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
57 static int build_nuke(register struct sctstr *sp,
58 register struct nchrstr *np, register int *vec);
59 static int build_ship(register struct sctstr *sp,
60 register struct mchrstr *mp, register int *vec,
62 static int build_land(register struct sctstr *sp,
63 register struct lchrstr *lp, register int *vec,
65 static int build_bridge(register struct sctstr *sp, register int *vec);
66 static int build_tower(register struct sctstr *sp, register int *vec);
67 static int build_plane(register struct sctstr *sp,
68 register struct plchrstr *pp, register int *vec,
71 static int cash; /* static ok */
73 extern int morale_base;
74 extern int sect_mob_neg_factor;
75 extern int etu_per_update;
78 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
83 extern double buil_bt;
84 extern double buil_tower_bt;
86 struct nstr_sect nstr;
102 int hold, found, number = 1, x;
103 extern float drnuke_const;
107 natp = getnatp(player->cnum);
109 getstarg(player->argp[1],
110 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
115 for (x = 0; x < number; x++) {
116 if (!snxtsct(&nstr, player->argp[2])) {
117 pr("Bad sector specification.\n");
121 tlev = (int)natp->nat_level[NAT_TLEV];
122 rlev = (int)natp->nat_level[NAT_RLEV];
126 p = getstarg(player->argp[3], "Plane type? ", buf);
127 if (p == 0 || *p == 0)
130 while (n && iscntrl(p[n - 1]))
134 for (found = 0, type = 0, pp = plchr; type <= pln_maxno;
136 if (pp->pl_tech > tlev)
138 if (pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
145 pr("Illegal plane type: \"%s\"\n", p);
146 if (confirm("List plane types? "))
147 show_plane_build(tlev);
153 rqtech = pp->pl_tech;
156 p = getstarg(player->argp[3], "Ship type? ", buf);
157 if (p == 0 || *p == 0)
160 while (n && iscntrl(p[n - 1]))
164 for (found = 0, mp = mchr, type = 0; type <= shp_maxno;
166 if (mp->m_tech > tlev)
168 /* Can't build trade ships unless it's turned on */
169 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
171 if (mp->m_name && strncmp(p, mp->m_name, n) == 0) {
178 pr("Illegal ship type: \"%s\"\n", p);
179 if (confirm("List ship types? "))
180 show_ship_build(tlev);
189 p = getstarg(player->argp[3], "Land unit type? ", buf);
190 if (p == 0 || *p == 0)
193 while (n && iscntrl(p[n - 1]))
197 for (found = 0, lp = lchr, type = 0; type <= lnd_maxno;
199 if (lp->l_tech > tlev)
201 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
203 if (lp->l_name && strncmp(p, lp->l_name, n) == 0) {
210 pr("Illegal land unit type: \"%s\"\n", p);
211 if (confirm("List unit types? "))
212 show_land_build(tlev);
221 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
222 pr("Building a span requires a tech of %.0f\n", buil_bt);
227 if (!opt_BRIDGETOWERS) {
228 pr("Bridge tower building is disabled.\n");
231 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
232 pr("Building a tower requires a tech of %.0f\n",
239 pr("There are no nukes in this game.\n");
242 p = getstarg(player->argp[3], "Nuke type? ", buf);
243 if (p == 0 || *p == 0)
246 while (n && iscntrl(p[n - 1]))
250 for (found = 0, np = nchr, type = 0; type < nuk_maxno;
252 if ((np->n_tech > tlev)
254 && ((np->n_tech * drnuke_const) > rlev)))
256 if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT))
259 if (np->n_name && strncmp(p, np->n_name, n) == 0) {
267 pr("Possible nuke types are:\n");
269 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
270 (int)(rlev / drnuke_const));
281 pr("You can't build that!\n");
284 if (what != 'b' && what != 't') {
285 if (player->argp[4]) {
286 if (atoi(player->argp[4]) > 20 && !asked) {
290 "Are you sure that you want to build %s of them? ",
292 p = getstarg(player->argp[6], bstr, buf);
293 if (p == 0 || *p != 'y')
296 number = atoi(player->argp[4]);
299 if (what != 'b' && what != 'n' && what != 't') {
300 if (player->argp[5]) {
301 tlev = atoi(player->argp[5]);
302 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
303 pr("Your tech level is only %d.\n",
304 (int)natp->nat_level[NAT_TLEV]);
308 pr("Required tech is %d.\n", rqtech);
311 pr("building with tech level %d.\n", tlev);
313 tlev = (int)natp->nat_level[NAT_TLEV];
315 cash = natp->nat_money;
316 while (nxtsct(&nstr, §)) {
320 getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
323 built = build_land(§, lp, vec, tlev);
326 built = build_ship(§, mp, vec, tlev);
329 built = build_bridge(§, vec);
332 built = build_tower(§, vec);
335 built = build_nuke(§, np, vec);
338 built = build_plane(§, pp, vec, tlev);
341 pr("internal error in build (%d)\n", what);
345 putvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
351 pr("Bad sector specification.\n");
357 build_ship(register struct sctstr *sp, register struct mchrstr *mp,
358 register int *vec, int tlev)
361 struct nstr_item nstr;
364 float eff = ((float)SHIP_MINEFF / 100.0);
365 int points, lcm, hcm;
369 hcm = roundavg(((double)mp->m_hcm * (double)eff));
370 lcm = roundavg(((double)mp->m_lcm * (double)eff));
372 if (sp->sct_type != SCT_HARBR) {
373 pr("Ships must be built in harbours.\n");
376 if (sp->sct_effic < 60 && !player->god) {
377 pr("Sector %s is not 60%% efficient.\n",
378 xyas(sp->sct_x, sp->sct_y, player->cnum));
381 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
382 pr("Not enough materials in %s\n",
383 xyas(sp->sct_x, sp->sct_y, player->cnum));
386 w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2));
387 points = sp->sct_avail * 100 / w_p_eff;
388 if (points < SHIP_MINEFF) {
389 pr("Not enough available work in %s to build a %s\n",
390 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
391 pr(" (%d available work required)\n",
392 1 + (w_p_eff * SHIP_MINEFF) / 100);
395 cost = mp->m_cost * eff;
397 pr("Not enough money left to build a %s\n", mp->m_name);
400 if (!trechk(player->cnum, 0, NEWSHP))
402 if (!check_sect_ok(sp))
404 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100;
405 player->dolcost += cost;
407 snxtitem_all(&nstr, EF_SHIP);
408 while (nxtitem(&nstr, (s_char *)&ship)) {
409 if (ship.shp_own == 0) {
415 ef_extend(EF_SHIP, 50);
417 memset(&ship, 0, sizeof(struct shpstr));
418 ship.shp_x = sp->sct_x;
419 ship.shp_y = sp->sct_y;
420 ship.shp_destx[0] = sp->sct_x;
421 ship.shp_desty[0] = sp->sct_y;
422 ship.shp_destx[1] = sp->sct_x;
423 ship.shp_desty[1] = sp->sct_y;
424 ship.shp_autonav = 0;
425 /* new code for autonav, Chad Zabel 1-15-94 */
426 for (i = 0; i < TMAX; ++i) {
427 ship.shp_tstart[i] = ' ';
428 ship.shp_tend[i] = ' ';
429 ship.shp_lstart[i] = 0;
430 ship.shp_lend[i] = 0;
432 ship.shp_mission = 0;
433 ship.shp_own = player->cnum;
434 ship.shp_type = mp - mchr;
435 ship.shp_effic = SHIP_MINEFF;
436 if (opt_MOB_ACCESS) {
437 time(&ship.shp_access);
438 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
442 ship.shp_uid = nstr.cur;
445 ship.shp_nxlight = 0;
446 ship.shp_nchoppers = 0;
447 ship.shp_fleet = ' ';
450 ship.shp_tech = tlev;
452 techdiff = (int)(tlev - mp->m_tech);
453 ship.shp_armor = (short)SHP_DEF(mp->m_armor, techdiff);
454 ship.shp_speed = (short)SHP_SPD(mp->m_speed, techdiff);
455 ship.shp_visib = (short)SHP_VIS(mp->m_visib, techdiff);
456 ship.shp_frnge = (short)SHP_RNG(mp->m_frnge, techdiff);
457 ship.shp_glim = (short)SHP_FIR(mp->m_glim, techdiff);
459 ship.shp_mobquota = 0;
461 ship.shp_follow = nstr.cur;
462 ship.shp_name[0] = 0;
463 ship.shp_orig_own = player->cnum;
464 ship.shp_orig_x = sp->sct_x;
465 ship.shp_orig_y = sp->sct_y;
466 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
468 for (x = 0; x < 10; x++)
469 ship.shp_rpath[x] = 0;
474 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
475 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
476 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
478 putship(ship.shp_uid, &ship);
479 pr("%s", prship(&ship));
480 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
485 build_land(register struct sctstr *sp, register struct lchrstr *lp,
486 register int *vec, int tlev)
489 struct nstr_item nstr;
494 float eff = ((float)LAND_MINEFF / 100.0);
495 int mil, lcm, hcm, gun, shell;
499 mil = roundavg(((double)lp->l_mil * (double)eff));
500 shell = roundavg(((double)lp->l_shell * (double)eff));
501 gun = roundavg(((double)lp->l_gun * (double)eff));
503 mil = shell = gun = 0;
504 hcm = roundavg(((double)lp->l_hcm * (double)eff));
505 lcm = roundavg(((double)lp->l_lcm * (double)eff));
507 natp = getnatp(player->cnum);
509 if (sp->sct_type != SCT_HEADQ) {
510 pr("Land Units must be built in headquarters.\n");
513 if (sp->sct_effic < 60 && !player->god) {
514 pr("Sector %s is not 60%% efficient.\n",
515 xyas(sp->sct_x, sp->sct_y, player->cnum));
518 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
519 pr("Not enough materials in %s\n",
520 xyas(sp->sct_x, sp->sct_y, player->cnum));
524 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
525 pr("Not enough guns in %s\n",
526 xyas(sp->sct_x, sp->sct_y, player->cnum));
529 if (vec[I_SHELL] < shell) {
530 pr("Not enough shells in %s\n",
531 xyas(sp->sct_x, sp->sct_y, player->cnum));
534 if (vec[I_MILIT] < mil) {
535 pr("Not enough military in %s\n",
536 xyas(sp->sct_x, sp->sct_y, player->cnum));
540 if (!trechk(player->cnum, 0, NEWLND))
542 if (!check_sect_ok(sp))
544 w_p_eff = (20 + lp->l_lcm + (lp->l_hcm * 2));
545 points = sp->sct_avail * 100 / w_p_eff;
546 if (points < LAND_MINEFF) {
547 pr("Not enough available work in %s to build a %s\n",
548 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
549 pr(" (%d available work required)\n",
550 1 + (w_p_eff * LAND_MINEFF) / 100);
553 cost = ((float)lp->l_cost * eff);
554 /* cost = (int)LND_COST(cost, tlev - lp->l_tech); */
556 pr("Not enough money left to build a %s\n", lp->l_name);
559 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * LAND_MINEFF) / 100;
560 player->dolcost += cost;
562 snxtitem_all(&nstr, EF_LAND);
563 while (nxtitem(&nstr, (s_char *)&land)) {
564 if (land.lnd_own == 0) {
570 ef_extend(EF_LAND, 50);
572 memset(&land, 0, sizeof(struct lndstr));
573 land.lnd_x = sp->sct_x;
574 land.lnd_y = sp->sct_y;
575 land.lnd_own = player->cnum;
576 land.lnd_mission = 0;
577 land.lnd_type = lp - lchr;
578 land.lnd_effic = LAND_MINEFF;
579 if (opt_MOB_ACCESS) {
580 time(&land.lnd_access);
581 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
586 land.lnd_tech = tlev;
587 land.lnd_uid = nstr.cur;
594 land.lnd_retreat = morale_base;
595 land.lnd_fuel = lp->l_fuelc;
596 land.lnd_nxlight = 0;
598 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
599 land.lnd_rad_max = 0;
601 land.lnd_att = (float)LND_ATTDEF(lp->l_att, tlev - lp->l_tech);
602 land.lnd_def = (float)LND_ATTDEF(lp->l_def, tlev - lp->l_tech);
603 land.lnd_vul = (int)LND_VUL(lp->l_vul, tlev - lp->l_tech);
604 land.lnd_spd = (int)LND_SPD(lp->l_spd, tlev - lp->l_tech);
605 land.lnd_vis = (int)LND_VIS(lp->l_vis, tlev - lp->l_tech);
606 land.lnd_spy = (int)LND_SPY(lp->l_spy, tlev - lp->l_tech);
607 land.lnd_rad = (int)LND_RAD(lp->l_rad, tlev - lp->l_tech);
608 land.lnd_frg = (int)LND_FRG(lp->l_frg, tlev - lp->l_tech);
609 land.lnd_acc = (int)LND_ACC(lp->l_acc, tlev - lp->l_tech);
610 land.lnd_dam = (int)LND_DAM(lp->l_dam, tlev - lp->l_tech);
611 land.lnd_ammo = (int)LND_AMM(lp->l_ammo, lp->l_dam, tlev - lp->l_tech);
612 land.lnd_aaf = (int)LND_AAF(lp->l_aaf, tlev - lp->l_tech);
613 land.lnd_fuelc = (int)LND_FC(lp->l_fuelc, tlev - lp->l_tech);
614 land.lnd_fuelu = (int)LND_FU(lp->l_fuelu, tlev - lp->l_tech);
615 land.lnd_maxlight = (int)LND_XPL(lp->l_nxlight, tlev - lp->l_tech);
616 land.lnd_maxland = (int)LND_MXL(lp->l_mxland, tlev - lp->l_tech);
622 vec[I_SHELL] -= shell;
624 /* Disabled autoloading of food onto units
625 max_amt = vl_find(V_FOOD, lp->l_vtype, lp->l_vamt, (int) lp->l_nv);
626 food_needed = (etu_per_update * eatrate) *
627 (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW])+1;
628 if ((vec[I_FOOD]-max_amt) < food_needed)
629 max_amt = (vec[I_FOOD]-food_needed);
634 vec[I_FOOD] -= max_amt;
636 memset(lvec, 0, sizeof(lvec));
637 getvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
638 lvec[I_FOOD] += max_amt;
639 putvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
642 if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
643 putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND);
644 putland(nstr.cur, &land);
645 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
647 pr("%s", prland(&land));
648 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
653 build_bridge(register struct sctstr *sp, register int *vec)
656 extern double buil_bc;
662 int nx, ny, i, good = 0;
666 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
667 if (sp->sct_type != SCT_BTOWER) {
668 if (sp->sct_type != SCT_BHEAD)
670 if (sp->sct_newtype != SCT_BHEAD)
677 for (i = 1; i <= 6; i++) {
679 nx = sp->sct_x + diroff[i][0];
680 ny = sp->sct_y + diroff[i][1];
681 getsect(nx, ny, §);
682 for (j = 1; j <= 6; j++) {
683 nx2 = sect.sct_x + diroff[j][0];
684 ny2 = sect.sct_y + diroff[j][1];
685 getsect(nx2, ny2, &s2);
686 if ((s2.sct_type != SCT_WATER) &&
687 (s2.sct_type != SCT_BSPAN))
694 pr("Bridges must be built adjacent to land or bridge towers.\n");
695 pr("No eligible sectors adjacent to this sector.\n");
698 } /* end EASY_BRIDGES */
701 if (sp->sct_effic < 60 && !player->god) {
702 pr("Sector %s is not 60%% efficient.\n",
703 xyas(sp->sct_x, sp->sct_y, player->cnum));
708 if (vec[I_HCM] < buil_bh) {
709 pr("%s only has %d unit%s of hcm,\n",
710 xyas(sp->sct_x, sp->sct_y, player->cnum),
711 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
712 pr("(a bridge span requires %d)\n", buil_bh);
715 } else if (!opt_NO_LCMS) {
716 if (vec[I_LCM] < buil_bh) {
717 pr("%s only has %d unit%s of lcm,\n",
718 xyas(sp->sct_x, sp->sct_y, player->cnum),
719 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
720 pr("(a bridge span requires %d)\n", buil_bh);
724 if (cash < buil_bc) {
725 pr("A span costs $%.2f to build; ", buil_bc);
726 pr("you only have %d.\n", cash);
729 w_p_eff = buil_bh * 2;
730 points = sp->sct_avail * 100 / w_p_eff;
732 pr("Not enough available work in %s to build a bridge\n",
733 xyas(sp->sct_x, sp->sct_y, player->cnum));
734 pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
737 if (!player->argp[3]) {
738 pr("Bridge head at %s\n",
739 xyas(sp->sct_x, sp->sct_y, player->cnum));
740 nav_map(sp->sct_x, sp->sct_y, 1);
742 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
746 /* Sanity check time */
747 if (!check_sect_ok(sp))
750 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
751 pr("'%c' is not a valid direction...\n", *p);
755 newx = sp->sct_x + diroff[val][0];
756 newy = sp->sct_y + diroff[val][1];
757 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
758 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
761 if (opt_EASY_BRIDGES) {
764 for (i = 1; i <= 6; i++) {
766 nx = sect.sct_x + diroff[i][0];
767 ny = sect.sct_y + diroff[i][1];
768 getsect(nx, ny, &s2);
769 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
773 pr("Bridges must be built adjacent to land or bridge towers.\n");
774 pr("That sector is not adjacent to land or a bridge tower.\n");
777 } /* end EASY_BRIDGES */
778 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
779 player->dolcost += buil_bc;
781 sect.sct_type = SCT_BSPAN;
782 sect.sct_newtype = SCT_BSPAN;
786 sect.sct_defense = 0;
787 if (!opt_DEFENSE_INFRA)
788 sect.sct_defense = sect.sct_effic;
789 if (opt_MOB_ACCESS) {
790 time(§.sct_access);
791 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
795 putvar(V_MINE, 0, (s_char *)§, EF_SECTOR);
797 pr("Bridge span built over %s\n",
798 xyas(sect.sct_x, sect.sct_y, player->cnum));
800 vec[I_HCM] -= buil_bh;
801 else if (!opt_NO_LCMS)
802 vec[I_LCM] -= buil_bh;
807 build_nuke(register struct sctstr *sp, register struct nchrstr *np,
813 if (sp->sct_type != SCT_NUKE && !player->god) {
814 pr("Nuclear weapons must be built in nuclear plants.\n");
817 if (sp->sct_effic < 60 && !player->god) {
818 pr("Sector %s is not 60%% efficient.\n",
819 xyas(sp->sct_x, sp->sct_y, player->cnum));
822 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
823 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
824 pr("Not enough materials for a %s bomb in %s\n",
825 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
826 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
827 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
830 if (cash < np->n_cost) {
831 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
834 w_p_eff = np->n_rad + np->n_oil + np->n_lcm + np->n_hcm * 2;
835 points = sp->sct_avail * 100 / w_p_eff;
837 * XXX when nukes turn into units (or whatever), then
838 * make them start at 20%. Since they don't have efficiency
839 * now, we choose 20% as a "big" number.
842 pr("Not enough available work in %s to build a %s;\n",
843 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
844 pr(" (%d available work required)\n", 1 + w_p_eff * 20 / 100);
847 if (!trechk(player->cnum, 0, NEWNUK))
849 if (!check_sect_ok(sp))
851 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
852 player->dolcost += np->n_cost;
854 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
855 vec[I_HCM] -= np->n_hcm;
856 vec[I_LCM] -= np->n_lcm;
857 vec[I_OIL] -= np->n_oil;
858 vec[I_RAD] -= np->n_rad;
859 pr("%s warhead created in %s\n", np->n_name,
860 xyas(sp->sct_x, sp->sct_y, player->cnum));
865 build_plane(register struct sctstr *sp, register struct plchrstr *pp,
866 register int *vec, int tlev)
870 struct nstr_item nstr;
871 float eff = ((float)PLANE_MINEFF / 100.0);
877 mil = roundavg(((double)pp->pl_crew * (double)eff));
878 /* Always use at least 1 mil to build a plane */
879 if (mil == 0 && pp->pl_crew > 0)
881 hcm = roundavg(((double)pp->pl_hcm * (double)eff));
882 lcm = roundavg(((double)pp->pl_lcm * (double)eff));
883 if (sp->sct_type != SCT_AIRPT && !player->god) {
884 pr("Planes must be built in airports.\n");
887 if (sp->sct_effic < 60 && !player->god) {
888 pr("Sector %s is not 60%% efficient.\n",
889 xyas(sp->sct_x, sp->sct_y, player->cnum));
892 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
893 pr("Not enough materials in %s\n",
894 xyas(sp->sct_x, sp->sct_y, player->cnum));
897 w_p_eff = (20 + pp->pl_lcm + (pp->pl_hcm * 2));
898 points = sp->sct_avail * 100 / w_p_eff;
899 if (points < PLANE_MINEFF) {
900 pr("Not enough available work in %s to build a %s\n",
901 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
902 pr(" (%d available work required)\n",
903 1 + PLANE_MINEFF * w_p_eff / 100);
906 cost = pp->pl_cost * eff;
908 pr("Not enough money left to build a %s\n", pp->pl_name);
911 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
912 pr("Not enough military for crew in %s\n",
913 xyas(sp->sct_x, sp->sct_y, player->cnum));
916 if (!trechk(player->cnum, 0, NEWPLN))
918 if (!check_sect_ok(sp))
920 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
921 player->dolcost += cost;
923 snxtitem_all(&nstr, EF_PLANE);
925 while (nxtitem(&nstr, (s_char *)&plane)) {
926 if (plane.pln_own == 0) {
931 if (freeplane == 0) {
932 ef_extend(EF_PLANE, 50);
934 memset(&plane, 0, sizeof(struct plnstr));
935 plane.pln_x = sp->sct_x;
936 plane.pln_y = sp->sct_y;
937 plane.pln_own = sp->sct_own;
938 plane.pln_type = pp - plchr;
939 plane.pln_effic = PLANE_MINEFF;
940 if (opt_MOB_ACCESS) {
941 time(&plane.pln_access);
942 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
946 plane.pln_mission = 0;
949 plane.pln_radius = 0;
951 /* Note that this next block of variables can be changed so that individual
952 * planes may have their own stats (like based on tech maybe? :) ) Thus,
953 * the code now checks the pln_acc, pln_load and pln_fuel instead of using
954 * the static definitions of them. */
956 n = (int) (pp->pl_range * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
960 plane.pln_range_max = n;
961 n = (int) (pp->pl_att * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
965 n = (int) (pp->pl_def * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
971 plane.pln_acc = pp->pl_acc;
972 plane.pln_load = pp->pl_load;
973 plane.pln_fuel = pp->pl_fuel;
975 plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
976 plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
977 plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
978 plane.pln_range = PLN_RAN(pp->pl_range, (int)(tlev - pp->pl_tech));
979 plane.pln_range_max = plane.pln_range;
980 plane.pln_load = PLN_LOAD(pp->pl_load, (int)(tlev - pp->pl_tech));
981 plane.pln_fuel = pp->pl_fuel;
983 plane.pln_wing = ' ';
984 plane.pln_tech = tlev;
987 plane.pln_uid = nstr.cur;
988 plane.pln_nuketype = -1;
989 plane.pln_harden = 0;
992 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
994 putplane(plane.pln_uid, &plane);
995 pr("%s built in sector %s\n", prplane(&plane),
996 xyas(sp->sct_x, sp->sct_y, player->cnum));
1004 build_tower(register struct sctstr *sp, register int *vec)
1006 extern int buil_tower_bh;
1007 extern double buil_tower_bc;
1020 if (sp->sct_type != SCT_BSPAN) {
1021 pr("Bridge towers can only be built from bridge spans.\n");
1025 if (sp->sct_effic < 60 && !player->god) {
1026 pr("Sector %s is not 60%% efficient.\n",
1027 xyas(sp->sct_x, sp->sct_y, player->cnum));
1032 if (vec[I_HCM] < buil_tower_bh) {
1033 pr("%s only has %d unit%s of hcm,\n",
1034 xyas(sp->sct_x, sp->sct_y, player->cnum),
1035 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
1036 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1039 } else if (!opt_NO_LCMS) {
1040 if (vec[I_LCM] < buil_tower_bh) {
1041 pr("%s only has %d unit%s of lcm,\n",
1042 xyas(sp->sct_x, sp->sct_y, player->cnum),
1043 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
1044 pr("(a bridge tower requires %d)\n", buil_tower_bh);
1048 if (cash < buil_tower_bc) {
1049 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
1050 pr("you only have %d.\n", cash);
1053 w_p_eff = buil_tower_bh * 2;
1054 points = sp->sct_avail * 100 / w_p_eff;
1056 pr("Not enough available work in %s to build a bridge tower\n",
1057 xyas(sp->sct_x, sp->sct_y, player->cnum));
1058 pr(" (%d available work required)\n", 1 + (w_p_eff * 20) / 100);
1061 if (!player->argp[3]) {
1062 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
1063 nav_map(sp->sct_x, sp->sct_y, 1);
1065 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
1069 /* Sanity check time */
1070 if (!check_sect_ok(sp))
1073 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
1074 pr("'%c' is not a valid direction...\n", *p);
1078 newx = sp->sct_x + diroff[val][0];
1079 newy = sp->sct_y + diroff[val][1];
1080 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
1081 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
1085 /* Now, check. You aren't allowed to build bridge towers
1088 for (i = 1; i <= 6; i++) {
1090 nx = sect.sct_x + diroff[i][0];
1091 ny = sect.sct_y + diroff[i][1];
1092 getsect(nx, ny, &s2);
1093 if ((s2.sct_type != SCT_WATER) &&
1094 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
1100 pr("Bridge towers cannot be built adjacent to land.\n");
1101 pr("That sector is adjacent to land.\n");
1105 sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
1106 player->dolcost += buil_tower_bc;
1107 cash -= buil_tower_bc;
1108 sect.sct_type = SCT_BTOWER;
1109 sect.sct_newtype = SCT_BTOWER;
1110 sect.sct_effic = 20;
1113 sect.sct_defense = 0;
1114 if (opt_MOB_ACCESS) {
1115 time(§.sct_access);
1116 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
1120 if (!opt_DEFENSE_INFRA)
1121 sect.sct_defense = sect.sct_effic;
1122 putvar(V_MINE, 0, (s_char *)§, EF_SECTOR);
1124 pr("Bridge tower built in %s\n",
1125 xyas(sect.sct_x, sect.sct_y, player->cnum));
1127 vec[I_HCM] -= buil_tower_bh;
1128 else if (!opt_NO_LCMS)
1129 vec[I_LCM] -= buil_tower_bh;