2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2006, 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
55 #include "prototypes.h"
57 static void lnd_mess(char *, struct llist *);
58 static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
61 attack_val(int combat_mode, struct lndstr *lp)
67 if (lp->lnd_effic < LAND_MINEFF) {
68 putland(lp->lnd_uid, lp);
72 lcp = &lchr[(int)lp->lnd_type];
74 /* Spies always count as 1 during assaults. If they are the only ones
75 in the assault, they get to sneak on anyway. */
77 if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
80 men = lp->lnd_item[I_MILIT];
81 value = men * lp->lnd_att * lp->lnd_effic / 100.0;
83 switch (combat_mode) {
87 if (!(lcp->l_flags & L_MARINE))
88 return assault_penalty * value;
91 if (!(lcp->l_flags & L_MARINE))
92 return assault_penalty * men;
99 defense_val(struct lndstr *lp)
105 if (lp->lnd_effic < LAND_MINEFF) {
106 putland(lp->lnd_uid, lp);
110 lcp = &lchr[(int)lp->lnd_type];
112 men = lp->lnd_item[I_MILIT];
114 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
115 !(lcp->l_flags & L_MARINE))
118 value = men * lp->lnd_def * lp->lnd_effic / 100.0;
119 value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
121 /* If there are military on the unit, you get at least a 1
122 man defensive unit, except for spies */
123 if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
130 lnd_print(struct llist *llp, char *s)
132 if (llp->land.lnd_own == player->cnum)
133 pr("%s %s\n", prland(&llp->land), s);
135 wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
139 lnd_delete(struct llist *llp, char *s)
143 putland(llp->land.lnd_uid, &llp->land);
144 emp_remque((struct emp_qelem *)llp);
149 lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
150 /* attacking or assaulting or paratrooping? */
151 /* number of casualties to take */
164 int nowhere_to_go = 0;
166 double mobcost, bmcost;
170 taken = llp->land.lnd_item[I_MILIT];
171 /* Spies always die */
172 if (llp->lcp->l_flags & L_SPY) {
174 llp->land.lnd_effic = 0;
176 eff_eq = ldround(cas * 100.0 / llp->lcp->l_mil, 1);
177 llp->land.lnd_effic -= eff_eq;
178 lnd_submil(&llp->land, cas);
181 if (llp->land.lnd_effic < LAND_MINEFF) {
182 sprintf(buf, "dies %s %s!",
183 combat_mode ? att_mode[combat_mode] : "defending",
184 xyas(llp->land.lnd_x, llp->land.lnd_y, llp->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->land.lnd_item[I_MILIT];
193 if (llp->land.lnd_effic >= llp->land.lnd_retreat)
196 /* we're being boarded */
197 if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
200 /* we're being boarded */
201 if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
204 /* Have to make a retreat check */
206 ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
207 if (roll(100) < ret_chance) {
209 lnd_print(llp, "fails morale check!");
210 llp->land.lnd_mission = 0;
211 llp->land.lnd_harden = 0;
212 if (llp->land.lnd_ship >= 0 || llp->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->land.lnd_x + diroff[n][0];
225 ret_y = llp->land.lnd_y + diroff[n][1];
226 getsect(ret_x, ret_y, §);
227 if (sect.sct_own != llp->land.lnd_own)
229 if (sect.sct_type == SCT_MOUNT)
231 mobcost = lnd_mobcost(&llp->land, &rsect);
235 civs = sect.sct_item[I_CIVIL];
236 if (civs > biggest) {
246 /* retreat to bx,by */
247 llp->land.lnd_x = bx;
248 llp->land.lnd_y = by;
249 /* FIXME landmines */
250 getsect(bx, by, &rsect);
251 mob = llp->land.lnd_mobil - (int)bmcost;
254 orig = llp->land.lnd_mobil;
255 llp->land.lnd_mobil = (signed char)mob;
256 if (llp->land.lnd_mobil > orig)
257 llp->land.lnd_mobil = -127;
258 sprintf(buf, "retreats at %d%% efficiency to %s!",
260 xyas(bx, by, llp->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->land.lnd_effic);
266 if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
267 llp->land.lnd_mobil = -127;
269 llp->land.lnd_mobil -= (int)llp->mobil;
271 lnd_delete(llp, buf);
275 /* nowhere to go.. take more casualties */
276 llp->land.lnd_effic -= 10;
277 lnd_submil(&llp->land, llp->lcp->l_mil / 10);
278 if (llp->land.lnd_effic < LAND_MINEFF)
279 lnd_delete(llp, "has nowhere to retreat, and dies!");
282 "has nowhere to retreat and takes extra losses!");
289 lnd_takemob(struct emp_qelem *list, double loss)
291 struct emp_qelem *qp, *next;
294 int mcost = ldround(combat_mob * loss, 1);
296 for (qp = list->q_forw; qp != list; qp = next) {
298 llp = (struct llist *)qp;
301 use_supply(&llp->land);
302 if (llp->land.lnd_mission == MI_RESERVE)
303 new = llp->land.lnd_mobil - mcost/2;
306 new = llp->land.lnd_mobil - mcost;
309 llp->land.lnd_mobil = (signed char)new;
314 lnd_submil(struct lndstr *lp, int num)
316 int new = lp->lnd_item[I_MILIT] - num;
317 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
321 lnd_spyval(struct lndstr *lp)
323 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
324 return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
326 return lp->lnd_spy * (lp->lnd_effic / 100.0);
330 intelligence_report(int destination, struct lndstr *lp, int spy,
334 char buf1[80], buf2[80], buf3[80];
335 double estimate = 0.0; /* estimated defense value */
337 if (destination == 0)
340 if (lp->lnd_own == 0)
343 lcp = &lchr[(int)lp->lnd_type];
345 memset(buf1, 0, sizeof(buf1));
346 memset(buf2, 0, sizeof(buf2));
347 memset(buf3, 0, sizeof(buf3));
348 if (chance((spy + lp->lnd_vis) / 10.0)) {
349 if (destination == player->cnum)
350 pr("%s %s", mess, prland(lp));
352 sprintf(buf1, "%s %s", mess, prland(lp));
354 estimate = lp->lnd_item[I_MILIT];
356 if (chance((spy + lp->lnd_vis) / 20.0)) {
357 if (destination == player->cnum)
358 pr(" (eff %d, mil %d",
359 roundintby(lp->lnd_effic, 5),
360 roundintby(lp->lnd_item[I_MILIT], 10));
362 sprintf(buf2, " (eff %d, mil %d",
363 roundintby(lp->lnd_effic, 5),
364 roundintby(lp->lnd_item[I_MILIT], 10));
365 estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
367 if (chance((spy + lp->lnd_vis) / 20.0)) {
369 t = lp->lnd_tech - 20 + roll(40);
371 if (destination == player->cnum)
372 pr(", tech %d)\n", t);
374 sprintf(buf3, ", tech %d)\n", t);
376 if (destination == player->cnum)
379 sprintf(buf3, ")\n");
382 if (destination == player->cnum)
389 if (destination != player->cnum) {
390 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
393 if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
394 estimate *= lp->lnd_def;
399 /* Used by the spy command to count land units in a sector. If used
400 for anything else, you may want to reconsider, because this doesn't
401 always count spies. :) */
403 count_sect_units(struct sctstr *sp)
409 snxtitem_all(&ni, EF_LAND);
410 while (nxtitem(&ni, &land)) {
413 if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
415 /* Don't always see spies */
416 if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
417 if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
420 /* Got here, report it */
428 count_units(struct shpstr *sp)
434 if (sp->shp_effic < SHIP_MINEFF)
437 snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
438 while (nxtitem(&ni, &land)) {
439 if (land.lnd_own == 0)
441 if (land.lnd_ship == sp->shp_uid)
445 if (sp->shp_nland != nland) {
446 sp->shp_nland = nland;
447 putship(sp->shp_uid, sp);
452 lnd_count_units(struct lndstr *lp)
458 if (lp->lnd_effic < LAND_MINEFF)
461 snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
462 while (nxtitem(&ni, &land)) {
463 if (land.lnd_own == 0)
465 if (land.lnd_land == lp->lnd_uid)
469 if (lp->lnd_nland != nland) {
470 lp->lnd_nland = nland;
471 putland(lp->lnd_uid, lp);
476 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
482 int mobtype = MOB_MOVE; /* indeterminate */
485 while (nxtitem(ni, &land)) {
489 if (ontradingblock(EF_LAND, &land)) {
490 pr("unit #%d inelligible - it's for sale.\n",
496 * The marching code gets confused when trains and non-trains
497 * march together. Disallow for now.
499 this_mot = lnd_mobtype(&land);
500 if (this_mot != mobtype) {
501 if (mobtype == MOB_MOVE)
503 else if (mobtype == MOB_MARCH) {
504 pr("%s is a train and can't march with the leader.\n",
508 pr("%s can't rail-march with the leading train.\n",
514 lcp = &lchr[(int)land.lnd_type];
515 land.lnd_mission = 0;
518 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
519 putland(land.lnd_uid, &land);
520 llp = malloc(sizeof(struct llist));
523 llp->mobil = land.lnd_mobil;
524 emp_insque(&llp->queue, list);
528 /* This function assumes that the list was created by lnd_sel */
530 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
531 int *togetherp, natid actor)
533 struct emp_qelem *qp;
534 struct emp_qelem *next;
547 for (qp = list->q_back; qp != list; qp = next) {
549 llp = (struct llist *)qp;
550 getland(llp->land.lnd_uid, &land);
551 if (land.lnd_own != actor) {
552 mpr(actor, "%s was disbanded at %s\n",
553 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
554 emp_remque((struct emp_qelem *)llp);
558 if (land.lnd_ship >= 0) {
559 lnd_mess("is on a ship", llp);
562 if (land.lnd_land >= 0) {
563 lnd_mess("is on a unit", llp);
566 if (!getsect(land.lnd_x, land.lnd_y, §)) {
567 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
570 if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
571 !(lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) &&
572 llp->land.lnd_item[I_MILIT] == 0) {
573 lnd_mess("has no mil on it to guide it", llp);
576 rel = getrel(getnatp(sect.sct_own), player->cnum);
577 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
578 !(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
580 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
589 if (land.lnd_x != allx || land.lnd_y != ally)
591 if (land.lnd_mobil + 1 < (int)llp->mobil) {
592 llp->mobil = land.lnd_mobil;
594 if (llp->mobil < *minmobp)
595 *minmobp = llp->mobil;
596 if (llp->mobil > *maxmobp)
597 *maxmobp = llp->mobil;
603 lnd_put(struct emp_qelem *list, natid actor)
605 struct emp_qelem *qp;
606 struct emp_qelem *newqp;
611 llp = (struct llist *)qp;
613 mpr(actor, "%s stopped at %s\n", prland(&llp->land),
614 xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
615 if (llp->mobil < -127)
617 llp->land.lnd_mobil = llp->mobil;
619 putland(llp->land.lnd_uid, &llp->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 llist *)qp;
640 if (!(llp->lcp->l_flags & L_ENGINEER)) {
642 mpr(actor, "%s is not an engineer!\n", prland(&llp->land));
645 if (takemob && llp->mobil < 0.0) {
647 lnd_mess("is out of mobility", llp);
650 getsect(llp->land.lnd_x, llp->land.lnd_y, §);
651 if (sect.sct_oldown == llp->land.lnd_own) {
654 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
658 if (sect.sct_type == SCT_BSPAN) {
660 mpr(actor, "%s is on a bridge. No mines there!\n",
665 llp->mobil -= lnd_pathcost(&llp->land, 0.2);
666 llp->land.lnd_mobil = (int)llp->mobil;
667 llp->land.lnd_harden = 0;
669 putland(llp->land.lnd_uid, &llp->land);
670 if (!(mines = sect.sct_mines))
672 max = llp->lcp->l_item[I_SHELL];
673 lshells = llp->land.lnd_item[I_SHELL];
674 sshells = sect.sct_item[I_SHELL];
675 for (m = 0; mines > 0 && m < max * 2; m++) {
676 if (chance(0.5 * llp->lcp->l_att)) {
677 mpr(actor, "Sweep...\n");
681 else if (sshells < ITEM_MAX)
685 sect.sct_mines = mines;
686 llp->land.lnd_item[I_SHELL] = lshells;
687 sect.sct_item[I_SHELL] = sshells;
688 putland(llp->land.lnd_uid, &llp->land);
694 contains_engineer(struct emp_qelem *list)
696 struct emp_qelem *qp;
697 struct emp_qelem *next;
700 for (qp = list->q_back; qp != list; qp = next) {
702 llp = (struct llist *)qp;
703 if (llp->lcp->l_flags & L_ENGINEER)
710 lnd_check_mines(struct emp_qelem *land_list)
712 struct emp_qelem *qp;
713 struct emp_qelem *next;
717 int with_eng = contains_engineer(land_list);
719 for (qp = land_list->q_back; qp != land_list; qp = next) {
721 llp = (struct llist *)qp;
722 getsect(llp->land.lnd_x, llp->land.lnd_y, §);
723 if (sect.sct_oldown == llp->land.lnd_own)
725 if (sect.sct_type == SCT_BSPAN)
729 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
730 lnd_hit_mine(&llp->land, llp->lcp);
733 putland(llp->land.lnd_uid, &llp->land);
734 if (!llp->land.lnd_own) {
745 lnd_list(struct emp_qelem *land_list)
747 struct emp_qelem *qp;
748 struct emp_qelem *next;
752 pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
754 for (qp = land_list->q_back; qp != land_list; qp = next) {
756 llp = (struct llist *)qp;
758 pr("%4d ", lnd->lnd_uid);
759 pr("%-16.16s ", llp->lcp->l_name);
760 prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
761 pr("%1.1s", &lnd->lnd_army);
762 pr("%4d%%", lnd->lnd_effic);
763 pr("%4d", lnd->lnd_item[I_SHELL]);
764 pr("%4d", lnd->lnd_item[I_GUN]);
765 count_land_planes(lnd);
766 pr("%3d", lnd->lnd_nxlight);
767 pr("%4d", lnd->lnd_mobil);
768 pr("%4d", lnd->lnd_tech);
769 pr("%4d%%", lnd->lnd_retreat);
770 pr("%5d\n", lnd->lnd_fuel);
775 lnd_mess(char *str, struct llist *llp)
777 mpr(llp->land.lnd_own, "%s %s & stays in %s\n",
779 str, xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
780 if (llp->mobil < -127)
782 llp->land.lnd_mobil = llp->mobil;
783 putland(llp->land.lnd_uid, &llp->land);
784 emp_remque((struct emp_qelem *)llp);
789 lnd_count(struct emp_qelem *list)
791 struct emp_qelem *qp;
792 struct emp_qelem *next;
796 for (qp = list->q_back; qp != list; qp = next) {
798 llp = (struct llist *)qp;
805 lnd_damage(struct emp_qelem *list, int totdam)
807 struct emp_qelem *qp;
808 struct emp_qelem *next;
813 if (!totdam || !(count = lnd_count(list)))
815 dam = ldround((double)totdam / count, 1);
816 for (qp = list->q_back; qp != list; qp = next) {
818 llp = (struct llist *)qp;
819 /* have to get it again because of collateral damage */
820 getland(llp->land.lnd_uid, &llp->land);
821 landdamage(&llp->land, dam);
822 putland(llp->land.lnd_uid, &llp->land);
823 if (!llp->land.lnd_own) {
832 lnd_easiest_target(struct emp_qelem *list)
834 struct emp_qelem *qp;
835 struct emp_qelem *next;
838 int easiest = 9876; /* things start great for victim */
841 for (qp = list->q_back; qp != list; qp = next) {
843 llp = (struct llist *)qp;
844 hard = lnd_hardtarget(&llp->land);
846 easiest = hard; /* things get worse for victim */
849 return easiest - count;
853 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
857 struct emp_qelem msl_list, *qp, *newqp;
859 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
861 dam = msl_launch_mindam(&msl_list, newx, newy,
862 lnd_easiest_target(list), EF_LAND,
863 lnd_count(list) * 20, "troops", victim,
866 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
867 collateral_damage(newx, newy, dam, 0);
869 qp = msl_list.q_forw;
870 while (qp != msl_list.q_forw) {
880 /* Steve M. - commented out for now until abuse is decided upon */
881 /* risner: allow forts to interdict land units. */
883 lnd_fort_interdiction(struct emp_qelem *list,
884 coord newx, coord newy, natid victim)
895 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
896 while (nxtsct(&ns, &fsect)) {
897 if (fsect.sct_own == 0)
899 if (fsect.sct_own == victim)
901 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
903 gun = fsect.sct_item[I_GUN];
906 range = roundrange(fortrange(&fsect));
907 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
910 if (fsect.sct_item[I_MILIT] < 5)
912 shell = fsect.sct_item[I_SHELL];
914 shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y,
919 fsect.sct_item[I_SHELL] = shell;
923 guneff = landgun((int)fsect.sct_effic, gun);
926 mpr(victim, "Incoming fire does %d damage!\n", dam);
928 "%s fires at %s land units in %s for %d!\n",
929 xyas(fsect.sct_x, fsect.sct_y,
931 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
932 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
935 return lnd_damage(list, totdam);
941 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
946 if (!opt_NO_FORT_FIRE)
947 /* Steve M. - commented out for now until abuse is decided upon */
948 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
953 unit_interdict(newx, newy, victim, "land units",
954 lnd_easiest_target(list), MI_INTERDICT));
958 lnd_missile_interdiction(list, newx, newy, victim));
962 /* high value of hardtarget is harder to hit */
964 lnd_hardtarget(struct lndstr *lp)
968 getsect(lp->lnd_x, lp->lnd_y, §);
969 return (int)((lp->lnd_effic / 100.0) *
970 (10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
975 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
979 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
980 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
982 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
985 if (lcp->l_flags & L_ENGINEER)
993 lnd_pathcost(struct lndstr *lp, double pathcost)
997 effspd = lp->lnd_spd;
998 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
999 effspd *= lp->lnd_effic * 0.01;
1002 * The return value must be PATHCOST times a factor that depends
1003 * only on the land unit. Anything else breaks path finding. In
1004 * particular, you can't add or enforce a minimum cost here. Do
1005 * it in sector_mcost().
1007 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
1011 lnd_mobtype(struct lndstr *lp)
1013 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
1014 ? MOB_RAIL : MOB_MARCH;
1018 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
1020 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
1024 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
1027 struct sctstr sect, osect;
1028 struct emp_qelem *qp;
1029 struct emp_qelem *qp2;
1030 struct emp_qelem *next;
1032 struct emp_qelem cur, done;
1044 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
1045 lnd_put(list, actor);
1048 dx = diroff[dir][0];
1049 dy = diroff[dir][1];
1050 for (qp = list->q_back; qp != list; qp = next) {
1052 llp = (struct llist *)qp;
1053 getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
1054 oldown = osect.sct_own;
1055 newx = xnorm(llp->land.lnd_x + dx);
1056 newy = ynorm(llp->land.lnd_y + dy);
1057 getsect(newx, newy, §);
1058 rel = getrel(getnatp(sect.sct_own), player->cnum);
1059 if ((sect.sct_own != actor && rel != ALLIED &&
1060 !(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
1061 sect.sct_own) || (sect.sct_type == SCT_WATER ||
1062 sect.sct_type == SCT_SANCT ||
1063 sect.sct_type == SCT_WASTE)) {
1065 pr("can't go to %s\n", xyas(newx, newy, actor));
1068 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
1073 if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
1074 && lnd_mobtype(&llp->land) == MOB_RAIL) {
1076 pr("no rail system in %s\n", xyas(newx, newy, actor));
1079 sprintf(dp, "has no rail system in %s",
1080 xyas(newx, newy, actor));
1085 /* Note we check would_abandon first because we don't want
1086 to always have to do these checks */
1087 if (would_abandon(&osect, I_CIVIL, 0, &llp->land)) {
1089 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->land)) {
1092 /* now check stuff */
1093 if (!check_sect_ok(§))
1095 if (!check_sect_ok(&osect))
1097 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
1098 if (!check_land_ok(&((struct llist *)qp2)->land))
1102 lnd_mess("stops", llp);
1106 if (llp->mobil <= 0.0) {
1107 lnd_mess("is out of mobility", llp);
1110 llp->land.lnd_x = newx;
1111 llp->land.lnd_y = newy;
1112 llp->mobil -= lnd_mobcost(&llp->land, §);
1113 llp->land.lnd_mobil = (int)llp->mobil;
1114 llp->land.lnd_harden = 0;
1115 putland(llp->land.lnd_uid, &llp->land);
1117 getsect(osect.sct_x, osect.sct_y, &osect);
1118 if (osect.sct_own != oldown && oldown == player->cnum) {
1119 /* It was your sector, now it's not. Simple :) */
1120 pr("You no longer own %s\n",
1121 xyas(osect.sct_x, osect.sct_y, player->cnum));
1123 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
1124 /* Always a 10% chance of getting caught. */
1125 if (chance(LND_SPY_DETECT_CHANCE(llp->land.lnd_effic))) {
1126 if (rel == NEUTRAL || rel == FRIENDLY) {
1128 "%s unit spotted in %s\n", cname(player->cnum),
1129 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1130 setrel(sect.sct_own, llp->land.lnd_own, HOSTILE);
1131 } else if (rel == HOSTILE || rel == AT_WAR ||
1132 rel == SITZKRIEG || rel == MOBILIZATION) {
1134 "%s spy shot in %s\n", cname(player->cnum),
1135 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1136 pr("%s was shot and killed.\n", prland(&llp->land));
1137 llp->land.lnd_effic = 0;
1138 putland(llp->land.lnd_uid, &llp->land);
1146 lnd_sweep(list, 0, 1, actor);
1147 stopping |= lnd_check_mines(list);
1151 /* interdict land units sector by sector */
1154 while (!QEMPTY(list)) {
1155 llp = (struct llist *)list->q_back;
1156 newx = llp->land.lnd_x;
1157 newy = llp->land.lnd_y;
1158 /* move units in NEWX,NEWY to cur */
1160 for (qp = list->q_back; qp != list; qp = next) {
1162 llp = (struct llist *)qp;
1163 if (llp->land.lnd_x == newx && llp->land.lnd_y == newy) {
1165 emp_insque(qp, &cur);
1166 if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
1170 /* interdict them */
1172 stopping |= lnd_interdict(&cur, newx, newy, actor);
1173 /* move survivors to done */
1174 for (qp = cur.q_back; qp != &cur; qp = next) {
1176 llp = (struct llist *)qp;
1178 emp_insque(qp, &done);
1181 /* assign surviving land units back to list */
1182 emp_insque(list, &done);
1189 * find all artillery units belonging
1190 * to the attacker or defender that can fire.
1191 * Each arty unit adds +1%/damage point
1194 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1196 struct nstr_item ni;
1205 snxtitem_all(&ni, EF_LAND);
1206 while (nxtitem(&ni, &land)) {
1207 if (land.lnd_frg == 0)
1209 if ((land.lnd_x == x) && (land.lnd_y == y))
1211 if (land.lnd_ship >= 0)
1213 if (land.lnd_land >= 0)
1215 if (land.lnd_effic < LAND_MINFIREEFF)
1217 /* Do we have mil? */
1218 if (land.lnd_item[I_MILIT] <= 0)
1220 rel = getrel(getnatp(land.lnd_own), attacker);
1221 rel2 = getrel(getnatp(land.lnd_own), victim);
1222 if ((land.lnd_own != attacker) &&
1223 ((rel != ALLIED) || (rel2 != AT_WAR)))
1226 /* do we have supplies? */
1227 if (!has_supply(&land))
1230 /* are we in range? */
1231 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1233 range = roundrange(effrange(land.lnd_frg, land.lnd_tech));
1237 shell = land.lnd_item[I_SHELL];
1238 gun = land.lnd_item[I_GUN];
1240 if (shell == 0 || gun == 0)
1245 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1247 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1248 if (roll(100) < land.lnd_acc) {
1249 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1250 land.lnd_ammo, shell) / 2;
1252 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1253 land.lnd_ammo, shell);
1255 if (land.lnd_own != attacker)
1257 "%s supported %s at %s\n",
1258 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1264 lnd_path(int together, struct lndstr *lp, char *buf)
1268 struct sctstr d_sect, sect;
1273 if (!sarg_xy(buf, &destx, &desty))
1276 pr("Cannot go to a destination sector if not all starting in the same sector\n");
1279 if (!getsect(destx, desty, &d_sect)) {
1280 pr("%d,%d is not a sector\n", destx, desty);
1283 getsect(lp->lnd_x, lp->lnd_y, §);
1284 mtype = lnd_mobtype(lp);
1285 cp = BestLandPath(buf, §, &d_sect, &dummy, mtype);
1287 pr("No owned %s from %s to %s!\n",
1288 mtype == MOB_RAIL ? "railway" : "path",
1289 xyas(lp->lnd_x, lp->lnd_y, player->cnum),
1290 xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
1293 pr("Using path '%s'\n", cp);
1298 lnd_can_attack(struct lndstr *lp)
1300 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1302 if (lcp->l_flags & L_SUPPLY)
1309 * Increase fortification value of LP.
1310 * Fortification costs mobility. Use up to MOB mobility.
1311 * Return actual fortification increase.
1314 lnd_fortify(struct lndstr *lp, int mob)
1317 double mob_used, mult;
1319 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1322 mob_used = MIN(lp->lnd_mobil, mob);
1326 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1329 hard_amt = (int)(mob_used * mult);
1330 if (lp->lnd_harden + hard_amt > land_mob_max) {
1331 hard_amt = land_mob_max - lp->lnd_harden;
1332 mob_used = ceil(hard_amt / mult);
1335 lp->lnd_mobil -= (int)mob_used;
1336 lp->lnd_harden += hard_amt;
1337 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1343 * Set LP's tech to TLEV along with everything else that depends on it.
1346 lnd_set_tech(struct lndstr *lp, int tlev)
1348 struct lchrstr *lcp = lchr + lp->lnd_type;
1349 int tech_diff = tlev - lcp->l_tech;
1351 if (CANT_HAPPEN(tech_diff < 0)) {
1356 lp->lnd_tech = tlev;
1357 lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
1358 lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
1359 lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
1360 lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
1361 lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
1362 lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
1363 lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
1364 lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
1365 lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
1366 lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
1367 lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, lcp->l_dam, tech_diff);
1368 lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
1369 lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
1370 lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
1371 lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
1372 lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);