static int still_ok_land(struct sctstr *sectp, struct lndstr *landp) { if (!check_sect_ok(sectp)) return 0; if (!check_land_ok(landp)) return 0; return 1; }
static int tend_land(struct shpstr *tenderp, char *units) { struct nstr_item lni; struct nstr_item targets; struct shpstr target; struct lndstr land; char buf[1024]; if (!snxtitem(&lni, EF_LAND, units, NULL)) return RET_SYN; while (nxtitem(&lni, &land)) { if (!player->owner) continue; if (land.lnd_ship != tenderp->shp_uid) { pr("%s is not on %s!\n", prland(&land), prship(tenderp)); continue; } if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT)) { pr("%s does not have \"assault\" capability and can't be tended\n", prland(&land)); continue; } if (!snxtitem(&targets, EF_SHIP, player->argp[4], "Ship to be tended? ")) return RET_FAIL; if (!check_ship_ok(tenderp) || !check_land_ok(&land)) return RET_SYN; while (nxtitem(&targets, &target)) { if (!player->owner && relations_with(target.shp_own, player->cnum) < FRIENDLY) continue; if (target.shp_uid == tenderp->shp_uid) continue; if (tenderp->shp_x != target.shp_x || tenderp->shp_y != target.shp_y) continue; /* Fit unit on ship */ getship(target.shp_uid, &target); if ((!(lchr[(int)land.lnd_type].l_flags & L_LIGHT)) && (!((mchr[(int)target.shp_type].m_flags & M_SUPPLY) && (!(mchr[(int)target.shp_type].m_flags & M_SUB))))) { pr("You can only load light units onto ships,\n" "unless the ship is a non-sub supply ship\n" "%s not tended\n", prland(&land)); continue; } if ((mchr[(int)target.shp_type].m_flags & M_SUB) && (lchr[(int)land.lnd_type].l_flags & L_SPY) && !mchr[(int)target.shp_type].m_nland) { if (shp_nland(&target) > 1) { pr("%s doesn't have room for more than two spy units!\n", prship(&target)); continue; } } else if (shp_nland(&target) >= mchr[target.shp_type].m_nland) { if (mchr[(int)target.shp_type].m_nland) pr("%s doesn't have room for any more land units!\n", prship(&target)); else pr("%s doesn't carry land units!\n", prship(&target)); continue; } pr("%s transferred from %s to %s\n", prland(&land), prship(tenderp), prship(&target)); sprintf(buf, "loaded on your %s at %s", prship(&target), xyas(target.shp_x, target.shp_y, target.shp_own)); gift(target.shp_own, player->cnum, &land, buf); land.lnd_ship = target.shp_uid; land.lnd_harden = 0; putland(land.lnd_uid, &land); expose_ship(tenderp, &target); putship(target.shp_uid, &target); putship(tenderp->shp_uid, tenderp); } } return 0; }