/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure, Markus Armbruster * * 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 3 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, see . * * --- * * See files README, COPYING and CREDITS in the root of the source * tree for related information and legal notices. It is expected * that 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 * Markus Armbruster, 2004-2016 */ #include #include #include #include "chance.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 "ship.h" #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 [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; int rqtech, type, number, val, gotsect; char *p, *what, *prompt; int (*build_it)(struct sctstr *, int, int); char buf[1024]; p = getstarg(player->argp[1], "Build (ship, nuke, bridge, plane, land unit, tower)? ", buf); if (!p) return RET_SYN; 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; } 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': type = ef_elt_byname(EF_PLANE_CHR, p); if (type >= 0) rqtech = plchr[type].pl_tech; break; case 's': type = ef_elt_byname(EF_SHIP_CHR, p); if (type >= 0) rqtech = mchr[type].m_tech; break; case 'l': type = ef_elt_byname(EF_LAND_CHR, p); if (type >= 0) rqtech = lchr[type].l_tech; break; case 'n': type = ef_elt_byname(EF_NUKE_CHR, p); 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"); pr("Use `show %s build %d' to show types you can build.\n", what, tlev); return RET_FAIL; } number = 1; 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 (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, §)) { if (!player->owner) continue; gotsect = 1; if (build_it(§, type, tlev)) putsect(§); } snxtsct_rewind(&nstr); } if (!gotsect) pr("No sectors.\n"); return RET_OK; } static int build_ship(struct sctstr *sp, int type, int tlev) { struct mchrstr *mp = &mchr[type]; short mat[I_MAX+1]; struct shpstr ship; memcpy(mat, mp->m_mat, sizeof(mat)); if (sp->sct_type != SCT_HARBR && !player->god) { pr("Ships must be built in harbors.\n"); return 0; } if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name)) return 0; if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name)) return 0; build_charge(sp, mat, mp->m_bwork, 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_own = sp->sct_own; ship.shp_type = mp - mchr; ship.shp_effic = SHIP_MINEFF; if (opt_MOB_ACCESS) { game_tick_to_now(&ship.shp_access); ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor); } else { ship.shp_mobil = 0; } memset(ship.shp_item, 0, sizeof(ship.shp_item)); ship.shp_pstage = PLG_HEALTHY; ship.shp_ptime = 0; ship.shp_name[0] = 0; ship.shp_orig_own = sp->sct_own; ship.shp_orig_x = sp->sct_x; ship.shp_orig_y = sp->sct_y; shp_set_tech(&ship, tlev); unit_wipe_orders((struct empobj *)&ship); if (sp->sct_pstage == PLG_INFECT) ship.shp_pstage = PLG_EXPOSED; 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(struct sctstr *sp, int type, int tlev) { struct lchrstr *lp = &lchr[type]; short mat[I_MAX+1]; struct lndstr land; memcpy(mat, lp->l_mat, sizeof(mat)); if (sp->sct_type != SCT_HEADQ && !player->god) { pr("Land units must be built in headquarters.\n"); return 0; } if (!sector_can_build(sp, mat, lp->l_bwork, LAND_MINEFF, lp->l_name)) return 0; if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name)) return 0; build_charge(sp, mat, lp->l_bwork, 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 = sp->sct_own; land.lnd_type = lp - lchr; land.lnd_effic = LAND_MINEFF; if (opt_MOB_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_ship = -1; land.lnd_land = -1; land.lnd_harden = 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); if (sp->sct_pstage == PLG_INFECT) land.lnd_pstage = PLG_EXPOSED; 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_nuke(struct sctstr *sp, int type, int tlev) { struct nchrstr *np = &nchr[type]; short mat[I_MAX+1]; 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. */ memcpy(mat, np->n_mat, sizeof(mat)); if (!sector_can_build(sp, mat, np->n_bwork, 100, np->n_name)) return 0; if (!build_can_afford(np->n_cost, 100, np->n_name)) return 0; build_charge(sp, mat, np->n_bwork, 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]; struct plnstr plane; memcpy(mat, pp->pl_mat, sizeof(mat)); if (sp->sct_type != SCT_AIRPT && !player->god) { pr("Planes must be built in airports.\n"); return 0; } if (!sector_can_build(sp, mat, pp->pl_bwork, 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, pp->pl_bwork, 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; char *p; char buf[1024]; 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_newtype != SCT_BHEAD) return 0; } } memset(mat, 0, sizeof(mat)); mat[I_HCM] = buil_bh; work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100; if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name)) return 0; 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)); nav_map(sp->sct_x, sp->sct_y, 1); } p = getstarg(player->argp[3], "build span in what direction? ", buf); if (!p || !*p) { return 0; } 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(NULL, NULL, NULL); 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 (!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)); } 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_road = 0; sect.sct_rail = 0; sect.sct_defense = 0; if (opt_MOB_ACCESS) { game_tick_to_now(§.sct_access); sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor); } else { sect.sct_mobil = 0; } sect.sct_mines = 0; map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2); writemap(player->cnum); putsect(§); pr("Bridge span built over %s\n", xyas(sect.sct_x, sect.sct_y, player->cnum)); return 1; } static int build_btower(struct sctstr *sp) { struct sctstr sect; short mat[I_MAX+1]; int work; int val; int newx, newy; char *p; char buf[1024]; int i; int nx; int ny; if (sp->sct_type != SCT_BSPAN && !player->god) { pr("Bridge towers can only be built from bridge spans.\n"); 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 (!sector_can_build(sp, mat, work, 100, dchr[SCT_BTOWER].d_name)) return 0; 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); } p = getstarg(player->argp[3], "build tower in what direction? ", buf); if (!p || !*p) { return 0; } 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(NULL, NULL, NULL); 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. */ 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)) { pr("%s is next to land, can't build bridge tower there", xyas(newx, newy, player->cnum)); return 0; } } 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_road = 0; sect.sct_rail = 0; sect.sct_defense = 0; if (opt_MOB_ACCESS) { game_tick_to_now(§.sct_access); sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor); } else { sect.sct_mobil = 0; } sect.sct_mines = 0; map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2); writemap(player->cnum); putsect(§); pr("Bridge tower built in %s\n", xyas(sect.sct_x, sect.sct_y, player->cnum)); return 1; } static int 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 * effic / 100.0) { pr("Not enough money left to build a %s\n", what); return 0; } return 1; }