachable by the given player
  by checking tech tree limitations. If allow_prereqs is TRUE check if the
  player can ever reach this tech.

  pplayer may be NULL in which case a simplified result is returned
  (used by the client).
**************************************************************************/
bool player_invention_reachable(const struct player *pplayer,
                                const Tech_type_id tech,
                                bool allow_prereqs)
{
  Tech_type_id root;

  if (!valid_advance_by_number(tech)) {
    return FALSE;
  }

  root = advance_required(tech, AR_ROOT);
  if (A_NONE != root) {
    if (root == tech) {
      /* This tech requires itself; it can only be reached by special means
       * (init_techs, lua script, ...).
       * If you already know it, you can "reach" it; if not, not. (This case
       * is needed for descendants of this tech.) */
      return TECH_KNOWN == player_invention_state(pplayer, tech);
    } else if (allow_prereqs) {
      /* Recursive check if the player can ever reach this tech (root tech
       * and both requirements). */
      return (player_invention_reachable(pplayer, root, TRUE)
              && player_invention_reachable(pplayer,
                                            advance_required(tech, AR_ONE),
                                            allow_prereqs)
              && player_invention_reachable(pplayer,
                                            advance_required(tech, AR_TWO),
                                            allow_prereqs));
    } else if (TECH_KNOWN != player_invention_state(pplayer, root)
               || !player_invention_reachable(pplayer,
                                              advance_required(tech, AR_ONE),
                                              allow_prereqs)
               || !player_invention_reachable(pplayer,
                                              advance_required(tech, AR_TWO),
                                              allow_prereqs)) {
      /* This tech requires knowledge of another tech (root tech or recursive
       * a root tech of a requirement) before being available. Prevents
       * sharing of untransferable techs. */
      return FALSE;
    }
  }

  return TRUE;
}
Example #3
0
/****************************************************************************
  Give technologies to players with EFT_TECH_PARASITE (traditionally from
  the Great Library).
****************************************************************************/
void do_tech_parasite_effect(struct player *pplayer)
{
  int mod;
  struct effect_list *plist = effect_list_new();

  /* Note that two EFT_TECH_PARASITE effects will combine into a single,
   * much worse effect. */
  if ((mod = get_player_bonus_effects(plist, pplayer,
				      EFT_TECH_PARASITE)) > 0) {
    char buf[512];

    buf[0] = '\0';
    effect_list_iterate(plist, peffect) {
      if (buf[0] != '\0') {
	sz_strlcat(buf, ", ");
      }
      get_effect_req_text(peffect, buf, sizeof(buf));
    } effect_list_iterate_end;

    advance_index_iterate(A_FIRST, i) {
      if (player_invention_reachable(pplayer, i)
	  && player_invention_state(pplayer, i) != TECH_KNOWN) {
	int num_players = 0;

	players_iterate(aplayer) {
	  if (player_invention_state(aplayer, i) == TECH_KNOWN) {
	    num_players++;
	  }
	} players_iterate_end;
	if (num_players >= mod) {
	  notify_player(pplayer, NULL, E_TECH_GAIN, FTC_SERVER_INFO, NULL,
			   _("%s acquired from %s!"),
			   advance_name_for_player(pplayer, i),
			   buf);
	  notify_embassies(pplayer, NULL, NULL, E_TECH_GAIN,
                           FTC_SERVER_INFO, NULL,
			   _("The %s have acquired %s from %s."),
			   nation_plural_for_player(pplayer),
			   advance_name_for_player(pplayer, i),
			   buf);

	  do_free_cost(pplayer, i);
	  found_new_tech(pplayer, i, FALSE, TRUE);

	  script_signal_emit("tech_researched", 3,
			     API_TYPE_TECH_TYPE,
			     advance_by_number(i),
			     API_TYPE_PLAYER, pplayer,
			     API_TYPE_STRING, "stolen");
	  break;
	}
      }
    } advance_index_iterate_end;
Example #4
0
/**************************************************************************
  Mark as TECH_PREREQS_KNOWN each tech which is available, not known and
  which has all requirements fullfiled.
  If there is no such a tech mark A_FUTURE as researchable.
  
  Recalculate research->num_known_tech_with_flag
  Should always be called after player_invention_set()
**************************************************************************/
void player_research_update(struct player *pplayer)
{
  enum tech_flag_id flag;
  int researchable = 0;
  struct player_research *research = player_research_get(pplayer);

  /* This is set when the game starts, but not everybody finds out
   * right away. */
  player_invention_set(pplayer, A_NONE, TECH_KNOWN);

  advance_index_iterate(A_FIRST, i) {
    if (!player_invention_reachable(pplayer, i, FALSE)) {
      player_invention_set(pplayer, i, TECH_UNKNOWN);
    } else {
      if (player_invention_state(pplayer, i) == TECH_PREREQS_KNOWN) {
        player_invention_set(pplayer, i, TECH_UNKNOWN);
      }

      if (player_invention_state(pplayer, i) == TECH_UNKNOWN
          && player_invention_state(pplayer, advance_required(i, AR_ONE))
             == TECH_KNOWN
          && player_invention_state(pplayer, advance_required(i, AR_TWO))
             == TECH_KNOWN) {
        player_invention_set(pplayer, i, TECH_PREREQS_KNOWN);
        researchable++;
      }
    }
    build_required_techs(pplayer, i);
  } advance_index_iterate_end;

#ifdef DEBUG_TECH
  advance_index_iterate(A_FIRST, i) {
    char buf[advance_count() + 1];

    advance_index_iterate(A_NONE, j) {
      if (BV_ISSET(research->inventions[i].required_techs, j)) {
        buf[j] = '1';
      } else {
        buf[j] = '0';
      }
    } advance_index_iterate_end;
    buf[advance_count()] = '\0';

    log_debug("%s: [%3d] %-25s => %s", player_name(pplayer), i,
              advance_rule_name(advance_by_number(i)),
              tech_state_name(player_invention_state(pplayer, i)));
    log_debug("%s: [%3d] %s", player_name(pplayer), i, buf);
  } advance_index_iterate_end;
Example #5
0
PyObject* get_techs(int level) {
    PyObject* list = PyList_New(0);

    int num, i;
    advance_index_iterate(A_FIRST, i) {
        if (player_invention_reachable(client.conn.playing, i, FALSE)
            && TECH_KNOWN != player_invention_state(client.conn.playing, i)
            && (level > (num = num_unknown_techs_for_goal(client.conn.playing, i))
                /*|| player_research_get(client.conn.playing) == research->tech_goal*/)) {

            PyList_Append(list, Py_BuildValue("isi", i, advance_name_translation(advance_by_number(i)), num));
        }
    } advance_index_iterate_end;

    return list;
}
Example #6
0
/**************************************************************************
  ...
**************************************************************************/
SDL_Color * get_tech_color(Tech_type_id tech_id)
{
  if (player_invention_reachable(client.conn.playing, tech_id))
  {
    switch (player_invention_state(client.conn.playing, tech_id))
    {
      case TECH_UNKNOWN:
        return get_game_colorRGB(COLOR_REQTREE_UNKNOWN);
      case TECH_KNOWN:
        return get_game_colorRGB(COLOR_REQTREE_KNOWN);
      case TECH_PREREQS_KNOWN:
        return get_game_colorRGB(COLOR_REQTREE_PREREQS_KNOWN);
      default:
        return get_game_colorRGB(COLOR_REQTREE_BACKGROUND);
    }
  }
  return get_game_colorRGB(COLOR_REQTREE_UNREACHABLE);
}
Example #7
0
/**************************************************************************
  ...
**************************************************************************/
static int spy_steal_popup(struct widget *pWidget)
{
  struct city *pVcity = pWidget->data.city;
  int id = MAX_ID - pWidget->ID;
  struct player *pVictim = NULL;
  struct CONTAINER *pCont;
  struct widget *pBuf = NULL;
  struct widget *pWindow;
  SDL_String16 *pStr;
  SDL_Surface *pSurf;
  int max_col, max_row, col, i, count = 0;
  SDL_Rect area;

  popdown_diplomat_dialog();
  
  if(pVcity)
  {
    pVictim = city_owner(pVcity);
  }
  
  if (pDiplomat_Dlg || !pVictim) {
    return 1;
  }
  
  count = 0;
  advance_index_iterate(A_FIRST, i) {
    if (player_invention_reachable(client.conn.playing, i, FALSE)
     && TECH_KNOWN == player_invention_state(pVictim, i)
     && (TECH_UNKNOWN == player_invention_state(client.conn.playing, i)
         || TECH_PREREQS_KNOWN ==
              player_invention_state(client.conn.playing, i))) {
      count++;
    }
  } advance_index_iterate_end;
  
  if(!count) {    
    /* if there is no known tech to steal then 
       send steal order at Spy's Discretion */
    int target_id = pVcity->id;

    request_diplomat_action(DIPLOMAT_STEAL, id, target_id, advance_count());
    return -1;
  }
    
  pCont = fc_calloc(1, sizeof(struct CONTAINER));
  pCont->id0 = pVcity->id;
  pCont->id1 = id;/* spy id */
  
  pDiplomat_Dlg = fc_calloc(1, sizeof(struct diplomat_dialog));
  pDiplomat_Dlg->diplomat_id = id;
  pDiplomat_Dlg->diplomat_target_id = pVcity->id;
  pDiplomat_Dlg->pdialog = fc_calloc(1, sizeof(struct ADVANCED_DLG));
      
  pStr = create_str16_from_char(_("Select Advance to Steal"), adj_font(12));
  pStr->style |= TTF_STYLE_BOLD;

  pWindow = create_window_skeleton(NULL, pStr, 0);
  
  pWindow->action = spy_steal_dlg_window_callback;
  set_wstate(pWindow , FC_WS_NORMAL);
  
  add_to_gui_list(ID_DIPLOMAT_DLG_WINDOW, pWindow);
  pDiplomat_Dlg->pdialog->pEndWidgetList = pWindow;
  
  area = pWindow->area;
  area.w = MAX(area.w, adj_size(8));  
  
  /* ------------------ */
  /* exit button */
  pBuf = create_themeicon(pTheme->Small_CANCEL_Icon, pWindow->dst,
                          WF_WIDGET_HAS_INFO_LABEL | WF_RESTORE_BACKGROUND);
  pBuf->info_label = create_str16_from_char(_("Close Dialog (Esc)"),
                                            adj_font(12));
  area.w += pBuf->size.w + adj_size(10);
  pBuf->action = exit_spy_steal_dlg_callback;
  set_wstate(pBuf, FC_WS_NORMAL);
  pBuf->key = SDLK_ESCAPE;
  
  add_to_gui_list(ID_TERRAIN_ADV_DLG_EXIT_BUTTON, pBuf);  
  /* ------------------------- */
  
  count++; /* count + at Spy's Discretion */
  /* max col - 104 is steal tech widget width */
  max_col = (Main.screen->w - (pWindow->size.w - pWindow->area.w) - adj_size(2)) / adj_size(104);
  /* max row - 204 is steal tech widget height */
  max_row = (Main.screen->h - (pWindow->size.h - pWindow->area.h)) / adj_size(204);
  
  /* make space on screen for scrollbar */
  if (max_col * max_row < count) {
    max_col--;
  }

  if (count < max_col + 1) {
    col = count;
  } else {
    if (count < max_col + adj_size(3)) {
      col = max_col - adj_size(2);
    } else {
      if (count < max_col + adj_size(5)) {
        col = max_col - 1;
      } else {
        col = max_col;
      }
    }
  }
  
  pStr = create_string16(NULL, 0, adj_font(10));
  pStr->style |= (TTF_STYLE_BOLD | SF_CENTER);
  
  count = 0;
  advance_index_iterate(A_FIRST, i) {
    if (player_invention_reachable(client.conn.playing, i, FALSE)
     && TECH_KNOWN == player_invention_state(pVictim, i)
     && (TECH_UNKNOWN == player_invention_state(client.conn.playing, i)
         || TECH_PREREQS_KNOWN ==
              player_invention_state(client.conn.playing, i))) {
      count++;

      copy_chars_to_string16(pStr, advance_name_translation(advance_by_number(i)));
      pSurf = create_sellect_tech_icon(pStr, i, FULL_MODE);
      pBuf = create_icon2(pSurf, pWindow->dst,
      		WF_FREE_THEME | WF_RESTORE_BACKGROUND);

      set_wstate(pBuf, FC_WS_NORMAL);
      pBuf->action = spy_steal_callback;
      pBuf->data.cont = pCont;

      add_to_gui_list(MAX_ID - i, pBuf);
    
      if (count > (col * max_row)) {
        set_wflag(pBuf, WF_HIDDEN);
      }
    }
  } advance_index_iterate_end;
  
  /* get spy tech */
  i = advance_number(unit_type(game_unit_by_number(id))->require_advance);
  copy_chars_to_string16(pStr, _("At Spy's Discretion"));
  pSurf = create_sellect_tech_icon(pStr, i, FULL_MODE);
	
  pBuf = create_icon2(pSurf, pWindow->dst,
    	(WF_FREE_THEME | WF_RESTORE_BACKGROUND| WF_FREE_DATA));
  set_wstate(pBuf, FC_WS_NORMAL);
  pBuf->action = spy_steal_callback;
  pBuf->data.cont = pCont;
    
  add_to_gui_list(MAX_ID - advance_count(), pBuf);
  count++;
  
  /* --------------------------------------------------------- */
  FREESTRING16(pStr);
  pDiplomat_Dlg->pdialog->pBeginWidgetList = pBuf;
  pDiplomat_Dlg->pdialog->pBeginActiveWidgetList = pDiplomat_Dlg->pdialog->pBeginWidgetList;
  pDiplomat_Dlg->pdialog->pEndActiveWidgetList = pDiplomat_Dlg->pdialog->pEndWidgetList->prev->prev;
  
  /* -------------------------------------------------------------- */
  
  i = 0;
  if (count > col) {
    count = (count + (col - 1)) / col;
    if (count > max_row) {
      pDiplomat_Dlg->pdialog->pActiveWidgetList = pDiplomat_Dlg->pdialog->pEndActiveWidgetList;
      count = max_row;
      i = create_vertical_scrollbar(pDiplomat_Dlg->pdialog, col, count, TRUE, TRUE);  
    }
  } else {
    count = 1;
  }

  area.w = MAX(area.w, (col * pBuf->size.w + adj_size(2) + i));
  area.h = count * pBuf->size.h + adj_size(2);

  /* alloca window theme and win background buffer */
  pSurf = theme_get_background(theme, BACKGROUND_SPYSTEALDLG);
  if (resize_window(pWindow, pSurf, NULL,
                    (pWindow->size.w - pWindow->area.w) + area.w,
                    (pWindow->size.h - pWindow->area.h) + area.h))
  {
    FREESURFACE(pSurf);
  }
  
  area = pWindow->area;
  
  widget_set_position(pWindow,
                      (Main.screen->w - pWindow->size.w) / 2,
                      (Main.screen->h - pWindow->size.h) / 2);
  
    /* exit button */
  pBuf = pWindow->prev;
  pBuf->size.x = area.x + area.w - pBuf->size.w - 1;
  pBuf->size.y = pWindow->size.y + adj_size(2);
  
  setup_vertical_widgets_position(col, area.x + 1,
		  area.y, 0, 0,
		  pDiplomat_Dlg->pdialog->pBeginActiveWidgetList,
  		  pDiplomat_Dlg->pdialog->pEndActiveWidgetList);
    
  if(pDiplomat_Dlg->pdialog->pScroll) {
    setup_vertical_scrollbar_area(pDiplomat_Dlg->pdialog->pScroll,
	area.x + area.w, area.y,
    	area.h, TRUE);
  }

  redraw_group(pDiplomat_Dlg->pdialog->pBeginWidgetList, pWindow, FALSE);
  widget_mark_dirty(pWindow);
  
  return -1;
}