2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire 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 3 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, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
29 * Known contributors to this file:
30 * Steve McClure, 1998-2000
31 * Markus Armbruster, 2004-2013
51 static int build_ship(struct sctstr *sp, int type, int tlev);
52 static int build_land(struct sctstr *sp, int type, int tlev);
53 static int build_nuke(struct sctstr *sp, int type, int tlev);
54 static int build_plane(struct sctstr *sp, int type, int tlev);
55 static int pick_unused_unit_uid(int);
56 static int build_bridge(char);
57 static int build_bspan(struct sctstr *sp);
58 static int build_btower(struct sctstr *sp);
59 static int build_can_afford(double, char *);
62 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
67 struct natstr *natp = getnatp(player->cnum);
68 int tlev = (int)natp->nat_level[NAT_TLEV];
70 struct nstr_sect nstr;
71 int rqtech, type, number, val, gotsect;
72 char *p, *what, *prompt;
73 int (*build_it)(struct sctstr *, int, int);
76 p = getstarg(player->argp[1],
77 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
84 return build_bridge(*p);
87 prompt = "Ship type? ";
88 build_it = build_ship;
92 prompt = "Plane type? ";
93 build_it = build_plane;
97 prompt = "Land unit type? ";
98 build_it = build_land;
101 if (!ef_nelem(EF_NUKE_CHR)) {
102 pr("There are no nukes in this game.\n");
105 if (drnuke_const > MIN_DRNUKE_CONST)
107 (int)(natp->nat_level[NAT_RLEV] / drnuke_const));
109 prompt = "Nuke type? ";
110 build_it = build_nuke;
113 pr("You can't build that!\n");
117 if (!snxtsct(&nstr, player->argp[2]))
120 p = getstarg(player->argp[3], prompt, buf);
127 type = ef_elt_byname(EF_PLANE_CHR, p);
129 rqtech = plchr[type].pl_tech;
132 type = ef_elt_byname(EF_SHIP_CHR, p);
134 rqtech = mchr[type].m_tech;
137 type = ef_elt_byname(EF_LAND_CHR, p);
139 rqtech = lchr[type].l_tech;
142 type = ef_elt_byname(EF_NUKE_CHR, p);
144 rqtech = nchr[type].n_tech;
151 if (type < 0 || tlev < rqtech) {
152 pr("You can't build that!\n");
153 pr("Use `show %s build %d' to show types you can build.\n",
159 if (player->argp[4]) {
160 number = atoi(player->argp[4]);
164 "Are you sure that you want to build %d of them? ",
166 p = getstarg(player->argp[6], bstr, buf);
172 if (player->argp[5]) {
173 val = atoi(player->argp[5]);
174 if (val > tlev && !player->god) {
175 pr("Your%s tech level is only %d.\n",
176 *what == 'n' && drnuke_const > MIN_DRNUKE_CONST
177 ? " effective" : "", tlev);
181 pr("Required tech is %d.\n", rqtech);
185 pr("Building with tech level %d.\n", tlev);
189 while (number-- > 0) {
190 while (nxtsct(&nstr, §)) {
194 if (build_it(§, type, tlev))
197 snxtsct_rewind(&nstr);
205 build_ship(struct sctstr *sp, int type, int tlev)
207 short *vec = sp->sct_item;
208 struct mchrstr *mp = &mchr[type];
212 double eff = SHIP_MINEFF / 100.0;
215 hcm = roundavg(mp->m_hcm * eff);
216 lcm = roundavg(mp->m_lcm * eff);
218 if (sp->sct_type != SCT_HARBR) {
219 pr("Ships must be built in harbours.\n");
222 if (sp->sct_effic < 60 && !player->god) {
223 pr("Sector %s is not 60%% efficient.\n",
224 xyas(sp->sct_x, sp->sct_y, player->cnum));
227 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
228 pr("Not enough materials in %s\n",
229 xyas(sp->sct_x, sp->sct_y, player->cnum));
232 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
233 if (sp->sct_avail < avail) {
234 pr("Not enough available work in %s to build a %s\n",
235 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
236 pr(" (%d available work required)\n", avail);
239 cost = mp->m_cost * SHIP_MINEFF / 100.0;
240 if (!build_can_afford(cost, mp->m_name))
242 sp->sct_avail -= avail;
243 player->dolcost += cost;
244 ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
245 ship.shp_x = sp->sct_x;
246 ship.shp_y = sp->sct_y;
247 ship.shp_own = sp->sct_own;
248 ship.shp_type = mp - mchr;
249 ship.shp_effic = SHIP_MINEFF;
250 if (opt_MOB_ACCESS) {
251 game_tick_to_now(&ship.shp_access);
252 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
256 memset(ship.shp_item, 0, sizeof(ship.shp_item));
257 ship.shp_pstage = PLG_HEALTHY;
259 ship.shp_name[0] = 0;
260 ship.shp_orig_own = sp->sct_own;
261 ship.shp_orig_x = sp->sct_x;
262 ship.shp_orig_y = sp->sct_y;
263 shp_set_tech(&ship, tlev);
264 unit_wipe_orders((struct empobj *)&ship);
269 if (sp->sct_pstage == PLG_INFECT)
270 ship.shp_pstage = PLG_EXPOSED;
271 putship(ship.shp_uid, &ship);
272 pr("%s", prship(&ship));
273 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
278 build_land(struct sctstr *sp, int type, int tlev)
280 short *vec = sp->sct_item;
281 struct lchrstr *lp = &lchr[type];
285 double eff = LAND_MINEFF / 100.0;
286 int mil, lcm, hcm, gun, shell;
289 mil = roundavg(lp->l_mil * eff);
290 shell = roundavg(lp->l_shell * eff);
291 gun = roundavg(lp->l_gun * eff);
293 mil = shell = gun = 0;
295 hcm = roundavg(lp->l_hcm * eff);
296 lcm = roundavg(lp->l_lcm * eff);
298 if (sp->sct_type != SCT_HEADQ) {
299 pr("Land units must be built in headquarters.\n");
302 if (sp->sct_effic < 60 && !player->god) {
303 pr("Sector %s is not 60%% efficient.\n",
304 xyas(sp->sct_x, sp->sct_y, player->cnum));
307 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
308 pr("Not enough materials in %s\n",
309 xyas(sp->sct_x, sp->sct_y, player->cnum));
313 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
314 pr("Not enough guns in %s\n",
315 xyas(sp->sct_x, sp->sct_y, player->cnum));
318 if (vec[I_SHELL] < shell) {
319 pr("Not enough shells in %s\n",
320 xyas(sp->sct_x, sp->sct_y, player->cnum));
323 if (vec[I_MILIT] < mil) {
324 pr("Not enough military in %s\n",
325 xyas(sp->sct_x, sp->sct_y, player->cnum));
329 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
330 if (sp->sct_avail < avail) {
331 pr("Not enough available work in %s to build a %s\n",
332 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
333 pr(" (%d available work required)\n", avail);
336 cost = lp->l_cost * LAND_MINEFF / 100.0;
337 if (!build_can_afford(cost, lp->l_name))
339 sp->sct_avail -= avail;
340 player->dolcost += cost;
341 ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
342 land.lnd_x = sp->sct_x;
343 land.lnd_y = sp->sct_y;
344 land.lnd_own = sp->sct_own;
345 land.lnd_type = lp - lchr;
346 land.lnd_effic = LAND_MINEFF;
347 if (opt_MOB_ACCESS) {
348 game_tick_to_now(&land.lnd_access);
349 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
356 memset(land.lnd_item, 0, sizeof(land.lnd_item));
357 land.lnd_pstage = PLG_HEALTHY;
359 lnd_set_tech(&land, tlev);
360 unit_wipe_orders((struct empobj *)&land);
366 vec[I_SHELL] -= shell;
368 if (sp->sct_pstage == PLG_INFECT)
369 land.lnd_pstage = PLG_EXPOSED;
370 putland(land.lnd_uid, &land);
371 pr("%s", prland(&land));
372 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
377 build_nuke(struct sctstr *sp, int type, int tlev)
379 short *vec = sp->sct_item;
380 struct nchrstr *np = &nchr[type];
384 if (sp->sct_type != SCT_NUKE && !player->god) {
385 pr("Nuclear weapons must be built in nuclear plants.\n");
388 if (sp->sct_effic < 60 && !player->god) {
389 pr("Sector %s is not 60%% efficient.\n",
390 xyas(sp->sct_x, sp->sct_y, player->cnum));
393 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
394 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
395 pr("Not enough materials for a %s bomb in %s\n",
396 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
397 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
398 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
401 if (!build_can_afford(np->n_cost, np->n_name))
403 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
405 * XXX when nukes turn into units (or whatever), then
406 * make them start at 20%. Since they don't have efficiency
407 * now, we charge all the work right away.
409 if (sp->sct_avail < avail) {
410 pr("Not enough available work in %s to build a %s;\n",
411 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
412 pr(" (%d available work required)\n", avail);
415 sp->sct_avail -= avail;
416 player->dolcost += np->n_cost;
417 ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
418 nuke.nuk_x = sp->sct_x;
419 nuke.nuk_y = sp->sct_y;
420 nuke.nuk_own = sp->sct_own;
421 nuke.nuk_type = np - nchr;
422 nuke.nuk_effic = 100;
424 nuke.nuk_tech = tlev;
425 unit_wipe_orders((struct empobj *)&nuke);
427 vec[I_HCM] -= np->n_hcm;
428 vec[I_LCM] -= np->n_lcm;
429 vec[I_OIL] -= np->n_oil;
430 vec[I_RAD] -= np->n_rad;
432 putnuke(nuke.nuk_uid, &nuke);
433 pr("%s created in %s\n", prnuke(&nuke),
434 xyas(sp->sct_x, sp->sct_y, player->cnum));
439 build_plane(struct sctstr *sp, int type, int tlev)
441 short *vec = sp->sct_item;
442 struct plchrstr *pp = &plchr[type];
446 double eff = PLANE_MINEFF / 100.0;
449 mil = roundavg(pp->pl_crew * eff);
450 /* Always use at least 1 mil to build a plane */
451 if (mil == 0 && pp->pl_crew > 0)
453 hcm = roundavg(pp->pl_hcm * eff);
454 lcm = roundavg(pp->pl_lcm * eff);
455 if (sp->sct_type != SCT_AIRPT && !player->god) {
456 pr("Planes must be built in airports.\n");
459 if (sp->sct_effic < 60 && !player->god) {
460 pr("Sector %s is not 60%% efficient.\n",
461 xyas(sp->sct_x, sp->sct_y, player->cnum));
464 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
465 pr("Not enough materials in %s\n",
466 xyas(sp->sct_x, sp->sct_y, player->cnum));
469 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
470 if (sp->sct_avail < avail) {
471 pr("Not enough available work in %s to build a %s\n",
472 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
473 pr(" (%d available work required)\n", avail);
476 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
477 if (!build_can_afford(cost, pp->pl_name))
479 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
480 pr("Not enough military for crew in %s\n",
481 xyas(sp->sct_x, sp->sct_y, player->cnum));
484 sp->sct_avail -= avail;
485 player->dolcost += cost;
486 ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
487 plane.pln_x = sp->sct_x;
488 plane.pln_y = sp->sct_y;
489 plane.pln_own = sp->sct_own;
490 plane.pln_type = pp - plchr;
491 plane.pln_effic = PLANE_MINEFF;
492 if (opt_MOB_ACCESS) {
493 game_tick_to_now(&plane.pln_access);
494 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
498 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
501 plane.pln_harden = 0;
503 pln_set_tech(&plane, tlev);
504 unit_wipe_orders((struct empobj *)&plane);
510 putplane(plane.pln_uid, &plane);
511 pr("%s built in sector %s\n", prplane(&plane),
512 xyas(sp->sct_x, sp->sct_y, player->cnum));
517 pick_unused_unit_uid(int type)
519 struct nstr_item nstr;
520 union empobj_storage unit;
522 snxtitem_all(&nstr, type);
523 while (nxtitem(&nstr, &unit)) {
532 build_bridge(char what)
534 struct natstr *natp = getnatp(player->cnum);
535 struct nstr_sect nstr;
536 int (*build_it)(struct sctstr *);
542 if (natp->nat_level[NAT_TLEV] < buil_bt) {
543 pr("Building a span requires a tech of %.0f\n", buil_bt);
546 build_it = build_bspan;
549 if (!opt_BRIDGETOWERS) {
550 pr("Bridge tower building is disabled.\n");
553 if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
554 pr("Building a tower requires a tech of %.0f\n",
558 build_it = build_btower;
565 if (!snxtsct(&nstr, player->argp[2]))
568 while (nxtsct(&nstr, §)) {
581 build_bspan(struct sctstr *sp)
583 short *vec = sp->sct_item;
588 int nx, ny, i, good = 0;
592 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
593 if (sp->sct_type != SCT_BTOWER) {
594 if (sp->sct_type != SCT_BHEAD)
596 if (sp->sct_newtype != SCT_BHEAD)
601 if (sp->sct_effic < 60 && !player->god) {
602 pr("Sector %s is not 60%% efficient.\n",
603 xyas(sp->sct_x, sp->sct_y, player->cnum));
607 if (vec[I_HCM] < buil_bh) {
608 pr("%s only has %d unit%s of hcm,\n",
609 xyas(sp->sct_x, sp->sct_y, player->cnum),
610 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
611 pr("(a bridge span requires %d)\n", buil_bh);
615 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
617 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
618 if (sp->sct_avail < avail) {
619 pr("Not enough available work in %s to build a bridge\n",
620 xyas(sp->sct_x, sp->sct_y, player->cnum));
621 pr(" (%d available work required)\n", avail);
624 if (!player->argp[3]) {
625 pr("Bridge head at %s\n",
626 xyas(sp->sct_x, sp->sct_y, player->cnum));
627 nav_map(sp->sct_x, sp->sct_y, 1);
629 p = getstarg(player->argp[3], "build span in what direction? ", buf);
633 /* Sanity check time */
634 if (!check_sect_ok(sp))
637 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
638 pr("'%c' is not a valid direction...\n", *p);
639 direrr(NULL, NULL, NULL);
642 newx = sp->sct_x + diroff[val][0];
643 newy = sp->sct_y + diroff[val][1];
644 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
645 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
648 if (opt_EASY_BRIDGES) {
651 for (i = 1; i <= 6; i++) {
653 nx = sect.sct_x + diroff[i][0];
654 ny = sect.sct_y + diroff[i][1];
655 getsect(nx, ny, &s2);
656 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
660 pr("Bridges must be built adjacent to land or bridge towers.\n");
661 pr("That sector is not adjacent to land or a bridge tower.\n");
664 } /* end EASY_BRIDGES */
665 sp->sct_avail -= avail;
666 player->dolcost += buil_bc;
667 sect.sct_type = SCT_BSPAN;
668 sect.sct_newtype = SCT_BSPAN;
669 sect.sct_effic = SCT_MINEFF;
672 sect.sct_defense = 0;
673 if (opt_MOB_ACCESS) {
674 game_tick_to_now(§.sct_access);
675 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
680 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
681 writemap(player->cnum);
683 pr("Bridge span built over %s\n",
684 xyas(sect.sct_x, sect.sct_y, player->cnum));
685 vec[I_HCM] -= buil_bh;
690 build_btower(struct sctstr *sp)
692 short *vec = sp->sct_item;
703 if (sp->sct_type != SCT_BSPAN) {
704 pr("Bridge towers can only be built from bridge spans.\n");
708 if (sp->sct_effic < 60 && !player->god) {
709 pr("Sector %s is not 60%% efficient.\n",
710 xyas(sp->sct_x, sp->sct_y, player->cnum));
714 if (vec[I_HCM] < buil_tower_bh) {
715 pr("%s only has %d unit%s of hcm,\n",
716 xyas(sp->sct_x, sp->sct_y, player->cnum),
717 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
718 pr("(a bridge tower requires %d)\n", buil_tower_bh);
722 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
724 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
725 if (sp->sct_avail < avail) {
726 pr("Not enough available work in %s to build a bridge tower\n",
727 xyas(sp->sct_x, sp->sct_y, player->cnum));
728 pr(" (%d available work required)\n", avail);
731 if (!player->argp[3]) {
732 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
733 nav_map(sp->sct_x, sp->sct_y, 1);
735 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
739 /* Sanity check time */
740 if (!check_sect_ok(sp))
743 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
744 pr("'%c' is not a valid direction...\n", *p);
745 direrr(NULL, NULL, NULL);
748 newx = sp->sct_x + diroff[val][0];
749 newy = sp->sct_y + diroff[val][1];
750 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
751 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
755 /* Now, check. You aren't allowed to build bridge towers
757 for (i = 1; i <= 6; i++) {
759 nx = sect.sct_x + diroff[i][0];
760 ny = sect.sct_y + diroff[i][1];
761 getsect(nx, ny, &s2);
762 if ((s2.sct_type != SCT_WATER) &&
763 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
764 pr("Bridge towers cannot be built adjacent to land.\n");
765 pr("That sector is adjacent to land.\n");
770 sp->sct_avail -= avail;
771 player->dolcost += buil_tower_bc;
772 sect.sct_type = SCT_BTOWER;
773 sect.sct_newtype = SCT_BTOWER;
774 sect.sct_effic = SCT_MINEFF;
777 sect.sct_defense = 0;
778 if (opt_MOB_ACCESS) {
779 game_tick_to_now(§.sct_access);
780 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
785 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
786 writemap(player->cnum);
788 pr("Bridge tower built in %s\n",
789 xyas(sect.sct_x, sect.sct_y, player->cnum));
790 vec[I_HCM] -= buil_tower_bh;
795 build_can_afford(double cost, char *what)
797 struct natstr *natp = getnatp(player->cnum);
798 if (natp->nat_money < player->dolcost + cost) {
799 pr("Not enough money left to build a %s\n", what);