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;
354 hcm = roundavg((double)mp->m_hcm * eff);
355 lcm = roundavg((double)mp->m_lcm * eff);
357 if (sp->sct_type != SCT_HARBR) {
358 pr("Ships must be built in harbours.\n");
361 if (sp->sct_effic < 60 && !player->god) {
362 pr("Sector %s is not 60%% efficient.\n",
363 xyas(sp->sct_x, sp->sct_y, player->cnum));
366 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
367 pr("Not enough materials in %s\n",
368 xyas(sp->sct_x, sp->sct_y, player->cnum));
371 avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100;
372 if (sp->sct_avail < avail) {
373 pr("Not enough available work in %s to build a %s\n",
374 xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name);
375 pr(" (%d available work required)\n", avail);
378 cost = mp->m_cost * SHIP_MINEFF / 100;
380 pr("Not enough money left to build a %s\n", mp->m_name);
383 if (!trechk(player->cnum, 0, NEWSHP))
385 if (!check_sect_ok(sp))
387 sp->sct_avail -= avail;
388 player->dolcost += cost;
390 snxtitem_all(&nstr, EF_SHIP);
391 while (nxtitem(&nstr, (s_char *)&ship)) {
392 if (ship.shp_own == 0) {
398 ef_extend(EF_SHIP, 50);
400 memset(&ship, 0, sizeof(struct shpstr));
401 ship.shp_x = sp->sct_x;
402 ship.shp_y = sp->sct_y;
403 ship.shp_destx[0] = sp->sct_x;
404 ship.shp_desty[0] = sp->sct_y;
405 ship.shp_destx[1] = sp->sct_x;
406 ship.shp_desty[1] = sp->sct_y;
407 ship.shp_autonav = 0;
408 /* new code for autonav, Chad Zabel 1-15-94 */
409 for (i = 0; i < TMAX; ++i) {
410 ship.shp_tstart[i] = I_NONE;
411 ship.shp_tend[i] = I_NONE;
412 ship.shp_lstart[i] = 0;
413 ship.shp_lend[i] = 0;
415 ship.shp_mission = 0;
416 ship.shp_own = player->cnum;
417 ship.shp_type = mp - mchr;
418 ship.shp_effic = SHIP_MINEFF;
419 if (opt_MOB_ACCESS) {
420 time(&ship.shp_access);
421 ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor);
425 ship.shp_uid = nstr.cur;
428 ship.shp_nxlight = 0;
429 ship.shp_nchoppers = 0;
430 ship.shp_fleet = ' ';
431 memset(ship.shp_item, 0, sizeof(ship.shp_item));
432 ship.shp_pstage = PLG_HEALTHY;
434 ship.shp_mobquota = 0;
436 ship.shp_follow = nstr.cur;
437 ship.shp_name[0] = 0;
438 ship.shp_orig_own = player->cnum;
439 ship.shp_orig_x = sp->sct_x;
440 ship.shp_orig_y = sp->sct_y;
441 ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
443 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
444 shp_set_tech(&ship, tlev);
449 if (sp->sct_pstage == PLG_INFECT)
450 ship.shp_pstage = PLG_EXPOSED;
451 makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
453 putship(ship.shp_uid, &ship);
454 pr("%s", prship(&ship));
455 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
460 build_land(register struct sctstr *sp, register struct lchrstr *lp,
461 short *vec, int tlev)
464 struct nstr_item nstr;
466 float eff = LAND_MINEFF / 100.0;
467 int mil, lcm, hcm, gun, shell;
471 mil = roundavg(((double)lp->l_mil * eff));
472 shell = roundavg(((double)lp->l_shell * eff));
473 gun = roundavg(((double)lp->l_gun * eff));
475 mil = shell = gun = 0;
477 hcm = roundavg(((double)lp->l_hcm * eff));
478 lcm = roundavg(((double)lp->l_lcm * eff));
480 if (sp->sct_type != SCT_HEADQ) {
481 pr("Land Units must be built in headquarters.\n");
484 if (sp->sct_effic < 60 && !player->god) {
485 pr("Sector %s is not 60%% efficient.\n",
486 xyas(sp->sct_x, sp->sct_y, player->cnum));
489 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
490 pr("Not enough materials in %s\n",
491 xyas(sp->sct_x, sp->sct_y, player->cnum));
495 if (vec[I_GUN] < gun || vec[I_GUN] == 0) {
496 pr("Not enough guns in %s\n",
497 xyas(sp->sct_x, sp->sct_y, player->cnum));
500 if (vec[I_SHELL] < shell) {
501 pr("Not enough shells in %s\n",
502 xyas(sp->sct_x, sp->sct_y, player->cnum));
505 if (vec[I_MILIT] < mil) {
506 pr("Not enough military in %s\n",
507 xyas(sp->sct_x, sp->sct_y, player->cnum));
511 if (!trechk(player->cnum, 0, NEWLND))
513 if (!check_sect_ok(sp))
515 avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100;
516 if (sp->sct_avail < avail) {
517 pr("Not enough available work in %s to build a %s\n",
518 xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name);
519 pr(" (%d available work required)\n", avail);
522 cost = lp->l_cost * LAND_MINEFF / 100;
524 pr("Not enough money left to build a %s\n", lp->l_name);
527 sp->sct_avail -= avail;
528 player->dolcost += cost;
530 snxtitem_all(&nstr, EF_LAND);
531 while (nxtitem(&nstr, (s_char *)&land)) {
532 if (land.lnd_own == 0) {
538 ef_extend(EF_LAND, 50);
540 memset(&land, 0, sizeof(struct lndstr));
541 land.lnd_x = sp->sct_x;
542 land.lnd_y = sp->sct_y;
543 land.lnd_own = player->cnum;
544 land.lnd_mission = 0;
545 land.lnd_type = lp - lchr;
546 land.lnd_effic = LAND_MINEFF;
547 if (opt_MOB_ACCESS) {
548 time(&land.lnd_access);
549 land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor);
553 land.lnd_uid = nstr.cur;
560 land.lnd_retreat = morale_base;
561 land.lnd_fuel = lp->l_fuelc;
562 land.lnd_nxlight = 0;
564 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
565 land.lnd_rad_max = 0;
566 memset(land.lnd_item, 0, sizeof(land.lnd_item));
567 land.lnd_pstage = PLG_HEALTHY;
569 lnd_set_tech(&land, tlev);
575 vec[I_SHELL] -= shell;
577 if (sp->sct_pstage == PLG_INFECT)
578 land.lnd_pstage = PLG_EXPOSED;
579 putland(nstr.cur, &land);
580 makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
582 pr("%s", prland(&land));
583 pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
588 build_bridge(register struct sctstr *sp, short *vec)
594 int nx, ny, i, good = 0;
598 if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
599 if (sp->sct_type != SCT_BTOWER) {
600 if (sp->sct_type != SCT_BHEAD)
602 if (sp->sct_newtype != SCT_BHEAD)
609 for (i = 1; i <= 6; i++) {
611 nx = sp->sct_x + diroff[i][0];
612 ny = sp->sct_y + diroff[i][1];
613 getsect(nx, ny, §);
614 for (j = 1; j <= 6; j++) {
615 nx2 = sect.sct_x + diroff[j][0];
616 ny2 = sect.sct_y + diroff[j][1];
617 getsect(nx2, ny2, &s2);
618 if ((s2.sct_type != SCT_WATER) &&
619 (s2.sct_type != SCT_BSPAN))
626 pr("Bridges must be built adjacent to land or bridge towers.\n");
627 pr("No eligible sectors adjacent to this sector.\n");
630 } /* end EASY_BRIDGES */
633 if (sp->sct_effic < 60 && !player->god) {
634 pr("Sector %s is not 60%% efficient.\n",
635 xyas(sp->sct_x, sp->sct_y, player->cnum));
640 if (vec[I_HCM] < buil_bh) {
641 pr("%s only has %d unit%s of hcm,\n",
642 xyas(sp->sct_x, sp->sct_y, player->cnum),
643 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
644 pr("(a bridge span requires %d)\n", buil_bh);
647 } else if (!opt_NO_LCMS) {
648 if (vec[I_LCM] < buil_bh) {
649 pr("%s only has %d unit%s of lcm,\n",
650 xyas(sp->sct_x, sp->sct_y, player->cnum),
651 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
652 pr("(a bridge span requires %d)\n", buil_bh);
656 if (cash < buil_bc) {
657 pr("A span costs $%.2f to build; ", buil_bc);
658 pr("you only have %d.\n", cash);
661 avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
662 if (sp->sct_avail < avail) {
663 pr("Not enough available work in %s to build a bridge\n",
664 xyas(sp->sct_x, sp->sct_y, player->cnum));
665 pr(" (%d available work required)\n", avail);
668 if (!player->argp[3]) {
669 pr("Bridge head at %s\n",
670 xyas(sp->sct_x, sp->sct_y, player->cnum));
671 nav_map(sp->sct_x, sp->sct_y, 1);
673 if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf))
677 /* Sanity check time */
678 if (!check_sect_ok(sp))
681 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
682 pr("'%c' is not a valid direction...\n", *p);
686 newx = sp->sct_x + diroff[val][0];
687 newy = sp->sct_y + diroff[val][1];
688 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
689 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
692 if (opt_EASY_BRIDGES) {
695 for (i = 1; i <= 6; i++) {
697 nx = sect.sct_x + diroff[i][0];
698 ny = sect.sct_y + diroff[i][1];
699 getsect(nx, ny, &s2);
700 if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
704 pr("Bridges must be built adjacent to land or bridge towers.\n");
705 pr("That sector is not adjacent to land or a bridge tower.\n");
708 } /* end EASY_BRIDGES */
709 sp->sct_avail -= avail;
710 player->dolcost += buil_bc;
712 sect.sct_type = SCT_BSPAN;
713 sect.sct_newtype = SCT_BSPAN;
714 sect.sct_effic = SCT_MINEFF;
717 sect.sct_defense = 0;
718 if (!opt_DEFENSE_INFRA)
719 sect.sct_defense = sect.sct_effic;
720 if (opt_MOB_ACCESS) {
721 time(§.sct_access);
722 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
728 pr("Bridge span built over %s\n",
729 xyas(sect.sct_x, sect.sct_y, player->cnum));
731 vec[I_HCM] -= buil_bh;
732 else if (!opt_NO_LCMS)
733 vec[I_LCM] -= buil_bh;
738 build_nuke(register struct sctstr *sp, register struct nchrstr *np,
743 if (sp->sct_type != SCT_NUKE && !player->god) {
744 pr("Nuclear weapons must be built in nuclear plants.\n");
747 if (sp->sct_effic < 60 && !player->god) {
748 pr("Sector %s is not 60%% efficient.\n",
749 xyas(sp->sct_x, sp->sct_y, player->cnum));
752 if (vec[I_HCM] < np->n_hcm || vec[I_LCM] < np->n_lcm ||
753 vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) {
754 pr("Not enough materials for a %s bomb in %s\n",
755 np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum));
756 pr("(%d hcm, %d lcm, %d oil, & %d rads).\n",
757 np->n_hcm, np->n_lcm, np->n_oil, np->n_rad);
760 if (cash < np->n_cost) {
761 pr("You need $%d, you only have %d.\n", np->n_cost, cash);
764 avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad);
766 * XXX when nukes turn into units (or whatever), then
767 * make them start at 20%. Since they don't have efficiency
768 * now, we charge all the work right away.
770 if (sp->sct_avail < avail) {
771 pr("Not enough available work in %s to build a %s;\n",
772 xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name);
773 pr(" (%d available work required)\n", avail);
776 if (!trechk(player->cnum, 0, NEWNUK))
778 if (!check_sect_ok(sp))
780 sp->sct_avail -= avail;
781 player->dolcost += np->n_cost;
783 nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1);
784 vec[I_HCM] -= np->n_hcm;
785 vec[I_LCM] -= np->n_lcm;
786 vec[I_OIL] -= np->n_oil;
787 vec[I_RAD] -= np->n_rad;
788 pr("%s warhead created in %s\n", np->n_name,
789 xyas(sp->sct_x, sp->sct_y, player->cnum));
794 build_plane(register struct sctstr *sp, register struct plchrstr *pp,
795 short *vec, int tlev)
799 struct nstr_item nstr;
800 float eff = PLANE_MINEFF / 100.0;
804 mil = roundavg(((double)pp->pl_crew * eff));
805 /* Always use at least 1 mil to build a plane */
806 if (mil == 0 && pp->pl_crew > 0)
808 hcm = roundavg(((double)pp->pl_hcm * eff));
809 lcm = roundavg(((double)pp->pl_lcm * eff));
810 if (sp->sct_type != SCT_AIRPT && !player->god) {
811 pr("Planes must be built in airports.\n");
814 if (sp->sct_effic < 60 && !player->god) {
815 pr("Sector %s is not 60%% efficient.\n",
816 xyas(sp->sct_x, sp->sct_y, player->cnum));
819 if (vec[I_LCM] < lcm || vec[I_HCM] < hcm) {
820 pr("Not enough materials in %s\n",
821 xyas(sp->sct_x, sp->sct_y, player->cnum));
824 avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100;
825 if (sp->sct_avail < avail) {
826 pr("Not enough available work in %s to build a %s\n",
827 xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name);
828 pr(" (%d available work required)\n", avail);
831 cost = pp->pl_cost * PLANE_MINEFF / 100;
833 pr("Not enough money left to build a %s\n", pp->pl_name);
836 if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) {
837 pr("Not enough military for crew in %s\n",
838 xyas(sp->sct_x, sp->sct_y, player->cnum));
841 if (!trechk(player->cnum, 0, NEWPLN))
843 if (!check_sect_ok(sp))
845 sp->sct_avail -= avail;
846 player->dolcost += cost;
848 snxtitem_all(&nstr, EF_PLANE);
850 while (nxtitem(&nstr, (s_char *)&plane)) {
851 if (plane.pln_own == 0) {
856 if (freeplane == 0) {
857 ef_extend(EF_PLANE, 50);
859 memset(&plane, 0, sizeof(struct plnstr));
860 plane.pln_x = sp->sct_x;
861 plane.pln_y = sp->sct_y;
862 plane.pln_own = sp->sct_own;
863 plane.pln_type = pp - plchr;
864 plane.pln_effic = PLANE_MINEFF;
865 if (opt_MOB_ACCESS) {
866 time(&plane.pln_access);
867 plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor);
871 plane.pln_mission = 0;
874 plane.pln_radius = 0;
875 plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */
876 plane.pln_range_max = plane.pln_range;
877 plane.pln_fuel = pp->pl_fuel;
878 plane.pln_wing = ' ';
881 plane.pln_uid = nstr.cur;
882 plane.pln_nuketype = -1;
883 plane.pln_harden = 0;
885 pln_set_tech(&plane, tlev);
891 makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x,
893 putplane(plane.pln_uid, &plane);
894 pr("%s built in sector %s\n", prplane(&plane),
895 xyas(sp->sct_x, sp->sct_y, player->cnum));
900 build_tower(register struct sctstr *sp, short *vec)
913 if (sp->sct_type != SCT_BSPAN) {
914 pr("Bridge towers can only be built from bridge spans.\n");
918 if (sp->sct_effic < 60 && !player->god) {
919 pr("Sector %s is not 60%% efficient.\n",
920 xyas(sp->sct_x, sp->sct_y, player->cnum));
925 if (vec[I_HCM] < buil_tower_bh) {
926 pr("%s only has %d unit%s of hcm,\n",
927 xyas(sp->sct_x, sp->sct_y, player->cnum),
928 vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
929 pr("(a bridge tower requires %d)\n", buil_tower_bh);
932 } else if (!opt_NO_LCMS) {
933 if (vec[I_LCM] < buil_tower_bh) {
934 pr("%s only has %d unit%s of lcm,\n",
935 xyas(sp->sct_x, sp->sct_y, player->cnum),
936 vec[I_LCM], vec[I_LCM] > 1 ? "s" : "");
937 pr("(a bridge tower requires %d)\n", buil_tower_bh);
941 if (cash < buil_tower_bc) {
942 pr("A bridge tower costs $%.2f to build; ", buil_tower_bc);
943 pr("you only have %d.\n", cash);
946 avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100;
947 if (sp->sct_avail < avail) {
948 pr("Not enough available work in %s to build a bridge tower\n",
949 xyas(sp->sct_x, sp->sct_y, player->cnum));
950 pr(" (%d available work required)\n", avail);
953 if (!player->argp[3]) {
954 pr("Building from %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
955 nav_map(sp->sct_x, sp->sct_y, 1);
957 if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf))
961 /* Sanity check time */
962 if (!check_sect_ok(sp))
965 if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
966 pr("'%c' is not a valid direction...\n", *p);
970 newx = sp->sct_x + diroff[val][0];
971 newy = sp->sct_y + diroff[val][1];
972 if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
973 pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
977 /* Now, check. You aren't allowed to build bridge towers
980 for (i = 1; i <= 6; i++) {
982 nx = sect.sct_x + diroff[i][0];
983 ny = sect.sct_y + diroff[i][1];
984 getsect(nx, ny, &s2);
985 if ((s2.sct_type != SCT_WATER) &&
986 (s2.sct_type != SCT_BTOWER) && (s2.sct_type != SCT_BSPAN)) {
992 pr("Bridge towers cannot be built adjacent to land.\n");
993 pr("That sector is adjacent to land.\n");
997 sp->sct_avail -= avail;
998 player->dolcost += buil_tower_bc;
999 cash -= buil_tower_bc;
1000 sect.sct_type = SCT_BTOWER;
1001 sect.sct_newtype = SCT_BTOWER;
1002 sect.sct_effic = SCT_MINEFF;
1005 sect.sct_defense = 0;
1006 if (opt_MOB_ACCESS) {
1007 time(§.sct_access);
1008 sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
1012 if (!opt_DEFENSE_INFRA)
1013 sect.sct_defense = sect.sct_effic;
1016 pr("Bridge tower built in %s\n",
1017 xyas(sect.sct_x, sect.sct_y, player->cnum));
1019 vec[I_HCM] -= buil_tower_bh;
1020 else if (!opt_NO_LCMS)
1021 vec[I_LCM] -= buil_tower_bh;