/* * 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. * * --- * * ship.h: Definitions for things having to do with ships * * Known contributors to this file: * Dave Pare * Thomas Rushack, 1992 * Ken Stevens, 1995 * Steve McClure, 1998 */ #ifndef _SHIP_H_ #define _SHIP_H_ #include "item.h" #include "queue.h" #include "misc.h" #include "retreat.h" #define SHIP_MINEFF 20 /* bit masks for the autonav mode flags */ #define AN_AUTONAV bit(2) #define AN_STANDBY bit(3) #define AN_LOADING bit(4) #define AN_SCUTTLE bit(5) /* Auto-scuttle of trade ships */ /* TMAX is the number of cargo holds a ship use in the autonav code. */ #define TMAX 6 #define MAXSHPPATH 28 #define MAXSHPNAMLEN 24 struct shpstr { /* initial part must match struct genitem */ short ef_type; natid shp_own; /* owner's country num */ short shp_uid; /* unit id (ship #) */ coord shp_x; /* x location in abs coords */ coord shp_y; /* y location in abs coords */ s_char shp_type; /* index in mchr[] */ s_char shp_effic; /* 0% to 100% */ s_char shp_mobil; /* mobility units */ short shp_tech; /* tech level ship was built at */ s_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 genitem */ u_char shp_nplane; /* number of planes on board */ u_char shp_nland; /* number of land units on board */ short shp_armor; short shp_speed; short shp_visib; short shp_frnge; short shp_glim; coord shp_destx[2]; /* location for ship destination */ coord shp_desty[2]; i_type shp_tstart[TMAX]; /* what goods to pick up at start point */ i_type shp_tend[TMAX]; /* what goods to pick up at end point */ short shp_lstart[TMAX]; /* How much do we pick up at the start */ short shp_lend[TMAX]; /* How much do we pick up at the end */ u_char shp_autonav; /* autonavigation flags */ 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 */ time_t shp_access; /* Last time mob was updated (MOB_ACCESS) */ time_t shp_timestamp; /* Last time this ship was touched. */ u_char shp_mobquota; /* mobility quota */ s_char shp_path[MAXSHPPATH]; short shp_follow; s_char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */ u_char shp_fuel; /* How much fuel do we have */ u_char shp_nchoppers; /* How many choppers on board? */ u_char shp_nxlight; /* How many xlight planes on board? */ 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? */ s_char shp_rpath[RET_LEN]; /* retreat path */ }; struct fltelemstr { int num; int own; double mobil, mobcost; struct fltelemstr *next; }; struct fltheadstr { int leader; s_char real_q; /* defines for the real_q member */ #define LEADER_VIRTUAL 0 #define LEADER_REAL 1 #define LEADER_WRONGSECT 2 coord x, y; natid own; unsigned maxmoves; struct fltelemstr *head; struct fltheadstr *next; }; struct mchrstr { u_short m_item[I_MAX+1]; /* load limit */ int m_lcm; /* units of lcm to build */ int m_hcm; /* units of hcm to build */ 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 */ u_char m_nxlight; /* maximum number of xlight planes */ u_char m_nchoppers; /* maximum number of choppers */ u_char m_fuelc; /* fuel capacity */ u_char m_fuelu; /* fuel used per 10 mob */ char *m_name; /* full name of type of ship */ int m_tech; /* tech required to build */ int m_cost; /* how much it costs to build */ long m_flags; /* what special things can this ship do */ u_char m_nplanes; /* maximum number of planes this ship holds */ u_char m_nland; /* maximum number of units this ship holds */ }; #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_global() 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 */ #define M_SPY bit(10) /* gather intelligence info */ #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 */ /* M_XLIGHT will be automatically set in init_global() if m_nxlight > 0 */ #define M_XLIGHT bit(15) /* can hold xlight planes */ /* M_CHOPPER will be automatically set in init_global() if m_nchoppers > 0 */ #define M_CHOPPER bit(16) /* can hold choppers */ #define M_OILER bit(17) /* can re-fuel ships */ #define M_SUPPLY bit(18) /* Can supply units/sects/ships */ /* M_UNIT will be automatically set in init_global() if m_nland > 0 */ #define M_UNIT bit(19) /* Can carry units */ #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[]; extern int shp_maxno; struct mlist { struct emp_qelem queue; /* list of ships */ struct mchrstr *mcp; /* pointer to desc of ship */ struct shpstr ship; /* struct ship */ double mobil; /* how much mobility the ship has left */ }; #define SHP_DEF(b, t) (t ? (b * (logx((double)t, (double)40.0) < 1.0 ? 1.0 : \ logx((double)t, (double)40.0))) : b) #define SHP_SPD(b, t) (t ? (b * (logx((double)t, (double)35.0) < 1.0 ? 1.0 : \ logx((double)t, (double)35.0))) : b) #define SHP_VIS(b, t) (b * (1 - (sqrt((double)t) / 50))) #define SHP_RNG(b, t) (t ? (b * (logx((double)t, (double)35.0) < 1.0 ? 1.0 : \ logx((double)t, (double)35.0))) : b) #define SHP_FIR(b, t) (t ? (b * (logx((double)t, (double)60.0) < 1.0 ? 1.0 : \ logx((double)t, (double)60.0))) : b) /* Work required for building 100% */ #define SHP_BLD_WORK(lcm, hcm) (20 + (lcm) + 2 * (hcm)) /* return codes from shp_check_nav */ #define CN_NAVIGABLE 0 #define CN_LANDLOCKED 1 #define CN_CONSTRUCTION 2 #define CN_ERROR -1 enum { SHP_AIROPS_EFF = 50, /* min. efficiency for air ops */ SHP_TORP_SHELLS = 3 /* number of shells used by a torpedo */ }; #endif /* _SHIP_H_ */