예제 #1
0
static int
fire_torp(struct shpstr *sp, struct shpstr *targ, int ntargets)
{
    int range, erange, dam;

    if ((mchr[targ->shp_type].m_flags & M_SUB)
	&& (mchr[sp->shp_type].m_flags & M_SUBT) == 0)
	return 0;		/* need sub-torp to torpedo a sub */

    erange = roundrange(torprange(sp));
    range = mapdist(sp->shp_x, sp->shp_y, targ->shp_x, targ->shp_y);
    if (range > erange)
	return 0;

    if (!line_of_sight(NULL, sp->shp_x, sp->shp_y,
		       targ->shp_x, targ->shp_y))
	return 0;
    dam = shp_torp(sp, 1);
    putship(sp->shp_uid, sp);
    if (dam < 0)
	return 0;

    pr("Captain! Torpedoes sighted!\n");

    if (chance(shp_torp_hitchance(sp, range))) {
	pr("BOOM!...\n");
	if (!(mchr[targ->shp_type].m_flags & M_SUB)) {
	    if (mchr[sp->shp_type].m_flags & M_SUB)
		nreport(targ->shp_own, N_TORP_SHIP, 0, 1);
	    else
		nreport(targ->shp_own, N_SHIP_TORP, sp->shp_own, 1);
	}
	if (sp->shp_own != 0)
	    wu(0, sp->shp_own, "%s @ %s torpedoed %s\n",
	       prship(sp),
	       xyas(sp->shp_x, sp->shp_y, sp->shp_own), prsub(targ));
	if (ntargets > 2)
	    dam /= ntargets / 2;

	shipdamage(targ, dam);
	putship(targ->shp_uid, targ);

    } else {
	pr("Missed!\n");
	if (sp->shp_own != 0)
	    wu(0, sp->shp_own,
	       "%s missed %s with a torpedo at %s\n",
	       prship(sp), prsub(targ),
	       xyas(sp->shp_x, sp->shp_y, sp->shp_own));
    }

    return 1;
}
예제 #2
0
static void
fire_dchrg(struct shpstr *sp, struct shpstr *targ, int ntargets)
{
    int range, erange, dam;

    erange = roundrange(shp_fire_range(sp));
    range = mapdist(sp->shp_x, sp->shp_y, targ->shp_x, targ->shp_y);
    if (range > erange)
	return;

    if ((mchr[(int)targ->shp_type].m_flags & M_SUB) == 0) {
	/* Return fire to a torpedo boat */
	if (mchr[sp->shp_type].m_flags & M_SUB)
	    return;		/* sub deck gun can't return fire */
	dam = shp_fire(sp);
	putship(sp->shp_uid, sp);
	if (dam < 0)
	    return;
	if (ntargets > 2)
	    dam /= ntargets / 2;

	pr_beep();
	pr("Kaboom!!! Incoming shells!\n");
	if (sp->shp_own != 0)
	    wu(0, sp->shp_own,
	       "%s fired at %s\n", prship(sp), prship(targ));
	pr_beep();
	pr("BLAM! %d damage!\n", dam);
    } else {
	/* Return fire to a submarine */
	dam = shp_dchrg(sp);
	putship(sp->shp_uid, sp);
	if (dam < 0)
	    return;
	if (ntargets > 2)
	    dam /= ntargets / 2;

	pr("\nCAPTAIN!  !!Depth charges!!...\n");
	if (sp->shp_own != 0)
	    wu(0, sp->shp_own,
	       "%s depth charged %s\n", prship(sp), prsub(targ));
	pr("click...WHAM!  %d damage!\n", dam);
    }
    shipdamage(targ, dam);
    putship(targ->shp_uid, targ);
}
예제 #3
0
파일: orde.c 프로젝트: fstltna/empserver
int
orde(void)
{
    int sub, level;
    int scuttling = 0;
    struct nstr_item nb;
    struct shpstr ship;
    struct ichrstr *i1;
    coord p0x, p0y, p1x, p1y;
    int i;
    char *p, *p1, *dest;
    char buf1[128];
    char buf[1024];
    char prompt[128];

    if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
	return RET_SYN;
    while (!player->aborted && nxtitem(&nb, (&ship))) {
	if (!player->owner || ship.shp_own == 0)
	    continue;
	if (opt_SAIL) {
	    if (*ship.shp_path) {
		pr("Ship #%d has a \"sail\" path!\n", ship.shp_uid);
		continue;
	    }
	}
	sprintf(prompt,
		"Ship #%d, declare, cancel, suspend, resume, level? ",
		ship.shp_uid);
	p = getstarg(player->argp[2], prompt, buf);
	if (player->aborted || !p || !*p)
	    return RET_FAIL;
	if (!check_ship_ok(&ship))
	    return RET_FAIL;
	switch (*p) {
	default:
	    pr("Bad order type!\n");
	    return RET_SYN;
	case 'c':		/* clear ship fields  */
	    ship.shp_mission = 0;
	    ship.shp_autonav &= ~(AN_AUTONAV + AN_STANDBY + AN_LOADING);
	    for (i = 0; i < TMAX; i++) {
		ship.shp_tstart[i] = I_NONE;
		ship.shp_tend[i] = I_NONE;
		ship.shp_lstart[i] = 0;
		ship.shp_lend[i] = 0;
	    }
	    break;
	case 's':		/* suspend ship movement  */
	    ship.shp_mission = 0;
	    ship.shp_autonav |= AN_STANDBY;
	    break;
	case 'r':		/* resume ship movement   */
	    ship.shp_mission = 0;
	    ship.shp_autonav &= ~AN_STANDBY;
	    break;
	case 'd':		/* declare path */
	    scuttling = 0;
	    /* Need location */
	    p = getstarg(player->argp[3], "Destination? ", buf);
	    if (!p || !*p)
		return RET_SYN;
	    if (!sarg_xy(p, &p0x, &p0y))
		return RET_SYN;
	    p1x = p0x;
	    p1y = p0y;

	    p = getstarg(player->argp[4], "Second dest? ", buf);
	    if (!p)
		return RET_FAIL;
	    if (!check_ship_ok(&ship))
		return RET_FAIL;
	    if (!*p || !strcmp(p, "-")) {
		pr("A one-way order has been accepted.\n");
	    } else if (!strncmp(p, "s", 1)) {
		if (!(mchr[(int)ship.shp_type].m_flags & M_TRADE)) {
		    pr("You can't auto-scuttle that ship!\n");
		    return RET_SYN;
		}
		pr("A scuttle order has been accepted.\n");
		scuttling = 1;
	    } else {
		if (!sarg_xy(p, &p1x, &p1y))
		    return RET_SYN;
		pr("A circular order has been accepted.\n");
	    }

	    /*
	     *  Set new destination and trade type fields.
	     */
	    ship.shp_mission = 0;
	    ship.shp_destx[1] = p1x;
	    ship.shp_desty[1] = p1y;
	    ship.shp_destx[0] = p0x;
	    ship.shp_desty[0] = p0y;

	    ship.shp_autonav &= ~(AN_STANDBY | AN_LOADING);
	    ship.shp_autonav |= AN_AUTONAV;

	    if (scuttling)
		ship.shp_autonav |= AN_SCUTTLE;
	    break;

	    /* set cargo levels on the ship */

	case 'l':
	    /* convert player->argp[3] to an integer */
	    sprintf(buf1, "Field (1-%d) ", TMAX);
	    if (!getstarg(player->argp[3], buf1, buf))
		return RET_SYN;
	    if (!check_ship_ok(&ship))
		return RET_FAIL;
	    sub = atoi(buf);
	    /* check to make sure value in within range. */
	    if (sub > TMAX || sub < 1) {
		pr("Value must range from 1 to %d\n", TMAX);
		return RET_FAIL;
	    }

	    /* to keep sub in range of our arrays
	       subtract 1 so the new range is 0-(TMAX-1)
	     */
	    sub = sub - 1;;

	    if (ship.shp_autonav & AN_AUTONAV) {
		dest = getstarg(player->argp[4], "Start or end? ", buf);
		if (!dest)
		    return RET_FAIL;
		switch (*dest) {
		default:
		    pr("You must enter 'start' or 'end'\n");
		    return RET_SYN;
		case 'e':
		case 'E':
		    i1 = whatitem(player->argp[5], "Commodity? ");
		    if (!i1)
			return RET_FAIL;
		    p1 = getstarg(player->argp[6], "Amount? ", buf);
		    if (!p1)
			return RET_SYN;
		    if (!check_ship_ok(&ship))
			return RET_FAIL;
		    level = atoi(p1);
		    if (level < 0) {
			level = 0;	/* prevent negatives. */
			pr("You must use positive number! Level set to 0.\n");
		    }
		    ship.shp_tstart[sub] = i1->i_uid;
		    ship.shp_lstart[sub] = level;
		    pr("Order set\n");
		    break;
		case 's':
		case 'S':
		    i1 = whatitem(player->argp[5], "Commodity? ");
		    if (!i1)
			return RET_FAIL;
		    p1 = getstarg(player->argp[6], "Amount? ", buf);
		    if (!p1)
			return RET_SYN;
		    if (!check_ship_ok(&ship))
			return RET_FAIL;
		    level = atoi(p1);
		    if (level < 0) {
			level = 0;
			pr("You must use positive number! Level set to 0.\n");
		    }
		    ship.shp_tend[sub] = i1->i_uid;
		    ship.shp_lend[sub] = level;
		    pr("Order Set \n");
		    break;
		}
	    } else
		pr("You need to 'declare' a ship path first, see 'info order'\n");

	    break;
	}			/* end of switch (*p) */



	/*
	 *  Set loading flag if ship is already in one
	 *  of the specified harbors and a cargo has been
	 *  specified.
	 */

	if (((ship.shp_x == ship.shp_destx[0])
	     && (ship.shp_y == ship.shp_desty[0])
	     && (ship.shp_lstart[0] != ' '))
	    || ((ship.shp_x == ship.shp_desty[1])
		&& (ship.shp_y == ship.shp_desty[1])
		&& (ship.shp_lstart[1] != ' '))) {

	    coord tcord;
	    i_type tcomm;
	    short lev[TMAX];
	    int i;

	    ship.shp_autonav |= AN_LOADING;

	    /*  swap variables, this keeps
	       the load_it() procedure happy. CZ
	     */
	    tcord = ship.shp_destx[0];
	    ship.shp_destx[0] = ship.shp_destx[1];
	    ship.shp_destx[1] = tcord;
	    tcord = ship.shp_desty[0];
	    ship.shp_desty[0] = ship.shp_desty[1];
	    ship.shp_desty[1] = tcord;

	    for (i = 0; i < TMAX; i++) {
		lev[i] = ship.shp_lstart[i];
		ship.shp_lstart[i] = ship.shp_lend[i];
		ship.shp_lend[i] = lev[i];
		tcomm = ship.shp_tstart[i];
		ship.shp_tstart[i] = ship.shp_tend[i];
		ship.shp_tend[i] = tcomm;
	    }
	}

	putship(ship.shp_uid, &ship);
    }
    return RET_OK;
}
예제 #4
0
int
torp(void)
{
    natid vshipown;
    int range;
    int dam;
    int subno;
    int victno;
    int erange;
    double hitchance;
    struct shpstr vship;
    struct shpstr sub;
    struct mchrstr *sub_mcp;
    char *ptr;
    struct nstr_item nbst;
    char buf[1024];
    int ntorping = 0;
    char prompt[128];

    if (!snxtitem(&nbst, EF_SHIP, player->argp[1], "From ship(s)? "))
	return RET_SYN;
    while (nxtitem(&nbst, &sub)) {
	if (sub.shp_own != player->cnum)
	    continue;
	if ((mchr[(int)sub.shp_type].m_flags & M_TORP) == 0)
	    continue;
	if (sub.shp_item[I_GUN] == 0
	    || sub.shp_item[I_SHELL] < SHP_TORP_SHELLS)
	    continue;
	if (sub.shp_item[I_MILIT] < 1)
	    continue;
	if (sub.shp_effic < 60)
	    continue;
	if (sub.shp_mobil <= 0)
	    continue;
	ntorping++;
    }
    pr("%d ships are eligible to torpedo\n", ntorping);
    snxtitem_rewind(&nbst);
    while (nxtitem(&nbst, &sub)) {
	if (!sub.shp_own)
	    continue;
	if (sub.shp_own != player->cnum) {
	    continue;
	}
	sub_mcp = &mchr[sub.shp_type];
	if (!(sub_mcp->m_flags & M_TORP)) {
	    pr("Ship # %d: A %s can't fire torpedoes!\n",
	       sub.shp_uid, sub_mcp->m_name);
	    continue;
	}
	if (sub.shp_item[I_GUN] == 0
	    || sub.shp_item[I_SHELL] < SHP_TORP_SHELLS) {
	    pr("Ship #%d has insufficient armament\n", sub.shp_uid);
	    continue;
	}
	if (sub.shp_item[I_MILIT] < 1) {
	    pr("Ship #%d has insufficient crew\n", sub.shp_uid);
	    continue;
	}
	if (sub.shp_effic < 60) {
	    pr("Ship #%d torpedo tubes inoperative.\n", sub.shp_uid);
	    continue;
	}
	if (sub.shp_mobil <= 0) {
	    pr("Ship #%d has insufficient mobility\n", sub.shp_uid);
	    continue;
	}
	subno = sub.shp_uid;
	sprintf(prompt, "Ship %d, target? ", sub.shp_uid);
	if (!(ptr = getstarg(player->argp[2], prompt, buf)))
	    return RET_SYN;
	if (!check_ship_ok(&sub))
	    return RET_FAIL;
	if ((victno = atoi(ptr)) < 0)
	    return RET_SYN;
	if (!getship(victno, &vship))
	    return RET_FAIL;
	if (!vship.shp_own)
	    return RET_FAIL;
	vshipown = vship.shp_own;
	if (victno == subno) {
	    pr("Shooting yourself, eh?  How strange...\n");
	    continue;
	}
	if (mchr[(int)vship.shp_type].m_flags & M_SUB) {
	    if (!(sub_mcp->m_flags & M_SUBT)) {
		pr("You can't torpedo a submarine!\n");
		continue;
	    }
	}
	dam = shp_torp(&sub, 1);
	sub.shp_mission = 0;
	putship(sub.shp_uid, &sub);
	if (CANT_HAPPEN(dam < 0)) {
	    pr("Ship #%d has insufficient armament\n", sub.shp_uid);
	    continue;
	}

	if (!(sub_mcp->m_flags & M_SUB)) {
	    pr("Starting our attack run...\n");
	    anti_torp(sub.shp_uid, ntorping, vshipown);
	}
	getship(sub.shp_uid, &sub);
	if (sub.shp_own == 0)
	    continue;

	erange = roundrange(torprange(&sub));
	pr("Effective torpedo range is %d.0\n", erange);
	pr("Whooosh... ");
	getship(victno, &vship);
	vshipown = vship.shp_own;
	range = mapdist(sub.shp_x, sub.shp_y, vship.shp_x, vship.shp_y);
	hitchance = shp_torp_hitchance(&sub, range);
	if (range <= erange) {
	    pr("Hitchance = %.0f%%\n", hitchance * 100);
	}
	if (range > erange)
	    pr("Out of range\n");
	else if (!line_of_sight(NULL, sub.shp_x, sub.shp_y,
				vship.shp_x, vship.shp_y)) {
	    pr("BOOM!... Torpedo slams into land before reaching target.\n");
	    /* We only tell the victim if we were within range. */
	    if (vshipown != 0 && vshipown != player->cnum)
		wu(0, vshipown, "Torpedo sighted @ %s by %s\n",
		   xyas(sub.shp_x, sub.shp_y, vshipown),
		   prship(&vship));
	} else if (chance(hitchance)) {
	    pr("BOOM!...\n");
	    if (vshipown != 0 && vshipown != player->cnum)
		wu(0, vshipown, "%s in %s torpedoed %s for %d damage.\n",
		   sub_mcp->m_flags & M_SUB ? "sub" : prship(&sub),
		   xyas(sub.shp_x, sub.shp_y, vshipown),
		   prship(&vship), dam);
	    pr("Torpedo hit %s for %d damage.\n", prsub(&vship), dam);
	    if (!(mchr[vship.shp_type].m_flags & M_SUB)) {
		if (mchr[sub.shp_type].m_flags & M_SUB)
		    nreport(vshipown, N_TORP_SHIP, 0, 1);
		else
		    nreport(vshipown, N_SHIP_TORP, player->cnum, 1);
	    }
	    shipdamage(&vship, dam);
	    if (vship.shp_effic < SHIP_MINEFF)
		pr("%s sunk!\n", prsub(&vship));
	    if (vship.shp_rflags & RET_TORPED)
		retreat_ship(&vship, vshipown, 't');
	    putship(vship.shp_uid, &vship);
	} else {
	    pr("Missed\n");
	    if (vshipown != 0 && vshipown != player->cnum)
		wu(0, vshipown, "Torpedo sighted @ %s by %s\n",
		   xyas(sub.shp_x, sub.shp_y, vshipown), prship(&vship));
	}

	if (sub_mcp->m_flags & M_SUB)
	    anti_torp(sub.shp_uid, ntorping, vshipown);
    }
    return RET_OK;
}
예제 #5
0
파일: name.c 프로젝트: phreddrick/GB
void name(int Playernum, int Governor, int APcount)
{
  char *ch;
  register int i, spaces;
  int len;
  unsigned char check=0;
  shiptype *ship;
  char string[1024];
  char temp[128];
  racetype *Race;

  if(!isalnum(args[2][0]) || argn < 3) {
    notify(Playernum, Governor, "Illegal name format.\n");
    return;
  }

  sprintf(buf, "%s", args[2]);
  for(i=3; i < argn; i++)
  {
    sprintf(temp, " %s", args[i]);
    strcat(buf, temp);
  }

  sprintf(string, "%s", buf);

  i=strlen(args[0]);

  /* make sure there are no ^'s or '/' in name, 
    also make sure the name has at least 1 character in it */
  ch = string;
  spaces = 0;
  while (*ch!='\0') {
    check |= ((!isalnum(*ch) && !(*ch==' ') && !(*ch=='.')) || (*ch=='/') );
    ch++;
    if(*ch==' ') spaces++;
  }

  len = strlen(buf);
  if(spaces==strlen(buf)) {
    notify(Playernum, Governor, "Illegal name.\n");
    return;
  }

  if (strlen(buf) < 1 || check) {
    sprintf(buf, "Illegal name %s.\n", check ? "form" : "length" );
    notify(Playernum, Governor, buf);
    return;
  }

  if (match(args[1],"ship")) {
      if(Dir[Playernum-1][Governor].level == LEVEL_SHIP) {
	  (void)getship(&ship, Dir[Playernum-1][Governor].shipno);
	  strncpy(ship->name, buf, SHIP_NAMESIZE);
	  putship(ship);
	  notify(Playernum, Governor, "Name set.\n");
	  free(ship);
	  return;
      } else {
	  notify(Playernum, Governor, "You have to 'cs' to a ship to name it.\n");
	  return;
      }
  } else if (match(args[1],"class")) {
      if(Dir[Playernum-1][Governor].level == LEVEL_SHIP) {
	  (void)getship(&ship, Dir[Playernum-1][Governor].shipno);
	  if(ship->type != OTYPE_FACTORY) {
	      notify(Playernum, Governor, "You are not at a factory!\n");
	      free(ship);
	      return;
	  }
	  if(ship->on) {
	      notify(Playernum, Governor, "This factory is already on line.\n");
	      free(ship);
	      return;
	  }
	  strncpy(ship->class, buf, SHIP_NAMESIZE-1);
	  putship(ship);
	  notify(Playernum, Governor, "Class set.\n");
	  free(ship);
	  return;
      } else {
예제 #6
0
파일: tend.c 프로젝트: fstltna/empserver
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;
}
예제 #7
0
int
load(void)
{
    int noisy;
    int load_unload;
    int type;
    struct nstr_item nbst;
    struct ichrstr *ich;
    int nships;
    struct sctstr sect;
    struct shpstr ship;
    int retval;
    char *p;
    char buf[1024];

    p = getstarg(player->argp[1],
		 "What commodity (or 'plane' or 'land')? ", buf);
    if (!p || !*p)
	return RET_SYN;

    if (!strncmp(p, "plane", 5))
	type = EF_PLANE;
    else if (!strncmp(p, "land", 4))
	type = EF_LAND;
    else if (NULL != (ich = item_by_name(p)))
	type = EF_SECTOR;
    else {
	pr("Can't load '%s'\n", p);
	return RET_SYN;
    }

    p = getstarg(player->argp[2], "Ship(s): ", buf);
    if (!p || !*p)
	return RET_SYN;

    noisy = isdigit(*p);

    if (!snxtitem(&nbst, EF_SHIP, p, NULL))
	return RET_SYN;

    load_unload = **player->argp == 'l' ? LOAD : UNLOAD;

    nships = 0;
    while (nxtitem(&nbst, &ship)) {
	if (!ship.shp_own)
	    continue;
	if (!player->owner) {
	    if (load_unload == UNLOAD || !noisy)
		continue;
	    if (relations_with(ship.shp_own, player->cnum) < FRIENDLY)
		continue;
	}

	if (!getsect(ship.shp_x, ship.shp_y, &sect))	/* XXX */
	    continue;
	if (!sect.sct_own)
	    continue;
	if (!player->owner) {
	    if (ship.shp_own != player->cnum)
		continue;
	    if (!sect_has_dock(&sect))
		continue;
	    if (load_unload == LOAD) {
		if (noisy)
		    pr("You don't own %s\n",
		       xyas(sect.sct_x, sect.sct_y, player->cnum));
		continue;
	    }
	}
	if (!sect_has_dock(&sect)) {
	    if (noisy)
		pr("Sector %s is not a harbor or canal.\n",
		   xyas(sect.sct_x, sect.sct_y, player->cnum));
	    continue;
	}
	if (load_unload == UNLOAD
	    && !player->owner
	    && relations_with(sect.sct_own, player->cnum) < FRIENDLY) {
	    if (noisy)
		pr("You can't unload into an unfriendly %s\n",
		   dchr[sect.sct_type].d_name);
	    continue;
	}
	if (sect.sct_effic < 2) {
	    if (noisy)
		pr("The %s at %s is not 2%% efficient yet.\n",
		   dchr[sect.sct_type].d_name,
		   xyas(sect.sct_x, sect.sct_y, player->cnum));
	    continue;
	}

	if (opt_MARKET) {
	    if (ontradingblock(EF_SHIP, &ship)) {
		pr("You cannot load/unload an item on the trading block!\n");
		continue;
	    }
	}

	switch (type) {
	case EF_PLANE:
	    retval = load_plane_ship(&sect, &ship, noisy, load_unload,
				     &nships);
	    if (retval != 0)
		return retval;
	    break;
	case EF_LAND:
	    retval = load_land_ship(&sect, &ship, noisy, load_unload,
				    &nships);
	    if (retval != 0)
		return retval;
	    break;
	case EF_SECTOR:
	    retval = load_comm_ship(&sect, &ship, ich, load_unload,
				    &nships);
	    if (retval != 0)
		return retval;
	}
	/* load/unload plague */
	if (sect.sct_pstage == PLG_INFECT
	    && ship.shp_pstage == PLG_HEALTHY)
	    ship.shp_pstage = PLG_EXPOSED;
	if (ship.shp_pstage == PLG_INFECT
	    && sect.sct_pstage == PLG_HEALTHY)
	    sect.sct_pstage = PLG_EXPOSED;
	putsect(&sect);
	putship(ship.shp_uid, &ship);
    }
    if (!nships)
	pr("No ships affected\n");
    else
	pr("%d ship%s %sloaded\n", nships, splur(nships),
	   load_unload == UNLOAD ? "un" : "");
    return RET_OK;
}
예제 #8
0
파일: plnsub.c 프로젝트: fstltna/empserver
void
pln_dropoff(struct emp_qelem *list, struct ichrstr *ip, coord tx, coord ty,
	    int cno)
{
    struct emp_qelem *qp;
    struct plist *plp;
    int amt;
    struct sctstr sect;
    struct shpstr ship;
    int there;
    int max;
    int pstage;

    if (!ip)
	return;
    if (cno < 0) {
	getsect(tx, ty, &sect);
	if (!sect.sct_own) {
	    if (sect.sct_type == SCT_WATER)
		pr("Your %s sink like a rock!\n", ip->i_name);
	    else
		pr("Your %s vanish without a trace.\n", ip->i_name);
	    return;
	}
	if (relations_with(sect.sct_own, player->cnum) != ALLIED) {
	    pr("You don't own %s!  Cargo jettisoned...\n",
	       xyas(tx, ty, player->cnum));
	    return;
	}
	if (ip->i_uid == I_CIVIL && sect.sct_own != sect.sct_oldown) {
	    pr("%s is occupied.  Your civilians suffer from identity crisis and die.\n",
	       xyas(tx, ty, player->cnum));
	    return;
	}
	there = sect.sct_item[ip->i_uid];
	max = ITEM_MAX;
	pstage = sect.sct_pstage;
    } else {
	getship(cno, &ship);
	there = ship.shp_item[ip->i_uid];
	max = mchr[ship.shp_type].m_item[ip->i_uid];
	pstage = ship.shp_pstage;
    }

    amt = 0;
    for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
	plp = (struct plist *)qp;
	amt += plp->load;
	if (plp->load
	    && plp->pstage == PLG_INFECT && pstage == PLG_HEALTHY)
	    pstage = PLG_EXPOSED;
    }

    there += amt;
    if (there > max) {
	pr("%d excess %s discarded\n", there - max, ip->i_name);
	amt -= there - max;
	there = max;
    }
    pr("%d %s landed safely", amt, ip->i_name);
    if (cno < 0) {
	sect.sct_item[ip->i_uid] = there;
	sect.sct_pstage = pstage;
	if (sect.sct_own != player->cnum)
	    wu(0, sect.sct_own, "%s planes drop %d %s in %s\n",
	       cname(player->cnum), amt, ip->i_name,
	       xyas(tx, ty, sect.sct_own));
	pr(" at %s\n", xyas(tx, ty, player->cnum));
	putsect(&sect);
    } else {
	ship.shp_item[ip->i_uid] = there;
	ship.shp_pstage = pstage;
	if (ship.shp_own != player->cnum)
	    wu(0, ship.shp_own, "%s planes land %d %s on carrier %d\n",
	       cname(player->cnum), amt, ip->i_name, ship.shp_uid);
	pr(" on carrier #%d\n", ship.shp_uid);
	putship(ship.shp_uid, &ship);
    }
}
예제 #9
0
파일: plnsub.c 프로젝트: fstltna/empserver
int
pln_equip(struct plist *plp, struct ichrstr *ip, char mission)
{
    struct plchrstr *pcp;
    struct plnstr *pp;
    int load, needed;
    struct lndstr land;
    struct shpstr ship;
    struct sctstr sect;
    i_type itype;
    short *item;
    int own;
    int abandon_needed;

    pp = &plp->plane;
    pcp = plp->pcp;
    if (pp->pln_ship >= 0) {
	getship(pp->pln_ship, &ship);
	plp->pstage = ship.shp_pstage;
	item = ship.shp_item;
	own = ship.shp_own;
    } else if (pp->pln_land >= 0) {
	getland(pp->pln_land, &land);
	plp->pstage = land.lnd_pstage;
	item = land.lnd_item;
	own = land.lnd_own;
    } else {
	getsect(pp->pln_x, pp->pln_y, &sect);
	plp->pstage = sect.sct_pstage;
	item = sect.sct_item;
	own = sect.sct_oldown;
    }
    if (pcp->pl_fuel > item[I_PETROL]) {
	pr("%s not enough petrol there!\n", prplane(pp));
	return -1;
    }
    item[I_PETROL] -= pcp->pl_fuel;
    load = pln_load(pp);
    itype = I_NONE;
    switch (mission) {
    case 's':		/* strategic bomb */
    case 'p':		/* pinpoint bomb */
	itype = I_SHELL;
	break;
    case 't':		/* transport */
	if (!(pcp->pl_flags & P_C) || !ip)
	    break;
	itype = ip->i_uid;
	load *= 2;
	break;
    case 'm':		/* mine */
	if ((pcp->pl_flags & P_MINE) == 0)
	    break;
	itype = I_SHELL;
	load *= 2;
	break;
    case 'd':		/* drop */
	if (!(pcp->pl_flags & P_C) || CANT_HAPPEN(!ip))
	    break;
	itype = ip->i_uid;
	if (pcp->pl_flags & P_V)
	    load *= 2;
	break;
    case 'a':		/* paradrop */
	if (!(pcp->pl_flags & P_P))
	    break;
	itype = I_MILIT;
	if (pcp->pl_flags & P_V)
	    load *= 2;
	break;
    case 'r':		/* reconnaissance */
    case 'e':		/* escort */
	load = 0;
	break;
    case 'i':		/* missile interception */
	if (CANT_HAPPEN(!(pcp->pl_flags & P_M)
			|| !(pcp->pl_flags & (P_N | P_O))))
	    break;
	if (load)
	    itype = I_SHELL;
	break;
    default:
	CANT_REACH();
	load = 0;
    }

    if (itype != I_NONE) {
	needed = load / ichr[itype].i_lbs;
	if (needed <= 0) {
	    pr("%s can't contribute to mission\n", prplane(pp));
	    return -1;
	}
	if (nuk_on_plane(pp) >= 0) {
	    if (mission == 's' || mission == 't')
		needed = 0;
	    else {
		pr("%s can't fly this mission"
		   " while it is carrying a nuclear weapon",
		   prplane(pp));
		return -1;
	    }
	}
	if (itype == I_CIVIL && pp->pln_own != own) {
	    pr("You don't control those civilians!\n");
	    return -1;
	}
#if 0
	/* Supply is broken somewhere, so don't use it for now */
	if (itype == I_SHELL && item[itype] < needed)
	    item[itype] += supply_commod(plp->plane.pln_own,
					 plp->plane.pln_x,
					 plp->plane.pln_y,
					 I_SHELL, needed);
#endif
	if (pp->pln_ship >= 0 || pp->pln_land >= 0)
	    abandon_needed = 0;
	else
	    abandon_needed = !!would_abandon(&sect, itype, needed, NULL);
	if (item[itype] < needed + abandon_needed) {
	    pr("Not enough %s for %s\n", ichr[itype].i_name, prplane(pp));
	    return -1;
	}
	item[itype] -= needed;
	plp->load = needed;
    }

    if (pp->pln_ship >= 0) {
	if (pp->pln_own != ship.shp_own) {
	    wu(0, ship.shp_own,
	       "%s %s prepares for takeoff from ship %s\n",
	       cname(pp->pln_own), prplane(pp), prship(&ship));
	}
	putship(ship.shp_uid, &ship);
    } else if (pp->pln_land >= 0) {
	if (pp->pln_own != land.lnd_own) {
	    wu(0, land.lnd_own,
	       "%s %s prepares for takeoff from unit %s\n",
	       cname(pp->pln_own), prplane(pp), prland(&land));
	}
	putland(land.lnd_uid, &land);
    } else {
	if (pp->pln_own != sect.sct_own) {
	    wu(0, sect.sct_own, "%s %s prepares for takeoff from %s\n",
	       cname(pp->pln_own), prplane(pp),
	       xyas(sect.sct_x, sect.sct_y, sect.sct_own));
	}
	putsect(&sect);
    }
    return 0;
}
예제 #10
0
파일: mobq.c 프로젝트: fstltna/empserver
int
mobq(void)
{
    struct shpstr ship;
    char *cp, *oldmq;
    int good, mobquota, count = 0;
    struct nstr_item nstr;
    char buf[1024];

    if (!opt_SAIL) {
	pr("The SAIL option is not enabled, so this command is not valid.\n");
	return RET_FAIL;
    }
    if (!snxtitem(&nstr, EF_SHIP, player->argp[1], NULL))
	return RET_SYN;
    oldmq = player->argp[2];
    if (oldmq) {
	good = sscanf(oldmq, "%d", &mobquota);
	if (!good)
	    return RET_SYN;
	if (mobquota < 0 || mobquota > ship_mob_max) {
	    pr("Bad mobility quota value %d.\n", mobquota);
	    return RET_SYN;
	}
	if (mobquota + (ship_mob_scale * (float)etu_per_update) >
	    ship_mob_max) {
	    pr("warning: %d less than optimal\n", mobquota);
	}
    }
    while (nxtitem(&nstr, &ship)) {
	if (!player->owner)
	    continue;
	if (!oldmq)
	    pr("Ship #%d at %s.  Old value %d.\n", ship.shp_uid,
	       xyas(ship.shp_x, ship.shp_y, player->cnum),
	       ship.shp_mobquota);
	cp = getstarg(player->argp[2], "mobility quota? ", buf);
	if (!cp)
	    return RET_SYN;
	if (!check_ship_ok(&ship))
	    continue;
	good = sscanf(cp, "%d", &mobquota);
	if (!good) {
	    pr("Huh?\n");
	    continue;
	}
	if (!oldmq) {
	    if (mobquota < 0 || mobquota > ship_mob_max) {
		pr("Bad mobility quota value %d.\n", mobquota);
		continue;
	    }
	    if (mobquota + (ship_mob_scale * (float)etu_per_update) >
		ship_mob_max) {
		pr("warning: %d less than optimal\n", mobquota);
	    }
	}
	ship.shp_mobquota = mobquota;
	count++;
	putship(ship.shp_uid, &ship);
    }
    if (count == 0) {
	if (player->argp[1])
	    pr("%s: No ship(s)\n", player->argp[1]);
	else
	    pr("%s: No ship(s)\n", "");
	return RET_FAIL;
    } else
	pr("%d ship%s\n", count, splur(count));
    return RET_OK;
}
예제 #11
0
int
boar(void)
{
    struct combat off[1];	/* boarding ship or sector */
    struct combat def[1];	/* defending ship */
    struct emp_qelem olist;	/* boarding units */
    struct emp_qelem dlist;	/* defending units */
    int ototal;			/* total boarding strength */
    int a_engineer = 0;		/* boarder engineers are present */
    int a_spy = 0;		/* the best boarder scout */
    struct shpstr ship;		/* for retreating */
    struct sctstr sect;
    struct lndstr land;
    struct nstr_item ni;
    int foundland, def_uid;
    natid def_own;
    char *p;
    char buf[1024];

    att_combat_init(def, EF_SHIP);
    /*
     * Collect input from the boarder
     */

    /* What are we boarding? */
    p = getstarg(player->argp[1], "Victim ship #?  ", buf);
    if (!p || (def->shp_uid = atoi(p)) < 0)
	return RET_SYN;

    /*
     * Ask the boarder what he wants to board with
     */

    if (!(p = getstarg(player->argp[2], "Boarding party from? ", buf)))
	return RET_SYN;
    if (issector(p)) {
	att_combat_init(off, EF_SECTOR);
	if (!sarg_xy(p, &off->x, &off->y))
	    return RET_SYN;
	getsect(off->x, off->y, &sect);
	if (sect.sct_own != player->cnum) {
	    pr("You don't own %s!\n", xyas(off->x, off->y, player->cnum));
	    return RET_SYN;
	}
	if (sect.sct_mobil <= 0) {
	    /* Look for land units with mobility */
	    snxtitem_xy(&ni, EF_LAND, off->x, off->y);
	    foundland = 0;
	    while (nxtitem(&ni, &land)) {
		if (land.lnd_own != player->cnum)
		    continue;
		if (land.lnd_ship >= 0 || land.lnd_land >= 0)
		    continue;
		if (land.lnd_mobil <= 0)
		    continue;
		/* Only land units with assault can board */
		if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT))
		    continue;
		foundland = 1;
	    }
	    if (!foundland) {
		pr("You don't have any mobility (sector or land units) in %s!\n",
		   xyas(off->x, off->y, player->cnum));
		return RET_SYN;
	    }
	}
    } else {
	att_combat_init(off, EF_SHIP);
	if ((off->shp_uid = atoi(p)) < 0)
	    return RET_SYN;
    }
    if (att_abort(A_BOARD, off, def)) {
	pr("Board aborted\n");
	return RET_OK;
    }

    /* Fire at the attacking ship */

    att_approach(off, def);
    if (att_abort(A_BOARD, off, def)) {
	pr("Board aborted\n");
	att_empty_attack(A_BOARD, 0, def);
	return RET_OK;
    }

    /* Show what we're boarding */
    att_show(def);

    /* Ask the player what he wants to board with */

    att_ask_offense(A_BOARD, off, def, &olist, &a_spy, &a_engineer);
    if (att_abort(A_BOARD, off, def)) {
	pr("Board aborted\n");
	att_empty_attack(A_BOARD, 0, def);
	return att_free_lists(&olist, NULL);
    }

    ototal = att_get_offense(A_BOARD, off, &olist, def);
    if (att_abort(A_BOARD, off, def)) {
	pr("Board aborted\n");
	att_empty_attack(A_BOARD, 0, def);
	return att_free_lists(&olist, NULL);
    }

    /*
     * We have now got all the answers from the boarder.  From this point
     * forward, we can assume that this battle is the _only_ thing
     * happening in the game.
     */

    /* Get the real defense */

    att_get_defense(&olist, def, &dlist, a_spy, ototal);

    /*
     * Death, carnage, and destruction.
     */

    /*
     * Careful: when the fight sinks the ship, put_combat() clobbers
     * *def (see FIXME there).
     */
    def_uid = def->shp_uid;
    def_own = def->own;
    if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
	getship(def_uid, &ship);
	if (ship.shp_rflags & RET_BOARDED) {
	    retreat_ship(&ship, def_own, 'u');
	    putship(def_uid, &ship);
	}
    }

    return RET_OK;
}
예제 #12
0
파일: doship.c 프로젝트: uhuntgx00/GB
void doship(shiptype *ship, int update)
{
    racetype *Race;
    shiptype *ship2;

    /*ship is active */
    ship->active = 1;

    if(!ship->owner) ship->alive = 0;

    if (ship->alive) {
        /* repair radiation */
        if (ship->rad) {
            ship->active = 1;
            /* irradiated ships are immobile.. */
            /* kill off some people */
            /* check to see if ship is active */
            if(success(ship->rad))
                ship->active = 0;
            if(update) {
                ship->popn = round_rand(ship->popn * .80);
                ship->troops = round_rand(ship->troops * .80);
                if (ship->rad >= (int)REPAIR_RATE)
                    ship->rad -= int_rand(0,(int)REPAIR_RATE);
                else
                    ship->rad -= int_rand(0,(int)ship->rad);
            }
        } else
            ship->active = 1;

        if(!ship->popn && Max_crew(ship) && !ship->docked)
            ship->whatdest = LEVEL_UNIV;

        if (ship->whatorbits != LEVEL_UNIV
                && Stars[ship->storbits]->nova_stage>0) {
            /* damage ships from supernovae */
            /* Maarten: modified to take into account MOVES_PER_UPDATE */
            ship->damage += 5 * Stars[ship->storbits]->nova_stage /
                            ((Armor(ship)+1) * segments);
            if (ship->damage >= 100) {
                kill_ship((int)(ship->owner), ship);
                return;
            }
        }

        if(ship->type==OTYPE_FACTORY && !ship->on) {
            Race = races[ship->owner-1];
            ship->tech = Race->tech;
        }

        if(ship->active)
            Moveship(ship, update, 1, 0);

        ship->size = ship_size(ship);	/* for debugging */

        if(ship->whatorbits==LEVEL_SHIP) {
            (void)getship(&ship2, (int)ship->destshipno);
            if(ship2->owner != ship->owner) {
                ship2->owner = ship->owner;
                ship2->governor = ship->governor;
                putship(ship2);
            }
            free(ship2);
            /* just making sure */
        } else if(ship->whatorbits != LEVEL_UNIV &&
                  (ship->popn || ship->type == OTYPE_PROBE)) {
            /* Though I have often used TWCs for exploring, I don't think it is right */
            /* to be able to map out worlds with this type of junk. Either a manned ship, */
            /* or a probe, which is designed for this kind of work.  Maarten */
            StarsInhab[ship->storbits] = 1;
            setbit(Stars[ship->storbits]->inhabited, ship->owner);
            setbit(Stars[ship->storbits]->explored, ship->owner);
            if(ship->whatorbits == LEVEL_PLAN) {
                planets[ship->storbits][ship->pnumorbits]->info[ship->owner-1].explored = 1;
            }
        }

        /* add ships, popn to total count to add AP's */
        if(update) {
            Power[ship->owner-1].ships_owned++;
            Power[ship->owner-1].resource += ship->resource;
            Power[ship->owner-1].fuel += ship->fuel;
            Power[ship->owner-1].destruct += ship->destruct;
            Power[ship->owner-1].popn += ship->popn;
            Power[ship->owner-1].troops += ship->troops;
        }

        if (ship->whatorbits==LEVEL_UNIV) {
            Sdatanumships[ship->owner-1]++;
            Sdatapopns[ship->owner] += ship->popn;
        } else {
            starnumships[ship->storbits][ship->owner-1]++;
            /* add popn of ships to popn */
            starpopns[ship->storbits][ship->owner-1] += ship->popn;
            /* set inhabited for ship */
            /* only if manned or probe.  Maarten */
            if (ship->popn || ship->type==OTYPE_PROBE) {
                StarsInhab[ship->storbits] = 1;
                setbit(Stars[ship->storbits]->inhabited, ship->owner);
                setbit(Stars[ship->storbits]->explored, ship->owner);
            }
        }

        if (ship->active) {
            /* bombard the planet */
            if (can_bombard(ship) && ship->bombard
                    && ship->whatorbits==LEVEL_PLAN
                    && ship->whatdest==LEVEL_PLAN
                    && ship->deststar== ship->storbits
                    && ship->destpnum== ship->pnumorbits) {
                /* ship bombards planet */
                Stinfo[ship->storbits][ship->pnumorbits].inhab = 1;
            }

            /* repair ship by the amount of crew it has */
            /* industrial complexes can repair (robot ships
               and offline factories can't repair) */
            if(ship->damage && Repair(ship))
                do_repair(ship);

            if(update)
                switch (ship->type) {  /* do this stuff during updates only*/
                case OTYPE_CANIST:
                    do_canister(ship);
                    break;
                case OTYPE_GREEN:
                    do_greenhouse(ship);
                    break;
                case STYPE_MIRROR:
                    do_mirror(ship);
                    break;
                case STYPE_GOD:
                    do_god(ship);
                    break;
                case OTYPE_AP:
                    do_ap(ship);
                    break;
                case OTYPE_VN:	/* Von Neumann machine */
                case OTYPE_BERS:
                    if(!ship->special.mind.progenitor)
                        ship->special.mind.progenitor = 1;
                    do_VN(ship);
                    break;
                case STYPE_OAP:
                    do_oap(ship);
                    break;
                case STYPE_HABITAT:
                    do_habitat(ship);
                    break;
                default:
                    break;
                }
            if(ship->type==STYPE_POD)
                do_pod(ship);
        }
    }
}
예제 #13
0
파일: doship.c 프로젝트: uhuntgx00/GB
void domine(int shipno, int detonate)
{
    int sh,sh2,i;
    shiptype *s, *ship;
    planettype *planet;
    racetype *r;

    (void)getship(&ship, shipno);

    if(ship->type!=STYPE_MINE || !ship->alive || !ship->owner) {
        free(ship);
        return;
    }
    /* check around and see if we should explode. */
    if (ship->on || detonate) {
        int rad=0;
        double xd,yd,range;

        switch(ship->whatorbits) {
        case LEVEL_STAR:
            sh = Stars[ship->storbits]->ships;
            break;
        case LEVEL_PLAN:
            getplanet(&planet, (int)ship->storbits, (int)ship->pnumorbits);
            sh=planet->ships;
            free(planet);
            break;
        default:
            free(ship);
            return;
        }
        sh2 = sh;
        /* traverse the list, look for ships that
        are closer than the trigger radius... */
        rad = 0;
        if(!detonate) {
            r = races[ship->owner-1];
            while (sh && !rad) {
                (void)getship(&s, sh);
                xd = s->xpos - ship->xpos;
                yd = s->ypos - ship->ypos;
                range = sqrt(xd*xd + yd*yd);
                if( !isset(r->allied, s->owner) && (s->owner != ship->owner) &&
                        ( (int)range <= ship->special.trigger.radius) )
                    rad = 1;
                else
                    sh = s->nextship;
                free(s);
            }
        } else
            rad = 1;

        if (rad) {
            sprintf(buf, "%s detonated at %s\n",
                    Ship(ship), prin_ship_orbits(ship));
            post(buf, COMBAT);
            notify_star((int)ship->owner, (int)ship->governor, 0,
                        (int)ship->storbits, buf);
            sh = sh2 ;
            while (sh) {
                (void)getship(&s, sh);
                if (sh != shipno && s->alive &&
                        (s->type != OTYPE_CANIST) && (s->type!=OTYPE_GREEN)) {
                    rad = shoot_ship_to_ship(ship, s, (int)(ship->destruct), 0, 0,
                                             long_buf, short_buf);
                    if(rad>0) {
                        post(short_buf, COMBAT);
                        warn((int)s->owner, (int)s->governor, long_buf);
                        putship(s);
                    }
                }
                sh = s->nextship;
                free(s);
            }

            /* if the mine is in orbit around a planet, nuke the planet too! */
            if(ship->whatorbits==LEVEL_PLAN) {
                /* pick a random sector to nuke */
                reg int x,y,numdest;
                getplanet(&planet, (int)ship->storbits, (int)ship->pnumorbits);
                if(landed(ship)) {
                    x = ship->land_x;
                    y = ship->land_y;
                } else {
                    x=int_rand(0, (int)planet->Maxx-1);
                    y=int_rand(0, (int)planet->Maxy-1);
                }
                numdest=shoot_ship_to_planet(ship, planet,
                                             (int)(ship->destruct), x, y, 1, 0, LIGHT,
                                             long_buf, short_buf);
                putplanet(planet, (int)ship->storbits, (int)ship->pnumorbits);

                sprintf(telegram_buf, "%s", buf);
                if(numdest>0) {
                    sprintf(buf, " - %d sectors destroyed.",numdest);
                    strcat(telegram_buf, buf);
                }
                strcat(telegram_buf, "\n");
                for(i=1; i<=Num_races; i++)
                    if(Nuked[i-1])
                        warn(i, (int)Stars[ship->storbits]->governor[i-1],
                             telegram_buf);
                notify((int)(ship->owner), (int)ship->governor, telegram_buf);
                free(planet);
            }
            kill_ship((int)(ship->owner), ship);
        }
        putship(ship);
    }
    free(ship);
}
예제 #14
0
파일: foll.c 프로젝트: fstltna/empserver
int
foll(void)
{
    struct shpstr ship;
    char *cp;
    int good, leader, count = 0;
    coord x, y;
    struct nstr_item nstr;
    char buf[1024];

    if (!opt_SAIL) {
	pr("The SAIL option is not enabled, so this command is not valid.\n");
	return RET_FAIL;
    }
    if (!snxtitem(&nstr, EF_SHIP, player->argp[1], NULL))
	return RET_SYN;
    cp = getstarg(player->argp[2], "leader? ", buf);
    if (!cp)
	cp = "";
    good = sscanf(cp, "%d", &leader);
    if (!good)
	return RET_SYN;
    getship(leader, &ship);
    if (relations_with(ship.shp_own, player->cnum) < FRIENDLY) {
	pr("That ship won't let you follow.\n");
	return RET_FAIL;
    }
    x = ship.shp_x;
    y = ship.shp_y;
    while (nxtitem(&nstr, &ship)) {
	if (!player->owner)
	    continue;
	if (ship.shp_x != x || ship.shp_y != y) {
	    pr("Ship #%d not in same sector as #%d\n",
	       ship.shp_uid, leader);
	    continue;
	}
	if (ship.shp_uid == leader) {
	    pr("Ship #%d can't follow itself!\n", leader);
	    continue;
	}
	if ((ship.shp_autonav & AN_AUTONAV)
	    && !(ship.shp_autonav & AN_STANDBY)) {
	    pr("Ship #%d has other orders!\n", ship.shp_uid);
	    continue;
	}
	count++;
	ship.shp_mission = 0;
	*ship.shp_path = 'f';
	ship.shp_path[1] = 0;
	ship.shp_follow = leader;
	pr("Ship #%d follows #%d.\n", ship.shp_uid, leader);
	putship(ship.shp_uid, &ship);
    }
    if (count == 0) {
	if (player->argp[1])
	    pr("%s: No ship(s)\n", player->argp[1]);
	else
	    pr("%s: No ship(s)\n", "");
	return RET_FAIL;
    } else
	pr("%d ship%s\n", count, splur(count));
    return RET_OK;
}
예제 #15
0
static int
supgr(void)
{
    struct sctstr sect;
    struct natstr *natp;
    struct nstr_item ni;
    struct shpstr ship;
    struct mchrstr *mp;
    int n;
    int tlev;
    int avail, cost;
    int cash;

    if (!snxtitem(&ni, EF_SHIP, player->argp[2], NULL))
	return RET_SYN;
    natp = getnatp(player->cnum);
    cash = natp->nat_money;
    tlev = (int)natp->nat_level[NAT_TLEV];
    n = 0;
    while (nxtitem(&ni, &ship)) {
	if (ship.shp_own == 0)
	    continue;
	getsect(ship.shp_x, ship.shp_y, &sect);
	if (sect.sct_own != player->cnum)
	    continue;
	if (sect.sct_type != SCT_HARBR || sect.sct_effic < 60)
	    continue;
	if (relations_with(ship.shp_own, sect.sct_own) < FRIENDLY) {
	    pr("You are not on friendly terms with the owner of ship %d!\n",
	       ship.shp_uid);
	    continue;
	}
	n++;
	mp = &mchr[(int)ship.shp_type];
	avail = (SHP_BLD_WORK(mp->m_lcm, mp->m_hcm) * UPGR_COST + 99) / 100;
	if (sect.sct_avail < avail) {
	    pr("Not enough available work in %s to upgrade a %s\n",
	       xyas(sect.sct_x, sect.sct_y, player->cnum), mp->m_name);
	    pr(" (%d available work required)\n", avail);
	    continue;
	}
	if (ship.shp_effic < 60) {
	    pr("%s is too damaged to upgrade!\n", prship(&ship));
	    continue;
	}
	if (ship.shp_tech >= tlev) {
	    pr("%s tech: %d, yours is only %d\n",
	       prship(&ship), ship.shp_tech, tlev);
	    continue;
	}
	cost = mp->m_cost * UPGR_COST / 100;
	if (cost + player->dolcost > cash) {
	    pr("You don't have enough money to upgrade %s!\n",
	       prship(&ship));
	    continue;
	}

	sect.sct_avail -= avail;
	ship.shp_effic -= UPGR_EFF;
	shp_set_tech(&ship, tlev);
	ship.shp_mission = 0;

	putship(ship.shp_uid, &ship);
	putsect(&sect);
	player->dolcost += cost;
	pr("%s upgraded to tech %d, at a cost of %d\n",
	   prship(&ship), ship.shp_tech, cost);
	if (ship.shp_own != player->cnum)
	    wu(0, ship.shp_own,
	       "%s upgraded by %s to tech %d, at a cost of %d\n",
	       prship(&ship), cname(player->cnum), ship.shp_tech, cost);
    }
    if (n == 0) {
	pr("No ships\n");
	return RET_SYN;
    }
    return RET_OK;
}
예제 #16
0
int
msl_launch(struct plnstr *pp, int type, char *what, coord x, coord y,
	   natid victim, int *sublaunchp)
{
    struct shpstr ship;
    struct nukstr nuke;
    int sublaunch = 0;
    char *base, *in_or_at, *from;

    mpr(pp->pln_own, "Preparing to launch %s at %s %s %s%s\n",
	prplane(pp),
	cname(victim),
	what,
	type != EF_SECTOR ? "in " : "",
	xyas(x, y, pp->pln_own));
    if (pp->pln_ship >= 0) {
	getship(pp->pln_ship, &ship);
	base = prship(&ship);
	in_or_at = " in ";
	if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
	    sublaunch = 1;
	    from = "in hatch";
	} else
	    from = "on deck";
    } else {
	if (pp->pln_harden > 0) {
	    base = "missile silo";
	    in_or_at = " at ";
	    from = "in silo";
	} else {
	    base = in_or_at = "";
	    from = "on launch pad";
	}
    }
    mpr(pp->pln_own, "\tLaunching from %s%s%s\n",
	base, in_or_at, xyas(pp->pln_x, pp->pln_y, pp->pln_own));

    CANT_HAPPEN(pp->pln_flags & PLN_LAUNCHED);
    pp->pln_flags |= PLN_LAUNCHED;
    putplane(pp->pln_uid, pp);

    if (chance((0.05 + (100 - pp->pln_effic) / 100.0)
	       * (1 - techfact(pp->pln_tech, 1.0)))) {
	mpr(pp->pln_own, "KABOOOOM!  Missile explodes %s!\n", from);
	if (getnuke(nuk_on_plane(pp), &nuke)) {
	    mpr(pp->pln_own, "%s lost!\n", prnuke(&nuke));
	    nuke.nuk_effic = 0;
	    putnuke(nuke.nuk_uid, &nuke);
	}
#if 0
	/*
	 * Disabled for now, because it breaks callers that call
	 * msl_launch() for each member of a list of planes, created
	 * by msl_sel() or perform_mission().  Damage to the base can
	 * damage other planes.  Any copies of them in the list become
	 * stale.  When msl_launch() modifies and writes back such a
	 * stale copy, the damage gets wiped out, triggering a seqno
	 * oops.
	 */
	if (chance(0.33)) {
	    struct sctstr sect;
	    int dam;

	    dam = pln_damage(pp, 'p', NULL) / 2;
	    if (pp->pln_ship >= 0) {
		shipdamage(&ship, dam);
		putship(ship.shp_uid, &ship);
	    } else {
		mpr(pp->pln_own, "Explosion damages %s %d%%\n",
		    xyas(pp->pln_x, pp->pln_y, pp->pln_own), dam);
		getsect(pp->pln_x, pp->pln_y, &sect);
		sectdamage(&sect, dam);
		putsect(&sect);
	    }
	}
#endif
	return -1;
    }

    mpr(pp->pln_own, "\tSHWOOOOOSH!  Missile launched!\n");

    if (type != EF_PLANE)
	mpr(victim, "Incoming %s missile sighted at %s...\n",
	    sublaunch ? "sub-launched" : cname(pp->pln_own),
	    xyas(x, y, victim));

    if (type == EF_SECTOR || type == EF_LAND) {
	if (msl_abm_intercept(pp, x, y, sublaunch))
	    return -1;
    }
    if (type == EF_SHIP) {
	if (shp_missile_defense(x, y, pp->pln_own, pln_def(pp))) {
	    return -1;
	}
    }

    if (sublaunchp)
	*sublaunchp = sublaunch;
    return 0;
}
예제 #17
0
파일: scrap.c 프로젝트: tcadigan/gbII_6.0
void scrap(int playernum, int governor, int apcount)
{
    planettype *planet;
    sectortype *sect;
    shiptype *s;
    shiptype *s2;
    int shipno;
    int nextshipno;
    int scrapval = 0;
    int destval = 0;
    int crewval = 0;
    int max_crew = 0;
    int xtalval = 0;
    int troopval = 0;
    int max_resource = 0;
    int max_mil = 0;
    int max_fuel = 0;
    int max_destruct = 0;
    int cost = 0;
    double fuelval = 0.0;
    racetype *race;

    if (argn < 2) {
        notify(playernum, governor, "Scrap what?\n");

        return;
    }

    nextshipno = start_shiplist(playernum, governor, args[1]);
    race = races[playernum - 1];

    if (race->Guest) {
        notify(playernum, governor, "Guest races cannot scrap ships\n");

        return;
    }

    shipno = do_shiplist(&s, &nextshipno);

    while (shipno) {
        if (in_list(playernum, args[1], s, &nextshipno)) {
#ifdef USE_VN
            if ((s->type == OTYPE_VN) || (s->type == OTYPE_BERS)) {
                notify(playernum, governor, "VNs will not scrap themselves.\n");
                free(s);
                shipno = do_shiplist(&s, &nextshipno);

                continue;
            }
#endif

            if (s->max_crew && !s->popn) {
                notify(playernum,
                       governor,
                       "Can't scrap that ship - no crew.\n");

                free(s);
                shipno = do_shiplist(&s, &nextshipno);

                continue;
            }

            if (s->whatorbits == LEVEL_UNIV) {
                /*
                 * Used to not allow scrapping at the UNIV level for
                 * anything. However, I'm going to permit pods. This is so pod
                 * races can clean up their messes. I'm not going to charge APs
                 * at the UNIV scope either. -mfw
                 */
                if (s->type) {
                    apcount = 0;
                } else {
                    notify(playernum,
                           governor,
                           "Can't scrap at the ship's scope.\n");

                    free(s);
                    shipno = do_shiplist(&s, &nextshipno);

                    continue;
                }
            } else if (!enufAP(playernum, governor, Stars[s->storbits]->AP[playernum - 1], apcount)) {
                notify(playernum, governor, "Not enough APs to scrap.\n");
                free(s);
                shipno = do_shiplist(&s, &nextshipno);

                continue;
            }

            /* HUTm (kse) wc's can't be scrapped inside of ship anymore */
            if (inship(s) && (s->type == OTYPE_TOXIC)) {
                sprintf(buf,
                        "Can't scrap waste canisters inside of other ship.\n");

                notify(playernum, governor, buf);
                free(s);
                shipno = do_shiplist(&s, &nextshipno);

                continue;
            }

            /* Ships that have other ships in the hangar can't scrap *mfw */
            if (s->ships) {
                sprintf(buf,
                        "There are other ships in the hangar; scrap those first.\n");

                notify(playernum, governor, buf);
                free(s);
                shipno = do_shiplist(&s, &nextshipno);

                continue;
            }

            if ((s->whatorbits == LEVEL_PLAN) && (s->type == OTYPE_TOXIC)) {
                sprintf(buf,
                        "WARNING: This releases %d toxin points back into the atmosphere!!!\n",
                        s->special.waste.toxic);

                notify(playernum, governor, buf);
            }

            if (!s->docked) {
                sprintf(buf,
                        "%s is not landed or docked.\nNo resources can be reclaimed.\n",
                        Ship(s));

                notify(playernum, governor, buf);
            }

            if (s->whatorbits == LEVEL_PLAN) {
                /* wc's release poison */
                getplanet(&planet, (int)s->storbits, (int)s->pnumorbits);

                if (landed(s)) {
                    if (!getsector(&sect, planet, (int)s->land_x, (int)s->land_y)) {
                        notify(playernum,
                               governor,
                               "Error in sector database, notify deity.\n");

                        free(s);

                        return;
                    }
                }
            }

            if (docked(s) || inship(s)) {
                if (!getship(&s2, (int)s->destshipno)) {
                    free(s);
                    shipno = do_shiplist(&s, &nextshipno);

                    continue;
                }

                if ((!s2->docked || (s2->destshipno != s->number))
                    && (!s->whatorbits == LEVEL_SHIP)) {
                    sprintf(buf, "Warning, other ship not docked...\n");
                    notify(playernum, governor, buf);
                    free(s);
                    free(s2);
                    shipno = do_shiplist(&s, &nextshipno);

                    continue;
                }
            }

            if (s->type == OTYPE_FACTORY) {
                cost = (2 * s->build_code * s->on) + Shipdata[s->type][ABIL_COST];
            } else {
                cost = s->build_cost;
            }

            scrapval = (cost / 2) + s->resource;

            if (s->docked) {
                sprintf(buf, "%s: original cost: %ld\n", Ship(s), cost);
                notify(playernum, governor, buf);

                sprintf(buf,
                        "         scrap value%s: %d rp's.\n",
                        s->resource ? "(with stockpile) " : "",
                        scrapval);

                notify(playernum, governor, buf);

                /* New code by Kharush. check for STYPE_DHUTTLE added. */
                /* I've removed it, Dhuttle was silly -mfw */

                if (s2->type == OTYPE_FACTORY) {
                    max_resource = Shipdata[s2->type][ABIL_CARGO];
                    max_fuel = Shipdata[s2->type][ABIL_FUELCAP];
                    max_destruct = Shipdata[s2->type][DESTCAP];
                } else {
                    max_resource = s2->max_resource;
                    max_fuel = s2->max_fuel;
                    max_destruct = s2->max_destruct;
                }

                if ((s->whatdest == LEVEL_SHIP)
                    && ((s2->resource + scrapval) > max_resource)
                    && (s2->type != STYPE_SHUTTLE)) {
                    scrapval = max_resource - s2->resource;
                    sprintf(buf,
                            "(There is only room for %d resources.)\n",
                            scrapval);

                    notify(playernum, governor, buf);
                }

                if (s->fuel) {
                    sprintf(buf, "Fuel recover: %.0f.\n", s->fuel);
                    notify(playernum, governor, buf);
                    fuelval = s->fuel;

                    if ((s->whatdest == LEVEL_SHIP)
                        && ((s2->fuel + fuelval) > max_fuel)) {
                        fuelval = max_fuel - s2->fuel;
                        sprintf(buf,
                                "(There is only room for %.2f fuel.)\n",
                                fuelval);

                        notify(playernum, governor, buf);
                    }
                } else {
                    fuelval = 0.0;
                }

                if (s->destruct) {
                    sprintf(buf, "Armament recovery: %d.\n", s->destruct);
                    notify(playernum, governor, buf);
                    destval = s->destruct;

                    if ((s->whatdest == LEVEL_SHIP)
                        && ((s2->destruct + destval) > max_destruct)) {
                        destval = max_destruct - s2->destruct;
                        sprintf(buf,
                                "(There is only room for %d destruct.)\n",
                                destval);

                        notify(playernum, governor, buf);
                    }
                } else {
                    destval = 0;
                }

                if (s->popn + s->troops) {
                    if ((s->whatdest == LEVEL_PLAN)
                        && (sect->owner > 0)
                        && (sect->owner != playernum)) {
                        sprintf(buf,
                                "You don't own this sector; no crew can be recovered.\n");

                        notify(playernum, governor, buf);
                    } else {
                        troopval = s->troops;

                        if (s2->type == OTYPE_FACTORY) {
                            max_mil = Shipdata[s2->type][ABIL_MAXCREW] - s->popn;
                        } else {
                            max_mil = s2->max_crew - s2->popn;
                        }

                        if ((s->whatdest == LEVEL_SHIP)
                            && ((s2->troops + troopval) > max_mil)) {
                            troopval = max_mil - s2->troops;
                            sprintf(buf,
                                    "(There is only room for %d troops.)\n",
                                    troopval);

                            notify(playernum, governor, buf);
                        }

                        crewval = s->popn;

                        if (s2->type == OTYPE_FACTORY) {
                            max_crew = Shipdata[s2->type][ABIL_MAXCREW] - s2->troops;
                        } else {
                            max_crew = s2->max_crew - s2->troops;
                        }

                        if ((s->whatdest == LEVEL_SHIP)
                            && ((s2->popn + crewval) > max_crew)) {
                            crewval = max_crew - s2->popn;
                            sprintf(buf,
                                    "(There is only room for %d crew.)\n",
                                    crewval);

                            notify(playernum, governor, buf);
                        }

                        sprintf(buf,
                                "Population/Troops recover: %d/%d.\n",
                                crewval,
                                troopval);

                        notify(playernum, governor, buf);
                    }
                } else {
                    crewval = 0;
                    troopval = 0;
                }

                if (s->crystals + s->mounted) {
                    if ((s->whatdest == LEVEL_PLAN)
                        && (sect->owner > 0)
                        && (sect->owner != playernum)) {
                        sprintf(buf,
                                "You don't own this sector; no crystals can be recovered.\n");

                        notify(playernum, governor, buf);
                    } else {
                        xtalval = s->crystals + s->mounted;

                        if ((s->whatdest == LEVEL_SHIP)
                            && ((s2->crystals + xtalval) > 127)) {
                            xtalval = 127 - s2->crystals;
                            sprintf(buf,
                                    "(There is only room for %d crystals.)\n",
                                    xtalval);

                            notify(playernum, governor, buf);
                        }

                        sprintf(buf, "Crystal recover: %d.\n", xtalval);
                        notify(playernum, governor, buf);
                    }
                } else {
                    xtalval = 0;
                }
            }

            /* More adjustments needed here for hangar. Maarten */
            if (s->whatorbits == LEVEL_SHIP) {
                s2->hangar -= (unsigned short)s->size;
            }

            if (s->whatorbits == LEVEL_UNIV) {
                deductAPs(playernum, governor, apcount, 0, 1);
            } else {
                deductAPs(playernum, governor, apcount, (int)s->storbits, 0);
            }

            if (docked(s) || inship(s)) {
                s2->crystals += xtalval;
                rcv_fuel(s2, (double)fuelval);
                rcv_destruct(s2, destval);
                rcv_resource(s2, scrapval);
                rcv_troops(s2, troopval, race->mass);
                rcv_popn(s2, crewval, race->mass);

                /*
                 * Check for docking status in case scrapped ship is
                 * landed. Maarten
                 */
                if (s->whatorbits != LEVEL_SHIP) {
                    s2->docked = 0; /* Undock the surviving ship */
                    s2->whatdest = LEVEL_UNIV;
                    s2->destshipno = 0;
                }

                putship(s2);
                free(s2);
            }

            if (s->whatorbits == LEVEL_PLAN) {
                free(planet); /* this has already been allocated */
                getplanet(&planet, (int)s->storbits, (int)s->pnumorbits);

                if (landed(s) || inship(s)) {
                    /*
                     * If colonizing the sector, set sector owner and give a
                     * message it's also nice to check if there is anyone to
                     * colonize
                     */
                    if ((sect->owner == 0)
                        && ((troopval > 0) || (crewval > 0))) {
                        sect->owner = playernum;
                        ++planet->info[playernum - 1].numsectsowned;
                        sprintf(buf,
                                "Sector %d,%d Colonized.\n",
                                s->land_x,
                                s->land_y);

                        notify(playernum, governor, buf);
                    }

                    /* Increase sector's crew and troop count */
                    sect->troops += troopval;
                    sect->popn += crewval;

                    /*
                     * Increase planet's crew, troop, res, tec. count for this
                     * player
                     */
                    planet->info[playernum - 1].popn += crewval;
                    planet->info[playernum - 1].troops += troopval;

                    /*
                     * New code by Kharush. Scrapping does not anymore overflow
                     * stockpiles.
                     */
                    if ((planet->info[playernum - 1].resource + scrapval) <= USHRT_MAX) {
                        planet->info[playernum - 1].resource += scrapval;
                    } else {
                        planet->info[playernum - 1].resource = USHRT_MAX;
                        sprintf(buf,
                                "Planet has room for only %d resources.\n",
                                USHRT_MAX - planet->info[playernum - 1].resource);

                        notify(playernum, governor, buf);
                    }

                    if ((playernum->info[playernum - 1].fuel + fuelval) <= USHRT_MAX) {
                        planet->info[playernum - 1].fuel += fuelval;
                    } else {
                        planet->info[playernum - 1].fuel = USHRT_MAX;
                        sprintf(buf,
                                "Planet has room for only %d fuel.\n",
                                USHRT_MAX - planet->info[playernum - 1].fuel);

                        notify(playernum, governor, buf);
                    }

                    if ((planet->info[playernum - 1].destruct + destval) <= USHRT_MAX) {
                        planet->info[playernum - 1].destruct += destval;
                    } else {
                        planet->info[playernum - 1].destruct = USHRT_MAX;
                        sprintf(buf,
                                "Planet has room for only %d destruct.\n",
                                USHRT_MAX - planet->info[playernum - 1].destruct);

                        notify(playernum, governor, buf);
                    }

                    /*
                     * Old code
                     *
                     * planet->info[playernum - 1].resource += scrapval;
                     * planet->info[playernum - 1].destruct += destval;
                     * planet->info[playernum - 1].fuel += (int)fuelval;
                     */

                    plant->popn += crewval;
                    planet->info[playernum - 1].crystals += (int)xtalval;
                    putsector(sect, planet, (int)s->land_x, (int)s->land_y);
                    free(sect);
                }

                putplanet(planet, (int)s->storbits, (int)s->pnumorbits);
            }

            kill_ship(playernum, s);
            putship(s);
            free(s);

            if (landed(s)) {
                sprintf(buf, "\nScrapped.\n");
            } else {
                sprintf(buf, "\nDestroyed.\n");
            }

            notify(playernum, governor, buf);
        } else {
            free(s);
        }

        shipno = do_shiplist(&s, &nextshipno);
    }
}
예제 #18
0
파일: detonate.c 프로젝트: gefla/empserver
int
detonate(struct nukstr *np, coord x, coord y, int airburst)
{
    int nuketype = np->nuk_type;
    struct nchrstr *ncp;
    struct plnstr plane;
    struct sctstr sect;
    struct shpstr ship;
    struct lndstr land;
    struct nukstr nuke;
    natid own;
    int type;
    int damage;
    int fallout;
    int rad;
    struct nstr_sect ns;
    struct nstr_item ni;
    int changed = 0;

    pr("Releasing RV's for %s detonation...\n",
       airburst ? "airburst" : "groundburst");

    getsect(x, y, &sect);
    ncp = &nchr[nuketype];
    kaboom(x, y, ncp->n_blast);
    rad = ncp->n_blast;
    if (!airburst)
        rad = rad * 2 / 3;
    if (sect.sct_type == SCT_WATER)
        rad = 0;     /* Nukes falling on water affect only 1 sector */
    np->nuk_effic = 0;
    putnuke(np->nuk_uid, np);

    snxtsct_dist(&ns, x, y, rad);
    while (nxtsct(&ns, &sect)) {
        own = sect.sct_own;
        type = sect.sct_type;
        if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
            continue;
        if (type == SCT_SANCT) {
            pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum));
            mpr(own, "%s nuclear device bounced off %s\n",
                cname(player->cnum), xyas(ns.x, ns.y, own));
            nreport(player->cnum, N_NUKE, own, 1);
            continue;
        }
        sect_damage(&sect, damage);
        if (opt_FALLOUT) {
            fallout = sect.sct_fallout;
            if (ncp->n_flags & N_NEUT)
                fallout += damage * 30;
            else
                fallout += damage * 3;
            sect.sct_fallout = MIN(fallout, FALLOUT_MAX);
        }
        if (damage > 100) {
            sect.sct_oldown = 0;
            sect.sct_own = 0;
            if (type == SCT_WATER || type == SCT_BSPAN ||
                    type == SCT_BTOWER) {
                if (type != SCT_WATER) {
                    pr("left nothing but water in %s\n",
                       xyas(ns.x, ns.y, player->cnum));
                    if (own != player->cnum)
                        mpr(own,
                            "%s nuclear device left nothing but water in %s\n",
                            cname(player->cnum), xyas(ns.x, ns.y, own));
                    sect.sct_newtype = SCT_WATER;
                    sect.sct_type = SCT_WATER;
                }
            } else {
                sect.sct_newtype = SCT_WASTE;
                sect.sct_type = SCT_WASTE;
                pr("turned %s into a radioactive wasteland\n",
                   xyas(ns.x, ns.y, player->cnum));
                if (own != player->cnum)
                    mpr(own,
                        "%s nuclear device turned %s into a radioactive wasteland\n",
                        cname(player->cnum), xyas(ns.x, ns.y, own));
            }
            changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
                               dchr[sect.sct_type].d_mnem, 0);
        } else {
            pr("did %d%% damage in %s\n",
               damage, xyas(ns.x, ns.y, player->cnum));
            if (own != player->cnum)
                mpr(own, "%s nuclear device did %d%% damage in %s\n",
                    cname(player->cnum), damage, xyas(ns.x, ns.y, own));
        }
        (void)putsect(&sect);
        if (type != SCT_WATER)
            nreport(player->cnum, N_NUKE, own, 1);
    }

    if (changed)
        writebmap(player->cnum);

    snxtitem_dist(&ni, EF_PLANE, x, y, rad);
    while (nxtitem(&ni, &plane)) {
        if ((own = plane.pln_own) == 0)
            continue;
        if (plane.pln_flags & PLN_LAUNCHED)
            continue;
        damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
        if (damage <= 0)
            continue;
        if (plane.pln_ship >= 0) {
            /* Are we on a sub? */
            getship(plane.pln_ship, &ship);

            if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
                struct sctstr sect1;

                /* Should we damage this sub? */
                getsect(ship.shp_x, ship.shp_y, &sect1);

                if (sect1.sct_type == SCT_BSPAN ||
                        sect1.sct_type == SCT_BTOWER ||
                        sect1.sct_type == SCT_WATER) {
                    /* Ok, we're not in a harbor or trapped
                       inland.  Now, did we get pasted
                       directly? */
                    if (ship.shp_x != x || ship.shp_y != y) {
                        /* Nope, so don't mess with it */
                        continue;
                    }
                }
            }
        }
        planedamage(&plane, damage);
        if (own == player->cnum) {
            pr("%s at %s reports %d%% damage\n",
               prplane(&plane),
               xyas(plane.pln_x, plane.pln_y, player->cnum), damage);
        } else {
            mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
                cname(player->cnum), damage,
                prplane(&plane), xyas(plane.pln_x, plane.pln_y, own));
        }
        putplane(ni.cur, &plane);
    }

    snxtitem_dist(&ni, EF_LAND, x, y, rad);
    while (nxtitem(&ni, &land)) {
        if ((own = land.lnd_own) == 0)
            continue;
        if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
            continue;

        if (land.lnd_ship >= 0) {
            /* Are we on a sub? */
            getship(land.lnd_ship, &ship);

            if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
                struct sctstr sect1;

                /* Should we damage this sub? */
                getsect(ship.shp_x, ship.shp_y, &sect1);

                if (sect1.sct_type == SCT_BSPAN ||
                        sect1.sct_type == SCT_BTOWER ||
                        sect1.sct_type == SCT_WATER) {
                    /* Ok, we're not in a harbor or trapped
                       inland.  Now, did we get pasted
                       directly? */
                    if (ship.shp_x != x || ship.shp_y != y) {
                        /* Nope, so don't mess with it */
                        continue;
                    }
                }
            }
        }
        land_damage(&land, damage);
        if (own == player->cnum) {
            pr("%s at %s reports %d%% damage\n",
               prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum),
               damage);
        } else {
            mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
                cname(player->cnum), damage,
                prland(&land), xyas(land.lnd_x, land.lnd_y, own));
        }
        putland(land.lnd_uid, &land);
    }

    snxtitem_dist(&ni, EF_SHIP, x, y, rad);
    while (nxtitem(&ni, &ship)) {
        if ((own = ship.shp_own) == 0)
            continue;
        if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
            continue;
        if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
            struct sctstr sect1;

            /* Should we damage this sub? */
            getsect(ship.shp_x, ship.shp_y, &sect1);

            if (sect1.sct_type == SCT_BSPAN ||
                    sect1.sct_type == SCT_BTOWER ||
                    sect1.sct_type == SCT_WATER) {
                /* Ok, we're not in a harbor or trapped
                   inland.  Now, did we get pasted
                   directly? */
                if (ship.shp_x != x || ship.shp_y != y) {
                    /* Nope, so don't mess with it */
                    continue;
                }
            }
        }
        ship_damage(&ship, damage);
        if (own == player->cnum) {
            pr("%s at %s reports %d%% damage\n",
               prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum),
               damage);
        } else {
            mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
                cname(player->cnum), damage, prship(&ship),
                xyas(ship.shp_x, ship.shp_y, own));
        }
        putship(ship.shp_uid, &ship);
    }

    snxtitem_dist(&ni, EF_NUKE, x, y, rad);
    while (nxtitem(&ni, &nuke)) {
        if ((own = nuke.nuk_own) == 0)
            continue;
        if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
            continue;
        if (!pct_chance(damage))
            continue;
        nuke.nuk_effic = 0;
        if (own == player->cnum) {
            pr("%s at %s destroyed\n",
               prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum));
        } else {
            mpr(own, "%s nuclear device destroyed %s at %s\n",
                cname(player->cnum), prnuke(&nuke),
                xyas(nuke.nuk_x, nuke.nuk_y, own));
        }
        putnuke(ni.cur, &nuke);
    }

    return nukedamage(ncp, 0, airburst);
}
예제 #19
0
파일: tend.c 프로젝트: fstltna/empserver
int
tend(void)
{
    struct nstr_item targets;
    struct nstr_item tenders;
    struct shpstr tender;
    struct shpstr target;
    struct ichrstr *ip;
    struct mchrstr *vbase;
    int amt;
    int retval;
    int ontender;
    int ontarget;
    int maxtender;
    int maxtarget;
    int transfer;
    int total;
    int type;
    char *p;
    char prompt[512];
    char buf[1024];

    p = getstarg(player->argp[1], "Tend what commodity (or 'land')? ",
		 buf);
    if (!p || !*p)
	return RET_SYN;

    if (!strncmp(p, "land", 4))
	type = EF_LAND;
    else if (NULL != (ip = item_by_name(p)))
	type = EF_SECTOR;
    else {
	pr("Can't tend '%s'\n", p);
	return RET_SYN;
    }

    if (!snxtitem(&tenders, EF_SHIP, player->argp[2], "Tender(s)? "))
	return RET_SYN;

    while (nxtitem(&tenders, &tender)) {
	if (!player->owner)
	    continue;
	if (type == EF_LAND) {
	    sprintf(prompt, "Land unit(s) to tend from %s? ",
		    prship(&tender));
	    p = getstarg(player->argp[3], prompt, buf);
	    if (!p)
		return RET_FAIL;
	    if (!*p)
		continue;
	    if (!check_ship_ok(&tender))
		return RET_SYN;
	    if (0 != (retval = tend_land(&tender, p)))
		return retval;
	    continue;
	}
	sprintf(prompt, "Number of %s to tend from %s? ",
		ip->i_name, prship(&tender));
	p = getstarg(player->argp[3], prompt, buf);
	if (!p)
	    return RET_FAIL;
	if (!*p)
	    continue;
	if (!check_ship_ok(&tender))
	    return RET_SYN;
	if (!(amt = atoi(p))) {
	    pr("Amount must be non-zero!\n");
	    return RET_SYN;
	}
	ontender = tender.shp_item[ip->i_uid];
	if (ontender == 0 && amt > 0) {
	    pr("No %s on %s\n", ip->i_name, prship(&tender));
	    return RET_FAIL;
	}
	vbase = &mchr[(int)tender.shp_type];
	maxtender = vbase->m_item[ip->i_uid];
	if (maxtender == 0) {
	    pr("A %s cannot hold any %s\n",
	       mchr[(int)tender.shp_type].m_name, ip->i_name);
	    break;
	}
	if (!snxtitem(&targets, EF_SHIP,
		      player->argp[4], "Ships to be tended? "))
	    return RET_FAIL;
	if (!check_ship_ok(&tender))
	    return RET_SYN;
	total = 0;
	while (nxtitem(&targets, &target)) {
	    if (!player->owner
		&& relations_with(target.shp_own, player->cnum) < FRIENDLY)
		continue;
	    if (target.shp_uid == tender.shp_uid)
		continue;
	    if (tender.shp_x != target.shp_x ||
		tender.shp_y != target.shp_y)
		continue;
	    if (ip->i_uid == I_CIVIL && tender.shp_own != target.shp_own)
		continue;
	    ontarget = target.shp_item[ip->i_uid];
	    vbase = &mchr[(int)target.shp_type];
	    maxtarget = vbase->m_item[ip->i_uid];
	    if (amt < 0) {
		/* take from target and give to tender */
		if (!player->owner)
		    continue;
		if (ontarget == 0) {
		    pr("No %s on %s\n", ip->i_name, prship(&target));
		    continue;
		}
		transfer = MIN(ontarget, -amt);
		transfer = MIN(maxtender - ontender, transfer);
		if (transfer == 0)
		    continue;
		target.shp_item[ip->i_uid] = ontarget - transfer;
		ontender += transfer;
		total += transfer;
	    } else {
		/* give to target from tender */
		transfer = MIN(ontender, amt);
		transfer = MIN(transfer, maxtarget - ontarget);
		if (transfer == 0)
		    continue;
		target.shp_item[ip->i_uid] = ontarget + transfer;
		ontender -= transfer;
		total += transfer;
		if (transfer && target.shp_own != player->cnum) {
		    wu(0, target.shp_own, "%s tended %d %s to %s\n",
		       cname(player->cnum), total, ip->i_name,
		       prship(&target));
		}
	    }
	    expose_ship(&tender, &target);
	    putship(target.shp_uid, &target);
	    if (amt > 0 && ontender == 0) {
		pr("%s out of %s\n", prship(&tender), ip->i_name);
		break;
	    }
	}
	pr("%d total %s transferred %s %s\n",
	   total, ip->i_name, (amt > 0) ? "off of" : "to",
	   prship(&tender));
	tender.shp_item[ip->i_uid] = ontender;
	tender.shp_mission = 0;
	putship(tender.shp_uid, &tender);
    }
    return RET_OK;
}
예제 #20
0
파일: supply.c 프로젝트: gefla/empserver
/*
 * Actually get the commod
 *
 * First, try to forage in the sector
 * Second look for a warehouse or headquarters to leech
 * Third, look for a ship we own in a harbor
 * Fourth, look for supplies in a supply unit we own
 *		(one good reason to do this last is that the supply
 *		 unit will then call resupply, taking more time)
 *
 * May want to put code to resupply with SAMs here, later --ts
 */
static int
s_commod(struct empobj *sink, short *vec,
	 i_type type, int wanted, int limit, int actually_doit)
{
    natid own = sink->own;
    coord x = sink->x;
    coord y = sink->y;
    int lookrange;
    struct sctstr sect;
    struct nstr_sect ns;
    struct nstr_item ni;
    struct lchrstr *lcp;
    struct shpstr ship;
    struct lndstr land;
    /* leave at least 1 military in sectors/ships */
    int minimum = 0;
    int can_move;
    double move_cost, weight, mobcost;
    int packing;
    struct dchrstr *dp;
    struct ichrstr *ip;

    if (wanted > limit)
	wanted = limit;
    if (wanted <= vec[type])
	return 1;
    wanted -= vec[type];

    /* try to get it from sector we're in */
    if (sink->ef_type != EF_SECTOR) {
	getsect(x, y, &sect);
	if (sect.sct_own == own) {
	    if (!opt_NOFOOD && type == I_FOOD)
		minimum = 1 + (int)ceil(food_needed(sect.sct_item,
						    etu_per_update));
	    if (sect.sct_item[type] - wanted >= minimum) {
		sect.sct_item[type] -= wanted;
		if (actually_doit) {
		    vec[type] += wanted;
		    putsect(&sect);
		    put_empobj(sink->ef_type, sink->uid, sink);
		}
		return 1;
	    } else if (sect.sct_item[type] - minimum > 0) {
		wanted -= sect.sct_item[type] - minimum;
		sect.sct_item[type] = minimum;
		if (actually_doit) {
		    vec[type] += sect.sct_item[type] - minimum;
		    putsect(&sect);
		}
	    }
	}
    }

    /* look for a headquarters or warehouse */
    lookrange = tfact(own, 10.0);
    snxtsct_dist(&ns, x, y, lookrange);
    while (nxtsct(&ns, &sect) && wanted) {
	if (ns.curdist == 0)
	    continue;
	if (sect.sct_own != own)
	    continue;
	if ((sect.sct_type != SCT_WAREH) &&
	    (sect.sct_type != SCT_HEADQ) && (sect.sct_type != SCT_HARBR))
	    continue;
	if ((sect.sct_type == SCT_HEADQ) &&
	    (sect.sct_dist_x == sect.sct_x) &&
	    (sect.sct_dist_y == sect.sct_y))
	    continue;
	if (sect.sct_effic < 60)
	    continue;
	move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
	if (move_cost < 0)
	    continue;
	if (!opt_NOFOOD && type == I_FOOD)
	    minimum = 1 + (int)ceil(food_needed(sect.sct_item,
						etu_per_update));
	if (sect.sct_item[type] <= minimum)
	    continue;
	ip = &ichr[type];
	dp = &dchr[sect.sct_type];
	packing = ip->i_pkg[dp->d_pkg];
	if (packing > 1 && sect.sct_effic < 60)
	    packing = 1;
	weight = (double)ip->i_lbs / packing;
	mobcost = move_cost * weight;
	if (mobcost > 0)
	    can_move = (double)sect.sct_mobil / mobcost;
	else
	    can_move = sect.sct_item[type] - minimum;
	if (can_move > sect.sct_item[type] - minimum)
	    can_move = sect.sct_item[type] - minimum;

	if (can_move >= wanted) {
	    int n;

	    sect.sct_item[type] -= wanted;

	    /* take off mobility for delivering sect */
	    n = roundavg(wanted * weight * move_cost);
	    sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
	    if (actually_doit) {
		vec[type] += wanted;
		putsect(&sect);
		put_empobj(sink->ef_type, sink->uid, sink);
	    }
	    return 1;
	} else if (can_move > 0) {
	    int n;
	    wanted -= can_move;
	    sect.sct_item[type] -= can_move;

	    /* take off mobility for delivering sect */
	    n = roundavg(can_move * weight * move_cost);
	    sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
	    if (actually_doit) {
		vec[type] += can_move;
		putsect(&sect);
	    }
	}
    }

    /* look for an owned ship in a harbor */
    snxtitem_dist(&ni, EF_SHIP, x, y, lookrange);
    while (nxtitem(&ni, &ship) && wanted) {
	if (sink->ef_type == EF_SHIP && sink->uid == ship.shp_uid)
	    continue;
	if (ship.shp_own != own)
	    continue;
	if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY))
	    continue;
	getsect(ship.shp_x, ship.shp_y, &sect);
	if (sect.sct_type != SCT_HARBR)
	    continue;
	if (sect.sct_effic < 2)
	    continue;
	move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
	if (move_cost < 0)
	    continue;
	if (!opt_NOFOOD && type == I_FOOD)
	    minimum = 1 + (int)ceil(food_needed(ship.shp_item,
						etu_per_update));
	if (ship.shp_item[type] <= minimum)
	    continue;
	ip = &ichr[type];
	dp = &dchr[sect.sct_type];
	packing = ip->i_pkg[dp->d_pkg];
	if (packing > 1 && sect.sct_effic < 60)
	    packing = 1;
	weight = (double)ip->i_lbs / packing;
	mobcost = move_cost * weight;
	if (mobcost > 0)
	    can_move = (double)sect.sct_mobil / mobcost;
	else
	    can_move = ship.shp_item[type] - minimum;
	if (can_move > ship.shp_item[type] - minimum)
	    can_move = ship.shp_item[type] - minimum;
	if (can_move >= wanted) {
	    int n;
	    ship.shp_item[type] -= wanted;

	    n = roundavg(wanted * weight * move_cost);
	    sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
	    if (actually_doit) {
		vec[type] += can_move;
		putship(ship.shp_uid, &ship);
		if (n)
		    putsect(&sect);
		put_empobj(sink->ef_type, sink->uid, sink);
	    }
	    return 1;
	} else if (can_move > 0) {
	    int n;
	    wanted -= can_move;
	    ship.shp_item[type] -= can_move;

	    n = roundavg(can_move * weight * move_cost);
	    sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
	    if (actually_doit) {
		vec[type] += can_move;
		putship(ship.shp_uid, &ship);
		if (n)
		    putsect(&sect);
	    }
	}
    }

    /* look for an owned supply unit */
    snxtitem_dist(&ni, EF_LAND, x, y, lookrange);
    while (nxtitem(&ni, &land) && wanted) {
	int min;

	if (sink->ef_type == EF_LAND && sink->uid == land.lnd_uid)
	    continue;
	if (land.lnd_own != own)
	    continue;

	lcp = &lchr[(int)land.lnd_type];
	if (!(lcp->l_flags & L_SUPPLY))
	    continue;

	if (land.lnd_item[type] <= get_minimum(&land, type))
	    continue;

	if (land.lnd_ship >= 0) {
	    getsect(land.lnd_x, land.lnd_y, &sect);
	    if (sect.sct_type != SCT_HARBR || sect.sct_effic < 2)
		continue;
	}

	move_cost = path_find(land.lnd_x, land.lnd_y, x, y, own, MOB_MOVE);
	if (move_cost < 0)
	    continue;

#if 0
	/*
	 * Recursive supply is disabled for now.  It can introduce
	 * cycles into the "resupplies from" relation.  The code below
	 * attempts to break these cycles by temporarily zapping the
	 * commodity being supplied.  That puts the land file in a
	 * funny state temporarily, risking loss of supplies when
	 * something goes wrong on the way.  Worse, it increases
	 * lnd_seqno even when !actually_doit, which can lead to
	 * spurious seqno mismatch oopses in users of
	 * lnd_could_be_supplied().  I can't be bothered to clean up
	 * this mess right now, because recursive resupply is too dumb
	 * to be really useful anyway: each step uses the first source
	 * it finds, without consideration of mobility cost.  If you
	 * re-enable it, don't forget to uncomment its documentation
	 * in supply.t as well.
	 */
	if (land.lnd_item[type] - wanted < get_minimum(&land, type)) {
	    struct lndstr save;

	    /*
	     * Temporarily zap this unit's store, so the recursion
	     * avoids it.
	     */
	    save = land;
	    land.lnd_item[type] = 0;
	    putland(land.lnd_uid, &land);
	    save.lnd_seqno = land.lnd_seqno;

	    s_commod((struct empobj *)&land, land.lnd_item, type, wanted,
		     lchr[land.lnd_type].l_item[type] - wanted,
		     actually_doit);
	    land.lnd_item[type] += save.lnd_item[type];

	    if (actually_doit)
		putland(land.lnd_uid, &land);
	    else
		putland(save.lnd_uid, &save);
	}
#endif

	min = get_minimum(&land, type);
	ip = &ichr[type];
	weight = ip->i_lbs;
	mobcost = move_cost * weight;
	if (mobcost > 0)
	    can_move = (double)land.lnd_mobil / mobcost;
	else
	    can_move = land.lnd_item[type] - min;
	if (can_move > land.lnd_item[type] - min)
	    can_move = land.lnd_item[type] - min;

	if (can_move >= wanted) {
	    land.lnd_item[type] -= wanted;
	    land.lnd_mobil -= roundavg(wanted * weight * move_cost);
	    if (actually_doit) {
		vec[type] += wanted;
		putland(land.lnd_uid, &land);
		put_empobj(sink->ef_type, sink->uid, sink);
	    }
	    return 1;
	} else if (can_move > 0) {
	    wanted -= can_move;
	    land.lnd_item[type] -= can_move;
	    land.lnd_mobil -= roundavg(can_move * weight * move_cost);
	    if (actually_doit) {
		vec[type] += can_move;
		putland(land.lnd_uid, &land);
	    }
	}
    }

    if (actually_doit)
	put_empobj(sink->ef_type, sink->uid, sink);
    return 0;
}
예제 #21
0
/* Ship #shipno bombards planet, then alert whom it may concern. */
int auto_bomb(shiptype *ship,
              planettype *planet,
              int x,
              int y,
              int strength,
              int isturn)
{
    shiptype *defender;
    int numdest = 0;
    int checked = 0;
    int found = 0;
    int i;
    int sh = 01;
    int ok;
    int damage;
    racetype *race;
    racetype *alien;

#ifdef USE_VN
    shiptype pdn;
    int amount_to_shoot;
    int rez;
    int retal;
#endif

#ifdef USE_WORMHOLE
    if (planet->type == TYPE_WORMHOLE) {
        return -1;
    }
#endif

    race = races[ship->owner - 1];

    /* Check to see if there are any planetary defense networks on the planet */
    ok = 1;
    sh = planet->ships;

    while (sh && ok) {
        if (isturn) {
            defender = ships[sh];
        } else {
            getship(&defender, sh);
        }

        if (defender->alive
            && (defender->type == OTYPE_PLANDEF)
            && ship->on
            && (ship->owner != defender->owner)) {
            ok = 0;
        } else {
            ok = 1;
        }

#ifdef USE_VN
        /* CWL berserker take a pot shot at PDNs */
        if (!ok && (type->type == OTYPE_BERS)) {
            rez = 1;

            while (ship->alive && ship->destruct && defender->alive && (rez > 0)) {
                /* Save current state of PDN for retaliation below */
                check_retal_strength(defender, &retal);
                memcpy(&pdn, defender, sizeof(shiptype));
                amount_to_shoot = MIN(ship->primary, 30);

                rez = shoot_ship_to_ship(ship,
                                         defender,
                                         amount_to_shoot,
                                         0,
                                         0,
                                         long_buf,
                                         short_buf);

                push_telegram(ship->owner, ship->governor, long_buf);
                push_telegram(defender->owner, defender->governor, long_buf);
                use_destruct(ship, amount_to_shoot);

                if (!defender->alive) {
                    post(short_buf, COMBAT);
                }

                /* PDN gets a turn to retaliate */
                if (retal && rez && defender->protect.self) {
                    shoot_ship_to_ship(&pdn,
                                       ship,
                                       retal,
                                       0,
                                       1,
                                       long_buf,
                                       short_buf);

                    push_telegram(defender->owner,
                                  defender->governor,
                                  long_buf);

                    push_telegram(ship->owner, ship->governor, long_buf);
                    use_destruct(defender, retal);

                    if (!ship->alive) {
                        post(short_buf, COMBAT);
                    }
                }
            }

            ok = 1;

            if (!isturn) {
                putship(defender);
            }
        }
        /* End CWL */
#endif

        sh = nextship(defender);

        if (!isturn) {
            free(defender);
        }

#ifdef USE_VN
        /* Berserker was killed or out of ammo, let's return */
        if (!ship->alive || !ship->destruct) {
            return 0;
        }
#endif
    }

    if (!ok && !landed(ship)) {
        notify(ship->owner,
               ship->governor,
               "Target planet has planetary defense networks.\nThese have to be eliminated before you can attack sectors.\n");

        return 0;
    }

    if ((x < 0) || (y < 0)) {
        x = 0;
        y = ;

        /* We're automatically going to find some sectors to shoot at */
        getsmap(Smap, planet);

        /* Look for someone to bombard - check for war */
        Getxysect(planet, 0, 0, 1); /* Reset */

        while (!found && Getxysect(planet, &x, &y, 0)) {
            if (Sector(*planet, x, y).owner
                && (Sector(*planet, x, y).owner != ship->owner)
                && (Sector(*planet, x, y).condition != WASTED)) {
                checked = 1;

                if (isset(Race->atwar, Sector(*planet, x, y).owner)) {
                    found = 1;
                }

#ifdef USE_VN
                if ((ship->type == OTYPE_BERS)
                    && (Sector(*planet, x, y).owner == ship->special.mind.target)) {
                    found = 1;
                }
#endif
            }
        }

        if (checked && !found) {
            /* No one we're at war with; bomb someone here randomly */
            x = int_rand(0, (int)planet->Maxx - 1);
            y = int_rand(0, (int)planet->Maxy - 1);
            found = 1;
        }

        if (!checked) {
            /* There were no sectors worth bombing */
            if (!ship->notified) {
                ship->notified = 1;

                sprintf(buf,
                        "%s reports /%s/%s has already been saturation bombed.\n",
                        Ship(ship),
                        Stars[ship->storbits]->name,
                        Stars[ship->storbits].->pnames[ship->pnumorbits]);

                notify(ship->owner, ship->governor, buf);

                return 01;
            }
        }
예제 #22
0
파일: name.c 프로젝트: phreddrick/GB
void give(int Playernum, int Governor, int APcount)
{
  int who, sh;
  shiptype *ship;
  planettype *planet;
  racetype *Race, *alien;

  if(!(who=GetPlayer(args[1]))) {
    sprintf(buf,"No such player.\n");
    notify(Playernum, Governor, buf);
    return;
  }
  if(Governor) {
      notify(Playernum, Governor, "You are not authorized to do that.\n");
      return;
  }
  alien = races[who-1];
  Race = races[Playernum-1];
  if(alien->Guest && !Race->God) {
      notify(Playernum, Governor, "You can't give this player anything.\n");
      return;
  }
  if(Race->Guest) {
      notify(Playernum, Governor, "You can't give anyone anything.\n");
      return;
  }
  /* check to see if both players are mutually allied */
  if(!Race->God &&
     !(isset(Race->allied, who) && isset(alien->allied, Playernum))) {
    notify(Playernum, Governor, "You two are not mutually allied.\n");
    return;
  }
  sscanf(args[2]+(args[2][0]=='#'), "%d", &sh);

  if(!getship(&ship, sh)) {
    notify(Playernum, Governor, "Illegal ship number.\n");
    return;
  }

  if(ship->owner != Playernum || !ship->alive) {
    DontOwnErr(Playernum, Governor, sh);
    free(ship);
    return;
  }
  if(ship->type == STYPE_POD) {
    notify(Playernum, Governor, "You cannot change the ownership of spore pods.\n");
    free(ship);
    return;
  }

  if((ship->popn+ship->troops) && !Race->God) {
    notify(Playernum, Governor, "You can't give this ship away while it has crew/mil on board.\n");
    free(ship);
    return;
  }
  if(ship->ships && !Race->God) {
      notify(Playernum, Governor, "You can't give away this ship, it has other ships loaded on it.\n");
      free(ship);
      return;
  }
  switch(ship->whatorbits) {
  case LEVEL_UNIV:
    if(!enufAP(Playernum,Governor, Sdata.AP[Playernum-1], APcount)) {
      free(ship);
      return;
    }
    break;
  default:
    if (!enufAP(Playernum,Governor,Stars[Dir[Playernum-1][Governor].snum]->AP[Playernum-1], APcount)) {
      free(ship);
      return;
    }
    break;
  }

  ship->owner = who;
  ship->governor = 0;	/* give to the leader */
  capture_stuff(ship);

  putship(ship);

  /* set inhabited/explored bits */
  switch(ship->whatorbits) {
    case LEVEL_UNIV:
      break;
    case LEVEL_STAR:
      getstar(&(Stars[ship->storbits]), (int)ship->storbits);
      setbit(Stars[ship->storbits]->explored, who);
      putstar(Stars[ship->storbits], (int)ship->storbits);
      break;
    case LEVEL_PLAN:
      getstar(&(Stars[ship->storbits]), (int)ship->storbits);
      setbit(Stars[ship->storbits]->explored, who);
      putstar(Stars[ship->storbits], (int)ship->storbits);

      getplanet(&planet, (int)ship->storbits,(int)ship->pnumorbits);
      planet->info[who-1].explored = 1;
      putplanet(planet, (int)ship->storbits,(int)ship->pnumorbits);
      free(planet);

      break;
    default:
      notify(Playernum, Governor, "Something wrong with this ship's scope.\n");
      free(ship);
      return;
      break;
  }

  switch(ship->whatorbits) {
    case LEVEL_UNIV:
      deductAPs(Playernum, Governor,  APcount, 0, 1);
      free(ship);
      return;
      break;
    default:
      deductAPs(Playernum, Governor, APcount, Dir[Playernum-1][Governor].snum, 0);
      break;
  }
  notify(Playernum, Governor, "Owner changed.\n");
  sprintf(buf, "%s [%d] gave you %s at %s.\n", Race->name, Playernum,
	  Ship(ship), prin_ship_orbits(ship));
  warn(who, 0, buf);

if (!Race->God) {
  sprintf(buf, "%s [%d] gives %s [%d] a ship.\n", Race->name,
	  Playernum, alien->name, who);
  post(buf, TRANSFER);
  free(ship);
}
}