void remove_lighthouse(const building *lh) { building *b; region * r = lh->region; r->flags &= ~RF_LIGHTHOUSE; for (b = r->buildings; b; b = b->next) { if (b != lh && is_lighthouse(b->type)) { update_lighthouse(b); } } }
/** remove a building from the region. * remove_building lets units leave the building */ void remove_building(building ** blist, building * b) { unit *u; const struct building_type *bt_caravan, *bt_dam, *bt_tunnel; assert(bfindhash(b->no)); bt_caravan = bt_find("caravan"); bt_dam = bt_find("dam"); bt_tunnel = bt_find("tunnel"); handle_event(b->attribs, "destroy", b); for (u = b->region->units; u; u = u->next) { if (u->building == b) leave(u, true); } b->size = 0; update_lighthouse(b); bunhash(b); /* Falls Karawanserei, Damm oder Tunnel einstürzen, wird die schon * gebaute Straße zur Hälfte vernichtet */ if (b->type == bt_caravan || b->type == bt_dam || b->type == bt_tunnel) { region *r = b->region; int d; for (d = 0; d != MAXDIRECTIONS; ++d) { direction_t dir = (direction_t)d; if (rroad(r, dir) > 0) { rsetroad(r, dir, rroad(r, dir) / 2); } } } /* Stattdessen nur aus Liste entfernen, aber im Speicher halten. */ while (*blist && *blist != b) { blist = &(*blist)->next; } *blist = b->next; b->region = NULL; b->next = deleted_buildings; deleted_buildings = b; }
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; }