348 lines
8.9 KiB
C
348 lines
8.9 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2005, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* nav_ship.c: Navigate ships and such
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*
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* Known contributors to this file:
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* Chad Zabel, 1994
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* Ken Stevens, 1995
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*/
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#include "misc.h"
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#include <ctype.h>
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#include "ship.h"
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#include "sect.h"
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#include "xy.h"
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#include "nsc.h"
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#include "nat.h"
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#include "path.h"
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#include "file.h"
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#include "item.h"
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#include "optlist.h"
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#include "player.h"
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#include "update.h"
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#include "subs.h"
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#include "common.h"
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#include <stdlib.h>
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static void swap(struct shpstr *);
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static void
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scuttle_it(struct shpstr *sp)
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{
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struct sctstr *sectp;
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sp->shp_autonav &= ~AN_SCUTTLE;
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if (!(sectp = getsectp(sp->shp_x, sp->shp_y))) {
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wu(0, 0, "bad sector (%d,%d) ship %d\n", sp->shp_x, sp->shp_y,
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sp->shp_uid);
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return;
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}
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if (sectp->sct_type != SCT_HARBR || sectp->sct_effic < 2) {
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wu(0, sp->shp_own,
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"%s is not in a harbor at least 2%% eff! Not scuttling.\n",
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prship(sp));
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return;
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}
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if (opt_TRADESHIPS) {
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if (!(mchr[(int)sp->shp_type].m_flags & M_TRADE)) {
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wu(0, sp->shp_own, "You can only autoscuttle trade ships!\n");
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return;
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}
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}
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wu(0, sp->shp_own, "Scuttling %s in sector %s\n",
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prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
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if (opt_TRADESHIPS) {
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scuttle_tradeship(sp, 0);
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}
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scuttle_ship(sp);
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}
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static void
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nav_check_atdest(struct shpstr *sp)
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{
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if ((sp->shp_x == sp->shp_destx[0]) && (sp->shp_y == sp->shp_desty[0])) {
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if ((sp->shp_destx[0] == sp->shp_destx[1]) &&
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(sp->shp_desty[0] == sp->shp_desty[1])) {
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/* End of road */
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sp->shp_autonav &= ~AN_AUTONAV;
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wu(0, sp->shp_own, "%s arrived at %s, finished\n",
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prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
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if (sp->shp_autonav & AN_SCUTTLE) {
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scuttle_it(sp);
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}
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} else {
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/* unload all cargo */
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unload_it(sp);
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wu(0, sp->shp_own, "%s arrived at %s\n",
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prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
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/* Swap */
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swap(sp);
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}
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} else
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sp->shp_autonav &= ~AN_LOADING;
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}
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/* flip the 2 fields that deal with autonav movement. */
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/* CZ 6/1/94 */
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static void
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swap(struct shpstr *sp)
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{
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coord tcord;
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i_type tcomm[TMAX];
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short lev[TMAX];
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int i;
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tcord = sp->shp_destx[0];
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sp->shp_destx[0] = sp->shp_destx[1];
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sp->shp_destx[1] = tcord;
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tcord = sp->shp_desty[0];
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sp->shp_desty[0] = sp->shp_desty[1];
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sp->shp_desty[1] = tcord;
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for (i = 0; i < TMAX; ++i) {
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lev[i] = sp->shp_lstart[i];
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tcomm[i] = sp->shp_tstart[i];
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}
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for (i = 0; i < TMAX; ++i) {
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sp->shp_lstart[i] = sp->shp_lend[i];
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sp->shp_tstart[i] = sp->shp_tend[i];
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}
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for (i = 0; i < TMAX; ++i) {
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sp->shp_lend[i] = lev[i];
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sp->shp_tend[i] = tcomm[i];
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}
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/* set load bit */
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sp->shp_autonav |= AN_LOADING;
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}
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/* New Autonav code.
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* Chad Zabel
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* 6-1-94
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*/
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static int
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nav_loadship(struct shpstr *sp, natid cnum)
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{
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struct sctstr *sectp;
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int i, landown, shipown, didsomething[TMAX], rel;
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for (i = 0; i < TMAX; i++)
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didsomething[i] = 0;
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/* Turn off the loading flag.
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* if any of the loads fail on the ship
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* it will be turned back on.
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*/
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sp->shp_autonav &= ~AN_LOADING;
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if (!(sectp = getsectp(sp->shp_x, sp->shp_y)))
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return RET_SYS; /* safety */
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/* I suspect RET_SYS isn't really what you want here --dfp */
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landown = sectp->sct_own;
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shipown = sp->shp_own;
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rel = getrel(getnatp(sectp->sct_own), cnum);
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/* loop through each field for that ship */
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for (i = 0; i < TMAX; ++i) {
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/* check and see if the data fields have been set. */
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if (sp->shp_tend[i] == I_NONE || sp->shp_lend[i] == 0) {
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/* nothing to do move on. */
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didsomething[i] = 1;
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continue;
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}
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if (landown == 0) {
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/* either sea or deity harbor */
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didsomething[i] = 1;
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continue;
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}
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if (sectp->sct_type != SCT_HARBR &&
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!IS_BIG_CITY(sectp->sct_type)) {
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/* we can only load in harbors */
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didsomething[i] = 1;
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continue;
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}
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if (landown == shipown || rel >= FRIENDLY)
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didsomething[i] = load_it(sp, sectp, i);
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}
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/* check for any unsucessful loads */
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/* if we have any return 0 to stop */
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/* the nav_ship loop. */
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for (i = 0; i < TMAX; i++) {
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if (didsomething[i] == 0)
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return 0;
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}
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/* All loads were succesful */
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return 1;
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}
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/* new autonav code.
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*
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* 1. Try and move to the next sector/harbor given by the player.
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* 2. Once we reach a harbor try and load all cargo holds for that ship.
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* 3. If the ship reaches its max levels set by the player try to use
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* up all mobility getting to the next harbor.
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* Continue to loop until the ship runs out of mobility, a load fails,
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* the ship gets sunk (forts,ect..), the ship hits a mine.
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*
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* A check has been added for fuel so ships don't end up running
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* out of mobility in the ocean.
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*
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* Questions, bugs (fixes) , or new ideas should be directed at
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* Chad Zabel.
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* 6-1-94
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* Modified to use shp_nav by Ken Stevens 1995
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*/
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int
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nav_ship(struct shpstr *sp)
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{
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struct sctstr *sectp;
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char *cp;
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int stopping;
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int quit;
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int didsomething = 0;
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int max_amt, food_amt;
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char buf[1024];
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struct emp_qelem ship_list;
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struct emp_qelem *qp, *newqp;
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struct mlist *mlp;
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int dummyint;
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double dummydouble;
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int dir;
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natid cnum;
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struct mchrstr *mcp, *vship;
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/* just return if no autonaving to do for this ship */
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if (!(sp->shp_autonav & AN_AUTONAV) || (sp->shp_autonav & AN_STANDBY))
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return RET_OK;
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cnum = sp->shp_own;
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vship = mcp = &mchr[(int)sp->shp_type];
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/* Make a list of one ships so we can use the navi.c code */
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emp_initque(&ship_list);
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mlp = malloc(sizeof(struct mlist));
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mlp->mcp = mchr + sp->shp_type;
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mlp->ship = *sp;
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mlp->mobil = (double)sp->shp_mobil;
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emp_insque(&mlp->queue, &ship_list);
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quit = 1; /* setup loop, we want to check it 1 time. */
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do {
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if ((sp->shp_mobil > 0) && (!(sp->shp_autonav & AN_LOADING)) &&
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(!(sp->shp_autonav & AN_STANDBY))) {
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shp_nav(&ship_list, &dummydouble, &dummydouble, &dummyint,
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sp->shp_own);
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if (QEMPTY(&ship_list))
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return RET_OK;
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/* before we move check to see if ship needs fuel. */
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sectp = getsectp(sp->shp_x, sp->shp_y);
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if (opt_FUEL &&
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sectp->sct_own != 0 &&
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sp->shp_fuel <= 0 && mlp->mcp->m_fuelu != 0)
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auto_fuel_ship(sp);
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mlp->ship.shp_fuel = sp->shp_fuel;
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cp = BestShipPath(buf, sp->shp_x, sp->shp_y,
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sp->shp_destx[0], sp->shp_desty[0],
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sp->shp_own);
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if (cp == 0 || (*cp == '\0') || (*cp == '?')) {
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wu(0, cnum,
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"%s bad path, ship put on standby\n", prship(sp));
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sp->shp_autonav |= AN_STANDBY;
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putship(sp->shp_uid, sp);
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/* We need to free the ship list */
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qp = ship_list.q_forw;
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while (qp != &ship_list) {
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newqp = qp->q_forw;
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emp_remque(qp);
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free(qp);
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qp = newqp;
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}
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return RET_SYN;
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}
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stopping = 0;
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while (*cp && !stopping && sp->shp_own && mlp->mobil > 0.0) {
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dir = diridx(*cp++);
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stopping |= shp_nav_one_sector(&ship_list, dir,
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sp->shp_own, 0);
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}
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/* Ship not sunk */
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if (sp->shp_own)
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nav_check_atdest(sp);
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}
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quit = 0; /* stop loop */
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/* Try to load the ship */
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if (sp->shp_autonav & AN_LOADING) {
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didsomething = nav_loadship(sp, cnum);
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if (didsomething)
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quit = 1;
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}
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/* special case for fishing boats */
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if ((mchr[(int)sp->shp_type].m_flags & M_FOOD) == 1) {
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food_amt = sp->shp_item[I_FOOD];
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max_amt = vship->m_item[I_FOOD];
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sectp = getsectp(sp->shp_x, sp->shp_y);
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if (food_amt < max_amt && (sectp->sct_own == 0))
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quit = 0;
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}
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/* reset flag and check if we can move. */
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} while (quit); /* end loop */
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putship(sp->shp_uid, sp);
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/* We need to free the ship list (just in case) */
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qp = ship_list.q_forw;
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while (qp != &ship_list) {
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newqp = qp->q_forw;
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emp_remque(qp);
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free(qp);
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qp = newqp;
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}
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return RET_OK;
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}
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