empserver/src/lib/subs/bridgefall.c

181 lines
4.7 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
*
* ---
*
* 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.
*
* ---
*
* bridgefall.c: Knock a bridge down
*
* Known contributors to this file:
* Steve McClure, 1998
* Markus Armbruster, 2004-2010
*/
#include <config.h>
#include "file.h"
#include "land.h"
#include "misc.h"
#include "nsc.h"
#include "nuke.h"
#include "optlist.h"
#include "path.h"
#include "plague.h"
#include "plane.h"
#include "prototypes.h"
#include "sect.h"
#include "xy.h"
static void knockdown(struct sctstr *);
/*
* Check bridges at and around SP after damage to SP.
* If SP is an inefficent bridge, splash it.
* If SP can't support a bridge, splash unsupported adjacent bridges.
* Write back splashed bridges, except for SP; writing that one is
* left to the caller.
*/
void
bridge_damaged(struct sctstr *sp)
{
int des;
if (sp->sct_effic >= SCT_MINEFF)
return;
des = sp->sct_type;
if (des == SCT_BSPAN || des == SCT_BTOWER)
knockdown(sp);
if ((des == SCT_BHEAD || des == SCT_BTOWER) && !opt_EASY_BRIDGES)
bridgefall(sp);
}
void
bridgefall(struct sctstr *sp)
{
int i;
int j;
struct sctstr sect;
struct sctstr bh_sect;
int nx;
int ny;
int nnx;
int nny;
if (CANT_HAPPEN(opt_EASY_BRIDGES))
return;
for (i = 1; i <= 6; i++) {
nx = sp->sct_x + diroff[i][0];
ny = sp->sct_y + diroff[i][1];
getsect(nx, ny, &sect);
if (sect.sct_type != SCT_BSPAN)
continue;
for (j = 1; j <= 6; j++) {
nnx = nx + diroff[j][0];
nny = ny + diroff[j][1];
if (nnx == sp->sct_x && nny == sp->sct_y)
continue;
getsect(nnx, nny, &bh_sect);
if (bh_sect.sct_type == SCT_BHEAD &&
bh_sect.sct_newtype == SCT_BHEAD)
break;
if (bh_sect.sct_type == SCT_BTOWER)
break;
}
if (j > 6) {
knockdown(&sect);
putsect(&sect);
}
}
}
/* Knock down a bridge span. Note that this does NOT write the
* sector out to the database, it's up to the caller to do that. */
static void
knockdown(struct sctstr *sp)
{
struct lndstr land;
struct plnstr plane;
struct nukstr nuke;
struct nstr_item ni;
mpr(sp->sct_own,
"Crumble... SCREEEECH! Splash! Bridge%s falls at %s!\n",
sp->sct_type == SCT_BTOWER ? " tower" : "",
xyas(sp->sct_x, sp->sct_y, sp->sct_own));
if (!SCT_MINES_ARE_SEAMINES(sp))
sp->sct_mines = 0;
sp->sct_type = SCT_WATER;
sp->sct_newtype = SCT_WATER;
sp->sct_own = 0;
sp->sct_oldown = 0;
sp->sct_mobil = 0;
sp->sct_effic = 0;
/* Sink all the units */
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_ship >= 0)
continue;
mpr(land.lnd_own, " AARGH! %s tumbles to its doom!\n",
prland(&land));
land.lnd_effic = 0;
putland(land.lnd_uid, &land);
}
/* Sink all the planes */
snxtitem_xy(&ni, EF_PLANE, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &plane)) {
if (plane.pln_own == 0)
continue;
if (plane.pln_flags & PLN_LAUNCHED)
continue;
if (plane.pln_ship >= 0)
continue;
mpr(plane.pln_own, " AARGH! %s tumbles to its doom!\n",
prplane(&plane));
plane.pln_effic = 0;
putplane(plane.pln_uid, &plane);
}
/* Sink all the nukes */
snxtitem_xy(&ni, EF_NUKE, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &nuke)) {
if (nuke.nuk_own == 0)
continue;
if (nuke.nuk_plane >= 0)
continue;
mpr(nuke.nuk_own, " %s sinks to the bottom of the sea!\n",
prnuke(&nuke));
nuke.nuk_effic = 0;
putnuke(nuke.nuk_uid, &nuke);
}
memset(sp->sct_item, 0, sizeof(sp->sct_item));
memset(sp->sct_del, 0, sizeof(sp->sct_del));
memset(sp->sct_dist, 0, sizeof(sp->sct_dist));
sp->sct_pstage = PLG_HEALTHY;
sp->sct_ptime = 0;
sp->sct_che = 0;
sp->sct_che_target = 0;
}