A sector type's terrain (struct dchrstr member d_terrain) is the sector type of its underlying terrain. Sector types occuring in d_terrain are terrain types, and must have their own type in d_terrain. Players can change sector types only to those with the same terrain. The builtin configuration defines terrain types sea, mountain, wasteland, wilderness and plains. It gives bridge span and tower terrain sea, and everything else terrain wilderness. Hence, the stock game remains unchanged. Deities can use terrain to create sector types that can be developed only in limited ways.
186 lines
4.7 KiB
C
186 lines
4.7 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2008, 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 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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* add.c: Add a new country to the game
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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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#include <config.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include <sys/stat.h>
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#include "commands.h"
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#include "land.h"
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#include "optlist.h"
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#include "plague.h"
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#include "tel.h"
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int
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add(void)
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{
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struct natstr *natp;
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struct sctstr sect;
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struct nstr_sect nstr;
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int i;
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char cntryname[sizeof(natp->nat_cnam)];
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char pname[sizeof(natp->nat_pnam)];
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natid coun;
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natid freecn;
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char prompt[128];
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char buf[1024];
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char *p;
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int stat;
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struct nstr_item ni;
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struct lndstr land;
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for (freecn = 0; NULL != (natp = getnatp(freecn)); freecn++) {
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if (natp->nat_stat == STAT_UNUSED)
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break;
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}
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if (freecn < MAXNOC)
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sprintf(prompt, "New country number? (%d is unused) ", freecn);
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else
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strcpy(prompt, "New country number? (they all seem to be used) ");
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p = getstarg(player->argp[1], prompt, buf);
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if (p == 0 || *p == 0)
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return RET_SYN;
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i = atoi(p);
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if (i >= MAXNOC) {
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pr("Max # countries is %d\n", MAXNOC);
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return RET_FAIL;
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}
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coun = i;
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if (coun == 0) {
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pr("Not allowed to add country #0\n");
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return RET_FAIL;
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}
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natp = getnatp(coun);
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p = getstarg(player->argp[2], "Country Name? ", buf);
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if (p == 0 || *p == 0)
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return RET_SYN;
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if (strlen(p) >= sizeof(cntryname)) {
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pr("Country name too long\n");
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return RET_FAIL;
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}
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strcpy(cntryname, p);
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p = getstarg(player->argp[3], "Representative? ", buf);
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if (p == 0 || *p == 0)
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return RET_SYN;
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if (strlen(p) >= sizeof(pname)) {
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pr("Representative too long\n");
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return RET_FAIL;
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}
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strcpy(pname, p);
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p = getstarg(player->argp[4],
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"Status? (visitor, new, active, god, delete) ", buf);
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if (p == 0 || *p == 0)
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return RET_SYN;
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switch (*p) {
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case 'v':
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stat = STAT_VIS;
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break;
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case 'n':
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stat = STAT_NEW;
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break;
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case 'a':
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stat = STAT_ACTIVE;
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break;
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case 'g':
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stat = STAT_GOD;
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break;
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case 'd':
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stat = STAT_UNUSED;
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break;
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default:
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pr("Illegal status\n");
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return RET_SYN;
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}
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p = getstarg(player->argp[5],
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"Check, wipe, or ignore existing sectors (c|w|i) ", buf);
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if (p == 0)
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return RET_SYN;
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snxtitem_all(&ni, EF_LAND);
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while (nxtitem(&ni, &land)) {
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if (land.lnd_own == coun) {
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land.lnd_effic = 0;
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pr("Land unit %d wiped\n", land.lnd_uid);
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putland(land.lnd_uid, &land);
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}
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}
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strcpy(natp->nat_cnam, cntryname);
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strcpy(natp->nat_pnam, pname);
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if (*p != 'w' && *p != 'c') {
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pr("Any existing sectors ignored\n");
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} else {
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pr("Checking sectors...\n");
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snxtsct_all(&nstr);
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while (nxtsct(&nstr, §)) {
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if (sect.sct_own != coun)
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continue;
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pr("%s ", xyas(nstr.x, nstr.y, player->cnum));
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if (*p == 'w') {
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sect.sct_mobil = 0;
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sect.sct_effic = 0;
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sect.sct_road = 0;
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sect.sct_rail = 0;
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sect.sct_defense = 0;
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sect.sct_own = 0;
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sect.sct_oldown = 0;
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sect.sct_newtype = sect.sct_type
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= dchr[sect.sct_type].d_terrain;
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sect.sct_dist_x = sect.sct_x;
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sect.sct_dist_y = sect.sct_y;
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memset(sect.sct_item, 0, sizeof(sect.sct_item));
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memset(sect.sct_del, 0, sizeof(sect.sct_del));
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memset(sect.sct_dist, 0, sizeof(sect.sct_dist));
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sect.sct_mines = 0;
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sect.sct_pstage = PLG_HEALTHY;
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sect.sct_ptime = 0;
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sect.sct_che = 0;
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sect.sct_che_target = 0;
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sect.sct_fallout = 0;
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putsect(§);
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pr("wiped\n");
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} else {
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pr("\n");
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}
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}
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}
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if (stat == STAT_NEW || stat == STAT_VIS)
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nat_reset(natp, stat, 0, 0);
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else {
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natp->nat_stat = stat;
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pr("No special initializations done...\n");
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}
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putnat(natp);
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return 0;
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}
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