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march: Check for sector abandonment before anyone marches
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1 /*
2  *  Empire - A multi-player, client/server Internet based war game.
3  *  Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
4  *                Ken Stevens, Steve McClure, Markus Armbruster
5  *
6  *  Empire is free software: you can redistribute it and/or modify
7  *  it under the terms of the GNU General Public License as published by
8  *  the Free Software Foundation, either version 3 of the License, or
9  *  (at your option) any later version.
10  *
11  *  This program is distributed in the hope that it will be useful,
12  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
13  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  *  GNU General Public License for more details.
15  *
16  *  You should have received a copy of the GNU General Public License
17  *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  *
19  *  ---
20  *
21  *  See files README, COPYING and CREDITS in the root of the source
22  *  tree for related information and legal notices.  It is expected
23  *  that future projects/authors will amend these files as needed.
24  *
25  *  ---
26  *
27  *  navi.c: Navigate ships and such
28  *
29  *  Known contributors to this file:
30  *     Ken Stevens, 1995 (rewritten)
31  *     Ron Koenderink, 2006-2007
32  *     Markus Armbruster, 2006-2014
33  */
34
35 #include <config.h>
36
37 #include "commands.h"
38 #include "map.h"
39 #include "optlist.h"
40 #include "path.h"
41 #include "unit.h"
42
43 static void pr_leader_change(struct empobj *leader);
44 static struct empobj *get_leader(struct emp_qelem *list);
45 static void switch_leader(struct emp_qelem *list, int uid);
46
47 int
48 navi(void)
49 {
50     struct nstr_item ni_ship;
51     struct emp_qelem ship_list;
52     double minmob, maxmob;
53     int together;
54
55     if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1], NULL))
56         return RET_SYN;
57     shp_sel(&ni_ship, &ship_list);
58     shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum);
59     if (QEMPTY(&ship_list)) {
60         pr("No ships\n");
61         return RET_FAIL;
62     }
63
64     return do_unit_move(&ship_list, &together, &minmob, &maxmob);
65 }
66
67 int
68 do_unit_move(struct emp_qelem *ulist, int *together,
69              double *minmob, double *maxmob)
70 {
71     char *cp = NULL;
72     int leader_uid;
73     struct empobj *leader;
74     int dir;
75     int stopping = 0;
76     int skip = 0;
77     int moved = 0;
78     char buf[1024];
79     char prompt[128];
80     char bmap_flag;
81     int ac;
82     int type;
83
84     leader = get_leader(ulist);
85     leader_uid = leader->uid;
86     type = leader->ef_type;
87     pr("%s is %s\n",
88         type == EF_SHIP ? "Flagship" : "Leader",
89         unit_nameof(leader));
90
91     if (player->argp[2]) {
92         strcpy(buf, player->argp[2]);
93         cp = unit_path(*together, leader, buf, sizeof(buf));
94     }
95
96     while (!QEMPTY(ulist)) {
97         char dp[80];
98
99         if (cp == NULL || *cp == '\0' || stopping) {
100             stopping = 0;
101             if (type == EF_SHIP)
102                 shp_nav(ulist, minmob, maxmob, together, player->cnum);
103             else
104                 lnd_mar(ulist, minmob, maxmob, together, player->cnum);
105             if (QEMPTY(ulist)) {
106                 pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
107                 return RET_OK;
108             }
109             leader = get_leader(ulist);
110             if (leader->uid != leader_uid) {
111                 leader_uid = leader->uid;
112                 pr_leader_change(leader);
113                 stopping = 1;
114                 continue;
115             }
116             if (!skip)
117                 nav_map(leader->x, leader->y,
118                         type == EF_SHIP
119                         ? !(mchr[(int)leader->type].m_flags & M_SUB) : 1);
120             else
121                 skip = 0;
122             sprintf(prompt, "<%.1f:%.1f: %s> ", *maxmob,
123                     *minmob, xyas(leader->x, leader->y, player->cnum));
124             cp = getstring(prompt, buf);
125             /* Just in case any of our units were shelled while we were
126              * at the prompt, we call shp_nav() or lnd_mar() again.
127              */
128             if (type == EF_SHIP)
129                 shp_nav(ulist, minmob, maxmob, together, player->cnum);
130             else
131                 lnd_mar(ulist, minmob, maxmob, together, player->cnum);
132             if (QEMPTY(ulist)) {
133                 pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
134                 return RET_OK;
135             }
136             leader = get_leader(ulist);
137             if (leader->uid != leader_uid) {
138                 leader_uid = leader->uid;
139                 pr_leader_change(leader);
140                 stopping = 1;
141                 continue;
142             }
143             if (cp)
144                 cp = unit_path(*together, leader, buf, sizeof(buf));
145         }
146         if (type == EF_SHIP) {
147             rad_map_set(player->cnum, leader->x, leader->y, leader->effic,
148                         leader->tech, mchr[leader->type].m_vrnge);
149         }
150         if (cp == NULL || *cp == '\0')
151             cp = &dirch[DIR_STOP];
152         dir = chkdir(*cp, DIR_STOP, DIR_LAST);
153         if (dir >= 0) {
154             if (type == EF_SHIP)
155                 stopping |= shp_nav_one_sector(ulist, dir,
156                                                player->cnum, *together);
157             else {
158                 if (!moved && !lnd_abandon_askyn(ulist))
159                     return RET_FAIL;
160                 stopping |=
161                     lnd_mar_one_sector(ulist, dir, player->cnum,
162                                        *together);
163             }
164             moved = 1;
165             cp++;
166             continue;
167         }
168         ac = parse(cp, player->argbuf, player->argp, NULL, NULL, NULL);
169         if (ac <= 0) {
170             player->argp[0] = "";
171             cp = NULL;
172         } else if (ac == 1) {
173             sprintf(dp, "%d", leader->uid);
174             player->argp[1] = dp;
175             cp++;
176         } else
177             cp = NULL;
178         bmap_flag = 0;
179         switch (*player->argp[0]) {
180         case 'B':
181             bmap_flag = 'b';
182             /*
183              * fall through
184              */
185         case 'M':
186             display_region_map(bmap_flag, type, leader->x, leader->y,
187                                player->argp[1], player->argp[2]);
188             skip = 1;
189             continue;
190         case 'f':
191             if (ac <= 1)
192                 switch_leader(ulist, -1);
193             else
194                 switch_leader(ulist, atoi(player->argp[1]));
195             leader = get_leader(ulist);
196             if (leader->uid != leader_uid) {
197                 leader_uid = leader->uid;
198                 pr_leader_change(leader);
199             }
200             continue;
201         case 'i':
202             unit_list(ulist);
203             continue;
204         case 'm':
205             if (type == EF_SHIP)
206                 stopping |= shp_sweep(ulist, 1, 1, player->cnum);
207             else {
208                 lnd_sweep(ulist, 1, 1, player->cnum);
209                 stopping |= lnd_check_mines(ulist);
210             }
211             continue;
212         case 'r':
213             radar(leader->ef_type);
214             skip = 1;
215             player->btused++;
216             continue;
217         case 'l':
218             do_look(type);
219             player->btused++;
220             continue;
221         case 's':
222             if (leader->ef_type != EF_SHIP)
223                 break;
224             sona();
225             player->btused++;
226             skip = 1;
227             continue;
228         case 'd':
229             if (ac < 3) {
230                 player->argp[2] = ac < 2 ? "1" : player->argp[1];
231                 sprintf(dp, "%d", leader->uid);
232                 player->argp[1] = dp;
233             }
234             if (type == EF_SHIP)
235                 mine();
236             else
237                 landmine();
238             stopping = 1;
239             skip = 1;
240             player->btused++;
241             continue;
242         case 'v':
243             unit_view(ulist);
244             continue;
245         }
246         direrr("`%c' to stop", ", `%c' to view", NULL);
247         pr(", `i' to list %s, `f' to change %s,\n",
248             type == EF_SHIP ? "ships" : "units",
249             type == EF_SHIP ? "flagship" : "leader");
250         pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n",
251             type == EF_SHIP ? "`s' to sonar, " : "");
252         pr("`d' to drop mines, and `m' to minesweep\n");
253         stopping = 1;
254     }
255     return RET_OK;
256 }
257
258 int
259 nav_map(int x, int y, int show_designations)
260 {
261     char *ptr;
262     struct nstr_sect ns;
263     struct sctstr sect;
264     int i;
265     /* Note this is not re-entrant anyway, so we keep the buffers
266        around */
267     static char *wmapbuf = NULL;
268     static char **wmap = NULL;
269     int changed = 0;
270
271     if (!wmapbuf)
272         wmapbuf = malloc(WORLD_Y * MAPWIDTH(1));
273     if (!wmap) {
274         wmap = malloc(WORLD_Y * sizeof(*wmap));
275         if (wmap && wmapbuf) {
276             for (i = 0; i < WORLD_Y; i++)
277                 wmap[i] = &wmapbuf[MAPWIDTH(1) * i];
278         } else if (wmap) {
279             free(wmap);
280             wmap = NULL;
281         }
282     }
283     if (!wmapbuf || !wmap) {
284         pr("Memory error, tell the deity.\n");
285         logerror("malloc failed in navi\n");
286         return RET_FAIL;
287     }
288     snxtsct_dist(&ns, x, y, 1);
289     blankfill(wmapbuf, &ns.range, 1);
290     while (nxtsct(&ns, &sect)) {
291         ptr = &wmap[ns.dy][ns.dx];
292         *ptr = dchr[sect.sct_type].d_mnem;
293         if (!show_designations &&
294             sect.sct_own != player->cnum &&
295             sect.sct_type != SCT_WATER &&
296             sect.sct_type != SCT_BSPAN && sect.sct_type != SCT_HARBR)
297             *ptr = '?';
298         changed += map_set(player->cnum, sect.sct_x, sect.sct_y, *ptr, 0);
299         /*
300          * We do it this way so that 'x' and 'X'
301          * bdesignations will show up. This can
302          * be used to mark mined sectors. So, the
303          * player will see the current des, UNLESS
304          * they've marked the sector 'x' or 'X',
305          * in which case they'll see that.
306          * --ts
307          */
308         *ptr = player->bmap[sect.sct_uid];
309     }
310     if (changed)
311         writemap(player->cnum);
312     for (i = 0; i < ns.range.height; i++)
313         pr("%s\n", wmap[i]);
314     return RET_OK;
315 }
316
317 static void
318 pr_leader_change(struct empobj *leader)
319 {
320     pr("Changing %s to %s\n",
321         leader->ef_type == EF_SHIP ? "flagship" : "leader",
322         unit_nameof(leader));
323 }
324
325 static struct empobj *
326 get_leader(struct emp_qelem *list)
327 {
328     return &((struct ulist *)(list->q_back))->unit.gen;
329 }
330
331 static void
332 switch_leader(struct emp_qelem *list, int uid)
333 {
334     struct emp_qelem *qp, *save;
335     struct ulist *ulp;
336
337     if (QEMPTY(list))
338         return;
339
340     save = qp = list->q_back;
341     do {
342         emp_remque(qp);
343         emp_insque(qp, list);
344         qp = list->q_back;
345         ulp = (struct ulist *)qp;
346         if (ulp->unit.gen.uid == uid || uid == -1)
347             break;
348     } while (list->q_back != save);
349 }