/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * 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.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* move.c: Move commodities around
- *
+ *
* Known contributors to this file:
- *
+ *
*/
#include <config.h>
-#include "misc.h"
-#include "player.h"
-#include "plague.h"
-#include "sect.h"
+#include "commands.h"
#include "item.h"
-#include "file.h"
-#include "xy.h"
-#include "nat.h"
-#include "nsc.h"
#include "land.h"
+#include "optlist.h"
#include "path.h"
-#include "commands.h"
+#include "plague.h"
-static int cmd_move_map(s_char *what, coord curx, coord cury, s_char *arg);
+static int cmd_move_map(coord curx, coord cury, char *arg);
int
move(void)
int istest = 0;
int n;
coord x, y;
- s_char *p;
- s_char prompt[1024];
- s_char buf[1024];
+ char *p;
+ char prompt[1024];
+ char buf[1024];
istest = *player->argp[0] == 't';
if ((ip = whatitem(player->argp[1], "move what? ")) == 0)
return RET_SYN;
- vtype = ip->i_vtype;
+ vtype = ip->i_uid;
if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
return RET_SYN;
if (!sarg_xy(p, &x, &y))
return RET_FAIL;
}
own = sect.sct_own;
- mob = (int)sect.sct_mobil;
+ mob = sect.sct_mobil;
if (!istest && vtype == I_CIVIL && sect.sct_oldown != own) {
pr("You can't move conquered populace!\n");
return RET_FAIL;
}
amt_src = start.sct_item[vtype];
if (amt_src < amount) {
- pr("Only %d %s left in %s!\n", amt_src,
- ip->i_name, xyas(start.sct_x, start.sct_y, player->cnum));
+ pr("Only %d %s left in %s!\n",
+ amt_src, ip->i_name,
+ xyas(start.sct_x, start.sct_y, player->cnum));
amount = amt_src;
amt_src = 0;
} else
/*
* Now parse the path and return ending sector.
*/
- dam = (istest ? 0 : 1);
+ dam = !istest && !(opt_SUPER_BARS && vtype == I_BAR);
if (dam && !chance(weight / 200.0))
dam = 0;
- mcost = move_ground((s_char *)ip, §, &endsect,
- weight, player->argp[4],
+ mcost = move_ground(§, &endsect, weight, player->argp[4],
cmd_move_map, 0, &dam);
if (dam) {
- left = commdamage(amount, dam, ip->i_vtype);
+ left = commdamage(amount, dam, ip->i_uid);
if (left < amount) {
if (left) {
pr("%d of the %s you were moving were destroyed!\n"
if (mcost < 0) {
pr("Move aborted\n");
getsect(x, y, §);
- sect.sct_mobil = (u_char)mob;
+ sect.sct_mobil = mob;
left = mob;
} else {
if (!istest) {
mob = 0;
} else
mob -= mcost;
- start.sct_mobil = (u_char)mob;
+ start.sct_mobil = mob;
left = start.sct_mobil;
putsect(&start);
}
* If more commands start doing this, then
* rewrite map to do the right thing.
*/
-/* I think this is no longer used, check subs/move.c:move_ground() */
/*ARGSUSED*/
static int
-cmd_move_map(s_char *what, coord curx, coord cury, s_char *arg)
+cmd_move_map(coord curx, coord cury, char *arg)
{
- player->argp[1] = arg;
- player->argp[2] = "";
- player->argp[3] = "";
- player->argp[4] = "";
- player->argp[5] = "";
- player->condarg = 0;
- return map();
+ return display_region_map(0, EF_SHIP, curx, cury, arg);
}
int
int
would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
{
- int mil, civs, loyalcivs;
+ int mil, civs;
- if ((vtype != I_CIVIL) && (vtype != I_MILIT))
+ if (vtype != I_CIVIL && vtype != I_MILIT)
return 0;
mil = sp->sct_item[I_MILIT];
if (vtype == I_MILIT)
mil -= amnt;
-
if (vtype == I_CIVIL)
civs -= amnt;
- if (sp->sct_own == sp->sct_oldown)
- loyalcivs = civs;
- else
- loyalcivs = 0;
-
- /* If they have a military unit there, they still own it */
- if (sp->sct_own != 0
- && ((loyalcivs == 0) && (mil == 0)
- && (has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp) == 0)))
- return 1;
-
- return 0;
+ return sp->sct_own != 0 && civs <= 0 && mil <= 0
+ && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp);
}