2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2012, 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, 2004-2012
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 build_bridge(char);
56 static int build_bspan(struct sctstr *sp);
57 static int build_btower(struct sctstr *sp);
58 static int build_can_afford(double, char *);
61 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
66 struct natstr *natp = getnatp(player->cnum);
67 int tlev = (int)natp->nat_level[NAT_TLEV];
69 struct nstr_sect nstr;
70 int rqtech, type, number, val, gotsect;
71 char *p, *what, *prompt;
72 int (*build_it)(struct sctstr *, int, int);
75 p = getstarg(player->argp[1],
76 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
83 return build_bridge(*p);
86 prompt = "Ship type? ";
87 build_it = build_ship;
91 prompt = "Plane type? ";
92 build_it = build_plane;
96 prompt = "Land unit type? ";
97 build_it = build_land;
100 if (!ef_nelem(EF_NUKE_CHR)) {
101 pr("There are no nukes in this game.\n");
104 if (drnuke_const > MIN_DRNUKE_CONST)
106 (int)(natp->nat_level[NAT_RLEV] / drnuke_const));
108 prompt = "Nuke type? ";
109 build_it = build_nuke;
112 pr("You can't build that!\n");
116 if (!snxtsct(&nstr, player->argp[2]))
119 p = getstarg(player->argp[3], prompt, buf);
126 type = ef_elt_byname(EF_PLANE_CHR, p);
128 rqtech = plchr[type].pl_tech;
131 type = ef_elt_byname(EF_SHIP_CHR, p);
133 rqtech = mchr[type].m_tech;
136 type = ef_elt_byname(EF_LAND_CHR, p);
138 rqtech = lchr[type].l_tech;
141 type = ef_elt_byname(EF_NUKE_CHR, p);
143 rqtech = nchr[type].n_tech;
150 if (type < 0 || tlev < rqtech) {
151 pr("You can't build that!\n");
152 pr("Use `show %s build %d' to show types you can build.\n",
158 if (player->argp[4]) {
159 number = atoi(player->argp[4]);
163 "Are you sure that you want to build %d of them? ",
165 p = getstarg(player->argp[6], bstr, buf);
171 if (player->argp[5]) {
172 val = atoi(player->argp[5]);
173 if (val > tlev && !player->god) {
174 pr("Your%s tech level is only %d.\n",
175 *what == 'n' && drnuke_const > MIN_DRNUKE_CONST
176 ? " effective" : "", tlev);
180 pr("Required tech is %d.\n", rqtech);
184 pr("Building with tech level %d.\n", tlev);
188 while (number-- > 0) {
189 while (nxtsct(&nstr, §)) {
193 if (build_it(§, type, tlev))
196 snxtsct_rewind(&nstr);
204 build_ship(struct sctstr *sp, int type, int tlev)
206 short *vec = sp->sct_item;
207 struct mchrstr *mp = &mchr[type];
209 struct nstr_item nstr;
212 double eff = SHIP_MINEFF / 100.0;
216 hcm = roundavg(mp->m_hcm * eff);
217 lcm = roundavg(mp->m_lcm * eff);
219 if (sp->sct_type != SCT_HARBR) {
220 pr("Ships must be built in harbours.\n");
223 if (sp->sct_effic < 60 && !player->god) {
224 pr("Sector %s is not 60%% efficient.\n",
225 xyas(sp->sct_x, sp->sct_y, player->cnum));
228 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
229 pr("Not enough materials in %s\n",
230 xyas(sp->sct_x, sp->sct_y, player->cnum));
233 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
234 if (sp->sct_avail < avail) {
235 pr("Not enough available work in %s to build a %s\n",
236 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
237 pr(" (%d available work required)\n", avail);
240 cost = mp->m_cost * SHIP_MINEFF / 100.0;
241 if (!build_can_afford(cost, mp->m_name))
243 if (!trechk(player->cnum, 0, NEWSHP))
245 if (!check_sect_ok(sp))
247 sp->sct_avail -= avail;
248 player->dolcost += cost;
249 snxtitem_all(&nstr, EF_SHIP);
250 while (nxtitem(&nstr, &ship)) {
251 if (ship.shp_own == 0) {
257 ef_extend(EF_SHIP, 50);
259 ef_blank(EF_SHIP, nstr.cur, &ship);
260 ship.shp_x = sp->sct_x;
261 ship.shp_y = sp->sct_y;
262 ship.shp_own = player->cnum;
263 ship.shp_type = mp - mchr;
264 ship.shp_effic = SHIP_MINEFF;
265 if (opt_MOB_ACCESS) {
266 game_tick_to_now(&ship.shp_access);
267 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
271 memset(ship.shp_item, 0, sizeof(ship.shp_item));
272 ship.shp_pstage = PLG_HEALTHY;
274 ship.shp_name[0] = 0;
275 ship.shp_orig_own = player->cnum;
276 ship.shp_orig_x = sp->sct_x;
277 ship.shp_orig_y = sp->sct_y;
278 shp_set_tech(&ship, tlev);
279 unit_wipe_orders((struct empobj *)&ship);
284 if (sp->sct_pstage == PLG_INFECT)
285 ship.shp_pstage = PLG_EXPOSED;
286 putship(ship.shp_uid, &ship);
287 pr("%s", prship(&ship));
288 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
293 build_land(struct sctstr *sp, int type, int tlev)
295 short *vec = sp->sct_item;
296 struct lchrstr *lp = &lchr[type];
298 struct nstr_item nstr;
301 double eff = LAND_MINEFF / 100.0;
302 int mil, lcm, hcm, gun, shell;
306 mil = roundavg(lp->l_mil * eff);
307 shell = roundavg(lp->l_shell * eff);
308 gun = roundavg(lp->l_gun * eff);
310 mil = shell = gun = 0;
312 hcm = roundavg(lp->l_hcm * eff);
313 lcm = roundavg(lp->l_lcm * eff);
315 if (sp->sct_type != SCT_HEADQ) {
316 pr("Land units must be built in headquarters.\n");
319 if (sp->sct_effic < 60 && !player->god) {
320 pr("Sector %s is not 60%% efficient.\n",
321 xyas(sp->sct_x, sp->sct_y, player->cnum));
324 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
325 pr("Not enough materials in %s\n",
326 xyas(sp->sct_x, sp->sct_y, player->cnum));
330 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
331 pr("Not enough guns in %s\n",
332 xyas(sp->sct_x, sp->sct_y, player->cnum));
335 if (vec[I_SHELL] < shell) {
336 pr("Not enough shells in %s\n",
337 xyas(sp->sct_x, sp->sct_y, player->cnum));
340 if (vec[I_MILIT] < mil) {
341 pr("Not enough military in %s\n",
342 xyas(sp->sct_x, sp->sct_y, player->cnum));
346 if (!trechk(player->cnum, 0, NEWLND))
348 if (!check_sect_ok(sp))
350 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
351 if (sp->sct_avail < avail) {
352 pr("Not enough available work in %s to build a %s\n",
353 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
354 pr(" (%d available work required)\n", avail);
357 cost = lp->l_cost * LAND_MINEFF / 100.0;
358 if (!build_can_afford(cost, lp->l_name))
360 sp->sct_avail -= avail;
361 player->dolcost += cost;
362 snxtitem_all(&nstr, EF_LAND);
363 while (nxtitem(&nstr, &land)) {
364 if (land.lnd_own == 0) {
370 ef_extend(EF_LAND, 50);
372 ef_blank(EF_LAND, nstr.cur, &land);
373 land.lnd_x = sp->sct_x;
374 land.lnd_y = sp->sct_y;
375 land.lnd_own = player->cnum;
376 land.lnd_type = lp - lchr;
377 land.lnd_effic = LAND_MINEFF;
378 if (opt_MOB_ACCESS) {
379 game_tick_to_now(&land.lnd_access);
380 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
387 memset(land.lnd_item, 0, sizeof(land.lnd_item));
388 land.lnd_pstage = PLG_HEALTHY;
390 lnd_set_tech(&land, tlev);
391 unit_wipe_orders((struct empobj *)&land);
397 vec[I_SHELL] -= shell;
399 if (sp->sct_pstage == PLG_INFECT)
400 land.lnd_pstage = PLG_EXPOSED;
401 putland(nstr.cur, &land);
402 pr("%s", prland(&land));
403 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
408 build_nuke(struct sctstr *sp, int type, int tlev)
410 short *vec = sp->sct_item;
411 struct nchrstr *np = &nchr[type];
413 struct nstr_item nstr;
417 if (sp->sct_type != SCT_NUKE && !player->god) {
418 pr("Nuclear weapons must be built in nuclear plants.\n");
421 if (sp->sct_effic < 60 && !player->god) {
422 pr("Sector %s is not 60%% efficient.\n",
423 xyas(sp->sct_x, sp->sct_y, player->cnum));
426 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
427 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
428 pr("Not enough materials for a %s bomb in %s\n",
429 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
430 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
431 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
434 if (!build_can_afford(np->n_cost, np->n_name))
436 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
438 * XXX when nukes turn into units (or whatever), then
439 * make them start at 20%. Since they don't have efficiency
440 * now, we charge all the work right away.
442 if (sp->sct_avail < avail) {
443 pr("Not enough available work in %s to build a %s;\n",
444 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
445 pr(" (%d available work required)\n", avail);
448 if (!trechk(player->cnum, 0, NEWNUK))
450 if (!check_sect_ok(sp))
452 sp->sct_avail -= avail;
453 player->dolcost += np->n_cost;
454 snxtitem_all(&nstr, EF_NUKE);
456 while (nxtitem(&nstr, &nuke)) {
457 if (nuke.nuk_own == 0) {
463 ef_extend(EF_NUKE, 50);
465 ef_blank(EF_NUKE, nstr.cur, &nuke);
466 nuke.nuk_x = sp->sct_x;
467 nuke.nuk_y = sp->sct_y;
468 nuke.nuk_own = sp->sct_own;
469 nuke.nuk_type = np - nchr;
470 nuke.nuk_effic = 100;
472 nuke.nuk_tech = tlev;
473 unit_wipe_orders((struct empobj *)&nuke);
475 vec[I_HCM] -= np->n_hcm;
476 vec[I_LCM] -= np->n_lcm;
477 vec[I_OIL] -= np->n_oil;
478 vec[I_RAD] -= np->n_rad;
480 putnuke(nuke.nuk_uid, &nuke);
481 pr("%s created in %s\n", prnuke(&nuke),
482 xyas(sp->sct_x, sp->sct_y, player->cnum));
487 build_plane(struct sctstr *sp, int type, int tlev)
489 short *vec = sp->sct_item;
490 struct plchrstr *pp = &plchr[type];
492 struct nstr_item nstr;
495 double eff = PLANE_MINEFF / 100.0;
499 mil = roundavg(pp->pl_crew * eff);
500 /* Always use at least 1 mil to build a plane */
501 if (mil == 0 && pp->pl_crew > 0)
503 hcm = roundavg(pp->pl_hcm * eff);
504 lcm = roundavg(pp->pl_lcm * eff);
505 if (sp->sct_type != SCT_AIRPT && !player->god) {
506 pr("Planes must be built in airports.\n");
509 if (sp->sct_effic < 60 && !player->god) {
510 pr("Sector %s is not 60%% efficient.\n",
511 xyas(sp->sct_x, sp->sct_y, player->cnum));
514 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
515 pr("Not enough materials in %s\n",
516 xyas(sp->sct_x, sp->sct_y, player->cnum));
519 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
520 if (sp->sct_avail < avail) {
521 pr("Not enough available work in %s to build a %s\n",
522 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
523 pr(" (%d available work required)\n", avail);
526 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
527 if (!build_can_afford(cost, pp->pl_name))
529 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
530 pr("Not enough military for crew in %s\n",
531 xyas(sp->sct_x, sp->sct_y, player->cnum));
534 if (!trechk(player->cnum, 0, NEWPLN))
536 if (!check_sect_ok(sp))
538 sp->sct_avail -= avail;
539 player->dolcost += cost;
540 snxtitem_all(&nstr, EF_PLANE);
542 while (nxtitem(&nstr, &plane)) {
543 if (plane.pln_own == 0) {
548 if (freeplane == 0) {
549 ef_extend(EF_PLANE, 50);
551 ef_blank(EF_PLANE, nstr.cur, &plane);
552 plane.pln_x = sp->sct_x;
553 plane.pln_y = sp->sct_y;
554 plane.pln_own = sp->sct_own;
555 plane.pln_type = pp - plchr;
556 plane.pln_effic = PLANE_MINEFF;
557 if (opt_MOB_ACCESS) {
558 game_tick_to_now(&plane.pln_access);
559 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
563 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
566 plane.pln_harden = 0;
568 pln_set_tech(&plane, tlev);
569 unit_wipe_orders((struct empobj *)&plane);
575 putplane(plane.pln_uid, &plane);
576 pr("%s built in sector %s\n", prplane(&plane),
577 xyas(sp->sct_x, sp->sct_y, player->cnum));
582 build_bridge(char what)
584 struct natstr *natp = getnatp(player->cnum);
585 struct nstr_sect nstr;
586 int (*build_it)(struct sctstr *);
592 if (natp->nat_level[NAT_TLEV] < buil_bt) {
593 pr("Building a span requires a tech of %.0f\n", buil_bt);
596 build_it = build_bspan;
599 if (!opt_BRIDGETOWERS) {
600 pr("Bridge tower building is disabled.\n");
603 if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
604 pr("Building a tower requires a tech of %.0f\n",
608 build_it = build_btower;
615 if (!snxtsct(&nstr, player->argp[2]))
618 while (nxtsct(&nstr, §)) {
631 build_bspan(struct sctstr *sp)
633 short *vec = sp->sct_item;
638 int nx, ny, i, good = 0;
642 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
643 if (sp->sct_type != SCT_BTOWER) {
644 if (sp->sct_type != SCT_BHEAD)
646 if (sp->sct_newtype != SCT_BHEAD)
651 if (sp->sct_effic < 60 && !player->god) {
652 pr("Sector %s is not 60%% efficient.\n",
653 xyas(sp->sct_x, sp->sct_y, player->cnum));
657 if (vec[I_HCM] < buil_bh) {
658 pr("%s only has %d unit%s of hcm,\n",
659 xyas(sp->sct_x, sp->sct_y, player->cnum),
660 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
661 pr("(a bridge span requires %d)\n", buil_bh);
665 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
667 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
668 if (sp->sct_avail < avail) {
669 pr("Not enough available work in %s to build a bridge\n",
670 xyas(sp->sct_x, sp->sct_y, player->cnum));
671 pr(" (%d available work required)\n", avail);
674 if (!player->argp[3]) {
675 pr("Bridge head at %s\n",
676 xyas(sp->sct_x, sp->sct_y, player->cnum));
677 nav_map(sp->sct_x, sp->sct_y, 1);
679 p = getstarg(player->argp[3], "build span in what direction? ", buf);
683 /* Sanity check time */
684 if (!check_sect_ok(sp))
687 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
688 pr("'%c' is not a valid direction...\n", *p);
689 direrr(NULL, NULL, NULL);
692 newx = sp->sct_x + diroff[val][0];
693 newy = sp->sct_y + diroff[val][1];
694 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
695 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
698 if (opt_EASY_BRIDGES) {
701 for (i = 1; i <= 6; i++) {
703 nx = sect.sct_x + diroff[i][0];
704 ny = sect.sct_y + diroff[i][1];
705 getsect(nx, ny, &s2);
706 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
710 pr("Bridges must be built adjacent to land or bridge towers.\n");
711 pr("That sector is not adjacent to land or a bridge tower.\n");
714 } /* end EASY_BRIDGES */
715 sp->sct_avail -= avail;
716 player->dolcost += buil_bc;
717 sect.sct_type = SCT_BSPAN;
718 sect.sct_newtype = SCT_BSPAN;
719 sect.sct_effic = SCT_MINEFF;
722 sect.sct_defense = 0;
723 if (opt_MOB_ACCESS) {
724 game_tick_to_now(§.sct_access);
725 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
730 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
731 writemap(player->cnum);
733 pr("Bridge span built over %s\n",
734 xyas(sect.sct_x, sect.sct_y, player->cnum));
735 vec[I_HCM] -= buil_bh;
740 build_btower(struct sctstr *sp)
742 short *vec = sp->sct_item;
753 if (sp->sct_type != SCT_BSPAN) {
754 pr("Bridge towers can only be built from bridge spans.\n");
758 if (sp->sct_effic < 60 && !player->god) {
759 pr("Sector %s is not 60%% efficient.\n",
760 xyas(sp->sct_x, sp->sct_y, player->cnum));
764 if (vec[I_HCM] < buil_tower_bh) {
765 pr("%s only has %d unit%s of hcm,\n",
766 xyas(sp->sct_x, sp->sct_y, player->cnum),
767 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
768 pr("(a bridge tower requires %d)\n", buil_tower_bh);
772 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
774 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
775 if (sp->sct_avail < avail) {
776 pr("Not enough available work in %s to build a bridge tower\n",
777 xyas(sp->sct_x, sp->sct_y, player->cnum));
778 pr(" (%d available work required)\n", avail);
781 if (!player->argp[3]) {
782 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
783 nav_map(sp->sct_x, sp->sct_y, 1);
785 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
789 /* Sanity check time */
790 if (!check_sect_ok(sp))
793 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
794 pr("'%c' is not a valid direction...\n", *p);
795 direrr(NULL, NULL, NULL);
798 newx = sp->sct_x + diroff[val][0];
799 newy = sp->sct_y + diroff[val][1];
800 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
801 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
805 /* Now, check. You aren't allowed to build bridge towers
807 for (i = 1; i <= 6; i++) {
809 nx = sect.sct_x + diroff[i][0];
810 ny = sect.sct_y + diroff[i][1];
811 getsect(nx, ny, &s2);
812 if ((s2.sct_type != SCT_WATER) &&
813 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
814 pr("Bridge towers cannot be built adjacent to land.\n");
815 pr("That sector is adjacent to land.\n");
820 sp->sct_avail -= avail;
821 player->dolcost += buil_tower_bc;
822 sect.sct_type = SCT_BTOWER;
823 sect.sct_newtype = SCT_BTOWER;
824 sect.sct_effic = SCT_MINEFF;
827 sect.sct_defense = 0;
828 if (opt_MOB_ACCESS) {
829 game_tick_to_now(§.sct_access);
830 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
835 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
836 writemap(player->cnum);
838 pr("Bridge tower built in %s\n",
839 xyas(sect.sct_x, sect.sct_y, player->cnum));
840 vec[I_HCM] -= buil_tower_bh;
845 build_can_afford(double cost, char *what)
847 struct natstr *natp = getnatp(player->cnum);
848 if (natp->nat_money < player->dolcost + cost) {
849 pr("Not enough money left to build a %s\n", what);