empserver/src/lib/subs/aswplnsubs.c
Markus Armbruster 4ae9c417b3 (bzero, bcopy): Obsolete BSDisms; remove. Remove some calls without
effect.  Replace calls by struct assignment where possible.  Replace
clear buffer, copy string to buffer by strncpy().  Use assignment to
clear when that's clearer.  Replace overlapping copy through bounce
buffer by memmove().  Replace rest by standard memset() and memcpy().
Also use sizeof() instead of literal array sizes for robustness, and
instead of symbolic array sizes for clarity.
2004-01-08 17:54:28 +00:00

174 lines
3.6 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, 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.
*
* ---
*
* aswplnsubs.c: Various subroutines used for ASW planes
*
* Known contributors to this file:
*
*/
#include "misc.h"
#include "player.h"
#include "var.h"
#include "xy.h"
#include "sect.h"
#include "ship.h"
#include "nsc.h"
#include "nat.h"
#include "path.h"
#include "file.h"
#include "queue.h"
#include "plane.h"
#include <fcntl.h>
#include <ctype.h>
#include "prototypes.h"
int
have_looked(u_char uid, struct shiplook *head)
{
struct shiplook *s;
s = head;
if (s->uid == -1)
return 0;
while (s != ((struct shiplook *)0)) {
if (s->uid == uid)
return s->looked;
s = s->next;
}
return 0;
}
int
have_found(u_char uid, struct shiplook *head)
{
struct shiplook *s;
s = head;
if (s->uid == -1)
return 0;
while (s != ((struct shiplook *)0)) {
if (s->uid == uid)
return s->found;
s = s->next;
}
return 0;
}
void
set_have_looked(u_char uid, struct shiplook *head)
{
struct shiplook *s, *s2;
s = head;
if (s->uid == -1) {
s->uid = uid;
s->looked = 1;
s->found = 0;
s->next = (struct shiplook *)0;
}
while (s != ((struct shiplook *)0)) {
if (s->uid == uid) {
s->looked = 1;
return;
}
s2 = s;
s = s->next;
}
s = (struct shiplook *)malloc(sizeof(struct shiplook));
memset(s, 0, sizeof(struct shiplook));
s2->next = s;
s->uid = uid;
s->looked = 1;
s->next = (struct shiplook *)0;
}
void
set_have_found(u_char uid, struct shiplook *head)
{
struct shiplook *s, *s2;
s = head;
if (s->uid == -1) {
s->uid = uid;
s->looked = 0;
s->found = 1;
s->next = (struct shiplook *)0;
}
while (s != ((struct shiplook *)0)) {
if (s->uid == uid) {
s->found = 1;
return;
}
s2 = s;
s = s->next;
}
s = (struct shiplook *)malloc(sizeof(struct shiplook));
memset(s, 0, sizeof(struct shiplook));
s2->next = s;
s->uid = uid;
s->found = 1;
s->next = (struct shiplook *)0;
}
int
print_found(struct shiplook *head)
{
struct shiplook *s;
extern s_char *effadv(int);
int first;
struct mchrstr *mp;
struct shpstr ship;
s = head;
first = 1;
if (s->uid == -1)
return 0;
while (s != ((struct shiplook *)0)) {
getship(s->uid, &ship);
mp = &mchr[(int)ship.shp_type];
if (first) {
pr(" # player->owner eff type\n");
first = 0;
}
pr("(#%3d) %10.10s %12.12s %s\n", ship.shp_uid,
cname(ship.shp_own), effadv(ship.shp_effic), prship(&ship));
s = s->next;
}
return 1;
}