/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* Steve McClure, 1998-2000
*/
-#ifdef Rel4
+#include <limits.h>
#include <string.h>
-#endif /* Rel4 */
#include "misc.h"
#include "player.h"
#include "var.h"
#include "sect.h"
#include "nat.h"
-#include "retreat.h"
#include "ship.h"
#include "land.h"
#include "nuke.h"
#include "xy.h"
#include "nsc.h"
#include "treaty.h"
-#include "deity.h"
#include "file.h"
#include "path.h"
#include "optlist.h"
#include "commands.h"
-static int build_nuke(register struct sctstr *sp, register struct nchrstr *np, register int *vec);
-static int build_ship(register struct sctstr *sp, register struct mchrstr *mp, register int *vec, int tlev);
-static int build_land(register struct sctstr *sp, register struct lchrstr *lp, register int *vec, int tlev);
-static int build_bridge(register struct sctstr *sp, register int *vec);
-static int build_tower(register struct sctstr *sp, register int *vec);
-static int build_plane(register struct sctstr *sp, register struct plchrstr *pp, register int *vec, int tlev);
+static int build_nuke(register struct sctstr *sp,
+ register struct nchrstr *np, short *vec);
+static int build_ship(register struct sctstr *sp,
+ register struct mchrstr *mp, short *vec,
+ int tlev);
+static int build_land(register struct sctstr *sp,
+ register struct lchrstr *lp, short *vec,
+ int tlev);
+static int build_bridge(register struct sctstr *sp, short *vec);
+static int build_tower(register struct sctstr *sp, short *vec);
+static int build_plane(register struct sctstr *sp,
+ register struct plchrstr *pp, short *vec,
+ int tlev);
-static int cash; /* static ok */
-
-double sqrt(double);
-double logx();
-
-extern int morale_base;
-extern int sect_mob_neg_factor;
-extern int etu_per_update;
+static int cash; /* static ok */
/*
* build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
int
buil(void)
{
- extern double buil_bt;
- extern double buil_tower_bt;
- struct sctstr sect;
- struct nstr_sect nstr;
- struct natstr *natp;
- int rqtech;
- int tlev;
- int rlev;
- int n;
- int type;
- int what;
- struct lchrstr *lp;
- struct mchrstr *mp;
- struct plchrstr *pp;
- struct nchrstr *np;
- s_char *p;
- int vec[I_MAX+1];
- int gotsect = 0;
- int built;
- int hold, found, number=1, x;
- extern float drnuke_const;
- int asked = 0;
- s_char buf[1024];
-
+ struct sctstr sect;
+ struct nstr_sect nstr;
+ struct natstr *natp;
+ int rqtech;
+ int tlev;
+ int rlev;
+ int n;
+ int type;
+ int what;
+ struct lchrstr *lp;
+ struct mchrstr *mp;
+ struct plchrstr *pp;
+ struct nchrstr *np;
+ s_char *p;
+ int gotsect = 0;
+ int built;
+ int hold, found, number = 1, x;
+ int asked = 0;
+ s_char buf[1024];
+
natp = getnatp(player->cnum);
- if ((p = getstarg(player->argp[1], "Build (ship, nuke, bridge, plane, land unit, tower)? ", buf)) == 0)
+ if ((p =
+ getstarg(player->argp[1],
+ "Build (ship, nuke, bridge, plane, land unit, tower)? ",
+ buf)) == 0)
return RET_SYN;
what = *p;
-
- for(x= 0 ; x < number; x++) {
+
+ for (x = 0; x < number; x++) {
if (!snxtsct(&nstr, player->argp[2])) {
pr("Bad sector specification.\n");
return RET_SYN;
}
-ask_again:
- tlev = (int) natp->nat_level[NAT_TLEV];
- rlev = (int) natp->nat_level[NAT_RLEV];
-
+ ask_again:
+ tlev = (int)natp->nat_level[NAT_TLEV];
+ rlev = (int)natp->nat_level[NAT_RLEV];
+
switch (what) {
case 'p':
p = getstarg(player->argp[3], "Plane type? ", buf);
if (p == 0 || *p == 0)
return RET_SYN;
n = strlen(p);
- while (n && iscntrl(p[n-1]))
- n--;
- if ( !n )
- return RET_SYN;
- for (found=0,type=0,pp=plchr; type <= pln_maxno; type++,pp++) {
+ while (n && iscntrl(p[n - 1]))
+ n--;
+ if (!n)
+ return RET_SYN;
+ for (found = 0, type = 0, pp = plchr; type <= pln_maxno;
+ type++, pp++) {
if (pp->pl_tech > tlev)
continue;
- if(pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
+ if (pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
found++;
hold = type;
break;
if (found != 1) {
pr("Illegal plane type: \"%s\"\n", p);
if (confirm("List plane types? "))
- show_plane_build (tlev);
+ show_plane_build(tlev);
player->argp[3] = 0;
goto ask_again;
}
if (p == 0 || *p == 0)
return RET_SYN;
n = strlen(p);
- while (n && iscntrl(p[n-1]))
- n--;
- if ( !n )
- return RET_SYN;
- for (found=0,mp=mchr,type=0; type <= shp_maxno; type++, mp++) {
+ while (n && iscntrl(p[n - 1]))
+ n--;
+ if (!n)
+ return RET_SYN;
+ for (found = 0, mp = mchr, type = 0; type <= shp_maxno;
+ type++, mp++) {
if (mp->m_tech > tlev)
continue;
/* Can't build trade ships unless it's turned on */
if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
continue;
- if(mp->m_name && strncmp(p, mp->m_name, n) == 0) {
+ if (mp->m_name && strncmp(p, mp->m_name, n) == 0) {
found++;
hold = type;
break;
if (found != 1) {
pr("Illegal ship type: \"%s\"\n", p);
if (confirm("List ship types? "))
- show_ship_build (tlev);
+ show_ship_build(tlev);
player->argp[3] = 0;
goto ask_again;
}
if (p == 0 || *p == 0)
return RET_SYN;
n = strlen(p);
- while (n && iscntrl(p[n-1]))
- n--;
- if ( !n )
- return RET_SYN;
- for (found=0,lp=lchr,type=0; type <= lnd_maxno; type++, lp++) {
+ while (n && iscntrl(p[n - 1]))
+ n--;
+ if (!n)
+ return RET_SYN;
+ for (found = 0, lp = lchr, type = 0; type <= lnd_maxno;
+ type++, lp++) {
if (lp->l_tech > tlev)
continue;
if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
continue;
- if(lp->l_name && strncmp(p, lp->l_name, n) == 0) {
+ if (lp->l_name && strncmp(p, lp->l_name, n) == 0) {
found++;
hold = type;
break;
if (found != 1) {
pr("Illegal land unit type: \"%s\"\n", p);
if (confirm("List unit types? "))
- show_land_build (tlev);
+ show_land_build(tlev);
player->argp[3] = 0;
goto ask_again;
}
rqtech = lp->l_tech;
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);
+ if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
+ pr("Building a span requires a tech of %.0f\n", buil_bt);
return 2;
}
break;
pr("Bridge tower building is disabled.\n");
return RET_FAIL;
}
- if (natp->nat_level[NAT_TLEV]+0.005 < buil_tower_bt) {
+ 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 2;
}
break;
case 'n':
- if (opt_NONUKES) {
- pr("There are no nukes in this game.\n");
+ if (opt_NONUKES) {
+ 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;
n = strlen(p);
- while (n && iscntrl(p[n-1]))
- n--;
- if ( !n )
- return RET_SYN;
- for (found=0,np=nchr,type=0; type < nuk_maxno; type++, np++) {
- if ((np->n_tech > tlev) ||
- (opt_DRNUKE && ((np->n_tech*drnuke_const) > rlev)))
+ while (n && iscntrl(p[n - 1]))
+ n--;
+ if (!n)
+ return RET_SYN;
+ for (found = 0, np = nchr, type = 0; type < nuk_maxno;
+ type++, np++) {
+ if ((np->n_tech > tlev)
+ || (opt_DRNUKE
+ && ((np->n_tech * drnuke_const) > rlev)))
continue;
if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT))
continue;
-
- if(np->n_name && strncmp(p, np->n_name, n) == 0) {
+
+ if (np->n_name && strncmp(p, np->n_name, n) == 0) {
found++;
hold = type;
break;
}
}
if (found != 1) {
- int tt = tlev;
+ int tt = tlev;
pr("Possible nuke types are:\n");
- if (opt_DRNUKE)
- tt = (tlev < (rlev/drnuke_const) ? (int)tlev :
- (int)(rlev/drnuke_const));
-
+ if (opt_DRNUKE)
+ tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
+ (int)(rlev / drnuke_const));
+
show_nuke_build(tt);
player->argp[3] = 0;
goto ask_again;
if (atoi(player->argp[4]) > 20 && !asked) {
s_char bstr[80];
asked = 1;
- (void) sprintf(bstr,"Are you sure that you want to build %s of them? ", player->argp[4]);
+ (void)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;
}
- number=atoi(player->argp[4]);
+ number = atoi(player->argp[4]);
}
}
if (what != 'b' && what != 'n' && what != 't') {
return RET_FAIL;
}
if (rqtech > tlev) {
- pr("Required tech is %d.\n",rqtech);
+ pr("Required tech is %d.\n", rqtech);
return RET_FAIL;
}
pr("building with tech level %d.\n", tlev);
gotsect++;
if (!player->owner)
continue;
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
switch (what) {
case 'l':
- built = build_land(§, lp, vec, tlev);
+ built = build_land(§, lp, sect.sct_item, tlev);
break;
case 's':
- built = build_ship(§, mp, vec, tlev);
+ built = build_ship(§, mp, sect.sct_item, tlev);
break;
case 'b':
- built = build_bridge(§, vec);
+ built = build_bridge(§, sect.sct_item);
break;
case 't':
- built = build_tower(§, vec);
+ built = build_tower(§, sect.sct_item);
break;
case 'n':
- built = build_nuke(§, np, vec);
+ built = build_nuke(§, np, sect.sct_item);
break;
case 'p':
- built = build_plane(§, pp, vec, tlev);
+ built = build_plane(§, pp, sect.sct_item, tlev);
break;
default:
- pr("internal error in build (%d)\n", what);
+ CANT_HAPPEN("Bad WHAT");
return RET_FAIL;
}
if (built) {
- putvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
putsect(§);
}
}
}
static int
-build_ship(register struct sctstr *sp, register struct mchrstr *mp, register int *vec, int tlev)
+build_ship(register struct sctstr *sp, register struct mchrstr *mp,
+ short *vec, int tlev)
{
- struct shpstr ship;
- struct nstr_item nstr;
- int cost, i;
- int w_p_eff,x;
- float eff=((float)SHIP_MINEFF/100.0);
- int points, lcm, hcm;
- int freeship = 0;
- int techdiff;
-
- hcm = roundavg(((double)mp->m_hcm * (double)eff));
- lcm = roundavg(((double)mp->m_lcm * (double)eff));
-
+ struct shpstr ship;
+ struct nstr_item nstr;
+ int avail, cost, i;
+ float eff = SHIP_MINEFF / 100.0;
+ int lcm, hcm;
+ int freeship = 0;
+
+ hcm = roundavg((double)mp->m_hcm * eff);
+ lcm = roundavg((double)mp->m_lcm * eff);
+
if (sp->sct_type != SCT_HARBR) {
pr("Ships must be built in harbours.\n");
return 0;
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 0;
}
- w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < SHIP_MINEFF) {
+ 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",
- 1 + (w_p_eff * SHIP_MINEFF)/100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
- cost = mp->m_cost * eff;
+ cost = mp->m_cost * SHIP_MINEFF / 100;
if (cash < cost) {
pr("Not enough money left to build a %s\n", mp->m_name);
return 0;
return 0;
if (!check_sect_ok(sp))
return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_SHIP);
}
}
if (freeship == 0) {
- ef_extend(EF_SHIP, 50);
+ ef_extend(EF_SHIP, 50);
}
- bzero(&ship, sizeof(struct shpstr));
+ memset(&ship, 0, sizeof(struct shpstr));
ship.shp_x = sp->sct_x;
ship.shp_y = sp->sct_y;
ship.shp_destx[0] = 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] = ' ';
- ship.shp_tend[i] = ' ';
+ 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_lend[i] = 0;
}
ship.shp_mission = 0;
ship.shp_own = player->cnum;
ship.shp_nxlight = 0;
ship.shp_nchoppers = 0;
ship.shp_fleet = ' ';
- ship.shp_nv = 0;
- ship.shp_sell = 0;
- ship.shp_tech = tlev;
-
- techdiff = (int)(tlev - mp->m_tech);
- ship.shp_armor = (short)SHP_DEF(mp->m_armor, techdiff);
- ship.shp_speed = (short)SHP_SPD(mp->m_speed, techdiff);
- ship.shp_visib = (short)SHP_VIS(mp->m_visib, techdiff);
- ship.shp_frnge = (short)SHP_RNG(mp->m_frnge, techdiff);
- ship.shp_glim = (short)SHP_FIR(mp->m_glim, techdiff);
-
+ 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_orig_y = sp->sct_y;
ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
ship.shp_rflags = 0;
- for(x=0;x<10;x++)
- ship.shp_rpath[x]=0;
-
+ memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
+ shp_set_tech(&ship, tlev);
+
vec[I_LCM] -= lcm;
vec[I_HCM] -= hcm;
-
- if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
- makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y);
+
+ 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(register struct sctstr *sp, register struct lchrstr *lp, register int *vec, int tlev)
+build_land(register struct sctstr *sp, register struct lchrstr *lp,
+ short *vec, int tlev)
{
- struct lndstr land;
- struct nstr_item nstr;
- int cost;
- int w_p_eff;
- int points;
- struct natstr *natp;
- float eff=((float)LAND_MINEFF/100.0);
- double techfact(int, double);
- int mil, lcm, hcm, gun, shell;
- int freeland = 0;
-
- /*
- mil = roundavg(((double)lp->l_mil * (double)eff));
- shell = roundavg(((double)lp->l_shell * (double)eff));
- gun = roundavg(((double)lp->l_gun * (double)eff));
- */
+ struct lndstr land;
+ struct nstr_item nstr;
+ int avail, cost;
+ float eff = LAND_MINEFF / 100.0;
+ int mil, lcm, hcm, gun, shell;
+ int freeland = 0;
+
+#if 0
+ mil = roundavg(((double)lp->l_mil * eff));
+ shell = roundavg(((double)lp->l_shell * eff));
+ gun = roundavg(((double)lp->l_gun * eff));
+#else
mil = shell = gun = 0;
- hcm = roundavg(((double)lp->l_hcm * (double)eff));
- lcm = roundavg(((double)lp->l_lcm * (double)eff));
-
- natp = getnatp(player->cnum);
-
+#endif
+ hcm = roundavg(((double)lp->l_hcm * eff));
+ lcm = roundavg(((double)lp->l_lcm * eff));
+
if (sp->sct_type != SCT_HEADQ) {
- pr("Land Units must be built in headquarters.\n");
- return 0;
+ 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;
+ 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;
+ 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_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_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));
- return 0;
+ if (vec[I_MILIT] < mil) {
+ pr("Not enough military in %s\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 0;
}
#endif
if (!trechk(player->cnum, 0, NEWLND))
- return 0;
+ return 0;
if (!check_sect_ok(sp))
- return 0;
- w_p_eff = (20 + lp->l_lcm + (lp->l_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < LAND_MINEFF) {
- 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",
- 1 + (w_p_eff * LAND_MINEFF)/100);
- return 0;
+ 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);
+ return 0;
}
- cost = ((float)lp->l_cost * eff);
- /* cost = (int)LND_COST(cost, tlev - lp->l_tech);*/
+ cost = lp->l_cost * LAND_MINEFF / 100;
if (cash < cost) {
- pr("Not enough money left to build a %s\n", lp->l_name);
- return 0;
+ pr("Not enough money left to build a %s\n", lp->l_name);
+ return 0;
}
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * LAND_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_LAND);
while (nxtitem(&nstr, (s_char *)&land)) {
- if (land.lnd_own == 0) {
- freeland++;
- break;
- }
+ if (land.lnd_own == 0) {
+ freeland++;
+ break;
+ }
}
if (freeland == 0) {
- ef_extend(EF_LAND, 50);
+ ef_extend(EF_LAND, 50);
}
- bzero(&land, sizeof(struct lndstr));
+ memset(&land, 0, sizeof(struct lndstr));
land.lnd_x = sp->sct_x;
land.lnd_y = sp->sct_y;
land.lnd_own = player->cnum;
} else {
land.lnd_mobil = 0;
}
- land.lnd_sell = 0;
- land.lnd_tech = tlev;
land.lnd_uid = nstr.cur;
land.lnd_army = ' ';
land.lnd_flags = 0;
land.lnd_fuel = lp->l_fuelc;
land.lnd_nxlight = 0;
land.lnd_rflags = 0;
- bzero(land.lnd_rpath,10);
+ memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
land.lnd_rad_max = 0;
- land.lnd_nv = 0;
- land.lnd_att = (float)LND_ATTDEF(lp->l_att, tlev - lp->l_tech);
- land.lnd_def = (float)LND_ATTDEF(lp->l_def, tlev - lp->l_tech);
- land.lnd_vul = (int)LND_VUL(lp->l_vul, tlev - lp->l_tech);
- land.lnd_spd = (int)LND_SPD(lp->l_spd, tlev - lp->l_tech);
- land.lnd_vis = (int)LND_VIS(lp->l_vis, tlev - lp->l_tech);
- land.lnd_spy = (int)LND_SPY(lp->l_spy, tlev - lp->l_tech);
- land.lnd_rad = (int)LND_RAD(lp->l_rad, tlev - lp->l_tech);
- land.lnd_frg = (int)LND_FRG(lp->l_frg, tlev - lp->l_tech);
- land.lnd_acc = (int)LND_ACC(lp->l_acc, tlev - lp->l_tech);
- land.lnd_dam = (int)LND_DAM(lp->l_dam, tlev - lp->l_tech);
- land.lnd_ammo = (int)LND_AMM(lp->l_ammo, lp->l_dam, tlev - lp->l_tech);
- land.lnd_aaf = (int)LND_AAF(lp->l_aaf, tlev - lp->l_tech);
- land.lnd_fuelc = (int)LND_FC(lp->l_fuelc, tlev - lp->l_tech);
- land.lnd_fuelu = (int)LND_FU(lp->l_fuelu, tlev - lp->l_tech);
- land.lnd_maxlight = (int)LND_XPL(lp->l_nxlight, tlev - lp->l_tech);
- land.lnd_maxland = (int)LND_MXL(lp->l_mxland, tlev - lp->l_tech);
-
+ 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;
-
-/* Disabled autoloading of food onto units
- max_amt = vl_find(V_FOOD, lp->l_vtype, lp->l_vamt, (int) lp->l_nv);
- food_needed = (etu_per_update * eatrate) *
- (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW])+1;
- if ((vec[I_FOOD]-max_amt) < food_needed)
- max_amt = (vec[I_FOOD]-food_needed);
-
- if (max_amt < 0)
- max_amt = 0;
-
- vec[I_FOOD] -= max_amt;
-
- bzero(lvec, sizeof(lvec));
- getvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
- lvec[I_FOOD] += max_amt;
- putvec(VT_ITEM, lvec, (s_char *)&land, EF_LAND);
-*/
-
- if (getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR) == PLG_INFECT)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_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);
+ makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
+ land.lnd_y);
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(register struct sctstr *sp, register int *vec)
+static int
+build_bridge(register struct sctstr *sp, short *vec)
{
- extern int buil_bh;
- extern double buil_bc;
- struct sctstr sect;
- int val;
- int newx, newy;
- int w_p_eff;
- int points;
- int nx,ny,i,good=0;
- s_char *p;
- s_char buf[1024];
-
- if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
+ struct sctstr sect;
+ int val;
+ int newx, newy;
+ int avail;
+ int nx, ny, i, good = 0;
+ s_char *p;
+ s_char buf[1024];
+
+ if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
if (sp->sct_type != SCT_BTOWER) {
if (sp->sct_type != SCT_BHEAD)
return 0;
}
}
#if 0
- else {
-
+ else {
+
for (i = 1; i <= 6; i++) {
struct sctstr s2;
nx = sp->sct_x + diroff[i][0];
getsect(nx2, ny2, &s2);
if ((s2.sct_type != SCT_WATER) &&
(s2.sct_type != SCT_BSPAN))
- good=1;
+ good = 1;
}
-
+
}
-
- if (!good){
+
+ if (!good) {
pr("Bridges must be built adjacent to land or bridge towers.\n");
pr("No eligible sectors adjacent to this sector.\n");
return 0;
}
- } /* end EASY_BRIDGES */
+ } /* end EASY_BRIDGES */
#endif
-
+
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 (!opt_NO_HCMS) {
if (vec[I_HCM] < buil_bh) {
pr("%s only has %d unit%s of hcm,\n",
pr("you only have %d.\n", cash);
return 0;
}
- w_p_eff = buil_bh * 2;
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < 20) {
+ 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",
- 1 + (w_p_eff * 20)/100);
+ pr(" (%d available work required)\n", avail);
return 0;
}
if (!player->argp[3]) {
- pr("Bridge head at %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
+ pr("Bridge head at %s\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
nav_map(sp->sct_x, sp->sct_y, 1);
}
- if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf)) || !*p) {
+ if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
+ || !*p) {
return 0;
}
/* Sanity check time */
newx = sp->sct_x + diroff[val][0];
newy = sp->sct_y + diroff[val][1];
if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
- pr("%s is not a water sector\n",
- xyas(newx, newy, player->cnum));
+ pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
return 0;
}
if (opt_EASY_BRIDGES) {
- good=0;
-
+ 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 ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
+ good = 1;
}
- if (!good){
+ 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;
}
- } /* end EASY_BRIDGES */
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ } /* end EASY_BRIDGES */
+ sp->sct_avail -= avail;
player->dolcost += buil_bc;
cash -= buil_bc;
sect.sct_type = SCT_BSPAN;
sect.sct_newtype = SCT_BSPAN;
- sect.sct_effic = 20;
+ sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;
if (!opt_DEFENSE_INFRA)
- sect.sct_defense = sect.sct_effic;
+ sect.sct_defense = sect.sct_effic;
if (opt_MOB_ACCESS) {
time(§.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
}
- putvar(V_MINE,0,(s_char *)§,EF_SECTOR);
+ sect.sct_mines = 0;
putsect(§);
pr("Bridge span built over %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
return 1;
}
-static
-int
-build_nuke(register struct sctstr *sp, register struct nchrstr *np, register int *vec)
+static int
+build_nuke(register struct sctstr *sp, register struct nchrstr *np,
+ short *vec)
{
- int w_p_eff;
- int points;
-
+ int avail;
+
if (sp->sct_type != SCT_NUKE && !player->god) {
pr("Nuclear weapons must be built in nuclear plants.\n");
return 0;
pr("You need $%d, you only have %d.\n", np->n_cost, cash);
return 0;
}
- w_p_eff = np->n_rad + np->n_oil + np->n_lcm + np->n_hcm * 2;
- points = sp->sct_avail * 100 / w_p_eff;
+ 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 choose 20% as a "big" number.
+ * now, we charge all the work right away.
*/
- if (points < 20) {
+ 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",
- 1 + w_p_eff*20/100);
+ 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 = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ sp->sct_avail -= avail;
player->dolcost += np->n_cost;
cash -= np->n_cost;
nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
return 1;
}
-static
-int
-build_plane(register struct sctstr *sp, register struct plchrstr *pp, register int *vec, int tlev)
+static int
+build_plane(register struct sctstr *sp, register struct plchrstr *pp,
+ short *vec, int tlev)
{
- struct plnstr plane;
- int cost;
- struct nstr_item nstr;
- float eff=((float)PLANE_MINEFF/100.0);
- int points;
- int w_p_eff;
- int hcm, lcm, mil;
- int freeplane = 0;
-
- mil = roundavg(((double)pp->pl_crew * (double)eff));
+ struct plnstr plane;
+ int avail, cost;
+ struct nstr_item nstr;
+ float eff = PLANE_MINEFF / 100.0;
+ int hcm, lcm, mil;
+ int freeplane = 0;
+
+ mil = roundavg(((double)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(((double)pp->pl_hcm * (double)eff));
- lcm = roundavg(((double)pp->pl_lcm * (double)eff));
+ hcm = roundavg(((double)pp->pl_hcm * eff));
+ lcm = roundavg(((double)pp->pl_lcm * eff));
if (sp->sct_type != SCT_AIRPT && !player->god) {
- pr("Planes must be built in airports.\n");
- return 0;
+ 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;
+ 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;
+ pr("Not enough materials in %s\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 0;
}
- w_p_eff = (20 + pp->pl_lcm + (pp->pl_hcm * 2));
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < PLANE_MINEFF) {
- 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",
- 1 + PLANE_MINEFF * w_p_eff/100);
- 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 * eff;
+ cost = pp->pl_cost * PLANE_MINEFF / 100;
if (cash < cost) {
- pr("Not enough money left to build a %s\n", pp->pl_name);
- return 0;
+ pr("Not enough money left to build a %s\n", 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;
+ 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;
+ return 0;
if (!check_sect_ok(sp))
- return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
+ return 0;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_PLANE);
freeplane = 0;
while (nxtitem(&nstr, (s_char *)&plane)) {
- if (plane.pln_own == 0) {
- freeplane++;
- break;
- }
+ if (plane.pln_own == 0) {
+ freeplane++;
+ break;
+ }
}
if (freeplane == 0) {
- ef_extend(EF_PLANE, 50);
+ ef_extend(EF_PLANE, 50);
}
- bzero(&plane, sizeof(struct plnstr));
+ 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_opx = 0;
plane.pln_opy = 0;
plane.pln_radius = 0;
-
- /* Note that this next block of variables can be changed so that individual
- * planes may have their own stats (like based on tech maybe? :) ) Thus,
- * the code now checks the pln_acc, pln_load and pln_fuel instead of using
- * the static definitions of them. */
-/*
- n = (int) (pp->pl_range * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- plane.pln_range = n;
- plane.pln_range_max = n;
- n = (int) (pp->pl_att * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- plane.pln_att = n;
- n = (int) (pp->pl_def * (0.75 + techfact(tlev - pp->pl_tech, 2.0)));
- if (n > 127)
- n = 127;
- if (n < pp->pl_def)
- n = pp->pl_def;
- plane.pln_def = n;
- plane.pln_acc = pp->pl_acc;
- plane.pln_load = pp->pl_load;
- plane.pln_fuel = pp->pl_fuel;
-*/
- plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
- plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
- plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
- plane.pln_range = PLN_RAN(pp->pl_range, (int)(tlev - pp->pl_tech));
+ plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
plane.pln_range_max = plane.pln_range;
- plane.pln_load = PLN_LOAD(pp->pl_load, (int)(tlev - pp->pl_tech));
plane.pln_fuel = pp->pl_fuel;
-
plane.pln_wing = ' ';
- plane.pln_tech = tlev;
plane.pln_ship = -1;
plane.pln_land = -1;
plane.pln_uid = nstr.cur;
plane.pln_nuketype = -1;
plane.pln_harden = 0;
- plane.pln_sell = 0;
plane.pln_flags = 0;
- 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));
+ 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(register struct sctstr *sp, register int *vec)
+static int
+build_tower(register struct sctstr *sp, short *vec)
{
- extern int buil_tower_bh;
- extern double buil_tower_bc;
- struct sctstr sect;
- int val;
- int newx, newy;
- int w_p_eff;
- int points;
- s_char *p;
- s_char buf[1024];
+ struct sctstr sect;
+ int val;
+ int newx, newy;
+ int avail;
+ s_char *p;
+ s_char buf[1024];
int good;
int i;
int nx;
xyas(sp->sct_x, sp->sct_y, player->cnum));
return 0;
}
-
+
if (!opt_NO_HCMS) {
if (vec[I_HCM] < buil_tower_bh) {
pr("%s only has %d unit%s of hcm,\n",
pr("you only have %d.\n", cash);
return 0;
}
- w_p_eff = buil_tower_bh * 2;
- points = sp->sct_avail * 100 / w_p_eff;
- if (points < 20) {
+ 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",
- 1 + (w_p_eff * 20)/100);
+ pr(" (%d available work required)\n", avail);
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 = getstarg(player->argp[3], "build tower in what direction? ", buf)) || !*p) {
+ if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
+ || !*p) {
return 0;
}
/* Sanity check time */
newx = sp->sct_x + diroff[val][0];
newy = sp->sct_y + diroff[val][1];
if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
- pr("%s is not a water sector\n",
- xyas(newx, newy, player->cnum));
+ pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
return 0;
}
ny = sect.sct_y + diroff[i][1];
getsect(nx, ny, &s2);
if ((s2.sct_type != SCT_WATER) &&
- (s2.sct_type != SCT_BTOWER) &&
- (s2.sct_type != SCT_BSPAN)) {
+ (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
good = 1;
break;
}
}
- if (good){
+ 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 = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ sp->sct_avail -= avail;
player->dolcost += buil_tower_bc;
cash -= buil_tower_bc;
sect.sct_type = SCT_BTOWER;
sect.sct_newtype = SCT_BTOWER;
- sect.sct_effic = 20;
+ sect.sct_effic = SCT_MINEFF;
sect.sct_road = 0;
sect.sct_rail = 0;
sect.sct_defense = 0;
sect.sct_mobil = 0;
}
if (!opt_DEFENSE_INFRA)
- sect.sct_defense = sect.sct_effic;
- putvar(V_MINE,0,(s_char *)§,EF_SECTOR);
+ sect.sct_defense = sect.sct_effic;
+ sect.sct_mines = 0;
putsect(§);
pr("Bridge tower built in %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
vec[I_LCM] -= buil_tower_bh;
return 1;
}
-