2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2017, 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, 2004-2016
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];
216 memcpy(mat, mp->m_mat, sizeof(mat));
218 if (sp->sct_type != SCT_HARBR && !player->god) {
219 pr("Ships must be built in harbours.\n");
222 if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))
224 if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
226 build_charge(sp, mat, mp->m_bwork, mp->m_cost, SHIP_MINEFF);
228 ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
229 ship.shp_x = sp->sct_x;
230 ship.shp_y = sp->sct_y;
231 ship.shp_own = sp->sct_own;
232 ship.shp_type = mp - mchr;
233 ship.shp_effic = SHIP_MINEFF;
234 if (opt_MOB_ACCESS) {
235 game_tick_to_now(&ship.shp_access);
236 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
240 memset(ship.shp_item, 0, sizeof(ship.shp_item));
241 ship.shp_pstage = PLG_HEALTHY;
243 ship.shp_name[0] = 0;
244 ship.shp_orig_own = sp->sct_own;
245 ship.shp_orig_x = sp->sct_x;
246 ship.shp_orig_y = sp->sct_y;
247 shp_set_tech(&ship, tlev);
248 unit_wipe_orders((struct empobj *)&ship);
250 if (sp->sct_pstage == PLG_INFECT)
251 ship.shp_pstage = PLG_EXPOSED;
252 putship(ship.shp_uid, &ship);
253 pr("%s", prship(&ship));
254 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
259 build_land(struct sctstr *sp, int type, int tlev)
261 struct lchrstr *lp = &lchr[type];
265 memcpy(mat, lp->l_mat, sizeof(mat));
267 if (sp->sct_type != SCT_HEADQ && !player->god) {
268 pr("Land units must be built in headquarters.\n");
271 if (!sector_can_build(sp, mat, lp->l_bwork, LAND_MINEFF, lp->l_name))
273 if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
275 build_charge(sp, mat, lp->l_bwork, lp->l_cost, LAND_MINEFF);
277 ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
278 land.lnd_x = sp->sct_x;
279 land.lnd_y = sp->sct_y;
280 land.lnd_own = sp->sct_own;
281 land.lnd_type = lp - lchr;
282 land.lnd_effic = LAND_MINEFF;
283 if (opt_MOB_ACCESS) {
284 game_tick_to_now(&land.lnd_access);
285 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
292 memset(land.lnd_item, 0, sizeof(land.lnd_item));
293 land.lnd_pstage = PLG_HEALTHY;
295 lnd_set_tech(&land, tlev);
296 unit_wipe_orders((struct empobj *)&land);
298 if (sp->sct_pstage == PLG_INFECT)
299 land.lnd_pstage = PLG_EXPOSED;
300 putland(land.lnd_uid, &land);
301 pr("%s", prland(&land));
302 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
307 build_nuke(struct sctstr *sp, int type, int tlev)
309 struct nchrstr *np = &nchr[type];
313 if (sp->sct_type != SCT_NUKE && !player->god) {
314 pr("Nuclear weapons must be built in nuclear plants.\n");
318 * XXX when nukes turn into units (or whatever), then
319 * make them start at 20%. Since they don't have efficiency
320 * now, we charge all the work right away.
322 memcpy(mat, np->n_mat, sizeof(mat));
324 if (!sector_can_build(sp, mat, np->n_bwork, 100, np->n_name))
326 if (!build_can_afford(np->n_cost, 100, np->n_name))
328 build_charge(sp, mat, np->n_bwork, np->n_cost, 100);
330 ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
331 nuke.nuk_x = sp->sct_x;
332 nuke.nuk_y = sp->sct_y;
333 nuke.nuk_own = sp->sct_own;
334 nuke.nuk_type = np - nchr;
335 nuke.nuk_effic = 100;
337 nuke.nuk_tech = tlev;
338 unit_wipe_orders((struct empobj *)&nuke);
340 putnuke(nuke.nuk_uid, &nuke);
341 pr("%s created in %s\n", prnuke(&nuke),
342 xyas(sp->sct_x, sp->sct_y, player->cnum));
347 build_plane(struct sctstr *sp, int type, int tlev)
349 struct plchrstr *pp = &plchr[type];
353 memcpy(mat, pp->pl_mat, sizeof(mat));
355 if (sp->sct_type != SCT_AIRPT && !player->god) {
356 pr("Planes must be built in airports.\n");
359 if (!sector_can_build(sp, mat, pp->pl_bwork, PLANE_MINEFF, pp->pl_name))
361 if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
363 build_charge(sp, mat, pp->pl_bwork, pp->pl_cost, PLANE_MINEFF);
365 ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
366 plane.pln_x = sp->sct_x;
367 plane.pln_y = sp->sct_y;
368 plane.pln_own = sp->sct_own;
369 plane.pln_type = pp - plchr;
370 plane.pln_effic = PLANE_MINEFF;
371 if (opt_MOB_ACCESS) {
372 game_tick_to_now(&plane.pln_access);
373 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
377 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
380 plane.pln_harden = 0;
382 pln_set_tech(&plane, tlev);
383 unit_wipe_orders((struct empobj *)&plane);
385 putplane(plane.pln_uid, &plane);
386 pr("%s built in sector %s\n", prplane(&plane),
387 xyas(sp->sct_x, sp->sct_y, player->cnum));
392 pick_unused_unit_uid(int type)
394 struct nstr_item nstr;
395 union empobj_storage unit;
397 snxtitem_all(&nstr, type);
398 while (nxtitem(&nstr, &unit)) {
407 build_bridge(char what)
409 struct natstr *natp = getnatp(player->cnum);
410 struct nstr_sect nstr;
411 int (*build_it)(struct sctstr *);
417 if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
418 pr("Building a span requires a tech of %.0f\n", buil_bt);
421 build_it = build_bspan;
424 if (!opt_BRIDGETOWERS) {
425 pr("Bridge tower building is disabled.\n");
428 if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
429 pr("Building a tower requires a tech of %.0f\n",
433 build_it = build_btower;
440 if (!snxtsct(&nstr, player->argp[2]))
443 while (nxtsct(&nstr, §)) {
456 build_bspan(struct sctstr *sp)
466 if (!opt_EASY_BRIDGES && !player->god) {
467 /* must have a bridge head or tower */
468 if (sp->sct_type != SCT_BTOWER) {
469 if (sp->sct_type != SCT_BHEAD)
471 if (sp->sct_newtype != SCT_BHEAD)
476 memset(mat, 0, sizeof(mat));
477 mat[I_HCM] = buil_bh;
478 work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
480 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
482 if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
484 if (!player->argp[3]) {
485 pr("Bridge head at %s\n",
486 xyas(sp->sct_x, sp->sct_y, player->cnum));
487 nav_map(sp->sct_x, sp->sct_y, 1);
489 p = getstarg(player->argp[3], "build span in what direction? ", buf);
493 if (!check_sect_ok(sp))
496 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
497 pr("'%c' is not a valid direction...\n", *p);
498 direrr(NULL, NULL, NULL);
501 newx = sp->sct_x + diroff[val][0];
502 newy = sp->sct_y + diroff[val][1];
503 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
504 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
507 if (!bridge_support_at(§, DIR_STOP)) {
508 if (opt_EASY_BRIDGES) {
509 pr("%s is not next to land or a bridge tower",
510 xyas(newx, newy, player->cnum));
513 * Note: because players need a 60% bridge head or tower,
514 * we can get here only for a deity.
516 pr("%s is not next to a supporting bridge head or tower\n",
517 xyas(newx, newy, player->cnum));
521 build_charge(sp, mat, work, buil_bc, 100);
523 sect.sct_type = SCT_BSPAN;
524 sect.sct_newtype = SCT_BSPAN;
525 sect.sct_effic = SCT_MINEFF;
528 sect.sct_defense = 0;
529 if (opt_MOB_ACCESS) {
530 game_tick_to_now(§.sct_access);
531 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
536 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
537 writemap(player->cnum);
539 pr("Bridge span built over %s\n",
540 xyas(sect.sct_x, sect.sct_y, player->cnum));
545 build_btower(struct sctstr *sp)
558 if (sp->sct_type != SCT_BSPAN && !player->god) {
559 pr("Bridge towers can only be built from bridge spans.\n");
563 memset(mat, 0, sizeof(mat));
564 mat[I_HCM] = buil_tower_bh;
565 work = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
567 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name))
569 if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
571 if (!player->argp[3]) {
572 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
573 nav_map(sp->sct_x, sp->sct_y, 1);
575 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
579 if (!check_sect_ok(sp))
582 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
583 pr("'%c' is not a valid direction...\n", *p);
584 direrr(NULL, NULL, NULL);
587 newx = sp->sct_x + diroff[val][0];
588 newy = sp->sct_y + diroff[val][1];
589 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
590 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
594 /* Now, check. You aren't allowed to build bridge towers
596 for (i = 1; i <= 6; i++) {
598 nx = sect.sct_x + diroff[i][0];
599 ny = sect.sct_y + diroff[i][1];
600 getsect(nx, ny, &s2);
601 if ((s2.sct_type != SCT_WATER) &&
602 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
603 pr("%s is next to land, can't build bridge tower there",
604 xyas(newx, newy, player->cnum));
609 build_charge(sp, mat, work, buil_tower_bc, 100);
611 sect.sct_type = SCT_BTOWER;
612 sect.sct_newtype = SCT_BTOWER;
613 sect.sct_effic = SCT_MINEFF;
616 sect.sct_defense = 0;
617 if (opt_MOB_ACCESS) {
618 game_tick_to_now(§.sct_access);
619 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
624 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
625 writemap(player->cnum);
627 pr("Bridge tower built in %s\n",
628 xyas(sect.sct_x, sect.sct_y, player->cnum));
633 sector_can_build(struct sctstr *sp, short mat[], int work,
634 int effic, char *what)
636 int i, avail, ret, req;
640 return 1; /* Deity builds ex nihilo */
642 if (sp->sct_effic < 60 && !player->god) {
643 pr("Sector %s is not 60%% efficient.\n",
644 xyas(sp->sct_x, sp->sct_y, player->cnum));
648 avail = (work * effic + 99) / 100;
649 if (sp->sct_avail < avail) {
650 pr("Not enough available work in %s to build a %s\n",
651 xyas(sp->sct_x, sp->sct_y, player->cnum), what);
652 pr(" (%d available work required)\n", avail);
657 for (i = I_NONE + 1; i <= I_MAX; i++) {
658 used = mat[i] * effic;
659 req = (used + 99) / 100;
660 if (sp->sct_item[i] < req) {
661 pr("Not enough %s in %s (need %d more)\n",
662 ichr[i].i_name, xyas(sp->sct_x, sp->sct_y, player->cnum),
663 req - sp->sct_item[i]);
666 mat[i] = roundavg(used / 100.0);
673 build_charge(struct sctstr *sp,
674 short mat[], int work, double cost, int effic)
679 return; /* Deity builds ex nihilo */
681 for (i = I_NONE + 1; i <= I_MAX; i++)
682 sp->sct_item[i] -= mat[i];
683 sp->sct_avail -= (work * effic + 99) / 100;
684 player->dolcost += cost * effic / 100.0;
688 build_can_afford(double cost, int effic, char *what)
690 struct natstr *natp = getnatp(player->cnum);
692 if (natp->nat_money < player->dolcost + cost * effic / 100.0) {
693 pr("Not enough money left to build a %s\n", what);