/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* carg.c: List cargo contents of a ship
- *
+ *
* Known contributors to this file:
- *
+ *
*/
-#include "misc.h"
-#include "player.h"
-#include "var.h"
-#include "xy.h"
-#include "sect.h"
-#include "ship.h"
-#include "land.h"
-#include "nsc.h"
-#include "nat.h"
-#include "file.h"
-#include "deity.h"
+#include <config.h>
+
#include "commands.h"
-#include "optlist.h"
+#include "land.h"
+#include "ship.h"
int
carg(void)
int nships;
struct nstr_item ni;
struct shpstr ship;
- int vec[I_MAX + 1];
- if (!snxtitem(&ni, EF_SHIP, player->argp[1]))
+ if (!snxtitem(&ni, EF_SHIP, player->argp[1], NULL))
return RET_SYN;
nships = 0;
- while (nxtitem(&ni, (s_char *)&ship)) {
+ while (nxtitem(&ni, &ship)) {
if (ship.shp_own == 0)
continue;
if ((player->cnum != ship.shp_own) && !player->god)
continue;
- if (ship.shp_type < 0 || ship.shp_type > shp_maxno) {
- pr("bad ship type %d (#%d)\n", ship.shp_type, ni.cur);
- continue;
- }
if (nships++ == 0)
- pr("shp# ship type x,y flt eff sh gun pet irn dst bar oil lcm hcm rad\n");
+ pr("shp# x,y flt eff civ mil uw sh gun pet irn dst bar oil lcm hcm rad\n");
pr("%4d ", ni.cur);
- pr("%-16.16s ", mchr[(int)ship.shp_type].m_name);
- prxy("%4d,%-4d ", ship.shp_x, ship.shp_y, player->cnum);
- pr(" %1c", ship.shp_fleet);
+ pr("%-4.4s ", mchr[(int)ship.shp_type].m_name);
+ prxy("%4d,%-4d ", ship.shp_x, ship.shp_y);
+ pr("%1.1s", &ship.shp_fleet);
pr("%4d%%", ship.shp_effic);
- getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%4d", vec[I_PETROL]);
- pr("%4d", vec[I_IRON]);
- pr("%4d", vec[I_DUST]);
- pr("%4d", vec[I_BAR]);
- pr("%4d", vec[I_OIL]);
- pr("%4d", vec[I_LCM]);
- pr("%4d", vec[I_HCM]);
- pr("%4d\n", vec[I_RAD]);
- if (opt_SHIPNAMES) {
- if (ship.shp_name[0] != 0) {
- pr(" %s\n", ship.shp_name);
- }
- }
+ pr("%4d", ship.shp_item[I_CIVIL]);
+ pr("%4d", ship.shp_item[I_MILIT]);
+ pr("%4d", ship.shp_item[I_UW]);
+ pr("%4d", ship.shp_item[I_SHELL]);
+ pr("%4d", ship.shp_item[I_GUN]);
+ pr("%4d", ship.shp_item[I_PETROL]);
+ pr("%4d", ship.shp_item[I_IRON]);
+ pr("%4d", ship.shp_item[I_DUST]);
+ pr("%4d", ship.shp_item[I_BAR]);
+ pr("%4d", ship.shp_item[I_OIL]);
+ pr("%4d", ship.shp_item[I_LCM]);
+ pr("%4d", ship.shp_item[I_HCM]);
+ pr("%4d\n", ship.shp_item[I_RAD]);
+ if (ship.shp_name[0] != 0)
+ pr(" %s\n", ship.shp_name);
}
if (nships == 0) {
if (player->argp[1])
int nunits;
struct nstr_item ni;
struct lndstr land;
- int vec[I_MAX + 1];
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
+ if (!snxtitem(&ni, EF_LAND, player->argp[1], NULL))
return RET_SYN;
nunits = 0;
- while (nxtitem(&ni, (s_char *)&land)) {
+ while (nxtitem(&ni, &land)) {
if (!land.lnd_own)
continue;
if ((player->cnum != land.lnd_own) && !player->god)
continue;
- if (land.lnd_type < 0 || land.lnd_type > lnd_maxno) {
- pr("bad unit type %d (#%d)\n", land.lnd_type, ni.cur);
- continue;
- }
if (nunits++ == 0)
- pr("lnd# unit type x,y a eff sh gun pet irn dst bar oil lcm hcm rad\n");
+ pr("lnd# unit x,y a eff civ mil uw sh gun pet irn dst bar oil lcm hcm rad\n");
pr("%4d ", ni.cur);
- pr("%-16.16s ", lchr[(int)land.lnd_type].l_name);
- prxy("%4d,%-4d ", land.lnd_x, land.lnd_y, player->cnum);
- pr(" %1c", land.lnd_army);
+ pr("%-4.4s ", lchr[(int)land.lnd_type].l_name);
+ prxy("%4d,%-4d ", land.lnd_x, land.lnd_y);
+ pr("%1.1s ", &land.lnd_army);
pr("%4d%%", land.lnd_effic);
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[I_GUN]);
- pr("%4d", vec[I_PETROL]);
- pr("%4d", vec[I_IRON]);
- pr("%4d", vec[I_DUST]);
- pr("%4d", vec[I_BAR]);
- pr("%4d", vec[I_OIL]);
- pr("%4d", vec[I_LCM]);
- pr("%4d", vec[I_HCM]);
- pr("%4d\n", vec[I_RAD]);
+ pr("%4d", land.lnd_item[I_CIVIL]);
+ pr("%4d", land.lnd_item[I_MILIT]);
+ pr("%4d", land.lnd_item[I_UW]);
+ pr("%4d", land.lnd_item[I_SHELL]);
+ pr("%4d", land.lnd_item[I_GUN]);
+ pr("%4d", land.lnd_item[I_PETROL]);
+ pr("%4d", land.lnd_item[I_IRON]);
+ pr("%4d", land.lnd_item[I_DUST]);
+ pr("%4d", land.lnd_item[I_BAR]);
+ pr("%4d", land.lnd_item[I_OIL]);
+ pr("%4d", land.lnd_item[I_LCM]);
+ pr("%4d", land.lnd_item[I_HCM]);
+ pr("%4d\n", land.lnd_item[I_RAD]);
}
if (nunits == 0) {
if (player->argp[1])