empserver/src/lib/update/sail.c

352 lines
8.3 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any future
* projects/authors will amend these files as needed.
*
* ---
*
* sail.c: Sail ships during the update
*
* Known contributors to this file:
* Doug Hay
* Robert Forsman
* Ken Stevens, 1995
* Steve McClure, 1998-2000
*/
#include "misc.h"
#include "var.h"
#include "sect.h"
#include "path.h"
#include "ship.h"
#include "var.h"
#include "news.h"
#include "file.h"
#include "nat.h"
#include "xy.h"
#include "nsc.h"
#include "update.h"
#include "subs.h"
#include "common.h"
#include <stdlib.h>
static void
cost_ship(struct shpstr *sp, struct fltelemstr *ep, struct fltheadstr *fp)
{
double mobcost,ceil(double);
int howfar;
mobcost = 0.0;
if (sp->shp_effic > 0) {
mobcost = sp->shp_effic * sp->shp_speed * 0.01;
mobcost = 480.0 / ( mobcost*(1 + (50+sp->shp_tech)/
(double)(200+sp->shp_tech)));
}
/* the next two lines are not necessary since shp_mobquota is unsigned
and therefore cannot be less than 0.
if (sp->shp_mobquota<0)
sp->shp_mobquota=0;
*/
howfar = 0;
if (mobcost > 0) {
howfar = (int)sp->shp_mobil - (int)sp->shp_mobquota;
howfar = ceil((howfar / mobcost));
}
if (howfar<0)
howfar=0;
#ifdef SAILDEBUG
wu(0,fp->own,
"Ship #%d can move %d spaces on mobility %d (cost/sect %f)\n",
sp->shp_uid, howfar, sp->shp_mobil, mobcost);
#endif
if ((unsigned int)howfar < fp->maxmoves)
fp->maxmoves = howfar;
ep->mobil = sp->shp_mobil;
ep->mobcost = mobcost;
}
static int
sail_find_fleet(struct fltheadstr **head, struct shpstr *sp)
{
struct fltheadstr *fltp;
struct shpstr *ap;
struct fltelemstr *this;
int len=0;
int follow = -1;
int stop;
s_char *cp;
if (sp->shp_own==0)
return(0);
/* If this ship is following, find the head of the follow list. */
for (ap=sp; ap; len++, ap=getshipp(follow)) {
follow = ap->shp_follow;
/* Not same owner */
if (ap->shp_own != sp->shp_own) {
wu(0, sp->shp_own,
"Ship #%d, following #%d, which you don't own.\n",
sp->shp_uid, ap->shp_uid);
return(0);
}
/* Not a follower. */
if (ap->shp_path[0] != 'f')
break;
/* Following itself */
if (follow==ap->shp_uid ||
follow==sp->shp_uid)
break;
}
if (!ap) {
wu(0, sp->shp_own,
"Ship #%d, following #%d, which you don't own.\n",
sp->shp_uid, follow);
return(0);
}
/* This should prevent infinite loops. */
if (len>=10) {
wu(0,sp->shp_own,
"Ship #%d, too many follows (circular follow?).\n",
sp->shp_uid);
return(0);
}
for (stop=0,cp=ap->shp_path; (!stop) && (*cp); cp++) {
switch (*cp) {
case 'y':
case 'u':
case 'g':
case 'j':
case 'b':
case 'n':
case 'h':
case 't':
break;
default:
stop=1;
}
}
/* we found a non-valid char in the path. */
if (*cp) {
wu(0,ap->shp_own, "invalid char '\\%03o' in path of ship %d\n",
(unsigned char)*cp, ap->shp_uid);
*cp=0;
}
/* if this ship is not sailing anywhere then ignore it. */
if (!*ap->shp_path)
return(0);
/* Find the fleet structure we belong to. */
for (fltp=(*head); (fltp && fltp->leader != follow); fltp = fltp->next)
;
if (!fltp) {
fltp = (struct fltheadstr *) malloc(sizeof(*fltp));
bzero((s_char *)fltp, sizeof(*fltp));
/* Fix the links. */
fltp->next = (*head);
*head = fltp;
/* Set the leader. */
fltp->leader = ap->shp_uid;
fltp->real_q = LEADER_REAL;
fltp->x = ap->shp_x;
fltp->y = ap->shp_y;
fltp->own = ap->shp_own;
fltp->maxmoves = 500;
}
/* If the fleet is not in the same sector as us, no go. */
if ( ( fltp->x!=sp->shp_x ) || ( fltp->y!=sp->shp_y ) ) {
wu(0,sp->shp_own,
"Ship %d not in same sector as its sailing fleet\n",
sp->shp_uid);
fltp->real_q = LEADER_WRONGSECT;
return(0);
}
this = (struct fltelemstr *) malloc(sizeof(*this));
bzero((s_char *)this, sizeof(*this));
this->num = sp->shp_uid;
this->own = sp->shp_own;
this->next = fltp->head;
fltp->head = this;
cost_ship(sp, this, fltp);
return 1;
}
static int
sail_nav_fleet(struct fltheadstr *fltp)
{
struct fltelemstr *fe;
struct shpstr *sp, ship;
int vec[I_MAX+1];
struct sctstr *sectp;
int error=0;
s_char *s, *p;
natid own;
struct emp_qelem ship_list;
int dir;
#ifdef SAILDEBUG
switch (fltp->real_q) {
case LEADER_VIRTUAL:
s = "leaderless";
break;
case LEADER_REAL:
s = "real";
break;
case LEADER_WRONGSECT:
s = "scattered";
break;
default:
s = "inconsistent";
}
wu(0,fltp->own,
"Fleet lead by %d is %s, can go %d spaces\n contains ships:",
fltp->leader, s, fltp->maxmoves);
for (fe=fltp->head; fe; fe = fe->next)
wu(0, fltp->own, " %d", fe->num);
wu(0, fltp->own, "\n");
#endif
sectp = getsectp(fltp->x, fltp->y);
switch (check_nav(sectp)) {
case CN_NAVIGABLE:
break;
case CN_CONSTRUCTION:
case CN_LANDLOCKED:
default:
wu(0,fltp->own, "Your fleet lead by %d is trapped by land.\n",
fltp->leader);
return(0);
}
for (fe=fltp->head; fe; fe = fe->next) {
sp = getshipp(fe->num);
getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
if (vec[I_MILIT]==0 && vec[I_CIVIL]==0) {
wu(0,fltp->own,
" ship #%d (%s) is crewless and can't go on\n",
fe->num, cname(fe->own));
error = 1;
}
}
if (error)
return(0);
sp = getshipp(fltp->leader);
own = sp->shp_own;
fltp_to_list(fltp, &ship_list); /* hack -KHS 1995 */
for (s=sp->shp_path; (*s) && (fltp->maxmoves>0); s++) {
dir = chkdir(*s, DIR_STOP, DIR_LAST);
if (0 != (error = shp_nav_one_sector(&ship_list, dir, own, 0)))
fltp->maxmoves = 1;
--(fltp->maxmoves);
}
shp_put(&ship_list, own);
getship(sp->shp_uid, &ship);
fltp->x = ship.shp_x;
fltp->y = ship.shp_y;
for (p=&ship.shp_path[0]; *s; p++,s++)
*p = *s;
*p = 0;
putship(ship.shp_uid, &ship);
#ifdef SAILDEBUG
if (sp->shp_path[0]) {
wu(0,fltp->own,
"Fleet lead by #%d nav'd to %s, path left = %s\n",
fltp->leader, xyas(fltp->x,fltp->y,fltp->own),
&sp->shp_path);
} else
wu(0,fltp->own,
"Fleet lead by #%d nav'd to %s, finished.\n",
fltp->leader, xyas(fltp->x,fltp->y,fltp->own));
wu(0,sp->shp_own, "Ship #%d has %d mobility now.\n",
fe->num, (int)fe->mobil);
#endif
return 1;
}
void
sail_ship(natid cn)
{
struct shpstr *sp;
struct fltheadstr *head=0;
struct fltheadstr *fltp;
int n;
for (n=0; NULL != (sp = getshipp(n)); n++) if (sp->shp_own==cn) {
sail_find_fleet(&head, sp);
}
/* see what the fleets fall out into */
for (fltp=head; fltp; fltp = fltp->next) {
sail_nav_fleet(fltp);
wu(0,fltp->own, "Your fleet lead by ship #%d has reached %s.\n",
fltp->leader,xyas(fltp->x,fltp->y,fltp->own));
}
/* Free up the memory, 'cause I want to. */
for (fltp=head; fltp!=0; ) {
struct fltelemstr *fe;
struct fltheadstr *saveh;
saveh = fltp->next;
for (fe=fltp->head; fe!=0; ) {
struct fltelemstr *saveel;
saveel = fe->next;
free(fe);
fe = saveel;
}
free(fltp);
fltp = saveh;
}
}
/* The following is a total hack by Ken Stevens to cut down dramatically on repeated code 1995 */
void
fltp_to_list(struct fltheadstr *fltp, struct emp_qelem *list)
{
struct fltelemstr *fe;
struct mlist *mlp;
struct shpstr *sp;
emp_initque(list);
for (fe=fltp->head; fe; fe = fe->next) {
mlp = (struct mlist *) malloc(sizeof(struct mlist));
sp = getshipp(fe->num);
mlp->mcp = mchr + sp->shp_type;
bcopy((s_char *)sp, (s_char *)&mlp->ship,
sizeof(struct shpstr));
mlp->mobil = fe->mobil;
emp_insque(&mlp->queue, list);
}
}