257 lines
6.3 KiB
C
257 lines
6.3 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2007, 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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* 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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* Markus Armbruster, 2006
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*/
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#include <config.h>
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#include "commands.h"
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#include "land.h"
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#include "nuke.h"
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#include "plane.h"
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#include "ship.h"
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static int tran_pmap(coord curx, coord cury, char *arg);
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static int tran_nmap(coord curx, coord cury, 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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char *what;
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char buf[1024];
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what = getstarg(player->argp[1], "transport what (nuke or plane): ",
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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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static int
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tran_nuke(void)
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{
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coord srcx, srcy;
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coord 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 nukstr nuke;
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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_NUKE, player->argp[2]))
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return RET_SYN;
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while (nxtitem(&nstr, &nuke)) {
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if (!player->owner)
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continue;
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type = nuke.nuk_type;
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if (nuke.nuk_plane >= 0) {
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pr("%s is armed and can't be transported\n", prnuke(&nuke));
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return RET_FAIL;
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}
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if (count == 0) {
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srcx = nuke.nuk_x;
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srcy = nuke.nuk_y;
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} else {
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if (nuke.nuk_x != srcx || nuke.nuk_y != srcy) {
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pr("All nukes 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 += nchr[type].n_weight;
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++count;
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}
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if (count == 0) {
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pr("No nukes\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 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(§, &endsect, weight,
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player->argp[3], tran_nmap, 0, &dam);
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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, &nuke)) {
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if (!player->owner)
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continue;
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/* TODO apply dam */
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nuke.nuk_x = dstx;
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nuke.nuk_y = dsty;
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nuke.nuk_mission = 0;
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putnuke(nuke.nuk_uid, &nuke);
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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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static int
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tran_plane(void)
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{
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coord srcx, srcy;
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coord 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, &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(§, &endsect, weight,
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player->argp[3], tran_pmap, 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, &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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/*ARGSUSED*/
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static int
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tran_pmap(coord curx, coord cury, char *arg)
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{
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return display_region_map(0, EF_PLANE, curx, cury, arg);
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}
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static int
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tran_nmap(coord curx, coord cury, char *arg)
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{
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return display_region_map(0, EF_NUKE, curx, cury, arg);
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}
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