/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2005, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the * related information and legal notices. It is expected that any future * projects/authors will amend these files as needed. * * --- * * sail.c: Sail ships during the update * * Known contributors to this file: * Doug Hay * Robert Forsman * Ken Stevens, 1995 * Steve McClure, 1998-2000 */ #include "misc.h" #include "sect.h" #include "path.h" #include "ship.h" #include "file.h" #include "nat.h" #include "xy.h" #include "nsc.h" #include "update.h" #include "subs.h" #include "common.h" #include #include static void fltp_to_list(struct fltheadstr *, struct emp_qelem *); static void cost_ship(struct shpstr *sp, struct fltelemstr *ep, struct fltheadstr *fp) { double mobcost; int howfar; mobcost = 0.0; if (sp->shp_effic > 0) { mobcost = sp->shp_effic * sp->shp_speed * 0.01; mobcost = 480.0 / (mobcost * (1 + (50 + sp->shp_tech) / (double)(200 + sp->shp_tech))); } /* the next two lines are not necessary since shp_mobquota is unsigned and therefore cannot be less than 0. if (sp->shp_mobquota<0) sp->shp_mobquota=0; */ howfar = 0; if (mobcost > 0) { howfar = (int)sp->shp_mobil - (int)sp->shp_mobquota; howfar = ceil((howfar / mobcost)); } if (howfar < 0) howfar = 0; #ifdef SAILDEBUG wu(0, fp->own, "Ship #%d can move %d spaces on mobility %d (cost/sect %f)\n", sp->shp_uid, howfar, sp->shp_mobil, mobcost); #endif if ((unsigned int)howfar < fp->maxmoves) fp->maxmoves = howfar; ep->mobil = sp->shp_mobil; ep->mobcost = mobcost; } static int sail_find_fleet(struct fltheadstr **head, struct shpstr *sp) { struct fltheadstr *fltp; struct shpstr *ap; struct fltelemstr *this; int len = 0; int follow = -1; int stop; s_char *cp; if (sp->shp_own == 0) return 0; /* If this ship is following, find the head of the follow list. */ for (ap = sp; ap; len++, ap = getshipp(follow)) { follow = ap->shp_follow; /* Not same owner */ if (ap->shp_own != sp->shp_own) { wu(0, sp->shp_own, "Ship #%d, following #%d, which you don't own.\n", sp->shp_uid, ap->shp_uid); return 0; } /* Not a follower. */ if (ap->shp_path[0] != 'f') break; /* Following itself */ if (follow == ap->shp_uid || follow == sp->shp_uid) break; } if (!ap) { wu(0, sp->shp_own, "Ship #%d, following #%d, which you don't own.\n", sp->shp_uid, follow); return 0; } /* This should prevent infinite loops. */ if (len >= 10) { wu(0, sp->shp_own, "Ship #%d, too many follows (circular follow?).\n", sp->shp_uid); return 0; } for (stop = 0, cp = ap->shp_path; (!stop) && (*cp); cp++) { switch (*cp) { case 'y': case 'u': case 'g': case 'j': case 'b': case 'n': case 'h': case 't': break; default: stop = 1; } } /* we found a non-valid char in the path. */ if (*cp) { wu(0, ap->shp_own, "invalid char '\\%03o' in path of ship %d\n", (unsigned char)*cp, ap->shp_uid); *cp = 0; } /* if this ship is not sailing anywhere then ignore it. */ if (!*ap->shp_path) return 0; /* Find the fleet structure we belong to. */ for (fltp = (*head); (fltp && fltp->leader != follow); fltp = fltp->next) ; if (!fltp) { fltp = malloc(sizeof(*fltp)); memset(fltp, 0, sizeof(*fltp)); /* Fix the links. */ fltp->next = (*head); *head = fltp; /* Set the leader. */ fltp->leader = ap->shp_uid; fltp->real_q = LEADER_REAL; fltp->x = ap->shp_x; fltp->y = ap->shp_y; fltp->own = ap->shp_own; fltp->maxmoves = 500; } /* If the fleet is not in the same sector as us, no go. */ if ((fltp->x != sp->shp_x) || (fltp->y != sp->shp_y)) { wu(0, sp->shp_own, "Ship %d not in same sector as its sailing fleet\n", sp->shp_uid); fltp->real_q = LEADER_WRONGSECT; return 0; } this = malloc(sizeof(*this)); memset(this, 0, sizeof(*this)); this->num = sp->shp_uid; this->own = sp->shp_own; this->next = fltp->head; fltp->head = this; cost_ship(sp, this, fltp); return 1; } static int sail_nav_fleet(struct fltheadstr *fltp) { struct fltelemstr *fe; struct shpstr *sp, ship; struct sctstr *sectp; int error = 0; s_char *s, *p; natid own; struct emp_qelem ship_list; int dir; #ifdef SAILDEBUG switch (fltp->real_q) { case LEADER_VIRTUAL: s = "leaderless"; break; case LEADER_REAL: s = "real"; break; case LEADER_WRONGSECT: s = "scattered"; break; default: s = "inconsistent"; } wu(0, fltp->own, "Fleet lead by %d is %s, can go %d spaces\n contains ships:", fltp->leader, s, fltp->maxmoves); for (fe = fltp->head; fe; fe = fe->next) wu(0, fltp->own, " %d", fe->num); wu(0, fltp->own, "\n"); #endif sectp = getsectp(fltp->x, fltp->y); switch (check_nav(sectp)) { case CN_NAVIGABLE: break; case CN_CONSTRUCTION: case CN_LANDLOCKED: default: wu(0, fltp->own, "Your fleet lead by %d is trapped by land.\n", fltp->leader); return 0; } for (fe = fltp->head; fe; fe = fe->next) { sp = getshipp(fe->num); if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) { wu(0, fltp->own, " ship #%d (%s) is crewless and can't go on\n", fe->num, cname(fe->own)); error = 1; } } if (error) return 0; sp = getshipp(fltp->leader); own = sp->shp_own; fltp_to_list(fltp, &ship_list); /* hack -KHS 1995 */ for (s = sp->shp_path; (*s) && (fltp->maxmoves > 0); s++) { dir = diridx(*s); if (0 != shp_nav_one_sector(&ship_list, dir, own, 0)) fltp->maxmoves = 1; --fltp->maxmoves; } shp_put(&ship_list, own); getship(sp->shp_uid, &ship); fltp->x = ship.shp_x; fltp->y = ship.shp_y; for (p = &ship.shp_path[0]; *s; p++, s++) *p = *s; *p = 0; putship(ship.shp_uid, &ship); #ifdef SAILDEBUG if (sp->shp_path[0]) { wu(0, fltp->own, "Fleet lead by #%d nav'd to %s, path left = %s\n", fltp->leader, xyas(fltp->x, fltp->y, fltp->own), &sp->shp_path); } else wu(0, fltp->own, "Fleet lead by #%d nav'd to %s, finished.\n", fltp->leader, xyas(fltp->x, fltp->y, fltp->own)); wu(0, sp->shp_own, "Ship #%d has %d mobility now.\n", fe->num, (int)fe->mobil); #endif return 1; } void sail_ship(natid cn) { struct shpstr *sp; struct fltheadstr *head = 0; struct fltheadstr *fltp; int n; for (n = 0; NULL != (sp = getshipp(n)); n++) if (sp->shp_own == cn) { sail_find_fleet(&head, sp); } /* see what the fleets fall out into */ for (fltp = head; fltp; fltp = fltp->next) { sail_nav_fleet(fltp); wu(0, fltp->own, "Your fleet lead by ship #%d has reached %s.\n", fltp->leader, xyas(fltp->x, fltp->y, fltp->own)); } /* Free up the memory, 'cause I want to. */ for (fltp = head; fltp != 0;) { struct fltelemstr *fe; struct fltheadstr *saveh; saveh = fltp->next; for (fe = fltp->head; fe != 0;) { struct fltelemstr *saveel; saveel = fe->next; free(fe); fe = saveel; } free(fltp); fltp = saveh; } } /* The following is a total hack by Ken Stevens to cut down dramatically on repeated code 1995 */ static void fltp_to_list(struct fltheadstr *fltp, struct emp_qelem *list) { struct fltelemstr *fe; struct mlist *mlp; struct shpstr *sp; emp_initque(list); for (fe = fltp->head; fe; fe = fe->next) { mlp = malloc(sizeof(struct mlist)); sp = getshipp(fe->num); mlp->mcp = mchr + sp->shp_type; mlp->ship = *sp; mlp->mobil = fe->mobil; emp_insque(&mlp->queue, list); } }