/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* ship.h: Definitions for things having to do with ships
*
* Known contributors to this file:
* Dave Pare
* Thomas Ruschak, 1992
* Ken Stevens, 1995
* Steve McClure, 1998
* Markus Armbruster, 2004-2014
*/
#ifndef SHIP_H
#define SHIP_H
#include
#include "item.h"
#include "retreat.h"
#include "types.h"
#define SHP_TYPE_MAX 46
#define SHIP_MINEFF 20
#define MAXSHPPATH 28
#define MAXSHPNAMLEN 24
struct shpstr {
/* initial part must match struct empobj */
signed ef_type: 8;
unsigned shp_seqno: 12;
unsigned shp_generation: 12;
int shp_uid; /* unit it (ship #) */
time_t shp_timestamp; /* Last time this ship was touched. */
natid shp_own; /* owner's country num */
coord shp_x; /* x location in abs coords */
coord shp_y; /* y location in abs coords */
signed char shp_type; /* index in mchr[] */
signed char shp_effic; /* 0% to 100% */
signed char shp_mobil; /* mobility units */
unsigned char shp_off; /* repairs stopped? */
short shp_tech; /* tech level ship was built at */
char shp_fleet; /* group membership */
coord shp_opx, shp_opy; /* Op sector coords */
short shp_mission; /* mission code */
short shp_radius; /* mission radius */
/* end of part matching struct empobj */
short shp_item[I_MAX+1]; /* amount of items on board */
short shp_pstage; /* plague stage */
short shp_ptime; /* how many etus remain in this stage */
short shp_access; /* Last tick mob was updated (MOB_ACCESS) */
char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */
coord shp_orig_x;
coord shp_orig_y; /* Where we were built */
natid shp_orig_own; /* Who built us */
int shp_rflags; /* When do I retreat? */
char shp_rpath[RET_LEN]; /* retreat path */
};
struct mchrstr {
short m_item[I_MAX+1]; /* load limit */
int m_lcm; /* units of lcm to build */
int m_hcm; /* units of hcm to build */
int m_armor; /* how well armored it is */
int m_speed; /* how fast it can go */
int m_visib; /* how well it can be seen */
int m_vrnge; /* how well it can see */
int m_frnge; /* how far it can fire */
int m_glim; /* how many guns it can fire */
unsigned char m_nxlight; /* maximum number of xlight planes */
unsigned char m_nchoppers; /* maximum number of choppers */
char *m_name; /* full name of type of ship */
int m_tech; /* tech required to build */
int m_cost; /* how much it costs to build */
int m_flags; /* what special things can this ship do */
unsigned char m_nplanes; /* maximum number of planes this ship holds */
unsigned char m_nland; /* maximum number of units this ship holds */
signed char m_type; /* index in mchr[] */
};
#define M_FOOD bit(0) /* catch that fish! */
#define M_TORP bit(1) /* fire torpedoes */
#define M_DCH bit(2) /* drop depth charges on subs */
#define M_FLY bit(3) /* launch and recover planes */
/* M_MSL will be automatically set in init_mchr() if m_nplanes > 0
and M_FLY is not set */
#define M_MSL bit(4) /* launch missiles */
#define M_OIL bit(5) /* drill for oil */
#define M_SONAR bit(6) /* locate submarines */
#define M_MINE bit(7) /* drop mines */
#define M_SWEEP bit(8) /* clean up the mines */
#define M_SUB bit(9) /* a submarine */
/* unused bit(10) */
#define M_LAND bit(11) /* allows full landing ability */
#define M_SUBT bit(12) /* allows torping of other subs */
#define M_TRADE bit(13) /* is a trade ship */
#define M_SEMILAND bit(14) /* can land 1/4 */
/* unused bit(15) */
/* unused bit(16) */
/* unused bit(17) */
#define M_SUPPLY bit(18) /* Can supply units/sects/ships */
#define M_CANAL bit(19) /* Can navigate a canal (BIG CITY) */
#define M_ANTIMISSILE bit(20) /* Shoot down missile */
#define getship(n, p) ef_read(EF_SHIP, (n), (p))
#define putship(n, p) ef_write(EF_SHIP, (n), (p))
#define getshipp(n) ((struct shpstr *)ef_ptr(EF_SHIP, (n)))
extern struct mchrstr mchr[SHP_TYPE_MAX + 2];
/* Work required for building 100% */
#define SHP_BLD_WORK(lcm, hcm) (20 + (lcm) + 2 * (hcm))
enum {
SHP_AIROPS_EFF = 50, /* min. efficiency for air ops */
SHP_TORP_SHELLS = 3 /* number of shells used by a torpedo */
};
/* Whether and why a ship is stuck in a sector */
enum shp_stuck {
SHP_STUCK_NOT, /* not stuck */
SHP_STUCK_CONSTRUCTION, /* sector not efficient enough */
SHP_STUCK_CANAL, /* ship lacks M_CANAL */
SHP_STUCK_IMPASSABLE /* sector type not navigable */
};
extern int m_armor(struct mchrstr *, int);
extern int m_speed(struct mchrstr *, int);
extern int m_visib(struct mchrstr *, int);
extern int m_frnge(struct mchrstr *, int);
extern int m_glim(struct mchrstr *, int);
extern int shp_armor(struct shpstr *);
extern int shp_speed(struct shpstr *);
extern int shp_visib(struct shpstr *);
extern int shp_frnge(struct shpstr *);
extern int shp_glim(struct shpstr *);
extern int shp_nplane(struct shpstr *, int *, int *, int *);
extern int shp_nland(struct shpstr *);
extern int shp_dchrg(struct shpstr *);
extern int shp_fire(struct shpstr *);
extern int shp_torp(struct shpstr *, int);
extern double shp_fire_range(struct shpstr *);
extern int shp_usable_guns(struct shpstr *);
extern double shp_torp_hitchance(struct shpstr *, int);
/* src/lib/subs/shpsub.c */
extern void shp_sel(struct nstr_item *, struct emp_qelem *);
extern struct ulist *shp_insque(struct shpstr *, struct emp_qelem *);
extern void shp_nav(struct emp_qelem *, double *, double *, int *, natid);
extern int shp_sweep(struct emp_qelem *, int, int, natid);
extern enum shp_stuck shp_check_nav(struct shpstr *, struct sctstr *);
extern int sect_has_dock(struct sctstr *);
extern int shp_hardtarget(struct shpstr *);
extern int shp_nav_one_sector(struct emp_qelem *, int, natid, int);
extern int shp_missile_defense(coord, coord, natid, int);
extern void shp_missdef(struct shpstr *, natid);
extern double shp_mobcost(struct shpstr *);
extern void shp_set_tech(struct shpstr *, int);
#endif