.s1
The \*Qmap\*U command will give you a
map surrounding the current position.
-By default, it will be around the leader, but you may also
-specify a unit number.
-.EX <32.3: g 6,2> m 3
+By default, it will be around the leader.
+You can also supply additional parameters:
+.EX <32.3: g 6,2> M 3 ls
.s1
is equivalent to a \*Qlmap\*U command. like
this:
.EX lmap 3 ls
-The \*Qmap\*U command works in the same way,
+The \*Qbmap\*U command works in the same way,
you get a bmap instead.
.s1
The \*Qleader\*U command will the change the leader.
.s1
The \*Qmap\*U command will give you a
map surrounding the current position.
-By default, it will be around the flagship, but you may also
-specify a ship number.
-.EX <32.3: g 6,2> m 3
+By default, it will be around the flagship.
+You can also supply additional parameters:
+.EX <32.3: g 6,2>M 3 ls
.s1
is equivalent to a \*Qmap\*U command. like
this:
.EX map 3 ls
-The \*Qmap\*U command works in the same way,
+The \*Qbmap\*U command works in the same way,
you get a bmap instead.
.s1
The \*Qflagship\*U command will the change the flagship.
int together;
char *cp = NULL;
struct lndstr *lnd = NULL; /* leader */
- struct nstr_sect ns;
- char origin;
int dir;
int stopping = 0;
int skip = 0;
* fall through
*/
case 'M':
- unit_map(EF_LAND, atoi(player->argp[1]), &ns, &origin);
- draw_map(bmap_flag, origin, 0, &ns);
+ do_map(bmap_flag, EF_LAND, player->argp[1], player->argp[2]);
skip = 1;
break;
case 'f':
int together;
char *cp = NULL;
struct shpstr *shp = NULL; /* flagship */
- struct nstr_sect ns;
- char origin;
int dir;
int stopping = 0;
int skip = 0;
* fall through
*/
case 'M':
- unit_map(EF_SHIP, atoi(player->argp[1]), &ns, &origin);
- draw_map(bmap_flag, origin, MAP_SHIP, &ns);
+ do_map(bmap_flag, EF_SHIP, player->argp[1], player->argp[2]);
skip = 1;
break;
case 'f':