Remove option FUEL
The abstract idea of tying ships and land units to a logistical tether is sound, the concrete implementation as option FUEL is flawed. It adds too much busy-work to the game to be enjoyable. It hasn't been enabled in a public game for years. The code implementing it is ugly, repetitive, and a burden to maintain. Remove selector fuel from ship_ca[] and land_ca[], and selectors fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu from ship.config and land.config. Remove command fuel from player_coms[]. Deprecate edit key 'B' in doship(), dounit(), and don't show it in pr_ship(), pr_land(). Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(), show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(), ldump(), land_damage(), show_land_stats(), do_mob_land(), resupply_all(), resupply_commod(), get_minimum(), has_supply(), unit_list(), vers(). Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and auto_fuel_ship().
This commit is contained in:
parent
3cc80e83c3
commit
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42 changed files with 124 additions and 984 deletions
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@ -147,8 +147,6 @@ EMPCF_OPT("EASY_BRIDGES", opt_EASY_BRIDGES,
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"Allow bridge building without bridge heads")
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EMPCF_OPT("FALLOUT", opt_FALLOUT,
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"Enable secondary effects caused by radiation")
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EMPCF_OPT("FUEL", opt_FUEL,
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"Make ships use fuel to move")
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EMPCF_OPT("GODNEWS", opt_GODNEWS,
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"Inform the world when deities give/take away")
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EMPCF_OPT("GO_RENEW", opt_GO_RENEW,
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@ -391,8 +389,6 @@ EMPCFBOTH("anno_keep_days", anno_keep_days, int, NSC_INT, KM_INTERNAL,
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"How long until announcements expire (<0 means never)")
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EMPCFBOTH("news_keep_days", news_keep_days, int, NSC_INT, KM_INTERNAL,
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"How long until news expire")
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EMPCFBOTH("fuel_mult", fuel_mult, int, NSC_INT, 0,
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"Multiplier for fuel to mobility calculation")
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EMPCFBOTH("lost_items_timeout", lost_items_timeout, int, NSC_INT, KM_INTERNAL,
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"Seconds before a lost item is timed out of the database")
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@ -69,7 +69,6 @@ struct lndstr {
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short lnd_ship; /* pointer to transporting ship */
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signed char lnd_harden; /* fortification */
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short lnd_retreat; /* retreat percentage */
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unsigned char lnd_fuel; /* How much fuel do we have */
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unsigned char lnd_nxlight; /* How many xlight planes on board? */
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int lnd_rflags; /* When do I retreat? */
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char lnd_rpath[RET_LEN]; /* retreat path */
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@ -105,8 +104,6 @@ struct lchrstr {
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int l_dam; /* # of guns firing */
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int l_ammo; /* firing ammu used per shot */
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int l_aaf; /* aa fire */
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unsigned char l_fuelc; /* fuel capacity */
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unsigned char l_fuelu; /* fuel used per 10 mob */
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unsigned char l_nxlight; /* maximum number of xlight planes */
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unsigned char l_nland; /* maximum number of units */
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signed char l_type; /* index in lchr[] */
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@ -130,7 +130,6 @@ int fly(void);
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int foll(void);
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int force(void);
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int fort(void);
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int fuel(void);
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int give(void);
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int grin(void);
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int hard(void);
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@ -751,7 +750,6 @@ extern int nav_ship(struct shpstr *);
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extern int load_it(struct shpstr *, struct sctstr *,
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int);
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extern void unload_it(struct shpstr *);
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extern void auto_fuel_ship(struct shpstr *);
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/* nxtitemp.c */
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extern void *nxtitemp(struct nstr_item *);
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/* plague.c */
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@ -96,7 +96,6 @@ struct shpstr {
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char shp_path[MAXSHPPATH];
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short shp_follow;
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char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */
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unsigned char shp_fuel; /* How much fuel do we have */
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unsigned char shp_nchoppers; /* How many choppers on board? */
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unsigned char shp_nxlight; /* How many xlight planes on board? */
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coord shp_orig_x;
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@ -118,8 +117,6 @@ struct mchrstr {
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int m_glim; /* how many guns it can fire */
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unsigned char m_nxlight; /* maximum number of xlight planes */
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unsigned char m_nchoppers; /* maximum number of choppers */
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unsigned char m_fuelc; /* fuel capacity */
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unsigned char m_fuelu; /* fuel used per 10 mob */
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char *m_name; /* full name of type of ship */
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int m_tech; /* tech required to build */
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int m_cost; /* how much it costs to build */
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@ -148,7 +145,7 @@ struct mchrstr {
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#define M_SEMILAND bit(14) /* can land 1/4 */
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/* unused bit(15) */
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/* unused bit(16) */
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#define M_OILER bit(17) /* can re-fuel ships */
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/* unused bit(17) */
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#define M_SUPPLY bit(18) /* Can supply units/sects/ships */
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#define M_CANAL bit(19) /* Can navigate a canal (BIG CITY) */
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#define M_ANTIMISSILE bit(20) /* Shoot down missile */
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@ -66,9 +66,6 @@ repeat 2a,2b for other ships in the area.
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.s1
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During the update your fishing boats will now move to the harbor at
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15,1 unload food until it reaches 30, then move back to 15,1 and STOP.
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If you're using fishing boats that require fuel, i.e. fb2
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when the ship enters the harbor, and the fuel level is at 0, the
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autonav code will automatically refuel the ship for you.
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So unless the ship gets sunk, or something happens to it, like the
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civs starve on board if you don't leave enough food on it,
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the ships will continue to feed your country and you won't even need
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@ -17,7 +17,7 @@ will usually start with 'l'.
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.s1
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Land units have some characteristics of both ships and planes, plus some
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unique ones. Like both ships & planes, they have efficiency & mobility.
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Like ships, they can carry cargo, may have/use fuel, and may be able to fire
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Like ships, they can carry cargo, and may be able to fire
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guns at distant targets. Like planes, they have attack and defense values,
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and may be able to act automatically to defend your country.
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Let's look at a typical land unit:
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@ -31,7 +31,7 @@ Let's look at a typical land unit:
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.s1
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This land unit is an infantry unit, located at 8,0. In many games, you will
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start with 1-2 basic land units of this type. Some of the things about it are
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familiar. It is 96% efficient, has 93 mobility units, carries 1 food, no fuel,
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familiar. It is 96% efficient, has 93 mobility units, carries 1 food,
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and is tech 0 and currently contains 100 mi. It carries 0 extra-light
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planes, and is not on a ship. The 'a'
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stands for army, and is just like fleets or wings, i.e. a way of grouping your
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@ -133,15 +133,15 @@ operate. These are obtainable from the show command:
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.s1
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.NF
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s v s r f a d a a x
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p i p a r c a m a f f p
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att def vul d s y d g c m m f c u l
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infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0 0 0
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p i p a r c a m a p
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att def vul d s y d g c m m f l
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infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0
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.FI
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.s1
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The infantry unit has an attack multiplier of 1.0, and defensive multiplier
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of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of
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15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy,
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no firing damage, uses no ammo, has no aa fire, doesn't carry of use fuel,
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no firing damage, uses no ammo, has no aa fire,
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and can't carry extra-light planes.
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.s1
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When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
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@ -207,11 +207,6 @@ information on supply and how it affects combat)
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Aaf is the unit's anti-aircraft fire value. The higher the value, the more
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damage the unit will do to planes flying overhead.
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.s1
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Fc/fu are the unit's fuel capacity and use. If the fc/fu are 0, the unit
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does not need fuel to gain mobility. If the fc/fu are non-zero, the unit
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will need fuel to gain mobility, and will use fu fuel whenever it fights.
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(See info \*Qfuel\*U for information on fuel)
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.s1
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Xpl is the number of extra-light planes the unit can carry. Planes can
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operate from a land unit in the same fashion as if it were a carrier.
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Normally, extra-light planes are SAMs, so units can carry SAMs for
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@ -17,7 +17,6 @@ ALL_BLEED: you get tech bleed from all countries, not just allies
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SLOW_WAR: War declaring takes time. No land attacks unless at war.
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NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
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TRADESHIPS: you can build/nav/scuttle trade ships to make money
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FUEL: ships need fuel to gain mobility
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RES_POP: Research affects max sector population.
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NOFOOD: No food is required.
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BLITZ: Players get infinite BTU's.
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@ -120,7 +120,6 @@ Ship:
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.L fleet
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.L nplane
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number of planes the ship is carrying
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.L fuel
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.L nxlight
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number of xlight planes the ship is carrying
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.L nchoppers
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@ -154,7 +153,6 @@ ship the land unit is on (-1 = no land unit)
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.L harden
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fortification
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.L retreat
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.L fuel
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.L land
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number of land units on the unit
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.L nxlight
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@ -169,8 +167,6 @@ number of xlight planes on the unit
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.L dam
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.L ammo
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.L aaf
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.L fuelc
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.L fuelu
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.L maxlight
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.in
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.s1
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@ -162,8 +162,6 @@ submarine The submarine was originally intended, in the 1900-1910 period,
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minesweeper Usually converted fishing vessels, small, and expendable. They
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found and destroyed mines with a variety of tricks, including
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cables & magnetism.
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oiler These ships represent the whole range of refueling ships.
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.fi
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.s1
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These units types differ in their fundamental
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@ -191,7 +189,7 @@ The headings for the stats listing are
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.s1
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.EX show ship stats
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.s1
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.in \w'fuel c/u\0\0'u
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.in \w'spy\0\0'u
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.L def
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defensive armament of the ship
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.L spd
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@ -219,9 +217,6 @@ enabled)
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.L xpl
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The number of extra-light planes the ship can carry. (If the XLIGHT option is
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enabled)
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.L "fuel c/u"
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The ship's fuel capacity & usage. (see info fuel) (If the FUEL option is
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enabled)
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.in
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.s1
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Each ship can carry a certain amount of products and has certain
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@ -244,8 +239,6 @@ The vessel can carry planes with the light attribute set.
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The vessel can carry missiles.
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.L oil
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The vessel can drill for oil
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.L oiler
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The vessel can fuel other ships at sea
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.L sonar
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The vessel has sonar capabilities to detect submarines
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.L mine
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@ -290,15 +283,15 @@ battleship 1 50 50 31 0 $800
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.s1
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.EX show ship stats
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.NF
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s v s r f h x p l fuel
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p i p n i e p l n c/u
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s v s r f h x p l
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p i p n i e p l n
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def d s y g r l l n d
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fishing boat 1 10 10 15 2 0 0 0 0 0 0 0/0
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cargo ship 1 20 10 35 3 0 0 0 1 0 0 0/0
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ore ship 1 20 10 35 3 0 0 0 1 0 0 0/0
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slave ship 20 10 35 3 0 0 0 1 0 0 0/0
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trade ship 1 20 10 35 3 0 0 0 1 0 0 0/0
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frigate 50 25 25 3 1 1 0 1 0 2 0/0
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fishing boat 1 10 10 15 2 0 0 0 0 0 0
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cargo ship 1 20 10 35 3 0 0 0 1 0 0
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ore ship 1 20 10 35 3 0 0 0 1 0 0
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slave ship 20 10 35 3 0 0 0 1 0 0
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trade ship 1 20 10 35 3 0 0 0 1 0 0
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frigate 50 25 25 3 1 1 0 1 0 2
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.FI
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.s1
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.EX show ship cap
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@ -126,7 +126,7 @@ The headings for the stats listing are
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.s1
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.EX show land stats
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.s1
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.in \w'fc/fu\0\0'u
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.in \w'spy\0\0'u
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.L att
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the attack multiplier of the land unit
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.L def
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@ -153,9 +153,6 @@ the number of guns that fire when the unit fires
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ammo: the number of shells the unit uses when fighting or firing
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.L aaf
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the aa fire rating of the unit
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.L fc/fu
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The land unit's fuel capacity & usage.
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(see info fuel) (If the FUEL option is enabled)
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.L xpl
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The number of extra-light planes the land unit can carry.
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(If the XLIGHT option is enabled)
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@ -216,14 +213,14 @@ marines 1 20 10 100 2 4 5 200 $2000
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.EX show land stats
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.NF
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s v s r f a d a a x
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p i p a r c a m a f f p
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att def vul d s y d g c m m f c u l
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War band 1.3 1.0 99 23 5 1 1 0 0 0 0 0 0 0 0
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Supply Wagon 0.1 0.2 100 15 6 1 0 0 0 0 0 0 0 0 0
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GPG Commandos 1.0 1.0 70 30 1 2 1 0 0 0 5 1 10 1 0
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artillery 1 0.0 0.5 50 15 6 1 0 6 40 4 5 15 0 0 0
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Jump infantry 5.0 6.0 20 55 1 4 4 0 0 0 5 35 10 1 5
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marines 1 1.0 2.0 70 23 3 3 2 0 0 0 5 5 0 0 2
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p i p a r c a m a p
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att def vul d s y d g c m m f l
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War band 1.3 1.0 99 23 5 1 1 0 0 0 0 0 0
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Supply Wagon 0.1 0.2 100 15 6 1 0 0 0 0 0 0 0
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GPG Commandos 1.0 1.0 70 30 1 2 1 0 0 0 5 1 0
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artillery 1 0.0 0.5 50 15 6 1 0 6 40 4 5 15 0
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Jump infantry 5.0 6.0 20 55 1 4 4 0 0 0 5 35 5
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marines 1 1.0 2.0 70 23 3 3 2 0 0 0 5 5 2
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.FI
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.s1
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.EX show land cap
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@ -35,7 +35,4 @@ to fortify. For example, when a unit with 120 of 127 mobility gains
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60 mobility, its mobility increases to the maximum 127, and it uses 53
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mobility to fortify.
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.s1
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Units requiring fuel (if option FUEL is enabled), do not fortify
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automatically, as this would burn fuel.
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.s1
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.SA "bomb, Unit-types, LandUnits"
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41
info/fuel.t
41
info/fuel.t
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.TH Command FUEL
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.NA fuel "Give fuel to a ship/unit"
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.LV Basic
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.SY "fuel <s|l> <SHIP/FLEET | UNIT/ARMY> <AMOUNT> [<OILER>]"
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The fuel command carries out the fueling of ships and units.
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The ship(s) must be in a harbor and
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the harbor must be at least 2% efficient.
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Land units may be in any sector.
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Alternatively, you can fuel at sea using an oiler, which is
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any ship with the oiler ability. (Note: if you are in a harbor,
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you can't fuel from an oiler, you must use the harbor)
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.s1
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Ships and units can be fueled by either petrol or oil, with petrol being
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used first. 1 unit of petrol = 5 fuel units. 1 unit of oil = 50
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fuel units. Each ship or unit, in turn, will attempt to take on the
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specified amount of fuel. Petrol/oil will be used for each ship or unit,
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the amount being rounded up individually. For example, if you have
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a harbor with 50 fuel in it, and you tell a ship with a 50 fuel
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capacity to load 50 fuel, it'll use 1 oil. If you tell it to load
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*1* fuel 50 times, it'll use *50* oil, with the round-up making
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it use 1 oil each time. The solution, of course, is to not load
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fuel in tiny, wasteful amounts.
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.s1
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Each update, ships and units use fuel to make mobility points. To produce
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10 mobility points requires the number of units of fuel listed
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for the ship or unit in the capability list. (see info show)
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(This number is usually 1, but may be more). If the number is a 0,
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the unit does not use fuel.
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.s1
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If the ship or unit has no fuel,
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it will attempt to get fuel using the supply procedure (see
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info supply). It will try to use first petrol, then oil, until it has enough
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fuel to get full mobility.
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If it can't get fuel by using the supply system, it won't get mobility.
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.s1
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See \*Qshow\*U for a table of the maximum amounts of
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fuel that can be carried on each type of unit or ship.
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.s1
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You can fuel friendly ships, but must fuel them one at a time, by number.
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.s1
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.SA "Ship-types, Unit-types, Ships, LandUnits"
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@ -34,8 +34,6 @@ the land unit's fortification level,
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the mobility of the land unit,
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.L fd
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the amount of food on board,
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.L fl
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the amount of fuel on board (only if the FUEL option is enabled),
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.L tch
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the tech level of the land unit,
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.L retr
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@ -42,7 +42,7 @@ shown here (no partial pattern matching is done.)
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fort fortification level
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mob mobility
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food # of food loaded
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fuel # of fuel loaded
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fuel obsolete, retained for backwards compatibility, always zero
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tech technology of unit
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retr retreat %age of unit
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react current reaction radius
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@ -118,14 +118,6 @@ In either case when you arrive at the other harbor all but 1 civ
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will be dumped into the harbor. Be careful if you set civilians
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as one of your cargo levels.
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.s1
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If the FUEL option is enabled ships will try and fuel when they load
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cargo in the starting or ending point and they currently have a fuel
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level less then half of their max fuel level.
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Auto fueling is not foolproof. If you declare a
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long path and the ship does not pass through any harbors it might
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run out of fuel and mobility. Remember ships can only autofuel
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in harbors.
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.s1
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You can set any commodity in the game to be loaded on the ship.
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However if you tell a ship to load a commodity it can not hold it
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will be ignored. Example: If you tell a battleship to load
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@ -47,7 +47,7 @@ allies, but not by others . Allied nations are assumed to have
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.L Friendly
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When you accept a country as a trustworthy trading partner, then you
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establish friendly relations towards them. This allows them to sail
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ships into your harbours, load and unload goods, fuel, and have their
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ships into your harbours, load and unload goods, and have their
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ships repaired there. You are allowed to "tend" and "follow" friendly
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ships. You are allowed to cede sectors to a friendly
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nation, and may send them "flash" messages (see info flash). You will
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|
|
|
@ -47,7 +47,7 @@ shown here (no partial pattern matching is done.)
|
|||
xl # of x-light planes on board
|
||||
land # of land units on board
|
||||
mob mobility
|
||||
fuel fuel on board
|
||||
fuel obsolete, retained for backwards compatibility, always zero
|
||||
tech technology of ship
|
||||
shell # of shells on board
|
||||
gun # of guns on board
|
||||
|
|
|
@ -40,8 +40,6 @@ the number of helicopters on board,
|
|||
the number of extra-light planes on board,
|
||||
.L ln
|
||||
the number of land units on board,
|
||||
.L fuel
|
||||
the amount of fuel on board (only if the FUEL option is enabled)
|
||||
.L mob
|
||||
the mobility of the ship,
|
||||
.L tech
|
||||
|
|
|
@ -14,9 +14,6 @@ A basic load of supplies for a unit consists of:
|
|||
A unit uses shells equal to its ammo stat to fire once.
|
||||
Use the \*Qshow\*U command to find out how much ammo
|
||||
the unit uses per shot.
|
||||
|
||||
3) petrol equal to its fuel use number, if the unit uses fuel
|
||||
(show land stats will show the fuel use number)
|
||||
.fi
|
||||
|
||||
.s1
|
||||
|
|
|
@ -83,7 +83,7 @@ Options enabled in this game:
|
|||
PINPOINTMISSILE, SAIL, SHOWPLANE, TREATIES
|
||||
|
||||
Options disabled in this game:
|
||||
AUTO_POWER, FUEL, GO_RENEW, GUINEA_PIGS, HIDDEN, LOSE_CONTACT, MARKET,
|
||||
AUTO_POWER, GO_RENEW, GUINEA_PIGS, HIDDEN, LOSE_CONTACT, MARKET,
|
||||
MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TECH_POP,
|
||||
TRADESHIPS
|
||||
|
||||
|
|
|
@ -374,7 +374,6 @@ build_ship(struct sctstr *sp, struct mchrstr *mp, short *vec, int tlev)
|
|||
ship.shp_orig_own = player->cnum;
|
||||
ship.shp_orig_x = sp->sct_x;
|
||||
ship.shp_orig_y = sp->sct_y;
|
||||
ship.shp_fuel = mchr[(int)ship.shp_type].m_fuelc;
|
||||
ship.shp_rflags = 0;
|
||||
memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
|
||||
shp_set_tech(&ship, tlev);
|
||||
|
@ -490,7 +489,6 @@ build_land(struct sctstr *sp, struct lchrstr *lp, short *vec, int tlev)
|
|||
land.lnd_nland = 0;
|
||||
land.lnd_harden = 0;
|
||||
land.lnd_retreat = morale_base;
|
||||
land.lnd_fuel = lp->l_fuelc;
|
||||
land.lnd_nxlight = 0;
|
||||
land.lnd_rflags = 0;
|
||||
memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
|
||||
|
|
|
@ -346,7 +346,6 @@ pr_land(struct lndstr *land)
|
|||
pr("Tech <t>: %d\t\t", land->lnd_tech);
|
||||
pr("Army <a>: %.1s\n", &land->lnd_army);
|
||||
pr("Fortification <F>: %d\t", land->lnd_harden);
|
||||
pr("Fuel <B>: %d\n", land->lnd_fuel);
|
||||
pr("Land unit <Y>: %d\n", land->lnd_land);
|
||||
pr("Ship <S>: %d\t\t", land->lnd_ship);
|
||||
pr("Radius <P>: %d\n", land->lnd_rad_max);
|
||||
|
@ -386,9 +385,6 @@ pr_ship(struct shpstr *ship)
|
|||
pr("Efficiency <E>: %d\n", ship->shp_effic);
|
||||
pr("Mobility <M>: %d\t\t", ship->shp_mobil);
|
||||
pr("Fleet <F>: %.1s\n", &ship->shp_fleet);
|
||||
/* could depend on opt_FUEL - but a deity might want to set this
|
||||
up before enabling the option */
|
||||
pr("Fuel <B>: %d\n", ship->shp_fuel);
|
||||
pr("Retreat path <R>: '%s'\t\tRetreat Flags <W>: %d\n",
|
||||
ship->shp_rpath, ship->shp_rflags);
|
||||
pr("Plague Stage <a>: %d\t\t",ship->shp_pstage);
|
||||
|
@ -810,7 +806,7 @@ doship(char op, int arg, char *p, struct shpstr *ship)
|
|||
ship->shp_mobil = arg;
|
||||
break;
|
||||
case 'B':
|
||||
ship->shp_fuel = errcheck(arg, 0, 255);
|
||||
warn_deprecated(op);
|
||||
break;
|
||||
case 'F':
|
||||
if (p[0] == '~')
|
||||
|
@ -928,7 +924,7 @@ dounit(char op, int arg, char *p, struct lndstr *land)
|
|||
land->lnd_harden = errcheck(arg, 0, 255);
|
||||
break;
|
||||
case 'B':
|
||||
land->lnd_fuel = errcheck(arg, 0, 255);
|
||||
warn_deprecated(op);
|
||||
break;
|
||||
case 'S':
|
||||
land->lnd_ship = arg;
|
||||
|
|
|
@ -1,454 +0,0 @@
|
|||
/*
|
||||
* Empire - A multi-player, client/server Internet based war game.
|
||||
* Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
|
||||
* Ken Stevens, Steve McClure
|
||||
*
|
||||
* This program 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
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* 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
|
||||
*
|
||||
* ---
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* ---
|
||||
*
|
||||
* fuel.c: fuel ships/land units
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*/
|
||||
|
||||
#include <config.h>
|
||||
|
||||
#include <ctype.h>
|
||||
#include "commands.h"
|
||||
#include "empobj.h"
|
||||
#include "optlist.h"
|
||||
#include "plague.h"
|
||||
|
||||
int
|
||||
fuel(void)
|
||||
{
|
||||
static int shp_or_lnd[] = { EF_SHIP, EF_LAND, EF_BAD };
|
||||
struct nstr_item ni;
|
||||
union empobj_storage item, item2;
|
||||
int type;
|
||||
struct mchrstr *mp;
|
||||
struct lchrstr *lcp;
|
||||
char *p;
|
||||
int fueled;
|
||||
int land_fuel, ship_fuel;
|
||||
int oil_amt, pet_amt, fuel_amt, tot_fuel, max_amt;
|
||||
int move_amt;
|
||||
double extra;
|
||||
struct sctstr sect;
|
||||
struct natstr *natp;
|
||||
int harbor, sector;
|
||||
int fuelled_ship = -1;
|
||||
struct nstr_item tender, ltender;
|
||||
char prompt[128];
|
||||
char buf[1024];
|
||||
|
||||
if (opt_FUEL == 0) {
|
||||
pr("Option 'FUEL' not enabled\n");
|
||||
return RET_SYN;
|
||||
}
|
||||
if ((p =
|
||||
getstarg(player->argp[1], "Ship or land unit (s,l)? ", buf)) == 0)
|
||||
return RET_SYN;
|
||||
type = ef_byname_from(p, shp_or_lnd);
|
||||
if (type < 0) {
|
||||
pr("Ships or land units only! (s, l)\n");
|
||||
return RET_SYN;
|
||||
}
|
||||
sprintf(prompt, "%s(s)? ", ef_nameof(type));
|
||||
p = getstarg(player->argp[2], prompt, buf);
|
||||
if (!snxtitem(&ni, type, p))
|
||||
return RET_SYN;
|
||||
if (isdigit(*p))
|
||||
fuelled_ship = atoi(p);
|
||||
p = getstarg(player->argp[3], "Amount: ", buf);
|
||||
if (p == 0 || *p == 0)
|
||||
return RET_SYN;
|
||||
fuel_amt = atoi(p);
|
||||
if (fuel_amt <= 0) {
|
||||
pr("Fuel amount must be positive!\n");
|
||||
return RET_FAIL;
|
||||
}
|
||||
|
||||
while (nxtitem(&ni, &item)) {
|
||||
fueled = 0;
|
||||
if (type == EF_SHIP) {
|
||||
if (item.ship.shp_own != player->cnum) {
|
||||
int rel;
|
||||
|
||||
if (item.ship.shp_uid != fuelled_ship)
|
||||
continue;
|
||||
natp = getnatp(player->cnum);
|
||||
rel = getrel(natp, item.ship.shp_own);
|
||||
if (rel < FRIENDLY)
|
||||
continue;
|
||||
}
|
||||
if (!getsect(item.ship.shp_x, item.ship.shp_y, §))
|
||||
continue;
|
||||
if (!item.ship.shp_own)
|
||||
continue;
|
||||
|
||||
if (shp_check_nav(§, &item.ship) == CN_LANDLOCKED) {
|
||||
pr("%s is landlocked and cannot be fueled.\n",
|
||||
prship(&item.ship));
|
||||
continue;
|
||||
}
|
||||
|
||||
mp = &mchr[(int)item.ship.shp_type];
|
||||
|
||||
harbor = 0;
|
||||
if (sect_has_dock(§)) {
|
||||
harbor = 1;
|
||||
oil_amt = sect.sct_item[I_OIL];
|
||||
pet_amt = sect.sct_item[I_PETROL];
|
||||
if ((oil_amt + pet_amt) == 0)
|
||||
harbor = 0;
|
||||
|
||||
if (sect.sct_effic < 2) {
|
||||
pr("The harbor at %s is not 2%% efficient yet.\n",
|
||||
xyas(item.ship.shp_x, item.ship.shp_y,
|
||||
player->cnum));
|
||||
harbor = 0;
|
||||
}
|
||||
if ((sect.sct_own != player->cnum) && sect.sct_own)
|
||||
harbor = 0;
|
||||
}
|
||||
|
||||
if ((mp->m_fuelu == 0) && (item.ship.shp_own == player->cnum)) {
|
||||
pr("%s does not use fuel!\n", prship(&item.ship));
|
||||
continue;
|
||||
}
|
||||
|
||||
if (harbor) {
|
||||
ship_fuel = item.ship.shp_fuel;
|
||||
oil_amt = sect.sct_item[I_OIL];
|
||||
pet_amt = sect.sct_item[I_PETROL];
|
||||
max_amt = mp->m_fuelc - ship_fuel;
|
||||
|
||||
if (max_amt == 0) {
|
||||
pr("%s already has a full fuel load.\n",
|
||||
prship(&item.ship));
|
||||
continue;
|
||||
}
|
||||
tot_fuel = (oil_amt * 50 + pet_amt * 5);
|
||||
if (tot_fuel == 0) {
|
||||
pr("No fuel in the harbor at %s!\n",
|
||||
xyas(sect.sct_x, sect.sct_y, player->cnum));
|
||||
continue;
|
||||
}
|
||||
move_amt = MIN(tot_fuel, fuel_amt);
|
||||
move_amt = MIN(move_amt, max_amt);
|
||||
|
||||
if (move_amt == 0)
|
||||
continue;
|
||||
|
||||
item.ship.shp_fuel += move_amt;
|
||||
|
||||
fueled = 1;
|
||||
if ((pet_amt * 5) >= move_amt) {
|
||||
extra = move_amt / 5.0 - move_amt / 5;
|
||||
if (extra > 0.0)
|
||||
sect.sct_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5) - 1, 0);
|
||||
else
|
||||
sect.sct_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5), 0);
|
||||
} else {
|
||||
sect.sct_item[I_PETROL] = 0;
|
||||
move_amt -= pet_amt * 5;
|
||||
extra = move_amt / 50.0 - move_amt / 50;
|
||||
sect.sct_item[I_OIL] = MAX(oil_amt - move_amt / 50, 0);
|
||||
if (extra > 0.0)
|
||||
sect.sct_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50) - 1, 0);
|
||||
else
|
||||
sect.sct_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50), 0);
|
||||
}
|
||||
|
||||
/* load plague */
|
||||
if (sect.sct_pstage == PLG_INFECT
|
||||
&& item.ship.shp_pstage == PLG_HEALTHY)
|
||||
item.ship.shp_pstage = PLG_EXPOSED;
|
||||
|
||||
putsect(§);
|
||||
putship(item.ship.shp_uid, &item.ship);
|
||||
} else { /* not in a harbor */
|
||||
if (!player->argp[4])
|
||||
pr("%s is not in a supplied, efficient harbor\n",
|
||||
prship(&item.ship));
|
||||
if (!snxtitem(&tender, EF_SHIP,
|
||||
getstarg(player->argp[4], "Oiler? ", buf)))
|
||||
continue;
|
||||
|
||||
if (!check_ship_ok(&item.ship))
|
||||
continue;
|
||||
|
||||
if (!nxtitem(&tender, &item2))
|
||||
continue;
|
||||
|
||||
if (!(mchr[(int)item2.ship.shp_type].m_flags & M_OILER)) {
|
||||
pr("%s is not an oiler!\n", prship(&item2.ship));
|
||||
continue;
|
||||
}
|
||||
if (item2.ship.shp_own != player->cnum) {
|
||||
pr("You don't own that oiler!\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((item2.ship.shp_x != item.ship.shp_x) ||
|
||||
(item2.ship.shp_y != item.ship.shp_y)) {
|
||||
pr("Not in the same sector!\n");
|
||||
continue;
|
||||
}
|
||||
ship_fuel = item.ship.shp_fuel;
|
||||
oil_amt = item2.ship.shp_item[I_OIL];
|
||||
pet_amt = item2.ship.shp_item[I_PETROL];
|
||||
max_amt = mp->m_fuelc - ship_fuel;
|
||||
|
||||
if (max_amt == 0) {
|
||||
pr("%s already has a full fuel load.\n",
|
||||
prship(&item.ship));
|
||||
continue;
|
||||
}
|
||||
tot_fuel = oil_amt * 50 + pet_amt * 5;
|
||||
move_amt = MIN(tot_fuel, fuel_amt);
|
||||
move_amt = MIN(move_amt, max_amt);
|
||||
|
||||
if (move_amt == 0)
|
||||
continue;
|
||||
|
||||
item.ship.shp_fuel += move_amt;
|
||||
|
||||
fueled = 1;
|
||||
if ((pet_amt * 5) >= move_amt) {
|
||||
extra = move_amt / 5.0 - move_amt / 5;
|
||||
if (extra > 0.0)
|
||||
item2.ship.shp_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5) - 1, 0);
|
||||
else
|
||||
item2.ship.shp_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5), 0);
|
||||
} else {
|
||||
item2.ship.shp_item[I_PETROL] = 0;
|
||||
move_amt -= pet_amt * 5;
|
||||
extra = move_amt / 50.0 - move_amt / 50;
|
||||
item2.ship.shp_item[I_OIL]
|
||||
= MAX(oil_amt - (move_amt / 50), 0);
|
||||
if (extra > 0.0)
|
||||
item2.ship.shp_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50) - 1, 0);
|
||||
else
|
||||
item2.ship.shp_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50), 0);
|
||||
}
|
||||
|
||||
/* load plague */
|
||||
if (item2.ship.shp_pstage == PLG_INFECT
|
||||
&& item.ship.shp_pstage == PLG_HEALTHY)
|
||||
item.ship.shp_pstage = PLG_EXPOSED;
|
||||
|
||||
putship(item.ship.shp_uid, &item.ship);
|
||||
/* quick hack -KHS */
|
||||
if (item.ship.shp_uid == item2.ship.shp_uid)
|
||||
item2.ship.shp_fuel = item.ship.shp_fuel;
|
||||
putship(item2.ship.shp_uid, &item2.ship);
|
||||
}
|
||||
pr("%s", prship(&item.ship));
|
||||
} else {
|
||||
if (item.land.lnd_own != player->cnum)
|
||||
continue;
|
||||
|
||||
if (!getsect(item.land.lnd_x, item.land.lnd_y, §))
|
||||
continue;
|
||||
|
||||
if (!player->owner)
|
||||
continue;
|
||||
|
||||
lcp = &lchr[(int)item.land.lnd_type];
|
||||
|
||||
sector = 1;
|
||||
oil_amt = sect.sct_item[I_OIL];
|
||||
pet_amt = sect.sct_item[I_PETROL];
|
||||
|
||||
if ((oil_amt + pet_amt) == 0)
|
||||
sector = 0;
|
||||
|
||||
if (lcp->l_fuelu == 0
|
||||
&& (item.land.lnd_own == player->cnum)) {
|
||||
pr("%s does not use fuel!\n", prland(&item.land));
|
||||
continue;
|
||||
}
|
||||
|
||||
if (sector) {
|
||||
land_fuel = item.land.lnd_fuel;
|
||||
oil_amt = sect.sct_item[I_OIL];
|
||||
pet_amt = sect.sct_item[I_PETROL];
|
||||
max_amt = lcp->l_fuelc - land_fuel;
|
||||
|
||||
if (max_amt == 0) {
|
||||
pr("%s already has a full fuel load.\n",
|
||||
prland(&item.land));
|
||||
continue;
|
||||
}
|
||||
tot_fuel = (oil_amt * 50 + pet_amt * 5);
|
||||
if (tot_fuel == 0) {
|
||||
pr("No fuel in the sector at %s!\n",
|
||||
xyas(sect.sct_x, sect.sct_y, player->cnum));
|
||||
continue;
|
||||
}
|
||||
move_amt = MIN(tot_fuel, fuel_amt);
|
||||
move_amt = MIN(move_amt, max_amt);
|
||||
|
||||
if (move_amt == 0)
|
||||
continue;
|
||||
|
||||
item.land.lnd_fuel += move_amt;
|
||||
|
||||
fueled = 1;
|
||||
if ((pet_amt * 5) >= move_amt) {
|
||||
extra = move_amt / 5.0 - move_amt / 5;
|
||||
if (extra > 0.0)
|
||||
sect.sct_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5) - 1, 0);
|
||||
else
|
||||
sect.sct_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5), 0);
|
||||
} else {
|
||||
sect.sct_item[I_PETROL] = 0;
|
||||
move_amt -= pet_amt * 5;
|
||||
extra = move_amt / 50.0 - move_amt / 50;
|
||||
sect.sct_item[I_OIL] = MAX(oil_amt - move_amt / 50, 0);
|
||||
if (extra > 0.0)
|
||||
sect.sct_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50) - 1, 0);
|
||||
else
|
||||
sect.sct_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50), 0);
|
||||
}
|
||||
|
||||
/* load plague */
|
||||
if (sect.sct_pstage == PLG_INFECT
|
||||
&& item.land.lnd_pstage == PLG_HEALTHY)
|
||||
item.land.lnd_pstage = PLG_EXPOSED;
|
||||
|
||||
putsect(§);
|
||||
putland(item.land.lnd_uid, &item.land);
|
||||
} else { /* not in a sector */
|
||||
if (!player->argp[4])
|
||||
pr("%s is not in a supplied sector\n",
|
||||
prland(&item.land));
|
||||
if (!snxtitem(<ender, EF_LAND,
|
||||
getstarg(player->argp[4], "Supply unit? ",
|
||||
buf)))
|
||||
continue;
|
||||
|
||||
if (!check_land_ok(&item.land))
|
||||
continue;
|
||||
|
||||
if (!nxtitem(<ender, &item2))
|
||||
continue;
|
||||
|
||||
if (!(lchr[(int)item2.land.lnd_type].l_flags & L_SUPPLY)) {
|
||||
pr("%s is not a supply unit!\n", prland(&item2.land));
|
||||
continue;
|
||||
}
|
||||
if (item2.land.lnd_own != player->cnum) {
|
||||
pr("You don't own that unit!\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((item2.land.lnd_x != item.land.lnd_x) ||
|
||||
(item2.land.lnd_y != item.land.lnd_y)) {
|
||||
pr("Not in the same sector!\n");
|
||||
continue;
|
||||
}
|
||||
land_fuel = item.land.lnd_fuel;
|
||||
oil_amt = item2.land.lnd_item[I_OIL];
|
||||
pet_amt = item2.land.lnd_item[I_PETROL];
|
||||
max_amt = lcp->l_fuelc - land_fuel;
|
||||
|
||||
if (max_amt == 0) {
|
||||
pr("%s already has a full fuel load.\n",
|
||||
prland(&item.land));
|
||||
continue;
|
||||
}
|
||||
tot_fuel = oil_amt * 50 + pet_amt * 5;
|
||||
move_amt = MIN(tot_fuel, fuel_amt);
|
||||
move_amt = MIN(move_amt, max_amt);
|
||||
|
||||
if (move_amt == 0)
|
||||
continue;
|
||||
|
||||
item.land.lnd_fuel += move_amt;
|
||||
|
||||
fueled = 1;
|
||||
if ((pet_amt * 5) >= move_amt) {
|
||||
extra = move_amt / 5.0 - move_amt / 5;
|
||||
if (extra > 0.0)
|
||||
item2.land.lnd_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5) - 1, 0);
|
||||
else
|
||||
item2.land.lnd_item[I_PETROL]
|
||||
= MAX((pet_amt - move_amt / 5), 0);
|
||||
} else {
|
||||
item2.land.lnd_item[I_PETROL] = 0;
|
||||
move_amt -= pet_amt * 5;
|
||||
extra = move_amt / 50.0 - move_amt / 50;
|
||||
item2.land.lnd_item[I_OIL]
|
||||
= MAX(oil_amt - move_amt / 50, 0);
|
||||
if (extra > 0.0)
|
||||
item2.land.lnd_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50) - 1, 0);
|
||||
else
|
||||
item2.land.lnd_item[I_OIL]
|
||||
= MAX((oil_amt - move_amt / 50), 0);
|
||||
}
|
||||
|
||||
/* load plague */
|
||||
if (item2.land.lnd_pstage == PLG_INFECT
|
||||
&& item.land.lnd_pstage == PLG_HEALTHY)
|
||||
item.land.lnd_pstage = PLG_EXPOSED;
|
||||
|
||||
putland(item.land.lnd_uid, &item.land);
|
||||
/* quick hack -KHS */
|
||||
if (item2.land.lnd_uid == item.land.lnd_uid)
|
||||
item2.land.lnd_fuel = item.land.lnd_fuel;
|
||||
putland(item2.land.lnd_uid, &item2.land);
|
||||
}
|
||||
pr("%s", prland(&item.land));
|
||||
}
|
||||
if (fueled) {
|
||||
pr(" takes on %d fuel in %s\n",
|
||||
move_amt,
|
||||
xyas(item.ship.shp_x, item.ship.shp_y, player->cnum));
|
||||
if (player->cnum != item.ship.shp_own)
|
||||
wu(0, item.ship.shp_own,
|
||||
"%s takes on %d fuel in %s courtesy of %s\n",
|
||||
prship(&item.ship),
|
||||
move_amt,
|
||||
xyas(item.ship.shp_x, item.ship.shp_y,
|
||||
item.ship.shp_own), cname(player->cnum));
|
||||
}
|
||||
}
|
||||
return RET_OK;
|
||||
}
|
|
@ -60,8 +60,6 @@ land(void)
|
|||
if (player->god)
|
||||
pr("own ");
|
||||
pr(" # unit type x,y a eff mil frt mu fd");
|
||||
if (opt_FUEL)
|
||||
pr(" fl");
|
||||
pr(" tch retr rd xl ln carry\n");
|
||||
}
|
||||
if (land.lnd_off)
|
||||
|
@ -77,8 +75,6 @@ land(void)
|
|||
pr("%4d", land.lnd_harden);
|
||||
pr("%4d", land.lnd_mobil);
|
||||
pr("%4d", land.lnd_item[I_FOOD]);
|
||||
if (opt_FUEL)
|
||||
pr("%3d", land.lnd_fuel);
|
||||
pr("%4d ", land.lnd_tech);
|
||||
pr("%3d%%", land.lnd_retreat);
|
||||
pr("%3d", land.lnd_rad_max);
|
||||
|
|
|
@ -337,9 +337,6 @@ ldump(void)
|
|||
pr(" %d", land.lnd_item[I_FOOD]);
|
||||
break;
|
||||
case 10:
|
||||
if (opt_FUEL)
|
||||
pr(" %d", land.lnd_fuel);
|
||||
else
|
||||
pr(" 0");
|
||||
break;
|
||||
case 11:
|
||||
|
|
|
@ -315,9 +315,6 @@ sdump(void)
|
|||
pr(" %d", ship.shp_mobil);
|
||||
break;
|
||||
case 15:
|
||||
if (opt_FUEL)
|
||||
pr(" %d", ship.shp_fuel);
|
||||
else
|
||||
pr(" 0");
|
||||
break;
|
||||
case 16:
|
||||
|
|
|
@ -59,8 +59,6 @@ shi(void)
|
|||
pr("own ");
|
||||
pr("shp# ship type x,y fl eff civ mil uw fd pn"
|
||||
" he xl ln mob");
|
||||
if (opt_FUEL)
|
||||
pr(" fuel");
|
||||
pr(" tech\n");
|
||||
}
|
||||
if (ship.shp_off)
|
||||
|
@ -83,8 +81,6 @@ shi(void)
|
|||
pr("%3d", ship.shp_nxlight);
|
||||
pr("%3d", ship.shp_nland);
|
||||
pr("%4d", ship.shp_mobil);
|
||||
if (opt_FUEL)
|
||||
pr("%5d", ship.shp_fuel);
|
||||
pr("%5d\n", ship.shp_tech);
|
||||
if (ship.shp_name[0] != 0) {
|
||||
if (player->god)
|
||||
|
|
|
@ -162,9 +162,6 @@ vers(void)
|
|||
pr("The starting mobility when acquiring a sector or unit is %d.\n",
|
||||
-(etu_per_update / sect_mob_neg_factor));
|
||||
pr("\n");
|
||||
if (opt_FUEL)
|
||||
pr("For ships and land units, fuelu makes %d mobility.\n\n",
|
||||
fuel_mult);
|
||||
pr("Ships on autonavigation may use %i cargo holds per ship.\n", TMAX);
|
||||
if (opt_TRADESHIPS) {
|
||||
pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
|
||||
|
|
|
@ -102,9 +102,6 @@ double people_damage = 1.00; /* Civs/mil/uw take this fraction of damage */
|
|||
double collateral_dam = 0.10; /* Side effect damage to sector */
|
||||
double assault_penalty = 0.50; /* attack factor for para & assault troops */
|
||||
|
||||
/* opt_FUEL */
|
||||
int fuel_mult = 10; /* 1 fuel = 10 mob */
|
||||
|
||||
float land_grow_scale = 2.0; /* how fast eff grows for land units (xETUS) */
|
||||
float ship_grow_scale = 3.0; /* how fast eff grows for ships (xETUS) */
|
||||
float plane_grow_scale = 2.0; /* how fast eff grows for planes (xETUS) */
|
||||
|
|
|
@ -70,29 +70,29 @@ type name l_b h_b tech cost ...
|
|||
/config
|
||||
|
||||
config land-chr
|
||||
type name att def vul spd vis spy rma frg acc dam amm aaf fuelc fuelu nxl nla ...
|
||||
0 "cav cavalry" 1.2 0.5 80 32 18 4 3 0 0 0 0 0 0 0 0 0
|
||||
1 "linf light infantry" 1.0 1.5 60 28 15 2 1 0 0 0 1 1 0 0 0 0
|
||||
2 "inf infantry" 1.0 1.5 60 25 15 2 1 0 0 0 0 0 0 0 0 0
|
||||
3 "mtif motor inf" 1.2 2.2 60 33 17 1 3 0 0 0 2 3 13 1 0 0
|
||||
4 "mif mech inf" 1.5 2.5 50 33 17 1 3 0 0 0 2 3 13 1 0 0
|
||||
5 "mar marines" 1.4 2.4 60 25 14 2 1 0 0 0 1 2 0 0 0 0
|
||||
6 "sup supply" 0.1 0.2 80 25 20 1 0 0 0 0 0 0 0 0 0 0
|
||||
7 "tra train" 0.0 0.0 120 10 25 3 0 0 0 0 0 0 0 0 5 12
|
||||
8 "spy infiltrator" 0.0 0.0 80 32 18 4 3 0 0 0 0 0 0 0 0 0
|
||||
9 "com commando" 0.0 0.0 80 32 18 4 3 0 0 0 0 0 0 0 0 0
|
||||
10 "aau aa unit" 0.5 1.0 60 18 20 1 1 0 0 0 1 2 0 0 0 0
|
||||
11 "art artillery" 0.1 0.4 70 18 20 1 0 8 50 5 2 1 0 0 0 0
|
||||
12 "lat lt artillery" 0.2 0.6 60 30 18 1 1 5 10 3 1 1 0 0 0 0
|
||||
13 "hat hvy artillery" 0.0 0.2 60 12 20 1 0 11 99 8 4 1 0 0 0 0
|
||||
14 "mat mech artillery" 0.2 0.6 50 35 17 1 1 8 35 6 3 3 13 1 0 0
|
||||
15 "eng engineer" 1.2 2.4 50 25 14 2 1 0 0 0 1 1 0 0 0 0
|
||||
16 "meng mech engineer" 1.8 3.5 45 33 15 3 3 0 0 0 1 5 25 2 0 0
|
||||
17 "lar lt armor" 2.0 1.0 50 42 15 4 4 0 0 0 1 2 25 1 0 0
|
||||
18 "har hvy armor" 2.0 0.8 50 18 17 1 1 0 0 0 2 1 10 2 0 0
|
||||
19 "arm armor" 3.0 1.5 40 33 16 2 2 0 0 0 1 2 13 1 0 0
|
||||
20 "sec security" 1.0 2.0 60 25 15 2 1 0 0 0 1 1 0 0 0 0
|
||||
21 "rad radar unit" 0.0 0.0 50 33 15 3 0 0 0 0 0 2 25 2 1 0
|
||||
type name att def vul spd vis spy rma frg acc dam amm aaf nxl nla ...
|
||||
0 "cav cavalry" 1.2 0.5 80 32 18 4 3 0 0 0 0 0 0 0
|
||||
1 "linf light infantry" 1.0 1.5 60 28 15 2 1 0 0 0 1 1 0 0
|
||||
2 "inf infantry" 1.0 1.5 60 25 15 2 1 0 0 0 0 0 0 0
|
||||
3 "mtif motor inf" 1.2 2.2 60 33 17 1 3 0 0 0 2 3 0 0
|
||||
4 "mif mech inf" 1.5 2.5 50 33 17 1 3 0 0 0 2 3 0 0
|
||||
5 "mar marines" 1.4 2.4 60 25 14 2 1 0 0 0 1 2 0 0
|
||||
6 "sup supply" 0.1 0.2 80 25 20 1 0 0 0 0 0 0 0 0
|
||||
7 "tra train" 0.0 0.0 120 10 25 3 0 0 0 0 0 0 5 12
|
||||
8 "spy infiltrator" 0.0 0.0 80 32 18 4 3 0 0 0 0 0 0 0
|
||||
9 "com commando" 0.0 0.0 80 32 18 4 3 0 0 0 0 0 0 0
|
||||
10 "aau aa unit" 0.5 1.0 60 18 20 1 1 0 0 0 1 2 0 0
|
||||
11 "art artillery" 0.1 0.4 70 18 20 1 0 8 50 5 2 1 0 0
|
||||
12 "lat lt artillery" 0.2 0.6 60 30 18 1 1 5 10 3 1 1 0 0
|
||||
13 "hat hvy artillery" 0.0 0.2 60 12 20 1 0 11 99 8 4 1 0 0
|
||||
14 "mat mech artillery" 0.2 0.6 50 35 17 1 1 8 35 6 3 3 0 0
|
||||
15 "eng engineer" 1.2 2.4 50 25 14 2 1 0 0 0 1 1 0 0
|
||||
16 "meng mech engineer" 1.8 3.5 45 33 15 3 3 0 0 0 1 5 0 0
|
||||
17 "lar lt armor" 2.0 1.0 50 42 15 4 4 0 0 0 1 2 0 0
|
||||
18 "har hvy armor" 2.0 0.8 50 18 17 1 1 0 0 0 2 1 0 0
|
||||
19 "arm armor" 3.0 1.5 40 33 16 2 2 0 0 0 1 2 0 0
|
||||
20 "sec security" 1.0 2.0 60 25 15 2 1 0 0 0 1 1 0 0
|
||||
21 "rad radar unit" 0.0 0.0 50 33 15 3 0 0 0 0 0 2 1 0
|
||||
/config
|
||||
|
||||
config land-chr
|
||||
|
|
|
@ -242,7 +242,6 @@ struct castr ship_ca[] = {
|
|||
{"follow", fldoff(shp_follow), NSC_SHORT, 0, NULL, EF_BAD, 0},
|
||||
{"name", fldoff(shp_name), NSC_STRINGY, MAXSHPNAMLEN, NULL,
|
||||
EF_BAD, 0},
|
||||
{"fuel", fldoff(shp_fuel), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"nchoppers", fldoff(shp_nchoppers), NSC_UCHAR, 0, NULL,
|
||||
EF_BAD, NSC_EXTRA},
|
||||
{"nxlight", fldoff(shp_nxlight), NSC_UCHAR, 0, NULL,
|
||||
|
@ -276,8 +275,6 @@ struct castr mchr_ca[] = {
|
|||
{"glim", fldoff(m_glim), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"nxlight", fldoff(m_nxlight), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"nchoppers", fldoff(m_nchoppers), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"fuelc", fldoff(m_fuelc), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"fuelu", fldoff(m_fuelu), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"tech", fldoff(m_tech), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"cost", fldoff(m_cost), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"flags", fldoff(m_flags), NSC_LONG, 0, NULL,
|
||||
|
@ -336,7 +333,6 @@ struct castr land_ca[] = {
|
|||
{"ship", fldoff(lnd_ship), NSC_SHORT, 0, NULL, EF_BAD, 0},
|
||||
{"harden", fldoff(lnd_harden), NSC_CHAR, 0, NULL, EF_BAD, 0},
|
||||
{"retreat", fldoff(lnd_retreat), NSC_SHORT, 0, NULL, EF_BAD, 0},
|
||||
{"fuel", fldoff(lnd_fuel), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"nxlight", fldoff(lnd_nxlight), NSC_UCHAR, 0, NULL,
|
||||
EF_BAD, NSC_EXTRA},
|
||||
{"rflags", fldoff(lnd_rflags), NSC_INT, 0, NULL,
|
||||
|
@ -364,8 +360,6 @@ struct castr land_ca[] = {
|
|||
{"spy", fldoff(l_spy), NSC_INT, 0, nsc_lchr, EF_BAD, NSC_EXTRA},
|
||||
{"rmax", fldoff(l_rad), NSC_INT, 0, nsc_lchr, EF_BAD, NSC_EXTRA},
|
||||
{"ammo", fldoff(l_ammo), NSC_INT, 0, nsc_lchr, EF_BAD, NSC_EXTRA},
|
||||
{"fuelc", fldoff(l_fuelc), NSC_UCHAR, 0, nsc_lchr, EF_BAD, NSC_EXTRA},
|
||||
{"fuelu", fldoff(l_fuelu), NSC_UCHAR, 0, nsc_lchr, EF_BAD, NSC_EXTRA},
|
||||
{"maxlight", fldoff(l_nxlight), NSC_UCHAR, 0, nsc_lchr,
|
||||
EF_BAD, NSC_EXTRA},
|
||||
{NULL, 0, NSC_NOTYPE, 0, NULL, EF_BAD, 0}
|
||||
|
@ -393,8 +387,6 @@ struct castr lchr_ca[] = {
|
|||
{"dam", fldoff(l_dam), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"ammo", fldoff(l_ammo), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"aaf", fldoff(l_aaf), NSC_INT, 0, NULL, EF_BAD, 0},
|
||||
{"fuelc", fldoff(l_fuelc), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"fuelu", fldoff(l_fuelu), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"nxlight", fldoff(l_nxlight), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"nland", fldoff(l_nland), NSC_UCHAR, 0, NULL, EF_BAD, 0},
|
||||
{"flags", fldoff(l_flags), NSC_LONG, 0, NULL,
|
||||
|
|
|
@ -42,7 +42,6 @@ int opt_BLITZ = 1;
|
|||
int opt_BRIDGETOWERS = 1;
|
||||
int opt_EASY_BRIDGES = 1;
|
||||
int opt_FALLOUT = 1;
|
||||
int opt_FUEL = 0;
|
||||
int opt_GODNEWS = 1;
|
||||
int opt_GO_RENEW = 0;
|
||||
int opt_GUINEA_PIGS = 0;
|
||||
|
|
|
@ -90,44 +90,44 @@ type name l_b h_b tech cost ...
|
|||
/config
|
||||
|
||||
config ship-chr
|
||||
type name arm spe vis vrn frn gli nla npl nch nxl fuelc fuelu ...
|
||||
0 "fb fishing boat" 10 10 15 2 0 0 0 0 0 0 0 0
|
||||
1 "ft fishing trawler" 10 25 15 2 0 0 0 0 0 0 20 1
|
||||
2 "cs cargo ship" 20 25 35 3 0 0 2 0 0 1 0 0
|
||||
3 "os ore ship" 20 25 35 3 0 0 0 0 0 1 30 1
|
||||
4 "ss slave ship" 20 10 35 3 0 0 0 0 0 1 0 0
|
||||
5 "ts trade ship" 20 25 35 3 0 0 0 0 0 1 30 1
|
||||
6 "frg frigate" 50 25 25 3 1 1 2 0 0 1 0 0
|
||||
7 "oe oil exploration boat" 10 25 15 2 0 0 0 0 0 0 20 1
|
||||
8 "od oil derrick" 30 15 65 3 0 0 0 0 0 2 0 0
|
||||
9 "pt patrol boat" 10 38 10 2 1 1 0 0 0 0 4 1
|
||||
10 "lc light cruiser" 50 30 30 5 6 3 2 0 0 1 40 1
|
||||
11 "hc heavy cruiser" 70 30 30 5 8 4 4 0 0 1 30 1
|
||||
12 "tt troop transport" 60 20 35 3 1 2 2 0 0 1 0 0
|
||||
13 "bb battleship" 95 25 35 6 10 7 2 0 0 1 50 2
|
||||
14 "bbc battlecruiser" 55 30 35 6 10 6 2 0 0 1 60 2
|
||||
15 "tk tanker" 75 25 45 3 0 0 0 0 0 1 30 1
|
||||
16 "ms minesweeper" 10 25 15 2 0 0 0 0 0 0 20 1
|
||||
17 "dd destroyer" 45 35 20 4 6 3 1 0 0 1 30 1
|
||||
18 "sb submarine" 25 20 5 4 3 3 0 0 0 0 30 1
|
||||
19 "sbc cargo submarine" 50 30 2 3 0 0 0 0 0 0 50 2
|
||||
20 "cal light carrier" 60 30 40 5 2 2 0 20 20 4 50 2
|
||||
21 "car aircraft carrier" 80 35 40 7 2 2 0 40 40 10 120 3
|
||||
22 "can nuc carrier" 100 45 40 9 2 2 0 60 4 20 0 0
|
||||
23 "ls landing ship" 40 30 30 2 0 0 6 0 0 2 30 1
|
||||
24 "af asw frigate" 50 35 30 5 2 2 0 0 0 4 40 1
|
||||
25 "na nuc attack sub" 45 40 3 6 5 3 0 0 0 0 0 0
|
||||
26 "ad asw destroyer" 60 40 35 6 8 3 0 0 2 10 80 2
|
||||
27 "nm nuc miss sub" 55 35 2 6 0 0 0 20 0 0 0 0
|
||||
28 "msb missile sub" 35 30 3 3 0 0 0 10 0 0 30 1
|
||||
29 "mb missile boat" 15 40 15 3 2 2 0 10 0 0 7 1
|
||||
30 "mf missile frigate" 50 35 30 5 2 2 0 20 0 2 30 1
|
||||
31 "mc missile cruiser" 70 35 35 8 8 6 0 40 8 8 35 1
|
||||
32 "aac aa cruiser" 80 35 30 6 1 8 4 0 0 1 60 2
|
||||
33 "agc aegis cruiser" 80 35 30 6 1 16 0 32 2 30 0 0
|
||||
34 "ncr nuc cruiser" 100 45 35 6 14 7 0 20 2 10 0 0
|
||||
35 "nas nuc asw cruiser" 80 45 35 9 10 4 0 0 8 25 0 0
|
||||
36 "nsp nuc supply ship" 40 45 35 6 0 0 2 0 2 10 0 0
|
||||
type name arm spe vis vrn frn gli nla npl nch nxl ...
|
||||
0 "fb fishing boat" 10 10 15 2 0 0 0 0 0 0
|
||||
1 "ft fishing trawler" 10 25 15 2 0 0 0 0 0 0
|
||||
2 "cs cargo ship" 20 25 35 3 0 0 2 0 0 1
|
||||
3 "os ore ship" 20 25 35 3 0 0 0 0 0 1
|
||||
4 "ss slave ship" 20 10 35 3 0 0 0 0 0 1
|
||||
5 "ts trade ship" 20 25 35 3 0 0 0 0 0 1
|
||||
6 "frg frigate" 50 25 25 3 1 1 2 0 0 1
|
||||
7 "oe oil exploration boat" 10 25 15 2 0 0 0 0 0 0
|
||||
8 "od oil derrick" 30 15 65 3 0 0 0 0 0 2
|
||||
9 "pt patrol boat" 10 38 10 2 1 1 0 0 0 0
|
||||
10 "lc light cruiser" 50 30 30 5 6 3 2 0 0 1
|
||||
11 "hc heavy cruiser" 70 30 30 5 8 4 4 0 0 1
|
||||
12 "tt troop transport" 60 20 35 3 1 2 2 0 0 1
|
||||
13 "bb battleship" 95 25 35 6 10 7 2 0 0 1
|
||||
14 "bbc battlecruiser" 55 30 35 6 10 6 2 0 0 1
|
||||
15 "tk tanker" 75 25 45 3 0 0 0 0 0 1
|
||||
16 "ms minesweeper" 10 25 15 2 0 0 0 0 0 0
|
||||
17 "dd destroyer" 45 35 20 4 6 3 1 0 0 1
|
||||
18 "sb submarine" 25 20 5 4 3 3 0 0 0 0
|
||||
19 "sbc cargo submarine" 50 30 2 3 0 0 0 0 0 0
|
||||
20 "cal light carrier" 60 30 40 5 2 2 0 20 20 4
|
||||
21 "car aircraft carrier" 80 35 40 7 2 2 0 40 40 10
|
||||
22 "can nuc carrier" 100 45 40 9 2 2 0 60 4 20
|
||||
23 "ls landing ship" 40 30 30 2 0 0 6 0 0 2
|
||||
24 "af asw frigate" 50 35 30 5 2 2 0 0 0 4
|
||||
25 "na nuc attack sub" 45 40 3 6 5 3 0 0 0 0
|
||||
26 "ad asw destroyer" 60 40 35 6 8 3 0 0 2 10
|
||||
27 "nm nuc miss sub" 55 35 2 6 0 0 0 20 0 0
|
||||
28 "msb missile sub" 35 30 3 3 0 0 0 10 0 0
|
||||
29 "mb missile boat" 15 40 15 3 2 2 0 10 0 0
|
||||
30 "mf missile frigate" 50 35 30 5 2 2 0 20 0 2
|
||||
31 "mc missile cruiser" 70 35 35 8 8 6 0 40 8 8
|
||||
32 "aac aa cruiser" 80 35 30 6 1 8 4 0 0 1
|
||||
33 "agc aegis cruiser" 80 35 30 6 1 16 0 32 2 30
|
||||
34 "ncr nuc cruiser" 100 45 35 6 14 7 0 20 2 10
|
||||
35 "nas nuc asw cruiser" 80 45 35 9 10 4 0 0 8 25
|
||||
36 "nsp nuc supply ship" 40 45 35 6 0 0 2 0 2 10
|
||||
/config
|
||||
|
||||
config ship-chr
|
||||
|
@ -147,14 +147,14 @@ type name civ mil she gun pet iro dus bar foo oil lcm hcm
|
|||
12 "tt troop transport" 0 120 20 4 0 0 0 0 120 0 0 0 0 0 (semi-land)
|
||||
13 "bb battleship" 0 200 200 10 0 0 0 0 900 0 0 0 0 0 ()
|
||||
14 "bbc battlecruiser" 0 180 100 10 0 0 0 0 400 0 0 0 0 0 ()
|
||||
15 "tk tanker" 30 5 0 0 990 0 0 0 200 990 0 0 25 0 (oiler supply)
|
||||
15 "tk tanker" 30 5 0 0 990 0 0 0 200 990 0 0 25 0 (supply)
|
||||
16 "ms minesweeper" 0 10 100 1 0 0 0 0 90 0 0 0 0 0 (mine sweep canal)
|
||||
17 "dd destroyer" 0 60 40 4 0 0 0 0 80 0 0 0 0 0 (dchrg sonar mine)
|
||||
18 "sb submarine" 0 25 36 5 0 0 0 0 80 0 0 0 0 0 (torp sonar mine sub)
|
||||
19 "sbc cargo submarine" 5 10 104 20 100 0 0 0 900 0 500 300 0 0 (sonar sub oiler supply)
|
||||
19 "sbc cargo submarine" 5 10 104 20 100 0 0 0 900 0 500 300 0 0 (sonar sub supply)
|
||||
20 "cal light carrier" 0 175 250 4 300 0 0 0 180 0 0 0 0 0 (plane)
|
||||
21 "car aircraft carrier" 0 350 500 4 500 0 0 0 900 0 0 0 0 0 (plane)
|
||||
22 "can nuc carrier" 0 350 999 4 999 0 0 0 900 0 0 0 0 0 (plane oiler supply)
|
||||
22 "can nuc carrier" 0 350 999 4 999 0 0 0 900 0 0 0 0 0 (plane supply)
|
||||
23 "ls landing ship" 0 400 10 1 0 0 0 0 300 0 0 0 0 0 (land)
|
||||
24 "af asw frigate" 0 60 60 4 0 0 0 0 120 0 0 0 0 0 (torp dchrg sonar sub-torp)
|
||||
25 "na nuc attack sub" 0 25 60 6 0 0 0 0 500 0 0 0 0 0 (torp sonar min sub sub-torp)
|
||||
|
|
|
@ -276,7 +276,6 @@ struct symbol ship_chr_flags[] = {
|
|||
{M_SUBT, "sub-torp"},
|
||||
{M_TRADE, "trade"},
|
||||
{M_SEMILAND, "semi-land"},
|
||||
{M_OILER, "oiler"},
|
||||
{M_SUPPLY, "supply"},
|
||||
{M_CANAL, "canal"},
|
||||
{M_ANTIMISSILE, "anti-missile"},
|
||||
|
|
|
@ -114,8 +114,6 @@ struct cmndstr player_coms[] = {
|
|||
{"follow <leader> <SHIPS>", 1, foll, C_MOD, NORM + CAP},
|
||||
{"force", 0, force, C_MOD, GOD},
|
||||
{"fortify <UNITS> <MOB>", 1, fort, C_MOD, NORM},
|
||||
{"fuel <s|l> <SHIP/FLEET | UNIT/ARMY> <AMOUNT> [<OILER>]",
|
||||
1, fuel, C_MOD, NORM},
|
||||
{"give <COMM> <SECT> <NUM>", 0, give, C_MOD, GOD},
|
||||
{"grind <SECT> <NUM>", 1, grin, C_MOD, NORM + MONEY + CAP},
|
||||
{"harden <PLANES> <NUM>", 2, hard, C_MOD, NORM + MONEY + CAP},
|
||||
|
|
|
@ -74,8 +74,6 @@ ship_damage(struct shpstr *sp, int dam)
|
|||
sp->shp_effic = damage((int)sp->shp_effic, dam);
|
||||
if (sp->shp_mobil > 0)
|
||||
sp->shp_mobil = damage((int)sp->shp_mobil, dam);
|
||||
if (opt_FUEL && sp->shp_fuel)
|
||||
sp->shp_fuel = damage((int)sp->shp_fuel, dam);
|
||||
item_damage(dam, sp->shp_item);
|
||||
}
|
||||
|
||||
|
@ -101,8 +99,6 @@ land_damage(struct lndstr *lp, int dam)
|
|||
lp->lnd_effic = damage((int)lp->lnd_effic, dam);
|
||||
if (lp->lnd_mobil > 0)
|
||||
lp->lnd_mobil = damage((int)lp->lnd_mobil, dam);
|
||||
if (opt_FUEL && lp->lnd_fuel)
|
||||
lp->lnd_fuel = damage((int)lp->lnd_fuel, dam);
|
||||
item_damage(dam, lp->lnd_item);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -244,18 +244,12 @@ show_ship_stats(int tlev)
|
|||
int scount;
|
||||
|
||||
pr("%25s s v s r f l p h x", "");
|
||||
if (opt_FUEL)
|
||||
pr(" fuel");
|
||||
pr("\n");
|
||||
|
||||
pr("%25s p i p n i n l e p", "");
|
||||
if (opt_FUEL)
|
||||
pr(" c/u");
|
||||
pr("\n");
|
||||
|
||||
pr("%25s def d s y g r d n l l", "");
|
||||
if (opt_FUEL)
|
||||
pr(" ");
|
||||
pr("\n");
|
||||
|
||||
|
||||
|
@ -275,8 +269,6 @@ show_ship_stats(int tlev)
|
|||
pr("%2d ", mp->m_nplanes);
|
||||
pr("%2d ", mp->m_nchoppers);
|
||||
pr("%2d ", mp->m_nxlight);
|
||||
if (opt_FUEL)
|
||||
pr("%3d/%1d ", mp->m_fuelc, mp->m_fuelu);
|
||||
pr("\n");
|
||||
}
|
||||
}
|
||||
|
@ -446,8 +438,8 @@ show_land_stats(int tlev)
|
|||
int lcount;
|
||||
|
||||
pr("%25s s v s r r a f a a x l\n", "");
|
||||
pr("%25s p i p a n c i m a f f p n\n", "");
|
||||
pr("%25s att def vul d s y d g c r m f c u l d\n", "");
|
||||
pr("%25s p i p a n c i m a p n\n", "");
|
||||
pr("%25s att def vul d s y d g c r m f l d\n", "");
|
||||
|
||||
make_new_list(tlev, EF_LAND);
|
||||
for (lcount = 0; lcount < lookup_list_cnt; lcount++) {
|
||||
|
@ -463,9 +455,6 @@ show_land_stats(int tlev)
|
|||
pr("%2d %2d %2d %2d %2d ",
|
||||
l_frg(lcp, tlev), l_acc(lcp, tlev), l_dam(lcp, tlev),
|
||||
lcp->l_ammo, lcp->l_aaf);
|
||||
pr("%2d %2d %2d %2d ",
|
||||
lcp->l_fuelc, lcp->l_fuelu, lcp->l_nxlight, lcp->l_nland);
|
||||
|
||||
pr("\n");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -48,8 +48,7 @@ static int s_commod(int, int, int, i_type, int, int);
|
|||
|
||||
/*
|
||||
* We want to get enough guns to be maxed out, enough shells to
|
||||
* fire once, one update's worth of food, enough fuel for
|
||||
* one update.
|
||||
* fire once, one update's worth of food.
|
||||
*
|
||||
* Firts, try to forage in the sector
|
||||
* Second look for a warehouse or headquarters to leech
|
||||
|
@ -67,8 +66,6 @@ resupply_all(struct lndstr *lp)
|
|||
if (!opt_NOFOOD)
|
||||
resupply_commod(lp, I_FOOD);
|
||||
resupply_commod(lp, I_SHELL);
|
||||
if (opt_FUEL)
|
||||
resupply_commod(lp, I_PETROL);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -104,18 +101,6 @@ resupply_commod(struct lndstr *lp, i_type type)
|
|||
putship(lp->lnd_ship, &ship);
|
||||
}
|
||||
}
|
||||
|
||||
if (opt_FUEL && type == I_PETROL) {
|
||||
int fuel_needed = lchr[lp->lnd_type].l_fuelu
|
||||
* ((float)etu_per_update * land_mob_scale) / 10.0;
|
||||
|
||||
while ((lp->lnd_fuel < fuel_needed) && lp->lnd_item[I_PETROL]) {
|
||||
lp->lnd_fuel += 10;
|
||||
if (lp->lnd_fuel > lchr[lp->lnd_type].l_fuelc)
|
||||
lp->lnd_fuel = lchr[lp->lnd_type].l_fuelc;
|
||||
lp->lnd_item[I_PETROL]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -413,8 +398,7 @@ s_commod(int own, int x, int y, i_type type, int total_wanted,
|
|||
|
||||
/*
|
||||
* We want to get enough shells to fire once,
|
||||
* one update's worth of food, enough fuel for
|
||||
* one update.
|
||||
* one update's worth of food.
|
||||
*/
|
||||
|
||||
static int
|
||||
|
@ -435,25 +419,6 @@ get_minimum(struct lndstr *lp, i_type type)
|
|||
case I_SHELL:
|
||||
want = lcp->l_ammo;
|
||||
break;
|
||||
|
||||
/*
|
||||
* return the amount of pet we'd need to get to
|
||||
* enough fuel for 1 update
|
||||
*/
|
||||
case I_PETROL:
|
||||
if (opt_FUEL == 0)
|
||||
return 0;
|
||||
want = lcp->l_fuelu * ((float)etu_per_update * land_mob_scale)
|
||||
/ 10.0;
|
||||
want -= lp->lnd_fuel;
|
||||
if (want > 0) {
|
||||
want = want / 10;
|
||||
if (want == 0)
|
||||
want++;
|
||||
}
|
||||
|
||||
max = want;
|
||||
break;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
|
@ -469,7 +434,6 @@ has_supply(struct lndstr *lp)
|
|||
{
|
||||
int shells_needed, shells, keepshells;
|
||||
int food, food_needed, keepfood;
|
||||
int fuel_needed, fuel, petrol_needed, petrol, keeppetrol;
|
||||
|
||||
if (!opt_NOFOOD) {
|
||||
food_needed = get_minimum(lp, I_FOOD);
|
||||
|
@ -501,29 +465,5 @@ has_supply(struct lndstr *lp)
|
|||
if (shells < shells_needed)
|
||||
return 0;
|
||||
|
||||
if (opt_FUEL) {
|
||||
fuel_needed = lchr[lp->lnd_type].l_fuelu;
|
||||
fuel = lp->lnd_fuel;
|
||||
if (fuel < fuel_needed) {
|
||||
petrol_needed =
|
||||
ldround((fuel_needed - fuel) / 10.0, 1);
|
||||
petrol = keeppetrol = lp->lnd_item[I_PETROL];
|
||||
if (petrol < petrol_needed) {
|
||||
lp->lnd_item[I_PETROL] = 0;
|
||||
putland(lp->lnd_uid, lp);
|
||||
petrol += try_supply_commod(lp->lnd_own,
|
||||
lp->lnd_x, lp->lnd_y,
|
||||
I_PETROL,
|
||||
(petrol_needed - petrol));
|
||||
lp->lnd_item[I_PETROL] = keeppetrol;
|
||||
putland(lp->lnd_uid, lp);
|
||||
}
|
||||
fuel += petrol * 10;
|
||||
}
|
||||
|
||||
if (fuel < fuel_needed)
|
||||
return 0;
|
||||
}
|
||||
/* end opt_FUEL */
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ unit_list(struct emp_qelem *unit_list)
|
|||
return;
|
||||
|
||||
if (type == EF_LAND)
|
||||
pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
|
||||
pr("lnd# land type x,y a eff sh gun xl mu tech retr\n");
|
||||
else
|
||||
pr("shp# ship type x,y fl eff mil sh gun pn he xl ln mob tech\n");
|
||||
|
||||
|
@ -97,7 +97,6 @@ unit_list(struct emp_qelem *unit_list)
|
|||
pr("%4d", unit->tech);
|
||||
if (type == EF_LAND) {
|
||||
pr("%4d%%", lnd->lnd_retreat);
|
||||
pr("%5d", lnd->lnd_fuel);
|
||||
}
|
||||
pr("\n");
|
||||
}
|
||||
|
|
|
@ -181,10 +181,7 @@ mob_ship(void)
|
|||
static void
|
||||
do_mob_ship(struct shpstr *sp, int etus)
|
||||
{
|
||||
int newfuel = 0;
|
||||
int value;
|
||||
int can_add, have_fuel_for, total_add;
|
||||
double d;
|
||||
|
||||
if (CANT_HAPPEN(etus < 0))
|
||||
etus = 0;
|
||||
|
@ -192,72 +189,10 @@ do_mob_ship(struct shpstr *sp, int etus)
|
|||
if (sp->shp_own == 0)
|
||||
return;
|
||||
|
||||
if (opt_FUEL == 0 || mchr[(int)sp->shp_type].m_fuelu == 0) {
|
||||
value = sp->shp_mobil + (float)etus * ship_mob_scale;
|
||||
if (value > ship_mob_max)
|
||||
value = ship_mob_max;
|
||||
sp->shp_mobil = (signed char)value;
|
||||
} else {
|
||||
if (sp->shp_mobil >= ship_mob_max) {
|
||||
sp->shp_mobil = ship_mob_max;
|
||||
return;
|
||||
}
|
||||
can_add = ship_mob_max - sp->shp_mobil;
|
||||
if (can_add > (float)etus * ship_mob_scale)
|
||||
can_add = (float)etus * ship_mob_scale;
|
||||
have_fuel_for = ldround(((double)sp->shp_fuel /
|
||||
(double)mchr[(int)sp->shp_type].m_fuelu)
|
||||
* (double)fuel_mult, 1);
|
||||
|
||||
if (can_add > have_fuel_for) {
|
||||
int need;
|
||||
need = can_add - have_fuel_for;
|
||||
d = need;
|
||||
d *= mchr[(int)sp->shp_type].m_fuelu;
|
||||
d /= fuel_mult;
|
||||
d /= 5.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
|
||||
I_PETROL, need);
|
||||
sp->shp_fuel += newfuel * 5;
|
||||
}
|
||||
|
||||
have_fuel_for = ldround(((double)sp->shp_fuel /
|
||||
(double)mchr[(int)sp->shp_type].m_fuelu)
|
||||
* (double)fuel_mult, 1);
|
||||
|
||||
if (can_add > have_fuel_for) {
|
||||
int need;
|
||||
need = can_add - have_fuel_for;
|
||||
d = need;
|
||||
d *= mchr[(int)sp->shp_type].m_fuelu;
|
||||
d /= fuel_mult;
|
||||
d /= 50.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
|
||||
I_OIL, need);
|
||||
sp->shp_fuel += newfuel * 50;
|
||||
}
|
||||
|
||||
have_fuel_for = ldround(((double)sp->shp_fuel /
|
||||
(double)mchr[(int)sp->shp_type].m_fuelu)
|
||||
* (double)fuel_mult, 1);
|
||||
|
||||
if (can_add > have_fuel_for)
|
||||
total_add = have_fuel_for;
|
||||
else
|
||||
total_add = can_add;
|
||||
d = total_add;
|
||||
d *= mchr[(int)sp->shp_type].m_fuelu;
|
||||
d /= fuel_mult;
|
||||
sp->shp_fuel -= ldround(d, 1);
|
||||
sp->shp_fuel = MIN(sp->shp_fuel, mchr[(int)sp->shp_type].m_fuelc);
|
||||
sp->shp_mobil += total_add;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -281,11 +216,7 @@ mob_land(void)
|
|||
static void
|
||||
do_mob_land(struct lndstr *lp, int etus)
|
||||
{
|
||||
int newfuel = 0;
|
||||
int value;
|
||||
int can_add, have_fuel_for, total_add;
|
||||
double d;
|
||||
struct lchrstr *lcp = lchr + lp->lnd_type;
|
||||
|
||||
if (CANT_HAPPEN(etus < 0))
|
||||
etus = 0;
|
||||
|
@ -293,7 +224,6 @@ do_mob_land(struct lndstr *lp, int etus)
|
|||
if (lp->lnd_own == 0)
|
||||
return;
|
||||
|
||||
if (opt_FUEL == 0 || lcp->l_fuelu == 0) {
|
||||
value = lp->lnd_mobil + ((float)etus * land_mob_scale);
|
||||
if (value > land_mob_max) {
|
||||
if (lp->lnd_harden < land_mob_max && !opt_MOB_ACCESS) {
|
||||
|
@ -312,66 +242,6 @@ do_mob_land(struct lndstr *lp, int etus)
|
|||
value = land_mob_max;
|
||||
}
|
||||
lp->lnd_mobil = value;
|
||||
|
||||
} else {
|
||||
if (lp->lnd_mobil >= land_mob_max) {
|
||||
lp->lnd_mobil = land_mob_max;
|
||||
return;
|
||||
}
|
||||
|
||||
can_add = land_mob_max - lp->lnd_mobil;
|
||||
|
||||
if (can_add > (float)etus * land_mob_scale)
|
||||
can_add = (float)etus * land_mob_scale;
|
||||
|
||||
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
|
||||
|
||||
if (can_add > have_fuel_for) {
|
||||
int need;
|
||||
need = can_add - have_fuel_for;
|
||||
d = need;
|
||||
d *= lcp->l_fuelu;
|
||||
d /= fuel_mult;
|
||||
d /= 5.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
newfuel = supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
|
||||
I_PETROL, need);
|
||||
lp->lnd_fuel += newfuel * 5;
|
||||
}
|
||||
|
||||
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
|
||||
|
||||
if (can_add > have_fuel_for) {
|
||||
int need;
|
||||
need = can_add - have_fuel_for;
|
||||
d = need;
|
||||
d *= lcp->l_fuelu;
|
||||
d /= fuel_mult;
|
||||
d /= 50.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
newfuel = supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
|
||||
I_OIL, need);
|
||||
lp->lnd_fuel += newfuel * 50;
|
||||
}
|
||||
|
||||
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
|
||||
|
||||
if (can_add > have_fuel_for) {
|
||||
total_add = have_fuel_for;
|
||||
} else
|
||||
total_add = can_add;
|
||||
d = total_add;
|
||||
d *= lcp->l_fuelu;
|
||||
d /= fuel_mult;
|
||||
lp->lnd_fuel -= ldround(d, 1);
|
||||
lp->lnd_fuel = MIN(lp->lnd_fuel, lcp->l_fuelc);
|
||||
lp->lnd_mobil += total_add;
|
||||
/* No excess mobility here, hence no automatic fortification */
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -239,9 +239,6 @@ nav_load_ship_at_sea(struct shpstr *sp)
|
|||
* Continue to loop until the ship runs out of mobility, a load fails,
|
||||
* the ship gets sunk (forts,ect..), the ship hits a mine.
|
||||
*
|
||||
* A check has been added for fuel so ships don't end up running
|
||||
* out of mobility in the ocean.
|
||||
*
|
||||
* Questions, bugs (fixes) , or new ideas should be directed at
|
||||
* Chad Zabel.
|
||||
* 6-1-94
|
||||
|
@ -250,7 +247,6 @@ nav_load_ship_at_sea(struct shpstr *sp)
|
|||
int
|
||||
nav_ship(struct shpstr *sp)
|
||||
{
|
||||
struct sctstr *sectp;
|
||||
char *cp;
|
||||
int stopping;
|
||||
int quit;
|
||||
|
@ -287,14 +283,6 @@ nav_ship(struct shpstr *sp)
|
|||
sp->shp_own);
|
||||
if (QEMPTY(&ship_list))
|
||||
return RET_OK;
|
||||
/* before we move check to see if ship needs fuel. */
|
||||
sectp = getsectp(sp->shp_x, sp->shp_y);
|
||||
if (opt_FUEL &&
|
||||
sectp->sct_own != 0 &&
|
||||
sp->shp_fuel <= 0 &&
|
||||
((struct mchrstr *)mlp->chrp)->m_fuelu != 0)
|
||||
auto_fuel_ship(sp);
|
||||
mlp->unit.ship.shp_fuel = sp->shp_fuel;
|
||||
|
||||
cp = BestShipPath(buf, sp->shp_x, sp->shp_y,
|
||||
sp->shp_destx[0], sp->shp_desty[0],
|
||||
|
|
|
@ -178,59 +178,3 @@ unload_it(struct shpstr *sp)
|
|||
sectp->sct_pstage = PLG_EXPOSED;
|
||||
}
|
||||
}
|
||||
|
||||
/* auto_fuel_ship
|
||||
* Assume a check for fuel=0 has already been made and passed.
|
||||
* Try to fill a ship using petro. and then oil.
|
||||
* new autonav code.
|
||||
* This should be merged with the fuel command someday.
|
||||
* Chad Zabel 6/1/94
|
||||
*/
|
||||
|
||||
void
|
||||
auto_fuel_ship(struct shpstr *sp)
|
||||
{
|
||||
double d;
|
||||
int totalfuel = 0;
|
||||
int need;
|
||||
int maxfuel;
|
||||
int newfuel = 0;
|
||||
int add_fuel = 0;
|
||||
|
||||
if (opt_FUEL == 0)
|
||||
return;
|
||||
getship(sp->shp_uid, sp); /* refresh */
|
||||
/* fill with petrol */
|
||||
maxfuel = mchr[(int)sp->shp_type].m_fuelc;
|
||||
d = maxfuel / 5.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
|
||||
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
|
||||
I_PETROL, need);
|
||||
add_fuel += newfuel * 5;
|
||||
if (add_fuel > maxfuel)
|
||||
add_fuel = maxfuel;
|
||||
sp->shp_fuel += add_fuel;
|
||||
totalfuel += add_fuel;
|
||||
|
||||
if (totalfuel == maxfuel) {
|
||||
putship(sp->shp_uid, sp);
|
||||
return; /* the ship is full */
|
||||
}
|
||||
add_fuel = 0;
|
||||
/* fill with oil */
|
||||
d = (maxfuel - totalfuel) / 50.0;
|
||||
if (d - (int)d > 0.0)
|
||||
d++;
|
||||
need = (int)d;
|
||||
|
||||
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
|
||||
I_OIL, need);
|
||||
add_fuel = newfuel * 50;
|
||||
if (add_fuel > maxfuel)
|
||||
add_fuel = maxfuel;
|
||||
sp->shp_fuel += add_fuel;
|
||||
putship(sp->shp_uid, sp);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue