/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
- *
+ *
* Known contributors to this file:
- * Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2006
+ * Steve McClure, 1998-2000
+ * Markus Armbruster, 2004-2015
*/
#include <config.h>
#include <limits.h>
+#include <math.h>
+#include "chance.h"
#include "commands.h"
+#include "game.h"
#include "land.h"
#include "lost.h"
#include "map.h"
#include "plague.h"
#include "plane.h"
#include "ship.h"
-#include "treaty.h"
-
-static int build_nuke(struct sctstr *sp,
- struct nchrstr *np, short *vec, int tlev);
-static int build_ship(struct sctstr *sp,
- struct mchrstr *mp, short *vec, int tlev);
-static int build_land(struct sctstr *sp,
- struct lchrstr *lp, short *vec, int tlev);
-static int build_bridge(struct sctstr *sp, short *vec);
-static int build_tower(struct sctstr *sp, short *vec);
-static int build_plane(struct sctstr *sp,
- struct plchrstr *pp, short *vec, int tlev);
-static int build_can_afford(double, char *);
+#include "unit.h"
+
+static int build_ship(struct sctstr *sp, int type, int tlev);
+static int build_land(struct sctstr *sp, int type, int tlev);
+static int build_nuke(struct sctstr *sp, int type, int tlev);
+static int build_plane(struct sctstr *sp, int type, int tlev);
+static int pick_unused_unit_uid(int);
+static int build_bridge(char);
+static int build_bspan(struct sctstr *sp);
+static int build_btower(struct sctstr *sp);
+static int sector_can_build(struct sctstr *, short[], int, int, char *);
+static void build_charge(struct sctstr *, short[], int, double, int);
+static int build_can_afford(double, int, char *);
/*
* build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
int
buil(void)
{
+ struct natstr *natp = getnatp(player->cnum);
+ int tlev = (int)natp->nat_level[NAT_TLEV];
struct sctstr sect;
struct nstr_sect nstr;
- struct natstr *natp;
- int rqtech;
- int tlev;
- int rlev;
- int type;
- char what;
- struct lchrstr *lp;
- struct mchrstr *mp;
- struct plchrstr *pp;
- struct nchrstr *np;
- char *p;
- int gotsect = 0;
- int built;
- int number;
+ int rqtech, type, number, val, gotsect;
+ char *p, *what, *prompt;
+ int (*build_it)(struct sctstr *, int, int);
char buf[1024];
- natp = getnatp(player->cnum);
- if ((p =
- getstarg(player->argp[1],
- "Build (ship, nuke, bridge, plane, land unit, tower)? ",
- buf)) == 0)
+ p = getstarg(player->argp[1],
+ "Build (ship, nuke, bridge, plane, land unit, tower)? ",
+ buf);
+ if (!p)
return RET_SYN;
- what = *p;
-
- if (!snxtsct(&nstr, player->argp[2])) {
- pr("Bad sector specification.\n");
+ switch (*p) {
+ case 'b':
+ case 't':
+ return build_bridge(*p);
+ case 's':
+ what = "ship";
+ prompt = "Ship type? ";
+ build_it = build_ship;
+ break;
+ case 'p':
+ what = "plane";
+ prompt = "Plane type? ";
+ build_it = build_plane;
+ break;
+ case 'l':
+ what = "land";
+ prompt = "Land unit type? ";
+ build_it = build_land;
+ break;
+ case 'n':
+ if (!ef_nelem(EF_NUKE_CHR)) {
+ pr("There are no nukes in this game.\n");
+ return RET_FAIL;
+ }
+ if (drnuke_const > MIN_DRNUKE_CONST)
+ tlev = MIN(tlev,
+ (int)(natp->nat_level[NAT_RLEV] / drnuke_const));
+ what = "nuke";
+ prompt = "Nuke type? ";
+ build_it = build_nuke;
+ break;
+ default:
+ pr("You can't build that!\n");
return RET_SYN;
}
- tlev = (int)natp->nat_level[NAT_TLEV];
- rlev = (int)natp->nat_level[NAT_RLEV];
- switch (what) {
+ if (!snxtsct(&nstr, player->argp[2]))
+ return RET_SYN;
+
+ p = getstarg(player->argp[3], prompt, buf);
+ if (!p || !*p)
+ return RET_SYN;
+
+ rqtech = 0;
+ switch (*what) {
case 'p':
- p = getstarg(player->argp[3], "Plane type? ", buf);
- if (p == 0 || *p == 0)
- return RET_SYN;
type = ef_elt_byname(EF_PLANE_CHR, p);
- if (type >= 0) {
- pp = &plchr[type];
- rqtech = pp->pl_tech;
- if (rqtech > tlev)
- type = -1;
- }
- if (type < 0) {
- pr("You can't build that!\n");
- pr("Use `show plane build %d' to show types you can build.\n",
- tlev);
- return RET_FAIL;
- }
+ if (type >= 0)
+ rqtech = plchr[type].pl_tech;
break;
case 's':
- p = getstarg(player->argp[3], "Ship type? ", buf);
- if (p == 0 || *p == 0)
- return RET_SYN;
type = ef_elt_byname(EF_SHIP_CHR, p);
- if (type >= 0) {
- mp = &mchr[type];
- rqtech = mp->m_tech;
- if (rqtech > tlev)
- type = -1;
- if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
- type = -1;
- }
- if (type < 0) {
- pr("You can't build that!\n");
- pr("Use `show ship build %d' to show types you can build.\n",
- tlev);
- return RET_FAIL;
- }
+ if (type >= 0)
+ rqtech = mchr[type].m_tech;
break;
case 'l':
- p = getstarg(player->argp[3], "Land unit type? ", buf);
- if (p == 0 || *p == 0)
- return RET_SYN;
type = ef_elt_byname(EF_LAND_CHR, p);
- if (type >= 0) {
- lp = &lchr[type];
- rqtech = lp->l_tech;
- if (rqtech > tlev)
- type = -1;
- if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
- type = -1;
- }
- if (type < 0) {
- pr("You can't build that!\n");
- pr("Use `show land build %d' to show types you can build.\n",
- tlev);
- return RET_FAIL;
- }
- break;
- case 'b':
- if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
- pr("Building a span requires a tech of %.0f\n", buil_bt);
- return RET_FAIL;
- }
- break;
- case 't':
- if (!opt_BRIDGETOWERS) {
- pr("Bridge tower building is disabled.\n");
- return RET_FAIL;
- }
- if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
- pr("Building a tower requires a tech of %.0f\n",
- buil_tower_bt);
- return RET_FAIL;
- }
+ if (type >= 0)
+ rqtech = lchr[type].l_tech;
break;
case 'n':
- if (!ef_nelem(EF_NUKE_CHR)) {
- pr("There are no nukes in this game.\n");
- return RET_FAIL;
- }
- p = getstarg(player->argp[3], "Nuke type? ", buf);
- if (p == 0 || *p == 0)
- return RET_SYN;
type = ef_elt_byname(EF_NUKE_CHR, p);
- if (type >= 0) {
- np = &nchr[type];
- rqtech = np->n_tech;
- if (rqtech > tlev
- || (drnuke_const > MIN_DRNUKE_CONST &&
- np->n_tech * drnuke_const > rlev))
- type = -1;
- }
- if (type < 0) {
- int tt = tlev;
- if (drnuke_const > MIN_DRNUKE_CONST)
- tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
- (int)(rlev / drnuke_const));
- pr("You can't build that!\n");
- pr("Use `show nuke build %d' to show types you can build.\n",
- tt);
- return RET_FAIL;
- }
+ if (type >= 0)
+ rqtech = nchr[type].n_tech;
break;
default:
+ CANT_REACH();
+ return RET_FAIL;
+ }
+
+ if (tlev < rqtech && player->god)
+ tlev = rqtech;
+ if (type < 0 || tlev < rqtech) {
pr("You can't build that!\n");
- return RET_SYN;
+ pr("Use `show %s build %d' to show types you can build.\n",
+ what, tlev);
+ return RET_FAIL;
}
number = 1;
- if (what != 'b' && what != 't') {
- if (player->argp[4]) {
- number = atoi(player->argp[4]);
- if (number > 20) {
- char bstr[80];
- sprintf(bstr,
- "Are you sure that you want to build %s of them? ",
- player->argp[4]);
- p = getstarg(player->argp[6], bstr, buf);
- if (p == 0 || *p != 'y')
- return RET_SYN;
- }
+ if (player->argp[4]) {
+ number = atoi(player->argp[4]);
+ if (number > 20) {
+ char bstr[80];
+ sprintf(bstr,
+ "Are you sure that you want to build %d of them? ",
+ number);
+ p = getstarg(player->argp[6], bstr, buf);
+ if (!p || *p != 'y')
+ return RET_SYN;
}
}
- if (what != 'b' && what != 'n' && what != 't') {
- if (player->argp[5]) {
- tlev = atoi(player->argp[5]);
- if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
- pr("Your tech level is only %d.\n",
- (int)natp->nat_level[NAT_TLEV]);
- return RET_FAIL;
- }
- if (rqtech > tlev) {
- pr("Required tech is %d.\n", rqtech);
- return RET_FAIL;
- }
- pr("building with tech level %d.\n", tlev);
+ if (player->argp[5]) {
+ val = atoi(player->argp[5]);
+ if (val > tlev && !player->god) {
+ pr("Your%s tech level is only %d.\n",
+ *what == 'n' && drnuke_const > MIN_DRNUKE_CONST
+ ? " effective" : "", tlev);
+ return RET_FAIL;
}
+ if (rqtech > val) {
+ pr("Required tech is %d.\n", rqtech);
+ return RET_FAIL;
+ }
+ tlev = val;
+ pr("Building with tech level %d.\n", tlev);
}
+ gotsect = 0;
while (number-- > 0) {
while (nxtsct(&nstr, §)) {
- gotsect++;
if (!player->owner)
continue;
- switch (what) {
- case 'l':
- built = build_land(§, lp, sect.sct_item, tlev);
- break;
- case 's':
- built = build_ship(§, mp, sect.sct_item, tlev);
- break;
- case 'b':
- built = build_bridge(§, sect.sct_item);
- break;
- case 't':
- built = build_tower(§, sect.sct_item);
- break;
- case 'n':
- built = build_nuke(§, np, sect.sct_item, tlev);
- break;
- case 'p':
- built = build_plane(§, pp, sect.sct_item, tlev);
- break;
- default:
- CANT_REACH();
- return RET_FAIL;
- }
- if (built) {
+ gotsect = 1;
+ if (build_it(§, type, tlev))
putsect(§);
- }
}
snxtsct_rewind(&nstr);
}
- if (!gotsect) {
- pr("Bad sector specification.\n");
- }
+ if (!gotsect)
+ pr("No sectors.\n");
return RET_OK;
}
static int
-build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev)
+build_ship(struct sctstr *sp, int type, int tlev)
{
+ struct mchrstr *mp = &mchr[type];
+ short mat[I_MAX+1];
+ int work;
struct shpstr ship;
- struct nstr_item nstr;
- int avail, i;
- double cost;
- double eff = SHIP_MINEFF / 100.0;
- int lcm, hcm;
- int freeship = 0;
- hcm = roundavg(mp->m_hcm * eff);
- lcm = roundavg(mp->m_lcm * eff);
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = mp->m_lcm;
+ mat[I_HCM] = mp->m_hcm;
+ work = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
- if (sp->sct_type != SCT_HARBR) {
+ if (sp->sct_type != SCT_HARBR && !player->god) {
pr("Ships must be built in harbours.\n");
return 0;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!sector_can_build(sp, mat, work, SHIP_MINEFF, mp->m_name))
return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+ if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
return 0;
- }
- avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
- pr(" (%d available work required)\n", avail);
- return 0;
- }
- cost = mp->m_cost * SHIP_MINEFF / 100.0;
- if (!build_can_afford(cost, mp->m_name))
- return 0;
- if (!trechk(player->cnum, 0, NEWSHP))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_SHIP);
- while (nxtitem(&nstr, &ship)) {
- if (ship.shp_own == 0) {
- freeship++;
- break;
- }
- }
- if (freeship == 0) {
- ef_extend(EF_SHIP, 50);
- }
- memset(&ship, 0, sizeof(struct shpstr));
+ build_charge(sp, mat, work, mp->m_cost, SHIP_MINEFF);
+
+ ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
ship.shp_x = sp->sct_x;
ship.shp_y = sp->sct_y;
- ship.shp_destx[0] = sp->sct_x;
- ship.shp_desty[0] = sp->sct_y;
- ship.shp_destx[1] = sp->sct_x;
- ship.shp_desty[1] = sp->sct_y;
- ship.shp_autonav = 0;
- /* new code for autonav, Chad Zabel 1-15-94 */
- for (i = 0; i < TMAX; ++i) {
- ship.shp_tstart[i] = I_NONE;
- ship.shp_tend[i] = I_NONE;
- ship.shp_lstart[i] = 0;
- ship.shp_lend[i] = 0;
- }
- ship.shp_mission = 0;
- ship.shp_own = player->cnum;
+ ship.shp_own = sp->sct_own;
ship.shp_type = mp - mchr;
ship.shp_effic = SHIP_MINEFF;
if (opt_MOB_ACCESS) {
- time(&ship.shp_access);
+ game_tick_to_now(&ship.shp_access);
ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
ship.shp_mobil = 0;
}
- ship.shp_uid = nstr.cur;
- ship.shp_nplane = 0;
- ship.shp_nland = 0;
- ship.shp_nxlight = 0;
- ship.shp_nchoppers = 0;
- ship.shp_fleet = 0;
memset(ship.shp_item, 0, sizeof(ship.shp_item));
ship.shp_pstage = PLG_HEALTHY;
ship.shp_ptime = 0;
- ship.shp_mobquota = 0;
- *ship.shp_path = 0;
- ship.shp_follow = nstr.cur;
ship.shp_name[0] = 0;
- ship.shp_orig_own = player->cnum;
+ ship.shp_orig_own = sp->sct_own;
ship.shp_orig_x = sp->sct_x;
ship.shp_orig_y = sp->sct_y;
- ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
- ship.shp_rflags = 0;
- memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
shp_set_tech(&ship, tlev);
-
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
+ unit_wipe_orders((struct empobj *)&ship);
if (sp->sct_pstage == PLG_INFECT)
ship.shp_pstage = PLG_EXPOSED;
- makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid,
- ship.shp_x, ship.shp_y);
putship(ship.shp_uid, &ship);
pr("%s", prship(&ship));
pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
}
static int
-build_land(struct sctstr *sp, struct lchrstr *lp, short *vec, int tlev)
+build_land(struct sctstr *sp, int type, int tlev)
{
+ struct lchrstr *lp = &lchr[type];
+ short mat[I_MAX+1];
+ int work;
struct lndstr land;
- struct nstr_item nstr;
- int avail;
- double cost;
- double eff = LAND_MINEFF / 100.0;
- int mil, lcm, hcm, gun, shell;
- int freeland = 0;
-
-#if 0
- mil = roundavg(lp->l_mil * eff);
- shell = roundavg(lp->l_shell * eff);
- gun = roundavg(lp->l_gun * eff);
-#else
- mil = shell = gun = 0;
-#endif
- hcm = roundavg(lp->l_hcm * eff);
- lcm = roundavg(lp->l_lcm * eff);
-
- if (sp->sct_type != SCT_HEADQ) {
- pr("Land Units must be built in headquarters.\n");
- return 0;
- }
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-#if 0
- if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
- pr("Not enough guns in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_SHELL] < shell) {
- pr("Not enough shells in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_MILIT] < mil) {
- pr("Not enough military in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
+
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = lp->l_lcm;
+ mat[I_HCM] = lp->l_hcm;
+ work = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
+
+ if (sp->sct_type != SCT_HEADQ && !player->god) {
+ pr("Land units must be built in headquarters.\n");
return 0;
}
-#endif
- if (!trechk(player->cnum, 0, NEWLND))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
- pr(" (%d available work required)\n", avail);
+ if (!sector_can_build(sp, mat, work, LAND_MINEFF, lp->l_name))
return 0;
- }
- cost = lp->l_cost * LAND_MINEFF / 100.0;
- if (!build_can_afford(cost, lp->l_name))
+ if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_LAND);
- while (nxtitem(&nstr, &land)) {
- if (land.lnd_own == 0) {
- freeland++;
- break;
- }
- }
- if (freeland == 0) {
- ef_extend(EF_LAND, 50);
- }
- memset(&land, 0, sizeof(struct lndstr));
+ build_charge(sp, mat, work, lp->l_cost, LAND_MINEFF);
+
+ ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
land.lnd_x = sp->sct_x;
land.lnd_y = sp->sct_y;
- land.lnd_own = player->cnum;
- land.lnd_mission = 0;
+ land.lnd_own = sp->sct_own;
land.lnd_type = lp - lchr;
land.lnd_effic = LAND_MINEFF;
if (opt_MOB_ACCESS) {
- time(&land.lnd_access);
+ game_tick_to_now(&land.lnd_access);
land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
land.lnd_mobil = 0;
}
- land.lnd_uid = nstr.cur;
- land.lnd_army = 0;
- land.lnd_flags = 0;
land.lnd_ship = -1;
land.lnd_land = -1;
- land.lnd_nland = 0;
land.lnd_harden = 0;
- land.lnd_retreat = morale_base;
- land.lnd_fuel = lp->l_fuelc;
- land.lnd_nxlight = 0;
- land.lnd_rflags = 0;
- memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
- land.lnd_rad_max = 0;
memset(land.lnd_item, 0, sizeof(land.lnd_item));
land.lnd_pstage = PLG_HEALTHY;
land.lnd_ptime = 0;
lnd_set_tech(&land, tlev);
-
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
- vec[I_MILIT] -= mil;
- vec[I_GUN] -= gun;
- vec[I_SHELL] -= shell;
+ unit_wipe_orders((struct empobj *)&land);
if (sp->sct_pstage == PLG_INFECT)
land.lnd_pstage = PLG_EXPOSED;
- putland(nstr.cur, &land);
- makenotlost(EF_LAND, land.lnd_own, land.lnd_uid,
- land.lnd_x, land.lnd_y);
+ putland(land.lnd_uid, &land);
pr("%s", prland(&land));
pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
return 1;
}
static int
-build_bridge(struct sctstr *sp, short *vec)
+build_nuke(struct sctstr *sp, int type, int tlev)
+{
+ struct nchrstr *np = &nchr[type];
+ short mat[I_MAX+1];
+ int work;
+ struct nukstr nuke;
+
+ if (sp->sct_type != SCT_NUKE && !player->god) {
+ pr("Nuclear weapons must be built in nuclear plants.\n");
+ return 0;
+ }
+ /*
+ * XXX when nukes turn into units (or whatever), then
+ * make them start at 20%. Since they don't have efficiency
+ * now, we charge all the work right away.
+ */
+ memset(mat, 0, sizeof(mat));
+ mat[I_LCM] = np->n_lcm;
+ mat[I_HCM] = np->n_hcm;
+ mat[I_OIL] = np->n_oil;
+ mat[I_RAD] = np->n_rad;
+ work = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
+
+ if (!sector_can_build(sp, mat, work, 100, np->n_name))
+ return 0;
+ if (!build_can_afford(np->n_cost, 100, np->n_name))
+ return 0;
+ build_charge(sp, mat, work, np->n_cost, 100);
+
+ ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
+ nuke.nuk_x = sp->sct_x;
+ nuke.nuk_y = sp->sct_y;
+ nuke.nuk_own = sp->sct_own;
+ nuke.nuk_type = np - nchr;
+ nuke.nuk_effic = 100;
+ nuke.nuk_plane = -1;
+ nuke.nuk_tech = tlev;
+ unit_wipe_orders((struct empobj *)&nuke);
+
+ putnuke(nuke.nuk_uid, &nuke);
+ pr("%s created in %s\n", prnuke(&nuke),
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 1;
+}
+
+static int
+build_plane(struct sctstr *sp, int type, int tlev)
+{
+ struct plchrstr *pp = &plchr[type];
+ short mat[I_MAX+1];
+ int work;
+ struct plnstr plane;
+
+ memset(mat, 0, sizeof(mat));
+ mat[I_MILIT] = pp->pl_crew;
+ mat[I_LCM] = pp->pl_lcm;
+ mat[I_HCM] = pp->pl_hcm;
+ work = PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm);
+
+ if (sp->sct_type != SCT_AIRPT && !player->god) {
+ pr("Planes must be built in airports.\n");
+ return 0;
+ }
+ if (!sector_can_build(sp, mat, work, PLANE_MINEFF, pp->pl_name))
+ return 0;
+ if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
+ return 0;
+ build_charge(sp, mat, work, pp->pl_cost, PLANE_MINEFF);
+
+ ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
+ plane.pln_x = sp->sct_x;
+ plane.pln_y = sp->sct_y;
+ plane.pln_own = sp->sct_own;
+ plane.pln_type = pp - plchr;
+ plane.pln_effic = PLANE_MINEFF;
+ if (opt_MOB_ACCESS) {
+ game_tick_to_now(&plane.pln_access);
+ plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
+ } else {
+ plane.pln_mobil = 0;
+ }
+ plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
+ plane.pln_ship = -1;
+ plane.pln_land = -1;
+ plane.pln_harden = 0;
+ plane.pln_flags = 0;
+ pln_set_tech(&plane, tlev);
+ unit_wipe_orders((struct empobj *)&plane);
+
+ putplane(plane.pln_uid, &plane);
+ pr("%s built in sector %s\n", prplane(&plane),
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 1;
+}
+
+static int
+pick_unused_unit_uid(int type)
+{
+ struct nstr_item nstr;
+ union empobj_storage unit;
+
+ snxtitem_all(&nstr, type);
+ while (nxtitem(&nstr, &unit)) {
+ if (!unit.gen.own)
+ return nstr.cur;
+ }
+ ef_extend(type, 50);
+ return nstr.cur;
+}
+
+static int
+build_bridge(char what)
+{
+ struct natstr *natp = getnatp(player->cnum);
+ struct nstr_sect nstr;
+ int (*build_it)(struct sctstr *);
+ int gotsect;
+ struct sctstr sect;
+
+ switch (what) {
+ case 'b':
+ if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
+ pr("Building a span requires a tech of %.0f\n", buil_bt);
+ return RET_FAIL;
+ }
+ build_it = build_bspan;
+ break;
+ case 't':
+ if (!opt_BRIDGETOWERS) {
+ pr("Bridge tower building is disabled.\n");
+ return RET_FAIL;
+ }
+ if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
+ pr("Building a tower requires a tech of %.0f\n",
+ buil_tower_bt);
+ return RET_FAIL;
+ }
+ build_it = build_btower;
+ break;
+ default:
+ CANT_REACH();
+ return RET_FAIL;
+ }
+
+ if (!snxtsct(&nstr, player->argp[2]))
+ return RET_SYN;
+ gotsect = 0;
+ while (nxtsct(&nstr, §)) {
+ if (!player->owner)
+ continue;
+ gotsect = 1;
+ if (build_it(§))
+ putsect(§);
+ }
+ if (!gotsect)
+ pr("No sectors.\n");
+ return RET_OK;
+}
+
+static int
+build_bspan(struct sctstr *sp)
{
struct sctstr sect;
+ short mat[I_MAX+1];
+ int work;
int val;
int newx, newy;
- int avail;
- int nx, ny, i, good = 0;
char *p;
char buf[1024];
- if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
+ if (!opt_EASY_BRIDGES && !player->god) {
+ /* must have a bridge head or tower */
if (sp->sct_type != SCT_BTOWER) {
if (sp->sct_type != SCT_BHEAD)
return 0;
}
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-
- if (vec[I_HCM] < buil_bh) {
- pr("%s only has %d unit%s of hcm,\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum),
- vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
- pr("(a bridge span requires %d)\n", buil_bh);
- return 0;
- }
+ memset(mat, 0, sizeof(mat));
+ mat[I_HCM] = buil_bh;
+ work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
- if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
+ if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
return 0;
- avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a bridge\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr(" (%d available work required)\n", avail);
+ if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
return 0;
- }
if (!player->argp[3]) {
pr("Bridge head at %s\n",
xyas(sp->sct_x, sp->sct_y, player->cnum));
if (!p || !*p) {
return 0;
}
- /* Sanity check time */
if (!check_sect_ok(sp))
return 0;
if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
pr("'%c' is not a valid direction...\n", *p);
- direrr(0, 0, 0);
+ direrr(NULL, NULL, NULL);
return 0;
}
newx = sp->sct_x + diroff[val][0];
pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
return 0;
}
- if (opt_EASY_BRIDGES) {
- good = 0;
-
- for (i = 1; i <= 6; i++) {
- struct sctstr s2;
- nx = sect.sct_x + diroff[i][0];
- ny = sect.sct_y + diroff[i][1];
- getsect(nx, ny, &s2);
- if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
- good = 1;
- }
- if (!good) {
- pr("Bridges must be built adjacent to land or bridge towers.\n");
- pr("That sector is not adjacent to land or a bridge tower.\n");
- return 0;
+ if (!bridge_support_at(§, DIR_STOP)) {
+ if (opt_EASY_BRIDGES) {
+ pr("%s is not next to land or a bridge tower",
+ xyas(newx, newy, player->cnum));
+ } else {
+ /*
+ * Note: because players need a 60% bridge head or tower,
+ * we can get here only for a deity.
+ */
+ pr("%s is not next to a supporting bridge head or tower\n",
+ xyas(newx, newy, player->cnum));
}
- } /* end EASY_BRIDGES */
- sp->sct_avail -= avail;
- player->dolcost += buil_bc;
+ return 0;
+ }
+ build_charge(sp, mat, work, buil_bc, 100);
+
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
sect.sct_effic = SCT_MINEFF;
sect.sct_rail = 0;
sect.sct_defense = 0;
if (opt_MOB_ACCESS) {
- time(§.sct_access);
+ game_tick_to_now(§.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
putsect(§);
pr("Bridge span built over %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
- vec[I_HCM] -= buil_bh;
- return 1;
-}
-
-static int
-build_nuke(struct sctstr *sp, struct nchrstr *np, short *vec, int tlev)
-{
- struct nukstr nuke;
- struct nstr_item nstr;
- int avail;
- int freenuke;
-
- if (sp->sct_type != SCT_NUKE && !player->god) {
- pr("Nuclear weapons must be built in nuclear plants.\n");
- return 0;
- }
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
- vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
- pr("Not enough materials for a %s bomb in %s\n",
- np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
- np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
- return 0;
- }
- if (!build_can_afford(np->n_cost, np->n_name))
- return 0;
- avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
- /*
- * XXX when nukes turn into units (or whatever), then
- * make them start at 20%. Since they don't have efficiency
- * now, we charge all the work right away.
- */
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a %s;\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
- pr(" (%d available work required)\n", avail);
- return 0;
- }
- if (!trechk(player->cnum, 0, NEWNUK))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += np->n_cost;
- snxtitem_all(&nstr, EF_NUKE);
- freenuke = 0;
- while (nxtitem(&nstr, &nuke)) {
- if (nuke.nuk_own == 0) {
- freenuke++;
- break;
- }
- }
- if (freenuke == 0) {
- ef_extend(EF_NUKE, 50);
- }
- memset(&nuke, 0, sizeof(struct nukstr));
- nuke.nuk_x = sp->sct_x;
- nuke.nuk_y = sp->sct_y;
- nuke.nuk_own = sp->sct_own;
- nuke.nuk_type = np - nchr;
- nuke.nuk_effic = 100;
- nuke.nuk_stockpile = 0;
- nuke.nuk_ship = nuke.nuk_plane = nuke.nuk_land = -1;
- nuke.nuk_uid = nstr.cur;
- nuke.nuk_tech = tlev;
-
- vec[I_HCM] -= np->n_hcm;
- vec[I_LCM] -= np->n_lcm;
- vec[I_OIL] -= np->n_oil;
- vec[I_RAD] -= np->n_rad;
-
- makenotlost(EF_NUKE, nuke.nuk_own, nuke.nuk_uid,
- nuke.nuk_x, nuke.nuk_y);
- putnuke(nuke.nuk_uid, &nuke);
- pr("%s created in %s\n", prnuke(&nuke),
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 1;
-}
-
-static int
-build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev)
-{
- struct plnstr plane;
- struct nstr_item nstr;
- int avail;
- double cost;
- double eff = PLANE_MINEFF / 100.0;
- int hcm, lcm, mil;
- int freeplane;
-
- mil = roundavg(pp->pl_crew * eff);
- /* Always use at least 1 mil to build a plane */
- if (mil == 0 && pp->pl_crew > 0)
- mil = 1;
- hcm = roundavg(pp->pl_hcm * eff);
- lcm = roundavg(pp->pl_lcm * eff);
- if (sp->sct_type != SCT_AIRPT && !player->god) {
- pr("Planes must be built in airports.\n");
- return 0;
- }
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
- pr("Not enough materials in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
- pr(" (%d available work required)\n", avail);
- return 0;
- }
- cost = pp->pl_cost * PLANE_MINEFF / 100.0;
- if (!build_can_afford(cost, pp->pl_name))
- return 0;
- if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
- pr("Not enough military for crew in %s\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
- if (!trechk(player->cnum, 0, NEWPLN))
- return 0;
- if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail -= avail;
- player->dolcost += cost;
- snxtitem_all(&nstr, EF_PLANE);
- freeplane = 0;
- while (nxtitem(&nstr, &plane)) {
- if (plane.pln_own == 0) {
- freeplane++;
- break;
- }
- }
- if (freeplane == 0) {
- ef_extend(EF_PLANE, 50);
- }
- memset(&plane, 0, sizeof(struct plnstr));
- plane.pln_x = sp->sct_x;
- plane.pln_y = sp->sct_y;
- plane.pln_own = sp->sct_own;
- plane.pln_type = pp - plchr;
- plane.pln_effic = PLANE_MINEFF;
- if (opt_MOB_ACCESS) {
- time(&plane.pln_access);
- plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
- } else {
- plane.pln_mobil = 0;
- }
- plane.pln_mission = 0;
- plane.pln_opx = 0;
- plane.pln_opy = 0;
- plane.pln_radius = 0;
- plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
- plane.pln_range_max = plane.pln_range;
- plane.pln_wing = 0;
- plane.pln_ship = -1;
- plane.pln_land = -1;
- plane.pln_uid = nstr.cur;
- plane.pln_nuketype = -1;
- plane.pln_harden = 0;
- plane.pln_flags = 0;
- pln_set_tech(&plane, tlev);
-
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
- vec[I_MILIT] -= mil;
-
- makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid,
- plane.pln_x, plane.pln_y);
- putplane(plane.pln_uid, &plane);
- pr("%s built in sector %s\n", prplane(&plane),
- xyas(sp->sct_x, sp->sct_y, player->cnum));
return 1;
}
static int
-build_tower(struct sctstr *sp, short *vec)
+build_btower(struct sctstr *sp)
{
struct sctstr sect;
+ short mat[I_MAX+1];
+ int work;
int val;
int newx, newy;
- int avail;
char *p;
char buf[1024];
- int good;
int i;
int nx;
int ny;
- if (sp->sct_type != SCT_BSPAN) {
+ if (sp->sct_type != SCT_BSPAN && !player->god) {
pr("Bridge towers can only be built from bridge spans.\n");
return 0;
}
- if (sp->sct_effic < 60 && !player->god) {
- pr("Sector %s is not 60%% efficient.\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- return 0;
- }
-
- if (vec[I_HCM] < buil_tower_bh) {
- pr("%s only has %d unit%s of hcm,\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum),
- vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
- pr("(a bridge tower requires %d)\n", buil_tower_bh);
- return 0;
- }
+ memset(mat, 0, sizeof(mat));
+ mat[I_HCM] = buil_tower_bh;
+ work = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
- if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
+ if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name))
return 0;
- avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
- if (sp->sct_avail < avail) {
- pr("Not enough available work in %s to build a bridge tower\n",
- xyas(sp->sct_x, sp->sct_y, player->cnum));
- pr(" (%d available work required)\n", avail);
+ if (!build_can_afford(buil_tower_bc, 100, dchr[SCT_BTOWER].d_name))
return 0;
- }
if (!player->argp[3]) {
pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
nav_map(sp->sct_x, sp->sct_y, 1);
if (!p || !*p) {
return 0;
}
- /* Sanity check time */
if (!check_sect_ok(sp))
return 0;
if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
pr("'%c' is not a valid direction...\n", *p);
- direrr(0, 0, 0);
+ direrr(NULL, NULL, NULL);
return 0;
}
newx = sp->sct_x + diroff[val][0];
/* Now, check. You aren't allowed to build bridge towers
next to land. */
- good = 0;
for (i = 1; i <= 6; i++) {
struct sctstr s2;
nx = sect.sct_x + diroff[i][0];
getsect(nx, ny, &s2);
if ((s2.sct_type != SCT_WATER) &&
(s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
- good = 1;
- break;
+ pr("%s is next to land, can't build bridge tower there",
+ xyas(newx, newy, player->cnum));
+ return 0;
}
}
- if (good) {
- pr("Bridge towers cannot be built adjacent to land.\n");
- pr("That sector is adjacent to land.\n");
- return 0;
- }
- sp->sct_avail -= avail;
- player->dolcost += buil_tower_bc;
+ build_charge(sp, mat, work, buil_tower_bc, 100);
+
sect.sct_type = SCT_BTOWER;
sect.sct_newtype = SCT_BTOWER;
sect.sct_effic = SCT_MINEFF;
sect.sct_rail = 0;
sect.sct_defense = 0;
if (opt_MOB_ACCESS) {
- time(§.sct_access);
+ game_tick_to_now(§.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
putsect(§);
pr("Bridge tower built in %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
- vec[I_HCM] -= buil_tower_bh;
return 1;
}
static int
-build_can_afford(double cost, char *what)
+sector_can_build(struct sctstr *sp, short mat[], int work,
+ int effic, char *what)
+{
+ int i, avail, ret, req;
+ double used;
+
+ if (player->god)
+ return 1; /* Deity builds ex nihilo */
+
+ if (sp->sct_effic < 60 && !player->god) {
+ pr("Sector %s is not 60%% efficient.\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 0;
+ }
+
+ avail = (work * effic + 99) / 100;
+ if (sp->sct_avail < avail) {
+ pr("Not enough available work in %s to build a %s\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum), what);
+ pr(" (%d available work required)\n", avail);
+ return 0;
+ }
+
+ ret = 1;
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ used = mat[i] * effic;
+ req = (used + 99) / 100;
+ if (sp->sct_item[i] < req) {
+ pr("Not enough %s in %s (need %d more)\n",
+ ichr[i].i_name, xyas(sp->sct_x, sp->sct_y, player->cnum),
+ req - sp->sct_item[i]);
+ ret = 0;
+ }
+ mat[i] = roundavg(used / 100.0);
+ }
+
+ return ret;
+}
+
+static void
+build_charge(struct sctstr *sp,
+ short mat[], int work, double cost, int effic)
+{
+ int i;
+
+ if (player->god)
+ return; /* Deity builds ex nihilo */
+
+ for (i = I_NONE + 1; i <= I_MAX; i++)
+ sp->sct_item[i] -= mat[i];
+ sp->sct_avail -= (work * effic + 99) / 100;
+ player->dolcost += cost * effic / 100.0;
+}
+
+static int
+build_can_afford(double cost, int effic, char *what)
{
struct natstr *natp = getnatp(player->cnum);
- if (natp->nat_money < player->dolcost + cost) {
+
+ if (natp->nat_money < player->dolcost + cost * effic / 100.0) {
pr("Not enough money left to build a %s\n", what);
return 0;
}