Beispiel #1
0
/*
 * Search table @type for an element matching @name, return its index.
 * Accepts EF_BAD, but of course never finds anything then.
 * Return M_NOTFOUND if there are no matches, M_NOTUNIQUE if there are
 * several.
 */
int
ef_elt_byname(int type, char *name)
{
    switch (type) {
    case EF_BAD:
	return M_NOTFOUND;
    case EF_NATION:
	return cnumb(name);
    case EF_SECTOR_CHR:
	return sct_typematch(name);
    case EF_SHIP_CHR:
	return stmtch(name, mchr,
		      offsetof(struct mchrstr, m_name),
		      sizeof(mchr[0]));
    case EF_LAND_CHR:
	return stmtch(name, lchr,
		      offsetof(struct lchrstr, l_name),
		      sizeof(lchr[0]));
    case EF_PLANE_CHR:
	return stmtch(name, plchr,
		      offsetof(struct plchrstr, pl_name),
		      sizeof(plchr[0]));
    case EF_NUKE_CHR:
	return stmtch(name, nchr,
		      offsetof(struct nchrstr, n_name),
		      sizeof(nchr[0]));
    case EF_ITEM:
	return stmtch(name, ichr,
		      offsetof(struct ichrstr, i_name),
		      sizeof(ichr[0]));
    case EF_PRODUCT:
	return stmtch(name, pchr,
		      offsetof(struct pchrstr, p_sname),
		      sizeof(pchr[0]));
    case EF_TABLE:
	return stmtch(name, empfile,
		      offsetof(struct empfile, name),
		      sizeof(empfile[0]));
    default:
	if (ef_cadef(type) == symbol_ca)
	    return stmtch(name, ef_ptr(type, 0),
			  offsetof(struct symbol, name),
			  sizeof(struct symbol));
    }
    return M_NOTFOUND;
}
Beispiel #2
0
int
desi(void)
{
    int n;
    char *p;
    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);
    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))) {
	    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 (!player->god
	    && sect.sct_x == natp->nat_xcap && sect.sct_y == natp->nat_ycap
	    && 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;
}