Beispiel #1
0
int
fly(void)
{
    coord tx, ty;
    coord ax, ay;
    int ap_to_target;
    struct ichrstr *ip;
    char flightpath[MAX_PATH_LEN];
    int cno;
    struct nstr_item ni_bomb;
    struct nstr_item ni_esc;
    union empobj_storage target;
    struct emp_qelem bomb_list;
    struct emp_qelem esc_list;
    int wantflags;
    struct sctstr ap_sect;
    char buf[1024];

    wantflags = 0;
    if (get_planes(&ni_bomb, &ni_esc, player->argp[1], player->argp[2]) < 0)
	return RET_SYN;
    if (!get_assembly_point(player->argp[3], &ap_sect, buf))
	return RET_SYN;
    ax = ap_sect.sct_x;
    ay = ap_sect.sct_y;
    if (!getpath(flightpath, player->argp[4], ax, ay, 0, 0, MOB_FLY))
	return RET_SYN;
    tx = ax;
    ty = ay;
    (void)pathtoxy(flightpath, &tx, &ty, fcost);
    pr("Ending sector is %s\n", xyas(tx, ty, player->cnum));
    ip = whatitem(player->argp[5], "transport what? ");
    if (player->aborted)
	return RET_SYN;

    if (pln_where_to_land(tx, ty, &target, &wantflags) < 0)
	return RET_SYN;
    cno = target.gen.ef_type == EF_SHIP ? target.gen.uid : -1;

    if (ip && ip->i_uid == I_CIVIL) {
	if (target.gen.own != player->cnum) {
	    pr("Your civilians refuse to board a flight abroad!\n");
	    return RET_FAIL;
	}
	if (target.gen.ef_type == EF_SECTOR
	    && target.sect.sct_own != target.sect.sct_oldown) {
	    pr("Can't fly civilians into occupied sectors.\n");
	    return RET_FAIL;
	}
    }

    ap_to_target = strlen(flightpath);
    pr("range to target is %d\n", ap_to_target);
    /*
     * select planes within range
     */
    pln_sel(&ni_bomb, &bomb_list, &ap_sect, ap_to_target, 1,
	    wantflags, P_M | P_O);
    pln_sel(&ni_esc, &esc_list, &ap_sect, ap_to_target, 1,
	    wantflags | P_ESC | P_F, P_M | P_O);
    if (cno >= 0
	&& !pln_can_land_on_carrier(&bomb_list, &esc_list, &target.ship)) {
	pr("Not enough room on ship #%d!\n", cno);
	return RET_FAIL;
    }
    /*
     * now arm and equip the bombers, transports, whatever.
     */
    pln_arm(&bomb_list, ap_to_target, 't', ip);
    if (QEMPTY(&bomb_list)) {
	pr("No planes could be equipped for the mission.\n");
	return RET_FAIL;
    }
    pln_arm(&esc_list, ap_to_target, 'e', NULL);
    ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, 0);
    if (QEMPTY(&bomb_list)) {
	pr("No planes got through fighter defenses\n");
    } else {
	pln_dropoff(&bomb_list, ip, tx, ty, cno);
	pln_newlanding(&bomb_list, tx, ty, cno);
	pln_newlanding(&esc_list, tx, ty, cno);
    }
    pln_put(&bomb_list);
    pln_put(&esc_list);
    return RET_OK;
}
Beispiel #2
0
int
drop(void)
{
    coord tx, ty;
    coord ax, ay;
    int ap_to_target;
    struct ichrstr *ip;
    char flightpath[MAX_PATH_LEN];
    struct nstr_item ni_bomb;
    struct nstr_item ni_esc;
    struct sctstr target;
    struct emp_qelem bomb_list;
    struct emp_qelem esc_list;
    int wantflags;
    struct sctstr ap_sect;
    char buf[1024];

    if (get_planes(&ni_bomb, &ni_esc, player->argp[1], player->argp[2]) < 0)
	return RET_SYN;
    if (!get_assembly_point(player->argp[3], &ap_sect, buf))
	return RET_SYN;
    ax = ap_sect.sct_x;
    ay = ap_sect.sct_y;
    if (!getpath(flightpath, player->argp[4], ax, ay, 0, 0, MOB_FLY))
	return RET_SYN;
    tx = ax;
    ty = ay;
    (void)pathtoxy(flightpath, &tx, &ty, fcost);
    pr("target is %s\n", xyas(tx, ty, player->cnum));
    if (!(ip = whatitem(player->argp[5], "Drop off what? ")))
	return RET_SYN;
    getsect(tx, ty, &target);

    if (relations_with(target.sct_own, player->cnum) == ALLIED) {
	/* own or allied sector: cargo drop */
	if (ip->i_uid == I_CIVIL) {
	    if (target.sct_own != player->cnum) {
		pr("Your civilians refuse to board a flight abroad!\n");
		return RET_FAIL;
	    }
	    if (target.sct_own != target.sct_oldown) {
		pr("Can't drop civilians into occupied sectors.\n");
		return RET_FAIL;
	    }
	}
	wantflags = P_C;
    } else {
	/* into the unknown... */
	if (ip->i_uid != I_SHELL) {
	    pr("You don't own %s!\n", xyas(tx, ty, player->cnum));
	    return RET_FAIL;
	}
	/* mine drop */
	wantflags = P_MINE;
    }

    ap_to_target = strlen(flightpath);
    if (flightpath[ap_to_target - 1] == 'h')
	ap_to_target--;
    pr("range to target is %d\n", ap_to_target);
    /*
     * select planes within range
     */
    pln_sel(&ni_bomb, &bomb_list, &ap_sect, ap_to_target, 2,
	    wantflags, P_M | P_O);
    pln_sel(&ni_esc, &esc_list, &ap_sect, ap_to_target, 2,
	    P_ESC | P_F, P_M | P_O);
    /*
     * now arm and equip the bombers, transports, whatever.
     */
    pln_arm(&bomb_list, 2 * ap_to_target,
	    wantflags & P_MINE ? 'm' : 'd',
	    ip);
    if (QEMPTY(&bomb_list)) {
	pr("No planes could be equipped for the mission.\n");
	return RET_FAIL;
    }
    pln_arm(&esc_list, 2 * ap_to_target, 'e', NULL);
    ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, 0);
    if (QEMPTY(&bomb_list)) {
	pr("No planes got through fighter defenses\n");
    } else {
	if (wantflags & P_MINE)
	    pln_mine(&bomb_list, tx, ty);
	else
	    pln_dropoff(&bomb_list, ip, tx, ty, -1);
    }
    pln_put(&bomb_list);
    pln_put(&esc_list);
    return RET_OK;
}