/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* ---
*
* buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
- *
+ *
* Known contributors to this file:
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2006
+ * Markus Armbruster, 2004-2009
*/
#include <config.h>
#include <limits.h>
-#include <string.h>
-#include "misc.h"
-#include "player.h"
-#include "plague.h"
-#include "sect.h"
-#include "nat.h"
-#include "ship.h"
+#include "commands.h"
+#include "game.h"
#include "land.h"
+#include "lost.h"
+#include "map.h"
#include "nuke.h"
+#include "optlist.h"
+#include "path.h"
+#include "plague.h"
#include "plane.h"
-#include "xy.h"
-#include "nsc.h"
+#include "ship.h"
#include "treaty.h"
-#include "file.h"
-#include "path.h"
-#include "optlist.h"
-#include "commands.h"
+#include "unit.h"
static int build_nuke(struct sctstr *sp,
struct nchrstr *np, short *vec, int tlev);
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;
switch (what) {
case 'p':
p = getstarg(player->argp[3], "Plane type? ", buf);
- if (p == 0 || *p == 0)
+ if (!p || !*p)
return RET_SYN;
- type = typematch(p, EF_PLANE);
+ type = ef_elt_byname(EF_PLANE_CHR, p);
if (type >= 0) {
pp = &plchr[type];
rqtech = pp->pl_tech;
break;
case 's':
p = getstarg(player->argp[3], "Ship type? ", buf);
- if (p == 0 || *p == 0)
+ if (!p || !*p)
return RET_SYN;
- type = typematch(p, EF_SHIP);
+ type = ef_elt_byname(EF_SHIP_CHR, p);
if (type >= 0) {
mp = &mchr[type];
rqtech = mp->m_tech;
break;
case 'l':
p = getstarg(player->argp[3], "Land unit type? ", buf);
- if (p == 0 || *p == 0)
+ if (!p || !*p)
return RET_SYN;
- type = typematch(p, EF_LAND);
+ type = ef_elt_byname(EF_LAND_CHR, p);
if (type >= 0) {
lp = &lchr[type];
rqtech = lp->l_tech;
return RET_FAIL;
}
p = getstarg(player->argp[3], "Nuke type? ", buf);
- if (p == 0 || *p == 0)
+ if (!p || !*p)
return RET_SYN;
- type = typematch(p, EF_NUKE);
+ type = ef_elt_byname(EF_NUKE_CHR, p);
if (type >= 0) {
np = &nchr[type];
rqtech = np->n_tech;
"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')
+ if (!p || *p != 'y')
return RET_SYN;
}
}
{
struct shpstr ship;
struct nstr_item nstr;
- int avail, i;
+ int avail;
double cost;
double eff = SHIP_MINEFF / 100.0;
int lcm, hcm;
if (freeship == 0) {
ef_extend(EF_SHIP, 50);
}
- memset(&ship, 0, sizeof(struct shpstr));
+ ef_blank(EF_SHIP, nstr.cur, &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_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 = ' ';
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_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);
+ unit_wipe_orders((struct empobj *)&ship);
vec[I_LCM] -= lcm;
vec[I_HCM] -= hcm;
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));
if (freeland == 0) {
ef_extend(EF_LAND, 50);
}
- memset(&land, 0, sizeof(struct lndstr));
+ ef_blank(EF_LAND, nstr.cur, &land);
land.lnd_x = sp->sct_x;
land.lnd_y = sp->sct_y;
land.lnd_own = player->cnum;
- land.lnd_mission = 0;
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 = ' ';
- 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);
+ unit_wipe_orders((struct empobj *)&land);
vec[I_LCM] -= lcm;
vec[I_HCM] -= hcm;
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);
pr("%s", prland(&land));
pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
return 1;
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];
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;
if (freenuke == 0) {
ef_extend(EF_NUKE, 50);
}
- memset(&nuke, 0, sizeof(struct nukstr));
+ ef_blank(EF_NUKE, nstr.cur, &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_stockpile = ' ';
- nuke.nuk_ship = nuke.nuk_plane = nuke.nuk_land = -1;
- nuke.nuk_uid = nstr.cur;
+ nuke.nuk_plane = -1;
nuke.nuk_tech = tlev;
+ unit_wipe_orders((struct empobj *)&nuke);
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));
if (freeplane == 0) {
ef_extend(EF_PLANE, 50);
}
- memset(&plane, 0, sizeof(struct plnstr));
+ ef_blank(EF_PLANE, nstr.cur, &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) {
- time(&plane.pln_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_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 = ' ';
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);
+ unit_wipe_orders((struct empobj *)&plane);
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));
int avail;
char *p;
char buf[1024];
- int good;
int i;
int nx;
int ny;
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("Bridge towers cannot be built adjacent to land.\n");
+ pr("That sector is adjacent to land.\n");
+ 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;
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;