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/* %W% %G% %U% - (c) Copyright 1987, 1988 Chuck Simmons */
/*
* Copyright (C) 1987, 1988 Chuck Simmons
*
* See the file COPYING, distributed with empire, for restriction
* and warranty information.
*/
/*
edit.c -- Routines to handle edit mode commands.
*/
#ifdef SYSV
#include <string.h>
#else
#include <strings.h>
#endif
#include <curses.h>
#include <ctype.h>
#include "empire.h"
#include "extern.h"
void e_move(long *path_start, long loc);
void
edit(edit_cursor)
long edit_cursor;
{
char e_cursor();
void e_leave(), e_print(), e_random();
void e_stasis(), e_end(), e_wake(), e_sleep();
void e_info(), e_prod(), e_help(), e_explore();
void e_fill(), e_land(), e_city_func(), e_transport();
void e_attack(), e_repair();
long path_start;
int path_type;
char e;
path_start = -1; /* not building a path yet */
for (;;) { /* until user gives command to leave */
display_loc_u (edit_cursor); /* position cursor */
e = e_cursor (&edit_cursor); /* handle cursor movement */
switch (e) {
case 'B': /* change city production */
e_prod (edit_cursor);
break;
case 'F': /* fill */
e_fill (edit_cursor);
break;
case 'G': /* explore */
e_explore (edit_cursor);
break;
case 'H': /* help */
e_help ();
break;
case 'I': /* directional stasis */
e_stasis (edit_cursor);
break;
case 'K': /* wake up anything and everything */
e_wake (edit_cursor);
break;
case 'L': /* land plane */
e_land (edit_cursor);
break;
case 'M': /* start move to location */
path_type = NOPIECE;
e_move (&path_start, edit_cursor);
break;
case 'N': /* end move to location */
e_end (&path_start, edit_cursor, path_type);
break;
case 'O': /* leave display mode */
e_leave ();
return;
case 'P': /* print new sector */
e_print (&edit_cursor);
break;
case 'R': /* make piece move randomly */
e_random (edit_cursor);
break;
case 'S': /* sleep */
e_sleep (edit_cursor);
break;
case 'T': /* transport army */
e_transport (edit_cursor);
break;
case 'U': /* repair ship */
e_repair (edit_cursor);
break;
case 'V': /* set city function */
e_city_func (&path_start, edit_cursor, &path_type);
break;
case 'Y': /* set army func to attack */
e_attack (edit_cursor);
break;
case '?': /* request info */
e_info (edit_cursor);
break;
case '\014': /* control-L */
redraw ();
break;
default: /* bad command? */
huh ();
break;
}
}
}
/*
Get the next command. We handle cursor movement here.
This routine is an attempt to make cursor movement reasonably
fast.
*/
static char dirchars[] = "WwEeDdCcXxZzAaQq";
char
e_cursor (edit_cursor)
long *edit_cursor;
{
char e;
char *p;
/* set up terminal */
(void) crmode ();
(void) refresh ();
e = getch ();
topini (); /* clear any error messages */
for (;;) {
p = strchr (dirchars, e);
if (!p) break;
if (!move_cursor (edit_cursor, dir_offset[(p-dirchars) / 2]))
(void) beep ();
(void) refresh ();
e = getch ();
}
(void) nocrmode (); /* reset terminal */
if (islower (e)) e = upper (e);
return e;
}
/*
Leave edit mode.
*/
void
e_leave () {
}
/*
Print new sector.
*/
void
e_print (edit_cursor)
long *edit_cursor;
{
int sector;
sector = get_range ("New Sector? ", 0, NUM_SECTORS-1);
/* position cursor at center of sector */
*edit_cursor = sector_loc (sector);
sector_change (); /* allow change of sector */
}
/*
Set the function of a piece.
*/
void
e_set_func (loc, func)
long loc;
long func;
{
piece_info_t *obj;
obj = find_obj_at_loc (loc);
if (obj != NULL && obj->owner == USER) {
obj->func = func;
return;
}
huh (); /* no object here */
}
/* Set the function of a city for some piece. */
void
e_set_city_func (cityp, type, func)
city_info_t *cityp;
int type;
long func;
{
cityp->func[type] = func;
}
/*
Set a piece to move randomly.
*/
void
e_random (loc)
long loc;
{
e_set_func (loc, RANDOM);
}
void
e_city_random (cityp, type)
city_info_t *cityp;
int type;
{
e_set_city_func (cityp, type, RANDOM);
}
/*
Put a ship in fill mode.
*/
void
e_fill (loc)
long loc;
{
if (user_map[loc].contents == 'T' || user_map[loc].contents == 'C')
e_set_func (loc, FILL);
else huh ();
}
void
e_city_fill (cityp, type)
city_info_t *cityp;
int type;
{
if (type == TRANSPORT || type == CARRIER)
e_set_city_func (cityp, type, FILL);
else huh ();
}
/*
Set a piece to explore.
*/
void
e_explore (loc)
long loc;
{
e_set_func (loc, EXPLORE);
}
void
e_city_explore (cityp, type)
city_info_t *cityp;
int type;
{
e_set_city_func (cityp, type, EXPLORE);
}
/*
Set a fighter to land.
*/
void
e_land (loc)
long loc;
{
if (user_map[loc].contents == 'F')
e_set_func (loc, LAND);
else huh ();
}
/*
Set an army's function to TRANSPORT.
*/
void
e_transport (loc)
long loc;
{
if (user_map[loc].contents == 'A')
e_set_func (loc, WFTRANSPORT);
else huh ();
}
/*
Set an army's function to ATTACK.
*/
void
e_attack (loc)
long loc;
{
if (user_map[loc].contents == 'A')
e_set_func (loc, ARMYATTACK);
else huh ();
}
void
e_city_attack (cityp, type)
city_info_t *cityp;
int type;
{
if (type == ARMY)
e_set_city_func (cityp, type, ARMYATTACK);
else huh ();
}
/*
Set a ship's function to REPAIR.
*/
void
e_repair (loc)
long loc;
{
if (strchr ("PDSTBC", user_map[loc].contents))
e_set_func (loc, REPAIR);
else huh ();
}
void
e_city_repair (cityp, type)
city_info_t *cityp;
int type;
{
if (type == ARMY || type == FIGHTER || type == SATELLITE)
huh ();
else e_set_city_func (cityp, type, REPAIR);
}
/*
Set object to move in a direction.
*/
static char dirs[] = "WEDCXZAQ";
void
e_stasis (loc)
long loc;
{
char e;
char *p;
if (!isupper (user_map[loc].contents)) huh (); /* no object here */
else if (user_map[loc].contents == 'X') huh ();
else {
e = get_chx(); /* get a direction */
p = strchr (dirs, e);
if (p == NULL) huh ();
else e_set_func (loc, (long)(MOVE_N - (p - dirs)));
}
}
void
e_city_stasis (cityp, type)
city_info_t *cityp;
int type;
{
char e;
char *p;
e = get_chx(); /* get a direction */
p = strchr (dirs, e);
if (p == NULL) huh ();
else e_set_city_func (cityp, type, (long)(MOVE_N - (p - dirs)));
}
/*
Wake up anything and everything.
*/
void
e_wake (loc)
long loc;
{
city_info_t *cityp;
piece_info_t *obj;
int i;
cityp = find_city (loc);
if (cityp != NULL) {
for (i = 0; i < NUM_OBJECTS; i++)
cityp->func[i] = NOFUNC;
}
for (obj = map[loc].objp; obj != NULL; obj = obj->loc_link.next)
obj->func = NOFUNC;
}
void
e_city_wake (cityp, type)
city_info_t *cityp;
int type;
{
e_set_city_func (cityp, type, NOFUNC);
}
/*
Set a city's function. We get the piece type to set, then
the function itself.
*/
void
e_city_func (path_start, loc, path_type)
long *path_start;
long loc;
int *path_type;
{
int type;
char e;
city_info_t *cityp;
cityp = find_city (loc);
if (!cityp || cityp->owner != USER) {
huh ();
return;
}
type = get_piece_name();
if (type == NOPIECE) {
huh ();
return;
}
e = get_chx ();
switch (e) {
case 'F': /* fill */
e_city_fill (cityp, type);
break;
case 'G': /* explore */
e_city_explore (cityp, type);
break;
case 'I': /* directional stasis */
e_city_stasis (cityp, type);
break;
case 'K': /* turn off function */
e_city_wake (cityp, type);
break;
case 'M': /* start move to location */
*path_type = type;
e_move (path_start, loc);
break;
case 'R': /* make piece move randomly */
e_city_random (cityp, type);
break;
case 'U': /* repair ship */
e_city_repair (cityp, type);
break;
case 'Y': /* set army func to attack */
e_city_attack (cityp, type);
break;
default: /* bad command? */
huh ();
break;
}
}
/*
Beginning of move to location.
*/
void
e_move (path_start, loc)
long *path_start;
long loc;
{
if (!isupper(user_map[loc].contents)) huh (); /* nothing there? */
else if (user_map[loc].contents == 'X') huh (); /* enemy city? */
else *path_start = loc;
}
/*
End of move to location.
*/
void
e_end (path_start, loc, path_type)
long *path_start;
long loc;
int path_type;
{
city_info_t *cityp;
if (*path_start == -1) huh (); /* no path started? */
else if (path_type == NOPIECE) e_set_func (*path_start, loc);
else {
cityp = find_city (*path_start);
ASSERT (cityp);
e_set_city_func (cityp, path_type, loc);
}
*path_start = -1; /* remember no path in progress */
}
/*
Put a piece to sleep.
*/
void
e_sleep (loc)
long loc;
{
if (user_map[loc].contents == 'O') huh (); /* can't sleep a city */
else e_set_func (loc, SENTRY);
}
/*
Print out information about a piece.
*/
void
e_info (edit_cursor)
long edit_cursor;
{
void e_city_info(), e_piece_info();
char ab;
ab = user_map[edit_cursor].contents;
if (ab == 'O') e_city_info (edit_cursor);
else if (ab == 'X' && debug) e_city_info (edit_cursor);
else if ((ab >= 'A') && (ab <= 'T'))
e_piece_info (edit_cursor, ab);
else if ((ab >= 'a') && (ab <= 't') && (debug))
e_piece_info (edit_cursor, ab);
else huh ();
}
/*
Print info about a piece.
*/
void
e_piece_info (edit_cursor, ab)
long edit_cursor;
char ab;
{
piece_info_t *obj;
int type;
char *p;
ab = upper (ab);
p = strchr (type_chars, ab);
type = p - type_chars;
obj = find_obj (type, edit_cursor);
ASSERT (obj != NULL);
describe_obj (obj);
}
/*
Display info on a city.
*/
void
e_city_info (edit_cursor)
long edit_cursor;
{
piece_info_t *obj;
city_info_t *cityp;
int f, s;
char func_buf[STRSIZE];
char temp_buf[STRSIZE];
char junk_buf2[STRSIZE];
error (0,0,0,0,0,0,0,0,0); /* clear line */
f = 0; /* no fighters counted yet */
for (obj = map[edit_cursor].objp; obj != NULL;
obj = obj->loc_link.next)
if (obj->type == FIGHTER) f++;
s = 0; /* no ships counted yet */
for (obj = map[edit_cursor].objp; obj != NULL;
obj = obj->loc_link.next)
if (obj->type >= DESTROYER) s++;
if (f == 1 && s == 1)
(void) sprintf (jnkbuf, "1 fighter landed, 1 ship docked");
else if (f == 1)
(void) sprintf (jnkbuf, "1 fighter landed, %d ships docked", s);
else if (s == 1)
(void) sprintf (jnkbuf, "%d fighters landed, 1 ship docked", f);
else (void) sprintf (jnkbuf, "%d fighters landed, %d ships docked", f, s);
cityp = find_city (edit_cursor);
ASSERT (cityp != NULL);
*func_buf = 0; /* nothing in buffer */
for (s = 0; s < NUM_OBJECTS; s++) { /* for each piece */
if (cityp->func[s] < 0)
(void) sprintf (temp_buf, "%c:%s; ",
piece_attr[s].sname,
func_name[FUNCI(cityp->func[s])]);
else (void) sprintf (temp_buf, "%c: %d;",
piece_attr[s].sname,
cityp->func[s]);
(void) strcat (func_buf, temp_buf);
}
(void) sprintf (junk_buf2,
"City at location %d will complete %s on round %d",
cityp->loc,
piece_attr[cityp->prod].article,
date + piece_attr[cityp->prod].build_time - cityp->work);
info (junk_buf2, jnkbuf, func_buf);
}
/*
Change city production.
*/
void
e_prod (loc)
long loc;
{
city_info_t *cityp;
cityp = find_city (loc);
if (cityp == NULL) huh (); /* no city? */
else set_prod (cityp);
}
/*
get help
*/
void
e_help () {
help (help_edit, edit_lines);
prompt ("Press any key to continue: ",0,0,0,0,0,0,0,0);
(void) get_chx ();
}
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