Beispiel #1
0
static void
unit_list(struct emp_qelem *unit_list)
{
    struct emp_qelem *qp;
    struct emp_qelem *next;
    struct ulist *ulp;
    int type, npln, nch, nxl;
    struct empobj *unit;
    struct lndstr *lnd;
    struct shpstr *shp;

    if (CANT_HAPPEN(QEMPTY(unit_list)))
	return;
    qp = unit_list->q_back;
    ulp = (struct ulist *)qp;
    type = ulp->unit.gen.ef_type;
    if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP))
	return;

    if (type == EF_LAND)
	pr("lnd#     land type       x,y    a  eff mil  sh gun xl ln  mu tech retr\n");
    else
	pr("shp#     ship type       x,y   fl  eff mil  sh gun pn he xl ln mob tech\n");

    for (; qp != unit_list; qp = next) {
	next = qp->q_back;
	ulp = (struct ulist *)qp;
	lnd = &ulp->unit.land;
	shp = &ulp->unit.ship;
	unit = &ulp->unit.gen;
	if (CANT_HAPPEN(type != unit->ef_type))
	    continue;
	pr("%4d ", unit->uid);
	pr("%-16.16s ", empobj_chr_name(unit));
	prxy("%4d,%-4d ", unit->x, unit->y);
	pr("%1.1s", &unit->group);
	pr("%4d%%", unit->effic);
	if (type == EF_LAND) {
	    pr("%4d", lnd->lnd_item[I_MILIT]);
	    pr("%4d", lnd->lnd_item[I_SHELL]);
	    pr("%4d", lnd->lnd_item[I_GUN]);
	    pr("%3d%3d", lnd_nxlight(lnd), lnd_nland(lnd));
	} else {
	    pr("%4d", shp->shp_item[I_MILIT]);
	    pr("%4d", shp->shp_item[I_SHELL]);
	    pr("%4d", shp->shp_item[I_GUN]);
	    npln = shp_nplane(shp, &nch, &nxl, NULL);
	    pr("%3d%3d%3d", npln - nch - nxl, nch, nxl);
	    pr("%3d", shp_nland(shp));
	}
	pr("%4d", unit->mobil);
	pr("%4d", unit->tech);
	if (type == EF_LAND) {
	    pr("%4d%%", lnd->lnd_retreat);
	}
	pr("\n");
    }
}
Beispiel #2
0
static int
load_land_ship(struct sctstr *sectp, struct shpstr *sp, int noisy,
	       int load_unload, int *nshipsp)
{
    struct nstr_item ni;
    struct lndstr land;
    int loaded = 0;
    char *p;
    char prompt[512];
    char buf[1024];
    int load_spy = 0;

    if (load_unload == LOAD) {
	if ((mchr[(int)sp->shp_type].m_flags & M_SUB) &&
	    (mchr[(int)sp->shp_type].m_nland == 0)) {
	    if (shp_nland(sp) >= 2) {
		pr("Non-land unit carrying subs can only carry up to two spy units.\n");
		return 0;
	    }
	    /* Eh, let 'em load a spy only */
	    load_spy = 1;
	}
	if (!load_spy && shp_nland(sp) >= mchr[sp->shp_type].m_nland) {
	    if (noisy) {
		if (mchr[(int)sp->shp_type].m_nland)
		    pr("%s doesn't have room for any more land units!\n",
		       prship(sp));
		else
		    pr("%s cannot carry land units!\n", prship(sp));
	    }
	    return 0;
	}
    }
    sprintf(prompt, "Land unit(s) to %s %s? ",
	    load_unload == LOAD ? "load onto" : "unload from", prship(sp));
    p = getstarg(player->argp[3], prompt, buf);
    if (!p)
	return RET_SYN;
    if (!snxtitem(&ni, EF_LAND, p, NULL))
	return RET_SYN;

    if (!still_ok_ship(sectp, sp))
	return RET_SYN;

    if (noisy && p && *p)
	noisy = isdigit(*p);

    while (nxtitem(&ni, &land)) {
	if (!player->owner)
	    continue;

	if (load_unload == LOAD) {
	    if (land.lnd_ship > -1) {
		if (noisy)
		    pr("%s is already on ship #%d!\n",
		       prland(&land), land.lnd_ship);
		continue;
	    }
	    if (land.lnd_land > -1) {
		if (noisy)
		    pr("%s is already on land #%d!\n",
		       prland(&land), land.lnd_land);
		continue;
	    }
	    if (lnd_first_on_land(&land) >= 0) {
		if (noisy)
		    pr("%s cannot be loaded since it is carrying units\n",
		       prland(&land));
		continue;
	    }
	    if (lchr[(int)land.lnd_type].l_flags & L_HEAVY) {
		if (noisy)
		    pr("%s is too heavy to load.\n", prland(&land));
		continue;
	    }
	    if (load_spy && !(lchr[(int)land.lnd_type].l_flags & L_SPY)) {
		if (noisy)
		    pr("Subs can only carry spy units.\n");
		continue;
	    }
	}

	/* Unit sanity done */
	/* Find the right ship */
	if (load_unload == UNLOAD) {
	    if (land.lnd_ship != sp->shp_uid)
		continue;
	    if (land.lnd_land > -1)
		continue;
	} else if (sp->shp_x != land.lnd_x || sp->shp_y != land.lnd_y)
	    continue;

	if ((!(lchr[(int)land.lnd_type].l_flags & L_LIGHT)) &&
	    (!((mchr[(int)sp->shp_type].m_flags & M_SUPPLY) &&
	       (!(mchr[(int)sp->shp_type].m_flags & M_SUB))))) {
	    if (noisy) {
		pr("You can only load light units onto ships,\n");
		pr("unless the ship is a non-sub supply ship\n");
		pr("%s not loaded\n", prland(&land));
	    }
	    continue;
	}
	/* Fit unit on ship */
	if (load_unload == LOAD) {
	    /* We have to check again, since it may have changed */
	    if ((mchr[(int)sp->shp_type].m_flags & M_SUB) &&
		(mchr[(int)sp->shp_type].m_nland == 0)) {
		if (shp_nland(sp) >= 2) {
		    pr("Non-land unit carrying subs can only carry up to two spy units.\n");
		    return 0;
		}
		/* Eh, let 'em load a spy only */
		load_spy = 1;
	    }
	    if (!load_spy && shp_nland(sp) >= mchr[sp->shp_type].m_nland) {
		if (noisy) {
		    if (mchr[(int)sp->shp_type].m_nland)
			pr("%s doesn't have room for any more land units!\n",
			   prship(sp));
		    else
			pr("%s cannot carry land units!\n", prship(sp));
		}
		return 0;
	    }
	    sprintf(buf, "loaded on your %s at %s",
		    prship(sp), xyas(sp->shp_x, sp->shp_y, sp->shp_own));
	    gift(sp->shp_own, player->cnum, &land, buf);
	    land.lnd_ship = sp->shp_uid;
	    land.lnd_harden = 0;
	    putland(land.lnd_uid, &land);
#if 0
	   /*
	    * FIXME if this supplies from the sector, the putsect in
	    * load() / lload() duplicates those supplies, causing a
	    * seqno mismatch
	    */
	    if (!lnd_supply_all(&land))
		pr("WARNING: %s is out of supply!\n", prland(&land));
#else
	    if (!lnd_in_supply(&land))
		pr("WARNING: %s is out of supply!\n", prland(&land));
#endif
	} else {
	    sprintf(buf, "unloaded in your %s at %s",
		    dchr[sectp->sct_type].d_name,
		    xyas(sectp->sct_x, sectp->sct_y, sectp->sct_own));

	    /* Spies are unloaded quietly, others aren't */
	    if (!(lchr[(int)land.lnd_type].l_flags & L_SPY))
		gift(sectp->sct_own, player->cnum, &land, buf);
	    land.lnd_ship = -1;
	    putland(land.lnd_uid, &land);
	}
	pr("%s %s %s at %s.\n",
	   prland(&land),
	   (load_unload == UNLOAD) ?
	   "unloaded from" : "loaded onto",
	   prship(sp), xyas(sp->shp_x, sp->shp_y, player->cnum));
	loaded = 1;
    }
    *nshipsp += loaded;
    return 0;
}
Beispiel #3
0
static int
tend_land(struct shpstr *tenderp, char *units)
{
    struct nstr_item lni;
    struct nstr_item targets;
    struct shpstr target;
    struct lndstr land;
    char buf[1024];

    if (!snxtitem(&lni, EF_LAND, units, NULL))
	return RET_SYN;

    while (nxtitem(&lni, &land)) {
	if (!player->owner)
	    continue;
	if (land.lnd_ship != tenderp->shp_uid) {
	    pr("%s is not on %s!\n", prland(&land), prship(tenderp));
	    continue;
	}
	if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT)) {
	    pr("%s does not have \"assault\" capability and can't be tended\n",
	       prland(&land));
	    continue;
	}
	if (!snxtitem(&targets, EF_SHIP,
		      player->argp[4], "Ship to be tended? "))
	    return RET_FAIL;
	if (!check_ship_ok(tenderp) || !check_land_ok(&land))
	    return RET_SYN;
	while (nxtitem(&targets, &target)) {
	    if (!player->owner
		&& relations_with(target.shp_own, player->cnum) < FRIENDLY)
		continue;
	    if (target.shp_uid == tenderp->shp_uid)
		continue;
	    if (tenderp->shp_x != target.shp_x ||
		tenderp->shp_y != target.shp_y)
		continue;

	    /* Fit unit on ship */
	    getship(target.shp_uid, &target);

	    if ((!(lchr[(int)land.lnd_type].l_flags & L_LIGHT)) &&
		(!((mchr[(int)target.shp_type].m_flags & M_SUPPLY) &&
		   (!(mchr[(int)target.shp_type].m_flags & M_SUB))))) {
		pr("You can only load light units onto ships,\n"
		   "unless the ship is a non-sub supply ship\n"
		   "%s not tended\n", prland(&land));
		continue;
	    }

	    if ((mchr[(int)target.shp_type].m_flags & M_SUB) &&
		(lchr[(int)land.lnd_type].l_flags & L_SPY) &&
		!mchr[(int)target.shp_type].m_nland) {
		if (shp_nland(&target) > 1) {
		    pr("%s doesn't have room for more than two spy units!\n",
		       prship(&target));
		    continue;
		}
	    } else if (shp_nland(&target) >= mchr[target.shp_type].m_nland) {
		if (mchr[(int)target.shp_type].m_nland)
		    pr("%s doesn't have room for any more land units!\n",
		       prship(&target));
		else
		    pr("%s doesn't carry land units!\n", prship(&target));
		continue;
	    }
	    pr("%s transferred from %s to %s\n",
	       prland(&land), prship(tenderp), prship(&target));
	    sprintf(buf, "loaded on your %s at %s",
		    prship(&target), xyas(target.shp_x, target.shp_y,
					  target.shp_own));
	    gift(target.shp_own, player->cnum, &land, buf);
	    land.lnd_ship = target.shp_uid;
	    land.lnd_harden = 0;
	    putland(land.lnd_uid, &land);
	    expose_ship(tenderp, &target);
	    putship(target.shp_uid, &target);
	    putship(tenderp->shp_uid, tenderp);
	}
    }
    return 0;
}
Beispiel #4
0
int
sdump(void)
{
    int nships;
    struct nstr_item ni;
    struct shpstr ship;
    int field[128];
    struct natstr *np;
    int n, i, npln, nch, nxl;
    time_t now;

    if (!snxtitem(&ni, EF_SHIP, player->argp[1], NULL))
	return RET_SYN;
    prdate();

    if (!player->argp[2]) {
	for (n = 1; n <= 34; n++)
	    field[n - 1] = n;
	field[n - 1] = 0;
    } else {
	n = 2;
	i = 0;
	while (player->argp[n]) {
	    if (!strcmp("type", player->argp[n])) {
		field[i++] = 1;
	    } else if (!strcmp("x", player->argp[n])) {
		field[i++] = 2;
	    } else if (!strcmp("y", player->argp[n])) {
		field[i++] = 3;
	    } else if (!strcmp("flt", player->argp[n])) {
		field[i++] = 4;
	    } else if (!strcmp("eff", player->argp[n])) {
		field[i++] = 5;
	    } else if (!strcmp("civ", player->argp[n])) {
		field[i++] = 6;
	    } else if (!strcmp("mil", player->argp[n])) {
		field[i++] = 7;
	    } else if (!strcmp("uw", player->argp[n])) {
		field[i++] = 8;
	    } else if (!strcmp("food", player->argp[n])) {
		field[i++] = 9;
	    } else if (!strcmp("pln", player->argp[n])) {
		field[i++] = 10;
	    } else if (!strcmp("he", player->argp[n])) {
		field[i++] = 11;
	    } else if (!strcmp("xl", player->argp[n])) {
		field[i++] = 12;
	    } else if (!strcmp("land", player->argp[n])) {
		field[i++] = 13;
	    } else if (!strcmp("mob", player->argp[n])) {
		field[i++] = 14;
	    } else if (!strcmp("fuel", player->argp[n])) {
		field[i++] = 15;
	    } else if (!strcmp("tech", player->argp[n])) {
		field[i++] = 16;
	    } else if (!strcmp("shell", player->argp[n])) {
		field[i++] = 17;
	    } else if (!strcmp("gun", player->argp[n])) {
		field[i++] = 18;
	    } else if (!strcmp("petrol", player->argp[n])) {
		field[i++] = 19;
	    } else if (!strcmp("iron", player->argp[n])) {
		field[i++] = 20;
	    } else if (!strcmp("dust", player->argp[n])) {
		field[i++] = 21;
	    } else if (!strcmp("bar", player->argp[n])) {
		field[i++] = 22;
	    } else if (!strcmp("oil", player->argp[n])) {
		field[i++] = 23;
	    } else if (!strcmp("lcm", player->argp[n])) {
		field[i++] = 24;
	    } else if (!strcmp("hcm", player->argp[n])) {
		field[i++] = 25;
	    } else if (!strcmp("rad", player->argp[n])) {
		field[i++] = 26;
	    } else if (!strcmp("def", player->argp[n])) {
		field[i++] = 27;
	    } else if (!strcmp("spd", player->argp[n])) {
		field[i++] = 28;
	    } else if (!strcmp("vis", player->argp[n])) {
		field[i++] = 29;
	    } else if (!strcmp("rng", player->argp[n])) {
		field[i++] = 30;
	    } else if (!strcmp("fir", player->argp[n])) {
		field[i++] = 31;
	    } else if (!strcmp("origx", player->argp[n])) {
		field[i++] = 32;
	    } else if (!strcmp("origy", player->argp[n])) {
		field[i++] = 33;
	    } else if (!strcmp("name", player->argp[n])) {
		field[i++] = 34;
	    } else {
		pr("Unrecognized field %s\n", player->argp[n]);
	    }
	    if (n++ > 100) {
		pr("Too many fields\n");
		return RET_FAIL;
	    }
	}
	field[i] = 0;
    }

    if (player->god)
	pr("   ");
    time(&now);
    pr("DUMP SHIPS %ld\n", (long)now);
    if (player->god)
	pr("own ");
    pr("id");
    n = 0;
    while (field[n]) {
	switch (field[n]) {
	case 1:
	    pr(" type");
	    break;
	case 2:
	    pr(" x");
	    break;
	case 3:
	    pr(" y");
	    break;
	case 4:
	    pr(" flt");
	    break;
	case 5:
	    pr(" eff");
	    break;
	case 6:
	    pr(" civ");
	    break;
	case 7:
	    pr(" mil");
	    break;
	case 8:
	    pr(" uw");
	    break;
	case 9:
	    pr(" food");
	    break;
	case 10:
	    pr(" pln");
	    break;
	case 11:
	    pr(" he");
	    break;
	case 12:
	    pr(" xl");
	    break;
	case 13:
	    pr(" land");
	    break;
	case 14:
	    pr(" mob");
	    break;
	case 15:
	    pr(" fuel");
	    break;
	case 16:
	    pr(" tech");
	    break;
	case 17:
	    pr(" shell");
	    break;
	case 18:
	    pr(" gun");
	    break;
	case 19:
	    pr(" petrol");
	    break;
	case 20:
	    pr(" iron");
	    break;
	case 21:
	    pr(" dust");
	    break;
	case 22:
	    pr(" bar");
	    break;
	case 23:
	    pr(" oil");
	    break;
	case 24:
	    pr(" lcm");
	    break;
	case 25:
	    pr(" hcm");
	    break;
	case 26:
	    pr(" rad");
	    break;
	case 27:
	    pr(" def");
	    break;
	case 28:
	    pr(" spd");
	    break;
	case 29:
	    pr(" vis");
	    break;
	case 30:
	    pr(" rng");
	    break;
	case 31:
	    pr(" fir");
	    break;
	case 32:
	    pr(" origx");
	    break;
	case 33:
	    pr(" origy");
	    break;
	case 34:
	    pr(" name");
	    break;
	}
	n++;
    }
    pr("\n");

    nships = 0;
    np = getnatp(player->cnum);
    while (nxtitem(&ni, &ship)) {
	if (!player->owner || ship.shp_own == 0)
	    continue;
	nships++;
	npln = shp_nplane(&ship, &nch, &nxl, NULL);
	if (player->god)
	    pr("%d ", ship.shp_own);
	pr("%d", ni.cur);
	n = 0;
	while (field[n]) {
	    switch (field[n++]) {
	    case 1:
		pr(" %.4s", mchr[(int)ship.shp_type].m_name);
		break;
	    case 2:
		pr(" %d", xrel(np, ship.shp_x));
		break;
	    case 3:
		pr(" %d", yrel(np, ship.shp_y));
		break;
	    case 4:
		pr(" %c", ship.shp_fleet ? ship.shp_fleet : '~');
		break;
	    case 5:
		pr(" %d", ship.shp_effic);
		break;
	    case 6:
		pr(" %d", ship.shp_item[I_CIVIL]);
		break;
	    case 7:
		pr(" %d", ship.shp_item[I_MILIT]);
		break;
	    case 8:
		pr(" %d", ship.shp_item[I_UW]);
		break;
	    case 9:
		pr(" %d", ship.shp_item[I_FOOD]);
		break;
	    case 10:
		pr(" %d", npln - nch - nxl);
		break;
	    case 11:
		pr(" %d", nch);
		break;
	    case 12:
		pr(" %d", nxl);
		break;
	    case 13:
		pr(" %d", shp_nland(&ship));
		break;
	    case 14:
		pr(" %d", ship.shp_mobil);
		break;
	    case 15:
		pr(" 0");
		break;
	    case 16:
		pr(" %d", ship.shp_tech);
		break;
	    case 17:
		pr(" %d", ship.shp_item[I_SHELL]);
		break;
	    case 18:
		pr(" %d", ship.shp_item[I_GUN]);
		break;
	    case 19:
		pr(" %d", ship.shp_item[I_PETROL]);
		break;
	    case 20:
		pr(" %d", ship.shp_item[I_IRON]);
		break;
	    case 21:
		pr(" %d", ship.shp_item[I_DUST]);
		break;
	    case 22:
		pr(" %d", ship.shp_item[I_BAR]);
		break;
	    case 23:
		pr(" %d", ship.shp_item[I_OIL]);
		break;
	    case 24:
		pr(" %d", ship.shp_item[I_LCM]);
		break;
	    case 25:
		pr(" %d", ship.shp_item[I_HCM]);
		break;
	    case 26:
		pr(" %d", ship.shp_item[I_RAD]);
		break;
	    case 27:
		pr(" %d", shp_armor(&ship));
		break;
	    case 28:
		pr(" %d", shp_speed(&ship));
		break;
	    case 29:
		pr(" %d", shp_visib(&ship));
		break;
	    case 30:
		pr(" %d", shp_frnge(&ship));
		break;
	    case 31:
		pr(" %d", shp_glim(&ship));
		break;
	    case 32:
		/*
		 * Disclosing construction site allows pirates to find
		 * harbors.  Disclose it only to the original owner
		 * and to deities.  Else dump illegal coordinates
		 * 1,0
		 */
		if (ship.shp_own == ship.shp_orig_own || player->god)
		    pr(" %d", xrel(np, ship.shp_orig_x));
		else
		    pr(" 1");
		break;
	    case 33:
		/* see case 32 */
		if (ship.shp_own == ship.shp_orig_own || player->god)
		    pr(" %d", yrel(np, ship.shp_orig_y));
		else
		    pr(" 0");
		break;
	    case 34:
		pr(" %c%s%c", '"', ship.shp_name, '"');
		break;
	    }
	}
	pr("\n");
    }
    if (nships == 0) {
	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;
}