2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
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.
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.
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/>.
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.
27 * unitsub.c: Common subroutines for multiple type of units
29 * Known contributors to this file:
30 * Ron Koenderink, 2007
31 * Markus Armbruster, 2009
41 #include "prototypes.h"
45 unit_list(struct emp_qelem *unit_list)
48 struct emp_qelem *next;
50 int type, npln, nch, nxl;
55 if (CANT_HAPPEN(QEMPTY(unit_list)))
57 qp = unit_list->q_back;
58 ulp = (struct ulist *)qp;
59 type = ulp->unit.gen.ef_type;
60 if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP))
64 pr("lnd# land type x,y a eff sh gun xl mu tech retr\n");
66 pr("shp# ship type x,y fl eff mil sh gun pn he xl ln mob tech\n");
68 for (; qp != unit_list; qp = next) {
70 ulp = (struct ulist *)qp;
71 lnd = &ulp->unit.land;
72 shp = &ulp->unit.ship;
73 unit = &ulp->unit.gen;
74 if (CANT_HAPPEN(type != unit->ef_type))
76 pr("%4d ", unit->uid);
77 pr("%-16.16s ", empobj_chr_name(unit));
78 prxy("%4d,%-4d ", unit->x, unit->y);
79 pr("%1.1s", &unit->group);
80 pr("%4d%%", unit->effic);
81 if (type == EF_LAND) {
82 pr("%4d", lnd->lnd_item[I_SHELL]);
83 pr("%4d", lnd->lnd_item[I_GUN]);
84 pr("%3d", lnd_nxlight(lnd));
86 pr("%4d", shp->shp_item[I_MILIT]);
87 pr("%4d", shp->shp_item[I_SHELL]);
88 pr("%4d", shp->shp_item[I_GUN]);
89 npln = shp_nplane(shp, &nch, &nxl, NULL);
90 pr("%3d%3d%3d", npln - nch - nxl, nch, nxl);
91 pr("%3d", shp_nland(shp));
93 pr("%4d", unit->mobil);
94 pr("%4d", unit->tech);
95 if (type == EF_LAND) {
96 pr("%4d%%", lnd->lnd_retreat);
103 unit_put(struct emp_qelem *list, natid actor)
105 struct emp_qelem *qp;
106 struct emp_qelem *newqp;
112 ulp = (struct ulist *)qp;
113 unit = &ulp->unit.gen;
114 if (CANT_HAPPEN(unit->ef_type != EF_LAND
115 && unit->ef_type != EF_SHIP))
118 mpr(actor, "%s stopped at %s\n", obj_nameof(unit),
119 xyas(unit->x, unit->y, actor));
120 if (unit->ef_type == EF_LAND) {
121 if (ulp->mobil < -127)
123 unit->mobil = ulp->mobil;
126 if (unit->ef_type == EF_SHIP)
127 unit->mobil = (int)ulp->mobil;
128 put_empobj(unit->ef_type, unit->uid, unit);
137 unit_path(int together, struct empobj *unit, char *buf)
141 struct sctstr d_sect, sect;
146 if (CANT_HAPPEN(unit->ef_type != EF_LAND && unit->ef_type != EF_SHIP))
149 if (!sarg_xy(buf, &destx, &desty))
152 pr("Cannot go to a destination sector if not all starting in the same sector\n");
155 if (!getsect(destx, desty, &d_sect)) {
156 pr("%d,%d is not a sector\n", destx, desty);
159 if (unit->ef_type == EF_SHIP) {
160 if (path_find(unit->x, unit->y, d_sect.sct_x, d_sect.sct_y,
161 player->cnum, MOB_SAIL) < 0)
164 len = path_find_route(buf, 100, unit->x, unit->y,
165 d_sect.sct_x, d_sect.sct_y);
174 if (!cp || unit->mobil <= 0) {
175 pr("Can't get to '%s' right now.\n",
176 xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
180 getsect(unit->x, unit->y, §);
181 mtype = lnd_mobtype((struct lndstr *)unit);
184 * Note: passing sect.sct_own for actor is funny, but works:
185 * its only effect is to confine the search to that nation's
186 * land. It doesn't affect mobility costs. The real actor is
187 * different for marching in allied land, and passing it would
188 * break path finding there.
190 if (path_find(sect.sct_x, sect.sct_y, d_sect.sct_x, d_sect.sct_y,
191 sect.sct_own, mtype) < 0)
194 len = path_find_route(buf, 1024,
195 sect.sct_x, sect.sct_y,
196 d_sect.sct_x, d_sect.sct_y);
200 strcpy(buf + len, "h");
205 pr("No owned %s from %s to %s!\n",
206 mtype == MOB_RAIL ? "railway" : "path",
207 xyas(unit->x, unit->y, player->cnum),
208 xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
211 pr("Using path '%s'\n", cp);
217 unit_view(struct emp_qelem *list)
220 struct emp_qelem *qp;
221 struct emp_qelem *next;
224 for (qp = list->q_back; qp != list; qp = next) {
226 ulp = (struct ulist *)qp;
227 if (CANT_HAPPEN(!(ef_flags(ulp->unit.gen.ef_type) & EFF_XY)))
229 getsect(ulp->unit.gen.x, ulp->unit.gen.y, §);
230 if (ulp->unit.gen.ef_type == EF_SHIP) {
231 if (((struct mchrstr *)ulp->chrp)->m_flags & M_FOOD)
232 pr("[fert:%d] ", sect.sct_fertil);
233 if (((struct mchrstr *)ulp->chrp)->m_flags & M_OIL)
234 pr("[oil:%d] ", sect.sct_oil);
236 pr("%s @ %s %d%% %s\n", obj_nameof(&ulp->unit.gen),
237 xyas(ulp->unit.gen.x, ulp->unit.gen.y, player->cnum),
238 sect.sct_effic, dchr[sect.sct_type].d_name);
243 * Update cargo of CARRIER for movement or destruction.
244 * If the carrier is destroyed, destroy its cargo (planes, land units,
246 * Else update their location to the carrier's. Any op sectors equal
247 * to location get updated, too.
250 unit_update_cargo(struct empobj *carrier)
254 union empobj_storage obj;
256 for (cargo_type = EF_PLANE; cargo_type <= EF_NUKE; cargo_type++) {
257 snxtitem_cargo(&ni, cargo_type, carrier->ef_type, carrier->uid);
258 while (nxtitem(&ni, &obj)) {
260 mpr(obj.gen.own, "%s lost!\n", obj_nameof(&obj.gen));
263 /* mission op-area centered on the obj travels with it */
264 if (obj.gen.opx == obj.gen.x && obj.gen.opy == obj.gen.y) {
265 obj.gen.opx = carrier->x;
266 obj.gen.opy = carrier->y;
268 obj.gen.x = carrier->x;
269 obj.gen.y = carrier->y;
271 put_empobj(cargo_type, obj.gen.uid, &obj);
277 * Drop cargo of UNIT.
278 * Give it to NEWOWN, unless it's zero.
281 unit_drop_cargo(struct empobj *unit, natid newown)
285 union empobj_storage cargo;
287 for (type = EF_PLANE; type <= EF_NUKE; type++) {
288 snxtitem_cargo(&ni, type, unit->ef_type, unit->uid);
289 while (nxtitem(&ni, &cargo)) {
292 cargo.plane.pln_ship = cargo.plane.pln_land = -1;
295 cargo.land.lnd_ship = cargo.land.lnd_land = -1;
298 cargo.nuke.nuk_plane = -1;
301 mpr(cargo.gen.own, "%s transferred off %s %d to %s\n",
302 obj_nameof(&cargo.gen),
303 ef_nameof(unit->ef_type), unit->uid,
304 xyas(cargo.gen.x, cargo.gen.y, cargo.gen.own));
306 unit_give_away(&cargo.gen, newown, cargo.gen.own);
307 put_empobj(type, cargo.gen.uid, &cargo.gen);
313 * Give UNIT and its cargo to RECIPIENT.
314 * No action if RECIPIENT already owns UNIT.
315 * If GIVER is non-zero, inform RECIPIENT and GIVER of the transaction.
316 * Clears mission and group on the units given away.
319 unit_give_away(struct empobj *unit, natid recipient, natid giver)
323 union empobj_storage cargo;
325 if (unit->own == recipient)
329 mpr(unit->own, "%s given to %s\n",
330 obj_nameof(unit), cname(recipient));
331 mpr(recipient, "%s given to you by %s\n",
332 obj_nameof(unit), cname(giver));
335 unit->own = recipient;
336 unit_wipe_orders(unit);
337 put_empobj(unit->ef_type, unit->uid, unit);
339 for (type = EF_PLANE; type <= EF_NUKE; type++) {
340 snxtitem_cargo(&ni, type, unit->ef_type, unit->uid);
341 while (nxtitem(&ni, &cargo))
342 unit_give_away(&cargo.gen, recipient, giver);
347 * Wipe orders and such from UNIT.
350 unit_wipe_orders(struct empobj *unit)
358 unit->opx = unit->opy = 0;
362 switch (unit->ef_type) {
364 sp = (struct shpstr *)unit;
365 sp->shp_destx[0] = sp->shp_desty[0] = 0;
366 sp->shp_destx[1] = sp->shp_desty[1] = 0;
367 for (i = 0; i < TMAX; ++i) {
368 sp->shp_tstart[i] = I_NONE;
369 sp->shp_tend[i] = I_NONE;
370 sp->shp_lstart[i] = 0;
374 sp->shp_mobquota = 0;
376 sp->shp_follow = sp->shp_uid;
378 sp->shp_rpath[0] = 0;
381 pp = (struct plnstr *)unit;
382 pp->pln_range = pln_range_max(pp);
385 lp = (struct lndstr *)unit;
386 lp->lnd_retreat = morale_base;
388 lp->lnd_rpath[0] = 0;