298 lines
7.4 KiB
C
298 lines
7.4 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program 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 2 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* tran.c: Transport nuclear devices and planes
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*
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* Known contributors to this file:
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* Steve McClure, 2000
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*
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*/
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#include <string.h>
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#include "misc.h"
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#include "player.h"
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#include "sect.h"
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#include "nuke.h"
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#include "xy.h"
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#include "nsc.h"
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#include "plane.h"
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#include "ship.h"
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#include "file.h"
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#include "nat.h"
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#include "land.h"
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#include "commands.h"
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static int tran_map(s_char *what, coord curx, coord cury, s_char *arg);
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static int tran_nuke(void);
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static int tran_plane(void);
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int
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tran(void)
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{
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s_char *what;
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s_char buf[1024];
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what =
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getstarg(player->argp[1], "transport what (nuke or plane): ", buf);
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if (what == 0)
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return RET_SYN;
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if (*what == 'n')
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return tran_nuke();
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else if (*what == 'p')
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return tran_plane();
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return RET_SYN;
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}
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/*
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* Kinda silly; only moves the first nuke.
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* Maybe nukes should be made into commodities?
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*/
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static int
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tran_nuke(void)
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{
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struct nchrstr *ncp;
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int len;
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coord x, y;
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coord dstx, dsty;
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int found;
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s_char *p;
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int i;
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int nuketype;
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int moving;
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struct nukstr nuke;
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struct sctstr sect;
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struct sctstr endsect;
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int mcost, dam;
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struct nstr_item nstr;
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s_char buf[1024];
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if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
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return RET_SYN;
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if (!sarg_xy(p, &x, &y))
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return RET_SYN;
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if (!getsect(x, y, §) || !player->owner) {
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pr("Not yours\n");
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return RET_FAIL;
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}
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snxtitem_xy(&nstr, EF_NUKE, sect.sct_x, sect.sct_y);
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found = 0;
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while (nxtitem(&nstr, &nuke)) {
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if (player->owner) {
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found = 1;
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break;
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}
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}
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if (!found) {
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pr("There are no nukes in %s\n",
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xyas(sect.sct_x, sect.sct_y, player->cnum));
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return RET_FAIL;
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}
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if (!(p = getstarg(player->argp[3], "warhead type : ", buf)))
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return RET_SYN;
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if (!check_sect_ok(§))
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return RET_FAIL;
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len = strlen(p);
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for (i = 0, ncp = nchr; i < N_MAXNUKE; i++, ncp++) {
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if (strncmp(ncp->n_name, p, len) == 0)
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break;
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}
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if (i >= N_MAXNUKE) {
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pr("No such nuke type!\n");
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return RET_SYN;
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}
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nuketype = i;
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if (!nuke.nuk_types[nuketype]) {
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pr("No %s nukes in %s\n",
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ncp->n_name, xyas(sect.sct_x, sect.sct_y, player->cnum));
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return RET_FAIL;
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}
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p = getstarg(player->argp[4], "number of warheads : ", buf);
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if (!check_sect_ok(§))
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return RET_FAIL;
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if (p == 0 || *p == 0 || (moving = atoi(p)) < 0)
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return RET_FAIL;
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if (moving > nuke.nuk_types[nuketype]) {
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moving = nuke.nuk_types[nuketype];
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if (moving)
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pr("only moving %d\n", moving);
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else
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return RET_FAIL;
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}
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if (!military_control(§)) {
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pr("Military control required to move nukes.\n");
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return RET_FAIL;
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}
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dam = 0;
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mcost = move_ground((s_char *)&nuke, §, &endsect,
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(double)ncp->n_weight * moving,
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player->argp[5], tran_map, 0, &dam);
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if (mcost < 0)
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return 0;
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if (mcost > 0)
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pr("Total movement cost = %d\n", mcost);
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else
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pr("No mobility used\n");
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dstx = endsect.sct_x;
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dsty = endsect.sct_y;
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/*
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* decrement mobility from src sector
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*/
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getsect(nuke.nuk_x, nuke.nuk_y, §);
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sect.sct_mobil -= mcost;
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if (sect.sct_mobil < 0)
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sect.sct_mobil = 0;
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putsect(§);
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/*
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* update old nuke
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*/
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if (!getnuke(nuke.nuk_uid, &nuke)) {
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pr("Could not find that stockpile again.\n");
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return RET_FAIL;
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}
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if (nuke.nuk_types[nuketype] < moving || nuke.nuk_own != player->cnum) {
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pr("Stockpile changed!\n");
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return RET_FAIL;
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}
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nuk_delete(&nuke, nuketype, moving);
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nuk_add(dstx, dsty, nuketype, moving);
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return RET_OK;
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}
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static int
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tran_plane(void)
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{
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int srcx, srcy;
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int dstx, dsty;
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int mcost;
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int weight, count;
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int type, dam;
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struct nstr_item nstr;
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struct plnstr plane;
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struct sctstr sect;
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struct sctstr endsect;
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weight = 0;
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count = 0;
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if (!snxtitem(&nstr, EF_PLANE, player->argp[2]))
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return RET_SYN;
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/*
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* First do some sanity checks: make sure that they are all in the,
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* same sector, not on ships, owned, etc.
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* No one could seriously want to move planes in parallel from
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* several sectors!
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*/
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while (nxtitem(&nstr, (s_char *)&plane)) {
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if (!player->owner)
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continue;
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type = plane.pln_type;
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if (plane.pln_ship >= 0) {
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pr("%s is at sea and can't be transported\n", prplane(&plane));
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return RET_FAIL;
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} else if (plane.pln_harden != 0) {
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pr("%s has been hardened and can't be transported\n",
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prplane(&plane));
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return RET_FAIL;
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} else if ((plane.pln_flags & PLN_LAUNCHED) &&
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(plchr[type].pl_flags & P_O)) {
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pr("%s is in space and can't be transported\n",
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prplane(&plane));
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return RET_FAIL;
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}
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if (count == 0) {
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srcx = plane.pln_x;
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srcy = plane.pln_y;
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} else {
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if (plane.pln_x != srcx || plane.pln_y != srcy) {
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pr("All planes must be in the same sector.\n");
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return RET_FAIL;
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}
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}
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weight += plchr[type].pl_lcm + (plchr[type].pl_hcm * 2);
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++count;
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}
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if (count == 0) {
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pr("No planes\n");
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return RET_FAIL;
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}
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if (!getsect(srcx, srcy, §) || !player->owner) {
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pr("You don't own %s\n", xyas(srcx, srcy, player->cnum));
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return RET_FAIL;
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}
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if (!military_control(§)) {
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pr("Military control required to move planes.\n");
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return RET_FAIL;
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}
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dam = 1;
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mcost = move_ground((s_char *)&plane, §, &endsect,
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(double)weight,
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player->argp[3], tran_map, 0, &dam);
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dam /= count;
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if (mcost < 0)
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return 0;
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dstx = endsect.sct_x;
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dsty = endsect.sct_y;
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snxtitem_rewind(&nstr);
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while (nxtitem(&nstr, (s_char *)&plane)) {
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if (!player->owner)
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continue;
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if (dam)
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planedamage(&plane, dam);
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plane.pln_x = dstx;
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plane.pln_y = dsty;
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plane.pln_mission = 0;
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putplane(plane.pln_uid, &plane);
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}
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if (mcost > 0)
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pr("Total movement cost = %d\n", mcost);
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else
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pr("No mobility used\n");
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getsect(srcx, srcy, §);
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sect.sct_mobil -= mcost;
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if (sect.sct_mobil < 0)
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sect.sct_mobil = 0;
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putsect(§);
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return RET_OK;
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}
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/*
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* Pretty tacky, but it works.
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* If more commands start doing this, then
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* rewrite map to do the right thing.
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*/
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/* I think this is no longer used, check subs/move.c:move_ground() */
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/*ARGSUSED*/
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static int
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tran_map(s_char *what, coord curx, coord cury, s_char *arg)
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{
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player->argp[1] = arg;
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player->condarg = 0;
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return map();
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}
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