304 lines
8.4 KiB
C
304 lines
8.4 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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* navi.c: Navigate ships and such
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*
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* Known contributors to this file:
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* Ken Stevens, 1995 (rewritten)
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*/
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#include <ctype.h>
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#include "misc.h"
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#include "player.h"
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#include "ship.h"
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#include "sect.h"
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#include "xy.h"
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#include "nsc.h"
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#include "nat.h"
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#include "path.h"
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#include "file.h"
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#include "map.h"
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#include "commands.h"
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#include "optlist.h"
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static int set_flagship(struct emp_qelem *list, struct shpstr **flagshipp);
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int
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navi(void)
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{
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struct nstr_item ni_ship;
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struct emp_qelem ship_list;
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double minmob, maxmob;
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int together;
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s_char *cp = 0;
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struct shpstr *shp = 0; /* flagship */
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struct nstr_sect ns;
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s_char origin;
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int dir;
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int stopping = 0;
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int skip = 0;
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s_char buf[1024];
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s_char prompt[128];
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s_char pathtaken[1024]; /* Doubtful we'll have a path longer than this */
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s_char *pt = pathtaken;
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if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1]))
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return RET_SYN;
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shp_sel(&ni_ship, &ship_list);
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shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum);
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player->condarg = 0; /* conditions don't apply to nav_map() */
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if (QEMPTY(&ship_list)) {
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pr("No ships\n");
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return RET_FAIL;
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}
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set_flagship(&ship_list, &shp);
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if (player->argp[2]) {
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strcpy(buf, player->argp[2]);
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if (!(cp = shp_path(together, shp, buf)))
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cp = player->argp[2];
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}
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*pt = '\0';
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while (!QEMPTY(&ship_list)) {
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s_char *bp, dp[80];
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if (cp == 0 || *cp == '\0' || stopping) {
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stopping = 0;
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shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&ship_list)) {
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pr("No ships left\n");
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if (strlen(pathtaken) > 0) {
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pathtaken[strlen(pathtaken) - 1] = '\0';
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if (strlen(pathtaken) > 0)
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pr("Path taken: %s\n", pathtaken);
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}
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return RET_OK;
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}
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if (set_flagship(&ship_list, &shp)) {
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stopping = 1;
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continue;
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}
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if (!skip)
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nav_map(shp->shp_x, shp->shp_y,
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!(mchr[(int)shp->shp_type].m_flags & M_SUB));
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else
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skip = 0;
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sprintf(prompt, "<%.1f:%.1f: %s> ", maxmob,
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minmob, xyas(shp->shp_x, shp->shp_y, player->cnum));
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cp = getstring(prompt, buf);
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/* Just in case any of our ships were shelled while we were at the
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* prompt, we call shp_nav() again.
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*/
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shp_nav(&ship_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&ship_list)) {
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pr("No ships left\n");
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if (strlen(pathtaken) > 0) {
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pathtaken[strlen(pathtaken) - 1] = '\0';
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if (strlen(pathtaken) > 0)
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pr("Path taken: %s\n", pathtaken);
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}
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return RET_OK;
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}
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if (set_flagship(&ship_list, &shp)) {
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stopping = 1;
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continue;
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}
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}
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radmapnopr(shp->shp_x, shp->shp_y, (int)shp->shp_effic,
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(int)techfact(shp->shp_tech,
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(double)mchr[(int)shp->shp_type].m_vrnge),
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(double)((mchr[(int)shp->shp_type].m_flags & M_SONAR)
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? techfact(shp->shp_tech, 1.0) : 0.0));
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if (cp == 0 || *cp == '\0')
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cp = &dirch[DIR_STOP];
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if (*cp == 'M' ||
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*cp == 'B' || *cp == 'f' || *cp == 'i' || *cp == 'm') {
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++cp;
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if (cp[-1] == 'M') {
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unit_map(EF_SHIP, shp->shp_uid, &ns, &origin);
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draw_map(0, origin, MAP_SHIP, &ns, player->cnum);
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skip = 1;
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} else if (cp[-1] == 'B') {
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unit_map(EF_SHIP, shp->shp_uid, &ns, &origin);
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draw_map(EF_BMAP, origin, MAP_SHIP, &ns, player->cnum);
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skip = 1;
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} else if (cp[-1] == 'f') {
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struct emp_qelem *qp;
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qp = ship_list.q_back;
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emp_remque(ship_list.q_back);
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emp_insque(qp, &ship_list);
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set_flagship(&ship_list, &shp);
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} else if (cp[-1] == 'i') {
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shp_list(&ship_list);
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} else {
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stopping |= shp_sweep(&ship_list, 1, player->cnum);
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}
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continue;
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} else if (*cp == 'r' || *cp == 'l' || *cp == 's') {
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bp = ++cp;
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while ((*bp != ' ') && (*bp))
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bp++;
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while ((*bp == ' ') && (*bp))
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bp++;
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if ((bp != (s_char *)0) && (*bp))
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player->argp[1] = bp;
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else {
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sprintf(dp, "%d", shp->shp_uid);
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player->argp[1] = dp;
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}
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if (cp[-1] == 'r') {
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rada();
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skip = 1;
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} else if (cp[-1] == 'l')
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look();
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else {
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player->argp[2] = 0;
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sona();
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skip = 1;
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}
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*cp = 0;
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player->btused++;
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continue;
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} else {
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dir = chkdir(*cp++, DIR_STOP, DIR_VIEW);
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if (dir < 0) {
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if (NULL != (cp = shp_path(together, shp, buf)))
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continue;
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direrr("`%c' to stop", ", `%c' to view, ", 0);
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pr("`i' to list ships, `f' to change flagship,\n");
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pr("`r' to radar, `s' to sonar, `l' to look, `M' to map, `B' to bmap,\n");
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pr("and `m' to minesweep\n");
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stopping = 1;
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continue;
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} else if (dir == DIR_VIEW) {
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shp_view(&ship_list);
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continue;
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}
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}
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stopping |=
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shp_nav_one_sector(&ship_list, dir, player->cnum, together);
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if (stopping != 2) {
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*pt++ = dirch[dir];
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*pt = '\0';
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}
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}
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if (strlen(pathtaken) > 0) {
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pathtaken[strlen(pathtaken) - 1] = '\0';
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if (strlen(pathtaken) > 0)
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pr("Path taken: %s\n", pathtaken);
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}
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return RET_OK;
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}
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int
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nav_map(int x, int y, int show_designations)
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{
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s_char *ptr;
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struct nstr_sect ns;
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struct natstr *np;
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struct sctstr sect;
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struct range range;
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int i;
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/* Note this is not re-entrant anyway, so we keep the buffers
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around */
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static u_char *bitmap = (u_char *)0;
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static s_char *wmapbuf = (s_char *)0;
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static s_char **wmap = (s_char **)0;
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s_char what[64];
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int changed = 0;
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np = getnatp(player->cnum);
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sprintf(what, "%d:%d,%d:%d", xrel(np, x - 2), xrel(np, x + 2),
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yrel(np, y - 1), yrel(np, y + 1));
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if (!snxtsct(&ns, what))
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return RET_FAIL;
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if (!wmapbuf)
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wmapbuf = malloc((WORLD_Y * MAPWIDTH(1)) * sizeof(s_char));
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if (!wmap) {
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wmap = malloc(WORLD_Y * sizeof(s_char *));
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if (wmap && wmapbuf) {
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for (i = 0; i < WORLD_Y; i++)
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wmap[i] = &wmapbuf[MAPWIDTH(1) * i];
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} else if (wmap) {
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free(wmap);
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wmap = (s_char **)0;
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}
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}
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if (!bitmap)
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bitmap = malloc((WORLD_X * WORLD_Y) / 8);
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if (!wmapbuf || !wmap || !bitmap) {
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pr("Memory error, tell the deity.\n");
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logerror("malloc failed in navi\n");
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return RET_FAIL;
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}
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memset(bitmap, 0, (WORLD_X * WORLD_Y) / 8);
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/* zap any conditionals */
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ns.ncond = 0;
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xyrelrange(np, &ns.range, &range);
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blankfill((s_char *)wmapbuf, &ns.range, 1);
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while (nxtsct(&ns, §)) {
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ptr = &wmap[ns.dy][ns.dx];
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*ptr = dchr[sect.sct_type].d_mnem;
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if (!show_designations &&
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sect.sct_own != player->cnum &&
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sect.sct_type != SCT_WATER &&
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sect.sct_type != SCT_BSPAN && sect.sct_type != SCT_HARBR)
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*ptr = '?';
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changed += map_set(player->cnum, sect.sct_x, sect.sct_y, *ptr, 0);
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/*
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* We do it this way so that 'x' and 'X'
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* bdesignations will show up. This can
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* be used to mark mined sectors. So, the
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* player will see the current des, UNLESS
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* they've marked the sector 'x' or 'X',
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* in which case they'll see that.
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* --ts
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*/
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*ptr = player->bmap[sctoff(sect.sct_x, sect.sct_y)];
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}
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if (changed)
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writemap(player->cnum);
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for (i = 0; i < ns.range.height; i++)
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pr("%s\n", wmap[i]);
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return RET_OK;
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}
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static int
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set_flagship(struct emp_qelem *list, struct shpstr **flagshipp)
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{
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struct mlist *mlp = (struct mlist *)(list->q_back);
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if (!*flagshipp)
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pr("Flagship is ");
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else if ((*flagshipp)->shp_uid != mlp->ship.shp_uid)
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pr("Changing flagship to ");
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else
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return 0;
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*flagshipp = &mlp->ship;
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pr("%s\n", prship(&mlp->ship));
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return 1;
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}
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