/* src/lib/subs/maps.c */
extern int do_map(int bmap, int unit_type, char *arg1, char *arg2);
extern int display_region_map(int, int, coord, coord, char *, char *);
+extern int nav_map(int, int, int);
extern int bmaps_intersect(natid, natid);
extern int share_bmap(natid, natid, struct nstr_sect *, char, char *);
extern int load_comm_ok(struct sctstr *, natid, i_type, int);
extern void gift(natid, natid, void *, char *);
extern int display_mark(i_type, int);
-extern int nav_map(int, int, int);
-extern int do_unit_move(struct emp_qelem *, double *, double *);
extern int count_pop(int);
extern int line_of_sight(char **rad, int ax, int ay, int bx, int by);
extern void plane_sona(struct emp_qelem *, int, int, struct shiplist **);
extern void unit_onresize(int);
extern char *unit_nameof(struct empobj *);
-extern void unit_list(struct emp_qelem *);
-extern char *unit_path(struct empobj *, char *, size_t);
-extern void unit_view(struct emp_qelem *);
+extern int unit_move(struct emp_qelem *, double *, double *);
extern void unit_teleport(struct empobj *, coord, coord);
extern int unit_update_cargo(struct empobj *);
extern void unit_drop_cargo(struct empobj *, natid);
#include <config.h>
#include "commands.h"
-#include "file.h"
-#include "empobj.h"
+#include "unit.h"
int
march(void)
pr("No lands\n");
return RET_FAIL;
}
- return do_unit_move(&land_list, &minmob, &maxmob);
+ return unit_move(&land_list, &minmob, &maxmob);
}
#include <config.h>
#include "commands.h"
-#include "map.h"
-#include "optlist.h"
-#include "path.h"
#include "unit.h"
-static void pr_leader_change(struct empobj *leader);
-static struct empobj *get_leader(struct emp_qelem *list);
-static void switch_leader(struct emp_qelem *list, int uid);
-
int
navi(void)
{
pr("No ships\n");
return RET_FAIL;
}
- return do_unit_move(&ship_list, &minmob, &maxmob);
-}
-
-int
-do_unit_move(struct emp_qelem *ulist, double *minmob, double *maxmob)
-{
- char *cp = NULL;
- int leader_uid;
- struct empobj *leader;
- int dir;
- int stopping = 0;
- int skip = 0;
- int moved = 0;
- char buf[1024];
- char prompt[128];
- char bmap_flag;
- int ac;
- int type;
-
- leader = get_leader(ulist);
- leader_uid = leader->uid;
- type = leader->ef_type;
- pr("%s is %s\n",
- type == EF_SHIP ? "Flagship" : "Leader",
- unit_nameof(leader));
-
- if (player->argp[2]) {
- strcpy(buf, player->argp[2]);
- cp = unit_path(leader, buf, sizeof(buf));
- }
-
- while (!QEMPTY(ulist)) {
- char dp[80];
-
- if (cp == NULL || *cp == '\0' || stopping) {
- stopping = 0;
- if (type == EF_SHIP)
- shp_nav(ulist, minmob, maxmob, player->cnum);
- else
- lnd_mar(ulist, minmob, maxmob, player->cnum);
- if (QEMPTY(ulist)) {
- pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
- return RET_OK;
- }
- leader = get_leader(ulist);
- if (leader->uid != leader_uid) {
- leader_uid = leader->uid;
- pr_leader_change(leader);
- stopping = 1;
- continue;
- }
- if (!skip)
- nav_map(leader->x, leader->y,
- type == EF_SHIP
- ? !(mchr[(int)leader->type].m_flags & M_SUB) : 1);
- else
- skip = 0;
- sprintf(prompt, "<%.1f:%.1f: %s> ", *maxmob,
- *minmob, xyas(leader->x, leader->y, player->cnum));
- cp = getstring(prompt, buf);
- /* Just in case any of our units were shelled while we were
- * at the prompt, we call shp_nav() or lnd_mar() again.
- */
- if (type == EF_SHIP)
- shp_nav(ulist, minmob, maxmob, player->cnum);
- else
- lnd_mar(ulist, minmob, maxmob, player->cnum);
- if (QEMPTY(ulist)) {
- pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
- return RET_OK;
- }
- leader = get_leader(ulist);
- if (leader->uid != leader_uid) {
- leader_uid = leader->uid;
- pr_leader_change(leader);
- stopping = 1;
- continue;
- }
- if (cp)
- cp = unit_path(leader, buf, sizeof(buf));
- }
- if (type == EF_SHIP) {
- rad_map_set(player->cnum, leader->x, leader->y, leader->effic,
- leader->tech, mchr[leader->type].m_vrnge);
- }
- if (cp == NULL || *cp == '\0')
- cp = &dirch[DIR_STOP];
- dir = chkdir(*cp, DIR_STOP, DIR_LAST);
- if (dir >= 0) {
- if (type == EF_SHIP)
- stopping |= shp_nav_one_sector(ulist, dir, player->cnum);
- else {
- if (!moved && !lnd_abandon_askyn(ulist))
- return RET_FAIL;
- stopping |= lnd_mar_one_sector(ulist, dir, player->cnum);
- }
- moved = 1;
- cp++;
- continue;
- }
- ac = parse(cp, player->argbuf, player->argp, NULL, NULL, NULL);
- if (ac <= 0) {
- player->argp[0] = "";
- cp = NULL;
- } else if (ac == 1) {
- sprintf(dp, "%d", leader->uid);
- player->argp[1] = dp;
- cp++;
- } else
- cp = NULL;
- bmap_flag = 0;
- switch (*player->argp[0]) {
- case 'B':
- bmap_flag = 'b';
- /*
- * fall through
- */
- case 'M':
- display_region_map(bmap_flag, type, leader->x, leader->y,
- player->argp[1], player->argp[2]);
- skip = 1;
- continue;
- case 'f':
- if (ac <= 1)
- switch_leader(ulist, -1);
- else
- switch_leader(ulist, atoi(player->argp[1]));
- leader = get_leader(ulist);
- if (leader->uid != leader_uid) {
- leader_uid = leader->uid;
- pr_leader_change(leader);
- }
- continue;
- case 'i':
- unit_list(ulist);
- continue;
- case 'm':
- if (type == EF_SHIP)
- stopping |= shp_sweep(ulist, 1, 1, player->cnum);
- else {
- stopping |= lnd_sweep(ulist, 1, 1, player->cnum);
- }
- continue;
- case 'r':
- radar(leader->ef_type);
- skip = 1;
- player->btused++;
- continue;
- case 'l':
- do_look(type);
- player->btused++;
- continue;
- case 's':
- if (leader->ef_type != EF_SHIP)
- break;
- sona();
- player->btused++;
- skip = 1;
- continue;
- case 'd':
- if (ac < 3) {
- player->argp[2] = ac < 2 ? "1" : player->argp[1];
- sprintf(dp, "%d", leader->uid);
- player->argp[1] = dp;
- }
- if (type == EF_SHIP)
- mine();
- else
- landmine();
- stopping = 1;
- skip = 1;
- player->btused++;
- continue;
- case 'v':
- unit_view(ulist);
- continue;
- }
- direrr("`%c' to stop", ", `%c' to view", NULL);
- pr(", `i' to list %s, `f' to change %s,\n",
- type == EF_SHIP ? "ships" : "units",
- type == EF_SHIP ? "flagship" : "leader");
- pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n",
- type == EF_SHIP ? "`s' to sonar, " : "");
- pr("`d' to drop mines, and `m' to minesweep\n");
- stopping = 1;
- }
- return RET_OK;
-}
-
-int
-nav_map(int x, int y, int show_designations)
-{
- char *ptr;
- struct nstr_sect ns;
- struct sctstr sect;
- int i;
- /* Note this is not re-entrant anyway, so we keep the buffers
- around */
- static char *wmapbuf = NULL;
- static char **wmap = NULL;
- int changed = 0;
-
- if (!wmapbuf)
- wmapbuf = malloc(WORLD_Y * MAPWIDTH(1));
- if (!wmap) {
- wmap = malloc(WORLD_Y * sizeof(*wmap));
- if (wmap && wmapbuf) {
- for (i = 0; i < WORLD_Y; i++)
- wmap[i] = &wmapbuf[MAPWIDTH(1) * i];
- } else if (wmap) {
- free(wmap);
- wmap = NULL;
- }
- }
- if (!wmapbuf || !wmap) {
- pr("Memory error, tell the deity.\n");
- logerror("malloc failed in navi\n");
- return RET_FAIL;
- }
- snxtsct_dist(&ns, x, y, 1);
- blankfill(wmapbuf, &ns.range, 1);
- while (nxtsct(&ns, §)) {
- ptr = &wmap[ns.dy][ns.dx];
- *ptr = dchr[sect.sct_type].d_mnem;
- if (!show_designations &&
- sect.sct_own != player->cnum &&
- sect.sct_type != SCT_WATER &&
- sect.sct_type != SCT_BSPAN && sect.sct_type != SCT_HARBR)
- *ptr = '?';
- changed += map_set(player->cnum, sect.sct_x, sect.sct_y, *ptr, 0);
- /*
- * We do it this way so that 'x' and 'X'
- * bdesignations will show up. This can
- * be used to mark mined sectors. So, the
- * player will see the current des, UNLESS
- * they've marked the sector 'x' or 'X',
- * in which case they'll see that.
- * --ts
- */
- *ptr = player->bmap[sect.sct_uid];
- }
- if (changed)
- writemap(player->cnum);
- for (i = 0; i < ns.range.height; i++)
- pr("%s\n", wmap[i]);
- return RET_OK;
-}
-
-static void
-pr_leader_change(struct empobj *leader)
-{
- pr("Changing %s to %s\n",
- leader->ef_type == EF_SHIP ? "flagship" : "leader",
- unit_nameof(leader));
-}
-
-static struct empobj *
-get_leader(struct emp_qelem *list)
-{
- return &((struct ulist *)(list->q_back))->unit.gen;
-}
-
-static void
-switch_leader(struct emp_qelem *list, int uid)
-{
- struct emp_qelem *qp, *save;
- struct ulist *ulp;
-
- if (QEMPTY(list))
- return;
-
- save = qp = list->q_back;
- do {
- emp_remque(qp);
- emp_insque(qp, list);
- qp = list->q_back;
- ulp = (struct ulist *)qp;
- if (ulp->unit.gen.uid == uid || uid == -1)
- break;
- } while (list->q_back != save);
+ return unit_move(&ship_list, &minmob, &maxmob);
}
return draw_map(origin, map_flags, &ns);
}
+int
+nav_map(int x, int y, int show_designations)
+{
+ char *ptr;
+ struct nstr_sect ns;
+ struct sctstr sect;
+ int i;
+ /* Note this is not re-entrant anyway, so we keep the buffers
+ around */
+ static char *wmapbuf = NULL;
+ static char **wmap = NULL;
+ int changed = 0;
+
+ if (!wmapbuf)
+ wmapbuf = malloc(WORLD_Y * MAPWIDTH(1));
+ if (!wmap) {
+ wmap = malloc(WORLD_Y * sizeof(*wmap));
+ if (wmap && wmapbuf) {
+ for (i = 0; i < WORLD_Y; i++)
+ wmap[i] = &wmapbuf[MAPWIDTH(1) * i];
+ } else if (wmap) {
+ free(wmap);
+ wmap = NULL;
+ }
+ }
+ if (!wmapbuf || !wmap) {
+ pr("Memory error, tell the deity.\n");
+ logerror("malloc failed in navi\n");
+ return RET_FAIL;
+ }
+ snxtsct_dist(&ns, x, y, 1);
+ blankfill(wmapbuf, &ns.range, 1);
+ while (nxtsct(&ns, §)) {
+ ptr = &wmap[ns.dy][ns.dx];
+ *ptr = dchr[sect.sct_type].d_mnem;
+ if (!show_designations &&
+ sect.sct_own != player->cnum &&
+ sect.sct_type != SCT_WATER &&
+ sect.sct_type != SCT_BSPAN && sect.sct_type != SCT_HARBR)
+ *ptr = '?';
+ changed += map_set(player->cnum, sect.sct_x, sect.sct_y, *ptr, 0);
+ /*
+ * We do it this way so that 'x' and 'X'
+ * bdesignations will show up. This can
+ * be used to mark mined sectors. So, the
+ * player will see the current des, UNLESS
+ * they've marked the sector 'x' or 'X',
+ * in which case they'll see that.
+ * --ts
+ */
+ *ptr = player->bmap[sect.sct_uid];
+ }
+ if (changed)
+ writemap(player->cnum);
+ for (i = 0; i < ns.range.height; i++)
+ pr("%s\n", wmap[i]);
+ return RET_OK;
+}
+
int
bmaps_intersect(natid a, natid b)
{
#include <config.h>
#include "file.h"
+#include "map.h"
+#include "optlist.h"
#include "path.h"
#include "player.h"
-#include "optlist.h"
#include "prototypes.h"
#include "unit.h"
return "The Beast #666";
}
-void
+static void
unit_list(struct emp_qelem *unit_list)
{
struct emp_qelem *qp;
}
}
-char *
+static char *
unit_path(struct empobj *unit, char *buf, size_t bufsz)
{
coord destx;
return buf;
}
-void
+static void
unit_view(struct emp_qelem *list)
{
struct sctstr sect;
}
}
+static void
+pr_leader_change(struct empobj *leader)
+{
+ pr("Changing %s to %s\n",
+ leader->ef_type == EF_SHIP ? "flagship" : "leader",
+ unit_nameof(leader));
+}
+
+static struct empobj *
+get_leader(struct emp_qelem *list)
+{
+ return &((struct ulist *)(list->q_back))->unit.gen;
+}
+
+static void
+switch_leader(struct emp_qelem *list, int uid)
+{
+ struct emp_qelem *qp, *save;
+ struct ulist *ulp;
+
+ if (QEMPTY(list))
+ return;
+
+ save = qp = list->q_back;
+ do {
+ emp_remque(qp);
+ emp_insque(qp, list);
+ qp = list->q_back;
+ ulp = (struct ulist *)qp;
+ if (ulp->unit.gen.uid == uid || uid == -1)
+ break;
+ } while (list->q_back != save);
+}
+
+int
+unit_move(struct emp_qelem *ulist, double *minmob, double *maxmob)
+{
+ char *cp = NULL;
+ int leader_uid;
+ struct empobj *leader;
+ int dir;
+ int stopping = 0;
+ int skip = 0;
+ int moved = 0;
+ char buf[1024];
+ char prompt[128];
+ char bmap_flag;
+ int ac;
+ int type;
+
+ leader = get_leader(ulist);
+ leader_uid = leader->uid;
+ type = leader->ef_type;
+ pr("%s is %s\n",
+ type == EF_SHIP ? "Flagship" : "Leader",
+ unit_nameof(leader));
+
+ if (player->argp[2]) {
+ strcpy(buf, player->argp[2]);
+ cp = unit_path(leader, buf, sizeof(buf));
+ }
+
+ while (!QEMPTY(ulist)) {
+ char dp[80];
+
+ if (cp == NULL || *cp == '\0' || stopping) {
+ stopping = 0;
+ if (type == EF_SHIP)
+ shp_nav(ulist, minmob, maxmob, player->cnum);
+ else
+ lnd_mar(ulist, minmob, maxmob, player->cnum);
+ if (QEMPTY(ulist)) {
+ pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
+ return RET_OK;
+ }
+ leader = get_leader(ulist);
+ if (leader->uid != leader_uid) {
+ leader_uid = leader->uid;
+ pr_leader_change(leader);
+ stopping = 1;
+ continue;
+ }
+ if (!skip)
+ nav_map(leader->x, leader->y,
+ type == EF_SHIP
+ ? !(mchr[(int)leader->type].m_flags & M_SUB) : 1);
+ else
+ skip = 0;
+ sprintf(prompt, "<%.1f:%.1f: %s> ", *maxmob,
+ *minmob, xyas(leader->x, leader->y, player->cnum));
+ cp = getstring(prompt, buf);
+ /* Just in case any of our units were shelled while we were
+ * at the prompt, we call shp_nav() or lnd_mar() again.
+ */
+ if (type == EF_SHIP)
+ shp_nav(ulist, minmob, maxmob, player->cnum);
+ else
+ lnd_mar(ulist, minmob, maxmob, player->cnum);
+ if (QEMPTY(ulist)) {
+ pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
+ return RET_OK;
+ }
+ leader = get_leader(ulist);
+ if (leader->uid != leader_uid) {
+ leader_uid = leader->uid;
+ pr_leader_change(leader);
+ stopping = 1;
+ continue;
+ }
+ if (cp)
+ cp = unit_path(leader, buf, sizeof(buf));
+ }
+ if (type == EF_SHIP) {
+ rad_map_set(player->cnum, leader->x, leader->y, leader->effic,
+ leader->tech, mchr[leader->type].m_vrnge);
+ }
+ if (cp == NULL || *cp == '\0')
+ cp = &dirch[DIR_STOP];
+ dir = chkdir(*cp, DIR_STOP, DIR_LAST);
+ if (dir >= 0) {
+ if (type == EF_SHIP)
+ stopping |= shp_nav_one_sector(ulist, dir, player->cnum);
+ else {
+ if (!moved && !lnd_abandon_askyn(ulist))
+ return RET_FAIL;
+ stopping |= lnd_mar_one_sector(ulist, dir, player->cnum);
+ }
+ moved = 1;
+ cp++;
+ continue;
+ }
+ ac = parse(cp, player->argbuf, player->argp, NULL, NULL, NULL);
+ if (ac <= 0) {
+ player->argp[0] = "";
+ cp = NULL;
+ } else if (ac == 1) {
+ sprintf(dp, "%d", leader->uid);
+ player->argp[1] = dp;
+ cp++;
+ } else
+ cp = NULL;
+ bmap_flag = 0;
+ switch (*player->argp[0]) {
+ case 'B':
+ bmap_flag = 'b';
+ /*
+ * fall through
+ */
+ case 'M':
+ display_region_map(bmap_flag, type, leader->x, leader->y,
+ player->argp[1], player->argp[2]);
+ skip = 1;
+ continue;
+ case 'f':
+ if (ac <= 1)
+ switch_leader(ulist, -1);
+ else
+ switch_leader(ulist, atoi(player->argp[1]));
+ leader = get_leader(ulist);
+ if (leader->uid != leader_uid) {
+ leader_uid = leader->uid;
+ pr_leader_change(leader);
+ }
+ continue;
+ case 'i':
+ unit_list(ulist);
+ continue;
+ case 'm':
+ if (type == EF_SHIP)
+ stopping |= shp_sweep(ulist, 1, 1, player->cnum);
+ else {
+ stopping |= lnd_sweep(ulist, 1, 1, player->cnum);
+ }
+ continue;
+ case 'r':
+ radar(leader->ef_type);
+ skip = 1;
+ player->btused++;
+ continue;
+ case 'l':
+ do_look(type);
+ player->btused++;
+ continue;
+ case 's':
+ if (leader->ef_type != EF_SHIP)
+ break;
+ sona();
+ player->btused++;
+ skip = 1;
+ continue;
+ case 'd':
+ if (ac < 3) {
+ player->argp[2] = ac < 2 ? "1" : player->argp[1];
+ sprintf(dp, "%d", leader->uid);
+ player->argp[1] = dp;
+ }
+ if (type == EF_SHIP)
+ mine();
+ else
+ landmine();
+ stopping = 1;
+ skip = 1;
+ player->btused++;
+ continue;
+ case 'v':
+ unit_view(ulist);
+ continue;
+ }
+ direrr("`%c' to stop", ", `%c' to view", NULL);
+ pr(", `i' to list %s, `f' to change %s,\n",
+ type == EF_SHIP ? "ships" : "units",
+ type == EF_SHIP ? "flagship" : "leader");
+ pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n",
+ type == EF_SHIP ? "`s' to sonar, " : "");
+ pr("`d' to drop mines, and `m' to minesweep\n");
+ stopping = 1;
+ }
+ return RET_OK;
+}
+
/*
* Teleport UNIT to X,Y.
* If UNIT's mission op-area is centered on it, keep it centered.