(do_unit_move): New, create from common code in navi() and march().
(navi, move): Use do_unit_move(), remove unneeded code. (switch_leader, pr_leader_change, get_leader): Make static as only called from marc.c.
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0fda2a608a
3 changed files with 136 additions and 203 deletions
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@ -50,17 +50,6 @@ march(void)
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struct emp_qelem land_list;
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double minmob, maxmob;
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int together;
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char *cp = NULL;
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int leader_uid;
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struct empobj *leader;
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int dir;
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int stopping = 0;
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int skip = 0;
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char buf[1024];
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char prompt[128];
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char scanspace[1024];
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char bmap_flag;
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int ac;
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if (!snxtitem(&ni_land, EF_LAND, player->argp[1]))
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return RET_SYN;
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@ -70,127 +59,5 @@ march(void)
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pr("No lands\n");
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return RET_FAIL;
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}
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leader = get_leader(&land_list);
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leader_uid = leader->uid;
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pr("Leader is %s\n", obj_nameof(leader));
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if (player->argp[2]) {
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strcpy(buf, player->argp[2]);
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if (!(cp = lnd_path(together, (struct lndstr *)leader, buf)))
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cp = player->argp[2];
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}
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while (!QEMPTY(&land_list)) {
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char dp[80];
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if (cp == NULL || *cp == '\0' || stopping) {
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stopping = 0;
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lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&land_list)) {
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pr("No lands left\n");
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return RET_OK;
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}
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leader = get_leader(&land_list);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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stopping = 1;
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continue;
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}
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if (!skip)
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nav_map(leader->x, leader->y, 1);
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else
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skip = 0;
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sprintf(prompt, "<%.1f:%.1f: %s> ", maxmob,
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minmob, xyas(leader->x, leader->y, player->cnum));
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cp = getstring(prompt, buf);
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/* Just in case any of our lands were shelled while we were at the
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* prompt, we call lnd_mar() again.
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*/
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lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&land_list)) {
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pr("No lands left\n");
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return RET_OK;
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}
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leader = get_leader(&land_list);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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stopping = 1;
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continue;
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}
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if (cp && !(cp = lnd_path(together, (struct lndstr *)leader, buf)))
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cp = buf;
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}
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if (cp == NULL || *cp == '\0')
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cp = &dirch[DIR_STOP];
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dir = chkdir(*cp, DIR_STOP, DIR_LAST);
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if (dir >= 0) {
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stopping |=
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lnd_mar_one_sector(&land_list, dir, player->cnum, together);
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cp++;
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continue;
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}
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ac = parse(cp, player->argp, NULL, scanspace, NULL);
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if (ac <= 1) {
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sprintf(dp, "%d", leader->uid);
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player->argp[1] = dp;
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cp++;
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} else
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cp = NULL;
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bmap_flag = 0;
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switch (*player->argp[0]) {
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case 'B':
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bmap_flag = 'b';
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/*
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* fall through
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*/
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case 'M':
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do_map(bmap_flag, EF_LAND, player->argp[1], player->argp[2]);
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skip = 1;
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continue;
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case 'f':
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if (ac <= 1)
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switch_leader(&land_list, -1);
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else
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switch_leader(&land_list, atoi(player->argp[1]));
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leader = get_leader(&land_list);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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}
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continue;
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case 'i':
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lnd_list(&land_list);
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continue;
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case 'm':
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lnd_sweep(&land_list, 1, 1, player->cnum);
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stopping |= lnd_check_mines(&land_list);
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continue;
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case 'r':
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radar(EF_LAND);
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skip = 1;
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player->btused++;
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continue;
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case 'l':
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llook();
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player->btused++;
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continue;
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case 'd':
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if (ac == 2) {
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player->argp[2] = player->argp[1];
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sprintf(dp, "%d", leader->uid);
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player->argp[1] = dp;
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}
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landmine();
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skip = 1;
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player->btused++;
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continue;
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}
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direrr("`%c' to stop", 0, 0);
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pr(", `i' to list units, `f' to change leader,\n");
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pr("`r' to radar, `l' to look, `M' to map, `B' to bmap,\n");
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pr("`d' to drop mines, and `m' to minesweep\n");
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stopping = 1;
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}
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return RET_OK;
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return do_unit_move(&land_list, &together, &minmob, &maxmob);
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}
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