empserver/src/lib/commands/conv.c

152 lines
4.2 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.
*
* ---
*
* conv.c: Convert conquered populace into uw's
*
* Known contributors to this file:
* Dave Pare, 1986
*/
/*
* format: convert <SECTS> <NUMBER PER SECTOR>
*/
#include <config.h>
#include "commands.h"
#include "land.h"
int
conv(void)
{
struct natstr *natp;
struct sctstr sect;
struct nstr_sect nstr;
int uwtoconvert, newuw, totaluw, uw;
int maxpop, civ, mil, adj_mob, mob;
double security_extra = 1.0;
struct lndstr land;
struct nstr_item ni;
natp = getnatp(player->cnum);
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
uwtoconvert = onearg(player->argp[2], "Number to convert: ");
if (uwtoconvert < 0)
return RET_SYN;
totaluw = 0;
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
if (sect.sct_oldown == player->cnum)
continue;
natp = getnatp(sect.sct_own);
maxpop = max_pop(natp->nat_level[NAT_RLEV], &sect);
civ = sect.sct_item[I_CIVIL];
mil = sect.sct_item[I_MILIT];
/*
* Military units count according to the number of
* mil in them. (i.e. attack/defense modifier don't
* count.
*/
snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
while (nxtitem(&ni, &land)) {
mil += land.lnd_item[I_MILIT];
/* Anti-terrorist units count double */
if (lchr[(int)land.lnd_type].l_flags & L_SECURITY) {
/*
* They also increase the efficiency of
* the conversion process by 10% each.
* (but they use 10 mobility doing it)
*/
security_extra += .1;
land.lnd_mobil -= 10;
mil += land.lnd_item[I_MILIT];
}
}
/*
* Must have military control to convert captured civs.
*/
if (mil * 10 < civ)
continue;
newuw = civ;
if (newuw > uwtoconvert)
newuw = uwtoconvert;
uw = sect.sct_item[I_UW];
if (newuw > maxpop - uw)
newuw = maxpop - uw;
if (newuw <= 0)
continue;
/*
* So entire civilian populations don't disappear immediately
* into re-education camps, charge a healthy mobility cost for
* conversions.
*/
mob = sect.sct_mobil * 5;
/* security troops make conversion more effective */
adj_mob = ldround(((double)mob * security_extra), 1);
if (adj_mob < newuw)
newuw = adj_mob;
if (newuw <= 0)
continue;
if (player->dolcost + newuw * 1.5 > natp->nat_money) {
pr("You can't afford to convert %d civilians in %s!\n",
newuw, xyas(sect.sct_x, sect.sct_y, player->cnum));
break;
}
player->btused += (newuw - 1) / 100 + 1;
player->dolcost += newuw * 1.5;
if (newuw < mob)
mob = newuw;
sect.sct_item[I_UW] = newuw + uw;
civ -= newuw;
sect.sct_item[I_CIVIL] = civ;
mob = roundavg(mob * 0.2);
if (mob > sect.sct_mobil)
mob = sect.sct_mobil;
sect.sct_mobil -= mob;
pr("%3d conquered civilians converted in %s (%d)\n",
newuw, xyas(sect.sct_x, sect.sct_y, player->cnum), uw + newuw);
if (civ == 0) {
sect.sct_oldown = sect.sct_own;
pr("%s is now completely yours.\n",
xyas(sect.sct_x, sect.sct_y, player->cnum));
}
putsect(&sect);
totaluw += newuw;
}
pr("Total civilians converted: %d\n", totaluw);
pr("Paperwork at conversion places ... %d\n", player->btused);
return RET_OK;
}