2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2016, 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 memset(mat, 0, sizeof(mat));
217 mat[I_LCM] = mp->m_lcm;
218 mat[I_HCM] = mp->m_hcm;
220 if (sp->sct_type != SCT_HARBR && !player->god) {
221 pr("Ships must be built in harbours.\n");
224 if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))
226 if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
228 build_charge(sp, mat, mp->m_bwork, mp->m_cost, SHIP_MINEFF);
230 ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
231 ship.shp_x = sp->sct_x;
232 ship.shp_y = sp->sct_y;
233 ship.shp_own = sp->sct_own;
234 ship.shp_type = mp - mchr;
235 ship.shp_effic = SHIP_MINEFF;
236 if (opt_MOB_ACCESS) {
237 game_tick_to_now(&ship.shp_access);
238 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
242 memset(ship.shp_item, 0, sizeof(ship.shp_item));
243 ship.shp_pstage = PLG_HEALTHY;
245 ship.shp_name[0] = 0;
246 ship.shp_orig_own = sp->sct_own;
247 ship.shp_orig_x = sp->sct_x;
248 ship.shp_orig_y = sp->sct_y;
249 shp_set_tech(&ship, tlev);
250 unit_wipe_orders((struct empobj *)&ship);
252 if (sp->sct_pstage == PLG_INFECT)
253 ship.shp_pstage = PLG_EXPOSED;
254 putship(ship.shp_uid, &ship);
255 pr("%s", prship(&ship));
256 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
261 build_land(struct sctstr *sp, int type, int tlev)
263 struct lchrstr *lp = &lchr[type];
267 memset(mat, 0, sizeof(mat));
268 mat[I_LCM] = lp->l_lcm;
269 mat[I_HCM] = lp->l_hcm;
271 if (sp->sct_type != SCT_HEADQ && !player->god) {
272 pr("Land units must be built in headquarters.\n");
275 if (!sector_can_build(sp, mat, lp->l_bwork, LAND_MINEFF, lp->l_name))
277 if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
279 build_charge(sp, mat, lp->l_bwork, lp->l_cost, LAND_MINEFF);
281 ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
282 land.lnd_x = sp->sct_x;
283 land.lnd_y = sp->sct_y;
284 land.lnd_own = sp->sct_own;
285 land.lnd_type = lp - lchr;
286 land.lnd_effic = LAND_MINEFF;
287 if (opt_MOB_ACCESS) {
288 game_tick_to_now(&land.lnd_access);
289 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
296 memset(land.lnd_item, 0, sizeof(land.lnd_item));
297 land.lnd_pstage = PLG_HEALTHY;
299 lnd_set_tech(&land, tlev);
300 unit_wipe_orders((struct empobj *)&land);
302 if (sp->sct_pstage == PLG_INFECT)
303 land.lnd_pstage = PLG_EXPOSED;
304 putland(land.lnd_uid, &land);
305 pr("%s", prland(&land));
306 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
311 build_nuke(struct sctstr *sp, int type, int tlev)
313 struct nchrstr *np = &nchr[type];
317 if (sp->sct_type != SCT_NUKE && !player->god) {
318 pr("Nuclear weapons must be built in nuclear plants.\n");
322 * XXX when nukes turn into units (or whatever), then
323 * make them start at 20%. Since they don't have efficiency
324 * now, we charge all the work right away.
326 memset(mat, 0, sizeof(mat));
327 mat[I_LCM] = np->n_lcm;
328 mat[I_HCM] = np->n_hcm;
329 mat[I_OIL] = np->n_oil;
330 mat[I_RAD] = np->n_rad;
332 if (!sector_can_build(sp, mat, np->n_bwork, 100, np->n_name))
334 if (!build_can_afford(np->n_cost, 100, np->n_name))
336 build_charge(sp, mat, np->n_bwork, np->n_cost, 100);
338 ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
339 nuke.nuk_x = sp->sct_x;
340 nuke.nuk_y = sp->sct_y;
341 nuke.nuk_own = sp->sct_own;
342 nuke.nuk_type = np - nchr;
343 nuke.nuk_effic = 100;
345 nuke.nuk_tech = tlev;
346 unit_wipe_orders((struct empobj *)&nuke);
348 putnuke(nuke.nuk_uid, &nuke);
349 pr("%s created in %s\n", prnuke(&nuke),
350 xyas(sp->sct_x, sp->sct_y, player->cnum));
355 build_plane(struct sctstr *sp, int type, int tlev)
357 struct plchrstr *pp = &plchr[type];
361 memset(mat, 0, sizeof(mat));
362 mat[I_MILIT] = pp->pl_crew;
363 mat[I_LCM] = pp->pl_lcm;
364 mat[I_HCM] = pp->pl_hcm;
366 if (sp->sct_type != SCT_AIRPT && !player->god) {
367 pr("Planes must be built in airports.\n");
370 if (!sector_can_build(sp, mat, pp->pl_bwork, PLANE_MINEFF, pp->pl_name))
372 if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
374 build_charge(sp, mat, pp->pl_bwork, pp->pl_cost, PLANE_MINEFF);
376 ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
377 plane.pln_x = sp->sct_x;
378 plane.pln_y = sp->sct_y;
379 plane.pln_own = sp->sct_own;
380 plane.pln_type = pp - plchr;
381 plane.pln_effic = PLANE_MINEFF;
382 if (opt_MOB_ACCESS) {
383 game_tick_to_now(&plane.pln_access);
384 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
388 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
391 plane.pln_harden = 0;
393 pln_set_tech(&plane, tlev);
394 unit_wipe_orders((struct empobj *)&plane);
396 putplane(plane.pln_uid, &plane);
397 pr("%s built in sector %s\n", prplane(&plane),
398 xyas(sp->sct_x, sp->sct_y, player->cnum));
403 pick_unused_unit_uid(int type)
405 struct nstr_item nstr;
406 union empobj_storage unit;
408 snxtitem_all(&nstr, type);
409 while (nxtitem(&nstr, &unit)) {
418 build_bridge(char what)
420 struct natstr *natp = getnatp(player->cnum);
421 struct nstr_sect nstr;
422 int (*build_it)(struct sctstr *);
428 if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
429 pr("Building a span requires a tech of %.0f\n", buil_bt);
432 build_it = build_bspan;
435 if (!opt_BRIDGETOWERS) {
436 pr("Bridge tower building is disabled.\n");
439 if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
440 pr("Building a tower requires a tech of %.0f\n",
444 build_it = build_btower;
451 if (!snxtsct(&nstr, player->argp[2]))
454 while (nxtsct(&nstr, §)) {
467 build_bspan(struct sctstr *sp)
477 if (!opt_EASY_BRIDGES && !player->god) {
478 /* must have a bridge head or tower */
479 if (sp->sct_type != SCT_BTOWER) {
480 if (sp->sct_type != SCT_BHEAD)
482 if (sp->sct_newtype != SCT_BHEAD)
487 memset(mat, 0, sizeof(mat));
488 mat[I_HCM] = buil_bh;
489 work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
491 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
493 if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
495 if (!player->argp[3]) {
496 pr("Bridge head at %s\n",
497 xyas(sp->sct_x, sp->sct_y, player->cnum));
498 nav_map(sp->sct_x, sp->sct_y, 1);
500 p = getstarg(player->argp[3], "build span in what direction? ", buf);
504 if (!check_sect_ok(sp))
507 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
508 pr("'%c' is not a valid direction...\n", *p);
509 direrr(NULL, NULL, NULL);
512 newx = sp->sct_x + diroff[val][0];
513 newy = sp->sct_y + diroff[val][1];
514 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
515 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
518 if (!bridge_support_at(§, DIR_STOP)) {
519 if (opt_EASY_BRIDGES) {
520 pr("%s is not next to land or a bridge tower",
521 xyas(newx, newy, player->cnum));
524 * Note: because players need a 60% bridge head or tower,
525 * we can get here only for a deity.
527 pr("%s is not next to a supporting bridge head or tower\n",
528 xyas(newx, newy, player->cnum));
532 build_charge(sp, mat, work, buil_bc, 100);
534 sect.sct_type = SCT_BSPAN;
535 sect.sct_newtype = SCT_BSPAN;
536 sect.sct_effic = SCT_MINEFF;
539 sect.sct_defense = 0;
540 if (opt_MOB_ACCESS) {
541 game_tick_to_now(§.sct_access);
542 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
547 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
548 writemap(player->cnum);
550 pr("Bridge span built over %s\n",
551 xyas(sect.sct_x, sect.sct_y, player->cnum));
556 build_btower(struct sctstr *sp)
569 if (sp->sct_type != SCT_BSPAN && !player->god) {
570 pr("Bridge towers can only be built from bridge spans.\n");
574 memset(mat, 0, sizeof(mat));
575 mat[I_HCM] = buil_tower_bh;
576 work = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
578 if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name))
580 if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
582 if (!player->argp[3]) {
583 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
584 nav_map(sp->sct_x, sp->sct_y, 1);
586 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
590 if (!check_sect_ok(sp))
593 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
594 pr("'%c' is not a valid direction...\n", *p);
595 direrr(NULL, NULL, NULL);
598 newx = sp->sct_x + diroff[val][0];
599 newy = sp->sct_y + diroff[val][1];
600 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
601 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
605 /* Now, check. You aren't allowed to build bridge towers
607 for (i = 1; i <= 6; i++) {
609 nx = sect.sct_x + diroff[i][0];
610 ny = sect.sct_y + diroff[i][1];
611 getsect(nx, ny, &s2);
612 if ((s2.sct_type != SCT_WATER) &&
613 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
614 pr("%s is next to land, can't build bridge tower there",
615 xyas(newx, newy, player->cnum));
620 build_charge(sp, mat, work, buil_tower_bc, 100);
622 sect.sct_type = SCT_BTOWER;
623 sect.sct_newtype = SCT_BTOWER;
624 sect.sct_effic = SCT_MINEFF;
627 sect.sct_defense = 0;
628 if (opt_MOB_ACCESS) {
629 game_tick_to_now(§.sct_access);
630 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
635 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
636 writemap(player->cnum);
638 pr("Bridge tower built in %s\n",
639 xyas(sect.sct_x, sect.sct_y, player->cnum));
644 sector_can_build(struct sctstr *sp, short mat[], int work,
645 int effic, char *what)
647 int i, avail, ret, req;
651 return 1; /* Deity builds ex nihilo */
653 if (sp->sct_effic < 60 && !player->god) {
654 pr("Sector %s is not 60%% efficient.\n",
655 xyas(sp->sct_x, sp->sct_y, player->cnum));
659 avail = (work * effic + 99) / 100;
660 if (sp->sct_avail < avail) {
661 pr("Not enough available work in %s to build a %s\n",
662 xyas(sp->sct_x, sp->sct_y, player->cnum), what);
663 pr(" (%d available work required)\n", avail);
668 for (i = I_NONE + 1; i <= I_MAX; i++) {
669 used = mat[i] * effic;
670 req = (used + 99) / 100;
671 if (sp->sct_item[i] < req) {
672 pr("Not enough %s in %s (need %d more)\n",
673 ichr[i].i_name, xyas(sp->sct_x, sp->sct_y, player->cnum),
674 req - sp->sct_item[i]);
677 mat[i] = roundavg(used / 100.0);
684 build_charge(struct sctstr *sp,
685 short mat[], int work, double cost, int effic)
690 return; /* Deity builds ex nihilo */
692 for (i = I_NONE + 1; i <= I_MAX; i++)
693 sp->sct_item[i] -= mat[i];
694 sp->sct_avail -= (work * effic + 99) / 100;
695 player->dolcost += cost * effic / 100.0;
699 build_can_afford(double cost, int effic, char *what)
701 struct natstr *natp = getnatp(player->cnum);
703 if (natp->nat_money < player->dolcost + cost * effic / 100.0) {
704 pr("Not enough money left to build a %s\n", what);