/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2018, 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/>.
*
* ---
*
* ---
*
* shoo.c: Shoot some conquered populace or pigeons.
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
+ * Markus Armbruster, 2004-2016
*/
#include <config.h>
+#include "chance.h"
#include "commands.h"
#include "item.h"
-#include "land.h"
#include "news.h"
-#include "path.h"
int
shoo(void)
{
struct sctstr sect;
struct nstr_sect nstr;
- struct nstr_item ni;
- int nshot;
- double m;
+ int seceff, nshot;
+ double secstr, m;
i_type item;
struct ichrstr *ip;
- struct lndstr land;
int targets;
char *p;
- int mil, nsec;
char prompt[128];
char buf[1024];
ip = whatitem(player->argp[1], "Shoot what <civ or uw> ");
- if (ip == 0 || (ip->i_uid != I_CIVIL && ip->i_uid != I_UW))
+ if (!ip || (ip->i_uid != I_CIVIL && ip->i_uid != I_UW))
return RET_SYN;
item = ip->i_uid;
if (!snxtsct(&nstr, player->argp[2]))
return RET_SYN;
sprintf(prompt, "number of %s to shoot? ", ip->i_name);
p = getstarg(player->argp[3], prompt, buf);
- if (p == 0 || (targets = atoi(p)) <= 0)
+ if (!p || (targets = atoi(p)) <= 0)
return RET_SYN;
while (nxtsct(&nstr, §)) {
if (!player->owner)
continue;
- mil = sect.sct_item[I_MILIT];
- nsec = 0;
- snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
- while (nxtitem(&ni, &land)) {
- mil += land.lnd_item[I_MILIT];
-
- if (lchr[(int)land.lnd_type].l_flags & L_SECURITY) {
- mil += land.lnd_item[I_MILIT];
- nsec++;
- }
- }
-
- if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > mil * 10)
+ secstr = security_strength(§, &seceff);
+ if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > secstr * 10)
continue;
nshot = sect.sct_item[item] > targets ? targets : sect.sct_item[item];
if (nshot > sect.sct_mobil * 5)
nshot = sect.sct_mobil * 5;
m = nshot / 5.0;
/*
- * Each security unit lowers the cost of
- * shooting a person by 10%. However, you
- * can't go lower than 50% of normal cost
+ * Security units reduce mobility cost of shooting people by
+ * 10% per 100% unit efficiency, up to a 50% reduction.
*/
- if (nsec > 5)
- nsec = 5;
- m *= 1.0 - nsec * 0.1;
+ if (seceff > 500)
+ seceff = 500;
+ m *= 1.0 - seceff / 1000.0;
if (nshot <= 0)
continue;
if (m < 0)