2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2008, 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 files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * bridgefall.c: Knock a bridge down
30 * Known contributors to this file:
32 * Markus Armbruster, 2004-2008
48 #include "prototypes.h"
52 static void knockdown(struct sctstr *);
55 * Check bridges at and around SP after damage to SP.
56 * If SP is an inefficent bridge, splash it.
57 * If SP can't support a bridge, splash unsupported adjacent bridges.
58 * Write back splashed bridges, except for SP; writing that one is
62 bridge_damaged(struct sctstr *sp)
66 if (sp->sct_effic >= SCT_MINEFF)
70 if (des == SCT_BSPAN || des == SCT_BTOWER)
72 if ((des == SCT_BHEAD || des == SCT_BTOWER) && !opt_EASY_BRIDGES)
77 bridgefall(struct sctstr *sp)
82 struct sctstr bh_sect;
88 for (i = 1; i <= 6; i++) {
89 nx = sp->sct_x + diroff[i][0];
90 ny = sp->sct_y + diroff[i][1];
91 getsect(nx, ny, §);
92 if (sect.sct_type != SCT_BSPAN)
94 for (j = 1; j <= 6; j++) {
95 nnx = nx + diroff[j][0];
96 nny = ny + diroff[j][1];
97 if (nnx == sp->sct_x && nny == sp->sct_y)
99 getsect(nnx, nny, &bh_sect);
100 if (bh_sect.sct_type == SCT_BHEAD &&
101 bh_sect.sct_newtype == SCT_BHEAD)
103 if (bh_sect.sct_type == SCT_BTOWER)
105 /* With EASY_BRIDGES, it just has to be next to any
107 if (opt_EASY_BRIDGES) {
108 if (bh_sect.sct_type != SCT_WATER &&
109 bh_sect.sct_type != SCT_BSPAN)
120 /* Knock down a bridge span. Note that this does NOT write the
121 * sector out to the database, it's up to the caller to do that. */
123 knockdown(struct sctstr *sp)
132 "Crumble... SCREEEECH! Splash! Bridge%s falls at %s!\n",
133 sp->sct_type == SCT_BTOWER ? " tower" : "",
134 xyas(sp->sct_x, sp->sct_y, sp->sct_own));
135 sp->sct_type = SCT_WATER;
136 sp->sct_newtype = SCT_WATER;
142 /* Sink all the units */
143 snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
144 while (nxtitem(&ni, &land)) {
145 if (land.lnd_own == 0)
147 if (land.lnd_ship >= 0)
149 np = getnatp(land.lnd_own);
150 if (np->nat_flags & NF_BEEP)
151 mpr(land.lnd_own, "\07");
152 mpr(land.lnd_own, " AARGH! %s tumbles to its doom!\n",
155 putland(land.lnd_uid, &land);
157 /* Sink all the planes */
158 snxtitem_xy(&ni, EF_PLANE, sp->sct_x, sp->sct_y);
159 while (nxtitem(&ni, &plane)) {
160 if (plane.pln_own == 0)
162 if (plane.pln_flags & PLN_LAUNCHED)
164 if (plane.pln_ship >= 0)
166 np = getnatp(plane.pln_own);
167 if (np->nat_flags & NF_BEEP)
168 mpr(plane.pln_own, "\07");
169 mpr(plane.pln_own, " AARGH! %s tumbles to its doom!\n",
172 putplane(plane.pln_uid, &plane);
174 /* Sink all the nukes */
175 snxtitem_xy(&ni, EF_NUKE, sp->sct_x, sp->sct_y);
176 while (nxtitem(&ni, &nuke)) {
177 if (nuke.nuk_own == 0)
179 if (nuke.nuk_plane >= 0)
181 np = getnatp(nuke.nuk_own);
182 if (np->nat_flags & NF_BEEP)
183 mpr(nuke.nuk_own, "\07");
184 mpr(nuke.nuk_own, " %s sinks to the bottom of the sea!\n",
187 putnuke(nuke.nuk_uid, &nuke);
189 memset(sp->sct_item, 0, sizeof(sp->sct_item));
190 memset(sp->sct_del, 0, sizeof(sp->sct_del));
191 memset(sp->sct_dist, 0, sizeof(sp->sct_dist));
192 sp->sct_pstage = PLG_HEALTHY;
195 sp->sct_che_target = 0;