/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
int left;
int mcost, dam;
int infected;
- int stype;
int vtype;
int amt_src;
int amt_dst;
- struct dchrstr *dp;
struct ichrstr *ip;
int work;
int loyal;
* military control necessary to move
* goodies in occupied territory.
*/
- if (!istest && sect.sct_oldown != player->cnum && vtype != V_MILIT) {
- int tot_mil = 0;
- struct nstr_item ni;
- struct lndstr land;
- snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
- while (nxtitem(&ni, (s_char *)&land)) {
- if (land.lnd_own == player->cnum)
- tot_mil += total_mil(&land);
- }
- if ((getvar(V_MILIT, (s_char *)§, EF_SECTOR) + tot_mil) * 10
- < getvar(V_CIVIL, (s_char *)§, EF_SECTOR)) {
+ if (!istest && sect.sct_oldown != player->cnum && vtype != I_MILIT) {
+ if (!military_control(§)) {
pr("Military control required to move goods.\n");
return RET_FAIL;
}
}
- stype = sect.sct_type;
- dp = &dchr[stype];
- infected = getvar(V_PSTAGE, (s_char *)§, EF_SECTOR) == PLG_INFECT;
- amt_src = getvar(vtype, (s_char *)§, EF_SECTOR);
+ infected = sect.sct_pstage == PLG_INFECT;
+ amt_src = sect.sct_item[vtype];
if (!istest && amt_src <= 0) {
pr("No %s in %s\n", ip->i_name,
xyas(sect.sct_x, sect.sct_y, player->cnum));
}
own = sect.sct_own;
mob = (int)sect.sct_mobil;
- if (!istest && vtype == V_CIVIL && sect.sct_oldown != own) {
+ if (!istest && vtype == I_CIVIL && sect.sct_oldown != own) {
pr("You can't move conquered populace!\n");
return RET_FAIL;
}
xyas(sect.sct_x, sect.sct_y, player->cnum));
return RET_SYN;
}
- if (vtype == V_CIVIL) {
- work = sect.sct_work;
- if (work != 100)
- pr("Warning: civil unrest\n");
- loyal = sect.sct_loyal;
- } else if (vtype == V_MILIT) {
- work = 100;
- loyal = 0;
- }
+
+ /* only used when moving civs; but prevent spurious compiler warnings */
+ work = sect.sct_work;
+ loyal = sect.sct_loyal;
+ if (vtype == I_CIVIL && work != 100)
+ pr("Warning: civil unrest\n");
+
if (istest)
sprintf(prompt, "Number of %s to test move? ", ip->i_name);
else
}
}
- if (!want_to_abandon(§, vtype, amount, 0)) {
+ if (!istest && !want_to_abandon(§, vtype, amount, 0)) {
pr("Move cancelled.\n");
return RET_FAIL;
}
if (amount <= 0)
return RET_SYN;
- packing = ip->i_pkg[dp->d_pkg];
- if (packing > 1 && sect.sct_effic < 60)
- packing = 1;
- weight = (double)amount *ip->i_lbs / packing;
+ packing = sect.sct_effic >= 60 ? dchr[sect.sct_type].d_pkg : IPKG;
+ weight = (double)amount * ip->i_lbs / ip->i_pkg[packing];
/*
* First remove commodities from source sector
*/
pr("Somebody has captured that sector!\n");
return RET_FAIL;
}
- amt_src = getvar(vtype, (s_char *)&start, EF_SECTOR);
+ 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));
} else
amt_src -= amount;
- putvar(vtype, amt_src, (s_char *)&start, EF_SECTOR);
+ start.sct_item[vtype] = amt_src;
start.sct_flags |= MOVE_IN_PROGRESS;
putsect(&start);
}
left = mob;
} else if (!istest) {
/*
- * decrement mobility appropriately.
+ * decrement mobility appropriately.
*/
getsect(x, y, &start);
mob = start.sct_mobil;
pr("Somebody has captured that sector!\n");
getsect(x, y, §);
}
- if (vtype == V_CIVIL && getvar(V_CIVIL, (s_char *)§, EF_SECTOR) &&
- sect.sct_oldown != player->cnum) {
+ if (vtype == I_CIVIL && sect.sct_item[I_CIVIL]
+ && sect.sct_oldown != player->cnum) {
pr("Your civilians don't want to stay!\n");
getsect(x, y, §);
}
- amt_dst = getvar(vtype, (s_char *)§, EF_SECTOR);
- if (32767 - amt_dst < amount) {
+ amt_dst = sect.sct_item[vtype];
+ if (amount > ITEM_MAX - amt_dst) {
pr("Only enough room for %d in %s. The goods will be returned.\n",
- 32767 - amt_dst, xyas(sect.sct_x, sect.sct_y, player->cnum));
+ ITEM_MAX - amt_dst, xyas(sect.sct_x, sect.sct_y, player->cnum));
+ /* FIXME Not nice. Move what we can and return the rest. */
getsect(x, y, §);
}
pr("%d mob left in %s\n", left,
xyas(start.sct_x, start.sct_y, player->cnum));
+ if (amount <= 0) {
+ getsect(x, y, &start);
+ start.sct_flags &= ~MOVE_IN_PROGRESS;
+ putsect(&start);
+ return RET_OK;
+ }
+
/* If the sector that things are going to is no longer
owned by the player, and was the starting sector,
try to find somewhere to dump the stuff. If nowhere
getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
if (tsct.sct_own != player->cnum)
continue;
- amt_dst = getvar(vtype, (s_char *)&tsct, EF_SECTOR);
- if (32767 - amt_dst < amount)
+ amt_dst = tsct.sct_item[vtype];
+ if (amount > ITEM_MAX - amt_dst)
continue;
n = -1;
break;
getsect(tsct.sct_x, tsct.sct_y, §);
}
- amt_dst = getvar(vtype, (s_char *)§, EF_SECTOR);
- if (32767 - amt_dst < amount) {
- amount = 32767 - amt_dst;
+ amt_dst = sect.sct_item[vtype];
+ if (amount > ITEM_MAX - amt_dst) {
+ amount = ITEM_MAX - amt_dst;
pr("Only room for %d, the rest were lost.\n", amount);
}
if (istest)
return RET_OK;
- if (putvar(vtype, amount + amt_dst, (s_char *)§, EF_SECTOR) < 0) {
- pr("No more room in %s. The goods were lost.\n",
- xyas(sect.sct_x, sect.sct_y, player->cnum));
- /* charge the player mobility anyway */
- amount = 0;
- }
+ sect.sct_item[vtype] = amount + amt_dst;
/*
* Now add commodities to destination sector,
* along with plague that came along for the ride.
* Takeover unowned sectors if not deity.
*/
- if (infected && getvar(V_PSTAGE, (s_char *)§, EF_SECTOR) == 0)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)§, EF_SECTOR);
- if (vtype == V_CIVIL) {
- if (opt_NEW_WORK) {
- sect.sct_loyal = ((amt_dst * sect.sct_loyal) +
- (amount * loyal)) / (amt_dst + amount);
- sect.sct_work = ((amt_dst * sect.sct_work) +
- (amount * work)) / (amt_dst + amount);
- } else { /* ! NEW_WORK */
-
- /* It only takes one bad apple... */
- if (sect.sct_loyal < loyal)
- sect.sct_loyal = loyal;
- if (sect.sct_work > work)
- sect.sct_work = work;
- } /* end NEW_WORK */
+ if (infected && sect.sct_pstage == PLG_HEALTHY)
+ sect.sct_pstage = PLG_EXPOSED;
+ if (vtype == I_CIVIL) {
+ sect.sct_loyal
+ = (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
+ sect.sct_work
+ = (amt_dst * sect.sct_work + amount * work) / (amt_dst + amount);
}
putsect(§);
getsect(x, y, &start);
{
int mil, civs, loyalcivs;
- if ((vtype != V_CIVIL) && (vtype != V_MILIT))
+ if ((vtype != I_CIVIL) && (vtype != I_MILIT))
return 0;
- mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR);
- civs = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR);
+ mil = sp->sct_item[I_MILIT];
+ civs = sp->sct_item[I_CIVIL];
- if (vtype == V_MILIT)
+ if (vtype == I_MILIT)
mil -= amnt;
- if (vtype == V_CIVIL)
+ if (vtype == I_CIVIL)
civs -= amnt;
if (sp->sct_own == sp->sct_oldown)
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)))
+ 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;