2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers
30 * Known contributors to this file:
31 * Steve McClure, 1998-2000
54 static int build_nuke(register struct sctstr *sp,
55 register struct nchrstr *np, short *vec);
56 static int build_ship(register struct sctstr *sp,
57 register struct mchrstr *mp, short *vec,
59 static int build_land(register struct sctstr *sp,
60 register struct lchrstr *lp, short *vec,
62 static int build_bridge(register struct sctstr *sp, short *vec);
63 static int build_tower(register struct sctstr *sp, short *vec);
64 static int build_plane(register struct sctstr *sp,
65 register struct plchrstr *pp, short *vec,
68 static int cash; /* static ok */
71 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
77 struct nstr_sect nstr;
92 int hold, found, number = 1, x;
96 natp = getnatp(player->cnum);
98 getstarg(player->argp[1],
99 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
104 for (x = 0; x < number; x++) {
105 if (!snxtsct(&nstr, player->argp[2])) {
106 pr("Bad sector specification.\n");
110 tlev = (int)natp->nat_level[NAT_TLEV];
111 rlev = (int)natp->nat_level[NAT_RLEV];
115 p = getstarg(player->argp[3], "Plane type? ", buf);
116 if (p == 0 || *p == 0)
119 while (n && iscntrl(p[n - 1]))
123 for (found = 0, type = 0, pp = plchr; type <= pln_maxno;
125 if (pp->pl_tech > tlev)
127 if (pp->pl_name && strncmp(p, pp->pl_name, n) == 0) {
134 pr("Illegal plane type: \"%s\"\n", p);
135 if (confirm("List plane types? "))
136 show_plane_build(tlev);
142 rqtech = pp->pl_tech;
145 p = getstarg(player->argp[3], "Ship type? ", buf);
146 if (p == 0 || *p == 0)
149 while (n && iscntrl(p[n - 1]))
153 for (found = 0, mp = mchr, type = 0; type <= shp_maxno;
155 if (mp->m_tech > tlev)
157 /* Can't build trade ships unless it's turned on */
158 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
160 if (mp->m_name && strncmp(p, mp->m_name, n) == 0) {
167 pr("Illegal ship type: \"%s\"\n", p);
168 if (confirm("List ship types? "))
169 show_ship_build(tlev);
178 p = getstarg(player->argp[3], "Land unit type? ", buf);
179 if (p == 0 || *p == 0)
182 while (n && iscntrl(p[n - 1]))
186 for (found = 0, lp = lchr, type = 0; type <= lnd_maxno;
188 if (lp->l_tech > tlev)
190 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
192 if (lp->l_name && strncmp(p, lp->l_name, n) == 0) {
199 pr("Illegal land unit type: \"%s\"\n", p);
200 if (confirm("List unit types? "))
201 show_land_build(tlev);
210 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
211 pr("Building a span requires a tech of %.0f\n", buil_bt);
216 if (!opt_BRIDGETOWERS) {
217 pr("Bridge tower building is disabled.\n");
220 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
221 pr("Building a tower requires a tech of %.0f\n",
228 pr("There are no nukes in this game.\n");
231 p = getstarg(player->argp[3], "Nuke type? ", buf);
232 if (p == 0 || *p == 0)
235 while (n && iscntrl(p[n - 1]))
239 for (found = 0, np = nchr, type = 0; type < nuk_maxno;
241 if ((np->n_tech > tlev)
243 && ((np->n_tech * drnuke_const) > rlev)))
245 if (opt_NEUTRON == 0 && (np->n_flags & N_NEUT))
248 if (np->n_name && strncmp(p, np->n_name, n) == 0) {
256 pr("Possible nuke types are:\n");
258 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
259 (int)(rlev / drnuke_const));
270 pr("You can't build that!\n");
273 if (what != 'b' && what != 't') {
274 if (player->argp[4]) {
275 if (atoi(player->argp[4]) > 20 && !asked) {
279 "Are you sure that you want to build %s of them? ",
281 p = getstarg(player->argp[6], bstr, buf);
282 if (p == 0 || *p != 'y')
285 number = atoi(player->argp[4]);
288 if (what != 'b' && what != 'n' && what != 't') {
289 if (player->argp[5]) {
290 tlev = atoi(player->argp[5]);
291 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
292 pr("Your tech level is only %d.\n",
293 (int)natp->nat_level[NAT_TLEV]);
297 pr("Required tech is %d.\n", rqtech);
300 pr("building with tech level %d.\n", tlev);
302 tlev = (int)natp->nat_level[NAT_TLEV];
304 cash = natp->nat_money;
305 while (nxtsct(&nstr, §)) {
311 built = build_land(§, lp, sect.sct_item, tlev);
314 built = build_ship(§, mp, sect.sct_item, tlev);
317 built = build_bridge(§, sect.sct_item);
320 built = build_tower(§, sect.sct_item);
323 built = build_nuke(§, np, sect.sct_item);
326 built = build_plane(§, pp, sect.sct_item, tlev);
329 CANT_HAPPEN("Bad WHAT");
338 pr("Bad sector specification.\n");
344 build_ship(register struct sctstr *sp, register struct mchrstr *mp,
345 short *vec, int tlev)
348 struct nstr_item nstr;
350 float eff = SHIP_MINEFF / 100.0;
355 hcm = roundavg((double)mp->m_hcm * eff);
356 lcm = roundavg((double)mp->m_lcm * eff);
358 if (sp->sct_type != SCT_HARBR) {
359 pr("Ships must be built in harbours.\n");
362 if (sp->sct_effic < 60 && !player->god) {
363 pr("Sector %s is not 60%% efficient.\n",
364 xyas(sp->sct_x, sp->sct_y, player->cnum));
367 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
368 pr("Not enough materials in %s\n",
369 xyas(sp->sct_x, sp->sct_y, player->cnum));
372 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
373 if (sp->sct_avail < avail) {
374 pr("Not enough available work in %s to build a %s\n",
375 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
376 pr(" (%d available work required)\n", avail);
379 cost = mp->m_cost * SHIP_MINEFF / 100;
381 pr("Not enough money left to build a %s\n", mp->m_name);
384 if (!trechk(player->cnum, 0, NEWSHP))
386 if (!check_sect_ok(sp))
388 sp->sct_avail -= avail;
389 player->dolcost += cost;
391 snxtitem_all(&nstr, EF_SHIP);
392 while (nxtitem(&nstr, (s_char *)&ship)) {
393 if (ship.shp_own == 0) {
399 ef_extend(EF_SHIP, 50);
401 memset(&ship, 0, sizeof(struct shpstr));
402 ship.shp_x = sp->sct_x;
403 ship.shp_y = sp->sct_y;
404 ship.shp_destx[0] = sp->sct_x;
405 ship.shp_desty[0] = sp->sct_y;
406 ship.shp_destx[1] = sp->sct_x;
407 ship.shp_desty[1] = sp->sct_y;
408 ship.shp_autonav = 0;
409 /* new code for autonav, Chad Zabel 1-15-94 */
410 for (i = 0; i < TMAX; ++i) {
411 ship.shp_tstart[i] = I_NONE;
412 ship.shp_tend[i] = I_NONE;
413 ship.shp_lstart[i] = 0;
414 ship.shp_lend[i] = 0;
416 ship.shp_mission = 0;
417 ship.shp_own = player->cnum;
418 ship.shp_type = mp - mchr;
419 ship.shp_effic = SHIP_MINEFF;
420 if (opt_MOB_ACCESS) {
421 time(&ship.shp_access);
422 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
426 ship.shp_uid = nstr.cur;
429 ship.shp_nxlight = 0;
430 ship.shp_nchoppers = 0;
431 ship.shp_fleet = ' ';
432 memset(ship.shp_item, 0, sizeof(ship.shp_item));
433 ship.shp_pstage = PLG_HEALTHY;
435 ship.shp_tech = tlev;
437 techdiff = (int)(tlev - mp->m_tech);
438 ship.shp_armor = (short)SHP_DEF(mp->m_armor, techdiff);
439 ship.shp_speed = (short)SHP_SPD(mp->m_speed, techdiff);
440 ship.shp_visib = (short)SHP_VIS(mp->m_visib, techdiff);
441 ship.shp_frnge = (short)SHP_RNG(mp->m_frnge, techdiff);
442 ship.shp_glim = (short)SHP_FIR(mp->m_glim, techdiff);
444 ship.shp_mobquota = 0;
446 ship.shp_follow = nstr.cur;
447 ship.shp_name[0] = 0;
448 ship.shp_orig_own = player->cnum;
449 ship.shp_orig_x = sp->sct_x;
450 ship.shp_orig_y = sp->sct_y;
451 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
453 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
458 if (sp->sct_pstage == PLG_INFECT)
459 ship.shp_pstage = PLG_EXPOSED;
460 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
462 putship(ship.shp_uid, &ship);
463 pr("%s", prship(&ship));
464 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
469 build_land(register struct sctstr *sp, register struct lchrstr *lp,
470 short *vec, int tlev)
473 struct nstr_item nstr;
476 float eff = LAND_MINEFF / 100.0;
477 int mil, lcm, hcm, gun, shell;
481 mil = roundavg(((double)lp->l_mil * eff));
482 shell = roundavg(((double)lp->l_shell * eff));
483 gun = roundavg(((double)lp->l_gun * eff));
485 mil = shell = gun = 0;
487 hcm = roundavg(((double)lp->l_hcm * eff));
488 lcm = roundavg(((double)lp->l_lcm * eff));
490 natp = getnatp(player->cnum);
492 if (sp->sct_type != SCT_HEADQ) {
493 pr("Land Units must be built in headquarters.\n");
496 if (sp->sct_effic < 60 && !player->god) {
497 pr("Sector %s is not 60%% efficient.\n",
498 xyas(sp->sct_x, sp->sct_y, player->cnum));
501 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
502 pr("Not enough materials in %s\n",
503 xyas(sp->sct_x, sp->sct_y, player->cnum));
507 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
508 pr("Not enough guns in %s\n",
509 xyas(sp->sct_x, sp->sct_y, player->cnum));
512 if (vec[I_SHELL] < shell) {
513 pr("Not enough shells in %s\n",
514 xyas(sp->sct_x, sp->sct_y, player->cnum));
517 if (vec[I_MILIT] < mil) {
518 pr("Not enough military in %s\n",
519 xyas(sp->sct_x, sp->sct_y, player->cnum));
523 if (!trechk(player->cnum, 0, NEWLND))
525 if (!check_sect_ok(sp))
527 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
528 if (sp->sct_avail < avail) {
529 pr("Not enough available work in %s to build a %s\n",
530 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
531 pr(" (%d available work required)\n", avail);
534 cost = lp->l_cost * LAND_MINEFF / 100;
536 pr("Not enough money left to build a %s\n", lp->l_name);
539 sp->sct_avail -= avail;
540 player->dolcost += cost;
542 snxtitem_all(&nstr, EF_LAND);
543 while (nxtitem(&nstr, (s_char *)&land)) {
544 if (land.lnd_own == 0) {
550 ef_extend(EF_LAND, 50);
552 memset(&land, 0, sizeof(struct lndstr));
553 land.lnd_x = sp->sct_x;
554 land.lnd_y = sp->sct_y;
555 land.lnd_own = player->cnum;
556 land.lnd_mission = 0;
557 land.lnd_type = lp - lchr;
558 land.lnd_effic = LAND_MINEFF;
559 if (opt_MOB_ACCESS) {
560 time(&land.lnd_access);
561 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
565 land.lnd_tech = tlev;
566 land.lnd_uid = nstr.cur;
573 land.lnd_retreat = morale_base;
574 land.lnd_fuel = lp->l_fuelc;
575 land.lnd_nxlight = 0;
577 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
578 land.lnd_rad_max = 0;
579 memset(land.lnd_item, 0, sizeof(land.lnd_item));
580 land.lnd_pstage = PLG_HEALTHY;
582 land.lnd_att = (float)LND_ATTDEF(lp->l_att, tlev - lp->l_tech);
583 land.lnd_def = (float)LND_ATTDEF(lp->l_def, tlev - lp->l_tech);
584 land.lnd_vul = (int)LND_VUL(lp->l_vul, tlev - lp->l_tech);
585 land.lnd_spd = (int)LND_SPD(lp->l_spd, tlev - lp->l_tech);
586 land.lnd_vis = (int)LND_VIS(lp->l_vis, tlev - lp->l_tech);
587 land.lnd_spy = (int)LND_SPY(lp->l_spy, tlev - lp->l_tech);
588 land.lnd_rad = (int)LND_RAD(lp->l_rad, tlev - lp->l_tech);
589 land.lnd_frg = (int)LND_FRG(lp->l_frg, tlev - lp->l_tech);
590 land.lnd_acc = (int)LND_ACC(lp->l_acc, tlev - lp->l_tech);
591 land.lnd_dam = (int)LND_DAM(lp->l_dam, tlev - lp->l_tech);
592 land.lnd_ammo = (int)LND_AMM(lp->l_ammo, lp->l_dam, tlev - lp->l_tech);
593 land.lnd_aaf = (int)LND_AAF(lp->l_aaf, tlev - lp->l_tech);
594 land.lnd_fuelc = (int)LND_FC(lp->l_fuelc, tlev - lp->l_tech);
595 land.lnd_fuelu = (int)LND_FU(lp->l_fuelu, tlev - lp->l_tech);
596 land.lnd_maxlight = (int)LND_XPL(lp->l_nxlight, tlev - lp->l_tech);
597 land.lnd_maxland = (int)LND_MXL(lp->l_mxland, tlev - lp->l_tech);
603 vec[I_SHELL] -= shell;
605 if (sp->sct_pstage == PLG_INFECT)
606 land.lnd_pstage = PLG_EXPOSED;
607 putland(nstr.cur, &land);
608 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
610 pr("%s", prland(&land));
611 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
616 build_bridge(register struct sctstr *sp, short *vec)
622 int nx, ny, i, good = 0;
626 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
627 if (sp->sct_type != SCT_BTOWER) {
628 if (sp->sct_type != SCT_BHEAD)
630 if (sp->sct_newtype != SCT_BHEAD)
637 for (i = 1; i <= 6; i++) {
639 nx = sp->sct_x + diroff[i][0];
640 ny = sp->sct_y + diroff[i][1];
641 getsect(nx, ny, §);
642 for (j = 1; j <= 6; j++) {
643 nx2 = sect.sct_x + diroff[j][0];
644 ny2 = sect.sct_y + diroff[j][1];
645 getsect(nx2, ny2, &s2);
646 if ((s2.sct_type != SCT_WATER) &&
647 (s2.sct_type != SCT_BSPAN))
654 pr("Bridges must be built adjacent to land or bridge towers.\n");
655 pr("No eligible sectors adjacent to this sector.\n");
658 } /* end EASY_BRIDGES */
661 if (sp->sct_effic < 60 && !player->god) {
662 pr("Sector %s is not 60%% efficient.\n",
663 xyas(sp->sct_x, sp->sct_y, player->cnum));
668 if (vec[I_HCM] < buil_bh) {
669 pr("%s only has %d unit%s of hcm,\n",
670 xyas(sp->sct_x, sp->sct_y, player->cnum),
671 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
672 pr("(a bridge span requires %d)\n", buil_bh);
675 } else if (!opt_NO_LCMS) {
676 if (vec[I_LCM] < buil_bh) {
677 pr("%s only has %d unit%s of lcm,\n",
678 xyas(sp->sct_x, sp->sct_y, player->cnum),
679 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
680 pr("(a bridge span requires %d)\n", buil_bh);
684 if (cash < buil_bc) {
685 pr("A span costs $%.2f to build; ", buil_bc);
686 pr("you only have %d.\n", cash);
689 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
690 if (sp->sct_avail < avail) {
691 pr("Not enough available work in %s to build a bridge\n",
692 xyas(sp->sct_x, sp->sct_y, player->cnum));
693 pr(" (%d available work required)\n", avail);
696 if (!player->argp[3]) {
697 pr("Bridge head at %s\n",
698 xyas(sp->sct_x, sp->sct_y, player->cnum));
699 nav_map(sp->sct_x, sp->sct_y, 1);
701 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
705 /* Sanity check time */
706 if (!check_sect_ok(sp))
709 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
710 pr("'%c' is not a valid direction...\n", *p);
714 newx = sp->sct_x + diroff[val][0];
715 newy = sp->sct_y + diroff[val][1];
716 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
717 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
720 if (opt_EASY_BRIDGES) {
723 for (i = 1; i <= 6; i++) {
725 nx = sect.sct_x + diroff[i][0];
726 ny = sect.sct_y + diroff[i][1];
727 getsect(nx, ny, &s2);
728 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
732 pr("Bridges must be built adjacent to land or bridge towers.\n");
733 pr("That sector is not adjacent to land or a bridge tower.\n");
736 } /* end EASY_BRIDGES */
737 sp->sct_avail -= avail;
738 player->dolcost += buil_bc;
740 sect.sct_type = SCT_BSPAN;
741 sect.sct_newtype = SCT_BSPAN;
742 sect.sct_effic = SCT_MINEFF;
745 sect.sct_defense = 0;
746 if (!opt_DEFENSE_INFRA)
747 sect.sct_defense = sect.sct_effic;
748 if (opt_MOB_ACCESS) {
749 time(§.sct_access);
750 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
756 pr("Bridge span built over %s\n",
757 xyas(sect.sct_x, sect.sct_y, player->cnum));
759 vec[I_HCM] -= buil_bh;
760 else if (!opt_NO_LCMS)
761 vec[I_LCM] -= buil_bh;
766 build_nuke(register struct sctstr *sp, register struct nchrstr *np,
771 if (sp->sct_type != SCT_NUKE && !player->god) {
772 pr("Nuclear weapons must be built in nuclear plants.\n");
775 if (sp->sct_effic < 60 && !player->god) {
776 pr("Sector %s is not 60%% efficient.\n",
777 xyas(sp->sct_x, sp->sct_y, player->cnum));
780 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
781 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
782 pr("Not enough materials for a %s bomb in %s\n",
783 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
784 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
785 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
788 if (cash < np->n_cost) {
789 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
792 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
794 * XXX when nukes turn into units (or whatever), then
795 * make them start at 20%. Since they don't have efficiency
796 * now, we charge all the work right away.
798 if (sp->sct_avail < avail) {
799 pr("Not enough available work in %s to build a %s;\n",
800 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
801 pr(" (%d available work required)\n", avail);
804 if (!trechk(player->cnum, 0, NEWNUK))
806 if (!check_sect_ok(sp))
808 sp->sct_avail -= avail;
809 player->dolcost += np->n_cost;
811 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
812 vec[I_HCM] -= np->n_hcm;
813 vec[I_LCM] -= np->n_lcm;
814 vec[I_OIL] -= np->n_oil;
815 vec[I_RAD] -= np->n_rad;
816 pr("%s warhead created in %s\n", np->n_name,
817 xyas(sp->sct_x, sp->sct_y, player->cnum));
822 build_plane(register struct sctstr *sp, register struct plchrstr *pp,
823 short *vec, int tlev)
827 struct nstr_item nstr;
828 float eff = PLANE_MINEFF / 100.0;
832 mil = roundavg(((double)pp->pl_crew * eff));
833 /* Always use at least 1 mil to build a plane */
834 if (mil == 0 && pp->pl_crew > 0)
836 hcm = roundavg(((double)pp->pl_hcm * eff));
837 lcm = roundavg(((double)pp->pl_lcm * eff));
838 if (sp->sct_type != SCT_AIRPT && !player->god) {
839 pr("Planes must be built in airports.\n");
842 if (sp->sct_effic < 60 && !player->god) {
843 pr("Sector %s is not 60%% efficient.\n",
844 xyas(sp->sct_x, sp->sct_y, player->cnum));
847 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
848 pr("Not enough materials in %s\n",
849 xyas(sp->sct_x, sp->sct_y, player->cnum));
852 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
853 if (sp->sct_avail < avail) {
854 pr("Not enough available work in %s to build a %s\n",
855 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
856 pr(" (%d available work required)\n", avail);
859 cost = pp->pl_cost * PLANE_MINEFF / 100;
861 pr("Not enough money left to build a %s\n", pp->pl_name);
864 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
865 pr("Not enough military for crew in %s\n",
866 xyas(sp->sct_x, sp->sct_y, player->cnum));
869 if (!trechk(player->cnum, 0, NEWPLN))
871 if (!check_sect_ok(sp))
873 sp->sct_avail -= avail;
874 player->dolcost += cost;
876 snxtitem_all(&nstr, EF_PLANE);
878 while (nxtitem(&nstr, (s_char *)&plane)) {
879 if (plane.pln_own == 0) {
884 if (freeplane == 0) {
885 ef_extend(EF_PLANE, 50);
887 memset(&plane, 0, sizeof(struct plnstr));
888 plane.pln_x = sp->sct_x;
889 plane.pln_y = sp->sct_y;
890 plane.pln_own = sp->sct_own;
891 plane.pln_type = pp - plchr;
892 plane.pln_effic = PLANE_MINEFF;
893 if (opt_MOB_ACCESS) {
894 time(&plane.pln_access);
895 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
899 plane.pln_mission = 0;
902 plane.pln_radius = 0;
904 /* Note that this next block of variables can be changed so that individual
905 * planes may have their own stats (like based on tech maybe? :) ) Thus,
906 * the code now checks the pln_acc, pln_load and pln_fuel instead of using
907 * the static definitions of them. */
908 plane.pln_att = PLN_ATTDEF(pp->pl_att, (int)(tlev - pp->pl_tech));
909 plane.pln_def = PLN_ATTDEF(pp->pl_def, (int)(tlev - pp->pl_tech));
910 plane.pln_acc = PLN_ACC(pp->pl_acc, (int)(tlev - pp->pl_tech));
911 plane.pln_range = PLN_RAN(pp->pl_range, (int)(tlev - pp->pl_tech));
912 plane.pln_range_max = plane.pln_range;
913 plane.pln_load = PLN_LOAD(pp->pl_load, (int)(tlev - pp->pl_tech));
914 plane.pln_fuel = pp->pl_fuel;
916 plane.pln_wing = ' ';
917 plane.pln_tech = tlev;
920 plane.pln_uid = nstr.cur;
921 plane.pln_nuketype = -1;
922 plane.pln_harden = 0;
924 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
926 putplane(plane.pln_uid, &plane);
927 pr("%s built in sector %s\n", prplane(&plane),
928 xyas(sp->sct_x, sp->sct_y, player->cnum));
936 build_tower(register struct sctstr *sp, short *vec)
949 if (sp->sct_type != SCT_BSPAN) {
950 pr("Bridge towers can only be built from bridge spans.\n");
954 if (sp->sct_effic < 60 && !player->god) {
955 pr("Sector %s is not 60%% efficient.\n",
956 xyas(sp->sct_x, sp->sct_y, player->cnum));
961 if (vec[I_HCM] < buil_tower_bh) {
962 pr("%s only has %d unit%s of hcm,\n",
963 xyas(sp->sct_x, sp->sct_y, player->cnum),
964 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
965 pr("(a bridge tower requires %d)\n", buil_tower_bh);
968 } else if (!opt_NO_LCMS) {
969 if (vec[I_LCM] < buil_tower_bh) {
970 pr("%s only has %d unit%s of lcm,\n",
971 xyas(sp->sct_x, sp->sct_y, player->cnum),
972 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
973 pr("(a bridge tower requires %d)\n", buil_tower_bh);
977 if (cash < buil_tower_bc) {
978 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
979 pr("you only have %d.\n", cash);
982 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
983 if (sp->sct_avail < avail) {
984 pr("Not enough available work in %s to build a bridge tower\n",
985 xyas(sp->sct_x, sp->sct_y, player->cnum));
986 pr(" (%d available work required)\n", avail);
989 if (!player->argp[3]) {
990 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
991 nav_map(sp->sct_x, sp->sct_y, 1);
993 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
997 /* Sanity check time */
998 if (!check_sect_ok(sp))
1001 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
1002 pr("'%c' is not a valid direction...\n", *p);
1006 newx = sp->sct_x + diroff[val][0];
1007 newy = sp->sct_y + diroff[val][1];
1008 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
1009 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
1013 /* Now, check. You aren't allowed to build bridge towers
1016 for (i = 1; i <= 6; i++) {
1018 nx = sect.sct_x + diroff[i][0];
1019 ny = sect.sct_y + diroff[i][1];
1020 getsect(nx, ny, &s2);
1021 if ((s2.sct_type != SCT_WATER) &&
1022 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
1028 pr("Bridge towers cannot be built adjacent to land.\n");
1029 pr("That sector is adjacent to land.\n");
1033 sp->sct_avail -= avail;
1034 player->dolcost += buil_tower_bc;
1035 cash -= buil_tower_bc;
1036 sect.sct_type = SCT_BTOWER;
1037 sect.sct_newtype = SCT_BTOWER;
1038 sect.sct_effic = SCT_MINEFF;
1041 sect.sct_defense = 0;
1042 if (opt_MOB_ACCESS) {
1043 time(§.sct_access);
1044 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
1048 if (!opt_DEFENSE_INFRA)
1049 sect.sct_defense = sect.sct_effic;
1052 pr("Bridge tower built in %s\n",
1053 xyas(sect.sct_x, sect.sct_y, player->cnum));
1055 vec[I_HCM] -= buil_tower_bh;
1056 else if (!opt_NO_LCMS)
1057 vec[I_LCM] -= buil_tower_bh;