2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
30 * Known contributors to this file:
31 * Steve McClure, 1998-2000
56 static int build_nuke(register struct sctstr *sp, register struct nchrstr *np, register int *vec);
57 static int build_ship(register struct sctstr *sp, register struct mchrstr *mp, register int *vec, int tlev);
58 static int build_land(register struct sctstr *sp, register struct lchrstr *lp, register int *vec, int tlev);
59 static int build_bridge(register struct sctstr *sp, register int *vec);
60 static int build_tower(register struct sctstr *sp, register int *vec);
61 static int build_plane(register struct sctstr *sp, register struct plchrstr *pp, register int *vec, int tlev);
63 static int cash; /* static ok */
68 extern int morale_base;
69 extern int sect_mob_neg_factor;
70 extern int etu_per_update;
73 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
78 extern double buil_bt;
79 extern double buil_tower_bt;
81 struct nstr_sect nstr;
97 int hold, found, number=1, x;
98 extern float drnuke_const;
102 natp = getnatp(player->cnum);
103 if ((p = getstarg(player->argp[1], "Build (ship, nuke, bridge, plane, land unit, tower)? ", buf)) == 0)
107 for(x= 0 ; x < number; x++) {
108 if (!snxtsct(&nstr, player->argp[2])) {
109 pr("Bad sector specification.\n");
113 tlev = (int) natp->nat_level[NAT_TLEV];
114 rlev = (int) natp->nat_level[NAT_RLEV];
118 p = getstarg(player->argp[3], "Plane type? ", buf);
119 if (p == 0 || *p == 0)
122 while (n && iscntrl(p[n-1]))
126 for (found=0,type=0,pp=plchr; type <= pln_maxno; type++,pp++) {
127 if (pp->pl_tech > tlev)
129 if(pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
136 pr("Illegal plane type: \"%s\"\n", p);
137 if (confirm("List plane types? "))
138 show_plane_build (tlev);
144 rqtech = pp->pl_tech;
147 p = getstarg(player->argp[3], "Ship type? ", buf);
148 if (p == 0 || *p == 0)
151 while (n && iscntrl(p[n-1]))
155 for (found=0,mp=mchr,type=0; type <= shp_maxno; type++, mp++) {
156 if (mp->m_tech > tlev)
158 /* Can't build trade ships unless it's turned on */
159 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
161 if(mp->m_name && strncmp(p, mp->m_name, n) == 0) {
168 pr("Illegal ship type: \"%s\"\n", p);
169 if (confirm("List ship types? "))
170 show_ship_build (tlev);
179 p = getstarg(player->argp[3], "Land unit type? ", buf);
180 if (p == 0 || *p == 0)
183 while (n && iscntrl(p[n-1]))
187 for (found=0,lp=lchr,type=0; type <= lnd_maxno; type++, lp++) {
188 if (lp->l_tech > tlev)
190 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
192 if(lp->l_name && strncmp(p, lp->l_name, n) == 0) {
199 pr("Illegal land unit type: \"%s\"\n", p);
200 if (confirm("List unit types? "))
201 show_land_build (tlev);
210 if (natp->nat_level[NAT_TLEV]+0.005 < buil_bt) {
211 pr("Building a span requires a tech of %.0f\n",
217 if (!opt_BRIDGETOWERS) {
218 pr("Bridge tower building is disabled.\n");
221 if (natp->nat_level[NAT_TLEV]+0.005 < buil_tower_bt) {
222 pr("Building a tower requires a tech of %.0f\n",
229 pr("There are no nukes in this game.\n");
232 p = getstarg(player->argp[3], "Nuke type? ", buf);
233 if (p == 0 || *p == 0)
236 while (n && iscntrl(p[n-1]))
240 for (found=0,np=nchr,type=0; type < nuk_maxno; type++, np++) {
241 if ((np->n_tech > tlev) ||
242 (opt_DRNUKE && ((np->n_tech*drnuke_const) > rlev)))
244 if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT))
247 if(np->n_name && strncmp(p, np->n_name, n) == 0) {
255 pr("Possible nuke types are:\n");
257 tt = (tlev < (rlev/drnuke_const) ? (int)tlev :
258 (int)(rlev/drnuke_const));
269 pr("You can't build that!\n");
272 if (what != 'b' && what != 't') {
273 if (player->argp[4]) {
274 if (atoi(player->argp[4]) > 20 && !asked) {
277 (void) sprintf(bstr,"Are you sure that you want to build %s of them? ", player->argp[4]);
278 p = getstarg(player->argp[6], bstr, buf);
279 if (p == 0 || *p != 'y')
282 number=atoi(player->argp[4]);
285 if (what != 'b' && what != 'n' && what != 't') {
286 if (player->argp[5]) {
287 tlev = atoi(player->argp[5]);
288 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
289 pr("Your tech level is only %d.\n",
290 (int)natp->nat_level[NAT_TLEV]);
294 pr("Required tech is %d.\n",rqtech);
297 pr("building with tech level %d.\n", tlev);
299 tlev = (int)natp->nat_level[NAT_TLEV];
301 cash = natp->nat_money;
302 while (nxtsct(&nstr, §)) {
306 getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
309 built = build_land(§, lp, vec, tlev);
312 built = build_ship(§, mp, vec, tlev);
315 built = build_bridge(§, vec);
318 built = build_tower(§, vec);
321 built = build_nuke(§, np, vec);
324 built = build_plane(§, pp, vec, tlev);
327 pr("internal error in build (%d)\n", what);
331 putvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
337 pr("Bad sector specification.\n");
343 build_ship(register struct sctstr *sp, register struct mchrstr *mp, register int *vec, int tlev)
346 struct nstr_item nstr;
349 float eff=((float)SHIP_MINEFF/100.0);
350 int points, lcm, hcm;
354 hcm = roundavg(((double)mp->m_hcm * (double)eff));
355 lcm = roundavg(((double)mp->m_lcm * (double)eff));
357 if (sp->sct_type != SCT_HARBR) {
358 pr("Ships must be built in harbours.\n");
361 if (sp->sct_effic < 60 && !player->god) {
362 pr("Sector %s is not 60%% efficient.\n",
363 xyas(sp->sct_x, sp->sct_y, player->cnum));
366 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
367 pr("Not enough materials in %s\n",
368 xyas(sp->sct_x, sp->sct_y, player->cnum));
371 w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2));
372 points = sp->sct_avail * 100 / w_p_eff;
373 if (points < SHIP_MINEFF) {
374 pr("Not enough available work in %s to build a %s\n",
375 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
376 pr(" (%d available work required)\n",
377 1 + (w_p_eff * SHIP_MINEFF)/100);
380 cost = mp->m_cost * eff;
382 pr("Not enough money left to build a %s\n", mp->m_name);
385 if (!trechk(player->cnum, 0, NEWSHP))
387 if (!check_sect_ok(sp))
389 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100;
390 player->dolcost += cost;
392 snxtitem_all(&nstr, EF_SHIP);
393 while (nxtitem(&nstr, (s_char *)&ship)) {
394 if (ship.shp_own == 0) {
400 ef_extend(EF_SHIP, 50);
402 bzero(&ship, sizeof(struct shpstr));
403 ship.shp_x = sp->sct_x;
404 ship.shp_y = sp->sct_y;
405 ship.shp_destx[0] = sp->sct_x;
406 ship.shp_desty[0] = sp->sct_y;
407 ship.shp_destx[1] = sp->sct_x;
408 ship.shp_desty[1] = sp->sct_y;
409 ship.shp_autonav = 0;
410 /* new code for autonav, Chad Zabel 1-15-94 */
411 for (i=0;i<TMAX;++i) {
412 ship.shp_tstart[i] = ' ';
413 ship.shp_tend[i] = ' ';
414 ship.shp_lstart[i] = 0;
415 ship.shp_lend[i] = 0;
417 ship.shp_mission = 0;
418 ship.shp_own = player->cnum;
419 ship.shp_type = mp - mchr;
420 ship.shp_effic = SHIP_MINEFF;
421 if (opt_MOB_ACCESS) {
422 time(&ship.shp_access);
423 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
427 ship.shp_uid = nstr.cur;
430 ship.shp_nxlight = 0;
431 ship.shp_nchoppers = 0;
432 ship.shp_fleet = ' ';
435 ship.shp_tech = tlev;
437 techdiff = (int)(tlev - mp->m_tech);
438 ship.shp_armor = (short)SHP_DEF(mp->m_armor, techdiff);
439 ship.shp_speed = (short)SHP_SPD(mp->m_speed, techdiff);
440 ship.shp_visib = (short)SHP_VIS(mp->m_visib, techdiff);
441 ship.shp_frnge = (short)SHP_RNG(mp->m_frnge, techdiff);
442 ship.shp_glim = (short)SHP_FIR(mp->m_glim, techdiff);
444 ship.shp_mobquota = 0;
446 ship.shp_follow = nstr.cur;
447 ship.shp_name[0] = 0;
448 ship.shp_orig_own = player->cnum;
449 ship.shp_orig_x = sp->sct_x;
450 ship.shp_orig_y = sp->sct_y;
451 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
459 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
460 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
461 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y);
462 putship(ship.shp_uid, &ship);
463 pr("%s", prship(&ship));
464 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
469 build_land(register struct sctstr *sp, register struct lchrstr *lp, register int *vec, int tlev)
472 struct nstr_item nstr;
477 float eff=((float)LAND_MINEFF/100.0);
478 double techfact(int, double);
479 int mil, lcm, hcm, gun, shell;
483 mil = roundavg(((double)lp->l_mil * (double)eff));
484 shell = roundavg(((double)lp->l_shell * (double)eff));
485 gun = roundavg(((double)lp->l_gun * (double)eff));
487 mil = shell = gun = 0;
488 hcm = roundavg(((double)lp->l_hcm * (double)eff));
489 lcm = roundavg(((double)lp->l_lcm * (double)eff));
491 natp = getnatp(player->cnum);
493 if (sp->sct_type != SCT_HEADQ) {
494 pr("Land Units must be built in headquarters.\n");
497 if (sp->sct_effic < 60 && !player->god) {
498 pr("Sector %s is not 60%% efficient.\n",
499 xyas(sp->sct_x, sp->sct_y, player->cnum));
502 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
503 pr("Not enough materials in %s\n",
504 xyas(sp->sct_x, sp->sct_y, player->cnum));
508 if (vec[I_GUN] < gun || vec[I_GUN] == 0){
509 pr("Not enough guns in %s\n",
510 xyas(sp->sct_x, sp->sct_y, player->cnum));
513 if (vec[I_SHELL] < shell){
514 pr("Not enough shells in %s\n",
515 xyas(sp->sct_x, sp->sct_y, player->cnum));
518 if (vec[I_MILIT] < mil){
519 pr("Not enough military in %s\n",
520 xyas(sp->sct_x, sp->sct_y, player->cnum));
524 if (!trechk(player->cnum, 0, NEWLND))
526 if (!check_sect_ok(sp))
528 w_p_eff = (20 + lp->l_lcm + (lp->l_hcm * 2));
529 points = sp->sct_avail * 100 / w_p_eff;
530 if (points < LAND_MINEFF) {
531 pr("Not enough available work in %s to build a %s\n",
532 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
533 pr(" (%d available work required)\n",
534 1 + (w_p_eff * LAND_MINEFF)/100);
537 cost = ((float)lp->l_cost * eff);
538 /* cost = (int)LND_COST(cost, tlev - lp->l_tech);*/
540 pr("Not enough money left to build a %s\n", lp->l_name);
543 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * LAND_MINEFF) / 100;
544 player->dolcost += cost;
546 snxtitem_all(&nstr, EF_LAND);
547 while (nxtitem(&nstr, (s_char *)&land)) {
548 if (land.lnd_own == 0) {
554 ef_extend(EF_LAND, 50);
556 bzero(&land, sizeof(struct lndstr));
557 land.lnd_x = sp->sct_x;
558 land.lnd_y = sp->sct_y;
559 land.lnd_own = player->cnum;
560 land.lnd_mission = 0;
561 land.lnd_type = lp - lchr;
562 land.lnd_effic = LAND_MINEFF;
563 if (opt_MOB_ACCESS) {
564 time(&land.lnd_access);
565 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
570 land.lnd_tech = tlev;
571 land.lnd_uid = nstr.cur;
578 land.lnd_retreat = morale_base;
579 land.lnd_fuel = lp->l_fuelc;
580 land.lnd_nxlight = 0;
582 bzero(land.lnd_rpath,10);
583 land.lnd_rad_max = 0;
585 land.lnd_att = (float)LND_ATTDEF(lp->l_att, tlev - lp->l_tech);
586 land.lnd_def = (float)LND_ATTDEF(lp->l_def, tlev - lp->l_tech);
587 land.lnd_vul = (int)LND_VUL(lp->l_vul, tlev - lp->l_tech);
588 land.lnd_spd = (int)LND_SPD(lp->l_spd, tlev - lp->l_tech);
589 land.lnd_vis = (int)LND_VIS(lp->l_vis, tlev - lp->l_tech);
590 land.lnd_spy = (int)LND_SPY(lp->l_spy, tlev - lp->l_tech);
591 land.lnd_rad = (int)LND_RAD(lp->l_rad, tlev - lp->l_tech);
592 land.lnd_frg = (int)LND_FRG(lp->l_frg, tlev - lp->l_tech);
593 land.lnd_acc = (int)LND_ACC(lp->l_acc, tlev - lp->l_tech);
594 land.lnd_dam = (int)LND_DAM(lp->l_dam, tlev - lp->l_tech);
595 land.lnd_ammo = (int)LND_AMM(lp->l_ammo, lp->l_dam, tlev - lp->l_tech);
596 land.lnd_aaf = (int)LND_AAF(lp->l_aaf, tlev - lp->l_tech);
597 land.lnd_fuelc = (int)LND_FC(lp->l_fuelc, tlev - lp->l_tech);
598 land.lnd_fuelu = (int)LND_FU(lp->l_fuelu, tlev - lp->l_tech);
599 land.lnd_maxlight = (int)LND_XPL(lp->l_nxlight, tlev - lp->l_tech);
600 land.lnd_maxland = (int)LND_MXL(lp->l_mxland, tlev - lp->l_tech);
606 vec[I_SHELL] -= shell;
608 /* Disabled autoloading of food onto units
609 max_amt = vl_find(V_FOOD, lp->l_vtype, lp->l_vamt, (int) lp->l_nv);
610 food_needed = (etu_per_update * eatrate) *
611 (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW])+1;
612 if ((vec[I_FOOD]-max_amt) < food_needed)
613 max_amt = (vec[I_FOOD]-food_needed);
618 vec[I_FOOD] -= max_amt;
620 bzero(lvec, sizeof(lvec));
621 getvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
622 lvec[I_FOOD] += max_amt;
623 putvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
626 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
627 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND);
628 putland(nstr.cur, &land);
629 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y);
630 pr("%s", prland(&land));
631 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
637 build_bridge(register struct sctstr *sp, register int *vec)
640 extern double buil_bc;
650 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
651 if (sp->sct_type != SCT_BTOWER) {
652 if (sp->sct_type != SCT_BHEAD)
654 if (sp->sct_newtype != SCT_BHEAD)
661 for (i = 1; i <= 6; i++) {
663 nx = sp->sct_x + diroff[i][0];
664 ny = sp->sct_y + diroff[i][1];
665 getsect(nx, ny, §);
666 for (j = 1; j <= 6; j++) {
667 nx2 = sect.sct_x + diroff[j][0];
668 ny2 = sect.sct_y + diroff[j][1];
669 getsect(nx2, ny2, &s2);
670 if ((s2.sct_type != SCT_WATER) &&
671 (s2.sct_type != SCT_BSPAN))
678 pr("Bridges must be built adjacent to land or bridge towers.\n");
679 pr("No eligible sectors adjacent to this sector.\n");
682 } /* end EASY_BRIDGES */
685 if (sp->sct_effic < 60 && !player->god) {
686 pr("Sector %s is not 60%% efficient.\n",
687 xyas(sp->sct_x, sp->sct_y, player->cnum));
692 if (vec[I_HCM] < buil_bh) {
693 pr("%s only has %d unit%s of hcm,\n",
694 xyas(sp->sct_x, sp->sct_y, player->cnum),
695 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
696 pr("(a bridge span requires %d)\n", buil_bh);
699 } else if (!opt_NO_LCMS) {
700 if (vec[I_LCM] < buil_bh) {
701 pr("%s only has %d unit%s of lcm,\n",
702 xyas(sp->sct_x, sp->sct_y, player->cnum),
703 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
704 pr("(a bridge span requires %d)\n", buil_bh);
708 if (cash < buil_bc) {
709 pr("A span costs $%.2f to build; ", buil_bc);
710 pr("you only have %d.\n", cash);
713 w_p_eff = buil_bh * 2;
714 points = sp->sct_avail * 100 / w_p_eff;
716 pr("Not enough available work in %s to build a bridge\n",
717 xyas(sp->sct_x, sp->sct_y, player->cnum));
718 pr(" (%d available work required)\n",
719 1 + (w_p_eff * 20)/100);
722 if (!player->argp[3]) {
723 pr("Bridge head at %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
724 nav_map(sp->sct_x, sp->sct_y, 1);
726 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf)) || !*p) {
729 /* Sanity check time */
730 if (!check_sect_ok(sp))
733 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
734 pr("'%c' is not a valid direction...\n", *p);
738 newx = sp->sct_x + diroff[val][0];
739 newy = sp->sct_y + diroff[val][1];
740 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
741 pr("%s is not a water sector\n",
742 xyas(newx, newy, player->cnum));
745 if (opt_EASY_BRIDGES) {
748 for (i = 1; i <= 6; i++) {
750 nx = sect.sct_x + diroff[i][0];
751 ny = sect.sct_y + diroff[i][1];
752 getsect(nx, ny, &s2);
753 if ((s2.sct_type != SCT_WATER) &&
754 (s2.sct_type != SCT_BSPAN))
758 pr("Bridges must be built adjacent to land or bridge towers.\n");
759 pr("That sector is not adjacent to land or a bridge tower.\n");
762 } /* end EASY_BRIDGES */
763 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
764 player->dolcost += buil_bc;
766 sect.sct_type = SCT_BSPAN;
767 sect.sct_newtype = SCT_BSPAN;
771 sect.sct_defense = 0;
772 if (!opt_DEFENSE_INFRA)
773 sect.sct_defense = sect.sct_effic;
774 if (opt_MOB_ACCESS) {
775 time(§.sct_access);
776 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
780 putvar(V_MINE,0,(s_char *)§,EF_SECTOR);
782 pr("Bridge span built over %s\n",
783 xyas(sect.sct_x, sect.sct_y, player->cnum));
785 vec[I_HCM] -= buil_bh;
786 else if (!opt_NO_LCMS)
787 vec[I_LCM] -= buil_bh;
793 build_nuke(register struct sctstr *sp, register struct nchrstr *np, register int *vec)
798 if (sp->sct_type != SCT_NUKE && !player->god) {
799 pr("Nuclear weapons must be built in nuclear plants.\n");
802 if (sp->sct_effic < 60 && !player->god) {
803 pr("Sector %s is not 60%% efficient.\n",
804 xyas(sp->sct_x, sp->sct_y, player->cnum));
807 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
808 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
809 pr("Not enough materials for a %s bomb in %s\n",
810 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
811 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
812 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
815 if (cash < np->n_cost) {
816 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
819 w_p_eff = np->n_rad + np->n_oil + np->n_lcm + np->n_hcm * 2;
820 points = sp->sct_avail * 100 / w_p_eff;
822 * XXX when nukes turn into units (or whatever), then
823 * make them start at 20%. Since they don't have efficiency
824 * now, we choose 20% as a "big" number.
827 pr("Not enough available work in %s to build a %s;\n",
828 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
829 pr(" (%d available work required)\n",
833 if (!trechk(player->cnum, 0, NEWNUK))
835 if (!check_sect_ok(sp))
837 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
838 player->dolcost += np->n_cost;
840 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
841 vec[I_HCM] -= np->n_hcm;
842 vec[I_LCM] -= np->n_lcm;
843 vec[I_OIL] -= np->n_oil;
844 vec[I_RAD] -= np->n_rad;
845 pr("%s warhead created in %s\n", np->n_name,
846 xyas(sp->sct_x, sp->sct_y, player->cnum));
852 build_plane(register struct sctstr *sp, register struct plchrstr *pp, register int *vec, int tlev)
856 struct nstr_item nstr;
857 float eff=((float)PLANE_MINEFF/100.0);
863 mil = roundavg(((double)pp->pl_crew * (double)eff));
864 /* Always use at least 1 mil to build a plane */
865 if (mil == 0 && pp->pl_crew > 0)
867 hcm = roundavg(((double)pp->pl_hcm * (double)eff));
868 lcm = roundavg(((double)pp->pl_lcm * (double)eff));
869 if (sp->sct_type != SCT_AIRPT && !player->god) {
870 pr("Planes must be built in airports.\n");
873 if (sp->sct_effic < 60 && !player->god) {
874 pr("Sector %s is not 60%% efficient.\n",
875 xyas(sp->sct_x, sp->sct_y, player->cnum));
878 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
879 pr("Not enough materials in %s\n",
880 xyas(sp->sct_x, sp->sct_y, player->cnum));
883 w_p_eff = (20 + pp->pl_lcm + (pp->pl_hcm * 2));
884 points = sp->sct_avail * 100 / w_p_eff;
885 if (points < PLANE_MINEFF) {
886 pr("Not enough available work in %s to build a %s\n",
887 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
888 pr(" (%d available work required)\n",
889 1 + PLANE_MINEFF * w_p_eff/100);
892 cost = pp->pl_cost * eff;
894 pr("Not enough money left to build a %s\n", pp->pl_name);
897 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
898 pr("Not enough military for crew in %s\n",
899 xyas(sp->sct_x, sp->sct_y, player->cnum));
902 if (!trechk(player->cnum, 0, NEWPLN))
904 if (!check_sect_ok(sp))
906 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
907 player->dolcost += cost;
909 snxtitem_all(&nstr, EF_PLANE);
911 while (nxtitem(&nstr, (s_char *)&plane)) {
912 if (plane.pln_own == 0) {
917 if (freeplane == 0) {
918 ef_extend(EF_PLANE, 50);
920 bzero(&plane, sizeof(struct plnstr));
921 plane.pln_x = sp->sct_x;
922 plane.pln_y = sp->sct_y;
923 plane.pln_own = sp->sct_own;
924 plane.pln_type = pp - plchr;
925 plane.pln_effic = PLANE_MINEFF;
926 if (opt_MOB_ACCESS) {
927 time(&plane.pln_access);
928 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
932 plane.pln_mission = 0;
935 plane.pln_radius = 0;
937 /* Note that this next block of variables can be changed so that individual
938 * planes may have their own stats (like based on tech maybe? :) ) Thus,
939 * the code now checks the pln_acc, pln_load and pln_fuel instead of using
940 * the static definitions of them. */
942 n = (int) (pp->pl_range * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
946 plane.pln_range_max = n;
947 n = (int) (pp->pl_att * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
951 n = (int) (pp->pl_def * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
957 plane.pln_acc = pp->pl_acc;
958 plane.pln_load = pp->pl_load;
959 plane.pln_fuel = pp->pl_fuel;
961 plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
962 plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
963 plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
964 plane.pln_range = PLN_RAN(pp->pl_range, (int)(tlev - pp->pl_tech));
965 plane.pln_range_max = plane.pln_range;
966 plane.pln_load = PLN_LOAD(pp->pl_load, (int)(tlev - pp->pl_tech));
967 plane.pln_fuel = pp->pl_fuel;
969 plane.pln_wing = ' ';
970 plane.pln_tech = tlev;
973 plane.pln_uid = nstr.cur;
974 plane.pln_nuketype = -1;
975 plane.pln_harden = 0;
978 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x, plane.pln_y);
979 putplane(plane.pln_uid, &plane);
980 pr("%s built in sector %s\n", prplane(&plane),
981 xyas(sp->sct_x, sp->sct_y, player->cnum));
990 build_tower(register struct sctstr *sp, register int *vec)
992 extern int buil_tower_bh;
993 extern double buil_tower_bc;
1006 if (sp->sct_type != SCT_BSPAN) {
1007 pr("Bridge towers can only be built from bridge spans.\n");
1011 if (sp->sct_effic < 60 && !player->god) {
1012 pr("Sector %s is not 60%% efficient.\n",
1013 xyas(sp->sct_x, sp->sct_y, player->cnum));
1018 if (vec[I_HCM] < buil_tower_bh) {
1019 pr("%s only has %d unit%s of hcm,\n",
1020 xyas(sp->sct_x, sp->sct_y, player->cnum),
1021 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
1022 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1025 } else if (!opt_NO_LCMS) {
1026 if (vec[I_LCM] < buil_tower_bh) {
1027 pr("%s only has %d unit%s of lcm,\n",
1028 xyas(sp->sct_x, sp->sct_y, player->cnum),
1029 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
1030 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1034 if (cash < buil_tower_bc) {
1035 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
1036 pr("you only have %d.\n", cash);
1039 w_p_eff = buil_tower_bh * 2;
1040 points = sp->sct_avail * 100 / w_p_eff;
1042 pr("Not enough available work in %s to build a bridge tower\n",
1043 xyas(sp->sct_x, sp->sct_y, player->cnum));
1044 pr(" (%d available work required)\n",
1045 1 + (w_p_eff * 20)/100);
1048 if (!player->argp[3]) {
1049 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
1050 nav_map(sp->sct_x, sp->sct_y, 1);
1052 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf)) || !*p) {
1055 /* Sanity check time */
1056 if (!check_sect_ok(sp))
1059 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
1060 pr("'%c' is not a valid direction...\n", *p);
1064 newx = sp->sct_x + diroff[val][0];
1065 newy = sp->sct_y + diroff[val][1];
1066 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
1067 pr("%s is not a water sector\n",
1068 xyas(newx, newy, player->cnum));
1072 /* Now, check. You aren't allowed to build bridge towers
1075 for (i = 1; i <= 6; i++) {
1077 nx = sect.sct_x + diroff[i][0];
1078 ny = sect.sct_y + diroff[i][1];
1079 getsect(nx, ny, &s2);
1080 if ((s2.sct_type != SCT_WATER) &&
1081 (s2.sct_type != SCT_BTOWER) &&
1082 (s2.sct_type != SCT_BSPAN)) {
1088 pr("Bridge towers cannot be built adjacent to land.\n");
1089 pr("That sector is adjacent to land.\n");
1093 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
1094 player->dolcost += buil_tower_bc;
1095 cash -= buil_tower_bc;
1096 sect.sct_type = SCT_BTOWER;
1097 sect.sct_newtype = SCT_BTOWER;
1098 sect.sct_effic = 20;
1101 sect.sct_defense = 0;
1102 if (opt_MOB_ACCESS) {
1103 time(§.sct_access);
1104 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
1108 if (!opt_DEFENSE_INFRA)
1109 sect.sct_defense = sect.sct_effic;
1110 putvar(V_MINE,0,(s_char *)§,EF_SECTOR);
1112 pr("Bridge tower built in %s\n",
1113 xyas(sect.sct_x, sect.sct_y, player->cnum));
1115 vec[I_HCM] -= buil_tower_bh;
1116 else if (!opt_NO_LCMS)
1117 vec[I_LCM] -= buil_tower_bh;