2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2011, 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, 2004-2011
51 static int build_ship(struct sctstr *sp, int type, short *vec, int tlev);
52 static int build_land(struct sctstr *sp, int type, short *vec, int tlev);
53 static int build_nuke(struct sctstr *sp, int type, short *vec, int tlev);
54 static int build_plane(struct sctstr *sp, int type, short *vec, int tlev);
55 static int build_bridge(char);
56 static int build_bspan(struct sctstr *sp, short *vec);
57 static int build_btower(struct sctstr *sp, short *vec);
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, short[], 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;
134 if ((mchr[type].m_flags & M_TRADE) && !opt_TRADESHIPS)
139 type = ef_elt_byname(EF_LAND_CHR, p);
141 rqtech = lchr[type].l_tech;
142 if ((lchr[type].l_flags & L_SPY) && !opt_LANDSPIES)
147 type = ef_elt_byname(EF_NUKE_CHR, p);
149 rqtech = nchr[type].n_tech;
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 %s 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, sect.sct_item, tlev))
202 snxtsct_rewind(&nstr);
210 build_ship(struct sctstr *sp, int type, short *vec, int tlev)
212 struct mchrstr *mp = &mchr[type];
214 struct nstr_item nstr;
217 double eff = SHIP_MINEFF / 100.0;
221 hcm = roundavg(mp->m_hcm * eff);
222 lcm = roundavg(mp->m_lcm * eff);
224 if (sp->sct_type != SCT_HARBR) {
225 pr("Ships must be built in harbours.\n");
228 if (sp->sct_effic < 60 && !player->god) {
229 pr("Sector %s is not 60%% efficient.\n",
230 xyas(sp->sct_x, sp->sct_y, player->cnum));
233 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
234 pr("Not enough materials in %s\n",
235 xyas(sp->sct_x, sp->sct_y, player->cnum));
238 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
239 if (sp->sct_avail < avail) {
240 pr("Not enough available work in %s to build a %s\n",
241 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
242 pr(" (%d available work required)\n", avail);
245 cost = mp->m_cost * SHIP_MINEFF / 100.0;
246 if (!build_can_afford(cost, mp->m_name))
248 if (!trechk(player->cnum, 0, NEWSHP))
250 if (!check_sect_ok(sp))
252 sp->sct_avail -= avail;
253 player->dolcost += cost;
254 snxtitem_all(&nstr, EF_SHIP);
255 while (nxtitem(&nstr, &ship)) {
256 if (ship.shp_own == 0) {
262 ef_extend(EF_SHIP, 50);
264 ef_blank(EF_SHIP, nstr.cur, &ship);
265 ship.shp_x = sp->sct_x;
266 ship.shp_y = sp->sct_y;
267 ship.shp_own = player->cnum;
268 ship.shp_type = mp - mchr;
269 ship.shp_effic = SHIP_MINEFF;
270 if (opt_MOB_ACCESS) {
271 game_tick_to_now(&ship.shp_access);
272 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
276 memset(ship.shp_item, 0, sizeof(ship.shp_item));
277 ship.shp_pstage = PLG_HEALTHY;
279 ship.shp_name[0] = 0;
280 ship.shp_orig_own = player->cnum;
281 ship.shp_orig_x = sp->sct_x;
282 ship.shp_orig_y = sp->sct_y;
283 shp_set_tech(&ship, tlev);
284 unit_wipe_orders((struct empobj *)&ship);
289 if (sp->sct_pstage == PLG_INFECT)
290 ship.shp_pstage = PLG_EXPOSED;
291 putship(ship.shp_uid, &ship);
292 pr("%s", prship(&ship));
293 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
298 build_land(struct sctstr *sp, int type, short *vec, int tlev)
300 struct lchrstr *lp = &lchr[type];
302 struct nstr_item nstr;
305 double eff = LAND_MINEFF / 100.0;
306 int mil, lcm, hcm, gun, shell;
310 mil = roundavg(lp->l_mil * eff);
311 shell = roundavg(lp->l_shell * eff);
312 gun = roundavg(lp->l_gun * eff);
314 mil = shell = gun = 0;
316 hcm = roundavg(lp->l_hcm * eff);
317 lcm = roundavg(lp->l_lcm * eff);
319 if (sp->sct_type != SCT_HEADQ) {
320 pr("Land units must be built in headquarters.\n");
323 if (sp->sct_effic < 60 && !player->god) {
324 pr("Sector %s is not 60%% efficient.\n",
325 xyas(sp->sct_x, sp->sct_y, player->cnum));
328 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
329 pr("Not enough materials in %s\n",
330 xyas(sp->sct_x, sp->sct_y, player->cnum));
334 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
335 pr("Not enough guns in %s\n",
336 xyas(sp->sct_x, sp->sct_y, player->cnum));
339 if (vec[I_SHELL] < shell) {
340 pr("Not enough shells in %s\n",
341 xyas(sp->sct_x, sp->sct_y, player->cnum));
344 if (vec[I_MILIT] < mil) {
345 pr("Not enough military in %s\n",
346 xyas(sp->sct_x, sp->sct_y, player->cnum));
350 if (!trechk(player->cnum, 0, NEWLND))
352 if (!check_sect_ok(sp))
354 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
355 if (sp->sct_avail < avail) {
356 pr("Not enough available work in %s to build a %s\n",
357 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
358 pr(" (%d available work required)\n", avail);
361 cost = lp->l_cost * LAND_MINEFF / 100.0;
362 if (!build_can_afford(cost, lp->l_name))
364 sp->sct_avail -= avail;
365 player->dolcost += cost;
366 snxtitem_all(&nstr, EF_LAND);
367 while (nxtitem(&nstr, &land)) {
368 if (land.lnd_own == 0) {
374 ef_extend(EF_LAND, 50);
376 ef_blank(EF_LAND, nstr.cur, &land);
377 land.lnd_x = sp->sct_x;
378 land.lnd_y = sp->sct_y;
379 land.lnd_own = player->cnum;
380 land.lnd_type = lp - lchr;
381 land.lnd_effic = LAND_MINEFF;
382 if (opt_MOB_ACCESS) {
383 game_tick_to_now(&land.lnd_access);
384 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
391 memset(land.lnd_item, 0, sizeof(land.lnd_item));
392 land.lnd_pstage = PLG_HEALTHY;
394 lnd_set_tech(&land, tlev);
395 unit_wipe_orders((struct empobj *)&land);
401 vec[I_SHELL] -= shell;
403 if (sp->sct_pstage == PLG_INFECT)
404 land.lnd_pstage = PLG_EXPOSED;
405 putland(nstr.cur, &land);
406 pr("%s", prland(&land));
407 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
412 build_nuke(struct sctstr *sp, int type, short *vec, int tlev)
414 struct nchrstr *np = &nchr[type];
416 struct nstr_item nstr;
420 if (sp->sct_type != SCT_NUKE && !player->god) {
421 pr("Nuclear weapons must be built in nuclear plants.\n");
424 if (sp->sct_effic < 60 && !player->god) {
425 pr("Sector %s is not 60%% efficient.\n",
426 xyas(sp->sct_x, sp->sct_y, player->cnum));
429 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
430 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
431 pr("Not enough materials for a %s bomb in %s\n",
432 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
433 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
434 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
437 if (!build_can_afford(np->n_cost, np->n_name))
439 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
441 * XXX when nukes turn into units (or whatever), then
442 * make them start at 20%. Since they don't have efficiency
443 * now, we charge all the work right away.
445 if (sp->sct_avail < avail) {
446 pr("Not enough available work in %s to build a %s;\n",
447 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
448 pr(" (%d available work required)\n", avail);
451 if (!trechk(player->cnum, 0, NEWNUK))
453 if (!check_sect_ok(sp))
455 sp->sct_avail -= avail;
456 player->dolcost += np->n_cost;
457 snxtitem_all(&nstr, EF_NUKE);
459 while (nxtitem(&nstr, &nuke)) {
460 if (nuke.nuk_own == 0) {
466 ef_extend(EF_NUKE, 50);
468 ef_blank(EF_NUKE, nstr.cur, &nuke);
469 nuke.nuk_x = sp->sct_x;
470 nuke.nuk_y = sp->sct_y;
471 nuke.nuk_own = sp->sct_own;
472 nuke.nuk_type = np - nchr;
473 nuke.nuk_effic = 100;
475 nuke.nuk_tech = tlev;
476 unit_wipe_orders((struct empobj *)&nuke);
478 vec[I_HCM] -= np->n_hcm;
479 vec[I_LCM] -= np->n_lcm;
480 vec[I_OIL] -= np->n_oil;
481 vec[I_RAD] -= np->n_rad;
483 putnuke(nuke.nuk_uid, &nuke);
484 pr("%s created in %s\n", prnuke(&nuke),
485 xyas(sp->sct_x, sp->sct_y, player->cnum));
490 build_plane(struct sctstr *sp, int type, short *vec, int tlev)
492 struct plchrstr *pp = &plchr[type];
494 struct nstr_item nstr;
497 double eff = PLANE_MINEFF / 100.0;
501 mil = roundavg(pp->pl_crew * eff);
502 /* Always use at least 1 mil to build a plane */
503 if (mil == 0 && pp->pl_crew > 0)
505 hcm = roundavg(pp->pl_hcm * eff);
506 lcm = roundavg(pp->pl_lcm * eff);
507 if (sp->sct_type != SCT_AIRPT && !player->god) {
508 pr("Planes must be built in airports.\n");
511 if (sp->sct_effic < 60 && !player->god) {
512 pr("Sector %s is not 60%% efficient.\n",
513 xyas(sp->sct_x, sp->sct_y, player->cnum));
516 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
517 pr("Not enough materials in %s\n",
518 xyas(sp->sct_x, sp->sct_y, player->cnum));
521 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
522 if (sp->sct_avail < avail) {
523 pr("Not enough available work in %s to build a %s\n",
524 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
525 pr(" (%d available work required)\n", avail);
528 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
529 if (!build_can_afford(cost, pp->pl_name))
531 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
532 pr("Not enough military for crew in %s\n",
533 xyas(sp->sct_x, sp->sct_y, player->cnum));
536 if (!trechk(player->cnum, 0, NEWPLN))
538 if (!check_sect_ok(sp))
540 sp->sct_avail -= avail;
541 player->dolcost += cost;
542 snxtitem_all(&nstr, EF_PLANE);
544 while (nxtitem(&nstr, &plane)) {
545 if (plane.pln_own == 0) {
550 if (freeplane == 0) {
551 ef_extend(EF_PLANE, 50);
553 ef_blank(EF_PLANE, nstr.cur, &plane);
554 plane.pln_x = sp->sct_x;
555 plane.pln_y = sp->sct_y;
556 plane.pln_own = sp->sct_own;
557 plane.pln_type = pp - plchr;
558 plane.pln_effic = PLANE_MINEFF;
559 if (opt_MOB_ACCESS) {
560 game_tick_to_now(&plane.pln_access);
561 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
565 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
568 plane.pln_harden = 0;
570 pln_set_tech(&plane, tlev);
571 unit_wipe_orders((struct empobj *)&plane);
577 putplane(plane.pln_uid, &plane);
578 pr("%s built in sector %s\n", prplane(&plane),
579 xyas(sp->sct_x, sp->sct_y, player->cnum));
584 build_bridge(char what)
586 struct natstr *natp = getnatp(player->cnum);
587 struct nstr_sect nstr;
588 int (*build_it)(struct sctstr *, short[]);
594 if (natp->nat_level[NAT_TLEV] < buil_bt) {
595 pr("Building a span requires a tech of %.0f\n", buil_bt);
598 build_it = build_bspan;
601 if (!opt_BRIDGETOWERS) {
602 pr("Bridge tower building is disabled.\n");
605 if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
606 pr("Building a tower requires a tech of %.0f\n",
610 build_it = build_btower;
617 if (!snxtsct(&nstr, player->argp[2]))
620 while (nxtsct(&nstr, §)) {
624 if (build_it(§, sect.sct_item))
633 build_bspan(struct sctstr *sp, short *vec)
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, short *vec)
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);