/*
 *  Empire - A multi-player, client/server Internet based war game.
 *  Copyright (C) 1986-2021, 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.
 *
 *  ---
 *
 *  terr.c: Designate territory of sectors
 *
 *  Known contributors to this file:
 *     Edward M. Rynes Esq.
 */

#include <config.h>

#include "commands.h"

int
c_territory(void)
{
    struct sctstr sect;
    char *p;
    int terr_n;
    int field;
    struct nstr_sect nstr;
    char prompt[128];
    char buf[1024];

    if (!snxtsct(&nstr, player->argp[1]))
	return RET_SYN;
    if (player->argp[3]) {
	field = atoi(player->argp[3]);
    } else {
	field = player->god ? -1 : 0;
    }
    while (nxtsct(&nstr, &sect)) {
	if (!player->owner)
	    continue;
	sprintf(prompt, "%s %d%% %s  territory? ",
		xyas(nstr.x, nstr.y, player->cnum),
		sect.sct_effic, dchr[sect.sct_type].d_name);
	if (!(p = getstarg(player->argp[2], prompt, buf)))
	    return RET_FAIL;
	if (*p == 0)
	    continue;
	terr_n = atoi(p);
	if (terr_n < 0 || terr_n > TERR_MAX) {
	    pr("Territory number must be between 0 and %d\n", TERR_MAX);
	    return RET_FAIL;
	}
	if (!check_sect_ok(&sect))
	    return RET_FAIL;
	switch (field) {
	case 1:
	    sect.sct_terr1 = terr_n;
	    break;
	case 2:
	    sect.sct_terr2 = terr_n;
	    break;
	case 3:
	    sect.sct_terr3 = terr_n;
	    break;
	case -1:
	    if (player->god) {
		sect.sct_dterr = terr_n;
		break;
	    }
	    /* fall through */
	default:
	    sect.sct_terr = terr_n;
	}
	putsect(&sect);
    }
    return RET_OK;
}
