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, 2004-2008
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 * lnd_att(lp) * lp->lnd_effic / 100.0;
81 switch (combat_mode) {
85 if (!(lcp->l_flags & L_MARINE))
86 return assault_penalty * value;
89 if (!(lcp->l_flags & L_MARINE))
90 return assault_penalty * men;
97 defense_val(struct lndstr *lp)
103 if (lp->lnd_effic < LAND_MINEFF) {
104 putland(lp->lnd_uid, lp);
108 lcp = &lchr[(int)lp->lnd_type];
110 men = lp->lnd_item[I_MILIT];
112 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
113 !(lcp->l_flags & L_MARINE))
116 value = men * lnd_def(lp) * lp->lnd_effic / 100.0;
117 value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
119 /* If there are military on the unit, you get at least a 1
120 man defensive unit, except for spies */
121 if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
128 lnd_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 * 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);
304 new = llp->unit.land.lnd_mobil - mcost;
307 llp->unit.land.lnd_mobil = (signed char)new;
312 lnd_submil(struct lndstr *lp, int num)
314 int new = lp->lnd_item[I_MILIT] - num;
315 lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
319 lnd_spyval(struct lndstr *lp)
321 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
322 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
324 return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
328 intelligence_report(int destination, struct lndstr *lp, int spy,
331 int vis = lnd_vis(lp);
332 char buf1[80], buf2[80], buf3[80];
334 if (destination == 0)
337 if (lp->lnd_own == 0)
340 memset(buf1, 0, sizeof(buf1));
341 memset(buf2, 0, sizeof(buf2));
342 memset(buf3, 0, sizeof(buf3));
343 if (chance((spy + vis) / 10.0)) {
344 if (destination == player->cnum)
345 pr("%s %s", mess, prland(lp));
347 sprintf(buf1, "%s %s", mess, prland(lp));
349 if (chance((spy + vis) / 20.0)) {
350 if (destination == player->cnum)
351 pr(" (eff %d, mil %d",
352 roundintby(lp->lnd_effic, 5),
353 roundintby(lp->lnd_item[I_MILIT], 10));
355 sprintf(buf2, " (eff %d, mil %d",
356 roundintby(lp->lnd_effic, 5),
357 roundintby(lp->lnd_item[I_MILIT], 10));
359 if (chance((spy + vis) / 20.0)) {
361 t = lp->lnd_tech - 20 + roll(40);
363 if (destination == player->cnum)
364 pr(", tech %d)\n", t);
366 sprintf(buf3, ", tech %d)\n", t);
368 if (destination == player->cnum)
371 sprintf(buf3, ")\n");
374 if (destination == player->cnum)
381 if (destination != player->cnum) {
382 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
387 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
393 int mobtype = MOB_MOVE; /* indeterminate */
396 while (nxtitem(ni, &land)) {
400 if (ontradingblock(EF_LAND, &land)) {
401 pr("unit #%d inelligible - it's for sale.\n",
407 * The marching code gets confused when trains and non-trains
408 * march together. Disallow for now.
410 this_mot = lnd_mobtype(&land);
411 if (this_mot != mobtype) {
412 if (mobtype == MOB_MOVE)
414 else if (mobtype == MOB_MARCH) {
415 pr("%s is a train and can't march with the leader.\n",
419 pr("%s can't rail-march with the leading train.\n",
425 lcp = &lchr[(int)land.lnd_type];
426 land.lnd_mission = 0;
429 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
430 putland(land.lnd_uid, &land);
431 llp = malloc(sizeof(struct ulist));
432 llp->chrp = (struct empobj_chr *)lcp;
433 llp->unit.land = land;
434 llp->mobil = land.lnd_mobil;
435 emp_insque(&llp->queue, list);
439 /* This function assumes that the list was created by lnd_sel */
441 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
442 int *togetherp, natid actor)
444 struct emp_qelem *qp;
445 struct emp_qelem *next;
458 for (qp = list->q_back; qp != list; qp = next) {
460 llp = (struct ulist *)qp;
461 getland(llp->unit.land.lnd_uid, &land);
462 if (land.lnd_own != actor) {
463 mpr(actor, "%s was disbanded at %s\n",
464 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
465 emp_remque((struct emp_qelem *)llp);
469 if (land.lnd_ship >= 0) {
470 lnd_mess("is on a ship", llp);
473 if (land.lnd_land >= 0) {
474 lnd_mess("is on a unit", llp);
477 if (!getsect(land.lnd_x, land.lnd_y, §)) {
478 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
481 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
482 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
483 llp->unit.land.lnd_item[I_MILIT] == 0) {
484 lnd_mess("has no mil on it to guide it", llp);
487 rel = getrel(getnatp(sect.sct_own), player->cnum);
488 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
489 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
491 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
500 if (land.lnd_x != allx || land.lnd_y != ally)
502 if (land.lnd_mobil + 1 < (int)llp->mobil) {
503 llp->mobil = land.lnd_mobil;
505 if (llp->mobil < *minmobp)
506 *minmobp = llp->mobil;
507 if (llp->mobil > *maxmobp)
508 *maxmobp = llp->mobil;
509 llp->unit.land = land;
514 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
517 struct emp_qelem *qp;
518 struct emp_qelem *next;
521 int mines, m, max, sshells, lshells;
523 for (qp = land_list->q_back; qp != land_list; qp = next) {
525 llp = (struct ulist *)qp;
526 if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
528 mpr(actor, "%s is not an engineer!\n",
529 prland(&llp->unit.land));
532 if (takemob && llp->mobil < 0.0) {
534 lnd_mess("is out of mobility", llp);
537 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
538 if (sect.sct_oldown == llp->unit.land.lnd_own) {
541 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
542 prland(&llp->unit.land));
545 if (sect.sct_type == SCT_BSPAN) {
547 mpr(actor, "%s is on a bridge. No mines there!\n",
548 prland(&llp->unit.land));
552 llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
553 llp->unit.land.lnd_mobil = (int)llp->mobil;
554 llp->unit.land.lnd_harden = 0;
556 putland(llp->unit.land.lnd_uid, &llp->unit.land);
557 if (!(mines = sect.sct_mines))
559 max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
560 lshells = llp->unit.land.lnd_item[I_SHELL];
561 sshells = sect.sct_item[I_SHELL];
562 for (m = 0; mines > 0 && m < max * 2; m++) {
563 if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
564 mpr(actor, "Sweep...\n");
568 else if (sshells < ITEM_MAX)
572 sect.sct_mines = mines;
573 llp->unit.land.lnd_item[I_SHELL] = lshells;
574 sect.sct_item[I_SHELL] = sshells;
575 putland(llp->unit.land.lnd_uid, &llp->unit.land);
581 contains_engineer(struct emp_qelem *list)
583 struct emp_qelem *qp;
584 struct emp_qelem *next;
587 for (qp = list->q_back; qp != list; qp = next) {
589 llp = (struct ulist *)qp;
590 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
597 lnd_check_mines(struct emp_qelem *land_list)
599 struct emp_qelem *qp;
600 struct emp_qelem *next;
604 int with_eng = contains_engineer(land_list);
606 for (qp = land_list->q_back; qp != land_list; qp = next) {
608 llp = (struct ulist *)qp;
609 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
610 if (sect.sct_oldown == llp->unit.land.lnd_own)
612 if (sect.sct_type == SCT_BSPAN)
616 if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
617 lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
620 putland(llp->unit.land.lnd_uid, &llp->unit.land);
621 if (!llp->unit.land.lnd_own) {
632 lnd_mess(char *str, struct ulist *llp)
634 mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
635 prland(&llp->unit.land),
636 str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
637 llp->unit.land.lnd_own));
638 if (llp->mobil < -127)
640 llp->unit.land.lnd_mobil = llp->mobil;
641 putland(llp->unit.land.lnd_uid, &llp->unit.land);
642 emp_remque((struct emp_qelem *)llp);
647 lnd_count(struct emp_qelem *list)
649 struct emp_qelem *qp;
650 struct emp_qelem *next;
653 for (qp = list->q_back; qp != list; qp = next) {
661 lnd_damage(struct emp_qelem *list, int totdam)
663 struct emp_qelem *qp;
664 struct emp_qelem *next;
669 if (!totdam || !(count = lnd_count(list)))
671 dam = ldround((double)totdam / count, 1);
672 for (qp = list->q_back; qp != list; qp = next) {
674 llp = (struct ulist *)qp;
675 /* have to get it again because of collateral damage */
676 getland(llp->unit.land.lnd_uid, &llp->unit.land);
677 landdamage(&llp->unit.land, dam);
678 putland(llp->unit.land.lnd_uid, &llp->unit.land);
679 if (!llp->unit.land.lnd_own) {
688 lnd_easiest_target(struct emp_qelem *list)
690 struct emp_qelem *qp;
691 struct emp_qelem *next;
694 int easiest = 9876; /* things start great for victim */
697 for (qp = list->q_back; qp != list; qp = next) {
699 llp = (struct ulist *)qp;
700 hard = lnd_hardtarget(&llp->unit.land);
702 easiest = hard; /* things get worse for victim */
705 return easiest - count;
709 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
713 struct emp_qelem msl_list, *qp, *newqp;
715 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
717 dam = msl_launch_mindam(&msl_list, newx, newy,
718 lnd_easiest_target(list), EF_LAND,
719 lnd_count(list) * 20, "troops", victim,
722 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
723 collateral_damage(newx, newy, dam);
725 qp = msl_list.q_forw;
726 while (qp != msl_list.q_forw) {
736 /* Steve M. - commented out for now until abuse is decided upon */
737 /* risner: allow forts to interdict land units. */
739 lnd_fort_interdiction(struct emp_qelem *list,
740 coord newx, coord newy, natid victim)
751 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
752 while (nxtsct(&ns, &fsect)) {
753 if (fsect.sct_own == 0)
755 if (fsect.sct_own == victim)
757 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
759 range = roundrange(fortrange(&fsect));
760 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
763 dam = fort_fire(&fsect);
768 mpr(victim, "Incoming fire does %d damage!\n", dam);
770 "%s fires at %s land units in %s for %d!\n",
771 xyas(fsect.sct_x, fsect.sct_y,
773 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
774 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
777 return lnd_damage(list, totdam);
783 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
788 if (!opt_NO_FORT_FIRE)
789 /* Steve M. - commented out for now until abuse is decided upon */
790 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
795 unit_interdict(newx, newy, victim, "land units",
796 lnd_easiest_target(list), MI_INTERDICT));
800 lnd_missile_interdiction(list, newx, newy, victim));
804 /* high value of hardtarget is harder to hit */
806 lnd_hardtarget(struct lndstr *lp)
810 getsect(lp->lnd_x, lp->lnd_y, §);
811 return (int)((lp->lnd_effic / 100.0) *
812 (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
817 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
821 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
822 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
824 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
827 if (lcp->l_flags & L_ENGINEER)
835 lnd_pathcost(struct lndstr *lp, double pathcost)
839 effspd = lnd_spd(lp);
840 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
841 effspd *= lp->lnd_effic * 0.01;
844 * The return value must be PATHCOST times a factor that depends
845 * only on the land unit. Anything else breaks path finding. In
846 * particular, you can't add or enforce a minimum cost here. Do
847 * it in sector_mcost().
849 return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
853 lnd_mobtype(struct lndstr *lp)
855 return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
856 ? MOB_RAIL : MOB_MARCH;
860 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
862 return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
866 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
869 struct sctstr sect, osect;
870 struct emp_qelem *qp;
871 struct emp_qelem *qp2;
872 struct emp_qelem *next;
874 struct emp_qelem cur, done;
886 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
887 unit_put(list, actor);
892 for (qp = list->q_back; qp != list; qp = next) {
894 llp = (struct ulist *)qp;
895 getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
896 oldown = osect.sct_own;
897 newx = xnorm(llp->unit.land.lnd_x + dx);
898 newy = ynorm(llp->unit.land.lnd_y + dy);
899 getsect(newx, newy, §);
900 rel = getrel(getnatp(sect.sct_own), player->cnum);
901 if ((sect.sct_own != actor && rel != ALLIED &&
902 !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
903 sect.sct_own) || (sect.sct_type == SCT_WATER ||
904 sect.sct_type == SCT_SANCT ||
905 sect.sct_type == SCT_WASTE)) {
907 pr("can't go to %s\n", xyas(newx, newy, actor));
910 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
915 if (!SCT_HAS_RAIL(§)
916 && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
918 pr("no rail system in %s\n", xyas(newx, newy, actor));
921 sprintf(dp, "has no rail system in %s",
922 xyas(newx, newy, actor));
927 /* Note we check would_abandon first because we don't want
928 to always have to do these checks */
929 if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
931 if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
934 /* now check stuff */
935 if (!check_sect_ok(§))
937 if (!check_sect_ok(&osect))
939 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
940 if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
944 lnd_mess("stops", llp);
948 if (llp->mobil <= 0.0) {
949 lnd_mess("is out of mobility", llp);
952 llp->unit.land.lnd_x = newx;
953 llp->unit.land.lnd_y = newy;
954 llp->mobil -= lnd_mobcost(&llp->unit.land, §);
955 llp->unit.land.lnd_mobil = (int)llp->mobil;
956 llp->unit.land.lnd_harden = 0;
957 putland(llp->unit.land.lnd_uid, &llp->unit.land);
959 getsect(osect.sct_x, osect.sct_y, &osect);
960 if (osect.sct_own != oldown && oldown == player->cnum) {
961 /* It was your sector, now it's not. Simple :) */
962 pr("You no longer own %s\n",
963 xyas(osect.sct_x, osect.sct_y, player->cnum));
965 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
966 /* Always a 10% chance of getting caught. */
967 if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
968 if (rel == NEUTRAL || rel == FRIENDLY) {
970 "%s unit spotted in %s\n", cname(player->cnum),
971 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
972 setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
973 } else if (rel == HOSTILE || rel == AT_WAR ||
974 rel == SITZKRIEG || rel == MOBILIZATION) {
976 "%s spy shot in %s\n", cname(player->cnum),
977 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
978 pr("%s was shot and killed.\n", prland(&llp->unit.land));
979 llp->unit.land.lnd_effic = 0;
980 putland(llp->unit.land.lnd_uid, &llp->unit.land);
988 lnd_sweep(list, 0, 1, actor);
989 stopping |= lnd_check_mines(list);
993 /* interdict land units sector by sector */
996 while (!QEMPTY(list)) {
997 llp = (struct ulist *)list->q_back;
998 newx = llp->unit.land.lnd_x;
999 newy = llp->unit.land.lnd_y;
1000 /* move units in NEWX,NEWY to cur */
1002 for (qp = list->q_back; qp != list; qp = next) {
1004 llp = (struct ulist *)qp;
1005 if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
1007 emp_insque(qp, &cur);
1008 if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1012 /* interdict them */
1014 stopping |= lnd_interdict(&cur, newx, newy, actor);
1015 /* move survivors to done */
1016 for (qp = cur.q_back; qp != &cur; qp = next) {
1018 llp = (struct ulist *)qp;
1020 emp_insque(qp, &done);
1023 /* assign surviving land units back to list */
1024 emp_insque(list, &done);
1031 * find all artillery units belonging
1032 * to the attacker or defender that can fire.
1033 * Each arty unit adds +1%/damage point
1036 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1038 struct nstr_item ni;
1046 snxtitem_all(&ni, EF_LAND);
1047 while (nxtitem(&ni, &land)) {
1048 if ((land.lnd_x == x) && (land.lnd_y == y))
1050 rel = getrel(getnatp(land.lnd_own), attacker);
1051 rel2 = getrel(getnatp(land.lnd_own), victim);
1052 if ((land.lnd_own != attacker) &&
1053 ((rel != ALLIED) || (rel2 != AT_WAR)))
1056 /* are we in range? */
1057 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1059 range = roundrange(lnd_fire_range(&land));
1063 dam2 = lnd_fire(&land);
1064 putland(land.lnd_uid, &land);
1069 nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1071 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1072 if (roll(100) < lnd_acc(&land))
1075 if (land.lnd_own != attacker)
1077 "%s supported %s at %s\n",
1078 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1084 lnd_can_attack(struct lndstr *lp)
1086 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1088 if (lcp->l_flags & L_SUPPLY)
1095 * Increase fortification value of LP.
1096 * Fortification costs mobility. Use up to MOB mobility.
1097 * Return actual fortification increase.
1100 lnd_fortify(struct lndstr *lp, int mob)
1103 double mob_used, mult;
1105 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1108 mob_used = MIN(lp->lnd_mobil, mob);
1112 mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1115 hard_amt = (int)(mob_used * mult);
1116 if (lp->lnd_harden + hard_amt > land_mob_max) {
1117 hard_amt = land_mob_max - lp->lnd_harden;
1118 mob_used = ceil(hard_amt / mult);
1121 lp->lnd_mobil -= (int)mob_used;
1122 lp->lnd_harden += hard_amt;
1123 lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1129 * Is there a engineer unit at X,Y that can help nation CN?
1132 has_helpful_engineer(coord x, coord y, natid cn)
1134 struct nstr_item ni;
1137 snxtitem_xy(&ni, EF_LAND, x, y);
1138 while (nxtitem(&ni, &land)) {
1139 if (land.lnd_own != cn && getrel(getnatp(land.lnd_own), cn) != ALLIED)
1141 if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1149 * Set LP's tech to TLEV along with everything else that depends on it.
1152 lnd_set_tech(struct lndstr *lp, int tlev)
1154 struct lchrstr *lcp = lchr + lp->lnd_type;
1156 if (CANT_HAPPEN(tlev < lcp->l_tech))
1159 lp->lnd_tech = tlev;