2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2010, 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, 2004-2009
49 #include "prototypes.h"
54 static void lnd_mess(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(struct ulist *llp, char *s)
141 if (llp->unit.land.lnd_own == player->cnum)
142 pr("%s %s\n", prland(&llp->unit.land), s);
144 wu(0, llp->unit.land.lnd_own, "%s %s\n", prland(&llp->unit.land), s);
148 lnd_delete(struct ulist *llp, char *s)
152 putland(llp->unit.land.lnd_uid, &llp->unit.land);
153 emp_remque((struct emp_qelem *)llp);
158 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
159 /* attacking or assaulting or paratrooping? */
160 /* number of casualties to take */
173 int nowhere_to_go = 0;
175 double mobcost, bmcost;
179 taken = llp->unit.land.lnd_item[I_MILIT];
180 /* Spies always die */
181 if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY)
182 llp->unit.land.lnd_effic = 0;
184 eff_eq = ldround(cas * 100.0 /
185 ((struct lchrstr *)llp->chrp)->l_item[I_MILIT], 1);
186 llp->unit.land.lnd_effic -= eff_eq;
187 lnd_submil(&llp->unit.land, cas);
190 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
191 sprintf(buf, "dies %s %s!",
192 combat_mode ? att_mode[combat_mode] : "defending",
193 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
194 llp->unit.land.lnd_own));
195 lnd_delete(llp, buf);
196 /* Since we killed the unit, we killed all the mil on it */
199 /* Ok, now, how many did we take off? (sould be the diff) */
200 taken = taken - llp->unit.land.lnd_item[I_MILIT];
203 if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
206 /* we're being boarded */
207 if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
210 /* we're being boarded */
211 if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
214 /* Have to make a retreat check */
216 ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
217 if (roll(100) < ret_chance) {
219 lnd_print(llp, "fails morale check!");
220 llp->unit.land.lnd_mission = 0;
221 llp->unit.land.lnd_harden = 0;
222 if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
224 else if (combat_mode == A_DEFEND) {
226 * defending unit.. find a place to send it
227 * strategy: look for the most-populated
228 * adjacent sector that is owned by the unit
229 * owner. Charge mob..
233 for (n = 1; n <= 6; ++n) {
234 ret_x = llp->unit.land.lnd_x + diroff[n][0];
235 ret_y = llp->unit.land.lnd_y + diroff[n][1];
236 getsect(ret_x, ret_y, §);
237 if (sect.sct_own != llp->unit.land.lnd_own)
239 if (sect.sct_type == SCT_MOUNT)
241 mobcost = lnd_mobcost(&llp->unit.land, &rsect);
245 civs = sect.sct_item[I_CIVIL];
246 if (civs > biggest) {
256 /* retreat to bx,by */
257 llp->unit.land.lnd_x = bx;
258 llp->unit.land.lnd_y = by;
259 /* FIXME landmines */
260 getsect(bx, by, &rsect);
261 mob = llp->unit.land.lnd_mobil - (int)bmcost;
264 orig = llp->unit.land.lnd_mobil;
265 llp->unit.land.lnd_mobil = (signed char)mob;
266 if (llp->unit.land.lnd_mobil > orig)
267 llp->unit.land.lnd_mobil = -127;
268 sprintf(buf, "retreats at %d%% efficiency to %s!",
269 llp->unit.land.lnd_effic,
270 xyas(bx, by, llp->unit.land.lnd_own));
271 lnd_delete(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_delete(llp, buf);
285 /* nowhere to go.. take more casualties */
286 llp->unit.land.lnd_effic -= 10;
287 lnd_submil(&llp->unit.land,
288 ((struct lchrstr *)llp->chrp)->l_item[I_MILIT] / 10);
289 if (llp->unit.land.lnd_effic < LAND_MINEFF)
290 lnd_delete(llp, "has nowhere to retreat, and dies!");
293 "has nowhere to retreat and takes extra losses!");
300 lnd_takemob(struct emp_qelem *list, double loss)
302 struct emp_qelem *qp, *next;
305 int mcost = ldround(combat_mob * loss, 1);
307 for (qp = list->q_forw; qp != list; qp = next) {
309 llp = (struct ulist *)qp;
312 use_supply(&llp->unit.land);
314 new = llp->unit.land.lnd_mobil - mcost;
317 llp->unit.land.lnd_mobil = (signed char)new;
322 lnd_submil(struct lndstr *lp, int num)
324 int new = lp->lnd_item[I_MILIT] - num;
325 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
329 lnd_spyval(struct lndstr *lp)
331 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
332 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
334 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
338 intelligence_report(int destination, struct lndstr *lp, int spy,
341 int vis = lnd_vis(lp);
342 char buf1[80], buf2[80], buf3[80];
344 if (destination == 0)
347 if (lp->lnd_own == 0)
350 memset(buf1, 0, sizeof(buf1));
351 memset(buf2, 0, sizeof(buf2));
352 memset(buf3, 0, sizeof(buf3));
353 if (chance((spy + vis) / 10.0)) {
354 if (destination == player->cnum)
355 pr("%s %s", mess, prland(lp));
357 sprintf(buf1, "%s %s", mess, prland(lp));
359 if (chance((spy + vis) / 20.0)) {
360 if (destination == player->cnum)
361 pr(" (eff %d, mil %d",
362 roundintby(lp->lnd_effic, 5),
363 roundintby(lp->lnd_item[I_MILIT], 10));
365 sprintf(buf2, " (eff %d, mil %d",
366 roundintby(lp->lnd_effic, 5),
367 roundintby(lp->lnd_item[I_MILIT], 10));
369 if (chance((spy + vis) / 20.0)) {
371 t = lp->lnd_tech - 20 + roll(40);
373 if (destination == player->cnum)
374 pr(", tech %d)\n", t);
376 sprintf(buf3, ", tech %d)\n", t);
378 if (destination == player->cnum)
381 sprintf(buf3, ")\n");
384 if (destination == player->cnum)
391 if (destination != player->cnum) {
392 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
397 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
403 int mobtype = MOB_MOVE; /* indeterminate */
406 while (nxtitem(ni, &land)) {
410 if (ontradingblock(EF_LAND, &land)) {
411 pr("unit #%d inelligible - it's for sale.\n",
417 * The marching code gets confused when trains and non-trains
418 * march together. Disallow for now.
420 this_mot = lnd_mobtype(&land);
421 if (this_mot != mobtype) {
422 if (mobtype == MOB_MOVE)
424 else if (mobtype == MOB_MARCH) {
425 pr("%s is a train and can't march with the leader.\n",
429 pr("%s can't rail-march with the leading train.\n",
435 lcp = &lchr[(int)land.lnd_type];
436 land.lnd_mission = 0;
439 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
440 putland(land.lnd_uid, &land);
441 llp = malloc(sizeof(struct ulist));
442 llp->chrp = (struct empobj_chr *)lcp;
443 llp->unit.land = land;
444 llp->mobil = land.lnd_mobil;
445 emp_insque(&llp->queue, list);
449 /* This function assumes that the list was created by lnd_sel */
451 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
452 int *togetherp, natid actor)
454 struct emp_qelem *qp;
455 struct emp_qelem *next;
468 for (qp = list->q_back; qp != list; qp = next) {
470 llp = (struct ulist *)qp;
471 getland(llp->unit.land.lnd_uid, &land);
472 if (land.lnd_own != actor) {
473 mpr(actor, "%s was disbanded at %s\n",
474 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
475 emp_remque((struct emp_qelem *)llp);
479 if (land.lnd_ship >= 0) {
480 lnd_mess("is on a ship", llp);
483 if (land.lnd_land >= 0) {
484 lnd_mess("is on a unit", llp);
487 if (!getsect(land.lnd_x, land.lnd_y, §)) {
488 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
491 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
492 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
493 llp->unit.land.lnd_item[I_MILIT] == 0) {
494 lnd_mess("has no mil on it to guide it", llp);
497 rel = getrel(getnatp(sect.sct_own), player->cnum);
498 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
499 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
501 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
510 if (land.lnd_x != allx || land.lnd_y != ally)
512 if (land.lnd_mobil + 1 < (int)llp->mobil) {
513 llp->mobil = land.lnd_mobil;
515 if (llp->mobil < *minmobp)
516 *minmobp = llp->mobil;
517 if (llp->mobil > *maxmobp)
518 *maxmobp = llp->mobil;
519 llp->unit.land = land;
524 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
527 struct emp_qelem *qp;
528 struct emp_qelem *next;
531 int mines, m, max, sshells, lshells;
533 for (qp = land_list->q_back; qp != land_list; qp = next) {
535 llp = (struct ulist *)qp;
536 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
538 mpr(actor, "%s is not an engineer!\n",
539 prland(&llp->unit.land));
542 if (takemob && llp->mobil < 0.0) {
544 lnd_mess("is out of mobility", llp);
547 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
548 if (sect.sct_oldown == llp->unit.land.lnd_own) {
551 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
552 prland(&llp->unit.land));
555 if (SCT_MINES_ARE_SEAMINES(§)) {
557 mpr(actor, "%s is in a %s sector. No landmines there!\n",
558 prland(&llp->unit.land), dchr[sect.sct_type].d_name);
562 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
563 llp->unit.land.lnd_mobil = (int)llp->mobil;
564 llp->unit.land.lnd_harden = 0;
566 putland(llp->unit.land.lnd_uid, &llp->unit.land);
567 if (!(mines = sect.sct_mines))
569 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
570 lshells = llp->unit.land.lnd_item[I_SHELL];
571 sshells = sect.sct_item[I_SHELL];
572 for (m = 0; mines > 0 && m < max * 2; m++) {
573 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
574 mpr(actor, "Sweep...\n");
578 else if (sshells < ITEM_MAX)
582 sect.sct_mines = mines;
583 llp->unit.land.lnd_item[I_SHELL] = lshells;
584 sect.sct_item[I_SHELL] = sshells;
585 putland(llp->unit.land.lnd_uid, &llp->unit.land);
591 contains_engineer(struct emp_qelem *list)
593 struct emp_qelem *qp;
594 struct emp_qelem *next;
597 for (qp = list->q_back; qp != list; qp = next) {
599 llp = (struct ulist *)qp;
600 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
607 lnd_check_mines(struct emp_qelem *land_list)
609 struct emp_qelem *qp;
610 struct emp_qelem *next;
614 int with_eng = contains_engineer(land_list);
616 for (qp = land_list->q_back; qp != land_list; qp = next) {
618 llp = (struct ulist *)qp;
619 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
620 if (sect.sct_oldown == llp->unit.land.lnd_own)
622 if (SCT_LANDMINES(§) == 0)
624 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
625 lnd_hit_mine(&llp->unit.land);
628 putland(llp->unit.land.lnd_uid, &llp->unit.land);
629 if (!llp->unit.land.lnd_own) {
640 lnd_mess(char *str, struct ulist *llp)
642 mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
643 prland(&llp->unit.land),
644 str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
645 llp->unit.land.lnd_own));
646 if (llp->mobil < -127)
648 llp->unit.land.lnd_mobil = llp->mobil;
649 putland(llp->unit.land.lnd_uid, &llp->unit.land);
650 emp_remque((struct emp_qelem *)llp);
655 lnd_count(struct emp_qelem *list)
657 struct emp_qelem *qp;
658 struct emp_qelem *next;
661 for (qp = list->q_back; qp != list; qp = next) {
669 lnd_damage(struct emp_qelem *list, int totdam)
671 struct emp_qelem *qp;
672 struct emp_qelem *next;
677 if (!totdam || !(count = lnd_count(list)))
679 dam = ldround((double)totdam / count, 1);
680 for (qp = list->q_back; qp != list; qp = next) {
682 llp = (struct ulist *)qp;
683 /* have to get it again because of collateral damage */
684 getland(llp->unit.land.lnd_uid, &llp->unit.land);
685 landdamage(&llp->unit.land, dam);
686 putland(llp->unit.land.lnd_uid, &llp->unit.land);
687 if (!llp->unit.land.lnd_own) {
696 lnd_easiest_target(struct emp_qelem *list)
698 struct emp_qelem *qp;
699 struct emp_qelem *next;
702 int easiest = 9876; /* things start great for victim */
705 for (qp = list->q_back; qp != list; qp = next) {
707 llp = (struct ulist *)qp;
708 hard = lnd_hardtarget(&llp->unit.land);
710 easiest = hard; /* things get worse for victim */
713 return easiest - count;
717 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
720 int mindam = lnd_count(list) * 20;
721 int hardtarget = lnd_easiest_target(list);
722 int dam, newdam, sublaunch;
725 struct emp_qelem msl_list, *qp, *newqp;
727 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
730 for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
732 plp = (struct plist *)qp;
734 if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
735 if (msl_launch(&plp->plane, EF_LAND, "troops",
736 newx, newy, victim, &sublaunch) < 0)
739 if (msl_hit(&plp->plane, hardtarget, EF_LAND,
740 N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
741 newdam = pln_damage(&plp->plane, 'p', 1);
744 newdam = pln_damage(&plp->plane, 'p', 0);
745 collateral_damage(newx, newy, newdam);
748 plp->plane.pln_effic = 0;
749 putplane(plp->plane.pln_uid, &plp->plane);
756 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
757 collateral_damage(newx, newy, dam);
758 lnd_damage(list, dam);
764 /* Steve M. - commented out for now until abuse is decided upon */
765 /* risner: allow forts to interdict land units. */
767 lnd_fort_interdiction(struct emp_qelem *list,
768 coord newx, coord newy, natid victim)
780 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
781 while (nxtsct(&ns, &fsect)) {
782 if (fsect.sct_own == 0)
784 if (fsect.sct_own == victim)
786 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
788 range = roundrange(fortrange(&fsect));
789 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
792 dam = fort_fire(&fsect);
798 mpr(victim, "Incoming fire does %d damage!\n", dam);
800 "%s fires at %s land units in %s for %d!\n",
801 xyas(fsect.sct_x, fsect.sct_y,
803 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
804 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
807 lnd_damage(list, totdam);
813 lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y,
818 dam = unit_interdict(x, y, victim, "land units",
819 lnd_easiest_target(list),
822 lnd_damage(list, dam);
827 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
832 if (!opt_NO_FORT_FIRE)
833 /* Steve M. - commented out for now until abuse is decided upon */
834 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
837 stopping |= lnd_mission_interdiction(list, newx, newy, victim);
838 stopping |= lnd_missile_interdiction(list, newx, newy, victim);
842 /* high value of hardtarget is harder to hit */
844 lnd_hardtarget(struct lndstr *lp)
848 getsect(lp->lnd_x, lp->lnd_y, §);
849 return (int)((lp->lnd_effic / 100.0) *
850 (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
855 lnd_hit_mine(struct lndstr *lp)
859 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
860 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
862 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
865 if (lchr[lp->lnd_uid].l_flags & L_ENGINEER)
873 lnd_pathcost(struct lndstr *lp, double pathcost)
877 effspd = lnd_spd(lp);
878 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
879 effspd *= lp->lnd_effic * 0.01;
882 * The return value must be PATHCOST times a factor that depends
883 * only on the land unit. Anything else breaks path finding. In
884 * particular, you can't add or enforce a minimum cost here. Do
885 * it in sector_mcost().
887 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
891 lnd_mobtype(struct lndstr *lp)
893 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
894 ? MOB_RAIL : MOB_MARCH;
898 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
900 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
904 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
907 struct sctstr sect, osect;
908 struct emp_qelem *qp;
909 struct emp_qelem *qp2;
910 struct emp_qelem *next;
912 struct emp_qelem cur, done;
924 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
925 unit_put(list, actor);
930 for (qp = list->q_back; qp != list; qp = next) {
932 llp = (struct ulist *)qp;
933 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
934 oldown = osect.sct_own;
935 newx = xnorm(llp->unit.land.lnd_x + dx);
936 newy = ynorm(llp->unit.land.lnd_y + dy);
937 getsect(newx, newy, §);
938 rel = getrel(getnatp(sect.sct_own), player->cnum);
939 if ((sect.sct_own != actor && rel != ALLIED &&
940 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
941 sect.sct_own) || (sect.sct_type == SCT_WATER ||
942 sect.sct_type == SCT_SANCT ||
943 sect.sct_type == SCT_WASTE)) {
945 pr("can't go to %s\n", xyas(newx, newy, actor));
948 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
953 if (!SCT_HAS_RAIL(§)
954 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
956 pr("no rail system in %s\n", xyas(newx, newy, actor));
959 sprintf(dp, "has no rail system in %s",
960 xyas(newx, newy, actor));
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_mess("stops", llp);
986 if (llp->mobil <= 0.0) {
987 lnd_mess("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 == player->cnum) {
999 /* It was your sector, now it's not. Simple :) */
1000 pr("You no longer own %s\n",
1001 xyas(osect.sct_x, osect.sct_y, player->cnum));
1003 if (rel != ALLIED && sect.sct_own != actor && 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(player->cnum),
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 || rel == AT_WAR ||
1012 rel == SITZKRIEG || rel == MOBILIZATION) {
1014 "%s spy shot in %s\n", cname(player->cnum),
1015 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1016 pr("%s was shot and killed.\n", prland(&llp->unit.land));
1017 llp->unit.land.lnd_effic = 0;
1018 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1019 lnd_delete(llp, NULL);
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 * find all artillery units belonging
1069 * to the attacker or defender that can fire.
1070 * Each arty unit adds +1%/damage point
1073 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1075 struct nstr_item ni;
1083 snxtitem_all(&ni, EF_LAND);
1084 while (nxtitem(&ni, &land)) {
1085 if ((land.lnd_x == x) && (land.lnd_y == y))
1087 rel = getrel(getnatp(land.lnd_own), attacker);
1088 rel2 = getrel(getnatp(land.lnd_own), victim);
1089 if ((land.lnd_own != attacker) &&
1090 ((rel != ALLIED) || (rel2 != AT_WAR)))
1093 /* are we in range? */
1094 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1096 range = roundrange(lnd_fire_range(&land));
1100 dam2 = lnd_fire(&land);
1101 putland(land.lnd_uid, &land);
1106 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1108 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1109 if (roll(100) < lnd_acc(&land))
1112 if (land.lnd_own != attacker)
1114 "%s supported %s at %s\n",
1115 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1121 lnd_can_attack(struct lndstr *lp)
1123 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1125 if (lcp->l_flags & L_SUPPLY)
1132 * Increase fortification value of LP.
1133 * Fortification costs mobility. Use up to MOB mobility.
1134 * Return actual fortification increase.
1137 lnd_fortify(struct lndstr *lp, int mob)
1140 double mob_used, mult;
1142 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1145 mob_used = MIN(lp->lnd_mobil, mob);
1149 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1152 hard_amt = (int)(mob_used * mult);
1153 if (lp->lnd_harden + hard_amt > land_mob_max) {
1154 hard_amt = land_mob_max - lp->lnd_harden;
1155 mob_used = ceil(hard_amt / mult);
1158 lp->lnd_mobil -= (int)mob_used;
1159 lp->lnd_harden += hard_amt;
1160 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1166 * Is there a engineer unit at X,Y that can help nation CN?
1169 has_helpful_engineer(coord x, coord y, natid cn)
1171 struct nstr_item ni;
1174 snxtitem_xy(&ni, EF_LAND, x, y);
1175 while (nxtitem(&ni, &land)) {
1176 if (land.lnd_own != cn && getrel(getnatp(land.lnd_own), cn) != ALLIED)
1178 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1186 * Set LP's tech to TLEV along with everything else that depends on it.
1189 lnd_set_tech(struct lndstr *lp, int tlev)
1191 struct lchrstr *lcp = lchr + lp->lnd_type;
1193 if (CANT_HAPPEN(tlev < lcp->l_tech))
1196 lp->lnd_tech = tlev;