230 lines
5.7 KiB
C
230 lines
5.7 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2007, 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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* marc.c: March units around
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*
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* Known contributors to this file:
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* Thomas Ruschak
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* Ken Stevens, 1995 (rewrite)
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*/
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#include <config.h>
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#include <ctype.h>
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#include "commands.h"
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#include "file.h"
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#include "map.h"
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#include "path.h"
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#include "empobj.h"
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#include "unit.h"
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int
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march(void)
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{
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struct nstr_item ni_land;
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struct emp_qelem land_list;
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double minmob, maxmob;
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int together;
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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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char buf[1024];
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char prompt[128];
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char scanspace[1024];
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char bmap_flag;
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int ac;
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if (!snxtitem(&ni_land, EF_LAND, player->argp[1]))
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return RET_SYN;
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lnd_sel(&ni_land, &land_list);
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lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&land_list)) {
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pr("No lands\n");
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return RET_FAIL;
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}
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leader = get_leader(&land_list);
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leader_uid = leader->uid;
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pr("Leader is %s\n", obj_nameof(leader));
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if (player->argp[2]) {
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strcpy(buf, player->argp[2]);
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if (!(cp = lnd_path(together, (struct lndstr *)leader, buf)))
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cp = player->argp[2];
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}
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while (!QEMPTY(&land_list)) {
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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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lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&land_list)) {
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pr("No lands left\n");
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return RET_OK;
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}
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leader = get_leader(&land_list);
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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, 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 lands were shelled while we were at the
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* prompt, we call lnd_mar() again.
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*/
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lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
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if (QEMPTY(&land_list)) {
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pr("No lands left\n");
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return RET_OK;
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}
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leader = get_leader(&land_list);
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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 && !(cp = lnd_path(together, (struct lndstr *)leader, buf)))
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cp = buf;
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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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stopping |=
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lnd_mar_one_sector(&land_list, dir, player->cnum, together);
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cp++;
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continue;
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}
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ac = parse(cp, player->argp, NULL, scanspace, NULL);
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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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do_map(bmap_flag, EF_LAND, 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(&land_list, -1);
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else
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switch_leader(&land_list, atoi(player->argp[1]));
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leader = get_leader(&land_list);
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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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lnd_list(&land_list);
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continue;
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case 'm':
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lnd_sweep(&land_list, 1, 1, player->cnum);
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stopping |= lnd_check_mines(&land_list);
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continue;
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case 'r':
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radar(EF_LAND);
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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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llook();
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player->btused++;
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continue;
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case 'd':
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if (ac == 2) {
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player->argp[2] = 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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landmine();
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skip = 1;
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player->btused++;
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continue;
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}
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direrr("`%c' to stop", 0, 0);
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pr(", `i' to list units, `f' to change leader,\n");
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pr("`r' to radar, `l' to look, `M' to map, `B' to bmap,\n");
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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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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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obj_nameof(leader));
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}
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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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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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