empserver/src/lib/commands/buil.c
Markus Armbruster d111522fe8 Update copyright notice
Signed-off-by: Markus Armbruster <armbru@redhat.com>
2018-04-29 10:33:19 +02:00

697 lines
18 KiB
C

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