2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2006, 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 files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future 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
32 * Markus Armbruster, 2004-2005
56 static int build_nuke(struct sctstr *sp,
57 struct nchrstr *np, short *vec);
58 static int build_ship(struct sctstr *sp,
59 struct mchrstr *mp, short *vec,
61 static int build_land(struct sctstr *sp,
62 struct lchrstr *lp, short *vec,
64 static int build_bridge(struct sctstr *sp, short *vec);
65 static int build_tower(struct sctstr *sp, short *vec);
66 static int build_plane(struct sctstr *sp,
67 struct plchrstr *pp, short *vec,
69 static int build_can_afford(double, char *);
72 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
78 struct nstr_sect nstr;
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");
109 tlev = (int)natp->nat_level[NAT_TLEV];
110 rlev = (int)natp->nat_level[NAT_RLEV];
114 p = getstarg(player->argp[3], "Plane type? ", buf);
115 if (p == 0 || *p == 0)
117 type = typematch(p, EF_PLANE);
120 rqtech = pp->pl_tech;
125 pr("You can't build that!\n");
126 pr("Use `show plane build %d' to show types you can build.\n", tlev);
131 p = getstarg(player->argp[3], "Ship type? ", buf);
132 if (p == 0 || *p == 0)
134 type = typematch(p, EF_SHIP);
140 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
144 pr("You can't build that!\n");
145 pr("Use `show ship build %d' to show types you can build.\n", tlev);
150 p = getstarg(player->argp[3], "Land unit type? ", buf);
151 if (p == 0 || *p == 0)
153 type = typematch(p, EF_LAND);
159 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
163 pr("You can't build that!\n");
164 pr("Use `show land build %d' to show types you can build.\n", tlev);
169 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
170 pr("Building a span requires a tech of %.0f\n", buil_bt);
175 if (!opt_BRIDGETOWERS) {
176 pr("Bridge tower building is disabled.\n");
179 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
180 pr("Building a tower requires a tech of %.0f\n",
186 if (!ef_nelem(EF_NUKE_CHR)) {
187 pr("There are no nukes in this game.\n");
190 p = getstarg(player->argp[3], "Nuke type? ", buf);
191 if (p == 0 || *p == 0)
193 type = typematch(p, EF_NUKE);
198 || (drnuke_const > MIN_DRNUKE_CONST &&
199 np->n_tech * drnuke_const > rlev))
204 if (drnuke_const > MIN_DRNUKE_CONST)
205 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
206 (int)(rlev / drnuke_const));
207 pr("You can't build that!\n");
208 pr("Use `show nuke build %d' to show types you can build.\n", tt);
213 pr("You can't build that!\n");
216 if (what != 'b' && what != 't') {
217 if (player->argp[4]) {
218 if (atoi(player->argp[4]) > 20 && !asked) {
222 "Are you sure that you want to build %s of them? ",
224 p = getstarg(player->argp[6], bstr, buf);
225 if (p == 0 || *p != 'y')
228 number = atoi(player->argp[4]);
231 if (what != 'b' && what != 'n' && what != 't') {
232 if (player->argp[5]) {
233 tlev = atoi(player->argp[5]);
234 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
235 pr("Your tech level is only %d.\n",
236 (int)natp->nat_level[NAT_TLEV]);
240 pr("Required tech is %d.\n", rqtech);
243 pr("building with tech level %d.\n", tlev);
245 tlev = (int)natp->nat_level[NAT_TLEV];
247 while (nxtsct(&nstr, §)) {
253 built = build_land(§, lp, sect.sct_item, tlev);
256 built = build_ship(§, mp, sect.sct_item, tlev);
259 built = build_bridge(§, sect.sct_item);
262 built = build_tower(§, sect.sct_item);
265 built = build_nuke(§, np, sect.sct_item);
268 built = build_plane(§, pp, sect.sct_item, tlev);
271 CANT_HAPPEN("Bad WHAT");
280 pr("Bad sector specification.\n");
286 build_ship(struct sctstr *sp, struct mchrstr *mp,
287 short *vec, int tlev)
290 struct nstr_item nstr;
292 float eff = SHIP_MINEFF / 100.0;
296 hcm = roundavg((double)mp->m_hcm * eff);
297 lcm = roundavg((double)mp->m_lcm * eff);
299 if (sp->sct_type != SCT_HARBR) {
300 pr("Ships must be built in harbours.\n");
303 if (sp->sct_effic < 60 && !player->god) {
304 pr("Sector %s is not 60%% efficient.\n",
305 xyas(sp->sct_x, sp->sct_y, player->cnum));
308 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
309 pr("Not enough materials in %s\n",
310 xyas(sp->sct_x, sp->sct_y, player->cnum));
313 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
314 if (sp->sct_avail < avail) {
315 pr("Not enough available work in %s to build a %s\n",
316 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
317 pr(" (%d available work required)\n", avail);
320 cost = mp->m_cost * SHIP_MINEFF / 100;
321 if (!build_can_afford(cost, mp->m_name))
323 if (!trechk(player->cnum, 0, NEWSHP))
325 if (!check_sect_ok(sp))
327 sp->sct_avail -= avail;
328 player->dolcost += cost;
329 snxtitem_all(&nstr, EF_SHIP);
330 while (nxtitem(&nstr, &ship)) {
331 if (ship.shp_own == 0) {
337 ef_extend(EF_SHIP, 50);
339 memset(&ship, 0, sizeof(struct shpstr));
340 ship.shp_x = sp->sct_x;
341 ship.shp_y = sp->sct_y;
342 ship.shp_destx[0] = sp->sct_x;
343 ship.shp_desty[0] = sp->sct_y;
344 ship.shp_destx[1] = sp->sct_x;
345 ship.shp_desty[1] = sp->sct_y;
346 ship.shp_autonav = 0;
347 /* new code for autonav, Chad Zabel 1-15-94 */
348 for (i = 0; i < TMAX; ++i) {
349 ship.shp_tstart[i] = I_NONE;
350 ship.shp_tend[i] = I_NONE;
351 ship.shp_lstart[i] = 0;
352 ship.shp_lend[i] = 0;
354 ship.shp_mission = 0;
355 ship.shp_own = player->cnum;
356 ship.shp_type = mp - mchr;
357 ship.shp_effic = SHIP_MINEFF;
358 if (opt_MOB_ACCESS) {
359 time(&ship.shp_access);
360 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
364 ship.shp_uid = nstr.cur;
367 ship.shp_nxlight = 0;
368 ship.shp_nchoppers = 0;
369 ship.shp_fleet = ' ';
370 memset(ship.shp_item, 0, sizeof(ship.shp_item));
371 ship.shp_pstage = PLG_HEALTHY;
373 ship.shp_mobquota = 0;
375 ship.shp_follow = nstr.cur;
376 ship.shp_name[0] = 0;
377 ship.shp_orig_own = player->cnum;
378 ship.shp_orig_x = sp->sct_x;
379 ship.shp_orig_y = sp->sct_y;
380 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
382 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
383 shp_set_tech(&ship, tlev);
388 if (sp->sct_pstage == PLG_INFECT)
389 ship.shp_pstage = PLG_EXPOSED;
390 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
392 putship(ship.shp_uid, &ship);
393 pr("%s", prship(&ship));
394 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
399 build_land(struct sctstr *sp, struct lchrstr *lp,
400 short *vec, int tlev)
403 struct nstr_item nstr;
405 float eff = LAND_MINEFF / 100.0;
406 int mil, lcm, hcm, gun, shell;
410 mil = roundavg(((double)lp->l_mil * eff));
411 shell = roundavg(((double)lp->l_shell * eff));
412 gun = roundavg(((double)lp->l_gun * eff));
414 mil = shell = gun = 0;
416 hcm = roundavg(((double)lp->l_hcm * eff));
417 lcm = roundavg(((double)lp->l_lcm * eff));
419 if (sp->sct_type != SCT_HEADQ) {
420 pr("Land Units must be built in headquarters.\n");
423 if (sp->sct_effic < 60 && !player->god) {
424 pr("Sector %s is not 60%% efficient.\n",
425 xyas(sp->sct_x, sp->sct_y, player->cnum));
428 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
429 pr("Not enough materials in %s\n",
430 xyas(sp->sct_x, sp->sct_y, player->cnum));
434 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
435 pr("Not enough guns in %s\n",
436 xyas(sp->sct_x, sp->sct_y, player->cnum));
439 if (vec[I_SHELL] < shell) {
440 pr("Not enough shells in %s\n",
441 xyas(sp->sct_x, sp->sct_y, player->cnum));
444 if (vec[I_MILIT] < mil) {
445 pr("Not enough military in %s\n",
446 xyas(sp->sct_x, sp->sct_y, player->cnum));
450 if (!trechk(player->cnum, 0, NEWLND))
452 if (!check_sect_ok(sp))
454 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
455 if (sp->sct_avail < avail) {
456 pr("Not enough available work in %s to build a %s\n",
457 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
458 pr(" (%d available work required)\n", avail);
461 cost = lp->l_cost * LAND_MINEFF / 100;
462 if (!build_can_afford(cost, lp->l_name))
464 sp->sct_avail -= avail;
465 player->dolcost += cost;
466 snxtitem_all(&nstr, EF_LAND);
467 while (nxtitem(&nstr, &land)) {
468 if (land.lnd_own == 0) {
474 ef_extend(EF_LAND, 50);
476 memset(&land, 0, sizeof(struct lndstr));
477 land.lnd_x = sp->sct_x;
478 land.lnd_y = sp->sct_y;
479 land.lnd_own = player->cnum;
480 land.lnd_mission = 0;
481 land.lnd_type = lp - lchr;
482 land.lnd_effic = LAND_MINEFF;
483 if (opt_MOB_ACCESS) {
484 time(&land.lnd_access);
485 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
489 land.lnd_uid = nstr.cur;
496 land.lnd_retreat = morale_base;
497 land.lnd_fuel = lp->l_fuelc;
498 land.lnd_nxlight = 0;
500 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
501 land.lnd_rad_max = 0;
502 memset(land.lnd_item, 0, sizeof(land.lnd_item));
503 land.lnd_pstage = PLG_HEALTHY;
505 lnd_set_tech(&land, tlev);
511 vec[I_SHELL] -= shell;
513 if (sp->sct_pstage == PLG_INFECT)
514 land.lnd_pstage = PLG_EXPOSED;
515 putland(nstr.cur, &land);
516 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
518 pr("%s", prland(&land));
519 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
524 build_bridge(struct sctstr *sp, short *vec)
530 int nx, ny, i, good = 0;
534 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
535 if (sp->sct_type != SCT_BTOWER) {
536 if (sp->sct_type != SCT_BHEAD)
538 if (sp->sct_newtype != SCT_BHEAD)
543 if (sp->sct_effic < 60 && !player->god) {
544 pr("Sector %s is not 60%% efficient.\n",
545 xyas(sp->sct_x, sp->sct_y, player->cnum));
549 if (vec[I_HCM] < buil_bh) {
550 pr("%s only has %d unit%s of hcm,\n",
551 xyas(sp->sct_x, sp->sct_y, player->cnum),
552 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
553 pr("(a bridge span requires %d)\n", buil_bh);
557 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
559 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
560 if (sp->sct_avail < avail) {
561 pr("Not enough available work in %s to build a bridge\n",
562 xyas(sp->sct_x, sp->sct_y, player->cnum));
563 pr(" (%d available work required)\n", avail);
566 if (!player->argp[3]) {
567 pr("Bridge head at %s\n",
568 xyas(sp->sct_x, sp->sct_y, player->cnum));
569 nav_map(sp->sct_x, sp->sct_y, 1);
571 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
575 /* Sanity check time */
576 if (!check_sect_ok(sp))
579 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
580 pr("'%c' is not a valid direction...\n", *p);
584 newx = sp->sct_x + diroff[val][0];
585 newy = sp->sct_y + diroff[val][1];
586 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
587 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
590 if (opt_EASY_BRIDGES) {
593 for (i = 1; i <= 6; i++) {
595 nx = sect.sct_x + diroff[i][0];
596 ny = sect.sct_y + diroff[i][1];
597 getsect(nx, ny, &s2);
598 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
602 pr("Bridges must be built adjacent to land or bridge towers.\n");
603 pr("That sector is not adjacent to land or a bridge tower.\n");
606 } /* end EASY_BRIDGES */
607 sp->sct_avail -= avail;
608 player->dolcost += buil_bc;
609 sect.sct_type = SCT_BSPAN;
610 sect.sct_newtype = SCT_BSPAN;
611 sect.sct_effic = SCT_MINEFF;
614 sect.sct_defense = 0;
615 if (!opt_DEFENSE_INFRA)
616 sect.sct_defense = sect.sct_effic;
617 if (opt_MOB_ACCESS) {
618 time(§.sct_access);
619 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
624 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
625 writemap(player->cnum);
627 pr("Bridge span built over %s\n",
628 xyas(sect.sct_x, sect.sct_y, player->cnum));
629 vec[I_HCM] -= buil_bh;
634 build_nuke(struct sctstr *sp, struct nchrstr *np,
639 if (sp->sct_type != SCT_NUKE && !player->god) {
640 pr("Nuclear weapons must be built in nuclear plants.\n");
643 if (sp->sct_effic < 60 && !player->god) {
644 pr("Sector %s is not 60%% efficient.\n",
645 xyas(sp->sct_x, sp->sct_y, player->cnum));
648 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
649 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
650 pr("Not enough materials for a %s bomb in %s\n",
651 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
652 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
653 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
656 if (!build_can_afford(np->n_cost, np->n_name))
658 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
660 * XXX when nukes turn into units (or whatever), then
661 * make them start at 20%. Since they don't have efficiency
662 * now, we charge all the work right away.
664 if (sp->sct_avail < avail) {
665 pr("Not enough available work in %s to build a %s;\n",
666 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
667 pr(" (%d available work required)\n", avail);
670 if (!trechk(player->cnum, 0, NEWNUK))
672 if (!check_sect_ok(sp))
674 sp->sct_avail -= avail;
675 player->dolcost += np->n_cost;
676 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
677 vec[I_HCM] -= np->n_hcm;
678 vec[I_LCM] -= np->n_lcm;
679 vec[I_OIL] -= np->n_oil;
680 vec[I_RAD] -= np->n_rad;
681 pr("%s warhead created in %s\n", np->n_name,
682 xyas(sp->sct_x, sp->sct_y, player->cnum));
687 build_plane(struct sctstr *sp, struct plchrstr *pp,
688 short *vec, int tlev)
692 struct nstr_item nstr;
693 float eff = PLANE_MINEFF / 100.0;
697 mil = roundavg(((double)pp->pl_crew * eff));
698 /* Always use at least 1 mil to build a plane */
699 if (mil == 0 && pp->pl_crew > 0)
701 hcm = roundavg(((double)pp->pl_hcm * eff));
702 lcm = roundavg(((double)pp->pl_lcm * eff));
703 if (sp->sct_type != SCT_AIRPT && !player->god) {
704 pr("Planes must be built in airports.\n");
707 if (sp->sct_effic < 60 && !player->god) {
708 pr("Sector %s is not 60%% efficient.\n",
709 xyas(sp->sct_x, sp->sct_y, player->cnum));
712 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
713 pr("Not enough materials in %s\n",
714 xyas(sp->sct_x, sp->sct_y, player->cnum));
717 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
718 if (sp->sct_avail < avail) {
719 pr("Not enough available work in %s to build a %s\n",
720 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
721 pr(" (%d available work required)\n", avail);
724 cost = pp->pl_cost * PLANE_MINEFF / 100;
725 if (!build_can_afford(cost, pp->pl_name))
727 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
728 pr("Not enough military for crew in %s\n",
729 xyas(sp->sct_x, sp->sct_y, player->cnum));
732 if (!trechk(player->cnum, 0, NEWPLN))
734 if (!check_sect_ok(sp))
736 sp->sct_avail -= avail;
737 player->dolcost += cost;
738 snxtitem_all(&nstr, EF_PLANE);
740 while (nxtitem(&nstr, &plane)) {
741 if (plane.pln_own == 0) {
746 if (freeplane == 0) {
747 ef_extend(EF_PLANE, 50);
749 memset(&plane, 0, sizeof(struct plnstr));
750 plane.pln_x = sp->sct_x;
751 plane.pln_y = sp->sct_y;
752 plane.pln_own = sp->sct_own;
753 plane.pln_type = pp - plchr;
754 plane.pln_effic = PLANE_MINEFF;
755 if (opt_MOB_ACCESS) {
756 time(&plane.pln_access);
757 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
761 plane.pln_mission = 0;
764 plane.pln_radius = 0;
765 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
766 plane.pln_range_max = plane.pln_range;
767 plane.pln_wing = ' ';
770 plane.pln_uid = nstr.cur;
771 plane.pln_nuketype = -1;
772 plane.pln_harden = 0;
774 pln_set_tech(&plane, tlev);
780 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
782 putplane(plane.pln_uid, &plane);
783 pr("%s built in sector %s\n", prplane(&plane),
784 xyas(sp->sct_x, sp->sct_y, player->cnum));
789 build_tower(struct sctstr *sp, short *vec)
802 if (sp->sct_type != SCT_BSPAN) {
803 pr("Bridge towers can only be built from bridge spans.\n");
807 if (sp->sct_effic < 60 && !player->god) {
808 pr("Sector %s is not 60%% efficient.\n",
809 xyas(sp->sct_x, sp->sct_y, player->cnum));
813 if (vec[I_HCM] < buil_tower_bh) {
814 pr("%s only has %d unit%s of hcm,\n",
815 xyas(sp->sct_x, sp->sct_y, player->cnum),
816 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
817 pr("(a bridge tower requires %d)\n", buil_tower_bh);
821 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
823 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
824 if (sp->sct_avail < avail) {
825 pr("Not enough available work in %s to build a bridge tower\n",
826 xyas(sp->sct_x, sp->sct_y, player->cnum));
827 pr(" (%d available work required)\n", avail);
830 if (!player->argp[3]) {
831 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
832 nav_map(sp->sct_x, sp->sct_y, 1);
834 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
838 /* Sanity check time */
839 if (!check_sect_ok(sp))
842 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
843 pr("'%c' is not a valid direction...\n", *p);
847 newx = sp->sct_x + diroff[val][0];
848 newy = sp->sct_y + diroff[val][1];
849 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
850 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
854 /* Now, check. You aren't allowed to build bridge towers
857 for (i = 1; i <= 6; i++) {
859 nx = sect.sct_x + diroff[i][0];
860 ny = sect.sct_y + diroff[i][1];
861 getsect(nx, ny, &s2);
862 if ((s2.sct_type != SCT_WATER) &&
863 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
869 pr("Bridge towers cannot be built adjacent to land.\n");
870 pr("That sector is adjacent to land.\n");
874 sp->sct_avail -= avail;
875 player->dolcost += buil_tower_bc;
876 sect.sct_type = SCT_BTOWER;
877 sect.sct_newtype = SCT_BTOWER;
878 sect.sct_effic = SCT_MINEFF;
881 sect.sct_defense = 0;
882 if (opt_MOB_ACCESS) {
883 time(§.sct_access);
884 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
888 if (!opt_DEFENSE_INFRA)
889 sect.sct_defense = sect.sct_effic;
891 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
892 writemap(player->cnum);
894 pr("Bridge tower built in %s\n",
895 xyas(sect.sct_x, sect.sct_y, player->cnum));
896 vec[I_HCM] -= buil_tower_bh;
901 build_can_afford(double cost, char *what)
903 struct natstr *natp = getnatp(player->cnum);
904 if (natp->nat_money < player->dolcost + cost) {
905 pr("Not enough money left to build a %s\n", what);