/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2016, 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. * * --- * * ship.h: Definitions for things having to do with ships * * Known contributors to this file: * Dave Pare * Thomas Ruschak, 1992 * Ken Stevens, 1995 * Steve McClure, 1998 * Markus Armbruster, 2004-2016 */ #ifndef SHIP_H #define SHIP_H #include #include "item.h" #include "retreat.h" #include "types.h" #define SHP_TYPE_MAX 46 #define SHIP_MINEFF 20 #define MAXSHPNAMLEN 24 struct shpstr { /* initial part must match struct empobj */ signed ef_type: 8; unsigned shp_seqno: 12; unsigned shp_generation: 12; int shp_uid; /* unit it (ship #) */ time_t shp_timestamp; /* Last time this ship was touched. */ natid shp_own; /* owner's country num */ coord shp_x; /* x location in abs coords */ coord shp_y; /* y location in abs coords */ signed char shp_type; /* index in mchr[] */ signed char shp_effic; /* 0% to 100% */ signed char shp_mobil; /* mobility units */ unsigned char shp_off; /* repairs stopped? */ short shp_tech; /* tech level ship was built at */ char shp_fleet; /* group membership */ coord shp_opx, shp_opy; /* Op sector coords */ short shp_mission; /* mission code */ short shp_radius; /* mission radius */ /* end of part matching struct empobj */ short shp_item[I_MAX+1]; /* amount of items on board */ short shp_pstage; /* plague stage */ short shp_ptime; /* how many etus remain in this stage */ short shp_access; /* Last tick mob was updated (MOB_ACCESS) */ char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */ coord shp_orig_x; coord shp_orig_y; /* Where we were built */ natid shp_orig_own; /* Who built us */ int shp_rflags; /* When do I retreat? */ char shp_rpath[RET_LEN]; /* retreat path */ }; struct mchrstr { short m_item[I_MAX+1]; /* load limit */ int m_armor; /* how well armored it is */ int m_speed; /* how fast it can go */ int m_visib; /* how well it can be seen */ int m_vrnge; /* how well it can see */ int m_frnge; /* how far it can fire */ int m_glim; /* how many guns it can fire */ unsigned char m_nxlight; /* maximum number of xlight planes */ unsigned char m_nchoppers; /* maximum number of choppers */ char *m_name; /* full name of type of ship */ short m_mat[I_MAX+1]; /* materials to build 100% */ /* only I_LCM and I_HCM non-zero */ int m_bwork; /* work to build 100% */ int m_tech; /* tech required to build */ int m_cost; /* how much it costs to build */ int m_flags; /* what special things can this ship do */ unsigned char m_nplanes; /* maximum number of planes this ship holds */ unsigned char m_nland; /* maximum number of units this ship holds */ signed char m_type; /* index in mchr[] */ }; #define M_FOOD bit(0) /* catch that fish! */ #define M_TORP bit(1) /* fire torpedoes */ #define M_DCH bit(2) /* drop depth charges on subs */ #define M_FLY bit(3) /* launch and recover planes */ /* M_MSL will be automatically set in init_mchr() if m_nplanes > 0 and M_FLY is not set */ #define M_MSL bit(4) /* launch missiles */ #define M_OIL bit(5) /* drill for oil */ #define M_SONAR bit(6) /* locate submarines */ #define M_MINE bit(7) /* drop mines */ #define M_SWEEP bit(8) /* clean up the mines */ #define M_SUB bit(9) /* a submarine */ /* unused bit(10) */ #define M_LAND bit(11) /* allows full landing ability */ #define M_SUBT bit(12) /* allows torping of other subs */ #define M_TRADE bit(13) /* is a trade ship */ #define M_SEMILAND bit(14) /* can land 1/4 */ /* unused bit(15) */ /* unused bit(16) */ /* unused bit(17) */ #define M_SUPPLY bit(18) /* Can supply units/sects/ships */ #define M_CANAL bit(19) /* Can navigate a canal (BIG CITY) */ #define M_ANTIMISSILE bit(20) /* Shoot down missile */ #define getship(n, p) ef_read(EF_SHIP, (n), (p)) #define putship(n, p) ef_write(EF_SHIP, (n), (p)) #define getshipp(n) ((struct shpstr *)ef_ptr(EF_SHIP, (n))) extern struct mchrstr mchr[SHP_TYPE_MAX + 2]; enum { SHP_AIROPS_EFF = 50, /* min. efficiency for air ops */ SHP_TORP_SHELLS = 3 /* number of shells used by a torpedo */ }; /* Whether and why a ship is stuck in a sector */ enum shp_stuck { SHP_STUCK_NOT, /* not stuck */ SHP_STUCK_CONSTRUCTION, /* sector not efficient enough */ SHP_STUCK_CANAL, /* ship lacks M_CANAL */ SHP_STUCK_IMPASSABLE /* sector type not navigable */ }; extern int m_armor(struct mchrstr *, int); extern int m_speed(struct mchrstr *, int); extern int m_visib(struct mchrstr *, int); extern int m_frnge(struct mchrstr *, int); extern int m_glim(struct mchrstr *, int); extern int shp_armor(struct shpstr *); extern int shp_speed(struct shpstr *); extern int shp_visib(struct shpstr *); extern int shp_frnge(struct shpstr *); extern int shp_glim(struct shpstr *); extern int shp_nplane(struct shpstr *, int *, int *, int *); extern int shp_nland(struct shpstr *); extern int shp_dchrg(struct shpstr *); extern int shp_fire(struct shpstr *); extern int shp_torp(struct shpstr *, int); extern double shp_fire_range(struct shpstr *); extern int shp_usable_guns(struct shpstr *); extern double shp_torp_hitchance(struct shpstr *, int); /* src/lib/subs/shpsub.c */ extern int shp_may_nav(struct shpstr *, struct shpstr *, char *); extern void shp_sel(struct nstr_item *, struct emp_qelem *); extern struct ulist *shp_insque(struct shpstr *, struct emp_qelem *); extern void shp_nav_stay_behind(struct emp_qelem *, natid); extern void shp_nav_put(struct emp_qelem *, natid); extern int shp_sweep(struct emp_qelem *, int, int, natid); extern enum shp_stuck shp_check_nav(struct shpstr *, struct sctstr *); extern int sect_has_dock(struct sctstr *); extern int shp_hardtarget(struct shpstr *); extern int shp_nav_dir(struct emp_qelem *, int, natid); extern int shp_nav_gauntlet(struct emp_qelem *, int, natid); extern int shp_missile_defense(coord, coord, natid, int); extern void shp_missdef(struct shpstr *, natid); extern double shp_mobcost(struct shpstr *); extern void shp_set_tech(struct shpstr *, int); #endif