/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure, Markus Armbruster * * Empire 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 3 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, see . * * --- * * 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) * Ron Koenderink, 2006-2007 * Markus Armbruster, 2006-2014 */ #include #include "commands.h" #include "map.h" #include "optlist.h" #include "path.h" #include "unit.h" static void pr_leader_change(struct empobj *leader); static struct empobj *get_leader(struct emp_qelem *list); static void switch_leader(struct emp_qelem *list, int uid); int navi(void) { struct nstr_item ni_ship; struct emp_qelem ship_list; double minmob, maxmob; if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1], NULL)) return RET_SYN; shp_sel(&ni_ship, &ship_list); shp_nav(&ship_list, &minmob, &maxmob, player->cnum); if (QEMPTY(&ship_list)) { pr("No ships\n"); return RET_FAIL; } return do_unit_move(&ship_list, &minmob, &maxmob); } int do_unit_move(struct emp_qelem *ulist, double *minmob, double *maxmob) { char *cp = NULL; int leader_uid; struct empobj *leader; int dir; int stopping = 0; int skip = 0; int moved = 0; char buf[1024]; char prompt[128]; char bmap_flag; int ac; int type; leader = get_leader(ulist); leader_uid = leader->uid; type = leader->ef_type; pr("%s is %s\n", type == EF_SHIP ? "Flagship" : "Leader", unit_nameof(leader)); if (player->argp[2]) { strcpy(buf, player->argp[2]); cp = unit_path(1, leader, buf, sizeof(buf)); } while (!QEMPTY(ulist)) { char dp[80]; if (cp == NULL || *cp == '\0' || stopping) { stopping = 0; if (type == EF_SHIP) shp_nav(ulist, minmob, maxmob, player->cnum); else lnd_mar(ulist, minmob, maxmob, player->cnum); if (QEMPTY(ulist)) { pr("No %s left\n", type == EF_SHIP ? "ships" : "lands"); return RET_OK; } leader = get_leader(ulist); if (leader->uid != leader_uid) { leader_uid = leader->uid; pr_leader_change(leader); stopping = 1; continue; } if (!skip) nav_map(leader->x, leader->y, type == EF_SHIP ? !(mchr[(int)leader->type].m_flags & M_SUB) : 1); else skip = 0; sprintf(prompt, "<%.1f:%.1f: %s> ", *maxmob, *minmob, xyas(leader->x, leader->y, player->cnum)); cp = getstring(prompt, buf); /* Just in case any of our units were shelled while we were * at the prompt, we call shp_nav() or lnd_mar() again. */ if (type == EF_SHIP) shp_nav(ulist, minmob, maxmob, player->cnum); else lnd_mar(ulist, minmob, maxmob, player->cnum); if (QEMPTY(ulist)) { pr("No %s left\n", type == EF_SHIP ? "ships" : "lands"); return RET_OK; } leader = get_leader(ulist); if (leader->uid != leader_uid) { leader_uid = leader->uid; pr_leader_change(leader); stopping = 1; continue; } if (cp) cp = unit_path(1, leader, buf, sizeof(buf)); } if (type == EF_SHIP) { rad_map_set(player->cnum, leader->x, leader->y, leader->effic, leader->tech, mchr[leader->type].m_vrnge); } if (cp == NULL || *cp == '\0') cp = &dirch[DIR_STOP]; dir = chkdir(*cp, DIR_STOP, DIR_LAST); if (dir >= 0) { if (type == EF_SHIP) stopping |= shp_nav_one_sector(ulist, dir, player->cnum); else { if (!moved && !lnd_abandon_askyn(ulist)) return RET_FAIL; stopping |= lnd_mar_one_sector(ulist, dir, player->cnum); } moved = 1; cp++; continue; } ac = parse(cp, player->argbuf, player->argp, NULL, NULL, NULL); if (ac <= 0) { player->argp[0] = ""; cp = NULL; } else if (ac == 1) { sprintf(dp, "%d", leader->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': display_region_map(bmap_flag, type, leader->x, leader->y, player->argp[1], player->argp[2]); skip = 1; continue; case 'f': if (ac <= 1) switch_leader(ulist, -1); else switch_leader(ulist, atoi(player->argp[1])); leader = get_leader(ulist); if (leader->uid != leader_uid) { leader_uid = leader->uid; pr_leader_change(leader); } continue; case 'i': unit_list(ulist); continue; case 'm': if (type == EF_SHIP) stopping |= shp_sweep(ulist, 1, 1, player->cnum); else { lnd_sweep(ulist, 1, 1, player->cnum); stopping |= lnd_check_mines(ulist); } continue; case 'r': radar(leader->ef_type); skip = 1; player->btused++; continue; case 'l': do_look(type); player->btused++; continue; case 's': if (leader->ef_type != EF_SHIP) break; sona(); player->btused++; skip = 1; continue; case 'd': if (ac < 3) { player->argp[2] = ac < 2 ? "1" : player->argp[1]; sprintf(dp, "%d", leader->uid); player->argp[1] = dp; } if (type == EF_SHIP) mine(); else landmine(); stopping = 1; skip = 1; player->btused++; continue; case 'v': unit_view(ulist); continue; } direrr("`%c' to stop", ", `%c' to view", NULL); pr(", `i' to list %s, `f' to change %s,\n", type == EF_SHIP ? "ships" : "units", type == EF_SHIP ? "flagship" : "leader"); pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n", type == EF_SHIP ? "`s' to sonar, " : ""); pr("`d' to drop mines, and `m' to minesweep\n"); stopping = 1; } return RET_OK; } int nav_map(int x, int y, int show_designations) { char *ptr; struct nstr_sect ns; struct sctstr sect; int i; /* Note this is not re-entrant anyway, so we keep the buffers around */ 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 (!wmapbuf || !wmap) { pr("Memory error, tell the deity.\n"); logerror("malloc failed in navi\n"); return RET_FAIL; } snxtsct_dist(&ns, x, y, 1); 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[sect.sct_uid]; } if (changed) writemap(player->cnum); for (i = 0; i < ns.range.height; i++) pr("%s\n", wmap[i]); return RET_OK; } static void pr_leader_change(struct empobj *leader) { pr("Changing %s to %s\n", leader->ef_type == EF_SHIP ? "flagship" : "leader", unit_nameof(leader)); } static struct empobj * get_leader(struct emp_qelem *list) { return &((struct ulist *)(list->q_back))->unit.gen; } static void switch_leader(struct emp_qelem *list, int uid) { struct emp_qelem *qp, *save; struct ulist *ulp; if (QEMPTY(list)) return; save = qp = list->q_back; do { emp_remque(qp); emp_insque(qp, list); qp = list->q_back; ulp = (struct ulist *)qp; if (ulp->unit.gen.uid == uid || uid == -1) break; } while (list->q_back != save); }