/*
* 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.
*
* ---
*
* move.c: Move something somewhere.
- *
+ *
* Known contributors to this file:
- *
+ * Markus Armbruster, 2004-2011
*/
-#include "misc.h"
-#include "player.h"
-#include "var.h"
-#include "sect.h"
-#include "item.h"
+#include <config.h>
+
+#include <ctype.h>
+#include "damage.h"
#include "file.h"
-#include "deity.h"
-#include "xy.h"
-#include "path.h"
-#include "nat.h"
#include "map.h"
#include "nsc.h"
-#include "damage.h"
+#include "path.h"
+#include "player.h"
#include "prototypes.h"
+#include "sect.h"
-static int move_map(s_char *what, coord curx, coord cury, s_char *arg);
+static int move_map(coord curx, coord cury, char *arg);
int
-move_ground(s_char *what, struct sctstr *start, struct sctstr *end,
- double mobility, double weight, s_char *path,
- int (*map) (s_char *, coord, coord, s_char *), int exploring,
+move_ground(struct sctstr *start, struct sctstr *end,
+ double weight, char *path,
+ int (*map)(coord, coord, char *), int exploring,
int *dam)
-
-
- /* RESULT */
{
- struct sctstr sect, ending_sect;
- struct sctstr next, dsect;
- int vec[I_MAX + 1];
+ struct sctstr sect;
+ struct sctstr next;
coord curx, cury, oldx, oldy;
coord tmpx, tmpy;
coord dx, dy;
- s_char *movstr, *BestLandPath(s_char *, struct sctstr *,
- struct sctstr *, double *, int);
+ char *movstr;
double sect_mcost;
double total_mcost;
double mv_cost;
+ size_t len;
+ double mobility = start->sct_mobil;
int dir;
int intcost;
- int takedam = (*dam), out = 0;
- s_char bpath[512];
- s_char buf2[512];
- s_char prompt[128];
- s_char buf[1024];
+ int takedam = *dam;
+ int out = 0;
+ char prompt[128];
+ char buf[1024];
+ *end = *start;
if (mobility <= 0.0)
return -1;
*dam = 0;
- if (path && sarg_xy(path, &dx, &dy) && getsect(dx, dy, &ending_sect)) {
- if ((ending_sect.sct_x == start->sct_x) &&
- (ending_sect.sct_y == start->sct_y)) {
+ if (path && sarg_xy(path, &dx, &dy)) {
+ if (dx == start->sct_x && dy == start->sct_y) {
pr("Start sector is ending sector!\n");
return -1;
}
pr("Looking for best path to %s\n", path);
- path =
- BestLandPath(buf2, start, &ending_sect, &total_mcost,
- MOB_ROAD);
- if (exploring && (path != (s_char *)0)) /* take off the 'h' */
- *(path + strlen(path) - 1) = '\0';
- if (path == (s_char *)0)
+ total_mcost = path_find(start->sct_x, start->sct_y, dx, dy,
+ player->cnum, MOB_MOVE);
+ path = NULL;
+ if (total_mcost < 0)
pr("No owned path exists!\n");
else {
- pr("Using best path '%s', movement cost %1.3f\n",
- path, total_mcost);
- strncpy(bpath, path, sizeof(bpath));
- path = bpath;
- }
- if ((total_mcost * weight) > mobility) {
- pr("Not enough mobility to go all the way. Nothing moved.\n");
- *end = *start;
- return -1;
+ len = path_find_route(buf, sizeof(buf),
+ start->sct_x, start->sct_y, dx, dy);
+ if (!exploring) {
+ if (len < sizeof(buf))
+ strcpy(buf + len, "h");
+ len++;
+ }
+ if (len >= sizeof(buf))
+ pr("Can't handle path to %s, it's too long, sorry.\n",
+ xyas(dx, dy, player->cnum));
+ else {
+ path = buf;
+ pr("Using best path '%s', movement cost %1.3f\n",
+ path, total_mcost);
+ if (total_mcost * weight > mobility) {
+ pr("Not enough mobility to go all the way."
+ " Nothing moved.\n");
+ return -1;
+ }
+ }
}
}
movstr = path;
- tmpx = start->sct_x;
- curx = tmpx;
- tmpy = start->sct_y;
- cury = tmpy;
+ curx = start->sct_x;
+ cury = start->sct_y;
total_mcost = 0.0;
if (getsect(curx, cury, §) < 0) {
logerror("move_path: getsect %d,%d", curx, cury);
return -1;
}
for (;;) {
- tmpx = curx;
- tmpy = cury;
oldx = curx;
oldy = cury;
- if (movstr == 0 || *movstr == 0) {
+ if (!movstr || *movstr == 0) {
if (exploring) {
- map(what, curx, cury, (s_char *)0);
+ map(curx, cury, NULL);
} else {
- move_map(what, curx, cury, (s_char *)0);
+ move_map(curx, cury, NULL);
}
sprintf(prompt, "<%.1f: %c %s> ", mobility,
dchr[sect.sct_type].d_mnem,
movstr = getstring(prompt, buf);
}
if (movstr && sarg_xy(movstr, &dx, &dy)) {
- if (getsect(dx, dy, &dsect)) {
- movstr =
- BestLandPath(buf2, §, &dsect, &mv_cost, MOB_ROAD);
- } else {
- pr("Invalid destination sector!\n");
- movstr = (s_char *)0;
- }
-
- if (movstr == (s_char *)0) {
+ mv_cost = path_find(sect.sct_x, sect.sct_y, dx, dy,
+ player->cnum, MOB_MOVE);
+ if (mv_cost < 0) {
pr("Can't get to %s from here!\n",
xyas(dx, dy, player->cnum));
- movstr = (s_char *)0;
+ movstr = NULL;
} else {
- if ((mv_cost * weight) > mobility) {
- pr("Not enough mobility to go all the way. Nothing moved.\n");
- movstr = (s_char *)0;
+ len = path_find_route(buf, sizeof(buf),
+ sect.sct_x, sect.sct_y, dx, dy);
+ if (len < sizeof(buf))
+ strcpy(buf + len, "h");
+ len++;
+ if (len >= sizeof(buf)) {
+ pr("Can't handle path to %s, it's too long, sorry.\n",
+ xyas(dx, dy, player->cnum));
+ movstr = NULL;
} else {
- pr("Using best path '%s', movement cost %1.3f\n",
- movstr, mv_cost);
- strncpy(bpath, movstr, sizeof(bpath));
- movstr = bpath;
+ if ((mv_cost * weight) > mobility) {
+ pr("Not enough mobility to go all the way. Nothing moved.\n");
+ movstr = NULL;
+ } else {
+ movstr = buf;
+ pr("Using best path '%s', movement cost %1.3f\n",
+ movstr, mv_cost);
+ }
}
}
}
- if (movstr == 0 || *movstr == 0)
- movstr = dirch;
+ if (!movstr || *movstr == 0) {
+ buf[0] = dirch[DIR_STOP];
+ buf[1] = 0;
+ movstr = buf;
+ }
if ((dir = chkdir(*movstr, DIR_STOP, DIR_MAP)) < 0) {
pr("\"%c\" is not legal...", *movstr);
direrr("'%c' to stop ", "'%c' to view ", "& '%c' to map\n");
*movstr = 0;
continue;
}
- movstr++;
+ do movstr++; while (isspace(*movstr));
if (dir == DIR_MAP) {
if (!exploring)
- map(what, curx, cury, movstr + 1);
+ map(curx, cury, movstr);
*movstr = 0;
continue;
} else if (dir == DIR_STOP)
break;
else if (dir == DIR_VIEW) {
pr("%d%% %s with %d civilians.\n", sect.sct_effic,
- dchr[sect.sct_type].d_name,
- getvar(V_CIVIL, (s_char *)§, EF_SECTOR));
+ dchr[sect.sct_type].d_name, sect.sct_item[I_CIVIL]);
continue;
}
/*
* next sector. Mobility, terrain,
* or ownership may prevent us.
*/
- tmpx += diroff[dir][0];
- tmpy += diroff[dir][1];
+ tmpx = curx + diroff[dir][0];
+ tmpy = cury + diroff[dir][1];
if (getsect(tmpx, tmpy, &next) < 0) {
pr("You can't go there...\n");
*movstr = 0;
if ((next.sct_type == SCT_SANCT) &&
(next.sct_own != player->cnum)) {
pr("Converts, huh?\n");
- *end = next;
- intcost = (int)total_mcost;
- if (chance(total_mcost - intcost))
- intcost++;
- return intcost;
+ *movstr = 0;
+ continue;
}
- getvec(VT_ITEM, vec, (s_char *)&next, EF_SECTOR);
- sect_mcost = sector_mcost(&next, MOB_ROAD);
- if ((!player->owner && (!exploring ||
- (vec[I_MILIT] || vec[I_CIVIL]))) ||
- sect_mcost == -1.0) {
+ sect_mcost = sector_mcost(&next, MOB_MOVE);
+ if ((!player->owner && (!exploring
+ || next.sct_item[I_MILIT]
+ || next.sct_item[I_CIVIL]))
+ || sect_mcost == -1.0) {
/* already-owned, or prohibited terrain */
pr("You can't go there...\n");
*movstr = 0;
mobility -= sect_mcost;
total_mcost += sect_mcost;
}
- curx = tmpx;
- cury = tmpy;
+ curx = next.sct_x;
+ cury = next.sct_y;
if (cury != start->sct_y)
out = 1;
if (curx != start->sct_x)
*/
if (takedam && chance(weight / 100.0) &&
((curx != oldx) || (cury != oldy)))
- (*dam) +=
- ground_interdict(curx, cury, player->cnum, "commodities");
+ *dam += ground_interdict(curx, cury, player->cnum,
+ "commodities");
if (*dam >= 100)
break;
}
/*ARGSUSED*/
static int
-move_map(s_char *what, coord curx, coord cury, s_char *arg)
+move_map(coord curx, coord cury, char *arg)
{
struct nstr_sect ns;
- struct natstr *np;
struct sctstr sect;
- coord rel_x, rel_y;
- s_char range[128];
- s_char view[7];
+ char view[7];
int i;
- int vec[I_MAX + 1];
int changed = 0;
- np = getnatp(player->cnum);
- rel_x = xrel(np, curx);
- rel_y = yrel(np, cury);
- sprintf(range, "%d:%d,%d:%d", rel_x - 2, rel_x + 2, rel_y - 1,
- rel_y + 1);
- player->condarg = 0;
- /* This is necessary, otherwise move_map would attempt to pay */
- /* attention to the conditional arguments left behind by such */
- /* a command as "tran p -1,-1 ?eff=100".. It'd then only see */
- /* 100% efficienct sects, and get all screwed up --ts */
- if (!snxtsct(&ns, range))
- return RET_FAIL;
+ snxtsct_dist(&ns, curx, cury, 1);
i = 0;
while (i < 7 && nxtsct(&ns, §)) {
+ /* Nasty: this relies on the iteration order */
view[i] = dchr[sect.sct_type].d_mnem;
switch (sect.sct_type) {
case SCT_WATER:
writemap(player->cnum);
if (!getsect(curx, cury, §))
return RET_FAIL;
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
pr(" %c %c eff mob civ mil uw food work avail\n",
view[0], view[1]);
pr(" %c %c %c %3d %3d %4d %4d %4d %4d %3d %3d\n",
view[2], view[3], view[4],
- sect.sct_effic, sect.sct_mobil, vec[I_CIVIL], vec[I_MILIT],
- vec[I_UW], vec[I_FOOD], sect.sct_work, sect.sct_avail);
+ sect.sct_effic, sect.sct_mobil,
+ sect.sct_item[I_CIVIL], sect.sct_item[I_MILIT], sect.sct_item[I_UW],
+ sect.sct_item[I_FOOD], sect.sct_work, sect.sct_avail);
pr(" %c %c\n", view[5], view[6]);
return RET_OK;
}
fly_map(coord curx, coord cury)
{
struct nstr_sect ns;
- struct natstr *np;
struct sctstr sect;
- coord rel_x, rel_y;
- s_char view[7];
+ char view[7];
int i;
- s_char range[128];
-
- np = getnatp(player->cnum);
- rel_x = xrel(np, curx);
- rel_y = yrel(np, cury);
- sprintf(range, "%d:%d,%d:%d", rel_x - 2, rel_x + 2, rel_y - 1,
- rel_y + 1);
- player->condarg = 0;
- /* This is necessary, otherwise move_map would attempt to pay */
- /* attention to the conditional arguments left behind by such */
- /* a command as "tran p -1,-1 ?eff=100".. It'd then only see */
- /* 100% efficienct sects, and get all screwed up --ts */
- if (!snxtsct(&ns, range))
- return RET_FAIL;
+ snxtsct_dist(&ns, curx, cury, 1);
i = 0;
while (i < 7 && nxtsct(&ns, §)) {
- if (!(view[i] = player->bmap[sctoff(ns.x, ns.y)]))
+ /* Nasty: this relies on the iteration order */
+ if (!(view[i] = player->bmap[sect.sct_uid]))
view[i] = ' ';
i++;
}
check_lmines(coord x, coord y, double weight)
{
struct sctstr sect;
- int mines;
int dam = 0;
getsect(x, y, §);
- mines = getvar(V_MINE, (s_char *)§, EF_SECTOR);
- if (mines > 0 &&
+ if (SCT_LANDMINES(§) > 0 &&
sect.sct_oldown != player->cnum &&
- chance(DMINE_LHITCHANCE(mines)) && chance(weight / 100.0)) {
+ chance(DMINE_LHITCHANCE(sect.sct_mines)) && chance(weight / 100.0)) {
pr_beep();
pr("Blammo! Landmines detected! in %s ",
xyas(sect.sct_x, sect.sct_y, player->cnum));
dam = roll(20);
- --mines;
- putvar(V_MINE, mines, (s_char *)§, EF_SECTOR);
+ --sect.sct_mines;
putsect(§);
pr("%d damage sustained.\n", dam);
}