empserver/src/lib/commands/buil.c

853 lines
22 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
* ---
*
* 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 <config.h>
#include <limits.h>
#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 <WHAT> <SECTS> <TYPE|DIR|MEG> [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, &sect)) {
if (!player->owner)
continue;
gotsect = 1;
if (build_it(&sect, type, tlev))
putsect(&sect);
}
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, &sect)) {
if (!player->owner)
continue;
gotsect = 1;
if (build_it(&sect))
putsect(&sect);
}
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, &sect) == 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(&sect.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(&sect);
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, &sect) == 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(&sect.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(&sect);
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;
}