697 lines
18 KiB
C
697 lines
18 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
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*
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* Known contributors to this file:
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* Steve McClure, 1998-2000
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include <limits.h>
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#include <math.h>
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#include "chance.h"
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#include "commands.h"
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#include "game.h"
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#include "land.h"
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#include "lost.h"
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#include "map.h"
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#include "nuke.h"
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#include "optlist.h"
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#include "path.h"
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#include "plague.h"
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#include "plane.h"
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#include "ship.h"
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#include "unit.h"
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static int build_ship(struct sctstr *sp, int type, int tlev);
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static int build_land(struct sctstr *sp, int type, int tlev);
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static int build_nuke(struct sctstr *sp, int type, int tlev);
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static int build_plane(struct sctstr *sp, int type, int tlev);
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static int pick_unused_unit_uid(int);
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static int build_bridge(char);
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static int build_bspan(struct sctstr *sp);
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static int build_btower(struct sctstr *sp);
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static int sector_can_build(struct sctstr *, short[], int, int, char *);
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static void build_charge(struct sctstr *, short[], int, double, int);
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static int build_can_afford(double, int, char *);
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/*
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* build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
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*/
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int
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buil(void)
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{
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struct natstr *natp = getnatp(player->cnum);
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int tlev = (int)natp->nat_level[NAT_TLEV];
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struct sctstr sect;
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struct nstr_sect nstr;
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int rqtech, type, number, val, gotsect;
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char *p, *what, *prompt;
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int (*build_it)(struct sctstr *, int, int);
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char buf[1024];
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p = getstarg(player->argp[1],
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"Build (ship, nuke, bridge, plane, land unit, tower)? ",
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buf);
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if (!p)
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return RET_SYN;
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switch (*p) {
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case 'b':
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case 't':
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return build_bridge(*p);
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case 's':
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what = "ship";
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prompt = "Ship type? ";
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build_it = build_ship;
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break;
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case 'p':
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what = "plane";
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prompt = "Plane type? ";
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build_it = build_plane;
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break;
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case 'l':
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what = "land";
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prompt = "Land unit type? ";
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build_it = build_land;
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break;
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case 'n':
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if (!ef_nelem(EF_NUKE_CHR)) {
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pr("There are no nukes in this game.\n");
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return RET_FAIL;
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}
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if (drnuke_const > MIN_DRNUKE_CONST)
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tlev = MIN(tlev,
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(int)(natp->nat_level[NAT_RLEV] / drnuke_const));
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what = "nuke";
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prompt = "Nuke type? ";
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build_it = build_nuke;
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break;
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default:
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pr("You can't build that!\n");
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return RET_SYN;
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}
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if (!snxtsct(&nstr, player->argp[2]))
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return RET_SYN;
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p = getstarg(player->argp[3], prompt, buf);
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if (!p || !*p)
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return RET_SYN;
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rqtech = 0;
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switch (*what) {
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case 'p':
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type = ef_elt_byname(EF_PLANE_CHR, p);
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if (type >= 0)
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rqtech = plchr[type].pl_tech;
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break;
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case 's':
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type = ef_elt_byname(EF_SHIP_CHR, p);
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if (type >= 0)
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rqtech = mchr[type].m_tech;
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break;
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case 'l':
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type = ef_elt_byname(EF_LAND_CHR, p);
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if (type >= 0)
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rqtech = lchr[type].l_tech;
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break;
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case 'n':
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type = ef_elt_byname(EF_NUKE_CHR, p);
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if (type >= 0)
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rqtech = nchr[type].n_tech;
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break;
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default:
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CANT_REACH();
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return RET_FAIL;
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}
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if (tlev < rqtech && player->god)
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tlev = rqtech;
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if (type < 0 || tlev < rqtech) {
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pr("You can't build that!\n");
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pr("Use `show %s build %d' to show types you can build.\n",
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what, tlev);
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return RET_FAIL;
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}
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number = 1;
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if (player->argp[4]) {
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number = atoi(player->argp[4]);
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if (number > 20) {
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char bstr[80];
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sprintf(bstr,
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"Are you sure that you want to build %d of them? ",
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number);
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p = getstarg(player->argp[6], bstr, buf);
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if (!p || *p != 'y')
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return RET_SYN;
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}
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}
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if (player->argp[5]) {
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val = atoi(player->argp[5]);
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if (val > tlev && !player->god) {
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pr("Your%s tech level is only %d.\n",
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*what == 'n' && drnuke_const > MIN_DRNUKE_CONST
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? " effective" : "", tlev);
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return RET_FAIL;
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}
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if (rqtech > val) {
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pr("Required tech is %d.\n", rqtech);
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return RET_FAIL;
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}
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tlev = val;
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pr("Building with tech level %d.\n", tlev);
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}
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gotsect = 0;
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while (number-- > 0) {
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while (nxtsct(&nstr, §)) {
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if (!player->owner)
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continue;
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gotsect = 1;
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if (build_it(§, type, tlev))
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putsect(§);
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}
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snxtsct_rewind(&nstr);
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}
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if (!gotsect)
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pr("No sectors.\n");
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return RET_OK;
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}
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static int
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build_ship(struct sctstr *sp, int type, int tlev)
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{
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struct mchrstr *mp = &mchr[type];
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short mat[I_MAX+1];
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struct shpstr ship;
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memcpy(mat, mp->m_mat, sizeof(mat));
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if (sp->sct_type != SCT_HARBR && !player->god) {
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pr("Ships must be built in harbors.\n");
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return 0;
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}
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if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))
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return 0;
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if (!build_can_afford(mp->m_cost, SHIP_MINEFF, mp->m_name))
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return 0;
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build_charge(sp, mat, mp->m_bwork, mp->m_cost, SHIP_MINEFF);
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ef_blank(EF_SHIP, pick_unused_unit_uid(EF_SHIP), &ship);
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ship.shp_x = sp->sct_x;
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ship.shp_y = sp->sct_y;
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ship.shp_own = sp->sct_own;
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ship.shp_type = mp - mchr;
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ship.shp_effic = SHIP_MINEFF;
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if (opt_MOB_ACCESS) {
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game_tick_to_now(&ship.shp_access);
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ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
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} else {
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ship.shp_mobil = 0;
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}
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memset(ship.shp_item, 0, sizeof(ship.shp_item));
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ship.shp_pstage = PLG_HEALTHY;
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ship.shp_ptime = 0;
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ship.shp_name[0] = 0;
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ship.shp_orig_own = sp->sct_own;
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ship.shp_orig_x = sp->sct_x;
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ship.shp_orig_y = sp->sct_y;
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shp_set_tech(&ship, tlev);
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unit_wipe_orders((struct empobj *)&ship);
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if (sp->sct_pstage == PLG_INFECT)
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ship.shp_pstage = PLG_EXPOSED;
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putship(ship.shp_uid, &ship);
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pr("%s", prship(&ship));
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pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
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return 1;
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}
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static int
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build_land(struct sctstr *sp, int type, int tlev)
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{
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struct lchrstr *lp = &lchr[type];
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short mat[I_MAX+1];
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struct lndstr land;
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memcpy(mat, lp->l_mat, sizeof(mat));
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if (sp->sct_type != SCT_HEADQ && !player->god) {
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pr("Land units must be built in headquarters.\n");
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return 0;
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}
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if (!sector_can_build(sp, mat, lp->l_bwork, LAND_MINEFF, lp->l_name))
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return 0;
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if (!build_can_afford(lp->l_cost, LAND_MINEFF, lp->l_name))
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return 0;
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build_charge(sp, mat, lp->l_bwork, lp->l_cost, LAND_MINEFF);
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ef_blank(EF_LAND, pick_unused_unit_uid(EF_LAND), &land);
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land.lnd_x = sp->sct_x;
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land.lnd_y = sp->sct_y;
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land.lnd_own = sp->sct_own;
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land.lnd_type = lp - lchr;
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land.lnd_effic = LAND_MINEFF;
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if (opt_MOB_ACCESS) {
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game_tick_to_now(&land.lnd_access);
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land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
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} else {
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land.lnd_mobil = 0;
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}
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land.lnd_ship = -1;
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land.lnd_land = -1;
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land.lnd_harden = 0;
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memset(land.lnd_item, 0, sizeof(land.lnd_item));
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land.lnd_pstage = PLG_HEALTHY;
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land.lnd_ptime = 0;
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lnd_set_tech(&land, tlev);
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unit_wipe_orders((struct empobj *)&land);
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if (sp->sct_pstage == PLG_INFECT)
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land.lnd_pstage = PLG_EXPOSED;
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putland(land.lnd_uid, &land);
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pr("%s", prland(&land));
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pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
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return 1;
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}
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static int
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build_nuke(struct sctstr *sp, int type, int tlev)
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{
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struct nchrstr *np = &nchr[type];
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short mat[I_MAX+1];
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struct nukstr nuke;
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if (sp->sct_type != SCT_NUKE && !player->god) {
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pr("Nuclear weapons must be built in nuclear plants.\n");
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return 0;
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}
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/*
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* XXX when nukes turn into units (or whatever), then
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* make them start at 20%. Since they don't have efficiency
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* now, we charge all the work right away.
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*/
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memcpy(mat, np->n_mat, sizeof(mat));
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if (!sector_can_build(sp, mat, np->n_bwork, 100, np->n_name))
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return 0;
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if (!build_can_afford(np->n_cost, 100, np->n_name))
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return 0;
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build_charge(sp, mat, np->n_bwork, np->n_cost, 100);
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ef_blank(EF_NUKE, pick_unused_unit_uid(EF_NUKE), &nuke);
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nuke.nuk_x = sp->sct_x;
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nuke.nuk_y = sp->sct_y;
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nuke.nuk_own = sp->sct_own;
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nuke.nuk_type = np - nchr;
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nuke.nuk_effic = 100;
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nuke.nuk_plane = -1;
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nuke.nuk_tech = tlev;
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unit_wipe_orders((struct empobj *)&nuke);
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putnuke(nuke.nuk_uid, &nuke);
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pr("%s created in %s\n", prnuke(&nuke),
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xyas(sp->sct_x, sp->sct_y, player->cnum));
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return 1;
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}
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static int
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build_plane(struct sctstr *sp, int type, int tlev)
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{
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struct plchrstr *pp = &plchr[type];
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short mat[I_MAX+1];
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struct plnstr plane;
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memcpy(mat, pp->pl_mat, sizeof(mat));
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if (sp->sct_type != SCT_AIRPT && !player->god) {
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pr("Planes must be built in airports.\n");
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return 0;
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}
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if (!sector_can_build(sp, mat, pp->pl_bwork, PLANE_MINEFF, pp->pl_name))
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return 0;
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if (!build_can_afford(pp->pl_cost, PLANE_MINEFF, pp->pl_name))
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return 0;
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build_charge(sp, mat, pp->pl_bwork, pp->pl_cost, PLANE_MINEFF);
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ef_blank(EF_PLANE, pick_unused_unit_uid(EF_PLANE), &plane);
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plane.pln_x = sp->sct_x;
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plane.pln_y = sp->sct_y;
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plane.pln_own = sp->sct_own;
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plane.pln_type = pp - plchr;
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plane.pln_effic = PLANE_MINEFF;
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if (opt_MOB_ACCESS) {
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game_tick_to_now(&plane.pln_access);
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plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
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} else {
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plane.pln_mobil = 0;
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}
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plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
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plane.pln_ship = -1;
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plane.pln_land = -1;
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plane.pln_harden = 0;
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plane.pln_flags = 0;
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pln_set_tech(&plane, tlev);
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unit_wipe_orders((struct empobj *)&plane);
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putplane(plane.pln_uid, &plane);
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pr("%s built in sector %s\n", prplane(&plane),
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xyas(sp->sct_x, sp->sct_y, player->cnum));
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return 1;
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}
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static int
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pick_unused_unit_uid(int type)
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{
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struct nstr_item nstr;
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union empobj_storage unit;
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snxtitem_all(&nstr, type);
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while (nxtitem(&nstr, &unit)) {
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if (!unit.gen.own)
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return nstr.cur;
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}
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ef_extend(type, 50);
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return nstr.cur;
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}
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static int
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build_bridge(char what)
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{
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struct natstr *natp = getnatp(player->cnum);
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struct nstr_sect nstr;
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int (*build_it)(struct sctstr *);
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int gotsect;
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struct sctstr sect;
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switch (what) {
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case 'b':
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if (natp->nat_level[NAT_TLEV] < buil_bt && !player->god) {
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pr("Building a span requires a tech of %.0f\n", buil_bt);
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return RET_FAIL;
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}
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build_it = build_bspan;
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break;
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case 't':
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if (!opt_BRIDGETOWERS) {
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pr("Bridge tower building is disabled.\n");
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return RET_FAIL;
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}
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if (natp->nat_level[NAT_TLEV] < buil_tower_bt && !player->god) {
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pr("Building a tower requires a tech of %.0f\n",
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buil_tower_bt);
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return RET_FAIL;
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}
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build_it = build_btower;
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break;
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default:
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CANT_REACH();
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return RET_FAIL;
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}
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if (!snxtsct(&nstr, player->argp[2]))
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return RET_SYN;
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gotsect = 0;
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while (nxtsct(&nstr, §)) {
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if (!player->owner)
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continue;
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gotsect = 1;
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if (build_it(§))
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putsect(§);
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}
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if (!gotsect)
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pr("No sectors.\n");
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return RET_OK;
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}
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static int
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build_bspan(struct sctstr *sp)
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{
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struct sctstr sect;
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short mat[I_MAX+1];
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int work;
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int val;
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int newx, newy;
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char *p;
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char buf[1024];
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if (!opt_EASY_BRIDGES && !player->god) {
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/* must have a bridge head or tower */
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if (sp->sct_type != SCT_BTOWER) {
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if (sp->sct_type != SCT_BHEAD)
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return 0;
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if (sp->sct_newtype != SCT_BHEAD)
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return 0;
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}
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}
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memset(mat, 0, sizeof(mat));
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mat[I_HCM] = buil_bh;
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work = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
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if (!sector_can_build(sp, mat, work, 100, dchr[SCT_BSPAN].d_name))
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return 0;
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if (!build_can_afford(buil_bc, 100, dchr[SCT_BSPAN].d_name))
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return 0;
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if (!player->argp[3]) {
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pr("Bridge head at %s\n",
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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;
|
|
}
|