/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2009, 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 "misc.h"
-#include "player.h"
-#include "var.h"
-#include "sect.h"
+#include <config.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)
{
- register int amount;
+ int amount;
struct sctstr sect;
struct sctstr endsect;
struct sctstr start;
int left;
int mcost, dam;
int infected;
- int stype;
- int vtype;
+ i_type vtype;
int amt_src;
int amt_dst;
- struct dchrstr *dp;
struct ichrstr *ip;
int work;
int loyal;
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))
* 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 ((sect.sct_item[I_MILIT] + tot_mil) * 10 < sect.sct_item[I_CIVIL]) {
+ 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 = sect.sct_pstage == PLG_INFECT;
amt_src = sect.sct_item[vtype];
if (!istest && amt_src <= 0) {
return RET_FAIL;
}
own = sect.sct_own;
- mob = (int)sect.sct_mobil;
- if (!istest && vtype == V_CIVIL && sect.sct_oldown != own) {
+ mob = sect.sct_mobil;
+ 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
return RET_FAIL;
if (amount > amt_src) {
if (istest) {
- pr("Note: there are actually only %d %s in %s,\nbut the test will be made for %d %s as you requested.\n", amt_src, ip->i_name, xyas(sect.sct_x, sect.sct_y, player->cnum), amount, ip->i_name);
+ pr("Note: there are actually only %d %s in %s,\n"
+ "but the test will be made for %d %s as you requested.\n",
+ amt_src, ip->i_name,
+ xyas(sect.sct_x, sect.sct_y, player->cnum),
+ amount, ip->i_name);
} else {
amount = amt_src;
pr("Only moving %d.\n", amount);
}
}
- 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
+ * First remove stuff from source sector
*/
if (!istest) {
getsect(x, y, &start);
}
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!\nOnly %d %s made it to %s\n", amount - left, ip->i_name, left, ip->i_name, xyas(endsect.sct_x, endsect.sct_y, player->cnum));
+ pr("%d of the %s you were moving were destroyed!\n"
+ "Only %d %s made it to %s\n",
+ amount - left, ip->i_name, left, ip->i_name,
+ xyas(endsect.sct_x, endsect.sct_y, player->cnum));
} else {
pr("All of the %s you were moving were destroyed!\n",
ip->i_name);
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) {
- /*
- * decrement mobility appropriately.
- */
- getsect(x, y, &start);
- mob = start.sct_mobil;
- if (mob < mcost) {
- if (mob > 0)
- mob = 0;
- } else
- mob -= mcost;
- start.sct_mobil = (u_char)mob;
- left = start.sct_mobil;
- putsect(&start);
+ } else {
+ if (!istest) {
+ /*
+ * Decrement mobility appropriately.
+ */
+ getsect(x, y, &start);
+ mob = start.sct_mobil;
+ if (mob < mcost) {
+ if (mob > 0)
+ mob = 0;
+ } else
+ mob -= mcost;
+ start.sct_mobil = mob;
+ left = start.sct_mobil;
+ putsect(&start);
+ }
getsect(endsect.sct_x, endsect.sct_y, §);
}
pr("Somebody has captured that sector!\n");
getsect(x, y, §);
}
- if (vtype == V_CIVIL && sect.sct_item[I_CIVIL]
+ 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 = sect.sct_item[vtype];
- if (32767 - amt_dst < amount) {
+ 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, §);
}
- if (!istest)
- pr("%d mob left in %s\n", left,
- xyas(start.sct_x, start.sct_y, player->cnum));
+ if (istest)
+ return RET_OK;
+
+ pr("%d mob left in %s\n", left,
+ xyas(start.sct_x, start.sct_y, player->cnum));
-/* 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
- to dump it, it disappears. */
+ 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 it was the starting sector, try to find
+ * somewhere to dump the stuff. If nowhere to dump it, it
+ * disappears.
+ */
if (sect.sct_own != player->cnum && sect.sct_x == x && sect.sct_y == y) {
pr("Can't return the goods, since the starting point is no longer\n");
pr("owned by you.\n");
if (tsct.sct_own != player->cnum)
continue;
amt_dst = tsct.sct_item[vtype];
- if (32767 - amt_dst < amount)
+ if (amount > ITEM_MAX - amt_dst)
continue;
n = -1;
break;
amount = ITEM_MAX - amt_dst;
pr("Only room for %d, the rest were lost.\n", amount);
}
- if (istest)
- return RET_OK;
sect.sct_item[vtype] = amount + amt_dst;
/*
* Now add commodities to destination sector,
*/
if (infected && sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
- if (vtype == V_CIVIL) {
+ if (vtype == I_CIVIL) {
sect.sct_loyal
= (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
sect.sct_work
* 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
-want_to_abandon(struct sctstr *sp, int vtype, int amnt, struct lndstr *lp)
+want_to_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
{
char prompt[80];
- /* First, would we be abandoning it? If not, just return that it's
- ok to move out */
+ /*
+ * First, would we be abandoning it? If not, just return that
+ * it's ok to move out.
+ */
if (!would_abandon(sp, vtype, amnt, lp))
return 1;
sprintf(prompt, "Do you really want to abandon %s [yn]? ",
xyas(sp->sct_x, sp->sct_y, player->cnum));
- /* now, if they say yes that it's ok, just return 1 */
- if (askyn(prompt))
- return 1;
-
- /* Nope, not ok */
- return 0;
+ return askyn(prompt);
}
int
-would_abandon(struct sctstr *sp, int vtype, int amnt, struct lndstr *lp)
+would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
{
- int mil, civs, loyalcivs;
+ int mil, civs;
- if ((vtype != V_CIVIL) && (vtype != V_MILIT))
+ if (vtype != I_CIVIL && vtype != I_MILIT)
return 0;
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 = 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);
}