/*
* 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.
*
* ---
*
* nav_ship.c: Navigate ships and such
- *
+ *
* Known contributors to this file:
* Chad Zabel, 1994
* Ken Stevens, 1995
+ * Markus Armbruster, 2004-2011
*/
-#include "misc.h"
+#include <config.h>
-#include <ctype.h>
-#include "var.h"
-#include "ship.h"
-#include "sect.h"
-#include "news.h"
-#include "xy.h"
#include "nsc.h"
-#include "nat.h"
#include "path.h"
-#include "file.h"
-#include "item.h"
-#include "optlist.h"
-#include "player.h"
#include "update.h"
-#include "subs.h"
-#include "common.h"
-#include <stdlib.h>
+#include "empobj.h"
+#include "unit.h"
-static void swap(register struct shpstr *);
+static void swap(struct shpstr *);
static void
-scuttle_it(register struct shpstr *sp)
+scuttle_it(struct shpstr *sp)
{
struct sctstr *sectp;
sp->shp_autonav &= ~AN_SCUTTLE;
if (!(sectp = getsectp(sp->shp_x, sp->shp_y))) {
- wu(0, 0, "bad sector (%d,%d) ship %d\n", sp->shp_x, sp->shp_y,
- sp->shp_uid);
+ wu(0, 0, "bad sector (%d,%d) ship %d\n",
+ sp->shp_x, sp->shp_y, sp->shp_uid);
return;
}
- if (sectp->sct_type != SCT_HARBR || sectp->sct_effic < 2) {
+ if (CANT_HAPPEN(!opt_TRADESHIPS
+ || !(mchr[sp->shp_type].m_flags & M_TRADE)))
+ return;
+ if (!scuttle_tradeship(sp, 0)) {
wu(0, sp->shp_own,
- "%s is not in a harbor at least 2%% eff! Not scuttling.\n",
- prship(sp));
+ "%s doesn't pay here! Not scuttled.\n", prship(sp));
return;
}
- if (opt_TRADESHIPS) {
- if (!(mchr[(int)sp->shp_type].m_flags & M_TRADE)) {
- wu(0, sp->shp_own, "You can only autoscuttle trade ships!\n");
- return;
- }
- }
wu(0, sp->shp_own, "Scuttling %s in sector %s\n",
prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
- if (opt_TRADESHIPS) {
- scuttle_tradeship(sp, 0);
- }
- scuttle_ship(sp);
+ if (sectp->sct_own == sp->shp_own)
+ unit_drop_cargo((struct empobj *)sp, sectp->sct_own);
+ sp->shp_effic = 0;
+ putship(sp->shp_uid, sp);
}
static void
-nav_check_atdest(register struct shpstr *sp)
+nav_check_atdest(struct shpstr *sp)
{
if ((sp->shp_x == sp->shp_destx[0]) && (sp->shp_y == sp->shp_desty[0])) {
if ((sp->shp_destx[0] == sp->shp_destx[1]) &&
/* CZ 6/1/94 */
static void
-swap(register struct shpstr *sp)
+swap(struct shpstr *sp)
{
coord tcord;
- s_char tcomm[TMAX];
+ i_type tcomm[TMAX];
short lev[TMAX];
int i;
*/
static int
-nav_loadship(register struct shpstr *sp, natid cnum)
+nav_loadship(struct shpstr *sp)
{
struct sctstr *sectp;
- s_char item;
- int i, landown, shipown, level, didsomething[TMAX], rel;
+ int i, didsomething[TMAX], rel;
for (i = 0; i < TMAX; i++)
didsomething[i] = 0;
sp->shp_autonav &= ~AN_LOADING;
if (!(sectp = getsectp(sp->shp_x, sp->shp_y)))
- return RET_SYS; /* safety */
- /* I suspect RET_SYS isn't really what you want here --dfp */
-
+ return 0; /* safety */
- landown = sectp->sct_own;
- shipown = sp->shp_own;
- rel = getrel(getnatp(sectp->sct_own), cnum);
+ rel = relations_with(sectp->sct_own, sp->shp_own);
/* loop through each field for that ship */
for (i = 0; i < TMAX; ++i) {
- item = sp->shp_tend[i]; /* commodity */
- level = sp->shp_lend[i]; /* amount */
-
/* check and see if the data fields have been set. */
- if (item == ' ' || level == 0) {
+ if (sp->shp_tend[i] == I_NONE || sp->shp_lend[i] == 0) {
/* nothing to do move on. */
didsomething[i] = 1;
continue;
}
- if (landown == 0) {
+ if (sectp->sct_own == 0) {
/* either sea or deity harbor */
didsomething[i] = 1;
continue;
}
- if (sectp->sct_type != SCT_HARBR &&
- (!opt_BIG_CITY || sectp->sct_type != SCT_CAPIT)) {
+ if (!sect_has_dock(sectp)) {
/* we can only load in harbors */
didsomething[i] = 1;
continue;
}
- if (landown == shipown || rel >= FRIENDLY)
+ if (rel >= FRIENDLY)
didsomething[i] = load_it(sp, sectp, i);
}
return 1;
}
+static int
+nav_load_ship_at_sea(struct shpstr *sp)
+{
+ int i;
+ int n_items;
+ int max_amt, item_amt;
+ struct mchrstr *mcp;
+ struct sctstr *sectp;
+ struct check_list_st {
+ long cap;
+ i_type item;
+ } check_list[] = {{M_FOOD, I_FOOD}, {M_OIL, I_OIL}};
+
+ n_items = sizeof(check_list) / sizeof(check_list[0]);
+
+ mcp = &mchr[(int)sp->shp_type];
+ sectp = getsectp(sp->shp_x, sp->shp_y);
+ for (i = 0; i < n_items; i++) {
+ if (mcp->m_flags & check_list[i].cap) {
+ item_amt = sp->shp_item[check_list[i].item];
+ max_amt = mcp->m_item[check_list[i].item];
+ if (item_amt < max_amt && sectp->sct_type == SCT_WATER)
+ return 1;
+ }
+ }
+ return 0;
+}
+
/* new autonav code.
- *
+ *
* 1. Try and move to the next sector/harbor given by the player.
* 2. Once we reach a harbor try and load all cargo holds for that ship.
* 3. If the ship reaches its max levels set by the player try to use
* Continue to loop until the ship runs out of mobility, a load fails,
* the ship gets sunk (forts,ect..), the ship hits a mine.
*
- * A check has been added for fuel so ships don't end up running
- * out of mobility in the ocean.
- *
* Questions, bugs (fixes) , or new ideas should be directed at
- * Chad Zabel.
- * 6-1-94
+ * Chad Zabel.
+ * 6-1-94
* Modified to use shp_nav by Ken Stevens 1995
*/
int
-nav_ship(register struct shpstr *sp)
+nav_ship(struct shpstr *sp)
{
- struct sctstr *sectp;
- s_char *cp;
+ char *cp;
int stopping;
int quit;
int didsomething = 0;
- int max_amt, food_amt;
- s_char buf[1024];
+ char buf[1024];
struct emp_qelem ship_list;
struct emp_qelem *qp, *newqp;
- struct mlist *mlp;
+ struct ulist *mlp;
int dummyint;
double dummydouble;
int dir;
- natid cnum;
- struct mchrstr *mcp, *vship;
/* just return if no autonaving to do for this ship */
if (!(sp->shp_autonav & AN_AUTONAV) || (sp->shp_autonav & AN_STANDBY))
- return RET_OK;
-
- cnum = sp->shp_own;
- vship = mcp = &mchr[(int)sp->shp_type];
+ return 0;
/* Make a list of one ships so we can use the navi.c code */
emp_initque(&ship_list);
- mlp = (struct mlist *)malloc(sizeof(struct mlist));
- mlp->mcp = mchr + sp->shp_type;
- mlp->ship = *sp;
- mlp->mobil = (double)sp->shp_mobil;
+ mlp = malloc(sizeof(struct ulist));
+ mlp->chrp = (struct empobj_chr *)(mchr + sp->shp_type);
+ mlp->unit.ship = *sp;
+ ef_mark_fresh(EF_SHIP, &mlp->unit.ship);
+ mlp->mobil = sp->shp_mobil;
emp_insque(&mlp->queue, &ship_list);
- quit = 1; /* setup loop, we want to check it 1 time. */
-
do {
if ((sp->shp_mobil > 0) && (!(sp->shp_autonav & AN_LOADING)) &&
(!(sp->shp_autonav & AN_STANDBY))) {
shp_nav(&ship_list, &dummydouble, &dummydouble, &dummyint,
sp->shp_own);
if (QEMPTY(&ship_list))
- return RET_OK;
- /* before we move check to see if ship needs fuel. */
- sectp = getsectp(sp->shp_x, sp->shp_y);
- if (opt_FUEL &&
- sectp->sct_own != 0 &&
- sp->shp_fuel <= 0 && mlp->mcp->m_fuelu != 0)
- auto_fuel_ship(sp);
- mlp->ship.shp_fuel = sp->shp_fuel;
-
- cp = BestShipPath(buf, sp->shp_x, sp->shp_y,
- sp->shp_destx[0], sp->shp_desty[0],
- sp->shp_own);
- if (cp == 0 || (*cp == '\0') || (*cp == '?')) {
- wu(0, cnum,
+ return 0;
+
+ if (path_find(sp->shp_x, sp->shp_y,
+ sp->shp_destx[0], sp->shp_desty[0],
+ sp->shp_own, MOB_SAIL) < 0) {
+ wu(0, sp->shp_own,
"%s bad path, ship put on standby\n", prship(sp));
sp->shp_autonav |= AN_STANDBY;
- putship(sp->shp_uid, (s_char *)sp);
+ putship(sp->shp_uid, sp);
/* We need to free the ship list */
qp = ship_list.q_forw;
- while (qp != &(ship_list)) {
+ while (qp != &ship_list) {
newqp = qp->q_forw;
emp_remque(qp);
- free((s_char *)qp);
+ free(qp);
qp = newqp;
}
- return RET_SYN;
+ return -1;
}
+ path_find_route(buf, sizeof(buf), sp->shp_x, sp->shp_y,
+ sp->shp_destx[0], sp->shp_desty[0]);
stopping = 0;
+ cp = buf;
while (*cp && !stopping && sp->shp_own && mlp->mobil > 0.0) {
- dir = chkdir(*cp++, DIR_STOP, DIR_LAST);
-
+ dir = diridx(*cp++);
stopping |= shp_nav_one_sector(&ship_list, dir,
sp->shp_own, 0);
}
-/* sp->shp_mobil = (int) mobil;
- */
/* Ship not sunk */
if (sp->shp_own)
nav_check_atdest(sp);
/* Try to load the ship */
if (sp->shp_autonav & AN_LOADING) {
- didsomething = nav_loadship(sp, cnum);
+ didsomething = nav_loadship(sp);
if (didsomething)
quit = 1;
}
- /* special case for fishing boats */
- if ((mchr[(int)sp->shp_type].m_flags & M_FOOD) == 1) {
- food_amt = sp->shp_item[I_FOOD];
- max_amt = vl_find(V_FOOD, vship->m_vtype,
- vship->m_vamt, vship->m_nv);
- sectp = getsectp(sp->shp_x, sp->shp_y);
-
- if (food_amt < max_amt && (sectp->sct_own == 0))
- quit = 0;
- }
+ /* special case for fishing boats and oil derricks */
+ if (nav_load_ship_at_sea(sp))
+ quit = 0;
/* reset flag and check if we can move. */
} while (quit); /* end loop */
/* We need to free the ship list (just in case) */
qp = ship_list.q_forw;
- while (qp != &(ship_list)) {
+ while (qp != &ship_list) {
newqp = qp->q_forw;
emp_remque(qp);
- free((s_char *)qp);
+ free(qp);
qp = newqp;
}
- return RET_OK;
+ return 0;
}