396 lines
10 KiB
C
396 lines
10 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* move.c: Move commodities around
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*
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* Known contributors to this file:
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*
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*/
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#include <config.h>
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#include "commands.h"
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#include "item.h"
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#include "land.h"
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#include "optlist.h"
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#include "path.h"
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#include "plague.h"
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static int cmd_move_map(coord curx, coord cury, char *arg);
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int
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move(void)
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{
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int amount;
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struct sctstr sect;
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struct sctstr endsect;
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struct sctstr start;
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struct sctstr tsct;
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int packing;
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double weight;
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int left;
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int mcost, dam;
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int infected;
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i_type vtype;
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int amt_src;
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int amt_dst;
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struct ichrstr *ip;
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int work;
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int loyal;
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int own, mob;
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int istest = 0;
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int n;
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coord x, y;
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char *p;
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char prompt[1024];
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char buf[1024];
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istest = *player->argp[0] == 't';
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if ((ip = whatitem(player->argp[1], "move what? ")) == 0)
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return RET_SYN;
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vtype = ip->i_uid;
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if (!(p = getstarg(player->argp[2], "from sector : ", buf)))
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return RET_SYN;
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if (!sarg_xy(p, &x, &y))
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return RET_SYN;
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if (!getsect(x, y, §) || !player->owner) {
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pr("Not yours\n");
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return RET_FAIL;
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}
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/*
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* military control necessary to move
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* goodies in occupied territory.
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*/
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if (!istest && sect.sct_oldown != player->cnum && vtype != I_MILIT) {
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if (!military_control(§)) {
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pr("Military control required to move goods.\n");
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return RET_FAIL;
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}
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}
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infected = sect.sct_pstage == PLG_INFECT;
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amt_src = sect.sct_item[vtype];
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if (!istest && amt_src <= 0) {
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pr("No %s in %s\n", ip->i_name,
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xyas(sect.sct_x, sect.sct_y, player->cnum));
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return RET_FAIL;
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}
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own = sect.sct_own;
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mob = sect.sct_mobil;
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if (!istest && vtype == I_CIVIL && sect.sct_oldown != own) {
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pr("You can't move conquered populace!\n");
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return RET_FAIL;
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}
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if (mob <= 0) {
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pr("No mobility in %s\n",
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xyas(sect.sct_x, sect.sct_y, player->cnum));
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return RET_SYN;
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}
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/* only used when moving civs; but prevent spurious compiler warnings */
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work = sect.sct_work;
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loyal = sect.sct_loyal;
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if (vtype == I_CIVIL && work != 100)
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pr("Warning: civil unrest\n");
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if (istest)
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sprintf(prompt, "Number of %s to test move? ", ip->i_name);
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else
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sprintf(prompt, "Number of %s to move? (max %d) ",
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ip->i_name, amt_src);
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if ((amount = onearg(player->argp[3], prompt)) < 0)
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return RET_FAIL;
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if (!check_sect_ok(§))
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return RET_FAIL;
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if (amount > amt_src) {
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if (istest) {
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pr("Note: there are actually only %d %s in %s,\n"
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"but the test will be made for %d %s as you requested.\n",
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amt_src, ip->i_name,
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xyas(sect.sct_x, sect.sct_y, player->cnum),
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amount, ip->i_name);
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} else {
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amount = amt_src;
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pr("Only moving %d.\n", amount);
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}
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}
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if (!istest && !want_to_abandon(§, vtype, amount, 0)) {
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pr("Move cancelled.\n");
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return RET_FAIL;
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}
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if (!check_sect_ok(§))
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return RET_FAIL;
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if (amount <= 0)
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return RET_SYN;
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packing = sect.sct_effic >= 60 ? dchr[sect.sct_type].d_pkg : IPKG;
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weight = (double)amount * ip->i_lbs / ip->i_pkg[packing];
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/*
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* First remove stuff from source sector
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*/
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if (!istest) {
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getsect(x, y, &start);
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if (start.sct_own != player->cnum) {
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pr("Somebody has captured that sector!\n");
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return RET_FAIL;
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}
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amt_src = start.sct_item[vtype];
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if (amt_src < amount) {
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pr("Only %d %s left in %s!\n",
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amt_src, ip->i_name,
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xyas(start.sct_x, start.sct_y, player->cnum));
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amount = amt_src;
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amt_src = 0;
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} else
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amt_src -= amount;
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start.sct_item[vtype] = amt_src;
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start.sct_flags |= MOVE_IN_PROGRESS;
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putsect(&start);
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}
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/*
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* Now parse the path and return ending sector.
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*/
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dam = !istest && !(opt_SUPER_BARS && vtype == I_BAR);
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if (dam && !chance(weight / 200.0))
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dam = 0;
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mcost = move_ground(§, &endsect, weight, player->argp[4],
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cmd_move_map, 0, &dam);
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if (dam) {
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left = commdamage(amount, dam, ip->i_uid);
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if (left < amount) {
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if (left) {
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pr("%d of the %s you were moving were destroyed!\n"
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"Only %d %s made it to %s\n",
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amount - left, ip->i_name, left, ip->i_name,
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xyas(endsect.sct_x, endsect.sct_y, player->cnum));
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} else {
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pr("All of the %s you were moving were destroyed!\n",
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ip->i_name);
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}
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amount = left;
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}
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}
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if (mcost > 0)
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pr("Total movement cost = %d\n", mcost);
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else
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pr("No mobility used\n");
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left = 0;
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if (mcost < 0) {
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pr("Move aborted\n");
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getsect(x, y, §);
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sect.sct_mobil = mob;
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left = mob;
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} else {
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if (!istest) {
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/*
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* Decrement mobility appropriately.
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*/
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getsect(x, y, &start);
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mob = start.sct_mobil;
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if (mob < mcost) {
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if (mob > 0)
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mob = 0;
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} else
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mob -= mcost;
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start.sct_mobil = mob;
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left = start.sct_mobil;
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putsect(&start);
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}
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getsect(endsect.sct_x, endsect.sct_y, §);
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}
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/*
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* Check for lotsa stuff
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*/
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if (sect.sct_own != player->cnum) {
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if (sect.sct_own != 0)
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pr("Somebody has captured that sector!\n");
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getsect(x, y, §);
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}
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if (vtype == I_CIVIL && sect.sct_item[I_CIVIL]
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&& sect.sct_oldown != player->cnum) {
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pr("Your civilians don't want to stay!\n");
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getsect(x, y, §);
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}
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amt_dst = sect.sct_item[vtype];
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if (amount > ITEM_MAX - amt_dst) {
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pr("Only enough room for %d in %s. The goods will be returned.\n",
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ITEM_MAX - amt_dst, xyas(sect.sct_x, sect.sct_y, player->cnum));
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/* FIXME Not nice. Move what we can and return the rest. */
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getsect(x, y, §);
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}
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if (istest)
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return RET_OK;
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pr("%d mob left in %s\n", left,
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xyas(start.sct_x, start.sct_y, player->cnum));
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if (amount <= 0) {
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getsect(x, y, &start);
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start.sct_flags &= ~MOVE_IN_PROGRESS;
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putsect(&start);
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return RET_OK;
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}
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/*
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* If the sector that things are going to is no longer owned by
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* the player, and it was the starting sector, try to find
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* somewhere to dump the stuff. If nowhere to dump it, it
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* disappears.
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*/
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if (sect.sct_own != player->cnum && sect.sct_x == x && sect.sct_y == y) {
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pr("Can't return the goods, since the starting point is no longer\n");
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pr("owned by you.\n");
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/* First lets see if there is one with room */
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
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if (tsct.sct_own != player->cnum)
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continue;
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amt_dst = tsct.sct_item[vtype];
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if (amount > ITEM_MAX - amt_dst)
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continue;
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n = -1;
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break;
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}
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if (n > -1) {
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/* Find any sector if none with room */
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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getsect(x + diroff[n][0], y + diroff[n][1], &tsct);
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if (tsct.sct_own != player->cnum)
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continue;
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n = -1;
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break;
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}
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if (n > -1) {
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pr("The goods had nowhere to go, and were destroyed.\n");
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sect.sct_flags &= ~MOVE_IN_PROGRESS;
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putsect(§);
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return RET_OK;
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}
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}
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pr("The goods were dumped into %s.\n",
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xyas(tsct.sct_x, tsct.sct_y, player->cnum));
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getsect(tsct.sct_x, tsct.sct_y, §);
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}
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amt_dst = sect.sct_item[vtype];
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if (amount > ITEM_MAX - amt_dst) {
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amount = ITEM_MAX - amt_dst;
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pr("Only room for %d, the rest were lost.\n", amount);
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}
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sect.sct_item[vtype] = amount + amt_dst;
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/*
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* Now add commodities to destination sector,
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* along with plague that came along for the ride.
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* Takeover unowned sectors if not deity.
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*/
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if (infected && sect.sct_pstage == PLG_HEALTHY)
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sect.sct_pstage = PLG_EXPOSED;
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if (vtype == I_CIVIL) {
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sect.sct_loyal
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= (amt_dst * sect.sct_loyal + amount * loyal) / (amt_dst + amount);
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sect.sct_work
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= (amt_dst * sect.sct_work + amount * work) / (amt_dst + amount);
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}
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putsect(§);
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getsect(x, y, &start);
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start.sct_flags &= ~MOVE_IN_PROGRESS;
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putsect(&start);
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return RET_OK;
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}
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/*
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* Pretty tacky, but it works.
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* If more commands start doing this, then
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* rewrite map to do the right thing.
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*/
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/*ARGSUSED*/
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static int
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cmd_move_map(coord curx, coord cury, char *arg)
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{
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return display_region_map(0, EF_SHIP, curx, cury, arg);
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}
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int
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want_to_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
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{
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char prompt[80];
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/*
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* First, would we be abandoning it? If not, just return that
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* it's ok to move out.
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*/
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if (!would_abandon(sp, vtype, amnt, lp))
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return 1;
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sprintf(prompt, "Do you really want to abandon %s [yn]? ",
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xyas(sp->sct_x, sp->sct_y, player->cnum));
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return askyn(prompt);
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}
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int
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would_abandon(struct sctstr *sp, i_type vtype, int amnt, struct lndstr *lp)
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{
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int mil, civs, loyalcivs;
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if ((vtype != I_CIVIL) && (vtype != I_MILIT))
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return 0;
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mil = sp->sct_item[I_MILIT];
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civs = sp->sct_item[I_CIVIL];
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if (vtype == I_MILIT)
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mil -= amnt;
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if (vtype == I_CIVIL)
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civs -= amnt;
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if (sp->sct_own == sp->sct_oldown)
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loyalcivs = civs;
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else
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loyalcivs = 0;
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/* If they have a military unit there, they still own it */
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if (sp->sct_own != 0
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&& ((loyalcivs == 0) && (mil == 0)
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&& (has_units(sp->sct_x, sp->sct_y, sp->sct_own, lp) == 0)))
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return 1;
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return 0;
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}
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