empserver/src/lib/commands/shoo.c
Markus Armbruster 2732ac5d1d (lnd_getmil, total_mil): Trivial, inline into callers and remove. The
abstraction from actual land unit mil encoding provided by them was
too leaky to be relied upon anyway.
2006-05-20 16:39:58 +00:00

126 lines
3.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, 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.
*
* ---
*
* shoo.c: Shoot some conquered populace or pigeons.
*
* Known contributors to this file:
* Dave Pare, 1986
*/
#include <config.h>
#include "misc.h"
#include "player.h"
#include "xy.h"
#include "sect.h"
#include "news.h"
#include "item.h"
#include "path.h"
#include "nat.h"
#include "file.h"
#include "nsc.h"
#include "land.h"
#include "commands.h"
int
shoo(void)
{
struct sctstr sect;
struct nstr_sect nstr;
struct nstr_item ni;
int nshot;
double m;
i_type item;
struct ichrstr *ip;
struct lndstr land;
int targets;
char *p;
int mil, nsec;
char prompt[128];
char buf[1024];
ip = whatitem(player->argp[1], "Shoot what <civ or uw> ");
if (ip == 0 || (ip->i_uid != I_CIVIL && ip->i_uid != I_UW))
return RET_SYN;
item = ip->i_uid;
if (!snxtsct(&nstr, player->argp[2]))
return RET_SYN;
sprintf(prompt, "number of %s to shoot? ", ip->i_name);
p = getstarg(player->argp[3], prompt, buf);
if (p == 0 || (targets = atoi(p)) <= 0)
return RET_SYN;
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
mil = sect.sct_item[I_MILIT];
nsec = 0;
snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
while (nxtitem(&ni, &land)) {
mil += land.lnd_item[I_MILIT];
if (lchr[(int)land.lnd_type].l_flags & L_SECURITY) {
mil += land.lnd_item[I_MILIT];
nsec++;
}
}
if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > mil * 10)
continue;
nshot = sect.sct_item[item] > targets ? targets : sect.sct_item[item];
if (nshot > sect.sct_mobil * 5)
nshot = sect.sct_mobil * 5;
m = nshot / 5.0;
/*
* Each security unit lowers the cost of
* shooting a person by 10%. However, you
* can't go lower than 50% of normal cost
*/
if (nsec > 5)
nsec = 5;
m *= 1.0 - nsec * 0.1;
if (nshot <= 0)
continue;
if (m < 0)
m = 0;
if (m > sect.sct_mobil)
m = sect.sct_mobil;
sect.sct_mobil -= roundavg(m);
sect.sct_item[item] -= nshot;
pr("BANG!! (thump) %d %s shot in %s!\n",
nshot, ip->i_name, xyas(sect.sct_x, sect.sct_y, player->cnum));
if (chance(nshot / 100.0))
nreport(player->cnum, N_SHOOT_CIV, sect.sct_oldown, 1);
if (sect.sct_item[item] <= 0 && item == I_CIVIL
&& (sect.sct_own != sect.sct_oldown)) {
sect.sct_oldown = sect.sct_own;
pr(" %s is now completely yours\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
}
putsect(&sect);
}
return RET_OK;
}