src/lib/commands/buil.c

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00001 /*
00002  *  Empire - A multi-player, client/server Internet based war game.
00003  *  Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
00004  *                           Ken Stevens, Steve McClure
00005  *
00006  *  This program is free software; you can redistribute it and/or modify
00007  *  it under the terms of the GNU General Public License as published by
00008  *  the Free Software Foundation; either version 2 of the License, or
00009  *  (at your option) any later version.
00010  *
00011  *  This program is distributed in the hope that it will be useful,
00012  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  *  GNU General Public License for more details.
00015  *
00016  *  You should have received a copy of the GNU General Public License
00017  *  along with this program; if not, write to the Free Software
00018  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019  *
00020  *  ---
00021  *
00022  *  See files README, COPYING and CREDITS in the root of the source
00023  *  tree for related information and legal notices.  It is expected
00024  *  that future projects/authors will amend these files as needed.
00025  *
00026  *  ---
00027  *
00028  *  buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
00029  * 
00030  *  Known contributors to this file:
00031  *      Steve McClure, 1998-2000
00032  *      Markus Armbruster, 2004-2006
00033  */
00034 
00035 #include <config.h>
00036 
00037 #include <limits.h>
00038 #include "commands.h"
00039 #include "game.h"
00040 #include "land.h"
00041 #include "lost.h"
00042 #include "map.h"
00043 #include "nuke.h"
00044 #include "optlist.h"
00045 #include "path.h"
00046 #include "plague.h"
00047 #include "plane.h"
00048 #include "ship.h"
00049 #include "treaty.h"
00050 
00051 static int build_nuke(struct sctstr *sp,
00052                       struct nchrstr *np, short *vec, int tlev);
00053 static int build_ship(struct sctstr *sp,
00054                       struct mchrstr *mp, short *vec, int tlev);
00055 static int build_land(struct sctstr *sp,
00056                       struct lchrstr *lp, short *vec, int tlev);
00057 static int build_bridge(struct sctstr *sp, short *vec);
00058 static int build_tower(struct sctstr *sp, short *vec);
00059 static int build_plane(struct sctstr *sp,
00060                        struct plchrstr *pp, short *vec, int tlev);
00061 static int build_can_afford(double, char *);
00062 
00063 /*
00064  * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
00065  */
00066 int
00067 buil(void)
00068 {
00069     struct sctstr sect;
00070     struct nstr_sect nstr;
00071     struct natstr *natp;
00072     int rqtech;
00073     int tlev;
00074     int rlev;
00075     int type;
00076     char what;
00077     struct lchrstr *lp;
00078     struct mchrstr *mp;
00079     struct plchrstr *pp;
00080     struct nchrstr *np;
00081     char *p;
00082     int gotsect = 0;
00083     int built;
00084     int number;
00085     char buf[1024];
00086 
00087     natp = getnatp(player->cnum);
00088     if ((p =
00089          getstarg(player->argp[1],
00090                   "Build (ship, nuke, bridge, plane, land unit, tower)? ",
00091                   buf)) == 0)
00092         return RET_SYN;
00093     what = *p;
00094 
00095     if (!snxtsct(&nstr, player->argp[2])) {
00096         pr("Bad sector specification.\n");
00097         return RET_SYN;
00098     }
00099     tlev = (int)natp->nat_level[NAT_TLEV];
00100     rlev = (int)natp->nat_level[NAT_RLEV];
00101 
00102     switch (what) {
00103     case 'p':
00104         p = getstarg(player->argp[3], "Plane type? ", buf);
00105         if (p == 0 || *p == 0)
00106             return RET_SYN;
00107         type = ef_elt_byname(EF_PLANE_CHR, p);
00108         if (type >= 0) {
00109             pp = &plchr[type];
00110             rqtech = pp->pl_tech;
00111             if (rqtech > tlev)
00112                 type = -1;
00113         }
00114         if (type < 0) {
00115             pr("You can't build that!\n");
00116             pr("Use `show plane build %d' to show types you can build.\n",
00117                tlev);
00118             return RET_FAIL;
00119         }
00120         break;
00121     case 's':
00122         p = getstarg(player->argp[3], "Ship type? ", buf);
00123         if (p == 0 || *p == 0)
00124             return RET_SYN;
00125         type = ef_elt_byname(EF_SHIP_CHR, p);
00126         if (type >= 0) {
00127             mp = &mchr[type];
00128             rqtech = mp->m_tech;
00129             if (rqtech > tlev)
00130                 type = -1;
00131             if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
00132                 type = -1;
00133         }
00134         if (type < 0) {
00135             pr("You can't build that!\n");
00136             pr("Use `show ship build %d' to show types you can build.\n",
00137                tlev);
00138             return RET_FAIL;
00139         }
00140         break;
00141     case 'l':
00142         p = getstarg(player->argp[3], "Land unit type? ", buf);
00143         if (p == 0 || *p == 0)
00144             return RET_SYN;
00145         type = ef_elt_byname(EF_LAND_CHR, p);
00146         if (type >= 0) {
00147             lp = &lchr[type];
00148             rqtech = lp->l_tech;
00149             if (rqtech > tlev)
00150                 type = -1;
00151             if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
00152                 type = -1;
00153         }
00154         if (type < 0) {
00155             pr("You can't build that!\n");
00156             pr("Use `show land build %d' to show types you can build.\n",
00157                tlev);
00158             return RET_FAIL;
00159         }
00160         break;
00161     case 'b':
00162         if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
00163             pr("Building a span requires a tech of %.0f\n", buil_bt);
00164             return RET_FAIL;
00165         }
00166         break;
00167     case 't':
00168         if (!opt_BRIDGETOWERS) {
00169             pr("Bridge tower building is disabled.\n");
00170             return RET_FAIL;
00171         }
00172         if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
00173             pr("Building a tower requires a tech of %.0f\n",
00174                buil_tower_bt);
00175             return RET_FAIL;
00176         }
00177         break;
00178     case 'n':
00179         if (!ef_nelem(EF_NUKE_CHR)) {
00180             pr("There are no nukes in this game.\n");
00181             return RET_FAIL;
00182         }
00183         p = getstarg(player->argp[3], "Nuke type? ", buf);
00184         if (p == 0 || *p == 0)
00185             return RET_SYN;
00186         type = ef_elt_byname(EF_NUKE_CHR, p);
00187         if (type >= 0) {
00188             np = &nchr[type];
00189             rqtech = np->n_tech;
00190             if (rqtech > tlev
00191                 || (drnuke_const > MIN_DRNUKE_CONST &&
00192                     np->n_tech * drnuke_const > rlev))
00193                 type = -1;
00194         }
00195         if (type < 0) {
00196             int tt = tlev;
00197             if (drnuke_const > MIN_DRNUKE_CONST)
00198                 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
00199                       (int)(rlev / drnuke_const));
00200             pr("You can't build that!\n");
00201             pr("Use `show nuke build %d' to show types you can build.\n",
00202                tt);
00203             return RET_FAIL;
00204         }
00205         break;
00206     default:
00207         pr("You can't build that!\n");
00208         return RET_SYN;
00209     }
00210 
00211     number = 1;
00212     if (what != 'b' && what != 't') {
00213         if (player->argp[4]) {
00214             number = atoi(player->argp[4]);
00215             if (number > 20) {
00216                 char bstr[80];
00217                 sprintf(bstr,
00218                         "Are you sure that you want to build %s of them? ",
00219                         player->argp[4]);
00220                 p = getstarg(player->argp[6], bstr, buf);
00221                 if (p == 0 || *p != 'y')
00222                     return RET_SYN;
00223             }
00224         }
00225     }
00226 
00227     if (what != 'b' && what != 'n' && what != 't') {
00228         if (player->argp[5]) {
00229             tlev = atoi(player->argp[5]);
00230             if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
00231                 pr("Your tech level is only %d.\n",
00232                    (int)natp->nat_level[NAT_TLEV]);
00233                 return RET_FAIL;
00234             }
00235             if (rqtech > tlev) {
00236                 pr("Required tech is %d.\n", rqtech);
00237                 return RET_FAIL;
00238             }
00239             pr("building with tech level %d.\n", tlev);
00240         }
00241     }
00242 
00243     while (number-- > 0) {
00244         while (nxtsct(&nstr, &sect)) {
00245             gotsect++;
00246             if (!player->owner)
00247                 continue;
00248             switch (what) {
00249             case 'l':
00250                 built = build_land(&sect, lp, sect.sct_item, tlev);
00251                 break;
00252             case 's':
00253                 built = build_ship(&sect, mp, sect.sct_item, tlev);
00254                 break;
00255             case 'b':
00256                 built = build_bridge(&sect, sect.sct_item);
00257                 break;
00258             case 't':
00259                 built = build_tower(&sect, sect.sct_item);
00260                 break;
00261             case 'n':
00262                 built = build_nuke(&sect, np, sect.sct_item, tlev);
00263                 break;
00264             case 'p':
00265                 built = build_plane(&sect, pp, sect.sct_item, tlev);
00266                 break;
00267             default:
00268                 CANT_REACH();
00269                 return RET_FAIL;
00270             }
00271             if (built) {
00272                 putsect(&sect);
00273             }
00274         }
00275         snxtsct_rewind(&nstr);
00276     }
00277     if (!gotsect) {
00278         pr("Bad sector specification.\n");
00279     }
00280     return RET_OK;
00281 }
00282 
00283 static int
00284 build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev)
00285 {
00286     struct shpstr ship;
00287     struct nstr_item nstr;
00288     int avail, i;
00289     double cost;
00290     double eff = SHIP_MINEFF / 100.0;
00291     int lcm, hcm;
00292     int freeship = 0;
00293 
00294     hcm = roundavg(mp->m_hcm * eff);
00295     lcm = roundavg(mp->m_lcm * eff);
00296 
00297     if (sp->sct_type != SCT_HARBR) {
00298         pr("Ships must be built in harbours.\n");
00299         return 0;
00300     }
00301     if (sp->sct_effic < 60 && !player->god) {
00302         pr("Sector %s is not 60%% efficient.\n",
00303            xyas(sp->sct_x, sp->sct_y, player->cnum));
00304         return 0;
00305     }
00306     if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
00307         pr("Not enough materials in %s\n",
00308            xyas(sp->sct_x, sp->sct_y, player->cnum));
00309         return 0;
00310     }
00311     avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
00312     if (sp->sct_avail < avail) {
00313         pr("Not enough available work in %s to build a %s\n",
00314            xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
00315         pr(" (%d available work required)\n", avail);
00316         return 0;
00317     }
00318     cost = mp->m_cost * SHIP_MINEFF / 100.0;
00319     if (!build_can_afford(cost, mp->m_name))
00320         return 0;
00321     if (!trechk(player->cnum, 0, NEWSHP))
00322         return 0;
00323     if (!check_sect_ok(sp))
00324         return 0;
00325     sp->sct_avail -= avail;
00326     player->dolcost += cost;
00327     snxtitem_all(&nstr, EF_SHIP);
00328     while (nxtitem(&nstr, &ship)) {
00329         if (ship.shp_own == 0) {
00330             freeship++;
00331             break;
00332         }
00333     }
00334     if (freeship == 0) {
00335         ef_extend(EF_SHIP, 50);
00336     }
00337     memset(&ship, 0, sizeof(struct shpstr));
00338     ship.shp_x = sp->sct_x;
00339     ship.shp_y = sp->sct_y;
00340     ship.shp_destx[0] = sp->sct_x;
00341     ship.shp_desty[0] = sp->sct_y;
00342     ship.shp_destx[1] = sp->sct_x;
00343     ship.shp_desty[1] = sp->sct_y;
00344     ship.shp_autonav = 0;
00345     /* new code for autonav, Chad Zabel 1-15-94 */
00346     for (i = 0; i < TMAX; ++i) {
00347         ship.shp_tstart[i] = I_NONE;
00348         ship.shp_tend[i] = I_NONE;
00349         ship.shp_lstart[i] = 0;
00350         ship.shp_lend[i] = 0;
00351     }
00352     ship.shp_mission = 0;
00353     ship.shp_own = player->cnum;
00354     ship.shp_type = mp - mchr;
00355     ship.shp_effic = SHIP_MINEFF;
00356     if (opt_MOB_ACCESS) {
00357         game_tick_to_now(&ship.shp_access);
00358         ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
00359     } else {
00360         ship.shp_mobil = 0;
00361     }
00362     ship.shp_uid = nstr.cur;
00363     ship.shp_nplane = 0;
00364     ship.shp_nland = 0;
00365     ship.shp_nxlight = 0;
00366     ship.shp_nchoppers = 0;
00367     ship.shp_fleet = 0;
00368     memset(ship.shp_item, 0, sizeof(ship.shp_item));
00369     ship.shp_pstage = PLG_HEALTHY;
00370     ship.shp_ptime = 0;
00371     ship.shp_mobquota = 0;
00372     *ship.shp_path = 0;
00373     ship.shp_follow = nstr.cur;
00374     ship.shp_name[0] = 0;
00375     ship.shp_orig_own = player->cnum;
00376     ship.shp_orig_x = sp->sct_x;
00377     ship.shp_orig_y = sp->sct_y;
00378     ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
00379     ship.shp_rflags = 0;
00380     memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
00381     shp_set_tech(&ship, tlev);
00382 
00383     vec[I_LCM] -= lcm;
00384     vec[I_HCM] -= hcm;
00385 
00386     if (sp->sct_pstage == PLG_INFECT)
00387         ship.shp_pstage = PLG_EXPOSED;
00388     makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid,
00389                 ship.shp_x, ship.shp_y);
00390     putship(ship.shp_uid, &ship);
00391     pr("%s", prship(&ship));
00392     pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
00393     return 1;
00394 }
00395 
00396 static int
00397 build_land(struct sctstr *sp, struct lchrstr *lp, short *vec, int tlev)
00398 {
00399     struct lndstr land;
00400     struct nstr_item nstr;
00401     int avail;
00402     double cost;
00403     double eff = LAND_MINEFF / 100.0;
00404     int mil, lcm, hcm, gun, shell;
00405     int freeland = 0;
00406 
00407 #if 0
00408     mil = roundavg(lp->l_mil * eff);
00409     shell = roundavg(lp->l_shell * eff);
00410     gun = roundavg(lp->l_gun * eff);
00411 #else
00412     mil = shell = gun = 0;
00413 #endif
00414     hcm = roundavg(lp->l_hcm * eff);
00415     lcm = roundavg(lp->l_lcm * eff);
00416 
00417     if (sp->sct_type != SCT_HEADQ) {
00418         pr("Land Units must be built in headquarters.\n");
00419         return 0;
00420     }
00421     if (sp->sct_effic < 60 && !player->god) {
00422         pr("Sector %s is not 60%% efficient.\n",
00423            xyas(sp->sct_x, sp->sct_y, player->cnum));
00424         return 0;
00425     }
00426     if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
00427         pr("Not enough materials in %s\n",
00428            xyas(sp->sct_x, sp->sct_y, player->cnum));
00429         return 0;
00430     }
00431 #if 0
00432     if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
00433         pr("Not enough guns in %s\n",
00434            xyas(sp->sct_x, sp->sct_y, player->cnum));
00435         return 0;
00436     }
00437     if (vec[I_SHELL] < shell) {
00438         pr("Not enough shells in %s\n",
00439            xyas(sp->sct_x, sp->sct_y, player->cnum));
00440         return 0;
00441     }
00442     if (vec[I_MILIT] < mil) {
00443         pr("Not enough military in %s\n",
00444            xyas(sp->sct_x, sp->sct_y, player->cnum));
00445         return 0;
00446     }
00447 #endif
00448     if (!trechk(player->cnum, 0, NEWLND))
00449         return 0;
00450     if (!check_sect_ok(sp))
00451         return 0;
00452     avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
00453     if (sp->sct_avail < avail) {
00454         pr("Not enough available work in %s to build a %s\n",
00455            xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
00456         pr(" (%d available work required)\n", avail);
00457         return 0;
00458     }
00459     cost = lp->l_cost * LAND_MINEFF / 100.0;
00460     if (!build_can_afford(cost, lp->l_name))
00461         return 0;
00462     sp->sct_avail -= avail;
00463     player->dolcost += cost;
00464     snxtitem_all(&nstr, EF_LAND);
00465     while (nxtitem(&nstr, &land)) {
00466         if (land.lnd_own == 0) {
00467             freeland++;
00468             break;
00469         }
00470     }
00471     if (freeland == 0) {
00472         ef_extend(EF_LAND, 50);
00473     }
00474     memset(&land, 0, sizeof(struct lndstr));
00475     land.lnd_x = sp->sct_x;
00476     land.lnd_y = sp->sct_y;
00477     land.lnd_own = player->cnum;
00478     land.lnd_mission = 0;
00479     land.lnd_type = lp - lchr;
00480     land.lnd_effic = LAND_MINEFF;
00481     if (opt_MOB_ACCESS) {
00482         game_tick_to_now(&land.lnd_access);
00483         land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
00484     } else {
00485         land.lnd_mobil = 0;
00486     }
00487     land.lnd_uid = nstr.cur;
00488     land.lnd_army = 0;
00489     land.lnd_flags = 0;
00490     land.lnd_ship = -1;
00491     land.lnd_land = -1;
00492     land.lnd_nland = 0;
00493     land.lnd_harden = 0;
00494     land.lnd_retreat = morale_base;
00495     land.lnd_fuel = lp->l_fuelc;
00496     land.lnd_nxlight = 0;
00497     land.lnd_rflags = 0;
00498     memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
00499     land.lnd_rad_max = 0;
00500     memset(land.lnd_item, 0, sizeof(land.lnd_item));
00501     land.lnd_pstage = PLG_HEALTHY;
00502     land.lnd_ptime = 0;
00503     lnd_set_tech(&land, tlev);
00504 
00505     vec[I_LCM] -= lcm;
00506     vec[I_HCM] -= hcm;
00507     vec[I_MILIT] -= mil;
00508     vec[I_GUN] -= gun;
00509     vec[I_SHELL] -= shell;
00510 
00511     if (sp->sct_pstage == PLG_INFECT)
00512         land.lnd_pstage = PLG_EXPOSED;
00513     putland(nstr.cur, &land);
00514     makenotlost(EF_LAND, land.lnd_own, land.lnd_uid,
00515                 land.lnd_x, land.lnd_y);
00516     pr("%s", prland(&land));
00517     pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
00518     return 1;
00519 }
00520 
00521 static int
00522 build_bridge(struct sctstr *sp, short *vec)
00523 {
00524     struct sctstr sect;
00525     int val;
00526     int newx, newy;
00527     int avail;
00528     int nx, ny, i, good = 0;
00529     char *p;
00530     char buf[1024];
00531 
00532     if (opt_EASY_BRIDGES == 0) {        /* must have a bridge head or tower */
00533         if (sp->sct_type != SCT_BTOWER) {
00534             if (sp->sct_type != SCT_BHEAD)
00535                 return 0;
00536             if (sp->sct_newtype != SCT_BHEAD)
00537                 return 0;
00538         }
00539     }
00540 
00541     if (sp->sct_effic < 60 && !player->god) {
00542         pr("Sector %s is not 60%% efficient.\n",
00543            xyas(sp->sct_x, sp->sct_y, player->cnum));
00544         return 0;
00545     }
00546 
00547     if (vec[I_HCM] < buil_bh) {
00548         pr("%s only has %d unit%s of hcm,\n",
00549            xyas(sp->sct_x, sp->sct_y, player->cnum),
00550            vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
00551         pr("(a bridge span requires %d)\n", buil_bh);
00552         return 0;
00553     }
00554 
00555     if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
00556         return 0;
00557     avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
00558     if (sp->sct_avail < avail) {
00559         pr("Not enough available work in %s to build a bridge\n",
00560            xyas(sp->sct_x, sp->sct_y, player->cnum));
00561         pr(" (%d available work required)\n", avail);
00562         return 0;
00563     }
00564     if (!player->argp[3]) {
00565         pr("Bridge head at %s\n",
00566            xyas(sp->sct_x, sp->sct_y, player->cnum));
00567         nav_map(sp->sct_x, sp->sct_y, 1);
00568     }
00569     p = getstarg(player->argp[3], "build span in what direction? ", buf);
00570     if (!p || !*p) {
00571         return 0;
00572     }
00573     /* Sanity check time */
00574     if (!check_sect_ok(sp))
00575         return 0;
00576 
00577     if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
00578         pr("'%c' is not a valid direction...\n", *p);
00579         direrr(0, 0, 0);
00580         return 0;
00581     }
00582     newx = sp->sct_x + diroff[val][0];
00583     newy = sp->sct_y + diroff[val][1];
00584     if (getsect(newx, newy, &sect) == 0 || sect.sct_type != SCT_WATER) {
00585         pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
00586         return 0;
00587     }
00588     if (opt_EASY_BRIDGES) {
00589         good = 0;
00590 
00591         for (i = 1; i <= 6; i++) {
00592             struct sctstr s2;
00593             nx = sect.sct_x + diroff[i][0];
00594             ny = sect.sct_y + diroff[i][1];
00595             getsect(nx, ny, &s2);
00596             if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
00597                 good = 1;
00598         }
00599         if (!good) {
00600             pr("Bridges must be built adjacent to land or bridge towers.\n");
00601             pr("That sector is not adjacent to land or a bridge tower.\n");
00602             return 0;
00603         }
00604     }                           /* end EASY_BRIDGES */
00605     sp->sct_avail -= avail;
00606     player->dolcost += buil_bc;
00607     sect.sct_type = SCT_BSPAN;
00608     sect.sct_newtype = SCT_BSPAN;
00609     sect.sct_effic = SCT_MINEFF;
00610     sect.sct_road = 0;
00611     sect.sct_rail = 0;
00612     sect.sct_defense = 0;
00613     if (opt_MOB_ACCESS) {
00614         game_tick_to_now(&sect.sct_access);
00615         sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
00616     } else {
00617         sect.sct_mobil = 0;
00618     }
00619     sect.sct_mines = 0;
00620     map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
00621     writemap(player->cnum);
00622     putsect(&sect);
00623     pr("Bridge span built over %s\n",
00624        xyas(sect.sct_x, sect.sct_y, player->cnum));
00625     vec[I_HCM] -= buil_bh;
00626     return 1;
00627 }
00628 
00629 static int
00630 build_nuke(struct sctstr *sp, struct nchrstr *np, short *vec, int tlev)
00631 {
00632     struct nukstr nuke;
00633     struct nstr_item nstr;
00634     int avail;
00635     int freenuke;
00636 
00637     if (sp->sct_type != SCT_NUKE && !player->god) {
00638         pr("Nuclear weapons must be built in nuclear plants.\n");
00639         return 0;
00640     }
00641     if (sp->sct_effic < 60 && !player->god) {
00642         pr("Sector %s is not 60%% efficient.\n",
00643            xyas(sp->sct_x, sp->sct_y, player->cnum));
00644         return 0;
00645     }
00646     if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
00647         vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
00648         pr("Not enough materials for a %s bomb in %s\n",
00649            np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
00650         pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
00651            np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
00652         return 0;
00653     }
00654     if (!build_can_afford(np->n_cost, np->n_name))
00655         return 0;
00656     avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
00657     /*
00658      * XXX when nukes turn into units (or whatever), then
00659      * make them start at 20%.  Since they don't have efficiency
00660      * now, we charge all the work right away.
00661      */
00662     if (sp->sct_avail < avail) {
00663         pr("Not enough available work in %s to build a %s;\n",
00664            xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
00665         pr(" (%d available work required)\n", avail);
00666         return 0;
00667     }
00668     if (!trechk(player->cnum, 0, NEWNUK))
00669         return 0;
00670     if (!check_sect_ok(sp))
00671         return 0;
00672     sp->sct_avail -= avail;
00673     player->dolcost += np->n_cost;
00674     snxtitem_all(&nstr, EF_NUKE);
00675     freenuke = 0;
00676     while (nxtitem(&nstr, &nuke)) {
00677         if (nuke.nuk_own == 0) {
00678             freenuke++;
00679             break;
00680         }
00681     }
00682     if (freenuke == 0) {
00683         ef_extend(EF_NUKE, 50);
00684     }
00685     memset(&nuke, 0, sizeof(struct nukstr));
00686     nuke.nuk_x = sp->sct_x;
00687     nuke.nuk_y = sp->sct_y;
00688     nuke.nuk_own = sp->sct_own;
00689     nuke.nuk_type = np - nchr;
00690     nuke.nuk_effic = 100;
00691     nuke.nuk_stockpile = 0;
00692     nuke.nuk_ship = nuke.nuk_plane = nuke.nuk_land = -1;
00693     nuke.nuk_uid = nstr.cur;
00694     nuke.nuk_tech = tlev;
00695 
00696     vec[I_HCM] -= np->n_hcm;
00697     vec[I_LCM] -= np->n_lcm;
00698     vec[I_OIL] -= np->n_oil;
00699     vec[I_RAD] -= np->n_rad;
00700 
00701     makenotlost(EF_NUKE, nuke.nuk_own, nuke.nuk_uid,
00702                 nuke.nuk_x, nuke.nuk_y);
00703     putnuke(nuke.nuk_uid, &nuke);
00704     pr("%s created in %s\n", prnuke(&nuke),
00705        xyas(sp->sct_x, sp->sct_y, player->cnum));
00706     return 1;
00707 }
00708 
00709 static int
00710 build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev)
00711 {
00712     struct plnstr plane;
00713     struct nstr_item nstr;
00714     int avail;
00715     double cost;
00716     double eff = PLANE_MINEFF / 100.0;
00717     int hcm, lcm, mil;
00718     int freeplane;
00719 
00720     mil = roundavg(pp->pl_crew * eff);
00721     /* Always use at least 1 mil to build a plane */
00722     if (mil == 0 && pp->pl_crew > 0)
00723         mil = 1;
00724     hcm = roundavg(pp->pl_hcm * eff);
00725     lcm = roundavg(pp->pl_lcm * eff);
00726     if (sp->sct_type != SCT_AIRPT && !player->god) {
00727         pr("Planes must be built in airports.\n");
00728         return 0;
00729     }
00730     if (sp->sct_effic < 60 && !player->god) {
00731         pr("Sector %s is not 60%% efficient.\n",
00732            xyas(sp->sct_x, sp->sct_y, player->cnum));
00733         return 0;
00734     }
00735     if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
00736         pr("Not enough materials in %s\n",
00737            xyas(sp->sct_x, sp->sct_y, player->cnum));
00738         return 0;
00739     }
00740     avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
00741     if (sp->sct_avail < avail) {
00742         pr("Not enough available work in %s to build a %s\n",
00743            xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
00744         pr(" (%d available work required)\n", avail);
00745         return 0;
00746     }
00747     cost = pp->pl_cost * PLANE_MINEFF / 100.0;
00748     if (!build_can_afford(cost, pp->pl_name))
00749         return 0;
00750     if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
00751         pr("Not enough military for crew in %s\n",
00752            xyas(sp->sct_x, sp->sct_y, player->cnum));
00753         return 0;
00754     }
00755     if (!trechk(player->cnum, 0, NEWPLN))
00756         return 0;
00757     if (!check_sect_ok(sp))
00758         return 0;
00759     sp->sct_avail -= avail;
00760     player->dolcost += cost;
00761     snxtitem_all(&nstr, EF_PLANE);
00762     freeplane = 0;
00763     while (nxtitem(&nstr, &plane)) {
00764         if (plane.pln_own == 0) {
00765             freeplane++;
00766             break;
00767         }
00768     }
00769     if (freeplane == 0) {
00770         ef_extend(EF_PLANE, 50);
00771     }
00772     memset(&plane, 0, sizeof(struct plnstr));
00773     plane.pln_x = sp->sct_x;
00774     plane.pln_y = sp->sct_y;
00775     plane.pln_own = sp->sct_own;
00776     plane.pln_type = pp - plchr;
00777     plane.pln_effic = PLANE_MINEFF;
00778     if (opt_MOB_ACCESS) {
00779         game_tick_to_now(&plane.pln_access);
00780         plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
00781     } else {
00782         plane.pln_mobil = 0;
00783     }
00784     plane.pln_mission = 0;
00785     plane.pln_opx = 0;
00786     plane.pln_opy = 0;
00787     plane.pln_radius = 0;
00788     plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
00789     plane.pln_range_max = plane.pln_range;
00790     plane.pln_wing = 0;
00791     plane.pln_ship = -1;
00792     plane.pln_land = -1;
00793     plane.pln_uid = nstr.cur;
00794     plane.pln_nuketype = -1;
00795     plane.pln_harden = 0;
00796     plane.pln_flags = 0;
00797     pln_set_tech(&plane, tlev);
00798 
00799     vec[I_LCM] -= lcm;
00800     vec[I_HCM] -= hcm;
00801     vec[I_MILIT] -= mil;
00802 
00803     makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid,
00804                 plane.pln_x, plane.pln_y);
00805     putplane(plane.pln_uid, &plane);
00806     pr("%s built in sector %s\n", prplane(&plane),
00807        xyas(sp->sct_x, sp->sct_y, player->cnum));
00808     return 1;
00809 }
00810 
00811 static int
00812 build_tower(struct sctstr *sp, short *vec)
00813 {
00814     struct sctstr sect;
00815     int val;
00816     int newx, newy;
00817     int avail;
00818     char *p;
00819     char buf[1024];
00820     int good;
00821     int i;
00822     int nx;
00823     int ny;
00824 
00825     if (sp->sct_type != SCT_BSPAN) {
00826         pr("Bridge towers can only be built from bridge spans.\n");
00827         return 0;
00828     }
00829 
00830     if (sp->sct_effic < 60 && !player->god) {
00831         pr("Sector %s is not 60%% efficient.\n",
00832            xyas(sp->sct_x, sp->sct_y, player->cnum));
00833         return 0;
00834     }
00835 
00836     if (vec[I_HCM] < buil_tower_bh) {
00837         pr("%s only has %d unit%s of hcm,\n",
00838            xyas(sp->sct_x, sp->sct_y, player->cnum),
00839            vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
00840         pr("(a bridge tower requires %d)\n", buil_tower_bh);
00841         return 0;
00842     }
00843 
00844     if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
00845         return 0;
00846     avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
00847     if (sp->sct_avail < avail) {
00848         pr("Not enough available work in %s to build a bridge tower\n",
00849            xyas(sp->sct_x, sp->sct_y, player->cnum));
00850         pr(" (%d available work required)\n", avail);
00851         return 0;
00852     }
00853     if (!player->argp[3]) {
00854         pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
00855         nav_map(sp->sct_x, sp->sct_y, 1);
00856     }
00857     p = getstarg(player->argp[3], "build tower in what direction? ", buf);
00858     if (!p || !*p) {
00859         return 0;
00860     }
00861     /* Sanity check time */
00862     if (!check_sect_ok(sp))
00863         return 0;
00864 
00865     if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
00866         pr("'%c' is not a valid direction...\n", *p);
00867         direrr(0, 0, 0);
00868         return 0;
00869     }
00870     newx = sp->sct_x + diroff[val][0];
00871     newy = sp->sct_y + diroff[val][1];
00872     if (getsect(newx, newy, &sect) == 0 || sect.sct_type != SCT_WATER) {
00873         pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
00874         return 0;
00875     }
00876 
00877     /* Now, check.  You aren't allowed to build bridge towers
00878        next to land. */
00879     good = 0;
00880     for (i = 1; i <= 6; i++) {
00881         struct sctstr s2;
00882         nx = sect.sct_x + diroff[i][0];
00883         ny = sect.sct_y + diroff[i][1];
00884         getsect(nx, ny, &s2);
00885         if ((s2.sct_type != SCT_WATER) &&
00886             (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
00887             good = 1;
00888             break;
00889         }
00890     }
00891     if (good) {
00892         pr("Bridge towers cannot be built adjacent to land.\n");
00893         pr("That sector is adjacent to land.\n");
00894         return 0;
00895     }
00896 
00897     sp->sct_avail -= avail;
00898     player->dolcost += buil_tower_bc;
00899     sect.sct_type = SCT_BTOWER;
00900     sect.sct_newtype = SCT_BTOWER;
00901     sect.sct_effic = SCT_MINEFF;
00902     sect.sct_road = 0;
00903     sect.sct_rail = 0;
00904     sect.sct_defense = 0;
00905     if (opt_MOB_ACCESS) {
00906         game_tick_to_now(&sect.sct_access);
00907         sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
00908     } else {
00909         sect.sct_mobil = 0;
00910     }
00911     sect.sct_mines = 0;
00912     map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
00913     writemap(player->cnum);
00914     putsect(&sect);
00915     pr("Bridge tower built in %s\n",
00916        xyas(sect.sct_x, sect.sct_y, player->cnum));
00917     vec[I_HCM] -= buil_tower_bh;
00918     return 1;
00919 }
00920 
00921 static int
00922 build_can_afford(double cost, char *what)
00923 {
00924     struct natstr *natp = getnatp(player->cnum);
00925     if (natp->nat_money < player->dolcost + cost) {
00926         pr("Not enough money left to build a %s\n", what);
00927         return 0;
00928     }
00929     return 1;
00930 }

Generated on Fri Mar 28 11:01:11 2008 for empserver by  doxygen 1.5.2