empserver/src/lib/commands/desi.c
Markus Armbruster 3376589007 New concept sector terrain
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.
2008-10-28 19:35:51 -04:00

149 lines
4.1 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, 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.
*
* ---
*
* desi.c: Redesignate sectors
*
* Known contributors to this file:
* Steve McClure, 1998-2000
* Markus Armbruster, 2004-2008
*/
#include <config.h>
#include "commands.h"
#include "map.h"
#include "optlist.h"
#include "path.h"
int
desi(void)
{
int n;
char *p;
int cap_x;
int cap_y;
int des;
struct nstr_sect nstr;
struct sctstr sect;
struct natstr *natp;
char prompt[128];
char buf[1024];
int changed = 0;
int rc = RET_OK;
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
natp = getnatp(player->cnum);
cap_x = natp->nat_xcap;
cap_y = natp->nat_ycap;
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
if (!player->god && dchr[sect.sct_type].d_cost < 0)
continue;
sprintf(prompt, "%s %d%% %s desig? ",
xyas(sect.sct_x, sect.sct_y, player->cnum),
sect.sct_effic, dchr[sect.sct_type].d_name);
if ((p = getstarg(player->argp[2], prompt, buf)) == 0) {
rc = RET_FAIL;
break;
}
if (!check_sect_ok(&sect))
continue;
des = sct_typematch(p);
if (des < 0) {
pr("No such designation\n"
"See \"info Sector-types\" for possible designations\n");
rc = RET_FAIL;
break;
}
if (!player->god) {
if (des == SCT_WASTE) {
pr("Only a nuclear device (or %s) can make a %s!\n",
cname(0), dchr[des].d_name);
rc = RET_FAIL;
break;
}
if (dchr[des].d_cost < 0) {
pr("Only %s can designate a %s!\n",
cname(0), dchr[des].d_name);
rc = RET_FAIL;
break;
}
if (dchr[des].d_terrain != dchr[sect.sct_type].d_terrain) {
pr("You can't change a %s into a %s\n",
dchr[sect.sct_type].d_name, dchr[des].d_name);
continue;
}
}
if (sect.sct_type == des && sect.sct_newtype == des)
continue;
if ((des == SCT_HARBR || des == SCT_BHEAD) && !sect.sct_coastal) {
pr("%s does not border on water.\n",
xyas(nstr.x, nstr.y, player->cnum));
if (player->god)
pr("But if it's what you want ...\n");
else
continue;
}
if (sect.sct_type == SCT_SANCT && !player->god)
continue;
n = sect.sct_type;
if ((sect.sct_newtype != des) && (sect.sct_type != des)
&& dchr[des].d_cost > 0) {
if (natp->nat_money < player->dolcost + dchr[des].d_cost) {
pr("You can't afford a %s!\n", dchr[des].d_name);
rc = RET_FAIL;
break;
}
player->dolcost += dchr[des].d_cost;
}
if (sect.sct_type != des && (sect.sct_effic < 5 || player->god)) {
if (player->god)
set_coastal(&sect, sect.sct_type, des);
sect.sct_type = des;
sect.sct_effic = 0;
changed += map_set(player->cnum, sect.sct_x, sect.sct_y,
dchr[des].d_mnem, 0);
}
sect.sct_newtype = des;
putsect(&sect);
if (sect.sct_x == cap_x && sect.sct_y == cap_y
&& des != SCT_CAPIT && des != SCT_SANCT && des != SCT_MOUNT)
pr("You have redesignated your capital!\n");
if (opt_EASY_BRIDGES == 0) { /* may cause a bridge fall */
if (n != SCT_BHEAD)
continue;
bridgefall(&sect);
}
}
if (changed)
writemap(player->cnum);
return rc;
}