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_item[I_MILIT], 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,
278 ((struct lchrstr *)llp->chrp)->l_item[I_MILIT] / 10);
279 if (llp->unit.land.lnd_effic < LAND_MINEFF)
280 lnd_delete(llp, "has nowhere to retreat, and dies!");
283 "has nowhere to retreat and takes extra losses!");
290 lnd_takemob(struct emp_qelem *list, double loss)
292 struct emp_qelem *qp, *next;
295 int mcost = ldround(combat_mob * loss, 1);
297 for (qp = list->q_forw; qp != list; qp = next) {
299 llp = (struct ulist *)qp;
302 use_supply(&llp->unit.land);
303 if (llp->unit.land.lnd_mission == MI_RESERVE)
304 new = llp->unit.land.lnd_mobil - mcost/2;
307 new = llp->unit.land.lnd_mobil - mcost;
310 llp->unit.land.lnd_mobil = (signed char)new;
315 lnd_submil(struct lndstr *lp, int num)
317 int new = lp->lnd_item[I_MILIT] - num;
318 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
322 lnd_spyval(struct lndstr *lp)
324 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
325 return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
327 return lp->lnd_spy * (lp->lnd_effic / 100.0);
331 intelligence_report(int destination, struct lndstr *lp, int spy,
335 char buf1[80], buf2[80], buf3[80];
336 double estimate = 0.0; /* estimated defense value */
338 if (destination == 0)
341 if (lp->lnd_own == 0)
344 lcp = &lchr[(int)lp->lnd_type];
346 memset(buf1, 0, sizeof(buf1));
347 memset(buf2, 0, sizeof(buf2));
348 memset(buf3, 0, sizeof(buf3));
349 if (chance((spy + lp->lnd_vis) / 10.0)) {
350 if (destination == player->cnum)
351 pr("%s %s", mess, prland(lp));
353 sprintf(buf1, "%s %s", mess, prland(lp));
355 estimate = lp->lnd_item[I_MILIT];
357 if (chance((spy + lp->lnd_vis) / 20.0)) {
358 if (destination == player->cnum)
359 pr(" (eff %d, mil %d",
360 roundintby(lp->lnd_effic, 5),
361 roundintby(lp->lnd_item[I_MILIT], 10));
363 sprintf(buf2, " (eff %d, mil %d",
364 roundintby(lp->lnd_effic, 5),
365 roundintby(lp->lnd_item[I_MILIT], 10));
366 estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
368 if (chance((spy + lp->lnd_vis) / 20.0)) {
370 t = lp->lnd_tech - 20 + roll(40);
372 if (destination == player->cnum)
373 pr(", tech %d)\n", t);
375 sprintf(buf3, ", tech %d)\n", t);
377 if (destination == player->cnum)
380 sprintf(buf3, ")\n");
383 if (destination == player->cnum)
390 if (destination != player->cnum) {
391 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
394 if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
395 estimate *= lp->lnd_def;
400 /* Used by the spy command to count land units in a sector. If used
401 for anything else, you may want to reconsider, because this doesn't
402 always count spies. :) */
404 count_sect_units(struct sctstr *sp)
410 snxtitem_all(&ni, EF_LAND);
411 while (nxtitem(&ni, &land)) {
414 if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
416 /* Don't always see spies */
417 if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
418 if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
421 /* Got here, report it */
429 count_units(struct shpstr *sp)
435 if (sp->shp_effic < SHIP_MINEFF)
438 snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
439 while (nxtitem(&ni, &land)) {
440 if (land.lnd_own == 0)
442 if (land.lnd_ship == sp->shp_uid)
446 if (sp->shp_nland != nland) {
447 sp->shp_nland = nland;
448 putship(sp->shp_uid, sp);
453 lnd_count_units(struct lndstr *lp)
459 if (lp->lnd_effic < LAND_MINEFF)
462 snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
463 while (nxtitem(&ni, &land)) {
464 if (land.lnd_own == 0)
466 if (land.lnd_land == lp->lnd_uid)
470 if (lp->lnd_nland != nland) {
471 lp->lnd_nland = nland;
472 putland(lp->lnd_uid, lp);
477 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
483 int mobtype = MOB_MOVE; /* indeterminate */
486 while (nxtitem(ni, &land)) {
490 if (ontradingblock(EF_LAND, &land)) {
491 pr("unit #%d inelligible - it's for sale.\n",
497 * The marching code gets confused when trains and non-trains
498 * march together. Disallow for now.
500 this_mot = lnd_mobtype(&land);
501 if (this_mot != mobtype) {
502 if (mobtype == MOB_MOVE)
504 else if (mobtype == MOB_MARCH) {
505 pr("%s is a train and can't march with the leader.\n",
509 pr("%s can't rail-march with the leading train.\n",
515 lcp = &lchr[(int)land.lnd_type];
516 land.lnd_mission = 0;
519 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
520 putland(land.lnd_uid, &land);
521 llp = malloc(sizeof(struct ulist));
522 llp->chrp = (struct empobj_chr *)lcp;
523 llp->unit.land = land;
524 llp->mobil = land.lnd_mobil;
525 emp_insque(&llp->queue, list);
529 /* This function assumes that the list was created by lnd_sel */
531 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
532 int *togetherp, natid actor)
534 struct emp_qelem *qp;
535 struct emp_qelem *next;
548 for (qp = list->q_back; qp != list; qp = next) {
550 llp = (struct ulist *)qp;
551 getland(llp->unit.land.lnd_uid, &land);
552 if (land.lnd_own != actor) {
553 mpr(actor, "%s was disbanded at %s\n",
554 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
555 emp_remque((struct emp_qelem *)llp);
559 if (land.lnd_ship >= 0) {
560 lnd_mess("is on a ship", llp);
563 if (land.lnd_land >= 0) {
564 lnd_mess("is on a unit", llp);
567 if (!getsect(land.lnd_x, land.lnd_y, §)) {
568 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
571 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
572 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
573 llp->unit.land.lnd_item[I_MILIT] == 0) {
574 lnd_mess("has no mil on it to guide it", llp);
577 rel = getrel(getnatp(sect.sct_own), player->cnum);
578 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
579 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
581 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
590 if (land.lnd_x != allx || land.lnd_y != ally)
592 if (land.lnd_mobil + 1 < (int)llp->mobil) {
593 llp->mobil = land.lnd_mobil;
595 if (llp->mobil < *minmobp)
596 *minmobp = llp->mobil;
597 if (llp->mobil > *maxmobp)
598 *maxmobp = llp->mobil;
599 llp->unit.land = land;
604 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
607 struct emp_qelem *qp;
608 struct emp_qelem *next;
611 int mines, m, max, sshells, lshells;
613 for (qp = land_list->q_back; qp != land_list; qp = next) {
615 llp = (struct ulist *)qp;
616 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
618 mpr(actor, "%s is not an engineer!\n",
619 prland(&llp->unit.land));
622 if (takemob && llp->mobil < 0.0) {
624 lnd_mess("is out of mobility", llp);
627 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
628 if (sect.sct_oldown == llp->unit.land.lnd_own) {
631 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
632 prland(&llp->unit.land));
635 if (sect.sct_type == SCT_BSPAN) {
637 mpr(actor, "%s is on a bridge. No mines there!\n",
638 prland(&llp->unit.land));
642 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
643 llp->unit.land.lnd_mobil = (int)llp->mobil;
644 llp->unit.land.lnd_harden = 0;
646 putland(llp->unit.land.lnd_uid, &llp->unit.land);
647 if (!(mines = sect.sct_mines))
649 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
650 lshells = llp->unit.land.lnd_item[I_SHELL];
651 sshells = sect.sct_item[I_SHELL];
652 for (m = 0; mines > 0 && m < max * 2; m++) {
653 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
654 mpr(actor, "Sweep...\n");
658 else if (sshells < ITEM_MAX)
662 sect.sct_mines = mines;
663 llp->unit.land.lnd_item[I_SHELL] = lshells;
664 sect.sct_item[I_SHELL] = sshells;
665 putland(llp->unit.land.lnd_uid, &llp->unit.land);
671 contains_engineer(struct emp_qelem *list)
673 struct emp_qelem *qp;
674 struct emp_qelem *next;
677 for (qp = list->q_back; qp != list; qp = next) {
679 llp = (struct ulist *)qp;
680 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
687 lnd_check_mines(struct emp_qelem *land_list)
689 struct emp_qelem *qp;
690 struct emp_qelem *next;
694 int with_eng = contains_engineer(land_list);
696 for (qp = land_list->q_back; qp != land_list; qp = next) {
698 llp = (struct ulist *)qp;
699 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
700 if (sect.sct_oldown == llp->unit.land.lnd_own)
702 if (sect.sct_type == SCT_BSPAN)
706 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
707 lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
710 putland(llp->unit.land.lnd_uid, &llp->unit.land);
711 if (!llp->unit.land.lnd_own) {
722 lnd_mess(char *str, struct ulist *llp)
724 mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
725 prland(&llp->unit.land),
726 str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
727 llp->unit.land.lnd_own));
728 if (llp->mobil < -127)
730 llp->unit.land.lnd_mobil = llp->mobil;
731 putland(llp->unit.land.lnd_uid, &llp->unit.land);
732 emp_remque((struct emp_qelem *)llp);
737 lnd_count(struct emp_qelem *list)
739 struct emp_qelem *qp;
740 struct emp_qelem *next;
743 for (qp = list->q_back; qp != list; qp = next) {
751 lnd_damage(struct emp_qelem *list, int totdam)
753 struct emp_qelem *qp;
754 struct emp_qelem *next;
759 if (!totdam || !(count = lnd_count(list)))
761 dam = ldround((double)totdam / count, 1);
762 for (qp = list->q_back; qp != list; qp = next) {
764 llp = (struct ulist *)qp;
765 /* have to get it again because of collateral damage */
766 getland(llp->unit.land.lnd_uid, &llp->unit.land);
767 landdamage(&llp->unit.land, dam);
768 putland(llp->unit.land.lnd_uid, &llp->unit.land);
769 if (!llp->unit.land.lnd_own) {
778 lnd_easiest_target(struct emp_qelem *list)
780 struct emp_qelem *qp;
781 struct emp_qelem *next;
784 int easiest = 9876; /* things start great for victim */
787 for (qp = list->q_back; qp != list; qp = next) {
789 llp = (struct ulist *)qp;
790 hard = lnd_hardtarget(&llp->unit.land);
792 easiest = hard; /* things get worse for victim */
795 return easiest - count;
799 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
803 struct emp_qelem msl_list, *qp, *newqp;
805 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
807 dam = msl_launch_mindam(&msl_list, newx, newy,
808 lnd_easiest_target(list), EF_LAND,
809 lnd_count(list) * 20, "troops", victim,
812 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
813 collateral_damage(newx, newy, dam, 0);
815 qp = msl_list.q_forw;
816 while (qp != msl_list.q_forw) {
826 /* Steve M. - commented out for now until abuse is decided upon */
827 /* risner: allow forts to interdict land units. */
829 lnd_fort_interdiction(struct emp_qelem *list,
830 coord newx, coord newy, natid victim)
841 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
842 while (nxtsct(&ns, &fsect)) {
843 if (fsect.sct_own == 0)
845 if (fsect.sct_own == victim)
847 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
849 gun = fsect.sct_item[I_GUN];
852 range = roundrange(fortrange(&fsect));
853 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
856 if (fsect.sct_item[I_MILIT] < 5)
858 shell = fsect.sct_item[I_SHELL];
860 shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y,
865 fsect.sct_item[I_SHELL] = shell;
869 guneff = landgun((int)fsect.sct_effic, gun);
872 mpr(victim, "Incoming fire does %d damage!\n", dam);
874 "%s fires at %s land units in %s for %d!\n",
875 xyas(fsect.sct_x, fsect.sct_y,
877 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
878 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
881 return lnd_damage(list, totdam);
887 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
892 if (!opt_NO_FORT_FIRE)
893 /* Steve M. - commented out for now until abuse is decided upon */
894 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
899 unit_interdict(newx, newy, victim, "land units",
900 lnd_easiest_target(list), MI_INTERDICT));
904 lnd_missile_interdiction(list, newx, newy, victim));
908 /* high value of hardtarget is harder to hit */
910 lnd_hardtarget(struct lndstr *lp)
914 getsect(lp->lnd_x, lp->lnd_y, §);
915 return (int)((lp->lnd_effic / 100.0) *
916 (10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
921 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
925 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
926 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
928 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
931 if (lcp->l_flags & L_ENGINEER)
939 lnd_pathcost(struct lndstr *lp, double pathcost)
943 effspd = lp->lnd_spd;
944 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
945 effspd *= lp->lnd_effic * 0.01;
948 * The return value must be PATHCOST times a factor that depends
949 * only on the land unit. Anything else breaks path finding. In
950 * particular, you can't add or enforce a minimum cost here. Do
951 * it in sector_mcost().
953 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
957 lnd_mobtype(struct lndstr *lp)
959 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
960 ? MOB_RAIL : MOB_MARCH;
964 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
966 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
970 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
973 struct sctstr sect, osect;
974 struct emp_qelem *qp;
975 struct emp_qelem *qp2;
976 struct emp_qelem *next;
978 struct emp_qelem cur, done;
990 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
991 unit_put(list, actor);
996 for (qp = list->q_back; qp != list; qp = next) {
998 llp = (struct ulist *)qp;
999 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
1000 oldown = osect.sct_own;
1001 newx = xnorm(llp->unit.land.lnd_x + dx);
1002 newy = ynorm(llp->unit.land.lnd_y + dy);
1003 getsect(newx, newy, §);
1004 rel = getrel(getnatp(sect.sct_own), player->cnum);
1005 if ((sect.sct_own != actor && rel != ALLIED &&
1006 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
1007 sect.sct_own) || (sect.sct_type == SCT_WATER ||
1008 sect.sct_type == SCT_SANCT ||
1009 sect.sct_type == SCT_WASTE)) {
1011 pr("can't go to %s\n", xyas(newx, newy, actor));
1014 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
1019 if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
1020 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
1022 pr("no rail system in %s\n", xyas(newx, newy, actor));
1025 sprintf(dp, "has no rail system in %s",
1026 xyas(newx, newy, actor));
1031 /* Note we check would_abandon first because we don't want
1032 to always have to do these checks */
1033 if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1035 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1038 /* now check stuff */
1039 if (!check_sect_ok(§))
1041 if (!check_sect_ok(&osect))
1043 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
1044 if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
1048 lnd_mess("stops", llp);
1052 if (llp->mobil <= 0.0) {
1053 lnd_mess("is out of mobility", llp);
1056 llp->unit.land.lnd_x = newx;
1057 llp->unit.land.lnd_y = newy;
1058 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
1059 llp->unit.land.lnd_mobil = (int)llp->mobil;
1060 llp->unit.land.lnd_harden = 0;
1061 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1063 getsect(osect.sct_x, osect.sct_y, &osect);
1064 if (osect.sct_own != oldown && oldown == player->cnum) {
1065 /* It was your sector, now it's not. Simple :) */
1066 pr("You no longer own %s\n",
1067 xyas(osect.sct_x, osect.sct_y, player->cnum));
1069 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
1070 /* Always a 10% chance of getting caught. */
1071 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1072 if (rel == NEUTRAL || rel == FRIENDLY) {
1074 "%s unit spotted in %s\n", cname(player->cnum),
1075 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1076 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1077 } else if (rel == HOSTILE || rel == AT_WAR ||
1078 rel == SITZKRIEG || rel == MOBILIZATION) {
1080 "%s spy shot in %s\n", cname(player->cnum),
1081 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1082 pr("%s was shot and killed.\n", prland(&llp->unit.land));
1083 llp->unit.land.lnd_effic = 0;
1084 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1092 lnd_sweep(list, 0, 1, actor);
1093 stopping |= lnd_check_mines(list);
1097 /* interdict land units sector by sector */
1100 while (!QEMPTY(list)) {
1101 llp = (struct ulist *)list->q_back;
1102 newx = llp->unit.land.lnd_x;
1103 newy = llp->unit.land.lnd_y;
1104 /* move units in NEWX,NEWY to cur */
1106 for (qp = list->q_back; qp != list; qp = next) {
1108 llp = (struct ulist *)qp;
1109 if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
1111 emp_insque(qp, &cur);
1112 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1116 /* interdict them */
1118 stopping |= lnd_interdict(&cur, newx, newy, actor);
1119 /* move survivors to done */
1120 for (qp = cur.q_back; qp != &cur; qp = next) {
1122 llp = (struct ulist *)qp;
1124 emp_insque(qp, &done);
1127 /* assign surviving land units back to list */
1128 emp_insque(list, &done);
1135 * find all artillery units belonging
1136 * to the attacker or defender that can fire.
1137 * Each arty unit adds +1%/damage point
1140 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1142 struct nstr_item ni;
1151 snxtitem_all(&ni, EF_LAND);
1152 while (nxtitem(&ni, &land)) {
1153 if (land.lnd_frg == 0)
1155 if ((land.lnd_x == x) && (land.lnd_y == y))
1157 if (land.lnd_ship >= 0)
1159 if (land.lnd_land >= 0)
1161 if (land.lnd_effic < LAND_MINFIREEFF)
1163 /* Do we have mil? */
1164 if (land.lnd_item[I_MILIT] <= 0)
1166 rel = getrel(getnatp(land.lnd_own), attacker);
1167 rel2 = getrel(getnatp(land.lnd_own), victim);
1168 if ((land.lnd_own != attacker) &&
1169 ((rel != ALLIED) || (rel2 != AT_WAR)))
1172 /* do we have supplies? */
1173 if (!has_supply(&land))
1176 /* are we in range? */
1177 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1179 range = roundrange(effrange(land.lnd_frg, land.lnd_tech));
1183 shell = land.lnd_item[I_SHELL];
1184 gun = land.lnd_item[I_GUN];
1186 if (shell == 0 || gun == 0)
1191 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1193 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1194 if (roll(100) < land.lnd_acc) {
1195 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1196 land.lnd_ammo, shell) / 2;
1198 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1199 land.lnd_ammo, shell);
1201 if (land.lnd_own != attacker)
1203 "%s supported %s at %s\n",
1204 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1209 lnd_can_attack(struct lndstr *lp)
1211 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1213 if (lcp->l_flags & L_SUPPLY)
1220 * Increase fortification value of LP.
1221 * Fortification costs mobility. Use up to MOB mobility.
1222 * Return actual fortification increase.
1225 lnd_fortify(struct lndstr *lp, int mob)
1228 double mob_used, mult;
1230 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1233 mob_used = MIN(lp->lnd_mobil, mob);
1237 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1240 hard_amt = (int)(mob_used * mult);
1241 if (lp->lnd_harden + hard_amt > land_mob_max) {
1242 hard_amt = land_mob_max - lp->lnd_harden;
1243 mob_used = ceil(hard_amt / mult);
1246 lp->lnd_mobil -= (int)mob_used;
1247 lp->lnd_harden += hard_amt;
1248 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1254 * Is there a engineer unit at X,Y that can help nation CN?
1257 has_helpful_engineer(coord x, coord y, natid cn)
1259 struct nstr_item ni;
1262 snxtitem_xy(&ni, EF_LAND, x, y);
1263 while (nxtitem(&ni, &land)) {
1264 if (land.lnd_own != cn && getrel(getnatp(land.lnd_own), cn) != ALLIED)
1266 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1274 * Set LP's tech to TLEV along with everything else that depends on it.
1277 lnd_set_tech(struct lndstr *lp, int tlev)
1279 struct lchrstr *lcp = lchr + lp->lnd_type;
1280 int tech_diff = tlev - lcp->l_tech;
1282 if (CANT_HAPPEN(tech_diff < 0)) {
1287 lp->lnd_tech = tlev;
1288 lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
1289 lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
1290 lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
1291 lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
1292 lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
1293 lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
1294 lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
1295 lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
1296 lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
1297 lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
1298 lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, tech_diff);
1299 lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
1300 lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
1301 lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
1302 lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
1303 lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);