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;
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);
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_type == SCT_WATER))
- 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 */