2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program 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 2 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, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
30 * Known contributors to this file:
31 * Steve McClure, 1998-2000
54 static int build_nuke(register struct sctstr *sp,
55 register struct nchrstr *np, register int *vec);
56 static int build_ship(register struct sctstr *sp,
57 register struct mchrstr *mp, register int *vec,
59 static int build_land(register struct sctstr *sp,
60 register struct lchrstr *lp, register int *vec,
62 static int build_bridge(register struct sctstr *sp, register int *vec);
63 static int build_tower(register struct sctstr *sp, register int *vec);
64 static int build_plane(register struct sctstr *sp,
65 register struct plchrstr *pp, register int *vec,
68 static int cash; /* static ok */
71 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
77 struct nstr_sect nstr;
93 int hold, found, number = 1, x;
97 natp = getnatp(player->cnum);
99 getstarg(player->argp[1],
100 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
105 for (x = 0; x < number; x++) {
106 if (!snxtsct(&nstr, player->argp[2])) {
107 pr("Bad sector specification.\n");
111 tlev = (int)natp->nat_level[NAT_TLEV];
112 rlev = (int)natp->nat_level[NAT_RLEV];
116 p = getstarg(player->argp[3], "Plane type? ", buf);
117 if (p == 0 || *p == 0)
120 while (n && iscntrl(p[n - 1]))
124 for (found = 0, type = 0, pp = plchr; type <= pln_maxno;
126 if (pp->pl_tech > tlev)
128 if (pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
135 pr("Illegal plane type: \"%s\"\n", p);
136 if (confirm("List plane types? "))
137 show_plane_build(tlev);
143 rqtech = pp->pl_tech;
146 p = getstarg(player->argp[3], "Ship type? ", buf);
147 if (p == 0 || *p == 0)
150 while (n && iscntrl(p[n - 1]))
154 for (found = 0, mp = mchr, type = 0; type <= shp_maxno;
156 if (mp->m_tech > tlev)
158 /* Can't build trade ships unless it's turned on */
159 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
161 if (mp->m_name && strncmp(p, mp->m_name, n) == 0) {
168 pr("Illegal ship type: \"%s\"\n", p);
169 if (confirm("List ship types? "))
170 show_ship_build(tlev);
179 p = getstarg(player->argp[3], "Land unit type? ", buf);
180 if (p == 0 || *p == 0)
183 while (n && iscntrl(p[n - 1]))
187 for (found = 0, lp = lchr, type = 0; type <= lnd_maxno;
189 if (lp->l_tech > tlev)
191 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
193 if (lp->l_name && strncmp(p, lp->l_name, n) == 0) {
200 pr("Illegal land unit type: \"%s\"\n", p);
201 if (confirm("List unit types? "))
202 show_land_build(tlev);
211 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
212 pr("Building a span requires a tech of %.0f\n", buil_bt);
217 if (!opt_BRIDGETOWERS) {
218 pr("Bridge tower building is disabled.\n");
221 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
222 pr("Building a tower requires a tech of %.0f\n",
229 pr("There are no nukes in this game.\n");
232 p = getstarg(player->argp[3], "Nuke type? ", buf);
233 if (p == 0 || *p == 0)
236 while (n && iscntrl(p[n - 1]))
240 for (found = 0, np = nchr, type = 0; type < nuk_maxno;
242 if ((np->n_tech > tlev)
244 && ((np->n_tech * drnuke_const) > rlev)))
246 if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT))
249 if (np->n_name && strncmp(p, np->n_name, n) == 0) {
257 pr("Possible nuke types are:\n");
259 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
260 (int)(rlev / drnuke_const));
271 pr("You can't build that!\n");
274 if (what != 'b' && what != 't') {
275 if (player->argp[4]) {
276 if (atoi(player->argp[4]) > 20 && !asked) {
280 "Are you sure that you want to build %s of them? ",
282 p = getstarg(player->argp[6], bstr, buf);
283 if (p == 0 || *p != 'y')
286 number = atoi(player->argp[4]);
289 if (what != 'b' && what != 'n' && what != 't') {
290 if (player->argp[5]) {
291 tlev = atoi(player->argp[5]);
292 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
293 pr("Your tech level is only %d.\n",
294 (int)natp->nat_level[NAT_TLEV]);
298 pr("Required tech is %d.\n", rqtech);
301 pr("building with tech level %d.\n", tlev);
303 tlev = (int)natp->nat_level[NAT_TLEV];
305 cash = natp->nat_money;
306 while (nxtsct(&nstr, §)) {
310 getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
313 built = build_land(§, lp, vec, tlev);
316 built = build_ship(§, mp, vec, tlev);
319 built = build_bridge(§, vec);
322 built = build_tower(§, vec);
325 built = build_nuke(§, np, vec);
328 built = build_plane(§, pp, vec, tlev);
331 pr("internal error in build (%d)\n", what);
335 putvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
341 pr("Bad sector specification.\n");
347 build_ship(register struct sctstr *sp, register struct mchrstr *mp,
348 register int *vec, int tlev)
351 struct nstr_item nstr;
354 float eff = ((float)SHIP_MINEFF / 100.0);
355 int points, lcm, hcm;
359 hcm = roundavg(((double)mp->m_hcm * (double)eff));
360 lcm = roundavg(((double)mp->m_lcm * (double)eff));
362 if (sp->sct_type != SCT_HARBR) {
363 pr("Ships must be built in harbours.\n");
366 if (sp->sct_effic < 60 && !player->god) {
367 pr("Sector %s is not 60%% efficient.\n",
368 xyas(sp->sct_x, sp->sct_y, player->cnum));
371 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
372 pr("Not enough materials in %s\n",
373 xyas(sp->sct_x, sp->sct_y, player->cnum));
376 w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2));
377 points = sp->sct_avail * 100 / w_p_eff;
378 if (points < SHIP_MINEFF) {
379 pr("Not enough available work in %s to build a %s\n",
380 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
381 pr(" (%d available work required)\n",
382 1 + (w_p_eff * SHIP_MINEFF) / 100);
385 cost = mp->m_cost * eff;
387 pr("Not enough money left to build a %s\n", mp->m_name);
390 if (!trechk(player->cnum, 0, NEWSHP))
392 if (!check_sect_ok(sp))
394 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100;
395 player->dolcost += cost;
397 snxtitem_all(&nstr, EF_SHIP);
398 while (nxtitem(&nstr, (s_char *)&ship)) {
399 if (ship.shp_own == 0) {
405 ef_extend(EF_SHIP, 50);
407 memset(&ship, 0, sizeof(struct shpstr));
408 ship.shp_x = sp->sct_x;
409 ship.shp_y = sp->sct_y;
410 ship.shp_destx[0] = sp->sct_x;
411 ship.shp_desty[0] = sp->sct_y;
412 ship.shp_destx[1] = sp->sct_x;
413 ship.shp_desty[1] = sp->sct_y;
414 ship.shp_autonav = 0;
415 /* new code for autonav, Chad Zabel 1-15-94 */
416 for (i = 0; i < TMAX; ++i) {
417 ship.shp_tstart[i] = ' ';
418 ship.shp_tend[i] = ' ';
419 ship.shp_lstart[i] = 0;
420 ship.shp_lend[i] = 0;
422 ship.shp_mission = 0;
423 ship.shp_own = player->cnum;
424 ship.shp_type = mp - mchr;
425 ship.shp_effic = SHIP_MINEFF;
426 if (opt_MOB_ACCESS) {
427 time(&ship.shp_access);
428 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
432 ship.shp_uid = nstr.cur;
435 ship.shp_nxlight = 0;
436 ship.shp_nchoppers = 0;
437 ship.shp_fleet = ' ';
440 ship.shp_tech = tlev;
442 techdiff = (int)(tlev - mp->m_tech);
443 ship.shp_armor = (short)SHP_DEF(mp->m_armor, techdiff);
444 ship.shp_speed = (short)SHP_SPD(mp->m_speed, techdiff);
445 ship.shp_visib = (short)SHP_VIS(mp->m_visib, techdiff);
446 ship.shp_frnge = (short)SHP_RNG(mp->m_frnge, techdiff);
447 ship.shp_glim = (short)SHP_FIR(mp->m_glim, techdiff);
449 ship.shp_mobquota = 0;
451 ship.shp_follow = nstr.cur;
452 ship.shp_name[0] = 0;
453 ship.shp_orig_own = player->cnum;
454 ship.shp_orig_x = sp->sct_x;
455 ship.shp_orig_y = sp->sct_y;
456 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
458 for (x = 0; x < 10; x++)
459 ship.shp_rpath[x] = 0;
464 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
465 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
466 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
468 putship(ship.shp_uid, &ship);
469 pr("%s", prship(&ship));
470 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
475 build_land(register struct sctstr *sp, register struct lchrstr *lp,
476 register int *vec, int tlev)
479 struct nstr_item nstr;
484 float eff = ((float)LAND_MINEFF / 100.0);
485 int mil, lcm, hcm, gun, shell;
489 mil = roundavg(((double)lp->l_mil * (double)eff));
490 shell = roundavg(((double)lp->l_shell * (double)eff));
491 gun = roundavg(((double)lp->l_gun * (double)eff));
493 mil = shell = gun = 0;
494 hcm = roundavg(((double)lp->l_hcm * (double)eff));
495 lcm = roundavg(((double)lp->l_lcm * (double)eff));
497 natp = getnatp(player->cnum);
499 if (sp->sct_type != SCT_HEADQ) {
500 pr("Land Units must be built in headquarters.\n");
503 if (sp->sct_effic < 60 && !player->god) {
504 pr("Sector %s is not 60%% efficient.\n",
505 xyas(sp->sct_x, sp->sct_y, player->cnum));
508 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
509 pr("Not enough materials in %s\n",
510 xyas(sp->sct_x, sp->sct_y, player->cnum));
514 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
515 pr("Not enough guns in %s\n",
516 xyas(sp->sct_x, sp->sct_y, player->cnum));
519 if (vec[I_SHELL] < shell) {
520 pr("Not enough shells in %s\n",
521 xyas(sp->sct_x, sp->sct_y, player->cnum));
524 if (vec[I_MILIT] < mil) {
525 pr("Not enough military in %s\n",
526 xyas(sp->sct_x, sp->sct_y, player->cnum));
530 if (!trechk(player->cnum, 0, NEWLND))
532 if (!check_sect_ok(sp))
534 w_p_eff = (20 + lp->l_lcm + (lp->l_hcm * 2));
535 points = sp->sct_avail * 100 / w_p_eff;
536 if (points < LAND_MINEFF) {
537 pr("Not enough available work in %s to build a %s\n",
538 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
539 pr(" (%d available work required)\n",
540 1 + (w_p_eff * LAND_MINEFF) / 100);
543 cost = ((float)lp->l_cost * eff);
544 /* cost = (int)LND_COST(cost, tlev - lp->l_tech); */
546 pr("Not enough money left to build a %s\n", lp->l_name);
549 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * LAND_MINEFF) / 100;
550 player->dolcost += cost;
552 snxtitem_all(&nstr, EF_LAND);
553 while (nxtitem(&nstr, (s_char *)&land)) {
554 if (land.lnd_own == 0) {
560 ef_extend(EF_LAND, 50);
562 memset(&land, 0, sizeof(struct lndstr));
563 land.lnd_x = sp->sct_x;
564 land.lnd_y = sp->sct_y;
565 land.lnd_own = player->cnum;
566 land.lnd_mission = 0;
567 land.lnd_type = lp - lchr;
568 land.lnd_effic = LAND_MINEFF;
569 if (opt_MOB_ACCESS) {
570 time(&land.lnd_access);
571 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
576 land.lnd_tech = tlev;
577 land.lnd_uid = nstr.cur;
584 land.lnd_retreat = morale_base;
585 land.lnd_fuel = lp->l_fuelc;
586 land.lnd_nxlight = 0;
588 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
589 land.lnd_rad_max = 0;
591 land.lnd_att = (float)LND_ATTDEF(lp->l_att, tlev - lp->l_tech);
592 land.lnd_def = (float)LND_ATTDEF(lp->l_def, tlev - lp->l_tech);
593 land.lnd_vul = (int)LND_VUL(lp->l_vul, tlev - lp->l_tech);
594 land.lnd_spd = (int)LND_SPD(lp->l_spd, tlev - lp->l_tech);
595 land.lnd_vis = (int)LND_VIS(lp->l_vis, tlev - lp->l_tech);
596 land.lnd_spy = (int)LND_SPY(lp->l_spy, tlev - lp->l_tech);
597 land.lnd_rad = (int)LND_RAD(lp->l_rad, tlev - lp->l_tech);
598 land.lnd_frg = (int)LND_FRG(lp->l_frg, tlev - lp->l_tech);
599 land.lnd_acc = (int)LND_ACC(lp->l_acc, tlev - lp->l_tech);
600 land.lnd_dam = (int)LND_DAM(lp->l_dam, tlev - lp->l_tech);
601 land.lnd_ammo = (int)LND_AMM(lp->l_ammo, lp->l_dam, tlev - lp->l_tech);
602 land.lnd_aaf = (int)LND_AAF(lp->l_aaf, tlev - lp->l_tech);
603 land.lnd_fuelc = (int)LND_FC(lp->l_fuelc, tlev - lp->l_tech);
604 land.lnd_fuelu = (int)LND_FU(lp->l_fuelu, tlev - lp->l_tech);
605 land.lnd_maxlight = (int)LND_XPL(lp->l_nxlight, tlev - lp->l_tech);
606 land.lnd_maxland = (int)LND_MXL(lp->l_mxland, tlev - lp->l_tech);
612 vec[I_SHELL] -= shell;
614 /* Disabled autoloading of food onto units
615 max_amt = vl_find(V_FOOD, lp->l_vtype, lp->l_vamt, (int) lp->l_nv);
616 food_needed = (etu_per_update * eatrate) *
617 (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW])+1;
618 if ((vec[I_FOOD]-max_amt) < food_needed)
619 max_amt = (vec[I_FOOD]-food_needed);
624 vec[I_FOOD] -= max_amt;
626 memset(lvec, 0, sizeof(lvec));
627 getvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
628 lvec[I_FOOD] += max_amt;
629 putvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
632 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
633 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND);
634 putland(nstr.cur, &land);
635 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
637 pr("%s", prland(&land));
638 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
643 build_bridge(register struct sctstr *sp, register int *vec)
650 int nx, ny, i, good = 0;
654 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
655 if (sp->sct_type != SCT_BTOWER) {
656 if (sp->sct_type != SCT_BHEAD)
658 if (sp->sct_newtype != SCT_BHEAD)
665 for (i = 1; i <= 6; i++) {
667 nx = sp->sct_x + diroff[i][0];
668 ny = sp->sct_y + diroff[i][1];
669 getsect(nx, ny, §);
670 for (j = 1; j <= 6; j++) {
671 nx2 = sect.sct_x + diroff[j][0];
672 ny2 = sect.sct_y + diroff[j][1];
673 getsect(nx2, ny2, &s2);
674 if ((s2.sct_type != SCT_WATER) &&
675 (s2.sct_type != SCT_BSPAN))
682 pr("Bridges must be built adjacent to land or bridge towers.\n");
683 pr("No eligible sectors adjacent to this sector.\n");
686 } /* end EASY_BRIDGES */
689 if (sp->sct_effic < 60 && !player->god) {
690 pr("Sector %s is not 60%% efficient.\n",
691 xyas(sp->sct_x, sp->sct_y, player->cnum));
696 if (vec[I_HCM] < buil_bh) {
697 pr("%s only has %d unit%s of hcm,\n",
698 xyas(sp->sct_x, sp->sct_y, player->cnum),
699 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
700 pr("(a bridge span requires %d)\n", buil_bh);
703 } else if (!opt_NO_LCMS) {
704 if (vec[I_LCM] < buil_bh) {
705 pr("%s only has %d unit%s of lcm,\n",
706 xyas(sp->sct_x, sp->sct_y, player->cnum),
707 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
708 pr("(a bridge span requires %d)\n", buil_bh);
712 if (cash < buil_bc) {
713 pr("A span costs $%.2f to build; ", buil_bc);
714 pr("you only have %d.\n", cash);
717 w_p_eff = buil_bh * 2;
718 points = sp->sct_avail * 100 / w_p_eff;
720 pr("Not enough available work in %s to build a bridge\n",
721 xyas(sp->sct_x, sp->sct_y, player->cnum));
722 pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
725 if (!player->argp[3]) {
726 pr("Bridge head at %s\n",
727 xyas(sp->sct_x, sp->sct_y, player->cnum));
728 nav_map(sp->sct_x, sp->sct_y, 1);
730 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
734 /* Sanity check time */
735 if (!check_sect_ok(sp))
738 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
739 pr("'%c' is not a valid direction...\n", *p);
743 newx = sp->sct_x + diroff[val][0];
744 newy = sp->sct_y + diroff[val][1];
745 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
746 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
749 if (opt_EASY_BRIDGES) {
752 for (i = 1; i <= 6; i++) {
754 nx = sect.sct_x + diroff[i][0];
755 ny = sect.sct_y + diroff[i][1];
756 getsect(nx, ny, &s2);
757 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
761 pr("Bridges must be built adjacent to land or bridge towers.\n");
762 pr("That sector is not adjacent to land or a bridge tower.\n");
765 } /* end EASY_BRIDGES */
766 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
767 player->dolcost += buil_bc;
769 sect.sct_type = SCT_BSPAN;
770 sect.sct_newtype = SCT_BSPAN;
774 sect.sct_defense = 0;
775 if (!opt_DEFENSE_INFRA)
776 sect.sct_defense = sect.sct_effic;
777 if (opt_MOB_ACCESS) {
778 time(§.sct_access);
779 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
783 putvar(V_MINE, 0, (s_char *)§, EF_SECTOR);
785 pr("Bridge span built over %s\n",
786 xyas(sect.sct_x, sect.sct_y, player->cnum));
788 vec[I_HCM] -= buil_bh;
789 else if (!opt_NO_LCMS)
790 vec[I_LCM] -= buil_bh;
795 build_nuke(register struct sctstr *sp, register struct nchrstr *np,
801 if (sp->sct_type != SCT_NUKE && !player->god) {
802 pr("Nuclear weapons must be built in nuclear plants.\n");
805 if (sp->sct_effic < 60 && !player->god) {
806 pr("Sector %s is not 60%% efficient.\n",
807 xyas(sp->sct_x, sp->sct_y, player->cnum));
810 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
811 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
812 pr("Not enough materials for a %s bomb in %s\n",
813 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
814 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
815 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
818 if (cash < np->n_cost) {
819 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
822 w_p_eff = np->n_rad + np->n_oil + np->n_lcm + np->n_hcm * 2;
823 points = sp->sct_avail * 100 / w_p_eff;
825 * XXX when nukes turn into units (or whatever), then
826 * make them start at 20%. Since they don't have efficiency
827 * now, we choose 20% as a "big" number.
830 pr("Not enough available work in %s to build a %s;\n",
831 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
832 pr(" (%d available work required)\n", 1 + w_p_eff * 20 / 100);
835 if (!trechk(player->cnum, 0, NEWNUK))
837 if (!check_sect_ok(sp))
839 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
840 player->dolcost += np->n_cost;
842 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
843 vec[I_HCM] -= np->n_hcm;
844 vec[I_LCM] -= np->n_lcm;
845 vec[I_OIL] -= np->n_oil;
846 vec[I_RAD] -= np->n_rad;
847 pr("%s warhead created in %s\n", np->n_name,
848 xyas(sp->sct_x, sp->sct_y, player->cnum));
853 build_plane(register struct sctstr *sp, register struct plchrstr *pp,
854 register int *vec, int tlev)
858 struct nstr_item nstr;
859 float eff = ((float)PLANE_MINEFF / 100.0);
865 mil = roundavg(((double)pp->pl_crew * (double)eff));
866 /* Always use at least 1 mil to build a plane */
867 if (mil == 0 && pp->pl_crew > 0)
869 hcm = roundavg(((double)pp->pl_hcm * (double)eff));
870 lcm = roundavg(((double)pp->pl_lcm * (double)eff));
871 if (sp->sct_type != SCT_AIRPT && !player->god) {
872 pr("Planes must be built in airports.\n");
875 if (sp->sct_effic < 60 && !player->god) {
876 pr("Sector %s is not 60%% efficient.\n",
877 xyas(sp->sct_x, sp->sct_y, player->cnum));
880 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
881 pr("Not enough materials in %s\n",
882 xyas(sp->sct_x, sp->sct_y, player->cnum));
885 w_p_eff = (20 + pp->pl_lcm + (pp->pl_hcm * 2));
886 points = sp->sct_avail * 100 / w_p_eff;
887 if (points < PLANE_MINEFF) {
888 pr("Not enough available work in %s to build a %s\n",
889 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
890 pr(" (%d available work required)\n",
891 1 + PLANE_MINEFF * w_p_eff / 100);
894 cost = pp->pl_cost * eff;
896 pr("Not enough money left to build a %s\n", pp->pl_name);
899 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
900 pr("Not enough military for crew in %s\n",
901 xyas(sp->sct_x, sp->sct_y, player->cnum));
904 if (!trechk(player->cnum, 0, NEWPLN))
906 if (!check_sect_ok(sp))
908 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
909 player->dolcost += cost;
911 snxtitem_all(&nstr, EF_PLANE);
913 while (nxtitem(&nstr, (s_char *)&plane)) {
914 if (plane.pln_own == 0) {
919 if (freeplane == 0) {
920 ef_extend(EF_PLANE, 50);
922 memset(&plane, 0, sizeof(struct plnstr));
923 plane.pln_x = sp->sct_x;
924 plane.pln_y = sp->sct_y;
925 plane.pln_own = sp->sct_own;
926 plane.pln_type = pp - plchr;
927 plane.pln_effic = PLANE_MINEFF;
928 if (opt_MOB_ACCESS) {
929 time(&plane.pln_access);
930 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
934 plane.pln_mission = 0;
937 plane.pln_radius = 0;
939 /* Note that this next block of variables can be changed so that individual
940 * planes may have their own stats (like based on tech maybe? :) ) Thus,
941 * the code now checks the pln_acc, pln_load and pln_fuel instead of using
942 * the static definitions of them. */
944 n = (int) (pp->pl_range * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
948 plane.pln_range_max = n;
949 n = (int) (pp->pl_att * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
953 n = (int) (pp->pl_def * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
959 plane.pln_acc = pp->pl_acc;
960 plane.pln_load = pp->pl_load;
961 plane.pln_fuel = pp->pl_fuel;
963 plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
964 plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
965 plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
966 plane.pln_range = PLN_RAN(pp->pl_range, (int)(tlev - pp->pl_tech));
967 plane.pln_range_max = plane.pln_range;
968 plane.pln_load = PLN_LOAD(pp->pl_load, (int)(tlev - pp->pl_tech));
969 plane.pln_fuel = pp->pl_fuel;
971 plane.pln_wing = ' ';
972 plane.pln_tech = tlev;
975 plane.pln_uid = nstr.cur;
976 plane.pln_nuketype = -1;
977 plane.pln_harden = 0;
980 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
982 putplane(plane.pln_uid, &plane);
983 pr("%s built in sector %s\n", prplane(&plane),
984 xyas(sp->sct_x, sp->sct_y, player->cnum));
992 build_tower(register struct sctstr *sp, register int *vec)
1006 if (sp->sct_type != SCT_BSPAN) {
1007 pr("Bridge towers can only be built from bridge spans.\n");
1011 if (sp->sct_effic < 60 && !player->god) {
1012 pr("Sector %s is not 60%% efficient.\n",
1013 xyas(sp->sct_x, sp->sct_y, player->cnum));
1018 if (vec[I_HCM] < buil_tower_bh) {
1019 pr("%s only has %d unit%s of hcm,\n",
1020 xyas(sp->sct_x, sp->sct_y, player->cnum),
1021 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
1022 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1025 } else if (!opt_NO_LCMS) {
1026 if (vec[I_LCM] < buil_tower_bh) {
1027 pr("%s only has %d unit%s of lcm,\n",
1028 xyas(sp->sct_x, sp->sct_y, player->cnum),
1029 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
1030 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1034 if (cash < buil_tower_bc) {
1035 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
1036 pr("you only have %d.\n", cash);
1039 w_p_eff = buil_tower_bh * 2;
1040 points = sp->sct_avail * 100 / w_p_eff;
1042 pr("Not enough available work in %s to build a bridge tower\n",
1043 xyas(sp->sct_x, sp->sct_y, player->cnum));
1044 pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
1047 if (!player->argp[3]) {
1048 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
1049 nav_map(sp->sct_x, sp->sct_y, 1);
1051 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
1055 /* Sanity check time */
1056 if (!check_sect_ok(sp))
1059 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
1060 pr("'%c' is not a valid direction...\n", *p);
1064 newx = sp->sct_x + diroff[val][0];
1065 newy = sp->sct_y + diroff[val][1];
1066 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
1067 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
1071 /* Now, check. You aren't allowed to build bridge towers
1074 for (i = 1; i <= 6; i++) {
1076 nx = sect.sct_x + diroff[i][0];
1077 ny = sect.sct_y + diroff[i][1];
1078 getsect(nx, ny, &s2);
1079 if ((s2.sct_type != SCT_WATER) &&
1080 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
1086 pr("Bridge towers cannot be built adjacent to land.\n");
1087 pr("That sector is adjacent to land.\n");
1091 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
1092 player->dolcost += buil_tower_bc;
1093 cash -= buil_tower_bc;
1094 sect.sct_type = SCT_BTOWER;
1095 sect.sct_newtype = SCT_BTOWER;
1096 sect.sct_effic = 20;
1099 sect.sct_defense = 0;
1100 if (opt_MOB_ACCESS) {
1101 time(§.sct_access);
1102 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
1106 if (!opt_DEFENSE_INFRA)
1107 sect.sct_defense = sect.sct_effic;
1108 putvar(V_MINE, 0, (s_char *)§, EF_SECTOR);
1110 pr("Bridge tower built in %s\n",
1111 xyas(sect.sct_x, sect.sct_y, player->cnum));
1113 vec[I_HCM] -= buil_tower_bh;
1114 else if (!opt_NO_LCMS)
1115 vec[I_LCM] -= buil_tower_bh;