static base_t* CreateBase (const char* name, const vec2_t pos, bool fillBase = false) { const campaign_t* campaign = GetCampaign(); RS_InitTree(campaign, false); E_InitialEmployees(campaign); base_t* base = B_Build(campaign, pos, name, fillBase); /* First base */ if (ccs.campaignStats.basesBuilt == 1) B_SetUpFirstBase(campaign, base); return base; }
/** * @brief Constructs a new base. * @sa B_NewBase */ static void B_BuildBase_f (void) { const campaign_t* campaign = ccs.curCampaign; if (ccs.mapAction == MA_NEWBASE) ccs.mapAction = MA_NONE; if (ccs.credits - campaign->basecost > 0) { const nation_t* nation; const char* baseName = mn_base_title->string; base_t* base; /* there may be no " in the base name */ if (!Com_IsValidName(baseName)) baseName = _("Base"); base = B_Build(campaign, ccs.newBasePos, baseName); if (!base) cgi->Com_Error(ERR_DROP, "Cannot build base"); CP_UpdateCredits(ccs.credits - campaign->basecost); nation = GEO_GetNation(base->pos); if (nation) Com_sprintf(cp_messageBuffer, sizeof(cp_messageBuffer), _("A new base has been built: %s (nation: %s)"), mn_base_title->string, _(nation->name)); else Com_sprintf(cp_messageBuffer, sizeof(cp_messageBuffer), _("A new base has been built: %s"), mn_base_title->string); MS_AddNewMessage(_("Base built"), cp_messageBuffer, MSG_CONSTRUCTION); /* First base */ if (ccs.campaignStats.basesBuilt == 1) B_SetUpFirstBase(campaign, base); cgi->Cvar_SetValue("mn_base_count", B_GetCount()); B_SelectBase(base); } else { /** @todo Why is this needed? Also see bug #5401 */ if (GEO_IsRadarOverlayActivated()) GEO_SetOverlay("radar", 0); CP_PopupList(_("Notice"), _("Not enough credits to set up a new base.")); } }