/** * @brief Updates the active defences counter */ static void BDEF_UpdateActiveBattery_f (void) { base_t* base; const char* type; int count; if (cgi->Cmd_Argc() < 3) { Com_Printf("Usage: %s <basedefType> <baseIdx>", cgi->Cmd_Argv(0)); return; } base = B_GetBaseByIDX(atoi(cgi->Cmd_Argv(2))); if (base == nullptr) { Com_Printf("BDEF_UpdateActiveBattery_f: Invalid base index given\n"); return; } type = cgi->Cmd_Argv(1); if (Q_streq(type, "missile")) { B_CheckBuildingTypeStatus(base, B_DEFENCE_MISSILE, B_STATUS_WORKING, &count); base->numActiveBatteries = std::min(count, base->numBatteries); } else if (Q_streq(type, "laser")) { B_CheckBuildingTypeStatus(base, B_DEFENCE_LASER, B_STATUS_WORKING, &count); base->numActiveLasers = std::min(count, base->numLasers); } else { Com_Printf("BDEF_UpdateActiveBattery_f: base defence type %s doesn't exist.\n", type); return; } }
/** * @brief Checks why a button in base menu is disabled, and create a popup to inform player */ static void B_CheckBuildingStatusForMenu_f (void) { int num; const char *buildingID; const building_t *building; const base_t *base = B_GetCurrentSelectedBase(); if (cgi->Cmd_Argc() != 2) { Com_Printf("Usage: %s <buildingID>\n", cgi->Cmd_Argv(0)); return; } buildingID = cgi->Cmd_Argv(1); building = B_GetBuildingTemplate(buildingID); if (!building || !base) return; /* Maybe base is under attack ? */ if (B_IsUnderAttack(base)) { CP_Popup(_("Notice"), _("Base is under attack, you can't access this building !")); return; } if (building->buildingType == B_HANGAR) { /* this is an exception because you must have a small or large hangar to enter aircraft menu */ CP_Popup(_("Notice"), _("You need at least one Hangar (and its dependencies) to use aircraft.")); return; } num = B_GetNumberOfBuildingsInBaseByBuildingType(base, building->buildingType); if (num > 0) { int numUnderConstruction; /* maybe all buildings of this type are under construction ? */ B_CheckBuildingTypeStatus(base, building->buildingType, B_STATUS_UNDER_CONSTRUCTION, &numUnderConstruction); if (numUnderConstruction == num) { int minDay = 99999; building_t *b = NULL; while ((b = B_GetNextBuildingByType(base, b, building->buildingType))) { if (b->buildingStatus == B_STATUS_UNDER_CONSTRUCTION) { const float remaining = B_GetConstructionTimeRemain(b); minDay = std::min(minDay, (int)std::max(0.0f, remaining)); } } CP_Popup(_("Notice"), ngettext("Construction of building will be over in %i day.\nPlease wait to enter.", "Construction of building will be over in %i days.\nPlease wait to enter.", minDay), minDay); return; } if (!B_CheckBuildingDependencesStatus(building)) { const building_t *dependenceBuilding = building->dependsBuilding; assert(building->dependsBuilding); if (B_GetNumberOfBuildingsInBaseByBuildingType(base, dependenceBuilding->buildingType) <= 0) { /* the dependence of the building is not built */ CP_Popup(_("Notice"), _("You need a building %s to make building %s functional."), _(dependenceBuilding->name), _(building->name)); return; } else { /* maybe the dependence of the building is under construction * note that we can't use B_STATUS_UNDER_CONSTRUCTION here, because this value * is not use for every building (for exemple Command Centre) */ building_t *b = NULL; while ((b = B_GetNextBuildingByType(base, b, dependenceBuilding->buildingType))) { if (!B_IsBuildingBuiltUp(b)) { CP_Popup(_("Notice"), _("Building %s is not finished yet, and is needed to use building %s."), _(dependenceBuilding->name), _(building->name)); return; } } /* the dependence is built but doesn't work - must be because of their dependendes */ CP_Popup(_("Notice"), _("Make sure that the dependencies of building %s (%s) are operational, so that building %s may be used."), _(dependenceBuilding->name), _(dependenceBuilding->dependsBuilding->name), _(building->name)); return; } } /* all buildings are OK: employees must be missing */ if (building->buildingType == B_WORKSHOP && E_CountHired(base, EMPL_WORKER) <= 0) { CP_Popup(_("Notice"), _("You need to recruit %s to use building %s."), E_GetEmployeeString(EMPL_WORKER, 2), _(building->name)); return; } else if (building->buildingType == B_LAB && E_CountHired(base, EMPL_SCIENTIST) <= 0) { CP_Popup(_("Notice"), _("You need to recruit %s to use building %s."), E_GetEmployeeString(EMPL_SCIENTIST, 2), _(building->name)); return; } } else { CP_Popup(_("Notice"), _("Build a %s first."), _(building->name)); return; } }