2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * lndsub.c: Land unit subroutines
30 * Known contributors to this file:
32 * Steve McClure, 1998-2000
33 * Markus Armbruster, 2004-2006
49 #include "prototypes.h"
54 static void lnd_mess(char *, struct ulist *);
55 static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
56 static int has_helpful_engineer(coord, coord, natid);
59 attack_val(int combat_mode, struct lndstr *lp)
65 if (lp->lnd_effic < LAND_MINEFF) {
66 putland(lp->lnd_uid, lp);
70 lcp = &lchr[(int)lp->lnd_type];
72 /* Spies always count as 1 during assaults. If they are the only ones
73 in the assault, they get to sneak on anyway. */
75 if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
78 men = lp->lnd_item[I_MILIT];
79 value = men * lp->lnd_att * lp->lnd_effic / 100.0;
81 switch (combat_mode) {
85 if (!(lcp->l_flags & L_MARINE))
86 return assault_penalty * value;
89 if (!(lcp->l_flags & L_MARINE))
90 return assault_penalty * men;
97 defense_val(struct lndstr *lp)
103 if (lp->lnd_effic < LAND_MINEFF) {
104 putland(lp->lnd_uid, lp);
108 lcp = &lchr[(int)lp->lnd_type];
110 men = lp->lnd_item[I_MILIT];
112 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
113 !(lcp->l_flags & L_MARINE))
116 value = men * lp->lnd_def * lp->lnd_effic / 100.0;
117 value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
119 /* If there are military on the unit, you get at least a 1
120 man defensive unit, except for spies */
121 if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
128 lnd_print(struct ulist *llp, char *s)
130 if (llp->unit.land.lnd_own == player->cnum)
131 pr("%s %s\n", prland(&llp->unit.land), s);
133 wu(0, llp->unit.land.lnd_own, "%s %s\n", prland(&llp->unit.land), s);
137 lnd_delete(struct ulist *llp, char *s)
141 putland(llp->unit.land.lnd_uid, &llp->unit.land);
142 emp_remque((struct emp_qelem *)llp);
147 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
148 /* attacking or assaulting or paratrooping? */
149 /* number of casualties to take */
162 int nowhere_to_go = 0;
164 double mobcost, bmcost;
168 taken = llp->unit.land.lnd_item[I_MILIT];
169 /* Spies always die */
170 if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY) {
172 llp->unit.land.lnd_effic = 0;
174 eff_eq = ldround(cas * 100.0 /
175 ((struct lchrstr *)llp->chrp)->l_mil, 1);
176 llp->unit.land.lnd_effic -= eff_eq;
177 lnd_submil(&llp->unit.land, cas);
180 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
181 sprintf(buf, "dies %s %s!",
182 combat_mode ? att_mode[combat_mode] : "defending",
183 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
184 llp->unit.land.lnd_own));
185 lnd_delete(llp, buf);
186 /* Since we killed the unit, we killed all the mil on it */
189 /* Ok, now, how many did we take off? (sould be the diff) */
190 taken = taken - llp->unit.land.lnd_item[I_MILIT];
193 if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
196 /* we're being boarded */
197 if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
200 /* we're being boarded */
201 if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
204 /* Have to make a retreat check */
206 ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
207 if (roll(100) < ret_chance) {
209 lnd_print(llp, "fails morale check!");
210 llp->unit.land.lnd_mission = 0;
211 llp->unit.land.lnd_harden = 0;
212 if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
214 else if (combat_mode == A_DEFEND) {
216 * defending unit.. find a place to send it
217 * strategy: look for the most-populated
218 * adjacent sector that is owned by the unit
219 * player->owner. Charge mob..
223 for (n = 1; n <= 6; ++n) {
224 ret_x = llp->unit.land.lnd_x + diroff[n][0];
225 ret_y = llp->unit.land.lnd_y + diroff[n][1];
226 getsect(ret_x, ret_y, §);
227 if (sect.sct_own != llp->unit.land.lnd_own)
229 if (sect.sct_type == SCT_MOUNT)
231 mobcost = lnd_mobcost(&llp->unit.land, &rsect);
235 civs = sect.sct_item[I_CIVIL];
236 if (civs > biggest) {
246 /* retreat to bx,by */
247 llp->unit.land.lnd_x = bx;
248 llp->unit.land.lnd_y = by;
249 /* FIXME landmines */
250 getsect(bx, by, &rsect);
251 mob = llp->unit.land.lnd_mobil - (int)bmcost;
254 orig = llp->unit.land.lnd_mobil;
255 llp->unit.land.lnd_mobil = (signed char)mob;
256 if (llp->unit.land.lnd_mobil > orig)
257 llp->unit.land.lnd_mobil = -127;
258 sprintf(buf, "retreats at %d%% efficiency to %s!",
259 llp->unit.land.lnd_effic,
260 xyas(bx, by, llp->unit.land.lnd_own));
261 lnd_delete(llp, buf);
263 } else { /* attacking from a sector */
264 sprintf(buf, "leaves the battlefield at %d%% efficiency",
265 llp->unit.land.lnd_effic);
266 if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
267 llp->unit.land.lnd_mobil = -127;
269 llp->unit.land.lnd_mobil -= (int)llp->mobil;
271 lnd_delete(llp, buf);
275 /* nowhere to go.. take more casualties */
276 llp->unit.land.lnd_effic -= 10;
277 lnd_submil(&llp->unit.land, ((struct lchrstr *)llp->chrp)->l_mil / 10);
278 if (llp->unit.land.lnd_effic < LAND_MINEFF)
279 lnd_delete(llp, "has nowhere to retreat, and dies!");
282 "has nowhere to retreat and takes extra losses!");
289 lnd_takemob(struct emp_qelem *list, double loss)
291 struct emp_qelem *qp, *next;
294 int mcost = ldround(combat_mob * loss, 1);
296 for (qp = list->q_forw; qp != list; qp = next) {
298 llp = (struct ulist *)qp;
301 use_supply(&llp->unit.land);
302 if (llp->unit.land.lnd_mission == MI_RESERVE)
303 new = llp->unit.land.lnd_mobil - mcost/2;
306 new = llp->unit.land.lnd_mobil - mcost;
309 llp->unit.land.lnd_mobil = (signed char)new;
314 lnd_submil(struct lndstr *lp, int num)
316 int new = lp->lnd_item[I_MILIT] - num;
317 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
321 lnd_spyval(struct lndstr *lp)
323 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
324 return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
326 return lp->lnd_spy * (lp->lnd_effic / 100.0);
330 intelligence_report(int destination, struct lndstr *lp, int spy,
334 char buf1[80], buf2[80], buf3[80];
335 double estimate = 0.0; /* estimated defense value */
337 if (destination == 0)
340 if (lp->lnd_own == 0)
343 lcp = &lchr[(int)lp->lnd_type];
345 memset(buf1, 0, sizeof(buf1));
346 memset(buf2, 0, sizeof(buf2));
347 memset(buf3, 0, sizeof(buf3));
348 if (chance((spy + lp->lnd_vis) / 10.0)) {
349 if (destination == player->cnum)
350 pr("%s %s", mess, prland(lp));
352 sprintf(buf1, "%s %s", mess, prland(lp));
354 estimate = lp->lnd_item[I_MILIT];
356 if (chance((spy + lp->lnd_vis) / 20.0)) {
357 if (destination == player->cnum)
358 pr(" (eff %d, mil %d",
359 roundintby(lp->lnd_effic, 5),
360 roundintby(lp->lnd_item[I_MILIT], 10));
362 sprintf(buf2, " (eff %d, mil %d",
363 roundintby(lp->lnd_effic, 5),
364 roundintby(lp->lnd_item[I_MILIT], 10));
365 estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
367 if (chance((spy + lp->lnd_vis) / 20.0)) {
369 t = lp->lnd_tech - 20 + roll(40);
371 if (destination == player->cnum)
372 pr(", tech %d)\n", t);
374 sprintf(buf3, ", tech %d)\n", t);
376 if (destination == player->cnum)
379 sprintf(buf3, ")\n");
382 if (destination == player->cnum)
389 if (destination != player->cnum) {
390 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
393 if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
394 estimate *= lp->lnd_def;
399 /* Used by the spy command to count land units in a sector. If used
400 for anything else, you may want to reconsider, because this doesn't
401 always count spies. :) */
403 count_sect_units(struct sctstr *sp)
409 snxtitem_all(&ni, EF_LAND);
410 while (nxtitem(&ni, &land)) {
413 if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
415 /* Don't always see spies */
416 if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
417 if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
420 /* Got here, report it */
428 count_units(struct shpstr *sp)
434 if (sp->shp_effic < SHIP_MINEFF)
437 snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
438 while (nxtitem(&ni, &land)) {
439 if (land.lnd_own == 0)
441 if (land.lnd_ship == sp->shp_uid)
445 if (sp->shp_nland != nland) {
446 sp->shp_nland = nland;
447 putship(sp->shp_uid, sp);
452 lnd_count_units(struct lndstr *lp)
458 if (lp->lnd_effic < LAND_MINEFF)
461 snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
462 while (nxtitem(&ni, &land)) {
463 if (land.lnd_own == 0)
465 if (land.lnd_land == lp->lnd_uid)
469 if (lp->lnd_nland != nland) {
470 lp->lnd_nland = nland;
471 putland(lp->lnd_uid, lp);
476 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
482 int mobtype = MOB_MOVE; /* indeterminate */
485 while (nxtitem(ni, &land)) {
489 if (ontradingblock(EF_LAND, &land)) {
490 pr("unit #%d inelligible - it's for sale.\n",
496 * The marching code gets confused when trains and non-trains
497 * march together. Disallow for now.
499 this_mot = lnd_mobtype(&land);
500 if (this_mot != mobtype) {
501 if (mobtype == MOB_MOVE)
503 else if (mobtype == MOB_MARCH) {
504 pr("%s is a train and can't march with the leader.\n",
508 pr("%s can't rail-march with the leading train.\n",
514 lcp = &lchr[(int)land.lnd_type];
515 land.lnd_mission = 0;
518 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
519 putland(land.lnd_uid, &land);
520 llp = malloc(sizeof(struct ulist));
521 llp->chrp = (struct empobj_chr *)lcp;
522 llp->unit.land = land;
523 llp->mobil = land.lnd_mobil;
524 emp_insque(&llp->queue, list);
528 /* This function assumes that the list was created by lnd_sel */
530 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
531 int *togetherp, natid actor)
533 struct emp_qelem *qp;
534 struct emp_qelem *next;
547 for (qp = list->q_back; qp != list; qp = next) {
549 llp = (struct ulist *)qp;
550 getland(llp->unit.land.lnd_uid, &land);
551 if (land.lnd_own != actor) {
552 mpr(actor, "%s was disbanded at %s\n",
553 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
554 emp_remque((struct emp_qelem *)llp);
558 if (land.lnd_ship >= 0) {
559 lnd_mess("is on a ship", llp);
562 if (land.lnd_land >= 0) {
563 lnd_mess("is on a unit", llp);
566 if (!getsect(land.lnd_x, land.lnd_y, §)) {
567 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
570 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
571 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
572 llp->unit.land.lnd_item[I_MILIT] == 0) {
573 lnd_mess("has no mil on it to guide it", llp);
576 rel = getrel(getnatp(sect.sct_own), player->cnum);
577 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
578 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
580 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
589 if (land.lnd_x != allx || land.lnd_y != ally)
591 if (land.lnd_mobil + 1 < (int)llp->mobil) {
592 llp->mobil = land.lnd_mobil;
594 if (llp->mobil < *minmobp)
595 *minmobp = llp->mobil;
596 if (llp->mobil > *maxmobp)
597 *maxmobp = llp->mobil;
598 llp->unit.land = land;
603 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
606 struct emp_qelem *qp;
607 struct emp_qelem *next;
610 int mines, m, max, sshells, lshells;
612 for (qp = land_list->q_back; qp != land_list; qp = next) {
614 llp = (struct ulist *)qp;
615 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
617 mpr(actor, "%s is not an engineer!\n",
618 prland(&llp->unit.land));
621 if (takemob && llp->mobil < 0.0) {
623 lnd_mess("is out of mobility", llp);
626 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
627 if (sect.sct_oldown == llp->unit.land.lnd_own) {
630 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
631 prland(&llp->unit.land));
634 if (sect.sct_type == SCT_BSPAN) {
636 mpr(actor, "%s is on a bridge. No mines there!\n",
637 prland(&llp->unit.land));
641 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
642 llp->unit.land.lnd_mobil = (int)llp->mobil;
643 llp->unit.land.lnd_harden = 0;
645 putland(llp->unit.land.lnd_uid, &llp->unit.land);
646 if (!(mines = sect.sct_mines))
648 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
649 lshells = llp->unit.land.lnd_item[I_SHELL];
650 sshells = sect.sct_item[I_SHELL];
651 for (m = 0; mines > 0 && m < max * 2; m++) {
652 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
653 mpr(actor, "Sweep...\n");
657 else if (sshells < ITEM_MAX)
661 sect.sct_mines = mines;
662 llp->unit.land.lnd_item[I_SHELL] = lshells;
663 sect.sct_item[I_SHELL] = sshells;
664 putland(llp->unit.land.lnd_uid, &llp->unit.land);
670 contains_engineer(struct emp_qelem *list)
672 struct emp_qelem *qp;
673 struct emp_qelem *next;
676 for (qp = list->q_back; qp != list; qp = next) {
678 llp = (struct ulist *)qp;
679 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
686 lnd_check_mines(struct emp_qelem *land_list)
688 struct emp_qelem *qp;
689 struct emp_qelem *next;
693 int with_eng = contains_engineer(land_list);
695 for (qp = land_list->q_back; qp != land_list; qp = next) {
697 llp = (struct ulist *)qp;
698 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
699 if (sect.sct_oldown == llp->unit.land.lnd_own)
701 if (sect.sct_type == SCT_BSPAN)
705 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
706 lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
709 putland(llp->unit.land.lnd_uid, &llp->unit.land);
710 if (!llp->unit.land.lnd_own) {
721 lnd_mess(char *str, struct ulist *llp)
723 mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
724 prland(&llp->unit.land),
725 str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
726 llp->unit.land.lnd_own));
727 if (llp->mobil < -127)
729 llp->unit.land.lnd_mobil = llp->mobil;
730 putland(llp->unit.land.lnd_uid, &llp->unit.land);
731 emp_remque((struct emp_qelem *)llp);
736 lnd_count(struct emp_qelem *list)
738 struct emp_qelem *qp;
739 struct emp_qelem *next;
742 for (qp = list->q_back; qp != list; qp = next) {
750 lnd_damage(struct emp_qelem *list, int totdam)
752 struct emp_qelem *qp;
753 struct emp_qelem *next;
758 if (!totdam || !(count = lnd_count(list)))
760 dam = ldround((double)totdam / count, 1);
761 for (qp = list->q_back; qp != list; qp = next) {
763 llp = (struct ulist *)qp;
764 /* have to get it again because of collateral damage */
765 getland(llp->unit.land.lnd_uid, &llp->unit.land);
766 landdamage(&llp->unit.land, dam);
767 putland(llp->unit.land.lnd_uid, &llp->unit.land);
768 if (!llp->unit.land.lnd_own) {
777 lnd_easiest_target(struct emp_qelem *list)
779 struct emp_qelem *qp;
780 struct emp_qelem *next;
783 int easiest = 9876; /* things start great for victim */
786 for (qp = list->q_back; qp != list; qp = next) {
788 llp = (struct ulist *)qp;
789 hard = lnd_hardtarget(&llp->unit.land);
791 easiest = hard; /* things get worse for victim */
794 return easiest - count;
798 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
802 struct emp_qelem msl_list, *qp, *newqp;
804 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
806 dam = msl_launch_mindam(&msl_list, newx, newy,
807 lnd_easiest_target(list), EF_LAND,
808 lnd_count(list) * 20, "troops", victim,
811 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
812 collateral_damage(newx, newy, dam, 0);
814 qp = msl_list.q_forw;
815 while (qp != msl_list.q_forw) {
825 /* Steve M. - commented out for now until abuse is decided upon */
826 /* risner: allow forts to interdict land units. */
828 lnd_fort_interdiction(struct emp_qelem *list,
829 coord newx, coord newy, natid victim)
840 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
841 while (nxtsct(&ns, &fsect)) {
842 if (fsect.sct_own == 0)
844 if (fsect.sct_own == victim)
846 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
848 gun = fsect.sct_item[I_GUN];
851 range = roundrange(fortrange(&fsect));
852 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
855 if (fsect.sct_item[I_MILIT] < 5)
857 shell = fsect.sct_item[I_SHELL];
859 shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y,
864 fsect.sct_item[I_SHELL] = shell;
868 guneff = landgun((int)fsect.sct_effic, gun);
871 mpr(victim, "Incoming fire does %d damage!\n", dam);
873 "%s fires at %s land units in %s for %d!\n",
874 xyas(fsect.sct_x, fsect.sct_y,
876 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
877 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
880 return lnd_damage(list, totdam);
886 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
891 if (!opt_NO_FORT_FIRE)
892 /* Steve M. - commented out for now until abuse is decided upon */
893 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
898 unit_interdict(newx, newy, victim, "land units",
899 lnd_easiest_target(list), MI_INTERDICT));
903 lnd_missile_interdiction(list, newx, newy, victim));
907 /* high value of hardtarget is harder to hit */
909 lnd_hardtarget(struct lndstr *lp)
913 getsect(lp->lnd_x, lp->lnd_y, §);
914 return (int)((lp->lnd_effic / 100.0) *
915 (10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
920 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
924 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
925 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
927 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
930 if (lcp->l_flags & L_ENGINEER)
938 lnd_pathcost(struct lndstr *lp, double pathcost)
942 effspd = lp->lnd_spd;
943 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
944 effspd *= lp->lnd_effic * 0.01;
947 * The return value must be PATHCOST times a factor that depends
948 * only on the land unit. Anything else breaks path finding. In
949 * particular, you can't add or enforce a minimum cost here. Do
950 * it in sector_mcost().
952 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
956 lnd_mobtype(struct lndstr *lp)
958 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
959 ? MOB_RAIL : MOB_MARCH;
963 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
965 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
969 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
972 struct sctstr sect, osect;
973 struct emp_qelem *qp;
974 struct emp_qelem *qp2;
975 struct emp_qelem *next;
977 struct emp_qelem cur, done;
989 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
990 unit_put(list, actor);
995 for (qp = list->q_back; qp != list; qp = next) {
997 llp = (struct ulist *)qp;
998 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
999 oldown = osect.sct_own;
1000 newx = xnorm(llp->unit.land.lnd_x + dx);
1001 newy = ynorm(llp->unit.land.lnd_y + dy);
1002 getsect(newx, newy, §);
1003 rel = getrel(getnatp(sect.sct_own), player->cnum);
1004 if ((sect.sct_own != actor && rel != ALLIED &&
1005 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
1006 sect.sct_own) || (sect.sct_type == SCT_WATER ||
1007 sect.sct_type == SCT_SANCT ||
1008 sect.sct_type == SCT_WASTE)) {
1010 pr("can't go to %s\n", xyas(newx, newy, actor));
1013 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
1018 if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
1019 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
1021 pr("no rail system in %s\n", xyas(newx, newy, actor));
1024 sprintf(dp, "has no rail system in %s",
1025 xyas(newx, newy, actor));
1030 /* Note we check would_abandon first because we don't want
1031 to always have to do these checks */
1032 if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1034 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1037 /* now check stuff */
1038 if (!check_sect_ok(§))
1040 if (!check_sect_ok(&osect))
1042 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
1043 if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
1047 lnd_mess("stops", llp);
1051 if (llp->mobil <= 0.0) {
1052 lnd_mess("is out of mobility", llp);
1055 llp->unit.land.lnd_x = newx;
1056 llp->unit.land.lnd_y = newy;
1057 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
1058 llp->unit.land.lnd_mobil = (int)llp->mobil;
1059 llp->unit.land.lnd_harden = 0;
1060 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1062 getsect(osect.sct_x, osect.sct_y, &osect);
1063 if (osect.sct_own != oldown && oldown == player->cnum) {
1064 /* It was your sector, now it's not. Simple :) */
1065 pr("You no longer own %s\n",
1066 xyas(osect.sct_x, osect.sct_y, player->cnum));
1068 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
1069 /* Always a 10% chance of getting caught. */
1070 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1071 if (rel == NEUTRAL || rel == FRIENDLY) {
1073 "%s unit spotted in %s\n", cname(player->cnum),
1074 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1075 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1076 } else if (rel == HOSTILE || rel == AT_WAR ||
1077 rel == SITZKRIEG || rel == MOBILIZATION) {
1079 "%s spy shot in %s\n", cname(player->cnum),
1080 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1081 pr("%s was shot and killed.\n", prland(&llp->unit.land));
1082 llp->unit.land.lnd_effic = 0;
1083 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1091 lnd_sweep(list, 0, 1, actor);
1092 stopping |= lnd_check_mines(list);
1096 /* interdict land units sector by sector */
1099 while (!QEMPTY(list)) {
1100 llp = (struct ulist *)list->q_back;
1101 newx = llp->unit.land.lnd_x;
1102 newy = llp->unit.land.lnd_y;
1103 /* move units in NEWX,NEWY to cur */
1105 for (qp = list->q_back; qp != list; qp = next) {
1107 llp = (struct ulist *)qp;
1108 if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
1110 emp_insque(qp, &cur);
1111 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1115 /* interdict them */
1117 stopping |= lnd_interdict(&cur, newx, newy, actor);
1118 /* move survivors to done */
1119 for (qp = cur.q_back; qp != &cur; qp = next) {
1121 llp = (struct ulist *)qp;
1123 emp_insque(qp, &done);
1126 /* assign surviving land units back to list */
1127 emp_insque(list, &done);
1134 * find all artillery units belonging
1135 * to the attacker or defender that can fire.
1136 * Each arty unit adds +1%/damage point
1139 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1141 struct nstr_item ni;
1150 snxtitem_all(&ni, EF_LAND);
1151 while (nxtitem(&ni, &land)) {
1152 if (land.lnd_frg == 0)
1154 if ((land.lnd_x == x) && (land.lnd_y == y))
1156 if (land.lnd_ship >= 0)
1158 if (land.lnd_land >= 0)
1160 if (land.lnd_effic < LAND_MINFIREEFF)
1162 /* Do we have mil? */
1163 if (land.lnd_item[I_MILIT] <= 0)
1165 rel = getrel(getnatp(land.lnd_own), attacker);
1166 rel2 = getrel(getnatp(land.lnd_own), victim);
1167 if ((land.lnd_own != attacker) &&
1168 ((rel != ALLIED) || (rel2 != AT_WAR)))
1171 /* do we have supplies? */
1172 if (!has_supply(&land))
1175 /* are we in range? */
1176 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1178 range = roundrange(effrange(land.lnd_frg, land.lnd_tech));
1182 shell = land.lnd_item[I_SHELL];
1183 gun = land.lnd_item[I_GUN];
1185 if (shell == 0 || gun == 0)
1190 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1192 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1193 if (roll(100) < land.lnd_acc) {
1194 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1195 land.lnd_ammo, shell) / 2;
1197 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1198 land.lnd_ammo, shell);
1200 if (land.lnd_own != attacker)
1202 "%s supported %s at %s\n",
1203 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1208 lnd_can_attack(struct lndstr *lp)
1210 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1212 if (lcp->l_flags & L_SUPPLY)
1219 * Increase fortification value of LP.
1220 * Fortification costs mobility. Use up to MOB mobility.
1221 * Return actual fortification increase.
1224 lnd_fortify(struct lndstr *lp, int mob)
1227 double mob_used, mult;
1229 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1232 mob_used = MIN(lp->lnd_mobil, mob);
1236 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1239 hard_amt = (int)(mob_used * mult);
1240 if (lp->lnd_harden + hard_amt > land_mob_max) {
1241 hard_amt = land_mob_max - lp->lnd_harden;
1242 mob_used = ceil(hard_amt / mult);
1245 lp->lnd_mobil -= (int)mob_used;
1246 lp->lnd_harden += hard_amt;
1247 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1253 * Is there a engineer unit at X,Y that can help nation CN?
1256 has_helpful_engineer(coord x, coord y, natid cn)
1258 struct nstr_item ni;
1261 snxtitem_xy(&ni, EF_LAND, x, y);
1262 while (nxtitem(&ni, &land)) {
1263 if (land.lnd_own != cn && getrel(getnatp(land.lnd_own), cn) != ALLIED)
1265 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1273 * Set LP's tech to TLEV along with everything else that depends on it.
1276 lnd_set_tech(struct lndstr *lp, int tlev)
1278 struct lchrstr *lcp = lchr + lp->lnd_type;
1279 int tech_diff = tlev - lcp->l_tech;
1281 if (CANT_HAPPEN(tech_diff < 0)) {
1286 lp->lnd_tech = tlev;
1287 lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
1288 lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
1289 lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
1290 lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
1291 lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
1292 lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
1293 lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
1294 lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
1295 lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
1296 lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
1297 lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, tech_diff);
1298 lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
1299 lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
1300 lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
1301 lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
1302 lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);