It's always non-zero now. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
343 lines
8.5 KiB
C
343 lines
8.5 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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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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* 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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* Ron Koenderink, 2006-2007
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* Markus Armbruster, 2006-2014
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*/
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#include <config.h>
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#include "commands.h"
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#include "map.h"
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#include "optlist.h"
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#include "path.h"
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#include "unit.h"
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static void pr_leader_change(struct empobj *leader);
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static struct empobj *get_leader(struct emp_qelem *list);
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static void switch_leader(struct emp_qelem *list, int uid);
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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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if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1], NULL))
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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, player->cnum);
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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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return do_unit_move(&ship_list, &minmob, &maxmob);
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}
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int
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do_unit_move(struct emp_qelem *ulist, double *minmob, double *maxmob)
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{
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char *cp = NULL;
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int leader_uid;
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struct empobj *leader;
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int dir;
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int stopping = 0;
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int skip = 0;
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int moved = 0;
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char buf[1024];
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char prompt[128];
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char bmap_flag;
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int ac;
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int type;
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leader = get_leader(ulist);
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leader_uid = leader->uid;
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type = leader->ef_type;
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pr("%s is %s\n",
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type == EF_SHIP ? "Flagship" : "Leader",
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unit_nameof(leader));
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if (player->argp[2]) {
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strcpy(buf, player->argp[2]);
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cp = unit_path(leader, buf, sizeof(buf));
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}
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while (!QEMPTY(ulist)) {
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char dp[80];
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if (cp == NULL || *cp == '\0' || stopping) {
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stopping = 0;
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if (type == EF_SHIP)
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shp_nav(ulist, minmob, maxmob, player->cnum);
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else
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lnd_mar(ulist, minmob, maxmob, player->cnum);
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if (QEMPTY(ulist)) {
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pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
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return RET_OK;
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}
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leader = get_leader(ulist);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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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(leader->x, leader->y,
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type == EF_SHIP
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? !(mchr[(int)leader->type].m_flags & M_SUB) : 1);
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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(leader->x, leader->y, player->cnum));
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cp = getstring(prompt, buf);
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/* Just in case any of our units were shelled while we were
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* at the prompt, we call shp_nav() or lnd_mar() again.
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*/
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if (type == EF_SHIP)
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shp_nav(ulist, minmob, maxmob, player->cnum);
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else
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lnd_mar(ulist, minmob, maxmob, player->cnum);
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if (QEMPTY(ulist)) {
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pr("No %s left\n", type == EF_SHIP ? "ships" : "lands");
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return RET_OK;
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}
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leader = get_leader(ulist);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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stopping = 1;
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continue;
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}
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if (cp)
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cp = unit_path(leader, buf, sizeof(buf));
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}
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if (type == EF_SHIP) {
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rad_map_set(player->cnum, leader->x, leader->y, leader->effic,
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leader->tech, mchr[leader->type].m_vrnge);
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}
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if (cp == NULL || *cp == '\0')
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cp = &dirch[DIR_STOP];
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dir = chkdir(*cp, DIR_STOP, DIR_LAST);
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if (dir >= 0) {
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if (type == EF_SHIP)
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stopping |= shp_nav_one_sector(ulist, dir, player->cnum);
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else {
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if (!moved && !lnd_abandon_askyn(ulist))
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return RET_FAIL;
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stopping |= lnd_mar_one_sector(ulist, dir, player->cnum);
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}
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moved = 1;
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cp++;
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continue;
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}
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ac = parse(cp, player->argbuf, player->argp, NULL, NULL, NULL);
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if (ac <= 0) {
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player->argp[0] = "";
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cp = NULL;
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} else if (ac == 1) {
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sprintf(dp, "%d", leader->uid);
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player->argp[1] = dp;
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cp++;
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} else
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cp = NULL;
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bmap_flag = 0;
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switch (*player->argp[0]) {
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case 'B':
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bmap_flag = 'b';
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/*
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* fall through
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*/
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case 'M':
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display_region_map(bmap_flag, type, leader->x, leader->y,
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player->argp[1], player->argp[2]);
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skip = 1;
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continue;
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case 'f':
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if (ac <= 1)
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switch_leader(ulist, -1);
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else
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switch_leader(ulist, atoi(player->argp[1]));
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leader = get_leader(ulist);
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if (leader->uid != leader_uid) {
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leader_uid = leader->uid;
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pr_leader_change(leader);
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}
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continue;
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case 'i':
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unit_list(ulist);
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continue;
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case 'm':
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if (type == EF_SHIP)
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stopping |= shp_sweep(ulist, 1, 1, player->cnum);
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else {
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lnd_sweep(ulist, 1, 1, player->cnum);
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stopping |= lnd_check_mines(ulist);
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}
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continue;
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case 'r':
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radar(leader->ef_type);
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skip = 1;
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player->btused++;
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continue;
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case 'l':
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do_look(type);
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player->btused++;
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continue;
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case 's':
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if (leader->ef_type != EF_SHIP)
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break;
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sona();
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player->btused++;
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skip = 1;
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continue;
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case 'd':
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if (ac < 3) {
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player->argp[2] = ac < 2 ? "1" : player->argp[1];
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sprintf(dp, "%d", leader->uid);
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player->argp[1] = dp;
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}
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if (type == EF_SHIP)
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mine();
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else
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landmine();
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stopping = 1;
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skip = 1;
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player->btused++;
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continue;
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case 'v':
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unit_view(ulist);
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continue;
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}
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direrr("`%c' to stop", ", `%c' to view", NULL);
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pr(", `i' to list %s, `f' to change %s,\n",
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type == EF_SHIP ? "ships" : "units",
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type == EF_SHIP ? "flagship" : "leader");
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pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n",
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type == EF_SHIP ? "`s' to sonar, " : "");
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pr("`d' to drop mines, and `m' to minesweep\n");
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stopping = 1;
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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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char *ptr;
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struct nstr_sect ns;
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struct sctstr sect;
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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 char *wmapbuf = NULL;
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static char **wmap = NULL;
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int changed = 0;
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if (!wmapbuf)
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wmapbuf = malloc(WORLD_Y * MAPWIDTH(1));
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if (!wmap) {
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wmap = malloc(WORLD_Y * sizeof(*wmap));
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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 = NULL;
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}
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}
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if (!wmapbuf || !wmap) {
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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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snxtsct_dist(&ns, x, y, 1);
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blankfill(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[sect.sct_uid];
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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 void
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pr_leader_change(struct empobj *leader)
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{
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pr("Changing %s to %s\n",
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leader->ef_type == EF_SHIP ? "flagship" : "leader",
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unit_nameof(leader));
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}
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static struct empobj *
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get_leader(struct emp_qelem *list)
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{
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return &((struct ulist *)(list->q_back))->unit.gen;
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}
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static void
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switch_leader(struct emp_qelem *list, int uid)
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{
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struct emp_qelem *qp, *save;
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struct ulist *ulp;
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if (QEMPTY(list))
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return;
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save = qp = list->q_back;
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do {
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emp_remque(qp);
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emp_insque(qp, list);
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qp = list->q_back;
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ulp = (struct ulist *)qp;
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if (ulp->unit.gen.uid == uid || uid == -1)
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break;
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} while (list->q_back != save);
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}
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