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 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
55 static int build_nuke(struct sctstr *sp,
56 struct nchrstr *np, short *vec);
57 static int build_ship(struct sctstr *sp,
58 struct mchrstr *mp, short *vec,
60 static int build_land(struct sctstr *sp,
61 struct lchrstr *lp, short *vec,
63 static int build_bridge(struct sctstr *sp, short *vec);
64 static int build_tower(struct sctstr *sp, short *vec);
65 static int build_plane(struct sctstr *sp,
66 struct plchrstr *pp, short *vec,
69 static int cash; /* static ok */
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 || (opt_DRNUKE && np->n_tech * drnuke_const > rlev))
204 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
205 (int)(rlev / drnuke_const));
206 pr("You can't build that!\n");
207 pr("Use `show nuke build %d' to show types you can build.\n", tlev);
212 pr("You can't build that!\n");
215 if (what != 'b' && what != 't') {
216 if (player->argp[4]) {
217 if (atoi(player->argp[4]) > 20 && !asked) {
221 "Are you sure that you want to build %s of them? ",
223 p = getstarg(player->argp[6], bstr, buf);
224 if (p == 0 || *p != 'y')
227 number = atoi(player->argp[4]);
230 if (what != 'b' && what != 'n' && what != 't') {
231 if (player->argp[5]) {
232 tlev = atoi(player->argp[5]);
233 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
234 pr("Your tech level is only %d.\n",
235 (int)natp->nat_level[NAT_TLEV]);
239 pr("Required tech is %d.\n", rqtech);
242 pr("building with tech level %d.\n", tlev);
244 tlev = (int)natp->nat_level[NAT_TLEV];
246 cash = natp->nat_money;
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;
322 pr("Not enough money left to build a %s\n", mp->m_name);
325 if (!trechk(player->cnum, 0, NEWSHP))
327 if (!check_sect_ok(sp))
329 sp->sct_avail -= avail;
330 player->dolcost += cost;
332 snxtitem_all(&nstr, EF_SHIP);
333 while (nxtitem(&nstr, &ship)) {
334 if (ship.shp_own == 0) {
340 ef_extend(EF_SHIP, 50);
342 memset(&ship, 0, sizeof(struct shpstr));
343 ship.shp_x = sp->sct_x;
344 ship.shp_y = sp->sct_y;
345 ship.shp_destx[0] = sp->sct_x;
346 ship.shp_desty[0] = sp->sct_y;
347 ship.shp_destx[1] = sp->sct_x;
348 ship.shp_desty[1] = sp->sct_y;
349 ship.shp_autonav = 0;
350 /* new code for autonav, Chad Zabel 1-15-94 */
351 for (i = 0; i < TMAX; ++i) {
352 ship.shp_tstart[i] = I_NONE;
353 ship.shp_tend[i] = I_NONE;
354 ship.shp_lstart[i] = 0;
355 ship.shp_lend[i] = 0;
357 ship.shp_mission = 0;
358 ship.shp_own = player->cnum;
359 ship.shp_type = mp - mchr;
360 ship.shp_effic = SHIP_MINEFF;
361 if (opt_MOB_ACCESS) {
362 time(&ship.shp_access);
363 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
367 ship.shp_uid = nstr.cur;
370 ship.shp_nxlight = 0;
371 ship.shp_nchoppers = 0;
372 ship.shp_fleet = ' ';
373 memset(ship.shp_item, 0, sizeof(ship.shp_item));
374 ship.shp_pstage = PLG_HEALTHY;
376 ship.shp_mobquota = 0;
378 ship.shp_follow = nstr.cur;
379 ship.shp_name[0] = 0;
380 ship.shp_orig_own = player->cnum;
381 ship.shp_orig_x = sp->sct_x;
382 ship.shp_orig_y = sp->sct_y;
383 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
385 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
386 shp_set_tech(&ship, tlev);
391 if (sp->sct_pstage == PLG_INFECT)
392 ship.shp_pstage = PLG_EXPOSED;
393 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
395 putship(ship.shp_uid, &ship);
396 pr("%s", prship(&ship));
397 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
402 build_land(struct sctstr *sp, struct lchrstr *lp,
403 short *vec, int tlev)
406 struct nstr_item nstr;
408 float eff = LAND_MINEFF / 100.0;
409 int mil, lcm, hcm, gun, shell;
413 mil = roundavg(((double)lp->l_mil * eff));
414 shell = roundavg(((double)lp->l_shell * eff));
415 gun = roundavg(((double)lp->l_gun * eff));
417 mil = shell = gun = 0;
419 hcm = roundavg(((double)lp->l_hcm * eff));
420 lcm = roundavg(((double)lp->l_lcm * eff));
422 if (sp->sct_type != SCT_HEADQ) {
423 pr("Land Units must be built in headquarters.\n");
426 if (sp->sct_effic < 60 && !player->god) {
427 pr("Sector %s is not 60%% efficient.\n",
428 xyas(sp->sct_x, sp->sct_y, player->cnum));
431 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
432 pr("Not enough materials in %s\n",
433 xyas(sp->sct_x, sp->sct_y, player->cnum));
437 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
438 pr("Not enough guns in %s\n",
439 xyas(sp->sct_x, sp->sct_y, player->cnum));
442 if (vec[I_SHELL] < shell) {
443 pr("Not enough shells in %s\n",
444 xyas(sp->sct_x, sp->sct_y, player->cnum));
447 if (vec[I_MILIT] < mil) {
448 pr("Not enough military in %s\n",
449 xyas(sp->sct_x, sp->sct_y, player->cnum));
453 if (!trechk(player->cnum, 0, NEWLND))
455 if (!check_sect_ok(sp))
457 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
458 if (sp->sct_avail < avail) {
459 pr("Not enough available work in %s to build a %s\n",
460 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
461 pr(" (%d available work required)\n", avail);
464 cost = lp->l_cost * LAND_MINEFF / 100;
466 pr("Not enough money left to build a %s\n", lp->l_name);
469 sp->sct_avail -= avail;
470 player->dolcost += cost;
472 snxtitem_all(&nstr, EF_LAND);
473 while (nxtitem(&nstr, &land)) {
474 if (land.lnd_own == 0) {
480 ef_extend(EF_LAND, 50);
482 memset(&land, 0, sizeof(struct lndstr));
483 land.lnd_x = sp->sct_x;
484 land.lnd_y = sp->sct_y;
485 land.lnd_own = player->cnum;
486 land.lnd_mission = 0;
487 land.lnd_type = lp - lchr;
488 land.lnd_effic = LAND_MINEFF;
489 if (opt_MOB_ACCESS) {
490 time(&land.lnd_access);
491 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
495 land.lnd_uid = nstr.cur;
502 land.lnd_retreat = morale_base;
503 land.lnd_fuel = lp->l_fuelc;
504 land.lnd_nxlight = 0;
506 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
507 land.lnd_rad_max = 0;
508 memset(land.lnd_item, 0, sizeof(land.lnd_item));
509 land.lnd_pstage = PLG_HEALTHY;
511 lnd_set_tech(&land, tlev);
517 vec[I_SHELL] -= shell;
519 if (sp->sct_pstage == PLG_INFECT)
520 land.lnd_pstage = PLG_EXPOSED;
521 putland(nstr.cur, &land);
522 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
524 pr("%s", prland(&land));
525 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
530 build_bridge(struct sctstr *sp, short *vec)
536 int nx, ny, i, good = 0;
540 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
541 if (sp->sct_type != SCT_BTOWER) {
542 if (sp->sct_type != SCT_BHEAD)
544 if (sp->sct_newtype != SCT_BHEAD)
549 if (sp->sct_effic < 60 && !player->god) {
550 pr("Sector %s is not 60%% efficient.\n",
551 xyas(sp->sct_x, sp->sct_y, player->cnum));
555 if (vec[I_HCM] < buil_bh) {
556 pr("%s only has %d unit%s of hcm,\n",
557 xyas(sp->sct_x, sp->sct_y, player->cnum),
558 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
559 pr("(a bridge span requires %d)\n", buil_bh);
563 if (cash < buil_bc) {
564 pr("A span costs $%.2f to build; ", buil_bc);
565 pr("you only have %d.\n", cash);
568 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
569 if (sp->sct_avail < avail) {
570 pr("Not enough available work in %s to build a bridge\n",
571 xyas(sp->sct_x, sp->sct_y, player->cnum));
572 pr(" (%d available work required)\n", avail);
575 if (!player->argp[3]) {
576 pr("Bridge head at %s\n",
577 xyas(sp->sct_x, sp->sct_y, player->cnum));
578 nav_map(sp->sct_x, sp->sct_y, 1);
580 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
584 /* Sanity check time */
585 if (!check_sect_ok(sp))
588 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
589 pr("'%c' is not a valid direction...\n", *p);
593 newx = sp->sct_x + diroff[val][0];
594 newy = sp->sct_y + diroff[val][1];
595 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
596 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
599 if (opt_EASY_BRIDGES) {
602 for (i = 1; i <= 6; i++) {
604 nx = sect.sct_x + diroff[i][0];
605 ny = sect.sct_y + diroff[i][1];
606 getsect(nx, ny, &s2);
607 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
611 pr("Bridges must be built adjacent to land or bridge towers.\n");
612 pr("That sector is not adjacent to land or a bridge tower.\n");
615 } /* end EASY_BRIDGES */
616 sp->sct_avail -= avail;
617 player->dolcost += buil_bc;
619 sect.sct_type = SCT_BSPAN;
620 sect.sct_newtype = SCT_BSPAN;
621 sect.sct_effic = SCT_MINEFF;
624 sect.sct_defense = 0;
625 if (!opt_DEFENSE_INFRA)
626 sect.sct_defense = sect.sct_effic;
627 if (opt_MOB_ACCESS) {
628 time(§.sct_access);
629 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
634 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
635 writemap(player->cnum);
637 pr("Bridge span built over %s\n",
638 xyas(sect.sct_x, sect.sct_y, player->cnum));
639 vec[I_HCM] -= buil_bh;
644 build_nuke(struct sctstr *sp, struct nchrstr *np,
649 if (sp->sct_type != SCT_NUKE && !player->god) {
650 pr("Nuclear weapons must be built in nuclear plants.\n");
653 if (sp->sct_effic < 60 && !player->god) {
654 pr("Sector %s is not 60%% efficient.\n",
655 xyas(sp->sct_x, sp->sct_y, player->cnum));
658 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
659 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
660 pr("Not enough materials for a %s bomb in %s\n",
661 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
662 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
663 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
666 if (cash < np->n_cost) {
667 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
670 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
672 * XXX when nukes turn into units (or whatever), then
673 * make them start at 20%. Since they don't have efficiency
674 * now, we charge all the work right away.
676 if (sp->sct_avail < avail) {
677 pr("Not enough available work in %s to build a %s;\n",
678 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
679 pr(" (%d available work required)\n", avail);
682 if (!trechk(player->cnum, 0, NEWNUK))
684 if (!check_sect_ok(sp))
686 sp->sct_avail -= avail;
687 player->dolcost += np->n_cost;
689 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
690 vec[I_HCM] -= np->n_hcm;
691 vec[I_LCM] -= np->n_lcm;
692 vec[I_OIL] -= np->n_oil;
693 vec[I_RAD] -= np->n_rad;
694 pr("%s warhead created in %s\n", np->n_name,
695 xyas(sp->sct_x, sp->sct_y, player->cnum));
700 build_plane(struct sctstr *sp, struct plchrstr *pp,
701 short *vec, int tlev)
705 struct nstr_item nstr;
706 float eff = PLANE_MINEFF / 100.0;
710 mil = roundavg(((double)pp->pl_crew * eff));
711 /* Always use at least 1 mil to build a plane */
712 if (mil == 0 && pp->pl_crew > 0)
714 hcm = roundavg(((double)pp->pl_hcm * eff));
715 lcm = roundavg(((double)pp->pl_lcm * eff));
716 if (sp->sct_type != SCT_AIRPT && !player->god) {
717 pr("Planes must be built in airports.\n");
720 if (sp->sct_effic < 60 && !player->god) {
721 pr("Sector %s is not 60%% efficient.\n",
722 xyas(sp->sct_x, sp->sct_y, player->cnum));
725 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
726 pr("Not enough materials in %s\n",
727 xyas(sp->sct_x, sp->sct_y, player->cnum));
730 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
731 if (sp->sct_avail < avail) {
732 pr("Not enough available work in %s to build a %s\n",
733 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
734 pr(" (%d available work required)\n", avail);
737 cost = pp->pl_cost * PLANE_MINEFF / 100;
739 pr("Not enough money left to build a %s\n", pp->pl_name);
742 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
743 pr("Not enough military for crew in %s\n",
744 xyas(sp->sct_x, sp->sct_y, player->cnum));
747 if (!trechk(player->cnum, 0, NEWPLN))
749 if (!check_sect_ok(sp))
751 sp->sct_avail -= avail;
752 player->dolcost += cost;
754 snxtitem_all(&nstr, EF_PLANE);
756 while (nxtitem(&nstr, &plane)) {
757 if (plane.pln_own == 0) {
762 if (freeplane == 0) {
763 ef_extend(EF_PLANE, 50);
765 memset(&plane, 0, sizeof(struct plnstr));
766 plane.pln_x = sp->sct_x;
767 plane.pln_y = sp->sct_y;
768 plane.pln_own = sp->sct_own;
769 plane.pln_type = pp - plchr;
770 plane.pln_effic = PLANE_MINEFF;
771 if (opt_MOB_ACCESS) {
772 time(&plane.pln_access);
773 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
777 plane.pln_mission = 0;
780 plane.pln_radius = 0;
781 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
782 plane.pln_range_max = plane.pln_range;
783 plane.pln_wing = ' ';
786 plane.pln_uid = nstr.cur;
787 plane.pln_nuketype = -1;
788 plane.pln_harden = 0;
790 pln_set_tech(&plane, tlev);
796 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
798 putplane(plane.pln_uid, &plane);
799 pr("%s built in sector %s\n", prplane(&plane),
800 xyas(sp->sct_x, sp->sct_y, player->cnum));
805 build_tower(struct sctstr *sp, short *vec)
818 if (sp->sct_type != SCT_BSPAN) {
819 pr("Bridge towers can only be built from bridge spans.\n");
823 if (sp->sct_effic < 60 && !player->god) {
824 pr("Sector %s is not 60%% efficient.\n",
825 xyas(sp->sct_x, sp->sct_y, player->cnum));
829 if (vec[I_HCM] < buil_tower_bh) {
830 pr("%s only has %d unit%s of hcm,\n",
831 xyas(sp->sct_x, sp->sct_y, player->cnum),
832 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
833 pr("(a bridge tower requires %d)\n", buil_tower_bh);
837 if (cash < buil_tower_bc) {
838 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
839 pr("you only have %d.\n", cash);
842 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
843 if (sp->sct_avail < avail) {
844 pr("Not enough available work in %s to build a bridge tower\n",
845 xyas(sp->sct_x, sp->sct_y, player->cnum));
846 pr(" (%d available work required)\n", avail);
849 if (!player->argp[3]) {
850 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
851 nav_map(sp->sct_x, sp->sct_y, 1);
853 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
857 /* Sanity check time */
858 if (!check_sect_ok(sp))
861 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
862 pr("'%c' is not a valid direction...\n", *p);
866 newx = sp->sct_x + diroff[val][0];
867 newy = sp->sct_y + diroff[val][1];
868 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
869 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
873 /* Now, check. You aren't allowed to build bridge towers
876 for (i = 1; i <= 6; i++) {
878 nx = sect.sct_x + diroff[i][0];
879 ny = sect.sct_y + diroff[i][1];
880 getsect(nx, ny, &s2);
881 if ((s2.sct_type != SCT_WATER) &&
882 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
888 pr("Bridge towers cannot be built adjacent to land.\n");
889 pr("That sector is adjacent to land.\n");
893 sp->sct_avail -= avail;
894 player->dolcost += buil_tower_bc;
895 cash -= buil_tower_bc;
896 sect.sct_type = SCT_BTOWER;
897 sect.sct_newtype = SCT_BTOWER;
898 sect.sct_effic = SCT_MINEFF;
901 sect.sct_defense = 0;
902 if (opt_MOB_ACCESS) {
903 time(§.sct_access);
904 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
908 if (!opt_DEFENSE_INFRA)
909 sect.sct_defense = sect.sct_effic;
911 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
912 writemap(player->cnum);
914 pr("Bridge tower built in %s\n",
915 xyas(sect.sct_x, sect.sct_y, player->cnum));
916 vec[I_HCM] -= buil_tower_bh;