]> git.pond.sub.org Git - empserver/blobdiff - src/lib/commands/move.c
Update copyright notice
[empserver] / src / lib / commands / move.c
index fe67a8ee748767b4f276300da102d171739f365e..7c915b8ff6f1b724e79c63663db201df5b10b6f8 100644 (file)
@@ -1,6 +1,6 @@
 /*
  *  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, &sect) || !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 *)&sect, EF_SECTOR)+tot_mil) * 10
-                       < getvar(V_CIVIL, (s_char *)&sect, 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 *)&sect, EF_SECTOR) == PLG_INFECT;
-       amt_src = getvar(vtype, (s_char *)&sect, 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(&sect))
+    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, &sect) || !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(&sect)) {
+           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(&sect, 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(&sect))
+       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(&sect))
-           return RET_FAIL;
+    if (!istest && !want_to_abandon(&sect, 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(&sect))
+       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, &sect, &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);
-               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, &sect);
+    /*
+     * 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,&sect);
+       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(&sect, &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 *)&sect, EF_SECTOR) &&
-           sect.sct_oldown != player->cnum) {
-               pr("Your civilians don't want to stay!\n");
-               getsect(x,y,&sect);
+    }
+
+    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);
+       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, &sect);
+    }
+
+    /*
+     * 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, &sect);
+    }
+    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, &sect);
+    }
+
+    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, &sect);
+    }
+
+    if (istest)
+       return RET_OK;
 
-       amt_dst = getvar(vtype, (s_char *)&sect, 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,&sect);
-       }
+    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(&sect);
-                   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, &sect);
-       }
-
-       amt_dst = getvar(vtype, (s_char *)&sect, 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(&sect);
                return RET_OK;
-       if (putvar(vtype, amount + amt_dst, (s_char *)&sect, 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 *)&sect, EF_SECTOR) == 0)
-               putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&sect, 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(&sect);
-       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, &sect);
+    }
+
+    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(&sect);
+    getsect(x, y, &start);
+    start.sct_flags &= ~MOVE_IN_PROGRESS;
+    putsect(&start);
+    return RET_OK;
 }
 
 /*
@@ -366,71 +339,47 @@ move(void)
  * 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 *)&sect,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);
 }
-