2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * lndsub.c: Land unit subroutines
29 * Known contributors to this file:
31 * Steve McClure, 1998-2000
32 * Markus Armbruster, 2004-2016
50 #include "prototypes.h"
54 static void lnd_mar_put_one(struct ulist *);
55 static int lnd_check_one_mines(struct ulist *, int);
56 static int lnd_hit_mine(struct lndstr *);
57 static int has_helpful_engineer(coord, coord, natid);
60 lnd_find_capable(struct emp_qelem *list, int flags)
65 for (qp = list->q_back; qp != list; qp = qp->q_back) {
66 llp = (struct ulist *)qp;
67 if (lchr[llp->unit.land.lnd_type].l_flags & flags)
74 attack_val(int combat_mode, struct lndstr *lp)
80 if (lp->lnd_effic < LAND_MINEFF) {
81 putland(lp->lnd_uid, lp);
85 lcp = &lchr[(int)lp->lnd_type];
87 /* Spies always count as 1 during assaults. If they are the only ones
88 in the assault, they get to sneak on anyway. */
90 if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
93 men = lp->lnd_item[I_MILIT];
94 value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
96 switch (combat_mode) {
100 if (!(lcp->l_flags & L_MARINE))
101 return assault_penalty * value;
104 if (!(lcp->l_flags & L_MARINE))
105 return assault_penalty * men;
112 defense_val(struct lndstr *lp)
118 if (lp->lnd_effic < LAND_MINEFF) {
119 putland(lp->lnd_uid, lp);
123 lcp = &lchr[(int)lp->lnd_type];
125 men = lp->lnd_item[I_MILIT];
127 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
128 !(lcp->l_flags & L_MARINE))
131 value = men * lnd_def(lp) * lp->lnd_effic / 100.0;
132 value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
134 /* If there are military on the unit, you get at least a 1
135 man defensive unit, except for spies */
136 if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
143 lnd_reaction_range(struct lndstr *lp)
147 getsect(lp->lnd_x, lp->lnd_y, §);
148 if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
149 return lchr[lp->lnd_type].l_rad + 1;
150 return lchr[lp->lnd_type].l_rad;
154 lnd_print(natid actor, struct ulist *llp, char *s)
156 if (actor == player->cnum)
157 pr("%s %s\n", prland(&llp->unit.land), s);
159 wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
163 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
164 /* attacking or assaulting or paratrooping? */
165 /* number of casualties to take */
177 int nowhere_to_go = 0;
178 double mobcost, bmcost;
182 taken = llp->unit.land.lnd_item[I_MILIT];
183 /* Spies always die */
184 if (lchr[llp->unit.land.lnd_type].l_flags & L_SPY)
185 llp->unit.land.lnd_effic = 0;
187 eff_eq = ldround(cas * 100.0 /
188 lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1);
189 llp->unit.land.lnd_effic -= eff_eq;
190 lnd_submil(&llp->unit.land, cas);
193 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
194 sprintf(buf, "dies %s %s!",
195 combat_mode ? att_mode[combat_mode] : "defending",
196 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
197 llp->unit.land.lnd_own));
198 lnd_print(llp->unit.land.lnd_own, llp, buf);
200 /* Since we killed the unit, we killed all the mil on it */
203 /* Ok, now, how many did we take off? (sould be the diff) */
204 taken = taken - llp->unit.land.lnd_item[I_MILIT];
207 if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
210 /* we're being boarded */
211 if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
214 /* we're being boarded */
215 if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
218 /* Have to make a retreat check */
220 ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
221 if (pct_chance(ret_chance)) {
223 lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!");
224 llp->unit.land.lnd_mission = 0;
225 llp->unit.land.lnd_harden = 0;
226 if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
228 else if (combat_mode == A_DEFEND) {
230 * defending unit.. find a place to send it
231 * strategy: look for the most-populated
232 * adjacent sector that is owned by the unit
233 * owner. Charge mob..
236 for (n = 1; n <= 6; ++n) {
237 ret_x = llp->unit.land.lnd_x + diroff[n][0];
238 ret_y = llp->unit.land.lnd_y + diroff[n][1];
239 getsect(ret_x, ret_y, §);
240 if (sect.sct_own != llp->unit.land.lnd_own)
242 if (sect.sct_type == SCT_MOUNT)
244 mobcost = lnd_mobcost(&llp->unit.land, §);
247 civs = sect.sct_item[I_CIVIL];
248 if (civs > biggest) {
258 /* retreat to bx,by */
259 llp->unit.land.lnd_x = bx;
260 llp->unit.land.lnd_y = by;
261 /* FIXME landmines */
262 mob = llp->unit.land.lnd_mobil - (int)bmcost;
265 orig = llp->unit.land.lnd_mobil;
266 llp->unit.land.lnd_mobil = (signed char)mob;
267 if (llp->unit.land.lnd_mobil > orig)
268 llp->unit.land.lnd_mobil = -127;
269 sprintf(buf, "retreats at %d%% efficiency to %s!",
270 llp->unit.land.lnd_effic,
271 xyas(bx, by, llp->unit.land.lnd_own));
272 lnd_print(llp->unit.land.lnd_own, llp, buf);
275 } else { /* attacking from a sector */
276 sprintf(buf, "leaves the battlefield at %d%% efficiency",
277 llp->unit.land.lnd_effic);
278 if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
279 llp->unit.land.lnd_mobil = -127;
281 llp->unit.land.lnd_mobil -= (int)llp->mobil;
283 lnd_print(llp->unit.land.lnd_own, llp, buf);
288 /* nowhere to go.. take more casualties */
289 llp->unit.land.lnd_effic -= 10;
290 lnd_submil(&llp->unit.land,
291 lchr[llp->unit.land.lnd_type].l_item[I_MILIT] / 10);
292 if (llp->unit.land.lnd_effic < LAND_MINEFF) {
293 lnd_print(llp->unit.land.lnd_own, llp,
294 "has nowhere to retreat, and dies!");
297 lnd_print(llp->unit.land.lnd_own, llp,
298 "has nowhere to retreat and takes extra losses!");
305 lnd_takemob(struct emp_qelem *list, double loss)
307 struct emp_qelem *qp, *next;
310 int mcost = ldround(combat_mob * loss, 1);
312 for (qp = list->q_forw; qp != list; qp = next) {
314 llp = (struct ulist *)qp;
317 use_supply(&llp->unit.land);
319 new = llp->unit.land.lnd_mobil - mcost;
322 llp->unit.land.lnd_mobil = (signed char)new;
327 lnd_submil(struct lndstr *lp, int num)
329 int new = lp->lnd_item[I_MILIT] - num;
330 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
334 lnd_spyval(struct lndstr *lp)
336 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
337 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
339 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
343 intelligence_report(natid destination, struct lndstr *lp, int spy,
346 int vis = lnd_vis(lp);
347 char buf1[80], buf2[80], buf3[80];
349 if (!destination || !lp->lnd_own)
352 if (chance((spy + vis) / 10.0)) {
353 sprintf(buf1, "%s %s", mess, prland(lp));
355 if (chance((spy + vis) / 20.0)) {
356 sprintf(buf2, " (eff %d, mil %d",
357 roundintby(lp->lnd_effic, 5),
358 roundintby(lp->lnd_item[I_MILIT], 10));
360 if (chance((spy + vis) / 20.0)) {
362 t = lp->lnd_tech - 20 + roll(40);
364 sprintf(buf3, ", tech %d)", t);
369 buf2[0] = buf3[0] = 0;
371 if (destination == player->cnum)
372 pr("%s%s%s", buf1, buf2, buf3);
374 wu(0, destination, "%s%s%s\n", buf1, buf2, buf3);
379 lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
384 if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) {
389 if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
390 mpr(lp->lnd_own, "%s is on the trading block%s\n",
395 if (lp->lnd_ship >= 0) {
396 mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix);
399 if (lp->lnd_land >= 0) {
400 mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix);
404 if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
405 !(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
406 lp->lnd_item[I_MILIT] == 0) {
407 mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n",
412 switch (lnd_check_mar(lp, §)) {
415 case LND_STUCK_NO_RAIL:
416 mpr(lp->lnd_own, "%s is stuck off the rail system%s\n",
422 case LND_STUCK_IMPASSABLE:
423 mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix);
427 if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED &&
428 !(lchr[lp->lnd_type].l_flags & L_SPY) &&
430 mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n",
431 prland(lp), cname(sect.sct_own), suffix);
435 if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) {
436 mpr(lp->lnd_own, "%s is not with the leader%s\n",
442 * The marching code gets confused when trains and non-trains
443 * march together. Disallow for now.
445 mobtype = lnd_mobtype(lp);
446 if (!ldr || mobtype == lnd_mobtype(ldr))
448 else if (mobtype == MOB_RAIL) {
450 "%s is a train and can't march with the leader%s\n",
454 mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n",
463 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
465 struct lndstr land, *ldr = NULL;
469 while (nxtitem(ni, &land)) {
471 * It would be nice to let deities march foreign land units,
472 * but much of the code assumes that only the land unit's
473 * owner can march it.
475 if (!land.lnd_own || land.lnd_own != player->cnum)
477 if (!lnd_may_mar(&land, ldr, ""))
480 land.lnd_mission = 0;
482 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
483 putland(land.lnd_uid, &land);
484 llp = lnd_insque(&land, list);
486 ldr = &llp->unit.land;
491 * Append @lp to @list.
492 * Return the new list link.
495 lnd_insque(struct lndstr *lp, struct emp_qelem *list)
497 struct ulist *mlp = malloc(sizeof(struct ulist));
499 mlp->unit.land = *lp;
500 mlp->mobil = lp->lnd_mobil;
501 emp_insque(&mlp->queue, list);
506 lnd_mar_stay_behind(struct emp_qelem *list, natid actor)
508 struct emp_qelem *qp;
509 struct emp_qelem *next;
511 struct lndstr *lp, *ldr = NULL;
514 for (qp = list->q_back; qp != list; qp = next) {
516 llp = (struct ulist *)qp;
517 lp = &llp->unit.land;
518 getland(lp->lnd_uid, lp);
520 if (lp->lnd_own != actor) {
521 mpr(actor, "%s was disbanded at %s\n",
522 prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
523 emp_remque(&llp->queue);
528 snprintf(and_stays, sizeof(and_stays), " & stays in %s",
529 xyas(lp->lnd_x, lp->lnd_y, actor));
530 if (!lnd_may_mar(lp, ldr, and_stays)) {
531 lnd_mar_put_one(llp);
537 if (lp->lnd_mobil + 1 < (int)llp->mobil) {
538 llp->mobil = lp->lnd_mobil;
544 lnd_mar_put_one(struct ulist *llp)
546 if (llp->mobil < -127)
548 llp->unit.land.lnd_mobil = llp->mobil;
553 lnd_mar_put(struct emp_qelem *list, natid actor)
555 struct emp_qelem *qp, *next;
559 for (qp = list->q_back; qp != list; qp = next) {
561 llp = (struct ulist *)qp;
562 lp = &llp->unit.land;
563 mpr(actor, "%s stopped at %s\n",
564 prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
565 lnd_mar_put_one(llp);
570 lnd_put(struct emp_qelem *list)
572 struct emp_qelem *qp, *next;
574 for (qp = list->q_back; qp != list; qp = next) {
576 lnd_put_one((struct ulist *)qp);
581 lnd_put_one(struct ulist *llp)
583 putland(llp->unit.land.lnd_uid, &llp->unit.land);
584 emp_remque(&llp->queue);
589 * Sweep landmines with engineers in @land_list for @actor.
590 * All land units in @land_list must be in the same sector.
591 * If @explicit is non-zero, this is for an explicit sweep command from
592 * a player. Else it's an automatic "on the move" sweep.
593 * If @takemob is non-zero, require and charge mobility.
594 * Return non-zero when the land units should stop.
597 lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob,
600 struct emp_qelem *qp;
601 struct emp_qelem *next;
604 int mines, m, max, sshells, lshells;
605 int stopping = 0, first = 1;
607 llp = lnd_find_capable(land_list, L_ENGINEER);
610 mpr(actor, "No engineers!\n");
614 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
616 && relations_with(sect.sct_oldown, actor) == ALLIED)
618 if (SCT_MINES_ARE_SEAMINES(§)) {
620 mpr(actor, "%s is a %s. No landmines there!\n",
621 xyas(sect.sct_x, sect.sct_y, actor),
622 dchr[sect.sct_type].d_name);
626 for (qp = land_list->q_back; qp != land_list; qp = next) {
628 llp = (struct ulist *)qp;
629 if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
632 if (llp->mobil <= 0.0) {
634 mpr(actor, "%s is out of mobility!\n",
635 prland(&llp->unit.land));
638 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
639 llp->unit.land.lnd_mobil = (int)llp->mobil;
640 llp->unit.land.lnd_harden = 0;
642 putland(llp->unit.land.lnd_uid, &llp->unit.land);
643 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
644 if (!(mines = sect.sct_mines))
646 max = lchr[llp->unit.land.lnd_type].l_item[I_SHELL];
647 lshells = llp->unit.land.lnd_item[I_SHELL];
648 sshells = sect.sct_item[I_SHELL];
649 for (m = 0; mines > 0 && m < max * 2; m++) {
650 if (chance(0.5 * lchr[llp->unit.land.lnd_type].l_att)) {
652 mpr(actor, "Approaching minefield at %s...\n",
653 xyas(sect.sct_x, sect.sct_y, actor));
656 mpr(actor, "Sweep...\n");
660 else if (sshells < ITEM_MAX)
664 sect.sct_mines = mines;
665 llp->unit.land.lnd_item[I_SHELL] = lshells;
666 sect.sct_item[I_SHELL] = sshells;
667 putland(llp->unit.land.lnd_uid, &llp->unit.land);
669 stopping |= lnd_check_one_mines(llp, 1);
675 lnd_check_one_mines(struct ulist *llp, int with_eng)
679 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
680 if (SCT_LANDMINES(§) == 0)
682 if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own) == ALLIED)
684 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
685 lnd_hit_mine(&llp->unit.land);
688 putland(llp->unit.land.lnd_uid, &llp->unit.land);
689 if (!llp->unit.land.lnd_own) {
690 emp_remque(&llp->queue);
699 lnd_check_mines(struct emp_qelem *land_list)
701 struct emp_qelem *qp;
702 struct emp_qelem *next;
704 int with_eng = !!lnd_find_capable(land_list, L_ENGINEER);
706 for (qp = land_list->q_back; qp != land_list; qp = next) {
708 stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng);
713 /* Return whether and why SP would be stuck in SECTP. */
715 lnd_check_mar(struct lndstr *lp, struct sctstr *sectp)
717 if (dchr[sectp->sct_type].d_mob0 < 0)
718 return LND_STUCK_IMPASSABLE;
719 if (lnd_mobtype(lp) == MOB_RAIL && !SCT_HAS_RAIL(sectp))
720 return LND_STUCK_NO_RAIL;
721 return LND_STUCK_NOT;
725 lnd_damage(struct emp_qelem *list, int totdam)
727 struct emp_qelem *qp;
728 struct emp_qelem *next;
733 if (!totdam || !(count = emp_quelen(list)))
735 dam = ldround((double)totdam / count, 1);
736 for (qp = list->q_back; qp != list; qp = next) {
738 llp = (struct ulist *)qp;
739 /* land unit might have changed (launched SAMs, collateral dmg) */
740 getland(llp->unit.land.lnd_uid, &llp->unit.land);
741 landdamage(&llp->unit.land, dam);
742 putland(llp->unit.land.lnd_uid, &llp->unit.land);
743 if (!llp->unit.land.lnd_own) {
752 lnd_easiest_target(struct emp_qelem *list)
754 struct emp_qelem *qp;
755 struct emp_qelem *next;
758 int easiest = 9876; /* things start great for victim */
761 for (qp = list->q_back; qp != list; qp = next) {
763 llp = (struct ulist *)qp;
764 hard = lnd_hardtarget(&llp->unit.land);
766 easiest = hard; /* things get worse for victim */
769 return easiest - count;
773 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
776 int mindam = emp_quelen(list) * 20;
777 int hardtarget = lnd_easiest_target(list);
778 int dam, newdam, sublaunch;
781 struct emp_qelem msl_list, *qp, *newqp;
783 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
786 for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
788 plp = (struct plist *)qp;
790 if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
791 if (msl_launch(&plp->plane, EF_LAND, "troops",
792 newx, newy, victim, &sublaunch) < 0)
795 if (msl_hit(&plp->plane, hardtarget, EF_LAND,
796 N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
797 newdam = pln_damage(&plp->plane, 'p', "");
800 newdam = pln_damage(&plp->plane, 'p', NULL);
801 collateral_damage(newx, newy, newdam);
804 plp->plane.pln_effic = 0;
805 putplane(plp->plane.pln_uid, &plp->plane);
812 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
813 collateral_damage(newx, newy, dam);
814 lnd_damage(list, dam);
820 /* Steve M. - commented out for now until abuse is decided upon */
821 /* risner: allow forts to interdict land units. */
823 lnd_fort_interdiction(struct emp_qelem *list,
824 coord newx, coord newy, natid victim)
833 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
834 while (nxtsct(&ns, &fsect)) {
835 if (fsect.sct_own == 0)
837 if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
839 range = roundrange(fortrange(&fsect));
840 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
843 dam = fort_fire(&fsect);
849 mpr(victim, "Incoming fire does %d damage!\n", dam);
851 "%s fires at %s land units in %s for %d!\n",
852 xyas(fsect.sct_x, fsect.sct_y,
854 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
855 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
858 lnd_damage(list, totdam);
864 lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y,
869 dam = unit_interdict(x, y, victim, "land units",
870 lnd_easiest_target(list),
873 lnd_damage(list, dam);
878 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
883 if (!opt_NO_FORT_FIRE)
884 /* Steve M. - commented out for now until abuse is decided upon */
885 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
888 stopping |= lnd_mission_interdiction(list, newx, newy, victim);
889 stopping |= lnd_missile_interdiction(list, newx, newy, victim);
893 /* high value of hardtarget is harder to hit */
895 lnd_hardtarget(struct lndstr *lp)
899 getsect(lp->lnd_x, lp->lnd_y, §);
900 return (int)((lp->lnd_effic / 100.0) *
901 (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
906 lnd_hit_mine(struct lndstr *lp)
910 mpr(lp->lnd_own, "Blammo! Landmines detected in %s!\n",
911 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
913 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
916 if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
924 lnd_pathcost(struct lndstr *lp, double pathcost)
928 effspd = lnd_spd(lp);
929 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
930 effspd *= lp->lnd_effic * 0.01;
933 * The return value must be PATHCOST times a factor that depends
934 * only on the land unit. Anything else breaks path finding. In
935 * particular, you can't add or enforce a minimum cost here. Do
936 * it in sector_mcost().
938 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
942 lnd_mobtype(struct lndstr *lp)
944 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
945 ? MOB_RAIL : MOB_MARCH;
949 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
951 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
955 * Ask user to confirm sector abandonment, if any.
956 * All land units in @list must be in the same sector, owned by the
957 * player, and not loaded onto anything.
958 * If removing the land units in @list would abandon their sector, ask
959 * the user to confirm.
960 * Return zero when abandonment was declined, else non-zero.
962 int lnd_abandon_askyn(struct emp_qelem *list)
967 struct emp_qelem *qp;
971 llp = (struct ulist *)list->q_back;
972 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
973 abandon = abandon_askyn(§, I_CIVIL, 0, llp);
974 if (!check_sect_ok(§))
976 for (qp = list->q_back; qp != list; qp = qp->q_back) {
977 if (!check_land_ok(&((struct ulist *)qp)->unit.land))
984 lnd_mar_dir(struct emp_qelem *list, int dir, natid actor)
986 struct sctstr sect, osect;
987 struct emp_qelem *qp;
988 struct emp_qelem *next;
998 if (CANT_HAPPEN(QEMPTY(list)))
1001 if (dir <= DIR_STOP || dir > DIR_LAST) {
1002 CANT_HAPPEN(dir != DIR_STOP);
1003 lnd_mar_put(list, actor);
1006 dx = diroff[dir][0];
1007 dy = diroff[dir][1];
1009 llp = (struct ulist *)list->q_back;
1010 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
1011 oldown = osect.sct_own;
1012 newx = xnorm(llp->unit.land.lnd_x + dx);
1013 newy = ynorm(llp->unit.land.lnd_y + dy);
1014 getsect(newx, newy, §);
1015 rel = sect.sct_own ? relations_with(sect.sct_own, actor) : ALLIED;
1018 for (qp = list->q_back; qp != list; qp = next) {
1020 llp = (struct ulist *)qp;
1021 switch (lnd_check_mar(&llp->unit.land, §)) {
1024 || (lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
1027 case LND_STUCK_NO_RAIL:
1029 mpr(actor, "no rail system in %s\n",
1030 xyas(newx, newy, actor));
1032 mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1037 case LND_STUCK_IMPASSABLE:
1038 mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1043 mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1047 for (qp = list->q_back; qp != list; qp = next) {
1049 llp = (struct ulist *)qp;
1051 && !(lchr[llp->unit.land.lnd_type].l_flags & L_SPY)) {
1052 mpr(actor, "%s can't go to %s & stays in %s\n",
1053 prland(&llp->unit.land), xyas(newx, newy, actor),
1054 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
1055 lnd_mar_put_one(llp);
1058 if (llp->mobil <= 0.0) {
1059 mpr(actor, "%s is out of mobility & stays in %s\n",
1060 prland(&llp->unit.land),
1061 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
1062 lnd_mar_put_one(llp);
1065 llp->unit.land.lnd_x = newx;
1066 llp->unit.land.lnd_y = newy;
1067 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
1068 llp->unit.land.lnd_mobil = (int)llp->mobil;
1069 llp->unit.land.lnd_harden = 0;
1070 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1072 getsect(osect.sct_x, osect.sct_y, &osect);
1073 if (osect.sct_own != oldown && oldown == actor) {
1074 /* It was your sector, now it's not. Simple :) */
1075 mpr(actor, "You no longer own %s\n",
1076 xyas(osect.sct_x, osect.sct_y, actor));
1078 if (rel != ALLIED) {
1080 /* Always a 10% chance of getting caught. */
1081 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1082 if (rel == NEUTRAL || rel == FRIENDLY) {
1084 "%s unit spotted in %s\n", cname(actor),
1085 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1086 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1087 } else if (rel <= HOSTILE) {
1089 "%s spy shot in %s\n", cname(actor),
1090 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1091 mpr(actor, "%s was shot and killed.\n",
1092 prland(&llp->unit.land));
1093 llp->unit.land.lnd_effic = 0;
1094 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1101 return QEMPTY(list);
1105 lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
1107 struct ulist *mlp = (struct ulist *)list->q_back;
1109 int stopping, visible;
1110 struct emp_qelem *qp, *next;
1113 if (CANT_HAPPEN(QEMPTY(list)))
1115 newx = mlp->unit.land.lnd_x;
1116 newy = mlp->unit.land.lnd_y;
1117 stopping = lnd_sweep(list, 0, 1, actor);
1120 stopping |= lnd_check_mines(list);
1125 for (qp = list->q_back; qp != list; qp = next) {
1127 llp = (struct ulist *)qp;
1128 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1131 if (visible && interdict)
1132 stopping |= lnd_interdict(list, newx, newy, actor);
1138 * Fire land unit support against @victim for @attacker, at @x,@y.
1139 * If @defending, this is defensive support, else offensive support.
1140 * Return total damage.
1143 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1145 struct nstr_item ni;
1152 snxtitem_all(&ni, EF_LAND);
1153 while (nxtitem(&ni, &land)) {
1154 if ((land.lnd_x == x) && (land.lnd_y == y))
1156 if (!feels_like_helping(land.lnd_own, attacker, victim))
1159 /* are we in range? */
1160 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1162 range = roundrange(lnd_fire_range(&land));
1166 dam2 = lnd_fire(&land);
1167 putland(land.lnd_uid, &land);
1172 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1174 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1175 if (pct_chance(lnd_acc(&land) - 1))
1178 if (land.lnd_own != attacker)
1180 "%s supported %s at %s\n",
1181 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1187 lnd_can_attack(struct lndstr *lp)
1189 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1191 if (lcp->l_flags & L_SUPPLY)
1198 * Increase fortification value of @lp.
1199 * Fortification costs mobility. Use up to @mob mobility.
1200 * Return actual fortification increase.
1203 lnd_fortify(struct lndstr *lp, int mob)
1206 double mob_used, mult;
1208 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1211 mob_used = MIN(lp->lnd_mobil, mob);
1215 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1218 hard_amt = (int)(mob_used * mult);
1219 if (lp->lnd_harden + hard_amt > land_mob_max) {
1220 hard_amt = land_mob_max - lp->lnd_harden;
1221 mob_used = ceil(hard_amt / mult);
1224 lp->lnd_mobil -= (int)mob_used;
1225 lp->lnd_harden += hard_amt;
1226 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1232 * Is there a engineer unit at @x,@y that can help nation @cn?
1235 has_helpful_engineer(coord x, coord y, natid cn)
1237 struct nstr_item ni;
1240 snxtitem_xy(&ni, EF_LAND, x, y);
1241 while (nxtitem(&ni, &land)) {
1242 if (relations_with(land.lnd_own, cn) != ALLIED)
1244 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1252 * Set @lp's tech to @tlev along with everything else that depends on it.
1255 lnd_set_tech(struct lndstr *lp, int tlev)
1257 struct lchrstr *lcp = lchr + lp->lnd_type;
1259 if (CANT_HAPPEN(tlev < lcp->l_tech))
1262 lp->lnd_tech = tlev;