/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure, Markus Armbruster * * 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 3 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, see . * * --- * * 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 #include "chance.h" #include "commands.h" #include "item.h" #include "map.h" #include "optlist.h" #include "path.h" #include "plague.h" static int cmd_move_map(coord, coord, char *, char *); int move(void) { 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? "))) 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; } } 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 (!istest && !want_to_abandon(§, vtype, amount, NULL)) { pr("Move cancelled.\n"); return RET_FAIL; } if (!check_sect_ok(§)) return RET_FAIL; 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]; /* * 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; } 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 (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; pr("%d mob left in %s\n", left, xyas(start.sct_x, start.sct_y, player->cnum)); 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; 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 = 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; } /* * Pretty tacky, but it works. * If more commands start doing this, then * rewrite map to do the right thing. */ /*ARGSUSED*/ static int cmd_move_map(coord curx, coord cury, char *arg1, char *arg2) { return display_region_map(0, EF_SHIP, curx, cury, arg1, arg2); } 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)); return askyn(prompt); } int would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp) { int mil, civs; 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; return sp->sct_own != 0 && civs <= 0 && mil <= 0 && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp); }