/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2017, 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.
*
* ---
*
* set.c: Place units/ships/planes/nukes up for sale.
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Pat Loney, 1992
* Steve McClure, 1996
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "ship.h"
+#include <config.h>
+
+#include "commands.h"
+#include "empobj.h"
#include "land.h"
-#include "nuke.h"
+#include "optlist.h"
#include "plane.h"
-#include "xy.h"
-#include "nsc.h"
-#include "nat.h"
+#include "ship.h"
#include "trade.h"
-#include "file.h"
-#include "player.h"
-#include "commands.h"
-#include "optlist.h"
/*
* format: set <type> <SHIP/NUKE> <PRICE>
int
set(void)
{
+ static int ef_saleable[] = { EF_SHIP, EF_PLANE, EF_LAND, EF_NUKE, EF_BAD };
char *p;
int type;
int price;
struct trdstr trade;
struct nstr_item ni;
struct nstr_item ni_trade;
- union trdgenstr item;
- union trdgenstr check;
+ union empobj_storage item;
struct sctstr sect;
int freeslot;
int foundslot;
int id;
time_t now;
- s_char buf[1024];
+ char buf[1024];
if (!opt_MARKET) {
pr("The market is disabled.\n");
check_market();
check_trade();
- if ((p = getstarg(player->argp[1], "Item type? ", buf)) == 0)
+ p = getstarg(player->argp[1], "Ship, plane, land unit or nuke? ", buf);
+ if (!p)
return RET_SYN;
- if ((type = ef_byname(p)) < 0) {
- pr("%s: not an item type\n", p);
+ if ((type = ef_byname_from(p, ef_saleable)) < 0) {
+ pr("You can sell only ships, planes, land units or nukes\n");
return RET_SYN;
}
- if (type == EF_SECTOR)
- type = EF_SHIP;
- if (type == EF_NEWS)
- type = EF_NUKE;
- if (type == EF_LOAN)
- type = EF_LAND;
- if (!snxtitem(&ni, type, player->argp[2]))
+ if (!snxtitem(&ni, type, player->argp[2], NULL))
return RET_SYN;
- while (nxtitem(&ni, (char *)&item)) {
+ while (nxtitem(&ni, &item)) {
if (!player->owner && !player->god)
continue;
- getsect(item.gen.trg_x, item.gen.trg_y, §);
+ getsect(item.gen.x, item.gen.y, §);
if (!military_control(§)) {
pr("Military control required to sell goods.\n");
return RET_FAIL;
}
trade.trd_type = type;
- sprintf(prompt, "%s #%d; Price? ",
- trade_nameof(&trade, &item), ni.cur);
- memcpy(&check, &item, sizeof(union trdgenstr));
- if ((p = getstarg(player->argp[3], prompt, buf)) == 0)
- break;
- if (memcmp(&check, &item, sizeof(union trdgenstr))) {
- pr("That item has changed!\n");
+ sprintf(prompt, "%s #%d; price? ",
+ trade_nameof(&trade, &item.gen), ni.cur);
+ if (!(p = getstarg(player->argp[3], prompt, buf)))
+ return RET_FAIL;
+ if (!check_obj_ok(&item.gen))
return RET_FAIL;
- }
if ((price = atoi(p)) < 0)
continue;
foundslot = -1;
freeslot = -1;
snxtitem_all(&ni_trade, EF_TRADE);
- while (nxtitem(&ni_trade, (char *)&trade)) {
+ while (nxtitem(&ni_trade, &trade)) {
if (trade.trd_owner == 0)
freeslot = ni_trade.cur;
if (trade.trd_unitid == ni.cur && trade.trd_type == type) {
if (price <= 0) {
if (foundslot >= 0) {
pr("%s #%d (lot #%d) removed from trading\n",
- trade_nameof(&trade, &item), ni.cur, foundslot);
- memset(&trade, 0, sizeof(trade));
+ trade_nameof(&trade, &item.gen), ni.cur, foundslot);
+ trade.trd_owner = 0;
puttrade(ni_trade.cur, &trade);
}
} else {
+ if (trade_has_unsalable_cargo(&item.gen, 1))
+ return RET_FAIL;
if (foundslot >= 0)
id = foundslot;
else if (freeslot >= 0)
id = freeslot;
- else {
- ef_extend(EF_TRADE, 1);
+ else
id = ni_trade.cur;
- }
- trade.trd_x = item.gen.trg_x;
- trade.trd_y = item.gen.trg_x;
+ ef_blank(EF_TRADE, id, &trade);
+ trade.trd_x = 1;
+ trade.trd_y = 0;
trade.trd_type = type;
trade.trd_owner = player->cnum;
- trade.trd_uid = id;
trade.trd_unitid = ni.cur;
trade.trd_price = price;
(void)time(&now);
trade.trd_maxbidder = player->cnum;
puttrade(id, &trade);
pr("%s #%d (lot #%d) price %s to $%d\n",
- trade_nameof(&trade, &item), ni.cur,
+ trade_nameof(&trade, &item.gen), ni.cur,
id, foundslot >= 0 ? "reset" : "set", price);
}
}