stockpile: New command, counterpart of fleetadd, wingadd, army
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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4 changed files with 118 additions and 0 deletions
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@ -223,6 +223,7 @@ int spy(void);
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int sstat(void);
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int sstat(void);
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int start(void);
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int start(void);
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int starve(void);
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int starve(void);
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int stoc(void);
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int stop(void);
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int stop(void);
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int stre(void);
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int stre(void);
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int supp(void);
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int supp(void);
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43
info/stockpile.t
Normal file
43
info/stockpile.t
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@ -0,0 +1,43 @@
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.TH Command STOCKPILE
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.NA stockpile "Designate members of a \*Qstockpile\*U"
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.LV Expert
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.SY "stockpile <STOCKPILE> <NUKE/STOCKPILE>"
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The stockpile command is used to specify the stockpile groupings
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of your nukes.
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.s1
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.EX stockpile <STOCKPILE> <NUKE/STOCKPILE>
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In the syntax <STOCKPILE> is the alphabetic character to be used as the
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stockpile designation.
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This character can be chosen from the set of
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upper or lower case a-z and tilde (~).
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The pseudo-stockpile specification tilde
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specifies all nukes not currently in any stockpile.
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.s1
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The specification of nukes, <NUKE/STOCKPILE>,
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can have one of several syntaxes:
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.NF
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example meaning
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------- -------
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23 nuke 23
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2/14/23 nukes 2, 14, and 23
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c all nukes currently in stockpile `c'
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~ all nukes currently in the \*Qnull\*U stockpile
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2,3 all nukes in sector 2,3
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-1:3,0:2 all nukes in the square area bounded by -1,0 & 3,2
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.FI
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All stockpiles, (with the exception of the `~' stockpile),
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are limited to some maximum size
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and you will be informed how many nukes can be added
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when this command is run.
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.s1
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Having nukes organized into stockpiles can be very helpful in
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loading, moving, etc.,
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in that fewer commands are required to perform these commands
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on groups of nukes if they can be specified by stockpile number.
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.s1
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Note that you can remove nukes from a stockpile by adding them to
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the `~' stockpile. e.g.
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.EX stockpile ~ A
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This command would purge all nukes from stockpile `A'.
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.s1
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.SA "nuke, transport, Nukes"
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73
src/lib/commands/stoc.c
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73
src/lib/commands/stoc.c
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@ -0,0 +1,73 @@
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* stoc.c: Add nukes to a stockpile
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*
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* Known contributors to this file:
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* Markus Armbruster, 2013
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*/
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#include <config.h>
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#include <ctype.h>
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#include "commands.h"
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#include "nuke.h"
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int
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stoc(void)
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{
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struct nukstr nuke;
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int count;
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char *cp;
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char c;
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struct nstr_item nstr;
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char buf[1024];
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cp = getstarg(player->argp[1], "stockpile? ", buf);
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if (!cp)
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return RET_SYN;
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c = *cp;
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if (!isalpha(c) && c != '~') {
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pr("Specify stockpile, (1 alpha char or '~')\n");
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return RET_SYN;
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}
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if (c == '~')
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c = 0;
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if (!snxtitem(&nstr, EF_NUKE, player->argp[2], NULL))
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return RET_SYN;
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count = 0;
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while (nxtitem(&nstr, &nuke)) {
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if (!player->owner)
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continue;
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if (nuke.nuk_stockpile == c)
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continue;
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nuke.nuk_stockpile = c;
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putnuke(nuke.nuk_uid, &nuke);
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count++;
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}
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pr("%d nuke%s added to stockpile `%1.1s'\n", count, splur(count), &c);
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return RET_OK;
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}
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@ -244,6 +244,7 @@ struct cmndstr player_coms[] = {
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{"sstat <SHIPS>", 0, sstat, 0, NORM},
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{"sstat <SHIPS>", 0, sstat, 0, NORM},
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{"start <TYPE> <SECTS|PLANES|SHIPS|UNITS|NUKES>", 1, start, C_MOD, NORM},
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{"start <TYPE> <SECTS|PLANES|SHIPS|UNITS|NUKES>", 1, start, C_MOD, NORM},
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{"starvation [<SECTS>|l <UNITS>|s <SHIPS>]", 0, starve, 0, NORM},
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{"starvation [<SECTS>|l <UNITS>|s <SHIPS>]", 0, starve, 0, NORM},
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{"stockpile <STOCKPILE> <NUKES>", 0, stoc, C_MOD, NORM},
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{"stop <TYPE> <SECTS|PLANES|SHIPS|UNITS|NUKES>", 1, stop, C_MOD, NORM},
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{"stop <TYPE> <SECTS|PLANES|SHIPS|UNITS|NUKES>", 1, stop, C_MOD, NORM},
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{"strength <SECTS>", 1, stre, C_MOD, NORM},
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{"strength <SECTS>", 1, stre, C_MOD, NORM},
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{"supply <LAND UNITS>", 1, supp, C_MOD, NORM + CAP},
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{"supply <LAND UNITS>", 1, supp, C_MOD, NORM + CAP},
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