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, 2004-2006
56 static int build_nuke(struct sctstr *sp,
57 struct nchrstr *np, short *vec, int tlev);
58 static int build_ship(struct sctstr *sp,
59 struct mchrstr *mp, short *vec, int tlev);
60 static int build_land(struct sctstr *sp,
61 struct lchrstr *lp, short *vec, int tlev);
62 static int build_bridge(struct sctstr *sp, short *vec);
63 static int build_tower(struct sctstr *sp, short *vec);
64 static int build_plane(struct sctstr *sp,
65 struct plchrstr *pp, short *vec, int tlev);
66 static int build_can_afford(double, char *);
69 * build <WHAT> <SECTS> <TYPE|DIR|MEG> [NUMBER]
75 struct nstr_sect nstr;
92 natp = getnatp(player->cnum);
94 getstarg(player->argp[1],
95 "Build (ship, nuke, bridge, plane, land unit, tower)? ",
100 if (!snxtsct(&nstr, player->argp[2])) {
101 pr("Bad sector specification.\n");
104 tlev = (int)natp->nat_level[NAT_TLEV];
105 rlev = (int)natp->nat_level[NAT_RLEV];
109 p = getstarg(player->argp[3], "Plane type? ", buf);
110 if (p == 0 || *p == 0)
112 type = typematch(p, EF_PLANE);
115 rqtech = pp->pl_tech;
120 pr("You can't build that!\n");
121 pr("Use `show plane build %d' to show types you can build.\n",
127 p = getstarg(player->argp[3], "Ship type? ", buf);
128 if (p == 0 || *p == 0)
130 type = typematch(p, EF_SHIP);
136 if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS)
140 pr("You can't build that!\n");
141 pr("Use `show ship build %d' to show types you can build.\n",
147 p = getstarg(player->argp[3], "Land unit type? ", buf);
148 if (p == 0 || *p == 0)
150 type = typematch(p, EF_LAND);
156 if ((lp->l_flags & L_SPY) && !opt_LANDSPIES)
160 pr("You can't build that!\n");
161 pr("Use `show land build %d' to show types you can build.\n",
167 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) {
168 pr("Building a span requires a tech of %.0f\n", buil_bt);
173 if (!opt_BRIDGETOWERS) {
174 pr("Bridge tower building is disabled.\n");
177 if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) {
178 pr("Building a tower requires a tech of %.0f\n",
184 if (!ef_nelem(EF_NUKE_CHR)) {
185 pr("There are no nukes in this game.\n");
188 p = getstarg(player->argp[3], "Nuke type? ", buf);
189 if (p == 0 || *p == 0)
191 type = typematch(p, EF_NUKE);
196 || (drnuke_const > MIN_DRNUKE_CONST &&
197 np->n_tech * drnuke_const > rlev))
202 if (drnuke_const > MIN_DRNUKE_CONST)
203 tt = (tlev < (rlev / drnuke_const) ? (int)tlev :
204 (int)(rlev / drnuke_const));
205 pr("You can't build that!\n");
206 pr("Use `show nuke build %d' to show types you can build.\n",
212 pr("You can't build that!\n");
217 if (what != 'b' && what != 't') {
218 if (player->argp[4]) {
219 number = atoi(player->argp[4]);
223 "Are you sure that you want to build %s of them? ",
225 p = getstarg(player->argp[6], bstr, buf);
226 if (p == 0 || *p != 'y')
232 if (what != 'b' && what != 'n' && what != 't') {
233 if (player->argp[5]) {
234 tlev = atoi(player->argp[5]);
235 if (tlev > natp->nat_level[NAT_TLEV] && !player->god) {
236 pr("Your tech level is only %d.\n",
237 (int)natp->nat_level[NAT_TLEV]);
241 pr("Required tech is %d.\n", rqtech);
244 pr("building with tech level %d.\n", tlev);
248 while (number-- > 0) {
249 while (nxtsct(&nstr, §)) {
255 built = build_land(§, lp, sect.sct_item, tlev);
258 built = build_ship(§, mp, sect.sct_item, tlev);
261 built = build_bridge(§, sect.sct_item);
264 built = build_tower(§, sect.sct_item);
267 built = build_nuke(§, np, sect.sct_item, tlev);
270 built = build_plane(§, pp, sect.sct_item, tlev);
280 snxtsct_rewind(&nstr);
283 pr("Bad sector specification.\n");
289 build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev)
292 struct nstr_item nstr;
295 double eff = SHIP_MINEFF / 100.0;
299 hcm = roundavg(mp->m_hcm * eff);
300 lcm = roundavg(mp->m_lcm * eff);
302 if (sp->sct_type != SCT_HARBR) {
303 pr("Ships must be built in harbours.\n");
306 if (sp->sct_effic < 60 && !player->god) {
307 pr("Sector %s is not 60%% efficient.\n",
308 xyas(sp->sct_x, sp->sct_y, player->cnum));
311 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
312 pr("Not enough materials in %s\n",
313 xyas(sp->sct_x, sp->sct_y, player->cnum));
316 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
317 if (sp->sct_avail < avail) {
318 pr("Not enough available work in %s to build a %s\n",
319 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
320 pr(" (%d available work required)\n", avail);
323 cost = mp->m_cost * SHIP_MINEFF / 100.0;
324 if (!build_can_afford(cost, mp->m_name))
326 if (!trechk(player->cnum, 0, NEWSHP))
328 if (!check_sect_ok(sp))
330 sp->sct_avail -= avail;
331 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,
394 ship.shp_x, ship.shp_y);
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, short *vec, int tlev)
405 struct nstr_item nstr;
408 double eff = LAND_MINEFF / 100.0;
409 int mil, lcm, hcm, gun, shell;
413 mil = roundavg(lp->l_mil * eff);
414 shell = roundavg(lp->l_shell * eff);
415 gun = roundavg(lp->l_gun * eff);
417 mil = shell = gun = 0;
419 hcm = roundavg(lp->l_hcm * eff);
420 lcm = roundavg(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 / 100.0;
465 if (!build_can_afford(cost, lp->l_name))
467 sp->sct_avail -= avail;
468 player->dolcost += cost;
469 snxtitem_all(&nstr, EF_LAND);
470 while (nxtitem(&nstr, &land)) {
471 if (land.lnd_own == 0) {
477 ef_extend(EF_LAND, 50);
479 memset(&land, 0, sizeof(struct lndstr));
480 land.lnd_x = sp->sct_x;
481 land.lnd_y = sp->sct_y;
482 land.lnd_own = player->cnum;
483 land.lnd_mission = 0;
484 land.lnd_type = lp - lchr;
485 land.lnd_effic = LAND_MINEFF;
486 if (opt_MOB_ACCESS) {
487 time(&land.lnd_access);
488 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
492 land.lnd_uid = nstr.cur;
499 land.lnd_retreat = morale_base;
500 land.lnd_fuel = lp->l_fuelc;
501 land.lnd_nxlight = 0;
503 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
504 land.lnd_rad_max = 0;
505 memset(land.lnd_item, 0, sizeof(land.lnd_item));
506 land.lnd_pstage = PLG_HEALTHY;
508 lnd_set_tech(&land, tlev);
514 vec[I_SHELL] -= shell;
516 if (sp->sct_pstage == PLG_INFECT)
517 land.lnd_pstage = PLG_EXPOSED;
518 putland(nstr.cur, &land);
519 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid,
520 land.lnd_x, land.lnd_y);
521 pr("%s", prland(&land));
522 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
527 build_bridge(struct sctstr *sp, short *vec)
533 int nx, ny, i, good = 0;
537 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
538 if (sp->sct_type != SCT_BTOWER) {
539 if (sp->sct_type != SCT_BHEAD)
541 if (sp->sct_newtype != SCT_BHEAD)
546 if (sp->sct_effic < 60 && !player->god) {
547 pr("Sector %s is not 60%% efficient.\n",
548 xyas(sp->sct_x, sp->sct_y, player->cnum));
552 if (vec[I_HCM] < buil_bh) {
553 pr("%s only has %d unit%s of hcm,\n",
554 xyas(sp->sct_x, sp->sct_y, player->cnum),
555 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
556 pr("(a bridge span requires %d)\n", buil_bh);
560 if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
562 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
563 if (sp->sct_avail < avail) {
564 pr("Not enough available work in %s to build a bridge\n",
565 xyas(sp->sct_x, sp->sct_y, player->cnum));
566 pr(" (%d available work required)\n", avail);
569 if (!player->argp[3]) {
570 pr("Bridge head at %s\n",
571 xyas(sp->sct_x, sp->sct_y, player->cnum));
572 nav_map(sp->sct_x, sp->sct_y, 1);
574 p = getstarg(player->argp[3], "build span in what direction? ", buf);
578 /* Sanity check time */
579 if (!check_sect_ok(sp))
582 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
583 pr("'%c' is not a valid direction...\n", *p);
587 newx = sp->sct_x + diroff[val][0];
588 newy = sp->sct_y + diroff[val][1];
589 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
590 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
593 if (opt_EASY_BRIDGES) {
596 for (i = 1; i <= 6; i++) {
598 nx = sect.sct_x + diroff[i][0];
599 ny = sect.sct_y + diroff[i][1];
600 getsect(nx, ny, &s2);
601 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
605 pr("Bridges must be built adjacent to land or bridge towers.\n");
606 pr("That sector is not adjacent to land or a bridge tower.\n");
609 } /* end EASY_BRIDGES */
610 sp->sct_avail -= avail;
611 player->dolcost += buil_bc;
612 sect.sct_type = SCT_BSPAN;
613 sect.sct_newtype = SCT_BSPAN;
614 sect.sct_effic = SCT_MINEFF;
617 sect.sct_defense = 0;
618 if (!opt_DEFENSE_INFRA)
619 sect.sct_defense = sect.sct_effic;
620 if (opt_MOB_ACCESS) {
621 time(§.sct_access);
622 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
627 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
628 writemap(player->cnum);
630 pr("Bridge span built over %s\n",
631 xyas(sect.sct_x, sect.sct_y, player->cnum));
632 vec[I_HCM] -= buil_bh;
637 build_nuke(struct sctstr *sp, struct nchrstr *np, short *vec, int tlev)
640 struct nstr_item nstr;
644 if (sp->sct_type != SCT_NUKE && !player->god) {
645 pr("Nuclear weapons must be built in nuclear plants.\n");
648 if (sp->sct_effic < 60 && !player->god) {
649 pr("Sector %s is not 60%% efficient.\n",
650 xyas(sp->sct_x, sp->sct_y, player->cnum));
653 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
654 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
655 pr("Not enough materials for a %s bomb in %s\n",
656 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
657 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
658 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
661 if (!build_can_afford(np->n_cost, np->n_name))
663 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
665 * XXX when nukes turn into units (or whatever), then
666 * make them start at 20%. Since they don't have efficiency
667 * now, we charge all the work right away.
669 if (sp->sct_avail < avail) {
670 pr("Not enough available work in %s to build a %s;\n",
671 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
672 pr(" (%d available work required)\n", avail);
675 if (!trechk(player->cnum, 0, NEWNUK))
677 if (!check_sect_ok(sp))
679 sp->sct_avail -= avail;
680 player->dolcost += np->n_cost;
681 snxtitem_all(&nstr, EF_NUKE);
683 while (nxtitem(&nstr, &nuke)) {
684 if (nuke.nuk_own == 0) {
690 ef_extend(EF_NUKE, 50);
692 memset(&nuke, 0, sizeof(struct nukstr));
693 nuke.nuk_x = sp->sct_x;
694 nuke.nuk_y = sp->sct_y;
695 nuke.nuk_own = sp->sct_own;
696 nuke.nuk_type = np - nchr;
697 nuke.nuk_effic = 100;
698 nuke.nuk_stockpile = ' ';
699 nuke.nuk_ship = nuke.nuk_plane = nuke.nuk_land = -1;
700 nuke.nuk_uid = nstr.cur;
701 nuke.nuk_tech = tlev;
703 vec[I_HCM] -= np->n_hcm;
704 vec[I_LCM] -= np->n_lcm;
705 vec[I_OIL] -= np->n_oil;
706 vec[I_RAD] -= np->n_rad;
708 makenotlost(EF_NUKE, nuke.nuk_own, nuke.nuk_uid,
709 nuke.nuk_x, nuke.nuk_y);
710 putnuke(nuke.nuk_uid, &nuke);
711 pr("%s created in %s\n", prnuke(&nuke),
712 xyas(sp->sct_x, sp->sct_y, player->cnum));
717 build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev)
720 struct nstr_item nstr;
723 double eff = PLANE_MINEFF / 100.0;
727 mil = roundavg(pp->pl_crew * eff);
728 /* Always use at least 1 mil to build a plane */
729 if (mil == 0 && pp->pl_crew > 0)
731 hcm = roundavg(pp->pl_hcm * eff);
732 lcm = roundavg(pp->pl_lcm * eff);
733 if (sp->sct_type != SCT_AIRPT && !player->god) {
734 pr("Planes must be built in airports.\n");
737 if (sp->sct_effic < 60 && !player->god) {
738 pr("Sector %s is not 60%% efficient.\n",
739 xyas(sp->sct_x, sp->sct_y, player->cnum));
742 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
743 pr("Not enough materials in %s\n",
744 xyas(sp->sct_x, sp->sct_y, player->cnum));
747 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
748 if (sp->sct_avail < avail) {
749 pr("Not enough available work in %s to build a %s\n",
750 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
751 pr(" (%d available work required)\n", avail);
754 cost = pp->pl_cost * PLANE_MINEFF / 100.0;
755 if (!build_can_afford(cost, pp->pl_name))
757 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
758 pr("Not enough military for crew in %s\n",
759 xyas(sp->sct_x, sp->sct_y, player->cnum));
762 if (!trechk(player->cnum, 0, NEWPLN))
764 if (!check_sect_ok(sp))
766 sp->sct_avail -= avail;
767 player->dolcost += cost;
768 snxtitem_all(&nstr, EF_PLANE);
770 while (nxtitem(&nstr, &plane)) {
771 if (plane.pln_own == 0) {
776 if (freeplane == 0) {
777 ef_extend(EF_PLANE, 50);
779 memset(&plane, 0, sizeof(struct plnstr));
780 plane.pln_x = sp->sct_x;
781 plane.pln_y = sp->sct_y;
782 plane.pln_own = sp->sct_own;
783 plane.pln_type = pp - plchr;
784 plane.pln_effic = PLANE_MINEFF;
785 if (opt_MOB_ACCESS) {
786 time(&plane.pln_access);
787 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
791 plane.pln_mission = 0;
794 plane.pln_radius = 0;
795 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
796 plane.pln_range_max = plane.pln_range;
797 plane.pln_wing = ' ';
800 plane.pln_uid = nstr.cur;
801 plane.pln_nuketype = -1;
802 plane.pln_harden = 0;
804 pln_set_tech(&plane, tlev);
810 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid,
811 plane.pln_x, plane.pln_y);
812 putplane(plane.pln_uid, &plane);
813 pr("%s built in sector %s\n", prplane(&plane),
814 xyas(sp->sct_x, sp->sct_y, player->cnum));
819 build_tower(struct sctstr *sp, short *vec)
832 if (sp->sct_type != SCT_BSPAN) {
833 pr("Bridge towers can only be built from bridge spans.\n");
837 if (sp->sct_effic < 60 && !player->god) {
838 pr("Sector %s is not 60%% efficient.\n",
839 xyas(sp->sct_x, sp->sct_y, player->cnum));
843 if (vec[I_HCM] < buil_tower_bh) {
844 pr("%s only has %d unit%s of hcm,\n",
845 xyas(sp->sct_x, sp->sct_y, player->cnum),
846 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
847 pr("(a bridge tower requires %d)\n", buil_tower_bh);
851 if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name))
853 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
854 if (sp->sct_avail < avail) {
855 pr("Not enough available work in %s to build a bridge tower\n",
856 xyas(sp->sct_x, sp->sct_y, player->cnum));
857 pr(" (%d available work required)\n", avail);
860 if (!player->argp[3]) {
861 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
862 nav_map(sp->sct_x, sp->sct_y, 1);
864 p = getstarg(player->argp[3], "build tower in what direction? ", buf);
868 /* Sanity check time */
869 if (!check_sect_ok(sp))
872 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
873 pr("'%c' is not a valid direction...\n", *p);
877 newx = sp->sct_x + diroff[val][0];
878 newy = sp->sct_y + diroff[val][1];
879 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
880 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
884 /* Now, check. You aren't allowed to build bridge towers
887 for (i = 1; i <= 6; i++) {
889 nx = sect.sct_x + diroff[i][0];
890 ny = sect.sct_y + diroff[i][1];
891 getsect(nx, ny, &s2);
892 if ((s2.sct_type != SCT_WATER) &&
893 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
899 pr("Bridge towers cannot be built adjacent to land.\n");
900 pr("That sector is adjacent to land.\n");
904 sp->sct_avail -= avail;
905 player->dolcost += buil_tower_bc;
906 sect.sct_type = SCT_BTOWER;
907 sect.sct_newtype = SCT_BTOWER;
908 sect.sct_effic = SCT_MINEFF;
911 sect.sct_defense = 0;
912 if (opt_MOB_ACCESS) {
913 time(§.sct_access);
914 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
918 if (!opt_DEFENSE_INFRA)
919 sect.sct_defense = sect.sct_effic;
921 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
922 writemap(player->cnum);
924 pr("Bridge tower built in %s\n",
925 xyas(sect.sct_x, sect.sct_y, player->cnum));
926 vec[I_HCM] -= buil_tower_bh;
931 build_can_afford(double cost, char *what)
933 struct natstr *natp = getnatp(player->cnum);
934 if (natp->nat_money < player->dolcost + cost) {
935 pr("Not enough money left to build a %s\n", what);