scrap has always returned the scrapped planes' full crew, regardless of efficiency. build, however, charged only 10%. If you built ten planes with one crew each, you used up one military. Or none, if you abused random rounding. If you scrapped them again, you got ten back. Pretty pricey way to manufacture military, but wrong all the same. 4.2.3 plugged this hole by making build never round military to zero. Ugly special case, and not documented. Also doesn't prevent abuse of random rounding for planes requiring more than 10 crew, but such planes don't exist in the stock game. Redo this fix: 1. Make scrap return crew proportional to efficiency, randomly rounded. Note that scrap returns only two thirds of the other materials, rounded down. Recycling materials isn't perfect, but recycling aircrew is. 2. Drop the special case from build: treat military just like other materials. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
185 lines
5.2 KiB
C
185 lines
5.2 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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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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* scra.c: Scrap ships, planes or land units
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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, 2004-2012
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*/
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#include <config.h>
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#include <ctype.h>
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#include "chance.h"
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#include "commands.h"
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#include "optlist.h"
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#include "plague.h"
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#include "unit.h"
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int
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scra(void)
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{
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struct nstr_item ni;
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union empobj_storage item;
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int type, n;
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struct sctstr sect;
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struct mchrstr *mp;
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struct plchrstr *pp;
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struct lchrstr *lp;
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char *p;
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i_type i;
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char prompt[128];
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char buf[1024];
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float eff;
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if (!(p = getstarg(player->argp[1], "Ship, land, or plane? ", buf)))
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return RET_SYN;
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switch (*p) {
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case 's':
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type = EF_SHIP;
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break;
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case 'p':
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type = EF_PLANE;
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break;
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case 'l':
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type = EF_LAND;
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break;
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default:
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pr("Ships, land units, or planes only! (s, l, p)\n");
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return RET_SYN;
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}
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if (!snxtitem(&ni, type, player->argp[2], NULL))
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return RET_SYN;
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n = 0;
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while (nxtitem(&ni, &item)) {
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if (!player->owner)
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continue;
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n++;
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}
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snprintf(prompt, sizeof(prompt), "Really scrap %d %s%s [n]? ",
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n, ef_nameof(type), splur(n));
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if (!confirm(prompt))
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return RET_FAIL;
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snxtitem_rewind(&ni);
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while (nxtitem(&ni, &item)) {
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if (!player->owner)
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continue;
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if (opt_MARKET) {
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if (ontradingblock(type, &item.ship)) {
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pr("You cannot scrap an item on the trading block!\n");
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continue;
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}
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}
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getsect(item.gen.x, item.gen.y, §);
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if (type == EF_SHIP) {
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if (!player->owner
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&& relations_with(sect.sct_own, player->cnum) < FRIENDLY) {
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pr("%s is not in a friendly harbor!\n",
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prship(&item.ship));
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continue;
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}
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if (sect.sct_type != SCT_HARBR || sect.sct_effic < 60) {
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pr("%s is not in a 60%% efficient harbor!\n",
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prship(&item.ship));
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continue;
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}
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if (mchr[item.ship.shp_type].m_flags & M_TRADE) {
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pr("WARNING: You only collect money from trade ships if you \"scuttle\" them!\n");
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sprintf(prompt,
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"Are you really sure that you want to scrap %s (n)? ",
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prship(&item.ship));
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if (!confirm(prompt)) {
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pr("%s not scrapped\n", prship(&item.ship));
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continue;
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}
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}
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} else {
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if (!player->owner
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&& relations_with(sect.sct_own, player->cnum) != ALLIED) {
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pr("%s is not in an allied sector!\n",
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unit_nameof(&item.gen));
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continue;
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}
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if (type == EF_PLANE
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&& (sect.sct_type != SCT_AIRPT || sect.sct_effic < 60)) {
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pr("%s is not in a 60%% efficient airfield!\n",
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prplane(&item.plane));
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continue;
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}
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}
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pr("%s scrapped in %s\n",
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unit_nameof(&item.gen),
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xyas(item.gen.x, item.gen.y, player->cnum));
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unit_drop_cargo(&item.gen, sect.sct_own);
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if (type == EF_SHIP) {
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eff = item.ship.shp_effic / 100.0;
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mp = &mchr[(int)item.ship.shp_type];
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (load_comm_ok(§, item.ship.shp_own, i,
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-item.ship.shp_item[i]))
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sect.sct_item[i] += item.ship.shp_item[i];
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}
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sect.sct_item[I_LCM] += mp->m_lcm * 2 / 3 * eff;
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sect.sct_item[I_HCM] += mp->m_hcm * 2 / 3 * eff;
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if (item.ship.shp_pstage == PLG_INFECT
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&& sect.sct_pstage == PLG_HEALTHY)
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sect.sct_pstage = PLG_EXPOSED;
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} else if (type == EF_LAND) {
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eff = item.land.lnd_effic / 100.0;
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lp = &lchr[(int)item.land.lnd_type];
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (load_comm_ok(§, item.land.lnd_own, i,
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-item.land.lnd_item[i]))
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sect.sct_item[i] += item.land.lnd_item[i];
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}
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sect.sct_item[I_LCM] += lp->l_lcm * 2 / 3 * eff;
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sect.sct_item[I_HCM] += lp->l_hcm * 2 / 3 * eff;
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if (item.land.lnd_pstage == PLG_INFECT
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&& sect.sct_pstage == PLG_HEALTHY)
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sect.sct_pstage = PLG_EXPOSED;
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} else {
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eff = item.land.lnd_effic / 100.0;
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pp = &plchr[(int)item.plane.pln_type];
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sect.sct_item[I_LCM] += pp->pl_lcm * 2 / 3 * eff;
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sect.sct_item[I_HCM] += pp->pl_hcm * 2 / 3 * eff;
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sect.sct_item[I_MILIT] += roundavg(pp->pl_crew * eff);
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}
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item.gen.effic = 0;
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put_empobj(type, item.gen.uid, &item.gen);
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (sect.sct_item[i] > ITEM_MAX)
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sect.sct_item[i] = ITEM_MAX;
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}
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putsect(§);
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}
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return RET_OK;
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}
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