empserver/src/lib/commands/move.c
Markus Armbruster 7c1b1661f5 march: Check for sector abandonment before anyone marches
Unlike the move command, march checks sector abandonment before every
step.

If the player declines, the last land unit stays put and is removed
from the march.

Except when sectors or land units change while we're waiting for the
player's reply.  Then the last unit is not removed from the march.
This can scatter land units.  Screwed up when checking for abandoning
the sector was added in 4.2.2.

Change march to work like move, and to avoid scattering land units: if
the player declines to abandon the sector, the command simply fails.

Put the check into new lnd_abandon_askyn().

Extend would_abandon() and want_to_abandon() from a single land unit
to many.  Rename the latter to abandon_askyn() for consistency.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:13:14 +01:00

347 lines
9 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2014, 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 <http://www.gnu.org/licenses/>.
*
* ---
*
* 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 "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, &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 && !abandon_askyn(&sect, vtype, amount, NULL)) {
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 *arg1, char *arg2)
{
return display_region_map(0, EF_SHIP, curx, cury, arg1, arg2);
}