/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2008, 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. * * --- * * unitsub.c: Common subroutines for multiple type of units * * Known contributors to this file: * Ron Koenderink, 2007 * Markus Armbruster, 2008 */ #include #include "empobj.h" #include "file.h" #include "player.h" #include "prototypes.h" #include "unit.h" void unit_list(struct emp_qelem *unit_list) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *ulp; int type; struct empobj *unit; struct lndstr *lnd; struct shpstr *shp; if (CANT_HAPPEN(QEMPTY(unit_list))) return; qp = unit_list->q_back; ulp = (struct ulist *)qp; type = ulp->unit.ef_type; if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP)) return; if (type == EF_LAND) pr("lnd# land type x,y a eff sh gun xl mu tech retr\n"); else pr("shp# ship type x,y fl eff mil sh gun pn he xl ln mob tech\n"); for (; qp != unit_list; qp = next) { next = qp->q_back; ulp = (struct ulist *)qp; lnd = &ulp->unit.land; shp = &ulp->unit.ship; unit = &ulp->unit.gen; if (CANT_HAPPEN(type != unit->ef_type)) continue; pr("%4d ", unit->uid); pr("%-16.16s ", empobj_chr_name(unit)); prxy("%4d,%-4d ", unit->x, unit->y, unit->own); pr("%1.1s", &unit->group); pr("%4d%%", unit->effic); if (type == EF_LAND) { pr("%4d", lnd->lnd_item[I_SHELL]); pr("%4d", lnd->lnd_item[I_GUN]); count_land_planes(lnd); pr("%3d", lnd->lnd_nxlight); } else { pr("%4d", shp->shp_item[I_MILIT]); pr("%4d", shp->shp_item[I_SHELL]); pr("%4d", shp->shp_item[I_GUN]); count_planes(shp); pr("%3d", shp->shp_nplane); pr("%3d", shp->shp_nchoppers); pr("%3d", shp->shp_nxlight); count_units(shp); pr("%3d", shp->shp_nland); } pr("%4d", unit->mobil); pr("%4d", unit->tech); if (type == EF_LAND) { pr("%4d%%", lnd->lnd_retreat); } pr("\n"); } } void unit_put(struct emp_qelem *list, natid actor) { struct emp_qelem *qp; struct emp_qelem *newqp; struct ulist *ulp; struct empobj *unit; qp = list->q_back; while (qp != list) { ulp = (struct ulist *)qp; unit = &ulp->unit.gen; if (CANT_HAPPEN(unit->ef_type != EF_LAND && unit->ef_type != EF_SHIP)) continue; if (actor) { mpr(actor, "%s stopped at %s\n", obj_nameof(unit), xyas(unit->x, unit->y, unit->own)); if (unit->ef_type == EF_LAND) { if (ulp->mobil < -127) ulp->mobil = -127; unit->mobil = ulp->mobil; } } if (unit->ef_type == EF_SHIP) unit->mobil = (int)ulp->mobil; put_empobj(unit->ef_type, unit->uid, unit); newqp = qp->q_back; emp_remque(qp); free(qp); qp = newqp; } } char * unit_path(int together, struct empobj *unit, char *buf) { coord destx; coord desty; struct sctstr d_sect, sect; char *cp; double dummy; int mtype; if (CANT_HAPPEN(unit->ef_type != EF_LAND && unit->ef_type != EF_SHIP)) return NULL; if (!sarg_xy(buf, &destx, &desty)) return 0; if (!together) { pr("Cannot go to a destination sector if not all starting in the same sector\n"); return 0; } if (!getsect(destx, desty, &d_sect)) { pr("%d,%d is not a sector\n", destx, desty); return 0; } if (unit->ef_type == EF_SHIP) { cp = BestShipPath(buf, unit->x, unit->y, d_sect.sct_x, d_sect.sct_y, player->cnum); if (!cp || unit->mobil <= 0) { pr("Can't get to '%s' right now.\n", xyas(d_sect.sct_x, d_sect.sct_y, player->cnum)); return 0; } } else { getsect(unit->x, unit->y, §); mtype = lnd_mobtype((struct lndstr *)unit); cp = BestLandPath(buf, §, &d_sect, &dummy, mtype); if (!cp) { pr("No owned %s from %s to %s!\n", mtype == MOB_RAIL ? "railway" : "path", xyas(unit->x, unit->y, player->cnum), xyas(d_sect.sct_x, d_sect.sct_y, player->cnum)); return 0; } pr("Using path '%s'\n", cp); } return cp; } void unit_view(struct emp_qelem *list) { struct sctstr sect; struct emp_qelem *qp; struct emp_qelem *next; struct ulist *ulp; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; ulp = (struct ulist *)qp; if (CANT_HAPPEN(!(ef_flags(ulp->unit.ef_type) & EFF_XY))) continue; getsect(ulp->unit.gen.x, ulp->unit.gen.y, §); if (ulp->unit.ef_type == EF_SHIP) { if (((struct mchrstr *)ulp->chrp)->m_flags & M_FOOD) pr("[fert:%d] ", sect.sct_fertil); if (((struct mchrstr *)ulp->chrp)->m_flags & M_OIL) pr("[oil:%d] ", sect.sct_oil); } pr("%s @ %s %d%% %s\n", obj_nameof(&ulp->unit.gen), xyas(ulp->unit.gen.x, ulp->unit.gen.y, player->cnum), sect.sct_effic, dchr[sect.sct_type].d_name); } }