(map, unit_map, draw_map, player_coms[]):
Modify nmap command to allow mapping around a nuke. Add new command nbmap for bmapping around a nuke. Add a new mapping flag 'n' for adding nukes to a map. Correct syntax description for pmap, pbmap, lmap and lbmap in player_coms[].
This commit is contained in:
parent
5091956480
commit
26a014ea04
14 changed files with 217 additions and 66 deletions
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@ -50,7 +50,8 @@ extern void border(struct range *, char *, char *);
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#define MAP_SHIP bit(0)
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#define MAP_SHIP bit(0)
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#define MAP_LAND bit(1)
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#define MAP_LAND bit(1)
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#define MAP_PLANE bit(2)
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#define MAP_PLANE bit(2)
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#define MAP_HIGH bit(3)
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#define MAP_NUKE bit(3)
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#define MAP_ALL MAP_SHIP | MAP_LAND | MAP_PLANE
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#define MAP_HIGH bit(4)
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#define MAP_ALL MAP_SHIP | MAP_LAND | MAP_PLANE | MAP_NUKE
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#endif
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#endif
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13
info/bmap.t
13
info/bmap.t
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@ -1,10 +1,11 @@
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.TH Command BMAP
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.TH Command BMAP
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.NA bmap "Big map of all your worldly knowledge"
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.NA bmap "Big map of all your worldly knowledge"
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.LV Basic
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.LV Basic
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
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.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
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A bmap gives you a graphic representation of all or part of your country.
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A bmap gives you a graphic representation of all or part of your country.
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.s1
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.s1
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Bmap differs from map in that it reflects everything you've learned
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Bmap differs from map in that it reflects everything you've learned
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@ -67,15 +68,17 @@ bmap centered on the location of that ship, provided you own it.
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If you use lbmap, you can get a bmap around a land unit.
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If you use lbmap, you can get a bmap around a land unit.
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If you use pbmap, you can get a bmap around a plane.
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If you use pbmap, you can get a bmap around a plane.
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If you use sbmap, you can get a bmap around a ship.
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If you use sbmap, you can get a bmap around a ship.
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If you use nbmap, you can get a bmap around a nuke.
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.s1
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.s1
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.L "BMAP FLAGS"
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.L "BMAP FLAGS"
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.s1
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.s1
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'n' flag, bmap will put your nukes on the map.
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A '*' will put all on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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When multiple unit types are selected they are displayed
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in the following priority order: land units, ships, planes.
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specify the 'h' flag.
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To highlight sectors you own, specify the 'h' flag.
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.s1
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.s1
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You actually have two bmaps. One which is created by the server; this
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You actually have two bmaps. One which is created by the server; this
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13
info/lbmap.t
13
info/lbmap.t
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@ -1,10 +1,11 @@
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.TH Command LBMAP
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.TH Command LBMAP
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.NA lbmap "Big map of all your worldly knowledge around a land unit"
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.NA lbmap "Big map of all your worldly knowledge around a land unit"
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.LV Expert
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.LV Expert
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
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.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
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A bmap gives you a graphic representation of all or part of your country.
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A bmap gives you a graphic representation of all or part of your country.
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.s1
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.s1
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Bmap differs from map in that it reflects everything you've learned
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Bmap differs from map in that it reflects everything you've learned
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@ -69,15 +70,17 @@ bmap centered on the location of that ship, provided you own it.
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If you use lbmap, you can get a bmap around a land unit.
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If you use lbmap, you can get a bmap around a land unit.
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If you use pbmap, you can get a bmap around a plane.
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If you use pbmap, you can get a bmap around a plane.
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If you use sbmap, you can get a bmap around a ship.
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If you use sbmap, you can get a bmap around a ship.
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If you use nbmap, you can get a bmap around a nuke.
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.s1
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.s1
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.L "BMAP FLAGS"
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.L "BMAP FLAGS"
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.s1
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.s1
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'n' flag, bmap will put your nukes on the map.
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A '*' will put all on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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When multiple unit types are selected they are displayed
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in the following priority order: land units, ships, planes.
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specify the 'h' flag.
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To highlight sectors you own, specify the 'h' flag.
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.s1
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.s1
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You actually have two bmaps. One which is created by the server; this
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You actually have two bmaps. One which is created by the server; this
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14
info/lmap.t
14
info/lmap.t
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@ -1,11 +1,11 @@
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.TH Command LMAP
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.TH Command LMAP
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.NA lmap "Map around a land unit"
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.NA lmap "Map around a land unit"
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.LV Expert
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.LV Expert
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.SY "map <SECTS | SHIP> <s|p|l|*|h>"
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.SY "map <SECTS | SHIP> <s|p|l|n|*|h>"
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.SY "nmap <SECTS | SHIP> <s|p|l|*|h>"
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.SY "nmap <SECTS | NUKE> <s|p|l|n|*|h>"
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.SY "smap <SECTS | SHIP> <s|p|l|*|h>"
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.SY "smap <SECTS | SHIP> <s|p|l|n|*|h>"
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.SY "lmap <SECTS | LAND UNIT> <s|p|l|*|h>"
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.SY "lmap <SECTS | LAND UNIT> <s|p|l|n|*|h>"
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.SY "pmap <SECTS | PLANE> <s|p|l|*|h>"
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.SY "pmap <SECTS | PLANE> <s|p|l|n|*|h>"
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A map gives you a graphic representation of all or part of your country.
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A map gives you a graphic representation of all or part of your country.
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.s1
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.s1
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Your own sectors as well as sea, mountains, wasteland and unowned
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Your own sectors as well as sea, mountains, wasteland and unowned
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@ -56,15 +56,17 @@ instead of old sector designations of your own country.
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If you use lmap, you can get a map around a land unit.
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If you use lmap, you can get a map around a land unit.
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If you use pmap, you can get a map around a plane.
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If you use pmap, you can get a map around a plane.
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If you use smap, you can get a map around a ship.
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If you use smap, you can get a map around a ship.
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If you use nmap, you can get a map around a nuke.
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.s1
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.s1
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.L "MAP FLAGS"
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.L "MAP FLAGS"
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.s1
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.s1
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If you specify an 's' flag, map will put your ships on the map.
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If you specify an 's' flag, map will put your ships on the map.
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If you specify an 'l' flag, map will put your land units on the map.
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If you specify an 'l' flag, map will put your land units on the map.
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If you specify an 'p' flag, map will put your planes on the map.
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If you specify an 'p' flag, map will put your planes on the map.
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If you specify an 'n' flag, map will put your nukes on the map.
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A '*' will put all on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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When multiple unit types are selected they are displayed
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in the following priority order: land units, ships, planes.
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.s1
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.SA "census, commodity, radar, realm, route, update, LandUnits, Maps"
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.SA "census, commodity, radar, realm, route, update, LandUnits, Maps"
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14
info/map.t
14
info/map.t
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@ -1,11 +1,11 @@
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.TH Command MAP
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.TH Command MAP
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.NA map "Generate a map showing sector types, seas, etc"
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.NA map "Generate a map showing sector types, seas, etc"
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.LV Basic
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.LV Basic
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.SY "map <SECTS | SHIP> <s|p|l|*|h>"
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.SY "map <SECTS | SHIP> <s|p|l|n|*|h>"
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.SY "nmap <SECTS | SHIP> <s|p|l|*|h>"
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.SY "nmap <SECTS | NUKE> <s|p|l|n|*|h>"
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.SY "smap <SECTS | SHIP> <s|p|l|*|h>"
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.SY "smap <SECTS | SHIP> <s|p|l|n|*|h>"
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.SY "lmap <SECTS | LAND UNIT> <s|p|l|*|h>"
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.SY "lmap <SECTS | LAND UNIT> <s|p|l|n|*|h>"
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.SY "pmap <SECTS | PLANE> <s|p|l|*|h>"
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.SY "pmap <SECTS | PLANE> <s|p|l|n|*|h>"
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A map gives you a graphic representation of all or part of your country.
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A map gives you a graphic representation of all or part of your country.
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.s1
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.s1
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Your own sectors as well as sea, mountains, wasteland and unowned
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Your own sectors as well as sea, mountains, wasteland and unowned
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@ -54,15 +54,17 @@ instead of old sector designations of your own country.
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If you use lmap, you can get a map around a land unit.
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If you use lmap, you can get a map around a land unit.
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If you use pmap, you can get a map around a plane.
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If you use pmap, you can get a map around a plane.
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If you use smap, you can get a map around a ship.
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If you use smap, you can get a map around a ship.
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If you use nmap, you can get a map around a nuke.
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.s1
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.s1
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.L "MAP FLAGS"
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.L "MAP FLAGS"
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.s1
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.s1
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If you specify an 's' flag, map will put your ships on the map.
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If you specify an 's' flag, map will put your ships on the map.
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If you specify an 'l' flag, map will put your land units on the map.
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If you specify an 'l' flag, map will put your land units on the map.
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If you specify an 'p' flag, map will put your planes on the map.
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If you specify an 'p' flag, map will put your planes on the map.
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If you specify an 'n' flag, map will put your nukes on the map.
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A '*' will put all on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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When multiple unit types are selected they are displayed
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in the following priority order: land units, ships, planes.
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.s1
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.SA "census, commodity, radar, realm, route, update, Maps"
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.SA "census, commodity, radar, realm, route, update, Maps"
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97
info/nbmap.t
Normal file
97
info/nbmap.t
Normal file
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@ -0,0 +1,97 @@
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.TH Command NBMAP
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.NA sbmap "Big map of all your worldly knowledge around a nuke"
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.LV Basic
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
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.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
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A bmap gives you a graphic representation of all or part of your country.
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.s1
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Bmap differs from map in that it reflects everything you've learned
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about the world. If, for example, you navigate near a sector and find
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out that it is sea, it will show up on your bmap as sea, even if it
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doesn't show up on your map.
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.s1
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Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
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a sector. It may change, and your bmap will not reflect it. For example,
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if you re-designate a sector, it won't show up on your bmap as the
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new sector type until you do a map.
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.s1
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Commands contributing to bmap include (but are not limited to):
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map, nav, fly, bomb, recon, para, drop, lookout, coastwatch, radar.
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(probably others)
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.s1
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Note that any sector
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marked as 'X' on your bmap will automatically be avoided by
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ships when they are trying to calculate the best path between two
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points. Whenever you detect a sea mine in a sector, the server will
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automatically put an 'X' on your bmap.
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.s1
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You can call up a local bmap while navigating or marching by typing 'B'
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at the prompt.
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.s1
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Examples:
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.EX bmap -9:18,-8:5
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generates a 28 x 14 bmap based on data supplied by the sectors
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in the area specified.
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.NF
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---------0000000000111111111
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9876543210123456789012345678
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-8 . . . - - -8
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-7 . . . . - ^ -7
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-6 . . . . - - - - -6
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-5 . . - . a a - ^ ? ? - -5
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-4 . . . . k o ! - ^ ? ? ? -4
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-3 . - . a h j a ^ ^ ^ ^ ^ - -3
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-2 . . - . a a a ^ a a - - - -2
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-1 . . . a a a b + + ^ ^ - -1
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0 . . . m c u a a - ^ - ^ 0
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1 . - . a a . a a - - ^ 1
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2 - ^ ^ a a a ^ a - - ^ 2
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3 - - - - - - - . . - 3
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4 ^ - - - - - ^ - - 4
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5 - ^ - - ^ - - - 5
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---------0000000000111111111
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9876543210123456789012345678
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.FI
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.s1
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.EX bmap # >mapfil
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where your \*Qrealm\*U (or '#',
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see \*Qinfo realm\*U or \*Qinfo update\*U)
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is -5:5,-6:6 will type out a 11 by 13 sector bmap
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and also put the bmap in the file called \*Qmapfil\*U.
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.s1
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You can also give the number of a ship, and bmap will give you a small
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bmap centered on the location of that ship, provided you own it.
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.s1
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If you use lbmap, you can get a bmap around a land unit.
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If you use pbmap, you can get a bmap around a plane.
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If you use sbmap, you can get a bmap around a ship.
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If you use nbmap, you can get a bmap around a nuke.
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.s1
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.L "BMAP FLAGS"
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.s1
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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If you specify an 'n' flag, bmap will put your nukes on the map.
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A '*' will put all on the map.
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When multiple unit types are selected they are displayed
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in the following priority order: nukes, land units, ships, planes.
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To highlight sectors you own, specify the 'h' flag.
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.s1
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You actually have two bmaps. One which is created by the server; this
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one is called your 'true' bmap. You can view your true bmap at any
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time using the
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.SY "bmap <SECTS> true"
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command. However, usually when you view your bmap, you are looking at
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your 'working' bmap. The only difference between your working bmap
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and your true bmap is that your working bmap also contains
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designations put on there by you using the 'bdes' command, and by your
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friends using the "sharebmap" command. If somehow your bmap gets
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corrupted, you can revert your working bmap back to your true bmap
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using the command:
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.SY "bmap <SECTS> revert"
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.s1
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.SA "bdes, map, navigate, fly, bomb, recon, paradrop, drop, lookout, coastwatch, radar, sharebmap, Nukes, Maps"
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18
info/nmap.t
18
info/nmap.t
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@ -1,11 +1,11 @@
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.TH Command NMAP
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.TH Command NMAP
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.NA nmap "Generate a map showing new sector types, seas, etc"
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.NA nmap "Generate a map showing new sector types or around a nuke"
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.LV Basic
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.LV Basic
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.SY "map <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "map <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "nmap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "nmap <SECTS | NUKE> <s|p|l|n|*|h>"
|
||||||
.SY "smap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "smap <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "lmap <SECTS | LAND UNIT> <s|p|l|*|h>"
|
.SY "lmap <SECTS | LAND UNIT> <s|p|l|n|*|h>"
|
||||||
.SY "pmap <SECTS | PLANE> <s|p|l|*|h>"
|
.SY "pmap <SECTS | PLANE> <s|p|l|n|*|h>"
|
||||||
A map gives you a graphic representation of all or part of your country.
|
A map gives you a graphic representation of all or part of your country.
|
||||||
.s1
|
.s1
|
||||||
Your own sectors as well as sea, mountains, wasteland and unowned
|
Your own sectors as well as sea, mountains, wasteland and unowned
|
||||||
|
@ -54,15 +54,17 @@ instead of old sector designations of your own country.
|
||||||
If you use lmap, you can get a map around a land unit.
|
If you use lmap, you can get a map around a land unit.
|
||||||
If you use pmap, you can get a map around a plane.
|
If you use pmap, you can get a map around a plane.
|
||||||
If you use smap, you can get a map around a ship.
|
If you use smap, you can get a map around a ship.
|
||||||
|
If you use nmap, you can get a map around a nuke.
|
||||||
.s1
|
.s1
|
||||||
.L "MAP FLAGS"
|
.L "MAP FLAGS"
|
||||||
.s1
|
.s1
|
||||||
If you specify an 's' flag, map will put your ships on the map.
|
If you specify an 's' flag, map will put your ships on the map.
|
||||||
If you specify an 'l' flag, map will put your land units on the map.
|
If you specify an 'l' flag, map will put your land units on the map.
|
||||||
If you specify an 'p' flag, map will put your planes on the map.
|
If you specify an 'p' flag, map will put your planes on the map.
|
||||||
|
If you specify an 'n' flag, map will put your nukes on the map.
|
||||||
A '*' will put all on the map.
|
A '*' will put all on the map.
|
||||||
When multiple unit types are selected they are displayed
|
When multiple unit types are selected they are displayed
|
||||||
in the following priority order: land units, ships, planes.
|
in the following priority order: nukes, land units, ships, planes.
|
||||||
To highlight sectors you own, specifiy the 'h' flag.
|
To highlight sectors you own, specifiy the 'h' flag.
|
||||||
.s1
|
.s1
|
||||||
.SA "census, commodity, radar, realm, route, update, Maps"
|
.SA "census, commodity, radar, realm, route, update, Nukes, Maps"
|
||||||
|
|
13
info/pbmap.t
13
info/pbmap.t
|
@ -1,10 +1,11 @@
|
||||||
.TH Command PBMAP
|
.TH Command PBMAP
|
||||||
.NA pbmap "Big map of all your worldly knowledge around a plane"
|
.NA pbmap "Big map of all your worldly knowledge around a plane"
|
||||||
.LV Expert
|
.LV Expert
|
||||||
.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
|
.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
|
||||||
.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
|
.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
|
||||||
.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
|
.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
|
||||||
.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
|
.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
|
||||||
|
.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
|
||||||
A bmap gives you a graphic representation of all or part of your country.
|
A bmap gives you a graphic representation of all or part of your country.
|
||||||
.s1
|
.s1
|
||||||
Bmap differs from map in that it reflects everything you've learned
|
Bmap differs from map in that it reflects everything you've learned
|
||||||
|
@ -67,15 +68,17 @@ bmap centered on the location of that ship, provided you own it.
|
||||||
If you use lbmap, you can get a bmap around a land unit.
|
If you use lbmap, you can get a bmap around a land unit.
|
||||||
If you use pbmap, you can get a bmap around a plane.
|
If you use pbmap, you can get a bmap around a plane.
|
||||||
If you use sbmap, you can get a bmap around a ship.
|
If you use sbmap, you can get a bmap around a ship.
|
||||||
|
If you use nbmap, you can get a bmap around a nuke.
|
||||||
.s1
|
.s1
|
||||||
.L "BMAP FLAGS"
|
.L "BMAP FLAGS"
|
||||||
.s1
|
.s1
|
||||||
If you specify an 's' flag, bmap will put your ships on the map.
|
If you specify an 's' flag, bmap will put your ships on the map.
|
||||||
If you specify an 'l' flag, bmap will put your land units on the map.
|
If you specify an 'l' flag, bmap will put your land units on the map.
|
||||||
If you specify an 'p' flag, bmap will put your planes on the map.
|
If you specify an 'p' flag, bmap will put your planes on the map.
|
||||||
|
If you specify an 'n' flag, bmap will put your nukes on the map.
|
||||||
A '*' will put all on the map.
|
A '*' will put all on the map.
|
||||||
When multiple unit types are selected they are displayed
|
When multiple unit types are selected they are displayed
|
||||||
in the following priority order: land units, ships, planes.
|
in the following priority order: nukes, land units, ships, planes.
|
||||||
To highlight sectors you own, specify the 'h' flag.
|
To highlight sectors you own, specify the 'h' flag.
|
||||||
.s1
|
.s1
|
||||||
You actually have two bmaps. One which is created by the server; this
|
You actually have two bmaps. One which is created by the server; this
|
||||||
|
|
14
info/pmap.t
14
info/pmap.t
|
@ -1,11 +1,11 @@
|
||||||
.TH Command PMAP
|
.TH Command PMAP
|
||||||
.NA pmap "Get a map around a plane"
|
.NA pmap "Get a map around a plane"
|
||||||
.LV Expert
|
.LV Expert
|
||||||
.SY "map <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "map <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "nmap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "nmap <SECTS | NUKE> <s|p|l|n|*|h>"
|
||||||
.SY "smap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "smap <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "lmap <SECTS | LAND UNIT> <s|p|l|*|h>"
|
.SY "lmap <SECTS | LAND UNIT> <s|p|l|n|*|h>"
|
||||||
.SY "pmap <SECTS | PLANE> <s|p|l|*|h>"
|
.SY "pmap <SECTS | PLANE> <s|p|l|n|*|h>"
|
||||||
A map gives you a graphic representation of all or part of your country.
|
A map gives you a graphic representation of all or part of your country.
|
||||||
.s1
|
.s1
|
||||||
Your own sectors as well as sea, mountains, wasteland and unowned
|
Your own sectors as well as sea, mountains, wasteland and unowned
|
||||||
|
@ -54,15 +54,17 @@ instead of old sector designations of your own country.
|
||||||
If you use lmap, you can get a map around a land unit.
|
If you use lmap, you can get a map around a land unit.
|
||||||
If you use pmap, you can get a map around a plane.
|
If you use pmap, you can get a map around a plane.
|
||||||
If you use smap, you can get a map around a ship.
|
If you use smap, you can get a map around a ship.
|
||||||
|
If you use nmap, you can get a map around a nuke.
|
||||||
.s1
|
.s1
|
||||||
.L "MAP FLAGS"
|
.L "MAP FLAGS"
|
||||||
.s1
|
.s1
|
||||||
If you specify an 's' flag, map will put your ships on the map.
|
If you specify an 's' flag, map will put your ships on the map.
|
||||||
If you specify an 'l' flag, map will put your land units on the map.
|
If you specify an 'l' flag, map will put your land units on the map.
|
||||||
If you specify an 'p' flag, map will put your planes on the map.
|
If you specify an 'p' flag, map will put your planes on the map.
|
||||||
|
If you specify an 'n' flag, map will put your nukes on the map.
|
||||||
A '*' will put all on the map.
|
A '*' will put all on the map.
|
||||||
When multiple unit types are selected they are displayed
|
When multiple unit types are selected they are displayed
|
||||||
in the following priority order: land units, ships, planes.
|
in the following priority order: nukes, land units, ships, planes.
|
||||||
To highlight sectors you own, specifiy the 'h' flag.
|
To highlight sectors you own, specifiy the 'h' flag.
|
||||||
.s1
|
.s1
|
||||||
.SA "census, commodity, radar, realm, route, update, Planes, Maps"
|
.SA "census, commodity, radar, realm, route, update, Planes, Maps"
|
||||||
|
|
13
info/sbmap.t
13
info/sbmap.t
|
@ -1,10 +1,11 @@
|
||||||
.TH Command SBMAP
|
.TH Command SBMAP
|
||||||
.NA sbmap "Big map of all your worldly knowledge around a ship"
|
.NA sbmap "Big map of all your worldly knowledge around a ship"
|
||||||
.LV Basic
|
.LV Basic
|
||||||
.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
|
.SY "bmap [<SECTS> | <SHIP>] <s|p|l|n|r|t|*|h>"
|
||||||
.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
|
.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|n|*|h>"
|
||||||
.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
|
.SY "nbmap [<SECTS> | <NUKE>] <s|p|l|n|*|h>"
|
||||||
.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
|
.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|n|*|h>"
|
||||||
|
.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|n|*|h>"
|
||||||
A bmap gives you a graphic representation of all or part of your country.
|
A bmap gives you a graphic representation of all or part of your country.
|
||||||
.s1
|
.s1
|
||||||
Bmap differs from map in that it reflects everything you've learned
|
Bmap differs from map in that it reflects everything you've learned
|
||||||
|
@ -69,15 +70,17 @@ bmap centered on the location of that ship, provided you own it.
|
||||||
If you use lbmap, you can get a bmap around a land unit.
|
If you use lbmap, you can get a bmap around a land unit.
|
||||||
If you use pbmap, you can get a bmap around a plane.
|
If you use pbmap, you can get a bmap around a plane.
|
||||||
If you use sbmap, you can get a bmap around a ship.
|
If you use sbmap, you can get a bmap around a ship.
|
||||||
|
If you use nbmap, you can get a bmap around a nuke.
|
||||||
.s1
|
.s1
|
||||||
.L "BMAP FLAGS"
|
.L "BMAP FLAGS"
|
||||||
.s1
|
.s1
|
||||||
If you specify an 's' flag, bmap will put your ships on the map.
|
If you specify an 's' flag, bmap will put your ships on the map.
|
||||||
If you specify an 'l' flag, bmap will put your land units on the map.
|
If you specify an 'l' flag, bmap will put your land units on the map.
|
||||||
If you specify an 'p' flag, bmap will put your planes on the map.
|
If you specify an 'p' flag, bmap will put your planes on the map.
|
||||||
|
If you specify an 'n' flag, bmap will put your nukes on the map.
|
||||||
A '*' will put all on the map.
|
A '*' will put all on the map.
|
||||||
When multiple unit types are selected they are displayed
|
When multiple unit types are selected they are displayed
|
||||||
in the following priority order: land units, ships, planes.
|
in the following priority order: nukes, land units, ships, planes.
|
||||||
To highlight sectors you own, specify the 'h' flag.
|
To highlight sectors you own, specify the 'h' flag.
|
||||||
.s1
|
.s1
|
||||||
You actually have two bmaps. One which is created by the server; this
|
You actually have two bmaps. One which is created by the server; this
|
||||||
|
|
14
info/smap.t
14
info/smap.t
|
@ -1,11 +1,11 @@
|
||||||
.TH Command SMAP
|
.TH Command SMAP
|
||||||
.NA smap "Get a map around a ship"
|
.NA smap "Get a map around a ship"
|
||||||
.LV Basic
|
.LV Basic
|
||||||
.SY "map <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "map <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "nmap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "nmap <SECTS | NUKE> <s|p|l|n|*|h>"
|
||||||
.SY "smap <SECTS | SHIP> <s|p|l|*|h>"
|
.SY "smap <SECTS | SHIP> <s|p|l|n|*|h>"
|
||||||
.SY "lmap <SECTS | LAND UNIT> <s|p|l|*|h>"
|
.SY "lmap <SECTS | LAND UNIT> <s|p|l|n|*|h>"
|
||||||
.SY "pmap <SECTS | PLANE> <s|p|l|*|h>"
|
.SY "pmap <SECTS | PLANE> <s|p|l|n|*|h>"
|
||||||
A map gives you a graphic representation of all or part of your country.
|
A map gives you a graphic representation of all or part of your country.
|
||||||
.s1
|
.s1
|
||||||
Your own sectors as well as sea, mountains, wasteland and unowned
|
Your own sectors as well as sea, mountains, wasteland and unowned
|
||||||
|
@ -56,15 +56,17 @@ instead of old sector designations of your own country.
|
||||||
If you use lmap, you can get a map around a land unit.
|
If you use lmap, you can get a map around a land unit.
|
||||||
If you use pmap, you can get a map around a plane.
|
If you use pmap, you can get a map around a plane.
|
||||||
If you use smap, you can get a map around a ship.
|
If you use smap, you can get a map around a ship.
|
||||||
|
If you use nmap, you can get a map around a nuke.
|
||||||
.s1
|
.s1
|
||||||
.L "MAP FLAGS"
|
.L "MAP FLAGS"
|
||||||
.s1
|
.s1
|
||||||
If you specify an 's' flag, map will put your ships on the map.
|
If you specify an 's' flag, map will put your ships on the map.
|
||||||
If you specify an 'l' flag, map will put your land units on the map.
|
If you specify an 'l' flag, map will put your land units on the map.
|
||||||
If you specify an 'p' flag, map will put your planes on the map.
|
If you specify an 'p' flag, map will put your planes on the map.
|
||||||
|
If you specify an 'n' flag, map will put your nukes on the map.
|
||||||
A '*' will put all on the map.
|
A '*' will put all on the map.
|
||||||
When multiple unit types are selected they are displayed
|
When multiple unit types are selected they are displayed
|
||||||
in the following priority order: land units, ships, planes.
|
in the following priority order: nukes, land units, ships, planes.
|
||||||
To highlight sectors you own, specifiy the 'h' flag.
|
To highlight sectors you own, specifiy the 'h' flag.
|
||||||
.s1
|
.s1
|
||||||
.SA "census, commodity, radar, realm, route, update, Ships, Maps"
|
.SA "census, commodity, radar, realm, route, update, Ships, Maps"
|
||||||
|
|
|
@ -62,9 +62,13 @@ map(void)
|
||||||
if (**player->argp != 'm') {
|
if (**player->argp != 'm') {
|
||||||
if (**player->argp == 'b')
|
if (**player->argp == 'b')
|
||||||
bmap = 'b';
|
bmap = 'b';
|
||||||
else if (**player->argp == 'n')
|
else if (**player->argp == 'n') {
|
||||||
|
unit_type = EF_NUKE;
|
||||||
|
if (player->argp[0][1] == 'b')
|
||||||
|
bmap = 'b';
|
||||||
|
else
|
||||||
bmap = 'n';
|
bmap = 'n';
|
||||||
else {
|
} else {
|
||||||
if (**player->argp == 'l')
|
if (**player->argp == 'l')
|
||||||
unit_type = EF_LAND;
|
unit_type = EF_LAND;
|
||||||
else if (**player->argp == 'p')
|
else if (**player->argp == 'p')
|
||||||
|
@ -111,6 +115,10 @@ map(void)
|
||||||
case 'P':
|
case 'P':
|
||||||
map_flags |= MAP_PLANE;
|
map_flags |= MAP_PLANE;
|
||||||
break;
|
break;
|
||||||
|
case 'n':
|
||||||
|
case 'N':
|
||||||
|
map_flags |= MAP_NUKE;
|
||||||
|
break;
|
||||||
case 'h':
|
case 'h':
|
||||||
case 'H':
|
case 'H':
|
||||||
map_flags |= MAP_HIGH;
|
map_flags |= MAP_HIGH;
|
||||||
|
|
|
@ -62,6 +62,7 @@ draw_map(int bmap, char origin, int map_flags, struct nstr_sect *nsp)
|
||||||
struct shpstr ship;
|
struct shpstr ship;
|
||||||
struct lndstr land;
|
struct lndstr land;
|
||||||
struct plnstr plane;
|
struct plnstr plane;
|
||||||
|
struct nukstr nuke;
|
||||||
coord x, y;
|
coord x, y;
|
||||||
int i;
|
int i;
|
||||||
/* Note this is not re-entrant anyway, so we keep the buffers
|
/* Note this is not re-entrant anyway, so we keep the buffers
|
||||||
|
@ -217,6 +218,21 @@ draw_map(int bmap, char origin, int map_flags, struct nstr_sect *nsp)
|
||||||
wmap[y][x] = (*lchr[(int)land.lnd_type].l_name) & ~0x20;
|
wmap[y][x] = (*lchr[(int)land.lnd_type].l_name) & ~0x20;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (map_flags & MAP_NUKE) {
|
||||||
|
snxtitem_all(&ni, EF_NUKE);
|
||||||
|
while (nxtitem(&ni, &nuke)) {
|
||||||
|
if (nuke.nuk_own == 0)
|
||||||
|
continue;
|
||||||
|
if (nuke.nuk_own != player->cnum && !player->god)
|
||||||
|
continue;
|
||||||
|
if (!xyinrange(nuke.nuk_x, nuke.nuk_y, &nsp->range))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
x = xnorm(nuke.nuk_x - nsp->range.lx);
|
||||||
|
y = ynorm(nuke.nuk_y - nsp->range.ly);
|
||||||
|
wmap[y][x] = 'N';
|
||||||
|
}
|
||||||
|
}
|
||||||
if (map_flags & MAP_HIGH) {
|
if (map_flags & MAP_HIGH) {
|
||||||
char *ptr;
|
char *ptr;
|
||||||
struct sctstr sect;
|
struct sctstr sect;
|
||||||
|
@ -305,6 +321,7 @@ unit_map(int unit_type, int uid, struct nstr_sect *nsp, char *originp)
|
||||||
struct shpstr origs;
|
struct shpstr origs;
|
||||||
struct lndstr origl;
|
struct lndstr origl;
|
||||||
struct plnstr origp;
|
struct plnstr origp;
|
||||||
|
struct nukstr orign;
|
||||||
struct genitem *gp;
|
struct genitem *gp;
|
||||||
struct range range;
|
struct range range;
|
||||||
|
|
||||||
|
@ -318,6 +335,11 @@ unit_map(int unit_type, int uid, struct nstr_sect *nsp, char *originp)
|
||||||
return RET_FAIL;
|
return RET_FAIL;
|
||||||
gp = (struct genitem *)&origp;
|
gp = (struct genitem *)&origp;
|
||||||
*originp = *plchr[(int)origp.pln_type].pl_name;
|
*originp = *plchr[(int)origp.pln_type].pl_name;
|
||||||
|
} else if (unit_type == EF_NUKE) {
|
||||||
|
if (!getnuke(uid, &orign) || !player->owner || orign.nuk_own == 0)
|
||||||
|
return RET_FAIL;
|
||||||
|
gp = (struct genitem *)&orign;
|
||||||
|
*originp = 'n';
|
||||||
} else {
|
} else {
|
||||||
if (!getship(uid, &origs) || !player->owner || origs.shp_own == 0)
|
if (!getship(uid, &origs) || !player->owner || origs.shp_own == 0)
|
||||||
return RET_FAIL;
|
return RET_FAIL;
|
||||||
|
|
|
@ -55,7 +55,7 @@ struct cmndstr player_coms[] = {
|
||||||
3, atta, C_MOD, NORM + MONEY + CAP},
|
3, atta, C_MOD, NORM + MONEY + CAP},
|
||||||
{"bdes <SECTS> <type>", 0, bdes, C_MOD, NORM},
|
{"bdes <SECTS> <type>", 0, bdes, C_MOD, NORM},
|
||||||
{"bestpath <SECTS> <SECTS>", 0, best, 0, NORM},
|
{"bestpath <SECTS> <SECTS>", 0, best, 0, NORM},
|
||||||
{"bmap <SECTS|UNIT> [s|l|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
{"bmap <SECTS|SHIP> [s|l|n|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"board <to-SHIP> [<from-SHIP>|<from-sector>]",
|
{"board <to-SHIP> [<from-SHIP>|<from-sector>]",
|
||||||
3, boar, C_MOD, NORM + MONEY + CAP},
|
3, boar, C_MOD, NORM + MONEY + CAP},
|
||||||
{"bomb <bomber-PLANES> <fighter-PLANES> <pin|strat> <ap-SECT> <PATH|DESTINATION>",
|
{"bomb <bomber-PLANES> <fighter-PLANES> <pin|strat> <ap-SECT> <PATH|DESTINATION>",
|
||||||
|
@ -124,7 +124,7 @@ struct cmndstr player_coms[] = {
|
||||||
{"info <topic>", 0, info, 0, VIS},
|
{"info <topic>", 0, info, 0, VIS},
|
||||||
{"land <UNITS>", 0, land, C_MOD, NORM},
|
{"land <UNITS>", 0, land, C_MOD, NORM},
|
||||||
{"launch <PLANES> <SECT|SHIP>", 3, laun, C_MOD, NORM + MONEY + CAP},
|
{"launch <PLANES> <SECT|SHIP>", 3, laun, C_MOD, NORM + MONEY + CAP},
|
||||||
{"lbmap <SECTS|UNIT> [s|l|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
{"lbmap <SECTS|LAND UNIT> [s|l|n|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"lboard <to-LAND> [<from-sector>]",
|
{"lboard <to-LAND> [<from-sector>]",
|
||||||
3, lboa, C_MOD, NORM + MONEY + CAP},
|
3, lboa, C_MOD, NORM + MONEY + CAP},
|
||||||
{"lcargo <UNITS>", 0, lcarg, 0, NORM},
|
{"lcargo <UNITS>", 0, lcarg, 0, NORM},
|
||||||
|
@ -135,7 +135,7 @@ struct cmndstr player_coms[] = {
|
||||||
{"lload <COMM|\"land\"|\"plane\"> <UNITS> <NUM|UNITS|PLANES>",
|
{"lload <COMM|\"land\"|\"plane\"> <UNITS> <NUM|UNITS|PLANES>",
|
||||||
1, lload, C_MOD, NORM + CAP},
|
1, lload, C_MOD, NORM + CAP},
|
||||||
{"llookout <UNITS>", 1, llook, 0, NORM + CAP},
|
{"llookout <UNITS>", 1, llook, 0, NORM + CAP},
|
||||||
{"lmap <SECTS|UNIT> [s|l|p|*|h]", 0, map, C_MOD, NORM},
|
{"lmap <SECTS|LAND UNIT> [s|l|n|p|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"lmine <UNITS>", 2, landmine, C_MOD, NORM + MONEY + CAP},
|
{"lmine <UNITS>", 2, landmine, C_MOD, NORM + MONEY + CAP},
|
||||||
{"load <COMM|\"land\"|\"plane\"> <SHIPS> <NUM|UNITS|PLANES>",
|
{"load <COMM|\"land\"|\"plane\"> <SHIPS> <NUM|UNITS|PLANES>",
|
||||||
1, load, C_MOD, NORM + CAP},
|
1, load, C_MOD, NORM + CAP},
|
||||||
|
@ -150,7 +150,7 @@ struct cmndstr player_coms[] = {
|
||||||
1, ltend, C_MOD, NORM + CAP},
|
1, ltend, C_MOD, NORM + CAP},
|
||||||
{"lunload <COMM|\"land\"|\"plane\"> <UNITS> <NUM|UNITS|PLANES>",
|
{"lunload <COMM|\"land\"|\"plane\"> <UNITS> <NUM|UNITS|PLANES>",
|
||||||
1, lload, C_MOD, NORM + CAP},
|
1, lload, C_MOD, NORM + CAP},
|
||||||
{"map <SECTS|SHIP> [s|l|p|*|h]", 0, map, C_MOD, VIS},
|
{"map <SECTS|SHIP> [s|l|n|p|*|h]", 0, map, C_MOD, VIS},
|
||||||
{"march <UNITS> <PATH|DESTINATION>", 1, march, C_MOD, NORM + CAP},
|
{"march <UNITS> <PATH|DESTINATION>", 1, march, C_MOD, NORM + CAP},
|
||||||
{"market <COMM|\"all\">", 0, mark, 0, VIS},
|
{"market <COMM|\"all\">", 0, mark, 0, VIS},
|
||||||
{"mine <SHIPS>", 2, mine, C_MOD, NORM + MONEY + CAP},
|
{"mine <SHIPS>", 2, mine, C_MOD, NORM + MONEY + CAP},
|
||||||
|
@ -165,11 +165,12 @@ struct cmndstr player_coms[] = {
|
||||||
{"name <SHIPS> <NAME>", 0, name, C_MOD, NORM},
|
{"name <SHIPS> <NAME>", 0, name, C_MOD, NORM},
|
||||||
{"nation [as-COUNTRY]", 0, nati, 0, VIS},
|
{"nation [as-COUNTRY]", 0, nati, 0, VIS},
|
||||||
{"navigate <SHIPS> <PATH|DESTINATION>", 1, navi, C_MOD, NORM + CAP},
|
{"navigate <SHIPS> <PATH|DESTINATION>", 1, navi, C_MOD, NORM + CAP},
|
||||||
|
{"nbmap <SECTS|NUKE> [s|l|n|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"ndump <SECTS>", 0, ndump, 0, NORM},
|
{"ndump <SECTS>", 0, ndump, 0, NORM},
|
||||||
{"newcap <NAT> [<SECTOR>]", 0, new, C_MOD, GOD},
|
{"newcap <NAT> [<SECTOR>]", 0, new, C_MOD, GOD},
|
||||||
{"neweff <SECTS>", 0, newe, C_MOD, NORM},
|
{"neweff <SECTS>", 0, newe, C_MOD, NORM},
|
||||||
{"newspaper [days]", 0, news, 0, VIS},
|
{"newspaper [days]", 0, news, 0, VIS},
|
||||||
{"nmap <SECTS|SHIP> [s|l|p|*|h]", 0, map, C_MOD, VIS},
|
{"nmap <SECTS|NUKE> [s|l|n|p|*|h]", 0, map, C_MOD, VIS},
|
||||||
{"nuke <SECTS>", 0, nuke, 0, NORM},
|
{"nuke <SECTS>", 0, nuke, 0, NORM},
|
||||||
{"offer <loan|treaty> <NAT> [<NUM> <DAYS> <IRATE>]",
|
{"offer <loan|treaty> <NAT> [<NUM> <DAYS> <IRATE>]",
|
||||||
1, offe, C_MOD, NORM + MONEY + CAP},
|
1, offe, C_MOD, NORM + MONEY + CAP},
|
||||||
|
@ -179,13 +180,13 @@ struct cmndstr player_coms[] = {
|
||||||
3, para, C_MOD, NORM + MONEY + CAP},
|
3, para, C_MOD, NORM + MONEY + CAP},
|
||||||
{"path <SECT>", 0, path, 0, NORM},
|
{"path <SECT>", 0, path, 0, NORM},
|
||||||
{"payoff <SHIPS>", 0, payo, C_MOD, NORM},
|
{"payoff <SHIPS>", 0, payo, C_MOD, NORM},
|
||||||
{"pbmap <SECTS|UNIT> [s|l|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
{"pbmap <SECTS|PLANE> [s|l|n|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"pboard <PLANES>", 3, pboa, C_MOD, NORM + MONEY + CAP},
|
{"pboard <PLANES>", 3, pboa, C_MOD, NORM + MONEY + CAP},
|
||||||
{"pdump <PLANES> [<fields>]", 0, pdump, 0, NORM},
|
{"pdump <PLANES> [<fields>]", 0, pdump, 0, NORM},
|
||||||
{"peek <SECTS>", 0, peek, 0, GOD},
|
{"peek <SECTS>", 0, peek, 0, GOD},
|
||||||
{"plane <SECTS>", 0, plan, 0, NORM},
|
{"plane <SECTS>", 0, plan, 0, NORM},
|
||||||
{"players", 0, play, 0, VIS},
|
{"players", 0, play, 0, VIS},
|
||||||
{"pmap <SECTS|UNIT> [s|l|p|*|h]", 0, map, C_MOD, NORM},
|
{"pmap <SECTS|PLANE> [s|l|n|p|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"power [[\"new\" [<NUMBER OF COUNTRIES>]] | [\"country\" <NATS>]]",
|
{"power [[\"new\" [<NUMBER OF COUNTRIES>]] | [\"country\" <NATS>]]",
|
||||||
0, powe, C_MOD, VIS},
|
0, powe, C_MOD, VIS},
|
||||||
{"pray", 0, tele, C_MOD, NORM},
|
{"pray", 0, tele, C_MOD, NORM},
|
||||||
|
@ -213,7 +214,7 @@ struct cmndstr player_coms[] = {
|
||||||
{"sail <SHIPS> <PATH>", 1, sail, C_MOD, NORM + CAP},
|
{"sail <SHIPS> <PATH>", 1, sail, C_MOD, NORM + CAP},
|
||||||
{"satellite <PLANE> [<se|sh|l> [?cond&cond&...]]",
|
{"satellite <PLANE> [<se|sh|l> [?cond&cond&...]]",
|
||||||
1, sate, 0, NORM + MONEY + CAP},
|
1, sate, 0, NORM + MONEY + CAP},
|
||||||
{"sbmap <SECTS|UNIT> [s|l|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
{"sbmap <SECTS|SHIP> [s|l|n|p|r|t|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"scrap <s|p|l> <SHIPS|PLANES|UNITS>",
|
{"scrap <s|p|l> <SHIPS|PLANES|UNITS>",
|
||||||
2, scra, C_MOD, NORM + MONEY + CAP},
|
2, scra, C_MOD, NORM + MONEY + CAP},
|
||||||
{"scuttle <s|p|l> <SHIPS|PLANES|UNITS>", 5, scut, C_MOD, NORM + CAP},
|
{"scuttle <s|p|l> <SHIPS|PLANES|UNITS>", 5, scut, C_MOD, NORM + CAP},
|
||||||
|
@ -232,7 +233,7 @@ struct cmndstr player_coms[] = {
|
||||||
{"shutdown [<minutes>] <disable update?>", 0, shut, 0, GOD},
|
{"shutdown [<minutes>] <disable update?>", 0, shut, 0, GOD},
|
||||||
{"sinfrastructure <SECTS>", 0, sinfra, 0, VIS},
|
{"sinfrastructure <SECTS>", 0, sinfra, 0, VIS},
|
||||||
{"skywatch <SECTS>", 1, skyw, C_MOD, NORM + CAP},
|
{"skywatch <SECTS>", 1, skyw, C_MOD, NORM + CAP},
|
||||||
{"smap <SECTS|UNIT> [s|l|p|*|h]", 0, map, C_MOD, NORM},
|
{"smap <SECTS|SHIP> [s|l|n|p|*|h]", 0, map, C_MOD, NORM},
|
||||||
{"sonar <SHIPS> <brief?>", 1, sona, C_MOD, NORM + CAP},
|
{"sonar <SHIPS> <brief?>", 1, sona, C_MOD, NORM + CAP},
|
||||||
{"sorder <SHIPS>", 0, sorde, C_MOD, NORM + CAP},
|
{"sorder <SHIPS>", 0, sorde, C_MOD, NORM + CAP},
|
||||||
{"spy <SECTS>", 1, spy, C_MOD, NORM + CAP},
|
{"spy <SECTS>", 1, spy, C_MOD, NORM + CAP},
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue