/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure, Markus Armbruster * * Empire is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * --- * * See files README, COPYING and CREDITS in the root of the source * tree for related information and legal notices. It is expected * that future projects/authors will amend these files as needed. * * --- * * buil.c: Build ships, nukes, bridges, planes, land units, bridge towers * * Known contributors to this file: * Steve McClure, 1998-2000 * Markus Armbruster, 2004-2012 */ #include #include #include "commands.h" #include "game.h" #include "land.h" #include "lost.h" #include "map.h" #include "nuke.h" #include "optlist.h" #include "path.h" #include "plague.h" #include "plane.h" #include "ship.h" #include "treaty.h" #include "unit.h" static int build_ship(struct sctstr *sp, int type, int tlev); static int build_land(struct sctstr *sp, int type, int tlev); static int build_nuke(struct sctstr *sp, int type, int tlev); static int build_plane(struct sctstr *sp, int type, int tlev); static int build_bridge(char); static int build_bspan(struct sctstr *sp); static int build_btower(struct sctstr *sp); static int build_can_afford(double, char *); /* * build [NUMBER] */ int buil(void) { struct natstr *natp = getnatp(player->cnum); int tlev = (int)natp->nat_level[NAT_TLEV]; struct sctstr sect; struct nstr_sect nstr; int rqtech, type, number, val, gotsect; char *p, *what, *prompt; int (*build_it)(struct sctstr *, int, int); char buf[1024]; p = getstarg(player->argp[1], "Build (ship, nuke, bridge, plane, land unit, tower)? ", buf); if (!p) return RET_SYN; switch (*p) { case 'b': case 't': return build_bridge(*p); case 's': what = "ship"; prompt = "Ship type? "; build_it = build_ship; break; case 'p': what = "plane"; prompt = "Plane type? "; build_it = build_plane; break; case 'l': what = "land"; prompt = "Land unit type? "; build_it = build_land; break; case 'n': if (!ef_nelem(EF_NUKE_CHR)) { pr("There are no nukes in this game.\n"); return RET_FAIL; } if (drnuke_const > MIN_DRNUKE_CONST) tlev = MIN(tlev, (int)(natp->nat_level[NAT_RLEV] / drnuke_const)); what = "nuke"; prompt = "Nuke type? "; build_it = build_nuke; break; default: pr("You can't build that!\n"); return RET_SYN; } if (!snxtsct(&nstr, player->argp[2])) return RET_SYN; p = getstarg(player->argp[3], prompt, buf); if (!p || !*p) return RET_SYN; rqtech = 0; switch (*what) { case 'p': type = ef_elt_byname(EF_PLANE_CHR, p); if (type >= 0) rqtech = plchr[type].pl_tech; break; case 's': type = ef_elt_byname(EF_SHIP_CHR, p); if (type >= 0) rqtech = mchr[type].m_tech; break; case 'l': type = ef_elt_byname(EF_LAND_CHR, p); if (type >= 0) rqtech = lchr[type].l_tech; break; case 'n': type = ef_elt_byname(EF_NUKE_CHR, p); if (type >= 0) rqtech = nchr[type].n_tech; break; default: CANT_REACH(); return RET_FAIL; } if (type < 0 || tlev < rqtech) { pr("You can't build that!\n"); pr("Use `show %s build %d' to show types you can build.\n", what, tlev); return RET_FAIL; } number = 1; if (player->argp[4]) { number = atoi(player->argp[4]); if (number > 20) { char bstr[80]; sprintf(bstr, "Are you sure that you want to build %d of them? ", number); p = getstarg(player->argp[6], bstr, buf); if (!p || *p != 'y') return RET_SYN; } } if (player->argp[5]) { val = atoi(player->argp[5]); if (val > tlev && !player->god) { pr("Your%s tech level is only %d.\n", *what == 'n' && drnuke_const > MIN_DRNUKE_CONST ? " effective" : "", tlev); return RET_FAIL; } if (rqtech > val) { pr("Required tech is %d.\n", rqtech); return RET_FAIL; } tlev = val; pr("Building with tech level %d.\n", tlev); } gotsect = 0; while (number-- > 0) { while (nxtsct(&nstr, §)) { if (!player->owner) continue; gotsect = 1; if (build_it(§, type, tlev)) putsect(§); } snxtsct_rewind(&nstr); } if (!gotsect) pr("No sectors.\n"); return RET_OK; } static int build_ship(struct sctstr *sp, int type, int tlev) { short *vec = sp->sct_item; struct mchrstr *mp = &mchr[type]; struct shpstr ship; struct nstr_item nstr; int avail; double cost; double eff = SHIP_MINEFF / 100.0; int lcm, hcm; int freeship = 0; hcm = roundavg(mp->m_hcm * eff); lcm = roundavg(mp->m_lcm * eff); if (sp->sct_type != SCT_HARBR) { pr("Ships must be built in harbours.\n"); 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_LCM] < lcm || vec[I_HCM] < hcm) { pr("Not enough materials in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * SHIP_MINEFF + 99) / 100; if (sp->sct_avail < avail) { pr("Not enough available work in %s to build a %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum), mp->m_name); pr(" (%d available work required)\n", avail); return 0; } cost = mp->m_cost * SHIP_MINEFF / 100.0; if (!build_can_afford(cost, mp->m_name)) return 0; if (!trechk(player->cnum, 0, NEWSHP)) return 0; if (!check_sect_ok(sp)) return 0; sp->sct_avail -= avail; player->dolcost += cost; snxtitem_all(&nstr, EF_SHIP); while (nxtitem(&nstr, &ship)) { if (ship.shp_own == 0) { freeship++; break; } } if (freeship == 0) { ef_extend(EF_SHIP, 50); } ef_blank(EF_SHIP, nstr.cur, &ship); ship.shp_x = sp->sct_x; ship.shp_y = sp->sct_y; ship.shp_own = player->cnum; ship.shp_type = mp - mchr; ship.shp_effic = SHIP_MINEFF; if (opt_MOB_ACCESS) { game_tick_to_now(&ship.shp_access); ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor); } else { ship.shp_mobil = 0; } memset(ship.shp_item, 0, sizeof(ship.shp_item)); ship.shp_pstage = PLG_HEALTHY; ship.shp_ptime = 0; ship.shp_name[0] = 0; ship.shp_orig_own = player->cnum; ship.shp_orig_x = sp->sct_x; ship.shp_orig_y = sp->sct_y; shp_set_tech(&ship, tlev); unit_wipe_orders((struct empobj *)&ship); vec[I_LCM] -= lcm; vec[I_HCM] -= hcm; if (sp->sct_pstage == PLG_INFECT) ship.shp_pstage = PLG_EXPOSED; putship(ship.shp_uid, &ship); pr("%s", prship(&ship)); pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_land(struct sctstr *sp, int type, int tlev) { short *vec = sp->sct_item; struct lchrstr *lp = &lchr[type]; struct lndstr land; struct nstr_item nstr; int avail; double cost; double eff = LAND_MINEFF / 100.0; int mil, lcm, hcm, gun, shell; int freeland = 0; #if 0 mil = roundavg(lp->l_mil * eff); shell = roundavg(lp->l_shell * eff); gun = roundavg(lp->l_gun * eff); #else mil = shell = gun = 0; #endif hcm = roundavg(lp->l_hcm * eff); lcm = roundavg(lp->l_lcm * eff); if (sp->sct_type != SCT_HEADQ) { pr("Land units must be built in headquarters.\n"); 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_LCM] < lcm || vec[I_HCM] < hcm) { pr("Not enough materials in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } #if 0 if (vec[I_GUN] < gun || vec[I_GUN] == 0) { pr("Not enough guns in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } if (vec[I_SHELL] < shell) { pr("Not enough shells in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } if (vec[I_MILIT] < mil) { pr("Not enough military in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } #endif if (!trechk(player->cnum, 0, NEWLND)) return 0; if (!check_sect_ok(sp)) return 0; avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * LAND_MINEFF + 99) / 100; if (sp->sct_avail < avail) { pr("Not enough available work in %s to build a %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum), lp->l_name); pr(" (%d available work required)\n", avail); return 0; } cost = lp->l_cost * LAND_MINEFF / 100.0; if (!build_can_afford(cost, lp->l_name)) return 0; sp->sct_avail -= avail; player->dolcost += cost; snxtitem_all(&nstr, EF_LAND); while (nxtitem(&nstr, &land)) { if (land.lnd_own == 0) { freeland++; break; } } if (freeland == 0) { ef_extend(EF_LAND, 50); } ef_blank(EF_LAND, nstr.cur, &land); land.lnd_x = sp->sct_x; land.lnd_y = sp->sct_y; land.lnd_own = player->cnum; land.lnd_type = lp - lchr; land.lnd_effic = LAND_MINEFF; if (opt_MOB_ACCESS) { game_tick_to_now(&land.lnd_access); land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor); } else { land.lnd_mobil = 0; } land.lnd_ship = -1; land.lnd_land = -1; land.lnd_harden = 0; memset(land.lnd_item, 0, sizeof(land.lnd_item)); land.lnd_pstage = PLG_HEALTHY; land.lnd_ptime = 0; lnd_set_tech(&land, tlev); unit_wipe_orders((struct empobj *)&land); vec[I_LCM] -= lcm; vec[I_HCM] -= hcm; vec[I_MILIT] -= mil; vec[I_GUN] -= gun; vec[I_SHELL] -= shell; if (sp->sct_pstage == PLG_INFECT) land.lnd_pstage = PLG_EXPOSED; putland(nstr.cur, &land); pr("%s", prland(&land)); pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_nuke(struct sctstr *sp, int type, int tlev) { short *vec = sp->sct_item; struct nchrstr *np = &nchr[type]; struct nukstr nuke; struct nstr_item nstr; int avail; int freenuke; if (sp->sct_type != SCT_NUKE && !player->god) { pr("Nuclear weapons must be built in nuclear plants.\n"); 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] < np->n_hcm || vec[I_LCM] < np->n_lcm || vec[I_OIL] < np->n_oil || vec[I_RAD] < np->n_rad) { pr("Not enough materials for a %s bomb in %s\n", np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum)); pr("(%d hcm, %d lcm, %d oil, & %d rads).\n", np->n_hcm, np->n_lcm, np->n_oil, np->n_rad); return 0; } if (!build_can_afford(np->n_cost, np->n_name)) return 0; avail = NUK_BLD_WORK(np->n_lcm, np->n_hcm, np->n_oil, np->n_rad); /* * XXX when nukes turn into units (or whatever), then * make them start at 20%. Since they don't have efficiency * now, we charge all the work right away. */ if (sp->sct_avail < avail) { pr("Not enough available work in %s to build a %s;\n", xyas(sp->sct_x, sp->sct_y, player->cnum), np->n_name); pr(" (%d available work required)\n", avail); return 0; } if (!trechk(player->cnum, 0, NEWNUK)) return 0; if (!check_sect_ok(sp)) return 0; sp->sct_avail -= avail; player->dolcost += np->n_cost; snxtitem_all(&nstr, EF_NUKE); freenuke = 0; while (nxtitem(&nstr, &nuke)) { if (nuke.nuk_own == 0) { freenuke++; break; } } if (freenuke == 0) { ef_extend(EF_NUKE, 50); } ef_blank(EF_NUKE, nstr.cur, &nuke); nuke.nuk_x = sp->sct_x; nuke.nuk_y = sp->sct_y; nuke.nuk_own = sp->sct_own; nuke.nuk_type = np - nchr; nuke.nuk_effic = 100; nuke.nuk_plane = -1; nuke.nuk_tech = tlev; unit_wipe_orders((struct empobj *)&nuke); vec[I_HCM] -= np->n_hcm; vec[I_LCM] -= np->n_lcm; vec[I_OIL] -= np->n_oil; vec[I_RAD] -= np->n_rad; putnuke(nuke.nuk_uid, &nuke); pr("%s created in %s\n", prnuke(&nuke), xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_plane(struct sctstr *sp, int type, int tlev) { short *vec = sp->sct_item; struct plchrstr *pp = &plchr[type]; struct plnstr plane; struct nstr_item nstr; int avail; double cost; double eff = PLANE_MINEFF / 100.0; int hcm, lcm, mil; int freeplane; mil = roundavg(pp->pl_crew * eff); /* Always use at least 1 mil to build a plane */ if (mil == 0 && pp->pl_crew > 0) mil = 1; hcm = roundavg(pp->pl_hcm * eff); lcm = roundavg(pp->pl_lcm * eff); if (sp->sct_type != SCT_AIRPT && !player->god) { pr("Planes must be built in airports.\n"); 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_LCM] < lcm || vec[I_HCM] < hcm) { pr("Not enough materials in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * PLANE_MINEFF + 99) / 100; if (sp->sct_avail < avail) { pr("Not enough available work in %s to build a %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum), pp->pl_name); pr(" (%d available work required)\n", avail); return 0; } cost = pp->pl_cost * PLANE_MINEFF / 100.0; if (!build_can_afford(cost, pp->pl_name)) return 0; if (vec[I_MILIT] < mil || (vec[I_MILIT] == 0 && pp->pl_crew > 0)) { pr("Not enough military for crew in %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 0; } if (!trechk(player->cnum, 0, NEWPLN)) return 0; if (!check_sect_ok(sp)) return 0; sp->sct_avail -= avail; player->dolcost += cost; snxtitem_all(&nstr, EF_PLANE); freeplane = 0; while (nxtitem(&nstr, &plane)) { if (plane.pln_own == 0) { freeplane++; break; } } if (freeplane == 0) { ef_extend(EF_PLANE, 50); } ef_blank(EF_PLANE, nstr.cur, &plane); plane.pln_x = sp->sct_x; plane.pln_y = sp->sct_y; plane.pln_own = sp->sct_own; plane.pln_type = pp - plchr; plane.pln_effic = PLANE_MINEFF; if (opt_MOB_ACCESS) { game_tick_to_now(&plane.pln_access); plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor); } else { plane.pln_mobil = 0; } plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */ plane.pln_ship = -1; plane.pln_land = -1; plane.pln_harden = 0; plane.pln_flags = 0; pln_set_tech(&plane, tlev); unit_wipe_orders((struct empobj *)&plane); vec[I_LCM] -= lcm; vec[I_HCM] -= hcm; vec[I_MILIT] -= mil; putplane(plane.pln_uid, &plane); pr("%s built in sector %s\n", prplane(&plane), xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_bridge(char what) { struct natstr *natp = getnatp(player->cnum); struct nstr_sect nstr; int (*build_it)(struct sctstr *); int gotsect; struct sctstr sect; switch (what) { case 'b': if (natp->nat_level[NAT_TLEV] < buil_bt) { pr("Building a span requires a tech of %.0f\n", buil_bt); return RET_FAIL; } build_it = build_bspan; break; case 't': if (!opt_BRIDGETOWERS) { pr("Bridge tower building is disabled.\n"); return RET_FAIL; } if (natp->nat_level[NAT_TLEV] < buil_tower_bt) { pr("Building a tower requires a tech of %.0f\n", buil_tower_bt); return RET_FAIL; } build_it = build_btower; break; default: CANT_REACH(); return RET_FAIL; } if (!snxtsct(&nstr, player->argp[2])) return RET_SYN; gotsect = 0; while (nxtsct(&nstr, §)) { if (!player->owner) continue; gotsect = 1; if (build_it(§)) putsect(§); } if (!gotsect) pr("No sectors.\n"); return RET_OK; } static int build_bspan(struct sctstr *sp) { short *vec = sp->sct_item; 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 = sp->sct_item; struct sctstr sect; int val; int newx, newy; int avail; char *p; char buf[1024]; int i; int nx; int ny; if (sp->sct_type != SCT_BSPAN) { pr("Bridge towers can only be built from bridge spans.\n"); 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_tower_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 tower requires %d)\n", buil_tower_bh); return 0; } if (!build_can_afford(buil_tower_bc, dchr[SCT_BTOWER].d_name)) return 0; avail = (SCT_BLD_WORK(0, buil_tower_bh) * SCT_MINEFF + 99) / 100; if (sp->sct_avail < avail) { pr("Not enough available work in %s to build a bridge tower\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); pr(" (%d available work required)\n", avail); return 0; } if (!player->argp[3]) { pr("Building from %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 tower 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; } /* Now, check. You aren't allowed to build bridge towers next to land. */ 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_BTOWER) && (s2.sct_type != SCT_BSPAN)) { pr("Bridge towers cannot be built adjacent to land.\n"); pr("That sector is adjacent to land.\n"); return 0; } } sp->sct_avail -= avail; player->dolcost += buil_tower_bc; sect.sct_type = SCT_BTOWER; sect.sct_newtype = SCT_BTOWER; 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_BTOWER].d_mnem, 2); writemap(player->cnum); putsect(§); pr("Bridge tower built in %s\n", xyas(sect.sct_x, sect.sct_y, player->cnum)); vec[I_HCM] -= buil_tower_bh; return 1; } static int build_can_afford(double cost, char *what) { struct natstr *natp = getnatp(player->cnum); if (natp->nat_money < player->dolcost + cost) { pr("Not enough money left to build a %s\n", what); return 0; } return 1; }