/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, 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
* ---
*
* nav_ship.c: Navigate ships and such
- *
+ *
* Known contributors to this file:
* Chad Zabel, 1994
* Ken Stevens, 1995
}
wu(0, sp->shp_own, "Scuttling %s in sector %s\n",
prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
- 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
}
/* 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
* the ship gets sunk (forts,ect..), the ship hits a mine.
*
* 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
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))) {
cp = BestShipPath(buf, sp->shp_x, sp->shp_y,
sp->shp_destx[0], sp->shp_desty[0],
sp->shp_own);
- if (cp == 0) {
+ if (!cp) {
wu(0, cnum,
"%s bad path, ship put on standby\n", prship(sp));
sp->shp_autonav |= AN_STANDBY;