empserver/src/lib/commands/orde.c
Markus Armbruster 3e7542a9ab sorder: Widen coordinate columns to four characters
When formatting coordinates for fixed-width output, the width should
be at least four characters.

Columns x,y, start and end use three.  Has always been that way,
except for end, which used two until commit e07fb30 (v4.2.13).

Widen them all to four.  This cleans up output for world sizes between
200 and 1998.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-05-27 08:05:38 +02:00

462 lines
11 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
*
* ---
*
* 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.
*
* ---
*
* orde.c: Turn on/off autonavigation
*
* Known contributors to this file:
* Chad Zabel, 1994
* Steve McClure, 2000
* Markus Armbruster, 2004-2011
*/
#include <config.h>
#include "commands.h"
#include "item.h"
#include "optlist.h"
#include "path.h"
#include "ship.h"
/*
* Command syntax:
*
* ORDER <ship> Show orders
* ORDER <ship> c[ancel] Cancel orders
* ORDER <ship> s[top] Suspend orders
* ORDER <ship> r[esume] Resume orders
* ORDER <ship> d[eclare] <dest1> Set destination
* d[eclare] <dest1> <dest2>
* ORDER <ship> l[evel] <field> <start/end> <comm> <level>
*
* New syntax:
* qorder <ship> display cargo levels
* sorder <ship> display statistical info
*/
int
orde(void)
{
int sub, level;
int scuttling = 0;
struct nstr_item nb;
struct shpstr ship;
struct ichrstr *i1;
coord p0x, p0y, p1x, p1y;
int i;
char *p, *p1, *dest;
char buf1[128];
char buf[1024];
char prompt[128];
if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
return RET_SYN;
while (!player->aborted && nxtitem(&nb, (&ship))) {
if (!player->owner || ship.shp_own == 0)
continue;
if (opt_SAIL) {
if (*ship.shp_path) {
pr("Ship #%d has a \"sail\" path!\n", ship.shp_uid);
continue;
}
}
sprintf(prompt,
"Ship #%d, declare, cancel, suspend, resume, level? ",
ship.shp_uid);
p = getstarg(player->argp[2], prompt, buf);
if (player->aborted || !p || !*p)
return RET_FAIL;
if (!check_ship_ok(&ship))
return RET_FAIL;
switch (*p) {
default:
pr("Bad order type!\n");
return RET_SYN;
case 'c': /* clear ship fields */
ship.shp_mission = 0;
ship.shp_autonav &= ~(AN_AUTONAV + AN_STANDBY + AN_LOADING);
for (i = 0; i < TMAX; i++) {
ship.shp_tstart[i] = I_NONE;
ship.shp_tend[i] = I_NONE;
ship.shp_lstart[i] = 0;
ship.shp_lend[i] = 0;
}
break;
case 's': /* suspend ship movement */
ship.shp_mission = 0;
ship.shp_autonav |= AN_STANDBY;
break;
case 'r': /* resume ship movement */
ship.shp_mission = 0;
ship.shp_autonav &= ~AN_STANDBY;
break;
case 'd': /* declare path */
scuttling = 0;
/* Need location */
p = getstarg(player->argp[3], "Destination? ", buf);
if (!p || !*p)
return RET_SYN;
if (!sarg_xy(p, &p0x, &p0y))
return RET_SYN;
p1x = p0x;
p1y = p0y;
p = getstarg(player->argp[4], "Second dest? ", buf);
if (!p)
return RET_FAIL;
if (!check_ship_ok(&ship))
return RET_FAIL;
if (!*p || !strcmp(p, "-")) {
pr("A one-way order has been accepted.\n");
} else if (!strncmp(p, "s", 1)) {
if (!(mchr[(int)ship.shp_type].m_flags & M_TRADE)) {
pr("You can't auto-scuttle that ship!\n");
return RET_SYN;
}
pr("A scuttle order has been accepted.\n");
scuttling = 1;
} else {
if (!sarg_xy(p, &p1x, &p1y))
return RET_SYN;
pr("A circular order has been accepted.\n");
}
/*
* Set new destination and trade type fields.
*/
ship.shp_mission = 0;
ship.shp_destx[1] = p1x;
ship.shp_desty[1] = p1y;
ship.shp_destx[0] = p0x;
ship.shp_desty[0] = p0y;
ship.shp_autonav &= ~(AN_STANDBY | AN_LOADING);
ship.shp_autonav |= AN_AUTONAV;
if (scuttling)
ship.shp_autonav |= AN_SCUTTLE;
break;
/* set cargo levels on the ship */
case 'l':
/* convert player->argp[3] to an integer */
sprintf(buf1, "Field (1-%d) ", TMAX);
if (!getstarg(player->argp[3], buf1, buf))
return RET_SYN;
if (!check_ship_ok(&ship))
return RET_FAIL;
sub = atoi(buf);
/* check to make sure value in within range. */
if (sub > TMAX || sub < 1) {
pr("Value must range from 1 to %d\n", TMAX);
return RET_FAIL;
}
/* to keep sub in range of our arrays
subtract 1 so the new range is 0-(TMAX-1)
*/
sub = sub - 1;;
if (ship.shp_autonav & AN_AUTONAV) {
dest = getstarg(player->argp[4], "Start or end? ", buf);
if (!dest)
return RET_FAIL;
switch (*dest) {
default:
pr("You must enter 'start' or 'end'\n");
return RET_SYN;
case 'e':
case 'E':
i1 = whatitem(player->argp[5], "Commodity? ");
if (!i1)
return RET_FAIL;
p1 = getstarg(player->argp[6], "Amount? ", buf);
if (!p1)
return RET_SYN;
if (!check_ship_ok(&ship))
return RET_FAIL;
level = atoi(p1);
if (level < 0) {
level = 0; /* prevent negatives. */
pr("You must use positive number! Level set to 0.\n");
}
ship.shp_tstart[sub] = i1->i_uid;
ship.shp_lstart[sub] = level;
pr("Order set\n");
break;
case 's':
case 'S':
i1 = whatitem(player->argp[5], "Commodity? ");
if (!i1)
return RET_FAIL;
p1 = getstarg(player->argp[6], "Amount? ", buf);
if (!p1)
return RET_SYN;
if (!check_ship_ok(&ship))
return RET_FAIL;
level = atoi(p1);
if (level < 0) {
level = 0;
pr("You must use positive number! Level set to 0.\n");
}
ship.shp_tend[sub] = i1->i_uid;
ship.shp_lend[sub] = level;
pr("Order Set \n");
break;
}
} else
pr("You need to 'declare' a ship path first, see 'info order'\n");
break;
} /* end of switch (*p) */
/*
* Set loading flag if ship is already in one
* of the specified harbors and a cargo has been
* specified.
*/
if (((ship.shp_x == ship.shp_destx[0])
&& (ship.shp_y == ship.shp_desty[0])
&& (ship.shp_lstart[0] != ' '))
|| ((ship.shp_x == ship.shp_desty[1])
&& (ship.shp_y == ship.shp_desty[1])
&& (ship.shp_lstart[1] != ' '))) {
coord tcord;
i_type tcomm;
short lev[TMAX];
int i;
ship.shp_autonav |= AN_LOADING;
/* swap variables, this keeps
the load_it() procedure happy. CZ
*/
tcord = ship.shp_destx[0];
ship.shp_destx[0] = ship.shp_destx[1];
ship.shp_destx[1] = tcord;
tcord = ship.shp_desty[0];
ship.shp_desty[0] = ship.shp_desty[1];
ship.shp_desty[1] = tcord;
for (i = 0; i < TMAX; i++) {
lev[i] = ship.shp_lstart[i];
ship.shp_lstart[i] = ship.shp_lend[i];
ship.shp_lend[i] = lev[i];
tcomm = ship.shp_tstart[i];
ship.shp_tstart[i] = ship.shp_tend[i];
ship.shp_tend[i] = tcomm;
}
}
putship(ship.shp_uid, &ship);
}
return RET_OK;
}
static int
eta_calc(struct shpstr *sp, int len)
{
double mobcost, mobil;
int i, nupdates;
i = len;
nupdates = 1;
mobcost = shp_mobcost(sp);
mobil = sp->shp_mobil;
while (i) {
if (mobil > 0) {
mobil -= mobcost;
i--;
} else {
mobil += (ship_mob_scale * (float)etu_per_update);
nupdates++;
}
}
return nupdates;
}
static void
prhold(int hold, i_type itype, int amt)
{
if (itype != I_NONE && amt != 0) {
if (CANT_HAPPEN(itype <= I_NONE || itype > I_MAX))
return;
pr("%d-", hold + 1);
pr("%c", ichr[itype].i_mnem);
pr(":");
pr("%d ", amt);
}
}
int
qorde(void)
{
int nships = 0;
int i;
struct nstr_item nb;
struct shpstr ship;
if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
return RET_SYN;
while (nxtitem(&nb, (&ship))) {
if (!player->owner || ship.shp_own == 0)
continue;
if (!(ship.shp_autonav & AN_AUTONAV)
&& (!opt_SAIL || !ship.shp_path[0]))
continue;
if (!nships) { /* 1st ship, print banner */
if (player->god)
pr("own ");
pr("shp# ship type ");
pr("[Starting] (Ending) \n");
}
nships++;
if (player->god)
pr("%3d ", ship.shp_own);
pr("%4d", nb.cur);
pr(" %-16.16s", mchr[(int)ship.shp_type].m_name);
if (ship.shp_autonav & AN_AUTONAV) {
pr(" [");
for (i = 0; i < TMAX; i++)
prhold(i, ship.shp_tend[i], ship.shp_lend[i]);
pr("] , (");
for (i = 0; i < TMAX; i++)
prhold(i, ship.shp_tstart[i], ship.shp_lstart[i]);
pr(")");
if (ship.shp_autonav & AN_SCUTTLE)
pr(" scuttling");
pr("\n");
} else
pr(" has a sail path\n");
if (ship.shp_name[0] != 0) {
if (player->god)
pr(" ");
pr(" %s\n", ship.shp_name);
}
}
if (!nships) {
if (player->argp[1])
pr("%s: No ship(s)\n", player->argp[1]);
else
pr("%s: No ship(s)\n", "");
return RET_FAIL;
} else
pr("%d ship%s\n", nships, splur(nships));
return RET_OK;
}
int
sorde(void)
{
int nships = 0;
int len, updates;
double c;
struct nstr_item nb;
struct shpstr ship;
if (!snxtitem(&nb, EF_SHIP, player->argp[1], NULL))
return RET_SYN;
while (nxtitem(&nb, (&ship))) {
if (!player->owner || ship.shp_own == 0)
continue;
if (!(ship.shp_autonav & AN_AUTONAV)
&& (!opt_SAIL || !ship.shp_path[0]))
continue;
if (!nships) { /* 1st ship, print banner */
if (player->god)
pr("own ");
pr("shp# ship type x,y start end "
" len eta\n");
}
nships++;
if (player->god)
pr("%3d ", ship.shp_own);
pr("%4d", nb.cur);
pr(" %-16.16s", mchr[(int)ship.shp_type].m_name);
prxy(" %4d,%-4d", ship.shp_x, ship.shp_y);
if (ship.shp_autonav & AN_AUTONAV) {
/* Destination 1 */
prxy(" %4d,%-4d", ship.shp_destx[1], ship.shp_desty[1]);
/* Destination 2 */
if ((ship.shp_destx[1] != ship.shp_destx[0])
|| (ship.shp_desty[1] != ship.shp_desty[0])) {
prxy(" %4d,%-4d", ship.shp_destx[0], ship.shp_desty[0]);
} else
pr(" ");
if (ship.shp_autonav & AN_STANDBY)
pr(" suspended");
else if (ship.shp_autonav & AN_LOADING)
pr(" loading");
else {
/* ETA calculation */
c = path_find(ship.shp_x, ship.shp_y,
ship.shp_destx[0], ship.shp_desty[0],
ship.shp_own, MOB_SAIL);
if (c < 0)
pr(" no route possible");
else if (c == 0)
pr(" has arrived");
else {
/* distance to destination */
len = (int)c;
updates = eta_calc(&ship, len);
pr(" %3d %4d", len, updates);
}
}
if (ship.shp_autonav & AN_SCUTTLE)
pr(" (scuttling)");
pr("\n");
} else
pr(" has a sail path\n");
if (ship.shp_name[0] != 0) {
if (player->god)
pr(" ");
pr(" %s\n", ship.shp_name);
}
}
if (!nships) {
if (player->argp[1])
pr("%s: No ship(s)\n", player->argp[1]);
else
pr("%s: No ship(s)\n", "");
return RET_FAIL;
} else
pr("%d ship%s\n", nships, splur(nships));
return RET_OK;
}