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, int tlev);
52 static int build_land(struct sctstr *sp, int type, int tlev);
53 static int build_nuke(struct sctstr *sp, int type, int tlev);
54 static int build_plane(struct sctstr *sp, int type, int tlev);
55 static int build_bridge(char);
56 static int build_bspan(struct sctstr *sp);
57 static int build_btower(struct sctstr *sp);
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, 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, tlev))
202 snxtsct_rewind(&nstr);
210 build_ship(struct sctstr *sp, int type, int tlev)
212 short *vec = sp->sct_item;
213 struct mchrstr *mp = &mchr[type];
215 struct nstr_item nstr;
218 double eff = SHIP_MINEFF / 100.0;
222 hcm = roundavg(mp->m_hcm * eff);
223 lcm = roundavg(mp->m_lcm * eff);
225 if (sp->sct_type != SCT_HARBR) {
226 pr("Ships must be built in harbours.\n");
229 if (sp->sct_effic < 60 && !player->god) {
230 pr("Sector %s is not 60%% efficient.\n",
231 xyas(sp->sct_x, sp->sct_y, player->cnum));
234 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
235 pr("Not enough materials in %s\n",
236 xyas(sp->sct_x, sp->sct_y, player->cnum));
239 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
240 if (sp->sct_avail < avail) {
241 pr("Not enough available work in %s to build a %s\n",
242 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
243 pr(" (%d available work required)\n", avail);
246 cost = mp->m_cost * SHIP_MINEFF / 100.0;
247 if (!build_can_afford(cost, mp->m_name))
249 if (!trechk(player->cnum, 0, NEWSHP))
251 if (!check_sect_ok(sp))
253 sp->sct_avail -= avail;
254 player->dolcost += cost;
255 snxtitem_all(&nstr, EF_SHIP);
256 while (nxtitem(&nstr, &ship)) {
257 if (ship.shp_own == 0) {
263 ef_extend(EF_SHIP, 50);
265 ef_blank(EF_SHIP, nstr.cur, &ship);
266 ship.shp_x = sp->sct_x;
267 ship.shp_y = sp->sct_y;
268 ship.shp_own = player->cnum;
269 ship.shp_type = mp - mchr;
270 ship.shp_effic = SHIP_MINEFF;
271 if (opt_MOB_ACCESS) {
272 game_tick_to_now(&ship.shp_access);
273 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
277 memset(ship.shp_item, 0, sizeof(ship.shp_item));
278 ship.shp_pstage = PLG_HEALTHY;
280 ship.shp_name[0] = 0;
281 ship.shp_orig_own = player->cnum;
282 ship.shp_orig_x = sp->sct_x;
283 ship.shp_orig_y = sp->sct_y;
284 shp_set_tech(&ship, tlev);
285 unit_wipe_orders((struct empobj *)&ship);
290 if (sp->sct_pstage == PLG_INFECT)
291 ship.shp_pstage = PLG_EXPOSED;
292 putship(ship.shp_uid, &ship);
293 pr("%s", prship(&ship));
294 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
299 build_land(struct sctstr *sp, int type, int tlev)
301 short *vec = sp->sct_item;
302 struct lchrstr *lp = &lchr[type];
304 struct nstr_item nstr;
307 double eff = LAND_MINEFF / 100.0;
308 int mil, lcm, hcm, gun, shell;
312 mil = roundavg(lp->l_mil * eff);
313 shell = roundavg(lp->l_shell * eff);
314 gun = roundavg(lp->l_gun * eff);
316 mil = shell = gun = 0;
318 hcm = roundavg(lp->l_hcm * eff);
319 lcm = roundavg(lp->l_lcm * eff);
321 if (sp->sct_type != SCT_HEADQ) {
322 pr("Land units must be built in headquarters.\n");
325 if (sp->sct_effic < 60 && !player->god) {
326 pr("Sector %s is not 60%% efficient.\n",
327 xyas(sp->sct_x, sp->sct_y, player->cnum));
330 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
331 pr("Not enough materials in %s\n",
332 xyas(sp->sct_x, sp->sct_y, player->cnum));
336 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
337 pr("Not enough guns in %s\n",
338 xyas(sp->sct_x, sp->sct_y, player->cnum));
341 if (vec[I_SHELL] < shell) {
342 pr("Not enough shells in %s\n",
343 xyas(sp->sct_x, sp->sct_y, player->cnum));
346 if (vec[I_MILIT] < mil) {
347 pr("Not enough military in %s\n",
348 xyas(sp->sct_x, sp->sct_y, player->cnum));
352 if (!trechk(player->cnum, 0, NEWLND))
354 if (!check_sect_ok(sp))
356 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
357 if (sp->sct_avail < avail) {
358 pr("Not enough available work in %s to build a %s\n",
359 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
360 pr(" (%d available work required)\n", avail);
363 cost = lp->l_cost * LAND_MINEFF / 100.0;
364 if (!build_can_afford(cost, lp->l_name))
366 sp->sct_avail -= avail;
367 player->dolcost += cost;
368 snxtitem_all(&nstr, EF_LAND);
369 while (nxtitem(&nstr, &land)) {
370 if (land.lnd_own == 0) {
376 ef_extend(EF_LAND, 50);
378 ef_blank(EF_LAND, nstr.cur, &land);
379 land.lnd_x = sp->sct_x;
380 land.lnd_y = sp->sct_y;
381 land.lnd_own = player->cnum;
382 land.lnd_type = lp - lchr;
383 land.lnd_effic = LAND_MINEFF;
384 if (opt_MOB_ACCESS) {
385 game_tick_to_now(&land.lnd_access);
386 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
393 memset(land.lnd_item, 0, sizeof(land.lnd_item));
394 land.lnd_pstage = PLG_HEALTHY;
396 lnd_set_tech(&land, tlev);
397 unit_wipe_orders((struct empobj *)&land);
403 vec[I_SHELL] -= shell;
405 if (sp->sct_pstage == PLG_INFECT)
406 land.lnd_pstage = PLG_EXPOSED;
407 putland(nstr.cur, &land);
408 pr("%s", prland(&land));
409 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
414 build_nuke(struct sctstr *sp, int type, int tlev)
416 short *vec = sp->sct_item;
417 struct nchrstr *np = &nchr[type];
419 struct nstr_item nstr;
423 if (sp->sct_type != SCT_NUKE && !player->god) {
424 pr("Nuclear weapons must be built in nuclear plants.\n");
427 if (sp->sct_effic < 60 && !player->god) {
428 pr("Sector %s is not 60%% efficient.\n",
429 xyas(sp->sct_x, sp->sct_y, player->cnum));
432 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
433 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
434 pr("Not enough materials for a %s bomb in %s\n",
435 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
436 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
437 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
440 if (!build_can_afford(np->n_cost, np->n_name))
442 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
444 * XXX when nukes turn into units (or whatever), then
445 * make them start at 20%. Since they don't have efficiency
446 * now, we charge all the work right away.
448 if (sp->sct_avail < avail) {
449 pr("Not enough available work in %s to build a %s;\n",
450 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
451 pr(" (%d available work required)\n", avail);
454 if (!trechk(player->cnum, 0, NEWNUK))
456 if (!check_sect_ok(sp))
458 sp->sct_avail -= avail;
459 player->dolcost += np->n_cost;
460 snxtitem_all(&nstr, EF_NUKE);
462 while (nxtitem(&nstr, &nuke)) {
463 if (nuke.nuk_own == 0) {
469 ef_extend(EF_NUKE, 50);
471 ef_blank(EF_NUKE, nstr.cur, &nuke);
472 nuke.nuk_x = sp->sct_x;
473 nuke.nuk_y = sp->sct_y;
474 nuke.nuk_own = sp->sct_own;
475 nuke.nuk_type = np - nchr;
476 nuke.nuk_effic = 100;
478 nuke.nuk_tech = tlev;
479 unit_wipe_orders((struct empobj *)&nuke);
481 vec[I_HCM] -= np->n_hcm;
482 vec[I_LCM] -= np->n_lcm;
483 vec[I_OIL] -= np->n_oil;
484 vec[I_RAD] -= np->n_rad;
486 putnuke(nuke.nuk_uid, &nuke);
487 pr("%s created in %s\n", prnuke(&nuke),
488 xyas(sp->sct_x, sp->sct_y, player->cnum));
493 build_plane(struct sctstr *sp, int type, int tlev)
495 short *vec = sp->sct_item;
496 struct plchrstr *pp = &plchr[type];
498 struct nstr_item nstr;
501 double eff = PLANE_MINEFF / 100.0;
505 mil = roundavg(pp->pl_crew * eff);
506 /* Always use at least 1 mil to build a plane */
507 if (mil == 0 && pp->pl_crew > 0)
509 hcm = roundavg(pp->pl_hcm * eff);
510 lcm = roundavg(pp->pl_lcm * eff);
511 if (sp->sct_type != SCT_AIRPT && !player->god) {
512 pr("Planes must be built in airports.\n");
515 if (sp->sct_effic < 60 && !player->god) {
516 pr("Sector %s is not 60%% efficient.\n",
517 xyas(sp->sct_x, sp->sct_y, player->cnum));
520 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
521 pr("Not enough materials in %s\n",
522 xyas(sp->sct_x, sp->sct_y, player->cnum));
525 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
526 if (sp->sct_avail < avail) {
527 pr("Not enough available work in %s to build a %s\n",
528 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
529 pr(" (%d available work required)\n", avail);
532 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
533 if (!build_can_afford(cost, pp->pl_name))
535 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
536 pr("Not enough military for crew in %s\n",
537 xyas(sp->sct_x, sp->sct_y, player->cnum));
540 if (!trechk(player->cnum, 0, NEWPLN))
542 if (!check_sect_ok(sp))
544 sp->sct_avail -= avail;
545 player->dolcost += cost;
546 snxtitem_all(&nstr, EF_PLANE);
548 while (nxtitem(&nstr, &plane)) {
549 if (plane.pln_own == 0) {
554 if (freeplane == 0) {
555 ef_extend(EF_PLANE, 50);
557 ef_blank(EF_PLANE, nstr.cur, &plane);
558 plane.pln_x = sp->sct_x;
559 plane.pln_y = sp->sct_y;
560 plane.pln_own = sp->sct_own;
561 plane.pln_type = pp - plchr;
562 plane.pln_effic = PLANE_MINEFF;
563 if (opt_MOB_ACCESS) {
564 game_tick_to_now(&plane.pln_access);
565 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
569 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
572 plane.pln_harden = 0;
574 pln_set_tech(&plane, tlev);
575 unit_wipe_orders((struct empobj *)&plane);
581 putplane(plane.pln_uid, &plane);
582 pr("%s built in sector %s\n", prplane(&plane),
583 xyas(sp->sct_x, sp->sct_y, player->cnum));
588 build_bridge(char what)
590 struct natstr *natp = getnatp(player->cnum);
591 struct nstr_sect nstr;
592 int (*build_it)(struct sctstr *);
598 if (natp->nat_level[NAT_TLEV] < buil_bt) {
599 pr("Building a span requires a tech of %.0f\n", buil_bt);
602 build_it = build_bspan;
605 if (!opt_BRIDGETOWERS) {
606 pr("Bridge tower building is disabled.\n");
609 if (natp->nat_level[NAT_TLEV] < buil_tower_bt) {
610 pr("Building a tower requires a tech of %.0f\n",
614 build_it = build_btower;
621 if (!snxtsct(&nstr, player->argp[2]))
624 while (nxtsct(&nstr, §)) {
637 build_bspan(struct sctstr *sp)
639 short *vec = sp->sct_item;
644 int nx, ny, i, good = 0;
648 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
649 if (sp->sct_type != SCT_BTOWER) {
650 if (sp->sct_type != SCT_BHEAD)
652 if (sp->sct_newtype != SCT_BHEAD)
657 if (sp->sct_effic < 60 && !player->god) {
658 pr("Sector %s is not 60%% efficient.\n",
659 xyas(sp->sct_x, sp->sct_y, player->cnum));
663 if (vec[I_HCM] < buil_bh) {
664 pr("%s only has %d unit%s of hcm,\n",
665 xyas(sp->sct_x, sp->sct_y, player->cnum),
666 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
667 pr("(a bridge span requires %d)\n", buil_bh);
671 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
673 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
674 if (sp->sct_avail < avail) {
675 pr("Not enough available work in %s to build a bridge\n",
676 xyas(sp->sct_x, sp->sct_y, player->cnum));
677 pr(" (%d available work required)\n", avail);
680 if (!player->argp[3]) {
681 pr("Bridge head at %s\n",
682 xyas(sp->sct_x, sp->sct_y, player->cnum));
683 nav_map(sp->sct_x, sp->sct_y, 1);
685 p = getstarg(player->argp[3], "build span in what direction? ", buf);
689 /* Sanity check time */
690 if (!check_sect_ok(sp))
693 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
694 pr("'%c' is not a valid direction...\n", *p);
695 direrr(NULL, NULL, NULL);
698 newx = sp->sct_x + diroff[val][0];
699 newy = sp->sct_y + diroff[val][1];
700 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
701 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
704 if (opt_EASY_BRIDGES) {
707 for (i = 1; i <= 6; i++) {
709 nx = sect.sct_x + diroff[i][0];
710 ny = sect.sct_y + diroff[i][1];
711 getsect(nx, ny, &s2);
712 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
716 pr("Bridges must be built adjacent to land or bridge towers.\n");
717 pr("That sector is not adjacent to land or a bridge tower.\n");
720 } /* end EASY_BRIDGES */
721 sp->sct_avail -= avail;
722 player->dolcost += buil_bc;
723 sect.sct_type = SCT_BSPAN;
724 sect.sct_newtype = SCT_BSPAN;
725 sect.sct_effic = SCT_MINEFF;
728 sect.sct_defense = 0;
729 if (opt_MOB_ACCESS) {
730 game_tick_to_now(§.sct_access);
731 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
736 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
737 writemap(player->cnum);
739 pr("Bridge span built over %s\n",
740 xyas(sect.sct_x, sect.sct_y, player->cnum));
741 vec[I_HCM] -= buil_bh;
746 build_btower(struct sctstr *sp)
748 short *vec = sp->sct_item;
759 if (sp->sct_type != SCT_BSPAN) {
760 pr("Bridge towers can only be built from bridge spans.\n");
764 if (sp->sct_effic < 60 && !player->god) {
765 pr("Sector %s is not 60%% efficient.\n",
766 xyas(sp->sct_x, sp->sct_y, player->cnum));
770 if (vec[I_HCM] < buil_tower_bh) {
771 pr("%s only has %d unit%s of hcm,\n",
772 xyas(sp->sct_x, sp->sct_y, player->cnum),
773 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
774 pr("(a bridge tower requires %d)\n", buil_tower_bh);
778 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
780 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
781 if (sp->sct_avail < avail) {
782 pr("Not enough available work in %s to build a bridge tower\n",
783 xyas(sp->sct_x, sp->sct_y, player->cnum));
784 pr(" (%d available work required)\n", avail);
787 if (!player->argp[3]) {
788 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
789 nav_map(sp->sct_x, sp->sct_y, 1);
791 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
795 /* Sanity check time */
796 if (!check_sect_ok(sp))
799 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
800 pr("'%c' is not a valid direction...\n", *p);
801 direrr(NULL, NULL, NULL);
804 newx = sp->sct_x + diroff[val][0];
805 newy = sp->sct_y + diroff[val][1];
806 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
807 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
811 /* Now, check. You aren't allowed to build bridge towers
813 for (i = 1; i <= 6; i++) {
815 nx = sect.sct_x + diroff[i][0];
816 ny = sect.sct_y + diroff[i][1];
817 getsect(nx, ny, &s2);
818 if ((s2.sct_type != SCT_WATER) &&
819 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
820 pr("Bridge towers cannot be built adjacent to land.\n");
821 pr("That sector is adjacent to land.\n");
826 sp->sct_avail -= avail;
827 player->dolcost += buil_tower_bc;
828 sect.sct_type = SCT_BTOWER;
829 sect.sct_newtype = SCT_BTOWER;
830 sect.sct_effic = SCT_MINEFF;
833 sect.sct_defense = 0;
834 if (opt_MOB_ACCESS) {
835 game_tick_to_now(§.sct_access);
836 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
841 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
842 writemap(player->cnum);
844 pr("Bridge tower built in %s\n",
845 xyas(sect.sct_x, sect.sct_y, player->cnum));
846 vec[I_HCM] -= buil_tower_bh;
851 build_can_afford(double cost, char *what)
853 struct natstr *natp = getnatp(player->cnum);
854 if (natp->nat_money < player->dolcost + cost) {
855 pr("Not enough money left to build a %s\n", what);