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
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 || (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 cash = natp->nat_money;
248 while (nxtsct(&nstr, §)) {
254 built = build_land(§, lp, sect.sct_item, tlev);
257 built = build_ship(§, mp, sect.sct_item, tlev);
260 built = build_bridge(§, sect.sct_item);
263 built = build_tower(§, sect.sct_item);
266 built = build_nuke(§, np, sect.sct_item);
269 built = build_plane(§, pp, sect.sct_item, tlev);
272 CANT_HAPPEN("Bad WHAT");
281 pr("Bad sector specification.\n");
287 build_ship(struct sctstr *sp, struct mchrstr *mp,
288 short *vec, int tlev)
291 struct nstr_item nstr;
293 float eff = SHIP_MINEFF / 100.0;
297 hcm = roundavg((double)mp->m_hcm * eff);
298 lcm = roundavg((double)mp->m_lcm * eff);
300 if (sp->sct_type != SCT_HARBR) {
301 pr("Ships must be built in harbours.\n");
304 if (sp->sct_effic < 60 && !player->god) {
305 pr("Sector %s is not 60%% efficient.\n",
306 xyas(sp->sct_x, sp->sct_y, player->cnum));
309 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
310 pr("Not enough materials in %s\n",
311 xyas(sp->sct_x, sp->sct_y, player->cnum));
314 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
315 if (sp->sct_avail < avail) {
316 pr("Not enough available work in %s to build a %s\n",
317 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
318 pr(" (%d available work required)\n", avail);
321 cost = mp->m_cost * SHIP_MINEFF / 100;
323 pr("Not enough money left to build a %s\n", 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;
333 snxtitem_all(&nstr, EF_SHIP);
334 while (nxtitem(&nstr, &ship)) {
335 if (ship.shp_own == 0) {
341 ef_extend(EF_SHIP, 50);
343 memset(&ship, 0, sizeof(struct shpstr));
344 ship.shp_x = sp->sct_x;
345 ship.shp_y = sp->sct_y;
346 ship.shp_destx[0] = sp->sct_x;
347 ship.shp_desty[0] = sp->sct_y;
348 ship.shp_destx[1] = sp->sct_x;
349 ship.shp_desty[1] = sp->sct_y;
350 ship.shp_autonav = 0;
351 /* new code for autonav, Chad Zabel 1-15-94 */
352 for (i = 0; i < TMAX; ++i) {
353 ship.shp_tstart[i] = I_NONE;
354 ship.shp_tend[i] = I_NONE;
355 ship.shp_lstart[i] = 0;
356 ship.shp_lend[i] = 0;
358 ship.shp_mission = 0;
359 ship.shp_own = player->cnum;
360 ship.shp_type = mp - mchr;
361 ship.shp_effic = SHIP_MINEFF;
362 if (opt_MOB_ACCESS) {
363 time(&ship.shp_access);
364 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
368 ship.shp_uid = nstr.cur;
371 ship.shp_nxlight = 0;
372 ship.shp_nchoppers = 0;
373 ship.shp_fleet = ' ';
374 memset(ship.shp_item, 0, sizeof(ship.shp_item));
375 ship.shp_pstage = PLG_HEALTHY;
377 ship.shp_mobquota = 0;
379 ship.shp_follow = nstr.cur;
380 ship.shp_name[0] = 0;
381 ship.shp_orig_own = player->cnum;
382 ship.shp_orig_x = sp->sct_x;
383 ship.shp_orig_y = sp->sct_y;
384 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
386 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
387 shp_set_tech(&ship, tlev);
392 if (sp->sct_pstage == PLG_INFECT)
393 ship.shp_pstage = PLG_EXPOSED;
394 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
396 putship(ship.shp_uid, &ship);
397 pr("%s", prship(&ship));
398 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
403 build_land(struct sctstr *sp, struct lchrstr *lp,
404 short *vec, int tlev)
407 struct nstr_item nstr;
409 float eff = LAND_MINEFF / 100.0;
410 int mil, lcm, hcm, gun, shell;
414 mil = roundavg(((double)lp->l_mil * eff));
415 shell = roundavg(((double)lp->l_shell * eff));
416 gun = roundavg(((double)lp->l_gun * eff));
418 mil = shell = gun = 0;
420 hcm = roundavg(((double)lp->l_hcm * eff));
421 lcm = roundavg(((double)lp->l_lcm * eff));
423 if (sp->sct_type != SCT_HEADQ) {
424 pr("Land Units must be built in headquarters.\n");
427 if (sp->sct_effic < 60 && !player->god) {
428 pr("Sector %s is not 60%% efficient.\n",
429 xyas(sp->sct_x, sp->sct_y, player->cnum));
432 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
433 pr("Not enough materials in %s\n",
434 xyas(sp->sct_x, sp->sct_y, player->cnum));
438 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
439 pr("Not enough guns in %s\n",
440 xyas(sp->sct_x, sp->sct_y, player->cnum));
443 if (vec[I_SHELL] < shell) {
444 pr("Not enough shells in %s\n",
445 xyas(sp->sct_x, sp->sct_y, player->cnum));
448 if (vec[I_MILIT] < mil) {
449 pr("Not enough military in %s\n",
450 xyas(sp->sct_x, sp->sct_y, player->cnum));
454 if (!trechk(player->cnum, 0, NEWLND))
456 if (!check_sect_ok(sp))
458 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
459 if (sp->sct_avail < avail) {
460 pr("Not enough available work in %s to build a %s\n",
461 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
462 pr(" (%d available work required)\n", avail);
465 cost = lp->l_cost * LAND_MINEFF / 100;
467 pr("Not enough money left to build a %s\n", lp->l_name);
470 sp->sct_avail -= avail;
471 player->dolcost += cost;
473 snxtitem_all(&nstr, EF_LAND);
474 while (nxtitem(&nstr, &land)) {
475 if (land.lnd_own == 0) {
481 ef_extend(EF_LAND, 50);
483 memset(&land, 0, sizeof(struct lndstr));
484 land.lnd_x = sp->sct_x;
485 land.lnd_y = sp->sct_y;
486 land.lnd_own = player->cnum;
487 land.lnd_mission = 0;
488 land.lnd_type = lp - lchr;
489 land.lnd_effic = LAND_MINEFF;
490 if (opt_MOB_ACCESS) {
491 time(&land.lnd_access);
492 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
496 land.lnd_uid = nstr.cur;
503 land.lnd_retreat = morale_base;
504 land.lnd_fuel = lp->l_fuelc;
505 land.lnd_nxlight = 0;
507 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
508 land.lnd_rad_max = 0;
509 memset(land.lnd_item, 0, sizeof(land.lnd_item));
510 land.lnd_pstage = PLG_HEALTHY;
512 lnd_set_tech(&land, tlev);
518 vec[I_SHELL] -= shell;
520 if (sp->sct_pstage == PLG_INFECT)
521 land.lnd_pstage = PLG_EXPOSED;
522 putland(nstr.cur, &land);
523 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
525 pr("%s", prland(&land));
526 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
531 build_bridge(struct sctstr *sp, short *vec)
537 int nx, ny, i, good = 0;
541 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
542 if (sp->sct_type != SCT_BTOWER) {
543 if (sp->sct_type != SCT_BHEAD)
545 if (sp->sct_newtype != SCT_BHEAD)
550 if (sp->sct_effic < 60 && !player->god) {
551 pr("Sector %s is not 60%% efficient.\n",
552 xyas(sp->sct_x, sp->sct_y, player->cnum));
556 if (vec[I_HCM] < buil_bh) {
557 pr("%s only has %d unit%s of hcm,\n",
558 xyas(sp->sct_x, sp->sct_y, player->cnum),
559 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
560 pr("(a bridge span requires %d)\n", buil_bh);
564 if (cash < buil_bc) {
565 pr("A span costs $%.2f to build; ", buil_bc);
566 pr("you only have %d.\n", cash);
569 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
570 if (sp->sct_avail < avail) {
571 pr("Not enough available work in %s to build a bridge\n",
572 xyas(sp->sct_x, sp->sct_y, player->cnum));
573 pr(" (%d available work required)\n", avail);
576 if (!player->argp[3]) {
577 pr("Bridge head at %s\n",
578 xyas(sp->sct_x, sp->sct_y, player->cnum));
579 nav_map(sp->sct_x, sp->sct_y, 1);
581 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
585 /* Sanity check time */
586 if (!check_sect_ok(sp))
589 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
590 pr("'%c' is not a valid direction...\n", *p);
594 newx = sp->sct_x + diroff[val][0];
595 newy = sp->sct_y + diroff[val][1];
596 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
597 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
600 if (opt_EASY_BRIDGES) {
603 for (i = 1; i <= 6; i++) {
605 nx = sect.sct_x + diroff[i][0];
606 ny = sect.sct_y + diroff[i][1];
607 getsect(nx, ny, &s2);
608 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
612 pr("Bridges must be built adjacent to land or bridge towers.\n");
613 pr("That sector is not adjacent to land or a bridge tower.\n");
616 } /* end EASY_BRIDGES */
617 sp->sct_avail -= avail;
618 player->dolcost += buil_bc;
620 sect.sct_type = SCT_BSPAN;
621 sect.sct_newtype = SCT_BSPAN;
622 sect.sct_effic = SCT_MINEFF;
625 sect.sct_defense = 0;
626 if (!opt_DEFENSE_INFRA)
627 sect.sct_defense = sect.sct_effic;
628 if (opt_MOB_ACCESS) {
629 time(§.sct_access);
630 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
635 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
636 writemap(player->cnum);
638 pr("Bridge span built over %s\n",
639 xyas(sect.sct_x, sect.sct_y, player->cnum));
640 vec[I_HCM] -= buil_bh;
645 build_nuke(struct sctstr *sp, struct nchrstr *np,
650 if (sp->sct_type != SCT_NUKE && !player->god) {
651 pr("Nuclear weapons must be built in nuclear plants.\n");
654 if (sp->sct_effic < 60 && !player->god) {
655 pr("Sector %s is not 60%% efficient.\n",
656 xyas(sp->sct_x, sp->sct_y, player->cnum));
659 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
660 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
661 pr("Not enough materials for a %s bomb in %s\n",
662 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
663 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
664 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
667 if (cash < np->n_cost) {
668 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
671 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
673 * XXX when nukes turn into units (or whatever), then
674 * make them start at 20%. Since they don't have efficiency
675 * now, we charge all the work right away.
677 if (sp->sct_avail < avail) {
678 pr("Not enough available work in %s to build a %s;\n",
679 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
680 pr(" (%d available work required)\n", avail);
683 if (!trechk(player->cnum, 0, NEWNUK))
685 if (!check_sect_ok(sp))
687 sp->sct_avail -= avail;
688 player->dolcost += np->n_cost;
690 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
691 vec[I_HCM] -= np->n_hcm;
692 vec[I_LCM] -= np->n_lcm;
693 vec[I_OIL] -= np->n_oil;
694 vec[I_RAD] -= np->n_rad;
695 pr("%s warhead created in %s\n", np->n_name,
696 xyas(sp->sct_x, sp->sct_y, player->cnum));
701 build_plane(struct sctstr *sp, struct plchrstr *pp,
702 short *vec, int tlev)
706 struct nstr_item nstr;
707 float eff = PLANE_MINEFF / 100.0;
711 mil = roundavg(((double)pp->pl_crew * eff));
712 /* Always use at least 1 mil to build a plane */
713 if (mil == 0 && pp->pl_crew > 0)
715 hcm = roundavg(((double)pp->pl_hcm * eff));
716 lcm = roundavg(((double)pp->pl_lcm * eff));
717 if (sp->sct_type != SCT_AIRPT && !player->god) {
718 pr("Planes must be built in airports.\n");
721 if (sp->sct_effic < 60 && !player->god) {
722 pr("Sector %s is not 60%% efficient.\n",
723 xyas(sp->sct_x, sp->sct_y, player->cnum));
726 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
727 pr("Not enough materials in %s\n",
728 xyas(sp->sct_x, sp->sct_y, player->cnum));
731 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
732 if (sp->sct_avail < avail) {
733 pr("Not enough available work in %s to build a %s\n",
734 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
735 pr(" (%d available work required)\n", avail);
738 cost = pp->pl_cost * PLANE_MINEFF / 100;
740 pr("Not enough money left to build a %s\n", pp->pl_name);
743 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
744 pr("Not enough military for crew in %s\n",
745 xyas(sp->sct_x, sp->sct_y, player->cnum));
748 if (!trechk(player->cnum, 0, NEWPLN))
750 if (!check_sect_ok(sp))
752 sp->sct_avail -= avail;
753 player->dolcost += cost;
755 snxtitem_all(&nstr, EF_PLANE);
757 while (nxtitem(&nstr, &plane)) {
758 if (plane.pln_own == 0) {
763 if (freeplane == 0) {
764 ef_extend(EF_PLANE, 50);
766 memset(&plane, 0, sizeof(struct plnstr));
767 plane.pln_x = sp->sct_x;
768 plane.pln_y = sp->sct_y;
769 plane.pln_own = sp->sct_own;
770 plane.pln_type = pp - plchr;
771 plane.pln_effic = PLANE_MINEFF;
772 if (opt_MOB_ACCESS) {
773 time(&plane.pln_access);
774 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
778 plane.pln_mission = 0;
781 plane.pln_radius = 0;
782 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
783 plane.pln_range_max = plane.pln_range;
784 plane.pln_wing = ' ';
787 plane.pln_uid = nstr.cur;
788 plane.pln_nuketype = -1;
789 plane.pln_harden = 0;
791 pln_set_tech(&plane, tlev);
797 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
799 putplane(plane.pln_uid, &plane);
800 pr("%s built in sector %s\n", prplane(&plane),
801 xyas(sp->sct_x, sp->sct_y, player->cnum));
806 build_tower(struct sctstr *sp, short *vec)
819 if (sp->sct_type != SCT_BSPAN) {
820 pr("Bridge towers can only be built from bridge spans.\n");
824 if (sp->sct_effic < 60 && !player->god) {
825 pr("Sector %s is not 60%% efficient.\n",
826 xyas(sp->sct_x, sp->sct_y, player->cnum));
830 if (vec[I_HCM] < buil_tower_bh) {
831 pr("%s only has %d unit%s of hcm,\n",
832 xyas(sp->sct_x, sp->sct_y, player->cnum),
833 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
834 pr("(a bridge tower requires %d)\n", buil_tower_bh);
838 if (cash < buil_tower_bc) {
839 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
840 pr("you only have %d.\n", cash);
843 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
844 if (sp->sct_avail < avail) {
845 pr("Not enough available work in %s to build a bridge tower\n",
846 xyas(sp->sct_x, sp->sct_y, player->cnum));
847 pr(" (%d available work required)\n", avail);
850 if (!player->argp[3]) {
851 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
852 nav_map(sp->sct_x, sp->sct_y, 1);
854 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
858 /* Sanity check time */
859 if (!check_sect_ok(sp))
862 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
863 pr("'%c' is not a valid direction...\n", *p);
867 newx = sp->sct_x + diroff[val][0];
868 newy = sp->sct_y + diroff[val][1];
869 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
870 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
874 /* Now, check. You aren't allowed to build bridge towers
877 for (i = 1; i <= 6; i++) {
879 nx = sect.sct_x + diroff[i][0];
880 ny = sect.sct_y + diroff[i][1];
881 getsect(nx, ny, &s2);
882 if ((s2.sct_type != SCT_WATER) &&
883 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
889 pr("Bridge towers cannot be built adjacent to land.\n");
890 pr("That sector is adjacent to land.\n");
894 sp->sct_avail -= avail;
895 player->dolcost += buil_tower_bc;
896 cash -= buil_tower_bc;
897 sect.sct_type = SCT_BTOWER;
898 sect.sct_newtype = SCT_BTOWER;
899 sect.sct_effic = SCT_MINEFF;
902 sect.sct_defense = 0;
903 if (opt_MOB_ACCESS) {
904 time(§.sct_access);
905 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
909 if (!opt_DEFENSE_INFRA)
910 sect.sct_defense = sect.sct_effic;
912 map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BTOWER].d_mnem, 2);
913 writemap(player->cnum);
915 pr("Bridge tower built in %s\n",
916 xyas(sect.sct_x, sect.sct_y, player->cnum));
917 vec[I_HCM] -= buil_tower_bh;