/*
* 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
*/
-#include <math.h>
+#include <limits.h>
#include <string.h>
#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);
+ register struct nchrstr *np, short *vec);
static int build_ship(register struct sctstr *sp,
- register struct mchrstr *mp, register int *vec,
+ register struct mchrstr *mp, short *vec,
int tlev);
static int build_land(register struct sctstr *sp,
- register struct lchrstr *lp, register int *vec,
+ register struct lchrstr *lp, short *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_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, register int *vec,
+ register struct plchrstr *pp, short *vec,
int tlev);
static int cash; /* static ok */
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;
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)
+ 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 avail, cost, i;
+ float eff = SHIP_MINEFF / 100.0;
+ int lcm, hcm;
int freeship = 0;
- int techdiff;
- hcm = roundavg(((double)mp->m_hcm * (double)eff));
- lcm = roundavg(((double)mp->m_lcm * (double)eff));
+ 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");
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);
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] = ' ';
+ ship.shp_tstart[i] = I_NONE;
+ ship.shp_tend[i] = I_NONE;
ship.shp_lstart[i] = 0;
ship.shp_lend[i] = 0;
}
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);
+ 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);
static int
build_land(register struct sctstr *sp, register struct lchrstr *lp,
- register int *vec, int tlev)
+ 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);
+ int avail, cost;
+ float eff = LAND_MINEFF / 100.0;
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));
- */
+#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;
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) {
+ 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",
- 1 + (w_p_eff * LAND_MINEFF) / 100);
+ 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;
}
- 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);
} 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_rflags = 0;
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_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;
-
- memset(lvec, 0, 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);
}
static int
-build_bridge(register struct sctstr *sp, register int *vec)
+build_bridge(register struct sctstr *sp, short *vec)
{
struct sctstr sect;
int val;
int newx, newy;
- int w_p_eff;
- int points;
+ int avail;
int nx, ny, i, good = 0;
s_char *p;
s_char buf[1024];
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]) {
return 0;
}
} /* end EASY_BRIDGES */
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100;
+ 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;
} 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));
static int
build_nuke(register struct sctstr *sp, register struct nchrstr *np,
- register int *vec)
+ 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");
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);
static int
build_plane(register struct sctstr *sp, register struct plchrstr *pp,
- register int *vec, int tlev)
+ short *vec, int tlev)
{
struct plnstr plane;
- int cost;
+ int avail, cost;
struct nstr_item nstr;
- float eff = ((float)PLANE_MINEFF / 100.0);
- int points;
- int w_p_eff;
+ float eff = PLANE_MINEFF / 100.0;
int hcm, lcm, mil;
int freeplane = 0;
- mil = roundavg(((double)pp->pl_crew * (double)eff));
+ 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;
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) {
+ 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",
- 1 + PLANE_MINEFF * w_p_eff / 100);
+ 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;
return 0;
if (!check_sect_ok(sp))
return 0;
- sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100;
+ sp->sct_avail -= avail;
player->dolcost += cost;
cash -= cost;
snxtitem_all(&nstr, EF_PLANE);
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;
+ 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));
- vec[I_LCM] -= lcm;
- vec[I_HCM] -= hcm;
- vec[I_MILIT] -= mil;
return 1;
}
static int
-build_tower(register struct sctstr *sp, register int *vec)
+build_tower(register struct sctstr *sp, short *vec)
{
struct sctstr sect;
int val;
int newx, newy;
- int w_p_eff;
- int points;
+ int avail;
s_char *p;
s_char buf[1024];
int good;
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]) {
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;
}
if (!opt_DEFENSE_INFRA)
sect.sct_defense = sect.sct_effic;
- putvar(V_MINE, 0, (s_char *)§, EF_SECTOR);
+ sect.sct_mines = 0;
putsect(§);
pr("Bridge tower built in %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));