empserver/include/ship.h
Markus Armbruster 4bd19812af Use the new Empire clock for implementing MOB_ACCESS:
(lndstr, plnstr, sctstr, shpstr): Change timestamp members lnd_access,
pln_access, sct_access, shp_access from real time (time_t) to ETUs
within a turn (short).
(land_ca, plane_ca, sect_ca, ship_ca): Update accordingly.
(build_ship, build_land, build_bridge, build_plane, build_tower)
(explore, check_trade, bsanct, takeover, takeover_ship)
(takeover_land): Use game_tick_to_now() instead of time() to update
the timestamp.  Change check_trade(), takeover_ship(), takeover_land()
to do that only when MOB_ACCESS is enabled, for consistency.
(lupgr, supgr, pupgr, takeover_ship): Don't touch the timestamp where
mobility isn't touched either.
(sct_do_upd_mob, shp_do_upd_mob, lnd_do_upd_mob, pln_do_upd_mob): Use
game_tick_to_now() instead of increase_mob() to compute ETUs since
the timestamp and update the timestamp.  Closes #1012699.
(increase_mob): Remove.
(mob_sect, mob_ship, mob_land, mob_plane): sct_do_upd_mob() & friends
no longer do the right thing at the update.  Use game_reset_tick() and
pass its result directly to do_mob_sect() & friends.  This is only
correct when argument is etu_per_update, which it always is.  Remove
parameter.  Callers changed.
(do_mob_sect, do_mob_ship, do_mob_land, do_mob_plane): Oops on
negative argument.

(mob_acc_globals, timestampfil, mobupdate, updating_mob)
(update_all_mob, timestamp_fixing, update_timestamps, mobility_check):
The mobupdate command was important to let deities manually
synchronize mobility updating with updates.  That's no longer needed.
The code behind it is somewhat hairy and ugly, and updating it to work
with the Empire clock is just not worth it.  Remove.  Users changed.
(player_coms): Update accordingly.
(upda): Remove display of mobility updating state.

(mobility_init): No need to fix up mobility on startup, as the Empire
clock runs normally even when the server is down.  Remove.  Caller
changed.
2007-07-15 09:43:57 +00:00

212 lines
7.7 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2007, 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 files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* ship.h: Definitions for things having to do with ships
*
* Known contributors to this file:
* Dave Pare
* Thomas Ruschak, 1992
* Ken Stevens, 1995
* Steve McClure, 1998
*/
#ifndef SHIP_H
#define SHIP_H
#include "item.h"
#include "queue.h"
#include "retreat.h"
#include "types.h"
#define SHP_TYPE_MAX 46
#define SHIP_MINEFF 20
/* bit masks for the autonav mode flags */
#define AN_AUTONAV bit(2)
#define AN_STANDBY bit(3)
#define AN_LOADING bit(4)
#define AN_SCUTTLE bit(5) /* Auto-scuttle of trade ships */
/* TMAX is the number of cargo holds a ship use in the autonav code. */
#define TMAX 6
#define MAXSHPPATH 28
#define MAXSHPNAMLEN 24
struct shpstr {
/* initial part must match struct empobj */
short ef_type;
natid shp_own; /* owner's country num */
short shp_uid; /* unit id (ship #) */
coord shp_x; /* x location in abs coords */
coord shp_y; /* y location in abs coords */
signed char shp_type; /* index in mchr[] */
signed char shp_effic; /* 0% to 100% */
signed char shp_mobil; /* mobility units */
unsigned char shp_off; /* repairs stopped? */
short shp_tech; /* tech level ship was built at */
char shp_fleet; /* group membership */
coord shp_opx, shp_opy; /* Op sector coords */
short shp_mission; /* mission code */
short shp_radius; /* mission radius */
/* end of part matching struct empobj */
unsigned char shp_nplane; /* number of planes on board */
unsigned char shp_nland; /* number of land units on board */
short shp_armor;
short shp_speed;
short shp_visib;
short shp_frnge;
short shp_glim;
coord shp_destx[2]; /* location for ship destination */
coord shp_desty[2];
i_type shp_tstart[TMAX]; /* what goods to pick up at start point */
i_type shp_tend[TMAX]; /* what goods to pick up at end point */
short shp_lstart[TMAX]; /* How much do we pick up at the start */
short shp_lend[TMAX]; /* How much do we pick up at the end */
unsigned char shp_autonav; /* autonavigation flags */
short shp_item[I_MAX+1]; /* amount of items on board */
short shp_pstage; /* plague stage */
short shp_ptime; /* how many etus remain in this stage */
short shp_access; /* Last tick mob was updated (MOB_ACCESS) */
time_t shp_timestamp; /* Last time this ship was touched. */
unsigned char shp_mobquota; /* mobility quota */
char shp_path[MAXSHPPATH];
short shp_follow;
char shp_name[MAXSHPNAMLEN]; /* name set with the "name" command */
unsigned char shp_fuel; /* How much fuel do we have */
unsigned char shp_nchoppers; /* How many choppers on board? */
unsigned char shp_nxlight; /* How many xlight planes on board? */
coord shp_orig_x;
coord shp_orig_y; /* Where we were built */
natid shp_orig_own; /* Who built us */
int shp_rflags; /* When do I retreat? */
char shp_rpath[RET_LEN]; /* retreat path */
};
struct fltelemstr {
int num;
int own;
double mobil, mobcost;
struct fltelemstr *next;
};
struct fltheadstr {
int leader;
signed char real_q;
/* defines for the real_q member */
#define LEADER_VIRTUAL 0
#define LEADER_REAL 1
#define LEADER_WRONGSECT 2
coord x, y;
natid own;
unsigned maxmoves;
struct fltelemstr *head;
struct fltheadstr *next;
};
struct mchrstr {
short m_item[I_MAX+1]; /* load limit */
int m_lcm; /* units of lcm to build */
int m_hcm; /* units of hcm to build */
int m_armor; /* how well armored it is */
int m_speed; /* how fast it can go */
int m_visib; /* how well it can be seen */
int m_vrnge; /* how well it can see */
int m_frnge; /* how far it can fire */
int m_glim; /* how many guns it can fire */
unsigned char m_nxlight; /* maximum number of xlight planes */
unsigned char m_nchoppers; /* maximum number of choppers */
unsigned char m_fuelc; /* fuel capacity */
unsigned char m_fuelu; /* fuel used per 10 mob */
char *m_name; /* full name of type of ship */
int m_tech; /* tech required to build */
int m_cost; /* how much it costs to build */
long m_flags; /* what special things can this ship do */
unsigned char m_nplanes; /* maximum number of planes this ship holds */
unsigned char m_nland; /* maximum number of units this ship holds */
signed char m_type; /* index in mchr[] */
};
#define M_FOOD bit(0) /* catch that fish! */
#define M_TORP bit(1) /* fire torpedoes */
#define M_DCH bit(2) /* drop depth charges on subs */
#define M_FLY bit(3) /* launch and recover planes */
/* M_MSL will be automatically set in init_global() if m_nplanes > 0
and M_FLY is not set */
#define M_MSL bit(4) /* launch missiles */
#define M_OIL bit(5) /* drill for oil */
#define M_SONAR bit(6) /* locate submarines */
#define M_MINE bit(7) /* drop mines */
#define M_SWEEP bit(8) /* clean up the mines */
#define M_SUB bit(9) /* a submarine */
/* unused bit(10) */
#define M_LAND bit(11) /* allows full landing ability */
#define M_SUBT bit(12) /* allows torping of other subs */
#define M_TRADE bit(13) /* is a trade ship */
#define M_SEMILAND bit(14) /* can land 1/4 */
/* M_XLIGHT will be automatically set in init_mchr() if m_nxlight > 0 */
#define M_XLIGHT bit(15) /* can hold xlight planes */
/* M_CHOPPER will be automatically set in init_mchr() if m_nchoppers > 0 */
#define M_CHOPPER bit(16) /* can hold choppers */
#define M_OILER bit(17) /* can re-fuel ships */
#define M_SUPPLY bit(18) /* Can supply units/sects/ships */
#define M_CANAL bit(19) /* Can navigate a canal (BIG CITY) */
#define M_ANTIMISSILE bit(20) /* Shoot down missile */
#define getship(n, p) ef_read(EF_SHIP, (n), (p))
#define putship(n, p) ef_write(EF_SHIP, (n), (p))
#define getshipp(n) ((struct shpstr *)ef_ptr(EF_SHIP, (n)))
extern struct mchrstr mchr[SHP_TYPE_MAX + 2];
#define SHP_DEF(b, t) (t ? (b * (logx(t, 40.0) < 1.0 ? 1.0 : \
logx(t, 40.0))) : b)
#define SHP_SPD(b, t) (t ? (b * (logx(t, 35.0) < 1.0 ? 1.0 : \
logx(t, 35.0))) : b)
#define SHP_VIS(b, t) (b * (1 - (sqrt(t) / 50)))
#define SHP_RNG(b, t) (t ? (b * (logx(t, 35.0) < 1.0 ? 1.0 : \
logx(t, 35.0))) : b)
#define SHP_FIR(b, t) (t ? (b * (logx(t, 60.0) < 1.0 ? 1.0 : \
logx(t, 60.0))) : b)
/* Work required for building 100% */
#define SHP_BLD_WORK(lcm, hcm) (20 + (lcm) + 2 * (hcm))
/* return codes from shp_check_nav */
#define CN_NAVIGABLE 0
#define CN_LANDLOCKED 1
#define CN_CONSTRUCTION 2
#define CN_ERROR -1
enum {
SHP_AIROPS_EFF = 50, /* min. efficiency for air ops */
SHP_TORP_SHELLS = 3 /* number of shells used by a torpedo */
};
#endif