/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2020, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
#include "chance.h"
#include "damage.h"
#include "empobj.h"
-#include "file.h"
#include "map.h"
#include "misc.h"
#include "mission.h"
#include "player.h"
#include "prototypes.h"
#include "queue.h"
-#include "server.h"
#include "unit.h"
#include "xy.h"
static void shp_nav_put_one(struct ulist *);
static int shp_check_one_mines(struct ulist *);
static int shp_hit_mine(struct shpstr *);
-static void shp_stays(natid, char *, struct ulist *);
static struct ulist *
shp_find_capable(struct emp_qelem *list, int flags)
}
/*
- * Append SP to LIST.
+ * Append @sp to @list.
* Return the new list link.
*/
struct ulist *
}
}
-static void
+void
shp_nav_put(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp, *next;
}
/*
- * Sweep seamines with engineers in SHIP_LIST for ACTOR.
- * All ships in SHIP_LIST must be in the same sector.
- * If EXPLICIT is non-zero, this is for an explicit sweep command from
+ * Sweep sea mines with engineers in @ship_list for @actor.
+ * All ships in @ship_list must be in the same sector.
+ * If @explicit is non-zero, this is for an explicit sweep command from
* a player. Else it's an automatic "on the move" sweep.
- * If TAKEMOB is non-zero, require and charge mobility.
+ * If @takemob is non-zero, require and charge mobility.
* Return non-zero when the ships should stop.
*/
int
getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §);
if (sect.sct_type != SCT_WATER) {
if (explicit)
- mpr(actor, "%s is a %s. No seamines there!\n",
+ mpr(actor, "%s is a %s. No sea mines there!\n",
xyas(sect.sct_x, sect.sct_y, actor),
dchr[sect.sct_type].d_name);
return 0;
return stopping;
}
-
-static void
-shp_stays(natid actor, char *str, struct ulist *mlp)
-{
- 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));
- shp_nav_put_one(mlp);
-}
-
/*
- * Return whether and why SP would be stuck in SECTP.
+ * Return whether and why @sp would be stuck in @sectp.
*/
enum shp_stuck
shp_check_nav(struct shpstr *sp, struct sctstr *sectp)
if (msl_hit(&plp->plane,
shp_hardtarget(&mvs->unit.ship), EF_SHIP,
N_SHP_MISS, N_SHP_SMISS, sublaunch, victim)) {
- dam = pln_damage(&plp->plane, 'p', 1);
+ dam = pln_damage(&plp->plane, 'p', "");
mpr(victim,
"missile interdiction mission does %d damage to %s!\n",
dam, prship(&mvs->unit.ship));
shp_damage_one(mvs, dam);
} else {
- dam = pln_damage(&plp->plane, 'p', 0);
+ dam = pln_damage(&plp->plane, 'p', NULL);
collateral_damage(newx, newy, dam);
}
mvs = most_valuable_ship(list, newx, newy);
}
int
-shp_nav_one_sector(struct emp_qelem *list, int dir, natid actor)
+shp_nav_dir(struct emp_qelem *list, int dir, natid actor)
{
struct sctstr sect;
struct emp_qelem *qp;
coord newy;
int move;
enum shp_stuck stuck;
- int stopping = 0;
double mobcost;
- char dp[80];
if (CANT_HAPPEN(QEMPTY(list)))
return 1;
mlp = (struct ulist *)qp;
stuck = shp_check_nav(&mlp->unit.ship, §);
if (stuck == SHP_STUCK_CANAL) {
- sprintf(dp,
- "is too large to fit into the canal system at %s",
- xyas(newx, newy, actor));
- shp_stays(actor, dp, mlp);
+ mpr(actor,
+ "%s is too large to fit into the canal system at %s"
+ " & stays in %s\n",
+ prship(&mlp->unit.ship), xyas(newx, newy, actor),
+ xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor));
+ shp_nav_put_one(mlp);
continue;
} else if (CANT_HAPPEN(stuck != SHP_STUCK_NOT)) {
- sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
- shp_stays(actor, dp, mlp);
+ mpr(actor, "%s can't go to %s & stays in %s\n",
+ prship(&mlp->unit.ship), xyas(newx, newy, actor),
+ xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor));
+ shp_nav_put_one(mlp);
continue;
}
if (mlp->mobil <= 0.0) {
- shp_stays(actor, "is out of mobility", mlp);
+ mpr(actor, "%s is out of mobility & stays in %s\n",
+ prship(&mlp->unit.ship),
+ xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor));
+ shp_nav_put_one(mlp);
continue;
}
mobcost = shp_mobcost(&mlp->unit.ship);
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
}
+
+ return QEMPTY(list);
+}
+
+int
+shp_nav_gauntlet(struct emp_qelem *list, int interdict, natid actor)
+{
+ struct ulist *mlp = (struct ulist *)list->q_back;
+ coord newx, newy;
+ int stopping;
+
+ if (CANT_HAPPEN(QEMPTY(list)))
+ return 1;
+ newx = mlp->unit.ship.shp_x;
+ newy = mlp->unit.ship.shp_y;
+ stopping = shp_sweep(list, 0, 0, actor);
if (QEMPTY(list))
- return stopping;
- stopping |= shp_sweep(list, 0, 0, actor);
- if (QEMPTY(list))
- return stopping;
+ return 1;
stopping |= shp_check_mines(list);
if (QEMPTY(list))
- return stopping;
- stopping |= shp_interdict(list, newx, newy, actor);
+ return 1;
+ if (interdict)
+ stopping |= shp_interdict(list, newx, newy, actor);
return stopping;
}
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",
+ mpr(ship.shp_own, "Ship #%d anti-missile system activated!\n",
ship.shp_uid);
- mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance,
+ mpr(ship.shp_own, "%d%% hit chance...%s\n", hitchance,
hit ? "KABOOOM!! Incoming missile destroyed!\n"
: "SWOOSH!! Missile evades anti-missile systems\n");
}
/*
- * Set SP's tech to TLEV along with everything else that depends on it.
+ * Set @sp's tech to @tlev along with everything else that depends on it.
*/
void
shp_set_tech(struct shpstr *sp, int tlev)