#define PLG_INCUBATE 3
#define PLG_EXPOSED 4
-#define V_ITEM(x) (x)
-
#define I_NONE 0
#define I_CIVIL 1
#define I_MILIT 2
#define I_RAD 14
#define I_MAX 14
-#define V_CIVIL V_ITEM(I_CIVIL)
-#define V_MILIT V_ITEM(I_MILIT)
-#define V_SHELL V_ITEM(I_SHELL)
-#define V_GUN V_ITEM(I_GUN)
-#define V_PETROL V_ITEM(I_PETROL)
-#define V_IRON V_ITEM(I_IRON)
-#define V_DUST V_ITEM(I_DUST)
-#define V_BAR V_ITEM(I_BAR)
-#define V_FOOD V_ITEM(I_FOOD)
-#define V_OIL V_ITEM(I_OIL)
-#define V_LCM V_ITEM(I_LCM)
-#define V_HCM V_ITEM(I_HCM)
-#define V_UW V_ITEM(I_UW)
-#define V_RAD V_ITEM(I_RAD)
-
#endif /* _VAR_H_ */
if ((ich = whatitem(player->argp[1], "deliver what? ")) == 0)
return RET_SYN;
/*
- if (ich->i_vtype == V_CIVIL || ich->i_vtype == V_MILIT) {
+ if (ich->i_vtype == I_CIVIL || ich->i_vtype == I_MILIT) {
pr("You cannot deliver people!\n");
return RET_FAIL;
}
if (target.sct_own == player->cnum
|| getrel(getnatp(target.sct_own), player->cnum) == ALLIED) {
- if (ip->i_vtype == V_CIVIL && target.sct_own != target.sct_oldown) {
+ if (ip->i_vtype == I_CIVIL && target.sct_own != target.sct_oldown) {
pr("Can't drop civilians into occupied sectors.\n");
return RET_FAIL;
}
} else {
/* into the unknown... */
- if (ip->i_vtype != V_SHELL) {
+ if (ip->i_vtype != I_SHELL) {
pr("You don't own %s!\n", xyas(tx, ty, player->cnum));
return RET_FAIL;
}
} else {
getsect(tx, ty, &target);
if (target.sct_type == SCT_WATER && (mission_flags & P_MINE)
- && ip->i_vtype == V_SHELL)
+ && ip->i_vtype == I_SHELL)
pln_mine(&bomb_list, &target);
else
pln_dropoff(&bomb_list, ip, tx, ty, (s_char *)&target, EF_SECTOR);
if (!(ip = whatitem(player->argp[1], "explore with what? (civ/mil) ")))
return RET_SYN;
vtype = ip->i_vtype;
- if ((vtype != V_CIVIL) && (vtype != V_MILIT)) {
+ if ((vtype != I_CIVIL) && (vtype != I_MILIT)) {
pr("You can only explore with civs and mil.\n");
return RET_FAIL;
}
}
own = sect.sct_own;
mob = (int)sect.sct_mobil;
- if (vtype == V_CIVIL && sect.sct_oldown != own) {
+ if (vtype == I_CIVIL && sect.sct_oldown != own) {
pr("You can't explore with conquered populace!\n");
return RET_SYN;
}
xyas(sect.sct_x, sect.sct_y, player->cnum));
return RET_SYN;
}
- if (vtype == V_CIVIL) {
+ if (vtype == I_CIVIL) {
work = sect.sct_work;
if (work != 100)
pr("Warning: civil unrest\n");
loyal = sect.sct_loyal;
- } else if (vtype == V_MILIT) {
+ } else if (vtype == I_MILIT) {
work = 100;
loyal = 0;
}
sect.sct_work = work;
sect.sct_loyal = loyal;
}
- if (vtype == V_CIVIL && sect.sct_oldown != player->cnum) {
+ if (vtype == I_CIVIL && sect.sct_oldown != player->cnum) {
pr("Your civilians don't want to stay!\n");
getsect(start.sct_x, start.sct_y, §);
if (sect.sct_own != own) {
}
if (infected && sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
- if (vtype == V_CIVIL) {
+ if (vtype == I_CIVIL) {
sect.sct_loyal
= (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
sect.sct_work
dst_type = EF_SHIP;
}
- if (ip && ip->i_vtype == V_CIVIL && target.sct_own != target.sct_oldown) {
+ if (ip && ip->i_vtype == I_CIVIL && target.sct_own != target.sct_oldown) {
pr("Can't fly civilians into occupied sectors.\n");
return RET_FAIL;
}
move_amt = sect_amt - ITEM_MAX;
if (!move_amt)
return RET_OK;
- if (sectp->sct_oldown != player->cnum && item == V_CIVIL) {
+ if (sectp->sct_oldown != player->cnum && item == I_CIVIL) {
pr("%s civilians refuse to %s at %s!\n",
move_amt < 0 ? "Your" : "Foreign",
move_amt < 0 ? "disembark" : "board",
xyas(lp->lnd_x, lp->lnd_y, player->cnum));
return RET_FAIL;
}
- if (sectp->sct_oldown != player->cnum && item == V_CIVIL) {
+ if (sectp->sct_oldown != player->cnum && item == I_CIVIL) {
pr("%s civilians refuse to %s at %s!\n",
move_amt < 0 ? "Your" : "Foreign",
move_amt < 0 ? "disembark" : "board",
lp->lnd_item[item] = land_amt + move_amt;
/* Did we put mils onto this unit? If so, reset the fortification */
- if (item == V_MILIT && move_amt > 0)
+ if (item == I_MILIT && move_amt > 0)
lp->lnd_harden = 0;
if (move_amt >= 0) {
pr("%d %s loaded onto %s at %s\n",
* military control necessary to move
* goodies in occupied territory.
*/
- if (!istest && sect.sct_oldown != player->cnum && vtype != V_MILIT) {
+ if (!istest && sect.sct_oldown != player->cnum && vtype != I_MILIT) {
int tot_mil = 0;
struct nstr_item ni;
struct lndstr land;
}
own = sect.sct_own;
mob = (int)sect.sct_mobil;
- if (!istest && vtype == V_CIVIL && sect.sct_oldown != own) {
+ if (!istest && vtype == I_CIVIL && sect.sct_oldown != own) {
pr("You can't move conquered populace!\n");
return RET_FAIL;
}
xyas(sect.sct_x, sect.sct_y, player->cnum));
return RET_SYN;
}
- if (vtype == V_CIVIL) {
+ if (vtype == I_CIVIL) {
work = sect.sct_work;
if (work != 100)
pr("Warning: civil unrest\n");
loyal = sect.sct_loyal;
- } else if (vtype == V_MILIT) {
+ } else if (vtype == I_MILIT) {
work = 100;
loyal = 0;
}
pr("Somebody has captured that sector!\n");
getsect(x, y, §);
}
- if (vtype == V_CIVIL && sect.sct_item[I_CIVIL]
+ if (vtype == I_CIVIL && sect.sct_item[I_CIVIL]
&& sect.sct_oldown != player->cnum) {
pr("Your civilians don't want to stay!\n");
getsect(x, y, §);
*/
if (infected && sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
- if (vtype == V_CIVIL) {
+ if (vtype == I_CIVIL) {
sect.sct_loyal
= (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
sect.sct_work
{
int mil, civs, loyalcivs;
- if ((vtype != V_CIVIL) && (vtype != V_MILIT))
+ if ((vtype != I_CIVIL) && (vtype != I_MILIT))
return 0;
mil = sp->sct_item[I_MILIT];
civs = sp->sct_item[I_CIVIL];
- if (vtype == V_MILIT)
+ if (vtype == I_MILIT)
mil -= amnt;
- if (vtype == V_CIVIL)
+ if (vtype == I_CIVIL)
civs -= amnt;
if (sp->sct_own == sp->sct_oldown)
s_char buf[128];
ip = whatitem(player->argp[1], "Shoot what <civ or uw> ");
- if (ip == 0 || (ip->i_vtype != V_CIVIL && ip->i_vtype != V_UW))
+ if (ip == 0 || (ip->i_vtype != I_CIVIL && ip->i_vtype != I_UW))
return RET_SYN;
item = ip->i_vtype;
if (!snxtsct(&nstr, player->argp[2]))
{
int lost;
- if (vtype == V_BAR && opt_SUPER_BARS)
+ if (vtype == I_BAR && opt_SUPER_BARS)
return amt;
lost = amt - effdamage(amt, dam);
- if (vtype == V_MILIT || vtype == V_CIVIL || vtype == V_UW)
+ if (vtype == I_MILIT || vtype == I_CIVIL || vtype == I_UW)
lost = ldround(people_damage * lost, 1);
return amt - lost;
}
for (p = pchr, pcount = 0; pcount < prd_maxno; pcount++, p++) {
if (opt_GO_RENEW) {
- if (p->p_type == V_DUST || p->p_type == V_OIL)
+ if (p->p_type == I_DUST || p->p_type == I_OIL)
p->p_nrdep = 0;
}
}
/* mnem vtype val sell lbs rg,wh,ur,bnk name */
{'?', 0, 0, 0, 0, {0, 0, 0, 0}, "unused"},
/* STM CHANGED HERE */
- {'c', V_CIVIL, 1, 0, 1, {10, 10, 10, 10}, "civilians"},
- {'m', V_MILIT, 0, 0, 1, {1, 1, 1, 1}, "military"},
- {'s', V_SHELL, 5, 1, 1, {1, 10, 1, 1}, "shells"},
- {'g', V_GUN, 60, 1, 10, {1, 10, 1, 1}, "guns"},
- {'p', V_PETROL, 4, 1, 1, {1, 10, 1, 1}, "petrol"},
- {'i', V_IRON, 2, 1, 1, {1, 10, 1, 1}, "iron ore"},
- {'d', V_DUST, 20, 1, 5, {1, 10, 1, 1}, "dust (gold)"},
- {'b', V_BAR, 280, 1, 50, {1, 5, 1, 4}, "bars of gold"},
- {'f', V_FOOD, 0, 1, 1, {1, 10, 1, 1}, "food"},
- {'o', V_OIL, 8, 1, 1, {1, 10, 1, 1}, "oil"},
- {'l', V_LCM, 2, 1, 1, {1, 10, 1, 1}, "light products"},
- {'h', V_HCM, 4, 1, 1, {1, 10, 1, 1}, "heavy products"},
- {'u', V_UW, 1, 1, 2, {1, 2, 1, 1}, "uncompensated workers"},
- {'r', V_RAD, 150, 1, 8, {1, 10, 1, 1}, "radioactive materials"},
+ {'c', I_CIVIL, 1, 0, 1, {10, 10, 10, 10}, "civilians"},
+ {'m', I_MILIT, 0, 0, 1, {1, 1, 1, 1}, "military"},
+ {'s', I_SHELL, 5, 1, 1, {1, 10, 1, 1}, "shells"},
+ {'g', I_GUN, 60, 1, 10, {1, 10, 1, 1}, "guns"},
+ {'p', I_PETROL, 4, 1, 1, {1, 10, 1, 1}, "petrol"},
+ {'i', I_IRON, 2, 1, 1, {1, 10, 1, 1}, "iron ore"},
+ {'d', I_DUST, 20, 1, 5, {1, 10, 1, 1}, "dust (gold)"},
+ {'b', I_BAR, 280, 1, 50, {1, 5, 1, 4}, "bars of gold"},
+ {'f', I_FOOD, 0, 1, 1, {1, 10, 1, 1}, "food"},
+ {'o', I_OIL, 8, 1, 1, {1, 10, 1, 1}, "oil"},
+ {'l', I_LCM, 2, 1, 1, {1, 10, 1, 1}, "light products"},
+ {'h', I_HCM, 4, 1, 1, {1, 10, 1, 1}, "heavy products"},
+ {'u', I_UW, 1, 1, 2, {1, 2, 1, 1}, "uncompensated workers"},
+ {'r', I_RAD, 150, 1, 8, {1, 10, 1, 1}, "radioactive materials"},
{0, 0, 0, 0, 0, {0, 0, 0, 0}, 0}
};
0, 0, 0, 0, 0, 0, 0, 0, 0,
"unused", "",},
{{I_LCM, I_HCM, I_NONE}, {2, 1, 0},
- V_SHELL, -1, 3, 0, 0, NAT_TLEV, 20, 10, 100,
+ I_SHELL, -1, 3, 0, 0, NAT_TLEV, 20, 10, 100,
"shells", "shells",},
{{I_OIL, I_LCM, I_HCM}, {1, 5, 10},
- V_GUN, -1, 30, 0, 0, NAT_TLEV, 20, 10, 100,
+ I_GUN, -1, 30, 0, 0, NAT_TLEV, 20, 10, 100,
"guns", "guns",},
{{I_OIL, I_NONE, I_NONE}, {1, 0, 0},
- V_PETROL, -1, 1, 0, 0, NAT_TLEV, 20, 10, 1000,
+ I_PETROL, -1, 1, 0, 0, NAT_TLEV, 20, 10, 1000,
"petrol", "petrol",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_IRON, -1, 0, offsetof(struct sctstr, sct_min), 0, -1, 0, 0, 100,
+ I_IRON, -1, 0, offsetof(struct sctstr, sct_min), 0, -1, 0, 0, 100,
"iron ore", "iron",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_DUST, -1, 0, offsetof(struct sctstr, sct_gmin), 20, -1, 0, 0, 100,
+ I_DUST, -1, 0, offsetof(struct sctstr, sct_gmin), 20, -1, 0, 0, 100,
"gold dust", "dust",},
{{I_DUST, I_NONE, I_NONE}, {5, 0, 0},
- V_BAR, -1, 10, 0, 0, -1, 0, 0, 100,
+ I_BAR, -1, 10, 0, 0, -1, 0, 0, 100,
"gold bars", "bars",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_FOOD, -1, 0, offsetof(struct sctstr, sct_fertil), 0, NAT_TLEV, -10, 10, 900,
+ I_FOOD, -1, 0, offsetof(struct sctstr, sct_fertil), 0, NAT_TLEV, -10, 10, 900,
"food", "food",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_OIL, -1, 0, offsetof(struct sctstr, sct_oil), 10, NAT_TLEV, -10, 10, 100,
+ I_OIL, -1, 0, offsetof(struct sctstr, sct_oil), 10, NAT_TLEV, -10, 10, 100,
"oil", "oil",},
{{I_IRON, I_NONE, I_NONE}, {1, 0, 0},
- V_LCM, -1, 0, 0, 0, NAT_TLEV, -10, 10, 100,
+ I_LCM, -1, 0, 0, 0, NAT_TLEV, -10, 10, 100,
"light construction materials", "lcm",},
{{I_IRON, I_NONE, I_NONE}, {2, 0, 0},
- V_HCM, -1, 0, 0, 0, NAT_TLEV, -10, 10, 100,
+ I_HCM, -1, 0, 0, 0, NAT_TLEV, -10, 10, 100,
"heavy construction materials", "hcm",},
{{I_DUST, I_OIL, I_LCM}, {1, 5, 10},
0, NAT_TLEV, 300, 0, 0, NAT_ELEV, 5, 10, 100,
0, NAT_HLEV, 9, 0, 0, -1, 0, 0, 100,
"happy strollers", "happy",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_RAD, -1, 2, offsetof(struct sctstr, sct_uran), 35, NAT_TLEV, 40, 10, 100,
+ I_RAD, -1, 2, offsetof(struct sctstr, sct_uran), 35, NAT_TLEV, 40, 10, 100,
"radioactive materials", "rad",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
- V_DUST, -1, 0, offsetof(struct sctstr, sct_gmin), 20, -1, 0, 0, 75,
+ I_DUST, -1, 0, offsetof(struct sctstr, sct_gmin), 20, -1, 0, 0, 75,
"gold dust", "dust",},
{{I_NONE, I_NONE, I_NONE}, {0, 0, 0},
0, 0, 0, 0, 0, 0, 0, 0, 0, "", "",}
}
if (dam) {
- left = commdamage(num_mil, dam, V_MILIT);
+ left = commdamage(num_mil, dam, I_MILIT);
if (left < num_mil) {
if (left) {
pr("%d of the mil you were moving were destroyed!\nOnly %d mil made it to %s\n", num_mil - left, left, xyas(def->x, def->y, player->cnum));
}
/* Note we check would_abandon first because we don't want
to always have to do these checks */
- if (would_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
+ if (would_abandon(&osect, I_CIVIL, 0, &(llp->land))) {
stop = 0;
- if (!want_to_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
+ if (!want_to_abandon(&osect, I_CIVIL, 0, &(llp->land))) {
stop = 1;
}
/* now check stuff */
xyas(tx, ty, player->cnum));
return;
}
- if (ip->i_vtype == V_CIVIL && sectp->sct_own != sectp->sct_oldown) {
+ if (ip->i_vtype == I_CIVIL && sectp->sct_own != sectp->sct_oldown) {
pr("%s is occupied. Your civilians suffer from identity crisis and die.\n",
xyas(tx, ty, player->cnum));
return;
own = sect.sct_oldown;
}
if (ip) {
- if (ip->i_vtype == V_CIVIL) {
+ if (ip->i_vtype == I_CIVIL) {
if (pp->pln_own != own) {
pr("You don't control those civilians!\n");
return -1;
vtype = ip->i_vtype;
pack_src = ip->i_pkg[dp->d_pkg];
mobility = from->sct_mobil / 2;
- if (vtype == V_CIVIL && from->sct_own != from->sct_oldown) {
+ if (vtype == I_CIVIL && from->sct_own != from->sct_oldown) {
wu(0, from->sct_own,
"The conquered populace in %s refuses to relocate!\n",
ownxy(from));
sect_amt = psect->sct_item[comm];
/* check for disloyal civilians */
- if (psect->sct_oldown != shipown && comm == V_CIVIL) {
+ if (psect->sct_oldown != shipown && comm == I_CIVIL) {
wu(0, shipown,
"Ship #%d - unable to load disloyal civilians at %s.",
sp->shp_uid, xyas(psect->sct_x, psect->sct_y, psect->sct_own));
return 0;
}
- if (comm == V_CIVIL || comm == V_MILIT)
+ if (comm == I_CIVIL || comm == I_MILIT)
sect_amt--; /* leave 1 civ or mil to hold the sector. */
vship = &mchr[(int)sp->shp_type];
abs_max = max_amt = vship->m_item[comm];
sp->shp_item[comm] = ship_amt + transfer;
- if (comm == V_CIVIL || comm == V_MILIT)
+ if (comm == I_CIVIL || comm == I_MILIT)
sect_amt++; /*adjustment */
psect->sct_item[comm] = sect_amt - transfer;
sect_amt = sectp->sct_item[comm];
/* check for disloyal civilians */
- if (sectp->sct_oldown != shipown && comm == V_CIVIL) {
+ if (sectp->sct_oldown != shipown && comm == I_CIVIL) {
wu(0, sp->shp_own,
"Ship #%d - unable to unload civilians into a disloyal sector at %s.",
sp->shp_uid, xyas(sectp->sct_x, sectp->sct_y,
sectp->sct_own));
continue;
}
- if (comm == V_CIVIL)
+ if (comm == I_CIVIL)
ship_amt--; /* This leaves 1 civs on board the ship */
max_amt = min(ship_amt, ITEM_MAX - sect_amt);