/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program 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 * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 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 * * --- * * 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. * * --- * * move.c: Move commodities around * * Known contributors to this file: * */ #include "misc.h" #include "player.h" #include "var.h" #include "sect.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" static int cmd_move_map(s_char *what, coord curx, coord cury, s_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(§)) 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; } if (!check_sect_ok(§)) 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); } /* * 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 (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, §); } /* * 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 == 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, §); } 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, §); } 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 */ 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) 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; } /* * Pretty tacky, but it works. * 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) { 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, int 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, int vtype, int amnt, struct lndstr *lp) { int mil, civs, loyalcivs; if ((vtype != V_CIVIL) && (vtype != V_MILIT)) return 0; 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 (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; }