875 lines
23 KiB
C
875 lines
23 KiB
C
/*
|
|
* Empire - A multi-player, client/server Internet based war game.
|
|
* Copyright (C) 1986-2010, 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 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, 2004-2009
|
|
*/
|
|
|
|
#include <config.h>
|
|
|
|
#include <limits.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 "treaty.h"
|
|
#include "unit.h"
|
|
|
|
static int build_nuke(struct sctstr *sp,
|
|
struct nchrstr *np, short *vec, int tlev);
|
|
static int build_ship(struct sctstr *sp,
|
|
struct mchrstr *mp, short *vec, int tlev);
|
|
static int build_land(struct sctstr *sp,
|
|
struct lchrstr *lp, short *vec, int tlev);
|
|
static int build_bridge(struct sctstr *sp, short *vec);
|
|
static int build_tower(struct sctstr *sp, short *vec);
|
|
static int build_plane(struct sctstr *sp,
|
|
struct plchrstr *pp, short *vec, int tlev);
|
|
static int build_can_afford(double, char *);
|
|
|
|
/*
|
|
* build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
|
|
*/
|
|
int
|
|
buil(void)
|
|
{
|
|
struct sctstr sect;
|
|
struct nstr_sect nstr;
|
|
struct natstr *natp;
|
|
int rqtech;
|
|
int tlev;
|
|
int rlev;
|
|
int type;
|
|
char what;
|
|
struct lchrstr *lp;
|
|
struct mchrstr *mp;
|
|
struct plchrstr *pp;
|
|
struct nchrstr *np;
|
|
char *p;
|
|
int gotsect = 0;
|
|
int built;
|
|
int number;
|
|
char buf[1024];
|
|
|
|
natp = getnatp(player->cnum);
|
|
p = getstarg(player->argp[1],
|
|
"Build (ship, nuke, bridge, plane, land unit, tower)? ",
|
|
buf);
|
|
if (!p)
|
|
return RET_SYN;
|
|
what = *p;
|
|
|
|
if (!snxtsct(&nstr, player->argp[2])) {
|
|
pr("Bad sector specification.\n");
|
|
return RET_SYN;
|
|
}
|
|
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 || !*p)
|
|
return RET_SYN;
|
|
type = ef_elt_byname(EF_PLANE_CHR, p);
|
|
if (type >= 0) {
|
|
pp = &plchr[type];
|
|
rqtech = pp->pl_tech;
|
|
if (rqtech > tlev)
|
|
type = -1;
|
|
}
|
|
if (type < 0) {
|
|
pr("You can't build that!\n");
|
|
pr("Use `show plane build %d' to show types you can build.\n",
|
|
tlev);
|
|
return RET_FAIL;
|
|
}
|
|
break;
|
|
case 's':
|
|
p = getstarg(player->argp[3], "Ship type? ", buf);
|
|
if (!p || !*p)
|
|
return RET_SYN;
|
|
type = ef_elt_byname(EF_SHIP_CHR, p);
|
|
if (type >= 0) {
|
|
mp = &mchr[type];
|
|
rqtech = mp->m_tech;
|
|
if (rqtech > tlev)
|
|
type = -1;
|
|
if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
|
|
type = -1;
|
|
}
|
|
if (type < 0) {
|
|
pr("You can't build that!\n");
|
|
pr("Use `show ship build %d' to show types you can build.\n",
|
|
tlev);
|
|
return RET_FAIL;
|
|
}
|
|
break;
|
|
case 'l':
|
|
p = getstarg(player->argp[3], "Land unit type? ", buf);
|
|
if (!p || !*p)
|
|
return RET_SYN;
|
|
type = ef_elt_byname(EF_LAND_CHR, p);
|
|
if (type >= 0) {
|
|
lp = &lchr[type];
|
|
rqtech = lp->l_tech;
|
|
if (rqtech > tlev)
|
|
type = -1;
|
|
if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
|
|
type = -1;
|
|
}
|
|
if (type < 0) {
|
|
pr("You can't build that!\n");
|
|
pr("Use `show land build %d' to show types you can build.\n",
|
|
tlev);
|
|
return RET_FAIL;
|
|
}
|
|
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 RET_FAIL;
|
|
}
|
|
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 RET_FAIL;
|
|
}
|
|
break;
|
|
case 'n':
|
|
if (!ef_nelem(EF_NUKE_CHR)) {
|
|
pr("There are no nukes in this game.\n");
|
|
return RET_FAIL;
|
|
}
|
|
p = getstarg(player->argp[3], "Nuke type? ", buf);
|
|
if (!p || !*p)
|
|
return RET_SYN;
|
|
type = ef_elt_byname(EF_NUKE_CHR, p);
|
|
if (type >= 0) {
|
|
np = &nchr[type];
|
|
rqtech = np->n_tech;
|
|
if (rqtech > tlev
|
|
|| (drnuke_const > MIN_DRNUKE_CONST &&
|
|
np->n_tech * drnuke_const > rlev))
|
|
type = -1;
|
|
}
|
|
if (type < 0) {
|
|
int tt = tlev;
|
|
if (drnuke_const > MIN_DRNUKE_CONST)
|
|
tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
|
|
(int)(rlev / drnuke_const));
|
|
pr("You can't build that!\n");
|
|
pr("Use `show nuke build %d' to show types you can build.\n",
|
|
tt);
|
|
return RET_FAIL;
|
|
}
|
|
break;
|
|
default:
|
|
pr("You can't build that!\n");
|
|
return RET_SYN;
|
|
}
|
|
|
|
number = 1;
|
|
if (what != 'b' && what != 't') {
|
|
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 %s of them? ",
|
|
player->argp[4]);
|
|
p = getstarg(player->argp[6], bstr, buf);
|
|
if (!p || *p != 'y')
|
|
return RET_SYN;
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
while (number-- > 0) {
|
|
while (nxtsct(&nstr, §)) {
|
|
gotsect++;
|
|
if (!player->owner)
|
|
continue;
|
|
switch (what) {
|
|
case 'l':
|
|
built = build_land(§, lp, sect.sct_item, tlev);
|
|
break;
|
|
case 's':
|
|
built = build_ship(§, mp, sect.sct_item, tlev);
|
|
break;
|
|
case 'b':
|
|
built = build_bridge(§, sect.sct_item);
|
|
break;
|
|
case 't':
|
|
built = build_tower(§, sect.sct_item);
|
|
break;
|
|
case 'n':
|
|
built = build_nuke(§, np, sect.sct_item, tlev);
|
|
break;
|
|
case 'p':
|
|
built = build_plane(§, pp, sect.sct_item, tlev);
|
|
break;
|
|
default:
|
|
CANT_REACH();
|
|
return RET_FAIL;
|
|
}
|
|
if (built) {
|
|
putsect(§);
|
|
}
|
|
}
|
|
snxtsct_rewind(&nstr);
|
|
}
|
|
if (!gotsect) {
|
|
pr("Bad sector specification.\n");
|
|
}
|
|
return RET_OK;
|
|
}
|
|
|
|
static int
|
|
build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev)
|
|
{
|
|
struct shpstr ship;
|
|
struct nstr_item nstr;
|
|
int avail;
|
|
double cost;
|
|
double eff = SHIP_MINEFF / 100.0;
|
|
int lcm, hcm;
|
|
int freeship = 0;
|
|
|
|
hcm = roundavg(mp->m_hcm * eff);
|
|
lcm = roundavg(mp->m_lcm * 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;
|
|
}
|
|
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", avail);
|
|
return 0;
|
|
}
|
|
cost = mp->m_cost * SHIP_MINEFF / 100.0;
|
|
if (!build_can_afford(cost, mp->m_name))
|
|
return 0;
|
|
if (!trechk(player->cnum, 0, NEWSHP))
|
|
return 0;
|
|
if (!check_sect_ok(sp))
|
|
return 0;
|
|
sp->sct_avail -= avail;
|
|
player->dolcost += cost;
|
|
snxtitem_all(&nstr, EF_SHIP);
|
|
while (nxtitem(&nstr, &ship)) {
|
|
if (ship.shp_own == 0) {
|
|
freeship++;
|
|
break;
|
|
}
|
|
}
|
|
if (freeship == 0) {
|
|
ef_extend(EF_SHIP, 50);
|
|
}
|
|
ef_blank(EF_SHIP, nstr.cur, &ship);
|
|
ship.shp_x = sp->sct_x;
|
|
ship.shp_y = sp->sct_y;
|
|
ship.shp_own = player->cnum;
|
|
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 = player->cnum;
|
|
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);
|
|
|
|
vec[I_LCM] -= lcm;
|
|
vec[I_HCM] -= hcm;
|
|
|
|
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, struct lchrstr *lp, short *vec, int tlev)
|
|
{
|
|
struct lndstr land;
|
|
struct nstr_item nstr;
|
|
int avail;
|
|
double cost;
|
|
double eff = LAND_MINEFF / 100.0;
|
|
int mil, lcm, hcm, gun, shell;
|
|
int freeland = 0;
|
|
|
|
#if 0
|
|
mil = roundavg(lp->l_mil * eff);
|
|
shell = roundavg(lp->l_shell * eff);
|
|
gun = roundavg(lp->l_gun * eff);
|
|
#else
|
|
mil = shell = gun = 0;
|
|
#endif
|
|
hcm = roundavg(lp->l_hcm * eff);
|
|
lcm = roundavg(lp->l_lcm * eff);
|
|
|
|
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;
|
|
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 = lp->l_cost * LAND_MINEFF / 100.0;
|
|
if (!build_can_afford(cost, lp->l_name))
|
|
return 0;
|
|
sp->sct_avail -= avail;
|
|
player->dolcost += cost;
|
|
snxtitem_all(&nstr, EF_LAND);
|
|
while (nxtitem(&nstr, &land)) {
|
|
if (land.lnd_own == 0) {
|
|
freeland++;
|
|
break;
|
|
}
|
|
}
|
|
if (freeland == 0) {
|
|
ef_extend(EF_LAND, 50);
|
|
}
|
|
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_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);
|
|
|
|
vec[I_LCM] -= lcm;
|
|
vec[I_HCM] -= hcm;
|
|
vec[I_MILIT] -= mil;
|
|
vec[I_GUN] -= gun;
|
|
vec[I_SHELL] -= shell;
|
|
|
|
if (sp->sct_pstage == PLG_INFECT)
|
|
land.lnd_pstage = PLG_EXPOSED;
|
|
putland(nstr.cur, &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_bridge(struct sctstr *sp, short *vec)
|
|
{
|
|
struct sctstr sect;
|
|
int val;
|
|
int newx, newy;
|
|
int avail;
|
|
int nx, ny, i, good = 0;
|
|
char *p;
|
|
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 (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] < 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;
|
|
}
|
|
|
|
if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
|
|
return 0;
|
|
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", avail);
|
|
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;
|
|
}
|
|
/* 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(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 (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 -= avail;
|
|
player->dolcost += buil_bc;
|
|
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));
|
|
vec[I_HCM] -= buil_bh;
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
build_nuke(struct sctstr *sp, struct nchrstr *np, short *vec, int tlev)
|
|
{
|
|
struct nukstr nuke;
|
|
struct nstr_item nstr;
|
|
int avail;
|
|
int freenuke;
|
|
|
|
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 (!build_can_afford(np->n_cost, np->n_name))
|
|
return 0;
|
|
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 charge all the work right away.
|
|
*/
|
|
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", avail);
|
|
return 0;
|
|
}
|
|
if (!trechk(player->cnum, 0, NEWNUK))
|
|
return 0;
|
|
if (!check_sect_ok(sp))
|
|
return 0;
|
|
sp->sct_avail -= avail;
|
|
player->dolcost += np->n_cost;
|
|
snxtitem_all(&nstr, EF_NUKE);
|
|
freenuke = 0;
|
|
while (nxtitem(&nstr, &nuke)) {
|
|
if (nuke.nuk_own == 0) {
|
|
freenuke++;
|
|
break;
|
|
}
|
|
}
|
|
if (freenuke == 0) {
|
|
ef_extend(EF_NUKE, 50);
|
|
}
|
|
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_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;
|
|
|
|
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, struct plchrstr *pp, short *vec, int tlev)
|
|
{
|
|
struct plnstr plane;
|
|
struct nstr_item nstr;
|
|
int avail;
|
|
double cost;
|
|
double eff = PLANE_MINEFF / 100.0;
|
|
int hcm, lcm, mil;
|
|
int freeplane;
|
|
|
|
mil = roundavg(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(pp->pl_hcm * eff);
|
|
lcm = roundavg(pp->pl_lcm * 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;
|
|
}
|
|
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 * PLANE_MINEFF / 100.0;
|
|
if (!build_can_afford(cost, 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 -= avail;
|
|
player->dolcost += cost;
|
|
snxtitem_all(&nstr, EF_PLANE);
|
|
freeplane = 0;
|
|
while (nxtitem(&nstr, &plane)) {
|
|
if (plane.pln_own == 0) {
|
|
freeplane++;
|
|
break;
|
|
}
|
|
}
|
|
if (freeplane == 0) {
|
|
ef_extend(EF_PLANE, 50);
|
|
}
|
|
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) {
|
|
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);
|
|
|
|
vec[I_LCM] -= lcm;
|
|
vec[I_HCM] -= hcm;
|
|
vec[I_MILIT] -= mil;
|
|
|
|
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(struct sctstr *sp, short *vec)
|
|
{
|
|
struct sctstr sect;
|
|
int val;
|
|
int newx, newy;
|
|
int avail;
|
|
char *p;
|
|
char buf[1024];
|
|
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 (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;
|
|
}
|
|
|
|
if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
|
|
return 0;
|
|
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", 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);
|
|
}
|
|
p = getstarg(player->argp[3], "build tower in what direction? ", buf);
|
|
if (!p || !*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(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("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_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));
|
|
vec[I_HCM] -= buil_tower_bh;
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
build_can_afford(double cost, char *what)
|
|
{
|
|
struct natstr *natp = getnatp(player->cnum);
|
|
if (natp->nat_money < player->dolcost + cost) {
|
|
pr("Not enough money left to build a %s\n", what);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|