/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2010, 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/>.
*
* ---
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
- * Markus Armbruster, 2006-2009
+ * Markus Armbruster, 2006-2010
*/
#include <config.h>
#include <stdlib.h>
#include "damage.h"
+#include "empobj.h"
#include "file.h"
#include "map.h"
#include "misc.h"
#include "mission.h"
+#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "prototypes.h"
#include "queue.h"
#include "server.h"
-#include "xy.h"
-#include "empobj.h"
#include "unit.h"
+#include "xy.h"
static int shp_check_one_mines(struct ulist *);
static int shp_hit_mine(struct shpstr *);
-static void shp_mess(char *, struct ulist *);
+static void shp_stays(natid, char *, struct ulist *);
void
shp_sel(struct nstr_item *ni, struct emp_qelem *list)
emp_initque(list);
while (nxtitem(ni, &ship)) {
- if (!player->owner)
+ /*
+ * It would be nice to let deities navigate foreign ships, but
+ * much of the code assumes that only the ship's owner can
+ * navigate it.
+ */
+ if (ship.shp_own != player->cnum)
continue;
mcp = &mchr[(int)ship.shp_type];
if (opt_MARKET) {
}
if (opt_SAIL) {
if (*ship.shp_path && !update_running) {
- shp_mess("has a sail path", mlp);
+ shp_stays(actor, "has a sail path", mlp);
mpr(actor, "Use `sail <#> -' to reset\n");
continue;
}
}
/* check crew - uws don't count */
if (ship.shp_item[I_MILIT] == 0 && ship.shp_item[I_CIVIL] == 0) {
- shp_mess("is crewless", mlp);
+ shp_stays(actor, "is crewless", mlp);
continue;
}
if (!getsect(ship.shp_x, ship.shp_y, §)) {
- shp_mess("was sucked into the sky by a strange looking spaceship", mlp); /* heh -KHS */
+ shp_stays(actor, "was sucked into the sky by a strange looking spaceship", mlp); /* heh -KHS */
continue;
}
switch (shp_check_nav(§, &ship)) {
case CN_CONSTRUCTION:
- shp_mess("is caught in a construction zone", mlp);
+ shp_stays(actor, "is caught in a construction zone", mlp);
continue;
case CN_LANDLOCKED:
- shp_mess("is landlocked", mlp);
+ shp_stays(actor, "is landlocked", mlp);
continue;
case CN_NAVIGABLE:
break;
case CN_ERROR:
default:
- shp_mess("was just swallowed by a big green worm", mlp);
+ shp_stays(actor, "was just swallowed by a big green worm", mlp);
continue;
}
if (first) {
static void
-shp_mess(char *str, struct ulist *mlp)
+shp_stays(natid actor, char *str, struct ulist *mlp)
{
- mpr(mlp->unit.ship.shp_own, "%s %s & stays in %s\n",
- prship(&mlp->unit.ship),
- str, xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y,
- mlp->unit.ship.shp_own));
+ mpr(actor, "%s %s & stays in %s\n",
+ prship(&mlp->unit.ship), str,
+ xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor));
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
emp_remque((struct emp_qelem *)mlp);
/* Inform neutral and worse */
for (i = 0; i < MAXNOC; ++i) {
- if (getrel(getnatp(i), victim) <= NEUTRAL)
+ if (relations_with(i, victim) <= NEUTRAL)
notified[i] = 0;
else
notified[i] = 1;
return 0; /* Only coastwatch notify in nofortfire */
/* Only fire at Hostile ships */
for (i = 0; i < MAXNOC; ++i) {
- if (getrel(getnatp(i), victim) >= NEUTRAL)
+ if (relations_with(i, victim) >= NEUTRAL)
notified[i] = 0;
}
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
coord newy;
int stopping = 0;
double mobcost;
- double tech; /* for mapping */
- double tf; /* for mapping */
char dp[80];
int navigate;
getsect(newx, newy, §);
navigate = shp_check_nav(§, &mlp->unit.ship);
if (navigate != CN_NAVIGABLE ||
- (sect.sct_own && actor != sect.sct_own &&
- getrel(getnatp(sect.sct_own), actor) < FRIENDLY)) {
+ (sect.sct_own
+ && relations_with(sect.sct_own, actor) < FRIENDLY)) {
if (dchr[sect.sct_type].d_nav == NAV_CANAL &&
!(((struct mchrstr *)mlp->chrp)->m_flags & M_CANAL) &&
navigate == CN_LANDLOCKED)
mpr(actor, "%s\n", dp);
return 2;
} else {
- shp_mess(dp, mlp);
+ shp_stays(actor, dp, mlp);
continue;
}
}
if (mlp->mobil <= 0.0) {
- shp_mess("is out of mobility", mlp);
+ shp_stays(actor, "is out of mobility", mlp);
continue;
}
mobcost = shp_mobcost(&mlp->unit.ship);
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
/* Now update the map for this ship */
- tech = techfact(mlp->unit.ship.shp_tech,
- ((struct mchrstr *)mlp->chrp)->m_vrnge);
- if (((struct mchrstr *)mlp->chrp)->m_flags & M_SONAR)
- tf = techfact(mlp->unit.ship.shp_tech, 1.0);
- else
- tf = 0.0;
- radmapupd(mlp->unit.ship.shp_own,
- mlp->unit.ship.shp_x, mlp->unit.ship.shp_y,
- (int)mlp->unit.ship.shp_effic, (int)tech, tf);
+ rad_map_set(mlp->unit.ship.shp_own,
+ mlp->unit.ship.shp_x, mlp->unit.ship.shp_y,
+ mlp->unit.ship.shp_effic, mlp->unit.ship.shp_tech,
+ ((struct mchrstr *)mlp->chrp)->m_vrnge);
}
if (QEMPTY(list))
return stopping;
{
struct nstr_item ni;
struct shpstr ship;
- int hitchance;
+ int hitchance, hit;
double gun, eff, teff;
snxtitem_dist(&ni, EF_SHIP, dx, dy, 1);
if (!(mchr[(int)ship.shp_type].m_flags & M_ANTIMISSILE))
continue;
- if (getrel(getnatp(ship.shp_own), bombown) >= NEUTRAL)
+ if (relations_with(ship.shp_own, bombown) >= NEUTRAL)
continue;
if (ship.shp_effic < 60)
hitchance = 0;
if (hitchance > 100)
hitchance = 100;
+ hit = roll(100) <= hitchance;
- mpr(bombown, "%s anti-missile system activated...",
- cname(ship.shp_own));
+ mpr(bombown, "%s anti-missile system activated...%s\n",
+ cname(ship.shp_own),
+ hit ? "KABOOOM!! Missile destroyed\n"
+ : "SWOOSH!! anti-missile system failed!!");
mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n",
ship.shp_uid);
- mpr(ship.shp_own, "%d%% hitchance...", hitchance);
+ mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance,
+ hit ? "KABOOOM!! Incoming missile destroyed!\n"
+ : "SWOOSH!! Missile evades anti-missile systems\n");
- if (roll(100) <= hitchance) {
- mpr(bombown, "KABOOOM!! Missile destroyed\n\n");
- mpr(ship.shp_own,
- "KABOOOM!! Incoming missile destroyed!\n\n");
+ if (hit)
return 1;
- } else {
- mpr(bombown, "SWOOSH!! anti-missile system failed!!\n");
- mpr(ship.shp_own,
- "SWOOSH!! Missile evades anti-missile systems\n\n");
- }
}
return 0; /* all attempts failed */
}