2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2013, 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
52 static int build_ship(struct sctstr *sp, int type, int tlev);
53 static int build_land(struct sctstr *sp, int type, int tlev);
54 static int build_nuke(struct sctstr *sp, int type, int tlev);
55 static int build_plane(struct sctstr *sp, int type, int tlev);
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];
210 struct nstr_item nstr;
213 double eff = SHIP_MINEFF / 100.0;
217 hcm = roundavg(mp->m_hcm * eff);
218 lcm = roundavg(mp->m_lcm * eff);
220 if (sp->sct_type != SCT_HARBR) {
221 pr("Ships must be built in harbours.\n");
224 if (sp->sct_effic < 60 && !player->god) {
225 pr("Sector %s is not 60%% efficient.\n",
226 xyas(sp->sct_x, sp->sct_y, player->cnum));
229 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
230 pr("Not enough materials in %s\n",
231 xyas(sp->sct_x, sp->sct_y, player->cnum));
234 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
235 if (sp->sct_avail < avail) {
236 pr("Not enough available work in %s to build a %s\n",
237 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
238 pr(" (%d available work required)\n", avail);
241 cost = mp->m_cost * SHIP_MINEFF / 100.0;
242 if (!build_can_afford(cost, mp->m_name))
244 if (!trechk(player->cnum, 0, NEWSHP))
246 if (!check_sect_ok(sp))
248 sp->sct_avail -= avail;
249 player->dolcost += cost;
250 snxtitem_all(&nstr, EF_SHIP);
251 while (nxtitem(&nstr, &ship)) {
252 if (ship.shp_own == 0) {
258 ef_extend(EF_SHIP, 50);
260 ef_blank(EF_SHIP, nstr.cur, &ship);
261 ship.shp_x = sp->sct_x;
262 ship.shp_y = sp->sct_y;
263 ship.shp_own = sp->sct_own;
264 ship.shp_type = mp - mchr;
265 ship.shp_effic = SHIP_MINEFF;
266 if (opt_MOB_ACCESS) {
267 game_tick_to_now(&ship.shp_access);
268 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
272 memset(ship.shp_item, 0, sizeof(ship.shp_item));
273 ship.shp_pstage = PLG_HEALTHY;
275 ship.shp_name[0] = 0;
276 ship.shp_orig_own = sp->sct_own;
277 ship.shp_orig_x = sp->sct_x;
278 ship.shp_orig_y = sp->sct_y;
279 shp_set_tech(&ship, tlev);
280 unit_wipe_orders((struct empobj *)&ship);
285 if (sp->sct_pstage == PLG_INFECT)
286 ship.shp_pstage = PLG_EXPOSED;
287 putship(ship.shp_uid, &ship);
288 pr("%s", prship(&ship));
289 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
294 build_land(struct sctstr *sp, int type, int tlev)
296 short *vec = sp->sct_item;
297 struct lchrstr *lp = &lchr[type];
299 struct nstr_item nstr;
302 double eff = LAND_MINEFF / 100.0;
303 int mil, lcm, hcm, gun, shell;
307 mil = roundavg(lp->l_mil * eff);
308 shell = roundavg(lp->l_shell * eff);
309 gun = roundavg(lp->l_gun * eff);
311 mil = shell = gun = 0;
313 hcm = roundavg(lp->l_hcm * eff);
314 lcm = roundavg(lp->l_lcm * eff);
316 if (sp->sct_type != SCT_HEADQ) {
317 pr("Land units must be built in headquarters.\n");
320 if (sp->sct_effic < 60 && !player->god) {
321 pr("Sector %s is not 60%% efficient.\n",
322 xyas(sp->sct_x, sp->sct_y, player->cnum));
325 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
326 pr("Not enough materials in %s\n",
327 xyas(sp->sct_x, sp->sct_y, player->cnum));
331 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
332 pr("Not enough guns in %s\n",
333 xyas(sp->sct_x, sp->sct_y, player->cnum));
336 if (vec[I_SHELL] < shell) {
337 pr("Not enough shells in %s\n",
338 xyas(sp->sct_x, sp->sct_y, player->cnum));
341 if (vec[I_MILIT] < mil) {
342 pr("Not enough military in %s\n",
343 xyas(sp->sct_x, sp->sct_y, player->cnum));
347 if (!trechk(player->cnum, 0, NEWLND))
349 if (!check_sect_ok(sp))
351 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
352 if (sp->sct_avail < avail) {
353 pr("Not enough available work in %s to build a %s\n",
354 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
355 pr(" (%d available work required)\n", avail);
358 cost = lp->l_cost * LAND_MINEFF / 100.0;
359 if (!build_can_afford(cost, lp->l_name))
361 sp->sct_avail -= avail;
362 player->dolcost += cost;
363 snxtitem_all(&nstr, EF_LAND);
364 while (nxtitem(&nstr, &land)) {
365 if (land.lnd_own == 0) {
371 ef_extend(EF_LAND, 50);
373 ef_blank(EF_LAND, nstr.cur, &land);
374 land.lnd_x = sp->sct_x;
375 land.lnd_y = sp->sct_y;
376 land.lnd_own = sp->sct_own;
377 land.lnd_type = lp - lchr;
378 land.lnd_effic = LAND_MINEFF;
379 if (opt_MOB_ACCESS) {
380 game_tick_to_now(&land.lnd_access);
381 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
388 memset(land.lnd_item, 0, sizeof(land.lnd_item));
389 land.lnd_pstage = PLG_HEALTHY;
391 lnd_set_tech(&land, tlev);
392 unit_wipe_orders((struct empobj *)&land);
398 vec[I_SHELL] -= shell;
400 if (sp->sct_pstage == PLG_INFECT)
401 land.lnd_pstage = PLG_EXPOSED;
402 putland(nstr.cur, &land);
403 pr("%s", prland(&land));
404 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
409 build_nuke(struct sctstr *sp, int type, int tlev)
411 short *vec = sp->sct_item;
412 struct nchrstr *np = &nchr[type];
414 struct nstr_item nstr;
418 if (sp->sct_type != SCT_NUKE && !player->god) {
419 pr("Nuclear weapons must be built in nuclear plants.\n");
422 if (sp->sct_effic < 60 && !player->god) {
423 pr("Sector %s is not 60%% efficient.\n",
424 xyas(sp->sct_x, sp->sct_y, player->cnum));
427 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
428 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
429 pr("Not enough materials for a %s bomb in %s\n",
430 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
431 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
432 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
435 if (!build_can_afford(np->n_cost, np->n_name))
437 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
439 * XXX when nukes turn into units (or whatever), then
440 * make them start at 20%. Since they don't have efficiency
441 * now, we charge all the work right away.
443 if (sp->sct_avail < avail) {
444 pr("Not enough available work in %s to build a %s;\n",
445 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
446 pr(" (%d available work required)\n", avail);
449 if (!trechk(player->cnum, 0, NEWNUK))
451 if (!check_sect_ok(sp))
453 sp->sct_avail -= avail;
454 player->dolcost += np->n_cost;
455 snxtitem_all(&nstr, EF_NUKE);
457 while (nxtitem(&nstr, &nuke)) {
458 if (nuke.nuk_own == 0) {
464 ef_extend(EF_NUKE, 50);
466 ef_blank(EF_NUKE, nstr.cur, &nuke);
467 nuke.nuk_x = sp->sct_x;
468 nuke.nuk_y = sp->sct_y;
469 nuke.nuk_own = sp->sct_own;
470 nuke.nuk_type = np - nchr;
471 nuke.nuk_effic = 100;
473 nuke.nuk_tech = tlev;
474 unit_wipe_orders((struct empobj *)&nuke);
476 vec[I_HCM] -= np->n_hcm;
477 vec[I_LCM] -= np->n_lcm;
478 vec[I_OIL] -= np->n_oil;
479 vec[I_RAD] -= np->n_rad;
481 putnuke(nuke.nuk_uid, &nuke);
482 pr("%s created in %s\n", prnuke(&nuke),
483 xyas(sp->sct_x, sp->sct_y, player->cnum));
488 build_plane(struct sctstr *sp, int type, int tlev)
490 short *vec = sp->sct_item;
491 struct plchrstr *pp = &plchr[type];
493 struct nstr_item nstr;
496 double eff = PLANE_MINEFF / 100.0;
500 mil = roundavg(pp->pl_crew * eff);
501 /* Always use at least 1 mil to build a plane */
502 if (mil == 0 && pp->pl_crew > 0)
504 hcm = roundavg(pp->pl_hcm * eff);
505 lcm = roundavg(pp->pl_lcm * eff);
506 if (sp->sct_type != SCT_AIRPT && !player->god) {
507 pr("Planes must be built in airports.\n");
510 if (sp->sct_effic < 60 && !player->god) {
511 pr("Sector %s is not 60%% efficient.\n",
512 xyas(sp->sct_x, sp->sct_y, player->cnum));
515 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
516 pr("Not enough materials in %s\n",
517 xyas(sp->sct_x, sp->sct_y, player->cnum));
520 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
521 if (sp->sct_avail < avail) {
522 pr("Not enough available work in %s to build a %s\n",
523 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
524 pr(" (%d available work required)\n", avail);
527 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
528 if (!build_can_afford(cost, pp->pl_name))
530 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
531 pr("Not enough military for crew in %s\n",
532 xyas(sp->sct_x, sp->sct_y, player->cnum));
535 if (!trechk(player->cnum, 0, NEWPLN))
537 if (!check_sect_ok(sp))
539 sp->sct_avail -= avail;
540 player->dolcost += cost;
541 snxtitem_all(&nstr, EF_PLANE);
543 while (nxtitem(&nstr, &plane)) {
544 if (plane.pln_own == 0) {
549 if (freeplane == 0) {
550 ef_extend(EF_PLANE, 50);
552 ef_blank(EF_PLANE, nstr.cur, &plane);
553 plane.pln_x = sp->sct_x;
554 plane.pln_y = sp->sct_y;
555 plane.pln_own = sp->sct_own;
556 plane.pln_type = pp - plchr;
557 plane.pln_effic = PLANE_MINEFF;
558 if (opt_MOB_ACCESS) {
559 game_tick_to_now(&plane.pln_access);
560 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
564 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
567 plane.pln_harden = 0;
569 pln_set_tech(&plane, tlev);
570 unit_wipe_orders((struct empobj *)&plane);
576 putplane(plane.pln_uid, &plane);
577 pr("%s built in sector %s\n", prplane(&plane),
578 xyas(sp->sct_x, sp->sct_y, player->cnum));
583 build_bridge(char what)
585 struct natstr *natp = getnatp(player->cnum);
586 struct nstr_sect nstr;
587 int (*build_it)(struct sctstr *);
593 if (natp->nat_level[NAT_TLEV] < buil_bt) {
594 pr("Building a span requires a tech of %.0f\n", buil_bt);
597 build_it = build_bspan;
600 if (!opt_BRIDGETOWERS) {
601 pr("Bridge tower building is disabled.\n");
604 if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
605 pr("Building a tower requires a tech of %.0f\n",
609 build_it = build_btower;
616 if (!snxtsct(&nstr, player->argp[2]))
619 while (nxtsct(&nstr, §)) {
632 build_bspan(struct sctstr *sp)
634 short *vec = sp->sct_item;
639 int nx, ny, i, good = 0;
643 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
644 if (sp->sct_type != SCT_BTOWER) {
645 if (sp->sct_type != SCT_BHEAD)
647 if (sp->sct_newtype != SCT_BHEAD)
652 if (sp->sct_effic < 60 && !player->god) {
653 pr("Sector %s is not 60%% efficient.\n",
654 xyas(sp->sct_x, sp->sct_y, player->cnum));
658 if (vec[I_HCM] < buil_bh) {
659 pr("%s only has %d unit%s of hcm,\n",
660 xyas(sp->sct_x, sp->sct_y, player->cnum),
661 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
662 pr("(a bridge span requires %d)\n", buil_bh);
666 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
668 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
669 if (sp->sct_avail < avail) {
670 pr("Not enough available work in %s to build a bridge\n",
671 xyas(sp->sct_x, sp->sct_y, player->cnum));
672 pr(" (%d available work required)\n", avail);
675 if (!player->argp[3]) {
676 pr("Bridge head at %s\n",
677 xyas(sp->sct_x, sp->sct_y, player->cnum));
678 nav_map(sp->sct_x, sp->sct_y, 1);
680 p = getstarg(player->argp[3], "build span in what direction? ", buf);
684 /* Sanity check time */
685 if (!check_sect_ok(sp))
688 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
689 pr("'%c' is not a valid direction...\n", *p);
690 direrr(NULL, NULL, NULL);
693 newx = sp->sct_x + diroff[val][0];
694 newy = sp->sct_y + diroff[val][1];
695 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
696 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
699 if (opt_EASY_BRIDGES) {
702 for (i = 1; i <= 6; i++) {
704 nx = sect.sct_x + diroff[i][0];
705 ny = sect.sct_y + diroff[i][1];
706 getsect(nx, ny, &s2);
707 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
711 pr("Bridges must be built adjacent to land or bridge towers.\n");
712 pr("That sector is not adjacent to land or a bridge tower.\n");
715 } /* end EASY_BRIDGES */
716 sp->sct_avail -= avail;
717 player->dolcost += buil_bc;
718 sect.sct_type = SCT_BSPAN;
719 sect.sct_newtype = SCT_BSPAN;
720 sect.sct_effic = SCT_MINEFF;
723 sect.sct_defense = 0;
724 if (opt_MOB_ACCESS) {
725 game_tick_to_now(§.sct_access);
726 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
731 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
732 writemap(player->cnum);
734 pr("Bridge span built over %s\n",
735 xyas(sect.sct_x, sect.sct_y, player->cnum));
736 vec[I_HCM] -= buil_bh;
741 build_btower(struct sctstr *sp)
743 short *vec = sp->sct_item;
754 if (sp->sct_type != SCT_BSPAN) {
755 pr("Bridge towers can only be built from bridge spans.\n");
759 if (sp->sct_effic < 60 && !player->god) {
760 pr("Sector %s is not 60%% efficient.\n",
761 xyas(sp->sct_x, sp->sct_y, player->cnum));
765 if (vec[I_HCM] < buil_tower_bh) {
766 pr("%s only has %d unit%s of hcm,\n",
767 xyas(sp->sct_x, sp->sct_y, player->cnum),
768 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
769 pr("(a bridge tower requires %d)\n", buil_tower_bh);
773 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
775 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
776 if (sp->sct_avail < avail) {
777 pr("Not enough available work in %s to build a bridge tower\n",
778 xyas(sp->sct_x, sp->sct_y, player->cnum));
779 pr(" (%d available work required)\n", avail);
782 if (!player->argp[3]) {
783 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
784 nav_map(sp->sct_x, sp->sct_y, 1);
786 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
790 /* Sanity check time */
791 if (!check_sect_ok(sp))
794 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
795 pr("'%c' is not a valid direction...\n", *p);
796 direrr(NULL, NULL, NULL);
799 newx = sp->sct_x + diroff[val][0];
800 newy = sp->sct_y + diroff[val][1];
801 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
802 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
806 /* Now, check. You aren't allowed to build bridge towers
808 for (i = 1; i <= 6; i++) {
810 nx = sect.sct_x + diroff[i][0];
811 ny = sect.sct_y + diroff[i][1];
812 getsect(nx, ny, &s2);
813 if ((s2.sct_type != SCT_WATER) &&
814 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
815 pr("Bridge towers cannot be built adjacent to land.\n");
816 pr("That sector is adjacent to land.\n");
821 sp->sct_avail -= avail;
822 player->dolcost += buil_tower_bc;
823 sect.sct_type = SCT_BTOWER;
824 sect.sct_newtype = SCT_BTOWER;
825 sect.sct_effic = SCT_MINEFF;
828 sect.sct_defense = 0;
829 if (opt_MOB_ACCESS) {
830 game_tick_to_now(§.sct_access);
831 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
836 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
837 writemap(player->cnum);
839 pr("Bridge tower built in %s\n",
840 xyas(sect.sct_x, sect.sct_y, player->cnum));
841 vec[I_HCM] -= buil_tower_bh;
846 build_can_afford(double cost, char *what)
848 struct natstr *natp = getnatp(player->cnum);
849 if (natp->nat_money < player->dolcost + cost) {
850 pr("Not enough money left to build a %s\n", what);