/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
#include <config.h>
-
-#include <ctype.h>
-#include "item.h"
#include "nsc.h"
#include "path.h"
-#include "ship.h"
#include "update.h"
+#include "empobj.h"
+#include "unit.h"
static void swap(struct shpstr *);
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.
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];
/* 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 = malloc(sizeof(struct ulist));
+ mlp->chrp = (struct empobj_chr *)(mchr + sp->shp_type);
+ mlp->unit.ship = *sp;
mlp->mobil = sp->shp_mobil;
emp_insque(&mlp->queue, &ship_list);
sectp = getsectp(sp->shp_x, sp->shp_y);
if (opt_FUEL &&
sectp->sct_own != 0 &&
- sp->shp_fuel <= 0 && mlp->mcp->m_fuelu != 0)
+ sp->shp_fuel <= 0 &&
+ ((struct mchrstr *)mlp->chrp)->m_fuelu != 0)
auto_fuel_ship(sp);
- mlp->ship.shp_fuel = sp->shp_fuel;
+ mlp->unit.ship.shp_fuel = sp->shp_fuel;
cp = BestShipPath(buf, sp->shp_x, sp->shp_y,
sp->shp_destx[0], sp->shp_desty[0],
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 */