
Modify nmap command to allow mapping around a nuke. Add new command nbmap for bmapping around a nuke. Add a new mapping flag 'n' for adding nukes to a map. Correct syntax description for pmap, pbmap, lmap and lbmap in player_coms[].
149 lines
3.3 KiB
C
149 lines
3.3 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2006, 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 files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* map.c: Display a map of sectors.
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Ken Stevens, 1995
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*/
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#include <config.h>
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#include "misc.h"
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#include "nat.h"
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#include "file.h"
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#include "player.h"
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#include "map.h"
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#include "ship.h"
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#include "land.h"
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#include "xy.h"
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#include "nsc.h"
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#include "commands.h"
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#include "optlist.h"
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int
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map(void)
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{
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char *b;
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int unit_type = EF_BAD;
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int bmap = 0;
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char *str;
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struct nstr_sect ns;
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char origin = '\0';
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int map_flags = 0;
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char buf[1024];
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char prompt[128];
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if (**player->argp != 'm') {
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if (**player->argp == 'b')
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bmap = 'b';
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else if (**player->argp == 'n') {
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unit_type = EF_NUKE;
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if (player->argp[0][1] == 'b')
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bmap = 'b';
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else
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bmap = 'n';
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} else {
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if (**player->argp == 'l')
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unit_type = EF_LAND;
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else if (**player->argp == 'p')
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unit_type = EF_PLANE;
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else if (**player->argp == 's')
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unit_type = EF_SHIP;
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else {
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logerror("map: bad player->argp[0]");
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return RET_SYN;
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}
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if (player->argp[0][1] == 'b')
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bmap = 'b';
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}
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}
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if (player->argp[1] == NULL) {
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if (unit_type == EF_BAD) {
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str = getstring("(sects)? ", buf);
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} else {
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sprintf(prompt, "(sects, %s)? ", ef_nameof(unit_type));
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str = getstring(prompt, buf);
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}
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if (!str || !*str)
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return RET_SYN;
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} else
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str = player->argp[1];
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if (!snxtsct(&ns, str)) {
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if (unit_map(unit_type, atoi(str), &ns, &origin))
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return RET_FAIL;
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}
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for (b = player->argp[2]; b && *b; b++) {
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switch (*b) {
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case 's':
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case 'S':
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map_flags |= MAP_SHIP;
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break;
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case 'l':
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case 'L':
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map_flags |= MAP_LAND;
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break;
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case 'p':
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case 'P':
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map_flags |= MAP_PLANE;
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break;
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case 'n':
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case 'N':
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map_flags |= MAP_NUKE;
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break;
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case 'h':
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case 'H':
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map_flags |= MAP_HIGH;
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break;
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case '*':
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map_flags |= MAP_ALL;
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break;
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case 't':
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if (bmap != 'b')
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goto bad_flag;
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bmap = 't';
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*(b + 1) = 0;
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break;
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case 'r':
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if (bmap != 'b')
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goto bad_flag;
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bmap = 'r';
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*(b + 1) = 0;
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break;
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default:
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bad_flag:
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pr("Bad flag %c!\n", *b);
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break;
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}
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}
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return draw_map(bmap, origin, map_flags, &ns);
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}
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