Why upgrade? I'm not a lawyer, but here's my take on the differences to version 2: * Software patents: better protection against abuse of patents to prevent users from exercising the rights under the GPL. I doubt we'll get hit with a patent suit, but it's a good move just on general principles. * License compatibility: compatible with more free licenses, i.e. can "steal" more free software for use in Empire. I don't expect to steal much, but it's nice to have the option. * Definition of "source code": modernization of some details for today's networked world, to make it easier to distribute the software. Not really relevant to us now, as we normally distribute full source code. * Tivoization: this is about putting GPL-licensed software in hardware, then make the hardware refuse to run modified software. "Neat" trick to effectively deny its users their rights under the GPL. Abuse was "pioneered" by TiVo (popular digital video recorders). GPLv3 forbids it. Unlikely to become a problem for us. * Internationalization: more careful wording, to harden the license outside the US. The lawyers tell us it better be done that way. * License violations: friendlier way to deal with license violations. This has come out of past experience enforcing the GPL. * Additional permissions: Probably not relevant to us. Also include myself in the list of principal authors.
468 lines
11 KiB
C
468 lines
11 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2011, 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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* orde.c: Turn on/off autonavigation
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*
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* Known contributors to this file:
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* Chad Zabel, 1994
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* Steve McClure, 2000
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*/
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#include <config.h>
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#include "commands.h"
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#include "item.h"
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#include "optlist.h"
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#include "path.h"
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#include "ship.h"
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/*
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* Command syntax:
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*
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* ORDER <ship> Show orders
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* ORDER <ship> c[ancel] Cancel orders
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* ORDER <ship> s[top] Suspend orders
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* ORDER <ship> r[esume] Resume orders
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* ORDER <ship> d[eclare] <dest1> Set destination
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* d[eclare] <dest1> <dest2>
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* ORDER <ship> l[evel] <field> <start/end> <comm> <level>
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*
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* New syntax:
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* qorder <ship> display cargo levels
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* sorder <ship> display statistical info
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*/
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int
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orde(void)
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{
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int sub, level;
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int scuttling = 0;
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struct nstr_item nb;
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struct shpstr ship;
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struct ichrstr *i1;
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coord p0x, p0y, p1x, p1y;
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int i;
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char *p, *p1, *dest;
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char buf1[128];
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char buf[1024];
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char prompt[128];
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if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
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return RET_SYN;
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while (!player->aborted && nxtitem(&nb, (&ship))) {
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if (!player->owner || ship.shp_own == 0)
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continue;
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if (opt_SAIL) {
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if (*ship.shp_path) {
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pr("Ship #%d has a \"sail\" path!\n", ship.shp_uid);
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continue;
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}
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}
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sprintf(prompt,
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"Ship #%d, declare, cancel, suspend, resume, level? ",
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ship.shp_uid);
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p = getstarg(player->argp[2], prompt, buf);
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if (player->aborted || !p || !*p)
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return RET_FAIL;
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if (!check_ship_ok(&ship))
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return RET_FAIL;
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switch (*p) {
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default:
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pr("Bad order type!\n");
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return RET_SYN;
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case 'c': /* clear ship fields */
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ship.shp_mission = 0;
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ship.shp_autonav &= ~(AN_AUTONAV + AN_STANDBY + AN_LOADING);
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for (i = 0; i < TMAX; i++) {
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ship.shp_tstart[i] = I_NONE;
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ship.shp_tend[i] = I_NONE;
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ship.shp_lstart[i] = 0;
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ship.shp_lend[i] = 0;
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}
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break;
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case 's': /* suspend ship movement */
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ship.shp_mission = 0;
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ship.shp_autonav |= AN_STANDBY;
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break;
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case 'r': /* resume ship movement */
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ship.shp_mission = 0;
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ship.shp_autonav &= ~AN_STANDBY;
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break;
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case 'd': /* declare path */
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scuttling = 0;
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/* Need location */
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p = getstarg(player->argp[3], "Destination? ", buf);
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if (!p || !*p)
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return RET_SYN;
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if (!sarg_xy(p, &p0x, &p0y))
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return RET_SYN;
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p1x = p0x;
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p1y = p0y;
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p = getstarg(player->argp[4], "Second dest? ", buf);
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if (!p)
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return RET_FAIL;
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if (!check_ship_ok(&ship))
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return RET_FAIL;
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if (!*p || !strcmp(p, "-")) {
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pr("A one-way order has been accepted.\n");
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} else if (!strncmp(p, "s", 1)) {
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if (opt_TRADESHIPS) {
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if (!(mchr[(int)ship.shp_type].m_flags & M_TRADE)) {
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pr("You can't auto-scuttle that ship!\n");
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return RET_SYN;
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}
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} else {
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pr("You can't auto-scuttle that ship!\n");
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return RET_SYN;
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}
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pr("A scuttle order has been accepted.\n");
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scuttling = 1;
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} else {
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if (!sarg_xy(p, &p1x, &p1y))
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return RET_SYN;
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pr("A circular order has been accepted.\n");
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}
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/*
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* Set new destination and trade type fields.
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*/
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ship.shp_mission = 0;
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ship.shp_destx[1] = p1x;
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ship.shp_desty[1] = p1y;
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ship.shp_destx[0] = p0x;
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ship.shp_desty[0] = p0y;
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ship.shp_autonav &= ~(AN_STANDBY | AN_LOADING);
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ship.shp_autonav |= AN_AUTONAV;
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if (scuttling)
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ship.shp_autonav |= AN_SCUTTLE;
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break;
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/* set cargo levels on the ship */
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case 'l':
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/* convert player->argp[3] to an integer */
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sprintf(buf1, "Field (1-%d) ", TMAX);
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if (!getstarg(player->argp[3], buf1, buf))
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return RET_SYN;
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if (!check_ship_ok(&ship))
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return RET_FAIL;
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sub = atoi(buf);
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/* check to make sure value in within range. */
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if (sub > TMAX || sub < 1) {
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pr("Value must range from 1 to %d\n", TMAX);
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return RET_FAIL;
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}
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/* to keep sub in range of our arrays
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subtract 1 so the new range is 0-(TMAX-1)
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*/
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sub = sub - 1;;
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if (ship.shp_autonav & AN_AUTONAV) {
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dest = getstarg(player->argp[4], "Start or end? ", buf);
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if (!dest)
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return RET_FAIL;
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switch (*dest) {
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default:
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pr("You must enter 'start' or 'end'\n");
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return RET_SYN;
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case 'e':
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case 'E':
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i1 = whatitem(player->argp[5], "Commodity? ");
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if (!i1)
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return RET_FAIL;
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p1 = getstarg(player->argp[6], "Amount? ", buf);
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if (!p1)
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return RET_SYN;
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if (!check_ship_ok(&ship))
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return RET_FAIL;
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level = atoi(p1);
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if (level < 0) {
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level = 0; /* prevent negatives. */
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pr("You must use positive number! Level set to 0.\n");
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}
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ship.shp_tstart[sub] = i1->i_uid;
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ship.shp_lstart[sub] = level;
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pr("Order set\n");
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break;
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case 's':
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case 'S':
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i1 = whatitem(player->argp[5], "Commodity? ");
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if (!i1)
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return RET_FAIL;
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p1 = getstarg(player->argp[6], "Amount? ", buf);
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if (!p1)
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return RET_SYN;
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if (!check_ship_ok(&ship))
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return RET_FAIL;
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level = atoi(p1);
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if (level < 0) {
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level = 0;
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pr("You must use positive number! Level set to 0.\n");
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}
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ship.shp_tend[sub] = i1->i_uid;
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ship.shp_lend[sub] = level;
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pr("Order Set \n");
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break;
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}
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} else
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pr("You need to 'declare' a ship path first, see 'info order'\n");
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break;
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} /* end of switch (*p) */
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/*
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* Set loading flag if ship is already in one
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* of the specified harbors and a cargo has been
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* specified.
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*/
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if (((ship.shp_x == ship.shp_destx[0])
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&& (ship.shp_y == ship.shp_desty[0])
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&& (ship.shp_lstart[0] != ' '))
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|| ((ship.shp_x == ship.shp_desty[1])
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&& (ship.shp_y == ship.shp_desty[1])
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&& (ship.shp_lstart[1] != ' '))) {
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coord tcord;
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i_type tcomm;
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short lev[TMAX];
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int i;
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ship.shp_autonav |= AN_LOADING;
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/* swap variables, this keeps
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the load_it() procedure happy. CZ
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*/
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tcord = ship.shp_destx[0];
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ship.shp_destx[0] = ship.shp_destx[1];
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ship.shp_destx[1] = tcord;
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tcord = ship.shp_desty[0];
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ship.shp_desty[0] = ship.shp_desty[1];
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ship.shp_desty[1] = tcord;
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for (i = 0; i < TMAX; i++) {
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lev[i] = ship.shp_lstart[i];
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ship.shp_lstart[i] = ship.shp_lend[i];
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ship.shp_lend[i] = lev[i];
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tcomm = ship.shp_tstart[i];
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ship.shp_tstart[i] = ship.shp_tend[i];
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ship.shp_tend[i] = tcomm;
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}
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}
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putship(ship.shp_uid, &ship);
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}
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return RET_OK;
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}
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static void
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eta_calc(struct shpstr *sp, char *path, int *len, int *nupdates)
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{
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double mobcost, mobil;
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int i;
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i = strlen(path);
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*len = i;
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*nupdates = 1;
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mobcost = shp_mobcost(sp);
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mobil = sp->shp_mobil;
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while (i) {
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if (mobil > 0) {
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mobil -= mobcost;
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i--;
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} else {
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mobil += (ship_mob_scale * (float)etu_per_update);
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(*nupdates)++;
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}
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}
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}
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static void
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prhold(int hold, i_type itype, int amt)
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{
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if (itype != I_NONE && amt != 0) {
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if (CANT_HAPPEN(itype <= I_NONE || itype > I_MAX))
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return;
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pr("%d-", hold + 1);
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pr("%c", ichr[itype].i_mnem);
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pr(":");
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pr("%d ", amt);
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}
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}
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int
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qorde(void)
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{
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int nships = 0;
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int i;
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struct nstr_item nb;
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struct shpstr ship;
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if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
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return RET_SYN;
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while (nxtitem(&nb, (&ship))) {
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if (!player->owner || ship.shp_own == 0)
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continue;
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if (!(ship.shp_autonav & AN_AUTONAV)
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&& (!opt_SAIL || !ship.shp_path[0]))
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continue;
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if (!nships) { /* 1st ship, print banner */
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if (player->god)
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pr("own ");
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pr("shp# ship type ");
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pr("[Starting] (Ending) \n");
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}
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nships++;
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if (player->god)
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pr("%3d ", ship.shp_own);
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pr("%4d", nb.cur);
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pr(" %-16.16s", mchr[(int)ship.shp_type].m_name);
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if (ship.shp_autonav & AN_AUTONAV) {
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pr(" [");
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for (i = 0; i < TMAX; i++)
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prhold(i, ship.shp_tend[i], ship.shp_lend[i]);
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pr("] , (");
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for (i = 0; i < TMAX; i++)
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prhold(i, ship.shp_tstart[i], ship.shp_lstart[i]);
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pr(")");
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if (ship.shp_autonav & AN_SCUTTLE)
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pr(" scuttling");
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pr("\n");
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} else
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pr(" has a sail path\n");
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if (ship.shp_name[0] != 0) {
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if (player->god)
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pr(" ");
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pr(" %s\n", ship.shp_name);
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}
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}
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if (!nships) {
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if (player->argp[1])
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pr("%s: No ship(s)\n", player->argp[1]);
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else
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pr("%s: No ship(s)\n", "");
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return RET_FAIL;
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} else
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pr("%d ship%s\n", nships, splur(nships));
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return RET_OK;
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}
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int
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sorde(void)
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{
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int nships = 0;
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int len, updates;
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char *c;
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struct nstr_item nb;
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struct shpstr ship;
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char buf[1024];
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if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
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return RET_SYN;
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while (nxtitem(&nb, (&ship))) {
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if (!player->owner || ship.shp_own == 0)
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continue;
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if (!(ship.shp_autonav & AN_AUTONAV)
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&& (!opt_SAIL || !ship.shp_path[0]))
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continue;
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if (!nships) { /* 1st ship, print banner */
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if (player->god)
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pr("own ");
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pr("shp# ship type x,y ");
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pr("start end ");
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pr("len eta\n");
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}
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nships++;
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if (player->god)
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pr("%3d ", ship.shp_own);
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pr("%4d", nb.cur);
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pr(" %-16.16s", mchr[(int)ship.shp_type].m_name);
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prxy(" %3d,%-3d", ship.shp_x, ship.shp_y);
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if (ship.shp_autonav & AN_AUTONAV) {
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/* Destination 1 */
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prxy(" %3d,%-3d", ship.shp_destx[1], ship.shp_desty[1]);
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/* Destination 2 */
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if ((ship.shp_destx[1] != ship.shp_destx[0])
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|| (ship.shp_desty[1] != ship.shp_desty[0])) {
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prxy(" %3d,%-3d", ship.shp_destx[0], ship.shp_desty[0]);
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} else
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pr(" ");
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if (ship.shp_autonav & AN_STANDBY)
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pr(" suspended");
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else if (ship.shp_autonav & AN_LOADING)
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pr(" loading");
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else {
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/* ETA calculation */
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c = BestShipPath(buf, ship.shp_x, ship.shp_y,
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ship.shp_destx[0], ship.shp_desty[0],
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ship.shp_own);
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if (!c)
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pr(" no route possible");
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else if (*c == 'h')
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pr(" has arrived");
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else {
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/* distance to destination */
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eta_calc(&ship, c, &len, &updates);
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pr(" %3d %4d", len, updates);
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}
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}
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if (ship.shp_autonav & AN_SCUTTLE)
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pr(" (scuttling)");
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pr("\n");
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} else
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pr(" has a sail path\n");
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if (ship.shp_name[0] != 0) {
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if (player->god)
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pr(" ");
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pr(" %s\n", ship.shp_name);
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}
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}
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if (!nships) {
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if (player->argp[1])
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pr("%s: No ship(s)\n", player->argp[1]);
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else
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pr("%s: No ship(s)\n", "");
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return RET_FAIL;
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} else
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pr("%d ship%s\n", nships, splur(nships));
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return RET_OK;
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}
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