+build_bspan(struct sctstr *sp, short *vec)
+{
+ struct sctstr sect;
+ int val;
+ int newx, newy;
+ int avail;
+ int nx, ny, i, good = 0;
+ char *p;
+ char buf[1024];
+
+ if (opt_EASY_BRIDGES == 0) { /* must have a bridge head or tower */
+ if (sp->sct_type != SCT_BTOWER) {
+ if (sp->sct_type != SCT_BHEAD)
+ return 0;
+ if (sp->sct_newtype != SCT_BHEAD)
+ return 0;
+ }
+ }
+
+ if (sp->sct_effic < 60 && !player->god) {
+ pr("Sector %s is not 60%% efficient.\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ return 0;
+ }
+
+ if (vec[I_HCM] < buil_bh) {
+ pr("%s only has %d unit%s of hcm,\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum),
+ vec[I_HCM], vec[I_HCM] > 1 ? "s" : "");
+ pr("(a bridge span requires %d)\n", buil_bh);
+ return 0;
+ }
+
+ if (!build_can_afford(buil_bc, dchr[SCT_BSPAN].d_name))
+ return 0;
+ avail = (SCT_BLD_WORK(0, buil_bh) * SCT_MINEFF + 99) / 100;
+ if (sp->sct_avail < avail) {
+ pr("Not enough available work in %s to build a bridge\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ pr(" (%d available work required)\n", avail);
+ return 0;
+ }
+ if (!player->argp[3]) {
+ pr("Bridge head at %s\n",
+ xyas(sp->sct_x, sp->sct_y, player->cnum));
+ nav_map(sp->sct_x, sp->sct_y, 1);
+ }
+ p = getstarg(player->argp[3], "build span in what direction? ", buf);
+ if (!p || !*p) {
+ return 0;
+ }
+ /* Sanity check time */
+ if (!check_sect_ok(sp))
+ return 0;
+
+ if ((val = chkdir(*p, DIR_FIRST, DIR_LAST)) < 0) {
+ pr("'%c' is not a valid direction...\n", *p);
+ direrr(NULL, NULL, NULL);
+ return 0;
+ }
+ newx = sp->sct_x + diroff[val][0];
+ newy = sp->sct_y + diroff[val][1];
+ if (getsect(newx, newy, §) == 0 || sect.sct_type != SCT_WATER) {
+ pr("%s is not a water sector\n", xyas(newx, newy, player->cnum));
+ return 0;
+ }
+ if (opt_EASY_BRIDGES) {
+ good = 0;
+
+ for (i = 1; i <= 6; i++) {
+ struct sctstr s2;
+ nx = sect.sct_x + diroff[i][0];
+ ny = sect.sct_y + diroff[i][1];
+ getsect(nx, ny, &s2);
+ if ((s2.sct_type != SCT_WATER) && (s2.sct_type != SCT_BSPAN))
+ good = 1;
+ }
+ if (!good) {
+ pr("Bridges must be built adjacent to land or bridge towers.\n");
+ pr("That sector is not adjacent to land or a bridge tower.\n");
+ return 0;
+ }
+ } /* end EASY_BRIDGES */
+ sp->sct_avail -= avail;
+ player->dolcost += buil_bc;
+ sect.sct_type = SCT_BSPAN;
+ sect.sct_newtype = SCT_BSPAN;
+ sect.sct_effic = SCT_MINEFF;
+ sect.sct_road = 0;
+ sect.sct_rail = 0;
+ sect.sct_defense = 0;
+ if (opt_MOB_ACCESS) {
+ game_tick_to_now(§.sct_access);
+ sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor);
+ } else {
+ sect.sct_mobil = 0;
+ }
+ sect.sct_mines = 0;
+ map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[SCT_BSPAN].d_mnem, 2);
+ writemap(player->cnum);
+ putsect(§);
+ pr("Bridge span built over %s\n",
+ xyas(sect.sct_x, sect.sct_y, player->cnum));
+ vec[I_HCM] -= buil_bh;
+ return 1;
+}
+
+static int
+build_btower(struct sctstr *sp, short *vec)