empserver/src/lib/commands/buil.c

1122 lines
31 KiB
C

/*
* 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 <math.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 "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 <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 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, &sect)) {
gotsect++;
if (!player->owner)
continue;
getvec(VT_ITEM, vec, (s_char *)&sect, EF_SECTOR);
switch (what) {
case 'l':
built = build_land(&sect, lp, vec, tlev);
break;
case 's':
built = build_ship(&sect, mp, vec, tlev);
break;
case 'b':
built = build_bridge(&sect, vec);
break;
case 't':
built = build_tower(&sect, vec);
break;
case 'n':
built = build_nuke(&sect, np, vec);
break;
case 'p':
built = build_plane(&sect, pp, vec, tlev);
break;
default:
pr("internal error in build (%d)\n", what);
return RET_FAIL;
}
if (built) {
putvec(VT_ITEM, vec, (s_char *)&sect, EF_SECTOR);
putsect(&sect);
}
}
}
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, &sect);
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, &sect) == 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(&sect.sct_access);
sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
} else {
sect.sct_mobil = 0;
}
putvar(V_MINE, 0, (s_char *)&sect, EF_SECTOR);
putsect(&sect);
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, &sect) == 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(&sect.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 *)&sect, EF_SECTOR);
putsect(&sect);
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;
}