int
fort(void)
{
- int nunits;
- struct nstr_item ni;
- struct lndstr land;
- int fort_amt, hard_amt, mob_used;
- int eng;
- s_char *p;
- extern int land_mob_max;
- s_char buf[1024];
-
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
- return RET_SYN;
- p = getstarg(player->argp[2], "Amount: ", buf);
- if (p == 0 || *p == 0)
- return RET_SYN;
- fort_amt = atoi(p);
- if (fort_amt > land_mob_max)
- fort_amt = land_mob_max;
- nunits = 0;
- while (nxtitem(&ni, (s_char *)&land)) {
- if (!player->owner || land.lnd_own == 0)
- continue;
- if (land.lnd_type < 0 || land.lnd_type > lnd_maxno) {
- pr("bad unit type %d (#%d)\n",
- land.lnd_type, ni.cur);
- continue;
- }
-
- getland(land.lnd_uid,&land);
- if (land.lnd_mobil < 0)
- continue;
- if (land.lnd_ship >= 0) {
- pr("%s is on a ship and can't be fortified\n",
- prland(&land));
- continue;
- }
-
- hard_amt = fort_amt;
-
- /* This is use for things like "fort * -67" which will
- use all mobility down to leaving 67 left. */
- if (hard_amt < 0) {
- hard_amt = land.lnd_mobil + hard_amt;
- if (hard_amt < 0)
- continue;
- }
-
- nunits++;
-
- hard_amt = min(land.lnd_mobil, hard_amt);
-
- if ((land.lnd_harden + hard_amt) > land_mob_max)
- hard_amt = land_mob_max - land.lnd_harden;
-
- eng = is_engineer(land.lnd_x, land.lnd_y);
-
- if (eng)
- hard_amt = ((float)hard_amt * 1.5);
-
- if ((land.lnd_harden + hard_amt) > land_mob_max)
- hard_amt = land_mob_max - land.lnd_harden;
-
- /* Ok, set the mobility used */
- mob_used = hard_amt;
-
- /* Now, if an engineer helped, it's really only 2/3rds of
- that */
- if (eng)
- mob_used = (int)((float)mob_used / 1.5);
-
- /* If we increased it, but not much, we gotta take at least 1
- mob point. */
- if (mob_used <= 0 && hard_amt > 0)
- mob_used = 1;
-
- land.lnd_mobil -= mob_used;
- if (land.lnd_mobil < 0)
- land.lnd_mobil = 0;
-
- land.lnd_harden += hard_amt;
- land.lnd_harden = min(land.lnd_harden, land_mob_max);
-
- pr("%s hardened to %d\n", prland(&land),
- land.lnd_harden);
-
- putland(land.lnd_uid,&land);
+ int nunits;
+ struct nstr_item ni;
+ struct lndstr land;
+ int fort_amt, hard_amt, mob_used;
+ int eng;
+ s_char *p;
+ extern int land_mob_max;
+ s_char buf[1024];
+
+ if (!snxtitem(&ni, EF_LAND, player->argp[1]))
+ return RET_SYN;
+ p = getstarg(player->argp[2], "Amount: ", buf);
+ if (p == 0 || *p == 0)
+ return RET_SYN;
+ fort_amt = atoi(p);
+ if (fort_amt > land_mob_max)
+ fort_amt = land_mob_max;
+ nunits = 0;
+ while (nxtitem(&ni, (s_char *)&land)) {
+ if (!player->owner || land.lnd_own == 0)
+ continue;
+ if (land.lnd_type < 0 || land.lnd_type > lnd_maxno) {
+ pr("bad unit type %d (#%d)\n", land.lnd_type, ni.cur);
+ continue;
}
- if (nunits == 0) {
- if (player->argp[1])
- pr("%s: No unit(s)\n", player->argp[1]);
- else
- pr("%s: No unit(s)\n", "");
- return RET_FAIL;
- }else
- pr("%d unit%s\n", nunits, splur(nunits));
- return RET_OK;
+
+ getland(land.lnd_uid, &land);
+ if (land.lnd_mobil < 0)
+ continue;
+ if (land.lnd_ship >= 0) {
+ pr("%s is on a ship and can't be fortified\n", prland(&land));
+ continue;
+ }
+
+ hard_amt = fort_amt;
+
+ /* This is use for things like "fort * -67" which will
+ use all mobility down to leaving 67 left. */
+ if (hard_amt < 0) {
+ hard_amt = land.lnd_mobil + hard_amt;
+ if (hard_amt < 0)
+ continue;
+ }
+
+ nunits++;
+
+ hard_amt = min(land.lnd_mobil, hard_amt);
+
+ if ((land.lnd_harden + hard_amt) > land_mob_max)
+ hard_amt = land_mob_max - land.lnd_harden;
+
+ eng = is_engineer(land.lnd_x, land.lnd_y);
+
+ if (eng)
+ hard_amt = ((float)hard_amt * 1.5);
+
+ if ((land.lnd_harden + hard_amt) > land_mob_max)
+ hard_amt = land_mob_max - land.lnd_harden;
+
+ /* Ok, set the mobility used */
+ mob_used = hard_amt;
+
+ /* Now, if an engineer helped, it's really only 2/3rds of
+ that */
+ if (eng)
+ mob_used = (int)((float)mob_used / 1.5);
+
+ /* If we increased it, but not much, we gotta take at least 1
+ mob point. */
+ if (mob_used <= 0 && hard_amt > 0)
+ mob_used = 1;
+
+ land.lnd_mobil -= mob_used;
+ if (land.lnd_mobil < 0)
+ land.lnd_mobil = 0;
+
+ land.lnd_harden += hard_amt;
+ land.lnd_harden = min(land.lnd_harden, land_mob_max);
+
+ pr("%s hardened to %d\n", prland(&land), land.lnd_harden);
+
+ putland(land.lnd_uid, &land);
+ }
+ if (nunits == 0) {
+ if (player->argp[1])
+ pr("%s: No unit(s)\n", player->argp[1]);
+ else
+ pr("%s: No unit(s)\n", "");
+ return RET_FAIL;
+ } else
+ pr("%d unit%s\n", nunits, splur(nunits));
+ return RET_OK;
}
int
is_engineer(int x, int y)
{
- struct nstr_item ni;
- struct lndstr land;
+ struct nstr_item ni;
+ struct lndstr land;
- snxtitem_xy(&ni, EF_LAND, x,y);
- while(nxtitem(&ni, (s_char *)&land)){
- if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
- return 1;
- }
+ snxtitem_xy(&ni, EF_LAND, x, y);
+ while (nxtitem(&ni, (s_char *)&land)) {
+ if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
+ return 1;
+ }
- return 0;
+ return 0;
}