empserver/src/lib/commands/move.c

396 lines
10 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2007, 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 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 <config.h>
#include "commands.h"
#include "item.h"
#include "land.h"
#include "optlist.h"
#include "path.h"
#include "plague.h"
static int cmd_move_map(coord curx, coord cury, char *arg);
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? ")) == 0)
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, &sect) || !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(&sect)) {
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(&sect))
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(&sect, vtype, amount, 0)) {
pr("Move cancelled.\n");
return RET_FAIL;
}
if (!check_sect_ok(&sect))
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(&sect, &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);
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, &sect);
}
/*
* 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, &sect);
}
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, &sect);
}
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, &sect);
}
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(&sect);
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, &sect);
}
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(&sect);
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 *arg)
{
return display_region_map(0, EF_SHIP, curx, cury, arg);
}
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, 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;
}