2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire 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 3 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, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * lndsub.c: Land unit subroutines
29 * Known contributors to this file:
31 * Steve McClure, 1998-2000
32 * Markus Armbruster, 2004-2010
50 #include "prototypes.h"
54 static void lnd_stays(natid, char *, struct ulist *);
55 static int lnd_hit_mine(struct lndstr *);
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 * lnd_att(lp) * 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 * lnd_def(lp) * 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_reaction_range(struct lndstr *lp)
132 getsect(lp->lnd_x, lp->lnd_y, §);
133 if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
134 return lchr[lp->lnd_type].l_rad + 1;
135 return lchr[lp->lnd_type].l_rad;
139 lnd_print(natid actor, struct ulist *llp, char *s)
141 if (actor == player->cnum)
142 pr("%s %s\n", prland(&llp->unit.land), s);
144 wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
148 lnd_delete(struct ulist *llp)
150 putland(llp->unit.land.lnd_uid, &llp->unit.land);
151 emp_remque((struct emp_qelem *)llp);
156 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
157 /* attacking or assaulting or paratrooping? */
158 /* number of casualties to take */
171 int nowhere_to_go = 0;
173 double mobcost, bmcost;
177 taken = llp->unit.land.lnd_item[I_MILIT];
178 /* Spies always die */
179 if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY)
180 llp->unit.land.lnd_effic = 0;
182 eff_eq = ldround(cas * 100.0 /
183 ((struct lchrstr *)llp->chrp)->l_item[I_MILIT], 1);
184 llp->unit.land.lnd_effic -= eff_eq;
185 lnd_submil(&llp->unit.land, cas);
188 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
189 sprintf(buf, "dies %s %s!",
190 combat_mode ? att_mode[combat_mode] : "defending",
191 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
192 llp->unit.land.lnd_own));
193 lnd_print(llp->unit.land.lnd_own, llp, buf);
195 /* Since we killed the unit, we killed all the mil on it */
198 /* Ok, now, how many did we take off? (sould be the diff) */
199 taken = taken - llp->unit.land.lnd_item[I_MILIT];
202 if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
205 /* we're being boarded */
206 if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
209 /* we're being boarded */
210 if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
213 /* Have to make a retreat check */
215 ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
216 if (roll(100) < ret_chance) {
218 lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!");
219 llp->unit.land.lnd_mission = 0;
220 llp->unit.land.lnd_harden = 0;
221 if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
223 else if (combat_mode == A_DEFEND) {
225 * defending unit.. find a place to send it
226 * strategy: look for the most-populated
227 * adjacent sector that is owned by the unit
228 * owner. Charge mob..
232 for (n = 1; n <= 6; ++n) {
233 ret_x = llp->unit.land.lnd_x + diroff[n][0];
234 ret_y = llp->unit.land.lnd_y + diroff[n][1];
235 getsect(ret_x, ret_y, §);
236 if (sect.sct_own != llp->unit.land.lnd_own)
238 if (sect.sct_type == SCT_MOUNT)
240 mobcost = lnd_mobcost(&llp->unit.land, &rsect);
244 civs = sect.sct_item[I_CIVIL];
245 if (civs > biggest) {
255 /* retreat to bx,by */
256 llp->unit.land.lnd_x = bx;
257 llp->unit.land.lnd_y = by;
258 /* FIXME landmines */
259 getsect(bx, by, &rsect);
260 mob = llp->unit.land.lnd_mobil - (int)bmcost;
263 orig = llp->unit.land.lnd_mobil;
264 llp->unit.land.lnd_mobil = (signed char)mob;
265 if (llp->unit.land.lnd_mobil > orig)
266 llp->unit.land.lnd_mobil = -127;
267 sprintf(buf, "retreats at %d%% efficiency to %s!",
268 llp->unit.land.lnd_effic,
269 xyas(bx, by, llp->unit.land.lnd_own));
270 lnd_print(llp->unit.land.lnd_own, llp, buf);
273 } else { /* attacking from a sector */
274 sprintf(buf, "leaves the battlefield at %d%% efficiency",
275 llp->unit.land.lnd_effic);
276 if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
277 llp->unit.land.lnd_mobil = -127;
279 llp->unit.land.lnd_mobil -= (int)llp->mobil;
281 lnd_print(llp->unit.land.lnd_own, llp, buf);
286 /* nowhere to go.. take more casualties */
287 llp->unit.land.lnd_effic -= 10;
288 lnd_submil(&llp->unit.land,
289 ((struct lchrstr *)llp->chrp)->l_item[I_MILIT] / 10);
290 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
291 lnd_print(llp->unit.land.lnd_own, llp,
292 "has nowhere to retreat, and dies!");
295 lnd_print(llp->unit.land.lnd_own, llp,
296 "has nowhere to retreat and takes extra losses!");
303 lnd_takemob(struct emp_qelem *list, double loss)
305 struct emp_qelem *qp, *next;
308 int mcost = ldround(combat_mob * loss, 1);
310 for (qp = list->q_forw; qp != list; qp = next) {
312 llp = (struct ulist *)qp;
315 use_supply(&llp->unit.land);
317 new = llp->unit.land.lnd_mobil - mcost;
320 llp->unit.land.lnd_mobil = (signed char)new;
325 lnd_submil(struct lndstr *lp, int num)
327 int new = lp->lnd_item[I_MILIT] - num;
328 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
332 lnd_spyval(struct lndstr *lp)
334 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
335 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
337 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
341 intelligence_report(int destination, struct lndstr *lp, int spy,
344 int vis = lnd_vis(lp);
345 char buf1[80], buf2[80], buf3[80];
347 if (destination == 0)
350 if (lp->lnd_own == 0)
353 memset(buf1, 0, sizeof(buf1));
354 memset(buf2, 0, sizeof(buf2));
355 memset(buf3, 0, sizeof(buf3));
356 if (chance((spy + vis) / 10.0)) {
357 if (destination == player->cnum)
358 pr("%s %s", mess, prland(lp));
360 sprintf(buf1, "%s %s", mess, prland(lp));
362 if (chance((spy + vis) / 20.0)) {
363 if (destination == player->cnum)
364 pr(" (eff %d, mil %d",
365 roundintby(lp->lnd_effic, 5),
366 roundintby(lp->lnd_item[I_MILIT], 10));
368 sprintf(buf2, " (eff %d, mil %d",
369 roundintby(lp->lnd_effic, 5),
370 roundintby(lp->lnd_item[I_MILIT], 10));
372 if (chance((spy + vis) / 20.0)) {
374 t = lp->lnd_tech - 20 + roll(40);
376 if (destination == player->cnum)
377 pr(", tech %d)\n", t);
379 sprintf(buf3, ", tech %d)\n", t);
381 if (destination == player->cnum)
384 sprintf(buf3, ")\n");
387 if (destination == player->cnum)
394 if (destination != player->cnum) {
395 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
400 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
406 int mobtype = MOB_MOVE; /* indeterminate */
409 while (nxtitem(ni, &land)) {
411 * It would be nice to let deities march foreign land units,
412 * but much of the code assumes that only the land unit's
413 * owner can march it.
415 if (!land.lnd_own || land.lnd_own != player->cnum)
418 if (ontradingblock(EF_LAND, &land)) {
419 pr("unit #%d inelligible - it's for sale.\n",
425 * The marching code gets confused when trains and non-trains
426 * march together. Disallow for now.
428 this_mot = lnd_mobtype(&land);
429 if (this_mot != mobtype) {
430 if (mobtype == MOB_MOVE)
432 else if (mobtype == MOB_MARCH) {
433 pr("%s is a train and can't march with the leader.\n",
437 pr("%s can't rail-march with the leading train.\n",
443 lcp = &lchr[(int)land.lnd_type];
444 land.lnd_mission = 0;
447 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
448 putland(land.lnd_uid, &land);
449 llp = malloc(sizeof(struct ulist));
450 llp->chrp = (struct empobj_chr *)lcp;
451 llp->unit.land = land;
452 llp->mobil = land.lnd_mobil;
453 emp_insque(&llp->queue, list);
457 /* This function assumes that the list was created by lnd_sel */
459 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
460 int *togetherp, natid actor)
462 struct emp_qelem *qp;
463 struct emp_qelem *next;
475 for (qp = list->q_back; qp != list; qp = next) {
477 llp = (struct ulist *)qp;
478 getland(llp->unit.land.lnd_uid, &land);
479 if (land.lnd_own != actor) {
480 mpr(actor, "%s was disbanded at %s\n",
481 prland(&land), xyas(land.lnd_x, land.lnd_y, actor));
482 emp_remque((struct emp_qelem *)llp);
486 if (land.lnd_ship >= 0) {
487 lnd_stays(actor, "is on a ship", llp);
490 if (land.lnd_land >= 0) {
491 lnd_stays(actor, "is on a unit", llp);
494 if (!getsect(land.lnd_x, land.lnd_y, §)) {
495 lnd_stays(actor, "was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
498 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
499 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
500 llp->unit.land.lnd_item[I_MILIT] == 0) {
501 lnd_stays(actor, "has no mil on it to guide it", llp);
504 if (relations_with(sect.sct_own, actor) != ALLIED &&
505 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
507 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
508 lnd_stays(actor, mess, llp);
516 if (land.lnd_x != allx || land.lnd_y != ally)
518 if (land.lnd_mobil + 1 < (int)llp->mobil) {
519 llp->mobil = land.lnd_mobil;
521 if (llp->mobil < *minmobp)
522 *minmobp = llp->mobil;
523 if (llp->mobil > *maxmobp)
524 *maxmobp = llp->mobil;
525 llp->unit.land = land;
530 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
533 struct emp_qelem *qp;
534 struct emp_qelem *next;
537 int mines, m, max, sshells, lshells;
539 for (qp = land_list->q_back; qp != land_list; qp = next) {
541 llp = (struct ulist *)qp;
542 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
544 mpr(actor, "%s is not an engineer!\n",
545 prland(&llp->unit.land));
548 if (takemob && llp->mobil < 0.0) {
550 lnd_stays(actor, "is out of mobility", llp);
553 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
554 if (sect.sct_oldown == llp->unit.land.lnd_own) {
557 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
558 prland(&llp->unit.land));
561 if (SCT_MINES_ARE_SEAMINES(§)) {
563 mpr(actor, "%s is in a %s sector. No landmines there!\n",
564 prland(&llp->unit.land), dchr[sect.sct_type].d_name);
568 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
569 llp->unit.land.lnd_mobil = (int)llp->mobil;
570 llp->unit.land.lnd_harden = 0;
572 putland(llp->unit.land.lnd_uid, &llp->unit.land);
573 if (!(mines = sect.sct_mines))
575 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
576 lshells = llp->unit.land.lnd_item[I_SHELL];
577 sshells = sect.sct_item[I_SHELL];
578 for (m = 0; mines > 0 && m < max * 2; m++) {
579 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
580 mpr(actor, "Sweep...\n");
584 else if (sshells < ITEM_MAX)
588 sect.sct_mines = mines;
589 llp->unit.land.lnd_item[I_SHELL] = lshells;
590 sect.sct_item[I_SHELL] = sshells;
591 putland(llp->unit.land.lnd_uid, &llp->unit.land);
597 contains_engineer(struct emp_qelem *list)
599 struct emp_qelem *qp;
600 struct emp_qelem *next;
603 for (qp = list->q_back; qp != list; qp = next) {
605 llp = (struct ulist *)qp;
606 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
613 lnd_check_mines(struct emp_qelem *land_list)
615 struct emp_qelem *qp;
616 struct emp_qelem *next;
620 int with_eng = contains_engineer(land_list);
622 for (qp = land_list->q_back; qp != land_list; qp = next) {
624 llp = (struct ulist *)qp;
625 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
626 if (SCT_LANDMINES(§) == 0)
628 if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own)
631 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
632 lnd_hit_mine(&llp->unit.land);
635 putland(llp->unit.land.lnd_uid, &llp->unit.land);
636 if (!llp->unit.land.lnd_own) {
647 lnd_stays(natid actor, char *str, struct ulist *llp)
649 mpr(actor, "%s %s & stays in %s\n",
650 prland(&llp->unit.land), str,
651 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
652 if (llp->mobil < -127)
654 llp->unit.land.lnd_mobil = llp->mobil;
659 lnd_count(struct emp_qelem *list)
661 struct emp_qelem *qp;
662 struct emp_qelem *next;
665 for (qp = list->q_back; qp != list; qp = next) {
673 lnd_damage(struct emp_qelem *list, int totdam)
675 struct emp_qelem *qp;
676 struct emp_qelem *next;
681 if (!totdam || !(count = lnd_count(list)))
683 dam = ldround((double)totdam / count, 1);
684 for (qp = list->q_back; qp != list; qp = next) {
686 llp = (struct ulist *)qp;
687 /* land unit might have changed (launched SAMs, collateral dmg) */
688 getland(llp->unit.land.lnd_uid, &llp->unit.land);
689 landdamage(&llp->unit.land, dam);
690 putland(llp->unit.land.lnd_uid, &llp->unit.land);
691 if (!llp->unit.land.lnd_own) {
700 lnd_easiest_target(struct emp_qelem *list)
702 struct emp_qelem *qp;
703 struct emp_qelem *next;
706 int easiest = 9876; /* things start great for victim */
709 for (qp = list->q_back; qp != list; qp = next) {
711 llp = (struct ulist *)qp;
712 hard = lnd_hardtarget(&llp->unit.land);
714 easiest = hard; /* things get worse for victim */
717 return easiest - count;
721 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
724 int mindam = lnd_count(list) * 20;
725 int hardtarget = lnd_easiest_target(list);
726 int dam, newdam, sublaunch;
729 struct emp_qelem msl_list, *qp, *newqp;
731 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
734 for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
736 plp = (struct plist *)qp;
738 if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
739 if (msl_launch(&plp->plane, EF_LAND, "troops",
740 newx, newy, victim, &sublaunch) < 0)
743 if (msl_hit(&plp->plane, hardtarget, EF_LAND,
744 N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
745 newdam = pln_damage(&plp->plane, 'p', 1);
748 newdam = pln_damage(&plp->plane, 'p', 0);
749 collateral_damage(newx, newy, newdam);
752 plp->plane.pln_effic = 0;
753 putplane(plp->plane.pln_uid, &plp->plane);
760 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
761 collateral_damage(newx, newy, dam);
762 lnd_damage(list, dam);
768 /* Steve M. - commented out for now until abuse is decided upon */
769 /* risner: allow forts to interdict land units. */
771 lnd_fort_interdiction(struct emp_qelem *list,
772 coord newx, coord newy, natid victim)
781 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
782 while (nxtsct(&ns, &fsect)) {
783 if (fsect.sct_own == 0)
785 if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
787 range = roundrange(fortrange(&fsect));
788 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
791 dam = fort_fire(&fsect);
797 mpr(victim, "Incoming fire does %d damage!\n", dam);
799 "%s fires at %s land units in %s for %d!\n",
800 xyas(fsect.sct_x, fsect.sct_y,
802 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
803 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
806 lnd_damage(list, totdam);
812 lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y,
817 dam = unit_interdict(x, y, victim, "land units",
818 lnd_easiest_target(list),
821 lnd_damage(list, dam);
826 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
831 if (!opt_NO_FORT_FIRE)
832 /* Steve M. - commented out for now until abuse is decided upon */
833 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
836 stopping |= lnd_mission_interdiction(list, newx, newy, victim);
837 stopping |= lnd_missile_interdiction(list, newx, newy, victim);
841 /* high value of hardtarget is harder to hit */
843 lnd_hardtarget(struct lndstr *lp)
847 getsect(lp->lnd_x, lp->lnd_y, §);
848 return (int)((lp->lnd_effic / 100.0) *
849 (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
854 lnd_hit_mine(struct lndstr *lp)
858 mpr(lp->lnd_own, "Blammo! Landmines detected in %s!\n",
859 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
861 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
864 if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
872 lnd_pathcost(struct lndstr *lp, double pathcost)
876 effspd = lnd_spd(lp);
877 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
878 effspd *= lp->lnd_effic * 0.01;
881 * The return value must be PATHCOST times a factor that depends
882 * only on the land unit. Anything else breaks path finding. In
883 * particular, you can't add or enforce a minimum cost here. Do
884 * it in sector_mcost().
886 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
890 lnd_mobtype(struct lndstr *lp)
892 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
893 ? MOB_RAIL : MOB_MARCH;
897 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
899 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
903 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
906 struct sctstr sect, osect;
907 struct emp_qelem *qp;
908 struct emp_qelem *qp2;
909 struct emp_qelem *next;
911 struct emp_qelem cur, done;
923 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
924 unit_put(list, actor);
929 for (qp = list->q_back; qp != list; qp = next) {
931 llp = (struct ulist *)qp;
932 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
933 oldown = osect.sct_own;
934 newx = xnorm(llp->unit.land.lnd_x + dx);
935 newy = ynorm(llp->unit.land.lnd_y + dy);
936 getsect(newx, newy, §);
937 rel = relations_with(sect.sct_own, actor);
938 if ((rel != ALLIED &&
939 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
940 sect.sct_own) || (sect.sct_type == SCT_WATER ||
941 sect.sct_type == SCT_SANCT ||
942 sect.sct_type == SCT_WASTE)) {
944 mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
947 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
948 lnd_stays(actor, dp, llp);
952 if (!SCT_HAS_RAIL(§)
953 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
955 mpr(actor, "no rail system in %s\n",
956 xyas(newx, newy, actor));
959 sprintf(dp, "has no rail system in %s",
960 xyas(newx, newy, actor));
961 lnd_stays(actor, dp, llp);
965 /* Note we check would_abandon first because we don't want
966 to always have to do these checks */
967 if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
969 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
972 /* now check stuff */
973 if (!check_sect_ok(§))
975 if (!check_sect_ok(&osect))
977 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
978 if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
982 lnd_stays(actor, "stops", llp);
986 if (llp->mobil <= 0.0) {
987 lnd_stays(actor, "is out of mobility", llp);
990 llp->unit.land.lnd_x = newx;
991 llp->unit.land.lnd_y = newy;
992 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
993 llp->unit.land.lnd_mobil = (int)llp->mobil;
994 llp->unit.land.lnd_harden = 0;
995 putland(llp->unit.land.lnd_uid, &llp->unit.land);
997 getsect(osect.sct_x, osect.sct_y, &osect);
998 if (osect.sct_own != oldown && oldown == actor) {
999 /* It was your sector, now it's not. Simple :) */
1000 mpr(actor, "You no longer own %s\n",
1001 xyas(osect.sct_x, osect.sct_y, actor));
1003 if (rel != ALLIED && sect.sct_own) { /* must be a spy */
1004 /* Always a 10% chance of getting caught. */
1005 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1006 if (rel == NEUTRAL || rel == FRIENDLY) {
1008 "%s unit spotted in %s\n", cname(actor),
1009 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1010 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1011 } else if (rel <= HOSTILE) {
1013 "%s spy shot in %s\n", cname(actor),
1014 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1015 mpr(actor, "%s was shot and killed.\n",
1016 prland(&llp->unit.land));
1017 llp->unit.land.lnd_effic = 0;
1018 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1026 lnd_sweep(list, 0, 1, actor);
1027 stopping |= lnd_check_mines(list);
1031 /* interdict land units sector by sector */
1034 while (!QEMPTY(list)) {
1035 llp = (struct ulist *)list->q_back;
1036 newx = llp->unit.land.lnd_x;
1037 newy = llp->unit.land.lnd_y;
1038 /* move units in NEWX,NEWY to cur */
1040 for (qp = list->q_back; qp != list; qp = next) {
1042 llp = (struct ulist *)qp;
1043 if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
1045 emp_insque(qp, &cur);
1046 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1050 /* interdict them */
1052 stopping |= lnd_interdict(&cur, newx, newy, actor);
1053 /* move survivors to done */
1054 for (qp = cur.q_back; qp != &cur; qp = next) {
1057 emp_insque(qp, &done);
1060 /* assign surviving land units back to list */
1061 emp_insque(list, &done);
1068 * Fire land unit support against VICTIM for ATTACKER, at X,Y.
1069 * If DEFENDING, this is defensive support, else offensive support.
1070 * Return total damage.
1073 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1075 struct nstr_item ni;
1082 snxtitem_all(&ni, EF_LAND);
1083 while (nxtitem(&ni, &land)) {
1084 if ((land.lnd_x == x) && (land.lnd_y == y))
1086 if (!feels_like_helping(land.lnd_own, attacker, victim))
1089 /* are we in range? */
1090 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1092 range = roundrange(lnd_fire_range(&land));
1096 dam2 = lnd_fire(&land);
1097 putland(land.lnd_uid, &land);
1102 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1104 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1105 if (roll(100) < lnd_acc(&land))
1108 if (land.lnd_own != attacker)
1110 "%s supported %s at %s\n",
1111 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1117 lnd_can_attack(struct lndstr *lp)
1119 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1121 if (lcp->l_flags & L_SUPPLY)
1128 * Increase fortification value of LP.
1129 * Fortification costs mobility. Use up to MOB mobility.
1130 * Return actual fortification increase.
1133 lnd_fortify(struct lndstr *lp, int mob)
1136 double mob_used, mult;
1138 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1141 mob_used = MIN(lp->lnd_mobil, mob);
1145 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1148 hard_amt = (int)(mob_used * mult);
1149 if (lp->lnd_harden + hard_amt > land_mob_max) {
1150 hard_amt = land_mob_max - lp->lnd_harden;
1151 mob_used = ceil(hard_amt / mult);
1154 lp->lnd_mobil -= (int)mob_used;
1155 lp->lnd_harden += hard_amt;
1156 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1162 * Is there a engineer unit at X,Y that can help nation CN?
1165 has_helpful_engineer(coord x, coord y, natid cn)
1167 struct nstr_item ni;
1170 snxtitem_xy(&ni, EF_LAND, x, y);
1171 while (nxtitem(&ni, &land)) {
1172 if (relations_with(land.lnd_own, cn) != ALLIED)
1174 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1182 * Set LP's tech to TLEV along with everything else that depends on it.
1185 lnd_set_tech(struct lndstr *lp, int tlev)
1187 struct lchrstr *lcp = lchr + lp->lnd_type;
1189 if (CANT_HAPPEN(tlev < lcp->l_tech))
1192 lp->lnd_tech = tlev;