/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program 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 * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 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 * * --- * * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the * related information and legal notices. It is expected that any future * projects/authors will amend these files as needed. * * --- * * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers * * Known contributors to this file: * Steve McClure, 1998-2000 */ #include #include #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 "plane.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 cash; /* static ok */ extern int morale_base; extern int sect_mob_neg_factor; extern int etu_per_update; /* * build [NUMBER] */ int buil(void) { 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; 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) return RET_SYN; what = *p; 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]; 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++) { if (pp->pl_tech > tlev) continue; 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); player->argp[3] = 0; goto ask_again; } type = hold; pp = &(plchr[type]); rqtech = pp->pl_tech; break; case 's': p = getstarg(player->argp[3], "Ship 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, 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) { found++; hold = type; break; } } if (found != 1) { pr("Illegal ship type: \"%s\"\n", p); if (confirm("List ship types? ")) show_ship_build(tlev); player->argp[3] = 0; goto ask_again; } type = hold; mp = &(mchr[type]); rqtech = mp->m_tech; break; case 'l': p = getstarg(player->argp[3], "Land unit 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, 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) { found++; hold = type; break; } } if (found != 1) { pr("Illegal land unit type: \"%s\"\n", p); if (confirm("List unit types? ")) show_land_build(tlev); player->argp[3] = 0; goto ask_again; } type = hold; lp = &(lchr[type]); 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); return 2; } 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 2; } break; case '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))) continue; if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT)) continue; if (np->n_name && strncmp(p, np->n_name, n) == 0) { found++; hold = type; break; } } if (found != 1) { int tt = tlev; pr("Possible nuke types are:\n"); 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; } type = hold; np = &(nchr[type]); rqtech = np->n_tech; break; default: pr("You can't build that!\n"); return RET_FAIL; } if (what != 'b' && what != 't') { if (player->argp[4]) { 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]); p = getstarg(player->argp[6], bstr, buf); if (p == 0 || *p != 'y') return RET_SYN; } number = atoi(player->argp[4]); } } 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); } else tlev = (int)natp->nat_level[NAT_TLEV]; } cash = natp->nat_money; while (nxtsct(&nstr, §)) { gotsect++; if (!player->owner) continue; getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR); switch (what) { case 'l': built = build_land(§, lp, vec, tlev); break; case 's': built = build_ship(§, mp, vec, tlev); break; case 'b': built = build_bridge(§, vec); break; case 't': built = build_tower(§, vec); break; case 'n': built = build_nuke(§, np, vec); break; case 'p': built = build_plane(§, pp, vec, tlev); break; default: pr("internal error in build (%d)\n", what); return RET_FAIL; } if (built) { putvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR); putsect(§); } } } if (!gotsect) { pr("Bad sector specification.\n"); } return RET_OK; } static int build_ship(register struct sctstr *sp, register struct mchrstr *mp, register int *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)); if (sp->sct_type != SCT_HARBR) { 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)); 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; } w_p_eff = (20 + mp->m_lcm + (mp->m_hcm * 2)); points = sp->sct_avail * 100 / w_p_eff; if (points < SHIP_MINEFF) { 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); return 0; } cost = mp->m_cost * eff; if (cash < cost) { pr("Not enough money left to build a %s\n", mp->m_name); return 0; } if (!trechk(player->cnum, 0, NEWSHP)) return 0; if (!check_sect_ok(sp)) return 0; sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * SHIP_MINEFF) / 100; player->dolcost += cost; cash -= cost; snxtitem_all(&nstr, EF_SHIP); while (nxtitem(&nstr, (s_char *)&ship)) { if (ship.shp_own == 0) { freeship++; break; } } if (freeship == 0) { ef_extend(EF_SHIP, 50); } 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[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] = ' '; ship.shp_tend[i] = ' '; 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); 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 = ' '; 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); 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; for (x = 0; x < 10; x++) ship.shp_rpath[x] = 0; 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); putship(ship.shp_uid, &ship); pr("%s", prship(&ship)); pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_land(register struct sctstr *sp, register struct lchrstr *lp, register int *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 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)); */ mil = shell = gun = 0; hcm = roundavg(((double)lp->l_hcm * (double)eff)); lcm = roundavg(((double)lp->l_lcm * (double)eff)); natp = getnatp(player->cnum); 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)); return 0; } #endif if (!trechk(player->cnum, 0, NEWLND)) 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; } cost = ((float)lp->l_cost * eff); /* cost = (int)LND_COST(cost, tlev - lp->l_tech); */ 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; player->dolcost += cost; cash -= cost; snxtitem_all(&nstr, EF_LAND); while (nxtitem(&nstr, (s_char *)&land)) { if (land.lnd_own == 0) { freeland++; break; } } if (freeland == 0) { ef_extend(EF_LAND, 50); } memset(&land, 0, sizeof(struct lndstr)); 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); land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor); } 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_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; 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); 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; 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); 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; } static int build_bridge(register struct sctstr *sp, register int *vec) { 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 */ if (sp->sct_type != SCT_BTOWER) { if (sp->sct_type != SCT_BHEAD) return 0; if (sp->sct_newtype != SCT_BHEAD) return 0; } } #if 0 else { for (i = 1; i <= 6; i++) { struct sctstr s2; nx = sp->sct_x + diroff[i][0]; ny = sp->sct_y + diroff[i][1]; getsect(nx, ny, §); for (j = 1; j <= 6; j++) { nx2 = sect.sct_x + diroff[j][0]; ny2 = sect.sct_y + diroff[j][1]; getsect(nx2, ny2, &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("No eligible sectors adjacent to this sector.\n"); return 0; } } /* 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", 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; } } else if (!opt_NO_LCMS) { if (vec[I_LCM] < buil_bh) { pr("%s only has %d unit%s of lcm,\n", xyas(sp->sct_x, sp->sct_y, player->cnum), vec[I_LCM], vec[I_LCM] > 1 ? "s" : ""); pr("(a bridge span requires %d)\n", buil_bh); return 0; } } if (cash < buil_bc) { pr("A span costs $%.2f to build; ", buil_bc); 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) { 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); return 0; } if (!player->argp[3]) { 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) { 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); return 0; } 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)); 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; } } /* end EASY_BRIDGES */ sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * 20) / 100; player->dolcost += buil_bc; cash -= buil_bc; sect.sct_type = SCT_BSPAN; sect.sct_newtype = SCT_BSPAN; sect.sct_effic = 20; sect.sct_road = 0; sect.sct_rail = 0; sect.sct_defense = 0; if (!opt_DEFENSE_INFRA) 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); putsect(§); pr("Bridge span built over %s\n", xyas(sect.sct_x, sect.sct_y, player->cnum)); if (!opt_NO_HCMS) vec[I_HCM] -= buil_bh; else if (!opt_NO_LCMS) vec[I_LCM] -= buil_bh; return 1; } static int build_nuke(register struct sctstr *sp, register struct nchrstr *np, register int *vec) { int w_p_eff; int points; 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 (cash < np->n_cost) { 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; /* * 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. */ if (points < 20) { 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); 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; player->dolcost += np->n_cost; cash -= np->n_cost; nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1); 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("%s warhead created in %s\n", np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_plane(register struct sctstr *sp, register struct plchrstr *pp, register int *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)); /* 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)); 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; } 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; } cost = pp->pl_cost * eff; if (cash < cost) { 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; } if (!trechk(player->cnum, 0, NEWPLN)) return 0; if (!check_sect_ok(sp)) return 0; sp->sct_avail = (sp->sct_avail * 100 - w_p_eff * PLANE_MINEFF) / 100; 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 (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; /* 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_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)); 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) { struct sctstr sect; int val; int newx, newy; int w_p_eff; int points; s_char *p; s_char buf[1024]; int good; int i; int nx; int ny; if (sp->sct_type != SCT_BSPAN) { 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 (!opt_NO_HCMS) { 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; } } else if (!opt_NO_LCMS) { if (vec[I_LCM] < buil_tower_bh) { pr("%s only has %d unit%s of lcm,\n", xyas(sp->sct_x, sp->sct_y, player->cnum), vec[I_LCM], vec[I_LCM] > 1 ? "s" : ""); pr("(a bridge tower requires %d)\n", buil_tower_bh); return 0; } } if (cash < buil_tower_bc) { pr("A bridge tower costs $%.2f to build; ", buil_tower_bc); 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) { 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); 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) { 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); return 0; } 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)); return 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]; 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)) { good = 1; break; } } 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; 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_road = 0; sect.sct_rail = 0; sect.sct_defense = 0; if (opt_MOB_ACCESS) { time(§.sct_access); sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor); } else { sect.sct_mobil = 0; } if (!opt_DEFENSE_INFRA) sect.sct_defense = sect.sct_effic; putvar(V_MINE, 0, (s_char *)§, EF_SECTOR); putsect(§); pr("Bridge tower built in %s\n", xyas(sect.sct_x, sect.sct_y, player->cnum)); if (!opt_NO_HCMS) vec[I_HCM] -= buil_tower_bh; else if (!opt_NO_LCMS) vec[I_LCM] -= buil_tower_bh; return 1; }