/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * 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
#include <config.h>
-#include "misc.h"
-
-#include <ctype.h>
-#include "ship.h"
-#include "sect.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(struct shpstr *);
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);
- return;
- }
- if (sectp->sct_type != SCT_HARBR || sectp->sct_effic < 2) {
- wu(0, sp->shp_own,
- "%s is not in a harbor at least 2%% eff! Not scuttling.\n",
- prship(sp));
+ wu(0, 0, "bad sector (%d,%d) ship %d\n",
+ sp->shp_x, sp->shp_y, sp->shp_uid);
return;
}
if (opt_TRADESHIPS) {
return;
}
}
+ if (!scuttle_tradeship(sp, 0)) {
+ wu(0, sp->shp_own,
+ "%s doesn't pay here! Not scuttled.\n", prship(sp));
+ 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
*/
static int
-nav_loadship(struct shpstr *sp, natid cnum)
+nav_loadship(struct shpstr *sp)
{
struct sctstr *sectp;
int i, landown, shipown, didsomething[TMAX], rel;
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 = getrel(getnatp(sectp->sct_own), sp->shp_own);
/* loop through each field for that ship */
for (i = 0; i < TMAX; ++i) {
didsomething[i] = 1;
continue;
}
- if (sectp->sct_type != SCT_HARBR &&
- !IS_BIG_CITY(sectp->sct_type)) {
+ if (!sect_has_dock(sectp)) {
/* we can only load in harbors */
didsomething[i] = 1;
continue;
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(struct shpstr *sp)
{
- struct sctstr *sectp;
char *cp;
int stopping;
int quit;
int didsomething = 0;
- int max_amt, food_amt;
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 = 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;
+ return 0;
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,
+ if (!cp) {
+ wu(0, sp->shp_own,
"%s bad path, ship put on standby\n", prship(sp));
sp->shp_autonav |= AN_STANDBY;
putship(sp->shp_uid, sp);
free(qp);
qp = newqp;
}
- return RET_SYN;
+ return -1;
}
stopping = 0;
/* 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 = vship->m_item[I_FOOD];
- 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 */
free(qp);
qp = newqp;
}
- return RET_OK;
+ return 0;
}