empserver/src/lib/commands/move.c
Markus Armbruster f84d25378b Don't revert sectors without military to old owner
Change checksect() not to abandon occupied sectors to the old owner
when there is no military and no land units.  This effectively
restores pre-Chainsaw 3 behavior.  Matching change to would_abandon().

Rationale.  Traditional ways to change sector owner:

(1) Attack, assault, paradrop can transfer a sector to the attacker,
    in take_def().

(2) Guerrilla warfare at the update can transfer a sector to the old
    owner, in guerilla().  This happens when che kill all military and
    the sector is sufficiently disloyal to the owner.

(3) Whenever all civilians, military and land units are removed from a
    sector, no matter how, it silently reverts to the deity, in
    checksect().

Chainsaw 3 added:

(4) Whenever all military and land units are removed from an occupied
    sector, no matter how, it silently reverts to the old owner, in
    checksect().

This addition isn't seamless.  Funnies include:

* When che kill all military and land units, but the sector is loyal,
  (3) doesn't transfer to the old owner.  But since there's no
  military and land units left, (4) transfers it anyway, only without
  telling the lucky old owner.  The latter transfer is buggy:
  checksect() runs only on ef_read() and ef_write(), not the update
  (bug#1010856), so the silent transfer is delayed until the next
  ef_write().  But code using ef_read() sees it right away.  For
  instance, the path finder, which doesn't use ef_read(), can route a
  path through a sector lost that way.  The actual move, which does
  use ef_read(), then chokes on that path.

* When you attack a sector, and get defeated with the help of reacting
  land units, but succeed in killing the *local* defenders, (4) makes
  the sector silently revert to the old owner.  Which might be
  somebody who wasn't involved in the fight, and gets no notification
  whatsoever of his windfall.

* You can abandon a sector to the old-owner by removing all military
  and land units from it, in a myriad of ways.  Some ways ask you for
  confirmation (move, march, load), many don't (navigate, plane
  construction, delivery; arguably bugs), and others simply don't let
  you (paradrop, fly, distribution).

  This problem also exists for abandoning to deity, i.e. through (3)
  instead of (4).  Some ways to move out civilians don't let you do
  that (distribute), but most do.  However, accidentally abandoning an
  empty sector to deity is less serious than a populated one to
  another player.

In my opinion, (4) doesn't add much to the game, and fixing the
funnies isn't worth the effort.
2008-09-05 07:39:02 -04:00

385 lines
9.9 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, 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;
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);
}