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, 2004-2014
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 pick_unused_unit_uid(int);
57 static int build_bridge(char);
58 static int build_bspan(struct sctstr *sp);
59 static int build_btower(struct sctstr *sp);
60 static int sector_can_build(struct sctstr *, short[], int, int, char *);
61 static void build_charge(struct sctstr *, short[], int, double, int);
62 static int build_can_afford(double, int, char *);
65 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
70 struct natstr *natp = getnatp(player->cnum);
71 int tlev = (int)natp->nat_level[NAT_TLEV];
73 struct nstr_sect nstr;
74 int rqtech, type, number, val, gotsect;
75 char *p, *what, *prompt;
76 int (*build_it)(struct sctstr *, int, int);
79 p = getstarg(player->argp[1],
80 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
87 return build_bridge(*p);
90 prompt = "Ship type? ";
91 build_it = build_ship;
95 prompt = "Plane type? ";
96 build_it = build_plane;
100 prompt = "Land unit type? ";
101 build_it = build_land;
104 if (!ef_nelem(EF_NUKE_CHR)) {
105 pr("There are no nukes in this game.\n");
108 if (drnuke_const > MIN_DRNUKE_CONST)
110 (int)(natp->nat_level[NAT_RLEV] / drnuke_const));
112 prompt = "Nuke type? ";
113 build_it = build_nuke;
116 pr("You can't build that!\n");
120 if (!snxtsct(&nstr, player->argp[2]))
123 p = getstarg(player->argp[3], prompt, buf);
130 type = ef_elt_byname(EF_PLANE_CHR, p);
132 rqtech = plchr[type].pl_tech;
135 type = ef_elt_byname(EF_SHIP_CHR, p);
137 rqtech = mchr[type].m_tech;
140 type = ef_elt_byname(EF_LAND_CHR, p);
142 rqtech = lchr[type].l_tech;
145 type = ef_elt_byname(EF_NUKE_CHR, p);
147 rqtech = nchr[type].n_tech;
154 if (tlev < rqtech && player->god)
156 if (type < 0 || tlev < rqtech) {
157 pr("You can't build that!\n");
158 pr("Use `show %s build %d' to show types you can build.\n",
164 if (player->argp[4]) {
165 number = atoi(player->argp[4]);
169 "Are you sure that you want to build %d of them? ",
171 p = getstarg(player->argp[6], bstr, buf);
177 if (player->argp[5]) {
178 val = atoi(player->argp[5]);
179 if (val > tlev && !player->god) {
180 pr("Your%s tech level is only %d.\n",
181 *what == 'n' && drnuke_const > MIN_DRNUKE_CONST
182 ? " effective" : "", tlev);
186 pr("Required tech is %d.\n", rqtech);
190 pr("Building with tech level %d.\n", tlev);
194 while (number-- > 0) {
195 while (nxtsct(&nstr, §)) {
199 if (build_it(§, type, tlev))
202 snxtsct_rewind(&nstr);
210 build_ship(struct sctstr *sp, int type, int tlev)
212 struct mchrstr *mp = &mchr[type];
217 memset(mat, 0, sizeof(mat));
218 mat[I_LCM] = mp->m_lcm;
219 mat[I_HCM] = mp->m_hcm;
220 work = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
222 if (sp->sct_type != SCT_HARBR && !player->god) {
223 pr("Ships must be built in harbours.\n");
226 if (!sector_can_build(sp, mat, work, SHIP_MINEFF, mp->m_name))
228 if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
230 build_charge(sp, mat, work, mp->m_cost, SHIP_MINEFF);
232 ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
233 ship.shp_x = sp->sct_x;
234 ship.shp_y = sp->sct_y;
235 ship.shp_own = sp->sct_own;
236 ship.shp_type = mp - mchr;
237 ship.shp_effic = SHIP_MINEFF;
238 if (opt_MOB_ACCESS) {
239 game_tick_to_now(&ship.shp_access);
240 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
244 memset(ship.shp_item, 0, sizeof(ship.shp_item));
245 ship.shp_pstage = PLG_HEALTHY;
247 ship.shp_name[0] = 0;
248 ship.shp_orig_own = sp->sct_own;
249 ship.shp_orig_x = sp->sct_x;
250 ship.shp_orig_y = sp->sct_y;
251 shp_set_tech(&ship, tlev);
252 unit_wipe_orders((struct empobj *)&ship);
254 if (sp->sct_pstage == PLG_INFECT)
255 ship.shp_pstage = PLG_EXPOSED;
256 putship(ship.shp_uid, &ship);
257 pr("%s", prship(&ship));
258 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
263 build_land(struct sctstr *sp, int type, int tlev)
265 struct lchrstr *lp = &lchr[type];
270 memset(mat, 0, sizeof(mat));
271 mat[I_LCM] = lp->l_lcm;
272 mat[I_HCM] = lp->l_hcm;
273 work = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
275 if (sp->sct_type != SCT_HEADQ && !player->god) {
276 pr("Land units must be built in headquarters.\n");
279 if (!sector_can_build(sp, mat, work, LAND_MINEFF, lp->l_name))
281 if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
283 build_charge(sp, mat, work, lp->l_cost, LAND_MINEFF);
285 ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
286 land.lnd_x = sp->sct_x;
287 land.lnd_y = sp->sct_y;
288 land.lnd_own = sp->sct_own;
289 land.lnd_type = lp - lchr;
290 land.lnd_effic = LAND_MINEFF;
291 if (opt_MOB_ACCESS) {
292 game_tick_to_now(&land.lnd_access);
293 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
300 memset(land.lnd_item, 0, sizeof(land.lnd_item));
301 land.lnd_pstage = PLG_HEALTHY;
303 lnd_set_tech(&land, tlev);
304 unit_wipe_orders((struct empobj *)&land);
306 if (sp->sct_pstage == PLG_INFECT)
307 land.lnd_pstage = PLG_EXPOSED;
308 putland(land.lnd_uid, &land);
309 pr("%s", prland(&land));
310 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
315 build_nuke(struct sctstr *sp, int type, int tlev)
317 struct nchrstr *np = &nchr[type];
322 if (sp->sct_type != SCT_NUKE && !player->god) {
323 pr("Nuclear weapons must be built in nuclear plants.\n");
327 * XXX when nukes turn into units (or whatever), then
328 * make them start at 20%. Since they don't have efficiency
329 * now, we charge all the work right away.
331 memset(mat, 0, sizeof(mat));
332 mat[I_LCM] = np->n_lcm;
333 mat[I_HCM] = np->n_hcm;
334 mat[I_OIL] = np->n_oil;
335 mat[I_RAD] = np->n_rad;
336 work = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
338 if (!sector_can_build(sp, mat, work, 100, np->n_name))
340 if (!build_can_afford(np->n_cost, 100, np->n_name))
342 build_charge(sp, mat, work, np->n_cost, 100);
344 ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
345 nuke.nuk_x = sp->sct_x;
346 nuke.nuk_y = sp->sct_y;
347 nuke.nuk_own = sp->sct_own;
348 nuke.nuk_type = np - nchr;
349 nuke.nuk_effic = 100;
351 nuke.nuk_tech = tlev;
352 unit_wipe_orders((struct empobj *)&nuke);
354 putnuke(nuke.nuk_uid, &nuke);
355 pr("%s created in %s\n", prnuke(&nuke),
356 xyas(sp->sct_x, sp->sct_y, player->cnum));
361 build_plane(struct sctstr *sp, int type, int tlev)
363 struct plchrstr *pp = &plchr[type];
368 memset(mat, 0, sizeof(mat));
369 mat[I_MILIT] = pp->pl_crew;
370 mat[I_LCM] = pp->pl_lcm;
371 mat[I_HCM] = pp->pl_hcm;
372 work = PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm);
374 if (sp->sct_type != SCT_AIRPT && !player->god) {
375 pr("Planes must be built in airports.\n");
378 if (!sector_can_build(sp, mat, work, PLANE_MINEFF, pp->pl_name))
380 if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
382 build_charge(sp, mat, work, pp->pl_cost, PLANE_MINEFF);
384 ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
385 plane.pln_x = sp->sct_x;
386 plane.pln_y = sp->sct_y;
387 plane.pln_own = sp->sct_own;
388 plane.pln_type = pp - plchr;
389 plane.pln_effic = PLANE_MINEFF;
390 if (opt_MOB_ACCESS) {
391 game_tick_to_now(&plane.pln_access);
392 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
396 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
399 plane.pln_harden = 0;
401 pln_set_tech(&plane, tlev);
402 unit_wipe_orders((struct empobj *)&plane);
404 putplane(plane.pln_uid, &plane);
405 pr("%s built in sector %s\n", prplane(&plane),
406 xyas(sp->sct_x, sp->sct_y, player->cnum));
411 pick_unused_unit_uid(int type)
413 struct nstr_item nstr;
414 union empobj_storage unit;
416 snxtitem_all(&nstr, type);
417 while (nxtitem(&nstr, &unit)) {
426 build_bridge(char what)
428 struct natstr *natp = getnatp(player->cnum);
429 struct nstr_sect nstr;
430 int (*build_it)(struct sctstr *);
436 if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
437 pr("Building a span requires a tech of %.0f\n", buil_bt);
440 build_it = build_bspan;
443 if (!opt_BRIDGETOWERS) {
444 pr("Bridge tower building is disabled.\n");
447 if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
448 pr("Building a tower requires a tech of %.0f\n",
452 build_it = build_btower;
459 if (!snxtsct(&nstr, player->argp[2]))
462 while (nxtsct(&nstr, §)) {
475 build_bspan(struct sctstr *sp)
485 if (!opt_EASY_BRIDGES && !player->god) {
486 /* must have a bridge head or tower */
487 if (sp->sct_type != SCT_BTOWER) {
488 if (sp->sct_type != SCT_BHEAD)
490 if (sp->sct_newtype != SCT_BHEAD)
495 memset(mat, 0, sizeof(mat));
496 mat[I_HCM] = buil_bh;
497 work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
499 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
501 if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
503 if (!player->argp[3]) {
504 pr("Bridge head at %s\n",
505 xyas(sp->sct_x, sp->sct_y, player->cnum));
506 nav_map(sp->sct_x, sp->sct_y, 1);
508 p = getstarg(player->argp[3], "build span in what direction? ", buf);
512 if (!check_sect_ok(sp))
515 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
516 pr("'%c' is not a valid direction...\n", *p);
517 direrr(NULL, NULL, NULL);
520 newx = sp->sct_x + diroff[val][0];
521 newy = sp->sct_y + diroff[val][1];
522 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
523 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
526 if (!bridge_support_at(§, DIR_STOP)) {
527 if (opt_EASY_BRIDGES) {
528 pr("%s is not next to land or a bridge tower",
529 xyas(newx, newy, player->cnum));
532 * Note: because players need a 60% bridge head or tower,
533 * we can get here only for a deity.
535 pr("%s is not next to a supporting bridge head or tower\n",
536 xyas(newx, newy, player->cnum));
540 build_charge(sp, mat, work, buil_bc, 100);
542 sect.sct_type = SCT_BSPAN;
543 sect.sct_newtype = SCT_BSPAN;
544 sect.sct_effic = SCT_MINEFF;
547 sect.sct_defense = 0;
548 if (opt_MOB_ACCESS) {
549 game_tick_to_now(§.sct_access);
550 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
555 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
556 writemap(player->cnum);
558 pr("Bridge span built over %s\n",
559 xyas(sect.sct_x, sect.sct_y, player->cnum));
564 build_btower(struct sctstr *sp)
577 if (sp->sct_type != SCT_BSPAN && !player->god) {
578 pr("Bridge towers can only be built from bridge spans.\n");
582 memset(mat, 0, sizeof(mat));
583 mat[I_HCM] = buil_tower_bh;
584 work = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
586 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name))
588 if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
590 if (!player->argp[3]) {
591 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
592 nav_map(sp->sct_x, sp->sct_y, 1);
594 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
598 if (!check_sect_ok(sp))
601 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
602 pr("'%c' is not a valid direction...\n", *p);
603 direrr(NULL, NULL, NULL);
606 newx = sp->sct_x + diroff[val][0];
607 newy = sp->sct_y + diroff[val][1];
608 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
609 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
613 /* Now, check. You aren't allowed to build bridge towers
615 for (i = 1; i <= 6; i++) {
617 nx = sect.sct_x + diroff[i][0];
618 ny = sect.sct_y + diroff[i][1];
619 getsect(nx, ny, &s2);
620 if ((s2.sct_type != SCT_WATER) &&
621 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
622 pr("%s is next to land, can't build bridge tower there",
623 xyas(newx, newy, player->cnum));
628 build_charge(sp, mat, work, buil_tower_bc, 100);
630 sect.sct_type = SCT_BTOWER;
631 sect.sct_newtype = SCT_BTOWER;
632 sect.sct_effic = SCT_MINEFF;
635 sect.sct_defense = 0;
636 if (opt_MOB_ACCESS) {
637 game_tick_to_now(§.sct_access);
638 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
643 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
644 writemap(player->cnum);
646 pr("Bridge tower built in %s\n",
647 xyas(sect.sct_x, sect.sct_y, player->cnum));
652 sector_can_build(struct sctstr *sp, short mat[], int work,
653 int effic, char *what)
659 return 1; /* Deity builds ex nihilo */
661 if (sp->sct_effic < 60 && !player->god) {
662 pr("Sector %s is not 60%% efficient.\n",
663 xyas(sp->sct_x, sp->sct_y, player->cnum));
667 avail = (work * effic + 99) / 100;
668 if (sp->sct_avail < avail) {
669 pr("Not enough available work in %s to build a %s\n",
670 xyas(sp->sct_x, sp->sct_y, player->cnum), what);
671 pr(" (%d available work required)\n", avail);
676 for (i = I_NONE + 1; i <= I_MAX; i++) {
677 needed = mat[i] * (effic / 100.0);
678 if (sp->sct_item[i] < needed) {
679 pr("Not enough %s in %s (need %g more)\n",
680 ichr[i].i_name, xyas(sp->sct_x, sp->sct_y, player->cnum),
681 ceil(needed - sp->sct_item[i]));
684 mat[i] = roundavg(needed);
691 build_charge(struct sctstr *sp,
692 short mat[], int work, double cost, int effic)
697 return; /* Deity builds ex nihilo */
699 for (i = I_NONE + 1; i <= I_MAX; i++)
700 sp->sct_item[i] -= mat[i];
701 sp->sct_avail -= (work * effic + 99) / 100;
702 player->dolcost += cost * effic / 100.0;
706 build_can_afford(double cost, int effic, char *what)
708 struct natstr *natp = getnatp(player->cnum);
710 if (natp->nat_money < player->dolcost + cost * effic / 100.0) {
711 pr("Not enough money left to build a %s\n", what);