2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * move.c: Move commodities around
30 * Known contributors to this file:
48 static int cmd_move_map(s_char *what, coord curx, coord cury, s_char *arg);
55 struct sctstr endsect;
78 istest = *player->argp[0] == 't';
79 if ((ip = whatitem(player->argp[1], "move what? ")) == 0)
82 if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
84 if (!sarg_xy(p, &x, &y))
86 if (!getsect(x, y, §) || !player->owner) {
91 * military control necessary to move
92 * goodies in occupied territory.
94 if (!istest && sect.sct_oldown != player->cnum && vtype != I_MILIT) {
95 if (!military_control(§)) {
96 pr("Military control required to move goods.\n");
100 infected = sect.sct_pstage == PLG_INFECT;
101 amt_src = sect.sct_item[vtype];
102 if (!istest && amt_src <= 0) {
103 pr("No %s in %s\n", ip->i_name,
104 xyas(sect.sct_x, sect.sct_y, player->cnum));
108 mob = (int)sect.sct_mobil;
109 if (!istest && vtype == I_CIVIL && sect.sct_oldown != own) {
110 pr("You can't move conquered populace!\n");
114 pr("No mobility in %s\n",
115 xyas(sect.sct_x, sect.sct_y, player->cnum));
119 /* only used when moving civs; but prevent spurious compiler warnings */
120 work = sect.sct_work;
121 loyal = sect.sct_loyal;
122 if (vtype == I_CIVIL && work != 100)
123 pr("Warning: civil unrest\n");
126 sprintf(prompt, "Number of %s to test move? ", ip->i_name);
128 sprintf(prompt, "Number of %s to move? (max %d) ",
129 ip->i_name, amt_src);
130 if ((amount = onearg(player->argp[3], prompt)) < 0)
132 if (!check_sect_ok(§))
134 if (amount > amt_src) {
136 pr("Note: there are actually only %d %s in %s,\n"
137 "but the test will be made for %d %s as you requested.\n",
139 xyas(sect.sct_x, sect.sct_y, player->cnum),
143 pr("Only moving %d.\n", amount);
147 if (!istest && !want_to_abandon(§, vtype, amount, 0)) {
148 pr("Move cancelled.\n");
152 if (!check_sect_ok(§))
157 packing = sect.sct_effic >= 60 ? dchr[sect.sct_type].d_pkg : IPKG;
158 weight = (double)amount * ip->i_lbs / ip->i_pkg[packing];
161 * First remove stuff from source sector
164 getsect(x, y, &start);
165 if (start.sct_own != player->cnum) {
166 pr("Somebody has captured that sector!\n");
169 amt_src = start.sct_item[vtype];
170 if (amt_src < amount) {
171 pr("Only %d %s left in %s!\n", amt_src,
172 ip->i_name, xyas(start.sct_x, start.sct_y, player->cnum));
178 start.sct_item[vtype] = amt_src;
179 start.sct_flags |= MOVE_IN_PROGRESS;
184 * Now parse the path and return ending sector.
186 dam = (istest ? 0 : 1);
187 if (dam && !chance(weight / 200.0))
189 mcost = move_ground((s_char *)ip, §, &endsect,
190 weight, player->argp[4],
191 cmd_move_map, 0, &dam);
194 left = commdamage(amount, dam, ip->i_vtype);
197 pr("%d of the %s you were moving were destroyed!\n"
198 "Only %d %s made it to %s\n",
199 amount - left, ip->i_name, left, ip->i_name,
200 xyas(endsect.sct_x, endsect.sct_y, player->cnum));
202 pr("All of the %s you were moving were destroyed!\n",
210 pr("Total movement cost = %d\n", mcost);
212 pr("No mobility used\n");
216 pr("Move aborted\n");
217 getsect(x, y, §);
218 sect.sct_mobil = (u_char)mob;
223 * Decrement mobility appropriately.
225 getsect(x, y, &start);
226 mob = start.sct_mobil;
232 start.sct_mobil = (u_char)mob;
233 left = start.sct_mobil;
236 getsect(endsect.sct_x, endsect.sct_y, §);
240 * Check for lotsa stuff
242 if (sect.sct_own != player->cnum) {
243 if (sect.sct_own != 0)
244 pr("Somebody has captured that sector!\n");
245 getsect(x, y, §);
247 if (vtype == I_CIVIL && sect.sct_item[I_CIVIL]
248 && sect.sct_oldown != player->cnum) {
249 pr("Your civilians don't want to stay!\n");
250 getsect(x, y, §);
253 amt_dst = sect.sct_item[vtype];
254 if (amount > ITEM_MAX - amt_dst) {
255 pr("Only enough room for %d in %s. The goods will be returned.\n",
256 ITEM_MAX - amt_dst, xyas(sect.sct_x, sect.sct_y, player->cnum));
257 /* FIXME Not nice. Move what we can and return the rest. */
258 getsect(x, y, §);
264 pr("%d mob left in %s\n", left,
265 xyas(start.sct_x, start.sct_y, player->cnum));
268 getsect(x, y, &start);
269 start.sct_flags &= ~MOVE_IN_PROGRESS;
275 * If the sector that things are going to is no longer owned by
276 * the player, and it was the starting sector, try to find
277 * somewhere to dump the stuff. If nowhere to dump it, it
280 if (sect.sct_own != player->cnum && sect.sct_x == x && sect.sct_y == y) {
281 pr("Can't return the goods, since the starting point is no longer\n");
282 pr("owned by you.\n");
283 /* First lets see if there is one with room */
284 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
285 getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
286 if (tsct.sct_own != player->cnum)
288 amt_dst = tsct.sct_item[vtype];
289 if (amount > ITEM_MAX - amt_dst)
295 /* Find any sector if none with room */
296 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
297 getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
298 if (tsct.sct_own != player->cnum)
304 pr("The goods had nowhere to go, and were destroyed.\n");
305 sect.sct_flags &= ~MOVE_IN_PROGRESS;
310 pr("The goods were dumped into %s.\n",
311 xyas(tsct.sct_x, tsct.sct_y, player->cnum));
312 getsect(tsct.sct_x, tsct.sct_y, §);
315 amt_dst = sect.sct_item[vtype];
316 if (amount > ITEM_MAX - amt_dst) {
317 amount = ITEM_MAX - amt_dst;
318 pr("Only room for %d, the rest were lost.\n", amount);
320 sect.sct_item[vtype] = amount + amt_dst;
322 * Now add commodities to destination sector,
323 * along with plague that came along for the ride.
324 * Takeover unowned sectors if not deity.
326 if (infected && sect.sct_pstage == PLG_HEALTHY)
327 sect.sct_pstage = PLG_EXPOSED;
328 if (vtype == I_CIVIL) {
330 = (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
332 = (amt_dst * sect.sct_work + amount * work) / (amt_dst + amount);
335 getsect(x, y, &start);
336 start.sct_flags &= ~MOVE_IN_PROGRESS;
342 * Pretty tacky, but it works.
343 * If more commands start doing this, then
344 * rewrite map to do the right thing.
346 /* I think this is no longer used, check subs/move.c:move_ground() */
349 cmd_move_map(s_char *what, coord curx, coord cury, s_char *arg)
351 player->argp[1] = arg;
352 player->argp[2] = "";
353 player->argp[3] = "";
354 player->argp[4] = "";
355 player->argp[5] = "";
361 want_to_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
366 * First, would we be abandoning it? If not, just return that
367 * it's ok to move out.
369 if (!would_abandon(sp, vtype, amnt, lp))
372 sprintf(prompt, "Do you really want to abandon %s [yn]? ",
373 xyas(sp->sct_x, sp->sct_y, player->cnum));
375 return askyn(prompt);
379 would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
381 int mil, civs, loyalcivs;
383 if ((vtype != I_CIVIL) && (vtype != I_MILIT))
386 mil = sp->sct_item[I_MILIT];
387 civs = sp->sct_item[I_CIVIL];
389 if (vtype == I_MILIT)
392 if (vtype == I_CIVIL)
395 if (sp->sct_own == sp->sct_oldown)
400 /* If they have a military unit there, they still own it */
402 && ((loyalcivs == 0) && (mil == 0)
403 && (has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp) == 0)))