2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2005, 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 * shoo.c: Shoot some conquered populace or pigeons.
30 * Known contributors to this file:
51 struct nstr_sect nstr;
65 ip = whatitem(player->argp[1], "Shoot what <civ or uw> ");
66 if (ip == 0 || (ip->i_vtype != I_CIVIL && ip->i_vtype != I_UW))
69 if (!snxtsct(&nstr, player->argp[2]))
71 sprintf(prompt, "number of %s to shoot (max 999)? ", ip->i_name);
72 p = getstarg(player->argp[3], prompt, buf);
73 if (p == 0 || (targets = atoi(p)) <= 0)
77 while (nxtsct(&nstr, §)) {
80 mil = sect.sct_item[I_MILIT];
82 snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
83 while (nxtitem(&ni, (s_char *)&land)) {
84 mil += total_mil(&land);
86 if (lchr[(int)land.lnd_type].l_flags & L_SECURITY) {
87 mil += total_mil(&land);
92 if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > mil * 10)
94 nshot = sect.sct_item[item] > targets ? targets : sect.sct_item[item];
95 if (nshot > sect.sct_mobil * 5)
96 nshot = sect.sct_mobil * 5;
99 * Each security unit lowers the cost of
100 * shooting a person by 10%. However, you
101 * can't go lower than 50% of normal cost
105 m *= 1.0 - nsec * 0.1;
110 if (m > sect.sct_mobil)
112 mob_cost = roundavg(m);
113 sect.sct_mobil -= (u_char)mob_cost;
114 sect.sct_item[item] -= nshot;
115 pr("BANG!! (thump) %d %s shot in %s!\n",
116 nshot, ip->i_name, xyas(sect.sct_x, sect.sct_y, player->cnum));
117 if (chance(nshot / 100.0))
118 nreport(player->cnum, N_SHOOT_CIV, sect.sct_oldown, 1);
119 if (sect.sct_item[item] <= 0 && item == I_CIVIL
120 && (sect.sct_own != sect.sct_oldown)) {
121 sect.sct_oldown = sect.sct_own;
122 pr(" %s is now completely yours\n",
123 xyas(sect.sct_x, sect.sct_y, player->cnum));