empserver/src/lib/update/nav_ship.c

348 lines
8.9 KiB
C

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