empserver/src/lib/commands/mine.c
Markus Armbruster d1b39676e2 Change mine command not to work under bridges for now
This is for consistency with aerial mining.  Seamines don't work under
bridges anyway (they did a long time ago, until Empire 2).

Making seamines work under bridges again wouldn't be hard, but it
would make the 'X' in bmaps ambiguous.
2009-03-31 23:03:41 +02:00

169 lines
4.9 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2009, 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.
*
* ---
*
* mine.c: Lay mines from ships or units
*
* Known contributors to this file:
* Markus Armbruster, 2004-2009
*/
#include <config.h>
#include "commands.h"
#include "land.h"
#include "map.h"
#include "ship.h"
/*
* format: mine <SHIPS> <NUMBER MINES>
*/
int
mine(void)
{
struct shpstr ship;
struct sctstr sect;
struct mchrstr *mp;
struct nstr_item ni;
int mines;
int shells;
int mines_avail;
if (!snxtitem(&ni, EF_SHIP, player->argp[1], NULL))
return RET_SYN;
mines = onearg(player->argp[2],
"Drop how many mines from each ship? ");
if (mines <= 0)
return RET_SYN;
while (nxtitem(&ni, &ship)) {
if (!player->owner)
continue;
mp = &mchr[(int)ship.shp_type];
if ((mp->m_flags & M_MINE) == 0)
continue;
if ((shells = ship.shp_item[I_SHELL]) == 0)
continue;
mines_avail = MIN(shells, mines);
if (getsect(ship.shp_x, ship.shp_y, &sect) == 0 ||
sect.sct_type != SCT_WATER) {
pr("You can't lay mines there!!\n");
continue;
}
sect.sct_mines = MIN(sect.sct_mines + mines_avail, MINES_MAX);
ship.shp_item[I_SHELL] = shells - mines_avail;
putsect(&sect);
ship.shp_mission = 0;
putship(ship.shp_uid, &ship);
pr("Laying %d mines from %s\n", mines_avail, prship(&ship));
if (mines_avail &&
map_set(player->cnum, sect.sct_x, sect.sct_y, 'X', 0))
writemap(player->cnum);
}
return RET_OK;
}
/*
* format: landmine <UNITS> <NUMBER MINES>
*/
int
landmine(void)
{
struct lndstr land;
struct sctstr sect;
struct nstr_item ni;
int todo;
int mines_wanted;
int mines_laid;
int total_mines_laid;
char prompt[128];
if (!snxtitem(&ni, EF_LAND, player->argp[1], NULL))
return RET_SYN;
while (nxtitem(&ni, &land)) {
if (!player->owner)
continue;
if (!(lchr[land.lnd_type].l_flags & L_ENGINEER))
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0) {
pr("%s is on a %s\n", prland(&land),
land. lnd_ship >= 0 ? "ship" : "land unit");
continue;
}
if (land.lnd_mobil < 1) {
pr("%s is out of mobility\n", prland(&land));
continue;
}
if (!getsect(land.lnd_x, land.lnd_y, &sect)
|| SCT_MINES_ARE_SEAMINES(&sect)
|| sect.sct_own != land.lnd_own) {
pr("You can't lay mines there!!\n");
continue;
}
if (sect.sct_own == sect.sct_oldown)
pr("There are currently %d mines in %s\n",
sect.sct_mines, xyas(sect.sct_x, sect.sct_y, player->cnum));
sprintf(prompt, "Drop how many mines from %s? ", prland(&land));
mines_wanted = onearg(player->argp[2], prompt);
if (mines_wanted < 0)
return RET_FAIL;
if (mines_wanted == 0)
continue;
if (!check_land_ok(&land) || !check_sect_ok(&sect))
continue;
land.lnd_mission = 0;
todo = MIN(mines_wanted, land.lnd_mobil);
total_mines_laid = 0;
do {
lnd_supply(&land, I_SHELL, todo);
mines_laid = MIN(todo, land.lnd_item[I_SHELL]);
land.lnd_item[I_SHELL] -= mines_laid;
land.lnd_mobil -= mines_laid;
putland(land.lnd_uid, &land);
total_mines_laid += mines_laid;
todo -= mines_laid;
} while (todo && mines_laid);
lnd_supply_all(&land);
getsect(sect.sct_x, sect.sct_y, &sect);
sect.sct_mines = MIN(sect.sct_mines + total_mines_laid, MINES_MAX);
putsect(&sect);
if (total_mines_laid == mines_wanted) {
pr("%s laid a total of %d mines in %s",
prland(&land), total_mines_laid,
xyas(sect.sct_x, sect.sct_y, land.lnd_own));
if (!land.lnd_item[I_SHELL])
pr(" but is now out of shells\n");
else
pr("\n");
} else
pr("%s ran out of %s before it could finish the job\n"
"Only %d mines were laid in %s\n",
prland(&land),
land.lnd_mobil > 0 ? "shells" : "mobility",
total_mines_laid,
xyas(sect.sct_x, sect.sct_y, land.lnd_own));
}
return RET_OK;
}