that's obviously correct.
int type;
int bad;
s_char *p;
- int vec[I_MAX + 1];
struct plist *plp;
struct emp_qelem *qp;
int bestacc;
}
nplanes = planesatxy(target->sct_x, target->sct_y, 0, 0, list);
nunits = unitsatxy(target->sct_x, target->sct_y, 0, 0);
- getvec(VT_ITEM, vec, (s_char *)target, EF_SECTOR);
retry:
p = getstring("Bomb what? (ship, plane, land unit, efficiency, commodities) ",
buf);
}
for (i = 0; i < nbomb; i++) {
- if (!vec[bombcomm[i]])
+ if (!target->sct_item[bombcomm[i]])
continue;
break;
}
int i;
int amt, before;
struct ichrstr *ip;
- int vec[I_MAX + 1];
struct emp_qelem *qp;
struct sctstr sect;
int dam = 0;
int nukedam;
- getvec(VT_ITEM, vec, (s_char *)target, EF_SECTOR);
for (i = 0; i < nbomb; i++) {
- if (vec[bombcomm[i]] == 0)
+ if (target->sct_item[bombcomm[i]] == 0)
continue;
if (opt_SUPER_BARS && bombcomm[i] == I_BAR)
continue;
int n, civ_tax, uw_tax, mil_pay;
struct sctstr *sp;
int etu = etu_per_update;
- int vec[I_MAX + 1];
long tmp_money;
lnd_money[player->cnum] = sea_money[player->cnum] = 0;
if (sp->sct_own == player->cnum) {
sp->sct_updated = 0;
tax(sp, np, etu, &pop, &civ_tax, &uw_tax, &mil_pay);
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
- *Ncivs += vec[I_CIVIL];
- *Nuws += vec[I_UW];
+ *Ncivs += sp->sct_item[I_CIVIL];
+ *Nuws += sp->sct_item[I_UW];
*taxes += civ_tax + uw_tax;
*mil += mil_pay;
if (sp->sct_type == SCT_BANK) {
*bars += bank_income(sp, etu);
- *Nbars += vec[I_BAR];
+ *Nbars += sp->sct_item[I_BAR];
}
}
}
int nships;
struct nstr_item ni;
struct shpstr ship;
- int vec[I_MAX + 1];
if (!snxtitem(&ni, EF_SHIP, player->argp[1]))
return RET_SYN;
prxy("%4d,%-4d ", ship.shp_x, ship.shp_y, player->cnum);
pr(" %1c", ship.shp_fleet);
pr("%4d%%", ship.shp_effic);
- getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%4d", vec[I_PETROL]);
- pr("%4d", vec[I_IRON]);
- pr("%4d", vec[I_DUST]);
- pr("%4d", vec[I_BAR]);
- pr("%4d", vec[I_OIL]);
- pr("%4d", vec[I_LCM]);
- pr("%4d", vec[I_HCM]);
- pr("%4d\n", vec[I_RAD]);
+ pr("%4d", ship.shp_item[I_SHELL]);
+ pr("%4d", ship.shp_item[I_GUN]);
+ pr("%4d", ship.shp_item[I_PETROL]);
+ pr("%4d", ship.shp_item[I_IRON]);
+ pr("%4d", ship.shp_item[I_DUST]);
+ pr("%4d", ship.shp_item[I_BAR]);
+ pr("%4d", ship.shp_item[I_OIL]);
+ pr("%4d", ship.shp_item[I_LCM]);
+ pr("%4d", ship.shp_item[I_HCM]);
+ pr("%4d\n", ship.shp_item[I_RAD]);
if (opt_SHIPNAMES) {
if (ship.shp_name[0] != 0) {
pr(" %s\n", ship.shp_name);
int nunits;
struct nstr_item ni;
struct lndstr land;
- int vec[I_MAX + 1];
if (!snxtitem(&ni, EF_LAND, player->argp[1]))
return RET_SYN;
prxy("%4d,%-4d ", land.lnd_x, land.lnd_y, player->cnum);
pr(" %1c", land.lnd_army);
pr("%4d%%", land.lnd_effic);
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%4d", vec[I_PETROL]);
- pr("%4d", vec[I_IRON]);
- pr("%4d", vec[I_DUST]);
- pr("%4d", vec[I_BAR]);
- pr("%4d", vec[I_OIL]);
- pr("%4d", vec[I_LCM]);
- pr("%4d", vec[I_HCM]);
- pr("%4d\n", vec[I_RAD]);
+ pr("%4d", land.lnd_item[I_SHELL]);
+ pr("%4d", land.lnd_item[I_GUN]);
+ pr("%4d", land.lnd_item[I_PETROL]);
+ pr("%4d", land.lnd_item[I_IRON]);
+ pr("%4d", land.lnd_item[I_DUST]);
+ pr("%4d", land.lnd_item[I_BAR]);
+ pr("%4d", land.lnd_item[I_OIL]);
+ pr("%4d", land.lnd_item[I_LCM]);
+ pr("%4d", land.lnd_item[I_HCM]);
+ pr("%4d\n", land.lnd_item[I_RAD]);
}
if (nunits == 0) {
if (player->argp[1])
int n;
struct nstr_sect nstr;
s_char dirstr[20];
- int vec[I_MAX + 1];
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
pr("%c ", n == 0 ? '.' : '0' + (n / 100));
pr("%c", sect.sct_own != sect.sct_oldown ? '*' : ' ');
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
- pr("%5d", vec[I_CIVIL]);
- pr("%5d", vec[I_MILIT]);
- pr("%5d", vec[I_UW]);
- pr("%5d", vec[I_FOOD]);
+ pr("%5d", sect.sct_item[I_CIVIL]);
+ pr("%5d", sect.sct_item[I_MILIT]);
+ pr("%5d", sect.sct_item[I_UW]);
+ pr("%5d", sect.sct_item[I_FOOD]);
pr("%4d%%", sect.sct_work);
pr("%5d", sect.sct_avail);
if (!player->god) {
int nsect;
int n;
struct nstr_sect nstr;
- int item[I_MAX + 1];
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
}
if (player->god)
pr("%3d", sect.sct_own);
- getvec(VT_ITEM, item, (s_char *)§, EF_SECTOR);
prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
pr(" %c", dchr[sect.sct_type].d_mnem);
pr(" %c", dirstr[sect.sct_del[I_SHELL] & 0x7]);
prthresh("%c", sect.sct_dist[I_LCM]);
prthresh("%c", sect.sct_dist[I_HCM]);
prthresh("%c", sect.sct_dist[I_RAD]);
- pr("%4d", item[I_SHELL]);
- pr("%4d", item[I_GUN]);
- pr("%5d", item[I_PETROL]);
- pr("%5d", item[I_IRON]);
- pr("%5d", item[I_DUST]);
- pr("%4d", item[I_BAR]);
- pr("%5d", item[I_OIL]);
- pr("%5d", item[I_LCM]);
- pr("%5d", item[I_HCM]);
- pr("%4d", item[I_RAD]);
+ pr("%4d", sect.sct_item[I_SHELL]);
+ pr("%4d", sect.sct_item[I_GUN]);
+ pr("%5d", sect.sct_item[I_PETROL]);
+ pr("%5d", sect.sct_item[I_IRON]);
+ pr("%5d", sect.sct_item[I_DUST]);
+ pr("%4d", sect.sct_item[I_BAR]);
+ pr("%5d", sect.sct_item[I_OIL]);
+ pr("%5d", sect.sct_item[I_LCM]);
+ pr("%5d", sect.sct_item[I_HCM]);
+ pr("%4d", sect.sct_item[I_RAD]);
pr("\n");
}
if (nsect == 0) {
int nsect;
int n, i;
struct nstr_sect nstr;
- int item[I_MAX + 1];
int field[128];
struct natstr *np;
time_t now;
/* census */
if (player->god)
pr("%d ", sect.sct_own);
- getvec(VT_ITEM, item, (s_char *)§, EF_SECTOR);
pr("%d %d", xrel(np, nstr.x), yrel(np, nstr.y));
set_coastal(§);
pr("%d", sect.sct_terr);
break;
case 15:
- pr("%d", item[I_CIVIL]);
+ pr("%d", sect.sct_item[I_CIVIL]);
break;
case 16:
- pr("%d", item[I_MILIT]);
+ pr("%d", sect.sct_item[I_MILIT]);
break;
case 17:
- pr("%d", item[I_UW]);
+ pr("%d", sect.sct_item[I_UW]);
break;
case 18:
- pr("%d", item[I_FOOD]);
+ pr("%d", sect.sct_item[I_FOOD]);
break;
/* commodity */
case 19:
- pr("%d", item[I_SHELL]);
+ pr("%d", sect.sct_item[I_SHELL]);
break;
case 20:
- pr("%d", item[I_GUN]);
+ pr("%d", sect.sct_item[I_GUN]);
break;
case 21:
- pr("%d", item[I_PETROL]);
+ pr("%d", sect.sct_item[I_PETROL]);
break;
case 22:
- pr("%d", item[I_IRON]);
+ pr("%d", sect.sct_item[I_IRON]);
break;
case 23:
- pr("%d", item[I_DUST]);
+ pr("%d", sect.sct_item[I_DUST]);
break;
case 24:
- pr("%d", item[I_BAR]);
+ pr("%d", sect.sct_item[I_BAR]);
break;
case 25:
- pr("%d", item[I_OIL]);
+ pr("%d", sect.sct_item[I_OIL]);
break;
case 26:
- pr("%d", item[I_LCM]);
+ pr("%d", sect.sct_item[I_LCM]);
break;
case 27:
- pr("%d", item[I_HCM]);
+ pr("%d", sect.sct_item[I_HCM]);
break;
case 28:
- pr("%d", item[I_RAD]);
+ pr("%d", sect.sct_item[I_RAD]);
break;
/* cutoff */
case 29:
static void
pr_land(struct lndstr *land)
{
- int vec[I_MAX + 1];
struct lchrstr *lcp;
lcp = &lchr[(int)land->lnd_type];
pr("Retreat percentage <Z>: %d\n", (int)land->lnd_retreat);
pr("Retreat path <R>: '%s'\t\tRetreat Flags <W>: %d\n",
land->lnd_rpath, (int)land->lnd_rflags);
- getvec(VT_ITEM, vec, (s_char *)land, EF_LAND);
pr("civ mil uw food shl gun pet irn dst oil lcm hcm rad\n");
pr(" c m u f s g p i d o l h r\n");
- pr("%3d", vec[I_CIVIL]);
- pr("%4d", vec[I_MILIT]);
- pr("%4d", vec[I_UW]);
- pr("%5d", vec[I_FOOD]);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%5d", vec[I_PETROL]);
- pr("%5d", vec[I_IRON]);
- pr("%5d", vec[I_DUST]);
- pr("%5d", vec[I_OIL]);
- pr("%5d", vec[I_LCM]);
- pr("%5d", vec[I_HCM]);
- pr("%4d", vec[I_RAD]);
+ pr("%3d", land->lnd_item[I_CIVIL]);
+ pr("%4d", land->lnd_item[I_MILIT]);
+ pr("%4d", land->lnd_item[I_UW]);
+ pr("%5d", land->lnd_item[I_FOOD]);
+ pr("%4d", land->lnd_item[I_SHELL]);
+ pr("%4d", land->lnd_item[I_GUN]);
+ pr("%5d", land->lnd_item[I_PETROL]);
+ pr("%5d", land->lnd_item[I_IRON]);
+ pr("%5d", land->lnd_item[I_DUST]);
+ pr("%5d", land->lnd_item[I_OIL]);
+ pr("%5d", land->lnd_item[I_LCM]);
+ pr("%5d", land->lnd_item[I_HCM]);
+ pr("%4d", land->lnd_item[I_RAD]);
pr("\n");
}
static void
pr_ship(struct shpstr *ship)
{
- int vec[I_MAX + 1];
struct natstr *natp;
if ((natp = getnatp(ship->shp_own)) == 0)
pr("Fuel <B>: %d\n", (int)ship->shp_fuel);
pr("Retreat path <R>: '%s'\t\tRetreat Flags <W>: %d\n",
ship->shp_rpath, (int)ship->shp_rflags);
- getvec(VT_ITEM, vec, (s_char *)ship, EF_SHIP);
pr("Plague Stage <a>: %d\n", ship->shp_pstage);
pr("Plague Time <b>: %d\n", ship->shp_ptime);
pr("civ mil uw food shl gun pet irn dst oil lcm hcm rad\n");
pr(" c m u f s g p i d o l h r\n");
- pr("%3d", vec[I_CIVIL]);
- pr("%4d", vec[I_MILIT]);
- pr("%4d", vec[I_UW]);
- pr("%5d", vec[I_FOOD]);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%5d", vec[I_PETROL]);
- pr("%5d", vec[I_IRON]);
- pr("%5d", vec[I_DUST]);
- pr("%5d", vec[I_OIL]);
- pr("%5d", vec[I_LCM]);
- pr("%5d", vec[I_HCM]);
- pr("%4d", vec[I_RAD]);
+ pr("%3d", ship->shp_item[I_CIVIL]);
+ pr("%4d", ship->shp_item[I_MILIT]);
+ pr("%4d", ship->shp_item[I_UW]);
+ pr("%5d", ship->shp_item[I_FOOD]);
+ pr("%4d", ship->shp_item[I_SHELL]);
+ pr("%4d", ship->shp_item[I_GUN]);
+ pr("%5d", ship->shp_item[I_PETROL]);
+ pr("%5d", ship->shp_item[I_IRON]);
+ pr("%5d", ship->shp_item[I_DUST]);
+ pr("%5d", ship->shp_item[I_OIL]);
+ pr("%5d", ship->shp_item[I_LCM]);
+ pr("%5d", ship->shp_item[I_HCM]);
+ pr("%4d", ship->shp_item[I_RAD]);
pr("\n");
}
int nunits;
struct nstr_item ni;
struct lndstr land;
- int vec[I_MAX + 1];
if (!snxtitem(&ni, EF_LAND, player->argp[1]))
return RET_SYN;
pr("%4d", lnd_getmil(&land));
pr("%4d", land.lnd_harden);
pr("%4d", land.lnd_mobil);
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
- pr("%4d", vec[I_FOOD]);
+ pr("%4d", land.lnd_item[I_FOOD]);
if (opt_FUEL)
pr("%3d", land.lnd_fuel);
pr("%4d ", land.lnd_tech);
int field[128];
struct nstr_item ni;
struct lndstr land;
- int vec[I_MAX + 1];
int n, i;
struct natstr *np;
time_t now;
pr("%3d ", land.lnd_own);
pr("%d", ni.cur);
n = 0;
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
while (field[n]) {
switch (field[n++]) {
case 1:
pr(" %d", land.lnd_mobil);
break;
case 9:
- pr(" %d", vec[I_FOOD]);
+ pr(" %d", land.lnd_item[I_FOOD]);
break;
case 10:
if (opt_FUEL)
pr(" %d", land.lnd_ship);
break;
case 18:
- pr(" %d", vec[I_SHELL]);
+ pr(" %d", land.lnd_item[I_SHELL]);
break;
case 19:
- pr(" %d", vec[I_GUN]);
+ pr(" %d", land.lnd_item[I_GUN]);
break;
case 20:
- pr(" %d", vec[I_PETROL]);
+ pr(" %d", land.lnd_item[I_PETROL]);
break;
case 21:
- pr(" %d", vec[I_IRON]);
+ pr(" %d", land.lnd_item[I_IRON]);
break;
case 22:
- pr(" %d", vec[I_DUST]);
+ pr(" %d", land.lnd_item[I_DUST]);
break;
case 23:
- pr(" %d", vec[I_BAR]);
+ pr(" %d", land.lnd_item[I_BAR]);
break;
case 24:
- pr(" %d", vec[I_OIL]);
+ pr(" %d", land.lnd_item[I_OIL]);
break;
case 25:
- pr(" %d", vec[I_LCM]);
+ pr(" %d", land.lnd_item[I_LCM]);
break;
case 26:
- pr(" %d", vec[I_HCM]);
+ pr(" %d", land.lnd_item[I_HCM]);
break;
case 27:
- pr(" %d", vec[I_RAD]);
+ pr(" %d", land.lnd_item[I_RAD]);
break;
case 28:
pr(" %1.2f", (float)land.lnd_att);
struct nstr_item nstr;
struct nukstr nuk;
struct sctstr sect;
- int item[I_MAX + 1];
if (!snxtitem(&nstr, EF_NUKE, player->argp[1]))
return RET_SYN;
pr(" sect eff num nuke-type lcm hcm oil rad avail\n");
}
getsect(nuk.nuk_x, nuk.nuk_y, §);
- getvec(VT_ITEM, item, (s_char *)§, EF_SECTOR);
first_nuke = 1;
show_comm = 0;
if (sect.sct_type == SCT_NUKE && sect.sct_effic >= 60)
pr("%-16.16s ", nchr[i].n_name);
if (show_comm) {
- pr("%5d ", item[I_LCM]);
- pr("%5d ", item[I_HCM]);
- pr("%5d ", item[I_OIL]);
- pr("%5d ", item[I_RAD]);
+ pr("%5d ", sect.sct_item[I_LCM]);
+ pr("%5d ", sect.sct_item[I_HCM]);
+ pr("%5d ", sect.sct_item[I_OIL]);
+ pr("%5d ", sect.sct_item[I_RAD]);
pr("%5d", sect.sct_avail);
show_comm = 0;
}
register int i;
register int pop = 0;
struct sctstr *sp;
- int vec[I_MAX + 1];
for (i = 0; NULL != (sp = getsectid(i)); i++) {
if (sp->sct_own != n)
continue;
if (sp->sct_oldown != n)
continue;
- if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
- continue;
- pop += vec[I_CIVIL];
+ pop += sp->sct_item[I_CIVIL];
}
return pop;
}
int c;
s_char maxc[3][10];
s_char use[3][10];
- int items[I_MAX + 1];
- int vec[I_MAX + 1], lcms, hcms;
+ int lcms, hcms;
int civs = 0;
int uws = 0;
int bwork;
while (nxtsct(&nstr, §)) {
if (!player->owner)
continue;
- getvec(VT_ITEM, items, (s_char *)§, EF_SECTOR);
- civs = min(9999, (int)((obrate * (double)etu_per_update + 1.0)
- * (double)items[I_CIVIL]));
- uws = min(9999, (int)((uwbrate * (double)etu_per_update + 1.0)
- * (double)items[I_UW]));
+ civs = min(9999, (int)((obrate * etu_per_update + 1.0)
+ * sect.sct_item[I_CIVIL]));
+ uws = min(9999, (int)((uwbrate * etu_per_update + 1.0)
+ * sect.sct_item[I_UW]));
if (opt_RES_POP) {
natp = getnatp(sect.sct_own);
maxpop = max_pop((float)natp->nat_level[NAT_RLEV], §);
/* This isn't quite right, since research might rise/fall */
/* during the update, but it's the best we can really do */
- wforce = (int)(((double)civs * (double)sect.sct_work)
- / 100.0 + (double)uws +
- (double)items[I_MILIT] * 2.0 / 5.0);
+ wforce = (int)(((double)civs * sect.sct_work) / 100.0
+ + uws
+ + sect.sct_item[I_MILIT] * 2.0 / 5.0);
work = (double)etu_per_update *(double)wforce / 100.0;
if (opt_ROLLOVER_AVAIL) {
if (sect.sct_type == sect.sct_newtype) {
civs = min(9999, civs);
uws = min(9999, uws);
}
- wforce =
- (int)((civs * sect.sct_work) / 100.0 + uws +
- items[I_MILIT] * 2 / 5.0);
+ wforce = (int)(((double)civs * sect.sct_work) / 100.0
+ + uws
+ + sect.sct_item[I_MILIT] * 2 / 5.0);
work = etu_per_update * wforce / 100.0;
bwork = min((int)(work / 2), bwork);
}
if (twork > bwork) {
twork = bwork;
}
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
if (dchr[type].d_lcms > 0) {
- lcms = vec[I_LCM];
+ lcms = sect.sct_item[I_LCM];
lcms /= dchr[type].d_lcms;
if (twork > lcms)
twork = lcms;
}
if (dchr[type].d_hcms > 0) {
- hcms = vec[I_HCM];
+ hcms = sect.sct_item[I_HCM];
hcms /= dchr[type].d_hcms;
if (twork > hcms)
twork = hcms;
int enlisted;
int civs;
- civs = min(999, (int)((obrate * (double)etu_per_update + 1.0)
- * (double)items[I_CIVIL]));
+ civs = min(999, (int)((obrate * etu_per_update + 1.0)
+ * sect.sct_item[I_CIVIL]));
natp = getnatp(sect.sct_own);
maxpop = max_pop((float)natp->nat_level[NAT_RLEV], §);
civs = min(civs, maxpop);
rise/fall during the update, but it's the best
we can really do */
enlisted = 0;
- maxmil = (civs / 2) - items[I_MILIT];
+ maxmil = (civs / 2) - sect.sct_item[I_MILIT];
if (maxmil > 0) {
- enlisted = (etu_per_update * (10 + items[I_MILIT]) * 0.05);
+ enlisted = (etu_per_update
+ * (10 + sect.sct_item[I_MILIT])
+ * 0.05);
if (enlisted > maxmil)
enlisted = maxmil;
}
struct lndstr land;
struct sctstr sect;
double odds;
- int vec[I_MAX + 1];
int dam;
if (!snxtitem(&ni, EF_LAND, player->argp[1]))
continue;
}
- 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));
+ if (sect.sct_item[I_SHELL] > 20)
+ dam += seagun(land.lnd_effic,
+ random() % (sect.sct_item[I_SHELL] / 10));
+ if (sect.sct_item[I_PETROL] > 100)
+ dam += seagun(land.lnd_effic,
+ random() % (sect.sct_item[I_PETROL] / 50));
pr("Explosion in %s causes %d damage.\n",
xyas(land.lnd_x, land.lnd_y, land.lnd_own), dam);
int nships;
struct nstr_item ni;
struct shpstr ship;
- int vec[I_MAX + 1];
int field[128];
struct natstr *np;
int n, i;
pr("%3d ", ship.shp_own);
pr("%d", ni.cur);
n = 0;
- getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
while (field[n]) {
switch (field[n++]) {
case 1:
pr(" %d", ship.shp_effic);
break;
case 6:
- pr(" %d", vec[I_CIVIL]);
+ pr(" %d", ship.shp_item[I_CIVIL]);
break;
case 7:
- pr(" %d", vec[I_MILIT]);
+ pr(" %d", ship.shp_item[I_MILIT]);
break;
case 8:
- pr(" %d", vec[I_UW]);
+ pr(" %d", ship.shp_item[I_UW]);
break;
case 9:
- pr(" %d", vec[I_FOOD]);
+ pr(" %d", ship.shp_item[I_FOOD]);
break;
case 10:
pr(" %d", ship.shp_nplane);
pr(" %d", ship.shp_tech);
break;
case 17:
- pr(" %d", vec[I_SHELL]);
+ pr(" %d", ship.shp_item[I_SHELL]);
break;
case 18:
- pr(" %d", vec[I_GUN]);
+ pr(" %d", ship.shp_item[I_GUN]);
break;
case 19:
- pr(" %d", vec[I_PETROL]);
+ pr(" %d", ship.shp_item[I_PETROL]);
break;
case 20:
- pr(" %d", vec[I_IRON]);
+ pr(" %d", ship.shp_item[I_IRON]);
break;
case 21:
- pr(" %d", vec[I_DUST]);
+ pr(" %d", ship.shp_item[I_DUST]);
break;
case 22:
- pr(" %d", vec[I_BAR]);
+ pr(" %d", ship.shp_item[I_BAR]);
break;
case 23:
- pr(" %d", vec[I_OIL]);
+ pr(" %d", ship.shp_item[I_OIL]);
break;
case 24:
- pr(" %d", vec[I_LCM]);
+ pr(" %d", ship.shp_item[I_LCM]);
break;
case 25:
- pr(" %d", vec[I_HCM]);
+ pr(" %d", ship.shp_item[I_HCM]);
break;
case 26:
- pr(" %d", vec[I_RAD]);
+ pr(" %d", ship.shp_item[I_RAD]);
break;
case 27:
pr(" %d", ship.shp_armor);
int nships;
struct nstr_item ni;
struct shpstr ship;
- int vec[I_MAX + 1];
if (!snxtitem(&ni, EF_SHIP, player->argp[1]))
return RET_SYN;
pr("%1c", ship.shp_fleet);
pr("%4d%%", ship.shp_effic);
- getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
- pr("%4d", vec[I_CIVIL]);
- pr("%4d", vec[I_MILIT]);
- pr("%4d", vec[I_UW]);
- pr("%4d", vec[I_FOOD]);
+ pr("%4d", ship.shp_item[I_CIVIL]);
+ pr("%4d", ship.shp_item[I_MILIT]);
+ pr("%4d", ship.shp_item[I_UW]);
+ pr("%4d", ship.shp_item[I_FOOD]);
pr("%3d", ship.shp_nplane);
pr("%3d", ship.shp_nchoppers);
struct emp_qelem *next;
struct llist *llp;
struct lndstr *lnd;
- int vec[I_MAX + 1];
pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
pr("%1c", lnd->lnd_army);
pr("%4d%%", lnd->lnd_effic);
- getvec(VT_ITEM, vec, (s_char *)lnd, EF_LAND);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
+ pr("%4d", lnd->lnd_item[I_SHELL]);
+ pr("%4d", lnd->lnd_item[I_GUN]);
count_land_planes(lnd);
pr("%3d", lnd->lnd_nxlight);
pr("%4d", lnd->lnd_mobil);
{
struct sctstr sect, ending_sect;
struct sctstr next, dsect;
- int vec[I_MAX + 1];
coord curx, cury, oldx, oldy;
coord tmpx, tmpy;
coord dx, dy;
*movstr = 0;
continue;
}
- getvec(VT_ITEM, vec, (s_char *)&next, EF_SECTOR);
sect_mcost = sector_mcost(&next, MOB_ROAD);
- if ((!player->owner && (!exploring || vec[I_MILIT] || vec[I_CIVIL]))
+ if ((!player->owner && (!exploring
+ || next.sct_item[I_MILIT]
+ || next.sct_item[I_CIVIL]))
|| sect_mcost == -1.0) {
/* already-owned, or prohibited terrain */
pr("You can't go there...\n");
s_char range[128];
s_char view[7];
int i;
- int vec[I_MAX + 1];
int changed = 0;
np = getnatp(player->cnum);
writemap(player->cnum);
if (!getsect(curx, cury, §))
return RET_FAIL;
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
pr(" %c %c eff mob civ mil uw food work avail\n",
view[0], view[1]);
pr(" %c %c %c %3d %3d %4d %4d %4d %4d %3d %3d\n",
view[2], view[3], view[4],
- sect.sct_effic, sect.sct_mobil, vec[I_CIVIL], vec[I_MILIT],
- vec[I_UW], vec[I_FOOD], sect.sct_work, sect.sct_avail);
+ sect.sct_effic, sect.sct_mobil,
+ sect.sct_item[I_CIVIL], sect.sct_item[I_MILIT], sect.sct_item[I_UW],
+ sect.sct_item[I_FOOD], sect.sct_work, sect.sct_avail);
pr(" %c %c\n", view[5], view[6]);
return RET_OK;
}
int shells;
double mobcost;
struct mchrstr *mcp;
- int vec[I_MAX + 1];
int time_to_stop;
sp->shp_mission = 0;
}
}
/* check crew - uws don't count */
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
- if (vec[I_MILIT] == 0 && vec[I_CIVIL] == 0) {
+ if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
wu(0, sp->shp_own,
"%s %s,\nbut had no crew, and couldn't retreat!\n", prship(sp),
conditions[findcondition(code)].desc[orig]);
void
satdisp(struct sctstr *sp, int acc, int showstuff)
{
- int vec[I_MAX + 1], first;
+ int first;
struct nstr_item ni;
struct shpstr ship;
struct lndstr land;
- if (getvec(VT_ITEM, vec, (caddr_t)sp, EF_SECTOR) < 0)
- return;
prxy("%4d,%-4d ", sp->sct_x, sp->sct_y, player->cnum);
pr("%c %3d %3d %3d %3d %3d %4d %4d %4d %4d %4d %4d %5d\n",
dchr[sp->sct_type].d_mnem,
roundintby((int)sp->sct_road, acc / 2),
roundintby((int)sp->sct_rail, acc / 2),
roundintby((int)sp->sct_defense, acc / 2),
- roundintby(vec[I_CIVIL], acc), roundintby(vec[I_MILIT], acc),
- roundintby(vec[I_SHELL], acc), roundintby(vec[I_GUN], acc),
- roundintby(vec[I_IRON], acc), roundintby(vec[I_PETROL], acc),
- roundintby(vec[I_FOOD], acc));
+ roundintby(sp->sct_item[I_CIVIL], acc),
+ roundintby(sp->sct_item[I_MILIT], acc),
+ roundintby(sp->sct_item[I_SHELL], acc),
+ roundintby(sp->sct_item[I_GUN], acc),
+ roundintby(sp->sct_item[I_IRON], acc),
+ roundintby(sp->sct_item[I_PETROL], acc),
+ roundintby(sp->sct_item[I_FOOD], acc));
map_set(player->cnum, sp->sct_x, sp->sct_y, dchr[sp->sct_type].d_mnem,
0);
if (!showstuff)
{
int *wp;
int cm;
- int svec[I_MAX + 1];
if ((cm = bud_key[comm]) == 0) {
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
- return svec[comm];
+ return sp->sct_item[comm];
} else {
wp = get_wp(bp, sp, cm);
return *wp;
void
fill_update_array(int *bp, struct sctstr *sp)
{
- int vec[I_MAX + 1];
int i, k;
int *wp;
- if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
- return;
for (i = 1; i <= I_MAX; i++)
if ((k = bud_key[i]) != 0) {
wp = get_wp(bp, sp, k);
- *wp = vec[i];
+ *wp = sp->sct_item[i];
}
wp = get_wp(bp, sp, bud_key[I_MAX + 1]);
*wp = sp->sct_avail;
int left, build;
int lcm_needed, hcm_needed;
int mil_needed;
- int svec[I_MAX + 1];
int mvec[I_MAX + 1];
int n, k = 0;
struct shpstr *shp;
np = getnatp(pp->pln_own);
desc = &plchr[(int)pp->pln_type];
sp = getsectp(pp->pln_x, pp->pln_y);
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
mult = 1;
if (np->nat_level[NAT_TLEV] < pp->pln_tech * 0.85)
mult = 2;
avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
if (pp->pln_ship >= 0) {
- int vec[I_MAX + 1];
shp = getshipp(pp->pln_ship);
- getvec(VT_ITEM, vec, (s_char *)shp, EF_SHIP);
- avail += (etus * vec[I_MILIT] / 2);
+ avail += (etus * shp->shp_item[I_MILIT] / 2);
}
w_p_eff = 20 + (desc->pl_lcm + 2 * desc->pl_hcm);
delta = roundavg((double)avail / w_p_eff);
int
bank_income(struct sctstr *sp, int etu)
{
- int vec[I_MAX + 1];
-
- if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
- return 0;
- else
- return (int)(vec[I_BAR] * etu * bankint * sp->sct_effic / 100);
+ return (int)(sp->sct_item[I_BAR] * etu * bankint * sp->sct_effic / 100);
}
int convert;
natid actor;
natid victim;
- int vec[I_MAX + 1];
int tmp;
int min_mil;
int val;
move = 0;
if (!sp->sct_che)
return;
- if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
- return;
- civ = vec[I_CIVIL];
-
- uw = vec[I_UW];
+ civ = sp->sct_item[I_CIVIL];
+ uw = sp->sct_item[I_UW];
victim = sp->sct_own;
actor = sp->sct_oldown;
che = sp->sct_che;
+ mil = sp->sct_item[I_MILIT];
- mil = vec[I_MILIT];
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) {
{
struct fltelemstr *fe;
struct shpstr *sp, ship;
- int vec[I_MAX + 1];
struct sctstr *sectp;
int error = 0;
s_char *s, *p;
}
for (fe = fltp->head; fe; fe = fe->next) {
sp = getshipp(fe->num);
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
- if (vec[I_MILIT] == 0 && vec[I_CIVIL] == 0) {
+ if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
wu(0, fltp->own,
" ship #%d (%s) is crewless and can't go on\n",
fe->num, cname(fe->own));