int
sabo(void)
{
- struct nstr_item ni;
- struct lndstr land;
- struct sctstr sect;
- double odds;
- int vec[I_MAX+1];
- int dam;
+ struct nstr_item ni;
+ struct lndstr land;
+ struct sctstr sect;
+ double odds;
+ int vec[I_MAX + 1];
+ int dam;
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
- return RET_SYN;
+ if (!snxtitem(&ni, EF_LAND, player->argp[1]))
+ return RET_SYN;
- while (nxtitem(&ni, (s_char *)&land)) {
- if (!player->owner) continue;
- if (!(lchr[(int)land.lnd_type].l_flags & L_SPY)) {
- pr("%s is not a spy.\n", prland(&land));
- continue;
- }
- if (land.lnd_ship >= 0) {
- pr("%s is on ship %d.\n", prland(&land),
- land.lnd_ship);
- continue;
- }
- if (land.lnd_land >= 0) {
- pr("%s is on unit %d.\n", prland(&land),
- land.lnd_land);
- continue;
- }
- if (!getsect(land.lnd_x, land.lnd_y, §)) continue;
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
- if (vec[I_SHELL] == 0) {
- pr("%s has no shells.\n", prland(&land));
- continue;
- }
- putvar(V_SHELL, vec[I_SHELL] - 1, (s_char *)&land, EF_LAND);
+ while (nxtitem(&ni, (s_char *)&land)) {
+ if (!player->owner)
+ continue;
+ if (!(lchr[(int)land.lnd_type].l_flags & L_SPY)) {
+ pr("%s is not a spy.\n", prland(&land));
+ continue;
+ }
+ if (land.lnd_ship >= 0) {
+ pr("%s is on ship %d.\n", prland(&land), land.lnd_ship);
+ continue;
+ }
+ if (land.lnd_land >= 0) {
+ pr("%s is on unit %d.\n", prland(&land), land.lnd_land);
+ continue;
+ }
+ if (!getsect(land.lnd_x, land.lnd_y, §))
+ continue;
+ getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
+ if (vec[I_SHELL] == 0) {
+ pr("%s has no shells.\n", prland(&land));
+ continue;
+ }
+ putvar(V_SHELL, vec[I_SHELL] - 1, (s_char *)&land, EF_LAND);
- odds = (100 - land.lnd_effic) / 100.0 + .10;
- if (chance(odds)) {
- wu(0, sect.sct_own,
- "%s spy shot in %s during sabotage attempt.\n",
- cname(player->cnum),
- xyas(sect.sct_x, sect.sct_y, sect.sct_own));
- pr("%s was shot and killed.\n", prland(&land));
- land.lnd_effic = 0;
- putland(land.lnd_uid, &land);
- continue;
- }
+ odds = (100 - land.lnd_effic) / 100.0 + .10;
+ if (chance(odds)) {
+ wu(0, sect.sct_own,
+ "%s spy shot in %s during sabotage attempt.\n",
+ cname(player->cnum),
+ xyas(sect.sct_x, sect.sct_y, sect.sct_own));
+ pr("%s was shot and killed.\n", prland(&land));
+ land.lnd_effic = 0;
+ putland(land.lnd_uid, &land);
+ continue;
+ }
- land.lnd_own = 0;
- putland(land.lnd_uid, &land);
+ land.lnd_own = 0;
+ putland(land.lnd_uid, &land);
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
- dam = landgun(3*land.lnd_effic, 7);
- if (vec[I_SHELL] > 20)
- dam += seagun(land.lnd_effic, random() % (vec[I_SHELL] / 10));
- if (vec[I_PETROL] > 100)
- dam += seagun(land.lnd_effic, random() % (vec[I_PETROL] / 50));
+ getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
+ dam = landgun(3 * land.lnd_effic, 7);
+ if (vec[I_SHELL] > 20)
+ dam += seagun(land.lnd_effic, random() % (vec[I_SHELL] / 10));
+ if (vec[I_PETROL] > 100)
+ dam += seagun(land.lnd_effic, random() % (vec[I_PETROL] / 50));
- pr("Explosion in %s causes %d damage.\n",
- xyas(land.lnd_x, land.lnd_y, land.lnd_own), dam);
- if (sect.sct_own) {
- wu(0, sect.sct_own,
- "Sabotage in sector %s caused %d damage.\n",
- xyas(sect.sct_x, sect.sct_y, sect.sct_own), dam);
- }
- sectdamage(§, dam, 0);
- putsect(§);
+ pr("Explosion in %s causes %d damage.\n",
+ xyas(land.lnd_x, land.lnd_y, land.lnd_own), dam);
+ if (sect.sct_own) {
+ wu(0, sect.sct_own,
+ "Sabotage in sector %s caused %d damage.\n",
+ xyas(sect.sct_x, sect.sct_y, sect.sct_own), dam);
+ }
+ sectdamage(§, dam, 0);
+ putsect(§);
- land.lnd_own = player->cnum;
- if (chance(odds)) {
- pr("%s dies in explosion.\n", prland(&land));
- land.lnd_effic = 0;
- }
- putland(land.lnd_uid, &land);
+ land.lnd_own = player->cnum;
+ if (chance(odds)) {
+ pr("%s dies in explosion.\n", prland(&land));
+ land.lnd_effic = 0;
}
- return RET_OK;
+ putland(land.lnd_uid, &land);
+ }
+ return RET_OK;
}