empserver/src/lib/commands/marc.c
Markus Armbruster bd51dea51a (navi, march): Simplify convoluted logic. Old code tried path finding
whenever the next direction in the path string is bad.  It then passed
the whole path string to shp_path(), which makes no sense unless we're
at the beginning of it, but luckily failed in that case.  Change to
try path finding right after prompting for new input.
2006-06-18 08:53:06 +00:00

193 lines
5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, 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.
*
* ---
*
* marc.c: March units around
*
* Known contributors to this file:
* Thomas Ruschak
* Ken Stevens, 1995 (rewrite)
*/
#include <config.h>
#include <ctype.h>
#include "misc.h"
#include "player.h"
#include "land.h"
#include "xy.h"
#include "nsc.h"
#include "path.h"
#include "file.h"
#include "map.h"
#include "commands.h"
static int set_leader(struct emp_qelem *list, struct lndstr **leaderp);
int
march(void)
{
struct nstr_item ni_land;
struct emp_qelem land_list;
double minmob, maxmob;
int together;
char *cp = 0;
struct lndstr *lnd = 0; /* leader */
struct nstr_sect ns;
char origin;
int dir;
int stopping = 0;
int skip = 0;
char buf[1024];
char prompt[128];
if (!snxtitem(&ni_land, EF_LAND, player->argp[1]))
return RET_SYN;
lnd_sel(&ni_land, &land_list);
lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
if (QEMPTY(&land_list)) {
pr("No lands\n");
return RET_FAIL;
}
set_leader(&land_list, &lnd);
if (player->argp[2]) {
strcpy(buf, player->argp[2]);
if (!(cp = lnd_path(together, lnd, buf)))
cp = player->argp[2];
}
while (!QEMPTY(&land_list)) {
char *bp, dp[80];
if (cp == 0 || *cp == '\0' || stopping) {
stopping = 0;
lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
if (QEMPTY(&land_list)) {
pr("No lands left\n");
return RET_OK;
}
if (set_leader(&land_list, &lnd)) {
stopping = 1;
continue;
}
if (!skip)
nav_map(lnd->lnd_x, lnd->lnd_y, 1);
else
skip = 0;
sprintf(prompt, "<%.1f:%.1f: %s> ", maxmob,
minmob, xyas(lnd->lnd_x, lnd->lnd_y, player->cnum));
cp = getstring(prompt, buf);
/* Just in case any of our lands were shelled while we were at the
* prompt, we call lnd_mar() again.
*/
lnd_mar(&land_list, &minmob, &maxmob, &together, player->cnum);
if (QEMPTY(&land_list)) {
pr("No lands left\n");
return RET_OK;
}
if (set_leader(&land_list, &lnd)) {
stopping = 1;
continue;
}
if (cp && !(cp = lnd_path(together, lnd, buf)))
cp = buf;
}
if (cp == 0 || *cp == '\0')
cp = &dirch[DIR_STOP];
if (*cp == 'M' ||
*cp == 'B' || *cp == 'f' || *cp == 'i' || *cp == 'm') {
++cp;
if (cp[-1] == 'M') {
unit_map(EF_LAND, lnd->lnd_uid, &ns, &origin);
draw_map(0, origin, 0, &ns);
skip = 1;
} else if (cp[-1] == 'B') {
unit_map(EF_LAND, lnd->lnd_uid, &ns, &origin);
draw_map('b', origin, 0, &ns);
skip = 1;
} else if (cp[-1] == 'f') {
struct emp_qelem *qp;
qp = land_list.q_back;
emp_remque(land_list.q_back);
emp_insque(qp, &land_list);
set_leader(&land_list, &lnd);
} else if (cp[-1] == 'i') {
lnd_list(&land_list);
} else {
lnd_sweep(&land_list, 1, 1, player->cnum);
stopping |= lnd_check_mines(&land_list);
}
continue;
} else if (*cp == 'r' || *cp == 'l') {
for (bp = cp + 1; *bp && !isspace(*bp); bp++) ;
for (; *bp && isspace(*bp); bp++) ;
if (*bp)
player->argp[1] = bp;
else {
sprintf(dp, "%d", lnd->lnd_uid);
player->argp[1] = dp;
}
if (*cp++ == 'r') {
player->argp[0] = "lradar";
rada();
skip = 1;
} else
llook();
*cp = 0;
player->btused++;
continue;
} else {
dir = chkdir(*cp++, DIR_STOP, DIR_LAST);
if (dir < 0) {
direrr("`%c' to stop", 0, 0);
pr(", `i' to list units, `f' to change leader,\n");
pr("`r' to radar, `l' to look, `M' to map, `B' to bmap,\n");
pr("and `m' to minesweep\n");
stopping = 1;
continue;
}
}
stopping |=
lnd_mar_one_sector(&land_list, dir, player->cnum, together);
}
return RET_OK;
}
static int
set_leader(struct emp_qelem *list, struct lndstr **leaderp)
{
struct llist *llp = (struct llist *)(list->q_back);
if (!*leaderp)
pr("Leader is ");
else if ((*leaderp)->lnd_uid != llp->land.lnd_uid)
pr("Changing leader to ");
else
return 0;
*leaderp = &llp->land;
pr("%s\n", prland(&llp->land));
return 1;
}