a sector, interdiction loop followed dangling pointer and crashed. Simplify & fix. (mlist): Member done no longer used, remove.
220 lines
7.9 KiB
C
220 lines
7.9 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* ship.h: Definitions for things having to do with ships
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*
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* Known contributors to this file:
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* Dave Pare
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* Thomas Rushack, 1992
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* Ken Stevens, 1995
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* Steve McClure, 1998
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*/
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#ifndef _SHIP_H_
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#define _SHIP_H_
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#include "item.h"
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#include "queue.h"
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#include "misc.h"
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#include "retreat.h"
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#define SHIP_MINEFF 20
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/* bit masks for the autonav mode flags */
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#define AN_SAILDIR bit(1)
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#define AN_AUTONAV bit(2)
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#define AN_STANDBY bit(3)
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#define AN_LOADING bit(4)
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#define AN_SCUTTLE bit(5) /* Auto-scuttle of trade ships */
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/* TMAX is the number of cargo holds a ship use in the autonav code. */
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#define TMAX 6
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#define MAXSHPPATH 28
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#define MAXSHPNAMLEN 24
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struct shpstr {
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short ef_type;
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natid shp_own; /* owner's country num */
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short shp_uid; /* unit id (ship #) */
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coord shp_x; /* x location in abs coords */
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coord shp_y; /* y location in abs coords */
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s_char shp_type; /* index in mchr[] */
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s_char shp_effic; /* 0% to 100% */
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s_char shp_mobil; /* mobility units */
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short shp_tech; /* tech level ship was built at */
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s_char shp_fleet; /* group membership */
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coord shp_opx, shp_opy; /* Op sector coords */
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short shp_mission; /* mission code */
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short shp_radius; /* mission radius */
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u_char shp_nplane; /* number of planes on board */
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u_char shp_nland; /* number of land units on board */
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short shp_armor;
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short shp_speed;
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short shp_visib;
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short shp_frnge;
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short shp_glim;
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coord shp_destx[2]; /* location for ship destination */
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coord shp_desty[2];
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i_type shp_tstart[TMAX]; /* what goods to pick up at start point */
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i_type shp_tend[TMAX]; /* what goods to pick up at end point */
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short shp_lstart[TMAX]; /* How much do we pick up at the start */
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short shp_lend[TMAX]; /* How much do we pick up at the end */
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u_char shp_autonav; /* autonavigation flags */
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short shp_item[I_MAX+1]; /* amount of items on board */
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short shp_pstage; /* plague stage */
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short shp_ptime; /* how many etus remain in this stage */
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time_t shp_access; /* Last time mob was updated (MOB_ACCESS) */
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time_t shp_timestamp; /* Last time this ship was touched. */
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u_char shp_mobquota; /* mobility quota */
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s_char shp_path[MAXSHPPATH];
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short shp_follow;
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s_char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */
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u_char shp_fuel; /* How much fuel do we have */
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u_char shp_nchoppers; /* How many choppers on board? */
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u_char shp_nxlight; /* How many xlight planes on board? */
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coord shp_orig_x;
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coord shp_orig_y; /* Where we were built */
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natid shp_orig_own; /* Who built us */
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int shp_rflags; /* When do I retreat? */
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s_char shp_rpath[RET_LEN]; /* retreat path */
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};
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struct fltelemstr {
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int num;
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int own;
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double mobil, mobcost;
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struct fltelemstr *next;
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};
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struct fltheadstr {
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int leader;
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s_char real_q;
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/* defines for the real_q member */
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#define LEADER_VIRTUAL 0
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#define LEADER_REAL 1
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#define LEADER_WRONGSECT 2
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coord x, y;
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natid own;
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unsigned maxmoves;
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struct fltelemstr *head;
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struct fltheadstr *next;
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};
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struct mchrstr {
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u_short m_item[I_MAX+1]; /* load limit */
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int m_lcm; /* units of lcm to build */
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int m_hcm; /* units of hcm to build */
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int m_armor; /* how well armored it is */
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int m_speed; /* how fast it can go */
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int m_visib; /* how well it can be seen */
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int m_vrnge; /* how well it can see */
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int m_frnge; /* how far it can fire */
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int m_glim; /* how many guns it can fire */
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u_char m_nxlight; /* maximum number of xlight planes */
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u_char m_nchoppers; /* maximum number of choppers */
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u_char m_fuelc; /* fuel capacity */
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u_char m_fuelu; /* fuel used per 10 mob */
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char *m_name; /* full name of type of ship */
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int m_tech; /* tech required to build */
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int m_cost; /* how much it costs to build */
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long m_flags; /* what special things can this ship do */
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u_char m_nplanes; /* maximum number of planes this ship holds */
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u_char m_nland; /* maximum number of units this ship holds */
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};
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#define M_FOOD bit(0) /* catch that fish! */
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#define M_TORP bit(1) /* fire torpedoes */
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#define M_DCH bit(2) /* drop depth charges on subs */
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#define M_FLY bit(3) /* launch and recover planes */
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/* M_MSL will be automatically set in init_global() if m_nplanes > 0
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and M_FLY is not set */
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#define M_MSL bit(4) /* launch missiles */
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#define M_OIL bit(5) /* drill for oil */
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#define M_SONAR bit(6) /* locate submarines */
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#define M_MINE bit(7) /* drop mines */
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#define M_SWEEP bit(8) /* clean up the mines */
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#define M_SUB bit(9) /* a submarine */
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#define M_SPY bit(10) /* gather intelligence info */
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#define M_LAND bit(11) /* allows full landing ability */
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#define M_SUBT bit(12) /* allows torping of other subs */
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#define M_TRADE bit(13) /* is a trade ship */
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#define M_SEMILAND bit(14) /* can land 1/4 */
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/* M_XLIGHT will be automatically set in init_global() if m_nxlight > 0 */
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#define M_XLIGHT bit(15) /* can hold xlight planes */
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/* M_CHOPPER will be automatically set in init_global() if m_nchoppers > 0 */
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#define M_CHOPPER bit(16) /* can hold choppers */
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#define M_OILER bit(17) /* can re-fuel ships */
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#define M_SUPPLY bit(18) /* Can supply units/sects/ships */
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/* M_UNIT will be automatically set in init_global() if m_nland > 0 */
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#define M_UNIT bit(19) /* Can carry units */
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#define M_ANTIMISSILE bit(20) /* Shoot down missile */
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#define getship(n, p) \
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ef_read(EF_SHIP, n, p)
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#define putship(n, p) \
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ef_write(EF_SHIP, n, p)
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#define getshipp(n) \
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(struct shpstr *) ef_ptr(EF_SHIP, n)
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extern struct mchrstr mchr[];
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extern int shp_maxno;
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struct mlist {
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struct emp_qelem queue; /* list of ships */
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struct mchrstr *mcp; /* pointer to desc of ship */
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struct shpstr ship; /* struct ship */
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double mobil; /* how much mobility the ship has left */
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};
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#define SHP_DEF(b, t) (t ? (b * (logx((double)t, (double)40.0) < 1.0 ? 1.0 : \
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logx((double)t, (double)40.0))) : b)
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#define SHP_SPD(b, t) (t ? (b * (logx((double)t, (double)35.0) < 1.0 ? 1.0 : \
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logx((double)t, (double)35.0))) : b)
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#define SHP_VIS(b, t) (b * (1 - (sqrt((double)t) / 50)))
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#define SHP_RNG(b, t) (t ? (b * (logx((double)t, (double)35.0) < 1.0 ? 1.0 : \
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logx((double)t, (double)35.0))) : b)
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#define SHP_FIR(b, t) (t ? (b * (logx((double)t, (double)60.0) < 1.0 ? 1.0 : \
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logx((double)t, (double)60.0))) : b)
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/* Work required for building 100% */
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#define SHP_BLD_WORK(lcm, hcm) (20 + (lcm) + 2 * (hcm))
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/* return codes from shp_check_nav */
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#define CN_NAVIGABLE (0)
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#define CN_LANDLOCKED (1)
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#define CN_CONSTRUCTION (2)
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#define CN_ERROR (-1)
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enum {
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SHP_AIROPS_EFF = 50, /* min. efficiency for air ops */
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SHP_TORP_SHELLS = 3 /* number of shells used by a torpedo */
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};
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#endif /* _SHIP_H_ */
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