empserver/src/lib/commands/upgr.c
Markus Armbruster 4bd19812af Use the new Empire clock for implementing MOB_ACCESS:
(lndstr, plnstr, sctstr, shpstr): Change timestamp members lnd_access,
pln_access, sct_access, shp_access from real time (time_t) to ETUs
within a turn (short).
(land_ca, plane_ca, sect_ca, ship_ca): Update accordingly.
(build_ship, build_land, build_bridge, build_plane, build_tower)
(explore, check_trade, bsanct, takeover, takeover_ship)
(takeover_land): Use game_tick_to_now() instead of time() to update
the timestamp.  Change check_trade(), takeover_ship(), takeover_land()
to do that only when MOB_ACCESS is enabled, for consistency.
(lupgr, supgr, pupgr, takeover_ship): Don't touch the timestamp where
mobility isn't touched either.
(sct_do_upd_mob, shp_do_upd_mob, lnd_do_upd_mob, pln_do_upd_mob): Use
game_tick_to_now() instead of increase_mob() to compute ETUs since
the timestamp and update the timestamp.  Closes #1012699.
(increase_mob): Remove.
(mob_sect, mob_ship, mob_land, mob_plane): sct_do_upd_mob() & friends
no longer do the right thing at the update.  Use game_reset_tick() and
pass its result directly to do_mob_sect() & friends.  This is only
correct when argument is etu_per_update, which it always is.  Remove
parameter.  Callers changed.
(do_mob_sect, do_mob_ship, do_mob_land, do_mob_plane): Oops on
negative argument.

(mob_acc_globals, timestampfil, mobupdate, updating_mob)
(update_all_mob, timestamp_fixing, update_timestamps, mobility_check):
The mobupdate command was important to let deities manually
synchronize mobility updating with updates.  That's no longer needed.
The code behind it is somewhat hairy and ugly, and updating it to work
with the Empire clock is just not worth it.  Remove.  Users changed.
(player_coms): Update accordingly.
(upda): Remove display of mobility updating state.

(mobility_init): No need to fix up mobility on startup, as the Empire
clock runs normally even when the server is down.  Remove.  Caller
changed.
2007-07-15 09:43:57 +00:00

326 lines
8.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2007, 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.
*
* ---
*
* upgr.c: Upgrade tech of ships/planes/units
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996-2000
*/
#include <config.h>
#include "commands.h"
#include "land.h"
#include "plane.h"
#include "ship.h"
enum {
UPGR_COST = 15, /* how much avail and money to charge */
UPGR_EFF = 35 /* efficiency reduction */
};
static int lupgr(void);
static int pupgr(void);
static int supgr(void);
int
upgr(void)
{
char *p;
char buf[1024];
if (!(p = getstarg(player->argp[1], "Ship, land, or plane? ", buf)))
return RET_SYN;
switch (*p) {
case 's':
case 'S':
return supgr();
case 'p':
case 'P':
return pupgr();
case 'l':
case 'L':
return lupgr();
default:
break;
}
pr("Ships, land units or planes only!\n");
return RET_SYN;
}
static int
lupgr(void)
{
struct sctstr sect;
struct natstr *natp;
struct nstr_item ni;
struct lndstr land;
struct lchrstr *lp;
int n;
int tlev;
int avail, cost;
int rel;
long cash;
if (!snxtitem(&ni, EF_LAND, player->argp[2]))
return RET_SYN;
natp = getnatp(player->cnum);
cash = natp->nat_money;
tlev = (int)natp->nat_level[NAT_TLEV];
n = 0;
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
getsect(land.lnd_x, land.lnd_y, &sect);
if (sect.sct_own != player->cnum)
continue;
if (sect.sct_type != SCT_HEADQ || sect.sct_effic < 60)
continue;
rel = getrel(getnatp(land.lnd_own), sect.sct_own);
if (rel < FRIENDLY && sect.sct_own != land.lnd_own) {
pr("You are not on friendly terms with the owner of unit %d!\n",
land.lnd_uid);
continue;
}
n++;
lp = &lchr[(int)land.lnd_type];
avail = (LND_BLD_WORK(lp->l_lcm, lp->l_hcm) * UPGR_COST + 99) / 100;
if (sect.sct_avail < avail) {
pr("Not enough available work in %s to upgrade a %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum), lp->l_name);
pr(" (%d available work required)\n", avail);
continue;
}
if (land.lnd_effic < 60) {
pr("%s is too damaged to upgrade!\n", prland(&land));
continue;
}
if (land.lnd_tech >= tlev) {
pr("%s tech: %d, yours is only %d\n",
prland(&land), land.lnd_tech, tlev);
continue;
}
cost = lp->l_cost * UPGR_COST / 100;
if (cost + player->dolcost > cash) {
pr("You don't have enough money to upgrade %s!\n",
prland(&land));
continue;
}
sect.sct_avail -= avail;
land.lnd_effic -= UPGR_EFF;
lnd_set_tech(&land, tlev);
land.lnd_harden = 0;
land.lnd_mission = 0;
putland(land.lnd_uid, &land);
putsect(&sect);
player->dolcost += cost;
pr("%s upgraded to tech %d, at a cost of %d\n",
prland(&land), land.lnd_tech, cost);
if (land.lnd_own != player->cnum)
wu(0, land.lnd_own,
"%s upgraded by %s to tech %d, at a cost of %d\n",
prland(&land), cname(player->cnum), land.lnd_tech,
cost);
}
if (n == 0) {
pr("No land units\n");
return RET_SYN;
}
return RET_OK;
}
static int
supgr(void)
{
struct sctstr sect;
struct natstr *natp;
struct nstr_item ni;
struct shpstr ship;
struct mchrstr *mp;
int n;
int tlev;
int avail, cost;
int rel;
long cash;
if (!snxtitem(&ni, EF_SHIP, player->argp[2]))
return RET_SYN;
natp = getnatp(player->cnum);
cash = natp->nat_money;
tlev = (int)natp->nat_level[NAT_TLEV];
n = 0;
while (nxtitem(&ni, &ship)) {
if (ship.shp_own == 0)
continue;
getsect(ship.shp_x, ship.shp_y, &sect);
if (sect.sct_own != player->cnum)
continue;
if (sect.sct_type != SCT_HARBR || sect.sct_effic < 60)
continue;
rel = getrel(getnatp(ship.shp_own), sect.sct_own);
if (rel < FRIENDLY && sect.sct_own != ship.shp_own) {
pr("You are not on friendly terms with the owner of ship %d!\n",
ship.shp_uid);
continue;
}
n++;
mp = &mchr[(int)ship.shp_type];
avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * UPGR_COST + 99) / 100;
if (sect.sct_avail < avail) {
pr("Not enough available work in %s to upgrade a %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum), mp->m_name);
pr(" (%d available work required)\n", avail);
continue;
}
if (ship.shp_effic < 60) {
pr("%s is too damaged to upgrade!\n", prship(&ship));
continue;
}
if (ship.shp_tech >= tlev) {
pr("%s tech: %d, yours is only %d\n",
prship(&ship), ship.shp_tech, tlev);
continue;
}
cost = mp->m_cost * UPGR_COST / 100;
if (cost + player->dolcost > cash) {
pr("You don't have enough money to upgrade %s!\n",
prship(&ship));
continue;
}
sect.sct_avail -= avail;
ship.shp_effic -= UPGR_EFF;
shp_set_tech(&ship, tlev);
ship.shp_mission = 0;
putship(ship.shp_uid, &ship);
putsect(&sect);
player->dolcost += cost;
pr("%s upgraded to tech %d, at a cost of %d\n",
prship(&ship), ship.shp_tech, cost);
if (ship.shp_own != player->cnum)
wu(0, ship.shp_own,
"%s upgraded by %s to tech %d, at a cost of %d\n",
prship(&ship), cname(player->cnum), ship.shp_tech,
cost);
}
if (n == 0) {
pr("No ships\n");
return RET_SYN;
}
return RET_OK;
}
static int
pupgr(void)
{
struct sctstr sect;
struct natstr *natp;
struct nstr_item ni;
struct plnstr plane;
struct plchrstr *pp;
int n;
int tlev;
int avail, cost;
int rel;
long cash;
if (!snxtitem(&ni, EF_PLANE, player->argp[2]))
return RET_SYN;
natp = getnatp(player->cnum);
cash = natp->nat_money;
tlev = (int)natp->nat_level[NAT_TLEV];
n = 0;
while (nxtitem(&ni, &plane)) {
if (plane.pln_own == 0)
continue;
getsect(plane.pln_x, plane.pln_y, &sect);
if (sect.sct_own != player->cnum)
continue;
if (sect.sct_type != SCT_AIRPT || sect.sct_effic < 60)
continue;
rel = getrel(getnatp(plane.pln_own), sect.sct_own);
if (rel < FRIENDLY && sect.sct_own != plane.pln_own) {
pr("You are not on friendly terms with the owner of plane %d!\n",
plane.pln_uid);
continue;
}
n++;
pp = &plchr[(int)plane.pln_type];
avail = (PLN_BLD_WORK(pp->pl_lcm, pp->pl_hcm) * UPGR_COST + 99) / 100;
if (sect.sct_avail < avail) {
pr("Not enough available work in %s to upgrade a %s\n",
xyas(sect.sct_x, sect.sct_y, player->cnum), pp->pl_name);
pr(" (%d available work required)\n", avail);
continue;
}
if (plane.pln_effic < 60) {
pr("%s is too damaged to upgrade!\n", prplane(&plane));
continue;
}
if (plane.pln_tech >= tlev) {
pr("%s tech: %d, yours is only %d\n",
prplane(&plane), plane.pln_tech, tlev);
continue;
}
cost = pp->pl_cost * UPGR_COST / 100;
if (cost + player->dolcost > cash) {
pr("You don't have enough money to upgrade %s!\n",
prplane(&plane));
continue;
}
if (plane.pln_flags & PLN_LAUNCHED) {
pr("Plane %s is in orbit!\n", prplane(&plane));
continue;
}
sect.sct_avail -= avail;
plane.pln_effic -= UPGR_EFF;
pln_set_tech(&plane, tlev);
plane.pln_harden = 0;
plane.pln_mission = 0;
putplane(plane.pln_uid, &plane);
putsect(&sect);
player->dolcost += cost;
pr("%s upgraded to tech %d, at a cost of %d\n",
prplane(&plane), plane.pln_tech, cost);
if (plane.pln_own != player->cnum)
wu(0, plane.pln_own,
"%s upgraded by %s to tech %d, at a cost of %d\n",
prplane(&plane), cname(player->cnum), plane.pln_tech,
cost);
}
if (n == 0) {
pr("No planes.\n");
return RET_SYN;
}
return RET_OK;
}