/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* fort.c: Increase the fortification value of land units
- *
+ *
* Known contributors to this file:
- * Steve McClure, 1999
- *
+ * Steve McClure, 1999
*/
-#include "misc.h"
-#include "player.h"
-#include "var.h"
-#include "xy.h"
-#include "sect.h"
-#include "land.h"
-#include "nat.h"
-#include "nsc.h"
-#include "deity.h"
-#include "file.h"
+#include <config.h>
+
#include "commands.h"
+#include "land.h"
#include "optlist.h"
int
struct nstr_item ni;
struct lndstr land;
int fort_amt, hard_amt;
- s_char *p;
- s_char buf[1024];
+ char *p;
+ char buf[1024];
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
+ if (!snxtitem(&ni, EF_LAND, player->argp[1], NULL))
return RET_SYN;
p = getstarg(player->argp[2], "Amount: ", buf);
- if (p == 0 || *p == 0)
+ if (!p || !*p)
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)) {
+ while (nxtitem(&ni, &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;
continue;
}
if (land.lnd_land >= 0) {
- pr("%s is on a land unit and can't be fortified\n", prland(&land));
+ pr("%s is on a land unit and can't be fortified\n",
+ prland(&land));
continue;
}
use all mobility down to leaving 67 left. */
if (hard_amt < 0) {
hard_amt = land.lnd_mobil + hard_amt;
- if (hard_amt < 0)
- continue;
}
+ if (hard_amt <= 0)
+ continue;
- if (lnd_fortify (&land, hard_amt) <= 0) {
+ if (lnd_fortify(&land, hard_amt) <= 0) {
pr("%s can't be fortified%s\n", prland(&land),
land.lnd_harden >= land_mob_max ? " any further" : "");
continue;