view src/interface.c @ 10:1040ca591f2e

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:18 +0000
parents aa38447a4b21
children
line wrap: on
line source

/*--------------------------------------------------------------------------
NETREK II -- Paradise

Permission to use, copy, modify, and distribute this software and its
documentation, or any derivative works thereof, for any NON-COMMERCIAL
purpose and without fee is hereby granted, provided that this copyright
notice appear in all copies.  No representations are made about the
suitability of this software for any purpose.  This software is provided
"as is" without express or implied warranty.

    Xtrek Copyright 1986                            Chris Guthrie
    Netrek (Xtrek II) Copyright 1989                Kevin P. Smith
                                                    Scott Silvey
    Paradise II (Netrek II) Copyright 1993          Larry Denys
                                                    Kurt Olsen
                                                    Brandon Gillespie
--------------------------------------------------------------------------*/


#include "config.h"

#include <stdio.h>
#include <math.h>
#include <signal.h>
#include "defs.h"
#include "struct.h"
#include "data.h"
#include "shmem.h"

void cloak_off();
void cloak_on();
int numShips();
void sendwarn();
extern int pmessage2();
int allowed_ship();
int numPlanets();
void suspendPrep();
void unsuspendPrep();

/*-----------------------------VISIBLE FUNCTIONS---------------------------*/

/*--------------------------------SETSPEED---------------------------------*/
/*
 * This function takes the desired speed from the client and translates it
 * into impulse, afterburners, or warp.  99 = warp.  98 = afterburners. 97 =
 * suspend warp prep, 96 = resume warp prep, 0-x = impulse.  This function is
 * used for both requests to set a ships speed from the client and from the
 * server.  The client requests are requests that are received directly from
 * the client.  A speed of 99 is treated as a request for warp speed.  A
 * request of 98 is a request for afterburners.
 */



void
set_speed(speed, type)
  int speed;			/* the desired speed */
  int type;			/* type of request. 0=server 1=client */
{
  if (me->p_flags & PFDOCK)
  {				/* if docked then */
    if (players[me->p_docked].p_speed > 4)
    {				/* you cannot get off >= 4 */
      warning("You are going too fast to disengage safely");
      return;
    }
    else
      undock_player(me);
  }
  speed = (speed < 0) ? 0 : speed;	/* no negative speeds */
  /* suspend warp  [BDyess] */
  if (speed == 97 && configvals->warpprep_suspendable)
  {				/* suspend warp */
    suspendPrep();
  }
  else if (speed == 96 && configvals->warpprep_suspendable)
  {
    /* unsuspend warp [BDyess] */
    unsuspendPrep();
  }
  else if ((speed == 98) && (configvals->afterburners))
  {				/* afterburners */
    /* turn off warp, warpprep, and warp suspended flags */
    me->p_flags &= ~(PFWARP | PFWARPPREP | PFWPSUSPENDED);
    me->p_warptime = 0;
    me->p_flags |= PFAFTER;	/* turn on after burners */
    me->p_desspeed = me->p_ship.s_after.maxspeed;	/* set speed of
							 * afterburn */
    /*
     * go to warp if speed 99 is sent, OR if the speed sent is greater than
     * max impulse and the VARIABLE_WARP sysdef is set, AND the ship can warp
     * [BDyess]
     */
  }
  else if ((speed == 99
	    || (configvals->variable_warp
		&& speed > me->p_ship.s_imp.maxspeed
		&& me->p_flags & (PFWARPPREP | PFWARP | PFWPSUSPENDED))
	    )
	   && (me->p_ship.s_nflags & SFNCANWARP))
  {
    int maxspeed = me->p_ship.s_warp.maxspeed;
    int preptime = myship->s_warpinittime;	/* timer before warping */

    if (configvals->warpzone)
    {
      if (me->p_zone < 0)
      {
	warning("The enemy is neutralizing our warp field, sir!");
	return;
      }
      else if (me->p_zone > 0)
      {
	maxspeed = maxspeed * 3 / 2;	/* can go faster with boost [BDyess] */
	if (maxspeed > 99)
	  maxspeed = 99;
	preptime /= 2;		/* takes less time to build up when you have
				 * help */
	if (preptime == 0)
	  preptime = 1;
	warning("warp boost!");
      }
    }

    speed = (speed > maxspeed)
      ? maxspeed
      : speed;			/* cap the request at max warp */

    me->p_warpdesspeed = speed;	/* remember how fast to warp for later
				 * [BDyess] */
    if (me->p_warptime > 0)
    {
      warning("Hold your horses, Speed Racer.  These things take time.");
      return;
    }
    if (me->p_flags & PFWARP)
    {
      me->p_desspeed = speed;
      return;
    }
    if (me->p_damage > me->p_ship.s_maxdamage / 2)
    {
      warning("We are too damaged to risk warp speeds, Captain.");
      return;
    }
    if (me->p_fuel < me->p_ship.s_warpinitcost)
    {
      warning("Not enough fuel for warp, Captain!");
      return;
    }
    me->p_desspeed = myship->s_warpprepspeed;	/* slow ship down */
    me->p_flags |= PFWARPPREP;	/* set warp prep flag [BDyess] */
    if (!configvals->cloakduringwarpprep)
      cloak_off();

    if (me->p_speed < me->p_desspeed)
      me->p_speed = me->p_desspeed;

    /* turn off after burners and warpprep suspended flag [BDyess] */
    me->p_flags &= ~(PFAFTER | PFWPSUSPENDED);
    me->p_warptime = preptime;	/* timer before warping */
    me->p_fuel -= me->p_ship.s_warpinitcost;	/* subtract off fuel */
    warning("Warp drive engaged!");	/* let him know its working */
  }
  else if (type == 0)
  {				/* else if server request */
    me->p_desspeed = speed;	/* grant speed request */
  }
  else
  {				/* else client request for impulse */

    if (!configvals->warpdecel)
      me->p_flags &= ~(PFWARP | PFAFTER);

    me->p_warptime = 0;
    me->p_flags &= ~(PFWARPPREP | PFWPSUSPENDED);	/* turn off warpprep
							 * flag [BDyess] */
    speed = (speed > me->p_ship.s_imp.maxspeed) ? me->p_ship.s_imp.maxspeed :
      speed;
    me->p_desspeed = speed;	/* set the speed */
  }
#if 0
  if (me->p_flags & PFORBIT)	/* if we were orbiting */
    planets[me->p_planet].pl_torbit &= ~me->p_team;
#endif
  me->p_flags &= ~(PFREPAIR | PFBOMB | PFORBIT | PFDOCK | PFBEAMUP | PFBEAMDOWN);
  me->p_lastman = 0;
}




/*--------------------------------SET_COURSE-------------------------------*/
/*
 * Set the players course.  This function takes a direction and sets the
 * players direction to it.  Certain flags are cleared.
 */

void
set_course(dir)
  unsigned char dir;
{
  me->p_desdir = dir;		/* set the desired direction */
  if (me->p_flags & PFDOCK)
  {				/* if player is docked then he cannot */
    if (players[me->p_docked].p_speed > 4)
    {				/* undock if dockee going fast */
      warning("It's unsafe to disengage from bases while moving more that warp 4.");
      return;
    }
    else
      undock_player(me);

  }
#if 0
  if (me->p_flags & PFORBIT)	/* if in orbit then take */
    planets[me->p_planet].pl_torbit &= ~me->p_team;	/* team out of orbit */
#endif
  me->p_flags &= ~(PFBOMB | PFORBIT | PFDOCK | PFBEAMUP | PFBEAMDOWN);
  me->p_lastman = 0;		/* not beamin all armies up */
}




/*----------------------------------SHIELD_UP-----------------------------*/
/* This function raises the players shields.  */

void
shield_up()
{
  me->p_flags |= PFSHIELD;	/* some flags go up and some down */
  me->p_flags &= ~(PFBOMB | PFREPAIR | PFBEAMUP | PFBEAMDOWN);
  me->p_lastman = 0;		/* not beaming up all armies */
}




/*---------------------------------SHIELD_DOWN----------------------------*/
/* This function lowers the players shields.  */

void
shield_down()
{
  me->p_flags &= ~PFSHIELD;	/* shield flag clear */
}




/*--------------------------------SHIELD_TOGGLE---------------------------*/
/* This function toggles the players shields on and off.  */

void
shield_tog()
{
  me->p_flags ^= PFSHIELD;	/* toggle shield flag */
  me->p_flags &= ~(PFBOMB | PFREPAIR | PFBEAMUP | PFBEAMDOWN);
  me->p_lastman = 0;
}




/*--------------------------------BOMB_PLANET------------------------------*/
/*
 * This function sets the bomb flag if certain conditions are met, such as
 * you are bombing enemy planets.
 */

void
bomb_planet()
{
  static int bombsOutOfTmode = 0;	/* confirm bomb out of t-mode */
  int owner;			/* owner of planet */

  owner = planets[me->p_planet].pl_owner;	/* get planet's owner */
  if (!(me->p_flags & PFORBIT))
  {				/* can't bomb anything in */
    warning("Must be orbiting to bomb");	/* open space, now can you? */
    return;
  }
  if (me->p_team == planets[me->p_planet].pl_owner)
  {
    warning("Can't bomb your own armies.  Have you been reading Catch-22 again?");	/* can't bomb own armies */
    return;
  }
  if (!((me->p_swar | me->p_hostile) & owner) && (owner != 0))
  {
    warning("Must declare war first (no Pearl Harbor syndrome allowed here).");
    return;			/* can't bomb friendlies */
  }
  if ((!status->tourn) && (bombsOutOfTmode == 0))
  {
    warning("Bomb out of T-mode?  Please verify your order to bomb.");
    bombsOutOfTmode++;		/* warning about bombing out of T */
    return;
  }
  if ((!status->tourn) && (bombsOutOfTmode == 1))
  {
    warning("Hoser!");		/* if he really wants to bomb, then */
    bombsOutOfTmode++;		/* let him bomb out of T.  Hoser */
  }				/* warning */
  if (!numShips(planets[me->p_planet].pl_owner)
      && (planets[me->p_planet].pl_owner != NOBODY))
  {
    warning("You can't break the peace treaty, Captain");
    return;
  }
  if (status->tourn)		/* reset the bombs out of t-mode */
    bombsOutOfTmode = 0;	/* variable */
  me->p_flags |= PFBOMB;	/* set the bomb flag */
#if 1
  planets[me->p_planet].pl_hostile |= me->p_team;
#else
  planets[me->p_planet].pl_torbit |= (me->p_team) << 4;
#endif
  me->p_flags &= ~(PFSHIELD | PFREPAIR | PFBEAMUP | PFBEAMDOWN);
}




/*---------------------------------BEAM_UP---------------------------------*/
/* This function set the beam up flag if it is allowable to beam men up.  */

void
beam_up()
{
  if (!status2->starttourn && configvals->nopregamebeamup)
  {
    warning("You can't beam up armies before a game starts");
    return;
  }
  if (!(me->p_flags & (PFORBIT | PFDOCK)))
  {
    warning("Must be orbiting or docked to beam up.");
    return;			/* have to be orbiting or docked */
  }
  if (me->p_flags & PFORBIT)
  {				/* if orbiting and not owner */
    if (me->p_team != planets[me->p_planet].pl_owner)
    {
      warning("Those aren't our men.");
      return;
    }
    if (me->p_lastman == 0)	/* if we have not signalled to pick */
      me->p_lastman = 1;	/* up all armies */
    else if (planets[me->p_planet].pl_armies <= 4)
    {				/* else if less than 5 */
      if (numPlanets((int) me->p_team && configvals->beamlastarmies) == 1)
      {
	warning("You can't take those armies, they're on your only planet!");
	return;
      }
      me->p_lastman = 2;	/* set status to beaming up all */
    }
  }
  else if (me->p_flags & PFDOCK)
  {				/* if docked must be to own team ship */
    if (me->p_team != players[me->p_docked].p_team)
    {
      warning("Comm Officer: Uhhh, they aren't our men!");
      return;
    }
  }
  me->p_flags |= PFBEAMUP;	/* set the beam up flag */
  me->p_flags &= ~(PFSHIELD | PFREPAIR | PFBOMB | PFBEAMDOWN);
}




/*--------------------------------BEAM_DOWN--------------------------------*/
/* This function sets the beam up flag if certain conditions are met */

void
beam_down()
{
  int i;			/* looping var */
  struct planet *pl;		/* to access planets */
  int total;			/* for total number of planets */
  char buf[80];

  if (!(me->p_flags & (PFORBIT | PFDOCK)))
  {
    warning("Must be orbiting or docked to beam down.");
    return;			/* have to be docked or orbiting */
  }
  if ((!((me->p_swar | me->p_hostile) & planets[me->p_planet].pl_owner))
      && (me->p_team != planets[me->p_planet].pl_owner)
      && (planets[me->p_planet].pl_owner != NOBODY))
  {
    warning("You can't beam down, you have not declared war");
    return;			/* no beaming down if not hostile */
  }
  if (!numShips(planets[me->p_planet].pl_owner)
      && (planets[me->p_planet].pl_owner != NOBODY))
  {
    warning("You can't break the peace treaty, Captain");
    return;
  }
  if (me->p_flags & PFDOCK)
  {
    if (me->p_team != players[me->p_docked].p_team)
    {
      warning("Comm Officer: Starbase refuses permission to beam our troops over.");	/* no beaming to foreign
											 * bases */
      return;
    }
  }

  else if (configvals->planetlimittype)
  {				/* new planet limit */
    total = numPlanets(me->p_team);

    if (total >= configvals->planetsinplay
	&& planets[me->p_planet].pl_owner == NOBODY
	&& planets[me->p_planet].pl_armies)
    {
      sprintf(buf, "You may only take enemy planets when your team has %d or more planets.",
	      configvals->planetsinplay);
      warning(buf);
      me->p_flags &= ~(PFBOMB);
      return;
    }
  }
  else
  {
    int ns[MAXTEAM];
    for (i = 0; i < NUMTEAM; i++)
      ns[1 << i] = numShips(1 << i);

    total = 0;
    for (i = 0, pl = &planets[i]; i < NUMPLANETS; i++, pl++)
    {
      if (pl->pl_owner && ns[pl->pl_owner] > configvals->tournplayers - 1)
	total++;
    }
    if ((total >= configvals->planetsinplay)
	&& (!(me->p_flags & PFDOCK))
	&& (planets[me->p_planet].pl_owner == NOBODY))
    {
      sprintf(buf, "Sorry, there are already %d planets in play.",
	      configvals->planetsinplay);
      warning(buf);
      me->p_flags &= ~(PFBOMB);
      return;
    }
  }
  me->p_flags |= PFBEAMDOWN;	/* set beam down flag */
  me->p_flags &= ~(PFSHIELD | PFREPAIR | PFBOMB | PFBEAMUP);
  me->p_lastman = 0;
}




/*---------------------------------REPAIR---------------------------------*/
/*
 * This function sets the reapair flag and turns off other flags.  You cannot
 * repair while in warp.
 */

void
repair()
{
#if !defined(AEDILE) || !defined(REPAIR_IN_WARP)
  if (me->p_flags & PFWARP)
  {				/* no repairing in warp */
    warning("You cannot repair while in warp!");
    return;
  }
#endif
  me->p_desspeed = 0;		/* speed goes to zero */
  me->p_warptime = 0;		/* turn off warp prep */
  me->p_flags |= PFREPAIR;	/* reair flag goes up */
  me->p_flags &= ~(PFSHIELD | PFBOMB | PFBEAMUP | PFBEAMDOWN | PFPLOCK | PFPLLOCK | PFWARP | PFAFTER | PFWARPPREP | PFWPSUSPENDED);
  me->p_lastman = 0;		/* not beaming all armies */
}




/*--------------------------------REPAIR_OFF------------------------------*/
/* This function takes the repair flag off.  */

void
repair_off()
{
  me->p_flags &= ~PFREPAIR;
}




/*---------------------------------REPEAT---------------------------------*/
/* This function repeats the last message.  */

void
repeat_message()
{
  if (++lastm == MAXMESSAGE)	/* go to next message */
    lastm = 0;			/* account for rollover */
}




/*---------------------------------CLOAK----------------------------------*/
/*
 * This function toggles the cloak flag.  Tractors and pressor are turned
 * off.
 */

void
cloak()
{
  if (me->p_flags & PFCLOAK)
    cloak_off();
  else
    cloak_on();
}




/*---------------------------------CLOAK_ON-------------------------------*/
/* This function turns cloak on.  Tractors and pressors are turned off.  */

void
cloak_on()
{
  if (me->p_warptime && !configvals->cloakduringwarpprep)
  {
    warning("Can't cloak during warp preparation.");
    return;
  }
  if (me->p_flags & PFWARP && !configvals->cloakwhilewarping)
  {
    warning("Can't cloak while warp engines are engaged.");
    return;
  }
  me->p_flags |= PFCLOAK;
  me->p_flags &= ~(PFTRACT | PFPRESS);
}




/*---------------------------------CLOAK_OFF------------------------------*/
/* This function turns the cloak off.  */

void
cloak_off()
{
  me->p_flags &= ~PFCLOAK;
}




/*-------------------------------LOCK_PLANET-----------------------------*/
/* This function locks the player onto a planet.  */

void
lock_planet(planet)
  int planet;			/* planet locking onto */
{
  char buf[80];			/* to sprintf into */

  if ((planet < 0) || (planet >= NUMPLANETS))	/* bad planet number? */
    return;

  if (me->p_status == POBSERVE)
  {
    if (planets[planet].pl_owner != me->p_team)
    {
      warning("Unable to observe enemy planets.");
      me->p_flags &= ~(PFPLLOCK | PFPLOCK);
      return;
    }
    else if (!(planets[planet].pl_owner & me->p_teamspy))
    {
      warning("That team has barred you from observing.");
      me->p_flags &= ~(PFPLLOCK | PFPLOCK);
      return;
    }
  }

  me->p_flags |= PFPLLOCK;	/* turn on the lock */
#if 0
  if (me->p_flags & PFORBIT)	/* if orbiting then leave torbit var */
    planets[me->p_planet].pl_torbit &= ~me->p_team;
#endif
  me->p_flags &= ~(PFPLOCK | PFORBIT | PFBEAMUP | PFBEAMDOWN | PFBOMB);
  me->p_lastman = 0;
  me->p_planet = planet;	/* set planet locked onto */
  sprintf(buf, "Locking onto %s", planets[planet].pl_name);
  warning(buf);			/* send message to player */
}




/*-------------------------------LOCK_PLAYER-------------------------------*/
/* This function locks the player onto another player.  */

void
lock_player(player)
  int player;			/* player locking onto */
{
  char buf[80];

  if ((player < 0) || (player >= MAXPLAYER))	/* bad planet num? */
    return;
  if (players[player].p_status != PALIVE)	/* player not alive? */
    return;
  if (players[player].p_flags & PFCLOAK)	/* player is cloaked */
    return;

  if (me->p_status == POBSERVE && players[player].p_team != me->p_team)
  {
    sprintf(buf, "Unable to observe enemy players.");
    warning(buf);
    me->p_flags &= ~(PFPLLOCK | PFPLOCK);
    return;
  }

  me->p_flags |= PFPLOCK;	/* set player lock flag */
#if 0
  if (me->p_flags & PFORBIT)	/* if in orbit take team out */
    planets[me->p_planet].pl_torbit &= ~me->p_team;	/* of torbit */
#endif
  me->p_flags &= ~(PFPLLOCK | PFORBIT | PFBEAMUP | PFBEAMDOWN | PFBOMB);
  me->p_lastman = 0;		/* turn off taking all armies */
  me->p_playerl = player;	/* set player loked oto */
  /* player locking onto own base */
  if ((players[player].p_team == me->p_team) &&
      allows_docking(players[player].p_ship))
    sprintf(buf, "Locking onto %s (%s) (docking is %s)",
	    players[player].p_name, twoletters(&players[player]),
	    (players[player].p_flags & PFDOCKOK) ? "enabled" : "disabled");
  else				/* message for locking onto player */
    sprintf(buf, "Locking onto %s (%s)", players[player].p_name,
	    twoletters(&players[player]));
  warning(buf);
}




/*-------------------------------TRACTOR_PLAYER----------------------------*/
/*
 * This function does the tractoring for the player.  There are a few times
 * when the tractor cannot be used.
 */

void
tractor_player(player)
  int player;
{
  struct player *victim;

  if (weaponsallowed[WP_TRACTOR] == 0)	/* tractors allowed?  */
    return;
  if ((player < 0) || (player > MAXPLAYER))
  {				/* out of bounds = cancel */
    me->p_flags &= ~(PFTRACT | PFPRESS);
    return;
  }
  if (me->p_flags & PFCLOAK)	/* no tractoring while */
    return;			/* cloaked */
  if (player == me->p_no)	/* can't tractor yourself */
    return;
  victim = &players[player];	/* get player number */
  if (victim->p_flags & PFCLOAK)
    return;
  if (ihypot(me->p_x - victim->p_x, me->p_y - victim->p_y) <
      (TRACTDIST) * me->p_ship.s_tractrng)
  {
    if (me->p_flags & PFDOCK && players[me->p_docked].p_speed > 4)
    {
      warning("It's unsafe to tractor while docked and base is moving more then warp 4.");
      return;
    }
#if 0
    undock_player(victim);	/* harmless if not docked, handles js */
    undock_player(me);

#if 0
    if (me->p_flags & PFORBIT)	/* are we orbiting */
      planets[me->p_planet].pl_torbit &= ~me->p_team;
    if (victim->p_flags & PFORBIT)	/* is victim orbiting */
      planets[victim->p_planet].pl_torbit &= ~victim->p_team;
    victim->p_flags &= ~(PFORBIT | PFDOCK);	/* clear DOCK/ORBIT flags */
#endif
    me->p_flags &= ~(PFORBIT | PFDOCK);
#endif
    me->p_tractor = player;	/* set victim number */
    me->p_flags |= PFTRACT;	/* set tractor flag */
  }
}




/*---------------------------------PRESSOR--------------------------------*/
/*
 * This function activates the tractors for the player.  There are a number
 * of conditions where tractors will not work.
 */

void
pressor_player(player)
  int player;			/* the player to presoor */
{
  int target;
  struct player *victim;

  if (weaponsallowed[WP_TRACTOR] == 0)
  {				/* tractors allowed? */
    warning("Pressor beams haven't been invented yet.");
    return;
  }
  target = player;		/* save target */
  if ((target < 0) || (target > MAXPLAYER))
  {				/* out of bounds = cancel */
    me->p_flags &= ~(PFTRACT | PFPRESS);
    return;
  }
  if (me->p_flags & PFPRESS)	/* already pressoring? */
    return;
  if (me->p_flags & PFCLOAK)
  {				/* cloaked? */
    warning("Weapons's Officer:  Cannot pressor while cloaked, sir!");
    return;
  }
  victim = &players[target];	/* get victim's struct */
  if (victim->p_flags & PFCLOAK)/* victim cloaked */
    return;
  if (ihypot(me->p_x - victim->p_x, me->p_y - victim->p_y) <
      (TRACTDIST) * me->p_ship.s_tractrng)
  {
    if (me->p_flags & PFDOCK && players[me->p_docked].p_speed > 4)
    {
      warning("It's unsafe to pressor while docked and base is moving more then warp 4.");
      return;
    }
#if 0
    undock_player(victim);
    undock_player(me);

#if 0
    if (me->p_flags & PFORBIT)	/* are we orbiting */
      planets[me->p_planet].pl_torbit &= ~me->p_team;
    if (victim->p_flags & PFORBIT)	/* is victim orbiting */
      planets[victim->p_planet].pl_torbit &= ~victim->p_team;
#endif
    victim->p_flags &= ~(PFORBIT | PFDOCK);	/* clear orbit and dock flags */
    me->p_flags &= ~(PFORBIT | PFDOCK);
#endif
    me->p_tractor = target;	/* set the target */
    me->p_flags |= (PFTRACT | PFPRESS);	/* set the tract and press */
  }
  /* flags */
  else
    warning("Weapon's Officer:  Vessel is out of range of our pressor beam.");
}




/*-------------------------------DECLARE_WAR-----------------------------*/
/* This function changes the war mask of a player.  */

void
declare_war(mask)
  int mask;			/* who are we declaring war against */
{
  int changes;			/* to hold changes in war mask */
  int i;			/* looping var */

  mask &= ALLTEAM;		/* mask off extraneous bits */
  mask &= ~me->p_team;		/* mask out our team bit */
  mask |= me->p_swar;
  changes = mask ^ me->p_hostile;	/* determine changes */
  if (changes == 0)		/* if no changes then we are done */
    return;
  if (changes & FED)		/* if Fed status changed then warn them */
    sendwarn("Federation", mask & FED, FED);
  if (changes & ROM)		/* if Rom status changed then warn them */
    sendwarn("Romulans", mask & ROM, ROM);
  if (changes & KLI)		/* if Kli status changed then warn them */
    sendwarn("Klingons", mask & KLI, KLI);
  if (changes & ORI)		/* if Orion status changed then warn them */
    sendwarn("Orions", mask & ORI, ORI);
  if (me->p_flags & PFDOCK)
  {				/* if docked and now at war with */
    if (players[me->p_docked].p_team & mask)
    {				/* dockee then undock */
      undock_player(me);
    }
  }
  else if (allows_docking(me->p_ship))
  {				/* if ship is dockable then */
    if (me->p_docked > 0)
    {				/* go through ports and */
      for (i = 0; i < me->p_ship.s_numports; i++)
      {				/* kick off warring ships */
	if (me->p_port[i] >= 0 &&
	    (mask & players[me->p_port[i]].p_team))
	{
	  base_undock(me, i);
	}
      }
    }
  }
  if (mask & ~me->p_hostile)
  {				/* no sudden changing of */
    me->p_flags |= PFWAR;	/* war status */
    delay = me->p_updates + 100;
    warning("Pausing ten seconds to re-program battle computers.");
  }
  me->p_hostile = mask;		/* new hostile mask */
}




/*-----------------------------------SENDWARN------------------------------*/
/*
 * This function sends the warning message to the other players when a player
 * switches his war status with that team.
 */

void
sendwarn(string, atwar, team)
  char *string;			/* the name of the team changing status
				 * towards */
  int atwar;			/* 1 if declarig war 0 if decalring peace */
  int team;			/* name of team we are switching in regards
				 * to */
{
  char buf[BUFSIZ];		/* to hold sprintfed message */
  char addrbuf[10];		/* to hold ship number and team letter */

  if (atwar)
  {				/* if decalring war */
    (void) sprintf(buf, "%s (%s) declaring war on the %s",
		   me->p_name, twoletters(me), string);
  }
  else
  {				/* else decalring peace */
    (void) sprintf(buf, "%s (%s) declaring peace with the %s",
		   me->p_name, twoletters(me), string);
  }
  (void) sprintf(addrbuf, " %s->%-3s", twoletters(me), teams[team].shortname);
  pmessage2(buf, team, MTEAM, addrbuf, me->p_no);
}


/* switches the special weapon of the player */

void
switch_special_weapon()
{
  int mask = 0;
  int currflag;
  int i, j;

  mask = me->p_ship.s_nflags & (SFNHASMISSILE | SFNPLASMAARMED);

  if (!mask)
  {
    warning("This ship is not armed with any special weapons");
    me->p_specweap = 0;
    return;
  }
  for (i = 0; i < sizeof(int) * 8; i++)
  {
    currflag = 1 << i;
    if (!mask & currflag)
      continue;
    if (me->p_specweap & currflag)
    {
      i++;
      break;
    }
  }

  for (j = 0; j < sizeof(int) * 8; i++, j++)
  {
    if (i > sizeof(int) * 8)
      i = 0;
    currflag = 1 << i;
    if (mask & currflag)
    {
      me->p_specweap = currflag;
      break;
    }
  }

  if (me->p_specweap & SFNHASMISSILE)
  {
    if (me->p_ship.s_nflags & SFNHASFIGHTERS)
      warning("Fighters ready");
    else
      warning("Missiles armed");
  }
  else if (me->p_specweap & SFNPLASMAARMED)
  {
    warning("Plasmas armed");
  }
}

/*-------------------------------DO_REFIT---------------------------------*/
/*
 * This function will attempt to refit a player to another ship.  There are
 * all sorts of nasty reasons why it might fail.
 */

void
do_refit(type)
  int type;			/* type of ship to refit to */
{
  int i;			/* looping var */

  if (type < 0 || type >= NUM_TYPES)	/* ship type select out of range */
    return;
  if (me->p_flags & PFORBIT)
  {				/* if orbiting must be a shipyard */
    if (!(planets[me->p_planet].pl_flags & PLSHIPYARD))
    {
      warning("You can change ships at a planet with a shipyard on it.");
      return;
    }
#if 0
    if (planets[me->p_planet].pl_owner != me->p_team)
    {
      warning("You can only refit on planets that your team owns.");
      return;
    }
#endif
  }
  else if (me->p_flags & PFDOCK)
  {				/* if docked then */
    if (allows_docking(shipvals[type]))
    {				/* cannot refit to a starbase */
      warning("Can only refit to a base in a shipyard");
      return;
    }
    if (players[me->p_docked].p_team != me->p_team)
    {
      warning("You must dock with YOUR base to apply for command reassignment!");	/* no refitting on enemy
											 * SB's */
      return;
    }
    if (!(players[me->p_docked].p_ship.s_nflags & SFNCANREFIT))
    {
      warning("This base can not provide you with a new ship.");
      return;
    }
  }
  else
  {				/* planet does not have shipyard */
    warning("Must orbit a shipyard or dock with your base to apply for command reassignment!");
    return;
  }
  if ((me->p_damage > ((float) me->p_ship.s_maxdamage) * .75) ||
      (me->p_shield < ((float) me->p_ship.s_maxshield) * .75) ||
      (me->p_fuel < ((float) me->p_ship.s_maxfuel) * .75))
  {
    warning("Central Command refuses to accept a ship in this condition!");
    return;			/* ship must be in good condition */
  }
  if ((me->p_armies > 0))
  {				/* no refitting with armies on board */
    warning("You must beam your armies down before moving to your new ship");
    return;
  }

  {
    int oldt, oldd, oldp, allowed;
    oldt = me->p_ship.s_type;
    oldd = me->p_ship.s_numdefn;
    oldp = me->p_ship.s_numplan;
    me->p_ship.s_type = -1;
    me->p_ship.s_numdefn = 0;
    me->p_ship.s_numplan = 0;
    allowed = allowed_ship(me->p_team, me->p_stats.st_rank,
			   me->p_stats.st_royal, type);
    me->p_ship.s_type = oldt;
    me->p_ship.s_numdefn = oldd;
    me->p_ship.s_numplan = oldp;
    if (!allowed)
      return;
  }

  if (me->p_ship.s_type == STARBASE ||
      me->p_ship.s_type == WARBASE ||
      me->p_ship.s_type == CARRIER)
    me->p_kills = 0;		/* reset kills to zero if coming */
  /* from a base */

  if (allows_docking(me->p_ship))
  {				/* if ship dockable then */
    for (i = 0; i < me->p_ship.s_numports; i++)
    {				/* dump all ship out of dock */
      base_undock(me, i);
    }
  }
  get_ship_for_player(me, type);/* place ship in player strct */

  switch_special_weapon();

  if (me->p_flags & PFORBIT)
  {
    char buf[120];
    me->p_lastrefit = me->p_planet;
    sprintf(buf, "%s is now your home port", planets[me->p_lastrefit].pl_name);
    warning(buf);
  }

  me->p_flags &= ~(PFREFIT);
  me->p_flags |= PFREFITTING;
  rdelay = me->p_updates + 50;
  warning("You are being transported to your new vessel .... ");
}


/*
 * Is a person with this rank on this team able to requisition a ship of this
 * type?
 */
int
allowed_ship(team, rank, royal, type)
  int team;
  int rank;
  int royal;
  int type;
{
  struct ship *tempship;
  int shipcount;
  int used_teamstr;		/* people required to support flying bases */
  int used_planstr;		/* planets required to support flying bases */
  int i, maxrank = 0;

  if (!shipsallowed[type])
  {
    warning("That ship hasn't been designed yet.");
    return 0;
  }
  tempship = &shipvals[type];

#ifdef LEAGUE_SUPPORT
  if (status2->league == 1)
    return 1;

  if (!status2->league)
  {
#endif
    if (configvals->baserankstyle)
    {
      for (i = 0; i < MAXPLAYER; i++)
	if ((players[i].p_status == PALIVE ||
	     players[i].p_status == POUTFIT)
	    && players[i].p_team == team)
	  maxrank = MAX(rank, players[i].p_stats.st_rank);
    }
    else
      maxrank = NUMRANKS;

    if ((rank < MIN(tempship->s_rank, maxrank) && !(royal > GODLIKE)) &&
	!(shipvals[tmpPick].s_nflags & SFNMASSPRODUCED))
    {
      char buf[100];
      sprintf(buf, "Sorry %s, a rank of %s is required to command that ship.",
	      ranks[rank].name, ranks[tempship->s_rank].name);
      warning(buf);
      return 0;
    }
#ifdef LEAGUE_SUPPORT
  }
#endif
  used_teamstr = used_planstr = 0;
  shipcount = 0;		/* How many ships of that type */
  /* are on our team already? */
  for (i = 0; i < MAXPLAYER; i++)
  {
    if (players[i].p_status == PALIVE && players[i].p_team == team)
    {
      if (players[i].p_ship.s_type == type)
	shipcount++;
      used_teamstr += players[i].p_ship.s_numdefn;
      used_planstr += players[i].p_ship.s_numplan;
    }
  }
  /*
   * if you are in a base, and near the limits, you will sometimes have to
   * switch into a normal ship before changing into another base
   */

  if ((shipcount >= tempship->s_maxnum) && !(shipvals[tmpPick].s_nflags & SFNMASSPRODUCED))
  {
    char buf[100];
    sprintf(buf, "We already have %d %ss.", shipcount, tempship->s_name);
    warning(buf);
    return 0;
  }
  if ((teams[team].s_turns[type] >
       (tempship->s_maxnum - shipcount - 1) * tempship->s_timer) &&
      !(shipvals[tmpPick].s_nflags & SFNMASSPRODUCED))
  {
    char buf[100];
    int turnsleft = teams[team].s_turns[type] -
    (tempship->s_maxnum - shipcount - 1) * tempship->s_timer;
    if (teams[team].s_turns[type] > 1)
    {
      sprintf(buf, "We are still building that ship (%d minutes until finished.)", turnsleft);
      warning(buf);
    }
    else
      warning("We are still building that ship (1 minute until finished.)");
    return 0;
  }
  if ((tempship->s_numdefn &&
       numShips(team) < tempship->s_numdefn + used_teamstr) &&
      !(shipvals[tmpPick].s_nflags & SFNMASSPRODUCED))
  {
    char buf[100];
    sprintf(buf, "Your team is not strong enough to defend a %s (%d+%d players needed).",
	    tempship->s_name, tempship->s_numdefn, used_teamstr);
    warning(buf);
    return 0;
  }
  if ((tempship->s_numplan &&
       numPlanets(team) < tempship->s_numplan + used_planstr) &&
      !(shipvals[tmpPick].s_nflags & SFNMASSPRODUCED))
  {
    char buf[100];
    sprintf(buf, "Your team's struggling economy cannot support a %s (%d+%d planets needed).", tempship->s_name, tempship->s_numplan, used_planstr);
    warning(buf);
    return 0;			/* have enough planets? */
  }
  return 1;
}


/*----------------------------------NUMSHIPS------------------------------*/
/* This function counts the number of players on a team.  */

int
numShips(owner)
  int owner;			/* the team to count for */
{
  int i;			/* looping var */
  int num;			/* to hold player count */
  struct player *p;		/* to point to players */

  num = 0;			/* zero the count */
  for (i = 0, p = players; i < MAXPLAYER; i++, p++)
  {				/* go throgh players */
    if (p->p_status != PFREE && p->p_team == owner)	/* if alive then */
      num++;			/* inc player count */
  }
  return (num);			/* return number of ships */
}




/*------------------------------NUMPLANETS--------------------------------*/
/* This function counts the number of planets a team has.  */

int
numPlanets(owner)
  int owner;			/* the team to check for */
{
  int i;			/* looping var */
  int num;			/* to hold count */
  struct planet *p;		/* to point to a planet */

  num = 0;			/* no planets found yet */
  for (i = 0, p = planets; i < MAXPLANETS; i++, p++)
  {
    if (p->pl_owner == owner)	/* if planet owned by team then inc */
      num++;
  }
  return (num);			/* return number of planets */
}

/*-------------------------------------------------------------------------*/

/*
 * Suspends warp prep [BDyess]
 */
void
suspendPrep()
{
  /* check to see if the server allows warp prep to be suspended [BDyess] */
  if (!configvals->warpprep_suspendable)
    return;
  if (me->p_flags & PFWARPPREP)
  {
    me->p_flags |= PFWPSUSPENDED;	/* turn on suspended flag */
    warning("Warp prep suspended.");
  }
  else
  {
    warning("Not in warp prep!");
  }
}

/*
 * Unsuspends warp prep [BDyess]
 */
void
unsuspendPrep()
{
  /* check to see if the server allows warp prep to be suspended [BDyess] */
  if (!configvals->warpprep_suspendable)
    return;
  if (me->p_flags & PFWARPPREP)
  {
    me->p_flags &= ~PFWPSUSPENDED;	/* turn off suspended flag */
    warning("Warp prep continued.");
  }
  else
  {
    warning("Not in warp prep!");
  }
}

/*-------END OF LINE----*/