/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * --- * * See files README, COPYING and CREDITS in the root of the source * tree for related information and legal notices. It is expected * that future projects/authors will amend these files as needed. * * --- * * navi.c: Navigate ships and such * * Known contributors to this file: * Ken Stevens, 1995 (rewritten) */ #include #include #include "misc.h" #include "player.h" #include "ship.h" #include "sect.h" #include "xy.h" #include "nsc.h" #include "nat.h" #include "path.h" #include "file.h" #include "map.h" #include "commands.h" #include "optlist.h" static int set_flagship(struct emp_qelem *list, struct shpstr **flagshipp); int navi(void) { struct nstr_item ni_ship; struct emp_qelem ship_list; double minmob, maxmob; int together; char *cp = NULL; struct shpstr *shp = NULL; /* flagship */ struct nstr_sect ns; char origin; int dir; int stopping = 0; int skip = 0; char buf[1024]; char prompt[128]; char scanspace[1024]; char pathtaken[1024]; /* Doubtful we'll have a path longer than this */ char *pt = pathtaken; char bmap_flag; int ac; if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1])) return RET_SYN; shp_sel(&ni_ship, &ship_list); shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum); if (QEMPTY(&ship_list)) { pr("No ships\n"); return RET_FAIL; } set_flagship(&ship_list, &shp); if (player->argp[2]) { strcpy(buf, player->argp[2]); if (!(cp = shp_path(together, shp, buf))) cp = player->argp[2]; } *pt = '\0'; while (!QEMPTY(&ship_list)) { char dp[80]; if (cp == NULL || *cp == '\0' || stopping) { stopping = 0; shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum); if (QEMPTY(&ship_list)) { pr("No ships left\n"); if (strlen(pathtaken) > 0) { pathtaken[strlen(pathtaken) - 1] = '\0'; if (strlen(pathtaken) > 0) pr("Path taken: %s\n", pathtaken); } return RET_OK; } if (set_flagship(&ship_list, &shp)) { stopping = 1; continue; } if (!skip) nav_map(shp->shp_x, shp->shp_y, !(mchr[(int)shp->shp_type].m_flags & M_SUB)); else skip = 0; sprintf(prompt, "<%.1f:%.1f: %s> ", maxmob, minmob, xyas(shp->shp_x, shp->shp_y, player->cnum)); cp = getstring(prompt, buf); /* Just in case any of our ships were shelled while we were * at the prompt, we call shp_nav() again. */ shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum); if (QEMPTY(&ship_list)) { pr("No ships left\n"); if (strlen(pathtaken) > 0) { pathtaken[strlen(pathtaken) - 1] = '\0'; if (strlen(pathtaken) > 0) pr("Path taken: %s\n", pathtaken); } return RET_OK; } if (set_flagship(&ship_list, &shp)) { stopping = 1; continue; } if (cp && !(cp = shp_path(together, shp, buf))) cp = buf; } radmapnopr(shp->shp_x, shp->shp_y, (int)shp->shp_effic, (int)techfact(shp->shp_tech, mchr[(int)shp->shp_type].m_vrnge), (mchr[(int)shp->shp_type].m_flags & M_SONAR) ? techfact(shp->shp_tech, 1.0) : 0.0); if (cp == NULL || *cp == '\0') { cp = &dirch[DIR_STOP]; } dir = chkdir(*cp, DIR_STOP, DIR_VIEW); if (dir >= 0) { if (dir == DIR_VIEW) shp_view(&ship_list); else { stopping |= shp_nav_one_sector(&ship_list, dir, player->cnum, together); if (stopping != 2) { *pt++ = dirch[dir]; *pt = '\0'; } } cp++; continue; } ac = parse(cp, player->argp, NULL, scanspace, NULL); if (ac <= 1) { sprintf(dp, "%d", shp->shp_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': unit_map(EF_SHIP, shp->shp_uid, &ns, &origin); draw_map(bmap_flag, origin, MAP_SHIP, &ns); skip = 1; break; case 'f': { struct emp_qelem *qp; qp = ship_list.q_back; emp_remque(ship_list.q_back); emp_insque(qp, &ship_list); set_flagship(&ship_list, &shp); } break; case 'i': shp_list(&ship_list); skip = 1; break; case 'm': stopping |= shp_sweep(&ship_list, 1, 0, player->cnum); break; case 'r': rada(); skip = 1; player->btused++; break; case 'l': look(); player->btused++; break; case 's': sona(); player->btused++; skip = 1; break; default: direrr("`%c' to stop", ", `%c' to view, ", 0); pr("`i' to list ships, `f' to change flagship,\n"); pr("`r' to radar, `s' to sonar, `l' to look, `M' to map, `B' to bmap,\n"); pr("and `m' to minesweep\n"); stopping = 1; } } if (strlen(pathtaken) > 0) { pathtaken[strlen(pathtaken) - 1] = '\0'; if (strlen(pathtaken) > 0) pr("Path taken: %s\n", pathtaken); } return RET_OK; } int nav_map(int x, int y, int show_designations) { char *ptr; struct nstr_sect ns; struct natstr *np; struct sctstr sect; struct range range; int i; /* Note this is not re-entrant anyway, so we keep the buffers around */ static unsigned char *bitmap = NULL; 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 (!bitmap) bitmap = malloc((WORLD_X * WORLD_Y) / 8); if (!wmapbuf || !wmap || !bitmap) { pr("Memory error, tell the deity.\n"); logerror("malloc failed in navi\n"); return RET_FAIL; } memset(bitmap, 0, (WORLD_X * WORLD_Y) / 8); snxtsct_dist(&ns, x, y, 1); np = getnatp(player->cnum); xyrelrange(np, &ns.range, &range); 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[sctoff(sect.sct_x, sect.sct_y)]; } if (changed) writemap(player->cnum); for (i = 0; i < ns.range.height; i++) pr("%s\n", wmap[i]); return RET_OK; } static int set_flagship(struct emp_qelem *list, struct shpstr **flagshipp) { struct mlist *mlp = (struct mlist *)(list->q_back); if (!*flagshipp) pr("Flagship is "); else if ((*flagshipp)->shp_uid != mlp->ship.shp_uid) pr("Changing flagship to "); else return 0; *flagshipp = &mlp->ship; pr("%s\n", prship(&mlp->ship)); return 1; }