/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2012, 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.
*
* ---
*
* snxtsct.c: Arrange sector selection using either distance or area
- *
+ *
* Known contributors to this file:
* Dave Pare, 1989
+ * Markus Armbruster, 2006-2011
*/
+#include <config.h>
+
+#include "file.h"
#include "misc.h"
-#include "player.h"
-#include "xy.h"
-#include "sect.h"
+#include "nat.h"
#include "nsc.h"
-#include "file.h"
-#include "com.h"
-#include "prototypes.h"
#include "optlist.h"
+#include "player.h"
+#include "prototypes.h"
+#include "xy.h"
/*
* setup the nstr_sect structure for sector selection.
- * can select on either NS_ALL, NS_AREA, or NS_RANGE
+ * can select on either NS_ALL, NS_AREA, or NS_DIST
* iterate thru the "condarg" string looking
* for arguments to compile into the nstr.
+ * Using this function for anything but command arguments is usually
+ * incorrect, because it respects conditionals. Use the snxtsct_FOO()
+ * instead.
*/
int
-snxtsct(struct nstr_sect *np, s_char *str)
+snxtsct(struct nstr_sect *np, char *str)
{
struct range range;
+ struct natstr *natp;
coord cx, cy;
- int dist, n;
- s_char buf[1024];
- struct range wr;
+ int dist;
+ char buf[1024];
- if (str == 0 || *str == 0) {
- if ((str = getstring("(sects)? ", buf)) == 0)
+ if (!str || !*str) {
+ if (!(str = getstring("(sects)? ", buf)))
return 0;
- }
- wr.lx = -WORLD_X / 2;
- wr.ly = -WORLD_Y / 2;
- wr.hx = WORLD_X / 2;
- wr.hy = WORLD_Y / 2;
- wr.width = wr.height = 0;
+ } else
+ make_stale_if_command_arg(str);
switch (sarg_type(str)) {
case NS_AREA:
if (!sarg_area(str, &range))
snxtsct_dist(np, cx, cy, dist);
break;
case NS_ALL:
- /* fake "all" by doing a world-sized area query */
- snxtsct_area(np, &wr);
+ /*
+ * Can't use snxtsct_all(), as it would disclose the real
+ * origin. Use a world-sized area instead.
+ */
+ natp = getnatp(player->cnum);
+ range.lx = xabs(natp, -WORLD_X / 2);
+ range.ly = yabs(natp, -WORLD_Y / 2);
+ range.hx = xnorm(range.lx + WORLD_X - 1);
+ range.hy = ynorm(range.ly + WORLD_Y - 1);
+ xysize_range(&range);
+ snxtsct_area(np, &range);
break;
default:
return 0;
}
- if (player->condarg == 0)
- return 1;
- n = nstr_comp(np->cond, sizeof(np->cond) / sizeof(*np->cond),
- EF_SECTOR, player->condarg);
- np->ncond = n >= 0 ? n : 0;
- return n >= 0;
+ return snxtsct_use_condarg(np);
}
void
{
struct range worldrange;
- worldrange.lx = -WORLD_X / 2;
- worldrange.ly = -WORLD_Y / 2;
- worldrange.hx = WORLD_X / 2;
- worldrange.hy = WORLD_Y / 2;
- worldrange.width = worldrange.height = 0;
+ worldrange.lx = 0;
+ worldrange.ly = 0;
+ worldrange.hx = WORLD_X - 1;
+ worldrange.hy = WORLD_Y - 1;
+ xysize_range(&worldrange);
snxtsct_area(np, &worldrange);
}
np->range = *range;
np->ncond = 0;
np->type = NS_AREA;
- np->read = ef_read;
np->x = np->range.lx - 1;
np->y = np->range.ly;
np->dx = -1;
np->dy = 0;
- xysize_range(&np->range);
- ef_zapcache(EF_SECTOR);
+}
+
+int
+snxtsct_use_condarg(struct nstr_sect *np)
+{
+ int n;
+
+ if (!player->condarg)
+ return 1;
+ n = nstr_comp(np->cond, sizeof(np->cond) / sizeof(*np->cond),
+ EF_SECTOR, player->condarg);
+ if (n < 0)
+ return 0;
+ np->ncond = n;
+ return 1;
}
void
np->dx = -1;
np->dy = 0;
np->id = -1;
- ef_zapcache(EF_SECTOR);
}
void
np->ncond = 0;
np->dist = dist;
np->type = NS_DIST;
- np->read = ef_read;
np->x = np->range.lx - 1;
np->y = np->range.ly;
np->dx = -1;
np->dy = 0;
-#if 0
- /* This function is now done elsewhere. */
- /* It was not doing the right thing when the world was small */
- xysize_range(&np->range);
-#endif
- ef_zapcache(EF_SECTOR);
-}
-
-void
-xysize_range(struct range *rp)
-{
- if (rp->lx >= rp->hx)
- rp->width = WORLD_X + rp->hx - rp->lx;
- else
- rp->width = rp->hx - rp->lx;
-#ifndef HAY
- /* This is a necessary check for small, hitech worlds. */
- if (rp->width > WORLD_X)
- rp->width = WORLD_X;
-#endif
- if (rp->ly >= rp->hy)
- rp->height = WORLD_Y + rp->hy - rp->ly;
- else
- rp->height = rp->hy - rp->ly;
-#ifndef HAY
- /* This is a necessary check for small, hitech worlds. */
- if (rp->height > WORLD_Y)
- rp->height = WORLD_Y;
-#endif
-}
-
-/* This is called also called in snxtitem.c */
-void
-xydist_range(coord x, coord y, int dist, struct range *rp)
-{
- if (dist < WORLD_X / 4) {
- rp->lx = xnorm((coord)(x - 2 * dist));
- rp->hx = xnorm((coord)(x + 2 * dist) + 1);
- rp->width = 4 * dist + 1;
- } else {
- /* Range is larger than the world */
- /* Make sure we get lx in the right place. */
- rp->lx = xnorm((coord)(x - WORLD_X / 2));
- rp->hx = xnorm((coord)(rp->lx + WORLD_X - 1));
- rp->width = WORLD_X;
- }
-
- if (dist < WORLD_Y / 2) {
- rp->ly = ynorm((coord)(y - dist));
- rp->hy = ynorm((coord)(y + dist) + 1);
- rp->height = 2 * dist + 1;
- } else {
- /* Range is larger than the world */
- rp->ly = ynorm((coord)(y - WORLD_Y / 2));
- rp->hy = ynorm((coord)(rp->ly + WORLD_Y - 1));
- rp->height = WORLD_Y;
- }
}