/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * 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 "plague.h"
-#include "sect.h"
+#include <config.h>
+
+#include "chance.h"
+#include "commands.h"
#include "item.h"
-#include "file.h"
-#include "xy.h"
-#include "nat.h"
-#include "nsc.h"
-#include "land.h"
+#include "map.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, coord, char *, char *);
int
-move(void)
+c_move(void)
{
int amount;
struct sctstr sect;
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)
+ if (!(ip = whatitem(player->argp[1], "move what? ")))
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;
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 (!istest && !want_to_abandon(§, vtype, amount, 0)) {
+ if (!istest && !abandon_askyn(§, vtype, amount, NULL)) {
pr("Move cancelled.\n");
return RET_FAIL;
}
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];
+
/*
- * 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, §);
}
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. */
+ /* 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 (amount <= 0) {
getsect(x, y, &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
- to dump it, it disappears. */
+ /*
+ * 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");
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 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 *arg1, char *arg2)
{
- player->argp[1] = arg;
- player->argp[2] = "";
- player->argp[3] = "";
- player->argp[4] = "";
- player->argp[5] = "";
- player->condarg = 0;
- return map();
-}
-
-int
-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 */
- 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;
-}
-
-int
-would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
-{
- int mil, civs, loyalcivs;
-
- if ((vtype != I_CIVIL) && (vtype != I_MILIT))
- return 0;
-
- mil = sp->sct_item[I_MILIT];
- civs = sp->sct_item[I_CIVIL];
-
- 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 display_region_map(0, EF_SHIP, curx, cury, arg1, arg2);
}