/*
* 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 "deity.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;
- struct sctstr sect;
- struct sctstr endsect;
- struct sctstr start;
- struct sctstr tsct;
- int packing;
- double weight;
- 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;
- int own, mob;
- int istest=0;
- int n;
- coord x, y;
- s_char *p;
- s_char prompt[1024];
- s_char buf[1024];
-
-
- istest = *player->argp[0] == 't';
- if ((ip = whatitem(player->argp[1], "move what? ")) == 0)
- return RET_SYN;
- vtype = ip->i_vtype;
- if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
- return RET_SYN;
- if (!sarg_xy(p, &x, &y))
- return RET_SYN;
- if (!getsect(x, y, §) || !player->owner) {
- pr("Not yours\n");
- return RET_FAIL;
- }
- /*
- * 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)) {
- 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);
- if (!istest && amt_src <= 0) {
- pr("No %s in %s\n", ip->i_name,
- xyas(sect.sct_x, sect.sct_y, player->cnum));
- return RET_FAIL;
- }
- own = sect.sct_own;
- mob = (int)sect.sct_mobil;
- if (!istest && vtype == V_CIVIL && sect.sct_oldown != own) {
- pr("You can't move conquered populace!\n");
- return RET_FAIL;
- }
- if (mob <= 0) {
- pr("No mobility in %s\n",
- 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;
- }
- if (istest)
- sprintf(prompt, "Number of %s to test move? ", ip->i_name);
- else
- sprintf(prompt, "Number of %s to move? (max %d) ",
- ip->i_name,
- amt_src);
- if ((amount = onearg(player->argp[3], prompt)) < 0)
- return RET_FAIL;
- if (!check_sect_ok(§))
+ int amount;
+ struct sctstr sect;
+ struct sctstr endsect;
+ struct sctstr start;
+ struct sctstr tsct;
+ int packing;
+ double weight;
+ int left;
+ int mcost, dam;
+ int infected;
+ i_type vtype;
+ int amt_src;
+ int amt_dst;
+ struct ichrstr *ip;
+ int work;
+ int loyal;
+ int own, mob;
+ int istest = 0;
+ int n;
+ coord x, y;
+ 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_uid;
+ if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
+ return RET_SYN;
+ if (!sarg_xy(p, &x, &y))
+ return RET_SYN;
+ if (!getsect(x, y, §) || !player->owner) {
+ pr("Not yours\n");
+ return RET_FAIL;
+ }
+ /*
+ * military control necessary to move
+ * goodies in occupied territory.
+ */
+ if (!istest && sect.sct_oldown != player->cnum && vtype != I_MILIT) {
+ if (!military_control(§)) {
+ pr("Military control required to move goods.\n");
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);
- } else {
- amount = amt_src;
- pr("Only moving %d.\n", amount);
- }
}
-
- if (!want_to_abandon(§, vtype, amount, 0)) {
- pr("Move cancelled.\n");
- return RET_FAIL;
+ }
+ 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));
+ return RET_FAIL;
+ }
+ own = sect.sct_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;
+ }
+ if (mob <= 0) {
+ pr("No mobility in %s\n",
+ xyas(sect.sct_x, sect.sct_y, player->cnum));
+ return RET_SYN;
+ }
+
+ /* 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
+ sprintf(prompt, "Number of %s to move? (max %d) ",
+ ip->i_name, amt_src);
+ if ((amount = onearg(player->argp[3], prompt)) < 0)
+ return RET_FAIL;
+ if (!check_sect_ok(§))
+ return RET_FAIL;
+ if (amount > amt_src) {
+ if (istest) {
+ 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 (!check_sect_ok(§))
- return RET_FAIL;
+ 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;
- /*
- * First remove commodities from source sector
- */
- if (!istest){
- getsect(x, y, &start);
- if (start.sct_own != player->cnum) {
- pr("Somebody has captured that sector!\n");
- return RET_FAIL;
- }
- amt_src = getvar(vtype, (s_char *)&start, EF_SECTOR);
- 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));
- amount = amt_src;
- amt_src = 0;
- }else
- amt_src -= amount;
-
- putvar(vtype, amt_src, (s_char *)&start, EF_SECTOR);
- start.sct_flags |= MOVE_IN_PROGRESS;
- putsect(&start);
- }
+ if (!check_sect_ok(§))
+ return RET_FAIL;
- /*
- * Now parse the path and return ending sector.
- */
- dam = (istest ? 0 : 1);
- if (dam && !chance(weight / 200.0))
- dam = 0;
- mcost = move_ground((s_char *)ip, §, &endsect,
- (double)sect.sct_mobil, weight, player->argp[4], cmd_move_map, 0, &dam);
-
- if (dam) {
- left = commdamage(amount, dam, ip->i_vtype);
- 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));
- } else {
- pr("All of the %s you were moving were destroyed!\n",ip->i_name);
- }
- amount = left;
- }
- }
+ if (amount <= 0)
+ return RET_SYN;
+ packing = sect.sct_effic >= 60 ? dchr[sect.sct_type].d_pkg : IPKG;
+ weight = (double)amount * ip->i_lbs / ip->i_pkg[packing];
- if (mcost > 0)
- pr("Total movement cost = %d\n",mcost);
- else
- pr("No mobility used\n");
-
- left=0;
- if (mcost < 0) {
- pr("Move aborted\n");
- getsect(x,y,§);
- sect.sct_mobil = (u_char)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);
- getsect(endsect.sct_x, endsect.sct_y, §);
+ /*
+ * First remove stuff from source sector
+ */
+ if (!istest) {
+ getsect(x, y, &start);
+ if (start.sct_own != player->cnum) {
+ pr("Somebody has captured that sector!\n");
+ return RET_FAIL;
}
-
- /*
- * Check for lotsa stuff
- */
- if (sect.sct_own != player->cnum) {
- if (sect.sct_own != 0)
- pr("Somebody has captured that sector!\n");
- getsect(x,y,§);
+ 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));
+ amount = amt_src;
+ amt_src = 0;
+ } else
+ amt_src -= amount;
+
+ start.sct_item[vtype] = amt_src;
+ start.sct_flags |= MOVE_IN_PROGRESS;
+ putsect(&start);
+ }
+
+ /*
+ * Now parse the path and return ending sector.
+ */
+ dam = !istest && !(opt_SUPER_BARS && vtype == I_BAR);
+ if (dam && !chance(weight / 200.0))
+ dam = 0;
+ mcost = move_ground(§, &endsect, weight, player->argp[4],
+ cmd_move_map, 0, &dam);
+
+ if (dam) {
+ left = commdamage(amount, dam, ip->i_uid);
+ if (left < amount) {
+ if (left) {
+ 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);
+ }
+ amount = left;
}
- if (vtype == V_CIVIL && getvar(V_CIVIL, (s_char *)§, EF_SECTOR) &&
- sect.sct_oldown != player->cnum) {
- pr("Your civilians don't want to stay!\n");
- getsect(x,y,§);
+ }
+
+ if (mcost > 0)
+ pr("Total movement cost = %d\n", mcost);
+ else
+ pr("No mobility used\n");
+
+ left = 0;
+ if (mcost < 0) {
+ pr("Move aborted\n");
+ getsect(x, y, §);
+ 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 = mob;
+ left = start.sct_mobil;
+ putsect(&start);
}
+ getsect(endsect.sct_x, endsect.sct_y, §);
+ }
+
+ /*
+ * Check for lotsa stuff
+ */
+ if (sect.sct_own != player->cnum) {
+ if (sect.sct_own != 0)
+ pr("Somebody has captured that sector!\n");
+ getsect(x, y, §);
+ }
+ 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 (amount > ITEM_MAX - amt_dst) {
+ pr("Only enough room for %d in %s. The goods will be returned.\n",
+ 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)
+ return RET_OK;
- amt_dst = getvar(vtype, (s_char *)§, EF_SECTOR);
- if (32767 - amt_dst < amount) {
- 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));
- getsect(x,y,§);
- }
+ pr("%d mob left in %s\n", left,
+ xyas(start.sct_x, start.sct_y, player->cnum));
- if (!istest)
- 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 (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");
- /* First lets see if there is one with room */
+ 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");
+ /* First lets see if there is one with room */
+ for (n = DIR_FIRST; n <= DIR_LAST; n++) {
+ getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
+ if (tsct.sct_own != player->cnum)
+ continue;
+ amt_dst = tsct.sct_item[vtype];
+ if (amount > ITEM_MAX - amt_dst)
+ continue;
+ n = -1;
+ break;
+ }
+ if (n > -1) {
+ /* Find any sector if none with room */
for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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)
- continue;
n = -1;
break;
}
if (n > -1) {
- /* Find any sector if none with room */
- for (n = DIR_FIRST; n <= DIR_LAST; n++) {
- getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
- if (tsct.sct_own != player->cnum)
- continue;
- n = -1;
- break;
- }
- if (n > -1) {
- pr("The goods had nowhere to go, and were destroyed.\n");
- sect.sct_flags &= ~MOVE_IN_PROGRESS;
- putsect(§);
- return RET_OK;
- }
- }
- pr("The goods were dumped into %s.\n",
- xyas(tsct.sct_x, tsct.sct_y, player->cnum));
- getsect(tsct.sct_x, tsct.sct_y, §);
- }
-
- amt_dst = getvar(vtype, (s_char *)§, EF_SECTOR);
- if (32767 - amt_dst < amount) {
- amount = 32767 - amt_dst;
- pr("Only room for %d, the rest were lost.\n", amount);
- }
- if (istest)
+ pr("The goods had nowhere to go, and were destroyed.\n");
+ sect.sct_flags &= ~MOVE_IN_PROGRESS;
+ putsect(§);
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;
- }
- /*
- * 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 */
+ }
}
- putsect(§);
- getsect(x, y, &start);
- start.sct_flags &= ~MOVE_IN_PROGRESS;
- putsect(&start);
- return RET_OK;
+ pr("The goods were dumped into %s.\n",
+ xyas(tsct.sct_x, tsct.sct_y, player->cnum));
+ getsect(tsct.sct_x, tsct.sct_y, §);
+ }
+
+ 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);
+ }
+ 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 && 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);
+ start.sct_flags &= ~MOVE_IN_PROGRESS;
+ putsect(&start);
+ return RET_OK;
}
/*
* 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];
+ char prompt[80];
- /* 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;
+ /*
+ * 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));
+ 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)
{
- struct sctstr sect;
- int mil, civs, loyalcivs;
-
- if ((vtype != V_CIVIL) && (vtype != V_MILIT))
- return 0;
-
- bcopy((s_char *)sp,(s_char *)§,sizeof(struct sctstr));
+ int mil, civs;
- mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR);
- civs = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR);
-
- if (vtype == V_MILIT)
- mil -= amnt;
-
- if (vtype == V_CIVIL)
- civs -= amnt;
+ if (vtype != I_CIVIL && vtype != I_MILIT)
+ return 0;
- if (sp->sct_own == sp->sct_oldown)
- loyalcivs = civs;
- else
- loyalcivs = 0;
+ mil = sp->sct_item[I_MILIT];
+ civs = sp->sct_item[I_CIVIL];
- /* 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;
+ if (vtype == I_MILIT)
+ mil -= amnt;
+ if (vtype == I_CIVIL)
+ civs -= amnt;
- return 0;
+ return sp->sct_own != 0 && civs <= 0 && mil <= 0
+ && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp);
}
-