2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2007, 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 *);
58 attack_val(int combat_mode, struct lndstr *lp)
64 if (lp->lnd_effic < LAND_MINEFF) {
65 putland(lp->lnd_uid, lp);
69 lcp = &lchr[(int)lp->lnd_type];
71 /* Spies always count as 1 during assaults. If they are the only ones
72 in the assault, they get to sneak on anyway. */
74 if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
77 men = lp->lnd_item[I_MILIT];
78 value = men * lp->lnd_att * lp->lnd_effic / 100.0;
80 switch (combat_mode) {
84 if (!(lcp->l_flags & L_MARINE))
85 return assault_penalty * value;
88 if (!(lcp->l_flags & L_MARINE))
89 return assault_penalty * men;
96 defense_val(struct lndstr *lp)
102 if (lp->lnd_effic < LAND_MINEFF) {
103 putland(lp->lnd_uid, lp);
107 lcp = &lchr[(int)lp->lnd_type];
109 men = lp->lnd_item[I_MILIT];
111 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
112 !(lcp->l_flags & L_MARINE))
115 value = men * lp->lnd_def * lp->lnd_effic / 100.0;
116 value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
118 /* If there are military on the unit, you get at least a 1
119 man defensive unit, except for spies */
120 if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
127 lnd_print(struct ulist *llp, char *s)
129 if (llp->unit.land.lnd_own == player->cnum)
130 pr("%s %s\n", prland(&llp->unit.land), s);
132 wu(0, llp->unit.land.lnd_own, "%s %s\n", prland(&llp->unit.land), s);
136 lnd_delete(struct ulist *llp, char *s)
140 putland(llp->unit.land.lnd_uid, &llp->unit.land);
141 emp_remque((struct emp_qelem *)llp);
146 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
147 /* attacking or assaulting or paratrooping? */
148 /* number of casualties to take */
161 int nowhere_to_go = 0;
163 double mobcost, bmcost;
167 taken = llp->unit.land.lnd_item[I_MILIT];
168 /* Spies always die */
169 if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY) {
171 llp->unit.land.lnd_effic = 0;
173 eff_eq = ldround(cas * 100.0 /
174 ((struct lchrstr *)llp->chrp)->l_mil, 1);
175 llp->unit.land.lnd_effic -= eff_eq;
176 lnd_submil(&llp->unit.land, cas);
179 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
180 sprintf(buf, "dies %s %s!",
181 combat_mode ? att_mode[combat_mode] : "defending",
182 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
183 llp->unit.land.lnd_own));
184 lnd_delete(llp, buf);
185 /* Since we killed the unit, we killed all the mil on it */
188 /* Ok, now, how many did we take off? (sould be the diff) */
189 taken = taken - llp->unit.land.lnd_item[I_MILIT];
192 if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
195 /* we're being boarded */
196 if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
199 /* we're being boarded */
200 if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
203 /* Have to make a retreat check */
205 ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
206 if (roll(100) < ret_chance) {
208 lnd_print(llp, "fails morale check!");
209 llp->unit.land.lnd_mission = 0;
210 llp->unit.land.lnd_harden = 0;
211 if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
213 else if (combat_mode == A_DEFEND) {
215 * defending unit.. find a place to send it
216 * strategy: look for the most-populated
217 * adjacent sector that is owned by the unit
218 * player->owner. Charge mob..
222 for (n = 1; n <= 6; ++n) {
223 ret_x = llp->unit.land.lnd_x + diroff[n][0];
224 ret_y = llp->unit.land.lnd_y + diroff[n][1];
225 getsect(ret_x, ret_y, §);
226 if (sect.sct_own != llp->unit.land.lnd_own)
228 if (sect.sct_type == SCT_MOUNT)
230 mobcost = lnd_mobcost(&llp->unit.land, &rsect);
234 civs = sect.sct_item[I_CIVIL];
235 if (civs > biggest) {
245 /* retreat to bx,by */
246 llp->unit.land.lnd_x = bx;
247 llp->unit.land.lnd_y = by;
248 /* FIXME landmines */
249 getsect(bx, by, &rsect);
250 mob = llp->unit.land.lnd_mobil - (int)bmcost;
253 orig = llp->unit.land.lnd_mobil;
254 llp->unit.land.lnd_mobil = (signed char)mob;
255 if (llp->unit.land.lnd_mobil > orig)
256 llp->unit.land.lnd_mobil = -127;
257 sprintf(buf, "retreats at %d%% efficiency to %s!",
258 llp->unit.land.lnd_effic,
259 xyas(bx, by, llp->unit.land.lnd_own));
260 lnd_delete(llp, buf);
262 } else { /* attacking from a sector */
263 sprintf(buf, "leaves the battlefield at %d%% efficiency",
264 llp->unit.land.lnd_effic);
265 if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
266 llp->unit.land.lnd_mobil = -127;
268 llp->unit.land.lnd_mobil -= (int)llp->mobil;
270 lnd_delete(llp, buf);
274 /* nowhere to go.. take more casualties */
275 llp->unit.land.lnd_effic -= 10;
276 lnd_submil(&llp->unit.land, ((struct lchrstr *)llp->chrp)->l_mil / 10);
277 if (llp->unit.land.lnd_effic < LAND_MINEFF)
278 lnd_delete(llp, "has nowhere to retreat, and dies!");
281 "has nowhere to retreat and takes extra losses!");
288 lnd_takemob(struct emp_qelem *list, double loss)
290 struct emp_qelem *qp, *next;
293 int mcost = ldround(combat_mob * loss, 1);
295 for (qp = list->q_forw; qp != list; qp = next) {
297 llp = (struct ulist *)qp;
300 use_supply(&llp->unit.land);
301 if (llp->unit.land.lnd_mission == MI_RESERVE)
302 new = llp->unit.land.lnd_mobil - mcost/2;
305 new = llp->unit.land.lnd_mobil - mcost;
308 llp->unit.land.lnd_mobil = (signed char)new;
313 lnd_submil(struct lndstr *lp, int num)
315 int new = lp->lnd_item[I_MILIT] - num;
316 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
320 lnd_spyval(struct lndstr *lp)
322 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
323 return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
325 return lp->lnd_spy * (lp->lnd_effic / 100.0);
329 intelligence_report(int destination, struct lndstr *lp, int spy,
333 char buf1[80], buf2[80], buf3[80];
334 double estimate = 0.0; /* estimated defense value */
336 if (destination == 0)
339 if (lp->lnd_own == 0)
342 lcp = &lchr[(int)lp->lnd_type];
344 memset(buf1, 0, sizeof(buf1));
345 memset(buf2, 0, sizeof(buf2));
346 memset(buf3, 0, sizeof(buf3));
347 if (chance((spy + lp->lnd_vis) / 10.0)) {
348 if (destination == player->cnum)
349 pr("%s %s", mess, prland(lp));
351 sprintf(buf1, "%s %s", mess, prland(lp));
353 estimate = lp->lnd_item[I_MILIT];
355 if (chance((spy + lp->lnd_vis) / 20.0)) {
356 if (destination == player->cnum)
357 pr(" (eff %d, mil %d",
358 roundintby(lp->lnd_effic, 5),
359 roundintby(lp->lnd_item[I_MILIT], 10));
361 sprintf(buf2, " (eff %d, mil %d",
362 roundintby(lp->lnd_effic, 5),
363 roundintby(lp->lnd_item[I_MILIT], 10));
364 estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
366 if (chance((spy + lp->lnd_vis) / 20.0)) {
368 t = lp->lnd_tech - 20 + roll(40);
370 if (destination == player->cnum)
371 pr(", tech %d)\n", t);
373 sprintf(buf3, ", tech %d)\n", t);
375 if (destination == player->cnum)
378 sprintf(buf3, ")\n");
381 if (destination == player->cnum)
388 if (destination != player->cnum) {
389 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
392 if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
393 estimate *= lp->lnd_def;
398 /* Used by the spy command to count land units in a sector. If used
399 for anything else, you may want to reconsider, because this doesn't
400 always count spies. :) */
402 count_sect_units(struct sctstr *sp)
408 snxtitem_all(&ni, EF_LAND);
409 while (nxtitem(&ni, &land)) {
412 if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
414 /* Don't always see spies */
415 if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
416 if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
419 /* Got here, report it */
427 count_units(struct shpstr *sp)
433 if (sp->shp_effic < SHIP_MINEFF)
436 snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
437 while (nxtitem(&ni, &land)) {
438 if (land.lnd_own == 0)
440 if (land.lnd_ship == sp->shp_uid)
444 if (sp->shp_nland != nland) {
445 sp->shp_nland = nland;
446 putship(sp->shp_uid, sp);
451 lnd_count_units(struct lndstr *lp)
457 if (lp->lnd_effic < LAND_MINEFF)
460 snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
461 while (nxtitem(&ni, &land)) {
462 if (land.lnd_own == 0)
464 if (land.lnd_land == lp->lnd_uid)
468 if (lp->lnd_nland != nland) {
469 lp->lnd_nland = nland;
470 putland(lp->lnd_uid, lp);
475 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
481 int mobtype = MOB_MOVE; /* indeterminate */
484 while (nxtitem(ni, &land)) {
488 if (ontradingblock(EF_LAND, &land)) {
489 pr("unit #%d inelligible - it's for sale.\n",
495 * The marching code gets confused when trains and non-trains
496 * march together. Disallow for now.
498 this_mot = lnd_mobtype(&land);
499 if (this_mot != mobtype) {
500 if (mobtype == MOB_MOVE)
502 else if (mobtype == MOB_MARCH) {
503 pr("%s is a train and can't march with the leader.\n",
507 pr("%s can't rail-march with the leading train.\n",
513 lcp = &lchr[(int)land.lnd_type];
514 land.lnd_mission = 0;
517 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
518 putland(land.lnd_uid, &land);
519 llp = malloc(sizeof(struct ulist));
520 llp->chrp = (struct empobj_chr *)lcp;
521 llp->unit.land = land;
522 llp->mobil = land.lnd_mobil;
523 emp_insque(&llp->queue, list);
527 /* This function assumes that the list was created by lnd_sel */
529 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
530 int *togetherp, natid actor)
532 struct emp_qelem *qp;
533 struct emp_qelem *next;
546 for (qp = list->q_back; qp != list; qp = next) {
548 llp = (struct ulist *)qp;
549 getland(llp->unit.land.lnd_uid, &land);
550 if (land.lnd_own != actor) {
551 mpr(actor, "%s was disbanded at %s\n",
552 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
553 emp_remque((struct emp_qelem *)llp);
557 if (land.lnd_ship >= 0) {
558 lnd_mess("is on a ship", llp);
561 if (land.lnd_land >= 0) {
562 lnd_mess("is on a unit", llp);
565 if (!getsect(land.lnd_x, land.lnd_y, §)) {
566 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
569 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
570 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
571 llp->unit.land.lnd_item[I_MILIT] == 0) {
572 lnd_mess("has no mil on it to guide it", llp);
575 rel = getrel(getnatp(sect.sct_own), player->cnum);
576 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
577 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
579 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
588 if (land.lnd_x != allx || land.lnd_y != ally)
590 if (land.lnd_mobil + 1 < (int)llp->mobil) {
591 llp->mobil = land.lnd_mobil;
593 if (llp->mobil < *minmobp)
594 *minmobp = llp->mobil;
595 if (llp->mobil > *maxmobp)
596 *maxmobp = llp->mobil;
597 llp->unit.land = land;
602 lnd_put(struct emp_qelem *list, natid actor)
604 struct emp_qelem *qp;
605 struct emp_qelem *newqp;
610 llp = (struct ulist *)qp;
612 mpr(actor, "%s stopped at %s\n", prland(&llp->unit.land),
613 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
614 llp->unit.land.lnd_own));
615 if (llp->mobil < -127)
617 llp->unit.land.lnd_mobil = llp->mobil;
619 putland(llp->unit.land.lnd_uid, &llp->unit.land);
628 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
631 struct emp_qelem *qp;
632 struct emp_qelem *next;
635 int mines, m, max, sshells, lshells;
637 for (qp = land_list->q_back; qp != land_list; qp = next) {
639 llp = (struct ulist *)qp;
640 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
642 mpr(actor, "%s is not an engineer!\n",
643 prland(&llp->unit.land));
646 if (takemob && llp->mobil < 0.0) {
648 lnd_mess("is out of mobility", llp);
651 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
652 if (sect.sct_oldown == llp->unit.land.lnd_own) {
655 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
656 prland(&llp->unit.land));
659 if (sect.sct_type == SCT_BSPAN) {
661 mpr(actor, "%s is on a bridge. No mines there!\n",
662 prland(&llp->unit.land));
666 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
667 llp->unit.land.lnd_mobil = (int)llp->mobil;
668 llp->unit.land.lnd_harden = 0;
670 putland(llp->unit.land.lnd_uid, &llp->unit.land);
671 if (!(mines = sect.sct_mines))
673 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
674 lshells = llp->unit.land.lnd_item[I_SHELL];
675 sshells = sect.sct_item[I_SHELL];
676 for (m = 0; mines > 0 && m < max * 2; m++) {
677 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
678 mpr(actor, "Sweep...\n");
682 else if (sshells < ITEM_MAX)
686 sect.sct_mines = mines;
687 llp->unit.land.lnd_item[I_SHELL] = lshells;
688 sect.sct_item[I_SHELL] = sshells;
689 putland(llp->unit.land.lnd_uid, &llp->unit.land);
695 contains_engineer(struct emp_qelem *list)
697 struct emp_qelem *qp;
698 struct emp_qelem *next;
701 for (qp = list->q_back; qp != list; qp = next) {
703 llp = (struct ulist *)qp;
704 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
711 lnd_check_mines(struct emp_qelem *land_list)
713 struct emp_qelem *qp;
714 struct emp_qelem *next;
718 int with_eng = contains_engineer(land_list);
720 for (qp = land_list->q_back; qp != land_list; qp = next) {
722 llp = (struct ulist *)qp;
723 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
724 if (sect.sct_oldown == llp->unit.land.lnd_own)
726 if (sect.sct_type == SCT_BSPAN)
730 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
731 lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
734 putland(llp->unit.land.lnd_uid, &llp->unit.land);
735 if (!llp->unit.land.lnd_own) {
746 lnd_mess(char *str, struct ulist *llp)
748 mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
749 prland(&llp->unit.land),
750 str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
751 llp->unit.land.lnd_own));
752 if (llp->mobil < -127)
754 llp->unit.land.lnd_mobil = llp->mobil;
755 putland(llp->unit.land.lnd_uid, &llp->unit.land);
756 emp_remque((struct emp_qelem *)llp);
761 lnd_count(struct emp_qelem *list)
763 struct emp_qelem *qp;
764 struct emp_qelem *next;
768 for (qp = list->q_back; qp != list; qp = next) {
770 llp = (struct ulist *)qp;
777 lnd_damage(struct emp_qelem *list, int totdam)
779 struct emp_qelem *qp;
780 struct emp_qelem *next;
785 if (!totdam || !(count = lnd_count(list)))
787 dam = ldround((double)totdam / count, 1);
788 for (qp = list->q_back; qp != list; qp = next) {
790 llp = (struct ulist *)qp;
791 /* have to get it again because of collateral damage */
792 getland(llp->unit.land.lnd_uid, &llp->unit.land);
793 landdamage(&llp->unit.land, dam);
794 putland(llp->unit.land.lnd_uid, &llp->unit.land);
795 if (!llp->unit.land.lnd_own) {
804 lnd_easiest_target(struct emp_qelem *list)
806 struct emp_qelem *qp;
807 struct emp_qelem *next;
810 int easiest = 9876; /* things start great for victim */
813 for (qp = list->q_back; qp != list; qp = next) {
815 llp = (struct ulist *)qp;
816 hard = lnd_hardtarget(&llp->unit.land);
818 easiest = hard; /* things get worse for victim */
821 return easiest - count;
825 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
829 struct emp_qelem msl_list, *qp, *newqp;
831 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
833 dam = msl_launch_mindam(&msl_list, newx, newy,
834 lnd_easiest_target(list), EF_LAND,
835 lnd_count(list) * 20, "troops", victim,
838 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
839 collateral_damage(newx, newy, dam, 0);
841 qp = msl_list.q_forw;
842 while (qp != msl_list.q_forw) {
852 /* Steve M. - commented out for now until abuse is decided upon */
853 /* risner: allow forts to interdict land units. */
855 lnd_fort_interdiction(struct emp_qelem *list,
856 coord newx, coord newy, natid victim)
867 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
868 while (nxtsct(&ns, &fsect)) {
869 if (fsect.sct_own == 0)
871 if (fsect.sct_own == victim)
873 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
875 gun = fsect.sct_item[I_GUN];
878 range = roundrange(fortrange(&fsect));
879 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
882 if (fsect.sct_item[I_MILIT] < 5)
884 shell = fsect.sct_item[I_SHELL];
886 shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y,
891 fsect.sct_item[I_SHELL] = shell;
895 guneff = landgun((int)fsect.sct_effic, gun);
898 mpr(victim, "Incoming fire does %d damage!\n", dam);
900 "%s fires at %s land units in %s for %d!\n",
901 xyas(fsect.sct_x, fsect.sct_y,
903 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
904 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
907 return lnd_damage(list, totdam);
913 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
918 if (!opt_NO_FORT_FIRE)
919 /* Steve M. - commented out for now until abuse is decided upon */
920 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
925 unit_interdict(newx, newy, victim, "land units",
926 lnd_easiest_target(list), MI_INTERDICT));
930 lnd_missile_interdiction(list, newx, newy, victim));
934 /* high value of hardtarget is harder to hit */
936 lnd_hardtarget(struct lndstr *lp)
940 getsect(lp->lnd_x, lp->lnd_y, §);
941 return (int)((lp->lnd_effic / 100.0) *
942 (10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
947 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
951 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
952 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
954 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
957 if (lcp->l_flags & L_ENGINEER)
965 lnd_pathcost(struct lndstr *lp, double pathcost)
969 effspd = lp->lnd_spd;
970 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
971 effspd *= lp->lnd_effic * 0.01;
974 * The return value must be PATHCOST times a factor that depends
975 * only on the land unit. Anything else breaks path finding. In
976 * particular, you can't add or enforce a minimum cost here. Do
977 * it in sector_mcost().
979 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
983 lnd_mobtype(struct lndstr *lp)
985 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
986 ? MOB_RAIL : MOB_MARCH;
990 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
992 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
996 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
999 struct sctstr sect, osect;
1000 struct emp_qelem *qp;
1001 struct emp_qelem *qp2;
1002 struct emp_qelem *next;
1004 struct emp_qelem cur, done;
1016 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
1017 lnd_put(list, actor);
1020 dx = diroff[dir][0];
1021 dy = diroff[dir][1];
1022 for (qp = list->q_back; qp != list; qp = next) {
1024 llp = (struct ulist *)qp;
1025 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
1026 oldown = osect.sct_own;
1027 newx = xnorm(llp->unit.land.lnd_x + dx);
1028 newy = ynorm(llp->unit.land.lnd_y + dy);
1029 getsect(newx, newy, §);
1030 rel = getrel(getnatp(sect.sct_own), player->cnum);
1031 if ((sect.sct_own != actor && rel != ALLIED &&
1032 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
1033 sect.sct_own) || (sect.sct_type == SCT_WATER ||
1034 sect.sct_type == SCT_SANCT ||
1035 sect.sct_type == SCT_WASTE)) {
1037 pr("can't go to %s\n", xyas(newx, newy, actor));
1040 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
1045 if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
1046 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
1048 pr("no rail system in %s\n", xyas(newx, newy, actor));
1051 sprintf(dp, "has no rail system in %s",
1052 xyas(newx, newy, actor));
1057 /* Note we check would_abandon first because we don't want
1058 to always have to do these checks */
1059 if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1061 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
1064 /* now check stuff */
1065 if (!check_sect_ok(§))
1067 if (!check_sect_ok(&osect))
1069 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
1070 if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
1074 lnd_mess("stops", llp);
1078 if (llp->mobil <= 0.0) {
1079 lnd_mess("is out of mobility", llp);
1082 llp->unit.land.lnd_x = newx;
1083 llp->unit.land.lnd_y = newy;
1084 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
1085 llp->unit.land.lnd_mobil = (int)llp->mobil;
1086 llp->unit.land.lnd_harden = 0;
1087 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1089 getsect(osect.sct_x, osect.sct_y, &osect);
1090 if (osect.sct_own != oldown && oldown == player->cnum) {
1091 /* It was your sector, now it's not. Simple :) */
1092 pr("You no longer own %s\n",
1093 xyas(osect.sct_x, osect.sct_y, player->cnum));
1095 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
1096 /* Always a 10% chance of getting caught. */
1097 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1098 if (rel == NEUTRAL || rel == FRIENDLY) {
1100 "%s unit spotted in %s\n", cname(player->cnum),
1101 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1102 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1103 } else if (rel == HOSTILE || rel == AT_WAR ||
1104 rel == SITZKRIEG || rel == MOBILIZATION) {
1106 "%s spy shot in %s\n", cname(player->cnum),
1107 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1108 pr("%s was shot and killed.\n", prland(&llp->unit.land));
1109 llp->unit.land.lnd_effic = 0;
1110 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1118 lnd_sweep(list, 0, 1, actor);
1119 stopping |= lnd_check_mines(list);
1123 /* interdict land units sector by sector */
1126 while (!QEMPTY(list)) {
1127 llp = (struct ulist *)list->q_back;
1128 newx = llp->unit.land.lnd_x;
1129 newy = llp->unit.land.lnd_y;
1130 /* move units in NEWX,NEWY to cur */
1132 for (qp = list->q_back; qp != list; qp = next) {
1134 llp = (struct ulist *)qp;
1135 if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
1137 emp_insque(qp, &cur);
1138 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1142 /* interdict them */
1144 stopping |= lnd_interdict(&cur, newx, newy, actor);
1145 /* move survivors to done */
1146 for (qp = cur.q_back; qp != &cur; qp = next) {
1148 llp = (struct ulist *)qp;
1150 emp_insque(qp, &done);
1153 /* assign surviving land units back to list */
1154 emp_insque(list, &done);
1161 * find all artillery units belonging
1162 * to the attacker or defender that can fire.
1163 * Each arty unit adds +1%/damage point
1166 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1168 struct nstr_item ni;
1177 snxtitem_all(&ni, EF_LAND);
1178 while (nxtitem(&ni, &land)) {
1179 if (land.lnd_frg == 0)
1181 if ((land.lnd_x == x) && (land.lnd_y == y))
1183 if (land.lnd_ship >= 0)
1185 if (land.lnd_land >= 0)
1187 if (land.lnd_effic < LAND_MINFIREEFF)
1189 /* Do we have mil? */
1190 if (land.lnd_item[I_MILIT] <= 0)
1192 rel = getrel(getnatp(land.lnd_own), attacker);
1193 rel2 = getrel(getnatp(land.lnd_own), victim);
1194 if ((land.lnd_own != attacker) &&
1195 ((rel != ALLIED) || (rel2 != AT_WAR)))
1198 /* do we have supplies? */
1199 if (!has_supply(&land))
1202 /* are we in range? */
1203 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1205 range = roundrange(effrange(land.lnd_frg, land.lnd_tech));
1209 shell = land.lnd_item[I_SHELL];
1210 gun = land.lnd_item[I_GUN];
1212 if (shell == 0 || gun == 0)
1217 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1219 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1220 if (roll(100) < land.lnd_acc) {
1221 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1222 land.lnd_ammo, shell) / 2;
1224 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1225 land.lnd_ammo, shell);
1227 if (land.lnd_own != attacker)
1229 "%s supported %s at %s\n",
1230 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1236 lnd_path(int together, struct lndstr *lp, char *buf)
1240 struct sctstr d_sect, sect;
1245 if (!sarg_xy(buf, &destx, &desty))
1248 pr("Cannot go to a destination sector if not all starting in the same sector\n");
1251 if (!getsect(destx, desty, &d_sect)) {
1252 pr("%d,%d is not a sector\n", destx, desty);
1255 getsect(lp->lnd_x, lp->lnd_y, §);
1256 mtype = lnd_mobtype(lp);
1257 cp = BestLandPath(buf, §, &d_sect, &dummy, mtype);
1259 pr("No owned %s from %s to %s!\n",
1260 mtype == MOB_RAIL ? "railway" : "path",
1261 xyas(lp->lnd_x, lp->lnd_y, player->cnum),
1262 xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
1265 pr("Using path '%s'\n", cp);
1270 lnd_can_attack(struct lndstr *lp)
1272 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1274 if (lcp->l_flags & L_SUPPLY)
1281 * Increase fortification value of LP.
1282 * Fortification costs mobility. Use up to MOB mobility.
1283 * Return actual fortification increase.
1286 lnd_fortify(struct lndstr *lp, int mob)
1289 double mob_used, mult;
1291 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1294 mob_used = MIN(lp->lnd_mobil, mob);
1298 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1301 hard_amt = (int)(mob_used * mult);
1302 if (lp->lnd_harden + hard_amt > land_mob_max) {
1303 hard_amt = land_mob_max - lp->lnd_harden;
1304 mob_used = ceil(hard_amt / mult);
1307 lp->lnd_mobil -= (int)mob_used;
1308 lp->lnd_harden += hard_amt;
1309 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1315 * Set LP's tech to TLEV along with everything else that depends on it.
1318 lnd_set_tech(struct lndstr *lp, int tlev)
1320 struct lchrstr *lcp = lchr + lp->lnd_type;
1321 int tech_diff = tlev - lcp->l_tech;
1323 if (CANT_HAPPEN(tech_diff < 0)) {
1328 lp->lnd_tech = tlev;
1329 lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
1330 lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
1331 lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
1332 lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
1333 lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
1334 lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
1335 lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
1336 lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
1337 lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
1338 lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
1339 lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, tech_diff);
1340 lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
1341 lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
1342 lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
1343 lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
1344 lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);