/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program 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 2 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * --- * * 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, 2004-2005 */ #include #include #include #include "misc.h" #include "player.h" #include "plague.h" #include "sect.h" #include "nat.h" #include "ship.h" #include "land.h" #include "nuke.h" #include "plane.h" #include "xy.h" #include "nsc.h" #include "treaty.h" #include "file.h" #include "path.h" #include "optlist.h" #include "commands.h" static int build_nuke(struct sctstr *sp, struct nchrstr *np, short *vec); static int build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev); static int build_land(struct sctstr *sp, struct lchrstr *lp, short *vec, int tlev); static int build_bridge(struct sctstr *sp, short *vec); static int build_tower(struct sctstr *sp, short *vec); static int build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev); static int cash; /* static ok */ /* * build [NUMBER] */ int buil(void) { struct sctstr sect; struct nstr_sect nstr; struct natstr *natp; int rqtech; int tlev; int rlev; int type; int what; struct lchrstr *lp; struct mchrstr *mp; struct plchrstr *pp; struct nchrstr *np; s_char *p; int gotsect = 0; int built; int number = 1, x; int asked = 0; s_char buf[1024]; natp = getnatp(player->cnum); if ((p = getstarg(player->argp[1], "Build (ship, nuke, bridge, plane, land unit, tower)? ", buf)) == 0) return RET_SYN; what = *p; for (x = 0; x < number; x++) { if (!snxtsct(&nstr, player->argp[2])) { pr("Bad sector specification.\n"); return RET_SYN; } tlev = (int)natp->nat_level[NAT_TLEV]; rlev = (int)natp->nat_level[NAT_RLEV]; switch (what) { case 'p': p = getstarg(player->argp[3], "Plane type? ", buf); if (p == 0 || *p == 0) return RET_SYN; type = typematch(p, EF_PLANE); if (type >= 0) { pp = &plchr[type]; rqtech = pp->pl_tech; if (rqtech > tlev) type = -1; } if (type < 0) { pr("You can't build that!\n"); pr("Use `show plane build %d' to show types you can build.\n", tlev); return RET_FAIL; } break; case 's': p = getstarg(player->argp[3], "Ship type? ", buf); if (p == 0 || *p == 0) return RET_SYN; type = typematch(p, EF_SHIP); if (type >= 0) { mp = &mchr[type]; rqtech = mp->m_tech; if (rqtech > tlev) type = -1; if ((mp->m_flags & M_TRADE) && !opt_TRADESHIPS) type = -1; } if (type < 0) { pr("You can't build that!\n"); pr("Use `show ship build %d' to show types you can build.\n", tlev); return RET_FAIL; } break; case 'l': p = getstarg(player->argp[3], "Land unit type? ", buf); if (p == 0 || *p == 0) return RET_SYN; type = typematch(p, EF_LAND); if (type >= 0) { lp = &lchr[type]; rqtech = lp->l_tech; if (rqtech > tlev) type = -1; if ((lp->l_flags & L_SPY) && !opt_LANDSPIES) type = -1; } if (type < 0) { pr("You can't build that!\n"); pr("Use `show land build %d' to show types you can build.\n", tlev); return RET_FAIL; } break; case 'b': if (natp->nat_level[NAT_TLEV] + 0.005 < buil_bt) { pr("Building a span requires a tech of %.0f\n", buil_bt); return 2; } break; case 't': if (!opt_BRIDGETOWERS) { pr("Bridge tower building is disabled.\n"); return RET_FAIL; } if (natp->nat_level[NAT_TLEV] + 0.005 < buil_tower_bt) { pr("Building a tower requires a tech of %.0f\n", buil_tower_bt); return 2; } break; case 'n': if (!ef_nelem(EF_NUKE_CHR)) { pr("There are no nukes in this game.\n"); return RET_FAIL; } p = getstarg(player->argp[3], "Nuke type? ", buf); if (p == 0 || *p == 0) return RET_SYN; type = typematch(p, EF_NUKE); if (type >= 0) { np = &nchr[type]; rqtech = np->n_tech; if (rqtech > tlev || (drnuke_const > MIN_DRNUKE_CONST && np->n_tech * drnuke_const > rlev)) type = -1; } if (type < 0) { int tt = tlev; if (drnuke_const > MIN_DRNUKE_CONST) tt = (tlev < (rlev / drnuke_const) ? (int)tlev : (int)(rlev / drnuke_const)); pr("You can't build that!\n"); pr("Use `show nuke build %d' to show types you can build.\n", tt); return RET_FAIL; } break; default: pr("You can't build that!\n"); return RET_FAIL; } if (what != 'b' && what != 't') { if (player->argp[4]) { if (atoi(player->argp[4]) > 20 && !asked) { s_char bstr[80]; asked = 1; (void)sprintf(bstr, "Are you sure that you want to build %s of them? ", player->argp[4]); p = getstarg(player->argp[6], bstr, buf); if (p == 0 || *p != 'y') return RET_SYN; } number = atoi(player->argp[4]); } } if (what != 'b' && what != 'n' && what != 't') { if (player->argp[5]) { tlev = atoi(player->argp[5]); if (tlev > natp->nat_level[NAT_TLEV] && !player->god) { pr("Your tech level is only %d.\n", (int)natp->nat_level[NAT_TLEV]); return RET_FAIL; } if (rqtech > tlev) { pr("Required tech is %d.\n", rqtech); return RET_FAIL; } pr("building with tech level %d.\n", tlev); } else tlev = (int)natp->nat_level[NAT_TLEV]; } cash = natp->nat_money; while (nxtsct(&nstr, §)) { gotsect++; if (!player->owner) continue; switch (what) { case 'l': built = build_land(§, lp, sect.sct_item, tlev); break; case 's': built = build_ship(§, mp, sect.sct_item, tlev); break; case 'b': built = build_bridge(§, sect.sct_item); break; case 't': built = build_tower(§, sect.sct_item); break; case 'n': built = build_nuke(§, np, sect.sct_item); break; case 'p': built = build_plane(§, pp, sect.sct_item, tlev); break; default: CANT_HAPPEN("Bad WHAT"); return RET_FAIL; } if (built) { putsect(§); } } } if (!gotsect) { pr("Bad sector specification.\n"); } return RET_OK; } static int build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev) { struct shpstr ship; struct nstr_item nstr; int avail, cost, i; float eff = SHIP_MINEFF / 100.0; int lcm, hcm; int freeship = 0; hcm = roundavg((double)mp->m_hcm * eff); lcm = roundavg((double)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; if (cash < cost) { pr("Not enough money left to build a %s\n", 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; cash -= 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); } memset(&ship, 0, sizeof(struct shpstr)); ship.shp_x = sp->sct_x; ship.shp_y = sp->sct_y; ship.shp_destx[0] = sp->sct_x; ship.shp_desty[0] = sp->sct_y; ship.shp_destx[1] = sp->sct_x; ship.shp_desty[1] = sp->sct_y; ship.shp_autonav = 0; /* new code for autonav, Chad Zabel 1-15-94 */ for (i = 0; i < TMAX; ++i) { ship.shp_tstart[i] = I_NONE; ship.shp_tend[i] = I_NONE; ship.shp_lstart[i] = 0; ship.shp_lend[i] = 0; } ship.shp_mission = 0; ship.shp_own = player->cnum; ship.shp_type = mp - mchr; ship.shp_effic = SHIP_MINEFF; if (opt_MOB_ACCESS) { time(&ship.shp_access); ship.shp_mobil = -(etu_per_update / sect_mob_neg_factor); } else { ship.shp_mobil = 0; } ship.shp_uid = nstr.cur; ship.shp_nplane = 0; ship.shp_nland = 0; ship.shp_nxlight = 0; ship.shp_nchoppers = 0; ship.shp_fleet = ' '; memset(ship.shp_item, 0, sizeof(ship.shp_item)); ship.shp_pstage = PLG_HEALTHY; ship.shp_ptime = 0; ship.shp_mobquota = 0; *ship.shp_path = 0; ship.shp_follow = nstr.cur; 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; ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc; ship.shp_rflags = 0; memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath)); shp_set_tech(&ship, tlev); vec[I_LCM] -= lcm; vec[I_HCM] -= hcm; if (sp->sct_pstage == PLG_INFECT) ship.shp_pstage = PLG_EXPOSED; makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y); 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, struct lchrstr *lp, short *vec, int tlev) { struct lndstr land; struct nstr_item nstr; int avail, cost; float eff = LAND_MINEFF / 100.0; int mil, lcm, hcm, gun, shell; int freeland = 0; #if 0 mil = roundavg(((double)lp->l_mil * eff)); shell = roundavg(((double)lp->l_shell * eff)); gun = roundavg(((double)lp->l_gun * eff)); #else mil = shell = gun = 0; #endif hcm = roundavg(((double)lp->l_hcm * eff)); lcm = roundavg(((double)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; if (cash < cost) { pr("Not enough money left to build a %s\n", lp->l_name); return 0; } sp->sct_avail -= avail; player->dolcost += cost; cash -= 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); } memset(&land, 0, sizeof(struct lndstr)); land.lnd_x = sp->sct_x; land.lnd_y = sp->sct_y; land.lnd_own = player->cnum; land.lnd_mission = 0; land.lnd_type = lp - lchr; land.lnd_effic = LAND_MINEFF; if (opt_MOB_ACCESS) { time(&land.lnd_access); land.lnd_mobil = -(etu_per_update / sect_mob_neg_factor); } else { land.lnd_mobil = 0; } land.lnd_uid = nstr.cur; land.lnd_army = ' '; land.lnd_flags = 0; land.lnd_ship = -1; land.lnd_land = -1; land.lnd_nland = 0; land.lnd_harden = 0; land.lnd_retreat = morale_base; land.lnd_fuel = lp->l_fuelc; land.lnd_nxlight = 0; land.lnd_rflags = 0; memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath)); land.lnd_rad_max = 0; memset(land.lnd_item, 0, sizeof(land.lnd_item)); land.lnd_pstage = PLG_HEALTHY; land.lnd_ptime = 0; lnd_set_tech(&land, tlev); 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); makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y); pr("%s", prland(&land)); pr(" built in sector %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_bridge(struct sctstr *sp, short *vec) { struct sctstr sect; int val; int newx, newy; int avail; int nx, ny, i, good = 0; s_char *p; s_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 (cash < buil_bc) { pr("A span costs $%.2f to build; ", buil_bc); pr("you only have %d.\n", cash); 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); } if (!(p = getstarg(player->argp[3], "build span in what direction? ", buf)) || !*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(0, 0, 0); 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; cash -= 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_DEFENSE_INFRA) sect.sct_defense = sect.sct_effic; if (opt_MOB_ACCESS) { time(§.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_nuke(struct sctstr *sp, struct nchrstr *np, short *vec) { int avail; 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 (cash < np->n_cost) { pr("You need $%d, you only have %d.\n", np->n_cost, cash); 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; cash -= np->n_cost; nuk_add(sp->sct_x, sp->sct_y, np - nchr, 1); 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("%s warhead created in %s\n", np->n_name, xyas(sp->sct_x, sp->sct_y, player->cnum)); return 1; } static int build_plane(struct sctstr *sp, struct plchrstr *pp, short *vec, int tlev) { struct plnstr plane; int avail, cost; struct nstr_item nstr; float eff = PLANE_MINEFF / 100.0; int hcm, lcm, mil; int freeplane = 0; mil = roundavg(((double)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(((double)pp->pl_hcm * eff)); lcm = roundavg(((double)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; if (cash < cost) { pr("Not enough money left to build a %s\n", 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; cash -= 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); } memset(&plane, 0, sizeof(struct plnstr)); 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) { time(&plane.pln_access); plane.pln_mobil = -(etu_per_update / sect_mob_neg_factor); } else { plane.pln_mobil = 0; } plane.pln_mission = 0; plane.pln_opx = 0; plane.pln_opy = 0; plane.pln_radius = 0; plane.pln_range = UCHAR_MAX; /* will be adjusted by pln_set_tech() */ plane.pln_range_max = plane.pln_range; plane.pln_wing = ' '; plane.pln_ship = -1; plane.pln_land = -1; plane.pln_uid = nstr.cur; plane.pln_nuketype = -1; plane.pln_harden = 0; plane.pln_flags = 0; pln_set_tech(&plane, tlev); vec[I_LCM] -= lcm; vec[I_HCM] -= hcm; vec[I_MILIT] -= mil; makenotlost(EF_PLANE, plane.pln_own, plane.pln_uid, plane.pln_x, plane.pln_y); 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_tower(struct sctstr *sp, short *vec) { struct sctstr sect; int val; int newx, newy; int avail; s_char *p; s_char buf[1024]; int good; 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 (cash < buil_tower_bc) { pr("A bridge tower costs $%.2f to build; ", buil_tower_bc); pr("you only have %d.\n", cash); 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); } if (!(p = getstarg(player->argp[3], "build tower in what direction? ", buf)) || !*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(0, 0, 0); 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. */ 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_BTOWER) && (s2.sct_type != SCT_BSPAN)) { good = 1; break; } } if (good) { 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; cash -= 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) { time(§.sct_access); sect.sct_mobil = -(etu_per_update / sect_mob_neg_factor); } else { sect.sct_mobil = 0; } if (!opt_DEFENSE_INFRA) sect.sct_defense = sect.sct_effic; 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; }